4082 lines
No EOL
102 KiB
Text
4082 lines
No EOL
102 KiB
Text
#using_animtree("generic_human");
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main()
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{
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precacheShellshock("default");
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setcvar("introscreen","1");
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mort = getent ("mortar attack","targetname");
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// level.mortar = loadfx ("fx/surfacehits/mortarImpact.efx");
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// level._effect["mortar"] = loadfx ("fx/impacts/dirthit_mortar.efx"); // "fx/impacts/beach_mortar.efx"
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// level._effect["mortar"] = loadfx ("fx/impacts/newimps/blast_gen3.efx");
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level._effect["mortar"] = loadfx ("fx/impacts/newimps/dirthit_mortar2daymarked.efx");
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level.mortar = level._effect["mortar"];
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thread ai_overrides();
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maps\_load::main();
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maps\_tank::main();
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maps\_mortarteam::main();
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maps\_panzerIV::main_camo();
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maps\_tiger::main_camo();
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maps\dawnville_anim::main();
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weapon = level.player getcurrentweapon();
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/*
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while (1)
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{
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newweapon = level.player getcurrentweapon();
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if (newweapon != weapon)
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{
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weapon = newweapon;
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println ("Player weapon is ", weapon);
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}
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wait (0.05);
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}
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*/
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// gun = spawn ("FG42", (0,0,0));
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// gun = spawn ("weapon_FG42", (0,0,0));
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maps\dawnville_fx::main();
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level.ambient_track ["exterior"] = "ambient_dawnville";
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level.ambient_track ["interior"] = "ambient_dawnville_int";
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thread maps\_utility::set_ambient("exterior");
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precacheturret("mg42_tiger_tank");
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precacheItem("panzerfaust");
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maps\_utility::chain_off ("500");
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maps\_utility::chain_off ("450");
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maps\_utility::chain_off ("460");
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maps\_utility::chain_off ("125");
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chain = get_friendly_chain_node ("50");
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level.player SetFriendlyChain (chain);
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level._effect["treads_sand"] = loadfx ("fx/tagged/tread_dust_brown.efx");
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level._effect["treads_grass"] = loadfx ("fx/tagged/tread_dust_brown.efx");
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level._effect["treads_dirt"] = loadfx ("fx/tagged/tread_dust_brown.efx");
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level._effect["treads_rock"] = loadfx ("fx/tagged/tread_dust_brown.efx");
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character\moody::precache();
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character\foley::precache();
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character\elder::precache();
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// precachemodel("xmodel/vehicle_tank_tiger_d");
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// precachemodel("xmodel/vehicle_tank_PanzerIV_d");
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// precacheModel("xmodel/head_blane"); //head for script dieing models
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precacheModel("xmodel/ammo_panzerfaust_box2");
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precacheModel("xmodel/weapon_panzerfaust");
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precacheModel("xmodel/vehicle_tank_panzeriv_machinegun");
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precacheModel("xmodel/character_moody");
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precacheModel("xmodel/head_moody");
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precacheModel("xmodel/character_elder");
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precacheModel("xmodel/head_elder");
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precacheModel("xmodel/dawnville_map");
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precacheModel("xmodel/dawnville_pencil");
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precacheModel("xmodel/vehicle_car");
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// maps\dawnville_anim::main();
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// maps\dawnville_export::main();
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// fogvars ( 1.4 1.4 1.4 ) 16500
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level.scr_anim["generic"]["explode death up"] = %death_explosion_up10;
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level.scr_anim["generic"]["explode death back"] = %death_explosion_back13; // Flies back 13 feet.
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level.scr_anim["generic"]["explode death forward"] = %death_explosion_forward13;
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level.scr_anim["generic"]["explode death left"] = %death_explosion_left11;
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level.scr_anim["generic"]["explode death right"] = %death_explosion_right13;
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level.scr_anim["generic"]["knockdown back"] = %stand2prone_knockeddown_back;
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level.scr_anim["generic"]["knockdown forward"] = %stand2prone_knockeddown_forward;
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level.scr_anim["generic"]["knockdown left"] = %stand2prone_knockeddown_left;
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level.scr_anim["generic"]["knockdown right"] = %stand2prone_knockeddown_right;
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level.scr_anim["generic"]["getup"] = (%scripted_standwabble_A);
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// Initial level flags:
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level.flag["west tank finished moving"] = false;
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level.flag["west tank destroyed"] = false;
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level.flag["east tank finished moving"] = false;
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level.flag["east tank destroyed"] = false;
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level.flag["northeast tank finished moving"] = false;
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level.flag["northeast tank destroyed"] = false;
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level.flag["mortars stop"] = false;
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level.flag["got panzers"] = false;
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level.flag["church has been defended"] = false;
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level.flag["player is at church"] = false;
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level.flag["foley moves on"] = false;
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level.flag["west tank attacks"] = false;
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level.flag["friendlies report to the car"] = false;
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level.flag["player got in car"] = false;
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level.flag["moody exists"] = false;
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level.flag["elder exists"] = false;
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level.flag["falling back"] = false;
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level.flag["parker speech"] = false;
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level.flag["church under siege"] = false;
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level.flag["parker is a go"] = false;
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level.flag["chain 100 off forever"] = false;
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level.flag["chain 125 off forever"] = false;
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level.flag["Friendlies crouch for conference"] = false;
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// Initial array_threading:
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array_levelthread (getentarray ("delete","targetname"), ::delete_this);
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array_thread (getVehicleNodeArray ("tank","targetname"), ::tank_think);
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// Initial threads, not array threaded:
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thread mortar_init();
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thread shoot_tank(getent ("shoot_tank","targetname"));
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thread second_flak_early_trigger(getent ("second flak early trigger","targetname"));
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setCullFog (0, 16500, 0.7, 0.85, 1.0, 0);
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setCullFog (0, 16500, 0.7, 0.85, 1.0, 0);
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// Characters:
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foley = getent ("foley", "targetname");
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foley.animname = "foley";
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foley character\_utility::new();
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foley character\foley::main();
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foley.followMin = 4;
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foley.followMax = 8;
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foley.script_usemg42 = false; // Foley is too cool for MG42s
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foley thread animscripts\shared::SetInCombat(60.0);
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foley.dontFollow = true;
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// Blocks AI from renetering the safehouse later on.
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block = getent ("safehouse block","targetname");
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block connectpaths();
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block notsolid();
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// foley animscripted( "single anim", foley.origin, foley.angles, level.scr_anim["foley"]["end"] );
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/*
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foley thread anim_single_solo (foley, "end");
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while (1)
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{
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foley waittill ( "single anim", notetrack);
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println ("animation notetrack: ", notetrack, " time ", gettime());
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}
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*/
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// Elder
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thread elder (getent ("elder","targetname"));
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level.player.threatbias = -2;
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level.player.threatbias = 2000000;
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ai = getaiarray ("allies");
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for (i=0;i<ai.size;i++)
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ai[i] setgoalpos (ai[i].origin);
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thread sequence_init();
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if (getcvar ("start") == "whale")
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{
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chain = get_friendly_chain_node ("50");
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level.player SetFriendlyChain (chain);
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thread sequence_3b();
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thread guyFleesTank (getent ("player advances","targetname"));
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clip = getent ("second flak monster clip","targetname");
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clip connectpaths();
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clip delete();
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array_thread(getentarray ("church rear","script_noteworthy"), maps\_utility::triggerOff);
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level.player setOrigin ((900, -15045, -24));
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level.flag["west tank finished moving"] = false;
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level.flag["west tank destroyed"] = false;
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level.flag["east tank finished moving"] = true;
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level.flag["east tank destroyed"] = true;
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level.flag["northeast tank finished moving"] = false;
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level.flag["northeast tank destroyed"] = false;
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level.flag["mortars stop"] = true;
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level.flag["got panzers"] = true;
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level.flag["church has been defended"] = true;
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level.flag["player is at church"] = true;
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spawner = getent ("moody","script_noteworthy");
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spawner.count = 1;
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spawn = spawner dospawn();
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wait (1);
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spawn setgoalentity (level.player);
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return;
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}
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if (getcvar ("start") == "tank")
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{
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// level.flag["west tank finished moving"] = true;
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// level.flag["west tank destroyed"] = true;
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level.flag["east tank finished moving"] = true;
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level.flag["east tank destroyed"] = true;
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level.flag["northeast tank finished moving"] = true;
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level.flag["northeast tank destroyed"] = true;
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level.flag["mortars stop"] = true;
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level.flag["got panzers"] = true;
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level.flag["church has been defended"] = true;
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level.flag["player is at church"] = true;
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level.flag["foley moves on"] = true;
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// level.flag["west tank attacks"] = true;
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chain = get_friendly_chain_node ("50");
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level.player SetFriendlyChain (chain);
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level.player setOrigin ((729, -16475, 72));
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level notify ("tank start west");
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wait (1);
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thread tank_west_trigger( getent ("last tank attacks","targetname") );
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thread sequence_4();
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/*
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spawners = getentarray ("end allies","targetname");
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for (i=0;i<spawners.size;i++)
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{
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spawn = spawners[i] stalingradspawn();
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if (spawn.script_friendname == "Moody")
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{
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spawn character\_utility::new();
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spawn character\moody::main();
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}
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else
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{
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spawn character\_utility::new();
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spawn character\elder::main();
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}
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}
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*/
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spawner = getent ("moody","script_noteworthy");
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spawner.count = 1;
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spawn = spawner dospawn();
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wait (1);
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spawn setgoalentity (level.player);
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return;
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}
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thread sequence_1();
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wait (10);
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}
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ai_overrides()
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{
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spawners = getspawnerteamarray("allies");
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for (i=0;i<spawners.size;i++)
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spawners[i] thread spawner_overrides();
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ai = getaiarray("allies");
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for (i=0;i<ai.size;i++)
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ai[i].bravery = 500000;
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if (getcvar ("scr_dawnville_fast") == "1")
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{
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for (i=0;i<ai.size;i++)
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{
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if (!isdefined (ai[i].script_dawnville_fast))
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continue;
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if (ai[i].script_dawnville_fast != 2)
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continue;
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ai[i] DoDamage ( 1500, (randomint(5000)-2500,randomint(5000)-2500,randomint(5000)-2500) );
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}
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}
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}
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spawner_overrides()
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{
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if (getcvar ("scr_dawnville_fast") == "1")
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{
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if ((isdefined (self.script_dawnville_fast)) && (self.script_dawnville_fast == 2))
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{
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self delete();
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return;
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}
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}
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while (1)
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{
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self waittill ("spawned", spawned);
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wait (0.05);
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if (issentient (spawned))
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spawned.bravery = 500000;
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}
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}
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delete_this (ent)
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{
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ent delete();
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}
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wait_until_no_axis (trigger)
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{
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while (1)
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{
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ai = getaiarray ("axis");
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breaker = true;
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for (i=0;i<ai.size;i++)
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{
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if (ai[i] istouching (trigger))
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breaker = false;
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}
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if (breaker)
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{
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wait (5);
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ai = getaiarray ("axis");
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for (i=0;i<ai.size;i++)
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{
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if (ai[i] istouching (trigger))
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breaker = false;
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}
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}
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if (breaker)
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break;
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wait (2.5);
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}
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}
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// Various functions for doing mortars near the player
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mortar_init ()
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{
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level.mortarTime = 5000;
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mortars = getentarray ("mortar spot","targetname");
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for (i=0;i<mortars.size;i++)
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{
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mortars[i].usedTime = 0;
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}
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}
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mortar_closest ()
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{
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mortars = getentarray ("mortar spot","targetname");
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index = 0;
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dist = distance (level.player.origin, mortars[index].origin);
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currentTime = gettime();
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indexSecondClosest = -1;
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for (i=0;i<mortars.size;i++)
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{
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if (mortars[i].usedTime > currentTime)
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continue;
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newdist = distance (level.player.origin, mortars[i].origin);
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if (newdist < 650)
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continue;
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if (newdist > dist)
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continue;
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indexSecondClosest = index;
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index = i;
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dist = newdist;
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}
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if (indexSecondClosest == -1)
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return undefined;
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mortars[index].usedTime = currentTime + level.mortarTime;
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return mortars[index];
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}
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mortar_killplayer ()
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{
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thread playSoundinSpace ("mortar_incoming", level.player.origin);
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wait (0.4);
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thread playSoundinSpace ("mortar_explosion", level.player.origin);
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playfx (level._effect["mortar"], level.player.origin);
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radiusDamage (level.player.origin, 2000, 2000, 0); // mystery numbers!
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earthquake(0.3, 3, level.player.origin, 850); // scale duration source radius
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}
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mortar_nearplayer ()
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{
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mortar = mortar_closest();
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if (!isdefined (mortar))
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return;
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mortar_explosion (mortar);
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}
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mortar_explosion (mortar)
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{
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mortar playsound ("mortar_incoming", "sounddone");
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mortar waittill ("sounddone");
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mortar playsound ("mortar_explosion");
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playfx (level._effect["mortar"], mortar.origin + (0,0,-76)); // Lower into ground MORE -32
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radiusDamage (mortar.origin, 200, 200, 0); // mystery numbers!
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earthquake(0.3, 3, mortar.origin, 850); // scale duration source radius
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level notify ("mortars ongoing HIT");
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}
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mortar_explosion_prehit (mortar)
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{
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wait randomfloat(0.5);
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mortar_explosion (mortar);
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}
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mortar_drop_on_axis ()
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{
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array_levelthread (getentarray ("mortar automatic","targetname"), ::mortar_explosion_prehit);
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}
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mortar_drop_nearplayer ()
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{
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for (i=0;i<3;i++)
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{
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mortar_nearplayer();
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wait (randomfloat (3));
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}
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}
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mortar_ongoing ()
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{
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level notify ("mortars ongoing STOP");
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level endon ("mortars ongoing STOP");
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while (1)
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{
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mortar_nearplayer();
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wait (3 + randomfloat (5));
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}
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}
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player_mortar_death ( trigger )
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{
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level endon ("mortars stop");
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trigger waittill ("trigger");
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mortar_killplayer();
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}
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turnChurchMG42backOn ()
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{
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flag_wait ("player is at church");
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array_thread(getentarray ("church rear","script_noteworthy"), maps\_utility::triggerOn);
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}
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second_flak_early_trigger ( trigger )
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{
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targets = getentarray (trigger.target,"targetname");
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array_levelthread (targets, ::second_flak_spawner);
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level waittill ("kill second flak early trigger");
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trigger delete();
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}
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second_flak_spawner ( spawner )
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{
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level endon ("kill second flak early trigger");
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if (isdefined (spawner.target))
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return;
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|
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spawner waittill ("spawned", spawn);
|
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if (spawn.team != "axis")
|
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return;
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||
|
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spawn endon ("death");
|
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wait (0.05);
|
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spawn setgoalentity (level.player);
|
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num = 800;
|
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spawn.goalradius = num;
|
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while (num > 300)
|
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{
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num -= 100;
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wait (15);
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}
|
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}
|
||
|
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hurtPlayer (trigger)
|
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{
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trigger.deleteself = false;
|
||
while (1)
|
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{
|
||
while (level.player istouching (trigger))
|
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{
|
||
level.player DoDamage ( 50, (randomint(5000)-2500,randomint(5000)-2500,randomint(5000)-2500) );
|
||
wait (0.05);
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}
|
||
wait (0.5);
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||
if (trigger.deleteself)
|
||
{
|
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trigger delete();
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
|
||
shoot_tank (trigger)
|
||
{
|
||
target = getent (trigger.target,"targetname");
|
||
clip = getent (target.target,"targetname");
|
||
|
||
clip disconnectpaths();
|
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// Tank is the tank that hits the trigger leading down the road
|
||
trigger waittill ("trigger",tank);
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trigger delete();
|
||
// tank setTurretTargetEnt( target, ( 0, 0, 50 ) );
|
||
// tank waittill( "turret_on_vistarget" );
|
||
// wait (1);
|
||
// tank FireTurret();
|
||
target delete();
|
||
wait (0.1);
|
||
|
||
pushed_tank = getent ("tank_pushed","targetname");
|
||
tankDamage = getent ("tank damage trigger","targetname");
|
||
tankDamage enableLinkto();
|
||
tankDamage linkto (pushed_tank);
|
||
level thread hurtPlayer(tankDamage);
|
||
clip linkto (pushed_tank);
|
||
|
||
org = getent (pushed_tank.target,"targetname");
|
||
pushed_tank linkto (org);
|
||
clip connectpaths();
|
||
// org rotateyaw (75, 3.8, 0, 0.8);
|
||
org rotateyaw (75, 5, 0, 0.8);
|
||
// org rotateyaw (75, 1.2, 0, 0.8);
|
||
wait (5);
|
||
tankDamage.deleteself = true;
|
||
clip disconnectpaths();
|
||
tank restart_aim();
|
||
tank waittill ("reached_end_node");
|
||
tank.health = 1000;
|
||
tank thread triggerHintThink(tank.triggerHint);
|
||
}
|
||
|
||
tank_rampage_explode (tank, exploder, trigger)
|
||
{
|
||
level endon ("northeast tank destroyed");
|
||
while (1)
|
||
{
|
||
self waittill ("trigger",other);
|
||
if (other == tank)
|
||
break;
|
||
}
|
||
thread maps\_utility::exploder (exploder);
|
||
level notify ("stop rampage " + exploder);
|
||
trigger notify ("destroyed");
|
||
// println ("^bstopping rampage ", exploder);
|
||
}
|
||
|
||
guyFleesTank (trigger)
|
||
{
|
||
spawner = getent (trigger.target,"targetname");
|
||
spawner waittill ("spawned",spawn);
|
||
if (maps\_utility::spawn_failed(spawn))
|
||
return;
|
||
|
||
spawn endon ("death");
|
||
node = getnode (spawn.target,"targetname");
|
||
spawn setgoalpos (spawn.origin);
|
||
spawn.goalradius = 4;
|
||
level waittill ("tank start northeast");
|
||
|
||
spawn thread bloody_death_waittill();
|
||
spawn.health = 1;
|
||
wait (0.5);
|
||
tank = getent ("tank northeast","targetname");
|
||
if (!isdefined(tank))
|
||
{
|
||
spawn setgoalentity (level.player);
|
||
return;
|
||
}
|
||
|
||
spawn maps\_utility::lookat(tank);
|
||
spawn setgoalnode (node);
|
||
node = getnode (node.target,"targetname");
|
||
wait (1);
|
||
spawn setgoalnode (node);
|
||
node = getnode (node.target,"targetname");
|
||
wait (1.5);
|
||
spawn setgoalnode (node);
|
||
level thread playSoundinSpace ("weap_kar98k_fire", spawn.origin);
|
||
spawn DoDamage ( spawn.health + 50, (randomint(5000)-2500,randomint(5000)-2500,randomint(5000)-2500) );
|
||
}
|
||
|
||
isTanktouching ( ent )
|
||
{
|
||
org = spawn ("script_origin",self.origin);
|
||
org.origin = self.origin + (0,0,60);
|
||
|
||
if (org istouching (ent))
|
||
answer = true;
|
||
else
|
||
answer = false;
|
||
|
||
org delete();
|
||
|
||
return answer;
|
||
}
|
||
|
||
tempPlayerKill ( trigger )
|
||
{
|
||
level endon ("northeast tank destroyed");
|
||
trigger waittill ("trigger");
|
||
//iprintlnbold ("THE TANK KILLED YOU WITH HIS MAGIC MACHINE GUN!");
|
||
level.player DoDamage ( level.player.health + 50, (randomint(5000)-2500,randomint(5000)-2500,randomint(5000)-2500) );
|
||
|
||
}
|
||
|
||
tank_rampage_trigger ( tank )
|
||
{
|
||
level endon ("northeast tank destroyed");
|
||
level endon ("stop rampage " + self.script_noteworthy);
|
||
// println ("^brampage stopper is ", self.script_noteworthy);
|
||
damage_trigger = getent (self.target,"targetname");
|
||
org = getent (damage_trigger.target,"targetname");
|
||
|
||
level.rampage_done[self.target] = true;
|
||
|
||
tankTrigger = getentarray ("tank rampage includer","targetname");
|
||
for (i=0;i<tankTrigger.size;i++)
|
||
{
|
||
if (tankTrigger[i].script_noteworthy == self.script_noteworthy)
|
||
{
|
||
tankTrigger = tankTrigger[i];
|
||
break;
|
||
}
|
||
}
|
||
|
||
damage_trigger thread tank_rampage_explode(tank, self.script_noteworthy, self);
|
||
self endon ("destroyed");
|
||
tank = getent ("tank northeast","targetname");
|
||
if (!isalive (tank))
|
||
return;
|
||
|
||
tank endon ("death");
|
||
while (1)
|
||
{
|
||
self waittill ("trigger");
|
||
if (!tank isTanktouching (tankTrigger))
|
||
continue;
|
||
|
||
level.rampage_index = self.target;
|
||
level.rampage_org = org;
|
||
level.rampageTrigger = self;
|
||
level notify ("got rampage trigger");
|
||
}
|
||
}
|
||
|
||
tank_rampage()
|
||
{
|
||
self endon ("death");
|
||
// These triggers make the northeast tank shoot at the player
|
||
array_thread(getentarray ("tank rampage","targetname"), ::tank_rampage_trigger, self);
|
||
ref = getent ("gate reference","targetname");
|
||
offset = 50;
|
||
while (1)
|
||
{
|
||
level waittill ("got rampage trigger");
|
||
self notify ("stop wanderaiming");
|
||
rampageTrigger = level.rampageTrigger;
|
||
if ((self.origin[0] < ref.origin[0] + offset) && (self.origin[0] > ref.origin[0] - (offset)))
|
||
{
|
||
println ("was too close to gate to be able to shoot");
|
||
continue;
|
||
}
|
||
|
||
|
||
targetOrigin = level.rampage_org.origin;
|
||
self setTurretTargetEnt( level.rampage_org, ( 0, 0, 50 ) );
|
||
self waittill( "turret_on_target" );
|
||
self FireTurret();
|
||
self thread tank_rampage_wanderaim();
|
||
|
||
// Shell shock the player for standing near the explosion.
