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

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#include maps\_utility;
#include common_scripts\utility;
#include maps\_anim;
#include maps\_vehicle_aianim;
#include maps\_hud_util;
#include maps\armada_code;
main()
{
precachemodel( "fastrope_arms" );
// add the starts before _load because _load handles starts now
if ( getdvar ( "min_spec_ai" ) == "1" )
{
min_spec_drones = getentarray ( "drone_delete_on_unload", "script_noteworthy" );
for( i = 0 ; i < min_spec_drones.size ; i++ )
min_spec_drones[ i ] delete();
}
default_start( ::ride_start );
add_start( "ride", ::ride_start, &"STARTS_RIDE" );
add_start( "landed", ::landed_start, &"STARTS_LANDED" );
add_start( "hq2tv", ::hq2tv_start, &"STARTS_HQ2TV" );
add_start( "intel", ::intel_start, &"STARTS_INTEL" );
add_start( "tv", ::tv_start, &"STARTS_TV" );
add_start( "tank", ::tank_start, &"STARTS_TANK" );
add_start( "end", ::end_start, &"STARTS_END" );
precacheturret( "heli_minigun_noai" );
precachemodel( "weapon_saw_MG_setup" );
precachestring(&"ARMADA_INTRO" );
precachestring(&"ARMADA_DATE" );
precachestring(&"ARMADA_PLACE" );
precachestring(&"ARMADA_INFO" );
precachestring(&"ARMADA_HINT_FLASH" );
precachestring(&"ARMADA_GET_INTO_POSITION_TO" );
precachestring(&"ARMADA_SEARCH_THE_HQ_BUILDING" );
precachestring(&"ARMADA_REGROUP_WITH_FIRST_SQUAD" );
precachestring(&"ARMADA_MAKE_YOUR_WAY_TO_THE" );
precachestring(&"ARMADA_MAKE_YOUR_WAY_TO_THE1" );
precachestring(&"ARMADA_SEARCH_THE_TV_STATION" );
maps\_m1a1::main( "vehicle_m1a1_abrams" );
maps\_m1a1::main( "defaultvehicle" );
maps\_mig29::main( "vehicle_av8b_harrier_jet" );
maps\_breach_hinges_left_armada::main();
maps\_breach_explosive_left::main();
maps\_breach::main();
maps\_technical::main( "vehicle_pickup_technical" );
//maps\_seaknight::main( "vehicle_ch46e" );
maps\_blackhawk::main( "vehicle_blackhawk" );
//when "snipe" event happens call this thread
//level.vehicle_aianimthread["snipe"] = maps\armada_anim::guy_snipe;
level.weaponClipModels = [];
level.weaponClipModels[0] = "weapon_ak47_clip";
level.weaponClipModels[1] = "weapon_ak74u_clip";
level.weaponClipModels[2] = "weapon_m16_clip";
level.weaponClipModels[3] = "weapon_dragunov_clip";
level.weaponClipModels[4] = "weapon_saw_clip";
maps\armada_fx::main();
thread maps\_pipes::main();
maps\_load::main();
maps\createfx\armada_audio::main();
maps\armada_anim::anim_main();
maps\_compass::setupMiniMap( "compass_map_armada" );
thread maps\armada_amb::main();
level.mortar_min_dist = 500;
level thread maps\_mortar::bog_style_mortar();
level.noMaxMortarDist = true;
level.scr_sound[ "mortar" ][ "incomming" ] = "mortar_incoming";
level.scr_sound[ "mortar" ][ "dirt" ] = "mortar_explosion_dirt";
level.scr_sound[ "mortar" ][ "mud" ] = "mortar_explosion_water";
level._effect[ "mortar" ][ "dirt" ] = loadfx( "explosions/grenadeExp_dirt" );
// battlechatter_off( "allies" );
// battlechatter_off( "axis" );
//setExpFog( 400, 4000, .90625, 0.850225, 0.71311, 0 );
//setExpFog( 400, 6000, 1, 1, 1, 0 );
//setCullFog( 0, 10000, .583, .644 , .587, 0 );
//setExpFog( 800, 6000, .583, .644 , .587, 0 );
maps\createart\armada_art::main();
if( getdvar( "tv_helper") == "" )
setdvar( "tv_helper","off" );
flag_init ( "player_has_flashed" );
flag_init ( "return_fire" );
flag_init( "kill_rpgs" );
flag_init ( "start_first_obj" );
flag_init ( "slam_zoom_done" );
flag_init( "hq_entered" );
flag_init( "end_water" );
flag_init( "snipefromheli" );
//flag_init( "i_hear_him" );
flag_init ( "entered_atrium" );
flag_init ( "breach_ready_flag" );
flag_init ( "stop_asad_recording" );
flag_init ( "aa_hq_fight" );
flag_init ( "aa_street_fight" );
flag_init ( "aa_tv_fight" );
flag_init( "end_grg_ready" );
flag_init( "end_vaz_ready" );
array_thread( getvehiclenodearray( "plane_sound", "script_noteworthy" ), maps\_mig29::plane_sound_node );
thread init_heli_turrets();
//thread circling_helis_rpg_guy_spawner();
thread razor_wire_setup();
thread razor_wire_collision();
thread hq_breach();
thread tv_breach();
thread objectives();
thread hq_entered_wait();
thread HQ_finished();
thread on_ground();
thread barbed_wire_dialog();
thread on_me_to_building();
// thread end_of_script();
// thread enemy_mass();
thread kill_rooftop_ignore_groups();
thread tv_station_visionset();
thread achieve_tvs();
createThreatBiasGroup( "left_rooftop_enemies" );
createThreatBiasGroup( "right_rooftop_enemies" );
createThreatBiasGroup( "players_group" );
level.player setthreatbiasgroup( "players_group" );
ignoreEachOther( "left_rooftop_enemies", "players_group" );
ignoreEachOther( "right_rooftop_enemies", "players_group" );
final_breacher_right = getentarray( "final_breach_right", "script_noteworthy" );
array_thread( final_breacher_right, ::add_spawn_function, ::final_breacher_right_think );
final_breach_shotgun = getentarray( "final_breach_shotgun", "script_noteworthy" );
array_thread( final_breach_shotgun, ::add_spawn_function, ::final_breacher_shotgun_think );
price_spawner = getentarray( "price", "script_noteworthy" );
array_thread( price_spawner, ::add_spawn_function, ::price_think );
array_thread( price_spawner, ::add_spawn_function, ::set_threatbias_group, "players_group" );
breacher_spawner = getentarray( "breacher", "script_noteworthy" );
array_thread( breacher_spawner, ::add_spawn_function, ::breacher_think );
array_thread( breacher_spawner, ::add_spawn_function, ::set_threatbias_group, "players_group" );
hq_breachers = getentarray( "hq_breachers", "script_noteworthy" );
array_thread( hq_breachers, ::add_spawn_function, ::hq_breachers_think );
ride_in_sniper = getentarray( "ride_in_sniper", "script_noteworthy" );
array_thread( ride_in_sniper, ::add_spawn_function, ::hq_breachers_think );
array_thread( ride_in_sniper, ::add_spawn_function, ::ride_in_sniper_think );
left_rooftop_enemies = getentarray( "left_rooftop_enemies", "script_noteworthy" );
array_thread( left_rooftop_enemies, ::add_spawn_function, ::set_threatbias_group, "left_rooftop_enemies" );
right_rooftop_enemies = getentarray( "right_rooftop_enemies", "script_noteworthy" );
array_thread( right_rooftop_enemies, ::add_spawn_function, ::set_threatbias_group, "right_rooftop_enemies" );
right_rooftop_enemies_d_trigger = getent( "right_rooftop_enemies_d_trigger", "targetname" );
right_rooftop_enemies_d_trigger thread player_breaks_ignore( "right_rooftop_enemies" );
left_rooftop_enemies_d_trigger = getent( "left_rooftop_enemies_d_trigger", "targetname" );
left_rooftop_enemies_d_trigger thread player_breaks_ignore( "left_rooftop_enemies" );
magic_grenade_trigger = getentarray( "magic_grenade_trigger", "targetname" );
array_thread( magic_grenade_trigger, ::magic_grenade_trigger_think );
purple_2_red_triggers = getentarray( "purple_2_red", "targetname" );
array_thread( purple_2_red_triggers, ::purple_2_red );
reinforcements_triggers = getentarray( "reinforcements_trigger", "targetname" );
array_thread( reinforcements_triggers, ::reinforcements_think );
thread one_red_to_orange();
kill_enemies_triggers = getentarray( "kill_enemies", "targetname" );
array_thread( kill_enemies_triggers, ::kill_enemies );
turret_targets = getentarray ( "turret_target", "targetname" );
array_thread( turret_targets, ::tank_turret_target_think );
//thread subtitle_test();
//hq_breach_enemies = getentarray( "hq_breach_enemies", "script_noteworthy" );
//array_thread( hq_breach_enemies, ::add_spawn_function, ::linked_deaths, hq_breach_enemies);
thread get_tv_breacher();
thread friendlies_coming_out();
thread final_breach();
//thread turn_off_primary_lights();
second_wave_counters = getentarray( "second_wave_counters", "script_noteworthy" );
array_thread( second_wave_counters, ::add_spawn_function, ::second_wave_counters );
level.second_wave_count = 0;
level.hint_text_size = 1.6;
thread flag_on_flash();
thread flashbang_hint();
flickering_lights = getentarray( "flickering_lights", "targetname" );
for(i = 0; i < flickering_lights.size; i++)
flickering_lights[ i ] thread maps\_lights::flickerLightIntensity( .2, .6 );
griggs_spawner = getentarray( "griggs", "script_noteworthy" );
array_thread( griggs_spawner, ::add_spawn_function, ::griggs_think );
flag_init ( "near_tv" );
{
array_thread ( getentarray ( "near_tv", "targetname" ), ::near_tv );
thread movies_on_tvs();
recordings = getentarray( "asad_sound", "script_noteworthy" );
array_thread ( recordings, ::ambient_asad_recordings );
}
thread master_recording();
if ( level.gameSkill == 0 )
thread remove_flash_bang_enemies();
}
remove_flash_bang_enemies()
{
axis = getspawnerteamarray( "axis" );
for( i = 0 ; i < axis.size ; i++ )
{
if ( isdefined ( axis[i].script_flashbangs ) )
axis[i].script_flashbangs = 0;
}
}
