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  1. #1
    pizza127's Avatar
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    smartass in here

    Hey I would like slow motion as last kill with sniper mod but with the timescale command it gets kinda laggy but i was in a mod on alteriwnet it was i quess,,, there was killcam slow motion without lagg.. uhm.. anybody know how to do or any link/post of it


    ty..



    off topic: why it says i am from new zealand?!? I AM NOT!
    Last edited by pizza127; 05-01-2011 at 03:59 PM.

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    On my mod, when u do a headshot the slow motion begins for 3 seconds.
    https://www.mpgh.net/forum/308-call-d...dtime-mod.html

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    ya i know tht but i want always and only in killcams..

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    oh, when the man is killed he will see the kill cam in slow motion but the other players no?

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    yes.. so its killcam slow motion only. i know its possible i seen it somewhere

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    Quote Originally Posted by pizza127 View Post
    yes.. so its killcam slow motion only. i know its possible i seen it somewhere
    ever thinked about looking in the GSC RIP Collection?

     
    Contributor 01.27.2012 - N/A
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    Here is the File:

    _music_and_dialog.gsc <::name the GSC file to that.

    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    init()
    {
    	
    	game["music"]["spawn_allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "spawn_music";
    	game["music"]["defeat_allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "defeat_music";
    	game["music"]["victory_allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "victory_music";
    	game["music"]["winning_allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "winning_music";
    	game["music"]["losing_allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "losing_music";
    	game["voice"]["allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "1mc_";
    
    	game["music"]["spawn_axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "spawn_music";
    	game["music"]["defeat_axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "defeat_music";
    	game["music"]["victory_axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "victory_music";
    	game["music"]["winning_axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "winning_music";
    	game["music"]["losing_axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "losing_music";
    	game["voice"]["axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "1mc_";
    	
    	game["music"]["defeat"] 			= "mp_defeat";
    	game["music"]["victory_spectator"] 	= "mp_defeat";
    	game["music"]["winning_time"] 		= "mp_time_running_out_winning";
    	game["music"]["losing_time"] 		= "mp_time_running_out_losing";
    	game["music"]["winning_score"] 		= "mp_time_running_out_winning";
    	game["music"]["losing_score"] 		= "mp_time_running_out_losing";
    	game["music"]["victory_tie"] 		= "mp_defeat";
    	
    	game["music"]["suspense"] = [];
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_01";
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_02";
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_03";
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_04";
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_05";
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_06";
    
    	game["dialog"]["mission_success"] = "mission_success";
    	game["dialog"]["mission_failure"] = "mission_fail";
    	game["dialog"]["mission_draw"] = "draw";
    
    	game["dialog"]["round_success"] = "encourage_win";
    	game["dialog"]["round_failure"] = "encourage_lost";
    	game["dialog"]["round_draw"] = "draw";
    	
    	// status
    	game["dialog"]["timesup"] = "timesup";
    	game["dialog"]["winning_time"] = "winning";
    	game["dialog"]["losing_time"] = "losing";
    	game["dialog"]["winning_score"] = "winning_fight";
    	game["dialog"]["losing_score"] = "losing_fight";
    	game["dialog"]["lead_lost"] = "lead_lost";
    	game["dialog"]["lead_tied"] = "tied";
    	game["dialog"]["lead_taken"] = "lead_taken";
    	game["dialog"]["last_alive"] = "lastalive";
    
    	game["dialog"]["boost"] = "boost";
    
    	if ( !isDefined( game["dialog"]["offense_obj"] ) )
    		game["dialog"]["offense_obj"] = "boost";
    	if ( !isDefined( game["dialog"]["defense_obj"] ) )
    		game["dialog"]["defense_obj"] = "boost";
    	
    	game["dialog"]["hardcore"] = "hardcore";
    	game["dialog"]["highspeed"] = "highspeed";
    	game["dialog"]["tactical"] = "tactical";
    
    	game["dialog"]["challenge"] = "challengecomplete";
    	game["dialog"]["promotion"] = "promotion";
    
    	game["dialog"]["bomb_taken"] = "acheive_bomb";
    	game["dialog"]["bomb_lost"] = "bomb_taken";
    	game["dialog"]["bomb_defused"] = "bomb_defused";
    	game["dialog"]["bomb_planted"] = "bomb_planted";
    
    	game["dialog"]["obj_taken"] = "securedobj";
    	game["dialog"]["obj_lost"] = "lostobj";
    
