cod5-sdk/raw/maps/hol2.gsc

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#include maps\_utility;
#include common_scripts\utility;
#include maps\_anim;
#include maps\_vehicle;
#using_animtree("generic_human");
main()
{
// precache strings
stringrefs();
// vehicle loading
maps\_truck::main( "vehicle_ger_wheeled_opel_blitz_winter", "opel" );
maps\_jeep::main( "vehicle_ger_wheeled_horch1a_winter_backseat" );
maps\_halftrack::main("vehicle_ger_tracked_halftrack");
maps\_panzeriv::main( "vehicle_ger_tracked_panzer4", "panzeriv" );
maps\_tiger::main( "vehicle_ger_tracked_king_tiger", "tiger" );
maps\_panzeriv::main( "vehicle_ger_tracked_panzer4v1" );
maps\_flak88::main( "artillery_ger_flak88_winter" );
maps\_stuka::main("vehicle_spitfire_flying" );
maps\_sdk::main("vehicle_ger_wheeled_sdk222_winter");
precachevehicle ("stuka");
precachemodel("vehicle_spitfire_flying");
init_flags();
add_start( "event3", maps\hol2_event3::start_event3 );
//default_start( maps\hol2_event4::start_event4 );
add_start( "graveyard", maps\hol2_event4::start_graveyard );
add_start( "event2", maps\hol2_event2::start_event2 );
default_start( maps\hol2_event1::event1_setup);
add_start( "event4", maps\hol2_event4::start_event4 );
add_start( "airstrike", maps\hol2_event4::event4_airstrike_test);
thread maps\hol2_airstrike::airstrike_init();
// bouncing better stuffs
precacheShader("white");
precacheshellshock("death");
precachemodel("aircraft_bomb");
precachemodel("vehicle_spitfire_flying");
PrecacheModel( "tag_origin" );
thread maps\_bouncing_betties::init_bouncing_betties();
thread onPlayerConnect();
maps\hol2_fx::main();
// loads game functionality
maps\_load::main();
maps\_tankmantle::init_models( "viewmodel_usa_player", "fraggrenade" );
// level support scripts
maps\hol2_anim::main();
thread maps\hol2_amb::main();
// loads MG-42 gunner animations
maps\_mganim::main();
// adds pacifist spawn function to all spawners desired to be pacifist
level thread setup_paci_spawners();
// turns the reinforcements on and off so that guys only reinforce in groups every minute
// instead of a constant stream of one guy at a time
level thread reinforcements_in_waves();
// level variables
//**TEMP - Mocks where the truck is in e3 for the e4 skipto
getent("fake_flaktrack", "targetname") trigger_off();
level thread maps\hol2_fx::event1_campfire();
players = get_players();
for (i=0; i < players.size; i++)
{
players[i] takeweapon("rocket_barrage");
}
}
onPlayerConnect()
{
for(;;)
{
level waittill("connecting", player);
player thread onPlayerSpawned();
// put any calls here that you want to happen when the player connects to the game
println("Player connected to game.");
}
}
onPlayerSpawned()
{
self endon("disconnect");
for(;;)
{
self waittill("spawned_player");
self thread maps\hol2_airstrike::airstrike_player_init();
// put any calls here that you want to happen when the player spawns
// this will happen every time the player spawns
println("Player spawned in to game at " + self.origin);
}
}
// Paces objective star on a given actor
star_on_sarge(obj_num, guy)
{
while (isalive(guy))
{
objective_position(obj_num, guy.origin);
wait 0.1;
if (flag("stopstar_onsarge"))
{
break;
}
}
}
delete_trig_onuse()
{
self waittill ("trigger");
wait 1;
self delete();
}
// sets an array of guys to cqbwalk on or off
do_set_cqbwalking(guys, cqbstate)
{
for (i=0; i < guys.size; i++)
{
guys[i].cqbwalking = cqbstate;
}
}
// had trouble with just setting .pacifist, so use this funct to make sure they work
solo_set_pacifist(pacifist_state)
{
self endon ("death");
if (isdefined(self) && isai(self))
{
self.pacifist = pacifist_state;
if (pacifist_state == false)
{
self.maxsightdistsqrd = 4000000;
self stopanimscripted();
self.ignoreme = false;
self reset_run_anim();
