IW4-Dump-Files/maps/cliffhanger_snowmobile_code...

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#include maps\_utility;
#include maps\_vehicle;
#include maps\_anim;
#include maps\_blizzard;
#include common_scripts\utility;
#include maps\_hud_util;
#include maps\_vehicle_spline;
#include maps\cliffhanger_code;
#include maps\cliffhanger;
#include maps\cliffhanger_snowmobile;
RED = ( 1, 0, 0 );
/************************************************************************************************************/
/* SNOWMOBILE */
/************************************************************************************************************/
enemy_snowmobile_chase_spawner_think()
{
self endon( "death" );
self thread chase_player();
for ( ;; )
{
self.baseAccuracy = 0;
flag_wait( "price_ditches_player" );
self.baseAccuracy = 1000;
flag_waitopen( "price_ditches_player" );
self.baseAccuracy = 0;
}
}
chase_player()
{
self.goalradius = 250;
target_ent = spawn( "script_origin", ( 0, 0, 0 ) );
// shoot near the player if he is with price
for ( ;; )
{
if ( !isalive( self ) )
return;
if ( flag( "player_slides_down_hill" ) )
{
self delete();
return;
}
if ( flag( "price_ditches_player" ) )
{
self clearEntityTarget();
}
else
{
self setentitytarget( target_ent );
angles = vectortoangles( level.player.origin - self.origin );
angles = ( 0, angles[ 1 ], 0 );
forward = anglestoforward( angles );
target_ent.origin = level.player.origin + forward * 250;
random_vec = randomvector( 200 );
random_vec = ( random_vec[ 0 ], random_vec[ 1 ], 0 );
target_ent.origin += random_vec;
target_ent.origin = drop_to_ground( target_ent.origin ) + ( 0, 0, 1 );
}
//Line( self.origin, target_ent.origin );
self setgoalpos( level.player.origin );
wait( randomfloatrange( 0.4, 0.7 ) );
}
}
price_ditches_player_detection()
{
level endon( "player_slides_down_hill" );
for ( ;; )
{
player_near_price = distance( level.price.origin, level.player.origin ) < 256;
if ( flag( "price_ditches_player" ) )
{
if ( player_near_price )
{
flag_clear( "price_ditches_player" );
level.price.ignoreme = false;
}
}
else
{
if ( !player_near_price )
{
flag_set( "price_ditches_player" );
level.price.ignoreme = true;
}
}
wait( 0.05 );
}
}
modulate_speed_based_on_distance()
{
// modulate speed based on distance until player gets on his bike
if ( flag( "player_gets_on_snowmobile" ) )
return;
level endon( "player_gets_on_snowmobile" );
for ( ;; )
{
dist = distance( self.origin, level.player.origin );
maxspeed = 60; // the speed the bike goes when it is near the player
maxrange = 1000; // the distance at which to stop
dist = maxrange - dist;
if ( dist < 0 )
dist = 0;
speed = 60 * dist / 1000;
self Vehicle_SetSpeed( speed, 1, 1 );
wait( 0.05 );
}
}
stop_modulation_at_big_hill()
{
//flag_wait( "player_reaches_hilltop" );
price_goes_down_hill = getent( "price_goes_down_hill", "targetname" );
for ( ;; )
{
price_goes_down_hill waittill( "trigger", other );
if ( !isalive( other ) )
continue;
if ( other == level.price )
break;
}
// level.price.vehicle.veh_pathtype = "follow";
//level.price.vehicle notify( "stop_modulating_speed" );
//level.price.vehicle vehicle_setspeed( 75, 30, 30 );
/*
for ( ;; )
{
if ( !isdefined( level.player.vehicle ) )
return;
if ( flag( "price_takes_jump" ) )
break;
min_speed = level.price.vehicle.veh_speed;
if ( min_speed > 169 )
break;
level.price.vehicle.min_speed = min_speed;
wait( 0.05 );
}
*/
level.price.vehicle notify( "stop_modulating_speed" );
// level.price.vehicle vehicle_setspeed( 0, 20, 20 );
// flag_wait( "price_gets_to_other_side" );
level.price.vehicle resumespeed( 100 );
//level.price.vehicle vehicle_setspeed( 50, 35, 35 );
// level.price.vehicle.veh_pathtype = "constrained";
// wait( 6 );
// speed = 60;
// level.price.vehicle Vehicle_SetSpeed( speed, speed * 0.25, speed * 0.25 );
}
price_leads_player_to_heli()
{
level.price.vehicle = self;
flag_wait( "price_ready_for_auto_speed" );
level.price forceUseWeapon( "kriss", "primary" );
modulate_speed_based_on_distance();
thread modulate_speed_based_on_progress();
thread stop_modulation_at_big_hill();
self waittill( "reached_end_node" );
thread unload_failsafe();
wait( 1 );
// self notify( "unload" );
level.price waittill( "jumpedout" );
flag_wait( "ending_heli_flies_in" );
