IW4-Dump-Files/maps/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()
{
default_start( ::start_ac130 );
set_default_start( "ac130" );
add_start( "ac130", ::start_ac130, "[ac130] -> default gameplay" );
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" );
precacheLevelStuff();
vehicleScripts();
if ( level.console )
level.hint_text_size = 1.6;
else
level.hint_text_size = 1.2;
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( &"CO_HUNTED_CO_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( &"CO_HUNTED_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" );
// 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" );
if( gametype != "specop" )
{
level.alphaTeam = getEntArray( "alpha", "targetname" );
level.bravoTeam = getEntArray( "bravo", "targetname" );
array_thread( level.alphaTeam, ::set_thermal_LOD );
array_thread( level.bravoTeam, ::set_thermal_LOD );
}
else
{
level.challenge_start_time = gettime();
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 );
//setsaveddvar( "r_lodBiasRigid", "10000" );
//setsaveddvar( "r_lodBiasSkinned", "10000" );
if ( is_coop() )
{
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
if( gametype != "specop" )
{
// Add beacon effects to friendlies
array_thread( level.alphaTeam, ::add_beacon_effect );
array_thread( level.bravoTeam, ::add_beacon_effect );
}
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.ground_player thread laser_targeting_device();
level.ground_player thread display_hint( "laser_hint" );
//array_thread( array_remove( level.players, level.ac130gunner ), ::add_beacon_effect );
//array_thread( array_remove( level.players, level.ac130gunner ), ::laser_targeting_device );
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 draw_ground_player_facing();
thread ac130_change_weapon_hint();
wait 0.1;
flag_clear( "coop_revive" );
flag_set( "clear_to_engage" );
/*foreach ( player in level.players )
{
player giveachievement( "AC_130_COOP" );// this should be a per - player function now that we support co - op
}*/
}
else
{
level.ground_player = level.player;
maps\_nightvision::main();
level.player set_vision_set_player( "hunted", 0 );
}
battlechatter_on( "allies" );
battlechatter_on( "axis" );
// Start
saveGame( "levelstart", &"AUTOSAVE_LEVELSTART", "whatever", true );
level.timed = true;
/*level.timed = false;
gameskill_p1 = level.player get_player_gameskill();
gameskill_p2 = level.player2 get_player_gameskill();
if ( ( gameskill_p1 > 1 ) && ( gameskill_p2 > 1 ) )
level.timed = true;
else
level.timed = false;
*/
if( gametype != "specop" )
{
// Make them invulnerable for now
array_thread( level.alphaTeam, ::magic_bullet_shield );
//array_thread( level.bravoTeam, ::magic_bullet_shield );
}
thread open_all_doors();
thread enemy_monitor();
if ( level.timed )
thread timer_start();
thread objective( gametype );
thread checkpoint_system( 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 );
}
// ****** Starts ****** //
start_ac130()
{
thread gameplay_logic( "default" );
}
start_specop()
{
thread gameplay_logic( "specop" );
}
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();
}
}
checkpoint_system( gametype )
{
if( gametype == "default" )
{
// Checkpoint A:
// Checkpoint A time expired.
checkpoint_logic( 60, "checkpoint_a", "waypoint_checkpoint_neutral_a", &"CO_HUNTED_TIME_TILL_CHECKPOINT_A", &"CO_HUNTED_MISSED_CHECKPOINT_A" );
// Checkpoint B:
// Checkpoint B time expired.
checkpoint_logic( 80, "checkpoint_b", "waypoint_checkpoint_neutral_b", &"CO_HUNTED_TIME_TILL_CHECKPOINT_B", &"CO_HUNTED_MISSED_CHECKPOINT_B" );
// Checkpoint C:
// Checkpoint C time expired.
checkpoint_logic( 110, "checkpoint_c", "waypoint_checkpoint_neutral_c", &"CO_HUNTED_TIME_TILL_CHECKPOINT_C", &"CO_HUNTED_MISSED_CHECKPOINT_C" );
// Checkpoint D:
// Checkpoint D time expired.
