Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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U-FlaK's crew script updates
In case you need for them
White body text: TwOS/MFCM's code; orange strings: code added/modified by me.
Gunner: QRF_PETTY01 in QR1 (role: A01 FlaKVierling traverse)
Code:
strategy QRF_PETTY01_IDLE01(wp)
{
strategies
{
QRF_PETTY01_Sleeping,
QRF_PETTY01_Manning_A01gun
}
}
strategy QRF_PETTY01_Sleeping(wp)
{
precond
{
!Wp:IsGunManned(SLOT_A01)
}
action
{
############## Uncomment for optional beard ######################
# Wp:SetBodyPartVisibility("object1_Barba_Cap06", 1);
##################################################################
Wp:SetBodyPartVisibility("A_Hat01", 0);
Wp:SetBodyPartVisibility("A_Pants01", 1);
Wp:SetBodyPartVisibility("A_Pants02", 0);
if (Wp:GetGunType(SLOT_A01) == CANNON_Vierling) then
Wp:UnmanTheGun(SLOT_A01, ROLE_TRAV)
endif;
if (Wp:GetGunType(SLOT_A01) != CANNON_Vierling) then
Wp:UnmanTheGun(SLOT_A01, ROLE_GUNNER)
endif;
Wp:Teleport("QRF_Petty_01");
Wp:PlayAnimationAndWait( "QRF_Petty_01_sleep01" );
Wp:PlayAnimationAndWait( "QRF_Petty_01_sleep01" );
Wp:PlayAnimationAndWait( "QRF_Petty_01_talk_01" );
Wp:PlayAnimationAndWait( "QRF_Petty_01_sleep01" );
Wp:PlayAnimationAndWait( "QRF_Petty_01_1to2" );
Wp:PlayAnimationAndWait( "QRF_Petty_01_sleep02" );
Wp:PlayAnimationAndWait( "QRF_Petty_01_sleep02" );
Wp:PlayAnimationAndWait( "QRF_Petty_01_sleep02" );
Wp:PlayAnimationAndWait( "QRF_Petty_01_2to1" );
Wp:PlayAnimationAndWait( "QRF_Petty_01_sleep01" );
Wp:PlayAnimationAndWait( "QRF_Petty_01_sleep01" );
Wp:PlayAnimationAndWait( "QRF_Petty_01_sleep01" );
Wp:PlayAnimationAndWait( "QRF_Petty_01_talk_01" );
Wp:PlayAnimationAndWait( "QRF_Petty01_AtoC" );
Wp:PlayAnimationAndWait( "QRF_Petty01_idle01" );
Wp:PlayAnimationAndWait( "QRF_Petty01_idle04" );
Wp:PlayAnimationAndWait( "QRF_Petty01_idle05" );
Wp:PlayAnimationAndWait( "QRF_Petty01_idle02_part01" );
Wp:SetBodyPartVisibility("object2_book01", 1);
Wp:PlayAnimationAndWait( "QRF_Petty01_idle02_part02" );
Wp:PlayAnimationAndWait( "QRF_Petty01_idle03_part01" );
Wp:SetBodyPartVisibility("object2_book01", 0);
Wp:PlayAnimationAndWait( "QRF_Petty01_idle03_part02" );
Wp:PlayAnimationAndWait( "QRF_Petty01_CtoA" );
Wp:ScriptCompleted();
}
}
strategy QRF_PETTY01_Manning_A01gun(wp)
{
precond
{
Wp:IsGunManned(SLOT_A01)
}
action
{
Wp:SetBodyPartVisibility("A_Hat01", 1);
Wp:SetBodyPartVisibility("A_Pants01", 1);
Wp:SetBodyPartVisibility("A_Pants02", 0);
Wp:PlayAnimationAndWait( "QRF_Petty01_leave_rush" );
Wp:Teleport("WP_A01_GUN");
