cod4-sdk/raw/maps/_helicopter_globals.gsc

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2008-01-19 00:00:00 +00:00
#include maps\_utility;
#include common_scripts\utility;
globalThink()
{
if ( !isdefined( self.vehicletype ) )
return;
isHelicopter = false;
if ( self.vehicletype == "hind" )
{
isHelicopter = true;
}
if ( ( self.vehicletype == "cobra" ) || ( self.vehicletype == "cobra_player" ) )
{
self thread attachMissiles( "cobra_Hellfire", "cobra_Sidewinder" );
isHelicopter = true;
}
if ( !isHelicopter )
return;
level thread flares_think( self );
level thread maps\_helicopter_ai::evasive_think( self );
if ( getdvar( "cobrapilot_wingman_enabled") == "1" )
{
if ( isdefined( self.script_wingman ) )
{
level.wingman = self;
level thread maps\_helicopter_ai::wingman_think( self );
}
}
}
flares_think( vehicle )
{
vehicle endon( "death" );
while( vehicle.health > 0 )
{
if ( vehicle == level.playervehicle )
{
if ( ( !level.player buttonPressed( level.flareButton1 ) ) && ( !level.player buttonPressed( level.flareButton2 ) ) )
{
wait 0.05;
continue;
}
}
else
{
vehicle waittill( "incomming_missile", eMissile );
if ( !isdefined( eMissile ) )
continue;
//sometimes dont drop flares
if ( randomint( 3 ) == 0 )
continue;
wait randomfloatrange( 0.5, 1.0 );
}
flares_fire( vehicle );
wait 0.05;
if ( vehicle != level.playervehicle )
wait 3.0;
}
}
flares_fire_burst( vehicle, fxCount, flareCount, flareTime )
{
assert( isdefined( level.flare_fx[vehicle.vehicletype] ) );
assert( fxCount >= flareCount );
for ( i = 0 ; i < fxCount ; i++ )
{
playfx ( level.flare_fx[vehicle.vehicletype], vehicle getTagOrigin( "tag_flare" ) );
if ( vehicle == level.playervehicle )
{
level.stats["flares_used"]++;
level.player playLocalSound( "weap_flares_fire" );
}
if ( i <= flareCount - 1 )
thread flares_redirect_missiles( vehicle, flareTime );
wait 0.1;
}
}
flares_fire( vehicle )
{
vehicle endon( "death" );
if ( vehicle == level.playervehicle )
{
flareTime = 1.0;
while ( ( level.player buttonPressed( level.flareButton1 ) ) || ( level.player buttonPressed( level.flareButton2 ) ) )
{
flares_fire_burst( vehicle, 1, 1, flareTime );
flareTime = flareTime + 1.0;
if ( flareTime > 5.0 )
flareTime = 5.0;
}
}
else
{
flares_fire_burst( vehicle, 8, 1, 5.0 );
}
}
flares_redirect_missiles( vehicle, flareTime )
{
vehicle notify( "flares_out" );
vehicle endon( "death" );
vehicle endon( "flares_out" );
if ( !isdefined( flareTime ) )
flareTime = 5.0;
// create a script_origin at the flares location and move it down with gravity
vec = flares_get_vehicle_velocity( vehicle );
flare = spawn( "script_origin", vehicle getTagOrigin( "tag_flare" ) );
flare movegravity( vec, flareTime );
if ( !isdefined( vehicle.incomming_Missiles ) )
return;
// redirect all incomming missiles to the new flares
for( i = 0 ; i < vehicle.incomming_Missiles.size ; i++ )
vehicle.incomming_Missiles[i] missile_settarget( flare );
// wait for flares to burn out
wait flareTime;
if ( !isdefined( vehicle.script_targetoffset_z ) )
vehicle.script_targetoffset_z = 0;
offset = ( 0, 0, vehicle.script_targetoffset_z );
