981 lines
23 KiB
Plaintext
981 lines
23 KiB
Plaintext
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#include maps\_utility;
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#include common_scripts\utility;
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#include maps\_anim;
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#include maps\_weather;
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#include maps\dcemp_code;
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#using_animtree( "generic_human" );
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whitehouse_spotlight()
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{
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level endon( "kill_spotlight" );
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spotlight_origin = getstruct( "whitehouse_spotlight", "targetname");
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spotlight = SpawnTurret( "misc_turret", spotlight_origin.origin, "heli_spotlight" ); // "heli_spotlight"
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spotlight.angles = spotlight_origin.angles;
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spotlight setmodel( "cod3mg42" );
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spotlight SetTurretTeam( "axis" );
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spotlight setmode( "manual" );
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spotlight SetConvergenceTime( 1, "yaw" );
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spotlight SetConvergenceTime( 1, "pitch" );
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spotlight endon( "death" );
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target_struct = getstruct( spotlight_origin.target, "targetname" );
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target_struct.ent = spawn( "script_origin", target_struct.origin );
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spotlight settargetentity( target_struct.ent );
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spotlight waittill( "turret_on_target" );
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spotlight thread whitehouse_spotlight_flicker();
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spotlight thread whitehouse_spotlight_damage();
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spotlight whitehouse_spotlight_pathing( target_struct );
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spotlight thread whitehouse_spotlight_targeting();
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flag_wait( "whitehouse_breached" );
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StopFXOnTag( level._effect[ "_attack_heli_spotlight" ], spotlight, "tag_flash" );
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spotlight notify( "death" );
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}
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whitehouse_spotlight_pathing( target_struct )
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{
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self endon( "death" );
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target_ent = target_struct.ent;
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while( true )
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{
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if ( isdefined( target_struct.script_speed ) )
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{
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time = target_struct.script_speed/1000; // hacky use of speed to set the convergence time.
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self SetConvergenceTime( time, "yaw" );
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self SetConvergenceTime( time, "pitch" );
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}
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target_ent delete();
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target_ent = spawn( "script_origin", target_struct.origin );
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self settargetentity( target_ent );
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self waittill( "turret_on_target" );
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if ( isdefined( target_struct.script_flag_set ) )
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flag_set( target_struct.script_flag_set );
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target_struct script_delay();
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if ( isdefined( target_struct.script_flag_wait ) )
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flag_wait( target_struct.script_flag_wait );
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if ( !isdefined( target_struct.target ) )
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break;
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target_struct = getstruct( target_struct.target, "targetname" );
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}
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}
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whitehouse_spotlight_targeting()
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{
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self endon( "death" );
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volume = getent( "entrance_stage_area", "targetname" );
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self SetConvergenceTime( 5, "yaw" );
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self SetConvergenceTime( 5, "pitch" );
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while( true )
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{
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ai_arr = getaiarray( "allies" );
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target_arr = [];
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foreach( ai in ai_arr )
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{
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if ( ai istouching( volume ) && !ai is_hero() )
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target_arr[ target_arr.size ] = ai;
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}
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if ( target_arr.size == 0 )
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{
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wait 1;
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continue;
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}
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target_ent = random( target_arr );
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self settargetentity( target_ent );
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self waittill( "turret_on_target" );
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wait randomfloatrange( 0.5, 1.5 );
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}
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}
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whitehouse_spotlight_flicker()
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{
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self endon( "death" );
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flickers = randomintrange( 3, 5 );
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for ( i=0; i<flickers; i++ )
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{
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PlayFXOnTag( level._effect[ "_attack_heli_spotlight" ], self, "tag_flash" );
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wait randomfloatrange( 0.05, 0.15 );
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waittillframeend;
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StopFXOnTag( level._effect[ "_attack_heli_spotlight" ], self, "tag_flash" );
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wait randomfloatrange( 0.05, 0.15 );
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waittillframeend;
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}
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wait .1;
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PlayFXOnTag( level._effect[ "_attack_heli_spotlight" ], self, "tag_flash" );
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}
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whitehouse_spotlight_damage()
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{
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self endon( "death" );
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trigger = getent( "spotlight_damage_trigger", "targetname" );
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total_damage = 0;
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damage = trigger waittill_player_damage( 400 );
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total_damage += damage;
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exploder( "spotlight_exploder" );
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StopFXOnTag( level._effect[ "_attack_heli_spotlight" ], self, "tag_flash" );
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self notify( "death" );
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}
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manual_mg_init( delay )
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{
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self endon( "death" );
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if( isdefined( delay ) )
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wait randomint( 3 );
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self thread manual_mg_drone();
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self setmode( "auto_nonai" );
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self setturretteam( "axis" );
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self setbottomarc( 35 );
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self setleftarc( 90 );
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self setrightarc( 90 );
