IW4-Dump-Files/maps/so_assault_oilrig.gsc

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#include maps\_utility;
#include common_scripts\utility;
#include maps\_anim;
#include maps\_vehicle;
#include maps\_specialops;
#include maps\_slowmo_breach;
main()
{
level.so_compass_zoom = "close";
remove_triggers = getentarray( "redshirt_trigger", "targetname" );
foreach( trigger in remove_triggers )
trigger Delete();
add_start( "start_map", ::start_map );
maps\oilrig::main();
default_start( ::start_map );
thread maps\oilrig::above_water_art_and_ambient_setup();
thread maps\oilrig::killtrigger_ocean_on();
// use different spotlight in splitscreen.
if ( issplitscreen() )
level._effect[ "_attack_heli_spotlight" ] = LoadFX( "misc/spotlight_large" );
}
start_map()
{
level endon( "special_op_terminated" );
/*-----------------------
INITIALIZATION
-------------------------*/
level.hostagemanhandle = false;
thread fade_challenge_in();
thread enable_challenge_timer( "breaching_on", "barracks_cleared" );
thread music_to_first_breach();
thread music_to_top_deck();
// thread music_end();
thread breach_flags();
thread maps\oilrig::c4_barrels();
assert( isdefined( level.gameskill ) );
switch( level.gameSkill )
{
case 0: // Easy
case 1: gameskill_Regular(); break; // Regular
case 2: gameskill_hardened(); break; // Hardened
case 3: gameskill_veteran(); break; // Veteran
}
thread obj_main();
maps\_compass::setupMiniMap( "compass_map_oilrig_lvl_1" );
array_thread( getentarray( "compassTriggers", "targetname" ), maps\oilrig::compass_triggers_think );
/*-----------------------
FIRST BREACH
-------------------------*/
array_call( level.players,::SetMoveSpeedScale, 1 );
level.playerspeed = undefined;
//"Sub Command: Civilian hostages hostages at your position, watch your fire."
delaythread( 2,::radio_dialogue, "oilrig_sbc_civilhostages" );
battlechatter_on( "axis" );
/*-----------------------
OPEN GATE, SOUND ALARMS
-------------------------*/
flag_wait( "upper_room_cleared" );
//"Sub Command: Hotel Six, hostages from lower decks are being extracted by Team 2. Proceed to the top deck ASAP to secure the rest, over."
delaythread( 2,::radio_dialogue, "oilrig_sbc_gettolz" );
level.hostageNodes = getnodearray( "node_hostage_scaffolding", "targetname" );
volume_ambush_room = getent( "volume_ambush_room", "script_noteworthy" );
thread hostage_evac( volume_ambush_room );
thread alarm();
wait 10;
thread maps\oilrig::open_gate( undefined, true );
thread maps\oilrig::spawn_trigger_dummy( "dummy_spawner_ballsout_intro" );
thread maps\oilrig::spawn_trigger_dummy( "dummy_spawner_ballsout" );
flag_wait( "player_at_deck1_midpoint" );
/*-----------------------
DECK 2 RAPPELERS
-------------------------*/
aSpawners = getentarray( "hostiles_rappel_deck2", "targetname" );
flag_wait( "rappel_dudes_failsafe" );
aHostiles = maps\oilrig::spawn_group_staggered( aSpawners );
/*-----------------------
DECK 2 HELICOPTER
-------------------------*/
heli_enters_and_attacks();
/*-----------------------
DECK 3
-------------------------*/
flag_wait( "player_at_stairs_to_top_deck" );
thread maps\oilrig::deck3_firefight();
flag_wait( "smoke_firefight" );
thread dialogue_thermal_hint();
flag_wait( "player_approaching_topdeck_building" );
//***Sub Command Hotel Six, be advised, hostages have been confirmed at your location along with possible explosives, over.
radio_dialogue( "oilrig_sbc_hostconfirmed" );
/*-----------------------
FINAL BREACH
-------------------------*/
flag_wait( "top_deck_room_breached" );
/*-----------------------
LEVEL END
-------------------------*/
flag_wait( "barracks_cleared" );
wait( 2 );
//***Sub Command Good job, Hotel Six. Marine reinforcements are inserting now to dismantle the SAM sites. Get your team ready for phase two of the operation. Out.
