IW4-Dump-Files/maps/so_rooftop_contingency_code...

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2017-07-08 11:47:21 -07:00
#include maps\_utility;
#include common_scripts\utility;
#include maps\_anim;
#include maps\_specialops;
#include maps\_hud_util;
#include maps\_vehicle;
get_wave_count()
{
return level.wave_spawn_structs.size;
}
get_wave_ai_count( wave_num )
{
return level.wave_spawn_structs[ wave_num ].hostile_count;
}
get_wave_vehicles( wave_num )
{
return level.wave_spawn_structs[ wave_num ].vehicles;
}
get_vehicle_type_count( wave_num, type )
{
count = 0;
vehicles = get_wave_vehicles( wave_num );
foreach ( vehicle in vehicles )
{
if ( vehicle.type == type )
{
count++;
}
}
return count;
}
// UAV Section ---------------------------------------------- //
uav_pickup_setup()
{
uav_pickup = GetEnt( "uav_controller", "targetname" );
AssertEx( IsDefined( uav_pickup ), "Missing UAV controller pickup objective model in level." );
uav_pickup Hide();
wait_to_pickup_uav();
thread pickup_uav_reminder();
wait( 1 );
while ( 1 )
{
//level waittill( "new_wave_started" );
wait( 2 );
uav_pickup Show();
uav_pickup MakeUsable();
uav_pickup SetCursorHint( "HINT_NOICON" );
// Hold &&1 to pick up
uav_pickup SetHintString( &"SO_ROOFTOP_CONTINGENCY_DRONE_PICKUP" );
uav_pickup waittill( "trigger", player );
uav_pickup PlaySound( "detpack_pickup" );
level.so_uav_picked_up = true;
level.so_uav_player = player;
flag_set( "uav_in_use" );
player maps\_remotemissile::give_remotemissile_weapon( level.remote_detonator_weapon );
// If wave 2 has not started yet, disable the uav.
if ( level.gameskill > 1 && !flag( "wave_2_started" ) || !flag( "wave_1_started" ) )
{
level.so_uav_player maps\_remotemissile::disable_uav( false, true );
}
uav_pickup MakeUnusable();
uav_pickup Hide();
if ( !isdefined( player.already_displayed_hint ) )
{
// If the wave 2 hasn't already started, then hold on displaying hint until it actually does.
if ( level.gameskill > 1 && !flag( "wave_2_started" ) )
{
flag_wait( "wave_2_started" );
}
else if ( !flag( "wave_1_started" ) )
{
flag_wait( "wave_1_started" );
}
player.already_displayed_hint = 1;
if ( IsDefined( player.remotemissile_actionslot ) )
{
player display_hint( "use_uav_" + player.remotemissile_actionslot );
}
else
{
player display_hint( "use_uav_4" );
}
}
if ( !level.UAV_pickup_respawn )
{
return;
}
flag_waitopen( "uav_in_use" );
wait level.uav_spawn_delay;// delay between uav spawns
}
}
pickup_uav_reminder()
{
level endon( "uav_in_use" );
while ( 1 )
{
wait( RandomFloatRange( 15, 20 ) );
if ( flag( "special_op_terminated" ) )
{
return;
}
radio_dialogue( "so_pickup_uav_reminder" );
}
}
wait_to_pickup_uav()
{
wait_to_pickup = true;
/#
if ( GetDvarInt( "uav_now" ) > 0 )
{
wait_to_pickup = false;
}
#/
if ( level.gameSkill < 2 )
{
wait_to_pickup = false;
}
if ( wait_to_pickup )
{
// Just wait for the first wave to be wiped out
flag_wait( "wave_wiped_out" );
}
else
{
// Wait for the first round to start
flag_wait( "start_countdown" );
}
}
uav()
{
wait_to_pickup_uav();
thread dialog_uav();
level.uav = spawn_vehicle_from_targetname_and_drive( "second_uav" );
level.uav PlayLoopSound( "uav_engine_loop" );
level.uavRig = Spawn( "script_model", level.uav.origin );
level.uavRig SetModel( "tag_origin" );
thread uav_rig_aiming();
}
dialog_uav()
{
//The UAV is almost in position.
