1989 lines
49 KiB
Text
1989 lines
49 KiB
Text
#include maps\_utility;
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#include common_scripts\utility;
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#using_animtree("generic_human");
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init_mgTurretsettings()
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{
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level.mgTurretSettings["easy"]["convergenceTime"] = 2.5;
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level.mgTurretSettings["easy"]["suppressionTime"] = 3.0;
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level.mgTurretSettings["easy"]["accuracy"] = 0.38;
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level.mgTurretSettings["easy"]["aiSpread"] = 2;
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level.mgTurretSettings["easy"]["playerSpread"] = 0.5;
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level.mgTurretSettings["medium"]["convergenceTime"] = 1.5;
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level.mgTurretSettings["medium"]["suppressionTime"] = 3.0;
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level.mgTurretSettings["medium"]["accuracy"] = 0.38;
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level.mgTurretSettings["medium"]["aiSpread"] = 2;
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level.mgTurretSettings["medium"]["playerSpread"] = 0.5;
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level.mgTurretSettings["hard"]["convergenceTime"] = .8;
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level.mgTurretSettings["hard"]["suppressionTime"] = 3.0;
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level.mgTurretSettings["hard"]["accuracy"] = 0.38;
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level.mgTurretSettings["hard"]["aiSpread"] = 2;
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level.mgTurretSettings["hard"]["playerSpread"] = 0.5;
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level.mgTurretSettings["fu"]["convergenceTime"] = .4;
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level.mgTurretSettings["fu"]["suppressionTime"] = 3.0;
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level.mgTurretSettings["fu"]["accuracy"] = 0.38;
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level.mgTurretSettings["fu"]["aiSpread"] = 2;
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level.mgTurretSettings["fu"]["playerSpread"] = 0.5;
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}
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main()
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{
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if ( getDvar( "mg42" ) == "" )
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setDvar( "mgTurret", "off" );
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level.magic_distance = 24;
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turretInfos = getEntArray( "turretInfo", "targetname" );
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for ( index = 0; index < turretInfos.size; index++ )
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turretInfos[index] delete();
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}
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portable_mg_behavior()
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{
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// turret guys have the turret attached to precache it. This'll have to
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// support allied guns or different guns as we add more, but right now
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// it can be generic
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self detach( "weapon_mg42_carry", "tag_origin" );
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self endon( "death" );
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// first set his goalpos and goalradius
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self.goalradius = level.default_goalradius;
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if ( isdefined( self.target ) )
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{
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node = getnode( self.target, "targetname" );
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if ( isdefined( node ) )
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{
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if ( isdefined( node.radius ) )
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self.goalradius = node.radius;
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self setgoalnode( node );
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}
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}
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while( !isdefined( self.node ) )
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{
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// wait until the AI picks a node to run to
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wait( 0.05 );
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}
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// try to find a turret to run to
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// first try the node we're targetted to
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turret_node = undefined;
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if ( isdefined( self.target ) )
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{
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node = getnode( self.target, "targetname" );
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turret_node = node;
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}
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// next try the node we're going to, maybe its a turret node
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if ( !isdefined( turret_node ) )
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{
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turret_node = self.node;
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}
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// just be a normal guy if we're not going to a turret node
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if ( !isdefined( turret_node ) )
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{
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return;
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}
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if ( turret_node.type != "Turret" )
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return;
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taken_nodes = getTakenNodes();
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taken_nodes[ self.node.origin + "" ] = undefined; // clear our own node since its taken by us
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// some random AI has this node already, probably doing cover there
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if ( isdefined( taken_nodes[ turret_node.origin + "" ] ) )
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return;
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turret = turret_node.turret;
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if ( isdefined( turret.reserved ) )
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{
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assert( turret.reserved != self );
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return;
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}
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reserve_turret( turret );
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// we're not at the turret position so we have to run to it
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if ( turret.isSetup )
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{
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// its already setup so just go there and use it
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leave_gun_and_run_to_new_spot( turret );
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}
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else
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{
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// its not setup yet so go there and set it up then use it
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run_to_new_spot_and_setup_gun( turret );
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}
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maps\_mg_penetration::gunner_think( turret_node.turret );
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}
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mg42_trigger()
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{
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self waittill ("trigger");
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level notify (self.targetname);
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level.mg42_trigger[self.targetname] = true;
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// println ("trigger at ", self getorigin()," was triggered");
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self delete();
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}
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mgTurret_auto(trigger)
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{
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trigger waittill ("trigger");
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ai = getaiarray("axis");
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for (i=0;i<ai.size;i++)
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{
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if ((isdefined (ai[i].script_mg42auto)) && (trigger.script_mg42auto == ai[i].script_mg42auto))
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{
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ai[i] notify ("auto_ai");
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println ("^a ai auto on!");
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}
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}
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spawners = getspawnerarray();
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for (i=0;i<spawners.size;i++)
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if ((isdefined (spawners[i].script_mg42auto)) && (trigger.script_mg42auto == spawners[i].script_mg42auto))
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{
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spawners[i].ai_mode = "auto_ai";
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println ("^aspawner ", i," set to auto");
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}
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maps\_spawner::kill_trigger( trigger );
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}
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mg42_suppressionFire(targets)
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{
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self endon("death");
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self endon("stop_suppressionFire");
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if (!isdefined (self.suppresionFire))
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self.suppresionFire = true;
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for (;;)
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{
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while(self.suppresionFire)
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{
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self settargetentity(targets[randomint(targets.size)]);
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wait (2 + randomfloat(2));
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}
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self cleartargetentity();
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while(!self.suppresionFire)
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wait 1;
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}
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}
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manual_think(mg42) // For regular spawned guys that are told to use mg42s manually vs static target
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{
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org = self.origin;
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self waittill ("auto_ai");
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mg42 notify ("stopfiring");
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mg42 setmode("auto_ai"); // auto, auto_ai, manual
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mg42 settargetentity(level.player);
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/*
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mg42 setmode("auto_ai"); // auto, auto_ai, manual
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self useturret(mg42); // dude should be near the mg42
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self.favoriteEnemy = level.player;
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// self doDamage ( 25, self.origin );
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*/
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}
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burst_fire_settings(setting)
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{
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if (setting == "delay")
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return 0.2;
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else
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if (setting == "delay_range")
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return 0.5;
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else
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if (setting == "burst")
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return 0.5;
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else
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// if (setting == "burst_range")
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return 1.5;
