cod4-sdk/raw/maps/scoutsniper.gsc

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2008-01-19 00:00:00 +00:00
#include common_scripts\utility;
#include maps\_utility;
#include maps\_vehicle;
#include maps\_anim;
#include maps\scoutsniper_code;
#include maps\_stealth_logic;
#using_animtree( "generic_human" );
main()
{
setsaveddvar( "sm_sunShadowScale", "0.7" ); // optimization
//flags
flag_init( "initial_setup_done" );
flag_init( "intro" );
flag_init( "intro_patrol_guy_down" );
flag_init( "intro_patrol_guys_dead" );
flag_init( "intro_last_patrol_dead" );
flag_init( "intro_leave_area" );
flag_init( "intro_safezone" );
flag_init( "intro_left_area" );
flag_init( "church_dialogue_done" );
flag_init( "church_patroller_dead" );
flag_init( "church_patroller_faraway" );
flag_init( "church_lookout_dead" );
flag_init( "church_area_clear" );
flag_init( "church_guess_he_cant_see" );
flag_init( "church_run_for_it" );
flag_init( "church_door_open" );
flag_init( "church_and_intro_killed" );
flag_init( "church_ladder_slide" );
flag_init( "church_sneakup_dialogue_help" );
flag_init( "church_start_patroller_line" );
flag_init( "church_run_for_it_commit" );
flag_init( "graveyard");
flag_init( "graveyard_moveup" );
flag_init( "graveyard_church_ladder" );
flag_init( "graveyard_hind_ready" );
flag_init( "graveyard_price_at_wall" );
flag_init( "graveyard_get_down" );
flag_init( "graveyard_hind_gone" );
flag_init( "graveyard_hind_down" );
flag_init( "graveyard_hind_flare" );
flag_init( "graveyard_church_breakable" );
flag_init( "field" );
flag_init( "field_getdown" );
//flag_init( "field_spawn" );
flag_init( "field_start" );
flag_init( "field_price_done" );
flag_init( "field_start_running" );
flag_init( "field_stop_bmps" );
//flag_init( "pond"); trigger flag in radient
flag_init( "pond_enemies_dead" );
flag_init( "pond_patrol_spawned" );
flag_init( "pond_thrower_spawned" );
flag_init( "pond_backup_spawned" );
flag_init( "pond_patrol_dead" );
flag_init( "pond_thrower_dead" );
flag_init( "pond_thrower_kill" );
//flag_init( "cargo" ); trigger flag in radient
flag_init( "cargo_enemy_ready_to_defend1" );
flag_init( "cargo_enemy_defend_moment_past" );
flag_init( "cargo_started_defend_moment" );
flag_init( "cargo_patrol_defend1_dead" );
flag_init( "cargo_defender1_away" );
flag_init( "cargo_patrol_away" );
flag_init( "cargo_patrol_danger" );
flag_init( "cargo_patrol_dead" );
flag_init( "cargo_enemies_dead" );;
flag_init( "cargo_price_ready_to_kill_patroller" );
flag_init( "cargo_price_ready_to_attack1" );
flag_init( "cargo_smokers_spawned" );
flag_init( "dash" );
flag_init( "dash_spawn" );
flag_init( "dash_start" );
flag_init( "dash_last" );
flag_init( "dash_hind_down" );
flag_init( "dash_guard_check1" );
flag_init( "dash_guard_check2" );
flag_init( "dash_guard_check3" );
flag_init( "dash_sniper" );
flag_init( "dash_sniper_dead" );
flag_init( "dash_stealth_unsure" );
flag_init( "dash_door_R_open" );
flag_init( "dash_door_L_open" );
flag_init( "dash_heli_agro" );
flag_init( "dash_hind_deleted" );
flag_init( "dash_crawl_patrol_spawned" );
flag_init( "dash_reset_stealth_to_default" );
flag_init( "dash_work_as_team" );
flag_init( "heli_gun" );
flag_init( "heli_rocket" );
flag_init( "hind_spotted" );
flag_init( "town" );
//flag_init( "town_jumpdown" ); trigger flag in radient
//flag_init( "town_no_turning_back" ); trigger flag in radient
flag_init( "dogs" );
flag_init( "dogs_dog_dead" );
flag_init( "dogs_backup" );
flag_init( "dogs_delete_dogs" );
flag_init( "center" );
flag_init( "end" );
flag_init( "end_start_music" );
//flag_init( "level_complete" ); trigger flag in radient
setsaveddvar( "compassmaxrange", 8000 );
flag_init( "prone_hint" );
flag_init( "broke_stealth" );
level.hearing_distance = 512;
//starts
default_start( ::start_intro );
add_start( "church", ::start_church, &"STARTS_CHURCH" );
add_start( "church_x", ::start_church_x, &"STARTS_CHURCHX" );
add_start( "graveyard", ::start_graveyard, &"STARTS_GRAVEYARD" );
add_start( "graveyard_x", ::start_graveyard_x, &"STARTS_GRAVEYARDX" );
add_start( "field", ::start_field, &"STARTS_FIELD" );
add_start( "pond", ::start_pond, &"STARTS_POND" );
add_start( "cargo", ::start_cargo, &"STARTS_CARGO" );
add_start( "dash", ::start_dash, &"STARTS_DASH" );
add_start( "town", ::start_town, &"STARTS_TOWN" );
add_start( "dogs", ::start_dogs, &"STARTS_DOGS" );
add_start( "center", ::start_center, &"STARTS_CENTER" );
add_start( "end", ::start_end, &"STARTS_END" );
setsaveddvar("ai_friendlyFireBlockDuration", 0);
//globals
maps\createart\scoutsniper_art::main();
maps\_hind::main( "vehicle_mi24p_hind_woodland" );
//maps\_t72::main( "vehicle_t72_tank_woodland" );
//maps\_bm21_troops::main( "vehicle_bm21_mobile_cover" );
maps\_bm21_troops::main( "vehicle_bm21_mobile_bed" );
maps\_bm21_troops::main( "vehicle_bm21_cover_under_destructible" );
maps\_bm21_troops::main( "vehicle_bm21_bed_under_destructible" );
maps\_uaz::main( "vehicle_uaz_light_destructible" );
maps\_bmp::main( "vehicle_bmp_woodland" );
level.weaponClipModels = [];
level.weaponClipModels[0] = "weapon_m14_clip";
level.weaponClipModels[1] = "weapon_ak47_clip";
level.weaponClipModels[2] = "weapon_g36_clip";
level.weaponClipModels[3] = "weapon_dragunov_clip";
level.weaponClipModels[4] = "weapon_g3_clip";
maps\scoutsniper_fx::main();
thread maps\_pipes::main();
thread maps\_leak::main();
maps\_load::main();
maps\scoutsniper_anim::main();
maps\_stealth_logic::stealth_init();
maps\_stealth_behavior::main();
maps\_load::set_player_viewhand_model( "viewhands_player_marines" );//viewhands_marine_sniper
animscripts\dog_init::initDogAnimations();
maps\_stinger::init();
maps\_compass::setupMiniMap( "compass_map_scoutsniper" );
thread maps\scoutsniper_amb::main();
//start everything after the first frame so that level.start_point can be
//initialized - this is a bad way of doing things...if people are initilizing
//things before they want their start to start, then they should wait on a flag
waittillframeend;
//these are the actual functions that progress the level
thread objective_main();
thread level_complete();
switch( level.start_point )
{
case "default": thread intro_main();
case "church":
case "church_x": church_main();
case "graveyard":
case "graveyard_x": graveyard_main();
case "field": thread field_main();
case "pond": thread pond_main();
case "cargo": thread cargo_main();
case "dash": dash_main();
case "town": thread town_main();
case "dogs": thread dogs_main();
case "center": center_main();
case "end": end_main();
}
}
/************************************************************************************************************/
/* INTRO */
/************************************************************************************************************/
intro_main()
{
if( !isalive( level.price ) )
return;
level.price endon( "death" );
flag_wait( "initial_setup_done" );
level.player disableweapons();
reference = getent( "price_start_node", "targetname" );
reference thread anim_first_frame_solo( level.price, "scoutsniper_opening_price" );
wait 4;
flag_set( "intro" );
delaythread(12.5, ::giveweapons);
delaythread(1, ::music_loop, "scoutsniper_pripyat_music", 143, "field_clean_ai" );
array_thread( getentarray( "patrollers", "script_noteworthy" ), ::add_spawn_function, ::stealth_ai );
array_thread( getentarray( "patrollers", "script_noteworthy" ), ::add_spawn_function, ::mission_dialogue_kill );
array_thread5( getentarray( "patrollers", "script_noteworthy" ), ::add_spawn_function, maps\_stealth_behavior::ai_create_behavior_function, "alert", "attack", ::intro_attack_logic );
array_thread( getentarray( "tableguards", "script_noteworthy" ), ::add_spawn_function, ::stealth_ai );
array_thread( getentarray( "tableguards", "script_noteworthy" ), ::add_spawn_function, ::idle_anim_think );
array_thread( getentarray( "tableguards", "script_noteworthy" ), ::add_spawn_function, ::mission_dialogue_kill );
array_thread5( getentarray( "tableguards", "script_noteworthy" ), ::add_spawn_function, maps\_stealth_behavior::ai_create_behavior_function, "alert", "attack", ::intro_attack_logic );
array_thread( getentarray( "tableguard_last_patrol", "targetname" ), ::add_spawn_function, ::intro_lastguy_think );
delaythread(1, ::set_blur, 4.8, .25 );
delaythread(4, ::set_blur, 0, 3 );
thread intro_handle_leave_area_flag();
thread intro_handle_safezone_flag();
thread intro_handle_last_patrol_clip();
thread intro_handle_leave_area_clip();
thread intro_handle_spotted_dialogue();
thread intro_to_church_spotted();
delaythread(1, maps\_stealth_behavior::default_event_awareness, ::default_event_awareness_dialogue );
delaythread( randomfloatrange( 3, 7 ), ::scripted_array_spawn, "patrollers", "script_noteworthy", true );
delaythread( 1, ::scripted_array_spawn, "tableguards", "script_noteworthy", true );
delaythread( 1, ::scripted_array_spawn, "intro_dogs", "script_noteworthy", true );
wait 13.5;
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_radiation" );
level delaythread( 5, ::function_stack, ::radio_dialogue, "scoutsniper_mcm_followme" );
wait 1;
try_save( "intro" );
level.price.keepNodeDuringScriptedAnim = true;
thread intro_sneakup_patrollers_death();
level.price intro_runup( reference );
level.price notify( "stop_dynamic_run_speed" );
level.price intro_holdup();
try_save( "intro_shack" );
level.price intro_cqb_into_shack();
level.price ent_flag_set( "_stealth_stance_handler" );
level.price intro_sneakup_patrollers();
level.price ent_flag_clear( "_stealth_stance_handler" );
try_save( "intro_patrollers_killed" );
level.price notify( "stop_path" );
level.price disable_cqbwalk();
level.price pushplayer( false );
thread intro_tableguys_event_awareness();
level.price intro_sneakup_tableguys();
level.price intro_avoid_tableguys();
level.price allowedstances( "stand", "crouch", "prone" );
level.price intro_leave_area();
try_save( "intro_last_patroller_killed" );
level.price thread intro_cleanup();
}
intro_handle_spotted_dialogue()
{
level endon ( "intro_left_area" );
flag_wait( "_stealth_spotted" );
wait 2;
level function_stack(::radio_dialogue, "scoutsniper_mcm_dogsingrass" );
}
intro_handle_leave_area_clip()
{
clip = getent("intro_leave_area_clip", "targetname");
clip thread intro_handle_leave_area_clip_spotted();
clip endon("death");
level endon( "_stealth_spotted" );
level endon( "church_intro" );
while(1)
{
flag_waitopen( "intro_safezone" );
clip geo_off();
flag_wait( "intro_safezone" );
clip geo_on();
}
}
intro_handle_leave_area_clip_spotted()
{
flag_wait_either( "_stealth_spotted", "church_intro" );
self delete();
}
intro_handle_last_patrol_clip()
{
clip = getent("intro_last_patrol_clip", "targetname");
clip connectpaths();
clip geo_off();
level endon( "_stealth_spotted" );
flag_wait( "intro_patrol_guys_dead" );
clip thread intro_handle_last_patrol_clip_spotted();
clip geo_on();
clip disconnectpaths();
}
intro_handle_last_patrol_clip_spotted()
{
flag_wait( "_stealth_spotted" );
self connectpaths();
self delete();
}
intro_handle_leave_area_flag()
{
level endon( "_stealth_spotted" );
level endon( "intro_last_patrol_dead" );
level endon( "intro_left_area" );
trig = getent( "intro_leave_area", "script_noteworthy" );
trig trigger_off();
flag_wait( "intro_last_patrol" );
level.intro_last_patrol waittill("goal");
trig trigger_on();
while(1)
{
trig waittill("trigger", other);
if( other == level.intro_last_patrol )
break;
}
flag_set( "intro_leave_area" );
}
intro_handle_safezone_flag()
{
level endon( "_stealth_spotted" );
level endon( "church_intro" );
safezone = getent("intro_leave_area_safe_zone", "targetname");
while(1)
{
safe = true;
ai = getaiarray("axis");
for(i=0; i<ai.size; i++)
{
if( !( ai[i] istouching( safezone ) ) )
continue;
safe = false;
break;
}
if(safe)
{
if ( !flag( "intro_safezone" ) )
flag_set( "intro_safezone" );
}
else if( flag( "intro_safezone" ) )
flag_clear( "intro_safezone" );
wait .1;
}
}
intro_runup( ref )
{
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
self allowedstances( "stand" );
ref thread anim_single_solo( self, "scoutsniper_opening_price" );
//price moves to a stopping point
node = getent( "price_intro_path", "targetname" );
length = getanimlength( self getanim("scoutsniper_opening_price") );
wait length - .2;
self stopanimscripted();
level delaythread( 2, ::function_stack, ::radio_dialogue, "scoutsniper_mcm_deadman" );
self delaythread( .1, ::dynamic_run_speed );
self follow_path( node );
}
intro_holdup()
{
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
if( flag("intro_patrol_guys_dead") )
return;
level endon("intro_patrol_guys_dead");
node = getnode("price_intro_holdup","targetname");
node anim_generic_reach_and_arrive( self, "stop2_exposed" );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_standby" );
node thread anim_generic( self, "stop2_exposed" );
node waittill("stop2_exposed");
}
intro_cqb_into_shack()
{
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
if( flag("intro_patrol_guys_dead") )
return;
level endon("intro_patrol_guys_dead");
self pushplayer( true );
self enable_cqbwalk();
node = getnode("price_intro_holdup2","targetname");
//node anim_generic_reach_and_arrive( self, "enemy_exposed" );
self setgoalnode( node );
self.goalradius = 4;
self waittill( "goal" );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_deadahead" );
node thread anim_generic( self, "enemy_exposed" );
node waittill("enemy_exposed");
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_staylow" );
node thread anim_generic( self, "down_exposed" );
node waittill("down_exposed");
self pushplayer( false );
}
intro_sneakup_patrollers()
{
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
if( flag("intro_patrol_guys_dead") )
return;
aliases = [];
aliases[ aliases.size ] = "scoutsniper_ru1_wandering";
aliases[ aliases.size ] = "scoutsniper_ru2_notwandering";
aliases[ aliases.size ] = "scoutsniper_ru1_wasteland";
aliases[ aliases.size ] = "scoutsniper_ru2_zahkaevspayinggood";
guys = get_living_ai_array("patrollers", "script_noteworthy");
if( guys.size == 2 )
mission_dialogue_array( guys, aliases );
self thread intro_sneakup_patrollers_kill();
self thread intro_sneakup_patrollers_dialogue();
self disable_cqbwalk();
self.disablearrivals = true;
self.disableexits = true;
level endon( "intro_patrol_guys_dead" );
node = getnode("price_intro_sneakup", "targetname");
self thread follow_path( node );
wait 10;
thread intro_sneakup_patrollers_kill_dialogue();
flag_wait( "intro_patrol_guys_dead" );
}
intro_sneakup_patrollers_kill_dialogue()
{
if( flag("intro_patrol_guys_dead") )
return;
level endon( "intro_patrol_guys_dead" );
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
if( flag("_stealth_found_corpse") )
return;
level endon("_stealth_found_corpse");
while( !flag( "intro_patrol_guy_down" ) )
{
flag_waitopen( "_stealth_event" );
level function_stack(::radio_dialogue, "scoutsniper_mcm_notlooking" );
wait 30;
}
}
intro_sneakup_patrollers_dialogue()
{
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
if( !flag( "intro_patrol_guy_down" ) )
{
flag_wait( "intro_patrol_guy_down" );
radio_dialogue_stop();
level function_stack(::radio_dialogue, "scoutsniper_mcm_hesdown" );
}
flag_wait( "intro_patrol_guys_dead" );
radio_dialogue_stop();
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_goodnight" );
}
intro_sneakup_patrollers_death()
{
ai = get_living_ai_array("patrollers", "script_noteworthy");
waittill_dead( ai );
flag_set( "intro_patrol_guys_dead" );
