1187 lines
No EOL
30 KiB
Text
1187 lines
No EOL
30 KiB
Text
#include maps\_utility;
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#include maps\_anim;
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#include maps\rhi3_utility;
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#using_animtree("generic_human");
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main()
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{
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// setup skiptos
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// to run, try: +set start event1
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add_start( "event1", ::start_event1 );
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add_start( "event2", ::start_event2 );
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add_start( "event3", ::start_event3 );
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add_start( "event4", ::start_event4 );
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default_start( ::opening );
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level.maxfriendlies = 6;
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level.default_goalradius = 512;
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//create threatbias groups for entire map
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createthreatbiasgroup("players");
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createthreatbiasgroup("allies");
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createthreatbiasgroup("enemies");
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createthreatbiasgroup("actors");
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createthreatbiasgroup("redshirts");
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precache_items();
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//load vehicle models
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//maps\_aircraft::main("vehicle_stuka_flying", "stuka");
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maps\_stuka::main( "vehicle_stuka_flying" );
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maps\rhi3_fx::main();
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maps\_load::main();
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maps\rhi3_anim::main();
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maps\rhi3_amb::main();
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maps\rhi3_status::main();
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//wait_for_first_player();
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//callback setup
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init_callbacks();
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init_heroes();
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init_threatbiasgroups();
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}
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precache_items()
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{
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level.obj1_string = &"RHI3_OBJECTIVE1"; // Enter Dock
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level.obj2_string = &"RHI3_OBJECTIVE2"; // secure dock
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level.obj3_string = &"RHI3_OBJECTIVE3"; // Enter Sub Pen
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level.obj4_string = &"RHI3_OBJECTIVE4"; // Secure Sub Pen
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level.obj5_string = &"RHI3_OBJECTIVE5"; // Blow Up Sub
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level.obj6_string = &"RHI3_OBJECTIVE6"; // Go To Flak
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level.obj7A_string = &"RHI3_OBJECTIVE7A"; // Set charges 3/3 left
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level.obj7B_string = &"RHI3_OBJECTIVE7B"; // 2/3 left
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level.obj7C_string = &"RHI3_OBJECTIVE7C"; // 1/3 left
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level.obj7D_string = &"RHI3_OBJECTIVE7D"; // done
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level.obj8_string = &"RHI3_OBJECTIVE8"; // use Elevator
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level.obj9_string = &"RHI3_OBJECTIVE9"; // Set last charge
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level.obj10_string = &"RHI3_OBJECTIVE10"; // escape
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precacheModel("tag_origin"); // to lock player in elevator (not currently used)
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}
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init_callbacks()
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{
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level thread onPlayerConnect();
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}
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init_heroes()
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{
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//-- currently the only guys in magic bulletshield are targetname: sgt / hero_a
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level.sgt = getent("sgt", "targetname");
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level.sgt.name = "sgt";
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level.wilkins = getent("hero_a", "targetname");
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level.wilkins.name = "wilkins";
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level.heroes = [];
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level.heroes[0] = level.sgt;
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level.heroes[1] = level.wilkins;
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for(i=0; i<level.heroes.size; i++)
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{
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level.heroes[i] thread magic_bullet_shield();
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}
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}
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init_threatbiasgroups()
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{
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players = get_players();
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//setup threatbias groups
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for(i=0; i<players.size; i++)
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{
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players[i] setthreatbiasgroup("players");
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}
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setignoremegroup("actors", "players");
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setignoremegroup("actors", "allies");
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setignoremegroup("actors", "enemies");
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setignoremegroup("actors", "redshirts");
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setignoremegroup("players", "actors");
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setignoremegroup("allies", "actors");
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setignoremegroup("redshirts", "actors");
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}
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/////////////////////// Start functions ////////////////////////
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////////////////////////////////////////////////////////////////
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start_event1()
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{
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// Grab the starting point, could be a ent, node, vector, whatever.
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starts = getentarray( "event1_start","targetname" );
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// grab all players
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players = get_players();
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// set up each player, make sure there are four points to start from
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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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}
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// start event1
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level thread event1();
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}
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start_event2()
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{
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// Grab the starting point, could be a ent, node, vector, whatever.
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starts = getentarray( "event2_start","targetname" );
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// grab all players
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players = get_players();
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// set up each player, make sure there are four points to start from
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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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}
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finish_event1_objectives();
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// start event2
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level thread event2();
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}
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start_event3()
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{
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// Grab the starting point, could be a ent, node, vector, whatever.