// when the flares burn out redirect missiles to the main target again ( if missile is still alive )
if ( !isdefined( vehicle.incomming_Missiles ) )
return;
for( i = 0 ; i < vehicle.incomming_Missiles.size ; i++ )
vehicle.incomming_Missiles[i] missile_settarget( vehicle, offset );
}
flares_get_vehicle_velocity( vehicle )
{
org1 = vehicle.origin;
wait 0.05;
vec = ( vehicle.origin - org1 );
return vectorScale( vec, 20 );
}
missile_deathWait( eMissile, eMissile_Target )
{
eMissile_Target endon ( "death" );
eMissile waittill ( "death" );
if ( !isdefined( eMissile_Target.incomming_Missiles ) )
return;
eMissile_Target.incomming_Missiles = array_remove( eMissile_Target.incomming_Missiles, eMissile );
}
getEnemyTarget( fRadius, iFOVcos, getAITargets, doSightTrace, getVehicleTargets, randomizeTargetArray, aExcluders )
{
if ( !isdefined( getAITargets ) )
getAITargets = false;
if ( !isdefined( doSightTrace ) )
doSightTrace = false;
if ( !isdefined( getVehicleTargets ) )
getVehicleTargets = true;
if ( !isdefined( randomizeTargetArray ) )
randomizeTargetArray = false;
// look for a vehicle target
eTargets = [];
eClosestValidTarget = undefined;
enemyTeam = common_scripts\utility::get_enemy_team( self.script_team );
possibleTargets = [];
//prof_begin( "cobrapilot_ai" );
if ( getVehicleTargets )
{
assert( isdefined( level.vehicles[enemyTeam] ) );
for( i = 0 ; i < level.vehicles[enemyTeam].size ; i++ )
possibleTargets[possibleTargets.size] = level.vehicles[enemyTeam][i];
}
if ( getAITargets )
{
enemyAI = getaiarray( enemyTeam );
for( i = 0 ; i < enemyAI.size ; i++ )
possibleTargets[possibleTargets.size] = enemyAI[i];
if ( enemyTeam == "allies" )
possibleTargets[possibleTargets.size] = level.player;
}
if ( isdefined( aExcluders ) )
possibleTargets = array_exclude( possibleTargets, aExcluders );
if ( randomizeTargetArray )
possibleTargets = array_randomize( possibleTargets );
forwardvec = anglestoforward( self.angles );
for( i = 0 ; i < possibleTargets.size ; i++ )
{
if ( isdefined( self.ignored_by_tank_cannon ) )
continue;
// threatbias - if this is an ignored group then dont consider this target
if ( isdefined( self.threatBiasGroup ) )
{
bias = getThreatBias( possibleTargets[i] getThreatBiasGroup(), self.threatBiasGroup );
if ( bias <= -1000000 )
continue;
}
// check if the target is within range
if ( isdefined( fRadius ) && ( fRadius > 0 ) )
{
if ( distance( self.origin, possibleTargets[i].origin ) > fRadius )
continue;
}
// check if the target is within fov
if ( isdefined( iFOVcos ) )
{
normalvec = vectorNormalize( possibleTargets[i].origin - ( self.origin ) );
vecdot = vectordot( forwardvec, normalvec );
if ( vecdot <= iFOVcos )
continue;
}
// check if a sight trace passes
if ( doSightTrace )
{
sightTracePassed = false;
if ( isAi( possibleTargets[i] ) )
TraceZoffset = 48;
else
TraceZoffset = 150;
sightTracePassed = sighttracepassed( self.origin, possibleTargets[i].origin + ( 0, 0, TraceZoffset ), false, self );
if ( !sightTracePassed )
continue;
}
eTargets[eTargets.size] = possibleTargets[i];
}
//prof_end( "cobrapilot_ai" );
self notify( "gunner_new_target" );
// return if no targets were found
