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Quake_4_Alpha/q4xbase/def/levels/m04_prison.def
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//--------------------------------------------------------------------------------------------------------------------
// 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 : Im 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 : Whats going on?
"lipsync_darn_whatgoon" "vo_darn_whatgoon"
// CHARACTER: DARNELL
// CONTEXT:Calm
// DIALOG : We dont 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 : Wheres 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 : Were holed up in a control room that can track Strauss, but it sounds like were 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 hes going to keep tracking Strauss. Navajas and I will hold our positions with him. Ive 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, wheres 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, were 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 : Ive isolated the primary circuit bridge. Wont 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 : Theres the third, one more.
"lipsync_tak_therethird" "vo_tak_therethird"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : Thats it. Were 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 : Strauss med-chip signal. Its gone dead. Ive 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 : Thats the mainframe.
"lipsync_tak_thatmain" "vo_tak_thatmain"
// CHARACTER: TAK
// CONTEXT:Tense
// DIALOG : Hang on. Im still Good Lord. What are they doing to those Marines.
"lipsync_tak_hangonlord" "vo_tak_hangonlord"
// CHARACTER: TAK
// CONTEXT:Shocked
// DIALOG : Adrenaline, ADP, Serotonin… Were 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 : Theyre 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. Theyre 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... Its a transport system, looks like its taking him down into… Damn. Bio-processing
"lipsync_tak_hangmom" "vo_tak_hangmom"
// CHARACTER: TAK
// CONTEXT:Informative
// DIALOG : Ive activated the lift, Dekard. Itll take you straight to the bio-processing level. You better hurry though, doesnt 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
}
}