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starts = getentarray( "event3_start","targetname" );
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// grab all players
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players = get_players();
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// set up each player, make sure there are four points to start from
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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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}
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finish_event1_objectives();
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finish_event2_objectives();
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init_friendlychain();
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level thread event3_teleport_friendlies();
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// start event3
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level thread event3();
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}
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start_event4()
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{
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// Grab the starting point, could be a ent, node, vector, whatever.
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starts = getentarray( "event4_start","targetname" );
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// grab all players
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players = get_players();
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// set up each player, make sure there are four points to start from
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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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}
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finish_event1_objectives();
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finish_event2_objectives();
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finish_event3_objectives();
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init_friendlychain();
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// start event3
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level thread event4();
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}
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event3_teleport_friendlies()
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{
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wait( 3 );
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// teleport friendlies first
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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( players[i].origin + ( 0, 0, -597 ) );
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}
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wait( 1 );
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pos = getentarray( "event3_teleport", "targetname" );
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friendlies = getaiarray( "allies" );
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for( i = 0; i < friendlies.size; i++ )
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{
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if( i < pos.size )
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{
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friendlies[i] teleport( pos[i].origin, pos[i].angles );
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}
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}
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for( i = 0; i < players.size; i++ )
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{
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players[i] setOrigin( players[i].origin + ( 0, 0, 597 ) );
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}
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}
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////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////
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opening()
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{
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// Setup some ambient fx
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level thread flak_tracers();
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// TODO: Set up level to start from default player_start
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// Opening scripting:
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level waittill ("introscreen_complete");
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// TODO: Need to put in the actual cutscene
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maps\_camsys::playback_scene("intro");
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// Other Setup
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init_friendlychain();
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level thread event1();
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}
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flak_tracers()
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{
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tracer_origins = getentarray( "flak_tracer", "targetname" );
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assertex( tracer_origins.size > 0, "There are this many tracer origins: " + tracer_origins.size);
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for( i = 0; i < tracer_origins.size; i++ )
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{
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tracer_origins[i] thread aa_tracer_loop();
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}
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}
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aa_tracer_loop()
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{
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level endon( "aa_fireloop_end" );
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interval_min = 9;
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interval_max = 10;
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fxOrigin = self.origin;
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while( 1 )
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{
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//playfx ( level.flak_tracer, fxOrigin + ( 100, 0, 0 ), anglestoforward( self.angles ), anglestoup( self.angles ) );
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//playfx ( level.flak_tracer, fxOrigin + ( 100, 100, 0 ), anglestoforward( self.angles ), anglestoup( self.angles ) );
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//playfx ( level.flak_tracer, fxOrigin + ( 0, 100, 0 ), anglestoforward( self.angles ), anglestoup( self.angles ) );
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playfx ( level.flak_tracer, fxOrigin + ( 0, 0, 0 ), anglestoforward( self.angles ), anglestoup( self.angles ) );
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wait( RandomFloatRange( interval_min, interval_max ) );
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}
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}
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////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////
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event1()
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{
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level thread event1_objectives();
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//-- INITIALIZE PATROLLERS
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level thread event1_init_patrollers();
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//-- Germans watching bombers event
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level thread event1_setup_germans_watching_bombers();
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//-- Setup the crane
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level thread event1_drop_crane_load();
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//movement through event 1 through AI dying, not friendly chains triggers
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// -- temporarily disabled
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// level thread event1_manage_friendlies();
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//level thread switch_to_colors();
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level thread event1_regroup_before_pacing();
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level waittill( "event1_ends" );
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level thread event2();
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}
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event1_init_patrollers()
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{
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level.ev1_patrollers = [];
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level.ev1_patrollers[0] = getent("patroller00", "targetname");
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level.ev1_patrollers[1] = getent("patroller01", "targetname");
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level.ev1_patrollers[2] = getent("patroller02", "targetname");
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for(i=0; i<level.ev1_patrollers.size; i++)
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{
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level.ev1_patrollers[i] thread interrupt_patroller_go_to_node();
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}
