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Quake_4_Alpha/q4xbase/def/levels/m03_airassault_vo.def
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entityDef char_npc_computer_M03_airassault_vo
{
// CHARACTER: COMPUTER VOICE
// CONTEXT:Robotic
// DIALOG : Targeting systems online, missile batteries, check, cannons, check. Weapons ready.
"lipsync_computer_targsysonline" "vo_computer_targsysonline"
// CHARACTER: COMPUTER VOICE
// CONTEXT:Robotic
// DIALOG : Warning, munitions jam.
"lipsync_computer_munitjam" "vo_computer_munitjam"
}
entityDef char_npc_darnell_M03_airassault_vo
{
// CHARACTER: DARNELL
// CONTEXT:Deadpan
// DIALOG : Townsend and Atkins werent so lucky.
"lipsync_darn_townsatk" "vo_darn_townsatk"
// CHARACTER: DARNELL
// CONTEXT:Complementary
// DIALOG : Good job Tak and Dekard!
"lipsync_darn_goodhobtakdek" "vo_darn_goodhobtakdek"
// CHARACTER: DARNELL
// CONTEXT:Angry
// DIALOG : What the hell, this war just took ten steps in the wrong direction.
"lipsync_darn_whathellwar" "vo_darn_whathellwar"
// CHARACTER: DARNELL
// CONTEXT:Objecting
// DIALOG : Were two men short!
"lipsync_darnell_wetwomen" "vo_darnell_wetwomen"
// CHARACTER: DARNELL
// CONTEXT:Military
// DIALOG : Topside turret good to go.
"lipsync_darn_topsideturr" "vo_darn_topsideturr"
// CHARACTER: DARNELL
// CONTEXT:Military
// DIALOG : I got a lock. Strogg down.
"lipsync_darn_gotalock" "vo_darn_gotalock"
// CHARACTER: DARNELL
// CONTEXT:Military
// DIALOG : Watch out, Dekard, target headed your way.
"lipsync_darn_watchtarg" "vo_darn_watchtarg"
// CHARACTER: DARNELL
// CONTEXT:Military
// DIALOG : Flyer down.
"lipsync_darn_flydown" "vo_darn_flydown"
// CHARACTER: DARNELL
// CONTEXT:Military
// DIALOG : Destroyer down.
"lipsync_darn_destdown" "vo_darn_destdown"
// CHARACTER: DARNELL
// CONTEXT:Military
// DIALOG : Three more down.
"lipsync_darn_threemore" "vo_darn_threemore"
// CHARACTER: DARNELL
// CONTEXT:Military
// DIALOG : Cannons are useless, Im switching to missiles.
"lipsync_darn_cannonsuseless" "vo_darn_cannonsuseless"
// CHARACTER: DARNELL
// CONTEXT:Calm
// DIALOG : I'll keep us covered, go Dekard.
"lipsync_darn_illkeepcov" "vo_darn_illkeepcov"
// CHARACTER: DARNELL
// CONTEXT:Military
// DIALOG : Roger that lieutenant.
"lipsync_darn_rogerthtlt" "vo_darn_rogerthtlt"
// CHARACTER: DARNELL
// CONTEXT:Frustrated
// DIALOG : Shit, my guns are dead, missiles are dead too.
"lipsync_darn_shitgunsdead" "vo_darn_shitgunsdead"
// CHARACTER: DARNELL
// CONTEXT:Frustrated
// DIALOG : Come on Dekard, we're sitting ducks here!
"lipsync_darn_sittduck" "vo_darn_sittduck"
// CHARACTER: DARNELL
// CONTEXT:Relieved
// DIALOG : Firing! We're back up!
"lipsync_darn_firingweback" "vo_darn_firingweback"
}
entityDef char_npc_goc_M03_airassault_vo
{
// CHARACTER: GOC
// CONTEXT:Informative
// DIALOG : Roger Falcon 1, 1st, 2nd and 4th wings have set down at alternate LZs, minimal losses.
"lipsync_goc_rogfalc1altlz" "vo_goc_rogfalc1altlz"
}
entityDef char_npc_markswell_M03_airassault_vo
{
// CHARACTER: MARKSWELL
// CONTEXT:Military
// DIALOG : Good news, bad news, and worse news gentlemen.
"lipsync_marks_goodbadworse" "vo_marks_goodbadworse"
// CHARACTER: MARKSWELL
// CONTEXT:Military
// DIALOG : Good news first, despite our losses, our mission to the Trianthinide facility was a success. The facility was successfully destroyed and the data that we collected has perked the interests of SMC top brass.
"lipsync_marks_goodfirst" "vo_marks_goodfirst"
// CHARACTER: MARKSWELL
// CONTEXT:Military
// DIALOG : Worse news, we just got word from the Hannibal, all four operation advantage EMP convoys were wiped out. Most of the ground forces are captured or dead, and it would seem that the Strogg have replaced their leader with a new Makron.
"lipsync_marks_worsenews" "vo_marks_worsenews"
// CHARACTER: MARKSWELL
// CONTEXT:Informative
// DIALOG : Thats right, after the EMP effort failed, sci-tech turned to the data we collected and discovered fragments pointing to how the Strogg brought a new Makron online so quickly. Unfortunately the rest of the data is heavily encrypted; and since it was our find, weve been tasked with locating the only marine that can unlock the rest of this critical data.
