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// =========================================================================== // Bank Script File // =========================================================================== // precache: // cin sounds cachesound "dialog/bank/cin/mlonger.wav" cachesound "dialog/bank/cin/mfaster.wav" cachesound "dialog/bank/cin/tfastcan.wav" cachesound "dialog/bank/cin/mnotfast.wav" cachesound "dialog/bank/cin/mkeepmov.wav" cachesound "dialog/bank/cin/tyessir.wav" // mancini sounds //cachesound "dialog/bank/mancini/Rnfrc4.wav" //cachesound "dialog/bank/mancini/Gttvlt3.wav" //cachesound "dialog/bank/mancini/hurry1.wav" cachesound "dialog/bank/mancini/dmnbld3.wav" cachesound "dialog/bank/mancini/Dntjstst.wav" cachesound "dialog/bank/mancini/Dntlthm1.wav" //cachesound "dialog/bank/mancini/gethim1.wav" //cachesound "dialog/bank/mancini/gethim2.wav" //cachesound "dialog/bank/mancini/ltsgtt.wav" cachesound "dialog/bank/mancini/ltsgtt2.wav" // thug sounds //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/backup1.wav" cachesound "dialog/bank/thug/order1.wav" cachesound "dialog/bank/thug/order3.wav" cachesound "dialog/bank/thug/panic7.wav" //cachesound "dialog/bank/thug/panic6.wav" //cachesound "dialog/bank/thug/pinv.wav" //cachesound "dialog/bank/thug/panic9.wav" //cachesound "dialog/bank/thug/pins.wav" //cachesound "dialog/bank/thug/panic4.wav" //cachesound "dialog/bank/thug/order2.wav" //cachesound "dialog/bank/thug/panic5.wav" //cachesound "dialog/bank/thug/order5.wav" //cachesound "dialog/bank/thug/agony.wav" //cachesound "dialog/bank/thug/taunt4.wav" cachesound "monsters/thug/retreat3.wav" cachesound "monsters/thug/retreat2.wav" cachesound "monsters/thug/death1.wav" cachesound "dialog/intro/thug/airattk1.wav" cachesound "monsters/thug/death2.wav" cachesound "monsters/thug/deathl2.wav" cachesound "monsters/thug/attk1.wav" cachesound "monsters/thug/attk4.wav" cachesound "monsters/thug/attk5.wav" // jc sounds cachesound "dialog/bank/jc/clrbn2.wav" //cachesound "dialog/bank/jc/painscs.wav" //cachesound "dialog/bank/jc/cool.wav" cachesound "dialog/bank/jc/mnffr1.wav" cachesound "dialog/general/jc/bdfnr3.wav" cachesound "dialog/bank/jc/shtrn1.wav" cachesound "dialog/bank/jc/mkhpp1.wav" cachesound "dialog/bank/jc/nffn2.wav" cachesound "dialog/general/jc/plant1.wav" cachesound "dialog/intro/jc/sts1.wav" cachesound "dialog/bank/jc/yllnd1.wav" cachesound "dialog/bank/jc/raise1.wav" cachesound "dialog/bank/jc/nwpy1.wav" cachesound "dialog/bank/jc/vryqr1.wav" //cachesound "dialog/bank/jc/dwngrd.wav" //cachesound "dialog/bank/jc/locscrty.wav" //cachesound "dialog/bank/jc/gsmyp3.wav" //cachesound "dialog/bank/jc/gyrpy3.wav" //cachesound "dialog/bank/jc/whbg1.wav" //cachesound "dialog/general/jc/computer3.wav" //cachesound "dialog/general/jc/computer.wav" //cachesound "dialog/general/jc/cup2.wav" //cachesound "dialog/general/jc/chair2.wav" cachesound "dialog/bank/jc/gotitnow.wav" cachesound "dialog/bank/jc/suredont.wav" cachesound "dialog/general/jc/hint1.wav" //cachesound "dialog/general/jc/hint2.wav" cachesound "dialog/bank/jc/wrknit.wav" cachesound "dialog/bank/jc/stcky1.wav" cachesound "dialog/bank/jc/rob4.wav" cachesound "dialog/bank/jc/vltcmb.wav" cachesound "dialog/bank/jc/shtdw3.wav" cachesound "dialog/general/jc/handy1.wav" cachesound "dialog/bank/jc/thrml4.wav" cachesound "dialog/bank/jc/wtbck1.wav" // blade sounds //cachesound "dialog/bank/blade/imin.wav" //cachesound "dialog/bank/blade/bucket.wav" cachesound "dialog/bank/blade/opthing.wav" //cachesound "dialog/bank/blade/tunnel.wav" //cachesound "dialog/bank/blade/mncn1.wav" //cachesound "dialog/bank/blade/aha1.wav" //cachesound "dialog/bank/blade/crmpy1.wav" //cachesound "dialog/bank/blade/hmm.wav" //cachesound "dialog/bank/blade/drpdd1.wav" cachesound "dialog/bank/blade/qrtr2.wav" cachesound "dialog/bank/blade/getout.wav" cachesound "dialog/bank/blade/runsafe.wav" cachesound "dialog/bank/blade/roger4.wav" cachesound "dialog/bank/blade/ntm4.wav" // hc sounds cachesound "dialog/bank/hc/major.wav" //cachesound "dialog/bank/hc/hcthanks.wav" cachesound "dialog/bank/hc/teamhelp.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" cachesound "dialog/intro/hc/death4r1.wav" cachesound "dialog/intro/hc/mandownm1.wav" cachesound "dialog/intro/hc/takeem.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" cachesound "misc/hc/death1.wav" cachesound "dialog/intro/hc/jakecover.wav" cachesound "dialog/intro/hc/lookoutc.wav" cachesound "dialog/intro/hc/hmlegs.wav" cachesound "dialog/intro/hc/bladewherec.wav" // bank sounds cachesound "environment/levelsnds/bank/tchtns.wav" cachesound "environment/levelsnds/bank/phnlnrng.wav" // phone sounds cachesound "dialog/general/phone/phone1.wav" cachesound "environment/phone/busyfon.wav" cachesound "environment/phone/fon8.wav" cachesound "dialog/general/phone/phone2.wav" // general sounds cachesound "dialog/general/fight1.wav" cachesound "dialog/general/asgunburst.wav" // explosion sounds cachesound "impact/explosion/med3.wav" // misc sounds cachesound "misc/null.wav" // humvee sounds cachesound "vehicle/humvee/run.wav" cachesound "vehicle/humvee/stop.wav" cachesound "vehicle/humvee/skid.wav" // police sounds cachesound "environment/alarm/police/siren1.wav" // asrifle sounds cachesound "weapons/asrifle/6.wav" // helicopt sounds cachesound "vehicle/helicopt/flyloop.wav" // heligun sounds cachesound "weapons/heligun/mix9c.wav" cachesound "weapons/heligun/mix2.wav" // magnum sounds cachesound "weapons/magnum/fire3.wav" // rlaunch sounds cachesound "weapons/rlaunch/mssllp3.wav" // civmale sounds cachesound "misc/civmale/saved.wav" cachesound "misc/civmale/thanx.wav" // civfem sounds cachesound "misc/civfem/thnkgod.wav" cachesound "misc/civfem/thankoff.wav" end // *************************************************************************** // Start Dialog Threads // *************************************************************************** // ------------------------------------------ // Mancini Cinematic Vault Dialog // ------------------------------------------ mancini_what_get_paid_for: local.mancini1 string parm.mancini1 local.thug1 string parm.thug1 // Mancini says 'This is taking far longer than anything we had planned.' dialog "i_mancini" "This is taking far longer than anything we had planned." "dialog/bank/cin/mlonger.wav" 1 6 .5 waitForSound "dialog/bank/cin/mlonger.wav" 0.3 // Mancini says 'If you don't start moving faster, I'll get someone who will.' dialog "i_mancini" "If you don't start moving faster, I'll get someone who will." "dialog/bank/cin/mfaster.wav" 1 6 .5 waitForSound "dialog/bank/cin/mfaster.wav" 0.3 // Thug says 'We're moving as fast as we can sir!' dialog "i_thug" "We're moving as fast as we can sir!" "dialog/bank/cin/tfastcan.wav" 1 6 .5 waitForSound "dialog/bank/cin/tfastcan.wav" 0.3 // Mancini says 'WELL, it's not fast enough!' dialog "i_mancini" "WELL, it's not fast enough!" "dialog/bank/cin/mnotfast.wav" 1 6 .5 waitForSound "dialog/bank/cin/mnotfast.wav" 0.3 // Mancini says 'Keep moving while I go check