if (Wp:GetGunType(SLOT_A01) == CANNON_Vierling) then
Wp:ManTheGun(SLOT_A01, "Vierling_L_R", ROLE_TRAV)
endif;
if (Wp:GetGunType(SLOT_A01) == CANNON_20mm_C30) then
Wp:ManTheGun(SLOT_A01, "20mm_C30_UP_DW", ROLE_GUNNER)
endif;
if (Wp:GetGunType(SLOT_A01) == CANNON_20mm_C30_2) then
Wp:ManTheGun(SLOT_A01, "20mm_C30_2_UP_DW", ROLE_GUNNER)
endif;
if (Wp:GetGunType(SLOT_A01) == CANNON_20mm_C38_Twin) then
Wp:ManTheGun(SLOT_A01, "20mm_C38_twin_UP_DW", ROLE_GUNNER)
endif;
if (Wp:GetGunType(SLOT_A01) == CANNON_20mm_C38_Twin_Shield) then
Wp:ManTheGun(SLOT_A01, "20mm_C38_shield_twin_UP_DW", ROLE_GUNNER)
endif;
Wp:ScriptCompleted();
}
}
Gunner: QRF_PETTY02 in QR1 (role: A01 FlaKVierling elevation)
Code:
strategy QRF_PETTY02_IDLE01(wp)
{
strategies
{
QRF_PETTY02_Tutorial,
QRF_PETTY02_Sleeping,
QRF_PETTY02_Manning_A01gun,
QRF_PETTY02_Manning_A02gun
}
}
strategy QRF_PETTY02_Tutorial(wp)
{
precond
{
Wp:IsTutorial() and !Wp:IsBunkerState()
}
action
{
Wp:Teleport( "QRF_Watch" );
if Wp:GetGlobalVariable(TUT_VAR_QRF_PETTY02_STATE) == 0 then
{
Wp:PlayAnimationAndWait("SAILOR02_Walk_near_player");
Wp:SetGlobalVariable(TUT_VAR_QRF_PETTY02_STATE, 1);
}
endif;
if Wp:GetGlobalVariable(TUT_VAR_QRF_PETTY02_STATE) == 1 then
Wp:PlayAnimationAndWait("SAILOR02_Wait_near_door")
endif;
Wp:ScriptCompleted();
}
}
strategy QRF_PETTY02_Sleeping(wp)
{
precond
{
!((Wp:GetGunType(SLOT_A01) == CANNON_Vierling and Wp:IsGunManned(SLOT_A01)) or (Wp:GetGunType(SLOT_A01) != CANNON_Vierling and Wp:IsGunManned(SLOT_A02))) and !(Wp:IsTutorial() and !Wp:IsBunkerState())
}
action
{
############## Uncomment for optional beard #####################
# Wp:SetBodyPartVisibility("object1_Barba_Cap18", 1);
#################################################################
if (Wp:GetGunType(SLOT_A01) == CANNON_Vierling) then
Wp:UnmanTheGun(SLOT_A01, ROLE_ELEV)
endif;
if (Wp:GetGunType(SLOT_A01) != CANNON_Vierling) then
Wp:UnmanTheGun(SLOT_A02, ROLE_GUNNER)
endif;
Wp:Teleport("QRF_Petty_02");
Wp:SetBodyPartVisibility("A_Hat01", 0);
Wp:SetBodyPartVisibility("A_Torso06", 0);
Wp:SetBodyPartVisibility("A_Torso07", 1);
Wp:PlayAnimationAndWait( "QRF_Petty_02_sleep01" );
Wp:PlayAnimationAndWait( "QRF_Petty_02_sleep01" );
Wp:PlayAnimationAndWait( "QRF_Petty_02_1to2" );
Wp:PlayAnimationAndWait( "QRF_Petty_02_sleep02" );
Wp:PlayAnimationAndWait( "QRF_Petty_02_sleep02" );
Wp:PlayAnimationAndWait( "QRF_Petty_02_2to1" );
Wp:PlayAnimationAndWait( "QRF_Petty_02_sleep01" );
Wp:PlayAnimationAndWait( "QRF_Petty02_AtoC" );
Wp:PlayAnimationAndWait( "QRF_Petty02_idle01" );
Wp:PlayAnimationAndWait( "QRF_Petty02_idle04" );