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}
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burst_fire_unmanned()
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{
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self endon("death");
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if (isdefined (self.script_delay_min))
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mg42_delay = self.script_delay_min;
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else
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mg42_delay = burst_fire_settings ("delay");
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if (isdefined (self.script_delay_max))
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mg42_delay_range = self.script_delay_max - mg42_delay;
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else
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mg42_delay_range = burst_fire_settings ("delay_range");
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if (isdefined (self.script_burst_min))
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mg42_burst = self.script_burst_min;
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else
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mg42_burst = burst_fire_settings ("burst");
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if (isdefined (self.script_burst_max))
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mg42_burst_range = self.script_burst_max - mg42_burst;
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else
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mg42_burst_range = burst_fire_settings ("burst_range");
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pauseUntilTime = gettime();
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turretState = "start";
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for (;;)
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{
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duration = (pauseUntilTime - gettime()) * 0.001;
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if (self isFiringTurret() && (duration <= 0))
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{
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if (turretState != "fire")
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{
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turretState = "fire";
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// self setAnimKnobRestart(%standMG42gun_fire_foward);
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thread DoShoot();
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}
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duration = mg42_burst + randomfloat(mg42_burst_range);
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//println("fire duration: ", duration);
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thread TurretTimer(duration);
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self waittill("turretstatechange"); // code or script
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duration = mg42_delay + randomfloat(mg42_delay_range);
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//println("stop fire duration: ", duration);
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pauseUntilTime = gettime() + int(duration * 1000);
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}
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else
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{
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if (turretState != "aim")
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{
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turretState = "aim";
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// self setAnimKnobRestart(%standMG42gun_aim_foward);
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}
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//println("aim duration: ", duration);
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thread TurretTimer(duration);
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self waittill("turretstatechange"); // code or script
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}
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}
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}
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DoShoot()
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{
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self endon("death");
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self endon("turretstatechange"); // code or script
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for (;;)
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{
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self ShootTurret();
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wait 0.1;
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}
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}
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TurretTimer(duration)
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{
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if (duration <= 0)
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return;
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self endon("turretstatechange"); // code
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//println("start turret timer");
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wait duration;
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if (isdefined(self))
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self notify("turretstatechange");
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//println("end turret timer");
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}
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random_spread(ent)
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{
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self endon("death");
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self notify ("stop random_spread");
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self endon ("stop random_spread");
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self endon ("stopfiring");
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self settargetentity(ent);
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while (1)
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{
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if (ent == level.player)
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ent.origin = self.manual_target getorigin();
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else
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ent.origin = self.manual_target.origin;
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ent.origin += (20 - randomfloat (40), 20 - randomfloat (40), 20 - randomfloat (60));
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wait (0.2);
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}
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}
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mg42_firing( mg42 )
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{
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self notify( "stop_using_built_in_burst_fire" );
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self endon( "stop_using_built_in_burst_fire" );
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mg42 stopfiring();
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while (1)
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{
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mg42 waittill ("startfiring");
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self thread burst_fire( mg42 );
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mg42 startfiring();
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mg42 waittill ("stopfiring");
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mg42 stopfiring();
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}
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}
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burst_fire( mg42, manual_target )
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{
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mg42 endon ("stopfiring");
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self endon( "stop_using_built_in_burst_fire" );
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if (isdefined (mg42.script_delay_min))
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mg42_delay = mg42.script_delay_min;
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else
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mg42_delay = maps\_mgturret::burst_fire_settings ("delay");
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if (isdefined (mg42.script_delay_max))
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mg42_delay_range = mg42.script_delay_max - mg42_delay;
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else
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mg42_delay_range = maps\_mgturret::burst_fire_settings ("delay_range");
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if (isdefined (mg42.script_burst_min))
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mg42_burst = mg42.script_burst_min;
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else
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mg42_burst = maps\_mgturret::burst_fire_settings ("burst");
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if (isdefined (mg42.script_burst_max))
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mg42_burst_range = mg42.script_burst_max - mg42_burst;
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else
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mg42_burst_range = maps\_mgturret::burst_fire_settings ("burst_range");
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while (1)
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{
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mg42 startfiring();
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if (isdefined (manual_target))
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mg42 thread random_spread (manual_target);
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wait (mg42_burst + randomfloat(mg42_burst_range));
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mg42 stopfiring();
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wait (mg42_delay + randomfloat(mg42_delay_range));
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}
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}
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_spawner_mg42_think ()
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{
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if (!isdefined (self.flagged_for_use))
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self.flagged_for_use = false;
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if (!isdefined (self.targetname))
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return;
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node = getnode (self.targetname,"target");
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if (!isdefined (node))
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return;
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if (!isdefined (node.script_mg42))
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return;
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if (!isdefined (node.mg42_enabled))
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node.mg42_enabled = true;
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self.script_mg42 = node.script_mg42;
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first_run = true;
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while (1)
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{
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if (first_run)
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{
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first_run = false;
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if ((isdefined (node.targetname)) || (self.flagged_for_use))
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self waittill ("get new user");
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}
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if (!node.mg42_enabled)
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{
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node waittill ("enable mg42");
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node.mg42_enabled = true;
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}
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excluders = [];
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ai = getaiarray();
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for (i=0;i<ai.size;i++)
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{
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excluded = true;
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if ((isdefined (ai[i].script_mg42)) && (ai[i].script_mg42 == self.script_mg42))
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excluded = false;
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if (isdefined (ai[i].used_an_mg42))
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excluded = true;
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if (excluded)
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excluders[excluders.size] = ai[i];
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}
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if (excluders.size)
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ai = maps\_utility::get_closest_ai_exclude (node.origin, undefined, excluders);
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else
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ai = maps\_utility::get_closest_ai (node.origin, undefined);
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excluders = undefined;
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if (isdefined (ai))
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{
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ai notify ("stop_going_to_node");
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ai thread maps\_spawner::go_to_node (node);