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self thread manual_mg_fire();
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if ( isdefined( self.target ) )
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self thread manual_mg_path();
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if ( isdefined( self.script_group ) )
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{
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level waittill( "sandbag_group_" + self.script_group );
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self thread manual_mg_stop();
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}
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}
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manual_mg_drone()
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{
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self endon( "death" );
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drone_spawner = self get_linked_ent();
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self.drone = drone_spawner spawn_ai( true );
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self.drone.health = 250;
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self.drone waittill( "death" );
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level notify( "sandbag_group_" + self.script_group );
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}
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manual_mg_fire()
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{
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self endon( "stop_firing" );
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while( true )
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{
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timer = randomfloatrange( 1, 2.5 ) * 20;
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for ( i = 0; i < timer; i++ )
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{
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self shootturret();
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wait( 0.05 );
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}
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wait randomfloatrange( 1, 3);
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}
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}
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manual_mg_path( start_target, noloop )
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{
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self endon( "stop_path" );
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self SetConvergenceTime( 4, "yaw" );
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self SetConvergenceTime( 2, "pitch" );
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self SetAISpread( 0.4 );
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self SetMode( "manual" );
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if ( isdefined( start_target ) )
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self.current_target = start_target;
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else
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self.current_target = getstruct( self.target, "targetname" );
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target_ent = spawn( "script_origin", self.current_target.origin );
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while( true )
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{
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if ( isdefined( self.current_target.script_speed ) )
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{
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time = self.current_target.script_speed/1000; // hacky use of speed to set the convergence time.
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self SetConvergenceTime( time, "yaw" );
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self SetConvergenceTime( time, "pitch" );
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}
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target_ent delete();
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target_ent = spawn( "script_origin", self.current_target.origin );
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self settargetentity( target_ent );
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self turret_on_target( self.current_target );
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// self waittill( "turret_on_target" );
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// wait 0.5;
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if ( isdefined( self.current_target.target ) )
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self.current_target = getstruct( self.current_target.target, "targetname" );
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else if ( isdefined( self.target ) )
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self.current_target = getstruct( self.target, "targetname" );
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else
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break;
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}
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target_ent delete();
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}
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manual_mg_stop( delay )
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{
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if ( isdefined( delay ) )
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{
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delay = delay * 3;
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wait randomfloatrange( delay, delay+2 );
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}
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if ( isdefined( self ) )
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{
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self notify( "stop_path" );
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self notify( "stop_firing" );
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}
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self delete();
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if ( isalive( self.drone ) )
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self.drone kill();
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}
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manual_mg_threat_trigger( turret )
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{
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self waittill( "trigger" );
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if ( flag( "mg_threat" ) )
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return;
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turret setmode( "manual" );
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turret setturretteam( "axis" );
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turret setbottomarc( 45 );
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turret SetConvergenceTime( 0.25, "yaw" );
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turret SetConvergenceTime( 0.25, "pitch" );
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flag_set( "mg_threat" );
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start_target = getstruct( self.target, "targetname" );
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target_ent = spawn( "script_origin", start_target.origin );
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turret settargetentity( target_ent );
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turret waittill( "turret_on_target" );
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turret thread manual_mg_fire();
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turret manual_mg_path( start_target );
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turret notify( "stop_firing" );
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flag_clear( "mg_threat" );
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}
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magic_rpg_setup()
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{
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trigger_arr = getentarray( "magic_rpg_trigger", "targetname" );
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array_thread( trigger_arr, ::magic_rpg_trigger );
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}
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magic_rpg_trigger()
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{
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self waittill( "trigger" );
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source_arr = getstructarray( self.target, "targetname" );
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foreach( source in source_arr )
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{
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target_arr = getstructarray( source.target, "targetname" );
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array_thread( target_arr, ::magic_rpg, source );
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}
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}
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magic_rpg( source )
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{
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self script_delay();
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rocket = MagicBullet( "rpg_straight", source.origin, self.origin );
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}
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sandbag_group_setup( str_targetname )
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{
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sandbag_group_create_models( str_targetname );
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sandbag_array = getentarray( str_targetname, "targetname" );
