1042 lines
24 KiB
Text
1042 lines
24 KiB
Text
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#include common_scripts\utility;
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#include maps\_utility;
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#include maps\_hud_util;
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#include maps\_vehicle;
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#include maps\_anim;
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#include maps\village_defend;
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minigun_think()
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{
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flag_init( "player_on_minigun" );
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self.animname = "minigun";
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self assign_animtree();
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self thread minigun_used();
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for ( ;; )
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{
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for ( ;; )
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{
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// wait for the player to get on the turret
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if ( isdefined( self getturretowner() ) )
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break;
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wait( 0.05 );
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}
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level thread overheat_enable();
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flag_set( "player_on_minigun" );
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for ( ;; )
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{
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if ( !isdefined( self getturretowner() ) )
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break;
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wait( 0.05 );
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}
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flag_clear( "player_on_minigun" );
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level thread overheat_disable();
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self.rumble_ent stoprumble("minigun_rumble");
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}
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}
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minigun_const()
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{
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level.turret_heat_status = 1;
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level.turret_heat_max = 114;
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level.turret_cooldownrate = 15;
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}
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minigun_rumble()
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{
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//push the rumble origin in and out based on the momentum
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closedist = 0;
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fardist = 750;
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between = fardist-closedist;
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self.rumble_ent = spawn("script_origin",self.origin);
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while(1)
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{
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wait .05;
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if( self.momentum <= 0 || !flag("player_on_minigun") )
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{
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continue;
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}
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//org = level.player geteye() + vector_multiply( vectornormalize( anglestoforward( level.player getplayerangles() ) ), fardist - ( between * self.momentum ) );
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self.rumble_ent.origin = level.player geteye()+ (0,0,fardist - ( between * self.momentum ));
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self.rumble_ent PlayRumbleOnentity( "minigun_rumble" );
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}
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}
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minigun_used()
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{
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flag_wait( "player_on_minigun" );
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//Tweakable values
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if( level.console )
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overheat_time = 6; //full usage to overheat (original 8)
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else
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overheat_time = 10;
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cooldown_time = 4; //time to cool down from max heat back to 0 if not operated during this time (original 4)
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penalty_time = 7; //hold inoperative for this amount of time
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rate = 0.02;
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slow_rate = 0.02;
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overheat_fx_rate = 0.35;
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adsbuttonAccumulate = 0; //check for left trigger hold down duration
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//Not to tweak
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heatrate = 1 / ( overheat_time * 20 ); //increment of the temp gauge for heating up
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coolrate = 1 / ( cooldown_time * 20 ); //increment of the temp gauge for cooling down
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level.inuse = false;
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momentum = 0;
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self.momentum = 0;
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heat = 0;
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max = 1;
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maxed = false;
