cod4-sdk/raw/maps/ac130_code.gsc
2008-01-19 00:00:00 +00:00

705 lines
20 KiB
Text

#include common_scripts\utility;
#include maps\_utility;
#include maps\_ac130;
#include maps\ac130;
precacheLevelStuff()
{
precachestring( &"AC130_HINT_CYCLE_WEAPONS" );
precachestring( &"AC130_DO_NOT_ENGAGE" );
precachestring( &"AC130_CHURCH_DAMAGED" );
precachestring( &"AC130_ESCAPEVEHICLE_DESTROYED" );
precachestring( &"AC130_HUD_TOP_BAR" );
precachestring( &"AC130_HUD_LEFT_BLOCK" );
precachestring( &"AC130_HUD_RIGHT_BLOCK" );
precachestring( &"AC130_HUD_BOTTOM_BLOCK" );
precachestring( &"AC130_HUD_THERMAL_WHOT" );
precachestring( &"AC130_HUD_THERMAL_BHOT" );
precachestring( &"AC130_HUD_WEAPON_105MM" );
precachestring( &"AC130_HUD_WEAPON_40MM" );
precachestring( &"AC130_HUD_WEAPON_25MM" );
precachestring( &"AC130_HUD_AGL" );
precachestring( &"AC130_DEBUG_FRIENDLY_COUNT" );
precachestring( &"AC130_FRIENDLIES_DEAD" );
precachestring( &"AC130_FRIENDLY_FIRE" );
precachestring( &"AC130_FRIENDLY_FIRE_HELICOPTER" );
precachestring( &"AC130_CIVILIAN_FIRE" );
precachestring( &"AC130_CIVILIAN_FIRE_VEHICLE" );
precachestring( &"AC130_OBJECTIVE_SUPPORT_FRIENDLIES" );
precachestring( &"AC130_INTROSCREEN_LINE_1" );
precachestring( &"AC130_INTROSCREEN_LINE_2" );
precachestring( &"AC130_INTROSCREEN_LINE_3" );
precachestring( &"AC130_INTROSCREEN_LINE_4" );
precachestring( &"AC130_INTROSCREEN_LINE_5" );
precachestring( &"SCRIPT_PLATFORM_AC130_HINT_ZOOM_AND_FIRE" );
precachestring( &"SCRIPT_PLATFORM_AC130_HINT_TOGGLE_THERMAL" );
precacheShader( "popmenu_bg" );
level.nocompass = true;
level.weaponClipModels = [];
level.weaponClipModels[0] = "weapon_saw_clip";
level.weaponClipModels[1] = "weapon_m16_clip";
level.weaponClipModels[2] = "weapon_ak47_clip";
level.weaponClipModels[3] = "weapon_g3_clip";
}
scriptCalls()
{
//overrides the destrcution FX and tag to be played on
maps\_vehicle::build_deathfx_override( "luxurysedan", ( "explosions/large_vehicle_explosion_IR" ), "tag_deathfx", "explo_metal_rand" );
maps\_vehicle::build_deathfx_override( "truck", ( "explosions/large_vehicle_explosion_IR" ), "tag_origin", "explo_metal_rand" );
maps\_vehicle::build_deathfx_override( "pickup", ( "explosions/large_vehicle_explosion_IR" ), "tag_origin", "explo_metal_rand" );
maps\_vehicle::build_deathfx_override( "uaz_ac130", ( "explosions/large_vehicle_explosion_IR" ), "tag_origin", "explo_metal_rand" );
maps\_vehicle::build_deathfx_override( "bmp", ( "explosions/large_vehicle_explosion_IR" ), "tag_origin", "explo_metal_rand" );
maps\_humvee::main( "vehicle_humvee_thermal" );
maps\_seaknight::main( "vehicle_ch46e_opened_door" );
maps\_truck::main( "vehicle_pickup_roobars" );
maps\_luxurysedan::main( "vehicle_luxurysedan" );
maps\_uaz_ac130::main( "vehicle_uaz_hardtop_thermal" );
maps\_bmp::main( "vehicle_bmp_thermal" );
maps\_blackhawk::main( "vehicle_blackhawk_low_thermal" );
maps\_camera::main( "vehicle_camera" );
maps\_load::main();
maps\ac130_snd::main();
maps\ac130_anim::main();
maps\_ac130::init();
array_thread( getentarray( "destructible_building", "targetname" ), ::destructible_building );
