782 lines
19 KiB
Text
782 lines
19 KiB
Text
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//
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// file: ber3.gsc
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// description: main level script for berlin3
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// scripter: Joyal
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//
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#include common_scripts\utility;
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#include maps\_utility;
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#include maps\_anim;
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#include maps\ber3_util;
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main()
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{
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maps\ber3_fx::main(); // set up level fx
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maps\_t34::main("vehicle_rus_tracked_t34", "t34");
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maps\_flak88::main( "artillery_ger_flak88" );
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maps\_katyusha::main("vehicle_rus_wheeled_bm13", "katyusha");
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//maps\_tiger::main( "vehicle_ger_tracked_king_tiger", "tiger" );
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maps\_artillery::main("artillery_ger_pak43", "pak43");
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maps\_stuka::main( "vehicle_stuka_flying" );
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maps\_aircraft::main( "vehicle_rus_airplane_il2", "il2" );
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// Tread stuff
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maps\_vehicle::build_treadfx();
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build_starts(); // set up level starts
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init_flags(); // set up level flags
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precache_models();
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setup_friendlies();
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setup_drones();
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maps\_load::main(); // COD magic
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maps\ber3_anim::main(); // set up level anims
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thread maps\ber3_amb::main(); // kick off the audio scripts
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maps\ber3_anim::main(); // set up level anims
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setup_strings(); // set up localized string references for the level
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thread build_threatbias_groups();
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thread collectible_corpse_spawn( "collectible_struct", character\char_ger_honorguard_mp44::main );
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if(NumRemoteClients())
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{
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if(NumRemoteClients() > 1)
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{
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level.max_drones["allies"] = 6;
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}
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flag_wait("all_players_connected");
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clientNotify("dl"); // tell the client vms to go ahead and decorate the level with script models.
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}
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}
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precache_models()
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{
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precacheshellshock( "ber3_intro" );
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precacheshellshock( "ber3_outro" );
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precachevehicle ("stuka");
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precachevehicle ("t34");
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PrecacheModel( "viewmodel_rus_guard_player" );
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PrecacheModel( "static_berlin_books_diary" );
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precachemodel( "vehicle_rus_airplane_il2" );
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PrecacheModel( "anim_berlin_rus_flag_rolled" );
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PrecacheModel( "anim_berlin_rus_flag_rolled_sm" );
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precacheModel("weapon_ger_panzershreck_rocket");
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PrecacheModel( "katyusha_rocket" );
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precachemodel( "weapon_usa_explosive_russian" );
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precachemodel( "weapon_rus_molotov_grenade" );
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precachemodel( "weapon_rus_ppsh_smg" );
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precachemodel( "anim_alley_brick_chunks" );
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precachemodel( "anim_berlin_nazi_burnt_flag" );
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precachemodel( "anim_berlin_stag_column" );
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precachemodel( "mounted_ger_fg42_bipod_lmg" );
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precachemodel( "char_ger_traitorsign" );
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precachemodel( "char_rus_guard_grachev_burn" );
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//precachemodel( "char_ger_wrmcht_fullbody1" );
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precachemodel( "static_peleliu_flak88_shell" );
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precachestring( &"BER3_HINT_PLANT_CHARGE" );
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//PrecacheItem("mosin_rifle");
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//CHRIS_P - add rumbles
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precacherumble( "tank_rumble");
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}
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setup_drones()
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{
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character\char_rus_r_ppsh::precache();
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character\char_ger_honorguard_mp44::precache();
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// Spawn Functions for Drones
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level.drone_spawnFunction["allies"] = character\char_rus_r_ppsh::main;
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level.drone_spawnFunction["axis"] = character\char_ger_honorguard_mp44::main;
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// Init drones functionality or something like that
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maps\_drones::init();
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}
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build_starts()
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{
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// intro event starts
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add_start( "intro", maps\ber3_event_intro::event_intro_start, &"BER3_WARP_INTRO" );
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// plaza event starts
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add_start( "plaza", maps\ber3_event_plaza::event_plaza_start, &"BER3_WARP_PLAZA" );
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// plaza event starts
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add_start( "reich", maps\ber3_event_steps::event_reich_start, &"BER3_WARP_REICH" );
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// default start
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add_start( "default", level.start_functions[ "intro" ] );
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default_start( level.start_functions[ "intro" ] );
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// turn off the introscreen if necessary
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start = tolower( GetDvar( "start" ) );
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// if( IsDefined( start ) && start != "" && start != "default" && start != "intro" )
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if(isdefined(level.start_point) && level.start_point != "default")
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{
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SetDvar( "introscreen", "0" ); // disable the introscreen
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}
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}
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build_threatbias_groups()
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{
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// Create new threat bias groups.
