993 lines
26 KiB
Plaintext
993 lines
26 KiB
Plaintext
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#include common_scripts\utility;
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#include maps\_utility;
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#include maps\_ac130;
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#include maps\co_ac130_code;
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#include maps\_hud_util;
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#include maps\_specialops;
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CONST_specop_difficulty = 50; // % of enemies seeking player's location, increased difficulty for spec op mission
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CONST_laser_hint_timeout = 25; // seconds
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main()
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{
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default_start( ::start_ac130 );
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set_default_start( "ac130" );
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add_start( "ac130", ::start_ac130, "[ac130] -> default gameplay" );
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add_start( "so", ::start_specop, "[so] -> spec op gameplay" );
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level.default_goalradius = 2048;
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level.default_goalheight = 512;
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setDvarIfUninitialized( "no_respawn", "1" );
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setDvarIfUninitialized( "do_saves", "0" );
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battlechatter_off( "allies" );
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battlechatter_off( "axis" );
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precacheLevelStuff();
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vehicleScripts();
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if ( level.console )
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level.hint_text_size = 1.6;
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else
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level.hint_text_size = 1.2;
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precacheShader( "waypoint_targetneutral" );
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precacheShader( "waypoint_checkpoint_neutral_a" );
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precacheShader( "waypoint_checkpoint_neutral_b" );
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precacheShader( "waypoint_checkpoint_neutral_c" );
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precacheShader( "waypoint_checkpoint_neutral_d" );
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precacheShader( "waypoint_checkpoint_neutral_e" );
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// Checkpoint A:
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precachestring( &"CO_HUNTED_TIME_TILL_CHECKPOINT_A" );
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// Checkpoint B:
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precachestring( &"CO_HUNTED_TIME_TILL_CHECKPOINT_B" );
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// Checkpoint C:
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precachestring( &"CO_HUNTED_TIME_TILL_CHECKPOINT_C" );
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// Checkpoint D:
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precachestring( &"CO_HUNTED_TIME_TILL_CHECKPOINT_D" );
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// Reach targe in:
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precachestring( &"CO_HUNTED_CO_HUNTED_SPECOP_TIMER" );
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// Cross the bridge in:
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precachestring( &"CO_HUNTED_TIME_TILL_EXPLOSION" );
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// Mission failed. Enemy destroyed the bridge.
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precachestring( &"CO_HUNTED_TIMER_EXPIRED" );
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// Mission failed. You ran out of time.
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precachestring( &"CO_HUNTED_EXPIRED_SPECOP" );
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// Cross the bridge to safety before it is destroyed.
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precachestring( &"CO_HUNTED_OBJ_CROSS_BRIDGE" );
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// Reach the checkpoint at the barn.
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precachestring( &"CO_HUNTED_OBJ_REACH_BARN" );
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// Checkpoint A time expired.
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precachestring( &"CO_HUNTED_MISSED_CHECKPOINT_A" );
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// Checkpoint B time expired.
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precachestring( &"CO_HUNTED_MISSED_CHECKPOINT_B" );
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// Checkpoint C time expired.
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precachestring( &"CO_HUNTED_MISSED_CHECKPOINT_C" );
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// Checkpoint D time expired.
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precachestring( &"CO_HUNTED_MISSED_CHECKPOINT_D" );
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// Press ^3[{weapnext}]^7 to cycle through weapons.
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precachestring( &"AC130_HINT_CYCLE_WEAPONS" );
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// Press ^3[{+actionslot 4}]^7 to use toggle laser targeting device.
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precachestring( &"CO_HUNTED_HINT_LASER" );
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maps\_truck::main( "vehicle_pickup_roobars" );
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level.weaponClipModels = [];
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level.weaponClipModels[ 0 ] = "weapon_ak47_clip";
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level.weaponClipModels[ 1 ] = "weapon_m16_clip";
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// player 1 is ac130 gunner in coop games
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//level.ac130gunner = level.player;
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maps\co_hunted_fx::main();
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maps\co_hunted_precache::main();
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maps\_load::main();
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maps\_compass::setupMiniMap( "compass_map_hunted" );
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// Press ^3[{weapnext}]^7 to cycle through weapons.
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add_hint_string( "ac130_changed_weapons", &"AC130_HINT_CYCLE_WEAPONS", ::ShouldBreakAC130HintPrint );
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// Press ^3[{+actionslot 4}]^7 to use toggle laser targeting device.