    	game["dialog"]["obj_defend"] = "obj_defend";
    	game["dialog"]["obj_destroy"] = "obj_destroy";
    	game["dialog"]["obj_capture"] = "capture_obj";
    	game["dialog"]["objs_capture"] = "capture_objs";
    
    	game["dialog"]["hq_located"] = "hq_located";
    	game["dialog"]["hq_enemy_captured"] = "hq_captured";
    	game["dialog"]["hq_enemy_destroyed"] = "hq_destroyed";
    	game["dialog"]["hq_secured"] = "hq_secured";
    	game["dialog"]["hq_offline"] = "hq_offline";
    	game["dialog"]["hq_online"] = "hq_online";
    
    	game["dialog"]["move_to_new"] = "new_positions";
    
    	game["dialog"]["push_forward"] = "pushforward";
    
    	game["dialog"]["attack"] = "attack";
    	game["dialog"]["defend"] = "defend";
    	game["dialog"]["offense"] = "offense";
    	game["dialog"]["defense"] = "defense";
    
    	game["dialog"]["halftime"] = "halftime";
    	game["dialog"]["overtime"] = "overtime";
    	game["dialog"]["side_switch"] = "switching";
    
    	game["dialog"]["flag_taken"] = "ourflag";
    	game["dialog"]["flag_dropped"] = "ourflag_drop";
    	game["dialog"]["flag_returned"] = "ourflag_return";
    	game["dialog"]["flag_captured"] = "ourflag_capt";
    	game["dialog"]["flag_getback"] = "getback_ourflag";
    	game["dialog"]["enemy_flag_bringhome"] = "enemyflag_tobase";
    	game["dialog"]["enemy_flag_taken"] = "enemyflag";
    	game["dialog"]["enemy_flag_dropped"] = "enemyflag_drop";
    	game["dialog"]["enemy_flag_returned"] = "enemyflag_return";
    	game["dialog"]["enemy_flag_captured"] = "enemyflag_capt";
    
    	game["dialog"]["capturing_a"] = "capturing_a";
    	game["dialog"]["capturing_b"] = "capturing_b";
    	game["dialog"]["capturing_c"] = "capturing_c";
    	game["dialog"]["captured_a"] = "capture_a";
    	game["dialog"]["captured_b"] = "capture_c";
    	game["dialog"]["captured_c"] = "capture_b";
    
    	game["dialog"]["securing_a"] = "securing_a";
    	game["dialog"]["securing_b"] = "securing_b";
    	game["dialog"]["securing_c"] = "securing_c";
    	game["dialog"]["secured_a"] = "secure_a";
    	game["dialog"]["secured_b"] = "secure_b";
    	game["dialog"]["secured_c"] = "secure_c";
    
    	game["dialog"]["losing_a"] = "losing_a";
    	game["dialog"]["losing_b"] = "losing_b";
    	game["dialog"]["losing_c"] = "losing_c";
    	game["dialog"]["lost_a"] = "lost_a";
    	game["dialog"]["lost_b"] = "lost_b";
    	game["dialog"]["lost_c"] = "lost_c";
    
    	game["dialog"]["enemy_taking_a"] = "enemy_take_a";
    	game["dialog"]["enemy_taking_b"] = "enemy_take_b";
    	game["dialog"]["enemy_taking_c"] = "enemy_take_c";
    	game["dialog"]["enemy_has_a"] = "enemy_has_a";
    	game["dialog"]["enemy_has_b"] = "enemy_has_b";
    	game["dialog"]["enemy_has_c"] = "enemy_has_c";
    
    	game["dialog"]["lost_all"] = "take_positions";
    	game["dialog"]["secure_all"] = "positions_lock";
    
    	game["dialog"]["destroy_sentry"] = "dest_sentrygun";
    	game["music"]["nuke_music"] = "nuke_music";
    
    	game["dialog"]["sentry_gone"] = "sentry_gone";
    	game["dialog"]["sentry_destroyed"] = "sentry_gone";
    	game["dialog"]["ti_gone"] = "ti_cancelled";
    	game["dialog"]["ti_destroyed"] = "ti_blocked";
    	
    	level thread onPlayerConnect();
    	level thread onLastAlive();
    	level thread musicController();
    	level thread onGameEnded();
    	level thread onRoundSwitch();
    }
    
