193 lines
6.0 KiB
Plaintext
193 lines
6.0 KiB
Plaintext
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#include common_scripts\utility;
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#include maps\_utility;
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#include maps\_specialops;
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#include maps\so_escape_airport_code;
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#include maps\airport_code;
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/*------------------- tweakables -------------------*/
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CONST_regular_obj = &"SO_ESCAPE_AIRPORT_OBJ_REGULAR";
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CONST_hardened_obj = &"SO_ESCAPE_AIRPORT_OBJ_HARDENED";
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CONST_veteran_obj = &"SO_ESCAPE_AIRPORT_OBJ_VETERAN";
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/*------------------- tweakables -------------------*/
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main()
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{
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level.so_compass_zoom = "close";
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level.friendlyfire_warnings = true;
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// Special Op mode deleting all original spawn triggers, vehicles and spawners
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// ::type_script_model_civilian
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// ::type_spawners
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// ::type_vehicle
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// ::type_spawn_trigger
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// ::type_trigger
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so_delete_all_by_type( ::type_spawn_trigger, ::type_vehicle, ::type_spawners, ::type_script_model_civilian );
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default_start( ::start_so_escape );
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add_start( "so_escape", ::start_so_escape );
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maps\createart\airport_art::main();
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maps\createfx\airport_audio::main();
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maps\createfx\airport_fx::main();
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maps\airport_fx::main();
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common_scripts\_destructible_types_anim_light_fluo_on::main();
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maps\_load::main();
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maps\airport_amb::main();
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maps\_utility::set_ambient( "airport_terminal0" );
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maps\_compass::setupMiniMap( "compass_map_airport" );
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disable_elevators();
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}
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disable_elevators()
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{
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// Connect the top floor paths for the elevator that doesn't crash.
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elevator = level.elevators[ 0 ];
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left_door = elevator common_scripts\_elevator::get_outer_leftdoor( 1 );
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right_door = elevator common_scripts\_elevator::get_outer_rightdoor( 1 );
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left_door ConnectPaths();
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right_door ConnectPaths();
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// Just remove the triggers in the elevator
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housings = GetEntArray( "elevator_housing", "targetname" );
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foreach ( housing in housings )
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{
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housing disable_elevator_internal();
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}
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buttons = GetEntArray( "elevator_call", "targetname" );
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foreach ( button in buttons )
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{
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button.origin = ( 0, 0, -50000 );
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}
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}
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disable_elevator_internal()
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{
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ent = self;
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num = 0;
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while ( 1 )
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{
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if ( !IsDefined( ent.target ) )
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{
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return;
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}
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ent = GetEnt( ent.target, "targetname" );
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switch ( num )
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{
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case 2:
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case 3:
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ent.origin = ( 0, 0, -50000 );
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}
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num++;
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}
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}
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start_so_escape()
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{
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so_escape_airport_init();
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foreach( enemy_group, delete_num in level.enemy_remove_trigs )
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thread past_enemy_remove( enemy_group, delete_num );
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music_loop( "so_escape_airport_music", 148 );
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thread fade_challenge_in();
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thread fade_challenge_out( "escaped_terminal" );
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thread enable_triggered_start( "start_terminal" );
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thread enable_triggered_complete( "escaped_trigger", "escaped_terminal", "all" );
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thread enable_challenge_timer( "start_terminal", "escaped_terminal" );
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}
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#using_animtree( "generic_human" );
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so_escape_airport_init()
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{
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// Will create an _anim file if we get more.
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level.scr_anim[ "generic" ][ "pronehide_dive" ] = %hunted_dive_2_pronehide_v1;
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flag_init( "escaped_terminal" );
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flag_init( "start_terminal" );
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flag_init( "challenge_success" );
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/*dummy*/flag_init( "escaped_trigger" );
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thread shoot_out_glass();
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thread glass_elevator_setup();
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thread sign_departure_status_init();
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thread sign_departure_status_eratic();
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level.enemy_remove_trigs = [];
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add_global_spawn_function( "axis", ::enemy_register );
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thread spawn_smoke( "smoke_escalators_first", "enemy_waiting_area_above_movein_trig" );
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thread spawn_smoke( "smoke_escalators_ending", "enemy_security_area_final_movein_trig", 0.0 );
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thread crash_elevator();
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array_thread( GetEntArray( "glass_delete", "targetname" ), ::delete_glass );
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// enemy_move_to_struct( move trigger, seek_goalradius, stay, duration of stay before seeking )
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// First round of guys to the right of the entrance. Should pull player away from obvious escalator target.
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array_spawn_function_noteworthy( "enemy_waiting_area_intro", ::enemy_move_to_struct, "enemy_waiting_area_intro", 384 );
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level.enemy_remove_trigs[ "enemy_waiting_area_intro" ] = 0;
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// Surround the player now that they've gone into the exposed area
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array_spawn_function_noteworthy( "enemy_waiting_area_above", ::enemy_move_to_struct, "enemy_waiting_area_above", 384, true, randomintrange( 20, 30 ) );
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array_spawn_function_noteworthy( "enemy_waiting_area_above", ::enemy_ignore_cover );
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level.enemy_remove_trigs[ "enemy_waiting_area_above" ] = 0;
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// Urban ghillie up into view.
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array_spawn_function_noteworthy( "enemy_dining_area_prone", ::enemy_prone_to_stand, "enemy_dining_area_riot", 512 );
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array_spawn_function_noteworthy( "enemy_dining_area_riot", ::enemy_move_to_struct, "enemy_dining_area_riot", 512, true, randomintrange( 10, 15 ) );
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level.enemy_remove_trigs[ "enemy_dining_area_prone" ] = 0;
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// Hitting hard with shield guys now
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array_spawn_function_noteworthy( "enemy_store_area_prone", ::enemy_prone_to_stand, "enemy_store_area_start", 512 );
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array_spawn_function_noteworthy( "enemy_store_area_start", ::enemy_move_to_struct, "enemy_store_area_start", 512, true, randomintrange( 10, 15 ) );
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level.enemy_remove_trigs[ "enemy_store_area_start" ] = 0;
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// Hitting hard with shield guys now
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array_spawn_function_noteworthy( "enemy_security_area_top", ::enemy_move_to_struct, "enemy_security_area_final", 1024 );
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array_spawn_function_noteworthy( "enemy_security_area_bottom", ::enemy_move_to_struct, "enemy_security_area_final", 1024, true, randomintrange( 30, 45 ) );
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array_spawn_function_noteworthy( "enemy_security_area_final", ::enemy_move_to_struct, "enemy_security_area_final", 1024, true, randomintrange( 45, 135 ) );
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level.enemy_remove_trigs[ "enemy_security_area_final" ] = 0;
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hide_destroyed_parts();
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assert( isdefined( level.gameskill ) );
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switch( level.gameSkill )
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{
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case 0: // Easy
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case 1: so_setup_regular(); break; // Regular
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case 2: so_setup_hardened(); break; // Hardened
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case 3: so_setup_veteran(); break; // Veteran
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}
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thread objective_breadcrumb();
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}
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so_setup_regular()
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{
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level.challenge_objective = CONST_regular_obj;
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}
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so_setup_hardened()
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{
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level.challenge_objective = CONST_hardened_obj;
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}
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so_setup_veteran()
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{
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level.challenge_objective = CONST_veteran_obj;
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}
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