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add_hint_string( "laser_hint", &"CO_HUNTED_HINT_LASER", ::ShouldBreakLaserHintPrint );
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}
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gameplay_logic( gametype )
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{
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if( !isdefined( gametype ) )
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gametype = "default";
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flag_init( "timer_expired" );
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if( gametype != "specop" )
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{
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level.alphaTeam = getEntArray( "alpha", "targetname" );
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level.bravoTeam = getEntArray( "bravo", "targetname" );
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array_thread( level.alphaTeam, ::set_thermal_LOD );
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array_thread( level.bravoTeam, ::set_thermal_LOD );
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}
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else
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{
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level.challenge_start_time = gettime();
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thread fade_challenge_in();
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array_call( GetSpawnerTeamArray( "allies" ), ::delete );
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array_call( GetAIArray("allies"), ::delete );
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}
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enemies = getspawnerteamarray( "axis" );
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array_thread( enemies, ::add_spawn_function, ::set_thermal_LOD );
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array_thread( enemies, ::add_spawn_function, ::kill_after_time, 60 );
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//setsaveddvar( "r_lodBiasRigid", "10000" );
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//setsaveddvar( "r_lodBiasSkinned", "10000" );
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if ( is_coop() )
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{
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maps\co_ac130_anim::main();
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maps\co_ac130_snd::main();
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level.ac130_flood_respawn = true;
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maps\_nightvision::main( level.players );
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maps\_ac130::init();// pops up the menu and sets who level.ac130gunner is
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if( gametype != "specop" )
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{
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// Add beacon effects to friendlies
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array_thread( level.alphaTeam, ::add_beacon_effect );
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array_thread( level.bravoTeam, ::add_beacon_effect );
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}
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if ( level.player == level.ac130gunner )
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level.ground_player = level.player2;
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else
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level.ground_player = level.player;
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level.ground_player thread add_beacon_effect();
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level.ground_player thread hint_timeout();
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level.ground_player ent_flag_init( "player_used_laser" );
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level.ground_player thread laser_targeting_device();
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level.ground_player thread display_hint( "laser_hint" );
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//array_thread( array_remove( level.players, level.ac130gunner ), ::add_beacon_effect );
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//array_thread( array_remove( level.players, level.ac130gunner ), ::laser_targeting_device );
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level.ground_player set_vision_set_player( "hunted", 0 );
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move_ac130 = getentarray( "move_ac130", "targetname" );
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array_thread( move_ac130, ::move_ac130_think );
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level.ac130gunner laserForceOn();
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//thread draw_ground_player_facing();
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thread ac130_change_weapon_hint();
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wait 0.1;
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flag_clear( "coop_revive" );
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flag_set( "clear_to_engage" );
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/*foreach ( player in level.players )
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{
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player giveachievement( "AC_130_COOP" );// this should be a per - player function now that we support co - op
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}*/
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}
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else
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{
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level.ground_player = level.player;
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maps\_nightvision::main();
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level.player set_vision_set_player( "hunted", 0 );
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}
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battlechatter_on( "allies" );
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battlechatter_on( "axis" );
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// Start
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saveGame( "levelstart", &"AUTOSAVE_LEVELSTART", "whatever", true );
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level.timed = true;
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/*level.timed = false;
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gameskill_p1 = level.player get_player_gameskill();
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gameskill_p2 = level.player2 get_player_gameskill();
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if ( ( gameskill_p1 > 1 ) && ( gameskill_p2 > 1 ) )
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level.timed = true;
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else
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level.timed = false;
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*/
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if( gametype != "specop" )
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{
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// Make them invulnerable for now
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array_thread( level.alphaTeam, ::magic_bullet_shield );
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//array_thread( level.bravoTeam, ::magic_bullet_shield );
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}
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thread open_all_doors();
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thread enemy_monitor();
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if ( level.timed )
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thread timer_start();
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thread objective( gametype );
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thread checkpoint_system( gametype );
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delete_vehicle_nodes = getentarray( "delete_vehicle", "script_noteworthy" );
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array_thread( delete_vehicle_nodes, ::delete_vehicle_think );
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thread move_enemies_to_closest_goal_radius( gametype );
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}
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// ****** Starts ****** //
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start_ac130()
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{
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thread gameplay_logic( "default" );
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}
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start_specop()
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{
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thread gameplay_logic( "specop" );
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}
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move_enemies_to_closest_goal_radius( gametype )
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{
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level endon( "specop_challenge_completed" );
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goals = getentarray( "enemy_goal_radius", "targetname" );
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level.current_goal = getclosest( level.ground_player.origin, goals );
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level.hunter_enemies = [];
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spawners = getspawnerarray();
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array_thread( spawners, ::add_spawn_function, ::create_hunter_enemy );
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if ( gametype == "specop" )
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move_deadlier_hunters_to_new_goal( level.current_goal );
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else
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move_hunters_to_new_goal( level.current_goal );
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while ( 1 )
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{
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closest_goal = getclosest( level.ground_player.origin, goals );
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//only goal enemies to one of the players and assume they stay together
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if ( level.current_goal != closest_goal )
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{
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level.current_goal = closest_goal;
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if ( gametype == "specop" )
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move_deadlier_hunters_to_new_goal( closest_goal );
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else
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move_hunters_to_new_goal( closest_goal );
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}
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wait 1;
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}
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}
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create_hunter_enemy()
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{
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if ( self.team != "axis" )
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return;
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level.hunter_enemies[ self.unique_id ] = self;
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self setgoalpos( level.current_goal.origin );
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self waittill( "death" );
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level.hunter_enemies[ self.unique_id ] = undefined;
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}
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move_hunters_to_new_goal( closest_goal )
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{
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waittillframeend;
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//waittillframeend because you may be in the part of the frame that is before
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//the script has received the "death" notify but after the AI has died.
