2425 lines
58 KiB
Text
2425 lines
58 KiB
Text
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#include maps\_utility;
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#include common_scripts\utility;
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#using_animtree( "generic_human" );
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init_mgTurretsettings()
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{
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level.mgTurretSettings["easy"]["convergenceTime"] = 2.5;
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level.mgTurretSettings["easy"]["suppressionTime"] = 3.0;
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level.mgTurretSettings["easy"]["accuracy"] = 0.38;
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level.mgTurretSettings["easy"]["aiSpread"] = 2;
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level.mgTurretSettings["easy"]["playerSpread"] = 0.5;
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level.mgTurretSettings["medium"]["convergenceTime"] = 1.5;
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level.mgTurretSettings["medium"]["suppressionTime"] = 3.0;
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level.mgTurretSettings["medium"]["accuracy"] = 0.38;
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level.mgTurretSettings["medium"]["aiSpread"] = 2;
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level.mgTurretSettings["medium"]["playerSpread"] = 0.5;
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level.mgTurretSettings["hard"]["convergenceTime"] = .8;
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level.mgTurretSettings["hard"]["suppressionTime"] = 3.0;
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level.mgTurretSettings["hard"]["accuracy"] = 0.38;
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level.mgTurretSettings["hard"]["aiSpread"] = 2;
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level.mgTurretSettings["hard"]["playerSpread"] = 0.5;
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level.mgTurretSettings["fu"]["convergenceTime"] = .4;
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level.mgTurretSettings["fu"]["suppressionTime"] = 3.0;
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level.mgTurretSettings["fu"]["accuracy"] = 0.38;
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level.mgTurretSettings["fu"]["aiSpread"] = 2;
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level.mgTurretSettings["fu"]["playerSpread"] = 0.5;
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}
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main()
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{
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// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
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/#
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if( getdebugdvar( "replay_debug" ) == "1" )
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println("File: _mgturret.gsc. Function: main()\n");
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#/
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if( GetDvar( "mg42" ) == "" )
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{
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SetDvar( "mgTurret", "off" );
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}
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level.magic_distance = 24;
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turretInfos = getEntArray( "turretInfo", "targetname" );
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for( index = 0; index < turretInfos.size; index++ )
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{
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turretInfos[index] Delete();
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}
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// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
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/#
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if( getdebugdvar( "replay_debug" ) == "1" )
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println("File: _mgturret.gsc. Function: main() - COMPLETE\n");
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#/
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}
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// SCRIPTER_MOD: JesseS (4/16/2008): Added this back in special for HMG guys
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portable_mg_behavior()
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{
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// run overrides
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self.a.combatrunanim = %ai_mg_shoulder_run;
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self.run_noncombatanim = %ai_mg_shoulder_run;
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// walk overrides
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self.walk_combatanim = %ai_mg_shoulder_run;
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self.walk_noncombatanim = %ai_mg_shoulder_run;
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// Crouch overrides
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self.a.crouchRunAnim = %ai_mg_shoulder_run;
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self.crouchrun_combatanim = %ai_mg_shoulder_run;
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// dont try to blend into left, right backwards anims
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self.alwaysRunForward = true;
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// These are important for not getting wacky animation changing problems
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// when stoping and starting motion
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self.disableExits = true;
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}
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mg42_trigger()
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{
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self waittill( "trigger" );
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level notify( self.targetname );
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level.mg42_trigger[self.targetname] = true;
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// println( "trigger at ", self GetOrigin(), " was triggered" );
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self Delete();
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}
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mgTurret_auto( trigger )
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{
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trigger waittill( "trigger" );
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ai = GetAiArray( "axis" );
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for( i = 0; i < ai.size; i++ )
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{
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if( ( IsDefined( ai[i].script_mg42auto ) ) &&( trigger.script_mg42auto == ai[i].script_mg42auto ) )
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{
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ai[i] notify( "auto_ai" );
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println( "^a ai auto on!" );
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}
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}
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spawners = GetSpawnerArray();
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for( i = 0; i < spawners.size; i++ )
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{
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if( ( IsDefined( spawners[i].script_mg42auto ) ) &&( trigger.script_mg42auto == spawners[i].script_mg42auto ) )
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{
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spawners[i].ai_mode = "auto_ai";
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println( "^aspawner ", i, " set to auto" );
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}
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}
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maps\_spawner::kill_trigger( trigger );
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}
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mg42_suppressionFire( targets )
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{
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self endon( "death" );
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self endon( "stop_suppressionFire" );
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if( !IsDefined( self.suppresionFire ) )
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{
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self.suppresionFire = true;
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}
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for( ;; )
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{
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while( self.suppresionFire )
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{
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self SetTargetEntity( targets[RandomInt( targets.size )] );
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wait( 2 + RandomFloat( 2 ) );
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}
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self ClearTargetEntity();
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while( !self.suppresionFire )
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{
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wait( 1 );
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}
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}
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}
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manual_think( mg42 ) // For regular spawned guys that are told to use mg42s manually vs static target
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{
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// SCRIPTER_MOD
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// MikeD( 3/21/2007 ): org is not used in this function
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// org = self.origin;
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self waittill( "auto_ai" );
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mg42 notify( "stopfiring" );
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mg42 SetMode( "auto_ai" ); // auto, auto_ai, manual
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// SCRIPTER_MOD
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// MikeD( 3/21/2007 ): No more level.player, anyways, auto_ai should just Kick in against everyone.
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// No need to set the tarGetEntity here. TESinG!
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// mg42 SetTargetEntity( level.player );
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}
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burst_fire_settings( setting )
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{
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if( setting == "delay" )
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{
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return 0.2;
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}
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else if( setting == "delay_range" )
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{
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return 0.5;
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}
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else if( setting == "burst" )
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{
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return 0.5;
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}
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else if( setting == "burst_range" )
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{
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return 4;
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}
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}
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burst_fire_unmanned()
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{
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self notify( "stop_burst_fire_unmanned" );
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self endon( "stop_burst_fire_unmanned" );
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self endon( "death" );
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if( IsDefined( self.script_delay_min ) )
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{
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mg42_delay = self.script_delay_min;
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}
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else
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{
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mg42_delay = burst_fire_settings( "delay" );
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}
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if( IsDefined( self.script_delay_max ) )
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{
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mg42_delay_range = self.script_delay_max - mg42_delay;
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}
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else
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{
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mg42_delay_range = burst_fire_settings( "delay_range" );
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}
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if( IsDefined( self.script_burst_min ) )
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{
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mg42_burst = self.script_burst_min;
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}
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else
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{
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mg42_burst = burst_fire_settings( "burst" );
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}
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if( IsDefined( self.script_burst_max ) )
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{
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mg42_burst_range = self.script_burst_max - mg42_burst;
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}
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else
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{
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mg42_burst_range = burst_fire_settings( "burst_range" );
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}
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pauseUntilTime = GetTime();
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turretState = "start";
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// SRS 05/02/07 - added this for link_turrets() so we can accurately tell when the function is
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// actually firing or just waiting between bursts (IsFiringTurret() returns true the whole time)
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self.script_shooting = false;
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for( ;; )
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{
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if( IsDefined( self.manual_targets ) )
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{
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self ClearTargetEntity();
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self SetTargetEntity( self.manual_targets[RandomInt( self.manual_targets.size )] );
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}
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duration = ( pauseUntilTime - GetTime() ) * 0.001;
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if( self IsFiringTurret() &&( duration <= 0 ) )
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{
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if( turretState != "fire" )
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{
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turretState = "fire";
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self thread DoShoot();
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self.script_shooting = true;
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}
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duration = mg42_burst + RandomFloat( mg42_burst_range );
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//println( "fire duration: ", duration );
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self thread TurretTimer( duration );
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self waittill( "turretstatechange" ); // code or script
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self.script_shooting = false;
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duration = mg42_delay + RandomFloat( mg42_delay_range );
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//println( "stop fire duration: ", duration );
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pauseUntilTime = GetTime() + Int( duration * 1000 );
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}
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else
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{
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if( turretState != "aim" )
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{
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turretState = "aim";
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// self SetAnimKnobReStart( %standMG42gun_aim_foward );
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}
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//println( "aim duration: ", duration );
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self thread TurretTimer( duration );
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self waittill( "turretstatechange" ); // code or script
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}
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}
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}
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DoShoot()
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{
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self endon( "death" );
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self endon( "turretstatechange" ); // code or script
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for( ;; )
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{
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self ShootTurret();
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wait( 0.1 );
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}
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}
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TurretTimer( duration )
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{
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if( duration <= 0 )
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{
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return;
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}
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self endon( "turretstatechange" ); // code
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//println( "start turret timer" );
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wait( duration );
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if( IsDefined( self ) )
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{
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self notify( "turretstatechange" );
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}
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//println( "end turret timer" );
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}
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random_spread( ent )
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{
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self endon( "death" );
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self notify( "stop random_spread" );
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self endon( "stop random_spread" );
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self endon( "stopfiring" );
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self SetTargetEntity( ent );
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while( 1 )
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{
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// SCRIPTER_MOD
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// MikeD( 3/21/2007 ): No more level.player
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// if( ent == level.player )
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// ent.origin = self.manual_target GetOrigin();
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// else
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// ent.origin = self.manual_target.origin;
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if( IsPlayer( ent ) )
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{
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ent.origin = self.manual_target GetOrigin();
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}
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else
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{
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ent.origin = self.manual_target.origin;
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}
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ent.origin += ( 20 - RandomFloat( 40 ), 20 - RandomFloat( 40 ), 20 - RandomFloat( 60 ) );
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wait( 0.2 );
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}
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}
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mg42_firing( mg42 )
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{
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self notify( "stop_using_built_in_burst_fire" );
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self endon( "stop_using_built_in_burst_fire" );
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mg42 StopFiring();
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while( 1 )
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{
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mg42 waittill( "startfiring" );
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self thread burst_fire( mg42 );
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mg42 StartFiring();
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mg42 waittill( "stopfiring" );
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mg42 StopFiring();
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}
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}
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burst_fire( mg42, manual_target )
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{
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mg42 endon( "death" ); // MikeD: Incase we delete the mg42.
