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@@ -0,0 +1,396 @@
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#include maps\_utility;
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#include common_scripts\utility;
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main( turret )
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{
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self endon( "killanimscript" );// code
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assert( isdefined( turret ) );
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animscripts\utility::initialize( "technical" );
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// when we ran our postscriptfunc we may have decided to stop using our turret,
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// in which case it's gone now
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if ( !IsDefined( turret ) )
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{
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return;
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}
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self.a.special = "technical";
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if ( isDefined( turret.script_delay_min ) )
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turret_delay = turret.script_delay_min;
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else
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turret_delay = maps\_mgturret::burst_fire_settings( "delay" );
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if ( isDefined( turret.script_delay_max ) )
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turret_delay_range = turret.script_delay_max - turret_delay;
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else
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turret_delay_range = maps\_mgturret::burst_fire_settings( "delay_range" );
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if ( isDefined( turret.script_burst_min ) )
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turret_burst = turret.script_burst_min;
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else
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turret_burst = maps\_mgturret::burst_fire_settings( "burst" );
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if ( isDefined( turret.script_burst_max ) )
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turret_burst_range = turret.script_burst_max - turret_burst;
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else
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turret_burst_range = maps\_mgturret::burst_fire_settings( "burst_range" );
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pauseUntilTime = getTime();
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turretState = "start";
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self animscripts\shared::placeWeaponOn( self.weapon, "none" );
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turret show();
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self.a.postScriptFunc = ::preplacedPostScriptFunc;
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turret notify( "stop_burst_fire_unmanned" );
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turret.doFiring = false;
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self thread fireController( turret );
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self setTurretAnim( self.primaryTurretAnim );
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self setAnimKnobRestart( self.primaryTurretAnim, 1, 0.2, 1 );
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self setAnimKnobLimitedRestart( self.additiveTurretIdle );
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self setAnimKnobLimitedRestart( self.additiveTurretFire );
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//turret setAnimKnobLimitedRestart( turret.additiveTurretIdle );
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//turret setAnimKnobLimitedRestart( turret.additiveTurretFire );
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turret endon( "death" );
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for ( ;; )
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{
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if ( turret.doFiring )
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{
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thread DoShoot( turret );
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self waitTimeOrUntilTurretStateChange( randomFloatRange( turret_burst, turret_burst + turret_burst_range ), turret );
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turret notify( "turretstatechange" );
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if ( turret.doFiring )
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{
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thread DoAim( turret );
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wait( randomFloatRange( turret_delay, turret_delay + turret_delay_range ) );
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}
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}
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else
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{
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thread DoAim( turret );
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turret waittill( "turretstatechange" );
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}
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}
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}
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waitTimeOrUntilTurretStateChange( time, turret )
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{
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turret endon( "turretstatechange" );
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wait time;
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}
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fireController( turret )
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{
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self endon( "killanimscript" );
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fovdot = cos( 15 );
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for ( ;; )
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{
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while ( IsDefined( self.enemy ) )
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{
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if ( self turret_should_shoot( turret, fovdot ) )
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{
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if ( !turret.doFiring )
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{
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turret.doFiring = true;
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turret notify( "turretstatechange" );
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}
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}
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else if ( turret.doFiring )
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{
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turret.doFiring = false;
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turret notify( "turretstatechange" );
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}
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wait( 0.05 );
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}
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if ( turret.doFiring )
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{
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turret.doFiring = false;
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turret notify( "turretstatechange" );
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}
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wait( 0.05 );
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}
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}
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turret_should_shoot( turret, fovdot )
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{
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ASSERT( IsDefined( self.enemy ) );
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enemypos = self.enemy.origin;
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turretAimPos = turret getTagAngles( "tag_aim" );
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if( within_fov( turret.origin, turretAimPos, enemypos, fovdot ) || distanceSquared( turret.origin, enemyPos ) < 200 * 200 )
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{
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if( !self turret_would_hit_friend( turret ) )
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{
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return true;
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}
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}
