661 lines
17 KiB
Text
661 lines
17 KiB
Text
|
#include maps\_utility;
|
||
|
#include common_scripts\utility;
|
||
|
|
||
|
#using_animtree("generic_human");
|
||
|
main()
|
||
|
{
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
|
||
|
most turn animations are broken some way so that doesn't work as it should
|
||
|
|
||
|
the pickup and drop animations needs to move the origin of the stretcher.
|
||
|
the stretchers walk animation should not lift it from the ground the way it does now.
|
||
|
when the pickup animation moves the origin of the stretcher the walk animation
|
||
|
should happen at the correct spot any way.
|
||
|
The origin of the stretcher should be moved to where I need it to be.
|
||
|
|
||
|
*/
|
||
|
|
||
|
|
||
|
precachemodel("character_us_cod3_preview");
|
||
|
precachemodel("character_usmc_grenadier_a");
|
||
|
precachemodel("stretcher_animated");
|
||
|
precachemodel("vehicle_stretcher");
|
||
|
|
||
|
// level.stretcher_front_height_offset = 29.5;
|
||
|
// level.stretcher_rear_height_offset = 29;
|
||
|
// level.stretcher_front_height_offset = 0;
|
||
|
// level.stretcher_rear_height_offset = 0;
|
||
|
// level.stretcher_rear_offset = -90;
|
||
|
// level.front_guy_offset = 11;
|
||
|
// level.rear_guy_offset = -6;
|
||
|
|
||
|
level.front_max_turn = 20;
|
||
|
level.rear_max_turn = 45;
|
||
|
|
||
|
level.step_dist = 24;
|
||
|
level.max_angle = 15;
|
||
|
level.rear_offset = -89;
|
||
|
level.stretcher_front_offset = -6;
|
||
|
level.stretcher_rear_offset = -11;
|
||
|
level.stretcher_length = -80; // negative since it's backwards
|
||
|
|
||
|
level.rear_distance = 100;
|
||
|
|
||
|
// level.distover1sec = 80; // 80 is the speed that fits the animation but it's a bit slow.
|
||
|
level.distover1sec = 140;
|
||
|
// level.distover1sec = 40; // tmp slow speed
|
||
|
|
||
|
level.scr_anim["front_ai"]["pickup"] = %stretcher_F_pickup;
|
||
|
level.scr_anim["rear_ai"]["pickup"] = %stretcher_R_pickup;
|
||
|
level.scr_anim["front_ai"]["pickup_idle"][0] = %stretcher_F_wait_idle;
|
||
|
level.scr_anim["rear_ai"]["pickup_idle"][0] = %stretcher_R_wait_idle;
|
||
|
level.scr_anim["front_ai"]["drop"] = %stretcher_F_drop;
|
||
|
level.scr_anim["rear_ai"]["drop"] = %stretcher_R_drop;
|
||
|
|
||
|
setup_stretcher_anim();
|
||
|
}
|
||
|
|
||
|
move_stretcher(front_point, front_angles, rear_point, rear_angles)
|
||
|
{
|
||
|
flat_vector = vectornormalize( front_point - rear_point );
|
||
|
rough_vector = vectornormalize( flat_origin( front_point ) - flat_origin( rear_point ) );
|
||
|
|
||
|
// vector = vectornormalize( front_point - rear_point );
|
||
|
|
||
|
front_point = ground_origin( front_point );
|
||
|
|
||
|
dist = distance(self.last_point, front_point);
|
||
|
step_time = dist/level.distover1sec;
|
||
|
|
||
|
self.last_point = front_point;
|
||
|
|
||
|
// level.stretcher_front_offset = -11;
|
||
|
// level.stretcher_rear_offset = 6;
|
||
|
|
||
|
guy_angles = flat_angle( vectortoangles( flat_vector ) );
|
||
|
|
||
|
front_guy_origin = front_point;
|