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill ( "connected", player );
    
    		player thread onPlayerSpawned();
    		player thread finalKillcamMusic();
    	}
    }
    
    
    onPlayerSpawned()
    {
    	self endon ( "disconnect" );
    
    	self waittill( "spawned_player" );
    
    	if ( !level.splitscreen || level.splitscreen && !isDefined( level.playedStartingMusic ) )
    	{
    		self playLocalSound( game["music"]["spawn_" + self.team] );
    		
    
    		if ( level.splitscreen )
    			level.playedStartingMusic = true;
    	}
    
    	if ( isDefined( game["dialog"]["gametype"] ) && (!level.splitscreen || self == level.players[0]) )
    		self leaderDialogOnPlayer( "gametype" );
    
    	gameFlagWait( "prematch_done" );
    
    	if ( self.team == game["attackers"] )
    		self leaderDialogOnPlayer( "offense_obj", "introboost" );
    	else
    		self leaderDialogOnPlayer( "defense_obj", "introboost" );
    }
    
    
    onLastAlive()
    {
    	level endon ( "game_ended" );
    
    	level waittill ( "last_alive", player );
    	
    	if ( !isAlive( player )	)
    		return;
    	
    	player leaderDialogOnPlayer( "last_alive" );
    }
    
    
    onRoundSwitch()
    {
    	level waittill ( "round_switch", switchType );
    
    	switch( switchType )
    	{
    		case "halftime":
    			foreach ( player in level.players )
    				player leaderDialogOnPlayer( "halftime" );
    			break;
    		case "overtime":
    			foreach ( player in level.players )
    				player leaderDialogOnPlayer( "overtime" );
    			break;
    		default:
    			foreach ( player in level.players )
    				player leaderDialogOnPlayer( "side_switch" );
    			break;
    	}
    }
    
    
    onGameEnded()
    {
    	level thread roundWinnerDialog();
    	level thread gameWinnerDialog();
    	
    	level waittill ( "game_win", winner );
    	
    	if ( isDefined( level.nukeDetonated ) )
    	{
    		if ( !level.splitScreen )
    			playSoundOnPlayers( game["music"]["nuke_music"] );
    		else
    			level.players[0] playLocalSound( game["music"]["nuke_music"] );
    			
    		return;
    	}
    
    	if ( level.teamBased )
    	{
    		if ( level.splitscreen )
    		{
    			if ( winner == "allies" )
    				playSoundOnPlayers( game["music"]["victory_allies"], "allies" );
    			else if ( winner == "axis" )
    				playSoundOnPlayers( game["music"]["victory_axis"], "axis" );
    			else
    				playSoundOnPlayers( game["music"]["nuke_music"] );
    		}
    		else
    		{
    			if ( winner == "allies" )
    			{
    				playSoundOnPlayers( game["music"]["victory_allies"], "allies" );
    				playSoundOnPlayers( game["music"]["defeat_axis"], "axis" );
    			}
    			else if ( winner == "axis" )
    			{
    				playSoundOnPlayers( game["music"]["victory_axis"], "axis" );
    				playSoundOnPlayers( game["music"]["defeat_allies"], "allies" );
    			}
    			else
    			{
    				playSoundOnPlayers( game["music"]["nuke_music"] );
    			}
    		}
    	}
    	else
    	{
    		foreach ( player in level.players )
    		{
    			if ( player.pers["team"] != "allies" && player.pers["team"] != "axis" )
    				player playLocalSound( game["music"]["nuke_music"] );			
    			else if ( isDefined( winner ) && player == winner )
    				player playLocalSound( game["music"]["victory_" + player.pers["team"] ] );
    			else if ( !level.splitScreen )
    				player playLocalSound( game["music"]["defeat_" + player.pers["team"] ] );
    		}
    	}
    }
    
    
    roundWinnerDialog()
    {
    	level waittill ( "round_win", winner );
    
    	delay = level****undEndDelay / 4;
    	if ( delay > 0 )
    		wait ( delay );
    
    	if ( !isDefined( winner ) || isPlayer( winner ) || isDefined( level.nukeDetonated ) )
    		return;
    
    	if ( winner == "allies" )
    	{
    		leaderDialog( "round_success", "allies" );
    		leaderDialog( "round_failure", "axis" );
    	}
    	else if ( winner == "axis" )
    	{
    		leaderDialog( "round_success", "axis" );
    		leaderDialog( "round_failure", "allies" );
    	}
    }
    
    
    gameWinnerDialog()
    {
    	level waittill ( "game_win", winner );
    	
    	delay = level.postRoundTime / 2;
    	if ( delay > 0 )
    		wait ( delay );
    
    	if ( !isDefined( winner ) || isPlayer( winner ) || isDefined( level.nukeDetonated ) )
    		return;
    
