mohaa-spearhead-sdk/maps/t2l1.scr

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2003-02-06 00:00:00 +00:00
level.script = "maps/t2l1.scr"
level.music = "t2l1"
exec global/auto.scr
level waittill prespawn
// Fade-in stuff.
$player physics_off
//freezeplayer
fadeout .001 0 0 0 1
drawhud 0
level waittill spawn
// Set mission variable number
setcvar "g_mission" "2"
// Initialize difficulty setting variable
level.skill = getcvar (skill)
// Animated fog setup
$world animated_farplane 3500 5000 1650 1888
$world animated_farplane_color (0.6 0.6 0.64) (0.5 0.5 0.54) 1200 1888 // 2nd RGB triple used to be (0.5 0.5 0.5)
$world animated_farplane_bias -1500 0 1650 1888
// Set up Music
$player stufftext "tmstart sound/music/mus_SniperTown_01g.mp3"
// Initialize Snow Parameters
level.rain_speed = "40"
level.rain_speed_vary = "4"
level.rain_length = "2"
level.rain_width = "1"
level.rain_density = ".4"
level.rain_slant = "1"
level.rain_min_dist = "512"
level.rain_numshaders = 12
level.rain_shader = "textures/snow"
// init gags...
exec gags/T2L1_Explosion.Scr
exec gags/T2L1_Tank.Scr
// Initialize Mission Objectives
exec global/obj.scr 1 hidden "Destroy the Nebelwerfers [4 remaining]" $nebel1_rally.origin
exec global/obj.scr 2 hidden "Use Nebelwerfer to Destroy the Halftrack" $halftrack1.origin
exec global/obj.scr 3 hidden "Use Sticky Bomb to Destroy Tank" $tigertank1.origin
exec global/obj.scr 4 hidden "Use Sticky Bomb to Destroy Second Tank" $tigertank2.origin
exec global/obj.scr 5 hidden "Acquire a Supply Truck" $supply_truck.origin
level.script = "maps/t2l1.scr"
level.usedrange = 1
// Initialize Objective Variables
level.nebelsbombed = 0
level.nebel1_bombed = 0
level.nebel2_bombed = 0
level.nebel3_bombed = 0
level.nebel4_bombed = 0
level.obj1Complete = 0
level.obj2Complete = 0
level.obj3Complete = 0
level.obj4Complete = 0
level.tank2destroyed = 0
level.halftrack_triggered = 0
level.stickybombs = 0
level.parade_death_counter = 0
level.toiletcounter = 0
level.parader_index = 0
level.parade_trigger_on = 0
level.squadhalt = 0
// Run the thread that will end the mission if all your squadmates die
thread check_squad_death
// Initialize Nebelwerfers (tweak their pitch arc length)
$nebel1 thread nebelwerferDeath
$nebel1 immune bullet
$nebel1 immune fast_bullet
$nebel1 immune bash
$nebel1.collisionent = $nebelwerfer_collision
$nebel1_turret0.collisionent = $nebelwerfer_turret_collision
$nebel1_turret0 immune bullet
$nebel1_turret0 immune fast_bullet
$nebel1_turret0 immune bash
$nebel1_turret0 thread global/turret.scr::playerturret_proj_think_aim $nebel1 $nebelwerfer1
$nebel2 thread nebelwerferDeath
$nebel2 immune bullet
$nebel2 immune fast_bullet
$nebel2 immune bash
$nebel2.collisionent = $nebelwerfer_collision
$nebel2_turret0.collisionent = $nebelwerfer_turret_collision
$nebel2_turret0 immune bullet
$nebel2_turret0 immune fast_bullet
$nebel2_turret0 immune bash
$nebel2_turret0 thread global/turret.scr::playerturret_proj_think_aim $nebel2 $nebelwerfer2
$nebel3 thread nebelwerferDeath
$nebel3 immune bullet
$nebel3 immune fast_bullet
$nebel3 immune bash
$nebel3.collisionent = $nebelwerfer_collision
$nebel3_turret0.collisionent = $nebelwerfer_turret_collision
$nebel3_turret0 immune bullet
$nebel3_turret0 immune fast_bullet
$nebel3_turret0 immune bash
$nebel3_turret0 thread global/turret.scr::playerturret_proj_think_aim $nebel3 $nebelwerfer3
$nebel4 thread nebelwerferDeath
$nebel4 immune bullet
$nebel4 immune fast_bullet
$nebel4 immune bash
$nebel4.collisionent = $nebelwerfer_collision
$nebel4_turret0.collisionent = $nebelwerfer_turret_collision
$nebel4_turret0 immune bullet
$nebel4_turret0 immune fast_bullet
$nebel4_turret0 immune bash
$nebel4_turret0 thread global/turret.scr::playerturret_proj_think_aim $nebel4 $nebelwerfer4
$nebel1_turret0 pitchcaps ( -30 60 0)
$nebel1_turret0 maxyawoffset "50"
$nebel2_turret0 pitchcaps ( -30 60 0)
$nebel2_turret0 maxyawoffset "50"
$nebel3_turret0 pitchcaps ( -30 60 0)
$nebel3_turret0 maxyawoffset "50"
$nebel4_turret0 pitchcaps ( -30 60 0)
$nebel4_turret0 maxyawoffset "50"
//-------------------------------------------------------------------
// MG42 Behavior
//-------------------------------------------------------------------
$mg42 maxyawoffset 95.0
$mg42 pitchcaps ( -20 40 0)
$mg42 AIbulletspread 350 175
$mg42 convergetime 0.25
// Initialize Vehicles
// HalfTrack1
$halftrack1_gunner exec global/disable_ai.scr
// Tiger Tank 1
level.enemytankspeed = 200
level.playertanktarget = $player
level.lookahead = 256
//$tigertank1.collisionentity = $panzertank_mask
$panzertank1_stickybomb_a waitthread stickysetup $tigertank1
$panzertank1_stickybomb_b waitthread stickysetup $tigertank1
$panzertank1_stickybomb_c waitthread stickysetup $tigertank1
$panzertank1_stickybomb_d waitthread stickysetup $tigertank1
// Tiger Tank 2
//$tigertank2 hide
$panzertank2_stickybomb_a waitthread stickysetup $tigertank2
$panzertank2_stickybomb_b waitthread stickysetup $tigertank2
$panzertank2_stickybomb_c waitthread stickysetup $tigertank2
$panzertank2_stickybomb_d waitthread stickysetup $tigertank2
// Tiger Tank 3
//$tigertank3_stickybomb bind $tigertank3
$panzertank3_stickybomb_a waitthread stickysetup $tigertank3
$panzertank3_stickybomb_b waitthread stickysetup $tigertank3
$panzertank3_stickybomb_c waitthread stickysetup $tigertank3
$panzertank3_stickybomb_d waitthread stickysetup $tigertank3
// Supply Truck
//$supply_truck setcollisionentity $supplytruck_mask
// Parked Halftrack
$parked_halftrack immune rocket
$parked_halftrack immune bullet
$parked_halftrack immune fast_bullet
$parked_halftrack immune grenade
$parked_halftrack immune bash
$parked_halftrack setcollisionentity $halftrack_mask
// MISC Not Solids, not triggerables, and Hides
$nebel1_throbbox hide
$nebel1_throbbox triggered 1
$nebel2_throbbox hide
$nebel2_throbbox triggered 1
$nebel3_throbbox hide
$nebel3_throbbox triggered 1
$nebel4_throbbox hide
$nebel4_throbbox triggered 1
$panzertank1_stickybomb_a triggered 1
$panzertank1_stickybomb_b triggered 1
$panzertank1_stickybomb_c triggered 1
$panzertank1_stickybomb_d triggered 1
$panzertank2_stickybomb_a triggered 1
$panzertank2_stickybomb_b triggered 1
$panzertank2_stickybomb_c triggered 1
$panzertank2_stickybomb_d triggered 1
$panzertank3_stickybomb_a triggered 1
$panzertank3_stickybomb_b triggered 1
$panzertank3_stickybomb_c triggered 1
$panzertank3_stickybomb_d triggered 1
$stuka hide
$fuel_tank_destroyed hide
$sniper_rifle_trigger nottriggerable
$sniper_rifle hide
$crashing_truck_mask notsolid
$tent1 notsolid
$tent2 notsolid
