cod5-sdk/raw/maps/sniper_event4.gsc
2009-04-10 00:00:00 +00:00

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#include maps\_utility;
#include common_scripts\utility;
#include maps\_anim;
#include maps\_vehicle;
#include maps\sniper_stealth_logic;
#include maps\sniper;
#include maps\_music;
#include maps\sniper_event1;
event4_start()
{
level thread player_fires();
spot = getstruct("reznov_laugh_node", "targetname");
spot thread anim_single_solo(level.hero, "reznov_cheer");
thread aicount();
squad = [];
spawners = getentarray("dudeguys", "targetname");
for (i=0; i < spawners.size;i++)
{
squad[i] = spawners[i] stalingradspawn();
}
level.hero = getent("sniper_hero", "script_noteworthy");
players = get_players();
event4_players_start = getstructarray("event4_player_start", "targetname");
for (i=0; i < players.size; i++)
{
players[i] setOrigin(event4_players_start[i].origin+(0,0,-10000) );
players[i] setplayerangles( event4_players_start[i].angles);
}
wait 0.1;
hero_start_spot = getstruct("e4_herostart", "targetname");
level.hero teleport(hero_start_spot.origin, hero_start_spot.angles);
wait 0.1;
for (i=0; i < players.size; i++)
{
players[i] setOrigin(event4_players_start[i].origin);
players[i] setplayerangles( event4_players_start[i].angles);
}
spots = getstructarray("e4_squad_start_spots", "targetname");
wait 0.5;
for (i=0; i < spots.size; i++)
{
squad[i] teleport(spots[i].origin, spots[i].angles);
}
guys = getentarray("wounded_fountain_guys", "script_noteworthy");
for (i=0; i < guys.size; i++)
{
guys[i] delete();
}
VisionSetNaked("Sniper_default",1);
get_players()[0] giveweapon("mosin_rifle_scoped");
get_players()[0] SwitchToWeapon( "mosin_rifle_scoped" );
//level.hero allowedstances("stand","crouch");
level.hero.ignoreall = true;
//getent("snipe_officer_chain", "targetname") notify ("trigger");
level notify ("event4_started");
getent("russians_last_chain", "script_noteworthy") notify ("trigger");
players = get_players();
array_thread(players, ::player_fires);
thread spawn_officer();
level notify ("event2_started");
}
event5_skipto()
{
level.hero = getent("sniper_hero", "script_noteworthy");
players = get_players();
event4_players_start = getstructarray("event4_player_start", "targetname");
for (i=0; i < players.size; i++)
{
players[i] setOrigin(event4_players_start[i].origin+(0,0,-10000) );
players[i] setplayerangles( event4_players_start[i].angles);
}
wait 0.1;
hero_start_spot = getstruct("e4_herostart", "targetname");
level.hero teleport(hero_start_spot.origin, hero_start_spot.angles);
wait 0.1;
for (i=0; i < players.size; i++)
{
players[i] setOrigin(event4_players_start[i].origin);
players[i] setplayerangles( event4_players_start[i].angles);
}
VisionSetNaked("Sniper_default",1);
get_players()[0] giveweapon("mosin_rifle_scoped");
get_players()[0] SwitchToWeapon( "mosin_rifle_scoped" );
level.hero enable_ai_color();
wait 5;
level notify ("event2_started");
event5_start();
}
event4_setup()
{
level thread say_dialogue("when_our_comrades");
level thread say_dialogue("cut_off");
//TUEY Set music state to CLEAR_ESCAPE
setmusicstate("CLEAR_ESCAPE");
objective_controller(7);
getent("sarge_at_doore4door_chain", "script_noteworthy") notify ("trigger");
wait 0.1;
open_factory_door();
level notify ("event4_started");
getent("e4_cqb_guys", "target") waittill ("trigger");
//TUEY Set music state to SURPRISED_AGAIN
setmusicstate("SURPRISED_AGAIN");
level thread sarge_cqb_control();
wait 2;
maps\_spawner::kill_spawnernum(33);
thread spawn_officer();
}
sarge_cqb_control()
{
waittill_aigroupcleared("e4_cqb_guys_1");
getent("e4_cqb1_dead", "script_noteworthy") delete();
waittill_aigroupcleared("e4_cqb_guys_2");
wait 1.5;
level thread say_dialogue("perfect_spot");
//TUEY Set Music State to CLEAR_ESCAPE
setmusicstate("VANTAGE_POINT");
getent("e4_cqb2_dead", "script_noteworthy") notify ("trigger");
level.player thread player_fires();
level.hero solo_set_pacifist(true);
level.hero.ignoreall = true;
level.hero.ignoreme = true;
}
player_fires()
{
createthreatbiasgroup("badguys");
createthreatbiasgroup("player");
createthreatbiasgroup("hero");
level.hero setthreatbiasgroup("hero");
players = get_players();
for (i=0; i < players.size; i++)
{
players[i].ignoreme = true;
players[i] setthreatbiasgroup("player");
}
while(1)
{
self waittill( "action_notify_attack" );
if (self isfiring() || flag("player_fired_in_e4") )
{
break;
}
wait 0.05;
}
flag_set("reznov_perch_speech1");
level.hero solo_set_pacifist(false);
level notify ("player_shot");
guys = getaiarray("axis");
flag_set("player_fired_in_e4");
for (i=0; i < guys.size; i++)
{
if ( (isdefined(guys[i].script_noteworthy) && guys[i].script_noteworthy == "officer2" )
|| (isdefined(guys[i].script_noteworthy) && guys[i].script_noteworthy == "vehicle_riders")
|| (isdefined(guys[i].script_noteworthy) && guys[i].script_noteworthy == "officer_driver")
|| (isdefined(guys[i].script_noteworthy) && guys[i].script_noteworthy == "bodyguard")
|| (isdefined(guys[i].script_noteworthy) && guys[i].script_noteworthy == "officers_sniper")
|| (isdefined(guys[i].script_noteworthy) && guys[i].script_noteworthy == "lead_bodyguard") )
{
continue;
}
else
{
guys[i] solo_set_pacifist(false);
guys[i] setthreatbiasgroup("badguys");
guys[i].goalradius = 2400;
}
}
players[0].ignoreme = false;
setthreatbias("badguys", "player", 10000);
setthreatbias("player", "badguys", 10000);
setthreatbias("player", "badguys", 10000);
level.hero.pacifist = false;
level.hero.ignoreall = false;
level.hero.ignoreme = false;
}
hold_fire_chat()
{
level thread battlechatter_off("allies");
level thread say_dialogue("hold_fire");
level thread say_dialogue("too_close_to_amsel");
level thread say_dialogue("nothing_wecando");
level thread say_dialogue("sacrafice");
level thread say_dialogue("amsels_death", "reznov_perch_speech1");
flag_wait("reznov_perch_speech1");
if (flag("player_fired_in_e4"))
{
russian_diary_event("good");
level.hero stopanimscripted();
level notify ("stop_talking");
wait 0.05;
level thread say_dialogue("u_fool", undefined, 0.5);
wait 2;
level thread say_dialogue("still_die", undefined, 1);
}
else
{
russian_diary_event("evil");
}
level thread say_dialogue("building_wit_flags");
waittillframeend;
level thread say_dialogue("amsel_soon_insights");
waittillframeend;
level thread say_dialogue("battle_will_flush");
}
spawn_officer()
{
getent("officer_entourage", "target") waittill ("trigger");
level thread close_e3_door();
level thread maps\_utility::autosave_by_name( "officer_wait" );
level.hero.pacifist = true;
level.hero.ignoreall = true;
level.hero.ignoreme = true;
wait 1;
level thread hold_fire_chat();
level thread tank_on_friendlies();
level waittill ("enemies_charge_allies");
wait 5;
level thread maps\_utility::autosave_by_name( "officer_spawned" );
wait 4;