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foreach ( enemy in level.hunter_enemies )
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enemy setgoalpos( closest_goal.origin );
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}
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move_deadlier_hunters_to_new_goal( closest_goal )
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{
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waittillframeend;
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//Sent half the enemies to player, and the other half to set goal,
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foreach ( enemy in level.hunter_enemies )
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{
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if ( RandomInt( 100 ) < CONST_specop_difficulty )
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enemy setgoalpos( closest_goal.origin );
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else
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enemy setgoalentity( level.ground_player );
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}
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}
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ShouldBreakAC130HintPrint()
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{
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return flag( "player_changed_weapons" );
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}
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hint_timeout()
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{
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//self is ground player
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self.hint_timeout = CONST_laser_hint_timeout; // seconds
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while ( self.hint_timeout > -1 )
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{
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self.hint_timeout--;
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wait 1;
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}
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}
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ShouldBreakLaserHintPrint()
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{
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if( !isdefined( level.ground_player ) )
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return false;
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else if( isdefined( level.ground_player.hint_timeout ) && level.ground_player.hint_timeout <= 0 )
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return true;
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else
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return level.ground_player ent_flag( "player_used_laser" );
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}
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ac130_change_weapon_hint()
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{
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wait 12;
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if ( !flag( "player_changed_weapons" ) )
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level.ac130gunner thread display_hint( "ac130_changed_weapons" );
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// Press ^3[{weapnext}]^7 to cycle through weapons.
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//hintPrint_coop( &"AC130_HINT_CYCLE_WEAPONS" );
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}
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hintPrint_coop( string )
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{
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hint = hint_create( string, true, 0.8 );
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wait 5;
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hint hint_delete();
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}
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delete_vehicle_think()
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{
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while ( true )
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{
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self waittill( "trigger", vehicle );
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vehicle delete();
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}
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}
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checkpoint_system( gametype )
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{
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if( gametype == "default" )
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{
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// Checkpoint A:
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// Checkpoint A time expired.
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checkpoint_logic( 60, "checkpoint_a", "waypoint_checkpoint_neutral_a", &"CO_HUNTED_TIME_TILL_CHECKPOINT_A", &"CO_HUNTED_MISSED_CHECKPOINT_A" );
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// Checkpoint B:
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// Checkpoint B time expired.
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checkpoint_logic( 80, "checkpoint_b", "waypoint_checkpoint_neutral_b", &"CO_HUNTED_TIME_TILL_CHECKPOINT_B", &"CO_HUNTED_MISSED_CHECKPOINT_B" );
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// Checkpoint C:
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// Checkpoint C time expired.
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checkpoint_logic( 110, "checkpoint_c", "waypoint_checkpoint_neutral_c", &"CO_HUNTED_TIME_TILL_CHECKPOINT_C", &"CO_HUNTED_MISSED_CHECKPOINT_C" );
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// Checkpoint D:
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// Checkpoint D time expired.
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checkpoint_logic( 60, "checkpoint_d", "waypoint_checkpoint_neutral_d", &"CO_HUNTED_TIME_TILL_CHECKPOINT_D", &"CO_HUNTED_MISSED_CHECKPOINT_D" );
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escape = getent( "escape_obj", "targetname" );
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escape thread threeD_objective_hint( "waypoint_targetneutral" );
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}
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else
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{
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specop_obj = getent( "checkpoint_b", "targetname" );
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specop_obj thread threeD_objective_hint( "waypoint_targetneutral" );
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}
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}
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checkpoint_logic( time, flag_name, shader, timer_string, timer_expired_string )
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{
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checkpoint_origin = getent( flag_name, "targetname" );
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checkpoint_origin thread threeD_objective_hint( shader, "kill_3d_checkpoint_icon" );
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if ( level.timed )
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thread checkpoint_timer_logic( time, timer_string, timer_expired_string );
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thread waittill_checkpoint_hit( flag_name );
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level waittill_either( "checkpoint_timer_expired", flag_name );
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level notify( "kill_3d_checkpoint_icon" );
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wait 1;// clear the old timer before starting the new one.
