cod4-sdk/raw/maps/_float.gsc
2008-01-19 00:00:00 +00:00

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//causes objects to bob like in water...simulates a ripple from a point in space and causes a uniform sin wave effect on the objects.
//range = the height range to bob up and down
//freq = how often the objects bob up and down per time freq of 1 would mean it would bomb up in 1 sec and down the next. freq of .5 would mean it would bob up once every 2 sec and down the next 2
//wavelength = the size of the waves caused by the "ripple"
//rotation = the amount the object rotates off its center as it bobs
//origin = the origin of the ripple...if you want it to look like waves - should be kept far away from the objects.
#include common_scripts\utility;
main(range, freq, wavelength, rotation, origin)
{
floaters = getentarray ("script_floater","targetname");
if(!floaters.size)
return;
//defaults
_range = 10;
_freq = .5;
_wavelength = 50;
_origin = (0,0,0);
_rotation = 10;
//intended variables
if(isdefined(range))
_range = range;
if(isdefined(freq))
_freq = freq;
if(isdefined(wavelength))
_wavelength = wavelength;
if(isdefined(origin))
_origin = origin;
if(isdefined(rotation))
_rotation = rotation;
for(i=0;i<floaters.size;i++)
floaters[i] thread floater_think(_range, _freq, _wavelength, _rotation, _origin);
}
floater_think(range, freq, wavelength, rotation, origin)
{
self.range = range;
self.time = 1 / freq;
self.acc = self.time * .25;
center = self getorigin();
//convert our wavelength into a range of degrees
//find out distance (degrees) away from a reference
//where are we on the sign wave? (what height)
conv_fac = 360 / wavelength;
dist = distance(center, origin);
degrees = dist * conv_fac;
frac = sin(degrees);
//are we going up or down
if(cos(degrees) < 0)
self.range = -1 * self.range;
org = spawn("script_origin", center);
self linkto(org);
angles = vectortoangles (center - origin);
self.nangles = org.angles;
org.angles = org.angles + (rotation, rotation * .25, angles[2]);
self.rangles = org.angles;
self thread floater_move(frac, org);
self thread floater_bob(frac, org);
}
floater_bob(frac, org)
{
self endon ("death");
self endon ("stop_float_script");
wait (abval(self.time * frac));
while(1)
{
self.rangles = vectorScale(self.rangles, -1);
org rotateto(self.rangles, self.time, self.acc, self.acc);
org waittill("rotatedone");
}
}
floater_move(frac, org)
{
self endon ("death");
self endon ("stop_float_script");
wait (abval(self.time * frac));
org moveZ(self.range * .5, self.time *.5, self.acc, self.acc);
while(1)
{
org waittill("movedone");
self.range = -1 * self.range;
org moveZ(self.range, self.time, self.acc, self.acc);
}
}
abval(num)
{
if(num < 0)
return (-1 * num);
else
return num;
}