cod5-sdk/raw/maps/sniper_event3.gsc

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2008-11-20 00:00:00 +00:00
#include maps\_utility;
#include common_scripts\utility;
#include maps\_anim;
#include maps\_vehicle;
#include maps\_music;
#include maps\sniper;
event3_start()
{
level.player SetViewModel( "viewmodel_rus_guardsinged_arms" );
maps\sniper_event2::jumpout_fx();
thread tp_to_start("event3");
level notify ("e2_sniper_dead");
wait 8;
level.alleyguys_dead = 0;
trig = getent("dudeguys", "target");
trig notify ("trigger");
trig = getent("e3_allies_saveu_colorchain", "targetname");
trig thread wait_and_notify(5, "trigger");
wait 1;
e3_transition_dialogue();
wait 2;
level thread e3_sniping_cover_battle();
wait 0.2;
level notify ("e3_go");
wait 3;
//level.hero set_run_anim("e1_street_run");
level notify ("event2_started");
}
event3b_start()
{
thread tp_to_start("event3b");
wait 15;
spot = getstruct("factory_door_spot", "targetname");
level.hero.animname = "hero";
animtime = getanimlength(level.scr_anim["hero"]["door_open3"]);
spot thread anim_single_solo(level.hero, "door_open3");
wait animtime - 1.5;
level.hero stopanimscripted();
level.hero enable_ai_color();
getent("post_door_charge_chain", "script_noteworthy") notify ("trigger", level.player);
//spot delete();
wait 120;
level.alleyguys_dead = 0;
level.guys_onground_killed = 0;
getent("dudeguys", "target") notify ("trigger");
wait 1;
getent("e3_allies_cleared_firsthalf", "targetname") notify ("trigger");
flag_set("e3_forward_comrades");
level thread allies_moveup_chatter();
level waittill ("ura");
level thread say_dialogue("friends_moving_up", undefined, 0.5);
level thread say_dialogue("up_stairs_quickly");
maps\_spawner::kill_spawnernum(13);
spawners = getentarray("alley_dudes2_reinforce", "targetname");
if (isdefined(spawners) && spawners.size > 0)
{
maps\_spawner::flood_spawner_scripted(spawners);
}
thread sniper_cover_battle2();
e3_threat_stuff();
}
event3c_start()
{
thread tp_to_start("event3");
wait 5;
keys = getarraykeys(level.scr_sound["temptalk"]);
for (i=0; i < keys.size; i++)
{
level thread say_dialogue(keys[i]);
}
wait 120;
maps\sniper_event2::player_bb_jumpout();
getent("dudeguys", "target") notify ("trigger");
wait 1;
getent("e3_allies_cleared_firsthalf", "targetname") notify ("trigger");
iprintln("Forward Comrades!");
flag_set("e3_forward_comrades");
wait 2;
iprintln("Our men are advancing! Come quickly, we must move around to cover them!");
maps\_spawner::kill_spawnernum(13);
thread sniper_cover_battle2();
e3_threat_stuff();
}
e3_threat_stuff()
{
guys = getaiarray("allies");
for (i=0; i < guys.size; i++)
{
guys[i] setthreatbiasgroup("russian_squad");
}
players = get_players();
for (i=0; i < players.size; i++)
{
players[i] setthreatbiasgroup("player");
}
level.hero setthreatbiasgroup("hero");
setignoremegroup("russian_squad", "newbhater");
setignoremegroup("player", "newbhater");
setignoremegroup("hero", "newbhater");
setthreatbias("newbs", "newbhater", 10000);
setignoremegroup("badguys", "russian_squad");
setignoremegroup("russian_squad", "badguys");
setignoremegroup("flankers", "russian_squad");
setignoremegroup("player", "flankers");
setthreatbias("badguys", "player", 10000);
setthreatbias("player", "badguys", 10000);
setthreatbias("ignoreplayer", "russian_squad", 10000);
setthreatbias("flankers", "russian_squad", 1000);