$tent3 notsolid
// Tell the AI to not drop health
level.nodrophealth = 1
// Set their maxhealth
level.friendly1.maxhealth = level.friendly1.health
level.friendly2.maxhealth = level.friendly2.health
level.friendly3.maxhealth = level.friendly3.health
// Heal the player and set up inventory
$player fullheal
$player takeall
$player item weapons/colt45.tik
$player item weapons/m1_garand.tik
$player item weapons/thompsonsmg.tik
$player item weapons/M2Frag_Grenade_sp.tik
$player item weapons/M18_smoke_grenade.tik
waitthread global/items.scr::add_item "binoculars" noprint // Show binoculars inventory icon
waitthread global/items.scr::blank_items
$player ammo pistol 32
$player ammo smg 128
$player ammo rifle 50
$player ammo smokegrenade 2
$player ammo agrenade 2
// Initialize Friendly Medic
level.friendly3 thread fstart 1
thread level_fadein
// Begin Dialog
$player modheight "duck" // try crouch too
//level.friendly1 lookat $player
level.friendly1 turnto $player
//level.friendly1 exec global/crouch.scr
level.friendly2 turnto level.friendly1
level.friendly2 lookat level.friendly1
level.friendly2 holster
level.friendly2 exec global/crouch.scr
level.friendly3 turnto level.friendly1
level.friendly2 lookat level.friendly1
level.friendly3 exec global/crouch.scr
//level.friendly1 waittill turndone
level.friendly1 targetname Friendly1
level.friendly2 targetname Friendly2
level.friendly3 targetname Friendly3
level.friendly3 exec global/disable_ai.scr
wait 5
level.friendly1.health_pickup = FALSE
level.friendly2.health_pickup = FALSE
level.friendly3.health_pickup = FALSE
end
//--------------------------------------
stickysetup local.bind_to:
//--------------------------------------
self bind local.bind_to
self setdamage 2000
self hide
end
level_fadein:
//--------------------------------------
// Fade-in
//--------------------------------------
freezeplayer
$player.viewangles = "0 155 0"
//dprintln "camera should be frozen"
wait 1.5
//*** Dec 24, 1944
showmenu t2l1_1
hidemouse
wait 1.5
//*** ardennes....
showmenu t2l1_2
hidemouse
wait 2.25
//*** ardennes....
showmenu t2l1_3
hidemouse
wait 3
fadein 3.5 0 0 0 1
wait 2
hidemenu t2l1_1
hidemenu t2l1_2
hidemenu t2l1_3
hidemouse
//dprintln "camera unlocked"
//$player physics_on
releaseplayer
drawhud 1
$player.viewangles = "0 155 0"
waitthread global/items.scr::reload_items
$player use "Thompson"
//--------------------------------------
// End of Fade-in
//--------------------------------------
// Start the first gag
level.friendly1 nodamage
level.friendly2 nodamage
level.friendly3 nodamage
// "Listen guys, we're way past our line now The German supply depot is a half-mile up the road."
level.friendly1 exec global/disable_ai.scr
level.friendly1 anim 21A101_Dialogue1
level.friendly1 waittill animdone
level.friendly1 exec global/enable_ai.scr
$player physics_on
//releaseplayer
level.friendly1 takedamage
level.friendly2 takedamage
level.friendly3 takedamage
// Stop looking at each other!!
level.friendly1 turnto NULL
level.friendly1 lookat NULL
level.friendly2 turnto NULL
level.friendly2 lookat NULL
level.friendly3 turnto NULL
level.friendly3 lookat NULL
// show the first objective
exec global/obj.scr 5 current "Acquire a Supply Truck" $supply_truck.origin
// Initialize Friendly Soldiers
level.friendly1 thread fstart
level.friendly2 thread fstart
level.friendly2 unholster
level.friendly1 thread friendlydeath
level.friendly2 thread friendlydeath
level.friendly3 thread friendlydeath
end
// FRIENDLY THREADS
// --------------------------------------------------------------
// Contains threads to setup or affect the friendly AI's behavior
//
//
// fstart - initializes friendly AI's
//
fstart local.medicflag:
if (local.medicflag == 1)
{
self.friendtype = 5
if (level.skill == "0")
self health 900
else if (level.skill == "1")
self health 750
else if (level.skill == "2")
self health 550
}
else
{
self.friendtype = 1
self health 550
self.enableEnemy = 1
}
self thread global/friendly.scr::friendlythink
self tether $player
self.interval = 192
self.mins = 0
self.maxs = 30
end
//
// friendlydeath - waits until the friendly has died and prints a message
//
friendlydeath:
self waittill death
iprintlnbold "One of your squadmates has been killed in action."
end
// SCENE-SPECIFIC THREADS
// --------------------------------------------------------------------------------
// This section contains threads that govern specifically scripted combat sequences
// this is used to prevent panzerschrek AI's from dropping their weapons for the player to use
panzerschrek_drop:
if ( parm.other.gun == panzerschrek )
{
parm.other dontdropweapons
}
end
// Scene 1 Patrol
// Three little nazis taking a cute little stroll through the forest...awww
scene1_patrol:
waitthread global/ai.scr::spawn 1
$patroller1.enableEnemy = 0
$patroller2.enableEnemy = 0
$patroller3.enableEnemy = 0
$patroller1 walkto patrolpath_1
$patroller2 walkto patrolpath_2
$patroller3 walkto patrolpath_3
$patroller1.enableEnemy = 1
$patroller2.enableEnemy = 1
$patroller3.enableEnemy = 1
end
// Scene 3 Hillfight - triggered when you approach the 2nd trench on the hill after the half-track and 1st nebelwerfer
scene3_hillfight:
dprintln "hillfight is on"
thread global/ai.scr::spawn 3
$trench2a_grenade TurnOn
wait .5
$trench2b_grenade TurnOn
wait .75
$trench2c_grenade TurnOn
end
// scene 9 grenades - this causes grenades to rain down after you defeat the 2nd panzer tank
scene9_grenades:
$hilla_grenade TurnOn
wait .5
$hillb_grenade TurnOn
wait .75
$hillc_grenade TurnOn
end
// mg42_parade - Optional fight when you equip the MG42 turret outside the compound
mg42_parade:
if (level.skill == "0")
local.accuracy = 35
else if (level.skill == "1")
local.accuracy = 45
else if (level.skill == "2")
local.accuracy = 55
thread mg42_friendlies_go_chill
waitthread mg42_parade_wave 5 local.accuracy
while (level.parade_death_counter < 5)
{
waitframe
}
local.accuracy += 2
thread mg42_parade_wave 5 local.accuracy
while (level.parade_death_counter < 10)
{
waitframe
}
local.accuracy += 3
thread mg42_parade_wave 5 local.accuracy
while (level.parade_death_counter < 15)
{
waitframe
}
if ((isAlive level.friendly1) && (level.squadhalt == 0))
{
level.friendly1 thread fstart
}
if ((isAlive level.friendly2) && (level.squadhalt == 0))
{
level.friendly2 thread fstart
}
if ((isAlive level.friendly3) && (level.squadhalt == 0))
{
level.friendly3 thread fstart 1
}
end
mg42_parade_wave local.wavecount local.accuracy:
local.modulus = 2
for (local.i = 1; local.i <= local.wavecount; local.i ++)
{
if (level.parade_trigger_on == 0)
{
end
}