|
||
// if ((rampageTrigger == level.rampageTrigger) && (level.player istouching (rampageTrigger)))
|
||
wait (0.1);
|
||
|
||
if ((rampageTrigger != level.rampageTrigger) || (distance (level.player.origin, targetOrigin) > 250))
|
||
continue;
|
||
|
||
if (isdefined (level.playerShellShocked_Dawnville))
|
||
continue;
|
||
|
||
maps\_shellshock::main(8);
|
||
level.playerShellShocked_Dawnville = true;
|
||
}
|
||
}
|
||
|
||
tank_rampage_wanderaim_org (tank)
|
||
{
|
||
waittill_either (tank, "death","stop wanderaiming");
|
||
self delete();
|
||
}
|
||
|
||
rangeVec (range)
|
||
{
|
||
return ((randomint (range) - range*0.5, randomint (range) - range*0.5, randomint (range) - range*0.5));
|
||
}
|
||
|
||
tank_rampage_wanderaim ()
|
||
{
|
||
self endon ("death");
|
||
self notify ("stop wanderaiming");
|
||
self endon ("stop wanderaiming");
|
||
org = spawn ("script_origin",(0,0,0));
|
||
org thread tank_rampage_wanderaim_org(self);
|
||
wait (2);
|
||
|
||
while (1)
|
||
{
|
||
org.origin = level.rampage_org.origin + rangeVec(200);
|
||
self setTurretTargetEnt( org, ( 0, 0, 50 ) );
|
||
self waittill( "turret_on_target" );
|
||
wait (1 + randomfloat(2));
|
||
}
|
||
}
|
||
|
||
getUnusedAttackNode ( nodes )
|
||
{
|
||
for (i=0;i<nodes.size;i++)
|
||
{
|
||
if (isdefined (nodes[i].usedForAttack))
|
||
continue;
|
||
|
||
nodes[i].usedForAttack = true;
|
||
return nodes[i];
|
||
}
|
||
|
||
return undefined;
|
||
}
|
||
|
||
player_attackers_reroute ()
|
||
{
|
||
level waittill ("new tank guard nodes");
|
||
node = getUnusedAttackNode (level.tank_guard_nodes);
|
||
|
||
if (isdefined(node))
|
||
{
|
||
self setgoalnode (node);
|
||
self.goalradius = node.radius;
|
||
}
|
||
}
|
||
|
||
player_attackers_spawner ()
|
||
{
|
||
self.count = 1;
|
||
spawn = self dospawn();
|
||
if (maps\_utility::spawn_failed(spawn))
|
||
return;
|
||
|
||
if (isdefined (level.tank_guard_nodes))
|
||
node = getUnusedAttackNode (level.tank_guard_nodes);
|
||
|
||
if (isdefined(node))
|
||
{
|
||
spawn setgoalnode (node);
|
||
spawn.goalradius = node.radius;
|
||
}
|
||
else
|
||
{
|
||
spawn setgoalentity (level.player);
|
||
spawn.goalradius = 340;
|
||
}
|
||
|
||
level.player_attackers++;
|
||
spawn thread player_attackers_reroute();
|
||
spawn waittill ("death");
|
||
if (isdefined (node))
|
||
node.usedForAttack = undefined;
|
||
|
||
level.player_attackers--;
|
||
level notify ("player attacker died");
|
||
}
|
||
|
||
player_attackers_spawnAgain ( trigger, spawners )
|
||
{
|
||
trigger waittill ("trigger");
|
||
array_thread(spawners, ::player_attackers_spawner);
|
||
}
|
||
|
||
player_attackers ()
|
||
{
|
||
level endon ("northeast tank destroyed");
|
||
|
||
level.player_attackers = 0;
|
||
spawners = getentarray ("attack player","targetname");
|
||
trigger = getent ("player attack trigger","targetname");
|
||
wait (5);
|
||
array_thread(spawners, ::player_attackers_spawner);
|
||
array_levelthread(getentarray ("tank defenders attack","targetname"), ::player_attackers_spawnAgain, spawners);
|
||
|
||
/*
|
||
while (1)
|
||
{
|
||
if (level.player_attackers > 2)
|
||
level waittill ("player attacker died");
|
||
else
|
||
wait (1);
|
||
|
||
if (level.player_attackers <= 3)
|
||
array_thread(spawners, ::player_attackers_spawner);
|
||
|
||
while (level.player istouching (trigger))
|
||
wait (3);
|
||
}
|
||
*/
|
||
}
|
||
|
||
tank_northeast_guard ( trigger )
|
||
{
|
||
trigger waittill ("trigger");
|
||
level.tank_guard_nodes = getnodearray (trigger.target,"targetname");
|
||
level notify ("new tank guard nodes");
|
||
trigger delete();
|
||
}
|
||
|
||
tank_northeast_shoot ()
|
||
{
|
||
self endon ("told to move");
|
||
self endon ("death");
|
||
self thread tank_rampage(); // Handles tank shooting at player
|
||
self thread tank_northeast_move();
|
||
array_levelthread (getentarray ("tank guard trigger","targetname"), ::tank_northeast_guard);
|
||
thread player_attackers();
|
||
trigger = getent ("tank target","targetname");
|
||
trigger waittill ("trigger");
|
||
trigger delete();
|
||
wait (0.5);
|
||
|
||
target_trigger = getent ("tank target 1","targetname");
|
||
org = spawn ("script_origin",(0,0,0));
|
||
org.origin = target_trigger getorigin();
|
||
|
||
self setTurretTargetEnt( org, ( 0, 0, 50 ) );
|
||
wait (3);
|
||
self waittill( "turret_on_vistarget" );
|
||
self FireTurret();
|
||
wait (0.1);
|
||
maps\_utility::exploder(target_trigger.script_noteworthy);
|
||
radiusDamage (org.origin, 400, 500, 0);
|
||
target_trigger delete();
|
||
org delete();
|
||
|
||
target_trigger = getent ("tank target 2","targetname");
|
||
org = spawn ("script_origin",(0,0,0));
|
||
org.origin = target_trigger getorigin();
|
||
|
||
self setTurretTargetEnt( org, ( 0, 0, 50 ) );
|
||
wait (3);
|
||
self waittill( "turret_on_vistarget" );
|
||
self FireTurret();
|
||
wait (0.1);
|
||
maps\_utility::exploder(target_trigger.script_noteworthy);
|
||
radiusDamage (org.origin, 400, 500, 0);
|
||
|
||
target_trigger delete();
|
||
org delete();
|
||
|
||
self setTurretTargetEnt( getent ("new gun target","targetname") , ( 0, 0, 50 ) );
|
||
}
|
||
|
||
tank_northeast_move ()
|
||
{
|
||
self endon ("death");
|
||
self endon ("told to move");
|
||
thread tank_northeast_restart_move();
|
||
stopnode = getvehiclenode ("tank stop node","targetname");
|
||
self setwaitnode (stopnode);
|
||
self waittill ("reached_wait_node");
|
||
self.nospawning = false;
|
||
self setSpeed(0,30);
|
||
self disconnectpaths();
|
||
}
|
||
|
||
tank_northeast_restart_move ()
|
||
{
|
||
self endon ("death");
|
||
trigger = getent ("tank move","targetname");
|
||
trigger waittill ("trigger");
|
||
foley = getent ("foley","targetname");
|
||
foley.followMin = 5;
|
||
foley.followMax = -5;
|
||
|
||
self setTurretTargetEnt( getent ("new gun target","targetname") , ( 0, 0, 50 ) );
|
||
self notify ("told to move");
|
||
|
||
self endon ("player reached second go point");
|
||
thread tank_northwest_restart_2nd();
|
||
self resumespeed(10);
|
||
// self notify ("start
|
||
self connectpaths();
|
||
|
||
stopnode = getvehiclenode (trigger.target,"targetname");
|
||
self setwaitnode (stopnode);
|
||
self waittill ("reached_wait_node");
|
||
self setSpeed(0,30);
|
||
self disconnectpaths();
|
||
}
|
||
|
||
tank_northwest_restart_2nd ()
|
||
{
|
||
self endon ("death");
|
||
trigger = getent ("tank move 2","targetname");
|
||
trigger waittill ("trigger");
|
||
self notify ("player reached second go point");
|
||
|
||
|
||
self resumespeed(30);
|
||
self connectpaths();
|
||
|
||
self thread restart_aim();
|
||
// target_trigger delete();
|
||
// org delete();
|
||
|
||
trigger = getent ("gate","targetname");
|
||
trigger waittill ("trigger");
|
||
trigger delete();
|
||
gate_left = getent ("gate left","targetname");
|
||
gate_right = getent ("gate right","targetname");
|
||
gate_left connectpaths();
|
||
gate_right connectpaths();
|
||
|
||
gate_left playsound (level.scr_sound["tank gatecrash"]);
|
||
|
||
gate_left rotatepitch (-85, 0.6, 0, 0.4);
|
||
gate_right rotatepitch (-85, 0.6, 0, 0.4);
|
||
gate_left notsolid();
|
||
gate_right notsolid();
|
||
self waittill ("reached_end_node");
|
||
self disconnectpaths();
|
||
}
|
||
|
||
restart_aim ()
|
||
{
|
||
org = spawn ("script_model",(0,0,0));
|
||
// org setmodel ("xmodel/temp");
|
||
angles = anglesToForward (self.angles);
|
||
dest = maps\_utility::vectorScale (angles, 300);
|
||
org.origin = self.origin + dest + (0,0,45);
|
||
org linkto (self);
|
||
self setTurretTargetEnt( org, ( 0, 0, 50 ) );
|
||
self waittill( "turret_on_vistarget" );
|
||
self clearturrettarget();
|
||
org delete();
|
||
}
|
||
|
||
tank_west_escort ( spawner )
|
||
{
|
||
spawner.count = 1;
|
||
spawn = spawner dospawn();
|
||
if (maps\_utility::spawn_failed(spawn))
|
||
return;
|
||
|
||
spawn setgoalentity (level.player);
|
||
spawn.goalradius = 1024 + randomint (200);
|
||
}
|
||
|
||
tank_west_think ( tank )
|
||
{
|
||
stopnode = getvehiclenode ("tank halt","targetname");
|
||
tank setwaitnode (stopnode);
|
||
thread tank_killers(); // Prep the guys that jump on the west tank
|
||
tank waittill ("reached_wait_node");
|
||
|
||
// if (!flag("northeast tank destroyed"))
|
||
{
|
||
tank setSpeed(0,3000);
|
||
wait (0.1);
|
||
}
|
||
|
||
flag_wait ("northeast tank destroyed");
|
||
// flag_wait ("west tank attacks");
|
||
// tank setSpeed(15,0.2);
|
||
tank setSpeed(15,0.8); // 1
|
||
tank waittill ("reached_end_node");
|
||
}
|
||
|
||
tank_west_trigger ( trigger )
|
||
{
|
||
wait (0.01);
|
||
level thread tank_west_think ( getent ("tank west","targetname"));
|
||
trigger waittill ("trigger");
|
||
flag_set ("west tank attacks");
|
||
|
||
}
|
||
|
||
tank_think ()
|
||
{
|
||
while (1)
|
||
{
|
||
level waittill ("tank start " + self.script_noteworthy);
|
||
thread tank_start();
|
||
}
|
||
}
|
||
|
||
tank_end_events( tank )
|
||
{
|
||
level waittill ("west tank finished moving");
|
||
if (self.script_noteworthy == "west")
|
||
{
|
||
clip = getent ("west tank clip","targetname");
|
||
clip connectpaths();
|
||
clip delete();
|
||
tank disconnectpaths();
|
||
}
|
||
}
|
||
|
||
tank_death_event ( tank )
|
||
{
|
||
// level endon (tank.script_noteworthy + " tank finished moving");
|
||
num = tank.script_noteworthy;
|
||
level.flag[num + " tank finished moving"] = false;
|
||
level.flag[num + " tank destroyed"] = false;
|
||
|
||
|
||
tank waittill ("death");
|
||
|
||
if (!flag (num + " tank finished moving"))
|
||
flag_set (num + " tank finished moving");
|
||
|
||
flag_set (num + " tank destroyed");
|
||
|
||
if (num == "west")
|
||
{
|
||
org = tank.origin;
|
||
wait (0.05);
|
||
maps\_utility::scriptedRadiusDamage ( org, 450 );
|
||
}
|
||
}
|
||
|
||
// Prints hint if you attack tanks with the wrong weapons
|
||
triggerHintThink ( trigger )
|
||
{
|
||
trigger enableGrenadeTouchDamage();
|
||
self endon ("death");
|
||
while (1)
|
||
{
|
||
trigger waittill ("trigger", other);
|
||
if (!isdefined (other.classname))
|
||
continue;
|
||
if (other.classname == "worldspawn")
|
||
continue;
|
||
|
||
if (other == self)
|
||
continue;
|
||
|
||
if ((other != level.player) && (other.classname != "grenade"))
|
||
continue;
|
||
wait (0.05);
|
||
println ("^2HIT by ", other.classname, " , ", other);
|
||
//Tanks can not be destroyed by Grenades or Bullets
|
||
iprintlnbold (&"DAWNVILLE_TANKGRENADESBULLETS");
|
||
wait (60);
|
||
}
|
||
}
|
||
|
||
tank_start ()
|
||
{
|
||
path = getvehiclenode (self.target,"targetname");
|
||
// tank = spawnVehicle( "xmodel/vehicle_tank_tiger", "tank " + self.script_noteworthy , "tiger", (0,0,0), (0,0,0) );
|
||
if (self.script_noteworthy == "northeast")
|
||
tank = spawnVehicle( "xmodel/vehicle_tank_PanzerIV_camo", "tank " + self.script_noteworthy , "panzerIV", (0,0,0), (0,0,0) );
|
||
else
|
||
tank = spawnVehicle( "xmodel/vehicle_tank_tiger_camo", "tank " + self.script_noteworthy , "tiger", (0,0,0), (0,0,0) );
|
||
|
||
// tanker = getent ("tank " + self.script_noteworthy , "targetname");
|
||
// println (tanker.origin);
|
||
// tank maps\_tiger::init("mg42_tiger_tank");
|
||
// tank maps\_panzerIV::init("mg42_tiger_tank");
|
||
triggerHints = getentarray ("tank damage hint","targetname");
|
||
for (i=0;i<triggerHints.size;i++)
|
||
{
|
||
if (triggerHints[i].script_noteworthy == self.script_noteworthy)
|
||
{
|
||
tank.triggerHint = triggerHints[i];
|
||
tank.triggerHint enableLinkto();
|
||
tank.triggerHint linkto (tank,"tag_origin",(0,0,0),(0,0,0));
|
||
break;
|
||
}
|
||
}
|
||
|
||
|
||
if (self.script_noteworthy == "northeast")
|
||
{
|
||
tank.nospawning = true;
