cod4-sdk/raw/maps/blackout_code.gsc

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2008-01-19 00:00:00 +00:00
#include maps\_hud_util;
#include maps\_utility;
#include maps\_debug;
#include maps\_props;
#include animscripts\utility;
#include maps\_vehicle;
#include maps\blackout;
#include common_scripts\utility;
#include maps\_stealth_logic;
#include maps\_anim;
print3DthreadZip( sMessage )
{
self notify( "stop_3dprint" );
self endon( "stop_3dprint" );
self endon( "death" );
for ( ;; )
{
if ( isdefined( self ) )
print3d( self.origin + ( 0, 0, 0 ), sMessage, ( 1, 1, 1 ), 1, 0.5 );
wait( 0.05 );
}
}
bm21_think( sTargetname )
{
eVehile = spawn_vehicle_from_targetname( sTargetname );
eVehile thread bm21_artillery_think();
}
bm21_artillery_think()
{
self endon( "death" );
aTargets = [];
tokens = strtok( self.script_linkto, " " );
for ( i = 0; i < tokens.size; i++ )
aTargets[ aTargets.size ] = getent( tokens[ i ], "script_linkname" );
aTargets = array_randomize( aTargets );
self setturrettargetent( aTargets[ 0 ] );
self waittill( "turret_rotate_stopped" );
flag_wait( "bm21s_attack" );
timer = [];
timer[ "bm21_01" ] = 0;
timer[ "bm21_02" ] = 2.2;
timer[ "bm21_03" ] = 3.4;
// big initial volley
wait( timer[ self.targetname ] );
for ( i = 0; i < aTargets.size; i++ )
{
iTimesToFire = 5;
for ( p = 0; p < iTimesToFire; p++ )
{
self setturrettargetent( aTargets[ i ] );
self notify( "shoot_target", aTargets[ i ] );
wait( .45 );
}
wait( randomfloatrange( 0.3, 0.7 ) );
}
assertEx( aTargets.size > 1, "Vehicle at position " + self.origin + " needs to scriptLinkTo more than 1 script_origin artillery targets" );
for ( ;; )
{
flag_wait( "bm21s_fire" );
bm21_fires_until_flagged( aTargets );
}
}
bm21_fires_until_flagged( aTargets )
{
level endon( "bm21s_fire" );
aTargets = array_randomize( aTargets );
wait( randomfloatrange( 2, 3 ) );
for ( i = 0; i < aTargets.size; i++ )
{
iTimesToFire = 2 + randomint( 2 );
for ( i2 = 0; i2 < iTimesToFire; i2++ )
{
if ( i2 == 0 )
{
self setturrettargetent( aTargets[ i ] );
self waittill( "turret_rotate_stopped" );
wait( 1 );
}
self notify( "shoot_target", aTargets[ i ] );
wait( .25 );
}
}
}
die_soon()
{
self endon( "death" );
wait( randomfloatrange( 0.5, 1.5 ) );
self die();
}
kill_player()
{
self endon( "death" );
self.baseaccuracy = 10;
self.goalradius = 256;
for ( ;; )
{
self setgoalpos( level.player.origin );
wait( 2 );
}
}
second_shack_trigger()
{
self waittill( "trigger" );
/*
axis = getaiarray( "axis" );
if ( axis.size )
{
array_thread( axis, ::die_soon );
flag_wait( "hut_cleared" );
}
*/
thread chess_guys();
thread sleepy_shack();
flag_set( "second_shacks" );
}
sleepy_shack()
{
shack_guys = getentarray( "shack_guy", "targetname" );
array_thread( shack_guys, ::spawn_ai );
shack_light = getent( "shack_light", "targetname" );
intensity = shack_light getLightIntensity();
shack_light setLightIntensity( 0 );
flag_wait( "second_shacks" );
flag_wait( "high_alert" );
wait( 1.5 );
sleep_alert_trigger = getent( "sleep_alert_trigger", "targetname" );
if ( level.player istouching( sleep_alert_trigger ) )
{
// don't flick the lights on if the player is standing in a place that reveals our lack of light flicking animation
return;
}
// light flickers on
/*
shack_light setLightIntensity( intensity );
wait( 0.3 );
shack_light setLightIntensity( 0 );
wait( 0.01 );
shack_light setLightIntensity( intensity );
wait( 0.2 );
shack_light setLightIntensity( 0 );
wait( 1 );
timer = 2;
timer *= 20;
for ( i = 0; i < timer; i++ )
{
new_intensity = intensity * ( 1 / ( timer - i ) );
new_intensity *= randomfloatrange( 0.3, 1.7 );
shack_light setLightIntensity( new_intensity );
wait( 0.05 );
}
*/
timer = 2;
timer *= 20;
for ( i = 0; i < timer; i++ )
{
new_intensity = intensity * ( 1 / ( timer - i ) );
new_intensity *= randomfloatrange( 0.3, 1.7 );
shack_light setLightIntensity( new_intensity );
wait( 0.05 );
}
shack_light setLightIntensity( intensity );
}
guy_stops_animating_on_high_alert( node, react_anim, built_in )
{
self endon( "death" );
// flag_assert( "high_alert" );
level waittill( "high_alert" );
node notify( "stop_loop" );
// animates from elsewhere?
if ( isdefined( built_in ) )
return;
if ( isdefined( react_anim ) )
{
self anim_generic( self, react_anim );
}
else
{
self stopanimscripted();
}
}
chess_guys_drop_weapon()
{
model = spawn( "script_model", (0,0,0) );
model setmodel( "weapon_" + self.weapon );
model linkto( self, "TAG_WEAPON_RIGHT", (0,0,0), (0,0,0) );
wait( 1 );
model unlink();
self gun_remove();
self waittill_either( "stop_loop", "death" );
if ( isalive( self ) )
self gun_recall();
model delete();
// maps\_debug::drawtagforever( "TAG_WEAPON_RIGHT" );
}
chess_guys()
{
guy1 = get_guy_with_script_noteworthy_from_spawner( "chess_guy_1" );
guy2 = get_guy_with_script_noteworthy_from_spawner( "chess_guy_2" );
if ( flag( "high_alert" ) )
return;
level._stealth.logic.ai_event[ "ai_eventDistBullet" ] = [];
level._stealth.logic.ai_event[ "ai_eventDistBullet" ][ "spotted"] = getdvar( "ai_eventDistBullet" );
level._stealth.logic.ai_event[ "ai_eventDistBullet" ][ "alert" ] = 200;
level._stealth.logic.ai_event[ "ai_eventDistBullet" ][ "hidden" ] = 200;
stealth_detect_ranges_set( undefined, undefined, undefined );
guy1.animname = "chess_guy1";
guy2.animname = "chess_guy2";
guys = [];
guys[ guys.size ] = guy1;
guys[ guys.size ] = guy2;
array_thread( guys, ::set_deathanim, "death" );
array_thread( guys, ::set_allowdeath, true );
node = getent( "chess_ent", "targetname" );
node2 = spawn( "script_origin", node.origin );
node2.angles = node.angles;
node thread stealth_ai_idle_and_react( guy1, "idle_1", "surprise_1" );
node2 thread stealth_ai_idle_and_react( guy2, "idle_2", "surprise_2" );
array_thread( guys, ::chess_guys_drop_weapon );
array_thread( guys, ::add_wait, ::player_got_close );
array_thread( guys, ::add_wait, ::waittill_msg, "death" );
array_thread( guys, ::add_wait, ::waittill_msg, "stop_loop" );
do_wait_any();
guys = remove_dead_from_array( guys );
array_thread( guys, ::clear_deathanim );
array_thread( guys, ::chess_guys_investigate );
}
player_got_close()
{
self endon( "death" );
for ( ;; )
{
if ( distance( level.player.origin, self.origin ) < 46 )
return;
wait( 0.05 );
}
}
chess_guys_investigate()
{
//thread maps\_stealth_behavior::enemy_stop_current_behavior();
self notify( "event_awareness", "explosion" );
if ( !isdefined( self.target ) )
return;
node = getnode( self.target, "targetname" );
self setgoalnode( node );
self.goalradius = node.radius;
}
chess_guy_init( node )
{
self.allowdeath = true;
self thread custom_stealth_ai();
self thread guy_stops_animating_on_high_alert( node, undefined, true );
}
descriptions()
{
descriptions = getentarray( "description", "targetname" );
for ( i = 0;i < descriptions.size;i++ )
descriptions[ i ] thread print3DthreadZip( descriptions[ i ].script_noteworthy );
}
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
MAIN TOWN START
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * **/
AA_town_init()
{
thread bm21_spawn_and_think();
}
bm21_spawn_and_think()
{
flag_set( "bm21s_fire" );
aBM21targetnames = [];
aBM21targetnames[ aBM21targetnames.size ] = "bm21_01";
aBM21targetnames[ aBM21targetnames.size ] = "bm21_02";
aBM21targetnames[ aBM21targetnames.size ] = "bm21_03";
// aBM21targetnames[ 3 ] = "bm21_04";
for ( i = 0;i < aBM21targetnames.size;i++ )
thread bm21_think( aBM21targetnames[ i ] );
}
empty( fuk )
{
}
custom_stealth_ai()
{
/*
alert_functions[ 1 ] = ::empty;
alert_functions[ 2 ] = ::empty;
alert_functions[ 3 ] = ::empty;
*/
awareness_functions = [];
/*
if ( isdefined( self.stealth_whizby_reaction ) )
{
awareness_functions[ "bulletwhizby" ] = ::enemy_awareness_reaction_whizby;
}
*/
// awareness_functions[ "explode" ] = ::enemy_hears_explosion;
alert_functions = [];
// alert_functions[ "attack" ] = ::enemy_attacks;
thread stealth_ai( undefined, alert_functions, undefined, awareness_functions );
}
enemy_attacks( type )
{
self endon( "death" );
self endon( "pain_death" );
self thread maps\_stealth_behavior::enemy_announce_spotted( self.origin );
// might have to link this into enemy_awareness_reaction_attack() at some point
// self setgoalpos( enemy.origin );
self.goalradius = 2048;
}
enemy_hears_explosion( type )
{
anime = "_stealth_behavior_whizby_" + randomint( 5 );
self ent_flag_set( "_stealth_behavior_first_reaction" );
self ent_flag_set( "_stealth_behavior_reaction_anim" );
self stopanimscripted();
self notify( "stop_animmode" );
self notify( "end_patrol" );
waittillframeend;
self.allowdeath = true;
self anim_generic_custom_animmode( self, "gravity", "bored_alert" );
// self stopanimscripted();
self ent_flag_clear( "_stealth_behavior_reaction_anim" );
self.goalradius = 1024;
}
enemy_awareness_reaction_whizby( type )
{
self endon( "death" );
enemy = self._stealth.logic.event.awareness[ type ];
/*
vec1 = undefined;
if ( isplayer( enemy ) )
vec1 = anglestoforward( enemy getplayerangles() );
else
vec1 = anglestoforward( enemy gettagangles( "tag_flash" ) );
point = enemy.origin + vector_multiply( vec1, distance( enemy.origin, self.origin ) );
vec1 = vectornormalize( point - self.origin );
vec2 = anglestoright( self.angles );
anime = undefined;
if ( vectordot( vec1, vec2 ) > 0 )
anime = "_stealth_behavior_whizby_right";
else
anime = "_stealth_behavior_whizby_left";
*/
if ( self ent_flag( "_stealth_behavior_first_reaction" ) )
return;
anime = "_stealth_behavior_whizby_" + randomint( 5 );
self ent_flag_set( "_stealth_behavior_first_reaction" );
self ent_flag_set( "_stealth_behavior_reaction_anim" );
self stopanimscripted();
self notify( "stop_animmode" );
self notify( "end_patrol" );
waittillframeend;
self.allowdeath = true;
self anim_generic_custom_animmode( self, "gravity", self.stealth_whizby_reaction );
// self stopanimscripted();
self ent_flag_clear( "_stealth_behavior_reaction_anim" );
}
hut_think()
{
self set_generic_run_anim( "casual_patrol_walk" );
custom_stealth_ai();
self.disablearrivals = true;
}
pier_trigger_think()
{
self waittill( "trigger", other );
other.allowdeath = true;
other thread anim_generic( other, "smoke" );
other endon( "death" );
other waittill( "damage" );
other stopanimscripted();
// @$e90._stealth.logic.alert_level.lvl
// bored_alert
// self stealth_enemy_waittill_alert();
}
reach_and_idle_relative_to_target( reach, idle, react )
{
targ = getent( self.target, "targetname" );
targ thread stealth_ai_reach_idle_and_react( self, reach, idle, react );
}
idle_relative_to_target( idle, react )
{
targ = getent( self.target, "targetname" );
targ thread stealth_ai_idle_and_react( self, idle, react );
}
hut_sentry()
{
/*
self set_generic_run_anim( "casual_patrol_walk" );
self.stealth_whizby_reaction = "bored_alert";
custom_stealth_ai();
self.disablearrivals = true;
*/
}
signal_stop()
{
self waittill( "trigger", other );
// big battle going on
if ( flag( "high_alert" ) )
return;
other handSignal( "stop" );
}
bored_guy()
{
self endon( "death" );
targ = getent( self.target, "targetname" );
targ thread anim_generic_loop( self, "bored_idle", undefined, "stop_idle" );
flag_wait( "high_alert" );
targ notify( "stop_idle" );
self stopanimscripted();
}
hut_tv()
{
// tv turns off when it gets shot
thread bbc_voice();
light = getent( "tv_light", "targetname" );
light thread maps\_lights::television();
// did the tv get shot?
wait_for_targetname_trigger( "tv_trigger" );
light notify( "light_off" );
light setLightIntensity( 0 );
level.bbc_voice stopsounds();
level.bbc_voice notify( "stopsounds" );
wait( 0.05 );
level.bbc_voice delete();
}
bbc_voice()
{
org = spawn( "script_origin", ( -13630.8, -8353.29, 28.5023 ) );
org endon( "death" );
org endon( "stopsounds" );
level.bbc_voice = org;
aliases = [];
aliases[ aliases.size ] = "blackout_bbc_lessthanday";
aliases[ aliases.size ] = "blackout_bbc_foreigninterest";
aliases[ aliases.size ] = "blackout_bbc_exacttime";
index = 0;
for ( ;; )
{
org playsound( aliases[ index ], "done" );
org waittill( "done" );
wait( randomfloatrange( 1, 2 ) );
index++;
if ( index >= aliases.size )
index = 0;
}
}
friendly_think()
{
self.maxvisibledist = 480;
self.ignoreme = true;
for ( ;; )
{
self.ignoreall = true;
flag_wait_either( "high_alert", "recent_flashed" );
wait( 0.5 );
self.ignoreme = false;
self.ignoreall = false;
flag_waitopen( "high_alert" );
flag_waitopen( "recent_flashed" );
}
}
shack_sleeper()
{
// self thread high_alert_on_death();
self.allowdeath = true;
chair = spawn_anim_model( "chair" );
self.has_delta = true;
self.anim_props = make_array( chair );
thread idle_relative_to_target( "sleep_idle", "sleep_react" );
targ = getent( self.target, "targetname" );
// targ thread drawOriginForever();
// targ thread anim_generic_loop( self, "sleep_idle", undefined, "stop_idle" );
targ thread anim_first_frame_solo( chair, "sleep_react" );
if ( 1 )
return;
flag_wait( "high_alert" );
chair notify( "stop_first_frame" );
// targ notify( "stop_idle" );
// targ thread anim_generic( self, "sleep_react" );
chair playsound( "scn_relaxed_guard_chair_fall" );
targ thread anim_single_solo( chair, "sleep_react" );
wait( 3.73 * 0.77 );
if ( isalive( self ) )
{
self stopanimscripted();
self notify( "single anim", "end" );
}
}
high_alert_on_death()
{
self waittill( "death" );
flag_set( "_stealth_spotted" );
}
outpost_objectives()
{
thread hut_friendlies_chats_about_russians();
// flag_wait( "introscreen_text_gone" );
wait( 6 );
hut_obj_org = getent( "hut_obj_org", "targetname" );
// Eliminate the outer guard posts.