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firing = false;
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maxed_time = undefined;
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overheated = false;
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penalized_time = 0; //if greater than gettime
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startFiringTime = undefined;
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oldheat = 0;
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level.frames = 0;
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level.normframes = 0;
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next_overheat_fx = 0;
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thread minigun_rumble();
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for ( ;; )
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{
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level.normframes++;
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if ( flag( "player_on_minigun" ) )
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{
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if ( !level.inuse )
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{
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if ( level.Console )
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{
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//if ( level.player adsbuttonpressed() || ( level.player attackbuttonpressed() && !overheated ) )
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if ( level.player adsbuttonpressed() )
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{
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level.inuse = true;
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self thread minigun_sound_spinup();
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}
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}
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else
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if( level.player attackbuttonpressed() )
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{
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level.inuse = true;
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self thread minigun_sound_spinup();
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}
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}
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else
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{
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if ( level.Console )
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{
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//if ( !level.player adsbuttonpressed() && !level.player attackbuttonpressed() )
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if ( !level.player adsbuttonpressed() )
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{
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level.inuse = false;
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self thread minigun_sound_spindown();
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}
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else
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if( !level.player adsbuttonpressed() && level.player attackbuttonpressed() && overheated )
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{
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level.inuse = false;
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self thread minigun_sound_spindown();
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}
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}
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else
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if( !level.player attackbuttonpressed() )
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{
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level.inuse = false;
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self thread minigun_sound_spindown();
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}
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else
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if( level.player attackbuttonpressed() && overheated )
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{
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level.inuse = false;
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self thread minigun_sound_spindown();
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}
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}
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if( level.Console)
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{
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if( level.player adsbuttonpressed() )
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{
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adsbuttonAccumulate += 0.05;
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if( adsbuttonAccumulate >= 2.75 )
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{
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flag_set( "minigun_lesson_learned" );
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}
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}
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else
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{
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adsbuttonAccumulate = 0;
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}
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}
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if ( !firing )
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{
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if( level.player attackbuttonpressed() && !overheated && maxed )
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{
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firing = true;
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startFiringTime = gettime();
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}
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else
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if ( level.player attackbuttonpressed() && overheated )
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{
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firing = false;
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startFiringTime = undefined;
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}
