#include maps\mp\_utility; #include maps\mp\killstreaks\_harrier; #include maps\mp\gametypes\_hud_util; #include common_scripts\utility; init() { precacheLocationSelector( "map_artillery_selector" ); precacheString( &"MP_WAR_AIRSTRIKE_INBOUND_NEAR_YOUR_POSITION" ); precacheString( &"MP_WAR_AIRSTRIKE_INBOUND" ); precacheString( &"MP_CIVILIAN_AIR_TRAFFIC" ); precacheString( &"MP_AIR_SPACE_TOO_CROWDED" ); precacheItem( "stealth_bomb_mp" ); precacheItem( "artillery_mp" ); precacheItem("harrier_missile_mp"); precacheModel( "vehicle_av8b_harrier_jet_mp" ); precacheModel( "vehicle_av8b_harrier_jet_opfor_mp" ); precacheModel( "weapon_minigun" ); precacheModel( "vehicle_b2_bomber" ); PrecacheVehicle( "harrier_mp" ); precacheTurret( "harrier_FFAR_mp" ); PrecacheMiniMapIcon( "compass_objpoint_airstrike_friendly" ); PrecacheMiniMapIcon( "compass_objpoint_airstrike_busy" ); PrecacheMiniMapIcon( "compass_objpoint_b2_airstrike_friendly" ); PrecacheMiniMapIcon( "compass_objpoint_b2_airstrike_enemy" ); PrecacheMiniMapIcon( "hud_minimap_harrier_green" ); PrecacheMiniMapIcon( "hud_minimap_harrier_red" ); level.onfirefx = loadfx ("fire/fire_smoke_trail_L"); level.airstrikefx = loadfx ("explosions/clusterbomb"); level.mortareffect = loadfx ("explosions/artilleryExp_dirt_brown"); level.bombstrike = loadfx ("explosions/wall_explosion_pm_a"); level.stealthbombfx = loadfx ("explosions/stealth_bomb_mp"); level.airplane = []; level.harriers = []; level.planes = 0; level.harrier_smoke = loadfx("fire/jet_afterburner_harrier_damaged"); level.harrier_deathfx = loadfx ("explosions/aerial_explosion_harrier"); level.harrier_afterburnerfx = loadfx ("fire/jet_afterburner_harrier"); level.fx_airstrike_afterburner = loadfx ("fire/jet_afterburner"); level.fx_airstrike_contrail = loadfx ("smoke/jet_contrail"); // airstrike danger area is the circle of radius artilleryDangerMaxRadius // stretched by a factor of artilleryDangerOvalScale in the direction of the incoming airstrike, // moved by artilleryDangerForwardPush * artilleryDangerMaxRadius in the same direction. // use scr_Airstrikedebug to visualize. level.dangerMaxRadius["stealth"] = 900; level.dangerMinRadius["stealth"] = 750; level.dangerForwardPush["stealth"] = 1; level.dangerOvalScale["stealth"] = 6.0; level.dangerMaxRadius["default"] = 550; level.dangerMinRadius["default"] = 300; level.dangerForwardPush["default"] = 1.5; level.dangerOvalScale["default"] = 6.0; level.dangerMaxRadius["precision"] = 550; level.dangerMinRadius["precision"] = 300; level.dangerForwardPush["precision"] = 2.0; level.dangerOvalScale["precision"] = 6.0; level.dangerMaxRadius["harrier"] = 550; level.dangerMinRadius["harrier"] = 300; level.dangerForwardPush["harrier"] = 1.5; level.dangerOvalScale["harrier"] = 6.0; level.artilleryDangerCenters = []; level.killStreakFuncs["airstrike"] = ::tryUseAirstrike; level.killStreakFuncs["precision_airstrike"] = ::tryUsePrecisionAirstrike; level.killStreakFuncs["super_airstrike"] = ::tryUseSuperAirstrike; level.killStreakFuncs["harrier_airstrike"] = ::tryUseHarrierAirstrike; level.killStreakFuncs["stealth_airstrike"] = ::tryUseStealthAirstrike; } tryUsePrecisionAirstrike( lifeId ) { return tryUseAirstrike( lifeId, "precision" ); } tryUseStealthAirstrike( lifeId ) { return tryUseAirstrike( lifeId, "stealth" ); } tryUseSuperAirstrike( lifeId ) { return tryUseAirstrike( lifeId, "super" ); } tryUseHarrierAirstrike( lifeId ) { return tryUseAirstrike( lifeId, "harrier" ); } tryUseAirstrike( lifeId, airStrikeType ) { if ( isDefined( level.civilianJetFlyBy ) ) { self iPrintLnBold( &"MP_CIVILIAN_AIR_TRAFFIC" ); return false; } if ( self isUsingRemote() ) { return false; } if ( !isDefined( airStrikeType ) ) airStrikeType = "none"; switch( airStrikeType ) { case "precision": break; case "stealth": break; case "harrier": if ( level.planes > 1 ) { self iPrintLnBold( &"MP_AIR_SPACE_TOO_CROWDED" ); return false; } break; case "super": break; } result = self selectAirstrikeLocation( lifeId, airStrikeType ); if ( !isDefined( result ) || !result ) return false; return true; } doAirstrike( lifeId, origin, yaw, owner, team ) { assert( isDefined( origin ) ); assert( isDefined( yaw ) ); if ( isDefined( self.airStrikeType ) ) airstrikeType = self.airStrikeType; else airstrikeType = "default"; if ( airStrikeType == "harrier" ) level.planes++; if ( isDefined( level.airstrikeInProgress ) ) { while ( isDefined( level.airstrikeInProgress ) ) level waittill ( "begin_airstrike" ); level.airstrikeInProgress = true; wait ( 2.0 ); } if ( !isDefined( owner ) ) { if ( airStrikeType == "harrier" ) level.planes--; return; } level.airstrikeInProgress = true; num = 17 + randomint(3); trace = bullettrace(origin, origin + (0,0,-1000000), false, undefined); targetpos = trace["position"]; if ( level.teambased ) { players = level.players; for ( i = 0; i < level.players.size; i++ ) { player = level.players[i]; playerteam = player.pers["team"]; if ( isdefined( playerteam ) ) { if ( playerteam == team && self.airStrikeType != "stealth" ) player iprintln( &"MP_WAR_AIRSTRIKE_INBOUND", owner ); } } } else { if ( !level.hardcoreMode ) { if ( pointIsInAirstrikeArea( owner.origin, targetpos, yaw, airstrikeType ) ) owner iprintlnbold(&"MP_WAR_AIRSTRIKE_INBOUND_NEAR_YOUR_POSITION"); } } dangerCenter = spawnstruct(); dangerCenter.origin = targetpos; dangerCenter.forward = anglesToForward( (0,yaw,0) ); dangerCenter.airstrikeType = airstrikeType; level.artilleryDangerCenters[ level.artilleryDangerCenters.size ] = dangerCenter; /# level thread debugArtilleryDangerCenters( airstrikeType ); #/ harrierEnt = callStrike( lifeId, owner, targetpos, yaw ); wait( 1.0 ); level.airstrikeInProgress = undefined; owner notify ( "begin_airstrike" ); level notify ( "begin_airstrike" ); wait 7.5; found = false; newarray = []; for ( i = 0; i < level.artilleryDangerCenters.size; i++ ) { if ( !found && level.artilleryDangerCenters[i].origin == targetpos ) { found = true; continue; } newarray[ newarray.size ] = level.artilleryDangerCenters[i]; } assert( found ); assert( newarray.size == level.artilleryDangerCenters.size - 1 ); level.artilleryDangerCenters = newarray; if ( airStrikeType != "harrier" ) return; while ( isDefined( harrierEnt ) ) wait ( 0.1 ); level.planes--; } clearProgress( delay ) { wait ( 2.0 ); level.airstrikeInProgress = undefined; } /# debugArtilleryDangerCenters( airstrikeType ) { level notify("debugArtilleryDangerCenters_thread"); level endon("debugArtilleryDangerCenters_thread"); if ( getdvarint("scr_airstrikedebug") != 1 && getdvarint("scr_spawnpointdebug") == 0 ) { return; } while( level.artilleryDangerCenters.size > 0 ) { for ( i = 0; i < level.artilleryDangerCenters.size; i++ ) { origin = level.artilleryDangerCenters[i].origin; forward = level.artilleryDangerCenters[i].forward; origin += forward * level.dangerForwardPush[airstrikeType] * level.dangerMaxRadius[airstrikeType]; previnnerpos = (0,0,0); prevouterpos = (0,0,0); for ( j = 0; j <= 40; j++ ) { frac = (j * 1.0) / 40; angle = frac * 360; dir = anglesToForward((0,angle,0)); forwardPart = vectordot( dir, forward ) * forward; perpendicularPart = dir - forwardPart; pos = forwardPart * level.dangerOvalScale[airstrikeType] + perpendicularPart; innerpos = pos * level.dangerMinRadius[airstrikeType]; innerpos += origin; outerpos = pos * level.dangerMaxRadius[airstrikeType]; outerpos += origin; if ( j > 0 ) { line( innerpos, previnnerpos, (1, 0, 