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Campaign Script for Winter Contingency


Twinreaper

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As the title implies, I am posting this up for those who might want to see how some of the scripting for campaign works, and to see some of the dialog that is used, and unused in the campaign mission. It is a lengthy file and I will also provide a download link so you can grab it and view it off site as well. Enjoy everyone!

 

beginai_placeload_squad_01load_squad_02load_squad_03load_squad_04sleepif=load_sideleftb_debug_forkprintload fork left...ai_vehicle_enter_immediateforkfork_p_lrightload fork right...fork_p_rdualload fork dual...anyload fork any...fork_pload_typelargevehicle_load_magicfork_lcai_vehicle_get_from_squadsmallfork_sc01fork_sc02fork_sc03opening fork...unit_opendrop_sidef_unload_fork_leftf_unload_fork_rightf_unload_fork_allclosing fork...unit_closebegin_randomvehicle_unloadfork_p_l1random_rangefork_p_l2fork_p_l3fork_p_l4fork_p_l5fork_p_l6fork_p_l7fork_p_l8fork_p_r1fork_p_r2fork_p_r3fork_p_r4fork_p_r5fork_p_r6fork_p_r7fork_p_r8small01small02small03objectives_clearchud_show_screen_objectivecampaign_hud_objcompleteplayer_getlist_countgame_difficulty_get_realeasynormalheroiclegendary<=b_debug_globalsreplenish player health...unit_set_current_vitalityplayer0player1player2player3>=game_coop_player_countorunit_in_vehicleunitobject_set_scalevehicle_variableobject_destroysquadai_cannot_dieobject_get_aivehicle_driverobject_cannot_dieobject_ignores_empvehicle_ridersvandai_living_countinf_squadvehicle_squadf_vehicle_rider_numberai_magically_see_objectsleep_until>player_count<object_get_healthglobal health: health pack aquiredgame_saveglobal health: re-gengame_is_cooperativesound_impulse_startsfx_hud_incinematic_set_chud_objectiveresume_titlegame_insertion_point_unlockinsertion_pointcinematic_skip_start_internalgame_save_cinematic_skipnotgame_savinggame_revertedcinematic_skip_stop_internalgame_revertswitch_zone_setzsleeping forever...sleep_foreversetb_cinematic_enteredcinematic_enter_prelower_weaponcinematic_tag_fade_out_from_gamecinematic_namecinematic_enter_postcinematic_transition_fade_out_from_gamecinematics\transitions\default_intra.cinematic_transitionai_disregardobject_cannot_take_damageplayer_control_fade_out_all_inputb_debug_cinematic_scriptslowering weapon slowly...unit_lower_weaponcampaign_metagame_time_pausechud_cinematic_fadehiding players...object_hideplayer_enable_inputplayer_disable_movementcamera control oncamera_controlcinematic_startcinematic_exit_preweapon_starts_loweredcinematic_tag_fade_in_to_gamecinematic_exit_postcinematic_transition_fade_in_to_gamecinematic_exit_post_titlecinematic_stopsnapping weapon to lowered state...unit_raise_weaponplayer_control_unlock_gazecinematic_show_letterboxraising player weapons slowly...player_control_fade_in_all_inputobject_can_take_damagefade_outdesigner_fade_infade_from_blackfade_typefading from black...fade_infade_from_whitefading from white...snap_from_blacksnapping from black...snap_from_whitesnapping from white...no_fadechud_show_crosshairperformance_play_line_by_id+performance_get_last_played_line_indexperformance_get_line_countgame_woncinematic_entercinematic_skip_startf_start_mission: cinematic_skip_start is true... starting cinematic...cinematic_show_letterbox_immediatecinematic_run_script_by_namecinematic_skip_stopf_play_cinematic: calling cinematic_entercinematic_zone_setf_play_cinematic: playing cinematic...cinematic_skip_stop_load_zonezone_to_load_when_donef_play_cinematic: done with cinematic. resetting audio levels...sound_suppress_ambience_update_on_revertai_erase_allgarbage_collect_nowplay outro cinematic...data_mine_set_mission_segmentmission_startsfx_a_buttonplayer_shortsfx_b_buttonsfx_hud_outsfx_tutorial_completeplayer_to_trainchud_show_cinematic_titledisplay_titlef_hud_training_foreverunit_action_test_resetf_sfx_hud_tutorial_completef_hud_training_clearf_tutorial_beginplayer_variableunit_action_test_grenade_triggerf_tutorial_endunit_action_test_rotate_weaponsunit_action_test_primary_triggerunit_action_test_look_relative_all_directionsunit_action_test_move_relative_all_directionsunit_action_test_vehicle_trick_secondarychud_show_screen_trainingplayer_numstring_hudchud_set_static_hs_variablechud_clear_hs_variablepplayer_is_in_gameplayer_action_test_resetbutton_pressprimary_triggergrenade_triggerequipmentunit_action_test_equipmentmeleeunit_action_test_meleejumpunit_action_test_jumprotate_grenadesunit_action_test_rotate_grenadesrotate_weaponscontext_primaryunit_action_test_context_primaryvision_triggerunit_action_test_vision_triggerplayer_night_vision_onbackunit_action_test_backvehicle_trickunit_action_test_vehicle_trick_primaryf_hud_start_menu_objstring_startobjectives_set_stringreferenceobjectives_show_stringchud_show_screen_chapter_titlechud_fade_chapter_title_for_playerobjects_can_see_objecthud_object_highlightobject_createchud_debug_highlight_object_color_redchud_debug_highlight_object_color_greenchud_debug_highlight_object_color_bluef_hud_flash_singlechud_debug_highlight_objectchud_track_objectobjsfx_blipicon_disappear_timefinal_delaychud_track_flagfchud_track_flag_with_prioritytypef_blip_flag_forever is going away. please use f_blip_flagf_blip_flagblip_neutralizechud_track_object_with_prioritychud_track_object_set_vertical_offsetoffsetf_blip_object_forever is going away. please use f_blip_objectb_blip_list_lockeds_blip_list_indexl_blip_listai_actorsgrouplist_getf_blip_objectblip_typef_blip_object_offsetf_blip_ai_forever is going away. please use f_blip_aif_blip_aif_blip_ai_until_dead will be rolled into the new f_blip_ai command. consider using that instead.f_blip_ai_forevercharai_get_objectf_unblip_aif_unblip_objecttitleobjects_distance_to_objectgundistblip onblip_ordnanceobject_get_at_restdist2blip offspartanmax_distspartan_hudtimepostdelayf_callout_atomactorsf_callout_objectf_callout_object_fastb_is_dialogue_playingcharacters_md_play_timeai_play_linelinedelaythis actor does not exist to play f_md_ai_playai_play_line_on_object-cutoff_timedialog script aborted!ai_dialogue_enablef_md_abortsound_impulse_language_timeai_spawn_countcountai_task_counttaskai_get_squadai_objdebug_instanced_geometrydebug_objects_collision_modelsdebug_objects_physics_modelsdebug_objects_bounding_spheresdebug_objects_cookie_cuttersdebug_objectsdebug_instanced_geometry_collision_geometrydebug_instanced_geometry_cookie_cutterscollision_debugcollision_debug_flag_ignore_invisible_surfacesbranch exitbranch killcs_enable_targetingcs_enable_lookingbring forward: spartanai_bring_forwardgroup_cartergroup_katgroup_jungroup_emilegroup_jorgem10 