705 lines
20 KiB
Text
705 lines
20 KiB
Text
#include common_scripts\utility;
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#include maps\_utility;
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#include maps\_ac130;
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#include maps\ac130;
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precacheLevelStuff()
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{
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precachestring( &"AC130_HINT_CYCLE_WEAPONS" );
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precachestring( &"AC130_DO_NOT_ENGAGE" );
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precachestring( &"AC130_CHURCH_DAMAGED" );
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precachestring( &"AC130_ESCAPEVEHICLE_DESTROYED" );
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precachestring( &"AC130_HUD_TOP_BAR" );
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precachestring( &"AC130_HUD_LEFT_BLOCK" );
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precachestring( &"AC130_HUD_RIGHT_BLOCK" );
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precachestring( &"AC130_HUD_BOTTOM_BLOCK" );
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precachestring( &"AC130_HUD_THERMAL_WHOT" );
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precachestring( &"AC130_HUD_THERMAL_BHOT" );
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precachestring( &"AC130_HUD_WEAPON_105MM" );
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precachestring( &"AC130_HUD_WEAPON_40MM" );
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precachestring( &"AC130_HUD_WEAPON_25MM" );
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precachestring( &"AC130_HUD_AGL" );
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precachestring( &"AC130_DEBUG_FRIENDLY_COUNT" );
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precachestring( &"AC130_FRIENDLIES_DEAD" );
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precachestring( &"AC130_FRIENDLY_FIRE" );
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precachestring( &"AC130_FRIENDLY_FIRE_HELICOPTER" );
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precachestring( &"AC130_CIVILIAN_FIRE" );
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precachestring( &"AC130_CIVILIAN_FIRE_VEHICLE" );
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precachestring( &"AC130_OBJECTIVE_SUPPORT_FRIENDLIES" );
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precachestring( &"AC130_INTROSCREEN_LINE_1" );
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precachestring( &"AC130_INTROSCREEN_LINE_2" );
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precachestring( &"AC130_INTROSCREEN_LINE_3" );
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precachestring( &"AC130_INTROSCREEN_LINE_4" );
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precachestring( &"AC130_INTROSCREEN_LINE_5" );
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precachestring( &"SCRIPT_PLATFORM_AC130_HINT_ZOOM_AND_FIRE" );
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precachestring( &"SCRIPT_PLATFORM_AC130_HINT_TOGGLE_THERMAL" );
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precacheShader( "popmenu_bg" );
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level.nocompass = true;
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level.weaponClipModels = [];
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level.weaponClipModels[0] = "weapon_saw_clip";
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level.weaponClipModels[1] = "weapon_m16_clip";
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level.weaponClipModels[2] = "weapon_ak47_clip";
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level.weaponClipModels[3] = "weapon_g3_clip";
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}
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scriptCalls()
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{
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//overrides the destrcution FX and tag to be played on
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maps\_vehicle::build_deathfx_override( "luxurysedan", ( "explosions/large_vehicle_explosion_IR" ), "tag_deathfx", "explo_metal_rand" );
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maps\_vehicle::build_deathfx_override( "truck", ( "explosions/large_vehicle_explosion_IR" ), "tag_origin", "explo_metal_rand" );
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maps\_vehicle::build_deathfx_override( "pickup", ( "explosions/large_vehicle_explosion_IR" ), "tag_origin", "explo_metal_rand" );
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maps\_vehicle::build_deathfx_override( "uaz_ac130", ( "explosions/large_vehicle_explosion_IR" ), "tag_origin", "explo_metal_rand" );
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maps\_vehicle::build_deathfx_override( "bmp", ( "explosions/large_vehicle_explosion_IR" ), "tag_origin", "explo_metal_rand" );
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maps\_humvee::main( "vehicle_humvee_thermal" );
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maps\_seaknight::main( "vehicle_ch46e_opened_door" );
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maps\_truck::main( "vehicle_pickup_roobars" );
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maps\_luxurysedan::main( "vehicle_luxurysedan" );
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maps\_uaz_ac130::main( "vehicle_uaz_hardtop_thermal" );
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maps\_bmp::main( "vehicle_bmp_thermal" );
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maps\_blackhawk::main( "vehicle_blackhawk_low_thermal" );
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maps\_camera::main( "vehicle_camera" );
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maps\_load::main();
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maps\ac130_snd::main();
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maps\ac130_anim::main();
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maps\_ac130::init();
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array_thread( getentarray( "destructible_building", "targetname" ), ::destructible_building );
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array_thread( getentarray( "invulnerable", "script_noteworthy" ), ::add_spawn_function, ::magic_bullet_shield );
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array_thread( getentarray( "damage_church", "targetname" ), ::damage_church );
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array_thread( getentarray( "level_scripted_unloadnode", "script_noteworthy" ), ::level_scripted_unloadnode );
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thread helictoper_friendly_fire( "blackhawk1" );
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thread helictoper_friendly_fire( "blackhawk2" );
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}
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missionEnd( endLevel )
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{
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if ( isdefined( endLevel ) && ( endLevel ) )
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{
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wait 6;
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nextmission();
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}
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}
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spawn_enemies( sTrigger_Noteworthy )
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{
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if ( getdvar( "ac130_gameplay_enabled") == "0" )
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return;
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// notifies a trigger so that it's targeted spawners spawn
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assert( isdefined( sTrigger_Noteworthy ) );
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spawn_trigger = getent( sTrigger_Noteworthy, "script_noteworthy" );
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assert( isdefined( spawn_trigger ) );
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spawn_trigger notify( "trigger" );
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}
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stop_enemies( sTrigger_Noteworthy )
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{
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if ( getdvar( "ac130_gameplay_enabled") == "0" )
