IW4-Dump-Files/maps/so_ac130_co_hunted.gsc

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#include common_scripts\utility;
#include maps\_utility;
#include maps\_ac130;
#include maps\co_ac130_code;
#include maps\_hud_util;
#include maps\_specialops;
CONST_specop_difficulty = 50; // % of enemies seeking player's location, increased difficulty for spec op mission
CONST_laser_hint_timeout = 25; // seconds
main()
{
level.so_compass_zoom = "far";
set_custom_gameskill_func( maps\_gameskill::solo_player_in_coop_gameskill_settings );
// special ops character selection using dvar "start"
level.specops_character_selector = "";
if ( IsSplitScreen() || ( GetDvar( "coop" ) == "1" ) )
{
level.specops_character_selector = getdvar( "coop_start" );
}
default_start( ::start_specop );
set_default_start( "so" );
add_start( "so", ::start_specop, "[so] -> spec op gameplay" );
level.default_goalradius = 2048;
level.default_goalheight = 512;
setDvarIfUninitialized( "no_respawn", "1" );
setDvarIfUninitialized( "do_saves", "0" );
battlechatter_off( "allies" );
battlechatter_off( "axis" );
// lets the ac130 specific friendly fire warnings play uninterrupted .
friendlyfire_warnings_off();
precacheLevelStuff();
vehicleScripts();
if ( level.console )
level.hint_text_size = 1.6;
else
level.hint_text_size = 1.2;
precacheShader( "dpad_laser_designator" );
precacheShader( "waypoint_targetneutral" );
precacheShader( "waypoint_checkpoint_neutral_a" );
precacheShader( "waypoint_checkpoint_neutral_b" );
precacheShader( "waypoint_checkpoint_neutral_c" );
precacheShader( "waypoint_checkpoint_neutral_d" );
precacheShader( "waypoint_checkpoint_neutral_e" );
// Checkpoint A:
precachestring( &"CO_HUNTED_TIME_TILL_CHECKPOINT_A" );
// Checkpoint B:
precachestring( &"CO_HUNTED_TIME_TILL_CHECKPOINT_B" );
// Checkpoint C:
precachestring( &"CO_HUNTED_TIME_TILL_CHECKPOINT_C" );
// Checkpoint D:
precachestring( &"CO_HUNTED_TIME_TILL_CHECKPOINT_D" );
// Reach targe in:
precachestring( &"SO_AC130_HUNTED_SPECOP_TIMER" );
// Cross the bridge in:
precachestring( &"CO_HUNTED_TIME_TILL_EXPLOSION" );
// Mission failed. Enemy destroyed the bridge.
precachestring( &"CO_HUNTED_TIMER_EXPIRED" );
// Mission failed. You ran out of time.
precachestring( &"SO_AC130_CO_HUNTED_TIMER_EXPIRED_SPECOP" );
// Cross the bridge to safety before it is destroyed.
precachestring( &"CO_HUNTED_OBJ_CROSS_BRIDGE" );
// Reach the checkpoint at the barn.
precachestring( &"CO_HUNTED_OBJ_REACH_BARN" );
// Checkpoint A time expired.
precachestring( &"CO_HUNTED_MISSED_CHECKPOINT_A" );
// Checkpoint B time expired.
precachestring( &"CO_HUNTED_MISSED_CHECKPOINT_B" );
// Checkpoint C time expired.
precachestring( &"CO_HUNTED_MISSED_CHECKPOINT_C" );
// Checkpoint D time expired.
precachestring( &"CO_HUNTED_MISSED_CHECKPOINT_D" );
// Press ^3[{weapnext}]^7 to cycle through weapons.
precachestring( &"AC130_HINT_CYCLE_WEAPONS" );
// Press ^3[{+actionslot 4}]^7 to use toggle laser targeting device.
