2126 lines
No EOL
57 KiB
Text
2126 lines
No EOL
57 KiB
Text
level.script = "maps/t2l1.scr"
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level.music = "t2l1"
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exec global/auto.scr
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level waittill prespawn
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// Fade-in stuff.
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$player physics_off
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//freezeplayer
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fadeout .001 0 0 0 1
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drawhud 0
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level waittill spawn
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// Set mission variable number
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setcvar "g_mission" "2"
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// Initialize difficulty setting variable
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level.skill = getcvar (skill)
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// Animated fog setup
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$world animated_farplane 3500 5000 1650 1888
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$world animated_farplane_color (0.6 0.6 0.64) (0.5 0.5 0.54) 1200 1888 // 2nd RGB triple used to be (0.5 0.5 0.5)
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$world animated_farplane_bias -1500 0 1650 1888
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// Set up Music
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$player stufftext "tmstart sound/music/mus_SniperTown_01g.mp3"
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// Initialize Snow Parameters
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level.rain_speed = "40"
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level.rain_speed_vary = "4"
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level.rain_length = "2"
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level.rain_width = "1"
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level.rain_density = ".4"
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level.rain_slant = "1"
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level.rain_min_dist = "512"
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level.rain_numshaders = 12
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level.rain_shader = "textures/snow"
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// init gags...
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exec gags/T2L1_Explosion.Scr
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exec gags/T2L1_Tank.Scr
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// Initialize Mission Objectives
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exec global/obj.scr 1 hidden "Destroy the Nebelwerfers [4 remaining]" $nebel1_rally.origin
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exec global/obj.scr 2 hidden "Use Nebelwerfer to Destroy the Halftrack" $halftrack1.origin
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exec global/obj.scr 3 hidden "Use Sticky Bomb to Destroy Tank" $tigertank1.origin
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exec global/obj.scr 4 hidden "Use Sticky Bomb to Destroy Second Tank" $tigertank2.origin
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exec global/obj.scr 5 hidden "Acquire a Supply Truck" $supply_truck.origin
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level.script = "maps/t2l1.scr"
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level.usedrange = 1
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// Initialize Objective Variables
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level.nebelsbombed = 0
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level.nebel1_bombed = 0
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level.nebel2_bombed = 0
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level.nebel3_bombed = 0
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level.nebel4_bombed = 0
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level.obj1Complete = 0
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level.obj2Complete = 0
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level.obj3Complete = 0
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level.obj4Complete = 0
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level.tank2destroyed = 0
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level.halftrack_triggered = 0
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level.stickybombs = 0
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level.parade_death_counter = 0
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level.toiletcounter = 0
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level.parader_index = 0
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level.parade_trigger_on = 0
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level.squadhalt = 0
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// Run the thread that will end the mission if all your squadmates die
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thread check_squad_death
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// Initialize Nebelwerfers (tweak their pitch arc length)
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$nebel1 thread nebelwerferDeath
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$nebel1 immune bullet
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$nebel1 immune fast_bullet
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$nebel1 immune bash
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$nebel1.collisionent = $nebelwerfer_collision
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$nebel1_turret0.collisionent = $nebelwerfer_turret_collision
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$nebel1_turret0 immune bullet
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$nebel1_turret0 immune fast_bullet
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$nebel1_turret0 immune bash
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$nebel1_turret0 thread global/turret.scr::playerturret_proj_think_aim $nebel1 $nebelwerfer1
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$nebel2 thread nebelwerferDeath
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$nebel2 immune bullet
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$nebel2 immune fast_bullet
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$nebel2 immune bash
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$nebel2.collisionent = $nebelwerfer_collision
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$nebel2_turret0.collisionent = $nebelwerfer_turret_collision
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$nebel2_turret0 immune bullet
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$nebel2_turret0 immune fast_bullet
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$nebel2_turret0 immune bash
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$nebel2_turret0 thread global/turret.scr::playerturret_proj_think_aim $nebel2 $nebelwerfer2
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$nebel3 thread nebelwerferDeath
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$nebel3 immune bullet
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$nebel3 immune fast_bullet
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$nebel3 immune bash
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$nebel3.collisionent = $nebelwerfer_collision
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$nebel3_turret0.collisionent = $nebelwerfer_turret_collision
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$nebel3_turret0 immune bullet
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$nebel3_turret0 immune fast_bullet
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$nebel3_turret0 immune bash
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$nebel3_turret0 thread global/turret.scr::playerturret_proj_think_aim $nebel3 $nebelwerfer3