if ( eTargets.size == 0 )
return eClosestValidTarget;
// if only one target was found return it
if ( eTargets.size == 1 )
return eTargets[0];
// return the closest of the targets
//prof_begin( "cobrapilot_ai" );
theTarget = getClosest( self.origin, eTargets );
//prof_end( "cobrapilot_ai" );
return theTarget;
}
shootEnemyTarget_Bullets( eTarget )
{
self endon( "death" );
self endon( "mg_off" );
eTarget endon( "death" );
self endon( "gunner_new_target" );
if ( self == level.playervehicle )
self endon( "gunner_stop_firing" );
eTargetOffset = ( 0, 0, 0 );
if ( isdefined( eTarget.script_targetoffset_z ) )
eTargetOffset += ( 0, 0, eTarget.script_targetoffset_z );
else if ( isSentient( eTarget ) )
eTargetOffset = ( 0, 0, 32 );
self setTurretTargetEnt( eTarget, eTargetOffset );
while( self.health > 0 )
{
randomShots = randomintrange( 1, 25 );
if ( getdvar( "cobrapilot_debug") == "1" )
iprintln( "randomShots = " + randomShots );
for( i = 0 ; i < randomShots ; i++ )
{
// if the vehicle firing the bullets is the players vehicle we have to switch to the 20mm gun
if ( self == level.playervehicle )
{
if ( ( isdefined( level.cobraWeapon ) ) && ( level.cobraWeapon.size > 0 ) )
level.playervehicle setVehWeapon( level.GunnerWeapon );
}
self thread shootEnemyTarget_Bullets_DebugLine( self, "tag_turret", eTarget, eTargetOffset, (1,1,0), 0.05 );
self fireWeapon( "tag_flash" );
// then switch it back to the players selection after the shots are fired
if ( self == level.playervehicle )
level.playervehicle setVehWeapon( level.cobraWeapon[level.currentWeapon].v["weapon"] );
wait 0.05;
}
wait randomFloatRange( 0.25, 2.5 );
}
}
shootEnemyTarget_Bullets_DebugLine( eStartEnt, eStartEntTag, eTarget, eTargetOffset, color, timer )
{
if ( getdvar( "cobrapilot_debug") != "1" )
return;
if ( !isdefined( color ) )
color = ( 0, 0, 0 );
eTarget endon( "death" );
self endon( "gunner_new_target" );
assert( isdefined( eStartEntTag ) );
if ( !isdefined( eTargetOffset ) )
eTargetOffset = ( 0, 0, 0 );
if ( isdefined( timer ) )
{
timer = gettime()+( timer * 1000 );
while( gettime() < timer )
{
line( eStartEnt getTagOrigin( eStartEntTag ), eTarget.origin + eTargetOffset, color );
wait 0.05;
}
}
else
{
for (;;)
{
line( eStartEnt getTagOrigin( eStartEntTag ), eTarget.origin + eTargetOffset, color );
wait 0.05;
}
}
}
attachMissiles( weapon1, weapon2, weapon3, weapon4 )
{
self.hasAttachedWeapons = true;
assert( isdefined( weapon1 ) );
weapon = [];
weapon[0] = weapon1;
if ( isdefined( weapon2 ) )
weapon[1] = weapon2;
if ( isdefined( weapon3 ) )
weapon[2] = weapon3;
if ( isdefined( weapon4 ) )
weapon[3] = weapon4;
/*
for( i = 0 ; i < weapon.size ; i++ )
{
for( k = 0 ; k < level.cobra_weapon_tags[weapon[i]].size ; k++ )
{
self attach( level.cobra_missile_models[weapon[i]], level.cobra_weapon_tags[weapon[i]][k] );
}
}
*/
for( i = 0 ; i < weapon.size ; i++ )
{
for( k = 0 ; k < level.cobra_weapon_tags[weapon[i]].size ; k++ )
{
self attach( level.cobra_missile_models[weapon[i]], level.cobra_weapon_tags[weapon[i]][k] );
}
}
}
fire_missile( sMissileType, iShots, eTarget, fDelay )
{
if ( !isdefined( iShots ) )