"lipsync_marks_empeffortf" "vo_marks_empeffortf"
// CHARACTER: MARKSWELL
// CONTEXT:Informative
// DIALOG : Yes, the Hannibal has determined that Strauss is alive and en route to a Strogg bio processing center.
"lipsync_marks_yeshannib" "vo_marks_yeshannib"
// CHARACTER: MARKSWELL
// CONTEXT:Military
// DIALOG : Now the bad news, we arent heading back to the MCC. Weve changed course to join up with a multiple unit task force to infiltrate the Strogg medlabs, prisons, and bio processing centers.
"lipsync_marks_nowbadnews" "vo_marks_nowbadnews"
// CHARACTER: MARKSWELL
// CONTEXT:Military
// DIALOG : Their goal, to locate pre-stroggified marines. Our goal, to locate and rescue Strauss.
"lipsync_marks_theirgoal" "vo_marks_theirgoal"
// CHARACTER: MARKSWELL
// CONTEXT:Reassuring
// DIALOG : Marines, I know we're short-handed, but stay frosty- getting this data decrypted could change the tide of this war in Earths favor. Dekard, Darnell, I dont have to tell you whats at stake here, youve seen what the Strogg did to Earth firsthand..
"lipsync_marks_iknowshort" "vo_marks_iknowshort"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Everybody to stations! Go!
"lipsync_marks_everystation" "vo_marks_everystation"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Dekard, get to the belly turret!
"lipsync_marks_dekgbelly" "vo_marks_dekgbelly"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Dekard, man that belly turret now!
"lipsync_marks_dekmanbell" "vo_marks_dekmanbell"
// CHARACTER: MARKSWELL
// CONTEXT:Angry
// DIALOG : Move Dekard!
"lipsync_makrs_movedek1" "vo_makrs_movedek1"
// CHARACTER: MARKSWELL
// CONTEXT:Military
// DIALOG : Ok, stations check.
"lipsync_marks_okstations" "vo_marks_okstations"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Mitchell, remain seated at all times, keep an eye on our guest and stay out of harms way.
"lipsync_marks_mitchremain" "vo_marks_mitchremain"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Dekard, you're on floating duty - stay on your toes.
"lipsync_marks_dekfloat" "vo_marks_dekfloat"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Tak, where are we?
"lipsync_marks_takwherearewe" "vo_marks_takwherearewe"
// CHARACTER: MARKSWELL
// CONTEXT:Military
// DIALOG : Third wing, this is Falcon 1, status, over.
"lipsync_marks_thirdwingf1" "vo_marks_thirdwingf1"
// CHARACTER: MARKSWELL
// CONTEXT:Tense
// DIALOG : Hold on!
"lipsync_marks_hangon" "vo_marks_hangon"
// CHARACTER: MARKSWELL
// CONTEXT:Tense
// DIALOG : Dekard, take out that destoryer on our tail!
"lipsync_marks_dektakedest" "vo_marks_dektakedest"
// CHARACTER: MARKSWELL
// CONTEXT:Tense
// DIALOG : Dekard, that fighter on our tail is ripping us apart, take it out!
"lipsync_marks_dekfightt" "vo_marks_dekfightt"
// CHARACTER: MARKSWELL
// CONTEXT:Tense
// DIALOG : Dekard, take out that target on our 6!
"lipsync_marks_takeoutt6" "vo_marks_takeoutt6"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Tak, hit the fire suppression system!
"lipsync_marks_takhitsupp" "vo_marks_takhitsupp"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Tak, get back to tactical. Dekard, grab that Strogg cold cannon and put out those fires!
"lipsync_marks_taktact" "vo_marks_taktact"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Dekard, I'm shutting down your turret, put out that fire!
"lipsync_mairs_dekshutturr" "vo_mairs_dekshutturr"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Gunners, fire at will!
"lipsync_marks_gunnersfire" "vo_marks_gunnersfire"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Darnell, Dekard, fire at will!
"lipsync_marks_darndekfirew" "vo_marks_darndekfirew"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Dekard, use your guided missiles!
"lipsync_marks_dekusemiss" "vo_marks_dekusemiss"
// CHARACTER: MARKSWELL
// CONTEXT:Inquisitive
// DIALOG : Eagle 23, I see an engine fire, confirm?
"lipsync_marks_eagle23fire" "vo_marks_eagle23fire"
// CHARACTER: MARKSWELL
// CONTEXT:Absolute
// DIALOG : Eagle 23 is gone.
"lipsync_marks_23isgone" "vo_marks_23isgone"
// CHARACTER: MARKSWELL
// CONTEXT:Absolute
// DIALOG : Eagle 15 is hit.
"lipsync_marks_eagle15hit" "vo_marks_eagle15hit"
// CHARACTER: MARKSWELL
// CONTEXT:Absolute
// DIALOG : Eagle 15 destroyed.
"lipsync_marks_eagle15dest" "vo_marks_eagle15dest"
// CHARACTER: MARKSWELL
// CONTEXT:Tense
// DIALOG : Raven 8, come in!
"lipsync_markswell_raven8com" "vo_markswell_raven8com"
// CHARACTER: MARKSWELL
// CONTEXT:Tense
// DIALOG : Explosion on Raven 8, going down hard!
"lipsync_makrs_exploraven8" "vo_makrs_exploraven8"
// CHARACTER: MARKSWELL
// CONTEXT:Frustrated
// DIALOG : Dekard! Get back to your position, were getting hammered!
