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Text File | 1998-07-26 | 39.9 KB | 1,065 lines
//Dialog scripts for the Intro level 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" wait 0.2 cachesound "vehicle/humvee/stop.wav" 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" wait 0.2 cachesound "monsters/thug/deathl2.wav" 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" wait 0.2 cachesound "misc/civfem/scream.wav" 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" wait 0.2 cachesound "dialog/intro/hc/trapm1.wav" 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" wait 0.2 cachesound "dialog/intro/hc/cantsee.wav" 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" //jc dialog cachesound "dialog/intro/jc/rmmbr2.wav" cachesound "dialog/intro/jc/htmrk1.wav" wait 0.2 cachesound "dialog/intro/jc/chprp3.wav" cachesound "dialog/intro/jc/rftp4.wav" cachesound "dialog/intro/jc/great1.wav" cachesound "dialog/intro/jc/nctx5.wav" cachesound "dialog/intro/jc/nctx2.wav" cachesound "dialog/intro/jc/hllsh1.wav" cachesound "dialog/intro/jc/mkhpp1.wav" cachesound "dialog/intro/jc/sts1.wav" cachesound "dialog/intro/jc/slght1.wav" wait 0.2 cachesound "dialog/intro/jc/gcty1.wav" //pilot dialog cachesound "dialog/intro/pilot/vecta9.wav" cachesound "dialog/intro/pilot/hit2.wav" cachesound "dialog/intro/pilot/ailer1.wav" cachesound "dialog/intro/pilot/tailhit1.wav" cachesound "dialog/intro/pilot/flakrite1.wav" cachesound "dialog/intro/pilot/flakleft1.wav" cachesound "dialog/intro/pilot/secforce.wav" cachesound "dialog/intro/pilot/niceshot2.wav" wait 0.2 cachesound "dialog/intro/pilot/killfri1.wav" cachesound "dialog/intro/pilot/watchout2.wav" cachesound "dialog/intro/pilot/dustoff2.wav" cachesound "dialog/intro/pilot/dustoff1.wav" cachesound "dialog/intro/pilot/godown1.wav" cachesound "dialog/intro/pilot/hangon.wav" cachesound "dialog/intro/pilot/hangon2.wav" cachesound "dialog/intro/pilot/landturk1.wav" cachesound "dialog/intro/pilot/weredown.wav" wait 0.2 cachesound "dialog/intro/pilot/control2.wav" cachesound "dialog/intro/pilot/downwhew2.wav" cachesound "dialog/intro/pilot/package2.wav" cachesound "dialog/intro/pilot/hunt1.wav" cachesound "dialog/intro/pilot/landbird.wav" //blade dialog cachesound "dialog/intro/blade/atem1.wav" cachesound "dialog/intro/blade/tkmt1.wav" cachesound "dialog/intro/blade/bllbr3.wav" cachesound "dialog/intro/blade/uhoh2.wav" wait 0.2 cachesound "dialog/intro/blade/whtth2.wav" cachesound "dialog/intro/blade/ohno2.wav" cachesound "dialog/intro/blade/ntsfst.wav" cachesound "dialog/intro/blade/ncflyn.wav" cachesound "dialog/intro/blade/hldstl.wav" cachesound "dialog/intro/blade/canit2.wav" cachesound "dialog/intro/cinematic/blade/srprs1.wav" //thug dialog cachesound "dialog/intro/thug/launch1.wav" wait 0.2 cachesound "dialog/intro/thug/airattk1.wav" cachesound "dialog/general/van.wav" cachesound "dialog/intro/cinematic/thug/goodshot.wav" cachesound "dialog/intro/cinematic/thug/neversaw.wav" cachesound "dialog/intro/cinematic/thug/laff2a.wav" cachesound "dialog/intro/cinematic/thug/laff2.wav" cachesound "dialog/intro/cinematic/thug/wimps.wav" cachesound "dialog/intro/cinematic/thug/heywhat.wav" //HC dialog wait 0.2 cachesound "dialog/intro/hc/hc7.wav" cachesound "dialog/intro/hc/hc6.wav" cachesound "dialog/intro/hc/hc8.wav" cachesound "dialog/intro/hc/hc4.wav" cachesound "dialog/intro/hc/hc5.wav" end //BEGIN LEVEL