1093 lines
25 KiB
Text
1093 lines
25 KiB
Text
// MP_Berlin_TOW
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//
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// Note: For objective function calls TakeOver and SetCurrent the
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// teams are as such:
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// 0 = Axis
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// 1 = Allies
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// 2 = Neutral
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//----------------------------------------------------------
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// Main
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//----------------------------------------------------------
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main:
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level.script="maps/obj/MP_Berlin_TOW.scr"
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level.music="MP_Berlin_TOW"
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setcvar "g_scoreboardpic" "mp_Berlin_tow"
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$world farplane_color ".335 .335 .36"
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exec global/ambient.scr
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exec global/exploder.scr
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exec global/tow_dm.scr
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exec global/dm_ai.scr
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exec global/friendly.scr
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level.gametype = int( getcvar( g_gametype ) )
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//gametype 5 = Tug of War
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if( level.gametype == 5 )
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{
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setcvar "g_obj_alliedtext1" "Protect Ammo Depot"
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setcvar "g_obj_alliedtext2" "Call In Air Support"
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setcvar "g_obj_alliedtext3" "Control Radar Dish"
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setcvar "g_obj_alliedtext4" "Shut Down Flak88's"
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setcvar "g_obj_alliedtext5" "Detonate Axis Ammo Depot"
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setcvar "g_obj_axistext1" "Protect Ammo Depot"
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setcvar "g_obj_axistext2" "Start Flak88 Barrage"
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setcvar "g_obj_axistext3" "Control Radar Dish"
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setcvar "g_obj_axistext4" "Call Off Allied Air Support"
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setcvar "g_obj_axistext5" "Destroy Allied Ammo Depot"
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}
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else
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{
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//Not a TOW game remove the bombs
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$gmc_bomb remove
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$mg42_bomb remove
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$bridge_bomb remove
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$archway_bomb remove
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// set scoreboard messages
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setcvar "g_obj_alliedtext1" "Berlin"
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setcvar "g_obj_alliedtext2" ""
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setcvar "g_obj_alliedtext3" ""
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setcvar "g_obj_axistext1" ""
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setcvar "g_obj_axistext2" ""
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setcvar "g_obj_axistext3" ""
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}
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//////////////////////////
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level waittill prespawn
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//////////////////////////
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//////////////////////////
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level waittill spawn
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//////////////////////////
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level.bRoundStarted = 0
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level.bArtillerySwitchUp = 1
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level.bAirStrikeSwitchUp = 1
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level.bRadarControlSwitchUp = 1
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level.axisFire = 1
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// set the parameters for this round based match
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// level.dmrespawning = 1 // 1 or 0
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level.dmroundlimit = 15 // round time limit in minutes
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level.clockside = draw // set to axis, allies, kills, or draw
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level.numObjectives = 5 // Number of objectives needed to win
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// AA Gun Properties
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$flak88.collisionent = $flak88_collision
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$flak88_turret0.collisionent = $flak88_turret_collision
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$flak88 thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/flak88_d.tik" $flak88_destroyed_collision
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$aagun.collisionent = $aagun_collision
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$aagun_turret0.collisionent = $aagun_turret_collision
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$aagun thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_aagun_d.tik" $aagun_destroyed_collision
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$aagun_turret0 maxyawoffset 115.0
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$aagun_turret0 turnspeed 25
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$aagun_turret0 pitchspeed 25
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$aagun_turret0 pitchcaps "-50 10 0"
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$aagun_turret0 viewjitter 1
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$aagun_turret0 firedelay 0.08
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$aagun immune aagun
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$flak88_turret0 turnspeed 15
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$flak88_turret0 pitchspeed 7.5
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$flak88_turret0 pitchcaps "-45 10 0"
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$flak88_turret0 viewjitter 7
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$flak88_turret0 firedelay 3
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//////////////////////////
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//level waittill roundstart
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//////////////////////////
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//If this is a tug of war game then we init all the TOW stuff
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if( level.gametype == 5 )
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{
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thread init_switches
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thread init_spawner_bombs
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thread init_tower_lights
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//Setup the starting team objectives
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thread set_objectives
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level.bRoundStarted = 1
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}
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thread start_generator_sound
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end
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//----------------------------------------------------------
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//Sound for Radar Generator
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//----------------------------------------------------------
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start_generator_sound:
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$gen_sound_speaker loopsound sub_idle1
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end
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//----------------------------------------------------------
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//Destroy the allied spawner here
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//----------------------------------------------------------
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alliesammodepot local.planter:
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iprintln "The Allied Ammo Depot has been destroyed!"
