cod5-sdk/raw/maps/_flak88.gsc

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// _flak88.gsc
// Sets up the behavior for the German Flak 88.
// TODO: Set up vehicle animations so they dont warp to center of flak88 after sequence is over
// TODO: get proper shell model for flak 88
#include maps\_utility;
#include common_scripts\utility;
#include maps\_vehicle;
#include maps\_vehicle_aianim;
#include maps\_anim;
main( model, type )
{
// Shell model
//precachemodel("com_trashbag");
level.tanks = [];
// Sets up the basics for the vehicle. Pass in the vehicletype here.
build_template( "flak88", model, type );
// Anything specific to this vehicle.
build_localinit( ::init_local );
// Sets up the regular model and the death model.
build_deathmodel( "german_artillery_flak88_nm", "german_artillery_flak88_nm_destroy" );
build_deathmodel( "artillery_ger_flak88_winter", "artillery_ger_flak88_winter_d" );
build_deathmodel( "artillery_ger_flak88", "artillery_ger_flak88_d" );
// Build in the shock for when the vehicle fires is main turret
build_shoot_shock( "tankblast" );
// Animations to use when the vehicle is moving forward and backwards.
//build_drive( %abrams_movement, %abrams_movement_backwards, 10 );
// Exhaust FX to use
//build_exhaust( "distortion/abrams_exhaust" );
// Dust to play off of "tag_engine_exhaust"
//build_deckdust( "dust/abrams_desk_dust" );
// FX to play when vehicle dies
build_deathfx( "explosions/large_vehicle_explosion", undefined, "explo_metal_rand" );
// Health, min, max for the vehicle
build_life( 999, 500, 1500 );
// Default team
build_team( "axis" );
// Use if vehicle has a main turret
build_mainturret();
// Use if the vehicle needs a compass icon.
//build_compassicon();
// Everything else
level.flak88_shell_model = "grenade_bag";
level.flak88_bomb_model = "grenade_bag";
level.flak88_bomb_model_obj = "grenade_bag";
level.timersused = 0;
level.safetyRange = 350;
//load_flak_fx();
//load_flak_anims();
load_crew_anims();
array_levelthread(getentarray("flakbarrel","targetname"),::flakbarrel);
}
// Anthing specific to this vehicle, used globally.
init_local()
{
self flak88_init();
}
// SCRIPER_MOD: JesseS (5/1/07) Took out for now
// TODO: Make this work again
// Animation set up for vehicle anims
//#using_animtree( "tank" );
//set_vehicle_anims( positions )
//{
// return positions;
//}
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
//main(model)
//{
//
// if (getcvar("debug_flak88") == "")
// setcvar("debug_flak88", "off");
//
// precachemodel("xmodel/military_flak88_shell");
// precachestring(&"SCRIPT_EXPLOSIVESPLANTED");
//
//
// return true;
//}
// SCRITPER_MOD: jesseS (5/1/07): removed for now
// TODO: re-add fx
//load_flak_fx()
//{
// level._effect["flak_burst"] = loadfx ("fx/muzzleflashes/flak_flash.efx");
// level._effect["flak88_explode"] = loadfx ("fx/explosions/flak88_explosion.efx");
// level._effect["damaged_vehicle_smoke"] = loadfx ("fx/smoke/damaged_vehicle_smoke.efx");
// level._effect["flak_dust_blowback"] = loadfx ("fx/dust/flak_dust_blowback.efx");
//}
// SCRIPTER_MOD:
// JesseS (5/1/07): Took this out for now until we figure out what to do with vehicle anims
//#using_animtree("flak88");
//load_flak_anims()
//{
// level.scr_animtree["flak88"] = #animtree;
// level.scr_anim["flak88"]["fire"] = %flak88_gun_fire_antitank;
//}
#using_animtree("generic_human");
load_crew_anims()
{
//Leader - Officer
level.scr_anim["leader"]["fire"] = %ai_88antitank_leader_loadandfire;
level.scr_anim["leader"]["idle0"] = %ai_88antitank_leader_twitch;
level.scr_anim["leader"]["idle1"] = %ai_88antitank_leader_idle;
level.scr_anim["leader"]["idle2"] = %ai_88antitank_leader_idle;
level.scr_anim["leader"]["idle3"] = %ai_88antitank_leader_idle;
level.scr_anim["leader"]["idle4"] = %ai_88antitank_leader_idle;
level.scr_anim["leader"]["turnleft"] = %ai_88antitank_leader_turnleft;
level.scr_anim["leader"]["turnright"] = %ai_88antitank_leader_turnright;
level.scr_anim["leader"]["commandleft"] = %ai_88antitank_leader_commandright;
level.scr_anim["leader"]["commandright"] = %ai_88antitank_leader_commandleft;
//Passer - gets ammo from the box and hands it to the loader
level.scr_anim["passer"]["fire"] = %ai_88antitank_passer_loadandfire;
level.scr_anim["passer"]["idle0"] = %ai_88antitank_passer_twitch;
level.scr_anim["passer"]["idle1"] = %ai_88antitank_passer_idle;
level.scr_anim["passer"]["idle2"] = %ai_88antitank_passer_idle;
level.scr_anim["passer"]["idle3"] = %ai_88antitank_passer_idle;
level.scr_anim["passer"]["idle4"] = %ai_88antitank_passer_idle;
level.scr_anim["passer"]["turnleft"] = %ai_88antitank_passer_turnright;
level.scr_anim["passer"]["turnright"] = %ai_88antitank_passer_turnleft;