}
intro_sneakup_patrollers_kill()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
ai = get_living_ai_array( "patrollers", "script_noteworthy" );
if( ai.size > 1 )
waittill_dead(ai, 1);
flag_set( "intro_patrol_guy_down" );
level endon( "intro_patrol_guys_dead" );
wait .5;
while( self ent_flag( "_stealth_stay_still" ) )
self waittill( "_stealth_stay_still" );
enemy = get_living_ai("patrollers", "script_noteworthy");
enemy endon("death");
wait randomfloatrange( .75, 1.25 );
MagicBullet( self.weapon, self gettagorigin( "tag_flash" ), enemy getShootAtPos() );
wait .05;
enemy dodamage( enemy.health + 100, self.origin );
}
intro_sneakup_tableguys()
{
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
if( flag("intro_last_patrol") )
return;
level endon("intro_last_patrol");
self.favoriteenemy = undefined;
self.ignoreall = true;
self.disablearrivals = false;
self.disableexits = false;
self allowedstances( "stand" );
level delaythread( .75, ::function_stack, ::radio_dialogue, "scoutsniper_mcm_move" );
node = getnode("price_intro_tableguys_node1", "targetname");
vec = vectornormalize(node.origin - self.origin);
self maps\_stealth_behavior::friendly_spotted_getup_from_prone( vectortoangles( vec ) );
self delaythread( .25, ::dynamic_run_speed );
node anim_generic_reach_and_arrive( self, "stop_cornerR" );
self notify( "stop_dynamic_run_speed" );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_holdup" );
self.ref_node.origin = node.origin;
self.ref_node.angles = node.angles + (0,-90,0);
self.ref_node thread anim_generic( self, "stop_cornerR" );
self.ref_node waittill("stop_cornerR");
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_goaround" );
self.ref_node thread anim_generic( self, "onme_cornerR" );
self.ref_node waittill("onme_cornerR");
node = getnode("price_intro_tableguys_node2", "targetname");
self set_goal_node(node);
self.goalradius = node.radius;
self waittill("goal");
aliases = [];
aliases[ aliases.size ] = "scoutsniper_ru1_passcig";
aliases[ aliases.size ] = "scoutsniper_ru2_whoseturnisit";
aliases[ aliases.size ] = "scoutsniper_ru1_wakeup";
aliases[ aliases.size ] = "scoutsniper_ru4_tooexpensive";
aliases[ aliases.size ] = "scoutsniper_ru1_tooexpensive";
guys = get_living_ai_array("tableguards", "script_noteworthy" );
if( guys.size == 4 )
mission_dialogue_array( guys, aliases );
//self allowedstances( "crouch" );//took this out so he would arrive at window
node = getnode("price_intro_tableguys_node3", "targetname");
self.ref_node.origin = node.origin;
self.ref_node.angles = node.angles + (0,-90,0);
//node anim_generic_reach_and_arrive( self, "enemy_cornerR" );
self setgoalnode( node );
self.goalradius = 4;
self waittill( "goal" );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_4tangos" );
self.ref_node thread anim_generic( self, "enemy_cornerR" );
self setgoalpos( self.origin );
self.goalradius = 4;
// self.ref_node waittill( "enemy_cornerR" )
level function_stack(::radio_dialogue, "scoutsniper_mcm_donteven" );
}
intro_avoid_tableguys()
{
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
if( flag("intro_last_patrol_dead") )
return;
level endon("intro_last_patrol_dead");
self allowedstances( "stand" );
self.disablearrivals = false;
self.disableexits = false;
node = getnode("price_intro_tableguys_node4", "targetname");
self.ref_node.origin = node.origin;
self.ref_node.angles = node.angles + (0,-90,0);
self.ref_node anim_generic_reach_and_arrive( self, "stop_cornerR" );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_tangobycar" );
intro_corpse_hide();
self.ref_node thread anim_generic( self, "stop_cornerR" );
self.ref_node waittill( "stop_cornerR" );
self.ref_node thread anim_generic( self, "enemy_cornerR" );
self.ref_node waittill( "enemy_cornerR" );
self.goalradius = 4;
wait 2;
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_yourcall" );
}
intro_corpse_hide()
{
if( !level._stealth.logic.corpse.array.size )
return;
size = level._stealth.logic.corpse.array.size;
for(i=0; i<size; i++)
level._stealth.logic.corpse.array[ i ].origin -= (0,0,10);
}
intro_leave_area()
{
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
flag_wait_either( "intro_leave_area", "intro_last_patrol_dead" );
if( flag( "intro_leave_area" ) && !flag( "intro_last_patrol_dead" ) )
level function_stack(::radio_dialogue, "scoutsniper_mcm_backinside" );
node = getnode("price_intro_tableguys_node4", "targetname");
self.ref_node.origin = node.origin;
self.ref_node.angles = node.angles + (0,-90,0);
self.ref_node anim_generic_reach_and_arrive( self, "stop_cornerR" );
if( flag( "intro_last_patrol_dead" ) )
radio_dialogue_stop();
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_okgo" );
wait 1.1;
self.ref_node thread anim_generic( self, "moveout_cornerR" );
self.ref_node waittill( "moveout_cornerR" );
node = getnode("price_intro_leave_node", "targetname");
self thread follow_path( node );
self thread intro_leave_area_dialogue();
}
intro_leave_area_dialogue()
{
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
//first node
self waittill("goal");
//by barn
self waittill("goal");
//by car
self waittill("goal");
wait 1;
level function_stack(::radio_dialogue, "scoutsniper_mcm_moveup" );
}
intro_lastguy_think()
{
level.intro_last_patrol = self;
self thread intro_lastguy_death();
self endon("death");
flag_wait_either( "intro_last_patrol", "_stealth_spotted" );
if( !flag( "_stealth_spotted") )
{
self stealth_ai_clear_custom_idle_and_react();
self.target = "intro_last_patrol_smoke";
self thread maps\_patrol::patrol();
}
}
intro_lastguy_death()
{
level.intro_last_patroller_corpse_name = "corpse_" + self.ai_number;
self waittill("death");
flag_set("intro_last_patrol_dead");
}
intro_cleanup()
{
self thread intro_cleanup2();
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
self waittill( "path_end_reached" );
flag_set( "intro_left_area" );
}
intro_cleanup2()
{
level endon( "intro_left_area" );
flag_wait("_stealth_spotted");
self notify("stop_path");
waittill_dead_or_dying( getaispeciesarray( "axis", "all" ) );
flag_waitopen( "_stealth_spotted" );
flag_set( "intro_left_area" );
}
/************************************************************************************************************/
/* CHURCH */
/************************************************************************************************************/
church_main()
{
if( !isalive( level.price ) )
return;
level.price endon( "death" );
// trigger_off( "church_intro", "script_noteworthy" );
flag_wait( "initial_setup_done" );
// trigger_on( "church_intro", "script_noteworthy" );
thread church_patroller();
thread church_lookout();
thread church_event_awareness();
thread church_handle_area_killed();
flag_wait( "intro_left_area" );
level.price church_runup();
flag_wait( "church_intro" );
level.price church_runup2();
try_save( "at_church" );
level.price notify( "stop_dynamic_run_speed" );
level.price church_holdup();
level.price ent_flag_set( "_stealth_stance_handler" );
level.price church_sneakup();
level.price church_moveup_car();
level.price church_run_for_it();
level.price ent_flag_clear( "_stealth_stance_handler" );
level.price allowedstances( "stand", "crouch", "prone" );
if( flag("_stealth_spotted") )
{
flag_waitopen( "_stealth_spotted");
wait .75;
flag_waitopen( "_stealth_spotted");
}
flag_waitopen( "church_run_for_it_commit" );
while( !flag( "church_door_open" ) )
level.price church_open_door();
level.price thread church_walkthrough();
}
church_handle_area_killed()
{
flag_wait( "church_intro" );
wait .5;
getaispeciesarray( "axis", "all" );
waittill_dead_or_dying( getaiarray( "axis" ) );
flag_set( "church_and_intro_killed" );
}
church_runup()
{
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
self allowedstances( "stand", "crouch", "prone" );
if( flag("church_area_clear") )
return;
level endon("church_area_clear");
node = getnode( "church_price_node1", "targetname" );
if( flag("church_intro") )
return;
level endon("church_intro");
ai = getaiarray( "axis" );
if( ( !isdefined( ai ) || ai.size == 0 ) && level.start_point != "church_x" )
{
// level thread function_stack(::radio_dialogue, "scoutsniper_mcm_getuskilled" );
self delaythread( .1, ::dynamic_run_speed );
}
else if( distance( node.origin, self.origin ) > 512 )
{
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_letsgo" );
self delaythread( .1, ::dynamic_run_speed );
}
self follow_path( node );
}
intro_to_church_spotted()
{
level endon( "graveyard_hind_ready" );
while( 1 )
{
flag_wait( "_stealth_spotted" );
flag_waitopen( "_stealth_spotted" );
flag_waitopen( "_stealth_alert" );
flag_waitopen( "_stealth_event" );
//sometimes it clears and goes again...wierd
wait .5;
flag_waitopen( "_stealth_spotted" );
flag_waitopen( "_stealth_alert" );
flag_waitopen( "_stealth_event" );
if( level.player.health )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_getuskilled" );
}
}
church_runup2()
{
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
if( flag("church_area_clear") )
return;
level endon("church_area_clear");
if( flag("church_run_for_it") )
return;
level endon( "church_run_for_it" );
level endon( "event_awareness" );
self allowedstances( "stand", "crouch", "prone" );
/*
node = getnode( "church_price_node1", "targetname" );
self.ref_node.origin = node.origin;
self.ref_node.angles = node.angles + (0,-90,0);
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_move" );
self.ref_node thread anim_generic( self, "moveout_cornerR" );
self.ref_node waittill( "moveout_cornerR" );
*/
node = getnode( "church_price_node2", "targetname" );
self follow_path( node );
}
church_holdup()
{
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
if( flag("church_area_clear") )
return;
level endon("church_area_clear");
if( flag("_stealth_found_corpse") )
return;
level endon("_stealth_found_corpse");
if( flag("church_run_for_it") )
return;
level endon( "church_run_for_it" );
level endon( "event_awareness" );
node = getnode( "church_price_node2", "targetname" );
node anim_generic_reach_and_arrive( self, "stop_exposed" );
thread church_holdup_dialogue( node );
node thread anim_generic( self, "stop_exposed" );
node waittill("stop_exposed");
flag_wait_either( "church_start_patroller_line", "church_patroller_dead" );
if( !flag( "church_patroller_dead" ) )
{
node thread anim_generic( self, "enemy_exposed" );
node waittill("enemy_exposed");
}
node thread anim_generic( self, "onme2_exposed" );
node waittill("onme2_exposed");
}
church_holdup_dialogue( node )
{
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
if( flag("church_area_clear") )
return;
level endon("church_area_clear");
if( flag("_stealth_found_corpse") )
return;
level endon("_stealth_found_corpse");
if( flag("church_run_for_it") )
return;
level endon( "church_run_for_it" );
level endon( "event_awareness" );
if( ! ( flag( "church_patroller_dead" ) && flag( "church_lookout_dead" ) ) )
level function_stack(::radio_dialogue, "scoutsniper_mcm_dontmove" );
node waittill("stop_exposed");
if( !flag( "church_lookout_dead" ) )
{
if( flag( "church_patroller_dead" ) )
level function_stack(::radio_dialogue, "scoutsniper_mcm_inthetower" );
else
level function_stack(::radio_dialogue, "scoutsniper_mcm_churchtower" );
if( !flag( "church_patroller_dead" ) )
{
flag_set( "church_start_patroller_line" );
if( flag( "church_lookout_dead" ) )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_niceshot" );
else
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_patrolnorth" );
}
}
else if( !flag( "church_patroller_dead" ) )
{
flag_set( "church_start_patroller_line" );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_niceshot" );
}
node waittill("enemy_exposed");
if( !flag( "church_patroller_dead" ) )
level function_stack(::radio_dialogue, "scoutsniper_mcm_betterview" );
flag_set( "church_dialogue_done" );
}
church_sneakup()
{
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
if( flag("church_area_clear") )
return;
level endon( "church_area_clear" );
node = getnode( "church_price_sneakup", "targetname" );
self thread follow_path( node );
if( flag("church_run_for_it") )
return;
level endon( "church_run_for_it" );
self waittill( "path_end_reached" );
thread church_sneakup_dialogue_nag();
thread church_sneakup_dialogue_nag2();
flag_wait( "church_patroller_faraway" );
flag_set( "church_run_for_it" );
}
church_sneakup_dialogue_nag()
{
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
if( flag("church_area_clear") )
return;
level endon( "church_area_clear" );
if( flag("church_run_for_it") )
return;
level endon( "church_run_for_it" );
if( flag("church_lookout_dead") )
return;
level endon( "church_lookout_dead" );
if( flag("church_patroller_dead") )
return;
level endon( "church_patroller_dead" );
if( flag("_stealth_found_corpse") )
return;
level endon( "_stealth_found_corpse" );
level endon( "event_awareness" );
msg_num = 0;
msg = [];
msg[ 0 ] = "scoutsniper_mcm_haveashot";
msg[ 1 ] = "scoutsniper_mcm_inthetower";
level function_stack(::radio_dialogue, msg[ msg_num ] );
msg_num++;
thread church_sneakup_dialogue_help();
while( !flag( "church_lookout_dead" ) )
{
level waittill_notify_or_timeout( "church_sneakup_dialogue_help", 10 );
if( flag( "church_sneakup_dialogue_help" ) )
{
flag_waitopen( "church_sneakup_dialogue_help" );
continue;
}
level function_stack(::radio_dialogue, msg[ msg_num ] );
msg_num++;
if( msg_num >= msg.size )
msg_num = 0;
}
}
church_sneakup_dialogue_help()
{
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
if( flag("church_area_clear") )
return;
level endon( "church_area_clear" );
if( flag("church_run_for_it") )
return;
level endon( "church_run_for_it" );
if( flag("church_lookout_dead") )
return;
level endon( "church_lookout_dead" );
if( flag("church_patroller_dead") )
return;
level endon( "church_patroller_dead" );
if( flag("_stealth_found_corpse") )
return;
level endon( "_stealth_found_corpse" );
level endon( "event_awareness" );
node = getstruct( "church_wrong_tower", "targetname" );
while( !flag( "church_lookout_dead" ) )
{
while( level.player PlayerAds() < 0.85 )
wait .05;
while( level.player PlayerAds() > 0.85 )
{
vec1 = anglestoforward( level.player getplayerangles() );
vec2 = vectornormalize( node.origin - level.player.origin );
if( vectordot( vec1, vec2 ) > .996 )
break;
wait .05;
}
if( level.player PlayerAds() > 0.85 )
{
flag_set( "church_sneakup_dialogue_help" );
level function_stack(::radio_dialogue, "scoutsniper_mcm_wrongtower" );
flag_clear( "church_sneakup_dialogue_help" );
wait 5;
}
}
}
church_sneakup_dialogue_nag2()
{
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
if( flag("church_area_clear") )
return;
level endon( "church_area_clear" );
if( flag("church_run_for_it") )
return;
level endon( "church_run_for_it" );
if( flag("church_patroller_dead") )
return;
level endon( "church_patroller_dead" );
flag_wait( "church_lookout_dead" );
wait .5;
level function_stack(::radio_dialogue, "scoutsniper_mcm_targetnorth" );
level function_stack(::radio_dialogue, "scoutsniper_mcm_yourcall" );
}
church_moveup_car()
{
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
if( flag( "church_run_for_it" ) )
return;
if( flag("church_and_intro_killed") )
return;
//flag_waitopen( "_stealth_found_corpse" );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_go" );
node = getnode( "church_price_node_car", "targetname" );
vec = vectornormalize(node.origin - self.origin);
self ent_flag_clear( "_stealth_stance_handler" );