our perimeter.' dialog "i_mancini" "Keep moving while I go check our perimeter." "dialog/bank/cin/mkeepmov.wav" 1 6 .5 waitForSound "dialog/bank/cin/mkeepmov.wav" 0.3 // Thug says 'Yes SIR!' dialog "i_thug" "Yes, SIR!" "dialog/bank/cin/tyessir.wav" 1 6 .5 waitForSound "dialog/bank/cin/tyessir.wav" 0.3 end // ------------------------------------------ // Mancini Sights Blade // ------------------------------------------ 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 end // ------------------------------------------ // JC tells Blade to clear Bank // ------------------------------------------ jc_clear_bank_out: 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 jc_pain_sauce: // Blade says, "I'm in..." dialog "i_blade" "I'm in..." "dialog/bank/blade/imin.wav" 1 5 waitForSound "dialog/bank/blade/imin.wav" 0.3 // JC says, "I got ya... gonna deal out some pain sauce, man?" dialog "i_jc" "I got ya... gonna deal out some pain sauce, man?" "dialog/bank/jc/painscs.wav" 1 5 waitForSound "dialog/bank/jc/painscs.wav" 0.3 // Blade says, "By the bucket!" dialog "i_blade" "By the bucket!" "dialog/bank/blade/bucket.wav" 1 5 waitForSound "dialog/bank/blade/bucket.wav" 0.3 // JC says, "COOL!" dialog "i_jc" "COOL!" "dialog/bank/jc/cool.wav" 1 5 waitForSound "dialog/bank/jc/cool.wav" 0.3 end // ------------------------------------------ // JC Sarcasm Dialog // ------------------------------------------ blade_destroys_property8: dialog "i_jc" "Man, we CANNOT afford that." "dialog/bank/jc/mnffr1.wav" waitForSound "dialog/bank/jc/mnffr1.wav" end blade_destroys_furniture1: dialog "i_jc" "BAD Furniture!" "dialog/general/jc/bdfnr3.wav" 1 5 waitForSound "dialog/general/jc/bdfnr3.wav" end blade_destroys_furniture2: 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: 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: dialog "i_jc" "Enough fun and games, Blade." "dialog/bank/jc/nffn2.wav" 1 5 waitForSound "dialog/bank/jc/nffn2.wav" end blade_destroys_plant: 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 jc_sightseeing: 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_need_that: // JC says "The way things are going, you'll need that!" 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" end jc_a_raise: // JC says "Oh good! A raise!" - dialog "i_jc" "Oh good! A raise!" "dialog/bank/jc/raise1.wav" waitForSound "dialog/bank/jc/raise1.wav" .1 end jc_able_to_pay: // JC says "Now you'll be able to pay me!" - dialog "i_jc" "Now you'll be able to pay me!" "dialog/bank/jc/nwpy1.wav" waitForSound "dialog/bank/jc/nwpy1.wav" .1 end jc_every_quarter: // JC says "Every quarter counts!" - dialog "i_jc" "Every quarter counts!" "dialog/bank/jc/vryqr1.wav" waitForSound "dialog/bank/jc/vryqr1.wav" .1 end jc_downgrade_system: game.skill ifgreater 0 end // JC says "Downgrade the automated security system or it will fry you." - dialog "i_jc" "Downgrade the automated security system or it will fry you." "dialog/bank/jc/dwngrd.wav" waitForSound "dialog/bank/jc/dwngrd.wav" .1 end jc_locate_secroom: local.jc string parm.jc // JC says "Locate the security room to shut down the security systems." - dialog "i_jc" "Locate the security room to shut down the security systems." "dialog/bank/jc/locscrty.wav" waitForSound "dialog/bank/jc/locscrty.wav" .1 end jc_goes_pay: // JC says "Well, there goes my pay!" - dialog "i_jc" "Well, there goes my pay!" "dialog/bank/jc/gsmyp3.wav" waitForSound "dialog/bank/jc/gsmyp3.wav" .1 end jc_goes_your_pay: // JC says "There goes YOUR pay boss!" - dialog "i_jc" "There