344 lines
9.2 KiB
Text
344 lines
9.2 KiB
Text
#include maps\_utility;
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#include maps\_anim;
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#using_animtree("generic_human");
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patrol( start_target )
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{
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if (isdefined(self.enemy))
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return;
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self endon( "death" );
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self endon( "end_patrol" );
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level endon( "_stealth_spotted" );
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level endon( "_stealth_found_corpse" );
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// self.old_walkdist = self.walkdist;
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// self.walkdist = 9999;
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self thread waittill_combat();
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self thread waittill_death();
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assert(!isdefined(self.enemy));
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self endon("enemy");
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self.goalradius = 32;
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self allowedStances("stand");
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self.disableArrivals = true;
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self.disableExits = true;
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self.allowdeath = true;
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self.script_patroller = 1;
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/********************************************************************************************************
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//THE FOLLOWING SHOULD BE ADDED TO YOUR LEVEL ANIM FILE AND FAST FILE
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level.scr_anim[ "generic" ][ "patrol_walk" ] = %patrol_bored_patrolwalk;
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level.scr_anim[ "generic" ][ "patrol_walk_twitch" ] = %patrol_bored_patrolwalk_twitch;
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level.scr_anim[ "generic" ][ "patrol_stop" ] = %patrol_bored_walk_2_bored;
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level.scr_anim[ "generic" ][ "patrol_start" ] = %patrol_bored_2_walk;
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level.scr_anim[ "generic" ][ "patrol_turn180" ] = %patrol_bored_2_walk_180turn;
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level.scr_anim[ "generic" ][ "patrol_idle_1" ] = %patrol_bored_idle;
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level.scr_anim[ "generic" ][ "patrol_idle_2" ] = %patrol_bored_idle_smoke;
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level.scr_anim[ "generic" ][ "patrol_idle_3" ] = %patrol_bored_idle_cellphone;
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level.scr_anim[ "generic" ][ "patrol_idle_4" ] = %patrol_bored_twitch_bug;
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level.scr_anim[ "generic" ][ "patrol_idle_5" ] = %patrol_bored_twitch_checkphone;
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level.scr_anim[ "generic" ][ "patrol_idle_6" ] = %patrol_bored_twitch_stretch;
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level.scr_anim[ "generic" ][ "patrol_idle_smoke" ] = %patrol_bored_idle_smoke;
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level.scr_anim[ "generic" ][ "patrol_idle_checkphone" ] = %patrol_bored_twitch_checkphone;
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level.scr_anim[ "generic" ][ "patrol_idle_stretch" ] = %patrol_bored_twitch_stretch;
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level.scr_anim[ "generic" ][ "patrol_idle_phone" ] = %patrol_bored_idle_cellphone;
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*********************************************************************************************************/
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walkanim = "patrol_walk";
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if( isdefined( self.patrol_walk_anim ) )
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walkanim = self.patrol_walk_anim;
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// MikeD (3/4/2008): Wait for a couple frames so the level_anim.gsc can kick in.
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waittillframeend;
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self set_generic_run_anim( walkanim, true );
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self thread patrol_walk_twitch_loop();
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//NOTE add combat call back and force patroller to walk
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// 1st boolean, true is for origins, false is for nodes
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// 2nd boolean, true is for targetname linking, false is for linkto
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get_goal_func[ true ][ true ] = ::get_target_ents;
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get_goal_func[ true ][ false ] = ::get_linked_ents;
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get_goal_func[ false ][ true ] = ::get_target_nodes;
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get_goal_func[ false ][ false ] = ::get_linked_nodes;
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set_goal_func[ true ] = ::set_goal_ent;
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set_goal_func[ false ] = ::set_goal_node;
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if ( isdefined( start_target ) )
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self.target = start_target;
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assertEx( isdefined( self.target ) || isdefined( self.script_linkto ), "Patroller with no target or script_linkto defined." );
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if ( isdefined( self.target ) )
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{
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link_type = true;
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ents = self get_target_ents();
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nodes = self get_target_nodes();
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if ( ents.size )
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{
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currentgoal = random( ents );
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goal_type = true;
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}
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else
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{
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currentgoal = random( nodes );
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goal_type = false;
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}
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}
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else
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{
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link_type = false;
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ents = self get_linked_ents();
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nodes = self get_linked_nodes();
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if ( ents.size )
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{
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currentgoal = random( ents );
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goal_type = true;
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}
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else
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{
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currentgoal = random( nodes );
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goal_type = false;
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}
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}
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assertex( isdefined( currentgoal ), "Initial goal for patroller is undefined" );
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nextgoal = currentgoal;
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for ( ;; )
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{
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while ( isdefined( nextgoal.patrol_claimed ) )
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{
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// self animscripted( "scripted_animdone", self.origin, self.angles, getGenericAnim( "pause" ) );
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// self waittill( "scripted_animdone" );
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wait 0.05;
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}
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currentgoal.patrol_claimed = undefined;
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currentgoal = nextgoal;
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self notify( "release_node" );
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assertex( !isdefined( currentgoal.patrol_claimed ), "Goal was already claimed" );
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currentgoal.patrol_claimed = true;
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// self thread showclaimed( currentgoal );
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//this is for stealth code...so we can send him back to his patrol node if need be
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self.last_patrol_goal = currentgoal;
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[[ set_goal_func[ goal_type ] ]]( currentgoal );
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//check for both defined and size - because ents dont have radius defined by
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//default - but nodes do - and that radius is 0 by default.