precachestring( &"CO_HUNTED_HINT_LASER" );
maps\_truck::main( "vehicle_pickup_roobars" );
level.weaponClipModels = [];
level.weaponClipModels[ 0 ] = "weapon_ak47_clip";
level.weaponClipModels[ 1 ] = "weapon_m16_clip";
// player 1 is ac130 gunner in coop games
//level.ac130gunner = level.player;
maps\co_hunted_fx::main();
maps\co_hunted_precache::main();
maps\_load::main();
maps\_compass::setupMiniMap( "compass_map_hunted" );
array_thread( getentarray( "noprone", "targetname" ), ::noprone );
// Press ^3[{weapnext}]^7 to cycle through weapons.
add_hint_string( "ac130_changed_weapons", &"AC130_HINT_CYCLE_WEAPONS", ::ShouldBreakAC130HintPrint );
// Press ^3[{+actionslot 4}]^7 to use toggle laser targeting device.
add_hint_string( "laser_hint", &"CO_HUNTED_HINT_LASER", ::ShouldBreakLaserHintPrint );
}
gameplay_logic( gametype )
{
if( !isdefined( gametype ) )
gametype = "default";
flag_init( "timer_expired" );
flag_init( "specop_challenge_completed" );
thread fade_challenge_in();
array_call( GetSpawnerTeamArray( "allies" ), ::delete );
array_call( GetAIArray("allies"), ::delete );
enemies = getspawnerteamarray( "axis" );
array_thread( enemies, ::add_spawn_function, ::set_thermal_LOD );
array_thread( enemies, ::add_spawn_function, ::kill_after_time, 60 );
maps\co_ac130_anim::main();
maps\co_ac130_snd::main();
level.ac130_flood_respawn = true;
maps\_nightvision::main( level.players );
maps\_ac130::init();// pops up the menu and sets who level.ac130gunner is
thread maps\co_hunted_amb::main();
if ( level.player == level.ac130gunner )
level.ground_player = level.player2;
else
level.ground_player = level.player;
level.ground_player thread add_beacon_effect();
level.ground_player thread hint_timeout();
level.ground_player ent_flag_init( "player_used_laser" );
level thread laser_targeting_device( level.ground_player );
level.ground_player thread display_hint( "laser_hint" );
// this removes the green arrow pointing to the ac130.
level.ground_player.noFriendlyHudIcon = true;
level.ground_player set_vision_set_player( "hunted", 0 );
move_ac130 = getentarray( "move_ac130", "targetname" );
array_thread( move_ac130, ::move_ac130_think );
level.ac130gunner laserForceOn();
thread ac130_change_weapon_hint();
wait 0.1;
flag_clear( "coop_revive" );
flag_set( "clear_to_engage" );
battlechatter_on( "allies" );
battlechatter_on( "axis" );
music_loop( "so_ac130_co_hunted_music", 167 );
// Start
saveGame( "levelstart", &"AUTOSAVE_LEVELSTART", "whatever", true );
thread open_all_doors();
thread enemy_monitor();
thread timer_start();
thread objective( gametype );
delete_vehicle_nodes = getentarray( "delete_vehicle", "script_noteworthy" );
array_thread( delete_vehicle_nodes, ::delete_vehicle_think );
thread move_enemies_to_closest_goal_radius( gametype );
thread initial_ac130_move();
}
// ****** Starts ****** //
start_ac130()
{
thread gameplay_logic( "default" );
}
start_specop()
{
thread gameplay_logic( "specop" );
flag_wait( "leaving_crash_site" );
// These enable the dialogue for the AC130 to begin
flag_set( "clear_to_engage" );
flag_set( "allow_context_sensative_dialog" );
}
initial_ac130_move()
{
level endon( "ac130_reposition" );
wait 5;
ent = getent( "initial_ac130_location", "targetname" );
thread movePlaneToPoint( ent.origin );
}
move_enemies_to_closest_goal_radius( gametype )
{
level endon( "specop_challenge_completed" );
goals = getentarray( "enemy_goal_radius", "targetname" );
level.current_goal = getclosest( level.ground_player.origin, goals );
level.hunter_enemies = [];
spawners = getspawnerarray();
array_thread( spawners, ::add_spawn_function, ::create_hunter_enemy );
if ( gametype == "specop" )
move_deadlier_hunters_to_new_goal( level.current_goal );
else
move_hunters_to_new_goal( level.current_goal );
while ( 1 )
{
closest_goal = getclosest( level.ground_player.origin, goals );
//only goal enemies to one of the players and assume they stay together
if ( level.current_goal != closest_goal )
{
level.current_goal = closest_goal;
if ( gametype == "specop" )
move_deadlier_hunters_to_new_goal( closest_goal );
else
move_hunters_to_new_goal( closest_goal );
}
wait 1;
}
}
create_hunter_enemy()
{
if ( self.team != "axis" )
return;
level.hunter_enemies[ self.unique_id ] = self;
self setgoalpos( level.current_goal.origin );
self waittill( "death" );
level.hunter_enemies[ self.unique_id ] = undefined;
}
move_hunters_to_new_goal( closest_goal )
{
waittillframeend;
//waittillframeend because you may be in the part of the frame that is before
//the script has received the "death" notify but after the AI has died.
