IW4-Dump-Files/maps/airport.gsc

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#include maps\_utility;
#include common_scripts\utility;
#include maps\_riotshield;
#include maps\_anim;
#include maps\_vehicle;
#include maps\_hud_util;
#include maps\airport_code;
CONST_SPEEDELEVATOR = 20;// 19
CONST_SPEEDLOBBY0 = 26;// 25
CONST_SPEEDLOBBY = 26;// 45
CONST_SPEEDLOBBY2 = 25;// 30
CONST_SPEEDSTAIRS = 42;
CONST_SPEEDUPPER = 35;// 42
CONST_SPEEDSECURITY = 33;// 55
CONST_TARMAC = 27;// 60
CONST_TARMACSTAIRS = 38;
CONST_SPEEDBASEMENT = 42;
CONST_SPEEDTARMAC2 = 68;
CONST_SPEEDTARMAC3 = 80;
CONST_SPEEDCATCHUP = 80;
main()
{
flags();
channels = maps\_equalizer::get_all_channels();
foreach ( channel, _ in channels )
{
SoundSetTimeScaleFactor( channel, 0 );
}
level.ambience_timescale = 0;
//STARTS
default_start( ::start_intro );
// set_default_start( "intro" );
add_start( "intro", ::start_intro, "[intro] -> assault the security checkpoint", ::intro_main );
add_start( "stairs", ::start_stairs, "[stairs] -> proceed up the escalaters", ::stairs_main );
add_start( "massacre", ::start_massacre, "[massacre] -> massacre the remaing civilians", ::massacre_main );
add_start( "gate", ::start_gate, "[gate] -> walk through the sea of dead bodies", ::gate_main );
add_start( "basement", ::start_basement, "[basement] -> move through the basement", ::basement_main );
add_start( "tarmac", ::start_tarmac, "[tarmac] -> assault the tarmac", ::tarmac_main );
add_start( "escape", ::start_escape, "[escape] -> escape from the airport", ::escape_main );
//test starts
add_start( "grigs", ::start_grigs, "[grigsby test]" );
//MUST COME BEFORE LOAD
maps\airport_challenge::ap_ch_main();
global_inits();
maps\_compass::setupMiniMap( "compass_map_airport" );
}
flags()
{
flag_init( "do_not_save" );
flag_init( "friendly_fire_good_kill_line" );
flag_init( "friendly_fire_good_kill_line2" );
flag_init( "friendly_fire_no_kill_line" );
flag_init( "friendly_fire_checkfire_line" );
flag_init( "friendly_fire_dist_check" );
flag_init( "friendly_fire_kill_check" );
flag_init( "friendly_fire_pause_flash" );
flag_init( "friendly_fire_pause_fire" );
flag_init( "player_dynamic_move_speed" );
flag_init( "player_DMS_allow_sprint" );
flag_init( "team_initialized" );
flag_init( "elevator_up_done" );
flag_init( "lobby_scene_animate" );
flag_init( "lobby_scene_pre_animate" );
flag_init( "intro_slowmo_start" );
flag_init( "lobby_open_fire" );
flag_init( "lobby_to_stairs_go" );
flag_init( "stairs_go_up" );
flag_init( "lobby_cleanup_spray" );
flag_init( "lobby_cleanup" );
flag_init( "lobby_to_stairs_flow" );
flag_init( "lobby_ai_peeps_dead" );
//flag_init( "stairs_top_open_fire" );
flag_init( "stairs_upperdeck_civs_dead" );
flag_init( "upperdeck_flow1" );
flag_init( "upperdeck_flow1b" );
flag_init( "upperdeck_flow1c" );
flag_init( "upperdeck_flow3" );
flag_init( "upperdeck_flow4" );
flag_init( "massacre_play_sounds" );
flag_init( "massacre_rentacop_stop" );
flag_init( "massacre_rentacop_stop_dead" );
flag_init( "massacre_rentacop_rush" );
flag_init( "massacre_kill_rush" );
flag_init( "massacre_rentacop_runaway_go" );
// flag_init( "massacre_rentacop_runaway_dead" );
flag_init( "massacre_rentacop_row1_fighter_go" );
// flag_init( "massacre_rentacop_row1_fighter_dead" );
flag_init( "massacre_rentacop_row1_runner_go" );
// flag_init( "massacre_rentacop_row1_runner_dead" );
flag_init( "massacre_rentacop_rambo" );
flag_init( "massacre_rentacop_rambo_dead" );
flag_init( "massacre_runners1_dead" );
flag_init( "massacre_runners2_dead" );
flag_init( "massacre_runners3_dead" );
flag_init( "massacre_rentacops_rear_dead" );
//flag_init( "massacre_rentacops_stairs_dead" );
flag_init( "massacre_nadethrow" );
flag_init( "massacre_decided_nader" );
flag_init( "massacre_makarov_point_at_rambo" );
flag_init( "massacre_elevator_start" );
flag_init( "massacre_elevator_down" );
flag_init( "massacre_elevator_up" );
flag_init( "massacre_eleveator_should_come_up" );
flag_init( "massacre_elevator_prepare_nade" );
flag_init( "massacre_elevator_at_top" );
flag_init( "massacre_elevator_guys_ready" );
flag_init( "massacre_elevator_grenade_ready" );
flag_init( "massacre_elevator_grenade_throw" );
flag_init( "massacre_elevator_grenade_exp" );
flag_init( "massacre_line_of_fire_done" );
flag_init( "gate_main" );
flag_init( "gate_canned_deaths" );
flag_init( "gate_heli_moveon" );
//flag_init( "basement_moveout" );
flag_init( "basement_mak_speach" );
flag_init( "basement_moveout2" );
flag_init( "basement_mak_saw_riot" );
flag_init( "basement_near_entrance" );
//flag_init( "tarmac_moveout" );
flag_init( "tarmac_pre_heat_fight" );
flag_init( "tarmac_too_far" );
flag_init( "tarmac_killed_security" );
flag_init( "tarmac_open_fire" );
flag_init( "tarmac_retreat1" );
flag_init( "tarmac_retreat2" );
flag_init( "tarmac_retreat3" );
flag_init( "tarmac_advance4" );
flag_init( "tarmac_retreat4" );
flag_init( "tarmac_advance6" );
flag_init( "tarmac_retreat5" );
flag_init( "tarmac_retreat6" );
flag_init( "tarmac_advance8" );
flag_init( "tarmac_bcs" );
flag_init( "tarmac_kill_friendly_bsc" );
flag_init( "tarmac_2ndfloor_move_back" );
//tarmac_enemies_wave1_dead
//tarmac_enemies_wave2_dead
//tarmac_enemies_2ndfloor_dead
//tarmac_van_guys_dead
//tarmac_van_guys2_dead
flag_init( "tarmac_van_guys_far_enough" );
flag_init( "tarmac_van_guys_spawn" );
flag_init( "tarmac_van_guys2_spawn" );
flag_init( "tarmac_van_mid_path" );
flag_init( "tarmac_van_almost_end_path" );
flag_init( "tarmac_van_end_path" );
flag_init( "tarmac_clear_out_2nd_floor" );
flag_init( "tarmac_enemies_2ndfloor" );
flag_init( "escape_van_ready" );
flag_init( "escape_doorkick" );
flag_init( "escape_sequence_reach" );
flag_init( "escape_hold_your_fire" );
flag_init( "escape_main" );
flag_init( "escape_sequence_go" );
flag_init( "escape_player_get_in" );
flag_init( "escape_player_is_in" );
flag_init( "escape_sequence_over" );
flag_init( "escape_player_shot" );
flag_init( "escape_player_realdeath" );
flag_init( "end_player_ready" );
flag_init( "end_makarov_in_place" );
flag_init( "player_ready_for_proper_ending" );
}
global_inits()
{
level.CONST_WAIT_TARMAC_BSC = 1.5;
SetDvar( "scr_elevator_speed", "64" );
SetSavedDvar( "ai_friendlyFireBlockDuration", 0 );
maps\createart\airport_art::main();
maps\createfx\airport_audio::main();
maps\createfx\airport_fx::main();
maps\airport_precache::main();
maps\airport_fx::main();
maps\_load::main();
maps\_dynamic_run_speed::main();
maps\airport_anim::main();
maps\_drone_civilian::init();
maps\_drone_ai::init();
level.drone_lookAhead_value = 60;
level.nadethrow_mak_time = 2.75;
maps\airport_amb::main();
thread airport_music();
thread glass_elevator_setup();
array_thread( GetEntArray( "glass_delete", "targetname" ), ::delete_glass );
PreCacheModel( "projectile_us_smoke_grenade" );
PreCacheModel( "com_cellphone_on" );
PreCacheModel( "com_metal_briefcase" );
PreCacheModel( "electronics_pda" );
PreCacheModel( "tag_origin" );
PreCacheItem( "usp_airport" );
PreCacheItem( "m4_grunt_airport" );
PreCacheItem( "saw_airport" );
PreCacheItem( "rpg_straight" );
PreCacheRumble( "tank_rumble" );
PreCacheRumble( "damage_heavy" );
PreCacheShader( "hint_mantle" );
PreCacheShader( "overlay_airport_death" );
PreCacheShader( "white" );
PreCacheShellShock( "airport" );
// The police barricade has too much fire power to confront.
PreCacheString( &"AIRPORT_FAIL_POLICE_BARRICADE" );
PreCacheMenu( "offensive_skip" );
thread jet_engine_death_print();
array_thread( GetEntArray( "jet_engine", "targetname" ), ::jet_engine );
level.default_goalheight = 128;
// Press^3 [{+actionslot 3}] ^7to use\nthe M203 Grenade Launcher.