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createthreatbiasgroup("panzer_group");
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createthreatbiasgroup("mg42_group");
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createthreatbiasgroup("player_group");
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// Make first group ignored by second group
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setignoremegroup( "player_group", "panzer_group" );
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setthreatbias( "player_group", "mg42_group", -1000 );
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spawners = getentarray("mg42_ai", "script_noteworthy");
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array_thread( spawners, ::add_spawn_function, ::mg42_set_threatgroup );
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}
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mg42_set_threatgroup()
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{
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self setthreatbiasgroup("mg42_group");
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}
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init_flags()
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{
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flag_init( "friends_setup" );
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}
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setup_strings()
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{
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}
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set_objective( num )
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{
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}
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// skips past objectives that should have already happened (for skiptos)
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objectives_skip( numToSkipPast )
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{
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for( i = 1; i <= numToSkipPast; i++ )
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{
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set_objective( i );
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}
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}
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// keeps the objective star on a moving entity
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objective_follow_ent( objectiveNum, ent )
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{
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ent endon( "death" );
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level endon( "objective_stop_following_ent" );
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while( 1 )
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{
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if( IsDefined( ent ) )
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{
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objective_position( objectiveNum, ent.origin );
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}
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wait( 0.05 );
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}
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}
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// warp players to a given set of points
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warp_players( startValue, startKey )
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{
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// get start points
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starts = GetStructArray( startValue, startKey );
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ASSERT( starts.size == 4 );
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players = get_players();
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for( i = 0; i < players.size; i++ )
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{
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// Set the players' origin to each start point
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players[i] setOrigin( starts[i].origin );
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// Set the players' angles to face the right way.
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players[i] setPlayerAngles( starts[i].angles );
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// while i'm at it, set the player's threat group
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players[i] setthreatbiasgroup("player_group");
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}
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set_breadcrumbs(starts);
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}
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warp_players_underworld()
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{
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// get the spot under the world for temp placement
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underworld = GetStruct( "struct_player_teleport_underworld", "targetname" );
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if( !IsDefined( underworld ) )
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{
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ASSERTMSG( "warp_players_underworld(): can't find the underworld warp spot! aborting." );
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return;
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}
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players = get_players();
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for( i = 0; i < players.size; i++ )
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{
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players[i] SetOrigin( underworld.origin );
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}
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}
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warp_player(pos)
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{
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self endon("death");
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self endon("disconnect");
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if(!isDefined(self.warpblack))
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{
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self.warpblack = NewClientHudElem( self );
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self.warpblack.x = 0;
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self.warpblack.y = 0;
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self.warpblack.horzAlign = "fullscreen";
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self.warpblack.vertAlign = "fullscreen";
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self.warpblack.foreground = false;
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self.sort = 50;
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self.warpblack.alpha = 0;
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self.warpblack SetShader( "black", 640, 480 );
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}
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self.warpblack FadeOverTime( .75 );
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self.warpblack.alpha = 1;
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wait(.75);
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self setorigin(pos);
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self.warpblack FadeOverTime( .75 );
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self.warpblack.alpha = 0;
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}
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setup_friendlies()
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{
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level.friends = grab_starting_friends();
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// set up the sarge
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level.sarge = getent("sarge", "script_noteworthy");
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level.sarge thread magic_bullet_shield();
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level.sarge.animname = "reznov";
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level.chernov = getent("chernov", "script_noteworthy");
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level.chernov thread magic_bullet_shield();
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level.chernov.animname = "reznov";
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}
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// warp friendlies to a given set of points
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warp_friendlies( startValue, startKey )
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{
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//setup_friendlies();
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///////////////////////////////////////TEMP///////////////////////////////////////
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//ASSERTEX( flag( "friends_setup" ), "warp_friendlies(): level.friends needs to be set up before this runs." );
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///////////////////////////////////////TEMP///////////////////////////////////////
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// get start points
