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Text File | 1998-07-26 | 41.7 KB | 1,161 lines
//Bank dialog scripts precache: //mission objective and update sounds cachesound "misc/update.wav" cachesound "music/mix3ima.wav" //combat sounds cachesound "dialog/general/fight1.wav" cachesound "dialog/general/asgunburst.wav" cachesound "impact/explosion/med3.wav" cachesound "monsters/thug/retreat3.wav" cachesound "vehicle/humvee/run.wav" cachesound "environment/alarm/police/siren1.wav" cachesound "vehicle/humvee/stop.wav" wait 0.2 cachesound "vehicle/humvee/skid.wav" cachesound "monsters/thug/retreat2.wav" cachesound "monsters/thug/death1.wav" cachesound "vehicle/helicopt/flyloop.wav" cachesound "dialog/intro/thug/airattk1.wav" cachesound "weapons/heligun/mix9c.wav" cachesound "weapons/heligun/mix2.wav" cachesound "monsters/thug/death2.wav" cachesound "monsters/thug/deathl2.wav" wait 0.2 cachesound "monsters/thug/attk3.wav" cachesound "misc/civfem/plsdntshoot.wav" cachesound "misc/civfem/scream.wav" cachesound "monsters/thug/laff1.wav" cachesound "misc/civfem/helpmeee.wav" cachesound "misc/civmale/beg1.wav" cachesound "monsters/thug/attk2.wav" cachesound "dialog/intro/thug/host3.wav" cachesound "misc/civfem/scream.wav" wait 0.2 cachesound "misc/civmale/beg3.wav" cachesound "dialog/bank/thug/order3.wav" cachesound "monsters/thug/attk1.wav" cachesound "dialog/intro/hc/takecover1.wav" cachesound "dialog/intro/hc/imhit1.wav" cachesound "dialog/intro/hc/hmdeath1.wav" cachesound "dialog/intro/hc/whereblade2.wav" cachesound "dialog/intro/hc/openfirer1.wav" cachesound "dialog/intro/hc/trapm1.wav" wait 0.2 cachesound "weapons/rlaunch/mssllp3.wav" cachesound "dialog/intro/hc/death4r1.wav" cachesound "dialog/intro/hc/mandownm1.wav" cachesound "dialog/intro/hc/takeem.wav" cachesound "monsters/thug/attk4.wav" cachesound "dialog/intro/hc/toostron.wav" cachesound "dialog/intro/hc/bhndlk1.wav" cachesound "dialog/intro/hc/death6r.wav" cachesound "dialog/intro/hc/cantsee.wav" wait 0.2 cachesound "misc/hc/death1.wav" cachesound "dialog/intro/hc/jakecover.wav" cachesound "dialog/intro/hc/lookoutc.wav" cachesound "monsters/thug/attk5.wav" cachesound "dialog/intro/hc/hmlegs.wav" cachesound "dialog/intro/hc/bladewherec.wav" //Mancini dialog cachesound "dialog/bank/mancini/Rnfrc4.wav" cachesound "dialog/bank/mancini/hurry1.wav" cachesound "dialog/bank/mancini/Gttvlt3.wav" wait 0.2 cachesound "dialog/bank/mancini/dmnbld3.wav" cachesound "dialog/bank/mancini/gethim1.wav" cachesound "dialog/bank/mancini/Dntjstst.wav" cachesound "dialog/bank/mancini/Dntlthm1.wav" cachesound "dialog/bank/mancini/Gttvlt3.wav" cachesound "dialog/bank/mancini/ltsgtt.wav" cachesound "dialog/bank/mancini/whtpdfr2.wav" cachesound "dialog/bank/mancini/Hurry1.wav" cachesound "dialog/bank/mancini/Rnfrc5.wav" wait 0.2 cachesound "dialog/bank/mancini/panic7.wav" cachesound "dialog/bank/mancini/rghtbhn1.wav" //Thug dialog cachesound "dialog/bank/thug/yessir.wav" cachesound "dialog/bank/thug/right.wav" cachesound "monsters/thug/site5.wav" cachesound "dialog/bank/thug/panic2.wav" cachesound "dialog/bank/thug/panic9.wav" cachesound "dialog/bank/thug/panic3.wav" cachesound "dialog/bank/thug/backup1.wav" wait 0.2 cachesound "dialog/bank/thug/panic4.wav" cachesound "dialog/bank/thug/order1.wav" cachesound "dialog/bank/thug/order2.wav" cachesound "dialog/bank/thug/order3.wav" cachesound "dialog/bank/thug/panic5.wav" cachesound "dialog/bank/thug/order5.wav" cachesound "dialog/bank/thug/agony.wav" cachesound "dialog/intro/thug/host4.wav" cachesound "dialog/intro/thug/host5.wav" wait 0.2 cachesound "dialog/intro/thug/host1.wav" cachesound "dialog/intro/thug/host3.wav" cachesound "dialog/intro/thug/host2.wav" cachesound "misc/civmale/Beg1.wav" cachesound "dialog/bank/thug/taunt4.wav" //JC dialog cachesound "dialog/general/jc/bdfnr3.wav" cachesound "dialog/bank/jc/shtrn1.wav" cachesound "dialog/bank/jc/shtrn1.wav" cachesound "dialog/bank/jc/mkhpp1.wav" wait 0.2 cachesound "dialog/bank/jc/nffn2.wav" cachesound "dialog/general/jc/computer3.wav" cachesound "dialog/general/jc/cup2.wav" cachesound "dialog/general/jc/chair2.wav" cachesound "dialog/general/jc/plant1.wav" cachesound "dialog/bank/jc/clrbn2.wav" cachesound "dialog/bank/jc/yllnd1.wav" cachesound "dialog/bank/jc/stcky1.wav" cachesound "dialog/bank/jc/rob4.wav" wait 0.2 cachesound "dialog/bank/jc/vltcmb.wav" cachesound "dialog/bank/jc/shtdw3.wav" cachesound "dialog/general/jc/hint1.wav" cachesound "dialog/general/jc/handy1.wav" cachesound "dialog/bank/jc/blddw2.wav" cachesound "dialog/bank/jc/cmn2.wav" cachesound "dialog/bank/jc/bldtlk.wav" cachesound "dialog/intro/jc/sts1.wav" cachesound "dialog/intro/jc/slght1.wav" cachesound "dialog/intro/jc/hrryp3.wav" //Blade dialog wait 0.2 cachesound "dialog/bank/blade/qrtr2.wav" cachesound "dialog/bank/blade/aha1.wav" cachesound "dialog/bank/blade/hmm.wav" cachesound "dialog/bank/blade/mncn1.wav" cachesound "dialog/bank/blade/drpdd1.wav" cachesound "dialog/bank/blade/crmpy1.wav" //Misc sound items cachesound "environment/levelsnds/bank/tchtns.wav" cachesound "environment/levelsnds/bank/phnlnrng.wav" wait 0.2 cachesound "dialog/general/phone/phone1.wav" cachesound "environment/phone/busyfon.wav" cachesound "environment/phone/fon8.wav" cachesound "dialog/general/phone/phone2.wav" cachesound "dialog/general/phone/phone3.wav" end ///BEGIN LEVEL DIALOG// //////////////////////////////////// ////////Mancini Intro Dialog/////// //////////////////////////////////// mancini_intro_dialog: local.mancini1 string parm.mancini1 local.thug1 string parm.thug1 local.thug2 string parm.thug2 //Mancini says 'Call our reinforcements!' local.mancini1 playsound "dialog/bank/mancini/Rnfrc4.wav" waitForSound "dialog/bank/mancini/Rnfrc4.wav" 0.1 //Thug1 says 'Yes sir!' local.thug1 playsound "dialog/bank/thug/yessir.wav" waitForSound "dialog/bank/thug/yessir.wav" 0.3 //Mancini says 'Get to the vault!' local.mancini1 playsound "dialog/bank/mancini/Gttvlt3.wav" waitForSound "dialog/bank/mancini/Gttvlt3.wav" 0.1 //Thug2 says 'Right away, sir!' local.thug2 playsound "dialog/bank/thug/right.wav" waitForSound "dialog/bank/thug/right.wav" 0.3 //Mancini says 'Hurry!' local.mancini1 playsound "dialog/bank/mancini/hurry1.wav" waitForSound "dialog/bank/mancini/hurry1.wav" 0.1 //////////////////////////////////// ////Property Destruction Dialog //// //////////////////////////////////// //don't use in demo- blade_destroys_property1: //jc dialog //dialog "i_jc" "Well, there goes MY pay!" "dialog/bank/jc/gsmyp3.wav" //waitForSound "dialog/bank/jc/gsmyp3.wav" //end //don't use in demo-blade_destroys_property2: //jc dialog //dialog "i_jc" "There goes YOUR pay, Boss!" "dialog/bank/jc/gyrpy3.wav" //waitForSound "dialog/bank/jc/gyrpy3.wav" //end //don't use in demo-blade_destroys_property3: //jc dialog //dialog "i_jc" "Woah, big spender!" "dialog/bank/jc/whbg1.wav" //waitForSound "dialog/bank/jc/whbg1.wav" //end //don't use in demo-blade_destroys_property4: //jc dialog //dialog "i_jc" "Man, we are BANKRUPT!" "dialog/bank/jc/hcchp3.wav" //waitForSound "dialog/bank/jc/hcchp3.wav" //end //don't use in demo-blade_destroys_property5: //jc dialog //dialog "i_jc" "HardCorps = Chapter 11." "dialog/bank/jc/hcchp2.wav" //waitForSound "dialog/bank/jc/hcchp2.wav" //end //don't use in demo-blade_destroys_property6: //jc dialog //dialog "i_jc" "Filing Chapter 11 papers as we speak, sir." "dialog/bank/jc/flchp3.wav" //waitForSound "dialog/bank/jc/flchp3.wav" //end //don't use in demo-blade_destroys_property7: //jc dialog //dialog "i_jc" "I'll start filing the Chapter Eleven papers for HardCorps now, sir." "dialog/bank/jc/flchp1.wav" //waitForSound "dialog/bank/jc/flchp1.wav" /end //don't use in demo-blade_destroys_property8: //jc dialog //dialog "i_jc" "Man, we CANNOT afford that." "dialog/bank/jc/mnffr1.wav" //waitForSound "dialog/bank/jc/mnffr1.wav" //end //don't use in demo-blade_destroys_property9: //jc dialog //don't use in demo-dialog "i_jc" "You just shot our profit margin, boss! " "dialog/bank/jc/prft2.wav" 1 5 //don't use in demo-waitForSound "dialog/bank/jc/prft2.wav" //don't use in demo-end blade_destroys_furniture1: //jc dialog dialog "i_jc" "BAD Furniture!" "dialog/general/jc/bdfnr3.wav" 1 5 waitForSound "dialog/general/jc/bdfnr3.wav" end blade_destroys_furniture2: //jc dialog dialog "i_jc" "This isn't the shooting range boss." "dialog/bank/jc/shtrn1.wav" 1 5 waitForSound "dialog/bank/jc/shtrn1.wav" end blade_destroys_furniture3: //jc dialog dialog "i_jc" "Did that make you happy Blade?" "dialog/bank/jc/mkhpp1.wav" 1 5 waitForSound "dialog/bank/jc/mkhpp1.wav" end blade_destroys_furniture4: //jc dialog dialog "i_jc" "Enough fun and games, Blade." "dialog/bank/jc/nffn2.wav" 1 5 waitForSound "dialog/bank/jc/nffn2.wav" end blade_destroys_computer1: //jc dialog dialog "i_jc" "That was the most gruesome slaughter of a computer that I've ever seen!" "dialog/general/jc/computer3.wav" 1 5 waitForSound "dialog/general/jc/computer3.wav" end //don't use in demo-blade_destroys_computer2: //jc dialog //dialog "i_jc" "Man, that <insert item> shouldn't have got on your bad side!" "dialog/general/jc/computer.wav" //waitForSound "dialog/general/jc/computer.wav" //end blade_destroys_cup: //jc dialog dialog "i_jc" "Way to show that cup a thing or two, boss!" "dialog/general/jc/cup2.wav" 1 5 waitForSound "dialog/general/jc/cup2.wav" end blade_destroys_chair: //jc dialog dialog "i_jc" "Way to show that chair a thing or two, boss!" "dialog/general/jc/chair2.wav" 1 5 waitForSound "dialog/general/jc/chair2.wav" end blade_destroys_plant: //jc dialog dialog "i_jc" "Way to show that plant a thing or two, boss!" "dialog/general/jc/plant1.wav" 1 5 waitForSound "dialog/general/jc/plant1.wav" end //////////////////////////////////// ////Obrian- HC Officer Dialog ////// //////////////////////////////////// //don't use in demo-obrian_cover: //don't use in demo-local.obrian1 string parm.obrian1 //O'Brian says 'I'll cover you!' //don't use in demo-local.obrian1 playsound "dialog/bank/hc/obrian3.wav" 1 6 //don't use in demo-waitForSound "dialog/bank/hc/obrian3.wav" 0.3 //don't use in demo-obrian_vault: //don't use in demo-local.obrian1 string parm.obrian1 //O'Brian says 'I've got the vault covered sir; you go check on the hostages!' 