2382 lines
49 KiB
Text
2382 lines
49 KiB
Text
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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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//ent = GetEnt( "myent", "targetname" );
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//ai SetGoalPos( ent.origin, ent.angles ); // THE NEW HOTNESS, note the second parameter
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//ai waittill( "goal" ); // wait for him to get to the goal area
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//ai waittill( "orientdone" ); // wait for him to rotate to the angles you specified
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/*------------------------------------
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slides open the paper stye doors in the main castle building
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------------------------------------*/
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open_door(door,direction,move_x,wait_trig)
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{
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if(isDefined(wait_trig))
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{
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trigger_wait(wait_trig,"targetname");
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}
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else
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{
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wait(randomfloat(3));
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}
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door1 = getent(door,"targetname");
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if (direction == "r")
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{
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door1 connectpaths();
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if(move_x)
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{
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door1 MoveTo( door1.origin + (56,0,0), randomfloatrange(1,1.5), 0, .05 );
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}
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else
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{
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door1 MoveTo( door1.origin + (0,56,0), randomfloatrange(1,1.5), 0, .05 );
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}
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}
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if(direction == "l")
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{
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door connectpaths();
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if(move_x)
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{
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door1 MoveTo( door1.origin + (-56,0,0), randomfloatrange(1,1.5), 0, .05 );
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}
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else
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{
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door1 MoveTo( door1.origin + (0,-56,0), randomfloatrange(1,1.5), 0, .05 );
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}
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}
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}
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remove_grenades_from_everyone()
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{
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//removes grenades from all enemies, everyone!!
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guys = getspawnerarray();
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for(i=0;i<guys.size;i++)
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{
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guys[i].grenadeAmmo = 0;
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}
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}
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/*--------------------------------------------------
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setup the friendlies ,used for start/skipto points
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--------------------------------------------------*/
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setup_friendlies(area)
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{
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spawn_friendlies();
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}
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/*------------------------------------
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spawn in the friendly sqad and set them up
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------------------------------------*/
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spawn_friendlies()
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{
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//spawn in the friendlies
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simple_spawn("squad");
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wait(.35);
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//the guy who is going to get sniped later
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pawn = false;
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//grab them and set up the hero characters
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guys = get_ai_group_ai("friends");
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for(i=0;i<guys.size;i++)
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{
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//remove all their grenades
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guys[i].grenadeAmmo = 0;
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guys[i].MaxSightDistSqrd = (1500 * 1500);
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if(guys[i].classname == "actor_ally_us_usmc_roebuck"|| guys[i].classname == "actor_ally_us_usmc_polonsky")
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{
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guys[i] thread magic_bullet_shield();
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if(guys[i].classname == "actor_ally_us_usmc_roebuck")
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{
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level.sarge = guys[i];
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guys[i].animname = "sarge";
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}
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else
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{
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level.polonsky = guys[i];
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}
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}
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if(!pawn && guys[i].classname != "actor_ally_us_usmc_roebuck" && guys[i].classname != "actor_ally_us_usmc_polonsky")
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{
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guys[i].script_noteworthy = "sniper_pawn";
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if(randomint(100)>50)
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{
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guys[i].name = "Pvt. Zaring";
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}
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else
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{
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guys[i].name = "Pvt. Pierro";
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}
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level.sniper_pawn = guys[i];
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pawn = true;
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}
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}
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level.sarge PushPlayer( true );
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level.polonsky PushPlayer(true);
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}
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toggle_ignoreall(all)
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{
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if(isDefined(all))
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{
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guys = getaiarray("allies");
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}
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else
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{
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guys = get_ai_group_ai("friends");
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}
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for(i=0;i<guys.size;i++)
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{
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if(guys[i].ignoreall == true)
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{
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guys[i].ignoreall = false;
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}
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else
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{
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guys[i].ignoreall = true;
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}
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}
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}
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ignoreall_on(guys)
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{
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for(i=0;i<guys.size;i++)
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{
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guys[i].ignoreall = true;
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}
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}
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ignoreall_off(guys)
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{
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for(i=0;i<guys.size;i++)
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{
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guys[i].ignoreall = false;
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}
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}
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/*------------------------------------
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returns a group of spawners
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------------------------------------*/
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get_spawners(value, key)
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{
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spawners = getentarray(value,key);
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guys = undefined;
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for(x=0;x<spawners.size;x++)
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{