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level thread event1_end_patrols();
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}
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event1_end_patrols()
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{
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level endon("actor_damaged");
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getent("patrol_trig", "targetname") waittill("trigger");
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//level waittill("patrol_alert");
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println("PATROLLERS ALERTED!");
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for(i=0; i<level.ev1_patrollers.size; i++)
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{
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level.ev1_patrollers[i] notify("enemy");
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}
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level notify("actor_damaged");
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}
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event1_setup_germans_watching_bombers()
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{
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level thread event1_response_group();
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t_spawn = getent("spawn_bomb_watcher", "targetname");
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//t_spawn notify("trigger");
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t_spawn waittill("trigger");
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wait 1;
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bomb_watcher1 = getent("bombwatcher1", "targetname");
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bomb_watcher2 = getent("bombwatcher2", "targetname");
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bomb_watcher3 = getent("bombwatcher3", "targetname");
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bomb_watcher4 = getent("bombwatcher4", "targetname");
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bomb_watcher5 = getent("bombwatcher5", "targetname");
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watcher_array = [];
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watcher_array[0] = bomb_watcher1;
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watcher_array[1] = bomb_watcher2;
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watcher_array[2] = bomb_watcher3;
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watcher_array[3] = bomb_watcher4;
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watcher_array[4] = bomb_watcher5;
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watcher_array[0].animname = "bombwatcher1";
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watcher_array[1].animname = "bombwatcher2";
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watcher_array[2].animname = "bombwatcher3";
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watcher_array[3].animname = "bombwatcher4";
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watcher_array[4].animname = "bombwatcher5";
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for(i=0; i<watcher_array.size; i++)
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{
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watcher_array[i].ignoreme = true;
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}
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getent("bombwatcher_trig", "targetname") waittill("trigger");
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for(i=0; i<watcher_array.size; i++)
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{
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watcher_array[i] thread waittill_actor_damage();
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watcher_array[i] thread reset_my_group();
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watcher_array[i] thread maps\rhi3_anim::rhi_dialog_and_anim(0);
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}
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}
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waittill_actor_damage()
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{
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//THIS ALSO WILL NOTIFY PATROLLING SOLDIERS TO RESPOND
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level endon("actor_damaged");
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self waittill("damage", dmg);
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for(i=0; i<level.ev1_patrollers.size; i++)
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{
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level.ev1_patrollers[i] notify("enemy");
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}
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level notify("actor_damaged");
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}
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reset_my_group()
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{
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level waittill("actor_damaged");
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self setthreatbiasgroup("enemies");
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self clearanim(%door_kick_in, 0);
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}
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event1_drop_crane_load()
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{
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//-- If the crane latch gets damaged, then it will drop it's package down onto the boat or into the harbor
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// depending on whether or not the boat had already been sunk
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crane_trigger = getent("crane_latch_trig", "targetname");
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crane_package = getent("crane_package", "targetname");
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crane_trigger waittill("trigger");
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//crane_package moveZ(-357.5, 5, 4, 0.1);
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crane_package physicslaunch(crane_package.origin, (0,0,-1));
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}
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event1_response_group()
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{
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response_trigger = getent("ev1_attack_response_trig", "targetname");
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response_trigger endon("trigger");
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level waittill("actor_damaged");
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//wait a few seconds for shouts and then trigger the next spawn
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wait 3;
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response_trigger notify("trigger");
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}
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event1_objectives()
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{
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// enter harbor
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triggered_objective_wait( 1, level.obj1_string, "ev1_obj_harbor", "harbor_reached" );
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// secure harbor
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triggered_objective_wait( 2, level.obj2_string, "ev1_obj_secure", "harbor_secured" );
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level notify( "event1_ends" );
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}
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event1_manage_friendlies()
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{
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first_trig = getent("ev1_attack_response_trig", "targetname");
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first_trig waittill("trigger");
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level thread event1_manage_friendlies_01();
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wait(2);
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on_clear_squad_advance_fc("event1_axis_spawn00", "event1_axis_spawn00_fc", "event1_axis_spawn01_trig", "fc01_start");
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println("FINISHED FIRST GROUP OF ENEMIES, TRIGGERED NEXT WAVE");
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}
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event1_manage_friendlies_01()
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{
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my_trig = getent("event1_axis_spawn01_trig", "script_noteworthy");
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my_trig waittill("trigger");
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wait(2);
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on_clear_squad_advance_fc("event1_axis_spawn01", "event1_axis_spawn01_fc", "event1_axis_spawn02_trig", "fc02_start");
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}
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event1_regroup_before_pacing()
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{
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//-- This watches for the last of the axis to be killed before regrouping
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// the squad before the pacing event, where they walk the curved section
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// of the docks right before the U-Boat Pen.
