228 lines
7 KiB
Text
228 lines
7 KiB
Text
#include maps\_utility;
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#include common_scripts\utility;
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#include maps\_vehicle_aianim;
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#include maps\_vehicle;
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#using_animtree( "vehicles" );
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main( model, type )
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{
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build_template( "mig29", model, type );
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build_localinit( ::init_local );
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build_deathmodel( "vehicle_mig29_desert" );
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build_deathmodel( "vehicle_av8b_harrier_jet" );
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//special for mig29/////
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level._effect[ "afterburner" ] = loadfx( "fire/jet_afterburner" );
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level._effect[ "contrail" ] = loadfx( "smoke/jet_contrail" );
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////////////////////////
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build_deathfx( "explosions/large_vehicle_explosion", undefined, "explo_metal_rand" );
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build_life( 999, 500, 1500 );
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build_rumble( "mig_rumble", .1, .2, 11300, .05, .05 );
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build_team( "allies" );
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}
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init_local()
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{
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thread playAfterBurner();
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thread playConTrail();
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}
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#using_animtree( "vehicles" );
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set_vehicle_anims( positions )
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{
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ropemodel = "rope_test";
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precachemodel( ropemodel );
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/*
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positions[ 0 ].vehicle_getinanim = %tigertank_hatch_open;
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positions[ 1 ].vehicle_getoutanim = %tigertank_hatch_open;
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*/
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return positions;
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}
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#using_animtree( "generic_human" );
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setanims()
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{
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positions = [];
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for( i=0;i<1;i++ )
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positions[ i ] = spawnstruct();
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return positions;
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}
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playAfterBurner()
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{
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//After Burners are pretty much like turbo boost. They don't use them all the time except when
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//bursts of speed are needed. Needs a cool sound when they're triggered. Currently, they are set
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//to be on all the time, but it would be cool to see them engauge as they fly away.
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playfxontag( level._effect[ "afterburner" ], self, "tag_engine_right" );
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playfxontag( level._effect[ "afterburner" ], self, "tag_engine_left" );
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}
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playConTrail()
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{
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//This is a geoTrail effect that loops forever. It has to be enabled and disabled while playing as
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//one effect. It can't be played in a wait loop like other effects because a geo trail is one
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//continuous effect. ConTrails should only be played during high "G" or high speed maneuvers.
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playfxontag( level._effect[ "contrail" ], self, "tag_right_wingtip" );
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playfxontag( level._effect[ "contrail" ], self, "tag_left_wingtip" );
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}
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playerisclose( other )
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{
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infront = playerisinfront( other );
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if( infront )
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dir = 1;
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else
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dir = -1;
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a = flat_origin( other.origin );
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b = a+vector_multiply( anglestoforward( flat_angle( other.angles ) ), ( dir*100000 ) );
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point = pointOnSegmentNearestToPoint( a, b, level.player.origin );
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dist = distance( a, point );
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if( dist < 3000 )
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return true;
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else
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return false;
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}
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playerisinfront( other )
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{
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forwardvec = anglestoforward( flat_angle( other.angles ) );
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normalvec = vectorNormalize( flat_origin( level.player.origin )-other.origin );
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dot = vectordot( forwardvec, normalvec );
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if( dot > 0 )
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return true;
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else
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return false;
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}
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plane_sound_node()
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{
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self waittill( "trigger", other );
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other endon( "death" );
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self thread plane_sound_node(); // spawn new thread for next plane that passes through this pathnode
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other thread play_loop_sound_on_entity( "veh_mig29_dist_loop" );
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while( playerisinfront( other ) )
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wait .05;
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wait .5; // little delay for the boom
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other thread play_sound_in_space( "veh_mig29_sonic_boom" );
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other waittill( "reached_end_node" );
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other stop_sound( "veh_mig29_dist_loop" );
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other delete();
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}
