#include common_scripts\utility; #include maps\_utility; #include maps\_vehicle; #include maps\_vehicle_aianim; #include maps\_anim; #using_animtree( "vehicles" ); main( model, type, no_death ) { //precachemodel( "fastrope_arms" ); build_template( "blackhawk_minigun", model, type ); build_localinit( ::init_local ); //build_deathmodel( "vehicle_blackhawk_minigun_hero" ); build_drive( %bh_rotors, undefined, 0 ); if ( !isdefined( no_death ) ) { blackhawk_death_fx = []; blackhawk_death_fx[ "vehicle_blackhawk_minigun_low" ] = "explosions/helicopter_explosion"; blackhawk_death_fx[ "vehicle_blackhawk_minigun_hero" ] = "explosions/helicopter_explosion"; build_deathfx( "explosions/helicopter_explosion_secondary_small", "tag_engine_left", "blackhawk_helicopter_hit", undefined, undefined, undefined, 0.2, true ); build_deathfx( "explosions/helicopter_explosion_secondary_small", "elevator_jnt", "blackhawk_helicopter_secondary_exp", undefined, undefined, undefined, 0.5, true ); build_deathfx( "fire/fire_smoke_trail_L", "elevator_jnt", "blackhawk_helicopter_dying_loop", true, 0.05, true, 0.5, true ); build_deathfx( "explosions/helicopter_explosion_secondary_small", "tag_engine_right", "blackhawk_helicopter_secondary_exp", undefined, undefined, undefined, 2.5, true ); build_deathfx( "explosions/helicopter_explosion_secondary_small", "tag_deathfx", "blackhawk_helicopter_secondary_exp", undefined, undefined, undefined, 4.0 ); build_deathfx( blackhawk_death_fx[ model ], undefined, "blackhawk_helicopter_crash", undefined, undefined, undefined, - 1, undefined, "stop_crash_loop_sound" ); build_rocket_deathfx( "explosions/aerial_explosion_heli_large", "tag_deathfx", "blackhawk_helicopter_crash",undefined, undefined, undefined, undefined, true, undefined, 0 ); } build_treadfx(); build_life( 999, 500, 1500 ); build_team( "allies" ); build_aianims( ::setanims, ::set_vehicle_anims ); build_attach_models( ::set_attached_models ); build_unload_groups( ::Unload_Groups ); build_compassicon( "helicopter", false ); randomStartDelay = randomfloatrange( 0, 1 ); build_light( model, "cockpit_blue_cargo01", "tag_light_cargo01", "misc/aircraft_light_cockpit_red", "interior", 0.0 ); build_light( model, "cockpit_blue_cockpit01", "tag_light_cockpit01", "misc/aircraft_light_cockpit_blue", "interior", 0.0 ); build_light( model, "white_blink", "tag_light_belly", "misc/aircraft_light_white_blink", "running", randomStartDelay ); build_light( model, "white_blink_tail", "tag_light_tail", "misc/aircraft_light_white_blink", "running", randomStartDelay ); build_light( model, "wingtip_green", "tag_light_L_wing", "misc/aircraft_light_wingtip_green", "running", randomStartDelay ); build_light( model, "wingtip_red", "tag_light_R_wing", "misc/aircraft_light_wingtip_red", "running", randomStartDelay ); } init_local() { self.originheightoffset = distance( self gettagorigin( "tag_origin" ), self gettagorigin( "tag_ground" ) );// TODO - FIXME: this is ugly. Derive from distance between tag_origin and tag_base or whatever that tag was. //self.originheightoffset = 256; self.fastropeoffset = 762;// TODO - FIXME: this is ugly. If only there were a getanimendorigin() command self.script_badplace = false;// All helicopters dont need to create bad places //maps\_vehicle::lights_on( "running" ); //maps\_vehicle::lights_on( "interior" ); } #using_animtree( "vehicles" ); set_vehicle_anims( positions ) { // positions[ 0 ].vehicle_getinanim = %tigertank_hatch_open; for ( i = 0;i < positions.size;i++ ) positions[ i ].vehicle_getoutanim = %bh_idle; return