5439 lines
137 KiB
Text
5439 lines
137 KiB
Text
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/****************************************************************************
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Level: The Village (village_defend.bsp)
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Location: Northern Azerbaijan
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Campaign: British SAS Woodland Scheme
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Objectives: 1. Obtain new orders from Captain Price.
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2. Take up a defensive position along the ridgeline.
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3. Defend the southern hill approach.
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4. Fall back and defend the southwestern approaches.
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5. Use the detonators to delay the enemy attack.
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6. Get the Javelin.
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7. Destroy the incoming armor.
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8. Survive until the helicopter arrives.
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9. Destroy the enemy attack helicopter.
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10. Board the rescue helicopter before it leaves.
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*****************************************************************************/
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#include common_scripts\utility;
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#include maps\_utility;
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#include maps\_hud_util;
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#include maps\_vehicle;
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#include maps\_anim;
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#include maps\village_defend_code;
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main()
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{
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preCacheModel( "weapon_c4" );
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preCacheModel( "projectile_cbu97_clusterbomb" );
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preCacheModel( "tag_origin" );
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preCacheModel( "weapon_javelin_obj" );
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preCacheModel( "vehicle_av8b_harrier_jet" );
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preCacheItem( "c4" );
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preCacheItem( "javelin" );
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preCacheItem( "airstrike_support" );
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preCacheItem( "flash_grenade" );
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precacheshader( "popmenu_bg" );
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precacheshader( "compass_objpoint_airstrike" );
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precacheShader( "hud_dpad" );
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precacheShader( "hud_arrow_down" );
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precacheShader( "white" );
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precacheShader( "black" );
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precacheShader( "hud_temperature_gauge" );
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precachestring( &"VILLAGE_DEFEND_HINT_SPINUP_MINIGUN" );
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precachestring( &"VILLAGE_DEFEND_HELICOPTER_EXTRACTION" );
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precacheString( &"VILLAGE_DEFEND_CASREADY" );
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precacheString( &"SCRIPT_PLATFORM_HINT_GET_DETONATOR" );
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precachestring( &"VILLAGE_DEFEND_TAKE_UP_A_DEFENSIVE_POSITION" );
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precachestring( &"VILLAGE_DEFEND_DEFEND_THE_SOUTHERN_HILL" );
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precachestring( &"VILLAGE_DEFEND_FALL_BACK_AND_DEFEND" );
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precachestring( &"VILLAGE_DEFEND_USE_THE_DETONATORS_IN" );
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precachestring( &"VILLAGE_DEFEND_FALL_BACK_TO_THE_FARM" );
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precachestring( &"VILLAGE_DEFEND_GET_THE_JAVELIN_IN_THE" );
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precachestring( &"VILLAGE_DEFEND_SURVIVE_UNTIL_THE_HELICOPTER" );
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precachestring( &"VILLAGE_DEFEND_GET_TO_THE_LZ" );
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precachestring( &"VILLAGE_DEFEND_BOARD_THE_HELICOPTER" );
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precachestring( &"VILLAGE_DEFEND_USE_THE_DETONATORS_IN1" );
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precachestring( &"VILLAGE_DEFEND_DESTROY_THE_INCOMING" );
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precachestring( &"VILLAGE_DEFEND_OBTAIN_NEW_ORDERS_FROM" );
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precachestring( &"VILLAGE_DEFEND_YOU_DIDNT_REACH_THE_HELICOPTER" );
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precachestring( &"VILLAGE_DEFEND_CLOSE_AIR_SUPPORT_STANDING" );
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precachestring( &"VILLAGE_DEFEND_CLOSE_AIR_SUPPORT_STANDING_PC" );
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precachestring( &"VILLAGE_DEFEND_INTRO_1" );
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precachestring( &"VILLAGE_DEFEND_INTRO_2" );
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precachestring( &"VILLAGE_DEFEND_INTRO_3" );
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precachestring( &"VILLAGE_DEFEND_INTRO_4" );
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precachestring( &"VILLAGE_DEFEND_INTRO_5" );
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precachestring( &"VILLAGE_DEFEND_DESTROY_THE_INCOMING1" );
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precachestring( &"VILLAGE_DEFEND_AIRSTRIKE_UNAVAIL" );
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precachestring( &"SCRIPT_PLATFORM_SPOOL_MINIGUN" );
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precacherumble( "minigun_rumble" );
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set_console_status();
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//add_start( "cobras", ::start_cobras );
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//add_start( "end", ::start_end );
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add_start( "southern_hill", ::start_southern_hill, &"STARTS_SOUTHERNHILL" );
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add_start( "minigun_fallback", ::start_minigun_fallback, &"STARTS_MINIGUNFALLBACK" );
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add_start( "minigun", ::start_minigun, &"STARTS_MINIGUN" );
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add_start( "helidrop", ::start_helidrop, &"STARTS_HELIDROP" );
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add_start( "clackers", ::start_clackers, &"STARTS_CLACKERS" );
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add_start( "field_fallback", ::start_field_fallback, &"STARTS_FIELDFALLBACK" );
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add_start( "javelin", ::start_javelin, &"STARTS_JAVELIN" );
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add_start( "final_battle", ::start_final_battle, &"STARTS_FINALBATTLE" );
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add_start( "seaknight", ::start_seaknight, &"STARTS_SEAKNIGHT1" );
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default_start( ::start_village_defend );
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createthreatbiasgroup( "player" );
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level.weaponClipModels = [];
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level.weaponClipModels[ 0 ] = "weapon_ak47_clip";
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level.weaponClipModels[ 1 ] = "weapon_saw_clip";
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level.weaponClipModels[ 2 ] = "weapon_g36_clip";
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level.weaponClipModels[ 3 ] = "weapon_ak74u_clip";
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level.weaponClipModels[ 4 ] = "weapon_dragunov_clip";
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level.weaponClipModels[ 5 ] = "weapon_mp5_clip";
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level.weaponClipModels[ 6 ] = "weapon_m16_clip";
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maps\_t72::main( "vehicle_t72_tank_woodland" );
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maps\_mi17::main( "vehicle_mi17_woodland_fly_cheap" );
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//maps\_mig29::main( "vehicle_mig29_desert" );
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maps\_seaknight_village_defend::main( "vehicle_ch46e" );
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thread maps\_pipes::main();
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thread maps\_leak::main();
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maps\_load::set_player_viewhand_model( "viewhands_player_sas_woodland" );
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maps\village_defend_fx::main();
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maps\village_defend_anim::main();
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maps\_load::main();
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maps\_javelin::init();
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level thread maps\village_defend_amb::main();
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level.killzoneBigExplosion_fx = loadfx( "explosions/artilleryExp_dirt_brown_low" );
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level.killzoneMudExplosion_fx = loadfx( "explosions/grenadeExp_mud_1" );
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level.killzoneDirtExplosion_fx = loadfx( "explosions/grenadeExp_dirt_1" );
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level.killzoneFuelExplosion_fx = loadfx( "explosions/grenadeExp_fuel" );
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level.air_support_fx_yellow = loadfx( "misc/ui_pickup_available" );
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level.air_support_fx_red = loadfx( "misc/ui_pickup_unavailable" );
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killzoneFxProgram();
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maps\createart\village_defend_art::main();
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maps\_compass::setupMiniMap("compass_map_village_defend");
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level.price = getent( "price", "targetname" );
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level.price make_hero();
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level.price.animname = "price";
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level.gaz = getent( "redshirt2", "targetname" );
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level.gaz make_hero();
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level.gaz.animname = "gaz";
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level.redshirt = getent( "redshirt1", "targetname" );
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battlechatter_off( "allies" );
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battlechatter_off( "axis" );
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setdvar( "village_defend_one_minute", "0" );
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flag_init( "intro_tank_fire_authorization" );
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flag_init( "church_tower_explodes" );
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flag_init( "stop_ambush_music" );
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flag_init( "objective_price_orders_southern_hill" );
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flag_init( "objective_player_on_ridgeline" );
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flag_init( "objective_price_on_ridgeline" );
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flag_init( "objective_on_ridgeline" );
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flag_init( "objective_price_orders_minigun" );
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flag_init( "objective_player_uses_minigun" );
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flag_init( "objective_player_at_vantage_point" );
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flag_init( "price_ordered_hill_detonation" );
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flag_init( "southern_hill_action_started" );
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flag_init( "southern_hill_killzone_detonate" );
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flag_init( "southern_mg_openfire" );
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flag_init( "southern_hill_smoked" );
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flag_init( "southern_hill_smoke_entry" );
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flag_init( "enemy_breached_wire" );
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flag_init( "ridgeline_targeted" );
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flag_init( "ridgeline_unsafe" );
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flag_init( "disable_overheat" );
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flag_init( "helidrop_started" );
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flag_init( "objective_minigun_baglimit_done" );
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flag_init( "divert_for_clacker" );
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flag_init( "stop_minigun_fallback_shouting" );
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flag_init( "objective_detonators" );
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flag_init( "detonators_activate" );
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flag_init( "got_the_clacker" );
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flag_init( "clacker_has_been_exercised" );
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flag_init( "crashsite_exploded" );
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flag_init( "cliffside_exploded" );
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flag_init( "nearslope_exploded" );
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flag_init( "farslope_exploded" );
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flag_init( "clacker_far_and_near_slope_done" );
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flag_init( "spawncull" );
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flag_init( "player_entered_clacker_house_top_floor" );
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flag_init( "storm_the_tavern" );
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flag_init( "player_running_to_farm" );
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flag_init( "fall_back_to_barn" );
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flag_init( "farm_reached" );
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flag_init( "objective_armor_arrival" );
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flag_init( "got_the_javelin" );
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flag_init( "objective_all_tanks_destroyed" );
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flag_init( "kill_jav_glow" );
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flag_init( "start_final_battle" );
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flag_init( "return_trip_begins" );
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flag_init( "airstrikes_ready" );
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flag_init( "falcon_one_finished_talking" );
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flag_init( "engage_delaying_action" );
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flag_init( "objective_get_to_lz" );
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flag_init( "rescue_chopper_ingress" );
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flag_init( "seaknight_can_be_boarded" );
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flag_init( "lz_reached" );
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flag_init( "no_more_grenades" );
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flag_init( "player_made_it" );
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flag_init( "player_made_it_with_rescue" );
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flag_init( "minigun_lesson_learned" );
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flag_init( "all_fake_friendlies_aboard" );
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flag_init( "all_real_friendlies_on_board" );
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flag_init( "seaknight_guards_boarding" );
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flag_init( "seaknight_unboardable" );
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flag_init( "aa_southernhill" );
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flag_init( "aa_minigun" );
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flag_init( "aa_detonators" );
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flag_init( "aa_fallback" );
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flag_init( "aa_javelin" );
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flag_init( "aa_returntrip" );
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flag_init( "airstrike_in_progress" );
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if (level.gameSkill == 0)
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{
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level.southernHillAdvanceBaglimit = 4;
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level.minigunBreachBaglimit = 4;
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}
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if (level.gameSkill == 1)
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{
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level.southernHillAdvanceBaglimit = 6;
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level.minigunBreachBaglimit = 6;
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}
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if (level.gameSkill == 2)
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{
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level.southernHillAdvanceBaglimit = 8;
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level.minigunBreachBaglimit = 8;
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}
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if (level.gameSkill == 3)
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{
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level.southernHillAdvanceBaglimit = 10;
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level.minigunBreachBaglimit = 10;
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}
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level.hint_text_size = 1.6;
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if ( getdvar( "village_defend_one_minute") != "1" )
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level.stopwatch = 4; //minutes
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else
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level.stopwatch = 1; //minutes
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level.encroachMinWait = 3;
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level.encroachMaxWait = 5;
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assertEX( level.encroachMinWait < level.encroachMaxWait, "encroachMinWait must be less than encroachMaxWait!" );
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level.magicSniperTalk = true;
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level.southern_hill_magic_sniper_min_cycletime = 5;
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level.southern_hill_magic_sniper_max_cycletime = 15;
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level.southernMortarIntroTimer = 3.5; //this many seconds before Price mentions mortars and order the team to pull back
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level.southernMortarKillTimer = 25; //this many seconds before player is struck by enemy mortars in the ridgeline area
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level.genericBaitCount = 0; //circulates spare enemies to the clacker bait locations for the clacker objective
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level.irrelevantDist = 1000;
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level.irrelevantPopLimit = 8;
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level.divertClackerRange = 1000; //distance beyond which enemies will break off attacking the player and move to a prearranged spot
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level.encroachRate = 0.85; //percentage of goal reduction per encroaching iteration
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level.objectiveClackers = 0;
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level.tankPop = 4;
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level.tankid = 0;
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level thread minigun_const();
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run_thread_on_targetname( "minigun", ::minigun_think );
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level.aSpawners = getspawnerarray();
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level.aRouteNodes = getnodearray( "flanking_route", "targetname" );
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level.airstrikeCalledRecently = false;
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level.airStriker = level.player;
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//Primary Zone Spawn Controllers
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level.maxAI = 32;
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level.reqSlots = 8;
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level.detectionCycleTime = 45;
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level.smokeBuildTime = 8;
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level.smokeSpawnSafeDist = 640;
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level.detectionRefreshTime = 3;
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level.volumeDesertionTime = 6;
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//Airstrike Controllers
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level.lowplaneflyby = 0;
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level.strikeZoneGracePeriod = 20;
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level.airstrikeCooldown = 135;
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level.dangerCloseSafeDist = 1200;
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level.airstrikeSupportCallsRemaining = 5;
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level.sasSeaKnightBoarded = 0;
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level.minigunSessions = 0;
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level.delayingActionEnemyWaves = 0;
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level.activeAirstrikes = 0;
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if( level.gameskill == 0 )
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level.enemyWavesAllowed = 1;
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else
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if( level.gameskill == 1 )
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level.enemyWavesAllowed = 3;
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else
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if( level.gameskill == 2 )
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level.enemyWavesAllowed = 4;
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else
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if( level.gameskill == 3 )
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level.enemyWavesAllowed = 5;
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level.sniperfx = "weap_m40a3sniper_fire_village";
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level thread objectives();
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level thread magic_sniper();
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level thread southern_hill_ambush_mg();
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level thread southern_hill_vanguard_setup();
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level thread friendly_setup();
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level thread southern_hill_killzone_sequence();
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level thread helidrop();
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level thread clacker_init();
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level thread clacker_primary_attack();
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level thread player_interior_detect_init();
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level thread enemy_interior_flashbangs();
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level thread javelin_init();
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level thread tanks_init();
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level thread barn_helidrop();
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level thread field_fallback();
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level thread barn_fallback();
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level thread final_battle();
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level thread autosaves_return_trip();
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level thread airstrike_command();
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level thread begin_delaying_action();
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level thread begin_delaying_action_timeout();
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level thread player_detection_volume_init();
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level thread escape_fallback();
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level thread music();
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level thread seaknight_music();
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level thread southern_hill_shotmonitor();
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level thread return_trip_friendly_boost();
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diff = [];
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diff[ 0 ] = 0.3;
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diff[ 1 ] = 0.6;
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diff[ 2 ] = 1;
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diff[ 3 ] = 1.2;
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level.village_diff = diff;
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|
|
||
|
level thread return_trip_enemy_acc_prep();
|
||
|
|
||
|
//Left trigger spin functionality for console controllers
|
||
|
|
||
|
if( level.console )
|
||
|
{
|
||
|
level thread minigun_firstuse_check();
|
||
|
//level thread minigun_session_check();
|
||
|
|
||
|
add_hint_string( "minigun_spin_left_trigger", &"SCRIPT_PLATFORM_SPOOL_MINIGUN", maps\village_defend::should_break_minigun_spin_hint );
|
||
|
}
|
||
|
|
||
|
level.playerSafetyBlocker = getent( "helo_safety_blocker", "targetname" );
|
||
|
level.playerSafetyBlocker notsolid();
|
||
|
}
|
||
|
|
||
|
should_break_minigun_spin_hint()
|
||
|
{
|
||
|
minigun = getent( "minigun", "targetname" );
|
||
|
minigunUser = minigun getTurretOwner();
|
||
|
|
||
|
if ( !isdefined( minigunUser ) )
|
||
|
return true;