||
|
stretcher_front_origin = front_point + vector_multiply( flat_vector, level.stretcher_front_offset );
|
||
|
|
||
|
tmp_origin = ground_origin( stretcher_front_origin + vector_multiply( rough_vector, level.rear_offset ) );
|
||
|
stretcher_vector = vectornormalize( stretcher_front_origin - tmp_origin );
|
||
|
stretcher_rear_origin = stretcher_front_origin + vector_multiply( stretcher_vector, level.stretcher_length );
|
||
|
rear_guy_origin = stretcher_rear_origin + vector_multiply( flat_vector, level.stretcher_rear_offset );
|
||
|
|
||
|
stretcher_angles = vectortoangles( stretcher_vector );
|
||
|
|
||
|
/*
|
||
|
level thread draw_guy(front_guy_origin, stretcher_angles, step_time);
|
||
|
level thread draw_guy(rear_guy_origin, stretcher_angles, step_time);
|
||
|
level thread drawline(stretcher_front_origin, stretcher_rear_origin, ( .3, .3, .8 ) , step_time);
|
||
|
*/
|
||
|
|
||
|
self moveto( stretcher_front_origin, step_time );
|
||
|
self rotateto( stretcher_angles, step_time );
|
||
|
|
||
|
self.drone[0] moveto( front_guy_origin, step_time );
|
||
|
self.drone[0] rotateto( guy_angles, step_time );
|
||
|
|
||
|
self.drone[1] moveto( rear_guy_origin, step_time );
|
||
|
self.drone[1] rotateto( guy_angles, step_time );
|
||
|
|
||
|
front_angle_dif = adjust_angle( front_angles[1] - guy_angles[1] );
|
||
|
rear_angle_dif = adjust_angle( rear_angles[1] - guy_angles[1] );
|
||
|
|
||
|
direction = 0;
|
||
|
if ( front_angle_dif > 0 )
|
||
|
direction = 1;
|
||
|
|
||
|
// self.drone[0] drone_anim_weight( front_angle_dif, level.front_max_turn, direction, step_time);
|
||
|
// self.drone[1] drone_anim_weight( rear_angle_dif, level.rear_max_turn, direction, step_time);
|
||
|
|
||
|
wait step_time;
|
||
|
}
|
||
|
|
||
|
drone_anim_weight(angle, max_angle, direction, step_time)
|
||
|
{
|
||
|
right_weight = 0;
|
||
|
left_weight = 0;
|
||
|
straight_weight = 1;
|
||
|
|
||
|
angle = adjust_angle( angle );
|
||
|
|
||
|
turn = abs( int( ( angle / max_angle ) * 100 ) / 100 );
|
||
|
if ( turn > 1)
|
||
|
turn = 1;
|
||
|
|
||
|
if ( !direction )
|
||
|
{
|
||
|
right_weight = turn;
|
||
|
straight_weight = 1 - right_weight;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
left_weight = turn;
|
||
|
straight_weight = 1 - left_weight;
|
||
|
}
|
||
|
|
||
|
self setAnim(level.stretcher_anim[self.animname]["walk"], straight_weight, step_time, 1.75); // rate = 1.75
|
||
|
self setAnim(level.stretcher_anim[self.animname]["right"], right_weight, step_time, 1.75);
|
||
|
self setAnim(level.stretcher_anim[self.animname]["left"], left_weight, step_time, 1.75);
|
||
|
|
||
|
}
|
||
|
|
||
|
draw_guy(guy_origin, guy_angles, show_time)
|
||
|
{
|
||
|
vector = anglestoforward( guy_angles );
|
||
|
head_origin = guy_origin + vector_multiply( vector, 32 );
|
||
|
thread drawline(guy_origin, guy_origin + (0,0,72) , (.7, .3, .3 ), show_time);
|
||
|
thread drawline(guy_origin + (0,0,64), head_origin + (0,0,64) , (.9, .5, .5 ), show_time);
|
||
|
}
|
||
|
|
||
|
follow_path(start_struct)
|
||