checkpoint_logic( 60, "checkpoint_d", "waypoint_checkpoint_neutral_d", &"CO_HUNTED_TIME_TILL_CHECKPOINT_D", &"CO_HUNTED_MISSED_CHECKPOINT_D" );
escape = getent( "escape_obj", "targetname" );
escape thread threeD_objective_hint( "waypoint_targetneutral" );
}
else
{
specop_obj = getent( "checkpoint_b", "targetname" );
specop_obj thread threeD_objective_hint( "waypoint_targetneutral" );
}
}
checkpoint_logic( time, flag_name, shader, timer_string, timer_expired_string )
{
checkpoint_origin = getent( flag_name, "targetname" );
checkpoint_origin thread threeD_objective_hint( shader, "kill_3d_checkpoint_icon" );
if ( level.timed )
thread checkpoint_timer_logic( time, timer_string, timer_expired_string );
thread waittill_checkpoint_hit( flag_name );
level waittill_either( "checkpoint_timer_expired", flag_name );
level notify( "kill_3d_checkpoint_icon" );
wait 1;// clear the old timer before starting the new one.
return;
}
waittill_checkpoint_hit( flag_name )
{
level endon( "checkpoint_timer_expired" );
flag_wait( flag_name );
if ( isdefined( level.checkpoint_timer ) )
level.checkpoint_timer destroy();
level notify( "kill_checkpoint_timer" );
/*if ( getdvar( "do_saves" ) == "1" )
thread autosave_by_name( "checkpoint" );*/
}
checkpoint_timer_logic( iSeconds, sLabel, timer_expired_string )
{
// destroy any previous timer just in case
//killTimer();
level endon( "kill_checkpoint_timer" );
/*-----------------------
TIMER SETUP
-------------------------*/
level.hudTimerIndex = 20;
level.checkpoint_timer = maps\_hud_util::get_countdown_hud( -250, 120 );
//duration = int((iSeconds * 1000) + 3000);
//level.checkpoint_timer SetPulseFX( 30, duration, 700 );//something, decay start, decay duration
level.checkpoint_timer.label = sLabel;
level.checkpoint_timer settenthstimer( iSeconds );
/*-----------------------
TIMER EXPIRED
-------------------------*/
wait( iSeconds );
thread hint( timer_expired_string, 4 );
level notify( "checkpoint_timer_expired" );
level.checkpoint_timer destroy();
}
move_ac130_think()
{
self waittill( "trigger" );
point = ( getent( self.target, "targetname" ) ).origin;
thread movePlaneToPoint( point );
}
open_all_doors()
{
/*
doors = getentarray( "barn_main_door","targetname");
for ( i=0; i<doors.size; i++ )
{
doors[i] connectpaths();
if ( doors[i].script_noteworthy == "right" )
doors[i] rotateto( doors[i].angles + (0,-160,0), .6, 0 , .1 );
else
doors[i] rotateto( doors[i].angles + (0,175,0), .75, 0 , .1 );
}
*/
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" );
//gate = getent( "big_barn_door", "targetname" );
//gate hunted_style_door_open( "door_metal_slow_open" );
}
enemy_monitor()
{
level.enemy_force = [];
level.enemy_force[ 0 ] = spawnstruct();
level.enemy_force[ 0 ].name = "farmers_house_spawners";
level.enemy_force[ 0 ].type = "spawners";
level.enemy_force[ 1 ] = spawnstruct();
level.enemy_force[ 1 ].name = "lone_barn_spawners";
level.enemy_force[ 1 ].type = "spawners";
level.enemy_force[ 2 ] = spawnstruct();
level.enemy_force[ 2 ].name = "down_road_spawners";
level.enemy_force[ 2 ].type = "spawners";
level.enemy_force[ 3 ] = spawnstruct();
level.enemy_force[ 3 ].name = "first_field_heli_drop";
level.enemy_force[ 3 ].type = "multi_use_vehicle";
level.enemy_force[ 4 ] = spawnstruct();
level.enemy_force[ 4 ].name = "second_field_heli_drop";
level.enemy_force[ 4 ].type = "multi_use_vehicle";
level.enemy_force[ 5 ] = spawnstruct();
level.enemy_force[ 5 ].name = "pickup_rightside_bridge";
level.enemy_force[ 5 ].type = "one_use_vehicle";
level.enemy_force[ 5 ].drove = false;
