mohaa-spearhead-sdk/maps/MP_Berlin_TOW.scr

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2003-02-06 00:00:00 +00:00
// MP_Berlin_TOW
//
// Note: For objective function calls TakeOver and SetCurrent the
// teams are as such:
// 0 = Axis
// 1 = Allies
// 2 = Neutral
//----------------------------------------------------------
// Main
//----------------------------------------------------------
main:
level.script="maps/obj/MP_Berlin_TOW.scr"
level.music="MP_Berlin_TOW"
setcvar "g_scoreboardpic" "mp_Berlin_tow"
$world farplane_color ".335 .335 .36"
exec global/ambient.scr
exec global/exploder.scr
exec global/tow_dm.scr
exec global/dm_ai.scr
exec global/friendly.scr
level.gametype = int( getcvar( g_gametype ) )
//gametype 5 = Tug of War
if( level.gametype == 5 )
{
setcvar "g_obj_alliedtext1" "Protect Ammo Depot"
setcvar "g_obj_alliedtext2" "Call In Air Support"
setcvar "g_obj_alliedtext3" "Control Radar Dish"
setcvar "g_obj_alliedtext4" "Shut Down Flak88's"
setcvar "g_obj_alliedtext5" "Detonate Axis Ammo Depot"
setcvar "g_obj_axistext1" "Protect Ammo Depot"
setcvar "g_obj_axistext2" "Start Flak88 Barrage"
setcvar "g_obj_axistext3" "Control Radar Dish"
setcvar "g_obj_axistext4" "Call Off Allied Air Support"
setcvar "g_obj_axistext5" "Destroy Allied Ammo Depot"
}
else
{
//Not a TOW game remove the bombs
$gmc_bomb remove
$mg42_bomb remove
$bridge_bomb remove
$archway_bomb remove
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Berlin"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
}
//////////////////////////
level waittill prespawn
//////////////////////////
//////////////////////////
level waittill spawn
//////////////////////////
level.bRoundStarted = 0
level.bArtillerySwitchUp = 1
level.bAirStrikeSwitchUp = 1
level.bRadarControlSwitchUp = 1
level.axisFire = 1
// set the parameters for this round based match
// level.dmrespawning = 1 // 1 or 0
level.dmroundlimit = 15 // round time limit in minutes
level.clockside = draw // set to axis, allies, kills, or draw
level.numObjectives = 5 // Number of objectives needed to win
// AA Gun Properties
$flak88.collisionent = $flak88_collision
$flak88_turret0.collisionent = $flak88_turret_collision
$flak88 thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/flak88_d.tik" $flak88_destroyed_collision
$aagun.collisionent = $aagun_collision
$aagun_turret0.collisionent = $aagun_turret_collision
$aagun thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_aagun_d.tik" $aagun_destroyed_collision
$aagun_turret0 maxyawoffset 115.0
$aagun_turret0 turnspeed 25
$aagun_turret0 pitchspeed 25
$aagun_turret0 pitchcaps "-50 10 0"
$aagun_turret0 viewjitter 1
$aagun_turret0 firedelay 0.08
$aagun immune aagun
$flak88_turret0 turnspeed 15
$flak88_turret0 pitchspeed 7.5
$flak88_turret0 pitchcaps "-45 10 0"
$flak88_turret0 viewjitter 7
$flak88_turret0 firedelay 3
//////////////////////////
//level waittill roundstart
//////////////////////////
//If this is a tug of war game then we init all the TOW stuff
if( level.gametype == 5 )
{
thread init_switches
thread init_spawner_bombs
thread init_tower_lights
//Setup the starting team objectives
thread set_objectives
level.bRoundStarted = 1
}
thread start_generator_sound
end
//----------------------------------------------------------
//Sound for Radar Generator
//----------------------------------------------------------
start_generator_sound:
$gen_sound_speaker loopsound sub_idle1
end
//----------------------------------------------------------
//Destroy the allied spawner here
//----------------------------------------------------------
alliesammodepot local.planter:
iprintln "The Allied Ammo Depot has been destroyed!"