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last_battle_trigger = getent("ev1_last_battle_trig", "targetname");
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last_battle_trigger waittill("trigger");
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wait 2;
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all_axis = [];
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all_axis = GetAIArray("axis");
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players = get_players();
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for(i=0; i < all_axis.size; i++)
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{
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//-- Delete all of the axis that are farther than 1500 units away from the player
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if(distance(players[0].origin, all_axis[i].origin) > 1500)
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{
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all_axis[i] DoDamage(all_axis[i].health + 100, (0,0,0));
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}
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}
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all_axis = array_removeDead(all_axis);
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if(all_axis.size > 0)
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{
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waittill_dead(all_axis);
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}
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//-- All of the axis are now dead, so regroup and lets start walking
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new_pos = [];
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new_pos = getentarray("pacingstart_pos", "targetname");
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all_ally = [];
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all_ally = getAIArray("allies");
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assertex( new_pos.size >= all_ally.size, "There are not enough spots for the guys!!");
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for(i=0; i<all_ally.size; i++)
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{
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all_ally[i] SetGoalPos(new_pos[i].origin);
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}
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}
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////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////
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event2()
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{
|
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level thread event2_objectives();
|
|
|
|
level waittill( "sub_blows_up" );
|
|
sub_explosion_fx();
|
|
|
|
/*
|
|
// open sub door to outside
|
|
door = getent( "subpen_exit_door", "targetname" );
|
|
door hide();
|
|
door notsolid();
|
|
door connectpaths();
|
|
*/
|
|
level waittill( "reached_flak" );
|
|
level notify( "event2_ends" );
|
|
level thread event3();
|
|
}
|
|
|
|
event2_objectives()
|
|
{
|
|
// enter sub pen
|
|
triggered_objective_wait( 3, level.obj3_string, "ev2_obj_enter", "subpen_entered" );
|
|
|
|
// secure sub pen
|
|
triggered_objective_wait( 4, level.obj4_string, "ev2_obj_secure", "subpen_secured" );
|
|
|
|
// blow up sub
|
|
triggered_objective_wait( 5, level.obj5_string, "ev2_obj_bomb", "trigger_sub" );
|
|
|
|
// delete the explosive charge model
|
|
explosive = getent( "sub_bomb", "targetname" );
|
|
explosive hide();
|
|
explosive delete();
|
|
|
|
level notify( "sub_blows_up" );
|
|
|
|
iprintlnbold( "End of scripting" );
|
|
|
|
wait( 5 );
|
|
|
|
missionsuccess( "rhi3", false );
|
|
|
|
//triggered_objective_wait( 6, level.obj6_string, "ev2_obj_to_flak", "trigger_flak_entrance" );
|
|
//level notify( "reached_flak" );
|
|
}
|
|
|
|
sub_explosion_fx()
|
|