if (level.difficulty < 3)
{
setthreatbias("hero", "badguys", 10000);
setthreatbias("badguys", "hero", 10000);
setignoremegroup("hero", "badguys");
}
else
{
setignoremegroup("badguys", "hero");
setignoremegroup("hero", "badguys");
}
}
reach_wait_single(myanimname, myanim, myflag, node)
{
self.animname = myanimname;
self disable_ai_color();
//node anim_reach_solo(self, myanim);
if(isdefined(myflag))
{
flag_set(myflag);
}
flag_wait("friendlies_vignette_go");
node anim_single_solo(self, myanim);
self enable_ai_color();
}
e3_transition_dialogue()
{
level.hero setcandamage(true);
level thread allies_overfence_dialogue();
node = getstructent("alleyguys_node", "targetname");
guy1 = grab_ai_by_script_noteworthy("e3_allied_squad_leader", "allies");
guy1 thread reach_wait_single("redshirt", "postbb_redshirt1", "postbb_redshirt1_inplace", node);
num = 2;
allies = getaiarray("allies");
for (i=0; i < allies.size; i++)
{
if (isdefined(allies[i].script_noteworthy) && allies[i].script_noteworthy=="e3_allied_squad_animate" && num < 4)
{
allies[i] thread reach_wait_single("redshirt", "postbb_redshirt"+num, "postbb_redshirt"+num+"_inplace", node);
num++;
}
}
flag_wait("postbb_redshirt1_inplace");
flag_wait("postbb_redshirt2_inplace");
flag_wait("postbb_redshirt3_inplace");
wait 0.4;
flag_set("friendlies_vignette_go");
getent("e3_allies_saveu_colorchain", "targetname") notify ("trigger");
level.hero.animname = "hero";
animtime = getanimlength(level.scr_anim["hero"]["postbb_hero"]);
level.hero.disablearrivals = false;
level.hero.disableexits = false;
//level.hero disable_ai_color();
getent("e3_allies_tofence_chain", "targetname") thread wait_and_notify(animtime - 1, "trigger");
node thread anim_single_solo(level.hero, "postbb_hero");
wait animtime - 0.1;
level.hero set_run_anim("patrol_walk");
wait 0.1;
level.hero set_run_anim("patrol_walk");
//wait animtime - 0.1;
level.hero stopanimscripted();
//level.hero set_run_anim("patrol_walk");
level thread say_dialogue("wait_for_screams");
level thread say_dialogue("dimitri_this_way");
//level.hero enable_ai_color();
level notify ("e3_go");
//level.hero set_run_anim("patrol_walk");
wait 9;
//level.hero set_run_anim("e1_street_run");
level.hero reset_run_anim();
level.hero.ignoreme = true;
level thread maps\_utility::autosave_by_name( "dialogue_over" );
}
allies_overfence_dialogue()
{
trig = getent("allies_overfence_chain", "targetname");
trig waittill ("trigger");
guy = grab_ai_by_script_noteworthy("e3_allied_squad_leader", "allies");
guy.animname = "hero";
guy anim_single_solo(guy, "this_way_coms");
guy anim_single_solo(guy, "take_positions");
}
e3_sniping_cover_battle()
{
level thread battlechatter_off("axis");
level thread ai_through_door();
level.guys_onground_killed = 0;
//thread aicount();
level thread e3_trigsoff();
level notify ("hero_getup");
wait 0.1;
level thread e3_threat_stuff();
getent("alley_dudes3", "target") thread waittill_trigg_and_say("left_balcony", 2);
getent("alley_dudes3", "target") thread waittill_trig_and_notify(level, "stealthbreak");
level waittill ("e3_go");
//TUEY Set Music To PRE_SNIPE_FLAMEGUY
setmusicstate("PRE_SNIPE_FLAMEGUY");
level thread alldudes_2_come();
level thread resnov_splain_stuff();
getent("e3_squad_getready_chain", "script_noteworthy") notify ("trigger");
getent("e3_ladder_blocker", "targetname") delete();
