cod4-sdk/raw/maps/_mg_penetration.gsc

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2008-01-19 00:00:00 +00:00
#include maps\_utility;
#include common_scripts\utility;
#include maps\_mgTurret;
gunner_think( turret )
{
self endon( "death" );
self notify( "end_mg_behavior" );
self endon( "end_mg_behavior" );
self.can_fire_turret = true;
self.wants_to_fire = false;
if ( !use_the_turret( turret ) )
{
self notify( "continue_cover_script" );
return;
}
// clear it so that it can be set by record_enemy_sightings fresh
self.last_enemy_sighting_position = undefined;
thread record_enemy_sightings();
forward = anglestoforward( turret.angles );
ent = spawn( "script_origin", (0,0,0) );
thread target_ent_cleanup( ent );
// ent setmodel( "temp" );
ent.origin = turret.origin + vectorScale( forward, 500 );
if ( isdefined( self.last_enemy_sighting_position ) )
{
// jump to the enemy sight position so we start "on target"
ent.origin = self.last_enemy_sighting_position;
}
turret setTargetEntity( ent );
enemy = undefined;
for ( ;; )
{
if ( !isalive( self.current_enemy ) )
{
self stop_firing();
self waittill( "new_enemy" );
}
self start_firing();
shoot_enemy_until_he_hides_then_shoot_wall( ent );
// do we still have an enemy?
if ( !isalive( self.current_enemy ) )
continue;
// is he hiding from us?
if ( self canSee( self.current_enemy ) )
continue;
// if so then try to find a new angle on him
// find_a_new_turret_spot( ent );
self waittill( "saw_enemy" );
}
}
target_ent_cleanup( ent )
{
waittill_either( "death", "end_mg_behavior" );
ent delete();
}
shoot_enemy_until_he_hides_then_shoot_wall( ent )
{
self endon( "death" );
self endon( "new_enemy" );
self.current_enemy endon( "death" );
enemy = self.current_enemy;
// shoot at the enemy while we can see him
while ( self canSee( enemy ) )
{
// line ( enemy geteye(), ent.origin, (1,0,1), 1, 10 );
angles = vectortoangles( enemy geteye() - ent.origin );
angles = anglestoforward( angles );
ent moveto( ent.origin + vectorscale( angles, 12 ), 0.1 );
wait( 0.1 );
}
if ( enemy == level.player )
{
// shoot into the wall in the direction he exited our vision, then bring it back
self endon( "saw_enemy" );
eye = enemy geteye();
angles = vectortoangles( eye - ent.origin );
angles = anglestoforward( angles );
units_per_second = 150;
timer = distance( ent.origin, self.last_enemy_sighting_position ) / units_per_second;
if ( timer > 0 )
{
ent moveto( self.last_enemy_sighting_position, timer );
wait( timer );
}
// oldOrigin = get_suppress_point( self geteye(), ent.origin, ent.origin + vectorscale( angles, 80 ) );
org = ent.origin + vectorscale( angles, 180 );
oldOrigin = get_suppress_point( self geteye(), ent.origin, org );
if ( !isdefined( oldOrigin ) )
oldOrigin = ent.origin;
ent moveto( ent.origin + vectorscale( angles, 80 ) + (0,0, randomfloatrange( 15, 50 ) * -1 ), 3, 1, 1 );
wait( 3.5 );
ent moveto( oldOrigin + vectorscale( angles, -20 ), 3, 1, 1 );
}
wait( randomfloatrange( 2.5, 4 ) );
self stop_firing();
}
set_firing( val )
{
if ( val )
{
self.can_fire_turret = true;
if ( self.wants_to_fire )
{
self.turret notify("startfiring");
}
}
else
{
self.can_fire_turret = false;
self.turret notify("stopfiring");
}
}
stop_firing()
{
self.wants_to_fire = false;
self.turret notify("stopfiring");
}
start_firing()
{
self.wants_to_fire = true;
if ( self.can_fire_turret )
{
self.turret notify("startfiring");
}
}
create_mg_team()
{
// the guys that spawn on the same frame and have "mgpair" get put together
// when one dies, the other gets ANGRY
if ( isdefined( level.mg_gunner_team ) )
{
level.mg_gunner_team[ level.mg_gunner_team.size ] = self;
return;
}
level.mg_gunner_team = [];
level.mg_gunner_team[ level.mg_gunner_team.size ] = self;
waittillframeend; // so everybody who spawns in this frame can get in the team
ent = spawnstruct();