1 6 //don't use in demo-local.obrian1 playsound "dialog/bank/hc/obrian4.wav" //don't use in demo-waitForSound "dialog/bank/hc/obrian4.wav" 0.3 //////////////////////////////////// ////JC Urgent Dialog//////////////// //////////////////////////////////// jc_clear_bank_out: //jc dialog dialog "i_jc" "Clear the bank out, boss; we need to end this!" "dialog/bank/jc/clrbn2.wav" 1 5 waitForSound "dialog/bank/jc/clrbn2.wav" 0.3 end //////////////////////////////////// ////Blade Finds A Quarter/////////// //////////////////////////////////// blade_finds_quarter1: //Blade dialog dialog "i_blade" "Hey, a quarter!" "dialog/bank/blade/qrtr2.wav" 1 5 waitForSound "dialog/bank/blade/qrtr2.wav" 0.3 //JC dialog dialog "i_jc" "The way things are going, you'll need that!" "dialog/bank/jc/yllnd1.wav" 1 5 waitForSound "dialog/bank/jc/yllnd1.wav" 0.3 end //don't use in demo-blade_finds_quarter2: //Blade dialog //dialog "i_blade" "Hey, a quarter!" "dialog/bank/blade/qrtr2.wav" //waitForSound "dialog/bank/blade/qrtr2.wav" 0.3 //JC dialog //dialog "i_jc" "Oh good! A raise!" "dialog/bank/jc/raise1.wav" //waitForSound "dialog/bank/jc/raise1.wav" 0.3 //end //don't use in demo-blade_finds_quarter3: //Blade dialog //dialog "i_blade" "Hey, a quarter!" "dialog/bank/blade/qrtr2.wav" //waitForSound "dialog/bank/blade/qrtr2.wav" 0.3 //JC dialog //dialog "i_jc" "Now you'll be able to pay me!" "dialog/bank/jc/nwpy1.wav" //waitForSound "dialog/bank/jc/nwpy1.wav" 0.3 //end //don't use in demo-blade_finds_quarter4: //Blade dialog //dialog "i_blade" "Spare change!" "dialog/bank/blade/sprch1.wav" //waitForSound "dialog/bank/blade/sprch1.wav" 0.3 //JC dialog //dialog "i_jc" "Every quarter counts!" "dialog/bank/jc/vryqr1.wav" //waitForSound "dialog/bank/jc/vryqr1.wav" 0.3 //end //don't use in demo-blade_finds_quarter5: //Blade dialog //dialog "i_blade" "Spare change!" "dialog/bank/blade/sprch1.wav" //waitForSound "dialog/bank/blade/sprch1.wav" 0.3 //JC dialog //dialog "i_jc" "Hey! Quit robbing the fish!" "dialog/bank/jc/hyrbf1.wav" //waitForSound "dialog/bank/jc/hyrbf1.wav" 0.3 //end //don't use in demo-blade_finds_quarter6: //Blade dialog //dialog "i_blade" "Spare change!" "dialog/bank/blade/sprch1.wav" //waitForSound "dialog/bank/blade/sprch1.wav" 0.3 //JC dialog //dialog "i_jc" "That's not fish food?" "dialog/bank/jc/fshfd1.wav" //waitForSound "dialog/bank/jc/fshfd1.wav" 0.3 //end //////////////////////////////////// ////Blade Takes Money From Drawer/// //////////////////////////////////// blade_takes_money1: dialog "i_jc" "Man, you've got sticky fingers, boss." "dialog/bank/jc/stcky1.wav" 1 5 waitForSound "dialog/bank/jc/stcky1.wav" 0.3 end blade_takes_money2: dialog "i_jc" "Boss, I thought we're here to save the bank û not rob it." "dialog/bank/jc/rob4.wav" 1 5 waitForSound "dialog/bank/jc/rob4.wav" 0.3 end //////////////////////////////////// //JC says Find Vault Combo////////// //////////////////////////////////// blade_needs_vault_combo: dialog "i_jc" "We need the vault combo. It's in here somewhere. See if you can find it!" "dialog/bank/jc/vltcmb.wav" 1 5 waitForSound "dialog/bank/jc/vltcmb.wav" 0.3 end //////////////////////////////////// //JC says Shut Down Security//////// //////////////////////////////////// jneed_to_shut_down_sec1: dialog "i_jc" "Shut down the security system or you'll be in a world of hurt!" "dialog/bank/jc/shtdw3.wav" 1 5 waitForSound "dialog/bank/jc/shtdw3.wav" 0.3 end //don't use in demo-need_to_shut_down_sec2: //dialog "i_jc" "Downgrade the automated security system or it will fry you." "dialog/bank/jc/dwngrd.wav" 1 5 //waitForSound "dialog/bank/jc/dwngrd.wav" 0.3 //end //////////////////////////////////// //JC Gives Blade a Hint///////////// //////////////////////////////////// jc_interesting1: dialog "i_jc" "HEY! Now isn't THAT interesting." "dialog/general/jc/hint1.wav" 1 5 waitForSound "dialog/general/jc/hint1.wav" 0.3 end //don't use in demo-jc_interesting2: //dialog "i_jc" "HEY! Now isn't THAT interesting." "dialog/general/jc/hint2.wav" 1 5 //waitForSound "dialog/general/jc/hint2.wav" 0.3 //end jc_handy1: dialog "i_jc" "That could come in handy!" "dialog/general/jc/handy1.wav" 1 5 waitForSound "dialog/general/jc/handy1.wav" 0.3 end //don't use in demo-jc_handy2: //dialog "i_jc" "That could come in handy!" "dialog/general/jc/handy2.wav" 1 5 //waitForSound "dialog/general/jc/handy2.wav" 0.3 //end //////////////////////////////////// /////////Mancini Dialog///////////// //////////////////////////////////// mancini_damn_blade: local.mancini1 string parm.mancini1 //Mancini says 'DAMN! It's Blade!' dialog "i_mancini" "DAMN! It's Blade!" "dialog/bank/mancini/dmnbld3.wav" 1 2 .5 waitForSound "dialog/bank/mancini/dmnbld3.wav" 0.3 end mancini_get_him1: local.mancini1 string parm.mancini1 //Mancini says 'Get him!' dialog "i_mancini" "Get him!" "dialog/bank/mancini/gethim1.wav" 1 2 .5 waitForSound "dialog/bank/mancini/gethim1.wav" 0.3 end mancini_dont_stand_kill: local.mancini1 string parm.mancini1 local.thug1 string parm.thug1 //Mancini says 'Don't just stand thereà go KILL him!' dialog "i_mancini" "Don't just stand there, go KILL him!" "dialog/bank/mancini/Dntjstst.wav" 1 2 .5 waitForSound "dialog/bank/mancini/Dntjstst.wav" 0.1 //Thug says 'Get him!' local.thug1 playsound "monsters/thug/site5.wav" 