getent("spawn_officer", "targetname") notify ("trigger");
//TUEY Set Music State to AMSEL_IS_DOOMED
setmusicstate("AMSEL_IS_DOOMED");
wait 1;
level notify ("stop_talking");
objective_controller(8);
wait 0.05;
level thread say_dialogue("coward_there");
waittillframeend;
level thread say_dialogue("hes_not_alone", undefined, 0.5);
waittillframeend;
level thread say_dialogue("put_bullet_in_bodyguard");
}
close_e3_door()
{
door = getent("factory_door", "targetname");
door rotateyaw( 120, 0.4, 0.3, .1 );
door disconnectpaths();
}
horch_come()
{
horch = getent("horch", "targetname");
trig1 = getent("back_right_tire_trig", "targetname");
trig2 = getent("front_right_tire_trig", "targetname");
thread wheels_shot(trig2);
thread wheels_shot(trig1);
flag_wait("officer_rdy_4_car");
getent("more_vehicles_come", "targetname") notify ("trigger");
}
driver_shot()
{
level endon ("officer_shot_incar");
horch = getent("horch", "targetname");
level endon ("tires_shot");
level.driver.animname = "driver";
level.officer endon ("death");
thread car_getaway();
level.driver waittill ("damage");
horch notify ("stoploop_driver");
level notify ("driver_dead");
horch setspeed(0,5,5);
level.driver stopanimscripted();
flag_set("driver_dead");
level notify ("driver_shot");
horch anim_single_solo(level.driver, "driver_death");
horch notify ("stoploop_driver");
horch thread anim_loop_solo(level.driver, "driver_death_loop", undefined, "death");
level.driver.health = 999999999;
//evel.driver dodamage(level.driver.health*2, (0,0,0) );
wait 2.5;
level.officer thread officer_last_run();
}
driver_wave()
{
if ( flag("driver_dead") )
{
return;
}
level endon("driver_dead");
horch = getent("horch", "targetname");
level.driver.animname = "driver";
tag = "tag_driver";
level.driver.animname = "driver";
horch notify ("stoploop_driver");
horch.animname = "horch";
horch anim_reach_solo(level.driver, "horch_getin", tag, horch);
horch thread anim_single_solo(horch, "amsel_in");
horch anim_single_solo(level.driver, "horch_getin", tag, horch);
horch thread anim_loop_solo(level.driver, "driver_under_fire", tag, "stoploop_driver", horch);
}
drag_trig_with_wheel(spot)
{
level endon ("officer_shot_incar");
level.officer endon ("death");
while(1)
{
self.origin = spot.origin;
wait 0.05;
}
}
wheels_shot(wheel)
{
level endon ("officer_shot_incar");
level.officer endon ("death");
level endon("driver_dead");
horch = getent("horch", "targetname");
wheelorg = spawn ("script_origin", wheel.origin);
wheelorg linkto(horch);
wheel thread drag_trig_with_wheel(wheelorg);
wheel waittill ("damage");
if (!flag("1_wheel_shot"))
{
flag_set("1_wheel_shot");
horch setspeed(5,5,5);
if (wheel.targetname == "front_right_tire_trig")
{
horch.animname = "horch";
horch anim_single_solo(horch, "flat_front");
}
else
{
horch.animname = "horch";
horch anim_single_solo(horch, "flat_back");
}
}
else
{
flag_set("2_wheel_shot");
level notify ("tires_shot");
horch setspeed(0,5,5);
wait 2.5;
level.officer thread officer_last_run();
}
}
tank_shoot_while_backing()
{
wait 1;
tank = getent("tank_near_officer", "targetname");
spot = getstructent("douchespot", "targetname");
spot.origin = spot.origin +(0,0,30);
wait 3;
tank setturrettargetent(spot);
wait 3;
tank fireweapon();
spot2 = getstructent("douchespot2", "targetname");
spot2.origin = spot2.origin +(0,0,30);
wait 3;
tank setturrettargetent(spot2);
wait 3;
tank fireweapon();
}
officer_run()
{
level thread pistol_achievement_check();
level thread event4_damage_control();
level endon ("officer_shot_incar");
chance = randomint(100);
if (level.difficulty > 2)
{
level thread maps\_utility::autosave_by_name( "general_hiding" );
}
level.hero.pacifist = true;
level.hero.ignoreall = true;
level.hero.ignoreme = true;
level thread wait_and_clearflag(5, "can_save");
//level.officer set_force_cover("hide");
BadPlacesEnable(0);
level.officer endon ("death");
node = getnode("officer_end_goal", "targetname");
level.officer.animname = "officer";
foundnode = 0;
talked = 0;
lastnode = undefined;
//level.officer thread officer_run_cycles();
for (i=1; i < 6; i++)
{
if (level.difficulty == 1)
{
level.officer set_run_anim("run_cautious");
}
else if (level.difficulty ==2)
{
toss = randomint(100);
if ( toss < 22)
{
level.officer set_run_anim("run_quickly");
}
else if (toss < 60)
{
level.officer set_run_anim("run_cautious");
}
else if (toss < 101)
{
level.officer set_run_anim("run_away");
}
}
else if (level.difficulty > 2)
{
level.officer set_run_anim("run_quickly");
}
node = getnode("officer_runto_node_"+i, "targetname");
if (node.origin[1] - level.officer.origin[1] > 150 || foundnode ==1 || i==5)
{
talked++;
if (i==1)
{
}
if (i==2)
{
self.health = level.difficulty * 90;
if (cointoss())
level thread say_dialogue("hide_tank");
else
level thread say_dialogue("hide_tank2");
}
if (i==3)
{
flag_set("player_fired_in_e4");
setignoremegroup("badguys", "hero");
setignoremegroup("hero", "badguys");
level.player notify ("action_notify_attack");
getent("cover_officer_inmid_guys", "script_noteworthy") notify ("trigger");
}
if (i==4)
{
level thread say_dialogue("hide_flak");
}
if (i ==5)
{
getent("cover_officer_onfoot_guys", "script_noteworthy") notify ("trigger");
getent("e4_horch_come_trig", "targetname") thread wait_and_notify (5, "trigger");
}
foundnode = 1;
flag_waitopen("officers_sniper_running");
wait randomintrange(4,8);
if (isdefined(lastnode))
{
lastnode notify ("stoploop");
}
flag_set("officer_running");
if (i==4)
{
level.officer setgoalnode(node);
level.officer waittill ("goal");
level.officer allowedstances("crouch");
}
else
{
if (i==2)
{
level notify ("wave_ansel");
}
//if (isdefined(lastnode))
//{
// lastnode thread anim_single_solo(level.officer, "cover_run");
// wait 1;
// level.officer stopanimscripted();
//}
chance = randomint(100);
if (i >1 && chance > 75 && level.difficulty < 3 && !isdefined(level.e5saidrunning) )
{
level thread say_dialogue("hes_running");
level.e5saidrunning = 1;
}
else if (i >1 && chance > 50 && level.difficulty < 3 && !isdefined(level.e5saidonmove))
{
level thread say_dialogue("hes_on_move");
level.e5saidonmove = 1;
}
else if (i >1 && chance > 25 && level.difficulty < 3 && !isdefined(level.e5saidamrun))
{
level thread say_dialogue("amsel_running");
level.e5saidamrun = 1;
}
level.officer allowedstances("stand", "crouch", "prone");
level.officer setgoalnode(node);
level.officer waittill ("goal");
//node anim_reach_solo(level.officer, "run_cover");
//node anim_single_solo(level.officer, "run_cover");
}
flag_clear("officer_running");
if (i==2)
{
tank = getent("tank_near_officer", "targetname");
thread tank_shoot_while_backing();
tank setspeed(3,1,1);
if (cointoss())
level thread say_dialogue("hide_truck", undefined, 1);
else
level thread say_dialogue("hide_truck2", undefined, 1);
if (isdefined(level.officers_sniper) && isalive(level.officers_sniper))