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if(!isSentient(spawners[x]))
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{
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guys = add_to_array(guys, spawners[x]);
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}
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}
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return guys;
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}
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/*------------------------------------
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moves the players after spawning them in
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used in skipto's/starts
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------------------------------------*/
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move_players(spots)
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{
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players = get_players();
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points = getentarray(spots,"targetname");
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if(!points.size > 0)
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{
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points = getstructarray(spots,"targetname");
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}
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for(x =0;x<players.size;x++)
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{
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players[x] setorigin(points[x].origin);
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if(isDefined(points[x].angles))
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{
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players[x] setplayerangles( points[x].angles);
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}
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}
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}
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//uses a script_struct like a trigger radius ( keep down those ent counts! )
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org_trigger(org,radius,notification)
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{
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trig = false;
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while(!trig)
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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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if( distancesquared(players[i].origin,org) < radius * radius)
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{
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trig = true;
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}
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}
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wait(.1);
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}
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if(isDefined(notification))
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{
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level notify(notification);
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}
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}
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/*------------------------------------
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moves the ai after spawning them in
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used in skipto's/starts
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------------------------------------*/
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move_ai(spots)
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{
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ai = get_ai_group_ai("friends"); //getaiarray("allies");
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if(ai.size < 3)
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{
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ai = getaiarray("allies");
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}
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points = getentarray(spots,"targetname");
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if(!points.size > 0)
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{
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points = getstructarray(spots,"targetname");
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}
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sarge_point = undefined;
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polonsky_point = undefined;
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pawn_point = undefined;
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//remove sarge from the array if we've set up node for sarge to start at
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for(i=0;i<points.size;i++)
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{
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if(isDefined(points[i].script_noteworthy) && points[i].script_noteworthy == "sarge")
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{
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sarge_point = points[i];
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}
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if(isDefined(points[i].script_noteworthy) && points[i].script_noteworthy == "polonsky")
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{
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polonsky_point = points[i];
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}
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if(isDefined(points[i].script_noteworthy) && points[i].script_noteworthy == "pawn")
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{
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pawn_point = points[i];
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}
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}
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if(isDefined(sarge_point))
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{
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points = array_remove(points,sarge_point);
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ai = array_remove(ai,level.sarge);
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level.sarge.anchor = spawn("script_origin",level.sarge.origin);
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level.sarge linkto( level.sarge.anchor);
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level.sarge.anchor moveto(sarge_point.origin,.05);
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level.sarge.anchor waittill("movedone");
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level.sarge.anchor.angles = sarge_point.angles;
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level.sarge unlink();
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level.sarge.anchor delete();
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sarge_point= undefined;
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}
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if(isDefined(polonsky_point))
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{
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points = array_remove(points,polonsky_point);
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ai = array_remove(ai,level.polonsky);
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level.polonsky.anchor = spawn("script_origin",level.polonsky.origin);
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level.polonsky.anchor.angles= level.polonsky.angles;
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level.polonsky linkto( level.polonsky.anchor);
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level.polonsky.anchor moveto(polonsky_point.origin,.05);
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level.polonsky.anchor waittill("movedone");
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level.polonsky.anchor.angles = polonsky_point.angles;
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level.polonsky unlink();
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level.polonsky.anchor delete();
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polonsky_point= undefined;
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}
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if(isDefined(pawn_point))
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{
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points = array_remove(points,pawn_point);
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ai = array_remove(ai,level.sniper_pawn);
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level.sniper_pawn.anchor = spawn("script_origin",level.sniper_pawn.origin);
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level.sniper_pawn linkto( level.sniper_pawn.anchor);
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level.sniper_pawn.anchor moveto(pawn_point.origin,.05);
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level.sniper_pawn.anchor waittill("movedone");
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level.sniper_pawn.anchor.angles = pawn_point.angles;
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level.sniper_pawn unlink();
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level.sniper_pawn.anchor delete();
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pawn_point= undefined;
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}
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for(x=0;x<ai.size;x++)
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{
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ai[x].anchor = spawn("script_origin",ai[x].origin);
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ai[x] linkto( ai[x].anchor);
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ai[x].anchor moveto(points[x].origin,.05);
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ai[x].anchor waittill("movedone");
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if(isDefined(points[x].angles))
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{
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ai[x].anchor.angles = points[x].angles;
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}
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ai[x] unlink();
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ai[x].anchor delete();
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}
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}
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/*------------------------------------
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fake death
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self = guy getting worked
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------------------------------------*/
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bloody_death( die, delay )
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{
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self endon( "death" );
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if( !is_active_ai( self ) )
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{