"lipsync_marks_dekgetbackpos" "vo_marks_dekgetbackpos"
// CHARACTER: MARKSWELL
// CONTEXT:Frustrated
// DIALOG : Dekard, we need you in position!
"lipsync_marks_dekweneedyouin" "vo_marks_dekweneedyouin"
// CHARACTER: MARKSWELL
// CONTEXT:Frustrated
// DIALOG : Get back to your post, Marine!
"lipsync_makrs_getbackpost" "vo_makrs_getbackpost"
// CHARACTER: MARKSWELL
// CONTEXT:Frustrated
// DIALOG : Dekard, stop shooting friendlies!
"lipsync_marks_stopfriend" "vo_marks_stopfriend"
// CHARACTER: MARKSWELL
// CONTEXT:Frustrated
// DIALOG : Those are our ships, stop shooting!
"lipsync_marks_thoseourship" "vo_marks_thoseourship"
// CHARACTER: MARKSWELL
// CONTEXT:Frustrated
// DIALOG : Dekard, do not damage friendly craft!
"lipsync_marks_dekdonotdam" "vo_marks_dekdonotdam"
// CHARACTER: MARKSWELL
// CONTEXT:Frustrated
// DIALOG : Dekard, watch your fire!
"lipsync_marks_dekwatchfire" "vo_marks_dekwatchfire"
// CHARACTER: MARKSWELL
// CONTEXT:Inquisitive
// DIALOG : Tak, what's our position?
"lipsync_marks_takwhatpos" "vo_marks_takwhatpos"
// CHARACTER: MARKSWELL
// CONTEXT:Tense
// DIALOG : Tak, tell me we're getting close!
"lipsync_marks_taktellcls" "vo_marks_taktellcls"
// CHARACTER: MARKSWELL
// CONTEXT:Complementary
// DIALOG : Dekard, well done!
"lipsync_marks_dekwelldone" "vo_marks_dekwelldone"
// CHARACTER: MARKSWELL
// CONTEXT:Complementary
// DIALOG : Good shot Dekard!
"lipsync_marks_goodshotdek" "vo_marks_goodshotdek"
// CHARACTER: MARKSWELL
// CONTEXT:Complementary
// DIALOG : Nice shooting gunners!
"lipsync_marks_niceshootgun" "vo_marks_niceshootgun"
// CHARACTER: MARKSWELL
// CONTEXT:Complementary
// DIALOG : Nice shot Dekard!
"lipsync_marks_niceshotdek" "vo_marks_niceshotdek"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Dekard, get to fire control and suppress that fire!
"lipsync_marks_dekgetofire" "vo_marks_dekgetofire"
// CHARACTER: MARKSWELL
// CONTEXT:Frustrated
// DIALOG : Dekard, get to fire control NOW.
"lipsync_marks_dekfirectrln" "vo_marks_dekfirectrln"
// CHARACTER: MARKSWELL
// CONTEXT:Calm
// DIALOG : Good job Dekard, now get back to the belly turret.
"lipsync_marks_goodbackbell" "vo_marks_goodbackbell"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Tak, hit the fire suppression system!
"lipsync_marks_takhitfire" "vo_marks_takhitfire"
// CHARACTER: MARKSWELL
// CONTEXT:Calm
// DIALOG : Tak, get back to tactical. Dekard, grab that Strogg cold cannon and put out that cargo!
"lipsync_marks_takgettac" "vo_marks_takgettac"
// CHARACTER: MARKSWELL
// CONTEXT:Calm
// DIALOG : Darnell, move to the belly turret, we have heavy incoming from below.
"lipsync_marks_darnmovetobelly" "vo_marks_darnmovetobelly"
// CHARACTER: MARKSWELL
// CONTEXT:Angry
// DIALOG : Dekard, extinguish that cargo NOW!
"lipsync_marks_dekextingcarg" "vo_marks_dekextingcarg"
// CHARACTER: MARKSWELL
// CONTEXT:Complementary
// DIALOG : Good job Dekard.
"lipsync_marks_goodjbdek" "vo_marks_goodjbdek"
// CHARACTER: MARKSWELL
// CONTEXT:Calm
// DIALOG : Dekard, get to the cargo controls and eject the cargo.
"lipsync_marks_dekgettoeject" "vo_marks_dekgettoeject"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Dekard, eject the volatile cargo!
"lipsync_marks_dekejectvol" "vo_marks_dekejectvol"
// CHARACTER: MARKSWELL
// CONTEXT:Frustrated
// DIALOG : Get that cargo off this ship marine!
"lipsync_marks_getcrgo" "vo_marks_getcrgo"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Dekard, get to the topside turret.
"lipsync_marks_dekgettotop" "vo_marks_dekgettotop"
// CHARACTER: MARKSWELL
// CONTEXT:Frustrated
// DIALOG : Dekard, man the topshide turret now!
"lipsync_marks_dektopturr" "vo_marks_dektopturr"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Move Dekard, topside turret ASAP!
"lipsync_marks_movedektopturr" "vo_marks_movedektopturr"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Dekard, help Navajas get those feeders operational!
"lipsync_marks_dekhelpnavfe" "vo_marks_dekhelpnavfe"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Get those feeders operational NOW!
"lipsync_marks_getfeednow" "vo_marks_getfeednow"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Dekard, back to the topside turret.
"lipsync_marks_dekmovetopt" "vo_marks_dekmovetopt"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Move Dekard!