//Take over the objective
$Obj_alliesammodepot TakeOver 0
iprintln "The Allied Team can no longer respawn!"
//Give the planter some points
if( local.planter != NULL && local.planter != NIL )
{
local.planter AddKills 5
}
thread Check_End_Match
end
//----------------------------------------------------------
//Destroy the axis spawner here
//----------------------------------------------------------
axisammodepot local.planter:
iprintln "The Axis Ammo Depot has been destroyed!"
$Obj_axisammodepot TakeOver 1
iprintln "The Axis Team can no longer respawn!"
//Give the planter some points
if( local.planter != NULL && local.planter != NIL )
{
local.planter AddKills 5
}
thread Check_End_Match
end
//----------------------------------------------------------
//Turn on/off Flak88's
//----------------------------------------------------------
artillerystrike:
if( level.bRoundStarted == 1 )
{
if( parm.other.dmteam == axis )
{
if( $Obj_artillerystrike.ControlledBy != 0 )
{
//Flip the switch
thread artillerystrike_switch
$artillery_radio_speaker playsound radio_on
$Obj_artillerystrike TakeOver 0
$tower_lights_02 show
//Call in the artillery strike
thread call_artillery_strike
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Axis have started artillery barrage!"
}
}
else if( parm.other.dmteam == allies )
{
if( $Obj_artillerystrike.ControlledBy != 1 )
{
//Flip the switch
thread artillerystrike_switch
$artillery_radio_speaker playsound radio_off
$Obj_artillerystrike TakeOver 1
$tower_lights_02 hide
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Allies have stopped artillery barrage!"
}
}
//Did anyone win?
thread Check_End_Match
//Update team current objectives
thread set_objectives
}
end
//----------------------------------------------------------
//Control Radar Dish
//----------------------------------------------------------
radarcontrol:
if( level.bRoundStarted == 1 )
{
if( parm.other.dmteam == axis )
{
if( $Obj_radarcontrol.ControlledBy != 0 )
{
//Flip the switch
thread radarcontrol_switch
$Obj_radarcontrol TakeOver 0
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Axis have control of the Radar Station!"
}
}
else if( parm.other.dmteam == allies )
{
if( $Obj_radarcontrol.ControlledBy != 1 )
{
//Flip the switch
thread radarcontrol_switch
$Obj_radarcontrol TakeOver 1
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Allies have control of the Radar Station!"
}
}
//Did anyone win?
thread Check_End_Match
//Update team current objectives
thread set_objectives
}
end
//----------------------------------------------------------
//Call on/off Airstrikes
//----------------------------------------------------------
airstrike:
if( level.bRoundStarted == 1 )
{
if( parm.other.dmteam == axis )
{
if( $Obj_airstrike.ControlledBy != 0 )
{
//Flip the switch
thread airstrike_switch
$airstrike_radio_speaker playsound radio_off
$Obj_airstrike TakeOver 0
$tower_lights_01 hide
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Axis have called off Allied air support!"
}
}
else if( parm.other.dmteam == allies )
{
if( $Obj_airstrike.ControlledBy != 1 )
{
//Flip the switch
thread airstrike_switch
$airstrike_radio_speaker playsound radio_on
$Obj_airstrike TakeOver 1
$tower_lights_01 show
//call in the air strike
thread call_air_strike
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Allies have called in air support!"
}
}
//Did anyone win?