    	if ( winner == "allies" )
    	{
    		leaderDialog( "mission_success", "allies" );
    		leaderDialog( "mission_failure", "axis" );
    	}
    	else if ( winner == "axis" )
    	{
    		leaderDialog( "mission_success", "axis" );
    		leaderDialog( "mission_failure", "allies" );
    	}
    	else
    	{
    		leaderDialog( "mission_draw" );
    	}	
    }
    
    
    musicController()
    {
    	level endon ( "game_ended" );
    	
    	if ( !level.hardcoreMode )
    		thread suspenseMusic();
    	
    	level waittill ( "match_ending_soon", reason );
    	assert( isDefined( reason ) );
    
    	if ( getWatchedDvar( "roundlimit" ) == 1 || game["roundsPlayed"] == (getWatchedDvar( "roundlimit" ) - 1) )
    	{	
    		if ( !level.splitScreen )
    		{
    			if ( reason == "time" )
    			{
    				if ( level.teamBased )
    				{
    					if ( game["teamScores"]["allies"] > game["teamScores"]["axis"] )
    					{
    						if ( !level.hardcoreMode )
    						{
    							playSoundOnPlayers( game["music"]["winning_allies"], "allies" );
    							playSoundOnPlayers( game["music"]["losing_axis"], "axis" );
    						}
    				
    						leaderDialog( "winning_time", "allies" );
    						leaderDialog( "losing_time", "axis" );
    					}
    					else if ( game["teamScores"]["axis"] > game["teamScores"]["allies"] )
    					{
    						if ( !level.hardcoreMode )
    						{
    							playSoundOnPlayers( game["music"]["winning_axis"], "axis" );
    							playSoundOnPlayers( game["music"]["losing_allies"], "allies" );
    						}
    							
    						leaderDialog( "winning_time", "axis" );
    						leaderDialog( "losing_time", "allies" );
    					}
    				}
    				else
    				{
    					if ( !level.hardcoreMode )
    						playSoundOnPlayers( game["music"]["losing_time"] );
    	
    					leaderDialog( "timesup" );
    				}
    			}	
    			else if ( reason == "score" )
    			{
    				if ( level.teamBased )
    				{
    					if ( game["teamScores"]["allies"] > game["teamScores"]["axis"] )
    					{
    						if ( !level.hardcoreMode )
    						{
    							playSoundOnPlayers( game["music"]["winning_allies"], "allies" );
    							playSoundOnPlayers( game["music"]["losing_axis"], "axis" );
    						}
    				
    						leaderDialog( "winning_score", "allies" );
    						leaderDialog( "losing_score", "axis" );
    					}
    					else if ( game["teamScores"]["axis"] > game["teamScores"]["allies"] )
    					{
    						if ( !level.hardcoreMode )
    						{
    							playSoundOnPlayers( game["music"]["winning_axis"], "axis" );
    							playSoundOnPlayers( game["music"]["losing_allies"], "allies" );
    						}
    							
    						leaderDialog( "winning_score", "axis" );
    						leaderDialog( "losing_score", "allies" );
    					}
    				}
    				else
    				{
    					winningPlayer = maps\mp\gametypes\_gamescore::getHighestScoringPlayer();
    					losingPlayers = maps\mp\gametypes\_gamescore::getLosingPlayers();
    					excludeList[0] = winningPlayer;
    
    					if ( !level.hardcoreMode )
    					{
    						winningPlayer playLocalSound( game["music"]["winning_" + winningPlayer.pers["team"] ] );
    						
    						foreach ( otherPlayer in level.players )
    						{
    							if ( otherPlayer == winningPlayer )
    								continue;
    								
    							otherPlayer playLocalSound( game["music"]["losing_" + otherPlayer.pers["team"] ] );							
    						}
    					}
    	
    					winningPlayer leaderDialogOnPlayer( "winning_score" );
    					leaderDialogOnPlayers( "losing_score", losingPlayers );
    				}
    			}
    			
    			level waittill ( "match_ending_very_soon" );
    			leaderDialog( "timesup" );
    		}
    	}
    	else
    	{
    		if ( !level.hardcoreMode )
    			playSoundOnPlayers( game["music"]["losing_allies"] );
    
    		leaderDialog( "timesup" );
    	}
    }
    
    
    suspenseMusic()
    {
    	level endon ( "game_ended" );
    	level endon ( "match_ending_soon" );
    	
    	numTracks = game["music"]["suspense"].size;
    	for ( ;; )
    	{
    		wait ( randomFloatRange( 60, 120 ) );
    		
    		playSoundOnPlayers( game["music"]["suspense"][randomInt(numTracks)] ); 
    	}
    }
    
    
    finalKillcamMusic()
    {
    	self waittill ( "showing_final_killcam" );
    	
    //	self playLocalSound( game["music"]["winning"] );
    }
    And here you add the Slow Motion Code.
    finalKillcamMusic()
    {
    self waittill ( "showing_final_killcam" );
    //Slow motion code
    // self playLocalSound( game["music"]["winning"] );
    }

    NB: I an not sure if this works, but this is what I could find without testing it.

