1588 lines
43 KiB
Text
1588 lines
43 KiB
Text
// _flak88.gsc
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// Sets up the behavior for the German Flak 88.
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// TODO: Set up vehicle animations so they dont warp to center of flak88 after sequence is over
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// TODO: get proper shell model for flak 88
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#include maps\_utility;
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#include common_scripts\utility;
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#include maps\_vehicle;
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#include maps\_vehicle_aianim;
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#include maps\_anim;
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main( model, type )
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{
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// Shell model
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//precachemodel("com_trashbag");
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level.tanks = [];
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// Sets up the basics for the vehicle. Pass in the vehicletype here.
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build_template( "flak88", model, type );
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// Anything specific to this vehicle.
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build_localinit( ::init_local );
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// Sets up the regular model and the death model.
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build_deathmodel( "german_artillery_flak88_nm", "german_artillery_flak88_nm_destroy" );
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build_deathmodel( "artillery_ger_flak88_winter", "artillery_ger_flak88_winter_d" );
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build_deathmodel( "artillery_ger_flak88", "artillery_ger_flak88_d" );
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// Build in the shock for when the vehicle fires is main turret
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build_shoot_shock( "tankblast" );
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// Animations to use when the vehicle is moving forward and backwards.
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//build_drive( %abrams_movement, %abrams_movement_backwards, 10 );
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// Exhaust FX to use
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//build_exhaust( "distortion/abrams_exhaust" );
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// Dust to play off of "tag_engine_exhaust"
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//build_deckdust( "dust/abrams_desk_dust" );
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// FX to play when vehicle dies
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build_deathfx( "explosions/large_vehicle_explosion", undefined, "explo_metal_rand" );
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// Health, min, max for the vehicle
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build_life( 999, 500, 1500 );
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// Default team
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build_team( "axis" );
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// Use if vehicle has a main turret
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build_mainturret();
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// Use if the vehicle needs a compass icon.
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//build_compassicon();
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// Everything else
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level.flak88_shell_model = "grenade_bag";
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level.flak88_bomb_model = "grenade_bag";
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level.flak88_bomb_model_obj = "grenade_bag";
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level.timersused = 0;
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level.safetyRange = 350;
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//load_flak_fx();
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//load_flak_anims();
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load_crew_anims();
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array_levelthread(getentarray("flakbarrel","targetname"),::flakbarrel);
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}
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// Anthing specific to this vehicle, used globally.
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init_local()
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{
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self flak88_init();
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}
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// SCRIPER_MOD: JesseS (5/1/07) Took out for now
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// TODO: Make this work again
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// Animation set up for vehicle anims
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//#using_animtree( "tank" );
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//set_vehicle_anims( positions )
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//{
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// return positions;
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//}
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////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////
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//main(model)
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//{
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//
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// if (getcvar("debug_flak88") == "")
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// setcvar("debug_flak88", "off");
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//
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// precachemodel("xmodel/military_flak88_shell");
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// precachestring(&"SCRIPT_EXPLOSIVESPLANTED");
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//
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//
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// return true;
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//}
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// SCRITPER_MOD: jesseS (5/1/07): removed for now
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// TODO: re-add fx
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//load_flak_fx()
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//{
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// level._effect["flak_burst"] = loadfx ("fx/muzzleflashes/flak_flash.efx");
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// level._effect["flak88_explode"] = loadfx ("fx/explosions/flak88_explosion.efx");
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// level._effect["damaged_vehicle_smoke"] = loadfx ("fx/smoke/damaged_vehicle_smoke.efx");
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// level._effect["flak_dust_blowback"] = loadfx ("fx/dust/flak_dust_blowback.efx");
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//}
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// SCRIPTER_MOD:
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// JesseS (5/1/07): Took this out for now until we figure out what to do with vehicle anims
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//#using_animtree("flak88");
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//load_flak_anims()
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//{
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// level.scr_animtree["flak88"] = #animtree;
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// level.scr_anim["flak88"]["fire"] = %flak88_gun_fire_antitank;
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//}
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#using_animtree("generic_human");
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load_crew_anims()
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{