self.ignoreall = false;
}
}
}
// takes an array and pacifist state and sets everyone in the array to that state
do_set_pacifist(guys, pacifist_state)
{
for (i=0; i<guys.size; i++)
{
guys[i] endon ("death");
guys[i] solo_set_pacifist(pacifist_state);
}
}
// pretty much just puts MBS on heroes
squad_setup(guys)
{
for (i=0; i< guys.size; i++)
{
if (isdefined(guys[i]))
{
if ( (isdefined(guys[i].script_noteworthy)) &&
(guys[i].script_noteworthy == "hero" ||
guys[i].script_noteworthy == "fake_hero" ||
guys[i].script_noteworthy == "newhero" ))
{
guys[i] thread magic_bullet_shield();
}
}
}
level thread heroes_threatbias();
//level.maddock thread magic_bullet_shield();
}
dospawn_array(guys)
{
for (i=0; i < guys.size; i++)
{
guys[i] dospawn();
}
}
stringrefs()
{
precachestring(&"HOL2_OBJ1A");
precachestring(&"HOL2_OBJ1B");
precachestring(&"HOL2_OBJ1C");
precachestring(&"HOL2_OBJ1D");
precachestring(&"HOL2_OBJ6_GATEHOUSE");
precachestring(&"HOL2_OBJ6_ENTRANCE");
precachestring(&"HOL2_OBJ11");
precachestring(&"HOL2_OBJ11B");
precachestring(&"HOL2_OBJ12");
precachestring(&"HOL2_OBJ14");
precachestring(&"HOL2_OBJ14B");
precachestring(&"HOL2_OBJ15");
precachestring(&"HOL2_OBJ12B");
}
kill_guys_in_array(guys)
{
for (i=0; i < guys.size;i++)
{
if(isdefined(guys[i]))
{
guys[i] dodamage (guys[i].health * 5, (0,0,0));
}
}
}
init_flags()
{
flag_init ("stopstar_onsarge");
flag_init ("ambush_countdown");
flag_init ("1st_kubeldead");
flag_init ("1st_opeldead");
flag_init ("2nd_opeldead");
flag_init ("ambushpos1");
flag_init ("ambushpos2");
flag_init ("ambushpos3");
flag_init ("ambushpos4");
flag_init ("ambushpos5");
flag_init ("stop_clipdrag");
flag_init ("event1_ambushstart");
flag_init ("jump_the_gun");
flag_init ("gulch_ambush_started");
flag_init ("smoke_out");
flag_init ("planes_came");
flag_init ("event3_fightstart");
flag_init ("flaktrack_guysout");
flag_init ("retreat_togatehouse");
flag_init ("tanks_intown");
flag_init ("campfire_fightstart");
flag_init ("event1_stop_convoy");
flag_init ("event2_past_tripwire");
flag_init ("event1_player_kills_bomber");
flag_init ("event1_sarge_kills_bomber");
flag_init ("main_convoy_wokeup");
flag_init ("bomb1_diffused");
flag_init ("bomb2_diffused");
flag_init ("bomb3_diffused");
flag_init ("sarge_rdy_4_satchel");
flag_init ("dynamite_planted0");
flag_init ("dynamite_planted1");
flag_init ("dynamite_planted2");
flag_init ("dynamite_planted3");
flag_init ("e4_flakfight_over");
flag_init ("truck2here");
flag_init ("e4_convoy_notinplace");
flag_init("woodstiger_dead");
flag_init("gulchtiger_dead");
flag_init("north_of_house_clear");
flag_init("camptown_battle");
flag_init("path1_clear");
flag_init("path2_clear");
flag_init("gulchtiger_inplace");
flag_init("woodstiger_inplace");
flag_init("gulchtiger_inloop");
flag_init("sarge_knifed_nazi");
flag_init("sdk_stopped");
flag_init("bridge3_peaceful");
flag_init("brige3_fightstarted");
}
objective_control(num)
{
if(num==0)
{
// First objective after hopping fence
objective_add(1, "active", &"HOL2_OBJ0", level.maddock.origin);
objective_current(1);
level thread star_on_sarge(1, level.maddock);
}
if(num==1)
{
flag_set ("stopstar_onsarge");
bomb1 = getstruct("diffuse_first_bomb_pos", "targetname");
bomb2 = getstruct("bridge2_bomb_pos", "targetname");
bomb3 = getstruct("bridge_defuse", "targetname");
objective_add(0, "active", &"HOL2_OBJ1A", bomb1.origin);
objective_current(0);
objective_additionalposition(0, 2, bomb2.origin);
level waittill ("a_bomb_was_diffused");
objective_delete(0);
if (flag("bomb1_diffused"))
{
objective_add(0, "active", &"HOL2_OBJ1B", bomb2.origin);
objective_current(0);
flag_wait("bomb2_diffused");
}
else
{
objective_add(0, "active", &"HOL2_OBJ1B", bomb1.origin);
objective_current(0);
flag_wait("bomb1_diffused");