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ai waittill ("death");
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}
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else
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self waittill ("get new user");
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}
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}
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mg42_think()
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{
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if (!isdefined (self.ai_mode))
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self.ai_mode = "manual_ai";
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node = getnode(self.target, "targetname");
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if (!isdefined (node))
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{
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println ("Guy at org ", self.origin," had no node");
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return;
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}
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mg42 = getent(node.target, "targetname");
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mg42.org = node.origin;
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if (isdefined (mg42.target))
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{
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if ((!isdefined (level.mg42_trigger)) || (!isdefined (level.mg42_trigger[mg42.target])))
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{
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level.mg42_trigger[mg42.target] = false;
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getent (mg42.target, "targetname") thread mg42_trigger();
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}
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trigger = true;
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}
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else
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trigger = false;
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while (1)
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{
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if (self.count == 0)
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return;
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mg42_gunner = undefined;
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while (!isdefined (mg42_gunner))
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{
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mg42_gunner = self dospawn();
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wait (1);
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}
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// println ("gunner thinking");
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mg42_gunner thread mg42_gunner_think (mg42, trigger, self.ai_mode);
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mg42_gunner thread mg42_firing(mg42);
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mg42_gunner waittill ("death");
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// println ("gunner thought");
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if (isdefined (self.script_delay))
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wait (self.script_delay);
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else
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if ((isdefined (self.script_delay_min)) && (isdefined (self.script_delay_max)))
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wait (self.script_delay_min + randomfloat (self.script_delay_max - self.script_delay_min));
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else
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wait (1);
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}
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}
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kill_objects (owner, msg, temp1, temp2)
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{
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owner waittill (msg);
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if (isdefined (temp1))
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temp1 delete();
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if (isdefined (temp2))
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temp2 delete();
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}
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mg42_gunner_think (mg42, trigger, ai_mode)
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{
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self endon ("death");
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if (ai_mode == "manual_ai")
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{
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while (1)
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{
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self thread mg42_gunner_manual_think (mg42, trigger);
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self waittill ("auto_ai");
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self move_use_turret (mg42, "auto_ai"); // was setmode("auto_ai") and cleartargetentity()
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self waittill ("manual_ai");
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}
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}
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else
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{
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while (1)
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{
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self move_use_turret (mg42, "auto_ai", level.player); // was setmode("auto_ai") and settargetentity(level.player)
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self waittill ("manual_ai");
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self thread mg42_gunner_manual_think (mg42, trigger);
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self waittill ("auto_ai");
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}
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}
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}
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player_safe()
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{
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if (!isdefined (level.player_covertrigger))
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return false;
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if (level.player getstance() == "prone")
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return true;
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if ((level.player_covertype == "cow") && (level.player getstance() == "crouch"))
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return true;
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return false;
|
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}
|
|
|
|
stance_num ()
|
|
{
|
|
if (level.player getstance() == "prone")
|
|
return (0,0,5);
|
|
else
|
|
if (level.player getstance() == "crouch")
|
|
return (0,0,25);
|
|
|
|
return (0,0,50);
|
|
}
|
|
|
|
mg42_gunner_manual_think(mg42, trigger)
|
|
{
|
|
self endon ("death");
|
|
self endon ("auto_ai");
|
|
|
|
// maps\_utility::debug_message ("MANUAL", self.origin);
|
|
|
|
self.pacifist = true;
|
|
self setgoalpos (mg42.org);
|
|
self.goalradius = level.magic_distance;
|
|
self waittill ("goal");
|
|
|
|
if (trigger)
|
|
{
|
|
if (!level.mg42_trigger[mg42.target])
|
|
level waittill (mg42.target);
|
|
}
|
|
|
|
self.pacifist = false;
|
|
|
|
// mg42 setmode("manual_ai"); // auto, auto_ai, manual
|
|
mg42 setmode("auto_ai"); // auto, auto_ai, manual
|
|
mg42 cleartargetentity();
|
|
targ_org = spawn ("script_origin", (0,0,0));
|
|
|
|
tempmodel = spawn ("script_model", (0, 0, 0));
|
|
tempmodel.scale = 3;
|
|
if (getdvar("mg42") != "off")
|
|
tempmodel setmodel ("temp");
|
|
tempmodel thread temp_think(mg42, targ_org);
|
|
level thread kill_objects(self, "death", targ_org, tempmodel);
|
|
level thread kill_objects(self, "auto_ai", targ_org, tempmodel);
|
|
|
|
mg42.player_target = false;
|
|
mg42timer = 0;
|
|
targets = getentarray ("mg42_target","targetname");
|
|
|
|
if (targets.size > 0)
|
|
{
|
|
script_targets = true;
|
|
current_org = targets[randomint (targets.size)].origin;
|
|
|
|
self thread shoot_mg42_script_targets(targets);
|
|
self move_use_turret (mg42);
|
|
self.target_entity = targ_org;
|
|
mg42 setmode("manual_ai"); // auto, auto_ai, manual
|
|
mg42 settargetentity(targ_org);
|
|
mg42 notify ("startfiring");
|
|
|
|
mindist = 15;
|
|
wait_time = 0.08; // 2.8 / 20;
|
|
dif = 0.05; // 1 / 20;
|
|
// player_safe_time = gettime() + 5500 + randomfloat (5000);
|
|
targ_org.origin = targets[randomint (targets.size)].origin;
|
|
|
|
shoot_timer = 0;
|
|
// while (gettime() < player_safe_time)
|
|
|
|
while (!isdefined (level.player_covertrigger))
|
|
{
|
|
current_org = targ_org.origin;
|
|
if (distance (current_org, targets[self.gun_targ].origin) > mindist)
|
|
{
|
|
temp_vec = vectornormalize (targets[self.gun_targ].origin - current_org);
|
|
temp_vec = vectorScale (temp_vec, mindist);
|
|
current_org += temp_vec;
|
|
}
|
|
else
|
|
self notify ("next_target");
|
|
|
|
targ_org.origin = current_org;
|
|
|
|
wait (0.1);
|
|
}
|
|
|
|
while (1)
|
|
{
|
|
for (i=0;i<1;i+=dif)
|
|
{
|
|
targ_org.origin = vector_multiply (current_org, 1.0-i) +
|
|
vector_multiply (level.player getorigin() + stance_num(), i);
|
|
|
|
if (player_safe())
|
|
i = 2;
|
|
|
|
wait (wait_time);
|
|
}
|
|
|
|
old_org = level.player getorigin();
|
|
while (!player_safe())
|
|
{
|
|
targ_org.origin = level.player getorigin();
|
|
vec_dif = targ_org.origin - old_org;
|
|
targ_org.origin = targ_org.origin + vec_dif + stance_num();
|
|
old_org = level.player getorigin();
|
|
wait (0.1);
|
|
}
|
|
|
|
if (player_safe())
|
|
{
|
|
shoot_timer = gettime() + 1500 + randomfloat (4000);
|
|
while ((player_safe()) && (isdefined (level.player_covertrigger.target)) && (gettime() < shoot_timer))
|
|
{
|
|
target = getentarray (level.player_covertrigger.target, "targetname");
|
|
target = target[randomint(target.size)];
|
|
targ_org.origin = target.origin +
|
|
(randomfloat (30) - 15, randomfloat (30) - 15, randomfloat (40) - 60);
|
|
|
|
wait (0.1);
|
|
}
|
|
}
|
|
|
|
self notify ("next_target");
|
|
while (player_safe())
|
|
{
|
|
current_org = targ_org.origin;
|
|
if (distance (current_org, targets[self.gun_targ].origin) > mindist)
|
|
{
|
|
temp_vec = vectornormalize (targets[self.gun_targ].origin - current_org);
|
|
temp_vec = vectorScale (temp_vec, mindist);
|
|
current_org += temp_vec;
|
|
}
|
|
else
|
|
self notify ("next_target");
|
|
|
|
targ_org.origin = current_org;
|
|
|
|
wait (0.1);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while (1)
|
|
{
|
|
// Play is not safe, shoot player.
|
|
self move_use_turret (mg42);
|
|
while (!isdefined (level.player_covertrigger))
|
|
{
|
|
if (!mg42.player_target)
|
|
{
|
|
mg42 settargetentity(level.player);
|
|
mg42.player_target = true;
|
|
// mg42 settargetentity(tempmodel);
|
|
tempmodel.targent = level.player;
|
|
}
|
|
wait (0.2);
|
|
}
|
|
|
|
// Player is safe so shoot in front of him.
|
|
mg42 setmode("manual_ai"); // auto, auto_ai, manual
|
|
self move_use_turret (mg42);
|
|
mg42 notify ("startfiring");
|
|
shoot_timer = gettime() + 1500 + randomfloat (4000);
|
|
while (shoot_timer > gettime())
|
|
{
|
|
if (isdefined (level.player_covertrigger))
|
|
{
|
|
target = getentarray (level.player_covertrigger.target, "targetname");
|
|
target = target[randomint(target.size)];
|
|
targ_org.origin = target.origin +
|
|
(randomfloat (30) - 15, randomfloat (30) - 15, randomfloat (40) - 60);
|
|
mg42 settargetentity(targ_org);
|
|
tempmodel.targent = targ_org;
|
|
wait (randomfloat (1));
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
mg42 notify ("stopfiring");
|
|
|
|
// Play is still safe, shoot friendlies.
|
|
self move_use_turret (mg42);
|
|
if (mg42.player_target)
|
|
{
|
|
mg42 setmode("auto_ai"); // auto, auto_ai, manual
|
|
mg42 cleartargetentity();
|
|
mg42.player_target = false;
|
|
tempmodel.targent = tempmodel;
|
|
tempmodel.origin = (0,0,0);
|
|
}
|
|
|
|
while (isdefined (level.player_covertrigger))
|
|
wait (0.2);
|
|
|
|
wait (.750 + randomfloat (.200));
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
shoot_mg42_script_targets(targets)
|
|
{
|
|
self endon ("death");
|
|
while (1)
|
|
{
|
|
targ_filled = [];
|
|
for (i=0;i<targets.size;i++)
|
|
targ_filled[i] = false;
|
|
|
|
for (i=0;i<targets.size;i++)
|
|
{
|
|
self.gun_targ = randomint (targets.size);
|
|
self waittill ("next_target");
|
|
while (targ_filled[self.gun_targ])
|
|
{
|
|
self.gun_targ++;
|
|
if (self.gun_targ >= targets.size)
|
|
self.gun_targ = 0;
|
|
}
|
|
|
|
targ_filled[self.gun_targ] = true;
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
move_use_turret(mg42, aitype, target)
|
|
{
|
|
self setgoalpos (mg42.org);
|
|
self.goalradius = level.magic_distance;
|
|
self waittill ("goal");
|
|
if (isdefined(aitype) && aitype == "auto_ai")
|
|
{
|
|
mg42 setmode("auto_ai");
|
|
if (isdefined(target))
|
|
mg42 settargetentity(target);
|
|
else
|
|
mg42 cleartargetentity();
|
|
}
|
|
self useturret(mg42); // dude should be near the mg42
|
|
}
|
|
|
|
temp_think(mg42, targ)
|
|
{
|
|
if (getdvar("mg42") == "off")
|
|
return;
|
|
|
|
self.targent = self;
|
|
while (1)
|
|
{
|
|
self.origin = targ.origin;
|
|
line (self.origin, mg42.origin, (0.2, 0.5, 0.8), 0.5);
|
|
wait (0.1);
|
|
}
|
|
}
|
|
|
|
// This is a thread that runs for each turret managing AI users of the turret
|
|
turret_think( node )
|
|
{
|
|
turret = getent(node.auto_mg42_target, "targetname");
|
|
mintime = 0.5;
|
|
if (isdefined (turret.script_turret_reuse_min))
|
|
mintime = turret.script_turret_reuse_min;
|
|
maxtime = 2;
|
|
if (isdefined (turret.script_turret_reuse_max))
|
|
mintime = turret.script_turret_reuse_max;
|
|
assert (maxtime >= mintime);
|
|
for(;;)
|
|
{
|
|
turret waittill( "turret_deactivate" );
|
|
wait (mintime + randomfloat(maxtime - mintime)); // Wait for a bit before calling the next AI over.