// radio_dialogue( "oilrig_sbc_phase2" );
// thread dialogue_end_chatter();
thread fade_challenge_out();
}
dialogue_thermal_hint()
{
wait 2;
//Cpt. MacTavish All teams be advised: these guys are a step up - they're using thermal optics to see through the smoke.
dialogue_array[0] = "oilrig_use_thermal_00";
//Cpt. MacTavish If you've got thermal sights, now would be a good time! oilrig_nsl_pickoff tense, aggressive, under fire, a bit sarcastic
dialogue_array[1] = "oilrig_find_thermal_00";
iRand = randomint( dialogue_array.size );
radio_dialogue( dialogue_array[ iRand ] );
}
heli_enters_and_attacks()
{
heliSpawner = getent( "heli_deck2", "targetname" );
heliSpawner.origin = heliSpawner.origin + ( 0, 0, -250 );
eHeli = spawn_vehicle_from_targetname_and_drive( "heli_deck2" );
eHeli endon( "death" );
foreach( eTurret in eHeli.mgturret )
{
eTurret turret_set_default_on_mode( "manual" );
eTurret setMode( "manual" );
}
eHeli.dontWaitForPathEnd = true;
thread maps\oilrig::heli_ramp_up_damage( eHeli );
eHeli thread heli_intimidates_player();
eHeli delaythread ( 3, maps\_attack_heli::heli_spotlight_on, "tag_barrel", true );
thread track_if_player_is_shooting_at_intimidating_heli( eHeli );
thread maps\oilrig::heli_kill_failsafe( eHeli );
flag_wait_either( "player_shoots_or_aims_rocket_at_intimidating_heli", "deck_2_heli_is_finished_intimidating" );
eHeli = maps\_attack_heli::begin_attack_heli_behavior( eHeli );
}
heli_intimidates_player()
{
wait( 5 );
flag_set( "deck_2_heli_is_finished_intimidating" );
}
track_if_player_is_shooting_at_intimidating_heli( eHeli )
{
level endon( "deck_2_heli_is_finished_intimidating" );
level endon( "player_shoots_or_aims_rocket_at_intimidating_heli" );
for ( ;; )
{
// this damage is done to self.health which isnt used to determine the helicopter's health, damageTaken is.
eHeli waittill( "damage", damage, attacker, direction_vec, P, type );
if ( !isdefined( attacker ) || !isplayer( attacker ) )
continue;
else
{
flag_set( "player_shoots_or_aims_rocket_at_intimidating_heli" );
break;
}
}
}
dialogue_end_chatter()
{
//***Marine HQ Hunter Two-Two, this is Punisher Actual. GOPLAT secure. All EOD teams are cleared for landing.
radio_dialogue( "oilrig_rmv_goplat" );
//***Marine 1 Roger Punisher, Hunter Two-Two copies all. military monotone, background flavor dialogue
radio_dialogue( "oilrig_gm1_copies" );
//***F-15 Pilot Punisher this is Phoenix One-One, flight of two F-15s en route to grid 257221 for SEAD mission, requesting sitrep over
radio_dialogue( "oilrig_f15_twof15s" );
//***Marine HQ Phoenix One-One, Punisher. Blue sky, I repeat blue sky. Come to heading two-four-zero and continue on course to target area. Good hunting. Over.
radio_dialogue( "oilrig_rmv_bluesky" );
//***F-15 Pilot Phoenix One-One copies. Out.
radio_dialogue( "oilrig_f15_copies" );
//***Marine HQ Punisher to all flights in vicinity of grid 255202, local airspace is secure. I repeat, local airspace is secure. Proceed on course to target area along Route November Two.
radio_dialogue( "oilrig_rmv_localairspace" );
//***Marine 1 Punisher this Hunter Actual. Hunter Two-Two is moving to secure the SAM site at the southwest corner of main deck. Hunter Two-Three is proceeding towards the derrick building to disarm the explosives.
radio_dialogue( "oilrig_gm1_hunteractual" );
//***Marine HQ Punisher copies all. We have eyes on two-two. They are arriving at the southwest SAM site<74> standby<62> standby<62>Site is secure, repeat site is secure.