self maps\_stealth_behavior::friendly_spotted_getup_from_prone( vectortoangles( vec ) );
self follow_path( node );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_forwardclear" );
}
church_run_for_it()
{
if( !flag( "church_run_for_it" ) )
return;
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
// if( flag( "church_lookout_dead" ) )
// return;
// level endon("church_lookout_dead");
if( flag("church_and_intro_killed") )
return;
self thread church_run_for_it_dead_dialogue();
if( !flag( "church_lookout_dead" ) )
{
if( flag("church_guess_he_cant_see") )
{
level function_stack(::radio_dialogue, "scoutsniper_mcm_closeone" );
// it sounds weird to be releaved and immediately tell the player
// to be ready to move, so we wait a second
wait .65;
}
}
if( flag( "church_patroller_faraway" ) )
level function_stack(::radio_dialogue, "scoutsniper_mcm_ourchance" );
self ent_flag_clear( "_stealth_stance_handler" );
wait .05;
waittillframeend;
if( !flag( "church_lookout_dead" ) )
{
self allowedstances( "prone" );
level function_stack(::radio_dialogue, "scoutsniper_mcm_turnaround" );
angles = (0,45,0);
vec1 = anglestoforward( angles );
guy = get_living_ai("church_lookout", "script_noteworthy");
while( isalive( guy ) )
{
vec2 = anglestoforward( guy.angles );
if( vectordot( vec1, vec2 ) > .9 )
break;
wait .05;
}
}
if( flag( "church_lookout_dead" ) )
return;
level endon("church_lookout_dead");
self thread church_run_for_it_commit();
self waittill( "path_end_reached" );
}
church_run_for_it_commit()
{
flag_set( "church_run_for_it_commit" );
self allowedstances( "crouch", "stand", "prone" );
self pushplayer( true );
self set_generic_run_anim( "sprint" );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_readygo" );
self notify( "scoutsniper_mcm_readygo" );
node = getnode( "church_price_runforit", "targetname" );
vec = vectornormalize(node.origin - self.origin);
self maps\_stealth_behavior::friendly_spotted_getup_from_prone( vectortoangles( vec ) );
self thread follow_path( node );
self waittill( "path_end_reached" );
self pushplayer( false );
self clear_run_anim();
flag_clear( "church_run_for_it_commit" );
}
church_run_for_it_dead_dialogue()
{
self endon( "scoutsniper_mcm_readygo" );
flag_wait( "church_lookout_dead" );
level delaythread( .1, ::function_stack, ::radio_dialogue, "scoutsniper_mcm_onme" );
}
church_lookout()
{
spawner = getent( "church_lookout", "script_noteworthy" );
corpse_array = [];
corpse_array[ "saw" ] = ::church_lookout_stealth_behavior_saw_corpse;
corpse_array[ "found" ] = ::church_lookout_stealth_behavior_found_corpse;
alert_array = [];
alert_array[ "alerted_once" ] = ::church_lookout_stealth_behavior_alert_level_investigate;
alert_array[ "alerted_again" ] = ::church_lookout_stealth_behavior_alert_level_attack;
alert_array[ "attack" ] = ::church_lookout_stealth_behavior_alert_level_attack;
awareness_array = [];
awareness_array[ "explode" ] = ::church_lookout_stealth_behavior_explosion;
spawner thread add_spawn_function( ::stealth_ai, undefined, alert_array, corpse_array, awareness_array );
spawner thread add_spawn_function( ::church_lookout_death );
flag_wait( "church_intro" );
scripted_array_spawn( "church_lookout", "script_noteworthy", true );
waittillframeend;
guy = get_living_ai( "church_lookout", "script_noteworthy" );
guy.a.disablelongdeath = true;
guy endon( "death" );
flag_wait( "church_ladder_slide" );
guy thread church_lookout_cleanup();
wait 1;
guy.ignoreall = true;
guy.allowdeath = true;
// guy setgoalpos( (-35002, -917, 247.3) );
guy.goalradius = 1024;
guy maps\_stealth_behavior::ai_change_behavior_function( "alert", "alerted_once", ::church_lookout_stealth_behavior_alert_level_attack );
node = getent( "church_ladder_slide_node", "targetname" );
node anim_generic( guy, "ladder_slide" );
guy setgoalpos( guy.origin );
level.price.ignoreme = false;
level.price.ignoreall = false;
guy.ignoreall = false;
}
church_lookout_cleanup()
{
self waittill( "death" );
level.price.ignoreme = true;
level.price.ignoreall = true;
}
church_lookout_wait()
{
self endon( "_stealth_running_to_corpse" );
self endon( "_stealth_saw_corpse" );
self endon( "_stealth_found_corpse" );
level endon( "_stealth_found_corpse" );
level endon( "_stealth_spotted" );
self waittill( "enemy_alert_level_change" );
}
church_lookout_death()
{
name = "corpse_" + self.ai_number;
self waittill( "death" );
//hook in to fix the dogs running up problem
clip = getent( "doggie_clip", "targetname" );
clip solid();
clip disconnectpaths();
waittillframeend;//to allow the corpse entity to be created
corpse = getent( name, "script_noteworthy" );
corpse delete();
level._stealth.logic.corpse.array = array_removeundefined( level._stealth.logic.corpse.array );
flag_set( "church_lookout_dead" );
if( flag( "church_patroller_dead" ) )
flag_set( "church_area_clear" );
if( !flag( "intro_patrol_guys_dead" ) )
return;
check1 = ( !flag("_stealth_spotted") && flag( "church_dialogue_done" ) );
check2 = ( !flag("_stealth_spotted") && flag( "church_door_open" ) );
if( check1 || check2 )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_beautiful" );
}
church_patroller()
{
spawner = getent( "church_smoker", "script_noteworthy" );
spawner thread add_spawn_function( ::stealth_ai );
spawner thread add_spawn_function( ::church_patroller_death );
spawner thread add_spawn_function( ::church_patroller_faraway_trig );
flag_wait( "church_intro" );
thread scripted_array_spawn( "church_smoker", "script_noteworthy", true );
}
church_patroller_faraway_trig()
{
self endon( "death" );
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
trig = getent("church_patrol_faraway_trig", "targetname" );
while( 1 )
{
trig waittill( "trigger", other );
if( other == self )
break;
}
flag_set( "church_patroller_faraway" );
}
church_patroller_death()
{
level endon( "graveyard" );
self waittill( "death" );
origin = self.origin;
if( !flag("_stealth_spotted") && flag( "church_dialogue_done" ) && flag( "church_lookout_dead" ) )
{
radio_dialogue_stop();
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_tangodown" );
}
flag_set( "church_patroller_dead" );
if( flag( "church_lookout_dead" ) )
flag_set( "church_area_clear" );
else
{
lookout = get_living_ai( "church_lookout" , "script_noteworthy" );
if( distance( origin, lookout.origin ) > ( level._stealth.logic.corpse.sight_dist + 150 ) && !flag("_stealth_spotted") )
flag_set( "church_run_for_it" );
else if( flag("_stealth_spotted") )
return;
else
{
if( flag( "intro_patrol_guys_dead" ) )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_seethebody" );
wait 12;
if( !flag( "_stealth_spotted" ) && !flag( "_stealth_found_corpse" ) )
{
flag_set( "church_run_for_it" );
flag_set( "church_guess_he_cant_see" );
}
}
}
}
church_open_door()
{
name = undefined;
anime = undefined;
function = undefined;
if( flag( "_stealth_spotted" ) )
{
//do this for the rare case that he gets to the door and you're alerted
//he'll be in the first frame of the door open and won't break out of it to fight
//or go to a goal and the game will hang
self notify( "stop_first_frame" );
flag_waitopen( "_stealth_spotted" );
}
waittillframeend;
level endon("_stealth_spotted");
self.disableexits = false;
self.disablearrivals = false;
self.animname = "generic";
if( flag( "church_and_intro_killed" ) )
{
level delaythread( .1, ::function_stack, ::radio_dialogue, "scoutsniper_mcm_onme" );
name = "church_price_door_kick_node";
anime = "open_door_kick";
function = ::door_open_kick;
node = getnode( name, "targetname");
node anim_generic_reach_and_arrive( self, anime );
self.goalradius = 16;
}
else
{
name = "church_door_front_node";
anime = "open_door_slow";
function = ::door_open_slow;
node = getent( name, "targetname");
node anim_generic_reach_and_arrive( self, anime );
node anim_first_frame_solo( self, anime );
}
while( distance( level.player.origin, self.origin ) > 200 )
wait .1;
self thread church_open_door_commit( node, anime, function );
node waittill( anime );
}
church_open_door_commit( node, anime, function )
{
if( flag("_stealth_spotted") )
return;
flag_set( "church_door_open" );
node thread anim_single_solo( self, anime );
// delaythread( .5, ::music_play, "scoutsniper_pripyat_music" );
self enable_cqbwalk();
door = getent("church_door_front", "targetname");
door [[ function ]]();
self delaythread( 2, ::disable_cqbwalk );
}
church_walkthrough()
{
self church_walkthrough_lookaround();
flag_waitopen("_stealth_spotted");
node = getnode("church_price_backdoor_node", "targetname");
self.ref_node.origin = node.origin;
self.ref_node.angles = node.angles + (0,-90,0);
self.ref_node anim_generic_reach_and_arrive( self, "moveout_cornerR" );
if( !flag( "graveyard_get_down" ) )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_coastclear" );
self.ref_node anim_generic( self, "moveout_cornerR" );
flag_set( "graveyard_moveup" );
}
church_walkthrough_lookaround()
{
if( flag("_stealth_spotted") )
return;
level endon("_stealth_spotted");
ent = getent("church_price_look_around_node", "targetname");
self set_goal_pos( ent.origin );
self.goalradius = 90;
self waittill("goal");
self enable_cqbwalk();
flag_set( "church_ladder_slide" );
self anim_generic( self, "cqb_look_around" );
ent = getent( ent.target, "targetname" );
self set_goal_pos( ent.origin );
self waittill("goal");
self disable_cqbwalk();
}
/************************************************************************************************************/
/* GRAVE YARD */
/************************************************************************************************************/
graveyard_main()
{
if( !isalive( level.price ) )
return;
level.price endon( "death" );
flag_wait( "initial_setup_done" );
flag_set( "graveyard" );
try_save( "graveyard" );
array_thread( getentarray( "church_breakable", "targetname" ), ::graveyard_church_breakable );
thread graveyard_Hind();
thread field_endmission();
level.price thread graveyard_waithind();
level.price thread graveyard_deadhind();
while( ! flag( "graveyard_hind_ready" ) )
{
level.price graveyard_moveup();
flag_waitopen( "_stealth_spotted" );
}
level.price notify( "stop_loop" );
level.price allowedstances("prone", "crouch", "stand" );
thread graveyard_backhalf();
}
graveyard_backhalf()
{
flag_wait_either( "graveyard_hind_gone", "graveyard_hind_down" );
if( !flag( "graveyard_hind_down" ) )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_letsgo2" );
flag_set( "field" );
}
graveyard_moveup()
{
flag_wait( "graveyard_moveup" );
if( flag("_stealth_spotted") )
return;
level endon( "_stealth_spotted" );
level endon( "graveyard_get_down" );
node = getnode( "graveyard_price_node", "targetname" );
self delaythread( .25, ::dynamic_run_speed );
self.ref_node.origin = node.origin;
self.ref_node.angles = node.angles + (0,-90,0);
self.ref_node anim_generic_reach_and_arrive( self, "stop_cornerR" );
flag_set( "graveyard_price_at_wall" );
}
graveyard_waithind()
{
flag_wait( "graveyard_hind_ready" );
if( flag("_stealth_spotted") )
return;
level endon( "_stealth_spotted" );
while( distance( level.hind.origin, level.player.origin ) > 7500 )
wait .05;
flag_set( "graveyard_get_down" );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_enemyheli" );
self notify( "stop_dynamic_run_speed" );
if( flag( "graveyard_price_at_wall" ) )
{
self allowedstances( "crouch" );
self anim_generic( self, "corner_crouch" );
self thread anim_generic_loop( self, "corner_idle", undefined, "stop_loop" );
}
else
{
self allowedstances( "prone" );
self anim_generic_custom_animmode( self, "gravity", "pronehide_dive" );
}
self setgoalpos( self.origin );
self.goalradius = 4;
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_inshadows" );
while( distance( level.hind.origin, self.origin ) < 7500 )
wait .05;
while( distance( level.hind.origin, level.player.origin ) < 7500 )
wait .05;
self notify( "stop_loop" );
self allowedstances("prone", "crouch", "stand" );
wait .5;
flag_set( "graveyard_hind_gone" );
}
graveyard_deadhind()
{
flag_wait( "graveyard_hind_ready" );
level endon( "field_spawn" );
level.hind waittill( "death" );
if( isdefined( level.hind ) )
level.hind clearlookatent();
flag_set( "graveyard_hind_down" );
}
graveyard_hind_death_dialogue()
{
level endon( "cargo" );
flag_wait( "_stealth_spotted" );
flag_wait( "graveyard_hind_down" );
if( !flag( "_stealth_spotted" ) )
wait 5;
flag_waitopen( "_stealth_spotted" );
flag_waitopen( "_stealth_event" );
flag_waitopen( "_stealth_alert" );
wait .5;
flag_waitopen( "_stealth_spotted" );
flag_waitopen( "_stealth_alert" );
flag_waitopen( "_stealth_event" );
if( level.player.health )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_showinoff" );
}
graveyard_Hind()
{
trigger = getent( "field_hind_flyover", "targetname" );
trigger waittill( "trigger" );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_hearthat" );
hind = spawn_vehicle_from_targetname_and_drive( "field_hind" );
level.hind = hind;
flag_set( "graveyard_hind_ready" );
hind endon( "death" );
hind thread graveyard_hind_death_dialogue();
hind thread graveyard_hind_spot_enemy();
hind thread graveyard_hind_spot_behavior();
hind thread graveyard_hind_detect_damage();
hind thread graveyard_hind_stinger_logic();
flag_wait( "_stealth_spotted" );
hind thread graveyard_hind_attack_enemy();
}
graveyard_hind_spot_behavior()
{
self endon( "death" );
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
//you get one chance
self waittill( "enemy" );
self thread graveyard_hind_find_best_perimeter( "graveyard_hind_circle_path", true );
//level thread function_stack(::radio_dialogue, "scoutsniper_mcm_dontmove" );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_circlingback" );
self waittill( "enemy" );
flag_set( "_stealth_spotted" );
pos = level.player.origin;
self maps\_stealth_behavior::enemy_announce_spotted_bring_team( pos );
}
graveyard_hind_spot_enemy()
{
self endon( "death" );
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
trig = getent( "graveyard_inside_church_trig", "targetname" );
movetime = 0;
interval = .05;
while( 1 )
{
wait interval;
if( level.player istouching( trig ) )
continue;
checkmov = 1300;
origin1 = level.player.origin;
origin2 = (self.origin[0], self.origin[1], origin1[2] );
velocity = length( level.player getVelocity() );
check1 = ( velocity > 10 && level.player._stealth.logic.stance == "crouch" );
check2 = ( velocity > 25 && level.player._stealth.logic.stance == "prone" );
if( distance( origin1, origin2 ) < checkmov && ( check1 || check2 ) )
{
movetime += interval;
if( movetime < .5 )
continue;
trace = bullettrace(self.origin + (0,0,-128), level.player.origin, true, level.price );
if( !isdefined( trace[ "entity" ] ) || trace[ "entity" ] != level.player )
continue;
}
else if( level.player._stealth.logic.stance == "prone" || level.player._stealth.logic.stance == "crouch" )
{
movetime = 0;
continue;
}
else
{
movetime = 0;
//helicopter can see better through your camo because
//of it's high angle in the sky
check = level.player.maxvisibledist;
check += 3500;
if( distance( self.origin, level.player.origin ) > check )
continue;
trace = bullettrace(self.origin + (0,0,-128), level.player.origin, true, level.price );
if( !isdefined( trace[ "entity" ] ) || trace[ "entity" ] != level.player )
continue;
}
self notify( "enemy" );
movetime = 0;
//we wait to give the player a chance to hide
timefrac = distance( self.origin, level.player.origin ) * .0005;
time = ( .5 + timefrac );
//iprintlnbold( time );
wait time;
}
}