foreach ( enemy in level.hunter_enemies )
enemy setgoalpos( closest_goal.origin );
}
move_deadlier_hunters_to_new_goal( closest_goal )
{
waittillframeend;
//Sent half the enemies to player, and the other half to set goal,
foreach ( enemy in level.hunter_enemies )
{
if ( RandomInt( 100 ) < CONST_specop_difficulty )
enemy setgoalpos( closest_goal.origin );
else
enemy setgoalentity( level.ground_player );
}
}
ShouldBreakAC130HintPrint()
{
return flag( "player_changed_weapons" );
}
hint_timeout()
{
//self is ground player
self.hint_timeout = CONST_laser_hint_timeout; // seconds
while ( self.hint_timeout > -1 )
{
self.hint_timeout--;
wait 1;
}
}
ShouldBreakLaserHintPrint()
{
if( !isdefined( level.ground_player ) )
return false;
else if( isdefined( level.ground_player.hint_timeout ) && level.ground_player.hint_timeout <= 0 )
return true;
else
return level.ground_player ent_flag( "player_used_laser" );
}
ac130_change_weapon_hint()
{
wait 12;
if ( !flag( "player_changed_weapons" ) )
level.ac130gunner thread display_hint( "ac130_changed_weapons" );
// Press ^3[{weapnext}]^7 to cycle through weapons.
//hintPrint_coop( &"AC130_HINT_CYCLE_WEAPONS" );
}
hintPrint_coop( string )
{
hint = hint_create( string, true, 0.8 );
wait 5;
hint hint_delete();
}
delete_vehicle_think()
{
while ( true )
{
self waittill( "trigger", vehicle );
vehicle delete();
}
}
move_ac130_think()
{
self waittill( "trigger" );
point = ( getent( self.target, "targetname" ) ).origin;
thread movePlaneToPoint( point );
}
open_all_doors()
{
array_thread( getentarray( "doorknob", "targetname" ), ::doorknob );
door = getent( "farmer_front_door", "targetname" );
door rotateyaw( 95, 0.7, 0.5, 0.2 );
door connectpaths();
gate = getent( "creek_gate", "targetname" );
gate hunted_style_door_open( "door_gate_chainlink_slow_open" );
}
doorknob()
{
ent = getent( self.target, "targetname" );
self linkto( ent );
}
enemy_monitor()
{
flag_wait( "leaving_crash_site" );
level.enemy_force = [];
level.enemy_force[ 0 ] = spawnstruct();
level.enemy_force[ 0 ].name = "lone_barn_spawners";
level.enemy_force[ 0 ].type = "spawners";
level.enemy_force[ 1 ] = spawnstruct();
level.enemy_force[ 1 ].name = "down_road_spawners";
level.enemy_force[ 1 ].type = "spawners";
level.enemy_force[ 2 ] = spawnstruct();
level.enemy_force[ 2 ].name = "first_field_heli_drop";
level.enemy_force[ 2 ].type = "multi_use_vehicle";
level.enemy_force[ 3 ] = spawnstruct();
level.enemy_force[ 3 ].name = "second_field_heli_drop";
level.enemy_force[ 3 ].type = "multi_use_vehicle";
level.enemy_force[ 4 ] = spawnstruct();
level.enemy_force[ 4 ].name = "pickup_rightside_bridge";
level.enemy_force[ 4 ].type = "one_use_vehicle";
level.enemy_force[ 4 ].drove = false;
level.enemy_force[ 5 ] = spawnstruct();
level.enemy_force[ 5 ].name = "pickup_leftside_starting_bridge";
level.enemy_force[ 5 ].type = "one_use_vehicle";
level.enemy_force[ 5 ].drove = false;
//respawns
level.enemy_force[ 6 ] = spawnstruct();
level.enemy_force[ 6 ].name = "farmers_house_spawners";
level.enemy_force[ 6 ].type = "spawners";
level.enemy_force = array_randomize( level.enemy_force );
// make sure farmers_house guys always spawn in first.