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mg42 endon( "stopfiring" );
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self endon( "stop_using_built_in_burst_fire" );
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if( IsDefined( mg42.script_delay_min ) )
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{
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mg42_delay = mg42.script_delay_min;
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}
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else
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{
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mg42_delay = maps\_mgturret::burst_fire_settings( "delay" );
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}
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if( IsDefined( mg42.script_delay_max ) )
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{
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mg42_delay_range = mg42.script_delay_max - mg42_delay;
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}
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else
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{
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mg42_delay_range = maps\_mgturret::burst_fire_settings( "delay_range" );
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}
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if( IsDefined( mg42.script_burst_min ) )
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{
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mg42_burst = mg42.script_burst_min;
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}
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else
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{
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mg42_burst = maps\_mgturret::burst_fire_settings( "burst" );
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}
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if( IsDefined( mg42.script_burst_max ) )
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{
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mg42_burst_range = mg42.script_burst_max - mg42_burst;
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}
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else
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{
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mg42_burst_range = maps\_mgturret::burst_fire_settings( "burst_range" );
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}
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while( 1 )
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{
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mg42 StartFiring();
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if( IsDefined( manual_target ) )
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{
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mg42 thread random_spread( manual_target );
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}
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wait( mg42_burst + RandomFloat( mg42_burst_range ) );
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mg42 StopFiring();
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wait( mg42_delay + RandomFloat( mg42_delay_range ) );
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}
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}
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_spawner_mg42_think()
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{
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if( !IsDefined( self.flagged_for_use ) )
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{
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self.flagged_for_use = false;
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}
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if( !IsDefined( self.targetname ) )
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{
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return;
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}
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node = GetNode( self.targetname, "target" );
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if( !IsDefined( node ) )
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{
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return;
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}
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if( !IsDefined( node.script_mg42 ) )
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{
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return;
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}
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if( !IsDefined( node.mg42_enabled ) )
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{
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node.mg42_enabled = true;
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}
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self.script_mg42 = node.script_mg42;
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first_run = true;
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while( 1 )
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{
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if( first_run )
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{
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first_run = false;
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if( ( IsDefined( node.targetname ) ) ||( self.flagged_for_use ) )
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{
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self waittill( "get new user" );
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}
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}
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if( !node.mg42_enabled )
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{
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||
|
node waittill( "enable mg42" );
|
||
|
node.mg42_enabled = true;
|
||
|
}
|
||
|
|
||
|
excluders = [];
|
||
|
ai = GetAiArray();
|
||
|
for( i = 0; i < ai.size; i++ )
|
||
|
{
|
||
|
excluded = true;
|
||
|
if( ( IsDefined( ai[i].script_mg42 ) ) &&( ai[i].script_mg42 == self.script_mg42 ) )
|
||
|
excluded = false;
|
||
|
|
||
|
if( IsDefined( ai[i].used_an_mg42 ) )
|
||
|
{
|
||
|
excluded = true;
|
||
|
}
|
||
|
|
||
|
if( excluded )
|
||
|
{
|
||
|
excluders[excluders.size] = ai[i];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( excluders.size )
|
||
|
{
|
||
|
ai = maps\_utility::get_closest_ai_exclude( node.origin, undefined, excluders );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ai = maps\_utility::get_closest_ai( node.origin, undefined );
|
||
|
}
|
||
|
excluders = undefined;
|
||
|
|
||
|
if( IsDefined( ai ) )
|
||
|
{
|
||
|
ai notify( "stop_going_to_node" );
|
||
|
ai thread maps\_spawner::go_to_node( node );
|
||
|
ai waittill( "death" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self waittill( "get new user" );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// SCRIPTER_MOD
|
||
|
// MikeD (3/22/2007): Not being used, keeping it around for an example...
|
||
|
// We need to investigate to see what this is actually doing.
|
||
|
//mg42_think()
|
||
|
//{
|
||
|
// if( !IsDefined( self.ai_mode ) )
|
||
|
// {
|
||
|
// self.ai_mode = "manual_ai";
|
||
|
// }
|
||
|
//
|
||
|
// node = GetNode( self.target, "targetname" );
|
||
|
// if( !IsDefined( node ) )
|
||
|
// {
|
||
|
// println( "Guy at org ", self.origin, " had no node" );
|
||
|
// return;
|
||
|
// }
|
||
|
// mg42 = GetEnt( node.target, "targetname" );
|
||
|
// mg42.org = node.origin;
|
||
|
//
|
||
|
// if( IsDefined( mg42.target ) )
|
||
|
// {
|
||
|
// if( ( !IsDefined( level.mg42_trigger ) ) ||( !IsDefined( level.mg42_trigger[mg42.target] ) ) )
|
||
|
// {
|
||
|
// level.mg42_trigger[mg42.target] = false;
|
||
|
// GetEnt( mg42.target, "targetname" ) thread mg42_trigger();
|
||
|
// }
|
||
|
// trigger = true;
|
||
|
// }
|
||
|
// else
|
||
|
// {
|
||
|
// trigger = false;
|
||
|
// }
|
||
|
//
|
||
|
// while( 1 )
|
||
|
// {
|
||
|
// if( self.count == 0 )
|
||
|
// {
|
||
|
// return;
|
||
|
// }
|
||
|
//
|
||
|
// mg42_gunner = undefined;
|
||
|
// while( !IsDefined( mg42_gunner ) )
|
||
|
// {
|
||
|
// mg42_gunner = self DoSpawn();
|
||
|
// wait( 1 );
|
||
|
// }
|
||
|
//
|
||
|
//// println( "gunner thinking" );
|
||
|
//
|
||
|
// mg42_gunner thread mg42_gunner_think( mg42, trigger, self.ai_mode );
|
||
|
// mg42_gunner thread mg42_firing( mg42 );
|
||
|
//
|
||
|
// mg42_gunner waittill( "death" );
|
||
|
//// println( "gunner thought" );
|
||
|
// if( IsDefined( self.script_delay ) )
|
||
|
// {
|
||
|
// wait( self.script_delay );
|
||
|
// }
|
||
|
// else if( ( IsDefined( self.script_delay_min ) ) &&( IsDefined( self.script_delay_max ) ) )
|
||
|
// {
|
||
|
// wait( self.script_delay_min + RandomFloat( self.script_delay_max - self.script_delay_min ) );
|
||
|
// }
|
||
|
// else
|
||
|
// {
|
||
|
// wait( 1 );
|
||
|
// }
|
||
|
// }
|
||
|
//}
|
||
|
|
||
|
kill_objects( owner, msg, temp1, temp2 )
|
||
|
{
|
||
|
owner waittill( msg );
|
||
|
if( IsDefined( temp1 ) )
|
||
|
{
|
||
|
temp1 Delete();
|
||
|
}
|
||
|
|
||
|
if( IsDefined( temp2 ) )
|
||
|
{
|
||
|
temp2 Delete();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// SCRIPTER_MOD
|
||
|
// MikeD (3/22/2007): Not being used, keeping it around for an example...
|
||
|
// We need to investigate to see what this is actually doing.
|
||
|
//mg42_gunner_think( mg42, trigger, ai_mode )
|
||
|
//{
|
||
|
// self endon( "death" );
|
||
|
//
|
||
|
// if( ai_mode == "manual_ai" )
|
||
|
// {
|
||
|
// while( 1 )
|
||
|
// {
|
||
|
// self thread mg42_gunner_manual_think( mg42, trigger );
|
||
|
// self waittill( "auto_ai" );
|
||
|
// self move_use_turret( mg42, "auto_ai" ); // was SetMode( "auto_ai" ) and ClearTargetEntity()
|
||
|
// self waittill( "manual_ai" );
|
||
|
// }
|
||
|
// }
|
||
|
// else
|
||
|
// {
|
||
|
// while( 1 )
|
||
|
// {
|
||
|
// self move_use_turret( mg42, "auto_ai", level.player ); // was SetMode( "auto_ai" ) and SetTargetEntity( level.player )
|
||
|
// self waittill( "manual_ai" );
|
||
|
// self thread mg42_gunner_manual_think( mg42, trigger );
|
||
|
// self waittill( "auto_ai" );
|
||
|
// }
|
||
|
// }
|
||
|
//}
|
||
|
|
||
|
// SCRIPTER_MOD
|
||
|
// MikeD (3/22/2007): Not being used, keeping it around for an example...
|
||
|
// We need to investigate to see what this is actually doing.
|
||
|
//player_safe()
|
||
|
//{
|
||
|
// if( !IsDefined( level.player_covertrigger ) )
|
||
|
// {
|
||
|
// return false;
|
||
|
// }
|
||
|
//
|
||
|
// if( level.player GetStance() == "prone" )
|
||
|
// {
|
||
|
// return true;
|
||
|
// }
|
||
|
//
|
||
|
// if( ( level.player_covertype == "cow" ) &&( level.player GetStance() == "crouch" ) )
|
||
|
// {
|
||
|
// return true;
|
||
|
// }
|
||
|
//
|
||
|
// return false;
|
||
|
//}
|
||
|
|
||
|
// SCRIPTER_MOD
|
||
|
// MikeD (3/22/2007): Not being used, keeping it around for an example...
|
||
|
// We need to investigate to see what this is actually doing.
|
||
|
//stance_num()
|
||
|
//{
|
||
|
// if( level.player GetStance() == "prone" )
|
||
|
// {
|
||
|
// return( 0, 0, 5 );
|
||
|
// }
|
||
|
// else if( level.player GetStance() == "crouch" )
|
||
|
// {
|
||
|
// return( 0, 0, 25 );
|
||
|
// }
|
||
|
//
|
||
|
// return( 0, 0, 50 );
|
||
|
//}
|
||
|
|
||
|
// SCRIPTER_MOD
|
||
|
// MikeD (3/22/2007): Not being used, keeping it around for an example...
|
||
|
// We need to investigate to see what this is actually doing.