{
level thread say_dialogue("kill_bodyguard");
}
}
level.officer.animname = "officer";
//node thread anim_loop_solo(level.officer,"crouchhide", undefined, "stoploop");
lastnode = node;
if (i!=1)
{
level notify ("officers_sniper_move");
}
}
}
//level thread say_dialogue("behind_car");
node = getnode("officer_to_horch_node", "targetname");
flag_wait("car_ready_4_officer");
lastnode notify ("stoploop");
flag_set("officer_running");
if (flag("driver_dead"))
{
level thread officer_last_run();
return;
}
tag = "tag_passenger4";
horch = getent("horch", "targetname");
org = horch gettagorigin(tag);
spot = spawn("script_origin", org);
spot linkto(horch, tag);
self linkto(horch, tag,(0,0,0), (0,0,0));
animtime = getanimlength(level.scr_anim["officer"]["horch_getin"]);
spot thread anim_single_solo(level.officer, "horch_getin", tag, horch);
level thread driver_wave();
//level.officer.deathanim = level.scr_anim["officer"][ "horch_deathloop" ];
level.officer setgoalnode(node);
wait 1;
level thread say_dialogue("getting_into_car");
if (flag("driver_dead"))
{
level.officer stopanimscripted();
level.officer unlink();
level thread officer_last_run();
return;
}
flag_set("officer_rdy_4_car");
wait animtime - 6;
if (flag("driver_dead"))
{
level.officer stopanimscripted();
level.officer unlink();
level thread officer_last_run();
return;
}
level notify ("officer_incar");
//self thread anim_single_solo(self, "ride");
self.health = 100;
horch resumespeed(10);
level thread say_dialogue("shoot_driver");
flag_set("officer_isincar");
wait 5;
if (flag("driver_dead"))
{
level.officer stopanimscripted();
level.officer unlink();
level thread officer_last_run();
return;
}
horch thread anim_loop_solo(self, "oficer_ride_back", tag, "stoploop", horch);
level thread officer_ride();
}
officers_sniper_run()
{
flag_set("officers_sniper_onu");
level.officers_sniper endon ("death");
self.health = level.difficulty * 110;
node = getnode("officer_end_goal", "targetname");
foundnode = 0;
shootside = 0;
for (i=1; i < 5; i++)
{
node = getnode("officers_sniper_node"+i, "targetname");
shootside = 1;
if (i==2 )
{
shootside = 2;
}
if (i ==3)
{
shootside = 2;
}
flag_set("officers_sniper_running");
if (isdefined(level.officers_sniper.animspot) )
{
level.officers_sniper.animspot notify ("stoploop");
level.officers_sniper.animspot delete();
}
self setgoalnode(node);
self waittill ("goal");
//self enable_pain();
self.health = 200;
flag_clear("officers_sniper_running");
officers_sniper_snipeu(shootside, node);
}
officers_sniper_snipeu(shootside, node);
}
fake_notetrack(guy, time)
{
guy endon ("death");
wait time;
level thread maps\sniper_anim::notify_sniperfire(guy);
}
officers_sniper_snipeu(side, node)
{
if (isdefined(level.officers_sniper.animspot) )
{
level.officers_sniper.animspot notify ("stoploop");
level.officers_sniper.animspot delete();
}
loopanim = undefined;
level.officers_sniper endon ("death");
level endon ("officers_sniper_move");
myanim = undefined;
shoottime = undefined;
if (side ==1)
{
level.officers_sniper.animname = "officers_sniper";
myanim = "shoot_l";
loopanim = "loop_l";
shoottime = 2;
}
else if (side ==2)
{
level.officers_sniper.animname = "officers_sniper";
myanim = "shoot_r";
loopanim = "loop_r";
shoottime = 1.5;
}
shotanimname = level.officers_sniper.animname;
animspot = spawn("script_origin", node.origin+(0,0,8.865));
level.officers_sniper.animspot = animspot;
animspot.angles = node.angles;
animspot anim_reach_solo(level.officers_sniper,myanim);
animspot delete();
while(1)
{
animspot = spawn("script_origin", node.origin+(0,0,8.865));
level.officers_sniper.animspot = animspot;
animspot.angles = node.angles;
level.officers_sniper.animname = "officers_sniper";
animspot thread anim_loop_solo(level.officers_sniper, loopanim, undefined, "stoploop");
flag_wait("officer_running");
animspot notify ("stoploop");
level.officers_sniper.animname = shotanimname;
level thread fake_notetrack(level.officers_sniper, shoottime);
animspot anim_single_solo(level.officers_sniper,myanim);
level.officers_sniper.animname = "officers_sniper";
animspot thread anim_loop_solo(level.officers_sniper, loopanim, undefined, "stoploop");
wait randomfloat(0.4);
animspot notify ("stoploop");
animspot delete();
}
}
officer_death()
{
level endon ("officer_running");
level.officer waittill ("damage");
level notify ("officer_shot_incar");
horch = getent("horch", "targetname");
//horch setspeed (0,10,10);
tag = "tag_passenger4";
org = horch gettagorigin(tag);
ang = horch gettagangles(tag);
spot = spawn ("script_origin", org+(-30,100,0) );
spot.angles = ang;
level.officer unlink();
level.officer linkto (spot);
spot moveto (spot.origin+(-200, 100,-25), 1);
//level.officer unlink();
horch.animname = "horch";
flag_set("did_officer_timescale");
//TUEY Set Music State to AMSEL_IS_DEAD
setmusicstate("AMSEL_IS_DEAD");
level notify ("stop_talking");
herospot = getstruct("reznov_laugh_node", "targetname");
herospot thread anim_single_solo(level.hero, "reznov_cheer");
level thread do_death_timescale();
//horch thread anim_single_solo(horch, "amsel_death");
//level.officer anim_single_solo(level.officer, "horch_death");
//level.officer startragdoll();
//wait 0.05;
//level.officer unlink();
level.officer.deathanim = level.scr_anim["officer"][ "horch_death" ];
level.officer.health = 50;
level.officer dodamage(level.officer.health*10, (level.player.origin) );
}
officer_ride()
{
level endon ("officer_shot_incar");
level endon ("officer_running");
level thread officer_death();
horch = getent("horch", "targetname");
level endon ("officer_running");
level.officer endon ("death");
level.officer.health = 5000;
myanims = [];
myanims[0] = "horch_lookback";
myanims[1] = "horch_wave1";
myanims[2] = "horch_wave2";
tag = "tag_passenger4";
while(1)
{
wait randomintrange(2,5);
horch notify("stoploop");
level.officer.animname = "officer";
horch anim_single_solo(level.officer, myanims[randomint(myanims.size)], tag, horch );
horch thread anim_loop_solo(level.officer, "oficer_ride_back", tag, "stoploop", horch);
}
}
clear_on_snipers_death()
{
level.officers_sniper waittill ("death");
flag_clear("officers_sniper_running");
}
officer_last_run()
{
if (flag("officer_last_run") || flag("amsel_dead") )
{
return;
}
flag_set("officer_last_run");
level notify ("officer_running");
level.officer.health = level.difficulty * 70;
level.officer endon ("death");
horch = getent("horch", "targetname");
tag = "tag_passenger4";
horch notify ("stoploop");
level.officer.animname = "officer";
animtime = getanimlength(level.scr_anim["officer"]["horch_getout"]);
horch.animname = "horch";
horch thread anim_single_solo(horch, "amsel_out");
horch thread anim_single_solo(level.officer , "horch_getout", tag, horch);
level.officer unlink();
wait animtime -0.2;