graveyard_hind_kill_body( body )
{
self add_wait( ::waittill_msg, "death" );
level add_wait( ::waittill_msg, "_stealth_spotted" );
do_wait_any();
if( isdefined( self ) )
self show();
if( isdefined( body ) )
body delete();
}
graveyard_hind_attack_enemy()
{
self endon( "death" );
self thread graveyard_hind_find_best_perimeter( "graveyard_hind_circle_path" );
wait 1;
self thread chopper_ai_mode( level.player );
self thread chopper_ai_mode_missiles( level.player );
}
/************************************************************************************************************/
/* FIELD */
/************************************************************************************************************/
field_main()
{
if( !isalive( level.price ) )
return;
level.price endon( "death" );
flag_wait( "initial_setup_done" );
thread field_handle_enemys();
thread field_handle_special_nodes();
thread field_handle_flags();
thread field_handle_cleanup();
flag_wait( "field" );
flag_waitopen( "_stealth_spotted" );
flag_waitopen( "_stealth_event" );
try_save( "field" );
//level.price field_road();
level.price allowedstances( "stand", "crouch", "prone" );
level.price thread field_getdown();
level.price thread field_handle_price_spotted();
while( !flag( "field_spawn" ) )
{
level.price field_moveup();
if( isdefined( level.hind ) )
flag_wait( "graveyard_hind_down" );
flag_waitopen( "_stealth_spotted" );
flag_waitopen( "_stealth_event" );
}
// level.price thread field_handle_price_spotted();
level.price field_moveup2();
// level.player thread field_creep_player();
level.price thread field_creep();
}
field_handle_price_spotted()
{
level endon( "field_price_done" );
level.player endon( "death" );
level.price endon( "death" );
flag_wait( "field_spawn" );
flag_wait( "_stealth_spotted" );
wait 10;
self stop_magic_bullet_shield();
self dodamage( self.health + 100, self.origin );
}
field_endmission()
{
flag_wait( "field_close_church_door" );
if( flag( "_stealth_spotted" ) && distance( level.player.origin, level.price.origin ) > 1500 )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_ateam" );
flag_wait( "field_spawn" );
if( flag( "_stealth_spotted" ) && distance( level.player.origin, level.price.origin ) > 3500 )
price_left_behind();
}
field_handle_flags()
{
trigger = getent( "field_price_getdown", "targetname" );
trigger waittill( "trigger" );
flag_set( "field_getdown" );
}
field_road()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( flag( "field_player_way_ahead" ) )
return;
level endon( "field_player_way_ahead" );
node = getnode( "field_before_road_node", "targetname" );
delaythread( .25, ::dynamic_run_speed );
self follow_path( node );
self notify( "stop_dynamic_run_speed" );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_stop" );
wait 2;
level function_stack(::radio_dialogue, "scoutsniper_mcm_clearleft" );
level function_stack(::radio_dialogue, "scoutsniper_mcm_clearright" );
level function_stack(::radio_dialogue, "scoutsniper_mcm_staylow2" );
level function_stack(::radio_dialogue, "scoutsniper_mcm_go" );
node = getnode( "field_after_road_node", "targetname" );
node anim_generic_reach( level.price, "pronehide_dive" );
self allowedstances( "prone" );
self anim_generic_custom_animmode( self, "gravity", "pronehide_dive" );
self setgoalpos( self.origin );
wait 1;
level function_stack(::radio_dialogue, "scoutsniper_mcm_areaclear" );
self allowedstances( "stand", "crouch" );
self maps\_stealth_behavior::friendly_spotted_getup_from_prone();
}
field_moveup()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
level endon( "field_cutting_it_close" );
node = getent( "field_price_node1", "targetname" );
delaythread( .25, ::dynamic_run_speed );
self thread follow_path( node );
self pushplayer( true );
node = getent( "field_price_stop_dynamic", "targetname" );
node waittill( "trigger" );
self notify( "stop_dynamic_run_speed" );
waittillframeend;
self.moveplaybackrate = 1.44;
if( isdefined( level.hind ) )
level.hind delete();
flag_set( "field_spawn" );
}
field_moveup2()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
level endon( "field_cutting_it_close" );
node = getent( "field_price_decide_start", "targetname" );
node waittill( "trigger" );
flag_set( "field_start" );
self waittill( "path_end_reached" );
self allowedstances( "prone" );
self anim_generic_custom_animmode( self, "gravity", "pronehide_dive" );
thread flag_set_delayed( "prone_hint", 2 );
}
field_getdown()
{
flag_wait( "field_getdown" );
try_save( "field2" );
if( !flag( "_stealth_spotted" ) )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_getdown" );
delaythread(1, ::music_play, "scoutsniper_surrounded_music" );
}
field_creep()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
node = getent( "field_price_prone_node", "targetname" );
self thread follow_path( node );
delaythread( 12, ::field_creep_dialogue );
self.moveplaybackrate = 1;
wait 12;
self.moveplaybackrate = .9;
wait 3;//6
self.moveplaybackrate = .8;
wait 3;//9
self.moveplaybackrate = .7;
wait 3;//12
self.moveplaybackrate = .6;
wait 3;//15
self.moveplaybackrate = .5;
wait 7;
self maps\_stealth_behavior::friendly_stance_handler_stay_still();
wait 40;
self maps\_stealth_behavior::friendly_stance_handler_resume_path();
wait 1;
self.moveplaybackrate = .6;
wait 1;
self.moveplaybackrate = .7;
wait 1;
self.moveplaybackrate = .8;
wait 1;
self.moveplaybackrate = .9;
wait 1;
self.moveplaybackrate = 1;
self maps\_stealth_behavior::friendly_stance_handler_stay_still();
field_waittill_player_passed_guards();
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_niceandslow" );
field_waittill_player_near_price();
self maps\_stealth_behavior::friendly_stance_handler_resume_path();
wait .5;
self ent_flag_set( "_stealth_stance_handler" );
node = getent( "field_price_clear", "targetname" );
node waittill( "trigger" );
self ent_flag_clear( "_stealth_stance_handler" );
self allowedstances( "prone", "crouch", "stand" );
flag_set( "field_price_done" );
}
field_creep_dialogue()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
level function_stack(::radio_dialogue, "scoutsniper_mcm_holdyourfire" );
wait 3;
level function_stack(::radio_dialogue, "scoutsniper_mcm_anticipatepaths" );
wait 2;
level function_stack(::radio_dialogue, "scoutsniper_mcm_slowandsteady" );
}
field_creep_player()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( flag( "pond" ) )
return;
level endon( "pond" );
thread field_creep_player_cleanup();
hidden = [];
hidden[ "stand" ] = 2;
hidden[ "crouch" ] = 1;
hidden[ "prone" ] = .5;
level.player stealth_friendly_movespeed_scale_set( hidden, hidden );
}
field_creep_player_cleanup()
{
flag_wait_either( "_stealth_spotted", "pond" );
level.player stealth_friendly_movespeed_scale_default();
}
field_handle_enemys()
{
//field_bmp1 = spawn_vehicle_from_targetname_and_drive( "bmp1" );
field_bmp1 = spawn_vehicle_from_targetname( "bmp1" );
field_bmp2 = spawn_vehicle_from_targetname( "bmp2" );
field_bmp3 = spawn_vehicle_from_targetname( "bmp3" );
field_bmp4 = spawn_vehicle_from_targetname( "bmp4" );
level.bmps = [];
level.bmps[ level.bmps.size ] = field_bmp1;
level.bmps[ level.bmps.size ] = field_bmp2;
level.bmps[ level.bmps.size ] = field_bmp3;
level.bmps[ level.bmps.size ] = field_bmp4;
for(i=0; i<level.bmps.size; i++)
{
level.bmps[ i ] field_bmp_make_followme();
level.bmps[ i ] thread field_bmp_quake();
level.bmps[ i ] thread execVehicleStealthDetection();
}
state_functions = [];
state_functions[ "hidden" ] = ::dash_state_hidden;
state_functions[ "alert" ] = maps\_stealth_behavior::enemy_state_alert;
state_functions[ "spotted" ] = maps\_stealth_behavior::enemy_state_spotted;
awareness_funcs = [];
awareness_funcs[ "heard_scream" ] = ::field_enemy_awareness;
awareness_funcs[ "explode" ] = ::field_enemy_awareness;
corpse_functions = [];
corpse_functions[ "saw" ] = ::field_enemy_awareness;
corpse_functions[ "found" ] = ::field_enemy_awareness;
array_thread5( getentarray( "field_guard", "script_noteworthy" ), ::add_spawn_function, ::stealth_ai, state_functions, undefined, corpse_functions, awareness_funcs );
array_thread5( getentarray( "field_guard2", "script_noteworthy" ), ::add_spawn_function, ::stealth_ai, state_functions, undefined, corpse_functions, awareness_funcs );
array_thread( getentarray( "field_guard", "script_noteworthy" ), ::add_spawn_function, ::field_enemy_think);
array_thread( getentarray( "field_guard2", "script_noteworthy" ), ::add_spawn_function, ::field_enemy_think);
flag_wait( "field_spawn" );
if( !flag( "_stealth_spotted" ) )
battlechatter_off( "axis" );
thread scripted_array_spawn( "field_guard2", "script_noteworthy", true );
thread scripted_array_spawn( "field_guard", "script_noteworthy", true );
flag_wait( "field_start" );
thread field_bmps_stop();
thread maps\_vehicle::gopath( field_bmp1 );
delaythread( 1, maps\_vehicle::gopath, field_bmp2 );
delaythread( 3, maps\_vehicle::gopath, field_bmp3 );
delaythread( 3.5, maps\_vehicle::gopath, field_bmp4 );
ai = get_living_ai_array( "field_guard", "script_noteworthy" );
for(i=0; i<ai.size; i++)
{
if( issubstr( ai[ i ].target, "bmp" ) )
ai[ i ] thread field_enemy_walk_behind_bmp();
else
{
ai[ i ] thread maps\_patrol::patrol();
ai[ i ] ent_flag_set( "field_walk" );
}
}
wait 11;
ai = get_living_ai_array( "field_guard2", "script_noteworthy" );
for(i=0; i<ai.size; i++)
{
if( issubstr( ai[ i ].target, "bmp" ) )
ai[ i ] thread field_enemy_walk_behind_bmp();
else
{
ai[ i ] thread maps\_patrol::patrol();
ai[ i ] ent_flag_set( "field_walk" );
}
}
level endon( "_stealth_spotted" );
wait 140;
flag_set( "field_start_running" );
for(i=0; i<level.bmps.size; i++)
{
level.bmps[ i ] thread bmp_badplace( i );
}
//flag_wait( "field_bmp_badplace" );
}
bmp_badplace( i )
{
name = "tank" + i;
hasturret = isdefined( level.vehicle_hasMainTurret[ self.model ] ) && level.vehicle_hasMainTurret[ self.model ];
bp_duration = .25;
bp_height = 300;
bp_angle_left = 17;
bp_angle_right = 17;
bp_radius = 200;
//self setcontents( 0 );
while( 1 )
{
if ( hasturret )
bp_direction = anglestoforward( self gettagangles( "tag_turret" ) );
else
bp_direction = anglestoforward( self.angles );
badplace_arc( name, bp_duration, self.origin, bp_radius * 1.9, bp_height, bp_direction, bp_angle_left, bp_angle_right, "allies", "axis" );
badplace_cylinder( name, bp_duration, self.origin, 200, bp_height, "allies", "axis" );
wait bp_duration + .05;
}
}
field_bmps_stop()
{
level endon( "dash_spawn" );
flag_wait( "field_stop_bmps" );
for(i=0; i<level.bmps.size; i++)
{
if( isdefined( level.bmps[ i ] ) )
level.bmps[ i ] setspeed( 0, 5 );
}
}
field_enemy_think()
{
self endon( "death" );
self ent_flag_init( "field_walk" );
self thread field_enemy_think2();
self thread field_enemy_death();
self.ignoreme = true;
waittillframeend;
self maps\_stealth_behavior::ai_change_behavior_function( "alert", "alerted_once", ::field_enemy_alert_level_1 );
self maps\_stealth_behavior::ai_change_behavior_function( "alert", "alerted_again", ::field_enemy_alert_level_2 );
self thread field_enemy_patrol_thread();
wait .05;
self setgoalpos( self.origin );
self.goalradius = 4;
wait .05;
self.fixednode = false;
flag_wait( "field_start" );
trig = getent( "field_turn_around_trig", "targetname" );
while(1)
{
trig waittill( "trigger", other );
if( other == self )
break;
}
self maps\_stealth_behavior::ai_change_behavior_function( "alert", "alerted_once", maps\_stealth_behavior::enemy_alert_level_alerted_again );
self maps\_stealth_behavior::ai_change_behavior_function( "alert", "alerted_again", maps\_stealth_behavior::enemy_alert_level_alerted_again );
dist = 700;
distsqrd = dist * dist;
while( 1 )
{
if( distancesquared( level.player.origin, self.origin ) < distsqrd )
break;
wait .25;
}
self.favoriteenemy = level.player;
}
field_enemy_think2()
{
level endon( "field_stop_bmps" );
self endon( "death" );
flag_wait( "field_start_running" );
if( self.export == 47 )
wait 2;
self notify( "_stealth_stop_corpse_logic" );
self notify( "end_patrol" );
node = getnode( "field_endup_node", "targetname" );
self setgoalnode( node );
self.goalradius = 64;
self clear_run_anim();
self waitOntruegoal( node );
self delete();
}
/************************************************************************************************************/
/* POND */
/************************************************************************************************************/
pond_main()
{
if( !isalive( level.price ) )
return;
level.price endon( "death" );
awareness_funcs = [];
awareness_funcs[ "heard_scream" ] = ::field_enemy_awareness;
awareness_funcs[ "explode" ] = ::field_enemy_awareness;
corpse_functions = [];
corpse_functions[ "saw" ] = ::field_enemy_awareness;
corpse_functions[ "found" ] = ::field_enemy_awareness;
array_thread5(getentarray( "pond_patrol", "script_noteworthy" ), ::add_spawn_function, ::stealth_ai, undefined, undefined, corpse_functions, awareness_funcs );
array_thread5(getentarray( "pond_throwers", "script_noteworthy" ), ::add_spawn_function, ::stealth_ai, undefined, undefined, corpse_functions, awareness_funcs );
array_thread( getentarray( "pond_throwers", "script_noteworthy" ), ::add_spawn_function, ::mission_dialogue_kill);
array_thread5(getentarray( "pond_backup", "script_noteworthy" ), ::add_spawn_function, ::stealth_ai, undefined, undefined, corpse_functions, awareness_funcs );
array_thread( getentarray( "pond_backup", "script_noteworthy" ), ::add_spawn_function, ::mission_dialogue_kill);
array_thread( getentarray( "pond_backup", "script_noteworthy" ), ::add_spawn_function, ::flag_set, "pond_backup_spawned" );
array_thread( getentarray( "pond_patrol", "script_noteworthy" ), ::add_spawn_function, ::pond_patrol);
array_thread( getentarray( "pond_throwers", "script_noteworthy" ), ::add_spawn_function, ::pond_thrower);
thread pond_handle_kills( "pond_patrol_spawned", "pond_patrol", "pond_patrol_dead", "scoutsniper_mcm_toppedhim" );
thread pond_handle_kills( "pond_thrower_spawned", "pond_throwers", "pond_thrower_dead", "scoutsniper_mcm_goodnight" );
thread pond_handle_clear();
thread pond_handle_backup();
thread pond_handle_behavior_change();
thread pond_dump_bodies();
thread pond_card_game();
flag_wait( "initial_setup_done" );
flag_wait( "pond" );
thread maps\_stealth_behavior::default_event_awareness( ::default_event_awareness_dialogue );
level.player._stealth_move_detection_cap = 0;
level.price ent_flag_init( "pond_in_position" );
flag_wait( "field_price_done" );
try_save( "pond" );
level.price pond_moveup();
trigger_on( "field_clean", "script_noteworthy" );
if( isalive( level.price ) && !isdefined( level.price.magic_bullet_shield ) )
level.price delaythread( .1, ::magic_bullet_shield );
level.price pond_betterview();
level.player._stealth_move_detection_cap = undefined;
try_save( "pond2" );
level.price allowedstances( "prone", "crouch", "stand" );
level.price ent_flag_set( "_stealth_stance_handler" );
level.price thread pond_kill_patrol();
level.price thread pond_kill_thrower();
level.price pond_sneakup();
try_save( "pond3" );
level.price pond_inposition();
if( flag( "pond_enemies_dead" ) )
{
level.price ent_flag_clear( "_stealth_stance_handler" );
level.price allowedstances( "prone", "crouch", "stand" );
}
level.price disable_cqbwalk();
if( flag( "_stealth_spotted" ) || flag( "_stealth_event" ) )
{
flag_waitopen( "_stealth_spotted" );
flag_waitopen( "_stealth_event" );
flag_waitopen( "_stealth_alert" );
if( level.player.health > 0 )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_thewordstealth" );