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//Take over the objective
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$Obj_alliesammodepot TakeOver 0
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iprintln "The Allied Team can no longer respawn!"
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//Give the planter some points
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if( local.planter != NULL && local.planter != NIL )
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{
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local.planter AddKills 5
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}
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thread Check_End_Match
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end
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//----------------------------------------------------------
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//Destroy the axis spawner here
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//----------------------------------------------------------
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axisammodepot local.planter:
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iprintln "The Axis Ammo Depot has been destroyed!"
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$Obj_axisammodepot TakeOver 1
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iprintln "The Axis Team can no longer respawn!"
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//Give the planter some points
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if( local.planter != NULL && local.planter != NIL )
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{
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local.planter AddKills 5
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}
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thread Check_End_Match
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end
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//----------------------------------------------------------
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//Turn on/off Flak88's
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//----------------------------------------------------------
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artillerystrike:
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if( level.bRoundStarted == 1 )
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{
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if( parm.other.dmteam == axis )
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{
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if( $Obj_artillerystrike.ControlledBy != 0 )
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{
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//Flip the switch
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thread artillerystrike_switch
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$artillery_radio_speaker playsound radio_on
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$Obj_artillerystrike TakeOver 0
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$tower_lights_02 show
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//Call in the artillery strike
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thread call_artillery_strike
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//Give 2 points for taking objective
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parm.other AddKills 2
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iprintln "The Axis have started artillery barrage!"
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}
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}
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else if( parm.other.dmteam == allies )
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{
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if( $Obj_artillerystrike.ControlledBy != 1 )
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{
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//Flip the switch
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thread artillerystrike_switch
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$artillery_radio_speaker playsound radio_off
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$Obj_artillerystrike TakeOver 1
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$tower_lights_02 hide
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//Give 2 points for taking objective
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parm.other AddKills 2
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iprintln "The Allies have stopped artillery barrage!"
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}
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}
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//Did anyone win?
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thread Check_End_Match
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//Update team current objectives
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thread set_objectives
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}
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end
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//----------------------------------------------------------
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//Control Radar Dish
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//----------------------------------------------------------
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radarcontrol:
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if( level.bRoundStarted == 1 )
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{
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if( parm.other.dmteam == axis )
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{
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if( $Obj_radarcontrol.ControlledBy != 0 )
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{
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//Flip the switch
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thread radarcontrol_switch
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$Obj_radarcontrol TakeOver 0
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//Give 2 points for taking objective
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parm.other AddKills 2
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iprintln "The Axis have control of the Radar Station!"
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}
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}
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else if( parm.other.dmteam == allies )
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{
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if( $Obj_radarcontrol.ControlledBy != 1 )
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{
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//Flip the switch
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thread radarcontrol_switch
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$Obj_radarcontrol TakeOver 1
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//Give 2 points for taking objective
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parm.other AddKills 2
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iprintln "The Allies have control of the Radar Station!"
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}
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}
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//Did anyone win?
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thread Check_End_Match
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//Update team current objectives
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thread set_objectives
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}
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end
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//----------------------------------------------------------
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//Call on/off Airstrikes
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//----------------------------------------------------------
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airstrike:
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if( level.bRoundStarted == 1 )
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{
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if( parm.other.dmteam == axis )
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{
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if( $Obj_airstrike.ControlledBy != 0 )
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{
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//Flip the switch
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thread airstrike_switch
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$airstrike_radio_speaker playsound radio_off
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$Obj_airstrike TakeOver 0
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$tower_lights_01 hide
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//Give 2 points for taking objective
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parm.other AddKills 2
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iprintln "The Axis have called off Allied air support!"