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$nebel4 thread nebelwerferDeath
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$nebel4 immune bullet
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$nebel4 immune fast_bullet
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$nebel4 immune bash
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$nebel4.collisionent = $nebelwerfer_collision
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$nebel4_turret0.collisionent = $nebelwerfer_turret_collision
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$nebel4_turret0 immune bullet
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$nebel4_turret0 immune fast_bullet
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$nebel4_turret0 immune bash
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$nebel4_turret0 thread global/turret.scr::playerturret_proj_think_aim $nebel4 $nebelwerfer4
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$nebel1_turret0 pitchcaps ( -30 60 0)
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$nebel1_turret0 maxyawoffset "50"
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$nebel2_turret0 pitchcaps ( -30 60 0)
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$nebel2_turret0 maxyawoffset "50"
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$nebel3_turret0 pitchcaps ( -30 60 0)
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$nebel3_turret0 maxyawoffset "50"
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$nebel4_turret0 pitchcaps ( -30 60 0)
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$nebel4_turret0 maxyawoffset "50"
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//-------------------------------------------------------------------
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// MG42 Behavior
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//-------------------------------------------------------------------
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$mg42 maxyawoffset 95.0
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$mg42 pitchcaps ( -20 40 0)
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$mg42 AIbulletspread 350 175
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$mg42 convergetime 0.25
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// Initialize Vehicles
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// HalfTrack1
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$halftrack1_gunner exec global/disable_ai.scr
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// Tiger Tank 1
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level.enemytankspeed = 200
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level.playertanktarget = $player
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level.lookahead = 256
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//$tigertank1.collisionentity = $panzertank_mask
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$panzertank1_stickybomb_a waitthread stickysetup $tigertank1
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$panzertank1_stickybomb_b waitthread stickysetup $tigertank1
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$panzertank1_stickybomb_c waitthread stickysetup $tigertank1
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$panzertank1_stickybomb_d waitthread stickysetup $tigertank1
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// Tiger Tank 2
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//$tigertank2 hide
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$panzertank2_stickybomb_a waitthread stickysetup $tigertank2
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$panzertank2_stickybomb_b waitthread stickysetup $tigertank2
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$panzertank2_stickybomb_c waitthread stickysetup $tigertank2
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$panzertank2_stickybomb_d waitthread stickysetup $tigertank2
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// Tiger Tank 3
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//$tigertank3_stickybomb bind $tigertank3
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$panzertank3_stickybomb_a waitthread stickysetup $tigertank3
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$panzertank3_stickybomb_b waitthread stickysetup $tigertank3
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$panzertank3_stickybomb_c waitthread stickysetup $tigertank3
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$panzertank3_stickybomb_d waitthread stickysetup $tigertank3
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// Supply Truck
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//$supply_truck setcollisionentity $supplytruck_mask
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// Parked Halftrack
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$parked_halftrack immune rocket
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$parked_halftrack immune bullet
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$parked_halftrack immune fast_bullet
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$parked_halftrack immune grenade
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$parked_halftrack immune bash
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$parked_halftrack setcollisionentity $halftrack_mask
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// MISC Not Solids, not triggerables, and Hides
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$nebel1_throbbox hide
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$nebel1_throbbox triggered 1
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$nebel2_throbbox hide
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$nebel2_throbbox triggered 1
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$nebel3_throbbox hide
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$nebel3_throbbox triggered 1
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$nebel4_throbbox hide
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$nebel4_throbbox triggered 1
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$panzertank1_stickybomb_a triggered 1
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$panzertank1_stickybomb_b triggered 1
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$panzertank1_stickybomb_c triggered 1
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$panzertank1_stickybomb_d triggered 1
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$panzertank2_stickybomb_a triggered 1
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$panzertank2_stickybomb_b triggered 1
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$panzertank2_stickybomb_c triggered 1
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$panzertank2_stickybomb_d triggered 1
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$panzertank3_stickybomb_a triggered 1
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$panzertank3_stickybomb_b triggered 1
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$panzertank3_stickybomb_c triggered 1
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$panzertank3_stickybomb_d triggered 1
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$stuka hide
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$fuel_tank_destroyed hide
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$sniper_rifle_trigger nottriggerable
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$sniper_rifle hide
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$crashing_truck_mask notsolid
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$tent1 notsolid
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$tent2 notsolid
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$tent3 notsolid
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// Tell the AI to not drop health
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level.nodrophealth = 1
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// Set their maxhealth
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level.friendly1.maxhealth = level.friendly1.health