"lipsync_marks_movedek2" "vo_marks_movedek2"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Dekard, get to the secondary engine panel and reset the port engine!
"lipsync_marks_dekgettosec" "vo_marks_dekgettosec"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Dekard, get to the engine reset panel NOW!
"lipsync_marks_dekgetengin" "vo_marks_dekgetengin"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Dekard, press engage on that engine panel!
"lipsync_marks_dekprsseng" "vo_marks_dekprsseng"
// CHARACTER: MARKSWELL
// CONTEXT:Frustrated
// DIALOG : Dekard, now!
"lipsync_marks_deknow" "vo_marks_deknow"
// CHARACTER: MARKSWELL
// CONTEXT:Complementary
// DIALOG : Great work Dekard.
"lipsync_marks_grtworkdek" "vo_marks_grtworkdek"
// CHARACTER: MARKSWELL
// CONTEXT:Calm
// DIALOG : Everybody prep for landing, back to your seats.
"lipsync_marks_everyprep" "vo_marks_everyprep"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Everybody back to your seats.
"lipsync_marks_everybdyback" "vo_marks_everybdyback"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Everybody out! Double time!
"lipsync_marks_everybdyout" "vo_marks_everybdyout"
// CHARACTER: MARKSWELL
// CONTEXT:Military
// DIALOG : Dekard. You, Tak, and Darnell infiltrate topside. See if you can gain access to the facility specs, its the only way were gonna find Strauss in time. Navajas, Mitchell, and I have been ordered to meet up with the other extraction teams. We'll coordinate as soon as you locate the specs.
"lipsync_marks_infiltopsid" "vo_marks_infiltopsid"
// CHARACTER: MARKSWELL
// CONTEXT:Commanding
// DIALOG : Move out!
"lipsync_marks_moveout3" "vo_marks_moveout3"
}
entityDef char_npc_mitchell_M03_airassault_vo
{
// CHARACTER: MITCHELL
// CONTEXT:Calm
// DIALOG : As well as can be expected with three holes in his abdomen. Ive got him sedated but we need to keep a close eye on his vitals.
"lipsync_mitch_aswell" "vo_mitch_aswell"
// CHARACTER: MITCHELL
// CONTEXT:Relieved
// DIALOG : Im glad to be back on board the Falcon. Ill take a heavy gunship over those dropships any day.
"lipsync_mitch_gladfalc" "vo_mitch_gladfalc"
// CHARACTER: MITCHELL
// CONTEXT:Shocked
// DIALOG : Holy shit?! We committed more than half our ground forces to those objectives.
"lipsync_mitch_holyshit" "vo_mitch_holyshit"
// CHARACTER: MITCHELL
// CONTEXT:Quiet
// DIALOG : Roger.
"lipsync_mitch_roger1" "vo_mitch_roger1"
// CHARACTER: MITCHELL
// CONTEXT:Warning
// DIALOG : The Trianthinide cargo just ruptured, we've got shrapnel all over the place down here!
"lipsync_mitch_trianthrupt" "vo_mitch_trianthrupt"
// CHARACTER: MITCHELL
// CONTEXT:Frustrated
// DIALOG : Damn! Our guest from Razor squad just took some shrapnel!
"lipsync_mitch_damnrazor" "vo_mitch_damnrazor"
// CHARACTER: MITCHELL
// CONTEXT:Inquisitive
// DIALOG : Navajas, you need medical?
"lipsync_mitch_navayouneedmed" "vo_mitch_navayouneedmed"
// CHARACTER: MITCHELL
// CONTEXT:Panic
// DIALOG : Whoa, cargo fire!
"lipsync_mitch_whoacargo" "vo_mitch_whoacargo"
// CHARACTER: MITCHELL +USE
// CONTEXT:Indifferent
// DIALOG : Sounds like I've been sidelined.
"lipsync_mitch_soundsside" "vo_mitch_soundsside"
// CHARACTER: MITCHELL +USE
// CONTEXT:Indifferent
// DIALOG : I guess being shorthanded, we can't afford to lose the only medic.
"lipsync_mitch_guessshort" "vo_mitch_guessshort"
}
entityDef char_npc_navajas_M03_airassault_vo
{
// CHARACTER: NAVAJAS
// CONTEXT:Inquisitive
// DIALOG : Hows he doing doc?
"lipsync_nava_howhedo" "vo_nava_howhedo"
// CHARACTER: NAVAJAS
// CONTEXT:Calm
// DIALOG : Considering we didnt actually crash after that impact, we got lucky.
"lipsync_nava_considwedid" "vo_nava_considwedid"
// CHARACTER: NAVAJAS
// CONTEXT:Dismissive
// DIALOG : Yeah, well, we accomplished the mission. Speaking of which- Tak- whats the verdict on that data we collected?
"lipsync_nava_yeahwellwe" "vo_nava_yeahwellwe"
// CHARACTER: NAVAJAS
// CONTEXT:Surprised
// DIALOG : What?!
"lipsync_nava_what2" "vo_nava_what2"
// CHARACTER: NAVAJAS
// CONTEXT:Despondent
// DIALOG : Another shit job..
"lipsync_nava_anothershit" "vo_nava_anothershit"
// CHARACTER: NAVAJAS
// CONTEXT:Military
// DIALOG : Munitions, online.