radio_dialogue( "cont_cmt_almostinpos" );
}
uav_rig_aiming()
{
if ( !isalive( level.uav ) )
{
return;
}
if ( IsDefined( level.uav_is_destroyed ) )
{
return;
}
focus_points = GetEntArray( "uav_focus_point", "targetname" );
level endon( "uav_destroyed" );
level.uav endon( "death" );
for ( ;; )
{
closest_focus = getClosest( level.player.origin, focus_points );
targetPos = closest_focus.origin;
angles = VectorToAngles( targetPos - level.uav.origin );
level.uavRig MoveTo( level.uav.origin, 0.10, 0, 0 );
level.uavRig RotateTo( ANGLES, 0.10, 0, 0 );
wait( 0.05 );
}
}
// Vehicles -----------------------------------------------
setup_base_vehicles()
{
self endon( "death" );
self thread maps\_remotemissile::setup_remote_missile_target();
// self thread update_badplace();
self thread unload_when_stuck();
// self thread custom_connectpaths_ondeath();
self thread vehicle_death_paths();
self waittill( "unloaded" );
if ( IsDefined( self.has_target_shader ) )
{
self.has_target_shader = undefined;
Target_Remove( self );
}
level.remote_missile_targets = array_remove( level.remote_missile_targets, self );
}
vehicle_death_paths()
{
self endon( "delete" );
// Notify from _vehicle::vehicle_kill, after the phys vehicle is blown up and disconnectpaths
self waittill( "kill_badplace_forever" );
min_dist = 50 * 50;
death_origin = self.origin;
while ( IsDefined( self ) )
{
if ( DistanceSquared( self.origin, death_origin ) > min_dist )
{
death_origin = self.origin;
// Connect the paths before we get to far away from the death_origin
self ConnectPaths();
// Don't disconnectpaths until we're done moving.
while ( 1 )
{
wait( 0.05 );
if ( !IsDefined( self ) )
{
return;
}
if ( DistanceSquared( self.origin, death_origin ) < 1 )
{
break;
}
death_origin = self.origin;
}
// Now disconnectpaths after we have settled
self DisconnectPaths();
}
wait( 0.05 );
}
}
// We need this to reconnect the paths after _vehicle::vehicle_kill disconnects them.
//custom_connectpaths_ondeath()
//{
// self waittill( "kill_badplace_forever" );
//
// wait( 0.1 );
// self ConnectPaths();
//}
//
//update_badplace()
//{
// self endon( "delete" );
//
// duration = 0.5;
//
// radius = 100;
// if ( self.vehicletype == "bm21_troops" )
// {
// radius = 176;
// }
// else if( self.vehicletype == "uaz_physics" )
// {
// radius = 90;
// }
//
// height = 300;
//
// while ( 1 )
// {
// speed = self Vehicle_GetSpeed();
// if ( !IsAlive( self ) || speed < 0.2 )
// {
// BadPlace_Cylinder( self.unique_id + "cyl_bp", duration, self.origin, radius, height, "axis", "team3", "allies" );
// }
//
// wait( duration + 0.05 );
// }
//}
unload_when_stuck()
{
self endon( "unloaded" );
self endon( "unloading" );
self endon( "death" );
while ( 1 )
{
wait( 2 );
if ( self Vehicle_GetSpeed() < 2 )
{
self Vehicle_SetSpeed( 0, 15 );
self thread maps\_vehicle::vehicle_unload();
self notify( "kill_badplace_forever" );
return;
}
}
}
spawn_vehicle_and_go( struct )
{
spawner = struct.ent;
if ( IsDefined( struct.delay ) )
{
wait( struct.delay );
}
if ( IsDefined( struct.alt_node ) )
{
