IW4-Dump-Files/maps/mp/_areas.gsc

111 lines
2.4 KiB
Plaintext
Raw Normal View History

2017-07-08 11:47:21 -07:00
#include maps\mp\_utility;
#include common_scripts\utility;
/*QUAKED trigger_multiple_area (0.12 0.23 1.0)
defaulttexture="trigger"
"script_area" - A localized string that names the area. e.g. "MP_FLOWER_SHOP"
Defines an area that the player is in.*/
/*QUAKED trigger_multiple_softlanding (0.12 0.23 1.0)
defaulttexture="trigger"
"script_type" - "car", "boxes", "trash"
Defines a soft landing area.*/
/*QUAKED script_vehicle_snowmobile_player_mp (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_snowmobile_player::main( "vehicle_snowmobile" );
and these lines in your CSV:
include,vehicle_snowmobile_snowmobile_player
sound,vehicle_snowmobile,vehicle_standard,all_sp
defaultmdl="vehicle_snowmobile"
default:"vehicletype" "snowmobile_player_mp"
*/
init()
{
level.softLandingTriggers = getEntArray( "trigger_multiple_softlanding", "classname" );
destructibles = getEntArray( "destructible_vehicle", "targetname" );
foreach ( trigger in level.softLandingTriggers )
{
if ( trigger.script_type != "car" )
continue;
foreach ( destructible in destructibles )
{
/*
if ( !trigger isTouching( destructible ) )
{
println( distance( trigger.origin, destructible.origin ) );
continue;
}
*/
if ( distance( trigger.origin, destructible.origin ) > 64.0 )
continue;
assert( !isDefined( trigger.destructible ) );
trigger.destructible = destructible;
}
}
//foreach ( trigger in level.softLandingTriggers )
// trigger thread common_scripts\_dynamic_world::triggerTouchThink( ::playerEnterSoftLanding, ::playerLeaveSoftLanding );
thread onPlayerConnect();
}
onPlayerConnect()
{
for ( ;; )
{
level waittill ( "connected", player );
player.softLanding = undefined;
player thread softLandingWaiter();
}
}
playerEnterSoftLanding( trigger )
{
self.softLanding = trigger;
}
playerLeaveSoftLanding( trigger )
{
self.softLanding = undefined;
}
softLandingWaiter()
{
self endon ( "disconnect" );
for ( ;; )
{
self waittill ( "soft_landing", trigger, damage );
//if ( damage < 10 )
// continue;
if ( !isDefined( trigger.destructible ) )
continue;
//magicBullet( "mp5_mp", self.origin, self.origin + (0,0,-100), self );
//self waittill( "damage", damage, attacker, direction_vec, point, type, modelName, tagName, partName, dflags );
//traceData = bulletTrace( self.origin, self.origin + (0,0,-100), true, self );
}
}