|
||
|
|
||
|
if ( !flag( "minigun_lesson_learned" ) )
|
||
|
return false;
|
||
|
|
||
|
return level.player == minigunUser;
|
||
|
}
|
||
|
|
||
|
start_village_defend()
|
||
|
{
|
||
|
thread intro();
|
||
|
level.start_intro = true;
|
||
|
|
||
|
level.player setthreatbiasgroup( "player" );
|
||
|
|
||
|
setignoremegroup( "axis", "allies" ); // allies ignore axis
|
||
|
setignoremegroup( "allies", "axis" ); // axis ignore allies
|
||
|
setignoremegroup( "player", "axis" ); // axis ignore player
|
||
|
}
|
||
|
|
||
|
start_southern_hill()
|
||
|
{
|
||
|
level.player setthreatbiasgroup( "player" );
|
||
|
|
||
|
setignoremegroup( "axis", "allies" ); // allies ignore axis
|
||
|
setignoremegroup( "allies", "axis" ); // axis ignore allies
|
||
|
setignoremegroup( "player", "axis" ); // axis ignore player
|
||
|
|
||
|
flag_set( "church_tower_explodes" );
|
||
|
flag_set( "objective_price_orders_southern_hill" );
|
||
|
flag_set( "objective_player_on_ridgeline" );
|
||
|
//flag_set( "objective_price_on_ridgeline" );
|
||
|
flag_set( "objective_on_ridgeline" );
|
||
|
|
||
|
playerStart = getnode( "player_southern_start", "targetname" );
|
||
|
level.player setorigin (playerStart.origin);
|
||
|
|
||
|
priceStart = getnode( "price_southern_start", "targetname" );
|
||
|
level.price = getent( "price", "targetname" );
|
||
|
level.price teleport (priceStart.origin);
|
||
|
|
||
|
introHillTrigs = getentarray( "introHillTrig", "targetname" );
|
||
|
for( i = 0 ; i < introHillTrigs.size; i++ )
|
||
|
{
|
||
|
introHillTrigs[ i ] notify ("trigger");
|
||
|
}
|
||
|
|
||
|
//thread intro_tankdrive();
|
||
|
thread southern_hill_defense();
|
||
|
}
|
||
|
|
||
|
start_minigun_fallback()
|
||
|
{
|
||
|
//Advance objectives, set past game states
|
||
|
|
||
|
flag_set( "stop_ambush_music" );
|
||
|
flag_set( "objective_player_on_ridgeline" );
|
||
|
flag_set( "church_tower_explodes" );
|
||
|
flag_set( "objective_price_orders_southern_hill" );
|
||
|
flag_set( "objective_on_ridgeline" );
|
||
|
flag_set( "southern_hill_killzone_detonate" );
|
||
|
|
||
|
//Position player
|
||
|
|
||
|
//playerStart = getnode( "player_start_minigun", "targetname" );
|
||
|
playerStart = getnode( "player_southern_start", "targetname" );
|
||
|
level.player setorigin (playerStart.origin);
|
||
|
|
||
|
//Position friendlies
|
||
|
|
||
|
priceStart = getnode( "price_southern_start", "targetname" );
|
||
|
level.price = getent( "price", "targetname" );
|
||
|
level.price teleport (priceStart.origin);
|
||
|
|
||
|
thread moveRedshirts( "redshirt_southern_start1", "redshirt_southern_start2" );
|
||
|
|
||
|
//Restore game state
|
||
|
|
||
|
introHillTrigs = getentarray( "introHillTrig", "targetname" );
|
||
|
for( i = 0 ; i < introHillTrigs.size; i++ )
|
||
|
{
|
||
|
introHillTrigs[ i ] notify ("trigger");
|
||
|
}
|
||
|
|
||
|
thread southern_hill_smokescreens();
|
||
|
|
||
|
thread saw_gunner_friendly();
|
||
|
}
|
||
|
|
||
|
start_minigun()
|
||
|
{
|
||
|
//Advance objectives, set past game states
|
||
|
|
||
|
flag_set( "stop_ambush_music" );
|
||
|
flag_set( "church_tower_explodes" );
|
||
|
flag_set( "objective_price_orders_southern_hill" );
|
||
|
flag_set( "objective_on_ridgeline" );
|
||
|
flag_set( "objective_player_on_ridgeline" );
|
||
|
flag_set( "southern_hill_killzone_detonate" );
|
||
|
flag_set( "objective_price_orders_minigun" );
|
||
|
flag_set( "southern_hill_smoke_entry" );
|
||
|
|
||
|
//Position player
|
||
|
|
||
|
playerStart = getnode( "player_start_minigun", "targetname" );
|
||
|
level.player setorigin (playerStart.origin);
|
||
|
|
||
|
//Position friendlies
|
||
|
|
||
|
priceStart = getnode( "fallback_price", "targetname" );
|
||
|
level.price = getent( "price", "targetname" );
|
||
|
level.price teleport (priceStart.origin);
|
||
|
level.price setgoalnode( priceStart );
|
||
|
|
||
|
thread moveRedshirts( "fallback_redshirt1", "fallback_redshirt2" );
|
||
|
|
||
|
//Restore game state
|
||
|
|
||
|
thread southern_hill_mortars_killtimer();
|
||
|
thread minigun_primary_attack();
|
||
|
thread minigun_smokescreens();
|
||
|
thread saw_gunner_friendly();
|
||
|
}
|
||
|
|
||
|
start_helidrop()
|
||
|
{
|
||
|
//Advance objectives, set past game states
|
||
|
|
||
|
flag_set( "stop_ambush_music" );
|
||
|
flag_set( "church_tower_explodes" );
|
||
|
flag_set( "objective_price_orders_southern_hill" );
|
||
|
flag_set( "objective_on_ridgeline" );
|
||
|
flag_set( "objective_player_on_ridgeline" );
|
||
|
flag_set( "southern_hill_killzone_detonate" );
|
||
|
flag_set( "objective_price_orders_minigun" );
|
||
|
flag_set( "southern_hill_smoke_entry" );
|
||
|
flag_set( "objective_minigun_baglimit_done" );
|
||
|
flag_set( "divert_for_clacker" );
|
||
|
|
||
|
//Position player
|
||
|
|
||
|
playerStart = getnode( "player_start_minigun", "targetname" );
|
||
|
level.player setorigin (playerStart.origin);
|
||
|
|
||
|
//Position friendlies
|
||
|
|
||
|
priceStart = getnode( "fallback_price", "targetname" );
|
||
|
level.price = getent( "price", "targetname" );
|
||
|
level.price teleport (priceStart.origin);
|
||
|
level.price setgoalnode( priceStart );
|
||
|
|
||
|
thread moveRedshirts( "fallback_redshirt1", "fallback_redshirt2" );
|
||
|
|
||
|
//Restore game state
|
||
|
|
||
|
thread southern_hill_mortars_killtimer();
|
||
|
thread minigun_primary_attack();
|
||
|
thread minigun_smokescreens();
|
||
|
thread saw_gunner_friendly();
|
||
|
}
|
||
|
|
||
|
start_clackers()
|
||
|
{
|
||
|
//Advance objectives, set past game states
|
||
|
|
||
|
flag_set( "stop_ambush_music" );
|
||
|
flag_set( "church_tower_explodes" );
|
||
|
flag_set( "objective_price_orders_southern_hill" );
|
||
|
flag_set( "objective_on_ridgeline" );
|
||
|
flag_set( "objective_player_on_ridgeline" );
|
||
|
flag_set( "southern_hill_killzone_detonate" );
|
||
|
flag_set( "objective_price_orders_minigun" );
|
||
|
flag_set( "southern_hill_smoke_entry" );
|
||
|
flag_set( "objective_detonators" );
|
||
|
flag_set( "detonators_activate" );
|
||
|
|
||
|
//Position player
|
||
|
|
||
|
playerStart = getnode( "player_start_clacker", "targetname" );
|
||
|
level.player setorigin (playerStart.origin);
|
||
|
|
||
|
//Restore game state
|
||
|
|
||
|
thread southern_hill_mortars_killtimer();
|
||
|
thread minigun_primary_attack();
|
||
|
thread minigun_smokescreens();
|
||
|
thread saw_gunner_friendly();
|
||
|
|
||
|
wait 7;
|
||
|
flag_set( "objective_minigun_baglimit_done" );
|
||
|
flag_set( "divert_for_clacker" );
|
||
|
}
|
||
|
|
||
|
start_field_fallback()
|
||
|
{
|
||
|
//Advance objectives, set past game states
|
||
|
|
||
|
flag_set( "stop_ambush_music" );
|
||
|
flag_set( "church_tower_explodes" );
|
||
|
flag_set( "objective_price_orders_southern_hill" );
|
||
|
flag_set( "objective_on_ridgeline" );
|
||
|
flag_set( "objective_player_on_ridgeline" );
|
||
|
flag_set( "southern_hill_killzone_detonate" );
|
||
|
flag_set( "objective_price_orders_minigun" );
|
||
|
flag_set( "southern_hill_smoke_entry" );
|
||
|
flag_set( "objective_detonators" );
|
||
|
flag_set( "divert_for_clacker" );
|
||
|
flag_set( "fall_back_to_barn" );
|
||
|
flag_set( "barn_assault_begins" );
|
||
|
flag_set( "objective_armor_arrival" );
|
||
|
flag_set( "storm_the_tavern" );
|
||
|
|
||
|
//Position player
|
||
|
|
||
|
playerStart = getnode( "player_start_clacker", "targetname" );
|
||
|
level.player setorigin (playerStart.origin);
|
||
|
|
||
|
//Restore game state
|
||
|
|
||
|
thread southern_hill_mortars_killtimer();
|
||
|
thread minigun_primary_attack();
|
||
|
thread minigun_smokescreens();
|
||
|
thread saw_gunner_friendly();
|
||
|
}
|
||
|
|
||
|
start_javelin()
|
||
|
{
|
||
|
//Advance objectives, set past game states
|
||
|
|
||
|
flag_set( "stop_ambush_music" );
|
||
|
flag_set( "church_tower_explodes" );
|
||
|
flag_set( "objective_price_orders_southern_hill" );
|
||
|
flag_set( "objective_on_ridgeline" );
|
||
|
flag_set( "objective_player_on_ridgeline" );
|
||
|
flag_set( "southern_hill_killzone_detonate" );
|
||
|
flag_set( "objective_price_orders_minigun" );
|
||
|
flag_set( "southern_hill_smoke_entry" );
|
||
|
flag_set( "objective_detonators" );
|
||
|
flag_set( "divert_for_clacker" );
|
||
|
flag_set( "fall_back_to_barn" );
|
||
|
flag_set( "farm_reached" );
|
||
|
flag_set( "barn_assault_begins" );
|
||
|
flag_set( "objective_armor_arrival" );
|
||
|
flag_set( "storm_the_tavern" );
|
||
|
|
||
|
//Position player
|
||
|
|
||
|
level.player setorigin ( ( 1021, 7309, 1006 ) );
|
||
|
|
||
|
//Restore game state
|
||
|
|
||
|
//thread southern_hill_mortars_killtimer();
|
||
|
//thread minigun_primary_attack();
|
||
|
//thread minigun_smokescreens();
|
||
|
thread saw_gunner_friendly();
|
||
|
}
|
||
|
|
||
|
start_final_battle()
|
||
|
{
|
||
|
//Advance objectives, set past game states
|
||
|
|
||
|
flag_set( "stop_ambush_music" );
|
||
|
flag_set( "church_tower_explodes" );
|
||
|
flag_set( "objective_price_orders_southern_hill" );
|
||
|
flag_set( "objective_on_ridgeline" );
|
||
|
flag_set( "objective_player_on_ridgeline" );
|
||
|
flag_set( "southern_hill_killzone_detonate" );
|
||
|
flag_set( "objective_price_orders_minigun" );
|
||
|
flag_set( "southern_hill_smoke_entry" );
|
||
|
flag_set( "objective_detonators" );
|
||
|
flag_set( "divert_for_clacker" );
|
||
|
flag_set( "fall_back_to_barn" );
|
||
|
flag_set( "barn_assault_begins" );
|
||
|
flag_set( "objective_armor_arrival" );
|
||
|
flag_set( "farm_reached" );
|
||
|
flag_set( "got_the_javelin" );
|
||
|
flag_set( "objective_all_tanks_destroyed" );
|
||
|
flag_set( "airstrikes_ready" );
|
||
|
flag_set( "storm_the_tavern" );
|
||
|
flag_set( "start_final_battle" );
|
||
|
|
||
|
//Position player
|
||
|
|
||
|
level.player setorigin ( ( 1021, 7309, 1006 ) );
|
||
|
|
||
|
//Restore game state
|
||
|
|
||
|
//thread southern_hill_mortars_killtimer();
|
||
|
//thread minigun_primary_attack();
|
||
|
//thread minigun_smokescreens();
|
||
|
thread saw_gunner_friendly();
|
||
|
|
||
|
//Delete the barbed wire
|
||
|
|
||
|
barbedDets = getentarray( "barbed_wire_detonator", "targetname" );
|
||
|
|
||
|
thread minigun_barbed_wire_detonate( "southern_hill_barbed_wire_wall_1", barbedDets );
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
thread minigun_barbed_wire_detonate( "southern_hill_barbed_wire_wall_2", barbedDets );
|
||
|
|
||
|
wait 3;
|
||
|
|
||
|
thread minigun_barbed_wire_detonate( "southern_hill_barbed_wire_wall_3", barbedDets );
|
||
|
}
|
||
|
|
||
|
start_seaknight()
|
||
|
{
|
||
|
//Advance objectives, set past game states
|
||
|
|
||
|
flag_set( "stop_ambush_music" );
|
||
|
flag_set( "church_tower_explodes" );
|
||
|
flag_set( "objective_price_orders_southern_hill" );
|
||
|
flag_set( "objective_on_ridgeline" );
|
||
|
flag_set( "objective_player_on_ridgeline" );
|
||
|
flag_set( "southern_hill_killzone_detonate" );
|
||
|
flag_set( "objective_price_orders_minigun" );
|
||
|
flag_set( "southern_hill_smoke_entry" );
|
||
|
flag_set( "objective_detonators" );
|
||
|
flag_set( "divert_for_clacker" );
|
||
|
flag_set( "fall_back_to_barn" );
|
||
|
flag_set( "farm_reached" );
|
||
|
flag_set( "barn_assault_begins" );
|
||
|
flag_set( "objective_armor_arrival" );
|
||
|
flag_set( "got_the_javelin" );
|
||
|
flag_set( "objective_all_tanks_destroyed" );
|
||
|
flag_set( "airstrikes_ready" );
|
||
|
flag_set( "storm_the_tavern" );
|
||
|
flag_set( "rescue_chopper_ingress" );
|
||
|
|
||
|
//Position player
|
||
|
|
||
|
level.player setorigin ( ( -64, -1904, -80 ) );
|
||
|
|
||
|
//Restore game state
|
||
|
|
||
|
//thread southern_hill_mortars_killtimer();
|
||
|
//thread minigun_primary_attack();
|
||
|
//thread minigun_smokescreens();
|
||
|
thread saw_gunner_friendly();
|
||
|
|
||
|
//Delete the barbed wire
|
||
|
|
||
|
barbedDets = getentarray( "barbed_wire_detonator", "targetname" );
|
||
|
|
||
|
thread minigun_barbed_wire_detonate( "southern_hill_barbed_wire_wall_1", barbedDets );
|
||
|
thread minigun_barbed_wire_detonate( "southern_hill_barbed_wire_wall_2", barbedDets );
|
||
|
thread minigun_barbed_wire_detonate( "southern_hill_barbed_wire_wall_3", barbedDets );
|
||
|
|
||
|
wait 0.05;
|
||
|
|
||
|
aAxis = getaiarray( "axis" );
|
||
|
for( i = 0; i < aAxis.size; i++ )
|
||
|
{
|
||
|
aAxis[ i ] delete();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
moveRedshirts( node1, node2 )
|
||
|
{
|
||
|
redshirt1 = getent( "redshirt1", "targetname" );
|
||
|
redshirt2 = getent( "redshirt2", "targetname" );
|
||
|
|
||
|
redshirt_node1 = getnode( node1, "targetname" );
|
||
|
redshirt_node2 = getnode( node2, "targetname" );
|
||
|
|
||
|
redshirt1 teleport ( redshirt_node1.origin );
|
||
|
redshirt1 setgoalnode ( redshirt_node1 );
|
||
|
|
||
|
redshirt2 teleport ( redshirt_node2.origin );
|
||
|
redshirt2 setgoalnode ( redshirt_node2 );
|
||
|
}
|
||
|
|
||
|
intro()
|
||
|
{
|
||
|
thread intro_loudspeaker();
|
||
|
|
||
|
aAllies = getaiarray( "allies" );
|
||
|
|
||
|
for( i = 0 ; i < aAllies.size; i++ )
|
||
|
{
|
||
|
aAllies[ i ].dontavoidplayer = true;
|
||
|
aAllies[ i ].baseaccuracy = 15;
|
||
|
}
|
||
|
|
||
|
aAllies = remove_heroes_from_array( aAllies );
|
||
|
|
||
|
for( i = 0 ; i < aAllies.size; i++ )
|
||
|
{
|
||
|
aAllies[ i ] allowedstances ("crouch");
|
||
|
aAllies[ i ].disableArrivals = true;
|
||
|
aAllies[ i ].ignoresuppression = true;
|
||
|
}
|
||
|
|
||
|
introTrigs = getentarray( "introTrig", "targetname" );
|
||
|
for( i = 0 ; i < introTrigs.size; i++ )
|
||
|
{
|
||
|
introTrigs[ i ] notify ("trigger");
|
||
|
}
|
||
|
|
||
|
for( i = 0 ; i < aAllies.size; i++ )
|
||
|
{
|
||
|
aAllies[i] allowedStances ("stand", "crouch", "prone");
|
||
|
}
|
||
|
|
||
|
wait 18;
|
||
|
|
||
|
price_intro_route = getnode( "price_intro_route", "targetname" );
|
||
|
|
||
|
redshirt1 = getent( "redshirt1", "targetname" );
|
||
|
redshirt2 = getent( "redshirt2", "targetname" );
|
||
|
|
||
|
//redshirt_routes = [];
|
||
|
redshirt_route1 = getnode( "sas1_intro_route", "targetname" );
|
||
|
redshirt_route2 = getnode( "sas2_intro_route", "targetname" );
|
||
|
|
||
|
level.price thread followScriptedPath( price_intro_route, undefined, "prone" );
|
||
|
|
||
|
redshirt1 thread followScriptedPath( redshirt_route1, 0.75, "prone" );
|
||
|
redshirt2 thread followScriptedPath( redshirt_route2, 0.75, "prone" );
|
||
|
|
||
|
//wait 6.5;
|
||
|
wait 1;
|
||
|
|
||
|
//"Ignore that load of bollocks. Their counterattack is imminent. Spread out and cover the southern approach."
|
||
|
//iprintln( "Their counterattack is imminent. Spread out and cover the southern approach." );
|
||
|
level.price anim_single_queue( level.price, "spreadout" );
|
||
|
|
||
|
flag_set( "objective_price_orders_southern_hill" );
|
||
|
|
||
|
thread intro_ridgeline_check( level.player, "player_southern_start" );
|
||
|
thread intro_ridgeline_check( level.price, "price_southern_start" );
|
||
|
thread intro_hillpatrol_check();
|
||
|
|
||
|
//"Bell tower here. Two enemy squads forming up to the south."
|
||
|
//iprintln( "Bell tower here. Two enemy squads forming up to the south." );
|
||
|
//radio_dialogue_queue( "belltowerhere" );
|
||
|
|
||
|
//wait 6.2;
|
||
|
|
||
|
//"Sir, they're slowly coming up the hill. Just say when."
|
||
|
//iprintln( "Sir, they're slowly coming up the hill. Just say when." );
|
||
|
radio_dialogue_queue( "justsaywhen" );
|
||
|
|
||
|
thread southern_hill_defense();
|
||
|
}
|
||
|
|
||
|
intro_church_tower_explode()
|
||
|
{
|
||
|
temp_tower_sequence = getent( "intro_tank_tower_target", "targetname" );
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
temp_tower_sequence playsound ( "artillery_incoming" );
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
//incoming tracer and explosion
|
||
|
exploder( 1000 );
|
||
|
wait 1.1;
|
||
|
exploder( 1001 );
|
||
|
temp_tower_sequence playsound( "exp_bell_tower" );
|
||
|
earthquake( 0.65, 1, temp_tower_sequence.origin, 3000 );
|
||
|
|
||
|
flag_set( "church_tower_explodes" );
|
||
|
|
||
|
deathVolume = getent( "church_explosion_damage", "targetname" );
|
||
|
|
||
|
for( i = 0; i < 20; i++ )
|
||
|
{
|
||
|
if( level.player isTouching( deathVolume ) )
|
||
|
level.player doDamage( level.player.health + 10000, level.player.origin );
|
||
|
|
||
|
wait 0.05;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
intro_hillpatrol_check()
|
||
|
{
|
||
|
trig = getent( "hill_patrol_trig", "targetname" );
|
||
|
trig waittill ( "trigger" );
|
||
|
|
||
|
flag_set( "objective_player_on_ridgeline" );
|
||
|
}
|
||
|
|
||
|
intro_ridgeline_check( guy, nodename )
|
||
|
{
|
||
|
ridgelinePos = getnode( nodename, "targetname" );
|
||
|
|
||
|
dist = length(level.player.origin - ridgelinePos.origin);
|
||
|
|
||
|
//Wait for guy to reach his place on the ridgeline
|
||
|
|
||
|
while(dist > 128)
|
||
|
{
|
||
|
dist = length(guy.origin - ridgelinePos.origin);
|
||
|
wait 0.1;
|
||
|
}
|
||
|
|
||
|
if( guy == level.price )
|
||
|
flag_set( "objective_on_ridgeline" );
|
||
|
//flag_set( "objective_price_on_ridgeline" );
|
||
|
|
||
|
if( guy == level.player )
|
||
|
{
|
||
|
//flag_set( "objective_on_ridgeline" );
|
||
|
//flag_set( "objective_player_on_ridgeline" );
|
||
|
flag_set( "objective_player_at_vantage_point" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
intro_loudspeaker()
|
||
|
{
|
||
|
//Ultranationalist Russian commander demanding the surrender of the SAS troops
|
||
|
|
||
|
aSpeakerTalk = [];
|
||
|
|
||
|
//TEMP DIALOGUE
|
||
|
//"Surrender at once and your lives will be spared. I am sure you will make the right choice given the circumstances."
|
||
|
aSpeakerTalk[ 0 ] = "villagedef_rul_surrenderatonce";
|
||
|
|
||
|
//TEMP DIALOGUE
|
||
|
//"Drop your weapons and surrender at once. You will not be harmed if you surrender."
|
||
|
aSpeakerTalk[ 1 ] = "villagedef_rul_dropyourweapons";
|
||
|
|
||
|
//TEMP DIALOGUE
|
||
|
//"We know you are hiding in the village. You are surrounded, there is nowhere to run. Surrender and make it easy on yourselves."
|
||
|
aSpeakerTalk[ 2 ] = "villagedef_rul_weknowyourehiding";
|
||
|
|
||
|
aSpeakers = getentarray( "russian_loudspeaker", "targetname" );
|
||
|
speakerCount = aSpeakers.size;
|
||
|
j = 0;
|
||
|
|
||
|
for( i = 0; i < aSpeakerTalk.size; i++ )
|
||
|
{
|
||
|
if( j >= speakerCount)
|
||
|
j = 0;
|
||
|
|
||
|
play_sound_in_space( aSpeakerTalk[ i ], aSpeakers[ j ].origin);
|
||
|
wait randomfloatrange( 5 , 8);
|
||
|
j++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
southern_hill_defense()
|
||
|
{
|
||
|
thread southern_hill_intro();
|
||
|
thread southern_hill_intro_interrupt();
|
||
|
thread southern_hill_panic_screaming();
|
||
|
thread southern_hill_javelin();
|
||
|
thread southern_hill_ambush();
|
||
|
thread southern_hill_primary_attack();
|
||
|
thread southern_hill_baglimit();
|
||
|
}
|
||
|
|
||
|
southern_hill_primary_attack()
|
||
|
{
|
||
|
//level endon ( "objective_player_uses_minigun" );
|
||
|
level endon ( "southern_hill_smoked" );
|
||
|
|
||
|
startNode = getnode( "southern_hill_waypoint", "targetname" );
|
||
|
unitName = "southern_hill_assaulter";
|
||
|
endonMsg = "southern_hill_attack_stop";
|
||
|
|
||
|
squad1 = "spawnRock";
|
||
|
squad2 = "spawnRoad";
|
||
|
squad3 = "spawnGas";
|
||
|
|
||
|
level endon ( endonMsg );
|
||
|
|
||
|
flag_wait( "southern_hill_killzone_detonate" );
|
||
|
wait 1;
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
thread encroach_start( startNode, unitName, endonMsg, squad1, "southern_hill" );
|
||
|
thread encroach_start( startNode, unitName, endonMsg, squad2, "southern_hill" );
|
||
|
thread encroach_start( startNode, unitName, endonMsg, squad3, "southern_hill" );
|
||
|
|
||
|
wait randomfloat( 6, 8 );
|
||
|
|
||
|
thread encroach_start( startNode, unitName, endonMsg, squad2, "southern_hill" );
|
||
|
thread encroach_start( startNode, unitName, endonMsg, squad2, "southern_hill" );
|
||
|
thread encroach_start( startNode, unitName, endonMsg, squad3, "southern_hill" );
|
||
|
|
||
|
wait randomfloat( 8, 10 );
|
||
|
|
||
|
thread encroach_start( startNode, unitName, endonMsg, squad1, "southern_hill" );
|
||
|
thread encroach_start( startNode, unitName, endonMsg, squad3, "southern_hill" );
|
||
|
thread encroach_start( startNode, unitName, endonMsg, squad2, "southern_hill" );
|
||
|
|
||
|
wait randomfloat( 10, 12 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
magic_sniper()
|
||
|
{
|
||
|
flag_wait( "southern_hill_killzone_detonate" );
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
n = undefined;
|
||
|
j = 0;
|
||
|
magic_sniper = getent( "southern_hill_magic_sniper", "targetname" );
|
||
|
//sniperfx = "weap_m40a3sniper_fire_village";
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
aAxis = [];
|
||
|
aValidSniperTargets = [];
|
||
|
|
||
|
aAxis = getaiarray( "axis" ); //bad get?
|
||
|
|
||
|
for( i = 0; i < aAxis.size; i++ )
|
||
|
{
|
||
|
guy = aAxis[ i ];
|
||
|
|
||
|
if( !isdefined( guy.targetname ) && !isdefined( guy.script_noteworthy ) )
|
||
|
continue;
|
||
|
|
||
|
if( guy.script_noteworthy == "spawnGas" )
|
||
|
{
|
||
|
aValidSniperTargets[ aValidSniperTargets.size ] = guy;
|
||
|
}
|
||
|
else
|
||
|
if( guy.script_noteworthy == "spawnRoad" )
|
||
|
{
|
||
|
aValidSniperTargets[ aValidSniperTargets.size ] = guy;
|
||
|
}
|
||
|
else
|
||
|
if( guy.script_noteworthy == "spawnRock" )
|
||
|
{
|
||
|
aValidSniperTargets[ aValidSniperTargets.size ] = guy;
|
||
|
}
|
||
|
else
|
||
|
if( isdefined( guy.targetname ) && guy.targetname == "vanguard" )
|
||
|
{
|
||
|
aValidSniperTargets[ aValidSniperTargets.size ] = guy;
|
||
|
}
|
||
|
else
|
||
|
if ( guy.script_noteworthy == "spawnHillFence" )
|
||
|
{
|
||
|
aValidSniperTargets[ aValidSniperTargets.size ] = guy;
|
||
|
}
|
||
|
else
|
||
|
if ( guy.script_noteworthy == "spawnHillChurch" )
|
||
|
{
|
||
|
aValidSniperTargets[ aValidSniperTargets.size ] = guy;
|
||
|
}
|
||
|
else
|
||
|
if ( guy.script_noteworthy == "spawnHillGraveyard" )
|
||
|
{
|
||
|
aValidSniperTargets[ aValidSniperTargets.size ] = guy;
|
||
|
}
|
||
|
else
|
||
|
if ( guy.script_noteworthy == "spawnHillFlank" )
|
||
|
{
|
||
|
aValidSniperTargets[ aValidSniperTargets.size ] = guy;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( aValidSniperTargets.size == 0 )
|
||
|
{
|
||
|
wait 1;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
n = randomint( aValidSniperTargets.size );
|
||
|
sniperTarget = aValidSniperTargets[ n ];
|
||
|
|
||
|
magic_sniper playsound( level.sniperfx );
|
||
|
sniperTarget doDamage ( sniperTarget.health + 100, (0, 0, 0) );
|
||
|
|
||
|
if( level.magicSniperTalk )
|
||
|
{
|
||
|
if( j == 0 )
|
||
|
{
|
||
|
//"Target down."
|
||
|
radio_dialogue_queue( "targetdown" );
|
||
|
j++;
|
||
|
}
|
||
|
else
|
||
|
if( j == 1 )
|
||
|
{
|
||
|
//"Got him."
|
||
|
radio_dialogue_queue( "gothim" );
|
||
|
j++;
|
||
|
}
|
||
|
else
|
||
|
if( j == 2 )
|
||
|
{
|
||
|
//"Target eliminated."
|
||
|
radio_dialogue_queue( "targeteliminated" );
|
||
|
j++;
|
||
|
}
|
||
|
else
|
||
|
if( j == 3 )
|
||
|
{
|
||
|
//"Goodbye."
|
||
|
radio_dialogue_queue( "goodbye" );
|
||
|
j = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
aAxis = undefined;
|
||
|
aValidSniperTargets = undefined;
|
||
|
|
||
|
cycleDelay = randomfloatrange( level.southern_hill_magic_sniper_min_cycletime, level.southern_hill_magic_sniper_max_cycletime );
|
||
|
wait cycleDelay;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
southern_hill_vanguard_setup()
|
||
|
{
|
||
|
vanguards = [];
|
||
|
vanguards = getentarray( "vanguard", "targetname" );
|
||
|
|
||
|
for( i = 0; i < vanguards.size; i++ )
|
||
|
{
|
||
|
vanguards[ i ].goalradius = 16;
|
||
|
}
|
||
|
|
||
|
flag_wait( "objective_player_on_ridgeline" );
|
||
|
//flag_wait( "objective_price_on_ridgeline" );
|
||
|
//flag_wait( "objective_on_ridgeline" );
|
||
|
|
||
|
for( i = 0; i < vanguards.size; i++ )
|
||
|
{
|
||
|
//vanguards[ i ] enable_cqbwalk();
|
||
|
|
||
|
if( isdefined( vanguards[ i ] ) )
|
||
|
{
|
||
|
vanguards[ i ].animname = "axis";
|
||
|
vanguards[ i ] set_run_anim( "patrolwalk_" + ( randomint(5) + 1 ) );
|
||
|
vanguards[ i ] thread southern_hill_vanguard_nav();
|
||
|
vanguards[ i ] thread southern_hill_vanguard_wakeup();
|
||
|
vanguards[ i ] thread southern_hill_deathmonitor();
|
||
|
vanguards[ i ] thread southern_hill_damagemonitor();
|
||
|
|
||
|
}
|
||
|
|
||
|
wait 0.05;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
southern_hill_vanguard_nav()
|
||
|
{
|
||
|
self endon ( "death" );
|
||
|
|
||
|
node = undefined;
|
||
|
|
||
|
if( !isdefined( self.script_noteworthy ) )
|
||
|
{
|
||
|
node = getnode( "default_vanguard_dest", "targetname" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
nodes = getnodearray( "vanguard_node", "targetname" );
|
||
|
for( i = 0; i < nodes.size; i++ )
|
||
|
{
|
||
|
assertEX( isdefined( nodes[ i ].script_noteworthy ), "vanguard_node without a script_noteworthy" );
|
||
|
if( self.script_noteworthy == nodes[ i ].script_noteworthy )
|
||
|
{
|
||
|
node = nodes[ i ];
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
self setgoalnode( node );
|
||
|
self.goalradius = 2048;
|
||
|
self thread southern_hill_vanguard_aim();
|
||
|
}
|
||
|
|
||
|
southern_hill_vanguard_aim()
|
||
|
{
|
||
|
self endon ( "death" );
|
||
|
|
||
|
aimpoints = [];
|
||
|
aimpoints = getentarray( "vanguard_aimpoint", "targetname" );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
i = randomint( aimpoints.size );
|
||
|
self cqb_aim ( aimpoints[ i ] );
|
||
|
wait randomfloat(1, 2);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
southern_hill_vanguard_wakeup()
|
||
|
{
|
||
|
self endon ( "death" );
|
||
|
|
||
|
flag_wait( "southern_hill_action_started" );
|
||
|
|
||
|
self clear_run_anim();
|
||
|
}
|
||
|
|
||
|
southern_hill_timeout()
|
||
|
{
|
||
|
//timeout on waiting for player if player was close to Price at the time Price reached his goal
|
||
|
|
||
|
wait 10;
|
||
|
flag_set( "objective_player_at_vantage_point" );
|
||
|
}
|
||
|
|
||
|
southern_hill_intro()
|
||
|
{
|
||
|
level endon ( "intro_hill_interrupted" );
|
||
|
|
||
|
flag_wait( "objective_player_on_ridgeline" ); //guys are walking
|
||
|
//flag_wait( "objective_price_on_ridgeline" );
|
||
|
flag_wait( "objective_on_ridgeline" ); //price is there
|
||
|
|
||
|
dist = length( level.player.origin - level.price.origin );
|
||
|
|
||
|
if( dist < 512 )
|
||
|
{
|
||
|
thread southern_hill_timeout();
|
||
|
flag_wait( "objective_player_at_vantage_point" ); //wait longer if player is likely following price
|
||
|
}
|
||
|
|
||
|
wait 6;
|
||
|
|
||
|
if( !flag( "southern_hill_action_started" ) )
|
||
|
{
|
||
|
//"Do it."
|
||
|
//iprintln( "Do it." );
|
||
|
flag_set( "price_ordered_hill_detonation" );
|
||
|
radio_dialogue_queue( "doit" );
|
||
|
}
|
||
|
|
||
|
//"Ka-boom."
|
||
|
//iprintln( "Ka-boom." );
|
||
|
radio_dialogue_queue( "kaboom" );
|
||
|
|
||
|
if( !flag( "southern_hill_action_started" ) )
|
||
|
{
|
||
|
flag_set( "southern_hill_killzone_detonate" );
|
||
|
|
||
|
wait 0.5;
|
||
|
|
||
|
flag_set( "southern_hill_action_started" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
flag_set( "southern_hill_killzone_detonate" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
southern_hill_intro_interrupt()
|
||
|
{
|
||
|
//if a grenade is thrown by the player and kills an enemy on the hill or the player opens fire, start the battle
|
||
|
|
||
|
flag_wait( "southern_hill_action_started" );
|
||
|
|
||
|
level notify ( "intro_hill_interrupted" );
|
||
|
|
||
|
flag_set( "southern_hill_action_started" );
|
||
|
|
||
|
wait 0.35;
|
||
|
|
||
|
if( !flag( "price_ordered_hill_detonation" ) )
|
||
|
{
|
||
|
radio_dialogue_queue( "doit" );
|
||
|
radio_dialogue_queue( "kaboom" );
|
||
|
}
|
||
|
|
||
|
flag_set( "southern_hill_killzone_detonate" );
|
||
|
}
|
||
|
|
||
|
southern_hill_ambush()
|
||
|
{
|
||
|
flag_wait( "southern_hill_action_started" );
|
||
|
|
||
|
//wait 0.15;
|
||
|
|
||
|
flag_set( "southern_mg_openfire" );
|
||
|
|
||
|
//wait 0.3;
|
||
|
|
||
|
setthreatbias( "player", "axis", 0 ); // axis fight player
|
||
|
setthreatbias( "allies", "axis", 0 ); // axis fight allies
|
||
|
setthreatbias( "axis", "allies", 0 ); // allies fight axis
|
||
|
|
||
|
flag_wait( "southern_hill_killzone_detonate" );
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
//"OPEN FIIRRRRRE!!!!!"