level.enemy_force[ 6 ] = spawnstruct();
level.enemy_force[ 6 ].name = "pickup_leftside_starting_bridge";
level.enemy_force[ 6 ].type = "one_use_vehicle";
level.enemy_force[ 6 ].drove = false;
//respawns
level.enemy_force[ 7 ] = spawnstruct();
level.enemy_force[ 7 ].name = "farmers_house_spawners";
level.enemy_force[ 7 ].type = "spawners";
level.enemy_force = array_randomize( level.enemy_force );
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 = "cellar_house_spawners";
level.enemy_force[ 2 ].type = "spawners";
level.enemy_force[ 3 ] = spawnstruct();
level.enemy_force[ 3 ].name = "pickup_leftside_fields";
level.enemy_force[ 3 ].type = "one_use_vehicle";
level.enemy_force[ 3 ].drove = false;
level.enemy_force[ 4 ] = spawnstruct();
level.enemy_force[ 4 ].name = "cellar_field_heli_drop";
level.enemy_force[ 4 ].type = "multi_use_vehicle";
//respawns
level.enemy_force[ 5 ] = spawnstruct();
level.enemy_force[ 5 ].name = "cellar_house_spawners";
level.enemy_force[ 5 ].type = "spawners";
level.enemy_force = array_randomize( level.enemy_force );
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";
//respawns
level.enemy_force[ 4 ] = spawnstruct();
level.enemy_force[ 4 ].name = "work_shop_spawners";
level.enemy_force[ 4 ].type = "spawners";
level.enemy_force[ 5 ] = spawnstruct();
level.enemy_force[ 5 ].name = "garage_spawners";
level.enemy_force[ 5 ].type = "spawners";
level.enemy_force[ 6 ] = spawnstruct();
level.enemy_force[ 6 ].name = "work_shop_spawners";
level.enemy_force[ 6 ].type = "spawners";
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";
//respawns
level.enemy_force[ 4 ] = spawnstruct();
level.enemy_force[ 4 ].name = "silo_spawners";
level.enemy_force[ 4 ].type = "spawners";
level.enemy_force[ 5 ] = spawnstruct();
level.enemy_force[ 5 ].name = "barn_spawners";
level.enemy_force[ 5 ].type = "spawners";
level.enemy_force[ 6 ] = spawnstruct();
level.enemy_force[ 6 ].name = "gas_station_spawners";
level.enemy_force[ 6 ].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" )
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;
}
//sound_selection = randomint ( level.dialog[ selection ].size );
//thread commander_dialog ( level.dialog[ selection ][ sound_selection ] );
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;
}
}
//getvehiclenode("thenode","script_noteworthy" waittill ("trigger",vehicle);
timer_start( gametype )
{
dialogue_line = undefined;
iSeconds = undefined;
switch( level.gameSkill )
{
case 0:// easy
iSeconds = 260; //4min
break;
case 1:// regular
iSeconds = 200; //3min
break;
case 2:// hardened
iSeconds = 140; //2min
break;
case 3:// veteran
iSeconds = 110; //1.5min
break;
}
assert( isdefined( iSeconds ) );
// Reach target in:
level thread bridge_timer_logic( iSeconds, &"CO_HUNTED_SPECOP_TIMER" );
}
bridge_timer_logic( iSeconds, sLabel, bUseTick )
{
if ( !isdefined( bUseTick ) )
bUseTick = false;
// destroy any previous timer just in case
killTimer();
level endon( "kill_timer" );
/*-----------------------
TIMER SETUP
-------------------------*/
level.hudTimerIndex = 20;
level.timer = maps\_hud_util::get_countdown_hud( -250, 100 );
level.timer SetPulseFX( 30, 900000, 700 );// something, decay start, decay duration
level.timer.label = sLabel;
level.timer settenthstimer( iSeconds );
level.start_time = gettime();
/*-----------------------
TIMER EXPIRED
-------------------------*/
if ( bUseTick == true )
thread timer_tick();
wait( iSeconds );
flag_set( "timer_expired" );
level.timer destroy();
// Mission failed. Enemy destroyed the bridge.