0) ); line( outerpos, prevouterpos, (1,.5,.5) ); } previnnerpos = innerpos; prevouterpos = outerpos; } } wait .05; } } #/ getAirstrikeDanger( point ) { danger = 0; for ( i = 0; i < level.artilleryDangerCenters.size; i++ ) { origin = level.artilleryDangerCenters[i].origin; forward = level.artilleryDangerCenters[i].forward; airstrikeType = level.artilleryDangerCenters[i].airstrikeType; danger += getSingleAirstrikeDanger( point, origin, forward, airstrikeType ); } return danger; } getSingleAirstrikeDanger( point, origin, forward, airstrikeType ) { center = origin + level.dangerForwardPush[airstrikeType] * level.dangerMaxRadius[airstrikeType] * forward; diff = point - center; diff = (diff[0], diff[1], 0); forwardPart = vectorDot( diff, forward ) * forward; perpendicularPart = diff - forwardPart; circlePos = perpendicularPart + forwardPart / level.dangerOvalScale[airstrikeType]; /* /# if ( getdvar("scr_airstrikedebug") == "1" ) { thread airstrikeLine( center, center + perpendicularPart, (1,1,1), 50 ); thread airstrikeLine( center + perpendicularPart, center + circlePos, (1,1,1), 50 ); thread airstrikeLine( center + circlePos, point, (.5,.5,.5), 50 ); } #/ */ distsq = lengthSquared( circlePos ); if ( distsq > level.dangerMaxRadius[airstrikeType] * level.dangerMaxRadius[airstrikeType] ) return 0; if ( distsq < level.dangerMinRadius[airstrikeType] * level.dangerMinRadius[airstrikeType] ) return 1; dist = sqrt( distsq ); distFrac = (dist - level.dangerMinRadius[airstrikeType]) / (level.dangerMaxRadius[airstrikeType] - level.dangerMinRadius[airstrikeType]); assertEx( distFrac >= 0 && distFrac <= 1, distFrac ); return 1 - distFrac; } pointIsInAirstrikeArea( point, targetpos, yaw, airstrikeType ) { return distance2d( point, targetpos ) <= level.dangerMaxRadius[airstrikeType] * 1.25; // TODO //return getSingleAirstrikeDanger( point, targetpos, yaw ) > 0; } losRadiusDamage( pos, radius, max, min, owner, eInflictor, sWeapon ) { ents = maps\mp\gametypes\_weapons::getDamageableEnts(pos, radius, true); glassRadiusDamage( pos, radius, max, min ); for (i = 0; i < ents.size; i++) { if (ents[i].entity == self) continue; dist = distance(pos, ents[i].damageCenter); if ( ents[i].isPlayer || ( isDefined( ents[i].isSentry ) && ents[i].isSentry ) ) { // check if there is a path to this entity 130 units above his feet. if not, they're probably indoors indoors = !BulletTracePassed( ents[i].entity.origin, ents[i].entity.origin + (0,0,130), false, undefined ); if ( indoors ) { indoors = !BulletTracePassed( ents[i].entity.origin + (0,0,130), pos + (0,0,130 - 16), false, undefined ); if ( indoors ) { // give them a distance advantage for being indoors. dist *= 4; if ( dist > radius ) continue; } } } ents[i].damage = int(max + (min-max)*dist/radius); ents[i].pos = pos; ents[i].damageOwner = owner; ents[i].eInflictor = eInflictor; level.airStrikeDamagedEnts[level.airStrikeDamagedEntsCount] = ents[i]; level.airStrikeDamagedEntsCount++; } thread airstrikeDamageEntsThread( sWeapon ); } airstrikeDamageEntsThread( sWeapon ) { self notify ( "airstrikeDamageEntsThread" ); self endon ( "airstrikeDamageEntsThread" ); for ( ; level.airstrikeDamagedEntsIndex < level.airstrikeDamagedEntsCount; level.airstrikeDamagedEntsIndex++ ) { if ( !isDefined( level.airstrikeDamagedEnts[level.airstrikeDamagedEntsIndex] ) ) continue; ent = level.airstrikeDamagedEnts[level.airstrikeDamagedEntsIndex]; if ( !isDefined( ent.entity ) ) continue; if ( !ent.isPlayer || isAlive( ent.entity ) ) { ent maps\mp\gametypes\_weapons::damageEnt( ent.eInflictor, // eInflictor = the entity that causes the damage (e.g. a claymore) ent.damageOwner, // eAttacker = the player that is attacking ent.damage, // iDamage = the amount of