|
{
|
||
|
if ( isdefined( start_struct.angles ) )
|
||
|
current_angles = start_struct.angles;
|
||
|
else
|
||
|
current_angles = self.angles;
|
||
|
|
||
|
current_point = start_struct.origin;
|
||
|
|
||
|
if ( !isdefined( self.last_point ) )
|
||
|
self.last_point = current_point;
|
||
|
|
||
|
next_struct = getstruct( start_struct.target,"targetname" );
|
||
|
start_struct notify("trigger");
|
||
|
|
||
|
original_origin = start_struct.origin;
|
||
|
|
||
|
rear_data = [];
|
||
|
|
||
|
while ( true )
|
||
|
{
|
||
|
data_struct = path_math(current_angles, current_point, next_struct.origin);
|
||
|
|
||
|
rear_struct = spawnstruct();
|
||
|
rear_struct = data_struct;
|
||
|
rear_data = array_add( rear_data, rear_struct);
|
||
|
rear_point = undefined;
|
||
|
|
||
|
|
||
|
current_point = data_struct.next_point;
|
||
|
current_angles = data_struct.next_angles;
|
||
|
|
||
|
// find the rear point
|
||
|
dist = 0;
|
||
|
index = rear_data.size;
|
||
|
while ( true )
|
||
|
{
|
||
|
index--;
|
||
|
|
||
|
if ( ( dist + rear_data[ index ].dist ) > level.rear_distance || index == 0 )
|
||
|
{
|
||
|
vector = rear_data[ index ].vector;
|
||
|
remainder = 0 - ( level.rear_distance - dist );
|
||
|
rear_point = rear_data[ index ].next_point + vector_multiply( vector, remainder );
|
||
|
rear_angles = rear_data[ index ].previous_angles;
|
||
|
break;
|
||
|
}
|
||
|
dist += rear_data[ index ].dist;
|
||
|
}
|
||
|
if ( index )
|
||
|
rear_data = array_remove_first( rear_data );
|
||
|
|
||
|
// move the stretcher to the next location
|
||
|
self move_stretcher( current_point, current_angles, rear_point, rear_angles );
|
||
|
|
||
|
if ( !data_struct.goal )
|
||
|
{
|
||
|
// notify when reached.
|
||
|
next_struct notify("trigger");
|
||
|
|
||
|
if ( !isdefined( next_struct.target ) )
|
||
|
break;
|
||
|
original_origin = next_struct.origin;
|
||
|
next_struct = getstruct( next_struct.target,"targetname" );
|
||
|
step = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
draw_path(start_struct, line_color, knot_color)
|
||
|
{
|
||
|
/*
|
||
|
THIS DOES THE SAME AS FOLLOW_PATH
|
||
|
ONLY IT DRAWS THE PATH INSTEAD OF MOVING THE STRETCHER DOWN IT.
|
||
|
*/
|
||
|
|
||
|
if ( isdefined( start_struct.angles ) )
|
||
|
current_angles = start_struct.angles;
|
||
|
else
|
||
|
current_angles = self.angles;
|
||
|
|
||
|
current_point = start_struct.origin;
|
||
|
|
||
|
next_struct = getstruct( start_struct.target,"targetname" );
|
||
|
start_struct notify("trigger");
|
||
|
|
||
|
original_origin = start_struct.origin;
|
||
|
|
||
|
rear_data = [];
|
||
|
|
||
|
while ( true )
|
||
|
{
|
||
|
data_struct = path_math(current_angles, current_point, next_struct.origin);
|
||
|
|
||
|
rear_struct = spawnstruct();
|
||
|
rear_struct = data_struct;
|
||
|
rear_data = array_add( rear_data, rear_struct);
|
||
|
rear_point = undefined;
|
||
|
|
||
|
// calculate the rear point
|
||
|
dist = 0;
|
||
|
index = rear_data.size;
|
||
|
|
||
|
while ( true )
|
||
|
{
|
||
|
index--;
|
||
|
|
||
|
