5240 lines
125 KiB
Text
5240 lines
125 KiB
Text
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#include common_scripts\utility;
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#include maps\_utility;
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#include maps\_anim;
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#using_animtree("generic_human");
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main()
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{
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if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
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return;
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setsaveddvar( "r_specularcolorscale", "2.3" );
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setsaveddvar( "sm_sunShadowScale", "0.5" ); // optimization - night shadows can be lower resolution
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add_start( "crash", ::start_crash, &"STARTS_CRASH" );
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add_start( "path", ::start_dirt_path, &"STARTS_PATH" );
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add_start( "barn", ::start_barn, &"STARTS_BARN" );
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add_start( "field", ::start_field, &"STARTS_FIELD2" );
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add_start( "basement", ::start_basement, &"STARTS_BASEMENT" );
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add_start( "dogs", ::start_farm, &"STARTS_DOGS" );
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add_start( "farm", ::start_farm, &"STARTS_FARM" );
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add_start( "creek", ::start_creek, &"STARTS_CREEK" );
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add_start( "greenhouse", ::start_greenhouse, &"STARTS_GREENHOUSE" );
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add_start( "ac130", ::start_ac130, &"STARTS_AC130");
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precacheShader( "overlay_hunted_red" );
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precacheShader( "overlay_hunted_black" );
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precacheModel( "com_flashlight_on" );
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precacheItem( "hunted_crash_missile" );
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precacherumble ( "tank_rumble" );
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createthreatbiasgroup( "player" );
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createthreatbiasgroup( "dogs" );
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createthreatbiasgroup( "oblivious" );
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createthreatbiasgroup( "heli_guy" );
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setup_flags();
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default_start( ::start_default );
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maps\_truck::main("vehicle_pickup_4door");
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maps\_t72::main("vehicle_t72_tank");
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maps\_bm21_troops::main("vehicle_bm21_mobile_cover");
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maps\_bm21_troops::main("vehicle_bm21_cover_destructible");
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maps\_bm21_troops::main("vehicle_bm21_mobile_bed_destructible");
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maps\_mi17::main("vehicle_mi17_woodland_fly");
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maps\_blackhawk::main("vehicle_blackhawk_hero");
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maps\_vehicle::build_aianims( ::blackhawk_overrides, maps\_blackhawk::set_vehicle_anims );
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maps\_load::set_player_viewhand_model( "viewhands_player_sas_woodland" );
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animscripts\dog_init::initDogAnimations();
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level.weaponClipModels = [];
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level.weaponClipModels[0] = "weapon_ak74u_clip";
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level.weaponClipModels[1] = "weapon_g36_clip";
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level.weaponClipModels[2] = "weapon_m16_clip";
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level.weaponClipModels[3] = "weapon_ak47_clip";
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level.weaponClipModels[4] = "weapon_mp5_clip";
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level.weaponClipModels[5] = "weapon_g3_clip";
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maps\createart\hunted_art::main();
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maps\hunted_fx::main();
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maps\_load::main();
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maps\_stinger::init();
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maps\hunted_anim::main();
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level.player setthreatbiasgroup( "player" );
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// make oblivious ingnored and ignore by everything.
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setignoremegroup( "allies", "oblivious" ); // oblivious ignore allies
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setignoremegroup( "axis", "oblivious" ); // oblivious ignore axis
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setignoremegroup( "player", "oblivious" ); // oblivious ignore player
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setignoremegroup( "oblivious", "allies" ); // allies ignore oblivious
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setignoremegroup( "oblivious", "axis" ); // axis ignore oblivious
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setignoremegroup( "oblivious", "oblivious" ); // oblivious ignore oblivious
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// make heli guy hate the player
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setignoremegroup( "heli_guy", "allies" ); // allies ignore oblivious
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setthreatbias( "player", "heli_guy", 1000000 ); // make the player a great threat
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level.ai_friendlyFireBlockDuration = getdvarfloat( "ai_friendlyFireBlockDuration" );
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level thread maps\hunted_amb::main();
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maps\_compass::setupMiniMap("compass_map_hunted");
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setup_setgoalvolume_trigger();
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setup_enemies();
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setup_visionset_trigger();
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setup_heli_guy();
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setup_spot_target();
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setup_helicopter_delete_node();
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setup_tmp_detour_node();
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setup_gas_station();
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setup_basement_door();
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level.player thread grenade_notifies();
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level thread dynamic_dog_threat();
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level.cos90 = cos(90);
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array_thread( getentarray( "noprone", "targetname" ), ::noprone );
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array_thread( getentarray( "doorknob", "targetname" ), ::doorknob );
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battlechatter_off( "allies" );
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battlechatter_off( "axis" );
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run_thread_on_targetname ( "dead_body" ,:: spawn_dead_body );
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}
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player_sprint_check()
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{
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level endon( "player_interruption" );
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if ( !isdefined( level.player.movespeedscale ) )
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level.player.movespeedscale = 1;
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old_origin = level.player.origin;
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sprint_time = 0;
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while( true )
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{
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wait 0.1;
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origin = level.player.origin;
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min_sprint_speed = int( 25 * level.player.movespeedscale );
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if ( int( distance2d( old_origin, origin ) ) > min_sprint_speed )
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sprint_time++;
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else
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sprint_time = 0;
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if ( sprint_time > 5 )
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flag_set( "player_sprint" );
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else
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flag_clear( "player_sprint" );
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old_origin = origin;
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}
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}
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setup_flags()
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{
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// stat_flags
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flag_init( "aa_flight" );
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flag_init( "aa_crash" );
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flag_init( "aa_dirt_path" );
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flag_init( "aa_barn" );
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flag_init( "aa_field" );
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flag_init( "aa_basement" );
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flag_init( "aa_farm" );
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flag_init( "aa_creek" );
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flag_init( "aa_second_field" );
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flag_init( "aa_greenhouse" );
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flag_init( "aa_stinger" );
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flag_init( "aa_ac130" );
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flag_init( "player_sprint" );
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// flight
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flag_init( "flight_missile_warning" );
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flag_init( "blackhawk_hit" );
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flag_init( "blackhawk_down" );
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// crash area
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flag_init( "price_help" );
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flag_init( "wakeup_start" );
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flag_init( "wakeup_done" );
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flag_init( "wounded_check" );
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flag_init( "wounded_check_done" );
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flag_init( "crash_dialogue_done" );
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// path area
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flag_trigger_init( "path_trigger", getent( "path_trigger", "targetname" ) );
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flag_trigger_init( "truck_alert", getent( "truck_alert", "targetname" ) );
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flag_init( "mark_at_goal" );
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flag_init( "trucks_warning" );
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flag_init( "tunnel_rush" );
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flag_init( "spawn_tunnel_helicopter" );
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flag_init( "helicopter_fly_over" );
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flag_init( "price_in_tunnel" );
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flag_init( "mark_in_tunnel" );
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// barn area
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flag_init( "barn_truck_arrived" );
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flag_trigger_init( "barn_moveup", getent( "tunnel_trigger", "script_noteworthy" ) );
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flag_init( "barn_interrogation_start" );
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flag_init( "barn_rear_open" );
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flag_init( "barn_front_open" );
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flag_init( "interrogation_done" );
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flag_init( "start_scene" );
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flag_init( "save_farmer" );
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flag_init( "farmer_gone" );
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// first field area
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flag_init( "field_open" );
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flag_trigger_init( "field_cross", getent( "field_cross", "targetname" ) );
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flag_trigger_init( "field_cover", getent( "field_cover", "targetname" ) );
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flag_init( "field_spoted" );
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flag_init( "field_moveon" );
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flag_init( "field_truck" );
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flag_init( "field_defend" );
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flag_trigger_init( "field_basement", getent( "field_basement", "targetname" ) );
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flag_init( "field_open_basement" );
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flag_init( "hit_the_deck_music" );
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flag_init( "basement_door_open" );
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flag_init( "heli_field_stragler_attack" );
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// basement area
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flag_init( "basement_open" );
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flag_trigger_init( "basement_enter", getent( "basement_enter", "targetname" ) );
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flag_trigger_init( "basement_light_1", getent( "basement_light_1", "targetname" ) );
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flag_trigger_init( "basement_light_2", getent( "basement_light_2", "targetname" ) );
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flag_trigger_init( "basement_light_3", getent( "basement_light_3", "targetname" ) );
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flag_trigger_init( "basement_light_4", getent( "basement_light_4", "targetname" ) );
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flag_trigger_init( "basement_light_5", getent( "basement_light_5", "targetname" ) );
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flag_trigger_init( "basement_light_6", getent( "basement_light_6", "targetname" ) );
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flag_trigger_init( "trim_field", getent( "trim_field", "targetname" ) );
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flag_trigger_init( "basement_heli_takeoff", getent( "basement_heli_takeoff", "targetname" ) );
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flag_trigger_init( "basement_flash", getent( "basement_flash", "targetname" ) );
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flag_init( "squad_in_basement" );
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flag_init( "basement_secure" );
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// farm area
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flag_trigger_init( "farm_start", getent( "farm_start", "targetname" ) );
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flag_trigger_init( "farm_alert", getent( "farm_alert", "targetname" ) );
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flag_trigger_init( "farm_enemies_timer", getent( "farm_enemies_timer", "targetname" ) );
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flag_init( "farm_clear");
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// creek area
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flag_trigger_init( "creek_helicopter", getent( "creek_helicopter", "targetname" ) );
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flag_trigger_init( "creek_start", getent( "creek_start", "targetname" ) );
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flag_trigger_init( "creek_bridge", getent( "creek_bridge", "targetname" ) );
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flag_init( "creek_gate_open" );
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flag_init( "creek_truck_on_bridge" );
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// road area
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flag_trigger_init( "road_start", getent( "road_start", "targetname" ) );
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flag_init( "road_open_field" );
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flag_trigger_init( "roadblock", getent( "roadblock", "targetname" ) );
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flag_init( "roadblock_start" );
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flag_init( "roadblock_done" );
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flag_trigger_init( "road_field_search", getent( "road_field_search", "targetname" ) );
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flag_init( "road_field_end" );
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flag_trigger_init( "road_field_cleanup", getent( "road_field_cleanup", "targetname" ) );
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flag_init( "road_field_clear_helicopter" );
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flag_init( "road_field_clear" );
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flag_init( "road_helicopter_cleared" );
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// greenhouse area
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flag_trigger_init( "greenhouse_area", getent( "greenhouse_area", "targetname" ) );
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flag_init( "helicopter_down" );
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flag_trigger_init( "greenhouse_rear_exit", getent( "greenhouse_rear_exit", "targetname" ), true );
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flag_init( "greenhouse_done" );
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flag_trigger_init( "greenhouse_heli_light_off", getent( "greenhouse_heli_light_off", "targetname" ), true );
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// AC-130 area
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flag_trigger_init( "gasstation_start", getent( "gasstation_start", "targetname" ) );
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flag_trigger_init( "ac130_inplace", getent( "ac130_inplace", "targetname" ) );
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flag_init( "ac130_barrage" );
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flag_init( "go_dazed" );
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flag_init( "ac130_barrage_over" );
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flag_trigger_init( "ac130_defend_gasstation", getent( "ac130_gasstation_defend", "targetname" ) );
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// other flags
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flag_trigger_init( "mission_end_trigger", getent( "mission_end_trigger", "targetname" ) );
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flag_init( "helicopter_unloading" );
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flag_init( "player_interruption" );
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}
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/**** objectives ****/
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objective_lz()
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{
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lz_origin = getstruct( "bridge_origin", "targetname" );
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objective_add( 1, "active", &"HUNTED_OBJ_EXTRACTION_POINT", lz_origin.origin );
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objective_current( 1 );
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}
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objective_stinger()
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{
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stinger_origin = getent( "stinger_objective", "targetname" );
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objective_add( 2, "active", &"HUNTED_OBJ_DESTROY_HELICOPTER", stinger_origin.origin );
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objective_current( 2 );
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flag_wait ( "helicopter_down" );
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wait 1;
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objective_state( 2, "done" );
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objective_add( 3, "active", &"HUNTED_OBJ_FOLLOW_PRICE", level.price.origin );
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objective_current( 3 );
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level thread my_objective_onentity( 3, level.price );
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flag_wait( "ac130_barrage_over" );
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level notify( "release_objective" );
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objective_state( 3, "done" );
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objective_current( 1 );
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}
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my_objective_onentity( id, entity )
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{
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level endon( "release_objective" );
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while( true )
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{
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objective_position( id, entity.origin );
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wait 0.05;
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}
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}
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/**** helicopter flight ****/
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area_flight_init()
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{
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thread hud_hide( true );
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getent( "broken_blackhawk", "targetname" ) hide();
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flag_set( "aa_flight" );
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level.player allowcrouch( false );
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level.player allowprone( false );
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level.player EnableInvulnerability();
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crash_mask = getent( "crash_mask", "targetname" );
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crash_mask.origin = crash_mask.origin + (-3000,64, ( 64 - 500 ) ); // 576 units down since I lifted it.
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level.player disableweapons();