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level.friendly2.maxhealth = level.friendly2.health
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level.friendly3.maxhealth = level.friendly3.health
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// Heal the player and set up inventory
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$player fullheal
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$player takeall
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$player item weapons/colt45.tik
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$player item weapons/m1_garand.tik
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$player item weapons/thompsonsmg.tik
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$player item weapons/M2Frag_Grenade_sp.tik
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$player item weapons/M18_smoke_grenade.tik
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waitthread global/items.scr::add_item "binoculars" noprint // Show binoculars inventory icon
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waitthread global/items.scr::blank_items
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$player ammo pistol 32
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$player ammo smg 128
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$player ammo rifle 50
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$player ammo smokegrenade 2
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$player ammo agrenade 2
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// Initialize Friendly Medic
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level.friendly3 thread fstart 1
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thread level_fadein
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// Begin Dialog
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$player modheight "duck" // try crouch too
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//level.friendly1 lookat $player
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level.friendly1 turnto $player
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//level.friendly1 exec global/crouch.scr
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level.friendly2 turnto level.friendly1
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level.friendly2 lookat level.friendly1
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level.friendly2 holster
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level.friendly2 exec global/crouch.scr
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level.friendly3 turnto level.friendly1
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level.friendly2 lookat level.friendly1
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level.friendly3 exec global/crouch.scr
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//level.friendly1 waittill turndone
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level.friendly1 targetname Friendly1
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level.friendly2 targetname Friendly2
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level.friendly3 targetname Friendly3
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level.friendly3 exec global/disable_ai.scr
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wait 5
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level.friendly1.health_pickup = FALSE
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level.friendly2.health_pickup = FALSE
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level.friendly3.health_pickup = FALSE
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end
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//--------------------------------------
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stickysetup local.bind_to:
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//--------------------------------------
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self bind local.bind_to
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self setdamage 2000
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self hide
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end
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level_fadein:
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//--------------------------------------
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// Fade-in
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//--------------------------------------
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freezeplayer
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$player.viewangles = "0 155 0"
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//dprintln "camera should be frozen"
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wait 1.5
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//*** Dec 24, 1944
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showmenu t2l1_1
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hidemouse
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wait 1.5
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//*** ardennes....
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showmenu t2l1_2
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hidemouse
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wait 2.25
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//*** ardennes....
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showmenu t2l1_3
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hidemouse
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wait 3
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fadein 3.5 0 0 0 1
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wait 2
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hidemenu t2l1_1
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hidemenu t2l1_2
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hidemenu t2l1_3
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hidemouse
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//dprintln "camera unlocked"
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//$player physics_on
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releaseplayer
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drawhud 1
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$player.viewangles = "0 155 0"
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waitthread global/items.scr::reload_items
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$player use "Thompson"
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//--------------------------------------
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// End of Fade-in
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//--------------------------------------
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// Start the first gag
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level.friendly1 nodamage
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level.friendly2 nodamage
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level.friendly3 nodamage
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// "Listen guys, we're way past our line now The German supply depot is a half-mile up the road."
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level.friendly1 exec global/disable_ai.scr
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level.friendly1 anim 21A101_Dialogue1
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level.friendly1 waittill animdone
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level.friendly1 exec global/enable_ai.scr
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$player physics_on
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//releaseplayer
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level.friendly1 takedamage
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level.friendly2 takedamage
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level.friendly3 takedamage
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// Stop looking at each other!!