"lipsync_nava_munitonline" "vo_nava_munitonline"
// CHARACTER: NAVAJAS
// CONTEXT:Inquisitive
// DIALOG : Dekard, you're not using your missiles. You do know to operate that equipment, yes?
"lipsync_nava_dekyounotmiss" "vo_nava_dekyounotmiss"
// CHARACTER: NAVAJAS
// CONTEXT:Tense
// DIALOG : I've got a fire in the munitions bay, auto fire suppression isn't kicking in!
"lipsync_nava_firemunit" "vo_nava_firemunit"
// CHARACTER: NAVAJAS
// CONTEXT:Tense
// DIALOG : The fire is growing, Dekard.
"lipsync_nava_firegrow" "vo_nava_firegrow"
// CHARACTER: NAVAJAS
// CONTEXT:Calm
// DIALOG : No, the fire didn't reach me.
"lipsync_nava_firedidnt" "vo_nava_firedidnt"
// CHARACTER: NAVAJAS
// CONTEXT:Frustrated
// DIALOG : I've got a feeder jam back here, I need help clearing the feeders!
"lipsync_nava_feedjam" "vo_nava_feedjam"
// CHARACTER: NAVAJAS
// CONTEXT:Commanding
// DIALOG : Dekard, get to the ammo feeder system and wait for my signal.
"lipsync_nava_detammofeed" "vo_nava_detammofeed"
// CHARACTER: NAVAJAS
// CONTEXT:Angry
// DIALOG : Damnit Dekard! I said wait for my signal, now I need to reset this manually.
"lipsync_nava_dammwaitsig" "vo_nava_dammwaitsig"
// CHARACTER: NAVAJAS
// CONTEXT:Calm
// DIALOG : Ok Dekard, on 3 press the feeder reset, 1, 2, 3..
"lipsync_nava_okdekon3" "vo_nava_okdekon3"
// CHARACTER: NAVAJAS
// CONTEXT:Angry
// DIALOG : I said on 3 damnit! Resetting.
"lipsync_nava_isaidon3" "vo_nava_isaidon3"
// CHARACTER: NAVAJAS
// CONTEXT:Calm
// DIALOG : Looking good...
"lipsync_nava_lookinggood" "vo_nava_lookinggood"
// CHARACTER: NAVAJAS
// CONTEXT:Excited
// DIALOG : Jam is free, feeders are operational again.
"lipsync_nava_jamisfree" "vo_nava_jamisfree"
// CHARACTER: NAVAJAS +USE
// CONTEXT:Frustrated
// DIALOG : Get into position Sergeant.
"lipsync_nava_getintopos" "vo_nava_getintopos"
// CHARACTER: NAVAJAS +USE
// CONTEXT:Frustrated
// DIALOG : We need you at your post.
"lipsync_nava_weneedpost" "vo_nava_weneedpost"
}
entityDef char_npc_eagle15_M03_airassault_vo
{
// CHARACTER: PILOT (EAGLE 15)
// CONTEXT:Military
// DIALOG : Eagle 15, good to go, over.
"lipsync_eagle15_ready" "vo_eagle15_ready"
// CHARACTER: PILOT (EAGLE 15)
// CONTEXT:Tense
// DIALOG : We've been hit and are going down!
"lipsync_eagle15_wehitgodown" "vo_eagle15_wehitgodown"
// CHARACTER: PILOT (EAGLE 15)
// CONTEXT:Yelling
// DIALOG : (Incomprehensible dialog)
"lipsync_eagle15_shouting" "vo_eagle15_shouting"
}
entityDef char_npc_eagle23_M03_airassault_vo
{
// CHARACTER: PILOT (EAGLE 23)
// CONTEXT:Military
// DIALOG : Eagle 23 ready, over.
"lipsync_eagle23_ready" "vo_eagle23_ready"
// CHARACTER: PILOT (EAGLE 23)
// CONTEXT:Tense
// DIALOG : We are losing altitude, port engine is gone and starboard is failing.
"lipsync_eagle23_welosealt" "vo_eagle23_welosealt"
}
entityDef char_npc_raven8_M03_airassault_vo
{
// CHARACTER: PILOT (RAVEN 8)
// CONTEXT:Military
// DIALOG : Raven 8, combat ready, over.
"lipsync_raven8_combatrdy" "vo_raven8_combatrdy"
// CHARACTER: PILOT (RAVEN 8)
// CONTEXT:Panicked
// DIALOG : Shit! We've got a fire in our munitions bay, suppression syst...(cut)
"lipsync_raven8_shitfire" "vo_raven8_shitfire"
// CHARACTER: PILOT (RAVEN 8)
// CONTEXT:Death Scream
// DIALOG : Arrgghh! (cut)
"lipsync_raven8_die" "vo_raven8_die"
}
entityDef char_npc_tak_M03_airassault_vo
{
// CHARACTER: TAK
// CONTEXT:Informative
// DIALOG : Sci-tech confirmed what I suspected. The data contains tactical information about the Strogg that nobody has seen before. Most of it is encrypted. They're trying to get in touch with Rhino Squads tech, Strauss. He's one of 3 techs in the entire SMC that can decrypt Strogg data like this, and the only one thats currently dirtside.
"lipsync_tak_sciconftac" "vo_tak_sciconftac"
// CHARACTER: TAK
// CONTEXT:Realization
// DIALOG : Strauss was in one of those convoys- without him, this data is worthless!
