768 lines
22 KiB
Text
768 lines
22 KiB
Text
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// Ambients Level File
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#include maps\_utility;
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#include common_scripts\utility;
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#include maps\_ambientpackage;
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#include maps\_music;
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main()
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{
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//************************************************************************************************
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// Ambient Packages
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//************************************************************************************************
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//declare an ambientpackage, and populate it with elements
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//mandatory parameters are <package name>, <alias name>, <spawnMin>, <spawnMax>
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//followed by optional parameters <distMin>, <distMax>, <angleMin>, <angleMax>
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//***************
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//See1_Outdoors
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//***************
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declareAmbientPackage( "see1_outdoors_pkg" );
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//addAmbientElement( "see1_outdoors_pkg", "amb_stone_small", 10, 20, 100, 500);
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addAmbientElement( "see1_outdoors_pkg", "wind_gust_3d", 5, 20, 80,100);
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addAmbientElement( "see1_outdoors_pkg", "bomb_far", 2, 15, 10, 200 );
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//***************
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//See1_Trench_Interrior
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//***************
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declareAmbientPackage( "see1_trench_pkg" );
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//addAmbientElement( "see1_trench_pkg", "amb_stone_small", 10, 20, 100, 200);
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addAmbientElement( "see1_trench_pkg", "bomb_far", 2, 15, 10, 200 );
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addAmbientElement( "see1_trench_pkg", "bomb_medium", 15, 30, 100, 500 );
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declareAmbientPackage( "see1_tunnel_pkg" );
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addAmbientElement( "see1_tunnel_pkg", "amb_wood_small", 10, 20, 100, 200);
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addAmbientElement( "see1_tunnel_pkg", "amb_wood_boards", 20, 40, 100, 500);
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addAmbientElement( "see1_tunnel_pkg", "amb_wood_creak", 20, 40, 100, 500);
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addAmbientElement( "see1_tunnel_pkg", "bomb_far", 2, 15, 10, 200 );
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addAmbientElement( "see1_tunnel_pkg", "bomb_medium", 15, 30, 100, 500 );
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//************************************************************************************************
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// ROOMS
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//************************************************************************************************
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//explicitly activate the base ambientpackage, which is used when not touching any ambientPackageTriggers
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//the other trigger based packages will be activated automatically when the player is touching them
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//the same pattern is followed for setting up ambientRooms
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//***************
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//See1_Outdoors
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//***************
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declareAmbientRoom( "see1_outdoors_room" );
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setAmbientRoomTone( "see1_outdoors_room", "outdoor_wind" );
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setAmbientRoomReverb( "see1_outdoors_room", "Ber1", 1, 1 );
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//***************
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//See1_Trench_Interrior
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//***************
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declareAmbientRoom( "see1_trench_room" );
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setAmbientRoomTone( "see1_trench_room", "trench_wind" );
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//***************
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//See1_Subway
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//***************
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declareAmbientRoom( "small_tunnel" );
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setAmbientRoomTone( "small_tunnel", "bgt_small_tunnel" );
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declareAmbientRoom( "large_tunnel" );