{
|
|
targets = getentarray( "sub_explosion", "targetname" );
|
|
for( i = 0; i < targets.size; i++ )
|
|
{
|
|
playfx ( level.fx_sub_explosion, targets[i].origin );
|
|
radiusdamage( targets[i].origin, 100, 500, 1 );
|
|
wait( randomfloat( 1.0 ) );
|
|
}
|
|
|
|
for( i = 0; i < targets.size; i++ )
|
|
{
|
|
playfx ( level.fx_sub_explosion, targets[i].origin );
|
|
radiusdamage( targets[i].origin, 100, 500, 1 );
|
|
wait( randomfloat( 1.0 ) );
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////
|
|
|
|
event3()
|
|
{
|
|
level.explosive_charges_left = 3;
|
|
|
|
level thread event3_objectives();
|
|
level thread event3_charge_set( "bomb1", "trigger_bomb1", 8 );
|
|
level thread event3_charge_set( "bomb2", "trigger_bomb2", 9 );
|
|
level thread event3_charge_set( "bomb3", "trigger_bomb3", 10 );
|
|
|
|
level thread event3_elevator();
|
|
|
|
level waittill( "last_charge_set" );
|
|
level notify( "event3_ends" );
|
|
level thread event4();
|
|
}
|
|
|
|
|
|
event3_objectives()
|
|
{
|
|
objective_add( 7, "current", level.obj7A_string ); // 3 of 3 left
|
|
// add the 3 sub objectives (hidden)
|
|
bomb1_pos = getent( "ev3_obj_bomb1", "targetname" );
|
|
objective_add( 8, "active", "", bomb1_pos.origin );
|
|
objective_additionalcurrent( 8 );
|
|
bomb2_pos = getent( "ev3_obj_bomb2", "targetname" );
|
|
objective_add( 9, "active", "", bomb2_pos.origin );
|
|
objective_additionalcurrent( 9 );
|
|
bomb3_pos = getent( "ev3_obj_bomb3", "targetname" );
|
|
objective_add( 10, "active", "", bomb3_pos.origin );
|
|
objective_additionalcurrent( 10 );
|
|
|
|
previous_charges = level.explosive_charges_left;
|
|
|
|
while( level.explosive_charges_left > 0 )
|
|
{
|
|
wait( 0.5 );
|
|
|
|
if( previous_charges != level.explosive_charges_left )
|
|
{
|
|
if( level.explosive_charges_left == 2 )
|
|
{
|
|
objective_string( 7, level.obj7B_string );
|
|
}
|
|
else if( level.explosive_charges_left == 1 )
|
|
{
|
|
objective_string( 7, level.obj7C_string );
|
|
}
|
|
previous_charges = level.explosive_charges_left;
|
|
}
|
|
}
|
|
objective_string( 7, level.obj7D_string );
|
|
objective_state( 7, "done" );
|
|
level notify( "all_explosives_set" );
|
|
|
|
level notify( "aa_fireloop_end" );
|
|
|
|
elevator_pos = getent( "ev3_obj_elevator", "targetname" );
|
|
objective_add( 8, "active", level.obj8_string, elevator_pos.origin );
|
|
|
|
// at top of evevator, set another charge
|
|
level waittill( "elevator_finished" );
|
|
objective_state( 8, "done" );
|
|
|
|
ammo_charge = getent( "bomb4", "targetname" );
|
|
ammo_pos = getent( "ev3_obj_bomb4", "targetname" );
|
|
ammo_charge_trigger = getent( "trigger_bomb4", "targetname" );
|
|
objective_add( 9, "active", level.obj9_string, ( 16358, 20345.5, 1407.5 ) );
|
|
ammo_charge_trigger waittill( "trigger" );
|
|
ammo_charge hide();
|
|
ammo_charge delete();
|
|
ammo_charge_trigger delete();
|
|
|
|
level notify( "last_charge_set" );
|
|
objective_state( 9, "done" );
|
|
}
|
|
|
|
event3_charge_set( bomb_string, trigger_string, num )
|
|
{
|
|
bomb = getent( bomb_string, "targetname" );
|
|
trigger = getent( trigger_string, "targetname" );
|
|
|
|
trigger waittill( "trigger" );
|
|
level.explosive_charges_left--;
|
|
bomb hide();
|
|
bomb delete();
|
|
trigger delete();
|
|
|
|
iprintlnbold( "Charge Set" );
|
|
|
|
objective_delete( num );
|
|
}
|
|
|
|
event3_elevator()
|
|
{
|
|
level waittill( "all_explosives_set" );
|
|
|
|
// open elevator door
|
|
first_door = getent( "door_down", "targetname" );
|
|
first_door hide();
|
|
first_door notsolid();
|
|
first_door connectpaths();
|
|
|
|
// wait till all players are inside elevator
|
|
enter_trigger = getent( "elevator_inside", "targetname" );
|
|
while( 1 )
|
|
{
|
|
players = get_players();
|
|
players_in_position = 0;
|
|
for( i = 0; i < players.size; i++ )
|
|
{
|
|
if( players[i] istouching( enter_trigger ) )
|
|
{
|
|
players_in_position++;
|
|
}
|
|
}
|
|
if( players_in_position == players.size )
|
|