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return;
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}
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if( IsDefined( self.bloody_death ) && self.bloody_death )
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{
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return;
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}
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self.bloody_death = true;
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if( IsDefined( delay ) )
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{
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wait( RandomFloat( delay ) );
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}
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tags = [];
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tags[0] = "j_hip_le";
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tags[1] = "j_hip_ri";
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tags[2] = "j_head";
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tags[3] = "j_spine4";
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tags[4] = "j_elbow_le";
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tags[5] = "j_elbow_ri";
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tags[6] = "j_clavicle_le";
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tags[7] = "j_clavicle_ri";
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for( i = 0; i < 2; i++ )
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{
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random = RandomIntRange( 0, tags.size );
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//vec = self GetTagOrigin( tags[random] );
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self thread bloody_death_fx( tags[random], undefined );
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wait( RandomFloat( 0.1 ) );
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}
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//if( die )
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//{
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self DoDamage( self.health + 150, self.origin );
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//}
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}
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/*------------------------------------
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play the bloody fx on a guy
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self = the AI on which we're playing fx
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------------------------------------*/
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bloody_death_fx( tag, fxName )
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{
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if( !IsDefined( fxName ) )
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{
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fxName = level._effect["flesh_hit"];
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}
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PlayFxOnTag( fxName, self, tag );
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}
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is_active_ai( suspect )
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{
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if( IsDefined( suspect ) && IsSentient( suspect ) && IsAlive( suspect ) )
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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wait_for_goal(notification)
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{
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self endon("death");
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self waittill("goal");
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level notify(notification);
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}
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/*------------------------------------
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kill a mans
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self = guy
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------------------------------------*/
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random_death(min,max)
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{
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self endon("death");
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wait(randomfloatrange(min,max));
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self bloody_death();
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}
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///*------------------------------------
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//setup the drones
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//------------------------------------*/
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//drones_init()
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//{
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//
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// // Setup the drones
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// character\char_jap_rifle::precache();
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// level.drone_spawnFunction["axis"] = character\char_jap_rifle::main;
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// maps\_drones::init();
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//
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//}
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//manual_fire_mg(mg_script_noteworthy,end_on,start_on)
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//{
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//
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// level endon(end_on);
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//
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// if(isDefined(start_on))
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// {
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// level waittill(start_on);
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// }
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// mg = getEnt(mg_script_noteworthy, "script_noteworthy");
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// mg thread maps\_mgturret::burst_fire_unmanned();
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// mg setmode( "auto_nonai" );
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// mg setTurretTeam( "axis" );
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// mg thread mg_think(end_on);
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//}
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//mg_think(endon_notify)
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//{
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//
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// level waittill(endon_notify);
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// self setmode("auto_ai");
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// self notify("death");
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//}
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/*------------------------------------
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||
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make sure the players run into the bunker
|
||
|
and stay there
|
||
|
------------------------------------*/
|
||
|
check_players_in_bunker()
|
||
|
{
|
||
|
|
||
|
players = get_players();
|
||
|
bunkers = getentarray("bunker_volume","targetname");
|
||
|
shock_time = 8 * 1000;
|
||
|
|
||
|
//go thru all the players and check to see if they are
|
||
|
//inside the bunker
|
||
|
for(i=0;i<players.size;i++)
|
||
|
{
|
||
|
player = players[i];
|
||
|
player_safe = false;
|
||
|
|
||
|
//unsafe_players = [];
|
||
|
|
||
|
if( !IsDefined( player.shocked_time ) )
|
||
|
{
|
||
|
player.shocked_time = 0;
|
||
|
}
|
||
|
|
||
|
for(x =0;x<bunkers.size;x++)
|
||
|
{
|
||
|
if( player isTouching(bunkers[x]))
|
||
|
{
|
||
|
player_safe = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(!player_safe)
|
||
|
{
|
||
|
|
||
|
if( GetTime() > player.shocked_time )
|
||
|
{
|
||
|
player.shocked_time = GetTime() + shock_time;
|
||
|
|
||
|
ent = spawnstruct();
|
||
|
ent.origin = player.origin;
|
||
|
ent.is_struct = true;
|
||
|
min_dmg = 25;
|
||
|
max_dmg = 50;
|
||
|
dmg_mod = 1;
|
||
|
for(q=0;q<players.size;q++)
|
||
|
{
|
||
|
if(players[q] != player && distance(players[q].origin,ent.origin) <256)
|
||
|
{
|
||
|
dmg_mod ++;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
min_dmg = min_dmg /dmg_mod;
|
||
|
max_dmg = max_dmg /dmg_mod;
|
||
|
|
||
|
if(!isDefined(player.not_in_bunker))
|
||
|
{
|
||
|
ent thread maps\_mortar::explosion_activate( "first_mortar", 256, min_dmg, max_dmg, 0.2, 3, 512 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
get_players_in_bunker()
|
||
|
{
|
||
|
|
||
|
players = get_players();
|
||
|
bunkers = getentarray("bunker_volume","targetname");
|
||
|
|
||
|
guys = [];
|
||
|
|
||
|
for(i=0;i<players.size;i++)
|
||
|
{
|
||
|
player = players[i];
|
||
|
|
||
|
for(x =0;x<bunkers.size;x++)
|
||
|
{
|
||
|
if( player isTouching(bunkers[x]))
|
||
|
{
|
||
|
guys[guys.size] = player;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return guys;
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
empty_spawners(guys)
|
||
|
{
|
||
|
spawners = getentarray(guys,"targetname");
|
||
|
if(isDefined(spawners))
|
||
|
{
|
||
|
for(i=0;i<spawners.size;i++)
|
||
|
{
|
||
|
if(!isSentient(spawners[i]))
|
||
|
{
|
||
|
spawners[i] delete();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*------------------------------------
|
||
|
set stances on the friendlies
|
||
|
------------------------------------*/
|
||
|
set_friendly_stances(a,b,c)
|
||
|
{
|
||
|
friends = get_ai_group_ai("friends");
|
||
|
|
||
|
for(i=0;i<friends.size;i++)
|
||
|
{
|
||
|
|
||
|
if(isDefined(a))
|
||
|
{
|
||
|
if(isDefined(b))
|
||
|
{
|
||
|
if(isDefined(c))
|
||
|
{
|
||
|
friends[i] allowedstances(a,b,c);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
friends[i] allowedstances(a,b);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
friends[i] allowedstances(a);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
set_friendly_poses()
|
||
|
{
|
||
|
|
||
|
ai = getaiarray("allies");
|
||
|
for(i=0;i<ai.size;i++)
|
||
|
{
|
||
|
ai[i] allowedstances("stand");
|
||
|
ai[i].a.pose = "stand";
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
/*------------------------------------
|
||
|
plays dialogue/animation on a guy
|
||
|
------------------------------------*/
|
||
|
do_dialogue(dialogue ,aname,anim_node,lookTarget)
|
||
|
{
|
||
|
|
||
|
if(self == level.sarge)
|
||
|
{
|
||
|
aname = "sarge";
|
||
|
}
|
||
|
else if(self == level.polonsky)
|
||
|
{
|
||
|
aname = "polonsky";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.old_animname = self.animname;
|
||
|
}
|
||
|
self.animname = aname;
|
||
|
if(isDefined(anim_node))
|
||
|
{
|
||
|
anim_node anim_single_solo( self, dialogue );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
|
||
|
self thread maps\_anim::anim_facialFiller( "dialogue_done", lookTarget );