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}
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else
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{
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if( !level.player attackbuttonpressed() )
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{
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firing = false;
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startFiringTime = undefined;
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}
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if( level.player attackbuttonpressed() && !maxed )
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{
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firing = false;
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startFiringTime = undefined;
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}
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}
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}
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else
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{
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if( firing || level.inuse == true )
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{
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self thread minigun_sound_spindown();
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}
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firing = false;
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level.inuse = false;
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}
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if ( overheated )
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{
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if ( !(heat >= max) )
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{
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overheated = false;
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startFiringTime = undefined;
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self TurretFireEnable();
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}
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}
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if ( level.inuse )
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{
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momentum += rate;
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self.momentum = momentum;
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}
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else
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{
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momentum -= slow_rate;
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self.momentum = momentum;
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}
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if ( momentum > max )
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{
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momentum = max;
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self.momentum = momentum;
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}
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if ( momentum < 0 )
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{
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momentum = 0;
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self.momentum = momentum;
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self notify ( "done" );
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}
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if ( momentum == max )
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{
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maxed = true;
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maxed_time = gettime();
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self TurretFireEnable();
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}
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else
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{
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maxed = false;
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self TurretFireDisable();
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}
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if ( firing && !overheated )
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{
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level.frames++;
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heat += heatrate;
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}
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if( gettime() > penalized_time && !firing )
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heat -= coolrate;
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if ( heat > max )
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heat = max;
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if ( heat < 0 )
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heat = 0;
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level.heat = heat;
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level.turret_heat_status = int( heat * 114 );
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if ( isdefined( level.overheat_status2 ) )
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thread overheat_hud_update();
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if( (heat >= max) && (heat <= max) && ((oldheat < max) || (oldheat > max)) )
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{
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overheated = true;
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penalized_time = gettime() + penalty_time * 1000;
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next_overheat_fx = 0;
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thread overheat_overheated();
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}
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oldheat = heat;
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if ( overheated )
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{
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self TurretFireDisable();
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firing = false;
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//playfxOnTag( getfx( "turret_overheat_haze" ), self, "tag_flash");
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if ( gettime() > next_overheat_fx )