Objective_Add( 1, "current", &"BLACKOUT_ELIMINATE_THE_OUTER_GUARD", hut_obj_org.origin );
field_org = getent( "field_org", "targetname" );
Objective_Add( 2, "active", &"BLACKOUT_MEET_THE_RUSSIAN_LOYALISTS", field_org.origin );
flag_wait( "hut_cleared" );
chess_obj_org = getent( "chess_obj_org", "targetname" );
objective_position( 1, chess_obj_org.origin );
flag_wait( "chess_cleared" );
shack_obj_org = getent( "shack_obj_org", "targetname" );
objective_position( 1, shack_obj_org.origin );
flag_wait( "shack_cleared" );
objective_complete( 1 );
autosave_by_name( "other_huts_cleared" );
// "Meet the Russian Loyalists at the field.", field_org.origin );
Objective_State( 2, "current" );
}
field_russian_think()
{
level.field_russians[ level.field_russians.size ] = self;
self endon( "death" );
self allowedstances( "prone" );
self.fixednode = false;
self.drawoncompass = false;
self.goalradius = 16;
flag_wait( "russians_stand_up" );
wait( randomfloat( 1 ) );
if ( cointoss() )
self allowedstances( "stand" );
else
self allowedstances( "crouch" );
if ( isdefined( self.script_linkto ) )
{
self allowedstances( "stand" );
path = getent( self.script_linkto, "script_linkname" );
self.disablearrivals = true;
self.disableexits = true;
self maps\_spawner::go_to_origin( path );
self.disablearrivals = false;
self.disableexits = false;
}
self.goalradius = 16;
self waittill( "go_up_hill" );
self allowedstances( "stand", "crouch", "prone" );
wait( randomfloatrange( 0.1, 1.7 ) );
self.drawoncompass = true;
nodes = getnodearray( "hilltop_delete_node", "targetname" );
node = undefined;
for ( i = 0; i < nodes.size; i++ )
{
if ( !isdefined( nodes[ i ].taken ) )
{
node = nodes[ i ];
break;
}
}
node.taken = true;
if ( isdefined( self.script_noteworthy ) )
{
org = getent( self.script_noteworthy, "targetname" );
self setgoalpos( org.origin );
self.goalradius = 8;
self.interval = 0;
self waittill( "goal" );
for ( ;; )
{
if ( flag( "field_go" ) )
break;
angles = vectortoangles( level.price.origin - self.origin );
yaw = angles[ 1 ];
self OrientMode( "face angle", yaw );
wait( 0.05 );
}
/*
flag_wait( "field_stop" );
timers = [];
timers[ "stopper_1" ] = 1.2;
timers[ "stopper_2" ] = 1.2;
timers[ "stopper_3" ] = 3.0;
thread pr();
wait( timers[ self.script_noteworthy ] );
self setgoalpos( self.origin );
angles = vectortoangles( level.price.origin - self.origin );
yaw = angles[ 1 ];
self OrientMode( "face angle", yaw );
*/
flag_wait( "field_go" );
self OrientMode( "face default" );
self setgoalnode( node );
}
else
self setgoalnode( node );
self.fixednode = true;
self.goalradius = 16;
flag_wait( "player_at_overlook" );
self delete();
// prone_to_stand_1, prone_to_stand_2, prone_to_stand_3
// self anim_generic( self, "prone_to_stand_" + ( randomint( 3 ) + 1 ) );
}
hilltop_mortar_team( msg )
{
ent = getent( msg, "targetname" );
self.goalradius = 16;
self setgoalpos( ent.origin );
}
russian_leader_think( first_scene )
{
level.kamarov = self;
self.drawOnCompass = false;
self.animname = "kamarov";
if ( isdefined( first_scene ) )
{
self setgoalpos( self.origin );
self.goalradius = 8;
}
flag_wait( "russians_stand_up" );
self.drawOnCompass = true;
}
kamarov()
{
return level.kamarov.script_friendname;
}
setup_sas_buddies()
{
level.price = getent( "price", "targetname" );
level.price.animname = "price";
level.gaz = getent( "gaz", "targetname" );
level.gaz.animname = "gaz";
level.price thread waterfx( "shack_cleared" );
level.gaz thread waterfx( "shack_cleared" );
level.player thread waterfx( "shack_cleared" );
level.price animscripts\init::initWeapon( "m4m203_silencer_reflex", "primary" );
level.price animscripts\shared::placeWeaponOn( "m4m203_silencer_reflex", "right" );
level.price.primaryweapon = level.price.weapon;
level.price.lastweapon = level.price.weapon;
level.gaz animscripts\init::initWeapon( "m4m203_silencer_reflex", "primary" );
level.gaz animscripts\shared::placeWeaponOn( "m4m203_silencer_reflex", "right" );
level.gaz.primaryweapon = level.gaz.weapon;
level.gaz.lastweapon = level.gaz.weapon;
// level.bob = getent( "bob", "targetname" );
// level.bob.animname = "bob";
level.price make_hero();
level.gaz make_hero();
// level.bob make_hero();
// level.bob delete();
allies = getaiarray( "allies" );
array_thread( allies, ::sas_main_think );
}
aim_at_overlook_fight()
{
self waittill( "goal" );
friendly_cliff_target = getent( "friendly_cliff_target", "targetname" );
self cqb_walk( "on" );
self cqb_aim( friendly_cliff_target );
flag_wait( "overlook_attack_begins" );
self cqb_aim();
self cqb_walk( "off" );
}
player_push_toggle()
{
flag_wait( "burning_door_open" );
// self pushplayer( false );
flag_wait( "player_reaches_cliff_area" );
// self pushplayer( true );
}
sas_main_think()
{
self.battleChatter = false;
self.baseaccuracy = 10000;
self.grenadeammo = 0;
self ent_flag_init( "rappelled" );
thread magic_bullet_shield();
thread player_push_toggle();
go_to_overlook = false;
if ( !flag( "go_up_hill" ) )
{
go_to_overlook = true;
enable_cqbwalk();
flag_wait( "gaz_and_price_go_up_hill" );
disable_cqbwalk();
hilltop_friendly_orgs = getentarray( "hilltop_friendly_org", "targetname" );
for ( i = 0; i < hilltop_friendly_orgs.size; i++ )
{
if ( !isdefined( hilltop_friendly_orgs[ i ].used ) )
{
hilltop_friendly_orgs[ i ].used = true;
self setgoalpos( hilltop_friendly_orgs[ i ].origin );
self.goalradius = 16;
break;
}
}
}
self notify( "stop_going_to_node" );
self.baseaccuracy = 1;
if ( !flag( "go_to_overlook" ) || go_to_overlook )
{
flag_wait( "go_to_overlook" );
self.maxvisibledist = 8000;
if ( self == level.gaz )
self.ignoreall = true;
nodes = [];
nodes[ "price" ] = "price_overlook_node";
nodes[ "gaz" ] = "gaz_overlook_node";
// nodes[ "kamarov" ] = "bob_overlook_node";
self.ignoreall = true;
self.ignoreme = true;
self notify( "stop_going_to_node" );
if ( self != level.kamarov )
{
node = getnode( nodes[ self.animname ], "targetname" );
self setgoalnode( node );
}
else
{
node = getent( "kaz_overlook_org", "targetname" );
self setgoalpos( node.origin );
}
self.goalradius = 16;
if ( self == level.price )
{
thread aim_at_overlook_fight();
}
if ( self == level.kamarov )
{
self pushplayer( true );
self waittill( "goal" );
wait( 1 );
level.binocs = self get_prop( "binocs" );
node thread anim_loop_solo( self, "binoc_idle" );
}
}
if ( !flag( "overlook_attack_begins" ) )
{
self.ignoreall = true;
self.ignoreme = true;
flag_wait( "overlook_attack_begins" );
self.ignoreall = false;
self.ignoreme = false;
}
if ( is_overlook_or_earlier_start() )
{
if ( self == level.kamarov )
{
flag_wait( "kam_go_through_burning_house" );
node = getent( "kaz_overlook_org", "targetname" );
node notify( "stop_loop" );
level.binocs delete();
level.kamarov set_force_color( "y" );
}
else
{
flag_wait( "go_through_burning_house" );
}
if ( self == level.gaz )
{
self.ignoreall = false;
wait( 1.2 );
level.price set_force_color( "r" );
}
if ( self == level.price )
{
wait( 0.5 );
level.gaz set_force_color( "o" );
}
self.ignoreall = true;
}
if ( is_rappel_or_earlier_start() )
{
flag_wait( "power_plant_cleared" );
if ( !self ent_flag( "rappelled" ) )
{
if ( self == level.price )
{
thread cliff_dialogue();
}
flag_wait( "head_to_the_cliff" );
self set_force_color( "g" );
self.ignoreme = true;
if ( self == level.kamarov )
{
flag_wait( "kam_heads_to_rappel_spot" );
self disable_ai_color();
node = getnode( "kam_power_node", "targetname" );
self setgoalnode( node );
self.goalradius = 16;
}
else
{
flag_wait( "head_to_rappel_spot" );
self.disableexits = true;
self.interval = 0;
self set_force_color( "p" );
}
self.ignoreall = true;
if ( self.animname == "kamarov" )
{
flag_wait( "player_finishes_rappel" );
self stop_magic_bullet_shield();
self delete();
return;
}
self ent_flag_wait( "rappelled" );
if ( self == level.price )
{
self endon( "death" );
// thread price_swap();
}
self.ignoreall = false;
}
}
sas_handle_farm();
}
sas_handle_farm()
{
self set_force_color( "r" );
flag_wait( "rpg_guy_attacks_bm21s" );
self set_force_color( "o" );
}
blackout_stealth_settings()
{
// these values represent the BASE huristic for max visible distance base meaning
// when the character is completely still and not turning or moving
// HIDDEN is self explanatory
hidden = [];
hidden[ "prone" ] = 70;
hidden[ "crouch" ] = 260;
hidden[ "stand" ] = 380;
// ALERT levels are when the same AI has sighted the same enemy twice OR found a body
alert = [];
alert[ "prone" ] = 140;
alert[ "crouch" ] = 900;
alert[ "stand" ] = 1500;
// SPOTTED is when they are completely aware and go into NORMAL COD AI mode...however, the
// distance they can see you is still limited by these numbers because of the assumption that
// you're wearing a ghillie suit in woodsy areas
spotted = [];
spotted[ "prone" ] = 512;
spotted[ "crouch" ] = 5000;
spotted[ "stand" ] = 8000;
stealth_detect_ranges_set( hidden, alert, spotted );
}
setup_player()
{
level.player thread stealth_ai();
level.player._stealth_move_detection_cap = 100;
}
hilltop_sniper()
{
guys = get_guys_with_targetname_from_spawner( "hilltop_sniper" );
array_thread( guys, ::hilltop_sniper_moves_in );
array_thread( guys, ::ground_allied_forces );
}
hilltop_sniper_moves_in()
{
self endon( "death" );
self.ignoreall = true;
self.ignoreme = true;
// wait_for_targetname_trigger( "prone_trigger" );
// self thread anim_custommode( self, "prone_dive" );
targ = getent( self.target, "targetname" );
targ anim_generic_reach( self, "prone_dive" );
self allowedstances( "prone" );
targ thread anim_generic_custom_animmode( self, "gravity", "prone_dive" );
wait( 1.2 );
self notify( "stop_animmode" );
targ = getnode( targ.target, "targetname" );
self setgoalpos( targ.origin );
self.goalradius = 32;
flag_wait( "overlook_attack_begins" );
self allowedstances( "prone", "crouch" );
self.ignoreall = false;
self.ignoreme = false;
}
hut_cleared()
{
flag_wait( "hut_guys" );
flag_wait( "pier_guys" );
flag_set( "hut_cleared" );
}
set_high_alert_on_alarm()
{
self endon( "death" );
stealth_enemy_waittill_alert();
flag_set( "high_alert" );
}
set_high_alert()
{
level endon( "overlook_attack_begins" );
level endon( "instant_high_alert" );
array_thread( level.deathflags[ "hut_guys" ][ "ai" ], ::set_high_alert_on_alarm );
for ( ;; )
{
level add_wait( ::flag_wait, "high_alert" );
level add_wait( ::flag_wait, "_stealth_spotted" );
// level add_wait( ::flag_wait, "_stealth_alert" );
level add_wait( ::_waittillmatch, "event_awareness", "heard_corpse" );
level add_wait( ::_waittillmatch, "event_awareness", "heard_scream" );
level add_wait( ::_waittillmatch, "event_awareness", "explode" );
level add_wait( ::_waittillmatch, "event_awareness", "doFlashBanged" );
// level add_wait( ::flag_wait, "_stealth_alert" );
do_wait_any();
flag_set( "high_alert" );
for ( ;; )
{
ai = getaiarray( "axis" );
if ( !ai.size )
break;
if ( flag( "hut_cleared" ) )
{
wait( 0.05 );
continue;
}
has_enemy = false;
for ( i = 0; i < ai.size; i++ )
{
if ( !isalive( ai[ i ].enemy ) )
continue;
has_enemy = true;
break;
}
if ( !has_enemy )
break;
wait( 0.05 );
/*
if ( flag( "_stealth_spotted" ) )
{
wait( 0.05 );
continue;
}
if ( flag( "_stealth_alert" ) )
{
wait( 0.05 );
continue;
}
break;
*/
}
flag_clear( "high_alert" );
wait( 0.05 );
}
}
overlook_runner_think()
{
self endon( "death" );
overlook_enemy_waits_for_player();
overlook_enemy_leaves_stealth();
}
street_walker_think()
{
self endon( "death" );
overlook_enemy_waits_for_player();
// ends when stealth is broken
if ( !isdefined( level.street_walker_delay ) )
level.street_walker_delay = 0.0;
else
level.street_walker_delay+= randomfloatrange( 0.2, 0.4 );
wait( level.street_walker_delay );
maps\_patrol::patrol( self.target );
overlook_enemy_leaves_stealth();
}
overlook_enemy_waits_for_player()
{
self thread custom_stealth_ai();
flag_wait( "player_at_overlook" );
}
overlook_enemy_leaves_stealth()
{
flag_wait( "_stealth_spotted" );
// if ( !isdefined( level.attention_getter ) )
{
level.attention_getter = true;
overlook_attention = getent( "overlook_attention", "targetname" );
self setgoalpos( overlook_attention.origin );
self.goalradius = overlook_attention.radius;
self waittill( "goal" );
if ( !flag( "overlook_attention" ) )
{
flag_set( "overlook_attention" );
wait( 3 );
}
}
set_goalpos_and_volume_from_targetname( "enemy_overlook_defense" );
}
breach_first_building()
{
breach_guys = get_guys_with_targetname_from_spawner( "breach_spawner" );
/*
breach_guys = [];
breach_guys[ breach_guys.size ] = get_closest_colored_friendly( "c" );
breach_guys[ breach_guys.size ] = get_closest_colored_friendly( "b" );
*/
for ( i = 0; i < breach_guys.size; i++ )
{
spawn_failed( breach_guys[ i ] );
}
array_thread( breach_guys, ::pre_breach );