level.officer stopanimscripted();
level.officer set_run_anim("last_run");
level.officer.deathanim = undefined;
level.officer.deathanim = level.scr_anim[ "officer" ][ "amsel_shot" ];
node = getnode("officer_runto_node_6", "targetname");
getent("lastguys_shootatu3", "target") notify ("trigger");
level thread say_dialogue("amsel_running", undefined, 0.5);
level thread say_dialogue("do_not_let", undefined, 2);
level thread say_dialogue("kill_him");
level.officer setgoalnode(node);
level.officer waittill ("goal");
iprintlnbold(&"SNIPER_GENERAL_ESCAPED");
faillines = [];
faillines[0] = "failed1";
faillines[1] = "failed2";
faillines[2] = "failed3";
level thread say_dialogue(faillines[randomint(faillines.size)]);
wait 1;
missionfailed();
wait 10;
}
officer_run_cycles()
{
self endon ("death");
while(1)
{
toss = randomint(100);
if (toss > 40)
{
self set_run_anim("low_walk");
}
else
self reset_run_anim();
wait (randomintrange(4,10));
}
}
car_getaway()
{
level endon ("officer_shot_incar");
level.officer endon ("death");
level endon ("driver_shot");
level endon("driver_dead");
if ( flag("driver_dead") )
return;
node = getvehiclenode("officer_got_away", "script_noteworthy");
node waittill ("trigger");
iprintlnbold(&"SNIPER_GENERAL_ESCAPED");
faillines[0] = "failed1";
faillines[1] = "failed2";
faillines[2] = "failed3";
level thread say_dialogue(faillines[randomint(faillines.size)]);
wait 1;
missionfailed();
wait 10;
}
kill_bodyguard()
{
level endon ("setup_line_protection");
while(1)
{
self waittill ("damage");
guys = getaiarray("axis");
for (i=0; i < guys.size; i++)
{
if (isdefined(guys[i].script_noteworthy) && guys[i].script_noteworthy == "bodyguard")
{
guys[i] dodamage(guys[i].health, get_players()[0].origin);
break;
}
}
}
}
officer_health_back(health)
{
self endon ("death");
level waittill ("car_stopped");
self.health = health;
}
do_death_timescale()
{
wait 0.05;
settimescale(0.2);
wait 1;
settimescale(0.3);
wait 0.5;
num = 0.4;
while(1 > num)
{
settimescale(num);
num = num+0.05;
wait 0.05;
}
settimescale(1);
}
officer_dead(guy)
{
guy waittill ("death");
flag_set("amsel_dead");
level notify ("stop_talking");
guys = getaiarray("axis");
nodes = getnodearray("e5_outside_guyscharge_nodes", "script_noteworthy");
nodecounter = 0;
for (i=0; i < guys.size; i++)
{
if (isdefined(nodes[nodecounter]))
{
guys[i] setgoalnode(nodes[nodecounter]);
nodecounter++;
}
}
if (isdefined(level.officers_sniper) && isalive(level.officers_sniper) )
{
level.officers_sniper dodamage(level.officers_sniper.health*10, (0,0,0) );
}
flag_set("can_save");
level.hero.ignoreme = true;
level.hero.ignoreall = true;
level.hero.pacifist = true;
level.hero clearentitytarget();
level.hero clearentitytarget(level.hero.target);
level.hero clearenemy();
level.hero.ignoreme = true;
level.hero.ignoreall = true;
level.hero.pacifist = true;
level.player thread player_speed_set(30,5);
spot = getstruct("reznov_laugh_node", "targetname");
if (!flag("did_officer_timescale"))
{
//TUEY Set Music State to AMSEL_IS_DEAD
setmusicstate("AMSEL_IS_DEAD");
spot thread anim_single_solo(level.hero, "reznov_cheer");
do_death_timescale();
}
objective_controller(9);
level notify ("officer_dead");
thread tank_is_mad();
wait 2;
wait 10;
}
open_factory_door()
{
spot = getstructent("factory_door_spot", "targetname");
level.hero.animname = "hero";
spot anim_reach_solo(level.hero, "door_open3");
animtime = getanimlength(level.scr_anim["hero"]["door_open3"]);
spot thread anim_single_solo(level.hero, "door_open3");
//wait animtime - 0.5;
wait animtime - 0.5;
level.hero stopanimscripted();
level.hero enable_ai_color();
getent("post_door_charge_chain", "script_noteworthy") notify ("trigger", level.player);
spot delete();
}
levelend()
{
//level.player freezecontrols(true);
level.player unlink();
level.player shellshock("sniper_water", 20);
//level notify ("level_over");
// To Be Continued...
bg = NewHudElem();
bg.x = 0;
bg.y = 0;
bg.horzAlign = "fullscreen";
bg.vertAlign = "fullscreen";
bg.foreground = true;
bg SetShader( "black", 640, 480 );
bg.alpha = 0;
bg FadeOverTime( 10.0 );
bg.alpha = 1;
//TUEY Added "shock" file to control busses and fade out other sounds ()
//level thread set_player_shock( "level_end", 20 );
// TUEY Sets the music for the END LEVEL section
setmusicstate("ENDLEVEL");
players = get_players();
for( i = 0; i < players.size; i++ )
{
//players[i] FreezeControls( true );
}
wait(12 );
nextmission();
}
tank_is_mad()
{
level notify ("tank_luv_u");
tank = getent("tank_near_officer", "targetname");
spot = getstructent("tank_with_vengeance_target", "targetname");
tank setturrettargetent(spot);
wait 3;
tank fireweapon();
playfx(level._effect["building_wall_explode"], spot.origin, anglestoforward(spot.angles));
level.player thread player_speed_set(190,1);
event5_start();
}
tank_on_friendlies()
{
level endon ("tank_luv_u");
tank = getent("tank_near_officer", "targetname");
spot = getstructent("tank_shoot_friendlies_spot", "targetname");
wait 6;
tank setturrettargetent(spot);
wait 2;
tank fireweapon();
wait 0.1;
playfx(level._effect["building_wall_explode"], spot.origin, anglestoforward(spot.angles));
radiusdamage(spot.origin, 500,99900,98000);
guys = getaiarray("allies");
for (i=0; i < guys.size; i++)
{
if (isdefined(guys[i].script_noteworthy) && guys[i].script_noteworthy == "dudeguys_charge")
{
guys[i].health = 10;
guys[i] magicgrenade(guys[i].origin, guys[i].origin+(0,-20,1), 0.01);
guys[i] dodamage(guys[i].health*10, (0,0,0));
}
}
chunks = getentarray("tank_shot", "targetname");
for (i=0; i < chunks.size; i++)
{
chunks[i] delete();
}
wait 1;
tank resumespeed(10);
ospot = getstruct("douchespot", "targetname");
spot = ospot swap_struct_with_origin();
tank setturrettargetent(spot);
node = getvehiclenode("tank_backupfrom_node", "script_noteworthy");
spot = getstructent("douchespot", "targetname");
tank setturrettargetent(spot);
node waittill ("trigger");
tank setspeed (0,10,10);
tank fireweapon();
getent(ospot.targetname+"_geo", "targetname") delete();
playfx(level._effect["inside_tankhit"], spot.origin, anglestoforward(spot.angles));
ospot = getstruct("douchespot2", "targetname");
spot = ospot swap_struct_with_origin();
wait randomintrange(2,3);
tank setturrettargetent(spot);
wait randomintrange(2,5);
tank fireweapon();
wait 0.1;
getent(ospot.targetname+"_geo", "targetname") delete();
playfx(level._effect["inside_tankhit"], spot.origin, anglestoforward(spot.angles));
clip = getent("stay_out_of_building_clip", "targetname");
clip trigger_on();
clip disconnectpaths();
clips = getentarray("chargers_clip", "targetname");
for (i=0; i < clips.size; i++)
{
clips[i] connectpaths();
clips[i] delete();
}
wait 1;
level notify ("enemies_charge_allies");
guys = grab_ais_by_script_noteworthy("e3_allied_squad", "allies");
guy = grab_ai_by_script_noteworthy("e3_allied_squad_leader", "allies");