thread Check_End_Match
//Update team current objectives
thread set_objectives
}
end
//----------------------------------------------------------
//Set the teams current objectives
//----------------------------------------------------------
set_objectives:
//First lets do the allies
if( $Obj_airstrike.ControlledBy == 0 )
{
$Obj_airstrike SetCurrent 1
}
else if( $Obj_radarcontrol.ControlledBy == 0 )
{
$Obj_radarcontrol SetCurrent 1
}
else if( $Obj_artillerystrike.ControlledBy == 0 )
{
$Obj_artillerystrike SetCurrent 1
}
else if( $Obj_axisammodepot.ControlledBy == 0 )
{
$Obj_axisammodepot SetCurrent 1
}
//Now the Axis
if( $Obj_artillerystrike.ControlledBy == 1 )
{
$Obj_artillerystrike SetCurrent 0
}
else if( $Obj_radarcontrol.ControlledBy == 1 )
{
$Obj_radarcontrol SetCurrent 0
}
else if( $Obj_airstrike.ControlledBy == 1 )
{
$Obj_airstrike SetCurrent 0
}
else if( $Obj_alliesammodepot.ControlledBy == 1 )
{
$Obj_alliesammodepot SetCurrent 0
}
end
//----------------------------------------------------------
//Called when a player tries to open a locked door
//----------------------------------------------------------
doorlocked:
self playsound door_wood_locked1
end
//--------------------------------------------------------------
//Init the switches
//--------------------------------------------------------------
init_switches:
$artillerystrike_switch bind $artillerystrike_origin
$airstrike_switch bind $airstrike_origin
$radarcontrol_switch bind $radarcontrol_origin
//Make the switches non solid so they don't hurt the player when triggered
$artillerystrike_switch notsolid
$artillerystrike_origin notsolid
$airstrike_switch notsolid
$airstrike_origin notsolid
$radarcontrol_switch notsolid
$radarcontrol_origin notsolid
end
//--------------------------------------------------------------
//Turns On/Off Artillery Fire
//--------------------------------------------------------------
artillerystrike_switch:
if( level.bArtillerySwitchUp == 1 )
{
$artillerystrike_origin speed 1.0
$artillerystrike_origin rotatexdownto 180
$artillerystrike_origin waitmove
$artillerystrike_origin playsound switchbox
level.bArtillerySwitchUp = 0
}
else
{
$artillerystrike_origin rotatexupto 0
$artillerystrike_origin waitmove
level.bArtillerySwitchUp = 1
}
end
//--------------------------------------------------------------
//Turns On/Off Airstike bombs
//--------------------------------------------------------------
airstrike_switch:
if( level.bAirStrikeSwitchUp == 1 )
{
$airstrike_origin speed 1.0
$airstrike_origin rotatexdownto 180
$airstrike_origin waitmove
$airstrike_origin playsound switchbox
level.bAirStrikeSwitchUp = 0
}
else
{
$airstrike_origin rotatexupto 0
$airstrike_origin waitmove
level.bAirStrikeSwitchUp = 1
}
end
//--------------------------------------------------------------
//Take control fo Radar for more explosions
//--------------------------------------------------------------
radarcontrol_switch:
if( level.bRadarControlSwitchUp == 1 )
{
$radarcontrol_origin speed 1.0
$radarcontrol_origin rotatexdownto 180
$radarcontrol_origin waitmove
$radarcontrol_origin playsound switchbox
level.bRadarControlSwitchUp = 0
}
else
{
$radarcontrol_origin rotatexupto 0
$radarcontrol_origin waitmove
level.bRadarControlSwitchUp = 1
}
end
//--------------------------------------------------------------
//init the spawner bombs
//--------------------------------------------------------------
init_spawner_bombs:
//Allied spawner bomb
$gmc_bomb thread global/tow_dm.scr::bomb_thinker "axis" maps/obj/MP_Berlin_TOW.scr::alliesammodepot
$mg42_bomb thread global/tow_dm.scr::bomb_thinker "allies" maps/obj/MP_Berlin_TOW.scr::axisammodepot
//Allied bomb (Bridge, not a spawner bomb)
$bridge_bomb thread global/tow_dm.scr::bomb_thinker "axis" maps/obj/MP_Berlin_TOW.scr::bridge_bomb_relay_explode
//Axis bomb (Archway, not a spawner bomb)
$archway_bomb thread global/tow_dm.scr::bomb_thinker "allies" maps/obj/MP_Berlin_TOW.scr::archway_bomb_relay_explode
end
//-----------------------------------------------
// Blow up the truck (Allied Spawner)
//-----------------------------------------------
truck_bomb_relay_explode:
self waittill trigger
thread alliesammodepot
end
//-----------------------------------------------
// Blow up the MG42 (Axis Spawner)
//-----------------------------------------------
mg42_bomb_relay_explode:
self waittill trigger