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{
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playfxOnTag( getfx( "turret_overheat_smoke" ), self, "tag_flash");
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next_overheat_fx = gettime() + overheat_fx_rate * 1000;
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}
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}
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self setanim( getanim( "spin" ), 1, 0.2, momentum );
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wait( 0.05 );
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}
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}
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minigun_sound_spinup()
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{
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level notify ( "stopMinigunSound" );
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level endon ( "stopMinigunSound" );
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/*
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Minigun_gatling_spinup1 0.6 s
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Minigun_gatling_spinup2 0.5 s
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Minigun_gatling_spinup3 0.5 s
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Minigun_gatling_spinup4 0.5 s
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*/
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if ( self.momentum < 0.25 )
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{
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self playsound( "minigun_gatling_spinup1" );
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wait 0.6;
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self playsound( "minigun_gatling_spinup2" );
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wait 0.5;
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self playsound( "minigun_gatling_spinup3" );
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wait 0.5;
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self playsound( "minigun_gatling_spinup4" );
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wait 0.5;
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}
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else
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if( self.momentum < 0.5 )
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{
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self playsound( "minigun_gatling_spinup2" );
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wait 0.5;
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self playsound( "minigun_gatling_spinup3" );
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wait 0.5;
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self playsound( "minigun_gatling_spinup4" );
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wait 0.5;
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}
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else
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if( self.momentum < 0.75 )
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{
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self playsound( "minigun_gatling_spinup3" );
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wait 0.5;
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self playsound( "minigun_gatling_spinup4" );
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wait 0.5;
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}
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else
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if( self.momentum < 1 )
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{
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self playsound( "minigun_gatling_spinup4" );
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wait 0.5;
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}
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thread minigun_sound_spinloop();
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}
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minigun_sound_spinloop()
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{
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//Minigun_gatling_spinloop (loops until canceled) 2.855 s
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level notify ( "stopMinigunSound" );
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level endon ( "stopMinigunSound" );
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while( 1 )
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{
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self playsound( "minigun_gatling_spin" );
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wait 2.5;
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}
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}
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minigun_sound_spindown()
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{
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level notify ( "stopMinigunSound" );
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level endon ( "stopMinigunSound" );
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/*
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Minigun_gatling_spindown4 0.5 s
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Minigun_gatling_spindown3 0.5 s
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Minigun_gatling_spindown2 0.5 s
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Minigun_gatling_spindown1 0.65 s
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*/
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if( self.momentum > 0.75 )
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{
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self stopsounds();
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self playsound( "minigun_gatling_spindown4" );
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wait 0.5;
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self playsound( "minigun_gatling_spindown3" );
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wait 0.5;
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self playsound( "minigun_gatling_spindown2" );
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wait 0.5;
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self playsound( "minigun_gatling_spindown1" );