farmers_house_struct = spawnstruct();
farmers_house_struct.name = "farmers_house_spawners";
farmers_house_struct.type = "spawners";
level.enemy_force = array_insert( level.enemy_force, farmers_house_struct ,0 );
level.selection = 0;
thread enemy_monitor_loop();
flag_wait( "leaving_creek" );
level.enemy_force = [];
level.enemy_force[ 0 ] = spawnstruct();
level.enemy_force[ 0 ].name = "back_left_side_spawners";
level.enemy_force[ 0 ].type = "spawners";
level.enemy_force[ 1 ] = spawnstruct();
level.enemy_force[ 1 ].name = "front_left_side_spawners";
level.enemy_force[ 1 ].type = "spawners";
level.enemy_force[ 2 ] = spawnstruct();
level.enemy_force[ 2 ].name = "pickup_leftside_fields";
level.enemy_force[ 2 ].type = "one_use_vehicle";
level.enemy_force[ 2 ].drove = false;
level.enemy_force[ 3 ] = spawnstruct();
level.enemy_force[ 3 ].name = "cellar_field_heli_drop";
level.enemy_force[ 3 ].type = "multi_use_vehicle";
level.enemy_force = array_randomize( level.enemy_force );
// make sure cellar guys always spawn in first.
cellar_struct = spawnstruct();
cellar_struct.name = "cellar_house_spawners";
cellar_struct.type = "spawners";
level.enemy_force = array_insert( level.enemy_force, cellar_struct ,0 );
level.selection = 0;
flag_wait( "at_cellar" );
level.enemy_force = [];
level.enemy_force[ 0 ] = spawnstruct();
level.enemy_force[ 0 ].name = "work_shop_spawners";
level.enemy_force[ 0 ].type = "spawners";
level.enemy_force[ 1 ] = spawnstruct();
level.enemy_force[ 1 ].name = "garage_spawners";
level.enemy_force[ 1 ].type = "spawners";
level.enemy_force[ 2 ] = spawnstruct();
level.enemy_force[ 2 ].name = "shed_spawners";
level.enemy_force[ 2 ].type = "spawners";
level.enemy_force[ 3 ] = spawnstruct();
level.enemy_force[ 3 ].name = "over_creek_heli_drop";
level.enemy_force[ 3 ].type = "multi_use_vehicle";
level.enemy_force = array_randomize( level.enemy_force );
level.selection = 0;
spawn_enemy_group();
spawn_enemy_group();
flag_wait( "exit_work_shops" );
level.enemy_force = [];
level.enemy_force[ 0 ] = spawnstruct();
level.enemy_force[ 0 ].name = "pickup_leftside_greenhouses";
level.enemy_force[ 0 ].type = "one_use_vehicle";
level.enemy_force[ 0 ].drove = false;
level.enemy_force[ 1 ] = spawnstruct();
level.enemy_force[ 1 ].name = "windmill_field_heli_drop";
level.enemy_force[ 1 ].type = "multi_use_vehicle";
level.enemy_force[ 2 ] = spawnstruct();
level.enemy_force[ 2 ].name = "white_fence_heli_drop";
level.enemy_force[ 2 ].type = "multi_use_vehicle";
level.enemy_force[ 3 ] = spawnstruct();
level.enemy_force[ 3 ].name = "barn_spawners";
level.enemy_force[ 3 ].type = "spawners";
level.enemy_force[ 4 ] = spawnstruct();
level.enemy_force[ 4 ].name = "pickup_leftside_bridge";
level.enemy_force[ 4 ].type = "one_use_vehicle";
level.enemy_force[ 4 ].drove = false;