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if( isdefined( currentgoal.radius ) && currentgoal.radius > 0 )
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self.goalradius = currentgoal.radius;
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else
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self.goalradius = 32;
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self waittill("goal");
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currentgoal notify( "trigger", self );
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if ( isdefined( currentgoal.script_animation ) )
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{
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//assert( currentgoal.script_animation == "pause" || currentgoal.script_animation == "turn180" || currentgoal.script_animation == "smoke" );
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stop = "patrol_stop";
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self anim_generic_custom_animmode( self, "gravity", stop );
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switch( currentgoal.script_animation )
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{
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case "pause":
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idle = "patrol_idle_" + randomintrange(1,6);
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self anim_generic( self, idle );
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start = "patrol_start";
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self anim_generic_custom_animmode( self, "gravity", start );
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break;
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case "turn180":
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turn = "patrol_turn180";
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self anim_generic_custom_animmode( self, "gravity", turn );
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break;
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case "smoke":
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anime = "patrol_idle_smoke";
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self anim_generic( self, anime );
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start = "patrol_start";
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self anim_generic_custom_animmode( self, "gravity", start );
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break;
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case "stretch":
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anime = "patrol_idle_stretch";
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self anim_generic( self, anime );
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start = "patrol_start";
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self anim_generic_custom_animmode( self, "gravity", start );
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break;
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case "checkphone":
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anime = "patrol_idle_checkphone";
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self anim_generic( self, anime );
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start = "patrol_start";
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self anim_generic_custom_animmode( self, "gravity", start );
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break;
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case "phone":
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anime = "patrol_idle_phone";
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self anim_generic( self, anime );
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start = "patrol_start";
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self anim_generic_custom_animmode( self, "gravity", start );
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break;
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}
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}
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currentgoals = currentgoal [[ get_goal_func[ goal_type ][ link_type ] ]]();
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if ( !currentgoals.size )
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{
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self notify( "reached_path_end" );
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break;
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}
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nextgoal = random( currentgoals );
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}
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}
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patrol_walk_twitch_loop()
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{
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self endon( "death" );
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self endon( "enemy" );
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self endon( "end_patrol" );
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level endon( "_stealth_spotted" );
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level endon( "_stealth_found_corpse" );
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self notify( "patrol_walk_twitch_loop" );
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self endon( "patrol_walk_twitch_loop" );
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if( isdefined( self.patrol_walk_anim ) && !isdefined( self.patrol_walk_twitch ) )
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return;
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while(1)
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{
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wait randomfloatrange(8,20);
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walkanim = "patrol_walk_twitch";
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if( isdefined( self.patrol_walk_twitch ) )
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walkanim = self.patrol_walk_twitch;
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self set_generic_run_anim( walkanim, true );
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length = getanimlength( getanim_generic( walkanim ) );
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wait length;
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walkanim = "patrol_walk";
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if( isdefined( self.patrol_walk_anim ) )
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walkanim = self.patrol_walk_anim;
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self set_generic_run_anim( walkanim, true );
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}
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}
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waittill_combat_wait()
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{
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self endon( "end_patrol" );
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level endon( "_stealth_spotted" );
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level endon( "_stealth_found_corpse" );
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self waittill( "enemy" );
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}
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waittill_death()
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{
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self waittill( "death" );
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if( !isdefined( self ) )
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return;
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self notify( "release_node" );
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if( !isdefined( self.last_patrol_goal ) )
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return;
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self.last_patrol_goal.patrol_claimed = undefined;
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}
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waittill_combat()
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{
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self endon( "death" );
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assert(!isdefined(self.enemy));
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waittill_combat_wait();
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// self.walkdist = self.old_walkdist;
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if( !isdefined( self._stealth ) )
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{
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self clear_run_anim();
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self allowedStances( "stand", "crouch", "prone" );
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self.disableArrivals = false;
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self.disableExits = false;
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self stopanimscripted();
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self notify( "stop_animmode" );
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}
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self.allowdeath = false;
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if( !isdefined( self ) )
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return;
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self notify( "release_node" );
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if( !isdefined( self.last_patrol_goal ) )
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return;
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self.last_patrol_goal.patrol_claimed = undefined;
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}
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get_target_ents()
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{
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array = [];
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if ( isdefined( self.target ) )
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array = getentarray( self.target, "targetname" );
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return array;
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}
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get_target_nodes()
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{
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array = [];
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if ( isdefined( self.target ) )
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array = getnodearray( self.target, "targetname" );
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return array;
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}
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get_linked_nodes()
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{
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array = [];
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if ( isdefined( self.script_linkto ) )
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{
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linknames = strtok( self.script_linkto, " " );
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for ( i = 0; i < linknames.size; i ++ )
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{
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ent = getnode( linknames[ i ], "script_linkname" );
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if ( isdefined( ent ) )
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array[ array.size ] = ent;
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}
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}
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return array;
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}
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showclaimed( goal )
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{
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self endon( "release_node" );
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/#
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for ( ;; )
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{
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entnum = self getentnum();
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print3d( goal.origin, entnum, ( 1.0, 1.0, 0.0 ), 1 );
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wait 0.05;
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}
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#/
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}
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