1 2 .5 waitForSound "monsters/thug/site5.wav" 0.1 end mancini_dont_let_him_thru: local.mancini1 string parm.mancini1 //Mancini says 'Don't let him get through here!' dialog "i_mancini" "Don't let him get through here!" "dialog/bank/mancini/Dntlthm1.wav" 1 2 .5 waitForSound "dialog/bank/mancini/Dntlthm1.wav" 0.3 end mancini_get_to_vault: local.mancini1 string parm.mancini1 //Mancini says 'Get to the vault!' dialog "i_mancini" "Get to the vault!" "dialog/bank/mancini/Gttvlt3.wav" 1 2 .5 waitForSound "dialog/bank/mancini/Gttvlt3.wav" 0.3 end mancini_lets_get_outta_here1: local.mancini1 string parm.mancini1 //Mancini says 'Let's get outta here!' dialog "i_mancini" "Let's get outta here!" "dialog/bank/mancini/ltsgtt.wav" 1 2 .5 waitForSound "dialog/bank/mancini/ltsgtt.wav" 0.3 end mancini_what_get_paid_for: local.mancini1 string parm.mancini1 //Mancini says 'What are you guys getting paid for, anyway? Earn your money, idiots!' dialog "i_mancini" "What are you guys getting paid for, anyway? Earn your money, idiots!" "dialog/bank/mancini/whtpdfr2.wav" 1 2 .5 waitForSound "dialog/bank/mancini/whtpdfr2.wav" 0.3 end mancini_hurry: local.mancini1 string parm.mancini1 //Mancini says 'Hurry!' dialog "i_mancini" "Hurry!" "dialog/bank/mancini/Hurry1.wav" 1 2 .5 waitForSound "dialog/bank/mancini/Hurry1.wav" 0.3 end mancini_reinforce1: local.mancini1 string parm.mancini1 //Mancini says 'Call our reinforcements!!' dialog "i_mancini" "Call our reinforcements!" "dialog/bank/mancini/Rnfrc5.wav" 1 2 .5 waitForSound "dialog/bank/mancini/Rnfrc5.wav" 0.3 end mancini_call_chopper: local.mancini1 string parm.mancini1 //Mancini says 'Call for the chopper!' dialog "i_mancini" "Call for the chopper!" "dialog/bank/mancini/panic7.wav" 1 2 .5 waitForSound "dialog/bank/mancini/panic7.wav" 0.3 end mancini_right_behind: local.mancini1 string parm.mancini1 //Mancini says 'Call for backup!' dialog "i_mancini" "Call for backup!" "dialog/bank/mancini/rghtbhn1.wav" 1 2 .5 waitForSound "dialog/bank/mancini/rghtbhn1.wav" 0.3 end //////////////////////////////////// /////////Thug Dialog//////////////// //////////////////////////////////// thug_leave_now: local.thug1 string parm.thug1 //Thug says 'We've got to leave, NOW!' local.thug1 playsound "dialog/bank/thug/panic2.wav" waitForSound "dialog/bank/thug/panic2.wav" 0.3 end thug_hell_outta_here: local.thug1 string parm.thug1 //Thug says 'Let's get the hell outta here!' local.thug1 playsound "dialog/bank/thug/panic9.wav" waitForSound "dialog/bank/thug/panic9.wav" 0.3 end thug_its_five_o: local.thug1 string parm.thug1 //Thug says 'It's the 5.0! Let's split!' local.thug1 playsound "dialog/bank/thug/panic3.wav" waitForSound "dialog/bank/thug/panic3.wav" 0.3 end thug_trouble_at_vault: local.thug1 string parm.thug1 //Thug says 'We've got trouble near the vault, call for backup!' local.thug1 playsound "dialog/bank/thug/backup1.wav" waitForSound "dialog/bank/thug/backup1.wav" 0.3 end thug_rip_thru_defence: local.thug1 string parm.thug1 //Thug says 'Blade's ripping through our defences, sir!' local.thug1 playsound "dialog/bank/thug/panic4.wav" waitForSound "dialog/bank/thug/panic4.wav" 0.3 end thug_hurry_up: local.thug1 string parm.thug1 //Thug says 'Hurry up, we're behind schedule!' local.thug1 playsound "dialog/bank/thug/order1.wav" waitForSound "dialog/bank/thug/order1.wav" 0.3 end thug_get_reinforcements: local.thug1 string parm.thug1 //Thug says 'Let's get some reinforcements down here now!' local.thug1 playsound "dialog/bank/thug/order2.wav" waitForSound "dialog/bank/thug/order2.wav" 0.3 end thug_move_move_move: local.thug1 string parm.thug1 //Thug says 'Move move move! Let's go!' local.thug1 playsound "dialog/bank/thug/order3.wav" waitForSound "dialog/bank/thug/order3.wav" 0.3 end thug_cant_hold_him_off: local.thug1 string parm.thug1 //Thug says 'I don't think we can hold him off any longer!' local.thug1 playsound "dialog/bank/thug/panic5.wav" waitForSound "dialog/bank/thug/panic5.wav" 0.3 end thug_get_moving1: local.thug1 string parm.thug1 //Thug says 'Get moving!' local.thug1 playsound "dialog/bank/thug/order5.wav" waitForSound "dialog/bank/thug/order5.wav" 0.3 end thug_oh_god_the_pain: local.thug1 string parm.thug1 //Thug says 'Oh god the pain! I'm gonna get you cop!' local.thug1 playsound "dialog/bank/thug/agony.wav" waitForSound "dialog/bank/thug/agony.wav" 0.3 end /////////////////////////////////////// /////////Thug hostage dialog/////////// /////////////////////////////////////// thug_move_and_they_die: local.thug1 string parm.thug1 local.civmale string parm.civmale local.thug1 dialog "i_thug" "Make a move and they're dead!" "dialog/intro/thug/host4.wav" waitForSound "dialog/intro/thug/host4.wav" 0.1 local.civmale dialog "i_civmale" "Oh my God don't kill me!" "misc/civmale/Beg1.wav" waitForSound "misc/civmale/Beg1.wav" 0.3 end thug_put_gun_down: local.thug1 string parm.thug1 local.thug1 dialog "i_thug" "Put the gun down or they're dead meat!" "dialog/intro/thug/host5.wav" waitForSound "dialog/intro/thug/host5.wav" 0.3 end thug_million_dollars_or_baggies: local.thug1 string parm.thug1 local.thug1 dialog "i_thug" "We want a million dollars or these people are comin