starting_debug()
{
level.hintElem = createFontString( "default", level.hint_text_size );
level.hintElem setPoint( "TOP", undefined, 0, 30 );
level.hintElem setText( "starting" );
wait .5;
level.hintElem destroy();
}
hint( text, timeOut )
{
level.hintElem = createFontString( "default", level.hint_text_size );
level.hintElem setPoint( "TOP", undefined, 0, 30 );
level.hintElem setText( text );
level.hintElem endon ( "death" );
if ( isDefined( timeOut ) )
wait ( timeOut );
else
return;
level.hintElem fadeOverTime( 0.5 );
level.hintElem.alpha = 0;
wait ( 0.5 );
}
clear_hints()
{
level notify ( "clearing_hints" );
if ( isDefined( level.hintElem ) )
level.hintElem destroy();
if ( isDefined( level.iconElem ) )
level.iconElem destroy();
if ( isDefined( level.iconElem2 ) )
level.iconElem2 destroy();
if ( isDefined( level.iconElem3 ) )
level.iconElem3 destroy();
}
keyHint( text, actionName, command, timeOut )
{
clear_hints();
level.hintElem = createFontString( "default", level.hint_text_size );
level.hintElem setPoint( "TOP", undefined, 0, 30 );
level.hintElem setText( text );
level.hintElem endon ( "death" );
notifyName = "did_action_" + actionName;
level.player notifyOnCommand( notifyName, command );
if ( isDefined( timeOut ) )
thread notifyOnTimeout( notifyName, timeOut );
level.player waittill( notifyName );
level.hintElem fadeOverTime( 0.5 );
level.hintElem.alpha = 0;
wait ( 0.5 );
clear_hints();
}
notifyOnTimeout( finishedNotify, timeOut )
{
level.player endon( finishedNotify );
wait timeOut;
level.player notify( finishedNotify );
}
second_wave_counters()
{
self waittill ( "death" );
level.second_wave_count++;
if ( level.second_wave_count > 3 )
{
wait 9;
trigger = getent ( "second_wave", "script_noteworthy" );
trigger notify ( "trigger" );
}
if ( level.second_wave_count > 6 )
{
wait 9;
trigger = getent ( "third_wave", "script_noteworthy" );
trigger notify ( "trigger" );
}
}
turn_off_primary_lights()
{
wait 1;
tv_primary_lights = getentarray ( "tv_primary_light", "targetname" );
hq_primary_lights = getentarray ( "hq_primary_light", "targetname" );
for(i = 0; i < tv_primary_lights.size; i++)
tv_primary_lights[ i ] setLightIntensity( 0 );
for(i = 0; i < hq_primary_lights.size; i++)
hq_primary_lights[ i ] setLightIntensity( 0 );
}
friendlies_coming_out()
{
friendlies_coming_out = getent( "friendlies_coming_out", "targetname" );
friendlies_coming_out waittill( "trigger" );
griggs_squad = getentarray( "griggs_squad", "targetname" );
array_thread( griggs_squad, ::add_spawn_function, ::enable_cqbwalk );
array_thread( griggs_squad, ::spawn_ai );
waittillframeend; // need to wait for the _spawner to run on the spawned guys
level.griggs anim_single_queue( level.griggs, "hold_fire" );//Hold your fire! Friendlies coming out!
/*
griggs_squad = get_force_color_guys( "allies", "c" );
for(i = 0; i < griggs_squad.size; i++)
griggs_squad[ i ].disableArrivals = true;
*/
door = getent( "griggs_door","targetname");
attachments = getentarray (door.target, "targetname");
for(i = 0; i < attachments.size; i++)
{
attachments[i] linkto (door);
}
door rotateto( door.angles + (0,-130,0), .6, 0, 0 );
door connectpaths();
door waittill( "rotatedone");
griggs_come_out = getent( "griggs_come_out", "targetname" );
griggs_come_out notify ( "trigger" );
wait 2;
level.griggs anim_single_queue( level.griggs, "no_sign" );//No sign of Al-Asad sir.
thread fall_in_dialog();
wait 2;
fall_in = getent( "fall_in", "targetname" );
fall_in notify ( "trigger" );
wait 3;
cyans = get_force_color_guys( "allies", "c" );
for( i=0;i<cyans.size;i++ )
cyans[ i ] set_force_color( "o" );
/*
for(i = 0; i < griggs_squad.size; i++)
griggs_squad[ i ].disableArrivals = false;
*/
thread dialog_devil_dog();
}
dialog_devil_dog()
{
trigger_wait( "dialog_devil_dog", "targetname" );
level.griggs anim_single_queue ( level.griggs, "watchsix" );
}
fall_in_dialog()
{
level.price anim_single_queue( level.price, "fall_in" );//All right. Fall in Marines. Stay frosty.
}
exit_news_room_door()
{
flag_wait("news_room_clear");
flag_clear ( "aa_tv_fight" );
anim_ent = getnode( "opener_stack_node", "script_noteworthy" );
anim_ent anim_reach_solo( level.price, "hunted_open_barndoor" );
anim_ent anim_single_solo( level.price, "hunted_open_barndoor_stop" );
anim_ent thread anim_loop_solo( level.price, "hunted_open_barndoor_idle", undefined, "stop_idle" );
open_door = getent( "open_door", "targetname" );
open_door waittill ( "trigger" );
anim_ent notify( "stop_idle" );
anim_ent thread anim_single_solo( level.price, "hunted_open_barndoor" );
battlechatter_off( "allies" );
door = getent( "news_room_exit_door","targetname");
attachments = getentarray (door.target, "targetname");
for(i = 0; i < attachments.size; i++)
{
attachments[i] linkto (door);
}
door hunted_style_door_open();
for(i = 0; i < attachments.size; i++)
{
if ( attachments[i].classname == "script_brushmodel" )
attachments[i] connectpaths();
}
//door waittill( "rotatedone");
//flag_set("");
level.price enable_ai_color();
thread atrium_path_start();
flag_set ( "entered_atrium" );
setdvar("scr_fog_exp_halfplane", "20000");
setExpFog(800, 20000, 0.583, 0.631569, 0.553078, 0);
}
atrium_path_start()
{
enter_atrium_trigger = getent( "enter_atrium_trigger", "targetname" );
enter_atrium_trigger notify ( "trigger" );
tank_trigger = getent( "tank_trigger", "targetname" );
tank_trigger notify ( "trigger" );
wait 2;
thread dialog_goes_our_boys();
wait 1;
flag_wait ( "player_in_atrium" );
atrium_nodes = getnodearray ( "atrium_nodes", "targetname" );
o_guys = get_force_color_guys( "allies", "o" );
for(i = 0; i < o_guys.size; i++)
{
closest = getclosest ( o_guys[ i ].origin, atrium_nodes );
path = getnode ( closest.script_noteworthy, "targetname" );
o_guys[ i ] thread maps\_spawner::go_to_node( path );
}
}
dialog_goes_our_boys()
{
excluders = [];
excluders[0] = level.price;
soldier = get_closest_ai_exclude( level.player.origin, "allies", excluders );
soldier.animname = "generic";
soldier anim_single_queue( soldier, "goesourboys" );
//iprintlnbold( "There goes the cavalry" );
excluders[ excluders.size ] = soldier;
soldier2 = get_closest_ai_exclude( level.player.origin, "allies", excluders );
if ( isalive ( soldier2 ) )
{
soldier2.animname = "generic";
soldier2 anim_single_queue( soldier2, "oorah1" );
}
if ( isalive ( soldier ) )
{
soldier thread anim_single_queue( soldier, "oorah2" );
}
}
news_room_clear()
{
flag_wait ( "news_room_clear" );
maps\_spawner::kill_spawnerNum( 3 );
maps\_spawner::kill_spawnerNum( 4 );
maps\_spawner::kill_spawnerNum( 8 );
maps\_spawner::kill_spawnerNum( 9 );
enemies = getaiarray ( "axis" );
for( i = 0 ; i < enemies.size ; i++ )
enemies[ i ] dodamage( enemies[ i ].health + 100 , enemies[ i ].origin );
wait 2.5;
level.price anim_single_queue( level.price, "room_clear" );
wait .5;
move_up_trigger = getent( "move_up_trigger", "targetname" );
move_up_trigger notify ( "trigger" );
}
#using_animtree( "generic_human" );
ride_in_sniper_think()
{
wait .1;
self.get_out_override = %armada_blackhawk_sniper_drop;
self.vehicle_idle_override = %armada_blackhawk_sniper_idle_loop;
//self.vehicle_idle_override = %armada_blackhawk_sniper_idle;
}
linked_deaths( hq_breach_enemies )
{
self waittill ( "death" );
hq_breach_enemies = getentarray( "hq_breach_enemies", "script_noteworthy" );
for( i = 0 ; i < hq_breach_enemies.size ; i++ )
{
if ( isalive ( hq_breach_enemies[ i ] ) )
{
target = hq_breach_enemies[ i ];
wait .3;
allies = getaiarray( "allies" );
friendly = getclosest( target.origin, allies );
aim_spot = target geteye();
for( i = 0 ; i < 3 ; i++ )
{
MagicBullet( level.price.weapon, friendly gettagorigin( "tag_flash" ), aim_spot );
wait .05;
}
//target dodamage ( target.health + 100, level.player.origin );
}
}
}
tank_turret_target_think()
{
tank = maps\_vehicle::waittill_vehiclespawn( self.target );
self linkto( tank );
tank setturrettargetent( self );
}
subtitle_test()
{
wait 3;
level.player playsound ( "armada_reinforcements1" );
iprintlnbold ( "subtitle should play" );
}
kill_enemies()
{
self waittill( "trigger" );
enemies = getaiarray ( "axis" );
for( i = 0 ; i < enemies.size ; i++ )
enemies[ i ] dodamage( enemies[ i ].health + 100 , enemies[ i ].origin );
}
tv_station_visionset()
{
flag_wait( "tvstation_entered" );
set_vision_set( "armada_tvs", 3 );
}
reinforcements_think()
{
self waittill( "trigger" );
guys = get_force_color_guys( "allies", "r" );
reinforcements_needed =( 5 - guys.size );
if( reinforcements_needed < 2 )
{
soldier = get_closest_ai( level.player getOrigin(), "allies" );
soldier custom_battlechatter( "move_generic" );
return;
}
reinforcement_dialog = [];
reinforcement_dialog[ 0 ] = "armada_gm1_reinforcements"; //"Friendly reinforcements coming up!"
