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