guys = array_add(guys, guy);
guys2 = grab_ais_by_script_noteworthy("e3_allied_squad_animate", "allies");
guys = array_combine(guys, guys2);
for (i=0; i < guys.size; i++)
{
guys[i].health = 100;
guys[i].pacifist = true;
guys[i].ignoreall = true;
guys[i] set_force_cover("hide");
guys[i] ClearEnemy();
guys[i] thread wait_and_kill(randomintrange(20,40));
}
getent("allies_retreat_chain", "targetname") notify ("trigger");
wait 2;
enemies = getaiarray("axis");
nodes = getnodearray("e4_enemies_advance_nodes", "script_noteworthy");
nodecounter = 0;
for (i=0; i < enemies.size; i++)
{
if ( (isdefined(enemies[i].script_noteworthy)
&& enemies[i].script_noteworthy != "bodyguard"
&& enemies[i].script_noteworthy != "officer2"
&& enemies[i].script_noteworthy != "officer_driver"
&& enemies[i].script_noteworthy != "officers_sniper"
&& enemies[i].script_noteworthy != "lead_bodyguard")
|| !isdefined(enemies[i].script_noteworthy) )
{
if (isdefined(nodes[nodecounter]))
enemies[i] setgoalnode (nodes[nodecounter]);
enemies[i] thread wait_and_kill(randomintrange(35,50));
nodecounter++;
}
}
wait 7;
enemies = getaiarray("axis");
for (i=0; i < enemies.size; i++)
{
if ( (isdefined(enemies[i].script_noteworthy)
&& enemies[i].script_noteworthy != "bodyguard"
&& enemies[i].script_noteworthy != "officer2"
&& enemies[i].script_noteworthy != "officer_driver"
&& enemies[i].script_noteworthy != "officers_sniper"
&& enemies[i].script_noteworthy != "lead_bodyguard")
|| !isdefined(enemies[i].script_noteworthy) )
{
spot = getstructent("e4_fake_target", "targetname");
enemies[i] setentitytarget(spot);
}
}
maps\_spawner::kill_spawnernum(18);
wait 7;
nodes = getnodearray("e3_alley_fallback2_nodes", "script_noteworthy");
nodecounter = 0;
enemies = getaiarray("axis");
for (i=0; i < enemies.size; i++)
{
if ( (isdefined(enemies[i].script_noteworthy)
&& enemies[i].script_noteworthy != "bodyguard"
&& enemies[i].script_noteworthy != "officer2"
&& enemies[i].script_noteworthy != "officer_driver"
&& enemies[i].script_noteworthy != "officers_sniper"
&& enemies[i].script_noteworthy != "lead_bodyguard")
|| !isdefined(enemies[i].script_noteworthy) )
{
if (isdefined(nodes[nodecounter]) )
{
enemies[i] thread run_offscreen_anddie(nodes[nodecounter]);
nodecounter++;
}
}
}
enemies = getaiarray("axis");
nodes = getnodearray("e5_leftoverguys_streetnodes", "script_noteworthy");
nodecounter = 0;
for (i=0; i < enemies.size; i++)
{
if ( (isdefined(enemies[i].script_noteworthy)
&& enemies[i].script_noteworthy != "bodyguard"
&& enemies[i].script_noteworthy != "officer2"
&& enemies[i].script_noteworthy != "officer_driver"
&& enemies[i].script_noteworthy != "officers_sniper"
&& enemies[i].script_noteworthy != "lead_bodyguard")
|| !isdefined(enemies[i].script_noteworthy) )
{
if (isdefined(nodes[nodecounter]) && !isdefined(enemies[i].death_assigned) )
{
enemies[i] setgoalnode(nodes[nodecounter]);
nodecounter++;
}
}
}
}
run_offscreen_anddie(node)
{
self.death_assigned = true;
self endon ("death");
self setgoalnode (node);
self waittill("goal");
self thread wait_and_kill(randomintrange(2,5));
}
aicount()
{
while(1)
{
guys1 = getaiarray("axis");
guys2 = getaiarray("allies");
iprintln("Axis: "+guys1.size);
iprintln("Allies: "+guys2.size);
iprintln("Total: "+(guys1.size+guys2.size));
wait 4;
}
}
////***********************EVENT 5 GO MOTHAFUCKA!!!!!******************\\\\\
e5_kill_trigs()
{
for (i=1; i < 9; i++)
{
wait 6;
getent("e5_killtrig_"+i, "targetname") thread killtrig_loop();
}
}
killtrig_loop()
{
while(level.player.health > 0)
{
if (level.player istouching(self))
{
playfx(level._effect["inside_tankhit"], level.player.origin, anglestoforward(level.player.angles));
wait 0.1;
level.player dodamage(100, level.player.origin);
earthquake(0.85, 2, level.player.origin, 600);
level.player playrumbleonentity("explosion_generic");
wait 1;
}
wait 0.05;
}
}
hero_dive()
{
divespot = getstruct("reznov_laugh_node", "targetname");
level.hero.animname = "hero";
wait 0.5;
level.hero.ignoreall = true;
animtime = getanimlength(level.scr_anim["hero"]["reznov_cheer_dive"]);
divespot thread anim_single_solo(level.hero, "reznov_cheer_dive");
level.hero enable_ai_color();
getent("post_e5_stun_chain", "script_noteworthy") notify ("trigger", level.player);
wait animtime - 0.05;
if( level.hero.a.pose != "prone" )
{
level.hero.a.pose = "prone";
}
}
move_explosion_oneye()
{
level endon ("lerp_done");
fakeeye = spawn("script_model", level.player.origin);
fakeeye.angles = level.player.angles;
fakeeye setmodel("tag_origin");
playfxontag(level._effect["temp_bb_explode"], fakeeye, "tag_origin");
while(1)
{
fakeeye.origin = level.player geteye();
fakeeye.angles = (0,0,0);
wait 0.05;
}
}
event5_start()
{
playsoundatposition("exp_amsel_dead", (0,0,0));
level.hero.dontavoidplayer = true;
level.hero.grenadeawareness = 0;
level.player disableweapons();
// hackey so i dont have to redo cruncher, moving trigger
level thread maps\_utility::autosave_by_name( "wall_blown" );
level thread maps\_autosave::autosave_game_now( "wall_blown" );
//set music state to "CHASE"
//setmusicstate("CHASE");
level.hero.pacifist = true;
level.hero.ignoreall = true;
level.hero.ignoreme = true;
level.hero clearentitytarget();
level.hero clearentitytarget(level.hero.target);
level.hero clearenemy();
level.hero disable_pain();
trig = getent("snipe_officer_chain", "targetname");
if (isdefined(trig))
{
trig delete();
}
clips= getentarray("e5_door", "targetname");
for (i=0; i < clips.size; i++)
{
clips[i] connectpaths();
clips[i] delete();
}
clips= getentarray("e5_door_block", "targetname");
for (i=0; i < clips.size; i++)
{
clips[i] trigger_on();
}
spot = getstructent("player_stunned_by_e5_tank", "targetname");
spot1 = spawn("script_model", spot.origin);
spot1.angles = spot.angles;
spot1 setmodel("tag_origin");
level thread move_explosion_oneye();
earthquake(0.7, 2, level.player.origin, 600);
wait 0.1;
wall1 = getentarray("e5_wall_hit_first", "targetname");
for (i=0; i < wall1.size; i++)
{
wall1[i] delete();
}
//set music state to "CHASE"
setmusicstate("CHASE");
level thread hero_dive();
level.player lerp_player_view_to_tag( spot1, "tag_origin", 0.4, 1, 0, 0, 0, 0 );
level.player unlink();
level.player playrumbleonentity("explosion_generic");
level.player shellshock( "tankblast", 4 );// fade out over 1 sec, wait 2, fade in over 5
level.player allowstand(false);
level.player allowcrouch(false);
level.player allowprone(true);
level.player allowjump(false);
level.player setstance("prone");
level.player thread player_speed_set(5, 5);
animtime = getanimlength(level.scr_anim["hero"]["tankblast_dive"]);
level thread scareshots();
wait animtime - 3.1;
level notify ("lerp_done");
wait 1.5;
level thread say_dialogue("we_must_go");
level thread say_dialogue("before_tank_fires_again");