|
|
while( !(isturretactive(turret)) )
|
|
{
|
|
turret_find_user(node, turret);
|
|
wait 1.0;
|
|
}
|
|
}
|
|
}
|
|
|
|
turret_find_user(node, turret)
|
|
{
|
|
ai = getaiarray();
|
|
for(i=0;i<ai.size;i++)
|
|
{
|
|
if ( ai[i] isingoal(node.origin) && ai[i] canuseturret(turret) )
|
|
{
|
|
savekeepclaimed = ai[i].keepClaimedNodeInGoal;
|
|
ai[i].keepClaimedNodeInGoal = false;
|
|
if ( !(ai[i] usecovernode(node)) )
|
|
{
|
|
ai[i].keepClaimedNodeInGoal = savekeepclaimed;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
setDifficulty()
|
|
{
|
|
init_mgTurretsettings();
|
|
|
|
mg42s = getEntArray( "misc_turret", "classname" );
|
|
|
|
difficulty = getdifficulty();
|
|
|
|
for ( index = 0; index < mg42s.size; index++ )
|
|
{
|
|
if ( isdefined( mg42s[index].script_skilloverride ) )
|
|
{
|
|
switch( mg42s[index].script_skilloverride )
|
|
{
|
|
case "easy":
|
|
difficulty = "easy";
|
|
break;
|
|
case "medium":
|
|
difficulty = "medium";
|
|
break;
|
|
case "hard":
|
|
difficulty = "hard";
|
|
break;
|
|
case "fu":
|
|
difficulty = "fu";
|
|
break;
|
|
default:
|
|
continue;
|
|
}
|
|
}
|
|
mg42_setdifficulty (mg42s[index],difficulty);
|
|
}
|
|
}
|
|
|
|
mg42_setdifficulty (mg42,difficulty)
|
|
{
|
|
mg42.convergenceTime = level.mgTurretSettings[difficulty]["convergenceTime"];
|
|
mg42.suppressionTime = level.mgTurretSettings[difficulty]["suppressionTime"];
|
|
mg42.accuracy = level.mgTurretSettings[difficulty]["accuracy"];
|
|
mg42.aiSpread = level.mgTurretSettings[difficulty]["aiSpread"];
|
|
mg42.playerSpread = level.mgTurretSettings[difficulty]["playerSpread"];
|
|
}
|
|
|
|
|
|
mg42_target_drones(nonai,team,fakeowner)
|
|
{
|
|
if(!isdefined(fakeowner))
|
|
fakeowner = false;
|
|
self endon ("death");
|
|
self.dronefailed = false;
|
|
if(!isdefined(self.script_fireondrones))
|
|
self.script_fireondrones = false;
|
|
if(!isdefined(nonai))
|
|
nonai = false;
|
|
self setmode("manual_ai");
|
|
difficulty = getdifficulty();
|
|
if(!isdefined(level.drones))
|
|
waitfornewdrone = true;
|
|
else
|
|
waitfornewdrone = false;
|
|
while(1)
|
|
{
|
|
if(fakeowner && !isdefined(self.fakeowner))
|
|
{
|
|
self setmode("manual");
|
|
while(!isdefined(self.fakeowner))
|
|
wait .2;
|
|
|
|
}
|
|
else if(nonai)
|
|
self setmode("auto_nonai");
|
|
else
|
|
self setmode("auto_ai");
|
|
|
|
if(waitfornewdrone)
|
|
level waittill ("new_drone");
|
|
|
|
if(!isdefined(self.oldconvergencetime))
|
|
self.oldconvergencetime = self.convergencetime;
|
|
self.convergencetime = 2;
|
|
|
|
if(!nonai)
|
|
{
|
|
turretowner = self getturretowner();
|
|
if(!isalive(turretowner) || turretowner == level.player)
|
|
{
|
|
wait .05;
|
|
continue;
|
|
}
|
|
else
|
|
team = turretowner.team;
|
|
}
|
|
else
|
|
{
|
|
if(fakeowner && !isdefined(self.fakeowner))
|
|
{
|
|
wait .05;
|
|
continue;
|
|
}
|
|
assert(isdefined(team));
|
|
turretowner = undefined;
|
|
}
|
|
if(team == "allies")
|
|
targetteam = "axis";
|
|
else
|
|
targetteam = "allies";
|
|
|
|
while(level.drones[targetteam].lastindex)
|
|
{
|
|
//self gettagangles ("tag_flash")
|
|
target = get_bestdrone(targetteam);
|
|
if(!isdefined(self.script_fireondrones) || !self.script_fireondrones)
|
|
{
|
|
wait .2;
|
|
break;
|
|
}
|
|
if(!isdefined(target))
|
|
{
|
|
wait .2;
|
|
break;
|
|
}
|
|
if(nonai)
|
|
self setmode("manual");
|
|
else
|
|
self setmode("manual_ai");
|
|
|
|
thread drone_fail(target,3);
|
|
if(!self.dronefailed)
|
|
{
|
|
self settargetentity(target.turrettarget);
|
|
self shootturret();
|
|
self startfiring();
|
|
}
|
|
else
|
|
{
|
|
self.dronefailed = false;
|
|
wait .05;
|
|
continue;
|
|
|
|
}
|
|
target waittill_any ("death","drone_mg42_fail");
|
|
waittillframeend;
|
|
if(!nonai && !(isdefined(self getturretowner()) && self getturretowner() == turretowner))
|
|
break;
|
|
}
|
|
self.convergencetime = self.oldconvergencetime;
|
|
self.oldconvergencetime = undefined;
|
|
self cleartargetentity();
|
|
self stopfiring();
|
|
if(level.drones[targetteam].lastindex)
|
|
waitfornewdrone = false;
|
|
else
|
|
waitfornewdrone = true;
|
|
}
|
|
}
|
|
|
|
drone_fail(drone,time)
|
|
{
|
|
self endon ("death");
|
|
drone endon ("death");
|
|
timer=gettime()+(time*1000);
|
|
while(timer > gettime())
|
|
{
|
|
turrettarget = self getturrettarget();
|
|
// bullettracepassed(<start>, <end>, <hit characters>, <ignore entity>)
|
|
if(!sighttracepassed(self gettagorigin("tag_flash"),drone.origin+(0,0,40),0,drone))
|
|
{
|
|
self.dronefailed = true;
|
|
wait .2;
|
|
break;
|
|
}
|
|
else if(isdefined(turrettarget) && distance(turrettarget.origin,self.origin)<distance(self.origin,drone.origin))
|
|
{
|
|
self.dronefailed = true;
|
|
wait .1;
|
|
break;
|
|
}
|
|
wait .1;
|
|
}
|
|
// maps\_utility::structarray_swaptolast(level.drones[drone.team],drone);
|
|
maps\_utility::structarray_shuffle(level.drones[drone.team],1);
|
|
drone notify ("drone_mg42_fail");
|
|
}
|
|
|
|
get_bestdrone(team)
|
|
{
|
|
//prof_begin("drone_mg42");
|
|
// dotvalue = .88;
|
|
// dist = 9999999;
|
|
if (level.drones[team].lastindex < 1)
|
|
return;
|
|
ent = undefined;
|
|
dotforward = anglestoforward(self.angles);
|
|
for (i=0;i<level.drones[team].lastindex;i++)
|
|
{
|
|
angles = vectortoangles(level.drones[team].array[i].origin - self.origin);
|
|
forward = anglestoforward(angles);
|
|
if(vectordot(dotforward,forward) < .88)
|
|
continue;
|
|
// if(!sighttracepassed(level.drones[team].array[i].origin,self.origin+(0,0,10),0,level.drones[team].array[i]))
|
|
// continue;
|
|
// newdist = distance(level.drones[team].array[i].origin, self.origin);
|
|
// if (newdist >= dist)
|
|
// continue;
|
|
// dist = newdist;
|
|
ent = level.drones[team].array[i];
|
|
break;
|
|
}
|
|
aitarget = self getturrettarget();
|
|
if(isdefined(ent) && isdefined(aitarget) && distance(self.origin,aitarget.origin)<distance(self.origin,ent.origin))
|
|
ent = undefined; // shoot at ai if they are closer
|
|
//prof_end("drone_mg42");
|
|
return ent;
|
|
}
|
|
|
|
|
|
saw_mgTurretLink( nodes )
|
|
{
|
|
possible_turrets = getEntArray( "misc_turret", "classname" );
|
|
turrets = [];
|
|
for ( i=0; i < possible_turrets.size; i++ )
|
|
{
|
|
if ( isDefined( possible_turrets[ i ].targetname ) )
|
|
continue;
|
|
|
|
if ( isdefined( possible_turrets[ i ].isvehicleattached ) )
|
|
{
|
|
assertEx( possible_turrets[ i ].isvehicleattached != 0, "Setting must be either true or undefined" );
|
|
continue;
|
|
}
|
|
|
|
turrets[ possible_turrets[ i ].origin + "" ] = possible_turrets[ i ];
|
|
}
|
|
|
|
// did we find any turrets?