|
||
tank thread maps\_panzerIV::init("mg42_tiger_tank");
|
||
}
|
||
else
|
||
tank thread maps\_tiger::init();
|
||
|
||
tank.script_noteworthy = self.script_noteworthy;
|
||
if (self.script_noteworthy == "west")
|
||
{
|
||
clip = getent ("west tank clip","targetname");
|
||
clip disconnectpaths();
|
||
}
|
||
|
||
tank.health = 1000;
|
||
|
||
if (self.script_noteworthy == "northeast")
|
||
{
|
||
tank thread tank_northeast_shoot();
|
||
tank.health = 100000;
|
||
}
|
||
|
||
if (self.script_noteworthy == "west")
|
||
tank.health = 100000;
|
||
else
|
||
tank thread triggerHintThink(tank.triggerHint);
|
||
|
||
thread tank_end_events(tank);
|
||
|
||
tank endon ("death");
|
||
level thread tank_death_event(tank);
|
||
// thread tank_death(tank);
|
||
tank attachPath( path );
|
||
tank startPath();
|
||
tank thread tank_quake();
|
||
if (self.script_noteworthy == "northeast")
|
||
return;
|
||
|
||
tank waittill ("reached_end_node");
|
||
flag_set (self.script_noteworthy + " tank finished moving");
|
||
|
||
return;
|
||
wait (1);
|
||
while (1)
|
||
{
|
||
tank setTurretTargetEnt( level.player, ( 0, 0, 50 ) );
|
||
tank waittill( "turret_on_vistarget" );
|
||
tank FireTurret();
|
||
wait (4);
|
||
}
|
||
}
|
||
|
||
escort_think (spawner)
|
||
{
|
||
|
||
spawner.count = 1;
|
||
spawn = spawner stalingradspawn();
|
||
|
||
if (!isdefined (spawn))
|
||
return;
|
||
|
||
spawn endon ("death");
|
||
/*
|
||
org = spawn ("script_model",(0,0,3));
|
||
org setmodel ("xmodel/temp");
|
||
if (!isdefined (tank.left))
|
||
tank.left = org;
|
||
else
|
||
tank.right = org;
|
||
|
||
forward = anglesToForward(tank.angles);
|
||
forward = maps\_utility::vectorScale (forward, 120);
|
||
right = anglesToRight(tank.angles);
|
||
if (tank.left == org)
|
||
right = maps\_utility::vectorScale (right, 135);
|
||
else
|
||
right = maps\_utility::vectorScale (right, -135);
|
||
|
||
org.origin = tank.origin + forward + right;
|
||
org linkto (tank);
|
||
spawn.goalradius = 4;
|
||
while (1)
|
||
{
|
||
spawn setgoalpos (org.origin);
|
||
wait (0.05);
|
||
}
|
||
|
||
return;
|
||
*/
|
||
spawn.goalradius = 32;
|
||
|
||
node = spawn;
|
||
while (isdefined (node.target))
|
||
{
|
||
node = getnode (node.target,"targetname");
|
||
spawn setgoalnode (node);
|
||
spawn waittill ("goal");
|
||
}
|
||
}
|
||
|
||
tank_death(tank)
|
||
{
|
||
tank waittill ("death");
|
||
tank delete();
|
||
}
|
||
|
||
tank_quake()
|
||
{
|
||
return;
|
||
while (1)
|
||
{
|
||
earthquake(0.1, 0.5, self.origin, 1450); // scale duration source radius
|
||
wait (0.05);
|
||
}
|
||
}
|
||
|
||
player_flak ()
|
||
{
|
||
level.player_flak = self;
|
||
self.health = 1000;
|
||
self endon ("death");
|
||
level thread player_flak_death( self );
|
||
while( 1 )
|
||
{
|
||
self waittill( "turret_fire" );
|
||
self FireTurret();
|
||
}
|
||
}
|
||
|
||
player_flak_death (flak)
|
||
{
|
||
flak waittill ("death");
|
||
//THE FLAK IS DESTROYED, MISSION FAILED
|
||
iprintlnbold (&"DAWNVILLE_FLAKDESTROYED");
|
||
wait (2);
|
||
while (1)
|
||
{
|
||
level.player DoDamage ( level.player.health + 50, (randomint(5000)-2500,randomint(5000)-2500,randomint(5000)-2500) );
|
||
wait randomfloat (0.5);
|
||
}
|
||
}
|
||
|
||
spawn_attack()
|
||
{
|
||
self.count = 1;
|
||
spawn = self dospawn();
|
||
if (maps\_utility::spawn_failed(spawn))
|
||
return;
|
||
if (!isdefined (spawn.target))
|
||
{
|
||
println ("Spawner at origin ", self.origin, " had no target");
|
||
return;
|
||
}
|
||
node = getnode (spawn.target,"targetname");
|
||
spawn setgoalnode (node);
|
||
spawn.goalradius = 4;
|
||
spawn waittill ("goal");
|
||
if (isdefined (node.script_radius))
|
||
spawn.goalradius = node.script_radius;
|
||
else
|
||
spawn.goalradius = 512;
|
||
}
|
||
|
||
spawn_attack_moveup ()
|
||
{
|
||
self.count = 1;
|
||
spawn = self dospawn();
|
||
if (maps\_utility::spawn_failed(spawn))
|
||
return;
|
||
|
||
spawn endon ("death");
|
||
wait (10);
|
||
|
||
node = getnode (spawn.target,"targetname");
|
||
node = getnode (node.target,"targetname");
|
||
spawn setgoalnode (node);
|
||
spawn.goalradius = node.radius;
|
||
}
|
||
|
||
group6_attack ()
|
||
{
|
||
self.count = 1;
|
||
spawn = self dospawn();
|
||
if (!isdefined (spawn))
|
||
return;
|
||
|
||
spawn endon ("death");
|
||
node = getnode (spawn.target,"targetname");
|
||
spawn.goalradius = 4;
|
||
spawn.oldaccuracy = spawn.accuracy;
|
||
|
||
spawn.accuracy = 1;
|
||
spawn.threatbias = -5000;
|
||
spawn setgoalnode (node);
|
||
spawn waittill ("goal");
|
||
spawn.goalradius = 512;
|
||
spawn.accuracy = spawn.oldaccuracy;
|
||
spawn.threatbias = 0;
|
||
}
|
||
|
||
spawn_node_attack (optionalThread)
|
||
{
|
||
self.count = 1;
|
||
spawn = self dospawn();
|
||
if (maps\_utility::spawn_failed(spawn))
|
||
return;
|
||
|
||
if (isdefined (optionalThread))
|
||
level thread [[optionalThread]](spawn);
|
||
spawn endon ("death");
|
||
spawn.goalradius = 0;
|
||
node = getnode(spawn.target,"targetname");
|
||
spawn setgoalnode (node);
|
||
spawn waittill ("goal");
|
||
if (isdefined (node.radius))
|
||
spawn.goalradius = node.radius;
|
||
}
|
||
|
||
friendly_start ()
|
||
{
|
||
self.suppressionwait = 0;
|
||
self.goalradius = 32;
|
||
if (!isdefined (self.target))
|
||
return;
|
||
|
||
node = getnode (self.target, "targetname");
|
||
self setgoalnode (node);
|
||
// guy setgoalentity (level.player);
|
||
}
|
||
|
||
player_at_church_trigger ()
|
||
{
|
||
trigger = getent ("at church","targetname");
|
||
|
||
if (level.player istouching (trigger))
|
||
{
|
||
level notify ("player is at church");
|
||
flag_set ("player is at church");
|
||
}
|
||
else
|
||
{
|
||
level notify ("player is not at church");
|
||
level.flag["player is at church"] = false;
|
||
}
|
||
|
||
|
||
while (1)
|
||
{
|
||
while (level.player istouching (trigger))
|
||
wait (1.5);
|
||
|
||
level.flag["player is at church"] = false;
|
||
println (level.player.origin);
|
||
println ("^5 player is NOT at church");
|
||
level notify ("player is not at church");
|
||
trigger waittill ("trigger");
|
||
|
||
level.flag["player is at church"] = true;
|
||
println ("^5 player is at church");
|
||
println (level.player.origin);
|
||
level notify ("player is at church");
|
||
}
|
||
}
|
||
|
||
foleyTakeCover ( foley )
|
||
{
|
||
wait (3);
|
||
// Tiger tank!!! Take cover!!!
|
||
foley anim_single_solo (foley, "tiger tank");
|
||
}
|
||
|
||
killAIbehindTank ()
|
||
{
|
||
flag_wait ("northeast tank destroyed");
|
||
kill_ai_touching (getent ("tank kill axis touching","targetname"), "axis");
|
||
}
|
||
|
||
constant_attack (msg, timer)
|
||
{
|
||
timer *= 1000;
|
||
spawners = getentarray ( msg,"targetname");
|
||
timer = gettime() + timer;
|
||
level.spawner_guy_total = 0;
|
||
|
||
while (gettime() < timer)
|
||
{
|
||
spawners = maps\_utility::array_randomize(spawners);
|
||
for (i=0;i<spawners.size*0.75;i++)
|
||
{
|
||
if (level.spawner_guy_total > 5)
|
||
level waittill ("spawner guy died");
|
||
|
||
wait (randomfloat (3));
|
||
random(spawners) thread spawner_think();
|
||
}
|
||
}
|
||
}
|
||
|
||
secondguy_think ( guy )
|
||
{
|
||
if (!isalive (guy))
|
||
println ("SECONDGUY IS DEAD!");
|
||
|
||
guy waittill ("death");
|
||
println ("SECONDGUY DIED!");
|
||
}
|
||
|
||
church_flank_think ( node )
|
||
{
|
||
self endon ("death");
|
||
self.threatbias = -500;
|
||
level endon ("fallbacker_trigger1");
|
||
|
||
self.goalradius = 4;
|
||
self setgoalnode (node);
|
||
self waittill ("goal");
|
||
|
||
while (isdefined (node.target))
|
||
{
|
||
node = getnode (node.target,"targetname");
|
||
self setgoalnode (node);
|
||
self waittill ("goal");
|
||
self.grenadeammo = 5;
|
||
}
|
||
//THROW GRENADES NOW
|
||
// iprintlnbold (&"DAWNVILLE_THROWGRENADES");
|
||
}
|
||
|
||
foley_moves_on_trigger ( trigger )
|
||
{
|
||
trigger waittill ("trigger");
|
||
flag_set("foley moves on");
|
||
}
|
||
|
||
foley_moves_on_followup ( foley )
|
||
{
|
||
flag_wait ("foley moves on");
|
||
foley setgoalentity (level.player);
|
||
foley.goalradius = 384;
|
||
}
|
||
|
||
get_noteworthy_ai ( msg )
|
||
{
|
||
ents = getentarray ( msg, "script_noteworthy" );
|
||
for (i=0;i<ents.size;i++)
|
||
if (isalive (ents[i]))
|
||
return ents[i];
|
||
}
|
||
|
||
|
||
kill_germans_at_trigger ( msg )
|
||
{
|
||
trigger = getent (msg,"targetname");
|
||
ai = getaiarray ("axis");
|
||
for (i=0;i<ai.size;i++)
|
||
{
|
||
if (!ai[i] istouching (trigger))
|
||
continue;
|
||
|
||
ai[i] delete();
|
||
}
|
||
}
|
||
|
||
second_flak_think ()
|
||
{
|
||
self.count = 1;
|
||
self waittill ("spawned",spawn);
|
||
/*
|
||
spawn = self dospawn("second flak defenders");
|
||
if (!isdefined (spawn))
|
||
return;
|
||
*/
|
||
|
||
if (spawn.team != "axis")
|
||
return;
|
||
|
||
if (!isdefined (spawn.target))
|
||
return;
|
||
|
||
wait (0.01);
|
||
node = getnode (spawn.target,"targetname");
|
||
spawn.suppressionwait = 0;
|
||
spawn setgoalnode (node);
|
||
spawn.goalradius = 4;
|
||
spawn waittill ("goal");
|
||
if (isdefined (node.radius))
|
||
spawn.goalradius = node.radius;
|
||
else
|
||
spawn.goalradius = 128;
|
||
|
||
spawn.suppressionwait = 2;
|
||
}
|
||
|
||
|
||
spawner_follow_player ()
|
||
{
|
||
spawn = self dospawn();
|
||
if (maps\_utility::spawn_failed(spawn))
|
||
return;
|
||
|
||
spawn endon ("death");
|
||
spawn setgoalentity (level.player);
|
||
level waittill ("tank start northeast");
|
||
wait (3);
|
||
spawn maps\_spawner::friendly_mg42_stop_use();
|
||
spawn setgoalentity (level.player);
|
||
println ("^5following player B");
|
||
}
|
||
|
||
spawner_death_notify ( guy )
|
||
{
|
||
guy waittill ("death");
|
||
level notify ("spawner guy died");
|
||
level.spawner_guy_total--;
|
||
}
|
||
|
||
spawner_think()
|
||
{
|
||
level.spawner_guy_total++;
|
||
level thread spawner_death_notify(self);
|
||
self.count = 1;
|
||
spawn = self stalingradspawn();
|
||
// println ("Trying to spawn constant attack guy");
|
||
if (!isdefined (spawn))
|
||
return;
|
||
// println ("Spawned constant attack guy");
|
||
}
|
||
|
||
mortar_hit ( vec )
|
||
{
|
||
playSoundinSpace ("mortar_incoming", vec);
|
||
mortar_hit_explosion ( vec );
|
||
}
|
||
|
||
mortar_hit_explosion ( vec )
|
||
{
|
||
playfx ( level._effect["mortar"], vec );
|
||
thread playSoundinSpace ("mortar_explosion", vec);
|
||
earthquake(0.3, 3, vec, 850); // scale duration source radius
|
||
do_mortar_deaths (getaiarray(), vec);
|
||
radiusDamage (vec, 150, 150, 0);
|
||
}
|
||
|
||
mortar_hit_running ( guy )
|
||
{
|
||
guy endon ("death");
|
||
wait (2);
|
||
playSoundinSpace ("mortar_incoming", guy.origin);
|
||
playfx ( level._effect["mortar"], guy.origin );
|
||
vec = guy.origin;
|
||
thread playSoundinSpace ("mortar_explosion", vec);
|
||
earthquake(0.3, 3, vec, 850); // scale duration source radius
|
||
do_mortar_deaths (getaiarray(), vec);
|
||
radiusDamage (vec, 150, 150, 0);
|
||
}
|
||
|
||
do_mortar_deaths (ai, org)
|
||
{
|
||
for (i=0;i<ai.size;i++)
|
||
{
|
||
if (isdefined (ai[i].magic_bullet_shield))
|
||
continue;
|
||
|
||
dist = distance (ai[i].origin, org);
|
||
if (dist < 190)
|
||
{
|
||
ai[i].allowDeath = true;
|
||
ai[i].deathAnim = ai[i] getExplodeDeath("generic", org, dist);
|
||
ai[i] DoDamage ( ai[i].health + 50, (0,0,0) );
|
||
println ("Killing an AI");
|
||
continue;
|
||
}
|
||
|
||
// if (isdefined (ai[i].getting_up))
|
||
// continue;
|
||
|
||
// if (dist < 300)
|
||
// ai[i] thread getup(ai[i] getKnockDown(org), org);
|
||
}
|
||
}
|
||
|
||
getKnockDown(org)
|
||
{
|
||
msg = "generic";
|
||
ang = vectornormalize ( self.origin - org );
|
||
ang = vectorToAngles (ang);