//Loader - gets the shell from the passer and puts it into the gun
level.scr_anim["loader"]["fire"] = %ai_88antitank_loader_loadandfire;
level.scr_anim["loader"]["idle0"] = %ai_88antitank_loader_twitch;
level.scr_anim["loader"]["idle1"] = %ai_88antitank_loader_idle;
level.scr_anim["loader"]["idle2"] = %ai_88antitank_loader_idle;
level.scr_anim["loader"]["idle3"] = %ai_88antitank_loader_idle;
level.scr_anim["loader"]["idle4"] = %ai_88antitank_loader_idle;
level.scr_anim["loader"]["turnleft"] = %ai_88antitank_loader_turnleft;
level.scr_anim["loader"]["turnright"] = %ai_88antitank_loader_turnright;
//Ejecter - makes the flak88 fire
level.scr_anim["ejecter"]["fire"] = %ai_88antitank_ejecter_loadandfire;
level.scr_anim["ejecter"]["idle0"] = %ai_88antitank_ejecter_twitch;
level.scr_anim["ejecter"]["idle1"] = %ai_88antitank_ejecter_idle;
level.scr_anim["ejecter"]["idle2"] = %ai_88antitank_ejecter_idle;
level.scr_anim["ejecter"]["idle3"] = %ai_88antitank_ejecter_idle;
level.scr_anim["ejecter"]["idle4"] = %ai_88antitank_ejecter_idle;
level.scr_anim["ejecter"]["turnleft"] = %ai_88antitank_ejecter_turnright;
level.scr_anim["ejecter"]["turnright"] = %ai_88antitank_ejecter_turnleft;
//Aimer - turns wheel
level.scr_anim["aimer"]["fire"] = %ai_88antitank_aimer_loadandfire;
level.scr_anim["aimer"]["idle0"] = %ai_88antitank_aimer_twitch;
level.scr_anim["aimer"]["idle1"] = %ai_88antitank_aimer_idle;
level.scr_anim["aimer"]["idle2"] = %ai_88antitank_aimer_idle;
level.scr_anim["aimer"]["idle3"] = %ai_88antitank_aimer_idle;
level.scr_anim["aimer"]["idle4"] = %ai_88antitank_aimer_idle;
level.scr_anim["aimer"]["turnleft"] = %ai_88antitank_aimer_turnright;
level.scr_anim["aimer"]["turnright"] = %ai_88antitank_aimer_turnleft;
}
flakcrew_animation_think(flak)
{
self endon ("death");
self endon ("crew dismounted");
flak endon ("crew dismounted");
flak endon ("newcrew");
for (;;)
{
if (flak.turning != "none")
self thread flakcrew_playAnim(flak, flak.turning);
else
self thread flakcrew_playAnim(flak, "idle" + randomint(5));
self waittill ("flakcrew animation done");
}
}
flakcrew_playAnim(flak, animName)
{
self notify ("stop anim");
self endon ("stop anim");
self endon ("death");
flak endon ("death");
flak endon ("crew dismounted");
tagOrigin = flak getTagOrigin ("tag_turret");
tagAngles = flak getTagAngles ("tag_turret");
if (isalive (self))
{
self animscripted("scriptedanimdone", tagOrigin, tagAngles, level.scr_anim[self.crewposition][animName]);
self thread donotetracks_flak88("scriptedanimdone",flak);
self.allowDeath = 1;
self waittillmatch ("scriptedanimdone","end");
self notify ("flakcrew animation done");
}
}
donotetracks_flak88(anime,flak)
{
self endon ("stop anim");
self endon ("death");
flak endon ("death");
flak endon ("crew dead");
flak endon ("crew dismounted");
while(1)
{
self waittill(anime,note);
switch(note)
{
case "attach":
self attach_shell();
break;
case "detach":
self detach_shell();
break;
case "end":
break;
default:
self detach_shell();
break;
}
}
}
detach_shell()
{
if(self.has_shell)
{
self.has_shell = false;
self detach(level.flak88_shell_model,"tag_weapon_right");
}
}
attach_shell()
{
if(!self.has_shell)
{
self.has_shell = true;
self attach(level.flak88_shell_model,"tag_weapon_right");
}
}
flakcrew_gunbackinhand(flak)
{
self endon ("death");
flak endon ("newcrew");
flak waittill_any("crew dismounted", "crew dead", "death");
self detach_shell();
//self.hasWeapon = true;
// self.weapon = self.oldweapon;
flak notify ("crew dismounted");
if( !flak isCheap() )
{
self animscripts\shared::placeWeaponOn( self.primaryweapon, "right");
}
// SCRIPTER_MOD: JesseS(5/1/07): took out this call, since placeweaponOn is the new way to do it
//self animscripts\shared::PutGunInHand("right");
self.health = self.oldhealth;
self.oldhealth = undefined;
wait randomfloatrange(0,1);
self stopanimscripted();
}
badplace_when_near()
{
if(level.script == "elalamein")
return; //testing
self endon ("death");
self endon ("bomb planted");
//spawn trigger radius
trig = spawn( "trigger_radius", self.origin, 0, 200, 200 );
for (;;)
{
trig waittill ("trigger");
badplacename = ("flak_badplace_player_near" + randomint(1000));
badplace_cylinder(badplacename, 2, self.origin, 250, 300);
wait 1.8;
}
}
flak_use_dismount()
{
self waittill ("trigger");
level flak88_dismount_crew(self,true);
}
flak88_init()
{
if(!isdefined(self.script_team))
self.script_team = "axis";
// SCRIPTER_MOD: JesseS (5/1/07) removed for now
// todo: setup vehicle anims again
//self useAnimTree(level.scr_animtree["flak88"]);
//self life_flak88();
self thread kill_flak88();
self thread shoot();
self.enemyque = []; // a kind of integration with _vehicle attack stuff
//get the explosives if it has any and setup that stuff