array_thread( getentarray( "invulnerable", "script_noteworthy" ), ::add_spawn_function, ::magic_bullet_shield );
array_thread( getentarray( "damage_church", "targetname" ), ::damage_church );
array_thread( getentarray( "level_scripted_unloadnode", "script_noteworthy" ), ::level_scripted_unloadnode );
thread helictoper_friendly_fire( "blackhawk1" );
thread helictoper_friendly_fire( "blackhawk2" );
}
missionEnd( endLevel )
{
if ( isdefined( endLevel ) && ( endLevel ) )
{
wait 6;
nextmission();
}
}
spawn_enemies( sTrigger_Noteworthy )
{
if ( getdvar( "ac130_gameplay_enabled") == "0" )
return;
// notifies a trigger so that it's targeted spawners spawn
assert( isdefined( sTrigger_Noteworthy ) );
spawn_trigger = getent( sTrigger_Noteworthy, "script_noteworthy" );
assert( isdefined( spawn_trigger ) );
spawn_trigger notify( "trigger" );
}
stop_enemies( sTrigger_Noteworthy )
{
if ( getdvar( "ac130_gameplay_enabled") == "0" )
return;
// grabs the killspawner value and kills that spawn group
assert( isdefined( sTrigger_Noteworthy ) );
spawn_trigger = getent( sTrigger_Noteworthy, "script_noteworthy" );
assert( isdefined( spawn_trigger ) );
assert( isdefined( spawn_trigger.script_killspawner_group ) );
thread maps\_spawner::kill_spawnerNum( spawn_trigger.script_killspawner_group );
}
spawn_friendlies( sTargetname )
{
spawnerArray = getentarray( sTargetname, "targetname" );
assert( spawnerArray.size == 8 );
level.friendlies = [];
for( i = 0 ; i < spawnerArray.size ; i++ )
{
guy = spawnerArray[i] stalingradSpawn();
if (!spawn_failed(guy))
level.friendlies[level.friendlies.size] = guy;
}
array_thread( level.friendlies, ::friendly_health_init );
array_thread( level.friendlies, ::mission_fail_casualties );
array_thread( level.friendlies, ::debug_friendly_count );
array_thread( level.friendlies, ::add_beacon_effect );
}
spawn_vehicle( sTrigger_Targetname )
{
// notifies a trigger so that it's targeted spawners spawn
assert( isdefined( sTrigger_Targetname ) );
spawn_trigger = getent( sTrigger_Targetname, "targetname" );
assert( isdefined( spawn_trigger ) );
spawn_trigger notify( "trigger" );
}
move_friendlies( sTrigger_Targetname )
{
assert( isdefined( sTrigger_Targetname ) );
color_node_trigger = getent( sTrigger_Targetname, "targetname" );
assert( isdefined( color_node_trigger ) );
if ( flag( "ignore_friendly_move_commands" ) )
return;
color_node_trigger notify( "trigger" );
}
damage_church()
{
if ( getdvar( "ac130_gameplay_enabled") == "0" )
return;
for (;;)
{
self waittill ( "damage", damage, attacker, parm1, parm2, damageType );
if ( attacker != level.player )
continue;
if ( issubstr( tolower( damageType ), "splash" ) )
continue;
if ( !flag( "mission_failed" ) )
break;
}
thread missionFail_church();
}
autosaveFriendlyCountCheck( sSaveName )
{
assert( isdefined( sSaveName ) );
assert( isdefined( level.friendlyCount ) );
assert( isdefined( level.minimumAutosaveFriendlyCount ) );
if ( level.friendlyCount >= level.minimumAutosaveFriendlyCount )
thread maps\_utility::autosave_by_name( sSaveName );
}
missionFail_church()
{
if ( flag( "mission_failed" ) )
