// gpb_Clinton.sc CONST_INT PED_BRAIN_PED_HAS_RANDOM_DIALOGUE 1 // Ped will be speaking random dialogue. CONST_INT PED_BRAIN_PED_HAS_GOODBYE_DIALOGUE 1 // Ped will say goodbye to the palyer when he leaves. CONST_INT PED_BRAIN_PED_HAS_INTERACTION 1 // There will be a prompt to talk to this ped. USING "GenericBrain/Generic_Brain_Header.sch" PROC GENERIC_BRAIN_CUSTOM_INIT() ePedModel = U_M_Y_MILITARYBUM txtPedMissionID = "PBCL" txtPedVoiceID = "CLINTON" txtBaseIdleDict = "Special_Ped@Clinton" txtBaseIdleAnim = "Base" talkWithAnims = !g_bMagDemoActive talkWithRandom = TRUE max_conversation_offset = 15 max_random_offset = 5 sInteractLabel = "PBCL_INTERACT" greet_michael = "PBCL_CONV_M1" greet_trevor = "PBCL_CONV_T1" greet_franklin = "PBCL_CONV_F1" idle_dic = "special_ped@Clinton@base" into_idle_dic = "special_ped@clinton@intro" thisPed = CLINTON starting_offset = 0 max_conversation_split_offsets[0] = 6 max_conversation_split_offsets[1] = 5 max_conversation_split_offsets[2] = 5 max_conversation_split_offsets[3] = 6 max_conversation_split_offsets[4] = 4 max_conversation_split_offsets[5] = 5 max_conversation_split_offsets[6] = 3 max_conversation_split_offsets[7] = 4 max_conversation_split_offsets[8] = 5 max_conversation_split_offsets[9] = 4 max_conversation_split_offsets[10] = 3 max_conversation_split_offsets[11] = 3 max_conversation_split_offsets[12] = 3 max_conversation_split_offsets[13] = 6 max_conversation_split_offsets[14] = 3 max_random_split_offsets[0] = 2 max_random_split_offsets[1] = 2 max_random_split_offsets[2] = 2 max_random_split_offsets[3] = 2 max_random_split_offsets[4] = 2 ENDPROC PROC GENERIC_BRAIN_GET_RANDOM_ANIM_NAME(INT iConvoNum, TEXT_LABEL_31& txtAnimRoot, TEXT_LABEL_63& txtAnimToPlay) UNUSED_PARAMETER(txtAnimRoot) UNUSED_PARAMETER(txtAnimToPlay) txtAnimRoot = "Special_Ped@Clinton" // Anim to play is based off the convo played. SWITCH (iConvoNum) CASE 1 txtAnimToPlay = "We_Were_On_A_Ridge" BREAK CASE 2 txtAnimToPlay = "Theyll_Kill_Ya" BREAK CASE 3 txtAnimToPlay = "When_Your_In_The" BREAK CASE 4 txtAnimToPlay = "What_Would_You_Do" BREAK CASE 5 txtAnimToPlay = "War_Is_Beauty" BREAK CASE 6 txtAnimToPlay = "War_Crimes" BREAK CASE 7 txtAnimToPlay = "Pow_Pow_Pow" BREAK CASE 8 txtAnimToPlay = "War_Is_Hell" BREAK CASE 9 txtAnimToPlay = "Let_Me_Tell_All" BREAK CASE 10 txtAnimToPlay = "This_Country_Used_To" BREAK CASE 11 txtAnimToPlay = "When_Your_Deep_In" BREAK CASE 12 txtAnimToPlay = "I_Kill_For_You" BREAK CASE 13 txtAnimToPlay = "Charlies_Coming_Back" BREAK CASE 14 txtAnimToPlay = "You_Know_What_They" BREAK CASE 15 txtAnimToPlay = "At_Least_You_Didnt" BREAK ENDSWITCH ENDPROC PROC GENERIC_GET_INTERACT_ANIM(TEXT_LABEL_63& txt_label) SWITCH (random_reply) CASE 0 txt_label = "Im_In_Hell" BREAK CASE 1 txt_label = "Living_In_This_Plastic" BREAK CASE 2 txt_label = "Im_Having_Myself" BREAK CASE 3 txt_label = "Im_Having_Just" BREAK CASE 4 txt_label = "You_Dont_Give_A" BREAK ENDSWITCH ENDPROC FUNC INT GET_NUMBER_OF_CONVERSATION_SECTIONS() return GET_CONVERSATION_SECTION_COUNT() //max_random_split_offsets[random_reply] ENDFUNC USING "GenericBrain/Generic_Brain.sch"