닉네임에는공백1개만들어갈수있으 MYPI

닉네임에는공백1개만들어갈수있으
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[모던워페어2] 모던2 뜻밖의 사고 미션 더미데이터. 잠수함 구간 스크립트 (0) 2021/11/22 PM 01:03

메모용

내용 출처: 모던2 (2009) contingency.ff 파일





사내 테스트 버전으로 일부 복원한 잠수함 부분 스크립트



img/21/11/22/17d45cde9c2485ac8.png


img/21/11/22/17d45cde7df485ac8.png



img/21/11/22/17d45ebbb18485ac8.png


일부 복원된 영상에서 나오는 자막이 현재 모던2에 남겨진 자막과 동일.

내용에는 프라이스 대위와 함께 가스 마스크를 착용후 잠수함에 침투.

대위는 잠수함을 가라앉히지 않고 미사일을 발사. 

소프는 그 사이 트럭을 잠수함까지 대동. 

발사 이후 로치, 프라이스는 소프가 가져온 트럭을 타고 탈출.


형광색칠된 부분이 게임 속 대사 



//debug_timer()
//{
/// time = 0;
/// while( 1 )
/// {
/// / println( "time " + time );
/// / time++;
/// / wait 1;
/// }/
//}


//
//
//start_sub()
//{
/// start = getstruct( "sub_start_player", "targetname" );
/// level.player setOrigin( start.origin );
/// level.player setPlayerAngles( start.angles );
///
/// friendlies = getentarray( "start_friendly", "targetname" );
/// friendlies2 = getentarray( "rasta_and_bricktop", "targetname" );
/// friendlies = array_combine( friendlies, friendlies2 );
///
/// //array_thread( friendlies, ::spawn_ai );
/// friendly_starts = getstructarray( "sub_start_friendly", "targetname" );
///
/// for ( i = 0 ; i < friendlies.size ; i++ )
/// {
/// / friendlies[ i ].origin = friendly_starts[ i ].origin;
/// / friendlies[ i ].angles = friendly_starts[ i ].angles;
/// / friendlies[ i ] spawn_ai();
/// }
/// flag_set( "stop_stealth_music" );
/// music_stop();
///
/// level.player takeallweapons();
/// level.player giveWeapon( "aa12" );
/// level.player giveWeapon( "m240_heartbeat_reflex_arctic" );
/// level.player switchToWeapon( "m240_heartbeat_reflex_arctic" );
//
/// level.player giveWeapon( "fraggrenade" );
/// level.player setOffhandSecondaryClass( "flash" );
/// level.player giveWeapon( "flash_grenade" );
/// /
///
/// wait .1;/
///
/// level.rasta set_force_color( "g" );
/// level.rasta enable_ai_color();
/// level.bricktop set_force_color( "g" );
/// level.bricktop enable_ai_color();
/// level.price set_force_color( "g" );
/// level.price enable_ai_color();
///
/// level.price forceUseWeapon( "aug_scope", "primary" );
///
/// disable_stealth_system();
///
/// friendlies = getaiarray( "allies" );
/// / foreach( g in friendlies )
/// / / g thread turn_off_stealth_settings();
/// / /
/// thread spawn_second_uav();
/// flag_set( "player_on_ridge" );
/// flag_set( "leaving_village" );
///
/// thread handle_sub();
//}
//
//start_sub_gas_mask()
//{
/// start_sub();
///
/// wait 2;
///
/// thread put_on_player_gas_mask();
//}
//
//
//handle_sub()
//{
/// level notify( "stop_snow" );
/// thread start_tear_gas_fx();
/// thread start_tear_gas_guys();
/// thread sub_ladder();