}
else
{
flag_wait_either( "pond_enemies_dead", "cargo" );
if( flag( "pond_enemies_dead" ) )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_moveup" );
else if( distance( level.player.origin, level.price.origin ) > 256 )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_ateam" );
else
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_moveup" );
}
flag_set( "cargo" );
}
pond_card_game()
{
flag_wait( "pond_backup_spawned" );
level endon( "dash" );
level endon( "_stealth_spotted" );
level endon( "_stealth_found_corpse" );
wait 1;
aliases = [];
aliases[ aliases.size ] = "scoutsniper_ru1_fivedollars";
aliases[ aliases.size ] = "scoutsniper_ru4_twentydollars";
aliases[ aliases.size ] = "scoutsniper_ru1_pairofjacks";
aliases[ aliases.size ] = "scoutsniper_ru4_threekings";
aliases[ aliases.size ] = "scoutsniper_ru2_youidiot";
aliases[ aliases.size ] = "scoutsniper_ru4_wellplayedcomrade";
aliases[ aliases.size ] = "scoutsniper_ru1_ownmoney";
aliases[ aliases.size ] = "scoutsniper_ru4_seeaboutthat";
aliases[ aliases.size ] = "scoutsniper_ru2_call";
aliases[ aliases.size ] = "scoutsniper_ru4_raise";
aliases[ aliases.size ] = "scoutsniper_ru4_ifold";
aliases[ aliases.size ] = "scoutsniper_ru1_cantbelieve";
aliases[ aliases.size ] = "scoutsniper_ru1_paytheman";
guys = get_living_ai_array("pond_backup", "script_noteworthy");
dist = 300;
dist2rd = dist*dist;
if( !isalive( guys[0] ) )
return;
guys[0] endon( "death" );
while( distancesquared( guys[0].origin, level.player.origin ) > dist2rd )
wait .2;
mission_dialogue_array( guys, aliases );
}
pond_patrol()
{
flag_set( "pond_patrol_spawned" );
self.ignoreme = true;
self waittill( "jumpedout" );
if( !isalive( self ) )
return;
self.goalradius = 4;
self setgoalpos( self.origin );
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
flag_wait( "field_price_done" );
if( !isalive( self ) )
return;
self thread maps\_patrol::patrol();
while( isalive( self ) )
{
self waittill( "damage", ammount, other );
if( other == level.price && isalive( self ) )
self dodamage( self.health + 100, level.price.origin );
}
}
pond_thrower()
{
flag_set( "pond_thrower_spawned" );
self.ignoreme = true;
self waittill( "jumpedout" );
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
while( isalive( self ) )
{
self waittill( "damage", ammount, other );
if( other == level.price && isalive( self ) )
self dodamage( self.health + 100, level.price.origin );
}
}
pond_moveup()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( flag( "cargo" ) )
return;
level endon( "cargo" );
self pushplayer( true );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_followme2" );
node = getnode( "pond_price_moveup_node", "targetname" );
self.ref_node.origin = node.origin;
self.ref_node.angles = node.angles;
self setgoalnode( node );
self.goalradius = 4;
self waittill( "goal" );
wait 1;
self.ref_node thread anim_generic( self, "look_up_stand" );
self.ref_node waittill("look_up_stand");
self thread pond_price_hack();
self thread anim_generic_loop( self, "look_idle_stand", undefined, "stop_loop" );
delaythread(.1, ::music_loop, "scoutsniper_deadpool_music", 119, "dash_spawn" );
level function_stack(::radio_dialogue, "scoutsniper_mcm_buyout" );
aliases = [];
aliases[ aliases.size ] = "scoutsniper_ru2_sendsomeonetocheck";
aliases[ aliases.size ] = "scoutsniper_ru4_thisonesheavy";
aliases[ aliases.size ] = "scoutsniper_ru2_andreibringingfood";
aliases[ aliases.size ] = "scoutsniper_ru4_didnteatbreakfast";
aliases[ aliases.size ] = "scoutsniper_ru2_quicklyaspossible";
aliases[ aliases.size ] = "scoutsniper_ru4_takenzakhaevsoffer";
guys = get_living_ai_array( "pond_throwers", "script_noteworthy" );
if( guys.size == 2 )
mission_dialogue_array( guys, aliases );
self notify( "stop_loop" );
self thread anim_generic( self, "look_down_stand" );
self waittill("look_down_stand");
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_betterview" );
wait 1;
}
pond_price_hack()
{
self endon( "stop_loop" );
level endon( "_stealth_spotted" );
flag_wait( "cargo" );
self notify( "stop_loop" );
}
pond_betterview()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( flag( "cargo" ) )
return;
level endon( "cargo" );
level endon( "event_awareness" );
node = getnode( "price_pond_better_node", "targetname" );
self.ref_node.origin = node.origin;
self.ref_node.angles = node.angles + (0,90,0);
self setgoalnode( node );
self.goalradius = 100;
wait 1;
self allowedstances( "crouch" );
self waittill( "goal" );
self allowedstances( "crouch", "stand" );
self setgoalnode( node );
self.goalradius = 4;
self waittill( "goal" );
wait .5;
self.ref_node thread anim_generic( self, "alert2look_cornerL" );
self.ref_node waittill("alert2look_cornerL");
self thread anim_generic_loop( self, "look_idle_cornerL", undefined, "stop_loop" );
level function_stack(::radio_dialogue, "scoutsniper_mcm_withoutalerting" );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_sneakingpast" );
self notify( "stop_loop" );
self thread anim_generic( self, "look2alert_cornerL" );
self waittill("look2alert_cornerL");
level function_stack(::radio_dialogue, "scoutsniper_mcm_yourcall2" );
}
pond_sneakup()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( flag( "pond_enemies_dead" ) )
return;
level endon( "pond_enemies_dead" );
if( flag( "pond_patrol_dead" ) )
return;
level endon( "pond_patrol_dead" );
if( flag( "cargo" ) )
return;
level endon( "cargo" );
while( distance( level.player.origin, self.origin ) < 96 )
wait .05;
node = getnode( "price_pond_sneak_node", "targetname" );
self follow_path( node, 128 );
}
pond_inposition()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( flag( "pond_enemies_dead" ) )
return;
level endon( "pond_enemies_dead" );
if( flag( "pond_thrower_dead" ) )
return;
level endon( "pond_thrower_dead" );
if( flag( "cargo" ) )
return;
level endon( "cargo" );
flag_wait( "pond_patrol_dead" );
if( !flag( "_stealth_event" ) )
level function_stack(::radio_dialogue, "scoutsniper_mcm_dontfire" );
if( !flag( "_stealth_event" ) )
level function_stack(::radio_dialogue, "scoutsniper_mcm_sametime" );
nodes = getnodearray( "pond_in_position", "script_noteworthy" );
nodes = get_array_of_closest( self.origin, nodes );
node = nodes[0];
self delaythread(.05, ::follow_path, node, 1 );
first = true;
msg = "scoutsniper_mcm_whenyoureready";
while( isdefined( node ) )
{
self waittill( "follow_path_new_goal" );
self disable_cqbwalk();
self ent_flag_set( "_stealth_stance_handler" );
self ent_flag_clear( "pond_in_position" );
if( first )
{
if( distance( node.origin, self.origin ) < 8 )
msg = undefined;
else if( !flag( "_stealth_event" ) )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_waitforme" );
first = false;
}
else if( !flag( "_stealth_event" ) )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_holdyourfiremoving" );
node waittill( "trigger" );
self thread pond_inposition_takeshot( node, msg );
msg = undefined;
if( isdefined( node.target ) )
node = getnode( node.target, "targetname" );
else
node = undefined;
}
}
pond_handle_kills( _wait, name, _flag, msg )
{
level endon( "dash_spawn" );
flag_wait( _wait );
waittillframeend;
ai = get_living_ai_array( name, "script_noteworthy" );
waittill_dead( ai );
flag_set( _flag );
if( flag( "_stealth_spotted" ) )
return;
level thread function_stack(::radio_dialogue, msg );
}
pond_handle_clear()
{
flag_wait( "pond_patrol_dead" );
flag_wait( "pond_thrower_dead" );
flag_set( "pond_enemies_dead" );
}
pond_kill_patrol()
{
self endon( "death" );
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( flag( "cargo" ) )
return;
level endon( "cargo" );
if( flag( "pond_enemies_dead" ) )
return;
level endon( "pond_enemies_dead" );
if( flag( "pond_patrol_dead" ) )
return;
level endon( "pond_patrol_dead" );
if( flag( "dash_spawn" ) )
return;
level endon( "dash_spawn" );
ai = get_living_ai_array( "pond_patrol", "script_noteworthy" );
if( ai.size > 1 )
{
waittill_dead(ai, 1);
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_targetelim" );
}
wait .25;
while( self ent_flag( "_stealth_stay_still" ) )
self waittill( "_stealth_stay_still" );
enemy = get_living_ai("pond_patrol", "script_noteworthy");
enemy endon("death");
//self thread intro_sneakup_patrollers_moveto_kill( enemy );
while( isalive( enemy ) )
{
test = get_living_ai_array( "pond_throwers", "script_noteworthy" );
//this makes sure price doesn't kill him and leave a corpse right infront of
//the throwers
if( test.size && isalive( test[0] ) )
{
if( distance( enemy.origin, test[0].origin ) < 550 )
{
wait .5;
continue;
}
}
break;
}
self.ignoreall = false;
enemy.ignoreme = false;
self.favoriteenemy = enemy;
wait 1;
}
pond_kill_thrower()
{
/*if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );*/
if( flag( "cargo" ) )
return;
level endon( "cargo" );
self endon( "death" );
if( flag( "pond_enemies_dead" ) )
return;
level endon( "pond_enemies_dead" );
if( flag( "pond_thrower_dead" ) )
return;
level endon( "pond_thrower_dead" );
ai = get_living_ai_array( "pond_throwers", "script_noteworthy" );
if( ai.size > 1 )
waittill_dead(ai, 1);
flag_set( "pond_thrower_kill" );
wait .15;
enemy = get_living_ai("pond_throwers", "script_noteworthy");
if( !isdefined( enemy ) )
return;
self.ignoreall = false;
enemy.ignoreme = false;
enemy endon("death");
//self thread intro_sneakup_patrollers_moveto_kill( enemy );
if( flag( "pond_patrol_dead" ) )
{
self ent_flag_wait( "pond_in_position" );
MagicBullet( self.weapon, self gettagorigin( "tag_flash" ), enemy getShootAtPos() );
wait .05;
enemy dodamage( enemy.health + 100, self.origin );
}
else
{
while( isalive( enemy ) )
{
self.favoriteenemy = enemy;
wait 1;
}
}
}
/************************************************************************************************************/
/* CARGO */
/************************************************************************************************************/
cargo_main()
{
if( !isalive( level.price ) )
return;
level.price endon( "death" );
array = [];
array[ "attack" ] = ::cargo_enemy_attack;
array_thread( getentarray( "cargo_guys", "targetname" ), ::add_spawn_function, ::stealth_ai, undefined, array);
array_thread( getentarray( "cargo_smokers", "script_noteworthy" ), ::add_spawn_function, ::idle_anim_think);
array_thread( getentarray( "cargo_smokers", "script_noteworthy" ), ::add_spawn_function, ::flag_set, "cargo_smokers_spawned");
array_thread( getentarray( "cargo_smokers", "script_noteworthy" ), ::add_spawn_function, ::mission_dialogue_kill);
array_thread( getentarray( "cargo_sleeper", "script_noteworthy" ), ::add_spawn_function, ::idle_anim_think);
array_thread( getentarray( "cargo_patrol_defend2", "script_noteworthy" ), ::add_spawn_function, ::idle_anim_think);
array_thread( getentarray( "cargo_sleeper", "script_noteworthy" ), ::add_spawn_function, ::cargo_sleeper);
array_thread( getentarray( "cargo_patrol", "script_noteworthy" ), ::add_spawn_function, ::cargo_patrol_death);
array_thread( getentarray( "cargo_patrol_defend1", "script_noteworthy" ), ::add_spawn_function, ::cargo_patrol_defend1_death);
thread cargo_enemies_death();
thread cargo_handle_patroller();
thread cargo_handle_defend1_flag();
thread cargo_dialogue();
flag_wait( "initial_setup_done" );
flag_wait( "cargo" );
flag_wait( "field_price_done" );
if( !flag( "_stealth_spotted" ) )
{
level.price.ignoreall = true;
try_save( "cargo" );
if( flag( "pond_enemies_dead" ) )
{
level.price allowedstances( "prone", "crouch", "stand" );
level.price ent_flag_clear( "_stealth_stance_handler" );
level.price thread dynamic_run_speed();
}
}
while( 1 )
{
level.price cargo_moveup();
level.price allowedstances( "prone", "crouch", "stand" );
level.price ent_flag_clear( "_stealth_stance_handler" );
level.price notify( "stop_dynamic_run_speed" );
level.price cargo_sneakup();
if( flag( "cargo_smokers_spawned" ) )
break;
level add_wait( ::flag_waitopen, "_stealth_spotted" );
level add_wait( ::flag_wait, "cargo_smokers_spawned" );
level do_wait_any();
level.price thread dynamic_run_speed();
}
level.price cargo_attack1();
level.price allowedstances( "prone", "crouch", "stand" );
level.price cargo_waitmove();
level.price ent_flag_clear( "_stealth_stance_handler" );
level.price allowedstances( "prone", "crouch", "stand" );
level.price notify( "stop_dynamic_run_speed" );
delaythread( 1, ::try_save, "cargo2" );
level.price cargo_slipby();
level.price disable_cqbwalk();
level.price cargo_leave();
while( flag( "_stealth_spotted" ) || flag( "_stealth_event" ) )
{
flag_waitopen( "_stealth_spotted" );
flag_waitopen( "_stealth_event" );
level.price cargo_leave();
}
flag_set( "dash" );
}
cargo_dialogue()
{
flag_wait( "cargo_smokers_spawned" );
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( flag( "_stealth_found_corpse" ) )
return;
level endon( "_stealth_found_corpse" );
wait 1;
aliases = [];
aliases[ aliases.size ] = "scoutsniper_ru2_anyoneseedogs";
aliases[ aliases.size ] = "scoutsniper_ru1_mercenaries";
aliases[ aliases.size ] = "scoutsniper_ru4_radiationdogs";
aliases[ aliases.size ] = "scoutsniper_ru2_buymotorbike";
aliases[ aliases.size ] = "scoutsniper_ru2_americagoingtostartwar";
guys = get_living_ai_array("cargo_smokers", "script_noteworthy");
mission_dialogue_array( guys, aliases );
}
cargo_patrol_death()
{
self.fixednode = false;
self waittill( "death" );
flag_set( "cargo_patrol_dead" );
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( flag( "dash_spawn" ) )
return;
level endon( "dash_spawn" );
if( !isdefined( self ) || !isalive( level.price ) )//might be removed - not killed
return;
if( level.price cansee( self ) )
level function_stack(::radio_dialogue, "scoutsniper_mcm_tangodown" );
}
cargo_enemies_death()
{
trig = getent( "cargo_guys", "target" );
trig waittill( "trigger" );
wait .1;
ai = get_living_ai_array( "cargo_smokers", "script_noteworthy" );
ai = array_combine( ai, get_living_ai_array( "cargo_sleeper", "script_noteworthy" ) );
ai = array_combine( ai, get_living_ai_array( "cargo_patrol", "script_noteworthy" ) );
ai = array_combine( ai, get_living_ai_array( "cargo_patrol_defend1", "script_noteworthy" ) );
ai = array_combine( ai, get_living_ai_array( "cargo_patrol_defend2", "script_noteworthy" ) );
waittill_dead( ai );
flag_set( "cargo_enemies_dead" );
}
cargo_sleeper()
{
self endon( "death" );
self.ignoreall = true;
cargo_sleeper_wait_wakeup();
self.ignoreall = false;
}
cargo_patrol_defend1_death()
{
self SetTalkToSpecies();//talk to no one
name = "corpse_" + self.ai_number;
self waittill("death");
flag_set( "cargo_patrol_defend1_dead" );
waittillframeend;//to allow the corpse entity to be created
corpse = getent( name, "script_noteworthy" );
if( !isdefined( corpse ) )
return;
corpse delete();
level._stealth.logic.corpse.array = array_removeundefined( level._stealth.logic.corpse.array );
}
cargo_handle_defend1_flag()
{
level endon( "cargo_started_defend_moment" );
node = getent( "cargo_defend1_node", "targetname" );
node waittill( "trigger" );
flag_set( "cargo_enemy_ready_to_defend1" );
length = getanimlength( %patrol_bored_idle_smoke );
wait length - 1.25;
flag_clear( "cargo_enemy_ready_to_defend1" );
flag_set( "cargo_enemy_defend_moment_past" );
}
cargo_moveup()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
node = getnode( "cargo_price_node1", "targetname" );
self follow_path( node );
if( !flag( "cargo_patrol_defend1_dead" ) )
level function_stack(::radio_dialogue, "scoutsniper_mcm_inshadows" );
}