reinforcement_dialog[ 1 ] = "armada_gm2_friendliesmovinup"; //"Friendlies coming up!"
reinforcement_dialog[ 2 ] = "armada_gm3_checkfire"; //"Check your fire! Friendlies at your six!"
reinforcement_dialog[ 3 ] = "armada_gm4_headsup"; //"Heads up! Friendlies on your six!"
reinforcement_dialog[ 4 ] = "armada_gm5_watchyourfire"; //"Watch your fire! Friendlies coming up!"
selection = reinforcement_dialog[ randomint( reinforcement_dialog.size ) ];
soldier = get_closest_ai( level.player getOrigin(), "allies" );
soldier playsound( selection );
spawners = getentarray( self.target, "targetname" );
for( i=0;i<reinforcements_needed;i++ )
guy = spawners[ i ] spawn_ai();
}
purple_2_red()
{
self waittill( "trigger" );
purples = get_force_color_guys( "allies", "p" );
array_thread( purples, ::set_force_color, "r" );
}
one_red_to_orange()
{
one_red_to_orange = getent( "one_red_to_orange", "targetname" );
one_red_to_orange waittill( "trigger" );
reds = get_force_color_guys( "allies", "r" );
for( i=0;i<reds.size;i++ )
{
if ( isalive ( reds[ i ] ) )
{
third_guy = reds[ i ];
third_guy set_force_color( "o" );
third_guy thread replace_on_death();
break;
}
}
}
kill_rooftop_ignore_groups()
{
flag_wait( "regrouped" );
setThreatBias( "players_group", "left_rooftop_enemies", 0 );
setThreatBias( "players_group", "right_rooftop_enemies", 0 );
road_friendly = getentarray( "road_friendly", "script_noteworthy" );
for( i=0;i<road_friendly.size;i++ )
road_friendly[ i ] delete();
}
enemy_mass()
{
enemy_mass_trigger = getent( "enemy_mass_trigger", "targetname" );
enemy_mass_trigger waittill( "trigger" );
}
magic_grenade_trigger_think()
{
self waittill( "trigger" );
magic_grenades_orgs = getentarray( self.target , "targetname" );
for( i=0;i<magic_grenades_orgs.size;i++ )
{
level.price magicgrenade( magic_grenades_orgs[ i ].origin +( 0, 0, 50 ), magic_grenades_orgs[ i ].origin, randomfloatrange( 1, 2 ) );
}
}
player_breaks_ignore( threat_bias_group )
{
for( ;; )
{
self waittill( "trigger", other );
if( other == level.player )
{
setThreatBias( "players_group", threat_bias_group, 0 );
break;
}
}
}
sit_rep_dialog()
{
//sit_rep_dialog = getent( "sit_rep_dialog", "targetname" );
//sit_rep_dialog waittill( "trigger" );
flag_wait ( "hq_cleared" );
/*
level.price playsound( "armada_vsq_onetwentyonesitrep" );
wait 2.5;
level.player playsound( "armada_gm1_rightsideclear" );
wait 3;
level.price playsound( "armada_vsq_onethreeonecheckin" );
wait 2;
level.player playsound( "armada_gm2_centerclear" );
wait 3;
*/
hq_cleared_move_up = getent( "hq_cleared_move_up", "targetname" );
hq_cleared_move_up notify( "trigger" );
wait 2;
level.price play_sound_on_entity( "armada_vsq_allcallsigns" );
level.player play_sound_on_entity( "armada_gm1_negid" );
level.player play_sound_on_entity( "armada_gm2_nosign" );
level.price play_sound_on_entity( "armada_vsq_donthavealasad" );
// level.price anim_single_queue( level.price, "stand_down" );
wait 2;
level.price play_sound_on_entity( "armada_vsq_rogerthat" );
// level.price anim_single_queue( level.price, "roger_hq" );
//wait 2;
level.price play_sound_on_entity( "armada_vsq_halfclickeast" );
// level.price anim_single_queue( level.price, "heads_up" );
level.price play_sound_on_entity( "armada_vsq_moveout" );
// level.price anim_single_queue( level.price, "move_out" );
}
tank_start()
{
tank_start = getent( "tank_start", "targetname" );
level.player setOrigin( tank_start.origin );
level.player setPlayerAngles( tank_start.angles );
tank_start_spawners = getentarray( "tank_start_spawners", "targetname" );
array_thread( tank_start_spawners, ::spawn_ai );
array_thread( tank_start_spawners, ::add_spawn_function, ::enable_cqbwalk );
waittillframeend; // need to wait for the _spawner to run on the spawned guys
flag_set ( "start_first_obj" );
flag_set( "hq_entered" );
flag_set( "hq_cleared" );
flag_set( "on_ground" );
flag_set( "regrouped" );
flag_set( "tvstation_entered" );
flag_set( "news_room_clear" );
thread exit_news_room_door();
thread maps\_vehicle::create_vehicle_from_spawngroup_and_gopath( 9 );
}
intel_start()
{
level.player setOrigin(( 3622, 29958, -168 ) );
}
tv_start()
{
tv_start = getent( "tv_start", "targetname" );
level.player setOrigin( tv_start.origin );
level.player setPlayerAngles( tv_start.angles );
tv_start_spawners = getentarray( "tv_start_spawners", "targetname" );
array_thread( tv_start_spawners, ::spawn_ai );
flag_set ( "start_first_obj" );
flag_set( "hq_entered" );
flag_set( "hq_cleared" );
flag_set( "on_ground" );
flag_set( "regrouped" );
thread maps\_vehicle::create_vehicle_from_spawngroup_and_gopath( 9 );
}
hq2tv_start()
{
hq2tv_start = getent( "hq2tv_start", "targetname" );
level.player setOrigin( hq2tv_start.origin );
level.player setPlayerAngles( hq2tv_start.angles );
hq2tv_start_spawners = getentarray( "hq2tv_start_spawners", "targetname" );
array_thread( hq2tv_start_spawners, ::spawn_ai );
// hq2tv_red_starts = getent( "hq2tv_red_starts", "targetname" );
// hq2tv_red_starts notify( "trigger" );
flag_set ( "start_first_obj" );
flag_set( "hq_entered" );
flag_set( "hq_cleared" );
flag_set( "on_ground" );
//thread maps\_vehicle::scripted_spawn( 9 );
thread maps\_vehicle::create_vehicle_from_spawngroup_and_gopath( 9 );
}
end_of_script()
{
end_of_scripting = getent( "end_of_scripting", "targetname" );
end_of_scripting waittill( "trigger" );
iprintlnbold( &"SCRIPT_DEBUG_LEVEL_END" );
}
objectives()
{
flag_wait ( "start_first_obj" );
obj = getent( "outside_hq_obj", "targetname" );
objective_add( 1, "active", &"ARMADA_GET_INTO_POSITION_TO", obj.origin );
objective_current( 1 );
flag_wait( "hq_entered" );
obj2 = getent( "inside_hq_obj", "targetname" );
objective_state( 1, "done" );
objective_add( 2, "active", &"ARMADA_SEARCH_THE_HQ_BUILDING", obj2.origin );
objective_current( 2 );
flag_wait( "hq_cleared" );
wait 2;
regroup_obj = getent( "regroup_obj", "targetname" );
objective_state( 2, "done" );
objective_add( 3, "active", &"ARMADA_REGROUP_WITH_FIRST_SQUAD", regroup_obj.origin );
objective_current( 3 );
flag_wait( "regrouped" );
flag_set ( "aa_street_fight" );
//entered_tvstation = getent( "entered_tvstation", "targetname" );
objective_state( 3, "done" );
objective_add( 4, "active", &"ARMADA_MAKE_YOUR_WAY_TO_THE", ( 2808, 23672, -24 ) );
objective_current( 4 );
flag_wait( "tvstation_entered" );
//entered_tvstation waittill( "trigger" );
second_floor_obj = getent( "second_floor_obj", "targetname" );
objective_state( 4, "done" );
objective_add( 5, "active", &"ARMADA_MAKE_YOUR_WAY_TO_THE1", second_floor_obj.origin );
objective_current( 5 );
flag_wait ( "entered_atrium" );
thread objective_on_friendly ( 5, level.price, "end_obj5" );
second_floor_obj waittill( "trigger" );
thread autosave_by_name( "second_floor" );
objective_state( 5, "done" );
final_room_obj = getent( "final_room_obj", "targetname" );
objective_add( 6, "active", &"ARMADA_SEARCH_THE_TV_STATION", level.price.origin );
objective_current( 6 );
thread objective_on_friendly ( 6, level.price, "end_obj6" );
end_positions = getent( "end_positions", "targetname" );
end_positions waittill( "trigger" );