Wp:PlayAnimationAndWait( "QRF_Petty02_idle05" );
Wp:PlayAnimationAndWait( "QRF_Petty02_idle02_part01" );
Wp:SetBodyPartVisibility("object2_book01", 1);
Wp:PlayAnimationAndWait( "QRF_Petty02_idle02_part02" );
Wp:PlayAnimationAndWait( "QRF_Petty02_idle03_part01" );
Wp:SetBodyPartVisibility("object2_book01", 0);
Wp:PlayAnimationAndWait( "QRF_Petty02_idle03_part02" );
Wp:PlayAnimationAndWait( "QRF_Petty02_CtoA" );
Wp:ScriptCompleted();
}
}
strategy QRF_PETTY02_Manning_A01gun(wp)
{
precond
{
Wp:GetGunType(SLOT_A01) == CANNON_Vierling and Wp:IsGunManned(SLOT_A01) and !(Wp:IsTutorial() and !Wp:IsBunkerState())
}
action
{
Wp:SetBodyPartVisibility("object2_book01", 0);
Wp:PlayAnimationAndWait( "QRF_Petty02_leave_rush" );
Wp:Teleport("WP_A01_GUN");
Wp:SetBodyPartVisibility("A_Hat01", 1);
Wp:SetBodyPartVisibility("A_Torso06", 1);
Wp:SetBodyPartVisibility("A_Torso07", 0);
ManTheGun(SLOT_A01, "Vierling_UP_DW", ROLE_ELEV)
Wp:ScriptCompleted();
}
}
strategy QRF_PETTY02_Manning_A02gun(wp)
{
precond
{
Wp:GetGunType(SLOT_A01) != CANNON_Vierling and Wp:IsGunManned(SLOT_A02) and !(Wp:IsTutorial() and !Wp:IsBunkerState())
}
action
{
Wp:SetBodyPartVisibility("object2_book01", 0);
Wp:PlayAnimationAndWait( "QRF_Petty02_leave_rush" );
Wp:Teleport("WP_A02_GUN");
Wp:SetBodyPartVisibility("A_Hat01", 1);
Wp:SetBodyPartVisibility("A_Torso06", 1);
Wp:SetBodyPartVisibility("A_Torso07", 0);
if (Wp:GetGunType(SLOT_A02) == CANNON_20mm_C30) then
Wp:ManTheGun(SLOT_A02, "20mm_C30_UP_DW", ROLE_GUNNER)
endif;
if (Wp:GetGunType(SLOT_A02) == CANNON_20mm_C30_2) then
Wp:ManTheGun(SLOT_A02, "20mm_C30_2_UP_DW", ROLE_GUNNER)
endif;
if (Wp:GetGunType(SLOT_A02) == CANNON_20mm_C38_Twin) then
Wp:ManTheGun(SLOT_A02, "20mm_C38_twin_UP_DW", ROLE_GUNNER)
endif;
if (Wp:GetGunType(SLOT_A02) == CANNON_20mm_C38_Twin_Shield) then
Wp:ManTheGun(SLOT_A02, "20mm_C38_shield_twin_UP_DW", ROLE_GUNNER)
endif;
Wp:ScriptCompleted();
}
}
Gunner: SQ_BED01 in QR2 (role: A02 FlaKVierling traverse)
Code:
strategy SQ_BED01_IDLE01(wp)
{
strategies
{
SQ_BED01_Sleeping,
SQ_BED01_Manning_A02gun,
SQ_BED01_Manning_deck_gun
}
}
strategy SQ_BED01_Sleeping(wp)
{
precond
{
!((Wp:GetGunType(SLOT_A02) == CANNON_Vierling and Wp:IsGunManned(SLOT_A02)) or (Wp:GetGunType(SLOT_A02) != CANNON_Vierling and Wp:IsGunManned(SLOT_M01)))
}
action
{
############## Uncomment for optional beard #####################
# Wp:SetBodyPartVisibility("object1_Barba_Cap18", 1);
#################################################################
if (Wp:GetGunType(SLOT_A02) == CANNON_Vierling) then
Wp:UnmanTheGun(SLOT_A02, ROLE_TRAV)
endif;