level.ending_heli ent_flag_wait( "landed" );
level.ending_heli anim_reach_solo( level.price, "evac", "tag_detach" );
level.price linkto( level.ending_heli, "tag_detach" );
delaythread( 6, ::flag_set, "price_enters_heli" );
level.ending_heli anim_single_solo( level.price, "evac", "tag_detach" );
}
unload_failsafe()
{
self endon( "unload" );
level.price endon( "jumpedout" );
wait( 4 );
self vehicle_unload();
}
banister_spawner_think()
{
self add_spawn_function( ::banister_spawn_func );
flag_wait( "snowmobile_in_house" );
self spawn_ai();
}
banister_spawn_func()
{
self.ignoreall = true;
self endon( "death" );
for ( ;; )
{
if ( !isdefined( level.player.vehicle ) )
break;
dist = distance( level.player.vehicle.origin, self.origin );
if ( dist < 300 )
{
self.ignoreall = false;
}
if ( dist < 210 )
{
self set_generic_deathanim( "balcony_death" );
/*
org = self.origin;
org = ( org[0], org[1] - 15, org[2] );
RadiusDamage( org, 20, 1500, 1500, self );
wait( 0.2 );
*/
self kill();
return;
/*
self kill();
angles = level.player.vehicle.angles;
forward = anglestoforward( angles );
forward *= 50;
self StartRagdollFromImpact( level.player.vehicle.origin, forward );
*/
}
wait( 0.05 );
}
}
player_jolts_house()
{
pulsetime = 0.05;
timer = 2;
timer /= pulsetime;
for ( i = 0; i < timer; i++ )
{
if ( !isdefined( level.player.vehicle ) )
return;
forward = anglestoforward( level.player.vehicle.angles );
org = level.player.vehicle.origin + forward * 55;
org = ( org[ 0 ], org[ 1 ], level.player.vehicle.origin[ 2 ] );
PhysicsExplosionSphere( org, 165, 125, 50 );
wait( pulsetime );
}
}
friends_drive()
{
self.hero = true;
price_bike_path = getent( "price_bike_path", "targetname" );
for ( ;; )
{
self vehicleDriveTo( price_bike_path.origin, 20 );
if ( distance( self.origin, price_bike_path.origin ) < price_bike_path.radius )
break;
wait( 0.2 );
}
flag_wait( "player_gets_on_snowmobile" );
self.health = 5000;// need to use vehicle bullet shield
//level.snowmobile_path[ 0 ] thread bike_drives_path( self );
}
speed_print()
{
self.printspeed = 0;
self.printprogress = 0;
self endon( "death" );
for ( ;; )
{
Print3d( self.origin + (0,0,36), self.printspeed + " " + self.printprogress, (1,0.2,0.2), 1, 1, int( 0.2 * 20 ) );
wait( 0.2 );
}
}
track_player_ride_progress()
{
avalanche_progress_org = getent( "avalanche_progress_org", "targetname" );
targ = getent( avalanche_progress_org.target, "targetname" );
dist = distance( avalanche_progress_org.origin, targ.origin );
for ( ;; )
{
array = get_progression_between_points( self.origin, avalanche_progress_org.origin, targ.origin );
progress = array[ "progress" ];
level.player_ride_progress = progress;
level.player_ride_progress_percent = progress / dist;
wait( 0.2 );
}
}
remove_from_chase_vehicles()
{
self waittill_either( "death", "veh_collision" );
level.chase_vehicles = array_remove_nokeys( level.chase_vehicles, self );
}
avalache_chase_vehicle_spawner_think()
{
self waittill( "spawned", vehicle );
vehicle endon( "death" );
//vehicle thread speed_print();
vehicle thread vehicle_becomes_crashable();
vehicle thread vehicle_tumble_in_avalanche();
// we would do this if drivers shooting looked good
/*if ( vehicle.riders.size == 1 )
{
// no passenger, make the driver shoot
vehicle.driver_shooting = true;
vehicle.passenger_shooting = false;
}*/
level.chase_vehicles[ level.chase_vehicles.size ] = vehicle;
vehicle.personal_offset = 0;
vehicle thread remove_from_chase_vehicles();
vehicle snowmobile_maintains_distance_behind_player();
}
snowmobile_maintains_distance_behind_player()
{
avalanche_progress_org = getent( "avalanche_progress_org", "targetname" );
targ = getent( avalanche_progress_org.target, "targetname" );
start_time = gettime();
self Vehicle_SetSpeed( 35, 25, 25 );
for ( ;; )
{
array = get_progression_between_points( self.origin, avalanche_progress_org.origin, targ.origin );
progress = array[ "progress" ];
progress_dif = progress - level.player_ride_progress;
self.progress_dif = progress_dif;
progress_dif += self.personal_offset;
if ( progress_dif > 250 )
{
speed = 0.25;
}
else
if ( progress_dif > 50 )
{
// we're ahead so slow down
speed = 0.75;
}
else
if ( progress_dif < -400 )
{
speed = 2;
}
else
if ( progress_dif < -200 )
{
speed = 1.2;
}
else