positions; } //#using_animtree( "fastrope" ); //setplayer_anims( positions ) //{ // positions[ 3 ].player_idle = %bh_player_idle; // positions[ 3 ].player_getout_sound = "fastrope_start_plr"; // positions[ 3 ].player_getout_sound_loop = "fastrope_loop_plr"; // positions[ 3 ].player_getout_sound_end = "fastrope_end_plr"; // // positions[ 3 ].player_getout = %bh_player_drop; // //positions[ 3 ].player_getout = %bh_2_drop; // positions[ 3 ].player_animtree = #animtree; // // // positions[ 2 ].player_idle = %bh_player_idle; // positions[ 2 ].player_getout_sound = "fastrope_start_plr"; // positions[ 2 ].player_getout_sound_loop = "fastrope_loop_plr"; // positions[ 2 ].player_getout_sound_end = "fastrope_end_plr"; // // positions[ 2 ].player_getout = %bh_player_drop; // positions[ 2 ].player_animtree = #animtree; // // positions[ 6 ].player_idle = %bh_player_idle; // positions[ 6 ].player_getout_sound = "fastrope_start_plr"; // positions[ 6 ].player_getout_sound_loop = "fastrope_loop_plr"; // positions[ 6 ].player_getout_sound_end = "fastrope_end_plr"; // // positions[ 6 ].player_getout = %bh_player_drop; // //positions[ 6 ].player_getout = %bh_player_drop_P1; // //positions[ 6 ].player_getout = %bh_player_drop_P2; // positions[ 6 ].player_animtree = #animtree; // // return positions; //} //#using_animtree( "generic_human" ); // //set_coop_player_anims( positions ) //{ // //positions[ 3 ].player_getout = %bh_player_drop; // positions[ 3 ].player_getout = %bh_2_drop; // positions[ 3 ].player_animtree = #animtree; // // //positions[ 6 ].player_getout = %bh_player_drop; // positions[ 6 ].player_getout = %bh_8_drop; // positions[ 6 ].player_animtree = #animtree; // // return positions; //} #using_animtree( "generic_human" ); setanims() { positions = []; for ( i = 0;i < 8;i++ ) positions[ i ] = spawnstruct(); positions[ 0 ].idle = %bh_Pilot_idle; positions[ 1 ].idle = %bh_coPilot_idle; // 1, 2, 4, 5, 8, 6 positions[ 2 ].idle = %bh_1_idle; positions[ 3 ].idle = %bh_2_idle; positions[ 4 ].idle = %bh_4_idle; positions[ 5 ].idle = %bh_5_idle; positions[ 6 ].idle = %bh_8_idle; positions[ 7 ].idle = %bh_6_idle; positions[ 0 ].sittag = "tag_detach"; positions[ 1 ].sittag = "tag_detach"; positions[ 2 ].sittag = "tag_detach"; positions[ 3 ].sittag = "tag_detach"; positions[ 4 ].sittag = "tag_detach"; positions[ 5 ].sittag = "tag_detach"; positions[ 6 ].sittag = "tag_detach"; positions[ 7 ].sittag = "tag_detach"; // 1, 2, 4, 5, 8, 6 positions[ 2 ].getout = %bh_1_drop; positions[ 3 ].getout = %bh_2_drop; positions[ 4 ].getout = %bh_4_drop; positions[ 5 ].getout = %bh_5_drop; positions[ 6 ].getout = %bh_8_drop; positions[ 7 ].getout = %bh_6_drop; positions[ 2 ].getoutstance = "crouch"; positions[ 3 ].getoutstance = "crouch"; positions[ 4 ].getoutstance = "crouch"; positions[ 5 ].getoutstance = "crouch"; positions[ 6 ].getoutstance = "crouch"; positions[ 7 ].getoutstance = "crouch"; positions[ 2 ].ragdoll_getout_death = true; positions[ 3 ].ragdoll_getout_death = true; positions[ 4 ].ragdoll_getout_death = true; positions[ 5 ].ragdoll_getout_death = true; positions[ 6 ].ragdoll_getout_death = true; positions[ 7 ].ragdoll_getout_death = true; positions[ 2 ].ragdoll_fall_anim = %fastrope_fall; positions[ 3 ].ragdoll_fall_anim = %fastrope_fall; positions[ 4 ].ragdoll_fall_anim = %fastrope_fall; positions[ 5 ].ragdoll_fall_anim = %fastrope_fall; positions[ 6 ].ragdoll_fall_anim = %fastrope_fall; positions[ 7 ].ragdoll_fall_anim = %fastrope_fall; positions[ 1 ].rappel_kill_achievement = 1; positions[ 