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level thread fligth_missile();
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set_vision_set( "hunted_crash", 0 );
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flight_helicopter();
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setExpFog(2500, 5000, 0.045, 0.17, 0.2, 0);
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crash_mask delete();
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getent( "broken_blackhawk", "targetname" ) show();
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level.player DisableInvulnerability();
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flag_clear( "aa_flight" );
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thread area_crash_init();
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}
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flight_dialogue( price )
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{
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price waittillmatch( "animontagdone", "dialog" );
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price playsound( "hunted_pri_whatthebloody" );
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flag_set( "flight_missile_warning" );
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price waittillmatch( "animontagdone", "dialog" );
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price playsound( "hunted_pri_incomingmissile" );
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self play_sound_on_tag( "hunted_hp1_missileinbound", "tag_driver");
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flag_wait( "blackhawk_hit" );
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wait 1;
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self play_sound_on_tag( "hunted_hp1_maydaymayday", "tag_driver");
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}
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bnb()
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{
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wait 0.7;
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self play_sound_on_tag( "hunted_bnb_missilelock", "tag_driver");
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self play_sound_on_tag( "hunted_bnb_warning", "tag_driver");
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flag_wait( "blackhawk_hit" );
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wait 5;
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self play_sound_on_tag( "hunted_bnb_altitude", "tag_driver");
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// self play_sound_on_tag( "hunted_bnb_caution", "tag_driver");
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}
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fligth_missile()
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{
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||
|
missile_point = getstruct( "missile_point", "script_noteworthy" );
|
||
|
missile_point waittill( "trigger", blackhawk );
|
||
|
|
||
|
missile_source = getent( "missile_source", "targetname" );
|
||
|
missile_source hide();
|
||
|
|
||
|
missile_source setVehWeapon( "hunted_crash_missile" );
|
||
|
missile_source setturrettargetent( blackhawk );
|
||
|
wait 1.5;
|
||
|
|
||
|
dummy_target = getent( "dummy_target", "targetname" );
|
||
|
|
||
|
missile = missile_source fireweapon( "tag_gun_r", dummy_target, ( 0,0,0 ) );
|
||
|
|
||
|
while( distance2d( missile.origin, dummy_target.origin ) > 350 && isdefined(missile) )
|
||
|
wait 0.05;
|
||
|
|
||
|
missile_source delete();
|
||
|
|
||
|
missile missile_settarget( Blackhawk, ( 80,20,-200 ) );
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
missile playsound( "blackhawk_down_missile_inbound" );
|
||
|
|
||
|
old_dist = distancesquared( missile.origin, blackhawk.origin );
|
||
|
wait 0.05;
|
||
|
while( distancesquared( missile.origin, blackhawk.origin ) < old_dist )
|
||
|
{
|
||
|
old_dist = distancesquared( missile.origin, blackhawk.origin );
|
||
|
wait 0.1;
|
||
|
}
|
||
|
|
||
|
org = missile.origin;
|
||
|
missile delete();
|
||
|
|
||
|
playfx( level._effect["missile_explosion"], org );
|
||
|
|
||
|
level thread play_sound_in_space( "blackhawk_down_missile_impact", org );
|
||
|
|
||
|
flag_set( "blackhawk_hit" );
|
||
|
|
||
|
}
|
||
|
|
||
|
kill_missile( missile )
|
||
|
{
|
||
|
missile delete();
|
||
|
}
|
||
|
|
||
|
flight_crash()
|
||
|
{
|
||
|
wait 6;
|
||
|
self thread bnb();
|
||
|
self playsound( "alarm_missile_incoming" );
|
||
|
|
||
|
flag_wait( "blackhawk_hit" );
|
||
|
|
||
|
self thread flight_crash_rotate();
|
||
|
self thread flight_crash_overlay();
|
||
|
|
||
|
struct = getstruct( "crash_location", "targetname" );
|
||
|
self thread heli_path_speed( struct );
|
||
|
|
||
|
self playsound( "blackhawk_helicopter_hit" );
|
||
|
wait 0.5;
|
||
|
self playsound( "blackhawk_helicopter_dying_loop" );
|
||
|
wait 8.5;
|
||
|
self playsound( "blackhawk_helicopter_crash" );
|
||
|
self stopenginesound();
|
||
|
self notify( "stop_rotate" );
|
||
|
wait 7;
|
||
|
flag_set( "blackhawk_down" );
|
||
|
|
||
|
self delete();
|
||
|
}
|
||
|
|
||
|
flight_crash_overlay()
|
||
|
{
|
||
|
red_overlay = create_overlay_element( "overlay_hunted_red", 0 );
|
||
|
// black_overlay = create_overlay_element( "overlay_hunted_black", 0 );
|
||
|
black_overlay = create_overlay_element( "black", 0 );
|
||
|
red_overlay.sort = 0;
|
||
|
black_overlay.sort = 1;
|
||
|
wait 4;
|
||
|
red_overlay thread exp_fade_overlay( 1, 4.5);
|
||
|
black_overlay thread exp_fade_overlay( 0.5, 4.5);
|
||
|
wait 5.25;
|
||
|
black_overlay thread fade_overlay( 1, 0.1);
|
||
|
|
||
|
flag_wait( "blackhawk_down" );
|
||
|
red_overlay destroy();
|
||
|
|
||
|
black_overlay thread fade_overlay( 0, 4);
|
||
|
|
||
|
}
|
||
|
|
||
|
flight_crash_rotate()
|
||
|
{
|
||
|
self setturningability( 1 );
|
||
|
self setyawspeed( 1200, 100);
|
||
|
|
||
|
self endon( "stop_rotate" );
|
||
|
while ( true )
|
||
|
{
|
||
|
earthquake( 0.4, .35, self.origin, 256 );
|
||
|
level.player PlayRumbleOnEntity( "tank_rumble" );
|
||
|
self settargetyaw( self.angles[1] - 170 );
|
||
|
wait 0.1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
flight_helicopter()
|
||
|
{
|
||
|
blackhawk = maps\_vehicle::spawn_vehicle_from_targetname_and_drive( "crash_blackhawk" );
|
||
|
// blackhawk thread maps\_vehicle::lights_on( "interior" );
|
||
|
|
||
|
blackhawk setturningability( 0.2 );
|
||
|
blackhawk thread flight_crash();
|
||
|
blackhawk maps\_vehicle::godon();
|
||
|
|
||
|
price = undefined;
|
||
|
|
||
|
for( i = 0 ; i < blackhawk.riders.size ; i ++ )
|
||
|
{
|
||
|
if ( issubstr( blackhawk.riders[i].classname, "vip" ) )
|
||
|
blackhawk.riders[i].has_ir = undefined;
|
||
|
if ( !issubstr( blackhawk.riders[i].classname, "price" ) )
|
||
|
continue;
|
||
|
price = blackhawk.riders[i];
|
||
|
}
|
||
|
|
||
|
blackhawk thread flight_dialogue( price );
|
||
|
blackhawk thread flight_helicopter_dlight();
|
||
|
|
||
|
blackhawk.tag_ent = blackhawk fake_tag( "tag_origin", (-10,32,-132), (0,140,0) );
|
||
|
|
||
|
level.player playerlinktodelta( blackhawk.tag_ent, "tag_origin", 0.5, 80, 80, 30, 20);
|
||
|
level.player setplayerangles( (0,35,0) );
|
||
|
|
||
|
flag_wait( "blackhawk_down" );
|
||
|
level.player unlink();
|
||
|
|
||
|
}
|
||
|
|
||
|
flight_helicopter_dlight()
|
||
|
{
|
||
|
// price
|
||
|
self.dlight_ent1 = self fake_tag( "tag_light_cargo01", (10,-25,-60), (0,0,0) );
|
||
|
playfxontag( level._effect["heli_dlight_blue"], self.dlight_ent1, "tag_origin" );
|
||
|
|
||
|
// other guy
|
||
|
self.dlight_ent2 = self fake_tag( "tag_light_cargo01", (20,-25,40), (0,0,0) );
|
||
|
playfxontag( level._effect["heli_dlight_blue"], self.dlight_ent2, "tag_origin" );
|
||
|
|
||
|
flag_wait( "flight_missile_warning" );
|
||
|
|
||
|
self.dlight_ent3 = self fake_tag( "tag_light_cargo01", (4,-58,-37), (0,0,0) );
|
||
|
playfxontag( level._effect["heli_dlight_red"], self.dlight_ent3, "tag_origin" );
|
||
|
|
||
|
self.dlight_ent4 = self fake_tag( "tag_light_cargo01", (4,-58,37), (0,0,0) );
|
||
|
playfxontag( level._effect["heli_dlight_red"], self.dlight_ent4, "tag_origin" );
|
||
|
}
|
||
|
|
||
|
fake_tag( tag, origin_offset, angles_offset )
|
||
|
{
|
||
|
ent = spawn( "script_model", self.origin);
|
||
|
ent setmodel( "tag_origin" );
|
||
|
ent hide();
|
||
|
ent linkto( self, tag, origin_offset, angles_offset );
|
||
|
self thread fake_tag_destroy( ent );
|
||
|
return ent;
|
||
|
}
|
||
|
|
||
|
tmp_point()
|
||
|
{
|
||
|
model = spawn( "script_model", self.origin );
|
||
|
model setModel( "fx" );
|
||
|
model linkto ( self );
|
||
|
wait 2;
|
||
|
model delete();
|
||
|
}
|
||
|
|
||
|
fake_tag_destroy( fake_tag )
|
||
|
{
|
||
|
self waittill( "death" );
|
||
|
fake_tag delete();
|
||
|
}
|
||
|
|
||
|
blackhawk_overrides()
|
||
|
{
|
||
|
positions = maps\_blackhawk::setanims();
|
||
|
|
||
|
// level.scr_sound[ "generic" ][ "whatthebloody" ] = "hunted_pri_whatthebloody";
|
||
|
// level.scr_sound[ "generic" ][ "incomingmissile" ] = "hunted_pri_incomingmissile";
|
||
|
|
||
|
// 1, 2, 4, 5, 8, 6
|
||
|
positions[ 2 ].idle = %bh_1_idle;
|
||
|
positions[ 3 ].idle = %hunted_bh2_crash;
|
||
|
positions[ 4 ].idle = %bh_4_idle;
|
||
|
positions[ 5 ].idle = %bh_5_idle;
|
||
|
positions[ 6 ].idle = %hunted_bh8_crash;
|
||
|
positions[ 7 ].idle = %hunted_bh6_crash;
|
||
|
|
||
|
return positions;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**** crash area ****/
|
||
|
area_crash_init()
|
||
|
{
|
||
|
set_specular_scale( 1.7, 0 );
|
||
|
|
||
|
thread maps\_utility::set_ambient("exterior_level2");
|
||
|
|
||
|
flag_set( "aa_crash" );
|
||
|
setculldist( 11000 );
|
||
|
|
||
|
setExpFog(512, 6145, 0.132176, 0.192839, 0.238414, 0);
|
||
|
set_vision_set( "hunted", 0 );
|
||
|
|
||
|
setup_friendlies();
|
||
|
|
||
|
array_thread( level.squad, ::set_fixednode, false );
|
||
|
|
||
|
level thread crash_player();
|
||
|
level.price thread crash_price();
|
||
|
level.steve thread crash_steve();
|
||
|
level thread crash_wounded_dialogue();
|
||
|
level thread music();
|
||
|
|
||
|
flag_set("price_help");
|
||
|
|
||
|
flag_wait( "wakeup_done" );
|
||
|
|
||
|
set_specular_scale( 2.3, 1 );
|
||
|
|
||
|
hud_hide( false );
|
||
|
|
||
|
flag_wait( "wounded_check_done" );
|
||
|
|
||
|
flag_clear( "aa_crash" );
|
||
|
|
||
|
level thread area_dirt_path_init();
|
||
|
}
|
||
|
|
||
|
crash_wounded_dialogue()
|
||
|
{
|
||
|
flag_wait( "wakeup_done" );
|
||
|
|
||
|
wait 1;
|
||
|
level.price anim_single_queue( level.price, "casualtyreport" );
|
||
|
level.mark anim_single_queue( level.mark, "bothpilotsdead" );
|
||
|
level.price anim_single_queue( level.price, "bugger" );
|
||
|
wait 3;
|
||
|
level.price anim_single_queue( level.price, "extractionpoint" );
|
||
|
|
||
|
flag_wait( "path_trigger" );
|
||
|
|
||
|
radio_dialogue( "hunted_price_ac130_inbound" );
|
||
|
level.price anim_single_queue( level.price, "hunted_pri_copy" );
|
||
|
level.mark anim_single_queue( level.mark, "hunted_uk2_ac130" );
|
||
|
|
||
|
flag_set( "crash_dialogue_done" );
|
||
|
}
|
||
|
|
||
|
crash_price()
|
||
|
{
|
||
|
anim_ent = getent( "start_animent", "targetname" );
|
||
|
flag_wait("price_help");
|
||
|
|
||
|
self notify( "stop_going_to_node" );
|
||
|
|
||
|
wait 7.5;
|
||
|
|
||
|
self thread fuel_explosion();
|
||
|
anim_ent anim_reach_solo( self, "hunted_opening_price" );
|
||
|
flag_set( "wakeup_start" );
|
||
|
|
||
|
anim_ent anim_single_solo( self, "hunted_opening_price" );
|
||
|
self set_force_color( "c" );
|
||
|
}
|
||
|
|
||
|
fuel_explosion()
|
||
|
{
|
||
|
self waittillmatch( "single anim", "fuel_ignition");
|
||
|
maps\hunted_fx::fuel_explosion();
|
||
|
}
|
||
|
|
||
|
crash_steve()
|
||
|
{
|
||
|
self set_run_anim( "path_slow" );
|
||
|
|
||
|
anim_ent = getent( "wounded_animent", "targetname" );
|
||
|
wounded = crash_setup_wounded( anim_ent );
|
||
|
|
||
|
flag_wait( "wounded_check" );
|
||
|
|
||
|
wait 15.5;
|
||
|
|
||
|
self notify( "stop_going_to_node" );
|
||
|
anim_ent anim_reach_solo( self, "hunted_dying" );
|
||
|
|
||
|
actors[0] = level.steve;
|
||
|
actors[1] = wounded;
|
||
|
|
||
|
anim_ent anim_single( actors, "hunted_dying" );
|
||
|
flag_set( "wounded_check_done" );
|
||
|
anim_ent thread anim_loop_solo( wounded, "hunted_dying_endidle", undefined, "stop_idle" );
|
||
|
|
||
|
flag_wait( "tunnel_rush" );
|
||
|
wounded delete();
|
||
|
}
|
||
|
|
||
|
crash_setup_wounded( anim_ent )
|
||
|
{
|
||
|
spawner = getent( "dead_guy_spawner", "targetname" );
|
||
|
dude = dronespawn( spawner );
|
||
|
dude.animname = "dead_guy";
|
||
|
anim_ent anim_first_frame_solo( dude, "hunted_dying" );
|
||
|
|
||
|
return dude;
|
||
|
}
|
||
|
|
||
|
crash_player()
|
||
|
{
|
||
|
level thread crash_wakeup();
|
||
|
|
||
|
level.player allowcrouch( true );
|
||
|
level.player allowprone( true );
|
||
|
|
||
|
level.player set_playerspeed( 130 );
|
||
|
|
||
|
flag_set( "wounded_check" );
|
||
|
|
||
|
flag_wait("wakeup_done");
|
||
|
|
||
|
level.player EnableWeapons();
|
||
|
|
||
|
}
|
||
|
|
||
|
#using_animtree("player");
|
||
|
crash_wakeup()
|
||
|
{
|
||
|
anim_ent = getent( "start_animent", "targetname" );
|
||
|
|
||
|
start_origin = getstartorigin( anim_ent.origin, anim_ent.angles, %hunted_opening_player );
|
||
|
start_angles = getstartangles( anim_ent.origin, anim_ent.angles, %hunted_opening_player );
|
||
|
|
||
|
view_ent = PlayerView_Spawn( start_origin, start_angles );
|
||
|
level.player setorigin( start_origin );
|
||
|
level.player setplayerangles( start_angles );
|
||
|
level.player playerlinktoabsolute( view_ent, "tag_player" );
|
||
|
|
||
|
view_ent setflaggedanimrestart( "viewanim", %hunted_opening_player_idle );
|
||
|
|
||
|
level thread crash_wakeup_overlay();
|
||
|
flag_wait( "wakeup_start" );
|
||
|
view_ent clearanim( %hunted_opening_player_idle, 0 );
|
||
|
view_ent setflaggedanimrestart( "viewanim", %hunted_opening_player );
|
||
|
view_ent animscripts\shared::DoNoteTracks( "viewanim" );
|
||
|
|
||
|
view_ent clearanim( %hunted_opening_player, 0 );
|
||
|
|
||
|
level.player unlink();
|
||
|
view_ent delete();
|
||
|
flag_set( "wakeup_done" );
|
||
|
|
||
|
}
|
||
|
|
||
|
PlayerView_Spawn( start_origin, start_angles )
|
||
|
{
|
||
|
playerView = spawn( "script_model", start_origin );
|
||
|
playerView.angles = start_angles;
|
||
|
playerView setModel( "viewhands_player_sas_woodland" );
|
||
|
playerView useAnimTree( #animtree );
|
||
|
playerView hide();
|
||
|
|
||
|
return playerView;
|
||
|
}
|
||
|
|
||
|
#using_animtree("generic_human");
|
||
|
crash_wakeup_overlay()
|
||
|
{
|
||
|
red_overlay = create_overlay_element( "overlay_low_health", 0 );
|
||
|
// black_overlay = create_overlay_element( "overlay_hunted_black", 1 );
|
||
|
black_overlay = create_overlay_element( "black", 1 );
|
||
|
|
||
|
wait 2;
|
||
|
setblur(5, 0);
|
||
|
|
||
|
black_overlay thread exp_fade_overlay( 0.25, 4);
|
||
|
wait 1.5;
|
||
|
level.player play_sound_on_entity("breathing_better");
|
||
|
wait 1.5;
|
||
|
setblur(0, 2);
|
||
|
wait 3;
|
||
|
black_overlay exp_fade_overlay( 1, 2);
|
||
|
wait .5;
|
||
|
black_overlay thread exp_fade_overlay( 0, 3);
|
||
|
wait 2;
|
||
|
setblur(2.4, 1);
|
||
|
wait 1;
|
||
|
setblur(0, 2);
|
||
|
wait 2;
|
||
|
|
||
|
black_overlay destroy();
|
||
|
red_overlay destroy();
|
||
|
}
|
||
|
|
||
|
/**** dirt path area ****/
|
||
|
area_dirt_path_init()
|
||
|
{
|
||
|
autosave_by_name( "dirt_path" );
|
||
|
|
||
|
if ( !flag( "path_trigger" ) )
|
||
|
activate_trigger_with_targetname( "dirt_path_color_init" );
|
||
|
|
||
|
flag_set( "aa_dirt_path" );
|
||
|
|
||
|
level thread objective_lz();
|
||
|
|
||
|
level thread dirt_path_truck();
|
||
|
level thread dirt_path_barn_truck();
|
||
|
level thread dirt_path_helicopter();
|
||
|
level thread dirt_path_allies();
|
||
|
level thread dirt_path_player_speed();
|
||
|
level thread dirt_path_player();
|
||
|
|
||
|
level thread player_interruption();
|
||
|
|
||
|
flag_wait( "price_in_tunnel" );
|
||
|
flag_wait( "mark_in_tunnel" );
|
||
|
flag_wait( "barn_moveup" );
|
||
|
|
||
|
flag_clear( "aa_dirt_path" );
|
||
|
|
||
|
level thread area_barn_init();
|
||
|
}
|
||
|
|
||
|
dirt_path_allies()
|
||
|
{
|
||
|
level.price thread dirt_path_price();
|
||
|
level.steve thread dirt_path_steve();
|
||
|
level.charlie thread dirt_path_charlie();
|
||
|
level.mark thread dirt_path_mark();
|
||
|
}
|
||
|
|
||
|
dirt_path_player()
|
||
|
{
|
||
|
flag_wait("tunnel_rush");
|
||
|
wait 1;
|
||
|
|
||
|
level.player set_playerspeed( 190, 2 );
|
||
|
}
|
||
|
|
||
|
dirt_path_price_dialogue()
|
||
|
{
|
||
|
flag_wait( "crash_dialogue_done" );
|
||
|
wait 2;
|
||
|
if ( !flag( "truck_alert" ) )
|
||
|
level.price anim_single_queue( level.price, "lowprofile" );
|
||
|
}
|
||
|
|
||
|
dirt_path_price()
|
||
|
{
|
||
|
self thread dirt_path_price_dialogue();
|
||
|
|
||
|
self notify( "stop_going_to_node" );
|
||
|
|
||
|
self set_force_color( "c" );
|
||
|
|
||
|
flag_wait( "truck_alert" );
|
||
|
|
||
|
anim_ent = getent( "truck_warning_animent", "targetname" );
|
||
|
anim_ent anim_reach_solo( self, "hunted_wave_chat" );
|
||
|
|
||
|
flag_set("trucks_warning");
|
||
|
anim_ent anim_single_solo( self, "hunted_wave_chat" );
|
||
|
|
||
|
self.disableArrivals = false;
|
||
|
|
||
|
anim_ent = getent( "tunnel_animent", "targetname" );
|
||
|
anim_ent anim_reach_solo( self, "hunted_tunnel_guy2_runin" );
|
||
|
|
||
|
anim_ent anim_single_solo( self, "hunted_tunnel_guy2_runin" );
|
||
|
anim_ent thread anim_loop_solo( self, "hunted_tunnel_guy2_idle", undefined, "price_stop_idle" );
|
||
|
|
||
|
wait 3;
|
||
|
|
||
|
flag_wait( "helicopter_fly_over" );
|
||
|
|
||
|
flag_set( "price_in_tunnel" );
|
||
|
|
||
|
getent( "tunnel_trigger", "script_noteworthy" ) thread trigger_timeout( 8 );
|
||
|
flag_wait_either( "barn_moveup", "player_interruption" );
|
||
|
flag_set( "barn_moveup" );
|
||
|
|
||
|
anim_ent notify( "price_stop_idle" );
|
||
|
if ( flag( "player_interruption" ) )
|
||
|
anim_ent anim_single_solo( self, "hunted_tunnel_guy2_runout_interrupt" );
|
||
|
else
|
||
|
anim_ent anim_single_solo( self, "hunted_tunnel_guy2_runout" );
|
||
|
|
||
|
self pushplayer( false );
|
||
|
}
|
||
|
|
||
|
dirt_path_charlie()
|
||
|
{
|
||
|
anim_ent = getent( "truck_warning_animent", "targetname" );
|
||
|
anim_ent anim_reach_and_idle_solo( self, "hunted_wave_chat", "hunted_spotter_idle", "charlie_stop_idle" );
|
||
|
|
||
|
flag_wait("trucks_warning");
|
||
|
|
||
|
level thread flag_set_delayed( "tunnel_rush", 3);
|
||
|
|
||
|
anim_ent notify( "charlie_stop_idle" );
|
||
|
anim_ent anim_single_solo( self, "hunted_wave_chat" );
|
||
|
|
||
|
node = getnode( "charlie_tunnel", "targetname" );
|
||
|
self setgoalnode( node );
|
||
|
self.goalradius = 0;
|
||
|
self waittill("goal");
|
||
|
self clear_run_anim();
|
||
|
}
|
||
|
|
||
|
dirt_path_mark()
|
||
|
{
|
||
|
self notify( "stop_going_to_node" );
|
||
|
|
||
|
self set_force_color( "g" );
|
||
|
|
||
|
flag_wait("tunnel_rush");
|
||
|
|
||
|
self pushplayer( true );
|
||
|
|
||
|
anim_ent = getent( "tunnel_animent", "targetname" );
|
||
|
anim_ent anim_reach_solo( self, "hunted_tunnel_guy1_runin" );
|
||
|
anim_ent anim_single_solo( self, "hunted_tunnel_guy1_runin" );
|
||
|
|
||
|
if ( !flag( "helicopter_fly_over" ) )
|
||
|
{
|
||
|
anim_ent thread anim_loop_solo( self, "hunted_tunnel_guy1_idle", undefined, "mark_stop_idle" );
|
||
|
|
||
|
flag_wait( "helicopter_fly_over" );
|
||
|
|
||
|
anim_ent notify( "mark_stop_idle" );
|
||
|
anim_ent anim_single_solo( self, "hunted_tunnel_guy1_lookup" );
|
||
|
}
|
||
|
|
||
|
anim_ent thread anim_loop_solo( self, "hunted_tunnel_guy1_idle", undefined, "mark_stop_idle" );
|
||
|
|
||
|
flag_set( "mark_in_tunnel" );
|
||
|
flag_wait( "barn_moveup" );
|
||
|
|
||
|
wait 2;
|
||
|
anim_ent notify( "mark_stop_idle" );
|
||
|
anim_ent anim_single_solo( self, "hunted_tunnel_guy1_runout" );
|
||
|
self pushplayer( false );
|
||
|
}
|
||
|
|
||
|
dirt_path_mark_path_end()
|
||
|
{
|
||
|
self endon( "stop_path" );
|
||
|
self waittill( "path_end_reached" );
|
||
|
flag_set ("mark_at_goal");
|
||
|
}
|
||
|
|
||
|
dirt_path_steve()
|
||
|
{
|
||
|
self notify( "stop_going_to_node" );
|
||
|
|
||
|
self set_force_color( "g" );
|
||
|
|
||
|
self clear_run_anim();
|
||
|
|
||
|
flag_wait("trucks_warning");
|
||
|
|
||
|
self.disableArrivals = false;
|
||
|
node = getnode( "steve_tunnel", "targetname" );
|
||
|
self setgoalnode( node );
|
||
|
self.goalradius = 0;
|
||
|
self pushplayer( false );
|
||
|
|
||
|
}
|
||
|
|
||
|
dirt_path_helicopter()
|
||
|
{
|
||
|
flag_wait( "spawn_tunnel_helicopter" );
|
||
|
|
||
|
helicopter = maps\_vehicle::spawn_vehicle_from_targetname( "tunnel_heli" );
|
||
|
|
||
|
helicopter sethoverparams(128, 10, 3);
|
||
|
|
||
|
helicopter thread heli_path_speed();
|
||
|
helicopter waittill_either( "near_goal", "goal" );
|
||
|
wait 0.05;
|
||
|
|
||
|
helicopter_alloted_time = level.move_time;
|
||
|
fly_over_point = getstruct( "fly_over_point", "script_noteworthy" );
|
||
|
dist = distance( helicopter.origin, fly_over_point.origin );
|
||
|
MPH = dist / helicopter_alloted_time / 17.6;
|
||
|
|
||
|
helicopter setSpeed( MPH, MPH);
|
||
|
helicopter helicopter_searchlight_on();
|
||
|
|
||
|
fly_over_point waittill( "trigger" );
|
||
|
flag_set( "helicopter_fly_over" );
|
||
|
|
||
|
helicopter thread dirt_path_helicopter_react();
|
||
|
|
||
|
trigger = getent( "heli_away", "targetname" );
|
||
|
trigger waittill( "trigger" );
|
||
|
|
||
|
helicopter notify( "heli_away" );
|
||
|
}
|
||
|
|
||
|
dirt_path_helicopter_react()
|
||
|
{
|
||
|
level endon( "barn_rear_open" );
|
||
|
|
||
|
self thread impact_trigger_attach();
|
||
|
|
||
|
self waittill_either( "impact", "heli_away" );
|
||
|
|
||
|
path_struct = getstruct( "heli_away_path", "targetname" );
|
||
|
self thread heli_path_speed( path_struct );
|
||
|
self notify( "spot_target_path" );
|
||
|
self helicopter_setturrettargetent( self.spotlight_default_target );
|
||
|
}
|
||
|
|
||
|
impact_trigger_attach()
|
||
|
{
|
||
|
trigger = getent( "heli_damage_trigger", "targetname" );
|
||
|
|
||
|
if ( isdefined( trigger.inuse ) )
|
||
|
trigger unlink();
|
||
|
else
|
||
|
trigger enablelinkto();
|
||
|
|
||
|
trigger.inuse = true;
|
||
|
trigger linkto( self, "tag_origin", (0,0,0), (0,0,0) );
|
||
|
|
||
|
trigger thread notify_impact( self );
|
||
|
}
|
||
|
|
||
|
notify_impact( heli )
|
||
|
{
|
||
|
heli endon( "death" );
|
||
|
while( true )
|
||
|
{
|
||
|
self waittill( "damage" );
|
||
|
heli notify( "impact" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
dirt_path_player_speed()
|
||
|
{
|
||
|
calc_speed_trigger = getent( "calc_speed_trigger", "script_noteworthy" ) ;
|
||
|
helicopter_trigger = getent( "helicopter_trigger", "script_noteworthy" ) ;
|
||
|
|
||
|
calc_speed_trigger waittill( "trigger" );
|
||
|
start_time = gettime();
|
||
|
|
||
|
helicopter_trigger waittill( "trigger" );
|
||
|
end_time = gettime();
|
||
|
|
||
|
move_time = (end_time - start_time) / 1000;
|
||
|
|
||
|
if ( move_time > 0.75 )
|
||
|
move_time = 0.75;
|
||
|
|
||
|
move_time = 1 + move_time * 4;
|
||
|
|
||
|
level.move_time = move_time;
|
||
|
|
||
|
// no helicopter until the tunnel rush is started.
|
||
|
flag_wait ( "tunnel_rush" );
|
||
|
flag_set( "spawn_tunnel_helicopter" );
|
||
|
}
|
||
|
|
||
|
dirt_path_truck()
|
||
|
{
|
||
|
flag_wait("trucks_warning");
|
||
|
|
||
|
truck = maps\_vehicle::spawn_vehicle_from_targetname( "path_truck" );
|
||
|
thread maps\_vehicle::gopath ( truck );
|
||
|
truck maps\_vehicle::lights_on( "headlights" );
|
||
|
truck maps\_vehicle::godon();
|
||
|
|
||
|
}
|
||
|
|
||
|
player_interruption()
|
||
|
{
|
||
|
flag_wait( "tunnel_rush" );
|
||
|
|
||
|
wait 3;
|
||
|
|
||
|
level thread set_flag_on_player_action( "player_interruption", false, true);
|
||
|
}
|
||
|
|
||
|
dirt_path_barn_truck()
|
||
|
{
|
||
|
flag_wait("trucks_warning");
|
||
|
wait 2;
|
||
|
|
||
|
truck = maps\_vehicle::spawn_vehicle_from_targetname( "barn_truck" );
|
||
|
truck maps\_vehicle::godon();
|
||
|
|
||
|
wait 0.1;
|
||
|
|
||
|
barn_axis = truck.riders;
|
||
|
|
||
|
for ( i=0; i<barn_axis.size; i++ )
|
||
|
{
|
||
|
barn_axis[i] thread magic_bullet_shield();
|
||
|
barn_axis[i] setthreatbiasgroup ( "oblivious" );
|
||
|
}
|
||
|
|
||
|
thread maps\_vehicle::gopath ( truck );
|
||
|
truck maps\_vehicle::lights_on( "headlights" );
|
||
|
|
||
|
truck thread barn_russian_joke( barn_axis );
|
||
|
|
||
|
truck waittill( "reached_end_node" );
|
||
|
wait 1;
|
||
|
|
||
|
flag_set("barn_truck_arrived");
|
||
|
|
||
|
array_thread( barn_axis, ::stop_magic_bullet_shield );
|
||
|
|
||
|
// reconnects the path that got disconnected when the truck stoped.
