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// =========================================================================== // Construction Site dialog scripts // =========================================================================== // precache: // blade sounds cachesound "dialog/csite/blade/whrhg3.wav" //cachesound "dialog/csite/blade/damn2.wav" //cachesound "dialog/csite/blade/hwgt1.wav" cachesound "dialog/csite/blade/vent1.wav" cachesound "dialog/csite/blade/whtth1.wav" //cachesound "dialog/subway/blade/hllnz1.wav" //cachesound "dialog/csite/blade/thrwdw.wav" cachesound "dialog/csite/blade/valve.wav" //cachesound "dialog/csite/blade/whtws3.wav" //cachesound "dialog/csite/blade/killu1.wav" //cachesound "dialog/csite/blade/vent.wav" //cachesound "dialog/csite/blade/blocked.wav" //cachesound "dialog/general/blade/check.wav" cachesound "dialog/general/blade/noreas.wav" //cachesound "dialog/general/blade/nlck.wav" //cachesound "dialog/general/blade/yetnlck.wav" //cachesound "dialog/general/blade/whatlck.wav" //cachesound "dialog/general/blade/stuck.wav" //cachesound "dialog/general/blade/block.wav" //cachesound "dialog/csite/blade/locked3.wav" //cachesound "dialog/general/blade/kickass.wav" cachesound "dialog/csite/blade/coolit.wav" //cachesound "dialog/oilrig/blade/shutit.wav" cachesound "dialog/csite/blade/funny.wav" //cachesound "dialog/csite/blade/iknow.wav" cachesound "dialog/csite/blade/hunch2.wav" //cachesound "dialog/csite/blade/wshknw.wav" //cachesound "dialog/csite/blade/toast.wav" cachesound "dialog/bank/blade/getout.wav" cachesound "dialog/bank/blade/runsafe.wav" // jc sounds cachesound "dialog/csite/jc/blueprint.wav" cachesound "dialog/csite/jc/tracks.wav" //cachesound "dialog/csite/jc/Dntknow.wav" //cachesound "dialog/subway/jc/sndmean.wav" //cachesound "dialog/csite/jc/roof.wav" //cachesound "dialog/csite/jc/watch6.wav" cachesound "dialog/csite/jc/heywhere.wav" //cachesound "dialog/csite/jc/makejump.wav" cachesound "dialog/csite/jc/hairjump.wav" //cachesound "dialog/csite/jc/serpico.wav" cachesound "dialog/csite/jc/lookout.wav" //cachesound "dialog/csite/jc/stash.wav" cachesound "dialog/csite/jc/pipe.wav" cachesound "dialog/csite/jc/swimpool.wav" cachesound "dialog/csite/jc/wreck.wav" //cachesound "dialog/csite/jc/swingball.wav" //cachesound "dialog/csite/jc/lineup.wav" //cachesound "dialog/csite/jc/headsub.wav" cachesound "dialog/csite/jc/justwhat.wav" //cachesound "dialog/csite/jc/drtymind.wav" //cachesound "dialog/csite/jc/Powgen.wav" //cachesound "dialog/csite/jc/Cooloff.wav" cachesound "dialog/csite/jc/Dntthnk.wav" //cachesound "dialog/csite/jc/Cldhart.wav" cachesound "dialog/csite/jc/Scrdrk.wav" //cachesound "dialog/csite/jc/Sitwait.wav" //cachesound "dialog/csite/jc/Upslv.wav" //cachesound "dialog/csite/jc/heavymtl.wav" //cachesound "dialog/csite/jc/hostage.wav" // foreman sounds cachesound "dialog/csite/foreman/dntshoot.wav" cachesound "dialog/csite/foreman/info1.wav" cachesound "dialog/csite/foreman/take.wav" cachesound "dialog/csite/foreman/info2.wav" cachesound "dialog/csite/foreman/plsgo.wav" //cachesound "dialog/csite/foreman/gonow.wav" // manumit sounds //cachesound "dialog/subway/manumit/growl2.wav" // worker sounds //cachesound "dialog/csite/worker/runthru.wav" //cachesound "dialog/csite/worker/heywhat.wav" //cachesound "dialog/csite/worker/outtamy.wav" //cachesound "dialog/csite/worker/kickass.wav" //cachesound "dialog/csite/worker/gettowork.wav" //cachesound "dialog/csite/worker/grandcent.wav" //cachesound "dialog/csite/worker/gunlittle.wav" //cachesound "dialog/csite/worker/ambulance.wav" //cachesound "dialog/csite/worker/outta.wav" //cachesound "dialog/csite/worker/rundown.wav" //cachesound "dialog/csite/worker/bulldoze.wav" //cachesound "dialog/csite/worker/where.wav" //cachesound "dialog/csite/worker/asshole.wav" //cachesound "dialog/csite/worker/crushu.wav" //cachesound "dialog/csite/worker/hey.wav" // bum sounds //cachesound "dialog/csite/bum/lvml.wav" //cachesound "dialog/csite/bum/thtwy2.wav" //cachesound "dialog/subway/bum/gtrts.wav" cachesound "dialog/abandoned/bum/whsfr2.wav" //cachesound "dialog/abandoned/bum/gtmny.wav" //cachesound "dialog/abandoned/bum/lvml.wav" //cachesound "dialog/abandoned/bum/whchwy.wav" //cachesound "dialog/abandoned/bum/thtwy.wav" //cachesound "dialog/abandoned/bum/gtrts.wav" cachesound "dialog/abandoned/bum/safe.wav" // hc sounds //cachesound "dialog/csite/hc/gothat.wav" //cachesound "dialog/csite/hc/careful.wav" //cachesound "dialog/intro/hc/takecover1.wav" //cachesound "dialog/intro/hc/trapm1.wav" //cachesound "dialog/intro/hc/bhndlk1.wav" // mancini sounds //cachesound "dialog/csite/mancini/Dsmthng2.wav" cachesound "dialog/mancini/GTMTTHR2.wav" //cachesound "dialog/csite/mancini/Yrdts3.wav" cachesound "dialog/csite/mancini/Prsstnt3.wav" //cachesound "dialog/csite/mancini/stophim1.wav" cachesound "dialog/bank/mancini/Dntlthm1.wav" //cachesound "dialog/bank/mancini/Dntjstst.wav" cachesound "dialog/csite/mancini/Blsthm3.wav" //cachesound "dialog/csite/mancini/muststop.wav" //cachesound "dialog/csite/mancini/morons.wav" //cachesound "dialog/csite/mancini/die2.wav" //cachesound "dialog/csite/mancini/Whrchpp1.wav" // thug sounds //cachesound "dialog/intro/thug/host5.wav" //cachesound "dialog/csite/thug/crshbld.wav" //cachesound "dialog/csite/thug/rundown.wav" // civfem sounds cachesound "misc/civfem/thnkgod.wav" cachesound "misc/civfem/thankoff.wav" end // *************************************************************************** // Start Dialog Threads // *************************************************************************** // ------------------------------------------ // Blade starts level // ------------------------------------------ jc_unused_subway: // Blade says "Where did he go?" // JC says "I'm checking out some city blueprints as we speakLooks like there's some major construction going on. Mancini's using it to cover his tracks." dialog "i_blade" "Where did he go?" "dialog/csite/blade/whrhg3.wav" 1 5 waitForSound "dialog/csite/blade/whrhg3.wav" .03 dialog "i_jc" "I'm looking at some city blueprints as we speak..." "dialog/csite/jc/blueprint.wav" waitForSound "dialog/csite/jc/blueprint.wav" .03 dialog "i_jc" "Looks like there's some major construction going on. Mancini's using it to cover his tracks." "dialog/csite/jc/tracks.wav" waitForSound "dialog/csite/jc/tracks.wav" .03 end // ------------------------------------------ // Blade dialog // ------------------------------------------ blade_damn: //Blade says "Damn!" when he loses Mancini dialog "i_blade" "Damn!" "dialog/csite/blade/damn2.wav" 1 5 //waitForSound "dialog/csite/blade/damn2.wav" .3 end blade_how_get_there: //Blade says "JC, how did they get in there?" when he loses Mancini, JC Says "I don't know, Blade!" dialog "i_blade" "JC, how did they get in there?" "dialog/csite/blade/hwgt1.wav" 1 5 waitForSound "dialog/csite/blade/hwgt1.wav" .3 dialog "i_jc" "I don't know, Blade!" "dialog/csite/jc/Dntknow.wav" 1 5 waitForSound "dialog/csite/jc/Dntknow.wav" .3 end blade_foreman_scared: dialog "i_cfore" "WAIT! Don't shoot!" "dialog/csite/foreman/dntshoot.wav" 1 5 waitForSound "dialog/csite/foreman/dntshoot.wav" .3 end blade_foreman: dialog "i_blade" "Why shouldn't I ventilate you?" "dialog/csite/blade/vent1.wav" 1 5 waitForSound "dialog/csite/blade/vent1.wav" .3 dialog "i_cfore" "If you let me live, I'll give you some important information!" "dialog/csite/foreman/info1.wav" 1 5 waitForSound "dialog/csite/foreman/info1.wav" .3 