    Quote Originally Posted by Yamato View Post
    Maybe to this instead. As Yamato said.


    Mine is mostly like wrong.
    Last edited by Jorndel; 05-02-2011 at 04:32 AM.

     
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  9. #9
    pizza127's Avatar
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    Quote Originally Posted by jorndel View Post
    Here is the File:

    _music_and_dialog.gsc <::name the GSC file to that.

    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    init()
    {
    	
    	game["music"]["spawn_allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "spawn_music";
    	game["music"]["defeat_allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "defeat_music";
    	game["music"]["victory_allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "victory_music";
    	game["music"]["winning_allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "winning_music";
    	game["music"]["losing_allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "losing_music";
    	game["voice"]["allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "1mc_";
    
    	game["music"]["spawn_axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "spawn_music";
    	game["music"]["defeat_axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "defeat_music";
    	game["music"]["victory_axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "victory_music";
    	game["music"]["winning_axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "winning_music";
    	game["music"]["losing_axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "losing_music";
    	game["voice"]["axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "1mc_";
    	
    	game["music"]["defeat"] 			= "mp_defeat";
    	game["music"]["victory_spectator"] 	= "mp_defeat";
    	game["music"]["winning_time"] 		= "mp_time_running_out_winning";
    	game["music"]["losing_time"] 		= "mp_time_running_out_losing";
    	game["music"]["winning_score"] 		= "mp_time_running_out_winning";
    	game["music"]["losing_score"] 		= "mp_time_running_out_losing";
    	game["music"]["victory_tie"] 		= "mp_defeat";
    	
    	game["music"]["suspense"] = [];
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_01";
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_02";
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_03";
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_04";
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_05";
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_06";
    
    	game["dialog"]["mission_success"] = "mission_success";
    	game["dialog"]["mission_failure"] = "mission_fail";
    	game["dialog"]["mission_draw"] = "draw";
    
    	game["dialog"]["round_success"] = "encourage_win";
    	game["dialog"]["round_failure"] = "encourage_lost";
    	game["dialog"]["round_draw"] = "draw";
    	
    	// status
    	game["dialog"]["timesup"] = "timesup";
    	game["dialog"]["winning_time"] = "winning";
    	game["dialog"]["losing_time"] = "losing";
    	game["dialog"]["winning_score"] = "winning_fight";
    	game["dialog"]["losing_score"] = "losing_fight";
    	game["dialog"]["lead_lost"] = "lead_lost";
    	game["dialog"]["lead_tied"] = "tied";
    	game["dialog"]["lead_taken"] = "lead_taken";
    	game["dialog"]["last_alive"] = "lastalive";
    
    	game["dialog"]["boost"] = "boost";
    
    	if ( !isDefined( game["dialog"]["offense_obj"] ) )
    		game["dialog"]["offense_obj"] = "boost";
    	if ( !isDefined( game["dialog"]["defense_obj"] ) )
    		game["dialog"]["defense_obj"] = "boost";
    	
    	game["dialog"]["hardcore"] = "hardcore";
    	game["dialog"]["highspeed"] = "highspeed";
    	game["dialog"]["tactical"] = "tactical";
    
    	game["dialog"]["challenge"] = "challengecomplete";
    	game["dialog"]["promotion"] = "promotion";
    
    	game["dialog"]["bomb_taken"] = "acheive_bomb";
    	game["dialog"]["bomb_lost"] = "bomb_taken";
    	game["dialog"]["bomb_defused"] = "bomb_defused";
    	game["dialog"]["bomb_planted"] = "bomb_planted";
    
    	game["dialog"]["obj_taken"] = "securedobj";
    	game["dialog"]["obj_lost"] = "lostobj";
    
    	game["dialog"]["obj_defend"] = "obj_defend";
    	game["dialog"]["obj_destroy"] = "obj_destroy";
    	game["dialog"]["obj_capture"] = "capture_obj";
    	game["dialog"]["objs_capture"] = "capture_objs";
    
    	game["dialog"]["hq_located"] = "hq_located";
    	game["dialog"]["hq_enemy_captured"] = "hq_captured";
    	game["dialog"]["hq_enemy_destroyed"] = "hq_destroyed";
    	game["dialog"]["hq_secured"] = "hq_secured";
    	game["dialog"]["hq_offline"] = "hq_offline";
    	game["dialog"]["hq_online"] = "hq_online";
    