level notify ( "end_obj6" );
objective_position ( 6, final_room_obj.origin );
final_room_obj waittill( "trigger" );
objective_state( 6, "done" );
}
objective_on_friendly ( num, friendly, close_flag )
{
level endon ( close_flag );
while ( 1 )
{
objective_position ( num, friendly.origin );
wait .1;
}
}
hq_entered_wait()
{
trigger = getent( "trigger_volume_room01", "targetname" );
trigger waittill( "trigger" );
flag_set( "hq_entered" );
barbed_wire_guys = getentarray( "barbed_wire_guys", "script_noteworthy" );
for( i=0;i<barbed_wire_guys.size;i++ )
barbed_wire_guys[ i ] delete();
}
HQ_finished()
{
flag_wait( "hq_cleared" );
flag_clear ( "aa_hq_fight" );
thread Circling_Helis_Fire();
battlechatter_on( "allies" );
exit = getent( "hq_building_exit_door", "targetname" );
exit connectpaths();
exit delete();
hq_breachers = getentarray( "hq_breachers", "script_noteworthy" );
for( i=0;i<hq_breachers.size;i++ )
{
if( isalive( hq_breachers[ i ] ) )
hq_breachers[ i ] doDamage( hq_breachers[ i ].health + 100, hq_breachers[ i ].origin );
}
ride_in_sniper = getentarray( "ride_in_sniper", "script_noteworthy" );
for( i=0;i<ride_in_sniper.size;i++ )
{
if( isalive( ride_in_sniper[ i ] ) )
ride_in_sniper[ i ] doDamage( ride_in_sniper[ i ].health + 100, ride_in_sniper[ i ].origin );
}
small_gate1 = getent( "small_gate1", "targetname" );
small_gate1 rotateyaw( -90 , .1 );
small_gate1 connectpaths();
//small_gate1 delete();
small_gate2 = getent( "small_gate2", "targetname" );
small_gate2 rotateyaw( 90 , .1 );
small_gate2 connectpaths();
//small_gate2 delete();
return_path_clip = getent( "return_path_clip", "targetname" );
return_path_clip delete();
}
get_abarbed_wire_ai()
{
array = getentarray( "barbed_wire_guys", "script_noteworthy" );
for(i=0;i<array.size;i++)
if(isai(array[i]))
return array[i];
}
razor_wire_setup()
{
trigger = getent( "first_fly_away_trigger", "targetname" );
node = getnode("barbed_wire_node","targetname");
barbed_wire_long = getent( "barbed_wire_long", "targetname" );
barbed_wire_long.animname = "barbed_wire_long";
barbed_wire_long SetAnimTree();
node thread anim_single_solo( barbed_wire_long, "razor_idle",undefined, node );
// anim_loop( guys, anime, tag, ender, entity )
flag_wait("on_ground");
if (flag("hq_cleared"))
return;
guy = get_abarbed_wire_ai();
guy.animname = "razorwire_guy";
assert(isdefined(guy));
assert(isdefined(barbed_wire_long));
sceneobjects = [];
sceneobjects[0] = guy;
sceneobjects[1] = barbed_wire_long;
// node anim_reach_solo( guy, "razor_setup", undefined, undefined, barbed_wire_long );
node thread anim_single( sceneobjects, "razor_idle",undefined, node );
trigger waittill ("trigger");
guy setFlashbangImmunity( true );
node anim_single( sceneobjects, "razor_setup",undefined, node );
guy setFlashbangImmunity( false );
// node anim_single( sceneobjects, "razor_endidle",undefined, node );
}
razor_wire_collision()
{
barbed_wire_scrunched = getent( "barbed_wire_scrunched", "targetname" );
barbed_wire_scrunched hide();
razorwire_scrunched_clip = getent( "razorwire_scrunched_clip", "targetname" );
razorwire_scrunched_clip notsolid();
razorwire_scrunched_clip connectpaths();
flag_wait( "hq_cleared" );
barbed_wire_scrunched show();
razorwire_scrunched_clip solid();
razorwire_scrunched_clip disconnectpaths();
// node = getnode("barbed_wire_node","targetname");
barbed_wire_long = getent( "barbed_wire_long", "targetname" );
barbed_wire_long delete();
// barbed_wire_long.animname = "barbed_wire_long";
// barbed_wire_long SetAnimTree();
// node thread anim_single_solo( barbed_wire_long, "razor_idle",undefined, node );
barbed_wire_clip = getent( "barbed_wire_clip", "targetname" );
barbed_wire_clip connectpaths();
barbed_wire_clip delete();
}
draw_hud_on_death()
{
level endon ("stop_draw_hud_on_death");
level waittill ("missionfailed");
setSavedDvar("hud_drawhud","1");
}
loadplayer( position, animfudgetime )
{
thread draw_hud_on_death();
if ( getdvar( "fastrope_arms" ) == "" )
setdvar( "fastrope_arms", "0" );
if ( !isdefined( animfudgetime ) )
animfudgetime = 0;
assert( isdefined( self.riders ) );
assert( self.riders.size );
guy = undefined;
for ( i = 0; i < self.riders.size; i++ )
{
if ( self.riders[ i ].pos == position )
{
guy = self.riders[ i ];
guy.drone_delete_on_unload = true;
guy.playerpiggyback = true;
break;
}
}
//level.piggyback_guy = guy;//temp debug thing -z
assertex( !isai( guy ), "guy in position of player needs to have script_drone set, use script_startingposition ans script drone in your map" );
assert( isdefined( guy ) );
animpos = maps\_vehicle_aianim::anim_pos( self, position );
// guy stopanimscripted();
// guy stopuseanimtree();
guy notify( "newanim" );
guy detachall();
// guy setmodel( "" );
guy setmodel( "fastrope_arms" );
guy useanimtree( animpos.player_animtree );
thread maps\_vehicle_aianim::guy_idle( guy, position );
//level.player waittill ( "attach_to_heli" );
//level.player unlink();
/*
dummy = spawn( "script_model", get_player_feet_from_view() );
dummy.angles = level.player getplayerangles();
dummy setmodel( "fastrope_arms" );
dummy hide();
level.player playerlinkto( dummy, "tag_player", 1 );
player_viewshift_lock( dummy, guy, 1 );
*/
// playerlinktodelta( <linkto entity> , <tag> , <viewpercentag fraction> , <right arc> , <left arc> , <top arc> , <bottom arc> )
// level.player playerlinktodelta( guy, "tag_player", 1.0, 40, 18, 30, 30 );
level.player playerlinktodelta( guy, "tag_player", 1.0, 60, 28, 30, 30, true );
//guy thread maps\_debug::drawtagforever( "tag_player", (1,0,0) );
level.player freezecontrols(false);
// dummy delete();
guy hide();
animtime = getanimlength( animpos.getout );
animtime -= animfudgetime;
self waittill( "unload" );
if ( getdvar( "fastrope_arms" ) != "0" )
guy show();
level.player disableweapons();
// guy waittill( "jumpedout" );
guy notsolid();
wait animtime;
level.player unlink();
level.player enableweapons();
setSavedDvar( "hud_drawhud", "1" );
level notify ("stop_draw_hud_on_death");
flag_set ( "start_first_obj" );
}
player_viewshift_lock( dummy, camera, time )
{
goalangles = camera gettagangles( "tag_player" );
goalorigin = camera gettagorigin( "tag_player" );
dummy rotateto(goalangles, time, time * .5, time * .5);
dummy rotateto( goalorigin, time, time* .5, time* .5 );
num = int(time * 20);
numtotal = num;
while(num)
{
num--;
if(num > (numtotal * .5) )
continue;
if( num%2 )
continue;
if(!num)
break;
goalangles = camera gettagangles( "tag_player" );
goalorigin = camera gettagorigin( "tag_player" );
dummy rotateto(goalangles, (time * ( num/numtotal )) );
dummy moveto(goalorigin, (time * ( num/numtotal )) );
wait .05;
}
dummy.origin = camera gettagangles( "tag_player" );
dummy.angles = camera gettagorigin( "tag_player" );
}
heli_ride_player_quake()
{
self endon("death");
self endon("stop_quake");
while(1)
{
wait .1;
earthquake(0.05, .1, self.origin, 256);
}
}
ride_start()
{
thread start_helicopters();
thread slam_zoom_intro();
//level thread maps\_introscreen::introscreen_delay( &"ARMADA_INTRO", &"ARMADA_DATE", &"ARMADA_PLACE", &"ARMADA_INFO", .5, 0, 1 );
level.player_heli = maps\_vehicle::waittill_vehiclespawn_noteworthy( "players_helicopter" );