|
||
|
//iprintln( "OPEN FIIRRRRRE!!!!!" );
|
||
|
level.price thread anim_single_queue( level.price, "openfire" );
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
battlechatter_on( "allies" );
|
||
|
}
|
||
|
|
||
|
southern_hill_killzone_sequence()
|
||
|
{
|
||
|
killzone1 = [];
|
||
|
killzone2 = [];
|
||
|
killzone1point = getent( "southern_hill_killzone_1", "targetname" );
|
||
|
killzone2point = getent( "southern_hill_killzone_2", "targetname" );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
killzone1[ killzone1.size ] = killzone1point;
|
||
|
|
||
|
if( isdefined( killzone1point.target ) )
|
||
|
killzone1point = getent( killzone1point.target, "targetname" );
|
||
|
else
|
||
|
break;
|
||
|
|
||
|
wait 0.05;
|
||
|
}
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
killzone2[ killzone2.size ] = killzone2point;
|
||
|
|
||
|
if( isdefined( killzone2point.target ) )
|
||
|
killzone2point = getent( killzone2point.target, "targetname" );
|
||
|
else
|
||
|
break;
|
||
|
|
||
|
wait 0.05;
|
||
|
}
|
||
|
|
||
|
flag_wait( "southern_hill_killzone_detonate" );
|
||
|
|
||
|
battlechatter_on( "axis" );
|
||
|
|
||
|
thread killzone_detonation( killzone1 );
|
||
|
wait 1.25;
|
||
|
thread killzone_detonation( killzone2 );
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
flag_set( "stop_ambush_music" );
|
||
|
musicStop( 1 );
|
||
|
}
|
||
|
|
||
|
southern_hill_panic_screaming()
|
||
|
{
|
||
|
//level endon ( "temp_demo_stopshooting" ); //TEMP LEVEL STOP FOR DEMOING PURPOSES ONLY
|
||
|
|
||
|
level endon ( "stop_hill_screaming" );
|
||
|
|
||
|
flag_wait( "southern_hill_action_started" );
|
||
|
|
||
|
speakers = getentarray( "ambush_speaker", "targetname" );
|
||
|
for( j = 0; j < 4; j++ )
|
||
|
{
|
||
|
for( i = 0; i < speakers.size; i++ )
|
||
|
{
|
||
|
speaker = speakers[ i ];
|
||
|
play_sound_in_space( "RU_1_reaction_casualty_generic", speaker.origin );
|
||
|
wait 1;
|
||
|
play_sound_in_space( "RU_1_order_move_generic", speaker.origin );
|
||
|
wait 1;
|
||
|
play_sound_in_space( "RU_1_order_attack_infantry", speaker.origin );
|
||
|
wait 1;
|
||
|
play_sound_in_space( "RU_1_order_action_coverme", speaker.origin );
|
||
|
wait 1;
|
||
|
play_sound_in_space( "RU_1_inform_suppressed_generic", speaker.origin );
|
||
|
wait 1;
|
||
|
play_sound_in_space( "RU_1_order_action_suppress", speaker.origin );
|
||
|
wait 1;
|
||
|
play_sound_in_space( "RU_1_response_ack_covering", speaker.origin );
|
||
|
wait 1;
|
||
|
play_sound_in_space( "RU_1_response_ack_follow", speaker.origin );
|
||
|
wait 1;
|
||
|
play_sound_in_space( "villagedef_ru4_helpmeimwounded", speaker.origin );
|
||
|
wait 1;
|
||
|
play_sound_in_space( "villagedef_ru1_noicantmove", speaker.origin );
|
||
|
wait 1;
|
||
|
play_sound_in_space( "villagedef_ru2_death", speaker.origin );
|
||
|
wait 1;
|
||
|
play_sound_in_space( "villagedef_ru3_death", speaker.origin );
|
||
|
wait 1;
|
||
|
play_sound_in_space( "villagedef_ru4_wheretheyshooting", speaker.origin );
|
||
|
wait 1;
|
||
|
play_sound_in_space( "villagedef_ru1_icantseethem", speaker.origin );
|
||
|
wait 1;
|
||
|
play_sound_in_space( "villagedef_ru2_underheavyfire", speaker.origin );
|
||
|
wait 1;
|
||
|
play_sound_in_space( "villagedef_ru4_reinforcements", speaker.origin );
|
||
|
wait 1;
|
||
|
play_sound_in_space( "villagedef_ru1_goaroundwest", speaker.origin );
|
||
|
wait 1;
|
||
|
play_sound_in_space( "villagedef_ru4_imhitmedic", speaker.origin );
|
||
|
wait 1;
|
||
|
play_sound_in_space( "villagedef_ru1_medic", speaker.origin );
|
||
|
wait 1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
southern_hill_ambush_mg()
|
||
|
{
|
||
|
southern_sas_mg = getent( "southern_house_manual_mg", "targetname" );
|
||
|
southern_sas_mg setmode( "manual" );
|
||
|
southern_sas_mg thread southern_hill_mg_targeting();
|
||
|
|
||
|
flag_wait( "southern_mg_openfire" );
|
||
|
|
||
|
southern_sas_mg thread manual_mg_fire();
|
||
|
}
|
||
|
|
||
|
southern_hill_mg_targeting()
|
||
|
{
|
||
|
level endon ( "sawgunner_moving" );
|
||
|
|
||
|
targets = getentarray( self.target, "targetname" );
|
||
|
n = 0;
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
target = random( targets );
|
||
|
|
||
|
self settargetentity( target );
|
||
|
|
||
|
wait( randomfloatrange( 1, 5 ) );
|
||
|
|
||
|
n++;
|
||
|
|
||
|
//Occasionally pick off a bad guy
|
||
|
|
||
|
if( n > 8 )
|
||
|
{
|
||
|
aAxis = [];
|
||
|
aAxis = getaiarray( "axis" );
|
||
|
if( aAxis.size )
|
||
|
{
|
||
|
target = random( aAxis );
|
||
|
self settargetentity( target );
|
||
|
wait( randomfloatrange( 1, 2 ) );
|
||
|
|
||
|
n = 0;
|
||
|
aAxis = undefined;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
manual_mg_fire()
|
||
|
{
|
||
|
level endon( "sawgunner_moving" );
|
||
|
self.turret_fires = true;
|
||
|
n = 0;
|
||
|
for ( ;; )
|
||
|
{
|
||
|
timer = randomfloatrange( 0.4, 0.7 ) * 20;
|
||
|
if ( self.turret_fires )
|
||
|
{
|
||
|
for ( i = 0; i < timer; i++ )
|
||
|
{
|
||
|
self shootturret();
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
n++;
|
||
|
|
||
|
//time between bursts
|
||
|
wait( randomfloat( 3.3, 6 ) );
|
||
|
|
||
|
if(n >= 10)
|
||
|
{
|
||
|
//pretend reloading
|
||
|
wait randomfloat( 6.1, 7.4 );
|
||
|
n = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
southern_hill_javelin()
|
||
|
{
|
||
|
flag_wait( "southern_hill_action_started" );
|
||
|
|
||
|
wait 4;
|
||
|
|
||
|
//"Nice shot mate!"
|
||
|
radio_dialogue_queue( "niceshotmate" );
|
||
|
}
|
||
|
|
||
|
southern_hill_baglimit()
|
||
|
{
|
||
|
i=0;
|
||
|
|
||
|
speakers = getentarray( "ambush_speaker", "targetname" );
|
||
|
|
||
|
while( i < level.southernHillAdvanceBaglimit )
|
||
|
{
|
||
|
level waittill ( "player_killed_southern_hill_enemy" );
|
||
|
i++;
|
||
|
|
||
|
if( i == level.southernHillAdvanceBaglimit / 2 )
|
||
|
{
|
||
|
speaker = speakers[ randomint( speakers.size ) ];
|
||
|
|
||
|
play_sound_in_space( "villagedef_ru1_mustbetwoplatoons", speaker.origin );
|
||
|
wait 2;
|
||
|
|
||
|
//"Squad, hold your ground, they think we're a larger force than we really are."
|
||
|
radio_dialogue_queue( "largerforce" );
|
||
|
|
||
|
//"Copy."
|
||
|
radio_dialogue_queue( "copy" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
thread saw_gunner_friendly();
|
||
|
|
||
|
wait 7;
|
||
|
|
||
|
flag_set( "southern_hill_smoked" );
|
||
|
|
||
|
wait 20;
|
||
|
|
||
|
thread southern_hill_smokescreens();
|
||
|
}
|
||
|
|
||
|
southern_hill_deathmonitor()
|
||
|
{
|
||
|
self waittill ( "death", nAttacker );
|
||
|
|
||
|
flag_set( "southern_hill_action_started" );
|
||
|
|
||
|
if( isdefined( nAttacker ) && nAttacker == level.player )
|
||
|
{
|
||
|
level notify ( "player_killed_southern_hill_enemy" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
southern_hill_damagemonitor()
|
||
|
{
|
||
|
self waittill ( "damage", nAttacker );
|
||
|
|
||
|
flag_set( "southern_hill_action_started" );
|
||
|
}
|
||
|
|
||
|
southern_hill_shotmonitor()
|
||
|
{
|
||
|
trig = getent( "hill_patrol_shotdetector", "targetname" );
|
||
|
|
||
|
/*
|
||
|
|
||
|
trig waittill ( "damage", nAttacker );
|
||
|
|
||
|
if( isdefined( nAttacker ) && nAttacker == level.player )
|
||
|
{
|
||
|
flag_set( "southern_hill_action_started" );
|
||
|
}
|
||
|
|
||
|
*/
|
||
|
|
||
|
trig waittill ( "trigger" );
|
||
|
flag_set( "southern_hill_action_started" );
|
||
|
}
|
||
|
|
||
|
saw_gunner_friendly()
|
||
|
{
|
||
|
//spawn the SAW gunner
|
||
|
|
||
|
sasGunner = getent( "sasGunner", "targetname" );
|
||
|
level.sasGunner = sasGunner doSpawn();
|
||
|
if( spawn_failed( level.sasGunner ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
sasGunnerNode = getnode( "fallback_sasGunner", "targetname" );
|
||
|
level.sasGunner setgoalnode( sasGunnerNode );
|
||
|
level.sasGunner thread hero();
|
||
|
level.sasGunner.ignoreSuppression = true;
|
||
|
//level.sasGunner.baseaccuracy = 1;
|
||
|
|
||
|
flag_wait( "objective_minigun_baglimit_done" );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
intro_tankdrive()
|
||
|
{
|
||
|
tank = spawn_vehicle_from_targetname_and_drive( "intro_tank" );
|
||
|
node = getVehicleNode( "intro_tank_church_aim", "targetname" );
|
||
|
targetpoint = getent( "intro_tank_tower_target", "targetname" );
|
||
|
|
||
|
tank setwaitnode(node);
|
||
|
tank waittill ("reached_wait_node");
|
||
|
tank setTurretTargetEnt( targetpoint );
|
||
|
tank waittill_notify_or_timeout( "turret_rotate_stopped", 5.0 );
|
||
|
|
||
|
flag_wait( "intro_tank_fire_authorization" );
|
||
|
tank fireweapon();
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
southern_hill_smokescreens()
|
||
|
{
|
||
|
//playfx(level.smokegrenade, smokeSquad.origin);
|
||
|
//smokescreen_southern_hill
|
||
|
|
||
|
speakers = getentarray( "ambush_speaker", "targetname" );
|
||
|
speaker = speakers[ randomint( speakers.size ) ];
|
||
|
|
||
|
play_sound_in_space( "villagedef_ru2_putupsmokescreen", speaker.origin );
|
||
|
|
||
|
aSmokes = getentarray( "smokescreen_southern_hill", "targetname" );
|
||
|
for( i = 0; i < aSmokes.size; i++ )
|
||
|
{
|
||
|
playfx(level.smokegrenade, aSmokes[ i ].origin);
|
||
|
}
|
||
|
|
||
|
level notify ( "sawgunner_moving" );
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
level notify ( "stop_hill_screaming" );
|
||
|
level.magicSniperTalk = false;
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
//"They're putting up smokescreens. Mac - you see anything?"
|
||
|
//iprintln( "They're putting up smokescreens. Mac - you see anything?" );
|
||
|
radio_dialogue_queue( "smokescreensmac" );
|
||
|
|
||
|
wait 0.5;
|
||
|
|
||
|
//"Not much movement on the road. They might be moving to our west."
|
||
|
//iprintln( "Not much movement on the road. They might be moving to our west." );
|
||
|
radio_dialogue_queue( "notmuchmovement" );
|
||
|
|
||
|
wait 4;
|
||
|
|
||
|
thread southern_hill_mortars();
|
||
|
|
||
|
while( !flag( "objective_player_uses_minigun" ) && !flag( "ridgeline_unsafe" ) )
|
||
|
{
|
||
|
for( i = 0; i < aSmokes.size; i++ )
|
||
|
{
|
||
|
playfx(level.smokegrenade, aSmokes[ i ].origin);
|
||
|
wait randomfloatrange( 1.2, 2.3 );
|
||
|
}
|
||
|
|
||
|
wait 32;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
southern_hill_mortars()
|
||
|
{
|
||
|
//mortars start hitting around on the fake points
|
||
|
//Price orders everyone to fall back to the next defensive zone
|
||
|
//Price tells the player to get on the minigun
|
||
|
//after the friendlies are out of the killzone, mortars start hitting around the real points
|
||
|
//if the player enters the killzone after the timeout, he is killed by a magic mortar
|
||
|
//use level.killzoneBigExplosion_fx
|
||
|
|
||
|
aHits = getentarray( "southern_hill_mortar_hit", "targetname" );
|
||
|
aRealHits = getentarray( "southern_hill_mortar_hit_real", "targetname" );
|
||
|
|
||
|
thread minigun_fallback();
|
||
|
thread southern_hill_mortars_killtimer();
|
||
|
thread southern_hill_mortars_timing( "southern_hill_mortar_hit", "ridgeline_unsafe", 192 );
|
||
|
|
||
|
//start the barbed wire breach concealing smoke when the player killing mortars start happening
|
||
|
|
||
|
flag_set( "southern_hill_smoke_entry" );
|
||
|
|
||
|
thread minigun_smokescreens();
|
||
|
|
||
|
flag_wait( "ridgeline_unsafe" );
|
||
|
|
||
|
thread southern_hill_mortars_timing( "southern_hill_mortar_hit_real", "enemy_breached_wire", 0 );
|
||
|
|
||
|
wait 1.5;
|
||
|
|
||
|
thread minigun_primary_attack();
|
||
|
}
|
||
|
|
||
|
minigun_smokescreens()
|
||
|
{
|
||
|
//level endon ( "enemy_breached_wire" );
|
||
|
level endon ( "objective_detonators" );
|
||
|
|
||
|
aSmokes = getentarray( "smokescreen_barbed_wire", "targetname" );
|
||
|
|
||
|
//while( !flag( "enemy_breached_wire" ) )
|
||
|
while( 1 )
|
||
|
{
|
||
|
if( flag( "southern_hill_smoke_entry" ) )
|
||
|
{
|
||
|
for( i = 0; i < aSmokes.size; i++ )
|
||
|
{
|
||
|
playfx(level.smokegrenade, aSmokes[ i ].origin);
|
||
|
wait randomfloatrange( 1.2, 2.3 );
|
||
|
}
|
||
|
|
||
|
wait 28;
|
||
|
}
|
||
|
|
||
|
wait 0.25;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
southern_hill_mortars_timing( mortarMsg, endonMsg, safeDist )
|
||
|
{
|
||
|
assertEX( isdefined( mortarMsg ), "mortarMsg not defined" );
|
||
|
assertEX( isdefined( endonMsg ), "endonMsg not defined" );
|
||
|
assertEX( isdefined( safeDist ), "safeDist not defined" );
|
||
|
|
||
|
level endon ( endonMsg );
|
||
|
|
||
|
aHits = getentarray( mortarMsg, "targetname" );
|
||
|
aHits = array_randomize(aHits);
|
||
|
|
||
|
while( !flag( endonMsg ) )
|
||
|
{
|
||
|
for( i = 0; i < aHits.size; i++ )
|
||
|
{
|
||
|
hit = aHits[ i ];
|
||
|
dist = distance(level.player.origin, hit.origin);
|
||
|
|
||
|
if( dist > safeDist )
|
||
|
{
|
||
|
southern_hill_mortar_detonate( hit );
|
||
|
wait randomfloatrange( 0.7, 1.4 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
aHits = array_randomize(aHits);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
southern_hill_mortars_killtimer()
|
||
|
{
|
||
|
wait level.southernMortarIntroTimer;
|
||
|
flag_set( "ridgeline_targeted" );
|
||
|
|
||
|
wait level.southernMortarKillTimer;
|
||
|
flag_set( "ridgeline_unsafe" );
|
||
|
|
||
|
//wait 20;
|
||
|
|
||
|
thread southern_hill_mortars_killplayer();
|
||
|
}
|
||
|
|
||
|
southern_hill_mortars_killplayer()
|
||
|
{
|
||
|
//Blows up player if player is too close to the ridgeline after Price orders the team to fall back
|
||
|
|
||
|
level endon ( "arm_delaying_action" );
|
||
|
|
||
|
dangerZone = getent( "ridgeline_dangerarea", "targetname" );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
if( level.player isTouching( dangerZone ) )
|
||
|
{
|
||
|
wait 2;
|
||
|
if ( level.player isTouching( dangerZone ) )
|
||
|
{
|
||
|
thread southern_hill_mortar_detonate( level.player );
|
||
|
level.player doDamage( level.player.health + 10000, level.player.origin );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
wait 0.5;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
minigun_fallback()
|
||
|
{
|
||
|
flag_wait( "ridgeline_targeted" );
|
||
|
|
||
|
autosave_by_name( "ridgeline_under_mortar_fire" );
|
||
|
|
||
|
redshirt1 = getent( "redshirt1", "targetname" );
|
||
|
redshirt2 = getent( "redshirt2", "targetname" );
|
||
|
|
||
|
redshirt_node1 = getnode( "fallback_redshirt1", "targetname" );
|
||
|
redshirt_node2 = getnode( "fallback_redshirt2", "targetname" );
|
||
|
|
||
|
//"They're targeting our position with mortars. It's time to fall back."
|
||
|
//iprintln( "They're targeting our position with mortars. It's time to fall back." );
|
||
|
radio_dialogue_queue( "targetingour" );
|
||
|
|
||
|
thread minigun_orders();
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
//"Two, falling back."
|
||
|
radio_dialogue_queue( "twofallingback" );
|
||
|
|
||
|
redshirt1 allowedstances ( "stand", "crouch", "prone" );
|
||
|
redshirt1 setgoalnode( redshirt_node1 );
|
||
|
wait randomfloatrange( 0.7, 1.2 );
|
||
|
|
||
|
//"Three, on the move."
|
||
|
radio_dialogue_queue( "threeonthemove" );
|
||
|
|
||
|
redshirt2 allowedstances ( "stand", "crouch", "prone" );
|
||
|
redshirt2 setgoalnode( redshirt_node2 );
|
||
|
|
||
|
priceNode = getnode( "fallback_price", "targetname" );
|
||
|
level.price allowedstances ( "stand", "crouch", "prone" );
|
||
|
level.price setgoalnode( priceNode );
|
||
|
|
||
|
//"Three here. Two's in the far eastern building. We've got the eastern road locked down."
|
||
|
radio_dialogue_queue( "easternroadlocked" );
|
||
|
|
||
|
level.price.baseaccuracy = 1;
|
||
|
level.price.ignoreSuppression = true;
|
||
|
|
||
|
redshirt1.baseaccuracy = 1;
|
||
|
redshirt1.ignoreSuppression = true;
|
||
|
|
||
|
redshirt2.baseaccuracy = 1;
|
||
|
redshirt2.ignoreSuppression = true;
|
||
|
|
||
|
thread friendly_pushplayer( "off" );
|
||
|
|
||
|
wait 5;
|
||
|
|
||
|
thread intro_church_tower_explode();
|
||
|
}
|
||
|
|
||
|
minigun_orders()
|
||
|
{
|
||
|
level endon ( "objective_player_uses_minigun" );
|
||
|
level endon ( "objective_minigun_baglimit_done" );
|
||
|
|
||
|
//Price gives orders for the minigun.
|
||
|
|
||
|
flag_set( "objective_price_orders_minigun" );
|
||
|
|
||
|
//"Right. Soap, get to the minigun and cover the western flank. Go."
|
||
|
//iprintln( "Right. Soap, get to the minigun and cover the western flank. Go." );
|
||
|
radio_dialogue_queue( "minigunflank" );
|
||
|
|
||
|
thread minigun_use();
|
||
|
thread minigun_arming_check();
|
||
|
|
||
|
n = 0;
|
||
|
cycleTime = 30;
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
wait cycleTime;
|
||
|
|
||
|
if( n == 0 )
|
||
|
{
|
||
|
//"Soap, get to the minigun! Move! It's attached to the crashed helicopter."
|
||
|
radio_dialogue_queue( "miniguncrashed" );
|
||
|
}
|
||
|
|
||
|
if( n == 1 )
|
||
|
{
|
||
|
//"Soap, the minigun's online. It's in the crashed helicopter."
|
||
|
radio_dialogue_queue( "gazminigunonline" );
|
||
|
}
|
||
|
|
||
|
if( n == 2 )
|
||
|
{
|
||
|
//"Soap, I need you to operate the minigun! Get your arse moving!"
|
||
|
radio_dialogue_queue( "minigunarse" );
|
||
|
}
|
||
|
|
||
|
if( n == 3 )
|
||
|
{
|
||
|
//Soap. The minigun is inside the crashed helicopter.
|
||
|
radio_dialogue_queue( "priceminiguninheli" );
|
||
|
}
|
||
|
|
||
|
if( n == 4 )
|
||
|
{
|
||
|
//Soap, get inside the crashed helicopter and use the minigun!
|
||
|
level.gaz anim_single_queue( level.gaz, "gazuseminigun" );
|
||
|
}
|
||
|
|
||
|
if( n == 5 )
|
||
|
{
|
||
|
//"Get on the minigun in the helicopter. Move!"
|
||
|
radio_dialogue_queue( "priceminiguninhelimove" );
|
||
|
n = 0;
|
||
|
cycleTime = 65;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
n++;
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
minigun_fallback_shouting()
|
||
|
{
|
||
|
level endon ( "stop_minigun_fallback_shouting" );
|
||
|
|
||
|
minigun = getent( "minigun", "targetname" );
|
||
|
minigunNagDelayTime = 5;
|
||
|
normalNagDelayTime = 10;
|
||
|
normalNagOnly = false;
|
||
|
n = 0;
|
||
|
k = 0;
|
||
|
m = 0;
|
||
|
j = 0;
|
||
|
|
||
|
while( !flag( "stop_minigun_fallback_shouting" ) )
|
||
|
{
|
||
|
minigunUser = minigun getTurretOwner();
|
||
|
|
||
|
if( isdefined( minigunUser ) && !normalNagOnly )
|
||
|
{
|
||
|
if( k == 2 )
|
||
|
{
|
||
|
normalNagOnly = true;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if( n == 0 )
|
||
|
{
|
||
|
//GAZ: Soaap!!! Get off the miniguun! We're faalling baack!
|
||
|
radio_dialogue_queue( "detminigunfallbackremind1" );
|
||
|
}
|
||
|
|
||
|
if( n == 1 )
|
||
|
{
|
||
|
//GAZ: Forget the minigun! We've go to go! NOW!
|
||
|
radio_dialogue_queue( "detminigunfallbackremind2" );
|
||
|
n = 0;
|
||
|
k++;
|
||
|
wait minigunNagDelayTime * 3;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
n++;
|
||
|
|
||
|
|
||
|
wait minigunNagDelayTime;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
/*
|
||
|
if( m == 3 )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
if( j == 0 )
|
||
|
{
|
||
|
//GAZ: Soap! We're falling back to the next phase line! Let's go! Let's go! You're gonna be left behind!!
|
||
|
radio_dialogue_queue( "detfallbackremind1" );
|
||
|
}
|
||
|
|
||
|
if( j == 1 )
|
||
|
{
|
||
|
//GAZ: Let's gooo!!! Fall back now!!!
|
||
|
radio_dialogue_queue( "detfallbackremind2" );
|
||
|
}
|
||
|
|
||
|
if( j == 2 )
|
||
|
{
|
||
|
//PRICE: Soap! Fall back to the next phase line! You're going to get overrun!
|
||
|
radio_dialogue_queue( "detfallbackremind3" );
|
||
|
j = 0;
|
||
|
//m++;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
j++;
|
||
|
|
||
|
wait normalNagDelayTime;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
minigun_fallback_shouting_cancel()
|
||
|
{
|
||
|
trig = getent( "minigun_fallback_shouting", "targetname" );
|
||
|
trig waittill ( "trigger" );
|
||
|
|
||
|
flag_set( "stop_minigun_fallback_shouting" );
|
||
|
|
||
|
thread clacker_use_shouting();
|
||
|
}
|
||
|
|
||
|
clacker_use_shouting()
|
||
|
{
|
||
|
level endon ( "clacker_has_been_exercised" );
|
||
|
|
||
|
wait 5;
|
||
|
|
||
|
//n = 0;
|
||
|
|
||
|
while( !flag( "clacker_has_been_exercised" ) )
|
||
|
{
|
||
|
/*
|
||
|
if( n == 2 )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
//GAZ: Soap! Use the detonators! There's four of them in the tavern! Move!
|
||
|
radio_dialogue_queue( "detuseremind1" );
|
||
|
|
||
|
wait 20;
|
||
|
|
||
|
//GAZ: The detonators are on the second floor of the tavern! Check your compass and move! We'll try to hold them off!