"lipsync_tak_straussconv" "vo_tak_straussconv"
// CHARACTER: TAK
// CONTEXT:Post Shock
// DIALOG : Strauss. Strauss is alive?
"lipsync_tak_straussalive" "vo_tak_straussalive"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Tactical and Navigation ready.
"lipsync_tak_tacnavready" "vo_tak_tacnavready"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Tactical, Navigation and Radar ready.
"lipsync_tak_tactnavradar" "vo_tak_tactnavradar"
// CHARACTER: TAK
// CONTEXT:Informative
// DIALOG : We're 75 clicks from target.
"lipsync_tak_we75clk" "vo_tak_we75clk"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : Strogg air bursts inbound!
"lipsync_tak_strgairbursts" "vo_tak_strgairbursts"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : Holy .... We have almost 60 inbound Strogg targets! All heading to intercept!
"lipsync_tak_hol60inb" "vo_tak_hol60inb"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : 50 Strogg targets remaining!
"lipsync_tak_50targ" "vo_tak_50targ"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : 40 Strogg fighters left!
"lipsync_tak_40targ" "vo_tak_40targ"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : 30 Strogg targets remaining!
"lipsync_tak_30targ" "vo_tak_30targ"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : 15 Strogg targets still inbound!
"lipsync_tak_15targ" "vo_tak_15targ"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : We are getting close marines, there are only 5 Strogg targets on radar!
"lipsync_tak_5targ" "vo_tak_5targ"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : We've got a nasty fire back here!
"lipsync_tak_nastyfire" "vo_tak_nastyfire"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : The fire has spread to the cargo!
"lipsync_tak_firespread" "vo_tak_firespread"
// CHARACTER: TAK
// CONTEXT:Surprise
// DIALOG : Holy shit!
"lipsync_tak_holyshit2" "vo_tak_holyshit2"
// CHARACTER: TAK
// CONTEXT:Frustrated
// DIALOG : Suppression system is dead, damnit, nothing!
"lipsync_tak_suppdead" "vo_tak_suppdead"
// CHARACTER: TAK
// CONTEXT:Informative
// DIALOG : That Trianthinide is still too hot, I'm dumping the cargo. Stand clear of the cargo ramp!
"lipsync_tak_trianthtoohot" "vo_tak_trianthtoohot"
// CHARACTER: TAK
// CONTEXT:Informative
// DIALOG : Cargo away!
"lipsync_tak_cargoaway" "vo_tak_cargoaway"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Strogg targets inbound!
"lipsync_tak_stroggtrginb" "vo_tak_stroggtrginb"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Strogg flyers, 12 o'clock low!
"lipsync_tak_strggflyers12low" "vo_tak_strggflyers12low"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Targets at 2 o'clock!
"lipsync_tak_targs2oclock" "vo_tak_targs2oclock"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Flyers at 3 o'clock!
"lipsync_tak_fly3oclock" "vo_tak_fly3oclock"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Inbound, 5 o'clock!
"lipsync_tak_inb5oclock" "vo_tak_inb5oclock"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Flyers on our 6!
"lipsync_tak_flyerson6" "vo_tak_flyerson6"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Contact, 8 o'clock!
"lipsync_tak_cont8oclock" "vo_tak_cont8oclock"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Flyers, 9 o'clock!
"lipsync_tak_flyers9oclock" "vo_tak_flyers9oclock"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Contact, 10 o'clock!
"lipsync_tak_contact10oclock" "vo_tak_contact10oclock"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Incoming, 12 o'clock!
"lipsync_tak_incoming12oclock" "vo_tak_incoming12oclock"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Strogg flyers, vector 90 mark 315!
"lipsync_tak_strgvec90m315" "vo_tak_strgvec90m315"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Targets bearing 135 mark 315!
"lipsync_tak_targsb135m315" "vo_tak_targsb135m315"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Flyers at 180 mark 380!
"lipsync_tak_flyers180m380" "vo_tak_flyers180m380"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Inbound, 225 mark 300!
"lipsync_tak_inbound225m300" "vo_tak_inbound225m300"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Flyers vector 270 mark 315!
"lipsync_tak_flyersi270m315" "vo_tak_flyersi270m315"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Contact, bearing 315 mark 380!
"lipsync_tak_contact315m380" "vo_tak_contact315m380"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Flyers, vector 360 mark 315!
"lipsync_tak_flyersiv360m315" "vo_tak_flyersiv360m315"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Contact, 45 mark 330!
"lipsync_tak_contact45m330" "vo_tak_contact45m330"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Incoming, vector 90!
"lipsync_tak_incomingv90" "vo_tak_incomingv90"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Targets bearing 135!
"lipsync_tak_targb135" "vo_tak_targb135"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Flyers at vector 180!
"lipsync_tak_flyersv180" "vo_tak_flyersv180"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Inbound, vector 225!
"lipsync_tak_inboundv225" "vo_tak_inboundv225"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Flyers vector 270!
"lipsync_tak_flyersv270m315" "vo_tak_flyersv270m315"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Contact, bearing 315!
"lipsync_tak_contactb315" "vo_tak_contactb315"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Flyers, vector 360!
"lipsync_tak_flyersv360m315" "vo_tak_flyersv360m315"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Contact, vector 45!
"lipsync_tak_contactv45" "vo_tak_contactv45"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Strogg destroyers, 12 o'clock high!
"lipsync_tak_dest12oclock" "vo_tak_dest12oclock"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Destroyers at 2 o'clock high!
