240 lines
7.0 KiB
Plaintext
240 lines
7.0 KiB
Plaintext
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#include maps\_utility;
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#include maps\_hud_util;
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#include common_scripts\utility;
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#include maps\_anim;
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#include maps\_vehicle_aianim;
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#include maps\_vehicle;
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#include maps\_loadout;
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//infolines here adds the info to the keys on the entity. This is because the info box doesn't persists with the classname change.
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/*DISABLED gags_heli-ride-in_blackhawk_uk (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
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STEPS TO GET GAGS_HELI_RIDE_IN_BLACKHAWK IN GAME:
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1) put this in your GSC before _load::main():
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maps\_blackhawk::main( "vehicle_blackhawk" );
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2) create a helicopter path with a targetname "heli_ride_in"
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3) On the node that you wish to have the helicopter unload, add the keypair "script_unload" "1"
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4) call this function when you are ready to ride. dig into that function for all the available knobs.
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heli = maps\_heli_ride::ride_start();"
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default:"wikilink" "http://iwdocs.infinityward.net/ow.asp?GagsHeliRideInBlackhawk"
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default:"classname" "misc_prefab"
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default:"model" "prefabs\script_gags\heli_ride_in_blackhawk.map"
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*/
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/*DISABLED gags_heli-ride-in_blackhawk_us (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
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STEPS TO GET GAGS_HELI_RIDE_IN_BLACKHAWK IN GAME:
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1) put this in your GSC before _load::main():
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maps\_blackhawk::main( "vehicle_blackhawk" );
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2) create a helicopter path with a targetname "heli_ride_in"
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3) On the node that you wish to have the helicopter unload, add the keypair "script_unload" "1"
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4) call this function when you are ready to ride. dig into that function for all the available knobs.
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heli = maps\_heli_ride::ride_start();"
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default:"wikilink" "http://iwdocs.infinityward.net/ow.asp?GagsHeliRideInBlackhawk"
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default:"classname" "misc_prefab"
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default:"model" "prefabs\script_gags\heli_ride_in_blackhawk_us.map"
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*/
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//===========================================================================
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//== FRIENDLY CHOPPER RIDE-IN ==
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//===========================================================================
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ride_setup( startnode, players_array )
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{
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// can't think of any reason not to have godmode on the riding vehicle.
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godon();
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//spawn the rope
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getout_rigspawn( getanimatemodel(), 3 );
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if ( !isdefined( players_array ) )
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players_array = level.players;
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foreach ( player in players_array )
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thread attach_player( player, 3 );
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speed = 95;
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if ( isdefined( startnode.speed ) )
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{
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speed = startnode.speed;
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}
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// ADD THIS to overgrown thread heli_behavior();
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self setairresistance( 30 );
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self Vehicle_SetSpeed( speed, 40, level.heli_default_decel );//this is overriden instantly by the _vehicle system
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// makes the helicopter go to a node.