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friendlyStarts = GetStructArray( startValue, startKey );
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ASSERTEX( friendlyStarts.size > 0, "warp_friendlies(): didn't find enough friendly start points!" );
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for( i = 0; i < level.friends.size; i++ )
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{
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level.friends[i] Teleport( groundpos( friendlyStarts[i].origin ), friendlyStarts[i].angles );
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}
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// cher_start = getstruct("temp_chernov_start", "targetname");
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// level.chernov Teleport( groundpos( cher_start.origin ), cher_start.angles );
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//
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// sarge_start = getstruct("temp_reznov_start", "targetname");
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// level.sarge Teleport( groundpos( sarge_start.origin ), sarge_start.angles );
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}
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// Taken from living battlefield
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hangguy()
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{
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forcex = randomFloatRange( 1000, 3000 );
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forcey = randomFloatRange( -1000, 3000 );
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forcez = randomFloatRange( 1000, 3000 );
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dir = (forcex, forcey, forcez);
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contactPoint = self.origin + ( randomfloatrange(-1,1), randomfloatrange(-1,1), randomfloatrange(-1,1) );
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self physicsLaunch( contactPoint, dir );
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//self startragdoll();
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}
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// Taken from living battlefield
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hangguy_with_ragdoll( bonename, length )
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{
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sign = spawn("script_model", self getTagOrigin("J_SpineUpper") );
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sign.angles = self getTagAngles( "J_SpineUpper" );
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sign setmodel("char_ger_traitorsign");
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sign linkto(self, "J_SpineUpper", (3, 7, 0), (-90, 0, 180) );
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start = self.origin + ( 0, 0, length + 22 ); // offset to make up for the length of the head
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end = ( 0, 0, 0 );
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ropeId = createrope( start, end, length, self, bonename, 1 );
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self startragdoll();
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}
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move_tank_on_trigger(pathname, trigname)
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{
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tank_startnode = getvehiclenode(pathname, "targetname");
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getent(trigname, "targetname") waittill("trigger");
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self attachPath( tank_startnode );
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wait(.2);
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self startPath( tank_startnode );
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}
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spawn_tank( tank_type, start_node, kill_tank )
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{
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while( !OkToSpawn() )
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{
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wait_network_frame();
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}
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tank = spawnvehicle( tank_type, "tank", "t34", start_node.origin, start_node.angles );
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tank.vehicletype = "t34"; // safety check, just to make sure the vehicletype is set (needed in maps\_vehicle::vehicle_paths())
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maps\_vehicle::vehicle_init(tank);
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tank.script_turretmg = 0;
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tank attachPath( start_node );
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tank startPath();
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if( isdefined(kill_tank) && kill_tank )
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{
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wait(20);
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tank delete();
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}
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else
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{
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return tank;
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}
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}
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spawn_plane( plane_type, start_node )
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{
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while( !OkToSpawn() )
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{
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wait_network_frame();
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}
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plane = spawnvehicle( plane_type, "plane", "stuka", start_node.origin, start_node.angles );
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plane attachPath( start_node );
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plane startpath();
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plane playsound("fly_by");
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wait(3.5);
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plane playsound("fly_by_shoot");
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plane waittill( "reached_end_node" );
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plane delete();
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}
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// Used to stop vehicles at certain nodes, modified from pel2_util.gsc
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veh_stop_at_node( node_name, accel, decel )
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{
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if( !isdefined( accel ) )
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{
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accel = 15;
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}
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if( !isdefined( decel ) )
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{
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decel = 15;
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}
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//iprintln("waiting for node " + node_name + " to be triggered");
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vnode = getvehiclenode( node_name, "script_noteworthy" );
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vnode waittill( "trigger" );
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//iprintln("node " + node_name + " triggered");
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self setspeed( 0, accel, decel );
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}
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// Used for satchel charges on flaks. Taken from pel1b
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satchel_setup( charge_trig, target_ent )
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{
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self thread remove_satchel_on_death(charge_trig);
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self endon("death");
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wait( 2 );
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charge = getent( charge_trig.target, "targetname" );
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// snap it to a tag_bomb later on (TEMP - allow it to sit where it is in radiant)
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//charge.origin = self LocalToWorldCoords( ( -34, -15, 20 ) );
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//charge.angles = self.angles;
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ASSERTEX( isdefined ( charge ), "Charge trigger should be pointing to a sachel charge" );
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ASSERTEX( isdefined ( charge.script_noteworthy ), "Charge should have a swap model specified as script_noteworthy" );
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// wait till its getting used
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charge_trig waittill ("trigger", user);
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// set the active model - make sure the model is precahced first.