level.parader_index ++
local.random = randomint 100
//local.interval = randomint 3
if (level.parade_death_counter > 5)
{
local.modulus = 3
dprintln local.modulus
}
local.spawnerIndex = (local.random % local.modulus) + 1
local.spawner_name = "parade_spawner_" + local.spawnerIndex
dprintln "Spawner name is " local.spawner_name
local.spawner_rallypoint_name = $(local.spawner_name).target
//assign a name and origin to the spawned enemy
local.parader_name[local.i] = "parade_soldier" + level.parader_index
//dprintln "Parader name is " local.parader_name[local.i]
local.org[local.i] = $(local.spawner_name).origin
// Spawn enemy soldiers
spawn models/human/german_winter_type1 "targetname" (local.parader_name[local.i]) "type_attack" "alarm"
$(local.parader_name[local.i]) thread mg42_parader_death
$(local.parader_name[local.i]) thread spawned_enemy_start local.spawner_rallypoint_name
$(local.parader_name[local.i]).origin = local.org[local.i] //place the guy in the correct spot
$(local.parader_name[local.i]).mindist = 128
$(local.parader_name[local.i]).maxdist = 512
$(local.parader_name[local.i]).leash = 4096
$(local.parader_name[local.i]).fixedleash = 0
$(local.parader_name[local.i]).sight = 2048
$(local.parader_name[local.i]).noticescale = 25
$(local.parader_name[local.i]).hearing = 2048
$(local.parader_name[local.i]).enemysharerange = 2048
$(local.parader_name[local.i]).sound_awareness = 100
$(local.parader_name[local.i]).interval = 256
$(local.parader_name[local.i]).accuracy = local.accuracy
// randomly generate machine gunners
if (local.random <= 35)
{
$(local.parader_name[local.i]) gun "MP40"
}
// randomly give them grenades
if (local.random <= 75)
{
$(local.parader_name[local.i]).ammo_grenade = 2
}
//parm.previousthread delete
//wait local.interval
}
end
//
// mg42_parader_death - increments the global mg42_parader counter so that the waves don't spawn all at once
//
mg42_parader_death:
self waittill death
level.parade_death_counter ++
//dprintln "Parade Death Counter is " level.parade_death_counter
end
parade_trigger_think: //local.activator:
if (level.parade_trigger_on == 0)
{
level.parade_trigger_on = 1
thread mg42_parade
while ($player istouching $parade_trigger)
{
//dprintln "Parade trigger is set to " level.parade_trigger_on
waitframe
}
$parade_trigger remove
dprintln "Parade_trigger off!"
level.parade_trigger_on = 0
if ((isAlive level.friendly1) && (level.squadhalt == 0))
{
level.friendly1 thread fstart
}
if ((isAlive level.friendly2) && (level.squadhalt == 0))
{
level.friendly2 thread fstart
}
if ((isAlive level.friendly3) && (level.squadhalt == 0))
{
level.friendly3 thread fstart 1
}
}
end
mg42_friendlies_go_chill:
if (level.squadhalt == 1) // if they've already said they'll stay outside, don't execute this thread
end
if (isAlive level.friendly1)
{
level.friendly1.enableEnemy = 0
level.friendly1 runto $friendly1_chill
level.friendly1 waittill movedone
level.friendly1 waitthread global/friendly.scr::friendlystop
//self.enableEnemy = 1
}
if (isAlive level.friendly2)
{
level.friendly2.enableEnemy = 0
level.friendly2 runto $friendly2_chill
level.friendly2 waittill movedone
level.friendly2 waitthread global/friendly.scr::friendlystop
//self.enableEnemy = 1
}
if (isAlive level.friendly3)
{
level.friendly3.enableEnemy = 0
level.friendly3 runto $friendly2_chill
level.friendly3 waittill movedone
level.friendly3 waitthread global/friendly.scr::friendlystop
//self.enableEnemy = 1
}
end
// squadhalt - when you reach the compound, this thread coordinates your squadmates to stop and plays dialogue
squadhalt:
level.squadhalt = 1
if (self == $squadhalt_trigger_1)
{
$squadhalt_trigger_2 nottriggerable
level.friendly1 thread squadhalt_rally 1
level.friendly2 thread squadhalt_rally 1
level.friendly3 thread squadhalt_rally 1
}
else
{
$squadhalt_trigger_1 nottriggerable
level.friendly1 thread squadhalt_rally 2
level.friendly2 thread squadhalt_rally 2
level.friendly3 thread squadhalt_rally 2
}
if (isAlive level.friendly1)
{
level.friendly1 say dfr_T2L1_AP4370
wait 5
}
else if (isAlive level.friendly2)
{
level.friendly2 say dfr_T2L1_AP4370
wait 5
}
end
// squadhalt_rally - this actually tells which friendly to go where depending on which trigger was set, plus the binds them to a spot outside the
// the compound so they won't follow you
squadhalt_rally local.rallyIndex:
if (isAlive self)
{
//self.friendtype = -1
wait 1
if (self == level.friendly1)
local.rally_subset = "a"
else if (self == level.friendly2)
local.rally_subset = "b"
else
local.rally_subset = "c"
local.rally_name = "squadhalt_" + local.rallyIndex + local.rally_subset
dprintln local.rally_name
self.enableEnemy = 0
self waitthread global/friendly.scr::friendlystop
self runto local.rally_name
self waittill movedone
self tether local.rally_name
self.leash = 512
self.fixedleash = 1
if ( self != level.friendly3 )
self.enableEnemy = 1 //exec global/enable_ai.scr
}
end
// Kitchen Fight
// This thread occurs when you pickup the health kit in the corner of the kitchen
// in the house.
kitchen_fight:
thread global/ai.scr::spawn 16
end
// Office Fight
// This thread occurs when you open the door to the office in the compound on
// the hard difficulty setting
office_fight:
self remove
thread global/ai.scr::spawn 25
end
sirens:
for (local.i = 1; local.i <= 7; local.i++)
$loudspeaker[local.i] thread looping_siren
end
looping_siren:
self playsound m6l3c_alarm
wait 1.5
goto looping_siren
end
// Scene 12 - Yard Fight
// This area can be approached 3 ways - from the west side door of the house,
// from inside the house near the kitchen (south side of house), or from behind the barns.
// The three triggers that activate this scene are mutually exclusive - meaning
// that one and only one can be activated (the untriggered ones get shut down)
// There are 4 spawn points located in areas that are not visible from any of the approaches.
// Depending on the skill level, the spawn points will be visited between 6 - 10 times, and
// there is a 75% chance that a spawn will occur at each visit. There is also a 35% chance
// that an AI will spawn with an MP40 Machine Gun. There will also be a Panzerschrek
// spawned from the outhouse.
scene12_trigger1_thread:
$scene12_trigger2 nottriggerable
$scene12_trigger3 nottriggerable
thread scene12_yardfight
end
scene12_trigger2_thread:
$scene12_trigger1 nottriggerable
$scene12_trigger3 nottriggerable
thread scene12_yardfight
end
scene12_trigger3_thread:
$scene12_trigger1 nottriggerable
$scene12_trigger2 nottriggerable
thread scene12_yardfight
end
scene12_yardfight:
// YARD FIGHT!!!