first_house_breach_volume = getent( "first_breach_volume", "targetname" );
first_house_breach_volume maps\_breach::breach_think( breach_guys, "explosive_breach_left" );
array_thread( breach_guys, ::post_breach );
flag_set( "breach_complete" );
}
pre_breach()
{
self thread magic_bullet_shield();
self.ignoreall = true;
self.ignoreme = true;
}
post_breach()
{
self stop_magic_bullet_shield();
// self enable_ai_color();
self.ignoreall = false;
self.ignoreme = false;
self delete();
}
spawn_replacement_baddies()
{
level endon( "cliff_fighting" );
count = 10;
spawners = getentarray( "enemy_reinforce_spawner", "targetname" );
spawners = array_randomize( spawners );
array_thread( spawners, ::add_spawn_function, ::fall_back_to_defensive_position );
index = 0;
for ( ;; )
{
axis = getaiarray( "axis" );
if ( axis.size > 10 )
{
wait( 1 );
continue;
}
spawner = spawners[ index ];
spawner.count = 1;
spawner spawn_ai();
index++ ;
if ( index >= spawners.size )
index = 0;
wait( 0.5 );
}
}
fall_back_to_defensive_position()
{
self endon( "death" );
self endon( "long_death" );
thread macmillan_proud_hook();
if ( !flag( "mgs_cleared" ) )
{
set_goalpos_and_volume_from_targetname( "enemy_overlook_defense" );
flag_wait( "mgs_cleared" );
}
if ( !flag( "player_reaches_cliff_area" ) )
{
set_goalpos_and_volume_from_targetname( "enemy_first_defense" );
flag_wait( "player_reaches_cliff_area" );
}
defend_second_area();
}
teleport_and_take_node_by_targetname( targetname )
{
nodes = getnodearray( targetname, "targetname" );
for ( i = 0; i < nodes.size; i++ )
{
node = nodes[ i ];
if ( isdefined( node.taken ) )
continue;
node.taken = true;
self teleport( node.origin );
self.goalradius = 32;
self setgoalnode( node );
return;
}
}
set_flag_on_player_damage( msg )
{
flag_assert( msg );
level endon( msg );
self endon( "death" );
for ( ;; )
{
self waittill( "damage", amt, entity, enemy_org, impact_org );
if ( !isalive( entity ) )
continue;
if ( entity != level.player )
continue;
thread set_flag_and_die( msg, impact_org );
}
}
set_flag_and_die( msg, impact_org )
{
flag_set( msg );
self dodamage( self.health + 150, impact_org );
}
ground_allied_forces()
{
self endon( "death" );
self endon( "damage_notdone" );
if ( !flag( "breach_complete" ) )
{
flag_wait( "breach_complete" );
wait( 0.1 ); // if we disable color the guys dont respawn so we just overwrite color by setting the new goal position
set_goalpos_and_volume_from_targetname( "ally_first_offense" );
self.ranit = true;
}
if ( !flag( "player_reaches_cliff_area" ) )
{
flag_wait( "player_reaches_cliff_area" );
self set_force_color( "c" );
teleport_and_take_node_by_targetname( "ally_cliff_start_node" );
self.baseaccuracy = 0;
}
if ( !flag( "cliff_look" ) )
{
self set_force_color( "c" );
self thread deletable_magic_bullet_shield();
flag_wait( "cliff_look" );
self stop_magic_bullet_shield();
}
if ( !flag( "cliff_moveup" ) )
{
self set_force_color( "c" );
/*
if ( issubstr( self.classname, "_AT_" ) )
{
thread rocket_guy_targets_bmp();
}
*/
flag_wait( "cliff_moveup" );
// wait( 0.1 ); // if we disable color the guys dont respawn so we just overwrite color by setting the new goal position
// set_goalpos_and_volume_from_targetname( "ally_second_attack" );
flag_wait( "cliff_complete" );
}
/*
if ( !flag( "player_rappels" ) )
{
waittillframeend;// otherwise the respawn logic will overwrite the color
cliff_remove_node = getnode( "cliff_remove_node", "targetname" );
self setgoalnode( cliff_remove_node );
self.goalradius = 32;
self waittill( "goal" );
}
*/
}
rocket_guy_targets_bmp()
{
self endon( "death" );
// they both continue on from the same flag
if ( !isalive( level.enemy_bmp ) )
waittillframeend;
if ( !isalive( level.enemy_bmp ) )
return;
self setentitytarget( level.enemy_bmp, 0.6 );
level.enemy_bmp godoff();
level.enemy_bmp waittill( "death" );
self clearentitytarget();
}
set_goalpos_and_volume_from_targetname( targetname )
{
org = getent( targetname, "targetname" );
volume = getent( org.target, "targetname" );
self.fixednode = false;
self.goalheight = 512;
// self disable_ai_color();
self allowedstances( "stand", "prone", "crouch" );
self setgoalpos( org.origin );
self.goalradius = org.radius;
self setgoalvolume( volume );
}
turn_off_stealth()
{
// end of stealth for the level
level waittill( "_stealth_spotted" );
level notify( "_stealth_stop_stealth_logic" );
}
blackout_guy_leaves_ignore( guy )
{
guy endon( "death" );
self waittill( "trigger" );
guy.ignoreme = false;
}
blackout_guy_animates_once( noteworthy, anime, theflag, timer )
{
if ( !isdefined( level.flag[ theflag ] ) )
flag_init( theflag );
guy = get_guy_with_script_noteworthy_from_spawner( noteworthy );
guy endon( "death" );
targ = getent( guy.target, "targetname" );
guy set_generic_deathanim( anime + "_death" );
guy.ignoreme = true;
if ( isdefined( guy.script_linkto ) )
{
// links to the trigger that forces ignore off
triggers = guy get_linked_ents();
array_thread( triggers, ::blackout_guy_leaves_ignore, guy );
}
guy.allowdeath = true;
guy.health = 1;
targ thread anim_generic_first_frame( guy, anime + "_ff" );
flag_wait( theflag );
length = getanimlength( guy getgenericanim( anime + "_ff" ) );
targ thread anim_generic( guy, anime + "_ff" );
wait( timer );
guy.ignoreme = false;
}
blackout_guy_animates( noteworthy, anime, theflag, timer )
{
if ( !isdefined( level.flag[ theflag ] ) )
flag_init( theflag );
guy = get_guy_with_script_noteworthy_from_spawner( noteworthy );
guy endon( "death" );
targ = getent( guy.target, "targetname" );
guy set_generic_deathanim( anime + "_death" );
guy.ignoreme = true;
if ( isdefined( guy.script_linkto ) )
{
// links to the trigger that forces ignore off
triggers = guy get_linked_ents();
array_thread( triggers, ::blackout_guy_leaves_ignore, guy );
}
guy.allowdeath = true;
guy.health = 1;
// freeze until its time to start
targ thread anim_generic_first_frame( guy, anime + "_ff" );
flag_wait( theflag );
// start animating
length = getanimlength( guy getgenericanim( anime + "_ff" ) );
targ thread anim_generic_loop( guy, anime );
// nearing end of anim, price kills
wait( timer );
guy.ignoreme = false;
wait( 1 );
guy die();
}
blackout_guy_animates_loop( noteworthy, anime, theflag, startflag )
{
if ( !isdefined( level.flag[ theflag ] ) )
flag_init( theflag );
/#
if ( isdefined( startflag ) )
{
assertex( isdefined( level.flag[ startflag ] ), "Startflag was not set" );
}
#/
guy = get_guy_with_script_noteworthy_from_spawner( noteworthy );
guy endon( "death" );
targ = getent( guy.target, "targetname" );
guy set_generic_deathanim( anime + "_death" );
guy.ignoreme = true;
if ( isdefined( guy.script_linkto ) )
{
// links to the trigger that forces ignore off
triggers = guy get_linked_ents();
array_thread( triggers, ::blackout_guy_leaves_ignore, guy );
}
guy.allowdeath = true;
guy.health = 1;
if ( isdefined( startflag ) )
{
targ thread anim_generic_first_frame( guy, anime + "_ff" );
flag_wait( startflag );
}
targ thread anim_generic_loop( guy, anime );
level waittill( "price_aims_at" + theflag );
level.price waittill( "goal" );
wait( 10 );
guy.ignoreme = false;
}
price_checks_goal_for_noteworthy()
{
self endon( "stop_checking_node_noteworthy" );
used = [];
for ( ;; )
{
self waittill( "goal" );
while ( !isdefined( self.node ) )
{
wait( 0.05 );
}
node = self.node;
if ( isdefined( used[ node.origin + "" ] ) )
continue;
used[ node.origin + "" ] = true;
if ( distance( node.origin, self.origin ) > self.goalradius )
continue;
if ( !isdefined( node.script_noteworthy ) )
continue;
if ( node.script_noteworthy == "signal_moveup" )
{
threadCQB_stand_signal_move_up = getent( "CQB_stand_signal_move_up", "targetname" );
price_signals_moveup();
}
}
}
price_signals_moveup()
{
while ( isalive( level.price.enemy ) )
wait( 0.05 );
level.price handsignal( "moveup", "enemy" );
}
price_cqb_aims_at_target( deathflag )
{
level notify( "price_gets_new_cqb_targ" );
level endon( "price_gets_new_cqb_targ" );
for ( ;; )
{
if ( deathflag == "hide" )
{
special = getent( "hide_target", "targetname" );
level.price cqb_aim( special );
level notify( "price_aims_at" + deathflag );
wait( 0.05 );
continue;
}
keys = getarraykeys( level.deathflags[ deathflag ][ "ai" ] );
if ( keys.size )
{
level.price cqb_aim( level.deathflags[ deathflag ][ "ai" ][ keys[ 0 ] ] );
level notify( "price_aims_at" + deathflag );
return;
}
wait( 0.05 );
}
}
price_attack_hunt()
{
for ( ;; )
{
self.noshoot = true;
if ( !isalive( self.enemy ) )
{
wait( 0.05 );
continue;
}
if ( !isdefined( self.enemy.dont_hit_me ) )
{
self.noshoot = undefined;
}
else
{
assertex( self.enemy.dont_hit_me, ".dont_hit_me has to be true or undefined" );
}
wait( 0.05 );
}
}
spawn_replacement_cliff_baddies()
{
level endon( "cliff_complete" );
count = 10;
spawners = getentarray( "later_spawner", "targetname" );
spawners = array_randomize( spawners );
array_thread( spawners, ::add_spawn_function, ::defend_second_area );
index = 0;
for ( ;; )
{
axis = getaiarray( "axis" );
if ( axis.size > 10 )
{
wait( 1 );
continue;
}
spawner = spawners[ index ];
spawner.count = 1;
spawner spawn_ai();
index++ ;
if ( index >= spawners.size )
index = 0;
wait( 0.5 );
}
}
defend_second_area()
{
self endon( "death" );
self endon( "long_death" );
teleport_and_take_node_by_targetname( "enemy_cliff_start_node" );
if ( !flag( "cliff_look" ) )
{
self.health = 50000;
thread set_flag_on_player_damage( "cliff_look" );
flag_wait( "cliff_look" );
self.health = 100;
}
thread track_defender_deaths();
self.baseaccuracy = 0;
flag_wait( "cliff_moveup" );
set_goalpos_and_volume_from_targetname( "enemy_cliff_defense" );
flag_wait( "cliff_complete" );
cliff_enemy_delete_org = getent( "cliff_enemy_delete_org", "targetname" );
wait( randomfloatrange( 1, 5 ) );
self setgoalpos( cliff_enemy_delete_org.origin );
self.goalradius = 32;
self waittill( "goal" );
self delete();
}
roof_spawner_think()
{
self endon( "death" );
self.ignoreme = true;
wait( randomintrange( 30, 60 ) );
self die();
}
track_defender_deaths()
{
self waittill( "death" );
level.defenders_killed++ ;
if ( level.defenders_killed >= 3 )
flag_set( "cliff_moveup" );
}
swarm_hillside()
{
self endon( "death" );
lowest = 5000;
lowest_index = 0;
orgs = getentarray( "power_station_attack_org", "targetname" );
for ( i = 0; i < orgs.size; i++ )
{
org = orgs[ i ];
if ( !isdefined( org.count ) )
{
org.count = 0;
}
if ( org.count < lowest )
{
lowest = org.count;
lowest_index = i;
}
}
org = orgs[ lowest_index ];
org.count++;
self setgoalpos( org.origin );
self.goalradius = org.radius;
self waittill( "goal" );
node = getnode( "power_plant_fight_node", "targetname" );
self setgoalnode( node );
self.goalradius = 2048;
for ( ;; )
{
wait( randomfloatrange( 7, 10 ) );
self.goalradius -= 128;
if ( self.goalradius < 650 )
self.goalradius = 650;
}
}
power_plant_spawner()
{
self endon( "death" );
self setgoalpos( self.origin );
self.goalradius = 64;
flag_wait( "player_reaches_cliff_area" );
self thread swarm_hillside();
}
overlook_turret_think()
{
// a function the AI runs when they try to use a turret
self.turret_function = set_turret_manual();
self endon( "death" );
self.ignoreme = true;
delaythread( 32, ::set_ignoreme, false );
delaythread( randomfloatrange( 50, 55 ), ::die );
mg_overlook_targets = getentarray( "mg_overlook_target", "targetname" );
for ( ;; )
{
self setentitytarget( random( mg_overlook_targets ) );
wait( randomfloatrange( 1, 2 ) );
}
}
set_turret_manual( turret )
{
// turret setmode( "manual_ai" );
}
power_plant_org()
{
power_plant = getent( "power_plant", "targetname" );
return power_plant.origin;
}
cliff_org()
{
cliff_org = getent( "cliff_org", "targetname" );
return cliff_org.origin;
}
overlook_player_mortarvision()
{
level endon( "mgs_cleared" );
// cause a mortar to go off if the player looks near an AI that is near certain spots set up in createfx
orgs = [];
ent = undefined;
for ( i = 0; i < level.createfxent.size; i++ )
{
if ( !isdefined( level.createfxent[ i ].v[ "exploder" ] ) )
continue;
if ( level.createfxent[ i ].v[ "exploder" ] != 70 )
continue;
ent = level.createfxent[ i ];
neworg = spawnstruct();
neworg.origin = ent.v[ "origin" ];
orgs[ orgs.size ] = neworg;
}
flag_wait( "overlook_attack_begins" );
wait( 5 );
last_mortar_point = undefined;
for ( ;; )
{
wait_for_player_to_ads_for_time( 1.5 );
for ( ;; )
{
wait( 0.5 );
if ( !player_is_ads() )
break;
ai = getaiarray( "axis" );
eye = level.player geteye();
angles = level.player getplayerangles();
forward = anglestoforward( angles );
end = eye + vectorScale( forward, 5000 );
trace = bullettrace( eye, end, true, level.player );
viewpoint = trace[ "position" ];
guy = getclosest( viewpoint, ai, 500 );