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charge setmodel("weapon_usa_explosive_russian");
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//Kevin adding the plant and ticking sounds
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charge playsound("satchel_plant");
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charge playloopsound("satchel_timer");
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// get rid of the prompt to place the charge
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charge_trig delete();
|
||
|
|
||
|
wait(5);
|
||
|
|
||
|
// damage the target ent
|
||
|
//Kevin stopping the ticking
|
||
|
charge stoploopsound();
|
||
|
charge delete();
|
||
|
|
||
|
maps\_utility::arcademode_assignpoints( "arcademode_score_generic250", user );
|
||
|
|
||
|
level notify("flak destroyed");
|
||
|
self notify("death");
|
||
|
}
|
||
|
|
||
|
// used to remove the satchel stuff in the event that the target is destroyed by other means
|
||
|
remove_satchel_on_death(charge_trig)
|
||
|
{
|
||
|
self waittill("death");
|
||
|
|
||
|
if( isdefined(charge_trig) )
|
||
|
{
|
||
|
charge = getent( charge_trig.target, "targetname" );
|
||
|
|
||
|
charge_trig delete();
|
||
|
|
||
|
if( isdefined(charge) )
|
||
|
{
|
||
|
charge delete();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// Borrowed from See1 - used for molotov toss
|
||
|
hold_fire()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
self.ignoreall = true;
|
||
|
self.pacifist = 1;
|
||
|
|
||
|
self waittill( "open_fire" );
|
||
|
self.ignoreall = false;
|
||
|
self.pacifist = 0;
|
||
|
}
|
||
|
|
||
|
resume_fire()
|
||
|
{
|
||
|
self.pacifist = 0;
|
||
|
self.ignoreall = 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
// SPAWNER FUNCTIONS
|
||
|
////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
// Function to control spawning due to network issues (to fix "too many ents in snapshot" bug). Modified from pel2_util.gsc
|
||
|
simple_floodspawn( spawn_func )
|
||
|
{
|
||
|
self waittill ("trigger");
|
||
|
|
||
|
spawners = getEntArray( self.target, "targetname" );
|
||
|
|
||
|
//assertex( spawners.size, "spawner with target " + self.target + " found!" );
|
||
|
if(spawners.size == 0)
|
||
|
{
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
|
||
|
// add spawn function to each spawner if specified
|
||
|
if( isdefined( spawn_func ) )
|
||
|
{
|
||
|
for( i = 0; i < spawners.size; i++ )
|
||
|
{
|
||
|
spawners[i] add_spawn_function( spawn_func );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for(i=0;i<spawners.size;i++)
|
||
|
{
|
||
|
//wait for a snapshot after spawning every 2 guys
|
||
|
while( !OkToSpawn() )
|
||
|
{
|
||
|
wait_network_frame();
|
||
|
}
|
||
|
|
||
|
// extra security
|
||
|
//if(i % 2)
|
||
|
//{
|
||
|
// wait_network_frame();
|
||
|
//}
|
||
|
|
||
|
if( isdefined( spawners[i]) )
|
||
|
{
|
||
|
spawners[i] thread maps\_spawner::flood_spawner_think();
|
||
|
}
|
||
|
|
||
|
wait_network_frame(); // wait a network frame per spawner
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// Function to control spawning due to network issues (to fix "too many ents in snapshot" bug). Modified from pel2_util.gsc