thread axisammodepot
end
//-----------------------------------------------
// Blow up the bridge (Allied path reduce)
//-----------------------------------------------
bridge_bomb_relay_explode:
thread global/exploder.scr::explode 199
end
//-----------------------------------------------
// Blow up the archway (Axis path reduce)
//-----------------------------------------------
archway_bomb_relay_explode:
thread global/exploder.scr::explode 8
end
//-----------------------------------------------
// Call in the artillery strike
//-----------------------------------------------
call_artillery_strike:
if( self.fire_attack_thread != NIL && self.fire_attack_thread != NULL )
{
//switching targets
self.fire_attack_thread delete
wait 2
}
self.fire_attach_thread = local
while( $Obj_artillerystrike.ControlledBy == 0 )
{
local.rand = randomint $flak_axis_boom.size
if( local.rand <= 0 )
{
local.rand++
}
local.ent = spawn models/projectiles/Berlin_Bombs.tik origin $flak_axis_boom[local.rand].origin
local.ent explode
//Delay between explosions
wait 2
}
end
//-----------------------------------------------
// Call in the allied air strike
//-----------------------------------------------
call_air_strike:
if( self.fire_attack_thread != NIL && self.fire_attack_thread != NULL )
{
//switching targets
self.fire_attack_thread delete
wait 2
}
self.fire_attach_thread = local
while( $Obj_airstrike.ControlledBy == 1 )
{
//Plane 1 flypath
local.rand = randomint 3
switch( local.rand )
{
//local.flypath is the path the plane will follow
//local.wait is the delay before it drops it's bombs
case 0:
local.flypath = $plane_path1
local.wait = randomfloat 1.0
local.wait += 2
wait local.wait
break;
case 1:
local.flypath = $plane_path2
local.wait = randomfloat 1.0
local.wait += 2
wait local.wait
break;
case 2:
local.flypath = $plane_path3
local.wait = randomfloat 1.0
local.wait += 2
wait local.wait
break;
case 3:
local.flypath = $plane_path4
local.wait = randomfloat 1.0
local.wait += 2
wait local.wait
break;
}
//Plane 2 flypath
local.rand2 = randomint 3
//Make sure we get a different path.
while( local.rand2 == local.rand )
{
local.rand2 = randomint 3
}
switch( local.rand2 )
{
//local.flypath2 is the path the plane will follow
//local.wait2 is the delay before it drops it's bombs
case 0:
local.flypath2 = $plane_path1
local.wait2 = randomfloat 1.0
local.wait2 += 2
wait local.wait2
break;
case 1:
local.flypath2 = $plane_path2
local.wait2 = randomfloat 1.0
local.wait2 += 2
wait local.wait2
break;
case 2:
local.flypath2 = $plane_path3
local.wait2 = randomfloat 1.0
local.wait2 += 2
wait local.wait2
break;
case 3:
local.flypath2 = $plane_path4
local.wait2 = randomfloat 1.0
local.wait2 += 2
wait local.wait2
break;
}
thread spawn_plane "Plane1" "Plane1_bomb" "Plane1_bomb2" local.flypath local.wait
if( $Obj_radarcontrol.ControlledBy == 1 )
{
wait 1
thread spawn_plane "Plane2" "Plane2_bomb" "Plane2_bomb2" local.flypath2 local.wait2
}
//How long between plane runs
wait 15
}
end
//-----------------------------------------------
// Spawn in a plane
//-----------------------------------------------
spawn_plane local.planeName local.bombName local.bombName2 local.flypath local.wait:
//spawn the plane in and start flying over the target
spawn script_model model models/vehicles/yak_7b.tik "$targetname" local.planeName origin local.flypath.origin
local.planeName followpath local.flypath 2500 2000 256
local.planeName playsound plane
local.planeName move
local.planeName notsolid
wait local.wait
spawn models/projectiles/Berlin_Bombs.tik "$targetname" local.bombName origin local.flypath.origin
local.bombName becomebomb local.planeName
local.bombName model "ammo/us_bomb.tik"
local.bombName show
//Delay slightly before dropping the second bomb
wait 0.2
spawn models/projectiles/Berlin_Bombs.tik "$targetname" local.bombName2 origin local.flypath.origin
local.bombName2 becomebomb local.planeName
local.bombName2 model "ammo/us_bomb.tik"
local.bombName2 show
local.planeName waitmove
local.planeName remove
end
//----------------------------------------------------------
//Initialize the tower lights
//----------------------------------------------------------
init_tower_lights:
$tower_lights_01 hide
$tower_lights_02 hide
end
//----------------------------------------------------------
FacingFix:
//
//
// jsl--> Make the axis face the correct way...