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plane_bomb_node()
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{
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level._effect[ "plane_bomb_explosion1" ] = loadfx( "explosions/airlift_explosion_large" );
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level._effect[ "plane_bomb_explosion2" ] = loadfx( "explosions/tanker_explosion" );
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self waittill( "trigger", other );
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other endon( "death" );
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self thread plane_bomb_node(); // spawn new thread for next plane that passes through this pathnode
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// get array of targets
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aBomb_targets = getentarray( self.script_linkTo, "script_linkname" );
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assertEx( isdefined( aBomb_targets ), "Plane bomb node at " + self.origin + " needs to script_linkTo at least one script_origin to use as a bomb target");
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assertEx( aBomb_targets.size > 1, "Plane bomb node at " + self.origin + " needs to script_linkTo at least one script_origin to use as a bomb target");
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//sort array of targets from nearest to furthest to determine order of bombing
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aBomb_targets = get_array_of_closest( self.origin , aBomb_targets , undefined , aBomb_targets.size );
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iExplosionNumber = 0;
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wait randomfloatrange( .3, .8 );
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for(i=0;i<aBomb_targets.size;i++)
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{
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iExplosionNumber++;
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if (iExplosionNumber == 3)
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iExplosionNumber = 1;
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aBomb_targets[i] thread play_sound_on_entity( "airstrike_explosion" );
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//aBomb_targets[i] thread play_sound_on_entity( "rocket_explode_sand" );
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playfx( level._effect[ "plane_bomb_explosion" + iExplosionNumber], aBomb_targets[i].origin);
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wait randomfloatrange( .3, 1.2 );
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}
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}
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plane_bomb_cluster()
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{
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/*-----------------------
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WAIT FOR PLANE TO HIT NODE
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-------------------------*/
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self waittill( "trigger", other );
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other endon( "death" );
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plane = other;
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plane thread plane_bomb_cluster(); // spawn new thread for next plane that passes through this pathnode
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/*-----------------------
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SPAWN A BOMB MODEL
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-------------------------*/
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bomb = spawn( "script_model", plane.origin - ( 0, 0, 100 ) );
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bomb.angles = plane.angles;
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bomb setModel( "projectile_cbu97_clusterbomb" );
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/*-----------------------
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LAUNCH FROM PLANE UNTIL CLOSE TO GROUND
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-------------------------*/
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vecForward = vectorscale( anglestoforward( plane.angles ), 2 );
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vecUp = vectorScale( anglestoup( plane.angles ), -0.2 ); //invert the up angles
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vec = [];
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for ( i = 0; i < 3; i++ )
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vec[i] = ( vecForward[ i ] + vecUp[ i ] ) / 2;
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vec = ( vec[0], vec[1], vec[2] );
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vec = vectorscale( vec, 7000 );
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bomb moveGravity( vec, 2.0 );
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wait ( 1.2 );
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newBomb = spawn( "script_model", bomb.origin );
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newBomb setModel( "tag_origin" );
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newBomb.origin = bomb.origin;
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newBomb.angles = bomb.angles;
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wait (0.05);
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bomb delete();
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bomb = newBomb;
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/*-----------------------
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PLAY FX ON INVISIBLE BOMB
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-------------------------*/
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bombOrigin = bomb.origin;
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bombAngles = bomb.angles;
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playfxontag( level.airstrikefx, bomb, "tag_origin" );
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wait 1.6;
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repeat = 12;
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minAngles = 5;
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maxAngles = 55;
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angleDiff = (maxAngles - minAngles) / repeat;
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for( i = 0; i < repeat; i++ )
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{
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traceDir = anglesToForward( bombAngles + (maxAngles-(angleDiff * i),randomInt( 10 )-5,0) );
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traceEnd = bombOrigin + vectorScale( traceDir, 10000 );
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trace = bulletTrace( bombOrigin, traceEnd, false, undefined );
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traceHit = trace["position"];
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radiusDamage( traceHit + (0,0,16), 512, 400, 30); // targetpos, radius, maxdamage, mindamage
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if ( i%3 == 0 )
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{
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thread maps\_utility::play_sound_in_space( "airstrike_explosion", traceHit );
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playRumbleOnPosition( "artillery_rumble", traceHit );
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earthquake( 0.7, 0.75, traceHit, 1000 );
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}
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wait ( 0.75/repeat );
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}
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wait ( 1.0 );
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bomb delete();
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}
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stop_sound( alias )
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{
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self notify( "stop sound"+alias );
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}
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