getent("player_inplace", "script_noteworthy") waittill ("trigger");
getent("e3_ladderbacktrack_clip", "targetname") trigger_on();
players = get_players();
for (i=0; i < players.size; i++)
{
players[i] thread player_speed_set(190,3);
players[i] allowsprint(true);
}
level thread impatient_allies();
level.player thread stealth_checker();
level waittill ("stealthbreak");
level notify ("stop_talking");
wait 0.1;
level.hero enable_ai_color();
flag_set("e3_fight_go");
spawners = getentarray("alley_dudes1_2", "targetname"); // first courtyard reinforcements
if (isdefined(spawners) && spawners.size > 0)
{
maps\_spawner::flood_spawner_scripted(spawners);
}
level thread wait_and_killspawner(randomintrange(15,30), 20);
battlechatter_on("allies");
battlechatter_on("axis");
level.hero set_battlechatter(false);
level notify ("fight!");
thread molotov_circus();
guys = getaiarray("allies");
guys2 = getaiarray("axis");
array_thread(guys, ::solo_set_pacifist, false);
array_thread(guys2, ::solo_set_pacifist, false);
getent("guys_charge", "targetname") notify ("trigger");
level thread color_chain3();
wait 0.5;
guy = grab_ai_by_script_noteworthy("e3_patrolguy2", "axis");
if (isdefined(guy) && isai(guy) && isalive(guy) )
{
}
else
{
level.hero stopanimscripted();
level thread say_dialogue("belly_laugh1");
level thread say_dialogue("excel_aim_D");
}
wait 2;
level thread say_dialogue("give_covering_fire");
level thread keep_firing();
}
impatient_allies()
{
level endon ("stealthbreak");
wait 70;
allies = getaiarray("allies");
for (i=0; i < allies.size; i++)
{
allies[i] solo_set_pacifist(false);
}
wait 2;
level notify ("stealthbreak");
}
keep_firing()
{
level endon ("e3_forward_comrades");
level.keepfiring_length = 20;
wait 40;
level thread say_dialogue("keep_firing");
while(1)
{
level thread keep_firing_loop();
while(1)
{
if (level.player isfiring() )
{
level notify ("player_fired");
break;
}
wait 0.1;
}
wait 1;
}
}
keep_firing_loop()
{
level endon ("e3_forward_comrades");
level endon ("player_fired");
wait level.keepfiring_length;
level thread say_dialogue("keep_firing");
level.keepfiring_length = level.keepfiring_length+5;
}
alleyguysdead()
{
thread wait_and_setflag(10, "e3_fightison");
while (level.alleyguys_dead<12)
{
wait 0.5;
if (flag("e3_fightison"))
break;
}
flag_set("e3_fightison");
getent("guys_charge2", "targetname") notify ("trigger");
level.alleyguys_dead = 0;
}
alldudes_2_come()
{
guys = getaiarray("allies");
array_thread(guys, ::solo_set_pacifist, true);
level waittill ("fight!");
//TUEY Set Music To LAST_BATTLE_PHASE_1
setmusicstate("LAST_BATTLE_PHASE_1");
guys = array_remove(guys, level.hero);
for (i=0; i < guys.size; i++)
{
wait(randomfloatrange(0.1, 0.3));
guys[i] playsound("russian_battle_crymn");
}
thread alleyguysdead();
flag_wait("e3_fightison");
//TUEY Play Battle Cry
//playsoundatposition ("russian_battle_cry", (5576, -56, 424));
wait 2;
spawners = getentarray("alley_dudes2_high", "targetname");
for (i=0; i < spawners.size; i++)
{
spawners[i] stalingradspawn();
}
wait 4;
level thread say_dialogue("mg_2nd_floor");
while (level.alleyguys_dead<7)
{
wait 0.5;
}
getent("dudeguys_redshirt", "target") notify ("trigger");
spawners = getentarray("alley_dudes2", "targetname");
if (isdefined(spawners) && spawners.size > 0)
{
maps\_spawner::flood_spawner_scripted(spawners);
}
spawners = getentarray("alley_dudes2_high2", "targetname");