|
||
|
truck connectpaths();
|
||
|
|
||
|
if ( !flag( "player_interruption" ) )
|
||
|
{
|
||
|
activate_trigger_with_targetname( "barn_truck_color_init" );
|
||
|
flag_wait( "interrogation_done" );
|
||
|
}
|
||
|
|
||
|
truck maps\_vehicle::godoff();
|
||
|
truck.script_bulletshield = 0;
|
||
|
|
||
|
truck dirt_path_disable_truck();
|
||
|
|
||
|
}
|
||
|
|
||
|
barn_russian_joke( thugs )
|
||
|
{
|
||
|
thugs[0] endon( "death" );
|
||
|
thugs[1] endon( "death" );
|
||
|
|
||
|
level endon( "player_interruption" );
|
||
|
flag_wait("barn_truck_arrived");
|
||
|
|
||
|
anim_generic( thugs[0], "hunted_ru1_isadump" );
|
||
|
thread anim_generic( thugs[0], "laugh1" );
|
||
|
anim_generic( thugs[1], "laugh2" );
|
||
|
}
|
||
|
|
||
|
dirt_path_disable_truck()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
wait 5;
|
||
|
|
||
|
self maps\_vehicle::lights_off( "headlights" );
|
||
|
|
||
|
while ( true )
|
||
|
{
|
||
|
playfx( level._effect["truck_smoke"], self gettagorigin( "tag_engine_left" ) );
|
||
|
wait .5;
|
||
|
}
|
||
|
}
|
||
|
/**** barn area ****/
|
||
|
|
||
|
area_barn_init()
|
||
|
{
|
||
|
if ( !flag("player_interruption") )
|
||
|
{
|
||
|
autosave_by_name( "barn" );
|
||
|
level thread set_flag_on_player_action( "player_interruption", true, true);
|
||
|
level thread glass_shatter_wait();
|
||
|
}
|
||
|
|
||
|
flag_set( "aa_barn" );
|
||
|
|
||
|
level thread barn_early_interruption();
|
||
|
|
||
|
level thread barn_interrogation_wait();
|
||
|
|
||
|
level.price thread barn_price_moveup();
|
||
|
level.mark thread barn_mark_moveup();
|
||
|
|
||
|
level.steve set_force_color( "r" );
|
||
|
level.charlie set_force_color( "r" );
|
||
|
|
||
|
flag_wait( "barn_front_open" );
|
||
|
|
||
|
waittill_aigroupcleared( "barn_enemies" );
|
||
|
|
||
|
level.mark disable_ai_color();
|
||
|
level.price disable_ai_color();
|
||
|
level.steve disable_ai_color();
|
||
|
level.charlie disable_ai_color();
|
||
|
|
||
|
level.price set_goalnode( getnode( "price_barn_exterior", "targetname" ) );
|
||
|
level.mark set_goalnode( getnode( "mark_barn_exterior2", "targetname" ) );
|
||
|
level.steve set_goalnode( getnode( "steve_barn_exterior", "targetname" ) );
|
||
|
level.charlie set_goalnode( getnode( "charlie_barn_exterior", "targetname" ) );
|
||
|
|
||
|
level.mark waittill( "goal" );
|
||
|
|
||
|
flag_clear( "aa_barn" );
|
||
|
|
||
|
level thread area_field_init();
|
||
|
}
|
||
|
|
||
|
glass_shatter_wait()
|
||
|
{
|
||
|
level endon( "kill_action_flag" );
|
||
|
level endon( "player_interruption" );
|
||
|
|
||
|
level waittill( "glass_shatter" );
|
||
|
flag_set( "player_interruption" );
|
||
|
}
|
||
|
|
||
|
barn_interrogation_wait()
|
||
|
{
|
||
|
level endon( "player_interruption" );
|
||
|
flag_wait( "barn_interrogation_start" );
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
level notify( "stop_barn_early_interruption" );
|
||
|
|
||
|
level thread barn_interrogation();
|
||
|
}
|
||
|
|
||
|
barn_interrogation()
|
||
|
{
|
||
|
anim_ent = getent( "barnfarm_animent","targetname");
|
||
|
|
||
|
farmer = scripted_spawn( "farmer", "targetname", true );
|
||
|
farmer.health = 1000000;
|
||
|
farmer.a.disablePain = true;
|
||
|
farmer set_battlechatter( false );
|
||
|
farmer SetFlashbangImmunity( true );
|
||
|
farmer.grenadeawareness = 0;
|
||
|
farmer.animname = "farmer";
|
||
|
farmer set_run_anim( "walk" );
|
||
|
farmer setthreatbiasgroup( "oblivious" );
|
||
|
farmer.name = "";
|
||
|
|
||
|
farmer gun_remove();
|
||
|
|
||
|
leader = undefined;
|
||
|
thug = undefined;
|
||
|
thug2 = undefined;
|
||
|
|
||
|
axis = getaiarray( "axis" );
|
||
|
for ( i=0; i<axis.size; i++ )
|
||
|
{
|
||
|
if ( isdefined( axis[i].script_noteworthy ) && axis[i].script_noteworthy == "leader" )
|
||
|
leader = axis[i];
|
||
|
if ( isdefined( axis[i].script_noteworthy ) && axis[i].script_noteworthy == "thug" )
|
||
|
thug = axis[i];
|
||
|
if ( isdefined( axis[i].script_noteworthy ) && axis[i].script_noteworthy == "thug2" )
|
||
|
thug2 = axis[i];
|
||
|
}
|
||
|
|
||
|
assert( isdefined( leader ) && isdefined( thug ) && isdefined( farmer ) );
|
||
|
|
||
|
leader.animname = "leader";
|
||
|
thug.animname = "thug";
|
||
|
thug2.animname = "thug2";
|
||
|
|
||
|
actors[0] = leader;
|
||
|
actors[1] = farmer;
|
||
|
actors[2] = thug;
|
||
|
actors[3] = thug2;
|
||
|
|
||
|
setsaveddvar("ai_friendlyFireBlockDuration", 0);
|
||
|
|
||
|
level thread barn_interrogation_interruption();
|
||
|
|
||
|
array_thread( actors, ::barn_abort_actors );
|
||
|
|
||
|
autosave_by_name( "interrogation" );
|
||
|
|
||
|
farmer thread barn_farmer( anim_ent );
|
||
|
barn_interrogation_anim( anim_ent, actors, farmer );
|
||
|
|
||
|
activate_trigger_with_targetname( "barn_ambush_color_init" );
|
||
|
setthreatbiasgroup_on_array( "axis", get_ai_group_ai( "barn_enemies" ) );
|
||
|
|
||
|
if ( isalive( farmer ) && flag( "player_interruption" ) )
|
||
|
{
|
||
|
farmer set_goalnode( getnode( "hide", "targetname" ) );
|
||
|
farmer thread delete_on_goal();
|
||
|
if ( flag( "save_farmer" ) )
|
||
|
maps\_utility::giveachievement_wrapper("MAN_OF_THE_PEOPLE");
|
||
|
}
|
||
|
if ( isalive( leader ) && !flag( "player_interruption" ) )
|
||
|
leader setthreatbiasgroup( "axis" );
|
||
|
|
||
|
leader waittill_notify_or_timeout( "damage", 1.5 );
|
||
|
|
||
|
flag_set( "player_interruption" );
|
||
|
wait 1;
|
||
|
flag_set( "interrogation_done" );
|
||
|
|
||
|
setsaveddvar("ai_friendlyFireBlockDuration", level.ai_friendlyFireBlockDuration );
|
||
|
}
|
||
|
|
||
|
barn_price_dialogue()
|
||
|
{
|
||
|
level endon( "player_interruption" );
|
||
|
wait 13;
|
||
|
flag_set( "save_farmer" );
|
||
|
wait 2;
|
||
|
level.price thread anim_single_queue( level.price, "killoldman" );
|
||
|
}
|
||
|
|
||
|
barn_interrogation_interruption()
|
||
|
{
|
||
|
level endon( "interrogation_done" );
|
||
|
level endon( "kill_action_flag" );
|
||
|
|
||
|
flag_wait( "player_interruption" );
|
||
|
level notify( "interrogation_interrupted" );
|
||
|
}
|
||
|
|
||
|
barn_interrogation_anim( anim_ent, actors, farmer )
|
||
|
{
|
||
|
level endon( "interrogation_interrupted" );
|
||
|
|
||
|
door = getent( "farmer_front_door", "targetname" );
|
||
|
door rotateyaw( 95, 0.7, 0.5, 0.2 );
|
||
|
door connectpaths();
|
||
|
|
||
|
anim_ent anim_reach_solo( farmer, "hunted_farmsequence");
|
||
|
|
||
|
flag_set( "start_scene" );
|
||
|
|
||
|
level.price thread barn_price_dialogue();
|
||
|
|
||
|
anim_ent thread anim_single( actors, "hunted_farmsequence");
|
||
|
actors[0] waittillmatch( "single anim", "fire" );
|
||
|
level notify( "kill_farmer_thread" );
|
||
|
thread play_sound_in_space( "hunted_famer_shot", actors[0].origin );
|
||
|
}
|
||
|
|
||
|
barn_abort_actors()
|
||
|
{
|
||
|
level endon( "interrogation_done" );
|
||
|
|
||
|
flag_wait( "player_interruption" );
|
||
|
|
||
|
if ( isdefined( self ) )
|
||
|
{
|
||
|
self stopanimscripted();
|
||
|
self notify( "single anim", "end" );
|
||
|
self StopSounds();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
barn_farmer( anim_ent )
|
||
|
{
|
||
|
level endon( "interrupt_farmer" );
|
||
|
self endon( "death" );
|
||
|
|
||
|
self thread barn_farmer_interrupt();
|
||
|
|
||
|
self set_ignoreSuppression( true );
|
||
|
|
||
|
self waittillmatch( "single anim", "end" );
|
||
|
anim_ent thread anim_loop_solo( self, "farmer_deathpose");
|
||
|
self.a.nodeath = true;
|
||
|
self.allowdeath = true;
|
||
|
wait 0.1;
|
||
|
self die();
|
||
|
}
|
||
|
|
||
|
barn_farmer_interrupt()
|
||
|
{
|
||
|
level endon( "kill_farmer_thread" );
|
||
|
flag_wait( "player_interruption" );
|
||
|
level notify( "interrupt_farmer" );
|
||
|
}
|
||
|
|
||
|
barn_early_interruption()
|
||
|
{
|
||
|
level endon( "stop_barn_early_interruption" );
|
||
|
|
||
|
flag_wait( "player_interruption" );
|
||
|
|
||
|
setthreatbiasgroup_on_array( "axis", get_ai_group_ai( "barn_enemies" ) );
|
||
|
|
||
|
level.price notify( "end_wait" );
|
||
|
|
||
|
if ( flag( "barn_interrogation_start" ) )
|
||
|
return;
|
||
|
|
||
|
wait 0.5;
|
||
|
|
||
|
array_thread( level.squad, ::set_force_color, "y" );
|
||
|
activate_trigger_with_targetname( "barn_early_interruption" );
|
||
|
|
||
|
while( get_ai_group_count( "barn_enemies" ) > 2 )
|
||
|
wait 0.05;
|
||
|
|
||
|
level.mark disable_ai_color();
|
||
|
level.price disable_ai_color();
|
||
|
level.steve set_force_color( "r" );
|
||
|
level.charlie set_force_color( "r" );
|
||
|
|
||
|
if ( !flag( "barn_interrogation_start" ) )
|
||
|
level.price thread barn_early_interruption_price();
|
||
|
}
|
||
|
|
||
|
barn_early_interruption_price()
|
||
|
{
|
||
|
self barn_price_move_to_door();
|
||
|
self barn_price_open_door();
|
||
|
self price_enter_barn();
|
||
|
}
|
||
|
|
||
|
barn_price_moveup()
|
||
|
{
|
||
|
self barn_price_move_to_door();
|
||
|
|
||
|
if ( flag( "player_interruption" ) )
|
||
|
return;
|
||
|
|
||
|
self barn_price_wait_at_door();
|
||
|
|
||
|
trigger = getent( "barn_rear_trigger", "script_noteworthy" );
|
||
|
trigger waittill( "trigger" );
|
||
|
|
||
|
flag_wait( "barn_truck_arrived" );
|
||
|
|
||
|
if ( flag( "player_interruption" ) )
|
||
|
return;
|
||
|
|
||
|
flag_set( "barn_interrogation_start" );
|
||
|
|
||
|
self barn_price_open_door();
|
||
|
self price_enter_barn();
|
||
|
}
|
||
|
|
||
|
price_enter_barn()
|
||
|
{
|
||
|
self enable_cqbwalk();
|
||
|
self make_ai_move();
|
||
|
self set_goalnode( getnode( "price_barn_interior", "targetname" ) );
|
||
|
self waittill( "goal" );
|
||
|
self make_ai_normal();
|
||
|
self disable_cqbwalk();
|
||
|
}
|
||
|
|
||
|
barn_price_move_to_door()
|
||
|
{
|
||
|
anim_ent = getnode( "price_barn_rear", "targetname" );
|
||
|
anim_ent anim_reach_solo( self, "hunted_open_barndoor_stop" );
|
||
|
self waittill( "goal" );
|
||
|
}
|
||
|
|
||
|
barn_price_wait_at_door()
|
||
|
{
|
||
|
anim_ent = getnode( "price_barn_rear", "targetname" );
|
||
|
anim_ent anim_single_solo( self, "hunted_open_barndoor_stop" );
|
||
|
self thread barn_price_wait_at_door_idle();
|
||
|
}
|
||
|
|
||
|
barn_price_wait_at_door_idle()
|
||
|
{
|
||
|
anim_ent = getnode( "price_barn_rear", "targetname" );
|
||
|
anim_ent thread anim_loop_solo( self, "hunted_open_barndoor_idle", undefined, "stop_idle" );
|
||
|
self waittill( "end_wait" );
|
||
|
anim_ent notify( "stop_idle" );
|
||
|
}
|
||
|
|
||
|
barn_price_open_door()
|
||
|
{
|
||
|
self notify( "end_wait" );
|
||
|
|
||
|
anim_ent = getnode( "price_barn_rear", "targetname" );
|
||
|
|
||
|
if ( !flag( "player_interruption" ) )
|
||
|
anim_ent thread anim_single_solo( self, "hunted_open_barndoor" );
|
||
|
else
|
||
|
anim_ent thread anim_single_solo( self, "hunted_open_barndoor_nodialogue" );
|
||
|
|
||
|
door = getent( "barn_rear_door","targetname");
|
||
|
old_angles = door.angles;
|
||
|
door hunted_style_door_open( "door_wood_slow_creaky_open" );
|
||
|
flag_set( "barn_rear_open" );
|
||
|
|
||
|
// close the rear barn door so that the player can't backtrack.
|
||
|
level thread barn_close_rear_door( door, old_angles );
|
||
|
}
|
||
|
|
||
|
barn_close_rear_door( door, old_angles )
|
||
|
{
|
||
|
flag_wait( "field_cross" );
|
||
|
door rotateto( old_angles, 1 );
|
||
|
}
|
||
|
|
||
|
barn_mark_moveup()
|
||
|
{
|
||
|
node = getnode( "mark_barn_rear", "targetname" );
|
||
|
level.mark set_goalnode( node );
|
||
|
|
||
|
flag_wait( "barn_rear_open" );
|
||
|
|
||
|
node = getnode( "mark_barn_interior", "targetname" );
|
||
|
self set_goalnode( node );
|
||
|
|
||
|
if ( !flag( "player_interruption" ) )
|
||
|
{
|
||
|
flag_wait( "interrogation_done" );
|
||
|
}
|
||
|
|
||
|
level.mark barn_front_door();
|
||
|
level.mark set_goalnode( getnode( "mark_barn_exterior", "targetname" ) );
|
||
|
|
||
|
flag_set("barn_front_open");
|
||
|
}
|
||
|
|
||
|
barn_front_door()
|
||
|
{
|
||
|
self make_ai_move();
|
||
|
|
||
|
self enable_cqbwalk();
|
||
|
|
||
|
doors = getentarray( "barn_main_door","targetname");
|
||
|
|
||
|
anim_ent = getent( "front_door_animent", "targetname" );
|
||
|
|
||
|
anim_ent anim_reach_solo( self, "door_kick_in" );
|
||
|
anim_ent thread anim_single_solo( self, "door_kick_in" );
|
||
|
self waittillmatch( "single anim", "kick" );
|
||
|
|
||
|
doors[0] playsound( "door_wood_double_kick" );
|
||
|
|
||
|
for ( i=0; i<doors.size; i++ )
|
||
|
{
|
||
|
doors[i] connectpaths();
|
||
|
|
||
|
if ( doors[i].script_noteworthy == "right" )
|
||
|
doors[i] rotateto( doors[i].angles + (0,-160,0), .6, 0 , .1 );
|
||
|
else
|
||
|
doors[i] rotateto( doors[i].angles + (0,175,0), .75, 0 , .1 );
|
||
|
}
|
||
|
|
||
|
self make_ai_normal();
|
||
|
self disable_cqbwalk();
|
||
|
|
||
|
}
|
||
|
|
||
|
/**** field area ****/
|
||
|
|
||
|
area_field_init()
|
||
|
{
|
||
|
autosave_by_name( "field" );
|
||
|
|
||
|
arcademode_checkpoint( 6, 1 );
|
||
|
|
||
|
flag_set( "aa_field" );
|
||
|
|
||
|
thread maps\_utility::set_ambient("exterior_level1");
|
||
|
|
||
|
wait 2;
|
||
|
level thread field_dialgue();
|
||
|
thread field_open();
|
||
|
|
||
|
level thread set_playerspeed( 150, 3 );
|
||
|
|
||
|
array_thread( level.squad, ::field_allies );
|
||
|
level thread field_helicopter();
|
||
|
level thread field_truck();
|
||
|
level thread field_basement();
|
||
|
|
||
|
flag_wait( "field_moveon" );
|
||
|
activate_trigger_with_targetname( "field_defend_color_init" );
|
||
|
|
||
|
level thread set_playerspeed( 190, 3 );
|
||
|
|
||
|
flag_wait_or_timeout( "field_basement", 7 );
|
||
|
autosave_by_name( "field_basement" );
|
||
|
|
||
|
flag_wait( "basement_open" );
|
||
|
|
||
|
flag_clear( "aa_field" );
|
||
|
|
||
|
level thread area_basement_init();
|
||
|
}
|
||
|
|
||
|
field_dialgue()
|
||
|
{
|
||
|
level.mark thread anim_single_queue( level.mark, "areaclear" );
|
||
|
level.price thread anim_single_solo_delayed( 1, level.price, "keepmoving" );
|
||
|
|
||
|
struct = getstruct( "field_go_prone", "script_noteworthy" );
|
||
|
struct waittill( "trigger" );
|
||
|
|
||
|
flag_set( "hit_the_deck_music" );
|
||
|
|
||
|
level.price anim_single_queue( level.price, "hitdeck" );
|
||
|
|
||
|
level.price thread field_stay_down();
|
||
|
|
||
|
flag_wait_or_timeout( "field_spoted", 23 );
|
||
|
|
||
|
flag_set( "field_moveon" );
|
||
|
|
||
|
if ( !flag( "field_spoted" ) )
|
||
|
{
|
||
|
level.price anim_single_queue( level.price, "helismoving" );
|
||
|
flag_wait( "field_truck" );
|
||
|
level.mark anim_single_queue( level.mark, "contact6oclock" );
|
||
|
wait 2;
|
||
|
level.price anim_single_queue( level.price, "returnfire2" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
level.price anim_single_queue( level.price, "ontous" );
|
||
|
flag_wait( "field_defend" );
|
||
|
wait 4.5;
|
||
|
level.mark anim_single_queue( level.mark, "contact6oclock" );
|
||
|
level.price anim_single_queue( level.price, "returnfire2" );
|
||
|
}
|
||
|
|
||
|
level notify( "kill_action_flag" );
|
||
|
|
||
|
flag_wait( "field_open_basement" );
|
||
|
level.price anim_single_queue( level.price, "basementdooropen2" );
|
||
|
level.mark anim_single_queue( level.mark, "imonit" );
|
||
|
|
||
|
flag_wait( "basement_open" );
|
||
|
|
||
|
level.mark anim_single_queue( level.mark, "doorsopen" );
|
||
|
level.price anim_single_queue( level.price, "getinhouse" );
|
||
|
|
||
|
if ( !flag( "squad_in_basement" ) )
|
||
|
level thread field_basement_nag();
|
||
|
}
|
||
|
|
||
|
field_stay_down()
|
||
|
{
|
||
|
level endon( "field_spoted" );
|
||
|
wait 2;
|
||
|
level thread set_flag_on_player_action( "field_spoted", true, true );
|
||
|
wait 3;
|
||
|
level.price anim_single_queue( level.price, "staydown" );
|
||
|
}
|
||
|
|
||
|
field_basement_nag()
|
||
|
{
|
||
|
while( true )
|
||
|
{
|
||
|
wait 6;
|
||
|
if ( flag( "squad_in_basement") )
|
||
|
return;
|
||
|
|
||
|
level.price anim_single_queue( level.price, "whatwaitingfor" );
|
||
|
|
||
|
wait 4;
|
||
|
if ( flag( "squad_in_basement") )
|
||
|
return;
|
||
|
|
||
|
level.price anim_single_queue( level.price, "getinbasement" );
|
||
|
|
||
|
wait 6;
|
||
|
if ( flag( "squad_in_basement") )
|
||
|
return;
|
||
|
|
||
|
level.price anim_single_queue( level.price, "getinhouse" );
|
||
|
|
||
|
wait 4;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
field_open()
|
||
|
{
|
||
|
flag_set( "field_open" );
|
||
|
wait 3.5;
|
||
|
clip = getent( "field_clip", "targetname" );
|
||
|
clip delete();
|
||
|
}
|
||
|
|
||
|
field_allies()
|
||
|
{
|
||
|
ai_name = self.animname;
|
||
|
|
||
|
flag_wait( "field_open" );
|
||
|
wait randomfloatrange( 0.25, 1 );
|
||
|
|
||
|
node = getnode( ai_name + "_field_path", "targetname" );
|
||
|
self set_goalnode( node );
|
||
|
|
||
|
flag_wait( "field_cross" );
|
||
|
wait randomfloat(.25);
|
||
|
self thread follow_path( node );
|
||
|
|
||
|
flag_wait( "field_cover" );
|
||
|
self notify("stop_path");
|
||
|
wait randomfloat(.25);
|
||
|
|
||
|
old_moveplaybackrate = self.moveplaybackrate;
|
||
|
self.moveplaybackrate = 1.15;
|
||
|
|
||
|
node = getnode( ai_name + "_field_cover", "targetname" );
|
||
|
self field_prone_goal( node );
|
||
|
|
||
|
anim_ent = self get_prone_ent( node );
|
||
|
|
||
|
anim_ent anim_reach_solo( self, "hunted_dive_2_pronehide" );
|
||
|
anim_ent anim_single_solo( self, "hunted_dive_2_pronehide" );
|
||
|
anim_ent thread anim_loop_solo( self, "hunted_pronehide_idle", undefined, "stop_all_idle" );
|
||
|
|
||
|
self set_force_color( "r" );
|
||
|
|
||
|
flag_wait( "field_moveon" );
|
||
|
|
||
|
self.moveplaybackrate = old_moveplaybackrate;
|
||
|
|
||
|
anim_ent notify( "stop_all_idle" );
|
||
|
// the notify to stop the idle stoped notetracks from working in the anim_singe_solo
|
||
|
waittillframeend;
|
||
|
anim_ent anim_single_solo( self, "hunted_pronehide_2_stand" );
|
||
|
}
|
||
|
|
||
|
get_prone_ent( node )
|
||
|
{
|
||
|
ent_array = getentarray( "prone_ent", "targetname" );
|
||
|
|
||
|
current_vector = vectornormalize( node.origin - self.origin );
|
||
|
current_angle = vectortoangles( current_vector )[1];
|
||
|
|
||
|
ent_array = get_array_of_closest( self.origin, ent_array );
|
||
|
|
||
|
for ( i=0; i<ent_array.size; i++)
|
||
|
{
|
||
|
vector = ent_array[i].origin - self.origin;
|
||
|
angle = vectortoangles( vector )[1];
|
||
|
|
||
|
dif_angle = abs( current_angle - angle );
|
||
|
if ( dif_angle < 22.5 && !isdefined( ent_array[i].inuse ) )
|
||
|
{
|
||
|
ent_array[i].inuse = true;
|
||
|
return ent_array[i];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
assertmsg( "No good prone position could be found." );
|
||
|
return node;
|
||
|
}
|
||
|
|
||
|
field_prone_goal( node )
|
||
|
{
|
||
|
self set_goalnode( node );
|
||
|
self endon( "goal");
|
||
|
|
||
|
struct = getstruct( "field_go_prone", "script_noteworthy" );
|
||
|
struct waittill( "trigger" );
|
||
|
}
|
||
|
|
||
|
field_helicopter()
|
||
|
{
|
||
|
flag_wait( "field_cover");
|
||
|
|
||
|
helicopter = maps\_vehicle::spawn_vehicle_from_targetname( "field_heli" );
|
||
|
helicopter sethoverparams(128, 10, 3);
|
||
|
|
||
|
helicopter maps\_vehicle::show_rigs( 4 ); // back
|
||
|
helicopter maps\_vehicle::show_rigs( 5 ); // front
|
||
|
|
||
|
level.helicopter = helicopter;
|
||
|
|
||
|
wait 0.1;
|
||
|
|
||
|
assert( isdefined( helicopter.riders ) );
|
||
|
array_thread( helicopter.riders, ::field_axis );
|
||
|
|
||
|
helicopter thread heli_path_speed();
|
||
|
helicopter helicopter_searchlight_on();
|
||
|
|
||
|
helicopter thread field_helicopter_spot();
|
||
|
|
||
|
flag_wait_either( "field_spoted", "field_truck" );
|
||
|
|
||
|
path_struct = getstruct( "field_unload_node", "targetname" );
|
||
|
helicopter thread heli_path_speed( path_struct );
|
||
|
helicopter waittill( "unload" );
|
||
|
flag_set( "field_defend" );
|
||
|
}
|
||
|
|
||
|
field_helicopter_spot()
|
||
|
{
|
||
|
level endon( "field_spoted" );
|
||
|
|
||
|
while( true )
|
||
|
{
|
||
|
wait 0.1;
|
||
|
if ( distance2d( level.player.origin, self.dlight.origin ) > 400 )
|
||
|
continue;
|
||
|
if ( level.player getstance() != "prone" )
|
||
|
break;
|
||
|
}
|
||
|
flag_set( "field_spoted" );
|
||
|
}
|
||
|
|
||
|
|
||
|
helicopter_setturrettargetent( target_ent )
|
||
|
{
|
||
|
if ( !isdefined( target_ent ) )
|
||
|
target_ent = self.spotlight_default_target;
|
||
|
|
||
|
self.current_turret_target = target_ent;
|
||
|
self setturrettargetent( target_ent );
|
||
|
}
|
||
|
|
||
|
helicopter_getturrettargetent()
|
||
|
{
|
||
|
return self.current_turret_target;
|
||
|
}
|
||
|
|
||
|
setup_spot_target()
|
||
|
{
|
||
|
structs = getstructarray( "spot_target", "script_noteworthy" );
|
||
|
array_thread( structs, ::spot_target_node );
|
||
|
}
|
||
|
|
||
|
spot_target_node()
|
||
|
{
|
||
|
while( true )
|
||
|
{
|
||
|
self waittill( "trigger", vehicle );
|
||
|
links = self get_links();
|
||
|
assert( isdefined( links ) );
|
||
|
script_origin = getent( links[0], "script_linkname" );
|
||
|
vehicle thread spot_target_path( script_origin );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
spot_target_path( script_origin )
|
||
|
{
|
||
|
/*
|
||
|
takes the first script_origin in a path
|
||
|
speed is units per second.
|
||
|
script_delay works
|
||
|
*/
|
||
|
|
||
|
assert( isdefined( script_origin ) );
|
||
|
|
||
|
speed = 350;
|
||
|
|
||
|
// a new spot path terminates the old.