level thread mission_failed_out_of_time( &"CO_HUNTED_EXPIRED_SPECOP" );
}
mission_failed_out_of_time( deadquote )
{
level.player endon( "death" );
level endon( "kill_timer" );
// Mission failed. Enemy destroyed the bridge.
//thread hint( &"CO_HUNTED_TIMER_EXPIRED", 4 );
level notify( "mission failed" );
level.player freezeControls( true );
//level.player thread player_death_effect();
//level.player thread play_sound_on_entity( "airplane_final_explosion" );
musicstop( 1 );
setDvar( "ui_deadquote", deadquote );
wait 3;
maps\_utility::missionFailedWrapper();
level notify( "kill_timer" );
}
player_death_effect()
{
player = level.player;
playfx( level._effect[ "player_death_explosion" ], player.origin );
earthquake( 1, 1, level.player.origin, 100 );
}
objective( gametype )
{
if( gametype == "default" )
{
escape = getent( "escape_obj", "targetname" );
// Cross the bridge to safety before it is destroyed.
objective_add( 1, "active", &"CO_HUNTED_OBJ_CROSS_BRIDGE", escape.origin );
objective_current( 1 );
flag_wait( "escaped" );
objective_state( 1, "done" );
//commander_dialog ( "co_cf_cmd_command_out" );
//Nice work Charlie Four, command out.
nextmission();
//setsaveddvar( "ui_nextMission", "0" );
//missionSuccess( level.script );
}
if( gametype == "specop" )
{
specop_barn = getent( "checkpoint_b", "targetname" );
// Reach the checkpoint at the barn.
objective_add( 1, "active", &"CO_HUNTED_OBJ_REACH_BARN", specop_barn.origin );
objective_current( 1 );
flag_wait( "checkpoint_b" );
objective_state( 1, "done" );
level notify( "specop_challenge_completed" );
array_call( GetAIArray(), ::delete );
killTimer();
}
}
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();
}
}
timer_tick()
{
level endon( "stop_timer_tick" );
level endon( "kill_timer" );
while ( true )
{
wait( 1 );
level.player thread play_sound_on_entity( "countdown_beep" );
level notify( "timer_tick" );
}
}
killTimer()
{
level notify( "kill_timer" );
if ( isdefined( level.timer ) )
level.timer destroy();
}
kill_after_time( time )
{
wait( time );
if ( isalive( self ) )
self kill();
}
set_thermal_LOD()
{
self ThermalDrawEnable();
}
/*
hint( text, timeOut, double_line )
{
if ( getdvar( "chaplincheat" ) == "1" )
return;
clear_hints();
level endon( "clearing_hints" );
//add_hint_background( double_line );
level.hintElem = createFontString( "objective", level.hint_text_size );
level.hintElem.hidewheninmenu = true;
level.hintElem setPoint( "TOP", undefined, 0, 110 );
level.hintElem.sort = 0.5;
level.hintElem setText( text );
//level.hintElem endon ( "death" );
if ( isDefined( timeOut ) )
wait( timeOut );
else
return;
level.hintElem fadeOverTime( 0.5 );
level.hintElem.alpha = 0;
wait( 0.5 );
clear_hints();
}
clear_hints()
{
if ( isDefined( level.hintElem ) )
level.hintElem destroyElem();
if ( isDefined( level.iconElem ) )
level.iconElem destroyElem();
if ( isDefined( level.iconElem2 ) )
level.iconElem2 destroyElem();
if ( isDefined( level.iconElem3 ) )
level.iconElem3 destroyElem();
if ( isDefined( level.hintbackground ) )
level.hintbackground destroyElem();
level notify( "clearing_hints" );
}
*/
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 );
}