main() { ReplaceFunc(maps\launchfacility_a::loudspeaker, ::loudspeaker); } loudspeaker() { level.scr_sound["launchfacility_a_rul_motherland_sub"] = "launchfacility_a_rul_motherland_sub"; level.scr_sound["launchfacility_a_rul_avengefallen_sub"] = "launchfacility_a_rul_avengefallen_sub"; level.scr_sound["launchfacility_a_rul_restorehonor_sub"] = "launchfacility_a_rul_restorehonor_sub"; common_scripts\utility::flag_wait("container_loudspeaker"); //Facility perimeter has been compromised. All units proceed to defensive positions. Unknown enemy force moving in from the South or West. Facility is now on high alert. maps\launchfacility_a::dialogue_loudspeaker("launchfacility_a_rul_highalert"); common_scripts\utility::flag_wait( "inside_perimeter" ); wait(1); //Russian Loudspeaker //We are under attack! Lock down all points of entry immediately. megaphone/loudspeaker level thread maps\launchfacility_a::dialogue_loudspeaker("launchfacility_a_rul_underattack"); common_scripts\utility::flag_wait( "migs_flyby1" ); wait(7.5); //Russian Loudspeaker //Enemy units confirmed to be American special forces. Exercise extreme caution. Red Spetznaz units are en route to intercept. megaphone/loudspeaker maps\launchfacility_a::dialogue_loudspeaker("launchfacility_a_rul_redspentznaz"); if ( !common_scripts\utility::flag( "obj_enemy_armor_complete" ) ) { //Russian Loudspeaker //Fight for the glory of the Motherland! Fight the corruption of our once great nation! loudspeaker maps\launchfacility_a::dialogue_loudspeaker("launchfacility_a_rul_motherland_sub"); wait (3); } if ( !common_scripts\utility::flag( "obj_enemy_armor_complete" ) ) { //Russian Loudspeaker //Comrades! Remember the fallen and avenge them! Let us ensure that their sacrifices were not made in vain! loudspeaker maps\launchfacility_a::dialogue_loudspeaker("launchfacility_a_rul_avengefallen_sub"); wait (3); } if ( !common_scripts\utility::flag( "obj_enemy_armor_complete" ) ) { //Russian Loudspeaker //We shall restore the honor of the days when this nation was feared by all others! We will not be stopped! We will not be turned aside so easily! loudspeaker maps\launchfacility_a::dialogue_loudspeaker("launchfacility_a_rul_restorehonor_sub"); } while ( !common_scripts\utility::flag( "obj_enemy_armor_complete" ) ) { //Russian Loudspeaker //Fight for the glory of the Motherland! Fight the corruption of our once great nation! loudspeaker maps\launchfacility_a::dialogue_loudspeaker("launchfacility_a_rul_motherland"); if ( common_scripts\utility::flag( "obj_enemy_armor_complete" ) ) break; wait (3); if ( common_scripts\utility::flag( "obj_enemy_armor_complete" ) ) break; //Russian Loudspeaker //Comrades! Remember the fallen and avenge them! Let us ensure that their sacrifices were not made in vain! loudspeaker maps\launchfacility_a::dialogue_loudspeaker("launchfacility_a_rul_avengefallen"); if ( common_scripts\utility::flag( "obj_enemy_armor_complete" ) ) break; wait (3); if ( common_scripts\utility::flag( "obj_enemy_armor_complete" ) ) break; //Russian Loudspeaker //We shall restore the honor of the days when this nation was feared by all others! We will not be stopped! We will not be turned aside so easily! loudspeaker maps\launchfacility_a::dialogue_loudspeaker("launchfacility_a_rul_restorehonor"); } //Russian Loudspeaker //Preparing launch tubes 2 through 6 for firing. Standby. megaphone/loudspeaker maps\launchfacility_a::dialogue_loudspeaker("launchfacility_a_rul_preptubes"); while ( true ) { //Russian Loudspeaker //Fight for the glory of the Motherland! Fight the corruption of our once great nation! loudspeaker maps\launchfacility_a::dialogue_loudspeaker("launchfacility_a_rul_motherland"); wait(2); //Russian Loudspeaker //Comrades! Remember the fallen and avenge them! Let us ensure that their sacrifices were not made in vain! loudspeaker maps\launchfacility_a::dialogue_loudspeaker("launchfacility_a_rul_avengefallen"); wait (3); //Russian Loudspeaker //We shall restore the honor of the days when this nation was feared by all others! We will not be stopped! We will not be turned aside so easily! loudspeaker maps\launchfacility_a::dialogue_loudspeaker("launchfacility_a_rul_restorehonor"); } }