|
||
|
self notify( "spot_target_path" );
|
||
|
self endon( "spot_target_path" );
|
||
|
|
||
|
if ( !isdefined( self.spot_target_ent ) )
|
||
|
self.spot_target_ent = spawn( "script_model", self.spotlight_default_target.origin );
|
||
|
|
||
|
target_ent = self.spot_target_ent;
|
||
|
// target_ent setmodel( "fx" );
|
||
|
|
||
|
self helicopter_setturrettargetent( target_ent );
|
||
|
|
||
|
self.spot_target_ent moveto( script_origin.origin, .5 );
|
||
|
self.spot_target_ent waittill( "movedone" );
|
||
|
|
||
|
current_origin = target_ent.origin;
|
||
|
|
||
|
while ( true )
|
||
|
{
|
||
|
if ( isdefined( script_origin.speed ) )
|
||
|
speed = script_origin.speed;
|
||
|
|
||
|
movespeed = ( distance( script_origin.origin, current_origin ) / speed ) + 0.1;
|
||
|
|
||
|
if ( isdefined( script_origin.radius ) )
|
||
|
target_ent.spot_radius = script_origin.radius;
|
||
|
else
|
||
|
target_ent.spot_radius = undefined;
|
||
|
|
||
|
target_ent moveto( script_origin.origin, movespeed );
|
||
|
target_ent waittill( "movedone" );
|
||
|
script_origin script_delay();
|
||
|
|
||
|
if ( isdefined( script_origin.script_flag_wait ) )
|
||
|
flag_wait( script_origin.script_flag_wait );
|
||
|
|
||
|
if ( !isdefined( script_origin.target ) )
|
||
|
break;
|
||
|
|
||
|
current_origin = script_origin.origin;
|
||
|
script_origin = getent( script_origin.target, "targetname" );
|
||
|
}
|
||
|
|
||
|
self helicopter_setturrettargetent( self.spotlight_default_target );
|
||
|
self.spot_target_ent delete();
|
||
|
}
|
||
|
|
||
|
spot_target_path_end()
|
||
|
{
|
||
|
self notify( "spot_target_path" );
|
||
|
self endon( "spot_target_path" );
|
||
|
|
||
|
while ( isdefined( self.spot_target_ent ) && distance2d( self.spot_target_ent.origin, self.spotlight_default_target.origin ) > 100 )
|
||
|
{
|
||
|
self.spot_target_ent moveto( self.spotlight_default_target.origin, 1 );
|
||
|
self.spot_target_ent waittill( "movedone" );
|
||
|
}
|
||
|
|
||
|
self helicopter_setturrettargetent( self.spotlight_default_target );
|
||
|
if ( isdefined( self.spot_target_ent ) )
|
||
|
self.spot_target_ent delete();
|
||
|
}
|
||
|
|
||
|
setup_tmp_detour_node()
|
||
|
{
|
||
|
delete_nodes = getstructarray( "tmp_detour_node", "script_noteworthy" );
|
||
|
array_thread( delete_nodes, ::tmp_detour_node );
|
||
|
}
|
||
|
|
||
|
tmp_detour_node()
|
||
|
{
|
||
|
while ( true )
|
||
|
{
|
||
|
self waittill( "trigger", vehicle );
|
||
|
path_struct = getstruct( "tmp_detour_node2", "script_noteworthy" );
|
||
|
vehicle thread heli_path_speed( path_struct );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
setup_helicopter_delete_node()
|
||
|
{
|
||
|
delete_nodes = getstructarray( "delete_helicopter", "script_noteworthy" );
|
||
|
array_thread( delete_nodes, ::helicopter_delete_node );
|
||
|
}
|
||
|
|
||
|
helicopter_delete_node()
|
||
|
{
|
||
|
while ( true )
|
||
|
{
|
||
|
self waittill( "trigger", vehicle );
|
||
|
vehicle delete();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
field_flyby_speed()
|
||
|
{
|
||
|
pos1 = level.player.origin;
|
||
|
wait 2;
|
||
|
pos2 = level.player.origin;
|
||
|
dist = distance( pos1, pos2 );
|
||
|
|
||
|
if ( dist < 250 )
|
||
|
alloted_time = 9;
|
||
|
else
|
||
|
alloted_time = 7;
|
||
|
|
||
|
dist = distance( self.origin, level.player.origin );
|
||
|
MPH = dist / alloted_time / 17.6;
|
||
|
|
||
|
accel = MPH/2;
|
||
|
if ( accel < 30 )
|
||
|
accel = 30;
|
||
|
|
||
|
self setspeed( MPH, accel );
|
||
|
}
|
||
|
|
||
|
field_truck()
|
||
|
{
|
||
|
flag_wait( "field_moveon" );
|
||
|
|
||
|
if ( flag( "field_spoted" ) )
|
||
|
wait 3;
|
||
|
|
||
|
truck = maps\_vehicle::spawn_vehicle_from_targetname( "field_truck" );
|
||
|
thread maps\_vehicle::gopath ( truck );
|
||
|
|
||
|
wait 0.1;
|
||
|
|
||
|
assert( isdefined( truck.riders ) );
|
||
|
array_thread( truck.riders, ::field_axis );
|
||
|
|
||
|
truck maps\_vehicle::lights_on( "headlights" );
|
||
|
|
||
|
truck waittill( "unload" );
|
||
|
|
||
|
ai = get_closest_ai( truck.origin , "axis" );
|
||
|
anim_generic( ai, "bythehouse" );
|
||
|
flag_set( "field_truck" );
|
||
|
}
|
||
|
|
||
|
field_axis()
|
||
|
{
|
||
|
if ( !issentient( self ) )
|
||
|
return;
|
||
|
|
||
|
self endon( "death" );
|
||
|
self setthreatbiasgroup( "oblivious" );
|
||
|
|
||
|
self waittill( "jumpedout" );
|
||
|
self setthreatbiasgroup( "axis" );
|
||
|
|
||
|
battlechatter_on( "allies" );
|
||
|
battlechatter_on( "axis" );
|
||
|
|
||
|
self waittill( "goal" );
|
||
|
flag_wait( "field_basement" );
|
||
|
|
||
|
wait randomfloatrange( 4, 9 ) * 3; // 12 to 28 seconds wait.
|
||
|
self set_goalnode( getnode( "field_attack_node", "targetname" ) );
|
||
|
|
||
|
volume = getent( "basement_building", "targetname" );
|
||
|
trigger = getent( "field_basement", "targetname" );
|
||
|
trigger2 = getent( "stair_volume", "targetname" );
|
||
|
|
||
|
flag_wait( "basement_door_open" );
|
||
|
|
||
|
while ( level.player istouching( volume ) || level.player istouching( trigger ) || level.player istouching( trigger2 ) )
|
||
|
wait 0.5;
|
||
|
|
||
|
self setgoalentity( level.player );
|
||
|
self.health = self.health * 2;
|
||
|
self.baseAccuracy = 2;
|
||
|
|
||
|
flag_wait( "basement_door_open" );
|
||
|
|
||
|
self clearenemy();
|
||
|
self.baseAccuracy = 1;
|
||
|
}
|
||
|
|
||
|
field_basement()
|
||
|
{
|
||
|
|
||
|
if ( !flag( "field_spoted" ))
|
||
|
{
|
||
|
flag_wait( "field_defend" );
|
||
|
wait 8;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
flag_wait( "field_truck" );
|
||
|
wait 4;
|
||
|
}
|
||
|
|
||
|
flag_set( "field_open_basement" );
|
||
|
wait 2;
|
||
|
|
||
|
level.mark make_ai_move();
|
||
|
setsaveddvar("ai_friendlyFireBlockDuration", 0);
|
||
|
|
||
|
anim_ent = getentarray( "basement_animent", "targetname" )[0];
|
||
|
|
||
|
anim_ent anim_reach_solo( level.mark, "hunted_open_basement_door_kick" );
|
||
|
anim_ent thread anim_single_solo( level.mark, "hunted_open_basement_door_kick" );
|
||
|
|
||
|
getent( "basement_player_block", "targetname" ) notsolid();
|
||
|
|
||
|
flag_set( "basement_door_open" );
|
||
|
|
||
|
level.mark make_ai_normal();
|
||
|
level.mark enable_ai_color();
|
||
|
}
|
||
|
|
||
|
#using_animtree("door");
|
||
|
setup_basement_door()
|
||
|
{
|
||
|
getent( "field_basement_door_open_clip", "targetname" ) notsolid();
|
||
|
door = getent( "basement_door", "targetname" );
|
||
|
door thread field_basement_door();
|
||
|
|
||
|
level thread door_pusher();
|
||
|
|
||
|
door = getent( "basement_inner_door", "targetname" );
|
||
|
base_origin = getent( door.target, "targetname" );
|
||
|
door.handle = getent( "basement_door_handle", "targetname" );
|
||
|
door.handle linkto( door );
|
||
|
door.origin = base_origin.origin;
|
||
|
}
|
||
|
|
||
|
door_pusher()
|
||
|
{
|
||
|
pusher = getent( "door_pusher", "targetname" );
|
||
|
end_pos = getent( pusher.target, "targetname" );
|
||
|
volume = getent( "basement_door_volume", "targetname" );
|
||
|
|
||
|
pusher notsolid();
|
||
|
|
||
|
flag_wait( "basement_door_open" );
|
||
|
wait 8.2;
|
||
|
if ( !level.player istouching( volume ) )
|
||
|
return;
|
||
|
pusher solid();
|
||
|
pusher moveto( end_pos.origin, 1 );
|
||
|
wait 2;
|
||
|
pusher delete();
|
||
|
}
|
||
|
|
||
|
field_basement_door()
|
||
|
{
|
||
|
anim_ent = getent( "basement_animent", "targetname" );
|
||
|
start_origin = getstartorigin( anim_ent.origin, anim_ent.angles, %hunted_open_basement_door_kick_door );
|
||
|
start_angles = getstartangles( anim_ent.origin, anim_ent.angles, %hunted_open_basement_door_kick_door );
|
||
|
|
||
|
self.angles = start_angles;
|
||
|
self.origin = start_origin;
|
||
|
|
||
|
self useanimtree( #animtree );
|
||
|
|
||
|
self.animname = "door";
|
||
|
level.scr_anim[ "door" ][ "door_kick_door" ] = %hunted_open_basement_door_kick_door;
|
||
|
|
||
|
anim_ent anim_first_frame_solo( self, "door_kick_door" );
|
||
|
|
||
|
flag_wait( "basement_door_open" );
|
||
|
|
||
|
self thread field_basement_door_sound();
|
||
|
|
||
|
self SetFlaggedAnim( "door_anim", %hunted_open_basement_door_kick_door );
|
||
|
time = getanimlength( %hunted_open_basement_door_kick_door );
|
||
|
wait time-1;
|
||
|
|
||
|
clip = getent( self.target, "targetname" );
|
||
|
clip connectpaths();
|
||
|
|
||
|
clip delete();
|
||
|
|
||
|
flag_set( "basement_open" );
|
||
|
|
||
|
volume = getent( "basement_door_volume", "targetname" );
|
||
|
while ( level.player istouching( volume ) )
|
||
|
wait 0.1;
|
||
|
|
||
|
getent( "field_basement_door_open_clip", "targetname" ) solid();
|
||
|
}
|
||
|
|
||
|
field_basement_door_sound()
|
||
|
{
|
||
|
level.mark waittillmatch( "single anim", "kick" );
|
||
|
self playsound( "scn_hunted_cellar_door_open" );
|
||
|
}
|
||
|
|
||
|
/**** basement area ****/
|
||
|
#using_animtree("generic_human");
|
||
|
area_basement_init()
|
||
|
{
|
||
|
flag_set( "aa_basement" );
|
||
|
|
||
|
level.price thread basement_price();
|
||
|
level thread basement_allies();
|
||
|
level thread basement_helicopter();
|
||
|
level thread basement_trim_field();
|
||
|
level thread basement_flash();
|
||
|
|
||
|
flag_wait( "basement_secure" );
|
||
|
autosave_by_name( "basement" );
|
||
|
|
||
|
battlechatter_off( "allies" );
|
||
|
|
||
|
flag_wait( "farm_start" );
|
||
|
|
||
|
flag_clear( "aa_basement" );
|
||
|
|
||
|
level thread area_farm_init();
|
||
|
}
|
||
|
|
||
|
basement_allies()
|
||
|
{
|
||
|
volume = getent( "basement_building", "targetname" );
|
||
|
volume2 = getent( "stair_volume", "targetname" );
|
||
|
|
||
|
array_thread( level.squad, ::make_ai_move );
|
||
|
array_thread( level.squad, ::set_grenadeawareness, 0 );
|
||
|
|
||
|
activate_trigger_with_targetname( "basement_color_init" );
|
||
|
|
||
|
tmp_array = array_remove( level.squad, level.price );
|
||
|
tmp_array = array_add( tmp_array, level.player );
|
||
|
|
||
|
loop_count = 0;
|
||
|
|
||
|
for ( touching = false; !touching; )
|
||
|
{
|
||
|
loop_count++;
|
||
|
if ( loop_count > ( 12 / 0.05 ) && !level.player istouching(volume) && !level.player istouching(volume2) ) // 20 seconds until death
|
||
|
level.player magic_kill();
|
||
|
|
||
|
touching = true;
|
||
|
for ( i=0; i<tmp_array.size; i++)
|
||
|
{
|
||
|
if( !tmp_array[i] istouching( volume ) )
|
||
|
touching = false;
|
||
|
}
|
||
|
wait 0.05;
|
||
|
}
|
||
|
|
||
|
if ( flag( "heli_field_stragler_attack" ) )
|
||
|
{
|
||
|
path_struct = getstruct( "heli_basement_restart_path", "targetname" );
|
||
|
level.helicopter thread deactivate_heli_guy();
|
||
|
level.helicopter thread heli_path_speed( path_struct );
|
||
|
}
|
||
|
|
||
|
flag_set( "squad_in_basement" );
|
||
|
|
||
|
flag_wait( "basement_secure" );
|
||
|
|
||
|
array_thread( level.squad, ::make_ai_normal );
|
||
|
array_thread( level.squad, ::set_grenadeawareness );
|
||
|
array_thread( level.squad, ::make_walk );
|
||
|
|
||
|
flag_wait( "farm_start" );
|
||
|
level notify( "stop_walk");
|
||
|
|
||
|
}
|
||
|
|
||
|
basement_price()
|
||
|
{
|
||
|
self disable_ai_color();
|
||
|
|
||
|
old_awareness = self.grenadeawareness;
|
||
|
self.grenadeawareness = 0;
|
||
|
self set_goalnode( getnode( "basement_enter_price", "targetname" ) );
|
||
|
|
||
|
flag_wait( "squad_in_basement" );
|
||
|
|
||
|
player_block = getent( "basement_player_block", "targetname" );
|
||
|
player_block solid();
|
||
|
|
||
|
anim_ent = getentarray( "basement_animent", "targetname" )[0];
|
||
|
anim_ent anim_reach_solo( self, "hunted_basement_door_block" );
|
||
|
anim_ent thread anim_single_solo( self, "hunted_basement_door_block" );
|
||
|
|
||
|
door = getent( "basement_inner_door", "targetname" );
|
||
|
|
||
|
self thread basement_door_sound( door );
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
door notsolid();
|
||
|
door rotateyaw( -180, 1.5, .25, 0 );
|
||
|
door waittill( "rotatedone" );
|
||
|
door solid();
|
||
|
door disconnectpaths();
|
||
|
|
||
|
wait 0.5;
|
||
|
door.handle unlink();
|
||
|
door.handle rotatepitch( 130, 0.35 );
|
||
|
|
||
|
self set_force_color( "y" );
|
||
|
|
||
|
flag_set( "basement_secure" );
|
||
|
|
||
|
player_block delete();
|
||
|
|
||
|
wait 1;
|
||
|
self thread anim_single_queue( self, "takepoint" );
|
||
|
|
||
|
self.grenadeawareness = old_awareness;
|
||
|
|
||
|
flag_wait( "farm_start" );
|
||
|
}
|
||
|
|
||
|
basement_door_sound( door )
|
||
|
{
|
||
|
self waittillmatch( "single anim", "scn_hunted_metal_door_closed" );
|
||
|
door playsound( "scn_hunted_metal_door_closed" );
|
||
|
}
|
||
|
|
||
|
basement_helicopter()
|
||
|
{
|
||
|
helicopter = level.helicopter;
|
||
|
|
||
|
flag_wait( "basement_door_open" );
|
||
|
|
||
|
path_struct = getstruct( "heli_basement_path", "targetname" );
|
||
|
|
||
|
helicopter thread heli_path_speed( path_struct );
|
||
|
helicopter deactivate_heli_guy();
|
||
|
|
||
|
}
|
||
|
|
||
|
basement_trim_field()
|
||
|
{
|
||
|
flag_wait ( "trim_field" );
|
||
|
|
||
|
axis = getaiarray( "axis" );
|
||
|
axis = array_exclude( axis, get_ai_group_ai( "basement_field_guy" ) );
|
||
|
|
||
|
if ( axis.size < 4 )
|
||
|
activate_trigger_with_targetname( "field_clear_killspawner" );
|
||
|
|
||
|
for ( i=0; i<axis.size; i++ )
|
||
|
axis[i] delete();
|
||
|
|
||
|
while( !flag( "basement_flash" ) && get_ai_group_count( "basement_field_guy" ) > 3 )
|
||
|
wait 0.05;
|
||
|
|
||
|
axis = get_ai_group_ai( "basement_field_guy" );
|
||
|
node = getnode( "field_retreat_node", "targetname" );
|
||
|
array_thread( axis, ::set_goalnode, node );
|
||
|
array_thread( axis, ::delete_on_goal );
|
||
|
}
|
||
|
|
||
|
basement_flash()
|
||
|
{
|
||
|
flag_wait( "basement_flash" );
|
||
|
|
||
|
scripted_array_spawn( "basement_flash_guy", "targetname", true );
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
axis = getaiarray( "axis" );
|
||
|
array_thread( axis, ::flash_immunity, 2 );
|
||
|
|
||
|
if ( isdefined( axis[0] ) )
|
||
|
{
|
||
|
flash_guy = axis[0];
|
||
|
oldGrenadeWeapon = flash_guy.grenadeWeapon;
|
||
|
flash_guy.grenadeWeapon = "flash_grenade";
|
||
|
flash_guy.grenadeAmmo++;
|
||
|
|
||
|
ent = getent( "enemy_flash_bang", "targetname" );
|
||
|
ent2 = getent( ent.target, "targetname" );
|
||
|
|
||
|
flash_guy magicgrenade( ent.origin, ent2.origin, 1 );
|
||
|
flash_guy.grenadeWeapon = oldGrenadeWeapon;
|
||
|
}
|
||
|
|
||
|
level.mark thread anim_single_queue( level.mark, "warn_flashbang" );
|
||
|
|
||
|
while( !flag( "farm_start" ) && get_ai_group_count( "basement_flash_guy" ) )
|
||
|
wait 0.05;
|
||
|
|
||
|
flag_set( "farm_start" );
|
||
|
|
||
|
axis = get_ai_group_ai( "basement_flash_guy" );
|
||
|
for ( i=0; i<axis.size; i++ )
|
||
|
{
|
||
|
axis[i] setgoalentity( level.player );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**** farm area ****/
|
||
|
area_farm_init()
|
||
|
{
|
||
|
flag_set( "aa_farm" );
|
||
|
|
||
|
arcademode_checkpoint( 6, 2 );
|
||
|
|
||
|
setsaveddvar("ai_friendlyFireBlockDuration", level.ai_friendlyFireBlockDuration );
|
||
|
|
||
|
setculldist( 12000 );
|
||
|
|
||
|
array_thread( getentarray( "farm_dog", "script_noteworthy" ), ::add_spawn_function, ::farm_dog_spawn_function );
|
||
|
array_thread( getentarray( "farm_forerunners", "script_noteworthy" ), ::add_spawn_function, ::farm_forerunners );
|
||
|
array_thread( getentarray( "farm_defenders", "script_noteworthy" ), ::add_spawn_function, ::farm_defenders );
|
||
|
|
||
|
level thread farm_enemies_timer();
|
||
|
level thread farm_dialogue();
|
||
|
level thread farm_push();
|
||
|
|
||
|
level.player.maxflashedseconds = 3;
|
||
|
|
||
|
level.price set_force_color( "y" );
|
||
|
level.mark set_force_color( "y" );
|
||
|
level.steve set_force_color( "r" );
|
||
|
level.charlie set_force_color( "r" );
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
activate_trigger_with_targetname( "farm_color_init" );
|
||
|
|
||
|
flag_wait( "farm_alert" );
|
||
|
|
||
|
battlechatter_on( "allies" );
|
||
|
battlechatter_on( "axis" );
|
||
|
|
||
|
autosave_by_name( "dogs" );
|
||
|
|
||
|
cistern_color_trigger = getent( "cistern_color_trigger", "script_noteworthy" );
|
||
|
if ( isdefined( cistern_color_trigger ) )
|
||
|
cistern_color_trigger trigger_off();
|
||
|
|
||
|
activate_trigger_with_targetname( "farm_advance_color_init" );
|
||
|
|
||
|
level thread farm_clear_enemies();
|
||
|
|
||
|
waittill_aigroupcleared( "farm_forerunners" );
|
||
|
waittill_aigroupcleared( "farm_defenders" );
|
||
|
|
||
|
flag_set( "farm_clear");
|
||
|
|
||
|
farm_color_trigger = getentarray( "farm_color_trigger", "script_noteworthy" );
|
||
|
array_thread( farm_color_trigger, ::trigger_off );
|
||
|
|
||
|
activate_trigger_with_targetname( "farm_cleared_color_init" );
|
||
|
|
||
|
flag_clear( "aa_farm" );
|
||
|
|
||
|
level thread area_creek_init();
|
||
|
}
|
||
|
|
||
|
farm_push()
|
||
|
{
|
||
|
level endon( "farm_clear");
|
||
|
|
||
|
ai = 100;
|
||
|
while( ai > 4 )
|
||
|
{
|
||
|
ai = get_ai_group_count( "farm_forerunners" );
|
||
|
ai += get_ai_group_count( "farm_defenders" );
|
||
|
wait 1;
|
||
|
}
|
||
|
activate_trigger_with_targetname( "farm_push_color_init" );
|
||
|
}
|
||
|
|
||
|
|
||
|
dynamic_dog_threat()
|
||
|
{
|
||
|
// Makes dogs less likely to be shot by allies.
|
||
|
// until the player is being eaten by a dog.
|
||
|
|
||
|
while( true )
|
||
|
{
|
||
|
setthreatbias( "dogs", "allies", -4000 );
|
||
|
level.player waittill( "dog_attacks_player" );
|
||
|
setthreatbias( "dogs", "allies", 0 );
|
||
|
level.player waittill( "player_saved_from_dog" );
|
||
|
}
|
||
|
}
|
||
|
farm_enemies_timer()
|
||
|
{
|
||
|
trigger = getent( "farm_enemies", "script_noteworthy" );
|
||
|
trigger endon( "trgger" );
|
||
|
|
||
|
flag_wait( "farm_enemies_timer" );
|
||
|
|
||
|
wait randomfloatrange( 13, 17 );
|
||
|
activate_trigger_with_noteworthy( "farm_enemies" );
|
||
|
activate_trigger_with_noteworthy( "farm_enemy_dogs" );
|
||
|
}
|
||
|
|
||
|
farm_dialogue()
|
||
|
{
|
||
|
trigger = getent( "quiet_dialogue" , "targetname" );
|
||
|
trigger waittill( "trigger" );
|
||
|
|
||
|
level.charlie anim_single_queue( level.charlie, "tooquiet" );
|
||
|
level.mark anim_single_queue( level.mark, "regrouping" );
|
||
|
wait 2;
|
||
|
level.price thread anim_single_queue( level.price, "staysharp" );
|
||
|
autosave_by_name( "farm" );
|
||
|
}
|
||
|
|
||
|
farm_forerunners()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
if ( randomint(100) > 60 )
|
||
|
self.grenadeWeapon = "flash_grenade";
|
||
|
|
||
|
while ( 3 < get_ai_group_count( "farm_forerunners" ) )
|
||
|
wait 0.1;
|
||
|
|
||
|
self set_goalvolume( "farm_volume" );
|
||
|
|
||
|
flag_set( "farm_alert" );
|
||
|
}
|
||
|
|
||
|
farm_defenders()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
if ( randomint(100) > 60 )
|
||
|
self.grenadeWeapon = "flash_grenade";
|
||
|
|
||
|
while ( 4 < get_ai_group_count( "farm_defenders" ) )
|
||
|
wait 0.1;
|
||
|
|
||
|
self set_goalvolume( "farm_volume" );
|
||
|
}
|
||
|
|
||
|
farm_dog_spawn_function()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
if ( !isdefined( level.farm_dogs ) )
|
||
|
{
|
||
|
level.farm_dogs = [];
|
||
|
level thread farm_dogs_delete();
|
||
|
}
|
||
|
|
||
|
level.farm_dogs[ level.farm_dogs.size ] = self;
|
||
|
|
||
|
if ( level.farm_dogs.size == 3 )
|
||
|
level notify( "dogs_loaded" );
|
||
|
|
||
|
if ( isdefined( self.target ) )
|
||
|
self waittill( "goal" );
|
||
|
|
||
|
self setgoalentity( level.player );
|
||
|
self.goalradius = 300;
|
||
|
|
||
|
}
|
||
|
|
||
|
farm_dogs_delete()
|
||
|
{
|
||
|
level waittill( "dogs_loaded" );
|
||
|
|
||
|
level.farm_dogs = array_randomize( level.farm_dogs );
|
||
|
|
||
|
switch( level.gameSkill )
|
||
|
{
|
||
|
case 0:
|
||
|
dogs = 2;
|
||
|
break;
|
||
|
case 1:
|
||
|
dogs = 2;
|
||
|
break;
|
||
|
default:
|
||
|
dogs = 3;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
for ( i=0; i<level.farm_dogs.size; i++ )
|
||
|
{
|
||
|
if ( i < dogs)
|
||
|
continue;
|
||
|
level.farm_dogs[i] delete();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
farm_clear_enemies()
|
||
|
{
|
||
|
trigger = getent( "farm_clear_enemies", "targetname" );
|
||
|
trigger waittill( "trigger" );
|
||
|
|
||
|
axis1 = get_ai_group_ai( "farm_forerunners" );
|
||
|
axis2 = get_ai_group_ai( "farm_defenders" );
|
||
|
axis = array_combine( axis1, axis2 );
|
||
|
volume = getent( "farm_volume", "targetname" );
|
||
|
|
||
|
for ( i=0; i<axis.size; i++ )
|
||
|
{
|
||
|
if ( axis[i] istouching( volume ) )
|
||
|
continue;
|
||
|
axis[i] setgoalentity( level.player );
|
||
|
axis[i].goalradius = 450;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
area_creek_init()
|
||
|
{
|
||
|
autosave_by_name( "creek" );
|
||
|
|
||
|
flag_set( "aa_creek" );
|
||
|
|
||
|
arcademode_checkpoint( 5, 3 );
|
||
|
|
||
|
battlechatter_off( "allies" );
|
||
|
battlechatter_off( "axis" );
|
||
|
|
||
|
flag_clear( "player_interruption" );
|
||
|
|
||
|
spawner_array = getentarray( "creek_bridge_guy", "script_noteworthy" );
|
||
|
array_thread( spawner_array, ::add_spawn_function, ::creek_bridge_guy );
|
||
|
|
||
|
array_thread( getnodearray( "patroll_animation", "script_noteworthy"), ::creek_guard_node );
|
||
|
|
||
|
flag_wait( "creek_helicopter");
|
||
|
|
||
|
level thread set_playerspeed( 130, 6 );
|
||
|
level.player thread player_sprint_check();
|
||
|
|
||
|
level thread creek_axis_dialogue();
|
||
|
level thread creek_dialogue();
|
||
|
level thread creek_truck();
|
||
|
level thread creek_helicopter();
|
||
|
level thread creek_gate();
|
||
|
|
||
|
level thread creek_cqb_setup();
|
||
|
|
||
|
flag_wait( "creek_truck_on_bridge" );
|
||
|
|
||
|
level thread set_flag_on_player_action( "player_interruption", true, true );
|
||
|
|
||
|
flag_wait_either( "road_start", "player_interruption" );
|
||
|
|
||
|
flag_clear( "aa_creek" );
|
||
|
|
||
|
level thread area_road_init();
|
||
|
}
|
||
|
|
||
|
creek_gate()
|
||
|
{
|
||
|
wait 6;
|
||
|
|
||
|
gate = getent( "creek_gate", "targetname" );
|
||
|
anim_ent = getent( "creek_gate_animent", "targetname" );
|
||
|
|
||
|
level.price disable_ai_color();
|
||
|
activate_trigger_with_targetname( "creek_gate_color_init" );
|
||
|
|
||
|
anim_ent anim_reach_solo( level.price, "hunted_open_creek_gate" );
|
||
|
anim_ent anim_single_solo( level.price, "hunted_open_creek_gate_stop" );
|
||
|
anim_ent thread anim_single_solo( level.price, "hunted_open_creek_gate" );
|
||
|
level.price enable_cqbwalk();
|
||
|
|
||
|
flag_set( "creek_gate_open" );
|
||
|
|
||
|
old_angles = gate.angles;
|
||
|
gate hunted_style_door_open( "door_gate_chainlink_slow_open" );
|
||
|
|
||
|
level.price set_force_color( "y" );
|
||
|
level.price waittill( "done_setting_new_color" );
|
||
|
|
||
|
activate_trigger_with_targetname( "creek_color_init" );
|
||
|
|
||
|
flag_wait( "creek_bridge" );
|
||
|
|
||
|
// close gate to stop the player from falling back.