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return;
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// grabs the killspawner value and kills that spawn group
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assert( isdefined( sTrigger_Noteworthy ) );
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spawn_trigger = getent( sTrigger_Noteworthy, "script_noteworthy" );
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assert( isdefined( spawn_trigger ) );
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assert( isdefined( spawn_trigger.script_killspawner_group ) );
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thread maps\_spawner::kill_spawnerNum( spawn_trigger.script_killspawner_group );
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}
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spawn_friendlies( sTargetname )
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{
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spawnerArray = getentarray( sTargetname, "targetname" );
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assert( spawnerArray.size == 8 );
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level.friendlies = [];
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for( i = 0 ; i < spawnerArray.size ; i++ )
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{
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guy = spawnerArray[i] stalingradSpawn();
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if (!spawn_failed(guy))
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level.friendlies[level.friendlies.size] = guy;
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}
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array_thread( level.friendlies, ::friendly_health_init );
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array_thread( level.friendlies, ::mission_fail_casualties );
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array_thread( level.friendlies, ::debug_friendly_count );
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array_thread( level.friendlies, ::add_beacon_effect );
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}
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spawn_vehicle( sTrigger_Targetname )
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{
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// notifies a trigger so that it's targeted spawners spawn
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assert( isdefined( sTrigger_Targetname ) );
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spawn_trigger = getent( sTrigger_Targetname, "targetname" );
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assert( isdefined( spawn_trigger ) );
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spawn_trigger notify( "trigger" );
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}
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move_friendlies( sTrigger_Targetname )
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{
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assert( isdefined( sTrigger_Targetname ) );
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color_node_trigger = getent( sTrigger_Targetname, "targetname" );
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assert( isdefined( color_node_trigger ) );
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if ( flag( "ignore_friendly_move_commands" ) )
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return;
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color_node_trigger notify( "trigger" );
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}
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damage_church()
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{
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if ( getdvar( "ac130_gameplay_enabled") == "0" )
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return;
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for (;;)
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{
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self waittill ( "damage", damage, attacker, parm1, parm2, damageType );
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if ( attacker != level.player )
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continue;
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if ( issubstr( tolower( damageType ), "splash" ) )
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continue;
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if ( !flag( "mission_failed" ) )
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break;
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}
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thread missionFail_church();
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}
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autosaveFriendlyCountCheck( sSaveName )
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{
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assert( isdefined( sSaveName ) );
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assert( isdefined( level.friendlyCount ) );
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assert( isdefined( level.minimumAutosaveFriendlyCount ) );
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if ( level.friendlyCount >= level.minimumAutosaveFriendlyCount )
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thread maps\_utility::autosave_by_name( sSaveName );
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}
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missionFail_church()
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{
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if ( flag( "mission_failed" ) )
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return;
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flag_set( "mission_failed" );
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setdvar( "ui_deadquote", "@AC130_CHURCH_DAMAGED" );
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maps\_utility::missionFailedWrapper();
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}
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mission_fail_vehicle_death()
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{
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level endon( "getaway_vehicles_unloaded" );
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self waittill( "death", attacker );
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if ( flag( "mission_failed" ) )
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return;
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if( isdefined( attacker ) && ( attacker == level.player ) )
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{
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flag_set( "mission_failed" );
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setdvar( "ui_deadquote", "@AC130_FRIENDLY_FIRE" );
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maps\_utility::missionFailedWrapper();
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}
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else
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{
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flag_set( "mission_failed" );
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setdvar( "ui_deadquote", "@AC130_FRIENDLIES_DEAD" );
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maps\_utility::missionFailedWrapper();
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}
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}
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hintPrint( string )
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{
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hint = hint_create( string, true, 0.8 );
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wait level.hintPrintDuration;
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hint hint_delete();
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}
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getEnemiesInZone( sZoneTargetname )
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{
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zone = getent( sZoneTargetname, "targetname" );
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axis = getaiarray( "axis" );
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zoneGuys = [];
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for( i = 0 ; i < axis.size ; i++ )
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{