"lipsync_tak_dest2oclock" "vo_tak_dest2oclock"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Destroyers at 3 o'clock high!
"lipsync_tak_dest3oclock" "vo_tak_dest3oclock"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Inbound Destroyer at 5 o'clock high!
"lipsync_tak_dest5oclock" "vo_tak_dest5oclock"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Destroyers on our high 6!
"lipsync_tak_dest6oclock" "vo_tak_dest6oclock"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Destroyers, 8 o'clock high!
"lipsync_tak_dest8oclock" "vo_tak_dest8oclock"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Destroyers, 9 o'clock high!
"lipsync_tak_dest9oclock" "vo_tak_dest9oclock"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Destroyers, 10 o'clock high!
"lipsync_tak_dest10oclock" "vo_tak_dest10oclock"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Destroyers, 12 o'clock high!
"lipsync_tak_dest12oclock2" "vo_tak_dest12oclock2"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Strogg flyers, vector 90 mark 45!
"lipsync_tak_flyersv90m45" "vo_tak_flyersv90m45"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Targets bearing 135 mark 35!
"lipsync_tak_targs135m35" "vo_tak_targs135m35"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Flyers at 180 mark 50!
"lipsync_tak_flyers180m50" "vo_tak_flyers180m50"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Inbound, 225 mark 45!
"lipsync_tak_inbound225m45" "vo_tak_inbound225m45"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Flyers vector 270 mark 45!
"lipsync_tak_flyersv270m45" "vo_tak_flyersv270m45"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Contact, bearing 315 mark 50!
"lipsync_tak_contact315m50" "vo_tak_contact315m50"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Flyers, vector 360 mark 45!
"lipsync_tak_flyers360m45" "vo_tak_flyers360m45"
// CHARACTER: TAK
// CONTEXT:Military
// DIALOG : Contact, 45 mark 30!
"lipsync_tak_contact45m30" "vo_tak_contact45m30"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : Multiple targets! All quadrants!
"lipsync_tak_multtargallq" "vo_tak_multtargallq"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : There are too many of em'!
"lipsync_tak_toomany" "vo_tak_toomany"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : Multiple targets! All vectors!
"lipsync_tak_multtargallvec" "vo_tak_multtargallvec"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : Theyre everywhere!
"lipsync_tak_theyeveryw" "vo_tak_theyeveryw"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : Shit, we're passing through some active air defense batteries!
"lipsync_tak_shitpassair" "vo_tak_shitpassair"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : Incoming air defense fire!
"lipsync_tak_incomingairdef" "vo_tak_incomingairdef"
// CHARACTER: TAK
// CONTEXT:Inquisitive
// DIALOG : Dekard, are your missile targeting systems working? I don't see you using missiles at all!
"lipsync_tak_dekareyourmiss" "vo_tak_dekareyourmiss"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : We've got a hull breach in main cabin, structure is holding.
"lipsync_tak_hullbrmain" "vo_tak_hullbrmain"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : Hull stress is approaching maximum.
"lipsync_tak_hullstrssmax" "vo_tak_hullstrssmax"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : Power systems are starting to fluctuate.
"lipsync_tak_powersysst" "vo_tak_powersysst"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : We have major damage in aft starboard.
"lipsync_tak_wehavemajdam" "vo_tak_wehavemajdam"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : Damage levels are reaching critical.
"lipsync_tak_damagelevcrty" "vo_tak_damagelevcrty"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : We can't take any more damage!
"lipsync_tak_wecnttakeany" "vo_tak_wecnttakeany"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : Damage levels are holding.
"lipsync_tak_damagelev" "vo_tak_damagelev"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : Minor damage to the secondary hull.
"lipsync_minordamtoseconday" "vo_minordamtoseconday"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : We've got major damage to the secondary hull.
"lipsync_wegotmajordamsec" "vo_wegotmajordamsec"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : We can't take much more fire.
"lipsync_tak_wecantakemuch" "vo_tak_wecantakemuch"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : One more big shot and we are done for.
"lipsync_tak_onmorebigshot" "vo_tak_onmorebigshot"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : Primary hydraulics system is totally shot.
"lipsync_tak_primaryhydarul" "vo_tak_primaryhydarul"
// CHARACTER: TAK
// CONTEXT:Calm
// DIALOG : 50 clicks from LZ.
"lipsync_tak_50clickslz" "vo_tak_50clickslz"
// CHARACTER: TAK
// CONTEXT:Calm
// DIALOG : 30 clicks from LZ.
"lipsync_tak_30clickslz" "vo_tak_30clickslz"
// CHARACTER: TAK
// CONTEXT:Reassuring
// DIALOG : Almost there, 10 clicks!
"lipsync_tak_almost10clk" "vo_tak_almost10clk"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : Holy shit, the Trianthinide containers are on fire!
"lipsync_tak_holyshittri" "vo_tak_holyshittri"
// CHARACTER: TAK
// CONTEXT:Panic
// DIALOG : Suppression system is dead, damnit, nothing!
"lipsync_tak_suppsysdead" "vo_tak_suppsysdead"
// CHARACTER: TAK
// CONTEXT:Absolute
// DIALOG : Those containers are still hot, we need to lose the cargo. If the Trianthinide goes up we're all dead!
"lipsync_tak_containhot" "vo_tak_containhot"
// CHARACTER: TAK
// CONTEXT:Relieved
// DIALOG : That was too close.