|
||
|
self animscripts\face::SaySpecificDialogue( undefined, level.scr_sound[aname][dialogue], 1.0, "dialogue_done" );
|
||
|
self waittill("dialogue_done");
|
||
|
}
|
||
|
if(isdefined(self.old_animname))
|
||
|
{
|
||
|
self.animname = self.old_animname;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
/*------------------------------------
|
||
|
do animation/dialogue on random non-hero character
|
||
|
------------------------------------*/
|
||
|
do_redshirt_dialogue(dialogue,trig)
|
||
|
{
|
||
|
guys = getaiarray("allies");
|
||
|
redshirts = undefined;
|
||
|
redshirt = undefined;
|
||
|
|
||
|
for(i=0;i<guys.size;i++)
|
||
|
{
|
||
|
if(guys[i] != level.sarge && guys[i] != level.polonsky)
|
||
|
{
|
||
|
if(isDefined(trig))
|
||
|
{
|
||
|
if(guys[i] istouching(getent(trig,"targetname")))
|
||
|
{
|
||
|
add_to_array(redshirts,guys[i]);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
add_to_array(redshirts,guys[i]);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(isDefined(redshirts))
|
||
|
{
|
||
|
redshirt = redshirts[randomint(redshirts.size)];
|
||
|
}
|
||
|
if(isDefined(redshirt))
|
||
|
{
|
||
|
redshirt thread do_dialogue(dialogue,"redshirt");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//trim_dialogue(dialogue,aname)
|
||
|
//{
|
||
|
//
|
||
|
// strng = level.scr_sound[aname][dialogue];
|
||
|
// newstr = "";
|
||
|
// for(x=strng.size -1;x>5;x--)
|
||
|
// {
|
||
|
// newstr = strng[x] + newstr;
|
||
|
// }
|
||
|
// return (newstr);
|
||
|
//
|
||
|
//}
|
||
|
|
||
|
///*------------------------------------
|
||
|
//USED WITH SQUAD_MANAGER TO
|
||
|
//MONITOR WAVES OF GUYS
|
||
|
//------------------------------------*/
|
||
|
//monitor_squads(guys,maxWaves,strEndon)
|
||
|
//{
|
||
|
// level endon(strEndon);
|
||
|
//
|
||
|
// waves = 0;
|
||
|
// while(waves < maxWaves)
|
||
|
// {
|
||
|
// level waittill(guys + " min threshold reached");
|
||
|
// waves++;
|
||
|
// }
|
||
|
// level notify(strEndon);
|
||
|
//}
|
||
|
|
||
|
/*------------------------------------
|
||
|
|
||
|
------------------------------------*/
|
||
|
#using_animtree ("supply_drop");
|
||
|
do_supply_drop(drop,plane)
|
||
|
{
|
||
|
//grab and hide the supply drop that lands in the bunker
|
||
|
//landed_drop = getent("bunker_chute_landed","targetname");
|
||
|
//landed_drop hide();
|
||
|
|
||
|
supply_drop = getent("supply_drop" + drop, "targetname");
|
||
|
org1 = supply_drop.origin;
|
||
|
|
||
|
if(drop == 4)
|
||
|
{
|
||
|
org1 = supply_drop.origin;//(5717.5, 3154.5, -754);//supply_drop.origin;
|
||
|
}
|
||
|
|
||
|
supply_drop.origin = plane.origin;
|
||
|
supply_drop show();
|
||
|
supply_drop.animname = "drop";
|
||
|
supply_drop useanimtree(#animtree);
|
||
|
|
||
|
supply_drop moveto( org1 + (0,0,-80) , randomfloatrange(3.5,5) );
|
||
|
supply_drop waittill("movedone");
|
||
|
supply_drop notify("stop_looping");
|
||
|
|
||
|
supply_drop playsound("supply_box_land");
|
||
|
|
||
|
the_anim = undefined;
|
||
|
chance = randomint(100);
|
||
|
if(chance > 50)
|
||
|
{
|
||
|
the_anim = level.scr_anim["drop"]["landing"];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
the_anim = level.scr_anim["drop"]["landingb"];
|
||
|
}
|
||
|
|
||
|
supply_drop SetFlaggedAnimKnobRestart( "drop_landing", the_anim, 1.0, 0.2, 1.0 );
|
||
|
wait(5);
|
||
|
supply_drop delete();
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*------------------------------------
|
||
|
temp until animation gets done
|
||
|
------------------------------------*/
|
||
|
#using_animtree ("supply_drop");
|
||
|
do_drop_idle_anim()
|
||
|
{
|
||
|
//self.animname = "drop1";
|
||
|
self useanimtree(#animtree);
|
||
|
self endon("movedone");
|
||
|
self endon("stop_looping");
|
||
|
while(1)
|
||
|
{
|
||
|
self maps\_anim::anim_single_solo(self,"drop");
|
||
|
self waittill("single anim");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*------------------------------------
|
||
|
Check to see if the attacker is one of the players
|
||
|
attacker = entitiy
|
||
|
------------------------------------*/
|
||
|
is_player(attacker)
|
||
|
{
|
||
|
players = get_players();
|
||
|
attackerIsPlayer = false;
|
||
|
|
||
|
for( i = 0; i < players.size; i++ )
|
||
|
{
|
||
|
player = players[i];
|
||
|
|
||
|
if( attacker == player )
|
||
|
{
|
||
|
attackerIsPlayer = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return attackerIsPlayer;
|
||
|
}
|
||
|
|
||
|
/*------------------------------------
|
||
|
give the user a hint to show the airstrike
|
||
|
------------------------------------*/
|
||
|
air_strike_user_notify()
|
||
|
{
|
||
|
|
||
|
self endon("death");
|
||
|
self endon("disconnect");
|
||
|
|
||
|
//removed the icon
|
||
|
//self thread do_airstrike_hud_elem();
|
||
|
|
||
|
text = &"OKI3_AIRSTRIKE_HOWTO";
|
||
|
|
||
|
self setup_client_hintelem();
|
||
|
self.hintelem setText(text);
|
||
|
wait(3.5);
|
||
|
self.hintelem settext("");
|
||
|
|
||
|
}
|
||
|
|
||
|
do_airstrike_hud_elem()
|
||
|
{
|
||
|
self endon("death");
|
||
|
self endon("disconnect");
|
||
|
|
||
|
|
||
|
elem = newclienthudelem(self);
|
||
|
|
||
|
|
||
|
elem.x = 280;
|
||
|
elem.y = 240;
|
||
|
elem.alpha = 0;
|
||
|
|
||
|
//elem.horzAlign = "fullscreen";
|
||
|
//elem.vertAlign = "fullscreen";
|
||
|
elem.foreground = true;
|
||
|
elem SetShader( "hud_icon_airstrike", 64, 64);
|
||
|
|
||
|
// Fade into white
|
||
|
elem FadeOverTime( 0.2 );
|
||
|
elem.alpha = 1;
|
||
|
|
||
|
|
||
|
wait 5;
|
||
|
|
||
|
elem MoveOverTime( 1.5 );
|
||
|
elem.y = 420;
|
||
|
elem.x = elem.x + 80;
|
||
|
elem ScaleOverTime( 1.5, 8, 8 );
|
||
|
|
||
|
wait 2;
|
||
|
|
||
|
elem FadeOverTime( 0.2 );
|
||
|
elem.alpha = 0;
|
||
|
wait 0.2;
|
||
|
elem destroy();
|
||
|
}
|
||
|
|
||
|
|
||
|
/*------------------------------------
|
||
|
wait for player to use the mortars in the pits ------------------------------------*/
|
||
|
mortar_round_think(trig)
|
||
|
{
|
||
|
self endon("stop_thinking");
|
||
|
ent = getent("use_mortars_" + trig,"targetname");
|
||
|
ent sethintstring(&"OKI3_USE_MORTAR");
|
||
|
ent thread mortar_hint();
|
||
|
while(1)
|
||
|
{
|
||
|
ent waittill("trigger",user);
|
||
|
|
||
|
//fix berzerker collectible issue
|
||
|
if(isDefined(user.collectibles_berserker_mode_on) && user.collectibles_berserker_mode_on )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//prevent mortar spamming
|
||
|
if(!isDefined(user.hasmortar))
|
||
|
{
|
||
|
user GiveWeapon( "mortar_round" );
|
||
|
user SwitchToWeapon( "mortar_round" );
|
||
|
user setweaponammoclip("mortar_round",1);
|
||
|
user allowMelee(false);
|
||
|
user thread watch_mortar_weapon();
|
||
|
user thread watch_player_mortar_death();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
watch_player_mortar_death()
|
||
|
{
|
||
|
self endon("disconnect");
|
||
|
self endon("mortar_dropped");
|
||
|
|
||
|
self waittill("death");
|
||
|
|
||
|
self allowMelee(true);
|
||
|
self.hasmortar = undefined;
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
watch_mortar_weapon()
|
||
|
{
|
||
|
self endon("death");
|
||
|
self endon("disconnect");
|
||
|
self endon("mortar_dropped");
|
||
|
|
||
|
self.disableBerserker = true;
|
||
|
while ( self getcurrentweapon() != "mortar_round")
|
||
|
{
|
||
|
wait_network_frame();
|
||
|
}
|
||
|
|
||
|
while( self getcurrentweapon() == "mortar_round" || self getcurrentweapon() == "none" )
|
||
|
{
|
||
|
self.hasmortar = true;
|
||
|
if(!isDefined(self.mortar_hint_given))
|
||
|
{
|
||
|
self thread hud_mortar_hint();
|
||
|
self.mortar_hint_given = true;
|
||
|
}
|
||
|
wait_network_frame();
|
||
|
}
|
||
|
if(self getcurrentweapon() != "syrette")
|
||
|
{
|
||
|
self takeweapon("mortar_round");
|
||
|
}
|
||
|
|
||
|
self allowMelee(true);
|
||
|
dropped = true;
|
||
|
self.hasmortar = undefined;
|
||
|
self.disableBerserker = undefined;
|
||
|
//self SetClientDvar( "ammoCounterHide", "0" );
|
||
|
self notify("mortar_dropped");
|
||
|
}
|
||
|
|
||
|
hud_mortar_hint()
|
||
|
{
|
||
|
self endon("death");
|
||
|
self endon("disconnect");
|
||
|
|
||
|
text = &"OKI3_MORTAR_HINT";
|
||
|
|
||
|
self setup_client_hintelem();
|
||
|
self.hintelem setText(text);
|
||
|
wait(5);
|
||
|
self.hintelem settext("");
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/*------------------------------------
|
||
|
notify a trigger
|
||
|
------------------------------------*/
|
||
|
trigger_array_notify(no_wait)
|
||
|
{
|
||
|
if(!isDefined(no_wait))
|
||
|
{
|
||
|
wait(randomfloat(2));
|
||
|
}
|
||
|
self notify("trigger");
|
||
|
}
|
||
|
|
||
|
mortar_hint()
|
||
|
{
|
||
|
level endon ("mortar_hint_given");
|
||
|
while(1)
|
||
|
{
|
||
|
players = get_players();
|
||
|
for(i=0;i<players.size;i++)
|
||
|
{
|
||
|
if(isAlive(players[i]) && distancesquared(players[i].origin, self.origin) < 256 * 256)
|
||
|
{
|
||
|
if(isDefined(level.sarge))
|
||
|
{
|
||
|
level.sarge thread do_dialogue("mortar_nag" +randomint(2));
|
||
|
level notify("mortar_hint_given");
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
wait(1);
|
||
|
}
|
||
|
}
|
||
|
//----------------------------------
|
||
|
//SQUAD LEADER STUFFS
|
||
|
//----------------------------------
|
||
|
|
||
|
/*------------------------------------
|
||
|
treat a group of enemies as a squad by
|
||
|
assigning a leader to one of them
|
||
|
------------------------------------*/
|
||
|
squad_leader_manager(guys)
|
||
|
{
|
||
|
if(isDefined(guys))
|
||
|
{
|
||
|
//select the leader
|
||
|
leader = select_leader(guys);
|
||
|
if(isDefined(leader))
|
||
|
{
|
||
|
//remove the leader from the array so we only track the followers
|
||
|
guys = array_remove(guys,leader);
|
||
|
leader thread debug_leader();
|
||
|
|
||
|
//monitor the leader to see where he goes
|
||
|
leader thread monitor_leader();
|
||
|
|
||
|
//allow other guys in the squad to be promoted to leader if the leader dies
|
||
|
level thread squad_promotion(guys,leader);
|
||
|
|
||
|
//make the guys follow the leader
|
||
|
for(i=0;i<guys.size;i++)
|
||
|
{
|
||
|
guys[i].goalradius = 256;
|
||
|
guys[i] thread follow_the_leader(leader);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*------------------------------------
|
||
|
makes a guy follow the leader
|
||
|
self = guy following
|
||
|
------------------------------------*/
|
||
|
follow_the_leader(leader)
|
||
|
{
|
||
|
self endon("death");
|
||
|
level endon("new leader");
|
||
|
|
||
|
while(isDefined(leader) && isAlive(leader))
|
||
|
{
|
||
|
//wait until the leader gets a new node that
|
||
|
//is far away, then go to where the leader is going
|
||
|
leader waittill("node_changed",new_org);
|
||
|
if(distancesquared(new_org,self.origin) > 384*384)
|
||
|
{
|
||
|
self notify("new_position");
|
||
|
self thread goto_new_position(new_org);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*------------------------------------
|
||
|
makes the guy run to a new position
|
||
|
self = guy following the leader
|
||
|
------------------------------------*/
|
||
|
goto_new_position(new_org)
|
||
|
{
|
||
|
self endon("new_position");
|
||
|
self endon("death");
|
||
|
|
||
|
self.goalradius = 256;
|
||
|
self setgoalpos(new_org);
|
||
|
self.ignoreall = true;
|
||
|
self waittill("goal");
|
||
|
self.ignoreall = false;
|
||
|
self findcovernode();
|
||
|
|
||
|
}
|
||
|
|
||
|