if ( progress_dif < -100 )
{
speed = 1.05;
}
else
{
speed = 1;
}
if ( gettime() > start_time + 3000 )
{
player_speed = level.player_ride vehicle_getSpeed();
self Vehicle_SetSpeed( player_speed * speed, 25, 25 );
}
wait( 0.2 );
}
}
chase_vehicles_get_personal_progress_offset()
{
// makes vehicles spread out behind player
for ( ;; )
{
offset = 100;
waittillframeend;// for chase_vehicles to be up to date
if ( level.chase_vehicles.size )
{
array = get_array_of_closest( level.player_ride.origin, level.chase_vehicles );
for ( i = 0; i < array.size; i++ )
{
array[ i ].personal_offset = offset;
offset += randomintrange( 100, 200 );
}
}
wait( 0.21 );
}
}
avalanche_section()
{
node = getvehiclenode( self.target, "targetname" );
self hide();
level.avalanche_vehicles[ level.avalanche_vehicles.size ] = self;
fxmodel = spawn_tag_origin();
fxmodel linkto( self, "tag_origin", ( 0, 0, 256 ), ( 0, 0, -90 ) );
playfxontag( level._effect[ "avalanche_loop_large" ], fxmodel, "tag_origin" );
thread gopath( self );
self.personal_offset = 2000;
self thread avalanche_maintains_distance_behind_player();
// self thread avlanche_node_think( node );
}
avalanche_maintains_distance_behind_player()
{
if ( isdefined( self.script_noteworthy ) && self.script_noteworthy == "main_avalanche" )
{
// this trigger follows the avalanche and kills vehicles that get in it
level.main_avalanche = self;
avalanche_trigger = getent( "avalanche_trigger", "targetname" );
avalanche_trigger playsound( "avalanche_ambiance_main" );
self.progress = 0;
avalanche_trigger thread trigger_follows_avalanche();
avalanche_trigger thread trigger_kills_vehicles();
}
avalanche_progress_org = getent( "avalanche_progress_org", "targetname" );
targ = getent( avalanche_progress_org.target, "targetname" );
for ( ;; )
{
array = get_progression_between_points( self.origin, avalanche_progress_org.origin, targ.origin );
progress = array[ "progress" ];
self.progress = progress;
progress_dif = progress - level.player_ride_progress;
self.progress_dif = progress_dif;
progress_dif += self.personal_offset;
speed = 1;
if ( progress_dif > -100 && progress_dif < 100 )
{
speed = 1;
}
else
{
if ( progress_dif < -200 )
{
speed = 1.5;
}
else
if ( progress_dif < -400 )
{
speed = 2;
}
else
if ( progress_dif > 120 )
{
speed = 0.25;
}
}
player_speed = level.player_ride vehicle_getSpeed();
self Vehicle_SetSpeed( player_speed * speed, 150, 150 );
wait( 0.2 );
}
}
trigger_follows_avalanche()
{
avalanche_progress_org = getent( "avalanche_progress_org", "targetname" );
targ = getent( avalanche_progress_org.target, "targetname" );
angles = vectortoangles( avalanche_progress_org.origin - targ.origin );
self.angles = angles + (0,90,0);
dist = distance( avalanche_progress_org.origin, targ.origin );
for ( ;; )
{
progress = level.main_avalanche.progress - 100;
progress_percent = progress / dist;
self.origin = avalanche_progress_org.origin * ( 1 - progress_percent ) + targ.origin * progress_percent;
//Line( self.origin, level.player.origin, (0,0.6,0.4), 1, 0, int(0.2*20));
wait( 0.2 );
}
}
avlanche_node_think( node )
{
wait 1;
gopath( self );
while ( 1 )
{
wait 12.5;
self.attachedpath = undefined;
self notify( "newpath" );
self attachpath( node );
gopath( self );
}
}
trigger_kills_vehicles()
{
for ( ;; )
{
self waittill( "trigger", other );
other notify( "driver_died" );
}
}
set_avalanche_offset( offset )
{
foreach( vehicle in level.avalanche_vehicles )
{
vehicle.personal_offset = offset;
}
}
enemy_snowmobiles_spawn_and_attack()
{
level endon( "snowmobile_jump" );
level endon( "enemy_snowmobiles_wipe_out" );
wait_time = 3;
flag_wait( "player_starts_snowmobile_trip" );
for ( ;; )
{
thread spawn_enemy_bike();
wait( wait_time );
wait_time -= 0.5;
if ( wait_time < 0.5 )
wait_time = 0.5;
//wait( randomfloatrange( 2, 3 ) );
}
}
rider_gains_accuracy()
{
self endon( "death" );
wait 20;
self.baseAccuracy = 1;
}
become_price_snowmobile()
{
self VehPhys_DisableCrashing();
}
price_snowmobile_riders_are_invulnerable_for_awhile()
{
self magic_bullet_shield();
wait( 7.5 );
self stop_magic_bullet_shield();
}
die_on_snowmobile_mount()
{
self endon( "death" );
flag_wait( "player_rides_snowmobile" );
wait( randomfloat( 0.35 ) );
self kill();
}
icepick_vehicle_think()
{
self VehPhys_DisableCrashing();
