[Mod FF]: Changed scripts size
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124
iw3sp_mod_ff_src/raw/scripts/village_defend/hint.gsc
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124
iw3sp_mod_ff_src/raw/scripts/village_defend/hint.gsc
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#include common_scripts\utility;
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#include maps\_utility;
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main()
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{
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ReplaceFunc(maps\village_defend::minigun_fallback, ::minigun_fallback);
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ReplaceFunc(maps\village_defend::airstrike_command, ::airstrike_command);
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}
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minigun_fallback()
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{
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flag_wait( "ridgeline_targeted" );
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autosave_by_name( "ridgeline_under_mortar_fire" );
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redshirt1 = getent( "redshirt1", "targetname" );
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redshirt2 = getent( "redshirt2", "targetname" );
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redshirt_node1 = getnode( "fallback_redshirt1", "targetname" );
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redshirt_node2 = getnode( "fallback_redshirt2", "targetname" );
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//Left trigger spin functionality for console controllers
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if( level.console || getdvarint("gpad_in_use") )
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{
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level thread maps\village_defend::minigun_firstuse_check();
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//level thread minigun_session_check();
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add_hint_string( "minigun_spin_left_trigger", &"SCRIPT_PLATFORM_SPOOL_MINIGUN", maps\village_defend::should_break_minigun_spin_hint );
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}
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//"They're targeting our position with mortars. It's time to fall back."
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//iprintln( "They're targeting our position with mortars. It's time to fall back." );
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radio_dialogue_queue( "targetingour" );
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thread maps\village_defend::minigun_orders();
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wait 2;
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//"Two, falling back."
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radio_dialogue_queue( "twofallingback" );
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redshirt1 allowedstances ( "stand", "crouch", "prone" );
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redshirt1 setgoalnode( redshirt_node1 );
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wait randomfloatrange( 0.7, 1.2 );
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//"Three, on the move."
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radio_dialogue_queue( "threeonthemove" );
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redshirt2 allowedstances ( "stand", "crouch", "prone" );
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redshirt2 setgoalnode( redshirt_node2 );
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priceNode = getnode( "fallback_price", "targetname" );
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level.price allowedstances ( "stand", "crouch", "prone" );
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level.price setgoalnode( priceNode );
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//"Three here. Two's in the far eastern building. We've got the eastern road locked down."
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radio_dialogue_queue( "easternroadlocked" );
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level.price.baseaccuracy = 1;
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level.price.ignoreSuppression = true;
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redshirt1.baseaccuracy = 1;
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redshirt1.ignoreSuppression = true;
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redshirt2.baseaccuracy = 1;
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redshirt2.ignoreSuppression = true;
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thread maps\village_defend_code::friendly_pushplayer( "off" );
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wait 5;
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thread maps\village_defend::intro_church_tower_explode();
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}
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airstrike_command()
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{
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flag_wait( "airstrikes_ready" );
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thread maps\village_defend::callStrike( level.player.origin, 1, ( 0, 110, 0 ) );
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wait 1.2;
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thread maps\village_defend::callStrike( level.player.origin, 1, ( 0, 96, 0 ) );
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wait 1;
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thread maps\village_defend::callStrike( level.player.origin, 1, ( 0, 126, 0 ) );
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wait 5;
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//"Bravo Six, this is Falcon One standing by to provide close air support. Gimme a target over."
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radio_dialogue_queue( "casready" );
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if ( isdefined( level.console ) && level.console || getdvarint("gpad_in_use"))
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thread maps\village_defend::airstrike_hint_console();
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else
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thread maps\village_defend::airstrike_hint_pc();
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level.player giveWeapon( "airstrike_support" );
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level.player SetActionSlot( 2, "weapon" , "airstrike_support" );
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thread maps\village_defend::airstrike_support();
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wait 3;
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flag_set( "falcon_one_finished_talking" );
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flag_wait( "return_trip_begins" );
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thread maps\village_defend::airstrike_frequency_check();
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level endon ( "stop_airstrike_reminders" );
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level endon ( "no_airstrike_ammo" );
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while( 1 )
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{
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startTime = gettime();
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wait 70;
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if( !level.airstrikeCalledRecently )
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{
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//"Bravo Six, this is Falcon One standing by to provide close air support. Gimme a target over."
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radio_dialogue_queue( "casready" );
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level.airstrikeCalledRecently = false;
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}
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}
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}
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