go!ai_allegiancehumanplayerplayer_set_profileprofile_coop_respawnsoft_ceiling_enablesoft_ceiling_010kill_volume_disablekill_tv_outpostkill_tv_outpost_extwakeachievment01_startobject_controlceiling_controlf_global_health_savesm10_weapon_trainingzone_set_trigger_volume_enablezone_set:zoneset_1stbowlbegin_zone_set:zoneset_outpost_interioreditor_modestartg_insertion_index1stbowl_startvolume_test_playersvol_barn_startbarn_startcurrent_zone_set_fully_activemeadow_starttv_3kiva_start3kiva_startoutpost_ext_startoutpost_int_startstart!game_insertion_point_getins_1stbowlins_barnins_meadowins_3kivains_outpost_extins_outpost_intins_blankeditor_cinematicsstarting intro cinematic!f_start_mission010la_outpost1st bowl startpre-loading 1stbowl zoneset in scriptzoneset_insertprepare_to_switch_to_zone_setzoneset_1stbowlplacing spartansspartan_carterspartan_katspartan_junspartan_emileobj_carterai_get_unitobj_katobj_junobj_emileplacing jorgespartan_jorgeobj_jorgecoop: not placing jorge1stbowl_coop_spartansgroup_spartansmd_1stbowl_hoverintro_falcons_startrain_startobj_starthud_enable_trainingcinematic_exitmusic_1stbowlprimary_objective_1_1game_save_immediateg_1stbowl_obj_controlplayer dropoffany_players_in_vehicle1stbowl_zoneset_controlchapter_01_startchud_show_motion_sensormd_1stbowl_ordersmd_1stbowl_next_structuremd_1stbowl_housemd_1stbowl_stand_down011stbowl_kiva_startwitnesses_starthud_barn_startbowl_birds_start1stbowl_wildlife_startgame_difficulty_get1stbowl_elite_starttv_1stbowl_gasbring_spartans_forwardtv_1stbowl_part2beacon_donewarthog_doneg_music02thespian_performance_kill_by_aitv_1stbowl_cliffsidetv_first_bowl_endzoneset_barncoop: placing jorgespartan_jorge/witnessesintro_falcon_02falcon_p_l1_wpnf_ai_place_vehicle_deathless_no_empintro_falcon_01object_set_cinematic_function_variableprop_controlflyingobjects_attachdm_falcon01_startdm_falcon02_startintro_falcon01_anim_startintro_falcon02_anim_startsound_1stbowl_falconsintro_falcons_setup_startf_set_falcon_interaction_falsethespian_performance_setup_and_begincarter_falcon_introkat_falcon_introemile_falcon_introfalcon_p_r1_wpnunit_enter_vehicle_immediatefalcon_p_l1falcon_p_l2falcon_p_r2intro_falcon01_dropoff_startintro_falcon02_dropoff_startdevice_set_position_trackm10_insert_dropoff_a_leomardevice_animate_positionplayer_camera_controllookat_carterplayer_control_lock_gazepts_1stbowl/lookat_carterdevice_get_positionlookat_outpostpts_1stbowl/lookat_outpostmd_1stbowl_unloadct_training_exit_startintro_falcon01_exit_startplayer has exitedobjects_detachobject_set_velocitycs_run_command_scriptf_ai_get_vehicle_drivercs_intro_falconsobject_clear_cinematic_function_variablecs_fly_bypts_1stbowl/air_support00acs_facepts_1stbowl/air_support00_facecs_vehicle_speedpts_1stbowl/air_support00bpts_1stbowl/air_support00cpts_1stbowl/air_support00dpts_1stbowl/air_support00em10_insert_dropoff_b_leomaranim: falcon02_dropoffintro_falcon02_exit_startcs_intro_falcons_02pts_1stbowl/air_support01pts_1stbowl/air_support02pts_1stbowl/air_support02_facepts_1stbowl/air_support03pts_1stbowl/air_support04tv_1stbowl_witnessesai_vehicle_reserve_seatpts_1stbowl/air_support05pts_1stbowl/air_support06f_vehicle_scale_destroyai_vehicle_getai_current_actorf_set_falcon_interaction_exitfalcon_p_bench_wpnfalcon_p_r1falcon_p_benchunit_exit_vehicleai_reset_objectiveobj_1stbowl_humvehicle_set_player_interactionfalcon_d1stbowl_moah01ai_disposablecs_abort_on_damagetv_1stbowl_wildlifesound\characters\ambient_life\moa\moa_call_long_biggercs_go_tops_1stbowl_moahs/p0ps_1stbowl_moahs/p1md_1stbowl_civ_heatmd_1stbowl_witnesseshud_witnessescs_falcon01_witnesses1stbowl_witnesses_dad1stbowl_witnesses_familygroup_civiliansvolume_test_objectswitnesses_emile_teleportthespian_performance_activatethes_witnessessc_emile_teleport_testcs_emile_witnesses_teleportcs_teleportps_vigs_witnesses/emile_teleportps_vigs_witnesses/emile_teleport_faceobj_1stbowl_civg_barn_obj_controlplayer killsscream!device_set_positiondm_kiva01_doorai_allegiance_breakmd_1stbowl_sprintsc_hud_barn01f_hud_flash_objectsc_hud_barn01_highlightblip_defaultsc_1stbowl_truckflock_createflocks_bowl_birdsflocks_bowl_birds02flocks_bowl_birds_skirmcurrent_zone_setflock_deletevol_1stbowl_kiva01tv_1stbowl_adv011stbowl_eliteterminal_m10_10backpackunit_killai_set_active_camopts_1stbowl/elite_excape01pts_1stbowl/elite_excape02pts_1stbowl/elite_excape03ai_erase1stbowl_skirmscs_queue_command_scriptcs_1stbowl_skirm_q01pts_1stbowl/skirm_excape01pts_barn/skirm_excape02skirmisher_reportbarn startbarn_skirm_init_startbarn_skirm_initai_set_objectiveobj_barn_hummusic_barnbarn_bodies_doorbarn_combatct_training_melee_startmd_barn_windowvol_barn_courtyardtv_barn_maintv_barn_window_viewtv_barn_training_grenadesmd_barn_skirm_grenadesobj_barn_covct_training_grenades_startvol_meadow_start02barn_health_hudbarn_skirm01barn_grunts01barn_grunts02barn_grunts03sleep_cstv_barn_bloodtrail03barn_falcon_startmeadow_banshees_startobjects_can_see_flagfl_barn_skirm_init02tv_barn_combat02barn combat triggeredbarn_skirm02cs_barn_skirmsvig_barn_callmd_barn_contactabort barn covabort_csvol_barn_lower01barn_grunts_sideflankvol_meadow_startcs_enable_movingskirm shootingmd_meadow_bansheesmeadow_bansheesai_set_targeting_groupcs_vehicle_boostai_prefer_target_aics banshees: boost donecs_shoot_secondary_triggertv_barn01_endsound\characters\skirmisher\skirmisher_rooftopsc_sound_barn_skirmmd_motion_trackercs_barn_skirm_initcs_enable_pathfinding_failsafepts_barn/court_skirm01apts_barn/court_skirm01bcs_walkpts_barn/spartan01cs_lookpts_barn/bloodtrailpts_barn/spartan02pts_barn/spartan03cs_go_to_and_facepts_barn/spartan02_facepts_barn/barn_lowereq_barn_grenwp_callout_grenbarn health hud: disableddc_barn_healthwp_callout_healthdevice_set_powerdm_barn_door01volume_test_objecttv_barn_falcon_failsafebarn falcon failsafe!!! file bug!intro_falcon_01/barnobject_teleport_to_ai_pointps_air_meadow/falcon_barn_entrybarn falcon arrivedcs_falcon01_barn_combatcs_falcon01_barn_combat_donepts_1stbowl/air_support00fcs_fly_to_and_facepts_1stbowl/air_support00gpts_1stbowl/air_support00_facebpts_1stbowl/air_support00hcs_falcon01_barnpts_1stbowl/air_support00ipts_1stbowl/air_support00jpts_1stbowl/air_support00kps_air_meadow/falcon_buzz01ps_air_meadow/falcon_buzz_faceps_air_meadow/falcon_buzz02cs_shoot_pointps_air_meadow/falcon_shootps_air_meadow/falcon_shoot02ps_air_meadow/meadow_drop02ps_air_meadow/falcon_circle01dps_air_meadow/falcon_circle01aps_air_meadow/falcon_circle01bps_air_meadow/falcon_circle01cmeadow startmeadow_cov_air_startmeadow_falcon_startmeadow_evacmeadow_coop_jorgemeadow_back_setupmeadow_waypointsmusic_meadowmeadow_moah01group_wildlifemeadow_skirms01obj_meadow_covobj_meadow_humvol_meadow_halfwayvol_meadow_exitmeadow_cov_elitesmeadow_cov_elites02meadow_cov_elites03meadow_cov_elite_goldmeadow_forkcov