foreach ( rider in self.riders )
{
noteworthy = "";
if ( isdefined( rider.script_noteworthy ) )
noteworthy = rider.script_noteworthy;
if ( noteworthy == "magic_bullet_spawner" )
{
rider thread die_on_snowmobile_mount();
}
else
{
rider.health = 20;
}
rider thread rider_gains_accuracy();
}
price_snowmobile = isdefined( self.script_noteworthy ) && self.script_noteworthy == "god_vehicle_spawner";
if ( price_snowmobile )
{
self.riders[0] price_snowmobile_riders_are_invulnerable_for_awhile();
level.price_snowmobile = self;
level.price_snowmobile_riders = self.riders;
self waittill( "reached_end_node" );
wait( 3 );
self become_price_snowmobile();
}
else
{
self thread vehicle_becomes_crashable();
self icepick_ride_until_crash();
}
if ( isalive( self.riders[ 0 ] ) )
{
//wait( 1 );
//self vehicle_unload();
foreach ( rider in self.riders )
{
if ( isalive( rider ) )
rider.baseAccuracy = 1;
}
}
self Vehicle_SetSpeed( 0, 35, 35 );
level.icepick_snowmobiles[ level.icepick_snowmobiles.size ] = self;
level notify( "new_icepick_snowmobile" );
}
wait_for_end_node_or_player_rides()
{
level endon( "player_rides_snowmobile" );
self waittill( "reached_end_node" );
}
icepick_ride_until_crash()
{
self.riders[ 0 ] endon( "death" );
//self endon( "reached_path_end" );
self endon( "death" );
self endon( "veh_collision" );
wait_for_end_node_or_player_rides();
flag_wait( "player_starts_snowmobile_trip" );
node = self get_my_spline_node( self.origin );
//Line( vehicle.origin, node.midpoint, (1, 0, 0 ), 1, 0, 5000 );
node thread [[ level.drive_spline_path_fun ]]( self );
/*
for ( ;; )
{
if ( self vehicle_getspeed() > 15 )
{
break;
}
wait( 0.05 );
}
for ( ;; )
{
if ( self vehicle_getspeed() < 4 )
{
break;
}
wait( 0.05 );
}
*/
}
/*
HUNTER KILLER HELI chases player during snowmobile ride
*/
hk_heli()
{
/#
if ( getdebugdvarint( "chasecam" ) )
return;
#/
if ( level.start_point != "snowspawn" )
{
flag_wait( "enemies_persue_on_bike" );
}
hk_spawner = getent( "hunter_killer", "targetname" );
/#
if ( level.start_point == "snowspawn" )
{
hk_spawner = getent( "hunter_killer_start", "targetname" );
wait( 1 );
}
#/
hk = hk_spawner spawn_vehicle();
level.hk = hk;
flag_set( "hk_gives_chase" );
hk.attack_progress = 4000;
hk.warnings = 0;
hk.hover_warnings = 3; // warnings at which heli goes after you
hk ent_flag_init( "firing" );
hk thread hk_moves();
hk thread hk_wait_until_player_stops_progressing();
/*
for ( ;; )
{
// hk SetVehGoalPos( level.player.origin + (0,0,1200), false );
angles = vectortoangles( level.player.origin - hk.origin );
yaw = angles[ 1 ];
if ( hk.warnings >= 8 )
{
hk SetGoalYaw( yaw );
}
else
{
hk ClearGoalYaw();
}
wait( 0.05 );
}
*/
}
hk_fires_on_player()
{
self endon( "death" );
if ( !isdefined( level.player.vehicle ) )
return;
// if ( flag( "bad_heli_goes_to_death_position" ) )
// return;
self endon( "stop_tracking" );
self setVehWeapon( "hind_turret" );
//self setVehWeapon( "hunted_crash_missile" );
forward = anglesToForward( level.player.angles );
level.hk_lookat_ent.origin = level.player.origin;
target_guide = spawn( "script_origin", level.player.origin );
self setturrettargetent( level.hk_lookat_ent, ( 0, 0, 0 ) );
//self setlookatent( level.hk_lookat_ent );
self setlookatent( level.player );
forward_dist = level.player.vehicle vehicle_getSpeed() * 80;
if ( forward_dist < 2000 && self.warnings < 9 )
forward_dist = 2000;
else
if ( forward_dist > 4000 )
forward_dist = 4000;
forward_org = forward * forward_dist;
level.hk_lookat_ent.origin = level.player.origin + forward_org;
// target_guide lets us plant the target and still keep it linked to the player
target_guide.origin = level.hk_lookat_ent.origin;
target_guide linkto( level.player );
printTime = 5;
//Line( self.origin, target.origin, (0.8,1,0), 1, 1, int(printTime*20) );
for ( ;; )
{
level.hk_lookat_ent.origin = get_trace_pos( target_guide.origin, 0 );
if ( within_fov_2d( self.origin, self.angles, level.hk_lookat_ent.origin, 0.9 ) )
break;
wait( 0.05 );
}
burst = randomintrange( 6, 9 );
start_pos = level.hk_lookat_ent.origin;
burst_break = burst;
if ( self.warnings < 5 )
{
burst_break = burst - 2;
}
for ( i = 0; i < burst_break; i++ )
{
/*
dif = i / burst;
dif = 1 - dif;
forward_speed = 1000;
forward_org = forward * forward_speed * ( dif + 1 );