add_hint_string( "grenade_launcher", &"SCRIPT_LEARN_GRENADE_LAUNCHER", ::should_break_m203_hint );
}
/************************************************************************************************************/
/* INTRO */
/************************************************************************************************************/
intro_main()
{
flag_waitopen( "friendly_fire_warning" );
level endon( "friendly_fire_warning" );
array_thread( GetEntArray( "intro_security_run_die", "targetname" ), ::add_spawn_function, ::intro_security_run_die );
array_thread( GetEntArray( "lobby_to_stairs_flow", "targetname" ), ::add_spawn_function, ::lobby_to_stairs_flow );
array_thread( GetEntArray( "lobby_to_stairs_flow", "targetname" ), ::lobby_to_stairs_flow_spawner );
array_thread( GetEntArray( "intro_security_lobby", "targetname" ), ::add_spawn_function, ::lobby_security_intro );
activate_trigger( "intro_security_lobby", "target" );
thread flag_clear_delayed( "_escalator_on", 1 );
thread airport_vision_elevator();
thread airport_vision_intro();
thread intro_dead_bodies();
thread intro_stairs_handle_player_speed();
//handle civilians in lobby
thread intro_civilians();
thread stair_top_terror();
thread lobby_to_stairs_flow_snd_scape( "scn_airport_running_screams2" );
skip_airport_popup();
add_wait( ::flag_wait, "lobby_to_stairs_flow" );
add_func( ::delaythread, 2, ::lobby_to_stairs_flow_snd_scape, "scn_airport_running_screams1" );
thread do_wait();
flag_wait( "team_initialized" );
thread elevator_scene();
flag_wait( "elevator_up_done" );
lobby_scene();
flag_wait( "lobby_to_stairs_go" );
activate_trigger( "lobby_to_stairs_flow", "target" );
level notify( "stop_explode_targets" );
if ( !flag( "do_not_save" ) )
thread autosave_by_name( "lobby_to_stairs" );
nodes = GetNodeArray( "lobby_moveup_nodes", "targetname" );
foreach ( node in nodes )
level.team[ node.script_noteworthy ] thread lobby_moveout_to_stairs( node );
nodes = GetNodeArray( "prestairs_nodes", "targetname" );
foreach ( node in nodes )
level.team[ node.script_noteworthy ] thread lobby_prestairs_nodes_behavior( node );
}
skip_airport_popup()
{
thread skip_airport_listener();
// ui_offensive_skip is temp until code provides us with profile variable
if ( level.player GetLocalPlayerProfileData( "canSkipOffensiveMissions" ) != 1 )
return;
level.player openpopupMenu( "offensive_skip" ); // this menu pauses the script
}
skip_airport_listener()
{
setdvar( "ui_skip_airport", "" );
while ( true )
{
wait 1;
if ( getdvar( "ui_skip_airport" ) == "1" )
{
nextmission();
return;
}
}
}
intro_stairs_handle_player_speed()
{
flag_wait( "elevator_up_done" );
delayThread( 1, ::blend_movespeedscale_custom, CONST_SPEEDELEVATOR, .25 );
flag_wait( "lobby_open_fire" );
blend_movespeedscale_custom( CONST_SPEEDLOBBY0, .5 );
flag_wait( "lobby_to_stairs_go" );
delayThread( 1.5, ::blend_movespeedscale_custom, CONST_SPEEDLOBBY, 2 );
flag_wait( "player_set_speed_lobby" );
blend_movespeedscale_custom( CONST_SPEEDLOBBY2, 1.5 );
flag_wait( "player_set_speed_stairs" );
blend_movespeedscale_custom( CONST_SPEEDSTAIRS, .25 );
flag_wait( "player_set_speed_upperstairs" );
blend_movespeedscale_custom( CONST_SPEEDUPPER, 1 );
}
intro_dead_bodies()
{
array = intro_setup_dead_bodies();
foreach ( model in array )
model Hide();
flag_wait( "lobby_open_fire" );
wait 7;
array[ "stairs_dead_body3" ] Show();
wait 1;
array[ "stairs_dead_body2" ] Show();
wait 1;
array[ "stairs_dead_body" ] Show();
flag_wait( "player_set_speed_stairs" );
foreach ( model in array )
model Show();
}
#using_animtree( "generic_human" );
intro_setup_dead_bodies()
{
models = GetEntArray( "upperdeck_dead_body", "targetname" );
array = [];
foreach ( key, model in models )
array[ "upperdeck_dead_body" + key ] = model;
array[ "stairs_dead_body" ] = GetEnt( "stairs_dead_body", "targetname" );
array[ "stairs_dead_body2" ] = GetEnt( "stairs_dead_body2", "targetname" );
array[ "stairs_dead_body3" ] = GetEnt( "stairs_dead_body3", "targetname" );
foreach ( model in array )
{
model UseAnimTree( #animtree );
model thread anim_generic( model, model.script_animation );
model SetAnimTime( getanim_generic( model.script_animation ), 1 );
}
return array;
}
intro_civilians()
{
wait 21.5 + 2;
data = maps\airport_anim::lobby_people_data();
blood = GetEnt( "lobby_blood", "targetname" );
rope = GetEnt( "intro_rope", "targetname" );
rope Delete();
blood Hide();
for ( i = 1; i <= 14; i++ )
{
node = getstruct( "intro_lobby_anim_group_" + i, "targetname" );
if( isdefined( node ) )
node thread lobby_people_create( data );
}
drones = GetEntArray( "intro_lobby_crowd_2", "targetname" );
foreach ( drone in drones )
delayThread( 1, ::dronespawn, drone );
array_thread( GetEntArray( "lobby_people", "targetname" ), ::add_spawn_function, ::lobby_ai_logic );
array_thread( GetEntArray( "intro_lobby_crowd_2", "targetname" ), ::add_spawn_function, ::lobby_drone_logic );
delayThread( 1, ::activate_trigger, "lobby_people_spawner", "targetname" );
wait 3;
wait 5.5;
flag_set( "lobby_scene_pre_animate" );
wait 1.0;
flag_set( "lobby_scene_animate" );
delayThread( 7, ::flag_set, "lobby_open_fire" );
wait 3.25;
flag_wait( "lobby_open_fire" );
trig = GetEnt( "intro_line_of_fire_trig", "targetname" );
trig thread player_line_of_fire( "lobby_to_stairs_go", level.team );
add_wait( ::trigger_wait_targetname, "intro_line_of_fire_trig_final" );
add_abort( ::flag_wait, "lobby_to_stairs_go" );
level.player add_call( ::Kill );
thread do_wait();
array_thread( GetEntArray( "intro_bank_poll", "targetname" ), ::intro_phys_push );
blood delayCall( 4, ::Show );
wait 1;
}
elevator_scene()
{
//do player weapon stuff
thread elevator_player();
//do cool stuff with the floor indicator
thread elevator_floor_indicator();
//handle team animations in elevator
node = getstruct( "intro_elevator_anim_node", "targetname" );
team = [];
foreach ( member in level.team )
member thread elevator_scene_guy( node );
origin = GetEnt( "snd_origin_intro_crowd", "targetname" );
origin delayCall( 7.5 + 5 + 5.5, ::playsound, "scn_airport_crowd_opening" );
}
elevator_scene_guy( node )
{
node thread anim_single_solo( self, "elevator_scene" );
wait 5;
wait 5.5;
node thread anim_single_solo( self, "elevator_scene" );
}
lobby_scene()
{
flag_waitopen( "friendly_fire_warning" );
level endon( "friendly_fire_warning" );
nodes = GetNodeArray( "intro_initial_firing_positions", "targetname" );
foreach ( node in nodes )
level.team[ node.script_noteworthy ] thread lobby_moveout( node );
flag_wait( "lobby_open_fire" );
foreach ( actor in level.team )
actor.ignoreall = false;
origin = GetEnt( "snd_origin_intro_crowd", "targetname" );
origin PlaySound( "scn_airport_crowd_opening_terror" );
node = getstruct( "lobby_scream_track", "targetname" );
thread scream_track( node, "scn_airport_crowd_opening_running", 150 );
delayThread( 5, ::lobby_sign );
wait .5;
thread explode_targets( getstructarray( "lobby_dyn_targets", "targetname" ) );
wait 2;
thread explode_targets( getstructarray( "lobby_dyn_targets_lights", "targetname" ), 96, 3.5 );
wait 5.35;
thread explode_targets( getstructarray( "lobby_dyn_targets_last", "targetname" ) );
}
/************************************************************************************************************/
/* UPPERDECK */
/************************************************************************************************************/
stairs_main()
{
flag_waitopen( "friendly_fire_warning" );
level endon( "friendly_fire_warning" );
// flag_wait( "player_set_speed_lobby" );
//array_thread( GetEntArray( "upperdeck_civ", "script_noteworthy" ), ::add_spawn_function, ::upperdeck_civ );
array_thread( GetEntArray( "upperdeck_crawler", "script_noteworthy" ), ::add_spawn_function, ::upperdeck_crawler );
array_thread( GetEntArray( "upperdeck_crawlers_1", "script_noteworthy" ), ::add_spawn_function, ::upperdeck_crawler );
array_thread( GetEntArray( "upperdeck_crawlers2", "script_noteworthy" ), ::add_spawn_function, ::upperdeck_crawler );
array_thread( GetEntArray( "upperdeck_crawlers_wait", "script_noteworthy" ), ::add_spawn_function, ::upperdeck_crawler );
array_thread( GetEntArray( "upperdeck_initial_runners", "script_noteworthy" ), ::add_spawn_function, ::upperdeck_initial_runners );
array_thread( GetEntArray( "upperdeck_runners4", "script_noteworthy" ), ::add_spawn_function, ::upperdeck_runners_more, "upperdeck_flow4" );
array_thread( GetEntArray( "upperdeck_runners3", "script_noteworthy" ), ::add_spawn_function, ::upperdeck_runners3 );
array_thread( GetEntArray( "upperdeck_runners2", "script_noteworthy" ), ::add_spawn_function, ::upperdeck_runners_more, "upperdeck_flow2" );
array_thread( GetEntArray( "upperdeck_runners1b", "script_noteworthy" ), ::add_spawn_function, ::upperdeck_runners_more, "upperdeck_flow1b" );
array_thread( GetEntArray( "upperdeck_runners1c", "script_noteworthy" ), ::add_spawn_function, ::upperdeck_runners_more, "upperdeck_flow1c" );
array_thread( GetEntArray( "upperdeck_canned_deaths", "targetname" ), ::upperdeck_canned_deaths_setup, "stairs_top_open_fire" );
array_thread( GetEntArray( "upperdeck_fakesound", "targetname" ), ::upperdeck_fakesound );
array_thread( getstructarray( "upperdeck_turn_on_arrival", "script_noteworthy" ), ::upperdeck_turn_on_arrival );
GetEnt( "stairs_cop", "targetname" ) add_spawn_function( ::stairs_cop );
thread massacre_team_dialogue();
thread airport_vision_stairs();
trigL = GetEnt( "stairs_line_of_fire_trig_l", "targetname" );
teamL = [];
teamL[ teamL.size ] = level.team[ "makarov" ];
teamL[ teamL.size ] = level.team[ "m4" ];
trigR = GetEnt( "stairs_line_of_fire_trig_r", "targetname" );
teamR = [];
teamR[ teamR.size ] = level.team[ "saw" ];
teamR[ teamR.size ] = level.team[ "shotgun" ];
teamL[ 0 ] add_wait( ::ent_flag_wait, "stairs_at_top" );
teamL[ 1 ] add_wait( ::ent_flag_wait, "stairs_at_top" );
trigL add_func( ::player_line_of_fire, "stairs_upperdeck_civs_dead", teamL );
thread do_wait_any();