level.enemy_force[ 5 ] = spawnstruct();
level.enemy_force[ 5 ].name = "pickup_from_barn";
level.enemy_force[ 5 ].type = "one_use_vehicle";
level.enemy_force[ 5 ].drove = false;
level.enemy_force = array_randomize( level.enemy_force );
level.selection = 0;
spawn_enemy_group();
spawn_enemy_group();
flag_wait( "mid_wind_mill_field" );
level.enemy_force = [];
level.enemy_force[ 0 ] = spawnstruct();
level.enemy_force[ 0 ].name = "green_house_heli_drop";
level.enemy_force[ 0 ].type = "one_use_vehicle";
level.enemy_force[ 0 ].drove = false;
level.enemy_force[ 1 ] = spawnstruct();
level.enemy_force[ 1 ].name = "silo_spawners";
level.enemy_force[ 1 ].type = "spawners";
level.enemy_force[ 2 ] = spawnstruct();
level.enemy_force[ 2 ].name = "barn_spawners";
level.enemy_force[ 2 ].type = "spawners";
level.enemy_force[ 3 ] = spawnstruct();
level.enemy_force[ 3 ].name = "gas_station_spawners";
level.enemy_force[ 3 ].type = "spawners";
level.enemy_force = array_randomize( level.enemy_force );
level.selection = 0;
spawn_enemy_group();
spawn_enemy_group();
}
spawn_enemy_group()
{
if ( level.selection >= level.enemy_force.size )
{
if ( getdvar( "no_respawn", 1 ) == "1" )
return;
else
level.selection = 0;
}
s_name = level.enemy_force[ level.selection ].name;
s_number = level.selection;
level.selection++ ;
if ( level.enemy_force[ s_number ].type == "one_use_vehicle" )
{
if ( level.enemy_force[ s_number ].drove )
return;
vehicle = maps\_vehicle::spawn_vehicle_from_targetname_and_drive( s_name );
level.enemy_force[ s_number ].drove = true;
return;
}
if ( level.enemy_force[ s_number ].type == "multi_use_vehicle" )
{
vehicle = maps\_vehicle::spawn_vehicle_from_targetname_and_drive( s_name );
return;
}
enemy_spawners = getentarray( s_name, "targetname" );
for ( i = 0 ; i < enemy_spawners.size ; i++ )
guy = enemy_spawners[ i ] spawn_ai();
wait 1;// make sure the spawning is done before checking to see how many are spawned
}
enemy_monitor_loop()
{
while ( true )
{
enemies = getaiarray( "axis" );
total = enemies.size;
roaming = total;
for ( i = 0 ; i < enemies.size ; i++ )
if ( isdefined( enemies[ i ].script_noteworthy ) )
if ( enemies[ i ].script_noteworthy == "defender" )
roaming -- ;
println( " roaming/total: " + roaming + "/" + total );
if ( roaming < 13 )
spawn_enemy_group();
wait 1;
}
}
timer_start( gametype )
{
dialogue_line = undefined;
iSeconds = undefined;
switch( level.gameSkill )
{
case 0:// easy
case 1:// regular
level.challenge_time_limit = 210; //3:30 min
break;
case 2:// hardened
level.challenge_time_limit = 300; //5:00 min
break;
case 3:// veteran
level.challenge_time_limit = 420; //7:00 min
break;
}
assert( isdefined( level.challenge_time_limit ) );
// Causes the player monitor to short circuit and not allow them to toggle them on and off.