if ( ( dist + rear_data[ index ].dist ) > level.rear_distance || index == 0 )
|
||
|
{
|
||
|
vector = rear_data[ index ].vector;
|
||
|
remainder = 0 - ( level.rear_distance - dist );
|
||
|
rear_point = rear_data[ index ].next_point + vector_multiply( vector, remainder );
|
||
|
break;
|
||
|
}
|
||
|
dist += rear_data[ index ].dist;
|
||
|
}
|
||
|
if ( index )
|
||
|
rear_data = array_remove_first( rear_data );
|
||
|
|
||
|
level thread drawline(current_point, data_struct.next_point, line_color );
|
||
|
// level thread drawline(data_struct.next_point, data_struct.next_point + (0,0,32), knot_color );
|
||
|
// level thread drawline(rear_point, rear_point + (0,0,32), (.9,.4,.5));
|
||
|
level thread drawline(data_struct.next_point + (0,0,32), rear_point + (0,0,32), (1,1,1));
|
||
|
|
||
|
wait .1;
|
||
|
|
||
|
current_point = data_struct.next_point;
|
||
|
current_angles = data_struct.next_angles;
|
||
|
|
||
|
if ( !data_struct.goal )
|
||
|
{
|
||
|
if ( !isdefined( next_struct.target ) )
|
||
|
break;
|
||
|
original_origin = next_struct.origin;
|
||
|
next_struct = getstruct( next_struct.target,"targetname" );
|
||
|
step = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
path_math(current_angles, current_point, next_point, main_dist)
|
||
|
{
|
||
|
// Returns a data_struct with the next origin and angle etc. to move to.
|
||
|
// Doesn't care about elevation though.
|
||
|
|
||
|
data_struct = spawnstruct();
|
||
|
data_struct.goal = false;
|
||
|
data_struct.previous_angles = current_angles;
|
||
|
|
||
|
// adjust the speed of the curve depending on the distance.
|
||
|
/* curve_speed = 1 - ( 256/main_dist );
|
||
|
|
||
|
if ( curve_speed < .45 )
|
||
|
curve_speed = .45;
|
||
|
if ( curve_speed > .65 )
|
||
|
curve_speed = .65;
|
||
|
*/
|
||
|
curve_speed = .65;
|
||
|
|
||
|
dist = distance( flat_origin( current_point ), flat_origin( next_point ) );
|
||
|
|
||
|
// flaten next point;
|
||
|
height_dif = next_point[2] - current_point[2];
|
||
|
next_point = ( next_point[0], next_point[1], current_point[2] );
|
||
|
|
||
|
vector = vectornormalize(next_point - current_point);
|
||
|
next_angles = vectortoangles(vector);
|
||
|
angle_dif = adjust_angle( ( vectortoangles(vector) - current_angles )[1] );
|
||
|
|
||
|
angle = level.max_angle;
|
||
|
|
||
|
fraction = 1;
|
||
|
if ( abs(angle_dif) )
|
||
|
fraction = angle / abs(angle_dif);
|
||
|
|
||
|
if ( fraction < 1 )
|
||
|
{
|
||
|
data_struct.goal = true;
|
||
|
|
||
|
angle_add = angle_dif * fraction;
|
||
|
next_angles = current_angles + (0, angle_add, 0 );
|
||
|
vector = anglestoforward( next_angles );
|
||
|
dist = distance( current_point, next_point ) * fraction;
|
||
|
dist = dist * curve_speed;
|
||
|
|
||
|
if ( dist > level.step_dist )
|
||
|
dist = level.step_dist;
|
||
|
|
||
|
next_point = current_point + vector_multiply(vector, dist);
|
||
|
height_dif = height_dif * (1 - fraction);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( dist > level.step_dist )
|
||
|
{
|
||
|
fraction = level.step_dist / dist;