teamR[ 0 ] add_wait( ::ent_flag_wait, "stairs_at_top" );
teamR[ 1 ] add_wait( ::ent_flag_wait, "stairs_at_top" );
trigR add_func( ::player_line_of_fire, "stairs_upperdeck_civs_dead", teamR );
thread do_wait_any();
node1 = getstruct( "upperdeck_scream_track", "targetname" );
node2 = getstruct( "upperdeck_scream_track2", "targetname" );
node1b = getstruct( "upperdeck_scream_track1b", "targetname" );
node1c = getstruct( "upperdeck_scream_track1c", "targetname" );
add_wait( ::flag_wait, "upperdeck_flow1" );
add_func( ::scream_track, node1, "scn_airport_running_screams1", 150 );
thread do_wait();
add_wait( ::flag_wait, "upperdeck_flow1b" );
add_func( ::scream_track, node1b, "scn_airport_running_screams2", 150 );
thread do_wait();
add_wait( ::flag_wait, "upperdeck_flow1c" );
add_func( ::scream_track, node1c, "scn_airport_running_screams3", 150 );
thread do_wait();
add_wait( ::flag_wait, "upperdeck_flow2" );
add_func( ::scream_track, node2, "scn_airport_running_screams1", 150 );
thread do_wait();
add_wait( ::flag_wait, "upperdeck_flow4" );
add_func( ::scream_track, node2, "scn_airport_running_screams2", 150 );
thread do_wait();
add_wait( ::flag_wait, "stairs_go_up" );
add_func( ::delaythread, .5, ::exploder, "anc_stairs" );
thread do_wait();
thread stairs_saves();
add_wait( ::flag_wait, "stairs_go_up" );
add_abort( ::flag_wait, "player_set_speed_stairs" );
add_func( ::blend_movespeedscale_custom, CONST_SPEEDSTAIRS, .25 );
thread do_wait();
nodes = GetNodeArray( "upperdeck_start_nodes", "targetname" );
foreach ( node in nodes )
level.team[ node.script_noteworthy ] thread stairs_team_at_top( node );
flag_wait( "stairs_upperdeck_civs_dead" );
flag_wait( "player_set_speed_stairs" );
nodes = getstructarray( "upperdeck_team_path", "targetname" );
foreach ( node in nodes )
level.team[ node.script_noteworthy ] thread upperdeck_team_moveup( node );
flag_wait( "upperdeck_save" );
if ( !flag( "do_not_save" ) )
thread autosave_by_name( "upperdeck_flow2" );
}
stairs_saves()
{
flag_wait( "player_set_speed_lobby" );
if ( !flag( "do_not_save" ) )
thread autosave_by_name( "stair_bottom" );
flag_wait( "player_set_speed_upperstairs" );
if ( !flag( "do_not_save" ) )
thread autosave_by_name( "stair_top" );
}
/************************************************************************************************************/
/* MASSACRE */
/************************************************************************************************************/
massacre_main()
{
flag_waitopen( "friendly_fire_warning" );
level endon( "friendly_fire_warning" );
thread massacre_restaurant_destroy();
nodes = getstructarray( "massacre_nodes", "targetname" );
foreach ( node in nodes )
level.team[ node.script_noteworthy ] thread massacre_killers( node );
trigger = GetEnt( "massacre_rentacop_rush_guy", "target" );
trigger.origin += ( 0, 0, -10000 );
array_thread( GetEntArray( "massacre_dummy", "targetname" ), ::massacre_civ_setup );
GetEnt( "massacre_snd", "targetname" ) thread massacre_play_sounds();
array_thread( GetEntArray( "massacre_rentacop_stop", "script_noteworthy" ), ::add_spawn_function, ::massacre_rentacop_stop );
array_thread( GetEntArray( "massacre_rentacop_rush_guy", "targetname" ), ::add_spawn_function, ::massacre_rentacop_rush_guy );
array_thread( GetEntArray( "massacre_rentacop_runaway_guy", "script_noteworthy" ), ::add_spawn_function, ::massacre_rentacop_runaway_guy );
array_thread( GetEntArray( "massacre_rentacop_row1_runner", "script_noteworthy" ), ::add_spawn_function, ::massacre_rentacop_row1_runner );
array_thread( GetEntArray( "massacre_rentacop_row1_fighter", "script_noteworthy" ), ::add_spawn_function, ::massacre_rentacop_row1_fighter );
array_thread( GetEntArray( "massacre_rentacop_row1_defender", "script_noteworthy" ), ::add_spawn_function, ::massacre_rentacop_row1_defender );
array_thread( GetEntArray( "massacre_rentacops_rambo", "script_noteworthy" ), ::add_spawn_function, ::massacre_rentacops_rambo );
array_thread( GetEntArray( "massacre_rentacops_rear", "targetname" ), ::add_spawn_function, ::massacre_rentacops_rear );
array_thread( GetEntArray( "massacre_rentacops_stairs", "targetname" ), ::add_spawn_function, ::massacre_rentacops_stairs );
array_thread( GetEntArray( "massacre_runners1", "script_noteworthy" ), ::add_spawn_function, ::massacre_runners1 );
array_thread( GetEntArray( "massacre_runners2", "script_noteworthy" ), ::add_spawn_function, ::massacre_runners2, "scn_airport_running_screams1" );
array_thread( GetEntArray( "massacre_runners3", "script_noteworthy" ), ::add_spawn_function, ::massacre_runners2, "scn_airport_running_screams2" );
array_thread( GetEntArray( "massacre_crawler", "script_noteworthy" ), ::add_spawn_function, ::massacre_crawler );
//gate stuff
array_thread( GetEntArray( "tarmac_littlebird_sniper", "script_noteworthy" ), ::add_spawn_function, ::tarmac_littlebird_sniper );
array_thread( GetEntArray( "tarmac_littlebird_sniper2", "script_noteworthy" ), ::add_spawn_function, ::tarmac_littlebird_sniper );
array_thread( GetEntArray( "tarmac_littlebird_pilot", "script_noteworthy" ), ::add_spawn_function, ::set_ignoreme, true );
array_thread( GetEntArray( "tarmac_littlebird_sniper", "script_noteworthy" ), ::add_spawn_function, ::tarmac_heli_bc_off );
array_thread( GetEntArray( "tarmac_littlebird_sniper2", "script_noteworthy" ), ::add_spawn_function, ::tarmac_heli_bc_off );
array_thread( GetEntArray( "tarmac_littlebird_pilot", "script_noteworthy" ), ::add_spawn_function, ::tarmac_heli_bc_off );
thread massacre_handle_player_speed();
thread massacre_elevator();
thread massacre_rentacop_rush_main();
thread massacre_handle_death_flag( "massacre_runners1", "massacre_runners1_dead" );
thread massacre_handle_death_flag( "massacre_runners2", "massacre_runners2_dead" );
thread massacre_handle_death_flag( "massacre_runners3", "massacre_runners3_dead" );
foreach ( trigger in GetEntArray( "massacre_rentacop_stop_trigs", "targetname" ) )
{
trigger add_wait( ::waittill_msg, "trigger" );
add_func( ::trigger_off, "massacre_rentacop_stop_trigs", "targetname" );
thread do_wait();
}
foreach ( trigger in GetEntArray( "massacre_rentacops_rambo_trigs", "targetname" ) )
{
trigger add_wait( ::waittill_msg, "trigger" );
add_func( ::trigger_off, "massacre_rentacops_rambo_trigs", "targetname" );
thread do_wait();
}
spawners = GetEntArray( "massacre_rentacop_extras", "targetname" );
level add_wait( ::flag_wait, "massacre_rentacop_rush" );
add_func( ::array_thread, spawners, ::spawn_ai, true );
thread do_wait();
level.team[ "m4" ] add_wait( ::ent_flag_wait, "massacre_firing_into_crowd" );
add_func( ::flag_set_delayed, "massacre_play_sounds", 1.25 );
thread do_wait_any();
level.team[ "m4" ] add_wait( ::ent_flag_wait, "massacre_firing_into_crowd" );
add_func( ::flag_set_delayed, "massacre_civ_animate", 10 );
thread do_wait_any();
trigger_wait( "massacre_rentacops_rear", "target" );
wait .1;
add_wait( ::flag_wait, "massacre_rentacop_stop" );
add_func( ::flag_set, "friendly_fire_pause_flash" );
thread do_wait();
ai = get_living_ai_array( "massacre_rentacops_rear", "script_noteworthy" );
add_wait( ::waittill_dead_or_dying, ai );
add_func( ::flag_set, "massacre_rentacops_rear_dead" );
thread do_wait();
foreach ( actor in ai )
{
level add_wait( ::trigger_wait, "massacre_player_too_far", "targetname" );
actor add_func( ::send_notify, "stop_blindfire" );
actor add_func( ::anim_stopanimscripted );
actor add_func( ::set_ignoreall, false );
actor add_func( ::set_favoriteenemy, level.player );
actor add_abort( ::waittill_msg, "death" );
level add_abort( ::flag_wait, "massacre_nadethrow" );
thread do_wait();
}
add_wait( ::flag_wait, "massacre_rentacops_stairs_dead" );
add_wait( ::flag_wait, "massacre_rentacops_rear_dead" );
level add_abort( ::flag_wait, "do_not_save" );
add_func( ::autosave_by_name, "massacre" );
thread do_wait();
add_wait( ::flag_wait, "massacre_rentacops_stairs_dead" );
add_wait( ::flag_wait, "massacre_rentacops_rear_dead" );
add_wait( ::flag_wait, "massacre_rentacop_runaway_dead" );
add_wait( ::flag_wait, "massacre_rentacop_row1_fighter_dead" );
add_wait( ::flag_wait, "massacre_rentacop_row1_runner_dead" );
add_wait( ::flag_wait, "massacre_rentacop_rambo_dead" );
add_wait( ::flag_wait, "massacre_runners1_dead" );
add_wait( ::flag_wait, "massacre_runners2_dead" );
add_wait( ::flag_wait, "massacre_runners3_dead" );
add_func( ::flag_set, "gate_main" );
add_func( ::flag_clear, "friendly_fire_pause_flash" );
add_func( ::flag_clear, "friendly_fire_pause_fire" );
thread do_wait();
}
massacre_handle_death_flag( name, _flag )
{
trigger_wait( name, "target" );
wait .1;
ai = get_living_ai_array( name, "script_noteworthy" );
if ( ai.size )
waittill_dead_or_dying( ai );
flag_set( _flag );
}
massacre_handle_player_speed()
{
flag_wait( "massacre_rentacop_stop_dead" );
blend_movespeedscale_custom( CONST_SPEEDSECURITY, 1 );
flag_wait( "massacre_rentacops_rear_dead" );
blend_movespeedscale_custom( CONST_SPEEDUPPER, 1 );
}
massacre_play_sounds()
{
flag_wait( "massacre_play_sounds" );
self PlayLoopSound( "scn_airport_crowd_terminal_loop" );
flag_wait( "massacre_civ_animate" );
self StopLoopSound();
self PlaySound( "scn_airport_crowd_terminal_end" );
}
/************************************************************************************************************/
/* GATE */
/************************************************************************************************************/
gate_main()
{
add_wait( ::flag_wait, "gate_main" );
add_func( ::blend_movespeedscale_custom, CONST_TARMAC, 2 );
thread do_wait();
add_wait( ::flag_wait, "gate_heli_moveon" );
add_func( ::delaythread, 1, ::blend_movespeedscale_custom, CONST_TARMACSTAIRS, 2 );
thread do_wait();
add_wait( ::flag_wait, "gate_player_off_stairs" );
add_func( ::blend_movespeedscale_custom, CONST_TARMAC, .5 );
thread do_wait();
add_wait( ::trigger_wait, "gate_crawler", "target" );
add_func( ::flag_set, "gate_canned_deaths" );
thread do_wait();