|
||
|
//mg42_gunner_manual_think( mg42, trigger )
|
||
|
//{
|
||
|
// self endon( "death" );
|
||
|
// self endon( "auto_ai" );
|
||
|
//
|
||
|
//// maps\_utility::debug_message( "MANUAL", self.origin );
|
||
|
//
|
||
|
// self.pacifist = true;
|
||
|
// self SetGoalPos( mg42.org );
|
||
|
// self.goalradius = level.magic_distance;
|
||
|
// self waittill( "goal" );
|
||
|
//
|
||
|
// if( trigger )
|
||
|
// {
|
||
|
// if( !level.mg42_trigger[mg42.target] )
|
||
|
// {
|
||
|
// level waittill( mg42.target );
|
||
|
// }
|
||
|
// }
|
||
|
//
|
||
|
// self.pacifist = false;
|
||
|
//
|
||
|
//// mg42 SetMode( "manual_ai" ); // auto, auto_ai, manual
|
||
|
// mg42 SetMode( "auto_ai" ); // auto, auto_ai, manual
|
||
|
// mg42 ClearTargetEntity();
|
||
|
// targ_org = Spawn( "script_origin", ( 0, 0, 0 ) );
|
||
|
//
|
||
|
// tempmodel = Spawn( "script_model", ( 0, 0, 0 ) );
|
||
|
// tempmodel.scale = 3;
|
||
|
// if( GetDvar( "mg42" ) != "off" )
|
||
|
// {
|
||
|
// tempmodel SetModel( "temp" );
|
||
|
// }
|
||
|
// tempmodel thread temp_think( mg42, targ_org );
|
||
|
// level thread kill_objects( self, "death", targ_org, tempmodel );
|
||
|
// level thread kill_objects( self, "auto_ai", targ_org, tempmodel );
|
||
|
//
|
||
|
// mg42.player_target = false;
|
||
|
// mg42timer = 0;
|
||
|
// targets = GetEntArray( "mg42_target", "targetname" );
|
||
|
//
|
||
|
// if( targets.size > 0 )
|
||
|
// {
|
||
|
// script_targets = true;
|
||
|
// current_org = targets[RandomInt( targets.size )].origin;
|
||
|
//
|
||
|
// self thread shoot_mg42_script_targets( targets );
|
||
|
// self move_use_turret( mg42 );
|
||
|
// self.target_entity = targ_org;
|
||
|
// mg42 SetMode( "manual_ai" ); // auto, auto_ai, manual
|
||
|
// mg42 SetTargetEntity( targ_org );
|
||
|
// mg42 notify( "startfiring" );
|
||
|
//
|
||
|
// mindist = 15;
|
||
|
// wait_time = 0.08; // 2.8 / 20;
|
||
|
// dif = 0.05; // 1 / 20;
|
||
|
//// player_safe_time = GetTime() + 5500 + RandomFloat( 5000 );
|
||
|
// targ_org.origin = targets[RandomInt( targets.size )].origin;
|
||
|
//
|
||
|
// shoot_timer = 0;
|
||
|
//// while( GetTime() < player_safe_time )
|
||
|
//
|
||
|
// while( !IsDefined( level.player_covertrigger ) )
|
||
|
// {
|
||
|
// current_org = targ_org.origin;
|
||
|
// if( Distance( current_org, targets[self.gun_targ].origin ) > mindist )
|
||
|
// {
|
||
|
// temp_vec = VectorNormalize( targets[self.gun_targ].origin - current_org );
|
||
|
// temp_vec = vectorScale( temp_vec, mindist );
|
||
|
// current_org += temp_vec;
|
||
|
// }
|
||
|
// else
|
||
|
// {
|
||
|
// self notify( "next_target" );
|
||
|
// }
|
||
|
//
|
||
|
// targ_org.origin = current_org;
|
||
|
//
|
||
|
// wait( 0.1 );
|
||
|
// }
|
||
|
//
|
||
|
// while( 1 )
|
||
|
// {
|
||
|
// for( i = 0; i < 1; i+= dif )
|
||
|
// {
|
||
|
// targ_org.origin = vector_multiply( current_org, 1.0-i ) +
|
||
|
// vector_multiply( level.player GetOrigin() + stance_num(), i );
|
||
|
//
|
||
|
// if( player_safe() )
|
||
|
// {
|
||
|
// i = 2;
|
||
|
// }
|
||
|
//
|
||
|
// wait( wait_time );
|
||
|
// }
|
||
|
//
|
||
|
// old_org = level.player GetOrigin();
|
||
|
// while( !player_safe() )
|
||
|
// {
|
||
|
// targ_org.origin = level.player GetOrigin();
|
||
|
// vec_dif = targ_org.origin - old_org;
|
||
|
// targ_org.origin = targ_org.origin + vec_dif + stance_num();
|
||
|
// old_org = level.player GetOrigin();
|
||
|
// wait( 0.1 );
|
||
|
// }
|
||
|
//
|
||
|
// if( player_safe() )
|
||
|
// {
|
||
|
// shoot_timer = GetTime() + 1500 + RandomFloat( 4000 );
|
||
|
// while( ( player_safe() ) &&( IsDefined( level.player_covertrigger.target ) ) &&( GetTime() < shoot_timer ) )
|
||
|
// {
|
||
|
// target = GetEntArray( level.player_covertrigger.target, "targetname" );
|
||
|
// target = target[RandomInt( target.size )];
|
||
|
// targ_org.origin = target.origin +
|
||
|
// ( RandomFloat( 30 ) - 15, RandomFloat( 30 ) - 15, RandomFloat( 40 ) - 60 );
|
||
|
//
|
||
|
// wait( 0.1 );
|
||
|
// }
|
||
|
// }
|
||
|
//
|
||
|
// self notify( "next_target" );
|
||
|
// while( player_safe() )
|
||
|
// {
|
||
|
// current_org = targ_org.origin;
|
||
|
// if( Distance( current_org, targets[self.gun_targ].origin ) > mindist )
|
||
|
// {
|
||
|
// temp_vec = VectorNormalize( targets[self.gun_targ].origin - current_org );
|
||
|
// temp_vec = vectorScale( temp_vec, mindist );
|
||
|
// current_org += temp_vec;
|
||
|
// }
|
||
|
// else
|
||
|
// {
|
||
|
// self notify( "next_target" );
|
||
|
// }
|
||
|
//
|
||
|
// targ_org.origin = current_org;
|
||
|
//
|
||
|
// wait( 0.1 );
|
||
|
// }
|
||
|
// }
|
||
|
// }
|
||
|
// else
|
||
|
// {
|
||
|
// while( 1 )
|
||
|
// {
|
||
|
// // Play is not safe, shoot player.
|
||
|
// self move_use_turret( mg42 );
|
||
|
// while( !IsDefined( level.player_covertrigger ) )
|
||
|
// {
|
||
|
// if( !mg42.player_target )
|
||
|
// {
|
||
|
// mg42 SetTargetEntity( level.player );
|
||
|
// mg42.player_target = true;
|
||
|
// // mg42 SetTargetEntity( tempmodel );
|
||
|
// tempmodel.targent = level.player;
|
||
|
// }
|
||
|
// wait( 0.2 );
|
||
|
// }
|
||
|
//
|
||
|
// // Player is safe so shoot in front of him.
|
||
|
// mg42 SetMode( "manual_ai" ); // auto, auto_ai, manual
|
||
|
// self move_use_turret( mg42 );
|
||
|
// mg42 notify( "startfiring" );
|
||
|
// shoot_timer = GetTime() + 1500 + RandomFloat( 4000 );
|
||
|
// while( shoot_timer > GetTime() )
|
||
|
// {
|
||
|
// if( IsDefined( level.player_covertrigger ) )
|
||
|
// {
|
||
|
// target = GetEntArray( level.player_covertrigger.target, "targetname" );
|
||
|
// target = target[RandomInt( target.size )];
|
||
|
// targ_org.origin = target.origin +
|
||
|
// ( RandomFloat( 30 ) - 15, RandomFloat( 30 ) - 15, RandomFloat( 40 ) - 60 );
|
||
|
// mg42 SetTargetEntity( targ_org );
|
||
|
// tempmodel.targent = targ_org;
|
||
|
// wait( RandomFloat( 1 ) );
|
||
|
// }
|
||
|
// else
|
||
|
// {
|
||
|
// break;
|
||
|
// }
|
||
|
// }
|
||
|
// mg42 notify( "stopfiring" );
|
||
|
//
|
||
|
// // Play is still safe, shoot friendlies.
|
||
|
// self move_use_turret( mg42 );
|
||
|
// if( mg42.player_target )
|
||
|
// {
|
||
|
// mg42 SetMode( "auto_ai" ); // auto, auto_ai, manual
|
||
|
// mg42 ClearTargetEntity();
|
||
|
// mg42.player_target = false;
|
||
|
// tempmodel.targent = tempmodel;
|
||
|
// tempmodel.origin = ( 0, 0, 0 );
|
||
|
// }
|
||
|
//
|
||
|
// while( IsDefined( level.player_covertrigger ) )
|
||
|
// {
|
||
|
// wait( 0.2 );
|
||
|
// }
|
||
|
//
|
||
|
// wait( .750 + RandomFloat( .200 ) );
|
||
|
// }
|
||
|
// }
|
||
|
//}
|
||
|
|
||
|
|
||
|
shoot_mg42_script_targets( targets )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
while( 1 )
|
||
|
{
|
||
|
targ_filled = [];
|
||
|
for( i = 0; i < targets.size; i++ )
|
||
|
{
|
||
|
targ_filled[i] = false;
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < targets.size; i++ )
|
||
|
{
|
||
|
self.gun_targ = RandomInt( targets.size );
|
||
|
self waittill( "next_target" );
|
||
|
while( targ_filled[self.gun_targ] )
|
||
|
{
|
||
|
self.gun_targ++;
|
||
|
if( self.gun_targ >= targets.size )
|
||
|
{
|
||
|
self.gun_targ = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
targ_filled[self.gun_targ] = true;
|
||
|
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
move_use_turret( mg42, aitype, target )
|
||
|
{
|
||
|
self SetGoalPos( mg42.org );
|
||
|
self.goalradius = level.magic_distance;
|
||
|
self waittill( "goal" );
|
||
|
if( IsDefined( aitype ) && aitype == "auto_ai" )
|
||
|
{
|
||
|
mg42 SetMode( "auto_ai" );
|
||
|
if( IsDefined( target ) )
|
||
|
{
|
||
|
mg42 SetTargetEntity( target );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mg42 ClearTargetEntity();
|
||
|
}
|
||
|
}
|
||
|
self USeturret( mg42 ); // dude should be near the mg42
|
||
|
}
|
||
|
|
||
|
temp_think( mg42, targ )
|
||
|
{
|
||
|
if( GetDvar( "mg42" ) == "off" )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
self.targent = self;
|
||
|
while( 1 )
|
||
|
{
|
||
|
self.origin = targ.origin;
|
||
|
line( self.origin, mg42.origin, ( 0.2, 0.5, 0.8 ), 0.5 );
|
||
|
wait( 0.1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// This is a thread that runs for each turret managing AI users of the turret
|
||
|
turret_think( node )
|
||
|
{
|
||
|
turret = GetEnt( node.auto_mg42_target, "targetname" );
|
||
|
mintime = 0.5;
|
||
|
if( IsDefined( turret.script_turret_reuse_min ) )
|
||
|
{
|
||
|
mintime = turret.script_turret_reuse_min;
|
||
|
}
|
||
|
maxtime = 2;
|
||
|
if( IsDefined( turret.script_turret_reuse_max ) )
|
||
|
{
|
||
|
mintime = turret.script_turret_reuse_max;
|
||
|
}
|
||
|
assert( maxtime >= mintime );
|
||
|
for( ;; )
|
||
|
{
|
||
|
turret waittill( "turret_deactivate" );
|
||
|
wait( mintime + RandomFloat( maxtime - mintime ) ); // Wait for a bit before calling the next AI over.