2 ].rappel_kill_achievement = 1; positions[ 3 ].rappel_kill_achievement = 1; positions[ 4 ].rappel_kill_achievement = 1; positions[ 5 ].rappel_kill_achievement = 1; positions[ 6 ].rappel_kill_achievement = 1; positions[ 7 ].rappel_kill_achievement = 1; // positions[ 2 ].getoutsnd = "fastrope_loop_npc"; // positions[ 3 ].getoutsnd = "fastrope_loop_npc"; // positions[ 4 ].getoutsnd = "fastrope_loop_npc"; // positions[ 5 ].getoutsnd = "fastrope_loop_npc"; // positions[ 6 ].getoutsnd = "fastrope_loop_npc"; // positions[ 7 ].getoutsnd = "fastrope_loop_npc"; positions[ 2 ].getoutloopsnd = "fastrope_loop_npc"; positions[ 3 ].getoutloopsnd = "fastrope_loop_npc"; positions[ 4 ].getoutloopsnd = "fastrope_loop_npc"; positions[ 5 ].getoutloopsnd = "fastrope_loop_npc"; positions[ 6 ].getoutloopsnd = "fastrope_loop_npc"; positions[ 7 ].getoutloopsnd = "fastrope_loop_npc"; // 1, 2, 4, 5, 6, & 8 positions[ 2 ].fastroperig = "TAG_FastRope_RI";// 1 %bh_1_drop positions[ 3 ].fastroperig = "TAG_FastRope_RI"; // 2 %bh_2_drop positions[ 4 ].fastroperig = "TAG_FastRope_LE"; // 4 %bh_4_drop positions[ 5 ].fastroperig = "TAG_FastRope_LE"; // 5 %bh_5_drop positions[ 6 ].fastroperig = "TAG_FastRope_RI";// 8 %bh_8_drop positions[ 7 ].fastroperig = "TAG_FastRope_LE";// 6 %bh_6_drop return positions; //return setplayer_anims( positions ); //return set_coop_player_anims( positions ); } //WIP.. posible to unload different sets of people wirh vehicle notify( "unload", set ); sets defined here. unload_groups() { unload_groups = []; unload_groups[ "left" ] = []; unload_groups[ "right" ] = []; unload_groups[ "both" ] = []; unload_groups[ "left" ][ unload_groups[ "left" ].size ] = 4; unload_groups[ "left" ][ unload_groups[ "left" ].size ] = 5; unload_groups[ "left" ][ unload_groups[ "left" ].size ] = 7; unload_groups[ "right" ][ unload_groups[ "right" ].size ] = 2; unload_groups[ "right" ][ unload_groups[ "right" ].size ] = 3; unload_groups[ "right" ][ unload_groups[ "right" ].size ] = 6; unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 2; unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 3; unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 4; unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 5; unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 6; unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 7; unload_groups[ "default" ] = unload_groups[ "both" ]; return unload_groups; } set_attached_models() { array = []; array[ "TAG_FastRope_LE" ] = spawnstruct(); array[ "TAG_FastRope_LE" ].model = "rope_test"; array[ "TAG_FastRope_LE" ].tag = "TAG_FastRope_LE"; array[ "TAG_FastRope_LE" ].idleanim = %bh_rope_idle_le; array[ "TAG_FastRope_LE" ].dropanim = %bh_rope_drop_le; array[ "TAG_FastRope_RI" ] = spawnstruct(); array[ "TAG_FastRope_RI" ].model = "rope_test_ri"; array[ "TAG_FastRope_RI" ].tag = "TAG_FastRope_RI"; array[ "TAG_FastRope_RI" ].idleanim = %bh_rope_idle_ri; array[ "TAG_FastRope_RI" ].dropanim = %bh_rope_drop_ri; strings = getarraykeys( array ); for ( i = 0;i < strings.size;i++ ) { precachemodel( array[ strings[ i ] ].model ); } return array; } //use this function to fastrope the player out of the heli from the gunner position //blackhawk_minigun_player_fastrope_think() //{ // animfudgetime = 0; // position = 3; // AssertMessage = "In order for the player to fastrope out of the heli at " + self.origin + ", it must have at least one vehicle rider in script_startingposition '" + position + "' with script_drone set to '1' and 'drone_delete_on_unload' set to '1'"; // self