DIALOG// //////////////////////////////////// ///////Intro briefing scene///////// //////////////////////////////////// jc_remember_boss: //jc dialog dialog "i_jc" "Remember boss, civilians are not swiss cheese, so keep the non-hostile body count down." "dialog/intro/jc/rmmbr2.wav" 1 5 waitForSound "dialog/intro/jc/rmmbr2.wav" 0.1 //dialog "i_jc" "We get triple the bonus if we preserve life AND property, and man does papa need a new pair of shoes!" "dialog/intro/jc/rmmbr2a.wav" 1 5 //waitForSound "dialog/intro/jc/rmmbr2a.wav" 0.1 //Blade dialog //dialog "i_blade" "You're such a money grubber JC, did you know that?" "dialog/intro/blade/mngrb1.wav" 1 5 //waitForSound "dialog/intro/blade/mngrb1.wav" 0.2 //Pilot dialog dialog "i_hcpilot" "Approaching bank on vector alpha niner. Hostile forces firing at three o'clock, sir." "dialog/intro/pilot/vecta9.wav" 1 5 waitForSound "dialog/intro/pilot/vecta9.wav" 0.2 //Blade dialog dialog "i_blade" "Lemme at em!" "dialog/intro/blade/atem1.wav" 1 5 waitForSound "dialog/intro/blade/atem1.wav" 0.2 end //////////////////////////////////// ////////////Blade attacks////////// //////////////////////////////////// blade_attack1: //Blade dialog dialog "i_blade" "Lemme at em!" "dialog/intro/blade/atem1.wav" 1 5 waitForSound "dialog/intro/blade/atem1.wav" 0.3 end blade_attack2: //Blade dialog dialog "i_blade" "Let's take 'em out!" "dialog/intro/blade/tkmt1.wav" 1 5 waitForSound "dialog/intro/blade/tkmt1.wav" 0.3 end //////////////////////////////////// ////JC Compliments Marksmanship///// //////////////////////////////////// jc_way_to_hit: //jc dialog dialog "i_jc" "Way to hit the mark there, Blade!" "dialog/intro/jc/htmrk1.wav" 1 5 waitForSound "dialog/intro/jc/htmrk1.wav" 0.3 end //////////////////////////////////// ///////JC Warns About Damage//////// //////////////////////////////////// jc_chopper_repair: //jc dialog dialog "i_jc" "Hey Blade, chopper repairs aren't in the budget!" "dialog/intro/jc/chprp3.wav" 1 5 waitForSound "dialog/intro/jc/chprp3.wav" 0.3 end //////////////////////////////////// /////////Pilot Communication//////// //////////////////////////////////// pilot_hit1: //Pilot dialog dialog "i_hcpilot" "We're hit!" "dialog/intro/pilot/hit2.wav" 1 6 waitForSound "dialog/intro/pilot/hit2.wav" 0.3 end pilot_hit2: //Pilot dialog dialog "i_hcpilot" "They've nailed our aileron!" "dialog/intro/pilot/ailer1.wav" 1 6 waitForSound "dialog/intro/pilot/ailer1.wav" 0.3 end pilot_hit3: //Pilot dialog dialog "i_hcpilot" "Our tail took a hit, Sir!" "dialog/intro/pilot/tailhit1.wav" 1 6 waitForSound "dialog/intro/pilot/tailhit1.wav" 0.3 end pilot_flakright: //Pilot dialog dialog "i_hcpilot" "Major flak coming from our right side!" "dialog/intro/pilot/flakrite1.wav" 1 6 waitForSound "dialog/intro/pilot/flakrite1.wav" 0.3 end pilot_flakleft: //Pilot dialog dialog "i_hcpilot" "Major flak coming from our left side!" "dialog/intro/pilot/flakleft1.wav" 1 6 waitForSound "dialog/intro/pilot/flakleft1.wav" 0.3 end pilot_sec_airsupport: //Pilot dialog dialog "i_hcpilot" "Our Sec-Forces need air-support, sir. Let's cover 'em!" "dialog/intro/pilot/secforce.wav" 1 6 waitForSound "dialog/intro/pilot/secforce.wav" 0.3 end pilot_nice_shooting: //Pilot dialog dialog "i_hcpilot" "Nice shooting, sir!" "dialog/intro/pilot/niceshot2.wav" 1 6 waitForSound "dialog/intro/pilot/niceshot2.wav" 0.3 end pilot_kill_friendlies: //Pilot dialog dialog "i_hcpilot" "Sir, you just killed friendlies!" "dialog/intro/pilot/killfri1.wav" 1 6 waitForSound "dialog/intro/pilot/killfri1.wav" 0.3 end pilot_watch_out: //Pilot dialog dialog "i_hcpilot" "Sir, you just killed friendlies!" "dialog/intro/pilot/watchout2.wav" 1 6 waitForSound "dialog/intro/pilot/watchout2.wav" 0.3 end pilot_drop_and_secure: //Pilot dialog dialog "i_hcpilot" "Sir, I'll drop you here and dust off and help secure the area." "dialog/intro/pilot/dustoff2.wav" 1 6 waitForSound "dialog/intro/pilot/dustoff2.wav" 0.3 end pilot_drop_and_dust: //Pilot dialog dialog "i_hcpilot" "Sir, I'll drop you here and dust off!" "dialog/intro/pilot/dustoff1.wav" 1 6 waitForSound "dialog/intro/pilot/dustoff1.wav" 0.3 end pilot_going_down: //Pilot dialog dialog "i_hcpilot" "Sir, we are going down!" "dialog/intro/pilot/godown1.wav" 1 6 waitForSound "dialog/intro/pilot/godown1.wav" 0.3 end pilot_hang_on1: //Pilot dialog dialog "i_hcpilot" "HANG ON!" "dialog/intro/pilot/hangon.wav" 1 6 waitForSound "dialog/intro/pilot/hangon.wav" 0.3 end pilot_hang_on2: //Pilot dialog dialog "i_hcpilot" "HANG ON!" "dialog/intro/pilot/hangon2.wav" 1 6 waitForSound "dialog/intro/pilot/hangon2.wav" 0.3 end pilot_land_this_turkey: //Pilot dialog dialog "i_hcpilot" "I'm gonna have to land this turkey!" "dialog/intro/pilot/landturk1.wav" 1 6 waitForSound "dialog/intro/pilot/landturk1.wav" 0.3 end pilot_we_are_down: //Pilot dialog dialog "i_hcpilot" "We are down!" "dialog/intro/pilot/weredown.wav" 1 6 waitForSound "dialog/intro/pilot/weredown.wav" 0.3 end pilot_controls_arent_responding: //Pilot dialog dialog "i_hcpilot" "Sir, controls aren't responding. We'll have to set this bird down fast!" "dialog/intro/pilot/control2.wav" 1 6 waitForSound "dialog/intro/pilot/control2.wav" 0.3 end pilot_were_down_whew_close: //Pilot dialog dialog "i_hcpilot" "We're down. Whew, that was a close call." "dialog/intro/pilot/downwhew2.wav" 1 6 waitForSound "dialog/intro/pilot/downwhew2.wav" 0.3 end pilot_package_delivered: //Pilot dialog dialog "i_hcpilot" "The package has been delivered. I'm airborne again!" "dialog/intro/pilot/package2.wav" 1 6 waitForSound "dialog/intro/pilot/package2.wav" 0.3 end pilot_happy_hunting: //Pilot dialog dialog "i_hcpilot" "Happy hunting, sir!" "dialog/intro/pilot/hunt1.wav" 1 6 waitForSound "dialog/intro/pilot/hunt1.wav" 0.3 end pilot_turret_land: //Pilot dialog dialog "i_hcpilot" "Sir, you need to take out all rooftop turrets before I can land this bird!" "dialog/intro/pilot/landbird.wav" 1 6 waitForSound "dialog/intro/pilot/landbird.wav" 0.3 end //////////////////////////////////// ////Try for a rooftop landing/////// //////////////////////////////////// jc_rooftop_landin: //jc dialog dialog "i_jc" "Blade, try for a rooftop landing at the bank. I'll keep an eye on what's going on inside the bank with the security cams." "dialog/intro/jc/rftp4.wav" 1 5 waitForSound "dialog/intro/jc/rftp4.wav" 0.3 end //////////////////////////////////// /////////Thugs see air attack/////// //////////////////////////////////// thug_get_to_launchers1: local.thug1 string parm.thug1 //Thug says 'Get to the launchers!' local.thug1 playsound "dialog/intro/thug/launch1.wav" 1 2 waitForSound "dialog/intro/thug/launch1.wav" 0.3 end //thug_get_to_launchers2: //local.thug1 string parm.thug1 //Thug says 'Get to the launchers!' //local.thug1 playsound "dialog/intro/thug/launch2.wav" 1 2 //waitForSound "dialog/intro/thug/launch1.wav" 0.3 //end thug_air_attack: local.thug1 string parm.thug1 //Thug says 'Air attack!' local.thug1 playsound "dialog/intro/thug/airattk1.wav" 1 2 waitForSound "dialog/intro/thug/airattk1.wav" 0.3 end thats_my_van: //giant thug dialog dialog "Hey! That's my van!" "dialog/general/van.wav" 1 6 waitForSound "dialog/general/van.wav" 0.3 end /////////////////////////////////////////////////// /////////Blade approaches front entrance/////////// /////////////////////////////////////////////////// //not in demo- jc_blades_around_the_corner: //jc dialog //not in demo- dialog "i_jc" "O'Brian, Hiroku, get ready; Blade's around the corner." "dialog/intro/jc/brn3.wav" 1 5 //not in demo- waitForSound "dialog/intro/jc/brn3.wav" 0.3 //not in demo- end //not in demo- jc_no_bargaining: //jc dialog //not in demo- dialog "i_jc" "You can't bargain with these guys! Take them down!" "dialog/intro/jc/brgn1.wav" 1 5 //not in demo- waitForSound "dialog/intro/jc/brgn1.wav" 0.3 //not in demo- end /////////////////////////////////////// /////////Thug hostage dialog/////////// /////////////////////////////////////// //not in demo- thug_move_and_they_die: //not in demo- local.thug1 string parm.thug1 //not in demo- local.thug1 dialog "i_thug" "Make a move and they're dead!" "dialog/intro/thug/host4.wav" 1 2 //not in demo- waitForSound "dialog/intro/thug/host4.wav" 0.3 //not in demo- end //not in demo- thug_put_gun_down: //not in demo- local.thug1 string parm.thug1 //not in demo- local.thug1 dialog "i_thug" "Put the gun down or they're dead meat!" "dialog/intro/thug/host5.wav" 1 2 //not in demo- waitForSound "dialog/intro/thug/host5.wav" 0.3 //not in demo- end //not in demo- thug_million_dollars_or_baggies: //not in demo- local.thug1 string parm.thug1 //not in demo- local.thug1 dialog "i_thug" "We want a million dollars or these people are comin home in baggies!" "dialog/intro/thug/host1.wav" 1 2 //not in demo- waitForSound "dialog/intro/thug/host1.wav" 0.3 //not in demo- end //not in demo- thug_its_the_fuzz: //not in demo- local.thug1 string parm.thug1 //not in demo- local.thug1 dialog "i_thug" "It's the fuzz! Kill the hostages!" "dialog/intro/thug/host3.wav" 1 2 //not in demo- waitForSound "dialog/intro/thug/host3.wav" 0.3 //not in demo- end //not in demo- thug_million_dollars_and_chopper: //not in demo- local.thug1 string parm.thug1 //not in demo- 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" 1 2 //not in demo- waitForSound "dialog/intro/thug/host2.wav" 0.3 //not in demo- end //////////////////////////////////////////////////// /////////Hostage situation - dead O'Brian/////////// //////////////////////////////////////////////////// //not in demo- jc_obrien_dead1: //jc dialog //not in demo- dialog "i_jc" "Great, O'Brian's dead. Who are we supposed to play poker with now?" "dialog/intro/jc/brdd1.wav" 1 5 //not in demo- waitForSound "dialog/intro/jc/brdd1.wav" 0.3 //not in demo- end //not in demo- jc_obrien_dead2: //jc dialog //not in demo- dialog "i_jc" "Great, O'Brian's dead. Who's our fourth for poker now??" "dialog/intro/jc/brdd2.wav" 1 5 //not in demo- waitForSound "dialog/intro/jc/brdd2.wav" 0.3 //not in demo- end //not in demo- blade_shut_up_jc: //blade dialog //not in demo- dialog "i_blade" "Shut up JC!" "dialog/intro/blade/shtp1.wav" 1 5 //not in demo- waitForSound "dialog/intro/blade/shtp1" 0.3 //not in demo- end ///////////////////////////////////////////////////// /////////Hostage situation - O'Brian freed/////////// ///////////////////////////////////////////////////// //not in demo- obrian_get_in_there: //not in demo- local.hcofficer1 string parm.hcofficer1 //not in demo- local.hcofficer1 dialog "i_hcofficer" "O'Brian here sir, thanks for the save. Let's get in there!" "dialog/intro/hc/obrian1.wav" 1 6 //not in demo- waitForSound "dialog/intro/hc/obrian1.wav" 0.3 //not in demo- end //not in demo- obrian_stay_here: //not in demo- local.hcofficer1 string parm.hcofficer1 //not in demo- local.hcofficer2 string parm.hcofficer2 //not in demo- local.hcofficer1 dialog "i_hcofficer" "Hiroku, stay here and hold this position!" "dialog/intro/hc/obrian2.wav" 1 6 //not in demo- waitForSound "dialog/intro/hc/obrian2.wav" 0.5 //not in demo- local.hcofficer2 dialog "i_hcofficer" "YES, SIR!" "dialog/intro/hc/hiroku.wav" 1 6 //not in demo- waitForSound "dialog/intro/hc/hiroku.wav" 0.3 //not in demo- end ///////////////////////////////////////////////////// /////////HardCorps dispatch officer dialog/////////// ///////////////////////////////////////////////////// hc_lost_it1: local.hcofficer1 string parm.hcofficer1 // HardCorps officer says "He's lost it. SHOOT THE BASTARD!" 1 2 local.hcofficer1 playsound "dialog/intro/hc/hc7.wav" waitForSound "dialog/intro/hc/hc7.wav" 0.3 end hc_lost_it2: local.hcofficer1 string parm.hcofficer1 // HardCorps officer says "He's turned on us. GET HIM!" 1 2 local.hcofficer1 playsound "dialog/intro/hc/hc6.wav" waitForSound "dialog/intro/hc/hc6.wav" 0.3 end hc_open_fire: // HC dispatch officer dialog dialog "i_hcofficer" "Open fire!" "dialog/intro/hc/hc8.wav" 1 2 waitForSound "dialog/intro/hc/hc8.wav" 0.3 end //hc_situation_at_freeport_bank: // HC dispatch officer briefing dialog //dialog "i_hcofficer" "We've got a situation at Freeport Bank. Unknown numbers of hostiles have taken multiple hostages. All available HC units, coverage on Freeport Bank now!" "dialog/intro/hc/hc1.wav" //waitForSound "dialog/intro/hc/hc1.wav" 0.3 //end //hc_armed_and_dangerous: // HC dispatch officer briefing dialog //dialog "i_hcofficer" "Hostiles are armed and extremely dangerous - Approach with deadly force!" "dialog/intro/hc/hc2.wav" //waitForSound "dialog/intro/hc/hc2.wav" 0.3 //end hc_unit_seven_report: // HC dispatch officer dialog dialog "i_hcofficer" "Unit seven, report status. I SAID REPORT STATUS!" "dialog/intro/hc/hc4.wav" 1 6 waitForSound "dialog/intro/hc/hc4.wav" 0.3 end //not in demo-hc_no_nudie_mags: // HC dispatch officer dialog //not in demo-dialog "i_hcofficer" "You too buddy! Hey, you with the nudie mags, put those back under the seat!" "dialog/intro/hc/hc3.wav" 1 6 //not in demo-waitForSound "dialog/intro/hc/hc3.wav" 0.3 //not in demo-end hc_taking_friendly_fire: // HC dispatch officer warning dialog dialog "i_hcofficer" "We're taking friendly fire! HC units, watch your targets!" "dialog/intro/hc/hc5.wav" 1 6 waitForSound "dialog/intro/hc/hc5.wav" 0.3 end //////////////////////////// ////Misc JC dialog////////// //////////////////////////// //not in demo-jc_new_job: //jc dialog //not in demo-dialog "i_jc" "Great, it's time to find a new job!" "dialog/intro/jc/nwjb1.wav" 1 5 //not in demo-waitForSound "dialog/intro/jc/nwjb1.wav" 0.3 //not in demo-end //not in demo-jc_watch_the_property: //jc dialog //not in demo-dialog "i_jc" "Hey, watch the property, Blade!" "dialog/intro/jc/wtchpr.wav" 