target.origin = level.player.origin + forward_org;
*/
dif = i / burst;
pos = start_pos * ( 1 - dif ) + level.player.origin * dif;
//target.origin = pos;
// once we start firing, the target homes in on the player
//angles = vectortoangles( level.player.origin - target.origin );
// forward = anglestoforward( angles );
//target.origin += forward * 300;
level.hk_lookat_ent.origin = get_trace_pos( pos, 0 );
delay = randomfloatrange( 0.1, 0.3 );
//Line( level.player.origin, target.origin, RED, 1, 1, int(delay*20) );
//Line( self.origin, target.origin, RED, 1, 1, int(printTime*20) );
maps\_helicopter_globals::fire_missile( "hind_zippy", 1, level.hk_lookat_ent, delay );
}
target_guide delete();
}
weighted_results( weights )
{
total = 0;
foreach ( _, weight in weights )
{
total += weight;
}
assertex( total > 0, "Did weighted results with no weight!" );
roll = randomfloat( total );
total = 0;
foreach( type, weight in weights )
{
total += weight;
if ( roll <= total )
return type;
}
assertEx( 0, "Impossible!" );
}
hk_modulates_track_offset()
{
self endon( "death" );
level endon( "avalanche_begins" );
if ( flag( "avalanche_begins" ) )
return;
for ( ;; )
{
self.track_offset = randomfloatrange( -4, 4 );
if ( self.warnings < self.hover_warnings )
self.attack_progress = randomfloatrange( 1000, 5000 );
wait( randomfloatrange( 4, 8 ) );
}
}
hk_moves()
{
self endon( "death" );
//level endon( "bad_heli_goes_to_death_position" );
/# flag_assert( "bad_heli_goes_to_death_position" ); #/
self Vehicle_SetSpeed( 120, 50, 50 );
self.track_offset = 0;
thread hk_modulates_track_offset();
flag_wait( "player_gets_on_snowmobile" );
for ( ;; )
{
// bit hacky way to wait for the player to link to the vehicle, only needed cause of start points
if ( get_player_targ().index > 0 )
break;
wait( 0.05 );
}
self SetYawSpeed( 300, 160, 160 );
self Vehicle_SetSpeed( 350, 75, 275 );
level.hk_lookat_ent = spawn( "script_origin", level.player.origin );
self setlookatent( level.hk_lookat_ent );
for ( ;; )
{
dest_dist = randomfloatrange( 7500, 9500 );
dest_offset = randomfloatrange( 550, 750 );
if ( coinToss() )
dest_offset *= -1;
pos = get_position_from_spline_unlimited( get_player_targ(), get_player_progress() + dest_dist, dest_offset );
pos = get_trace_pos( pos, 1200 );
//self clearlookatent();
self setNearGoalNotifyDist( 1000 );
//self ent_flag_waitopen( "firing" );
if ( !flag( "bad_heli_goes_to_death_position" ) )
{
hk_flies_to_pos_until_goal( pos );
self SetVehGoalPos( pos, true );
}
timer = gettime();
hk_fires_on_player();
delay = randomfloatrange( 2, 3 );
wait_for_buffer_time_to_pass( timer, delay );
//self thread hk_tracks_player();
/*
add_wait( ::hk_waits_until_player_passes );
add_wait( ::_wait, 4 );
add_endon( "stop_tracking" );
do_wait_any();
*/
self notify( "stop_tracking" );
//Line( self.origin, pos, (1,0,1), 1, 0, int( 0.5 * 20 ) );
}
}
hk_waits_until_player_passes()
{
targ = get_my_spline_node( self.origin );
array = get_progression_between_points( self.origin, targ.midpoint, targ.next_node.midpoint );
for ( ;; )
{
progress = array[ "progress" ];
dif = progress_dif( targ, progress, get_player_targ(), get_player_progress() );
if ( dif < 1200 )
return;
wait( 0.5 );
}
}
hk_flies_to_pos_until_goal( target_pos )
{
level endon( "bad_heli_goes_to_death_position" );
self endon( "death" );
timer = 0.2;
for ( ;; )
{
if ( distance( self.origin, target_pos ) < 2500 )
return;
my_pos = set_z( self.origin, 0 );
heading = vectortoangles( target_pos - my_pos );
forward = anglestoforward( heading );
pos = my_pos + forward * 600;
pos = ( pos[0], pos[1], self.origin[2] );
pos = get_trace_pos( pos, 1200 );
self SetVehGoalPos( pos, false );
//Line( self.origin, target_pos, (0.5,1,0), 1, 1, int(timer*20) );
wait( timer );
}
}
hk_tracks_player()
{
self notify( "stop_tracking" );
self endon( "stop_tracking" );
self endon( "death" );
for ( ;; )
{
yaw = get_yaw( self.origin, level.player.origin );
self SetGoalYaw( yaw );
level.goalyaw = yaw;
wait ( 0.05 );
}
}
get_yaw( org1, org2 )
{
angles = vectortoangles( org2 - org1 );
return angles[1];
}
get_trace_pos( pos, height )
{
trace = BulletTrace( pos + (0,0,2000), pos + (0,0,-15000), false, self );
return trace["position"] + (0,0,height);
}
hk_wait_until_player_stops_progressing()