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return false;
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}
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turret_would_hit_friend( turret, friendlyTeam )
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{
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tag = "tag_flash";
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start = turret GetTagOrigin( tag );
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vec = AnglesToForward( turret GetTagAngles( tag ) );
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end = vector_multiply( vec, 10000 );
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trace = BulletTrace( start, end, true, undefined );
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ent = trace[ "entity" ];
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if( IsDefined( ent ) )
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{
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if( ( IsDefined( ent.team ) && ent.team == self.team ) || ( IsDefined( ent.script_team ) && ent.script_team == self.team ) )
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{
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return true;
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}
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}
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return false;
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}
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turretTimer( duration, turret )
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{
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if ( duration <= 0 )
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return;
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self endon( "killanimscript" );// code
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turret endon( "turretstatechange" );// code
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wait( duration );
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turret notify( "turretstatechange" );
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}
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postScriptFunc( animscript )
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{
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if ( animscript == "pain" )
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{
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if ( isdefined( self.node ) && distancesquared( self.origin, self.node.origin ) < 64 * 64 )
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{
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self.a.usingTurret hide();
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self animscripts\shared::placeWeaponOn( self.weapon, "right" );
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self.a.postScriptFunc = ::postPainFunc;
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return;
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}
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else
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{
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self StopUseTurret();
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}
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}
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assert( self.a.usingTurret.aiOwner == self );
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if ( animscript == "saw" )
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{
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turret = self GetTurret();
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assert( IsDefined( turret ) && turret == self.a.usingTurret );
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return;
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}
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self.a.usingTurret Delete();
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self.a.usingTurret = undefined;
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self animscripts\shared::placeWeaponOn( self.weapon, "right" );
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}
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postPainFunc( animscript )
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{
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assert( isDefined( self.a.usingTurret ) );
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assert( self.a.usingTurret.aiOwner == self );
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if ( !isdefined( self.node ) || distancesquared( self.origin, self.node.origin ) > 64 * 64 )
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{
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self stopUseTurret();
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self.a.usingTurret delete();
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self.a.usingTurret = undefined;
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// we may have gone into long death, in which case our weapon is gone
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if ( isdefined( self.weapon ) && self.weapon != "none" )
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{
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self animscripts\shared::placeWeaponOn( self.weapon, "right" );
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}
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}
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else if ( animscript != "saw" )
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{
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self.a.usingTurret delete();
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}
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}
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preplacedPostScriptFunc( animscript )
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{
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self animscripts\shared::placeWeaponOn( self.weapon, "right" );
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}
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// ==================================
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#using_animtree( "generic_human" );
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DoShoot( turret )
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{
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self setAnim( %additive_saw_idle, 0, .1 );
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self setAnim( %additive_saw_fire, 1, .1 );
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//turret turretDoShootAnims();
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TurretDoShoot( turret );
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}
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DoAim( turret )
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{
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self setAnim( %additive_saw_idle, 1, .1 );
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self setAnim( %additive_saw_fire, 0, .1 );
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//turret turretDoAimAnims();
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}
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//=====================================
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#using_animtree( "mg42" );
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TurretDoShoot( turret )
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{
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self endon( "killanimscript" );
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turret endon( "turretstatechange" );// code or script
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turret endon( "death" );// code or script
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for ( ;; )
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{
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turret ShootTurret();
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wait( 0.15 );
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}
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}
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turretDoShootAnims()
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{
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self setAnim( %additive_saw_idle, 0, .1 );
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self setAnim( %additive_saw_fire, 1, .1 );
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}
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turretDoAimAnims()
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{
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self setAnim( %additive_saw_idle, 1, .1 );
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self setAnim( %additive_saw_fire, 0, .1 );
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}
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//==================
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/* OLD STUFF