cargo_sneakup()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( !flag( "cargo_patrol_defend1_dead" ) )
{
node = getent( "cargo_price_sneakup_node", "targetname" );
self allowedstances( "crouch" );
self follow_path( node );
}
//thread music_play( "scoutsniper_stealth_01_music" );
thread cargo_sneakup_dialogue();
}
cargo_sneakup_dialogue()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( flag( "cargo_enemies_dead" ) )
return;
level endon( "cargo_enemies_dead" );
if( flag( "cargo_enemy_defend_moment_past" ) )
return;
level endon( "cargo_enemy_defend_moment_past" );
if( !flag( "cargo_patrol_defend1_dead" ) )
{
if( !flag( "cargo_enemy_ready_to_defend1" ) )
level function_stack(::radio_dialogue, "scoutsniper_mcm_stayback" );
flag_wait_either( "cargo_enemy_ready_to_defend1", "cargo_patrol_defend1_dead" );
if( !flag( "cargo_patrol_defend1_dead" ) )
{
radio_dialogue_stop();
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_hesmine" );
wait 1.5;
flag_set( "cargo_price_ready_to_attack1" );
}
else
{
//level function_stack(::radio_dialogue, "scoutsniper_mcm_tangodown" );
if( level.price cansee( level.player ) )
level function_stack(::radio_dialogue, "scoutsniper_mcm_move" );
}
}
else
{
if( level.price cansee( level.player ) )
level function_stack(::radio_dialogue, "scoutsniper_mcm_move" );
}
}
cargo_attack1()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( flag( "cargo_patrol_defend1_dead" ) )
return;
level endon( "cargo_patrol_defend1_dead" );
if( flag( "cargo_enemy_defend_moment_past" ) )
return;
level endon( "cargo_enemy_defend_moment_past" );
flag_wait( "cargo_enemy_ready_to_defend1" );
flag_set( "cargo_started_defend_moment" );
defender = get_living_ai( "cargo_patrol_defend1", "script_noteworthy" );
defender endon( "death" );
flag_wait( "cargo_price_ready_to_attack1" );
node = spawn( "script_origin", defender.origin );
node.angles = defender.angles;
node anim_generic_reach(self, "cargo_attack_1" );
self thread cargo_attack1_commit( node, defender );
node waittill ( "cargo_attack_1" );
}
cargo_attack1_commit( node, defender )
{
defender endon( "death" );
defender notify( "end_patrol" );
defender notify( "_stealth_stop_stealth_logic" );
waittillframeend;//this sets allowdeath to false...so we need to wait a frame to make sure we can turn it back on below
defender.ignoreall = true;
defender.allowdeath = true;
delaythread( .15, ::radio_dialogue_stop );
level delaythread( .2, ::function_stack, ::radio_dialogue, "scoutsniper_mcm_oisuzy" );
alias = "scoutsniper_ru" + defender._stealth.behavior.sndnum + "_huh";
defender delaythread(1, ::play_sound_on_entity, alias );
self.favoriteenemy = defender;
node thread anim_generic_custom_animmode( defender, "gravity", "cargo_defend_1" );
self thread cargo_attack_commit_fail( defender, node, "cargo_attack_1" );
node thread anim_generic_custom_animmode( self, "gravity", "cargo_attack_1" );
}
cargo_attack_commit_fail( guy, node, msg )
{
node endon( msg );
guy thread killed_by_player();
guy waittill( "killed_by_player" );
self stopanimscripted();
self notify ( "stop_animmode" );
node notify ( "stop_animmode" );
anime = "run_2_stop";
self anim_generic_custom_animmode( self, "gravity", anime );
}
cargo_waitmove()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( flag( "cargo_enemies_dead" ) )
return;
level endon( "cargo_enemies_dead" );
if( !flag( "cargo_enemy_defend_moment_past" ) )
return;
self allowedstances( "crouch" );
self ent_flag_set( "_stealth_stance_handler" );
check1 = (flag( "cargo_defender1_away" ) || flag( "cargo_patrol_defend1_dead" ) );
if( !check1 )
{
level function_stack(::radio_dialogue, "scoutsniper_mcm_observe" );
}
else
{
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_go" );
return;
}
while( 1 )
{
flag_wait_any( "cargo_defender1_away", "cargo_patrol_defend1_dead" );
check1 = (flag( "cargo_defender1_away" ) || flag( "cargo_patrol_defend1_dead" ) );
if( check1 )
break;
else
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_standby" );
}
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_ourchance" );
}
cargo_slipby()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( flag( "cargo_enemies_dead" ) )
return;
level endon( "cargo_enemies_dead" );
thread cargo_insane();
self enable_cqbwalk();
dist = 300;
//get to the next spot and wait for the player
node = getnode( "cargo_price_slipby_1", "targetname" );
//level delaythread(1, ::function_stack, ::radio_dialogue, "scoutsniper_mcm_followme" );
self follow_path( node );
//handle the situation
self cargo_slipby_part1( dist );
//if we hit this line of code then the patroller is still alive and
//is either coming up on us, or has just past us and into the container
dist = 450;
//get to the next spot and wait for the player
node = getnode( "cargo_price_slipby_3", "targetname" );
self.ref_node.origin = node.origin;
self.ref_node.angles = node.angles + (0,-90,0);
self.ref_node anim_generic_reach_and_arrive( self, "stop_cornerR" );
self.goalradius = 4;
while( !( self wait_for_player( node, ::follow_path_get_node, dist ) ) )
wait .05;
//handle the situation
self cargo_slipby_part2( dist );
dist = 500;
//get to the next spot and wait for the player
node = getnode( "cargo_price_slipby_4", "targetname" );
self.ref_node.origin = node.origin;
self.ref_node.angles = node.angles;
self.ref_node anim_generic_reach_and_arrive( self, "stop_cqb" );
self.goalradius = 4;
//we're in plain view here - so if the player doesn't hurry up
//and we're about to be spotted - we move on
while( 1 )
{
wait .05;
if( !flag( "cargo_patrol_away" ) && !flag( "cargo_patrol_dead" ) )
break;
if( self wait_for_player( node, ::follow_path_get_node, dist ) )
break;
}
//handle the situation
self cargo_slipby_part3( dist );
}
cargo_insane()
{
trig = getent( "cargo_insane", "targetname" );
use = getentarray( "intelligence_item", "targetname" );
use = get_array_of_closest( trig getorigin(), use );
use[0] thread cargo_insane_handle_use();
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( flag( "cargo_enemies_dead" ) )
return;
level endon( "cargo_enemies_dead" );
trig waittill( "trigger" );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_youinsane" );
use[0] waittill( "trigger" );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_gotminerals" );
}
cargo_leave()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
/*
if( flag( "cargo_enemies_dead" ) )
return;
level endon( "cargo_enemies_dead" );
*/
thread cargo_leave_dialogue();
node = getnode( "cargo_price_leave_node", "targetname" );
self follow_path( node, 160 );
}
cargo_leave_dialogue()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
wait 2;
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_letsgo" );
}
/************************************************************************************************************/
/* DASH */
/************************************************************************************************************/
dash_main()
{
if( !isalive( level.price ) )
return;
level.price endon( "death" );
state_functions = [];
state_functions[ "hidden" ] = ::dash_state_hidden;
state_functions[ "alert" ] = maps\_stealth_behavior::enemy_state_alert;
state_functions[ "spotted" ] = maps\_stealth_behavior::enemy_state_spotted;
corpse_functions = [];
corpse_functions[ "saw" ] = ::field_enemy_awareness;
corpse_functions[ "found" ] = ::field_enemy_awareness;
awareness_funcs = [];
awareness_funcs[ "heard_scream" ] = ::field_enemy_awareness;
awareness_funcs[ "explode" ] = ::field_enemy_awareness;
//intro guys
array_thread( getentarray( "dash_intro_guy", "targetname" ), ::add_spawn_function, ::dash_kill_nosave );
array_thread( getentarray( "dash_intro_guy2", "targetname" ), ::add_spawn_function, ::dash_kill_nosave );
array_thread( getentarray( "dash_stander", "targetname" ), ::add_spawn_function, ::dash_kill_nosave );
array_thread5( getentarray( "dash_intro_guy", "targetname" ), ::add_spawn_function, ::stealth_ai, state_functions, undefined, corpse_functions, awareness_funcs );
array_thread( getentarray( "dash_intro_runner", "script_noteworthy" ), ::add_spawn_function, ::dash_intro_runner );
array_thread( getentarray( "dash_intro_patroller", "script_noteworthy" ), ::add_spawn_function, ::dash_intro_patrol );
array_thread5( getentarray( "dash_intro_guy2", "targetname" ), ::add_spawn_function, ::stealth_ai, state_functions, undefined, corpse_functions, awareness_funcs );
array_thread5( getentarray( "dash_stander", "targetname" ), ::add_spawn_function, ::stealth_ai, state_functions, undefined, corpse_functions, awareness_funcs );
array_thread( getentarray( "dash_stander", "targetname" ), ::add_spawn_function, ::dash_stander );
//random
array_thread( getentarray( "dash_bus_guys", "targetname" ), ::add_spawn_function, ::dash_kill_nosave );
array_thread5( getentarray( "dash_bus_guys", "targetname" ), ::add_spawn_function, ::stealth_ai, state_functions, undefined, corpse_functions, awareness_funcs );
array_thread( getentarray( "dash_bus_idler", "script_noteworthy" ), ::add_spawn_function, ::dash_idler );
array_thread( getentarray( "dash_bus_runner", "script_noteworthy" ), ::add_spawn_function, ::deleteOntruegoal );
array_thread( getentarray( "dash_crawl_patroller", "script_noteworthy" ), ::add_spawn_function, ::dash_kill_nosave );
array_thread5( getentarray( "dash_crawl_patroller", "script_noteworthy" ), ::add_spawn_function, ::stealth_ai, state_functions, undefined, corpse_functions, awareness_funcs );
array_thread( getentarray( "dash_crawl_patroller", "script_noteworthy" ), ::add_spawn_function, ::dash_crawl_patrol );
array_thread( getentarray( "dash_crawl_patroller", "script_noteworthy" ), ::add_spawn_function, ::mission_dialogue_kill );
array_thread( getentarray( "dash_on_road_guy", "targetname" ), ::add_spawn_function, ::dash_kill_nosave );
array_thread( getentarray( "dash_on_road_guy2", "targetname" ), ::add_spawn_function, ::dash_kill_nosave );
array_thread5( getentarray( "dash_on_road_guy", "targetname" ), ::add_spawn_function, ::stealth_ai, state_functions, undefined, corpse_functions, awareness_funcs );
array_thread( getentarray( "dash_on_road_guy", "targetname" ), ::add_spawn_function, ::deleteOntruegoal );
array_thread5( getentarray( "dash_on_road_guy2", "targetname" ), ::add_spawn_function, ::stealth_ai, state_functions, undefined, corpse_functions, awareness_funcs );
array_thread( getentarray( "dash_on_road_guy2", "targetname" ), ::add_spawn_function, ::deleteOntruegoal );
array_thread( getentarray( "dash_last_runner", "targetname" ), ::add_spawn_function, ::dash_kill_nosave );
array_thread( getentarray( "dash_last_runner", "targetname" ), ::add_spawn_function, ::stealth_ai );
array_thread( getentarray( "dash_last_runner", "targetname" ), ::add_spawn_function, ::deleteOntruegoal );
//guys in cars
array_thread( getentarray( "dash_patroller", "targetname" ), ::add_spawn_function, ::dash_kill_nosave );
array_thread( getentarray( "dash_idler", "targetname" ), ::add_spawn_function, ::dash_kill_nosave );
array_thread5( getentarray( "dash_patroller", "targetname" ), ::add_spawn_function, ::stealth_ai, state_functions, undefined, corpse_functions, awareness_funcs );
array_thread5( getentarray( "dash_idler", "targetname" ), ::add_spawn_function, ::stealth_ai, state_functions, undefined, corpse_functions, awareness_funcs );
array_thread( getentarray( "dash_patroller", "targetname" ), ::add_spawn_function, ::dash_ai );
array_thread( getentarray( "dash_idler", "targetname" ), ::add_spawn_function, ::dash_ai );
alert_functions = [];
alert_functions[ "reset" ] = ::dash_sniper_alert;
alert_functions[ "alerted_once" ] = ::dash_sniper_alert;
alert_functions[ "alerted_again" ] = ::dash_sniper_attack;
alert_functions[ "attack" ] = ::dash_sniper_attack;
//sniper
array_thread5( getentarray( "dash_sniper", "targetname" ), ::add_spawn_function, ::stealth_ai, undefined, alert_functions, corpse_functions, awareness_funcs );
array_thread( getentarray( "dash_sniper", "targetname" ), ::add_spawn_function, ::dash_sniper_death );
//nodes that set flags
array_thread( getentarray( "dash_guard_check", "script_noteworthy" ), ::dash_run_check );
trigger = getent( "dash_intro_guy", "target" );
thread set_flag_on_trigger( trigger, "dash_spawn" );
thread dash_handle_price_stop_bullet_shield();
thread dash_handle_doors_blowopen();
thread dash_handle_nosight_clip();
thread dash_handle_heli();
thread dash_hind_death_dialogue();
thread dash_handle_stealth_unsure();
thread dash_dialogue();
flag_wait( "initial_setup_done" );
flag_wait( "dash" );
level.price dash_holdup();
if( !flag( "dash_stealth_unsure" ) )
try_save( "dash_start" );
level.price dash_run();
if( !flag( "dash_stealth_unsure" ) )
try_save( "dash_run" );
level.price dash_crawl();
level.price dash_last();
dash_reset_stealth_to_default();
level.price dash_sniper();
thread dash_delay_save();
level.price.moveplaybackrate = 1;
level.price clear_run_anim();
level.price allowedstances( "stand", "crouch", "prone" );
if( flag( "_stealth_spotted" ) || flag( "_stealth_event" ) )
{
flag_waitopen( "_stealth_spotted" );
flag_waitopen( "_stealth_event" );
flag_waitopen( "_stealth_alert" );
if( level.player.health )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_getuskilled" );
}
else
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_moveout" );
flag_set( "town" );
}
dash_kill_nosave()
{
level endon( "dash_reset_stealth_to_default" );
self waittill( "death", other );
if( !isdefined( other ) )
return;
if( other == level.player )
flag_set( "dash_stealth_unsure" );
}
dash_delay_save()
{
wait .5;
if( !flag( "dash_stealth_unsure" ) )
try_save( "dash_run" );
}
dash_dialogue()
{
flag_wait( "dash_door_R_open" );
level endon( "_stealth_spotted" );
level endon( "_stealth_found_corpse" );
aliases = [];
aliases[ aliases.size ] = "scoutsniper_ru1_readytomove";
aliases[ aliases.size ] = "scoutsniper_ru2_yescomrade";
aliases[ aliases.size ] = "scoutsniper_ru1_helicopteronway";
aliases[ aliases.size ] = "scoutsniper_ru1_zonesafe";
aliases[ aliases.size ] = "scoutsniper_ru1_okbringin";
aliases[ aliases.size ] = "scoutsniper_ru2_clearrotorblades";
aliases[ aliases.size ] = "scoutsniper_ru1_checkthewoods";
temp = get_array_of_closest( level.player.origin, get_living_ai_array( "dash_intro_patroller", "script_noteworthy" ) );
if( temp.size )
{
guys = [];
guys[ 0 ] = temp[ 0 ];
guys[0] thread mission_dialogue_kill();
mission_dialogue_array( guys, aliases );
}
flag_wait( "dash_crawl_patrol_spawned" );
wait 1;
aliases = [];
aliases[ aliases.size ] = "scoutsniper_ru2_radiationdosimeters";
aliases[ aliases.size ] = "scoutsniper_ru1_replacedbatteries";
aliases[ aliases.size ] = "scoutsniper_ru1_getsworse";
aliases[ aliases.size ] = "scoutsniper_ru2_dontbelieveatall";
aliases[ aliases.size ] = "scoutsniper_ru1_dogsdontgetclose";
aliases[ aliases.size ] = "scoutsniper_ru2_ok";
aliases[ aliases.size ] = "scoutsniper_ru4_mayhaveproblem";
aliases[ aliases.size ] = "scoutsniper_ru1_whathappened";
aliases[ aliases.size ] = "scoutsniper_ru2_professionaljob";
aliases[ aliases.size ] = "scoutsniper_ru1_specialforces";
aliases[ aliases.size ] = "scoutsniper_ru2_possiblyspetznaz";
aliases[ aliases.size ] = "scoutsniper_ru4_canceltransactions";
aliases[ aliases.size ] = "scoutsniper_ru1_nuclearreactor";
guys = get_living_ai_array( "dash_crawl_patroller", "script_noteworthy" );
if( !guys.size )
return;
mission_dialogue_array( guys, aliases );
}
dash_holdup()
{
self pushplayer( true );