home in baggies!" "dialog/intro/thug/host1.wav" waitForSound "dialog/intro/thug/host1.wav" 0.3 end thug_its_the_fuzz: local.thug1 string parm.thug1 local.thug1 dialog "i_thug" "It's the fuzz! Kill the hostages!" "dialog/intro/thug/host3.wav" waitForSound "dialog/intro/thug/host3.wav" 0.3 end thug_million_dollars_and_chopper: local.thug1 string parm.thug1 local.thug1 dialog "i_thug" "We've got hostages! We want a million dollars and a chopper or these people are dead!" "dialog/intro/thug/host2.wav" waitForSound "dialog/intro/thug/host2.wav" 0.3 end //////////////////////////////////// ///////Blade Finds Item///////////// //////////////////////////////////// blade_finds1: //Blade dialog dialog "i_blade" "Aha!" "dialog/bank/blade/aha1.wav" 1 5 waitForSound "dialog/bank/blade/aha1.wav" 0.3 end blade_finds2: //Blade dialog dialog "i_blade" "Hmmm!" "dialog/bank/blade/hmm.wav" 1 5 waitForSound "dialog/bank/blade/hmm.wav" 0.3 end //////////////////////////////////// ///////Blade In Combat ///////////// //////////////////////////////////// blade_drop_dead: //Blade is shooting thugs dropping thru windows dialog "i_blade" "Drop dead!" "dialog/bank/blade/drpdd1.wav" 1 5 waitForSound "dialog/bank/blade/drpdd1.wav" 0.3 end blade_crime_doesnt_pay: //Blade is shooting thugs dropping thru windows dialog "i_blade" "Crime doesn't pay!" "dialog/bank/blade/crmpy1.wav" 1 5 waitForSound "dialog/bank/blade/crmpy1.wav" 0.3 end //////////////////////////////////// /////////Blade Dies///////////////// //////////////////////////////////// blade_death: //Blade dialog dialog "i_blade" "Mancini, You bastàà!" "dialog/bank/blade/mncn1.wav" 1 5 waitForSound "dialog/bank/blade/mncn1.wav" 0.3 local.thug1 string parm.thug1 //Thug says 'Tell Mancini that we got Blade. <Ha, Ha!>' local.thug1 playsound "dialog/bank/thug/taunt4.wav" waitForSound "dialog/bank/thug/taunt4.wav" 0.3 end //////////////////////////////////// //JC Tries To Radio Dead Blade////// //////////////////////////////////// jc_come_in_blade1: //jc dialog dialog "i_jc" "Blade is down! Repeat Blade is down! Get some backup in there now!" "dialog/bank/jc/blddw2.wav" 1 5 waitForSound "dialog/bank/jc/blddw2.wav" 0.3 end jc_come_in_blade2: //jc dialog dialog "i_jc" "BladeàBlade, come in Bladeàtalk to me!" "dialog/bank/jc/cmn2.wav" 1 5 waitForSound "dialog/bank/jc/cmn2.wav" 0.3 end jc_come_in_blade3: //jc dialog dialog "i_jc" "Blade! Blade, talk to me!" "dialog/bank/jc/bldtlk.wav" 1 5 waitForSound "dialog/bank/jc/bldtlk.wav" 0.3 end //////////////////////////////////// ////////////Misc JC Dialog////////// //////////////////////////////////// jc_sightseeing: //jc dialog dialog "i_jc" "Blade! What are you doing wasting your time sightseeing? Get to the bank NOW!" "dialog/intro/jc/sts1.wav" 1 5 waitForSound "dialog/intro/jc/sts1.wav" 0.3 end jc_slaughtered_inside1: //jc dialog dialog "i_jc" "Man we're getting slaughtered inside! What are you doing wandering around out here?" "dialog/intro/jc/slght1.wav" 1 5 waitForSound "dialog/intro/jc/slght1.wav" 0.3 end //don't use in demo-jc_slaughtered_inside2: //jc dialog //dialog "i_jc" "Man we are getting slaughtered inside! What are you doing wandering around out here?" "dialog/intro/jc/slght2.wav" 1 5 //waitForSound "dialog/intro/jc/slght2.wav" 0.3 //end jc_get_in_there: //jc dialog dialog "i_jc" "Hurry up and get in THERE!" "dialog/intro/jc/hrryp3.wav" 1 5 waitForSound "dialog/intro/jc/hrryp3.wav" 0.3 end jc_get_going: //jc dialog dialog "i_jc" "Hurry up and get GOING!" "dialog/intro/jc/hrryp4.wav" 1 5 waitForSound "dialog/intro/jc/hrryp4.wav" 0.3 end //////////////////////////////////// ///////////Phone Dialog//////////// //////////////////////////////////// phone_bruno: local.phone string parm.phone //Phone says 'What do you want? Leave me alone or I'll have Bruno come down there and tap dance on your ass.' local.phone playsound "environment/levelsnds/bank/tchtns.wav" 4.0 waitForSound "environment/levelsnds/bank/tchtns.wav" local.phone playsound "environment/levelsnds/bank/phnlnrng.wav" 2.0 waitForSound "environment/levelsnds/bank/phnlnrng.wav" local.phone playsound "dialog/general/phone/phone1.wav" 3.0 waitForSound "dialog/general/phone/phone1.wav" local.phone playsound "environment/phone/busyfon.wav" 2.0 waitForSound "environment/phone/busyfon.wav" local.phone playsound "environment/phone/fon8.wav" 2.0 waitForSound "environment/phone/fon8.wav" end phone_cinema: local.phone string parm.phone //Phone says 'Thank you for calling Cinema Line. Today's feature film is Dark Army 7. The return of Ash Jr.! Monty Python Resurrection, and à<disconnect sound>' local.phone playsound "environment/levelsnds/bank/tchtns.wav" 4.0 waitForSound "environment/levelsnds/bank/tchtns.wav" local.phone playsound "environment/levelsnds/bank/phnlnrng.wav" 2.0 waitForSound "environment/levelsnds/bank/phnlnrng.wav" local.phone playsound "dialog/general/phone/phone2.wav" 3.0 waitForSound "dialog/general/phone/phone2.wav" local.phone playsound "environment/phone/busyfon.wav" 2.0 waitForSound "environment/phone/busyfon.wav" local.phone playsound "environment/phone/fon8.wav" 2.0 waitForSound "environment/phone/fon8.wav" end phone_voicejail: local.phone