if ( !isdefined( guy ) )
continue;
mortar_point = getclosest( guy.origin, orgs, 500 );
if ( !isdefined( mortar_point ) )
continue;
if ( isdefined( last_mortar_point ) )
{
// dont have the same one go off twice
if ( mortar_point == last_mortar_point )
continue;
}
last_mortar_point = mortar_point;
// move one of the exploders there and set it off
ent.v[ "origin" ] = mortar_point.origin;
play_sound_in_space( "mortar_incoming", ent.v[ "origin" ] );
wait( 1.5 );
ent activate_individual_exploder();
wait( randomfloat( 8, 12 ) );
}
}
}
wait_for_player_to_ads_for_time( timer )
{
ads_timer = gettime();
for ( ;; )
{
if ( player_is_ads() )
{
if ( gettime() > ads_timer + timer )
return;
}
else
{
ads_timer = gettime();
}
wait( 0.05 );
}
}
player_is_ads()
{
return level.player PlayerAds() > 0.5;
}
physics_launch_think()
{
self hide();
self setcandamage( true );
for ( ;; )
{
self waittill( "damage", one, entity, three, four, five, six, seven );
if ( !isdefined( entity ) )
continue;
if ( !isdefined( entity.model ) )
continue;
if ( !issubstr( entity.model, "vehicle" ) )
continue;
break;
}
targ = getent( self.target, "targetname" );
org = targ.origin;
// vel = distance( self.origin, targ.origin );
vel = targ.origin - self.origin;
vel = vectorscale( vel, 100 );
model = spawn( "script_model", ( 0, 0, 0 ) );
model.angles = self.angles;
model.origin = self.origin;
model setmodel( self.model );
model physicslaunch( model.origin, vel );
self delete();
}
ally_rappels( msg, timer )
{
if ( self == level.price )
{
/*
self.walkdist = 1000;
walk = getdvar( "walk" );
self set_generic_run_anim( walk );
self.disableexits = true;
self.disablearrivals = true;
wait( 5 );
*/
}
node = getnode( msg, "targetname" );
rope = level.rope[ msg ];
node thread anim_first_frame_solo( rope, "rappel_start" );
node anim_generic_reach( self, "rappel_start" );
if ( !flag( "player_rappels" ) )
{
flag_wait( "player_at_rappel" );
flag_set( "gaz_rappels" );
}
if ( self.animname == "kamarov" )
return;
guys = [];
guys[ guys.size ] = self;
guys[ guys.size ] = rope;
node thread anim_single_solo( rope, "rappel_start" );
node anim_generic( self, "rappel_start" );
if ( !flag( "player_rappels" ) )
{
node thread anim_loop_solo( rope, "rappel_idle" );
node thread anim_generic_loop( self, "rappel_idle" );
flag_wait( "player_rappels" );
wait( timer );
node notify( "stop_loop" );
}
node thread anim_single_solo( rope, "rappel_end" );
node anim_generic( self, "rappel_end" );
level notify( "shack_cleared" ); // clear water walk stuff in start point
self ent_flag_set( "rappelled" );
self clear_run_anim();
self.walkdist = 16;
self.disableexits = false;
self.disablearrivals = false;
self.interval = 96;
self.disableexits = false;
}
price_swap()
{
/*
node = getnode( "price_swap_node", "targetname" );
level.price setgoalnode( node );
level.price.goalradius = node.radius;
*/
for ( ;; )
{
if ( player_looking_at( level.price geteye(), 0.7 ) )
{
wait( 0.1 );
continue;
}
break;
}
price_nvg_spawner = getent( "price_nvg_spawner", "targetname" );
price_nvg_spawner.origin = self.origin;
price_nvg_spawner.angles = self.angles;
guy = price_nvg_spawner stalingradspawn();
if ( spawn_failed( guy ) )
return;
// doppleganger!
level.price stop_magic_bullet_shield();
level.price delete();
level.price = guy;
guy.animname = "price";
guy thread magic_bullet_shield();
guy sas_handle_farm();
// guy pushplayer( true );
}
player_rappel_think()
{
/*
level.price thread ally_rappels( "ally1_rappel_node", 0.3 );
level.gaz thread ally_rappels( "ally2_rappel_node", 0 );
level.bob thread ally_rappels( "ally3_rappel_node", 0.9 );
*/
node = getnode( "player_rappel_node", "targetname" );
// node.origin = node.origin + ( 0, 0, 64 );
rope = spawn_anim_model( "player_rope" );
node thread anim_first_frame_solo( rope, "rappel_for_player" );
rope_glow = spawn_anim_model( "player_rope_obj" );
node thread anim_first_frame_solo( rope_glow, "rappel_for_player" );
rope_glow hide();
// this is the model the player will attach to for the rappel sequence
model = spawn_anim_model( "player_rig" );
model hide();
// put the model in the first frame so the tags are in the right place
node anim_first_frame_solo( model, "rappel" );
flag_wait( "gaz_rappels" );
rappel_trigger = getent( "player_rappel_trigger", "targetname" );
rappel_trigger trigger_on();
rope_glow show();
rappel_trigger sethintstring( &"BLACKOUT_RAPPEL_HINT" );
rappel_trigger waittill( "trigger" );
// damage trigger at the bottom of the rappel
cliffhanger = getent( "cliffhanger", "targetname" );
cliffhanger delete();
rope_glow hide();
// model show();
rappel_trigger delete();
flag_set( "player_rappels" );
level.player allowprone( false );
level.player allowcrouch( false );
level.player disableweapons();
// this smoothly hooks the player up to the animating tag
model lerp_player_view_to_tag( "tag_player", 0.5, 0.9, 35, 35, 45, 0 );
// now animate the tag and then unlink the player when the animation ends
node thread anim_single_solo( model, "rappel" );
node thread anim_single_solo( rope, "rappel_for_player" );
node waittill( "rappel" );
level.player unlink();
model delete();
level.player enableweapons();
flag_set( "player_finishes_rappel" );
level.player allowprone( true );
level.player allowcrouch( true );
level.player.ignoreme = false;
wait( 15 );
spawners = getentarray( "mg_gunner", "script_noteworthy" );
for ( i = 0; i < spawners.size; i++ )
{
if ( isalive( spawners[ i ] ) )
continue;
spawners[ i ] delete();
}
}
cliff_bm21_blows_up()
{
/#
wait( 0.05 );// for the start point
#/
flag_wait( "saw_first_bm21" );
bm21_03 = getent( "bm21_03", "targetname" );
radiusdamage( bm21_03.origin, 250, 5000, 2500 );
}
farm_rpg_guy_attacks_bm21s()
{
self thread magic_bullet_shield();
self.ignoreme = true;
self.IgnoreRandomBulletDamage = true;
self waittill( "goal" );
underground_bm21_target = getent( "underground_bm21_target", "targetname" );
// aim underground so he doesnt shoot too soon
self setentitytarget( underground_bm21_target );
flag_wait( "rpg_guy_attacks_bm21s" );
autosave_by_name( "farm_raid" );
self.a.rockets = 5000;
bm21_01 = getent( "bm21_01", "targetname" );
/#
if ( isalive( bm21_01 ) && !self cansee( bm21_01 ) )
{
// in case of mymapents
radiusdamage( bm21_01.origin, 250, 5000, 2500 );
}
#/
if ( isalive( bm21_01 ) )
{
self setentitytarget( bm21_01 );
attractor = Missile_CreateAttractorOrigin( bm21_01.origin + ( 0, 0, 50 ), 5000, 500 );
bm21_01.health = 500;
bm21_01 waittill( "death" );
Missile_DeleteAttractor( attractor );
}
bm21_02 = getent( "bm21_02", "targetname" );
/#
if ( isalive( bm21_02 ) && !self cansee( bm21_02 ) )
{
// in case of mymapents
radiusdamage( bm21_02.origin, 250, 5000, 2500 );
}
#/
if ( isalive( bm21_02 ) )
{
self setentitytarget( bm21_02 );
attractor = Missile_CreateAttractorOrigin( bm21_02.origin + ( 0, 0, 50 ), 5000, 500 );
bm21_02.health = 500;
bm21_02 waittill( "death" );
Missile_DeleteAttractor( attractor );
}
self.IgnoreRandomBulletDamage = false;
self.ignoreme = false;
self stop_magic_bullet_shield();
self.a.rockets = 1;
self.goalradius = 2048;
self clearentitytarget();
}
rappel_org()
{
player_rappel = getent( "player_rappel", "targetname" );
return player_rappel.origin;
}
prep_for_rappel_think()
{
// makes friendlies rappel when they touch the trigger
used = [];
used[ 1 ] = false;
used[ 2 ] = false;
used[ 3 ] = false;
timer[ 1 ] = 0.4;
timer[ 2 ] = 0.8;
timer[ 3 ] = 1.3;
create_rope( "ally1_rappel_node" );
create_rope( "ally2_rappel_node" );
for ( ;; )
{
self waittill( "trigger", other );
other thread gaz_and_kamarov_fight();
// continue;
//
// if ( isdefined( other.rappelling ) )
// continue;
// if ( other == level.kamarov )
// {
// other.ignoretriggers = true;
// continue;
// }
//
// other.rappelling = true;
//
// for ( i = 1; i <= 3; i++ )
// {
// if ( !used[ i ] )
// {
// other thread ally_rappels( "ally" + i + "_rappel_node", timer[ i ] );
// used[ i ] = true;
// break;
// }
// }
}
}
create_rope( msg )
{
node = getnode( msg, "targetname" );
rope = spawn_anim_model( "rope" );
node thread anim_first_frame_solo( rope, "rappel_start" );
level.rope[ msg ] = rope;
}
gaz_and_kamarov_fight()
{
self.ignoretriggers = true;
self.kam_gaz_fight = true;
// node = getnode( "gaz_kamarov_node", "targetname" );
node = getent( "gaz_kam_org", "targetname" );
// if ( self == level.price )
// {
// node = getent( "price_rap_org", "targetname" );
// }
node anim_reach_and_approach_solo( self, "cliff_start" );
flag_set( "final_raid_begins" );
setsaveddvar( "ai_friendlyFireBlockDuration", "0" );
if ( self == level.price )
{
flag_set( "price_at_fight" );
assertex( self == level.price, "self wasnt price!" );
flag_wait( "rappel_kamarov_ready" );
flag_wait( "rappel_gaz_ready" );
flag_wait( "gaz_kam_fight_begins" );
// self waittill( "goal" );
self delaythread( 24, ::ally_rappels, "ally2_rappel_node", 0.5 );
// node anim_single_solo( self, "cliff_start" );
self waittillend( "single anim" );
self setgoalpos( self.origin );
self.goalradius = 16;
self.ignoretriggers = false;
self.rappelling = true;
return;
}
if ( self == level.gaz )
flag_set( "gaz_at_fight" );
if ( self == level.kamarov )
flag_set( "kam_at_fight" );
// must be kam or gaz
flag_set( "rappel_" + self.animname + "_ready" ); // rappel_kamarov_ready, rappel_gaz_ready
flag_set( "gaz_fight_preps" );
if ( self == level.kamarov )
{
level.binocs = self get_prop( "binocs" );
thread binocs_delete();
}
flag_set( "power_station_dialogue_begins" );
if ( !flag( "gaz_kam_fight_begins" ) )
{
// loop until the fight starts
node thread anim_loop_solo( self, "cliff_start_idle", undefined, "stop_loop" + self.animname );
flag_wait( "gaz_kam_fight_begins" );
node notify( "stop_loop" + self.animname );
}
self waittillend( "single anim" );
// node thread anim_single_solo( self, "cliff_start" );
if ( self == level.kamarov )
{
node thread anim_loop_solo( self, "cliff_end_idle" );
return;
}
self.ignoretriggers = false;
self thread ally_rappels( "ally1_rappel_node", 0.25 );
setsaveddvar( "ai_friendlyFireBlockDuration", "2000" );
}
take_out_pier_guy( guy )
{
if ( flag( "high_alert" ) )
return;
level endon( "high_alert" );
guy.threatbias = 35000;
// Price: weapons free
radio_dialogue_queue( "weapons_free" );
// gaz: roger that
// radio_dialogue_queue( "roger_that" );
if ( !isalive( guy ) )
return;
guy.ignoreme = false;
// level.price.ignoreall = false;
level.gaz.ignoreall = false;
// level.gaz thread kill_guy( guy );
guy waittill( "death" );
level.price.ignoreall = true;
level.gaz.ignoreall = true;
}
_waittillmatch( msg1, msg2 )
{
level waittillmatch( msg1, msg2 );
}
kill_hut_patrol( hut_patrol )
{
hut_patrol endon( "death" );
level endon( "high_alert" );
flag_assert( "high_alert" );
level add_wait( ::_waittillmatch, "event_awareness", "found_corpse" );
level add_wait( ::_waittillmatch, "event_awareness", "heard_corpse" );
level add_wait( ::_waittillmatch, "event_awareness", "heard_scream" );
level add_wait( ::waittill_msg, "_stealth_no_corpse_announce" );
do_wait_any();
wait( 1.62 );
// wait( 0.25 );
level.price.ignoreall = false;
level.gaz.ignoreall = false;
}
hut_friendlies_chats_about_russians()
{
alert = [];
alert[ "prone" ] = 70;
alert[ "crouch" ] = 260;
alert[ "stand" ] = 380;
level._stealth.logic.ai_event[ "ai_eventDistDeath" ] = [];
level._stealth.logic.ai_event[ "ai_eventDistDeath" ][ "spotted" ] = 1024;
level._stealth.logic.ai_event[ "ai_eventDistDeath" ][ "alert" ] = 200;
level._stealth.logic.ai_event[ "ai_eventDistDeath" ][ "hidden" ] = 200;
level._stealth.logic.ai_event[ "ai_eventDistPain" ] = [];
level._stealth.logic.ai_event[ "ai_eventDistPain" ][ "spotted" ] = 512;
level._stealth.logic.ai_event[ "ai_eventDistPain" ][ "alert" ] = 200;
level._stealth.logic.ai_event[ "ai_eventDistPain" ][ "hidden" ] = 200;
level._stealth.logic.ai_event[ "ai_eventDistBullet" ] = [];
level._stealth.logic.ai_event[ "ai_eventDistBullet" ][ "spotted"] = getdvar( "ai_eventDistBullet" );
level._stealth.logic.ai_event[ "ai_eventDistBullet" ][ "alert" ] = 64;
level._stealth.logic.ai_event[ "ai_eventDistBullet" ][ "hidden" ] = 64;
stealth_detect_ranges_set( undefined, alert, undefined );
hut_patrol = getent( "hut_patrol", "targetname" );
hut_patrol thread custom_stealth_ai();
hut_patrol.goalradius = 4;
hut_patrol.no_corpse_announce = true;
thread kill_hut_patrol( hut_patrol );
axis = getaiarray( "axis" );
for ( i = 0; i < axis.size; i++ )
{
axis[ i ].no_corpse_caring = true;
}
hut_patrol.no_corpse_caring = undefined;
hut_patrol.found_corpse_wait = 15.0;
activate_trigger_with_targetname( "first_pier_trigger" );
flag_wait( "introscreen_complete" );
// The Loyalists are expecting us half a klick to the north. Move out.