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}
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}
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else if( parm.other.dmteam == allies )
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{
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if( $Obj_airstrike.ControlledBy != 1 )
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{
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//Flip the switch
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thread airstrike_switch
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$airstrike_radio_speaker playsound radio_on
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$Obj_airstrike TakeOver 1
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$tower_lights_01 show
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//call in the air strike
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thread call_air_strike
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//Give 2 points for taking objective
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parm.other AddKills 2
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iprintln "The Allies have called in air support!"
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}
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}
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//Did anyone win?
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thread Check_End_Match
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//Update team current objectives
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thread set_objectives
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}
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end
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//----------------------------------------------------------
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//Set the teams current objectives
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//----------------------------------------------------------
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set_objectives:
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//First lets do the allies
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if( $Obj_airstrike.ControlledBy == 0 )
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{
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$Obj_airstrike SetCurrent 1
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}
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else if( $Obj_radarcontrol.ControlledBy == 0 )
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{
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$Obj_radarcontrol SetCurrent 1
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}
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else if( $Obj_artillerystrike.ControlledBy == 0 )
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{
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$Obj_artillerystrike SetCurrent 1
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}
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else if( $Obj_axisammodepot.ControlledBy == 0 )
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{
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$Obj_axisammodepot SetCurrent 1
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}
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//Now the Axis
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if( $Obj_artillerystrike.ControlledBy == 1 )
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{
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$Obj_artillerystrike SetCurrent 0
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}
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else if( $Obj_radarcontrol.ControlledBy == 1 )
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{
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$Obj_radarcontrol SetCurrent 0
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}
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else if( $Obj_airstrike.ControlledBy == 1 )
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{
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$Obj_airstrike SetCurrent 0
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}
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else if( $Obj_alliesammodepot.ControlledBy == 1 )
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{
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$Obj_alliesammodepot SetCurrent 0
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}
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end
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//----------------------------------------------------------
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//Called when a player tries to open a locked door
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//----------------------------------------------------------
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doorlocked:
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self playsound door_wood_locked1
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end
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//--------------------------------------------------------------
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//Init the switches
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//--------------------------------------------------------------
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init_switches:
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$artillerystrike_switch bind $artillerystrike_origin
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$airstrike_switch bind $airstrike_origin
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$radarcontrol_switch bind $radarcontrol_origin
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//Make the switches non solid so they don't hurt the player when triggered
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$artillerystrike_switch notsolid
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$artillerystrike_origin notsolid
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$airstrike_switch notsolid
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$airstrike_origin notsolid
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$radarcontrol_switch notsolid
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$radarcontrol_origin notsolid
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end
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//--------------------------------------------------------------
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//Turns On/Off Artillery Fire
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//--------------------------------------------------------------
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artillerystrike_switch:
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if( level.bArtillerySwitchUp == 1 )
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{
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$artillerystrike_origin speed 1.0
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$artillerystrike_origin rotatexdownto 180
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$artillerystrike_origin waitmove
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$artillerystrike_origin playsound switchbox
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level.bArtillerySwitchUp = 0
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}
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else
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{
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$artillerystrike_origin rotatexupto 0
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$artillerystrike_origin waitmove
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level.bArtillerySwitchUp = 1
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}
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end
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//--------------------------------------------------------------
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//Turns On/Off Airstike bombs
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//--------------------------------------------------------------
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airstrike_switch:
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if( level.bAirStrikeSwitchUp == 1 )
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{
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$airstrike_origin speed 1.0
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$airstrike_origin rotatexdownto 180
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$airstrike_origin waitmove
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$airstrike_origin playsound switchbox
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level.bAirStrikeSwitchUp = 0
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}
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else
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{
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$airstrike_origin rotatexupto 0
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$airstrike_origin waitmove
