cod5-sdk/raw/maps/_vehicle_utility.gsc

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2008-11-20 00:00:00 +00:00
#include maps\_anim;
#include maps\_utility;
#include common_scripts\utility;
#include maps\_vehicle;
advance_then_retreat_one_path( startPath, retreatPathName, speed, accel, damage_percent, retreatNotify )
{
self endon( "death" );
if( !isDefined( damage_percent ) )
damage_percent = 0.0;
self advance_then_stop( startPath, speed, accel );
self thread check_for_damage_notify( damage_percent );
if( isDefined( retreatNotify ) )
{
self waittill_either( retreatNotify, "damage reached" );
}
else
{
self waittill( "damage reached" );
}
retreatPath = GetVehicleNode( retreatPathName, "targetname" );
//self setVehGoalPos( retreatPath.origin );
self setSpeed( speed, accel );
//self waittill( "goal" );
self attachPath( retreatPath );
self.attachedpath = retreatPath;
self thread goPath( self );
}
advance_then_retreat_multiple_paths( path1start, path2startarray, speed, accel, damage_percent, retreatNotify )
{
self endon( "death" );
retreatPathNode = path2startArray[ randomint( path2startarray.size - 1 ) ];
advance_then_retreat_one_path( path1start, retreatPathNode, speed, accel, damage_percent, retreatNotify );
}
advance_then_stop( path1start, speed, accel )
{
self endon( "death" );
goalNode = GetVehicleNode( path1start, "targetname" );
self setSpeed( speed, accel );
//self setVehGoalPos( goalNode.origin );
//self waittill( "goal" );
self attachPath( goalNode );
self.attachedpath = goalNode;
self thread goPath( self );
}
patrol_loop( path1start, path1end, path2start, path2end, speed, accel )
{
self endon( "death" );
goalnodes = [];
goalnodes[0] = GetVehicleNode( path1start, "targetname" );
goalnodes[1] = GetVehicleNode( path1end, "targetname" );
goalnodes[2] = GetVehicleNode( path2start, "targetname" );
goalnodes[3] = GetVehicleNode( path2end, "targetname" );
currNode = 1;
nextNode = 2;
self setSpeed( speed, accel );
//self setVehGoalPos( goalnodes[0].origin, 0 );
//self waittill( "goal" );
//wait(0.05);
self attachPath( goalnodes[0] );
self.attachedpath = goalnodes[0];
self thread goPath( self );
while( 1 )
{
wait( 0.05 );
self setswitchnode( goalnodes[currNode], goalnodes[nextNode] );
self setWaitNode( goalnodes[nextNode] );
self waittill( "reached_wait_node" );
currNode += 2;
currNode = currNode % 4;
nextNode += 2;
nextNode = nextNode % 4;
}
}
patrol_loop_then_retreat( path1start, path1end, path2start, path2end, startretreatnode, retreatpathnode, speed, accel, damage_percent, retreatNotify )
{
self endon( "death" );
if( !isDefined( damage_percent ) )
damage_percent = 0.0;
reachNode = GetVehicleNode( startretreatnode, "targetname" );
switchNode = GetVehicleNode( retreatpathnode, "targetname" );
self thread patrol_loop( path1start, path1end, path2start, path2end, speed, accel );
self thread check_for_damage_notify( damage_percent );
if( isDefined( retreatNotify ) )
{
self waittill_either( "damage reached", retreatNotify );
}
else
{
self waittill( "damage reached" );
}
self thread switch_path_when_node_reached( reachNode, switchNode, speed, accel );
}
switch_path_when_node_reached( reachNode, switchNode, speed, accel )
{
self endon( "death" );
distanceSq = 25.0 * 25.0;
goal_pos = reachNode.origin;
while( 1 )
{
if( distanceSquared( self.origin, goal_pos ) < distanceSq )
{
self setSpeed( speed, accel );
self SetVehGoalPos( goal_pos );
self waittill( "goal" );
break;
}
}
self SetVehGoalPos( switchNode.origin );
self waittill( "goal" );
self attachPath( switchNode );
self.attachedPath = switchNode;
}
check_for_damage_notify( damage_percent )
{
self endon( "death" );
while( 1 )
{
if( (self.health / self.maxhealth) <= damage_percent )
{
self notify( "damage reached" );
return;
}
wait( 0.05 );
}
}