|
||
ang = ang[1];
|
||
ang -= self.angles[1];
|
||
if (ang <= -180)
|
||
ang += 360;
|
||
else
|
||
if (ang > 180)
|
||
ang -= 360;
|
||
|
||
// println ("angles are ", ang);
|
||
|
||
if ((ang >= 45) && (ang <= 135))
|
||
return level.scr_anim[msg]["knockdown forward"];
|
||
if ((ang >= -135) && (ang <= -45))
|
||
return level.scr_anim[msg]["knockdown back"];
|
||
if ((ang <= 45) && (ang >= -45))
|
||
return level.scr_anim[msg]["knockdown right"];
|
||
|
||
return level.scr_anim[msg]["knockdown left"];
|
||
}
|
||
|
||
|
||
player_got_too_close ( trigger )
|
||
{
|
||
while (1)
|
||
{
|
||
trigger waittill ("trigger");
|
||
level.player.threatbias = 500000;
|
||
while (level.player istouching (trigger))
|
||
wait (2);
|
||
level.player.threatbias = 0;
|
||
}
|
||
}
|
||
|
||
get_friendly_chain_node (chainstring)
|
||
{
|
||
trigger = getentarray ("trigger_friendlychain","classname");
|
||
for (i=0;i<trigger.size;i++)
|
||
{
|
||
if ((isdefined (trigger[i].script_chain)) && (trigger[i].script_chain == chainstring))
|
||
{
|
||
chain = trigger[i];
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (!isdefined (chain))
|
||
{
|
||
maps\_utility::error ("Tried to get chain " + chainstring + " which does not exist with script_chain on a trigger.");
|
||
return undefined;
|
||
}
|
||
|
||
node = getnode (chain.target,"targetname");
|
||
return node;
|
||
}
|
||
|
||
reinforcements_think ()
|
||
{
|
||
self.count = 1;
|
||
spawn = self dospawn();
|
||
if (maps\_utility::spawn_failed(spawn))
|
||
return;
|
||
|
||
spawn endon ("death");
|
||
node = getnode (spawn.target,"targetname");
|
||
spawn setgoalnode (node);
|
||
spawn.goalradius = node.radius;
|
||
|
||
level waittill ("reinforcements move up");
|
||
node = getnode (node.target,"targetname");
|
||
spawn setgoalnode (node);
|
||
spawn.goalradius = node.radius;
|
||
}
|
||
|
||
church_defender_start ( )
|
||
{
|
||
self.count = 1;
|
||
while (1)
|
||
{
|
||
if (isdefined (self.script_noteworthy))
|
||
spawn = self dospawn(self.script_noteworthy);
|
||
else
|
||
spawn = self dospawn();
|
||
|
||
if (isdefined (spawn))
|
||
break;
|
||
|
||
wait (2);
|
||
}
|
||
|
||
spawn.health = 500;
|
||
spawn thread maps\_utility::magic_bullet_shield();
|
||
spawn.suppressionwait = 0;
|
||
spawn endon ("death");
|
||
flag_wait ("church under siege");
|
||
spawn maps\_spawner::friendly_mg42_stop_use();
|
||
|
||
node = getnode (spawn.target,"targetname");
|
||
node = getnode (node.target,"targetname");
|
||
spawn setgoalnode (node);
|
||
spawn.goalradius = node.radius;
|
||
|
||
spawn notify ("stop magic bullet shield");
|
||
|
||
spawn.oldaccuracy = spawn.accuracy;
|
||
while (1)
|
||
{
|
||
if (!level.flag["player is at church"])
|
||
{
|
||
spawn.accuracy = 0;
|
||
level waittill ("player is at church");
|
||
}
|
||
else
|
||
{
|
||
spawn.accuracy = spawn.oldaccuracy;
|
||
level waittill ("player is not at church");
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
mortar_stopper()
|
||
{
|
||
safe_trigger = getent ("safe house","targetname");
|
||
wait (10);
|
||
while (!level.player istouching (safe_trigger))
|
||
wait (0.5);
|
||
|
||
flag_set("mortars stop");
|
||
}
|
||
|
||
mortar_thread ()
|
||
{
|
||
thread mortar_stopper();
|
||
|
||
waits[0] = 0;
|
||
waits[1] = 1.1;
|
||
waits[2] = 0.2;
|
||
waits[3] = 1.5;
|
||
waits[4] = 1.2;
|
||
waits[5] = 0.9;
|
||
waits[6] = 0.5;
|
||
waits[7] = 0.8;
|
||
waits[8] = 1.2;
|
||
waits[9] = 1.5;
|
||
waits[10]= 0.7;
|
||
|
||
index = 0;
|
||
starter = self;
|
||
ent = self;
|
||
|
||
while (!level.flag["mortars stop"])
|
||
{
|
||
wait (waits[index]);
|
||
index++;
|
||
if (index >= waits.size)
|
||
index = 0;
|
||
|
||
mortar_hit( ent.origin + (0,0,-60));
|
||
|
||
if (isdefined (ent.target))
|
||
ent = getent (ent.target,"targetname");
|
||
else
|
||
ent = starter;
|
||
}
|
||
}
|
||
|
||
asset_think ()
|
||
{
|
||
self endon ("death");
|
||
self thread animscripts\shared::SetInCombat();
|
||
|
||
self.health = 150;
|
||
self thread maps\_utility::magic_bullet_shield();
|
||
self.suppressionwait = 0;
|
||
self endon ("death");
|
||
node = getnode (self.target,"targetname");
|
||
self setgoalnode (node);
|
||
self waittill ("goal");
|
||
self.goalradius = 4;
|
||
level waittill ("go go go");
|
||
self notify ("stop magic bullet shield");
|
||
self notify ("<22>");
|
||
node = getnode (node.target,"targetname");
|
||
self setgoalnode (node);
|
||
self waittill ("goal");
|
||
level waittill ("go onward");
|
||
if (isdefined (node.target))
|
||
{
|
||
node = getnode (node.target,"targetname");
|
||
self setgoalnode (node);
|
||
self waittill ("goal");
|
||
}
|
||
|
||
level waittill ("final charge");
|
||
if (isdefined (node.target))
|
||
{
|
||
node = getnode (node.target,"targetname");
|
||
self setgoalnode (node);
|
||
self waittill ("goal");
|
||
}
|
||
|
||
flag_wait ("got panzers");
|
||
self.goalradius = 512;
|
||
}
|
||
|
||
go_target ()
|
||
{
|
||
self setgoalnode (getnode (self.target,"targetname"));
|
||
}
|
||
|
||
playSoundinSpace (alias, origin)
|
||
{
|
||
org = spawn ("script_origin",(0,0,1));
|
||
org.origin = origin;
|
||
org playsound (alias, "sounddone");
|
||
org waittill ("sounddone");
|
||
org delete();
|
||
}
|
||
|
||
getExplodeDeath(msg, org, dist)
|
||
{
|
||
if (isdefined (org))
|
||
{
|
||
if (dist < 50)
|
||
return level.scr_anim[msg]["explode death up"];
|
||
|
||
ang = vectornormalize ( self.origin - org );
|
||
ang = vectorToAngles (ang);
|
||
ang = ang[1];
|
||
ang -= self.angles[1];
|
||
if (ang <= -180)
|
||
ang += 360;
|
||
else
|
||
if (ang > 180)
|
||
ang -= 360;
|
||
|
||
if ((ang >= 45) && (ang <= 135))
|
||
return level.scr_anim[msg]["explode death forward"];
|
||
if ((ang >= -135) && (ang <= -45))
|
||
return level.scr_anim[msg]["explode death back"];
|
||
if ((ang <= 45) && (ang >= -45))
|
||
return level.scr_anim[msg]["explode death right"];
|
||
|
||
return level.scr_anim[msg]["explode death left"];
|
||
}
|
||
|
||
randdeath = randomint(5);
|
||
if (randdeath == 0)
|
||
return level.scr_anim[msg]["explode death up"];
|
||
else
|
||
if (randdeath == 1)
|
||
return level.scr_anim[msg]["explode death back"];
|
||
else
|
||
if (randdeath == 2)
|
||
return level.scr_anim[msg]["explode death forward"];
|
||
else
|
||
if (randdeath == 3)
|
||
return level.scr_anim[msg]["explode death left"];
|
||
|
||
return level.scr_anim[msg]["explode death right"];
|
||
}
|
||
|
||
msg_send (guy, lvlmsg, msg)
|
||
{
|
||
guy waittill (msg);
|
||
level notify (lvlmsg);
|
||
}
|
||
|
||
wait_any (guy, lvlmsg, msg1, msg2, msg3, msg4, msg5, msg6, msg7)
|
||
{
|
||
if (isdefined (msg1))
|
||
level thread msg_send (guy, lvlmsg, msg1);
|
||
if (isdefined (msg2))
|
||
level thread msg_send (guy, lvlmsg, msg2);
|
||
if (isdefined (msg3))
|
||
level thread msg_send (guy, lvlmsg, msg3);
|
||
if (isdefined (msg4))
|
||
level thread msg_send (guy, lvlmsg, msg4);
|
||
if (isdefined (msg5))
|
||
level thread msg_send (guy, lvlmsg, msg5);
|
||
if (isdefined (msg6))
|
||
level thread msg_send (guy, lvlmsg, msg6);
|
||
if (isdefined (msg7))
|
||
level thread msg_send (guy, lvlmsg, msg7);
|
||
}
|
||
|
||
german_retreat () // Handles germans that have fled from the church to flee to the end of the level
|
||
{
|
||
trigger = getent (self.target,"targetname");
|
||
// while (1)
|
||
// {
|
||
// self waittill ("trigger");
|
||
|
||
ai = getaiarray ("axis");
|
||
retreater = [];
|
||
for (i=0;i<ai.size;i++)
|
||
{
|
||
if (isdefined (ai[i].retreating))
|
||
continue;
|
||
|
||
if (!ai[i] istouching (trigger))
|
||
continue;
|
||
|
||
retreater[retreater.size] = ai[i];
|
||
}
|
||
|
||
nodes = getnodearray ("retreat node","targetname");
|
||
index = 0;
|
||
|
||
for (i=0;i<retreater.size;i++)
|
||
{
|
||
retreater[i] thread retreater_think (nodes[index]);
|
||
index++;
|
||
if (index >= nodes.size)
|
||
index = 0;
|
||
}
|
||
ai = undefined;
|
||
retreater = undefined;
|
||
nodes = undefined;
|
||
// wait (2);
|
||
// }
|
||
}
|
||
|
||
retreater_think ( node )
|
||
{
|
||
self endon ("death");
|
||
self.goalradius = 4;
|
||
self setgoalnode (node);
|
||
self.bravery = 500000;
|
||
self.suppressionwait = 0;
|
||
self waittill ("goal");
|
||
self.goalradius = 512;
|
||
}
|
||
|
||
elder ( spawner )
|
||
{
|
||
spawner waittill ("spawned",spawn);
|
||
// Keep trying because Elder is required.
|
||
while (maps\_utility::spawn_failed(spawn))
|
||
{
|
||
wait (1);
|
||
spawner.count = 1;
|
||
spawn = spawner dospawn();
|
||
}
|
||
|
||
flag_set ("elder exists");
|
||
level.elder = spawn;
|
||
spawn.animname = "elder";
|
||
spawn character\_utility::new();
|
||
spawn character\elder::main();
|
||
spawn.script_usemg42 = false;
|
||
spawn.dontFollow = true;
|
||
spawn thread maps\_utility::magic_bullet_shield();
|
||
}
|
||
|
||
moody ( spawner )
|
||
{
|
||
spawner waittill ("spawned",spawn);
|
||
// Keep trying because Moody is required.
|
||
while (maps\_utility::spawn_failed(spawn))
|
||
{
|
||
wait (1);
|
||
spawner.count = 1;
|
||
spawn = spawner dospawn();
|
||
}
|
||
|
||
flag_set ("moody exists");
|
||
|
||
level.moody = spawn;
|
||
spawn.animname = "moody";
|
||
spawn character\_utility::new();
|
||
spawn character\moody::main();
|
||
spawn thread maps\_utility::magic_bullet_shield();
|
||
spawn.script_usemg42 = false;
|
||
spawn.dontFollow = true;
|
||
level thread moodyChat(spawn);
|
||
}
|
||
|
||
moodyChat ( spawn )
|
||
{
|
||
trigger = getent ("moody chat trigger","targetname");
|
||
trigger waittill ("trigger");
|
||
if (!level.flag["church has been defended"])
|
||
{
|
||
// Damnit Martin, get to the church with Foley. We got this area covered."
|
||
spawn anim_single_solo (spawn, "got it covered");
|
||
}
|
||
}
|
||
|
||
second_flak_preaction ()
|
||
{
|
||
allied_spawners = getentarray ("second flak guys allied","targetname");
|
||
axis_spawners = getentarray ("second flak guys axis","targetname");
|
||
|
||
spawned_allies = false;
|
||
while (1)
|
||
{
|
||
self waittill ("trigger");
|
||
if (!flag("church has been defended"))
|
||
{
|
||
if (spawned_allies)
|
||
continue;
|
||
|
||
spawned_allies = true;
|
||
|
||
for (i=0;i<allied_spawners.size;i++)
|
||
allied_spawners[i] thread spawn_node_attack(::followPlayerLater);
|
||
}
|
||
else
|
||
{
|
||
if (!spawned_allies)
|
||
for (i=0;i<allied_spawners.size;i++)
|
||
allied_spawners[i] thread spawn_node_attack(::followPlayerLater);
|
||
|
||
for (i=0;i<axis_spawners.size;i++)
|
||
axis_spawners[i] thread spawn_node_attack();
|
||
|
||
break;
|
||
}
|
||
}
|
||
|
||
maps\_spawner::flood_spawn (getentarray ("second flak flood spawner","targetname"));
|
||
}
|
||
|
||
church_preaction_trigger (trigger)
|
||
{
|
||
level endon ("church defenders start");
|
||
trigger waittill ("trigger");
|
||
level notify ("church defenders start");
|
||
}
|
||
|
||
// Start up the church guys
|
||
church_preaction ()
|
||
{
|
||
// self waittill ("trigger");
|
||
thread church_preaction_trigger(getent ("start church trigger","targetname"));
|
||
level waittill ("church defenders start");
|
||
array_thread(getentarray ("church defend","targetname"), ::church_defender_start); // Start up church defenders to hang out
|
||
trigger = getent ("at church","targetname");
|
||
while (level.player istouching (trigger))
|
||
wait (1);
|
||
// trigger waittill ("trigger");
|
||
|
||
// pre_attack_spawners = getentarray ("church preattack","targetname");
|
||
// maps\_spawner::flood_spawn (pre_attack_spawners); // Give the defenders a couple guys to shoot at
|
||
wait (2);
|
||
//<Lewis> We're seeing some light acion, but we've got this area covered sir!