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wait 0.65;
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}
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else
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if( self.momentum > 0.5 )
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{
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self playsound( "minigun_gatling_spindown3" );
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wait 0.5;
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self playsound( "minigun_gatling_spindown2" );
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wait 0.5;
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self playsound( "minigun_gatling_spindown1" );
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wait 0.65;
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}
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else
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if( self.momentum > 0.25 )
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{
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self playsound( "minigun_gatling_spindown2" );
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wait 0.5;
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self playsound( "minigun_gatling_spindown1" );
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wait 0.65;
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}
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else
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{
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self playsound( "minigun_gatling_spindown1" );
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wait 0.65;
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}
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}
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overheat_enable()
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{
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//Draw the temperature gauge
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//level.turretOverheat = true;
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level thread overheat_hud();
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flag_clear( "disable_overheat" );
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}
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overheat_disable()
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{
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//Erase the temperature gauge
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//level.turretOverheat = false;
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//level notify ( "disable_overheat" );
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flag_set( "disable_overheat" );
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level.savehere = undefined;
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waittillframeend;
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if (isdefined(level.overheat_bg))
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level.overheat_bg destroy();
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if (isdefined(level.overheat_status))
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level.overheat_status destroy();
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if (isdefined(level.overheat_status2))
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level.overheat_status2 destroy();
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if (isdefined(level.overheat_flashing))
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level.overheat_flashing destroy();
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}
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overheat_hud()
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{
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//Draw the temperature gauge and filler bar components
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level endon ( "disable_overheat" );
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if ( !isdefined( level.overheat_bg ) )
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{
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level.overheat_bg = newhudelem();
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level.overheat_bg.alignX = "right";
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level.overheat_bg.alignY = "bottom";
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level.overheat_bg.horzAlign = "right";
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level.overheat_bg.vertAlign = "bottom";
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level.overheat_bg.x = 2;
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level.overheat_bg.y = -120;
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level.overheat_bg setShader("hud_temperature_gauge", 35, 150);
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level.overheat_bg.sort = 4;
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}
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barX = -10;
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barY = -152;
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//status bar
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if ( !isdefined( level.overheat_status ) )
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{
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||
|
level.overheat_status = newhudelem();
|
||
|
level.overheat_status.alignX = "right";
|
||
|
level.overheat_status.alignY = "bottom";
|
||
|
level.overheat_status.horzAlign = "right";
|
||
|
level.overheat_status.vertAlign = "bottom";
|
||
|
level.overheat_status.x = barX;
|
||
|
level.overheat_status.y = barY;
|
||
|
level.overheat_status setShader("white", 10, 0);
|
||
|
level.overheat_status.color = (1,.9,0);
|
||
|
level.overheat_status.alpha = 0;
|
||
|
level.overheat_status.sort = 1;
|
||
|
}
|
||
|
|
||
|
//draw fake bar to cover up a hitch
|
||
|
|
||
|
if ( !isdefined( level.overheat_status2 ) )
|
||
|
{
|
||
|
level.overheat_status2 = newhudelem();
|
||
|
level.overheat_status2.alignX = "right";
|
||
|
level.overheat_status2.alignY = "bottom";
|
||
|
level.overheat_status2.horzAlign = "right";
|
||
|
level.overheat_status2.vertAlign = "bottom";
|
||
|
level.overheat_status2.x = barX;
|
||
|
level.overheat_status2.y = barY;
|
||
|
level.overheat_status2 setShader("white", 10, 0);
|
||
|
level.overheat_status2.color = (1,.9,0);
|
||
|