targetname = struct.alt_node.targetname;
spawner.target = targetname;
}
vehicle = spawner spawn_vehicle();
// So the corpse of the vehicle cannot be moved
// vehicle.free_on_death = true;
// vehicle thread vehicle_becomes_crashable();
// vehicle.dontDisconnectPaths = true;
vehicle StartPath();
// vehicle thread force_unload( spawner.target + "_end" );
/#
so_debug_print( "vehicle[" + spawner.targetname + "] spawned" );
vehicle waittill( "unloading" );
so_debug_print( "vehicle[" + spawner.targetname + "] unloading guys" );
vehicle waittill( "unloaded" );
so_debug_print( "vehicle[" + spawner.targetname + "] unloading complete" );
#/
}
//force_unload( end_name )
//{
//// end_node = get_last_ent_in_chain( sEntityType );
//
// end_node = GetVehicleNode( end_name, "targetname" );
// end_node waittill( "trigger" );
//
// self Vehicle_SetSpeed( 0, 15 );
// wait 1;
// self maps\_vehicle::vehicle_unload();
//}
// HUD ----------------------------------------------------
hud_wave_num()
{
while ( 1 )
{
level waittill( "new_wave_started" );
// Little delay so the "Wave Starting in..." can be removed
wait( 1 );
hud_count = undefined;
if ( level.current_wave < get_wave_count() )
{
hud = so_create_hud_item( 0, so_hud_ypos(), &"SPECIAL_OPS_WAVENUM", self );
hud_count = so_create_hud_item( 0, so_hud_ypos(), undefined, self );
hud_count.alignx = "left";
hud_count SetValue( level.current_wave );
}
else
{
hud = so_create_hud_item( 0, so_hud_ypos(), &"SPECIAL_OPS_WAVEFINAL", self );
hud.alignx = "center";
}
music_loop( "so_rooftop_contingency_music", 291 );
flag_wait( "wave_wiped_out" );
music_stop( 1 );
hud thread so_remove_hud_item( true );
if ( IsDefined( hud_count ) )
{
hud_count thread so_remove_hud_item( true );
}
}
}
hud_hostile_count()
{
// Hostiles:
hudelem_title = so_create_hud_item( 2, so_hud_ypos(), &"SO_ROOFTOP_CONTINGENCY_HOSTILES", self );
hudelem_count = so_create_hud_item( 2, so_hud_ypos(), &"SPECIAL_OPS_DASHDASH", self );
hudelem_count.alignx = "left";
flag_wait( "waves_start" );
/* thread info_hud_handle_fade( hudelem_title, "stop_fading_count" );
thread info_hud_handle_fade( hudelem_count, "stop_fading_count" );*/
max_count = level.hostile_count;
while ( !flag( "challenge_success" ) || !flag( "special_op_terminated" ) )
{
// Be sure to only play the dialog once.
if ( self == level.player )
{
thread so_dialog_counter_update( level.hostile_count, max_count );
}
curr_count = level.hostile_count;
hudelem_count.label = "";
hudelem_count Setvalue( level.hostile_count );
if ( curr_count <= 0 )
{
hudelem_count so_remove_hud_item( true );
hudelem_count = so_create_hud_item( 2, so_hud_ypos(), &"SPECIAL_OPS_DASHDASH", self );
hudelem_count.alignx = "left";
hudelem_title thread so_hud_pulse_success();
hudelem_count thread so_hud_pulse_success();
}
else if ( curr_count <= 5 )
{
hudelem_title thread so_hud_pulse_close();
hudelem_count thread so_hud_pulse_close();
}
while ( !flag( "challenge_success" ) && ( curr_count == level.hostile_count ) )
{
wait( 0.05 );
// This indicates a new wave has started...