level.price dialogue_queue( "expecting_us" );
level.price set_force_color( "r" );
level.gaz delaythread( 0.5, ::set_force_color, "r" );
// Loyalists eh? Are those the good Russians or the bad Russians?
level.gaz dialogue_queue( "loyalists_eh" );
// Well, they won't shoot at us on sight, if that's what you're asking.
level.price dialogue_queue( "wont_shoot_us" );
// That's good enough for me sir.
level.gaz dialogue_queue( "good_enough" );
pier_guy = getent( "pier_guy", "targetname" );
if ( isalive( pier_guy ) )
{
pier_guy.health = 20;
level.price thread cqb_aim( pier_guy );
level.gaz thread cqb_aim( pier_guy );
}
if ( isalive( hut_patrol ) )
hut_patrol patrol_soon();
add_wait( ::_wait, 8.4 );
add_wait( ::flag_wait, "high_alert" );
add_wait( ::flag_wait, "weapons_free" );
hut_patrol add_wait( ::waittill_msg, "death" );
do_wait_any();
if ( isalive( pier_guy ) )
{
take_out_pier_guy( pier_guy );
level.price cqb_aim();
level.gaz cqb_aim();
}
if ( isalive( hut_patrol ) && !flag( "high_alert" ) )
{
level.price cqb_aim( hut_patrol );
level.gaz cqb_aim( hut_patrol );
level.price.ignoreall = true;
level.gaz.ignoreall = true;
}
flag_wait( "pier_guys" );
level.price cqb_aim();
level.gaz cqb_aim();
if ( !flag( "high_alert" ) )
{
level.price.ignoreall = true;
level.gaz.ignoreall = true;
}
flag_wait( "hut_cleared" );
autosave_by_name( "hut_cleared" );
wait( 0.05 );
if ( !flag( "high_alert" ) )
{
level.price.ignoreall = true;
level.gaz.ignoreall = true;
}
// blackout_stealth_settings();
}
price_tells_player_to_come_over()
{
level endon( "breach_complete" );
flag_assert( "breach_complete" );
flag_wait( "over_here" );
wait( 2 );
level.price waittill( "goal" );
for ( ;; )
{
if ( flag( "player_near_overlook" ) )
break;
over_here();
}
}
overlook_price_tells_you_to_shoot_mgs()
{
wait( 8 );
// Soap! Hit those machine gunners in the windows!
// Soap, take out the machine gunners in the windows so Kamarov's men can storm the building!
level.price dialogue_queue( "machine_gunners_in_windows" );
if ( flag( "mgs_cleared" ) )
return;
level endon( "mgs_cleared" );
wait( 3 );
mg_window_reminder_in_sight_guy();
flag_waitopen( "visible_mg_gunner_alive" );
wait( 4 );
// Hit the other machine gunner through the wall.
level.price dialogue_queue( "other_mg_wall" );
}
mg_window_reminder_in_sight_guy()
{
level endon( "mgs_cleared" );
if ( !flag( "visible_mg_gunner_alive" ) )
return;
// Soap, take out the machine gunners in the windows, 10 o'clock low!
level.price dialogue_queue( "mg_windows" );
wait( 4 );
if ( !flag( "visible_mg_gunner_alive" ) )
return;
// Soap, hit those machine gunners, 10 o'clock low!
level.price dialogue_queue( "mg_low" );
}
clear_target_radius()
{
// kill all the baddies in the targetted radius
self waittill( "trigger" );
org = getent( self.target, "targetname" );
ai = getaispeciesarray( "axis", "all" );
array_thread( ai, ::die_if_near, org );
}
die_if_near( org )
{
if ( distance( self.origin, org.origin ) > org.radius )
return;
self die();
}
price_finishes_farm()
{
for ( ;; )
{
self waittill( "trigger", other );
if ( !isalive( other ) )
continue;
if ( other != level.price )
{
other thread ignore_triggers( 1.0 );
continue;
}
break;
}
flag_set( "farm_complete" );
}
informant_org()
{
if ( !flag( "player_in_house" ) )
{
blackout_door = getent( "blackout_door", "targetname" );
return blackout_door.origin+(0,0,100);
}
informant_org = getent( "informant_org", "targetname" );
if ( !flag( "farm_complete" ) )
{
return informant_org.origin;
}
// discovered he's not there!
informant_org = getent( informant_org.target, "targetname" );
return informant_org.origin;
}
vip_death()
{
self waittill( "death" );
setdvar( "ui_deadquote", &"BLACKOUT_THE_INFORMANT_WAS_KILLED" ); // "The Informant was killed" );
maps\_utility::missionFailedWrapper();
}
blackout_flashlight_guy()
{
level.spotlight = [];
vip_spawner = getent( "vip_spawner", "targetname" );
vip = vip_spawner spawn_ai();
vip endon( "death" );
vip.animname = "vip";
vip.allowdeath = true;
vip.ignoreme = true;
vip.ignoreall = true;
vip thread vip_death();
vip gun_remove();
vip.has_ir = undefined;
vip thread magic_bullet_shield();
level.vip = vip;
node = getnode( "vip_node", "targetname" );
node thread anim_loop_solo( vip, "idle" );
flashlight_spawner = getent( "flashlight_spawner", "targetname" );
flashlight_guy = flashlight_spawner spawn_ai();
if ( spawn_failed( flashlight_guy ) )
return;
flashlight_guy thread blind_guy_gets_flashed();
flashlight_guy.animname = "flashlight_guy";
flashlight = spawn_anim_model( "flashlight" );
level.flashlight = flashlight;
guy_and_flashlight = [];
guy_and_flashlight[ guy_and_flashlight.size ] = flashlight_guy;
guy_and_flashlight[ guy_and_flashlight.size ] = flashlight;
// flashlight_guy.ignoreme = true;
// hang at 15% into the anim until the player approaches
start_time = 0.15;
node thread anim_single( guy_and_flashlight, "search" );
delaythread( 0.05, ::anim_set_rate, guy_and_flashlight, "search", 0 );
delaythread( 0.05, ::anim_set_time, guy_and_flashlight, "search", start_time );
flashlight_guy.health = 50000;
flashlight_guy.allowdeath = true;
flashlight_guy.a.nodeath = true;
flashlight_guy.dontshootstraight = true;
thread blackout_flashlight_death( node, flashlight_guy, flashlight, guy_and_flashlight );
setsaveddvar( "r_spotlightbrightness", "3" );
setsaveddvar( "r_spotlightendradius", "1200" );
setsaveddvar( "r_spotlightstartradius", "5" );
flag_wait( "blackout_flashlight_guy" );
// we want the flashlight guy to shoot the player
level.price.ignoreme = true;
level.gaz.ignoreme = true;
// flashlight thread maps\_debug::drawtagforever( "tag_light", ( 0, 1, 0 ) );
// flashlight thread maps\_debug::drawtagforever( "tag_origin", ( 1, 0, 1 ) );
/*
ent = spawn( "script_model", ( 0, 0, 0 ) );
ent setmodel( "tag_origin" );
ent linkto( flashlight, "tag_light", ( 100, 0, 0 ), ( 0, 0, 0 ) );
PlayFXOnTag( getfx( "spotlight" ), ent, "tag_origin" );
ent thread maps\_debug::drawtagforever( "tag_origin" );
thread light();
*/
priceGuys = [];
priceGuys[ priceGuys.size ] = vip;
priceGuys[ priceGuys.size ] = level.price;
priceGuys[ priceGuys.size ] = flashlight;
level.flash_timer = gettime();
delaythread( 2, ::flag_set, "price_and_gaz_attack_flashlight_guy" );
if ( flashlight_guy is_healthy() )
{
flashlight_guy StartIgnoringSpotLight();
blackout_flashlight_guy_attacks( node, flashlight_guy, flashlight, guy_and_flashlight, start_time );
}
flag_set( "blackout_flashlightguy_dead" );
// thread compare_animtime( "search", flashlight_guy, flashlight );
// flashlight_guy thread drawanimtime( "search" );
// flashlight thread drawanimtime( "search" );
// wait( 5 );
if ( flashlight_guy is_healthy() )
flashlight_guy StopIgnoringSpotLight();
level.price StartIgnoringSpotLight();
flag_wait( "door" );
flag_wait( "price_rescues_vip" );
node thread anim_reach_solo( level.price, "rescue" );
flag_wait( "price_and_gaz_attack_flashlight_guy" );
flag_wait( "gaz_opens_door" );
level.price waittill( "goal" );
/#
if ( getdvar( "flashlight_debug" ) == "on" )
return;
#/
node notify( "stop_loop" );
level.vip gun_recall();
// thread gaz_talks_to_vip();
// who are you?
level.vip playsound( "blackout_nkd_whoareyou" );
node anim_single( priceGuys, "rescue" );
level.vip setgoalpos( level.vip.origin );
self.walkdist = 5000;
level.price StopIgnoringSpotLight();
flag_set( "blackout_rescue_complete" );
// iprintlnbold( "End of current mission" );
// wait( 2 );
// missionsuccess( "armada", false );
// node anim_single( guys, "death" );
}
vip_rescue_dialogue( empty )
{
if ( isdefined( level.rescue_dialogue ) )
return;
level.rescue_dialogue = true;
// its him.
level.price dialogue_queue( "its_him" );
level.price.walkdist = 5800;
// Nikolai - are you all right? Can you walk?
level.gaz dialogue_queue( "are_you_all_right" );
// Yes...and I can still fight. Thank you for getting me out of here.
level.vip thread vip_can_still_fight();
wait( 5.1 );
level.price.disableexits = true;
price_rescue_node = getnode( "price_rescue_node", "targetname" );
level.price setgoalnode( price_rescue_node );
// Big Bird this Bravo Six. We have the package. Meet us at LZ one. Over.
level.price dialogue_queue( "have_the_package" );
// Bravo Six this is Big Bird. We're on our way. Out.
radio_dialogue( "on_our_way" );
// Let's go! Let's go!
level.price dialogue_queue( "lets_go_lets_go" );
level.price.walkdist = 16;
level.gaz set_force_color( "p" );// gaz leads the player out
vip_rescue_node = getnode( "vip_rescue_node", "targetname" );
level.vip setgoalnode( vip_rescue_node );
}
vip_can_still_fight()
{
// Yes...and I can still fight. Thank you for getting me out of here.
dialogue_queue( "yes_can_still_fight" );
// level.timer = gettime();
// talk_for_time( 5 );
}
vip_talks_to_price()
{
// Have the Americans already attacked Al - Asad?
level.vip dialogue_queue( "have_americans_attacked" );
// No, their invasion begins in a few hours! Why?
level.price dialogue_queue( "invasion_begins" );
// The Americans are making a mistake. They will never take Al - Asad alive.