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group_array = [];
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foreach( sandbag in sandbag_array )
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{
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group_id = sandbag.script_group;
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if ( !isdefined( group_array[ group_id ] ) )
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group_array[ group_id ] = [];
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index = group_array[ group_id ].size;
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group_array[ group_id ][ index ] = sandbag;
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}
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foreach( group in group_array )
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{
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level thread sandbag_group( group );
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}
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}
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sandbag_group_create_models( str_targetname )
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{
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struct_arr = getstructarray( str_targetname, "targetname" );
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foreach( struct in struct_arr )
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{
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model = spawn( "script_model", struct.origin );
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model.angles = struct.angles;
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model setmodel( struct.script_modelname );
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model.script_group = struct.script_group;
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model.script_index = struct.script_index;
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model.script_parameters = struct.script_parameters;
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model.targetname = struct.targetname;
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struct = undefined;
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}
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}
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sandbag_group( sandbag_array )
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{
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group_struct = SpawnStruct();
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group_struct.hit_count = 0;
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array_thread( sandbag_array, ::sandbag_damage, group_struct );
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// vector hardcoded since that works for me in DCemp.
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vector = anglestoforward( (345, 180, 0) );
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force = vector * 3000;
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while( sandbag_array.size )
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{
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group_struct waittill( "damage", damaged_ent, damage );
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// lets all damaged bags report in.
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waittillframeend;
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if ( damage > 500 )
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{
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group_struct.hit_count = max( group_struct.hit_count, int( sandbag_array.size * 0.75 ) );
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level notify( "sandbag_group_" + damaged_ent.script_group );
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}
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for ( i = 0; i < group_struct.hit_count; i++ )
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{
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if ( i==0 )
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{
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bag = find_lowest_indexed_ent( sandbag_array, damaged_ent );
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if ( isdefined( bag.script_parameters ) )
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{
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group_struct.hit_count = sandbag_array.size;
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level notify( "sandbag_group_" + bag.script_group );
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}
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}
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else
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bag = find_lowest_indexed_ent( sandbag_array );
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bag notify( "thrown" );
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sandbag_array = array_remove( sandbag_array, bag );
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bag PhysicsLaunchClient( bag.origin, force );
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}
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group_struct.hit_count = 0;
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group_struct notify( "throw_done" );
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}
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}
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find_lowest_indexed_ent( ent_array, damaged_ent )
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{
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current_index = 1000000;
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final_ent = undefined;
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foreach( ent in ent_array )
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{
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if ( ent.script_index > current_index )
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continue;
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current_index = ent.script_index;
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final_ent = ent;
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}
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if ( isdefined( damaged_ent ) && final_ent.script_index == damaged_ent.script_index )
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return damaged_ent;
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return final_ent;
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}
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sandbag_damage( group_struct )
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{
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self endon( "thrown" );
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self.health = 10000;
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self SetCanDamage( true );
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while( true )
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{
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damage = self waittill_player_damage( 100 );
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group_struct.hit_count++;
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group_struct notify( "damage", self, damage );
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group_struct waittill( "throw_done" );
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}
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}
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whitehouse_cleanup_approach()
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{
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// kill east side enemies and friendly mg guys
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allied_mg = get_ai_group_ai( "allied_mg" );
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foreach( ai in allied_mg )
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ai kill();
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enemies = get_ai_group_ai( "whitehouse_approach_enemies" );
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delay = 0;
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foreach( ai in enemies )
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{
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ai thread random_delayed_kill( delay );
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delay += 1;
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}
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flag_wait( "whitehouse_breached" );
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// stop enemy MGs
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mg_array = getentarray( "manual_mg", "script_noteworthy" );
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mg_array = array_add( mg_array, getent( "west_side_mg", "script_noteworthy" ) );
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for( i=0; i<mg_array.size; i++ )
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mg_array[i] thread manual_mg_stop( i+1 );
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// kill remaining exterior enemies
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axis_arr = getaiarray( "axis" );
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array_call( axis_arr, ::kill );
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// delete exterior allies
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ai_arr = getaiarray( "allies" );
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||
|
foreach( ai in ai_arr )
|
||
|
{
|
||
|
if ( ai is_hero() )
|
||
|
continue;
|
||
|
|
||
|
ai kill();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
whitehouse_mg_setup()
|
||
|
{
|
||
|
mg_array = getentarray( "manual_mg", "script_noteworthy" );
|
||
|
array_thread( mg_array, ::manual_mg_init, true );
|
||
|
|
||
|
// trigger that activates the turret to fire infront of the player.