level thread e5_playerdown_fakenades();
wait 1;
spot = getstruct("e5_wall_hit0_spot", "targetname");
tank = getent("e5_tank", "targetname");
tank SetTurretTargetVec( spot.origin );
level.player allowstand(true);
level.player allowcrouch(true);
level.player allowprone(true);
level.player allowjump(true);
level.player thread player_speed_set(190, 2);
level.player setstance("stand");
level.player enableweapons();
level thread e5_kill_trigs();
level.hero.disablearrivals = true;
level.hero.disableexits = true;
getent("e5_chain2", "targetname") trigger_on();
level notify ("player_up_after_tankblast");
getent("e5_firstblast_trig", "script_noteworthy") trigger_on();
getent("e5_chain2", "targetname") waittill ("trigger");
dtrig = getent("e5_wall_hit0_dtrig", "targetname"); // do damage to player if he stays by wall
dtrig thread stay_away_fromwall();
tank fireweapon();
wait 0.05;
wall1 = getentarray("e5_wall_hit0", "targetname");
spot = getstruct("e5_wall_hit0_spot", "targetname");
for (i=0; i < wall1.size; i++)
{
wall1[i] delete();
}
playfx(level._effect["inside_tankhit"], spot.origin, anglestoforward(spot.angles));
earthquake(0.5, 1, spot.origin, 1000);
level.player playrumbleonentity("explosion_generic");
if (distance(spot.origin, level.player.origin) < 500)
{
level thread limp_when_hit();
level.player shellshock ("tankblast", 0.5);
}
spot = getstruct("e5_wall_hit1_tanktarget", "targetname");
tank = getent("e5_tank", "targetname");
tank SetTurretTargetVec( spot.origin );
spot = getstruct("e5_wall_hit1_spot", "targetname");
getent("e5_chain3", "targetname") waittill ("trigger");
level thread hero_stumble();
dtrig = getent("e5_wall_hit1_dtrig", "targetname"); // do damage to player if he stays by wall
dtrig thread stay_away_fromwall();
shotspot = getstructent("fake_mg_fire_target", "targetname");
//level thread fake_mg_fire(shotspot);
tank fireweapon();
wait 0.05;
wall1 = getentarray("e5_wall_hit1", "targetname");
spot = getstruct("e5_wall_hit1_spot", "targetname");
for (i=0; i < wall1.size; i++)
{
wall1[i] delete();
}
playfx(level._effect["inside_tankhit"], spot.origin, anglestoforward(spot.angles));
earthquake(0.5, 1, spot.origin, 1000);
level.player playrumbleonentity("explosion_generic");
if (distance(spot.origin, level.player.origin) < 500)
{
level thread limp_when_hit();
}
spot = getstruct("e5_wall_hit2b_tanktarget", "targetname");
tank = getent("e5_tank", "targetname");
tank SetTurretTargetVec( spot.origin );
spot = getstruct("e5_wall_hit2b_spot", "targetname");
getent("e5_chain3b", "script_noteworthy") waittill ("trigger");
dtrig = getent("e5_wall_hit2b_dtrig", "targetname"); // do damage to player if he stays by wall
dtrig thread stay_away_fromwall();
shotspot = getstructent("fake_mg_fire_target2", "targetname");
//level thread fake_mg_fire(shotspot);
tank fireweapon();
wait 0.05;
wall1 = getentarray("e5_wall_hit2b", "targetname");
spot = getstruct("e5_wall_hit2b_spot", "targetname");
for (i=0; i < wall1.size; i++)
{
wall1[i] delete();
}
playfx(level._effect["inside_tankhit"], spot.origin, anglestoforward(spot.angles));
earthquake(0.5, 1, spot.origin, 1000);
level.player playrumbleonentity("explosion_generic");
level thread limp_when_hit_hard();
spot = getstruct("e5_wall_hit2_spot", "targetname");
tank = getent("e5_tank", "targetname");
tank SetTurretTargetVec( spot.origin);
getent("e5_tank_hit3_trig", "targetname") waittill ("trigger");
level thread e5_bomber_wave();
dtrig = getent("e5_wall_hit2_dtrig", "targetname"); // do damage to player if he stays by wall
dtrig thread stay_away_fromwall();
tank fireweapon();
wait 0.05;
wall1 = getentarray("e5_wall_hit2", "targetname");
spot = getstruct("e5_wall_hit2_spot", "targetname");
for (i=0; i < wall1.size; i++)
{
wall1[i] delete();
}
playfx(level._effect["inside_tankhit"], spot.origin, anglestoforward(spot.angles));
earthquake(0.5, 1, spot.origin, 1000);
level.player playrumbleonentity("explosion_generic");
if (distance(spot.origin, level.player.origin) < 500)
{
level thread limp_when_hit();
}
spot = getstruct("e5_wall_hit5_spot", "targetname");
tank = getent("e5_tank", "targetname");
tank SetTurretTargetVec( spot.origin );
getent("e5_wall_hit5_trig", "targetname") waittill ("trigger");
spot = getstruct("e5_wall_hit5_spot", "targetname");
tank fireweapon();
wait 0.05;
wall1 = getentarray("tank_chunk_attic", "targetname");
for (i=0; i < wall1.size; i++)
{
wall1[i] delete();
}
playfx(level._effect["building_wall_explode"], spot.origin, anglestoforward(spot.angles));
earthquake(0.5, 1, spot.origin, 1000);
level.player playrumbleonentity("explosion_generic");
if (distance(spot.origin, level.player.origin) < 500)
{
level thread limp_when_hit();
level.player shellshock ("tankblast", 0.5);
}
getent("hideweapon_trig", "targetname") waittill ("trigger");
//level thread player_sucks_atjumping(); // check to see if player dies by falling
level.player disableweapons();
getent("e5_tank_hit4_trig", "targetname") waittill ("trigger");
level.player setcandamage(false);
level thread hat_floats();
setVolFog(60, 155, 75, -200, 0.24, 0.21, 0.14, 1);
//VisionSetNaked("Sniper_water",1);
level.player thread player_speed_set(5, 1);
deleteit = 0;
for (i=0; i < 10; i++)
{
offset1 = (randomint(20), randomint(20), -1*randomint(5));
offset2 = (-1*randomint(20), -1*randomint(20), -1*randomint(5));
offset = offset1 + offset2;
spot1 = spawn("script_model", (level.player geteye())+(offset) );
spot1 setmodel("tag_origin");
spot2 = spawn("script_model", (level.player geteye())+(offset) );
spot2 setmodel("tag_origin");
spot1 linkto(level.player);
spot2 linkto(level.player);
playfxontag(level._effect["limb_bubbles"], spot1, "tag_origin");
playfxontag(level._effect["torso_bubbles"], spot2, "tag_origin");
bubblemin = 3;
bubblemax = 6;
if (deleteit == 0)
{
deleteit = 1;
level thread wait_and_trigoff(spot1, randomfloat(bubblemin, bubblemax) );
spot2 thread drag_bubbles();
}
else if (deleteit == 1)
{
level thread wait_and_trigoff(spot1, randomfloat(bubblemin, bubblemax) );
level thread wait_and_trigoff(spot2, randomfloat(bubblemin, bubblemax) );
}
}
level thread water_bullets();
wait 0.3;
spot = getstruct("riverfall_spot6", "targetname");
spot1 = spawn("script_model", spot.origin);
spot1.angles = spot.angles;
spot1 setmodel("tag_origin");
level.player lerp_player_view_to_tag( spot1, "tag_origin", 1.5, 1, 0, 0, 0, 0 );
level thread objective_controller(10); // complete objective before level ends, as per showstopper bug
/*for (i=0; i < structs.size; i++)
{
struct = getstruct("riverfall_spot"+i, "targetname");
linkspot moveto (struct.origin, 0.4);
angstruct = getstruct("e5_rollspot"+i, "targetname");
linkspot rotateto (angstruct.angles, 0.4);
wait 0.4;
}
*/
level thread levelend();
//level.player unlink();
//level.player thread player_speed_set(250, 1);
}