{
self endon( "death" );
old_index = get_player_targ().index;
old_targ = get_player_targ();
old_progress = get_player_progress();
req_dist = 350;
for ( ;; )
{
new_index = get_player_targ().index;
new_progress = get_player_progress();;
if ( new_index == old_index )
{
if ( new_progress < old_progress + req_dist )
self.warnings++;
else
self.warnings = 0;
}
else
if ( new_index < old_index )
{
self.warnings++;
}
else
if ( new_index > old_index + 1 )
{
self.warnings = 0;
}
else
{
assert( new_index == old_index + 1 );
if ( new_progress + old_targ.dist_to_next_targ > old_index + req_dist )
self.warnings = 0;
}
if ( self.warnings == 0 )
{
old_index = get_player_targ().index;
old_targ = get_player_targ();
old_progress = get_player_progress();
}
self.attack_player = self.warnings > 10;
self.kill_player = self.warnings > 50;
if ( self.warnings > 3 )
{
flag_clear( "can_save" );
}
else
{
if ( !flag( "can_save" ) )
flag_set( "can_save" );
}
if ( self.warnings >= self.hover_warnings )
self.attack_progress = 1000;
// else
// self.attack_progress = 4000;
wait( 0.5 );
}
}
objective_ent_leads_player()
{
level.player_snowmobile endon( "death" );
for ( ;; )
{
targ = maps\_vehicle_spline::get_player_targ();
progress = maps\_vehicle_spline::get_player_progress();
progress += 7500;
pos = get_position_from_spline( targ, progress, 0 );
pos = set_z( pos, level.player_snowmobile.origin[ 2 ] );
pos = PhysicsTrace( pos + ( 0, 0, 5000 ), pos + ( 0, 0, -5000 ) );
//bike_lookahead_pos = set_z( bike_lookahead_pos, z );
//return PhysicsTrace( bike_lookahead_pos + ( 0, 0, 200 ), bike_lookahead_pos + ( 0, 0, -200 ) );
//pos = get_bike_pos_from_spline( targ, progress, 0, level.player.origin[2] );
self.origin = pos;
wait( 5 );
}
}
set_obj_point_from_flag( index, flagname )
{
if ( !isdefined( level.player_snowmobile ) )
return;
objective_end_org = getent( "objective_end_org", "targetname" );
dist = distance( objective_end_org.origin, level.player_snowmobile.origin );
trigger = getentwithflag( flagname );
ent = getent( trigger.target, "targetname" );
angles = vectortoangles( ent.origin - trigger.origin );
forward = anglestoforward( angles );
ent.origin = trigger.origin + forward * 500000;
angles = vectortoangles( ent.origin - level.player_snowmobile.origin );
forward = anglestoforward( angles );
end = level.player_snowmobile.origin + forward * dist;
objective_position( index, end );
}
snowmobile_dialogue()
{
flag_wait( "enemies_persue_on_bike" );
// <20>More tangos to the rear! Just outrun them! Go! Go!<21>
radio_dialogue( "outrunthem" );
wait( 4 );
// <20>Don<6F>t slow down! Keep moving or you<6F>re dead!<21>
radio_dialogue( "keepmoving" );
wait( 3 );
// <20>Go! Go! Go!<21>
radio_dialogue( "gogogo" );
flag_wait( "snowmobile_price_full_speed" );
// <20>Come on! Come on!<21>
radio_dialogue( "comeoncomeon" );
}
price_progress_dialogue()
{
for ( ;; )
{
if ( level.player_ride_progress_percent > 0.6 )
break;
wait( 0.1 );
}
// <20>We<57>re gonna make it! Just hang on!<21>
thread radio_dialogue_queue( "gonnamakeit" );
for ( ;; )
{
if ( level.player_ride_progress_percent > 0.7 )
break;
wait( 0.1 );
}
// <20>Come on! Come on!<21>
thread radio_dialogue_queue( "comeoncomeon" );
for ( ;; )
{
if ( level.player_ride_progress_percent > 0.9 )
break;
wait( 0.1 );
}
// <20>Hang ooonnn!!!<21>
thread radio_dialogue_queue( "hangon2" );
}
missile_repulser()
{
repulse = Missile_CreateRepulsorEnt( level.player, 10000, 2000 );
}
track_player_position()
{
for ( ;; )
{
self waittill( "trigger" );
level.player.position = self.script_noteworthy;
level notify( "new_player_position", self.script_noteworthy );
wait( 2 );
}
}
cliff_attacker_think()
{
startPos = self.origin;
targ = getent( self.target, "targetname" );
angles = targ.angles;
deathanim = level.cliffdeath_anims[ level.cliffdeath_anims_index ];
level.cliffdeath_anims_index++;
if ( level.cliffdeath_anims_index >= level.cliffdeath_anims.size )
level.cliffdeath_anims_index = 0;
self set_generic_deathanim( deathanim );
cliff_attackers_wait_for_death_or_flag();
if ( !isalive( self ) )
{
level.cliffdeaths++;
level notify( "cliff_death" );
return;
}
wait randomfloatrange( 0.2, 0.7 );
if ( isalive( self ) )
{
self setgoalpos( startPos );
self.goalradius = distance( self.origin, startPos ) / 2;