in part1obj_meadow_cov/gate_meadow_frontcov dead in part1md_meadow02obj_barn_cov/overlook_fallback02meadow_fork/driver01ai_magically_seemd_meadow_dropshiptv_meadow_adv01sc_meadow_coop_jorgeps_meadow/coop_jorgeobj_airsupport_humvol_meadow_quartwayfork and falcon falling backcs_meadow_fork_fallbackcs_meadow_fork_exitcs_falcon01_meadowfork exiting and falcon ready to assistfalcon assistingobj_meadow_cov/meadow_elitetv_3kiva_start02falcon leavingcs_falcon01_meadow_exitps_air_meadow/meadow_face02ps_air_meadow/falcon_circle02aps_air_meadow/falcon_circle02bps_air_meadow/falcon_circle02cps_air_meadow/falcon_3kiva_startmeadow_falcon02ps_air_meadow/falcon_goto01cs_fly_tops_air_meadow/falcon_hover01ps_air_meadow/falcon_land01ps_air_meadow/falcon_land_faceai_vehicle_entermeadow_falcon_loadedcs_meadow_falcon_evac_exitfalcon02 heading to outpostps_air_meadow/falcon_exit01ps_air_meadow/falcon_exit02ps_air_meadow/falcon_exit03vehicle_test_seatf_load_forkmeadow_cov03meadow_cov01meadow_cov02ps_air_meadow/meadow_drop03ps_air_meadow/meadow_facef_unload_forkps_air_meadow/meadow_drop06meadow_cov_back01meadow_cov_back_lmeadow_cov_back02ps_air_meadow/meadow_drop04ps_air_meadow/meadow_drop05ps_air_meadow/meadow_exit01ps_air_meadow/meadow_exit02branchhud_unblip_allb_waypoint_timesc_hud_meadow_waypoint013kiva_waypoints3kiva_troopers_bsp_start3kiva_locationct_training_enterexit_startv_3kiva_pickup_init02v_3kiva_pickup_leftps_3kiva/4player_pickup3kiva_coop_testchapter_02_startmusic_3kivamd_3kiva_start3kiva_drivercs_3kiva_falcon01tv_3kiva_falcon_failsafe3kiva_falcon_failsafe3kiva falcon arrivedobj_3kiva_hum3kiva_moah013kiva_perimeter_cov013kiva_perimeter_cov023kiva_wildlifetv_3kiva_pickupv_3kiva_pickup_initwarthog_ppickup_gvol_3kiva_1bsp3kiva_forktv_3kiva_meadow3kiva_falcon_start_failsafe3kiva_bob3kiva01_cov_start3kiva02_cov_start3kiva03_cov_start3kiva_perimeter_cov033kiva_perimeter_cov043kiva_carter_catchup01_start3kiva_carter_catchup02_start3kiva_troopers_spotedrain_3kiva_defend_start3kiva_troopers_found3kiva_falcon_ecav_start3kiva_donetv_cliffside_startgroup_3kiva_cov3kiva falcon failsafe!!! file bug!intro_falcon_01/3kivavol_3kiva01_approach02kiva01 start3kiva01_visited3kiva_objective_count3kiva01_hud3kiva01c_elite3kiva01c_grunts013kiva01c_grunts02obj_3kiva01c_cov3kiva01_donemd_3kiva_kiva01_done3kiva_troopers_bspvol_3kiva02_approach013kiva02_visitedkiva02 cov start3kiva_hog_cov02a3kiva_hog_cov02b3kiva_hog_cov02cg_music03group_3kiva02_hog_covkiva02 hog done3kiva02_donevol_3kiva03_approach013kiva03_visitedkiva03 cov start3kiva_hog_cov03a3kiva_hog_cov03b3kiva_hog_cov03cgroup_3kiva03_hog_covkiva03 hog done3kiva03_donebegin_zone_set:zoneset_barn_outro:2ps_3kiva/coop_testtv_3kiva_wildlife02flocks_3kiva_init_birds01flocks_3kiva_birds01flocks_3kiva_birds02flocks_3kiva_birds03flocks_3kiva_birds043kiva_moah03tv_3kiva_wildlife033kiva_moah02g_wildlife_controltv_3kiva_wildlife01ai_player_get_vehicle_squadplayers_vehiclebranch_killplayers_vehicle_has_driverv_hog_controlhog has drivertv_3kiva_pickup_startcs_pickup_3kiva_starthog has no drivercs_abort_on_vehicle_exitcs_ignore_obstaclesps_pickup_3kiva/p0ps_pickup_3kiva/p1ps_pickup_3kiva/p2spartan_driving_pickupplayer_driving_pickupspartan_in_pickupvol_3kiva02_approach02vol_3kiva03_approach02vehicle_test_seat_unitwarthog_dv_3kiva_pickup_kiva02v_3kiva_pickup_kiva03vehicle_test_seat_unit_listmd_trooper_distress_attackmd_3kiva_troopers_spoted3kiva_defend_blipvol_3kiva_2bspvol_3kiva_3bsp3kiva_troopers_bsp23kiva_troopers_bsp3troopers in bsp 23kiva_troopers_bsp02cr_3kiva_hogsite023kiva_trooper_crashsite_arrival02object_create_folderw_crashsite02e_crashsite023kiva_dmr_blipai_renewgroup_3kiva01_covgroup_3kiva03_cov3kiva_fork_squad013kiva_final_bsp23kiva_troopers_bsp03cr_3kiva_hogsite033kiva_trooper_crashsite_arrival03w_crashsite03e_crashsite033kiva_final_bsp3tv_3kiva_jun02player spotted troopers in bsp 2player located troopers in bsp 2obj_3kiva02_spartanstv_3kiva_jun03player spotted troopers in bsp 3player located troopers in bsp 3obj_3kiva03_spartans3kiva_unblip_defendsc_hud_3kiva02_defendsc_hud_3kiva03_defendtroopersg_ui_obj_controldefend_objectblip_defendf_blip_weaponw_3kiva02_dmrw_3kiva03_dmrg_3kiva_obj_control3kiva02_fork3kiva02_fork/driver013kiva02_fork023kiva02_fork02/driver01group_3kiva_final02_forksobj_3kiva02_covai_killgroup_3kiva02_cov3kiva done3kiva03_fork3kiva03_fork/driver013kiva03_fork023kiva03_fork02/driver01group_3kiva_final03_forksobj_3kiva03_covps_air_3kiva_fork/3kiva02_drop01aps_air_3kiva_fork/3kiva02_drop01b02ps_air_3kiva_fork/3kiva02_face013kiva02_cov_drop01a3kiva02_cov_drop01b3kiva02_cov_drop01cps_air_3kiva_fork/3kiva02_exit01ps_air_3kiva_fork/3kiva02_drop02aps_air_3kiva_fork/3kiva02_drop02bps_air_3kiva_fork/3kiva02_drop02cps_air_3kiva_fork/3kiva02_drop02_face3kiva02_cov_drop02a3kiva02_cov_drop02b3kiva02_cov_drop02cps_air_3kiva_fork/3kiva03_drop01aps_air_3kiva_fork/3kiva03_drop01bps_air_3kiva_fork/3kiva03_drop01cps_air_3kiva_fork/3kiva03_face013kiva03_cov_drop01a3kiva03_cov_drop01b3kiva03_cov_drop01cps_air_3kiva_fork/3kiva03_drop01dps_air_3kiva_fork/3kiva03_exit01aps_air_3kiva_fork/3kiva03_exit01b3kiva03_cov_drop02c3kiva03_cov_drop02b3kiva03_cov_drop02atv_3kiva_beginning3kiva_bspcarter is lost3kiva_jun_bspcarter is getting vehicle3kiva waypointssc_hud_3kiva013kiva waypoints: phase 1: player has found 3kiva space3kiva_blip_next_objectiveelse: player doesn't need waypoint help3kiva waypoints: phase 2: one objective found3kiva waypoints: phase 3: troopers are placedblip_hostile_vehicle3kiva waypoints: doneblip next objmd_3kiva_waypoint_kiva01md_3kiva_waypoint_kiva02md_3kiva_waypoint_kiva03ps_3kiva_banshee/3kiva02ps_3kiva_banshee/3kiva03ps_air_3kiva_fork/3kiva_drop01acs_kiva_fork_02cs_kiva_fork_03fork flying to kiva02ai_get_turret_aics_kiva_fork_02_shootfork flying to kiva03ps_air_3kiva_fork/3kiva_drop05aps_air_3kiva_fork/3kiva_drop03_shootcs_kiva_fork_03_shootps_air_3kiva_fork/3kiva_drop03aps_air_3kiva_fork/3kiva_drop04aps_air_3kiva_fork/3kiva03_drop02_faceps_air_3kiva_fork/3kiva_drop02_shoot3kiva start falcon failsafe!!! file bug!ps_air_3kiva_falcon/start01ps_air_3kiva_falcon/start02ps_air_3kiva_falcon/start03ps_air_3kiva_falcon/kiva01ps_air_3kiva_falcon/kiva02ps_air_3kiva_falcon/kiva03cs_3kiva_falcon_circle02cs_3kiva_falcon_circle033kiva_falcon_ecav_jun3kiva_falcon02_startadd_recycling_volumetv_recycle_evac02tv_recycle_evac033kiva_falcon_evac_failsafecs_3kiva_falcon_evac02cs_3kiva_falcon_evac033kiva_falcon_ecav_setuprain_3kiva_evac_startloading playersload_player_into_falcongame_safe_to_respawnspartans