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return;
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}
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waittill_checkpoint_hit( flag_name )
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{
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level endon( "checkpoint_timer_expired" );
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flag_wait( flag_name );
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if ( isdefined( level.checkpoint_timer ) )
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level.checkpoint_timer destroy();
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level notify( "kill_checkpoint_timer" );
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/*if ( getdvar( "do_saves" ) == "1" )
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thread autosave_by_name( "checkpoint" );*/
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}
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checkpoint_timer_logic( iSeconds, sLabel, timer_expired_string )
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{
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// destroy any previous timer just in case
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//killTimer();
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level endon( "kill_checkpoint_timer" );
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|
|
||
|
/*-----------------------
|
||
|
TIMER SETUP
|
||
|
-------------------------*/
|
||
|
level.hudTimerIndex = 20;
|
||
|
level.checkpoint_timer = maps\_hud_util::get_countdown_hud( -250, 120 );
|
||
|
//duration = int((iSeconds * 1000) + 3000);
|
||
|
//level.checkpoint_timer SetPulseFX( 30, duration, 700 );//something, decay start, decay duration
|
||
|
level.checkpoint_timer.label = sLabel;
|
||
|
level.checkpoint_timer settenthstimer( iSeconds );
|
||
|
|
||
|
/*-----------------------
|
||
|
TIMER EXPIRED
|
||
|
-------------------------*/
|
||
|
wait( iSeconds );
|
||
|
|
||
|
thread hint( timer_expired_string, 4 );
|
||
|
level notify( "checkpoint_timer_expired" );
|
||
|
level.checkpoint_timer destroy();
|
||
|
}
|
||
|
|
||
|
|
||
|
move_ac130_think()
|
||
|
{
|
||
|
self waittill( "trigger" );
|
||
|
|
||
|
point = ( getent( self.target, "targetname" ) ).origin;
|
||
|
|
||
|
thread movePlaneToPoint( point );
|
||
|
}
|
||
|
|
||
|
|
||
|
open_all_doors()
|
||
|
{
|
||
|
/*
|
||
|
doors = getentarray( "barn_main_door","targetname");
|
||
|
for ( i=0; i<doors.size; i++ )
|
||
|
{
|
||
|
doors[i] connectpaths();
|
||
|
|
||
|
if ( doors[i].script_noteworthy == "right" )
|
||
|
doors[i] rotateto( doors[i].angles + (0,-160,0), .6, 0 , .1 );
|
||
|
else
|
||
|
doors[i] rotateto( doors[i].angles + (0,175,0), .75, 0 , .1 );
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
door = getent( "farmer_front_door", "targetname" );
|
||
|
door rotateyaw( 95, 0.7, 0.5, 0.2 );
|
||
|
door connectpaths();
|
||
|
|
||
|
|
||
|
gate = getent( "creek_gate", "targetname" );
|
||
|
gate hunted_style_door_open( "door_gate_chainlink_slow_open" );
|
||
|
|
||
|
//gate = getent( "big_barn_door", "targetname" );
|
||
|
//gate hunted_style_door_open( "door_metal_slow_open" );
|
||
|
}
|
||
|
|
||
|
enemy_monitor()
|
||
|
{
|
||
|
level.enemy_force = [];
|
||
|
level.enemy_force[ 0 ] = spawnstruct();
|
||
|
level.enemy_force[ 0 ].name = "farmers_house_spawners";
|
||
|
level.enemy_force[ 0 ].type = "spawners";
|
||
|
|
||
|
level.enemy_force[ 1 ] = spawnstruct();
|
||
|
level.enemy_force[ 1 ].name = "lone_barn_spawners";
|
||
|
level.enemy_force[ 1 ].type = "spawners";
|
||
|
|
||
|
level.enemy_force[ 2 ] = spawnstruct();
|
||
|
level.enemy_force[ 2 ].name = "down_road_spawners";
|
||
|
level.enemy_force[ 2 ].type = "spawners";
|
||
|
|
||
|
level.enemy_force[ 3 ] = spawnstruct();
|
||
|
level.enemy_force[ 3 ].name = "first_field_heli_drop";
|
||
|