|
||
|
radio_dialogue_queue( "detuseremind2" );
|
||
|
|
||
|
wait 25;
|
||
|
|
||
|
//n++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
minigun_use()
|
||
|
{
|
||
|
flag_wait( "objective_player_uses_minigun" );
|
||
|
|
||
|
level notify ( "southern_hill_attack_stop" ); //stops southern hill attack
|
||
|
}
|
||
|
|
||
|
minigun_primary_attack()
|
||
|
{
|
||
|
//Mortar shreds the barbed wire out of the way on the southern hill
|
||
|
|
||
|
barbedDets = getentarray( "barbed_wire_detonator", "targetname" );
|
||
|
|
||
|
thread minigun_barbed_wire_detonate( "southern_hill_barbed_wire_wall_1", barbedDets );
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
thread minigun_barbed_wire_detonate( "southern_hill_barbed_wire_wall_2", barbedDets );
|
||
|
|
||
|
wait 3;
|
||
|
|
||
|
thread minigun_barbed_wire_detonate( "southern_hill_barbed_wire_wall_3", barbedDets );
|
||
|
|
||
|
autosave_by_name( "southwestern_flanking_assault" );
|
||
|
|
||
|
thread minigun_breach_baglimit();
|
||
|
|
||
|
//startNode = getnode( "southern_hill_waypoint", "targetname" );
|
||
|
//unitName = "southern_hill_assaulter";
|
||
|
//endonMsg = "southern_hill_attack_stop";
|
||
|
|
||
|
//squad1 = "spawnRock";
|
||
|
//squad2 = "spawnRoad";
|
||
|
//squad3 = "spawnGas";
|
||
|
|
||
|
//thread encroach_start( startNode, unitName, endonMsg, squad1, "southern_hill" );
|
||
|
|
||
|
startnode1 = getnode( "southern_hill_breach_church", "targetname" );
|
||
|
startnode2 = getnode( "southern_hill_breach_graveyard", "targetname" );
|
||
|
startnode3 = getnode( "southern_hill_breach_housegap", "targetname" );
|
||
|
startnode4 = getnode( "southern_hill_breach_flank", "targetname" );
|
||
|
|
||
|
unitName = "southern_hill_breacher";
|
||
|
|
||
|
endonMsg = "halfway_through_field"; //enemy continues to attack heavily until player is in the barn and has picked up the javelin
|
||
|
|
||
|
squad1 = "spawnHillChurch";
|
||
|
squad2 = "spawnHillGraveyard";
|
||
|
squad3 = "spawnHillFence";
|
||
|
squad4 = "spawnHillFlank";
|
||
|
|
||
|
deathmonitorName = "minigun_breach";
|
||
|
|
||
|
level endon ( endonMsg );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
thread encroach_start( startNode2, unitName, endonMsg, squad1, deathmonitorName );
|
||
|
thread encroach_start( startNode2, unitName, endonMsg, squad2, deathmonitorName );
|
||
|
thread encroach_start( startNode3, unitName, endonMsg, squad3, deathmonitorName );
|
||
|
|
||
|
wait randomfloatrange( 6, 8 );
|
||
|
|
||
|
thread encroach_start( startNode1, unitName, endonMsg, squad1, deathmonitorName );
|
||
|
thread encroach_start( startNode2, unitName, endonMsg, squad2, deathmonitorName );
|
||
|
thread encroach_start( startNode1, unitName, endonMsg, squad3, deathmonitorName );
|
||
|
|
||
|
wait randomfloatrange( 9, 11 );
|
||
|
|
||
|
thread encroach_start( startNode3, unitName, endonMsg, squad1, deathmonitorName );
|
||
|
thread encroach_start( startNode2, unitName, endonMsg, squad2, deathmonitorName );
|
||
|
thread encroach_start( startNode2, unitName, endonMsg, squad3, deathmonitorName );
|
||
|
//thread encroach_start( startNode4, unitName, endonMsg, squad4, deathmonitorName );
|
||
|
|
||
|
wait randomfloatrange( 12, 14 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
minigun_breach_deathmonitor()
|
||
|
{
|
||
|
self waittill ( "death", nAttacker );
|
||
|
if( isdefined( nAttacker ) && nAttacker == level.player )
|
||
|
{
|
||
|
level notify ( "player_killed_minigun_breach_enemy" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
minigun_breach_baglimit()
|
||
|
{
|
||
|
i=0;
|
||
|
while( i < level.minigunBreachBaglimit )
|
||
|
{
|
||
|
level waittill ( "player_killed_minigun_breach_enemy" );
|
||
|
i++;
|
||
|
}
|
||
|
|
||
|
flag_set( "objective_minigun_baglimit_done" );
|
||
|
flag_set( "divert_for_clacker" );
|
||
|
}
|
||
|
|
||
|
minigun_barbed_wire_detonate( barricade, detonators )
|
||
|
{
|
||
|
obstacle = getentarray( barricade, "targetname" );
|
||
|
|
||
|
for( i = 0; i < detonators.size; i++ )
|
||
|
{
|
||
|
det = detonators[ i ];
|
||
|
if( !isdefined( det.script_noteworthy ) )
|
||
|
continue;
|
||
|
if( det.script_noteworthy != barricade )
|
||
|
continue;
|
||
|
|
||
|
playfx( level.megaExplosion, det.origin );
|
||
|
det playsound( "explo_mine" );
|
||
|
earthquake( 0.5, 0.5, level.player.origin, 1250 );
|
||
|
radiusDamage(det.origin, 256, 1000, 500); //radiusDamage(origin, range, maxdamage, mindamage);
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < obstacle.size; i++ )
|
||
|
{
|
||
|
obstacle[ i ] delete();
|
||
|
}
|
||
|
|
||
|
flag_set( "enemy_breached_wire" );
|
||
|
|
||
|
level.magicSniperTalk = true;
|
||
|
}
|
||
|
|
||
|
minigun_firstuse_check()
|
||
|
{
|
||
|
while( !flag( "minigun_lesson_learned" ) )
|
||
|
{
|
||
|
minigun = getent( "minigun", "targetname" );
|
||
|
minigun waittill( "turretownerchange" );
|
||
|
minigunUser = minigun getTurretOwner();
|
||
|
|
||
|
if( !isdefined( minigunUser) )
|
||
|
{
|
||
|
level notify ( "minigun_session" );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if( level.console )
|
||
|
thread display_hint( "minigun_spin_left_trigger" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
minigun_session_check()
|
||
|
{
|
||
|
//First three uses, player gets the hint to use left trigger
|
||
|
|
||
|
while( level.minigunSessions < 2 )
|
||
|
{
|
||
|
level waittill ( "minigun_session" );
|
||
|
level.minigunSessions++;
|
||
|
}
|
||
|
|
||
|
flag_set( "minigun_lesson_learned" );
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
minigun_arming_check()
|
||
|
{
|
||
|
//Checks to see if the player is on the minigun.
|
||
|
//Lowers enemy AI accuracy when player is on the minigun.
|
||
|
|
||
|
minigun = getent( "minigun", "targetname" );
|
||
|
|
||
|
while(1)
|
||
|
{
|
||
|
minigunUser = minigun getTurretOwner();
|
||
|
if( !isdefined( minigunUser ) )
|
||
|
{
|
||
|
minigun waittill("turretownerchange");
|
||
|
minigunUser = minigun getTurretOwner();
|
||
|
}
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
if((isdefined(minigunUser) && level.player != minigunUser) || !isdefined(minigunUser))
|
||
|
{
|
||
|
aEnemy = [];
|
||
|
aEnemy = getaiarray( "axis" );
|
||
|
/*
|
||
|
for( i = 0; i < aEnemy.size; i++ )
|
||
|
{
|
||
|
aEnemy[ i ].baseAccuracy = 8;
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
if( (isdefined(minigunUser) && level.player == minigunUser) )
|
||
|
{
|
||
|
if( !flag( "objective_player_uses_minigun" ) )
|
||
|
{
|
||
|
flag_set( "objective_player_uses_minigun" );
|
||
|
|
||
|
wait 2.5;
|
||
|
|
||
|
//"Soap. Keep the minigun spooled up. Fire in bursts, 30 seconds max."
|
||
|
radio_dialogue_queue( "spooledup" );
|
||
|
}
|
||
|
|
||
|
aEnemy = [];
|
||
|
aEnemy = getaiarray( "axis" );
|
||
|
|
||
|
/*
|
||
|
for( i = 0; i < aEnemy.size; i++ )
|
||
|
{
|
||
|
aEnemy[ i ].baseAccuracy = 5;
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
helidrop()
|
||
|
{
|
||
|
flag_wait( "objective_minigun_baglimit_done" );
|
||
|
flag_set( "helidrop_started" );
|
||
|
|
||
|
level.magicSniperTalk = false;
|
||
|
|
||
|
spawn_vehicle_from_targetname_and_drive( "helidrop_01" );
|
||
|
spawn_vehicle_from_targetname_and_drive( "helidrop_02" );
|
||
|
spawn_vehicle_from_targetname_and_drive( "helidrop_03" );
|
||
|
spawn_vehicle_from_targetname_and_drive( "helidrop_04" );
|
||
|
spawn_vehicle_from_targetname_and_drive( "helidrop_05" );
|
||
|
|
||
|
thread helidrop_rider_setup( "helidrop_01" );
|
||
|
thread helidrop_rider_setup( "helidrop_02" );
|
||
|
thread helidrop_rider_setup( "helidrop_03" );
|
||
|
thread helidrop_rider_setup( "helidrop_04" );
|
||
|
thread helidrop_rider_setup( "helidrop_05" );
|
||
|
|
||
|
wait 20;
|
||
|
|
||
|
//"We've got a problem here...heads up!"
|
||
|
radio_dialogue_queue( "headsup" );
|
||
|
|
||
|
//"Bloody hell, that's a lot of helis innit?"
|
||
|
radio_dialogue_queue( "lotofhelis" );
|
||
|
|
||
|
//"Soap, fall back to the tavern and man the detonators."
|
||
|
//iprintln( "Soap, fall back to the tavern and man the detonators." );
|
||
|
radio_dialogue_queue( "tavern" );
|
||
|
|
||
|
flag_set( "objective_detonators" );
|
||
|
flag_set( "detonators_activate" );
|
||
|
|
||
|
//"The rest of us will keep them busy from the next defensive line. Everyone move!"
|
||
|
//iprintln( "The rest of us will keep them busy from the next defensive line. Everyone move!" );
|
||
|
radio_dialogue_queue( "nextdefensiveline" );
|
||
|
|
||
|
priceNode = getnode( "clacker_fallback_price", "targetname" );
|
||
|
level.price setgoalnode( priceNode );
|
||
|
level.price thread hero_scripted_travel();
|
||
|
|
||
|
redshirt1 = getent( "redshirt1", "targetname" );
|
||
|
redshirt_node1 = getnode( "clacker_fallback_redshirt1", "targetname" );
|
||
|
redshirt1 setgoalnode( redshirt_node1 );
|
||
|
redshirt1 thread hero_scripted_travel();
|
||
|
|
||
|
redshirt2 = getent( "redshirt2", "targetname" );
|
||
|
redshirt_node2 = getnode( "clacker_fallback_redshirt2", "targetname" );
|
||
|
redshirt2 setgoalnode( redshirt_node2 );
|
||
|
redshirt2 thread hero_scripted_travel();
|
||
|
|
||
|
sasGunnerNode = getnode( "clacker_fallback_sasGunner", "targetname" );
|
||
|
level.sasGunner setgoalnode( sasGunnerNode );
|
||
|
level.sasGunner thread hero_scripted_travel();
|
||
|
|
||
|
thread minigun_fallback_shouting_cancel();
|
||
|
thread minigun_fallback_shouting();
|
||
|
}
|
||
|
|
||
|
hero_scripted_travel()
|
||
|
{
|
||
|
self.disableArrivals = true;
|
||
|
self.goalradius = 16;
|
||
|
|
||
|
self waittill ( "goal" );
|
||
|
wait 2;
|
||
|
self.disableArrivals = false;
|
||
|
self.goalradius = 2048;
|
||
|
}
|
||
|
|
||
|
helidrop_rider_setup( heliName )
|
||
|
{
|
||
|
heli = getent( heliName, "targetname" );
|
||
|
aRiders = heli.riders;
|
||
|
|
||
|
for( i = 0; i < aRiders.size; i++ )
|
||
|
{
|
||
|
rider = aRiders[ i ];
|
||
|
rider thread hunt_player( heli );
|
||
|
rider thread helidrop_clacker_divert( heli );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
hunt_player( heli )
|
||
|
{
|
||
|
self endon ( "death" );
|
||
|
self endon ( "going_to_baitnode" );
|
||
|
|
||
|
if( isdefined( heli ) )
|
||
|
heli waittill ( "unloaded" );
|
||
|
|
||
|
self.goalradius = 1800;
|
||
|
|
||
|
//Adjust accuracy of helidrop troops to make them more effective in the larger spaces inherent in this layout
|
||
|
/*
|
||
|
switch( level.gameSkill )
|
||
|
{
|
||
|
case 0:
|
||
|
self.baseAccuracy = 1;
|
||
|
break;
|
||
|
case 1:
|
||
|
self.baseAccuracy = 2;
|
||
|
break;
|
||
|
case 2:
|
||
|
self.baseAccuracy = 4;
|
||
|
break;
|
||
|
case 3:
|
||
|
self.baseAccuracy = 5;
|
||
|
break;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
//Encroach on the player and kill the player
|
||
|
//When player enters the upper floor of the clacker house a flag is set
|
||
|
|
||
|
self.pathenemyfightdist = 1800;
|
||
|
self.pathenemylookahead = 1800;
|
||
|
|
||
|
playerHeliDetector = getent( "player_in_blackhawk_detector", "targetname" );
|
||
|
heliDefaultNode = getnode( "bait_crashsite", "targetname" );
|
||
|
|
||
|
while( self.goalradius > 640 )
|
||
|
{
|
||
|
if( level.player isTouching( playerHeliDetector ) )
|
||
|
{
|
||
|
self setgoalnode( heliDefaultNode );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self setgoalpos( level.player.origin );
|
||
|
}
|
||
|
|
||
|
self.goalradius = self.goalradius * level.encroachRate;
|
||
|
self waittill ( "goal" );
|
||
|
wait randomintrange( 10, 15 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
helidrop_clacker_divert( heli )
|
||
|
{
|
||
|
self endon ( "death" );
|
||
|
|
||
|
if( isdefined( heli ) )
|
||
|
heli waittill ( "unloaded" );
|
||
|
|
||
|
flag_wait( "player_entered_clacker_house_top_floor" );
|
||
|
|
||
|
self notify ( "going_to_baitnode" );
|
||
|
|
||
|
//if enemy is already within X of player, commits to pursuing player
|
||
|
//outside of X enemy will maneuver to killzone
|
||
|
|
||
|
baitNode = undefined;
|
||
|
|
||
|
if( isdefined( self.script_noteworthy ) )
|
||
|
{
|
||
|
if( self.script_noteworthy == "helidrop_bait_grassyknoll" && !flag( "farslope_exploded" ) )
|
||
|
{
|
||
|
baitNode = getnode( "bait_farslope", "targetname" );
|
||
|
}
|
||
|
else
|
||
|
if( self.script_noteworthy == "helidrop_bait_grassyknoll" && flag( "farslope_exploded" ) && !flag( "nearslope_exploded") )
|
||
|
{
|
||
|
baitNode = getnode( "bait_nearslope", "targetname" );
|
||
|
}
|
||
|
else
|
||
|
if( self.script_noteworthy == "helidrop_bait_grassyknoll" && flag( "farslope_exploded" ) && flag( "nearslope_exploded" ) )
|
||
|
{
|
||
|
if( flag( "fall_back_to_barn" ) )
|
||
|
flag_wait( "storm_the_tavern" );
|
||
|
|
||
|
self thread hunt_player();
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
if( self.script_noteworthy == "helidrop_bait_crashsite" && !flag( "crashsite_exploded" ) )
|
||
|
{
|
||
|
baitNode = getnode( "bait_crashsite", "targetname" );
|
||
|
}
|
||
|
else
|
||
|
if( self.script_noteworthy == "helidrop_bait_crashsite" && flag( "crashsite_exploded" ) && !flag( "cliffside_exploded" ) )
|
||
|
{
|
||
|
baitNode = getnode( "bait_crashsite", "targetname" );
|
||
|
}
|
||
|
else
|
||
|
if( self.script_noteworthy == "helidrop_bait_crashsite" && flag( "crashsite_exploded" ) && flag( "cliffside_exploded" ) )
|
||
|
{
|
||
|
baitNode = getnode( "bait_crashsite", "targetname" ); //best blocking position
|
||
|
}
|
||
|
else
|
||
|
if( self.script_noteworthy == "helidrop_bait_trees" && !flag( "cliffside_exploded" ) )
|
||
|
{
|
||
|
baitNode = getnode( "bait_trees", "targetname" );
|
||
|
}
|
||
|
if( self.script_noteworthy == "helidrop_bait_trees" && flag( "cliffside_exploded" ) && !flag( "crashsite_exploded" ) )
|
||
|
{
|
||
|
baitNode = getnode( "bait_crashsite", "targetname" );
|
||
|
}
|
||
|
else
|
||
|
if( self.script_noteworthy == "spawnHillFlank" )
|
||
|
{
|
||
|
baitNode = getnode( "bait_nearslope", "targetname" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.goalradius = 2400;
|
||
|
|
||
|
switch( level.genericBaitCount )
|
||
|
{
|
||
|
case 0:
|
||
|
baitNode = getnode( "bait_nearslope", "targetname" );
|
||
|
level.genericBaitCount++;
|
||
|
break;
|
||
|
case 1:
|
||
|
baitNode = getnode( "bait_trees", "targetname" );
|
||
|
level.genericBaitCount = 0;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if( flag( "fall_back_to_barn" ) )
|
||
|
flag_wait( "storm_the_tavern" );
|
||
|
|
||
|
self thread hunt_player();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
distToPlayer = distance( level.player.origin, self.origin );
|
||
|
wait 0.5;
|
||
|
distToBaitNode = distance( baitNode.origin, self.origin );
|
||
|
|
||
|
if( ( level.divertClackerRange < distToPlayer ) && ( distToBaitNode < distToPlayer ) )
|
||
|
{
|
||
|
self setgoalnode( baitNode );
|
||
|
}
|
||
|
|
||
|
flag_wait( "fall_back_to_barn" );
|
||
|
|
||
|
//Storm the tavern and the player hardcore
|
||
|
|
||
|
//wait randomfloatrange( 1.5, 2.8 );
|
||
|
|
||
|
if( flag( "fall_back_to_barn" ) )
|
||
|
flag_wait( "storm_the_tavern" );
|
||
|
|
||
|
self thread hunt_player();
|
||
|
}
|
||
|
|
||
|
tavern_storming_delay()
|
||
|
{
|
||
|
trig = getent( "tavern_fallback_shouting", "targetname" );
|
||
|
trig thread tavern_stop_shouting();
|
||
|
|
||
|
thread tavern_storming_hints();
|
||
|
|
||
|
wait 5;
|
||
|
|
||
|
if( !flag( "player_running_to_farm" ) )
|
||
|
flag_clear( "can_save" );
|
||
|
|
||
|
wait 55;
|
||
|
|
||
|
flag_set( "storm_the_tavern" );
|
||
|
}
|
||
|
|
||
|
tavern_storming_hints()
|
||
|
{
|
||
|
level endon ( "stop_shouting_tavern" );
|
||
|
|
||
|
flag_wait( "objective_armor_arrival" );
|
||
|
|
||
|
for( i = 0; i < 2; i++ )
|
||
|
{
|
||
|
//PRICE: "Fall back to the farm at the top of the hill. Let's go. Now."
|
||
|
radio_dialogue_queue( "fallbacktofarm1" );
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
if( i < 1 )
|
||
|
{
|
||
|
//GAZ: "FALL BAAACK!!! FAALLL BAACK!!!"
|
||
|
level.gaz anim_single_queue( level.gaz, "fallbackgeneric" );
|
||
|
}
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
if( i < 1 )
|
||
|
{
|
||
|
//GAZ: "Head for the farm to the north! Go! Go! Go!"
|
||
|
level.gaz anim_single_queue( level.gaz, "fallbacktofarm3" );
|
||
|
}
|
||
|
|
||
|
wait 12;
|
||
|
|
||
|
//PRICE: "Soap! You wanna be left behind? Fall back to the farm. Move!"
|
||
|
radio_dialogue_queue( "fallbacktofarm2" );
|
||
|
|
||
|
wait 12;
|
||
|
|
||
|
//GAZ: "Soap! They're going to overrun your position! Fall back now!"