|
||
|
gate rotateto( old_angles, .1 );
|
||
|
gate waittill( "rotatedone");
|
||
|
}
|
||
|
|
||
|
creek_dialogue()
|
||
|
{
|
||
|
wait 6;
|
||
|
level.mark anim_single_queue( level.mark, "helicoptersback" );
|
||
|
wait 3;
|
||
|
level.price anim_single_queue( level.price, "keepitthatway" );
|
||
|
|
||
|
flag_wait( "creek_gate_open" );
|
||
|
wait 0.5;
|
||
|
level.price anim_single_queue( level.price, "presson" );
|
||
|
|
||
|
level endon( "player_interruption" );
|
||
|
|
||
|
heli_node = getstruct( "creek_heli_warning", "script_noteworthy" );
|
||
|
heli_node waittill( "trigger" );
|
||
|
|
||
|
level.price thread anim_single_queue( level.price, "sentriesatbridge" );
|
||
|
}
|
||
|
|
||
|
creek_truck()
|
||
|
{
|
||
|
flag_wait( "creek_start" );
|
||
|
|
||
|
truck = maps\_vehicle::spawn_vehicle_from_targetname( "creek_truck" );
|
||
|
thread maps\_vehicle::gopath ( truck );
|
||
|
truck maps\_vehicle::lights_on( "headlights" );
|
||
|
truck maps\_vehicle::godon();
|
||
|
|
||
|
truck waittill( "unload" );
|
||
|
flag_set( "creek_truck_on_bridge" );
|
||
|
}
|
||
|
|
||
|
creek_helicopter()
|
||
|
{
|
||
|
wait 3;
|
||
|
|
||
|
helicopter = maps\_vehicle::spawn_vehicle_from_targetname( "creek_heli" );
|
||
|
helicopter sethoverparams(128, 35, 25);
|
||
|
|
||
|
wait 0.1;
|
||
|
|
||
|
for ( i=0; i<helicopter.riders.size; i++ )
|
||
|
{
|
||
|
helicopter.riders[i] setthreatbiasgroup ( "oblivious" );
|
||
|
}
|
||
|
|
||
|
level.helicopter = helicopter;
|
||
|
|
||
|
helicopter thread heli_path_speed();
|
||
|
helicopter helicopter_searchlight_on();
|
||
|
|
||
|
flag_wait( "creek_bridge" );
|
||
|
|
||
|
path_struct = getstruct( "creek_flyover_struct", "targetname" );
|
||
|
|
||
|
helicopter thread heli_path_speed( path_struct );
|
||
|
}
|
||
|
|
||
|
creek_bridge_guy()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self notify( "stop_going_to_node" );
|
||
|
|
||
|
self setthreatbiasgroup( "oblivious" );
|
||
|
self thread magic_bullet_shield();
|
||
|
|
||
|
self.animname = "axis";
|
||
|
|
||
|
self.disableArrivals = true;
|
||
|
self set_run_anim( "patrolwalk_" + ( randomint(5) + 1 ) );
|
||
|
self.alwaysRunForward = true;
|
||
|
|
||
|
self waittill( "jumpedout" );
|
||
|
|
||
|
path_node = getnode( self.target, "targetname" );
|
||
|
self thread follow_path( path_node, true );
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
self attach_flashlight( true );
|
||
|
self thread road_axis_interrupt();
|
||
|
|
||
|
wait 5;
|
||
|
self stop_magic_bullet_shield();
|
||
|
|
||
|
level endon( "player_interruption" );
|
||
|
|
||
|
flag_wait( "road_field_end" );
|
||
|
|
||
|
wait randomfloatrange( 5, 10 );
|
||
|
|
||
|
self notify( "stop_interrupt" );
|
||
|
node = getnode( "road_delete_node", "targetname" );
|
||
|
self set_goalnode( node );
|
||
|
self thread delete_on_goal();
|
||
|
}
|
||
|
|
||
|
creek_axis_dialogue()
|
||
|
{
|
||
|
level endon( "road_field_clear" );
|
||
|
|
||
|
flag_wait( "player_interruption" );
|
||
|
|
||
|
ai = get_closest_ai( level.player.origin, "axis" );
|
||
|
|
||
|
if ( !flag( "road_field_search" ) )
|
||
|
{
|
||
|
anim_generic( ai, "hunted_ru2_bythecreek" );
|
||
|
wait randomfloat( 3 ) + 2;
|
||
|
}
|
||
|
|
||
|
ai = get_closest_ai( level.player.origin, "axis" );
|
||
|
anim_generic( ai, "hunted_ru1_inthefield" );
|
||
|
wait randomfloat( 3 ) + 2;
|
||
|
|
||
|
ai = get_closest_ai( level.player.origin, "axis" );
|
||
|
anim_generic( ai, "hunted_ru4_outonfield" );
|
||
|
}
|
||
|
|
||
|
creek_guard_node()
|
||
|
{
|
||
|
level endon( "player_interruption" );
|
||
|
|
||
|
while ( true )
|
||
|
{
|
||
|
self waittill( "trigger", ai);
|
||
|
|
||
|
self thread interrupt_guard_node( ai );
|
||
|
self anim_single_solo( ai, self.script_animation );
|
||
|
|
||
|
self notify( "guard_anim_done" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
interrupt_guard_node( ai )
|
||
|
{
|
||
|
ai endon( "death" );
|
||
|
self endon( "guard_anim_done" );
|
||
|
|
||
|
level waittill( "player_interruption" );
|
||
|
|
||
|
ai stopanimscripted();
|
||
|
ai notify( "single anim", "end" );
|
||
|
}
|
||
|
|
||
|
creek_cqb_setup()
|
||
|
{
|
||
|
array_thread( getentarray( "creek_cqb_start", "targetname" ), ::creek_cqb_start );
|
||
|
array_thread( getentarray( "creek_cqb_end", "targetname" ), ::creek_cqb_start );
|
||
|
}
|
||
|
|
||
|
creek_cqb_start()
|
||
|
{
|
||
|
while( true )
|
||
|
{
|
||
|
self waittill( "trigger", guy );
|
||
|
guy thread ignore_triggers( 1 );
|
||
|
guy enable_cqbwalk();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
creek_cqb_end()
|
||
|
{
|
||
|
while( true )
|
||
|
{
|
||
|
self waittill( "trigger", guy );
|
||
|
guy thread ignore_triggers( 1 );
|
||
|
guy disable_cqbwalk();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
area_road_init()
|
||
|
{
|
||
|
flag_set( "aa_second_field" );
|
||
|
|
||
|
level thread road_allies();
|
||
|
level thread road_axis();
|
||
|
level thread road_helicopter();
|
||
|
level thread road_reset_speed();
|
||
|
level thread road_field_cleanup();
|
||
|
level thread road_field_clear();
|
||
|
|
||
|
if ( !flag( "player_interruption" ) )
|
||
|
{
|
||
|
autosave_by_name( "road" );
|
||
|
level thread road_field();
|
||
|
level thread road_roadblock();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
battlechatter_on( "allies" );
|
||
|
battlechatter_on( "axis" );
|
||
|
flag_wait( "road_start" );
|
||
|
flag_set( "road_open_field" );
|
||
|
}
|
||
|
|
||
|
flag_wait( "greenhouse_area" ) ;
|
||
|
|
||
|
if ( !flag( "player_interruption" ) )
|
||
|
flag_set( "player_interruption" );
|
||
|
|
||
|
flag_wait( "road_field_clear" );
|
||
|
|
||
|
flag_clear( "aa_second_field" );
|
||
|
|
||
|
level thread area_greenhouse_init();
|
||
|
}
|
||
|
|
||
|
road_field_clear()
|
||
|
{
|
||
|
while ( get_ai_group_count( "road_group" ) > 3 )
|
||
|
wait 0.1;
|
||
|
|
||
|
flag_set( "road_field_clear_helicopter" );
|
||
|
wait 0.5;
|
||
|
waittill_aigroupcleared( "road_group" );
|
||
|
flag_set( "road_field_clear" );
|
||
|
}
|
||
|
|
||
|
road_field_cleanup()
|
||
|
{
|
||
|
flag_wait( "road_field_cleanup" );
|
||
|
|
||
|
node = getnode( "road_field_cleanup_node", "targetname" );
|
||
|
axis = get_ai_group_ai( "road_group" );
|
||
|
array_thread( axis, ::disable_ai_color );
|
||
|
array_thread( axis, ::set_goalnode, node );
|
||
|
array_thread( axis, ::delete_on_goal );
|
||
|
|
||
|
flag_set( "road_field_clear_helicopter" );
|
||
|
wait 0.5;
|
||
|
flag_set( "road_field_clear" );
|
||
|
}
|
||
|
|
||
|
road_reset_speed()
|
||
|
{
|
||
|
flag_wait( "player_interruption" );
|
||
|
level thread set_playerspeed( 190, 6 );
|
||
|
}
|
||
|
|
||
|
road_helicopter()
|
||
|
{
|
||
|
level thread road_helicopter_clear();
|
||
|
flag_wait( "player_interruption" );
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
level.helicopter notify("stop_path");
|
||
|
|
||
|
setthreatbias( "player", "heli_guy", 10000 );
|
||
|
setthreatbias( "heli_guy", "player", 20000 );
|
||
|
|
||
|
if ( level.gameskill > 1 && !flag( "road_field_clear_helicopter" ) )
|
||
|
{
|
||
|
level.heli_guy_accuracy = 2;
|
||
|
level.heli_guy_health_multiplier = 1;
|
||
|
level.heli_guy_respawn_delay = 10;
|
||
|
level.helicopter thread activate_heli_guy();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
level.heli_guy_accuracy = 2;
|
||
|
level.heli_guy_health_multiplier = 0.8;
|
||
|
level.heli_guy_respawn_delay = 10;
|
||
|
}
|
||
|
|
||
|
// get in position for the fight faster
|
||
|
level.helicopter heli_path_speed( getstruct( "road_heli_start", "targetname" ) );
|
||
|
|
||
|
if ( !flag( "road_field_clear_helicopter" ) )
|
||
|
{
|
||
|
level.helicopter thread helicopter_attack( 15, "attack_helicopter" );
|
||
|
wait 4;
|
||
|
}
|
||
|
|
||
|
if ( level.gameskill < 2 && !flag( "road_field_clear_helicopter" ) )
|
||
|
level.helicopter thread activate_heli_guy();
|
||
|
|
||
|
level.price anim_single_queue( level.price, "watchhelicopter" );
|
||
|
}
|
||
|
|
||
|
road_helicopter_clear()
|
||
|
{
|
||
|
flag_wait( "road_field_clear_helicopter" );
|
||
|
|
||
|
level.helicopter stop_helicopter_attack();
|
||
|
level.helicopter deactivate_heli_guy();
|
||
|
level.helicopter spot_target_path_end();
|
||
|
level.helicopter thread heli_path_speed( getstruct( "greenhouse_startpath", "targetname" ) );
|
||
|
|
||
|
flag_set( "road_helicopter_cleared" );
|
||
|
}
|
||
|
|
||
|
road_field()
|
||
|
{
|
||
|
flag_wait_or_timeout( "player_interruption", 8 );
|
||
|
flag_set( "road_open_field" );
|
||
|
}
|
||
|
|
||
|
road_allies()
|
||
|
{
|
||
|
level endon( "road_field_cleanup" );
|
||
|
|
||
|
flag_wait( "road_open_field" );
|
||
|
|
||
|
for( i = 0 ; i < level.squad.size ; i ++ )
|
||
|
{
|
||
|
level.squad[i] pushplayer( true );
|
||
|
}
|
||
|
|
||
|
road_bridge_wait();
|
||
|
|
||
|
flag_set( "roadblock" );
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
if ( !flag( "player_interruption" ) )
|
||
|
{
|
||
|
level.price thread anim_single_queue( level.price, "staylow" );
|
||
|
level thread road_allies_exposed();
|
||
|
}
|
||
|
else
|
||
|
level.price anim_single_queue( level.price, "moveit" );
|
||
|
|
||
|
activate_trigger_with_targetname( "road_color_stage_1" );
|
||
|
|
||
|
wait 1;
|
||
|
level.price waittill( "goal" );
|
||
|
wait 6;
|
||
|
|
||
|
activate_trigger_with_targetname( "road_color_stage_2" );
|
||
|
|
||
|
wait 1;
|
||
|
level.price waittill( "goal" );
|
||
|
wait 6;
|
||
|
|
||
|
activate_trigger_with_targetname( "road_color_stage_3" );
|
||
|
|
||
|
wait 1;
|
||
|
level.steve waittill( "goal" );
|
||
|
flag_wait( "road_field_search" ) ;
|
||
|
wait 4;
|
||
|
|
||
|
activate_trigger_with_targetname( "road_color_stage_4" );
|
||
|
|
||
|
wait 1;
|
||
|
level.price waittill( "goal" );
|
||
|
wait 2;
|
||
|
|
||
|
activate_trigger_with_targetname( "road_color_stage_5" );
|
||
|
|
||
|
flag_set( "road_field_end" );
|
||
|
|
||
|
level.price waittill( "goal" );
|
||
|
|
||
|
flag_wait( "player_interruption" ) ;
|
||
|
while ( get_ai_group_count( "road_group" ) > 4 )
|
||
|
wait 0.05;
|
||
|
|
||
|
activate_trigger_with_targetname( "road_color_stage_6" );
|
||
|
|
||
|
for( i = 0 ; i < level.squad.size ; i ++ )
|
||
|
{
|
||
|
level.squad[i] pushplayer( false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
road_allies_exposed()
|
||
|
{
|
||
|
flag_wait( "player_interruption" );
|
||
|
|
||
|
battlechatter_on( "axis" );
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
level.mark anim_single_queue( level.mark, "hunted_uk2_werecompromised" );
|
||
|
|
||
|
if ( !flag( "road_field_end" ) )
|
||
|
level.price anim_single_queue( level.price, "endoffield" );
|
||
|
|
||
|
|
||
|
battlechatter_on( "allies" );
|
||
|
}
|
||
|
|
||
|
road_bridge_wait()
|
||
|
{
|
||
|
level endon( "player_interruption" );
|
||
|
level endon( "roadblock" );
|
||
|
|
||
|
if ( flag( "player_interruption" ) )
|
||
|
return;
|
||
|
|
||
|
bridge_volume = getent( "bridge_volume", "targetname" );
|
||
|
|
||
|
level.price anim_single_queue( level.price, "outofspotlight" );
|
||
|
|
||
|
wait 2;
|
||
|
}
|
||
|
|
||
|
road_axis()
|
||
|
{
|
||
|
flag_wait( "roadblock" );
|
||
|
|
||
|
if ( !flag( "player_interruption" ) )
|
||
|
{
|
||
|
array_thread( getentarray( "road_idle_guy", "targetname" ), ::add_spawn_function, ::road_idle_guy );
|
||
|
array_thread( getentarray( "road_guy", "targetname" ), ::add_spawn_function, ::road_guy );
|
||
|
road_guys = scripted_array_spawn( "road_idle_guy", "targetname", true );
|
||
|
road_guys = scripted_array_spawn( "road_guy", "targetname", true );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
array_thread( getentarray( "road_idle_guy", "targetname" ), ::add_spawn_function, ::road_guy_attack );
|
||
|
array_thread( getentarray( "road_guy", "targetname" ), ::add_spawn_function, ::road_guy_attack );
|
||
|
road_guys = scripted_array_spawn( "road_guy", "targetname", true );
|
||
|
wait 10;
|
||
|
road_guys = scripted_array_spawn( "road_idle_guy", "targetname", true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
road_guy_attack()
|
||
|
{
|
||
|
self notify( "stop_going_to_node" );
|
||
|
self set_force_color( "p" );
|
||
|
}
|
||
|
|
||
|
road_guy()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
level endon( "player_interruption" );
|
||
|
|
||
|
self setthreatbiasgroup( "oblivious" );
|
||
|
self.disableArrivals = true;
|
||
|
self.alwaysRunForward = true;
|
||
|
|
||
|
self.animname = "axis";
|
||
|
self set_run_anim( "patrolwalk_" + ( randomint(5) + 1 ) );
|
||
|
|
||
|
self attach_flashlight( true );
|
||
|
|
||
|
self thread road_axis_interrupt();
|
||
|
|
||
|
self notify( "stop_going_to_node" );
|
||
|
path_node = getnode( self.target, "targetname" );
|
||
|
self thread follow_path( path_node, true );
|
||
|
|
||
|
self waittill( "path_end_reached" );
|
||
|
|
||
|
flag_set( "player_interruption" );
|
||
|
}
|
||
|
|
||
|
road_idle_guy()
|
||
|
{
|
||
|
level endon( "player_interruption" );
|
||
|
|
||
|
self setthreatbiasgroup( "oblivious" );
|
||
|
self.disableArrivals = true;
|
||
|
|
||
|
self.animname = "axis";
|
||
|
self set_run_anim( "patrolwalk_nolight" );
|
||
|
self thread road_axis_interrupt();
|
||
|
self.alwaysRunForward = true;
|
||
|
|
||
|
flag_wait( "road_field_search" );
|
||
|
|
||
|
wait randomfloat( 20 );
|
||
|
|
||
|
self notify( "stop_interrupt" );
|
||
|
node = getnode( "road_field_cleanup_node", "targetname" );
|
||
|
self set_goalnode( node );
|
||
|
self thread delete_on_goal();
|
||
|
}
|
||
|
|
||
|
road_roadblock()
|
||
|
{
|
||
|
level endon( "player_interruption" );
|
||
|
|
||
|
flag_wait( "roadblock" );
|
||
|
|
||
|
actors = scripted_array_spawn( "roadblock_guy", "script_noteworthy", true );
|
||
|
level thread road_roadblock_anim( actors );
|
||
|
|
||
|
start_vnode = getvehiclenode( "roadblock_start", "script_noteworthy" );
|
||
|
stop_vnode = getvehiclenode( "roadblock_stop", "script_noteworthy" );
|
||
|
|
||
|
sedan = maps\_vehicle::spawn_vehicle_from_targetname( "road_pickup" );
|
||
|
thread maps\_vehicle::gopath ( sedan );
|
||
|
|
||
|
start_vnode waittill( "trigger" );
|
||
|
|
||
|
flag_set( "roadblock_start" );
|
||
|
|
||
|
stop_vnode waittill( "trigger" );
|
||
|
|
||
|
sedan setspeed( 0, 15 );
|
||
|
|
||
|
flag_wait( "roadblock_done" );
|
||
|
|
||
|
sedan resumespeed( 35 );
|
||
|
}
|
||
|
|
||
|
road_roadblock_anim( actors )
|
||
|
{
|
||
|
level endon( "player_interruption" );
|
||
|
|
||
|
nodes = getnodearray( "roadblock_path", "targetname" );
|
||
|
actors[0] thread road_roadblock_guy( "guard1", nodes[1] );
|
||
|
actors[1] thread road_roadblock_guy( "guard2", nodes[0] );
|
||
|
|
||
|
anim_ent = getent( "roadblock_animent", "targetname" );
|
||
|
|
||
|
level thread road_roadblock_interrupt( actors, anim_ent );
|
||
|
|
||
|
anim_ent anim_reach( actors, "roadblock_sequence" );
|
||
|
|
||
|
if ( !flag( "roadblock_start" ) && !flag( "player_interruption" ) )
|
||
|
anim_ent anim_loop( actors, "roadblock_startidle", undefined, "stop_idle" );
|
||
|
|
||
|
flag_wait( "roadblock_start" );
|
||
|
|
||
|
anim_ent notify( "stop_idle" );
|
||
|
|
||
|
anim_ent anim_single( actors, "roadblock_sequence" );
|
||
|
|
||
|
flag_set( "roadblock_done" );
|
||
|
}
|
||
|
|
||
|
road_roadblock_interrupt( actors, anim_ent )
|
||
|
{
|
||
|
flag_wait( "player_interruption" );
|
||
|
|
||
|
anim_ent notify( "stop_idle" );
|
||
|
|
||
|
if ( !flag( "roadblock_start" ) )
|
||
|
return;
|
||
|
|
||
|
actors[0] stopanimscripted();
|
||
|
actors[0] notify( "single anim", "end" );
|
||
|
actors[1] stopanimscripted();
|
||
|
actors[1] notify( "single anim", "end" );
|
||
|
|
||
|
flag_set( "roadblock_done" );
|
||
|
}
|
||
|
|
||
|
road_roadblock_guy( animname, path_node )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
level endon( "player_interruption" );
|
||
|
|
||
|
self.animname = animname;
|
||
|
self.disableArrivals = true;
|
||
|
self set_run_anim( "patrolwalk" );
|
||
|
self setthreatbiasgroup( "oblivious" );
|
||
|
|
||
|
self attach_flashlight( true );
|
||
|
|
||
|
self thread road_axis_interrupt();
|
||
|
|
||
|
flag_wait( "roadblock_done" );
|
||
|
self.disableArrivals = true;
|
||
|
self.animname = "axis";
|
||
|
self thread follow_path( path_node, true );
|
||
|
}
|
||
|
|
||
|
road_axis_interrupt()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self endon( "stop_interrupt" );
|
||
|
|
||
|
self thread road_axis_proximity();
|
||
|
|
||
|
flag_wait( "player_interruption" );
|
||
|
|
||
|
if ( !self.spotter )
|
||
|
wait randomfloat( 2 ) + 0.5;
|
||
|
|
||
|
self notify( "stop_path" );
|
||
|
self flashlight_light( false );
|
||
|
self.disableArrivals = false;
|
||
|
self clear_run_anim();
|
||
|
self.alwaysRunForward = undefined;
|
||
|
|
||
|
self setthreatbiasgroup( "axis" );
|
||
|
self set_force_color( "p" );
|
||
|
|
||
|
self detach_flashlight();
|
||
|
}
|
||
|
|
||
|
road_axis_proximity()
|
||
|
{
|
||
|
level endon( "player_interruption" );
|
||
|
self endon( "death" );
|
||
|
|
||
|
self.spotter = false;
|
||
|
|
||
|
wait randomfloat(1);
|
||
|
|
||
|
while ( true )
|
||
|
{
|
||
|
fov = cos( 65 );
|
||
|
wait 0.25;
|
||
|
dist = distance2d( level.player.origin, self.origin );
|
||
|
|
||
|
if ( dist > 1000 )
|
||
|
continue;
|
||
|
|
||
|
if ( dist < 400 && level.player getstance() != "prone" )
|
||
|
fov = cos( 120 );
|
||
|
|
||
|
if ( dist < 900 && flag( "player_sprint" ) )
|
||
|
{
|
||
|
self.spotter = true;
|
||
|
flag_set( "player_interruption" );
|
||
|
}
|
||
|
|
||
|
if ( !within_fov( self.origin, self.angles, level.player.origin, fov ) )
|
||
|
continue;
|
||
|
|
||
|
min_visible = dist / 1000;
|
||
|
|
||
|
if ( min_visible > level.player scripted_sightconetrace( self geteye() , self ) )
|
||
|
continue;
|
||
|
|
||
|
self.spotter = true;
|
||
|
flag_set( "player_interruption" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
area_greenhouse_init()
|
||
|
{
|
||
|
flag_set( "aa_greenhouse" );
|
||
|
|
||
|
arcademode_checkpoint( 6, 4 );
|
||
|
|
||
|
for( i = 0 ; i < level.squad.size ; i ++ )
|
||
|
{
|
||
|
level.squad[i] pushplayer( false );
|
||
|
}
|
||
|
|
||
|
flag_wait( "road_helicopter_cleared" );
|
||
|
|
||
|
level.helicopter thread helicopter_attack( 8, "greenhouse_attack_helicopter" );
|
||
|
|
||
|
activate_trigger_with_targetname( "greenhouse_color_init" );
|
||
|
|
||
|
level thread greenhouse_heli_light_off();
|
||
|
level thread greenhouse_stinger();
|
||
|
level thread greenhouse_fake_target();
|
||
|
level thread greenhouse_barn_door();
|
||
|
level thread infinite_stinger();
|
||
|
|
||
|
flag_wait( "road_field_cleanup" );
|
||
|
autosave_by_name( "greenhouse" );
|
||
|
|
||
|
flag_wait( "greenhouse_done" );
|
||
|
|
||
|
flag_clear( "aa_greenhouse" );
|
||
|
|
||
|
level thread area_ac130_init();
|
||
|
}
|
||
|
|
||
|
greenhouse_heli_light_off()
|
||
|
{
|
||
|
flag_wait( "greenhouse_heli_light_off" );
|
||
|
helicopter_searchlight_off();
|
||
|
}
|
||
|
|
||
|
infinite_stinger()
|
||
|
{
|
||
|
base_stinger = getent( "infinite_stinger", "targetname" );
|
||
|
|
||
|
drop_spots = getentarray( base_stinger.target, "targetname" );
|
||
|
for( i = 0 ; i < drop_spots.size ; i ++ )
|
||
|
drop_spots[i] hide();
|
||
|
|
||
|
base_stinger hide();
|
||
|
|
||
|
i=0;
|
||
|
while( true )
|
||
|
{
|
||
|
stinger_origin = base_stinger.origin + (0,0,5);
|
||
|
stinger = spawn( "weapon_stinger", stinger_origin );
|
||
|
stinger.angles = base_stinger.angles;
|
||
|
wait 1;
|
||
|
stinger.origin = base_stinger.origin + (0,0,-2);
|
||
|
|
||
|
stinger waittill( "trigger", dude, oldweapon );
|
||
|
|
||
|
if ( isdefined(oldweapon) )
|
||
|
{
|
||
|
oldweapon.origin = drop_spots[i].origin;
|
||
|
oldweapon.angles = drop_spots[i].angles;
|
||
|
i++;
|
||
|
if ( i>drop_spots.size )
|
||
|
i=0;
|
||
|
}
|
||
|
level.player waittill( "stinger_fired" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
greenhouse_stinger()
|
||
|
{
|
||
|
while( get_ai_group_count( "greenhouse_group" ) > 10 )
|
||
|
wait 0.05;
|
||
|
|
||
|
autosave_by_name( "greenhouse" );
|
||
|
|
||
|
flag_set( "aa_stinger" );
|
||
|
|
||
|
battlechatter_off( "axis" );
|
||
|
battlechatter_off( "allies" );
|
||
|
|
||
|
if ( level.gameskill > 1 )
|
||
|
{
|
||
|
// hard and fu
|
||
|
level.heli_guy_accuracy = 4;
|
||
|
level.heli_guy_health_multiplier = 1;
|
||
|
level.heli_guy_respawn_delay = 10;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// easy and normal
|
||
|
level.heli_guy_accuracy = 1.5;
|
||
|
level.heli_guy_health_multiplier = 0.8;
|
||
|
level.heli_guy_respawn_delay = 15;
|
||
|
}
|
||
|
|
||
|
level.helicopter thread activate_heli_guy();
|
||
|
|
||
|
level.price thread anim_single_queue( level.price, "anotherpass" );
|
||
|
|
||
|
waittill_aigroupcleared( "greenhouse_group" );
|
||
|
|
||
|
activate_trigger_with_targetname( "stinger_color_init" );
|
||
|
|
||
|
if ( !isdefined( level.helicopter ) )
|
||
|
{
|
||
|
// if the heli is killed out outside of the mission.