local.spawnerIndex = 0
local.random = 0
local.spawnerLimit = 0
local.accuracy = 0
if (level.skill == "0")
{
local.spawnerLimit = 5
local.accuracy = 25
local.gren_awareness = 50
}
else if (level.skill == "1")
{
local.spawnerLimit = 7
local.accuracy = 45
local.gren_awareness = 60
}
else if (level.skill == "2")
{
local.spawnerLimit = 8
local.accuracy = 55
local.gren_awareness = 70
$smokey_generator2 TurnOn
}
dprintln local.spawnerLimit
for (local.i = 1; local.i <= local.spawnerLimit; local.i ++)
{
local.spawnerIndex = (randomint 3) + 1
local.random = randomint 100
if (local.random <= 75)
{
local.spawner_origin_name = "scene12_spawner" + local.spawnerIndex
local.spawner_rallypoint_name = $(local.spawner_origin_name).target
//assign a name and origin to the spawned enemy
local.scene12_spawnname[local.i] = "scene12_soldier" + local.i
local.org[local.i] = $(local.spawner_origin_name).origin
//iprintln local.scene12_spawnname[local.i] " will spawn at " local.spawner_origin_name
//iprintln " and will run to " local.spawner_rallypoint_name
// Spawn enemy soldiers
spawn models/human/german_winter_type1 "targetname" (local.scene12_spawnname[local.i]) "type_attack" "alarm"
$(local.scene12_spawnname[local.i]) thread spawned_enemy_start local.spawner_rallypoint_name
$(local.scene12_spawnname[local.i]).origin = local.org[local.i] //place the guy in the correct spot
$(local.scene12_spawnname[local.i]).mindist = 128
$(local.scene12_spawnname[local.i]).maxdist = 1200
$(local.scene12_spawnname[local.i]).leash = 100000
$(local.scene12_spawnname[local.i]).fixedleash = 1
$(local.scene12_spawnname[local.i]).sight = 3000
$(local.scene12_spawnname[local.i]).noticescale = 100
$(local.scene12_spawnname[local.i]).enemysharerange = 2048
$(local.scene12_spawnname[local.i]).hearing = 4000
$(local.scene12_spawnname[local.i]).interval = 256
$(local.scene12_spawnname[local.i]).accuracy = local.accuracy
$(local.scene12_spawnname[local.i]).gren_awareness = local.accuracy
// randomly generate machine gunners
if (local.random <= 35)
$(local.scene12_spawnname[local.i]) gun "MP40"
// randomly give them grenades
if (local.random <= 50)
$(local.scene12_spawnname[local.i]).ammo_grenade = 2
}
}
// Now, spawn the OUTHOUSE DUDE!
spawn models/human/german_winter_Artillery-Crew "targetname" ("outhouse_dude") "type_attack" "cover"
$outhouse_dude thread spawned_enemy_start $outhouse_spawner.target
// Set the AI properties
$outhouse_dude.origin = $outhouse_spawner.origin //place the guy in the correct spot
$outhouse_dude.mindist = 128
$outhouse_dude.maxdist = 512
$outhouse_dude.leash = 4096
$outhouse_dude.fixedleash = 1
$outhouse_dude.sight = 3000
$outhouse_dude.health = 75
$outhouse_dude.noticescale = 100
$outhouse_dude.enemysharerange = 2048
$outhouse_dude.hearing = 4000
$outhouse_dude.interval = 128
$outhouse_dude.accuracy = 40
$outhouse_dude gun "Panzerschrek"
$outhouse_dude dontdropweapons
end
//
// spawned_enemy_start - Disables AI long enough for it to go to the spawner's rallypoint, then enables AI
//
spawned_enemy_start local.rallypoint:
if ((local.rallypoint == NIL) || (local.rallypoint == NULL))
{
dprintln "no rally point - quitting thread"
self.enableEnemy = 1
end
}
dprintln local.rallypoint
self forceactivate
self.enableEnemy = 0
self runto local.rallypoint
self waittill movedone
self.enableEnemy = 1
end
// this is used to play a locked sound at the gate near the supply depot house
locked_picket_fence:
self waittill trigger
self playsound picket_fence_locked
wait 0.25
goto locked_picket_fence
end
// this is used to play a toilet flush in the outhouse and spawn an easter egg
toilet_flush:
$toilet_trigger nottriggerable
self playsound toilet_flush
//dprintln level.toiletcounter
wait 6
if (level.toiletcounter >= 6)
{
thread toilet_easteregg
end
}
$toilet_trigger triggerable
self waittill trigger
level.toiletcounter += 1
goto toilet_flush
end
toilet_easteregg:
//dprintln "FLUSH!"
local.ent = spawn EffectEntity "model" $easteregg.spawnmodel
local.ent.origin = $easteregg.origin
local.ent notsolid
local.ent anim start
level.toiletcounter = 0
$toilet_trigger remove
wait 25
local.ent delete
end
// Scene 13 - Barn Fight 1
// This is a short little fight. There's a tiger tank in this first barn, and if you open
// the doors 2 AI's will spawn in the loft above and rain fire down on you. Not good if
// you're under fire from the Yard Fight (the doors stay open).
// The soliders can be dispatched by shooting them or by planting a charge on
// the back of the tank. Doing this will cause the catwalk to collapse.
scene13_spawner:
$scene13_trigger playsound barn_door_open_move
dprintln "Scene 13 door running"
$scene13_doorL time 1.5
$scene13_doorR time 1.5
$scene13_doorL openportal
$scene13_doorL thread rotateup 50
$scene13_doorR thread rotatedown 50
$tigertank3 thread tank_think 1
thread global/ai.scr::spawn 13
wait 1.5
$scene13_doorL playsound barn_door_open_stop
end
scene13_collapsing_catwalk:
$ladder_mask remove
dprintln "Tank Bomb 3 Executed!"
$tigertank3.type = empty_panzer_winter
$tigertank3 thread tank_killed
thread global/exploder.scr::explode 1
// kill the soldiers...
$catwalk_dude1 damage $player 15000 $world (0 0 0) (0 0 0) (0 0 0) 0 9 0 0
$catwalk_dude2 damage $player 15000 $world (0 0 0) (0 0 0) (0 0 0) 0 9 0 0
end
// Scene 14 - Barn Fight 2
// The last one. You will fight 6 AI's in a very tight space to get to the supply truck
// inside. 2 AI's will be upstairs in the loft firing down on you, while the other 4
// will hide behind various crates and cargo below. You can climb the ladder, dispatch
// the 2 AI's upstairs, and get the drop on the enemies below. The End level trigger is
// located at the driver's side door, but it will only be active if you've finished
// all the previous mission objectives.