level.overheat_status2.alpha = 0;
|
||
|
level.overheat_status.sort = 2;
|
||
|
}
|
||
|
|
||
|
if ( !isdefined( level.overheat_flashing ) )
|
||
|
{
|
||
|
level.overheat_flashing = newhudelem();
|
||
|
level.overheat_flashing.alignX = "right";
|
||
|
level.overheat_flashing.alignY = "bottom";
|
||
|
level.overheat_flashing.horzAlign = "right";
|
||
|
level.overheat_flashing.vertAlign = "bottom";
|
||
|
level.overheat_flashing.x = barX;
|
||
|
level.overheat_flashing.y = barY;
|
||
|
level.overheat_flashing setShader("white", 10, level.turret_heat_max);
|
||
|
level.overheat_flashing.color = (.8,.16,0);
|
||
|
level.overheat_flashing.alpha = 0;
|
||
|
level.overheat_status.sort = 3;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
overheat_overheated()
|
||
|
{
|
||
|
//Gun has overheated - flash full temp bar, do not drain
|
||
|
|
||
|
level endon ( "disable_overheat" );
|
||
|
if( !flag( "disable_overheat" ) )
|
||
|
{
|
||
|
level.savehere = false;
|
||
|
level.player thread play_sound_on_entity ("smokegrenade_explode_default");
|
||
|
|
||
|
level.overheat_flashing.alpha = 1;
|
||
|
level.overheat_status.alpha = 0;
|
||
|
level.overheat_status2.alpha = 0;
|
||
|
|
||
|
level notify ( "stop_overheat_drain" );
|
||
|
level.turret_heat_status = level.turret_heat_max;
|
||
|
thread overheat_hud_update();
|
||
|
|
||
|
for (i=0;i<4;i++)
|
||
|
{
|
||
|
level.overheat_flashing fadeovertime(0.5);
|
||
|
level.overheat_flashing.alpha = 0.5;
|
||
|
wait 0.5;
|
||
|
level.overheat_flashing fadeovertime(0.5);
|
||
|
level.overheat_flashing.alpha = 1.0;
|
||
|
}
|
||
|
level.overheat_flashing fadeovertime(0.5);
|
||
|
level.overheat_flashing.alpha = 0.0;
|
||
|
level.overheat_status.alpha = 1;
|
||
|
wait 0.5;
|
||
|
|
||
|
thread overheat_hud_drain();
|
||
|
|
||
|
wait 2;
|
||
|
level.savehere = undefined;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
overheat_hud_update()
|
||
|
{
|
||
|
level endon ( "disable_overheat" );
|
||
|
level notify ( "stop_overheat_drain" );
|
||
|
|
||
|
if ( level.turret_heat_status > 1 )
|
||
|
level.overheat_status.alpha = 1;
|
||
|
else
|
||
|
{
|
||
|
level.overheat_status.alpha = 0;
|
||
|
level.overheat_status fadeovertime( 0.25 );
|
||
|
}
|
||
|
|
||
|
if ( isdefined( level.overheat_status2 ) && level.turret_heat_status > 1 )
|
||
|
{
|
||
|
level.overheat_status2.alpha = 1;
|
||
|
level.overheat_status2 setShader( "white", 10, int( level.turret_heat_status ) );
|
||
|
level.overheat_status scaleovertime( 0.05, 10, int( level.turret_heat_status ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
level.overheat_status2.alpha = 0;
|
||
|
level.overheat_status2 fadeovertime( 0.25 );
|
||
|
}
|
||
|
|
||
|
//set color of bar
|
||
|
overheat_setColor( level.turret_heat_status );
|
||
|
|
||
|
wait 0.05;
|
||
|
if ( isdefined( level.overheat_status2 ) )
|
||
|
level.overheat_status2.alpha = 0;
|
||
|
if ( isdefined( level.overheat_status ) && level.turret_heat_status < level.turret_heat_max )
|
||
|
thread overheat_hud_drain();
|
||
|
}
|
||
|
|
||
|
overheat_setColor( value, fadeTime )
|
||
|
{
|
||
|
level endon ("disable_overheat");
|
||
|
|
||
|
//define what colors to use
|
||
|
color_cold = [];
|
||
|
color_cold[0] = 1.0;
|
||
|
color_cold[1] = 0.9;
|
||
|
color_cold[2] = 0.0;
|
||
|
color_warm = [];
|
||
|
color_warm[0] = 1.0;
|
||
|
color_warm[1] = 0.5;
|
||
|
color_warm[2] = 0.0;
|
||
|
color_hot = [];
|
||
|
color_hot[0] = 0.9;
|
||
|
color_hot[1] = 0.16;
|
||
|
color_hot[2] = 0.0;
|
||
|
|
||
|
//default color
|
||
|
SetValue = [];
|
||
|
SetValue[0] = color_cold[0];
|
||
|
SetValue[1] = color_cold[1];
|
||
|
SetValue[2] = color_cold[2];
|
||
|
|
||
|
//define where the non blend points are
|
||
|
cold = 0;
|
||
|
warm = (level.turret_heat_max / 2);
|
||
|
hot = level.turret_heat_max;
|
||
|
|
||
|
iPercentage = undefined;
|
||
|
difference = undefined;
|
||
|
increment = undefined;
|
||
|
|
||
|
if ( (value > cold) && (value <= warm) )
|
||
|
{
|
||
|
iPercentage = int(value * (100 / warm));
|
||
|
for ( colorIndex = 0 ; colorIndex < SetValue.size ; colorIndex++ )
|
||
|
{
|
||
|
difference = (color_warm[colorIndex] - color_cold[colorIndex]);
|
||
|
increment = (difference / 100);
|
||
|
SetValue[colorIndex] = color_cold[colorIndex] + (increment * iPercentage);
|
||
|
}
|
||
|
}
|
||
|
else if ( (value > warm) && (value <= hot) )
|
||
|
{
|
||
|
iPercentage = int( (value - warm) * (100 / (hot - warm) ) );
|
||
|
for ( colorIndex = 0 ; colorIndex < SetValue.size ; colorIndex++ )
|
||
|
{
|
||
|
difference = (color_hot[colorIndex] - color_warm[colorIndex]);
|
||
|
increment = (difference / 100);
|
||
|
SetValue[colorIndex] = color_warm[colorIndex] + (increment * iPercentage);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (isdefined( fadeTime ) )
|
||
|
level.overheat_status fadeOverTime( fadeTime );
|
||
|
|
||
|
if( isdefined( level.overheat_status.color ) )
|
||
|
level.overheat_status.color = (SetValue[0], SetValue[1], SetValue[2]);
|
||
|
|
||
|
if( isdefined( level.overheat_status2.color ) )
|
||
|
level.overheat_status2.color = (SetValue[0], SetValue[1], SetValue[2]);
|
||
|
}
|
||
|
|
||
|
overheat_hud_drain()
|
||
|
{
|
||
|
level endon ( "disable_overheat" );
|
||
|
level endon ( "stop_overheat_drain" );
|
||
|
|
||
|
waitTime = 1.0;
|
||
|
for (;;)
|
||
|
{
|
||
|
if ( level.turret_heat_status > 1 )
|
||
|
level.overheat_status.alpha = 1;
|
||
|
|
||
|
value = level.turret_heat_status - level.turret_cooldownrate;
|
||
|
thread overheat_status_rampdown( value, waitTime );
|
||
|
if ( value < 1 )
|
||
|
value = 1;
|
||
|
level.overheat_status scaleovertime( waitTime, 10, int( value ) );
|
||
|
overheat_setColor( level.turret_heat_status, waitTime );
|
||
|
wait waitTime;
|
||
|
|
||
|
if ( isdefined( level.overheat_status ) && level.turret_heat_status <= 1 )
|
||
|
level.overheat_status.alpha = 0;
|
||
|
|
||
|
if ( isdefined( level.overheat_status2 ) && level.turret_heat_status <= 1 )
|
||
|
level.overheat_status2.alpha = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
overheat_status_rampdown( targetvalue, time )
|
||
|
{
|
||
|
level endon ( "disable_overheat" );
|
||
|
level endon ( "stop_overheat_drain" );
|
||
|
|
||
|
frames = (20 * time);
|
||
|
difference = ( level.turret_heat_status - targetvalue );
|
||
|
frame_difference = ( difference / frames );
|
||
|
|
||
|
for ( i = 0; i < frames; i++ )
|
||
|
{
|
||
|
level.turret_heat_status -= frame_difference;
|
||
|
if ( level.turret_heat_status < 1 )
|
||
|
{
|
||
|
level.turret_heat_status = 1;