|
|
if ( !turrets.size )
|
|
return;
|
|
|
|
for ( nodeIndex = 0; nodeIndex < nodes.size; nodeIndex++)
|
|
{
|
|
node = nodes[ nodeIndex ];
|
|
if ( node.type == "Path" )
|
|
continue;
|
|
if ( node.type == "Begin" )
|
|
continue;
|
|
if ( node.type == "End" )
|
|
continue;
|
|
|
|
nodeForward = anglesToForward( ( 0, node.angles[ 1 ], 0 ) );
|
|
|
|
keys = getArrayKeys( turrets );
|
|
for ( i=0; i < keys.size; i++ )
|
|
{
|
|
turret = turrets[ keys[ i ] ];
|
|
|
|
if ( distance( node.origin, turret.origin ) > 50 )
|
|
continue;
|
|
|
|
turretForward = anglesToForward( ( 0, turret.angles[ 1 ], 0 ) );
|
|
|
|
dot = vectorDot( nodeForward, turretForward );
|
|
if ( dot < 0.9 )
|
|
continue;
|
|
|
|
node.turretInfo = spawn( "script_origin", turret.origin );
|
|
node.turretInfo.angles = turret.angles;
|
|
node.turretInfo.node = node;
|
|
|
|
node.turretInfo.leftArc = 45;
|
|
node.turretInfo.rightArc = 45;
|
|
node.turretInfo.topArc = 15;
|
|
node.turretInfo.bottomArc = 15;
|
|
|
|
if ( isDefined( turret.leftArc ) )
|
|
node.turretInfo.leftArc = min( turret.leftArc, 45 );
|
|
|
|
if ( isDefined( turret.rightArc ) )
|
|
node.turretInfo.rightArc = min( turret.rightArc, 45 );
|
|
|
|
if ( isDefined( turret.topArc ) )
|
|
node.turretInfo.topArc = min( turret.topArc, 15 );
|
|
|
|
if ( isDefined( turret.bottomArc ) )
|
|
node.turretInfo.bottomArc = min( turret.bottomArc, 15 );
|
|
|
|
|
|
turrets[ keys[ i ] ] = undefined;
|
|
turret delete();
|
|
}
|
|
}
|
|
|
|
keys = getArrayKeys( turrets );
|
|
for ( i=0; i < keys.size; i++ )
|
|
{
|
|
turret = turrets[ keys[ i ] ];
|
|
assertMsg( "ERROR: turret at " + turret.origin + " could not link to any node!" );
|
|
}
|
|
}
|
|
|
|
|
|
auto_mgTurretLink( nodes )
|
|
{
|
|
// Attaches MG turrets with targetname auto_mgTurret to cover crouch and stand nodes.
|
|
possible_turrets = getEntArray( "misc_turret", "classname" );
|
|
turrets = [];
|
|
for ( i=0; i < possible_turrets.size; i++ )
|
|
{
|
|
if ( !isDefined( possible_turrets[ i ].targetname ) || tolower( possible_turrets[ i ].targetname ) != "auto_mgturret" )
|
|
continue;
|
|
// if the turret is legit, create a unique string reference to it
|
|
if ( !isdefined( possible_turrets[ i ].export ) )
|
|
continue;
|
|
if ( !isdefined( possible_turrets[ i ].script_dont_link_turret ) )
|
|
turrets[ possible_turrets[ i ].origin + "" ] = possible_turrets[ i ];
|
|
}
|
|
|
|
// did we find any turrets?
|
|
if ( !turrets.size )
|
|
return;
|
|
|
|
for ( nodeIndex = 0; nodeIndex < nodes.size; nodeIndex++)
|
|
{
|
|
node = nodes[ nodeIndex ];
|
|
if ( node.type == "Path" )
|
|
continue;
|
|
if ( node.type == "Begin" )
|
|
continue;
|
|
if ( node.type == "End" )
|
|
continue;
|
|
// if ( node.type != "Turret" )
|
|
// continue;
|
|
|
|
nodeForward = anglesToForward( ( 0, node.angles[ 1 ], 0 ) );
|
|
|
|
keys = getArrayKeys( turrets );
|
|
for ( i=0; i < keys.size; i++ )
|
|
{
|
|
turret = turrets[ keys[ i ] ];
|
|
if ( distance( node.origin, turret.origin ) > 70 )
|
|
continue;
|
|
|
|
turretForward = anglesToForward( ( 0, turret.angles[ 1 ], 0 ) );
|
|
|
|
dot = vectorDot( nodeForward, turretForward );
|
|
if ( dot < 0.9 )
|
|
continue;
|
|
|
|
node.turret = turret;
|
|
turret.node = node;
|
|
turret.isSetup = true;
|
|
assertEx( isdefined( turret.export ), "Turret at " + turret.origin + " does not have a .export value but is near a cover node. If you do not want them to link, use .script_dont_link_turret." );
|
|
|
|
// remove the reference for it so that the other nodes dont
|
|
// scan for this turret
|
|
turrets[ keys[ i ] ] = undefined;
|
|
}
|
|
|
|
// assertEx( isdefined( node.turret ), "Cover node at " + node.origin + " has no turret!" );
|
|
}
|
|
|
|
/#
|
|
// err the unclaimed turrets
|
|
keys = getArrayKeys( turrets );
|
|
if ( keys.size )
|
|
{
|
|
println( "The turrets at the following origins were not auto-bound to a node_turret." );
|
|
println( "Set .script_dont_link_turret if you do not want a turret to use a node_turret." );
|
|
for ( i=0; i < keys.size; i++ )
|
|
{
|
|
println( keys[ i ] );
|
|
}
|
|
assertEx( 0, "Turrets failed to be linked to node_turrets, see list above." );
|
|
}
|
|
#/
|
|
|
|
/*
|
|
// logic that makes the node "call" for ai
|
|
if ( isDefined( node.auto_mgTurret_target ) )
|
|
{
|
|
thread maps\_mgturret::turret_think( node );
|
|
}
|
|
*/
|
|
|
|
|
|
nodes = undefined;
|
|
}
|
|
|
|
|
|
save_turret_sharing_info()
|
|
{
|
|
// shares turrets so a guy at a turret knows where to run if he decides to move the turret
|
|
self.shared_turrets = [];
|
|
self.shared_turrets[ "connected" ] = [];
|
|
self.shared_turrets[ "ambush" ] = [];
|
|
|
|
if ( !isdefined( self.export ) )
|
|
{
|
|
assertEx( !isdefined( self.script_turret_share ), "Turret at " + self.origin + " has script_turret_share but has no .export value, so script_turret_share won't have any effect." );
|
|
assertEx( !isdefined( self.script_turret_ambush ), "Turret at " + self.origin + " has script_turret_ambush but has no .export value, so script_turret_ambush won't have any effect." );
|
|
return;
|
|
}
|
|
|
|
level.shared_portable_turrets[ self.export ] = self;
|
|
|
|
if ( isdefined( self.script_turret_share ) )
|
|
{
|
|
// turn the origin into a unique string
|
|
|
|
// record which turrets share with this one
|
|
strings = strtok( self.script_turret_share, " ");
|
|
|
|
for ( i=0; i < strings.size; i++ )
|
|
{
|
|
self.shared_turrets[ "connected" ][ strings[ i ] ] = true;
|
|
}
|
|
}
|
|
|
|
if ( isdefined( self.script_turret_ambush ) )
|
|
{
|
|
// turn the origin into a unique string
|
|
|
|
// record which turrets share with this one
|
|
strings = strtok( self.script_turret_ambush, " ");
|
|
|
|
for ( i=0; i < strings.size; i++ )
|
|
{
|
|
self.shared_turrets[ "ambush" ][ strings[ i ] ] = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
mg42setup_gun()
|
|
{
|
|
assertEX (isdefined(self.target), "Portable MG42 guy at origin " + self.origin + " has no target");
|
|
mg42node = getnode (self.target,"targetname");
|
|
mg42 = getent (self.target,"targetname");
|
|
|
|
if ( !isdefined( mg42.shared_turrets ) )
|
|
mg42 save_turret_sharing_info();
|
|
|
|
// If the portable gunner targets a node then he's going to do a chain of nodes to the destination, which should
|
|
// be an mg42. Otherwise he's directly targetting an mg42.