|
||
//iprintlnbold (&"DAWNVILLE_LIGHTACTION");
|
||
|
||
flag_wait ("east tank destroyed");
|
||
|
||
church_entrance_trigger = getent ("church entrance","targetname");
|
||
while (level.player istouching (church_entrance_trigger))
|
||
wait (0.05);
|
||
// church_entrance_trigger waittill ("trigger");
|
||
|
||
|
||
// level waittill ("church under siege");
|
||
// for (i=0;i<pre_attack_spawners.size;i++)
|
||
// pre_attack_spawners[i] notify ("disable");
|
||
|
||
spawners = getentarray ("church attack","targetname");
|
||
array_levelthread (spawners, ::church_spawner_think);
|
||
maps\_spawner::flood_spawn (spawners);
|
||
trigger waittill ("trigger");
|
||
}
|
||
|
||
church_spawner_think (spawner)
|
||
{
|
||
spawner endon ("death");
|
||
while (1)
|
||
{
|
||
if (spawner.count > 1)
|
||
teleporter = true;
|
||
else
|
||
teleporter = false;
|
||
|
||
spawn = undefined;
|
||
spawner waittill ("spawned",spawn);
|
||
/*
|
||
if (!isalive(spawn))
|
||
{
|
||
println ("spawn aint alive!");
|
||
println ("there are ", getaiarray().size," ai");
|
||
}
|
||
else
|
||
{
|
||
wait (1);
|
||
if (isalive (spawn))
|
||
spawn delete();
|
||
continue;
|
||
}
|
||
*/
|
||
|
||
if (maps\_utility::spawn_failed(spawn))
|
||
{
|
||
/*
|
||
println ("Spawn failed!");
|
||
wait (1);
|
||
if (isalive (spawn))
|
||
{
|
||
println ("but the spawn lives!!!!!");
|
||
spawn delete();
|
||
}
|
||
*/
|
||
continue;
|
||
}
|
||
|
||
spawn thread churchStayinAlive();
|
||
spawn.suppressionwait = 0;
|
||
if (teleporter)
|
||
spawn thread churchAttackMove(spawner, teleporter);
|
||
}
|
||
}
|
||
|
||
churchStayinAlive ()
|
||
{
|
||
self endon ("death");
|
||
maxhealth = self.maxhealth;
|
||
if (!flag("player is at church"))
|
||
{
|
||
oldhealth = self.health;
|
||
self.health = 500000;
|
||
level waittill ("player is at church");
|
||
self.health = oldhealth;
|
||
self.maxhealth = maxhealth;
|
||
}
|
||
|
||
while (1)
|
||
{
|
||
level waittill ("player is not at church");
|
||
oldhealth = self.health;
|
||
self.health = 500000;
|
||
level waittill ("player is at church");
|
||
self.health = oldhealth;
|
||
self.maxhealth = maxhealth;
|
||
}
|
||
}
|
||
|
||
churchAttackMove (spawner, teleporter)
|
||
{
|
||
startOrigin = spawner.origin;
|
||
self endon ("death");
|
||
level endon ("fallback initiated " + self.script_fallback);
|
||
println ("fallback is ", self.script_fallback);
|
||
|
||
node = getnode ("escape","targetname");
|
||
startnode = getnode (self.target,"targetname");
|
||
oldradius = self.goalradius;
|
||
|
||
while (1)
|
||
{
|
||
wait (15 + randomfloat (4));
|
||
if (!teleporter)
|
||
wait (20);
|
||
self.goalradius = 4;
|
||
while (distance (self.origin, node.origin) > 64)
|
||
{
|
||
self setgoalnode (node);
|
||
self waittill ("goal");
|
||
}
|
||
|
||
if (!teleporter)
|
||
{
|
||
self delete();
|
||
return;
|
||
}
|
||
|
||
self teleport (startOrigin);
|
||
self.goalradius = oldradius;
|
||
self setgoalnode (startnode);
|
||
self waittill ("goal");
|
||
}
|
||
}
|
||
|
||
flak_node ( spawn )
|
||
{
|
||
spawn endon ("death");
|
||
if (!isdefined (spawn.target))
|
||
return;
|
||
|
||
node = getnode (spawn.target,"targetname");
|
||
spawn setgoalnode (node);
|
||
spawn waittill ("goal");
|
||
wait (0.2);
|
||
spawn.goalradius = 1000;
|
||
}
|
||
|
||
flak_attackers ( spawn )
|
||
{
|
||
level.flak_attackers++;
|
||
level thread flak_node(spawn);
|
||
spawn waittill ("death");
|
||
level.flak_attackers--;
|
||
}
|
||
|
||
more_attackers ()
|
||
{
|
||
// if (level.flag["got panzers"])
|
||
// return;
|
||
// level endon ("got panzers");
|
||
|
||
if (flag ("east tank destroyed"))
|
||
return;
|
||
|
||
level endon ("east tank destroyed");
|
||
|
||
ai = getentarray ("flak_attack","targetname");
|
||
level.flak_attackers = 0;
|
||
|
||
for (i=0;i<ai.size;i++)
|
||
ai[i] thread spawn_node_attack(::flak_attackers);
|
||
|
||
while (1)
|
||
{
|
||
ai = maps\_utility::array_randomize(ai);
|
||
for (i=0;i<ai.size;i++)
|
||
{
|
||
wait (20 + randomfloat (5));
|
||
|
||
if (level.flak_attackers > 2)
|
||
continue;
|
||
|
||
ai[i] thread spawn_node_attack(::flak_attackers);
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
tank_killers_death (node, guy)
|
||
{
|
||
node waittill ("death");
|
||
for (i=0;i<guy.size;i++)
|
||
{
|
||
if (!isalive (guy[i]))
|
||
continue;
|
||
|
||
guy[i] notify ("stop magic bullet shield");
|
||
guy[i] setgoalentity (level.player);
|
||
guy[i] stopanimscripted();
|
||
guy[i].allowDeath = true;
|
||
guy[i].deathanim = %death_explosion_back13;
|
||
println ("guy ",i," health ", guy[i].health);
|
||
}
|
||
}
|
||
|
||
tank_killers_killThread (node, gun_guy)
|
||
{
|
||
node endon ("death");
|
||
node maps\_anim::anim_single (gun_guy, "run", "tag_hatch");
|
||
node thread anim_loop ( gun_guy, "idle", "tag_hatch", "stop anim");
|
||
}
|
||
|
||
tank_killers_destroyed ()
|
||
{
|
||
self endon ("death");
|
||
flag_wait("west tank destroyed");
|
||
self notify ("stop magic bullet shield");
|
||
}
|
||
|
||
tank_killers_think (tank_killers)
|
||
{
|
||
for (i=0;i<tank_killers.size;i++)
|
||
if (tank_killers[i].animname == "gun guy")
|
||
gun_guy[0] = tank_killers[i];
|
||
else
|
||
grenade_guy[0] = tank_killers[i];
|
||
|
||
node = getent ("tank west","targetname");
|
||
node.nospawning = true;
|
||
node endon ("death");
|
||
guy[0] = gun_guy[0];
|
||
guy[1] = grenade_guy[0];
|
||
array_thread(guy, ::tank_killers_destroyed);
|
||
|
||
level thread tank_killers_death(node, guy);
|
||
flag_wait ("west tank attacks");
|
||
flag_wait ("west tank finished moving");
|
||
println ("Time to attack the tank!");
|
||
|
||
node maps\_anim::anim_reach (gun_guy, "run", "tag_hatch");
|
||
level thread tank_killers_killThread (node, gun_guy);
|
||
|
||
node maps\_anim::anim_reach (grenade_guy, "run", "tag_hatch");
|
||
node thread maps\_anim::anim_single (grenade_guy, "run", "tag_hatch");
|
||
node waittill ("run");
|
||
|
||
|
||
node notify ("stop anim");
|
||
|
||
node maps\_anim::anim_reach (guy, "attack", "tag_hatch");
|
||
node.animname = "tank";
|
||
node assignanimtree();
|
||
node setFlaggedAnim( "single anim", level.scr_anim[node.animname]["attack"]);
|
||
node thread maps\_anim::notetrack_wait (node, "single anim", undefined, "attack");
|
||
|
||
// maps\_utility::chain_off ("125");
|
||
|
||
node thread maps\_anim::anim_single (guy, "attack", "tag_hatch");
|
||
node waittill ("attack");
|
||
|
||
badplace_cylinder("why must I set a name?", 3, node.origin, 400, 400, "allies");
|
||
for (i=0;i<guy.size;i++)
|
||
{
|
||
if (!isalive (guy[i]))
|
||
continue;
|
||
|
||
guy[i] notify ("stop magic bullet shield");
|
||
guynode = getnode (guy[i].target,"targetname");
|
||
guynode = getnode (guynode.target,"targetname");
|
||
guy[i] setgoalnode (guynode);
|
||
guy[i].goalradius = 4;
|
||
}
|
||
wait (3);
|
||
for (i=0;i<guy.size;i++)
|
||
{
|
||
if (!isalive (guy[i]))
|
||
continue;
|
||
guy[i] setgoalentity (level.player);
|
||
guy[i].deathanim = undefined;
|
||
}
|
||
|
||
// radiusDamage (node.origin + (0,0,50), 1900, 1700, 1300); // mystery numbers!
|
||
radiusDamage (node.origin, 2, node.health + 5000, node.health + 5000); // mystery numbers!
|
||
// node DoDamage ( node.health + 50, (randomint(5000)-2500,randomint(5000)-2500,randomint(5000)-2500) );
|
||
|
||
}
|
||
|
||
tank_killers_spawn (spawners)
|
||
{
|
||
guy = [];
|
||
for (i=0;i<spawners.size;i++)
|
||
{
|
||
if (!i)
|
||
animname = "gun guy";
|
||
else
|
||
animname = "grenade guy";
|
||
|
||
spawners[i].count = 1;
|
||
spawn[animname] = spawners[i] dospawn();
|
||
while (!isalive (spawn[animname]))
|
||
{
|
||
spawners[i].count = 1;
|
||
spawn[animname] = spawners[i] dospawn();
|
||
wait (1);
|
||
}
|
||
|
||
spawn[animname] thread maps\_utility::magic_bullet_shield();
|
||
spawn[animname].dontFollow = true;
|
||
|
||
// spawn[animname].allowDeath = true;
|
||
spawn[animname].animname = animname;
|
||
// spawn[animname] endon ("death");
|
||
// spawn[animname] animscripts\shared::putGunInHand ("none");
|
||
guy[guy.size] = spawn[animname];
|
||
}
|
||
|
||
return guy;
|
||
}
|
||
|
||
/*
|
||
tank_killers_trigger( trigger, spawners )
|
||
{
|
||
trigger waittill ("trigger");
|
||
guy = tank_killers_spawn (spawners);
|
||
guy.setgoalpos = guy.origin;
|
||
guy.goalradius = 64;
|
||
level notify ("tank killers trigger");
|
||
thread tank_killers_think(guy);
|
||
}
|
||
*/
|
||
|
||
tank_killers ()
|
||
{
|
||
spawners = getentarray ("tank killer", "targetname");
|
||
trigger = getent ("last tank attacks","targetname");
|
||
level endon ("tank killers trigger");
|
||
guy = tank_killers_spawn (spawners);
|
||
thread tank_killers_think(guy);
|
||
}
|
||
|
||
// If the player leaves the safe house before Foley, he gets in trouble for it.
|
||
punishPlayerForLeavingSafety ( trigger )
|
||
{
|
||
level endon ("left safehouse!");
|
||
while (level.player istouching (trigger))
|
||
wait (1);
|
||
|
||
level notify ("left safehouse!");
|
||
// array_thread(getentarray ("group2","targetname"), ::spawn_attack);
|
||
// array_thread(getentarray ("reprimand church","targetname"), ::spawn_attack);
|
||
}
|
||
|
||
house_guy_think()
|
||
{
|
||
self endon ("death");
|
||
self thread animscripts\shared::SetInCombat();
|
||
|
||
node = getnode (self.target,"targetname");
|
||
self setgoalnode (node);
|
||
self.goalradius = 0;
|
||
self waittill ("goal");
|
||
wait (3);
|
||
node = getnode (node.target,"targetname");
|
||
self setgoalnode (node);
|
||
self.deathanim = %death_run_left;
|
||
wait (0.7);
|
||
self notify ("reached final objective");
|
||
}
|
||
|
||
goToLaterPartOfLevel ()
|
||
{
|
||
self endon ("death");
|
||
self.goalradius = 600;
|
||
self maps\_spawner::friendly_mg42_stop_use();
|
||
self.script_usemg42 = false; // Foley is too cool for MG42s
|
||
self setgoalentity (level.player);
|
||
wait (4);
|
||
self waittill ("goal");
|
||
self setgoalentity (level.player);
|
||
wait (4);
|
||
self waittill ("goal");
|
||
self setgoalentity (level.player);
|
||
}
|
||
|
||
killAllAxisOverTime ()
|
||
{
|
||
while (1)
|
||
{
|
||
ai = getaiarray ("axis");
|
||
if (ai.size > 0)
|
||
ai[0] DoDamage ( ai[0].health + 50, (randomint(5000)-2500,randomint(5000)-2500,randomint(5000)-2500) );
|
||
else
|
||
return;
|
||
|
||
wait (1 + randomfloat (1));
|
||
}
|
||
}
|
||
|
||
deleteFarthestAllies ()
|
||
{
|
||
potentialAI = getaiarray ("allies");
|
||
ai = [];
|
||
foley = getent ("foley","targetname");
|
||
if (!isdefined (level.moody))
|
||
level.moody = foley;
|
||
if (!isdefined (level.elder))
|
||
level.elder = foley;
|
||
if (!isdefined (level.parker))
|
||
level.parker = foley;
|
||
|
||
for (i=0;i<potentialAI.size;i++)
|
||
{
|
||
if (potentialAI[i] == foley)
|
||
continue;
|
||
if (potentialAI[i] == level.moody)
|
||
continue;
|
||
if (potentialAI[i] == level.parker)
|
||
continue;
|
||
if (potentialAI[i] == level.elder)
|
||
continue;
|
||
|
||
ai[ai.size] = potentialAI[i];
|
||
}
|
||
|
||
if (ai.size <= 0)
|
||
return;
|
||
|
||
saveFriendlies = 4;
|
||
// if (getcvar ("scr_dawnville_fast") == "1")
|
||
// saveFriendlies = 2;
|
||
|
||
num = ai.size - (saveFriendlies);
|
||
for (p=0;p<ai.size;p++)
|
||
ai[p].goneNow = false;
|
||
|
||
for (i=0;i<num;i++)
|
||
{
|
||
index = -1;
|
||
range = 0;
|
||
for (p=0;p<ai.size;p++)
|
||
{
|
||
if (ai[p].goneNow)
|
||
continue;
|
||
|
||
newrange = distance (level.player.origin, ai[p].origin);
|
||
if (newrange > range)
|
||
{
|
||
range = newrange;
|
||
index = p;
|
||
}
|
||
}
|
||
|
||
if (index != -1)
|
||
ai[index].goneNow = true;
|
||
}
|
||
|
||
for (p=0;p<ai.size;p++)
|
||
{
|
||
if (!ai[p].goneNow)
|
||
continue;
|
||
|
||
ai[p] DoDamage ( ai[p].health + 50, (randomint(5000)-2500,randomint(5000)-2500,randomint(5000)-2500) );
|
||
}
|
||
}
|
||
|
||
parkerSpawnerThink ()
|
||
{
|
||
|
||
flag_wait ("parker is a go");
|
||
println ("parker is a go..");
|
||
spawner = level.parkerSpawner;
|
||
println (level.parkerSpawner.origin);
|
||
println ("0spawner ", spawner.origin);
|
||
|
||
while (1)
|
||
{
|
||
spawner.count = 1;
|
||
spawn = spawner dospawn();
|
||
if (!maps\_utility::spawn_failed(spawn))
|
||
break;
|
||
wait (0.1);
|
||
}
|
||
spawn endon ("death");
|
||
spawn.animname = "parker";
|
||
spawn thread maps\_utility::magic_bullet_shield();
|
||
spawn.dontavoidplayer = true;
|
||
spawn.dontFollow = true;
|
||
level.parker = spawn;
|
||
|
||
// Set the friendlies running to the parker spot
|
||
maps\_utility::chain_on ("450");
|
||
chain = get_friendly_chain_node ("450");
|
||
level.player SetFriendlyChain (chain);
|
||
|
||
flag_Set ("chain 100 off forever");
|
||
flag_Set ("chain 125 off forever");
|
||
|
||
level thread deleteFarthestAllies();
|
||
|
||
ai = getaiarray ("allies");
|
||
for (i=0;i<ai.size;i++)
|
||
{
|
||
if (isdefined (ai[i].dontFollow))
|
||
continue;
|
||
ai[i] thread goToLaterPartOfLevel();
|
||
}
|
||
|
||
level.moody setgoalentity (level.player);
|
||
|
||
foley = getent ("foley","targetname");
|
||
/*
|
||
spawn waittill ("goal");
|
||
|
||
while (distance (foley.origin, spawn.origin) > spawn.goalradius - 5)
|
||
wait (0.5);
|
||
|
||
spawn notify ("stop following foley");
|
||
*/
|
||
guy[0] = spawn;
|
||
guy[1] = foley;
|
||
node = getnode ("parker scene","targetname");
|
||
foley allowedstances ("stand");
|
||
maps\_anim::anim_reach (guy, "get mortars", undefined, node);
|
||
foley lookat (foley, 0);
|
||
level thread croucher();
|
||
maps\_anim::anim_single (guy, "get mortars", undefined, node);
|
||
flag_set ("parker speech");
|
||
level.flag["Friendlies crouch for conference"] = false;
|
||
|
||
maps\_utility::chain_off ("450");
|
||
maps\_utility::chain_on ("460");
|
||
chain = get_friendly_chain_node ("460");
|
||
level.player SetFriendlyChain (chain);
|
||
|
||
foley allowedstances ("crouch", "stand");
|
||
foley setgoalentity (level.player);
|
||
spawn setgoalentity (level.player);
|
||
spawn notify ("stop magic bullet shield");
|
||
}
|
||
|
||
croucher ()
|
||
{
|
||
wait (1.15);
|
||
flag_set("Friendlies crouch for conference");
|
||
println ("^3time to crouch!");
|
||
//trigger = getent ("croucher","targetname");
|
||
//thread croucher_trigger (trigger);
|
||
|
||
ai = getaiarray ("allies");
|
||
foley = getent ("foley", "targetname");
|
||
for (i=0;i<ai.size;i++)
|
||
{
|
||
if (ai[i] == foley)
|
||
continue;
|
||
|
||
// if (!ai[i] istouching (trigger))
|
||
// continue;
|
||
|
||
if (ai[i].anim_pose == "prone")
|
||
{
|
||
ai[i] OrientMode ("face default"); // We were most likely in "face current" while we were prone.
|
||
ai[i] exitprone(1.0); // make code stop lerping in the prone orientation to ground
|
||
ai[i] UpdateProne(%prone_shootfeet_straight45up, %prone_shootfeet_straight45down, 1, 0.1, 1);
|
||
}
|
||
ai[i].anim_pose = "crouch";
|
||
}
|
||
return;
|
||
|
||
flag_wait ("parker speech");
|
||
|
||
ai = getaiarray ("allies");
|
||
for (i=0;i<ai.size;i++)
|
||
{
|
||
if (ai[i] == foley)
|
||
continue;
|
||
|
||
ai[i] allowedStances ("prone", "stand", "crouch");
|
||
}
|
||
}
|
||
|
||
croucher_trigger (trigger)
|
||
{
|
||
level endon ("parker speech");
|
||
while (1)
|
||
{
|
||
trigger waittill ("trigger", other);
|
||
if (!isalive (other))
|
||
continue;
|
||
|
||
if (flag("Friendlies crouch for conference"))
|
||
{
|
||
if (other.anim_pose == "crouch")
|
||
continue;
|
||
|
||
if (other.anim_pose == "prone")
|
||
{
|
||
other OrientMode ("face default"); // We were most likely in "face current" while we were prone.
|
||
other exitprone(1.0); // make code stop lerping in the prone orientation to ground
|
||
other UpdateProne(%prone_shootfeet_straight45up, %prone_shootfeet_straight45down, 1, 0.1, 1);
|
||
}
|
||
other.anim_pose = "crouch";
|
||
}
|
||
else
|
||
other allowedStances ("prone", "stand", "crouch");
|
||
}
|
||
}
|
||
|
||
lookaround (foley)
|
||
{
|
||
foley endon ("get mortars");
|
||
allies = getaiarray ("allies");
|
||
for (i=0;i<allies.size;i++)
|
||
{
|
||
wait ((1) + randomfloat (1));
|
||
if (!isalive (allies[i]))
|
||
continue;
|
||
|
||
foley lookat(allies[i]);
|
||
}
|
||
}
|
||
|
||
parkerTrigger ( trigger )
|
||
{
|
||
level.parkerSpawner = getent (trigger.target,"targetname");
|
||
println (level.parkerspawner.origin);
|
||
trigger.target = "moot";
|
||
trigger waittill ("trigger");
|
||
println (level.parkerspawner.origin);
|
||
flag_set ("parker is a go");
|
||
println (level.parkerspawner.origin);
|
||
trigger delete();
|
||
}
|
||
|
||
house_guy_function ( foley, house_guy )
|
||
{
|
||
level endon ("left safehouse!");
|
||
wait (4.2); // 4.2
|
||
if (isalive (house_guy))
|
||
{
|
||
house_guy.health = 1;
|
||
house_guy.animname = "johnson";
|
||
// All right, the mortars are taking a break."
|
||
node = getnode (foley.target,"targetname");
|
||
// (Boon 01/09/03) Removed this SetInCombat because it isn't necessary, and it is overriding the one from the beginning of the level.