level.enemy_force[ 3 ].type = "multi_use_vehicle";
|
||
|
|
||
|
level.enemy_force[ 4 ] = spawnstruct();
|
||
|
level.enemy_force[ 4 ].name = "second_field_heli_drop";
|
||
|
level.enemy_force[ 4 ].type = "multi_use_vehicle";
|
||
|
|
||
|
level.enemy_force[ 5 ] = spawnstruct();
|
||
|
level.enemy_force[ 5 ].name = "pickup_rightside_bridge";
|
||
|
level.enemy_force[ 5 ].type = "one_use_vehicle";
|
||
|
level.enemy_force[ 5 ].drove = false;
|
||
|
|
||
|
level.enemy_force[ 6 ] = spawnstruct();
|
||
|
level.enemy_force[ 6 ].name = "pickup_leftside_starting_bridge";
|
||
|
level.enemy_force[ 6 ].type = "one_use_vehicle";
|
||
|
level.enemy_force[ 6 ].drove = false;
|
||
|
|
||
|
//respawns
|
||
|
level.enemy_force[ 7 ] = spawnstruct();
|
||
|
level.enemy_force[ 7 ].name = "farmers_house_spawners";
|
||
|
level.enemy_force[ 7 ].type = "spawners";
|
||
|
|
||
|
level.enemy_force = array_randomize( level.enemy_force );
|
||
|
level.selection = 0;
|
||
|
|
||
|
thread enemy_monitor_loop();
|
||
|
|
||
|
flag_wait( "leaving_creek" );
|
||
|
|
||
|
level.enemy_force = [];
|
||
|
level.enemy_force[ 0 ] = spawnstruct();
|
||
|
level.enemy_force[ 0 ].name = "back_left_side_spawners";
|
||
|
level.enemy_force[ 0 ].type = "spawners";
|
||
|
|
||
|
level.enemy_force[ 1 ] = spawnstruct();
|
||
|
level.enemy_force[ 1 ].name = "front_left_side_spawners";
|
||
|
level.enemy_force[ 1 ].type = "spawners";
|
||
|
|
||
|
level.enemy_force[ 2 ] = spawnstruct();
|
||
|
level.enemy_force[ 2 ].name = "cellar_house_spawners";
|
||
|
level.enemy_force[ 2 ].type = "spawners";
|
||
|
|
||
|
level.enemy_force[ 3 ] = spawnstruct();
|
||
|
level.enemy_force[ 3 ].name = "pickup_leftside_fields";
|
||
|
level.enemy_force[ 3 ].type = "one_use_vehicle";
|
||
|
level.enemy_force[ 3 ].drove = false;
|
||
|
|
||
|
level.enemy_force[ 4 ] = spawnstruct();
|
||
|
level.enemy_force[ 4 ].name = "cellar_field_heli_drop";
|
||
|
level.enemy_force[ 4 ].type = "multi_use_vehicle";
|
||
|
|
||
|
//respawns
|
||
|
level.enemy_force[ 5 ] = spawnstruct();
|
||
|
level.enemy_force[ 5 ].name = "cellar_house_spawners";
|
||
|
level.enemy_force[ 5 ].type = "spawners";
|
||
|
|
||
|
level.enemy_force = array_randomize( level.enemy_force );
|
||
|
level.selection = 0;
|
||
|
|
||
|
flag_wait( "at_cellar" );
|
||
|
|
||
|
level.enemy_force = [];
|
||
|
level.enemy_force[ 0 ] = spawnstruct();
|
||
|
level.enemy_force[ 0 ].name = "work_shop_spawners";
|
||
|
level.enemy_force[ 0 ].type = "spawners";
|
||
|
|
||
|
level.enemy_force[ 1 ] = spawnstruct();
|
||
|
level.enemy_force[ 1 ].name = "garage_spawners";
|
||
|
level.enemy_force[ 1 ].type = "spawners";
|
||
|
|
||
|
level.enemy_force[ 2 ] = spawnstruct();
|
||
|
level.enemy_force[ 2 ].name = "shed_spawners";
|
||
|
level.enemy_force[ 2 ].type = "spawners";
|
||
|
|
||
|
level.enemy_force[ 3 ] = spawnstruct();
|
||
|
level.enemy_force[ 3 ].name = "over_creek_heli_drop";
|
||
|
level.enemy_force[ 3 ].type = "multi_use_vehicle";
|
||
|
|
||
|
//respawns
|
||
|
level.enemy_force[ 4 ] = spawnstruct();
|
||
|
level.enemy_force[ 4 ].name = "work_shop_spawners";
|
||
|
level.enemy_force[ 4 ].type = "spawners";
|
||
|
|
||
|
level.enemy_force[ 5 ] = spawnstruct();
|
||
|
level.enemy_force[ 5 ].name = "garage_spawners";
|
||
|
level.enemy_force[ 5 ].type = "spawners";
|
||
|
|
||
|
level.enemy_force[ 6 ] = spawnstruct();
|
||
|
level.enemy_force[ 6 ].name = "work_shop_spawners";
|
||
|
level.enemy_force[ 6 ].type = "spawners";
|
||
|
|
||
|
level.enemy_force = array_randomize( level.enemy_force );
|
||
|
level.selection = 0;
|
||
|
|
||
|
spawn_enemy_group();
|
||
|
spawn_enemy_group();
|
||
|
|
||
|
flag_wait( "exit_work_shops" );
|
||
|
|
||
|
level.enemy_force = [];
|
||
|
level.enemy_force[ 0 ] = spawnstruct();
|
||
|
level.enemy_force[ 0 ].name = "pickup_leftside_greenhouses";
|
||
|
level.enemy_force[ 0 ].type = "one_use_vehicle";
|
||
|
level.enemy_force[ 0 ].drove = false;