if (isdefined (self.target))
{
targeted = getentarray(self.target,"targetname");
triggerUse = [];
for (i=0;i<targeted.size;i++)
{
if (targeted[i].classname == "trigger_use")
triggerUse[triggerUse.size] = targeted[i];
else if (targeted[i].classname == "script_origin")
self.customTarget = targeted[i];
}
if (triggerUse.size > 0)
{
self.bombTriggers = [];
self.bombs = [];
for (i=0;i<triggerUse.size;i++)
{
if (isdefined (triggerUse[i].target))
{
tempBomb = getent(triggerUse[i].target,"targetname");
if (isdefined (tempBomb))
{
self.bombTriggers[self.bombTriggers.size] = triggerUse[i];
self.bombs[self.bombs.size] = tempBomb;
}
}
}
if ( (self.bombTriggers.size > 0) && (self.bombs.size > 0) )
{
// SCRIPTER_MOD: JesseS 5/1/07: took these out for now
//precacheModel("xmodel/military_tntbomb_obj");
//precacheModel("xmodel/military_tntbomb");
//precacheShader("hudStopwatch");
//precacheShader("hudStopwatchNeedle");
self thread flak88_explosives();
self thread badplace_when_near();
}
}
}
self.turning = "none";
self thread flak_monitorTurretAngles();
self thread flak_use_dismount();
if (isdefined (self.script_flak88))
self spawner_trigger();
}
flak_monitorTurretAngles()
{
self endon ("death");
self endon ("crew dismounted");
prevAngles = (0,0,0);
newAngles = (0,0,0);
for (;;)
{
prevAngles = newAngles;
newAngles = self getTagAngles ("tag_turret");
if (newAngles[1] < prevAngles[1])
self.turning = "turnright";
else if (newAngles[1] > prevAngles[1])
self.turning = "turnleft";
else
self.turning = "none";
wait 0.1;
}
}
flak88_explosives()
{
self endon ("death");
for (i=0;i<self.bombs.size;i++)
{
self.bombs[i] linkto(self, "tag_turret");
self.bombs[i] setmodel (level.flak88_bomb_model_obj);
}
for (i=0;i<self.bombTriggers.size;i++)
{
self.bombTriggers[i] enablelinkto();
self.bombTriggers[i] linkto(self, "tag_barrel");
self thread flak88_explosives_wait(self.bombTriggers[i]);
}
self waittill ("explosives planted");
// badplacename = ("flak_badplace_" + randomfloat(1000));
// badplace_cylinder(badplacename, -1, self.origin, 250, 300);
badplace_cylinder("", level.explosiveplanttime, self.origin, 250, 300);
iprintlnbold (&"SCRIPT_EXPLOSIVESPLANTED");
for (i=0;i<self.bombTriggers.size;i++)
self.bombTriggers[i] delete();
//get closest bomb to player
// SCRIPTER_MOD: JesseS (7/21/2007): TODO: Fix get_players reference here
bomb = getClosest(get_players()[0] getOrigin(), self.bombs);
bomb setmodel (level.flak88_bomb_model);
bomb playsound ("explo_plant_rand");
bomb thread loopsound_for_time_or_death ("bomb_tick",level.explosiveplanttime);
for (i=0;i<self.bombs.size;i++)
{
if (self.bombs[i] == bomb)
continue;
self.bombs[i] delete();
}
if (isdefined (self.bombstopwatch))
self.bombstopwatch destroy();
// SCRIPTER_MOD: JesseS (5/1/07): Took this out for
// TODO: Add back in stop watch functionality
//self.bombstopwatch = maps\_utility::getstopwatch(60);
level.timersused++;
wait level.explosiveplanttime;
bomb stoploopsound ("bomb_tick");
level.timersused--;
if (level.timersused < 1)
{
if (isdefined (self.bombstopwatch))
self.bombstopwatch destroy();
}
// badplace_delete(badplacename);
// SCRIPTER_MOD: JesseS (7/21/2007): TODO: fix get_players reference here
self notify ("death", get_players()[0]);
}
loopsound_for_time_or_death(sound,time)
{
// self thread loopsound_end_ondeath(sound);
self endon ("death");
self playloopsound (sound);
wait time;
self stoploopsound (sound);
}
loopsound_end_ondeath(sound)
{
// self waittill ("death");
// self stoploopsound (sound);
}
flak88_explosives_wait(trigger)
{
self endon ("death");
self endon ("explosives planted");
trigger setHintString (&"SCRIPT_PLATFORM_HINTSTR_PLANTEXPLOSIVES");
trigger waittill ("trigger");
if (isdefined (trigger.script_noteworthy))
level notify (trigger.script_noteworthy);
self notify ("explosives planted", trigger);
}
stop_flak88_objective(flak)
{
self waittill ("trigger");
flak.remaining_ai_afterstop = 0;
ai = getaiarray("axis");
for (i=0;i<ai.size;i++)
{
if(distance(flat_origin(ai[i].origin),flat_origin(flak.origin)) < 600)
ai[i] thread stop_flak88_remainingai(flak);
}
if(!flak.remaining_ai_afterstop)
flak notify ("flakai_cleared");
}
stop_flak88(flak)
{
flak endon ("death");
flak endon ("crew dead");
flak endon ("crew dismounted");
self waittill ("trigger");
//notify the flak and all AI to stop working
flak88_dismount_crew(flak);
}
stop_flak88_remainingai(flak)
{
flak.remaining_ai_afterstop++;
self waittill ("death");
flak.remaining_ai_afterstop--;
if(!flak.remaining_ai_afterstop)
flak notify ("flakai_cleared");
}
spawn_trigger_wait(trigger)
{
trigger waittill ("trigger");
if (isdefined (trigger.script_noteworthy))
level waittill (trigger.script_noteworthy);
if(isdefined(trigger.script_flakaicount))