goes YOUR pay boss!" "dialog/bank/jc/gyrpy3.wav" waitForSound "dialog/bank/jc/gyrpy3.wav" .1 end jc_big_spender: // JC says "Who, big spender!" - dialog "i_jc" "Woah, big spender!" "dialog/bank/jc/whbg1.wav" waitForSound "dialog/bank/jc/whbg1.wav" .1 end jc_most_gruesome: // JC says "That was the most gruesome slaughter of a computer that I've ever seen!" - dialog "i_jc" "That was the most gruesome slaughter of a computer that I've ever seen!" "dialog/general/jc/computer3.wav" waitForSound "dialog/general/jc/computer3.wav" .1 end jc_bad_side: // JC says "Man, that computer shouldn't have got on your bad side!" - dialog "i_jc" "Man, that computer shouldn't have got on your bad side!" "dialog/general/jc/computer.wav" waitForSound "dialog/general/jc/computer.wav" .1 end jc_show_that_cup: // JC says "Way to show that cup a thing or two, boss!" - dialog "i_jc" "Way to show that cup a thing or two, boss!" "dialog/general/jc/cup2.wav" waitForSound "dialog/general/jc/cup2.wav" .1 end jc_show_that_chair: // JC says "Way to show that chair a thing or two, boss!" - dialog "i_jc" "Way to show that chair a thing or two, boss!" "dialog/general/jc/chair2.wav" waitForSound "dialog/general/jc/chair2.wav" .1 end jc_opened_it: // JC says "Opened it Blade and I... what... oh damn they just locked me out of the system." - JC says "Someone sure doesn't want me snooping around in there." - dialog "i_jc" "Opened it Blade and I... what... oh damn they just locked me out of the system." "dialog/bank/jc/gotitnow.wav" waitForSound "dialog/bank/jc/gotitnow.wav" .1 dialog "i_jc" "Someone sure doesn't want me snooping around in there." "dialog/bank/jc/suredont.wav" waitForSound "dialog/bank/jc/suredont.wav" .1 end jc_hint1: // JC says "HEY! Now isn't THAT interesting." - dialog "i_jc" "HEY! Now isn't THAT interesting." "dialog/general/jc/hint1.wav" waitForSound "dialog/general/jc/hint1.wav" .1 end jc_hint2: // JC says "HEY! Now isn't THAT interesting." - dialog "i_jc" "HEY! Now isn't THAT interesting." "dialog/general/jc/hint2.wav" waitForSound "dialog/general/jc/hint2.wav" .1 end // ------------------------------------------ // Blade dialogs // ------------------------------------------ blade_can_u_open: // Blade says "JC, can you open that thing?" - JC says "I'm working on it Blade!" - dialog "i_blade" "JC, can you open that thing?" "dialog/bank/blade/opthing.wav" waitForSound "dialog/bank/blade/opthing.wav" .1 dialog "i_jc" "I'm working on it Blade!" "dialog/bank/jc/wrknit.wav" waitForSound "dialog/bank/jc/wrknit.wav" .1 end blade_tunnelled: // Blade says "Looks like they tunnelled under the vault!" - dialog "i_blade" "Looks like they tunnelled under the vault!" "dialog/bank/blade/tunnel.wav" waitForSound "dialog/bank/blade/tunnel.wav" .1 end blade_you_bast: // Blade says "Mancini, You bast......!" - dialog "i_blade" "Mancini, You bast......!" "dialog/bank/blade/mncn1.wav" waitForSound "dialog/bank/blade/mncn1.wav" .1 end blade_aha: // Blade says "Aha!" - dialog "i_blade" "Aha!" "dialog/bank/blade/aha1.wav" waitForSound "dialog/bank/blade/aha1.wav" .1 end blade_crime_doesnt: // Blade says "Crime doesn't pay!" - dialog "i_blade" "Crime doesn't pay!" "dialog/bank/blade/crmpy1.wav" waitForSound "dialog/bank/blade/crmpy1.wav" .1 end blade_hmm: // Blade says "Hmmm!" - dialog "i_blade" "Hmmm!" "dialog/bank/blade/hmm.wav" waitForSound "dialog/bank/blade/hmm.wav" .1 end blade_drop_dead: // Blade says "Drop dead!" - dialog "i_blade" "Drop dead!" "dialog/bank/blade/drpdd1.wav" waitForSound "dialog/bank/blade/drpdd1.wav" .1 