; ; generated mission script: [hellfire3] ; expected_completion_time 9.000000 capture_possibilities 3 gcEnvironment 0 gcEnvironmentScript hellfire3 sonica_score_gain -200 sonica_ambient_program 2 SCAID_score 52835 SCAID_score_stunning_victory 3577 SCAID_score_crushing_defeat 3576 SCAID_score_cinematic 3567 import "hf3_missionobjective" import "actors_stonekrusher" import "actors_hellfire" import "help" dialogSequenceBank "Intro1" { dialogSequence { can_be_called_actorless dialogblock { time 0.000 10.000 uiScript gamedialog dialog { match "Grommel" audio_index Generic textline 0 { ENG "Our encampment has been established," } textline 1 { ENG "but our clansmen have been" } textline 2 { ENG "encountering heavy resistance!" } } } dialogblock { time 0.000 10.000 uiScript headlessgamedialog dialog { match "Grommel" audio_index Generic textline 0 { ENG "I am counting on you to make contact" } textline 1 { ENG "with our encampment and offer any" } textline 2 { ENG "assistance necessary for its defense." } } } } } dialogSequenceBank "Intro2" { dialogSequence { can_be_called_actorless dialogblock { time 0.000 4.000 uiScript headlessgamedialog dialog { match "RockThrower" audio_index Affirmative textline 0 { ENG "No problem, boss!" } textline 1 { } textline 2 { } } } } } dialogSequenceBank "Intro3" { dialogSequence { can_be_called_actorless dialogblock { time 0.000 10.000 uiScript headlessgamedialog dialog { match "Grommel" audio_index Generic textline 0 { ENG "That encampment is critical to our" } textline 1 { ENG "efforts against the Hellfire clan..." } textline 2 { ENG "it must not fall!" } } } } } dialogSequenceBank "Intro4" { dialogSequence { can_be_called_actorless dialogblock { time 0.000 4.000 uiScript headlessgamedialog dialog { match "RockThrower" audio_index Affirmative textline 0 { ENG "It won't, boss! Count on us!" } textline 1 { } textline 2 { } } } } } dialogSequenceBank "Intro5" { dialogSequence { can_be_called_actorless dialogblock { time 0.000 8.000 uiScript headlessgamedialog dialog { match "Grommel" audio_index Generic textline 0 { ENG "Then in the name of clan Stonekrusher," } textline 1 { ENG "let's bring this city to its knees!" } textline 2 { } } } } } dialogSequenceBank "Soulfountainfight" { dialogSequence { can_be_called_actorless dialogblock { time 0.000 8.000 uiScript gamedialog dialog { match "Grommel" audio_index Generic textline 0 { ENG "Our kinsmen are in need of aid!" } textline 1 { ENG "We must attack at once!" } textline 2 { } } } dialogblock { time 0.500 4.000 uiScript gamedialog dialog { match "Stonekrusher" audio_index Affirmative textline 0 { ENG "Right away!" } textline 1 { ENG "STONEKRUSHER!" } textline 2 { } } } } } dialogSequenceBank "TheCourtyard" { dialogSequence { can_be_called_actorless dialogblock { time 0.000 10.000 uiScript gamedialog dialog { match "Grommel" audio_index Generic textline 0 { ENG "There, in the courtyard ahead," } textline 1 { ENG "our clansmen are under attack!" } textline 2 { ENG "We must help them!" } } } dialogblock { time 0.500 4.000 uiScript gamedialog dialog { match "Stonekrusher" audio_index Affirmative textline 0 { ENG "Sure thing, boss!" } textline 1 { ENG "FOR GROMMEL!" } textline 2 { } } } } } dialogSequenceBank "DefendtheBase" { dialogSequence { can_be_called_actorless dialogblock { time 0.000 4.000 uiScript gamedialog dialog { match "Pitboss" audio_index Affirmative textline 0 { ENG "LOOK!" } textline 1 { } textline 2 { } } } dialogblock { time 0.000 4.000 uiScript gamedialog dialog { match "Pitboss" audio_index Affirmative textline 0 { ENG "STONEKRUSHER CLAN, HELP HAS ARRIVED!" } textline 1 { ENG "ATTACK!" } textline 2 { } } } } } dialogSequenceBank "Securecamp" { dialogSequence { can_be_called_actorless dialogblock { time 0.000 4.000 uiScript gamedialog dialog { match "Stonekrusher" audio_index Affirmative textline 0 { ENG "Grommel, our encampment's secure!" } textline 1 { } textline 2 { } } } dialogblock { time 0.500 8.000 uiScript gamedialog dialog { match "Grommel" audio_index Generic textline 0 { ENG "Excellent! Use our position to" } textline 1 { ENG "attack our enemies at the source!" } textline 2 { } } } dialogblock { time 0.500 4.000 uiScript gamedialog dialog { match "Stonekrusher" audio_index Affirmative textline 0 { ENG "You got it, boss!" } textline 1 { } textline 2 { } } } } } dialogSequenceBank "Ambush1" { dialogSequence { can_be_called_actorless dialogblock { time 0.000 4.000 uiScript gamedialog dialog { match "Stonekrusher" audio_index Negative textline 0 { ENG "It's an ambush! Look out!" } textline 1 { } textline 2 { } } } } } dialogSequenceBank "Ambush2" { dialogSequence { can_be_called_actorless dialogblock { time 0.000 4.000 uiScript gamedialog dialog { match "Stonekrusher" audio_index Negative textline 0 { ENG "We're under attack!" } textline 1 { } textline 2 { } } } } } dialogSequenceBank "Alchemist" { dialogSequence { can_be_called_actorless dialogblock { time 0.000 8.000 uiScript gamedialog dialog { match "Stonekrusher" audio_index Generic textline 0 { ENG "We find what look like a" } textline 1 { ENG "store of some kind!" } textline 2 { } } } dialogblock { time 0.500 10.000 uiScript gamedialog dialog { match "Grommel" audio_index Generic textline 0 { ENG "An Alchemist shop! Good work! We're" } textline 1 { ENG "sure to find some useful Runestones" } textline 2 { ENG "sheltered amongst the wares." } } } } } ; console commands console { renderer fade black 0 renderer fade restore 2 ui clear ui add main_hud ui 2 add statscreen exec pc_hellfire3 exec pc_global exec pc_cin_grommel filecache slot hf3FC.dat }