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//Leader - Officer
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level.scr_anim["leader"]["fire"] = %ai_88antitank_leader_loadandfire;
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level.scr_anim["leader"]["idle0"] = %ai_88antitank_leader_twitch;
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level.scr_anim["leader"]["idle1"] = %ai_88antitank_leader_idle;
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level.scr_anim["leader"]["idle2"] = %ai_88antitank_leader_idle;
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level.scr_anim["leader"]["idle3"] = %ai_88antitank_leader_idle;
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level.scr_anim["leader"]["idle4"] = %ai_88antitank_leader_idle;
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level.scr_anim["leader"]["turnleft"] = %ai_88antitank_leader_turnleft;
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level.scr_anim["leader"]["turnright"] = %ai_88antitank_leader_turnright;
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level.scr_anim["leader"]["commandleft"] = %ai_88antitank_leader_commandright;
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level.scr_anim["leader"]["commandright"] = %ai_88antitank_leader_commandleft;
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//Passer - gets ammo from the box and hands it to the loader
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level.scr_anim["passer"]["fire"] = %ai_88antitank_passer_loadandfire;
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level.scr_anim["passer"]["idle0"] = %ai_88antitank_passer_twitch;
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level.scr_anim["passer"]["idle1"] = %ai_88antitank_passer_idle;
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level.scr_anim["passer"]["idle2"] = %ai_88antitank_passer_idle;
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level.scr_anim["passer"]["idle3"] = %ai_88antitank_passer_idle;
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level.scr_anim["passer"]["idle4"] = %ai_88antitank_passer_idle;
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level.scr_anim["passer"]["turnleft"] = %ai_88antitank_passer_turnright;
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level.scr_anim["passer"]["turnright"] = %ai_88antitank_passer_turnleft;
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//Loader - gets the shell from the passer and puts it into the gun
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level.scr_anim["loader"]["fire"] = %ai_88antitank_loader_loadandfire;
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level.scr_anim["loader"]["idle0"] = %ai_88antitank_loader_twitch;
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level.scr_anim["loader"]["idle1"] = %ai_88antitank_loader_idle;
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level.scr_anim["loader"]["idle2"] = %ai_88antitank_loader_idle;
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level.scr_anim["loader"]["idle3"] = %ai_88antitank_loader_idle;
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level.scr_anim["loader"]["idle4"] = %ai_88antitank_loader_idle;
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level.scr_anim["loader"]["turnleft"] = %ai_88antitank_loader_turnleft;
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level.scr_anim["loader"]["turnright"] = %ai_88antitank_loader_turnright;
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//Ejecter - makes the flak88 fire
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level.scr_anim["ejecter"]["fire"] = %ai_88antitank_ejecter_loadandfire;
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level.scr_anim["ejecter"]["idle0"] = %ai_88antitank_ejecter_twitch;
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level.scr_anim["ejecter"]["idle1"] = %ai_88antitank_ejecter_idle;
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level.scr_anim["ejecter"]["idle2"] = %ai_88antitank_ejecter_idle;
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level.scr_anim["ejecter"]["idle3"] = %ai_88antitank_ejecter_idle;
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level.scr_anim["ejecter"]["idle4"] = %ai_88antitank_ejecter_idle;
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level.scr_anim["ejecter"]["turnleft"] = %ai_88antitank_ejecter_turnright;
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level.scr_anim["ejecter"]["turnright"] = %ai_88antitank_ejecter_turnleft;
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//Aimer - turns wheel
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level.scr_anim["aimer"]["fire"] = %ai_88antitank_aimer_loadandfire;
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level.scr_anim["aimer"]["idle0"] = %ai_88antitank_aimer_twitch;
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level.scr_anim["aimer"]["idle1"] = %ai_88antitank_aimer_idle;
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level.scr_anim["aimer"]["idle2"] = %ai_88antitank_aimer_idle;
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level.scr_anim["aimer"]["idle3"] = %ai_88antitank_aimer_idle;
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level.scr_anim["aimer"]["idle4"] = %ai_88antitank_aimer_idle;
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level.scr_anim["aimer"]["turnleft"] = %ai_88antitank_aimer_turnright;
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level.scr_anim["aimer"]["turnright"] = %ai_88antitank_aimer_turnleft;
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}
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flakcrew_animation_think(flak)
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{
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self endon ("death");
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self endon ("crew dismounted");
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flak endon ("crew dismounted");
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flak endon ("newcrew");
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for (;;)
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{
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if (flak.turning != "none")
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self thread flakcrew_playAnim(flak, flak.turning);
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else
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self thread flakcrew_playAnim(flak, "idle" + randomint(5));
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self waittill ("flakcrew animation done");
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}
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}
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flakcrew_playAnim(flak, animName)
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{
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self notify ("stop anim");
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self endon ("stop anim");
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self endon ("death");
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flak endon ("death");
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flak endon ("crew dismounted");
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tagOrigin = flak getTagOrigin ("tag_turret");
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tagAngles = flak getTagAngles ("tag_turret");
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if (isalive (self))
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{
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self animscripted("scriptedanimdone", tagOrigin, tagAngles, level.scr_anim[self.crewposition][animName]);
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self thread donotetracks_flak88("scriptedanimdone",flak);
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self.allowDeath = 1;
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self waittillmatch ("scriptedanimdone","end");
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self notify ("flakcrew animation done");
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}
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}
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donotetracks_flak88(anime,flak)
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{
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self endon ("stop anim");