|
||
// foley thread animscripts\shared::SetInCombat();
|
||
foley thread anim_single_solo (foley, "mortars stopped", undefined, node);
|
||
wait (1.0);
|
||
|
||
if (isalive (house_guy))
|
||
{
|
||
foley lookat(house_guy);
|
||
house_guy lookat(foley);
|
||
wait (2.5);
|
||
}
|
||
|
||
if (isalive (house_guy))
|
||
{
|
||
// Right, Captain.
|
||
house_guy thread anim_single_solo (house_guy, "right captain");
|
||
wait (0.7);
|
||
}
|
||
|
||
if (isalive (house_guy))
|
||
{
|
||
house_guy lookat(house_guy, 2);
|
||
|
||
house_guy thread bloody_death_waittill();
|
||
house_guy thread house_guy_think();
|
||
house_guy.goalradius = 200;
|
||
level thread wait_any (house_guy, "house guy finishes", "reached final objective", "death");
|
||
level waittill ("house guy finishes");
|
||
}
|
||
|
||
if ((isalive (house_guy)) && (level.player istouching (getent ("safe house","targetname"))))
|
||
{
|
||
level thread playSoundinSpace ("weap_kar98k_fire", house_guy.origin);
|
||
house_guy DoDamage ( house_guy.health + 50, (randomint(5000)-2500,randomint(5000)-2500,randomint(5000)-2500) );
|
||
}
|
||
|
||
wait (0.3);
|
||
|
||
if (!isalive (house_guy))
|
||
{
|
||
// They got him! Damn!
|
||
foley thread anim_single_solo (foley, "they got him");
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// All right, the mortars are taking a break."
|
||
foley thread anim_single_solo (foley, "mortars stopped 2");
|
||
wait (1);
|
||
}
|
||
|
||
level notify ("left safehouse!");
|
||
}
|
||
|
||
fallback_wait ()
|
||
{
|
||
level waittill ("fallback initiated " + 1);
|
||
flag_set ("falling back");
|
||
}
|
||
|
||
|
||
deathInTime (timer)
|
||
{
|
||
self endon ("death");
|
||
wait (timer);
|
||
self delete();
|
||
}
|
||
|
||
kill_axis ( trigger )
|
||
{
|
||
while (1)
|
||
{
|
||
trigger waittill ("trigger",other);
|
||
if (!isSentient(other))
|
||
continue;
|
||
|
||
other thread deathInTime(8);
|
||
}
|
||
}
|
||
|
||
tankObjectiveComplete()
|
||
{
|
||
flag_wait ("northeast tank destroyed");
|
||
objective_state(5, "done");
|
||
}
|
||
|
||
tankReplacesObjective ()
|
||
{
|
||
level waittill ("picked up infinite panzerfaust");
|
||
objective_string(5, &"DAWNVILLE_OBJ5SECONDTANK");
|
||
level thread objective_org(5, getent ("tank northeast","targetname"));
|
||
objective_current(5);
|
||
flag_wait ("northeast tank destroyed");
|
||
objective_state(5, "done");
|
||
}
|
||
|
||
foleyTellsYouToGetAnotherPanzerfaust ( foley )
|
||
{
|
||
wait (5);
|
||
foley thread anim_single_solo (foley, "get another panzer");
|
||
}
|
||
|
||
|
||
niceShot ( foley )
|
||
{
|
||
wait (2);
|
||
//*-15. Good job, son!
|
||
if (isalive (level.player))
|
||
foley thread anim_single_solo (foley, "good job");
|
||
}
|
||
|
||
gotPanzers ()
|
||
{
|
||
flag_wait ("got panzers");
|
||
objective_state(1, "done");
|
||
maps\_utility::autosave(2);
|
||
}
|
||
|
||
objective_org (num, ent)
|
||
{
|
||
ent endon ("death");
|
||
ent endon ("stop being objective");
|
||
while (1)
|
||
{
|
||
objective_position(num, ent.origin);
|
||
|
||
wait (0.1);
|
||
}
|
||
}
|
||
|
||
mortarStopper ()
|
||
{
|
||
usedOrgs = [];
|
||
while (1)
|
||
{
|
||
level waittill ("mortar teams got off mortar");
|
||
used = false;
|
||
for (i=0;i<usedOrgs.size;i++)
|
||
{
|
||
if (usedOrgs[i] == level.stoppedmortarOrigin)
|
||
used = true;
|
||
}
|
||
|
||
if (!used)
|
||
usedOrgs[usedOrgs.size] = level.stoppedmortarOrigin;
|
||
|
||
if (usedOrgs.size >= 2)
|
||
break;
|
||
}
|
||
|
||
level notify ("mortars ongoing STOP");
|
||
}
|
||
|
||
// Give the player a hint for when he first picks up an fg42
|
||
rateOfFireHintCheck ()
|
||
{
|
||
return;
|
||
while (1)
|
||
{
|
||
level.player waittill ("pickup", item);
|
||
// item = item.classname;
|
||
println ("^5Item was ", item);
|
||
if ((item == "FG42") || (item == "weapon_FG42"))
|
||
break;
|
||
}
|
||
|
||
maps\_utility::keyHintPrint(&"DAWNVILLE_RATE_OF_FIRE", getKeyBinding("weapalt"));
|
||
}
|
||
|
||
distanceTankRumbleDeathEnder ()
|
||
{
|
||
level waittill ("stop tank rumble");
|
||
wait (2);
|
||
self delete();
|
||
}
|
||
|
||
distantTankRumble ()
|
||
{
|
||
org = spawn ("script_origin",(0,0,0));
|
||
org endon ("death");
|
||
org thread distanceTankRumbleDeathEnder();
|
||
// org.origin = (2396, -16170, 50);
|
||
offset = 11200;
|
||
vec = (2396, -16170, 50);
|
||
while (offset > 0)
|
||
{
|
||
offset -= 50;
|
||
org.origin = (vec[0] + offset, vec[1], vec[2]);
|
||
org playloopsound ("panzerIV_engine_high");
|
||
wait (0.05);
|
||
}
|
||
}
|
||
|
||
|
||
|
||
tankBlowsUpBuilding ( tank )
|
||
{
|
||
tank endon ("death");
|
||
org = getent ("tank east target","targetname");
|
||
tank setTurretTargetEnt( org, ( 0, 0, 0 ) );
|
||
tank waittill( "turret_on_vistarget" );
|
||
tank FireTurret();
|
||
// origin, range, max damage, min damage
|
||
radiusDamage (org.origin, 550, level.player.health * 0.85, level.player.health * 0.25); // mystery numbers!
|
||
if (distance (level.player.origin, org.origin) < 500)
|
||
maps\_shellshock::main(7);
|
||
|
||
maps\_utility::exploder(10);
|
||
block = getent ("safehouse block","targetname");
|
||
block solid();
|
||
block disconnectpaths();
|
||
destroyed = getentarray ("destroy these","targetname");
|
||
for (i=0;i<destroyed.size;i++)
|
||
destroyed[i] delete();
|
||
}
|
||
|
||
// For the northern approach sequence where the friendlies push the Germans back
|
||
followPlayerLater (spawn)
|
||
{
|
||
if (!isalive (spawn))
|
||
return;
|
||
spawn endon ("death");
|
||
level waittill ("friendlies push germans back");
|
||
spawn setgoalentity (level.player);
|
||
level waittill ("tank start northeast");
|
||
wait (3);
|
||
spawn maps\_spawner::friendly_mg42_stop_use();
|
||
spawn setgoalentity (level.player);
|
||
println ("^5following player A");
|
||
}
|
||
|
||
sequence_init ()
|
||
{
|
||
regroup_friendly_trigger = getent ("regroup friendly chain","targetname");
|
||
push_germans_back_trigger = getent ("end of the road", "targetname");
|
||
|
||
push_germans_back_trigger maps\_utility::triggerOff();
|
||
regroup_friendly_trigger maps\_utility::triggerOff();
|
||
end_level_trigger = getent ("end level trigger","targetname");
|
||
end_level_trigger maps\_utility::triggerOff();
|
||
|
||
clip = getent ("second flak monster clip","targetname");
|
||
clip connectpaths();
|
||
clip notsolid();
|
||
thread parkerTrigger(getent ("parker trigger","targetname"));
|
||
|
||
// Trigger at the end of the retreat that kills Germans as they flee.
|
||
thread kill_axis(getent ("kill axis","targetname"));
|
||
|
||
thread moody( getent ("moody","script_noteworthy"));
|
||
|
||
foley = getent ("foley", "targetname");
|
||
baker = getent ("baker","script_noteworthy");
|
||
jackson = getent ("jackson","script_noteworthy");
|
||
|
||
foley.animname = "foley";
|
||
baker.animname = "baker";
|
||
jackson.animname = "jackson";
|
||
|
||
foley thread maps\_utility::magic_bullet_shield();
|
||
thread fallback_wait();
|
||
|
||
// For later in the game, make ai get to the right places for car finale
|
||
thread carTrigger( getent ("car sequence","targetname"));
|
||
|
||
// Stop mortars if player interrupts both mortar teams
|
||
thread mortarStopper();
|
||
|
||
// Give the player a hint for when he first picks up an fg42
|
||
thread rateOfFireHintCheck();
|
||
}
|
||
|
||
sequence_1 () // Go to the Safe house, get the panzerfaust, kill the tank
|
||
{
|
||
// firstguy = getent ("firstguy", "targetname");
|
||
explosionguy = getent ("explosion guy","targetname");
|
||
foley = getent ("foley", "targetname");
|
||
flak_trigger = getent ("at flak","targetname");
|
||
house_guy = getent ("house guy","targetname");
|
||
safe_trigger = getent ("safe house","targetname");
|
||
church_entrance_trigger = getent ("church entrance trigger","targetname");
|
||
player_advance_trigger = getent ("player advances","targetname");
|
||
baker = getent ("baker","script_noteworthy");
|
||
jackson = getent ("jackson","script_noteworthy");
|
||
player_start_trigger = getent ("player start","targetname");
|
||
|
||
// Kill the player if he strays too far!
|
||
thread player_mortar_death (getent ("player mortar death","targetname"));
|
||
// For a tank later on
|
||
start_tank_trigger = getent ("start tank","targetname");
|
||
start_tank_trigger maps\_utility::triggerOff();
|
||
|
||
thread church_preaction();
|
||
// getent ("start church trigger","targetname") thread church_preaction ();
|
||
getent ("second flak guys trigger","targetname") thread second_flak_preaction();
|
||
thread sequence_2();
|
||
|
||
player_advance_trigger maps\_utility::triggerOff();
|
||
|
||
|
||
clip = getent ("east tank clip","targetname");
|
||
clip connectpaths();
|
||
clip notsolid();
|
||
|
||
getent ("mortar attack","targetname") thread mortar_thread();
|
||
|
||
wait (0.05);
|
||
if (isalive (baker))
|
||
{
|
||
// Up! Get up! Wake it and shake it! The Germans are bringing your coffee!
|
||
baker thread anim_single_solo (baker, "wake up");
|
||
}
|
||
|
||
level waittill ("starting final intro screen fadeout");
|
||
|
||
foley_node = getnode (foley.target,"targetname");
|
||
foley_outernode = getnode (foley_node.target,"targetname");
|
||
foley_finalnode = getnode (foley_outernode.target,"targetname");
|
||
foley_finalchargeNode = getnode (foley_finalnode.target,"targetname");
|
||
|
||
|
||
foley.goalradius = 4;
|
||
foley.suppressionwait = 0;
|
||
|
||
node = getnode (explosionguy.target,"targetname");
|
||
explosionguy.goalradius = 128;
|
||
explosionguy setgoalnode (node);
|
||
if (isalive (explosionguy))
|
||
level thread mortar_hit_running (explosionguy);
|
||
|
||
|
||
// Off the streets! Mortars!
|
||
// if (level.player istouching (player_start_trigger))
|
||
wait (0.4);
|
||
foley lookat(foley, 0);
|
||
foley setgoalnode (foley_node);
|
||
wait (.8);
|
||
foley anim_single_solo (foley, "off the streets");
|
||
//Follow Captain Foley to a safe place.
|
||
objective_add(0, "active", &"DAWNVILLE_OBJ0", safe_trigger getorigin());
|
||
objective_current(0);
|
||
|
||
// foley lookat(level.player, 4);
|
||
// if (level.player istouching (player_start_trigger))
|
||
// foley thread anim_single_solo (foley, "wave follow");
|
||
|
||
array_thread(getentarray ("asset","targetname"), ::asset_think); // Baker and Jackson
|
||
|
||
|
||
if (isalive (jackson))
|
||
{
|
||
// Incoming! Take cover!
|
||
jackson thread anim_single_solo (jackson, "mortars");
|
||
waittill_either (jackson, "mortars","death");
|
||
}
|
||
|
||
wait (1);
|
||
if (isalive (baker))
|
||
{
|
||
// Mortars, incoming!"
|
||
baker thread anim_single_solo (baker, "mortars");
|
||
}
|
||
|
||
foley waittill ("goal");
|
||
|
||
timer = gettime() + 8000;
|
||
while (!level.player istouching (safe_trigger))
|
||
{
|
||
if (gettime() > timer)
|
||
{
|
||
randomx = randomint ( 15 ) + 25;
|
||
if (randomint (100) > 50)
|
||
randomx *= -1;
|
||
|
||
randomy = randomint ( 15 ) + 25;
|
||
if (randomint (100) > 50)
|
||
randomy *= -1;
|
||
|
||
timer = gettime() + 12000 + randomint (6500);
|
||
playSoundinSpace ("mortar_incoming", level.player.origin + (randomx, randomy, 0) );
|
||
mortar_hit_explosion ( level.player.origin + (randomx, randomy, 0) );
|
||
maps\_shellshock::main(9);
|
||
break;
|
||
}
|
||
wait (1);
|
||
}
|
||
|
||
timer = gettime() + 6000;
|
||
|
||
while (!level.player istouching (safe_trigger))
|
||
{
|
||
if (gettime() > timer)
|
||
{
|
||
playSoundinSpace ("mortar_incoming", level.player.origin);
|
||
mortar_hit_explosion ( level.player.origin );
|
||
}
|
||
|
||
wait (1);
|
||
}
|
||
|
||
thread punishPlayerForLeavingSafety( safe_trigger );
|
||
flag_wait ("mortars stop");
|
||
maps\_utility::autosave(1);
|
||
|
||
level thread objective_org (0, foley);
|
||
level thread house_guy_function(foley, house_guy);
|
||
level waittill ("left safehouse!");
|
||
maps\_spawner::flood_spawn (getentarray ("church annoyer","targetname"));
|
||
foley lookat( foley, 0 );
|
||
|
||
wait (0.25);
|
||
|
||
level notify ("go go go");
|
||
// if (isalive (tank))
|
||
foley setgoalnode (foley_outernode);
|
||
wait (1);
|
||
|
||
array_thread(getentarray ("reprimand church","targetname"), ::spawn_attack);
|
||
wait (1.5);
|
||
array_thread(getentarray ("group2","targetname"), ::spawn_attack);
|
||
|
||
level notify ("tank start east");
|
||
clip solid();
|
||
clip disconnectpaths();
|
||
wait (12);
|
||
obj0Complete = false;
|
||
if (level.flag["got panzers"])
|
||
{
|
||
foley notify ("stop being objective");
|
||
objective_state(0, "done");
|
||
obj0Complete = true;
|
||
}
|
||
|
||
thread sequence_1_tank(obj0Complete);
|
||
|
||
tank = getent ("tank east","targetname");
|
||
|
||
if (isalive (tank))
|
||
{
|
||
if (isalive (jackson))
|
||
{
|
||
// We got company! Tiger, moving in from the east!"
|
||
jackson thread anim_single_solo (jackson, "tiger incoming");
|
||
waittill_either (jackson, "tiger incoming","death");
|
||
}
|
||
else
|
||
if (isalive (baker))
|
||
{
|
||
// Enemy tank! Look out!
|
||
baker thread anim_single_solo (baker, "enemy tank");
|
||
waittill_either (baker, "enemy tank","death");
|
||
}
|
||
|
||
wait (1);
|
||
// Behind you!
|
||
foley anim_single_solo (foley, "behind you");
|
||
}
|
||
|
||
if (!level.flag["got panzers"])
|
||
{
|
||
if (!obj0Complete)
|
||
{
|
||
foley notify ("stop being objective");
|
||
objective_state(0, "done");
|
||
}
|
||
// objective_state(0, "done");
|
||
foley notify ("stop being objective");
|
||
objective_add(1, "active", &"DAWNVILLE_OBJ1", getent ("panzerfaust","targetname").origin);
|
||
objective_current(1);
|
||
getent ("infinite panzerfaust","targetname") notify ("infinite panzerfaust objective on");
|
||
thread gotPanzers();
|
||
}
|
||
|
||
level notify ("go onward");
|
||
if (isalive (tank))
|
||
foley setgoalnode (foley_finalnode);
|
||
// foley waittill ("goal");
|
||
|
||
// Guys that run in from off camera to help the player
|
||
array_thread(getentarray ("reinforcements","targetname"), ::reinforcements_think);
|
||
if ((isalive (tank)) && (!level.flag["got panzers"]))
|
||
wait (4);
|
||
|
||
if ((isalive (tank)) && (!level.flag["got panzers"]))
|
||
{
|
||
// That's a Tiger! Martin, get a Panzerfaust from the church and take that mother out!"
|
||
foley anim_single_solo (foley, "get a panzer");
|
||
wait (1);
|
||
}
|
||
|
||
// Turn on the guys in the church
|
||
level notify ("church defenders start");
|
||
|
||
if ((isalive (tank)) && (!level.flag["got panzers"]))
|
||
wait (12);
|
||
|
||
array_thread(getentarray ("group2","targetname"), ::spawn_attack);
|
||
if ((isalive (tank)) && (!level.flag["got panzers"]))
|
||
wait (2);
|
||
|
||
if ((isalive (tank)) && (!level.flag["got panzers"]))
|
||
{
|
||
// wait (4);
|
||
// Jackson, Baker, we'll draw their fire! Go!"