return;
flag_set( "mission_failed" );
setdvar( "ui_deadquote", "@AC130_CHURCH_DAMAGED" );
maps\_utility::missionFailedWrapper();
}
mission_fail_vehicle_death()
{
level endon( "getaway_vehicles_unloaded" );
self waittill( "death", attacker );
if ( flag( "mission_failed" ) )
return;
if( isdefined( attacker ) && ( attacker == level.player ) )
{
flag_set( "mission_failed" );
setdvar( "ui_deadquote", "@AC130_FRIENDLY_FIRE" );
maps\_utility::missionFailedWrapper();
}
else
{
flag_set( "mission_failed" );
setdvar( "ui_deadquote", "@AC130_FRIENDLIES_DEAD" );
maps\_utility::missionFailedWrapper();
}
}
hintPrint( string )
{
hint = hint_create( string, true, 0.8 );
wait level.hintPrintDuration;
hint hint_delete();
}
getEnemiesInZone( sZoneTargetname )
{
zone = getent( sZoneTargetname, "targetname" );
axis = getaiarray( "axis" );
zoneGuys = [];
for( i = 0 ; i < axis.size ; i++ )
{
if ( !axis[ i ] isTouching( zone ) )
continue;
zoneGuys[ zoneGuys.size ] = axis[ i ];
}
return zoneGuys;
}
level_scripted_unloadnode()
{
self waittill( "trigger", helicopter );
helicopter setContents( 0 );
helicopter.dontDisconnectPaths = true;
helicopter vehicle_detachfrompath();
helicopter setspeed( 20, 20 );
helicopter vehicle_land();
// send friendlies into the choppers
if ( !isdefined( level.friendlies_told_to_load_choppers ) )
{
level.friendlies_told_to_load_choppers = true;
thread friendlies_into_choppers();
}
// get the ai that will unload
unloadedGuys = [];
for( i = 0 ; i < helicopter.riders.size ; i++ )
{
if ( !isdefined( helicopter.riders[ i ] ) )
continue;
if ( !isdefined( helicopter.riders[ i ].pos ) )
continue;
if ( ( helicopter.riders[ i ].pos >= 1 ) && ( helicopter.riders[ i ].pos <= 4 ) )
unloadedGuys[ unloadedGuys.size ] = helicopter.riders[ i ];
}
assert( unloadedGuys.size == 2 );
helicopter notify( "unload" );
helicopter waittill( "unloaded" );
flag_wait( "friendlies_in_choppers" );
wait randomfloatrange( 1.0, 5.0 );
helicopter thread maps\_vehicle::vehicle_load_ai( array_removeDead( unloadedGuys ) );
thread missionEndFailSafe();
helicopter waittill( "loaded" );
helicopter vehicle_resumepath();
wait 5;
flag_set( "choppers_flew_away" );
}
missionEndFailSafe()
{
wait 120;
flag_set( "choppers_flew_away" );
}
friendlies_into_choppers()
{
flag_set( "ignore_friendly_move_commands" );
level notify( "stop_casualty_tracking" );
node[ 0 ] = getnode( "chopper_ai_node1", "targetname" );
node[ 1 ] = getnode( "chopper_ai_node2", "targetname" );
nextNode = 1;
level.friendlies_not_in_chopper = 0;
for( i = 0 ; i < level.friendlies.size ; i++ )
{
if ( !isdefined( level.friendlies[ i ] ) )
continue;
if ( !isalive( level.friendlies[ i ] ) )
continue;
if ( nextNode == 0 )
nextNode = 1;
else if ( nextNode == 1 )
nextNode = 0;
level.friendlies[ i ] thread friendly_run_into_chopper( node[ nextNode ] );
}
flag_set( "friendlies_moving_to_choppers" );
while( level.friendlies_not_in_chopper > 0 )
wait 0.05;
flag_set( "friendlies_in_choppers" );
}
friendly_run_into_chopper( node )
{
self endon( "death" );
level.friendlies_not_in_chopper++;
self.fixednode = false;