hero_stumble()
{
node = getnode("e5_hero_stumble_node", "targetname");
spot = spawn("script_origin", level.hero.origin+(0,0,1) );
spot.angles = node.angles;
level.hero.animname = "hero";
//node anim_reach_solo(level.hero, "bb_stumble3");
animtime = getanimlength(level.scr_anim["hero"]["bb_stumble3"]);
dist = distance(node.origin, level.hero.origin);
if (dist < 50)
{
spot thread anim_single_solo(level.hero, "bb_stumble3");
//level.hero enable_ai_color();
level.hero disable_ai_color();
wait animtime - 0.2;
level.hero.disablearrivals = true;
level.hero.disableexits = true;
level.hero reset_run_anim();
}
level.hero pushplayer(true);
level.hero.dontavoidplayer = true;
//level.hero stopanimscripted();
spot = getstruct("rambov_node", "targetname");
getent("e5_stairdudes", "target") notify ("trigger");
spot anim_reach_solo(level.hero, "rambov");
level thread reznov_pwn_stairdudes();
animtime = getanimlength(level.scr_anim["hero"]["rambov"]);
spot thread anim_single_solo(level.hero, "rambov");
level.hero disable_ai_color();
wait 0.1;
level thread reznov_ready_tojump();
wait animtime - 0.9;
level notify ("calm_down_reznov");
wait 0.8;
//level.hero enable_ai_color();
}
water_bullets()
{
level endon ("level_over");
counter = 0;
while(counter < 3)
{
wait randomfloatrange(0.5, 2);
startspot = getstruct("riverfall_spot1", "targetname");
magicbullet("kar98k", startspot.origin, (level.player geteye() + ( randomintrange(3, 6), randomintrange(3, 6),0) ) );
wait randomfloatrange(0.5, 2);
magicbullet("kar98k", startspot.origin, (level.player geteye() + (-1*randomintrange(3, 6),-1*randomintrange(3, 6),0) ) ) ;
counter++;
}
}
drag_bubbles()
{
wait 3;
spot = spawn ("script_model", level.player.origin);
spot setmodel("tag_origin");
spot linkto(level.player);
for (i=1; i < 5; i++)
{
self unlink();
self linkto (spot, "tag_origin", (0,0,i*-1) );
wait 1;
}
}
reznov_pwn_stairdudes()
{
level endon ("calm_down_reznov");
level thread say_dialogue("rambov_yell");
wait 0.7;
for (i=0; i < 7; i++)
{
guy = grab_ai_by_script_noteworthy("e5_stairdude"+i, "axis");
gunspot = level.hero gettagorigin("tag_flash");
ang = level.hero gettagangles("tag_flash");
//playfx(level._effect["fake_rifleflash"] , gunspot, anglestoforward(ang) );
while(isalive(guy))
{
if (!isdefined(guy.deathcounter) )
{
guy.deathcounter = 1;
guy thread wait_and_kill(randomfloatrange(0.25,0.35) );
}
playfxontag ( level._effect["fake_rifleflash"], level.hero, "tag_flash");
gunspot = level.hero gettagorigin("tag_flash");
magicbullet("ppsh", gunspot, (guy geteye() + random_offset(20,20,20) ) );
wait 0.08;
guy dodamage(1,gunspot);
}
}
level.hero.ignoreme = true;
level.hero.ignoreall = true;
level.hero.pacifist = true;
wait 0.2;
level.hero stopanimscripted();
}
reznov_ready_tojump()
{
spot = getstruct("e5_resnov_jump_node", "targetname");
level.hero.animname = "hero";
node = getnode("jump_target_node", "targetname");
level.hero setgoalnode(node);
level.hero waittill ("goal");
wait 1;
//spot thread anim_loop_solo(level.hero, "reznov_jump_towater_loop", undefined, "stoploop");
flag_wait("player_readyto_jump");
spot notify ("stoploop");
level thread say_dialogue("into_river");
level thread say_dialogue("go");
//spot anim_reach_solo(level.hero, "reznov_jump_towater");
spot anim_single_solo(level.hero, "reznov_jump_towater");
animtime = getanimlength(level.scr_anim["hero"]["reznov_fall_towater"]);
spot anim_single_solo(level.hero, "reznov_fall_towater");
level.hero playsound("grenade_bounce_water");
level.hero stopanimscripted();
newspot = spawn("script_model", level.hero.origin);
newspot setmodel("tag_origin");
newspot.angles = (0,270,0);
level.hero linkto(newspot);
newspot thread anim_loop_solo(level.hero, "swimming", undefined, "death");
dest = getstruct("hero_swim_spot", "targetname");
newspot moveto ( (level.hero.origin[0], level.hero.origin[1], dest.origin[2]) , 0.5);
newspot rotateto (dest.angles, 1);
//wait 0.3;
playfx(level._effect["river_splash"], newspot.origin);
playsoundatposition("dive_in_plr",(0,0,0));
waterplayer = spawn("script_origin", newspot.origin);
waterplayer playloopsound("under_waterF");
wait 0.5;
newspot moveto ( dest.origin , 0.5);
}
limp_when_hit()
{
level notify ("limpin");
level endon ("limpin");
level.ground_ref_ent = Spawn( "script_model", ( 0, 0, 0 ) );
level.player PlayerSetGroundReferenceEnt( level.ground_ref_ent );
get_players()[0] setblur( 2, 0.5 );
first_limp_point = (6, -18, 0);
angles = adjust_angles_to_player( first_limp_point );
level.player thread player_speed_set(110,0.4);
level.ground_ref_ent rotateto( angles, 0.6, 0.55, 0.05 );
wait 0.5;
get_players()[0] setblur( 0, 0.5 );
second_limp_point = (3, -9, 0);
angles = adjust_angles_to_player( second_limp_point );
level.player thread player_speed_set(140,0.2);
level.ground_ref_ent rotateto( angles, 0.7, 0.65, 0.05 );
wait 0.3;
level.player thread player_speed_set(180,1);
third_limp_point = (0, 0, 0);
angles = adjust_angles_to_player( third_limp_point );
level.ground_ref_ent rotateto( angles, 0.5, 0.45, 0.05 );
}
limp_when_hit_hard()
{
level.player shellshock ("tankblast", 1);
level notify ("limpin");
level endon ("limpin");
level.ground_ref_ent = Spawn( "script_model", ( 0, 0, 0 ) );
level.player PlayerSetGroundReferenceEnt( level.ground_ref_ent );
get_players()[0] setblur( 2, 0.5 );
first_limp_point = (11, -25, 0);
angles = adjust_angles_to_player( first_limp_point );
level.player thread player_speed_set(50,0.4);
level.ground_ref_ent rotateto( angles, 0.6, 0.55, 0.05 );
wait 1;
get_players()[0] setblur( 0, 0.5 );
second_limp_point = (6, 12, 0);
angles = adjust_angles_to_player( second_limp_point );
level.player thread player_speed_set(70,0.2);
level.ground_ref_ent rotateto( angles, 0.7, 0.65, 0.05 );
wait 0.6;
level.player thread player_speed_set(180,1);
third_limp_point = (0, 0, 0);
angles = adjust_angles_to_player( third_limp_point );
level.ground_ref_ent rotateto( angles, 0.5, 0.45, 0.05 );
}
fake_mg_fire(shotspot)
{
firespot = getstructent("fake_mg_fire_spot", "targetname");
originalspot = shotspot.origin;
while(1)
{
zcoordmod = randomint(10);
if (cointoss() )
{
zcoordmod = zcoordmod*-1;
}
shotspot.origin = ( (shotspot.origin[0]+10), shotspot.origin[1],(originalspot[2]+zcoordmod) ) ;
if (distance(shotspot.origin, originalspot) > 600)
{
level notify ("stop_e5_fakefire");
break;
}
trace = bullettrace( firespot.origin, shotspot.origin, false, undefined);
magicbullet( "mp40", firespot.origin, trace["position"] );
bullettracer(firespot.origin, trace["position"]);
wait 0.05;
}
originalspot = shotspot.origin;
while(1)
{
zcoordmod = randomint(10);
if (cointoss() )
{
zcoordmod = zcoordmod*-1;
}
shotspot.origin = ( (shotspot.origin[0]-10), shotspot.origin[1],(originalspot[2]+zcoordmod) ) ;
if (distance(shotspot.origin, originalspot) > 600)
{
level notify ("stop_e5_fakefire");