in 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startspartan_kat/outpostspartan_emile/outpostkat_outpost_waypointemile_outpost_waypointoutpost_extinit_grunts01outpost_extinit_jacks01outpost_extinit_jacks02group_outpost_ext_covmusic_outpost_extdevice_set_position_immediatedm_outpost_door01v_outpost_civ01object_dynamic_simulation_disablev_outpost_civ02ai_vehicle_reserveobj_outpost_ext_covtv_outpost_ext_controlmd_outpost_ext01outpost_fork_startdm_outpost_blastdoorkill_volume_enablevig_outpost_rallychapter_03_startzoneset_outpost_interiorobj_outpost_int_humoutpost_carter_fallbackoutpost_kat_fallbackoutpost_emile_fallbackoutpost_jorge_fallbackoutpost_spartan_fallbackcs_outpost_spartan_fallbackpts_outpost_ext/spartan_fallbackoutpost_spartans_all_fallbackspartans in volume or timeoutvolume_test_players_allblastdoor:shuttingblastdoor:reopenmd_outpost_ext_fallback_bblastdoor:shuntcr_shunt_outpostdoorsound\levels\solo\m10\sound_scenery\blast_doors\blast_door_oneshot\blast_door_close_monosound\levels\solo\m10\sound_scenery\blast_doors\blast_door_oneshot\blast_door_close_surrsound_looping_stopsound\levels\solo\m10\sound_scenery\blast_doors\blast_door_loop\blast_door_loopdoor:poweroffoutpost_forkoutpost_fork02outpost_fork03md_outpost_ext_fallbackoutpost_blastdoor_startoutpost_bansheesoutpost_ext_cov01outpost_ext_grunts01pts_outpost_ext/fork_entry01aapts_outpost_ext/fork_entry01abegin_random_countpts_outpost_ext/fork_entry01bpts_outpost_ext/face01pts_outpost_ext/face02cs_outpost_fork_exitoutpost_ext_jacks02outpost_ext_cov02outpost_ext_skirms02outpost_ext_grunts02outpost_ext_skirms03outpost_ext_grunts03outpost_ext_jacks03outpost_ext_cov03_legendaryoutpost_ext_cov03pts_outpost_ext/fork_hover01ps_outpost_banshees/p0ps_outpost_banshees/p1ps_outpost_banshees/p2ps_outpost_banshees/p3ps_outpost_banshees/p4pts_outpost_ext/fork_exit01apts_outpost_ext/fork_exit01benc:outpost_exteriorvol_outpost_ext_exitg_outpost_int_obj_controloutpost_hud_body_startoutpost_int_troopervig_outpost_troopermd_outpost_nightvisionoutpost_concussion_trainingtraining_healthdm_outpost_door03tv_body_search010lc_bodysearchobject_destroy_foldercr_outpost_extv_outpost_ext_forkliftsc_sorvadsc_sorvads_blooddm_outpost_door02cinematic: 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cs goobject_get_shieldobj_outpost_int_cov/gate_frontdm_server04dm_server02dm_server03dm_server06dm_server07dm_server11dm_server13real_random_rangedm_server10dm_server01dm_server05dm_server08dm_server09dm_server12dm_server14dm_server15dm_server16bob_will_run_from_playercs_enable_dialoguespecial elite spottedspecial failobject_get_recent_shield_damagebobobject_get_recent_body_damagevol_recycle_barnrecycle_barn_lite_gorecycle_barn_govol_recycle_meadowrecycle_meadow_lite_gorecycle_meadow_govol_recycle_3kivarecycle_3kiva_lite_gorecycle_3kiva_govol_recycle_3kiva01recycle_3kiva01_lite_gorecycle_3kiva01_govol_recycle_3kiva02recycle_3kiva02_lite_gorecycle_3kiva02_govol_recycle_3kiva03recycle_3kiva03_lite_gorecycle_3kiva03_govol_recycle_cliffsiderecycle_cliffside_lite_gorecycle_cliffside_govol_recycle_outpostrecycle_outpost_lite_gorecycle_outpost_goeditor_object_management(sleep_forever object_control)objects_destroy_allobjects_manage_0objects_manage_1objects_manage_2objects_manage_3objects_manage_4objects_manage_5objects_manage_6objects_manage_7objects_manage_8sc_windmills01no objects to destroysc_1stbowlcr_1stbowlsc_barncr_barnsetup_barn_bodiesno objects to createsc_3kivacr_3kivasc_windmills02sc_3kiva02cr_3kiva01cr_3kiva02cr_3kiva02_no3coopcr_3kiva03setup_3kiva_bodiessc_outpostcr_outpostv_outpostsc_outpost02sc_outpost03setup_outpost_bodiesdestroying all objectsbi_outpostscenery_animation_startsc_barn_deadmarine05objects\characters\marine\marinedeath_pose_2:idle:var1sc_barn_deadmarine01deadbody_02sc_barn_deadmarine03deadbody_09sc_barn_deadciv01deadbody_01sc_barn_deadciv02sc_barn_deadciv03deadbody_03sc_barn_deadciv04objects\characters\civilian_female\civilian_femalesc_barn_deadciv05sc_barn_deadciv06sc_3kiva_deadciv01asc_3kiva_deadciv01bsc_3kiva_deadciv01csc_3kiva_deadciv02asc_3kiva_deadciv03asc_3kiva_deadciv03bsc_3kiva_deadciv03csc_3kiva_deadmarine01deadbody_11sc_3kiva_deadmarine02deadbody_14sc_3kiva_deadmarine03deadbody_15sc_outpost_deadmarine01deadbody_04sc_outpost_deadmarine02deadbody_08sc_outpost_deadmarine03deadbody_06sc_outpost_deadmarine04deadbody_07weather_animate_forcelight_rain_farlight_rainrain_barn_startheavy_raintv_barn_bloodtrail02offtv_weather03rain_3kiva_startcarter: shoot-down attempts are likely, so keep your distance.f_md_ai_playm10_0080pilot2: yes sir!f_md_object_playm10_1890carter: let’s stay focused. watch your sectors...m10_0420hud_outpost_starttraining_look_startjorge: there’s the communications outpost.m10_0010kat: reading a distress beacon.m10_0020hud_beacon_startb_training_look_donesc_beacon_nav02carter: could be the missing troopers. let's check it out.m10_0030carter: put us down on the bluff.m10_0040carter: jun, i want your eyes in the sky.m10_0050jun: sir.m10_0060carter: let's go, six.m10_0070carter: alright, noble team, spread out. watch the approach.m10_0100md_1stbowl_beacon_southcarter: emile, high left and scout.m10_0110emile: roger.m10_0120tv_1stbowl_adv04kat: distress beacon's coming from just south of here, boss. we're close.m10_0140hud_beacon02_startcarter: roger that. eyes peeled.m10_0150object_running_sync_actionspartan_rock_climbemile: structure point three-four. looks clear from this angle.m10_0130emile: blood on the ground. a lot.m10_0200spartan_inspect_debrisvig_beacon: failsafebeacon sync actionemile: found the beacon.m10_0160carter: make out any id?m10_0170kat: negative. but it's military.m10_0180jorge: so where are the troopers?m10_0190kat: why are we not seeing explosives residue?m10_0360carter: noble three, can you confirm any ex residue in the area?m10_0370jun: mm... negative, commander.m10_0380emile: plasma, maybe?m10_0400jorge: can’t be. not on reach --f_md_object_play_cutoffm10_0410md_1stbowl_move_oncarter: all right, noble, looks like there’s nothing here. let’s move on.m10_0250obj_locate02_startsc_1stbowl_propane01carter: stand down noble six!m10_0495kat: smoke at the next structure, boss.m10_0260carter: circle west and check it out. noble team: you have permission to engage, but be selective. we don't need to telegraph our presence.m10_0270carter: noble six, move into the house. go in quiet. i'm right behind you.m10_1670f_md_abort_no_combat_dialogjorge: place was tossed.m10_0330emile: looking for what? weapons?m10_0340kat: whatever it was, i don't think they found it...m10_0350jun: noble leader, i’m seeing heat sigs in the structure