{
count = trigger.script_flakaicount;
if(isdefined(level.flakaicountmod) && count)
count--;
}
else
count = undefined;
self notify ("spawntriggered",count);
}
spawner_trigger()
{
self endon ("death");
if (!isdefined (self.script_flak88))
return;
spawn_trigger = false;
AllTrigs = [];
AllTrigs = getentarray ("trigger_multiple","classname");
trigs2 = [];
trigs2 = getentarray ("trigger_radius","classname");
if (isdefined (trigs2[0]))
{
for (i=0;i<trigs2.size;i++)
AllTrigs[AllTrigs.size] = trigs2[i];
}
if (isdefined (AllTrigs[0]))
{
for (i=0;i<AllTrigs.size;i++)
{
if ( (isdefined (AllTrigs[i].script_flak88)) && (AllTrigs[i].script_flak88 == self.script_flak88) )
{
if ( (isdefined (AllTrigs[i].targetname)) && (AllTrigs[i].targetname == "stop flak88") )
{
alltrigs[i] thread stop_flak88_objective(self);
continue;
}
spawn_trigger = true;
thread spawn_trigger_wait(AllTrigs[i]);
}
}
}
ents = getspawnerarray();
spawners = [];
for (i=0;i<ents.size;i++)
{
if (!isdefined (ents[i].script_flak88))
continue;
if (ents[i].script_flak88 == self.script_flak88)
spawners[spawners.size] = ents[i];
}
if (spawners.size == 0)
return;
crewspawned = false;
count = 0;
while(1)
{
numberofguys = undefined;
if (spawn_trigger)
self waittill ("spawntriggered",numberofguys);
self.crewsize = 0;
self.crewMembers = [];
if(!isdefined(numberofguys))
numberofguys = spawners.size;
println("attempting to set up new flakcrew: ",count);
count++;
self notify ("newcrew");
//spawn the flak88 crew
leader = undefined;
loader = undefined;
passer = undefined;
ejecter = undefined;
aimer = undefined;
for (i=0;i<numberofguys;i++)
{
if (!isdefined(spawners[i]))
continue;
spawners[i].count = 1;
spawned = undefined;
if( !self isCheap() )
{
spawned = spawners[i] spawn_ai();
}
else
{
maps\_spawner::dronespawn_setstruct( spawners[i] );
spawned = dronespawn( spawners[i] );
if( isDefined( spawned ) )
{
spawned thread maps\_drones::drone_fakeDeath();
spawned.no_death_sink = true;
spawned.team = "axis";
}
}
if (!spawn_failed(spawned) || self isCheap() )
{
self.crewposition = undefined;
self.crewsize++;
//self.associatedAI++;
self.crewMembers[self.crewMembers.size] = spawned;
if( !self isCheap() )
{
spawned.goalradius = 768;
spawned setgoalpos (self.origin);
}
spawned.has_shell = false;
//set the guys crew position for the flak88
if (!isdefined (loader))
{
spawned.crewposition = "loader";
loader = 1;
}
else if (!isdefined (passer))
{
spawned.crewposition = "passer";
passer = 1;
}
else if (!isdefined (leader))
{
spawned.crewposition = "leader";
leader = 1;
}
else if (!isdefined (ejecter))
{
spawned.crewposition = "ejecter";
ejecter = 1;
}
else if (!isdefined (aimer))
{
spawned.crewposition = "aimer";
aimer = 1;
}
else
{
if( !self isCheap() )
{
//all positions are filled so just make this guy go to his node
self.crewsize--;
if (!isdefined (spawned.target))
{
// he doesn't have a node so make him stay near the flak88
spawned.goalradius = 800;
spawned setGoalPos (self.origin);
}
else
{
node = getnode (spawned.target,"targetname");
if (isdefined (node))
spawned setgoalNode (node);
}
}
}
//make him play the animations
if (isdefined (spawned.crewposition))
{
spawned.oldhealth = spawned.health;
if( spawned.oldhealth <= 0 )
{
spawned.oldhealth = 1;
}
spawned.health = 1;
// spawned.oldweapon = spawned.weapon;
spawned linkto (self, "tag_turret");
//spawned.hasWeapon = false;
// spawned.weapon = "xmodel/military_flak88_shell";
spawned.anim_disablelongdeath = true; // never to be enabled again.
// SCRIPTER_MOD: jesses (4/5/07):: This doesnt exist anymore
// TODO: Turn off battle chatter here
//spawned thread maps\_utility::setbattlechatter(false);
// spawned animscripts\shared::putGunInHand ("none");
if( !self isCheap() )
{
spawned animscripts\shared::placeWeaponOn( spawned.primaryweapon, "none");
}
spawned thread flakcrew_animation_think(self);
spawned thread flakcrew_gunbackinhand(self);
thread delete_on_newcrew(spawned);
}
level thread flak88_crew_waittill_death(self, spawned);
}
}
/*
for( i = 0 ; i < self.crewmembers.size ; i++ )
{
assert(isdefined(self.crewmembers[i]));
assert(isalive(self.crewmembers[i]));
}
*/
self.crewmembers = array_removeDead(self.crewmembers);
self thread flak88_waittill_crewdead(self.crewmembers);
self thread think();
trigs = getentarray ("stop flak88","targetname");
for (i=0;i<trigs.size;i++)
{
if ( (isdefined (trigs[i].script_flak88)) && (trigs[i].script_flak88 == self.script_flak88) )
{
trigs[i] thread stop_flak88(self);
break;
}
}
if(!spawn_trigger)
break;
}
}
mount_world_flakcrew( entArray )
{
self endon ("death");
crew_array = [];
if( !isDefined( self.crewmembers ) )
{
self.crewmembers = [];
self.crewsize = 5;
}
// Sanity check, is there no crew for the gun?