string parm.phone //Phone says 'Hello and welcome to voice jail. You are now on hold.' local.phone playsound "environment/levelsnds/bank/tchtns.wav" 4.0 waitForSound "environment/levelsnds/bank/tchtns.wav" local.phone playsound "environment/levelsnds/bank/phnlnrng.wav" 2.0 waitForSound "environment/levelsnds/bank/phnlnrng.wav" local.phone playsound "dialog/general/phone/phone3.wav" waitForSound "dialog/general/phone/phone3.wav" 0.3 local.phone playsound "environment/phone/busyfon.wav" 2.0 waitForSound "environment/phone/busyfon.wav" local.phone playsound "environment/phone/fon8.wav" 2.0 waitForSound "environment/phone/fon8.wav" end //////////////////////////////////// ////Combat Ambience Sequences/////// //////////////////////////////////// combat_one: local.actor1 string parm.actor1 //missile impacts and booms, thug says 'Let's get the hell outta here!' local.actor1 playsound "dialog/general/fight1.wav" .8 4 waitForSound "dialog/general/fight1.wav" 0.4 local.actor1 playsound "dialog/general/asgunburst.wav" 1 3 waitForSound "dialog/general/asgunburst.wav" -0.2 local.actor1 playsound "impact/explosion/med3.wav" 1 2 waitForSound "impact/explosion/med3.wav" -2.2 local.actor1 playsound "monsters/thug/retreat3.wav" 1 3 waitForSound "monsters/thug/retreat3.wav" 2.0 local.actor1 playsound "misc/null.wav" 1 4 end combat_two: local.actor1 string parm.actor1 //humvee skids in, machine gun fire, thug screams 'where's my back-ughhh!' local.actor1 playsound "dialog/general/fight1.wav" .7 4 local.actor1 playsound "vehicle/humvee/run.wav" .8 3 local.actor1 playsound "environment/alarm/police/siren1.wav" .5 5 waitForSound "environment/alarm/police/siren1.wav" 1 local.actor1 playsound "vehicle/humvee/stop.wav" .8 2 local.actor1 playsound "vehicle/humvee/skid.wav" .5 3 waitForSound "vehicle/humvee/skid.wav" -0.1 local.actor1 playsound "dialog/general/asgunburst.wav" 1 1 waitForSound "dialog/general/asgunburst.wav" -0.5 local.actor1 playsound "monsters/thug/retreat2.wav" .6 3 waitForSound "monsters/thug/retreat2.wav" -0.8 local.actor1 playsound "weapons/asrifle/6.wav" 1 1 local.actor1 playsound "monsters/thug/death1.wav" .6 3 waitForSound "monsters/thug/death1.wav" 4.0 local.actor1 playsound "misc/null.wav" 1 4 local.actor1 playsound "misc/null.wav" 1 5 end combat_three: local.actor1 string parm.actor1 //Chopper flies in, thug says 'Air attack!!!' and is then mowed down by heligun local.actor1 playsound "dialog/general/fight1.wav" .8 4 local.actor1 playsound "vehicle/helicopt/flyloop.wav" .5 5 waitForSound "vehicle/helicopt/flyloop.wav" .1 local.actor1 playsound "dialog/intro/thug/airattk1.wav" .8 2 waitForSound "dialog/intro/thug/airattk1.wav" -0.2 local.actor1 playsound "weapons/heligun/mix9c.wav" .4 1 waitForSound "weapons/heligun/mix9c.wav" -1.1 local.actor1 playsound "weapons/heligun/mix9c.wav" .4 1 waitForSound "weapons/heligun/mix9c.wav" -1.1 local.actor1 playsound "weapons/heligun/mix2.wav" 1 1 local.actor1 playsound "monsters/thug/death2.wav" 1 3 waitForSound "monsters/thug/death2.wav" -2.1 waitForSound "weapons/heligun/mix2.wav" -1.1 local.actor1 playsound "weapons/heligun/mix9c.wav" .4 1 waitForSound "weapons/heligun/mix9c.wav" -1.1 local.actor1 playsound "weapons/heligun/mix9c.wav" .4 1 waitForSound "weapons/heligun/mix9c.wav" -1.1 local.actor1 playsound "monsters/thug/deathl2.wav" 1 3 waitForSound "monsters/thug/deathl1.wav" -3.1 local.actor1 playsound "weapons/heligun/mix9c.wav" .4 1 waitForSound "weapons/heligun/mix9c.wav" -1.1 local.actor1 playsound "weapons/heligun/mix9c.wav" .4 1 waitForSound "weapons/heligun/mix9c.wav" 2.1 local.actor1 playsound "misc/null.wav" 1 4 local.actor1 playsound "misc/null.wav" 1 5 end civ_massacre1: local.actor1 string parm.actor1 //Thug says, you're gonna die!, fem says don't shoot, gunfire and thug laughter local.actor1 playsound "monsters/thug/attk3.wav" 1 1 waitForSound "monsters/thug/attk3.wav" -.1 local.actor1 playsound "misc/civfem/plsdntshoot.wav" 1 3 waitForSound "misc/civfem/plsdntshoot.wav" -.4 local.actor1 playsound "dialog/general/asgunburst.wav" 1 1 waitForSound "dialog/general/asgunburst.wav" -0.5 local.actor1 playsound "misc/civfem/scream.wav" 1 2 waitForSound "misc/civfem/scream.wav" -.1 local.actor1 playsound "monsters/thug/laff1.wav" 1 3 waitForSound "monsters/thug/laff1.wav" .1 end civ_massacre2: local.actor1 string parm.actor1 //Gunfire, woman says 'help meee!', man says 'oh my god don't kill me', thug says open fire, man dies, thug laughs local.actor1 playsound "dialog/general/fight1.wav" .5 5 waitForSound "dialog/general/fight1.wav" 0.2 local.actor1 playsound "misc/civfem/helpmeee.wav" 1 2 waitForSound "misc/civfem/helpmeee.wav" .3 local.actor1 playsound "misc/civmale/beg1.wav" .5 3 waitForSound "misc/civmale/beg1.wav" -.2 local.actor1 playsound "monsters/thug/attk2.wav" 1 4 waitForSound "monsters/thug/attk2.wav" -.1 local.actor1 playsound "dialog/general/asgunburst.wav" 1 1 waitForSound "dialog/general/asgunburst.wav" -0.5 local.actor1 playsound "dialog/general/asgunburst.wav" 1 1 waitForSound "dialog/general/asgunburst.wav" -0.5 local.actor1 playsound "misc/civmale/death1.wav" 1 4 waitForSound "misc/civmale/death1.wav" -0.3 local.actor1 