|
||
|
simple_spawn( spawn_func )
|
||
|
{
|
||
|
self waittill ("trigger");
|
||
|
|
||
|
spawners = getEntArray( self.target, "targetname" );
|
||
|
|
||
|
//assertex( spawners.size, "spawner with target " + self.target + " found!" );
|
||
|
if(spawners.size == 0)
|
||
|
{
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
// add spawn function to each spawner if specified
|
||
|
if( isdefined( spawn_func ) )
|
||
|
{
|
||
|
for( i = 0; i < spawners.size; i++ )
|
||
|
{
|
||
|
spawners[i] add_spawn_function( spawn_func );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ai_array = [];
|
||
|
|
||
|
for(i=0;i<spawners.size;i++)
|
||
|
{
|
||
|
//wait for a snapshot after spawning every 2 guys
|
||
|
while( !OkToSpawn() )
|
||
|
{
|
||
|
wait_network_frame();
|
||
|
}
|
||
|
|
||
|
// extra security
|
||
|
// if(i % 2)
|
||
|
// {
|
||
|
// wait_network_frame();
|
||
|
// }
|
||
|
|
||
|
// check if we want to forcespawn him
|
||
|
if( IsDefined( spawners[i].script_forcespawn ) )
|
||
|
{
|
||
|
ai = spawners[i] StalingradSpawn();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ai = spawners[i] DoSpawn();
|
||
|
}
|
||
|
|
||
|
spawn_failed( ai );
|
||
|
|
||
|
ai_array = add_to_array( ai_array, ai );
|
||
|
|
||
|
wait_network_frame(); // wait a network frame between spawning
|
||
|
}
|
||
|
|
||
|
return ai_array;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// Thread the simple_spawner functions on all the normal triggers in the level
|
||
|
simple_spawners_level_init()
|
||
|
{
|
||
|
flood_spawner_trigs = getentarray( "ber3_flood_spawner", "targetname" );
|
||
|
spawner_trigs = getentarray( "ber3_spawner", "targetname" );
|
||
|
|
||
|
|
||
|
for(i = 0; i < flood_spawner_trigs.size; i++)
|
||
|
{
|
||
|
flood_spawner_trigs[i] thread simple_floodspawn();
|
||
|
}
|
||
|
|
||
|
for(i = 0; i < spawner_trigs.size; i++)
|
||
|
{
|
||
|
spawner_trigs[i] thread simple_spawn();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
// Eventually move all this to client scripts
|
||
|
////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
ambient_fakefire( endonString, delayStart, endonTrig )
|
||
|
{
|
||
|
if( delayStart )
|
||
|
{
|
||
|
wait( RandomFloatRange( 0.25, 3.5 ) );
|
||
|
}
|
||
|
|
||
|
if( IsDefined( endonString ) )
|
||
|
{
|
||
|
level endon( endonString );
|
||
|
}
|
||
|
|
||
|
if( IsDefined( endonTrig ) )
|
||
|
{
|
||
|
endonTrig endon( "trigger" );
|
||
|
}
|
||
|
|
||
|
team = undefined;
|
||
|
fireSound = undefined;
|
||
|
weapType = "rifle";
|
||
|
|
||
|
if( !IsDefined( self.script_noteworthy ) )
|
||
|
{
|
||
|
team = "axis_mg";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
team = self.script_noteworthy;
|
||
|
}
|
||
|
|
||
|
switch( team )
|
||
|
{
|
||
|
case "axis_mg":
|
||
|
fireSound = "weap_type92_fire";
|
||
|
weapType = "mg";
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
ASSERTMSG( "ambient_fakefire: team name '" + team + "' is not recognized." );
|
||
|
}
|
||
|
|
||
|
// TODO make the sound chance dependent on player proximity?