|
||
|
while( !( IsTurretActive( turret ) ) )
|
||
|
{
|
||
|
turret_find_user( node, turret );
|
||
|
wait( 1.0 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
turret_find_user( node, turret )
|
||
|
{
|
||
|
ai = GetAiArray();
|
||
|
for( i = 0; i < ai.size; i++ )
|
||
|
{
|
||
|
if( ai[i] IsInGoal( node.origin ) && ai[i] CanUSeturret( turret ) )
|
||
|
{
|
||
|
savekeepclaimed = ai[i].keepClaimedNodeInGoal;
|
||
|
ai[i].keepClaimedNodeInGoal = false;
|
||
|
if( !( ai[i] UseCOverNode( node ) ) )
|
||
|
{
|
||
|
ai[i].keepClaimedNodeInGoal = savekeepclaimed;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
setDifficulty()
|
||
|
{
|
||
|
init_mgTurretsettings();
|
||
|
|
||
|
mg42s = GetEntArray( "misc_turret", "classname" );
|
||
|
|
||
|
difficulty = GetDifficulty();
|
||
|
|
||
|
for( index = 0; index < mg42s.size; index++ )
|
||
|
{
|
||
|
if( IsDefined( mg42s[index].script_skilloverride ) )
|
||
|
{
|
||
|
switch( mg42s[index].script_skilloverride )
|
||
|
{
|
||
|
case "easy":
|
||
|
difficulty = "easy";
|
||
|
break;
|
||
|
case "medium":
|
||
|
difficulty = "medium";
|
||
|
break;
|
||
|
case "hard":
|
||
|
difficulty = "hard";
|
||
|
break;
|
||
|
case "fu":
|
||
|
difficulty = "fu";
|
||
|
break;
|
||
|
default:
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
mg42_setdifficulty( mg42s[index], difficulty );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
mg42_setdifficulty( mg42, difficulty )
|
||
|
{
|
||
|
mg42.convergenceTime = level.mgTurretSettings[difficulty]["convergenceTime"];
|
||
|
mg42.suppressionTime = level.mgTurretSettings[difficulty]["suppressionTime"];
|
||
|
mg42.accuracy = level.mgTurretSettings[difficulty]["accuracy"];
|
||
|
mg42.aiSpread = level.mgTurretSettings[difficulty]["aiSpread"];
|
||
|
mg42.playerSpread = level.mgTurretSettings[difficulty]["playerSpread"];
|
||
|
}
|
||
|
|
||
|
|
||
|
mg42_target_drones( nonai, team, fakeowner )
|
||
|
{
|
||
|
if( !IsDefined( fakeowner ) )
|
||
|
{
|
||
|
fakeowner = false;
|
||
|
}
|
||
|
self endon( "death" );
|
||
|
self.dronefailed = false;
|
||
|
if( !IsDefined( self.script_fireondrones ) )
|
||
|
{
|
||
|
self.script_fireondrones = false;
|
||
|
}
|
||
|
if( !IsDefined( nonai ) )
|
||
|
{
|
||
|
nonai = false;
|
||
|
}
|
||
|
self SetMode( "manual_ai" );
|
||
|
difficulty = GetDifficulty();
|
||
|
if( !IsDefined( level.drones ) )
|
||
|
{
|
||
|
waitfornewdrone = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
waitfornewdrone = false;
|
||
|
}
|
||
|
while( 1 )
|
||
|
{
|
||
|
if( fakeowner && !IsDefined( self.fakeowner ) )
|
||
|
{
|
||
|
self SetMode( "manual" );
|
||
|
while( !IsDefined( self.fakeowner ) )
|
||
|
{
|
||
|
wait( .2 );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
else if( nonai )
|
||
|
{
|
||
|
self SetMode( "auto_nonai" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self SetMode( "auto_ai" );
|
||
|
}
|
||
|
|
||
|
if( waitfornewdrone )
|
||
|
{
|
||
|
level waittill( "new_drone" );
|
||
|
}
|
||
|
|
||
|
if( !IsDefined( self.oldconvergencetime ) )
|
||
|
{
|
||
|
self.oldconvergencetime = self.convergencetime;
|
||
|
}
|
||
|
self.convergencetime = 2;
|
||
|
|
||
|
if( !nonai )
|
||
|
{
|
||
|
turretowner = self GetTurretOwner();
|
||
|
// SCRIPTER_MOD
|
||
|
// MikeD (3/22/2007): No more level.player
|
||
|
// if( !IsAlive( turretowner ) || turretowner == level.player )
|
||
|
|
||
|
if( !IsAlive( turretowner ) || IsPlayer( turretowner ) )
|
||
|
{
|
||
|
wait( .05 );
|
||
|
continue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
team = turretowner.team;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if( fakeowner && !IsDefined( self.fakeowner ) )
|
||
|
{
|
||
|
wait( .05 );
|
||
|
continue;
|
||
|
}
|
||
|
assert( IsDefined( team ) );
|
||
|
turretowner = undefined;
|
||
|
}
|
||
|
if( team == "allies" )
|
||
|
{
|
||
|
targetteam = "axis";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
targetteam = "allies";
|
||
|
}
|
||
|
|
||
|
while( level.drones[targetteam].lastindex )
|
||
|
{
|
||
|
//self GetTagAngles( "tag_flash" )
|
||
|
target = get_bestdrone( targetteam );
|
||
|
if( !IsDefined( self.script_fireondrones ) || !self.script_fireondrones )
|
||
|
{
|
||
|
wait( .2 );
|
||
|
break;
|
||
|
}
|
||
|
if( !IsDefined( target ) )
|
||
|
{
|
||
|
wait( .2 );
|
||
|
break;
|
||
|
}
|
||
|
if( nonai )
|
||
|
{
|
||
|
self SetMode( "manual" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self SetMode( "manual_ai" );
|
||
|
}
|
||
|
|
||
|
thread drone_fail( target, 3 );
|
||
|
if( !self.dronefailed )
|
||
|
{
|
||
|
self SetTargetEntity( target.turrettarget );
|
||
|
self ShootTurret();
|
||
|
self StartFiring();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.dronefailed = false;
|
||
|
wait( .05 );
|
||
|
continue;
|
||
|
|
||
|
}
|
||
|
target waittill_any ("death","drone_mg42_fail");
|
||
|
waittillframeend;
|
||
|
if( !nonai && !( IsDefined( self GetTurretOwner() ) && self GetTurretOwner() == turretowner ) )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
self.convergencetime = self.oldconvergencetime;
|
||
|
self.oldconvergencetime = undefined;
|
||
|
self ClearTargetEntity();
|
||
|
self StopFiring();
|
||
|
if( level.drones[targetteam].lastindex )
|
||
|
{
|
||
|
waitfornewdrone = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
waitfornewdrone = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
drone_fail( drone, time )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
drone endon( "death" );
|
||
|
timer = GetTime()+( time*1000 );
|
||
|
while( timer > GetTime() )
|
||
|
{
|
||
|
turrettarget = self GetTurretTarget();
|
||
|
// BulletTracePassed( < start>, < end>, < hit characters>, < ignore entity> )
|
||
|
if( !SightTracePassed( self GetTagOrigin( "tag_flash" ), drone.origin+( 0, 0, 40 ), 0, drone ) )
|
||
|
{
|
||
|
self.dronefailed = true;
|
||
|
wait( .2 );
|
||
|
break;
|
||
|
}
|
||
|
else if( IsDefined( turrettarget ) && Distance( turrettarget.origin, self.origin ) < Distance( self.origin, drone.origin ) )
|
||
|
{
|
||
|
self.dronefailed = true;
|
||
|
wait( .1 );
|
||
|
break;
|
||
|
}
|
||
|
wait( .1 );
|
||
|
}
|
||
|
// maps\_utility::structarray_swaptolast( level.drones[drone.team], drone );
|
||
|
maps\_utility::structarray_shuffle( level.drones[drone.team], 1 );
|
||
|
drone notify( "drone_mg42_fail" );
|
||
|
}
|
||
|
|
||
|
get_bestdrone( team )
|
||
|
{
|
||
|
//prof_begin( "drone_mg42" );
|
||
|
// dotvalue = .88;
|
||
|
// dist = 9999999;
|
||
|
if( level.drones[team].lastindex < 1 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
ent = undefined;
|
||
|
dotforward = AnglesToForward( self.angles );
|
||
|
for( i = 0; i < level.drones[team].lastindex; i++ )
|
||
|
{
|
||
|
angles = VectorToAngles( level.drones[team].array[i].origin - self.origin );
|
||
|
forward = AnglesToForward( angles );
|
||
|
if( VectorDot( dotforward, forward ) < .88 )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
// if( !SightTracePassed( level.drones[team].array[i].origin, self.origin+( 0, 0, 10 ), 0, level.drones[team].array[i] ) )
|
||
|
// continue;
|
||
|
// newdist = Distance( level.drones[team].array[i].origin, self.origin );
|
||
|
// if( newdist >= dist )
|
||
|
// continue;
|
||
|
// dist = newdist;
|
||
|
ent = level.drones[team].array[i];
|
||
|
break;
|
||
|
}
|
||
|
aitarget = self GetTurretTarget();
|
||
|
if( IsDefined( ent ) && IsDefined( aitarget ) && Distance( self.origin, aitarget.origin ) < Distance( self.origin, ent.origin ) )
|
||
|
{
|
||
|
ent = undefined; // shoot at ai if they are closer
|
||
|
}
|
||
|
//prof_end( "drone_mg42" );
|
||
|
return ent;
|
||
|
}
|
||
|
|
||
|
saw_mgTurretLink( nodes )
|
||
|
{
|
||
|
possible_turrets = getEntArray( "misc_turret", "classname" );
|
||
|
turrets = [];
|
||
|
for ( i=0; i < possible_turrets.size; i++ )
|
||
|
{
|
||
|
if ( isDefined( possible_turrets[ i ].targetname ) )
|
||
|
continue;
|
||
|
|
||
|
if ( isdefined( possible_turrets[ i ].isvehicleattached ) )
|
||
|
{
|
||
|
assertEx( possible_turrets[ i ].isvehicleattached != 0, "Setting must be either true or undefined" );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
turrets[ possible_turrets[ i ].origin + "" ] = possible_turrets[ i ];
|
||
|
}
|
||
|
|
||
|
// did we find any turrets?