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level.bAirStrikeSwitchUp = 1
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}
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end
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//--------------------------------------------------------------
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//Take control fo Radar for more explosions
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//--------------------------------------------------------------
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radarcontrol_switch:
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if( level.bRadarControlSwitchUp == 1 )
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{
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$radarcontrol_origin speed 1.0
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$radarcontrol_origin rotatexdownto 180
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$radarcontrol_origin waitmove
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$radarcontrol_origin playsound switchbox
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level.bRadarControlSwitchUp = 0
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}
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else
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{
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$radarcontrol_origin rotatexupto 0
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$radarcontrol_origin waitmove
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level.bRadarControlSwitchUp = 1
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}
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end
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//--------------------------------------------------------------
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//init the spawner bombs
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//--------------------------------------------------------------
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init_spawner_bombs:
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//Allied spawner bomb
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$gmc_bomb thread global/tow_dm.scr::bomb_thinker "axis" maps/obj/MP_Berlin_TOW.scr::alliesammodepot
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$mg42_bomb thread global/tow_dm.scr::bomb_thinker "allies" maps/obj/MP_Berlin_TOW.scr::axisammodepot
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//Allied bomb (Bridge, not a spawner bomb)
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$bridge_bomb thread global/tow_dm.scr::bomb_thinker "axis" maps/obj/MP_Berlin_TOW.scr::bridge_bomb_relay_explode
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//Axis bomb (Archway, not a spawner bomb)
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$archway_bomb thread global/tow_dm.scr::bomb_thinker "allies" maps/obj/MP_Berlin_TOW.scr::archway_bomb_relay_explode
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end
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//-----------------------------------------------
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// Blow up the truck (Allied Spawner)
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//-----------------------------------------------
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truck_bomb_relay_explode:
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self waittill trigger
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thread alliesammodepot
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end
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//-----------------------------------------------
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// Blow up the MG42 (Axis Spawner)
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//-----------------------------------------------
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mg42_bomb_relay_explode:
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self waittill trigger
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thread axisammodepot
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end
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//-----------------------------------------------
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// Blow up the bridge (Allied path reduce)
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//-----------------------------------------------
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bridge_bomb_relay_explode:
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thread global/exploder.scr::explode 199
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end
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//-----------------------------------------------
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// Blow up the archway (Axis path reduce)
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//-----------------------------------------------
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archway_bomb_relay_explode:
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thread global/exploder.scr::explode 8
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end
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//-----------------------------------------------
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// Call in the artillery strike
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//-----------------------------------------------
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call_artillery_strike:
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if( self.fire_attack_thread != NIL && self.fire_attack_thread != NULL )
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{
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//switching targets
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self.fire_attack_thread delete
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wait 2
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}
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self.fire_attach_thread = local
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while( $Obj_artillerystrike.ControlledBy == 0 )
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{
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local.rand = randomint $flak_axis_boom.size
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if( local.rand <= 0 )
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{
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local.rand++
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}
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local.ent = spawn models/projectiles/Berlin_Bombs.tik origin $flak_axis_boom[local.rand].origin
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local.ent explode
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//Delay between explosions
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wait 2
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}
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end
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//-----------------------------------------------
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// Call in the allied air strike
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//-----------------------------------------------
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call_air_strike:
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if( self.fire_attack_thread != NIL && self.fire_attack_thread != NULL )
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{
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//switching targets
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self.fire_attack_thread delete
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wait 2
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}
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self.fire_attach_thread = local
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while( $Obj_airstrike.ControlledBy == 1 )
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{
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//Plane 1 flypath
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local.rand = randomint 3
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switch( local.rand )
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{
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//local.flypath is the path the plane will follow
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//local.wait is the delay before it drops it's bombs
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case 0:
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local.flypath = $plane_path1
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local.wait = randomfloat 1.0
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local.wait += 2
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wait local.wait
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break;
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case 1:
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local.flypath = $plane_path2
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local.wait = randomfloat 1.0
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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
|
|
|