/*------------------------------------
|
||
|
monitors for the leader to choose a new position
|
||
|
------------------------------------*/
|
||
|
monitor_leader()
|
||
|
{
|
||
|
self endon("death");
|
||
|
|
||
|
//make sure the leader always has a large goalradius
|
||
|
self.goalradius = level.default_goalradius;
|
||
|
|
||
|
while(1)
|
||
|
{
|
||
|
//check to see if the leader has a node already
|
||
|
if(isDefined(self.node) && isDefined(self.node.origin))
|
||
|
{
|
||
|
self.a.old_node_origin = self.node.origin;
|
||
|
}
|
||
|
wait(.25);
|
||
|
|
||
|
//check to see if the leader wants to run to a new node which is farther than 128 units away from his current position.
|
||
|
if(isDefined(self.node) && isDefined(self.node.origin) && isDefined(self.a.old_node_origin))
|
||
|
{
|
||
|
if( self.a.old_node_origin != self.node.origin && distancesquared(self.node.origin,self.origin) > 128*128)
|
||
|
{
|
||
|
self notify("node_changed",self.node.origin);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*------------------------------------
|
||
|
promote a new guy to a leader when the old
|
||
|
leader gets killed
|
||
|
------------------------------------*/
|
||
|
squad_promotion(guys,leader)
|
||
|
{
|
||
|
squadname = guys[0].script_aigroup;
|
||
|
|
||
|
//wait until the leader kicks it
|
||
|
leader waittill("death");
|
||
|
|
||
|
//grab all the guys left in the squad and pick a new leader if there are more than 1
|
||
|
guys = get_ai_group_ai(squadname);
|
||
|
level notify("new leader");
|
||
|
|
||
|
if(isDefined(guys) && guys.size > 1)
|
||
|
{
|
||
|
iprintln("promoting a new leader for " + squadname );
|
||
|
level thread squad_leader_manager(guys);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*------------------------------------
|
||
|
select the leader from the guys
|
||
|
------------------------------------*/
|
||
|
select_leader(guys)
|
||
|
{
|
||
|
leader = undefined;
|
||
|
for(i=0;i<guys.size;i++)
|
||
|
{
|
||
|
//if the guy is an officer or has a script_noteworthy of "leader" , he will be a squad leader
|
||
|
if(issubstr(guys[i].classname,"officer") || isDefined(guys[i].script_noteworthy) && guys[i].script_noteworthy == "leader")
|
||
|
{
|
||
|
leader = guys[i];
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if(!isDefined(leader))
|
||
|
{
|
||
|
leader = guys[randomint(guys.size)];
|
||
|
}
|
||
|
return leader;
|
||
|
|
||
|
}
|
||
|
|
||
|
/*------------------------------------
|
||
|
show the leader
|
||
|
------------------------------------*/
|
||
|
debug_leader()
|
||
|
{
|
||
|
/#
|
||
|
|
||
|
self endon("death");
|
||
|
while( 1 )
|
||
|
{
|
||
|
print3d( self.origin + ( 0, 0, 32 ), "leader" );
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
|
||
|
#/
|
||
|
}
|
||
|
|
||
|
|
||
|
/*------------------------------------
|
||
|
throws smoke grenades over the wall
|
||
|
to kick off the spiderhole ambush
|
||
|
------------------------------------*/
|
||
|
throw_smoke_from_pos( force,start_pos )
|
||
|
{
|
||
|
|
||
|
wait(randomfloatrange(.1,1.0));
|
||
|
|
||
|
smoke = self;
|
||
|
|
||
|
if(isDefined(start_pos))
|
||
|
{
|
||
|
smoke = getstruct(start_pos,"targetname");
|
||
|
}
|
||
|
|
||
|
throw_force = 980;
|
||
|
if(isDefined(force))
|
||
|
{
|
||
|
throw_force = force;
|
||
|
}
|
||
|
smoke1 = spawn("script_origin",smoke.origin);
|
||
|
smoke1.angles = smoke.angles;
|
||
|
|
||
|
|
||
|
|
||
|
forward = AnglesToForward( smoke1.angles );
|
||
|
target_pos = smoke1.origin + vectorscale( forward, throw_force );
|
||
|
|
||
|
///////// Math
|
||
|
gravity = GetDvarInt( "g_gravity" );
|
||
|
gravity = gravity * -1;
|
||
|
|
||
|
dist = Distance( smoke1.origin, target_pos );
|
||
|
time = 1;
|
||
|
|
||
|
delta = target_pos - smoke1.origin;
|
||
|
drop = 0.5 * gravity * ( time * time );
|
||
|
velocity = ( ( delta[0] / time ), ( delta[1] / time ), ( delta[2] - drop ) / time );
|
||
|
/////////
|
||
|
|
||
|
smoke1 thread smoke_trailFX();
|
||
|
smoke1 MagicGrenadeType( "m8_white_smoke_light", smoke1.origin, velocity, 3 );
|
||
|
//smoke1 MagicGrenadeType( "fraggrenade", smoke1.origin, velocity, 3 );
|
||
|
|
||
|
}
|
||
|
|
||
|
smoke_trailFX()
|
||
|
{
|
||
|
self waittill ( "grenade_fire", grenade, weaponName );
|
||
|
{
|
||
|
ent = spawn("script_model",grenade.origin);
|
||
|
ent.angles = grenade.angles;
|
||
|
ent setmodel("tag_origin");
|
||
|
ent linkto(grenade);
|
||
|
playfxontag(level._effect["smoke_grn_trail"],ent,"TAG_ORIGIN");
|
||
|
wait(5);
|
||
|
ent delete();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*------------------------------------
|
||
|
put a guy into banzai mode
|
||
|
------------------------------------*/
|
||
|
setup_banzai_guys(no_wait)
|
||
|
{
|
||
|
self endon("death");
|
||
|
|
||
|
if(!isDefined(no_wait))
|
||
|
{
|
||
|
no_wait = false;
|
||
|
}
|
||
|
|
||
|
if(!no_wait)
|
||
|
{
|
||
|
wait(3);
|
||
|
}
|
||
|
|
||
|
self maps\_banzai::banzai_force();
|
||
|
|
||
|
}
|
||
|
|
||
|
//stolen from MikeD
|
||
|
// Returns a random element from the given array
|
||
|
get_random( array )
|
||
|
{
|
||
|
return array[RandomInt( array.size )];
|
||
|
}
|
||
|
|
||
|
// Sets up the AI for force gibbing
|
||
|
set_random_gib()
|
||
|
{
|
||
|
refs = [];
|
||
|
refs[refs.size] = "right_leg";
|
||
|
// refs [refs.size] = "head";
|
||
|
//refs[refs.size] = "left_leg";
|
||
|
refs[refs.size] = "right_arm";
|
||
|
//refs[refs.size] = "left_arm";
|
||
|
refs[refs.size] = "guts";
|
||
|
|
||
|
//refs[refs.size] = "no_legs";
|
||
|
|
||
|
self.a.gib_ref = get_random( refs );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*------------------------------------
|
||
|
wait for the spiderholes to open, then play a sound
|
||
|
|
||
|
TODO - fix the deleting stuff, it should look better
|
||
|
|
||
|
------------------------------------*/
|
||
|
init_spiderholes()
|
||
|
{
|
||
|
level.no_spider_lid_drop = true;
|
||
|
ents = getentarray("spiderhole_lid","script_noteworthy");
|
||
|
array_thread(ents,::monitor_spiderhole_lid);
|
||
|
}
|
||
|
|
||
|
|
||
|
monitor_spiderhole_lid()
|
||
|
{
|
||
|
//self endon("guy_dead");
|
||
|
|
||
|
self waittill("emerge");
|
||
|
self playsound("spider_hole_open");
|
||
|
|
||
|
self waittill("out_of_spiderhole");
|
||
|
wait(3);
|
||
|
self unlink();
|
||
|
if(isDefined(self.tag_lid))
|
||
|
{
|
||
|
self.tag_lid delete();
|
||
|
}
|
||
|
self notsolid();
|
||
|
self moveto(self.origin + (0,0,-200),8);
|
||
|
self waittill("movedone");
|
||
|
self delete();
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
/*------------------------------------
|
||
|
picks a ranom non-hero friendly AI
|
||
|
who is within range of a specific target.
|
||
|
Can optionally pass in someone to exclude from the selection as well
|
||
|
------------------------------------*/
|
||
|
choose_random_redshirt(target,dist_from_target,excluder)
|
||
|
{
|
||
|
|
||
|
guys = getaiarray("allies");
|
||
|
targ = getent(target,"targetname");
|
||
|
|
||
|
excluded_guy = level.sarge;
|
||
|
|
||
|
if(isDefined(excluder))
|
||
|
{
|
||
|
excluded_guy = excluder;
|
||
|
}
|
||
|
|
||
|
for(i=0;i<guys.size;i++)
|
||
|
{
|
||
|
|
||
|
if(guys[i] != level.polonsky && guys[i] != level.sarge && guys[i] != excluded_guy)
|
||
|
{
|
||
|
if(distance ( guys[i].origin,targ.origin) < dist_from_target)
|
||
|
{
|
||
|
return guys[i];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
choose_random_guy()
|
||
|
{
|
||
|
|
||
|
guys = getaiarray("allies");
|
||
|
|
||
|
excluded_guy = level.sarge;
|
||
|
|
||
|
for(i=0;i<guys.size;i++)
|
||
|
{
|
||
|
|
||
|
if(guys[i] != level.polonsky && guys[i] != level.sarge)
|
||
|
{
|
||
|
if(!isDefined(guys[i].notme))
|
||
|
{
|
||
|
return guys[i];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
/*------------------------------------
|
||
|
spawn in guys thru script.
|
||
|
------------------------------------*/
|
||
|
simple_spawn( name, spawn_func ,delay)
|
||
|
{
|
||
|
|
||
|
spawners = getEntArray( name, "targetname" );
|
||
|
// 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++ )
|
||
|
{
|
||
|
|
||
|
if( i % 2)
|
||
|
{
|
||
|
//wait for a new network frame to be sent out before spawning in
|
||
|
//another guy
|
||
|
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 );
|
||
|
|
||
|
// for debug purposes (so entinfo displays their name)
|
||
|
if( isdefined( ai ) )
|
||
|
{
|
||
|
ai.targetname = name + "_alive";
|
||
|
if(isDefined(spawners[i].script_noteworthy))
|
||
|
{
|
||
|
ai.script_noteworthy = spawners[i].script_noteworthy;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ai_array = add_to_array( ai_array, ai );
|
||
|
}
|
||
|
|
||
|
return ai_array;
|
||
|
|
||
|
}
|
||
|
|
||
|
simple_floodspawn(name)
|
||
|
{
|
||
|
|
||
|
defenders = getentarray(name,"targetname");
|
||
|
|
||
|
for(i=0;i<defenders.size;i++)
|
||
|
{
|
||
|
if(i % 2)
|
||
|
{
|
||
|
wait_network_frame();
|
||
|
}
|
||
|
defenders[i] thread maps\_spawner::flood_spawner_think();
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
/*------------------------------------
|
||
|
sets the players ammo loadout at the beginning of the map
|
||
|
------------------------------------*/
|
||
|
set_player_ammo_loadout()
|
||
|
{
|
||
|
players = get_players();
|
||
|
for(i=0;i<players.size;i++)
|
||
|
{
|
||
|
//take away all ammo/grenades...these guys had it rough
|
||
|
players[i] SetWeaponAmmoClip( "thompson", 0 );
|
||
|
players[i] SetWeaponAmmoClip( "m1garand", 0 );
|
||
|
players[i] SetWeaponAmmoStock( "thompson", 0 );
|
||
|
players[i] setweaponammostock( "m1garand",0);
|
||
|
players[i] setweaponammostock("fraggrenade",0);
|
||
|
players[i] setweaponammoclip("fraggrenade",0);
|
||
|
players[i] setweaponammostock("m8_white_smoke",0);
|
||
|
players[i] setweaponammoclip("m8_white_smoke",0);
|
||
|
players[i] setweaponammoclip("air_support",0);
|
||
|
players[i] setweaponammostock("air_support",0);
|
||
|
players[i] takeweapon("thompson");
|
||
|
players[i] takeweapon("air_support");
|
||
|
|
||
|
//make sure all this stuff is turned on
|
||
|
players[i] setclientDvar("miniscoreboardhide","0");
|
||
|
players[i] setclientDvar("compass","1");
|
||
|
players[i] SetClientDvar( "hud_showStance", "1" );
|
||
|
players[i] SetClientDvar( "ammoCounterHide", "0" );
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*------------------------------------
|
||
|
warps all players to script_struct markers
|
||
|
exclude = player to not warp
|
||
|
------------------------------------*/
|
||
|
warp_players(warpto_positions,exclude)
|
||
|
{
|
||
|
ents = getstructarray(warpto_positions,"targetname");
|
||
|
|
||
|
if(ents.size == 0)
|
||
|
{
|
||
|
ents = getentarray(warpto_positions,"targetname");
|
||
|
}
|
||
|
|
||
|
assertex(isDefined(ents.size > 0), "no warpto positions found");
|
||
|
|
||
|
players = get_players();
|
||
|
count = 0;
|
||
|
for(i=0;i<players.size;i++)
|
||
|
{
|
||
|
if(isDefined(exclude))
|
||
|
{
|
||
|
if( players[i] != exclude )
|
||
|
{
|
||
|
players[i] warp_player( ents[count] );
|
||
|
count++;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
players[i] warp_player( ents[count] );
|
||
|
count++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
set_breadcrumbs(ents);
|
||
|
}
|
||
|
|
||
|
|
||
|
/*------------------------------------
|
||
|
warp a player to a new position when playing
|
||
|
co-op.