|
||
|
if ( !turrets.size )
|
||
|
return;
|
||
|
|
||
|
for ( nodeIndex = 0; nodeIndex < nodes.size; nodeIndex++)
|
||
|
{
|
||
|
node = nodes[ nodeIndex ];
|
||
|
if ( node.type == "Path" )
|
||
|
continue;
|
||
|
if ( node.type == "Begin" )
|
||
|
continue;
|
||
|
if ( node.type == "End" )
|
||
|
continue;
|
||
|
|
||
|
nodeForward = anglesToForward( ( 0, node.angles[ 1 ], 0 ) );
|
||
|
|
||
|
keys = getArrayKeys( turrets );
|
||
|
for ( i=0; i < keys.size; i++ )
|
||
|
{
|
||
|
turret = turrets[ keys[ i ] ];
|
||
|
|
||
|
// SCRIPTER_MOD: JesseS (6/25/2007): upped distance here, some stand nodes were just outside of
|
||
|
// 50 units, also, in other places, this logic is copied but set to 75 or so units
|
||
|
if ( distance( node.origin, turret.origin ) > 75 )
|
||
|
continue;
|
||
|
|
||
|
turretForward = anglesToForward( ( 0, turret.angles[ 1 ], 0 ) );
|
||
|
|
||
|
dot = vectorDot( nodeForward, turretForward );
|
||
|
if ( dot < 0.9 )
|
||
|
continue;
|
||
|
|
||
|
// SCRIPTER_MOD: JesseS (8/13/200): changed this to a script_struct that spawns in
|
||
|
//node.turretInfo = spawn( "script_origin", turret.origin );
|
||
|
node.turretInfo = spawnstruct();
|
||
|
node.turretInfo.origin = turret.origin;
|
||
|
node.turretInfo.angles = turret.angles;
|
||
|
node.turretInfo.node = node;
|
||
|
|
||
|
node.turretInfo.leftArc = 45;
|
||
|
node.turretInfo.rightArc = 45;
|
||
|
node.turretInfo.topArc = 15;
|
||
|
node.turretInfo.bottomArc = 15;
|
||
|
|
||
|
/*
|
||
|
if ( isDefined( turret.leftArc ) )
|
||
|
node.turretInfo.leftArc = min( turret.leftArc, 45 );
|
||
|
|
||
|
if ( isDefined( turret.rightArc ) )
|
||
|
node.turretInfo.rightArc = min( turret.rightArc, 45 );
|
||
|
|
||
|
if ( isDefined( turret.topArc ) )
|
||
|
node.turretInfo.topArc = min( turret.topArc, 15 );
|
||
|
|
||
|
if ( isDefined( turret.bottomArc ) )
|
||
|
node.turretInfo.bottomArc = min( turret.bottomArc, 15 );
|
||
|
*/
|
||
|
|
||
|
turrets[ keys[ i ] ] = undefined;
|
||
|
turret delete();
|
||
|
println("PortableMG: " + turret.weaponinfo + " was set up to be portable.");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
keys = getArrayKeys( turrets );
|
||
|
for ( i=0; i < keys.size; i++ )
|
||
|
{
|
||
|
turret = turrets[ keys[ i ] ];
|
||
|
// assertMsg( "ERROR: turret at " + turret.origin + " could not link to any node!" );
|
||
|
println( "^1!!!ERROR: turret at " + turret.origin + " could not link to any node! You need to make sure that a node is directly behind the mg42 and less than 50 units behind it." );
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
auto_mgTurretLink( nodes )
|
||
|
{
|
||
|
// Attaches MG turrets with targetname auto_mgTurret to cover crouch and stand nodes.
|
||
|
possible_turrets = GetEntArray( "misc_turret", "classname" );
|
||
|
turrets = [];
|
||
|
for( i = 0; i < possible_turrets.size; i++ )
|
||
|
{
|
||
|
if ( !isDefined( possible_turrets[ i ].targetname ) || tolower( possible_turrets[ i ].targetname ) != "auto_mgturret" )
|
||
|
continue;
|
||
|
// if the turret is legit, create a unique string reference to it
|
||
|
if( !IsDefined( possible_turrets[i].export ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
if( !IsDefined( possible_turrets[i].script_dont_link_turret ) )
|
||
|
{
|
||
|
turrets[possible_turrets[i].origin + ""] = possible_turrets[i];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// did we find any turrets?
|
||
|
if( !turrets.size )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
for( nodeIndex = 0; nodeIndex < nodes.size; nodeIndex++ )
|
||
|
{
|
||
|
node = nodes[nodeIndex];
|
||
|
if( node.type == "Path" )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
if( node.type == "Begin" )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
if( node.type == "End" )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
// if( node.type != "Turret" )
|
||
|
// continue;
|
||
|
|
||
|
nodeForward = AnglesToForward( ( 0, node.angles[1], 0 ) );
|
||
|
|
||
|
keys = GetArrayKeys( turrets );
|
||
|
for( i = 0; i < keys.size; i++ )
|
||
|
{
|
||
|
turret = turrets[keys[i]];
|
||
|
if( Distance( node.origin, turret.origin ) > 70 )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
turretForward = AnglesToForward( ( 0, turret.angles[1], 0 ) );
|
||
|
|
||
|
dot = VectorDot( nodeForward, turretForward );
|
||
|
if( dot < 0.9 )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
node.turret = turret;
|
||
|
turret.node = node;
|
||
|
turret.isSetup = true;
|
||
|
assertEx( isdefined( turret.export ), "Turret at " + turret.origin + " does not have a .export value but is near a cover node. If you do not want them to link, use .script_dont_link_turret." );
|
||
|
|
||
|
// remove the reference for it so that the other nodes dont
|
||
|
// scan for this turret
|
||
|
turrets[keys[i]] = undefined;
|
||
|
}
|
||
|
|
||
|
// assertex( IsDefined( node.turret ), "Cover node at " + node.origin + " has no turret!" );
|
||
|
}
|
||
|
|
||
|
/#
|
||
|
// err the unclaimed turrets
|
||
|
keys = GetArrayKeys( turrets );
|
||
|
if( keys.size )
|
||
|
{
|
||
|
println( "The turrets at the following origins were not auto-bound to a node_turret." );
|
||
|
println( "Set .script_dont_link_turret if you do not want a turret to use a node_turret." );
|
||
|
for( i = 0; i < keys.size; i++ )
|
||
|
{
|
||
|
println( keys[i] );
|
||
|
}
|
||
|
assertex( 0, "Turrets failed to be linked to node_turrets, see list above." );
|
||
|
}
|
||
|
#/
|
||
|
|
||
|
/*
|
||
|
// logic that makes the node "call" for ai
|
||
|
if( IsDefined( node.auto_mgTurret_target ) )
|
||
|
{
|
||
|
thread maps\_mgturret::turret_think( node );
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
|
||
|
nodes = undefined;
|
||
|
}
|
||
|
|
||
|
|
||
|
save_turret_sharing_info()
|
||
|
{
|
||
|
// shares turrets so a guy at a turret knows where to run if he decides to move the turret
|
||
|
self.shared_turrets = [];
|
||
|
self.shared_turrets["connected"] = [];
|
||
|
self.shared_turrets["ambush"] = [];
|
||
|
|
||
|
if( !IsDefined( self.export ) )
|
||
|
{
|
||
|
assertex( !IsDefined( self.script_turret_share ), "Turret at " + self.origin + " has script_turret_share but has no .export value, so script_turret_share won't have any effect." );
|
||
|
assertex( !IsDefined( self.script_turret_ambush ), "Turret at " + self.origin + " has script_turret_ambush but has no .export value, so script_turret_ambush won't have any effect." );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
level.shared_portable_turrets[self.export] = self;
|
||
|
|
||
|
if( IsDefined( self.script_turret_share ) )
|
||
|
{
|
||
|
// turn the origin into a unique string
|
||
|
|
||
|
// record which turrets share with this one
|
||
|
strings = Strtok( self.script_turret_share, " " );
|
||
|
|
||
|
for( i = 0; i < strings.size; i++ )
|
||
|
{
|
||
|
self.shared_turrets["connected"][strings[i]] = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( IsDefined( self.script_turret_ambush ) )
|
||
|
{
|
||
|
// turn the origin into a unique string
|
||
|
|
||
|
// record which turrets share with this one
|
||
|
strings = Strtok( self.script_turret_ambush, " " );
|
||
|
|
||
|
for( i = 0; i < strings.size; i++ )
|
||
|
{
|
||
|
self.shared_turrets["ambush"][strings[i]] = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
mg42setup_gun()
|
||
|
{
|
||
|
assertex( IsDefined( self.target ), "Portable MG42 guy at origin " + self.origin + " has no target" );
|
||
|
mg42node = GetNode( self.target, "targetname" );
|
||
|
mg42 = GetEnt( self.target, "targetname" );
|
||
|
|
||
|
if( !IsDefined( mg42.shared_turrets ) )
|
||
|
{
|
||
|
mg42 save_turret_sharing_info();
|
||
|
}
|
||
|
|
||
|
// If the portable gunner targets a node then he's going to do a chain of nodes to the destination, which should
|
||
|
// be an mg42. Otherwise he's directly targetting an mg42.
|
||
|
if( IsDefined( mg42node ) )
|
||
|
{
|
||
|
// Set this so later we can run along it as a chain.