{
|
|
break; // all players are inside
|
|
}
|
|
wait( 0.1 );
|
|
}
|
|
|
|
// now kill existing friendlies
|
|
allies = getaiarray( "allies" );
|
|
for( i = 0; i < allies.size; i++ )
|
|
{
|
|
allies[i] delete();
|
|
}
|
|
|
|
// spawn new friendlies
|
|
new_spawner = getent( "new_friends_spawn", "targetname" );
|
|
new_spawner notify( "trigger" );
|
|
wait( 0.1 );
|
|
|
|
// now have sarge go to his control node and wait there
|
|
sarge = getentarray( "new_sarge", "script_noteworthy" );
|
|
level.sarge2 = 0;
|
|
for( i = 0; i < sarge.size; i++ )
|
|
{
|
|
if( isalive( sarge[i] ) )
|
|
{
|
|
sarge[i] thread magic_bullet_shield();
|
|
sarge[i].maxsightdistsqrd = 4;
|
|
sarge[i] clearenemy();
|
|
sarge[i].goalradius = 4;
|
|
sarge_node = getnode( "sarge_door", "targetname" );
|
|
sarge[i] setgoalnode( sarge_node );
|
|
level.sarge2 = sarge[i];
|
|
}
|
|
}
|
|
|
|
// have all other friendlies go to their perspective nodes
|
|
others = getentarray( "new_friends", "script_noteworthy" );
|
|
other_nodes = getnodearray( "others_elevator", "targetname" );
|
|
total_others = 0;
|
|
for( i = 0; i < others.size; i++ )
|
|
{
|
|
if( isalive( others[i] ) )
|
|
{
|
|
total_others++;
|
|
if( total_others <= 3 )
|
|
{
|
|
|
|
others[i].maxsightdistsqrd = 4;
|
|
others[i] clearenemy();
|
|
others[i].goalradius = 4;
|
|
others[i].script_ignoreall = 1;
|
|
|
|
if( total_others == 1 )
|
|
{
|
|
node_to_go = getnode( "others_elevator1", "targetname" );
|
|
others[i] setgoalnode( node_to_go );
|
|
level.other_guy1 = others[i];
|
|
}
|
|
else if( total_others == 2 )
|
|
{
|
|
node_to_go = getnode( "others_elevator2", "targetname" );
|
|
others[i] setgoalnode( node_to_go );
|
|
level.other_guy2 = others[i];
|
|
}
|
|
else
|
|
{
|
|
node_to_go = getnode( "others_elevator3", "targetname" );
|
|
others[i] setgoalnode( node_to_go );
|
|
level.other_guy3 = others[i];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// wait till all others are inside elevator
|
|
while( 1 )
|
|
{
|
|
in_position = 0;
|
|
for( i = 0; i < others.size; i++ )
|
|
{
|
|
if( others[i] istouching( enter_trigger ) )
|
|
{
|
|
in_position++;
|
|
}
|
|
}
|
|
if( in_position == total_others )
|
|
{
|
|
break; // all AIs are inside elevator
|
|
}
|
|
wait( 0.1 );
|
|
}
|
|
|
|
// now have the sarge enter as well
|
|
sarge_node2 = getnode( "sarge_elevator", "targetname" );
|
|
level.sarge2 setgoalnode( sarge_node2 );
|
|
level.sarge2 waittill( "goal" );
|
|
|
|
// setup the elevator
|
|
second_door = getent( "door_up", "targetname" );
|
|
elevator = getent( "elevator", "targetname" );
|
|
displacement = 1125;
|
|
time = 15.0;
|
|
|
|
//level thread elevator_operation( others, enter_trigger, elevator, first_door, second_door, displacement, time );
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////
|
|
|
|
event4()
|
|
{
|
|
level thread event4_objectives();
|
|
|
|
event4_explosions();
|
|
|
|
event4_elevator1();
|
|
|
|
event4_elevator2();
|
|
|
|
exit = getent( "flak_tower_exit", "targetname" );
|
|
exit waittill( "trigger" );
|
|
|
|
level notify( "event4_ends" );
|
|
|
|
missionsuccess( "rhi3", false );
|
|
}
|
|
|
|
event4_explosions()
|
|
{
|
|
// whenever player hits these triggers, create one or more explosions at it's target
|
|
|
|
triggers = getentarray( "ev4_explosion_trigger", "targetname" );
|
|
for( i = 0; i < triggers.size; i++ )
|
|
{
|
|
level thread event4_single_explosion( triggers[i] );
|
|
}
|
|
}
|
|
|
|
event4_single_explosion( trigger )
|
|
{
|
|
trigger waittill( "trigger" );
|
|
|
|
destination_name = trigger.target;
|
|
destinations = getentarray( destination_name, "targetname" );
|
|
|
|
for( i = 0; i < destinations.size; i++ )
|
|
{
|
|
playfx( level.fx_sub_explosion, destinations[i].origin );
|
|
wait( 0.5 );
|
|
playfx( level.fx_sub_explosion, destinations[i].origin );
|
|
wait( 1 );
|
|
}
|
|
}
|
|
|
|
// all friendlies go back to the elevator
|
|
event4_elevator1()
|
|
{
|
|