ahead.m10_0430witnesses_entercivilian 2: hungarian: we've done nothingf_md_ai_play_cutoff1stbowl_witnesses_family/sonm10_0500emile: move! on your knees! now!m10_0490civilian 1: hungarian: please. do not shoot!m10_0510jorge: they're not rebels!m10_0520jorge: they're farmers. look at them.m10_0530carter: ask them what they're doing here.m10_0540jorge: hungarian: what are you doing here?m10_0550civilian 1: hungarian: we hide in herem10_0560jorge: hiding, sir.m10_0570witnesses_dialoguecivilian 1: hungarian: in the night, my neighbor, his family… screams, gunfire… then, before sunrise, nothing.m10_0580jorge: neighbors were attacked last night… he heard screams, gunfire… stopped around sunrise…m10_0590civilian 1: hungarian: something kill my sonm10_0600jorge: says something in the fields killed his son.m10_0610carter: something?m10_0620jun: commander, be advised i'm reading heat signatures in that structure directly east of your position, over.m10_0630carter: copy that. get them back inside!m10_0640jorge: hungarian: i said back inside! go!m10_0650tv_training_sprintcarter: noble team, double-time it!m10_0660ct_training_sprint_startcarter: six, you're with me. everyone else, fan out and check the perimeter.m10_0760kill_md_barn_dead_trooperstv_barn_bodiescarter: damn.m10_0800jun: fill me in, noble. what are you seeing, over?m10_0810carter: we've got military casualties. two of our missing troopers.m10_0820carter: looks like they were interrogated.. it’s messym10_0830carter: movement. watch your motion tracker people.m10_0710training_motion_trackeremile: the hell was that?m10_0700carter: jun, you see anything?m10_0730jun: negative. thermal's clean.m10_0740jun: boss, i see movement! outside your structure!m10_0850carter: noble two, move up to the west! we're about to be flanked!m10_0860jorge: huhm10_0863jorge: dammitm10_0866jorge: covenant!m10_0869carter: contact! contact!m10_0870carter: spartans! assist!m10_0890jorge: here we gom10_0880g_music04carter: they're headed into the basement! let's move down to the lower level!m10_0910carter: they're in the back pen! noble six, flush 'em out with grenades!jun: noble leader! enemy dropships inbound!m10_1120pilot 1: falcon moving to assist!m10_1140pilot 2: banshees! heads up, charlie one!m10_1150jun: get some altitude! now!m10_1160tv_3kiva_start03obj_meadow_cov/gate_meadow_backcarter: stand down, noble, stand down! contacts neutralized!m10_1020jorge: contacts? it's the damn covenant!m10_1030emile: cheer up, big man. this whole valley just turned into a free-fire zone.m10_1090carter: kat, we gotta warn holland. i need you at that relay outpost now!m10_1040jun: boss, i'm showing more activity to the east…m10_1490carter: copy that, jun. we're on it. six, you've got point.m10_1110kat: noble three, requesting airlift, over!m10_1050jun: falcon en route. stand by!m10_1060carter: six, jun! let's go!m10_2120carter: on the falcon, six! now!m10_2130carter: lieutenant, mount up. that's an order!m10_2140jun: commander, i'm seeing more hostile activity to the northeast.m10_1100carter: jorge, emile: you're with kat. six and i will run interference on the ground; we'll meet you at the outpost.m10_1070carter: get to work noble. the war just came to reach.m10_1220g_music_insmd_3kiva_start_promptcarter: noble six, on me.m10_0770carter: lieutenant! you're with me!m10_0780carter: looks like we're clear, lieutenant.m10_1460tv_kiva01_centermd_3kiva_kiva01_morejun: ...advise you check it out.m10_1510carter: roger, three. we're en route.m10_1350jun: boss, i'm showing more activity to the south…m10_1480vol_3kiva02_approach03vol_3kiva03_approach03jun: boss, we're picking up a distress signal.m10_1250trooper5: mayday, three charlie six… does anyone read?m10_2630trooper5: i repeat, we have multiple wounded and need immediate assistance.m10_2640trooper5: we were attacked by covenant forces; the covenant is on reach -- i repeat, the covenant is on reach.m10_2650trooper5: if anyone is picking this up, please respond.m10_2660jorge: the troopers?m10_1260carter: let's move, six. we gotta find the source of that distress call.m10_1530jun: no disrespect, but don't we have more important things to do than round up strays?m10_1380carter: we don't leave people behind. you see those troopers, you let me know.m10_1390player_in_trooper_bspmd_3kiva_distress_responsejun: noble leader, i'm seeing possible friendly forces under attack, northeast of your position, over!m10_1760jun: noble primary, i'm seeing possible friendly forces under attack, south of your position, over!m10_1770md_trooper_distress_attack02trooper5: we're under attack!m10_2750trooper5: i repeat: mayday, mayday! three charlie six! we are under attack by the covenant!m10_2760trooper5: i got wounded! cannot hold this position!m10_2780carter: we need to find those troopers now!m10_1750carter: noble three, we've located the trooper squad. request immediate evac, my coordinates.m10_1810jun: solid copy, commander. recalling falcon charlie two. hold that evac position.m10_1820md_3kiva_troopers_evac_dropshipmd_3kiva_troopers_evac_dropship02md_3kiva_troopers_clearjun: noble leader, be advised i have visual on inbound covenant dropships!m10_1830carter: evac transport, keep your distance!m10_1840carter: six! hold position -- clear an lz!m10_1850jun: be advised.. we got hostile dropship inbound!m10_2080f_hud_obj_completecarter: transport, lz is clear. move in for evac!m10_1860jun: affirmative! transport inbound!m10_1870g_music05carter: troopers: hop that bird, on the double! pilot, stay close; watch for hostile air!m10_1880cs_custom_animationobjects\characters\spartans_ai\spartans_ai.model_animation_graphfalcon_p_r1:rifle:communicationcs_spartans_talkscarter: noble two, sitrep.m10_2210kat: we're at the relay outpost. door's locked; mechanism's been flash-fused.m10_1610carter: can you beat it?m10_1620kat: i'll dial up my torch, cut a way through. gonna take some time…m10_1630carter: ok. we’re en route to your position.m10_2230pilot 1: approaching the comm outpost!m10_2240carter: drop us in the courtyard.m10_2250g_music06pilot 1: lz's a little hot, sir…m10_2260carter: put her down, pilot. six: break's over.m10_2270carter: how we doing', kat?m10_2280kat: taking a little longer than i hoped, commander; i've cut about halfway through the door.m10_2220emile: contact!m10_2310carter: hold 'em off 'til kat can hack the control!m10_2320carter: kat?!m10_2350kat: just... about... there! we're in!m10_2360everybody inside! go, go, go!m10_2370md_outpost_ext_fallback_acarter: inside, lieutenant! i'll cover you!m10_2380carter: noble six! inside! that's an order!m10_2400carter: we need to find the control room.m10_2420carter: from there, kat can get the relay back online.m10_2430carter: emile, post here. if we flush any hostiles, they're yours. m10_2440carter: all right, let's do this.m10_2450ct_training_nightvision02_startcarter: can't see a thing... noble six, turn on your night vision.m10_0790md_outpost_controlvol_outpost_int_server01kat: control room. go easy. m10_2460carter: go in quiet -- just in case...kat: noble six, search that body.m10_2540kat: lieutenant! check that body for id!m10_2550jorge: quiet!... hear that? there’s more. flush ‘em out; i’ve got you covered.m10_2570jorge: noble five reporting. targets neutralized.m10_2580carter: kat needs you to reset a junction. do it, and get back here.m10_2590ct_training_activate_startrotor_audioengine_audiosound_1stbowl_falcons: slow down to the hoversound_1stbowl_falcons: speed up againsound_1stbowl_falcons: hovering to drop offsound_1stbowl_falcons: falcon02 takes offsound_1stbowl_falcons: falcon01 takes offmusic change: let's stay focusedsound_looping_startlevels\solo\m10\music\m10_music01music change: gas kiva- found the beaconlevels\solo\m10\music\m10_music02music change: double time itlevels\solo\m10\music\m10_music03reset_music_var_gomusic change: damn...music change: it's messylevels\solo\m10\music\m10_music04music change: thermal's cleanmusic change: about to be flankedmusic change: enemy dropships inboundlevels\solo\m10\music\m10_music05music change: george go with katmusic_3kiva01music_3kiva02music change: transport inboundlevels\solo\m10\music\m10_music08music change: drop us in the courtyardsound_looping_set_alternatemusic change: 3kiva01 startlevels\solo\m10\music\m10_music06vol_3kiva01_approach01music change: 3kiva01 donemusic change: hog kivalevels\solo\m10\music\m10_music07music change: clear an lzmusic change: fallback into outpostmusic change: objective defend outpostlevels\solo\m10\music\m10_music09music change: body searchmusic change: when 1st group of convenant fall back in 1st halllevels\solo\m10\music\m10_music095music change: there's more, flush em out i've got you coveredlevels\solo\m10\music\m10_music10music change: kill last elitemusic_alphamusic change: alpha startlevels\solo\m10\music\m10_music11music change: get to work, noblemusic_bravomusic change: bravo startmusic change: how we doin' kat?cs_look_playerkilling vignettewitnesses_dad: branchwitnesses_dad: finishedmy_actorthrow_flarethrowing flarecr_outpost_glowstick02vol_outpost_int_rear03sc_hud_outpost_highlightf_blip_titlesc_hud_outpost_dishwp_callout_m10_visegradsc_beacon_navwp_callout_m10_beaconsc_hud_1stbowl_kiva01sc_hud_1stbowl_kiva_highlightplayer_can_see_or_distsc_hud_3kiva01_centermd_3kiva01_heatsc_hud_3kiva01_highlightsc_hud_3kiva02sc_hud_3kiva02_highlightsc_hud_3kiva03player_can_see_and_distsc_hud_1stbowl_gas01hud_info_fovhud_info_object_destroywp_callout_damage01sc_hud_1stbowl_gas02wp_callout_damage02sc_hud_1stbowl_hogwp_callout_vehicle01hud info actionhud_objecthud_info_objectwp_callout_typefovdistancecarter_waypointkat_waypointjun_waypointemile_waypointjorge_waypointf_hud_spartan_waypointcarter_namekat_namejun_namebranch_kill_waypointemile_namejorge_nameobj_01_locate_startobj_engage_startobj_recon_startobj_troopers_startobj_evac_startobj_falcon_startobj_outpost_startobj_outpost02_startobj_outpost03_startobj_inside_startf_hud_obj_newct_objective_locateprimary_objective_1ct_objective_investigateprimary_objective_1_5ct_objective_engageprimary_objective_2ct_objective_reconprimary_objective_35ct_objective_troopersprimary_objective_45ct_objective_evacprimary_objective_4ct_objective_falconprimary_objective_5ct_objective_outpost01primary_objective_55ct_objective_outpost02primary_objective_6ct_objective_outpost03primary_objective_65ct_objective_insideprimary_objective_7dc_outpost_healthtraining_lookbegin training looktr_looktraining_player_has_lookedplayer has lookedask player if they like their settings f_display_message_confirmtr_look_acceptplayer_action_test_acceptcamera settings acceptedf_training_set_look_prefplayer_action_test_rotate_weaponscamera settings rejectedf_training_look_rejectedf_display_message_timetr_start_menu_shorttraining look doneplayer_action_test_look_relative_upplayer_action_test_look_relative_downplayer_action_test_look_relative_leftplayer_action_test_look_relative_rightplayer_action_test_look_relative_all_directionstr_look_rejectplayer_invert_lookct_training_sprint_start0ct_training_sprint_start1ct_training_sprint_start2ct_training_sprint_start3f_hud_training_confirmct_training_sprintct_training_switchct_training_enterexitct_training_enterexit_doneunit_get_healthct_training_health_startf_hud_trainingct_training_healthblip_interfacect_training_jumpct_training_meleect_training_grenadesct_training_nightvisionobjects\weapons\rifle\dmr\dmr.weaponobjects\weapons\pistol\plasma_pistol\plasma_pistol.weaponobjects\weapons\rifle\plasma_rifle\plasma_rifle.weaponobjects\weapons\pistol\needler\needler.weaponobjects\weapons\rifle\needle_rifle\needle_rifle.weaponticksunit_action_test_acceptplayer has given inputf_hud_chapterchapter_01spartan_waypointschapter_02chapter_03achievement: no pickupssubmit_incident_with_cause_player3kiva_clearachievement: failcamera_blocker_07camera_blocker_06tv_1stbowl_adv02camera_blocker_01tv_barn_hudcamera_blocker_02camera_blocker_03tv_meadow_backleftcamera_blocker_04camera_blocker_05tv_1stbowl_wildlife02tv_1stbowl_adv03vol_barn_start02obj_barn_cov/gate_barn_mainobj_barn_cov/overlook_infobj_barn_cov/overlook_fallback01vol_barn_courtyard02tv_barn_endtv_barn_lower_sideflanktv_meadow_river01ai_task_statusobj_meadow_cov/meadow_elite_initai_task_status_exhaustedai_combat_statusai_combat_status_definitetv_meadow_cov_fallbacktv_meadow_middlerighttv_wildlife_meadowspartans_allowed_in_pickupcarter_driving_pickuptv_3kiva_cov01tv_3kiva_cov02vol_3kiva01_entry_righttv_3kiva_exit_areaobj_outpost_ext_cov/gate_infunit_in_vehicle_typetv_outpost_ext_undersidevol_outpost_ext_advancevol_outpost_int_reartv_outpost_int_back03outpost_int_elite_back_preptv_outpost_int_sideflankobj_outpost_int_cov/fallback2obj_outpost_int_cov/gate_back_halltv_3kiva_wildlife05tv_3kiva_wildlife05btv_3kiva_wildlife04btv_3kiva_wildlife04insertion point : 1st bowlswitching zone sets:zoneset_intro_cinematiczoneset_intro_cinematicswitching zone sets for editorinsertion point : barn!