|
||
|
flag_set( "helicopter_down" );
|
||
|
flag_clear( "aa_stinger" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
level.helicopter stop_helicopter_attack();
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
if ( level.gameskill > 1 )
|
||
|
{
|
||
|
// hard and fu
|
||
|
level.heli_guy_accuracy = 8;
|
||
|
level.heli_guy_health_multiplier = 2;
|
||
|
level.heli_guy_respawn_delay = 6;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// easy and normal
|
||
|
level.heli_guy_accuracy = 4;
|
||
|
level.heli_guy_health_multiplier = 2;
|
||
|
level.heli_guy_respawn_delay = 6;
|
||
|
}
|
||
|
|
||
|
if ( isalive(level.helicopter.heli_guy) )
|
||
|
level.helicopter.heli_guy.baseAccuracy = level.heli_guy_accuracy;
|
||
|
|
||
|
level.helicopter thread heli_path_speed( getstruct( "stinger_path", "targetname" ) );
|
||
|
|
||
|
level.mark waittill( "goal" );
|
||
|
|
||
|
autosave_by_name( "stinger" );
|
||
|
|
||
|
arcademode_checkpoint( 3, 5 );
|
||
|
|
||
|
level.mark anim_single_queue( level.mark, "missilesinbarn" );
|
||
|
|
||
|
if ( !isalive( level.helicopter ) )
|
||
|
{
|
||
|
flag_set( "helicopter_down" );
|
||
|
flag_clear( "aa_stinger" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
level.price thread anim_single_queue( level.price, "takeoutchopper" );
|
||
|
|
||
|
delayThread( 3, ::activate_trigger_with_targetname, "heli_fight_color_init" );
|
||
|
|
||
|
level thread objective_stinger();
|
||
|
|
||
|
level.helicopter waittill( "death" );
|
||
|
level.helicopter deactivate_heli_guy();
|
||
|
|
||
|
helicopter_searchlight_off();
|
||
|
wait 1;
|
||
|
|
||
|
level.mark anim_single_queue( level.mark, "niceshooting" );
|
||
|
wait 5;
|
||
|
level.price thread anim_single_queue( level.price, "everyoneonme" );
|
||
|
|
||
|
flag_clear( "aa_stinger" );
|
||
|
flag_set( "helicopter_down" );
|
||
|
}
|
||
|
|
||
|
greenhouse_fake_target()
|
||
|
{
|
||
|
level.helicopter endon( "death" );
|
||
|
|
||
|
ent = spawn( "script_model", level.helicopter.origin );
|
||
|
ent linkto( level.helicopter, "tag_origin", (0,0,-80), (0,0,0) );
|
||
|
|
||
|
target_set( ent, ( 0,0,-80 ) );
|
||
|
target_setJavelinOnly( ent, true );
|
||
|
|
||
|
level.player waittill( "stinger_fired" );
|
||
|
|
||
|
if ( isalive( level.heli_guy ) )
|
||
|
level.heli_guy setthreatbiasgroup( "oblivious" );
|
||
|
|
||
|
greenhouse_helicopter_reaction_wait( 2 );
|
||
|
level.helicopter thread evasion_path( "evasion_pattern" );
|
||
|
wait 0.5;
|
||
|
|
||
|
level thread hunted_flares_fire_burst( level.helicopter, 8, 6, 5.0 );
|
||
|
wait 0.5;
|
||
|
|
||
|
thread stinger_nag();
|
||
|
|
||
|
ent unlink();
|
||
|
vec = get_vehicle_velocity( level.helicopter, (0,0,10) );
|
||
|
ent movegravity( vec, 8 );
|
||
|
ent thread ent_delete();
|
||
|
|
||
|
target_set( level.helicopter, ( 0,0,-80 ) );
|
||
|
target_setJavelinOnly( level.helicopter, true );
|
||
|
|
||
|
if ( isalive( level.heli_guy ) )
|
||
|
level.heli_guy setthreatbiasgroup( "heli_guy" );
|
||
|
|
||
|
level.player waittill( "stinger_fired" );
|
||
|
if ( isalive( level.heli_guy ) )
|
||
|
level.heli_guy setthreatbiasgroup( "oblivious" );
|
||
|
|
||
|
greenhouse_helicopter_reaction_wait( 3 );
|
||
|
level.helicopter thread evasion_path( "evasion_pattern" );
|
||
|
|
||
|
hunted_flares_fire_burst( level.helicopter, 8, 1, 5.0 );
|
||
|
}
|
||
|
|
||
|
get_vehicle_velocity( vehicle, adjustment )
|
||
|
{
|
||
|
org1 = vehicle.origin + adjustment;
|
||
|
wait 0.05;
|
||
|
vec = ( vehicle.origin - org1 );
|
||
|
return vectorScale( vec, 20 );
|
||
|
}
|
||
|
|
||
|
ent_delete()
|
||
|
{
|
||
|
wait 3;
|
||
|
self delete();
|
||
|
}
|
||
|
|
||
|
|
||
|
stinger_nag()
|
||
|
{
|
||
|
level.helicopter endon( "death" );
|
||
|
level.player endon( "stinger_fired" );
|
||
|
|
||
|
wait 0.5;
|
||
|
level.mark thread anim_single_queue( level.mark, "hunted_uk2_poppingflares" );
|
||
|
wait 2;
|
||
|
level.mark thread anim_single_queue( level.mark, "hunted_uk2_fireagain" );
|
||
|
|
||
|
}
|
||
|
|
||
|
greenhouse_helicopter_reaction_wait( remainder )
|
||
|
{
|
||
|
projectile_speed = 1100 ;
|
||
|
dist = distance( level.player.origin, level.helicopter.origin );
|
||
|
travel_time = dist / projectile_speed - remainder;
|
||
|
|
||
|
if ( travel_time > 0 )
|
||
|
wait travel_time;
|
||
|
}
|
||
|
|
||
|
hunted_flares_fire_burst( vehicle, fxCount, flareCount, flareTime )
|
||
|
{
|
||
|
/*
|
||
|
copied from maps\_helicopter_globals
|
||
|
had to change it a litle since I couldn't redirect the missile in my case.
|
||
|
*/
|
||
|
|
||
|
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_light_belly" ) );
|
||
|
|
||
|
if ( vehicle == level.playervehicle )
|
||
|
{
|
||
|
level.stats["flares_used"]++;
|
||
|
level.player playLocalSound( "weap_flares_fire" );
|
||
|
}
|
||
|
wait 0.25;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
evasion_path( path_name )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
if ( isdefined( self.currentnode.target ) )
|
||
|
old_path = getstruct( self.currentnode.target, "targetname" );
|
||
|
else
|
||
|
old_path = self.currentnode;
|
||
|
|
||
|
path_struct = self make_evasion_path( path_name );
|
||
|
self heli_path_speed( path_struct );
|
||
|
|
||
|
if ( isdefined( old_path ) )
|
||
|
self heli_path_speed( old_path );
|
||
|
}
|
||
|
|
||
|
make_evasion_path( path_name )
|
||
|
{
|
||
|
base_struct = getstruct( path_name, "targetname" );
|
||
|
|
||
|
struct = spawnstruct();
|
||
|
origin_offset = base_struct.origin;
|
||
|
start_struct = struct;
|
||
|
struct_targetname = undefined;
|
||
|
|
||
|
if ( !isdefined( level.evasion_index ) )
|
||
|
level.evasion_index = 0;
|
||
|
|
||
|
while ( true )
|
||
|
{
|
||
|
base_struct = getstruct( base_struct.target, "targetname" );
|
||
|
|
||
|
struct.origin = self localtoworldcoords( base_struct.origin - origin_offset );
|
||
|
|
||
|
if ( isdefined( base_struct.angles ) )
|
||
|
struct.angles = self.angles + base_struct.angles;
|
||
|
if ( isdefined( struct_targetname ) )
|
||
|
struct.targetname = struct_targetname;
|
||
|
struct_targetname = "evasion_" + level.evasion_index;
|
||
|
if ( isdefined( base_struct.target ) )
|
||
|
{
|
||
|
struct.target = struct_targetname;
|
||
|
struct add_struct_to_level_array();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
struct add_struct_to_level_array();
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
struct = spawnstruct();
|
||
|
level.evasion_index++;
|
||
|
}
|
||
|
return start_struct;
|
||
|
}
|
||
|
|
||
|
add_struct_to_level_array()
|
||
|
{
|
||
|
level.struct[ level.struct.size ] = self;
|
||
|
|
||
|
if ( isdefined( self.targetname ) )
|
||
|
self add_struct( self.targetname, "targetname" );
|
||
|
if ( isdefined( self.target ) )
|
||
|
self add_struct( self.target, "target" );
|
||
|
if ( isdefined( self.script_noteworthy ) )
|
||
|
self add_struct( self.script_noteworthy, "script_noteworthy" );
|
||
|
}
|
||
|
|
||
|
add_struct( value, key )
|
||
|
{
|
||
|
if ( !isdefined( level.struct_class_names[ key ][ value ] ) )
|
||
|
level.struct_class_names[ key ][ value ] = [];
|
||
|
size = level.struct_class_names[ key ][ value ].size;
|
||
|
level.struct_class_names[ key ][ value ][size] = self;
|
||
|
}
|
||
|
|
||
|
greenhouse_barn_door()
|
||
|
{
|
||
|
flag_wait ( "helicopter_down" );
|
||
|
|
||
|
activate_trigger_with_targetname( "greenhouse_exit_stuckup_color_init" );
|
||
|
|
||
|
flag_wait( "greenhouse_rear_exit" );
|
||
|
|
||
|
gate = getent( "big_barn_door", "targetname" );
|
||
|
anim_ent = getent( "big_barn_animent", "targetname" );
|
||
|
|
||
|
level.price disable_ai_color();
|
||
|
anim_ent anim_reach_solo( level.price, "hunted_open_big_barn_gate" );
|
||
|
|
||
|
anim_ent anim_single_solo( level.price, "hunted_open_big_barn_gate_stop" );
|
||
|
anim_ent thread anim_single_solo( level.price, "hunted_open_big_barn_gate" );
|
||
|
|
||
|
gate hunted_style_door_open( "door_metal_slow_open" );
|
||
|
|
||
|
activate_trigger_with_targetname( "barn_exit_y_color_init" );
|
||
|
|
||
|
level.price set_force_color( "o" );
|
||
|
level.price enable_cqbwalk();
|
||
|
|
||
|
wait 0.5;
|
||
|
activate_trigger_with_targetname( "barn_exit_r_color_init" );
|
||
|
|
||
|
level.price waittill_notify_or_timeout( "goal", 3 );
|
||
|
level.price disable_cqbwalk();
|
||
|
|
||
|
flag_set( "greenhouse_done" );
|
||
|
}
|
||
|
|
||
|
area_ac130_init()
|
||
|
{
|
||
|
autosave_by_name( "ac130" );
|
||
|
|
||
|
arcademode_checkpoint( 3, 6 );
|
||
|
|
||
|
flag_set( "aa_ac130" );
|
||
|
|
||
|
level thread set_playerspeed( 130, 5 );
|
||
|
|
||
|
level thread ac130_allies();
|
||
|
level thread ac130_devastation();
|
||
|
level thread ac130_gas_station();
|
||
|
level thread ac130_enemy_vehicles();
|
||
|
|
||
|
flag_wait( "go_dazed" );
|
||
|
|
||
|
level thread set_playerspeed( 190, 4 );
|
||
|
|
||
|
flag_wait_or_timeout( "mission_end_trigger", 30 );
|
||
|
|
||
|
flag_clear( "aa_ac130" );
|
||
|
|
||
|
nextmission();
|
||
|
}
|
||
|
|
||
|
ac130_dazed_guy()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
self setthreatbiasgroup( "oblivious" );
|
||
|
self.animname = "axis";
|
||
|
self set_run_anim( "patrolwalk_nolight" );
|
||
|
self.alwaysRunForward = true;
|
||
|
|
||
|
self thread ac130_defend_gasstation();
|
||
|
|
||
|
flag_wait( "ac130_barrage" );
|
||
|
self clear_run_anim();
|
||
|
self.alwaysRunForward = undefined;
|
||
|
|
||
|
if ( isdefined( self.script_noteworthy ) && self.script_noteworthy == "runners" )
|
||
|
{
|
||
|
flag_wait( "ac130_barrage_over" );
|
||
|
self waittill( "damage" );
|
||
|
self setthreatbiasgroup( "axis" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.skipDeathAnim = true;
|
||
|
self thread throw_on_death( (6432, 11312, 200), "MOD_EXPLOSIVE" );
|
||
|
flag_wait( "go_dazed" );
|
||
|
|
||
|
self setthreatbiasgroup( "oblivious" );
|
||
|
self set_run_anim( "dazed_" + randomint(5) );
|
||
|
self.alwaysRunForward = true;
|
||
|
|
||
|
wait 7;
|
||
|
|
||
|
self.skipDeathAnim = undefined;
|
||
|
|
||
|
self thread track_player_proximity();
|
||
|
self waittill_either( "damage", "proximity" );
|
||
|
|
||
|
self clear_run_anim();
|
||
|
self.alwaysRunForward = undefined;
|
||
|
wait 1;
|
||
|
self setthreatbiasgroup( "axis" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
track_player_proximity()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
wait randomfloat( 0.5 );
|
||
|
while( distance2d( level.player.origin, self.origin ) > 350 )
|
||
|
wait 0.25;
|
||
|
|
||
|
self notify( "proximity" );
|
||
|
}
|
||
|
|
||
|
throw_on_death( death_source_origin, damage_type )
|
||
|
{
|
||
|
self waittill( "death", a, b, c, d, e, f, g );
|
||
|
|
||
|
if ( !isdefined( self ) || !isdefined( b ) || b != damage_type )
|
||
|
return;
|
||
|
|
||
|
origin = self.origin;
|
||
|
|
||
|
vector = vectornormalize( origin - death_source_origin );
|
||
|
|
||
|
self StartRagdoll();
|
||
|
wait 0.1;
|
||
|
PhysicsExplosionSphere( origin + vector_multiply( vector, -50 ), 100, 90, 4 );
|
||
|
}
|
||
|
|
||
|
ac130_allies()
|
||
|
{
|
||
|
setignoremegroup( "axis", "allies" ); // allies ignore axis
|
||
|
|
||
|
flag_wait_either( "ac130_defend_gasstation", "ac130_barrage" );
|
||
|
wait 3;
|
||
|
setthreatbias( "axis", "allies", 0 ); // make axis a threat again.