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setAmbientRoomTone( "large_tunnel", "bgt_large_tunnel" );
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//************************************************************************************************
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// ACTIVATE DEFAULT AMBIENT SETTINGS
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//************************************************************************************************
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activateAmbientPackage( "see1_outdoors_pkg", 0 );
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activateAmbientRoom( "see1_outdoors_room", 0 );
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//************************************************************************************************
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// START SCRIPTS
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//************************************************************************************************
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level thread start_chant();
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level thread klaxxon_audio_notify();
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level thread walla_audio_notify();
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//level thread pa_audio_notify();
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//level thread pa_explode_notify();
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//level thread pa_guy_shot_notify();
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//level thread pa_takeover_notify();
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// level thread event_1_music();
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//setmusicstate("INTRO");
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}
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//************************************************************************************************
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// OTHER AUDIO FUNCTIONS
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//************************************************************************************************
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klaxxon_audio_notify()
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{
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level waittill("klaxxon_start");
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klaxxon = getent("klaxxon","targetname");
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klaxxon playloopsound("klaxxon");
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level waittill("tower01_force_blow_up");
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klaxxon stoploopsound();
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}
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pa_audio_notify()
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{
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level waittill("pa_start");
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pa_speaker = getent("pa_speaker","targetname");
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feedback3 = getent("feedback3","targetname");
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pa_speaker playloopsound("pa_speaker");
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wait(.1);
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feedback3 playloopsound("pa_speaker");
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}
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pa_explode_notify()
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{
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level endon( "both_halftracks_eliminated" );
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level waittill("tower2_blows_up");
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pa_speaker = getent("pa_speaker","targetname");
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feedback1 = getent("feedback1","targetname");
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feedback2 = getent("feedback2","targetname");
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feedback3 = getent("feedback3","targetname");
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feedback3 stoploopsound();
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pa_speaker stoploopsound();
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feedback1 playsound("feedback1");
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feedback2 playsound("feedback2");
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feedback3 playsound("feedback3");
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}
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pa_guy_shot_notify()
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{
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//level waittill("guy_shot");
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level endon( "both_halftracks_eliminated" );
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level waittill("tower2_blows_up");
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pa_speaker = getent("pa_speaker","targetname");
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feedback1 = getent("feedback1","targetname");
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//feedback2 = getent("feedback2","targetname");
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feedback3 = getent("feedback3","targetname");
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pa_speaker stoploopsound(.5);