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self endon ("death");
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flak endon ("death");
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flak endon ("crew dead");
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flak endon ("crew dismounted");
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while(1)
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{
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self waittill(anime,note);
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switch(note)
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{
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case "attach":
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self attach_shell();
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break;
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case "detach":
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self detach_shell();
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break;
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case "end":
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break;
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default:
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self detach_shell();
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break;
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}
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}
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}
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detach_shell()
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{
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if(self.has_shell)
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{
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self.has_shell = false;
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self detach(level.flak88_shell_model,"tag_weapon_right");
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}
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}
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attach_shell()
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{
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if(!self.has_shell)
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{
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self.has_shell = true;
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self attach(level.flak88_shell_model,"tag_weapon_right");
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}
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}
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flakcrew_gunbackinhand(flak)
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{
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self endon ("death");
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flak endon ("newcrew");
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flak waittill_any("crew dismounted", "crew dead", "death");
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self detach_shell();
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//self.hasWeapon = true;
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// self.weapon = self.oldweapon;
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flak notify ("crew dismounted");
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if( !flak isCheap() )
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{
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self animscripts\shared::placeWeaponOn( self.primaryweapon, "right");
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}
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// SCRIPTER_MOD: JesseS(5/1/07): took out this call, since placeweaponOn is the new way to do it
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//self animscripts\shared::PutGunInHand("right");
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self.health = self.oldhealth;
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self.oldhealth = undefined;
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wait randomfloatrange(0,1);
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self stopanimscripted();
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}
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badplace_when_near()
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{
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if(level.script == "elalamein")
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return; //testing
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self endon ("death");
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self endon ("bomb planted");
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//spawn trigger radius
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trig = spawn( "trigger_radius", self.origin, 0, 200, 200 );
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for (;;)
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{
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trig waittill ("trigger");
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badplacename = ("flak_badplace_player_near" + randomint(1000));
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badplace_cylinder(badplacename, 2, self.origin, 250, 300);
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wait 1.8;
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}
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}
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flak_use_dismount()
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{
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self waittill ("trigger");
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level flak88_dismount_crew(self,true);
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}
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flak88_init()
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{
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if(!isdefined(self.script_team))
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self.script_team = "axis";
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// SCRIPTER_MOD: JesseS (5/1/07) removed for now
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// todo: setup vehicle anims again
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//self useAnimTree(level.scr_animtree["flak88"]);
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//self life_flak88();
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self thread kill_flak88();
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self thread shoot();
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self.enemyque = []; // a kind of integration with _vehicle attack stuff
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//get the explosives if it has any and setup that stuff
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if (isdefined (self.target))
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{
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targeted = getentarray(self.target,"targetname");
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triggerUse = [];
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for (i=0;i<targeted.size;i++)
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{
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if (targeted[i].classname == "trigger_use")
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triggerUse[triggerUse.size] = targeted[i];
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else if (targeted[i].classname == "script_origin")
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self.customTarget = targeted[i];
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}
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if (triggerUse.size > 0)
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{
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self.bombTriggers = [];
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self.bombs = [];
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for (i=0;i<triggerUse.size;i++)
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{
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if (isdefined (triggerUse[i].target))
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{
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tempBomb = getent(triggerUse[i].target,"targetname");