//level.player_heli = getent( "players_helicopter", "script_noteworthy" );
level.player_heli thread maps\armada_anim::player_heli_ropeanimoverride();
//level.player playerlinktodelta( <linkto entity>, <tag>, <viewpercentag fraction>, <right arc>, <left arc>, <top arc>, <bottom arc> )
//level.player playerlinktodelta( level.player_heli, "tag_playerride", 1, 45, 45, 30, 30 );
//level.player playerlinktodelta( level.player_heli, "tag_playerride", 1 );
level.player_heli thread loadplayer( 3 );
thread player_control_during_ride();
set_vision_set( "armada_water" );
MusicPlayWrapper( "music_armada_ride" );
setsaveddvar( "sm_sunSampleSizeNear", 2 );
//&"Charlie Don't Surf", &"Nov 23, 2008", &"The Persian Gulf"
thread technical_setup();
thread end_water_visionset();
battlechatter_off( "allies" );
thread return_fire_flag();
thread feet_dry();
thread taking_fire();
thread was_close();
thread target_in_view();
thread five_seconds();
thread down_ropes();
thread turn_off_cull();
thread flag_set_delayed( "kill_rpgs", 40 );
//nate
waittillframeend;
flag_set ( "snipefromheli" );
wait 6;
level.player playsound( "armada_hp1_shorelineinview" );
wait 2;
level.player playsound( "armada_fhp_copystrikersixfour" );
}
return_fire_flag()
{
wait 17;
thread intro_helis_fire();
}
turn_off_cull()
{
wait 42;
trans_time = 2;
start_value = 2;
end_value = .25;
current_value = 2;
increment = ( ( start_value - end_value ) / ( trans_time * 20 ) );
while ( current_value > end_value )
{
current_value -= increment;
setsaveddvar( "sm_sunSampleSizeNear", current_value );
wait .05;
}
}
feet_dry()
{
wait 10;
level.player playsound( "armada_hp1_feetdrytenseconds" );
wait 1.5;
level.player playsound( "armada_fhp_copy" );
}
taking_fire()
{
wait 17;
level.player playsound( "armada_hp1_takingfirehere" );
wait 1.5;
level.player playsound( "armada_fhp_rogerthat" );
}
was_close()
{
wait 31;
level.player playsound( "armada_hp1_thatwasclose" );
}
target_in_view()
{
wait 35;
level.player playsound( "armada_fhp_gotvisual" );
//wait 1.5;
//level.player playsound( "armada_fhp_copy" );
}
five_seconds()
{
wait 43;
level.player playsound( "armada_hp1_fiveseconds" );
wait 5;
level.player playsound( "armada_hp1_standbygreenlight" );
}
down_ropes()
{
flag_wait( "end_water" );
level.player_heli waittill( "unload" );
level.price playsound( "armada_vsq_downtheropes" );
wait 5;
level.breacher playsound( "armada_gm1_gogogo" );
}
on_ground()
{
flag_wait( "on_ground" );
//battlechatter_on( "allies" );
level.player giveweapon("claymore");
set_vision_set( "armada_ground", 3 );
setsaveddvar( "sm_sunSampleSizeNear", .25 );
//setculldist( 11000 );
}
barbed_wire_dialog()
{
barbed_wire_dialog = getent( "barbed_wire_dialog", "targetname" );
barbed_wire_dialog waittill( "trigger" );
barbed_wire_dialog playsound( "armada_gm2_moveitmoveit" );
wait 2;
barbed_wire_dialog playsound( "armada_gm3_blockingpositions" );
}
on_me_to_building()
{
on_me_to_building = getent( "on_me_to_building", "targetname" );
on_me_to_building waittill( "trigger" );
level.price playsound( "armada_vsq_secondsquadonme" );
}
end_water_visionset()
{
end_water_visionset = getent( "end_water_visionset", "targetname" );
end_water_visionset waittill( "trigger" );
flag_set( "end_water" );
set_vision_set( "armada", 3 );
}
start_helicopters()
{
thread maps\_vehicle::create_vehicle_from_spawngroup_and_gopath( 0 );
thread maps\_vehicle::create_vehicle_from_spawngroup_and_gopath( 2 );
thread maps\_vehicle::create_vehicle_from_spawngroup_and_gopath( 3 );
thread maps\_vehicle::create_vehicle_from_spawngroup_and_gopath( 4 );
wait 1;
level.helis = getentarray( "heli", "targetname" );
first_fly_away_trigger = getent( "first_fly_away_trigger", "targetname" );
fly_away_trigger = getent( "fly_away_trigger", "targetname" );
thread rpg_guys();
for( i=0;i<level.helis.size;i++ )
{
level.helis[ i ].repulser = Missile_CreateRepulsorEnt( level.helis[ i ], 5000, 100 );
level.helis[ i ].exitpoint = level.helis[ i ].origin;
//level.helis[ i ] thread debug();
level.helis[ i ] thread maps\_vehicle::godon();
if( isdefined( level.helis[ i ].script_noteworthy ) )
{
if( level.helis[ i ].script_noteworthy == "ai_dropper" || level.helis[ i ].script_noteworthy == "players_helicopter" )
{
level.helis[ i ] thread helicopters_fly_away( fly_away_trigger );
}
if( level.helis[ i ].script_noteworthy == "first_fly_away" )
{
level.helis[ i ] thread helicopters_fly_away( first_fly_away_trigger );
}
/*
if( level.helis[ i ].script_noteworthy == "unload_late" )
{
unload_node = getent( level.helis[ i ].script_parameters, "targetname" );
level.helis[ i ] thread unload_late( unload_node );
}
*/
}
}
delete_heli_nodes = getentarray( "delete_heli", "script_noteworthy" );
// array_thread( delete_heli_nodes, ::delete_heli_think );
}
unload_late( unload_node )
{
flag_wait( "on_ground" );
self vehicle_detachfrompath();
self vehicle_dynamicpath( unload_node, false );
}
helicopters_fly_away( trigger )
{
thread wait_for_unload();
flag_wait( "on_ground" );
//trigger waittill( "trigger" );
trigger wait_for_trigger_or_timeout( 12 );
if( !isdefined( self.armada_unloaded ) )
self waittill( "unloaded" );
self vehicle_detachfrompath();
Missile_DeleteAttractor( self.repulser );
self cleargoalyaw(); //clear this thing
self clearlookatent(); //clear that other thing
self cleartargetyaw(); //clear the stuff
self setvehgoalpos( self.exitpoint, 1 ); //1= stop
//add delete
}
wait_for_unload()
{
if ( self maps\_vehicle_aianim::riders_unloadable( "both" ) )
self waittill( "unloaded" );
self.armada_unloaded = true;
}
delete_heli_think()
{
self waittill( "trigger" , vehicle );
vehicle delete();
}
player_control_during_ride()
{
//setSavedDvar( "hud_drawhud", "0" );
setsavedDvar("g_friendlyNameDist", 0 );
setsavedDvar("g_friendlyfireDist", 0 );
//level.player DisableWeapons();
//level.player thread heli_ride_player_quake();
level.player allowsprint ( false );
level.player allowprone( false );
level.player allowstand( false );
level.player EnableInvulnerability();
level.player.ignoreme = true;
wait .05;
level.player setplayerangles(( 0, 35, 0 ) );
level.player_heli waittill( "unload" );
level.player notify ( "stop_quake" );
//level.player disableweapons();
//level.player_heli setgoalyaw( 180 );
//level.player unlink();
//level.player_heli thread maps\_vehicle::loadplayer( 7, 2.4 );
// 7 here is the position, 3 is time to subtract from the animation before detaching the player
wait 6;
autosave_by_name( "on_the_ground" );
level.player allowprone( false );
level.player allowstand( true );
level.player allowcrouch( false ); // bounce the player out of crouch
wait .05;
level.player allowprone( true );
level.player allowcrouch( true );
level.player DisableInvulnerability();
level.player.ignoreme = false;
level.player allowsprint ( true );
wait 4;
//setSavedDvar( "hud_drawhud", "1" );
setsavedDvar("g_friendlyNameDist", 15000 );
setsavedDvar("g_friendlyfireDist", 128 );
//level.player EnableWeapons();
/*
level.player_heli waittill( "reached_stop_node" );
level.player_heli setgoalyaw( 270 );
wait 1;
level.player unlink();