playsound "monsters/thug/laff1.wav" .7 3 waitForSound "monsters/thug/laff1.wav" .5 local.actor1 playsound "misc/null.wav" 1 5 end civ_massacre3: local.actor1 string parm.actor1 //Gunfire, Thus says 'It's the fuzz, kill the hostages!, girl screams, man screams 'why me', gunfire, thug says 'let's go, move it' local.actor1 playsound "dialog/general/fight1.wav" .5 5 waitForSound "dialog/general/fight1.wav" 0.2 local.actor1 playsound "dialog/intro/thug/host3.wav" .5 4 waitForSound "dialog/intro/thug/host3.wav" -.1 local.actor1 playsound "misc/civfem/scream.wav" .5 2 waitForSound "misc/civfem/scream.wav" .2 local.actor1 playsound "misc/civmale/beg3.wav" .5 3 waitForSound "misc/civmale/beg3.wav" -.2 local.actor1 playsound "dialog/general/asgunburst.wav" 1 1 waitForSound "dialog/general/asgunburst.wav" -0.5 local.actor1 playsound "dialog/general/asgunburst.wav" 1 1 waitForSound "dialog/general/asgunburst.wav" 0.3 local.actor1 playsound "dialog/bank/thug/order3.wav" .5 4 waitForSound "dialog/intro/bank/order3.wav" .7 local.actor1 playsound "misc/null.wav" 1 5 end combat_four: local.actor1 string parm.actor1 local.actor2 string parm.actor2 //Thug sez 'You want some, porky', HC sez 'Take cover!', gunfire, HC "I'm hit!", death, HC "Where's Blade??" local.actor1 playsound "dialog/general/fight1.wav" .8 5 waitForSound "dialog/general/fight1.wav" 0.2 local.actor1 playsound "monsters/thug/attk1.wav" 1 3 waitForSound "monsters/thug/attk1.wav" .1 local.actor1 playsound "dialog/intro/hc/takecover1.wav" .7 3 waitForSound "dialog/intro/hc/takecover1.wav" -.1 local.actor1 playsound "dialog/general/asgunburst.wav" .9 1 waitForSound "dialog/general/asgunburst.wav" -0.5 local.actor1 playsound "dialog/general/asgunburst.wav" .9 1 waitForSound "dialog/general/asgunburst.wav" -0.2 local.actor1 playsound "dialog/intro/hc/imhit1.wav" .7 3 waitForSound "dialog/intro/hc/imhit1.wav" -.3 local.actor1 playsound "dialog/intro/hc/hmdeath1.wav" .6 2 waitForSound "dialog/intro/hc/hmdeath1.wav" -.4 local.actor1 playsound "dialog/intro/hc/whereblade2.wav" .7 4 waitForSound "dialog/intro/hc/whereblade2.wav" 1.5 local.actor1 playsound "misc/null.wav" 1 5 end combat_five: local.actor1 string parm.actor1 //HC 'Open fire', HC 'It's a trap!', rocket explosion, HC death, HC "Man down!!" local.actor1 playsound "dialog/general/fight1.wav" .8 5 waitForSound "dialog/general/fight1.wav" 0.2 local.actor1 playsound "dialog/intro/hc/openfirer1.wav" .8 3 waitForSound "dialog/intro/hc/openfirer1.wav" .1 local.actor1 playsound "weapons/magnum/fire3.wav" 1 1 waitForSound "weapons/magnum/fire3.wav" -0.4 local.actor1 playsound "weapons/magnum/fire3.wav" 1 1 waitForSound "weapons/magnum/fire3.wav" -0.4 local.actor1 playsound "weapons/magnum/fire3.wav" 1 1 waitForSound "weapons/magnum/fire3.wav" -0.4 local.actor1 playsound "dialog/intro/hc/trapm1.wav" .9 3 waitForSound "dialog/intro/hc/trapm1.wav" -.2 local.actor1 playsound "weapons/rlaunch/mssllp3.wav" 1 1 waitForSound "weapons/rlaunch/mssllp3.wav" -0.1 local.actor1 playsound "impact/explosion/med3.wav" 1 2 waitForSound "impact/explosion/med3.wav" -2.2 local.actor1 playsound "dialog/intro/hc/death4r1.wav" .6 3 waitForSound "dialog/intro/hc/death4r1.wav" -.1 local.actor1 playsound "dialog/intro/hc/mandownm1.wav" .8 3 waitForSound "dialog/intro/hc/mandownm1.wav" 1.8 local.actor1 playsound "misc/null.wav" 1 5 end combat_six: local.actor1 string parm.actor1 //Humvee pulls up,HC 'Take 'em down!',gunfire,Thug 'Book THIS, dan-o!', HC 'They're too strong!',gunfire,HC 'Behind you, lookout!', HC guys die local.actor1 playsound "dialog/general/fight1.wav" .8 4 local.actor1 playsound "vehicle/humvee/run.wav" .8 3 local.actor1 playsound "environment/alarm/police/siren1.wav" .5 5 waitForSound "environment/alarm/police/siren1.wav" 1 local.actor1 playsound "vehicle/humvee/stop.wav" .8 2 local.actor1 playsound "vehicle/humvee/skid.wav" .5 3 waitForSound "vehicle/humvee/skid.wav" -0.1 local.actor1 playsound "dialog/intro/hc/takeem.wav" .8 3 waitForSound "dialog/intro/hc/takeem.wav" .1 local.actor1 playsound "dialog/general/asgunburst.wav" 1 1 waitForSound "dialog/general/asgunburst.wav" -0.5 local.actor1 playsound "weapons/magnum/fire3.wav" 1 1 waitForSound "weapons/magnum/fire3.wav" -0.4 local.actor1 playsound "weapons/magnum/fire3.wav" 1 1 waitForSound "weapons/magnum/fire3.wav" -0.4 local.actor1 playsound "weapons/magnum/fire3.wav" 1 1 waitForSound "weapons/magnum/fire3.wav" -0.4 local.actor1 playsound "monsters/thug/attk4.wav" .6 3 waitForSound "monsters/thug/attk4.wav" .1 local.actor1 playsound "dialog/general/asgunburst.wav" 1 1 waitForSound "dialog/general/asgunburst.wav" -0.5 local.actor1 playsound "dialog/intro/hc/toostron.wav" .7 3 waitForSound "dialog/intro/hc/toostron.wav" -.1 local.actor1 playsound "weapons/asrifle/6.wav" 1 1 waitForSound "weapons/asrifle/6.wav" -0.5 local.actor1 playsound "weapons/asrifle/6.wav" 1 1 waitForSound "weapons/asrifle/6.wav" -0.5 local.actor1 playsound "dialog/intro/hc/bhndlk1.wav" .7 2 waitForSound "dialog/intro/hc/bhndlk1.wav" .1 local.actor1 playsound "weapons/magnum/fire3.wav" 1 1 waitForSound "weapons/magnum/fire3.wav" -0.4 local.actor1 playsound "weapons/magnum/fire3.wav" 