dialog "i_cfore" "Here you go, take this." "dialog/csite/foreman/take.wav" 1 5 waitForSound "dialog/csite/foreman/take.wav" .1 dialog "i_blade" "What's this?" "dialog/csite/blade/whtth1.wav" 1 5 waitForSound "dialog/csite/blade/whtth1.wav" .3 dialog "i_cfore" "It's the construction blueprints, and it might help you later on." "dialog/csite/foreman/info2.wav" 1 5 waitForSound "dialog/csite/foreman/info2.wav" .1 dialog "i_cfore" "Now please go before I get in trouble!" "dialog/csite/foreman/plsgo.wav" 1 5 waitForSound "dialog/csite/foreman/plsgo.wav" .1 end blade_hears_manumit: local.manumit string parm.manumit //Manumit screams, Blade sez "What the hell is that noise?", JC says "I dunno, but it sure sounds mean!" local.manumit playsound "dialog/subway/manumit/growl2.wav" waitForSound "dialog/subway/manumit/growl2.wav" 0.3 dialog "i_blade" "What the hell is that noise?" "dialog/subway/blade/hllnz1.wav" 1 5 waitForSound "dialog/csite/blade/hllnz1.wav" .03 dialog "i_jc" "I dunno, but it sure sounds mean!" "dialog/subway/jc/sndmean.wav" 1 5 //waitForSound "dialog/csite/jc/sndmean.wav" .03 end blade_lets_throwdown: //Blade says "Let's throwdown, punk!" when he challenges bulldozer dialog "i_thug" "Let's throwdown, punk!" "dialog/csite/blade/thrwdw.wav" 1 5 //waitForSound "dialog/csite/blade/thrwdw.wav" .3 end blade_valve_stuck: // Blade says "Damn, this valve is stuck!" - dialog "i_blade" "Damn, this valve is stuck!" "dialog/csite/blade/valve.wav" // waitForSound "dialog/csite/blade/valve.wav" .1 end blade_what_the_hell: // Blade says "JC, WHAT the hell was that?" dialog "i_blade" "JC, WHAT the hell was that?" "dialog/csite/blade/whtws3.wav" waitForSound "dialog/csite/blade/whtws3.wav" .1 end blade_why_not_kill: // Blade says "Why shouldn't I kill you?" - dialog "i_blade" "Why shouldn't I kill you?" "dialog/csite/blade/killu1.wav" // waitForSound "dialog/csite/blade/killu1.wav" .1 end blade_why_not_ventilate: // Blade says "Why shouldn't I ventilate you?" - dialog "i_blade" "Why shouldn't I ventilate you?" "dialog/csite/blade/vent.wav" // waitForSound "dialog/csite/blade/vent.wav" .1 end blade_blocked_door: // Blade says "Damn! They've blocked the door." - dialog "i_blade" "Damn! They've blocked the door." "dialog/csite/blade/blocked.wav" // waitForSound "dialog/csite/blade/blocked.wav" .1 end blade_check_this_out: // Blade says "Hmm, check this out!" - dialog "i_blade" "Hmm, check this out!" "dialog/general/blade/check.wav" // waitForSound "dialog/general/blade/check.wav" .1 end blade_no_reason: // Blade says "Hmm, no reason to go in there." - dialog "i_blade" "Hmm, no reason to go in there." "dialog/general/blade/noreas.wav" // waitForSound "dialog/general/blade/noreas.wav" .1 end blade_locked_door: // Blade says "Another locked door!" - dialog "i_blade" "Another locked door!" "dialog/general/blade/nlck.wav" // waitForSound "dialog/general/blade/nlck.wav" .1 end blade_locked_door: // Blade says "Hmm... yet another locked door!" - dialog "i_blade" "Hmm... yet another locked door!" "dialog/general/blade/yetnlck.wav" // waitForSound "dialog/general/blade/yetnlck.wav" .1 end blade_locked_door2: // Blade says "WHAT THE! Another locked door! Where's a locksmith when you need one!" - dialog "i_blade" "WHAT THE! Another locked door! Where's a locksmith when you need one!" "dialog/general/blade/whatlck.wav" // waitForSound "dialog/general/blade/whatlck.wav" .1 end blade_its_stuck: // Blade says "<Err> It's stuck!" - dialog "i_blade" "It's stuck!" "dialog/general/blade/stuck.wav" // waitForSound "dialog/general/blade/stuck.wav" .1 end blade_its_blocked: // Blade says "<Err> It's blocked!" - dialog "i_blade" "It's blocked!" "dialog/general/blade/block.wav" // waitForSound "dialog/general/blade/block.wav" .1 end blade_locked: // Blade says "Locked!" - dialog "i_blade" "Locked!" "dialog/csite/blade/locked3.wav" waitForSound "dialog/csite/blade/locked3.wav" .1 end blade_kick_scrawn: // Blade says "Ha, Ha, JC! Don't make me come back there and kick your scrawny ass!" - dialog "i_blade" "Ha, Ha, JC! Don't make me come back there and kick your scrawny ass!" "dialog/general/blade/kickass.wav" waitForSound "dialog/general/blade/kickass.wav" .1 end // ------------------------------------------ // JC dialog // ------------------------------------------ jc_on_roof: //JC says "They're on the roof! Find a way to get up there." dialog "i_jc" "They're on the roof! Find a way to get up there." "dialog/csite/jc/roof.wav" 1 5 //waitForSound "dialog/csite/jc/roof.wav" .03 end jc_watch_6: //JC says "Watch your six there Blade!" when Blade gets shot at dialog "i_jc" "Watch your six there Blade!" "dialog/csite/jc/watch6.wav" 1 5 //waitForSound "dialog/csite/jc/watch6.wav" .03 end jc_where_that_go: // // Not JC's voice - Missed dialog recording - FIX ME if possible // //JC says "Hey! Where does that go!" when Blade finds entrance dialog "i_jc" "Hey! Where does that go!" "dialog/csite/jc/heywhere.wav" 1 5 //waitForSound "dialog/csite/jc/heywhere.wav" .03 end jc_make_jump: //JC says "Make a jump for it!" when Blade needs to make long jump dialog "i_jc" "Make a jump for it!" "dialog/csite/jc/makejump.wav" 1 5 //waitForSound "dialog/csite/jc/makejump.wav" .03 end jc_whew_hairy_jump: // // Not JC's voice - Missed dialog recording - FIX ME if possible // //JC says "Whew! That was one hairy jump there Blade!" after Blade jumps dialog "i_jc" "Whew! That was one hairy jump there Blade!" "dialog/csite/jc/hairjump.wav" 1 5 //waitForSound "dialog/csite/jc/hairjump.wav" .03 end jc_keep_moving: //JC says "Keep moving Serpico!" when Blade isn't doing mission dialog "i_jc" "Keep moving Serpico!" "dialog/csite/jc/serpico.wav" 1 5 //waitForSound "dialog/csite/jc/serpico.wav" .03 end jc_look_out_above: game.skill ifgreater 1 end //JC says "Look out, they're above you!" when Blade is ambushed dialog "i_jc" "Look out, they're above you!" "dialog/csite/jc/lookout.wav" 1 5 //waitForSound "dialog/csite/jc/lookout.wav" .03 end jc_find_stolen_money: game.skill ifgreater 1 end //JC says "See if you can find some of the stolen money, they had to have stashed some of it around here somewhere." dialog "i_jc" "See if you can find some of the stolen money, they had to have stashed some of it around here somewhere." "dialog/csite/jc/stash.wav" 1 5 //waitForSound "dialog/csite/jc/stash.wav" .03 end jc_way_into_pipe: game.skill ifgreater 1 end //JC says "Blade, you've got to find a way into that pipe. That's where they went." dialog "i_jc" "Blade, you've got to find a way into that pipe. That's where they went." "dialog/csite/jc/pipe.wav" 1 5 //waitForSound "dialog/csite/jc/pipe.wav" .03 end jc_swim_pool: //JC says "Creating your own swimming pool Blade?" dialog "i_jc" "Creating your own swimming pool Blade?" "dialog/csite/jc/swimpool.wav" 1 5 //waitForSound "dialog/csite/jc/swimpool.wav" .03 end jc_wrecking_crew: //JC says "You're a one man wrecking crew Blade." dialog "i_jc" "You're a one man wrecking crew Blade." "dialog/csite/jc/wreck.wav" 1 5 //waitForSound "dialog/csite/jc/wreck.wav" .03 end jc_swing_ball: // // Not JC's voice - Missed dialog recording - FIX ME if possible // //JC says "Watch where you swing your ball, Blade." dialog "i_jc" "Watch where you swing your ball, Blade." "dialog/csite/jc/swingball.wav" 1 5 //waitForSound "dialog/csite/jc/swingball.wav" .03 end jc_knock_down: //JC says "Line 'em up, knock them down!" dialog "i_jc" "Line 'em up, knock them down!" "dialog/csite/jc/lineup.wav" 1 5 //waitForSound "dialog/csite/jc/lineup.wav" .03 end jc_head_subway: //JC says "It looks like they're heading for the Subway!" dialog "i_jc" "It looks like they're heading for the Subway!" "dialog/csite/jc/headsub.wav" 1 5 //waitForSound "dialog/csite/jc/headsub.wav" .03 end jc_what_thinking: //JC says "Just *what* are you thinking about Boss?" dialog "i_jc" "Just *what* are you thinking about Boss?" "dialog/csite/jc/justwhat.wav" 1 5 //waitForSound "dialog/csite/jc/justwhat.wav" .03 end jc_dirty_mind: //JC says "Jeez Boss, you've got a dirty mind!" dialog "i_jc" "Jeez Boss, you've got a dirty mind!" "dialog/csite/jc/drtymind.wav" 1 5 //waitForSound "dialog/csite/jc/drtymind.wav" .03 end jc_find_power: game.skill ifgreater 0 end //JC says "Too dark over there! Find a power generator or something." dialog "i_jc" "Too dark over there! Find a power generator or something." "dialog/csite/jc/Powgen.wav" 1 5 //waitForSound "dialog/csite/jc/Powgen.wav" .03 end jc_cool_office: //JC says "Whoa! This is one cool office!" dialog "i_jc" "Whoa! This is one cool office!" "dialog/csite/jc/Cooloff.wav" 1 5 //waitForSound "dialog/csite/jc/Cooloff.wav" .03 end jc_went_this_way: // JC says "I don't think he went this way, Blade." // Blade says "Cool it JC, I know what I'm doing." dialog "i_jc" "I don't think he went this way, Blade." "dialog/csite/jc/Dntthnk.wav" 1 5 waitForSound "dialog/csite/jc/Dntthnk.wav" .03 dialog "i_blade" "Cool it JC, I know what I'm doing." "dialog/csite/blade/coolit.wav" 1 5 //waitForSound "dialog/csite/blade/coolit.wav" .03 end jc_cold_hearted: // JC says "Maybe you're not as cold-hearted as you'd like us to believe, eh Blade?" // Blade says "Shut it JC!" dialog "i_jc" "Maybe you're not as cold-hearted as you'd like us to believe, eh Blade?" "dialog/csite/jc/Cldhart.wav" 1 5 waitForSound "dialog/csite/jc/Cldhart.wav" .03 dialog "i_blade" "Shut it JC!" "dialog/oilrig/blade/shutit.wav" 1 5 //waitForSound "dialog/oilri/blade/shutit.wav" .03 end jc_scared_dark: // JC says "Hope you're not scared of the dark, boss." // Blade says "Very funny." dialog "i_jc" "Hope you're not scared of the dark, boss." "dialog/csite/jc/Scrdrk.wav" 1 5 waitForSound "dialog/csite/jc/Scrdrk.wav" .03 dialog "i_blade" "Very funny." "dialog/csite/blade/funny.wav" 1 5 //waitForSound "dialog/csite/blade/funny.wav" .03 end jc_mancini_not_wait: // JC says "Hurry up Blade. Mancini's not going to just sit around and wait for you. He went through that pipe!" // Blade says "I know, JC. I know. " dialog "i_jc" "Hurry up Blade. Mancini's not going to just sit around and wait for you. He went through that pipe!" "dialog/csite/jc/Sitwait.wav" 1 5 waitForSound "dialog/csite/jc/Sitwait.wav" .03 dialog "i_blade" "I know, JC. I know." "dialog/csite/blade/iknow.wav" 1 5 //waitForSound "dialog/csite/blade/iknow.wav" .03 end jc_swim_elevator_shaft: // JC says "Is this really wise, Blade? You're supposed to be chasing mobsters, not swimming through elevator shafts." // Blade says "I've just got a hunch, JC. I always follow my hunches..." game.Abandon_ValveActivated ifequal 1 "i_jc" "Is this really wise, Blade? You're supposed to be chasing mobsters, not swimming through elevator shafts." "dialog/csite/jc/Wise.wav" 1 5 //waitForSound "dialog/csite/jc/Wise.wav" .03 //dialog "i_blade" "I've just got a hunch, JC. I always follow my hunches..." "dialog/csite/blade/hunch2.wav" 1 5 //waitForSound "dialog/csite/blade/hunch2.wav" .03 end jc_up_mancinis_sleeve: // JC says "Be careful, Blade, Mancini must have something up his sleeve." // Blade says "I know. I just wish I knew what..." dialog "i_jc" "Be careful, Blade, Mancini must have something up his sleeve." "dialog/csite/jc/Upslv.wav" 1 5 waitForSound "dialog/csite/jc/Upslv.wav" .03 dialog "i_blade" "I know. I just wish I knew what..." "dialog/csite/blade/wshknw.wav" 1 5 //waitForSound "dialog/csite/blade/wshknw.wav" .03 end jc_heavy_metal: // JC says "Wow, That's one Heavy Metal Babe! <Whistles>" - dialog "i_jc" "Wow, That's one Heavy Metal Babe!" "dialog/csite/jc/heavymtl.wav" // waitForSound "dialog/csite/jc/heavymtl.wav" .1 end // ------------------------------------------ // Construction Worker dialog // ------------------------------------------ worker_run_thru: local.worker string parm.worker //Workermale says "What are all you guys doing runnin thru here!" local.worker playsound "dialog/csite/worker/runthru.wav" //waitForSound "dialog/csite/worker/runthru.wav" .03 end worker_what_doing_here: local.worker string parm.worker //Workermale says "Hey what are you doing here!" local.worker playsound "dialog/csite/worker/heywhat.wav" //waitForSound "dialog/csite/worker/heywhat.wav" .03 end worker_outta_my_site: local.worker string parm.worker //Workermale says "Get outta my site!" local.worker playsound "dialog/csite/worker/outtamy.wav" //waitForSound "dialog/csite/worker/outtamy.wav" .03 end worker_kick_ass: local.worker string parm.worker //Workermale says "Don't make me kick your ass buddy!" local.worker playsound "dialog/csite/worker/kickass.wav" //waitForSound "dialog/csite/worker/kickass.wav" .03 end worker_back_to_work: local.worker string parm.worker //Workermale says "Hey, get back to work." local.worker playsound "dialog/csite/worker/gettowork.wav" //waitForSound "dialog/csite/worker/gettowork.wav" .03 end worker_grand_central: local.worker string parm.worker //Workermale says "What is this, Grand Central Station?" local.worker playsound "dialog/csite/worker/grandcent.wav" //waitForSound "dialog/csite/worker/grandcent.wav" .03 end worker_gun_little_man: local.worker string parm.worker //Workermale says "Whoa, put that gun away little man!" local.worker playsound "dialog/csite/worker/gunlittle.wav" //waitForSound "dialog/csite/worker/gunlittle.wav" .03 end worker_ambulance: local.worker string parm.worker //Workermale says "Call an ambulance!" local.worker playsound "dialog/csite/worker/ambulance.wav" //waitForSound "dialog/csite/worker/ambulance.wav" .03 end worker_outta_here: local.worker string parm.worker //Workermale says "I'm outta here!" local.worker playsound "dialog/csite/worker/outta.wav" //waitForSound "dialog/csite/worker/outta.wav" .03 end worker_run_you_down: local.worker string parm.worker //Workermale says "I'll run you down!" local.worker playsound "dialog/csite/worker/rundown.wav" //waitForSound "dialog/csite/worker/rundown.wav" .03 end worker_bulldoze: local.worker string parm.worker //Workermale says "Bulldoze that loser!" local.worker playsound "dialog/csite/worker/bulldoze.wav" //waitForSound "dialog/csite/worker/bulldoze.wav" .03 end worker_where_you_going: local.worker string parm.worker //Workermale says "Where do you think you're going!" local.worker playsound "dialog/csite/worker/where.wav" //waitForSound "dialog/csite/worker/where.wav" .03 end worker_im_in_here_asshole: local.worker string parm.worker //voice from port-o-let says "HEY! I'm in here. Wait your turn asshole!" local.worker playsound "dialog/csite/worker/asshole.wav" //waitForSound "dialog/csite/worker/asshole.wav" .03 end worker_crush_you: local.worker string parm.worker // C. Worker says "Don't make me crush you!" - local.worker playsound "dialog/csite/worker/crushu.wav" // waitForSound "dialog/csite/worker/crushu.wav" .1 end worker_doing_here: local.worker string parm.worker // C. Worker says "HEY, what are you doing here!" - local.worker playsound "dialog/csite/worker/hey.wav" // waitForSound "dialog/csite/worker/hey.wav" .1 end // ------------------------------------------ // Bum dialog // ------------------------------------------ bum_leave_alone: local.bum string parm.bum //Bum says "Leave me alone!" local.bum playsound "dialog/csite/bum/lvml.wav" waitForSound "dialog/csite/bum/lvml.wav" .03 end bum_went_that_way: //Bum says "They went that way!" dialog "i_bum" "They went that way!" "dialog/csite/bum/thtwy2.wav" waitForSound "dialog/csite/bum/thtwy2.wav" .03 end bum_i_got_rights: local.bum string parm.bum //Bum says "Leave me alone, I got rights!" local.bum playsound "dialog/subway/bum/gtrts.wav" waitForSound "dialog/subway/bum/gtrts.wav" .03 end // ------------------------------------------ // HC dialog // ------------------------------------------ hc_go_that_way: local.actor1 string parm.actor1 //HC man shouts "I saw them go that way!" local.actor1 playsound "dialog/csite/hc/gothat.wav" 1 //waitForSound "dialog/csite/hc/gothat.wav" .1 end hc_check_out_building: local.actor1 string parm.actor1 //HC man shouts "Check out this building and be careful!" local.actor1 playsound "dialog/csite/hc/careful.wav" 1 //waitForSound "dialog/csite/hc/careful.wav" .1 end hc_take_cover: local.actor1 string parm.actor1 //HC man shouts "Take cover!" local.actor1 playsound "dialog/intro/hc/takecover1.wav" 1 //waitForSound "dialog/intro/hc/takecover1.wav" -.1 end hc_trap: local.actor1 string parm.actor1 //HC man shouts "It's a trap!" local.actor1 playsound "dialog/intro/hc/trapm1.wav" 1 //waitForSound "dialog/intro/hc/trapm1.wav" -.2 end hc_behind_lookout: local.actor1 string parm.actor1 //HC man shouts "Behind you, look out!!!" local.actor1 playsound "dialog/intro/hc/bhndlk1.wav" 1 //waitForSound "dialog/intro/hc/bhndlk1.wav" .1 end // ------------------------------------------ // Foreman dialog // ------------------------------------------ foreman_go_now: local.cfore string parm.cfore // C. Foreman says "You gotta go now." - dialog "i_c. foreman" "You gotta go now." "dialog/csite/foreman/gonow.wav" waitForSound "dialog/csite/foreman/gonow.wav" .1 end // ------------------------------------------ // Mancini dialog // ------------------------------------------ mancini_do_something: local.actor1 string parm.mancini //Mancini shouts "Do SOMETHING!" local.actor1 playsound "dialog/csite/mancini/Dsmthng2.wav" 1 //waitForSound "dialog/csite/mancini/Dsmthng2.wav" .1 end mancini_get_me_out: //Mancini shouts "Get me the hell out of here!" dialog "i_mancini" "Get me the hell out of here!" "dialog/mancini/GTMTTHR2.wav" 1 //waitForSound "dialog/mancini/GTMTTHR2.wav" .1 end mancini_you_idiots: local.actor1 string parm.mancini //Mancini shouts "You guys are idiots!" local.actor1 playsound "dialog/csite/mancini/Yrdts3.wav" 1 //waitForSound "dialog/csite/mancini/Yrdts3.wav" .1 end mancini_persistent: //Mancini shouts "Persistent isn't he." dialog "i_mancini" "Persistent isn't he." "dialog/csite/mancini/Prsstnt3.wav" 1 waitForSound "dialog/csite/mancini/Prsstnt3.wav" .1 end mancini_stop_him: local.actor1 string parm.mancini //Mancini shouts "Stop him!" local.actor1 playsound "dialog/csite/mancini/stophim1.wav" 1 //waitForSound "dialog/csite/mancini/stophim1.wav" .1 end mancini_dont_let_thru: //Mancini shouts "Don't let him get through here!" dialog "i_mancini" "Don't let him get through here!" "dialog/bank/mancini/Dntlthm1.wav" 1 waitForSound "dialog/bank/mancini/Dntlthm1.wav" .1 end mancini_go_kill_him: local.actor1 string parm.mancini //Mancini shouts "Don't just stand there! Go KILL him!" local.actor1 playsound "dialog/bank/mancini/Dntjstst.wav" 1 //waitForSound "dialog/bank/mancini/Dntjstst.wav" .1 end mancini_blast_him: //Mancini shouts "Blast him into next year!" dialog "i_mancini" "Blast him into next year!" "dialog/csite/mancini/Blsthm3.wav" 1 waitForSound "dialog/csite/mancini/Blsthm3.wav" .1 end mancini_must_stop: local.mancini string parm.mancini // Mancini says "He must be stopped!" - dialog "i_mancini" "He must be stopped!" "dialog/csite/mancini/muststop.wav" // waitForSound "dialog/csite/mancini/muststop.wav" .1 end mancini_morons: local.mancini string parm.mancini // Mancini says "Kill him you morons!" - dialog "i_mancini" "Kill him you morons!" "dialog/csite/mancini/morons.wav" // waitForSound "dialog/csite/mancini/morons.wav" .1 end mancini_you_fuck: local.mancini string parm.mancini // Mancini says "Die you FUCK!" - dialog "i_mancini" "Die you FUCK!" "dialog/csite/mancini/die2.wav" // waitForSound "dialog/csite/mancini/die2.wav" .1 end mancini_wheres_chopper: local.mancini string parm.mancini // Mancini says "Where's that chopper?" - dialog "i_mancini" "Where's that chopper?" "dialog/csite/mancini/Whrchpp1.wav" // waitForSound "dialog/csite/mancini/Whrchpp1.wav" .1 end // ------------------------------------------ // Thug dialog // ------------------------------------------ thug_hostage: local.thug string parm.thug //Thug says "Put the gun down or they're dead meat!" jc says "He's still got hostages with him." blade says "These guys are toast!" local.thug playsound "dialog/intro/thug/host5.wav" 1 waitForSound "dialog/intro/thug/host5.wav" .2 dialog "i_jc" "He's still got hostages with him." "dialog/csite/jc/hostage.wav" 1 5 waitForSound "dialog/csite/jc/hostage.wav" .1 dialog "i_blade" "These guys are toast!" "dialog/csite/blade/toast.wav" 1 5 waitForSound "dialog/csite/blade/toast.wav" .1 end thug_crush_you_blade: local.thug string parm.thug //Thug says "I'm gonna crush you Blade!" local.thug playsound "dialog/csite/thug/crshbld.wav" 1 //waitForSound "dialog/csite/thug/crshbld.wav" .1 end thug_run_him_down: local.thug string parm.thug //Thug says "Run him down!" local.thug playsound "dialog/csite/thug/rundown.wav" 1 //waitForSound "dialog/csite/thug/rundown.wav" .1 end // ------------------------------------------ // Civilian Rescue Dialog // ------------------------------------------ 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 // ------------------------------------------ // Bum Dialog // ------------------------------------------ bum_whos_in_costume: // Bum says "Who's the freak in the costume? Yo yo, trick baby!" dialog "i_bum" "Who's the freak in the costume? Yo yo, trick baby!" "dialog/abandoned/bum/whsfr2.wav" waitForSound "dialog/abandoned/bum/whsfr2.wav" .03 end bum_got_any_money: // Bum says "Hey ya got any money?" dialog "i_bum" "Hey ya got any money?" local.bum playsound "dialog/abandoned/bum/gtmny.wav" //waitForSound "dialog/abandoned/bum/gtmny.wav" .03 end bum_leave_alone: // Bum says "Leave me alone!" - dialog "i_bum" "Leave me alone!" "dialog/abandoned/bum/lvml.wav" waitForSound "dialog/abandoned/bum/lvml.wav" .1 end bum_which_way: // Bum says "Oh, you want to know which way they went!" - dialog "i_bum" "Oh, you want to know which way they went!" "dialog/abandoned/bum/whchwy.wav" waitForSound "dialog/abandoned/bum/whchwy.wav" .1 end bum_thata_way: // Bum says "They went thata way!" - dialog "i_bum" "They went thata way!" "dialog/abandoned/bum/thtwy.wav" waitForSound "dialog/abandoned/bum/thtwy.wav" .1 end bum_i_got_rights: // Bum says "Leave me alone, I got rights." - dialog "i_bum" "Leave me alone, I got rights." "dialog/abandoned/bum/gtrts.wav" waitForSound "dialog/abandoned/bum/gtrts.wav" .1 end bum_staying: // Bum says "I'm staying right here where it's safe!" - dialog "i_bum" "I'm staying right here where it's safe!" "dialog/abandoned/bum/safe.wav" waitForSound "dialog/abandoned/bum/safe.wav" .1 end // ------------------------------------------ // End of Dialog File // ------------------------------------------