|
||
|
radio_dialogue_queue( "tavernoverrunsoon" );
|
||
|
|
||
|
wait 10;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tavern_stop_shouting()
|
||
|
{
|
||
|
self waittill ( "trigger" );
|
||
|
level notify ( "stop_shouting_tavern" );
|
||
|
|
||
|
flag_set( "player_running_to_farm" );
|
||
|
flag_set( "can_save" );
|
||
|
|
||
|
autosave_by_name( "running_to_farm" );
|
||
|
}
|
||
|
|
||
|
clacker_primary_attack()
|
||
|
{
|
||
|
flag_wait( "objective_minigun_baglimit_done" );
|
||
|
flag_set( "spawncull" );
|
||
|
|
||
|
thread clacker_nearfarslope_check();
|
||
|
|
||
|
startnode4 = getnode( "southern_hill_breach_flank", "targetname" );
|
||
|
|
||
|
unitName = "southern_hill_breacher";
|
||
|
|
||
|
endonMsg = "clacker_far_and_near_slope_done";
|
||
|
|
||
|
squad4 = "spawnHillFlank";
|
||
|
|
||
|
level endon ( endonMsg );
|
||
|
|
||
|
startAttackTrig = getent( "nearfarslope_activation", "targetname" );
|
||
|
startAttackTrig waittill ( "trigger" );
|
||
|
|
||
|
flag_set( "player_entered_clacker_house_top_floor" );
|
||
|
|
||
|
autosave_by_name( "player_entered_clacker_house" );
|
||
|
|
||
|
flag_wait( "helidrop_started" );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
aAxis = undefined;
|
||
|
aAxis = [];
|
||
|
aAxis = getaiarray( "axis" );
|
||
|
if( aAxis.size < 27 )
|
||
|
{
|
||
|
thread encroach_start( startNode4, unitName, endonMsg, squad4, undefined );
|
||
|
wait randomfloatrange( 2, 3 );
|
||
|
}
|
||
|
|
||
|
wait 0.5;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
clacker_nearfarslope_check()
|
||
|
{
|
||
|
//if player has detonated the near and far slope mines, then stop attacks from the southern hill left flank
|
||
|
|
||
|
flag_wait( "nearslope_exploded" );
|
||
|
flag_wait( "farslope_exploded" );
|
||
|
|
||
|
flag_set( "clacker_far_and_near_slope_done" );
|
||
|
}
|
||
|
|
||
|
clacker_init()
|
||
|
{
|
||
|
aUseTrigs = getentarray( "detonator_usetrig", "targetname" );
|
||
|
aDets = [];
|
||
|
detEnts = [];
|
||
|
det = undefined;
|
||
|
|
||
|
for( i = 0; i < aUseTrigs.size; i++ )
|
||
|
{
|
||
|
if( !isdefined( aUseTrigs[ i ].target ) )
|
||
|
continue;
|
||
|
|
||
|
detEnts = getentarray( aUseTrigs[ i ].target, "targetname" );
|
||
|
|
||
|
for( j = 0; j < detEnts.size; j++ )
|
||
|
{
|
||
|
det = detEnts[ j ];
|
||
|
|
||
|
if( !isdefined( det.script_namenumber ) )
|
||
|
continue;
|
||
|
|
||
|
if( det.script_namenumber == "objective_clacker" )
|
||
|
{
|
||
|
level.objectiveClackers++;
|
||
|
aDets[ aDets.size ] = det;
|
||
|
det hide();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
detEnts = [];
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < aDets.size; i++ )
|
||
|
{
|
||
|
markers = [];
|
||
|
markers = aDets[ i ] clacker_marker_setup();
|
||
|
aDets[ i ] thread clacker_standby( markers );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
clacker_marker_setup()
|
||
|
{
|
||
|
markers = [];
|
||
|
currentMarker = getent( self.target, "targetname" );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
markers[ markers.size ] = currentMarker;
|
||
|
|
||
|
if( isdefined( currentMarker.target ) )
|
||
|
currentMarker = getent( currentMarker.target, "targetname" );
|
||
|
else
|
||
|
break;
|
||
|
|
||
|
wait 0.05;
|
||
|
}
|
||
|
|
||
|
return( markers );
|
||
|
}
|
||
|
|
||
|
clacker_standby( markers )
|
||
|
{
|
||
|
assertEX( isdefined( self.targetname ), "clacker use trigger should target the clacker" );
|
||
|
trig = getent( self.targetname, "target" );
|
||
|
|
||
|
assertEX( isdefined( self.script_noteworthy ), "useVolume should have a targetname matching the clacker script_noteworthy" );
|
||
|
useVolume = getent( self.script_noteworthy, "targetname" );
|
||
|
|
||
|
flag_wait( "detonators_activate" );
|
||
|
|
||
|
self show();
|
||
|
|
||
|
trigFlag = trig.script_flag_true;
|
||
|
flag_set( trigFlag );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
self thread clacker_markers( useVolume, markers );
|
||
|
|
||
|
trig sethintstring( &"SCRIPT_PLATFORM_HINT_GET_DETONATOR" );
|
||
|
trig waittill ( "trigger" );
|
||
|
|
||
|
self thread clacker_enable( trig, useVolume, markers );
|
||
|
self thread clacker_notouch( trig, useVolume );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
clacker_markers( useVolume, detMarkers )
|
||
|
{
|
||
|
//Display the marker effects
|
||
|
|
||
|
objGroup = undefined;
|
||
|
|
||
|
while( isdefined( useVolume ) )
|
||
|
{
|
||
|
if( level.player isTouching( useVolume ) )
|
||
|
{
|
||
|
setthreatbias( "player", "axis", 50 ); //don't shoot player as much when at detonator window
|
||
|
|
||
|
//effect = spawnFx( getfx( "firelp_small_dl" ), markerPos.origin + (0, 0, 64) );
|
||
|
|
||
|
objGroup = [];
|
||
|
|
||
|
for( i = 0; i < detMarkers.size; i++ )
|
||
|
{
|
||
|
obj = spawn( "script_model", ( 0, 0, 0 ) );
|
||
|
obj setModel( "tag_origin" );
|
||
|
obj.angles = ( -90, 0, 0 );
|
||
|
obj.origin = detMarkers[ i ].origin;
|
||
|
objGroup[ objGroup.size ] = obj;
|
||
|
|
||
|
playfxontag( getfx( "killzone_marker" ), obj, "tag_origin" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
while( isdefined( useVolume) && level.player isTouching( useVolume ) )
|
||
|
{
|
||
|
wait 0.1;
|
||
|
}
|
||
|
|
||
|
//Remove the glowing hint effects for the killzone if they were generated previously
|
||
|
|
||
|
if( isdefined( objGroup ) )
|
||
|
{
|
||
|
assertEX( objGroup.size > 0, "there are no detMarkers to delete" );
|
||
|
|
||
|
count = objGroup.size;
|
||
|
|
||
|
for( i = 0; i < count; i++ )
|
||
|
{
|
||
|
objGroup[ i ] delete();
|
||
|
}
|
||
|
|
||
|
objGroup = undefined;
|
||
|
|
||
|
setthreatbias( "player", "axis", 1000 ); //resume normal aggression when player is not near a detonator window
|
||
|
}
|
||
|
|
||
|
wait 0.1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
clacker_enable( trig, useVolume, markers )
|
||
|
{
|
||
|
if( level.player isTouching( useVolume ) )
|
||
|
{
|
||
|
self hide(); //hide the prop clacker
|
||
|
|
||
|
//Bring up the clacker in hand
|
||
|
|
||
|
flag_set( "got_the_clacker" );
|
||
|
|
||
|
level.player maps\_c4::switch_to_detonator();
|
||
|
|
||
|
self thread clacker_drop( trig, useVolume );
|
||
|
|
||
|
//The use trigger for this specific clacker is deactivated while player has the clacker
|
||
|
|
||
|
trigFlag = trig.script_flag_true;
|
||
|
flag_clear( trigFlag );
|
||
|
|
||
|
//trig hide();
|
||
|
//trig trigger_off();
|
||
|
|
||
|
self thread clacker_fire( trig, useVolume, markers );
|
||
|
|
||
|
while( level.player getcurrentweapon() != "c4" )
|
||
|
{
|
||
|
wait 0.05;
|
||
|
}
|
||
|
|
||
|
flag_clear( "got_the_clacker" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
clacker_drop( trig, useVolume )
|
||
|
{
|
||
|
//detects when player switches to another weapon, which automatically counts as 'clacker dropped'
|
||
|
|
||
|
while( isdefined( useVolume) && level.player isTouching ( useVolume ) && !flag( "got_the_clacker" ) )
|
||
|
{
|
||
|
//wait 2;
|
||
|
weapon = level.player getcurrentweapon();
|
||
|
|
||
|
if( weapon != "c4" )
|
||
|
self thread clacker_disable( trig, useVolume );
|
||
|
|
||
|
wait 0.05;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
clacker_notouch(trig, useVolume )
|
||
|
{
|
||
|
while( isdefined( useVolume ) && level.player isTouching( useVolume ) )
|
||
|
{
|
||
|
wait 0.1;
|
||
|
}
|
||
|
|
||
|
self thread clacker_disable( trig, useVolume );
|
||
|
}
|
||
|
|
||
|
clacker_disable( trig, useVolume )
|
||
|
{
|
||
|
//Actively disarm the armed clacker
|
||
|
|
||
|
if( isdefined( trig ) )
|
||
|
{
|
||
|
level notify ( "detclacker_disarm" );
|
||
|
flag_clear( "got_the_clacker" );
|
||
|
|
||
|
//If clacker has been picked up
|
||
|
//and player is not in the detection volume
|
||
|
//or player switched weapons away from the clacker
|
||
|
|
||
|
//Return the clacker to its rightful spot
|
||
|
//Clacker reappears
|
||
|
|
||
|
level.player takeweapon( "c4" );
|
||
|
self show();
|
||
|
|
||
|
//Reenable use trigger for clacker pickup
|
||
|
|
||
|
trigFlag = trig.script_flag_true;
|
||
|
flag_set( trigFlag );
|
||
|
|
||
|
//trig show();
|
||
|
//trig trigger_on();
|
||
|
|
||
|
//Switch to normal weapon
|
||
|
|
||
|
level.player switchtoweapon( level.player GetWeaponsListPrimaries()[0] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
clacker_fire( trig, useVolume, markers )
|
||
|
{
|
||
|
level endon ( "detclacker_disarm" );
|
||
|
|
||
|
//Arm the clacker
|
||
|
level.player waittill( "detonate" );
|
||
|
|
||
|
flag_set( "clacker_has_been_exercised" );
|
||
|
|
||
|
assertEX( isdefined( trig ), "trig is not defined" );
|
||
|
|
||
|
if( !isdefined( trig ) )
|
||
|
return;
|
||
|
|
||
|
if( self.script_noteworthy == "detonator_nearslope" )
|
||
|
flag_set( "nearslope_exploded" );
|
||
|
|
||
|
if( self.script_noteworthy == "detonator_farslope" )
|
||
|
flag_set( "farslope_exploded" );
|
||
|
|
||
|
if( self.script_noteworthy == "detonator_crashsite" )
|
||
|
flag_set( "crashsite_exploded" );
|
||
|
|
||
|
if( self.script_noteworthy == "detonator_cliffside" )
|
||
|
flag_set( "cliffside_exploded" );
|
||
|
|
||
|
thread killzone_detonation( markers, level.player );
|
||
|
|
||
|
earthquake( 0.5, 2, level.player.origin, 1650 );
|
||
|
|
||
|
level.player takeweapon( "c4" );
|
||
|
level.player switchtoweapon( level.player GetWeaponsListPrimaries()[0] );
|
||
|
|
||
|
//Objective position updating for clackers
|
||
|
|
||
|
//Locate the clacker position that was just used
|
||
|
|
||
|
targ = undefined;
|
||
|
usedClackerObjectiveMarker = undefined;
|
||
|
|
||
|
trigTargets = getentarray( trig.target, "targetname" );
|
||
|
|
||
|
for( i = 0 ; i < trigTargets.size; i++ )
|
||
|
{
|
||
|
targ = trigTargets[ i ];
|
||
|
|
||
|
if( !isdefined( targ.script_noteworthy ) )
|
||
|
continue;
|
||
|
|
||
|
if( !( targ.script_noteworthy == "clacker_objective_marker" ) )
|
||
|
continue;
|
||
|
|
||
|
usedClackerObjectiveMarker = targ;
|
||
|
}
|
||
|
|
||
|
//Get the clacker positions and remove the position that was just used
|
||
|
|
||
|
aManualDets = getentarray( "clacker_objective_marker", "script_noteworthy" );
|
||
|
|
||
|
for( i = 0; i < aManualDets.size; i++ )
|
||
|
{
|
||
|
det = aManualDets[ i ];
|
||
|
if( det == usedClackerObjectiveMarker )
|
||
|
aManualDets = maps\_utility::array_remove(aManualDets, det);
|
||
|
}
|
||
|
|
||
|
useVolume delete();
|
||
|
|
||
|
//Reprint the objective with the latest unused clacker positions
|
||
|
|
||
|
objective_delete( 5 );
|
||
|
objective_add( 5, "active", &"VILLAGE_DEFEND_USE_THE_DETONATORS_IN1" );
|
||
|
objective_current( 5 );
|
||
|
|
||
|
for( i = 0; i < aManualDets.size; i++ )
|
||
|
{
|
||
|
det = aManualDets[ i ];
|
||
|
if( isdefined( det ) )
|
||
|
objective_additionalposition( 5, i, det.origin);
|
||
|
}
|
||
|
|
||
|
trig delete();
|
||
|
usedClackerObjectiveMarker delete();
|
||
|
|
||
|
level.objectiveClackers--;
|
||
|
|
||
|
if( !level.objectiveClackers )
|
||
|
{
|
||
|
flag_set( "fall_back_to_barn" );
|
||
|
flag_set( "barn_assault_begins" );
|
||
|
|
||
|
autosave_by_name( "clackers_all_used_up" );
|
||
|
|
||
|
thread tavern_storming_delay();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
player_interior_detect_init()
|
||
|
{
|
||
|
level endon ( "farm_reached" );
|
||
|
|
||
|
flag_wait( "fall_back_to_barn" );
|
||
|
|
||
|
detectors = getentarray( "interior_detection_volume", "targetname" );
|
||
|
|
||
|
level.playerIndoors = false;
|
||
|
n = 0;
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
for( i = 0; i < detectors.size; i++ )
|
||
|
{
|
||
|
if( level.player isTouching( detectors[ i ] ) )
|
||
|
{
|
||
|
level.playerIndoors = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
n++;
|
||
|
}
|
||
|
|
||
|
wait 0.5;
|
||
|
}
|
||
|
|
||
|
if( n == detectors.size )
|
||
|
{
|
||
|
level.playerIndoors = false;
|
||
|
}
|
||
|
|
||
|
n = 0;
|
||
|
|
||
|
wait 0.5;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
enemy_interior_flashbangs()
|
||
|
{
|
||
|
level endon ( "farm_reached" );
|
||
|
|
||
|
enemyApproachTrig = getent( "enemy_near_interior_trig", "targetname" );
|
||
|
|
||
|
flag_wait( "fall_back_to_barn" );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
enemyApproachTrig waittill ( "trigger", enemyAI );
|
||
|
|
||
|
enemyAI notify ( "reset_loadout" );
|
||
|
|
||
|
wait 0.1;
|
||
|
|
||
|
if( isdefined( enemyAI ) )
|
||
|
{
|
||
|
enemyAI thread enemy_interior_grenadeswap();
|
||
|
enemyAI thread enemy_loadout_reset();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
enemy_interior_grenadeswap()
|
||
|
{
|
||
|
self endon ( "death" );
|
||
|
self endon ( "reset_loadout" );
|
||
|
|
||
|
level endon ( "farm_reached" );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
if( level.playerIndoors )
|
||
|
{
|
||
|
self.grenadeammo = 6;
|
||
|
self.grenadeweapon = "flash_grenade";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.grenadeammo = 6;
|
||
|
self.grenadeweapon = "fraggrenade";
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
wait 0.5;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
enemy_loadout_reset()
|
||
|
{
|
||
|
self endon ( "death" );
|
||
|
self endon ( "reset_loadout" );
|
||
|
|
||
|
flag_wait( "farm_reached" );
|
||
|
|
||
|
wait 0.5;
|
||
|
|
||
|
self.grenadeammo = 6;
|
||
|
self.grenadeweapon = "fraggrenade";
|
||
|
}
|
||
|
|
||
|
javelin_init()
|
||
|
{
|
||
|
flag_wait( "fall_back_to_barn" );
|
||
|
|
||
|
javelin = spawn( "weapon_javelin", (1021.1, 7309.2, 1006), 1 ); // suspended
|
||
|
javelin.angles = (356.201, 346.91, -0.426635);
|
||
|
|
||
|
javelin thread add_jav_glow( "kill_jav_glow" );
|
||
|
|
||
|
javelin waittill ( "trigger" );
|
||
|
|
||
|
flag_set( "got_the_javelin" );
|
||
|
}
|
||
|
|
||
|
tanks_init()
|
||
|
{
|
||
|
if ( getdvar( "start" ) != "final_battle" && getdvar( "start" ) != "seaknight" )
|
||
|
{
|
||
|
flag_wait( "fall_back_to_barn" );
|
||
|
|
||
|
//"We have enemy tanks approaching from the north! (sounds of fighting for a second) Bloody hell I'm hit! Arrrgh - (static)"
|
||
|
radio_dialogue_queue( "enemytanksnorth" );
|
||
|
|
||
|
//"Mac's in trouble! Soap! Get to the barn at the northern end of the village and stop those tanks! Use the Javelins in the barn!"
|
||
|
radio_dialogue_queue( "gettothebarn" );
|
||
|
|
||
|
flag_set( "objective_armor_arrival" );
|
||
|
|
||
|
flag_wait( "got_the_javelin" );
|
||
|
|
||
|
//wait randomfloatrange( 3, 5 );
|
||
|
|
||
|
for( i = 1; i < 5; i++ )
|
||
|
{
|
||
|
thread tanks_deploy( "tank_backyard_0" + i );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tanks_engage( name )
|
||
|
{
|
||
|
self endon ( "death" );
|
||
|
level.player endon ( "death" );
|
||
|
|
||
|
node = undefined;
|
||
|
killzoneTrig = undefined;
|
||
|
|
||
|
if( name == "tank_backyard_01" )
|
||
|
{
|
||
|
node = getVehicleNode( "tank1_fire_position", "script_noteworthy" );
|
||
|
killzoneTrig = getent( "tank_killzone_east", "targetname" );
|
||
|
}
|
||
|
else
|
||
|
if( name == "tank_backyard_02" )
|
||
|
{
|
||
|
node = getVehicleNode( "tank2_fire_position", "script_noteworthy" );
|
||
|
killzoneTrig = getent( "tank_killzone_west", "targetname" );
|
||
|
}
|
||
|
else
|
||
|
if( name == "tank_backyard_03" )
|
||
|
{
|
||
|
node = getVehicleNode( "tank3_fire_position", "script_noteworthy" );
|
||
|
killzoneTrig = getent( "tank_killzone_west", "targetname" );
|
||
|
}
|
||
|
else
|
||
|
if( name == "tank_backyard_04" )
|
||
|
{
|
||
|
node = getVehicleNode( "tank4_fire_position", "script_noteworthy" );
|
||
|
killzoneTrig = getent( "tank_killzone_east", "targetname" );
|
||
|
}
|
||
|
|
||
|
self setwaitnode( node );
|
||
|
|
||
|
self waittill ("reached_wait_node");
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
killzoneTrig waittill ( "trigger" );
|
||
|
self setTurretTargetVec( level.player.origin + ( 0, 0, 72 ) );
|
||
|
self waittill_notify_or_timeout( "turret_rotate_stopped", 8.0 );
|
||
|
self fireweapon();
|
||
|
wait 4;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tanks_deploy( name )
|
||
|
{
|
||
|
tank = spawn_vehicle_from_targetname_and_drive( name );
|
||
|
tank thread tanks_engage( name );
|
||
|
|
||
|
tank.mgturret[ 0 ].maxrange = 6000;
|
||
|
|
||
|
level.tankid++;
|
||
|
tanknumber = level.tankid;
|
||
|
|
||
|
tank thread tank_ping( tanknumber );
|
||
|
|
||
|
OFFSET = ( 0, 0, 60 );
|
||
|
target_set( tank, OFFSET );
|
||
|
target_setAttackMode( tank, "top" );
|
||
|
target_setJavelinOnly( tank, true );
|
||
|
|
||
|
tank waittill ( "death" );
|
||
|
|
||
|
level.tankPop--;
|
||
|
|
||
|
if( level.tankPop )
|
||
|
{
|
||
|
objective_delete( 8 );
|
||
|
objective_add( 8, "active", "" );
|
||
|
objective_string( 8, &"VILLAGE_DEFEND_DESTROY_THE_INCOMING", level.tankPop );
|
||
|
objective_current( 8 );
|
||
|
|
||
|
autosave_or_timeout( "save_tank_destroyed_with_javelin", 10 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
flag_set( "objective_all_tanks_destroyed" );
|
||
|
flag_set( "kill_jav_glow" );
|
||
|
}
|
||
|
|
||
|
if ( isdefined( tank ) )
|
||
|
{
|
||
|
target_remove( tank ); //javelin targeting reticle removal
|
||
|
}
|
||
|
|
||
|
arcadeMode_kill( tank.origin, "explosive", 1000 );
|
||
|
}
|
||
|
|
||
|
tank_ping( tanknumber )
|
||
|
{
|
||
|
self endon ( "death" );
|
||
|
|
||
|
while( isalive( self ) )
|
||
|
{
|
||
|
objective_additionalposition( 8, tanknumber, self.origin);
|
||
|
objective_ring( 8 );
|
||
|
wait 1.2;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
barn_helidrop()
|
||
|
{
|
||
|
if ( getdvar( "start" ) != "final_battle" && getdvar( "start" ) != "javelin" && getdvar( "start" ) != "seaknight" )
|
||
|
{
|
||
|
//enemy_heli_reinforcement_shoulder
|
||
|
//enemy_heli_reinforcement_barncenter
|
||
|
//enemy_heli_reinforcement_parkinglot
|
||
|
//enemy_heli_reinforcement_barnleft
|
||
|
//enemy_heli_reinforcement_cowfield
|
||
|
|
||
|
barnHelidropTrig = getent( "barn_helidrop", "targetname" );
|
||
|
|
||
|
flag_wait( "barn_assault_begins" );
|
||
|
|
||
|
barnHelidropTrig waittill ( "trigger" );
|
||
|
|
||
|
level notify ( "halfway_through_field" );
|
||
|
|
||
|
spawn_vehicle_from_targetname_and_drive( "enemy_heli_reinforcement_shoulder" );
|
||
|
spawn_vehicle_from_targetname_and_drive( "enemy_heli_reinforcement_barncenter" );
|
||
|
spawn_vehicle_from_targetname_and_drive( "enemy_heli_reinforcement_cowfield" );
|
||
|
//spawn_vehicle_from_targetname_and_drive( "enemy_heli_reinforcement_barnleft" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
field_fallback()
|
||
|
{
|
||
|
redshirt1 = getent( "redshirt1", "targetname" );
|
||
|
redshirt2 = getent( "redshirt2", "targetname" );
|
||
|
redshirt_node1 = getnode( "field_fallback_redshirt1", "targetname" );
|
||
|
redshirt_node2 = getnode( "field_fallback_redshirt2", "targetname" );
|
||
|
priceNode = getnode( "field_fallback_price", "targetname" );
|
||
|
sasGunnerNode = getnode( "field_fallback_sasGunner", "targetname" );
|
||
|
|
||
|
flag_wait( "fall_back_to_barn" );
|
||
|
|
||
|
redshirt1 setgoalnode( redshirt_node1 );
|
||
|
wait 2;
|
||
|
|
||
|
redshirt2 setgoalnode( redshirt_node2 );
|
||
|
wait 2;
|
||
|
|
||
|
level.price setgoalnode( priceNode );
|
||
|
wait 5;
|
||
|
|
||
|
level.sasGunner setgoalnode( sasGunnerNode );
|
||
|
}
|
||
|
|
||
|
barn_fallback()
|
||
|
{
|
||
|
redshirt1 = getent( "redshirt1", "targetname" );
|
||
|
redshirt_node1 = getnode( "barn_fallback_redshirt1", "targetname" );
|
||
|
|
||
|
redshirt2 = getent( "redshirt2", "targetname" );
|
||
|
redshirt_node2 = getnode( "barn_fallback_redshirt2", "targetname" );
|
||
|
|
||
|
priceNode = getnode( "barn_fallback_price", "targetname" );
|
||
|
|
||
|
sasGunnerNode = getnode( "barn_fallback_sasGunner", "targetname" );
|
||
|
|
||
|
flag_wait( "got_the_javelin" );
|
||
|
|
||
|
redshirt1 setgoalnode( redshirt_node1 );
|
||
|
wait 1;
|
||
|
|
||
|
redshirt2 setgoalnode( redshirt_node2 );
|
||
|
wait 2;
|
||
|
|
||
|
level.price setgoalnode( priceNode );
|
||
|
wait 3;
|
||
|
|
||
|
level.sasGunner setgoalnode( sasGunnerNode );
|
||
|
}
|
||
|
|
||
|
escape_fallback()
|
||
|
{
|
||
|
trig = getent( "final_lz", "targetname" );
|
||
|
|
||
|
redshirt1 = getent( "redshirt1", "targetname" );
|
||
|
redshirt_node1 = getnode( "final_rally_gaz", "targetname" );
|
||
|
|
||
|
redshirt2 = getent( "redshirt2", "targetname" );
|
||
|
redshirt_node2 = getnode( "final_rally_redshirt2", "targetname" );
|
||
|
|
||
|
priceNode = getnode( "final_rally_price", "targetname" );
|
||
|
|
||
|
sasGunnerNode = getnode( "final_rally_redshirt1", "targetname" );
|
||
|
|
||
|
flag_wait( "arm_delaying_action" );
|
||
|
|
||
|
trig waittill ( "trigger" );
|
||
|
|
||
|
flag_set( "lz_reached" );
|
||
|
|
||
|
redshirt2 setgoalnode( redshirt_node2 );
|
||
|
level.price setgoalnode( priceNode );
|
||
|
level.sasGunner setgoalnode( sasGunnerNode );
|
||
|
redshirt1 setgoalnode( redshirt_node1 );
|
||
|
}
|
||
|
|
||
|
final_battle()
|
||
|
{
|
||
|
if ( getdvar( "start" ) != "seaknight" )
|
||
|
{
|
||
|
flag_wait( "start_final_battle" );
|
||
|
|
||
|
wait 6;
|
||
|
|
||
|
flag_set( "airstrikes_ready" );
|
||
|
|
||
|
wait 5;
|
||
|
|
||
|
flag_wait( "falcon_one_finished_talking" );
|
||
|
|
||
|
//"Bravo Six, this is Gryphon Two-Seven. We've just crossed into Azerbaijani airspace. E.T.A. is four minutes. Be ready for pickup."
|
||
|
radio_dialogue_queue( "etafourminutes" );
|
||
|
|
||
|
autosave_by_name( "start_the_clock" );
|
||
|
}
|
||
|
|
||
|
thread objective_stopwatch();
|
||
|
thread countdown_events();
|
||
|
//thread early_chopper();
|
||
|
thread rescue_chopper();
|
||
|
thread mandown_reverse_spawn();
|
||
|
|
||
|
if ( getdvar( "start" ) != "seaknight" )
|
||
|
{
|
||
|
if ( getdvar( "village_defend_one_minute") != "1" )
|
||
|
{
|
||
|
//MHP: Bravo Six, The LZ is too hot! We cannot land at the farm! I repeat, we CANNOT land at the farm! We're picking up SAM sites all over these mountains!
|
||
|
radio_dialogue_queue( "pickingupSAMs" );
|
||
|
|
||
|
thread escape_music();
|
||
|
|
||
|
//GAZ: That's just great!! Where the hell are they gonna land now?
|
||
|
level.gaz anim_single_queue( level.gaz, "thatsjustgreat" );
|
||
|
|
||
|
//"Bravo Six, we're getting' a lot of enemy radar signatures, we'll try to land closer to the bottom of the hill to avoid a lock-on."
|
||
|
radio_dialogue_queue( "lzbottomhill" );
|
||
|
|
||
|
|
||
|
//GAZ: Is he takin' the piss? We just busted our arses to get to this LZ and now they want us to go all the way back down?!
|
||
|
radio_dialogue_queue( "takingthepiss" );
|
||
|
|
||
|
//PRICE: Forget it Gaz! We've got to get to the new LZ at the bottom of the hill! Now! Soap! Take point! Go!
|
||
|
radio_dialogue_queue( "thenewlz" );
|
||
|
}
|
||
|
|
||
|
flag_set( "objective_get_to_lz" );
|
||
|
flag_set( "return_trip_begins" );
|
||
|
|
||
|
wait 15;
|
||
|
|
||
|
//Bravo Six, be advised, we're gonna come in low from the south across the river. Recommend you haul ass to LZ Bravo at the base of the hill. Out.
|
||
|
radio_dialogue_queue( "lzfoxtrot" );
|
||
|
|
||
|
//"Copy Two-Seven! Everyone - head for the landing zone! It's our last chance! Move!"
|
||
|
radio_dialogue_queue( "headlandingzone" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return_trip_friendly_boost()
|
||
|
{
|
||
|
flag_wait( "return_trip_begins" );
|
||
|
|
||
|
aAllies = getaiarray( "allies" );
|
||
|
for( i = 0; i < aAllies.size; i++ )
|
||
|
{
|
||
|
if( level.gameSkill == 0 )
|
||
|
aAllies[ i ].baseAccuracy = 12;
|
||
|
|
||
|
if( level.gameSkill == 1 )
|
||
|
aAllies[ i ].baseAccuracy = 6;
|
||
|
|
||
|
if( level.gameSkill == 2 )
|
||
|
aAllies[ i ].baseAccuracy = 2;
|
||
|
|
||
|
if( level.gameSkill == 3 )
|
||
|
aAllies[ i ].baseAccuracy = 1.5;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
airstrike_command()
|
||
|
{
|
||
|
flag_wait( "airstrikes_ready" );
|
||
|
|
||
|
thread callStrike( level.player.origin, 1, ( 0, 110, 0 ) );
|
||
|
wait 1.2;
|
||
|
thread callStrike( level.player.origin, 1, ( 0, 96, 0 ) );
|
||
|
wait 1;
|
||
|
thread callStrike( level.player.origin, 1, ( 0, 126, 0 ) );
|
||
|
|
||
|
wait 5;
|
||
|
|
||
|
//"Bravo Six, this is Falcon One standing by to provide close air support. Gimme a target over."
|
||
|
radio_dialogue_queue( "casready" );
|
||
|
|
||
|
if ( isdefined( level.console ) && level.console )
|
||
|
thread airstrike_hint_console();
|
||
|
else
|
||
|
thread airstrike_hint_pc();
|
||
|
|
||
|
level.player giveWeapon( "airstrike_support" );
|
||
|
level.player SetActionSlot( 2, "weapon" , "airstrike_support" );
|
||
|
|
||
|
thread airstrike_support();
|
||
|
|
||
|
wait 3;
|
||
|
|
||
|
flag_set( "falcon_one_finished_talking" );
|
||
|
|
||
|
flag_wait( "return_trip_begins" );
|
||
|
|
||
|
thread airstrike_frequency_check();
|
||
|
|
||
|
level endon ( "stop_airstrike_reminders" );
|
||
|
level endon ( "no_airstrike_ammo" );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
startTime = gettime();
|
||
|
wait 70;
|
||
|
|
||
|
if( !level.airstrikeCalledRecently )
|
||
|
{
|
||
|
//"Bravo Six, this is Falcon One standing by to provide close air support. Gimme a target over."