array_thread( level.mg_gunner_team, ::mg_gunner_death_notify, ent );
array = level.mg_gunner_team;
level.mg_gunner_team = undefined; // for the next team that spawns
ent waittill( "gunner_died" );
for ( i=0; i<array.size; i++ )
{
if ( !isalive( array[i] ) )
continue;
array[i] notify( "stop_using_built_in_burst_fire" );
array[i] thread solo_fires();
}
}
mg_gunner_death_notify( ent )
{
self waittill( "death" );
ent notify( "gunner_died" );
}
mgTeam_take_turns_firing( mgTeam )
{
wait( 1 ); // wait for the guy to get on the turret
level notify( "new_mg_firing_team" + mgTeam[0].script_noteworthy );
level endon( "new_mg_firing_team" + mgTeam[0].script_noteworthy );
for ( ;; )
{
dual_firing( mgTeam );
solo_firing( mgTeam );
}
}
solo_firing( mgTeam )
{
mgGunner = undefined;
for ( i=0; i<mgTeam.size; i++ )
{
if ( !isalive( mgTeam[i] ) )
continue;
mgGunner = mgTeam[i];
break;
}
if ( !isdefined( mgGunner ) )
return;
// mgGunner solo_fires(); changed solo fires
}
solo_fires()
{
self endon( "death" );
for ( ;; )
{
//self set_firing( true );
self.turret startFiring();
wait( randomfloatrange( 0.3, 0.7 ) );
//self set_firing( false );
self.turret stopFiring();
wait( randomfloatrange( 0.1, 1.1 ) );
}
}
dual_firing( mgTeam )
{
for ( i=0;i<mgTeam.size; i++ )
mgTeam[i] endon( "death" );
a = 0;
b = 1;
for ( ;; )
{
if ( isalive( mgTeam[a] ) )
mgTeam[a] set_firing( true );
if ( isalive( mgTeam[b] ) )
mgTeam[b] set_firing( false );
c = a;
a = b;
b = c;
wait( randomfloatrange( 2.3, 3.5 ) );
}
}
spotted_an_enemy( ent, enemy )
{
self start_firing();
// saw a new enemy
self endon( "death" );
self endon( "new_enemy" );
enemy endon( "death" );
while ( self canSee( enemy ) )
{
// line ( enemy geteye(), ent.origin, (1,0,1), 1, 10 );
angles = vectortoangles( enemy geteye() - ent.origin );
angles = anglestoforward( angles );
ent moveto( ent.origin + vectorscale( angles, 10 ), 0.2 );
wait( 0.2 );
}
angles = vectortoangles( enemy geteye() - ent.origin );
angles = anglestoforward( angles );
units_per_second = 150;
timer = distance( ent.origin, self.last_enemy_sighting_position ) / units_per_second;
ent moveto( self.last_enemy_sighting_position, timer );
wait( timer );
oldOrigin = ent.origin;
ent moveto( ent.origin + vectorscale( angles, 80 ) + (0,0,-25), 3, 1, 1 );
wait( 3.5 );
ent moveto( oldOrigin + vectorscale( angles, -20 ), 3, 1, 1 );
wait( 1 );
self stop_firing();
}
get_suppress_point( origin, trace_start, trace_end )
{
traces = distance( trace_start, trace_end ) * 0.05;
if ( traces < 5 )
traces = 5;
if ( traces > 20 )
traces = 20; // cap it
vectorDif = trace_end - trace_start;
vectorDif = ( vectorDif[0]/traces, vectorDif[1]/traces, vectorDif[2]/traces );
// print3d( origin, "*", (0,1,1), 1, 5, 240 );
// print3d( trace_end, "*", (0,1,0), 1, 5, 240 );
// print3d( trace_start, "*", (0,0,1), 1, 5, 240 );
offset = (0,0,0);
hit_pos = undefined;
for ( i=0; i < traces+ 2; i++ )
{
// print3d( trace_end + offset, "*", (1,0,0), 1, 5, 40 );
trace = bullettrace( origin, trace_start + offset, false, undefined );
if ( trace["fraction"] < 1 )
{
// thread linetime( origin, trace["position"], ( 1,0,0 ), 10 );
hit_pos = trace[ "position" ];
break;
}
// thread linetime( origin, trace["position"], ( 0,1,0 ), 10 );
// print3d( trace[ "position" ], "*", (1,1,0), 1, 5, 40 );
offset += vectorDif;
}
return hit_pos;
}
record_enemy_sightings()
{
self endon( "death" );
self endon( "end_mg_behavior" );
self.current_enemy = undefined;
for ( ;; )
{
record_sighting();
wait( 0.05 );
}
}
record_sighting()
{
if ( !isalive( self.enemy ) )
return;
if ( !( self canSee( self.enemy ) ) )
return;
self.last_enemy_sighting_position = self.enemy geteye();
self notify( "saw_enemy" );
if ( !isalive( self.current_enemy ) || self.current_enemy != self.enemy )
{
self.current_enemy = self.enemy;
self notify( "new_enemy" );
}
}