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if ( !axis[ i ] isTouching( zone ) )
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continue;
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zoneGuys[ zoneGuys.size ] = axis[ i ];
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}
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return zoneGuys;
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}
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level_scripted_unloadnode()
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{
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self waittill( "trigger", helicopter );
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helicopter setContents( 0 );
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helicopter.dontDisconnectPaths = true;
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helicopter vehicle_detachfrompath();
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helicopter setspeed( 20, 20 );
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helicopter vehicle_land();
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// send friendlies into the choppers
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if ( !isdefined( level.friendlies_told_to_load_choppers ) )
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{
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level.friendlies_told_to_load_choppers = true;
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thread friendlies_into_choppers();
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}
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// get the ai that will unload
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unloadedGuys = [];
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for( i = 0 ; i < helicopter.riders.size ; i++ )
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{
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if ( !isdefined( helicopter.riders[ i ] ) )
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continue;
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if ( !isdefined( helicopter.riders[ i ].pos ) )
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continue;
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if ( ( helicopter.riders[ i ].pos >= 1 ) && ( helicopter.riders[ i ].pos <= 4 ) )
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unloadedGuys[ unloadedGuys.size ] = helicopter.riders[ i ];
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}
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assert( unloadedGuys.size == 2 );
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helicopter notify( "unload" );
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helicopter waittill( "unloaded" );
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flag_wait( "friendlies_in_choppers" );
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wait randomfloatrange( 1.0, 5.0 );
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helicopter thread maps\_vehicle::vehicle_load_ai( array_removeDead( unloadedGuys ) );
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thread missionEndFailSafe();
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helicopter waittill( "loaded" );
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helicopter vehicle_resumepath();
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wait 5;
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flag_set( "choppers_flew_away" );
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}
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missionEndFailSafe()
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{
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wait 120;
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flag_set( "choppers_flew_away" );
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}
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friendlies_into_choppers()
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{
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flag_set( "ignore_friendly_move_commands" );
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level notify( "stop_casualty_tracking" );
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node[ 0 ] = getnode( "chopper_ai_node1", "targetname" );
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node[ 1 ] = getnode( "chopper_ai_node2", "targetname" );
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nextNode = 1;
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level.friendlies_not_in_chopper = 0;
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for( i = 0 ; i < level.friendlies.size ; i++ )
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{
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if ( !isdefined( level.friendlies[ i ] ) )
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continue;
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if ( !isalive( level.friendlies[ i ] ) )
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continue;
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if ( nextNode == 0 )
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nextNode = 1;
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else if ( nextNode == 1 )
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nextNode = 0;
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level.friendlies[ i ] thread friendly_run_into_chopper( node[ nextNode ] );
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}
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flag_set( "friendlies_moving_to_choppers" );
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while( level.friendlies_not_in_chopper > 0 )
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wait 0.05;
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flag_set( "friendlies_in_choppers" );
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}
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friendly_run_into_chopper( node )
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{
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self endon( "death" );
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level.friendlies_not_in_chopper++;
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self.fixednode = false;
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self.a.disablePain = true;
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self.ignoreme = true;
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self.ignoreall = true;
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self.maxsightdistsqrd = 0;
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self.ignoresuppression = true;
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self thread ignoreAllEnemies( true );
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self setCanDamage( false );
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self.goalradius = 32;
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self setGoalNode( node );
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self waittill( "goal" );
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if ( isdefined( self.magic_bullet_shield ) )
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self stop_magic_bullet_shield();
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self notify( "boarded_chopper" );
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level.friendlies_not_in_chopper--;
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waittillframeend;
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self delete();
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}
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friendly_run_into_chopper_death_handler()
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{
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self endon( "boarded_chopper" );
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self waittill( "death" );
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level.friendlies_not_in_chopper--;
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}
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friendly_fire_vehicle_thread()
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{
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level endon( "getaway_vehicles_unloaded" );
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for(;;)
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{
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self waittill( "damage", amount, attacker );
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if ( !isdefined( attacker ) )