player_fudge_moveto(( 927, 31690, 10 ) );
autosave_by_name( "on_the_ground" );
wait 12;
e = getent( "exit_point", "targetname" );
level.player_heli setvehgoalpos( e.origin );
*/
}
landed_start()
{
street_start = getent( "street_start", "targetname" );
level.player setOrigin( street_start.origin );
level.player setPlayerAngles( street_start.angles );
streets_start_spawners = getentarray( "streets_start_spawners", "targetname" );
array_thread( streets_start_spawners, ::spawn_ai );
flag_set ( "return_fire" );
flag_set ( "start_first_obj" );
flag_set( "on_ground" );
battlechatter_off( "allies" );
thread maps\_vehicle::create_vehicle_from_spawngroup_and_gopath( 9 );
}
//al_asad_recording()
//{
// recording = getent( "al_assad_recording", "targetname" );
//
// speach = [];
// //speach[ 0 ] = "armada_kaa_takeuparms";
// //speach[ 1 ] = "armada_kaa_infidelblood";
// //speach[ 2 ] = "armada_kaa_dawnofvictory";
// //speach[ 3 ] = "armada_kaa_swiftandfinal";
//
//
// speach[ 0 ] = "armada_kaa_onenation_TV";
// speach[ 1 ] = "armada_kaa_newera_TV";
// speach[ 2 ] = "armada_kaa_selfinterest_TV";
// speach[ 3 ] = "armada_kaa_notenslaved_TV";
// speach[ 4 ] = "armada_kaa_donotfear_TV";
// speach[ 5 ] = "armada_kaa_freefromyoke_TV";
// speach[ 6 ] = "armada_kaa_armiesstrong_TV";
// speach[ 7 ] = "armada_kaa_greatnation_TV";
// speach[ 8 ] = "armada_kaa_begun_TV";
// speach[ 9 ] = "armada_kaa_laywaste_TV";
// speach[ 10 ] = "armada_kaa_willperish_TV";
//
// recording.stop = false;
// i=0;
//
// for(;;)
// {
// recording playsound ( speach[i], "sounddone" );
// recording waittill ("sounddone");
// if ( recording.stop )
// break;
// i++;
// if ( i == speach.size )
// i = 0;
// }
//}
ambient_asad_recordings()
{
thread ambient_asad_handler();
speach = [];
//speach[ 0 ] = "armada_kaa_takeuparms_ambient";
//speach[ 1 ] = "armada_kaa_infidelblood_ambient";
//speach[ 2 ] = "armada_kaa_dawnofvictory_ambient";
//speach[ 3 ] = "armada_kaa_swiftandfinal_ambient";
speach[ 0 ] = "armada_kaa_onenation_TV";
speach[ 1 ] = "armada_kaa_newera_TV";
speach[ 2 ] = "armada_kaa_selfinterest_TV";
speach[ 3 ] = "armada_kaa_notenslaved_TV";
speach[ 4 ] = "armada_kaa_donotfear_TV";
speach[ 5 ] = "armada_kaa_freefromyoke_TV";
speach[ 6 ] = "armada_kaa_armiesstrong_TV";
speach[ 7 ] = "armada_kaa_greatnation_TV";
//speach[ 8 ] = "armada_kaa_begun_TV";
speach[ 8 ] = "armada_kaa_laywaste_TV";
speach[ 9 ] = "armada_kaa_willperish_TV";
self.stop = false;
i=0;
for(;;)
{
level waittill ( "next_asad_sound" );
if ( flag ( "stop_asad_recording" ) )
break;
if ( self.stop )
break;
self playsound ( speach[i] );
//self waittill ("sounddone");
i++;
if ( i == speach.size )
i = 0;
}
}
master_recording()
{
flag_wait ( "hq_entered" );
wait 2;
master = getent ( "master_asad_sound", "script_noteworthy" );
//master = spawn( "script_origin", (69,69,69) );
//master.origin = level.player.origin;
speach = [];
speach[ 0 ] = spawnstruct();
speach[ 1 ] = spawnstruct();
speach[ 2 ] = spawnstruct();
speach[ 3 ] = spawnstruct();
speach[ 4 ] = spawnstruct();
speach[ 5 ] = spawnstruct();
speach[ 6 ] = spawnstruct();
speach[ 7 ] = spawnstruct();
speach[ 8 ] = spawnstruct();
speach[ 9 ] = spawnstruct();
//speach[ 10 ] = spawnstruct();
speach[ 0 ].sound = "armada_kaa_onenation_TV";
speach[ 1 ].sound = "armada_kaa_newera_TV";
speach[ 2 ].sound = "armada_kaa_selfinterest_TV";
speach[ 3 ].sound = "armada_kaa_notenslaved_TV";
speach[ 4 ].sound = "armada_kaa_donotfear_TV";
speach[ 5 ].sound = "armada_kaa_freefromyoke_TV";
speach[ 6 ].sound = "armada_kaa_armiesstrong_TV";
speach[ 7 ].sound = "armada_kaa_greatnation_TV";
//speach[ 8 ].sound = "armada_kaa_begun_TV";
speach[ 8 ].sound = "armada_kaa_laywaste_TV";
speach[ 9 ].sound = "armada_kaa_willperish_TV";
speach[ 0 ].sound_length = 8;
speach[ 1 ].sound_length = 9;
speach[ 2 ].sound_length = 11;
speach[ 3 ].sound_length = 6;
speach[ 4 ].sound_length = 13;
speach[ 5 ].sound_length = 8;
speach[ 6 ].sound_length = 5;
speach[ 7 ].sound_length = 11;
//speach[ 8 ].sound_length = 5;
speach[ 8 ].sound_length = 9;
speach[ 9 ].sound_length = 7;
// speach[ 0 ] = spawnstruct();
// speach[ 0 ].sound = "armada_kaa_takeuparms_ambient";
// speach[ 0 ].sound_length = 10;
// speach[ 1 ] = spawnstruct();
// speach[ 1 ].sound = "armada_kaa_infidelblood_ambient";
// speach[ 1 ].sound_length = 8;
// speach[ 2 ] = spawnstruct();
// speach[ 2 ].sound = "armada_kaa_dawnofvictory_ambient";
// speach[ 2 ].sound_length = 16;
// speach[ 3 ] = spawnstruct();
// speach[ 3 ].sound = "armada_kaa_swiftandfinal_ambient";
// speach[ 3 ].sound_length = 6;
i=0;
for(;;)
{
level notify ( "next_asad_sound" );
master playsound ( speach[i].sound );
wait ( speach[ i ].sound_length );
//master waittill ("sounddone");
//wait 1;
i++;
if ( i == speach.size )
i = 0;
}
}
ambient_asad_handler()
{
self waittill ( "off" );
self.stop = true;
//self StopSounds();
}
turn_off_videos()
{
videos = getentarray ( "interactive_tv", "targetname" );
for(i=0;i<videos.size;i++)
{
if ( issubstr( videos[ i ].model, "tv1_cinematic" ) )
{
videos[ i ] setmodel ( "com_tv1_testpattern" );
}
}
}
flag_on_notify ( flag_name, notify_name )
{
self waittill ( notify_name );
flag_set ( flag_name );
}
final_breach()
{
end_positions = getent( "end_positions", "targetname" );
trigger_start_final_breach = getent( "trigger_start_final_breach", "targetname" );
eVolume = getent( "final_volume", "targetname" );
node = getent ( "final_breach_node", "script_noteworthy" );
enter_final_room = getent( "enter_final_room", "targetname" );
door = getent( "door_final", "targetname" );
attachments = getentarray (door.script_noteworthy, "targetname");
for(i = 0; i < attachments.size; i++)
{
attachments[i] linkto (door);
}
end_positions waittill( "trigger" );
thread quiet_circling_helicopters();
recording = getent( "al_assad_recording", "targetname" );
recording thread ambient_asad_recordings();
eVolume thread flag_on_notify ( "breach_ready_flag", "ready_to_breach" );
aBreachers = [];
level.final_breacher_shotgun.firstBreacher = true;
aBreachers = add_to_array( aBreachers, level.final_breacher_shotgun );
aBreachers = add_to_array( aBreachers, level.final_breacher_right );
sBreachType = "shotgunhinges_breach_left";
eVolume thread maps\_breach::breach_think( aBreachers, sBreachType );
level.griggs set_force_color ( "p" );
level.price set_force_color ( "g" );
excluders = [];
excluders[excluders.size] = level.price;
excluders[excluders.size] = level.griggs;
excluders[excluders.size] = level.final_breacher_shotgun;
excluders[excluders.size] = level.final_breacher_right;
fourth_guy = get_closest_ai_exclude( level.player.origin, "allies", excluders );
excluders[excluders.size] = fourth_guy;
second_guy = get_closest_ai_exclude( level.player.origin, "allies", excluders );
if ( isalive ( second_guy ) )
second_guy set_force_color ( "b" );
trigger_start_final_breach waittill( "trigger" );
//level.miniguns_firing = false;
level notify( "helis_stop_firing" );
//thread al_asad_recording();
flag_wait ( "breach_ready_flag" );
level.griggs anim_single_queue( level.griggs, "I_hear_him" );//I think he's in there. I hear him.
