; ; generated mission script: [stormbringer2] ; expected_completion_time 30.000000 capture_possibilities 6 gcEnvironment 1 gcEnvironmentScript stormbringer2 sonica_score_gain -200 sonica_ambient_program 5 SCAID_score 52840 SCAID_score_stunning_victory 3577 SCAID_score_crushing_defeat 3576 SCAID_score_cinematic 3510 import "SB2_missionobjective" import "actors_stonekrusher" import "actors_hellfire" import "actors_stormbringer" import "help" dialogSequenceBank "WorkingthePoint1" { dialogSequence { dialogblock { time 0.000 8.000 uiScript headlessgamedialog dialog { match "Grommel" audio_index Generic textline 0 { ENG "The front runners should've had" } textline 1 { ENG "ample time to construct our clanhome." } } } dialogblock { time 0.000 8.000 uiScript gamedialog dialog { match "Grommel" audio_index Generic textline 0 { ENG "I am counting on you to make contact" } textline 1 { ENG "and establish our position in earnest." } } } } } dialogSequenceBank "WorkingthePoint2" { dialogSequence { dialogblock { time 0.000 4.000 uiScript headlessgamedialog dialog { match "Scout" audio_index Negative textline 0 { ENG "No worry!" } } } } } dialogSequenceBank "WorkingthePoint3" { dialogSequence { dialogblock { time 0.000 4.000 uiScript headlessgamedialog dialog { match "Hunter" audio_index Affirmative textline 0 { ENG "Tee-hee... Yeah! Grommel count on us!" } } } } } dialogSequenceBank "WorkingthePoint4" { dialogSequence { dialogblock { time 0.000 10.000 uiScript headlessgamedialog dialog { match "Grommel" audio_index Generic textline 0 { ENG "Either way, I have arranged for a support" } textline 1 { ENG "group to sustain our efforts just in case" } textline 2 { ENG "we encounter unforeseen problems." } } } } } dialogSequenceBank "WorkingthePoint5" { dialogSequence { dialogblock { time 0.000 4.000 uiScript headlessgamedialog dialog { match "Scout" audio_index Negative textline 0 { ENG "Grommel no need others!" } } } } } dialogSequenceBank "WorkingthePoint6" { dialogSequence { dialogblock { time 0.000 4.000 uiScript headlessgamedialog dialog { match "Hunter" audio_index Affirmative textline 0 { ENG "Tee-hee... Yeah! We do easy!" } } } } } dialogSequenceBank "WorkingthePoint7" { dialogSequence { dialogblock { time 0.000 8.000 uiScript headlessgamedialog dialog { match "Grommel" audio_index Generic textline 0 { ENG "Then there is no time to lose!" } textline 1 { ENG "Good luck and may Froxx guide you!" } } } } } dialogSequenceBank "EyeSpy" { dialogSequence { dialogblock { time 0.000 8.000 uiScript gamedialog dialog { match "Scout" audio_index Generic textline 0 { ENG "Two bad gobbies ahead..." } textline 1 { ENG "look like they waiting..." } } } dialogblock { time 0.500 8.000 uiScript gamedialog dialog { match "Grommel" audio_index Generic textline 0 { ENG "They must be sentries. That signal tower" } textline 1 { ENG "must be how they alert their clan." } } } dialogblock { time 0.500 4.000 uiScript gamedialog dialog { match "Scout" audio_index Question textline 0 { ENG "What we do?" } } } dialogblock { time 0.500 8.000 uiScript gamedialog dialog { match "Grommel" audio_index Generic textline 0 { ENG "Deal with them, but whatever happens," } textline 1 { ENG "they must not light that beacon!" } } } } } dialogSequenceBank "Sniped" { dialogSequence { dialogblock { time 0.000 8.000 uiScript headlessgamedialog dialog { match "Acolyte" audio_index Generic textline 0 { ENG "Can't we rest for a moment? It's obvious" } textline 1 { ENG "no one has passed this way in some time." } } } dialogblock { time 0.500 8.000 uiScript headlessgamedialog dialog { match "Conjurer" audio_index Generic textline 0 { ENG "We must not relent! Master Faine would be" } textline 1 { ENG "most put out if we lapsed in our duties." } } } dialogblock { time 0.500 4.000 uiScript headlessgamedialog dialog { match "Acolyte" audio_index Question textline 0 { ENG "I suppose, but... WAIT, what was that?" } } } dialogblock { time 3.000 4.000 uiScript gamedialog dialog { match "Hunter" audio_index Affirmative textline 0 { ENG "Gobbies no light beacons no more! Tee-hee!" } } } dialogblock { time 0.500 8.000 uiScript gamedialog dialog { match "Grommel" audio_index Generic textline 0 { ENG "Great work! Now the path should be clear" } textline 1 { ENG "for us to join our clansmen at our base." } } } } } dialogSequenceBank "Beaconed" { dialogSequence { dialogblock { time 0.000 4.000 uiScript gamedialog dialog { match "Hunter" audio_index Negative textline 0 { ENG "Hey... get back here!" } textline 1 { ENG "We kill now!" } } } dialogblock { time 0.500 4.000 uiScript gamedialog dialog { match "Hunter" audio_index Negative textline 0 { ENG "Uh oh... gobbies light beacon..." } } } dialogblock { time 0.500 8.000 uiScript gamedialog dialog { match "Grommel" audio_index Generic textline 0 { ENG "Find yourselves some cover," } textline 1 { ENG "help is on the way!" } } } dialogblock { time 3.000 8.000 uiScript gamedialog dialog { match "Grommel" audio_index Generic textline 0 { ENG "Looks like we're going to have" } textline 1 { ENG "to fight our way through!" } } } dialogblock { time 0.500 4.000 uiScript gamedialog dialog { match "Lugger" audio_index Affirmative textline 0 { ENG "Leave it to us!" } } } } } dialogSequenceBank "FoundEncampment" { dialogSequence { dialogblock { time 0.000 8.000 uiScript gamedialog dialog { match "Stonekrusher" audio_index Generic textline 0 { ENG "Hey boss, we find our base," } textline 1 { ENG "but it's completely in ruins!" } } dialog { match "Hellfire" audio_index Generic textline 0 { ENG "We find our hut-place," } textline 1 { ENG "but it all burned up!" } } } dialogblock { time 0.500 10.000 uiScript gamedialog dialog { match "Grommel" audio_index Generic textline 0 { ENG "Crush them! Quickly, we must rebuild our" } textline 1 { ENG "clanhome! Only then can we use the" } textline 2 { ENG "Moongates to attack our enemy's positions!" } } } } } dialogSequenceBank "SoulFountainStarve" { dialogSequence { dialogblock { time 0.000 4.000 uiScript gamedialog dialog { match "Stonekrusher" audio_index Negative textline 0 { ENG "Area crawling with enemies!" } } dialog { match "Hellfire" audio_index Negative textline 0 { ENG "Bad gobbies everywhere!" } } } dialogblock { time 0.500 8.000 uiScript gamedialog dialog { match "Grommel" audio_index Generic textline 0 { ENG "If we can't drive the Stormbringer clan" } textline 1 { ENG "out by force, we'll starve them out!" } } } dialogblock { time 0.000 10.000 uiScript gamedialog dialog { match "Grommel" audio_index Generic textline 0 { ENG "Capture all of the Soul Fountains in the" } textline 1 { ENG "region and hold them. It's the only way" } textline 2 { ENG "to choke the fight out of our enemies!" } } } dialogblock { time 0.500 4.000 uiScript gamedialog dialog { match "Stonekrusher" audio_index Affirmative textline 0 { ENG "Sure thing, boss!" } } dialog { match "Hellfire" audio_index Affirmative textline 0 { ENG "We do!" } } } } } dialogSequenceBank "Victory" { dialogSequence { dialogblock { time 0.000 8.000 uiScript gamedialog dialog { match "Faine" audio_index Negative textline 0 { ENG "A curse on you, Grommel." } textline 1 { ENG "You shall pay for this!" } } } dialogblock { time 0.000 10.000 uiScript gamedialog dialog { match "Faine" audio_index Generic textline 0 { ENG "STORMBRINGER CLAN... FATE HAS ELUDED US" } textline 1 { ENG "THIS DAY, BUT IT IS ONLY A MINOR SETBACK!" } textline 2 { ENG "THE TIME HAS COME! WITHDRAW AT ONCE!" } } } dialogblock { time 0.500 10.000 uiScript gamedialog dialog { match "Grommel" audio_index Generic textline 0 { ENG "Kinsmen, prepare to move! I've sent a" } textline 1 { ENG "crew into the nearby lands to build us" } textline 2 { ENG "a clanhome! We must rush to its defense!" } } } } } ; console commands console { renderer fade black 0 renderer fade restore 3 ui clear ui add main_hud ui 2 add statscreen exec pc_stormbringer2 exec pc_global exec pc_cin_grommel filecache slot sb2FC.dat }