inside_trigger = getent( "elevator_inside_4f", "targetname" );
|
|
/*
|
|
level.new_guys = getentarray( "goddard2", "targetname" );
|
|
array_removeDead( level.new_guys );
|
|
|
|
// tell AIs to go inside
|
|
target_nodes = getnodearray( "elevator_nodes2", "targetname" );
|
|
for( i = 0; i < target_nodes.size; i++ )
|
|
{
|
|
level.new_guys[i] setgoalnode( target_nodes[i] );
|
|
}
|
|
|
|
// wait till all friendlies are inside
|
|
while( 1 )
|
|
{
|
|
in_position = 0;
|
|
for( i = 0; i < level.new_guys.size; i++ )
|
|
{
|
|
if( level.new_guys[i] istouching( inside_trigger ) )
|
|
{
|
|
in_position++;
|
|
}
|
|
}
|
|
if( in_position == level.new_guys )
|
|
{
|
|
break; // all AIs are inside elevator
|
|
}
|
|
wait( 0.1 );
|
|
}
|
|
*/
|
|
|
|
// now wait for all players
|
|
while( 1 )
|
|
{
|
|
players = get_players();
|
|
players_in_position = 0;
|
|
for( i = 0; i < players.size; i++ )
|
|
{
|
|
if( players[i] istouching( inside_trigger ) )
|
|
{
|
|
players_in_position++;
|
|
}
|
|
}
|
|
if( players_in_position == players.size )
|
|
{
|
|
break; // all players are inside
|
|
}
|
|
wait( 0.1 );
|
|
}
|
|
|
|
// now close door
|
|
door_start = getent( "door_up", "targetname" );
|
|
door_start solid();
|
|
door_start show();
|
|
|
|
// move elevator and people inside, normal speed
|
|
displacement = -150;
|
|
time = 4;
|
|
elevator = getent( "elevator", "targetname" );
|
|
elevator moveTo( elevator.origin + ( 0, 0, displacement ), time, .05, .05);
|
|
wait( time );
|
|
level notify( "move_friendlies" );
|
|
|
|
// now explosion above
|
|
origin_explosion = getent( "elevator_explosion", "targetname" );
|
|
playfx ( level.fx_sub_explosion, origin_explosion.origin );
|
|
|
|
// elevator drops rapidly
|
|
displacement = -465;
|
|
time = 1.5;
|
|
|
|
elevator moveTo( elevator.origin + ( 0, 0, displacement ), time, .05, .05);
|
|
wait( time );
|
|
level notify( "move_friendlies" );
|
|
|
|
// delete all friendlies
|
|
old_friendlies = getaiarray( "allies" );
|
|
array_Delete( old_friendlies );
|
|
|
|
// open next door
|
|
door_3f = getent( "elevator_door_3f", "targetname" );
|
|
door_3f notsolid();
|
|
door_3f hide();
|
|
door_3f connectpaths();
|
|
|
|
spawn_trigger = getent( "3f_spawn", "targetname" );
|
|
spawn_trigger waittill( "trigger" );
|
|
wait( 1 );
|
|
|
|
new_friends = getentarray( "goddard3", "script_noteworthy" );
|
|
for( i = 0; i < new_friends.size; i++ )
|
|
{
|
|
if( isalive( new_friends[i] ) )
|
|
{
|
|
new_friends[i] setgoalentity ( get_players()[0] );
|
|
}
|
|
}
|
|
}
|
|
|
|
event4_elevator2()
|
|
{
|
|
elevator2 = getent( "elevator2", "targetname" );
|
|
elevator2_door = getent( "elevator2_door", "targetname" );
|
|
elevator2_door_bottom = getent( "elevator2_door2", "targetname" );
|
|
elevator2_inside = getent( "elevator2_inside", "targetname" );
|
|
|
|
// open top door
|
|
elevator2_door hide();
|
|
elevator2_door notsolid();
|
|
elevator2_door connectpaths();
|
|
|
|
// wait for all players to enter
|
|
while( 1 )
|
|
{
|
|
players = get_players();
|
|
players_in_position = 0;
|
|
for( i = 0; i < players.size; i++ )
|
|
{
|
|
if( players[i] istouching( elevator2_inside ) )
|
|
{
|
|
players_in_position++;
|
|
}
|
|
}
|
|
if( players_in_position == players.size )
|
|
{
|
|
break; // all players are inside
|
|
}
|
|
wait( 0.1 );
|
|
}
|
|
|
|
// close top door
|
|
elevator2_door show();
|
|
elevator2_door solid();
|
|
elevator2_door disconnectpaths();
|
|
|
|
// kill all allies
|
|
old_friendlies = getaiarray( "allies" );
|
|
array_Delete( old_friendlies );
|
|
|
|
// delete friendly wave
|
|
fw = getent( "1f_fx", "targetname" );
|
|
fw delete();
|
|
|
|
// delete existing chains
|
|
fcs = getentarray( "event3_1f_fc", "targetname" );
|
|
array_Delete( fcs );
|
|
|
|
// move elevator down
|
|
displacement = -915;
|
|
time = 4;
|
|
elevator2 moveTo( elevator2.origin + ( 0, 0, displacement ), time, .05, .05);
|
|
wait( time );
|
|
|
|
// open bottom door
|
|
elevator2_door_bottom hide();
|
|