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//==================
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main( shoot, recover, aim, turret )
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{
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self endon( "killanimscript" );// code
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animscripts\utility::initialize( "technical" );
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self.a.special = "technical";
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if ( isDefined( turret.script_delay_min ) )
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turret_delay = turret.script_delay_min;
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else
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turret_delay = maps\_mgturret::burst_fire_settings( "delay" );
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if ( isDefined( turret.script_delay_max ) )
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turret_delay_range = turret.script_delay_max - turret_delay;
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else
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turret_delay_range = maps\_mgturret::burst_fire_settings( "delay_range" );
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if ( isDefined( turret.script_burst_min ) )
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turret_burst = turret.script_burst_min;
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else
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turret_burst = maps\_mgturret::burst_fire_settings( "burst" );
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if ( isDefined( turret.script_burst_max ) )
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turret_burst_range = turret.script_burst_max - turret_burst;
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else
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turret_burst_range = maps\_mgturret::burst_fire_settings( "burst_range" );
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pauseUntilTime = getTime();
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turretState = "start";
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self animscripts\shared::placeWeaponOn( self.weapon, "none" );
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self.a.postScriptFunc = ::preplacedPostScriptFunc;
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for ( ;; )
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{
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duration = ( pauseUntilTime - getTime() ) * 0.001;
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if ( turret isFiringTurret() && ( duration <= 0 ) )
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{
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if ( turretState != "fire" )
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{
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turretState = "fire";
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thread [[ shoot ]]( turret );// non blocking
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}
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duration = turret_burst + randomFloat( turret_burst_range );
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thread turretTimer( duration, turret );
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turret waittill( "turretstatechange" );// code or script
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duration = turret_delay + randomFloat( turret_delay_range );
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pauseUntilTime = getTime() + int( duration * 1000 );
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if ( isDefined( recover ) )
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{
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turretState = "recover";
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[[ recover ]]( turret );// blocking
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}
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}
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else
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{
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if ( turretState != "aim" )
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{
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turretState = "aim";
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thread [[ aim ]]( turret );// non blocking
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}
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thread turretTimer( duration, turret );
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turret waittill( "turretstatechange" );// code or script
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}
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}
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}
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turretTimer( duration, turret )
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{
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if ( duration <= 0 )
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return;
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self endon( "killanimscript" );// code
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turret endon( "turretstatechange" );// code
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wait( duration );
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turret notify( "turretstatechange" );
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}
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preplacedPostScriptFunc( animscript )
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{
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self animscripts\shared::placeWeaponOn( self.weapon, "right" );
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}
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*/
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@@ -0,0 +1,48 @@
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#using_animtree( "generic_human" );
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main()
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{
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// do not do code prone in this script
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self.desired_anim_pose = "stand";
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animscripts\utility::UpdateAnimPose();
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// It'd be nice if I had an animation to get to stand without moving...
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self.a.movement = "stop";
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turret = self getTurret();
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turret thread turretInit( self );
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self.primaryTurretAnim = %technicalGunner_aim;
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self.additiveTurretIdle = %technical_turret_driveidle;
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self.additiveTurretFire = %technical_turret_firing;
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self.painFunction = ::technical_pain;
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self.deathAnim = %technical_turret_death;
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thread animscripts\saw\common::main( turret );
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}
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technical_pain()
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{
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self setFlaggedAnimKnobAllRestart( "painanim", %technical_turret_pain, %body, 1, .1, 1 );
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self animscripts\shared::DoNoteTracks( "painanim" );
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}
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//=====================================
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#using_animtree( "mg42" );
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turretInit( owner )
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{
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self.leftArc = 180;
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self.rightArc = 180;
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self UseAnimTree( #animtree );
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self.additiveTurretIdle = %saw_gunner_idle_mg;
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self.additiveTurretFire = %saw_gunner_firing_mg_add;
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self endon( "death" );
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owner waittill( "killanimscript" );// code
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self stopUseAnimTree();
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}
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Reference in new issue
Block a user