    	game["dialog"]["move_to_new"] = "new_positions";
    
    	game["dialog"]["push_forward"] = "pushforward";
    
    	game["dialog"]["attack"] = "attack";
    	game["dialog"]["defend"] = "defend";
    	game["dialog"]["offense"] = "offense";
    	game["dialog"]["defense"] = "defense";
    
    	game["dialog"]["halftime"] = "halftime";
    	game["dialog"]["overtime"] = "overtime";
    	game["dialog"]["side_switch"] = "switching";
    
    	game["dialog"]["flag_taken"] = "ourflag";
    	game["dialog"]["flag_dropped"] = "ourflag_drop";
    	game["dialog"]["flag_returned"] = "ourflag_return";
    	game["dialog"]["flag_captured"] = "ourflag_capt";
    	game["dialog"]["flag_getback"] = "getback_ourflag";
    	game["dialog"]["enemy_flag_bringhome"] = "enemyflag_tobase";
    	game["dialog"]["enemy_flag_taken"] = "enemyflag";
    	game["dialog"]["enemy_flag_dropped"] = "enemyflag_drop";
    	game["dialog"]["enemy_flag_returned"] = "enemyflag_return";
    	game["dialog"]["enemy_flag_captured"] = "enemyflag_capt";
    
    	game["dialog"]["capturing_a"] = "capturing_a";
    	game["dialog"]["capturing_b"] = "capturing_b";
    	game["dialog"]["capturing_c"] = "capturing_c";
    	game["dialog"]["captured_a"] = "capture_a";
    	game["dialog"]["captured_b"] = "capture_c";
    	game["dialog"]["captured_c"] = "capture_b";
    
    	game["dialog"]["securing_a"] = "securing_a";
    	game["dialog"]["securing_b"] = "securing_b";
    	game["dialog"]["securing_c"] = "securing_c";
    	game["dialog"]["secured_a"] = "secure_a";
    	game["dialog"]["secured_b"] = "secure_b";
    	game["dialog"]["secured_c"] = "secure_c";
    
    	game["dialog"]["losing_a"] = "losing_a";
    	game["dialog"]["losing_b"] = "losing_b";
    	game["dialog"]["losing_c"] = "losing_c";
    	game["dialog"]["lost_a"] = "lost_a";
    	game["dialog"]["lost_b"] = "lost_b";
    	game["dialog"]["lost_c"] = "lost_c";
    
    	game["dialog"]["enemy_taking_a"] = "enemy_take_a";
    	game["dialog"]["enemy_taking_b"] = "enemy_take_b";
    	game["dialog"]["enemy_taking_c"] = "enemy_take_c";
    	game["dialog"]["enemy_has_a"] = "enemy_has_a";
    	game["dialog"]["enemy_has_b"] = "enemy_has_b";
    	game["dialog"]["enemy_has_c"] = "enemy_has_c";
    
    	game["dialog"]["lost_all"] = "take_positions";
    	game["dialog"]["secure_all"] = "positions_lock";
    
    	game["dialog"]["destroy_sentry"] = "dest_sentrygun";
    	game["music"]["nuke_music"] = "nuke_music";
    
    	game["dialog"]["sentry_gone"] = "sentry_gone";
    	game["dialog"]["sentry_destroyed"] = "sentry_gone";
    	game["dialog"]["ti_gone"] = "ti_cancelled";
    	game["dialog"]["ti_destroyed"] = "ti_blocked";
    	
    	level thread onPlayerConnect();
    	level thread onLastAlive();
    	level thread musicController();
    	level thread onGameEnded();
    	level thread onRoundSwitch();
    }
    
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill ( "connected", player );
    
    		player thread onPlayerSpawned();
    		player thread finalKillcamMusic();
    	}
    }
    
    
    onPlayerSpawned()
    {
    	self endon ( "disconnect" );
    
    	self waittill( "spawned_player" );
    
    	if ( !level.splitscreen || level.splitscreen && !isDefined( level.playedStartingMusic ) )
    	{
    		self playLocalSound( game["music"]["spawn_" + self.team] );
    		
    
    		if ( level.splitscreen )
    			level.playedStartingMusic = true;
    	}
    
    	if ( isDefined( game["dialog"]["gametype"] ) && (!level.splitscreen || self == level.players[0]) )
    		self leaderDialogOnPlayer( "gametype" );
    