|
||
foley anim_single_solo (foley, "draw their fire");
|
||
wait (1);
|
||
}
|
||
|
||
//iprintlnbold ("<Foley> Alright everybody, LET'S GO!");
|
||
level notify ("final charge");
|
||
level notify ("reinforcements move up");
|
||
if (isalive (tank))
|
||
foley setgoalnode (foley_finalchargeNode);
|
||
|
||
if ((isalive (tank)) && (!level.flag["got panzers"]))
|
||
wait (6);
|
||
|
||
array_thread(getentarray ("reprimand church","targetname"), ::spawn_attack_moveup);
|
||
ai = getaiarray ("allies");
|
||
for (i=0;i<ai.size;i++)
|
||
ai[i].grenadeammo = 5;
|
||
|
||
if ((isalive (tank)) && (!level.flag["got panzers"]))
|
||
{
|
||
// Martin! The Panzerfausts are in the church! Go!
|
||
foley thread anim_single_solo (foley, "panzer reminder");
|
||
}
|
||
|
||
ai = getentarray ("third flak defenders","targetname");
|
||
ai = maps\_utility::array_randomize(ai);
|
||
for (i=0;i<ai.size;i++)
|
||
{
|
||
wait (0.5 + randomfloat (1));
|
||
ai[i] thread spawn_attack();
|
||
}
|
||
|
||
if (isalive (tank))
|
||
tankBlowsUpBuilding( tank );
|
||
|
||
if (!level.flag["got panzers"])
|
||
wait (4);
|
||
|
||
if (!level.flag["got panzers"])
|
||
{
|
||
// Martin! The church! Go! Go! Go!
|
||
foley thread anim_single_solo (foley, "panzer reminder 2");
|
||
}
|
||
}
|
||
|
||
sequence_1_tank (obj0Complete)
|
||
{
|
||
flag_wait ("got panzers");
|
||
foley = getent ("foley", "targetname");
|
||
foley.goalradius = 512;
|
||
tank = getent ("tank east","targetname");
|
||
|
||
if (!obj0Complete)
|
||
{
|
||
foley notify ("stop being objective");
|
||
objective_state(0, "done");
|
||
}
|
||
|
||
if (isalive (tank))
|
||
{
|
||
objective_add(2, "active", &"DAWNVILLE_OBJ2", getent ("tank east","targetname").origin);
|
||
level thread objective_org (2, getent ("tank east","targetname"));
|
||
objective_current(2);
|
||
// array_thread(getentarray ("flak_attack","targetname"), ::spawn_attack);
|
||
thread more_attackers();
|
||
flag_wait ("east tank destroyed");
|
||
objective_state(2, "done");
|
||
}
|
||
// wait (2.5);
|
||
// array_thread(getentarray ("flak_attack","targetname"), ::spawn_attack);
|
||
|
||
}
|
||
|
||
sequence_2() // Defend the Church
|
||
{
|
||
flak_trigger = getent ("at flak","targetname");
|
||
foley = getent ("foley", "targetname");
|
||
|
||
level waittill ("picked up infinite panzerfaust");
|
||
/*
|
||
trigger = getent ("get panzer","targetname");
|
||
trigger waittill ("trigger");
|
||
trigger delete();
|
||
*/
|
||
flag_set("got panzers");
|
||
flag_wait ("east tank destroyed");
|
||
flag_set ("church under siege");
|
||
// Turn off rear MG42s for friendly use.
|
||
array_thread(getentarray ("church rear","script_noteworthy"), maps\_utility::triggerOff);
|
||
|
||
|
||
wait (0.5);
|
||
// Martin - back to the church with me! The rest of you hold this position!
|
||
foley anim_single_solo (foley, "to the church");
|
||
node = getnode ("church","targetname");
|
||
foley setgoalnode (node);
|
||
/*
|
||
foley.goalradius = 32;
|
||
foley waittill ("goal");
|
||
foley.goalradius = 512;
|
||
*/
|
||
//Defend the Church.
|
||
objective_add(3, "active", &"DAWNVILLE_OBJ3", (214, -15984, 64));
|
||
objective_current(3);
|
||
maps\_spawner::kill_spawnerNum(10);
|
||
maps\_utility::autosave(3);
|
||
|
||
level thread player_at_church_trigger();
|
||
foley lookat( foley, 0 );
|
||
|
||
thread sequence_3();
|
||
}
|
||
|
||
sequence_3 ()
|
||
{
|
||
foley = getent ("foley", "targetname");
|
||
lewis = get_noteworthy_ai ("lewis");
|
||
franklin = get_noteworthy_ai ("franklin");
|
||
backyard_trigger = getent ("backyard","targetname");
|
||
player_advance_trigger = getent ("player advances","targetname");
|
||
push_germans_back_trigger = getent ("end of the road", "targetname");
|
||
regroup_friendly_trigger = getent ("regroup friendly chain","targetname");
|
||
|
||
church_trigger = getent ("at church","targetname");
|
||
church_trigger waittill ("trigger");
|
||
|
||
|
||
flag_wait ("falling back");
|
||
wait (8);
|
||
|
||
thread foley_moves_on_trigger ( getent ("foley moves on","targetname") );
|
||
|
||
spawners = getentarray ("second flak guys","targetname");
|
||
for (i=0;i<spawners.size;i++)
|
||
spawners[i] thread second_flak_think();
|
||
|
||
maps\_spawner::kill_spawnerNum(2);
|
||
// "They're pullin' back! Alright! Good work, but don't let down. They'll be back."
|
||
foley anim_single_solo (foley, "germans retreat");
|
||
|
||
if ((isalive (lewis)) && (isalive (franklin)))
|
||
{
|
||
foley lookat( franklin );
|
||
// Lewis, Franklin, hold the church."
|
||
foley anim_single_solo (foley, "L + F hold church");
|
||
}
|
||
else
|
||
if (isalive (lewis))
|
||
{
|
||
foley lookat( lewis );
|
||
// Lewis, hold the church."
|
||
foley anim_single_solo (foley, "L hold church");
|
||
}
|
||
else
|
||
if (isalive (franklin))
|
||
{
|
||
foley lookat( franklin );
|
||
// Franklin, hold the church."
|
||
foley anim_single_solo (foley, "F hold church");
|
||
}
|
||
|
||
if ((isalive (lewis)) || (isalive (franklin)))
|
||
{
|
||
if (isalive (lewis))
|
||
foley lookat( lewis );
|
||
else
|
||
foley lookat( franklin );
|
||
|
||
// Everyone else, follow me!"
|
||
foley anim_single_solo (foley, "everyone else follow");
|
||
}
|
||
else
|
||
{
|
||
// Everyone follow me!
|
||
foley anim_single_solo (foley, "everyone follow");
|
||
}
|
||
|
||
flag_wait ("player is at church");
|
||
if (!flag ("foley moves on"))
|
||
{
|
||
foley setgoalnode (getnode (getent ("foley moves on","targetname").target, "targetname"));
|
||
foley.goalradius = 4;
|
||
thread foley_moves_on_followup(foley);
|
||
}
|
||
else
|
||
foley setgoalentity (level.player);
|
||
|
||
level notify ("kill second flak early trigger");
|
||
objective_state(3, "done");
|
||
|
||
//Reinforce the Northern approach.
|
||
objective_add(4, "active", &"DAWNVILLE_OBJ4", (2336, -15887, -20));
|
||
objective_current(4);
|
||
// Turn the front mg42 off.
|
||
array_thread(getentarray ("church front","script_noteworthy"), maps\_utility::triggerOff);
|
||
|
||
flag_set("church has been defended");
|
||
|
||
clip = getent ("second flak monster clip","targetname");
|
||
clip disconnectpaths();
|
||
clip solid();
|
||
|
||
foley lookat( foley, 0 );
|
||
chain = get_friendly_chain_node ("50");
|
||
level.player SetFriendlyChain (chain);
|
||
|
||
// Make foley run ahead then wait for the player.
|
||
// thread foley_moves_on (foley, getent ("foley moves on","targetname"));
|
||
|
||
spawn = getentarray ("second flak defenders","targetname");
|
||
for (i=0;i<spawn.size;i++)
|
||
{
|
||
if (spawn[i].team != "allies")
|
||
continue;
|
||
|
||
spawn[i] setgoalentity (level.player);
|
||
}
|
||
|
||
guys = getentarray ("churchgoer guys","targetname");
|
||
for (i=0;i<guys.size;i++)
|
||
guys[i] setgoalentity (level.player);
|
||
|
||
if (level.player istouching (church_trigger))
|
||
{
|
||
church_exit_trigger = getent ("foley church trigger","targetname");
|
||
while (1)
|
||
{
|
||
church_exit_trigger waittill ("trigger", other);
|
||
if (other == level.player)
|
||
break;
|
||
}
|
||
|
||
array_thread(getentarray ("church spawner","targetname"), ::spawner_follow_player);
|
||
}
|
||
|
||
// foley setgoalentity (level.player);
|
||
// array_thread(getentarray ("group3","targetname"), ::spawn_attack);
|
||
|
||
trigger = getent ("second flak guys trigger", "targetname");
|
||
trigger waittill ("trigger");
|
||
maps\_spawner::kill_spawnerNum(10);
|
||
maps\_spawner::kill_spawnerNum(11);
|
||
maps\_spawner::kill_spawnerNum(12);
|
||
|
||
// Kill unnecessary axis
|
||
ai = getaiarray ("axis");
|
||
for (i=0;i<ai.size;i++)
|
||
{
|
||
if ((isdefined (ai[i].script_noteworthy)) && (ai[i].script_noteworthy == "second flak germans"))
|
||
continue;
|
||
|
||
ai[i] DoDamage ( ai[i].health + 50, (randomint(5000)-2500,randomint(5000)-2500,randomint(5000)-2500) );
|
||
}
|
||
|
||
maps\_utility::autosave(4);
|
||
|
||
level thread player_got_too_close (getent ("target the player","targetname"));
|
||
|
||
wait (10);
|
||
array_thread(getentarray ("group5","targetname"), ::spawn_attack);
|
||
wait (9);
|
||
array_thread(getentarray ("group4","targetname"), ::spawn_attack);
|
||
// array_thread(getentarray ("group4","targetname"), ::spawn_attack);
|
||
wait (5);
|
||
array_thread(getentarray ("group5","targetname"), ::spawn_attack);
|
||
wait (5);
|
||
axis_trigger = getent ("germans under arch","targetname");
|
||
wait_until_no_axis (axis_trigger); // Wait until all the axis here are dead.
|
||
|
||
clip = getent ("second flak monster clip","targetname");
|
||
clip connectpaths();
|
||
clip delete();
|
||
|
||
chain = get_friendly_chain_node ("150");
|
||
level.player SetFriendlyChain (chain); // Make friendlies move up to the first flak area.
|
||
level notify ("friendlies push germans back");
|
||
|
||
// They're fallin' back! Push 'em outta here! Move it -- go!
|
||
foley thread anim_single_solo (foley, "push them back");
|
||
objective_position(4, getnode ("third objective", "targetname").origin);
|
||
|
||
wait (0.8);
|
||
|
||
player_advance_trigger maps\_utility::triggerOn();
|
||
thread guyFleesTank (player_advance_trigger);
|
||
|
||
player_advance_trigger waittill ("trigger"); // Wait until the player advances with the friendlies
|
||
|
||
// Turn the rear church mg42 back on once the player reenters the church.
|
||
thread turnChurchMG42backOn();
|
||
|
||
// wait_until_no_axis (getent ("germans at second flak","targetname"));
|
||
thread mortar_drop_on_axis();
|
||
thread mortar_drop_nearplayer();
|
||
|
||
thread sequence_3b();
|
||
|
||
wait (1);
|
||
//iprintlnbold ("<Foley> Mortars!! Let's find that mortar team!");
|
||
objective_state(4, "done");
|
||
maps\_utility::autosave(5);
|
||
// Take out the mortar team
|
||
objective_add(5, "active", &"DAWNVILLE_OBJ5", getent ("faux mortar","targetname").origin);
|
||
objective_current(5);
|
||
foley.followmin = 4;
|
||
foley.followmax = 12;
|
||
push_germans_back_trigger maps\_utility::triggerOn();
|
||
regroup_friendly_trigger maps\_utility::triggerOn();
|
||
|
||
chain = get_friendly_chain_node ("115");
|
||
level.player SetFriendlyChain (chain); // Make friendlies move up to the first flak area.
|
||
foley thread anim_single_solo (foley, "regroup");
|
||
}
|
||
|
||
sequence_3b ()
|
||
{
|
||
|
||
foley = getent ("foley","targetname");
|
||
|
||
start_tank_trigger = getent ("start tank","targetname");
|
||
start_tank_trigger maps\_utility::triggerOn();
|
||
level thread distantTankRumble();
|
||
|
||
start_tank_trigger waittill ("trigger"); // Wait for the player to double back
|
||
|
||
// wait (3);
|
||
level notify ("tank start northeast");
|
||
array_thread(getentarray ("east mg42","script_noteworthy"), maps\_utility::triggerOff);
|
||
|
||
wait (0.05);
|
||
// Friendly chain in the middle of the level
|
||
// maps\_utility::chain_on ("125");
|
||
// level thread tempPlayerKill (getent ("player tank death","targetname"));
|
||
thread foleyTakeCover(foley);
|
||
thread killAIbehindTank();
|
||
|
||
|
||
//trigger = getent ("tank target","targetname");
|
||
//trigger waittill ("trigger");
|
||
|
||
//Destroy the second tank.
|
||
|
||
playerWeapon[0] = level.player getweaponslotweapon("primary");
|
||
playerWeapon[1] = level.player getweaponslotweapon("primaryb");
|
||
if ((playerWeapon[0] == "panzerfaust") || (playerWeapon[1] == "panzerfaust"))
|
||
{
|
||
objective_string(5, &"DAWNVILLE_OBJ5SECONDTANK");
|
||
level thread objective_org(5, getent ("tank northeast","targetname"));
|
||
level thread tankObjectiveComplete();
|
||
}
|
||
else
|
||
{
|
||
objective_string(5, &"DAWNVILLE_OBJ1");
|
||
objective_position(5, getent ("panzerfaust","targetname").origin);
|
||
getent ("infinite panzerfaust","targetname") notify ("infinite panzerfaust objective on");
|
||
thread tankReplacesObjective();
|
||
thread foleyTellsYouToGetAnotherPanzerfaust(foley);
|
||
}
|
||
|
||
objective_current(5);
|
||
level notify ("stop tank rumble");
|
||
|
||
// SPlash shield change
|
||
tank = getent ("tank northeast","targetname");
|
||
tank.health = 1000;
|
||
tank thread splash_shield();
|
||
|
||
|
||
|
||
// thread constant_attack("flak_attack", 15);
|
||
|
||
foley setgoalentity (level.player);
|
||
foley.goalradius = 250;
|
||
foley lookat( level.player, 4 );
|
||
// wait (14);
|
||
level notify ("tank start west");
|
||
thread tank_west_trigger( getent ("last tank attacks","targetname") );
|
||
flag_wait ("northeast tank destroyed");
|
||
|
||
wait (0.1); // Duh the notifies happen simultaneously
|
||
|
||
wait (1);
|
||
maps\_utility::autosave(6);
|
||
wait (1);
|
||
// Nice shot, Martin."
|
||
if (isalive (level.player))
|
||
foley thread anim_single_solo (foley, "hey man nice shot");
|
||
|
||
if (!flag("chain 125 off forever"))
|
||
{
|
||
regroup_friendly_trigger = getent ("regroup friendly chain","targetname");
|
||
regroup_friendly_trigger maps\_utility::triggerOff();
|
||
chain = get_friendly_chain_node ("125");
|
||
level.player SetFriendlyChain (chain);
|
||
}
|
||
|
||
/*
|
||
objective_add(7, "active","", (-4288,-15629,76));
|
||
objective_string(7,&"DAWNVILLE_OBJ7",2);
|
||
//Destroy the mortar team [%s remaining]
|
||
objective_current(7);
|
||
*/
|
||
|
||
sequence_4(); // Broken off to be able to start at sequence 4 for testing.
|
||
}
|
||
|
||
splash_shield ()
|
||
{
|
||
healthbuffer = 2000;
|
||
self.health += healthbuffer;
|
||
while(self.health > 0)
|
||
{
|
||
oldhealth = self.health;
|
||
self waittill ("damage",amount, attacker);
|
||
|
||
if (attacker != level.player)
|
||
{
|
||
self.health = oldhealth;
|
||
continue;
|
||
}
|
||
else if (amount > 999)
|
||
break;
|
||
}
|
||
radiusDamage ( self.origin, 2, 10000, 9000);
|
||
}
|
||
|
||
sequence_4 ()
|
||
{
|
||
// Throw some guys out there to defend the latest tank
|
||
array_thread(getentarray ("flak_attack","targetname"), ::spawn_attack);
|
||
// Guy that runs up and tells foley about the mortar guys.
|
||
thread parkerSpawnerThink();
|
||
|
||
foley = getent ("foley", "targetname");
|
||
// array_levelthread (getentarray ("reinforcers","targetname"), ::tank_west_escort);
|
||
|
||
if (!flag("west tank destroyed"))
|
||
{
|
||
if (!flag ("west tank attacks"))
|
||
{
|
||
objective_add(6, "active", &"DAWNVILLE_OBJ5", getent ("faux mortar 2","targetname").origin);
|
||
objective_current(6);
|
||
flag_wait ("west tank attacks");
|
||
}
|
||
if (!flag("west tank destroyed"))
|
||
{
|
||
// // Guys that run out ahead to shoot the player!
|
||
// array_levelthread (getentarray ("reinforcers","targetname"), ::tank_west_escort);
|
||
//Destroy the third tank.