|
||
|
turret = getent( "threat_mg", "targetname" );
|
||
|
trigger_array = getentarray( "mg_threat_trigger", "targetname" );
|
||
|
array_thread( trigger_array, ::manual_mg_threat_trigger, turret );
|
||
|
}
|
||
|
|
||
|
whitehouse_drone_slaughter()
|
||
|
{
|
||
|
flag_wait( "whitehouse_silhouette_ready");
|
||
|
|
||
|
rocket_source_arr = getentarray( "drone_rocket_source", "targetname" );
|
||
|
drones = array_removeDead( level.whitehouse_drone_array );
|
||
|
|
||
|
index = 0;
|
||
|
while( drones.size )
|
||
|
{
|
||
|
source = rocket_source_arr[ index % rocket_source_arr.size ];
|
||
|
MagicBullet( "rpg_straight", source.origin, random( drones ).origin );
|
||
|
wait randomfloat( 2 );
|
||
|
drones = array_removeDead( level.whitehouse_drone_array );
|
||
|
index++;
|
||
|
}
|
||
|
|
||
|
flag_set( "whitehouse_silhouette_over");
|
||
|
}
|
||
|
|
||
|
whitehouse_rappel_setup()
|
||
|
{
|
||
|
array_spawn_function_noteworthy( "whitehouse_rappel_ai", ::whitehouse_rappel );
|
||
|
}
|
||
|
|
||
|
whitehouse_rappel( data_struct )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
anim_ent = getent( self.target, "targetname" );
|
||
|
|
||
|
rope = spawn_anim_model( "rope", anim_ent.origin );
|
||
|
|
||
|
ents = [];
|
||
|
ents[0] = self;
|
||
|
ents[1] = rope;
|
||
|
|
||
|
index = randomintrange( 1, 3 );
|
||
|
|
||
|
self.animname = "rappel_guy";
|
||
|
self.allowdeath = true;
|
||
|
|
||
|
anim_ent thread anim_loop( ents , "rappel_stand_idle_" + index, "stop_loop" );
|
||
|
|
||
|
flag_wait( "whitehouse_rappel" );
|
||
|
anim_ent script_delay();
|
||
|
|
||
|
anim_ent anim_stopanimscripted();
|
||
|
|
||
|
rope delayCall( 9, ::delete );
|
||
|
|
||
|
anim_ent anim_single( ents , "rappel_drop" , undefined, 4.3 );
|
||
|
|
||
|
ent = getent( "rappel_goal", "targetname" );
|
||
|
self setgoalpos( ent.origin );
|
||
|
self.goalradius = 1024;
|
||
|
self.goalheight = 128;
|
||
|
}
|
||
|
|
||
|
fake_flare( delay, tag, origin_offset, angles_offset )
|
||
|
{
|
||
|
wait delay;
|
||
|
|
||
|
flare = spawn( "script_model", (0,0,0) );
|
||
|
flare setmodel( "mil_emergency_flare" );
|
||
|
flare LinkTo( self, tag, origin_offset, angles_offset );
|
||
|
PlayFXOnTag( level._effect[ "green_flare" ] , flare, "tag_fire_fx" );
|
||
|
wait 12;
|
||
|
StopFXOnTag( level._effect[ "green_flare" ] , flare, "tag_fire_fx" );
|
||
|
wait 0.5;
|
||
|
flare delete();
|
||
|
}
|
||
|
|
||
|
foley_flare_fx_start( guy )
|
||
|
{
|
||
|
flare = spawn( "script_model", (0,0,0) );
|
||
|
flare setmodel( "mil_emergency_flare" );
|
||
|
flare LinkTo( guy, "tag_weapon_left", (0,0,0), (0,0,0) );
|
||
|
|
||
|
flare_fx = getfx( "green_flare" );
|
||
|
|
||
|
PlayFXOnTag( flare_fx , flare, "tag_fire_fx" );
|
||
|
PlayFXOnTag( flare_fx , guy, "tag_fire_fx" );
|
||
|
|
||
|
guy waittill( "remove_flare" );
|
||
|
|
||
|
StopFXOnTag( flare_fx , flare, "tag_fire_fx" );
|
||
|
StopFXOnTag( flare_fx , guy, "tag_fire_fx" );
|
||
|
|
||
|
flare unlink();
|
||
|
flare delete();
|
||
|