for (i=0; i < spawners.size; i++)
{
spawners[i] stalingradspawn();
}
wait 1;
maps\_spawner::kill_spawnernum(10);
waittill_aigroupcleared("e3_flamer_the_2nd");
getent("guys_charge3", "targetname") notify ("trigger");
thread Sniper_Cover_Battle2();
wait 4;
getent("alley_dudes3", "target") notify ("trigger");
wait 1;
maps\_spawner::kill_spawnernum(11);
waittill_aigroupcleared("e3_leftguys");
guys = getaiarray("axis");
for (i=0; i < guys.size; i++)
{
if (isdefined(guys[i].script_noteworthy)
&& (guys[i].script_noteworthy == "e3_left_balcony_guys" || guys[i].script_noteworthy == "e3_left_roof_guys" || guys[i].script_noteworthy == "e3_p1_second_floor_guys" || guys[i].script_noteworthy == "floor2_mgguy") )
{
guys[i] thread wait_and_kill(randomint(2), getstruct("magicfriendlybullet_spot", "targetname") );
}
}
waittill_aigroupcleared("e3_3rd_floor_guys");
maps\_spawner::kill_spawnernum(12);
nodes = getnodearray("e3_alley_fallback_nodes", "script_noteworthy");
guys = getaiarray("axis");
nodecounter = 0;
for (i=0; i < guys.size; i++)
{
if (isdefined(nodes[nodecounter]) )
{
guys[i] thread ignore_and_run(nodes[nodecounter]);
nodecounter++;
}
}
wait 2;
level thread allies_moveup_chatter();
wait 2;
getent("e3_allies_cleared_firsthalf", "targetname") notify ("trigger");
flag_set("e3_forward_comrades");
level waittill ("ura");
level thread maps\_utility::autosave_by_name( "ura_charge" );
level notify ("e3_forward_comrades");
level thread say_dialogue("friends_moving_up", undefined, 0.5);
checktrig = getent("e3_sargego_midstair_check", "targetname");
if (level.player istouching(checktrig))
{
level thread say_dialogue("up_stairs_quickly");
getent("e3_sargego_midstair_chain", "targetname") notify ("trigger");
trig = getent("e3_3rd_floor_chain", "script_noteworthy");
trig trigger_on();
}
getent("e3_post_3rdfloor_chain", "script_noteworthy") trigger_on();
wait 8;
spawners = getentarray("alley_dudes2_reinforce", "targetname");
if (isdefined(spawners[0]))
{
maps\_spawner::flood_spawner_scripted(spawners);
}
guys = getaiarray("axis");
for (i=0; i < guys.size; i++)
{
guys[i] solo_set_pacifist(false);
}
}
sniper_cover_battle2()
{
waittill_aigroupcleared("castlewall_guys_charge");
getent("castlewall_chargers_dead_chain", "script_noteworthy") notify ("trigger");
waittill_aigroupcleared("castlewall_guys");
level thread maps\_utility::autosave_by_name( "castlewall_battle" );
flag_wait("e3_forward_comrades");
guys = getaiarray("axis");
for (i=0; i < guys.size; i++)
{
if (isdefined(guys[i].script_noteworthy)
&& (guys[i].script_noteworthy == "e3_left_balcony_guys" || guys[i].script_noteworthy == "e3_left_roof_guys" || guys[i].script_noteworthy == "e3_p1_second_floor_guys") )
{
guys[i] thread wait_and_kill(randomint(20));
}
}
//iprintln("Down in the courtyard! We must cover our comrades!");
getent("e3_allies_cleared_castlewall", "targetname") thread wait_and_notify(5, "trigger");
wait 1;
level thread say_dialogue("friends_need_cover");
level thread rip_vermin();
maps\_spawner::kill_spawnernum(15);
while(1)
{
guys = getaiarray("axis");
if (guys.size < 8)
{
nodes = getnodearray("e3_guys_retreat_into_building_nodes", "script_noteworthy");
nodecounter = 0;
for (i=0; i < guys.size; i++)
{
if (isdefined(nodes[nodecounter]))
{
guys[i] thread ignore_and_run(nodes[nodecounter]);
guys[i] thread wait_and_kill(30);
nodecounter++;
}
}
wait 2;
break;