if ( level.hostile_count > curr_count )
{
max_count = level.hostile_count;
level.so_progress_goal_status = "none";
hudelem_title thread so_hud_pulse_default();
hudelem_count thread so_hud_pulse_default();
}
}
}
hudelem_count so_remove_hud_item( true );
hudelem_count = so_create_hud_item( 2, so_hud_ypos(), &"SPECIAL_OPS_DASHDASH", self );
hudelem_count.alignx = "left";
hudelem_title thread so_remove_hud_item();
hudelem_count thread so_remove_hud_item();
level notify( "stop_fading_count" );
}
hud_new_wave()
{
current_wave = level.current_wave + 1;
if ( current_wave > get_wave_count() )
{
return;
}
// Next Wave in:
wave_msg = &"SO_ROOFTOP_CONTINGENCY_WAVE_STARTS";
wave_delay = 0.75;
if ( current_wave == get_wave_count() )
{
// Final Wave in:
wave_msg = &"SO_ROOFTOP_CONTINGENCY_WAVE_FINAL_STARTS";
}
else
{
if ( current_wave == 2 )
{
// Second Wave in:
wave_msg = &"SO_ROOFTOP_CONTINGENCY_WAVE_SECOND_STARTS";
}
if ( current_wave == 3 )
{
// Third Wave in:
wave_msg = &"SO_ROOFTOP_CONTINGENCY_WAVE_THIRD_STARTS";
}
if ( current_wave == 4 )
{
// Fourth Wave in:
wave_msg = &"SO_ROOFTOP_CONTINGENCY_WAVE_FOURTH_STARTS";
}
}
thread enable_countdown_timer( level.wave_delay, false, wave_msg, wave_delay );
wait 2;
hud_wave_splash( current_wave, level.wave_delay - 2 );
/*
hudelem = so_create_hud_item( 0, so_hud_ypos(), wave_msg );
hudelem SetPulseFX( 50, level.wave_delay * 1000, 500 );
hudelem_time = so_create_hud_item( 0, so_hud_ypos(), "" );
hudelem_time.alignX = "left";
hudelem_time SetTenthsTimer( level.wave_delay );
hudelem_time SetPulseFX( 50, level.wave_delay * 1000, 500 );
wait( level.wave_delay );*/
}
// Returns structs...
hud_get_wave_list( wave_num )
{
list = [];
list[ 0 ] = SpawnStruct();
if ( wave_num < get_wave_count() )
{
list[ 0 ].text = &"SPECIAL_OPS_INTERMISSION_WAVENUM";
list[ 0 ].count = wave_num;
}
else
{
list[ 0 ].text = &"SPECIAL_OPS_INTERMISSION_WAVEFINAL";
}
// switch( wave_num )
// {
// case 1:
// // - Wave 1 -
// list[ 0 ].text = &"SO_ROOFTOP_CONTINGENCY_WAVE1";
// break;
//
// case 2:
// // - Wave 2 -
// list[ 0 ].text = &"SO_ROOFTOP_CONTINGENCY_WAVE2";
// break;
//
// case 3:
// // - Wave 3 -
// list[ 0 ].text = &"SO_ROOFTOP_CONTINGENCY_WAVE3";
// break;
//
// case 4:
// // - Wave 4 -
// list[ 0 ].text = &"SO_ROOFTOP_CONTINGENCY_WAVE4";
// break;
//
// case 5:
// // - Wave 5 -
// list[ 0 ].text = &"SO_ROOFTOP_CONTINGENCY_WAVE5";
// break;
//
// default:
// AssertMsg( "Wrong wave_num passed in" );
// break;
// }
list[ 1 ] = SpawnStruct();
// &&1 Hostiles
list[ 1 ].text = &"SO_ROOFTOP_CONTINGENCY_HOSTILES_COUNT";
list[ 1 ].count = get_wave_ai_count( wave_num );
index = 2;
// Figure out vehicles
uaz_count = get_vehicle_type_count( wave_num, "uaz" );
// Add each UAZ to the total hostiles
list[ 1 ].count += ( uaz_count * 4 );
if ( uaz_count > 0 )
{
if ( uaz_count == 1 )
{
// &&1 UAZ Vehicle
str = &"SO_ROOFTOP_CONTINGENCY_UAZ_COUNT_SINGLE";
}
else
{
// &&1 UAZ Vehicles
str = &"SO_ROOFTOP_CONTINGENCY_UAZ_COUNT";
}
list[ index ] = SpawnStruct();
list[ index ].text = str;
list[ index ].count = uaz_count;
index++;
}
bm21_count = get_vehicle_type_count( wave_num, "bm21" );
// Add each BM21 to the total hostiles