|
||
|
|
||
|
muzzleFlash = level._effect["distant_muzzleflash"];
|
||
|
fake_tracer = level._effect["reich_tracer"];
|
||
|
soundChance = 45;
|
||
|
|
||
|
burstMin = 10;
|
||
|
burstMax = 20;
|
||
|
betweenShotsMin = 0.048; // mg42 fire time from turretsettings.gdt
|
||
|
betweenShotsMax = 0.049;
|
||
|
reloadTimeMin = 0.3;
|
||
|
reloadTimeMax = 3.0;
|
||
|
|
||
|
burst_area = (1250,8250,1000);
|
||
|
|
||
|
traceDist = 10000;
|
||
|
orig_target = self.origin + vector_multiply( AnglesToForward( self.angles ), traceDist );
|
||
|
|
||
|
target_org = spawn ("script_origin", orig_target);
|
||
|
|
||
|
//target_org thread drawlineon_org();
|
||
|
|
||
|
println("org" + target_org.origin);
|
||
|
println("BA" + burst_area);
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
// burst fire
|
||
|
burst = RandomIntRange( burstMin, burstMax );
|
||
|
|
||
|
targ_point = ( (orig_target[0]) - (burst_area[0]/2) + randomfloat(burst_area[0]),
|
||
|
(orig_target[1]) - (burst_area[1]/2) + randomfloat(burst_area[1]),
|
||
|
(orig_target[2]) - (burst_area[2]/2) + randomfloat(burst_area[2]));
|
||
|
|
||
|
// TODO randomize the target a bit so we're not always firing in the same direction
|
||
|
// get a point in front of where the struct is pointing
|
||
|
target_org moveto(targ_point, randomfloatrange(0.5, 6.0));
|
||
|
|
||
|
|
||
|
for (i = 0; i < burst; i++)
|
||
|
{
|
||
|
target = target_org.origin;
|
||
|
//BulletTracer( self.origin, target, false );
|
||
|
|
||
|
// play fx with tracers
|
||
|
fx_angles = VectorNormalize(target - self.origin);
|
||
|
PlayFX( muzzleFlash, self.origin, fx_angles );
|
||
|
|
||
|
if( i % 4 == 0 )
|
||
|
{
|
||
|
PlayFX( fake_tracer, self.origin, fx_angles );
|
||
|
}
|
||
|
|
||
|
//if (self.origin[0] > 1850 && self.origin[0] < 2300)
|
||
|
//{
|
||
|
// thread whiz_by_sound(self.origin, target);
|
||
|
//}
|
||
|
// muzzle pop sound from gary
|
||
|
//playsound (0, "pacific_fake_fire", self.origin);
|
||
|
|
||
|
// snyder steez - reduce popcorn effect
|
||
|
//if( RandomInt( 100 ) <= soundChance )
|
||
|
//{
|
||
|
//playsound( 0, fireSound, self.origin );
|
||
|
//}
|
||
|
|
||
|
wait( RandomFloatRange( betweenShotsMin, betweenShotsMax ) );
|
||
|
}
|
||
|
|
||
|
wait( RandomFloatRange( reloadTimeMin, reloadTimeMax ) );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
rumble_all_players(high_rumble_string, low_rumble_string, rumble_org, high_rumble_range, low_rumble_range)
|
||
|
{
|
||
|
players = get_players();
|
||
|
|
||
|
for (i = 0; i < players.size; i++)
|
||
|
{
|
||
|
if (isdefined (high_rumble_range) && isdefined (low_rumble_range) && isdefined(rumble_org))
|
||
|
{
|
||
|
if (distance (players[i].origin, rumble_org) < high_rumble_range)
|
||
|
{
|
||
|
players[i] playrumbleonentity(high_rumble_string);
|
||
|
}
|
||
|
else if (distance (players[i].origin, rumble_org) < low_rumble_range)
|
||
|
{
|
||
|
players[i] playrumbleonentity(low_rumble_string);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
players[i] playrumbleonentity(high_rumble_string);
|
||
|
}
|
||
|
}
|
||
|
}
|