//----------------------------------------------------------
self angles "0 0 0"
end
//----------------------------------------------------------
// Allies are enemyspawners with #set 20 with a leader #set 25
// Axis are enemyspawners with #set 10 with a leader #set 15
// all spawners are targeting info_pathnodes
// 2 cameras placed $targetname alliewincamera_1 & alliewincamera_2
//----------------------------------------------------------
win_game_allie:
//hide and freeze the players
$player nodamage
$player hide
freezeplayer
//spawn the allies
waitthread global/dm_ai.scr::spawnset 20 set20
waitthread global/dm_ai.scr::spawnset 25 cappy
//spawn the axis
waitthread global/dm_ai.scr::spawnset 10 set10
waitthread global/dm_ai.scr::spawnset 15 set15
$set10 waitthread FacingFix
$set15 waitthread FacingFix
for( local.i = 1; local.i <= $set10.size; local.i++ )
{
$set10[local.i] thread Do_Loser_End
}
$set15 thread Do_Loser_End
//Turn on the winning music
forcemusic aux2 aux2
//Turn off the hud for the movie
drawhud 0
$alliewincamera_1 watch $alliewincamera_2
$alliewincamera_1 cut
cuecamera $alliewincamera_1
wait 3
for( local.i = 1; local.i <= $set20.size; local.i++ )
{
local.rand = randomfloat .5
local.rand += .5
if( local.i <= $set10.size )
{
$set20[local.i] thread Do_Winner_End local.rand $set10[local.i]
}
else
{
$set20[local.i] thread Do_Winner_End local.rand NULL
}
}
$cappy thread Do_Winner_Allied_Cappy_End 5 $set15
end
//----------------------------------------------------------
// Allies are enemyspawners with #set 30 with a leader #set 35
// Axis are enemyspawners with #set 40 with a leader #set 45
// all spawners are targeting info_pathnodes
// 2 cameras placed $targetname axiswincamera_1 & axiswincamera_2
//----------------------------------------------------------
win_game_axis:
//hide and freeze the players
$player nodamage
$player hide
freezeplayer
//spawn the axis
waitthread global/dm_ai.scr::spawnset 40 set40
waitthread global/dm_ai.scr::spawnset 45 cappy
//spawn the allies
waitthread global/dm_ai.scr::spawnset 30 set30
waitthread global/dm_ai.scr::spawnset 35 set35
drawhud 0
//Start the music
forcemusic aux4 aux4
$axiswincamera_1 speed .3
$axiswincamera_1 fov 70
$axiswincamera_1 follow $axiswincamera_spline $axiswincamera_target
$axiswincamera_1 cut
cuecamera $axiswincamera_1
wait 2.0
//Run the winner threads
for( local.i = 1; local.i <= $set40.size; local.i++ )
{
local.rand = randomfloat 3.0
local.rand += 2.5
if( local.i <= $set30.size )
{
$set40[local.i] thread Do_Winner_End local.rand $set30[local.i]
}
else
{
$set40[local.i] thread Do_Winner_End local.rand NULL
}
}
//run the winners captain thread
$cappy thread Do_Winner_Axis_Cappy_End 5 $set35
wait 1
//run the losers threads
for( local.i = 1; local.i <= $set30.size; local.i++ )
{
$set30[local.i] thread Do_Allie_Loser_End
}
$set35 thread Do_Allie_Loser_End
end
//----------------------------------------------------------
//Do the winner anims and stuff
//----------------------------------------------------------
Do_Winner_End local.wait local.target:
self nodamage
self runto self.target
wait local.wait
self fire
if( local.target != NULL )
{
local.target takedamage
local.target damage NULL 1000 NULL (0 0 0) (0 0 0) (0 0 0) 0 9 0 0
}
end
//----------------------------------------------------------
//Do the winners captain end sequence