for( i = 0; i < self.crewsize; i++ )
{
// SCRIPTER_MOD: BJoyal (6/18/08): see if they are alive as well as dead
if( isDefined( self.crewmembers[i] ) && isalive( self.crewmembers[i] ) )
{
ASSERTMSG( "Trying to set a new crew on a flak 88 with a designated crew!" );
return;
}
}
self notify( "newcrew" );
leader = undefined;
loader = undefined;
passer = undefined;
ejecter = undefined;
aimer = undefined;
for (i=0;i<entArray.size;i++)
{
// SCRIPTER_MOD: BJoyal (6/18/08): Check to see if he is dead as well as defined
if (!isdefined(entArray[i]) && !isalive(entArray[i]) )
continue;
self.crewposition = undefined;
self.crewsize++;
//self.associatedAI++;
self.crewMembers[self.crewMembers.size] = entArray[i];
entArray[i].goalradius = 768;
entArray[i] setgoalpos (self.origin);
entArray[i].has_shell = false;
//set the guys crew position for the flak88
if (!isdefined (loader))
{
entArray[i].crewposition = "loader";
entArray[i].animname = "loader";
crew_array = array_add( crew_array, entArray[i] );
loader = 1;
}
else if (!isdefined (passer))
{
entArray[i].crewposition = "passer";
entArray[i].animname = "passer";
crew_array = array_add( crew_array, entArray[i] );
passer = 1;
}
else if (!isdefined (leader))
{
entArray[i].crewposition = "leader";
entArray[i].animname = "leader";
crew_array = array_add( crew_array, entArray[i] );
leader = 1;
}
else if (!isdefined (ejecter))
{
entArray[i].crewposition = "ejecter";
entArray[i].animname = "ejecter";
crew_array = array_add( crew_array, entArray[i] );
ejecter = 1;
}
else if (!isdefined (aimer))
{
entArray[i].crewposition = "aimer";
entArray[i].animname = "aimer";
crew_array = array_add( crew_array, entArray[i] );
aimer = 1;
}
else
{
//all positions are filled so just make this guy go to his node
self.crewsize--;
if (!isdefined (entArray[i].target))
{
// he doesn't have a node so make him stay near the flak88
entArray[i].goalradius = 800;
entArray[i] setGoalPos (self.origin);
}
else
{
node = getnode (entArray[i].target,"targetname");
if (isdefined (node))
entArray[i] setgoalNode (node);
}
}
//make him play the animations
level thread flak88_crew_waittill_death(self, entArray[i]);
}
/*
for( i = 0 ; i < self.crewmembers.size ; i++ )
{
assert(isdefined(self.crewmembers[i]));
assert(isalive(self.crewmembers[i]));
}
*/
// SCRIPTER_MOD: BJoyal (6/18/08): remove dead from the array (in case some died during this setup)
crew_array = array_removeDead(crew_array);
level anim_reach( crew_array, "idle1", "tag_turret", self );
for( i = 0; i < crew_array.size; i++ )
{
if(isdefined( crew_array[i]) && isalive(crew_array[i]) )
{
crew_array[i].oldhealth = crew_array[i].health;
crew_array[i].health = 1;
// entArray[i].oldweapon = spawned.weapon;
crew_array[i] linkto (self, "tag_turret");
//entArray[i].hasWeapon = false;
// entArray[i].weapon = "xmodel/military_flak88_shell";
crew_array[i].anim_disablelongdeath = true; // never to be enabled again.
// SCRIPTER_MOD: jesses (4/5/07):: This doesnt exist anymore
// TODO: Turn off battle chatter here
//entArray[i] thread maps\_utility::setbattlechatter(false);
// entArray[i] animscripts\shared::putGunInHand ("none");
crew_array[i] animscripts\shared::placeWeaponOn( entArray[i].primaryweapon, "none");
crew_array[i] thread flakcrew_animation_think(self);
crew_array[i] thread flakcrew_gunbackinhand(self);
}
}
self.crewmembers = array_removeDead(self.crewmembers);
self thread flak88_waittill_crewdead(self.crewmembers);
self thread think();
trigs = getentarray ("stop flak88","targetname");
for (i=0;i<trigs.size;i++)
{
if ( (isdefined (trigs[i].script_flak88)) && (trigs[i].script_flak88 == self.script_flak88) )
{
trigs[i] thread stop_flak88(self);
break;
}
}
}
delete_on_newcrew(spawned)
{
spawned endon ("death");
self waittill ("newcrew");
spawned delete();
}
flak88_dismount_crew(flak,used)
{
if(!isdefined(used))
used = false;
if (isdefined (flak.crewMembers))
{
for (i=0;i<flak.crewMembers.size;i++)
{
if (!isdefined (flak.crewMembers[i]))
continue;
flak.crewMembers[i] detach_shell();
flak.crewMembers[i] unlink();
}
}
if(!used)
flak clearTurretTarget();
flak notify ("crew dismounted");
}
flak88_waittill_crewdead(guys)
{
self endon ("newcrew");
level waittill_dead(guys);
self notify ("crew dead");
}
flak88_crew_waittill_death(flak, crew_member)
{
flak endon ("newcrew");
flak endon ("death");
flak endon ("crew dismounted");
crew_member endon ("crew dismounted");
//crew_member endon ("death");
isLeader = false;
if ( (isdefined (crew_member.crewposition)) && (crew_member.crewposition == "leader") )
isLeader = true;
crew_member waittill ("death");
if (isdefined (crew_member))
{
crew_member detach_shell();
crew_member unlink();
}
flak.crewsize--;
if (flak.crewsize <= 0)
{
flak clearTurretTarget();
flak notify ("crew dead");
}
else if (!isLeader)
{
//someone in the crew was killed so notify the other crew members to dismount the gun
flak clearTurretTarget();
flak88_dismount_crew(flak);
}
}
//life_flak88()
//{
// self.health = 999;
// self.deathsound = "flak88_explode";
// self.deathfx = "flak88_explode";
// self.deathmodel = level.deathmodel[self.model];
//}
kill_flak88()
{
notifyString = undefined;
self waittill("death");
if(isdefined(level.hitbyplayervehiclethread))
thread [[level.hitbyplayervehiclethread]]();
//kill the crew
ai = getaiarray();
for (i=0;i<ai.size;i++)
{
if (!isdefined(ai[i]))
continue;
if (!isalive(ai[i]))
continue;
if (!isdefined(ai[i].script_flak88))