level.vip dialogue_queue( "making_a_mistake" );
}
flashlight_fx_change( price )
{
level.spotlight_caster delete();
level.spotlight_caster = level.flashlight spawn_flashlighfx( "spotlight", 0 );
}
blackout_flashlight_guy_attacks( node, flashlight_guy, flashlight, guy_and_flashlight, start_time )
{
flashlight_guy endon( "damage" );
flashlight_guy endon( "doFlashBanged" );
// flashlight guy steps out
anim_set_rate( guy_and_flashlight, "search", 1 );
flashlight_guy thread blackout_flashlight_kill_player();
level.flashlight delaythread( 0.50, ::spawn_flashlighfx, "spotlight", 8 );
level.flashlight delaythread( 0.50, ::spawn_flashlighfx, "flashlight", 8 );
level.flashlight delaythread( 0.50, ::play_sound_on_entity, "scn_blackout_flashlight_on" );
anim_set_rate( guy_and_flashlight, "search", 2 );
wait( 1.2 );
flashlight_guy notify( "flashlight_guy_attacks" );
anim_set_rate( guy_and_flashlight, "search", 1 );
wait( 1.3 );
anim_set_rate( guy_and_flashlight, "search", 0 );
flashlight_guy waittill_either( "damage", "doFlashBanged" );
}
blackout_flashlight_kill_player()
{
self endon( "death" );
self waittill( "flashlight_guy_attacks" );
waits = [];
waits[ waits.size ] = 0.65;
waits[ waits.size ] = 0.3;
waits[ waits.size ] = 0.35;
waits[ waits.size ] = 0.6;
waits[ waits.size ] = 0.3;
waits[ waits.size ] = 0.55;
index = 0;
for ( ;; )
{
if ( !BulletTracePassed( self gettagorigin( "tag_flash" ), level.player geteye(), false, undefined ) )
// if ( !self cansee( level.player ) )
{
wait( 0.05 );
continue;
}
magicbullet( self.weapon, self gettagorigin( "tag_flash" ), level.player geteye() );
PlayFXOnTag( getfx( "pistol_muzzleflash" ), self, "tag_flash" );
self thread play_sound_on_entity( "weap_m9_fire_npc" );
// self shoot( 1, level.player geteye() );
wait( waits[ index ] );
index++ ;
if ( index >= waits.size )
index = 0;
}
}
blackout_flashlight_death( node, flashlight_guy, flashlight, guy_and_flashlight )
{
flashlight_guy waittill_either( "damage", "doFlashBanged" );
flashlight_guy.died = true;
if ( !isdefined( level.spotlight[ "spotlight" ] ) )
{
// killed before he popped out by smart player
level.flashlight delaythread( 0.50, ::spawn_flashlighfx, "spotlight", 8 );
level.flashlight delaythread( 0.50, ::play_sound_on_entity, "scn_blackout_flashlight_on" );
}
if ( isdefined( level.spotlight[ "flashlight" ] ) )
level.spotlight[ "flashlight" ] delete();
org = getstartorigin( node.origin, node.angles, flashlight_guy getanim( "fl_death" ) );
node thread anim_single_solo( flashlight, "fl_death" );
if ( flashlight_guy.health == 50000 )
flashlight_guy waittill( "damage" );
if ( distance( org, flashlight_guy.origin ) > 8 )
{
// if the guy would pop to the spot he needs to die at then just play his death where he is and chuck the spotlight
node thread anim_single_solo( flashlight, "fl_death" );
flashlight_guy thread anim_single_solo( flashlight_guy, "fl_death_local" );
}
else
{
node thread anim_single_solo( flashlight_guy, "fl_death" );
}
wait( 0.5 );
flashlight_guy die();
}
spawn_flashlighfx( fx, offset )
{
if ( isdefined( level.spotlight[ fx ] ) )
return;
ent = spawn( "script_model", ( 0, 0, 0 ) );
level.spotlight[ fx ] = ent;
ent setmodel( "tag_origin" );
ent linkto( self, "tag_light", ( offset, 0, 0 ), ( 0, 0, 0 ) );
PlayFXOnTag( getfx( fx ), ent, "tag_origin" );
}
drawanimtime( anime )
{
for ( ;; )
{
println( self.animname + " " + self getanimtime( getanim( anime ) ) + " " + getanimlength( getanim( anime ) ) );
wait( 0.05 );
}
}
compare_animtime( anime, guy1, guy2 )
{
for ( ;; )
{
time1 = guy1 getanimtime( guy1 getanim( anime ) );
time2 = guy2 getanimtime( guy2 getanim( anime ) );
println( time1 - time2 );
wait( 0.05 );
}
}
flashlight_fire( guy )
{
// manually disable his shooting
guy.a.lastShootTime = gettime();
}
blind_guy_gets_flashed()
{
self waittill( "doFlashBanged" );
self.isFlashed = true;
self stopanimscripted();
self notify( "stop_first_frame" );
}
blind_corner_spawner_sound()
{
// start praying when sasha guy dies
self endon( "death" );
flag_wait( "blind_trigger" + "wall_spawner" );
self playsound( level.scr_sound[ "generic" ][ "breathing" ] );
}
blind_guy_think()
{
anims = [];
anims[ "lightswitch_spawner" ] = "blind_lightswitch";
anims[ "wall_spawner" ] = "blind_wall_feel";
anims[ "corner_spawner" ] = "blind_fire_pistol";
anims[ "hide_spawner" ] = "blind_hide_fire";
flag_init( "blind_trigger" + self.script_noteworthy );
flag_init( "blind" + self.script_noteworthy );
self add_wait( ::waittill_msg, "death" );
level add_func( ::flag_set, "blind" + self.script_noteworthy );
thread do_wait();
timers = [];
timers[ "lightswitch_spawner" ] = 5.0;
timers[ "wall_spawner" ] = 3.4;
timers[ "corner_spawner" ] = 2;
timers[ "hide_spawner" ] = 0.9;
death_timers = [];
death_timers[ "lightswitch_spawner" ] = 2.5;
death_timers[ "wall_spawner" ] = 1.5;
death_timers[ "corner_spawner" ] = 3;
death_timers[ "hide_spawner" ] = 1.9;
timer = timers[ self.script_noteworthy ];
death_timer = death_timers[ self.script_noteworthy ];
moment_anim = anims[ self.script_noteworthy ];
death_anim = anims[ self.script_noteworthy ] + "_death";
if ( self.script_noteworthy == "corner_spawner" )
{
thread blind_corner_spawner_sound();
}
moment_trigger = get_linked_trigger();
self.ignoreme = true;
self.allowdeath = true;
self.health = 8;
self thread blind_guy_gets_flashed();
moment_org = getent( self.target, "targetname" );
moment_org thread anim_generic_first_frame( self, moment_anim );
if ( self.script_noteworthy == "hide_spawner" )
{
self.a.pose = "crouch";// doesnt play his death anim by default because the death anim pops if its played too early
// hide guy is simplified cause he is killed quick
moment_trigger waittill( "trigger" );
if ( isalive( self ) )
{
delaythread( 0.693, ::set_generic_deathanim, death_anim );// if you shoot him too early he pops
if ( !self isFlashed() )
moment_org thread anim_generic( self, moment_anim );
wait( timer );
if ( isalive( self ) )
{
self thread blind_guy_dies_soon( death_timer );
}
}
return;
}
self set_generic_deathanim( death_anim );
weapons_free_trigger = getent( moment_trigger.script_linkto, "script_linkname" );
signal_node = get_linked_node();
weapons_free_node = getnode( signal_node.script_linkto, "script_linkname" );
next_signal_node = getnode( weapons_free_node.script_linkto, "script_linkname" );
signal_node thread price_signals_on_arrival();
noteworthy = self.script_noteworthy;
moment_trigger waittill( "trigger" );
flag_set( "blind_trigger" + noteworthy );
if ( isalive( self ) )
{
// moment begins if the guy is alive
if ( !self isFlashed() )
{
// if ( self.script_noteworthy == "corner_spawner" )
// self playsound( "blackout_ru4_breathing" );
moment_org thread anim_generic( self, moment_anim );
weapons_free_trigger wait_for_trigger_or_timeout( timer );
}
level.price advances_to_node( weapons_free_node );
if ( isalive( self ) )
{
// guy needs to die if the player gets too close
self thread blind_guy_dies_soon( death_timer );
}
}
level.price advances_to_node( next_signal_node );
level.price node_notifies_on_arrival( next_signal_node );
}
advances_to_node( node )
{
if ( isdefined( node.already_advanced ) )
return;
node.already_advanced = true;
self.goalradius = 16;
self setgoalnode( node );
}
price_signals_on_arrival()
{
self waittill( "price_reaches_signal_node" );
for ( ;; )
{
level.price waittill_player_lookat();
wait( 0.5 );// so price can settle after arriving at the node
if ( !isdefined( level.price.node ) )
return;
if ( level.price.node != self )
return;
level.price handsignal( "go" );
wait( randomfloatrange( 1.5, 3.5 ) );
}
}
node_notifies_on_arrival( signal_node )
{
self waittill( "goal" );
if ( !isdefined( self.node ) )
return;
if ( self.node != signal_node )
return;
signal_node notify( "price_reaches_signal_node" );
}
blind_guy_dies_soon( timer )
{
self endon( "death" );
self.ignoreme = false;
wait( timer );
level.price shoot();
self die();
}
get_linked_trigger()
{
links = get_links();
for ( i = 0; i < links.size; i++ )
{
ent = getent( links[ i ], "script_linkname" );
if ( !isdefined( ent ) )
continue;
if ( issubstr( ent.classname, "trigger" ) )
return ent;
}
}
get_linked_node()
{
links = get_links();
for ( i = 0; i < links.size; i++ )
{
node = getnode( links[ i ], "script_linkname" );
if ( !isdefined( node ) )
continue;
return node;
}
}
gaz_teleports_upstairs()
{
gaz_teleport_node = getnode( "gaz_teleport_node", "targetname" );
level.gaz teleport( gaz_teleport_node.origin );
level.gaz setgoalnode( gaz_teleport_node );
level.gaz.disableexits = true;
level.gaz.disablearrivals = true;
level.gaz cqb_walk( "on" );
}
record_old_intensity()
{
self.old_intensity = self getlightintensity();
}
blackout_lights_go_out()
{
flag_set( "lights_out" );
node = getnode( "power_node_switch", "targetname" );
level.gaz setgoalnode( node ); // turn his back to the player
level.gaz playsound( "scn_blackout_breaker_box" );
wait( 2.5 );
blackout_spotlights = getentarray( "blackout_spotlight", "targetname" );
array_thread( blackout_spotlights, ::record_old_intensity );
array_thread( blackout_spotlights, ::_setLightIntensity, 0 );
disable_oneshotfx_with_noteworthy( "blackout_light_org" );
blackout_spotlight_model = getent( "blackout_spotlight_model", "targetname" );
blackout_spotlight_model setmodel( "ch_street_wall_light_01_off" );
}
blackout_fence_swap()
{
blackout_fence_up = getent( "blackout_fence_up", "targetname" );
blackout_fence_up connectpaths();
blackout_fence_up delete();
blackout_fence_down = getent( "blackout_fence_down", "targetname" );
blackout_fence_down show();
blackout_fence_down solid();
}
gaz_runs_by_window()
{
gaz_teleport_node = getnode( "gaz_teleport_node", "targetname" );
node = getnode( gaz_teleport_node.target, "targetname" );
level.gaz maps\_spawner::go_to_node( node );
flag_set( "gaz_got_to_blackout_door" );
}
gaz_opens_door_and_enters()
{
level endon( "blackout_rescue_complete" );
flag_wait( "gaz_got_to_blackout_door" );
gaz_door = getent( "gaz_door", "targetname" );
// gaz pops in through the exit door
door = getent( "exit_door", "targetname" );
door thread palm_style_door_open();
gaz_door anim_generic( level.gaz, "smooth_door_open" );
node = getnode( "gaz_door_dead_node", "targetname" );
level.gaz setgoalnode( node );
flag_set( "gaz_opens_door" );
flag_wait( "price_and_gaz_attack_flashlight_guy" );
node = getnode( node.target, "targetname" );
level.gaz setgoalnode( node );
}
#using_animtree( "generic_human" );
gaz_goes_to_cut_the_power()
{
setsaveddvar( "ai_friendlyFireBlockDuration", "0" );
level endon( "lights_out" );
node = getnode( "power_node", "targetname" );
level.gaz setgoalnode( node );
level.gaz.goalradius = 32;
level.gaz waittill( "goal" );
flag_wait( "player_bugs_gaz" );
// Soap! Regroup with Captain Price! You can storm the building when I cut the power. Go!