//level.griggs playsound ( "armada_grg_ihearhim" );
wait .5;
flag_set( "i_hear_him" );//turns on the breach execute trigger
eVolume waittill ("execute_the_breach");
//set_vision_set( "armada_sound", 5 );
//visionSetNaked ( "armada_sound", 5 );
level.price thread anim_single_queue( level.price, "do_it" );//Do it!
wait 7;
if ( isalive ( second_guy ) )
second_guy thread room_clear ( getnode ( "room_clear2_node", "script_noteworthy" ), "armada_gm3_roomclear" );
wait 2;
if ( isalive ( fourth_guy ) )
fourth_guy thread room_clear ( getnode ( "room_clear4_node", "script_noteworthy" ), "armada_gm2_nothere" );
thread dialog_on_a_loop();
wait 8;
trigger_price_n_griggs( node, eVolume );
}
dialog_on_a_loop()
{
wait 9.5;
guy = level.final_breacher_shotgun;
guy.animname = "generic";
guy anim_single_queue ( guy, "armada_gm1_onaloop" );
//level.final_breacher_shotgun playsound ( "armada_gm1_onaloop" );
//thread add_dialogue_line( "Marine", "The broadcast is a recording." );
}
room_clear( node, dialog )
{
self setgoalnode ( node );
self waittill ( "goal" );
self.dontavoidplayer = true;
self pushplayer( true );
if (isdefined ( dialog ) )
{
self.animname = "generic";
self anim_single_queue( self, dialog );
// self playsound ( dialog );
//thread add_dialogue_line( "Marine", dialog );
}
wait 2;
second_node = getnode( node.target, "targetname" );
self setgoalnode ( second_node );
self waittill ( "goal" );
level waittill ( "rally_up" );
wait ( randomfloatrange ( .2, 1.5 ) );
self walk_to( getnode( second_node.target, "targetname" ) );
//self setgoalnode ( getnode( node.target, "targetname" ) );
self waittill ( "goal" );
}
final_breacher_right_think()
{
level.final_breacher_right = self;
self thread magic_bullet_shield();
//self.interval = 50;
self waittill ( "breach_complete" );
self room_clear ( getnode ( "room_clear1_node", "script_noteworthy" ), "armada_gm1_clear" );
/*
self waittill ( "breach_complete" );
self.animname = "final_breacher_right";
self anim_single_solo ( self, "react" );
*/
}
final_breacher_shotgun_think()
{
level.final_breacher_shotgun = self;
self thread magic_bullet_shield();
//self.interval = 50;
self waittill ( "breach_complete" );
self room_clear ( getnode( "room_clear3_node", "script_noteworthy" ), "armada_gm2_clear" );
/*
self waittill ( "breach_complete" );
self.animname = "final_breacher_shotgun";
self anim_single_solo ( self, "react" );
*/
}
walk_to( goal )
{
self disable_cqbwalk();
self set_generic_run_anim( "walk", true );
//self.walk_combatanim = level.scr_anim[ "generic" ][ "walk" ];
//self.walk_noncombatanim = level.scr_anim[ "generic" ][ "walk" ];
self.disablearrivals = true;
self.disableexits = true;
self.goalradius = 32;
self setgoalnode ( goal );
self waittill ( "goal" );
self anim_generic( self, "patrol_stop" );
self setgoalpos ( self.origin );
}
trigger_price_n_griggs( node, eVolume )
{
thread final_griggs( node, eVolume );
wait .25;
thread final_price( node, eVolume );
}
final_price( node, eVolume )
{
level.price.dontavoidplayer = true;
level.price pushplayer( true );
node anim_reach_solo ( level.price, "enter" );
level.price pushplayer( true );
flag_set( "end_vaz_ready" );
//flag_wait( "end_grg_ready" );
thread battlechatter_off();
node anim_single_solo ( level.price, "enter" );
level.price pushplayer( true );
node anim_single_solo ( level.price, "finish" );
level.price pushplayer( true );
level.price setgoalpos ( level.price.origin );
}
final_griggs( node, eVolume )
{
level.griggs.dontavoidplayer = true;
level.griggs pushplayer( true );
node anim_reach_solo ( level.griggs, "enter" );
level.griggs pushplayer( true );
flag_set( "end_grg_ready" );
//flag_wait( "end_vaz_ready" );
thread end_dialog_sequence(); //starts with "score one"
node anim_single_solo ( level.griggs, "enter" );
level.griggs pushplayer( true );
node anim_loop_solo ( level.griggs, "end_idle" );
level.griggs pushplayer( true );
}
end_dialog_sequence()
{
wait 9.25;
thread griggs_plays_music();
wait 15;
level notify ( "rally_up" );
//rally_final_room = getent( "rally_final_room", "targetname" );
//rally_final_room notify ( "trigger" );
// level.price anim_single_queue( level.price, "new_assign" );//Marines! Rally up! We got a new assignment. Get your gear, and get ready to move out! Let's go!
//level.scr_sound[ "price" ][ "new_assign" ] = "armada_vsq_rallyup"; //Marines! Rally up! We got a new assignment. Get your gear, and get ready to move out! Let's go!
wait 6.5;
//iprintlnbold ( "mission end" );
nextmission();
}
griggs_plays_music()
{
level.griggs anim_single_queue( level.griggs, "roger_that" );//Roger that Master Sergeant!
//level.scr_sound[ "griggs" ][ "roger_that" ] = "armada_grg_rogerMS"; //Roger that Master Sergeant!
thread play_sound_in_space("scn_armada_griggs_music",level.griggs.origin+ (0,0,48) );
wait 5;//3.5;
recording = getent( "al_assad_recording", "targetname" );
recording.stop = true;
recording StopSounds();
flag_set ( "stop_asad_recording" );
turn_off_videos();
//iprintlnbold ( "music plays" );
MusicPlayWrapper( "armada_end_music" );
wait 2;
level.griggs anim_single_queue( level.griggs, "yeahhh" );//Yeahhhh. Oooo-rahhh<68>
//level.scr_sound[ "griggs" ][ "yeahhh" ] = "armada_grg_yeahoorah"; //Yeahhhh. Oooo-rahhh<68>
}
end_start()
{
end_start = getent( "end_start", "targetname" );
level.player setOrigin( end_start.origin );
level.player setPlayerAngles( end_start.angles );
end_spawners = getentarray( "end_spawners", "targetname" );
array_thread( end_spawners, ::spawn_ai );
array_thread( end_spawners, ::add_spawn_function, ::enable_cqbwalk );
waittillframeend; // need to wait for the _spawner to run on the spawned guys
flag_set ( "start_first_obj" );
flag_set( "hq_entered" );
flag_set( "hq_cleared" );
flag_set( "on_ground" );
flag_set( "regrouped" );
flag_set( "tvstation_entered" );
flag_set( "news_room_clear" );
flag_set ( "entered_atrium" );
//thread maps\_vehicle::create_vehicle_from_spawngroup_and_gopath( 9 );
wait .2;
trigger = getent( "end_positions", "targetname" );
trigger notify ( "trigger" );
}
tv_breach_dialog( eVolume )
{
eVolume waittill( "detpack_about_to_blow" );
wait 1;
//level.price anim_single_queue( level.price, "do_it" );//Do it!
level.price playsound( "armada_vsq_doit" );
wait 2;
//level.scr_sound[ "generic" ][ "breaching_breaching" ] = "armada_gm1_breachingbreaching"; //Breaching breaching!