|
||
|
radio_dialogue_queue( "casready" );
|
||
|
|
||
|
level.airstrikeCalledRecently = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
airstrike_frequency_check()
|
||
|
{
|
||
|
level endon ( "stop_airstrike_reminders" );
|
||
|
level endon ( "no_airstrike_ammo" );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
level waittill ( "air_support_called" );
|
||
|
level.airstrikeCalledRecently = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
farm_javelin_nag()
|
||
|
{
|
||
|
wait 8;
|
||
|
|
||
|
while( !flag( "got_the_javelin" ) )
|
||
|
{
|
||
|
thread radio_dialogue_queue( "javelinorder2" );
|
||
|
wait 30;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
objectives()
|
||
|
{
|
||
|
minigun = getent( "minigun", "targetname" );
|
||
|
aManualDets = getentarray( "clacker_objective_marker", "script_noteworthy" );
|
||
|
farmTrig = getent( "farm_reached_trig", "targetname" );
|
||
|
extractionPoint = getent( "extraction_point", "targetname" );
|
||
|
|
||
|
if ( is_default_start() )
|
||
|
{
|
||
|
wait 25;
|
||
|
}
|
||
|
|
||
|
objective_add( 1, "active", &"VILLAGE_DEFEND_OBTAIN_NEW_ORDERS_FROM", ( level.price.origin ) );
|
||
|
objective_current( 1 );
|
||
|
|
||
|
flag_wait( "objective_price_orders_southern_hill" );
|
||
|
|
||
|
objective_state( 1 , "done" );
|
||
|
|
||
|
//playerDefensePos = getnode( "player_southern_start", "targetname" );
|
||
|
|
||
|
flag_set( "aa_southernhill" );
|
||
|
|
||
|
objective_add( 2, "active", &"VILLAGE_DEFEND_TAKE_UP_A_DEFENSIVE_POSITION", ( -732, -1473, 188 ) );
|
||
|
objective_current( 2 );
|
||
|
|
||
|
//flag_wait( "objective_on_ridgeline" );
|
||
|
flag_wait( "objective_player_on_ridgeline" );
|
||
|
|
||
|
wait 3;
|
||
|
|
||
|
objective_state( 2 , "done" );
|
||
|
|
||
|
objective_add( 3, "active", &"VILLAGE_DEFEND_DEFEND_THE_SOUTHERN_HILL", ( -732, -1473, 188 ) );
|
||
|
objective_current( 3 );
|
||
|
|
||
|
autosave_by_name( "ready_for_ambush" );
|
||
|
|
||
|
flag_wait( "objective_price_orders_minigun" );
|
||
|
|
||
|
objective_state( 3 , "done" );
|
||
|
|
||
|
flag_clear( "aa_southernhill" );
|
||
|
flag_set( "aa_minigun" );
|
||
|
|
||
|
objective_add( 4, "active", &"VILLAGE_DEFEND_FALL_BACK_AND_DEFEND", ( minigun.origin ) );
|
||
|
objective_current( 4 );
|
||
|
|
||
|
arcademode_checkpoint( 4, "a" );
|
||
|
|
||
|
autosave_by_name( "minigun_defense" );
|
||
|
|
||
|
flag_wait( "objective_detonators" );
|
||
|
|
||
|
objective_state( 4 , "done" );
|
||
|
|
||
|
flag_clear( "aa_minigun" );
|
||
|
flag_set( "aa_detonators" );
|
||
|
|
||
|
objective_add( 5, "active", &"VILLAGE_DEFEND_USE_THE_DETONATORS_IN", aManualDets[ 0 ].origin );
|
||
|
objective_current( 5 );
|
||
|
|
||
|
arcademode_checkpoint( 5, "b" );
|
||
|
|
||
|
autosave_by_name( "detonator_defense" );
|
||
|
|
||
|
for( i = 1; i < aManualDets.size; i++ )
|
||
|
{
|
||
|
det = aManualDets[ i ];
|
||
|
|
||
|
objective_additionalposition( 5, i, det.origin);
|
||
|
}
|
||
|
|
||
|
flag_wait( "objective_armor_arrival" );
|
||
|
|
||
|
objective_state( 5, "done" );
|
||
|
|
||
|
flag_clear( "aa_detonators" );
|
||
|
flag_set( "aa_fallback" );
|
||
|
|
||
|
autosave_by_name( "detonators_all_used_up" );
|
||
|
|
||
|
objective_add( 6, "active", &"VILLAGE_DEFEND_FALL_BACK_TO_THE_FARM", farmTrig.origin );
|
||
|
objective_current( 6 );
|
||
|
|
||
|
arcademode_checkpoint( 3.5, "c" );
|
||
|
|
||
|
thread farm_javelin_nag();
|
||
|
|
||
|
if ( getdvar( "start" ) != "final_battle" && getdvar( "start" ) != "seaknight" && getdvar( "start" ) != "javelin" )
|
||
|
farmTrig waittill ( "trigger" );
|
||
|
|
||
|
flag_set( "farm_reached" );
|
||
|
|
||
|
objective_state( 6, "done" );
|
||
|
|
||
|
flag_clear( "aa_fallback" );
|
||
|
flag_set( "aa_javelin" );
|
||
|
|
||
|
autosave_by_name( "player_got_to_the_farm" );
|
||
|
|
||
|
objective_add( 7, "active", &"VILLAGE_DEFEND_GET_THE_JAVELIN_IN_THE", ( 1021.1, 7309.2, 1006 ) );
|
||
|
objective_current( 7 );
|
||
|
|
||
|
arcademode_checkpoint( 2, "d" );
|
||
|
|
||
|
//thread radio_dialogue_queue( "javelinorder2" );
|
||
|
|
||
|
flag_wait( "got_the_javelin" );
|
||
|
|
||
|
objective_state( 7, "done" );
|
||
|
|
||
|
autosave_by_name( "got_javelin" );
|
||
|
|
||
|
thread early_chopper();
|
||
|
|
||
|
objective_add( 8, "active", "" );
|
||
|
objective_string( 8, &"VILLAGE_DEFEND_DESTROY_THE_INCOMING", 4 );
|
||
|
objective_current( 8 );
|
||
|
|
||
|
arcademode_checkpoint( 4, "e" );
|
||
|
|
||
|
//objective_add( 8, "active", &"VILLAGE_DEFEND_DESTROY_THE_INCOMING", 4 );
|
||
|
|
||
|
flag_wait( "objective_all_tanks_destroyed" );
|
||
|
|
||
|
level.playerSafetyBlocker solid();
|
||
|
|
||
|
objective_string( 8, &"VILLAGE_DEFEND_DESTROY_THE_INCOMING1" );
|
||
|
objective_state( 8, "done" );
|
||
|
|
||
|
flag_clear( "aa_javelin" );
|
||
|
flag_set( "aa_returntrip" );
|
||
|
|
||
|
autosave_by_name( "tanks_cleared" );
|
||
|
|
||
|
flag_set( "arm_delaying_action" );
|
||
|
|
||
|
objective_add( 9, "active", &"VILLAGE_DEFEND_SURVIVE_UNTIL_THE_HELICOPTER" );
|
||
|
objective_current( 9 );
|
||
|
|
||
|
arcademode_checkpoint( 3, "f" );
|
||
|
|
||
|
flag_set( "start_final_battle" );
|
||
|
|
||
|
flag_wait( "objective_get_to_lz" );
|
||
|
|
||
|
objective_add( 9, "active", &"VILLAGE_DEFEND_GET_TO_THE_LZ", extractionPoint.origin );
|
||
|
objective_current( 9 );
|
||
|
|
||
|
autosave_by_name( "get_to_the_choppah" );
|
||
|
|
||
|
arcademode_checkpoint( 7, "g" );
|
||
|
|
||
|
priceDist = length( level.price.origin - level.player.origin );
|
||
|
priceCopy = getent( "price_seaknight_doppel", "targetname" );
|
||
|
|
||
|
gazDist = length( level.gaz.origin - level.player.origin );
|
||
|
gazCopy = getent( "gaz_seaknight_doppel", "targetname" );
|
||
|
|
||
|
redshirtDist = length( level.redshirt.origin - level.player.origin );
|
||
|
redshirtCopy = getent( "redshirt_seaknight_doppel", "targetname" );
|
||
|
|
||
|
gunnerDist = length( level.sasgunner.origin - level.player.origin );
|
||
|
gunnerCopy = getent( "sasGunner_seaknight_doppel", "targetname" );
|
||
|
|
||
|
playerFollowers = [];
|
||
|
|
||
|
playerFollowers[ 0 ] = level.price;
|
||
|
playerFollowers[ 1 ] = level.gaz;
|
||
|
playerFollowers[ 2 ] = level.redshirt;
|
||
|
playerFollowers[ 3 ] = level.sasgunner;
|
||
|
|
||
|
/*
|
||
|
aAllies = getaiarray( "allies" );
|
||
|
|
||
|
for( i = 0; i < aAllies.size; i++ )
|
||
|
{
|
||
|
aAllies[ i ] thread friendly_player_tracking_nav();
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
for( i = 0; i < playerFollowers.size; i++ )
|
||
|
{
|
||
|
playerFollowers[ i ] thread friendly_player_tracking_nav();
|
||
|
}
|
||
|
|
||
|
flag_wait( "lz_reached" );
|
||
|
|
||
|
level notify ( "stop_airstrike_reminders" );
|
||
|
|
||
|
thread friendly_pushplayer( "on" );
|
||
|
|
||
|
objective_state( 9, "done" );
|
||
|
|
||
|
objective_add( 10, "active", &"VILLAGE_DEFEND_SURVIVE_UNTIL_THE_HELICOPTER" );
|
||
|
objective_current( 10 );
|
||
|
|
||
|
flag_wait( "seaknight_can_be_boarded" );
|
||
|
|
||
|
objective_state( 10, "done" );
|
||
|
|
||
|
objective_add( 11, "active", &"VILLAGE_DEFEND_BOARD_THE_HELICOPTER", extractionPoint.origin );
|
||
|
objective_current( 11 );
|
||
|
|
||
|
flag_wait( "player_made_it" );
|
||
|
|
||
|
arcademode_checkpoint( 1.75, "h" );
|
||
|
autosave_by_name( "inside_choppah" );
|
||
|
|
||
|
flag_wait( "outtahere" );
|
||
|
|
||
|
objective_state( 11, "done" );
|
||
|
|
||
|
flag_clear( "aa_returntrip" );
|
||
|
}
|
||
|
|
||
|
autosaves_return_trip()
|
||
|
{
|
||
|
level endon ( "outtahere" );
|
||
|
|
||
|
flag_wait( "return_trip_begins" );
|
||
|
|
||
|
saveTrig1 = getent( "first_return_save" , "targetname" );
|
||
|
saveTrig2 = getent( "second_return_save" , "targetname" );
|
||
|
saveTrig3 = getent( "third_return_save" , "targetname" );
|
||
|
|
||
|
totalTime = level.stopwatch * 60 * 1000;
|
||
|
startTime = gettime();
|
||
|
|
||
|
saveTrig1 waittill ( "trigger" );
|
||
|
timeSpent = ( gettime() - startTime ) / 1000;
|
||
|
maxTimeAllowed = 90;
|
||
|
thread autosaves_safety( timeSpent, maxTimeAllowed );
|
||
|
|
||
|
saveTrig2 waittill ( "trigger" );
|
||
|
timeSpent = ( gettime() - startTime ) / 1000;
|
||
|
maxTimeAllowed = 120;
|
||
|
thread autosaves_safety( timeSpent, maxTimeAllowed );
|
||
|
|
||
|
saveTrig3 waittill ( "trigger" );
|
||
|
timeSpent = ( gettime() - startTime ) / 1000;
|
||
|
//maxTimeAllowed = 160;
|
||
|
maxTimeAllowed = 180;
|
||
|
noExceptions = true;
|
||
|
thread autosaves_safety( timeSpent, maxTimeAllowed, noExceptions );
|
||
|
}
|
||
|
|
||
|
autosaves_safety( timeSpent, maxTimeAllowed, noExceptions )
|
||
|
{
|
||
|
if( !isdefined( noExceptions ) )
|
||
|
noExceptions = false;
|
||
|
|
||
|
if( timeSpent <= maxTimeAllowed )
|
||
|
{
|
||
|
//autosave_by_name( "return_trip_section" );
|
||
|
autosave_or_timeout( "return_trip_section", 10 );
|
||
|
|
||
|
if( noExceptions )
|
||
|
wait 3;
|
||
|
else
|
||
|
wait 10;
|
||
|
|
||
|
flag_clear( "can_save" );
|
||
|
wait 2;
|
||
|
flag_set( "can_save" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
objective_stopwatch()
|
||
|
{
|
||
|
flag_wait( "objective_get_to_lz" );
|
||
|
level notify ( "start stopwatch" );
|
||
|
|
||
|
//fMissionLength = level.stopwatch; //how long until relieved (minutes)
|
||
|
//iMissionTime_ms = gettime() + int(fMissionLength*60*1000); //convert to milliseconds
|
||
|
|
||
|
// Setup the HUD display of the timer.
|
||
|
level.hudelem = maps\_hud_util::get_countdown_hud();
|
||
|
|
||
|
level.hudelem SetPulseFX( 30, 900000, 700 );//something, decay start, decay duration
|
||
|
countdown = 20 * 60;
|
||
|
if ( isdefined( level.stopwatch ) )
|
||
|
countdown = level.stopwatch * 60;
|
||
|
|
||
|
level.hudelem.label = &"VILLAGE_DEFEND_HELICOPTER_EXTRACTION";// + minutes + ":" + seconds
|
||
|
level.hudelem settenthstimer( countdown );
|
||
|
|
||
|
|
||
|
wait(level.stopwatch*60);
|
||
|
|
||
|
//if( isdefined( level.timer ) )
|
||
|
//level.timer destroy();
|
||
|
|
||
|
if( isdefined( level.hudelem ) )
|
||
|
level.hudelem destroy();
|
||
|
}
|
||
|
|
||
|
countdown_speech( alias )
|
||
|
{
|
||
|
assertEX( isdefined( alias ), "Specify a speech sound." );
|
||
|
|
||
|
level endon ( "player_made_it" );
|
||
|
|
||
|
radio_dialogue_queue( alias );
|
||
|
}
|
||
|
|
||
|
|
||
|
countdown_events()
|
||
|
{
|
||
|
flag_wait( "objective_get_to_lz" );
|
||
|
|
||
|
level endon ( "player_made_it" );
|
||
|
|
||
|
missionTime = level.stopwatch * 60;
|
||
|
|
||
|
if ( getdvar( "village_defend_one_minute") != "1" )
|
||
|
{
|
||
|
wait 60;
|
||
|
|
||
|
if( !flag( "reached_evac_point" ) && !flag( "lz_reached" ) )
|
||
|
{
|
||
|
//Bravo Six, be advised we are almost there but we're low on fuel. You guys have three minutes before we have to leave without you, over.
|
||
|
thread countdown_speech( "almosttherethree" );
|
||
|
}
|
||
|
|
||
|
if( !flag( "lz_reached" ) )
|
||
|
{
|
||
|
//GAZ: "We're gonna get left behind! We've got to get to the landing zone!"
|
||
|
thread countdown_speech( "gettolandingzone" );
|
||
|
}
|
||
|
|
||
|
wait 60;
|
||
|
|
||
|
//You got two minutes, over! *MISSING*
|
||
|
thread countdown_speech( "twominutesleft" );
|
||
|
|
||
|
if( !flag( "lz_reached" ) )
|
||
|
{
|
||
|
//PRICE: Copy that, we're on our way!
|
||
|
thread countdown_speech( "copywereonourway" );
|
||
|
|
||
|
//PRICE: "We've got to break through their lines to reach the LZ! Keep pushing downhill!"
|
||
|
thread countdown_speech( "breakthroughtolz" );
|
||
|
|
||
|
//GAZ: Let's go! Let's go! Get down the hill!!
|
||
|
thread countdown_speech( "getdownthehill" );
|
||
|
}
|
||
|
|
||
|
wait 30;
|
||
|
|
||
|
//"Ninety seconds to dustoff."
|
||
|
thread countdown_speech( "ninetysecondsleft" );
|
||
|
|
||
|
flag_set( "rescue_chopper_ingress" );
|
||
|
|
||
|
wait 30;
|
||
|
}
|
||
|
|
||
|
//"One minute to bingo fuel."
|
||
|
thread countdown_speech( "oneminutebingo" );
|
||
|
|
||
|
if( !flag( "lz_reached" ) )
|
||
|
{
|
||
|
//PRICE: "Get to the bottom of the hill!!! Move move!!!"
|
||
|
thread countdown_speech( "bottomofthehill" );
|
||
|
}
|
||
|
|
||
|
wait 30;
|
||
|
|
||
|
//"Thirty seconds."
|
||
|
thread countdown_speech( "thirtyseconds" );
|
||
|
|
||
|
if( !flag( "lz_reached" ) )
|
||
|
{
|
||
|
//GAZ: Get to the LZ! Go! Go!
|
||
|
thread countdown_speech( "gettothelzgogo" );
|
||
|
}
|
||
|
|
||
|
wait 30;
|
||
|
|
||
|
if( !flag( "player_made_it" ) )
|
||
|
{
|
||
|
flag_set( "seaknight_guards_boarding" );
|
||
|
flag_wait( "seaknight_unboardable" );
|
||
|
|
||
|
wait 3;
|
||
|
|
||
|
if( !flag( "player_made_it" ) && isalive( level.player ) )
|
||
|
{
|
||
|
setDvar( "ui_deadquote", &"VILLAGE_DEFEND_YOU_DIDNT_REACH_THE_HELICOPTER" );
|
||
|
maps\_utility::missionFailedWrapper();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
early_chopper()
|
||
|
{
|
||
|
trig = getent( "early_chopper", "targetname" );
|
||
|
trig waittill ( "trigger" );
|
||
|
|
||
|
flag_set( "rescue_chopper_ingress" );
|
||
|
}
|
||
|
|
||
|
escape_music()
|
||
|
{
|
||
|
level endon ( "open_bay_doors" );
|
||
|
|
||
|
MusicPlayWrapper( "village_defend_fallback" );
|
||
|
wait 94;
|
||
|
musicStop( 6 );
|
||
|
wait 6.1;
|
||
|
|
||
|
MusicPlayWrapper( "village_defend_direstraits" );
|
||
|
wait 83;
|
||
|
musicStop( 6 );
|
||
|
wait 6.1;
|
||
|
|
||
|
MusicPlayWrapper( "village_defend_fallback" );
|
||
|
wait 94;
|
||
|
musicStop( 6 );
|
||
|
wait 6.1;
|
||
|
|
||
|
MusicPlayWrapper( "village_defend_direstraits" );
|
||
|
wait 83;
|
||
|
musicStop( 6 );
|
||
|
wait 6.1;
|
||
|
}
|
||
|
|
||
|
seaknight_music()
|
||
|
{
|
||
|
flag_wait( "open_bay_doors" );
|
||
|
|
||
|
musicStop( 3 );
|
||
|
wait 3.1;
|
||
|
|
||
|
MusicPlayWrapper( "village_defend_escape" );
|
||
|
}
|
||
|
|
||
|
rescue_chopper()
|
||
|
{
|
||
|
if ( getdvar( "village_defend_one_minute") != "1" )
|
||
|
flag_wait( "rescue_chopper_ingress" );
|
||
|
|
||
|
thread seaknight();
|
||
|
|
||
|
flag_wait( "seaknight_can_be_boarded" );
|
||
|
|
||
|
trigger = spawn( "script_origin", (0,0,0) );
|
||
|
trigger.origin = level.seaknight1 gettagorigin( "tag_door_rear" );
|
||
|
trigger.radius = 27.731134;
|
||
|
|
||
|
for( ;; )
|
||
|
{
|
||
|
wait 0.05;
|
||
|
|
||
|
if ( distance( level.player.origin, trigger.origin ) >= trigger.radius )
|
||
|
continue;
|
||
|
else
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if( !flag( "seaknight_unboardable" ) )
|
||
|
{
|
||
|
flag_set( "player_made_it" );
|
||
|
|
||
|
rescue_ride();
|
||
|
|
||
|
thread rescue_teleport_friendlies();
|
||
|
thread rescue_failsafe();
|
||
|
|
||
|
if( isdefined( level.hudelem ) )
|
||
|
level.hudelem destroy();
|
||
|
|
||
|
flag_wait( "outtahere" );
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
//"Baseplate this is Gryphon Two-Seven. We got 'em and we're comin' home. Out."