/// flag_wait( "friendlies_or_player_at_sub" );
///
/// flee_pos = getstruct( "sub_obj_enemies_flee", "targetname" ).origin;
/// enemies = getaiarray( "axis" );
/// foreach( guy in enemies )
/// / guy thread enemies_flee( flee_pos );
///
///
/// level.price.colornode_func = undefined;
/// thread dialog_at_sub();
///
/// flag_wait( "obj_sub_entrance" );//player at sub
///
///
/// level.price disable_ai_color();
/// price_on_sub = getnode( "price_on_sub", "targetname" );
/// level.price setgoalnode( price_on_sub );
///
/// flag_wait( "player_on_sub" );
///
/// //Roach! Get your mask on!/
/// level.price dialogue_queue( "cont_pri_getmaskon" );
/// thread put_on_player_gas_mask();
///
/// if( !flag( "player_dropping_into_sub" ) )
/// {
/// / //Down the hatch, lets go!/
/// / level.price thread dialogue_queue( "cont_pri_downthehatch" );
/// }
//
/// flag_wait( "player_dropping_into_sub" );
///
/// if( isalive( level.rasta ) )
/// / level.rasta kill();
/// if( isalive( level.bricktop ) )
/// / level.bricktop kill();
/// level.price set_battlechatter( false );
///
/// killTimer();
///
///
/// flag_wait( "player_is_clear_of_ladder" );
///
/// price_drop_pos = getent( "price_drop_pos", "targetname" );
///
/// price_drop_kill_pos = getent( "price_drop_kill_pos", "targetname" );
/// level.price setgoalpos( price_drop_kill_pos.origin );
///
/// price_drop_bottom_pos = getent( "price_drop_bottom_pos", "targetname" );
///
/// level.price forceteleport( price_drop_bottom_pos.origin, price_drop_bottom_pos.angles );
///
/// level.price.goalradius = 64;
/// level.price.baseaccuracy = 500000;
/// //level.price.shootstyleoverride = "single";
/// level.price.a.specialShootBehavior = ::single_shots;
///
/// flag_wait( "tear_gas_guys_dead" );
///
/// thread spawn_sub_enemies();
///
/// price_key_pos = getent( "price_key_pos", "targetname" );
/// level.price setgoalpos( price_key_pos.origin );
/// level.price.goalradius = 64;
/// level.price.ignoreall = true;
/// level.price.ignoreme = true;
///
/// //Roach! I need a few minutes! Cover me!/
/// level.price dialogue_queue( "cont_pri_needfewminutes" );
///
/// //Alert! The use of nuclear weapons has been authorized./
///
/// //Price! I'm on my way to the east gate with our transport, over!/
/// radio_dialogue( "cont_cmt_eastgate" );
///
/// //Copy that Soap! /
/// level.price dialogue_queue( "cont_pri_copythatsoap" );
///
/// //Launch codes verified authentic. Launch codes accepted. /
/// //Set condition one-SQ. Nuclear missile launch authorized./
/// //Now spinning up missiles 1 through 4 and 8 through 12 for strategic missile launch?/
/// //Target package 572 has been authorized. Standing by for target confirmation and launch order./