level.tv_breacher playsound( "armada_gm1_breachingbreaching" );
wait 1;
level.price playsound( "armada_vsq_gogogo2" );
}
get_tv_breacher()
{
flag_wait ( "tv_station_locked_down" );
flag_clear ( "aa_street_fight" );
level.price thread anim_single_queue ( level.price, "targetbuilding" );
greens = get_force_color_guys( "allies", "g" );
if( greens.size > 0 )
{
reds = get_force_color_guys( "allies", "r" );
reinforcements_needed =( 5 - reds.size );
for( i=0;i<reinforcements_needed;i++ )
{
if ( isalive ( greens[ i ] ) )
greens[ i ] set_force_color( "r" );
}
}
excluders = get_force_color_guys( "allies", "g" );
excluders[ excluders.size ] = level.price;
level.tv_breacher = get_closest_ai_exclude( level.player.origin, "allies", excluders );
assert ( isdefined ( level.tv_breacher ) );
assert ( isalive ( level.tv_breacher ) );
level.tv_breacher thread magic_bullet_shield();
}
tv_breach()
{
trigger = getent( "trigger_tv_breach", "targetname" );
trigger waittill( "trigger" );
thread news_room_clear();
thread exit_news_room_door();
//wait for vasquez
dialog_tv_station_locked_down( trigger );
breach_positions = getent( "breach_positions", "targetname" );
breach_positions notify( "trigger" );
eVolume = getent( "tv_volume", "targetname" );
level.price set_force_color( "o" );
assert ( isdefined ( level.tv_breacher ) );
assert ( isalive ( level.tv_breacher ) );
level.tv_breacher thread replace_on_death();
level.tv_breacher set_force_color( "o" );
thread tv_breach_dialog( eVolume );
aBreachers = [];
aBreachers = add_to_array( aBreachers, level.price );
aBreachers = add_to_array( aBreachers, level.tv_breacher );
for(i=0;i<aBreachers.size;i++)
aBreachers[i].usebreachapproach = false;
sBreachType = "explosive_breach_left";
eVolume thread maps\_breach::breach_think( aBreachers, sBreachType );
while( !eVolume.breached )
wait( 0.05 );
for(i=0;i<aBreachers.size;i++)
aBreachers[i].usebreachapproach = true;
level.price enable_ai_color();
level.tv_breacher enable_ai_color();
level.tv_breacher stop_magic_bullet_shield();
flag_set ( "aa_tv_fight" );
}
dialog_tv_station_locked_down( trigger )
{
excluders = [];
excluders[0] = level.price;
soldier = level.tv_breacher;
//soldier = get_closest_ai_exclude( level.player.origin, "allies", excluders );
//soldier thread magic_bullet_shield();
soldier.animname = "generic";
while ( ( distance ( trigger.origin, level.price.origin ) ) > 1000 )
wait .5;
soldier anim_single_queue( soldier, "tvstation" );
//soldier playsound( "armada_gm1_tvstation" );
//iprintlnbold( "MARINE: We've got the TV Station locked down sir." );
wait .5;
//iprintlnbold( "PRICE: Good. Get in position to breach." );
//level.price playsound( "armada_usl_getintoposition" );
level.price anim_single_queue( level.price, "get_into_pos" );
//soldier thread stop_magic_bullet_shield();
}
hq_breach()
{
trigger = getent( "start_breach", "targetname" );
trigger waittill( "trigger" );
thread sit_rep_dialog();
eVolume = getent( "volume_room01", "targetname" );
thread breach_dialog( eVolume );
aBreachers = [];
aBreachers = add_to_array( aBreachers, level.price );
aBreachers = add_to_array( aBreachers, level.breacher );
sBreachType = "explosive_breach_left";
eVolume thread maps\_breach::breach_think( aBreachers, sBreachType );
//eVolume waittill ("execute_the_breach");
breach_enemy_trigger = getent( "breach_enemy_trigger", "script_noteworthy" );
breach_enemy_trigger notify( "trigger" );
eVolume waittill ("detpack_detonated");
//while( !eVolume.breached )
// wait( 0.05 );
level.price enable_ai_color();
level.breacher enable_ai_color();
thread dialog_clear_on_hq_breach();
level endon ( "on_stairs" );
vasquez_in_pos = getent ( "vasquez_in_pos", "targetname" );
vasquez_in_pos waittill ("trigger" );
wait 2;
//level.price thread
//add_dialogue_line( "Vasquez", "Take point Jackson." );
level.price anim_single_queue( level.price, "jacksonpoint" );//jackson take point
flag_set ( "aa_hq_fight" );
}
dialog_clear_on_hq_breach()
{
flag_wait ( "hq_breach_enemies_dead" );
level.breacher playsound ( "armada_gm1_clear" );
}
breach_dialog( eVolume )
{
level.price playsound( "armada_vsq_sidedoorbreach" );
//wait 3;
//level.breacher playsound( "armada_gm4_withyou" );
//trigger_volume_room01 waittill( "trigger" );
eVolume waittill( "detpack_about_to_blow" );
wait 1;
level.price playsound( "armada_vsq_blowcharge" );
wait 2;
level.breacher playsound( "armada_gm1_breaching" );
wait 1;
level.price playsound( "armada_vsq_gogogo" );
}
price_think()
{
level.price = self;
level.price.animname = "price";
level.price thread magic_bullet_shield();
level.price.interval = 50;
}
griggs_think()
{
level.griggs = self;
level.griggs.animname = "griggs";
level.griggs thread magic_bullet_shield();
}
breacher_think()
{
level.breacher = self;
level.breacher thread magic_bullet_shield();
level.breacher.interval = 50;
flag_wait( "hq_cleared" );
wait .1;
level.breacher thread stop_magic_bullet_shield();
}
hq_breachers_think()
{
self.interval = 50;
}
technical_setup()
{
trigger = getent( "technical_setup", "targetname" );
trigger waittill( "trigger" );
wait 1;
technical = getEnt( "canal_technical", "targetname" );
//technical.mgturret[ 0 ].accuracy = 0;
technical.mgturret[ 0 ] setmode( "manual_ai" ); // auto, auto_ai, manual
technical.mgturret[ 0 ] settargetentity( level.player_heli );
technical waittill( "start_vehiclepath" );
technical.mgturret[ 0 ] startfiring();
wait 8;
//technical doDamage( technical.health + 100, technical.origin );
technical delete();
}
rpg_guys()
{
rpg_guys = getentarray( "rpg_guy", "script_noteworthy" );
for( i=0;i<rpg_guys.size;i++ )
rpg_guys[ i ].pacifist = true;
for( ;; )
{
rpg_guys = getentarray( "rpg_guy", "script_noteworthy" );
for( i = 0; i < rpg_guys.size; i++ )
{
if( !isalive( rpg_guys[ i ] ) )
continue;
closest = getClosest( rpg_guys[ i ].origin, level.helis );
dist = distance( closest.origin , rpg_guys[ i ].origin );
if( dist < 2500 && rpg_guys[ i ].pacifist )
{
rpg_guys[ i ] setEntityTarget( closest );
rpg_guys[ i ].pacifist = false;
rpg_guys[ i ] thread kill_in_ten();
}
wait( .05 );
}
wait( .05 );
}
}
kill_in_ten()
{
flag_wait_or_timeout( "kill_rpgs", 10 );
if( isalive( self ) )
self doDamage( self.health + 100, self.origin );
}
helis_move()
{
thread maps\_vehicle::gopath( self );
}
helis_move2()
{
pathpoint = undefined;
if( isdefined( self.target ) )
pathpoint = getent( self.target, "targetname" );
else
assertmsg( "helicopter without target" );
arraycount = 0;
pathpoints = [];
while( isdefined( pathpoint ) )
{
pathpoints[ arraycount ] = pathpoint;
arraycount++;
if( isdefined( pathpoint.target ) )
pathpoint = getent( pathpoint.target, "targetname" );
else
break;
}
radius = 512;
for( i=0;i<pathpoints.size;i++ )
{
if( isdefined( pathpoints[ i ].radius ) )
radius = pathpoints[ i ].radius;
self setNearGoalNotifyDist( 400 );
stop = false;
if( isdefined( pathpoints[ i ].script_stopnode ) ) //z: stop at nodes if there is a script_stopnode = 1 value
stop = pathpoints[ i ].script_stopnode;
self setvehgoalpos( pathpoints[ i ].origin, stop );
self waittill( "near_goal" );
}
}
debug( num )
{
while( isdefined( self.script_parameters ) )
{
print3d( self.origin+( 0, 0, 128 ), self.script_parameters, ( 1, 1, 1 ), 1, 2, 1 );
wait .05;
}
}
set_threatbias_group( group )
{
assert( threatbiasgroupexists( group ) );
self setthreatbiasgroup( group );
}
get_living( array )
{
j = 0;
living = [];
for( i = 0; i < array.size; i++ )
{
if( isalive( array[ i ] ) )
{
living[ j ] = array[ i ];
j++;
}
}
return living;
}
circling_helis_rpg_guy_think()
{
while( isalive( self ) )
{
closest = getClosest( self.origin, level.circling_helis );
self setEntityTarget( closest );
wait 1;
}
}
kill_during_breach( parameter1, parameter2 )
{
enemies = getentarray ( "hq_breach_enemies","script_noteworthy" );
for ( i = 0; i < enemies.size; i++ )
{
if( !isai(enemies[ i ] ) )
continue; // spawner
enemies[ i ] doDamage( enemies[ i ].health + 100, enemies[ i ].origin );
wait .3;
}
}
achieve_tvs()
{
tvs = getentarray ("interactive_tv", "targetname");
tvs = remove_non_cinematic_TVs_from_array( tvs );
level.tv_count = tvs.size;
if(getdvar("tv_helper") != "off")
array_thread ( tvs,::tv_helper );
level.tvhook = ::achieve_tvs_hook;
}
tv_helper()
{
draw_line_from_ent_to_ent_until_notify( level.player , self , 1 , 1 , 0 , self , "tv_done" );
}
achieve_tvs_hook()
{
if( self.model != "com_tv1_cinematic" )
return;
level.tv_count--;
self notify ("tv_done");
if ( ! level.tv_count )
maps\_utility::giveachievement_wrapper("YOUR_SHOW_SUCKS");
}
remove_non_cinematic_TVs_from_array( array )
{
newarray = [];
for( i = 0; i < array.size; i ++ )
{
if( array[ i ].model != "com_tv1_cinematic" )
continue;
newarray[ newarray.size ] = array[ i ];
}
return newarray;
}