|
||
|
|
||
|
level.enemy_force[ 1 ] = spawnstruct();
|
||
|
level.enemy_force[ 1 ].name = "windmill_field_heli_drop";
|
||
|
level.enemy_force[ 1 ].type = "multi_use_vehicle";
|
||
|
|
||
|
level.enemy_force[ 2 ] = spawnstruct();
|
||
|
level.enemy_force[ 2 ].name = "white_fence_heli_drop";
|
||
|
level.enemy_force[ 2 ].type = "multi_use_vehicle";
|
||
|
|
||
|
level.enemy_force[ 3 ] = spawnstruct();
|
||
|
level.enemy_force[ 3 ].name = "barn_spawners";
|
||
|
level.enemy_force[ 3 ].type = "spawners";
|
||
|
|
||
|
level.enemy_force[ 4 ] = spawnstruct();
|
||
|
level.enemy_force[ 4 ].name = "pickup_leftside_bridge";
|
||
|
level.enemy_force[ 4 ].type = "one_use_vehicle";
|
||
|
level.enemy_force[ 4 ].drove = false;
|
||
|
|
||
|
level.enemy_force[ 5 ] = spawnstruct();
|
||
|
level.enemy_force[ 5 ].name = "pickup_from_barn";
|
||
|
level.enemy_force[ 5 ].type = "one_use_vehicle";
|
||
|
level.enemy_force[ 5 ].drove = false;
|
||
|
|
||
|
level.enemy_force = array_randomize( level.enemy_force );
|
||
|
level.selection = 0;
|
||
|
|
||
|
spawn_enemy_group();
|
||
|
spawn_enemy_group();
|
||
|
|
||
|
flag_wait( "mid_wind_mill_field" );
|
||
|
|
||
|
level.enemy_force = [];
|
||
|
level.enemy_force[ 0 ] = spawnstruct();
|
||
|
level.enemy_force[ 0 ].name = "green_house_heli_drop";
|
||
|
level.enemy_force[ 0 ].type = "one_use_vehicle";
|
||
|
level.enemy_force[ 0 ].drove = false;
|
||
|
|
||
|
level.enemy_force[ 1 ] = spawnstruct();
|
||
|
level.enemy_force[ 1 ].name = "silo_spawners";
|
||
|
level.enemy_force[ 1 ].type = "spawners";
|
||
|
|
||
|
level.enemy_force[ 2 ] = spawnstruct();
|
||
|
level.enemy_force[ 2 ].name = "barn_spawners";
|
||
|
level.enemy_force[ 2 ].type = "spawners";
|
||
|
|
||
|
level.enemy_force[ 3 ] = spawnstruct();
|
||
|
level.enemy_force[ 3 ].name = "gas_station_spawners";
|
||
|
level.enemy_force[ 3 ].type = "spawners";
|
||
|
|
||
|
//respawns
|
||
|
level.enemy_force[ 4 ] = spawnstruct();
|
||
|
level.enemy_force[ 4 ].name = "silo_spawners";
|
||
|
level.enemy_force[ 4 ].type = "spawners";
|
||
|
|
||
|
level.enemy_force[ 5 ] = spawnstruct();
|
||
|
level.enemy_force[ 5 ].name = "barn_spawners";
|
||
|
level.enemy_force[ 5 ].type = "spawners";
|
||
|
|
||
|
level.enemy_force[ 6 ] = spawnstruct();
|
||
|
level.enemy_force[ 6 ].name = "gas_station_spawners";
|
||
|
level.enemy_force[ 6 ].type = "spawners";
|
||
|
|
||
|
level.enemy_force = array_randomize( level.enemy_force );
|
||
|
level.selection = 0;
|
||
|
|
||
|
spawn_enemy_group();
|
||
|
spawn_enemy_group();
|
||
|
}
|
||
|
|
||
|
|
||
|
spawn_enemy_group()
|
||
|
{
|
||
|
if ( level.selection >= level.enemy_force.size )
|
||
|
{
|
||
|
if ( getdvar( "no_respawn" ) == "1" )
|
||
|
return;
|
||
|
else
|
||
|
level.selection = 0;
|
||
|
}
|
||
|
s_name = level.enemy_force[ level.selection ].name;
|
||
|
s_number = level.selection;
|
||
|
level.selection++ ;
|
||
|
|
||
|
|
||
|
if ( level.enemy_force[ s_number ].type == "one_use_vehicle" )
|
||
|
{
|
||
|
if ( level.enemy_force[ s_number ].drove )
|
||
|
return;
|
||
|
vehicle = maps\_vehicle::spawn_vehicle_from_targetname_and_drive( s_name );
|
||
|
level.enemy_force[ s_number ].drove = true;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( level.enemy_force[ s_number ].type == "multi_use_vehicle" )
|
||
|
{
|
||
|
vehicle = maps\_vehicle::spawn_vehicle_from_targetname_and_drive( s_name );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
//sound_selection = randomint ( level.dialog[ selection ].size );
|
||
|
//thread commander_dialog ( level.dialog[ selection ][ sound_selection ] );
|
||
|
|
||
|
|
||
|
enemy_spawners = getentarray( s_name, "targetname" );
|
||
|
for ( i = 0 ; i < enemy_spawners.size ; i++ )
|
||
|
guy = enemy_spawners[ i ] spawn_ai();
|
||
|
|
||
|
wait 1;// make sure the spawning is done before checking to see how many are spawned
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
enemy_monitor_loop()