if (Wp:GetGunType(SLOT_A02) != CANNON_Vierling) then
Wp:UnmanTheGun(SLOT_M01, ROLE_TRAV)
endif;
Wp:Teleport("SQ_BED01");
Wp:SetBodyPartVisibility("A_Hat01", 0);
Wp:SetBodyPartVisibility("A_Torso05", 0);
Wp:SetBodyPartVisibility("A_Torso07", 1);
Wp:PlayAnimationAndWait( "SQ_BED01_A_Idle01" );
Wp:PlayAnimationAndWait( "SQ_BED01_A_Scratch01" );
Wp:PlayAnimationAndWait( "SQ_BED01_A_Idle01" );
Wp:PlayAnimationAndWait( "SQ_BED01_A2B_Turn" );
Wp:PlayAnimationAndWait( "SQ_BED01_B_Idle01" );
Wp:PlayAnimationAndWait( "SQ_BED01_B_Dream01" );
Wp:PlayAnimationAndWait( "SQ_BED01_B2A_Turn" );
Wp:PlayAnimationAndWait( "SQ_BED01_A_Idle01" );
Wp:PlayAnimationAndWait( "SQ_BED01_AtoC" );
Wp:PlayAnimationAndWait( "SQ_BED01_idlle01" );
Wp:PlayAnimationAndWait( "SQ_BED01_idlle04" );
Wp:PlayAnimationAndWait( "SQ_BED01_idlle01" );
Wp:PlayAnimationAndWait( "SQ_BED01_idlle05" );
Wp:PlayAnimationAndWait( "SQ_BED01_idlle02_part01" );
Wp:SetBodyPartVisibility("object2_book01", 1);
Wp:PlayAnimationAndWait( "SQ_BED01_idlle02_part02" );
Wp:PlayAnimationAndWait( "SQ_BED01_idlle03_part01" );
Wp:SetBodyPartVisibility("object2_book01", 0);
Wp:PlayAnimationAndWait( "SQ_BED01_idlle03_part02" );
Wp:PlayAnimationAndWait( "SQ_BED01_CtoA" );
Wp:ScriptCompleted();
}
}
strategy SQ_BED01_Manning_A02gun(wp)
{
precond
{
Wp:GetGunType(SLOT_A02) == CANNON_Vierling and Wp:IsGunManned(SLOT_A02)
}
action
{
Wp:SetBodyPartVisibility("object2_book01", 0);
Wp:PlayAnimationAndWait( "SQ_BED01_leave_rush" );
Wp:SetBodyPartVisibility("A_Hat01", 1);
Wp:SetBodyPartVisibility("A_Torso05", 1);
Wp:SetBodyPartVisibility("A_Torso07", 0);
Wp:Teleport("WP_A02_GUN");
Wp:ManTheGun(SLOT_A02, "Vierling_L_R", ROLE_TRAV);
Wp:ScriptCompleted();
}
}
strategy SQ_BED01_Manning_deck_gun(wp)
{
precond
{
Wp:GetGunType(SLOT_A02) != CANNON_Vierling and Wp:IsGunManned(SLOT_M01)
}
action
{
Wp:SetBodyPartVisibility("object2_book01", 0);
Wp:PlayAnimationAndWait( "SQ_BED01_leave_rush" );
Wp:SetBodyPartVisibility("A_Hat01", 1);
Wp:SetBodyPartVisibility("A_Torso05", 1);
Wp:SetBodyPartVisibility("A_Torso07", 0);
Wp:Teleport("WP_DECK_GUN");
Wp:ManTheGun(SLOT_M01, "88mm_L_R", ROLE_TRAV);
Wp:ScriptCompleted();
}
}
Gunner: SQ_BED02 in QR2 (role: A02 FlaKVierling elevation)
Code:
strategy SQ_BED02_IDLE01(wp)
{
strategies
{
SQ_BED02_Sleeping,
SQ_BED02_Manning_A02gun,
SQ_BED02_Manning_deck_gun
}
}
strategy SQ_BED02_Sleeping(wp)
{
precond
{
!((Wp:GetGunType(SLOT_A02) == CANNON_Vierling and Wp:IsGunManned(SLOT_A02)) or (Wp:GetGunType(SLOT_A02) != CANNON_Vierling and Wp:IsGunManned(SLOT_M01)))
}
action
{
