114 lines
No EOL
3 KiB
Text
114 lines
No EOL
3 KiB
Text
#include maps\_utility;
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#include common_scripts\utility;
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#include maps\_anim;
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#include maps\village_assault_code;
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main()
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{
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/#
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if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
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return;
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if ( getdvar( "village_assault_disable_gameplay") == "" )
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setdvar( "village_assault_disable_gameplay", "0" );
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#/
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precacheLevelStuff();
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setLevelDVars();
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add_start( "town", ::start_town, &"STARTS_TOWN" );
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add_start( "alasad_barn",::start_alasad_barn, &"STARTS_ALASADBARN" );
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add_start( "alasad_house",::start_alasad_house, &"STARTS_ALASADHOUSE" );
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default_start( ::start_start );
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maps\_mi28::main( "vehicle_mi-28_flying" );
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maps\_bmp::main( "vehicle_bmp_woodland" );
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maps\createart\village_assault_art::main();
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maps\village_assault_fx::main();
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maps\_c4::main();
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maps\_hiding_door::main();
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thread maps\_pipes::main();
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thread maps\_leak::main();
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maps\_load::main();
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maps\_nightvision::main();
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maps\_load::set_player_viewhand_model( "viewhands_player_sas_woodland" );
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maps\_javelin::init();
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animscripts\dog_init::initDogAnimations();
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thread scriptCalls();
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add_hint_string( "armor_damage", &"SCRIPT_ARMOR_DAMAGE", undefined );
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thread add_objective_building( "1" );
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thread add_objective_building( "2" );
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thread add_objective_building( "3" );
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thread add_objective_building( "4" );
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thread add_objective_building( "5" );
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thread add_objective_building( "6" );
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thread objective_updateNextWaypoints();
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wait 0.05;
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setSavedDvar( "compassObjectiveMaxHeight", "800" );
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setSavedDvar( "compassObjectiveMinHeight", "-800" );
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}
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start_start()
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{
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spawn_starting_friendlies( "friendly_start" );
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thread gameplay_start();
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}
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start_town()
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{
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spawn_starting_friendlies( "friendly_town" );
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movePlayerToLocation( "player_start_town" );
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}
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start_alasad_barn()
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{
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spawn_starting_friendlies( "friendly_alasad_barn" );
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movePlayerToLocation( "player_start_alasad_barn" );
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thread do_alasad( "barn" );
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}
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start_alasad_house()
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{
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spawn_starting_friendlies( "friendly_alasad_house" );
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movePlayerToLocation( "player_start_alasad_house" );
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thread do_alasad( "house" );
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}
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gameplay_start()
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{
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friendly_stance( "crouch" );
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thread battlechatter_trigger_on();
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opening_sequence();
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friendly_stance( "stand", "crouch", "prone" );
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getent( "first_trigger_after_gas_station", "script_noteworthy" ) notify( "trigger" );
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for( i = 0 ; i < level.friendlies.size ; i++ )
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level.friendlies[ i ] pushplayer( true );
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getent( "pushplayer_off", "targetname" ) waittill( "trigger" );
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for( i = 0 ; i < level.friendlies.size ; i++ )
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level.friendlies[ i ] pushplayer( false );
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}
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battlechatter_trigger_on()
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{
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battlechatter_off( "allies" );
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battlechatter_off( "axis" );
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getent( "battlechatter_on_trigger", "targetname" ) waittill( "trigger" );
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battlechatter_on( "allies" );
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battlechatter_on( "axis" );
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// Autosave the game at this point
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thread doAutoSave( "entered_town" );
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wait 60;
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thread air_support_hint_print_activate();
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} |