}
objective_delete(0);
objective_add(0, "active", &"HOL2_OBJ1C", bomb3.origin);
objective_current(0);
}
if(num==2)
{
objective_string(0, &"HOL2_OBJ1D");
objective_state(0, "done");
objective_delete(1);
wait 0.2;
spot = getstruct("scout_forces_obj_spot", "targetname");
objective_add(1, "active", &"HOL2_OBJ0");
objective_current(1);
flag_clear("stopstar_onsarge");
level thread star_on_sarge(1, level.maddock);
}
if(num == 3)
{
spot = getstruct("begin_assault", "targetname");
objective_delete(1);
objective_add(1, "active", &"HOL2_OBJ5B", spot.origin);
}
if(num==4)
{
objective_delete(1);
wait 0.3;
// these are the entrance guys
objective_add(1, "active", &"HOL2_OBJ6_ENTRANCE", (2600, 7500.5, -314));
objective_state(1, "current");
}
if (num == 4.5)
{
flag_set("stopstar_onsarge");
objective_state(1, "done");
objective_add(5, "active", &"HOL2_OBJ6_GATEHOUSE", (1486.5, 10051.5, -312));
objective_state(5, "current");
}
if(num==5)
{
// clear the sub-objectives
for (i=1; i<6; i++)
{
objective_delete(i);
wait 0.3;
}
}
if(num==6)
{
regroup_spot = getstruct("event3_regroup_spot", "targetname");
objective_add(1, "active", &"HOL2_OBJ11", regroup_spot.origin);
objective_current (1);
}
if(num==7)
{
level.dynamite_planted = 0;
objective_delete(1);
wait 0.2;
spots = getstructarray("convoy_ambush_dynamite_spots", "script_noteworthy");
objective_add(1, "active", &"HOL2_OBJ11B");
objective_add(7, "current");
objective_current(7);
for (i=0; i < 4; i++)
{
objective_additionalposition(7, i, spots[i].origin);
level thread dynamite_plant_control(i);
}
//objective_state(7,"invisible");
level waittill ("dyn_planted");
level waittill ("dyn_planted");
level waittill ("dyn_planted");
level waittill ("dyn_planted");
objective_state (1, "done");
objective_delete(7);
wait 0.2;
spot = getstruct("ambush_spot1", "targetname");
objective_add(2, "current", &"HOL2_OBJ12", spot.origin);
level notify ("all_dynamite_planted");
level.dynamite_planted = undefined;
trig = getent("ambush_trig_1", "targetname");
trig waittill ("trigger");
objective_string(2, &"HOL2_OBJ12B");
}
if(num==9)
{
objective_state(2, "done");
// set the objective to fall back to the flak
my_flak = getent("my_flak", "targetname");
objective_add(12, "active", &"HOL2_OBJ13", my_flak.origin);
objective_state(12, "current");
}
if(num==10)
{
obj_13_pos = getstruct("2nd_tolast_obj", "targetname");
objective_state (12, "done");
objective_add (13, "active", &"HOL2_OBJ14", obj_13_pos.origin);
objective_state (13, "current");
}
if(num==11)
{
objective_delete (13);
graveyard_pos = getstruct ("graveyard_pos", "targetname");
objective_add(14 ,"active", &"HOL2_OBJ14b", graveyard_pos.origin);
objective_state (14, "current");
}
if(num==12)
{
smokethrow_pos = getstruct("smokethrow_pos", "targetname");
objective_delete(14);
objective_add(15, "active", &"HOL2_OBJ15", smokethrow_pos.origin);
objective_state (15, "current");
flag_set("smoke_out");
}
}
dynamite_plant_control(num)
{
level waittill ("dyn_planted"+num);
flag_set("dynamite_planted"+num);
level.dynamite_planted ++;
spots = getstructarray("convoy_ambush_dynamite_spots", "script_noteworthy");
objective_delete(7);
objective_add(7, "current");
objective_current(7);
for (i=0; i < 4; i++)
{
if (!flag("dynamite_planted"+i))
{
objective_additionalposition(7, i, spots[i].origin);
}
}
//objective_state(7,"invisible");
level notify ("dyn_planted");
}
// was using this to get around bug that kept a script origin in when spawning vehicles
get_true_vehicle(value, key)
{
vehicle = getentarray(value, key);
for (i=0; i < vehicle.size; i++)
{
if (vehicle[i].classname == "script_vehicle")
{
true_vehicle = vehicle[i];
return true_vehicle;
}
}
}
killspawner_after_trig(num)
{
self waittill ("trigger");
wait 0.5;
maps\_spawner::kill_spawnernum(num);