damage to do "MOD_PROJECTILE_SPLASH", // sMeansOfDeath = string specifying the method of death (e.g. "MOD_PROJECTILE_SPLASH") sWeapon, // sWeapon = string specifying the weapon used (e.g. "claymore_mp") ent.pos, // damagepos = the position damage is coming from vectornormalize(ent.damageCenter - ent.pos) // damagedir = the direction damage is moving in ); level.airstrikeDamagedEnts[level.airstrikeDamagedEntsIndex] = undefined; if ( ent.isPlayer ) wait ( 0.05 ); } else { level.airstrikeDamagedEnts[level.airstrikeDamagedEntsIndex] = undefined; } } } radiusArtilleryShellshock(pos, radius, maxduration, minduration, team ) { players = level.players; foreach ( player in level.players ) { if ( !isAlive( player ) ) continue; if ( player.team == team || player.team == "spectator" ) continue; playerPos = player.origin + (0,0,32); dist = distance( pos, playerPos ); if ( dist > radius ) continue; duration = int(maxduration + (minduration-maxduration)*dist/radius); player thread artilleryShellshock( "default", duration ); } } artilleryShellshock(type, duration) { self endon ( "disconnect" ); if (isdefined(self.beingArtilleryShellshocked) && self.beingArtilleryShellshocked) return; self.beingArtilleryShellshocked = true; self shellshock(type, duration); wait(duration + 1); self.beingArtilleryShellshocked = false; } /# airstrikeLine( start, end, color, duration ) { frames = duration * 20; for ( i = 0; i < frames; i++ ) { line(start,end,color); wait .05; } } traceBomb() { self endon("death"); prevpos = self.origin; while(1) { thread airstrikeLine( prevpos, self.origin, (.5,1,0), 40 ); prevpos = self.origin; wait .2; } } #/ doBomberStrike( lifeId, owner, requiredDeathCount, bombsite, startPoint, endPoint, bombTime, flyTime, direction, airStrikeType ) { // plane spawning randomness = up to 125 units, biased towards 0 // radius of bomb damage is 512 if ( !isDefined( owner ) ) return; startPathRandomness = 100; endPathRandomness = 150; pathStart = startPoint + ( (randomfloat(2) - 1)*startPathRandomness, (randomfloat(2) - 1)*startPathRandomness, 0 ); pathEnd = endPoint + ( (randomfloat(2) - 1)*endPathRandomness , (randomfloat(2) - 1)*endPathRandomness , 0 ); // Spawn the planes plane = spawnplane( owner, "script_model", pathStart, "compass_objpoint_b2_airstrike_friendly", "compass_objpoint_b2_airstrike_enemy" ); plane playLoopSound( "veh_b2_dist_loop" ); plane setModel( "vehicle_b2_bomber" ); plane thread handleEMP( owner ); plane.lifeId = lifeId; plane.angles = direction; forward = anglesToForward( direction ); plane moveTo( pathEnd, flyTime, 0, 0 ); thread stealthBomber_killCam( plane, pathEnd, flyTime, airStrikeType ); thread bomberDropBombs( plane, bombsite, owner ); // Delete the plane after its flyby wait ( flyTime ); plane notify( "delete" ); plane delete(); } bomberDropBombs( plane, bombSite, owner ) { while ( !targetIsClose( plane, bombsite, 5000 ) ) wait ( 0.05 ); //playfxontag( level.stealthbombfx, plane, "tag_left_alamo_missile" ); //playfxontag( level.stealthbombfx, plane, "tag_right_alamo_missile" ); showFx = true; sonicBoom = false; plane notify ( "start_bombing" ); plane thread playBombFx(); for ( dist = targetGetDist( plane, bombsite ); dist < 5000; dist = targetGetDist( plane, bombsite ) ) { if ( dist < 1500 && !sonicBoom ) { plane playSound( "veh_b2_sonic_boom" ); sonicBoom = true; } showFx = !showFx; if ( dist < 4500 ) plane thread callStrike_bomb( plane.origin, owner, (0,0,0), showFx ); wait ( 0.1 ); } plane notify ( "stop_bombing" ); //stopfxontag( level.stealthbombfx, plane, "tag_left_alamo_missile" ); //stopfxontag( level.stealthbombfx, plane, "tag_right_alamo_missile" ); } playBombFx() { self endon ( "stop_bombing" ); for ( ;; ) { playFxOnTag( level.stealthbombfx, self, "tag_left_alamo_missile" ); playFxOnTag( level.stealthbombfx, self, "tag_right_alamo_missile" ); wait ( 0.5 ); } } stealthBomber_killCam( plane, pathEnd, flyTime, typeOfStrike ) { plane waittill ( "start_bombing" ); planedir = anglesToForward( plane.angles ); killCamEnt = spawn( "script_model", plane.origin + (0,0,100) - planedir * 200 ); plane.killCamEnt = killCamEnt; plane.airstrikeType = typeOfStrike; killCamEnt.startTime = gettime(); killCamEnt thread deleteAfterTime( 15.0 ); killCamEnt linkTo( plane, "tag_origin", (-256,768,768), ( 0,0,0 ) ); } callStrike_bomb( coord, owner, offset, showFx ) { if ( !isDefined( owner ) || owner isEMPed() ) { self notify( "stop_bombing" ); return; } accuracyRadius = 512; randVec = ( 0, randomint( 360 ), 0 ); bombPoint = coord + vector_multiply( anglestoforward( randVec ), randomFloat( accuracyRadius ) ); trace = bulletTrace( bombPoint, bombPoint + (0,0,-10000), false, undefined ); bombPoint = trace["position"]; bombHeight = distance( coord, bombPoint ); if ( bombHeight > 5000 ) return; wait ( 0.85 * (bombHeight / 2000) ); if ( !isDefined( owner ) || owner isEMPed() ) { self notify( "stop_bombing" ); return; } if ( showFx ) { playFx( level.mortareffect, bombPoint ); PlayRumbleOnPosition( "grenade_rumble", bombPoint ); earthquake( 1.0, 0.6, bombPoint, 2000 ); } thread playSoundInSpace( "exp_airstrike_bomb", bombPoint ); radiusArtilleryShellshock( bombPoint, 512, 8, 4, owner.team ); losRadiusDamage( bombPoint + (0,0,16), 896, 300, 50, owner, self, "stealth_bomb_mp" ); // targetpos, radius, maxdamage, mindamage, player causing damage } doPlaneStrike( lifeId, owner, requiredDeathCount, bombsite, startPoint, endPoint, bombTime, flyTime, direction, typeOfStrike ) { // plane spawning randomness = up to 125 units, biased towards 0 // radius of bomb damage is 512 if ( !isDefined( owner ) ) return; startPathRandomness = 100; endPathRandomness = 150; pathStart = startPoint + ( (randomfloat(2) - 1)*startPathRandomness, (randomfloat(2) - 1)*startPathRandomness, 0 ); pathEnd = endPoint + ( (randomfloat(2) - 1)*endPathRandomness , (randomfloat(2) - 1)*endPathRandomness , 0 ); // Spawn the planes if( typeOfStrike == "harrier" ) plane = spawnplane( owner, "script_model", pathStart, "hud_minimap_harrier_green", "hud_minimap_harrier_red" ); else plane = spawnplane( owner, "script_model", pathStart, "compass_objpoint_airstrike_friendly", "compass_objpoint_airstrike_busy" ); if( typeOfStrike == "harrier" ) { if ( owner.team == "allies" ) plane setModel( "vehicle_av8b_harrier_jet_mp" ); else plane setModel( "vehicle_av8b_harrier_jet_opfor_mp" ); } else plane setModel( "vehicle_mig29_desert" ); plane playloopsound( "veh_mig29_dist_loop" ); plane thread handleEMP( owner ); plane.lifeId = lifeId; plane.angles = direction; forward = anglesToForward( direction ); plane thread playPlaneFx(); plane moveTo( pathEnd, flyTime, 0, 0 ); /# if ( getdvar("scr_airstrikedebug") == "1" ) thread airstrikeLine( pathStart, pathEnd, (1,1,1), 20 ); #/ //thread callStrike_planeSound( plane, bombsite ); thread callStrike_bombEffect( plane, pathEnd, flyTime, bombTime - 1.0, owner, requiredDeathCount, typeOfStrike ); // Delete the plane after its flyby wait flyTime; plane notify( "delete" ); plane delete(); } callStrike_bombEffect( plane, pathEnd, flyTime, launchTime, owner, requiredDeathCount, typeOfStrike ) { wait ( launchTime ); if ( !isDefined( owner )|| owner isEMPed() ) return; plane playSound( "veh_mig29_sonic_boom" ); planedir = anglesToForward( plane.angles ); bomb = spawnbomb( plane.origin, plane.angles ); bomb moveGravity( vector_multiply( anglestoforward( plane.angles ), 7000/1.5 ), 3.0 ); bomb.lifeId = requiredDeathCount; killCamEnt = spawn( "script_model", plane.origin + (0,0,100) - planedir * 200 ); bomb.killCamEnt = killCamEnt; bomb.airstrikeType = typeOfStrike; killCamEnt.startTime = gettime(); killCamEnt thread deleteAfterTime( 15.0 ); killCamEnt.angles = planedir; killCamEnt moveTo( pathEnd + (0,0,100), flyTime, 0, 0 ); /# if ( getdvar("scr_airstrikedebug") == "1" ) bomb thread traceBomb(); #/ wait .4; //plane stoploopsound(); killCamEnt moveTo( killCamEnt.origin + planedir * 4000, 1, 0, 0 ); wait .45; killCamEnt moveTo( killCamEnt.origin + (planedir + (0,0,-.2)) * 3500, 2, 0, 0 ); wait ( 0.15 ); newBomb = spawn( "script_model", bomb.origin ); newBomb setModel( "tag_origin" ); newBomb.origin = bomb.origin; newBomb.angles = bomb.angles; bomb setModel( "tag_origin" ); wait (0.10); // wait two server frames before playing fx bombOrigin = newBomb.origin; bombAngles = newBomb.angles; playfxontag( level.airstrikefx, newBomb, "tag_origin" ); wait .05; killCamEnt moveTo( killCamEnt.origin + (planedir + (0,0,-.25)) * 2500, 2, 0, 0 ); wait .25; killCamEnt moveTo( killCamEnt.origin + (planedir + (0,0,-.35)) * 2000, 2, 0, 0 ); wait .2; killCamEnt moveTo( killCamEnt.origin + (planedir + (0,0,-.45)) * 1500, 2, 0, 0 ); wait ( 0.5 ); repeat = 12; minAngles = 5; maxAngles = 55; angleDiff = (maxAngles - minAngles) / repeat; hitpos = (0,0,0); for( i = 0; i < repeat; i++ ) { traceDir = anglesToForward( bombAngles + (maxAngles-(angleDiff * i),randomInt( 10 )-5,0) ); traceEnd = bombOrigin + vector_multiply( traceDir, 10000 ); trace = bulletTrace( bombOrigin, traceEnd, false, undefined ); traceHit = trace["position"]; hitpos += traceHit; /# if ( getdvar("scr_airstrikedebug") == "1" ) thread airstrikeLine( bombOrigin, traceHit, (1,0,0), 40 ); #/ thread losRadiusDamage( traceHit + (0,0,16), 512, 200, 30, owner, bomb, "artillery_mp" ); // targetpos, radius, maxdamage, mindamage, player causing damage, entity that player used to cause damage if ( i%3 == 0 ) { thread playsoundinspace( "exp_airstrike_bomb", traceHit ); playRumbleOnPosition( "artillery_rumble", traceHit ); earthquake( 0.7, 0.75, traceHit, 1000 ); } wait ( 0.05 ); } hitpos = hitpos / repeat + (0,0,128); killCamEnt moveto( bomb.killCamEnt.origin * .35 + hitpos * .65, 1.5, 0, .5 ); wait ( 5.0 ); newBomb delete(); bomb delete(); } spawnbomb( origin, angles ) { bomb = spawn( "script_model", origin ); bomb.angles = angles; bomb setModel( "projectile_cbu97_clusterbomb" ); return bomb; } deleteAfterTime( time ) { self endon ( "death" ); wait ( 10.0 ); self delete(); } playPlaneFx() { self endon ( "death" ); wait( 0.5); playfxontag( level.fx_airstrike_afterburner, self, "tag_engine_right" ); wait( 0.5); playfxontag( level.fx_airstrike_afterburner, self, "tag_engine_left" ); wait( 0.5); playfxontag( level.fx_airstrike_contrail, self, "tag_right_wingtip" ); wait( 0.5); playfxontag( level.fx_airstrike_contrail, self, "tag_left_wingtip" ); } callStrike( lifeId, owner, coord, yaw ) { heightEnt = undefined; planeBombExplodeDistance = 0; // Get starting and ending point for the plane direction = ( 0, yaw, 0 ); heightEnt = GetEnt( "airstrikeheight", "targetname" ); if ( self.airStrikeType == "stealth" ) { thread teamPlayerCardSplash( "used_stealth_airstrike", owner, owner.team ); planeHalfDistance = 12000; planeFlySpeed = 2000; if ( !isDefined( heightEnt ) )//old system { println( "NO DEFINED AIRSTRIKE HEIGHT SCRIPT_ORIGIN IN LEVEL" ); planeFlyHeight = 950; planeBombExplodeDistance = 1500; if ( isdefined( level.airstrikeHeightScale ) ) planeFlyHeight *= level.airstrikeHeightScale; } else { planeFlyHeight = heightEnt.origin[2]; planeBombExplodeDistance = getExplodeDistance( planeFlyHeight ); } } else { planeHalfDistance = 24000; planeFlySpeed = 7000; if ( !isDefined( heightEnt ) )//old system { println( "NO DEFINED AIRSTRIKE HEIGHT SCRIPT_ORIGIN IN LEVEL" ); planeFlyHeight = 850; planeBombExplodeDistance = 1500; if ( isdefined( level.airstrikeHeightScale ) ) planeFlyHeight *= level.airstrikeHeightScale; } else { planeFlyHeight = heightEnt.origin[2]; planeBombExplodeDistance = getExplodeDistance( planeFlyHeight ); } } startPoint = coord + vector_multiply( anglestoforward( direction ), -1 * planeHalfDistance ); if ( isDefined( heightEnt ) )// used in the new height system startPoint *= (1,1,0); startPoint += ( 0, 0, planeFlyHeight ); if ( self.airStrikeType == "stealth" ) endPoint = coord + vector_multiply( anglestoforward( direction ), planeHalfDistance*4 ); else endPoint = coord + vector_multiply( anglestoforward( direction ), planeHalfDistance ); if ( isDefined( heightEnt ) )// used in the new height system endPoint *= (1,1,0); endPoint += ( 0, 0, planeFlyHeight ); // Make the plane fly by d = length( startPoint - endPoint ); flyTime = ( d / planeFlySpeed ); // bomb explodes planeBombExplodeDistance after the plane passes the center d = abs( d/2 + planeBombExplodeDistance ); bombTime = ( d / planeFlySpeed ); assert( flyTime > bombTime ); owner endon("disconnect"); requiredDeathCount = lifeId; level.airstrikeDamagedEnts = []; level.airStrikeDamagedEntsCount = 0; level.airStrikeDamagedEntsIndex = 0; if ( self.airStrikeType == "harrier" ) { level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(500)), endPoint+(0,0,randomInt(500)), bombTime, flyTime, direction, self.airStrikeType ); wait randomfloatrange( 1.5, 2.5 ); maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone(); level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(200)), endPoint+(0,0,randomInt(200)), bombTime, flyTime, direction, self.airStrikeType ); wait randomfloatrange( 1.5, 2.5 ); maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone(); harrier = beginHarrier( lifeId, startPoint, coord ); owner thread defendLocation( harrier ); return harrier; //owner thread harrierMissileStrike( startPoint, coord ); } else if ( self.airStrikeType == "stealth" ) { level thread doBomberStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(1000)), endPoint+(0,0,randomInt(1000)), bombTime, flyTime, direction, self.airStrikeType ); } else //common airstrike { level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(500)), endPoint+(0,0,randomInt(500)), bombTime, flyTime, direction, self.airStrikeType ); wait randomfloatrange( 1.5, 2.5 ); maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone(); level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(200)), endPoint+(0,0,randomInt(200)), bombTime, flyTime, direction, self.airStrikeType ); wait randomfloatrange( 1.5, 2.5 ); maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone(); level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(200)), endPoint+(0,0,randomInt(200)), bombTime, flyTime, direction, self.airStrikeType ); if ( self.airStrikeType == "super" ) { wait randomfloatrange( 2.5, 3.5 ); maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone(); level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(200)), endPoint+(0,0,randomInt(200)), bombTime, flyTime, direction, self.airStrikeType ); } } } getExplodeDistance( height ) { standardHeight = 850; standardDistance = 1500; distanceFrac = standardHeight/height; newDistance = distanceFrac * standardDistance; return newDistance; } targetGetDist( other, target ) { infront = targetisinfront( other, target ); if( infront ) dir = 1; else dir = -1; a = flat_origin( other.origin ); b = a+vector_multiply( anglestoforward(flat_angle(other.angles)), (dir*100000) ); point = pointOnSegmentNearestToPoint(a,b, target); dist = distance(a,point); return dist; } targetisclose(other, target, closeDist) { if ( !isDefined( closeDist ) ) closeDist = 3000; infront = targetisinfront(other, target); if(infront) dir = 1; else dir = -1; a = flat_origin(other.origin); b = a+vector_multiply(anglestoforward(flat_angle(other.angles)), (dir*100000)); point = pointOnSegmentNearestToPoint(a,b, target); dist = distance(a,point); if (dist < closeDist) return true; else return false; } targetisinfront(other, target) { forwardvec = anglestoforward(flat_angle(other.angles)); normalvec = vectorNormalize(flat_origin(target)-other.origin); dot = vectordot(forwardvec,normalvec); if(dot > 0) return true; else return false; } waitForAirstrikeCancel() { self waittill( "cancel_location" ); self setblurforplayer( 0, 0.3 ); } selectAirstrikeLocation( lifeId, airStrikeType ) { assert( isDefined( airStrikeType ) ); self.airStrikeType = airStrikeType; if ( airStrikeType == "precision" || airStrikeType == "stealth" ) chooseDirection = true; else chooseDirection = false; targetSize = level.mapSize / 5.625; // 138 in 720 if ( level.splitscreen ) targetSize *= 1.5; self beginLocationSelection( "map_artillery_selector", chooseDirection, targetSize ); self.selectingLocation = true; self setblurforplayer( 4.0, 0.3 ); self thread waitForAirstrikeCancel(); self thread endSelectionOn( "cancel_location" ); self thread endSelectionOn( "death" ); self thread endSelectionOn( "disconnect" ); self thread endSelectionOn( "used" ); // so that this thread doesn't kill itself when we use an airstrike self thread endSelectionOnGameEnd(); self thread endSelectionOnEMP(); self endon( "stop_location_selection" ); // wait for the selection. randomize the yaw if we're not doing a precision airstrike. self waittill( "confirm_location", location, directionYaw ); if ( !chooseDirection ) directionYaw = randomint(360); self setblurforplayer( 0, 0.3 ); if ( airStrikeType == "harrier" && level.planes > 1 ) { self notify ( "cancel_location" ); self iPrintLnBold( &"MP_AIR_SPACE_TOO_CROWDED" ); return false; } self thread finishAirstrikeUsage( lifeId, location, directionYaw ); return true; } finishAirstrikeUsage( lifeId, location, directionYaw ) { self notify( "used" ); // find underside of top of skybox trace = bullettrace( level.mapCenter + (0,0,1000000), level.mapCenter, false, undefined ); location = (location[0], location[1], trace["position"][2] - 514); thread doAirstrike( lifeId, location, directionYaw, self, self.pers["team"] ); } endSelectionOn( waitfor ) { self endon( "stop_location_selection" ); self waittill( waitfor ); self thread stopAirstrikeLocationSelection( (waitfor == "disconnect") ); } endSelectionOnGameEnd() { self endon( "stop_location_selection" ); level waittill( "game_ended" ); self thread stopAirstrikeLocationSelection( false ); } endSelectionOnEMP() { self endon( "stop_location_selection" ); for ( ;; ) { level waittill( "emp_update" ); if ( !self isEMPed() ) continue; self thread stopAirstrikeLocationSelection( false ); return; } } stopAirstrikeLocationSelection( disconnected ) { if ( !disconnected ) { self setblurforplayer( 0, 0.3 ); self endLocationSelection(); self.selectingLocation = undefined; } self notify( "stop_location_selection" ); } useAirstrike( lifeId, pos, yaw ) { } handleEMP( owner ) { self endon ( "death" ); if ( owner isEMPed() ) { playFxOnTag( level.onfirefx, self, "tag_engine_right" ); playFxOnTag( level.onfirefx, self, "tag_engine_left" ); return; } for ( ;; ) { level waittill ( "emp_update" ); if ( !owner isEMPed() ) continue; playFxOnTag( level.onfirefx, self, "tag_engine_right" ); playFxOnTag( level.onfirefx, self, "tag_engine_left" ); } }