endon( "death" ); // /*----------------------- // FIND THE RIDER THE PLAYER WILL POSESS // -------------------------*/ // dummy = undefined; // assertex( isdefined( self.riders ), AssertMessage ); // foreach ( AI in self.riders ) // { // if ( AI.vehicle_position == position ) // { // dummy = AI; // dummy.drone_delete_on_unload = true; // dummy.playerpiggyback = true; // break; // } // } // assertex( isdefined( dummy ), AssertMessage ); // assertex( !isai( dummy ), AssertMessage ); // animpos = maps\_vehicle_aianim::anim_pos( self, position ); // // /*----------------------- // HIDE THE DUMMY RIDER // -------------------------*/ // dummy notsolid(); // dummy notify( "newanim" ); // dummy detachall(); // dummy setmodel( "fastrope_arms" ); // dummy useanimtree( animpos.player_animtree ); // dummy hide(); // thread maps\_vehicle_aianim::guy_idle( dummy, position ); // wait .1; // // animtime = getanimlength( animpos.getout ); // animtime -= animfudgetime; // // /*----------------------- // LERP PLAYER VIEW TO DUMMY FASTROPING // -------------------------*/ // self waittill( "unloading" ); // self player_dismount_blackhawk_gun(); // level.player PlayerLinkToBlend( dummy, "tag_player", 1, 0, 0 ); // //dummy lerp_player_view_to_tag( level.player, "tag_player", 1, 1, 30, 30, 30, 30 ); // // //( , , , , , , , ) // //level.player playerlinktodelta( dummy, "tag_player", 0.35, 60, 28, 30, 30, false ); // // //dummy show(); // // wait animtime; // // level.player unlink(); // thread hud_hide( false ); // level.player enableweapons(); // level.player allowprone( true ); // level.player allowcrouch( true ); // // self notify( "player_fastroped_out" ); //} player_mount_blackhawk_gun( nolerp, player, hide_hud ) { if( !IsDefined( player ) ) { player = level.player; } self.minigunUser = player; //self ==> the vehicle being used by the player if ( !isdefined( hide_hud ) ) hide_hud = true; thread hud_hide( hide_hud ); player allowprone( false ); player allowcrouch( false ); if ( !isdefined( nolerp ) ) { player disableWeapons(); //lerp_player_view_to_tag( player, tag, lerptime, fraction, right_arc, left_arc, top_arc, bottom_arc ) self lerp_player_view_to_tag( player, "tag_player", 1, 1, 30, 30, 30, 30 ); } self useby( player ); tagAngles = self gettagangles( "tag_player" ); player setplayerangles( tagAngles + ( 0, 0, 0 ) ); flag_set( "player_on_minigun" ); self thread maps\_minigun::minigun_think(); //thread maps\_minigun::minigun_hints_on(); } player_dismount_blackhawk_gun() { //self ==> the vehicle being used by the player self useby( self.minigunUser ); self.minigunUser unlink(); level notify( "player_off_blackhawk_gun" ); //level.player playerlinktodelta( self, "tag_player", 1, 50, 50, 30, 45 ); //wait( .05 ); //self turret_reset(); //thread maps\_minigun::minigun_hints_off(); //self lerp_player_view_to_tag( "tag_turret_exit", 1, 0.9, 25, 25, 45, 0 ); // level.player unlink(); //level.player enableWeapons(); //level.player DisableInvulnerability(); //level.player allowprone( true ); //level.player allowcrouch( true ); //flag_set( "player_off_minigun" ); } hud_hide( state ) { wait 0.05; if ( state ) { setsaveddvar( "ui_hidemap", 1 ); SetSavedDvar( "hud_showStance", "0" ); SetSavedDvar( "compass", "0" ); SetDvar( "old_compass", "0" ); SetSavedDvar( "ammoCounterHide", "1" ); } else { setsaveddvar( "ui_hidemap", 0 ); setSavedDvar( "hud_drawhud", "1" ); SetSavedDvar( "hud_showStance", "1" ); SetSavedDvar( "compass", "1" ); SetDvar( "old_compass", "1" ); SetSavedDvar( "ammoCounterHide", "0" ); } }