break;
}
trace = bullettrace( firespot.origin, shotspot.origin, false, undefined);
magicbullet( "mp40", firespot.origin, trace["position"] );
bullettracer(firespot.origin, trace["position"]);
wait 0.05;
}
}
stay_away_fromwall()
{
wait 4;
testing_patience = 10;
while(1)
{
if (level.player istouching(self))
{
magicbullet( "mp40", (level.player geteye())+(0,10,50), level.player geteye());
level.player dodamage( 10, (level.player geteye())+(0,10,10) );
velocity = level.player GetVelocity();
level.player_speed = abs( velocity [0] ) + abs( velocity[1] );
if (level.player_speed > 10 && testing_patience > 0)
{
wait testing_patience;
testing_patience = testing_patience-0.1;
}
else
{
wait 0.2;
}
}
wait 0.05;
}
}
e5_bomber_wave()
{
level thread no_double_shake(5);
level.isshaking = false;
leadplane = undefined;
leadplane1 = undefined;
//Tuey Play's distant incoming planes sound
playsoundatposition ("bombers_dist_inc", (1384, 8016, -1944));
playsoundatposition ("bombers_dist_exit", (1384, 8016, -1944));
spots = getstructarray("e5_bombers", "targetname");
planes = [];
for (i=0; i < spots.size; i++)
{
planes[i] = spawn("script_model", spots[i].origin);
planes[i].angles = spots[i].angles;
planes[i] setModel( "vehicle_ger_air_condor" );
mph = 85;
dist = distance( (planes[i].origin[0],0,0), (get_players()[0].origin[0], 0,0) ); //check X coord differentiation of plane and player
if (dist < 2100) // 900 is about the lod of the dynamic shadows, so if the player will see it, I'll spawn in a plane that draws a shadow where it would look best
{
shadowplane_org = (spots[i].origin[0], spots[i].origin[1], 0); // position of the plane but at ground level
vec = (1281.4, -892.6, -1853); // This is the vector that is oppposite of the sundirection, so I know where shadow is
nvec = vectornormalize(vec);
x = -30000;
while(1) // make sure the spawn position is in the worrld bounds
{
spawnpos = shadowplane_org +(nvec*x);
if (spawnpos[0] < -63000 || spawnpos[1] > 64000 || spawnpos[2] > 32000)
{
x = x+1000;
}
else
break;
}
if (spawnpos[2] > 2000)
{
planeshadow = spawn("script_model", spawnpos );
planeshadow.angles = spots[i].angles;
planeshadow setModel( "vehicle_ger_air_condor" );
dest = (planeshadow.origin[0],-64000,planeshadow.origin[2]);
planeshadow flyto(dest, mph);
planeshadow playloopsound("bombers");
planeshadow thread delete_plane_at_end();
}
}
dest1 = (spots[i].origin[0],30000,spots[i].origin[2]);
dest2 = (spots[i].origin[0],-64000,spots[i].origin[2]);
planes[i] flyto(dest2, mph);
planes[i] thread delete_plane_at_end();
if (isdefined(leadplane) && planes[i] != leadplane || !isdefined(leadplane) )
{
planes[i] thread rotate_plane_roll(0, 7, 1, 5);
}
// does sniper_stealth_ai_setupuake if plane flies low over player
if (spots[i].origin[2] < 3000)
{
planes[i] thread maps\sniper_event1::wait_n_shake(.15, 10);
planes[i] thread maps\sniper_amb::plane_shockwave();
planes[i] thread maps\sniper_amb::play_low_plane_sounds(mph);
playfxontag (level._effect["wing_contrails"] , planes[i], "tag_wingtip_left");
playfxontag (level._effect["wing_contrails"] , planes[i], "tag_wingtip_right");
playfxontag (level._effect["plane_propellor"], planes[i], "tag_engine_fx");
}
if (spots[i].origin[2] >= 3000)
{
planes[i] playloopsound("bombers");
}
}
}
#using_animtree( "sniper_crows" );
hat_floats()
{
level.player playsound("dive_in_plr");
wait 0.7;
spot = getstruct("hatfall_animspot", "targetname");
hat = spawn ("script_model", spot.origin);
hat setmodel ("char_rus_guard_ushankaup1");
wait 0.1;
hat UseAnimTree(#animtree);
hat.script_linkto = "origin_animate_jnt";
playfx(level._effect["limb_bubbles"], hat.origin);
anim_ents_solo( hat, "float", undefined, undefined, hat, "hat" );
anim_ents_solo( hat, "float", undefined, undefined, hat, "hat" );
anim_ents_solo( hat, "float", undefined, undefined, hat, "hat" );
anim_ents_solo( hat, "float", undefined, undefined, hat, "hat" );
}
event4_damage_control()
{
level.officer endon ("death");
player = get_players()[0];
level.player_hits_sustained = 0;
modifier = level.difficulty;
while(1)
{
level.player_hits_sustained++;
player waittill ("damage", amount, attacker);
if (isdefined(attacker) && attacker.classname != "worldspawn")
{
continue;
}
if (modifier >= level.player_hits_sustained)
{
level.player_hits_sustained = modifier+1;
}
else if (level.difficulty != 1)
{
level.player_hits_sustained++;
}
damage_amount = level.difficulty*15;
damage_modifier = randomfloatrange( .5*level.player_hits_sustained,level.player_hits_sustained);
player dodamage(damage_amount * damage_modifier, level.officer.origin);
wait 2;
}
}
scareshots()
{
level endon ("player_up_after_tankblast");
scareshots = getstructarray("e5_playerdown_scareshot_start", "targetname");
endshot = getstruct("e5_playerdown_scareshot_target", "targetname");
shots = randomintrange(100, 110);
for (i=0; i < shots; i++)
{
shotspot = scareshots[randomint(scareshots.size)];
yoffset = randomint(150);
zoffset = randomint(25);
if (cointoss() )
{
yoffset = yoffset*-1;
}
if (cointoss() )
{
zoffset =zoffset*-1;
}
thespot = endshot.origin + (0,yoffset, zoffset);
bullettracer( shotspot.origin , thespot , true);
if (cointoss() )
{
magicbullet("kar98k", shotspot.origin , thespot );
}
else
{
magicbullet("mp40", shotspot.origin , thespot );
}
wait randomfloatrange(0.1,0.6);
}
}
e5_playerdown_fakenades()
{
if (level.difficulty ==1)
{
return;
}
spots = getstructarray("e5_playerdown_fakenades", "targetname");
for (i=0; i < spots.size; i++)
{
guys = getaiarray("axis");
if (isdefined(guys[0]) )
{
guys[0] MagicGrenade( spots[i].origin, level.player.origin+random_offset(40,20,20) , 5 );
}
wait randomfloatrange(0.1,0.7);
}
}
player_sucks_atjumping()
{
level.player waittill ("damage", amount, inflictor, direction, point, type, modelName, tagName );
if (level.player.health < 0 && type == "MOD_FALLING")
{
level thread showJumpHint(level.player);
}
}
showJumpHint(player)
{
wait 1;
level.showJumpHintElem = maps\_hud_util::createFontString( "default", 2, player );
level.showJumpHintElem.color = (1,1,1);
level.showJumpHintElem setText( &"SNIPER_JUMP_FARTHER" );
level.showJumpHintElem.x = 0;
level.showJumpHintElem.y = 20;
level.showJumpHintElem.alignX = "center";
level.showJumpHintElem.alignY = "middle";
level.showJumpHintElem.horzAlign = "center";
level.showJumpHintElem.vertAlign = "middle";
level.showJumpHintElem.foreground = true;
level.showJumpHintElem.alpha = 1;
level.showJumpHintElem endon ( "death" );
}
pistol_achievement_check()
{
while(1)
{
level.officer waittill ("damage", amount, attacker, direction, point, type);
if (level.officer.health < 1)
{
weap = level.player getcurrentweapon();
if (weap == "walther" && type != "MOD_GRENADE_SPLASH" )
{
level.player maps\_utility::giveachievement_wrapper( "SNIPER_ACHIEVEMENT_GUNSLING");
return;
}
}
}
}