1 5 //not in demo-waitForSound "dialog/intro/jc/watchpr.wav" 0.3 //not in demo-end //not in demo-jc_there_goes_the_bonus: //jc dialog //not in demo-dialog "i_jc" "Damn, there goes the bonus boss!" "dialog/intro/jc/dmnbn2.wav" 1 5 //not in demo-waitForSound "dialog/intro/jc/dmnbn2.wav" 0.3 //not in demo-end jc_dead_billboard1: //jc dialog dialog "i_jc" "Nice shooting, Tex. That billboard ain't gettin up." "dialog/intro/jc/nctx5.wav" 1 5 waitForSound "dialog/intro/jc/nctx5.wav" 0.3 //blade dialog dialog "i_blade" "Eh, I never liked that billboard anyway" "dialog/intro/blade/bllbr3.wav" 1 5 waitForSound "dialog/intro/blade/bllbr3.wav" 0.3 end jc_dead_billboard2: jc dialog dialog "i_jc" "Nice shooting, Tex. That billboard won't attack anyone ever again." "dialog/intro/jc/nctx2.wav" 1 5 waitForSound "dialog/intro/jc/nctx2.wav" 0.3 blade dialog dialog "i_blade" "Eh, I never liked that billboard anyway" "dialog/intro/blade/bllbr3.wav" 1 5 waitForSound "dialog/intro/blade/bllbr3.wav" 0.3 end jc_what_are_you_shooting_at1: //jc dialog dialog "i_jc" "Blade, what the HELL are you shooting at?" "dialog/intro/jc/hllsh1.wav" 1 5 waitForSound "dialog/intro/jc/hllsh1.wav" 0.3 end //not in demo-jc_what_are_you_shooting_at2: //jc dialog //not in demo-dialog "i_jc" "Blade, what the HELL are you shooting at?" "dialog/intro/jc/hllsht.wav" 1 5 //not in demo-waitForSound "dialog/intro/jc/hllsht.wav" 0.3 //not in demo-end jc_make_you_happy1: //jc dialog dialog "i_jc" "Did that make you happy, Blade?" "dialog/intro/jc/mkhpp1.wav" 1 5 waitForSound "dialog/intro/jc/mkhpp1.wav" 0.3 end //not in demo-jc_make_you_happy2: //jc dialog //not in demo-dialog "i_jc" "Oh, did that make you happy, Blade?" "dialog/intro/jc/mkhppy.wav" 1 5 //not in demo-waitForSound "dialog/intro/jc/mkhppy.wav" 0.3 //not in demo-end 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 //not in demo-jc_slaughtered_inside2: //jc dialog //not in demo-dialog "i_jc" "Man we are getting slaughtered inside! What are you doing wandering around out here?" "dialog/intro/jc/slght2.wav" 1 5 //not in demo-waitForSound "dialog/intro/jc/slght2.wav" 0.3 //not in demo-end //not in demo-jc_get_in_there: //jc dialog //not in demo-dialog "i_jc" "Hurry up and get in THERE!" "dialog/intro/jc/hrryp3.wav" 1 5 //not in demo-waitForSound "dialog/intro/jc/hrryp3.wav" 0.3 //not in demo-end //not in demo-jc_get_going: //jc dialog //not in demo-dialog "i_jc" "Hurry up and get GOING!" "dialog/intro/jc/hrryp4.wav" 1 5 //not in demo-waitForSound "dialog/intro/jc/hrryp4.wav" 0.3 //not in demo-end jc_there_goes_the_city: //jc dialog dialog "i_jc" "There goes the city!" "dialog/intro/jc/gcty1.wav" 1 5 waitForSound "dialog/intro/jc/gcty1.wav" 0.3 end //not in demo-jc_unemployment: //jc dialog //not in demo-dialog "i_jc" "Oh man, time for unemployment!" "dialog/intro/jc/nmply1.wav" 1 5 //not in demo-waitForSound "dialog/intro/jc/nmply1.wav" 0.3 //not in demo-end //not in demo-jc_bank_balance: //jc dialog //not in demo-dialog "i_jc" "Blade, have you checked the bank balance recently?" "dialog/intro/jc/mnbnk1.wav" 1 5 //not in demo-waitForSound "dialog/intro/jc/mnbnk1.wav" 0.3 //not in demo-end jc_great1: //jc dialog dialog "i_jc" "Oh great!" "dialog/intro/jc/great1.wav" 1 5 waitForSound "dialog/intro/jc/great1.wav" 0.3 end //////////////////////////// ////Misc Blade dialog/////// //////////////////////////// blade_uh_oh: //blade dialog dialog "i_blade" "Uh oh!" "dialog/intro/blade/uhoh2.wav" 1 5 waitForSound "dialog/intro/blade/uhoh2.wav" 0.3 end blade_what_the: //blade dialog dialog "i_blade" "What the!" "dialog/intro/blade/whtth2.wav" 1 5 waitForSound "dialog/intro/blade/whtth2.wav" 0.3 end blade_oh_no: //blade dialog dialog "i_blade" "Oh no!" "dialog/intro/blade/ohno2.wav" 1 5 waitForSound "dialog/intro/blade/ohno2.wav" 0.3 end blade_not_so_fast: //blade dialog dialog "i_blade" "Not so fast, chumps!" "dialog/intro/blade/ntsfst.wav" 1 5 waitForSound "dialog/intro/blade/ntsfst.wav" 0.3 end blade_nice_flying: //blade dialog dialog "i_blade" "Nice flying!" "dialog/intro/blade/ncflyn.wav" 1 5 waitForSound "dialog/intro/blade/ncflyn.wav" 0.3 end blade_hold_still: //blade dialog dialog "i_blade" "Dammit, hold still!" "dialog/intro/blade/hldstl.wav" 1 5 waitForSound "dialog/intro/blade/hldstl.wav" 0.3 end blade_can_it_jc: //blade dialog dialog "i_blade" "Can it, JC!" "dialog/intro/blade/canit2.wav" 1 5 waitForSound "dialog/intro/blade/canit2.wav" 0.3 end //this has been incorporated into the 'Nice shootin' Tex lines above--blade_billboard: //blade dialog //dialog "i_blade" "Eh, I never liked that billboard anyway" "dialog/intro/blade/bllbr3.wav" //waitForSound "dialog/intro/blade/bllbr3.wav" 0.3 //end //////////////////////////// ////Thugs shoot Pigeon/////// //////////////////////////// thug_watch_this: local.thug1 string parm.thug1 local.thug2 string parm.thug2 local.thug1 dialog "i_thug" "Ha ha, watch this!" "dialog/intro/cinematic/thug/wthis.wav" waitForSound "dialog/intro/cinematic/thug/wthis.wav" 0.1 local.thug2 dialog "i_thug2" "Yeah right, you'll never make it." "dialog/intro/cinematic/thug/yeahright.wav" waitForSound "dialog/intro/cinematic/thug/yeahright.wav" 0.3 thug_too_easy: dialog "i_thug2" "Hey, that was a good shot!" "dialog/intro/cinematic/thug/goodshot.wav" 1 5 waitForSound "dialog/intro/cinematic/thug/goodshot.wav" 0.2 dialog "i_thug" "That's nothin' compared with last week. I shot this cop in the head... he never even saw it coming!" "dialog/intro/cinematic/thug/neversaw.wav" 1 5 waitForSound "dialog/intro/cinematic/thug/neversaw.wav" 0.3 //dialog "i_thug2" "Ha ha ha ha!!" "dialog/intro/cinematic/thug/laff2a.wav" 1 6 //waitForSound "dialog/intro/cinematic/thug/laff2.wav" -0.4 dialog "i_thug" "Ha ha ha ha!!" "dialog/intro/cinematic/thug/laff2.wav" 1 5 waitForSound "dialog/intro/cinematic/thug/laff2a.wav" -0.3 dialog "i_thug" "Yeah, those rentacop guys are wimps..." "dialog/intro/cinematic/thug/wimps.wav" 1 6 waitForSound "dialog/intro/cinematic/thug/wimps.wav" -0.3 dialog "i_thug2" "Hey, what's that sound?" "dialog/intro/cinematic/thug/heywhat.wav" 1 6 waitForSound "dialog/intro/cinematic/thug/heywhat.wav" -0.3 end blade_suprise: dialog "i_blade" "Surprise!" "dialog/intro/cinematic/blade/srprs1.wav" 1 5 .5 waitForSound "dialog/intro/cinematic/blade/srprs1.wav" 0.2 //local.thug2 dialog "i_thug2" "Holy!... let's get out of here!" "dialog/intro/cinematic/thug/holy.wav" //waitForSound "dialog/intro/cinematic/thug/holy.wav" 0.3 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.actor2 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.actor2 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.actor2 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 //////////////////////////////////// ///////////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