scene14_spawner:
$scene14_trigger playsound barn_door_open_move
$scene14_doorL time 1.5
$scene14_doorR time 1.5
$scene14_doorL openportal
$scene14_doorL thread rotateup 50
$scene14_doorR thread rotatedown 50
dprintln "Scene 14 door running"
thread scene14_spawntruck
thread global/ai.scr::spawn 14
wait 1.5
$scene14_doorL playsound barn_door_open_stop
end
scene14_spawntruck:
$supply_truck.collisionent = $supply_truck.target
$supply_truck anim idlenolights
$supply_truck anim color_green
$supply_truck anim cargo
$supply_truck nodamage
end
// rotation threads for barndoors (scene 13 & 14)
rotatedown local.amount:
self rotateydown local.amount
self waitmove
end
rotateup local.amount:
self rotateyup local.amount
self waitmove
end
// Window ambushes for Supply Depot
window_ambush_1:
thread global/ai.scr::spawn 18
end
window_ambush_2:
thread global/ai.scr::spawn 19
end
// NEBELWERFER THREADS
// -------------------
// These threads govern the behavior of the projectile generator that operates when an AI is
// near
nebellerSpawner local.nebelIndex:
local.spawnName = "nebeller" + local.nebelIndex
//local.myNebelwerferName = "nebelwerfer" + local.nebelIndex
//local.myRallypointName = "nebel" + local.nebelIndex + "_rally"
// local.myBoundingBoxName = "nebel" + local.nebelIndex + "_trigger"
local.nebellerSpawnerName = "nebeller" + local.nebelIndex + "_spawner"
dprintln local.spawnName
dprintln local.myNebelwerferName
dprintln local.myRallypointName
dprintln local.nebellerSpawnerName
local.origin = $(local.nebellerSpawnerName).origin
spawn models/human/german_winter_Artillery-Crew "targetname" (local.spawnName) "type_attack" "cover"
// $(local.spawnName) thread spawned_enemy_start $(local.myRallypointName)
// Set the AI properties
$(local.spawnName).origin = local.origin //place the guy in the correct spot
$(local.spawnName).mindist = 128
$(local.spawnName).maxdist = 1200
$(local.spawnName).leash = 512
$(local.spawnName).fixedleash = 0
$(local.spawnName).sight = 3072
$(local.spawnName).noticescale = 100
$(local.spawnName).hearing = 3072
$(local.spawnName).health = 75
$(local.spawnName).enemysharerange = 2048
$(local.spawnName).interval = 128
$(local.spawnName).accuracy = 40
$(local.spawnName) gun "MP40"
$(local.spawnName) dontdropweapons
$(local.spawnName).myNebelwerfer = "nebelwerfer" + local.nebelIndex
$(local.spawnName) tether $(local.spawnName).myNebelwerfer
$(local.spawnName).myRallypoint = "nebel" + local.nebelIndex + "_rally"
$(local.spawnName).target = "nebel" + local.nebelIndex + "_trigger"
end
nebeller1_start:
waitthread nebellerSpawner 1
$nebeller1 thread nebellerThink
//wait 5
if (isAlive level.friendly1)
{
level.friendly1 exec global/disable_ai.scr
level.friendly1 say dfr_T2L1_AP4203
wait 2.4
level.friendly1 exec global/enable_ai.scr
}
else if (isAlive level.friendly2)
{
level.friendly2 exec global/disable_ai.scr
level.friendly2 say dfr_T2L1_AP4203
wait 2.4
level.friendly2 exec global/enable_ai.scr
}
$nebeller1 waittill death
if (level.halftrack_triggered == 0)
{
thread halftrack1_ambush
$halftrack_trigger nottriggerable
}
end
nebeller2_start:
waitthread nebellerSpawner 2
$nebeller2 thread nebellerThink
thread sniper_spawner
end
nebeller3_start:
waitthread nebellerSpawner 3
if (isAlive level.friendly1)
{
level.friendly1 exec global/disable_ai.scr
level.friendly1 say dfr_T2L1_AP4203
wait 2.4
level.friendly1 exec global/enable_ai.scr
}
else if (isAlive level.friendly2)
{
level.friendly2 exec global/disable_ai.scr
level.friendly2 say dfr_T2L1_AP4203
wait 2.4
level.friendly2 exec global/enable_ai.scr
}
$nebeller3 thread nebellerThink
end
nebeller4_start:
waitthread nebellerSpawner 4
$nebeller4 thread nebellerThink
end
nebellerThink:
self holster
//dprintln "Nebeller... IT'S THINKING"
self.enableEnemy = 0 // turn off AI
self runto self.myRallypoint // go to it's target
//dprintln "it's running"
self waittill movedone // wait until it's there
//dprintln "it's done running"
self turnto self.myNebelwerfer
//dprintln "it's turned to the turret"
self thread nebelwerferFiring // poll for proximity to player
self waittill death // wait for death
//dprintln "Nebeller dead"
self.target remove
self.myNebelwerfer turnoff
end
//
// 21G798_Tranrun 21G798_Tranrun.skc
// 21G799_transrun 21G799_transrun.skc
// 21G800_idle 21G800_idle.skc
//
nebelwerferFiring:
// Transition animation to mounting the Nebelwerfer.
//self exec global/disable_ai.scr
self anim 21G798_Tranrun
wait .367
//self exec global/enable_ai.scr
//iprintln "Nebelwerfer firing"
self.myNebelwerfer TurnOn // start firing
while !($player istouching self.target)
{
self.enableEnemy = 0
if !(isAlive self)
{
//iprintln "Nebel OFF!" // the player has gotten too close,
self.myNebelwerfer turnoff // turn off the nebelwerfer
end
}
// Animate on the Nebelwerfer -- need to keep this animation short.
self anim 21G800_idle
wait .267
//waitframe
}
self.myNebelwerfer turnoff // turn off the nebelwerfer
self thread nebellerDisengaged
self.enableEnemy = 1 // and enable AI
self unholster
end
nebellerDisengaged:
//iprintln "Nebeller disengaging"
while ($player istouching self.target)
{
if !(isAlive self)
end
waitframe
}
dprintln "Nebel Back ON!"
self holster
self.enableEnemy = 0
self runto self.myRallypoint
self waittill movedone
self turnto self.myNebelwerfer
self thread nebelwerferFiring
end
nebel1_parade:
thread global/ai.scr::spawn 21
end
nebel2_parade:
thread global/ai.scr::spawn 22
end
nebel3_parade:
thread global/ai.scr::spawn 23
end
nebel4_parade:
thread global/ai.scr::spawn 24
if (level.skill == "1")
$smokey_generator1 TurnOn
if (level.skill == "2")
$smokey_generator3 TurnOn
end
//
// sniper_rifle_pickup - Gives the player the sniper rifle in the guard tower
//
sniper_spawner:
// spawn the sniper
if (level.skill == "0")
local.accuracy = 30
else if (level.skill == "1")
local.accuracy = 35
else if (level.skill == "2")
local.accuracy = 40
spawn models/human/german_winter_type1 "targetname" ("sniper_dude") "type_attack" "cover"
// Set the AI properties
$sniper_dude.origin = $sniper_spawner.origin //place the guy in the correct spot
$sniper_dude.mindist = 128
$sniper_dude.maxdist = 2048
$sniper_dude.leash = 128
$sniper_dude.fixedleash = 0
$sniper_dude.sight = 4096
$sniper_dude.noticescale = 100
$sniper_dude.health = 75
$sniper_dude.hearing = 2048
$sniper_dude.enemysharerange = 4096
$sniper_dude.interval = 128
$sniper_dude.accuracy = local.accuracy
$sniper_dude gun "g43"
$sniper_dude dontdropweapons
$sniper_dude tether $sniper_rifle
$sniper_dude waittill death
$sniper_rifle show
$sniper_rifle_trigger triggerable
end
sniper_rifle_pickup:
$player item models/weapons/g43.tik
iprintln "You picked up a sniper rifle"
$sniper_rifle playsound gewehr43_snd_pickup
$sniper_rifle remove
$player use "G 43"
end
// STICKYBOMB THREADS
// ------------------
DoGiveStickybombDialogue:
self.runanimrate = 1.50
local.dist = 99999
//local.tempent = spawn script_origin
//local.tempent.origin = $player.origin
while (local.dist > 160)
{
self.enableEnemy = 0
self nodamage
local.dist = vector_length($player.origin - self.origin)
self runto $player.origin
//local.tempent.origin = $player.origin
waitframe
}
self anim 21A106_Dialogue6
wait 1.5
thread stickybomb_add 7
thread enable_stickybombs
wait 4.5
self takedamage
self.runanimrate = 1.0
self.enableEnemy = 1
//local.tempent remove
exec global/obj.scr 1 current "Destroy the Nebelwerfers [4 remaining]" $nebel1_rally.origin
thread nextobjective
end
// enable_stickybombs - this will reveal all of the throbbox and stickybombs in the level (called after you destroy the halftrack - this prevents the
// player from trying to plant charges before they receive them)
enable_stickybombs:
$nebel1_throbbox show
$nebel1_throbbox triggered 0
$nebel2_throbbox show
$nebel2_throbbox triggered 0
$nebel3_throbbox show
$nebel3_throbbox triggered 0
$nebel4_throbbox show
$nebel4_throbbox triggered 0
$panzertank1_stickybomb_a show
$panzertank1_stickybomb_a triggered 0
$panzertank1_stickybomb_b show
$panzertank1_stickybomb_b triggered 0
$panzertank1_stickybomb_c show
$panzertank1_stickybomb_c triggered 0
$panzertank1_stickybomb_d show
$panzertank1_stickybomb_d triggered 0
$panzertank2_stickybomb_a show
$panzertank2_stickybomb_a triggered 0
$panzertank2_stickybomb_b show
$panzertank2_stickybomb_b triggered 0
$panzertank2_stickybomb_c show
$panzertank2_stickybomb_c triggered 0
$panzertank2_stickybomb_d show
$panzertank2_stickybomb_d triggered 0
$panzertank3_stickybomb_a show
$panzertank3_stickybomb_a triggered 0
$panzertank3_stickybomb_b show
$panzertank3_stickybomb_b triggered 0
$panzertank3_stickybomb_c show
$panzertank3_stickybomb_c triggered 0
$panzertank3_stickybomb_d show
$panzertank3_stickybomb_d triggered 0
end
// This decrements the counter and calls the fleeing thread
nebel1_stickybomb_flee:
thread stickybomb_use
level.friendly1 thread flee_from_nebel1
level.friendly2 thread flee_from_nebel1
// level.friendly3 thread flee_from_nebel1
end
// This is the actual thread that makes friendlies flee from the first nebelwerfer to the closest specially named fleepoint
flee_from_nebel1:
if (isAlive self)
{
local.distance = vector_length(self.origin - $nebel1_throbbox.origin)
dprintln "Distance to throbbox: "
if (local.distance < 384)
{
self.enableEnemy = 0
local.distance = 9999
local.closestIndex = -1
for (local.i = 1; local.i < $nebel1_fleepoint.size+1; local.i++)
{
local.tempdistance = vector_length(self.origin - ($nebel1_fleepoint[local.i]).origin)
if (local.tempdistance < local.distance)
{
local.distance = local.tempdistance
local.closestIndex = local.i
dprintln "New best distance is " local.distance " at nebel1_fleepoint_" local.closestIndex
}
}
dprintln self " is fleeing to nebel1_fleepoint_" local.closestIndex
self notsolid
self waitthread global/friendly.scr::friendlystop
self runto $nebel1_fleepoint[local.closestIndex]
self waittill movedone
self waitthread global/friendly.scr::friendlystop
self.enableEnemy = 1
self solid
}
}
end
plant_nebel_stickybomb:
thread stickybomb_use
end
nebel1_bomb:
$nebel1 thread global/stationaryweapons.scr::SpawnCollision $nebelwerfer_destroyed_collision
dprintln "Nebelwerfer 1 is dead!!!"