|
||
|
self.mg42node = mg42node;
|
||
|
assert( !IsDefined( mg42 ), "guy at " + self.origin + " targets an ent and a node" );
|
||
|
for( ;; )
|
||
|
{
|
||
|
newnode = GetNode( mg42node.target, "targetname" );
|
||
|
if( !IsDefined( newnode ) )
|
||
|
{
|
||
|
mg42 = GetEnt( mg42node.target, "targetname" );
|
||
|
break;
|
||
|
}
|
||
|
mg42node = newnode;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
assertex( IsDefined( mg42 ), "Portable MG42 guy at origin " + self.origin + " doesn't target an mg42" );
|
||
|
assertex( mg42.classname == "misc_turret", "Portable MG42 guy at origin " + self.origin + " doesn't target an mg42" );
|
||
|
if( !IsDefined( mg42.isSetup ) )
|
||
|
{
|
||
|
mg42 hide_turret();
|
||
|
}
|
||
|
return mg42;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
restoreDefaultPitch()
|
||
|
{
|
||
|
self notify( "gun_placed_again" );
|
||
|
self endon( "gun_placed_again" );
|
||
|
self waittill( "restore_default_drop_pitch" );
|
||
|
wait( 1 );
|
||
|
self RestoreDefaultDropPitch();
|
||
|
}
|
||
|
|
||
|
dropTurret()
|
||
|
{
|
||
|
thread dropTurretProc();
|
||
|
}
|
||
|
|
||
|
dropTurretProc()
|
||
|
{
|
||
|
turret = Spawn( "script_model", ( 0, 0, 0 ) );
|
||
|
turret.origin = self GetTagOrigin( level.portable_mg_gun_tag );
|
||
|
turret.angles = self GetTagAngles( level.portable_mg_gun_tag );
|
||
|
turret SetModel( self.turretModel );
|
||
|
forward = AnglesToForward( self.angles );
|
||
|
forward = vectorScale( forward, 100 );
|
||
|
turret MoveGravity( forward, 0.5 );
|
||
|
self Detach( self.turretModel, level.portable_mg_gun_tag );
|
||
|
self.turretmodel = undefined;
|
||
|
wait( 0.7 );
|
||
|
turret Delete();
|
||
|
}
|
||
|
|
||
|
|
||
|
turretDeathDetacher()
|
||
|
{
|
||
|
self endon( "kill_turret_detach_thread" );
|
||
|
self endon( "dropped_gun" );
|
||
|
self waittill( "death" );
|
||
|
if( !IsDefined( self ) )
|
||
|
{
|
||
|
return; // in case many guys die at once and we are removed
|
||
|
}
|
||
|
dropTurret();
|
||
|
}
|
||
|
|
||
|
turretDetacher()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self endon( "kill_turret_detach_thread" );
|
||
|
// in case the enemy gets close to a portable turret guy
|
||
|
self waittill( "dropped_gun" );
|
||
|
self Detach( self.turretModel, level.portable_mg_gun_tag );
|
||
|
}
|
||
|
|
||
|
restoreDefaults()
|
||
|
{
|
||
|
// self.goalradius = 350;
|
||
|
self.run_noncombatanim = undefined;
|
||
|
self.run_combatanim = undefined;
|
||
|
self set_all_exceptions( animscripts\init::empty );
|
||
|
}
|
||
|
|
||
|
restorePitch()
|
||
|
{
|
||
|
self waittill( "turret_deactivate" );
|
||
|
self RestoreDefaultDropPitch();
|
||
|
}
|
||
|
|
||
|
update_enemy_target_pos_while_running( ent )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self endon( "end_mg_behavior" );
|
||
|
self endon( "stop_updating_enemy_target_pos" );
|
||
|
|
||
|
for( ;; )
|
||
|
{
|
||
|
self waittill( "saw_enemy" );
|
||
|
ent.origin = self.last_enemy_sighting_position;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
move_target_pos_to_new_turrets_visibility( ent, new_spot )
|
||
|
{
|
||
|
// moves the target position to a point where the new turret
|
||
|
// can see it. If the position gets updated by seeing an enemy
|
||
|
// then that position also gets pushed towards the last turret to
|
||
|
// the point of visibility on the assumption that towards the old
|
||
|
// turret will bring it into visibility without causing it to
|
||
|
// go to a weird point.
|
||
|
|
||
|
// in any case the whole system probably needs a failsafe in case
|
||
|
// the target position gets way outside the gun's allowed angles
|
||
|
|
||
|
self endon( "death" );
|
||
|
self endon( "end_mg_behavior" );
|
||
|
self endon( "stop_updating_enemy_target_pos" );
|
||
|
|
||
|
old_turret_pos = self.turret.origin +( 0, 0, 16 ); // turrets are on geo so it could abstruct;
|
||
|
dest_pos = new_spot.origin +( 0, 0, 16 );
|
||
|
|
||
|
for( ;; )
|
||
|
{
|
||
|
wait( 0.05 ); // plenty of time while he runs, doesn't have to happen often
|
||
|
|
||
|
if( SightTracePassed( ent.origin, dest_pos, 0, undefined ) )
|
||
|
{
|
||
|
// line( ent.origin, dest_pos, ( 0, 1, 0 ) );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// line( ent.origin, dest_pos, ( 1, 0, 0 ) );
|
||
|
|
||
|
// move the target pos towards the last turret position
|
||
|
angles = VectorToAngles( old_turret_pos - ent.origin );
|
||
|
forward = AnglesToForward( angles );
|
||
|
forward = vectorscale( forward, 8 );
|
||
|
|
||
|
ent.origin = ent.origin + forward;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
record_bread_crumbs_for_ambush( ent )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self endon( "end_mg_behavior" );
|
||
|
self endon( "stop_updating_enemy_target_pos" );
|
||
|
|
||
|
ent.bread_crumbs = [];
|
||
|
for( ;; )
|
||
|
{
|
||
|
// print3d( self.origin +( 0, 0, 50 ), "*", ( 1, 1, 0 ), 1, 1.5, 10*20 );
|
||
|
ent.bread_crumbs[ent.bread_crumbs.size] = self.origin +( 0, 0, 50 );
|
||
|
wait( 0.35 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
aim_turret_at_ambush_point_or_visible_enemy( turret, ent )
|
||
|
{
|
||
|
if( !IsAlive( self.current_enemy ) && self CanSee( self.current_enemy ) )
|
||
|
{
|
||
|
// if we can see our enemy then just aim at him
|
||
|
ent.origin = self.last_enemy_sighting_position;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
forward = AnglesToForward( turret.angles );
|
||
|
|
||
|
// find the best bread crumb to aim at
|
||
|
// start a few from the back because the crumbs from while we were walking at the gun
|
||
|
// arent going to be good
|
||
|
for( i = ent.bread_crumbs.size - 3; i >= 0; i-- )
|
||
|
{
|
||
|
// dot check it so we're not aiming at the breadcrumbs we walked over
|
||
|
crumb = ent.bread_crumbs[i];
|
||
|
normal = VectorNormalize( crumb - turret.origin );
|
||
|
dot = VectorDot( forward, normal );
|
||
|
if( dot < 0.75 )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
ent.origin = crumb;
|
||
|
|
||
|
// find the first one we cant see and aim there
|
||
|
if( SightTracePassed( turret.origin, crumb, 0, undefined ) )
|
||
|
{
|
||
|
// linetime( turret.origin, crumb, ( 0, 1, 0 ), 10 );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// linetime( turret.origin, crumb, ( 1, 0, 0 ), 10 );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
find_a_new_turret_spot( ent )
|
||
|
{
|
||
|
// find a new spot to go to
|
||
|
array = get_portable_mg_spot( ent );
|
||
|
new_spot = array["spot"];
|
||
|
connection_type = array["type"];
|
||
|
|
||
|
if( !IsDefined( new_spot ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
reserve_turret( new_spot );
|
||
|
|
||
|
// if we see the enemy while we run, update the target position
|
||
|
thread update_enemy_target_pos_while_running( ent );
|
||
|
thread move_target_pos_to_new_turrets_visibility( ent, new_spot );
|
||
|
|
||
|
if( connection_type == "ambush" )
|
||
|
{
|
||
|
thread record_bread_crumbs_for_ambush( ent );
|
||
|
}
|
||
|
|
||
|
if( new_spot.isSetup )
|
||
|
{
|
||
|
leave_gun_and_run_to_new_spot( new_spot );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pickup_gun( new_spot );
|
||
|
run_to_new_spot_and_setup_gun( new_spot );
|
||
|
}
|
||
|
|
||
|
self notify( "stop_updating_enemy_target_pos" );
|
||
|
|
||
|
if( connection_type == "ambush" )
|
||
|
{
|
||
|
aim_turret_at_ambush_point_or_visible_enemy( new_spot, ent );
|
||
|
}
|
||
|
|
||
|
// thread snap_lock_turret_onto_target( new_spot );
|
||
|
|
||
|
new_spot SetTargetEntity( ent );
|
||
|
}
|
||
|
|
||
|
snap_lock_turret_onto_target( turret )
|
||
|
{
|
||
|
// turn manual on for a moment so he aims quickly to the spot he wants to aim at.