continue;
if (!isdefined(self.script_flak88))
continue;
if ( (isdefined (ai[i].script_flak88)) && (ai[i].script_flak88 == self.script_flak88) )
{
ai[i] unlink();
if (distance(self.origin,ai[i].origin) <= 350)
ai[i] doDamage( ai[i].health, ai[i].origin );
}
}
//flak88_dismount_crew(self);
if (isdefined (notifyString))
level notify (notifyString);
if (!isdefined(self))
return;
if (isdefined (self.bombstopwatch))
self.bombstopwatch destroy();
if(level.playervehicle != self)
self clearTurretTarget();
if (isdefined (self.deathsound))
self playsound(self.deathsound);
if (isdefined (self.deathfx))
level thread maps\_fx::OneShotfx(self.deathfx, self.origin, 0);
players = get_players();
for (i = 0; i < players.size; i++)
{
players[i] enableHealthShield( false );
radiusDamage (self.origin + (0,0,300), 400, 700, 100);
players[i] enableHealthShield( true );
}
level thread maps\_fx::loopfx("damaged_vehicle_smoke", self.origin, .8);
earthquake( 0.25, 3, self.origin, 1050 );
if (isdefined (self.deathmodel))
self setmodel(self.deathmodel);
if (isdefined (self.bombs))
{
for (i=0;i<self.bombs.size;i++)
{
if (isdefined(self.bombs[i]))
self.bombs[i] delete();
}
}
if (isdefined (self.bombTriggers))
{
for (i=0;i<self.bombTriggers.size;i++)
{
if (isdefined (self.bombTriggers[i]))
self.bombTriggers[i] delete();
}
}
}
shoot_flak(org)
{
if (!isdefined (org))
return false;
if (!isdefined (self))
return false;
if (self.health <= 0)
return false;
//dont allow crew or flak to be killed when actually fireing (some sort of splash damage protection)
//self flak_and_crew_splashSheild();
wait 0.2;
//crew needs to play fire animation...
if (isdefined (self.crewMembers))
{
for (i=0;i<self.crewMembers.size;i++)
{
if ( (isdefined (self.crewMembers[i])) && (isdefined (self.crewMembers[i].crewposition)) )
self.crewMembers[i] thread flakcrew_playAnim(self, "fire");
}
}
//SCRIPTER_MOD: JesseS (5/9/2007) - took out blowback, doesnt exist yet
//playfxOnTag ( level._effect["flak_dust_blowback"], self, "tag_turret" );
self notify ("turret_fire");
wait 0.2;
//set the crew members and flaks health values back to normal now that they fired
//self flak_and_crew_removeSplashSheild();
return true;
}
/*
flak_and_crew_splashSheild()
{
self.health_before_fire = self.health;
if (isdefined (self.crewMembers))
{
for (i=0;i<self.crewMembers.size;i++)
{
self.crewMembers[i].health_before_fire = self.crewMembers[i].health;
self.crewMembers[i].health = 1000000;
}
}
}
*/
/*
flak_and_crew_removeSplashSheild()
{
if ( (isdefined (self)) && (self.health > 0) )
//self.health = self.health_before_fire;
//self.health_before_fire = undefined;
if (isdefined (self.crewMembers))
{
for (i=0;i<self.crewMembers.size;i++)
{
if ( (isdefined (self.crewMembers[i])) && (isalive (self.crewMembers[i])) && (self.crewMembers[i].health > 0) )
{
self.crewMembers[i].health = self.crewMembers[i].health_before_fire;
self.crewMembers[i].health_before_fire = undefined;
}
}
}
}
*/
//INTEGRATES WITH THE TANK SCRIPTS
//-------------------------------------------
//LOOKS FOR TANKS IN THE LEVEL.TANKS VARIABLE
//ARRAY AND SHOOTS AT CLOSEST TANKS FIRST
//-------------------------------------------
think()
{
self endon ("death");
self endon ("newcrew");
if (!isdefined (self.script_accuracy))
self.script_accuracy = .4;
else if (self.script_accuracy >= 1.000)
self.script_accuracy = .99;
if ( (!isdefined (self.script_delay_min)) || (!isdefined (self.script_delay_max)) )
{
self.script_delay_min = 4;
self.script_delay_max = 8;
}
if ( (isdefined (self.script_leftarc)) && (isdefined (self.script_rightarc)) && ( (self.script_leftarc + self.script_rightarc) >= 360 ) )
{
self.script_leftarc = undefined;
self.script_rightarc = undefined;
}
delay_difference = (self.script_delay_max - self.script_delay_min);
if ( (!isdefined (self.script_shoottanks)) && (!isdefined (self.script_shootAI)) )
{
//set defaults (auto flak88s only shoot tanks by default)
self.script_shoottanks = 0; // SCRIPTER_MOD: JesseS (05/09/07): Set to 0 by default for now
self.script_shootai = 0;
}
if (!isdefined (self.script_shoottanks))
self.script_shoottanks = 1;
if (!isdefined (self.script_shootAI))
self.script_shootAI = 0;
if ( (self.script_shoottanks == 0) && (self.script_shootai == 0) )
self.autoTarget = false;
if (!isdefined (self.autoTarget))
self.autoTarget = true;
//*************
// FLAK88 THINK
//*************
self endon ("crew dismounted");
self endon ("crew dead");
// SCRIPTER_MOD: JesseS (7/21/2007): TODO: fixup get_players reference here
get_players()[0] endon ("death");
for (;;)
{
//flak88s could be controlled in another script at this point so check to see if this is the case
if ( (isdefined (self.autoTarget)) && (self.autoTarget == false) )
{
if (isdefined (self.customTarget))
level Target_Kill_Using_Accuracy(self, self.customTarget, delay_difference);
else
wait 1;
continue;
}
//Check to see what the flak88 is allowed to shoot and aquire targets based on it's allowed targets
//Tanks have higher priority than AI
AI_Target = undefined;
Tank_Target = undefined;
if (self.script_shootAI == 1)
AI_Target = self Target_Aquire_AI();
if (self.script_shoottanks == 1)
Tank_Target = self Target_Aquire_Tank();
if ( (!isdefined (AI_Target)) && (!isdefined (Tank_Target)) )
{
//no targets for the flak88 to shoot at
//if (!isdefined (self))
// return;
self clearTurretTarget();
wait 0.5;
}
else
{
target = undefined;
//The flak88 has a target...