}
wait_n_spawn(value,key,waittime)
{
wait waittime;
spawners = getentarray(value,key);
for (i=0; i < spawners.size; i++)
{
spawners[i] dospawn();
}
}
wait_n_spawn_solo(waittime)
{
wait waittime;
self stalingradspawn();
}
wait_n_kill(guy,waittime)
{
guy endon ("death");
wait waittime;
if (isdefined(guy)&& isalive(guy))
{
guy dodamage(guy.health * 5, (0,0,0));
}
}
wait_n_kill_array(guys, waittime)
{
for (i=0; i < guys.size; i++)
{
level thread wait_n_kill(guys[i],randomfloat(waittime));
}
}
grab_ai_by_script_noteworthy(value,side)
{
guys = getaiarray(side);
for (i=0; i < guys.size; i++)
{
if (isdefined(guys[i]) && isdefined(guys[i].script_noteworthy) && guys[i].script_noteworthy == value)
{
return guys[i];
}
}
}
grab_ai_by_targetname(value,side)
{
guys = getaiarray(side);
for (i=0; i < guys.size; i++)
{
if (isdefined(guys[i]) && isdefined(guys[i].targetname) && guys[i].targetname == value)
{
return guys[i];
}
}
}
count_guys_by_script_noteworthy(value)
{
all_guys = getaiarray("axis");
guys = [];
for (i=0; i < all_guys.size; i++)
{
if (isdefined (guys[i]) && isdefined(guys[i].script_noteworthy) && guys[i].script_noteworthy == value)
{
guys = array_add (guys, all_guys[i]);
}
}
return guys.size;
}
// sets up the threatbias of allied heroes and axis
heroes_threatbias()
{
createthreatbiasgroup("heroes");
createthreatbiasgroup("squad");
allies = getaiarray("allies");
for (i=0; i < allies.size; i++)
{
if (isdefined(allies[i].script_noteworthy) && allies[i].script_noteworthy == "hero")
{
allies[i] setthreatbiasgroup("heroes");
}
else
{
allies[i] setthreatbiasgroup("squad");
}
}
setthreatbias("axis", "squad" , 100);
setignoremegroup("heroes","axis");
}
trigger_and_delete()
{
self notify ("trigger");
wait 2;
if (isdefined(self)) self delete();
}
// faked way of having the player appear to get shot and killed from a location
scripted_player_shot_death(shotspot)
{
self endon("death");
if (self getstance() == "prone")
{
axis = getaiarray("axis");
if (isdefined(axis[0]) && isalive(axis[0]))
{
axis[0] magicgrenade(self.origin+(0,0,50), self.origin, 1.0);
}
wait 3;
}
for(i=0; i < 4; i++)
{
self dodamage(20, shotspot);
wait 0.2;
}
self dodamage(self.health * 1000, (shotspot));
}
// faked way of killing player with grenades
magic_grenades_at_player(startspot, loops)
{
for(i=0; i < loops; i++)
{
axis = getaiarray("axis");
if (isdefined(axis[0]) && isalive(axis[0]))
{
self dodamage(20, startspot);
axis[0] magicgrenade(startspot, self.origin, 3.0);
wait randomint (5);
}
}
}
// changes player speed over set time
player_speed_set(speed, time)
{
currspeed = int( getdvar( "g_speed" ) );
goalspeed = speed;
if( !isdefined( self.g_speed ) )
self.g_speed = currspeed;
range = goalspeed - currspeed;
interval = .05;
numcycles = time / interval;
fraction = range / numcycles;
while( abs(goalspeed - currspeed) > abs(fraction * 1.1) )
{
currspeed += fraction;
setsaveddvar( "g_speed", int(currspeed) );
wait interval;
}
setsaveddvar( "g_speed", goalspeed );
}
wait_n_notify(time, mynotify)
{
wait time;
if (isdefined(self))
self notify (mynotify);
}
wait_n_delete(time)
{
wait time;
if (isdefined(self))
self delete();
}
waittill_trig_n_setflag(myflag, thing)
{
thing setwaitnode(self);
wait 0.2;
thing waittill ("reached_wait_node");
flag_set(myflag);
}
waittill_trig_n_notify(mynotify, thing, sdknode)
{
while (1)
{
self waittill ("trigger", triggerer);
if (!isdefined(thing))
break;
if (thing == triggerer)
break;
}
if (isdefined(sdknode))
{
level.sdknode = sdknode;
}
level notify (mynotify);
}
// adds pacifist spawn function to all spawners desired to be pacifist
setup_paci_spawners()
{
guys = getentarray("initial_convoy_guys", "targetname");
level thread setup_paci_spawners2(guys);
guys = getentarray("E1_C1_weary_soldiers", "targetname");
