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- // template file for newyork directory
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- #include "../common/header.ds"
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- output "p:/base/ds/tsr1"
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- local entity fuseguy // the guy hiding in the fusebox alcove
- local entity stepsguy1 // the first guy at the bottom of the steps
- local entity stepsguy2 // the second guy at the bottom of the steps
- local entity fusedoor // the door that will get kicked open
- local entity killhim68 // the player
- local int sig1
- local int sig2
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- fuseguy = find entity with targetname "fuseguy"
- stepsguy1 = find entity with targetname "stepsguy1"
- stepsguy2 = find entity with targetname "stepsguy2"
- fusedoor = find entity with targetname "fusedoor"
- killhim68 = find entity player
- // fusedoor.movetype = MOVETYPE_NOCLIP
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- use entity stepsguy1 // spawns the first guy in
- use entity stepsguy2 // spawns the sec guy in
- animate entity stepsguy2 performing action SCRIPT_RELEASE
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- animate entity stepsguy1 performing action STD_FCORNERPEAK_RT_P_A targeting entity killhim68
- animate entity stepsguy1 performing action SCRIPT_RELEASE
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- animate entity fuseguy performing action STD_XKICKDOOR_N_A_A signaling sig1 // plays the kicking door animations
- animate entity fuseguy performing action SCRIPT_RELEASE
- wait .25 seconds
- moverotate entity fusedoor from file "generic_door_ccw.rof" signaling sig2 // rotates the door kicked open
- play sound "Impact/Vending/Kick.wav" for entity fusedoor at volume 0.9
- wait for all clearing sig1, sig2
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