252 lines
No EOL
6.5 KiB
Text
252 lines
No EOL
6.5 KiB
Text
/*
|
|
Radiant:
|
|
Create as many trigger_use with targetname "generic_use_trigger" as you might need. 8x8x8 units or so.
|
|
Make sure to place them where the player can't get to them, they will be moved to the correct loctaion in script.
|
|
They will be reused so you only have to do as many as you might have C4 objectivs active at the same time.
|
|
|
|
Script:
|
|
maps\_c4::main(); // Add in you main() function.
|
|
<entity> maps\_c4::c4_location( tag, origin_offset, angles_offset, org );
|
|
|
|
org => optional parameter if you want to plant on an origin instead of a tag
|
|
|
|
<entity>.multiple_c4 = true;
|
|
Set .multiple_c4 on the entity if more then one C4 in required before the detonator is given to the player.
|
|
This must be set before <entity> maps\_c4::c4_location( ... ); is called.
|
|
|
|
Example:
|
|
technical = maps\_vehicle::waittill_vehiclespawn( "technical" );
|
|
technical maps\_c4::c4_location( "tag_origin", (76, 15, 55.5), (11, 0, 1.5) );
|
|
technical waittill( "c4_detonation" );
|
|
technical notify( "death" ); // this does the explosion and model swap for a vehicle. Other entities might need other ways to do the model swap.
|
|
|
|
If the target gets destroyed by something elese then the C4:
|
|
<entity> notify( "clear_c4" ); // this will remove the c4 without detonation.
|
|
|
|
You can have more then one c4_location on any one entity. Once one is triggered the others will be deleted.
|
|
|
|
*/
|
|
#include maps\_utility;
|
|
|
|
main()
|
|
{
|
|
precacheModel( "weapon_c4" );
|
|
precacheModel( "weapon_c4_obj" );
|
|
precacheItem( "c4" );
|
|
level._effect["c4_explosion"] = loadfx ("explosions/grenadeExp_metal");
|
|
}
|
|
|
|
c4_location( tag, origin_offset, angles_offset, org )
|
|
{
|
|
tag_origin = undefined;
|
|
|
|
if ( !isdefined( origin_offset ) )
|
|
origin_offset = ( 0, 0, 0 );
|
|
if ( !isdefined( angles_offset ) )
|
|
angles_offset = ( 0, 0, 0 );
|
|
|
|
if ( isdefined(tag) )
|
|
tag_origin = self gettagorigin( tag );
|
|
else if ( isdefined(org) )
|
|
tag_origin = org;
|
|
else
|
|
assertmsg( "need to specify either a 'tag' or an 'org' parameter to attach the c4 to" );
|
|
|
|
c4_model = spawn( "script_model", tag_origin + origin_offset );
|
|
c4_model setmodel( "weapon_c4_obj" );
|
|
|
|
if ( isdefined(tag) )
|
|
c4_model linkto( self, tag, origin_offset, angles_offset );
|
|
else
|
|
c4_model.angles = self.angles;
|
|
|
|
c4_model.trigger = get_use_trigger();
|
|
c4_model.trigger sethintstring( &"SCRIPT_PLATFORM_HINT_PLANTEXPLOSIVES" );
|
|
|
|
if ( isdefined(tag) )
|
|
{
|
|
c4_model.trigger linkto( self, tag, origin_offset, angles_offset );
|
|
c4_model.trigger.islinked = true;
|
|
}
|
|
else
|
|
c4_model.trigger.origin = c4_model.origin;
|
|
|
|
c4_model thread handle_use( self );
|
|
if ( !isdefined( self.multiple_c4 ) )
|
|
c4_model thread handle_delete( self );
|
|
c4_model thread handle_clear_c4( self );
|
|
|
|
return c4_model;
|
|
}
|
|
|
|
playC4Effects()
|
|
{
|
|
self endon("death");
|
|
|
|
wait .1;
|
|
|
|
playFXOnTag( getfx( "c4_light_blink" ), self, "tag_fx" );
|
|
}
|
|
|
|
handle_use( c4_target )
|
|
{
|
|
c4_target endon( "clear_c4" );
|
|
|
|
if ( !isdefined( c4_target.multiple_c4 ) )
|
|
c4_target endon( "c4_planted" );
|
|
|
|
if ( !isdefined( c4_target.c4_count ) )
|
|
c4_target.c4_count = 0;
|
|
|
|
c4_target.c4_count++;
|
|
|
|
self.trigger usetriggerrequirelookat();
|
|
self.trigger waittill( "trigger" );
|
|
|
|
level notify ("c4_in_place", self );
|
|
|
|