self waittill_either( "goal", "death" );
}
level.cliffdeaths++;
level notify( "cliff_death" );
if ( !isalive( self ) )
return;
self endon( "death" );
self.goalradius = 8;
self waittill( "goal" );
self delete();
}
cliff_attackers_wait_for_death_or_flag()
{
self endon( "death" );
flag_wait( "clifftop_snowmobile_guys_die" );
wait( randomfloatrange( 0.1, 0.3 ) );
}
init_cliff_deaths()
{
level.cliffdeaths = 0;
level.cliffdeath_anims = [];
level.cliffdeath_anims[ level.cliffdeath_anims.size ] = "cliffdeath_1";
level.cliffdeath_anims[ level.cliffdeath_anims.size ] = "cliffdeath_2";
level.cliffdeath_anims[ level.cliffdeath_anims.size ] = "cliffdeath_3";
level.cliffdeath_anims[ level.cliffdeath_anims.size ] = "cliffdeath_4";
level.cliffdeath_anims = array_randomize( level.cliffdeath_anims );
level.cliffdeath_anims_index = 0;
}
slope_tree_think()
{
//foliage_tree_pine_snow_lg_b
yaw = randomint( 360 );
self.angles = ( 0, yaw, 0 );
range = 64;
offset = randomint( range * 2 ) - range;
//Line( self.origin, self.origin + ( offset, 0, 0 ), (1,0,0), 1, 0, 5000 );
self.origin += ( offset, 0, 0 );
trace = BulletTrace( self.origin + (0,0,64), self.origin + (0,0,-64), false, undefined );
self.origin = trace[ "position" ] + (0,0,-8);
// self hide();
self.clip hide();
self.clip.origin = self.origin;
//Line( self.origin, self.clip.origin + ( offset, 0, 0 ), (0,1,0), 1, 0, 5000 );
ent = common_scripts\_createfx::createLoopSound();
ent.v[ "origin" ] = self.origin;
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "velocity_whitenoise_loop";
}
end_camp_spawner_think()
{
self endon( "death" );
self.baseAccuracy = 0.2;
for ( ;; )
{
vehicles = getentarray( "script_vehicle_littlebird_armed", "classname" );
if ( vehicles.size )
{
closest_vehicle = getClosest( self.origin, vehicles, 8000 );
self SetEntityTarget( closest_vehicle, 0.75 );
}
wait( randomfloatrange( 0.5, 1 ) );
}
}
speedy_littlebird_spawner_think()
{
wait( 2 );
maps\_helicopter_globals::fire_missile( "hind_zippy", 1, level.hk );
wait( 0.35 );
maps\_helicopter_globals::fire_missile( "hind_zippy", 1, level.hk );
wait( 0.35 );
maps\_helicopter_globals::fire_missile( "hind_zippy", 1, level.hk );
wait( 0.35 );
flag_set( "bad_heli_missile_killed" );
maps\_helicopter_globals::fire_missile( "hind_zippy", 1, level.hk );
wait( 0.35 );
maps\_helicopter_globals::fire_missile( "hind_zippy", 1, level.hk );
flag_wait( "end_camp_player_leaves_camp" );
waittillframeend; // wait until the littlebird starts moving cause its waiting on the same flag
if ( player_looking_at( self.origin ) )
return;
// speed up this littlebird if the player isnt looking at it
self vehicle_setspeedImmediate( 120, 50, 35 );
self set_heli_move( "instant" );
wait( 2 );
self set_heli_move( "fast" );
}
ending_heli_think()
{
level.ending_heli = self;
self ent_flag_init( "landed" );
self attach_vehicle_triggers();
flag_set( "ending_heli_flies_in" );
if ( isdefined( self.vehicle_triggers[ "trigger_multiple" ] ) )
array_thread( self.vehicle_triggers[ "trigger_multiple" ], ::ending_heli_trigger_multiple );
if ( isdefined( self.vehicle_triggers[ "trigger_use" ] ) )
array_thread( self.vehicle_triggers[ "trigger_use" ], ::ending_heli_trigger_use );
// thread dismount_player_when_he_gets_close();
self waittill( "reached_dynamic_path_end" );
self waittill( "near_goal" );
self disconnectPaths();
self ent_flag_set( "landed" );
flag_wait( "player_boards" );
if ( 1 ) return;
model = spawn_anim_model( "player_rig" );
model hide();
model linkto( self, "tag_detach", (0,0,0), (0,0,0) );
self thread anim_single_solo( model, "player_evac", "tag_detach" );
level.player PlayerLinkToBlend( model, "tag_origin", 0.5, 0.2, 0.2 );
delaythread( 0.5, ::reset_player_fov, model, "tag_origin" );
//self waittill( "player_evac" );
wait( 6 );
flag_wait( "price_enters_heli" );
path = getstruct( "ending_heli_escape_path", "targetname" );
self thread vehicle_paths( path );
flag_wait( "ending_heli_leaves" );
nextmission();
}
ending_heli_trigger_multiple()
{
for ( ;; )
{
self waittill( "trigger" );
if ( flag( "player_boards" ) )
break;
if ( level.player getvelocity()[ 2 ] > 8 )
break;
}
self delete();
flag_set( "player_boards" );
}
ending_heli_trigger_use()
{
// "Press and hold ^3&&1^7 to board."