|
||
|
{
|
||
|
while ( true )
|
||
|
{
|
||
|
enemies = getaiarray( "axis" );
|
||
|
total = enemies.size;
|
||
|
roaming = total;
|
||
|
|
||
|
for ( i = 0 ; i < enemies.size ; i++ )
|
||
|
if ( isdefined( enemies[ i ].script_noteworthy ) )
|
||
|
if ( enemies[ i ].script_noteworthy == "defender" )
|
||
|
roaming -- ;
|
||
|
|
||
|
println( " roaming/total: " + roaming + "/" + total );
|
||
|
if ( roaming < 13 )
|
||
|
spawn_enemy_group();
|
||
|
wait 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//getvehiclenode("thenode","script_noteworthy" waittill ("trigger",vehicle);
|
||
|
|
||
|
timer_start( gametype )
|
||
|
{
|
||
|
dialogue_line = undefined;
|
||
|
iSeconds = undefined;
|
||
|
switch( level.gameSkill )
|
||
|
{
|
||
|
case 0:// easy
|
||
|
iSeconds = 260; //4min
|
||
|
break;
|
||
|
case 1:// regular
|
||
|
iSeconds = 200; //3min
|
||
|
break;
|
||
|
case 2:// hardened
|
||
|
iSeconds = 140; //2min
|
||
|
break;
|
||
|
case 3:// veteran
|
||
|
iSeconds = 110; //1.5min
|
||
|
break;
|
||
|
}
|
||
|
assert( isdefined( iSeconds ) );
|
||
|
|
||
|
// Reach target in:
|
||
|
level thread bridge_timer_logic( iSeconds, &"CO_HUNTED_SPECOP_TIMER" );
|
||
|
}
|
||
|
|
||
|
bridge_timer_logic( iSeconds, sLabel, bUseTick )
|
||
|
{
|
||
|
if ( !isdefined( bUseTick ) )
|
||
|
bUseTick = false;
|
||
|
// destroy any previous timer just in case
|
||
|
killTimer();
|
||
|
level endon( "kill_timer" );
|
||
|
|
||
|
/*-----------------------
|
||
|
TIMER SETUP
|
||
|
-------------------------*/
|
||
|
level.hudTimerIndex = 20;
|
||
|
level.timer = maps\_hud_util::get_countdown_hud( -250, 100 );
|
||
|
level.timer SetPulseFX( 30, 900000, 700 );// something, decay start, decay duration
|
||
|
level.timer.label = sLabel;
|
||
|
level.timer settenthstimer( iSeconds );
|
||
|
level.start_time = gettime();
|
||
|
|
||
|
/*-----------------------
|
||
|
TIMER EXPIRED
|
||
|
-------------------------*/
|
||
|
if ( bUseTick == true )
|
||
|
thread timer_tick();
|
||
|
wait( iSeconds );
|
||
|
|
||
|
flag_set( "timer_expired" );
|
||
|
level.timer destroy();
|
||
|
// Mission failed. Enemy destroyed the bridge.
|
||
|
level thread mission_failed_out_of_time( &"CO_HUNTED_EXPIRED_SPECOP" );
|
||
|
}
|
||
|
|
||
|
|
||
|
mission_failed_out_of_time( deadquote )
|
||
|
{
|
||
|
level.player endon( "death" );
|
||
|
level endon( "kill_timer" );
|
||
|
|
||
|
|
||
|
// Mission failed. Enemy destroyed the bridge.
|
||
|
//thread hint( &"CO_HUNTED_TIMER_EXPIRED", 4 );
|
||
|
|
||
|
level notify( "mission failed" );
|
||
|
level.player freezeControls( true );
|
||
|
//level.player thread player_death_effect();
|
||
|
//level.player thread play_sound_on_entity( "airplane_final_explosion" );
|
||
|
musicstop( 1 );
|
||
|
setDvar( "ui_deadquote", deadquote );
|
||
|
|
||
|
wait 3;
|
||
|
|
||
|
maps\_utility::missionFailedWrapper();
|
||
|
level notify( "kill_timer" );
|
||
|
}
|
||
|
|
||
|
|
||
|
player_death_effect()
|
||
|
{
|
||
|
player = level.player;
|
||
|
playfx( level._effect[ "player_death_explosion" ], player.origin );
|
||
|
|
||
|
earthquake( 1, 1, level.player.origin, 100 );
|
||
|
}
|
||
|
|
||
|
objective( gametype )
|
||
|
{
|
||
|
if( gametype == "default" )
|
||
|
{
|
||
|
escape = getent( "escape_obj", "targetname" );
|
||
|
// Cross the bridge to safety before it is destroyed.
|
||
|
objective_add( 1, "active", &"CO_HUNTED_OBJ_CROSS_BRIDGE", escape.origin );
|
||
|
objective_current( 1 );
|
||
|
flag_wait( "escaped" );
|
||
|
objective_state( 1, "done" );
|
||
|
|
||
|
//commander_dialog ( "co_cf_cmd_command_out" );
|
||
|
//Nice work Charlie Four, command out.
|
||
|
|
||
|
nextmission();
|
||
|
|
||
|
//setsaveddvar( "ui_nextMission", "0" );
|
||
|
//missionSuccess( level.script );
|
||
|
}
|
||
|
|
||
|
if( gametype == "specop" )
|
||
|
{
|
||
|
specop_barn = getent( "checkpoint_b", "targetname" );
|
||
|
// Reach the checkpoint at the barn.