|
||
|
|
||
|
dist = level.step_dist;
|
||
|
|
||
|
next_point = current_point + vector_multiply(vector, dist);
|
||
|
height_dif = height_dif * fraction;
|
||
|
|
||
|
data_struct.goal = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
next_point = next_point + (0, 0, height_dif);
|
||
|
|
||
|
data_struct.dist = dist;
|
||
|
data_struct.vector = vector;
|
||
|
data_struct.next_point = next_point;
|
||
|
data_struct.next_angles = next_angles;
|
||
|
|
||
|
// level thread print3Dmessage(next_point, next_angles, 100, (.5,.5,1), (0,0,15), .5);
|
||
|
// level thread print3Dmessage(next_point, dist , 100, (.5,.5,1), (0,0,15), .5);
|
||
|
|
||
|
return data_struct;
|
||
|
}
|
||
|
|
||
|
walk_stretcher()
|
||
|
{
|
||
|
self.stretcher thread stretcher_anim_loop("walk");
|
||
|
self.drone[0] thread drone_anim_loop();
|
||
|
self.drone[1] thread drone_anim_loop();
|
||
|
}
|
||
|
|
||
|
halt_stretcher()
|
||
|
{
|
||
|
self.stretcher thread stop_stretcher_anim_loop("walk");
|
||
|
self.drone[0] thread stop_anim_loop();
|
||
|
self.drone[1] thread stop_anim_loop();
|
||
|
}
|
||
|
|
||
|
ground_origin(origin)
|
||
|
{
|
||
|
ground = physicstrace( origin + (0,0,48), origin + (0,0,-96));
|
||
|
return (origin[0],origin[1],ground[2]);
|
||
|
}
|
||
|
|
||
|
vector_divide(vec, n)
|
||
|
{
|
||
|
vec = (vec[0] / n, vec[1] / n, vec[2] / n);
|
||
|
return vec;
|
||
|
}
|
||
|
|
||
|
adjust_angle(angle)
|
||
|
{
|
||
|
if (angle > 180)
|
||
|
return angle-360;
|
||
|
if (angle < -180)
|
||
|
return angle+360;
|
||
|
return angle;
|
||
|
}
|
||
|
|
||
|
moving_badpath()
|
||
|
{
|
||
|
self endon("stop_badplace");
|
||
|
while ( true )
|
||
|
{
|
||
|
badplace_cylinder("", .5, self.origin, 96, 72, "allies", "axis" );
|
||
|
wait .5;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
array_remove_first( array )
|
||
|
{
|
||
|
new_array = [];
|
||
|
for ( i = 1; i<array.size; i++ )
|
||
|
{
|
||
|
new_array[ new_array.size ] = array[ i ];
|
||
|
}
|
||
|
|
||
|
return new_array;
|
||
|
}
|
||
|
|
||
|
/********/
|
||
|
|
||
|
#using_animtree("stretcher");
|
||
|
spawn_stretcher(point, start_angles)
|
||
|
{
|
||
|
ground = ground_origin( point );
|
||
|
ent = spawn( "script_origin", ground);
|
||
|
anim_ent = spawn( "script_origin", ground - (44,0,0) );
|
||
|
anim_ent.angles = (0,0,0);
|
||
|
|
||
|
model = spawn( "script_model", ground - (44,0,0));
|
||
|
// model.angles = (0,90,0);
|
||
|
model setmodel("vehicle_stretcher");
|
||
|
// model setmodel("stretcher_animated");
|
||
|
model UseAnimTree(#animtree);
|
||
|
model.animname = "stretcher";
|
||
|
|
||
|
stretcher_clip = getent( "stretcher_clip", "targetname");
|
||
|
stretcher_clip.origin = model.origin;
|
||
|
stretcher_clip linkto( model );
|
||
|
|
||
|
ent.stretcher = model;
|
||
|
ent.stretcher linkto( ent );
|
||
|
anim_ent linkto( ent );
|
||
|
ent.angles = start_angles;
|
||
|
ent.a.ent = anim_ent;
|
||
|
wait .1;
|
||
|
stretcher_clip linkto( ent.a.ent );
|
||
|
return ent;
|
||
|
}
|
||
|
|
||
|
create_drone(ai, animname)