self.a.disablePain = true;
self.ignoreme = true;
self.ignoreall = true;
self.maxsightdistsqrd = 0;
self.ignoresuppression = true;
self thread ignoreAllEnemies( true );
self setCanDamage( false );
self.goalradius = 32;
self setGoalNode( node );
self waittill( "goal" );
if ( isdefined( self.magic_bullet_shield ) )
self stop_magic_bullet_shield();
self notify( "boarded_chopper" );
level.friendlies_not_in_chopper--;
waittillframeend;
self delete();
}
friendly_run_into_chopper_death_handler()
{
self endon( "boarded_chopper" );
self waittill( "death" );
level.friendlies_not_in_chopper--;
}
friendly_fire_vehicle_thread()
{
level endon( "getaway_vehicles_unloaded" );
for(;;)
{
self waittill( "damage", amount, attacker );
if ( !isdefined( attacker ) )
continue;
if ( attacker != level.player )
continue;
if ( flag( "mission_failed" ) )
return;
flag_set( "mission_failed" );
if ( flag( "friendlies_loading_vehicles" ) )
setdvar( "ui_deadquote", "@AC130_FRIENDLY_FIRE" );
else
setdvar( "ui_deadquote", "@AC130_CIVILIAN_FIRE_VEHICLE" );
maps\_utility::missionFailedWrapper();
}
}
helictoper_friendly_fire( vehicleTargetname )
{
vehicle = maps\_vehicle::waittill_vehiclespawn( vehicleTargetname );
for(;;)
{
vehicle waittill( "damage", amount, attacker );
if ( !isdefined( attacker ) )
continue;
if ( attacker != level.player )
continue;
if ( flag( "mission_failed" ) )
return;
flag_set( "mission_failed" );
setdvar( "ui_deadquote", "@AC130_FRIENDLY_FIRE_HELICOPTER" );
maps\_utility::missionFailedWrapper();
}
}
resetPlayerKillCount()
{
level.enemiesKilledByPlayer = 0;
}
waitForPlayerKillCount( num )
{
while( level.enemiesKilledByPlayer < num )
wait 1;
}
civilian_car_riders_spawn_and_idle()
{
assert( isdefined( level.getaway_vehicle_1 ) );
assert( isdefined( level.getaway_vehicle_2 ) );
spawners = getentarray( "civilian_car_rider", "targetname" );
assert( isdefined( spawners ) );
assert( spawners.size == 2 );
thread civilian_car_riders_spawn_and_idle_start( level.getaway_vehicle_1, spawners[ 0 ], "civiliandriver_car1" );
thread civilian_car_riders_spawn_and_idle_start( level.getaway_vehicle_2, spawners[ 1 ], "civiliandriver_car2" );
}
civilian_car_riders_spawn_and_idle_start( vehicle, spawner, animname )
{
vehicle.eDriver = spawner stalingradSpawn();
spawn_failed( vehicle.eDriver );
vehicle.eDriver gun_remove();
vehicle.eDriver.ignoreme = true;
vehicle.eDriver.ignoreall = true;
vehicle.eDriver.maxsightdistsqrd = 0;
vehicle.eDriver.ignoresuppression = true;
vehicle.eDriver thread ignoreAllEnemies( true );
vehicle.eDriver.civilian = true;
vehicle.eDriver linkto( vehicle );
vehicle.eDriver.animname = animname;
vehicle.eDriver thread maps\_anim::anim_loop_solo( vehicle.eDriver, "idle", "tag_driver", "stop_idle", vehicle );
vehicle.eDriver thread civilian_car_riders_mission_fail();
// wait for the civilian to get to his goal after he unloads, then delete him
vehicle.eDriver endon( "death" );
vehicle.eDriver waittill( "goal" );
vehicle.eDriver delete();
}
civilian_car_riders_mission_fail()
{
self endon( "goal" );
while( isdefined( self ) && isalive( self ) )
{