guy Detach( "mil_emergency_flare", "tag_inhand" );
|
||
|
}
|
||
|
|
||
|
player_flare()
|
||
|
{
|
||
|
level.player.flare = spawn( "script_model", (0,0,0) );
|
||
|
level.player.flare setmodel( "mil_emergency_flare" );
|
||
|
level.player.flare LinkTo( self, "tag_weapon_right", (0,0,0), (0,0,0) );
|
||
|
level.player.flare endon( "death" );
|
||
|
|
||
|
flag_wait( "flare_start_fx" );
|
||
|
|
||
|
PlayFXOnTag( level._effect[ "green_flare" ] , level.player.flare, "tag_fire_fx" );
|
||
|
level.player.flare PlayLoopSound( "emt_road_flare_burn" );
|
||
|
|
||
|
flag_wait( "flare_end_fx" );
|
||
|
|
||
|
start = level.player.flare.origin;
|
||
|
end = start + (0,0,-64);
|
||
|
|
||
|
ground = PhysicsTrace( start, end );
|
||
|
level.player.flare.origin = ground + (0,0,1);
|
||
|
level.player.flare.angles = ( 0, level.player.flare.angles[1], 0 );
|
||
|
}
|
||
|
|
||
|
door_open_kick()
|
||
|
{
|
||
|
wait( 0.4 );
|
||
|
|
||
|
self PlaySound( "door_wood_double_kick" );
|
||
|
|
||
|
self ConnectPaths();
|
||
|
self RotateTo( self.angles + ( 0, 90, 0 ), .5, .1, 0 );
|
||
|
self waittill( "rotatedone" );
|
||
|
self RotateTo( self.angles + ( 0, -10, 0 ), .3, 0, .3 );
|
||
|
self waittill( "rotatedone" );
|
||
|
self RotateTo( self.angles + ( 0, 5, 0 ), .3, 0.15, 0.15 );
|
||
|
}
|
||
|
|
||
|
waittill_player_damage( damage_limit )
|
||
|
{
|
||
|
|
||
|
// lets not wait for death anymore
|
||
|
// self endon( "death" );
|
||
|
|
||
|
if ( !isdefined( damage_limit ) )
|
||
|
damage_limit = 0;
|
||
|
|
||
|
state = false;
|
||
|
total_damage = 0;
|
||
|
|
||
|
while ( !state )
|
||
|
{
|
||
|
self waittill( "damage", damage, attacker );
|
||
|
|
||
|
if ( attacker == level.player )
|
||
|
total_damage += damage;
|
||
|
|
||
|
state = ( total_damage > damage_limit );
|
||
|
}
|
||
|
|
||
|
return total_damage;
|
||
|
}
|
||
|
|
||
|
turret_on_target( target_ent )
|
||
|
{
|
||
|
self waittill( "turret_on_target" );
|
||
|
while( true )
|
||
|
{
|
||
|
aim_vector = anglestoforward( self gettagangles( "tag_flash" ) );
|
||
|
target_vector = vectornormalize( target_ent.origin - self.origin );
|
||
|
|
||
|
dot = vectordot( aim_vector, target_vector );
|
||
|
if ( dot > 0.9999 )
|
||
|
return;
|
||
|
wait 0.05;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
random_delayed_kill( delay )
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
wait randomfloatrange( delay, delay + 2 );
|
||
|
|
||
|
self kill();
|
||
|
}
|
||
|
|
||
|
hero_dynamic_speed()
|
||
|
{
|
||
|
// not used at this point
|
||
|
|
||
|
self endon( "death" );
|
||
|
self endon( "stop_dynamic_speed" );
|
||
|
|
||
|
while( true )
|
||
|
{
|
||
|
if ( within_fov( level.player.origin, level.player.angles, self.origin, level.cosine[ "60" ] ) )
|
||
|
self.moveplaybackrate = 1.0;
|
||
|
else
|
||
|
self.moveplaybackrate = 2.5;
|
||
|
wait 0.05;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
chandelier_setup()
|
||
|
{
|
||
|
chandelier_arr = getentarray( "chandelier", "targetname" );
|
||
|
array_thread( chandelier_arr, ::chandelier );