if (isdefined (Tank_Target))
target = Tank_Target;
else if (isdefined (AI_Target))
target = AI_Target;
//Flak88 will kill the target that has been aquired
if (isdefined (target))
level Target_Kill_Using_Accuracy(self, target, delay_difference);
}
}
}
Target_Aquire_Tank()
{
self endon ("death");
if(level.tanks.size == 0)
return undefined;
//find the closest tank to the flak88 (but not too close = level.safetyRange)
target = undefined;
closest = 100000000;
if(self.enemyque.size) //integrate with vehicle focus fire triggers.
{
array = [];
for(i=0;i<self.enemyque.size;i++)
{
if(isdefined(self.enemyque[i]) && self.enemyque[i].health > 0)
array[array.size] = self.enemyque[i];
}
self.enemyque = array;
}
else
array = level.tanks;
if(isdefined(level._flakignoretanks))
{
for(i=0;i<level._flakignoretanks.size;i++)
array = array_remove(array,level._flakignoretanks[i]);
}
for (i=0;i<array.size;i++)
{
//check to see if this tank is within the allowed fire arc
if ( (cone_check(self, array[i].origin) == true) && (array[i].script_team != self.script_team) )
{
dist = distance (self.origin, array[i].origin);
if ( (dist < closest) && (dist >= level.safetyRange) )
{
//this is closest but if it doesn't pass safety range tests then throw it out
if (!SafetyRangeCheck(array[i].origin))
continue;
//if you can't hit the tank then dont try to shoot it
tank_org = (array[i].origin + (0,0,40));
flak_org = (self.origin + (0,0,68));
trace = bulletTrace(flak_org, tank_org, false, undefined);
end_loc = trace["position"];
OffsetX = abs(tank_org[0] - end_loc[0]);
OffsetY = abs(tank_org[1] - end_loc[1]);
OffsetZ = abs(tank_org[2] - end_loc[2]);
OffsetX_Pass = (OffsetX <= 160);
OffsetY_Pass = (OffsetY <= 160);
OffsetZ_Pass = (OffsetZ <= 160);
if (!(OffsetX_Pass && OffsetY_Pass && OffsetZ_Pass))
continue;
closest = dist;
target = array[i];
}
}
return target;
}
}
Target_Aquire_AI()
{
//for now just try to shoot the player
//self endon ("death");
// SCRIPTER_MOD: JesseS (7/21/2007): TODO: fix get_players reference here
get_players()[0] endon ("death");
flak = self;
//flak_pos_tag_barrel = flak getTagOrigin ("tag_barrel");
flak_pos_tag_barrel = flak getTagOrigin ("tag_turret");
flak_pos_tag_barrel = (flak_pos_tag_barrel + (0,0,45));
flak_pos_tag_flash = flak getTagOrigin ("tag_flash");
enemyTeam = undefined;
if (flak.script_team == "allies")
enemyTeam = "axis";
else if (flak.script_team == "axis")
enemyTeam = "allies";
else
return;
ent = getaiarray(enemyTeam);
if(enemyteam == "allies")
{
ent[ent.size] = ent[0];
// SCRIPTER_MOD: JesseS (7/21/2007): TODO: fix get_players reference here
ent[0] = get_players()[0];
}
for (i=0;i<ent.size;i++)
{
ent_pos = ent[i] getOrigin();
ent_pos_eyes = ent[i] getEye();
//-----------------------------------------------------------
//Check if the ent[i] can be seen by the flak88 crew
// bit tricky here - since you can't ignore multiple ents in the trace we have to see
// if the ent[i] can see the flak or any of it's crew members (reverse order)
//-----------------------------------------------------------
trace = bulletTrace(ent_pos_eyes, flak_pos_tag_barrel, true, ent[i]);
thread debug_flak88_drawLines(ent_pos_eyes);
trace_hit_ent = trace["entity"];
if (!isdefined (trace_hit_ent))
{
//check if it was close to the ent
trace_pos = trace["position"];
diffX = abs(flak_pos_tag_barrel[0] - trace_pos[0]);
diffY = abs(flak_pos_tag_barrel[1] - trace_pos[1]);
if (!( (diffX <= 100) && (diffY <= 100) ))
continue;
}
//else
//{
//check if the hit entity is the flak or any of it's crew memebers
// validEntities = flak.crewMembers;
// validEntities[validEntities.size] = flak;
// tracePassed = false;
// for (j=0;i<validEntities.size;j++)
// {
// if ( (isdefined (validEntities[j])) && (trace_hit_ent == validEntities[j]) )
// {
// tracePassed = true;
// break;
// }
// }
// if (!tracePassed)
// continue;
//}
//-----------------------------------------------------------
//-----------------------------------------------------------
//-----------------------------------------------------------
//
//
//
//
//
//
//-----------------------------------------------------------
//Make sure the ent isn't too close (within the safety range)
//-----------------------------------------------------------
safetyCheck = SafetyRangeCheck(ent_pos_eyes, flak_pos_tag_barrel);
if (!safetyCheck)
continue;
//-----------------------------------------------------------
//-----------------------------------------------------------
//
//
//
//
//
//-----------------------------------------------------------
//Make sure the ent isn't too close (within the safety range)
//-----------------------------------------------------------