|
||
objective_add(6, "active", &"DAWNVILLE_OBJ6", getnode ("final goal", "targetname").origin);
|
||
objective_current(6);
|
||
// objective_string(7,&"DAWNVILLE_OBJ7",mortarTeams);
|
||
level thread objective_org (6, getent ("tank west","targetname"));
|
||
// objective_current(6);
|
||
|
||
// iprintlnbold ("<Random Guy> Another tank! He's moving in quick!");
|
||
flag_wait ("west tank destroyed");
|
||
}
|
||
objective_state(6, "done");
|
||
// thread niceShot(foley);
|
||
}
|
||
thread sequence_5();
|
||
|
||
foley.followMin = 0;
|
||
foley.followMax = 5;
|
||
|
||
// level notify ("tank killers go!");
|
||
thread mortar_ongoing();
|
||
flag_wait ("parker speech");
|
||
// foley setgoalnode (getnode ("foley prep","targetname"));
|
||
println ("foley go to node");
|
||
foley setgoalentity (level.player);
|
||
maps\_utility::chain_on ("500");
|
||
}
|
||
|
||
sequence_5 ()
|
||
{
|
||
mortarTeams = level.mortar_team_position.size;
|
||
if (mortarTeams > 0)
|
||
{
|
||
// maps\_utility::autosave(7);
|
||
// chain = get_friendly_chain_node ("100");
|
||
// level.player SetFriendlyChain (chain);
|
||
|
||
objectiveOrg = level.mortar_team_position[mortarTeams-1];
|
||
objective_add(7, "active","", objectiveOrg);
|
||
//Destroy the mortar team [%s remaining]
|
||
objective_string(7,&"DAWNVILLE_OBJ7",mortarTeams);
|
||
objective_current(7);
|
||
|
||
kill_germans_at_trigger( "germans at second flak" );
|
||
|
||
while (1)
|
||
{
|
||
level waittill ("Mortar Team Dispatched");
|
||
mortarTeams = level.mortar_team_position.size;
|
||
println ("mortar: ", mortarTeams, " mortars left");
|
||
|
||
if (mortarTeams > 0)
|
||
{
|
||
objectiveOrg = level.mortar_team_position[mortarTeams-1];
|
||
objective_add(7, "active","", objectiveOrg);
|
||
//Destroy the mortar team [%s remaining]
|
||
objective_string(7,&"DAWNVILLE_OBJ7",mortarTeams);
|
||
objective_current(7);
|
||
if (isalive (elder))
|
||
elder thread getToNode ("elder");
|
||
if (isalive (moody))
|
||
moody thread getToNode ("moody");
|
||
|
||
}
|
||
else
|
||
break;
|
||
}
|
||
// trigger = getent ("final area","targetname");
|
||
// trigger waittill ("trigger");
|
||
// wait_until_no_axis (trigger);
|
||
//Destroy the mortar team [%s remaining]
|
||
}
|
||
|
||
objective_string(7,&"DAWNVILLE_OBJ7",0);
|
||
objective_state(7, "done");
|
||
//Regroup with Cpt Foley at the French car.
|
||
flag_wait ("parker speech");
|
||
objective_add(8, "active", &"DAWNVILLE_OBJ8", (getent ("end level trigger", "targetname")) getorigin());
|
||
objective_current(8);
|
||
level notify ("mortars ongoing STOP");
|
||
flag_wait ("friendlies report to the car");
|
||
|
||
foley = getent ("foley","targetname");
|
||
flag_wait ("moody exists");
|
||
|
||
moody = level.moody;
|
||
flag_wait ("elder exists");
|
||
elder = level.elder;
|
||
|
||
elder getToNode ("elder");
|
||
moody getToNode ("moody");
|
||
foley lookat( foley, 0 );
|
||
|
||
car = getent ("car","targetname");
|
||
level.car = car;
|
||
car.health = 50000;
|
||
car makeVehicleUnusable(); //not usable until appropriate moment
|
||
// car playloopsound ("peugeot_idle_low");
|
||
car.animname = "car";
|
||
car assignanimtree();
|
||
|
||
door_solid = getent ("car door","targetname");
|
||
door_solid linkto (car, "tag_door_back_left", (0,0,0), (0,90,0));
|
||
|
||
if (!isdefined (foley))
|
||
maps\_utility::error ("no foley");
|
||
if (!isdefined (moody))
|
||
maps\_utility::error ("no moody");
|
||
if (!isdefined (elder))
|
||
maps\_utility::error ("no elder");
|
||
|
||
// carbase anim_single_solo ( car, "start");
|
||
moody linkto (car, "tag_driver", (0,0,0), (0,0,0));
|
||
moody animscripts\shared::PutGunInHand("none");
|
||
elder linkto (car, "tag_passenger", (0,0,0), (0,0,0));
|
||
|
||
car thread anim_loop_solo ( moody, "idle", "tag_driver", "moody stop");
|
||
car thread anim_loop_solo ( elder, "startidle", "tag_passenger", "elder stop");
|
||
|
||
maps\_spawner::kill_spawnerNum(7);
|
||
maps\_spawner::kill_spawnerNum(8);
|
||
thread killAllAxisOverTime();
|
||
|
||
car attachPath( getvehiclenode ("ride out","targetname"));
|
||
car startPath();
|
||
wait (0.1);
|
||
// car thread maps\_utility::playLoopSoundOnTag("peugeot_idle_high", "tag_origin");
|
||
car waittill ("reached_end_node");
|
||
car setanim (level.scr_anim[car.animname]["start"]);
|
||
|
||
foley setgoalnode (getnode ("foley node","targetname"));
|
||
println ("foley go to foley node");
|
||
foley.goalradius = 256;
|
||
// car anim_reach_solo ( foley, "reach idle", "tag_driver");
|
||
foley allowedstances ("crouch","stand");
|
||
|
||
println ("foley must now get to foley node");
|
||
foley getToNode ("foley");
|
||
|
||
foley attach("xmodel/dawnville_pencil", "tag_weapon_right");
|
||
foley attach("xmodel/dawnville_map", "tag_weapon_left");
|
||
|
||
foley animscripts\shared::PutGunInHand("none");
|
||
car thread anim_loop_solo ( foley, "idle", "tag_driver", "foley stop");
|
||
thread getInCar(getent ("end level trigger","targetname"));
|
||
end_level_trigger = getent ("end level trigger","targetname");
|
||
end_level_trigger maps\_utility::triggerOn();
|
||
end_level_trigger setHintString(&"DAWNVILLE_CAR");
|
||
end_level_trigger enableLinkto();
|
||
end_level_trigger linkto (car, "tag_door_back_left", (0,0,0), (0,90,0));
|
||
|
||
// moody lookat (level.player);
|
||
while (1)
|
||
{
|
||
car notify ("moody stop");
|
||
// carbase thread anim_single_solo (moody, "01");
|
||
car anim_single_solo ( moody, "wave", "tag_driver");
|
||
car thread anim_loop_solo ( moody, "idle", "tag_driver", "moody stop");
|
||
|
||
timer = 5 + randomfloat (8);
|
||
timer *= 1000;
|
||
timer += gettime();
|
||
|
||
breaker = false;
|
||
while (gettime() < timer)
|
||
{
|
||
if (flag("player got in car"))
|
||
{
|
||
breaker = true;
|
||
break;
|
||
}
|
||
else
|
||
wait (0.1);
|
||
}
|
||
if (breaker)
|
||
break;
|
||
}
|
||
|
||
// moody lookat (moody, 0);
|
||
end_level_trigger delete();
|
||
door_solid delete();
|
||
|
||
objective_state(8, "done");
|
||
|
||
/*
|
||
carbase anim_single_solo ( car, "playerin");
|
||
car.origin = carbase.origin;
|
||
car.angles = carbase.angles;
|
||
|
||
carbase notify ("elder stop");
|
||
carbase thread anim_single_solo ( car, "trans");
|
||
carbase anim_single_solo ( elder, "trans", "tag_passenger");
|
||
carbase thread anim_loop_solo ( elder, "idle", "tag_passenger");
|
||
// carbase thread anim_loop_solo ( car, "idle", "tag_passenger");
|
||
car.origin = carbase.origin;
|
||
car.angles = carbase.angles;
|
||
|
||
*/
|
||
car notify ("elder stop");
|
||
car notify ("moody stop");
|
||
car notify ("foley stop");
|
||
foley allowedstances ("stand");
|
||
|
||
foley setgoalnode (getnode ("foley hide","targetname"));
|
||
foley.goalradius = 4;
|
||
car thread anim_single_solo ( elder, "end", "tag_passenger");
|
||
car thread anim_single_solo ( foley, "end", "tag_driver");
|
||
// car thread anim_single_solo ( car, "end");
|
||
car setanimknob (level.scr_anim[car.animname]["end"]);
|
||
level thread playSoundinSpace ("car_door_close", car.origin);
|
||
car anim_single_solo ( moody, "end", "tag_driver");
|
||
|
||
car thread anim_loop_solo ( elder, "idle", "tag_passenger");
|
||
car thread anim_loop_solo ( moody, "endidle", "tag_driver");
|
||
|
||
|
||
// objective_add(8, "active", "Regroup with Cpt Foley at the French car.", (getent ("end level trigger", "targetname")) getorigin());
|
||
// objective_current(8);
|
||
|
||
// if (level.playerWeapon[0] != "none")
|
||
// level.player giveWeapon(level.playerWeapon[0]);
|
||
// if (level.playerWeapon[1] != "none")
|
||
// level.player giveWeapon(level.playerWeapon[1]);
|
||
|
||
missionSuccess ("carride", true);
|
||
|
||
// foley waittill ("goal");
|
||
}
|
||
|
||
getInCar( trigger )
|
||
{
|
||
trigger waittill ("trigger");
|
||
level.car setmodel ("xmodel/vehicle_car");
|
||
org = spawn ("script_origin",(0,0,0));
|
||
org.origin = level.player.origin;
|
||
level.player linkto (org);
|
||
car = getent ("car","targetname");
|
||
origin = car gettagOrigin ("tag_player");
|
||
org moveto (origin, 1, 0.5, 0.5);
|
||
wait (0.8);
|
||
flag_set ("player got in car");
|
||
level.player allowLeanLeft(false);
|
||
level.player allowLeanRight(false);
|
||
level.player allowProne(false);
|
||
level.player allowCrouch(false);
|
||
// level.playerWeapon[0] = level.player getweaponslotweapon("primary");
|
||
// level.playerWeapon[1] = level.player getweaponslotweapon("primaryb");
|
||
// level.player takeallweapons();
|
||
}
|
||
|
||
carTrigger ( trigger )
|
||
{
|
||
trigger waittill ("trigger");
|
||
tank = getent ("tank west","targetname");
|
||
if (isalive (tank))
|
||
radiusDamage (tank.origin, 2, tank.health + 5000, tank.health + 5000); // mystery numbers!
|
||
|
||
flag_wait ("parker speech");
|
||
flag_set ("friendlies report to the car");
|
||
foley = getent ("foley","targetname");
|
||
flag_wait ("moody exists");
|
||
flag_wait ("elder exists");
|
||
|
||
moody = level.moody;
|
||
elder = level.elder;
|
||
foley.dontavoidplayer = true;
|
||
foley setgoalnode (getnode ("foley node","targetname"));
|
||
moody.dontavoidplayer = true;
|
||
moody setgoalnode (getnode ("moody node","targetname"));
|
||
elder.dontavoidplayer = true;
|
||
elder setgoalnode (getnode ("elder node","targetname"));
|
||
}
|
||
|
||
getToNode( msg )
|
||
{
|
||
node = getnode (msg + " node","targetname");
|
||
self.goalradius = 4;
|
||
while (distance (self.origin, node.origin) > 32)
|
||
{
|
||
self setgoalnode (node);
|
||
self waittill ("goal");
|
||
}
|
||
}
|
||
|
||
anim_loop ( guy, anime, tag, ender, node, tag_entity )
|
||
{
|
||
maps\_anim::anim_loop ( guy, anime, tag, ender, node, tag_entity );
|
||
}
|
||
|
||
anim_loop_solo ( guy, anime, tag, ender, node, tag_entity )
|
||
{
|
||
newguy[0] = guy;
|
||
maps\_anim::anim_loop ( newguy, anime, tag, ender, node, tag_entity );
|
||
}
|
||
|
||
anim_teleport_solo (guy, anime, tag, node, tag_entity)
|
||
{
|
||
newguy[0] = guy;
|
||
maps\_anim::anim_single (newguy, anime, tag, node, tag_entity);
|
||
}
|
||
|
||
anim_single (guy, anime, tag, node, tag_entity)
|
||
{
|
||
maps\_anim::anim_single (guy, anime, tag, node, tag_entity);
|
||
}
|
||
|
||
anim_single_solo (guy, anime, tag, node, tag_entity)
|
||
{
|
||
newguy[0] = guy;
|
||
maps\_anim::anim_single (newguy, anime, tag, node, tag_entity);
|
||
}
|
||
|
||
anim_reach_solo (guy, anime, tag, node, tag_entity)
|
||
{
|
||
newguy[0] = guy;
|
||
maps\_anim::anim_reach (newguy, anime, tag, node, tag_entity);
|
||
}
|
||
|
||
array_thread (ents, process, var, excluders)
|
||
{
|
||
maps\_utility::array_thread (ents, process, var, excluders);
|
||
}
|
||
|
||
array_levelthread (ents, process, var, excluders)
|
||
{
|
||
maps\_utility::array_levelthread (ents, process, var, excluders);
|
||
}
|
||
|
||
random (array)
|
||
{
|
||
return array [randomint (array.size)];
|
||
}
|
||
|
||
lookat (ent, timer)
|
||
{
|
||
if (!isdefined (timer))
|
||
timer = 10000;
|
||
|
||
self animscripts\shared::lookatentity(ent, timer, "alert");
|
||
}
|
||
|
||
flag_wait (msg)
|
||
{
|
||
if (!level.flag[msg])
|
||
level waittill (msg);
|
||
}
|
||
|
||
flag_set (msg)
|
||
{
|
||
level.flag[msg] = true;
|
||
level notify (msg);
|
||
}
|
||
|
||
flag (msg)
|
||
{
|
||
if (!level.flag[msg])
|
||
return false;
|
||
|
||
return true;
|
||
}
|
||
|
||
assignanimtree()
|
||
{
|
||
self UseAnimTree(level.scr_animtree[self.animname]);
|
||
}
|
||
|
||
waittill_either_think (ent, msg)
|
||
{
|
||
println (ent, "^1 is waiting for ", msg);
|
||
ent waittill (msg);
|
||
println (ent, "^1 got ", msg);
|
||
self notify ("got notify");
|
||
}
|
||
|
||
waittill_either(waiter, msg1, msg2, msg3 )
|
||
{
|
||
ent = spawnstruct();
|
||
if (isdefined (msg1))
|
||
ent thread waittill_either_think(waiter, msg1);
|
||
if (isdefined (msg2))
|
||
ent thread waittill_either_think(waiter, msg2);
|
||
if (isdefined (msg3))
|
||
ent thread waittill_either_think(waiter, msg3);
|
||
|
||
ent waittill ("got notify");
|
||
}
|
||
|
||
bloody_death_waittill ()
|
||
{
|
||
self waittill ("death");
|
||
if (!isdefined (self))
|
||
return;
|
||
|
||
self bloody_death();
|
||
}
|
||
|
||
bloody_death()
|
||
{
|
||
|
||
tag_array = level.scr_dyingguy["tag"];
|
||
tag_array = maps\_utility::array_randomize(tag_array);
|
||
tag_index = 0;
|
||
waiter = false;
|
||
|
||
if (getcvar ("cg_blood") == "0")
|
||
level._effect["flesh small"] = level._effect["ground"];
|
||
|
||
for (i=0;i<3 + randomint (5);i++)
|
||
{
|
||
playfxOnTag ( level._effect [random (level.scr_dyingguy["effect"])], self, level.scr_dyingguy["tag"][tag_index] );
|
||
thread playSoundOnTag(random (level.scr_dyingguy["sound"]), level.scr_dyingguy["tag"][tag_index]);
|
||
|
||
tag_index++;
|
||
if (tag_index >= tag_array.size)
|
||
{
|
||
tag_array = maps\_utility::array_randomize(tag_array);
|
||
tag_index = 0;
|
||
}
|
||
|
||
if (waiter)
|
||
{
|
||
wait (0.05);
|
||
waiter = false;
|
||
}
|
||
else
|
||
waiter = true;
|
||
// wait (randomfloat (0.3));
|
||
}
|
||
}
|
||
|
||
playSoundOnTag (alias, tag)
|
||
{
|
||
if ((isSentient (self)) && (!isalive (self)))
|
||
return;
|
||
|
||
org = spawn ("script_origin",(0,0,0));
|
||
thread delete_on_death (org);
|
||
if (isdefined (tag))
|
||
org linkto (self, tag, (0,0,0), (0,0,0));
|
||
else
|
||
{
|
||
org.origin = self.origin;
|
||
org.angles = self.angles;
|
||
org linkto (self);
|
||
}
|
||
|
||
org playsound (alias, "sounddone");
|
||
org waittill ("sounddone");
|
||
org delete();
|
||
}
|
||
|
||
delete_on_death (ent)
|
||
{
|
||
ent endon ("death");
|
||
self waittill ("death");
|
||
if (isdefined (ent))
|
||
ent delete();
|
||
}
|
||
|
||
kill_ai_touching (trigger, team)
|
||
{
|
||
println ("^2 killing AI touching trigger");
|
||
|
||
ai = getaiarray (team);
|
||
for (i=0;i<ai.size;i++)
|
||
{
|
||
if (ai[i] istouching (trigger))
|
||
{
|
||
println ("killing ai at origin ", ai[i].origin);
|
||
ai[i] DoDamage ( ai[i].health + 50, (randomint(5000)-2500,randomint(5000)-2500,randomint(5000)-2500) );
|
||
}
|
||
}
|
||
} |