if ($nebel1_parade_trigger != NULL)
$nebel1_parade_trigger remove
if (isAlive level.friendly1)
level.friendly1 thread fstart
if (isAlive level.friendly2)
level.friendly2 thread fstart
// if (isAlive level.friendly3)
// level.friendly3 thread fstart 1
level.nebel1_bombed = 1
dprintln level.stickybombs " Sticky bombs left..."
thread nextobjective
end
nebel2_bomb:
$nebel2 thread global/stationaryweapons.scr::SpawnCollision $nebelwerfer_destroyed_collision
dprintln "Nebelwerfer 2 is dead!!!"
if ($nebel2_parade_trigger != NULL)
$nebel2_parade_trigger remove
level.nebel2_bombed = 1
dprintln level.stickybombs " Sticky bombs left..."
thread nextobjective
end
nebel3_bomb:
$nebel3 thread global/stationaryweapons.scr::SpawnCollision $nebelwerfer_destroyed_collision
dprintln "Nebelwerfer 3 is dead!!!"
if ($nebel3_parade_trigger != NULL)
$nebel3_parade_trigger remove
level.nebel3_bombed = 1
dprintln level.stickybombs " Sticky bombs left..."
thread nextobjective
end
nebel4_bomb:
$nebel4 thread global/stationaryweapons.scr::SpawnCollision $nebelwerfer_destroyed_collision
dprintln "Nebelwerfer 4 is dead!!!"
if ($nebel4_parade_trigger != NULL)
$nebel4_parade_trigger remove
level.nebel4_bombed = 1
dprintln level.stickybombs " Sticky bombs left..."
thread nextobjective
end
panzertank1_stickybomb_planted:
thread stickybomb_use
dprintln level.stickybombs " Sticky bombs left..."
switch (self)
{
case panzertank1_stickybomb_a:
$panzertank1_stickybomb_b remove
$panzertank1_stickybomb_c remove
$panzertank1_stickybomb_d remove
break
case panzertank1_stickybomb_b:
$panzertank1_stickybomb_a remove
$panzertank1_stickybomb_c remove
$panzertank1_stickybomb_d remove
break
case panzertank1_stickybomb_c:
$panzertank1_stickybomb_a remove
$panzertank1_stickybomb_b remove
$panzertank1_stickybomb_d remove
break
case panzertank1_stickybomb_d:
$panzertank1_stickybomb_a remove
$panzertank1_stickybomb_b remove
$panzertank1_stickybomb_c remove
break
}
end
panzertank2_stickybomb_planted:
thread stickybomb_use
dprintln level.stickybombs " Sticky bombs left..."
switch (self)
{
case panzertank2_stickybomb_a:
$panzertank2_stickybomb_b remove
$panzertank2_stickybomb_c remove
$panzertank2_stickybomb_d remove
break
case panzertank2_stickybomb_b:
$panzertank2_stickybomb_a remove
$panzertank2_stickybomb_c remove
$panzertank2_stickybomb_d remove
break
case panzertank2_stickybomb_c:
$panzertank2_stickybomb_a remove
$panzertank2_stickybomb_b remove
$panzertank2_stickybomb_d remove
break
case panzertank2_stickybomb_d:
$panzertank2_stickybomb_a remove
$panzertank2_stickybomb_b remove
$panzertank2_stickybomb_c remove
break
}
end
panzertank3_stickybomb_planted:
thread stickybomb_use
dprintln level.stickybombs " Sticky bombs left..."
switch (self)
{
case panzertank3_stickybomb_a:
$panzertank3_stickybomb_b remove
$panzertank3_stickybomb_c remove
$panzertank3_stickybomb_d remove
break
case panzertank3_stickybomb_b:
$panzertank3_stickybomb_a remove
$panzertank3_stickybomb_c remove
$panzertank3_stickybomb_d remove
break
case panzertank3_stickybomb_c:
$panzertank3_stickybomb_a remove
$panzertank3_stickybomb_b remove
$panzertank3_stickybomb_d remove
break
case panzertank3_stickybomb_d:
$panzertank3_stickybomb_a remove
$panzertank3_stickybomb_b remove
$panzertank3_stickybomb_c remove
break
}
end
stickybomb_add local.amount:
local.after = level.stickybombs + local.amount
thread global/democharge.scr::sticky_switch level.stickybombs local.after
level.stickybombs = local.after
end
stickybomb_use:
local.after = level.stickybombs - 1
thread global/democharge.scr::sticky_switch level.stickybombs local.after
level.stickybombs = local.after
end
// VEHICLE SCENE CODE
// ------------------
//
// HALFTRACK1_AMBUSH - First halftrack attack thread
//
halftrack1_ambush:
level.halftrack_triggered = 1
dprintln "STARTING HALF TRACK 1"
if (level.skill == "0")
local.HalftrackHealth = 500
else if (level.skill == "1")
local.HalftrackHealth = 750
else if (level.skill == "2")
local.HalftrackHealth = 1000
// Set up the halftrack's physical properties and its death sequence (check with Z for removal, immunity, and health)
waitthread global/halftrack.scr::halftrackinit $halftrack1 local.HalftrackHealth models/vehicles/halftrack_winter_d.tik
waitthread global/halftrack.scr::halftrack_loadpassengers $halftrack1 2 1 "human/german_winter_type1" "human/german_winter_type1"
$halftrack1 immune bullet
$halftrack1 immune fast_bullet
$halftrack1 immune grenade
$halftrack1 thread halftrack_gamelogic
$halftrack1.mg42 pitchcaps ( -10 40 0)
end
halftrack_gamelogic:
// Run the vehicle_warning script
self thread global/Vehicle_Warning.Scr::WarnFriendlies level.friendly1 1600 0.707
self thread global/Vehicle_Warning.Scr::WarnFriendlies level.friendly2 1600 0.707
self thread global/Vehicle_Warning.Scr::WarnFriendlies level.friendly3 1600 0.707
self.previous_thread = parm.previousthread
self thread halftrack_dead
self.death_thread = parm.previousthread
// Start the halftrack moving
self thread global/halftrack.scr::halftrack_drive $halftrack1 $halftrack1_path 1 300 520 40 128
wait 3
if (isAlive level.friendly1)
{
dprintln "Friendly 1 says...."