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feedback3 stoploopsound();
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feedback1 playsound("feedback1");
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//feedback2 playsound("feedback2");
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//feedback3 playsound("feedback3");
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}
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pa_takeover_notify()
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{
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level waittill("both_halftracks_eliminated");
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pa_speaker = getent("pa_speaker","targetname");
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pa_speaker2 = getent("pa_speaker2","targetname");
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echo = getent("klaxxon","targetname");
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feedback1 = getent("feedback1","targetname");
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feedback2 = getent("feedback2","targetname");
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feedback3 = getent("feedback3","targetname");
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battle_cry2 = getent("battle_cry2","targetname");
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pa_speaker stoploopsound(.5);
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feedback3 stoploopsound();
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wait(2);
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feedback1 playsound("feedback1");
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feedback2 playsound("feedback2");
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feedback3 playsound("feedback3");
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wait(1);
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pa_speaker2 playsound("See1_IGD_200A_REZN2");
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wait(.2);
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feedback1 playsound("See1_IGD_200A_REZN");
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wait(27);
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feedback3 playsound("See1_IGD_700A_RURS");
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battle_cry2 playsound("See1_IGD_701A_RURS");
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}
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start_chant()
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{
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level waittill("start_chant");
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wait(40);
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chant = getent("chant","targetname");
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charge1 = getent("charge1","targetname");
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charge2 = getent("charge2","targetname");
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chant playsound("See1_IGD_702A_RURS");
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//playsoundatposition("See1_IGD_702A_RURS",chant.origin);
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wait(13);
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charge1 playsound("See1_IGD_700A_RURS");
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charge2 playsound("See1_IGD_701A_RURS");
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//playsoundatposition("See1_IGD_700A_RURS",charge1.origin);
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//playsoundatposition("See1_IGD_701A_RURS",charge2.origin);
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}
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walla_audio_notify()
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{
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regroup_trigger = getent( "final_regroup", "targetname" );
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regroup_trigger waittill( "trigger" );
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//level waittill("walla");
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//walla1 = getent("walla1","targetname");
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walla1 = Spawn( "script_origin", (-4904, 14680, 8) );
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//walla2 = getent("walla2","targetname");
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walla2 = Spawn( "script_origin", (-4440, 15240, 8) );
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walla1 playloopsound("See1_IGD_703A_RURS",2);
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wait(5);
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walla2 playloopsound("See1_IGD_703A_RURS",2);
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level waittill("reznov_on_tank");
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wait(10);
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walla1 playsound("See1_IGD_700A_RURS");
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walla2 playsound("See1_IGD_701A_RURS");
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walla1 stoploopsound(4);
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walla2 stoploopsound(4);
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}
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event_1_music()
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{
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//level waittill("intro_release_player");
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//wait(5);
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setmusicstate("FIELDS_OF_FIRE");