nodes = GetNodeArray( "gate_moveup_nodes", "targetname" );
foreach ( node in nodes )
level.team[ node.script_noteworthy ] thread gate_moveout( node );
array_thread( GetEntArray( "gate_canned_deaths", "targetname" ), ::upperdeck_canned_deaths_setup, "gate_canned_deaths" );
array_thread( GetEntArray( "gate_crawler", "targetname" ), ::add_spawn_function, ::gate_crawler );
array_thread( GetEntArray( "gate_runners1", "script_noteworthy" ), ::add_spawn_function, ::gate_runners1 );
array_thread( GetEntArray( "gate_sliders", "script_noteworthy" ), ::add_spawn_function, ::gate_sliders );
//moved from tarmac
array_thread( GetEntArray( "tarmac_van_guys", "targetname" ), ::add_spawn_function, ::tarmac_van_guys, "tarmac_van_guys_spawn" );
array_thread( GetEntArray( "tarmac_van_guys2", "targetname" ), ::add_spawn_function, ::tarmac_van_guys, "tarmac_van_guys2_spawn" );
GetEnt( "tarmac_swat_van", "targetname" ) add_spawn_function( ::tarmac_van_logic );
GetEnt( "tarmac_swat_van", "targetname" ) add_spawn_function( ::tarmac_van_stuff, "scn_airport_police_van_arrive1", "tarmac_swat_van" );
GetEnt( "tarmac_swat_van2", "targetname" ) add_spawn_function( ::tarmac_van_stuff, "scn_airport_police_van_arrive2", "tarmac_swat_van2" );
GetEnt( "tarmac_swat_van", "targetname" ) thread tarmac_van_fake( "tarmac_swat_van" );
GetEnt( "tarmac_swat_van2", "targetname" ) thread tarmac_van_fake( "tarmac_swat_van2" );
array_thread( GetEntArray( "gate_convoy_delete", "script_noteworthy" ), ::add_spawn_function, ::gate_convoy_delete );
//klaxon and gate
thread gate_events();
thread gate_departures_status();
flag_wait( "massacre_rentacops_stairs_dead" );
level.drs_ahead_test = ::gate_drs_ahead_test;
//music_stop( 5 );
level.scr_anim[ "generic" ][ "DRS_run" ] = %casual_killer_jog_A;
level.scr_anim[ "generic" ][ "DRS_sprint" ] = %run_lowready_F;
level.scr_anim[ "generic" ][ "DRS_combat_jog" ] = %casual_killer_jog_A;
}
gate_events()
{
array_thread( GetEntArray( "gate_emerg_lights", "targetname" ), ::gate_klaxon_rotate );
gate_open_gate();
flag_wait( "gate_close_gate" );
activate_trigger( "gate_runners1", "target" );
gate1 = GetEnt( "gate_gate_closing", "targetname" );
gate1 delayCall( 5.75, ::playsound, "scn_airport_sec_gate_buzzer" );
wait 7.75;
gate_close_gate();
}
/************************************************************************************************************/
/* BASEMENT */
/************************************************************************************************************/
basement_main()
{
light = GetEnt( "basement_door_light", "targetname" );
lightintensity = light GetLightIntensity();
light SetLightIntensity( 0 );
array_thread( GetEntArray( "gate_drop_chop_guys", "script_noteworthy" ), ::add_spawn_function, ::basement_drop_chop_guys );
array_thread( GetEntArray( "basement_sec_runner", "targetname" ), ::add_spawn_function, ::basement_sec_runner );
array_thread( GetEntArray( "basement_flicker_light", "targetname" ), ::basement_flicker_light );
foreach ( member in level.team )
member thread basement_pre_moveout();
flag_wait( "basement_near_entrance" );
flag_clear( "player_dynamic_move_speed" );
delayThread( 1, ::blend_movespeedscale_custom, CONST_SPEEDBASEMENT, 1.5 );
wait 1;
level.player AllowSprint( true );
struct = getstruct( "scn_airport_emergency_arriving", "targetname" );
thread play_sound_in_space( "scn_airport_emergency_arriving", struct.origin );
flag_wait( "basement_moveout" );
level.drs_ahead_test = maps\_utility_code::dynamic_run_ahead_test;
level.scr_anim[ "generic" ][ "DRS_run" ] = undefined;
//level.makarov thread anim_generic( level.makarov, "CornerStndR_alert_signal_stopstay_down" );
wait .5;
level.makarov dialogue_queue( "airport_mkv_ontime" );
thread basement_ammo_stuff();
level.makarov dialogue_queue( "airport_mkv_checkammo" );
wait 1;
level.team[ "m4" ] dialogue_queue( "airport_vkt_beenwaiting" );
level.makarov thread dialogue_queue( "airport_mkv_haventweall" );
wait .5;
//basement_makarov_speach();
thread player_dynamic_move_speed();
thread blend_movespeedscale_custom( CONST_SPEEDTARMAC2, 1 );
basement_door_kick( light, lightintensity );
flag_set( "basement_moveout2" );
thread airport_vision_basement();
basement_moveup();
}
basement_ammo_stuff()
{
wait .5;
level.makarov.bulletsinclip = 0;
wait 1;
level.team[ "saw" ].bulletsinclip = 0;
wait .5;
level.team[ "m4" ].bulletsinclip = 0;
wait .25;
level.team[ "shotgun" ].bulletsinclip = 0;
}
/************************************************************************************************************/
/* TARMAC */
/************************************************************************************************************/
#using_animtree( "generic_human" );
tarmac_main()
{
flag_waitopen( "friendly_fire_warning" );
level endon( "friendly_fire_warning" );
add_global_spawn_function( "axis", ::tarmac_difficulty_mod );
//remove_global_spawn_function( "axis", ::disable_blood_pool );
//remove_global_spawn_function( "neutral", ::disable_blood_pool );
array_thread( GetEntArray( "tarmac_enemies_wave1", "targetname" ), ::add_spawn_function, ::tarmac_enemies_wave1 );
array_thread( GetEntArray( "tarmac_enemies_wave2", "targetname" ), ::add_spawn_function, ::enable_teamflashbangImmunity );
array_thread( GetEntArray( "tarmac_enemies_wave2", "script_noteworthy" ), ::add_spawn_function, ::tarmac_enemies_wave2 );
array_thread( GetEntArray( "tarmac_enemies_runners", "targetname" ), ::add_spawn_function, ::tarmac_enemies_runners );
array_thread( GetEntArray( "tarmac_enemies_2ndfloor", "targetname" ), ::add_spawn_function, ::tarmac_enemies_2ndfloor );
array_thread( GetEntArray( "riotshield_group_1", "script_noteworthy" ), ::add_spawn_function, ::tarmac_move_through_smoke );
array_thread( GetEntArray( "riotshield_group_2", "script_noteworthy" ), ::add_spawn_function, ::tarmac_move_through_smoke );
array_thread( GetEntArray( "tarmac_wave1_moveoverride", "script_noteworthy" ), ::add_spawn_function, ::tarmac_move_through_smoke );
array_thread( GetEntArray( "tarmac_security", "targetname" ), ::add_spawn_function, ::tarmac_security );
array_thread( GetEntArray( "tarmac_security_backup", "script_noteworthy" ), ::tarmac_security_backup );
thread tarmac_handle_player_too_far();
thread airport_vision_exterior();
thread tarmac_riotshield_group( "riotshield_group_1" );
thread tarmac_riotshield_group( "riotshield_group_2" );
thread tarmac_riotshield_group_3();
thread tarmac_riotshield_group_van( "tarmac_van_guys_spawn", "tarmac_swat_van", "tarmac_van_riotshield_guys" );
thread tarmac_riotshield_group_van( "tarmac_van_guys2_spawn", "tarmac_swat_van2", "tarmac_van_riotshield_guys2" );
thread tarmac_riotshield_group_van_combine();
thread tarmac_riotshield_group_last_stand();
add_wait( ::trigger_wait_targetname, "tarmac_advance3" );
level.team[ "saw" ] add_func( ::tarmac_kill_friendly );
thread do_wait();
add_wait( ::trigger_wait_targetname, "tarmac_advance4" );
level.team[ "shotgun" ] add_func( ::tarmac_kill_friendly );
thread do_wait();
add_wait( ::trigger_wait_targetname, "tarmac_advance8" );
add_func( ::flag_set, "tarmac_advance8" );
thread do_wait();
add_wait( ::flag_wait, "tarmac_moveout" );
add_func( ::array_thread, getstructarray( "tarmac_smoke_nodes", "targetname" ), ::tarmac_smoke_nodes );
thread do_wait();
add_wait( ::flag_wait, "tarmac_hear_fsb" );
add_func( ::flag_set_delayed, "tarmac_heat_fight", 5 );
thread do_wait();
add_wait( ::flag_wait, "tarmac_open_fire" );
add_func( ::m203_hint );
thread do_wait();
// add_wait( ::trigger_wait_targetname, "tarmac_advance1" );
// add_func( ::music_stop, 15 );
// thread do_wait();
add_wait( ::flag_wait, "tarmac_enemies_2ndfloor" );
add_func( ::tarmac_bsc_2ndfloor );
add_func( ::tarmac_2ndfloor_group_think );
thread do_wait();
flag_wait( "tarmac_moveout" );
if ( !flag( "do_not_save" ) )
thread autosave_by_name( "tarmac_moveout" );
nodes = getstructarray( "tarmac_moveout_nodes", "targetname" );
nodes = array_merge( nodes, GetNodeArray( "tarmac_moveout_nodes", "targetname" ) );
foreach ( node in nodes )
level.team[ node.script_noteworthy ] thread tarmac_moveout( node );
thread tarmac_hide_elevator();
thread handle_threat_bias_stuff();
thread tarmac_team_settings();
thread handle_chatter();
flag_wait( "tarmac_heat_fight" );
array_thread( level.team, ::GrenadeDangerbsc );
array_thread( getentarray( "tarmac_bcs_enemy", "targetname" ), ::tarmac_bcs_enemy );
thread handle_flags_to_advance();
thread handle_kill_advance();
thread handle_advance_retreat();
//thread tarmac_makarov_last_node();
thread tarmac_escape_music();
tarmac_autosaves_wait();
}
tarmac_2ndfloor_group_think()
{
wait .1;
ai = get_living_ai_array( "tarmac_enemies_2ndfloor", "script_noteworthy" );
waittill_dead_or_dying( ai, ai.size - 3 );
flag_set( "tarmac_2ndfloor_move_back" );
}
handle_flags_to_advance()
{
for ( i = 1; i <= 10; i++ )
{
name = "tarmac_advance" + i + "_flag";
trigger = GetEnt( name, "targetname" );
trigger = GetEnt( trigger.target, "targetname" );
flag_wait( name );
//retreat trigger for other team
if ( IsDefined( trigger.target ) )
activate_trigger_with_targetname( trigger.target );
volume = trigger get_color_volume_from_trigger();
volume waittill_volume_dead_or_dying();
trigger activate_trigger();
}
}
handle_chatter()
{
flag_waitopen( "friendly_fire_warning" );
level endon( "friendly_fire_warning" );
flag_wait( "tarmac_hear_fsb" );
node = getstruct( "tarmac_riot_node_retreat1_group1", "targetname" );
level thread function_stack( ::play_sound_in_space, "airport_fsb1_moveingo", node.origin );
level thread function_stack( ::play_sound_in_space, "airport_fsbr_servicetunnels", node.origin );
flag_wait( "tarmac_heat_fight" );
//for zakhaev
if ( !flag( "tarmac_open_fire" ) )
level.makarov thread dialogue_queue( "airport_mkv_forzakhaev" );
flag_wait_or_timeout( "tarmac_open_fire", 1 );
if ( !flag( "tarmac_open_fire" ) )
tarmac_retreat_dialogue( "airport_fsb2_fsb" );
flag_wait_or_timeout( "tarmac_open_fire", 5.0 );
//F.S.B. - Take 'em out.