|
||
|
}
|
||
|
|
||
|
chandelier()
|
||
|
{
|
||
|
// get all parts
|
||
|
parts = getentarray( self.target, "targetname" );
|
||
|
|
||
|
self.wire = parts[0];
|
||
|
self.light = parts[1];
|
||
|
if ( parts[0].classname != "script_model" )
|
||
|
{
|
||
|
self.wire = parts[1];
|
||
|
self.light = parts[0];
|
||
|
}
|
||
|
|
||
|
if ( isdefined( self.wire.target ) )
|
||
|
{
|
||
|
ceiling_struct = getstruct( self.wire.target, "targetname" );
|
||
|
ceiling = ceiling_struct.origin;
|
||
|
}
|
||
|
else
|
||
|
ceiling = PhysicsTrace( self.origin, self.origin + ( 0,0,80 ) );
|
||
|
|
||
|
self.swing_origin = spawn( "script_origin", ceiling );
|
||
|
self.swing = false;
|
||
|
|
||
|
// connect all parts
|
||
|
self linkto( self.swing_origin );
|
||
|
self.wire linkto( self.swing_origin );
|
||
|
self thread chandelier_link_light();
|
||
|
|
||
|
// turn light on
|
||
|
self.light SetLightIntensity( 1.5 );
|
||
|
|
||
|
self thread chandelier_react();
|
||
|
}
|
||
|
|
||
|
chandelier_react()
|
||
|
{
|
||
|
self endon( "chandelier_fall" );
|
||
|
|
||
|
self SetCanDamage( true );
|
||
|
self SetCanRadiusDamage( true );
|
||
|
|
||
|
while( true )
|
||
|
{
|
||
|
self waittill( "damage", damage, attacker, direction_vec, point, type );
|
||
|
|
||
|
if ( common_scripts\_destructible::getDamageType( type ) != "splash" )
|
||
|
continue;
|
||
|
|
||
|
self thread chandelier_swing( damage, direction_vec );
|
||
|
self thread chandelier_flicker();
|
||
|
if ( isdefined( self.script_parameters ) )
|
||
|
self thread chandelier_fall();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
chandelier_swing( damage, direction_vec )
|
||
|
{
|
||
|
self.swing = true;
|
||
|
self notify( "chandelier_swing" );
|
||
|
self endon( "chandelier_swing" );
|
||
|
|
||
|
damage = clamp( damage, 0, 80 );
|
||
|
multiplier = damage / 100;
|
||
|
angle = 75 * multiplier;
|
||
|
swing_speed = 0.4;
|
||
|
|
||
|
weight_vector = vectornormalize( ( direction_vec[0] * -1, direction_vec[1], 0 ) );
|
||
|
rotation = ( angle * weight_vector[0], 0, angle * weight_vector[1]);
|
||
|
|
||
|
// first fast rotation from explosion
|
||
|
self.swing_origin rotateto( rotation, swing_speed, 0, swing_speed );
|
||
|
self.swing_origin waittill( "rotatedone" );
|
||
|
|
||
|
while( abs( angle ) > 2 )
|
||
|
{
|
||
|
angle *= -0.75;
|
||
|
rotation = ( angle*weight_vector[0], 0, angle*weight_vector[1] );
|
||
|
|
||
|
self.swing_origin rotateto( rotation, swing_speed * 2, swing_speed, swing_speed );
|
||
|
self.swing_origin waittill( "rotatedone" );
|
||
|
self notify( "chandelier_turn" );
|
||
|
}
|
||
|
|
||
|
self.swing_origin rotateto( ( 0,0,0 ), swing_speed * 2, swing_speed, swing_speed );
|
||
|
self.swing_origin waittill( "rotatedone" );
|
||
|
self.swing = false;
|
||
|
self notify( "chandelier_turn" );
|
||
|
}
|
||
|
|
||
|
chandelier_flicker()
|
||
|
{
|
||
|
self endon( "chandelier_fall" );
|
||
|
self endon( "chandelier_swing" );
|
||
|
|
||
|
wait .5; // total wait ~5.4 sec.