// level.gaz.looktarget = level.player;
level.gaz dialogue_queue( "regroup_with_price" );
// level.gaz.looktarget = undefined;
}
price_approaches_door()
{
level.price.fixednode = false;
blackout_door = getent( "blackout_door", "targetname" );
blackout_door anim_generic_reach_and_arrive( level.price, "smooth_door_open" );
// level.price.fixednode = true;
level.price.goalradius = 32;
level.price.grenadeammo = 0;// bad when he throws them indoors
level.price.baseaccuracy = 1000;
level.price.noreload = true;
}
price_opens_door_and_goes_in()
{
level.price.fixednode = true;
blackout_door = getent( "blackout_door", "targetname" );
door = getent( "slow_door", "targetname" );
door thread palm_style_door_open();
blackout_door thread anim_generic( level.price, "smooth_door_open" );
blackout_first_price_node = getnode( "blackout_first_price_node", "targetname" );
level.price advances_to_node( blackout_first_price_node );
level.price thread node_notifies_on_arrival( blackout_first_price_node );
}
price_attacks_door_guy()
{
node = getnode( "price_door_attack_node", "targetname" );
level.price setgoalnode( node );
thread last_signal_node( node );
flag_wait( "price_and_gaz_attack_flashlight_guy" );
node = getnode( node.target, "targetname" );
level.price setgoalnode( node );
flag_wait( "blackout_flashlightguy_dead" );
level.price.fixednode = true;
price_rescue_room_node = getnode( "price_rescue_room_node", "targetname" );
level.price setgoalnode( price_rescue_room_node );
}
last_signal_node( node )
{
node thread price_signals_on_arrival();
level.price.goalradius = 8;
level.price waittill( "goal" );
node notify( "price_reaches_signal_node" );
}
blackout_vision_adjustment()
{
for ( ;; )
{
flag_wait( "player_in_house" );
thread set_vision_set( "blackout_darkness", 0.5 );
// thread set_nvg_vision( "blackout_nvg", 0.5 );
flag_waitopen( "player_in_house" );
thread set_vision_set( "blackout", 0.5 );
// thread set_nvg_vision( "default_night", 0.5 );
}
}
get_evac_org()
{
rescue_heli_org = getent( "rescue_heli_org", "targetname" );
return rescue_heli_org.origin;
}
open_door_trigger( doorname )
{
flag_init( doorname + "_door_open" );
burning_door = getent( doorname + "_door", "targetname" );
// burning_door connectpaths();
self waittill( "trigger", other );
wait( 0.8 );
burning_door_org = getent( doorname + "_door_org", "targetname" );
burning_door = getent( doorname + "_door", "targetname" );
burning_door thread palm_style_door_open();
length = getanimlength( other getanim_generic( "smooth_door_open" ) );
burning_door_org thread anim_generic( other, "smooth_door_open" );
wait( length - 0.5 );
flag_set( doorname + "_door_open" );
}
price_evac_idle()
{
self waittill( "evac" );
self anim_loop_solo( level.price, "evac_idle", "tag_detach" );
}
should_break_grenade_launcher_hint( nothing )
{
heldweapons = level.player getweaponslist();
stored_ammo = [];
for ( i = 0; i < heldweapons.size; i++ )
{
weapon = heldweapons[ i ];
stored_ammo[ weapon ] = level.player getWeaponAmmoClip( weapon );
}
// dont do the hint if we don't have the weapon
if ( !isdefined( stored_ammo[ "m203_m4_silencer_reflex" ] ) )
return true;
weapon = level.player getcurrentweapon();
if ( weapon == "m203_m4_silencer_reflex" )
return true;
if ( flag( "power_plant_cleared" ) )
return true;
// dont do the hint if we're out of ammo
return stored_ammo[ "m203_m4_silencer_reflex" ] == 0;
}
should_break_sniper_rifle_hint( nothing )
{
heldweapons = level.player getweaponslist();
stored_weapon = [];
for ( i = 0; i < heldweapons.size; i++ )
{
weapon = heldweapons[ i ];
stored_weapon[ weapon ] = true;
}
// dont do the hint if we don't have the weapon
if ( !isdefined( stored_weapon[ "m14_scoped_silencer_woodland" ] ) )
return true;
if ( flag( "overlook_attack_begins" ) )
return true;
// don't do the hint if we're already using the sniper rifle
return level.player getcurrentweapon() == "m14_scoped_silencer_woodland";
}
attack_player()
{
self endon( "death" );
self.goalradius = 1200;
for ( ;; )
{
self.goalradius -= 128;
if ( self.goalradius < 750 )
self.goalradius = 750;
self setgoalpos( level.player.origin );
wait( 5 );
}
}
grenade_hint_logic()
{
level endon( "farm_complete" );
flag_wait( "m203_hint" );
thread display_hint( "grenade_launcher" );
}
swamp_sprint_protection()
{
flag_wait( "play_nears_meeting" );
flags = [];
flags[ flags.size ] = "pier_guys";
flags[ flags.size ] = "hut_guys";
flags[ flags.size ] = "chess_cleared";
flags[ flags.size ] = "shack_cleared";
// all the flags cleared?
cleared = 0;
for ( i = 0; i < flags.size; i++ )
{
if ( !flag( flags[ i ] ) )
{
break;
}
cleared++;
}
if ( cleared == flags.size )
return;
// the player has skipped ahead so kill the baddies and tele gaz and price up
meeting_catchup_org = getentarray( "meeting_catchup_org", "targetname" );
level.price teleport( meeting_catchup_org[ 0 ].origin );
level.gaz teleport( meeting_catchup_org[ 1 ].origin );
level.price set_force_color( "c" );
level.gaz set_force_color( "c" );
array_levelthread( flags, ::kill_all_ai_of_deathflag );
}
kill_all_ai_of_deathflag( flagname )
{
array_levelthread( level.deathflags[ flagname ][ "ai" ], ::kill_myself_shortly );
}
kill_myself_shortly( guy )
{
// guy instead of self because the member of the array could potentially be removed and unable to thread a function
if ( !isalive( guy ) )
return;
guy endon( "death" );
wait( randomfloatrange( 0.1, 3.5 ) );
guy die();
}
price_and_gaz_catchup_to_bridge()
{
orgs = getentarray( "friendly_catchup_org_1", "targetname" );
// spammy because the player can be in a wide positional range due to the 2 open
// spots under the bridge.
for ( i = 0; i < orgs.size; i++ )
{
level.gaz teleport( orgs[ i ].origin );
level.price teleport( orgs[ i ].origin );
}
}
blackhawk_sound()
{
fly = "blackout_blackhawk_fly";
idle = "blackout_blackhawk_idle";
flyblend = spawn( "sound_blend", ( 0.0, 0.0, 0.0 ) );
flyblend thread manual_linkto( self, ( 0, 0, 0 ) );
idleblend = spawn( "sound_blend", ( 0.0, 0.0, 0.0 ) );
idleblend thread manual_linkto( self, ( 0, 0, 64 ) );
flyblend thread mix_up( fly );
flag_wait( "blackhawk_lands" );
flyblend thread mix_down( fly );
idleblend thread mix_up( idle );
flag_waitopen( "blackhawk_lands" );
flyblend thread mix_up( fly );
idleblend thread mix_down( idle );
}
player_jumps_into_heli()
{
level endon( "player_gets_on_heli" );
for ( ;; )
{
level.hud_mantle[ "text" ].alpha = 0;
level.hud_mantle[ "icon" ].alpha = 0;
flag_wait( "player_near_heli" );
detect_player_mantle();
}
}
detect_player_mantle()
{
level endon( "player_gets_on_heli" );
for ( ;; )
{
if ( !flag( "player_near_heli" ) )
{
level.hud_mantle[ "text" ].alpha = 0;
level.hud_mantle[ "icon" ].alpha = 0;
return;
}
level.hud_mantle[ "text" ].alpha = 1;
level.hud_mantle[ "icon" ].alpha = 1;
if ( level.player getvelocity()[ 2 ] > 8 )
{
flag_set( "player_gets_on_heli" );
}
wait( 0.05 );
}
}
first_rpg_spawner_think()
{
self thread magic_bullet_shield();
self.ignoreme = true;
self.IgnoreRandomBulletDamage = true;
self waittill( "goal" );
self.a.rockets = 5000;
bm21 = getent( "bm21_03", "targetname" );
if ( isalive( bm21 ) )
{
self setentitytarget( bm21 );
attractor = Missile_CreateAttractorOrigin( bm21.origin + ( 0, 0, 50 ), 5000, 500 );
bm21.health = 500;
bm21 add_wait( ::waittill_msg, "death" );
add_wait( ::_wait, 30 );
do_wait_any();
if ( isalive( bm21 ) )
radiusdamage( bm21.origin, 250, 5000, 2500 );
Missile_DeleteAttractor( attractor );
}
self.IgnoreRandomBulletDamage = false;
self.ignoreme = false;
self stop_magic_bullet_shield();
self.a.rockets = 1;
wait( 1 );
self die();
flag_set( "first_bmp_destroyed" );
}
bmp_killer_spawner_think()
{
level.bmp_killer = self;
self thread magic_bullet_shield();
self.ignoreme = true;
self.IgnoreRandomBulletDamage = true;
self waittill( "goal" );
self.a.rockets = 5000;
if ( isalive( level.enemy_bmp ) )
{
self setentitytarget( level.enemy_bmp );
attractor = Missile_CreateAttractorOrigin( level.enemy_bmp.origin + ( 0, 0, 0 ), 5000, 500 );
level.enemy_bmp godoff();
level.enemy_bmp.health = 500;
level.enemy_bmp add_wait( ::waittill_msg, "death" );
add_wait( ::_wait, 30 );
do_wait_any();
if ( isalive( level.enemy_bmp ) )
radiusdamage( level.enemy_bmp.origin, 250, 5000, 2500 );
Missile_DeleteAttractor( attractor );
}
self.IgnoreRandomBulletDamage = false;
self.ignoreme = false;
self stop_magic_bullet_shield();
self.a.rockets = 1;
cliff_remove_node = getnode( "cliff_remove_node", "targetname" );
self setgoalnode( cliff_remove_node );
self.goalradius = 32;
self waittill( "goal" );
self delete();
}
waittill_on_node( node )
{
self waittill( "goal" );
for ( ;; )
{
if ( !isdefined( self.node ) )
{
wait( 0.05 );
continue;
}
if ( self.node != node )
{
wait( 0.05 );
continue;
}
if ( distance( self.origin, node.origin ) > 12 )
{
wait( 0.05 );
continue;
}
/*
if ( self.a.movement != "stop" )
{
wait( 0.05 );
continue;
}
*/
break;
}
}
first_signal_on_node( node, signal )
{
level endon( "high_alert" );
hut_patrol = getent( "hut_patrol", "targetname" );
if ( !isalive( hut_patrol ) )
return;
hut_patrol endon( "death" );
waittill_on_node( node );
flag_wait( "player_near_pier" );
self thread anim_generic( self, signal );
wait( 2.0 );
flag_set( "weapons_free" );
}
shack_signal( node )
{
level endon( "high_alert" );
level endon( "chess_cleared" );
// level.price setgoalnode( node );
level.price waittill_on_node( node );
// do it
// level.price thread anim_single_queue( level.price, "do_it" );
level.price thread anim_generic( level.price, "go_exposed" );
// Soap - plant some claymores in front of the door, then get their attention.
level.price thread dialogue_queue( "plant_claymore" );
// delete the clip that makes price's approach look better
hut_approach_clip = getent( "hut_approach_clip", "targetname" );
hut_approach_clip connectpaths();
hut_approach_clip delete();
wait( 4 );
thread display_hint( "claymore_plant" );
for ( ;; )
{
if ( should_break_claymores() )
break;
wait( 0.05 );
}
wait( 3.0 );
thread display_hint( "claymore_placement" );
}
signal_on_node( node, signal )
{
level endon( "high_alert" );
waittill_on_node( node );
// wait( 0.25 );
self anim_generic( self, signal );
}
price_and_gaz_flash_hut()
{
if ( flag( "hut_guys" ) )
return;
level endon( "hut_guys" );
level endon( "high_alert" );
level endon( "recent_flashed" );
flag_wait( "price_throws_flash" );
flag_wait( "gaz_flash_ready" );
price_door_flash = getent( "price_door_flash", "script_noteworthy" );
for ( ;; )
{
if ( !isdefined( level.price.node ) )
{
wait( 0.05 );
continue;
}
if ( !level.price istouching( price_door_flash ) )
{
wait( 0.05 );
continue;
}
break;
}
wait( 0.5 ); // for price to get on node
node = spawn( "script_origin", level.price.node.origin );
node.angles = level.price.node.angles + ( 0, 90, 0 );
node thread anim_generic( level.price, "grenade_throw" );
oldGrenadeWeapon = level.price.grenadeWeapon;
level.price.grenadeWeapon = "flash_grenade";
level.price.grenadeAmmo++ ;
wait 3.5;
flash_throw_offset = getent( "flash_throw_offset", "targetname" );
targ = getent( flash_throw_offset.target, "targetname" );
start = flash_throw_offset.origin;
end = start + ( targ.origin - flash_throw_offset.origin );
vel = targ.origin - flash_throw_offset.origin;
/*
if ( isdefined( velocity ) )
{
end = end + ( 0, 0, 200 );
vec = vectornormalize( end - start );
if ( !isdefined( magnitude ) )
magnitude = 350;
vec = vector_multiply( vec, magnitude );
level.price magicgrenademanual( start, vec, 1.1 );
}
else
*/
vec = vectornormalize( end - start );
magnitude = 350;
vec = vector_multiply( vec, magnitude );
level.price magicgrenademanual( start, vec, 1.1 );
level.price.grenadeWeapon = oldGrenadeWeapon;
level.price.grenadeAmmo = 0;
wait 0.8;
flag_set( "gaz_rushes_hut" );
}
should_break_claymores()
{
if ( flag( "high_alert" ) )
return true;
if ( flag( "chess_cleared" ) )
return true;
claymoreCount = getPlayerClaymores();
if ( claymoreCount <= 0 )
return true;
return level.player GetCurrentWeapon() == "claymore";
}
should_break_claymore_placement()
{
if ( flag( "high_alert" ) )
return true;
if ( flag( "chess_cleared" ) )
return true;
claymoreCount = getPlayerClaymores();
if ( claymoreCount < 2 )
return true;
return level.player GetCurrentWeapon() != "claymore";
}
sniper_remove_trigger()
{
self waittill( "trigger" );
flag_set( "bm21s_attack" );
if ( !player_has_weapon_substr( "m14" ) )
return;
gun = getent( self.target, "targetname" );
gun delete();
}
player_has_weapon_substr( msg )
{
heldweapons = level.player getweaponslist();
// take away weapons mo has in scoutsniper that we dont have in sniperescape
for ( i = 0; i < heldweapons.size; i++ )
{
if ( issubstr( heldweapons[ i ], msg ) )
return true;
}
return false;
}
player_in_house()
{
Objective_Position( 7, informant_org() );
Objective_Ring( 7 );
thread display_hint( "nvg" );
flag_waitopen( "player_in_house" );
thread display_hint( "disable_nvg" );
}
watch_for_movement()
{
if ( getaiarray( "axis" ).size > 0 )
return;
wait( 0.5 );
if ( flag( "high_alert" ) )
return;
level endon( "high_alert" );
wait( 8 );
radio_dialogue( "watch_for_movement" );
wait( 2 );
// radio_dialogue( "whats_noise" );
}
lightswitch_response()
{
flag_wait( "lightswitch" );
wait( 1.2 );
// this night vision makes it too easy
level.price anim_single_queue( level.price, "this_night_vision" );
}
get_prop( prop )
{
model = undefined;
if ( prop == "binocs" )
{
model = spawn( "script_model", (0,0,0) );
model setmodel( level.scr_model[ "binocs" ] );
model linkto( self, "TAG_INHAND", (0,0,0), (0,0,0) );
}
return model;
}
tango_down_detection()
{
self waittill( "death" );
wait( 1 );
if ( gettime() < level.next_tango_timer )
return;
level.next_tango_timer = gettime() + 4000;
if ( randomint( 100 ) > 50 )
{
level.price anim_single_queue( level.price, "tango_down" );
}
else
{
level.gaz anim_single_queue( level.gaz, "tango_down" );
}
}
patrol_soon()
{
self endon( "death" );
if ( flag( "high_alert" ) )
return;
level endon( "high_alert" );
flag_wait( "player_near_pier" );
self thread maps\_patrol::patrol( self.target );
}
ignore_until_high_alert()
{
self endon( "death" );
self.ignoreme = true;
flag_wait( "high_alert" );
self.ignoreme = false;
}
activate_farmhouse_defenders()
{
wait( 4 );
farmhouse_defender = getent( "farmhouse_defender", "target" );
for ( i = 0; i < 20; i++ )
{
farmhouse_defender activate_trigger();
wait( 2 );
}
}
set_allowed_stances( stance1, stance2, stance3 )
{
if ( isdefined( stance3 ) )
{
self allowedstances( stance1, stance2, stance3 );
return;
}
if ( isdefined( stance2 ) )
{
self allowedstances( stance1, stance2 );
return;
}
self allowedstances( stance1 );
}
field_russians_go_up_hill()
{
flag_wait( "go_up_hill" );
org = getent( "mortar_setup_1", "targetname" );
guys = get_array_of_closest( org.origin, level.field_russians );
for ( i = 0; i < guys.size; i++ )
{
guys[ i ] notify( "go_up_hill" );
if ( !isdefined( guys[ i ].script_noteworthy ) )
wait( 0.3 + randomfloat( 0.1, 0.2 ) );
}
}
delete_meeting_clip( meeting_clip )
{
meeting_clip connectpaths();
meeting_clip delete();
}
hut_runner_think()
{
self endon( "death" );
flag_wait( "high_alert" );
org = getent( "hut_runner_dest", "targetname" );
for ( ;; )
{
self notify( "_stealth_stop_stealth_behavior" );
self setgoalpos( org.origin );
self.goalradius = 128;
self.pathenemyfightdist = 32;
self.pathenemylookahead = 32;
wait( 0.05 );
}
}
smell_kamarov()
{
flag_wait( "smell_kamarov" );
level.price dialogue_queue( "smell_that" );
wait( 0.8 );
level.gaz dialogue_queue( "yeah_kam" );
}
kam_and_price_chat()
{
// Welcome to the new Russia, Captain Price.