"lipsync_tak_thatwastoo" "vo_tak_thatwastoo"
// CHARACTER: TAK +USE
// CONTEXT:Quizzical
// DIALOG : Sarge?
"lipsync_tak_sarge1" "vo_tak_sarge1"
// CHARACTER: TAK +USE
// CONTEXT:Encouraging
// DIALOG : Dekard, there are a lot of incoming targets!
"lipsync_tak_dektherealot" "vo_tak_dektherealot"
}
entityDef char_npc_vansen_M03_airassault_vo
{
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Calm
// DIALOG : Lieutenant, weve just joined up with wing three of the task force, theyve spotted Strogg air resistance on our vector.
"lipsync_vansen_ltwing3" "vo_vansen_ltwing3"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Tense
// DIALOG : Weve got incoming Strogg flyers!
"lipsync_vansen_wegotincom1" "vo_vansen_wegotincom1"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Military
// DIALOG : Pilot, 5 by 5.
"lipsync_vansen_pilot55" "vo_vansen_pilot55"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Military
// DIALOG : Pilot, roger.
"lipsync_vansen_pilotrog" "vo_vansen_pilotrog"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Tense
// DIALOG : We've got a destroyer on our tail, Get that thing offa me!
"lipsync_vansen_desttail" "vo_vansen_desttail"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Tense
// DIALOG : I can't shake this destroyer.
"lipsync_vansen_cantshkd" "vo_vansen_cantshkd"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Tense
// DIALOG : I can't shake this fighter!
"lipsync_vansen_cantshkf" "vo_vansen_cantshkf"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Tense
// DIALOG : Evasive maneuvers, hold on!
"lipsync_vansen_evasiveman" "vo_vansen_evasiveman"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Tense
// DIALOG : Keep those destroyers offa' me!
"lipsync_vansen_keepdestsoff" "vo_vansen_keepdestsoff"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Tense
// DIALOG : Hang on!
"lipsync_vansen_hangon" "vo_vansen_hangon"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Tense
// DIALOG : Evasive maneuvers.
"lipsync_vansen_evasiv2" "vo_vansen_evasiv2"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Tense
// DIALOG : Evasive action!
"lipsync_vansen_evasive3" "vo_vansen_evasive3"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Tense
// DIALOG : This is gonna get bumpy!
"lipsync_vansen_getbumpy" "vo_vansen_getbumpy"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Tense
// DIALOG : Hold on to your lunch marines!
"lipsync_vansen_holdlunch" "vo_vansen_holdlunch"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Tense
// DIALOG : Port engine is at 80%, getting bumpy.
"lipsync_vansen_porteng80" "vo_vansen_porteng80"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Tense
// DIALOG : Lateral control is getting sluggish.
"lipsync_vansen_latercont" "vo_vansen_latercont"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Tense
// DIALOG : Both engines are down more than 30%
"lipsync_vansen_botheng" "vo_vansen_botheng"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Tense
// DIALOG : Ship damage is getting critical
"lipsync_vansen_shipdamcrit" "vo_vansen_shipdamcrit"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Calm
// DIALOG : That fire is cooking the hydraulics system, switching to secondary.
"lipsync_vansen_cookinghyd" "vo_vansen_cookinghyd"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Surprised
// DIALOG : What the hell was that?!
"lipsync_vansen_whathelltht" "vo_vansen_whathelltht"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Frustrated
// DIALOG : Whatever your going to do, do it quick.
"lipsync_vansen_whatquick" "vo_vansen_whatquick"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Tense
// DIALOG : Shit! Port engine has a reaction chamber failure. I can't reset it from here!
"lipsync_vansen_shitportract" "vo_vansen_shitportract"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Tense
// DIALOG : Shit! Port engine burnout! I can't reset it from here!
"lipsync_vansen_shitburnout" "vo_vansen_shitburnout"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Tense
// DIALOG : Port engine is failing, we're losing altitude!
"lipsync_vansen_portfail" "vo_vansen_portfail"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Tense
// DIALOG : We are listing, I need that engine reset NOW!
"lipsync_vansen_welist" "vo_vansen_welist"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Calm
// DIALOG : Ok, port engine is shut down, this is gonna get bumpy.
"lipsync_vansen_okport" "vo_vansen_okport"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Calm
// DIALOG : Reaction chamber is clear, fuel injection has engaged.
"lipsync_vansen_reactclr" "vo_vansen_reactclr"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Calm
// DIALOG : Press engage and we should be back up.
"lipsync_vansen_pressengag" "vo_vansen_pressengag"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Calm
// DIALOG : Port engine is back, stabilizing.
"lipsync_vansen_portenginback" "vo_vansen_portenginback"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Calm
// DIALOG : We are approaching the LZ
"lipsync_vansen_weapprchlz" "vo_vansen_weapprchlz"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Informative
// DIALOG : LZ in one-five-zero, on final approach vector.
"lipsync_vansen_lz150" "vo_vansen_lz150"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Informative
// DIALOG : GOC, this is gunship Falcon 1 on final approach to LZ, over.
"lipsync_vansen_gocgunf1lz" "vo_vansen_gocgunf1lz"
// CHARACTER: VANSEN (PILOT)
// CONTEXT:Informative
// DIALOG : Dropship Falcon 1 has delivered the package and is dusting off.
"lipsync_vansen_delivpack" "vo_vansen_delivpack"
}