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level.friendly1 turnto NULL
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level.friendly1 lookat NULL
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level.friendly2 turnto NULL
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level.friendly2 lookat NULL
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level.friendly3 turnto NULL
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level.friendly3 lookat NULL
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// show the first objective
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exec global/obj.scr 5 current "Acquire a Supply Truck" $supply_truck.origin
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// Initialize Friendly Soldiers
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level.friendly1 thread fstart
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level.friendly2 thread fstart
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level.friendly2 unholster
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level.friendly1 thread friendlydeath
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level.friendly2 thread friendlydeath
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level.friendly3 thread friendlydeath
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end
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// FRIENDLY THREADS
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// --------------------------------------------------------------
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// Contains threads to setup or affect the friendly AI's behavior
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//
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//
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// fstart - initializes friendly AI's
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//
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fstart local.medicflag:
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if (local.medicflag == 1)
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{
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self.friendtype = 5
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if (level.skill == "0")
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self health 900
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else if (level.skill == "1")
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self health 750
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else if (level.skill == "2")
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self health 550
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}
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else
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{
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self.friendtype = 1
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self health 550
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self.enableEnemy = 1
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}
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self thread global/friendly.scr::friendlythink
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self tether $player
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self.interval = 192
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self.mins = 0
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self.maxs = 30
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end
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//
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// friendlydeath - waits until the friendly has died and prints a message
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//
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friendlydeath:
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self waittill death
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iprintlnbold "One of your squadmates has been killed in action."
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end
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// SCENE-SPECIFIC THREADS
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// --------------------------------------------------------------------------------
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// This section contains threads that govern specifically scripted combat sequences
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// this is used to prevent panzerschrek AI's from dropping their weapons for the player to use
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panzerschrek_drop:
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if ( parm.other.gun == panzerschrek )
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{
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parm.other dontdropweapons
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}
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end
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// Scene 1 Patrol
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// Three little nazis taking a cute little stroll through the forest...awww
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scene1_patrol:
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waitthread global/ai.scr::spawn 1
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$patroller1.enableEnemy = 0
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$patroller2.enableEnemy = 0
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$patroller3.enableEnemy = 0
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$patroller1 walkto patrolpath_1
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$patroller2 walkto patrolpath_2
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$patroller3 walkto patrolpath_3
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$patroller1.enableEnemy = 1
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$patroller2.enableEnemy = 1
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$patroller3.enableEnemy = 1
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end
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// Scene 3 Hillfight - triggered when you approach the 2nd trench on the hill after the half-track and 1st nebelwerfer
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scene3_hillfight:
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dprintln "hillfight is on"
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thread global/ai.scr::spawn 3
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$trench2a_grenade TurnOn
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wait .5
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$trench2b_grenade TurnOn
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wait .75
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$trench2c_grenade TurnOn
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end
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// scene 9 grenades - this causes grenades to rain down after you defeat the 2nd panzer tank
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scene9_grenades:
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$hilla_grenade TurnOn
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wait .5
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$hillb_grenade TurnOn
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wait .75
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$hillc_grenade TurnOn
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end
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// mg42_parade - Optional fight when you equip the MG42 turret outside the compound
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mg42_parade:
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if (level.skill == "0")
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local.accuracy = 35
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else if (level.skill == "1")
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local.accuracy = 45
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else if (level.skill == "2")
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local.accuracy = 55
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thread mg42_friendlies_go_chill
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waitthread mg42_parade_wave 5 local.accuracy
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while (level.parade_death_counter < 5)
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{
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waitframe
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}
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local.accuracy += 2
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thread mg42_parade_wave 5 local.accuracy
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while (level.parade_death_counter < 10)
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{
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waitframe
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}
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local.accuracy += 3
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thread mg42_parade_wave 5 local.accuracy
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while (level.parade_death_counter < 15)
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{
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waitframe
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}
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if ((isAlive level.friendly1) && (level.squadhalt == 0))
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{
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level.friendly1 thread fstart
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}
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if ((isAlive level.friendly2) && (level.squadhalt == 0))
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{
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level.friendly2 thread fstart
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}
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if ((isAlive level.friendly3) && (level.squadhalt == 0))
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{
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level.friendly3 thread fstart 1
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}
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end
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mg42_parade_wave local.wavecount local.accuracy:
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local.modulus = 2
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for (local.i = 1; local.i <= local.wavecount; local.i ++)
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{
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if (level.parade_trigger_on == 0)
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{
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end
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}
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level.parader_index ++
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local.random = randomint 100
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//local.interval = randomint 3
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|
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 |