|
|
if (isdefined (mg42node))
|
|
{
|
|
// Set this so later we can run along it as a chain.
|
|
self.mg42node = mg42node;
|
|
assert (!isdefined (mg42), "guy at " + self.origin + " targets an ent and a node");
|
|
for (;;)
|
|
{
|
|
newnode = getnode (mg42node.target,"targetname");
|
|
if (!isdefined (newnode))
|
|
{
|
|
mg42 = getent (mg42node.target,"targetname");
|
|
break;
|
|
}
|
|
mg42node = newnode;
|
|
}
|
|
}
|
|
|
|
assertEX (isdefined(mg42), "Portable MG42 guy at origin " + self.origin + " doesn't target an mg42");
|
|
assertEX (mg42.classname == "misc_turret", "Portable MG42 guy at origin " + self.origin + " doesn't target an mg42");
|
|
if (!isdefined(mg42.isSetup))
|
|
{
|
|
mg42 hide_turret();
|
|
}
|
|
return mg42;
|
|
}
|
|
*/
|
|
|
|
restoreDefaultPitch()
|
|
{
|
|
self notify( "gun_placed_again" );
|
|
self endon( "gun_placed_again" );
|
|
self waittill ("restore_default_drop_pitch");
|
|
wait (1);
|
|
self restoredefaultdroppitch();
|
|
}
|
|
|
|
dropTurret()
|
|
{
|
|
thread dropTurretProc();
|
|
}
|
|
|
|
dropTurretProc()
|
|
{
|
|
turret = spawn ("script_model",(0,0,0));
|
|
turret.origin = self gettagorigin ( level.portable_mg_gun_tag );
|
|
turret.angles = self gettagangles ( level.portable_mg_gun_tag );
|
|
turret setmodel (self.turretModel);
|
|
forward = anglestoforward(self.angles);
|
|
forward = vectorScale (forward, 100);
|
|
turret moveGravity (forward, 0.5);
|
|
self detach(self.turretModel, level.portable_mg_gun_tag );
|
|
self.turretmodel = undefined;
|
|
wait (0.7);
|
|
turret delete();
|
|
}
|
|
|
|
|
|
turretDeathDetacher()
|
|
{
|
|
self endon ("kill_turret_detach_thread");
|
|
self endon ("dropped_gun");
|
|
self waittill ("death");
|
|
if (!isdefined(self))
|
|
return; // in case many guys die at once and we are removed
|
|
dropTurret();
|
|
}
|
|
|
|
turretDetacher()
|
|
{
|
|
self endon ("death");
|
|
self endon ("kill_turret_detach_thread");
|
|
// in case the enemy gets close to a portable turret guy
|
|
self waittill ("dropped_gun");
|
|
self detach(self.turretModel, level.portable_mg_gun_tag );
|
|
}
|
|
|
|
restoreDefaults()
|
|
{
|
|
// self.goalradius = 350;
|
|
self.run_noncombatanim = undefined;
|
|
self.run_combatanim = undefined;
|
|
self set_all_exceptions( animscripts\init::empty );
|
|
}
|
|
|
|
restorePitch()
|
|
{
|
|
self waittill( "turret_deactivate" );
|
|
self restoredefaultdroppitch();
|
|
}
|
|
|
|
update_enemy_target_pos_while_running( ent )
|
|
{
|
|
self endon( "death" );
|
|
self endon( "end_mg_behavior" );
|
|
self endon( "stop_updating_enemy_target_pos" );
|
|
|
|
for ( ;; )
|
|
{
|
|
self waittill( "saw_enemy" );
|
|
ent.origin = self.last_enemy_sighting_position;
|
|
}
|
|
}
|
|
|
|
move_target_pos_to_new_turrets_visibility( ent, new_spot )
|
|
{
|
|
// moves the target position to a point where the new turret
|
|
// can see it. If the position gets updated by seeing an enemy
|
|
// then that position also gets pushed towards the last turret to
|
|
// the point of visibility on the assumption that towards the old
|
|
// turret will bring it into visibility without causing it to
|
|
// go to a weird point.
|
|
|
|
// in any case the whole system probably needs a failsafe in case
|
|
// the target position gets way outside the gun's allowed angles
|
|
|
|
self endon( "death" );
|
|
self endon( "end_mg_behavior" );
|
|
self endon( "stop_updating_enemy_target_pos" );
|
|
|
|
old_turret_pos = self.turret.origin + ( 0, 0, 16 ); // turrets are on geo so it could abstruct;
|
|
dest_pos = new_spot.origin + ( 0, 0, 16 );
|
|
|
|
for ( ;; )
|
|
{
|
|
wait ( 0.05 ); // plenty of time while he runs, doesn't have to happen often
|
|
|
|
if ( sighttracepassed( ent.origin, dest_pos, 0, undefined ) )
|
|
{
|
|
// line( ent.origin, dest_pos, ( 0,1,0 ) );
|
|
continue;
|
|
}
|
|
|
|
// line( ent.origin, dest_pos, ( 1,0,0 ) );
|
|
|
|
// move the target pos towards the last turret position
|
|
angles = vectortoangles( old_turret_pos - ent.origin );
|
|
forward = anglestoforward( angles );
|
|
forward = vectorscale( forward, 8 );
|
|
|
|
ent.origin = ent.origin + forward;
|
|
}
|
|
}
|
|
|
|
record_bread_crumbs_for_ambush( ent )
|
|
{
|
|
self endon( "death" );
|
|
self endon( "end_mg_behavior" );
|
|
self endon( "stop_updating_enemy_target_pos" );
|
|
|
|
ent.bread_crumbs = [];
|
|
for ( ;; )
|
|
{
|
|
// print3d( self.origin + (0,0,50), "*", (1,1,0), 1, 1.5, 10*20 );
|
|
ent.bread_crumbs[ ent.bread_crumbs.size ] = self.origin + ( 0, 0, 50 );
|
|
wait( 0.35 );
|
|
}
|
|
}
|
|
|
|
aim_turret_at_ambush_point_or_visible_enemy( turret, ent )
|
|
{
|
|
if ( !isalive( self.current_enemy ) && self canSee( self.current_enemy ) )
|
|
{
|
|
// if we can see our enemy then just aim at him
|
|
ent.origin = self.last_enemy_sighting_position;
|
|
return;
|
|
}
|
|
|
|
|
|
forward = anglestoforward( turret.angles );
|
|
|
|
// find the best bread crumb to aim at
|
|
// start a few from the back because the crumbs from while we were walking at the gun
|
|
// arent going to be good
|
|
for ( i = ent.bread_crumbs.size - 3; i >= 0; i-- )
|
|
{
|
|
// dot check it so we're not aiming at the breadcrumbs we walked over
|
|
crumb = ent.bread_crumbs[ i ];
|
|
normal = vectorNormalize( crumb - turret.origin );
|
|
dot = vectorDot( forward, normal );
|
|
if ( dot < 0.75 )
|
|
continue;
|
|
|
|
ent.origin = crumb;
|
|
|
|
// find the first one we cant see and aim there
|
|
if ( sighttracepassed( turret.origin, crumb, 0, undefined ) )
|
|
{
|
|
// linetime( turret.origin, crumb, ( 0, 1, 0 ), 10 );
|
|
continue;
|
|
}
|
|
|
|
// linetime( turret.origin, crumb, ( 1, 0, 0 ), 10 );
|
|
break;
|
|
}
|
|
}
|
|
|
|
find_a_new_turret_spot( ent )
|
|
{
|
|
// find a new spot to go to
|
|
array = get_portable_mg_spot( ent );
|
|
new_spot = array[ "spot" ];
|
|
connection_type = array[ "type" ];
|
|
|
|
if ( !isdefined( new_spot ) )
|
|
return;
|
|
|
|
reserve_turret( new_spot );
|
|
|
|
// if we see the enemy while we run, update the target position
|
|
thread update_enemy_target_pos_while_running( ent );
|
|
thread move_target_pos_to_new_turrets_visibility( ent, new_spot );
|
|
|
|
if ( connection_type == "ambush" )
|
|
{
|
|
thread record_bread_crumbs_for_ambush( ent );
|
|
}
|
|
|
|
if ( new_spot.isSetup )
|
|
{
|
|
leave_gun_and_run_to_new_spot( new_spot );
|
|
}
|
|
else
|
|
{
|
|
pickup_gun( new_spot );
|
|
run_to_new_spot_and_setup_gun( new_spot );
|
|
}
|
|
|
|
self notify( "stop_updating_enemy_target_pos" );
|
|
|
|
if ( connection_type == "ambush" )
|
|
{
|
|
aim_turret_at_ambush_point_or_visible_enemy( new_spot, ent );
|
|
}
|
|
|
|
// thread snap_lock_turret_onto_target( new_spot );
|
|
|
|
new_spot setTargetEntity( ent );
|
|
}
|
|
|
|
snap_lock_turret_onto_target( turret )
|
|
{
|
|
// turn manual on for a moment so he aims quickly to the spot he wants to aim at.