|
||
|
turret SetMode( "manual" );
|
||
|
wait( 0.5 );
|
||
|
turret SetMode( "manual_ai" );
|
||
|
}
|
||
|
|
||
|
leave_gun_and_run_to_new_spot( spot )
|
||
|
{
|
||
|
assert( spot.reserved == self );
|
||
|
// spot is a bit of a misnomer as its actually a hidden gun we
|
||
|
// rematerialize when he runs to it
|
||
|
|
||
|
self StopUSeturret();
|
||
|
self animscripts\shared::placeWeaponOn( self.primaryweapon, "none" );
|
||
|
|
||
|
// run to the spot where the gun is setup
|
||
|
setup_anim = get_turret_setup_anim( spot );
|
||
|
org = GetStartOrigin( spot.origin, spot.angles, setup_anim );
|
||
|
self SetruntoPos( org );
|
||
|
assertex( Distance( org, self.goalpos ) < self.goalradius, "Tried to set the run pos outside the goalradius" );
|
||
|
|
||
|
self waittill( "runto_arrived" );
|
||
|
|
||
|
use_the_turret( spot );
|
||
|
}
|
||
|
|
||
|
pickup_gun( spot )
|
||
|
{
|
||
|
// spot is a bit of a misnomer as its actually a hidden gun we
|
||
|
// rematerialize when he runs to it
|
||
|
|
||
|
self StopUSeturret();
|
||
|
self.turret hide_turret();
|
||
|
}
|
||
|
|
||
|
get_turret_setup_anim( turret )
|
||
|
{
|
||
|
spot_types = [];
|
||
|
spot_types[ "saw_bipod_stand" ] = level.mg_animmg[ "bipod_stand_setup" ];
|
||
|
spot_types[ "saw_bipod_crouch" ] = level.mg_animmg[ "bipod_crouch_setup" ];
|
||
|
spot_types[ "saw_bipod_prone" ] = level.mg_animmg[ "bipod_prone_setup" ];
|
||
|
|
||
|
return spot_types[turret.weaponinfo];
|
||
|
}
|
||
|
|
||
|
run_to_new_spot_and_setup_gun( spot )
|
||
|
{
|
||
|
assert( spot.reserved == self );
|
||
|
|
||
|
oldhealth = self.health;
|
||
|
spot endon( "turret_deactivate" );
|
||
|
|
||
|
self.mg42 = spot; // used in the animscript exceptions
|
||
|
self endon( "death" );
|
||
|
self endon( "dropped_gun" );
|
||
|
|
||
|
setup_anim = get_turret_setup_anim( spot );
|
||
|
|
||
|
self.turretModel = "weapon_mg42_carry";
|
||
|
|
||
|
// guys are meant to get their gun back automatically when they ditch an mg
|
||
|
self notify( "kill_get_gun_back_on_killanimscript_thread" );
|
||
|
self animscripts\shared::placeWeaponOn( self.weapon, "none" );
|
||
|
if( self.team == "axis" )
|
||
|
{
|
||
|
self.health = 1;
|
||
|
}
|
||
|
|
||
|
// set the run anim
|
||
|
self.run_noncombatanim = %saw_gunner_run_slow;
|
||
|
self.run_combatanim = %saw_gunner_run_fast;
|
||
|
self.crouchrun_combatanim = %saw_gunner_run_fast;
|
||
|
|
||
|
// attach the carry version of the gun
|
||
|
self Attach( self.turretModel, level.portable_mg_gun_tag );
|
||
|
thread turretDeathDetacher();
|
||
|
|
||
|
// run to the spot where the gun is going to be setup
|
||
|
org = GetStartOrigin( spot.origin, spot.angles, setup_anim );
|
||
|
self SetruntoPos( org );
|
||
|
assertex( Distance( org, self.goalpos ) < self.goalradius, "Tried to set the run pos outside the goalradius" );
|
||
|
|
||
|
wait( 0.05 ); // must figure out what this wait is needed for
|
||
|
self set_all_exceptions( animscripts\combat::exception_exposed_mg42_portable );
|
||
|
clear_exception( "move" );
|
||
|
set_exception( "cover_crouch", ::hold_indefintely );
|
||
|
|
||
|
while( Distance( self.origin, org ) > 16 )
|
||
|
{
|
||
|
self SetruntoPos( org );
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
// self waittill( "runto_arrived" );
|
||
|
|
||
|
self notify( "kill_turret_detach_thread" );
|
||
|
|
||
|
if( self.team == "axis" )
|
||
|
{
|
||
|
self.health = oldhealth;
|
||
|
}
|
||
|
|
||
|
|
||
|
if( SoundExists( "weapon_setup" ) )
|
||
|
{
|
||
|
thread play_sound_in_space( "weapon_setup" );
|
||
|
}
|
||
|
|
||
|
self AnimScripted( "setup_done", spot.origin, spot.angles, setup_anim );
|
||
|
|
||
|
restoreDefaults(); // reset the run anims
|
||
|
|
||
|
self waittillmatch( "setup_done", "end" );
|
||
|
spot notify( "restore_default_drop_pitch" );
|
||
|
spot show_turret();
|
||
|
|
||
|
self animscripts\shared::placeWeaponOn( self.primaryweapon, "right" );
|
||
|
|
||
|
use_the_turret( spot );
|
||
|
self Detach( self.turretModel, level.portable_mg_gun_tag );
|
||
|
self set_all_exceptions( animscripts\init::empty );
|
||
|
|
||
|
self notify( "bcs_portable_turret_setup" );
|
||
|
}
|
||
|
|
||
|
move_to_run_pos()
|
||
|
{
|
||
|
self SetruntoPos( self.runpos );
|
||
|
}
|
||
|
|
||
|
hold_indefintely()
|
||
|
{
|
||
|
self endon( "killanimscript" );
|
||
|
self waittill( "death" );
|
||
|
}
|
||
|
|
||
|
using_a_turret()
|
||
|
{
|
||
|
if( !IsDefined( self.turret ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return self.turret.owner == self;
|
||
|
}
|
||
|
|
||
|
|
||
|
turret_user_moves()
|
||
|
{
|
||
|
// we've been forced to move by goalradius change or becoming exposed
|
||
|
if( !using_a_turret() )
|
||
|
{
|
||
|
clear_exception( "move" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
array = find_connected_turrets( "connected" );
|
||
|
new_spots = array["spots"];
|
||
|
|
||
|
if( !new_spots.size )
|
||
|
{
|
||
|
// none of the turrets in the area we're moving to are connected to the
|
||
|
// one we were at so we turn back to normal guy now
|
||
|
clear_exception( "move" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// lets see if we have a new node, and if we do, if its a compatible turret node
|
||
|
turret_node = self.node;
|
||
|
|
||
|
// if its not, then lets use a random node from the connected nodes that are
|
||
|
// within our goal radius
|
||
|
if( !IsDefined( turret_node ) || !is_in_array( new_spots, turret_node ) )
|
||
|
{
|
||
|
taken_nodes = getTakenNodes();
|
||
|
for( i = 0; i < new_spots.size; i++ )
|
||
|
{
|
||
|
turret_node = random( new_spots );
|
||
|
|
||
|
// some random AI has this node already, probably doing cover there
|
||
|
// if we get the ability to push AI off their node then we'll do that here later
|
||
|
if( IsDefined( taken_nodes[turret_node.origin + ""] ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
turret = turret_node.turret;
|
||
|
|
||
|
if( IsDefined( turret.reserved ) )
|
||
|
{
|
||
|
assert( turret.reserved != self );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
reserve_turret( turret );
|
||
|
|
||
|
// we're not at the turret position so we have to run to it
|
||
|
if( turret.isSetup )
|
||
|
{
|
||
|
// its already setup so just go there and use it
|
||
|
leave_gun_and_run_to_new_spot( turret );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// its not setup yet so go there and set it up then use it
|
||
|
run_to_new_spot_and_setup_gun( turret );
|
||
|
}
|
||
|
|
||
|
maps\_mg_penetration::gunner_think( turret_node.turret );
|
||
|
}
|
||
|
|
||
|
use_the_turret( spot )
|
||
|
{
|
||
|
turretWasUsed = self USeturret( spot );
|
||
|
|
||
|
if( turretWasUsed )
|
||
|
{
|
||
|
set_exception( "move", ::turret_user_moves ); // run this before running move so we might move the turret
|
||
|
|
||
|
self.turret = spot;
|
||
|
self thread mg42_firing( spot ); // does the burst fire timings
|
||
|
spot SetMode( "manual_ai" );
|
||
|
spot thread restorePitch();
|
||
|
self.turret = spot;
|
||
|
spot.owner = self;
|
||
|
// self USeturret( spot ); // dude should be near the mg42
|
||
|
// spot SetMode( "manual_ai" ); // auto, auto_ai, manual
|
||
|
// self.turret = spot;
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
spot RestoreDefaultDropPitch();
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
get_portable_mg_spot( ent )
|
||
|
{
|
||
|
find_spot_funcs = [];
|
||
|
find_spot_funcs[find_spot_funcs.size] = ::find_different_way_to_attack_last_seen_position;
|
||
|
find_spot_funcs[find_spot_funcs.size] = ::find_good_ambush_spot;
|
||
|
|
||
|
find_spot_funcs = array_randomize( find_spot_funcs );
|
||
|
|
||
|
for( i = 0; i < find_spot_funcs.size; i++ )
|
||
|
{
|
||
|
array = [[find_spot_funcs[i]]]( ent );
|
||
|
|
||
|
if( !IsDefined( array["spots"] ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
array["spot"] = random( array["spots"] );
|
||
|
return array;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
getTakenNodes()
|
||
|
{
|
||
|
// returns an array of node origins owned by AI
|
||
|
array = [];
|
||
|
ai = GetAiArray();
|
||
|
|
||
|
for( i = 0; i < ai.size; i++ )
|
||
|
{
|
||
|
if( !IsDefined( ai[i].node ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
array[ai[i].node.origin + ""] = true;
|
||
|
}
|
||
|
|
||
|
return array;
|
||
|
}
|
||
|
|
||
|
find_connected_turrets( connection_type )
|
||
|
{
|
||
|
spots = level.shared_portable_turrets; // an array of shared turrets, using their origin as the index
|
||
|
usable_spots = [];
|
||
|
|
||
|
spot_exports = GetArrayKeys( spots );
|
||
|
|
||
|
taken_nodes = getTakenNodes();
|
||
|
taken_nodes[self.node.origin + ""] = undefined;
|
||
|
|
||
|
// find turrets that share the same keys
|
||
|
for( i = 0; i < spot_exports.size; i++ )
|
||
|
{
|
||
|
export = spot_exports[i];
|
||
|
if( spots[export] == self.turret )
|
||
|
continue;
|
||
|
|
||
|
|
||
|
keys = GetArrayKeys( self.turret.shared_turrets[connection_type] );
|
||
|
for( p = 0; p < keys.size; p++ )
|
||
|
{
|
||
|
// go through each key that the turret the guy is currently on has,
|
||
|
// and see if any turrets share keys.