|
||
|
|
||
|
for( i=0; i<14; i++ )
|
||
|
{
|
||
|
self.light SetLightIntensity( 0 );
|
||
|
self setmodel( "furniture_chandelier1_off" );
|
||
|
wait randomfloatrange( 0.05, 0.2 ); // ~0.125
|
||
|
self.light SetLightIntensity( randomfloatrange( 0.5, 1.5 ) );
|
||
|
self setmodel( "furniture_chandelier1" );
|
||
|
wait randomfloatrange( 0.15, 0.3 ); // ~0.225
|
||
|
}
|
||
|
self.light SetLightIntensity( 1.5 );
|
||
|
}
|
||
|
|
||
|
chandelier_fall()
|
||
|
{
|
||
|
self endon( "chandelier_swing" );
|
||
|
|
||
|
center_origin = self.light_origin.origin;
|
||
|
wait randomfloatrange( 1, 4 );
|
||
|
self notify( "chandelier_fall" );
|
||
|
|
||
|
self.light SetLightIntensity( 4 );
|
||
|
self setmodel( "furniture_chandelier1" );
|
||
|
wait 0.05;
|
||
|
self.light SetLightIntensity( 0 );
|
||
|
self setmodel( "furniture_chandelier1_off" );
|
||
|
|
||
|
PlayFX( level._effect[ "wire_spark" ], self.origin );
|
||
|
|
||
|
if ( self.swing )
|
||
|
self waittill( "chandelier_turn" );
|
||
|
|
||
|
self unlink();
|
||
|
|
||
|
vector = center_origin - self.light_origin.origin;
|
||
|
self physicslaunchclient( self.light_origin.origin, vector * 2);
|
||
|
}
|
||
|
|
||
|
chandelier_link_light()
|
||
|
{
|
||
|
self endon( "chandelier_fall" );
|
||
|
|
||
|
self.light_origin = spawn( "script_origin", self.light.origin );
|
||
|
self.light_origin linkto( self );
|
||
|
|
||
|
while( true )
|
||
|
{
|
||
|
self waittill( "chandelier_swing" );
|
||
|
while( self.swing )
|
||
|
{
|
||
|
self.light.origin = self.light_origin.origin;
|
||
|
wait 0.05;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
chandelier_get( noteworthy )
|
||
|
{
|
||
|
ent_arr = getentarray( noteworthy, "script_noteworthy");
|
||
|
chandelier = undefined;
|
||
|
foreach( chandelier in ent_arr )
|
||
|
{
|
||
|
if ( chandelier.targetname == "chandelier" )
|
||
|
break;
|
||
|
}
|
||
|
return chandelier;
|
||
|
}
|
||
|
|
||
|
chandelier_force_swing( damage, direction_vec )
|
||
|
{
|
||
|
if ( !isdefined( direction_vec ) )
|
||
|
direction_vec = (10,10,0);
|
||
|
|
||
|
self notify( "damage", damage, undefined, direction_vec, undefined, "mod_grenade_splash" );
|
||
|
}
|
||
|
|
||
|
player_attached_use( hintstring )
|
||
|
{
|
||
|
ent = Spawn( "script_origin", level.player.origin + (0,0,32) );
|
||
|
ent makeusable();
|
||
|
ent sethintstring( hintstring );
|
||
|
ent linkto( level.player );
|
||
|
|
||
|
level thread set_flag_on_trigger( ent, "remove_use_hint" );
|
||
|
flag_wait( "remove_use_hint" );
|
||
|
|
||
|
ent delete();
|
||
|
}
|
||
|
|
||
|
elapsed_time( start_time )
|
||
|
{
|
||
|
return int( ( gettime() - start_time ) / 1000 );
|
||
|
}
|
||
|
|
||
|
rotate_vector( vector, rotation )
|
||
|
{
|
||
|
right = anglestoright( rotation ) * -1;
|
||
|
forward = anglestoforward( rotation );
|
||
|
up = anglestoup( rotation );
|
||
|
new_vector = forward * vector[ 0 ] + right * vector[ 1 ] + up * vector[ 2 ];
|
||
|
return new_vector;
|
||
|
}
|
||
|
|
||
|
simple_drone_init()
|
||
|
{
|
||
|