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if (isdefined (tempBomb))
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{
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self.bombTriggers[self.bombTriggers.size] = triggerUse[i];
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self.bombs[self.bombs.size] = tempBomb;
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}
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}
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}
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if ( (self.bombTriggers.size > 0) && (self.bombs.size > 0) )
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{
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// SCRIPTER_MOD: JesseS 5/1/07: took these out for now
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//precacheModel("xmodel/military_tntbomb_obj");
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//precacheModel("xmodel/military_tntbomb");
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//precacheShader("hudStopwatch");
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//precacheShader("hudStopwatchNeedle");
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self thread flak88_explosives();
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self thread badplace_when_near();
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}
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}
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}
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self.turning = "none";
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self thread flak_monitorTurretAngles();
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self thread flak_use_dismount();
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if (isdefined (self.script_flak88))
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self spawner_trigger();
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}
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flak_monitorTurretAngles()
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{
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self endon ("death");
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self endon ("crew dismounted");
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prevAngles = (0,0,0);
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newAngles = (0,0,0);
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for (;;)
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{
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prevAngles = newAngles;
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newAngles = self getTagAngles ("tag_turret");
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if (newAngles[1] < prevAngles[1])
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self.turning = "turnright";
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else if (newAngles[1] > prevAngles[1])
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self.turning = "turnleft";
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else
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self.turning = "none";
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wait 0.1;
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}
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}
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flak88_explosives()
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{
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self endon ("death");
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for (i=0;i<self.bombs.size;i++)
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{
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self.bombs[i] linkto(self, "tag_turret");
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self.bombs[i] setmodel (level.flak88_bomb_model_obj);
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}
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for (i=0;i<self.bombTriggers.size;i++)
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{
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self.bombTriggers[i] enablelinkto();
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self.bombTriggers[i] linkto(self, "tag_barrel");
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self thread flak88_explosives_wait(self.bombTriggers[i]);
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}
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self waittill ("explosives planted");
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// badplacename = ("flak_badplace_" + randomfloat(1000));
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// badplace_cylinder(badplacename, -1, self.origin, 250, 300);
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badplace_cylinder("", level.explosiveplanttime, self.origin, 250, 300);
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iprintlnbold (&"SCRIPT_EXPLOSIVESPLANTED");
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for (i=0;i<self.bombTriggers.size;i++)
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self.bombTriggers[i] delete();
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//get closest bomb to player
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// SCRIPTER_MOD: JesseS (7/21/2007): TODO: Fix get_players reference here
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bomb = getClosest(get_players()[0] getOrigin(), self.bombs);
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bomb setmodel (level.flak88_bomb_model);
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bomb playsound ("explo_plant_rand");
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bomb thread loopsound_for_time_or_death ("bomb_tick",level.explosiveplanttime);
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for (i=0;i<self.bombs.size;i++)
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{
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if (self.bombs[i] == bomb)
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continue;
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self.bombs[i] delete();
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}
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if (isdefined (self.bombstopwatch))
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self.bombstopwatch destroy();
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// SCRIPTER_MOD: JesseS (5/1/07): Took this out for
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// TODO: Add back in stop watch functionality
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//self.bombstopwatch = maps\_utility::getstopwatch(60);
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level.timersused++;
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wait level.explosiveplanttime;
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bomb stoploopsound ("bomb_tick");
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level.timersused--;
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if (level.timersused < 1)
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{
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if (isdefined (self.bombstopwatch))
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self.bombstopwatch destroy();
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}
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// badplace_delete(badplacename);
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// SCRIPTER_MOD: JesseS (7/21/2007): TODO: fix get_players reference here
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self notify ("death", get_players()[0]);
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}
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loopsound_for_time_or_death(sound,time)
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{
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// self thread loopsound_end_ondeath(sound);
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self endon ("death");
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self playloopsound (sound);
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wait time;
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self stoploopsound (sound);
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}
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|
|
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();
|
|
}
|