|
||
|
// cast export as a string because arraykeys returns strings
|
||
|
if( spots[export].export + "" != keys[p] )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// somebody else has this one or they're running to it
|
||
|
if( IsDefined( spots[export].reserved ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// some random AI has this node already, probably doing cover there
|
||
|
if( IsDefined( taken_nodes[spots[export].node.origin + ""] ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// don't pick one that is outside the goalradius
|
||
|
if( Distance( self.goalpos, spots[export].origin ) > self.goalradius )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// this spot is usable
|
||
|
usable_spots[usable_spots.size] = spots[export];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
array = [];
|
||
|
// store it so we can figure out the best place for an ambusher to aim
|
||
|
array["type"] = connection_type;
|
||
|
array["spots"] = usable_spots;
|
||
|
return array;
|
||
|
}
|
||
|
|
||
|
find_good_ambush_spot( ent )
|
||
|
{
|
||
|
return find_connected_turrets( "ambush" );
|
||
|
}
|
||
|
|
||
|
find_different_way_to_attack_last_seen_position( ent )
|
||
|
{
|
||
|
array = find_connected_turrets( "connected" );
|
||
|
usable_spots = array["spots"];
|
||
|
|
||
|
if( !usable_spots.size )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
good_spot = [];
|
||
|
|
||
|
// find a spot that has a good fov and LOS on the target spot
|
||
|
for( i = 0; i < usable_spots.size; i++ )
|
||
|
{
|
||
|
|
||
|
if( !within_fov( usable_spots[i].origin, usable_spots[i].angles, ent.origin, 0.75 ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
normal = VectorNormalize( ent.origin -( usable_spots[i].origin + offset ) );
|
||
|
forward = AnglesToForward( usable_spots[i].angles );
|
||
|
dot = VectorDot( forward, normal );
|
||
|
|
||
|
thread linetime( usable_spots[i].origin + offset, usable_spots[i].origin + offset + vectorscale( forward, 1000 ), ( 1, 0, 0 ), 10 );
|
||
|
thread linetime( ent.origin, usable_spots[i].origin + offset, ( 0, 0, 1 ), 10 );
|
||
|
*/
|
||
|
|
||
|
if( !SightTracePassed( ent.origin, usable_spots[i].origin +( 0, 0, 16 ), 0, undefined ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
good_spot[good_spot.size] = usable_spots[i];
|
||
|
}
|
||
|
|
||
|
array["spots"] = good_spot;
|
||
|
return array;
|
||
|
}
|
||
|
|
||
|
portable_mg_spot()
|
||
|
{
|
||
|
save_turret_sharing_info();
|
||
|
|
||
|
turret_preplaced = 1;
|
||
|
self.isSetup = true;
|
||
|
assert( !IsDefined( self.reserved ) );
|
||
|
self.reserved = undefined;
|
||
|
if( IsDefined( self.isvehicleattached ) )
|
||
|
{
|
||
|
return; //nate
|
||
|
}
|
||
|
if( self.spawnflags & turret_preplaced )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// a spot where a gun could be placed
|
||
|
hide_turret();
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
hide_turret()
|
||
|
{
|
||
|
assert( self.isSetup );
|
||
|
self notify( "stop_checking_for_flanking" );
|
||
|
self.isSetup = false;
|
||
|
self Hide();
|
||
|
self.solid = false;
|
||
|
self MakeTurretUnusable();
|
||
|
self SetDefaultDropPitch( 0 );
|
||
|
self thread restoreDefaultPitch();
|
||
|
}
|
||
|
|
||
|
show_turret()
|
||
|
{
|
||
|
self Show();
|
||
|
self.solid = true;
|
||
|
self MakeTurretUsable();
|
||
|
assert( !self.isSetup );
|
||
|
self.isSetup = true;
|
||
|
thread stop_mg_behavior_if_flanked();
|
||
|
}
|
||
|
|
||
|
stop_mg_behavior_if_flanked()
|
||
|
{
|
||
|
self endon( "stop_checking_for_flanking" );
|
||
|
|
||
|
self waittill( "turret_deactivate" );
|
||
|
if( IsAlive( self.owner ) )
|
||
|
{
|
||
|
self.owner notify( "end_mg_behavior" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
turret_is_mine( turret )
|
||
|
{
|
||
|
owner = turret GetTurretOwner();
|
||
|
if( !IsDefined( owner ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return owner == self;
|
||
|
}
|
||
|
|
||
|
end_turret_reservation( turret )
|
||
|
{
|
||
|
waittill_turret_is_released( turret );
|
||
|
turret.reserved = undefined;
|
||
|
}
|
||
|
|
||
|
waittill_turret_is_released( turret )
|
||
|
{
|
||
|
turret endon( "turret_deactivate" );
|
||
|
self endon( "death" );
|
||
|
self waittill( "end_mg_behavior" );
|
||
|
}
|
||
|
|
||
|
reserve_turret( turret )
|
||
|
{
|
||
|
turret.reserved = self;
|
||
|
thread end_turret_reservation( turret );
|
||
|
}
|
||
|
|
||
|
|
||
|
// -- LINKING TURRETS -- (SRS 05/02/07)
|
||
|
// - for vehicles, or other ents that have their own turret groups.
|
||
|
|
||
|
// GSCDOC needed
|
||
|
// link the turrets so they fire together.
|
||
|
// self = the vehicle
|
||
|
link_turrets( turretArray )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
level.print3d_ran_already = false; // TEMP for testing
|
||
|
|
||
|
// don't run it if there aren't enough turrets to justify its use
|
||
|
if( !IsDefined( turretArray ) || turretArray.size <= 1 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// wait for a turret to fire
|
||
|
while( 1 )
|
||
|
{
|
||
|
for( i = 0; i < turretArray.size; i++ )
|
||
|
{
|
||
|
if( turretArray[i] IsFiringTurret() )
|
||
|
{
|
||
|
// the turret that's firing becomes the "leader" that others will match
|
||
|
self link_turrets_fireall( turretArray[i], turretArray );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// run this every frame
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// When we detect a turret is firing, this function fires the others at the same time.
|
||
|
// self = the vehicle
|
||
|
link_turrets_fireall( leaderTurret, turretArray )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
self.leadTurretState = 0;
|
||
|
|
||
|
// set up each turret to be manual
|
||
|
for( i = 0; i < turretArray.size; i++ )
|
||
|
{
|
||
|
if( turretArray[i] != leaderTurret && !turretArray[i] IsFiringTurret() )
|
||
|
{
|
||
|
turretArray[i] SetMode( "manual" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// wait for the first turret to stop firing
|
||
|
while( leaderTurret IsFiringTurret() )
|
||
|
{
|
||
|
// make sure we're not in a burst fire wait state
|
||
|
if( leaderTurret.script_shooting )
|
||
|
{
|
||
|
// fire all other turrets while the first turret is still firing
|
||
|
for( i = 0; i < turretArray.size; i++ )
|
||
|
{
|
||
|
if( turretArray[i] != leaderTurret && !turretArray[i] IsFiringTurret() )
|
||
|
{
|
||
|
turretArray[i] ShootTurret();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
wait( 0.1 );
|
||
|
}
|
||
|
|
||
|
// stop waiting for state changes
|
||
|
self notify( "lead_turret_stopped" );
|
||
|
|
||
|
// turn off the other turrets
|
||
|
for( i = 0; i < turretArray.size; i++ )
|
||
|
{
|
||
|
if( turretArray[i] != leaderTurret && !turretArray[i] IsFiringTurret() )
|
||
|
{
|
||
|
//turretArray[i] StopFiring();
|
||
|
turretArray[i] SetMode( "auto_nonai" );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// MikeD (4/12/2008): Added the ability for MG Guns to animate an entity near it like a tarp/net/curtains when it fires
|
||
|
init_mg_animent()
|
||
|
{
|
||
|
/#
|
||
|
if( !IsDefined( level.scr_anim ) )
|
||
|
{
|
||
|
assertMsg( "You must put \"init_mg_animent\" after " + tolower( GetDvar( "mapname" ) ) + "_anim::main() so the level.scr_anim is defined." );
|
||
|
}
|
||
|
#/
|
||
|
|
||
|
mg42s = GetEntArray( "misc_mg42", "classname" );
|
||
|
turrets = GetEntArray( "misc_turret", "classname" );
|
||
|
|
||
|
turrets = array_combine( mg42s, turrets );
|
||
|
|
||
|
for( i = 0; i < turrets.size; i++ )
|
||
|
{
|
||
|
if( IsDefined( turrets[i].script_animent ) )
|
||
|
{
|
||
|
turrets[i] thread mg_anim_ent();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
mg_anim_ent()
|
||
|
{
|
||
|
self endon( "stop_mg_anim_ent" );
|
||
|
self endon( "death" );
|
||
|
|
||
|
anim_ent = GetEnt( self.script_animent, "targetname" );
|
||
|
|
||
|
/#
|
||
|
if( !IsDefined( anim_ent ) )
|
||
|
{
|
||
|
assertMsg( "Could not GetEnt( " + self.script_animent + ", \"targetname\" ) to animate the object for the given Turret" );
|
||
|
}
|
||
|
#/
|
||
|
|
||
|
if( IsDefined( anim_ent.script_animname ) )
|
||
|
{
|
||
|
anim_ent.animname = anim_ent.script_animname;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
anim_ent.animname = anim_ent.targetname;
|
||
|
}
|
||
|
|
||
|
delay = 0.2;
|
||
|
intro_time = GetAnimLength( level.scr_anim[anim_ent.animname]["intro"] ) - delay;
|
||
|
|
||
|
anim_ent maps\_anim::SetAnimTree();
|
||
|
|
||
|
state = "outro";
|
||
|
for( ;; )
|
||
|
{
|
||
|
owner = self GetTurretOwner();
|
||
|
if( !IsDefined( owner ) )
|
||
|
{
|
||
|
if( state != "outro" )
|
||
|
{
|
||
|
state = "outro";
|
||
|
anim_ent SetFlaggedAnimKnobRestart( "mg_animent_anim", level.scr_anim[anim_ent.animname][state], 1.0, 0.2, 1.0 );
|
||
|
}
|
||
|
|
||
|
self waittill( "turretownerchange" );
|
||
|
owner = self GetTurretOwner();
|
||
|
}
|
||
|
|
||
|
if( self mg_is_firing( owner ) )
|
||
|
{
|
||
|
if( state == "outro" )
|
||
|
{
|
||
|
state = "intro";
|
||
|
anim_ent SetFlaggedAnimKnobRestart( "mg_animent_anim", level.scr_anim[anim_ent.animname][state], 1.0, 0.2, 1.0 );
|
||
|
wait( intro_time );
|
||
|
}
|
||
|
else if( state == "intro" || state == "loop" )
|
||
|
{
|
||
|
state = "loop";
|
||
|
anim_ent SetFlaggedAnimKnob( "mg_animent_anim", level.scr_anim[anim_ent.animname][state], 1.0, 0.2, 1.0 );
|
||
|
}
|
||
|
}
|
||
|
else if( state != "outro" )
|
||
|
{
|
||
|
state = "outro";
|
||
|
anim_ent SetFlaggedAnimKnobRestart( "mg_animent_anim", level.scr_anim[anim_ent.animname][state], 1.0, 0.2, 1.0 );
|
||
|
}
|
||
|
|
||
|
wait( delay );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
mg_is_firing( owner )
|
||
|
{
|
||
|
if( !IsDefined( owner ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if( IsPlayer( owner ) )
|
||
|
{
|
||
|
return IsTurretFiring( self );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if( IsDefined( self.doFiring ) && self.doFiring )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if( IsDefined( self.script_shooting ) && self.script_shooting )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|