|
||
|
}
|
||
|
|
||
|
ac130_defend_gasstation()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
level endon( "ac130_barrage" );
|
||
|
|
||
|
flag_wait( "ac130_defend_gasstation" );
|
||
|
self clear_run_anim();
|
||
|
self setthreatbiasgroup( "axis" );
|
||
|
|
||
|
level thread ac130_kill_player();
|
||
|
}
|
||
|
|
||
|
ac130_kill_player()
|
||
|
{
|
||
|
while ( true )
|
||
|
{
|
||
|
if ( !flag( "ac130_barrage" ) )
|
||
|
{
|
||
|
if ( distance2d( ( 6264, 12264, 232 ), level.player.origin ) < 1200 )
|
||
|
break;
|
||
|
}
|
||
|
else if ( !flag( "go_dazed" ) )
|
||
|
{
|
||
|
if ( distance2d( ( 5928, 12952, 200 ), level.player.origin ) < 1600 )
|
||
|
break;
|
||
|
}
|
||
|
wait 0.05;
|
||
|
}
|
||
|
|
||
|
level.player EnableHealthShield( false );
|
||
|
damagemultiplier = getdvarfloat( "player_damagemultiplier" );
|
||
|
damage = 25 / damagemultiplier;
|
||
|
while ( true )
|
||
|
{
|
||
|
level.player dodamage( damage , ( 6896, 12118, 328 ) );
|
||
|
wait 0.05;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ac130_devastation()
|
||
|
{
|
||
|
flag_set( "gasstation_start" );
|
||
|
|
||
|
radio_dialogue( "requestfire" );
|
||
|
|
||
|
flag_wait( "ac130_inplace" );
|
||
|
|
||
|
// level.price anim_single_queue( level.price, "blockedpath" );
|
||
|
radio_dialogue( "usesomehelp" );
|
||
|
// level.mark anim_single_queue( level.mark, "bringingintanks" );
|
||
|
level thread set_flag_on_player_action( "ac130_defend_gasstation", true, true);
|
||
|
level.price anim_single_queue( level.price, "100metres" );
|
||
|
radio_dialogue( "comindown" );
|
||
|
wait .5;
|
||
|
flag_set( "ac130_barrage" );
|
||
|
|
||
|
level notify( "kill_action_flag" );
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
activate_trigger_with_targetname( "cover_color_init" );
|
||
|
wait 4;
|
||
|
|
||
|
level.mark.alwaysRunForward = true;
|
||
|
level.steve.alwaysRunForward = true;
|
||
|
level.charlie.alwaysRunForward = true;
|
||
|
level.mark.disableArrivals = true;
|
||
|
level.steve.disableArrivals = true;
|
||
|
level.charlie.disableArrivals = true;
|
||
|
level.mark set_run_anim( "path_slow" );
|
||
|
level.steve set_run_anim( "path_slow" );
|
||
|
level.charlie set_run_anim( "path_slow" );
|
||
|
|
||
|
activate_trigger_with_targetname( "celebrate_color_init" );
|
||
|
|
||
|
level.mark thread anim_on_goal( "hunted_celebrate", 2.5 );
|
||
|
level.steve thread anim_on_goal( "hunted_celebrate", 0 );
|
||
|
level.charlie thread anim_on_goal( "hunted_celebrate", 1 );
|
||
|
wait 2;
|
||
|
|
||
|
activate_trigger_with_targetname( "dazed_color_init" );
|
||
|
flag_set( "go_dazed" );
|
||
|
wait 10;
|
||
|
|
||
|
radio_dialogue( "getmovin" );
|
||
|
level.price thread anim_single_queue( level.price, "comeonletsgo" );
|
||
|
|
||
|
level thread set_playerspeed( 190, 3 );
|
||
|
|
||
|
level.mark.alwaysRunForward = undefined;
|
||
|
level.steve.alwaysRunForward = undefined;
|
||
|
level.charlie.alwaysRunForward = undefined;
|
||
|
level.mark clear_run_anim();
|
||
|
level.steve clear_run_anim();
|
||
|
level.charlie clear_run_anim();
|
||
|
|
||
|
activate_trigger_with_targetname( "mission_end_color_init" );
|
||
|
|
||
|
flag_set( "ac130_barrage_over" );
|
||
|
}
|
||
|
|
||
|
anim_on_goal( anime, time_delay )
|
||
|
{
|
||
|
wait 0.5;
|
||
|
self waittill( "goal" );
|
||
|
wait time_delay;
|
||
|
self thread anim_single_queue( self, anime );
|
||
|
}
|
||
|
|
||
|
ac130_enemy_vehicles()
|
||
|
{
|
||
|
dazed_array = getentarray( "dazed_guy", "targetname" );
|
||
|
array_thread( dazed_array, ::add_spawn_function, ::ac130_dazed_guy );
|
||
|
|
||
|
activate_trigger_with_targetname( "gas_station_color_init" );
|
||
|
|
||
|
flag_wait( "gasstation_start" );
|
||
|
|
||
|
vehicles = maps\_vehicle::spawn_vehicles_from_targetname_and_drive( "gasstation_truck" );
|
||
|
|
||
|
tank = undefined;
|
||
|
for( i = 0 ; i < vehicles.size ; i ++ )
|
||
|
{
|
||
|
if ( vehicles[i].model == "vehicle_t72_tank" )
|
||
|
tank = vehicles[i];
|
||
|
}
|
||
|
|
||
|
flag_wait( "ac130_defend_gasstation" );
|
||
|
|
||
|
if ( flag( "ac130_barrage" ) )
|
||
|
return;
|
||
|
|
||
|
battlechatter_on( "axis" );
|
||
|
battlechatter_on( "allies" );
|
||
|
|
||
|
activate_trigger_with_targetname( "gas_station_defend_color_init" );
|
||
|
|
||
|
tank maps\_vehicle::mgon();
|
||
|
tank setturrettargetent( level.player );
|
||
|
}
|
||
|
|
||
|
ac130_vehicle_die()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
flag_wait( "ac130_barrage" );
|
||
|
|
||
|
switch( self.script_noteworthy )
|
||
|
{
|
||
|
case "1":
|
||
|
wait 1;
|
||
|
break;
|
||
|
case "2":
|
||
|
wait 2.5;
|
||
|
break;
|
||
|
case "3":
|
||
|
wait 9;
|
||
|
break;
|
||
|
default:
|
||
|
}
|
||
|
self notify( "death" );
|
||
|
}
|
||
|
|
||
|
ac130_gas_station()
|
||
|
{
|
||
|
flag_wait( "ac130_barrage" );
|
||
|
|
||
|
gas_station = getentarray( "gas_station" ,"targetname" );
|
||
|
gas_station_d = getentarray( "gas_station_d" ,"targetname" );
|
||
|
|
||
|
exploder( 66 );
|
||
|
wait 1.0;
|
||
|
array_thread( gas_station, ::hide_ent );
|
||
|
array_thread( gas_station_d, ::swap_ent, (7680,0, 0) );
|
||
|
}
|
||
|
|
||
|
hide_ent( nodelay )
|
||
|
{
|
||
|
if ( isdefined( self.script_delay ) && !isdefined( nodelay ) )
|
||
|
wait self.script_delay + 0.1;
|
||
|
self hide();
|
||
|
}
|
||
|
|
||
|
swap_ent( offset )
|
||
|
{
|
||
|
if ( isdefined( self.script_delay ) )
|
||
|
wait self.script_delay;
|
||
|
self.origin = self.origin + offset;
|
||
|
wait 0.1;
|
||
|
self show();
|
||
|
}
|
||
|
|
||
|
setup_gas_station()
|
||
|
{
|
||
|
gas_station_d = getentarray( "gas_station_d" ,"targetname" );
|
||
|
array_thread( gas_station_d, ::hide_ent, true );
|
||
|
}
|
||
|
|
||
|
/**** start and setup functions ****/
|
||
|
|
||
|
setup_friendlies()
|
||
|
{
|
||
|
level.squad = [];
|
||
|
level.price = scripted_spawn( "price", "script_noteworthy", true );
|
||
|
level.price.animname = "price";
|
||
|
level.price.name = "Captain Price";
|
||
|
level.price thread squad_init();
|
||
|
|
||
|
level.mark = scripted_spawn( "mark", "script_noteworthy", true );
|
||
|
level.mark.animname = "mark";
|
||
|
level.mark.name = "Gaz";
|
||
|
level.mark thread squad_init();
|
||
|
|
||
|
level.steve = scripted_spawn( "steve", "script_noteworthy", true );
|
||
|
level.steve.animname = "steve";
|
||
|
level.steve.name = "Nikolai";
|
||
|
level.steve thread squad_init();
|
||
|
level.steve.has_ir = undefined;
|
||
|
|
||
|
level.charlie = scripted_spawn( "charlie", "script_noteworthy", true );
|
||
|
level.charlie.animname = "charlie";
|
||
|
level.charlie thread squad_init();
|
||
|
}
|
||
|
|
||
|
squad_init()
|
||
|
{
|
||
|
self thread magic_bullet_shield();
|
||
|
level.squad[ level.squad.size ] = self;
|
||
|
|
||
|
self waittill( "death" );
|
||
|
level.squad = array_remove( level.squad, self );
|
||
|
}
|
||
|
|
||
|
setup_enemies()
|
||
|
{
|
||
|
axis_spawner_array = getspawnerteamarray ( "axis" );
|
||
|
for( i = 0 ; i < axis_spawner_array.size ; i ++ )
|
||
|
{
|
||
|
if ( axis_spawner_array[i].classname == "actor_enemy_dog" )
|
||
|
axis_spawner_array[i] add_spawn_function( ::dog_settings );
|
||
|
else
|
||
|
axis_spawner_array[i] add_spawn_function( ::axis_settings );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
axis_settings()
|
||
|
{
|
||
|
self setengagementmindist( 300, 200 );
|
||
|
self setengagementmaxdist( 512, 720 );
|
||
|
}
|
||
|
|
||
|
dog_settings()
|
||
|
{
|
||
|
self setthreatbiasgroup( "dogs" );
|
||
|
self.battlechatter = false;
|
||
|
}
|
||
|
|
||
|
setup_visionset_trigger()
|
||
|
{
|
||
|
struct = spawnstruct();
|
||
|
triggers = getentarray( "vision_trigger", "targetname" );
|
||
|
array_thread( triggers, ::visionset_trigger, struct );
|
||
|
}
|
||
|
|
||
|
visionset_trigger( struct )
|
||
|
{
|
||
|
while ( true )
|
||
|
{
|
||
|
self waittill( "trigger" );
|
||
|
struct notify( "new_visionset" );
|
||
|
set_vision_set( self.script_noteworthy, self.script_delay );
|
||
|
struct waittill( "new_visionset" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
start_default()
|
||
|
{
|
||
|
area_flight_init();
|
||
|
}
|
||
|
|
||
|
start_flight_cleanup()
|
||
|
{
|
||
|
crash_mask = getent( "crash_mask", "targetname" );
|
||
|
crash_mask delete();
|
||
|
missile_source = getent( "missile_source", "targetname" );
|
||
|
missile_source delete();
|
||
|
}
|
||
|
|
||
|
start_crash()
|
||
|
{
|
||
|
start_flight_cleanup();
|
||
|
|
||
|
thread hud_hide( true );
|
||
|
level.player disableweapons();
|
||
|
|
||
|
area_crash_init();
|
||
|
}
|
||
|
|
||
|
start_dirt_path()
|
||
|
{
|
||
|
setup_friendlies();
|
||
|
start_teleport_squad( "path" );
|
||
|
|
||
|
start_flight_cleanup();
|
||
|
|
||
|
level.player set_playerspeed( 130 );
|
||
|
|
||
|
area_dirt_path_init();
|
||
|
}
|
||
|
|
||
|
start_barn()
|
||
|
{
|
||
|
setup_friendlies();
|
||
|
start_teleport_squad( "barn" );
|
||
|
|
||
|
start_flight_cleanup();
|
||
|
|
||
|
level thread set_flag_on_player_action( "player_interruption", true, true);
|
||
|
|
||
|
level thread objective_lz();
|
||
|
|
||
|
flag_set("trucks_warning");
|
||
|
level thread dirt_path_barn_truck();
|
||
|
|
||
|
// don't spawn the helicopter.
|
||
|
getent( "calc_speed_trigger", "script_noteworthy") delete();
|
||
|
|
||
|
flag_wait( "barn_moveup" );
|
||
|
|
||
|
area_barn_init();
|
||
|
}
|
||
|
|
||
|
start_field()
|
||
|
{
|
||
|
setup_friendlies();
|
||
|
start_teleport_squad( "field" );
|
||
|
|
||
|
start_flight_cleanup();
|
||
|
|
||
|
level thread objective_lz();
|
||
|
|
||
|
area_field_init();
|
||
|
}
|
||
|
|
||
|
start_basement()
|
||
|
{
|
||
|
setup_friendlies();
|
||
|
start_teleport_squad( "basement" );
|
||
|
|
||
|
start_flight_cleanup();
|
||
|
|
||
|
level thread objective_lz();
|
||
|
|
||
|
for ( i=0; i<level.squad.size; i++ )
|
||
|
{
|
||
|
level.squad[i] set_force_color( "r" );
|
||
|
}
|
||
|
|
||
|
flag_set( "basement_enter" );
|
||
|
flag_set( "basement_door_open" );
|
||
|
flag_set( "squad_in_basement" );
|
||
|
|
||
|
helicopter = maps\_vehicle::spawn_vehicle_from_targetname( "field_heli" );
|
||
|
level.helicopter = helicopter;
|
||
|
|
||
|
helicopter helicopter_searchlight_on();
|
||
|
|
||
|
area_basement_init();
|
||
|
|
||
|
}
|
||
|
|
||
|
start_farm()
|
||
|
{
|
||
|
setup_friendlies();
|
||
|
start_teleport_squad( "farm" );
|
||
|
|
||
|
start_flight_cleanup();
|
||
|
|
||
|
level thread objective_lz();
|
||
|
|
||
|
area_farm_init();
|
||
|
}
|
||
|
|
||
|
start_creek()
|
||
|
{
|
||
|
setup_friendlies();
|
||
|
start_teleport_squad( "creek" );
|
||
|
|
||
|
start_flight_cleanup();
|
||
|
|
||
|
level.price set_force_color( "y" );
|
||
|
level.mark set_force_color( "y" );
|
||
|
level.steve set_force_color( "r" );
|
||
|
level.charlie set_force_color( "r" );
|
||
|
|
||
|
farm_color_trigger = getentarray( "farm_color_trigger", "script_noteworthy" );
|
||
|
array_thread( farm_color_trigger, ::trigger_off );
|
||
|
|
||
|
activate_trigger_with_targetname( "farm_cleared_color_init" );
|
||
|
|
||
|
flag_set( "farm_clear");
|
||
|
flag_set( "creek_helicopter");
|
||
|
|
||
|
level thread objective_lz();
|
||
|
|
||
|
area_creek_init();
|
||
|
}
|
||
|
|
||
|
start_greenhouse()
|
||
|
{
|
||
|
setup_friendlies();
|
||
|
start_teleport_squad( "greenhouse" );
|
||
|
|
||
|
start_flight_cleanup();
|
||
|
|
||
|
level.price set_force_color( "y" );
|
||
|
level.mark set_force_color( "y" );
|
||
|
level.steve set_force_color( "r" );
|
||
|
level.charlie set_force_color( "r" );
|
||
|
|
||
|
level.price enable_cqbwalk();
|
||
|
level.mark enable_cqbwalk();
|
||
|
level.steve enable_cqbwalk();
|
||
|
level.charlie enable_cqbwalk();
|
||
|
|
||
|
flag_set( "player_interruption" );
|
||
|
|
||
|
// get the creek helicopter on the scene
|
||
|
thread start_greenhouse_helicopter();
|
||
|
flag_set( "road_helicopter_cleared" );
|
||
|
level thread objective_lz();
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
area_greenhouse_init();
|
||
|
}
|
||
|
|
||
|
start_greenhouse_helicopter()
|
||
|
{
|
||
|
helicopter = maps\_vehicle::spawn_vehicle_from_targetname( "creek_heli" );
|
||
|
helicopter sethoverparams(128, 35, 25);
|
||
|
|
||
|
wait 0.1;
|
||
|
|
||
|
for ( i=0; i<helicopter.riders.size; i++ )
|
||
|
{
|
||
|
helicopter.riders[i] setthreatbiasgroup ( "oblivious" );
|
||
|
}
|
||
|
|
||
|
helicopter helicopter_searchlight_on();
|
||
|
|
||
|
level.helicopter = helicopter;
|
||
|
|
||
|
setthreatbias( "player", "heli_guy", 10000 );
|
||
|
setthreatbias( "heli_guy", "player", 20000 );
|
||
|
|
||
|
level.heli_guy_accuracy = 1;
|
||
|
level.heli_guy_health_multiplier = 2;
|
||
|
level.heli_guy_respawn_delay = 20;
|
||
|
|
||
|
level.helicopter heli_path_speed( getstruct( "greenhouse_startpath", "targetname" ) );
|
||
|
}
|
||
|
|
||
|
start_ac130()
|
||
|
{
|
||
|
setup_friendlies();
|
||
|
start_teleport_squad( "ac130" );
|
||
|
|
||
|
start_flight_cleanup();
|
||
|
|
||
|
level.price set_force_color( "o" );
|
||
|
level.mark set_force_color( "y" );
|
||
|
level.steve set_force_color( "r" );
|
||
|
level.charlie set_force_color( "r" );
|
||
|
|
||
|
level thread objective_lz();
|
||
|
|
||
|
activate_trigger_with_targetname( "barn_exit_y_color_init" );
|
||
|
activate_trigger_with_targetname( "barn_exit_r_color_init" );
|
||
|
|
||
|
area_ac130_init();
|
||
|
}
|
||
|
|
||
|
start_teleport_squad( startname )
|
||
|
{
|
||
|
node = getnode( "startnodeplayer_"+ startname, "targetname" );
|
||
|
level.player setorigin ( node.origin );
|
||
|
level.player setplayerangles ( node.angles );
|
||
|
|
||
|
for ( i=0; i<level.squad.size; i++ )
|
||
|
{
|
||
|
level.squad[i] notify( "stop_going_to_node" );
|
||
|
nodename = "startnode" + level.squad[i].animname + "_" + startname;
|
||
|
node = getnode( nodename, "targetname" );
|
||
|
level.squad[i] start_teleport( node );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
start_teleport( node )
|
||
|
{
|
||
|
if ( !isdefined( node ) )
|
||
|
return;
|
||
|
self teleport ( node.origin, node.angles );
|
||
|
self setgoalpos ( self.origin );
|
||
|
self.goalradius = node.radius;
|
||
|
self setgoalnode ( node );
|
||
|
}
|
||
|
|
||
|
|
||
|
/****************************************************/
|
||
|
/****************************************************/
|
||
|
/******************** Utilities *********************/
|
||
|
/****************************************************/
|
||
|
/****************************************************/
|
||
|
|
||
|
scripted_sightconetrace( start_origin, ignore_entity )
|
||
|
{
|
||
|
eye = level.player geteye();
|
||
|
point[0] = eye + ( 14, 14,-0);
|
||
|
point[2] = eye + (-14, 14,-10);
|
||
|
point[1] = eye + (-14,-14,-20);
|
||
|
point[3] = eye + ( 14,-14,-30);
|
||
|
|
||
|
visible = 0;
|
||
|
for( i = 0 ; i < point.size ; i ++ )
|
||
|
{
|
||
|
if ( bullettracepassed( start_origin, point[i], false, ignore_entity ) )
|
||
|
visible += 0.25;
|
||
|
}
|
||
|
return visible;
|
||
|
}
|
||
|
|
||
|
attach_flashlight( state )
|
||
|
{
|
||
|
self attach( "com_flashlight_on" ,"tag_inhand", true );
|
||
|
self.have_flashlight = true;
|
||
|
self flashlight_light( state );
|
||
|
self thread detach_flashlight_on_death();
|
||
|
}
|
||
|
|
||
|
detach_flashlight_on_death()
|
||
|
{
|
||
|
self waittill( "death" );
|
||
|
if ( isdefined( self ) )
|
||
|
self detach_flashlight();
|
||
|
}
|
||
|
|
||
|
detach_flashlight()
|
||
|
{
|
||
|
if ( !isdefined( self.have_flashlight ) )
|
||
|
return;
|
||
|
self detach( "com_flashlight_on", "tag_inhand" );
|
||
|
self flashlight_light( false );
|
||
|
self.have_flashlight = undefined;
|
||
|
}
|
||
|
|
||
|
flashlight_light( state )
|
||
|
{
|
||
|
flash_light_tag = "tag_light";
|
||
|
|
||
|
if ( state )
|
||
|
{
|
||
|
flashlight_fx_ent = spawn( "script_model", ( 0, 0, 0 ) );
|
||
|
flashlight_fx_ent setmodel( "tag_origin" );
|
||
|
flashlight_fx_ent hide();
|
||
|
flashlight_fx_ent linkto( self, flash_light_tag, ( 0, 0, 0 ), ( 0, 0, 0 ) );
|
||
|
|
||
|
self thread flashlight_light_death( flashlight_fx_ent );
|
||
|
playfxontag( level._effect["flashlight"], flashlight_fx_ent, "tag_origin" );
|
||
|
}
|
||
|
else if( isdefined( self.have_flashlight ) )
|
||
|
self notify( "flashlight_off" );
|
||
|
}
|
||
|
|
||
|
flashlight_light_death( flashlight_fx_ent )
|
||
|
{
|
||
|
self waittill_either( "death", "flashlight_off" );
|
||
|
|
||
|
flashlight_fx_ent delete();
|
||
|
self.have_flashlight = undefined;
|
||
|
|
||
|
}
|
||
|
|
||
|
hud_hide( state )
|
||
|
{
|
||
|
wait 1;
|
||
|
if ( state )
|
||
|
{
|
||
|
SetSavedDvar( "compass", "0" );
|
||
|
SetSavedDvar( "ammoCounterHide", "1" );
|
||
|
SetSavedDvar( "hud_showstance", "0" );
|
||
|
level.nocompass = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetSavedDvar( "compass", "1" );
|
||
|
SetSavedDvar( "ammoCounterHide", "0" );
|
||
|
SetSavedDvar( "hud_showstance", "1" );
|
||
|
level.nocompass = undefined;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
set_specular_scale( scale, transition_time )
|
||
|
{
|
||
|
current_scale = GetDvarFloat( "r_specularcolorscale" );
|
||
|
|
||
|
if ( !isdefined(transition_time) )
|
||
|
transition_time = 0;
|
||
|
|
||
|
steps = abs( int( transition_time*4 ) );
|
||
|
|
||
|
difference = scale - current_scale;
|
||
|
|
||
|
for( i=0; i<steps; i++ )
|
||
|
{
|
||
|
current_scale += difference/steps;
|
||
|
setsaveddvar( "r_specularcolorscale", current_scale );
|
||
|
wait 0.25;
|
||
|
}
|
||
|
|
||
|
setsaveddvar( "r_specularcolorscale", scale );
|
||
|
}
|
||
|
|
||
|
grenade_notifies()
|
||
|
{
|
||
|
while ( true )
|
||
|
{
|
||
|
level.player waittill("grenade_fire", grenade, weapname);
|
||
|
grenade thread notify_on_detonation( weapname );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
notify_on_detonation( weapname )
|
||
|
{
|
||
|
while ( isdefined( self ) )
|
||
|
wait 0.1;
|
||
|
|
||
|
level.player notify( weapname );
|
||
|
}
|
||
|
|
||
|
set_flag_on_player_action( flag_str, flash, grenade )
|
||
|
{
|
||
|
level notify( "kill_action_flag" );
|
||
|
level endon( "kill_action_flag" );
|
||
|
level endon( flag_str );
|
||
|
|
||
|
if ( flag( flag_str ) )
|
||
|
return;
|
||
|
|
||
|
while ( true )
|
||
|
{
|
||
|
msg = level.player waittill_any_return( "weapon_fired", "fraggrenade", "flash_grenade" );
|
||
|
if ( !isdefined(msg) )
|
||
|
break;
|
||
|
if ( msg == "weapon_fired" )
|
||
|
break;
|
||
|
if ( msg == "fraggrenade" && isdefined( grenade ) )
|
||
|
break;
|
||
|
if ( msg == "flash_grenade" && isdefined( flash ) )
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
flag_set( flag_str );
|
||
|
}
|
||
|
|
||
|
set_fixednode( state )
|
||
|
{
|
||
|
self.fixedNode = state;
|
||
|
}
|
||
|
|
||
|
make_walk()
|
||
|
{
|
||
|
old_walkdist = self.walkdist;
|
||
|
self.walkdist = 1000;
|
||
|
level waittill( "stop_walk");
|
||
|
self.walkdist = old_walkdist;
|
||
|
}
|
||
|
|
||
|
flash_immunity( immunity_time )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self setFlashbangImmunity( true );
|
||
|
wait immunity_time;
|
||
|
self setFlashbangImmunity( false );
|
||
|
}
|
||
|
|
||
|
make_ai_move()
|
||
|
{
|
||
|
self pushplayer( true );
|
||
|
self set_ignoreSuppression( true );
|
||
|
self.a.disablePain = true;
|
||
|
self setthreatbiasgroup( "oblivious" );
|
||
|
}
|
||
|
|
||
|
make_ai_normal()
|
||
|
{
|
||
|
self pushplayer( false );
|
||
|
self set_ignoreSuppression( false );
|
||
|
self.a.disablePain = false;
|
||
|
self setthreatbiasgroup( "allies" );
|
||
|
}
|
||
|
|
||
|
delete_on_goal()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self waittill( "goal" );
|
||
|
while ( self cansee( level.player ) )
|
||
|
wait 1;
|
||
|
self delete();
|
||
|
}
|
||
|
|
||
|
magic_kill()
|
||
|
{
|
||
|
if ( flag( "heli_field_stragler_attack" ) )
|
||
|
return;
|
||
|
|
||
|
flag_set( "heli_field_stragler_attack" );
|
||
|
|
||
|
path_struct = getstruct( "heli_stragler_attack_path", "targetname" );
|
||
|
|
||
|
level.helicopter thread heli_path_speed( path_struct );
|
||
|
|
||
|
level.heli_guy_accuracy = 2;
|
||
|
level.heli_guy_health_multiplier = 2;
|
||
|
level.heli_guy_respawn_delay = 5;
|
||
|
level.helicopter thread activate_heli_guy();
|
||
|
}
|
||
|
|
||
|
setthreatbiasgroup_on_array( group, array, array_exclude )
|
||
|
{
|
||
|
if ( isdefined( array_exclude ) )
|
||
|
array = array_exclude( array, array_exclude );
|
||
|
|
||
|
for ( i=0; i<array.size; i++)
|
||
|
{
|
||
|
array[i] setthreatbiasgroup( group );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
setup_heli_guy()
|
||
|
{
|
||
|
guy = getent( "heli_guy", "targetname" );
|
||
|
guy add_spawn_function( ::heli_guy );
|
||
|
|
||
|
on_triggers = getstructarray( "activate_heli_guy", "script_noteworthy" );
|
||
|
array_thread( on_triggers, ::activate_heli_guy_trigger );
|
||
|
|
||
|
off_triggers = getstructarray( "deactivate_heli_guy", "script_noteworthy" );
|
||
|
array_thread( off_triggers, ::deactivate_heli_guy_trigger );
|
||
|
|
||
|
}
|
||
|
|
||
|
activate_heli_guy_trigger()
|
||
|
{
|
||
|
while (true )
|
||
|
{
|
||
|
self waittill( "trigger", helicopter );
|
||
|
helicopter activate_heli_guy();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
activate_heli_guy()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self endon( "deactivate_heli_guy" );
|
||
|
|
||
|
assert( !isdefined( self.heli_guy ) );
|
||
|
|
||
|
if ( !isdefined( level.heli_guy_respawn_delay ) )
|
||
|
level.heli_guy_respawn_delay = 6;
|
||
|
|
||
|
while ( true )
|
||
|
{
|
||
|
heli_guy = scripted_spawn( "heli_guy", "targetname" );
|
||
|
heli_guy waittill( "death" );
|
||
|
wait randomfloat( 3 ) + level.heli_guy_respawn_delay;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
deactivate_heli_guy_trigger()
|
||
|
{
|
||
|
while (true )
|
||
|
{
|
||
|
self waittill( "trigger", helicopter );
|
||
|
helicopter deactivate_heli_guy();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
deactivate_heli_guy()
|
||
|
{
|
||
|
self notify( "deactivate_heli_guy" );
|
||
|
|
||
|
self helicopter_close_door();
|
||
|
|
||
|
wait 1;
|
||
|
if ( isalive( self.heli_guy ) )
|
||
|
self.heli_guy delete();
|
||
|
|
||
|
self.heli_guy = undefined;
|
||
|
}
|
||
|
|
||
|
heli_guy()
|
||
|
{
|
||
|
if ( !isdefined( level.helicopter ) )
|
||
|
return;
|
||
|
|
||
|
// level.helicopter endon( "death" );
|
||
|
|
||
|
if ( !isdefined( level.heli_guy_accuracy ) )
|
||
|
level.heli_guy_accuracy = 1;
|
||
|
if ( !isdefined( level.heli_guy_health_multiplier ) )
|
||
|
level.heli_guy_health_multiplier = 1.5;
|
||
|
|
||
|
self.a.disableLongDeath = true;
|
||
|
|
||
|
self linkto( level.helicopter, "tag_origin", ( 120, 30, -140 ), ( 0,90,0 ) );
|
||
|
self allowedstances( "crouch" );
|
||
|
|
||
|
self.health = int( self.health * level.heli_guy_health_multiplier );
|
||
|
self.baseAccuracy = level.heli_guy_accuracy;
|
||
|
// self.deathanim = %helicopter_death_fall;
|
||
|
|
||
|
self setthreatbiasgroup( "heli_guy" );
|
||
|
|
||
|
level.helicopter notify( "dont_clear_anim" );
|
||
|
|
||
|
level.helicopter helicopter_open_door();
|
||
|
level.helicopter.heli_guy = self;
|
||
|
|
||
|
level.helicopter notify( "heli_guy_spawned" );
|
||
|
|
||
|
self death_monitor();
|
||
|
|
||
|
if ( isdefined( self ) )
|
||
|
{
|
||
|
if ( getdvarint( "ragdoll_enable" ) )
|
||
|
{
|
||
|
self.a.nodeath = true;
|
||
|
ent = spawn( "script_origin", self.origin );
|
||
|
ent.angles = level.helicopter.angles + (0,90,0);
|
||
|
level.scr_anim[ "generic" ][ "heli_fall" ] = %helicopter_death_fall;
|
||
|
thread play_sound_in_space( "generic_death_falling", level.helicopter.origin );
|
||
|
ent anim_generic( self, "heli_fall" );
|
||
|
ent delete();
|
||
|
if ( isalive( self ) )
|
||
|
self die();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self die();
|
||
|
thread play_sound_in_space( "generic_death_falling", level.helicopter.origin );
|
||
|
self waittillmatch( "deathanim", "end" );
|
||
|
self delete();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( isdefined( level.helicopter ) )
|
||
|
level.helicopter.heli_guy_died = true;
|
||
|
}
|
||
|
|
||
|
death_monitor()
|
||
|
{
|
||
|
health_buffer = 1000000;
|
||
|
self.health += health_buffer;
|
||
|
|
||
|
self endon( "death" );
|
||
|
|
||
|
while( true )
|
||
|
{
|
||
|
self waittill( "damage", a, b, c, d, e, f );
|
||
|
if ( self.health < health_buffer )
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
delete_dude()
|
||
|
{
|
||
|
wait 10;
|
||
|
self delete();
|
||
|
}
|
||
|
|
||
|
#using_animtree("vehicles");
|
||
|
helicopter_open_door()
|
||
|
{
|
||
|
wait .5;
|
||
|
|
||
|
self UseAnimTree( #animtree );
|
||
|
self setanim( %mi17_heli_idle, 1, 1 );
|
||
|
}
|
||
|
|
||
|
helicopter_close_door()
|
||
|
{
|
||
|
if ( isdefined( self ) )
|
||
|
self ClearAnim( %mi17_heli_idle, 1 );
|
||
|
}
|
||
|
|
||
|
#using_animtree("generic_human");
|
||
|
expand_goalradius_ongoal()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self waittill( "goal" );
|
||
|
self.goalradius = 1000;
|
||
|
}
|
||
|
|
||
|
setthreatbiasgroup_on_notify( notify_string, group_name )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self waittill( notify_string );
|
||
|
self setthreatbiasgroup( group_name );
|
||
|
}
|
||
|
|
||
|
set_goalnode( node )
|
||
|
{
|
||
|
self setgoalnode( node );
|
||
|
if ( isdefined( node.radius ) )
|
||
|
self.goalradius = node.radius;
|
||
|
}
|
||
|
|
||
|
set_goalvolume( volume_targetname )
|
||
|
{
|
||
|
volume = getent( volume_targetname, "targetname" );
|
||
|
if ( isdefined(volume.target) )
|
||
|
{
|
||
|
node = getnode( volume.target, "targetname" );
|
||
|
self set_goalnode( node );
|
||
|
}
|
||
|
self setgoalvolume( volume );
|
||
|
}
|
||
|
|
||
|
trigger_timeout( timeout_time )
|
||
|
{
|
||
|
self endon( "trigger" );
|
||
|
wait timeout_time;
|
||
|
self notify( "trigger" );
|
||
|
}
|
||
|
|
||
|
setup_setgoalvolume_trigger()
|
||
|
{
|
||
|
array_thread( getentarray( "setgoalvolume", "targetname" ), ::setgoalvolume_trigger );
|
||
|
}
|
||
|
|
||
|
setgoalvolume_trigger()
|
||
|
{
|
||
|
volume = getent( self.target, "targetname" );
|
||
|
node = getnode( volume.target, "targetname" );
|
||
|
self waittill( "trigger" );
|
||
|
|
||
|
axis = getaiarray( "axis" );
|
||
|
for ( i=0; i<axis.size; i++ )
|
||
|
{
|
||
|
axis[i] set_goalnode( node );
|
||
|
axis[i] setgoalvolume( volume );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
helicopter_attack( hover_time, trigger_name )
|
||
|
{
|
||
|
// run: helicopter thread activate_heli_guy(); before this thread.