|
||
|
radio_dialogue_queue( "cominhome" );
|
||
|
|
||
|
wait 1;
|
||
|
|
||
|
nextmission();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
sniperSoundSource = getent( "intro_tank_tower_target", "targetname" );
|
||
|
sniperSoundSource playsound( level.sniperfx );
|
||
|
wait 0.1;
|
||
|
level.player doDamage( level.player.health + 10000, level.player.origin );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
rescue_teleport_friendlies()
|
||
|
{
|
||
|
wait 2;
|
||
|
|
||
|
priceDist = length( level.price.origin - level.player.origin );
|
||
|
priceCopy = getent( "price_seaknight_doppel", "targetname" );
|
||
|
|
||
|
gazDist = length( level.gaz.origin - level.player.origin );
|
||
|
gazCopy = getent( "gaz_seaknight_doppel", "targetname" );
|
||
|
|
||
|
redshirtDist = length( level.redshirt.origin - level.player.origin );
|
||
|
redshirtCopy = getent( "redshirt_seaknight_doppel", "targetname" );
|
||
|
|
||
|
gunnerDist = length( level.sasgunner.origin - level.player.origin );
|
||
|
gunnerCopy = getent( "sasGunner_seaknight_doppel", "targetname" );
|
||
|
|
||
|
allowedDist = 1800;
|
||
|
|
||
|
if( priceDist > allowedDist )
|
||
|
{
|
||
|
level.price stop_magic_bullet_shield();
|
||
|
level.price delete();
|
||
|
priceCopy thread rescue_doppel_spawn();
|
||
|
}
|
||
|
|
||
|
if( gazDist > allowedDist )
|
||
|
{
|
||
|
level.gaz stop_magic_bullet_shield();
|
||
|
level.gaz delete();
|
||
|
gazCopy thread rescue_doppel_spawn();
|
||
|
}
|
||
|
|
||
|
if( redshirtDist > allowedDist )
|
||
|
{
|
||
|
level.redshirt stop_magic_bullet_shield();
|
||
|
level.redshirt delete();
|
||
|
redshirtCopy thread rescue_doppel_spawn();
|
||
|
}
|
||
|
|
||
|
if( gunnerDist > allowedDist )
|
||
|
{
|
||
|
level.sasgunner stop_magic_bullet_shield();
|
||
|
level.sasgunner delete();
|
||
|
gunnerCopy thread rescue_doppel_spawn();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
rescue_doppel_spawn()
|
||
|
{
|
||
|
guy = self stalingradSpawn();
|
||
|
if( spawn_failed( guy ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
guy thread hero();
|
||
|
guy.fixedNode = false;
|
||
|
|
||
|
guy thread seaknight_sas_load();
|
||
|
}
|
||
|
|
||
|
rescue_failsafe()
|
||
|
{
|
||
|
//if the friendlies don't board the helicopter for any reason, failsafe
|
||
|
|
||
|
wait 45;
|
||
|
|
||
|
nextmission();
|
||
|
}
|
||
|
|
||
|
rescue_ride()
|
||
|
{
|
||
|
level.player disableweapons();
|
||
|
|
||
|
// this is the model the player will attach to for the pullout sequence
|
||
|
ePlayerview = spawn_anim_model( "player_carry" );
|
||
|
ePlayerview hide();
|
||
|
|
||
|
// put the ePlayerview in the first frame so the tags are in the right place
|
||
|
//level.seaknight1 anim_first_frame_solo( ePlayerview, "wounded_seaknight_putdown", "tag_detach" );
|
||
|
level.seaknight1 anim_first_frame_solo( ePlayerview, "village_player_getin", "tag_detach" );
|
||
|
|
||
|
ePlayerview linkto( level.seaknight1, "tag_detach" );
|
||
|
|
||
|
// this smoothly hooks the player up to the animating tag
|
||
|
ePlayerview lerp_player_view_to_tag( "tag_player", 0.5, 0.9, 35, 35, 45, 0 );
|
||
|
|
||
|
guys_animating = [];
|
||
|
guys_animating[ guys_animating.size ] = ePlayerview;
|
||
|
|
||
|
level.seaknight1 anim_single( guys_animating, "village_player_getin", "tag_detach" );
|
||
|
|
||
|
/* -- -- -- -- -- -- -- -- -- -- -- -
|
||
|
LINK PLAYER TO CURRENT POS TO SEE LANDSCAPE
|
||
|
-- -- -- -- -- -- -- -- -- -- -- -- -*/
|
||
|
level.player enableweapons();
|
||
|
// < viewpercentag fraction> , <right arc> , <left arc> , <top arc> , <bottom arc> )
|
||
|
level.player playerlinktodelta( ePlayerview, "tag_player", 1, 20, 45, 5, 25 );
|
||
|
}
|
||
|
|
||
|
music()
|
||
|
{
|
||
|
//flag_wait( "church_tower_explodes" );
|
||
|
|
||
|
level endon ( "stop_ambush_music" );
|
||
|
|
||
|
if ( getdvar( "start" ) != "final_battle" && getdvar( "start" ) != "seaknight" )
|
||
|
{
|
||
|
while( !flag( "stop_ambush_music" ) )
|
||
|
{
|
||
|
//MusicPlayWrapper( "village_defend_ambush_music" );
|
||
|
MusicPlayWrapper( "village_defend_vanguards" );
|
||
|
wait 85.2;
|
||
|
musicStop( 0.1 );
|
||
|
wait 0.15;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
mandown_reverse_spawn()
|
||
|
{
|
||
|
trig = getent( "back_spawning_activator", "script_noteworthy" );
|
||
|
trig waittill ( "trigger" );
|
||
|
|
||
|
flag_set( "back_spawn_stoppable" );
|
||
|
}
|
||
|
|
||
|
//Datatables and Utilities
|
||
|
|
||
|
killzone_detonation( squibs, attacker )
|
||
|
{
|
||
|
n = 0;
|
||
|
|
||
|
for( i = 0 ; i < squibs.size; i++ )
|
||
|
{
|
||
|
squib = squibs[ i ];
|
||
|
vfx = level.killZoneFxProgram[ n ];
|
||
|
soundfx = level.killZoneSfx[ n ];
|
||
|
|
||
|
playfx( vfx, squib.origin );
|
||
|
squib playsound( soundfx );
|
||
|
earthquake( 0.1, 0.5, level.player.origin, 1250 );
|
||
|
|
||
|
if( !isdefined( attacker ) )
|
||
|
radiusDamage(squib.origin, 240, 100500, 100500); //radiusDamage(origin, range, maxdamage, mindamage);
|
||
|
else
|
||
|
radiusDamage(squib.origin, 240, 100500, 100500, attacker); //radiusDamage(origin, range, maxdamage, mindamage);
|
||
|
|
||
|
n++;
|
||
|
if( n >= level.killZoneFxProgram.size )
|
||
|
{
|
||
|
n = 0;
|
||
|
}
|
||
|
|
||
|
wait randomfloatrange( 0.05 , 0.15 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
killzoneFxProgram()
|
||
|
{
|
||
|
level.killZoneFxProgram = [];
|
||
|
|
||
|
level.killZoneFxProgram[ 0 ] = level.killzoneBigExplosion_fx;
|
||
|
level.killZoneFxProgram[ 1 ] = level.killzoneMudExplosion_fx;
|
||
|
level.killZoneFxProgram[ 2 ] = level.killzoneBigExplosion_fx;
|
||
|
level.killZoneFxProgram[ 3 ] = level.killzoneFuelExplosion_fx;
|
||
|
level.killZoneFxProgram[ 4 ] = level.killzoneDirtExplosion_fx;
|
||
|
level.killZoneFxProgram[ 5 ] = level.killzoneMudExplosion_fx;
|
||
|
level.killZoneFxProgram[ 6 ] = level.killzoneBigExplosion_fx;
|
||
|
level.killZoneFxProgram[ 7 ] = level.killzoneFuelExplosion_fx;
|
||
|
level.killZoneFxProgram[ 8 ] = level.killzoneDirtExplosion_fx;
|
||
|
level.killZoneFxProgram[ 9 ] = level.killzoneBigExplosion_fx;
|
||
|
|
||
|
level.killZoneSfx = [];
|
||
|
|
||
|
level.killZoneSfx[ 0 ] = "explo_mine";
|
||
|
level.killZoneSfx[ 1 ] = "explo_tree";
|
||
|
level.killZoneSfx[ 2 ] = "explo_mine";
|
||
|
level.killZoneSfx[ 3 ] = "explo_rock";
|
||
|
level.killZoneSfx[ 4 ] = "explo_roadblock";
|
||
|
level.killZoneSfx[ 5 ] = "explo_tree";
|
||
|
level.killZoneSfx[ 6 ] = "explo_mine";
|
||
|
level.killZoneSfx[ 7 ] = "explo_rock";
|
||
|
level.killZoneSfx[ 8 ] = "explo_roadblock";
|
||
|
level.killZoneSfx[ 9 ] = "explo_mine";
|
||
|
|
||
|
assertEX( level.killZoneFxProgram.size == level.killZoneSfx.size, "Fx and Sfx programs should have equal number of entries." );
|
||
|
}
|
||
|
|
||
|
followScriptedPath( node, delayTime, stance )
|
||
|
{
|
||
|
if( !isdefined( delayTime ) )
|
||
|
delayTime = 0;
|
||
|
|
||
|
wait delayTime;
|
||
|
|
||
|
nodes = [];
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
nodes[ nodes.size ] = node;
|
||
|
|
||
|
if( isdefined( node.target ) )
|
||
|
{
|
||
|
node = getnode( node.target, "targetname" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
self.disableArrivals = true;
|
||
|
|
||
|
for( i = 0; i < nodes.size; i++ )
|
||
|
{
|
||
|
node = nodes[ i ];
|
||
|
self setgoalnode( node );
|
||
|
|
||
|
if( isdefined( node.radius ) )
|
||
|
self.goalradius = node.radius;
|
||
|
|
||
|
if( isdefined( node.script_stance ) )
|
||
|
self allowedstances( node.script_stance );
|
||
|
|
||
|
self waittill( "goal" );
|
||
|
if( !isdefined( node.target ) )
|
||
|
self notify ("reached_last_node_in_chain");
|
||
|
if( !isdefined( node.script_noteworthy ) )
|
||
|
continue;
|
||
|
//if( node.script_noteworthy == "tower_reaction" )
|
||
|
//continue;
|
||
|
//iprintln( "Team reacts to bell tower explosion!" );
|
||
|
//TEMP ANIM OF REACTION TO BELL TOWER EXPLOSION
|
||
|
|
||
|
wait 0.1;
|
||
|
}
|
||
|
|
||
|
self.disableArrivals = false;
|
||
|
}
|
||
|
|
||
|
friendly_setup()
|
||
|
{
|
||
|
aAllies = getaiarray( "allies" );
|
||
|
for( i = 0; i < aAllies.size; i++ )
|
||
|
{
|
||
|
aAllies[ i ] thread hero();
|
||
|
aAllies[ i ].grenadeammo = 0;
|
||
|
}
|
||
|
|
||
|
flag_wait( "objective_price_orders_minigun" );
|
||
|
|
||
|
aAllies = getaiarray( "allies" );
|
||
|
for( i = 0; i < aAllies.size; i++ )
|
||
|
{
|
||
|
aAllies[ i ].grenadeammo = 5;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
hero()
|
||
|
{
|
||
|
self thread magic_bullet_shield();
|
||
|
self pushPlayer( true );
|
||
|
self.IgnoreRandomBulletDamage = true;
|
||
|
self.ignoresuppression = true;
|
||
|
}
|
||
|
|
||
|
//self set_run_anim( "path_slow" );
|
||
|
//self clear_run_anim();
|
||
|
|
||
|
encroach_start( node, groupname, msg, squadname, deathmonitorname )
|
||
|
{
|
||
|
//node - ent - starting main node for enemy infantry attack run
|
||
|
//groupname - str - targetname of enemy spawners;
|
||
|
//msg - str - endon
|
||
|
//squadname - str - script_noteworthy of enemy spawners' starting area on spawner;
|
||
|
|
||
|
level endon ( msg );
|
||
|
|
||
|
aGroup = [];
|
||
|
aSquad = [];
|
||
|
guy = undefined;
|
||
|
|
||
|
aGroup = getentarray( groupname, "targetname" );
|
||
|
for( i = 0; i < aGroup.size; i++ )
|
||
|
{
|
||
|
if( isdefined( aGroup[ i ].script_noteworthy ) )
|
||
|
{
|
||
|
if( aGroup[ i ].script_noteworthy == squadname )
|
||
|
{
|
||
|
aSquad[ aSquad.size ] = aGroup[ i ];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < aSquad.size; i++ )
|
||
|
{
|
||
|
aSquad[ i ].count = 1;
|
||
|
guy = aSquad[ i ] stalingradSpawn();
|
||
|
if( spawn_failed( guy ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( flag( "no_more_grenades" ) )
|
||
|
self.grenadeammo = 0;
|
||
|
|
||
|
guy thread encroach_nav( node, msg );
|
||
|
|
||
|
minigun = getent( "minigun", "targetname" );
|
||
|
minigunUser = minigun getTurretOwner();
|
||
|
/*
|
||
|
if((isdefined(minigunUser) && level.player == minigunUser))
|
||
|
{
|
||
|
guy.baseAccuracy = 5;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
if( isdefined( deathmonitorname ) )
|
||
|
{
|
||
|
if( deathmonitorname == "southern_hill" )
|
||
|
guy thread southern_hill_deathmonitor();
|
||
|
}
|
||
|
|
||
|
if( isdefined( deathmonitorname ) )
|
||
|
{
|
||
|
if( deathmonitorname == "minigun_breach" )
|
||
|
guy thread minigun_breach_deathmonitor();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
encroach_nav( node, msg )
|
||
|
{
|
||
|
level endon ( msg );
|
||
|
self endon ( "death" );
|
||
|
|
||
|
if( !flag( "objective_minigun_baglimit_done" ) )
|
||
|
{
|
||
|
aRoutes = [];
|
||
|
startNode = node;
|
||
|
n = undefined;
|
||
|
while( 1 )
|
||
|
{
|
||
|
aRoutes[ aRoutes.size ] = startNode;
|
||
|
if( isdefined( startNode.target ) )
|
||
|
{
|
||
|
aBranchNodes = getnodearray( startNode.target, "targetname" );
|
||
|
assertEX( aBranchNodes.size > 0, "At least one node should be targeted for encroach_nav routes" );
|
||
|
|
||
|
n = randomint( aBranchNodes.size );
|
||
|
startNode = aBranchNodes[ n ];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < aRoutes.size; i++ )
|
||
|
{
|
||
|
self setgoalnode( aRoutes[ i ] );
|
||
|
self waittill ( "goal" );
|
||
|
wait randomfloatrange( level.encroachMinWait, level.encroachMaxWait );
|
||
|
}
|
||
|
|
||
|
//flag_wait( "objective_minigun_baglimit_done" );
|
||
|
flag_wait( "divert_for_clacker" );
|
||
|
}
|
||
|
|
||
|
if( flag( "fall_back_to_barn" ) )
|
||
|
flag_wait( "storm_the_tavern" );
|
||
|
|
||
|
self thread hunt_player();
|
||
|
self thread helidrop_clacker_divert();
|
||
|
}
|
||
|
|
||
|
southern_hill_mortar_detonate( squib )
|
||
|
{
|
||
|
//squib = origin ent
|
||
|
//inFX = incoming sound
|
||
|
//detFX = explosion sound
|
||
|
|
||
|
vfx = level.killzoneBigExplosion_fx;
|
||
|
inFX = "artillery_incoming";
|
||
|
detFX = [];
|
||
|
detFX[ 0 ] = "explo_mine";
|
||
|
detFX[ 1 ] = "explo_rock";
|
||
|
detFX[ 2 ] = "explo_tree";
|
||
|
|
||
|
squib playsound( inFX );
|
||
|
wait 0.25;
|
||
|
|
||
|
playfx( vfx, squib.origin );
|
||
|
|
||
|
j = randomintrange( 0, detFX.size );
|
||
|
detSound = detFX[ j ];
|
||
|
squib playsound( detSound );
|
||
|
earthquake( 0.35, 0.5, level.player.origin, 1250 );
|
||
|
radiusDamage(squib.origin, 256, 1000, 500); //radiusDamage(origin, range, maxdamage, mindamage);
|
||
|
}
|
||
|
|
||
|
//=======================================================================
|
||
|
|
||
|
begin_delaying_action()
|
||
|
{
|
||
|
flag_wait( "arm_delaying_action" );
|
||
|
|
||
|
if ( level.gameSkill == 0 )
|
||
|
{
|
||
|
//level.detectionCycleTime = 120;
|
||
|
level.detectionCycleTime = 60;
|
||
|
}
|
||
|
|
||
|
if ( level.gameSkill == 1 )
|
||
|
{
|
||
|
//level.detectionCycleTime = 90;
|
||
|
level.detectionCycleTime = 25;
|
||
|
}
|
||
|
|
||
|
if ( level.gameSkill == 2 )
|
||
|
{
|
||
|
//level.detectionCycleTime = 60;
|
||
|
level.detectionCycleTime = 22;
|
||
|
}
|
||
|
|
||
|
if ( level.gameSkill == 3 )
|
||
|
{
|
||
|
//level.detectionCycleTime = 50;
|
||
|
level.detectionCycleTime = 19;
|
||
|
}
|
||
|
|
||
|
trig = getent( "delaying_action_trigger", "targetname" );
|
||
|
trig waittill ( "trigger" );
|
||
|
|
||
|
flag_set( "engage_delaying_action" );
|
||
|
}
|
||
|
|
||
|
begin_delaying_action_timeout()
|
||
|
{
|
||
|
flag_wait( "arm_delaying_action" );
|
||
|
|
||
|
wait 180;
|
||
|
flag_set( "engage_delaying_action" );
|
||
|
}
|
||
|
|
||
|
//=======================================================================
|
||
|
|
||
|
player_detection_volume_init()
|
||
|
{
|
||
|
aVolumes = getentarray( "player_detection_volume", "targetname" );
|
||
|
|
||
|
for( i = 0; i < aVolumes.size; i++ )
|
||
|
{
|
||
|
aSpawnProcs = player_detection_collect( aVolumes[ i ] );
|
||
|
aProcEntsContainer = player_spawnProc_ents_collect( aVolumes[ i ] );
|
||
|
thread player_detection_loop( aVolumes[ i ], aSpawnProcs, aProcEntsContainer );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
player_detection_collect( detectionVolume )
|
||
|
{
|
||
|
aSpawnProcs = getentarray( detectionVolume.target, "targetname" );
|
||
|
|
||
|
aProcEnts = [];
|
||
|
|
||
|
for( i = 0; i < aSpawnProcs.size; i++ )
|
||
|
{
|
||
|
aProcEnts = getentarray( aSpawnProcs[ i ].target, "targetname" );
|
||
|
}
|
||
|
|
||
|
return( aSpawnProcs );
|
||
|
}
|
||
|
|
||
|
player_spawnProc_ents_collect( detectionVolume )
|
||
|
{
|
||
|
aSpawnProcs = getentarray( detectionVolume.target, "targetname" );
|
||
|
|
||
|
aProcEntsContainer = [];
|
||
|
|
||
|
for( i = 0; i < aSpawnProcs.size; i++ )
|
||
|
{
|
||
|
aProcEnts = getentarray( aSpawnProcs[ i ].target, "targetname" );
|
||
|
aProcEntsContainer[ aProcEntsContainer.size ] = aProcEnts;
|
||
|
}
|
||
|
|
||
|
return( aProcEntsContainer );
|
||
|
}
|
||
|
|
||
|
player_detection_loop( detectionVolume, aSpawnProcs, aProcEntsContainer )
|
||
|
{
|
||
|
level endon ( "engage_delaying_action" );
|
||
|
|
||
|
flag_wait( "fall_back_to_barn" );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
//Check AI population capacity before spawning
|
||
|
|
||
|
aAxis = getaiarray( "axis" );
|
||
|
aAllies = getaiarray( "allies" );
|
||
|
|
||
|
//Some overspawning is ok but not too much
|
||
|
|
||
|
aiPop = aAxis.size + aAllies.size;
|
||
|
slotsAvailable = level.maxAI - aiPop;
|
||
|
|
||
|
//Detect player position using isTouching volume
|
||
|
|
||
|
if( slotsAvailable >= level.reqSlots )
|
||
|
{
|
||
|
if( level.player isTouching( detectionVolume ) )
|
||
|
{
|
||
|
thread ai_spawnprocessor( detectionVolume, aSpawnProcs, aProcEntsContainer );
|
||
|
|
||
|
if( flag( "objective_all_tanks_destroyed" ) )
|
||
|
level.delayingActionEnemyWaves++;
|
||
|
|
||
|
if( level.delayingActionEnemyWaves >= level.enemyWavesAllowed )
|
||
|
flag_set( "engage_delaying_action" );
|
||
|
}
|
||
|
|
||
|
wait level.detectionCycleTime;
|
||
|
}
|
||
|
|
||
|
wait 0.5;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ai_spawnprocessor( detectionVolume, aSpawnProcs, aProcEntsContainer )
|
||
|
{
|
||
|
//Activate the spawn processors for this detection volume
|
||
|
|
||
|
for( i = 0; i < aSpawnProcs.size; i++ )
|
||
|
{
|
||
|
thread ai_spawn_control_set_create( aSpawnProcs[ i ], detectionVolume, aProcEntsContainer[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ai_spawn_control_set_create( spawnProc, detectionVolume, procEntsContainer )
|
||
|
{
|
||
|
//Get the spawners for this unit
|
||
|
|
||
|
aProcSpawners = [];
|
||
|
|
||
|
for( i = 0; i < level.aSpawners.size; i++ )
|
||
|
{
|
||
|
spawner = level.aSpawners[ i ];
|
||
|
|
||
|
if( !isdefined( spawner.targetname ) )
|
||
|
continue;
|
||
|
|
||
|
if( spawner.targetname == spawnProc.target )
|
||
|
{
|
||
|
aProcSpawners[ aProcSpawners.size ] = spawner;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Check for smokescreen usage on this unit and get the smoke generator if it exists
|
||
|
|
||
|
smokeEnt = undefined;
|
||
|
aProcEnts = [];
|
||
|
aProcEnts = procEntsContainer;
|
||
|
|
||
|
for( i = 0; i < aProcEnts.size; i++ )
|
||
|
{
|
||
|
procEnt = aProcEnts[ i ];
|
||
|
|
||
|
if( !isdefined( procEnt.script_noteworthy ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if( procEnt.script_noteworthy == "smoke_generator" )
|
||
|
{
|
||
|
smokeEnt = procEnt;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Get the flank routing node for this unit
|
||
|
|
||
|
routeNode = undefined;
|
||
|
assertEX( isdefined( spawnProc.script_namenumber ), "Spawn processor is missing a routing label e.g. AR15" );
|
||
|
routeID = spawnProc.script_namenumber;
|
||
|
|
||
|
for( i = 0; i < level.aRouteNodes.size; i++ )
|
||
|
{
|
||
|
routeStartNode = level.aRouteNodes[ i ];
|
||
|
|
||
|
if( !isdefined( routeStartNode.script_noteworthy ) )
|
||
|
continue;
|
||
|
|
||
|
if( routeStartNode.script_noteworthy == routeID )
|
||
|
{
|
||
|
routeNode = routeStartNode;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
thread ai_spawn_and_attack( aProcSpawners, smokeEnt, routeNode, detectionVolume );
|
||
|
}
|
||
|
|
||
|
ai_spawn_and_attack( spawners, smokeEnt, routeNode, detectionVolume )
|
||
|
{
|
||
|
//If smoke is being deployed to cover the spawn:
|
||
|
//1. Wait X seconds for the smoke to build to sufficient opacity and size
|
||
|
//2. Confirm that the player is far enough from the smoke cloud origin
|
||
|
//3. Spawn and attack along assigned routes and run the reacquisition monitor
|
||
|
|
||
|
if( isdefined( smokeEnt ) )
|
||
|
{
|
||
|
playfx( level.smokegrenade, smokeEnt.origin );
|
||
|
wait level.smokeBuildTime;
|
||
|
|
||
|
dist = length( level.player.origin - smokeEnt.origin );
|
||
|
if( dist < level.smokeSpawnSafeDist )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//If smoke is not being used to cover the spawn:
|
||
|
//1. Spawn and attack along assigned routes and run the reacquisition monitor
|
||
|
|
||
|
//Spawners become finite during the return trip
|
||
|
|
||
|
for( i = 0; i < spawners.size; i++ )
|
||
|
{
|
||
|
spawner = spawners[ i ];
|
||
|
|
||
|
/*
|
||
|
if( flag( "return_trip_begins" ))
|
||
|
{
|
||
|
if( !isdefined( spawner[ i ].script_namenumber ) )
|
||
|
{
|
||
|
if( level.gameSkill == 0 )
|
||
|
{
|
||
|
spawner[ i ].count = 3;
|
||
|
self.baseAccuracy = 0.3;
|
||
|
}
|
||
|
else
|
||
|
if( level.gameSkill == 1 )
|
||
|
{
|
||
|
spawner[ i ].count = 4;
|
||
|
self.baseAccuracy = 0.5;
|
||
|
}
|
||
|
else
|
||
|
if( level.gameSkill == 2 )
|
||
|
{
|
||
|
spawner[ i ].count = 5;
|
||
|
}
|
||
|
else
|
||
|
if( level.gameSkill == 3 )
|
||
|
{
|
||
|
spawner[ i ].count = 6;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
spawner[ i ].script_namenumber = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
spawners[ i ].count = 1;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
spawners[ i ].count = 1;
|
||
|
|
||
|
totalPop = aiPopCount();
|
||
|
|
||
|
if( totalPop < 32 )
|
||
|
{
|
||
|
guy = spawner stalingradSpawn();
|
||
|
if( spawn_failed( guy ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if( flag( "no_more_grenades" ) )
|
||
|
self.grenadeammo = 0;
|
||
|
|
||
|
guy thread ai_flank_route( routeNode );
|
||
|
guy thread ai_reacquire_player( detectionVolume );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ai_flank_route( routeNode )
|
||
|
{
|
||
|
self endon ( "death" );
|
||
|
self endon ( "reacquire_player" );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
self setgoalnode( routeNode );
|
||
|
|
||
|
if( isdefined( routeNode.radius ) )
|
||
|
self.goalradius = routeNode.radius;
|
||
|
|
||
|
self waittill ( "goal" );
|
||
|
|
||
|
if( isdefined( routeNode.script_node_pausetime ) )
|
||
|
{
|
||
|
pauseTime = routeNode.script_node_pausetime + randomfloatrange( 0.5, 1.5 );
|
||
|
|
||
|
wait( pauseTime );
|
||
|
}
|
||
|
|
||
|
if( !isdefined( routeNode.target ) )
|
||
|
{
|
||
|
if( flag( "fall_back_to_barn" ) )
|
||
|
flag_wait( "storm_the_tavern" );
|
||
|
|
||
|
self thread hunt_player();
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
routeNode = getnode( routeNode.target, "targetname" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ai_reacquire_player( detectionVolume )
|
||
|
{
|
||
|
//If player leaves the original detection volume substantially, the
|
||
|
//1. Check to see that the player is still touching the volume.
|
||
|
//2. Wait a bit, then resample to see if the player is still touching the volume.
|
||
|
//3. If not, send the guy after the player using hunt_player.
|
||
|
|
||
|
self endon ( "death" );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
if( !level.player isTouching ( detectionVolume ) )
|
||
|
{
|
||
|
wait level.volumeDesertionTime;
|
||
|
|
||
|
if( !level.player isTouching ( detectionVolume ) )
|
||
|
{
|
||
|
self notify ( "reacquire_player" );
|
||
|
wait 0.5;
|
||
|
|
||
|
if( flag( "fall_back_to_barn" ) )
|
||
|
flag_wait( "storm_the_tavern" );
|
||
|
|
||
|
self thread hunt_player();
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
wait level.detectionRefreshTime;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return_trip_enemy_acc_prep()
|
||
|
{
|
||
|
aFloods = getentarray( "flood_spawner" , "targetname" );
|
||
|
aSpawners = [];
|
||
|
|
||
|
for( i = 0 ; i < aFloods.size; i++ )
|
||
|
{
|
||
|
aSpawners = getentarray( aFloods[ i ].target, "targetname" );
|
||
|
array_thread( aSpawners, ::add_spawn_function, ::return_trip_enemy_acc );
|
||
|
|
||
|
aSpawners = undefined;
|
||
|
aSpawners = [];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return_trip_enemy_acc()
|
||
|
{
|
||
|
flag_wait( "start_final_battle" );
|
||
|
|
||
|
self.baseAccuracy = level.village_diff[ level.gameskill ];
|
||
|
}
|
||
|
|
||
|
//=======================================================================
|
||
|
|
||
|
add_hint_background( double_line )
|
||
|
{
|
||
|
if ( isdefined ( double_line ) )
|
||
|
level.hintbackground = createIcon( "popmenu_bg", 650, 50 );
|
||
|
else
|
||
|
level.hintbackground = createIcon( "popmenu_bg", 650, 30 );
|
||
|
|
||
|
level.hintbackground setPoint( "TOP", undefined, 0, 125 );
|
||
|
level.hintbackground.alpha = .5;
|
||
|
}
|
||
|
|
||
|
airstrike_hint_console()
|
||
|
{
|
||
|
add_hint_background();
|
||
|
|
||
|
//Airstrikes standing by.
|
||
|
level.hintElem = createFontString( "objective", level.hint_text_size );
|
||
|
level.hintElem setPoint( "TOP", undefined, 0, 130 );
|
||
|
//level.hintElem.label = &"VILLAGE_DEFEND_CASREADY";
|
||
|
level.hintElem setText( &"VILLAGE_DEFEND_CLOSE_AIR_SUPPORT_STANDING" );
|
||
|
|
||
|
level.iconElem = createIcon( "hud_dpad", 32, 32 );
|
||
|
level.iconElem setPoint( "TOP", undefined, -16, 165 );
|
||
|
|
||
|
level.iconElem2 = createIcon( "compass_objpoint_airstrike", 32, 32 );
|
||
|
level.iconElem2 setPoint( "TOP", undefined, -15, 196 );
|
||
|
|
||
|
level.iconElem3 = createIcon( "hud_arrow_down", 24, 24 );
|
||
|
level.iconElem3 setPoint( "TOP", undefined, -15.5, 170 );
|
||
|
level.iconElem3.sort = 1;
|
||
|
level.iconElem3.color = (1,1,0);
|
||
|
level.iconElem3.alpha = .7;
|
||
|
|
||
|
wait 4;
|
||
|
|
||
|
level.iconElem setPoint( "CENTER", "BOTTOM", -320, -20, 1.0 );
|
||
|
level.iconElem2 setPoint( "CENTER", "BOTTOM", -320, -20, 1.0 );
|
||
|
level.iconElem3 setPoint( "CENTER", "BOTTOM", -320, -20, 1.0 );
|
||
|
|
||
|
level.iconElem scaleovertime(1, 20, 20);
|
||
|
level.iconElem2 scaleovertime(1, 20, 20);
|
||
|
level.iconElem3 scaleovertime(1, 20, 20);
|
||
|
|
||
|
wait .70;
|
||
|
|
||
|
level.hintElem fadeovertime(.15);
|
||
|
level.hintElem.alpha = 0;
|
||
|
|
||
|
level.iconElem fadeovertime(.15);
|
||
|
level.iconElem.alpha = 0;
|
||
|
|
||
|
level.iconElem2 fadeovertime(.15);
|
||
|
level.iconElem2.alpha = 0;
|
||
|
|
||
|
level.iconElem3 fadeovertime(.15);
|
||
|
level.iconElem3.alpha = 0;
|
||
|
|
||
|
clear_hints();
|
||
|
}
|
||
|
|
||
|
airstrike_hint_pc()
|
||
|
{
|
||
|
add_hint_background();
|
||
|
|
||
|
//Airstrikes standing by.