|
|
turret setmode( "manual" );
|
|
wait( 0.5 );
|
|
turret setmode( "manual_ai" );
|
|
}
|
|
|
|
leave_gun_and_run_to_new_spot( spot )
|
|
{
|
|
assert( spot.reserved == self );
|
|
// spot is a bit of a misnomer as its actually a hidden gun we
|
|
// rematerialize when he runs to it
|
|
|
|
self stopuseturret();
|
|
self animscripts\shared::placeWeaponOn( self.primaryweapon, "none" );
|
|
|
|
// run to the spot where the gun is setup
|
|
setup_anim = get_turret_setup_anim( spot );
|
|
org = getStartOrigin ( spot.origin, spot.angles, setup_anim );
|
|
self setruntopos( org );
|
|
assertEx( distance( org, self.goalpos ) < self.goalradius, "Tried to set the run pos outside the goalradius" );
|
|
|
|
self waittill( "runto_arrived" );
|
|
|
|
use_the_turret( spot );
|
|
}
|
|
|
|
pickup_gun( spot )
|
|
{
|
|
// spot is a bit of a misnomer as its actually a hidden gun we
|
|
// rematerialize when he runs to it
|
|
|
|
self stopuseturret();
|
|
self.turret hide_turret();
|
|
}
|
|
|
|
get_turret_setup_anim( turret )
|
|
{
|
|
spot_types = [];
|
|
spot_types[ "saw_bipod_stand" ] = level.mg_animmg[ "bipod_stand_setup" ];
|
|
spot_types[ "saw_bipod_crouch" ] = level.mg_animmg[ "bipod_crouch_setup" ];
|
|
spot_types[ "saw_bipod_prone" ] = level.mg_animmg[ "bipod_prone_setup" ];
|
|
|
|
return spot_types[ turret.weaponinfo ];
|
|
}
|
|
|
|
run_to_new_spot_and_setup_gun( spot )
|
|
{
|
|
assert( spot.reserved == self );
|
|
|
|
oldhealth = self.health;
|
|
spot endon( "turret_deactivate" );
|
|
|
|
self.mg42 = spot; // used in the animscript exceptions
|
|
self endon( "death" );
|
|
self endon( "dropped_gun" );
|
|
|
|
setup_anim = get_turret_setup_anim( spot );
|
|
|
|
self.turretModel = "weapon_mg42_carry";
|
|
|
|
// guys are meant to get their gun back automatically when they ditch an mg
|
|
self notify( "kill_get_gun_back_on_killanimscript_thread" );
|
|
self animscripts\shared::placeWeaponOn( self.weapon, "none" );
|
|
if (self.team == "axis")
|
|
self.health = 1;
|
|
|
|
// set the run anim
|
|
self.run_noncombatanim = %saw_gunner_run_slow;
|
|
self.run_combatanim = %saw_gunner_run_fast;
|
|
self.crouchrun_combatanim = %saw_gunner_run_fast;
|
|
|
|
// attach the carry version of the gun
|
|
self attach(self.turretModel, level.portable_mg_gun_tag);
|
|
thread turretDeathDetacher();
|
|
|
|
// run to the spot where the gun is going to be setup
|
|
org = getStartOrigin ( spot.origin, spot.angles, setup_anim );
|
|
self setruntopos( org );
|
|
assertEx( distance( org, self.goalpos ) < self.goalradius, "Tried to set the run pos outside the goalradius" );
|
|
|
|
wait (0.05); // must figure out what this wait is needed for
|
|
self set_all_exceptions( animscripts\combat::exception_exposed_mg42_portable );
|
|
clear_exception( "move" );
|
|
set_exception( "cover_crouch", ::hold_indefintely );
|
|
|
|
while ( distance( self.origin, org ) > 16 )
|
|
{
|
|
self setruntopos( org );
|
|
wait ( 0.05 );
|
|
}
|
|
// self waittill( "runto_arrived" );
|
|
|
|
self notify ("kill_turret_detach_thread");
|
|
|
|
if (self.team == "axis")
|
|
self.health = oldhealth;
|
|
|
|
|
|
if ( soundexists( "weapon_setup" ) )
|
|
thread play_sound_in_space( "weapon_setup" );
|
|
|
|
self animscripted( "setup_done", spot.origin, spot.angles, setup_anim );
|
|
|
|
restoreDefaults(); // reset the run anims
|
|
|
|
self waittillmatch( "setup_done", "end" );
|
|
spot notify( "restore_default_drop_pitch" );
|
|
spot show_turret();
|
|
|
|
self animscripts\shared::placeWeaponOn( self.primaryweapon, "right" );
|
|
|
|
use_the_turret( spot );
|
|
self detach( self.turretModel, level.portable_mg_gun_tag );
|
|
self set_all_exceptions( animscripts\init::empty );
|
|
|
|
self notify( "bcs_portable_turret_setup" );
|
|
}
|
|
|
|
move_to_run_pos()
|
|
{
|
|
self setruntopos( self.runpos );
|
|
}
|
|
|
|
hold_indefintely()
|
|
{
|
|
self endon( "killanimscript" );
|
|
self waittill( "death" );
|
|
}
|
|
|
|
using_a_turret()
|
|
{
|
|
if ( !isdefined( self.turret ) )
|
|
return false;
|
|
|
|
return self.turret.owner == self;
|
|
}
|
|
|
|
|
|
turret_user_moves()
|
|
{
|
|
// we've been forced to move by goalradius change or becoming exposed
|
|
if ( !using_a_turret() )
|
|
{
|
|
clear_exception( "move" );
|
|
return;
|
|
}
|
|
|
|
array = find_connected_turrets( "connected" );
|
|
new_spots = array[ "spots" ];
|
|
|
|
if ( !new_spots.size )
|
|
{
|
|
// none of the turrets in the area we're moving to are connected to the
|
|
// one we were at so we turn back to normal guy now
|
|
clear_exception( "move" );
|
|
return;
|
|
}
|
|
|
|
// lets see if we have a new node, and if we do, if its a compatible turret node
|
|
turret_node = self.node;
|
|
|
|
// if its not, then lets use a random node from the connected nodes that are
|
|
// within our goal radius
|
|
if ( !isdefined( turret_node ) || !is_in_array( new_spots, turret_node ) )
|
|
{
|
|
taken_nodes = getTakenNodes();
|
|
for ( i=0; i < new_spots.size; i++ )
|
|
{
|
|
turret_node = random( new_spots );
|
|
|
|
// some random AI has this node already, probably doing cover there
|
|
// if we get the ability to push AI off their node then we'll do that here later
|
|
if ( isdefined( taken_nodes[ turret_node.origin + "" ] ) )
|
|
return;
|
|
}
|
|
}
|
|
|
|
turret = turret_node.turret;
|
|
|
|
if ( isdefined( turret.reserved ) )
|
|
{
|
|
assert( turret.reserved != self );
|
|
return;
|
|
}
|
|
|
|
reserve_turret( turret );
|
|
|
|
// we're not at the turret position so we have to run to it
|
|
if ( turret.isSetup )
|
|
{
|
|
// its already setup so just go there and use it
|
|
leave_gun_and_run_to_new_spot( turret );
|
|
}
|
|
else
|
|
{
|
|
// its not setup yet so go there and set it up then use it
|
|
run_to_new_spot_and_setup_gun( turret );
|
|
}
|
|
|
|
maps\_mg_penetration::gunner_think( turret_node.turret );
|
|
}
|
|
|
|
use_the_turret( spot )
|
|
{
|
|
turretWasUsed = self useturret( spot );
|
|
|
|
if ( turretWasUsed )
|
|