//----------------------------------------------------------
Do_Winner_Allied_Cappy_End local.wait local.target:
self nodamage
self runto self.target
local.rand = randomfloat 1.5
local.rand += .5
self fire
level.axisFire = 0
if( local.target != NULL )
{
local.target takedamage
local.target damage NULL 1000 NULL (0 0 0) (0 0 0) (0 0 0) 0 9 0 0
}
wait 3.5
$alliewincamera_2 watch $cappy
$alliewincamera_2 fov 40
$alliewincamera_2 cut
cuecamera $alliewincamera_2
wait 2
dprintln "Playing Cappy end anim"
self anim 00A001_victory
wait 2
//Allies have won
teamwin allies
//fade out the music
forcemusic aux3 aux3
wait 5
end
//----------------------------------------------------------
//Do the winners captain end sequence
//----------------------------------------------------------
Do_Winner_Axis_Cappy_End local.wait local.target:
self nodamage
self runto self.target
wait local.wait
self fire
if( local.target != NULL )
{
local.target takedamage
local.target damage NULL 1000 NULL (0 0 0) (0 0 0) (0 0 0) 0 9 0 0
}
wait 5
self anim 00A001_victory
//Axis have won
teamwin axis
//fade out the music
forcemusic aux5 aux5
wait 5
end
//----------------------------------------------------------
//Axis end, they fire and die
//----------------------------------------------------------
Do_Loser_End:
self nodamage
self aimat $airstrike_origin
//self runto self.target
while ( level.axisFire == 1 )
{
local.delay = randomfloat 1.5
local.delay += .5
wait local.delay
self fire
}
end
//----------------------------------------------------------
//Allies run away
//----------------------------------------------------------
Do_Allie_Loser_End:
self nodamage
self runto self.target
end
//-----------------------------------------------
// init the objectives
//-----------------------------------------------
Check_End_Match:
local.nAxis = 0
local.nAllied = 0
//Allied ammo depot
if( $Obj_alliesammodepot.ControlledBy == 0 )
{
local.nAxis++
}
else if( $Obj_alliesammodepot.ControlledBy == 1 )
{
local.nAllied++
}
//Axis ammo depot
if( $Obj_axisammodepot.ControlledBy == 0 )
{
local.nAxis++
}
else if( $Obj_axisammodepot.ControlledBy == 1 )
{
local.nAllied++
}
//Artillery Strike
if( $Obj_artillerystrike.ControlledBy == 0 )
{
local.nAxis++
}
else if( $Obj_artillerystrike.ControlledBy == 1 )
{
local.nAllied++
}
//Radar
if( $Obj_radarcontrol.ControlledBy == 0 )
{
local.nAxis++
}
else if( $Obj_radarcontrol.ControlledBy == 1 )
{
local.nAllied++
}
//Air strike
if( $Obj_airstrike.ControlledBy == 0 )
{
local.nAxis++
}
else if( $Obj_airstrike.ControlledBy == 1 )
{
local.nAllied++
}
//Allies first
if( local.nAllied == level.numObjectives )
{
//Only show the movie if the wingame cvar has not been set yet.
local.winstate = int( getcvar( g_TOW_winstate ) )
if( local.winstate == 0 )
{
setcvar "g_TOW_winstate" "1"
//ignore the clock
level ignoreclock 1
//if there is a bomb ticking stop it.
waitthread global/tow_dm.scr::StopBomb
//Allies win play the movie
thread win_game_allie
}
}
else if( local.nAxis == level.numObjectives )
{
//Only show the movie if the wingame cvar has not been set yet.
local.winstate = int( getcvar( g_TOW_winstate ) )
if( local.winstate == 0 )
{
setcvar "g_TOW_winstate" "1"
//ignore the clock
level ignoreclock 1
//if there is a bomb ticking stop it.
waitthread global/tow_dm.scr::StopBomb
//Axis win do their movie and end the map
thread win_game_axis
}
}
end