|
||
|
------------------------------------*/
|
||
|
warp_player(pos)
|
||
|
{
|
||
|
self endon("death");
|
||
|
self endon("disconnect");
|
||
|
|
||
|
if(!isDefined(self.warpblack))
|
||
|
{
|
||
|
self.warpblack = NewClientHudElem( self );
|
||
|
self.warpblack.x = 0;
|
||
|
self.warpblack.y = 0;
|
||
|
self.warpblack.horzAlign = "fullscreen";
|
||
|
self.warpblack.vertAlign = "fullscreen";
|
||
|
self.warpblack.foreground = false;
|
||
|
self.sort = 50;
|
||
|
self.warpblack.alpha = 0;
|
||
|
self.warpblack SetShader( "black", 640, 480 );
|
||
|
}
|
||
|
self.warpblack FadeOverTime( .75 );
|
||
|
self.warpblack.alpha = 1;
|
||
|
|
||
|
wait(.75);
|
||
|
self setorigin(pos.origin);
|
||
|
if(isDefined(pos.angles))
|
||
|
{
|
||
|
self setplayerangles( pos.angles);
|
||
|
}
|
||
|
self.warpblack FadeOverTime( .75 );
|
||
|
self.warpblack.alpha = 0;
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
hud_fade_to_black(time)
|
||
|
{
|
||
|
self endon("death");
|
||
|
self endon("disconnect");
|
||
|
|
||
|
if(!isDefined(time))
|
||
|
{
|
||
|
time = 1;
|
||
|
}
|
||
|
if(!isDefined(self.warpblack))
|
||
|
{
|
||
|
self.warpblack = NewClientHudElem( self );
|
||
|
self.warpblack.x = 0;
|
||
|
self.warpblack.y = 0;
|
||
|
self.warpblack.horzAlign = "fullscreen";
|
||
|
self.warpblack.vertAlign = "fullscreen";
|
||
|
self.warpblack.foreground = false;
|
||
|
self.warpblack.sort = 50;
|
||
|
|
||
|
self.warpblack.alpha = 0;
|
||
|
self.warpblack SetShader( "black", 640, 480 );
|
||
|
}
|
||
|
self.warpblack FadeOverTime( time );
|
||
|
self.warpblack.alpha = 1;
|
||
|
}
|
||
|
|
||
|
hud_fade_in(time)
|
||
|
{
|
||
|
self.warpblack FadeOverTime( time );
|
||
|
self.warpblack.alpha = 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*------------------------------------
|
||
|
resest the run /combat anims back to default
|
||
|
------------------------------------*/
|
||
|
reset_run_anim()
|
||
|
{
|
||
|
self endon ("death");
|
||
|
|
||
|
self.a.combatrunanim = undefined;
|
||
|
self.run_noncombatanim = self.a.combatrunanim;
|
||
|
self.walk_combatanim = self.a.combatrunanim;
|
||
|
self.walk_noncombatanim = self.a.combatrunanim;
|
||
|
self.preCombatRunEnabled = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*------------------------------------
|
||
|
monitors a goal volume for enemies, can optionally
|
||
|
send out a level notification and a trigger notify
|
||
|
when the volume is empty
|
||
|
------------------------------------*/
|
||
|
|
||
|
monitor_volume_for_enemies(volume,level_notify,auto_trigger)
|
||
|
{
|
||
|
|
||
|
volume = getent(volume,"targetname");
|
||
|
guys_dead = false;
|
||
|
|
||
|
while(!guys_dead && isDefined(volume) )
|
||
|
{
|
||
|
count = 0;
|
||
|
ai = getaiarray("axis");
|
||
|
for(i =0;i<ai.size;i++)
|
||
|
{
|
||
|
|
||
|
if( ai[i] istouching(volume))
|
||
|
{
|
||
|
count++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(count == 0)
|
||
|
{
|
||
|
guys_dead = true;
|
||
|
}
|
||
|
|
||
|
wait(1);
|
||
|
}
|
||
|
|
||
|
if(isDefined(level_notify))
|
||
|
{
|
||
|
level notify(level_notify);
|
||
|
}
|
||
|
|
||
|
if( isDefined(auto_trigger) && auto_trigger == "mortarpits_front_chain")
|
||
|
{
|
||
|
ent = getent("mortar_block","targetname");
|
||
|
if(isDefined(ent))
|
||
|
{
|
||
|
ent connectpaths();
|
||
|
ent delete();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(isDefined(auto_trigger))
|
||
|
{
|
||
|
trig = getent(auto_trigger,"targetname");
|
||
|
trig notify("trigger");
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
/*------------------------------------
|
||
|
sends a guy to a new node and gives him a new
|
||
|
goalvolume
|
||
|
------------------------------------*/
|
||
|
guy_retreats(target_node,new_goalvolume)
|
||
|
{
|
||
|
self endon("death");
|
||
|
|
||
|
self.goalradius = 32;
|
||
|
self.script_goalvolume = new_goalvolume;
|
||
|
self setgoalnode(target_node);
|
||
|
self.pacifist = true;
|
||
|
self thread retreat_interrupt();
|
||
|
self waittill("goal");
|
||
|
self.goalradius = 1024;
|
||
|
self.pacifist = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
retreat_interrupt()
|
||
|
{
|
||
|
|
||
|
self notify( "stop_fallback_interrupt" );
|
||
|
self endon( "stop_fallback_interrupt" );
|
||
|
self endon( "goal" );
|
||
|
self endon( "death" );
|
||
|
|
||
|
while(1)
|
||
|
{
|
||
|
origin = self.origin;
|
||
|
wait 2;
|
||
|
if ( self.origin == origin )
|
||
|
{
|
||
|
self.pacifist = false;
|
||
|
self.goalradius = 64;
|
||
|
self thread charge_at_players();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
charge_at_players()
|
||
|
{
|
||
|
self endon("death");
|
||
|
while(1)
|
||
|
{
|
||
|
self setgoalentity( get_closest_player(self.origin) );
|
||
|
wait(3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// Sets the players movement speed.
|
||
|
set_player_speed( player_speed, time )
|
||
|
{
|
||
|
self notify( "stop_set_player_speed" );
|
||
|
self endon( "stop_set_player_speed" );
|
||
|
|
||
|
base_speed = 180;
|
||
|
level.player_speed = player_speed;
|
||
|
|
||
|
if( !IsDefined( time ) )
|
||
|
{
|
||
|
time = 0;
|
||
|
}
|
||
|
|
||
|
steps = abs( int( time * 4 ) );
|
||
|
|
||
|
target_speed_scale = player_speed / base_speed;
|
||
|
|
||
|
players = get_players();
|
||
|
for( i = 0; i < players.size; i++ )
|
||
|
{
|
||
|
players[i] thread set_player_speed_internal( target_speed_scale, steps );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
set_player_speed_internal( target_speed_scale, steps )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self endon( "disconnect" );
|
||
|
|
||
|
self notify( "stop_set_player_speed" );
|
||
|
self endon( "stop_set_player_speed" );
|
||
|
|
||
|
if( !IsDefined( self.move_speed_scale ) )
|
||
|
{
|
||
|
self.move_speed_scale = 1;
|
||
|
}
|
||
|
|
||
|
// Don't set the speedscale if it's already set to it
|
||
|
if( self.move_speed_scale == target_speed_scale )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
difference = self.move_speed_scale - target_speed_scale;
|
||
|
|
||
|
for( i = 0; i < steps; i++ )
|
||
|
{
|
||
|
self.move_speed_scale -= difference / steps;
|
||
|
self SetMoveSpeedScale( self.move_speed_scale );
|
||
|
wait( 0.5 );
|
||
|
}
|
||
|
|
||
|
self.move_speed_scale = target_speed_scale;
|
||
|
self SetMoveSpeedScale( self.move_speed_scale );
|
||
|
}
|
||
|
|
||
|
|
||
|
//random_path_up_stairs()
|
||
|
//{
|
||
|
//
|
||
|
// trig = getent("take_random_path","targetname");
|
||
|
// while(1)
|
||
|
// {
|
||
|
// trig waittill("trigger",user);
|
||
|
// user thread take_random_path();
|
||
|
// wait(1);
|
||
|
// }
|
||
|
//
|
||
|
//}
|
||
|
//
|
||
|
//take_random_path()
|
||
|
//{
|
||
|
//
|
||
|
// self endon("death");
|
||
|
// desired_goalpos = self.goalpos;
|
||
|
// paths = getnodearray("stairs_paths","targetname");
|
||
|
//
|
||
|
// self.goalradius = 32;
|
||
|
// goal = paths[randomint(paths.size)];
|
||
|
// self setgoalnode(goal);
|
||
|
// self waittill("goal");
|
||
|
// at_pos = false;
|
||
|
// while(!at_pos)
|
||
|
// {
|
||
|
// while(distance(self.origin,goal.origin) > 32)
|
||
|
// {
|
||
|
// wait(.05);
|
||
|
// }
|
||
|
// new_node = getnode(goal.target,"targetname");
|
||
|
// self setgoalnode(new_node);
|
||
|