if ( !flag( "tarmac_open_fire" ) )
level.makarov radio_dialogue( "airport_mkv_fsb" );
flag_wait( "tarmac_open_fire" );
tarmac_retreat_dialogue( "airport_fsb3_openfire" );
//battlechatter_on( "allies" );
battlechatter_on( "axis" );
trigger_wait_targetname( "tarmac_advance1" );
thread tarmac_bsc_move1();
trigger_wait_targetname( "tarmac_advance2" );
thread tarmac_bsc_move2();
trigger_wait_targetname( "tarmac_advance3" );
thread tarmac_bsc_move3();
trigger_wait_targetname( "tarmac_advance4" );
thread tarmac_bsc_move4();
trigger_wait_targetname( "tarmac_advance5" );
thread tarmac_bsc_move5();
trigger_wait_targetname( "tarmac_advance6" );
thread tarmac_bsc_move6();
trigger_wait_targetname( "tarmac_advance7" );
thread tarmac_bsc_move1();
trigger_wait_targetname( "tarmac_advance8" );
thread tarmac_bsc_move2();
trigger_wait_targetname( "tarmac_advance9" );
thread tarmac_bsc_move3b();
trigger_wait_targetname( "tarmac_advance10" );
thread tarmac_bsc_move4();
}
tarmac_bsc_2ndfloor()
{
wait 3;
flag_waitopen( "tarmac_bcs" );
makarov = level.makarov;
victor = level.team[ "m4" ];
flag_set( "tarmac_bcs" );
makarov dialogue_queue( "contact_2nd_floor" );
victor dialogue_queue( "contact_2nd_floor" );
flag_clear( "tarmac_bcs" );
}
tarmac_bcs_van()
{
flag_waitopen( "tarmac_bcs" );
makarov = level.makarov;
flag_set( "tarmac_bcs" );
makarov dialogue_queue( "van_left" );
flag_clear( "tarmac_bcs" );
}
tarmac_bsc_move1()
{
flag_waitopen_or_timeout( "tarmac_bcs", level.CONST_WAIT_TARMAC_BSC );
if( flag( "tarmac_bcs" ) )
return;
makarov = level.makarov;
victor = level.team[ "m4" ];
flag_set( "tarmac_bcs" );
makarov dialogue_queue( "go1" );
victor dialogue_queue( "moving1" );
flag_clear( "tarmac_bcs" );
}
tarmac_bsc_move2()
{
flag_waitopen_or_timeout( "tarmac_bcs", level.CONST_WAIT_TARMAC_BSC );
if( flag( "tarmac_bcs" ) )
return;
makarov = level.makarov;
victor = level.team[ "m4" ];
flag_set( "tarmac_bcs" );
makarov dialogue_queue( "ready1" );
victor dialogue_queue( "go2" );
makarov dialogue_queue( "moving3" );
flag_clear( "tarmac_bcs" );
}
tarmac_bsc_move3()
{
flag_waitopen_or_timeout( "tarmac_bcs", level.CONST_WAIT_TARMAC_BSC );
if( flag( "tarmac_bcs" ) )
return;
makarov = level.makarov;
victor = level.team[ "m4" ];
flag_set( "tarmac_bcs" );
victor dialogue_queue( "ready1" );
makarov dialogue_queue( "go2" );
victor dialogue_queue( "moving2" );
flag_clear( "tarmac_bcs" );
}
tarmac_bsc_move3b()
{
flag_waitopen_or_timeout( "tarmac_bcs", level.CONST_WAIT_TARMAC_BSC );
if( flag( "tarmac_bcs" ) )
return;
makarov = level.makarov;
victor = level.team[ "m4" ];
flag_set( "tarmac_bcs" );
victor dialogue_queue( "ready1" );
makarov dialogue_queue( "go2" );
victor dialogue_queue( "moving2" );
if( !flag( "tarmac_enemies_2ndfloor_dead" ) && !flag( "tarmac_clear_out_2nd_floor" ) )
makarov dialogue_queue( "airport_mkv_behindus" );
flag_clear( "tarmac_bcs" );
}
tarmac_bsc_move4()
{
flag_waitopen_or_timeout( "tarmac_bcs", level.CONST_WAIT_TARMAC_BSC );
if( flag( "tarmac_bcs" ) )
return;
makarov = level.makarov;
victor = level.team[ "m4" ];
flag_set( "tarmac_bcs" );
victor dialogue_queue( "go3" );
makarov dialogue_queue( "moving1" );
flag_clear( "tarmac_bcs" );
}
tarmac_bsc_move5()
{
flag_waitopen_or_timeout( "tarmac_bcs", level.CONST_WAIT_TARMAC_BSC );
if( flag( "tarmac_bcs" ) )
return;
makarov = level.makarov;
victor = level.team[ "m4" ];
flag_set( "tarmac_bcs" );
makarov dialogue_queue( "go3" );
victor dialogue_queue( "moving3" );
flag_clear( "tarmac_bcs" );
level endon( "tarmac_bcs" );
victor waittill( "goal" );
thread tarmac_bsc_move5b();
}
tarmac_bsc_move5b()
{
makarov = level.makarov;
victor = level.team[ "m4" ];
flag_set( "tarmac_bcs" );
victor dialogue_queue( "ready2" );
flag_clear( "tarmac_bcs" );
}
tarmac_bsc_move6()
{
flag_waitopen_or_timeout( "tarmac_bcs", level.CONST_WAIT_TARMAC_BSC );
if( flag( "tarmac_bcs" ) )
return;
makarov = level.makarov;
victor = level.team[ "m4" ];
flag_set( "tarmac_bcs" );
makarov dialogue_queue( "ready2" );
victor dialogue_queue( "go1" );
makarov dialogue_queue( "moving2" );
flag_clear( "tarmac_bcs" );
}
handle_kill_advance()
{
flag_waitopen( "friendly_fire_warning" );
level endon( "friendly_fire_warning" );
flag_init( "tarmac_enemies_wave2" );
trigger = GetEnt( "tarmac_enemies_wave2", "target" );
thread set_flag_on_trigger( trigger, "tarmac_enemies_wave2" );
wait .5;
ai = tarmac_get_enemies();
add_wait( ::waittill_dead_or_dying, ai, 4 );
add_wait( ::trigger_wait_targetname, "tarmac_advance1_flag" );
add_wait( ::flag_wait, "tarmac_enemies_wave2" );
do_wait_any();
activate_trigger_with_targetname( "tarmac_advance1_flag" );
ai = tarmac_get_enemies();
add_wait( ::waittill_dead_or_dying, ai, 3 );
add_wait( ::trigger_wait_targetname, "tarmac_advance2_flag" );
add_wait( ::flag_wait, "tarmac_enemies_wave2" );
do_wait_any();
activate_trigger_with_targetname( "tarmac_advance2_flag" );
ai = tarmac_get_enemies();
add_wait( ::waittill_dead_or_dying, ai, 3 );
add_wait( ::trigger_wait_targetname, "tarmac_advance3_flag" );
add_wait( ::flag_wait, "tarmac_enemies_wave2" );
do_wait_any();
activate_trigger_with_targetname( "tarmac_advance3_flag" );
flag_wait( "tarmac_enemies_wave2" );
wait .5;
ai = tarmac_get_enemies();
add_wait( ::waittill_dead_or_dying, ai, 3 );
add_wait( ::trigger_wait_targetname, "tarmac_advance4_flag" );
do_wait_any();
//this moves them up to the windows
activate_trigger_with_targetname( "tarmac_advance4_flag" );
flag_wait( "tarmac_van_guys2_spawn" );
ai = tarmac_get_enemies();
num = 3;
if ( ai.size > 13 )
num = ai.size - 10;
add_wait( ::waittill_dead_or_dying, ai, num );
add_wait( ::trigger_wait_targetname, "tarmac_advance6_flag" );
do_wait_any();
//this moves them up to the otherside of the underpass
activate_trigger_with_targetname( "tarmac_advance6_flag" );
ai = tarmac_get_enemies();
add_wait( ::waittill_dead_or_dying, ai, 3 );
add_wait( ::trigger_wait_targetname, "tarmac_advance7_flag" );
do_wait_any();
//this moves them up a little past the underpass
activate_trigger_with_targetname( "tarmac_advance7_flag" );
ai = tarmac_get_enemies();
add_wait( ::waittill_dead_or_dying, ai, 3 );
add_wait( ::trigger_wait_targetname, "tarmac_advance8_flag" );
do_wait_any();
activate_trigger_with_targetname( "tarmac_advance8_flag" );
ai = array_removeDead( ai );
add_wait( ::waittill_dead_or_dying, ai, 3 );
add_wait( ::trigger_wait_targetname, "tarmac_advance9_flag" );
do_wait_any();
activate_trigger_with_targetname( "tarmac_advance9_flag" );
ai = array_removeDead( ai );
add_wait( ::waittill_dead_or_dying, ai, 3 );
add_wait( ::trigger_wait_targetname, "tarmac_advance10_flag" );
do_wait_any();
activate_trigger_with_targetname( "tarmac_advance10_flag" );
}
handle_advance_retreat()
{
flag_waitopen( "friendly_fire_warning" );
level endon( "friendly_fire_warning" );
trigger = GetEnt( "tarmac_advance6", "targetname" );
thread set_flag_on_trigger( trigger, "tarmac_advance6" );
trigger_wait( "tarmac_retreat1", "targetname" );
flag_set( "tarmac_retreat1" );
tarmac_retreat_dialogue( "airport_fsb2_aimforhead" );
trigger_wait( "tarmac_retreat2", "targetname" );
flag_set( "tarmac_retreat2" );
tarmac_retreat_dialogue( "airport_fsb3_aimforheads" );
trigger_wait( "tarmac_retreat3", "targetname" );
flag_set( "tarmac_retreat3" );
tarmac_retreat_dialogue( "airport_fsbr_sendingtruck" );
trigger_wait( "tarmac_retreat4", "targetname" );
flag_set( "tarmac_retreat4" );
flag_set( "tarmac_advance4" );