    	gameFlagWait( "prematch_done" );
    
    	if ( self.team == game["attackers"] )
    		self leaderDialogOnPlayer( "offense_obj", "introboost" );
    	else
    		self leaderDialogOnPlayer( "defense_obj", "introboost" );
    }
    
    
    onLastAlive()
    {
    	level endon ( "game_ended" );
    
    	level waittill ( "last_alive", player );
    	
    	if ( !isAlive( player )	)
    		return;
    	
    	player leaderDialogOnPlayer( "last_alive" );
    }
    
    
    onRoundSwitch()
    {
    	level waittill ( "round_switch", switchType );
    
    	switch( switchType )
    	{
    		case "halftime":
    			foreach ( player in level.players )
    				player leaderDialogOnPlayer( "halftime" );
    			break;
    		case "overtime":
    			foreach ( player in level.players )
    				player leaderDialogOnPlayer( "overtime" );
    			break;
    		default:
    			foreach ( player in level.players )
    				player leaderDialogOnPlayer( "side_switch" );
    			break;
    	}
    }
    
    
    onGameEnded()
    {
    	level thread roundWinnerDialog();
    	level thread gameWinnerDialog();
    	
    	level waittill ( "game_win", winner );
    	
    	if ( isDefined( level.nukeDetonated ) )
    	{
    		if ( !level.splitScreen )
    			playSoundOnPlayers( game["music"]["nuke_music"] );
    		else
    			level.players[0] playLocalSound( game["music"]["nuke_music"] );
    			
    		return;
    	}
    
    	if ( level.teamBased )
    	{
    		if ( level.splitscreen )
    		{
    			if ( winner == "allies" )
    				playSoundOnPlayers( game["music"]["victory_allies"], "allies" );
    			else if ( winner == "axis" )
    				playSoundOnPlayers( game["music"]["victory_axis"], "axis" );
    			else
    				playSoundOnPlayers( game["music"]["nuke_music"] );
    		}
    		else
    		{
    			if ( winner == "allies" )
    			{
    				playSoundOnPlayers( game["music"]["victory_allies"], "allies" );
    				playSoundOnPlayers( game["music"]["defeat_axis"], "axis" );
    			}
    			else if ( winner == "axis" )
    			{
    				playSoundOnPlayers( game["music"]["victory_axis"], "axis" );
    				playSoundOnPlayers( game["music"]["defeat_allies"], "allies" );
    			}
    			else
    			{
    				playSoundOnPlayers( game["music"]["nuke_music"] );
    			}
    		}
    	}
    	else
    	{
    		foreach ( player in level.players )
    		{
    			if ( player.pers["team"] != "allies" && player.pers["team"] != "axis" )
    				player playLocalSound( game["music"]["nuke_music"] );			
    			else if ( isDefined( winner ) && player == winner )
    				player playLocalSound( game["music"]["victory_" + player.pers["team"] ] );
    			else if ( !level.splitScreen )
    				player playLocalSound( game["music"]["defeat_" + player.pers["team"] ] );
    		}
    	}
    }
    
    
    roundWinnerDialog()
    {
    	level waittill ( "round_win", winner );
    
    	delay = level****undEndDelay / 4;
    	if ( delay > 0 )
    		wait ( delay );
    
    	if ( !isDefined( winner ) || isPlayer( winner ) || isDefined( level.nukeDetonated ) )
    		return;
    
    	if ( winner == "allies" )
    	{
    		leaderDialog( "round_success", "allies" );
    		leaderDialog( "round_failure", "axis" );
    	}
    	else if ( winner == "axis" )
    	{
    		leaderDialog( "round_success", "axis" );
    		leaderDialog( "round_failure", "allies" );
    	}
    }
    
    
    gameWinnerDialog()
    {
    	level waittill ( "game_win", winner );
    	
    	delay = level.postRoundTime / 2;
    	if ( delay > 0 )
    		wait ( delay );
    
    	if ( !isDefined( winner ) || isPlayer( winner ) || isDefined( level.nukeDetonated ) )
    		return;
    
    	if ( winner == "allies" )
    	{
    		leaderDialog( "mission_success", "allies" );
    		leaderDialog( "mission_failure", "axis" );
    	}
    	else if ( winner == "axis" )
    	{
    		leaderDialog( "mission_success", "axis" );
    		leaderDialog( "mission_failure", "allies" );
    	}
    	else
    	{
    		leaderDialog( "mission_draw" );
    	}	
    }
    
    
    musicController()
    {
    	level endon ( "game_ended" );
    	
    	if ( !level.hardcoreMode )
    		thread suspenseMusic();
    	
