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// =========================================================================== // Intro Script File // =========================================================================== // precache: // thug sounds cachesound "dialog/intro/cinematic/thug/goodshot.wav" cachesound "dialog/intro/cinematic/thug/neversaw.wav" cachesound "dialog/intro/cinematic/thug/laff2.wav" cachesound "dialog/intro/cinematic/thug/wimps.wav" cachesound "dialog/intro/cinematic/thug/heywhat.wav" cachesound "dialog/intro/thug/launch1.wav" cachesound "dialog/intro/thug/airattk1.wav" cachesound "monsters/thug/retreat3.wav" cachesound "monsters/thug/retreat2.wav" cachesound "monsters/thug/death1.wav" cachesound "monsters/thug/attk4.wav" cachesound "monsters/thug/attk5.wav" // blade sounds cachesound "dialog/intro/cinematic/blade/srprs1.wav" cachesound "dialog/intro/blade/atem1.wav" cachesound "dialog/intro/blade/bllbr3.wav" //cachesound "dialog/intro/blade/mngrb1.wav" cachesound "dialog/intro/blade/uhoh2.wav" cachesound "dialog/intro/blade/whtth2.wav" cachesound "dialog/intro/blade/ntsfst.wav" cachesound "dialog/intro/blade/canit2.wav" //cachesound "dialog/intro/blade/shtp1.wav" //cachesound "dialog/intro/blade/ncflyn.wav" //cachesound "dialog/intro/blade/hldstl.wav" //cachesound "dialog/intro/blade/ohno2.wav" // jc sounds cachesound "dialog/intro/jc/rmmbr2.wav" cachesound "dialog/intro/jc/htmrk1.wav" cachesound "dialog/intro/jc/chprp3.wav" cachesound "dialog/intro/jc/rftp4.wav" cachesound "dialog/intro/jc/nctx2.wav" //cachesound "dialog/intro/jc/nctx5.wav" cachesound "dialog/intro/jc/hllsh1.wav" //cachesound "dialog/intro/jc/nwjb1.wav" //cachesound "dialog/intro/jc/wtchpr.wav" //cachesound "dialog/intro/jc/rmmbr2a.wav" //cachesound "dialog/intro/jc/dmnbn2.wav" //cachesound "dialog/intro/jc/mkhpp1.wav" //cachesound "dialog/intro/jc/gcty1.wav" //cachesound "dialog/intro/jc/nmply1.wav" //cachesound "dialog/intro/jc/mnbnk1.wav" //cachesound "dialog/intro/jc/great1.wav" // pilot sounds cachesound "dialog/intro/pilot/vecta9.wav" cachesound "dialog/intro/pilot/control2.wav" cachesound "dialog/intro/pilot/hit2.wav" cachesound "dialog/intro/pilot/ailer1.wav" cachesound "dialog/intro/pilot/tailhit1.wav" cachesound "dialog/intro/pilot/secforce.wav" cachesound "dialog/intro/pilot/niceshot2.wav" cachesound "dialog/intro/pilot/dustoff1.wav" cachesound "dialog/intro/pilot/godown1.wav" //cachesound "dialog/intro/pilot/weredown.wav" cachesound "dialog/intro/pilot/hangon.wav" cachesound "dialog/intro/pilot/downwhew2.wav" //cachesound "dialog/intro/pilot/flakrite1.wav" //cachesound "dialog/intro/pilot/flakleft1.wav" //cachesound "dialog/intro/pilot/package2.wav" //cachesound "dialog/intro/pilot/hunt1.wav" // general sounds cachesound "dialog/general/fight1.wav" cachesound "dialog/general/asgunburst.wav" //cachesound "dialog/general/van.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" // hc sounds 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" // magnum sounds cachesound "weapons/magnum/fire3.wav" // rlaunch sounds cachesound "weapons/rlaunch/mssllp3.wav" end // *************************************************************************** // Start Dialog Threads // *************************************************************************** // ------------------------------------------ // Thugs shoot pigeon - Beginning of level // ------------------------------------------ thug_too_easy: dialog "i_thug" "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_thug2" "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/laff2.wav" 1 5 waitForSound "dialog/intro/cinematic/thug/laff2.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 end // ------------------------------------------ // JC reminder to Blade to not blow it all up // ------------------------------------------ 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_hcpilot" "Approaching bank on vector alpha niner. Hostile forces firing at three o'clock, sir." "dialog/intro/pilot/vecta9.wav" 1 6 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 // ------------------------------------------ // JC compliments on Blade's 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 Blade about taking 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 // ------------------------------------------ // HC Pilot's communications with Blade // ------------------------------------------ pilot_controls_arent_responding: // Pilo 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_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_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_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_we_are_down: // Pilot says "We are down!" - dialog "i_hcpilot" "We are down!" "dialog/intro/pilot/weredown.wav" waitForSound "dialog/intro/pilot/weredown.wav" .1 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_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_major_right: // Pilot says "Major flak coming from our right side." - dialog "i_hcpilot" "Major flak coming from our right side." "dialog/intro/pilot/flakrite1.wav" waitForSound "dialog/intro/pilot/flakrite1.wav" .1 end pilot_major_left: // Pilot says "Major flak coming from our left side." - dialog "i_hcpilot" "Major flak coming from our left side." "dialog/intro/pilot/flakleft1.wav" waitForSound "dialog/intro/pilot/flakleft1.wav" .1 end pilot_package_delivered: // Pilot says "The package has been delivered. I'm airborne again!" - dialog "i_hcpilot" "The package has been delivered. I'm airborne again!" "dialog/intro/pilot/package2.wav" waitForSound "dialog/intro/pilot/package2.wav" .1 end pilot_hapy_hunting: // Pilot says "Happy hunting, sir!" - dialog "i_hcpilot" "Happy hunting, sir!" "dialog/intro/pilot/hunt1.wav" waitForSound "dialog/intro/pilot/hunt1.wav" .1 end // ------------------------------------------ // JC tells Blade to go in thru rooftop // ------------------------------------------ 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 Blade and react // ------------------------------------------ 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_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 // FIX ME - Not used yet 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 // ------------------------------------------ // Misc JC dialog // ------------------------------------------ jc_dead_billboard1: // JC dialog dialog "i_jc" "Nice shooting, Tex. That billboard ain't gettin up." "dialog/intro/jc/nctx2.wav" 1 6 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 6 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/nctx5.wav" 1 6 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 6 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 6 waitForSound "dialog/intro/jc/hllsh1.wav" 0.3 end jc_find_new_job: // JC says "Great, it's time to find a new job!" - dialog "i_jc" "Great, it's time to find a new job!" "dialog/intro/jc/nwjb1.wav" waitForSound "dialog/intro/jc/nwjb1.wav" .1 end jc_watch_property: // JC says "Hey, watch the property, Blade!" - dialog "i_jc" "Hey, watch the property, Blade!" "dialog/intro/jc/wtchpr.wav" waitForSound "dialog/intro/jc/wtchpr.wav" .1 end jc_triple_the_bonus: // JC says "We get triple the bonus if we preserve life AND property, and man does papa need a new pair of shoes!" - Blade says "You're such a money grubber JC, did you know that?" - 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" waitForSound "dialog/intro/jc/rmmbr2a.wav" .1 dialog "i_blade" "You're such a money grubber JC, did you know that?" "dialog/intro/blade/mngrb1.wav" // waitForSound "dialog/intro/blade/mngrb1.wav" .1 end jc_there_goes_bonus: // JC says "Damn, there goes the bonus boss!" - dialog "i_jc" "Damn, there goes the bonus boss!" "dialog/intro/jc/dmnbn2.wav" waitForSound "dialog/intro/jc/dmnbn2.wav" .1 end jc_make_you_happy: // JC says "Did that make you happy, Blade?" - dialog "i_jc" "Did that make you happy, Blade?" "dialog/intro/jc/mkhpp1.wav" waitForSound "dialog/intro/jc/mkhpp1.wav" .1 end jc_there_goes_city: // JC says "There goes the city!" - dialog "i_jc" "There goes the city!" "dialog/intro/jc/gcty1.wav" waitForSound "dialog/intro/jc/gcty1.wav" .1 end jc_unemployment_time: // JC says "Oh man, time for unemployment!" - dialog "i_jc" "Oh man, time for unemployment!" "dialog/intro/jc/nmply1.wav" waitForSound "dialog/intro/jc/nmply1.wav" .1 end jc_bank_balance: // JC says "Blade, have you checked the bank balance recently?" - dialog "i_jc" "Blade, have you checked the bank balance recently?" "dialog/intro/jc/mnbnk1.wav" waitForSound "dialog/intro/jc/mnbnk1.wav" .1 end jc_oh_great: // JC says "Oh great!" - dialog "i_jc" "Oh great!" "dialog/intro/jc/great1.wav" waitForSound "dialog/intro/jc/great1.wav" .1 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 6 waitForSound "dialog/intro/blade/whtth2.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_can_it_jc: // Blade dialog dialog "i_blade" "Can it, JC!" "dialog/intro/blade/canit2.wav" 1 6 waitForSound "dialog/intro/blade/canit2.wav" 0.3 end blade_shutup_jc: // Blade says "Shut up JC!" - dialog "i_blade" "Shut up JC!" "dialog/intro/blade/shtp1.wav" waitForSound "dialog/intro/blade/shtp1.wav" .1 end blade_nice_flyin: // Blade says "Nice flyin!" - dialog "i_blade" "Nice flyin!" "dialog/intro/blade/ncflyn.wav" waitForSound "dialog/intro/blade/ncflyn.wav" .1 end blade_hold_still: // Blade says "Dammit, hold still!" - dialog "i_blade" "Dammit, hold still!" "dialog/intro/blade/hldstl.wav" waitForSound "dialog/intro/blade/hldstl.wav" .1 end blade_oh_no: // Blade says "Oh no!" - dialog "i_blade" "Oh no!" "dialog/intro/blade/ohno2.wav" waitForSound "dialog/intro/blade/ohno2.wav" .1 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_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 // ------------------------------------------ // End of Dialog File // ------------------------------------------