level.friendly1 nodamage
level.friendly1 exec global/disable_ai.scr
level.friendly1 turnto $halftrack1
level.friendly1 lookat $player
level.friendly1 say dfr_T2L1_AP4368
wait 6
level.friendly1 exec global/enable_ai.scr
level.friendly1 takedamage
}
else if (isAlive level.friendly2)
{
dprintln "Friendly 2 says...."
level.friendly2 nodamage
level.friendly2 exec global/disable_ai.scr
level.friendly2 turnto $halftrack1
level.friendly2 lookat $player
level.friendly2 say dfr_T2L1_AP4368
wait 6
level.friendly2 exec global/enable_ai.scr
level.friendly2 takedamage
}
exec global/obj.scr 2 current "Use Nebelwerfer to Destroy the Halftrack" $halftrack1.origin
self waittill drive
end
halftrack_dead:
self waittill death
thread global/halftrack.scr::halftrack_killed $halftrack1
exec global/obj.scr 2 complete "Use Nebelwerfer to Destroy the Halftrack" $halftrack1.origin
level.obj2Complete = 1
dprintln "player origin is " $player.origin
if (isAlive level.friendly1)
{
level.friendly1 exec global/disable_ai.scr
level.friendly1 waitthread DoGiveStickybombDialogue
level.friendly1 exec global/enable_ai.scr
end
}
else if (isAlive level.friendly2)
{
level.friendly2 exec global/disable_ai.scr
level.friendly2 waitthread DoGiveStickybombDialogue
level.friendly2 exec global/enable_ai.scr
end
}
else if (isAlive level.friendly3)
{
level.friendly3 exec global/disable_ai.scr
level.friendly3 waitthread DoGiveStickybombDialogue
// level.friendly3 exec global/enable_ai.scr jsl-->NEVER turnon medic's AI!
end
}
end
// Tigertank1 - starts the TigerTanks rolling on it's path
tigertank1_thread:
exec global/autosave.scr 1
//thread global/ai.scr::spawn 6
$player stufftext "tmstop"
$player stufftext "tmstart sound/music/Thuringer.mp3"
thread gags/T2L1_Tank.scr::DoTank1
$tigertank1 thread gags/t2l1_tank_mgsoldier.scr::mgsoldier_spawn
end
stuka_run:
$stuka show
dprintln "stuka is go!!"
$stuka thread gags/T1L1_PlaneRide.Scr::Fly $stuka_path 2100 .8
$stuka thread rollplane .5
wait 1.5
$stuka playsound plane
end
//--------------------------------------------------------------
// rollplane - Make the plane do a cool roll...
//--------------------------------------------------------------
rollplane local.rollspeed:
local.ang = self.angles
while ( self!=NIL && self!=NULL )
{
local.cang = self.angles
local.ang[2] -= local.rollspeed
local.cang[2] = local.ang[2]
self angles local.cang
waitframe
}
end
tigertank2_thread:
thread nebeller4_start
$tigertank2 show
$tigertank2 thread tank_think 0 tankbomb2_nebelwerfer
$tigertank2 thread drive_path $tigertank2_path level.enemytankspeed
thread tank_targeting
$tigertank2 thread global/Vehicle_Warning.Scr::WarnFriendlies level.friendly1 1600 0.707
$tigertank2 thread global/Vehicle_Warning.Scr::WarnFriendlies level.friendly2 1600 0.707
$tigertank2 thread global/Vehicle_Warning.Scr::WarnFriendlies level.friendly3 1600 0.707
$tigertank2.previous_thread = parm.previousthread
$tigertank2 waittill drive
exec global/obj.scr 4 current "Use Sticky Bomb to Destroy Second Tank" $tigertank2.origin
end
//
// drive_path
//
drive_path local.path local.speed local.remove:
self.driving = 1
// drive Vector position, speed, acceleration, reach_distance, look_ahead
self drive local.path local.speed 30 200 level.lookahead
self waittill drive
if (self)
{
self stop
self.driving = 0
if (local.remove == "remove")
self remove
}
end
// Displays explosive model, destroys tank, and updates objectives
halftrack1_bomb:
if (isalive $player)
{
// add a little ouchie check
local.length = vector_length( $halftrack1.origin - $player.origin )
if (local.length < 200)
{
local.prehealth = $player.health
radiusdamage ( $halftrack1.origin + (0 0 128) ) 200 200
if (local.prehealth == $player.health)
$player kill
}
}
end
tankbomb1:
dprintln "Tank Bomb 1 Executed!"
thread gags/T2L1_Tank.scr::Tank1Dead
$tigertank1.type = empty_panzer_winter
$tigertank1 thread tank_killed
level.obj3Complete = 1
exec global/obj.scr 3 complete "Use Sticky Bomb to Destroy Tank" $tigertank1.origin
thread nextobjective
end
tankbomb2:
if ( level.tank2destroyed == 0 )
{
level.tank2destroyed = 1
dprintln "Tank Bomb 2 Executed!"
$tigertank2.type = panzer_winter
$tigertank2 thread tank_killed
level.obj4Complete = 1
exec global/obj.scr 4 complete "Use Sticky Bomb to Destroy Second Tank" $tigertank2.origin
thread nextobjective
}
end
tankbomb2_nebelwerfer:
if ( $panzertank2_stickybomb_a )
$panzertank2_stickybomb_a remove
if ( $panzertank2_stickybomb_b )
$panzertank2_stickybomb_b remove
if ( $panzertank2_stickybomb_c )
$panzertank2_stickybomb_c remove
if ( $panzertank2_stickybomb_d )
$panzertank2_stickybomb_d remove
thread tankbomb2
end
//
// crashing_truck - a covered opel truck filled with troops comes careening around the corner
// and crashes, several troops crawl out and attack
//
crashing_truck:
exec global/autosave.scr 2
//thread global/spotlight.scr::deadcorona $crashing_truck "light left"
//thread global/spotlight.scr::deadcorona $crashing_truck "light right"
$crashing_truck moveanim 21p300_truckcrash
thread gags/t2l1_explosion.scr::DoCrashingTruck
wait 3
thread snow_crash
wait 1
$player stufftext "tmstop"
$player stufftext "tmstartloop sound/music/Sturmgeist.mp3"
thread snow_crash_2
$mg42 thread global/mg42_active.scr::mg42
end
//
// snow_crash - In addition to being the name of an interesting cyberpunk novel set in LA, snow_crash spawns the particles that occur when the
// truck crashes
//
snow_crash:
local.ent = spawn EffectEntity "model" $snow_crash.spawnmodel
local.ent.origin = $snow_crash.origin
local.ent notsolid
local.ent anim idle
wait 3
local.ent delete
end
snow_crash_2:
local.ent = spawn EffectEntity "model" $crash_tree_fx.spawnmodel
local.ent.origin = $crash_tree_fx.origin
local.ent notsolid
local.ent anim idle
wait 3
local.ent = spawn EffectEntity "model" $engine_smoke.spawnmodel
local.ent.origin = $engine_smoke.origin
local.ent notsolid
local.ent anim idle
end
depot_notice:
thread crashing_truck
if (isAlive level.friendly1)
{
dprintln "There's the depot, let's take it! (friendly1)"
level.friendly1 exec global/disable_ai.scr
level.friendly1 say dfr_T2L1_AP4205
wait 3
level.friendly1 exec global/enable_ai.scr
}
else if (isAlive level.friendly2)
{
dprintln "There's the depot, let's take it! (friendly2)"
level.friendly2 exec global/disable_ai.scr
level.friendly2 say dfr_T2L1_AP4205
wait 3
level.friendly2 exec global/enable_ai.scr
}
end
// MISSION OBJECTIVE CODE
// ----------------------
// Code pertaining to ending the mission and handling mission objectives
//
// check_squad_death - waits until all your teammates are dead to end the scene
//
check_squad_death:
wait 1
while ( (isAlive level.friendly1) || (isAlive level.friendly2) || (isAlive level.friendly3) )
{
waitframe
}
wait 1
iprintln "Your squad has been wiped out. You failed the mission."