1 1 waitForSound "weapons/magnum/fire3.wav" -0.4 local.actor1 playsound "dialog/intro/hc/death6r.wav" .7 3 waitForSound "dialog/intro/hc/death6r.wav" .1 local.actor1 playsound "dialog/general/asgunburst.wav" 1 1 waitForSound "dialog/general/asgunburst.wav" -0.5 local.actor1 playsound "dialog/intro/hc/cantsee.wav" .4 2 waitForSound "dialog/intro/hc/cantsee.wav" .1 local.actor1 playsound "dialog/general/asgunburst.wav" 1 1 waitForSound "dialog/general/asgunburst.wav" -0.5 local.actor1 playsound "misc/hc/death1.wav" .8 2 waitForSound "misc/hc/death1.wav" 1.3 local.actor1 playsound "misc/null.wav" 1 5 local.actor1 playsound "misc/null.wav" 1 4 end combat_seven: local.actor1 string parm.actor1 //HC 'Jake, cover me!', HC 'Lookout!', Thug 'Sucker!, gunfire, HC "I'm hit!", HC "Blade, where are you??" local.actor1 playsound "dialog/general/fight1.wav" .8 4 waitForSound "dialog/general/fight1.wav" .6 local.actor1 playsound "dialog/intro/hc/jakecover.wav" .8 3 waitForSound "dialog/intro/hc/jakecover.wav" .1 local.actor1 playsound "weapons/magnum/fire3.wav" .6 1 waitForSound "weapons/magnum/fire3.wav" -0.4 local.actor1 playsound "weapons/magnum/fire3.wav" .6 1 waitForSound "weapons/magnum/fire3.wav" -0.4 local.actor1 playsound "weapons/magnum/fire3.wav" .6 1 waitForSound "weapons/magnum/fire3.wav" -0.4 local.actor1 playsound "dialog/intro/hc/lookoutc.wav" .7 3 waitForSound "dialog/intro/hc/lookoutc.wav" .1 local.actor1 playsound "monsters/thug/attk5.wav" 1 2 waitForSound "monsters/thug/attk5.wav" .1 local.actor1 playsound "dialog/general/asgunburst.wav" 1 1 waitForSound "dialog/general/asgunburst.wav" -0.5 local.actor1 playsound "dialog/intro/hc/hmlegs.wav" .8 3 waitForSound "dialog/intro/hc/hmlegs.wav" -.1 local.actor1 playsound "weapons/magnum/fire3.wav" .8 1 waitForSound "weapons/magnum/fire3.wav" -0.4 local.actor1 playsound "weapons/magnum/fire3.wav" .8 1 waitForSound "weapons/magnum/fire3.wav" -0.4 local.actor1 playsound "dialog/intro/hc/bladewherec.wav" .7 2 waitForSound "dialog/intro/hc/bladewherec.wav" .1 local.actor1 playsound "weapons/magnum/fire3.wav" .8 1 waitForSound "weapons/magnum/fire3.wav" -0.4 local.actor1 playsound "weapons/magnum/fire3.wav" .8 1 waitForSound "weapons/magnum/fire3.wav" 0.5 local.actor1 playsound "misc/null.wav" 1 5 local.actor1 playsound "misc/null.wav" 1 4 end //////////////////////////////////// /////////Blade and JC Taunts//////// //////////////////////////////////// blade_taunt1: //Blade dialog dialog "i_blade" "That has GOT to hurt!" "player/blade/taunt/gtthrt.wav" 1 5 waitForSound "player/blade/taunt/gtthrt.wav" 0.3 end blade_taunt2: //Blade dialog dialog "i_blade" "I tore ya a new one, chump!" "player/blade/taunt/trynw1.wav" 1 5 waitForSound "player/blade/taunt/trynw1.wav" 0.3 end blade_taunt3: //Blade dialog dialog "i_blade" "Rest in pieces!" "player/blade/taunt/rstnpcs.wav" 1 5 waitForSound "player/blade/taunt/rstnpcs.wav" 0.3 end blade_taunt4: //Blade dialog dialog "i_blade" "Who's your daddy?" "player/blade/taunt/whsyrdd1.wav" 1 5 waitForSound "player/blade/taunt/whsyrdd1.wav" 0.3 end jc_taunt1: //JC dialog dialog "i_jc" "Hah, bite the big one!" "dialog/general/jc/btbg2.wav" 1 5 waitForSound "dialog/general/jc/btbg2.wav" 0.3 end jc_taunt2: //JC dialog dialog "i_jc" "Oohoo! That hurts!" "dialog/general/jc/ththrt.wav" 1 5 waitForSound "dialog/general/jc/ththrt.wav" 0.3 end jc_taunt3: //JC dialog dialog "i_jc" "Yeah, suck it down!" "dialog/general/jc/sukit1.wav" 1 5 waitForSound "dialog/general/jc/sukit1.wav" 0.3 end jc_taunt4: //JC dialog dialog "i_jc" "Rock the Casbah!" "dialog/general/jc/csbh1.wav" 1 5 waitForSound "dialog/general/jc/csbh1.wav" 0.3 end //////////////////////////////////// /////////End of Level Dialog//////// //////////////////////////////////// end_of_level: //jc dialog dialog "i_jc" "I'm picking up thermal activity in the abandoned building next door. Follow the tunnel and check it out!" "dialog/bank/jc/thrml4.wav" 1 5 waitForSound "dialog/bank/jc/thrml4.wav" 0.3 //Blade dialog dialog "i_blade" "Roger that JC, I'm going in." "dialog/bank/blade/roger4.wav" 1 5 waitForSound "dialog/bank/blade/roger4.wav" 0.3 //jc dialog dialog "i_jc" "Blade! Wait for some backup!" "dialog/bank/jc/wtbck1.wav" 1 5 waitForSound "dialog/bank/jc/wtbck1.wav" 0.3 //Blade dialog dialog "i_blade" "No time to wait, I'm going in." "dialog/bank/blade/ntm4.wav" 1 5 waitForSound "dialog/bank/blade/ntm4.wav" 0.3 end //////////////////////////////////// ///////////Mission Status/////////// //////////////////////////////////// StatusUpdated: dialog "i_computer" "Mission Status Updated (F1)" "misc/update.wav" 1 5 waitForSound "misc/update.wav" 1 end PObjectiveComplete: dialog "i_computer" "Primary Objective Completed" "music/mix1ima.wav" 1 5 waitForSound "music/mix1ima.wav" 1 end SObjectiveComplete: dialog "i_computer" "Secondary Objective Completed" "music/mix1ima.wav" 1 5 waitForSound "music/mix1ima.wav" 1 end PObjectiveFailed: dialog "i_computer" "Primary Objective Failed" "music/mix3ima.wav" 1 5 waitForSound "music/mix3ima.wav" 1 end SObjectiveFailed: dialog "i_computer" "Secondary Objective Failed" "music/mix3ima.wav" 1 5 waitForSound "music/mix3ima.wav" 1 end