|
||
|
|
||
|
self endon( "death" );
|
||
|
self endon( "stop_helicopter_attack" );
|
||
|
|
||
|
point_struct = setup_helicopter_attack_points( trigger_name );
|
||
|
elapsed_time = 10000; // so that a point is picked the first time around.
|
||
|
|
||
|
self sethoverparams( 200, 30, 30);
|
||
|
|
||
|
if ( !isdefined( self.look_at_ent ) )
|
||
|
self.look_at_ent = spawn( "script_model", (0, 0, 0) );
|
||
|
|
||
|
vector = anglestoforward( self.angles );
|
||
|
self.look_at_ent.origin = self.origin + vector_multiply( vector, 3000 );
|
||
|
|
||
|
struct = undefined;
|
||
|
|
||
|
while ( true )
|
||
|
{
|
||
|
wait 0.05;
|
||
|
|
||
|
// iprintln( elapsed_time );
|
||
|
|
||
|
if ( isdefined( self.heli_guy_died ) )
|
||
|
{
|
||
|
elapsed_time += 8; // one time add
|
||
|
self.heli_guy_died = undefined;
|
||
|
}
|
||
|
else if ( distance2d( self.origin, level.player.origin ) < 900 )
|
||
|
elapsed_time += 0.2;
|
||
|
// else if ( isalive( self.heli_guy ) && !self.heli_guy canshoot( level.player geteye(), (0,0,0) ) )
|
||
|
else if ( isalive( self.heli_guy ) && !sighttracepassed( self.heli_guy geteye(), level.player geteye(), false, self.heli_guy ) )
|
||
|
elapsed_time += 0.2;
|
||
|
else
|
||
|
elapsed_time += 0.05;
|
||
|
|
||
|
if ( elapsed_time < hover_time && !isdefined( point_struct.new_selection ) )
|
||
|
continue;
|
||
|
|
||
|
if ( isdefined( point_struct.new_selection ) )
|
||
|
self thread spot_target_path_end();
|
||
|
|
||
|
struct = helicopter_attack_pick_points( point_struct, struct );
|
||
|
point_struct.new_selection = undefined;
|
||
|
|
||
|
assert( isdefined( struct.angles ) );
|
||
|
|
||
|
vector = anglestoforward( struct.angles );
|
||
|
new_pos = struct.origin + vector_multiply( vector, 3000 );
|
||
|
movetime = distance2d( struct.origin, self.origin ) / 350;
|
||
|
self.look_at_ent moveto( new_pos, movetime, movetime/2, movetime/2 );
|
||
|
|
||
|
self setLookAtEnt( self.look_at_ent );
|
||
|
|
||
|
self heli_path_speed( struct );
|
||
|
self clearLookAtEnt();
|
||
|
elapsed_time = 0;
|
||
|
self.heli_guy_died = undefined;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
stop_helicopter_attack()
|
||
|
{
|
||
|
self clearLookAtEnt();
|
||
|
self notify( "stop_helicopter_attack" );
|
||
|
}
|
||
|
|
||
|
helicopter_attack_pick_points( point_struct, current_point )
|
||
|
{
|
||
|
points = array_randomize( point_struct.attack_points );
|
||
|
|
||
|
if ( isdefined( current_point ) )
|
||
|
points = array_remove ( points, current_point );
|
||
|
|
||
|
for( i = 0 ; i < points.size ; i ++ )
|
||
|
{
|
||
|
if ( distance2d( points[i].origin, level.player.origin ) < 900 )
|
||
|
continue;
|
||
|
if ( sighttracepassed( points[i].origin, level.player geteye(), false, undefined ) )
|
||
|
return points[i];
|
||
|
}
|
||
|
|
||
|
return points[0];
|
||
|
}
|
||
|
|
||
|
setup_helicopter_attack_points( trigger_name )
|
||
|
{
|
||
|
struct = spawnstruct();
|
||
|
triggers = getentarray( trigger_name, "targetname" );
|
||
|
array_thread( triggers, ::helicopter_attack_points , struct );
|
||
|
struct waittill( "new_trigger" );
|
||
|
return struct;
|
||
|
}
|
||
|
|
||
|
helicopter_attack_points( struct )
|
||
|
{
|
||
|
self endon( "stop_helicopter_attack" );
|
||
|
|
||
|
while ( true )
|
||
|
{
|
||
|
self waittill( "trigger" );
|
||
|
if ( isdefined( struct.current_trigger ) && level.player istouching(struct.current_trigger) )
|
||
|
continue;
|
||
|
|
||
|
struct notify( "new_trigger" );
|
||
|
struct.current_trigger = self;
|
||
|
struct.new_selection = true;
|
||
|
struct.attack_points = getstructarray( self.target, "targetname" );
|
||
|
struct waittill( "new_trigger" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
follow_path( start_node, disablearrivals )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self endon( "stop_path" );
|
||
|
|
||
|
self.path_halt = false;
|
||
|
|
||
|
node = start_node;
|
||
|
while ( isdefined( node ) )
|
||
|
{
|
||
|
if ( node.radius != 0 )
|
||
|
self.goalradius = node.radius;
|
||
|
if ( isdefined( node.height ) && node.height != 0)
|
||
|
self.goalheight = node.height;
|
||
|
|
||
|
self setgoalnode( node );
|
||
|
|
||
|
if ( isdefined( disablearrivals ) && !disablearrivals )
|
||
|
self.disableArrivals = true;
|
||
|
else if ( node node_have_delay() )
|
||
|
self.disableArrivals = false;
|
||
|
else
|
||
|
self disablearrivals_delayed();
|
||
|
|
||
|
self waittill( "goal" );
|
||
|
node notify( "trigger", self );
|
||
|
|
||
|
if (!isdefined (node.target))
|
||
|
break;
|
||
|
|
||
|
node script_delay();
|
||
|
|
||
|
if ( isdefined( node.script_flag_wait ) )
|
||
|
flag_wait( node.script_flag_wait );
|
||
|
|
||
|
if ( self.path_halt )
|
||
|
self waittill( "path_resume" );
|
||
|
|
||
|
node = getnodearray( node.target, "targetname" );
|
||
|
node = node[ randomint( node.size ) ];
|
||
|
}
|
||
|
|
||
|
self notify( "path_end_reached" );
|
||
|
self.path_halt = undefined;
|
||
|
}
|
||
|
|
||
|
node_have_delay()
|
||
|
{
|
||
|
if ( !isdefined (self.target) )
|
||
|
return true;
|
||
|
if ( isdefined( self.script_noteworthy ) && self.script_noteworthy == "spot_target" )
|
||
|
{
|
||
|
array = getstructarray( self.target, "targetname" );
|
||
|
if ( !isdefined( array ) )
|
||
|
return true;
|
||
|
}
|
||
|
if ( isdefined ( self.script_delay ) && self.script_delay > 0 )
|
||
|
return true;
|
||
|
if ( isdefined ( self.script_delay_max ) && self.script_delay_max > 0 )
|
||
|
return true;
|
||
|
if ( isdefined( self.script_flag_wait ) && !flag( self.script_flag_wait ) )
|
||
|
return true;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
disablearrivals_delayed()
|
||
|
{
|
||
|
self endon("death");
|
||
|
self endon( "stop_path" );
|
||
|
self endon("goal");
|
||
|
wait 0.5;
|
||
|
self.disableArrivals = true;
|
||
|
}
|
||
|
|
||
|
scripted_spawn( value, key, stalingrad, spawner )
|
||
|
{
|
||
|
if ( !isdefined( spawner ) )
|
||
|
spawner = getent( value, key );
|
||
|
|
||
|
assertEx( isdefined( spawner ), "Spawner with script_noteworthy " + value + " does not exist." );
|
||
|
|
||
|
if ( isdefined( stalingrad ) )
|
||
|
ai = spawner stalingradSpawn();
|
||
|
else
|
||
|
ai = spawner dospawn();
|
||
|
spawn_failed( ai );
|
||
|
assert( isDefined( ai ) );
|
||
|
return ai;
|
||
|
}
|
||
|
|
||
|
scripted_array_spawn( value, key, stalingrad )
|
||
|
{
|
||
|
spawner = getentarray( value, key );
|
||
|
ai = [];
|
||
|
|
||
|
for ( i=0; i<spawner.size; i++ )
|
||
|
ai[i] = scripted_spawn( value, key, stalingrad, spawner[i] );
|
||
|
return ai;
|
||
|
}
|
||
|
|
||
|
waittill_vehicle_group_spawn ( group )
|
||
|
{
|
||
|
level waittill ("vehiclegroup spawned"+group,vehicles);
|
||
|
return vehicles;
|
||
|
}
|
||
|
|
||
|
spawn_ent_on_tag( tag )
|
||
|
{
|
||
|
tag_ent = spawn( "script_model", self gettagorigin( tag ) );
|
||
|
tag_ent.angles = self.angles;
|
||
|
tag_ent setmodel( "tag_origin" );
|
||
|
tag_ent linkto( self, tag );
|
||
|
|
||
|
return tag_ent;
|
||
|
}
|
||
|
|
||
|
heli_path_speed( struct )
|
||
|
{
|
||
|
if( isdefined( struct ) && isdefined( struct.speed ) )
|
||
|
{
|
||
|
accel = 25;
|
||
|
decel = undefined;
|
||
|
if( isdefined( struct.script_decel ) )
|
||
|
{
|
||
|
decel = struct.script_decel;
|
||
|
}
|
||
|
speed = struct.speed;
|
||
|
|
||
|
if( isdefined( struct.script_accel ) )
|
||
|
{
|
||
|
accel = struct.script_accel;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
max_accel = speed / 4;
|
||
|
if( accel > max_accel )
|
||
|
{
|
||
|
accel = max_accel;
|
||
|
}
|
||
|
}
|
||
|
if ( isdefined( decel ) )
|
||
|
{
|
||
|
self setSpeed( speed, accel, decel );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self setSpeed( speed, accel );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
maps\_vehicle::vehicle_paths( struct );
|
||
|
}
|
||
|
|
||
|
helicopter_searchlight_on()
|
||
|
{
|
||
|
while ( distance( level.player.origin, self.origin ) > 7000 )
|
||
|
{
|
||
|
wait 0.2;
|
||
|
}
|
||
|
|
||
|
helicopter_searchlight_off();
|
||
|
|
||
|
self startIgnoringSpotLight();
|
||
|
|
||
|
// playfxontag (level._effect["spotlight"], self, "tag_barrel");
|
||
|
self spawn_searchlight_target();
|
||
|
self helicopter_setturrettargetent( self.spotlight_default_target );
|
||
|
|
||
|
self.dlight = spawn( "script_model", self gettagorigin("tag_barrel") );
|
||
|
self.dlight setModel( "tag_origin" );
|
||
|
|
||
|
/*
|
||
|
model = spawn( "script_model", self gettagorigin("tag_barrel") );
|
||
|
model setModel( "fx" );
|
||
|
model linkto (self.dlight);
|
||
|
*/
|
||
|
|
||
|
self thread helicopter_searchlight_effect();
|
||
|
|
||
|
level.fx_ent = spawn( "script_model", self gettagorigin("tag_barrel") );
|
||
|
level.fx_ent setModel( "tag_origin" );
|
||
|
level.fx_ent linkto( self, "tag_barrel", ( 0,0,0 ), ( 0,0,0 ) );
|
||
|
|
||
|
wait 0.5;
|
||
|
// playfxontag (level._effect["spotlight"], self, "tag_barrel");
|
||
|
playfxontag (level._effect["spotlight"], level.fx_ent, "tag_origin");
|
||
|
}
|
||
|
|
||
|
helicopter_searchlight_off()
|
||
|
{
|
||
|
if ( isdefined( level.fx_ent ) )
|
||
|
level.fx_ent delete();
|
||
|
}
|
||
|
|
||
|
helicopter_searchlight_effect()
|
||
|
{
|
||
|
self endon("death");
|
||
|
|
||
|
self.dlight.spot_radius = 256;
|
||
|
self thread spotlight_interruption();
|
||
|
|
||
|
count = 0;
|
||
|
while( true )
|
||
|
{
|
||
|
targetent = self helicopter_getturrettargetent();
|
||
|
|
||
|
if ( isdefined( targetent.spot_radius ) )
|
||
|
self.dlight.spot_radius = targetent.spot_radius;
|
||
|
else
|
||
|
self.dlight.spot_radius = 256;
|
||
|
|
||
|
vector = anglestoforward( self gettagangles( "tag_barrel" ) );
|
||
|
start = self gettagorigin( "tag_barrel" );
|
||
|
end = self gettagorigin( "tag_barrel" ) + vector_multiply ( vector, 3000 );
|
||
|
|
||
|
trace = bullettrace( start, end, false, self );
|
||
|
dropspot = trace[ "position" ];
|
||
|
dropspot = dropspot + vector_multiply ( vector, -96 );
|
||
|
|
||
|
self.dlight moveto( dropspot, .5 );
|
||
|
|
||
|
wait .5;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
spotlight_interruption()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
level endon( "player_interruption" );
|
||
|
|
||
|
while ( distance( level.player.origin, self.dlight.origin ) > self.dlight.spot_radius )
|
||
|
wait 0.25;
|
||
|
|
||
|
// iprintln ( distance( level.player.origin, self.dlight.origin ) );
|
||
|
// iprintln ( self.dlight.spot_radius ) ;
|
||
|
|
||
|
flag_set( "player_interruption" );
|
||
|
}
|
||
|
|
||
|
spawn_searchlight_target()
|
||
|
{
|
||
|
spawn_origin = self gettagorigin( "tag_ground" );
|
||
|
|
||
|
target_ent = spawn( "script_origin", spawn_origin );
|
||
|
target_ent linkto( self, "tag_ground", (320,0,-256), (0,0,0) );
|
||
|
self.spotlight_default_target = target_ent;
|
||
|
self thread searchlight_target_death();
|
||
|
}
|
||
|
|
||
|
searchlight_target_death()
|
||
|
{
|
||
|
ent = self.spotlight_default_target;
|
||
|
self waittill( "death" );
|
||
|
ent delete();
|
||
|
}
|
||
|
|
||
|
create_overlay_element( shader_name, start_alpha )
|
||
|
{
|
||
|
overlay = newHudElem();
|
||
|
overlay.x = 0;
|
||
|
overlay.y = 0;
|
||
|
overlay setshader ( shader_name, 640, 480);
|
||
|
overlay.alignX = "left";
|
||
|
overlay.alignY = "top";
|
||
|
overlay.horzAlign = "fullscreen";
|
||
|
overlay.vertAlign = "fullscreen";
|
||
|
overlay.alpha = start_alpha;
|
||
|
return overlay;
|
||
|
}
|
||
|
|
||
|
fade_overlay( target_alpha, fade_time )
|
||
|
{
|
||
|
self fadeOverTime( fade_time );
|
||
|
self.alpha = target_alpha;
|
||
|
wait fade_time;
|
||
|
}
|
||
|
|
||
|
exp_fade_overlay( target_alpha, fade_time )
|
||
|
{
|
||
|
fade_steps = 4;
|
||
|
step_angle = 90 / fade_steps;
|
||
|
current_angle = 0;
|
||
|
step_time = fade_time / fade_steps;
|
||
|
|
||
|
current_alpha = self.alpha;
|
||
|
alpha_dif = current_alpha - target_alpha;
|
||
|
|
||
|
for ( i=0; i<fade_steps; i++ )
|
||
|
{
|
||
|
current_angle += step_angle;
|
||
|
|
||
|
self fadeOverTime( step_time );
|
||
|
if ( target_alpha > current_alpha )
|
||
|
{
|
||
|
fraction = 1 - cos( current_angle );
|
||
|
self.alpha = current_alpha - alpha_dif * fraction;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fraction = sin( current_angle );
|
||
|
self.alpha = current_alpha - alpha_dif * fraction;
|
||
|
}
|
||
|
|
||
|
wait step_time;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
noprone()
|
||
|
{
|
||
|
while( true )
|
||
|
{
|
||
|
self waittill( "trigger" );
|
||
|
level.player AllowProne( false );
|
||
|
while( level.player istouching( self ) )
|
||
|
wait 0.05;
|
||
|
level.player AllowProne( true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
doorknob()
|
||
|
{
|
||
|
ent = getent( self.target, "targetname" );
|
||
|
self linkto( ent );
|
||
|
}
|
||
|
|
||
|
set_grenadeawareness( value )
|
||
|
{
|
||
|
if ( !isdefined( self.old_grenadeawareness ) )
|
||
|
self.old_grenadeawareness = self.grenadeawareness;
|
||
|
|
||
|
if ( isdefined( value ) )
|
||
|
self.grenadeawareness = value;
|
||
|
if ( isdefined( value ) )
|
||
|
self.grenadeawareness = self.old_grenadeawareness;
|
||
|
}
|
||
|
|
||
|
set_playerspeed( player_speed, transition_time )
|
||
|
{
|
||
|
base_speed = 190;
|
||
|
|
||
|
if ( !isdefined( level.player.MoveSpeedScale ) )
|
||
|
level.player.MoveSpeedScale = 1;
|
||
|
|
||
|
if ( !isdefined(transition_time) )
|
||
|
transition_time = 0;
|
||
|
|
||
|
steps = abs( int( transition_time*4 ) );
|
||
|
|
||
|
targetMoveSpeedScale = player_speed / base_speed;
|
||
|
difference = level.player.MoveSpeedScale - targetMoveSpeedScale;
|
||
|
|
||
|
for( i=0; i<steps; i++ )
|
||
|
{
|
||
|
level.player.MoveSpeedScale -= difference/steps;
|
||
|
level.player setMoveSpeedScale( level.player.MoveSpeedScale );
|
||
|
wait 0.5;
|
||
|
}
|
||
|
|
||
|
level.player.MoveSpeedScale = targetMoveSpeedScale;
|
||
|
level.player setMoveSpeedScale( level.player.MoveSpeedScale );
|
||
|
}
|
||
|
|
||
|
spawn_dead_body()
|
||
|
{
|
||
|
if ( !isdefined( level.dead_body_count ) )
|
||
|
level.dead_body_count = 0;
|
||
|
|
||
|
index = undefined;
|
||
|
if ( isdefined ( self.script_index ) )
|
||
|
{
|
||
|
index = self.script_index;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
level.dead_body_count++;
|
||
|
if ( level.dead_body_count > 3 )
|
||
|
level.dead_body_count = 1;
|
||
|
index = level.dead_body_count;
|
||
|
}
|
||
|
|
||
|
model = spawn( "script_model", (0,0,0) );
|
||
|
model.origin = self.origin;
|
||
|
model.angles = self.angles;
|
||
|
model.animname = "dead_guy";
|
||
|
model assign_animtree();
|
||
|
|
||
|
if ( index == 1 )
|
||
|
model character\character_sp_sas_woodland_mac::main();
|
||
|
if ( index == 2 )
|
||
|
model character\character_sp_sas_woodland_todd::main();
|
||
|
if ( index == 3 )
|
||
|
model character\character_sp_sas_woodland_zied::main();
|
||
|
|
||
|
assertex( index >= 1 && index <= 3, "unknown index" );
|
||
|
assertex( isdefined( self.script_noteworthy ), "Dead guy needs script_noteworthy death1 through 5" );
|
||
|
if ( !isdefined( self.script_trace ) )
|
||
|
{
|
||
|
trace = bullettrace( model.origin + (0,0,5), model.origin + (0,0,-64 ), false, undefined );
|
||
|
model.origin = trace[ "position" ];
|
||
|
}
|
||
|
|
||
|
model setflaggedanim( "flag", model getanim( self.script_noteworthy ), 1, 0, 1 );
|
||
|
model waittillmatch( "flag", "end" );
|
||
|
|
||
|
if ( !isdefined( self.script_start ) )
|
||
|
model startragdoll();
|
||
|
|
||
|
flag_wait( "tunnel_rush" );
|
||
|
|
||
|
model delete();
|
||
|
}
|
||
|
|
||
|
music()
|
||
|
{
|
||
|
//MusicPlayWrapper( "hunted_intro_mysterious_music" );
|
||
|
|
||
|
MusicPlayWrapper( "hunted_crash_recovery_music" );
|
||
|
|
||
|
flag_wait("trucks_warning");
|
||
|
|
||
|
musicstop(5);
|
||
|
|
||
|
flag_wait( "hit_the_deck_music" );
|
||
|
wait 2;
|
||
|
|
||
|
MusicPlayWrapper( "hunted_spotlight_music" );
|
||
|
}
|