wait 3
missionfailed
end
//
// nextobjective - Determines the next mission objective and redirects the compass,
// first for the 4 Nebelwerfers, then for other targets in the mission
//
nextobjective:
level.nebelsbombed = 0
if ( level.nebel1_bombed == 1 )
level.nebelsbombed++
if ( level.nebel2_bombed == 1 )
level.nebelsbombed++
if ( level.nebel3_bombed == 1 )
level.nebelsbombed++
if ( level.nebel4_bombed == 1 )
level.nebelsbombed++
if (level.nebel1_bombed != 1) // If the 1st nebel is not done, point to it. Each case covers printing the # left.
{
waitthread nebel_objective $nebel1_rally.origin
end
}
else if (level.nebel2_bombed != 1) // If the 2nd nebel is not done, point to it. Each case covers printing the # left.
{
waitthread nebel_objective $nebel2_rally.origin
end
}
else if (level.nebel3_bombed != 1) // If the 3rd nebel is not done, point to it. Each case covers printing the # left.
{
waitthread nebel_objective $nebel3_rally.origin
end
}
else if (level.nebel4_bombed != 1) // If the 4th nebel is not done, point to it. Each case covers printing the # left.
{
waitthread nebel_objective $nebel4_rally.origin
end
}
exec global/obj.scr 1 complete "Destroy the Nebelwerfers" $nebel1_rally.origin
level.obj1Complete = 1
if (level.obj2Complete != 1)
{
waitthread global/objectives.scr::current_objectives 2
end
}
if (level.obj3Complete != 1)
{
waitthread global/objectives.scr::current_objectives 3
end
}
if (level.obj4Complete != 1)
{
waitthread global/objectives.scr::current_objectives 4
end
}
//if (level.obj5Complete != 1)
//{
// waitthread global/objectives.scr::current_objectives 5
// end
//}
waitthread global/objectives.scr::current_objectives 5
end
nebel_objective local.org:
switch level.nebelsbombed
{
case 0:
waitthread global/objectives.scr::add_objectives 1 2 "Destroy the Nebelwerfers [4 remaining]" local.org
break
case 1:
waitthread global/objectives.scr::add_objectives 1 2 "Destroy the Nebelwerfers [3 remaining]" local.org
break
case 2:
waitthread global/objectives.scr::add_objectives 1 2 "Destroy the Nebelwerfers [2 remaining]" local.org
break
case 3:
waitthread global/objectives.scr::add_objectives 1 2 "Destroy the Nebelwerfers [1 remaining]" local.org
break
}
waitthread global/objectives.scr::current_objectives 1
end
//
// endlevel - checks logic flags if objectives are complete. If so, level ends.
//
endlevel:
if ((level.obj1Complete) && (level.obj2Complete) && (level.obj3Complete) && (level.obj4Complete))
{
exec global/obj.scr 5 complete "Acquire a Supply Truck" $supply_truck.origin
exec global/missioncomplete.scr t2l2 1
}
else
iprintln "You have not completed all your objectives yet."
wait 20
end
//
// VEHICLE CODE
// ------------
//
// TANK THREADS
// ---------------------------------------------------------------
// Taken from global/vehicle_thinkers - customized for use in t2l1
tank_think local.notattacking local.deaththread:
self rendereffects "-shadow"
self.start_health = 1000
self.health = self.start_health
self removeondeath 0
self immune bullet
self immune fast_bullet
self immune grenade
self immune bash
if (self.target)
self.collisionent = self.target
self.gun = self QueryTurretSlotEntity 0
self.gun turnspeed 45
self.gun maxyawoffset 135
self.gun pitchCaps ( 0 60 0)
self.gun2 = self QueryTurretSlotEntity 1
//if (self.gun)
// self.gun nodamage
//if (self.gun2)
// self.gun2 nodamage
if (level.sightdistance == NIL)
level.sightdistance = 16000
if (local.notattacking != 1)
{
while ( (level.playertanktarget == 0) || (level.playertanktarget == NIL) )
wait 1
self.gun setAimTarget level.playertanktarget
thread enemy_tank_attack_loop self.gun
self.attack_thread = parm.previousthread
thread tank_pain self.gun
self.pain_thread = parm.previousthread
}
// Commenting out waittill death, now the only way the tank can die is if the
// player plants the bomb!
// MJG: well.. commenting out the waittill death causes problems if one expects to blow the tank by other means...
if ( local.deaththread != NIL )
{
println "~~~~~~~~~~~~~~~~~~~~~~~~~~~~ waiting for death"
self waittill death
thread local.deaththread
}
end
//
// tank targeting - this is where the player tank target is set to different friendly
// AI's in your squad
tank_targeting:
dprintln "Got this far"
level.playertanktarget = $player
end
tank_killed:
self waitthread global/vehicles_thinkers.scr::tank_killed
end
tank_pain local.gun:
local.previoushealth = self.health
local.timer = 0
while(isAlive self)
{
wait .1
if ( (isAlive self) && (self.health < local.previoushealth) )
{
println "z: " self " is damaged. self.start_health: " self.start_health
println "z: current health: " self.health
println "z: " self " is stunned"
self playsound damage_tank
self.stunned = 1
local.gun setAimTarget NULL
if (self.driving == 1)
self modifydrive 5 100 256
if (self.driving_reverse == 1)
self modifydrive -5 100 256
// self.smoke = spawn script_model model "models/emitters/linger_smoke.tik"
self.smoke = spawn "models/emitters/linger_smoke.tik"
self.smoke notsolid
self.smoke anim start
self.smoke.origin = (self.origin + (0 0 80))
self.smoke glue self
local.previoushealth = self.health
local.timer = 0
}
if (local.timer == 80)
{
local.gun setAimTarget level.playertanktarget
if (self.driving == 1)
self modifydrive level.enemytankspeed 30 256
if (self.driving_reverse == 1)
self modifydrive level.enemytankspeed_reverse 30 256
self.stunned = 0
println "z: " self " is no longer stunned"
}
local.timer++
}
end
enemy_tank_attack_loop local.gun: //self is the tank
while (isAlive self)
{
local.traceoffset = local.gun.origin + (0 0 48)
//iprintln "Inside the while loop"
if (self.stunned == 1)
{
println "z: " self " is not firing because stunned"
wait 1
}
else if !(vector_within level.playertanktarget.centroid self.origin level.sightdistance)
{
println "z: " self " is not firing because range"
wait 1
}
else if (!(sighttrace level.playertanktarget.centroid local.traceoffset 1))
{
dprintln "level.playertanktarget.origin is " level.playertanktarget.origin
dprintln "local.traceoffset is " local.traceoffset
println "z: " self " is not firing because sight trace"
wait 1
}
else
{
dprintln "z: " self " on target, waitting 3 secs to fire"
wait 3
if (self.stunned != 1)
local.gun anim fire
wait 2
}
}
end
nebelwerferDeath:
local.origin = self.origin
while (isalive self)
waitframe
radiusdamage ( local.origin + (0 0 128) ) 300 300
end