///
/// //Roach! I'm almost done! Hold your ground!!/
/// level.price dialogue_queue( "cont_pri_almostdone" );
///
/// //Price! How much longer do you need to sink the sub? We're almost at the gate!/
/// radio_dialogue( "cont_cmt_muchlonger" );
///
/// //Soap, I'm not sinking the sub - I'm launching the nukes./
/// level.price dialogue_queue( "cont_pri_notsinking" );
///
/// //The bloody hell you are!!!!/
/// radio_dialogue( "cont_cmt_bloodyhell" );
///
/// thread activate_players_key();
///
/// //There's no time to explain! Roach! Turn that key over there! Hurry! They've scrambled MiGs to take us out!
/// level.price dialogue_queue( "cont_pri_notime" );/
///
/// level notify( "stop_sub_enemies" );
/// thread dialog_turn_key_nags();
///
/// flag_wait( "player_turned_key" );
/// thread handle_exit_sub();
///
/// //Missiles are ready for launch. Ten?Nine?Eight?Seven?Six...Five?Four?Three?Two?One?ignition on missiles 1 through 4 and 8 through 12 for strategic missile launch./
//}/
//
//
//start_exit_sub()
//{
/// start = getstruct( "exit_sub_start_player", "targetname" );
/// level.player setOrigin( start.origin );
/// level.player setPlayerAngles( start.angles );
///
/// friendlies = getentarray( "start_friendly", "targetname" );
/// //friendlies2 = getentarray( "rasta_and_bricktop", "targetname" );
/// //friendlies = array_combine( friendlies, friendlies2 );
///
/// //array_thread( friendlies, ::spawn_ai );
/// friendly_starts = getstructarray( "exit_sub_start_friendly", "targetname" );
///
/// for ( i = 0 ; i < friendlies.size ; i++ )
/// {
/// / friendlies[ i ].origin = friendly_starts[ i ].origin;
/// / friendlies[ i ].angles = friendly_starts[ i ].angles;
/// / friendlies[ i ] spawn_ai();
/// }
/// flag_set( "stop_stealth_music" );
/// music_stop();
///
/// level.player takeallweapons();
/// level.player giveWeapon( "aa12" );
/// level.player giveWeapon( "m240_heartbeat_reflex_arctic" );
/// level.player switchToWeapon( "m240_heartbeat_reflex_arctic" );
//
/// level.player giveWeapon( "fraggrenade" );
/// level.player setOffhandSecondaryClass( "flash" );
/// level.player giveWeapon( "flash_grenade" );
/// /
///
/// wait .1;
///
/// //level.rasta set_force_color( "g" );
/// //level.rasta enable_ai_color();
/// //level.bricktop set_force_color( "g" );
/// //level.bricktop enable_ai_color();
/// //level.price set_force_color( "g" );
/// //level.price enable_ai_color();
///
/// level.price forceUseWeapon( "aug_scope", "primary" );
///
/// disable_stealth_system();
///
/// friendlies = getaiarray( "allies" );
/// / foreach( g in friendlies )
/// / / g thread turn_off_stealth_settings();
/// / /
/// thread spawn_second_uav();
/// flag_set( "player_on_ridge" );
/// flag_set( "leaving_village" );
///
/// thread handle_exit_sub();
//}
//
//handle_exit_sub()
//{
/// level notify( "stop_snow" );
/// level.soap_truck = spawn_vehicle_from_targetname( "soap_truck" );
/// level.soap_truck.dontunloadonend = true;
///
///
/// price_wait_for_truck_node = getnode( "price_wait_for_truck_node", "targetname" );
/// level.price setgoalnode( price_wait_for_truck_node );
///
/// //We're done here! Let's go!/
/// level.price thread dialogue_queue( "cont_pri_donehereletsgo" );
///
///
/// flag_wait( "player_on_sub" );
///
/// flee_pos = getstruct( "exit_sub_start_player", "targetname" ).origin;
/// enemies = getaiarray( "axis" );
/// foreach( guy in enemies )
/// / guy thread enemies_flee( flee_pos );
///
/// thread gopath( level.soap_truck );
///
/// level.uaz = level.soap_truck;
/// level.uaz thread uaz_control();
///
/// //Roach! Get to the truck! Move! Move!!/
/// level.price thread dialogue_queue( "cont_pri_gettotruck" );
///
/// flag_wait( "soap_truck_arrived" );
///
/// friendlies = [];
/// friendlies[ friendlies.size ] = level.price;
/// level.soap_truck thread vehicle_load_ai( friendlies );
///
///
/// flag_wait( "player_in_uaz" );
///
/// soap_truck_reverse_path = getvehiclenode( "soap_truck_reverse_path", "targetname" );
/// soap_truck_exit_path = getvehiclenode( "soap_truck_exit_path", "targetname" );
///
///
///
/// level.soap_truck StartPath( soap_truck_reverse_path );
/// //soap_truck thread maps\_vehicle::vehicle_paths( soap_truck_reverse_path );
/// //soap_truck.veh_pathdir = "reverse";
/// //soap_truck.veh_transmission = "reverse";
///
/// wait 6;
///
/// thread launch_nuke();
///
/// //flag_wait( "soap_truck_finished_reverse" );
///
/// //Sometimes you can't end a war with a bullet, Soap./
/// level.price dialogue_queue( "cont_pri_endawar" );
///
/// wait 2;
///
/// level.soap_truck StartPath( soap_truck_exit_path );
/// //soap_truck thread maps\_vehicle::vehicle_paths( soap_truck_exit_path );
/// //soap_truck.veh_pathdir = "forward";
/// //soap_truck.veh_transmission = "forward";
///
///
///
/// //level waittill( "forever" );
///
///
/// //iprintlnbold( "end of /s!crip/ing" );
///
/// wait 4;
///
/// nextmission();
//}

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