|
||
|
{
|
||
|
model = ai.model;
|
||
|
name = ai.name;
|
||
|
weapon = ai.weapon;
|
||
|
|
||
|
drone = spawn("script_model", ai.origin );
|
||
|
drone setmodel(model);
|
||
|
drone hide();
|
||
|
drone.angles = flat_angle(ai.angles);
|
||
|
drone.animname = animname;
|
||
|
|
||
|
drone linkto(ai);
|
||
|
|
||
|
if ( isdefined( weapon ) )
|
||
|
{
|
||
|
weapon_model = getweaponmodel(weapon);
|
||
|
drone attach(weapon_model, "TAG_WEAPON_RIGHT");
|
||
|
}
|
||
|
|
||
|
drone UseAnimTree(#animtree);
|
||
|
return drone;
|
||
|
}
|
||
|
|
||
|
setup_stretcher_anim()
|
||
|
{
|
||
|
level.stretcher_anim = [];
|
||
|
level.stretcher_anim["stretcher"]["walk"] = %stretcher_walk_Forward;
|
||
|
level.stretcher_anim["stretcher"]["pickup"] = %stretcher_pickup;
|
||
|
level.stretcher_anim["stretcher"]["drop"] = %stretcher_drop;
|
||
|
|
||
|
level.stretcher_anim["front"]["walk"] = %stretcher_F_walk_Forward;
|
||
|
level.stretcher_anim["front"]["right"] = %stretcher_F_walk_Right;
|
||
|
level.stretcher_anim["front"]["left"] = %stretcher_F_walk_Left;
|
||
|
|
||
|
level.stretcher_anim["rear"]["walk"] = %stretcher_R_walk_Forward;
|
||
|
level.stretcher_anim["rear"]["right"] = %stretcher_R_walk_Right;
|
||
|
level.stretcher_anim["rear"]["left"] = %stretcher_R_walk_Left;
|
||
|
}
|
||
|
|
||
|
stretcher_anim_single(animation)
|
||
|
{
|
||
|
self setflaggedanimrestart( animation, level.stretcher_anim[self.animname][animation] );
|
||
|
self waittillmatch( animation, "end" );
|
||
|
self clearanim( level.stretcher_anim[self.animname][animation], 0 );
|
||
|
}
|
||
|
|
||
|
stretcher_anim_loop(animation)
|
||
|
{
|
||
|
self setAnimRestart(level.stretcher_anim[self.animname][animation], 1, 0, .5); // rate = 1.75
|
||
|
}
|
||
|
|
||
|
drone_anim_loop(animation)
|
||
|
{
|
||
|
self setAnimRestart(level.stretcher_anim[self.animname]["walk"], 1, 0, 1.75); // rate = 1.75
|
||
|
self setAnimRestart(level.stretcher_anim[self.animname]["right"], 0, 0, 1.75);
|
||
|
self setAnimRestart(level.stretcher_anim[self.animname]["left"], 0, 0, 1.75);
|
||
|
}
|
||
|
|
||
|
stop_stretcher_anim_loop(animation)
|
||
|
{
|
||
|
self clearanim(level.stretcher_anim[self.animname][animation], 0);
|
||
|
}
|
||
|
|
||
|
stop_anim_loop(animation)
|
||
|
{
|
||
|
self clearanim(%root, 0);
|
||
|
}
|
||
|
|
||
|
#using_animtree("generic_human");
|
||
|
drop_stretcher()
|
||
|
{
|
||
|
self.drone[0] delete();
|
||
|
self.drone[1] delete();
|
||
|
|
||
|
self thaw( self.stretcher_ai[0] );
|
||
|
self thaw( self.stretcher_ai[1] );
|
||
|
|
||
|
self.a.ent thread maps\_anim::anim_single(self.stretcher_ai, "drop");
|
||
|
self.stretcher stretcher_anim_single("drop");
|
||
|
|
||
|
self.stretcher_ai[0] stop_magic_bullet_shield();
|
||
|
self.stretcher_ai[1] stop_magic_bullet_shield();
|
||
|
|
||
|
if ( self.stretcher_ai[0].script_noteworthy == "stretcher" )
|
||
|
self.stretcher_ai[0].script_noteworthy = undefined;
|
||
|
if ( self.stretcher_ai[1].script_noteworthy == "stretcher" )
|
||
|
self.stretcher_ai[1].script_noteworthy = undefined;