trigger_wait( "tarmac_retreat5", "targetname" );
flag_set( "tarmac_retreat5" );
trigger_wait( "tarmac_retreat6", "targetname" );
flag_set( "tarmac_retreat6" );
}
tarmac_retreat_dialogue( alias )
{
array = tarmac_get_enemies();
if ( !array.size )
return;
guy = random( array );
guy.animname = "generic";
guy thread dialogue_queue( alias );
}
tarmac_team_settings()
{
delayThread( 1, ::blend_movespeedscale_custom, CONST_SPEEDTARMAC2, 1 );
add_wait( ::flag_wait, "tarmac_pre_heat_fight" );
level.player add_call( ::allowsprint, true );
level.player add_call( ::allowjump, true );
add_func( ::delaythread, .1, ::blend_movespeedscale_custom, CONST_SPEEDTARMAC3, 1 );
add_func( ::flag_clear, "player_dynamic_move_speed" );
add_abort( ::flag_wait, "tarmac_heat_fight" );
thread do_wait();
flag_wait( "tarmac_heat_fight" );
thread blend_movespeedscale_custom( 100, 5 );
level.player AllowSprint( true );
flag_clear( "player_dynamic_move_speed" );
thread flag_set_delayed( "tarmac_open_fire", 8 );
SetSavedDvar( "ai_friendlyFireBlockDuration", 2000 );
flag_set( "friendly_fire_pause_flash" );
flag_set( "friendly_fire_pause_fire" );
}
/************************************************************************************************************/
/* ESCAPE */
/************************************************************************************************************/
escape_main()
{
flag_waitopen( "friendly_fire_warning" );
level endon( "friendly_fire_warning" );
GetEnt( "escape_van_dummy", "targetname" ) add_spawn_function( ::escape_van_setup, "escape_van" );
GetEnt( "escape_van_driver", "script_noteworthy" ) add_spawn_function( ::escape_van_driver );
GetEnt( "escape_van_mate", "script_noteworthy" ) add_spawn_function( ::escape_van_mate );
array_thread( GetEntArray( "escape_final_guys", "targetname" ), ::add_spawn_function, ::escape_final_guys );
array_thread( GetEntArray( "escape_final_guys2", "targetname" ), ::add_spawn_function, ::escape_final_guys2 );
array_thread( GetEntArray( "escape_police_car_guys", "script_noteworthy" ), ::add_spawn_function, ::escape_police_car_guys );
trigger_off( "escape_get_in_trig", "targetname" );
flag_wait( "tarmac_enemies_wave1_dead" );
flag_wait( "tarmac_enemies_wave2_dead" );
flag_wait( "tarmac_van_guys_dead" );
flag_wait( "tarmac_van_guys2_dead" );
activate_trigger( "escape_van_spawn", "targetname" );
delayThread( .05, ::activate_trigger, "escape_van_guy", "target" );
thread airport_vision_escape();
wait .5;
flag_set( "escape_main" );
thread battlechatter_off();
escape_setup_variables();
escape_create_survivors();
foreach ( member in level.survivors )
{
member disable_heat_behavior();
member disable_ai_color();
member.ignoreall = true;
member.ignoreme = true;
member.fixednode = 0;
member.fixednodewason = 0;
}
level.makarov PushPlayer( true );
thread radio_dialogue( "airport_mkv_30secs" );
nodes = GetNodeArray( "escape_start_nodes", "targetname" );
escape_survivors_follow_path( nodes, 325 );
level.makarov waittill( "reached_path_end" );
thread radio_dialogue( "airport_mkv_thisway" );
nodes = GetNodeArray( "escape_moveup_1", "targetname" );
escape_survivors_follow_path( nodes, 300 );
if ( level.survivors.size > 1 )
{
level.comrad = level.survivors[ "1" ];
actor = level.survivors[ "1" ];
actor add_wait( ::waittill_msg, "reached_path_end" );
level add_abort( ::flag_wait, "escape_sequence_reach" );
actor add_func( ::delaythread, .5, ::anim_generic, actor, "CornerStndR_alert_signal_move_out" );
thread do_wait();
}
level.makarov waittill( "reached_path_end" );
foreach ( member in level.survivors )
member PushPlayer( true );
node = undefined;
foreach ( part in nodes )
{
if ( part.script_noteworthy != "makarov" )
continue;
node = part;
break;
}
door = GetEnt( "escape_door", "targetname" );
door thread escape_palm_style_door_open( "door_wood_slow_creaky_open" );
// door thread palm_style_door_open( "door_wood_slow_creaky_open" );
node = getstruct( "escape_slow_open_node", "targetname" );
level.makarov enable_cqbwalk();
level.makarov disable_exits();
node anim_generic_run( level.makarov, "hunted_open_barndoor_flathand" );
level.makarov delayThread( 1, ::disable_cqbwalk );
level.makarov delayThread( 1, ::enable_exits );
flag_set( "escape_doorkick" );
node = GetNode( "escape_moveup_1b", "targetname" );
level.makarov follow_path( node, 260 );
array_thread( level.team, ::enable_cqbwalk );
array_thread( level.team, ::delaythread, 4, ::disable_cqbwalk );
level.makarov delaythread( 3.5, ::dialogue_queue, "airport_mkv_hallway" );
escape_end_sequence();
wait 2;
activate_trigger( "escape_final_guys", "target" );
delayThread( 1.5, ::activate_trigger, "escape_police_trig", "targetname" );
thread escape_set_end_vision();
wait 10;
if ( is_default_start() )
nextmission();
else
IPrintLnBold( "DEVELOPER: END OF SCRIPTED LEVEL" );
}
escape_palm_style_door_open( soundalias )
{
/*wait( 1.35 );
if ( IsDefined( soundalias ) )
self PlaySound( soundalias );
else
self PlaySound( "door_wood_slow_open" );
self RotateTo( self.angles + ( 0, 70, 0 ), 2, .5, 0 );
self ConnectPaths();
self waittill( "rotatedone" );
self RotateTo( self.angles + ( 0, 30, 0 ), 1.5, 0, 1.5 );*/
wait( 1.35 );
if ( IsDefined( soundalias ) )
self PlaySound( soundalias );
else
self PlaySound( "door_wood_slow_open" );
self RotateTo( self.angles + ( 0, 70, 0 ), 2, .5, 0 );
self ConnectPaths();
self waittill( "rotatedone" );
self RotateTo( self.angles + ( 0, 40, 0 ), 1.5, 0, 1.5 );
}
escape_end_sequence()
{
flag_waitopen( "friendly_fire_warning" );
level endon( "friendly_fire_warning" );
level notify( "friendly_fire_stop_checking_for_player_dist" );
flag_set( "escape_sequence_reach" );
thread airport_vision_makarov();
level.comrad.animname = "comrad";
team = [];
team[ team.size ] = level.makarov;
team[ team.size ] = level.comrad;
//makarov putting his "hold" hand signal up
level.makarov add_wait( ::waittill_msg, "goal" );
level.makarov add_func( ::anim_single_solo, level.makarov, "stand_exposed_wave_halt_v2" );
level.makarov add_func( ::delaythread, .05, ::dialogue_queue, "airport_mkv_holdfire" );
add_func( ::flag_set, "escape_hold_your_fire" );
add_abort( ::flag_wait, "friendly_fire_warning" );
thread do_wait();
array_thread( team, ::escape_relax );
//wait for both guys to reach their spot
level.makarov.moveplaybackrate = 1.0;
level.comrad.moveplaybackrate = 1.0;
node = getstruct( "escape_ending_node", "targetname" );
node anim_reach_and_approach( team, "end_get_in" );
level.makarov.moveplaybackrate = 1.0;
level.comrad.moveplaybackrate = 1.0;
//wait for player to be in place
escape_end_wait_until_player_is_in_position();
backdoor = GetEnt( "escape_door_behind", "targetname" );
backdoor RotateYaw( 90, 3, 0, 3 );
setsaveddvar( "r_lightGridEnableTweaks", 1 );
thread lerp_savedDvar( "r_lightGridIntensity", .75, 2.0 );
flag_set( "escape_sequence_go" );
trigger = GetEnt( "escape_nojump", "targetname" );
trigger thread escape_player_disable_jump_n_weapon();
//get the van
van = level.escape_van_dummy;
//get guys in van
van notify( "stop_loop" );
array_thread( team, ::anim_stopanimscripted );
//setup idles to play once guy's are in
level.comrad add_wait( ::_waittillmatch, "single anim", "end" );
van add_func( ::anim_loop_solo, level.comrad, "end_get_in_idle", "stop_loop", "origin_animate_jnt" );
thread do_wait();
waittillframeend;
// thread music_stop( 7 );
level.vanmate thread end_vanmate_dialogue();
//Van Terrorist Good, you made it! Get in.