end blade_finds_quarter: // Blade dialog dialog "i_blade" "Hey, a quarter!" "dialog/bank/blade/qrtr2.wav" 1 5 waitForSound "dialog/bank/blade/qrtr2.wav" 0.3 end // ------------------------------------------ // Blade takes money from teller 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, not rob it." "dialog/bank/jc/rob4.wav" 1 5 waitForSound "dialog/bank/jc/rob4.wav" 0.3 end // ------------------------------------------ // JC tells Blade to 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 tells Blade to shut down security // ------------------------------------------ jneed_to_shut_down_sec1: game.skill ifgreater 1 end 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 // ------------------------------------------ // JC gives Blade a hint // ------------------------------------------ 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 // ------------------------------------------ // HC Officer Dialog // ------------------------------------------ hc_heavy_resistance: local.hcofficer string parm.hcofficer // HC Officer says "We've encountered heavy resistance near the front of the Bank!" - dialog "i_hcofficer" "We've encountered heavy resistance near the front of the Bank!" "dialog/bank/hc/major.wav" waitForSound "dialog/bank/hc/major.wav" .1 end hc_thanks_for_assist: local.hcofficer string parm.hcofficer // HC Officer says "Thanks for the assist Blade! " - dialog "i_hc officer" "Thanks for the assist Blade! " "dialog/bank/hc/hcthanks.wav" waitForSound "dialog/bank/hc/hcthanks.wav" .1 end hc_alpha_team: local.hcofficer string parm.hcofficer // HC Officer says "Alpha team needs backup, we're headed over there now to help them out, keep going Blade!" - dialog "i_hcofficer" "Alpha team needs backup, we're headed over there now to help them out, keep going Blade!" "dialog/bank/hc/teamhelp.wav" waitForSound "dialog/bank/hc/teamhelp.wav" .1 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 6 .5 waitForSound "dialog/bank/mancini/dmnbld3.wav" 0.3 end mancini_dont_stand_kill: local.mancini1 string parm.mancini1 local.thug1 string parm.thug1 // Mancini says 'Don't just stand thereĆ go KILL him!' dialog "i_mancini" "Don't just stand there, go KILL him!" "dialog/bank/mancini/Dntjstst.wav" 1 6 .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 6 .5 waitForSound "dialog/bank/mancini/Dntlthm1.wav" 0.3 end manc_hurry: local.mancini1 string parm.mancini1 // Mancini says "Hurry!" - dialog "i_mancini" "Hurry!" "dialog/bank/mancini/Hurry1.wav" waitForSound "dialog/bank/mancini/Hurry1.wav" .1 end manc_gethim: local.mancini1 string parm.mancini1 // Mancini says "Get him!" - dialog "i_mancini" "Get him!" "dialog/bank/mancini/gethim1.wav" waitForSound "dialog/bank/mancini/gethim1.wav" .1 end manc_gethim2: local.mancini1 string parm.mancini1 // Mancini says "GET HIM!" - dialog "i_mancini" "GET HIM!" "dialog/bank/mancini/gethim2.wav" waitForSound "dialog/bank/mancini/gethim2.wav" .1 end manc_outta_here: 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" waitForSound "dialog/bank/mancini/lysgtt.wav" .1 end //manc_outta_here2: // local.mancini1 string parm.mancini1 // // Mancini says "Let's get outta here!" - // dialog "i_mancini" "Let's get outta here!" "dialog/bank/mancini/ltsgtt2.wav" // waitForSound "dialog/bank/mancini/lysgtt2.wav" .1 //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_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_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_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_call_chopper: local.thug1 string parm.thug1 // Thug says "Call for the chopper!" - local.thug1 playsound "dialog/bank/thug/panic7.wav" waitForSound "dialog/bank/thug/panic7.wav" .1 end thug_call_backup: local.thug1 string parm.thug1 // Thug says "Call for backup." - local.thug1 playsound "dialog/bank/thug/panic6.wav" waitForSound "dialog/bank/thug/panic6.wav" .1 end thug_near_vault: local.thug1 string parm.thug1 // Thug says "We've got him pinned down near the vault!" - local.thug1 playsound "dialog/bank/thug/pinv.wav" waitForSound "dialog/bank/thug/pinv.wav" .1 end thug_hell_outta: 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" .1 end thug_near_security: local.thug1 string parm.thug1 // Thug says "We've got him pinned down near security!" - local.thug1 playsound "dialog/bank/thug/pins.wav" waitForSound "dialog/bank/thug/pins.wav" .1 end thug_ripping_through: 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" .1 end thug_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" .1 end thug_cant_hold_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" .1 end thug_get_moving: local.thug1 string parm.thug1 // Thug says "Get moving!" - local.thug1 playsound "dialog/bank/thug/order5.wav" waitForSound "dialog/bank/thug/order5.wav" .1 end thug_get_u_cop: 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" .1 end thug_got_blade: 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" .1 end // ------------------------------------------ // Pay Phone messages - Quarter (INV) // ------------------------------------------ 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 <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 // ------------------------------------------ // 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 combat_four: local.actor1 string parm.actor1 local.actor2 string parm.actor2 // Thug says 'You want some, porky' // HC says '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 // ------------------------------------------ // Civilian Rescue Dialog // ------------------------------------------ blade_civmale_rescue1: // Blade dialog dialog "i_blade" "Get out of here!" "dialog/bank/blade/getout.wav" 1 5 waitForSound "dialog/bank/blade/getout.wav" 0.3 // Civilian Male dialog dialog "i_civmale" "Woohoo, I'm saved!" "misc/civmale/saved.wav" 1 5 waitForSound "misc/civmale/saved.wav" 0.3 end blade_civmale_rescue2: // Blade dialog dialog "i_blade" "Run to safety!" "dialog/bank/blade/runsafe.wav" 1 5 waitForSound "dialog/bank/blade/runsafe.wav" 0.3 // Civilian Male dialog dialog "i_civmale" "Thanks man!" "misc/civmale/thanx.wav" 1 5 waitForSound "misc/civmale/thanx.wav" 0.3 end blade_civfemale_rescue1: // Blade dialog dialog "i_blade" "Get out of here!" "dialog/bank/blade/getout.wav" 1 5 waitForSound "dialog/bank/blade/getout.wav" 0.3 // Civilian Female dialog dialog "i_civfemale" "Thank God!" "misc/civfem/thnkgod.wav" 1 5 waitForSound "misc/civfem/thnkgod.wav" 0.3 end blade_civfemale_rescue2: // Blade dialog dialog "i_blade" "Run to safety!" "dialog/bank/blade/runsafe.wav" 1 5 waitForSound "dialog/bank/blade/runsafe.wav" 0.3 // Civilian Female dialog dialog "i_civfemale" "Thank you officer!" "misc/civfem/thankoff.wav" 1 5 waitForSound "misc/civfem/thankoff.wav" 0.3 end // ------------------------------------------ // JC tells Blade about activity next door // ------------------------------------------ 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 // ------------------------------------------ // End of Dialog File // ------------------------------------------