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}
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//********************************************************************************************************
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//********************************************************************************************************
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event1()
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{
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// mortars
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level thread event1_mortars();
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setmusicstate("FIELDS_OF_FIRE");
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// fake fire from train
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event1_fakefire();
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//fog
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// near plane, half plane, half hight, base height, r, g, b, time
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if( IsSplitScreen() )
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{
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cull_dist = 7000;
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set_splitscreen_fog( 250, 3100, 256, -300, 0.554688, 0.507813, 0.546875, 1, cull_dist );
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}
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else
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{
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setVolFog( 250, 3100, 256, -300, 0.554688, 0.507813, 0.546875, 1 );
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}
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//setExpFog( 250, 3073, 0.554688, 0.507813, 0.546875, 1 );
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// temp
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level thread battle_field_effects();
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}
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// temp FX on the battlefield, such as smoke and fire, using script structs (in see1_fx_placement.map) as markers
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// Remove them after a full FX pass
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battle_field_effects()
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{
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/*
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// light battle smoke
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battle_smoke_pos = getstructarray( "battle_smoke", "targetname" );
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for( i = 0; i < battle_smoke_pos.size; i++ )
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{
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playfx( level._effect["battle_smoke_light"], battle_smoke_pos[i].origin );
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wait( 0.01 ); // game doesn't seem to like playing too many fx on the same frame
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}
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// heavy battle smoke
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battle_smoke_heavy_pos = getstructarray( "battle_smoke_heavy", "targetname" );
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for( i = 0; i < battle_smoke_heavy_pos.size; i++ )
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{
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playfx( level._effect["battle_smoke_heavy"], battle_smoke_heavy_pos[i].origin );
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wait( 0.01 );
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}
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// fire engulfing trunk of a dead tree
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trunk_fire_pos = getstructarray( "fire_trunk", "targetname" );
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for( i = 0; i < trunk_fire_pos.size; i++ )
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{
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playfx( level._effect["tree_trunk_fire"], trunk_fire_pos[i].origin );
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wait( 0.01 );
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}
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// fire covering a brush
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brush_fire_pos = getstructarray( "brush_fire", "targetname" );
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for( i = 0; i < brush_fire_pos.size; i++ )
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{
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playfx( level._effect["tree_brush_fire"], brush_fire_pos[i].origin );
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wait( 0.01 );
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}
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*/
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}
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event1_mortars()
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{
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// don't start till the initial charge starts
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level waittill( "charge_starts" );
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setmusicstate("FIELDS_OF_FIRE");
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// initial mortar (light)
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maps\_mortar::set_mortar_delays( "dirt_small", 0.5, 3, 0.1, 0.5 );