foreach ( player in level.players )
player.so_infohud_toggle_state = "none";
enable_challenge_timer( "leaving_crash_site", "specop_challenge_completed" );
// Offset the time so it doesn't interfere with the ac130 hud
level.ac130player.hud_so_timer_msg.x -= 50;
level.ac130player.hud_so_timer_time.x -= 50;
if ( IsSplitScreen() )
{
level.ac130player.hud_so_timer_msg.y = 0;
level.ac130player.hud_so_timer_time.y = 0;
}
}
player_death_effect()
{
player = level.player;
playfx( level._effect[ "player_death_explosion" ], player.origin );
earthquake( 1, 1, level.player.origin, 100 );
}
objective( gametype )
{
level endon( "special_op_terminated" );
assert( gametype == "specop" && is_coop() );
checkpoint_ent = undefined;
flag_name = undefined;
volume = undefined;
switch( level.gameskill )
{
case 2:
objective_add( 1, "current", &"SO_AC130_CO_HUNTED_OBJ_HARDENED" );
checkpoint_ent = getent( "checkpoint_c", "targetname" );
flag_name = "checkpoint_c";
break;
case 3:
objective_add( 1, "current", &"SO_AC130_CO_HUNTED_OBJ_VETERAN" );
checkpoint_ent = getent( "checkpoint_barn", "targetname" );
flag_name = "checkpoint_barn";
break;
default:
objective_add( 1, "current", &"SO_AC130_CO_HUNTED_OBJ_REGULAR" );
checkpoint_ent = getent( "checkpoint_b", "targetname" );
flag_name = "checkpoint_b";
break;
}
objective_position( 1, checkpoint_ent.origin );
flag_wait( flag_name );
objective_state( 1, "done" );
level notify( "specop_challenge_completed" );
flag_set( "specop_challenge_completed" );
array_call( GetAIArray(), ::delete );
flag_clear( "allow_context_sensative_dialog" );
thread fade_challenge_out();
}
threeD_objective_hint( shader, destroyer_msg )
{
self.icon = NewHudElem();
//self.icon SetShader( "waypoint_targetneutral", 1, 1 );
self.icon SetShader( shader, 1, 1 );
self.icon.alpha = .5;
self.icon.color = ( 1, 1, 1 );
//comm_center.icon SetTargetEnt( comm_center );
origin = self getOrigin();
self.icon.x = origin[ 0 ];
self.icon.y = origin[ 1 ];
self.icon.z = origin[ 2 ];
self.icon SetWayPoint( false, true );
if ( isdefined( destroyer_msg ) )
{
level waittill( destroyer_msg );
self.icon destroy();
}
}
kill_after_time( time )
{
wait( time );
if ( isalive( self ) )
self kill();
}
set_thermal_LOD()
{
self ThermalDrawEnable();
}
draw_ground_player_facing()
{
color = ( 1, 1, 1 );
while ( 1 )
{
forward = AnglesToForward( level.ground_player.angles );
forwardfar = vector_multiply( forward, 200 );
forwardclose = vector_multiply( forward, 100 );
start = forwardclose + level.ground_player.origin;
end = forwardfar + level.ground_player.origin;
draw_arrow_ac130( start, end, color );
wait .05;
}
}
draw_arrow_ac130( start, end, color )
{
pts = [];
angles = vectortoangles( start - end );
right = anglestoright( angles );
forward = anglestoforward( angles );
dist = distance( start, end );
arrow = [];
range = 0.5;
arrow[ 0 ] = start;
arrow[ 1 ] = start + vector_multiply( right, dist * ( range ) ) + vector_multiply( forward, dist * - 0.2 );
arrow[ 2 ] = end;
arrow[ 3 ] = start + vector_multiply( right, dist * ( -1 * range ) ) + vector_multiply( forward, dist * - 0.2 );
line( arrow[ 0 ], arrow[ 2 ], color, 1.0 );
line( arrow[ 2 ], arrow[ 1 ], color, 1.0 );
line( arrow[ 2 ], arrow[ 3 ], color, 1.0 );
}
noprone()
{
while ( true )
{
self waittill( "trigger", player );
if ( !isdefined( player ) )
continue;
if ( !isplayer( player ) )
continue;
while ( player IsTouching( self ) )
{
player AllowProne( false );
wait( 0.05 );
}
player AllowProne( true );
}
}