{
|
|
set_exception( "move", ::turret_user_moves ); // run this before running move so we might move the turret
|
|
|
|
self.turret = spot;
|
|
self thread mg42_firing( spot ); // does the burst fire timings
|
|
spot setmode( "manual_ai" );
|
|
spot thread restorePitch();
|
|
self.turret = spot;
|
|
spot.owner = self;
|
|
// self useturret( spot ); // dude should be near the mg42
|
|
// spot setmode( "manual_ai" ); // auto, auto_ai, manual
|
|
// self.turret = spot;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
spot restoredefaultdroppitch();
|
|
return false;
|
|
}
|
|
|
|
}
|
|
|
|
get_portable_mg_spot( ent )
|
|
{
|
|
find_spot_funcs = [];
|
|
find_spot_funcs[ find_spot_funcs.size ] = ::find_different_way_to_attack_last_seen_position;
|
|
find_spot_funcs[ find_spot_funcs.size ] = ::find_good_ambush_spot;
|
|
|
|
find_spot_funcs = array_randomize( find_spot_funcs );
|
|
|
|
for ( i=0; i < find_spot_funcs.size; i++ )
|
|
{
|
|
array = [[ find_spot_funcs[ i ] ]]( ent );
|
|
|
|
if ( !isdefined( array[ "spots" ] ) )
|
|
continue;
|
|
|
|
array[ "spot" ] = random( array[ "spots" ] );
|
|
return array;
|
|
}
|
|
}
|
|
|
|
getTakenNodes()
|
|
{
|
|
// returns an array of node origins owned by AI
|
|
array = [];
|
|
ai = getaiarray();
|
|
|
|
for ( i=0; i < ai.size; i++ )
|
|
{
|
|
if ( !isdefined( ai[ i ].node ) )
|
|
continue;
|
|
|
|
array[ ai[ i ].node.origin + "" ] = true;
|
|
}
|
|
|
|
return array;
|
|
}
|
|
|
|
find_connected_turrets( connection_type )
|
|
{
|
|
spots = level.shared_portable_turrets; // an array of shared turrets, using their origin as the index
|
|
usable_spots = [];
|
|
|
|
spot_exports = getArrayKeys( spots );
|
|
|
|
taken_nodes = getTakenNodes();
|
|
taken_nodes[ self.node.origin + "" ] = undefined;
|
|
|
|
// find turrets that share the same keys
|
|
for ( i=0; i < spot_exports.size; i++ )
|
|
{
|
|
export = spot_exports[ i ];
|
|
if ( spots[ export ] == self.turret )
|
|
continue;
|
|
|
|
|
|
keys = getArrayKeys( self.turret.shared_turrets[ connection_type ] );
|
|
for ( p=0; p < keys.size; p++ )
|
|
{
|
|
// go through each key that the turret the guy is currently on has,
|
|
// and see if any turrets share keys.
|
|
// cast export as a string because arraykeys returns strings
|
|
if ( spots[ export ].export + "" != keys[ p ] )
|
|
continue;
|
|
|
|
// somebody else has this one or they're running to it
|
|
if ( isdefined( spots[ export ].reserved ) )
|
|
continue;
|
|
|
|
// some random AI has this node already, probably doing cover there
|
|
if ( isdefined( taken_nodes[ spots[ export ].node.origin + "" ] ) )
|
|
continue;
|
|
|
|
// don't pick one that is outside the goalradius
|
|
if ( distance( self.goalpos, spots[ export ].origin ) > self.goalradius )
|
|
continue;
|
|
|
|
// this spot is usable
|
|
usable_spots[ usable_spots.size ] = spots[ export ];
|
|
}
|
|
}
|
|
|
|
array = [];
|
|
// store it so we can figure out the best place for an ambusher to aim
|
|
array[ "type" ] = connection_type;
|
|
array[ "spots" ] = usable_spots;
|
|
return array;
|
|
}
|
|
|
|
find_good_ambush_spot( ent )
|
|
{
|
|
return find_connected_turrets( "ambush" );
|
|
}
|
|
|
|
find_different_way_to_attack_last_seen_position( ent )
|
|
{
|
|
array = find_connected_turrets( "connected" );
|
|
usable_spots = array[ "spots" ];
|
|
|
|
if ( !usable_spots.size )
|
|
return;
|
|
|
|
good_spot = [];
|
|
|
|
// find a spot that has a good fov and LOS on the target spot
|
|
for ( i=0; i < usable_spots.size; i++ )
|
|
{
|
|
|
|
if ( !within_fov( usable_spots[ i ].origin, usable_spots[ i ].angles, ent.origin, 0.75 ) )
|
|
continue;
|
|
|
|
/*
|
|
normal = vectorNormalize( ent.origin - ( usable_spots[ i ].origin + offset ) );
|
|
forward = anglestoforward( usable_spots[ i ].angles );
|
|
dot = vectorDot( forward, normal );
|
|
|
|
thread linetime( usable_spots[ i ].origin + offset, usable_spots[ i ].origin + offset + vectorscale( forward, 1000 ), ( 1, 0, 0 ), 10 );
|
|
thread linetime( ent.origin, usable_spots[ i ].origin + offset, ( 0, 0, 1 ), 10 );
|
|
*/
|
|
|
|
if ( !sighttracepassed( ent.origin, usable_spots[ i ].origin + (0,0,16), 0, undefined ) )
|
|
continue;
|
|
|
|
good_spot[ good_spot.size ] = usable_spots[ i ];
|
|
}
|
|
|
|
array[ "spots" ] = good_spot;
|
|
return array;
|
|
}
|
|
|
|
portable_mg_spot()
|
|
{
|
|
save_turret_sharing_info();
|
|
|
|
turret_preplaced = 1;
|
|
self.isSetup = true;
|
|
assert( !isdefined( self.reserved ) );
|
|
self.reserved = undefined;
|
|
if(isdefined(self.isvehicleattached))
|
|
return; //nate
|
|
if ( self.spawnflags & turret_preplaced )
|
|
return;
|
|
|
|
// a spot where a gun could be placed
|
|
hide_turret();
|
|
|
|
}
|
|
|
|
|
|
hide_turret()
|
|
{
|
|
assert( self.isSetup );
|
|
self notify( "stop_checking_for_flanking" );
|
|
self.isSetup = false;
|
|
self hide();
|
|
self.solid = false;
|
|
self maketurretunusable();
|
|
self setdefaultdroppitch(0);
|
|
self thread restoreDefaultPitch();
|
|
}
|
|
|
|
show_turret()
|
|
{
|
|
self show();
|
|
self.solid = true;
|
|
self maketurretusable();
|
|
assert( !self.isSetup );
|
|
self.isSetup = true;
|
|
thread stop_mg_behavior_if_flanked();
|
|
}
|
|
|
|
stop_mg_behavior_if_flanked()
|
|
{
|
|
self endon( "stop_checking_for_flanking" );
|
|
|
|
self waittill( "turret_deactivate" );
|
|
if ( isalive( self.owner ) )
|
|
self.owner notify( "end_mg_behavior" );
|
|
}
|
|
|
|
turret_is_mine( turret )
|
|
{
|
|
owner = turret getTurretOwner();
|
|
if ( !isdefined( owner ) )
|
|
return false;
|
|
|
|
return owner == self;
|
|
}
|
|
|
|
end_turret_reservation( turret )
|
|
{
|
|
waittill_turret_is_released( turret );
|
|
turret.reserved = undefined;
|
|
}
|
|
|
|
waittill_turret_is_released( turret )
|
|
{
|
|
turret endon( "turret_deactivate" );
|
|
self endon( "death" );
|
|
self waittill( "end_mg_behavior" );
|
|
}
|
|
|
|
reserve_turret( turret )
|
|
{
|
|
turret.reserved = self;
|
|
thread end_turret_reservation( turret );
|
|
}
|