|
||
|
return;
|
||
|
}
|
||
|
wait 0.05;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//script_anglevehicle = 1
|
||
|
//script_decel = 10000
|
||
|
//script_noteworthy = seaknight_land_location
|
||
|
//script_stopnode = 1
|
||
|
|
||
|
seaknight()
|
||
|
{
|
||
|
//seaknight_path = getent( "seaknight_path", "targetname" );
|
||
|
//seaknight_land_location = getent( "seaknight_land_location", "script_noteworthy" );
|
||
|
/*
|
||
|
// make friends go to seaknight
|
||
|
friends = getaiarray( "allies" );
|
||
|
for ( i = 0 ; i < friends.size ; i++ )
|
||
|
friends[ i ] set_force_color( "c" );
|
||
|
getent( "seaknight_friendly_trigger", "targetname" ) notify( "trigger" );
|
||
|
*/
|
||
|
|
||
|
// spawn the helicopter
|
||
|
level.seaknight1 = spawn_vehicle_from_targetname_and_drive( "rescue_chopper" );
|
||
|
assert( isdefined( level.seaknight1 ) );
|
||
|
|
||
|
wait 0.05;
|
||
|
|
||
|
// make riders only crouch so their anims look good when they unload
|
||
|
//seaknightRiders = level.seaknight1.riders;
|
||
|
seaknightRiders = [];
|
||
|
for( i = 0; i < level.seaknight1.riders.size; i++ )
|
||
|
{
|
||
|
if( level.seaknight1.riders[ i ].classname != "actor_ally_pilot_zach_woodland" )
|
||
|
seaknightRiders[ seaknightRiders.size ] = level.seaknight1.riders[ i ];
|
||
|
|
||
|
if( level.seaknight1.riders[ i ].classname == "actor_ally_hero_mark_woodland" )
|
||
|
{
|
||
|
level.griggs = level.seaknight1.riders[ i ];
|
||
|
level.griggs.animname = "griggs";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//assert( seaknightRiders.size == 5 );
|
||
|
for ( i = 0 ; i < seaknightRiders.size ; i++ )
|
||
|
seaknightRiders[ i ] thread seaknightRiders_standInPlace();
|
||
|
|
||
|
flag_set( "no_more_grenades" );
|
||
|
|
||
|
aAxis = getaiarray( "axis" );
|
||
|
for( i = 0; i < aAxis.size; i++ )
|
||
|
{
|
||
|
aAxis[ i ].grenadeammo = 0;
|
||
|
}
|
||
|
|
||
|
flag_wait( "open_bay_doors" );
|
||
|
|
||
|
wait 4;
|
||
|
|
||
|
level.seaknight1 setanim( getanim_generic( "ch46_doors_open" ), 1 ); //target weight
|
||
|
level.seaknight1 playsound( "seaknight_door_open" );
|
||
|
|
||
|
//flag_wait( "reached_evac_point" ); //sea knight reaches landing spot
|
||
|
|
||
|
wait 5;
|
||
|
|
||
|
repulsor = Missile_CreateRepulsorEnt( level.seaknight1, 5000, 1500 );
|
||
|
|
||
|
level.seaknight1.dontDisconnectPaths = true;
|
||
|
//level.seaknight1 vehicle_detachfrompath();
|
||
|
//level.seaknight1 vehicle_land();
|
||
|
level.seaknight1 setHoverParams( 0, 0, 0 );
|
||
|
|
||
|
wait 3.0;
|
||
|
|
||
|
level.seaknight1 notify( "unload" );
|
||
|
|
||
|
wait 4.5;
|
||
|
|
||
|
level.playerSafetyBlocker delete();
|
||
|
|
||
|
flag_set( "seaknight_can_be_boarded" );
|
||
|
|
||
|
thread seaknight_griggs_speech();
|
||
|
|
||
|
//level.seaknightFakeRamp show();
|
||
|
|
||
|
iLoadNumber = 0;
|
||
|
for(i=0;i<seaknightRiders.size;i++)
|
||
|
{
|
||
|
iLoadNumber++;
|
||
|
seaknightRiders[ i ] thread vehicle_seaknight_idle_and_load_think( iLoadNumber );
|
||
|
seaknightRiders[ i ] thread seaknight_riders_erase();
|
||
|
}
|
||
|
|
||
|
thread seaknight_departure_sequence();
|
||
|
|
||
|
flag_wait( "player_made_it" );
|
||
|
|
||
|
if ( isalive( level.player ) )
|
||
|
{
|
||
|
level.player EnableInvulnerability();
|
||
|
level.player.attackeraccuracy = 0;
|
||
|
}
|
||
|
|
||
|
createthreatbiasgroup( "sas_evac_guy" );
|
||
|
|
||
|
wait 0.25;
|
||
|
|
||
|
redshirt1 = getent( "redshirt1", "targetname" );
|
||
|
redshirt1 thread seaknight_sas_load();
|
||
|
level.sasSeaKnightBoarded++;
|
||
|
|
||
|
redshirt2 = getent( "redshirt2", "targetname" );
|
||
|
redshirt2 thread seaknight_sas_load();
|
||
|
level.sasSeaKnightBoarded++;
|
||
|
|
||
|
level.sasGunner thread seaknight_sas_load();
|
||
|
level.sasSeaKnightBoarded++;
|
||
|
|
||
|
level.price thread seaknight_sas_load();
|
||
|
level.sasSeaKnightBoarded++;
|
||
|
|
||
|
while( level.sasSeaKnightBoarded > 0 )
|
||
|
{
|
||
|
wait 0.1;
|
||
|
}
|
||
|
|
||
|
flag_set( "all_real_friendlies_on_board" );
|
||
|
flag_set( "seaknight_guards_boarding" );
|
||
|
}
|
||
|
|
||
|
seaknight_departure_sequence()
|
||
|
{
|
||
|
flag_wait( "seaknight_guards_boarding" );
|
||
|
|
||
|
wait 10;
|
||
|
|
||
|
if( !flag( "player_made_it" ) )
|
||
|
wait 2;
|
||
|
|
||
|
flag_set( "all_fake_friendlies_aboard" );
|
||
|
|
||
|
//grace period
|
||
|
|
||
|
if( !flag( "player_made_it" ) )
|
||
|
wait 5;
|
||
|
|
||
|
//Point of no return, late arrival check during grace period
|
||
|
|
||
|
if( flag( "player_made_it" ) )
|
||
|
{
|
||
|
flag_wait( "all_real_friendlies_on_board" );
|
||
|
|
||
|
//"All right we're all aboard!!! Go! Go!"
|
||
|
level.player playsound( "villagedef_grg_wereallaboard" );
|
||
|
wait 1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//player can no longer trigger personal and live friendly boarding sequence
|
||
|
flag_set( "seaknight_unboardable" );
|
||
|
}
|
||
|
|
||
|
|
||
|
flag_set( "outtahere" ); //seaknight takes off
|
||
|
|
||
|
wait 1.5;
|
||
|
|
||
|
//"Ok we're outta here."
|
||
|
thread countdown_speech( "outtahere" );
|
||
|
}
|
||
|
|
||
|
seaknight_sas_load()
|
||
|
{
|
||
|
self endon ( "death" );
|
||
|
|
||
|
self.interval = 8;
|
||
|
|
||
|
self setthreatbiasgroup( "sas_evac_guy" );
|
||
|
|
||
|
setignoremegroup( "axis" , "sas_evac_guy" ); // allies ignore axis
|
||
|
|
||
|
self.goalradius = 160;
|
||
|
self.disableArrivals = true;
|
||
|
self.ignoresuppression = true;
|
||
|
self.ignoreAll = true;
|
||
|
|
||
|
wait randomfloatrange( 1.5, 3.2 );
|
||
|
|
||
|
fakeramp_startnode = getnode( "seaknight_fakeramp_startpoint", "targetname" );
|
||
|
self setgoalnode( fakeramp_startnode );
|
||
|
self waittill ( "goal" );
|
||
|
|
||
|
if( isdefined( fakeramp_startnode.radius ) )
|
||
|
self.goalradius = fakeramp_startnode.radius;
|
||
|
|
||
|
fakeramp_endnode = getnode( "seaknight_fakeramp_end", "targetname" );
|
||
|
self setgoalnode( fakeramp_endnode );
|
||
|
self waittill ( "goal" );
|
||
|
|
||
|
level.sasSeaKnightBoarded--;
|
||
|
|
||
|
if ( isdefined( self.magic_bullet_shield ) )
|
||
|
self stop_magic_bullet_shield();
|
||
|
|
||
|
self delete();
|
||
|
}
|
||
|
|
||
|
seaknight_griggs_speech()
|
||
|
{
|
||
|
flag_wait( "seaknight_can_be_boarded" );
|
||
|
|
||
|
if( !flag( "lz_reached" ) ) //if heli arrives early
|
||
|
{
|
||
|
flag_wait( "lz_reached" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
wait 5.5; //if player arrives early
|
||
|
}
|
||
|
|
||
|
//"Heard you guys needed a ride outta here!"
