//-------------------------------------------------------------------------------------------------------------------- // Custom anims go here //-------------------------------------------------------------------------------------------------------------------- model model_prison_marine { inherit model_char_q4x_marine anim floating_tube models/monsters/tactical/floating_tube.md5anim // Scripted Stands/Crouches-------------------------------------------------------------------------------------- anim crouch_to_stand_scripted models/characters/marine/knee_to_idle.md5anim anim stand_to_crouch_scripted models/characters/marine/drop_to_knee.md5anim // medic treating fallen marine, copied from air defense anim and_stimpack2a models/characters/marine/and_stimpack2a.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity frame 8,18,27 footstep frame 270 attachment_show medic_vaccinegun frame 303 sound med_gun_heal frame 470 enableClip frame 470 attachment_hide medic_vaccinegun } anim and_stimpack2a_loop models/characters/marine/and_stimpack2a_loop.md5anim { ai_no_look } // fallen marine anim and_stimpack2b models/characters/marine/and_stimpack2b.md5anim { ai_no_look } anim and_stimpack2b_loop models/characters/marine/and_stimpack2b_loop.md5anim { ai_no_look } // need to copy these anims from the base marine class eventually /* anim prison_glass models/characters/marine/prison_glass.md5anim { frame 1 disableClip frame 2 sound glass_break_medlabs_tube frame 9 sound player_jump_land_hard } anim prison_glass_idle models/characters/marine/prison_glass_idle.md5anim { frame 1 disableClip } */ } //-------------------------------------------------------------------------------------------------------------------- // Entity Defs //-------------------------------------------------------------------------------------------------------------------- entityDef char_marine_prison { "inherit1" "char_q4x_marine" "inherit2" "char_marine_prison1_dialog" "model" "model_prison_marine" "editor_menu" "char_npc_q4x_prison1" "editor_usage" "Custom marine for prison" } entityDef char_marine_prison_shotgun { "inherit1" "char_q4x_marine_shotgun" "inherit2" "char_marine_prison1_dialog" "model" "model_prison_marine" "editor_menu" "char_npc_q4x_prison1" "editor_usage" "Custom marine (with shotgun) for prison" } entityDef char_marine_prison_tech { "inherit1" "char_q4x_marine_tech" "inherit2" "char_marine_prison1_dialog" "model" "model_prison_marine_tech" "editor_menu" "char_npc_q4x_prison1" "editor_usage" "Custom marine tech for Prison" } entityDef char_marine_prison_medic { "inherit1" "char_q4x_marine_medic" "inherit2" "char_marine_prison1_dialog" "model" "model_prison_marine_medic" "editor_menu" "char_npc_q4x_prison1" "editor_usage" "Custom marine medic for Prison" } entityDef char_marine_prison_unarmed { "inherit1" "char_q4x_marine_unarmed" "inherit2" "char_marine_prison1_dialog" "model" "model_prison_marine" "editor_menu" "char_npc_q4x_prison1" "editor_usage" "Custom marine for prison" "def_head" "char_marinehead_helmet" } //*************specific npc's***************** entityDef char_marine_npc_mitchell_prison1 { "inherit1" "char_q4x_marine_medic" "inherit2" "char_marine_prison1_dialog" "editor_menu" "char_npc_q4x_prison1" "model" "model_prison_marine_medic" "def_persona" "persona_q4x_mitchell_pvt" "followRange" "128 228" } entityDef char_marine_npc_tak_prison1 { "inherit1" "char_q4x_marine_tech" "inherit2" "char_marine_prison1_dialog" "inherit3" "char_npc_tak_M02_trian__vo" "editor_menu" "char_npc_q4x_prison1" "model" "model_prison_marine_tech" "def_persona" "persona_q4x_tak_pvt" "followRange" "128 256" "lipsync_busy_1" "vo_tak_rdywhnstrs" "lipsync_busy_2" "vo_tak_thatdtaquite" "lipsync_busy_3" "vo_tak_oncewegets" } entityDef char_marine_npc_navajas_prison1 { "inherit1" "char_q4x_marine" "inherit2" "char_marine_prison1_dialog" "editor_menu" "char_npc_q4x_prison1" "model" "model_prison_marine" "def_persona" "persona_q4x_navajas_pvt" "followRange" "128 256" } entityDef char_marine_npc_darnell_prison1 { "inherit1" "char_q4x_marine" "inherit2" "char_marine_prison1_dialog" "editor_menu" "char_npc_q4x_prison1" "model" "model_prison_marine" "def_persona" "persona_q4x_darnell_pfc" "followRange" "128 256" "lipsync_busy_1" "vo_darn_ishldbrt" "lipsync_busy_2" "vo_darn_justlikeold" "lipsync_busy_3" "vo_darn_letsgetmov" } entityDef char_marine_npc_dekard_prison1 { "inherit1" "char_q4x_marine" "inherit2" "char_marine_prison1_dialog" "editor_menu" "char_npc_q4x_prison1" "model" "model_prison_marine" "def_persona" "persona_q4x_dekard_sgt" } entityDef char_marine_npc_markswell_prison1 { "inherit1" "char_q4x_marine" "inherit2" "char_marine_prison1_dialog" "editor_menu" "char_npc_q4x_prison1" "model" "model_prison_marine" "def_persona" "persona_q4x_markswell_lt" "lipsync_busy_1" "vo_marks_getnow" "lipsync_busy_2" "vo_marks_areyouhard" "lipsync_busy_3" "vo_tak_oncewegets" } entityDef char_marine_npc_strauss_prison1 { "inherit1" "char_q4x_marine_tech_unarmed" "inherit2" "char_marine_prison1_dialog" "model" "model_prison_marine_tech" "editor_menu" "char_npc_q4x_prison1" "def_persona" "persona_q4x_strauss_pvt" } entityDef char_marine_prison1 { "inherit1" "char_q4x_marine" "inherit2" "char_marine_prison1_dialog" //"model" "model_prison_marine" "editor_menu" "char_npc_q4x_prison1" "editor_usage" "Custom marine for prison1" } entityDef char_marine_prison1_dialog { // CHARACTER: DARNELL // CONTEXT:Tense // DIALOG : Shit, they triggered the alarm. "lipsync_darn_shittrig" "vo_darn_shittrig" // CHARACTER: DARNELL // CONTEXT:Informative // DIALOG : I found the hatch. "lipsync_darn_ifoundh" "vo_darn_ifoundh" // CHARACTER: DARNELL // CONTEXT:Yelling // DIALOG : Over here. "lipsync_darn_overhere3" "vo_darn_overhere3" // CHARACTER: DARNELL // CONTEXT:Informative // DIALOG : This tunnel is some kind of heat exchanger, your cold cannon should allow you to bypass the high temperature exhaust. "lipsync_darn_thistunn" "vo_darn_thistunn" // CHARACTER: DARNELL // CONTEXT:Calm // DIALOG : I’m on it. Cover me. "lipsync_darn_imonit" "vo_darn_imonit" // CHARACTER: DARNELL // CONTEXT:Clam // DIALOG : I see it. "lipsync_darn_iseeit" "vo_darn_iseeit" // CHARACTER: DARNELL // CONTEXT:Calm // DIALOG : Getting close. "lipsync_darn_gettclose" "vo_darn_gettclose" // CHARACTER: DARNELL // CONTEXT:Calm // DIALOG : Almost there. "lipsync_darn_almostthr" "vo_darn_almostthr" // CHARACTER: DARNELL // CONTEXT:Calm // DIALOG : Got it. Keep ’em off me ‘til I get back. "lipsync_darn_gotitkeep" "vo_darn_gotitkeep" // CHARACTER: DARNELL // CONTEXT:Shocked // DIALOG : Look at these conditions. "lipsync_darn_lookcondits" "vo_darn_lookcondits" // CHARACTER: DARNELL // CONTEXT:Inquisitive // DIALOG : Are any of these Strauss? "lipsync_darn_anystrauss" "vo_darn_anystrauss" // CHARACTER: DARNELL // CONTEXT:Informative // DIALOG : This is Falcon squad, en route to your location. "lipsync_darn_falcsqenroute" "vo_darn_falcsqenroute" // CHARACTER: DARNELL // CONTEXT:Informative // DIALOG : Dekard, If you man that mounted turret, I'll cover Tak up close. "lipsync_darn_dekifyouman" "vo_darn_dekifyouman" // CHARACTER: DARNELL // CONTEXT:Yelling // DIALOG : Incoming! "lipsync_darn_incom3" "vo_darn_incom3" // CHARACTER: DARNELL // CONTEXT:Yelling // DIALOG : Above us! "lipsync_darn_aboveus" "vo_darn_aboveus" // CHARACTER: DARNELL // CONTEXT:Military // DIALOG : Fox squad, we've got a live marine at our location in no condition to join us "lipsync_darn_foxsquad" "vo_darn_foxsquad" // CHARACTER: DARNELL // CONTEXT:Inquisitive // DIALOG : What’s going on? "lipsync_darn_whatgoon" "vo_darn_whatgoon" // CHARACTER: DARNELL // CONTEXT:Calm // DIALOG : We don’t have a lot of time, Tak. Find him. "lipsync_darn_wednttime" "vo_darn_wednttime" // CHARACTER: DARNELL // CONTEXT:Sarcastic // DIALOG : Looks like we've attracted some attention "lipsync_darn_lookslikeweatt" "vo_darn_lookslikeweatt" // CHARACTER: DARNELL // CONTEXT:Inquisitive // DIALOG : Where’s Strauss? "lipsync_darn_wherestrss" "vo_darn_wherestrss" // CHARACTER: DARNELL // CONTEXT:Inquisitive // DIALOG : What are you talking about? "lipsync_darn_whattalk" "vo_darn_whattalk" // CHARACTER: DARNELL // CONTEXT:Commanding // DIALOG : Tak, find Strauss. "lipsync_darn_takfndstrs" "vo_darn_takfndstrs" // CHARACTER: DARNELL // CONTEXT:Hurried // DIALOG : What happened? "lipsync_darn_whathapp" "vo_darn_whathapp" // CHARACTER: DARNELL // CONTEXT:Commanding // DIALOG : Secure these doors. "lipsync_darn_secdoors" "vo_darn_secdoors" // CHARACTER: DARNELL // CONTEXT:Tense // DIALOG : We’re holed up in a control room that can track Strauss, but it sounds like we’re about to have some serious company. "lipsync_darn_weholed" "vo_darn_weholed" // CHARACTER: DARNELL // CONTEXT:Yelling // DIALOG : Open fire! "lipsync_darn_openfire" "vo_darn_openfire" // CHARACTER: DARNELL // CONTEXT:Frustrated // DIALOG : Navajas, Markswell, where are you? "lipsync_darn_navamarkwhr" "vo_darn_navamarkwhr" // CHARACTER: DARNELL // CONTEXT:Inquisitive // DIALOG : How long do we have? "lipsync_darn_howlongwe" "vo_darn_howlongwe" // CHARACTER: DARNELL // CONTEXT:Tense // DIALOG : We've got incoming! The Strogg are trying get back in here! "lipsync_darn_wegotincom" "vo_darn_wegotincom" // CHARACTER: DARNELL // CONTEXT:Informative // DIALOG : Dekard, Tak needs to stay at the control terminal if he’s going to keep tracking Strauss. Navajas and I will hold our positions with him. I’ve sent Mitchell and a member of Fox squad to meet up with you. "lipsync_darn_foxmeet" "vo_darn_foxmeet" // CHARACTER: DEKARD // CONTEXT:Questioning // DIALOG : Tak, where’s Strauss' tube going? "lipsync_dek_taktube" "vo_dek_taktube" // CHARACTER: DEKARD // CONTEXT:Calm // DIALOG : Roger that. "lipsync_dek_rogthat" "vo_dek_rogthat" // CHARACTER: FOX MARINE 1 // CONTEXT:Tense // DIALOG : This is Lieutenant Rose from Fox squad to any marines with a tech in the Prison facility, requesting immediate assistance. "lipsync_fox1_thisisrose" "vo_fox1_thisisrose" // CHARACTER: FOX MARINE 1 // CONTEXT:Tense // DIALOG : Roger Falcon, we are split up and both groups need immediate assistance "lipsync_fox1_rogfalcsplit" "vo_fox1_rogfalcsplit" // CHARACTER: FOX MARINE 1 // CONTEXT:Calm // DIALOG : Point them in our direction, we have an entire cell block to recover. "lipsync_fox1_pointdir" "vo_fox1_pointdir" // CHARACTER: FOX MARINE 1 // CONTEXT:Annoyed // DIALOG : Where are you Falcon squad, we need you here ASAP. "lipsync_fox1_whereareyou" "vo_fox1_whereareyou" // CHARACTER: FOX MARINE 1 // CONTEXT:Annoyed // DIALOG : Falcon squad, double time it! "lipsync_fox1_falcdouble" "vo_fox1_falcdouble" // CHARACTER: FOX MARINE 1 // CONTEXT:Military // DIALOG : Copy that, we are moving in. "lipsync_fox1_copymovein" "vo_fox1_copymovein" // CHARACTER: FOX MARINE 1 // CONTEXT:Commanding // DIALOG : Keep these squibs offa' us! "lipsync_fox1_keepsquiboffa" "vo_fox1_keepsquiboffa" // CHARACTER: FOX MARINE 1 // CONTEXT:Commanding // DIALOG : Damnit, we need cover! "lipsync_fox1_damcover" "vo_fox1_damcover" // CHARACTER: FOX MARINE 1 // CONTEXT:Commanding // DIALOG : Extraction complete "lipsync_fox1_extractcomp" "vo_fox1_extractcomp" // CHARACTER: FOX MARINE 1 // CONTEXT:Commanding // DIALOG : Thanks Falcon, we couldn't have done this without you, now get back to your objective "lipsync_fox1_thanksfalc" "vo_fox1_thanksfalc" // CHARACTER: FOX MARINE 1 // CONTEXT:Calm // DIALOG : roger that falcon, We'll get him out. "lipsync_fox1_roggetout" "vo_fox1_roggetout" // CHARACTER: FOX MARINE 2 // CONTEXT:Informative // DIALOG : You guys from Falcon squad, great, we need your tech to shut down these processing conveyers so we can get these marines out. "lipsync_fox2_youshutdwn" "vo_fox2_youshutdwn" // CHARACTER: FOX MARINE 2 // CONTEXT:Calm // DIALOG : Excellent. "lipsync_fox2_excellent" "vo_fox2_excellent" // CHARACTER: FOX MARINE 2 // CONTEXT:Military // DIALOG : Lieutenant Rose, we are done with Falcon here, what are your orders "lipsync_fox2_ltrosedone" "vo_fox2_ltrosedone" // CHARACTER: FOX MARINE 2 // CONTEXT:Informative // DIALOG : Ok Falcon, we made it in here via ceiling crawlspaces, but you should be able to meet up with the rest of Fox through that door. "lipsync_fox2_okviacrawl" "vo_fox2_okviacrawl" // CHARACTER: FOX MARINE 2 +USE // CONTEXT:Friendly // DIALOG : I'm Meakim and that's Pappas, glad you could join us here is this sweet little resort. "lipsync_fox2_meakimpap" "vo_fox2_meakimpap" // CHARACTER: FOX MARINE 2 +USE // CONTEXT:Somber // DIALOG : We lost our tech about 3 hours ago. "lipsync_fox2_welosttech" "vo_fox2_welosttech" // CHARACTER: FOX MARINE 2 +USE // CONTEXT:Informative // DIALOG : It's been a rough ride in this place without somebody who can navigate these Strogg interfaces. "lipsync_fox2_roughrider" "vo_fox2_roughrider" // CHARACTER: FOX MARINE 3 // CONTEXT:Informative // DIALOG : Hey sergeant, we came across this Strogg incendiary weapon, your team is going deeper than we are, you can make better use of it than we can. Here. "lipsync_fox3_heysarge" "vo_fox3_heysarge" // CHARACTER: FOX MARINE 3 // CONTEXT:Informative // DIALOG : Thanks again Falcon, once you're through, we're locking ourselves in. "lipsync_fox3_thanksfalc" "vo_fox3_thanksfalc" // CHARACTER: FOX MARINE 3 +USE // CONTEXT:Informative // DIALOG : We are one of 3 squads tasked with getting marines out of these Strogg prisons. "lipsync_fox3_we3squad" "vo_fox3_we3squad" // CHARACTER: FOX MARINE 3 +USE // CONTEXT:Informative // DIALOG : These prison facilities are right next to the Strogg medlabs. "lipsync_fox3_prismed" "vo_fox3_prismed" // CHARACTER: FOX MARINE 3 +USE // CONTEXT:Whispered // DIALOG : Makes me nervous as hell being this close to the medlabs, knowing what they do to people there. "lipsync_fox3_makesnerv" "vo_fox3_makesnerv" // CHARACTER: FOX MARINE 4 // CONTEXT:Friendly // DIALOG : Hey, I'm with Lieutenant Rose, We need your tech to disable the cell block, while the rest of us provide cover for the extraction team. "lipsync_fox4_heywithlt" "vo_fox4_heywithlt" // CHARACTER: FOX MARINE 4 // CONTEXT: // DIALOG : Falcon is here, their tech is starting on the cell blocks Lieutenant. "lipsync_fox4_falchere" "vo_fox4_falchere" // CHARACTER: FOX MARINE 4 // CONTEXT:Combat // DIALOG : Open fire, protect the extraction team! "lipsync_fox4_openfire" "vo_fox4_openfire" // CHARACTER: FOX MARINE 4 // CONTEXT:Combat // DIALOG : More Strogg, take em down! "lipsync_fox4_morestrogg" "vo_fox4_morestrogg" // CHARACTER: FOX MARINE 5 // CONTEXT:Combat // DIALOG : Take cover! "lipsync_fox5_takecover" "vo_fox5_takecover" // CHARACTER: INSANE MARINE 1 // CONTEXT:Crazy // DIALOG : (Incomprehensible mumbling) "lipsync_insane1_mumble" "vo_insane1_mumble" // CHARACTER: MARKSWELL // CONTEXT:Inquisitive // DIALOG : Dekard, Darnell what's your status, we lost contact for a while "lipsync_marks_dekstatus" "vo_marks_dekstatus" // CHARACTER: MARKSWELL // CONTEXT:Reassuring // DIALOG : Roger that. Hold tight, we’re almost there. "lipsync_marks_wealmost" "vo_marks_wealmost" // CHARACTER: MARKSWELL // CONTEXT:Commanding // DIALOG : Mitchell, Navajas, wipe out those squibs and secure those doors! "lipsync_marks_mitchwipe" "vo_marks_mitchwipe" // CHARACTER: MARKSWELL // CONTEXT:Commanding // DIALOG : Tak, get back on that computer, find Strauss! "lipsync_marks_takgetcompu" "vo_marks_takgetcompu" // CHARACTER: MARKSWELL // CONTEXT:Commanding // DIALOG : Dekard. We need to hold this position, you get to Strauss. "lipsync_marks_dekholdpos" "vo_marks_dekholdpos" // CHARACTER: MARKSWELL // CONTEXT:Commanding // DIALOG : Darnell, Navajas, Mitchell, take up defensive positions "lipsync_marks_takeupdef" "vo_marks_takeupdef" // CHARACTER: MARKSWELL // CONTEXT:Commanding // DIALOG : Mitchell get on that Turret "lipsync_marks_mitchturr" "vo_marks_mitchturr" // CHARACTER: MARKSWELL // CONTEXT:Commanding // DIALOG : Dekard, get going! "lipsync_marks_dekgetgoing" "vo_marks_dekgetgoing" // CHARACTER: MARKSWELL +USE // CONTEXT:Commanding // DIALOG : Get moving Dekard, now! "lipsync_marks_getnow" "vo_marks_getnow" // CHARACTER: MARKSWELL +USE // CONTEXT:Frustrated // DIALOG : Are you hard of hearing marine, get to Strauss! "lipsync_marks_areyouhard" "vo_marks_areyouhard" // CHARACTER: MARKSWELL +USE // CONTEXT:Frustrated // DIALOG : Dekard, we can't hold this position forever, go! "lipsync_marks_holdposition" "vo_marks_holdposition" // CHARACTER: MARKSWELL // CONTEXT:Informative // DIALOG : Dekard, before you go, we found this Strogg lightning gun, you might need it "lipsync_marks_pris_lgun" "vo_marks_pris_lgun" // CHARACTER: MITCHELL // CONTEXT:Military // DIALOG : On it. "lipsync_mitch_onit" "vo_mitch_onit" // CHARACTER: MITCHELL // CONTEXT:Military // DIALOG : Door secure. "lipsync_mitch_doorsec" "vo_mitch_doorsec" // CHARACTER: MITCHELL // CONTEXT:Rattled // DIALOG : Let's get the hell outta here then, get to Strauss... "lipsync_mitch_letshell" "vo_mitch_letshell" // CHARACTER: MITCHELL // CONTEXT:Tense // DIALOG : There's something coming up that lift "lipsync_mitch_theresome" "vo_mitch_theresome" // CHARACTER: NAVAJAS // CONTEXT:Reassuring // DIALOG : We are close my friend, hold tight. "lipsync_nava_wearecls" "vo_nava_wearecls" // CHARACTER: NAVAJAS // CONTEXT:Informative // DIALOG : I'm planting charges, keep clear of the