foreach ( member in team )
member LinkTo( van, "tag_body" );
team[ team.size ] = level.vanmate;
van thread anim_single( team, "end_get_in" );
van thread van_opendoors();
// gun = spawn_anim_model( "ending_weap" );
// van thread anim_single_solo( gun, "end_get_in" );
delay = 0.25;
length = GetAnimLength( level.vanmate getanim( "end_get_in" ) );
flag_wait( "end_player_ready" );
flag_set( "escape_player_get_in" );
// delayThread( delay, ::music_doublecross );
level.player allowcrouch( false );
level.player allowprone( false );
level.player setstance( "stand" );
thread escape_slow_mo();
//GET THE PLAYER IN
thread grab_player_if_he_gets_close();
flag_wait( "end_makarov_in_place" );
if ( flag( "player_ready_for_proper_ending" ) )
escape_animate_player_death();
else
escape_animate_player_death2();
//level.makarov delayThread( 1, ::dialogue_queue, "airport_mkv_thiswill" );
node = GetVehicleNode( "escape_van_leave_node", "targetname" );
thread escape_van_drive_away( node );
if ( !flag( "escape_player_realdeath" ) )
level.makarov SetLookAtEntity( level.player );
else
level.makarov SetLookAtEntity();
delayThread( GetAnimLength( level.makarov getanim( "end_drive_away" ) ) - 2.0, ::activate_trigger, "escape_final_guys2", "target" );
van thread anim_loop_solo( level.vanmate, "end_get_in_idle", "stop_loop", "origin_animate_jnt" );
van thread van_closedoors();
time = GetAnimLength( level.makarov getanim( "end_drive_away" ) );
delaythread( time - 1, ::radio_dialogue, "airport_mkv_allofrussia" );
van anim_single_solo( level.makarov, "end_drive_away", "origin_animate_jnt" );
level.makarov stop_magic_bullet_shield();
level.makarov Delete();
}
escape_slow_mo()
{
flag_wait( "end_player_ready" );
wait 1.25;
slowmo_start();
slowmo_setspeed_slow( .85 );
slowmo_setlerptime_in( 0 );
slowmo_lerp_in();
wait 3;
slowmo_setlerptime_out( 0 );
slowmo_lerp_out();
slowmo_end();
}
end_vanmate_dialogue()
{
self waittillmatch( "single anim", "dialog" );
self playsound( "airport_vt_madeit" );
self waittillmatch( "single anim", "dialog" );
self playsound( "airport_vt_beenough" );
}
escape_van_drive_away( node )
{
//get the van
van = level.escape_van_dummy;
level.escape_van_dummy delayCall( 3, ::playsound, "scn_ambulance_start_away" );
wait 5.0;
level.escape_van_dummy delayCall( 0, ::attachPath, node );
level.escape_van_dummy delayCall( 0, ::StartPath );
}
escape_kill_player( guy )
{
if ( level.start_point == "grigs" )
return;
if( flag( "escape_player_shot" ) )
return;
flag_set( "escape_player_shot" );
time_hit_ground = .5;
white_out_time = 6;
//breathing
level.player delayThread( .1, ::play_sound_on_entity, "breathing_hurt_start" );
level.player delayThread( time_hit_ground, ::play_sound_on_entity, "breathing_hurt" );
level.player delayThread( 3, ::play_sound_on_entity, "breathing_hurt" );
level.player delayThread( 6, ::play_sound_on_entity, "breathing_hurt" );
level.player delayThread( 9, ::play_sound_on_entity, "breathing_hurt" );
//heartbeat
level.player delayThread( 1.5, ::play_sound_on_entity, "breathing_heartbeat" );
level.player delayThread( 3, ::play_sound_on_entity, "breathing_heartbeat" );
level.player delayThread( 5, ::play_sound_on_entity, "breathing_heartbeat" );
level.player delayThread( 8, ::play_sound_on_entity, "breathing_heartbeat" );
level.player delayThread( 12, ::play_sound_on_entity, "breathing_heartbeat" );
level.player delayThread( 17, ::play_sound_on_entity, "breathing_heartbeat" );
//sound ducking
//level.player delayCall( white_out_time, ::shellshock, "airport", 10, true );
//rumble
// level.player delayCall( .05, ::PlayRumbleOnEntity, "damage_heavy" );
// level.player delayCall( time_hit_ground, ::PlayRumbleOnEntity, "tank_rumble" );
level.player.health = 100;
level.player DoDamage( 90, level.makarov GetTagOrigin( "tag_flash" ), level.makarov );
white = create_client_overlay( "white", 1 );
white thread fade_over_time( 0, .5 );
set_vision_set( "airport_death", 10 );
}
escape_set_end_vision( guy )
{
white = create_client_overlay( "white", 0 );
white fade_over_time( 1, 9.75 );
}
/************************************************************************************************************/
/* INITIALIZATIONS */
/************************************************************************************************************/
start_intro()
{
start_common_airport();
thread battlechatter_off( "allies" );
}
start_stairs()
{
start_common_airport();
intro_setup_dead_bodies();
thread battlechatter_off( "allies" );
trigger_off( "lobby_to_stairs_flow", "target" );
nodes = GetNodeArray( "prestairs_nodes", "targetname" );
ap_teleport_player();
ap_teleport_team( nodes );
thread airport_vision_intro( true );
thread blend_movespeedscale_custom( CONST_SPEEDLOBBY2 );
add_wait( ::flag_wait, "player_set_speed_stairs" );
add_func( ::blend_movespeedscale_custom, CONST_SPEEDSTAIRS, .25 );
thread do_wait();
add_wait( ::flag_wait, "player_set_speed_upperstairs" );
add_func( ::blend_movespeedscale_custom, CONST_SPEEDUPPER, 1 );
thread do_wait();
foreach ( node in nodes )
{
level.team[ node.script_noteworthy ] OrientMode( "face angle", node.angles[ 1 ] );
level.team[ node.script_noteworthy ] enable_calm_combat();
level.team[ node.script_noteworthy ].ignoreall = false;
level.team[ node.script_noteworthy ] thread ent_flag_set_delayed( "prestairs_nodes", .5 );
level.team[ node.script_noteworthy ] thread lobby_prestairs_nodes_behavior( node );
}
thread flag_set_delayed( "player_set_speed_lobby", .5 );
thread flag_set_delayed( "stairs_go_up", 1 );
thread flag_clear_delayed( "_escalator_on", 1 );
// music_stalk();
music_alternate();
}
glass_break_snds()
{
glassID = getglass( self.targetname );
level waittillmatch( "glass_destroyed", glassID );
play_sound_in_space( "scn_airport_skylight_glass", self.origin );
}
escalator_sounds()
{
snds = [];
snds[ snds.size ] = spawn( "script_origin", ( 5462.39, 2109.26, 76.125 ) );
snds[ snds.size ] = spawn( "script_origin", ( 5462.84, 2213.88, 160.665 ) );
snds[ snds.size ] = spawn( "script_origin", ( 5460.75, 2403.88, 314.567 ) );
snds[ snds.size ] = spawn( "script_origin", ( 5287.93, 2410.17, 316.125 ) );
snds[ snds.size ] = spawn( "script_origin", ( 5288.17, 2243.88, 184.175 ) );
snds[ snds.size ] = spawn( "script_origin", ( 5284.99, 2103.88, 68.6544 ) );
snds[ snds.size ] = spawn( "script_origin", ( 5104.29, 2009.68, 68.125 ) );
snds[ snds.size ] = spawn( "script_origin", ( 5009.83, 2106.67, 180.125 ) );
snds[ snds.size ] = spawn( "script_origin", ( 4889.42, 2225.57, 308.96 ) );
snds[ snds.size ] = spawn( "script_origin", ( 4766.84, 2102.98, 310.171 ) );
snds[ snds.size ] = spawn( "script_origin", ( 4871.84, 1995.85, 195.639 ) );
snds[ snds.size ] = spawn( "script_origin", ( 4987.36, 1885.09, 64.9956 ) );
foreach( snd in snds )
snd thread play_loop_sound_on_entity( "emt_airport_escalator" );
flag_waitopen( "_escalator_on" );
foreach( snd in snds )
snd stop_loop_sound_on_entity( "emt_airport_escalator" );
foreach( snd in snds )
snd thread play_sound_on_entity( "emt_airport_escalator_stop" );
}
start_massacre()
{
start_common_airport();
intro_setup_dead_bodies();
thread massacre_team_dialogue();
thread airport_vision_stairs( true );
trigger_off( "upperdeck_runners2", "target" );
trigger_off( "upperdeck_runners4", "target" );
trigger_off( "upperdeck_runners1b", "target" );
trigger_off( "upperdeck_runners1c", "target" );
array_thread( GetEntArray( "upperdeck_runners3", "script_noteworthy" ), ::add_spawn_function, ::upperdeck_runners3 );
thread battlechatter_off( "allies" );
ap_teleport_player();
ap_teleport_team( getstructarray( "massacre_start_nodes", "targetname" ) );
thread blend_movespeedscale_custom( CONST_SPEEDUPPER );
foreach ( actor in level.team )
{
actor thread ent_flag_set_delayed( "massacre_ready", .5 );
actor.goalradius = 8;
actor.moveplaybackrate = 1.3;
actor.ignoreall = false;
actor enable_calm_combat();
}
//music_stalk();
music_alternate();
}
start_gate()
{
start_common_airport();
intro_setup_dead_bodies();
trigger_off( "massacre_rentacops_rear", "target" );
trigger_off( "massacre_rentacops_stairs", "target" );
trigger_off( "massacre_runners1", "target" );
trigger_off( "massacre_runners2", "target" );
trigger_off( "massacre_runners3", "target" );
trigger_off( "upperdeck_runners3", "target" );
trigger_off( "upperdeck_runners4", "target" );
trigger_off( "upperdeck_runners2", "target" );
trigger_off( "upperdeck_runners1b", "target" );
trigger_off( "upperdeck_runners1c", "target" );
flag_set( "massacre_rentacops_stairs_dead" );
flag_set( "massacre_rentacops_rear_dead" );
thread battlechatter_off( "allies" );
ap_teleport_player();
ap_teleport_team( getstructarray( "gate_start_nodes", "targetname" ) );
flag_set( "gate_main" );
foreach ( actor in level.team )
{
actor thread ent_flag_set_delayed( "gate_ready_to_go", .5 );
}
//music_stalk();
//music_stop( 5 );
//music_HZ_airport();
}
start_basement()
{
start_common_airport();
thread battlechatter_off( "allies" );
array_thread( GetEntArray( "tarmac_littlebird_sniper", "script_noteworthy" ), ::add_spawn_function, ::tarmac_littlebird_sniper );
array_thread( GetEntArray( "tarmac_littlebird_sniper2", "script_noteworthy" ), ::add_spawn_function, ::tarmac_littlebird_sniper );
array_thread( GetEntArray( "tarmac_littlebird_pilot", "script_noteworthy" ), ::add_spawn_function, ::set_ignoreme, true );
array_thread( GetEntArray( "tarmac_littlebird_sniper", "script_noteworthy" ), ::add_spawn_function, ::tarmac_heli_bc_off );
array_thread( GetEntArray( "tarmac_littlebird_sniper2", "script_noteworthy" ), ::add_spawn_function, ::tarmac_heli_bc_off );
array_thread( GetEntArray( "tarmac_littlebird_pilot", "script_noteworthy" ), ::add_spawn_function, ::tarmac_heli_bc_off );
array_thread( GetEntArray( "gate_convoy_delete", "script_noteworthy" ), ::add_spawn_function, ::gate_convoy_delete );
//moved from tarmac
array_thread( GetEntArray( "tarmac_van_guys", "targetname" ), ::add_spawn_function, ::tarmac_van_guys, "tarmac_van_guys_spawn" );