}
wait 0.5;
}
trig = getent("newbs_charge", "target");
trig notify ("trigger");
wait 1;
level notify ("newbs_runnin");
maps\_spawner::kill_spawnernum(32);
wait 5;
allies = getentarray("dudeguys_charge", "targetname");
for (i=0; i < allies.size; i++)
{
allies[i] stalingradspawn();
}
spawners = getentarray("e3_snipercover_3floordudes", "targetname");
if (isdefined(spawners) && spawners.size > 0)
{
maps\_spawner::flood_spawner_scripted(spawners);
}
getent("e3_castlewall_chain", "script_noteworthy") notify ("trigger");
wait 6;
getent("e3_b2_reinforcements", "script_noteworthy") notify ("trigger");
//delaythread(10, ::say_dialogue, "take_out_ht_mg");
//thread wait_and_print(10,"Kill the Halftrack machine gunner!", "neverend");
wait 1;
guy = grab_ai_by_script_noteworthy("e3_halftrack_mgguy", "axis");
guy waittill ("death");
spawners = getentarray("e3_snipercover_3floormgguy", "targetname");
if (isdefined(spawners) && spawners.size > 0)
{
maps\_spawner::flood_spawner_scripted(spawners);
}
wait 7;
maps\_spawner::kill_spawnernum(16);
spawners = getentarray("e3_snipercover_3floordudes_left", "targetname");
if (isdefined(spawners) && spawners.size > 0)
{
maps\_spawner::flood_spawner_scripted(spawners);
}
retreatguys = grab_ais_by_script_noteworthy("e3_guys_retreat_into_building", "axis");
retreatnodes = getnodearray("e3_guys_retreat_into_building_nodes", "script_noteworthy");
thread guys_to_nodes(retreatguys,retreatnodes);
getent("toughguys_advance", "script_noteworthy") notify ("trigger");
trig = getent("e3_battle2_chain", "script_noteworthy");
trig thread waittill_trigg_and_say("comrades_clearing", 6);
waittill_aigroupcleared("e3_infrontof_final_building_guys");
trig notify ("trigger"); // color chain of allies into building
waittill_aigroupcleared("e3_retreat_in_building_guys");
wait 2;
getent("e3_battle2_chain2", "script_noteworthy") notify ("trigger"); // color chain of allies into building
wait 1;
maps\_spawner::kill_spawnernum(14);
waittill_aigroupcleared("e3_lastguys_inbuilding");
axis = getaiarray("axis");
for (i=0; i < axis.size; i++)
{
axis[i] thread wait_and_kill(randomfloat(5));
}
level.hero reset_run_anim();
wait 1;
getent("russians_last_chain", "script_noteworthy") notify ("trigger");
thread maps\sniper_event4::event4_setup();
//iprintln("End of Scripting");
}
floor3_guys_dead()
{
thread one_for_four();
waittill_aigroupcleared("e3_3rd_floor_guys");
level notify ("3rd_floor_clear");
flag_set("e3_leftguys_come");
}
e3_trigsoff()
{
getent("e3_post_3rdfloor_chain", "script_noteworthy") trigger_off();
}
aicount()
{
while(1)
{
guys1 = getaiarray("axis");
guys2 = getaiarray("allies");
iprintln("Axis: "+guys1.size);
iprintln("Allies: "+guys2.size);
iprintln("Total: "+(guys1.size+guys2.size));
wait 4;
}
}
one_for_four()
{
level endon ("3rd_floor_clear");
maxkilled = level.guys_onground_killed + 2;
while(1)
{
if (level.guys_onground_killed > maxkilled)
{
guys = getaiarray("axis");
for (i=0; i < guys.size; i++)
{
if( isdefined(guys[i].script_noteworthy) && guys[i].script_noteworthy == "e3_p1_second_floor_guys")
{
guys[i] dodamage(guys[i].health * 10, (0,0,0) );
maxkilled = level.guys_onground_killed + 2;
break;
}
}
}
wait 1;
}
}
one_for_ten()
{
maxkilled = level.guys_onground_killed + 2;
while(1)
{
if (level.guys_onground_killed > maxkilled)
{
guys = getaiarray("axis");
for (i=0; i < guys.size; i++)
{