    	level waittill ( "match_ending_soon", reason );
    	assert( isDefined( reason ) );
    
    	if ( getWatchedDvar( "roundlimit" ) == 1 || game["roundsPlayed"] == (getWatchedDvar( "roundlimit" ) - 1) )
    	{	
    		if ( !level.splitScreen )
    		{
    			if ( reason == "time" )
    			{
    				if ( level.teamBased )
    				{
    					if ( game["teamScores"]["allies"] > game["teamScores"]["axis"] )
    					{
    						if ( !level.hardcoreMode )
    						{
    							playSoundOnPlayers( game["music"]["winning_allies"], "allies" );
    							playSoundOnPlayers( game["music"]["losing_axis"], "axis" );
    						}
    				
    						leaderDialog( "winning_time", "allies" );
    						leaderDialog( "losing_time", "axis" );
    					}
    					else if ( game["teamScores"]["axis"] > game["teamScores"]["allies"] )
    					{
    						if ( !level.hardcoreMode )
    						{
    							playSoundOnPlayers( game["music"]["winning_axis"], "axis" );
    							playSoundOnPlayers( game["music"]["losing_allies"], "allies" );
    						}
    							
    						leaderDialog( "winning_time", "axis" );
    						leaderDialog( "losing_time", "allies" );
    					}
    				}
    				else
    				{
    					if ( !level.hardcoreMode )
    						playSoundOnPlayers( game["music"]["losing_time"] );
    	
    					leaderDialog( "timesup" );
    				}
    			}	
    			else if ( reason == "score" )
    			{
    				if ( level.teamBased )
    				{
    					if ( game["teamScores"]["allies"] > game["teamScores"]["axis"] )
    					{
    						if ( !level.hardcoreMode )
    						{
    							playSoundOnPlayers( game["music"]["winning_allies"], "allies" );
    							playSoundOnPlayers( game["music"]["losing_axis"], "axis" );
    						}
    				
    						leaderDialog( "winning_score", "allies" );
    						leaderDialog( "losing_score", "axis" );
    					}
    					else if ( game["teamScores"]["axis"] > game["teamScores"]["allies"] )
    					{
    						if ( !level.hardcoreMode )
    						{
    							playSoundOnPlayers( game["music"]["winning_axis"], "axis" );
    							playSoundOnPlayers( game["music"]["losing_allies"], "allies" );
    						}
    							
    						leaderDialog( "winning_score", "axis" );
    						leaderDialog( "losing_score", "allies" );
    					}
    				}
    				else
    				{
    					winningPlayer = maps\mp\gametypes\_gamescore::getHighestScoringPlayer();
    					losingPlayers = maps\mp\gametypes\_gamescore::getLosingPlayers();
    					excludeList[0] = winningPlayer;
    
    					if ( !level.hardcoreMode )
    					{
    						winningPlayer playLocalSound( game["music"]["winning_" + winningPlayer.pers["team"] ] );
    						
    						foreach ( otherPlayer in level.players )
    						{
    							if ( otherPlayer == winningPlayer )
    								continue;
    								
    							otherPlayer playLocalSound( game["music"]["losing_" + otherPlayer.pers["team"] ] );							
    						}
    					}
    	
    					winningPlayer leaderDialogOnPlayer( "winning_score" );
    					leaderDialogOnPlayers( "losing_score", losingPlayers );
    				}
    			}
    			
    			level waittill ( "match_ending_very_soon" );
    			leaderDialog( "timesup" );
    		}
    	}
    	else
    	{
    		if ( !level.hardcoreMode )
    			playSoundOnPlayers( game["music"]["losing_allies"] );
    
    		leaderDialog( "timesup" );
    	}
    }
    
    
    suspenseMusic()
    {
    	level endon ( "game_ended" );
    	level endon ( "match_ending_soon" );
    	
    	numTracks = game["music"]["suspense"].size;
    	for ( ;; )
    	{
    		wait ( randomFloatRange( 60, 120 ) );
    		
    		playSoundOnPlayers( game["music"]["suspense"][randomInt(numTracks)] ); 
    	}
    }
    
    
    finalKillcamMusic()
    {
    	self waittill ( "showing_final_killcam" );
    	
    //	self playLocalSound( game["music"]["winning"] );
    }
    And here you add the Slow Motion Code.



    NB: I an not sure if this works, but this is what I could find without testing it.



    Maybe to this instead. As Yamato said.


    Mine is mostly like wrong.
    uhmm i made the gsc file and now? wich i have to add? and how :S sorry for being noob