self setHintString( &"CLIFFHANGER_BOARD" );
add_wait( ::waittill_msg, "trigger" );
level add_wait( ::waittill_msg, "player_boards" );
do_wait_any();
flag_set( "player_boards" );
self delete();
}
dismount_player_when_he_gets_close()
{
for ( ;; )
{
if ( !isdefined( level.player.vehicle ) )
return;
if ( distance( level.player.origin, self.origin ) < 800 )
{
level.player.vehicle Vehicle_SetSpeed( 0, 5, 35 );
if ( level.player.vehicle vehicle_getspeed() < 5 )
break;
}
wait( 0.05 );
}
level.player player_dismount_vehicle();
level.player.vehicle Vehicle_SetSpeed( 0, 5, 25 );
}
reset_player_fov( ent, tag )
{
level.player PlayerLinkToDelta( ent, tag, 1, 90, 90, 35, 45 );
}
magic_bullet_spawner_think()
{
}
god_vehicle_spawner_think()
{
// self VehPhys_DisableCrashing();
// self waittill( "reached_end_node" );
}
price_snowmobile_icon()
{
if ( !isalive( level.price ) )
return;
level.price endon( "death" );
icon = newHudElem();
icon setShader( "overhead_obj_icon_world", 10, 10 );
icon.alpha = 1.0;
icon.color = ( 1, 1, 1 );
icon setWayPoint( true, false );
icon SetTargetEnt( level.price );
flag_wait( "player_boards" );
icon destroy();
}
ending_heli_fly_off_trigger_think()
{
// ending heli hits a trigger then flies off and deletes
flag_wait( "hk_gives_chase" );
for ( ;; )
{
self waittill( "trigger", other );
if ( level.hk != other )
continue;
break;
}
flag_set( "bad_heli_goes_to_death_position" );
path = getstruct( self.target, "targetname" );
level.hk SetVehGoalPos( path.origin, true );
//level.hk thread vehicle_paths( path );
}
player_top_speed_limit_trigger_think()
{
assertex( isdefined( self.script_speed ), "Trigger at " + self.origin + " has no .script_speed" );
for ( ;; )
{
self waittill( "trigger", other );
assert( isPlayer( other ) );
//other.vehicle.veh_topspeed = self.script_speed;
}
}
kill_enemy_snowmobile_think()
{
for ( ;; )
{
self waittill( "trigger", other );
if ( !isdefined( level.player.vehicle ) )
continue;
if ( !isdefined( level.price.vehicle ) )
continue;
if ( other == level.player.vehicle )
continue;
if ( other == level.price.vehicle )
continue;
if ( !isdefined( other.wipeout ) )
continue;
if ( other.wipeout )
continue;
other.wipeout = true;
}
}
player_path_trigger_think()
{
self waittill( "trigger" );
node = getvehiclenode( self.target, "targetname" );
// level.player.vehicle attachPath( node );
level.player.vehicle.veh_pathType = "follow";
level.player.vehicle startPath( node );
}
recover_vehicle_path_trigger()
{
for ( ;; )
{
trigger = getent( "recover_vehicle_path_trigger", "targetname" );
trigger waittill( "trigger", other );
if ( other.vehicletype == "snowmobile_friendly" )
break;
}
node = getvehiclenode( trigger.target, "targetname" );
other thread vehicle_paths( node );
other startpath( node );
}
player_is_protected_on_trip_to_objective( objective, org )
{
level notify( "new_player_protection_trip" );
self player_is_protected_on_trip_to_objective_think( objective, org );
// clear existing changes
level.player maps\_gameskill::resetSkill();
}
player_is_protected_on_trip_to_objective_think( objective, org )
{
level endon( "new_player_protection_trip" );
org = get_org_from_self( org );
original_org = org;
dist = distance( level.player.origin, org );
run_delay = [];
run_delay[ 0 ] = 1.25;
run_delay[ 1 ] = 1.0;
run_delay[ 2 ] = 0.75;
run_delay[ 3 ] = 0.75;
delay = run_delay[ level.gameskill ];
old_protection_time = gettime() + 3000;
start_org = level.player.origin;
protection_dist = 150;
for ( ;; )
{
org = get_org_from_self( org );
if ( org != original_org )
{
original_org = org;
dist = distance( level.player.origin, org );
dist -= 55; // give the player a pseudo freeby for the update
}
//Line( level.player.origin, org, (1,0,0), 1, 0 );
//Print3d( org, level.player.attackeraccuracy, (1,0,0), 1, 1 );
current_dist = distance( level.player.origin, org );
current_dist += 50; // must continue making progress
if ( current_dist < dist || dist < 150 )
{
level.player set_player_attacker_accuracy( 0 );
dist = current_dist;
wait 0.5;
}
else
{
protected = gettime() < old_protection_time;
nearby = distance( level.player.origin, start_org ) < protection_dist;
if ( protected && nearby )
{
level.player set_player_attacker_accuracy( 0.1 );
}
else
{
level.player maps\_gameskill::resetSkill();
}
}
wait 0.05;
}
}
get_org_from_self( org )
{
if ( !isalive( self ) )
return org;
if ( !isdefined( self.goalpos ) )
return self.origin;
return self.goalpos;
}