|
||
|
objective_add( 1, "active", &"CO_HUNTED_OBJ_REACH_BARN", specop_barn.origin );
|
||
|
objective_current( 1 );
|
||
|
flag_wait( "checkpoint_b" );
|
||
|
objective_state( 1, "done" );
|
||
|
|
||
|
level notify( "specop_challenge_completed" );
|
||
|
array_call( GetAIArray(), ::delete );
|
||
|
killTimer();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
threeD_objective_hint( shader, destroyer_msg )
|
||
|
{
|
||
|
self.icon = NewHudElem();
|
||
|
//self.icon SetShader( "waypoint_targetneutral", 1, 1 );
|
||
|
self.icon SetShader( shader, 1, 1 );
|
||
|
self.icon.alpha = .5;
|
||
|
self.icon.color = ( 1, 1, 1 );
|
||
|
//comm_center.icon SetTargetEnt( comm_center );
|
||
|
origin = self getOrigin();
|
||
|
self.icon.x = origin[ 0 ];
|
||
|
self.icon.y = origin[ 1 ];
|
||
|
self.icon.z = origin[ 2 ];
|
||
|
self.icon SetWayPoint( false, true );
|
||
|
|
||
|
if ( isdefined( destroyer_msg ) )
|
||
|
{
|
||
|
level waittill( destroyer_msg );
|
||
|
|
||
|
self.icon destroy();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
timer_tick()
|
||
|
{
|
||
|
level endon( "stop_timer_tick" );
|
||
|
level endon( "kill_timer" );
|
||
|
while ( true )
|
||
|
{
|
||
|
wait( 1 );
|
||
|
level.player thread play_sound_on_entity( "countdown_beep" );
|
||
|
level notify( "timer_tick" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
killTimer()
|
||
|
{
|
||
|
level notify( "kill_timer" );
|
||
|
if ( isdefined( level.timer ) )
|
||
|
level.timer destroy();
|
||
|
}
|
||
|
|
||
|
|
||
|
kill_after_time( time )
|
||
|
{
|
||
|
wait( time );
|
||
|
if ( isalive( self ) )
|
||
|
self kill();
|
||
|
}
|
||
|
|
||
|
set_thermal_LOD()
|
||
|
{
|
||
|
self ThermalDrawEnable();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
hint( text, timeOut, double_line )
|
||
|
{
|
||
|
if ( getdvar( "chaplincheat" ) == "1" )
|
||
|
return;
|
||
|
|
||
|
clear_hints();
|
||
|
level endon( "clearing_hints" );
|
||
|
|
||
|
//add_hint_background( double_line );
|
||
|
level.hintElem = createFontString( "objective", level.hint_text_size );
|
||
|
level.hintElem.hidewheninmenu = true;
|
||
|
level.hintElem setPoint( "TOP", undefined, 0, 110 );
|
||
|
level.hintElem.sort = 0.5;
|
||
|
|
||
|
level.hintElem setText( text );
|
||
|
//level.hintElem endon ( "death" );
|
||
|
|
||
|
if ( isDefined( timeOut ) )
|
||
|
wait( timeOut );
|
||
|
else
|
||
|
return;
|
||
|
|
||
|
level.hintElem fadeOverTime( 0.5 );
|
||
|
level.hintElem.alpha = 0;
|
||
|
wait( 0.5 );
|
||
|
|
||
|
clear_hints();
|
||
|
}
|
||
|
|
||
|
clear_hints()
|
||
|
{
|
||
|
if ( isDefined( level.hintElem ) )
|
||
|
level.hintElem destroyElem();
|
||
|
if ( isDefined( level.iconElem ) )
|
||
|
level.iconElem destroyElem();
|
||
|
if ( isDefined( level.iconElem2 ) )
|
||
|
level.iconElem2 destroyElem();
|
||
|
if ( isDefined( level.iconElem3 ) )
|
||
|
level.iconElem3 destroyElem();
|
||
|
if ( isDefined( level.hintbackground ) )
|
||
|
level.hintbackground destroyElem();
|
||
|
level notify( "clearing_hints" );
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
|
||
|
draw_ground_player_facing()
|
||
|
{
|
||
|
color = ( 1, 1, 1 );
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
forward = AnglesToForward( level.ground_player.angles );
|
||
|
forwardfar = vector_multiply( forward, 200 );
|
||
|
forwardclose = vector_multiply( forward, 100 );
|
||
|
start = forwardclose + level.ground_player.origin;
|
||
|
end = forwardfar + level.ground_player.origin;
|
||
|
draw_arrow_ac130( start, end, color );
|
||
|
wait .05;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
draw_arrow_ac130( start, end, color )
|
||
|
{
|
||
|
pts = [];
|
||
|
angles = vectortoangles( start - end );
|
||
|
right = anglestoright( angles );
|
||
|
forward = anglestoforward( angles );
|
||
|
|
||
|
dist = distance( start, end );
|
||
|
arrow = [];
|
||
|
range = 0.5;
|
||
|
arrow[ 0 ] = start;
|
||
|
arrow[ 1 ] = start + vector_multiply( right, dist * ( range ) ) + vector_multiply( forward, dist * - 0.2 );
|
||
|
arrow[ 2 ] = end;
|
||
|
arrow[ 3 ] = start + vector_multiply( right, dist * ( -1 * range ) ) + vector_multiply( forward, dist * - 0.2 );
|
||
|
|
||
|
line( arrow[ 0 ], arrow[ 2 ], color, 1.0 );
|
||
|
line( arrow[ 2 ], arrow[ 1 ], color, 1.0 );
|
||
|
line( arrow[ 2 ], arrow[ 3 ], color, 1.0 );
|
||
|
|
||
|
}
|