140 lines
3.7 KiB
Text
140 lines
3.7 KiB
Text
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//
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// file: rhi2_event_bridge.gsc
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// description: bridge event script for rhineland2
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// scripter: slayback
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//
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#include maps\_utility;
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#include common_scripts\utility;
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#include maps\rhi2;
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#include maps\rhi2_event_sweep;
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#include maps\rhi2_util;
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// --- STARTS ---
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// normal map start
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event_bridge_start()
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{
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SetDvar( "introscreen", "0" );
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objectives_skip( 5 );
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// cutscene is already done
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flag_set( "midlevel_igc_done" );
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// spawn the MG guys
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GetEnt( "trig_aispawners_mgGuys", "targetname" ) notify( "trigger" );
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// spawn the nashorn
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GetEnt( "trig_vehiclespawner_nashorn", "targetname" ) notify( "trigger" );
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warp_players( "struct_bridge_start", "targetname" );
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warp_friendlies( "struct_bridge_start_friends", "targetname" );
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// set up the radioman & convoy
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radioman_setup();
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convoy_setup();
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level thread event_bridge_setup( true );
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}
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event_bridge_setup( skippedTo )
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{
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flag_clear( "convoy_crossbridge" );
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flag_clear( "bridge_mgnest_destroyed" );
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level thread event_bridge_mgnest();
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level thread rocketmen_init( "trig_spawner_bridge_rocketgroup1", "rocketman_bridge", "convoy_crossbridge" );
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// kick off the event action
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level thread event_bridge_action();
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level thread convoy_movement_bridge( skippedTo );
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}
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event_bridge_action()
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{
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flag_wait( "midlevel_igc_done" );
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set_objective( 6 );
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set_friendlychain( "node_bridge_fc1" );
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trigger_wait( "trig_bridge_nashornRetreat", "targetname" );
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iprintlnbold( "look, the Nashorn is retreating!" );
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wait( 7 );
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iprintlnbold( "clear the rest of the rocket guys..." );
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iprintlnbold( "...and call up the convoy when it's clear!" );
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// radioman ready for use again
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thread radioman_think();
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thread objective_follow_ent( 6, level.radioman );
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level waittill( "radioman_used" );
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level notify( "stop_radioman_think" );
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level notify( "objective_stop_following_ent" );
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objective_state( 6, "done" );
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flag_set( "convoy_crossbridge" );
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// wait for tank to cross bridge
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flag_wait( "bridge_mgnest_destroyed" );
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// send control to next event
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iprintlnbold( "MG nest destroyed, path opened!" );
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level thread maps\rhi2_event_church::event_church_setup();
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}
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convoy_movement_bridge( skippedTo )
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{
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if( IsDefined( skippedTo ) && skippedTo )
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{
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// HACK figure out what _vehicle does when the trigger is hit that
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// is different from just calling vehicle_paths(). some setup maybe?
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GetEnt( "trig_convoy_move1", "targetname" ) notify( "trigger" );
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}
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tank1 = GetEnt( "vehicle_convoy_tank1", "targetname" );
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tank2 = GetEnt( "vehicle_convoy_tank2", "targetname" );
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node1 = GetVehicleNode( "vnode_convoy_tank1_crossbridge_pathStart", "targetname" );
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node2 = GetVehicleNode( "vnode_convoy_tank2_crossbridge_pathStart", "targetname" );
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tank1 AttachPath( node1 );
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tank2 AttachPath( node2 );
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tank1 SetSpeed( 0, 1000 );
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tank2 SetSpeed( 0, 1000 );
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flag_wait( "convoy_crossbridge" );
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tank1 SetSpeed( 9, 10 );
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tank1 thread maps\_vehicle::vehicle_paths( node1 );
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tank2 SetSpeed( 9, 10 );
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tank2 thread maps\_vehicle::vehicle_paths( node2 );
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tank1 waittill( "reached_end_node" );
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tank1 convoy_movement_destroy_mgnest();
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}
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// self = the tank
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convoy_movement_destroy_mgnest()
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{
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// destroy MG nest!
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mgnest = GetEnt( "bridge_pillbox", "targetname" );
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mgnest ConnectPaths();
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mgnest Delete();
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flag_set( "bridge_mgnest_destroyed" );
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}
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event_bridge_mgnest()
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{
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wait( 1 );
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ais = get_ai_group_ai( "ai_bridge_mgnest" );
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ASSERTEX( IsDefined( ais ) && ais.size > 0, "Couldn't find mgnest AI!" );
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ASSERTEX( ais.size == 1, "Found too many mgnest AIs!" );
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gunner = ais[0];
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gunner.suppressionwait = 0;
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gunner.health = 10000;
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}
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