far door. "lipsync_nava_planting" "vo_nava_planting" // CHARACTER: NAVAJAS // CONTEXT:Yelling // DIALOG : Detonating! "lipsync_nava_detonating" "vo_nava_detonating" // CHARACTER: NAVAJAS // CONTEXT:Military // DIALOG : Yes sir. "lipsync_nava_yessir2" "vo_nava_yessir2" // CHARACTER: NAVAJAS // CONTEXT:Military // DIALOG : Door secure. "lipsync_nava_doorsec" "vo_nava_doorsec" // CHARACTER: STRAUSS // CONTEXT:Muffled // DIALOG : (Muffled dialog) "lipsync_strauss_muff" "vo_strauss_muff" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : Dekard, let me see that Strogg core cannon, I think I can make a quick improvement "lipsync_tak_dekletmstrg" "vo_tak_dekletmstrg" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : There, that scope should help with long range targets. "lipsync_tak_therethatscp" "vo_tak_therethatscp" // CHARACTER: TAK // CONTEXT:Tense // DIALOG : We need to get into that security room to proceed. "lipsync_tak_weneedsecproc" "vo_tak_weneedsecproc" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : According to this, there should be an access hatch around here somewhere. "lipsync_tak_accordacc" "vo_tak_accordacc" // CHARACTER: TAK // CONTEXT:Tense // DIALOG : That alarm is bound to bring more attention to our position. "lipsync_tak_thatalarmb" "vo_tak_thatalarmb" // CHARACTER: TAK // CONTEXT:Tense // DIALOG : We've got to get going, if we lose Strauss' medchip signal, we'll never find him. "lipsync_tak_wegottogetg" "vo_tak_wegottogetg" // CHARACTER: TAK // CONTEXT:Complementary // DIALOG : That's it Dekard, the alarms are off and the security doors unlocked. "lipsync_tak_thatsitdek" "vo_tak_thatsitdek" // CHARACTER: TAK // CONTEXT:Angry // DIALOG : Damn it, they cut us off. Only way through is to find the override switch in the substructure below us. "lipsync_tak_damncutoff" "vo_tak_damncutoff" // CHARACTER: TAK // CONTEXT:Calm // DIALOG : Roger that. "lipsync_tak_rogethat3" "vo_tak_rogethat3" // CHARACTER: TAK // CONTEXT:Complementary // DIALOG : The Bridge is re-engaging. Good work Darnell "lipsync_tak_bridgereeng" "vo_tak_bridgereeng" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : The extraction teams will take care of these guys "lipsync_tak_extractcare" "vo_tak_extractcare" // CHARACTER: TAK // CONTEXT:Firm // DIALOG : Negative "lipsync_tak_neg4" "vo_tak_neg4" // CHARACTER: TAK // CONTEXT:Resolute // DIALOG : Fox squad is close, we've got no choice on this one. "lipsync_tak_foxsq" "vo_tak_foxsq" // CHARACTER: TAK // CONTEXT:Calm // DIALOG : Let me see what I can do. "lipsync_tak_letmeseewh" "vo_tak_letmeseewh" // CHARACTER: TAK // CONTEXT:Proud // DIALOG : Ok, that's it. The conveyers are disabled. "lipsync_tak_okthatconv" "vo_tak_okthatconv" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : We need to get through this door "lipsync_tak_weneedtoget" "vo_tak_weneedtoget" // CHARACTER: TAK // CONTEXT:Commanding // DIALOG : Cover me, I'll hack this door open "lipsync_tak_coverhack" "vo_tak_coverhack" // CHARACTER: TAK // CONTEXT:Tense // DIALOG : I’ve isolated the primary circuit bridge. Won’t take long now. "lipsync_tak_isobridge" "vo_tak_isobridge" // CHARACTER: TAK // CONTEXT:Tense // DIALOG : First relay is active. Three more. "lipsync_tak_firstbr" "vo_tak_firstbr" // CHARACTER: TAK // CONTEXT:Tense // DIALOG : Second relay is active. "lipsync_tak_secondact" "vo_tak_secondact" // CHARACTER: TAK // CONTEXT:Tense // DIALOG : There’s the third, one