array_thread( GetEntArray( "tarmac_van_guys2", "targetname" ), ::add_spawn_function, ::tarmac_van_guys, "tarmac_van_guys2_spawn" );
GetEnt( "tarmac_swat_van", "targetname" ) add_spawn_function( ::tarmac_van_logic );
GetEnt( "tarmac_swat_van", "targetname" ) add_spawn_function( ::tarmac_van_stuff, "scn_airport_police_van_arrive1", "tarmac_swat_van" );
GetEnt( "tarmac_swat_van2", "targetname" ) add_spawn_function( ::tarmac_van_stuff, "scn_airport_police_van_arrive2", "tarmac_swat_van2" );
GetEnt( "tarmac_swat_van", "targetname" ) thread tarmac_van_fake( "tarmac_swat_van" );
GetEnt( "tarmac_swat_van2", "targetname" ) thread tarmac_van_fake( "tarmac_swat_van2" );
ap_teleport_player();
ap_teleport_team( getstructarray( "basement_start_nodes", "targetname" ) );
thread blend_movespeedscale_custom( CONST_TARMAC );
level.drs_ahead_test = ::gate_drs_ahead_test;
flag_set( "gate_main" );
flag_set( "gate_heli_moveon" );
music_anticipation();
activate_trigger_with_targetname( "gate_heli_1" );
flag_wait( "team_initialized" );
array = [];
array[ array.size ] = GetNode( "basement_start_makarov", "targetname" );
array[ array.size ] = GetNode( "basement_start_shotgun", "targetname" );
array[ array.size ] = GetNode( "basement_start_saw", "targetname" );
array[ array.size ] = GetNode( "basement_start_m4", "targetname" );
wait .2;
foreach ( member in level.team )
{
member enable_calm_combat();
member.ignoreall = true;
member.ignoreme = true;
member.moveplaybackrate = 1.2;
member disable_arrivals();
member disable_exits();
member thread gate_do_jog2();
member.goalradius = 16;
}
foreach ( node in array )
level.team[ node.script_noteworthy ] thread follow_path( node );
}
start_tarmac()
{
start_common_airport();
intro_setup_dead_bodies();
thread battlechatter_off( "allies" );
array_thread( GetEntArray( "tarmac_littlebird_sniper", "script_noteworthy" ), ::add_spawn_function, ::tarmac_littlebird_sniper );
array_thread( GetEntArray( "tarmac_littlebird_sniper2", "script_noteworthy" ), ::add_spawn_function, ::tarmac_littlebird_sniper );
array_thread( GetEntArray( "tarmac_littlebird_pilot", "script_noteworthy" ), ::add_spawn_function, ::set_ignoreme, true );
array_thread( GetEntArray( "tarmac_littlebird_sniper", "script_noteworthy" ), ::add_spawn_function, ::tarmac_heli_bc_off );
array_thread( GetEntArray( "tarmac_littlebird_sniper2", "script_noteworthy" ), ::add_spawn_function, ::tarmac_heli_bc_off );
array_thread( GetEntArray( "tarmac_littlebird_pilot", "script_noteworthy" ), ::add_spawn_function, ::tarmac_heli_bc_off );
//moved from tarmac
array_thread( GetEntArray( "tarmac_van_guys", "targetname" ), ::add_spawn_function, ::tarmac_van_guys, "tarmac_van_guys_spawn" );
array_thread( GetEntArray( "tarmac_van_guys2", "targetname" ), ::add_spawn_function, ::tarmac_van_guys, "tarmac_van_guys2_spawn" );
GetEnt( "tarmac_swat_van", "targetname" ) add_spawn_function( ::tarmac_van_logic );
GetEnt( "tarmac_swat_van", "targetname" ) add_spawn_function( ::tarmac_van_stuff, "scn_airport_police_van_arrive1", "tarmac_swat_van" );
GetEnt( "tarmac_swat_van2", "targetname" ) add_spawn_function( ::tarmac_van_stuff, "scn_airport_police_van_arrive2", "tarmac_swat_van2" );
GetEnt( "tarmac_swat_van", "targetname" ) thread tarmac_van_fake( "tarmac_swat_van" );
GetEnt( "tarmac_swat_van2", "targetname" ) thread tarmac_van_fake( "tarmac_swat_van2" );
ap_teleport_player();
ap_teleport_team( getstructarray( "tarmac_start_nodes", "targetname" ) );
thread blend_movespeedscale_custom( CONST_TARMAC );
flag_set_delayed( "tarmac_moveout", .1 );
flag_set( "gate_main" );
flag_set( "gate_heli_moveon" );
flag_set( "basement_moveout" );
music_anticipation();
activate_trigger_with_targetname( "gate_heli_1" );
activate_trigger_with_targetname( "basement_heli_1" );
activate_trigger_with_targetname( "tarmac_van_dummy_spawn_trig" );
delayThread( .2, ::activate_trigger, "tarmac_security", "target" );
}
start_escape()
{
start_common_airport();
intro_setup_dead_bodies();
thread battlechatter_off( "allies" );
thread airport_vision_exterior( true );
flag_wait( "team_initialized" );
foreach ( member in level.team )
{
member enable_heat_behavior();
member PushPlayer( false );
}
level.team[ "saw" ] stop_magic_bullet_shield();
level.team[ "shotgun" ] stop_magic_bullet_shield();
level.team[ "saw" ] Kill();
level.team[ "shotgun" ] Kill();
level.team = array_removeDead_keepkeys( level.team );
ap_teleport_player();
ap_teleport_team( getstructarray( "escape_start_nodes", "targetname" ) );
level.player AllowSprint( true );
thread blend_movespeedscale_custom( 100 );
music_escape();
flag_set( "tarmac_enemies_wave1_dead" );
flag_set( "tarmac_enemies_wave2_dead" );
flag_set( "tarmac_van_guys_dead" );
flag_set( "tarmac_van_guys2_dead" );
level.player allowjump( true );
level.player allowsprint( true );
}
start_grigs()
{
start_common_airport();
thread battlechatter_off( "allies" );
thread airport_vision_exterior( true );
wait .1;
grigs_test();
}
grigs_test()
{
list = [];
list[ list.size ] = "m4_grunt";
list[ list.size ] = "saw_reflex";
list[ list.size ] = "saw";
list[ list.size ] = "saw_acog";
list[ list.size ] = "mp5";
list[ list.size ] = "ump45";
list[ list.size ] = "g36c";
list[ list.size ] = "g36c_acog";
list[ list.size ] = "g36c_grenadier";
list[ list.size ] = "g36c_reflex";
list[ list.size ] = "striker";
node = getstruct( "escape_ending_node", "targetname" );
level.escape_van_dummy = Spawn( "script_model", node.origin );
level.escape_van_dummy.angles = node.angles;
level.escape_van_dummy SetModel( "vehicle_ambulance_swat" );
level.vanmate = level.team[ "saw" ];
level.vanmate.animname = "van_mate";
level.comrad = level.team[ "m4" ];
level.comrad.animname = "comrad";
level.player enablePlayerWeapons( false );
while ( 1 )
{
foreach ( weapon in list )
{
store_current_weapon( weapon );
escape_animate_player_death();
wait 4;
}
}
}
start_common_airport()
{
thread escalator_sounds();
array_thread( getstructarray( "glass_break_snd", "script_noteworthy" ), ::glass_break_snds );
// add_global_spawn_function( "axis", ::disable_blood_pool );
// add_global_spawn_function( "neutral", ::disable_blood_pool );
array_thread( GetEntArray( "team", "targetname" ), ::add_spawn_function, ::team_init );
activate_trigger( "team", "target" );
thread flag_set_delayed( "team_initialized", .05 );
thread player_init();
ai = GetAIArray( "allies" );
foreach ( actor in ai )
{
if ( actor is_hero() )
continue;
actor Delete();
}
thread battlechatter_off( "axis" );
array = GetEntArray( "massacre_dummy", "targetname" );
foreach ( obj in array )
obj Hide();
array = GetEntArray( "gate_canned_deaths", "targetname" );
foreach ( obj in array )
obj Hide();
array = GetEntArray( "upperdeck_canned_deaths", "targetname" );
foreach ( obj in array )
{
obj Hide();
if ( IsDefined( obj.target ) )
{
temp = GetEnt( obj.target, "targetname" );
temp Hide();
}
}
thread objective();
thread friendly_fire();
flag_init( "trigger_kill_player" );
trigs = getentarray( "kill_player", "targetname" );
foreach( trig in trigs )
thread set_flag_on_trigger( trig, "trigger_kill_player" );
thread kill_player();
thread good_save_handler();
delayThread( .5, ::player_dynamic_move_speed );
sign_departure_status_init();
array = array_randomize( level.departure_status_array );
array[ 0 ] thread sign_departure_status_flip_to( "arriving" );
array[ 1 ] thread sign_departure_status_flip_to( "arriving" );
array[ 2 ] thread sign_departure_status_flip_to( "arriving" );
array[ 3 ] thread sign_departure_status_flip_to( "boarding" );
array[ 4 ] thread sign_departure_status_flip_to( "boarding" );
}
objective()
{
// Don't blow your cover.
level.strings[ "OBJ_COVER" ] = &"AIRPORT_OBJ_COVER";
// Don't blow your cover... at any cost.
level.strings[ "OBJ_COVER_COST" ] = &"AIRPORT_OBJ_COVER_COST";
// Don't blow your cover and earn Makarov's trust.
level.strings[ "OBJ_COVER_TRUST" ] = &"AIRPORT_OBJ_COVER_TRUST";
// Earn Makarov's trust.
level.strings[ "OBJ_TRUST" ] = &"AIRPORT_OBJ_TRUST";
// Follow Makarov's lead.
level.strings[ "OBJ_TRUST_COST" ] = &"AIRPORT_OBJ_TRUST_COST";
// Get in the van.
level.strings[ "OBJ_GET_IN_VAN" ] = &"AIRPORT_OBJ_GET_IN_VAN";
// Press ^3[{+gostand}]^7 to
level.strings[ "mantle" ] = &"SCRIPT_MANTLE";
foreach ( string in level.strings )
PreCacheString( string );
if ( is_default_start() )
wait 24 + 5.5;
else
wait .05;
Objective_Add( 1, "active", level.strings[ "OBJ_TRUST_COST" ] );
Objective_Current( 1 );
objective_get_pos();
/*trigger = GetEnt( "escape_nojump", "targetname" );
Objective_Add( 2, "active", level.strings[ "OBJ_GET_IN_VAN" ], trigger.origin );
Objective_Current( 2 );
flag_wait( "escape_player_is_in" );
Objective_State( 1, "done" );
Objective_State( 2, "done" );*/
}
objective_get_pos()
{
level endon( "escape_player_get_in" );
objective_onentity( 1, level.makarov, ( 0,0,80 ) );
flag_wait( "end_get_in_the_van" );
}
airport_music()
{
flag_init( "airport_alternate" );
flag_init( "airport_anticipation" );
flag_init( "airport_escape" );
switch ( level.start_point )
{
case "default":
case "start_intro":
case "stairs":
case "massacre":
flag_wait( "airport_alternate" );
music_loop( "airport_alternate", 212 );
/#
println( " *** MUSIC: airport_alternate *** " );
#/
case "gate":
case "basement":
case "tarmac":
flag_wait( "airport_anticipation" );
thread music_stop( 1 );
thread music_sfx_to_music( "airport_anticipation", 308, undefined, 306 );
/#
println( " *** MUSIC: airport_anticipation *** " );
#/
case "escape":
flag_wait( "airport_escape" );
music_loop( "airport_escape", 150 );
/#
println( " *** MUSIC: airport_escape *** " );
#/
flag_wait( "escape_hold_your_fire" );
thread music_stop( 2 );
snd = spawn( "script_origin", level.player.origin );
snd linkto( level.player );
snd playsound( "airport_doublecross_sfx" );
/#
println( " *** MUSIC: airport_doublecross *** " );
#/
break;
default:
AssertMsg( "Unhandled start point " + level.start_point );
break;
}
}