self waittill( "damage", amount, attacker );
if ( !isdefined( attacker ) )
continue;
if ( attacker != level.player )
continue;
if ( flag( "mission_failed" ) )
return;
flag_set( "mission_failed" );
setdvar( "ui_deadquote", "@AC130_CIVILIAN_FIRE" );
maps\_utility::missionFailedWrapper();
}
}
do_hijack( vehicle, guys, vehicleAnim1, vehicleAnim2 )
{
assert( isdefined( vehicle.eDriver ) );
array_thread( guys, ::dontShoot, true );
vehicle disconnectPaths();
// get friendlies in position
vehicle maps\_anim::anim_reach( guys, "hijack", "tag_detach", undefined, vehicle );
array_thread( guys, ::do_car_idle_after_hijack, vehicle );
// friendlies in position, add driver to array
vehicle.eDriver notify( "stop_idle" );
vehicle.eDriver unlink();
// make group1 the driver and friendly 1
// make group2 the other 3 friendlies that get in the vehicle
firstGroup = [];
secondGroup = [];
for ( i = 0 ; i < guys.size ; i++ )
{
if ( i == 0 )
firstGroup[ firstGroup.size ] = guys[ i ];
else
secondGroup[ secondGroup.size ] = guys[ i ];
}
firstGroup[ firstGroup.size ] = vehicle.eDriver;
// driver and guy1 animate
vehicle thread maps\_anim::anim_single( firstGroup, "hijack", "tag_detach", undefined, vehicle );
vehicle thread do_hijack_vehicle_anim( vehicleAnim1 );
firstGroup[ 0 ] waittill( "others_hijack_start" );
// rest of friendlies animate
vehicle thread do_hijack_vehicle_anim( vehicleAnim2 );
vehicle maps\_anim::anim_single( secondGroup, "hijack", "tag_detach", undefined, vehicle );
vehicle notify( "hijack_done" );
array_thread( guys, ::dontShoot, false );
}
do_hijack_others( guy )
{
// called from a notetrack
guy notify( "others_hijack_start" );
}
#using_animtree( "vehicles" );
do_hijack_vehicle_anim( vehicleAnim )
{
self useAnimTree( #animtree );
self setanim( vehicleAnim );
}
do_car_idle_after_hijack( vehicle )
{
assert( isdefined( self.sitTag ) );
self waittillmatch( "single anim", "end" );
self linkto( vehicle );
vehicle thread maps\_anim::anim_loop_solo( self, "idle", self.sitTag, "stop_idle", vehicle );
vehicle waittill( "getout" );
self set_force_color( "r" );
vehicle maps\_anim::anim_single_solo( self, "getout", self.sitTag, undefined, vehicle );
self unlink();
}
destructible_building()
{
// trigger targets destroyed version of the building and fxorigin
// destroyed building targets all the parts of the "before" building
// destroyed building targets all the exploderchunk parts
assert( isdefined( self ) );
assert( isdefined( self.target ) );
destroyedBuilding = getentarray( self.target, "targetname" );
assert( destroyedBuilding.size > 0 );
// -------------------------------------------------------
// Get all the parts for the building and it's destruction
// -------------------------------------------------------
building = [];
exploderchunks = [];
fxOrigin = undefined;
for( i = 0 ; i < destroyedBuilding.size ; i++ )
{
if ( destroyedBuilding[ i ].classname == "script_origin" )
{
fxOrigin = destroyedBuilding[ i ];
continue;
}
tempBuildingParts = getentarray( destroyedBuilding[ i ].target, "targetname" );
assert( tempBuildingParts.size > 0 );
for ( p = 0 ; p < tempBuildingParts.size ; p++ )