//radio_dialogue( "oilrig_rmv_standby" );
//***Marine HQ Punisher Actual to all strike teams - all SAM sites neutralized, repeat, all SAM sites have been neutralized. Blue sky in effect.
radio_dialogue( "oilrig_rmv_samsitesneut" );
}
breach_flags()
{
level waittill( "breach_explosion" );
flag_set( "upper_room_breached" );
wait( 2 );
level waittill( "breach_explosion" );
flag_set( "top_deck_room_breached" );
}
alarm()
{
alarm_org = getent( "origin_alarm", "targetname" );
alarm_org playloopsound( "emt_oilrig_alarm_alert" );
wait( 20 );
alarm_org stopLoopSound( "emt_oilrig_alarm_alert" );
alarm_org delete();
}
music_to_first_breach()
{
level endon( "upper_room_breached" );
music_alias = "so_assault_oilrig_sneak_music";
music_time = musicLength( music_alias ) + 2;
while ( !flag( "upper_room_breached" ) )
{
MusicPlayWrapper( music_alias );
wait( music_time );
}
}
music_to_top_deck()
{
flag_wait( "upper_room_breached" );
music_stop();
flag_wait( "upper_room_cleared" );
level endon( "top_deck_room_breached" );
music_alias = "so_assault_oilrig_fight_music_01";
music_time = musicLength( music_alias ) + 2;
while ( !flag( "top_deck_room_breached" ) )
{
MusicPlayWrapper( "so_assault_oilrig_fight_music_01" );
wait( music_time );
}
}
music_end()
{
flag_wait( "top_deck_room_breached" );
music_stop();
flag_wait( "barracks_cleared" );
musicstop();
wait( .5 );
MusicPlayWrapper( "so_assault_oilrig_victory_music" );
}
hostage_evac( eVolume )
{
level endon( "mission failed" );
level endon( "missionfailed" );
level endon( "player_shot_a_hostage" );
aHostages = eVolume get_ai_touching_volume( "neutral" );
if ( flag( "oilrig_mission_failed" ) )
return;
if ( flag( "missionfailed" ) )
return;
array_thread( aHostages, ::hostage_evac_think );
thread AI_delete_when_out_of_sight( aHostages, 512 );
}
hostage_evac_think()
{
level endon( "mission failed" );
self endon( "death" );
while( !isdefined( self.breachfinished ) )
wait( .1 );
while( self.breachfinished == false )
wait( .1 );
wait( randomfloatrange( 1, 2 ) );
eNode = level.hostageNodes[ 0 ];
level.hostageNodes = array_remove( level.hostageNodes, eNode );
if ( !isdefined( self ) )
return;
self notify( "stop_idle" );
self setgoalnode( eNode );
self.goalradius = 64;
self.alertlevel = "alert";
self waittill( "goal" );
}
gameskill_regular()
{
level.challenge_objective = &"SO_ASSAULT_OILRIG_OBJ_MAIN";
}
gameskill_hardened()
{
level.challenge_objective = &"SO_ASSAULT_OILRIG_OBJ_MAIN";
}
gameskill_veteran()
{
level.challenge_objective = &"SO_ASSAULT_OILRIG_OBJ_MAIN";
}
obj_main()
{
objective_number = 1;
obj_positions = getentarray( "obj_breach2", "targetname" );
objective_add( objective_number, "current", level.challenge_objective );
assign_script_breachgroup_to_ents( obj_positions );
// find out which breaches should be added to the objective positions
breach_indices = get_breach_indices_from_ents( obj_positions );
// add positions for these breaches
objective_breach( objective_number, breach_indices[ 0 ], breach_indices[ 1 ], breach_indices[ 2 ], breach_indices[ 3 ] );
flag_wait( "upper_room_breached" );
objective_clearAdditionalPositions( objective_number );
Objective_SetPointerTextOverride( objective_number ); // clear the breached text
flag_wait( "upper_room_cleared" );
obj_position = getent( "obj_explosives_locate_01", "targetname" );
Objective_Position( objective_number, obj_position.origin );
flag_wait( "player_at_stairs_to_deck_2" );
obj_position = getent( "obj_explosives_locate_01a", "targetname" );
objective_position( objective_number, obj_position.origin );
flag_wait( "player_at_corener_of_deck2" );
obj_position = getent( "obj_explosives_locate_02", "targetname" );
objective_position( objective_number, obj_position.origin );
flag_wait( "player_at_stairs_to_top_deck" );
obj_positions = getentarray( "obj_breach3", "targetname" );
assign_script_breachgroup_to_ents( obj_positions );
// find out which breaches should be added to the objective positions
breach_indices = get_breach_indices_from_ents( obj_positions );
// add positions for these breaches
objective_breach( objective_number, breach_indices[ 0 ], breach_indices[ 1 ], breach_indices[ 2 ], breach_indices[ 3 ] );
flag_wait( "top_deck_room_breached" );
objective_clearAdditionalPositions( objective_number );
flag_wait( "barracks_cleared" );
wait( 1 );
objective_state( objective_number, "done" );
}