self useAnimTree( #animtree );
|
||
|
self setCanDamage( true );
|
||
|
}
|
||
|
|
||
|
tunnels_teleport()
|
||
|
{
|
||
|
trigger = getent( "tunnels_teleport_trigger", "targetname" );
|
||
|
trigger waittill( "trigger" );
|
||
|
|
||
|
flag_set( "tunnels_teleport" );
|
||
|
|
||
|
fx_rain_pause();
|
||
|
fx_rain_pause2();
|
||
|
|
||
|
while( !level.player IsOnGround() )
|
||
|
wait 0.05;
|
||
|
|
||
|
flag_set( "end_fx" );
|
||
|
|
||
|
// teleport player
|
||
|
start_ent = getent( trigger.target, "targetname" );
|
||
|
target_ent = getent( start_ent.target, "targetname" );
|
||
|
|
||
|
angles_rotation = target_ent.angles - start_ent.angles;
|
||
|
origin_offset = level.player.origin - start_ent.origin;
|
||
|
origin_offset = rotate_vector( origin_offset, angles_rotation );
|
||
|
player_angles_offset = level.player getplayerangles() - start_ent.angles;
|
||
|
|
||
|
destination_origin = target_ent.origin + origin_offset;
|
||
|
destination_angles = target_ent.angles + player_angles_offset;
|
||
|
|
||
|
level.player SetOrigin( destination_origin );
|
||
|
level.player setplayerangles( destination_angles );
|
||
|
|
||
|
SetNorthYaw( 0.0 );
|
||
|
|
||
|
// teleport ai
|
||
|
volume = getent( "tunnels_teleport_volume", "targetname" );
|
||
|
dest_arr = getstructarray( "tunnels_teleport_struct", "targetname" );
|
||
|
index = 0;
|
||
|
|
||
|
angles_rotation = target_ent.angles - start_ent.angles;
|
||
|
foreach( ai in level.team )
|
||
|
{
|
||
|
origin_offset = ai.origin - start_ent.origin;
|
||
|
origin_offset = rotate_vector( origin_offset, angles_rotation );
|
||
|
ai_angles_offset = ai.angles - start_ent.angles;
|
||
|
|
||
|
destination_origin = target_ent.origin + origin_offset;
|
||
|
destination_angles = target_ent.angles + ai_angles_offset;
|
||
|
|
||
|
/*
|
||
|
if ( !goal_in_volume( destination_origin, volume ) )
|
||
|
{
|
||
|
destination_origin = dest_arr[ index ].origin;
|
||
|
destination_angles = dest_arr[ index ].angles;
|
||
|
index++;
|
||
|
}
|
||
|
*/
|
||
|
ai ForceTeleport( destination_origin, destination_angles );
|
||
|
}
|
||
|
|
||
|
flag_set( "tunnels_teleport_done" );
|
||
|
}
|
||
|
|
||
|
goal_in_volume( origin, volume )
|
||
|
{
|
||
|
ent = spawn( "script_model", origin );
|
||
|
state = ent IsTouching( volume );
|
||
|
ent delete();
|
||
|
return state;
|
||
|
}
|
||
|
|
||
|
remove_drone_weapon()
|
||
|
{
|
||
|
size = self GetAttachSize();
|
||
|
for ( i=0; i<size; i++ )
|
||
|
{
|
||
|
model_name = self GetAttachModelName( i );
|
||
|
tag_name = self GetAttachTagName( i );
|
||
|
if ( IsSubStr( model_name, "weapon" ) )
|
||
|
self detach( model_name, tag_name );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
force_flash_setup()
|
||
|
{
|
||
|
array = getentarray( "force_flash", "targetname" );
|
||
|
array_thread( array, ::force_flash );
|
||
|
}
|
||
|
|
||
|
force_flash()
|
||
|
{
|
||
|
self waittill( "trigger" );
|
||
|
thread maps\_weather::lightningFlash( maps\dcemp_fx::lightning_normal, maps\dcemp_fx::lightning_flash );
|
||
|
}
|
||
|
|