node = getnode("dash_price_start_node", "targetname");
self follow_path( node, 200 );
thread dash_fake_easy_mode();
flag_set( "dash_start" );
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
wait 1;
doorR = getent( "dash_door_right", "script_noteworthy" );
doorL = getent( "dash_door_left", "script_noteworthy" );
flag_set( "dash_door_R_open" );
doorR playsound( "door_cargo_container_push_open" );
doorR dash_door_slow( 1 );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_mysignal" );
}
dash_run()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
doorR = getent( "dash_door_right", "script_noteworthy" );
doorL = getent( "dash_door_left", "script_noteworthy" );
self.moveplaybackrate = 1.25;
self set_generic_run_anim( "sprint" );
wait 9.5;
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_hoooold" );
wait 4;
delaythread( 2.25, ::music_play, "scoutsniper_dash_music" );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_okgo" );
wait 2;
flag_set( "dash_door_L_open" );
doorR thread dash_door_fast( .35 );
doorL thread dash_door_fast( -1.35 );
doorL playsound( "door_cargo_container_burst_open" );
node = getnode( "dash_price_node2", "targetname" );
self follow_path( node );
wait 2;
}
dash_crawl()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
self.moveplaybackrate = 1;
self clear_run_anim();
node = getent( "dash_price_crawl_start", "targetname" );
if( distance( level.player.origin, level.price.origin ) < level.hearing_distance )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_letsgo2" );
self thread crawl_path( node );
self maps\_stealth_behavior::ai_create_behavior_function( "state", "spotted", ::dash_state_spotted );
trig = getent( "dash_crawl_patroller1", "target" );
trig waittill( "trigger" );
trig = getent( "dash_crawl_firsttruck", "targetname" );
trig waittill( "trigger" );
if( distance( level.player.origin, level.price.origin ) < level.hearing_distance )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_useascover" );
self waittill( "path_end_reached" );
flag_set( "dash_last" );
if( flag( "town_no_turning_back" ) )
return;
level endon( "town_no_turning_back" );
if( distance( level.player.origin, level.price.origin ) < level.hearing_distance )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_crawlout" );
wait 13.5;
if( distance( level.player.origin, level.price.origin ) < level.hearing_distance )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_anythingstupid" );
wait 12.5;
if( distance( level.player.origin, level.price.origin ) < level.hearing_distance )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_standbygo" );
self maps\_stealth_behavior::ai_create_behavior_function( "state", "spotted", maps\_stealth_behavior::friendly_state_spotted );
wait 4;
}
dash_last()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
node = getnode( "dash_last_stretch1", "targetname" );
vec = node.origin - self.origin;
angles = vectortoangles( vec );
self.ref_node.origin = self.origin;
self.ref_node.angles = ( 0, angles[ 1 ], 0 );
//level thread function_stack(::radio_dialogue, "scoutsniper_mcm_go" );
self.ref_node anim_generic( self, "crawl_loop" );
length = getanimlength( getanim_generic( "prone2stand" ) );
self thread anim_generic( self, "prone2stand" );
wait length - .2;
self stopanimscripted();
self allowedstances( "stand", "crouch", "prone" );
self delaythread( .5, ::follow_path, node, 100 );
length = getanimlength( getanim_generic( "stand2run" ) );
self thread anim_generic( self, "stand2run" );
wait length - .2;
self stopanimscripted();
if( flag( "town_no_turning_back" ) )
{
if( !flag( "dash_work_as_team" ) )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_ateam" );
return;
}
level endon( "town_no_turning_back" );
self waittill( "path_end_reached" );
if( !flag( "dash_stealth_unsure" ) )
try_save( "dash_last" );
self.moveplaybackrate = 1.25;
self set_generic_run_anim( "sprint" );
node = getnode( "dash_last_stretch2", "targetname" );
if( distance( level.player.origin, level.price.origin ) < level.hearing_distance )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_readygo" );
wait 1;
if( flag( "dash_sniper_dead" ) )
return;
level endon( "dash_sniper_dead" );
delaythread( .1, ::music_play, "scoutsniper_dash_music" );
self follow_path( node, 400 );
self.moveplaybackrate = 1;
self clear_run_anim();
wait 1;
self.ref_node.origin = node.origin;
self.ref_node.angles = node.angles + (0,-90,0);
if( distance( level.player.origin, level.price.origin ) < level.hearing_distance )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_holdfast" );
self.ref_node thread anim_generic( self, "stop_cornerR" );
self.ref_node waittill("stop_cornerR");
wait .5;
if( distance( level.player.origin, level.price.origin ) < level.hearing_distance )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_noonesaw" );
wait .5;
self.ref_node thread anim_generic( self, "onme_cornerR" );
self.ref_node waittill("onme_cornerR");
}
dash_sniper()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( flag( "dash_sniper_dead" ) )
return;
level endon( "dash_sniper_dead" );
node = getnode( "dash_lookout_node", "targetname" );
//delay to give price a chance to face in the right direction...otherwise
//since he's facing the wrong way - he thinks the player hasn't caught up
//when in fact he's actually ahead
self delaythread( 1, ::dynamic_run_speed );
self follow_path( node );
self notify( "stop_dynamic_run_speed" );
heli = get_vehicle( "dash_hind", "targetname" );
if( isdefined( heli ) )
heli thread maps\_vehicle::lerp_enginesound( 4, 1, .75 );
wait .5;
self.ref_node.origin = node.origin;
self.ref_node.angles = node.angles + (0,-90,0);
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_dontmove" );
self.ref_node thread anim_generic( self, "stop_cornerR" );
self.ref_node waittill("stop_cornerR");
self.ref_node thread anim_generic( self, "enemy_cornerR" );
level function_stack(::radio_dialogue, "scoutsniper_mcm_sniperahead" );
level function_stack(::radio_dialogue, "scoutsniper_mcm_giveaway" );
while( !flag( "dash_sniper_dead" ) )
{
wait randomfloatrange( 12, 15 );
level function_stack(::radio_dialogue, "scoutsniper_mcm_topbalcony" );
}
}
dash_hind_death_dialogue()
{
level endon( "end" );
level endon( "dash_hind_deleted" );
flag_wait( "_stealth_spotted" );
flag_wait( "dash_hind_down" );
flag_waitopen( "_stealth_spotted" );
flag_waitopen( "_stealth_event" );
flag_waitopen( "_stealth_alert" );
wait .5;
flag_waitopen( "_stealth_spotted" );
flag_waitopen( "_stealth_event" );
flag_waitopen( "_stealth_alert" );
if( level.player.health )
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_getuskilled" );
}
/************************************************************************************************************/
/* TOWN */
/************************************************************************************************************/
town_main()
{
if( !isalive( level.price ) )
return;
level.price endon( "death" );
flag_wait( "initial_setup_done" );
thread town_kill_dash_heli();
//trig = getent( "dog_eater_trigger", "targetname" );
//thread set_flag_on_trigger( trig, "end_start_music" );
level add_wait( ::flag_wait, "town_no_turning_back" );
level add_func( ::music_loop, "scoutsniper_abandoned_music", 117, "end_kill_music" );
thread do_wait();
flag_wait( "town" );
thread dash_fake_easy_mode();
level.price town_moveup();
level.price notify( "stop_dynamic_run_speed" );
level.price town_moveup2();
level.price notify( "stop_dynamic_run_speed" );
level.player stealth_friendly_movespeed_scale_default();
stealth_detect_ranges_default();
level.price town_moveup3();
level.price notify( "stop_dynamic_run_speed" );
if( !flag( "_stealth_spotted" ) && !flag( "dash_heli_agro" ) )
level delaythread(1, ::function_stack, ::radio_dialogue, "scoutsniper_mcm_notthereyet" );
if( !flag( "dash_heli_agro" ) )
try_save( "town" );
flag_set( "dogs" );
}
town_moveup()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( flag( "dash_heli_agro" ) )
return;
level endon( "dash_heli_agro" );
if( flag( "town_no_turning_back" ) )
return;
level endon( "town_no_turning_back" );
node = getnode( "town_moveup_node", "targetname" );
//delay to give price a chance to face in the right direction...otherwise
//since he's facing the wrong way - he thinks the player hasn't caught up
//when in fact he's actually ahead
self delaythread( .5, ::dynamic_run_speed, undefined, 80 );
self follow_path( node );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_go" );
}
town_moveup2()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( flag( "dash_heli_agro" ) )
return;
level endon( "dash_heli_agro" );
if( flag( "town_no_turning_back" ) )
return;
level endon( "town_no_turning_back" );
node = getnode( "town_moveup_node2", "targetname" );
self thread dynamic_run_speed( undefined, 80 );
self follow_path( node, 180 );
flag_wait( "town_jumpdown" );
self notify( "stop_dynamic_run_speed" );
wait .5;
self.ref_node.origin = node.origin;
self.ref_node.angles = node.angles + (0,-90,0);
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_areaclear" );
}
town_moveup3()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( flag( "dash_heli_agro" ) )
return;
level endon( "dash_heli_agro" );
node = getnode( "town_moveup_node3", "targetname" );
self thread dynamic_run_speed( undefined, 80 );
self follow_path( node, 400 );
self notify( "stop_dynamic_run_speed" );
}
/************************************************************************************************************/
/* DOGS */
/************************************************************************************************************/
dogs_main()
{
if( !isalive( level.price ) )
return;
level.price endon( "death" );
array_thread( getentarray( "dogs_backup", "targetname" ), ::add_spawn_function, ::stealth_ai );
array_thread( getentarray( "dogs_backup", "targetname" ), ::add_spawn_function, ::dogs_backup );
array_thread( getentarray( "dogs_food", "script_noteworthy" ), ::add_spawn_function, ::dogs_food );
array_thread( getentarray( "dogs_eater", "script_noteworthy" ), ::add_spawn_function, ::dogs_eater );
array_thread( getentarray( "dogs_eater", "script_noteworthy" ), ::add_spawn_function, ::dogs_eater_death );
flag_wait( "initial_setup_done" );
flag_wait( "dogs" );
level.price dogs_moveup();
if( !flag( "_stealth_spotted" ) && !flag( "dogs_dog_dead" ) && !flag( "dogs_backup" ) )
try_save( "dogs1" );
level.price dogs_sneakpast();
flag_waitopen( "_stealth_spotted" );
flag_waitopen( "_stealth_event" );
flag_waitopen( "dogs_dog_dead" );
flag_waitopen( "dogs_backup" );
flag_waitopen( "dash_heli_agro" );
wait .5;
flag_waitopen( "_stealth_spotted" );
flag_waitopen( "_stealth_event" );
flag_waitopen( "dogs_dog_dead" );
flag_waitopen( "dogs_backup" );
flag_waitopen( "dash_heli_agro" );
flag_set( "center" );
//try_save( "dogs2" );
level.price.ignoreme = true;
}
dogs_food()
{
self.dieQuietly = true;
self.deathanim = %covercrouch_death_1;
self gun_remove();
self dodamage( self.health + 300, self.origin );
}
dogs_eater()
{
self endon( "death" );
node = getent( "dogs_eat_node", "targetname" );
self.ref_node = node;
self.ref_angles = node.angles;
self.mode = "none";
self.health = 1;
self.maxhealth = 1;
oldRadius = self.goalradius;
self.goalradius = 4;
self linkto( node );
self thread dog_eater_unlink_on_death();
while( 1 )
{
if( distance( self.origin, level.player.origin) > 500 )
self thread dogs_eater_eat();
else
if( distance( self.origin, level.player.origin) > 350 )
self thread dogs_eater_growl();
else
if( distance( self.origin, level.player.origin) > 200 )
self thread dogs_eater_bark();
else
break;
wait .1;
}
self unlink();
self.goalradius = oldRadius;
self notify( "stop_loop" );
self.ref_node notify( "stop_loop" );
self stopanimscripted();
self.favoriteenemy = level.player;
}
dog_eater_unlink_on_death()
{
self waittill( "death" );
if( isdefined( self ) )
self unlink();
}
dogs_eater_death()
{
level endon( "dogs_delete_dogs" );
self waittill( "death" );
if( isdefined( self ) )
self stoploopsound();
flag_set( "dogs_dog_dead" );
trigger_on( "dogs_backup", "target" );
flag_wait( "dogs_backup" );
level.price stop_magic_bullet_shield();
thread music_play( "scoutsniper_surrounded_music" );
wait 3;
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_soundgood" );
flag_wait( "_stealth_spotted" );
flag_waitopen( "_stealth_spotted" );
flag_waitopen( "_stealth_event" );
flag_clear( "dogs_backup" );
if( isalive( level.price ) && !isdefined( level.price.magic_bullet_shield ) )
level.price delaythread( .1, ::magic_bullet_shield );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_whew" );
delaythread(.1, ::music_loop, "scoutsniper_abandoned_music", 117, "end_kill_music" );
}
dogs_backup()
{
flag_set( "dogs_backup" );
flag_clear( "dogs_dog_dead" );
if( !isalive( self ) )
return;
self endon( "death" );
if( isdefined( self.script_animation ) )
{
self script_delay();
self playsound( "anml_dog_excited_distant" );
wait randomfloatrange( 1.5, 3 );
}
else
wait randomfloatrange( 4, 6 );
self.ignoreall = false;
self setthreatbiasgroup();
if( randomint( 100 ) > 65 && isalive( level.price ) )
self.favoriteenemy = level.price;
else if( isalive( level.player ) )
self.favoriteenemy = level.player;
if( isalive( level.price ) )
level.price.ignoreme = false;
}
dogs_moveup()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( flag( "dogs_backup" ) )
return;
level endon( "dogs_backup" );
if( flag( "dogs_dog_dead" ) )
return;
level endon( "dogs_dog_dead" );
if( flag( "dash_heli_agro" ) )
return;
level endon( "dash_heli_agro" );
node = getnode( "dogs_moveup_node1", "targetname" );
self thread dynamic_run_speed( undefined, 80 );
self thread follow_path( node );
//node waittill( "trigger" );
self waittill( "path_end_reached" );
//thread music_play( "scoutsniper_pripyat_music" );
self notify( "stop_dynamic_run_speed" );
wait .5;
self enable_cqbwalk();
self.ref_node.origin = self.origin;
self.ref_node.angles = self.angles;
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_stop" );
self.ref_node thread anim_generic( self, "stop2_exposed" );
self.ref_node waittill("stop2_exposed");
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_wilddog" );
self.ref_node thread anim_generic( self, "enemy_exposed" );
self.ref_node waittill("enemy_exposed");
node = getent( "dogs_moveup_node2", "targetname" );
node anim_generic_reach( self, "cqb_look_around" );
node thread anim_generic( self, "cqb_look_around" );
wait 1;
node = getnode( "dogs_moveup_node3", "targetname" );
self follow_path( node );
}
dogs_sneakpast()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( flag( "dogs_backup" ) )
return;
level endon( "dogs_backup" );
if( flag( "dogs_dog_dead" ) )
return;
level endon( "dogs_dog_dead" );
if( flag( "dash_heli_agro" ) )
return;
level endon( "dash_heli_agro" );
level function_stack(::radio_dialogue, "scoutsniper_mcm_pooch" );
level delaythread( 1, ::function_stack, ::radio_dialogue, "scoutsniper_mcm_noneed" );
node = getnode( "dogs_sneakpast", "targetname" );
self follow_path( node, 200 );
node = self.last_set_goalnode;
self.ref_node.origin = node.origin;
self.ref_node.angles = node.angles + (0,-90,0);
level function_stack(::radio_dialogue, "scoutsniper_mcm_clearright" );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_go" );
self.ref_node thread anim_generic( self, "moveout_cornerR" );
self.ref_node waittill("moveout_cornerR");
}
/************************************************************************************************************/