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maps\_mortar::set_mortar_range( "dirt_small", 300, 4000 );
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level thread maps\_mortar::mortar_loop( "dirt_small", 1 );
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maps\_mortar::set_mortar_delays( "dirt_medium", 2, 6, 0.1, 0.5 );
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maps\_mortar::set_mortar_range( "dirt_medium", 300, 1000 );
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level thread maps\_mortar::mortar_loop( "dirt_medium", 1 );
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maps\_mortar::set_mortar_delays( "mud_small", 0.5, 3, 0.1, 0.5 );
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maps\_mortar::set_mortar_range( "mud_small", 300, 4000 );
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level thread maps\_mortar::mortar_loop( "mud_small", 1 );
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maps\_mortar::set_mortar_delays( "mud_far", 1, 2, 2, 3 );
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maps\_mortar::set_mortar_range( "mud_far", 300, 4000 );
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level thread maps\_mortar::mortar_loop( "mud_far", 1 );
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maps\_mortar::set_mortar_delays( "mud_medium", 4, 6, 2, 3 );
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maps\_mortar::set_mortar_range( "mud_medium", 300, 1000 );
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level thread maps\_mortar::mortar_loop( "mud_medium", 1 );
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}
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event1_fakefire()
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{
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firepoints = getstructarray( "prerocket_muzzleflashes","script_noteworthy" );
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level thread event1_fakefire_think( firepoints );
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level thread event1_fakefire_think( firepoints );
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level thread event1_fakefire_think( firepoints );
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level thread event1_fakefire_think( firepoints );
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level thread event1_fakefire_think( firepoints );
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level thread event1_fakefire_think( firepoints );
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level thread event1_fakefire_think( firepoints );
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}
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event1_fakefire_think( firepoints )
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{
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level endon( "stop_event1_fakefire" );
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while( 1 )
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{
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// if is already firing find another one
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firepoint = firepoints[randomint(firepoints.size)];
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if( isdefined( firepoint.is_firing ) && firepoint.is_firing == true )
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{
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continue;
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}
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// were good to go
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firepoint.is_firing = true;
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// burst fire
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clipsize = randomintrange( 2, 7 );
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for( i = 0; i < clipsize; i++ )
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{
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// play fx with tracers
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playfx( level._effect["distant_muzzleflash"], firepoint.origin, anglestoforward( firepoint.angles ), anglestoup( firepoint.angles ) );
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// to reduce the pop-corn like sound if we do it all the time
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rand = randomint( 3 );
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if( !rand )
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{
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thread play_sound_in_space( "weap_mp40_fire", firepoint.origin );
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}
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bullettracer( firepoint.origin, firepoint.origin - ( randomintrange( 1, 100 ), 4000 + randomintrange( 1, 500 ), randomintrange( 1,40 ) ), false );
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wait( randomfloatrange( 0.1, 0.2 ) );
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}
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wait( 2 );
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// can be accessed again
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firepoint.is_firing = false;
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// to appease the while loop
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//wait (0.05);
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}
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}
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// for later
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event1_katyusha_rocket_barrage( truck_name, trigger_name )
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{