self.trigger unlink();
|
|
self.trigger release_use_trigger();
|
|
|
|
self playsound("detpack_plant");
|
|
self setmodel( "weapon_c4" );
|
|
|
|
self thread playC4Effects();
|
|
|
|
c4_target.c4_count--;
|
|
|
|
if ( !isdefined( c4_target.multiple_c4 ) || !c4_target.c4_count )
|
|
level.player switch_to_detonator();
|
|
|
|
self thread handle_detonation( c4_target );
|
|
|
|
c4_target notify( "c4_planted", self );
|
|
}
|
|
|
|
handle_delete( c4_target )
|
|
{
|
|
c4_target endon( "clear_c4" );
|
|
self.trigger endon( "trigger" );
|
|
|
|
c4_target waittill( "c4_planted", c4_model );
|
|
self.trigger unlink();
|
|
self.trigger release_use_trigger();
|
|
self delete();
|
|
}
|
|
|
|
handle_detonation( c4_target )
|
|
{
|
|
c4_target endon( "clear_c4" );
|
|
|
|
level.player waittill( "detonate" );
|
|
playfx( level._effect["c4_explosion"], self.origin );
|
|
|
|
soundPlayer = spawn( "script_origin", self.origin );
|
|
|
|
if( isdefined( level.c4_sound_override ) )
|
|
soundPlayer playsound( "detpack_explo_main", "sound_done" );
|
|
|
|
self radiusdamage( self.origin, 256, 200, 50);
|
|
earthquake (0.4, 1, self.origin, 1000);
|
|
|
|
if (isdefined( self ) )
|
|
self delete();
|
|
|
|
level.player thread remove_detonator();
|
|
|
|
c4_target notify( "c4_detonation" );
|
|
|
|
soundPlayer waittill( "sound_done" ); // not working?
|
|
soundPlayer delete();
|
|
}
|
|
|
|
handle_clear_c4( c4_target )
|
|
{
|
|
c4_target endon("c4_detonation");
|
|
|
|
c4_target waittill( "clear_c4" );
|
|
|
|
if ( !isdefined( self ) )
|
|
return;
|
|
|
|
if ( isdefined( self.trigger.inuse ) && self.trigger.inuse )
|
|
self.trigger release_use_trigger();
|
|
|
|
if ( isdefined( self ) )
|
|
self delete();
|
|
|
|
level.player thread remove_detonator();
|
|
}
|
|
|
|
remove_detonator()
|
|
{
|
|
level endon( "c4_in_place" );
|
|
|
|
wait 1;
|
|
|
|
if ( "c4" == self getcurrentweapon() && (isdefined(self.old_weapon)) )
|
|
{
|
|
if ( self HasWeapon( self.old_weapon ) )
|
|
self switchtoweapon( self.old_weapon );
|
|
else
|
|
self switchtoweapon( self GetWeaponsListPrimaries()[0] );
|
|
}
|
|
|
|
self.old_weapon = undefined;
|
|
|
|
if ( 0 != self getammocount( "c4") )
|
|
return;
|
|
|
|
self waittill( "weapon_change" );
|
|
self takeweapon( "c4" );
|
|
}
|
|
|
|
switch_to_detonator()
|
|
{
|
|
c4_weapon = undefined;
|
|
self.old_weapon = self getcurrentweapon();
|
|
|
|
// if the player doesn't have the C4 weapon give it to him.
|
|
weapons = self GetWeaponsList();
|
|
for ( i=0; i<weapons.size; i++ )
|
|
{
|
|
if ( weapons[i] != "c4" )
|
|
continue;
|
|
c4_weapon = weapons[i];
|
|
}
|
|
if ( !isdefined( c4_weapon ) )
|
|
{
|
|
self giveWeapon("c4");
|
|
self SetWeaponAmmoClip( "c4", 0 );
|
|
self SetActionSlot( 2, "weapon" , "c4" );
|
|
}
|
|
|
|
self switchtoweapon( "c4" );
|
|
}
|
|
|
|
get_use_trigger()
|
|
{
|
|
ents = getentarray( "generic_use_trigger", "targetname" );
|
|
assertex( isdefined( ents ) && ents.size > 0, "Missing use trigger with targetname: generic_use_trigger." );
|
|
for ( i=0; i<ents.size; i++ )
|
|
{
|
|
if ( isdefined( ents[i].inuse ) && ents[i].inuse )
|
|
continue;
|
|
if ( !isdefined( ents[i].inuse ) )
|
|
ents[i] enablelinkto();
|
|
ents[i].inuse = true;
|
|
ents[i].oldorigin = ents[i].origin;
|
|
return ents[i];
|
|
}
|
|
assertmsg( "all generic use triggers are in use. Place more of them in the map." );
|
|
}
|
|
|
|
release_use_trigger()
|
|
{
|
|
|
|
if (isdefined(self.islinked))
|
|
self unlink();
|
|
self.islinked = undefined;
|
|
self.origin = self.oldorigin;
|
|
self.inuse = false;
|
|
} |