if( isdefined(guys[i].script_noteworthy) && guys[i].script_noteworthy == "e3_snipercover_b_snipers")
{
guys[i] dodamage(guys[i].health * 10, (0,0,0) );
maxkilled = level.guys_onground_killed + 2;
break;
}
}
}
wait 1;
}
}
ai_through_door()
{
door = getent("factory_door", "targetname");
door rotateyaw( -120, 0.4, 0.3, .1 );
door connectpaths();
trig = getent("alley_dudes4", "target");
trig thread waittill_trigg_and_say("more_infantry", 1);
trig waittill ("trigger");
getent("e3_plank_blocker", "targetname") trigger_on();
flag_set("rooftop_battle");
maps\_spawner::kill_spawnernum(20);
maps\_spawner::kill_spawnernum(21);
maps\_spawner::kill_spawnernum(12);
maps\_spawner::kill_spawnernum(10);
maps\_spawner::kill_spawnernum(11);
trig = getent("alley_dudes4b", "target");
trig thread wait_and_notify(randomintrange(10,30), "trigger");
trig waittill ("trigger");
door = getent("factory_door", "targetname");
door rotateyaw( 120, 0.4, 0.3, .1 );
door disconnectpaths();
wait 2;
maps\_spawner::kill_spawnernum(13);
}
color_chain3()
{
waittill_aigroupcleared("alley_dudes1");
getent("guys_charge3", "targetname") notify ("trigger");
}
molotov_circus()
{
level endon ("event4_started");
while(1)
{
wait randomintrange(10,20);
guys = getaiarray("allies");
for (i=0; i < guys.size; i++)
{
if (guys[i] != level.hero && isdefined(guys[i].enemy) )
{
guys[i].animname = "allies";
guys[i] anim_single_solo(guys[i],"molotov_toss");
break;
}
}
}
}
rip_vermin()
{
while(1)
{
if (level.player.usingturret == 1)
{
level thread say_dialogue("rrrip_vermin");
break;
}
wait 0.5;
}
}
allies_moveup_chatter()
{
allies = getaiarray("allies");
myguy = undefined;
for (i=0; i < allies.size; i++)
{
if (isdefined(allies[i].script_noteworthy) && allies[i].script_noteworthy=="e3_allied_squad_leader")
{
myguy = allies[i];
break;
}
}
myguy thread magic_bullet_shield();
myguy stopanimscripted();
myguy.animname = "hero";
myguy anim_single_solo(myguy, "theyre_retreating");
wait 0.1;
//lines[1] = "charge";
myguy stopanimscripted();
myguy.animname = "hero";
myguy anim_single_solo(myguy, "forward");
wait randomfloatrange(0.1, 0.4);
myguy.animname = "hero";
myguy anim_single_solo(myguy, "ura");
myguy thread stop_magic_bullet_shield();
level notify ("ura");
for (i=0; i < allies.size; i++)
{
if (isdefined(allies[i].script_noteworthy))
{
wait(randomfloatrange(0.2, 0.5));
allies[i] playsound ("russian_battle_crymn");
}
}
level waittill ("newbs_runnin");
for (i=0; i < allies.size; i++)
{
if (isdefined(allies[i].script_noteworthy) && allies[i].script_noteworthy=="e3_allied_squad_leader")
{
myguy.animname = "hero";
myguy anim_single_solo(myguy, "charge");
break;
}
}
}
resnov_splain_stuff()
{
objective_controller(6);
level endon ("stealthbreak");
trig = getent("resnov_splain_trig", "targetname");
trig waittill ("trigger");
spot = getstruct("resnov_direction_node", "targetname");
level.hero.animname = "hero";
spot anim_reach_solo(level.hero, "resnov_splain");
spot anim_single_solo(level.hero, "resnov_splain");
level thread notify_on_notify("stealthbreak", spot, "stoploop");
//spot thread anim_loop_solo(level.hero, "resnov_splain_loop", undefined, "stoploop");
level.hero enable_ai_color();
wait 20;
while(1)
{
level thread say_dialogue("shoot_fuel_tank");
wait 5;
level thread say_dialogue("take_the_shot");
wait 5;
level thread say_dialogue("no_time_to_waste");
wait 5;
}
}