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truck = getent( truck_name, "targetname" );
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trigger = getent( trigger_name, "targetname" );
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trigger waittill( "trigger" );
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attack_range = ( 0, 10000, 0 );
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start_points = [];
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dest_points = [];
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// temp starting and ending points
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// presume 8 rockets side by side 10 units apart (all rockets point north)
|
||
|
rocket_num = 8;
|
||
|
rocket_separation = 10;
|
||
|
rocket_center_point = truck.origin + ( 0, -50, 100 );
|
||
|
rocket_left_most_point = rocket_center_point - ( rocket_num * rocket_separation * 0.5, 0, 0 );
|
||
|
|
||
|
for( i = 0; i < rocket_num; i++ )
|
||
|
{
|
||
|
start_points[i] = rocket_left_most_point + ( i * rocket_separation, 0, 0 );
|
||
|
dest_points[i] = start_points[i] + attack_range;
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < start_points.size; i++ )
|
||
|
{
|
||
|
rocket = spawn( "script_model", start_points[i]) ;
|
||
|
rocket setmodel( "weapon_ger_panzershreck_rocket" );
|
||
|
rocket.angles = ( 320, 90, 0 );
|
||
|
playfxontag( level._effect[ "rocket_trail" ], rocket, "tag_origin" );
|
||
|
|
||
|
// sound of rocket flying through the air
|
||
|
rocket playsound("rocket_run");
|
||
|
|
||
|
rocket thread event1_katyusha_rocket_fly_think( dest_points[i] + ( randomint( 50 ), randomint( 50 ), randomint( 50 ) ) );
|
||
|
wait( 0.7 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
event1_katyusha_rocket_barrage_side( struct_name, trigger_name )
|
||
|
{
|
||
|
trucks = getstructarray( struct_name, "targetname" );
|
||
|
trigger = getent( trigger_name, "targetname" );
|
||
|
|
||
|
for( i = 0; i < trucks.size; i++ )
|
||
|
{
|
||
|
event1_katyusha_rocket_barrage_side_single( trucks[i], trigger );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event1_katyusha_rocket_barrage_side_single( start_struct, trigger )
|
||
|
{
|
||
|
level endon( "event1_ends" );
|
||
|
|
||
|
trigger waittill( "trigger" );
|
||
|
|
||
|
attack_range = ( 0, 10000, 0 );
|
||
|
|
||
|
start_points = [];
|
||
|
dest_points = [];
|
||
|
|
||
|
// temp starting and ending points
|
||
|
// presume 8 rockets side by side 10 units apart (all rockets point north)
|
||
|
rocket_num = 8;
|
||
|
rocket_separation = 10;
|
||
|
rocket_center_point = start_struct.origin + ( 0, -50, 100 );
|
||
|
rocket_left_most_point = rocket_center_point - ( rocket_num * rocket_separation * 0.5, 0, 0 );
|
||
|
|
||
|
for( i = 0; i < rocket_num; i++ )
|
||
|
{
|
||
|
start_points[i] = rocket_left_most_point + ( i * rocket_separation, 0, 0 );
|
||
|
dest_points[i] = start_points[i] + attack_range;
|
||
|
}
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
wait( randomint( 2 ) );
|
||
|
|
||
|
for( i = 0; i < start_points.size; i++ )
|
||
|
{
|
||
|
rocket = spawn( "script_model", start_points[i]) ;
|
||
|
rocket setmodel( "weapon_ger_panzershreck_rocket" );
|
||
|
rocket.angles = ( 320, 90, 0 );
|
||
|
playfxontag( level._effect[ "rocket_trail" ], rocket, "tag_origin" );
|
||
|
|
||
|
// sound of rocket flying through the air
|
||
|
rocket playsound("rocket_run");
|
||
|
|
||
|
rocket thread event1_katyusha_rocket_fly_think( dest_points[i] + ( randomint( 50 ), randomint( 50 ), randomint( 50 ) ) );
|
||
|
wait( 0.7 );
|
||
|
}
|
||
|
|
||
|
wait( randomint( 3 ) + 3 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// and the rockets' red glaaaaaare
|
||
|
event1_katyusha_rocket_fly_think( destination_pos )
|
||
|
{
|
||
|
//thread throw_object_with_gravity( self, destination_pos );
|
||
|
|
||
|
playfx( level._effect["lci_rocket_launch"], self.origin, anglestoforward( ( 320, 90, 0 ) ), anglestoup( ( 320, 90, 0 ) ) );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
if( self.origin[2] < -500 )
|
||
|
{
|
||
|
if( self.origin[1] > 8000)
|
||
|
{
|
||
|
playfx( level._effect["lci_rocket_impact"], self.origin );
|
||
|
// lci rocket impact sound
|
||
|
thread play_sound_in_space( "rocket_dirt", self.origin );
|
||
|
}
|
||
|
//earthquake( 0.5, 3, self.origin, 2050 );
|
||
|
//self thread event1_rocket_impact_think();
|
||
|
break;
|
||
|
}
|
||
|
wait (0.05);
|
||
|
}
|
||
|
level notify( "do aftermath" );
|
||
|
|
||
|
// to get shit deleting again
|
||
|
wait (2);
|
||
|
self delete();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
event2()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
event3()
|
||
|
{
|
||
|
level thread event3_flak_flashes();
|
||
|
|
||
|
}
|
||
|
|
||
|
event3_flak_flashes()
|
||
|
{
|
||
|
targets = getstructarray( "ev3_flash", "targetname" );
|
||
|
|
||
|
for( i = 0; i < targets.size; i++ )
|
||
|
{
|
||
|
level thread event3_flak_flash_single( targets[i].origin );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event3_flak_flash_single( position )
|
||
|
{
|
||
|
while( 1 )
|
||
|
{
|
||
|
wait( randomfloat( 4 ) + 3 );
|
||
|
playfx( level._effect["flak_flash"], position );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
event1_large_explosions( min_range, max_delay, min_delay )
|
||
|
{
|
||
|
level endon( "event1_ends" );
|
||
|
|
||
|
targets = maps\_utility::getstructarray( "fx_ev1_explosion_1", "targetname" );
|
||
|
players = maps\_utility::get_players();
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
// periodically set off an explosion near a player, followed by one further away
|
||
|