// while(distance(self.origin,new_node.origin) > 32)
|
||
|
// {
|
||
|
// wait(.05);
|
||
|
// }
|
||
|
// at_pos = true;
|
||
|
// wait(1);
|
||
|
// }
|
||
|
//
|
||
|
// self setgoalpos(desired_goalpos);
|
||
|
//}
|
||
|
|
||
|
|
||
|
/*------------------------------------
|
||
|
guy jumps off his mortar and take cover
|
||
|
------------------------------------*/
|
||
|
mortar_guy_alert()
|
||
|
{
|
||
|
|
||
|
self endon("death");
|
||
|
|
||
|
node = getnode(self.target,"targetname");
|
||
|
trig = undefined;
|
||
|
ents = getentarray(self.target,"targetname");
|
||
|
for(i=0;i<ents.size;i++)
|
||
|
{
|
||
|
if(ents[i].classname == "trigger_radius")
|
||
|
{
|
||
|
trig = ents[i];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(isDefined(trig))
|
||
|
{
|
||
|
trig = getent(self.target,"targetname");
|
||
|
trig waittill("trigger");
|
||
|
goto_node = getnode(trig.target,"targetname");
|
||
|
|
||
|
node notify("stop_mortar");
|
||
|
self stopanimscripted();
|
||
|
|
||
|
if(isDefined(self.mortarAmmo) && self.mortarAmmo)
|
||
|
{
|
||
|
self detach(level.prop_mortar_ammunition, "TAG_WEAPON_RIGHT");
|
||
|
self.mortarAmmo = false;
|
||
|
}
|
||
|
self.goalradius = 8;
|
||
|
self animscripts\shared::placeWeaponOn( self.weapon, "right" );
|
||
|
self setgoalnode(goto_node);
|
||
|
self.pacifist = false;
|
||
|
self.ignoreall = false;
|
||
|
self.ignoreme = false;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
kill_beginning_guys()
|
||
|
{
|
||
|
group1 = get_ai_group_ai("forward_squad");
|
||
|
array_thread(group1,maps\oki3_util::bloody_death);
|
||
|
}
|
||
|
|
||
|
|
||
|
rush_player()
|
||
|
{
|
||
|
self endon("death");
|
||
|
|
||
|
self.goalradius = 256;
|
||
|
while(isAlive(self))
|
||
|
{
|
||
|
self SetGoalEntity( get_closest_player(self.origin) );
|
||
|
wait(5);
|
||
|
if(self.goalradius > 128)
|
||
|
{
|
||
|
self.goalradius = self.goalradius - 64;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
sniper_leafy_conceal()
|
||
|
{
|
||
|
|
||
|
trees = getstructarray( "treesniper_origin", "targetname" );
|
||
|
|
||
|
for(i=0;i<trees.size;i++)
|
||
|
{
|
||
|
wait(.15);
|
||
|
// play the looping fx of fronds that hide the tree sniper
|
||
|
model_tag_origin = spawn( "script_model", trees[i].origin + (-50,80,0));
|
||
|
|
||
|
model_tag_origin setmodel("tag_origin");
|
||
|
//model_tag_origin linkto( trees[i], "tag_origin", ( 0, 0, 0 ), ( 0, 0, 0 ) );
|
||
|
playfxontag( level._effect["sniper_leaf_loop"], model_tag_origin, "TAG_ORIGIN" );
|
||
|
trees[i].tag_origin = model_tag_origin;
|
||
|
|
||
|
trees[i] thread tree_fx();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*------------------------------------
|
||
|
palm fronds that fall from treetops when the snipers kick off
|
||
|
------------------------------------*/
|
||
|
tree_fx()
|
||
|
{
|
||
|
|
||
|
flag_wait( "do_tree_fx" );
|
||
|
wait(randomfloatrange(0.1,5));
|
||
|
|
||
|
// delete the looping fx
|
||
|
self.tag_origin delete();
|
||
|
|
||
|
playfx( level._effect["sniper_leaf_canned"], self.origin );
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
//HUD STUFF FOR SHOWING HINTS
|
||
|
|
||
|
init_tunnel_hint()
|
||
|
{
|
||
|
players = get_players();
|
||
|
array_thread(players,::setup_client_hintelem);
|
||
|
}
|
||
|
|
||
|
|
||
|
// Tell the player to go prone during tunnel crawl
|
||
|
|
||
|
setup_client_hintelem()
|
||
|
{
|
||
|
self endon("death");
|
||
|
self endon("disconnect");
|
||
|
|
||
|
if(!isDefined(self.hintelem))
|
||
|
{
|
||
|
self.hintelem = newclienthudelem(self);
|
||
|
}
|
||
|
self.hintelem init_hint_hudelem(320, 220, "center", "bottom", 1.3, 1.0);
|
||
|
}
|
||
|
|
||
|
hint_trigger_think()
|
||
|
{
|
||
|
|
||
|
level endon("stop_hint");
|
||
|
trig = getent( "show_prone","targetname");
|
||
|
while(1)
|
||
|
{
|
||
|
trig waittill("trigger",ent);
|
||
|
ent give_hint(&"OKI3_HINT_PRONE", "crouch");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
give_hint(text, stance)
|
||
|
{
|
||
|
self endon("death");
|
||
|
self endon("disconnect");
|
||
|
|
||
|
|
||
|
self thread watch_hint_stance(stance,text);
|
||
|
}
|
||
|
|
||
|
watch_hint_stance(stance,text)
|
||
|
{
|
||
|
|
||
|
self endon("death");
|
||
|
self endon("disconnect");
|
||
|
hintshown = false;
|
||
|
while( self getstance() != stance )
|
||
|
{
|
||
|
wait(.05);
|
||
|
if(!hintshown)
|
||
|
{
|
||
|
self.hintelem setText(text);
|
||
|
hintshown = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
wait(.5);
|
||
|
|
||
|
self.hintelem setText("");
|
||
|
|
||
|
}
|
||
|
|
||
|
init_hint_hudelem(x, y, alignX, alignY, fontscale, alpha)
|
||
|
{
|
||
|
self.x = x;
|
||
|
self.y = y;
|
||
|
self.alignX = alignX;
|
||
|
self.alignY = alignY;
|
||
|
self.fontScale = fontScale;
|
||
|
self.alpha = alpha;
|
||
|
self.sort = 20;
|
||
|
//self.font = "objective";
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/////////////////////
|
||
|
////
|
||
|
//// Protect the grass guys from all damage except from the player
|
||
|
////
|
||
|
/////////////////////////////////
|
||
|
//
|
||
|
//grass_surprise_half_shield( delay_time )
|
||
|
//{
|
||
|
//
|
||
|
// level endon( "stop_grass_half_shields" );
|
||
|
//
|
||
|
// self thread grass_camo_halfshield_delay( delay_time );
|
||
|
//
|
||
|
// self.pel2_real_health = self.health;
|
||
|
// self.health = 10000;
|
||
|
//
|
||
|
// attacker = undefined;
|
||
|
//
|
||
|
// while( self.health > 0 )
|
||
|
// {
|
||
|
//
|
||
|
// self waittill( "damage", amount, attacker, direction_vec, point, type, modelName, tagName );
|
||
|
//
|
||
|
// type = tolower( type );
|
||
|
//
|
||
|
// // if it's not the player, and also a bullet weapon (non-player friendlies should still be able to kill them with their grenades)
|
||
|
// if( !isplayer(attacker) && issubstr( type, "bullet" ) )
|
||
|
// {
|
||
|
// //iprintln( "attacked by non-player!" );
|
||
|
// self.health = 10000; // give back health for these things
|
||
|
// }
|
||
|
// else
|
||
|
// {
|
||
|
// self.health = self.pel2_real_health;
|
||
|
// self dodamage( amount, (0,0,0) );
|
||
|
// self.pel2_real_health = self.health;
|
||
|
// // put ff shield back on
|
||
|
// self.health = 10000;
|
||
|
// }
|
||
|
// }
|
||
|
//
|
||
|
//}
|
||
|
//
|
||
|
//
|
||
|
//
|
||
|
//grass_camo_ignore_delay( wait_time )
|
||
|
//{
|
||
|
// self endon( "death" );
|
||
|
//
|
||
|
// wait( wait_time );
|
||
|
// self.ignoreme = 0;
|
||
|
//}
|
||
|
//
|
||
|
//
|
||
|
//
|
||
|
//grass_camo_halfshield_delay( delay_time )
|
||
|
//{
|
||
|
// self endon( "death" );
|
||
|
//
|
||
|
// wait( delay_time );
|
||
|
// level notify( "stop_grass_half_shields" );
|
||
|
// self.health = self.pel2_real_health;
|
||
|
//}
|
||
|
|
||
|
|
||
|
|
||
|
grass_surprise_damage( which_flag )
|
||
|
{
|
||
|
|
||
|
level endon( which_flag );
|
||
|
|
||
|
while( 1 )
|
||
|
{
|
||
|
|
||
|
self waittill( "damage", amount, attacker );
|
||
|
|
||
|
// POLISH: if player throws a grenade into the grass, it should kill the dudes, not just alert them and stop their MBS
|
||
|
if( isplayer( attacker ) )
|
||
|
{
|
||
|
flag_set( which_flag );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
//// Conserva's fix for prone-to-run banzai transition. should be added in _anim at some point?