|
||
|
level.hintElem = createFontString( "objective", level.hint_text_size );
|
||
|
level.hintElem setPoint( "TOP", undefined, 0, 130 );
|
||
|
//level.hintElem.label = &"VILLAGE_DEFEND_CASREADY";
|
||
|
level.hintElem setText( &"VILLAGE_DEFEND_CLOSE_AIR_SUPPORT_STANDING_PC" );
|
||
|
|
||
|
level.iconElem2 = createIcon( "compass_objpoint_airstrike", 32, 32 );
|
||
|
level.iconElem2 setPoint( "TOP", undefined, -15, 196 );
|
||
|
|
||
|
wait 4;
|
||
|
|
||
|
level.iconElem2 setPoint( "CENTER", "BOTTOM", -320, -20, 1.0 );
|
||
|
|
||
|
level.iconElem2 scaleovertime(1, 20, 20);
|
||
|
|
||
|
wait .70;
|
||
|
|
||
|
level.hintElem fadeovertime(.15);
|
||
|
level.hintElem.alpha = 0;
|
||
|
|
||
|
level.iconElem2 fadeovertime(.15);
|
||
|
level.iconElem2.alpha = 0;
|
||
|
|
||
|
clear_hints();
|
||
|
}
|
||
|
|
||
|
clear_hints()
|
||
|
{
|
||
|
if ( isDefined( level.hintElem ) )
|
||
|
level.hintElem destroyElem();
|
||
|
if ( isDefined( level.iconElem ) )
|
||
|
level.iconElem destroyElem();
|
||
|
if ( isDefined( level.iconElem2 ) )
|
||
|
level.iconElem2 destroyElem();
|
||
|
if ( isDefined( level.iconElem3 ) )
|
||
|
level.iconElem3 destroyElem();
|
||
|
if ( isDefined( level.hintbackground ) )
|
||
|
level.hintbackground destroyElem();
|
||
|
level notify ( "clearing_hints" );
|
||
|
}
|
||
|
|
||
|
airstrike_support()
|
||
|
{
|
||
|
level.playerPreviousWeapon = undefined;
|
||
|
|
||
|
for(;;)
|
||
|
{
|
||
|
while( level.player getcurrentweapon() != "airstrike_support" )
|
||
|
{
|
||
|
level.playerPreviousWeapon = level.player getcurrentweapon();
|
||
|
wait 0.05;
|
||
|
}
|
||
|
|
||
|
airstrike_ammo = level.player getWeaponAmmoStock( "airstrike_support" );
|
||
|
|
||
|
if( !isdefined( airstrike_ammo ) )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
else
|
||
|
if( airstrike_ammo == 0 )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
thread airstrike_support_activate();
|
||
|
|
||
|
while( level.player getcurrentweapon() == "airstrike_support" )
|
||
|
wait 0.05;
|
||
|
|
||
|
level notify( "air_support_canceled" );
|
||
|
thread airstrike_support_deactive();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
airstrike_support_activate()
|
||
|
{
|
||
|
level endon( "air_support_canceled" );
|
||
|
level endon( "air_support_called" );
|
||
|
thread airstrike_support_paint_target();
|
||
|
|
||
|
// Make the arrow
|
||
|
level.airstrikeAttackArrow = spawn( "script_model", ( 0, 0, 0 ) );
|
||
|
level.airstrikeAttackArrow setModel( "tag_origin" );
|
||
|
level.airstrikeAttackArrow.angles = ( -90, 0, 0 );
|
||
|
level.airstrikeAttackArrow.offset = 4;
|
||
|
|
||
|
playfxontag( level.air_support_fx_yellow, level.airstrikeAttackArrow, "tag_origin" );
|
||
|
|
||
|
level.playerActivatedAirSupport = true;
|
||
|
|
||
|
coord = undefined;
|
||
|
|
||
|
traceOffset = 15;
|
||
|
traceLength = 15000;
|
||
|
minValidLength = 300 * 300;
|
||
|
|
||
|
trace = [];
|
||
|
|
||
|
trace[ 0 ] = spawnStruct();
|
||
|
trace[ 0 ].offsetDir = "vertical";
|
||
|
trace[ 0 ].offsetDist = traceOffset;
|
||
|
|
||
|
trace[ 1 ] = spawnStruct();
|
||
|
trace[ 1 ].offsetDir = "vertical";
|
||
|
trace[ 1 ].offsetDist = traceOffset * -1;
|
||
|
|
||
|
trace[ 2 ] = spawnStruct();
|
||
|
trace[ 2 ].offsetDir = "horizontal";
|
||
|
trace[ 2 ].offsetDist = traceOffset;
|
||
|
|
||
|
trace[ 3 ] = spawnStruct();
|
||
|
trace[ 3 ].offsetDir = "horizontal";
|
||
|
trace[ 3 ].offsetDist = traceOffset * -1;
|
||
|
|
||
|
for(;;)
|
||
|
{
|
||
|
wait 0.05;
|
||
|
|
||
|
prof_begin( "spotting_marker" );
|
||
|
|
||
|
// Trace to where the player is looking
|
||
|
direction = level.player getPlayerAngles();
|
||
|
direction_vec = anglesToForward( direction );
|
||
|
eye = level.player getEye();
|
||
|
|
||
|
for ( i = 0 ; i < trace.size ; i++ )
|
||
|
{
|
||
|
start = eye;
|
||
|
vec = undefined;
|
||
|
if ( trace[ i ].offsetDir == "vertical" )
|
||
|
vec = anglesToUp( direction );
|
||
|
else if ( trace[ i ].offsetDir == "horizontal" )
|
||
|
vec = anglesToRight( direction );
|
||
|
assert( isdefined( vec ) );
|
||
|
start = start + vector_multiply( vec, trace[ i ].offsetDist );
|
||
|
trace[ i ].trace = bullettrace( start, start + vector_multiply( direction_vec , traceLength ), 0, undefined );
|
||
|
trace[ i ].length = distanceSquared( start, trace[ i ].trace[ "position" ] );
|
||
|
|
||
|
if ( getdvar( "village_defend_debug_marker") == "1" )
|
||
|
thread draw_line_for_time( start, trace[ i ].trace[ "position" ], 1, 1, 1, 0.05 );
|
||
|
}
|
||
|
|
||
|
validLocations = [];
|
||
|
validNormals = [];
|
||
|
for ( i = 0 ; i < trace.size ; i++ )
|
||
|
{
|
||
|
if ( trace[ i ].length < minValidLength )
|
||
|
continue;
|
||
|
index = validLocations.size;
|
||
|
validLocations[ index ] = trace[ i ].trace[ "position" ];
|
||
|
validNormals[ index ] = trace[ i ].trace[ "normal" ];
|
||
|
|
||
|
if ( getdvar( "village_defend_debug_marker") == "1" )
|
||
|
thread draw_line_for_time( level.player getEye(), validLocations[ index ], 0, 1, 0, 0.05 );
|
||
|
}
|
||
|
|
||
|
// if all points are too close just use all of them since none are good
|
||
|
if ( validLocations.size == 0 )
|
||
|
{
|
||
|
for ( i = 0 ; i < trace.size ; i++ )
|
||
|
{
|
||
|
validLocations[ i ] = trace[ i ].trace[ "position" ];
|
||
|
validNormals[ i ] = trace[ i ].trace[ "normal" ];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
assert( validLocations.size > 0 );
|
||
|
|
||
|
if ( validLocations.size == 4 )
|
||
|
{
|
||
|
fxLocation = findAveragePointVec( validLocations[ 0 ], validLocations[ 1 ], validLocations[ 2 ], validLocations[ 3 ] );
|
||
|
fxNormal = findAveragePointVec( validNormals[ 0 ], validNormals[ 1 ], validNormals[ 2 ], validNormals[ 3 ] );
|
||
|
}
|
||
|
else if ( validLocations.size == 3 )
|
||
|
{
|
||
|
fxLocation = findAveragePointVec( validLocations[ 0 ], validLocations[ 1 ], validLocations[ 2 ] );
|
||
|
fxNormal = findAveragePointVec( validNormals[ 0 ], validNormals[ 1 ], validNormals[ 2 ] );
|
||
|
}
|
||
|
else if ( validLocations.size == 2 )
|
||
|
{
|
||
|
fxLocation = findAveragePointVec( validLocations[ 0 ], validLocations[ 1 ] );
|
||
|
fxNormal = findAveragePointVec( validNormals[ 0 ], validNormals[ 1 ] );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fxLocation = validLocations[ 0 ];
|
||
|
fxNormal = validNormals[ 0 ];
|
||
|
}
|
||
|
|
||
|
if ( getdvar( "village_defend_debug_marker") == "1" )
|
||
|
thread draw_line_for_time( level.player getEye(), fxLocation, 1, 0, 0, 0.05 );
|
||
|
|
||
|
// Draw the arrow and circle around the arrow
|
||
|
thread drawAirstrikeAttackArrow( fxLocation, fxNormal );
|
||
|
|
||
|
prof_end( "spotting_marker" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
findAveragePointVec( point1, point2, point3, point4 )
|
||
|
{
|
||
|
assert( isdefined( point1 ) );
|
||
|
assert( isdefined( point2 ) );
|
||
|
|
||
|
if ( isdefined( point4 ) )
|
||
|
{
|
||
|
x = findAveragePoint( point1[ 0 ], point2[ 0 ], point3[ 0 ], point4[ 0 ] );
|
||
|
y = findAveragePoint( point1[ 1 ], point2[ 1 ], point3[ 1 ], point4[ 1 ] );
|
||
|
z = findAveragePoint( point1[ 2 ], point2[ 2 ], point3[ 2 ], point4[ 2 ] );
|
||
|
}
|
||
|
else if ( isdefined( point3 ) )
|
||
|
{
|
||
|
x = findAveragePoint( point1[ 0 ], point2[ 0 ], point3[ 0 ] );
|
||
|
y = findAveragePoint( point1[ 1 ], point2[ 1 ], point3[ 1 ] );
|
||
|
z = findAveragePoint( point1[ 2 ], point2[ 2 ], point3[ 2 ] );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
x = findAveragePoint( point1[ 0 ], point2[ 0 ] );
|
||
|
y = findAveragePoint( point1[ 1 ], point2[ 1 ] );
|
||
|
z = findAveragePoint( point1[ 2 ], point2[ 2 ] );
|
||
|
}
|
||
|
return( x, y, z );
|
||
|
}
|
||
|
|
||
|
findAveragePoint( point1, point2, point3, point4 )
|
||
|
{
|
||
|
assert( isdefined( point1 ) );
|
||
|
assert( isdefined( point2 ) );
|
||
|
|
||
|
if ( isdefined( point4 ) )
|
||
|
return ( ( point1 + point2 + point3 + point4 ) / 4 );
|
||
|
else if ( isdefined( point3 ) )
|
||
|
return ( ( point1 + point2 + point3 ) / 3 );
|
||
|
else
|
||
|
return ( ( point1 + point2 ) / 2 );
|
||
|
}
|
||
|
|
||
|
drawAirstrikeAttackArrow( coord, normal )
|
||
|
{
|
||
|
assert( isdefined( level.airstrikeAttackArrow ) );
|
||
|
|
||
|
coord += vector_multiply( normal, level.airstrikeAttackArrow.offset );
|
||
|
level.airstrikeAttackArrow.origin = coord;
|
||
|
level.airstrikeAttackArrow rotateTo( vectortoangles( normal ), 0.2 );
|
||
|
}
|
||
|
|
||
|
airstrike_support_deactive()
|
||
|
{
|
||
|
wait 0.05;
|
||
|
if ( isdefined( level.airstrikeAttackArrow ) )
|
||
|
level.airstrikeAttackArrow delete();
|
||
|
}
|
||
|
|
||
|
airstrike_support_paint_target()
|
||
|
{
|
||
|
level endon( "air_support_canceled" );
|
||
|
level.player waittill ( "weapon_fired" );
|
||
|
|
||
|
flag_set( "airstrike_in_progress" );
|
||
|
|
||
|
maps\_friendlyfire::TurnOff();
|
||
|
|
||
|
level.activeAirstrikes++;
|
||
|
|
||
|
airstrike_ammo = level.player getWeaponAmmoStock( "airstrike_support" );
|
||
|
|
||
|
if( !isdefined( airstrike_ammo ) )
|
||
|
{
|
||
|
level notify ( "no_airstrike_ammo" );
|
||
|
}
|
||
|
else
|
||
|
if( airstrike_ammo == 0 )
|
||
|
{
|
||
|
level notify ( "no_airstrike_ammo" );
|
||
|
}
|
||
|
|
||
|
thread airstrike_support_mark();
|
||
|
|
||
|
// give player his weapon back
|
||
|
|
||
|
weaponList = level.player GetWeaponsListPrimaries();
|
||
|
|
||
|
if ( isdefined( weaponList[ 0 ] ) && ( weaponList[ 0 ] == level.playerPreviousWeapon ) )
|
||
|
{
|
||
|
level.player switchToWeapon( weaponList[ 0 ] );
|
||
|
}
|
||
|
else
|
||
|
if ( isdefined( weaponList[ 1 ] ) && ( weaponList[ 1 ] == level.playerPreviousWeapon ) )
|
||
|
{
|
||
|
level.player switchToWeapon( weaponList[ 1 ] );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
level.player switchToWeapon( weaponList[ 0 ] );
|
||
|
}
|
||
|
|
||
|
coord = level.airstrikeAttackArrow.origin;
|
||
|
|
||
|
thread airstrike_support_launch( coord );
|
||
|
|
||
|
level notify( "air_support_called" );
|
||
|
airstrike_support_deactive();
|
||
|
|
||
|
level.airstrikeSupportCallsRemaining--;
|
||
|
|
||
|
if ( ( level.airstrikeSupportCallsRemaining % 2 ) == 0 )
|
||
|
radio_dialogue_queue( "airstrikewarning" );
|
||
|
else
|
||
|
if ( ( level.airstrikeSupportCallsRemaining % 2 ) != 0 )
|
||
|
radio_dialogue_queue( "airstrikewarning" );
|
||
|
else
|
||
|
if ( level.airstrikeSupportCallsRemaining <= 0 )
|
||
|
radio_dialogue_queue( "airstrikewarning" );
|
||
|
}
|
||
|
|
||
|
airstrike_support_launch( coord )
|
||
|
{
|
||
|
wait 5;
|
||
|
|
||
|
thread callStrike( coord );
|
||
|
}
|
||
|
|
||
|
airstrike_support_mark()
|
||
|
{
|
||
|
marker = spawn( "script_model", level.airstrikeAttackArrow.origin );
|
||
|
marker setModel( "tag_origin" );
|
||
|
marker.angles = level.airstrikeAttackArrow.angles;
|
||
|
|
||
|
wait 0.1;
|
||
|
|
||
|
playfxontag( level.air_support_fx_red, marker, "tag_origin" );
|
||
|
|
||
|
wait 5.0;
|
||
|
|
||
|
marker delete();
|
||
|
}
|
||
|
|
||
|
//=======================================================================
|
||
|
|
||
|
callStrike( coord, flybyOnly, direction )
|
||
|
{
|
||
|
// Get starting and ending point for the plane
|
||
|
|
||
|
if( !isdefined( direction ) )
|
||
|
{
|
||
|
//direction = ( 0, randomint( 360 ), 0 );
|
||
|
|
||
|
//get vector between player's current position and the target coordinates and pick a good flight path start point
|
||
|
//so that the planes don't cluster bomb the player, which is annoying
|
||
|
|
||
|
vec = coord - level.player.origin;
|
||
|
angles = vectortoangles( vec );
|
||
|
yaw = angles[ 1 ];
|
||
|
|
||
|
spread = 75;
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
direction = ( 0, randomint( 360 ), 0 );
|
||
|
absyawdiff = animscripts\utility::AbsAngleClamp180( yaw - direction[ 1 ] );
|
||
|
if ( absyawdiff < 180 - spread )
|
||
|
break;
|
||
|
if ( absyawdiff > 180 + spread )
|
||
|
break;
|
||
|
wait 0.05;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
planeHalfDistance = 24000;
|
||
|
planeBombExplodeDistance = 200; //1500
|
||
|
|
||
|
if( level.lowplaneflyby < 3 )
|
||
|
{
|
||
|
planeFlyHeight = 850;
|
||
|
level.lowplaneflyby++;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
planeFlyHeight = 1850; //850 original
|
||
|
}
|
||
|
|
||
|
planeFlySpeed = 6000; //7000
|
||
|
|
||
|
startPoint = coord + vector_scale( anglestoforward( direction ), -1 * planeHalfDistance );
|
||
|
startPoint += ( 0, 0, planeFlyHeight );
|
||
|
|
||
|
endPoint = coord + vector_scale( anglestoforward( direction ), planeHalfDistance );
|
||
|
endPoint += ( 0, 0, planeFlyHeight );
|
||
|
|
||
|
// Make the plane fly by
|
||
|
d = length( startPoint - endPoint );
|
||
|
flyTime = ( d / planeFlySpeed );
|
||
|
|
||
|
// bomb explodes planeBombExplodeDistance after the plane passes the center
|
||
|
d = abs( d/2 + planeBombExplodeDistance );
|
||
|
bombTime = ( d / planeFlySpeed );
|
||
|
|
||
|
assert( flyTime > bombTime );
|
||
|
|
||
|
if( isdefined( flybyOnly ) )
|
||
|
{
|
||
|
level thread doPlaneStrike( coord, startPoint+(0,0,randomInt(500)), endPoint+(0,0,randomInt(500)), bombTime, flyTime, direction, flybyOnly );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
level thread doPlaneStrike( coord, startPoint+(0,0,randomInt(500)), endPoint+(0,0,randomInt(500)), bombTime, flyTime, direction );
|
||
|
wait randomfloatrange( 1.5, 2.5 );
|
||
|
level thread doPlaneStrike( coord, startPoint+(0,0,randomInt(200)), endPoint+(0,0,randomInt(200)), bombTime, flyTime, direction );
|
||
|
wait randomfloatrange( .3, 1 );
|
||
|
level thread doPlaneStrike( coord, startPoint+(0,0,randomInt(200)), endPoint+(0,0,randomInt(200)), bombTime, flyTime, direction );
|
||
|
wait randomfloatrange( 1.5, 2.5 );
|
||
|
level thread doPlaneStrike( coord, startPoint+(0,0,randomInt(200)), endPoint+(0,0,randomInt(200)), bombTime, flyTime, direction );
|
||
|
|
||
|
thread airstrike_completion_check();
|
||
|
}
|
||
|
|
||
|
airstrike_completion_check()
|
||
|
{
|
||
|
wait 27;
|
||
|
level.activeAirstrikes--;
|
||
|
|
||
|
if( !level.activeAirstrikes )
|
||
|
{
|
||
|
flag_clear( "airstrike_in_progress" );
|
||
|
maps\_friendlyfire::TurnBackOn();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
vector_scale(vec, scale)
|
||
|
{
|
||
|
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
|
||
|
return vec;
|
||
|
}
|
||
|
|
||
|
doPlaneStrike( bombsite, startPoint, endPoint, bombTime, flyTime, direction, flybyOnly )
|
||
|
{
|
||
|
// plane spawning randomness = up to 125 units, biased towards 0
|
||
|
// radius of bomb damage is 512
|
||
|
|
||
|
startPathRandomness = 100;
|
||
|
endPathRandomness = 150;
|
||
|
|
||
|
pathStart = startPoint + ( (randomfloat(2) - 1)*startPathRandomness, (randomfloat(2) - 1)*startPathRandomness, 0 );
|
||
|
pathEnd = endPoint + ( (randomfloat(2) - 1)*endPathRandomness , (randomfloat(2) - 1)*endPathRandomness , 0 );
|
||
|
|
||
|
// Spawn the planes
|
||
|
//plane = spawnplane( "script_model", pathStart );
|
||
|
|
||
|
plane = spawn( "script_model", pathStart );
|
||
|
//plane setModel( "vehicle_mig29_desert" );
|
||
|
plane setModel( "vehicle_av8b_harrier_jet" );
|
||
|
plane.angles = direction;
|
||
|
|
||
|
plane thread playContrail();
|
||
|
|
||
|
plane moveTo( pathEnd, flyTime, 0, 0 );
|
||
|
|
||
|
thread callStrike_planeSound( plane, bombsite );
|
||
|
|
||
|
// callStrike_bomb( bomb time, bomb location, number of bombs )
|
||
|
thread callStrike_bombEffect( plane, bombTime - 1.0, flybyOnly );
|
||
|
//thread callStrike_bomb( bombTime, bombsite, 2, owner );
|
||
|
|
||
|
// Delete the plane after its flyby
|
||
|
wait flyTime;
|
||
|
plane notify( "delete" );
|
||
|
plane delete();
|
||
|
}
|
||
|
|
||
|
playContrail()
|
||
|
{
|
||
|
self endon ( "death" );
|
||
|
|
||
|
if ( !isDefined( level.mapCenter ) )
|
||
|
mapCenter = (0,0,0);
|
||
|
else
|
||
|
mapCenter = level.mapCenter;
|
||
|
|
||
|
while ( isdefined( self ) )
|
||
|
{
|
||
|
if ( distance( self.origin , mapCenter ) <= 4000 )
|
||
|
{
|
||
|
playfxontag( level.fx_airstrike_contrail, self, "tag_right_wingtip" );
|
||
|
playfxontag( level.fx_airstrike_contrail, self, "tag_left_wingtip" );
|
||
|
return;
|
||
|
}
|
||
|
wait 0.05;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
callStrike_planeSound( plane, bombsite )
|
||
|
{
|
||
|
plane thread play_loop_sound_on_entity( "veh_mig29_dist_loop" );
|
||
|
while( !targetisclose( plane, bombsite ) )
|
||
|
wait .05;
|
||
|
plane notify ( "stop sound" + "veh_mig29_dist_loop" );
|
||
|
plane thread play_loop_sound_on_entity( "veh_mig29_close_loop" );
|
||
|
while( targetisinfront( plane, bombsite ) )
|
||
|
wait .05;
|
||
|
wait .5;
|
||
|
//plane thread play_sound_in_space( "veh_mig29_sonic_boom" );
|
||
|
while( targetisclose( plane, bombsite ) )
|
||
|
wait .05;
|
||
|
plane notify ( "stop sound" + "veh_mig29_close_loop" );
|
||
|
plane thread play_loop_sound_on_entity( "veh_mig29_dist_loop" );
|
||
|
plane waittill( "delete" );
|
||
|
plane notify ( "stop sound" + "veh_mig29_dist_loop" );
|
||
|
}
|
||
|
|
||
|
targetisinfront(other, target)
|
||
|
{
|
||
|
forwardvec = anglestoforward(flat_angle(other.angles));
|
||
|
normalvec = vectorNormalize(flat_origin(target)-other.origin);
|
||
|
dot = vectordot(forwardvec,normalvec);
|
||
|
if(dot > 0)
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
targetisclose(other, target)
|
||
|
{
|
||
|
infront = targetisinfront(other, target);
|
||
|
if(infront)
|
||
|
dir = 1;
|
||
|
else
|
||
|
dir = -1;
|
||
|
a = flat_origin(other.origin);
|
||
|
b = a+vector_scale(anglestoforward(flat_angle(other.angles)), (dir*100000));
|
||
|
point = pointOnSegmentNearestToPoint(a,b, target);
|
||
|
dist = distance(a,point);
|
||
|
if (dist < 3000)
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
callStrike_bombEffect( plane, launchTime, flybyOnly )
|
||
|
{
|
||
|
wait ( launchTime );
|
||
|
|
||
|
plane thread play_sound_in_space( "veh_mig29_sonic_boom" );
|
||
|
|
||
|
if( !isdefined( flybyOnly ) )
|
||
|
{
|
||
|
bomb = spawnbomb( plane.origin, plane.angles );
|
||
|
bomb moveGravity( vector_scale( anglestoforward( plane.angles ), 7000/1.5 ), 3.0 );
|
||
|
|
||
|
wait ( 1.0 );
|
||
|
newBomb = spawn( "script_model", bomb.origin );
|
||
|
newBomb setModel( "tag_origin" );
|
||
|
newBomb.origin = bomb.origin;
|
||
|
newBomb.angles = bomb.angles;
|
||
|
wait (0.05);
|
||
|
|
||
|
bomb delete();
|
||
|
bomb = newBomb;
|
||
|
|
||
|
bombOrigin = bomb.origin;
|
||
|
bombAngles = bomb.angles;
|
||
|
playfxontag( level.airstrikefx, bomb, "tag_origin" );
|
||
|
// bomb hide();
|
||
|
|
||
|
//wait ( 0.5 );
|
||
|
wait 1.6;
|
||
|
repeat = 12;
|
||
|
minAngles = 5;
|
||
|
maxAngles = 55;
|
||
|
angleDiff = (maxAngles - minAngles) / repeat;
|
||
|
|
||
|
for( i = 0; i < repeat; i++ )
|
||
|
{
|
||
|
traceDir = anglesToForward( bombAngles + (maxAngles-(angleDiff * i),randomInt( 10 )-5,0) );
|
||
|
traceEnd = bombOrigin + vector_scale( traceDir, 10000 );
|
||
|
trace = bulletTrace( bombOrigin, traceEnd, false, undefined );
|
||
|
|
||
|
traceHit = trace["position"];
|
||
|
|
||
|
radiusDamage( traceHit + (0,0,16), 512, 400, 30, level.airStriker ); // targetpos, radius, maxdamage, mindamage
|
||
|
|
||
|
if ( i%3 == 0 )
|
||
|
{
|
||
|
thread playsoundinspace( "clusterbomb_explode_default", traceHit );
|
||
|
playRumbleOnPosition( "artillery_rumble", traceHit );
|
||
|
earthquake( 0.7, 0.75, traceHit, 1000 );
|
||
|
}
|
||
|
|
||
|
wait ( 0.75/repeat );
|
||
|
}
|
||
|
wait ( 1.0 );
|
||
|
bomb delete();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
playSoundinSpace (alias, origin, master)
|
||
|
{
|
||
|
org = spawn ("script_origin",(0,0,1));
|
||
|
if (!isdefined (origin))
|
||
|
origin = self.origin;
|
||
|
org.origin = origin;
|
||
|
if (isdefined(master) && master)
|
||
|
org playsoundasmaster (alias);
|
||
|
else
|
||
|
org playsound (alias);
|
||
|
wait ( 10.0 );
|
||
|
org delete();
|
||
|
}
|
||
|
|
||
|
spawnbomb( origin, angles )
|
||
|
{
|
||
|
bomb = spawn( "script_model", origin );
|
||
|
bomb.angles = angles;
|
||
|
bomb setModel( "projectile_cbu97_clusterbomb" );
|
||
|
|
||
|
return bomb;
|
||
|
}
|
||
|
|
||
|
friendly_player_tracking_nav()
|
||
|
{
|
||
|
self endon ( "death" );
|
||
|
level endon ( "lz_reached" );
|
||
|
level endon ( "player_made_it" );
|
||
|
|
||
|
self.goalradius = 1400;
|
||
|
self.fixednode = false;
|
||
|
|
||
|
playerHeliDetector = getent( "player_in_blackhawk_detector", "targetname" );
|
||
|
heliDefaultNode = getnode( "bait_crashsite", "targetname" );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
wait randomfloatrange( 3, 5 );
|
||
|
|
||
|
if( level.player isTouching( playerHeliDetector ) )
|
||
|
{
|
||
|
self setgoalnode( heliDefaultNode );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self setgoalpos( level.player.origin );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
aiPopCount()
|
||
|
{
|
||
|
aAllies = getaiarray( "allies" );
|
||
|
aAxis = getaiarray( "axis" );
|
||
|
|
||
|
totalPop = aAllies.size + aAxis.size;
|
||
|
|
||
|
return( totalPop );
|
||
|
}
|