=switching zone sets...barn_carterbarn_katbarn_jorgebarn_emilebarn_carter/carterbarn_kat/katbarn_jorge/jorgebarn_emile/emileps_teleports/barn01ps_teleports/barn02ps_teleports/barn03ps_teleports/barn04ai placedcinematic_fade_to_gameplayinsertion point : meadowzoneset_allzoneset_barn_outrospartan_carter/carter_barnspartan_kat/kat_barnspartan_emile/emile_barnspartan_jorge/jorge_barnall_humansobject_teleportflag_teleport_meadow00flag_teleport_meadow01flag_teleport_meadow02flag_teleport_meadow03insertion point : 3kivaps_teleports/3kiva01ps_teleports/3kiva02ps_teleports/3kiva03ps_teleports/3kiva04spartan_carter/3kivaspartan_jorge/3kivainsertion_fade_to_gameplayinsertion point : outpostzoneset_outpost_introps_teleports/outpost01ps_teleports/outpost02ps_teleports/outpost03ps_teleports/outpost04spartan_carter/outpostps_teleports/outpost_int01ps_teleports/outpost_int02ps_teleports/outpost_int03ps_teleports/outpost_int04spartan_carter/outpost_intspartan_jorge/outpost_intinsertion point : blankperformance_play_linetelecs_stowperformance_get_actortrooperanimemile_initcarter_gotocartercarter_targetingemile_gotoemileemile_targetingjorge_gotojorgejorge_targetingsleep_until_door_closedload_into_falcon_01look_at_outpostsleep_until_anim_mission_trooperstalk_anim01look_at_beaconsleep_until_anim_put_us_downpoint_animsleep_until_anim_juntalk_anim02block_until_all_donesleep_until_its_time_to_unloadunload_from_falconsleep_for_anim_lengthland_animface_beaconsleep_until_player_seat_is_emptycommands_animblock_allkat_tele01sleep_30stance_alertkatkat_sync_idlesleep_until_player_in_tvkat_sync_idle2sleep_until_obj_control_20kat_sync_shuttingsleep_until_obj_controlkat_sync_exitcs_stow_falsesleep30all_donecarter_goto01sleep_until_hold_offbranch_kill_vignettemd_barn_dead_troopersdialoggoto_alignlookatmd_1stbowl_rock_look02sync_actionanim_exitlines_6md_1stbowl_beacon_foundkat_gotogobyanimatemd_1stbowl_bloodcarter_animatemd_1stbowl_ex_residuekat_goto01kat_face_cartertele01tele02anim01anim02vig:vig_outpost_rallyprint_startmd_outpost_rallyplay_dialogjorge_goto01emile_goto01play_dialog_45sleep_dialog_47carter_goto02carter_aimat_doorcarter_sleep_60carter_sleep_lookat_doorgotoface_bodysleep_80syncvig_glowstick02flareblock_donelines_0lines_1trooper_gotocarter_facenot_dialogtrooper_dialogcarter_dialogtele_male01tele_male02tele_momtele_daughteropen_doorjorge_entermale01_entermale01device_openmale02_enterjorge_dialoguemale01_dialoguemale01_idle2male02_idlemale02_hands_downmom_enterdaughter_enter_animmother_anim_loopdaughter_anim_loopjorge_exitmale01_gotothespian_performance_is_blockedcond_exitmom_exitdaughter_exitmale02_exitmale01_exitdevice_closeblock_until_done01teleportelitestowbranch_outpost_elite_leaderload_into_falcon_02sleep_until_its_time_to_communicatecommunication_animsleep_until_time_to_landlandcs_lower_weapongoto_and_alignalertlines_2game_speedai_render_sector_bspsai_render_objectivesai_render_decisionsai_render_command_scriptsdebug_performancesdebug_structure_cookie_cuttersm10_insert_dropoff_am10_insert_dropoff_bm10_dropoffsc_falcon01_endsc_falcon02_endspartan_carter/carterspartan_kat/katspartan_jun/junspartan_emile/emilespartan_jorge/jorgetest_1stbowl_falcons_end02wtfeffect_new_at_ai_pointfx\fx_library\_placeholder\placeholder_explosion.effectpts_1stbowl/fx_hogps_vig_beacon/goto01_katps_vig_beacon/goto_emilevig_beaconspartan_emile/witnesseswitnesses_player_killskat: door shutai_set_task_conditionobj_outpost_int_hum/gate_jorgetest_1stbowl_falcons_endflag_teleport_1stbowl_kiva01flag_teleport_1stbowl_kiva02flag_teleport_1stbowl_kiva03flag_teleport_1stbowl_kiva04flag_teleport_1stbowl_kiva05cs_falcon01_meadowxai_teleportps_teleports/meadow_evacps_pickup_3kiva02/3kiva02f_ai_place_vehicle_deathlesscs_kiva_test_forkps_teleports/3kiva_evac2_carterps_teleports/3kiva_evac3_carterzoneset_3kivatest_evacoutpost_flareobj_outpost_int_cov/gate_backoutpost_jorgeoutpost_jorge/jorgeobj_outpost_int_hum/fightfl_tele_lockup_elitecr_outpost_glowstickreplace this bitchv_3kivac_3kivasc_huddm_3kivacamera_set_cinematic_scenecinematic_tag_reference_get_scene010la_outpost_pt2_050cinematic_set_shotcinematic_object_create_cinematic_anchorcinematic_scripting_create_and_animate_cinematic_objectcarter_1emile_1jun_1player_1falcon1new_1falcon2new_1jorge_1jorge_backpack_1cinematic_scripting_get_objectjunrifle_1kat_1fx_light_marker_falcon1new_1fx_light_marker_falcon2new_1falcon1new_falcon_chin_gun1_1falcon1new_falcon_side_gun_left2_1falcon1new_falcon_side_gun_right3_1falcon2new_falcon_chin_gun1_1falcon2new_falcon_side_gun_left2_1falcon2new_falcon_side_gun_right3_1carter_dmr_1kat_pistol_1cinematic_lights_initialize_for_shotcinematic_clips_initialize_for_shotrender_exposurecinematic_scripting_start_musicengine_rpmobject_set_model_state_propertycinematic_object_getfalcon1newfalcon2newcinematic_printcustom script playengine_exhaustdriver_seat_powerthrustblurcinematic_scripting_start_dialoguecinematic_lights_destroy_shotcinematic_clips_destroyrender_exposure_fade_outcarter_2emile_2jun_2player_2falcon1new_2falcon2new_2jorge_2jorge_backpack_2jorgeturret_2junrifle_2kat_2playerrifle_2fx_light_marker_falcon1new_2fx_light_marker_falcon2new_2falcon1new_falcon_chin_gun1_2falcon1new_falcon_side_gun_left2_2falcon1new_falcon_side_gun_right3_2falcon2new_falcon_chin_gun1_2falcon2new_falcon_side_gun_left2_2falcon2new_falcon_side_gun_right3_2emile_shotgun_2tac_pad_2carter_dmr_2kat_pistol_2logo_2cameracinematic_scripting_start_screen_effectlocationcinematic_scripting_stop_screen_effectcarter_3emile_3falcon1new_3falcon2new_3jorge_3jorge_backpack_3jorgeturret_3kat_3fx_light_marker_falcon1new_3fx_light_marker_falcon2new_3falcon1new_falcon_chin_gun1_3falcon1new_falcon_side_gun_left2_3falcon1new_falcon_side_gun_right3_3falcon2new_falcon_chin_gun1_3falcon2new_falcon_side_gun_left2_3falcon2new_falcon_side_gun_right3_3emile_shotgun_3tac_pad_3kat_pistol_3carter_4falcon1new_4jorge_4fx_light_marker_falcon1new_4fx_light_marker_falcon2new_4falcon1new_falcon_chin_gun1_4falcon1new_falcon_side_gun_left2_4falcon1new_falcon_side_gun_right3_4carter_5emile_5jun_5player_5falcon1new_5falcon2new_5jorge_5jorge_backpack_5junrifle_5kat_5fx_light_marker_falcon1new_5fx_light_marker_falcon2new_5falcon1new_falcon_chin_gun1_5falcon1new_falcon_side_gun_left2_5falcon1new_falcon_side_gun_right3_5falcon2new_falcon_chin_gun1_5falcon2new_falcon_side_gun_left2_5falcon2new_falcon_side_gun_right3_5emile_shotgun_5kat_pistol_5carter_6emile_6falcon1new_6falcon2new_6jorge_6jorge_backpack_6jorgeturret_6kat_6fx_light_marker_falcon1new_6fx_light_marker_falcon2new_6falcon1new_falcon_chin_gun1_6falcon1new_falcon_side_gun_left2_6falcon1new_falcon_side_gun_right3_6falcon2new_falcon_chin_gun1_6falcon2new_falcon_side_gun_left2_6falcon2new_falcon_side_gun_right3_6emile_shotgun_6tac_pad_6kat_pistol_6carter_7emile_7jun_7player_7falcon1new_7falcon2new_7jorge_7junrifle_7kat_7fx_light_marker_falcon1new_7fx_light_marker_falcon2new_7falcon1new_falcon_chin_gun1_7falcon1new_falcon_side_gun_left2_7falcon1new_falcon_side_gun_right3_7falcon2new_falcon_chin_gun1_7falcon2new_falcon_side_gun_left2_7falcon2new_falcon_side_gun_right3_7kat_pistol_7beginning