|
||
|
//old_play_anim_end_early( the_anim, how_early )
|
||
|
//{
|
||
|
// self animscripted( "anim single", self.origin, self.angles, the_anim );
|
||
|
// animtime = getanimlength( the_anim );
|
||
|
//
|
||
|
// animtime -= how_early;
|
||
|
// wait(animtime);
|
||
|
//
|
||
|
// self stopanimscripted();
|
||
|
//}
|
||
|
|
||
|
/*------------------------------------
|
||
|
sWaittill = level notification sent out by sm to spawn a new group of guys
|
||
|
squadname = the name of the squad for sm to use
|
||
|
a,b,c = script_noteworthy value on the spawners to determine which 'squads' to use as spawners for sm
|
||
|
------------------------------------*/
|
||
|
squad_manager_think(sm_notify,tgtname,sEndon,sWaittill,squadname,a,b,c)
|
||
|
{
|
||
|
level endon(sEndon);
|
||
|
|
||
|
while(1)
|
||
|
{
|
||
|
squads = [];
|
||
|
squads[0] = "squad_a";
|
||
|
if(isDefined(b))
|
||
|
{
|
||
|
squads[1] = "squad_b";
|
||
|
}
|
||
|
if (isDefined(c))
|
||
|
{
|
||
|
squads[2] = "squad_c";
|
||
|
}
|
||
|
|
||
|
noteworthy = squads[randomint(squads.size)];
|
||
|
|
||
|
//turn off all spawners first
|
||
|
og_spawners = getspawnerarray();
|
||
|
for(i=0;i<og_spawners.size;i++)
|
||
|
{
|
||
|
if(isDefined(og_spawners[i].targetname) && og_spawners[i].targetname == tgtname)
|
||
|
{
|
||
|
if(isDefined(og_spawners[i].script_squadname))
|
||
|
{
|
||
|
og_spawners[i].script_squadname = undefined;
|
||
|
}
|
||
|
if(isDefined(og_spawners[i].script_noteworthy) && og_spawners[i].script_noteworthy == noteworthy)
|
||
|
{
|
||
|
og_spawners[i].script_squadname = squadname;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if(isDefined(sm_notify))
|
||
|
{
|
||
|
level notify(sm_notify);
|
||
|
}
|
||
|
|
||
|
level waittill(sWaittill);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
set_goal_to_nearest()
|
||
|
{
|
||
|
self endon("death");
|
||
|
|
||
|
while(issentient(self))
|
||
|
{
|
||
|
|
||
|
players = get_players();
|
||
|
squad = getaiarray( "allies" );
|
||
|
combined = array_combine( players, squad );
|
||
|
|
||
|
guy = get_closest_living( self.origin, combined );
|
||
|
if(isDefined(guy))
|
||
|
{
|
||
|
self setgoalpos(guy.origin);
|
||
|
}
|
||
|
wait(3);
|
||
|
if(self.goalradius > 128)
|
||
|
{
|
||
|
self.goalradius = self.goalradius - 128;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#using_animtree("generic_human");
|
||
|
flamedeath(attacker)
|
||
|
{
|
||
|
anima[0] = %ai_flame_death_a;
|
||
|
anima[1] = %ai_flame_death_b;
|
||
|
anima[2] = %ai_flame_death_c;
|
||
|
anima[3] = %ai_flame_death_d;
|
||
|
|
||
|
self.deathanim = anima[randomint(anima.size)];
|
||
|
self thread death_flame_fx();
|
||
|
self dodamage(self.health + 100, self.origin,attacker);
|
||
|
wait(3);
|
||
|
self StartTanning();
|
||
|
}
|
||
|
|
||
|
/*------------------------------------
|
||
|
play some flame effects on the guys in the bunker
|
||
|
who burn up
|
||
|
------------------------------------*/
|
||
|
death_flame_fx()
|
||
|
{
|
||
|
tagArray = [];
|
||
|
tagArray[tagArray.size] = "J_Wrist_RI";
|
||
|
tagArray[tagArray.size] = "J_Wrist_LE";
|
||
|
tagArray[tagArray.size] = "J_Elbow_LE";
|
||
|
tagArray[tagArray.size] = "J_Elbow_RI";
|
||
|
tagArray[tagArray.size] = "J_Knee_RI";
|
||
|
tagArray[tagArray.size] = "J_Knee_LE";
|
||
|
tagArray[tagArray.size] = "J_Ankle_RI";
|
||
|
tagArray[tagArray.size] = "J_Ankle_LE";
|
||
|
|
||
|
for( i = 0; i < 3; i++ )
|
||
|
{
|
||
|
PlayFxOnTag( level._effect["flame_death1"], self, tagArray[randomint(tagArray.size)] );
|
||
|
PlayFxOnTag( level._effect["flame_death2"], self, "J_SpineLower" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
get_ai_by_animname(aname)
|
||
|
{
|
||
|
|
||
|
axis = getaiarray("allies");
|
||
|
allies = getaiarray("axis");
|
||
|
guys = [];
|
||
|
|
||
|
ai = array_combine(axis,allies);
|
||
|
for(i=0;i<ai.size;i++)
|
||
|
{
|
||
|
if( isDefined(ai[i]) && isDefined(ai[i].animname) && ai[i].animname == aname)
|
||
|
{
|
||
|
guys[guys.size]= ai[i];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return guys;
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
//stole this from deathanim script, except I removed the huge amount of random force that is used in that one
|
||
|
oki3_pop_helmet()
|
||
|
{
|
||
|
if( !isdefined( self ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( !isdefined( self.hatModel ) || !ModelHasPhysPreset( self.hatModel ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
// used to check self removableHat() in cod2... probably not necessary though
|
||
|
|
||
|
partName = GetPartName( self.hatModel, 0 );
|
||
|
|
||
|
origin = self GetTagOrigin( partName ); //self . origin +( 0, 0, 64 );
|
||
|
angles = self GetTagAngles( partName ); //( -90, 0 + randomint( 90 ), 0 + randomint( 90 ) );
|
||
|
|
||
|
oki3_helmet_launch( self.hatModel, origin, angles, self.damageDir );
|
||
|
|
||
|
hatModel = self.hatModel;
|
||
|
self.hatModel = undefined;
|
||
|
self.helmetPopper = self.attacker;
|
||
|
|
||
|
wait 0.05;
|
||
|
|
||
|
if( !isdefined( self ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
self detach( hatModel, "" );
|
||
|
}
|
||
|
|
||
|
oki3_helmet_launch( model, origin, angles, damageDir )
|
||
|
{
|
||
|
launchForce = damageDir;
|
||
|
|
||
|
launchForce = launchForce * randomFloatRange( 1000, 1500 );
|
||
|
|
||
|
forcex = launchForce[0];
|
||
|
forcey = launchForce[1];
|
||
|
forcez = randomFloatRange( 900, 1800 );
|
||
|
|
||
|
contactPoint = self.origin +( randomfloatrange( -1, 1 ), randomfloatrange( -1, 1 ), randomfloatrange( -1, 1 ) ) * 5;
|
||
|
|
||
|
CreateDynEntAndLaunch( model, origin, angles, contactPoint, ( forcex, forcey, forcez ) );
|
||
|
}
|
||
|
|
||
|
|
||
|
disable_player_weapons()
|
||
|
{
|
||
|
players = get_players();
|
||
|
for(i=0;i<players.size;i++)
|
||
|
{
|
||
|
players[i] disableweapons();
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
enable_player_weapons(guy)
|
||
|
{
|
||
|
wait(1);
|
||
|
players = get_players();
|
||
|
for(i=0;i<players.size;i++)
|
||
|
{
|
||
|
players[i] enableweapons();
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
/*------------------------------------
|
||
|
for fixing the outro when a player might be in last stand
|
||
|
when the level ends
|
||
|
------------------------------------*/
|
||
|
player_prevent_bleedout()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self endon( "disconnect" );
|
||
|
|
||
|
while(1)
|
||
|
{
|
||
|
if( self maps\_laststand::player_is_in_laststand() )
|
||
|
{
|
||
|
self.bleedout_time = 1000000;
|
||
|
self RevivePlayer();
|
||
|
}
|
||
|
wait_network_frame();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
outro_delete_grenade()
|
||
|
{
|
||
|
self waittill( "grenade_fire", what );
|
||
|
what Delete(); // SO THERE
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*------------------------------------
|
||
|
see if any other players are using the radio
|
||
|
------------------------------------*/
|
||
|
is_radio_available(player)
|
||
|
{
|
||
|
|
||
|
players = get_players();
|
||
|
|
||
|
radio_used = false;
|
||
|
|
||
|
for(i=0;i<players.size;i++)
|
||
|
{
|
||
|
if(players[i] != player && players[i] getcurrentweapon() == "air_support")
|
||
|
{
|
||
|
radio_used= true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(radio_used)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|