iShots = 1;
assert( self.health > 0 );
weaponName = undefined;
weaponShootTime = undefined;
defaultWeapon = "cobra_20mm";
tags = [];
switch( sMissileType )
{
case "mi28_seeker":
weaponName = "cobra_seeker";
tags[ 0 ] = "tag_store_L_1_a";
tags[ 1 ] = "tag_store_R_1_a";
tags[ 2 ] = "tag_store_L_2_a";
tags[ 3 ] = "tag_store_R_2_a";
break;
case "ffar":
weaponName = "cobra_FFAR";
tags[ 0 ] = "tag_store_r_2";
break;
case "seeker":
weaponName = "cobra_seeker";
tags[ 0 ] = "tag_store_r_2";
break;
case "ffar_bog_a_lite":
weaponName = "cobra_FFAR_bog_a_lite";
tags[ 0 ] = "tag_store_r_2";
break;
case "ffar_airlift":
weaponName = "cobra_FFAR_airlift";
tags[ 0 ] = "tag_store_L_wing";
tags[ 1 ] = "tag_store_R_wing";
break;
case "ffar_airlift_nofx":
weaponName = "cobra_FFAR_airlift_nofx";
tags[ 0 ] = "tag_store_L_wing";
tags[ 1 ] = "tag_store_R_wing";
break;
case "ffar_hind":
defaultWeapon = "hind_turret";
weaponName = "hind_FFAR";
tags[ 0 ] = "tag_missile_left";
tags[ 1 ] = "tag_missile_right";
break;
case "ffar_hind_nodamage":
defaultWeapon = "hind_turret";
weaponName = "hind_FFAR_nodamage";
tags[ 0 ] = "tag_missile_left";
tags[ 1 ] = "tag_missile_right";
break;
case "ffar_mi28_village_assault":
defaultWeapon = "hind_turret";
weaponName = "mi28_ffar_village_assault";
tags[ 0 ] = "tag_store_L_2_a";
tags[ 1 ] = "tag_store_R_2_a";
tags[ 2 ] = "tag_store_L_2_b";
tags[ 3 ] = "tag_store_R_2_b";
tags[ 4 ] = "tag_store_L_2_c";
tags[ 5 ] = "tag_store_R_2_c";
tags[ 6 ] = "tag_store_L_2_d";
tags[ 7 ] = "tag_store_R_2_d";
break;
default:
assertMsg( "Invalid missile type specified." );
break;
}
assert( isdefined( weaponName ) );
assert( tags.size > 0 );
weaponShootTime = weaponfiretime( weaponName );
assert( isdefined( weaponShootTime ) );
nextMissileTag = -1;
for( i = 0 ; i < iShots ; i++ )
{
nextMissileTag++;
if ( nextMissileTag >= tags.size )
nextMissileTag = 0;
if ( sMissileType == "ffar_mi28_village_assault" )
{
if ( isdefined( eTarget ) && isdefined( eTarget.origin ) )
{
magicBullet( weaponName, self getTagOrigin( tags[ nextMissileTag ] ), eTarget.origin );
if ( isdefined( level._effect["ffar_mi28_muzzleflash"] ) )
playfxontag( getfx( "ffar_mi28_muzzleflash" ), self, tags[ nextMissileTag ] );
thread delayed_earthquake( 0.1, 0.5, 0.2, eTarget.origin, 1600 );
}
}
else
{
self setVehWeapon( weaponName );
if ( isdefined( eTarget ) )
{
eMissile = self fireWeapon( tags[ nextMissileTag ], eTarget );
if ( sMissileType == "ffar" )
eMissile thread missileLoseTarget( 0.1 );
if ( sMissileType == "ffar_bog_a_lite" )
eMissile thread missileLoseTarget( 0.1 );
if ( sMissileType == "ffar_airlift" )
eMissile thread missileLoseTarget( 0.1 );
}
else
eMissile = self fireWeapon( tags[ nextMissileTag ] );
}
if ( i < iShots - 1 )
wait weaponShootTime;
if ( isdefined( fDelay ) )
wait ( fDelay );
}
self setVehWeapon( defaultWeapon );
}
delayed_earthquake( fDelay, scale, duration, source, fRadius )
{
wait fDelay;
earthquake( scale, duration, source, fRadius );
}
missileLoseTarget( fDelay )
{
self endon( "death" );
wait fDelay;
if ( isdefined( self ) )
self missile_settarget( undefined );
}