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continue;
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if ( attacker != level.player )
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continue;
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if ( flag( "mission_failed" ) )
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return;
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flag_set( "mission_failed" );
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if ( flag( "friendlies_loading_vehicles" ) )
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setdvar( "ui_deadquote", "@AC130_FRIENDLY_FIRE" );
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else
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setdvar( "ui_deadquote", "@AC130_CIVILIAN_FIRE_VEHICLE" );
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maps\_utility::missionFailedWrapper();
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}
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}
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helictoper_friendly_fire( vehicleTargetname )
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{
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vehicle = maps\_vehicle::waittill_vehiclespawn( vehicleTargetname );
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for(;;)
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{
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vehicle waittill( "damage", amount, attacker );
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if ( !isdefined( attacker ) )
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continue;
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if ( attacker != level.player )
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continue;
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if ( flag( "mission_failed" ) )
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return;
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flag_set( "mission_failed" );
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setdvar( "ui_deadquote", "@AC130_FRIENDLY_FIRE_HELICOPTER" );
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maps\_utility::missionFailedWrapper();
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}
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}
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resetPlayerKillCount()
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{
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level.enemiesKilledByPlayer = 0;
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}
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waitForPlayerKillCount( num )
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{
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while( level.enemiesKilledByPlayer < num )
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wait 1;
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}
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civilian_car_riders_spawn_and_idle()
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{
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assert( isdefined( level.getaway_vehicle_1 ) );
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assert( isdefined( level.getaway_vehicle_2 ) );
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spawners = getentarray( "civilian_car_rider", "targetname" );
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assert( isdefined( spawners ) );
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assert( spawners.size == 2 );
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thread civilian_car_riders_spawn_and_idle_start( level.getaway_vehicle_1, spawners[ 0 ], "civiliandriver_car1" );
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thread civilian_car_riders_spawn_and_idle_start( level.getaway_vehicle_2, spawners[ 1 ], "civiliandriver_car2" );
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}
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civilian_car_riders_spawn_and_idle_start( vehicle, spawner, animname )
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{
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vehicle.eDriver = spawner stalingradSpawn();
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spawn_failed( vehicle.eDriver );
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vehicle.eDriver gun_remove();
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vehicle.eDriver.ignoreme = true;
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vehicle.eDriver.ignoreall = true;
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vehicle.eDriver.maxsightdistsqrd = 0;
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vehicle.eDriver.ignoresuppression = true;
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vehicle.eDriver thread ignoreAllEnemies( true );
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vehicle.eDriver.civilian = true;
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vehicle.eDriver linkto( vehicle );
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vehicle.eDriver.animname = animname;
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vehicle.eDriver thread maps\_anim::anim_loop_solo( vehicle.eDriver, "idle", "tag_driver", "stop_idle", vehicle );
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vehicle.eDriver thread civilian_car_riders_mission_fail();
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// wait for the civilian to get to his goal after he unloads, then delete him
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vehicle.eDriver endon( "death" );
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vehicle.eDriver waittill( "goal" );
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vehicle.eDriver delete();
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}
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civilian_car_riders_mission_fail()
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{
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self endon( "goal" );
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while( isdefined( self ) && isalive( self ) )
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{
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self waittill( "damage", amount, attacker );
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if ( !isdefined( attacker ) )
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continue;
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if ( attacker != level.player )
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continue;
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if ( flag( "mission_failed" ) )
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return;
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flag_set( "mission_failed" );
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setdvar( "ui_deadquote", "@AC130_CIVILIAN_FIRE" );
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maps\_utility::missionFailedWrapper();
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}
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}
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do_hijack( vehicle, guys, vehicleAnim1, vehicleAnim2 )
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{
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assert( isdefined( vehicle.eDriver ) );
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array_thread( guys, ::dontShoot, true );
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vehicle disconnectPaths();
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// get friendlies in position
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vehicle maps\_anim::anim_reach( guys, "hijack", "tag_detach", undefined, vehicle );
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array_thread( guys, ::do_car_idle_after_hijack, vehicle );
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// friendlies in position, add driver to array
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vehicle.eDriver notify( "stop_idle" );
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vehicle.eDriver unlink();
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// make group1 the driver and friendly 1
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// make group2 the other 3 friendlies that get in the vehicle
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firstGroup = [];
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secondGroup = [];
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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" );
|
|
}
|
|
}
|
|
|
|
|