|
||
|
|
||
|
self notify( "stop_badplace" );
|
||
|
|
||
|
self notify("dropped");
|
||
|
}
|
||
|
|
||
|
pickup_stretcher(ai, reach)
|
||
|
{
|
||
|
self.stretcher_ai = ai;
|
||
|
|
||
|
self.stretcher_ai[0] thread magic_bullet_shield();
|
||
|
self.stretcher_ai[1] thread magic_bullet_shield();
|
||
|
|
||
|
if ( !isdefined( self.stretcher_ai[0].script_noteworthy ) )
|
||
|
self.stretcher_ai[0].script_noteworthy = "stretcher";
|
||
|
if ( !isdefined( self.stretcher_ai[1].script_noteworthy ) )
|
||
|
self.stretcher_ai[1].script_noteworthy = "stretcher";
|
||
|
|
||
|
self.stretcher_ai[0].animname = "front_ai";
|
||
|
self.stretcher_ai[1].animname = "rear_ai";
|
||
|
|
||
|
if ( !isdefined(reach) || reach )
|
||
|
{
|
||
|
self.a.ent maps\_anim::anim_reach_idle(self.stretcher_ai, "pickup", "pickup_idle");
|
||
|
}
|
||
|
|
||
|
self.drone[0] = create_drone( self.stretcher_ai[0], "front" );
|
||
|
self.drone[1] = create_drone( self.stretcher_ai[1], "rear" );
|
||
|
|
||
|
self.a.ent thread maps\_anim::anim_single(self.stretcher_ai, "pickup");
|
||
|
self.stretcher stretcher_anim_single("pickup");
|
||
|
|
||
|
self.drone[0] show();
|
||
|
self.drone[1] show();
|
||
|
self.drone[0] unlink();
|
||
|
self.drone[1] unlink();
|
||
|
|
||
|
self thread freeze( self.stretcher_ai[0] );
|
||
|
self thread freeze( self.stretcher_ai[1] );
|
||
|
|
||
|
self thread moving_badpath();
|
||
|
|
||
|
self notify("pickedup");
|
||
|
}
|
||
|
|
||
|
freeze(ai)
|
||
|
{
|
||
|
ai endon("thaw");
|
||
|
ai hide();
|
||
|
ai linkto(self);
|
||
|
while (true)
|
||
|
{
|
||
|
ai animscripted("frozen", ai.origin, ai.angles, %standunarmed_idle_loop);
|
||
|
ai waittillmatch("frozen","end");
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
thaw(ai)
|
||
|
{
|
||
|
ai notify("thaw");
|
||
|
ai stopanimscripted();
|
||
|
ai unlink();
|
||
|
ai show();
|
||
|
}
|
||
|
|
||
|
|
||
|
/**** DEBUG FUNCTIONS ****/
|
||
|
|
||
|
draw_structs(struct)
|
||
|
{
|
||
|
while ( true )
|
||
|
{
|
||
|
level thread drawline(struct.origin, struct.origin + (0,0,-32), (1,0,0) );
|
||
|
|
||
|
if ( !isdefined( struct.target ) )
|
||
|
break;
|
||
|
struct = getstruct( struct.target,"targetname" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
drawline(p1, p2, color, show_time)
|
||
|
{
|
||
|
if ( !isdefined(show_time) )
|
||
|
show_time = 100;
|
||
|
|
||
|
show_time = gettime() + (show_time * 1000);
|
||
|
while ( gettime() < show_time)
|
||
|
{
|
||
|
line( p1, p2, color);
|
||
|
wait 0.05;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
print3Dmessage(info_origin, message, show_time, color, offset, scale)
|
||
|
{
|
||
|
if ( !isdefined(color) )
|
||
|
color = (0.5,1,0.5);
|
||
|
|
||
|
if ( !isdefined(offset) )
|
||
|
offset = (0,0,56);
|
||
|
|
||
|
if ( !isdefined(scale) )
|
||
|
scale = 6;
|
||
|
|
||
|
show_time = gettime() + (show_time * 1000);
|
||
|
while ( gettime() < show_time)
|
||
|
{
|
||
|
print3d (info_origin + offset, message, color, 1, scale);
|
||
|
wait (0.05);
|
||
|
}
|
||
|
}
|