// level.kamarov delaythread( 4.250, ::dialogue_queue, "welcome" );
// What's the target Kamarov? We've got an informant to recover.
// level.price delaythread( 8.0, ::dialogue_queue, "whats_the_target" );
// The Ultranationalists have BM21s on the other side of the hill. Their rockets have killed hundreds of civilians in the valley below.
// level.kamarov delaythread( 11.00, ::dialogue_queue, "valley_below" );
// Not so fast. Remember Beirut? You're with us.
// level.price delaythread( 18.75, ::dialogue_queue, "beirut" );
// Hmm<6D>I guess I owe you one.
// level.kamarov delaythread( 22.4, ::dialogue_queue, "owe_you" );
// Move out.
// level.price delaythread( 25.25, ::dialogue_queue, "move_out" );
// Bloody right you do.
level.gaz delaythread( 25.4, ::anim_single_solo, level.gaz, "bloody_right" );
// Vanya, move in and prepare to attack. Wait for my signal.
level.kamarov delaythread( 33.3, ::dialogue_queue, "prepare_to_attack" );
// This way. There's a good spot where your sniper can cover my men.
level.kamarov delaythread( 39.3, ::dialogue_queue, "good_spot" );
level delaythread( 43, ::flag_set, "ready_to_commence_attack" );
}
display_sniper_hint()
{
if ( should_break_sniper_rifle_hint() )
return;
// Soap, switch to your sniper rifle.
level.price dialogue_queue( "switch_sniper" );
wait( 4 );
thread display_hint( "sniper_rifle" );
}
macmillan_proud_hook()
{
self waittill( "death", attacker, type, weapon );
if ( isdefined( level.mac_proud ) )
return;
wait( 0.35 );
if ( flag( "mission_chatter" ) )
return;
if ( !isalive( attacker ) )
return;
if ( attacker != level.player )
return;
if ( !isdefined( weapon ) )
return;
if ( !issubstr( weapon, "m14" ) )
return;
if ( distance( self.origin, attacker.origin ) < 3000 )
return;
level.mac_proud = true;
// Nice shot. MacMillan would be impressed.
level.price dialogue_queue( "macmillan_impressed" );
}
visible_mgguy_think()
{
flag_set( "visible_mg_gunner_alive" );
self waittill( "death" );
flag_clear( "visible_mg_gunner_alive" );
}
damn_helicopters()
{
flag_set( "mission_chatter" );
// Damn, enemy helicopters!
level.kamarov dialogue_queue( "damn_helis" );
// You didn't say there would be helicopters Kamarov.
level.price dialogue_queue( "you_didnt_say" );
// I didn't say there wouldn't be any either. We need to protect my men from those helicopter troops. This way!
level.kamarov dialogue_queue( "need_protect" );
thread damn_helicopters_followup();
}
damn_helicopters_followup()
{
wait( 1 );
// Make it quick Kamarov, I want that informant<6E>
level.price dialogue_queue( "make_quick" );
// You have nothing to worry about. We'll take out the BM21s and carve a path straight to your informant Captain Price.
level.kamarov dialogue_queue( "nothing_to_worry" );
wait( 1.5 );
level.kamarov dialogue_queue( "stalling" );
wait( 1 );
// We should just beat it out of him sir.
level.gaz dialogue_queue( "beat_it_out" );
wait( 0.8 );
// Not yet.
level.price dialogue_queue( "not_yet" );
flag_clear( "mission_chatter" );
}
cliff_dialogue()
{
// What is your status? How much longer do you need? All right, I'll keep stalling them.
// level.kamarov dialogue_queue( "stalling" );
delaythread( 2, ::flag_set, "head_to_the_cliff" );
/#
if ( level.start_point == "rappel" )
return;
#/
// Captain Price, my men have run into heavy resistance. Help me support them from the cliffs.
level.kamarov dialogue_queue( "heavy_resistance" );
// What about our informant? He's running out of time!
level.price dialogue_queue( "our_informant" );
// Then help us! The further my men can get into this village, the closer we will be to securing your informant!
level.kamarov dialogue_queue( "then_help" );
}
power_station_dialogue()
{
flag_wait( "power_station_dialogue_begins" );
flag_wait( "kam_starts_talking" );
thread price_and_gaz_arrive_at_fight_check();
// Look. The final assault has already begun. With a little more of your sniper support we are sure to be victorious. Captain Price, I need to ask one more favor of you and your men - (gets cut off)
level.kamarov thread dialogue_queue( "final_assault" );
delaythread( 5, ::flag_set, "kam_wants_more_sniping" );
// flag_wait( "price_and_gaz_arrive_at_fight" );
flag_wait( "gaz_at_fight" );
flag_wait( "price_at_fight" );
flag_wait( "kam_at_fight" );
flag_wait_or_timeout( "player_at_rappel", 5 );
flag_set( "gaz_kam_fight_begins" );
guys = [];
guys[ guys.size ] = level.price;
guys[ guys.size ] = level.gaz;
guys[ guys.size ] = level.kamarov;
level.kamarov thread gun_remove();
level.kamarov thread play_sound_on_entity( "scn_blackout_bodyslam_kamarov" );
node = getent( "gaz_kam_org", "targetname" );
node thread anim_single( guys, "cliff_start" );
minus_time = 5.5;
level.timer = gettime();
// Enough sniping! Where is the informant?
level.gaz delaythread( 10 - minus_time, ::anim_single_solo, level.gaz, "enough_sniping" );
level.kamarov delaythread( 10.2 - minus_time, ::_stopsounds );
level.kamarov delaythread( 16.2 - minus_time, ::_stopsounds );
// What are you doing - are you out of your mind? Who do you think you are you - (cut off by Gaz)
level.kamarov delaythread( 12.25 - minus_time, ::anim_single_solo, level.kamarov, "russian_out_of_mind" );
// Where..IS he? / where is he
level.gaz delaythread( 14.8 - minus_time, ::anim_single_solo, level.gaz, "where_is" );
// The house (cough)... the house at the northeast end of the village!
level.kamarov delaythread( 16.6 - minus_time, ::anim_single_solo, level.kamarov, "the_house" );
// Well that wasn't so hard was it? Now go sit in the corner.
level.gaz delaythread( 21.0 - minus_time, ::anim_single_solo, level.gaz, "wasnt_that_hard" );
// Soap, Gaz. We've got to reach that house before anything happens to the informant. Let's go!
level.price delaythread( 24 - minus_time, ::anim_single_solo, level.price, "reach_that_house" );
delaythread( 24 - minus_time, ::flag_set, "price_got_to_go" );
wait( 26 - minus_time );
flag_set( "gaz_convinces_kam_otherwise" );
if ( flag( "player_rappels" ) )
return;
level endon( "player_rappels" );
wait( 12 );
// Soap, get down here, move!
level.price dialogue_queue( "get_down_here" );
}
_stopsounds()
{
self stopsounds();
}
bmp_targets_stuff()
{
self endon( "death" );
level.timer = gettime();
wait( 15.2 );
targets = getentarray( "cliff_tank_target", "targetname" );
self thread bmp_aims_at_targets();
wait( 1.5 );
for ( ;; )
{
shots = randomintrange( 4, 7 );
for ( i = 0; i < shots; i++ )
{
self fireWeapon();
wait( 0.35 );
}
wait( randomfloatrange( 1.5, 3 ) );
}
}
bmp_aims_at_targets()
{
self endon( "death" );
targets = getentarray( "cliff_tank_target", "targetname" );
for ( ;; )
{
for ( i = 0; i < targets.size; i++ )
{
self setturrettargetent( targets[ i ] );
self waittill( "turret_on_target" );
wait( randomfloat( 1.5, 2.5 ) );
}
}
}
is_healthy()
{
if ( !isalive( self ) )
return false;
if ( isdefined( self.isFlashed ) )
return false;
return self.health == 50000;
}
music_control()
{
wait( 1 );
if ( !flag( "smell_kamarov" ) )
thread music_playback( "blackout_deadpool", 121, true );
flag_wait( "smell_kamarov" );
level notify ( "next_music_track" );
musicstop( 18 );
flag_wait( "bm21s_attack" );
wait 12;
thread music_playback( "blackout_danger", 124, true );
flag_wait( "overlook_attack_begins" );
level notify ( "next_music_track" );
musicstop( 6 );
flag_wait( "cliff_complete" );
level notify ( "next_music_track" );
musicstop();
wait 6;
thread music_playback( "blackout_danger", 124, true );
//flag_wait( "hurry_to_nikolai" );
//flag_wait( "player_rappels" );
flag_wait( "price_got_to_go" );
level notify ( "next_music_track" );
musicstop( 3.7 );
wait 3.8;
thread music_playback( "blackout_hurry", 55, true, 0.5 );
//flag_wait( "player_in_house" );
//flag_wait( "blackout_house_begins" );
flag_wait( "player_at_blackout_door" );
flag_wait( "lights_out" );
level notify ( "next_music_track" );
musicstop( 5 );
wait 5.1;
thread music_playback( "blackout_nightvision", 43, true );
//flag_wait( "blackout_rescue_complete" );
flag_wait( "price_rescues_vip" );
level notify ( "next_music_track" );
musicstop( 7 );
wait 8;
//flag_waitopen( "player_in_house" );
//level notify ( "next_music_track" );
//thread music_playback( "blackout_danger", 124, true );
flag_wait( "player_gets_on_heli" );
level notify ( "next_music_track" );
musicstop();
wait 0.1;
thread music_playback( "blackout_outro", 24 );
}
music_playback( cuename, cuelength, repeating, repeatgap )
{
level endon( "next_music_track" );
assertEX( isdefined( cuename ), "specify an alias to play" );
assertEX( isdefined( cuelength ), "specify the length of the music cue in seconds" );
if ( !isdefined( repeating ) )
repeating = false;
if ( !isdefined( repeatgap ) )
repeatgap = 1;
if ( repeating )
{
while ( 1 )
{
MusicPlayWrapper( cuename );
wait cuelength;
musicstop();
wait repeatgap;
}
}
else
{
MusicPlayWrapper( cuename );
}
}
cliff_reminder()
{
if ( flag( "player_reaches_cliff_area" ) )
return;
level endon( "player_reaches_cliff_area" );
for ( ;; )
{
if ( distance( level.player.origin, level.price.origin ) > 600 )
over_here();
wait( 1 );
}
}
over_here()
{
// Soap, over here.
level.price dialogue_queue( "over_here" );
wait( randomfloatrange( 9, 14 ) );
// Soap, get down here, move!
level.price dialogue_queue( "get_down_here" );
}
binocs_delete()
{
flag_wait( "kamarov_drops_binocs" );
level.binocs delete();
}
breach_door()
{
// work around the door handle being wrong
breach1_door = getent( "breach1_door", "targetname" );
breach1_bmodel_door = getent( "breach1_bmodel_door", "targetname" );
breach1_bmodel_door linkto( breach1_door );
breach1_door hide();
}
trigger_deletes_children()
{
self endon( "death" );
ents = self get_linked_ents();
self waittill( "trigger" );
for ( i = 0; i < ents.size; i++ )
{
if ( isdefined( ents[ i ] ) )
ents[ i ] delete();
}
self delete();
}
price_and_gaz_arrive_at_fight_check()
{
trigger = getent( "price_gaz_cliff_trigger", "targetname" );
for ( ;; )
{
if ( level.price istouching( trigger ) && level.gaz istouching( trigger ) )
break;
wait( 0.05 );
}
wait( 3.5 );
flag_set( "price_and_gaz_arrive_at_fight" );
}
commence_attack_on_death()
{
self waittill( "death" );
flag_set( "player_near_overlook" );
}
overlook_alarm()
{
alarm = getent( "alarm_org", "targetname" );
alarm playloopsound( "emt_alarm_base_alert" );
wait( 15 );
alarm delete();
}
instant_high_alert()
{
self waittill( "damage" );
wait( 2 );
flag_set( "high_alert" );
level notify( "instant_high_alert" );
}
detect_recent_flashed()
{
for ( ;; )
{
level add_wait( ::_waittillmatch, "event_awareness", "explode" );
level add_wait( ::_waittillmatch, "event_awareness", "doFlashBanged" );
do_wait_any();
flag_set( "recent_flashed" );
wait( 4 );
flag_clear( "recent_flashed" );
}
}
is_overlook_or_earlier_start()
{
if ( is_default_start() )
return true;
if ( level.start_point == "overlook" )
return true;
if ( level.start_point == "field" )
return true;
return level.start_point == "chess";
}
is_rappel_or_earlier_start()
{
if ( level.start_point == "cliff" )
return true;
if ( level.start_point == "rappel" )
return true;
return is_overlook_or_earlier_start();
}