{
if ( ( isdefined( tempBuildingParts[ p ].script_noteworthy ) ) && ( tempBuildingParts[ p ].script_noteworthy == "exploderchunk" ) )
exploderchunks[ exploderchunks.size ] = tempBuildingParts[ p ];
else
building[ building.size ] = tempBuildingParts[ p ];
}
}
assert( isdefined( fxOrigin ) );
assert( building.size > 0 );
assert( exploderchunks.size > 0 );
// -------------------------------------------
// Hide destroyed and exploderchunk components
// -------------------------------------------
for( i = 0 ; i < destroyedBuilding.size ; i++ )
destroyedBuilding[ i ] hide();
for( i = 0 ; i < exploderchunks.size ; i++ )
exploderchunks[ i ] hide();
self thread trigger_40mm_hit_timeframe();
for (;;)
{
self waittill ( "damage", damage, attacker, parm1, parm2, damageType );
if ( !isdefined( level.credits_active ) )
{
if ( attacker != level.player )
continue;
}
if ( issubstr( tolower( damageType ), "splash" ) )
continue;
if ( damage == 990 )
{
self notify ( "40mm_damage" );
continue;
}
if ( damage < 990 )
continue;
break;
}
// ---------------------
//building collapses now
// ---------------------
thread arcadeMode_kill( self.origin, "explosive", 1000 );
for( i = 0 ; i < destroyedBuilding.size ; i++ )
destroyedBuilding[ i ] show();
// only do exploderchunk if the 105mm was used
if ( damage == 1000 )
{
for( i = 0 ; i < exploderchunks.size ; i++ )
{
exploderchunks[ i ] show();
startorg = exploderchunks[ i ].origin;
startang = exploderchunks[ i ].angles;
targetEnt = getent( exploderchunks[ i ].target, "targetname" );
temp_vec = ( targetEnt.origin - startOrg );
x = temp_vec[ 0 ];
y = temp_vec[ 1 ];
z = temp_vec[ 2 ];
exploderchunks[ i ] rotateVelocity( ( x, y, z ), 12 );
exploderchunks[ i ] moveGravity( ( x, y, z ), 12 );
self thread delayThread( 12, ::self_delete );
}
}
for( i = 0 ; i < building.size ; i++ )
{
randomPitch = -20 + randomfloat( 40 );
randomYaw = -5 + randomfloat( 10 );
randomRoll = -20 + randomfloat( 40 );
collapseTime = 5.0;
accelTime = 2.0;
decelTime = 2.0;
building[ i ] moveTo( building[ i ].origin - ( 0, 0, 512 ), collapseTime, accelTime, decelTime );
building[ i ] rotateTo( building[ i ].angles + ( randomPitch, randomYaw, randomRoll ), collapseTime / 2, accelTime / 2, decelTime / 2 );
building[ i ] thread delayThread( 5.0, ::self_delete );
}
self delete();
}
trigger_40mm_hit_timeframe()
{
self endon ( "deleting" );
timeWindow = 4.0;
requiredInTime = 4;
for (;;)
{
self waittill ( "40mm_damage" );
self thread trigger_40mm_hit_timeframe_wait( timeWindow, requiredInTime );
}
}
trigger_40mm_hit_timeframe_wait( timeWindow, requiredInTime )
{
self endon ( "deleting" );
firstTime = gettime();
// running this thread indicates 1 time happened already
// wait for the rest of the times
requiredInTime--;
for ( i = 0 ; i < requiredInTime ; i++ )
{
self waittill ( "40mm_damage" );
}
currentTime = gettime();
timeElapsed = currentTime - firstTime;
if ( timeElapsed <= timeWindow * 1000 )
{
// make the building fall:
self notify ( "damage", 999, level.player, undefined, undefined, "MOD_PROJECTILE" );
self notify ( "deleting" );
}
}