2024-03-12 22:41:56 +03:00

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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");
}
}