elevator2_door_bottom notsolid();
|
|
elevator2_door_bottom connectpaths();
|
|
|
|
//link new friendlies to player
|
|
new_friends = getentarray( "goddard4", "script_noteworthy" );
|
|
for( i = 0; i < new_friends.size; i++ )
|
|
{
|
|
if( isalive( new_friends[i] ) )
|
|
{
|
|
new_friends[i] setgoalentity ( get_players()[0] );
|
|
}
|
|
}
|
|
}
|
|
|
|
event4_objectives()
|
|
{
|
|
elevator_target = getent( "ev4_obj1", "targetname" );
|
|
objective_add( 10, "current", level.obj10_string, elevator_target.origin ); // escape
|
|
elevator_trigger = getent( "elevator_inside_4f", "targetname" );
|
|
elevator_trigger waittill( "trigger" );
|
|
|
|
event4_update_escape_objective( "ev4_obj2", "ev4_obj2_trigger" );
|
|
event4_update_escape_objective( "ev4_obj3", "ev4_obj3_trigger" );
|
|
event4_update_escape_objective( "ev4_obj4", "ev4_obj4_trigger" );
|
|
event4_update_escape_objective( "ev4_obj5", "ev4_obj5_trigger" );
|
|
event4_update_escape_objective( "ev4_obj6", "ev4_obj6_trigger" );
|
|
event4_update_escape_objective( "ev4_obj7", "ev4_obj7_trigger" );
|
|
|
|
target_pos = getent( "ev4_obj8", "targetname" );
|
|
objective_position( 10, target_pos.origin );
|
|
|
|
level waittill( "event4_ends" );
|
|
objective_state( 10, "done" );
|
|
}
|
|
|
|
event4_update_escape_objective( next_position, next_trigger )
|
|
{
|
|
target_pos = getent( "ev4_obj1", "targetname" );
|
|
objective_position( 10, target_pos.origin );
|
|
target_trigger = getent( next_trigger, "targetname" );
|
|
target_trigger waittill( "trigger" );
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////
|
|
|
|
init_friendlychain()
|
|
{
|
|
// first node on the friendlychain
|
|
node = getnode("fc_start", "targetname" );
|
|
|
|
// set the friendlychain on the player
|
|
get_players()[0] setfriendlychain( node );
|
|
|
|
//put guys on the squad
|
|
guys = getentarray( "friendly_guy", "script_noteworthy" );
|
|
for( i = 0; i < guys.size; i++ )
|
|
{
|
|
guys[i] setgoalentity ( get_players()[0] );
|
|
}
|
|
}
|
|
|
|
// add an objective, using given script_origin for positioning
|
|
// when specified trigger is hit, the objective is completed
|
|
triggered_objective_wait( num, obj_string, origin_name, trigger_name )
|
|
{
|
|
obj_target = getent( origin_name, "targetname" );
|
|
obj_trigger = getent( trigger_name, "targetname" );
|
|
|
|
objective_add( num, "current", obj_string, obj_target.origin );
|
|
obj_trigger waittill( "trigger" );
|
|
objective_state( num, "done" );
|
|
|
|
level notify( "objective_complete" );
|
|
}
|
|
|
|
finish_event1_objectives()
|
|
{
|
|
|
|
}
|
|
|
|
finish_event2_objectives()
|
|
{
|
|
|
|
}
|
|
|
|
finish_event3_objectives()
|
|
{
|
|
|
|
}
|
|
|
|
onPlayerConnect()
|
|
{
|
|
for(;;)
|
|
{
|
|
level waittill("connecting", player);
|
|
|
|
player thread onPlayerDisconnect();
|
|
player thread onPlayerSpawned();
|
|
player thread onPlayerKilled();
|
|
|
|
// put any calls here that you want to happen when the player connects to the game
|
|
println("Player connected to game.");
|
|
|
|
//player setthreatbiasgroup("players");
|
|
}
|
|
}
|
|
|
|
onPlayerDisconnect()
|
|
{
|
|
self waittill("disconnect");
|
|
|
|
// put any calls here that you want to happen when the player disconnects from the game
|
|
// this is a good place to do any clean up you need to do
|
|
println("Player disconnected from the game.");
|
|
}
|
|
|
|
onPlayerSpawned()
|
|
{
|
|
self endon("disconnect");
|
|
|
|
for(;;)
|
|
{
|
|
self waittill("spawned_player");
|
|
|
|
// put any calls here that you want to happen when the player spawns
|
|
// this will happen every time the player spawns
|
|
println("Player spawned in to game at " + self.origin);
|
|
}
|
|
}
|
|
|
|
onPlayerKilled()
|
|
{
|
|
self endon("disconnect");
|
|
|
|
for(;;)
|
|
{
|
|
self waittill("killed_player");
|
|
|
|
// put any calls here that you want to happen when the player gets killed
|
|
println("Player killed at " + self.origin);
|
|
|
|
}
|
|
} |