list[ 1 ].count += ( bm21_count * 6 );
if ( bm21_count > 0 )
{
if ( bm21_count == 1 )
{
// &&1 BM21 Troop Carrier
str = &"SO_ROOFTOP_CONTINGENCY_BM21_COUNT_SINGLE";
}
else
{
// &&1 BM21 Troop Carriers
str = &"SO_ROOFTOP_CONTINGENCY_BM21_COUNT";
}
list[ index ] = SpawnStruct();
list[ index ].text = str;
list[ index ].count = bm21_count;
}
return list;
}
hud_create_wave_splash( yLine, message )
{
hudelem = so_create_hud_item( yLine, 0, message );
hudelem.alignX = "center";
hudelem.horzAlign = "center";
return hudelem;
}
hud_wave_splash( wave_num, timer )
{
hudelems = [];
list = hud_get_wave_list( wave_num );
for ( i = 0; i < list.size; i++ )
{
hudelems[ i ] = hud_create_wave_splash( i, list[ i ].text );
if ( IsDefined( list[ i ].count ) )
{
hudelems[ i ] SetValue( list[ i ].count );
}
hudelems[ i ] SetPulseFX( 60, ( ( timer - 1 ) * 1000 ) - ( i * 1000 ), 1000 );
wait( 1 );
}
wait( timer - ( list.size * 1 ) );
foreach ( hudelem in hudelems )
{
hudelem Destroy();
}
}
// DEBUG ---------------------------------------------------
so_debug_print( msg, delay )
{
message = "> " + msg;
if ( IsDefined( delay ) )
{
wait delay;
message = "+>" + message;
}
else
{
message = ">>" + message;
}
if ( GetDvar( "specialops_debug" ) == "1" )
IPrintLn( message );
}
distance2d_squared( pos1, pos2 )
{
pos1 = ( pos1[ 0 ], pos1[ 1 ], 0 );
pos2 = ( pos2[ 0 ], pos2[ 1 ], 0 );
return DistanceSquared( pos1, pos2 );
}
//player_input()
//{
// while( 1 )
// {
// eye_pos = level.player GetEye();
// forward = AnglesToForward( level.player GetPlayerAngles() );
// forward_pos = eye_pos + vector_multiply( forward, 2000 );
// trace = BulletTrace( eye_pos, forward_pos, false, undefined );
// pos = trace[ "position" ];
// draw_circle( pos, 32 );
//
// if ( level.player UseButtonPressed() )
// {
// missile = MagicBullet( "remote_missile_snow", pos + ( 0, 0, 200 ), pos, level.player );
// thread do_physics_impact_on_explosion( level.player );
// wait( 0.5 );
// }
//
// wait( 0.05 );
// }
//}
//
//do_physics_impact_on_explosion( player )
//{
// player waittill( "projectile_impact", weaponName, position, radius );
//
// level.uavTargetPos = position;
//
// physicsSphereRadius = 1000;
// physicsSphereForce = 6.0;
//// Earthquake( .3, 1.4, position, 8000 );
//
// wait 0.1;
// PhysicsExplosionSphere( position, physicsSphereRadius, physicsSphereRadius / 2, physicsSphereForce );
//}
//
//
//draw_circle( center, radius )
//{
// circle_sides = 16;
//
// angleFrac = 360 / circle_sides;
//
// // Z circle
// circlepoints = [];
// for ( i = 0; i < circle_sides; i++ )
// {
// angle = ( angleFrac * i );
// xAdd = Cos( angle ) * radius;
// yAdd = Sin( angle ) * radius;
// x = center[ 0 ] + xAdd;
// y = center[ 1 ] + yAdd;
// z = center[ 2 ];
// circlepoints[ circlepoints.size ] = ( x, y, z );
// }
//
// thread draw_circlepoints( circlepoints );
//}
//
//draw_circlepoints( circlepoints )
//{
// color = ( 0.8, 0, 0 );
//
// for ( i = 0; i < circlepoints.size; i++ )
// {
// start = circlepoints[ i ];
// if ( i + 1 >= circlepoints.size )
// {
// end = circlepoints[ 0 ];
// }
// else
// {
// end = circlepoints[ i + 1 ];
// }
//
// line( start, end, color );
// }
//}