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vehicle_paths( startnode );
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}
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// attach player(s) to helicopter ride in
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attach_player( player, position, animfudgetime )
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{
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player thread player_in_heli( self );
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if ( getdvar( "fastrope_arms" ) == "" )
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setdvar( "fastrope_arms", "0" );
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if ( !isdefined( animfudgetime ) )
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animfudgetime = 0;
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assert( isdefined( self.riders ) );
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assert( self.riders.size );
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guy = undefined;
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for ( i = 0; i < self.riders.size; i++ )
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{
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if ( self.riders[ i ].vehicle_position == position )
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{
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guy = self.riders[ i ];
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guy.drone_delete_on_unload = true;
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guy.playerpiggyback = true;
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break;
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}
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}
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//level.piggyback_guy = guy;//temp debug thing -z
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assertex( !isai( guy ), "guy in position of player needs to have script_drone set, use script_startingposition ans script drone in your map" );
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assert( isdefined( guy ) );
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animpos = maps\_vehicle_aianim::anim_pos( self, position );
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// guy stopanimscripted();
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// guy stopuseanimtree();
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guy notify( "newanim" );
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guy detachall();
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// guy setmodel( "" );
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guy setmodel( "fastrope_arms" );
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guy useanimtree( animpos.player_animtree );
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thread maps\_vehicle_aianim::guy_idle( guy, position );
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wait .1;
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//player playerlinktoabsolute( guy, "tag_player" );
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if( isdefined( level.little_bird ) )
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player playerlinkto( guy, "tag_player", 0.35, 120, 28, 30, 30, false );
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else
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player playerlinkto( guy, "tag_player", 0.35, 60, 28, 30, 30, false );
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//player playerlinktodelta( guy, "tag_player", 0.35, 60, 28, 30, 30, false );
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//guy thread maps\_debug::drawtagforever( "tag_player", (1,0,0) );
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player freezecontrols( false );
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guy hide();
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animtime = getanimlength( animpos.getout );
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animtime -= animfudgetime;
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self waittill( "unloading" );
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if ( getdvar( "fastrope_arms" ) != "0" )
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guy show();
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player disableweapons();
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// guy waittill( "jumpedout" );
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//guy notsolid();
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wait animtime;
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player unlink();
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player enableweapons();
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setSavedDvar( "hud_drawhud", "1" );
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level notify( "stop_draw_hud_on_death" );
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}
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// player control during helicopter ride in
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player_in_heli( heli )
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{
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// This could get ugly with two players doing the same thing.
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setsavedDvar( "g_friendlyNameDist", 0 );
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setsavedDvar( "g_friendlyfireDist", 0 );
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self hide_player_model();
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self allowsprint( false );
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self allowprone( false );
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self allowstand( false );
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self EnableInvulnerability();
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self.ignoreme = true;
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wait .05;
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self setplayerangles( ( 0, 35, 0 ) );
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heli waittill( "unloading" );
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self notify( "stop_quake" );
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wait 6;
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autosave_by_name( "on_the_ground" );
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self allowprone( false );
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self allowstand( true );
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self allowcrouch( false );// bounce the player out of crouch
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wait .05;
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self allowprone( true );
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self allowcrouch( true );
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self DisableInvulnerability();
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self.ignoreme = false;
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self allowsprint( true );
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wait 4;// wait 5;// < -- allows player to move for a few frames before moved
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// set player models and move them apart when landed
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// TODO REMOVE THIS When we get anims for each player.
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self show_player_model();
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if ( self == level.player )
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{
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for ( i = 0;i < 24;i++ )
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{
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self setOrigin( self.origin + ( 2, 0, 0 ) );
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wait 0.05;
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}
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}
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setsavedDvar( "g_friendlyNameDist", 15000 );
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setsavedDvar( "g_friendlyfireDist", 128 );
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}
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#using_animtree( "vehicles" );
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player_heli_ropeanimoverride_idle( guy, tag, animation )
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{
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self endon( "unloading" );
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while ( 1 )
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maps\_vehicle_aianim::animontag( guy, tag, animation );
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}
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ride_start( optional_players_array, optional_max_riders )
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{
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targetname = "heli_ride_in";
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pathstart = getentarray( targetname, "targetname" );
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assertEx( pathstart.size <= 1, "too many script_origins with targetname \"" + targetname + "\" " );
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if ( !pathstart.size )
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{
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pathstart = getstructarray( "heli_ride_in", "targetname" );
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assertEx( pathstart.size <= 1, "too many script_structs with targetname \"heli_ride_in\" " );
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if ( !pathstart.size )
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assertMSG( "no helicopter paths with \"heli_ride_in\", can't start ride" );
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}
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pathstart = pathstart[ 0 ];
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assertex( isdefined( level.gag_heliride_spawner ), "can't find heliride spawner. sure you placed the prefab?" );
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//strip away those non riders.
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if ( isdefined( optional_max_riders ) )
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vehicle_spawn_group_limit_riders( level.gag_heliride_spawner.script_vehicleride, optional_max_riders );
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vehicle = vehicle_spawn( level.gag_heliride_spawner );
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vehicle thread ride_setup( pathstart, optional_players_array );
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return vehicle;
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}
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