/* CENTER */
/************************************************************************************************************/
center_main()
{
if( !isalive( level.price ) )
return;
level.price endon( "death" );
flag_wait( "initial_setup_done" );
flag_wait( "center" );
level.player playsound( "playground_memory" );
thread center_handle_heli();
level.price center_moveup();
flag_waitopen( "_stealth_spotted" );
flag_waitopen( "dogs_dog_dead" );
flag_waitopen( "dogs_backup" );
level.price center_moveup2();
flag_waitopen( "_stealth_spotted" );
flag_waitopen( "dogs_dog_dead" );
flag_waitopen( "dogs_backup" );
flag_set( "dogs_delete_dogs" );
trigger_off( "dogs_backup", "target" );
level.price center_moveup3();
level.price center_moveup4();
//level.price center_moveup5();
flag_set( "end" );
}
center_handle_heli()
{
msg = "kill_center_handle_heli_thread";
level endon( msg );
node = getent( "center_heli_path", "targetname" );
node waittill( "trigger", heli );
heli endon( "death" );
target_set( heli, ( 0,0,-80 ) );
target_setJavelinOnly( heli, true );
heli thread center_heli_quake( msg );
level thread notify_delay( msg, 10 );
}
center_moveup()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( flag( "dogs_backup" ) )
return;
level endon( "dogs_backup" );
if( flag( "dogs_dog_dead" ) )
return;
level endon( "dogs_dog_dead" );
self disable_cqbwalk();
self delaythread( .5, ::dynamic_run_speed, undefined, 80 );
node = getnode( "center_node1", "targetname" );
self follow_path( node );
//thread music_play( "scoutsniper_stealth_01_music" );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_forwardclear" );
}
center_moveup2()
{
if( flag( "_stealth_spotted" ) )
return;
level endon( "_stealth_spotted" );
if( flag( "dogs_backup" ) )
return;
level endon( "dogs_backup" );
if( flag( "dogs_dog_dead" ) )
return;
level endon( "dogs_dog_dead" );
node = getnode( "center_node2", "targetname" );
self thread follow_path( node );
if( distance( self.origin, node.origin ) > 700 )
{
self disable_cqbwalk();
self delaythread( .5, ::dynamic_run_speed, undefined, 80 );
}
else
self enable_cqbwalk();
node waittill( "trigger" );
self notify( "stop_dynamic_run_speed" );
self enable_cqbwalk();
self waittill( "path_end_reached" );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_moveup" );
}
center_moveup3()
{
self disable_cqbwalk();
node = getnode( "center_node4", "targetname" );
self thread follow_path( node, 325 );
node waittill( "trigger" );
//thread music_play( "scoutsniper_deadpool_music" );
self notify( "stop_dynamic_run_speed" );
self enable_cqbwalk();
wait 2;
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_ghosttown" );
self waittill( "path_end_reached" );
}
center_moveup4()
{
self disable_cqbwalk();
node = getnode( "center_node5", "targetname" );
self follow_path( node, 200 );
wait .25;
self.ref_node.origin = node.origin;
self.ref_node.angles = node.angles + (0,-90,0);
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_move" );
self.ref_node thread anim_generic( self, "moveout_cornerR" );
self.ref_node waittill("moveout_cornerR");
self enable_cqbwalk();
node = getnode( "center_node6", "targetname" );
self follow_path( node );
}
/************************************************************************************************************/
/* END */
/************************************************************************************************************/
end_main()
{
if( !isalive( level.price ) )
return;
level.price endon( "death" );
flag_wait( "initial_setup_done" );
flag_wait( "end" );
level.price end_moveup();
flag_set( "level_complete" );
}
end_moveup()
{
node = getnode( "end_node_look", "targetname" );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_letsgo" );
self disable_cqbwalk();
self delaythread( .25, ::dynamic_run_speed, undefined, 80 );
self follow_path( node, 200 );
level thread function_stack(::radio_dialogue, "scoutsniper_mcm_thereshotel" );
origin = node.origin;
vec = anglestoforward( node.angles );
vec = vector_multiply( vec, 100 );
origin += vec;
origin += (0,0,80);
target = spawn( "script_origin", origin );
target movez( 30, 2.5 );
self enable_cqbwalk();
self cqb_aim( target );
wait 2.5;
target moveto( target.origin + ( 0, 100, 60 ), 2.5 );
wait 2.5;
self disable_cqbwalk();
target delete();
node = getnode( "end_node_end", "targetname" );
self setgoalnode( node );
self.goalradius = 16;
wait 3;
}
level_complete()
{
flag_wait( "level_complete" );
if( !flag( "broke_stealth" ) )
maps\_utility::giveachievement_wrapper("GHILLIES_IN_THE_MIST");
maps\_loadout::SavePlayerWeaponStatePersistent( "scoutsniper" );
nextmission();
}
/************************************************************************************************************/
/* OBJECTIVES */
/************************************************************************************************************/
objective_main()
{
waittillframeend;
if( level.start_point == "default" )
{
flag_wait( "intro" );
wait 14;
}
//hotel_entrance = getent( "hotel_entrance", "targetname" );
objective_add( 1, "active", &"SCOUTSNIPER_FOLLOW_CPT_MACMILLAN" );
objective_current( 1 );
thread objective_price();
}
objective_price()
{
while( isalive( level.price ) )
{
objective_position( 1, level.price.origin );
wait .05;
}
}
/************************************************************************************************************/
/* START POINT INITS */
/************************************************************************************************************/
start_intro()
{
start_common();
flag_set( "initial_setup_done" );
}
start_church()
{
start_church_x();
array_thread( getentarray( "tableguards", "script_noteworthy" ), ::add_spawn_function, ::stealth_ai);
array_thread( getentarray( "tableguards", "script_noteworthy" ), ::add_spawn_function, ::idle_anim_think);
array_thread5( getentarray( "tableguards", "script_noteworthy" ), ::add_spawn_function, maps\_stealth_behavior::ai_create_behavior_function, "alert", "attack", ::intro_attack_logic );
array_thread( getentarray( "tableguard_last_patrol", "targetname" ), ::add_spawn_function, ::intro_lastguy_think);
delaythread( .1, ::scripted_array_spawn, "tableguards", "script_noteworthy", true );
delaythread( .1, ::scripted_array_spawn, "intro_dogs", "script_noteworthy", true );
flag_set( "initial_setup_done" );
}
start_church_x()
{
start_common();
thread intro_to_church_spotted();
level.price teleport_actor( getnode( "church_price_node1", "targetname" ) );
teleport_player( "church" );
flag_set( "initial_setup_done" );
thread flag_set_delayed( "intro_last_patrol", 2 );
thread flag_set_delayed( "intro_left_area", .5 );
}
start_graveyard()
{
start_graveyard_x();
array_thread( getentarray( "tableguards", "script_noteworthy" ), ::add_spawn_function, ::stealth_ai);
array_thread( getentarray( "tableguards", "script_noteworthy" ), ::add_spawn_function, ::idle_anim_think);
array_thread( getentarray( "tableguard_last_patrol", "targetname" ), ::add_spawn_function, ::intro_lastguy_think);
delaythread( .1, ::scripted_array_spawn, "tableguards", "script_noteworthy", true );
delaythread( .1, ::scripted_array_spawn, "intro_dogs", "script_noteworthy", true );
}
start_graveyard_x()
{
start_common();
door = getent("church_door_front", "targetname");
door thread door_open_slow();
level.price teleport_actor( getnode( "church_price_backdoor_node", "targetname" ) );
teleport_player( "graveyard" );
flag_set( "initial_setup_done" );
thread flag_set_delayed( "graveyard_moveup", 1 );
//thread music_play( "scoutsniper_pripyat_music" );
}
start_field()
{
start_common();
level.price teleport_actor( getnode( "price_field_start", "targetname" ) );
teleport_player();
waittillframeend;//wait for price to have a magic bullet shield before we take it away
flag_set( "initial_setup_done" );
flag_set( "field" );
}
start_pond()
{
start_common();
waittillframeend;
trig = getent( "pond_guys_trig", "targetname" );
trig notify( "trigger" );
level.price teleport_actor( getent( "field_price_clear", "targetname" ) );
waittillframeend;
teleport_player();
flag_set( "initial_setup_done" );
flag_set( "field_price_done" );
flag_set( "pond" );
}
start_cargo()
{
start_common();
trigger_off( "pond_backup", "target" );
waittillframeend;
level.price teleport_actor( getnode( "cargo_price_node1", "targetname" ) );
teleport_player();
thread maps\_stealth_behavior::default_event_awareness( ::default_event_awareness_dialogue );
flag_set( "initial_setup_done" );
flag_set( "cargo" );
flag_set( "field_price_done" );
}
start_dash()
{
start_common();
level.price teleport_actor( getnode( "dash_price_start_node", "targetname" ) );
teleport_player();
waittillframeend;//wait for price to have a magic bullet shield before we take it away
thread maps\_stealth_behavior::default_event_awareness( ::default_event_awareness_dialogue );
flag_set( "initial_setup_done" );
flag_set( "dash" );
}
start_town()
{
start_common();
trigger_off( "dash_sniper", "target" );
waittillframeend;
level.price teleport_actor( getnode( "town_moveup_node", "targetname" ) );
teleport_player();
waittillframeend;//wait for price to have a magic bullet shield before we take it away
flag_set( "initial_setup_done" );
flag_set( "town" );
}
start_dogs()
{
start_common();
level.price teleport_actor( getnode( "dogs_moveup_node1", "targetname" ) );
teleport_player();
flag_set( "initial_setup_done" );
flag_set( "dogs" );
}
start_center()
{
start_common();
level.price teleport_actor( getnode( "center_node1", "targetname" ) );
teleport_player();
flag_set( "initial_setup_done" );
flag_set( "center" );
}
start_end()
{
start_common();
level.price teleport_actor( getnode( "center_node_last", "targetname" ) );
teleport_player();
flag_set( "initial_setup_done" );
flag_set( "end" );
}
start_common()
{
initLevel();
initPlayer();
initPrice();
initDogs();
miscprecache();
thread clean_previous_ai( "field_clean_ai", "patrollers", "script_noteworthy" );
thread clean_previous_ai( "field_clean_ai", "tableguards", "script_noteworthy" );
thread clean_previous_ai( "field_clean_ai", "intro_dogs", "script_noteworthy" );
thread clean_previous_ai( "field_clean_ai", "church_smoker", "script_noteworthy" );
thread clean_previous_ai( "field_clean_ai", "church_lookout", "script_noteworthy" );
thread clean_corpse( "field_start" );
thread clean_previous_ai( "cargo", "field_guard", "script_noteworthy" );
thread clean_previous_ai( "cargo", "field_guard2", "script_noteworthy" );
thread clean_previous_ai( "dash_spawn", "pond_patrol", "script_noteworthy" );
thread clean_previous_ai( "dash_spawn", "pond_throwers", "script_noteworthy" );
thread clean_previous_ai( "dash_spawn", "pond_backup", "script_noteworthy" );
thread clean_previous_ai( "dash_clean_ai", "cargo_smokers", "script_noteworthy" );
thread clean_previous_ai( "dash_clean_ai", "cargo_patrol_defend1", "script_noteworthy" );
thread clean_previous_ai( "dash_clean_ai", "cargo_patrol_defend2", "script_noteworthy" );
thread clean_previous_ai( "dash_clean_ai", "cargo_sleeper", "script_noteworthy" );
thread clean_previous_ai( "town_no_turning_back" );//complete clean
thread clean_previous_ai( "dogs_delete_dogs" );//complete clean
array_thread( getentarray( "fake_radiation", "targetname" ), ::fake_radiation );
//this is valid - it turns off the spawning trigger for the dogs sequence
trigger_off( "dogs_backup", "target" );
//eventually remove these from the map file - these are dash spawners that need to be removed
trigger_off( "dash_bus_guys", "target" );
trigger_off( "dash_last_runner", "target" );
trigger_off( "dash_on_road_guy", "target" );
}
miscprecache()
{
precacheitem( "flash_grenade" );
precacheItem( "hind_FFAR" );
precacheModel( "tag_origin" );
precacheModel( "com_folding_chair" );
precacheModel( "vehicle_bm21_mobile_cover" );
precacheString( &"SCRIPT_ARMOR_DAMAGE" );
//precacheShader( "overlay_hunted_black" );
precachestring( &"SCOUTSNIPER_FRIENDLY_FIRE_WILL_NOT" );
precachestring( &"SCOUTSNIPER_YOUR_ACTIONS_GOT_CPT" );
precachestring( &"SCOUTSNIPER_LEFT_BEHIND" );
}
initLevel()
{
level.cosine["180"] = cos(180);
level.minBMPexplosionDmg = 50;
level.maxBMPexplosionDmg = 100;
level.bmpCannonRange = 2048;
level.bmpMGrange = 850;
level.bmpMGrangeSquared = level.bmpMGrange * level.bmpMGrange;
thread stealth_achievement();
thread maps\_radiation::main();
initProneDOF();
thread updateFog();//should move this into a fcuntion closer to where it happens
thread player_grenade_check();
battlechatter_off( "allies" );
battlechatter_off( "axis" );
array_thread( getentarray( "clip_nosight", "targetname" ), ::clip_nosight_logic );
trigger_off( "field_clean", "script_noteworthy" );
createthreatbiasgroup( "price" );
createthreatbiasgroup( "dog" );
setignoremegroup( "price", "dog" );
delaythread( .5, ::initLevel2 );
clip = getent( "doggie_clip", "targetname" );
clip notsolid();
clip connectpaths();
hint_setup();
}
initLevel2()
{
anim.shootEnemyWrapper_func = ::ShootEnemyWrapper_SSNotify;
}
stealth_achievement()
{
flag_wait( "_stealth_spotted" );
flag_set( "broke_stealth" );
}
initPlayer()
{
level.player setthreatbiasgroup( "allies" );
level.player thread stealth_ai();
if( getdvar( "consoleGame" ) == "true" || getdvarint("drew_notes") > 2 )
delaythread(1, ::player_prone_DOF );
level.player thread player_noprone_water();
}
giveweapons()
{
level.player enableweapons();
}
player_health_shield()
{
level.player enableHealthShield( false );
while(1)
{
level.player waittill("death");
level.player enableHealthShield(true);
}
}
initPrice()
{
spawner = getent( "price", "script_noteworthy" );
level.price = spawner dospawn();
level.price.ref_node = spawn("script_origin", level.price.origin);
spawn_failed( level.price );
assert( isDefined( level.price ) );
level.price.fixednode = false;
level.price.ignoreall = true;
level.price.ignoreme = true;
level.price disable_ai_color();
level.price setthreatbiasgroup( "allies" );
level.price thread stealth_ai();
level.price.animname = "price";
level.price thread magic_bullet_shield();
level.price make_hero();
level.price thread price_death();
level.price setthreatbiasgroup( "price" );
level.price thread ShootEnemyWrapper_price();
thread default_corpse_dialogue();
thread default_spotted_dialogue();
}
#using_animtree("vehicles");
graveyard_hind_detect_damage()
{
self endon( "death" );
level endon( "_stealth_spotted" );
body = spawn( "script_model", self.origin );
body.angles = self.angles;
body setmodel( self.model );
body linkto( self );
self.body = body;
self hide();
body useanimtree( #animtree );
body setanim( %bh_rotors );
self thread graveyard_hind_kill_body( body );
body setcandamage( true );
body waittill( "damage" );
if( isdefined( self ) )
self show();
if( isdefined( body ) )
body delete();
self notify( "enemy" );
wait .25;
self notify( "enemy" );
if( isdefined( body ) )
body delete();
}
#using_animtree("vehicles");
dash_hind_detect_damage()
{
self endon( "death" );
level endon( "_stealth_spotted" );
body = spawn( "script_model", self.origin );
body.angles = self.angles;
body setmodel( self.model );
body linkto( self );
self.body = body;
self hide();
body useanimtree( #animtree );
body setanim( %bh_rotors );
self thread graveyard_hind_kill_body( body );
body setcandamage( true );
body waittill( "damage" );
if( isdefined( self ) )
self show();
if( isdefined( body ) )
body delete();
flag_set( "_stealth_spotted" );
if( isdefined( body ) )
body delete();
}