delay_time = randomfloat( max_delay - min_delay ) + min_delay;
|
||
|
wait( delay_time );
|
||
|
|
||
|
valid_target = false;
|
||
|
index = 0;
|
||
|
while( valid_target == false )
|
||
|
{
|
||
|
index = randomint( targets.size );
|
||
|
|
||
|
// make sure the explosion is not next to any players
|
||
|
players_okayed = 0;
|
||
|
for( i = 0; i < players.size; i++ )
|
||
|
{
|
||
|
if( distance( targets[index].origin, players[i].origin ) > min_range )
|
||
|
{
|
||
|
players_okayed++;
|
||
|
}
|
||
|
}
|
||
|
if( players_okayed == players.size )
|
||
|
{
|
||
|
valid_target = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// now blow it up
|
||
|
radiusdamage( targets[index].origin, 200, 1000, 100 );
|
||
|
fx = playfx( level.fx_large_explosion, targets[index].origin );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event1_small_explosions( max_delay, min_delay )
|
||
|
{
|
||
|
level endon( "event1_ends" );
|
||
|
|
||
|
targets = maps\_utility::getstructarray( "fx_ev1_explosion_sm", "targetname" );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
// periodically set off an explosion near a player, followed by one further away
|
||
|
delay_time = randomfloat( max_delay - min_delay ) + min_delay;
|
||
|
wait( delay_time );
|
||
|
index = randomint( targets.size );
|
||
|
radiusdamage( targets[index].origin, 200, 1000, 100 );
|
||
|
fx = playfx( level.fx_small_explosion, targets[index].origin );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event1_player_view_explosions()
|
||
|
{
|
||
|
// periodically set off an explosion in front of the player
|
||
|
// end this just as player reaches mg, and the tracers go off
|
||
|
level endon( "event1_mg_tracer_ends" );
|
||
|
|
||
|
players = maps\_utility::get_players();
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
wait( randomint( 5 ) + 10 );
|
||
|
|
||
|
index = randomint( players.size );
|
||
|
|
||
|
forward_vec = anglestoforward( players[index].angles );
|
||
|
destination_pos = players[index].origin + forward_vec * 200 + ( 0, -15, 0 );
|
||
|
|
||
|
radiusdamage( destination_pos, 250, 100, 10 );
|
||
|
|
||
|
explosion = randomint( 10 );
|
||
|
if( explosion % 2 == 0 )
|
||
|
{
|
||
|
fx = playfx( level.fx_large_explosion, destination_pos );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fx = playfx( level.fx_small_explosion, destination_pos );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
event1_mg_tracer( stop_trigger_name )
|
||
|
{
|
||
|
starts = maps\_utility::getstructarray( "ev1_mg_start", "targetname" );
|
||
|
ends = maps\_utility::getstructarray( "ev1_mg_target", "targetname" );
|
||
|
|
||
|
for( i = 0; i < starts.size; i++ )
|
||
|
{
|
||
|
thread event1_tracer_burst( starts[i], ends );
|
||
|
thread event1_tracer_burst( starts[i], ends );
|
||
|
thread event1_tracer_burst( starts[i], ends );
|
||
|
thread event1_tracer_burst( starts[i], ends );
|
||
|
}
|
||
|
|
||
|
stop_trigger = getent( stop_trigger_name, "targetname" );
|
||
|
stop_trigger waittill( "trigger" );
|
||
|
level notify( "event1_mg_tracer_ends" );
|
||
|
}
|
||
|
|
||
|
event1_tracer_burst( start, targets )
|
||
|
{
|
||
|
level endon( "event1_mg_tracer_ends" );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
// find a random target
|
||
|
index = randomint( targets.size );
|
||
|
x_off = randomint( 250 ) - 125; // offset x by +/- 125 units
|
||
|
target_pos = targets[index].origin + ( x_off, -30, 0 );
|
||
|
start_pos = start.origin;
|
||
|
|
||
|
// burst
|
||
|
burst_num = randomint( 7 ) + 10;
|
||
|
for( i = 0; i < burst_num; i++ )
|
||
|
{
|
||
|
bullettracer( start_pos, target_pos );
|
||
|
wait( 0.2 );
|
||
|
}
|
||
|
|
||
|
wait( randomint( 1 ) + 1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event1_planes()
|
||
|
{
|
||
|
level thread plane_flyby_special( "ev1_plane1_trigger", "ev1_plane_sp1", "ev1_plane_sp1_end" );
|
||
|
|
||
|
level thread plane_flyby( "ev1_plane_l1", "ev1_plane_l1_end" );
|
||
|
level thread plane_flyby( "ev1_plane_l2", "ev1_plane_l2_end" );
|
||
|
level thread plane_flyby( "ev1_plane_l3", "ev1_plane_l3_end" );
|
||
|
level thread plane_flyby( "ev1_plane_m1", "ev1_plane_m1_end" );
|
||
|
level thread plane_flyby( "ev1_plane_m2", "ev1_plane_m2_end" );
|
||
|
level thread plane_flyby( "ev1_plane_m3", "ev1_plane_m3_end" );
|
||
|
level thread plane_flyby( "ev1_plane_r1", "ev1_plane_r1_end" );
|
||
|
level thread plane_flyby( "ev1_plane_r2", "ev1_plane_r2_end" );
|
||
|
}
|
||
|
|
||
|
plane_flyby( starting_node_name, ending_node_name )
|
||
|
{
|
||
|
//level endon( "event1_ends" );
|
||
|
|
||
|
start = getvehiclenode( starting_node_name, "targetname" );
|
||
|
end = getvehiclenode( ending_node_name, "targetname" );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
wait( randomfloat( 5 ) + 2 );
|
||
|
|
||
|
plane = spawnvehicle( "vehicle_stuka_flying", "plane1", "stuka", start.origin, start.angles );
|
||
|
plane attachPath( start );
|
||
|
plane startpath();
|
||
|
|
||
|
//end waittill( "trigger" );
|
||
|
wait( 8 );
|
||
|
plane delete();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
plane_flyby_special( trigger_name, starting_node_name, ending_node_name )
|
||
|
{
|
||
|
level endon( "event1_ends" );
|
||
|
|
||
|
trigger = getent( trigger_name, "targetname" );
|
||
|
start = getvehiclenode( starting_node_name, "targetname" );
|
||
|
end = getvehiclenode( ending_node_name, "targetname" );
|
||
|
|
||
|
trigger waittill( "trigger" );
|
||
|
|
||
|
plane = spawnvehicle( "vehicle_stuka_flying", "plane1", "stuka", start.origin, start.angles );
|
||
|
plane attachPath( start );
|
||
|
plane startpath();
|
||
|
|
||
|
//end waittill( "trigger" );
|
||
|
wait( 6 );
|
||
|
plane delete();
|
||
|
}
|
||
|
*/
|