coneCheck = cone_check(flak, ent_pos);
if (!coneCheck)
continue;
//-----------------------------------------------------------
//-----------------------------------------------------------
//
//
//
//
//
//
//
//-----------------------------------------------------------
//This is a valid target
return ent[i];
}
}
SafetyRangeCheck(org, flakorg)
{
//return true if it's ok to shoot
//self = the flak88
//org = location it wants to fire
//if the target they are shooting is closer than level.safetyRange don't shoot
if (!isdefined (flakorg))
flakorg = (self.origin + (0,0,68));
if (distance(org, flakorg) < level.safetyRange)
return false;
/*
//if what it will actually hit is closer than level.safetyRange don't shoot
trace = bulletTrace(flakorg, org, false, undefined);
end_loc = trace["position"];
if (distance (flakorg, end_loc) < level.safetyRange)
return false;
*/
return true;
}
Target_Kill_Using_Accuracy(flak, target, delay_difference)
{
flak endon ("crew dead");
flak endon ("crew dismounted");
// target endon ("death");
if (!isdefined (target))
return;
if ( (target.classname != "script_origin") && (target.health <= 0) )
return;
if (target.classname != "script_origin")
{
if ( (isdefined (self.autoTarget)) && (self.autoTarget == false) )
return;
}
if (isSentient (target))
{
aim_org = target getEye();
aim_org = aim_org - (0,0,20);
}
else if (target.classname == "script_origin")
aim_org = target.origin;
else
aim_org = (target.origin + (0,0,40));
offset_x = randomfloat(100 - flak.script_accuracy*100);
offset_y = randomfloat(100 - flak.script_accuracy*100);
offset_z = randomfloat(100 - flak.script_accuracy*100);
if (isSentient(target))
{
offset_x = (offset_x * .3);
offset_y = (offset_y * .3);
offset_z = (offset_z * .3);
}
else
offset_z = (offset_z * .5);
if (randomint(2) == 0)
offset_x = (offset_x * -1);
if (randomint(2) == 0)
offset_y = (offset_y * -1);
if (randomint(2) == 0)
offset_z = (offset_z * -1);
aim_org = (aim_org + (offset_x, offset_y, offset_z));
flak thread debug_flak88_drawLines(aim_org);
flak setTurretTargetVec(aim_org);
flak waittill("turret_on_target");
flak clearTurretTarget();
if(issentient(target) && (target.health <= 0 || !sighttracepassed(flak gettagorigin("tag_flash"),aim_org,0,flak)))
return;
if (isdefined (flak.script_startnotify))
{
flak waittill (flak.script_startnotify);
flak.script_startnotify = undefined;
}
wait 2;
flak shoot_flak(aim_org);
if (isdefined (delay_difference))
{
if (delay_difference <= 0)
wait flak.script_delay_min;
else
wait (flak.script_delay_min + randomfloat(delay_difference));
}
return;
}
//Checks to see if the 'target' is inside the fire arc of 'flak88'
//returns true: when 'target' is inside the cone of 'flak88'
//returns false: when 'target' is outside the cone of 'flak88'
cone_check(flak88, target_org)
{
//If the arcs aren't defined then the flak88 can shoot 360
//degrees so just return true (is inside the flak88s range)
if ( (!isdefined (flak88.script_leftarc)) || (!isdefined (flak88.script_leftarc)) )
return true;
//------------
// cone check
//------------
forwardvec = anglestoforward(flak88.angles);
orgA = flak88.origin;
orgB = target_org;
normalvec = vectorNormalize(orgB-orgA);
vecdot = vectordot(forwardvec,normalvec);
//if both the leftarc and rightarc are the same this check is enough...
if (flak88.script_leftarc == flak88.script_rightarc)
{
if (vecdot > cos(flak88.script_leftarc))
return true;
return false;
}
else //other wise we have to consider both angles...
{
rightvec = anglestoright(flak88.angles);
rightvecdot = vectordot(rightvec,normalvec);
if (rightvecdot >= 0)
return (vecdot > cos(flak88.script_rightarc)); // right
else
return (vecdot > cos(flak88.script_leftarc)); // left
}
}
debug_flak88_drawLines(targetOrg)
{
self notify ("stop drawing debug lines");
self endon ("death");
self endon ("stop drawing debug lines");
// SCRIPTER_MOD: JesseS (5/1/07): Took out for now
// TODO: Re-add debug cvar
//if (getcvar("debug_flak88") == "off")
return;
for (;;)
{
line (self.origin + (0,0,68), targetOrg, (0.2, 0.5, 0.8), 0.5);
wait 0.05;
}
}
shoot()
{
while(self.health > 0)
{
self waittill( "turret_fire" );
self fire_flak88();
}
}
fire_flak88()
{
if(self.health <= 0)
return;
// fire the turret
//SCRIPTER_MOD: JesseS (5/9/2007) - took this out until we get a fire anim for the flak88
//self setanimrestart (level.scr_anim["flak88"]["fire"]);
//SCRIPTER_MOD: JesseS (5/9/2007) - changed to fireweapon
//self fireweapon();
}
flakbarrel(flakbarrel)
{
flakbarrel solid();
flak = getent(flakbarrel.target,"targetname");
flakbarrel linkto(flak,"tag_barrel");
flak waittill ("death");
flakbarrel unlink();
}