level thread setup_paci_spawners2(guys);
guy = getent("bridge2_guy", "targetname");
guy thread add_spawn_function(::solo_set_pacifist, true);
guys = getentarray("bridge3_guys_infight", "targetname");
level thread setup_paci_spawners2(guys);
guys = getentarray("bridge2_convoy_guys", "targetname");
level thread setup_paci_spawners2(guys);
}
setup_paci_spawners2(guys)
{
for (i=0; i < guys.size; i++)
{
guys[i] add_spawn_function(::solo_set_pacifist,true);
}
}
// turns the reinforcements on and off so that guys only reinforce in groups every minute
// instead of a constant stream of one guy at a time
reinforcements_in_waves()
{
trigs = getentarray("friendly_respawn_trigger", "targetname");
array_thread(trigs, ::respawn_go);
level waittill ("respawn_guys_now");
for (;;)
{
level endon ("level_ending");
flag_clear("respawn_friendlies");
wait 60;
flag_set("respawn_friendlies");
wait 5;
}
}
// used for reinforcements, waits for the first reinforcement trigger to call loop in
// previous function and ends this thread on all other trigger
respawn_go()
{
level endon ("respawn_guys_now");
self waittill ("trigger");
level notify ("respawn_guys_now");
}
// sends notify when player shoots
waitfor_player_attack(mynotify,org_coord, coord_val)
{
self endon ("death");
self endon ("disconnect");
while (1)
{
self thread waitfor_player_grenade(mynotify);
self waittill( "action_notify_attack" );
if (isdefined(org_coord) && isdefined(coord_val) && self.origin[org_coord] > coord_val)
{
break;
}
else if (!isdefined (org_coord))
break;
}
level notify (mynotify);
}
// sends notify when player uses grenade
waitfor_player_grenade(mynotify)
{
self endon("death");
self endon ("disconnect");
self waittill ("grenade_pullback");
wait 4;
level notify (mynotify);
}
notify_on_trig(mynotify)
{
self waittill ("trigger");
level notify (mynotify);
}
// ends when a vehicle gets to a node
vehicle_at_node(node)
{
while (1)
{
node waittill ("trigger", thing);
if (thing==self)
{
break;
}
}
}
set_stances(stance1, stance2, stance3)
{
if (isdefined(stance3))
{
for (i=0; i<self.size; i++)
{
self[i] allowedstances(stance1, stance2, stance3);
}
return;
}
if (isdefined(stance2))
{
for (i=0; i<self.size; i++)
{
self[i] allowedstances(stance1, stance2);
}
return;
}
else
{
for (i=0; i<self.size; i++)
{
self[i] allowedstances(stance1);
}
}
}
waittill_enemy(mynotify)
{
self.goalradius = 25;
self waittill_either ("enemy", "death");
level notify (mynotify);
}
waittill_notify_n_trig(mynotify, trigme)
{
self waittill (mynotify);
if (isdefined(trigme))
trigme thread trigger_and_delete();
}
triggeron_on_notify(mynotify, trigmeon)
{
self waittill (mynotify);
if (isdefined(trigmeon))
trigmeon trigger_on();
}
reset_run_anim()
{
self endon ("death");
self.a.combatrunanim = undefined;
self.run_noncombatanim = self.a.combatrunanim;
self.walk_combatanim = self.a.combatrunanim;
self.walk_noncombatanim = self.a.combatrunanim;
self.preCombatRunEnabled = false;
}
set_sneak_walk(state)
{
self endon ("death");
if (state == true)
{
self.animname = "sneaky_squad";
self thread set_run_anim( "sneaky_walk1");
}
else
{
self reset_run_anim();
self.cqbwalking = false;
self allowedstances("stand","crouch","prone");
}
}
stop_on_node(node)
{
node waittill_trig_n_notify("nothing", self);
self setspeed (0,100,100);
self.inplace = true;
}
tiger_stop_on_node(node)
{
self setwaitnode(node);
wait 0.2;
self waittill ("reached_wait_node");
self setspeed (0,10,10);
}
wait_n_destroy(waittime)
{
wait (waittime);
self.health = 1;
radiusdamage(self.origin, 200, 50, 35);
}
shock_me(shock, time)
{
self endon ("death");
self shellshock(shock, time);
self setstance("prone");
self allowstand(false);
self allowcrouch(false);
wait (time-2);
self allowstand(true);
self allowcrouch(true);
}