scene 1cinematic_scripting_create_scene010la_outpost_050_sc_sh1010la_outpost_050_sc_sh2010la_outpost_050_sc_sh3010la_outpost_050_sc_sh4010la_outpost_050_sc_sh5010la_outpost_050_sc_sh6010la_outpost_050_sc_sh7cinematic_scripting_destroy_scenefx_light_marker_1_1fx_light_marker_2_1cinematic_tag_fade_out_from_cinematicbeginning scene 2010la_outpost_055_sc_sh1cinematic_scripting_clean_upcinematic_zone_activate_for_debuggingcinematic_letterbox_stylecamera_set_cinematiccinematic_set_debug_modecinematic_setcinematic_tag_reference_get_cinematiccinematic_destroycinematic_zone_deactivatebegin_010la_outpost_debugcinematic_tag_fade_in_to_cinematic!010la_outpost_050_sc!010la_outpost_055_scend_010la_outpost_debugcinematic_zone_activatebegin_010la_outpostend_010la_outpost010lc_bodysearch_anchorcarter_ar_1data_module_1jorge_gun_1marine_1player_fp_1player_ar_1big_doors_1fx_dyn_light_stairs_1fx_dyn_light_consol_1fx_dyn_light_spot_1fx_dyn_light_search_1fx_dyn_light_orange_1final_sorvad_1console_hatch_1console_screen_1blood_pool_1dummy_console_screen_1object_set_permutationheadplayer_liflair_head_aplayer_willconsole_screenscreendefaultflair_right_shoulderplayer_vinhflair_left_shoulderprimary_ammunition_tensprimary_ammunition_onesflair_chest_bflair_chest_amarinetrooper_heavyflair_head_bflair_head_c010lc_bodysearch_010_sc_sh1elite01_1elite01_plasma_rifle_1elite01_sword_1elite02_1elite02_plasma_rifle_1elite03_1elite03_plasma_rifle_1sarah_1sorvad_1fx_console_sparks_1fx_dyn_light_player_1object_cinematic_visibilityelite02weapon_set_primary_barrel_firingcinematic_weapon_getplayer_ar_weaponcarter_ar_weaponcarter_ar_2data_module_2elite01_2elite01_plasma_rifle_2elite01_sword_2elite02_2elite02_plasma_rifle_2elite03_2elite03_plasma_rifle_2jorge_gun_2marine_2player_ar_2sarah_2sorvad_2fx_console_sparks_2fx_dyn_light_consol_2fx_dyn_light_stairs_2big_doors_2fx_dyn_light_player_2console_hatch_2console_screen_2blood_pool_2carter_ar_3data_module_3elite01_3elite01_plasma_rifle_3elite01_sword_3elite02_3elite02_plasma_rifle_3elite03_3elite03_plasma_rifle_3jorge_gun_3marine_3player_3player_ar_3sarah_3sorvad_3fx_console_sparks_3fx_dyn_light_consol_3fx_dyn_light_stairs_3big_doors_3fx_dyn_light_player_3console_hatch_3console_screen_3blood_pool_3carter_ar_4data_module_4elite01_4elite01_plasma_rifle_4elite01_sword_4elite02_4elite02_plasma_rifle_4elite03_4elite03_plasma_rifle_4jorge_gun_4kat_4kat_pistol_4marine_4player_4player_ar_4sarah_4sorvad_4fx_console_sparks_4fx_dyn_light_consol_4fx_dyn_light_stairs_4big_doors_4fx_dyn_light_player_4console_hatch_4console_screen_4blood_pool_4blade_activateunit_set_active_camocinematic_unit_getelite01cinematic_scripting_stop_musiccinematic_scripting_start_effectfx_console_sparkscarter_ar_5data_module_5elite01_5elite01_plasma_rifle_5elite01_sword_5elite02_5elite02_plasma_rifle_5elite03_5elite03_plasma_rifle_5jorge_gun_5marine_5player_ar_5sarah_5sorvad_5fx_console_sparks_5fx_dyn_light_consol_5fx_dyn_light_stairs_5big_doors_5fx_dyn_light_player_5console_hatch_5console_screen_5blood_pool_5elite03carter_ar_6data_module_6elite01_6elite01_plasma_rifle_6elite01_sword_6elite02_6elite02_plasma_rifle_6elite03_6elite03_plasma_rifle_6jorge_gun_6marine_6player_6player_ar_6sarah_6sorvad_6fx_console_sparks_6fx_dyn_light_consol_6fx_dyn_light_stairs_6big_doors_6fx_dyn_light_player_6console_hatch_6console_screen_6blood_pool_6destroyed010lc_bodysearch_020_sc_sh1010lc_bodysearch_020_sc_sh2010lc_bodysearch_020_sc_sh3010lc_bodysearch_020_sc_sh4010lc_bodysearch_020_sc_sh5010lc_bodysearch_020_sc_sh6fx_dyn_light_door_1fx_dyn_light_carter_1fx_dyn_light_tussle_1blade_right_onshadow_apply_depth_biaskat_pistol_weaponbeginning scene 3010lc_bodysearch_030_sc_sh1begin_010lc_bodysearch_debug!010lc_bodysearch_010_sc!010lc_bodysearch_020_sc!010lc_bodysearch_030_scend_010lc_bodysearch_debugbegin_010lc_bodysearchend_010lc_bodysearchemile_shotgun_1kat_ar_1snakecam_1fx_dyn_light_kat_1fx_dyn_light_sara_1fx_dyn_light_emile_1sara_final_1computer_latch_1holland_console_1dummy_holland_console_1holland_consolekat_ar_2snakecam_2fx_dyn_light_kat_2fx_dyn_light_sara_2fx_dyn_light_emile_2sara_final_2jun_sniper_2computer_latch_2holland_console_2kat_ar_3fx_dyn_light_kat_3fx_dyn_light_sara_3fx_dyn_light_emile_3sara_final_3computer_latch_3holland_console_3010ld_wc_010_sc_sh1010ld_wc_010_sc_sh2010ld_wc_010_sc_sh3jorge_head_1jorge_head_2jorge_head_3emile_4emile_shotgun_4kat_ar_4jorge_head_4fx_dyn_light_kat_4fx_dyn_light_sara_4fx_dyn_light_emile_4sara_final_4computer_latch_4holland_console_4kat_ar_5jorge_head_5fx_dyn_light_kat_5fx_dyn_light_sara_5fx_dyn_light_emile_5sara_final_5computer_latch_5holland_console_5kat_ar_6jorge_head_6fx_dyn_light_kat_6fx_dyn_light_sara_6fx_dyn_light_emile_6sara_final_6computer_latch_6holland_console_6carter_ar_7emile_shotgun_7jorge_gun_7kat_ar_7player_ar_7jorge_head_7fx_dyn_light_kat_7fx_dyn_light_sara_7fx_dyn_light_emile_7sara_final_7sorvad_7computer_latch_7holland_console_7blood_pool_7carter_8carter_ar_8emile_8emile_shotgun_8jorge_8jorge_gun_8kat_8kat_ar_8kat_pistol_8player_8player_ar_8jorge_head_8fx_dyn_light_kat_8fx_dyn_light_sara_8fx_dyn_light_emile_8sara_final_8sorvad_8computer_latch_8holland_console_8blood_pool_8carter_9carter_ar_9emile_9emile_shotgun_9jorge_9jorge_gun_9kat_9kat_ar_9kat_pistol_9player_9player_ar_9jorge_head_9fx_dyn_light_kat_9fx_dyn_light_sara_9fx_dyn_light_emile_9sara_final_9sorvad_9computer_latch_9holland_console_9blood_pool_9010ld_wc_020_sc_sh1010ld_wc_020_sc_sh2010ld_wc_020_sc_sh3010ld_wc_020_sc_sh4010ld_wc_020_sc_sh5010ld_wc_020_sc_sh6010ld_wc_020_sc_sh7010ld_wc_020_sc_sh8010ld_wc_020_sc_sh9jun_sniper_1carter_head_3jun_3jun_sniper_3carter_head_4jun_4jun_sniper_4destoryed_holland010ld_wc_030_sc_sh1010ld_wc_030_sc_sh2010ld_wc_030_sc_sh3010ld_wc_030_sc_sh4begin_010ld_wintercontingency_debugcinematic_outro_start!010ld_wc_010_sc!010ld_wc_020_sc!010ld_wc_030_scend_010ld_wintercontingency_debugbegin_010ld_wintercontingencyend_010ld_wintercontingency

 

Said link for notepad version found here...

http://www.freewebs....ntin_script.txt

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From what I can tell from the encrypted tags I have been able to locate, we are looking at the main script file that calls various sub-scripts. It is combined in part with spawn scripts for ai, objects, animations. You can see the dialog towards the end. If anyone is interested, I am in the process of mapping and listing the complete set of all called sub scripts used in the M10.map file (Winter Contingincy).

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