############## Uncomment for optional beard ######################
# Wp:SetBodyPartVisibility("object1_Barba_Cap06", 1);
##################################################################
if (Wp:GetGunType(SLOT_A02) == CANNON_Vierling) then
Wp:UnmanTheGun(SLOT_A02, ROLE_ELEV)
endif;
if (Wp:GetGunType(SLOT_A02) != CANNON_Vierling) then
Wp:UnmanTheGun(SLOT_M01, ROLE_ELEV)
endif;
Wp:Teleport("SQ_BED02");
Wp:SetBodyPartVisibility("A_Hat01", 0);
Wp:SetBodyPartVisibility("A_Torso03", 1);
Wp:SetBodyPartVisibility("A_Torso07", 0);
Wp:SetBodyPartVisibility("A_Pants02", 1);
Wp:SetBodyPartVisibility("A_Pants01", 0);
Wp:PlayAnimationAndWait( "SQ_BED02_A_Idle01" );
Wp:PlayAnimationAndWait( "SQ_BED02_A_Idle01" );
Wp:PlayAnimationAndWait( "SQ_BED02_A2B_Turn" );
Wp:PlayAnimationAndWait( "SQ_BED02_B_Idle01" );
Wp:PlayAnimationAndWait( "SQ_BED02_B_Idle01" );
Wp:PlayAnimationAndWait( "SQ_BED02_B2A_Turn" );
Wp:PlayAnimationAndWait( "SQ_BED02_A_Idle01" );
Wp:PlayAnimationAndWait( "SQ_BED02_AtoC" );
Wp:PlayAnimationAndWait( "SQ_BED02_idlle01" );
Wp:PlayAnimationAndWait( "SQ_BED02_idlle02_01" );
Wp:SetBodyPartVisibility("object2_book01", 1);
Wp:PlayAnimationAndWait( "SQ_BED02_idlle02_02" );
Wp:PlayAnimationAndWait( "SQ_BED02_idlle03_01" );
Wp:SetBodyPartVisibility("object2_book01", 0);
Wp:PlayAnimationAndWait( "SQ_BED02_idlle03_02" );
Wp:PlayAnimationAndWait( "SQ_BED02_idlle04" );
Wp:PlayAnimationAndWait( "SQ_BED02_idlle05" );
Wp:PlayAnimationAndWait( "SQ_BED02_CtoA" );
Wp:ScriptCompleted();
}
}
strategy SQ_BED02_Manning_A02gun(wp)
{
precond
{
Wp:GetGunType(SLOT_A02) == CANNON_Vierling and Wp:IsGunManned(SLOT_A02)
}
action
{
Wp:PlayAnimationAndWait( "SQ_BED02_leave_rush" );
Wp:Teleport("WP_A02_GUN");
Wp:SetBodyPartVisibility("A_Hat01", 1);
Wp:SetBodyPartVisibility("A_Torso03", 0);
Wp:SetBodyPartVisibility("A_Torso07", 1);
Wp:SetBodyPartVisibility("A_Pants02", 0);
Wp:SetBodyPartVisibility("A_Pants01", 1);
Wp:ManTheGun(SLOT_A02, "Vierling_UP_DW", ROLE_ELEV);
Wp:ScriptCompleted();
}
}
strategy SQ_BED02_Manning_deck_gun(wp)
{
precond
{
Wp:GetGunType(SLOT_A02) != CANNON_Vierling and Wp:IsGunManned(SLOT_M01)
}
action
{
Wp:PlayAnimationAndWait( "SQ_BED02_leave_rush" );
Wp:Teleport("WP_DECK_GUN");
Wp:SetBodyPartVisibility("A_Hat01", 1);
Wp:SetBodyPartVisibility("A_Torso03", 0);
Wp:SetBodyPartVisibility("A_Torso07", 1);
Wp:SetBodyPartVisibility("A_Pants02", 0);
Wp:SetBodyPartVisibility("A_Pants01", 1);
Wp:ManTheGun(SLOT_M01, "88mm_UP_DW", ROLE_ELEV);
Wp:ScriptCompleted();
}
}
I hope they work
Last edited by gap; 03-01-16 at 09:19 AM.
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