|
||
|
level.griggs anim_single_queue( level.griggs, "needaride" );
|
||
|
|
||
|
wait 0.45;
|
||
|
|
||
|
//"Get on board! Move! Move!!"
|
||
|
level.griggs anim_single_queue( level.griggs, "getonboard" );
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
//"Let's go! Let's go!"
|
||
|
level.griggs anim_single_queue( level.griggs, "griggsletsgo" );
|
||
|
}
|
||
|
|
||
|
vehicle_seaknight_idle_and_load_think( iAnimNumber )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
flag_wait( "seaknight_guards_boarding" );
|
||
|
|
||
|
sAnimLoad = "ch46_load_" + iAnimNumber;
|
||
|
|
||
|
/*-----------------------
|
||
|
LOAD INTO SEAKNIGHT AND DELETE
|
||
|
-------------------------*/
|
||
|
|
||
|
level.seaknight1 anim_generic( self, sAnimLoad, "tag_detach" );
|
||
|
|
||
|
self setGoalPos( self.origin );
|
||
|
self.goalradius = 4;
|
||
|
|
||
|
if( !flag( "player_made_it" ) )
|
||
|
{
|
||
|
//flag_wait( "outtahere" );
|
||
|
|
||
|
self LinkTo( level.seaknight1, "tag_detach" );
|
||
|
}
|
||
|
|
||
|
flag_wait( "player_made_it" );
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
if ( isdefined( self.magic_bullet_shield ) )
|
||
|
self stop_magic_bullet_shield();
|
||
|
|
||
|
self delete();
|
||
|
}
|
||
|
|
||
|
seaknight_riders_erase()
|
||
|
{
|
||
|
if( isdefined( self.animname ) && self.animname == "griggs" )
|
||
|
return;
|
||
|
|
||
|
self endon ( "death" );
|
||
|
|
||
|
flag_wait( "player_made_it" );
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
flag_wait( "all_fake_friendlies_aboard" );
|
||
|
|
||
|
if ( isdefined( self.magic_bullet_shield ) )
|
||
|
self stop_magic_bullet_shield();
|
||
|
|
||
|
self delete();
|
||
|
}
|
||
|
|
||
|
deleteme()
|
||
|
{
|
||
|
self delete();
|
||
|
}
|
||
|
|
||
|
seaknightRiders_standInPlace()
|
||
|
{
|
||
|
if ( !isAI( self ) )
|
||
|
return;
|
||
|
self allowedStances( "crouch" );
|
||
|
self thread hero();
|
||
|
self waittill( "jumpedout" );
|
||
|
self allowedStances( "crouch" );
|
||
|
waittillframeend;
|
||
|
self allowedStances( "crouch" );
|
||
|
self.goalradius = 4;
|
||
|
self pushPlayer( true );
|
||
|
self.pushable = false;
|
||
|
self setGoalPos( self.origin );
|
||
|
self.grenadeawareness = 0;
|
||
|
self.grenadeammo = 0;
|
||
|
self.ignoresuppression = true;
|
||
|
//self.ignoreall = true;
|
||
|
}
|
||
|
|
||
|
friendly_pushplayer( status )
|
||
|
{
|
||
|
if( !isdefined( status ) )
|
||
|
status = false;
|
||
|
|
||
|
aAllies = getaiarray( "allies" );
|
||
|
for( i = 0; i < aAllies.size; i++ )
|
||
|
{
|
||
|
if( status == "on" )
|
||
|
{
|
||
|
aAllies[ i ] pushplayer( true );
|
||
|
aAllies[ i ].dontavoidplayer = true;
|
||
|
aAllies[ i ].pushable = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
aAllies[ i ] pushplayer( false );
|
||
|
aAllies[ i ].dontavoidplayer = false;
|
||
|
aAllies[ i ].pushable = true;
|
||
|
}
|
||
|
}
|
||
|
}
|