more. "lipsync_tak_therethird" "vo_tak_therethird" // CHARACTER: TAK // CONTEXT:Tense // DIALOG : That’s it. We’re in. "lipsync_tak_thatwein" "vo_tak_thatwein" // CHARACTER: TAK // CONTEXT:Calm // DIALOG : I'm on it "lipsync_tak_imonit3" "vo_tak_imonit3" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : Looks like I'm going to have to do this one cell at a time. "lipsync_tak_lookslike" "vo_tak_lookslike" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : Opening cells "lipsync_tak_opencells" "vo_tak_opencells" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : That's all I can do from here "lipsync_tak_allicando" "vo_tak_allicando" // CHARACTER: TAK // CONTEXT:Military // DIALOG : Soldier, SOLDIER! "lipsync_tak_soldsold" "vo_tak_soldsold" // CHARACTER: TAK // CONTEXT:Frustrated // DIALOG : This guy is out to lunch. "lipsync_tak_outtolunch" "vo_tak_outtolunch" // CHARACTER: TAK // CONTEXT:Panic // DIALOG : Shit! "lipsync_tak_shit3" "vo_tak_shit3" // CHARACTER: TAK // CONTEXT:Shaken // DIALOG : Straus’s med-chip signal. It’s gone dead. I’ve lost track of him. "lipsync_tak_strssmedchip" "vo_tak_strssmedchip" // CHARACTER: TAK // CONTEXT:Resolute // DIALOG : We have to find the central control room. "lipsync_tak_wehavefindcent" "vo_tak_wehavefindcent" // CHARACTER: TAK // CONTEXT:Resolute // DIALOG : I can find Strauss from there "lipsync_tak_icanfindstrss" "vo_tak_icanfindstrss" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : Central control room should be just ahead "lipsync_tak_centrctrl" "vo_tak_centrctrl" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : That’s the mainframe. "lipsync_tak_thatmain" "vo_tak_thatmain" // CHARACTER: TAK // CONTEXT:Tense // DIALOG : Hang on. I’m still – Good Lord. What are they doing to those Marines. "lipsync_tak_hangonlord" "vo_tak_hangonlord" // CHARACTER: TAK // CONTEXT:Shocked // DIALOG : Adrenaline, ADP, Serotonin… We’re nothing but fluid factories to them. "lipsync_tak_adpsero" "vo_tak_adpsero" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : Ok...I'm getting close... "lipsync_tak_okgetcls" "vo_tak_okgetcls" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : I think this is it. "lipsync_tak_ithinkthis" "vo_tak_ithinkthis" // CHARACTER: TAK // CONTEXT:Deadpan // DIALOG : Oh shit. "lipsync_tak_ohshit" "vo_tak_ohshit" // CHARACTER: TAK // CONTEXT:Tense // DIALOG : I triggered an alarm, we are about to have a LOT of company. "lipsync_tak_itrigalarm" "vo_tak_itrigalarm" // CHARACTER: TAK // CONTEXT:Responsive // DIALOG : On it. "lipsync_tak_onit" "vo_tak_onit" // CHARACTER: TAK // CONTEXT:Yelling // DIALOG : They’re here! "lipsync_tak_theyrehere" "vo_tak_theyrehere" // CHARACTER: TAK // CONTEXT:Yelling // DIALOG : There are too many of em'! "lipsync_tak_theretoomany" "vo_tak_theretoomany" // CHARACTER: TAK // CONTEXT:Hurried // DIALOG : I got him. They’re moving him, but he's close! "lipsync_tak_gotmove" "vo_tak_gotmove" // CHARACTER: TAK // CONTEXT:Grim // DIALOG : Not long. "lipsync_tak_notlong" "vo_tak_notlong" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : This is the only place that we can track Strauss from, we need to stay here. "lipsync_tak_thistrack" "vo_tak_thistrack" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : I'll guide you to Strauss Dekard. "lipsync_tak_guidede" "vo_tak_guidede" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : Keep moving Dekard, you should come across Strauss soon! "lipsync_tak_keepmovdek" "vo_tak_keepmovdek" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : Directly ahead Dekard, Strauss is right in front of you. "lipsync_tak_directhead" "vo_tak_directhead" // CHARACTER: TAK // CONTEXT:Informative then Grim // DIALOG : Hang on a moment... It’s a transport system, looks like it’s taking him down into… Damn. Bio-processing "lipsync_tak_hangmom" "vo_tak_hangmom" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : I’ve activated the lift, Dekard. It’ll take you straight to the bio-processing level. You better hurry though, doesn’t look like Strauss has much time left. "lipsync_tak_actlift" "vo_tak_actlift" // CHARACTER: TAK +USE // CONTEXT:Military // DIALOG : Ready when you are Sarge, lets find Strauss. "lipsync_tak_rdywhnstrs" "vo_tak_rdywhnstrs" // CHARACTER: TAK +USE // CONTEXT:Informative // DIALOG : That data we found is quite perplexing, just before we landed I found some odd references to something called the Makron Guardian. "lipsync_tak_thatdtaquite" "vo_tak_thatdtaquite" // CHARACTER: TAK +USE // CONTEXT:Informative // DIALOG : Once we get Strauss, he'll be able to unlock the that data. "lipsync_tak_oncewegets" "vo_tak_oncewegets" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : Let me get this door open. "lipsync_tak_pris_door1" "vo_tak_pris_door1" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : Opening this door "lipsync_tak_pris_door2" "vo_tak_pris_door2" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : Accessing the door panel "lipsync_tak_pris_door3" "vo_tak_pris_door3" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : One second for this door "lipsync_tak_pris_door4" "vo_tak_pris_door4" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : Opening the door "lipsync_tak_pris_door5" "vo_tak_pris_door5" // CHARACTER: TAK // CONTEXT:Informative // DIALOG : I'll open this door "lipsync_tak_pris_door6" "vo_tak_pris_door6" // CHARACTER: TAK // CONTEXT: // DIALOG : Let me get this door open. "lipsync_tak_letmegetdr" "vo_tak_letmegetdr" } //-------------------------------------------------------------------------------------------------------------------- // copy-paste required for medics and techs //-------------------------------------------------------------------------------------------------------------------- model model_prison_marine_tech { inherit model_prison_marine mesh models/characters/marine_tech/marine_tech.md5mesh channel torso ( *waist ) channel legs ( *origin *hips -*waist ) anim medic_treating_player_start models/characters/marine/medic_treating_player_start.md5anim { frame 13 attachment_show tech_tool rate 1.3 } anim medic_treating_player models/characters/marine/medic_treating_player.md5anim { frame 1 sound snd_tech_tool_repair rate .5 } anim medic_treating_player_end models/characters/marine/medic_treating_player_end.md5anim { frame 17 attachment_hide tech_tool rate 1.3 } } model model_prison_marine_medic { inherit model_prison_marine mesh models/characters/marine_medic/marine_medic.md5mesh channel torso ( *waist ) channel legs ( *origin *hips -*waist ) anim medic_treating_player_start models/characters/marine/medic_treating_player_start.md5anim { frame 13 attachment_show medic_vaccinegun rate 1.3 } anim medic_treating_player models/characters/marine/medic_treating_player.md5anim { frame 1 sound snd_med_gun_heal rate .5 } anim medic_treating_player_end models/characters/marine/medic_treating_player_end.md5anim { frame 17 attachment_hide medic_vaccinegun rate 1.3 } }