IW4-Dump-Files/maps/dcemp_endpart.gsc

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#include maps\_utility;
#include common_scripts\utility;
#include maps\_anim;
#include maps\_weather;
#include maps\_slowmo_breach;
#include maps\dcemp_endpart_code;
#include maps\dcemp_code;
#using_animtree( "generic_human" );
/*
// custom command line
+exec scripter +set start "tunnels" +difficultyhard +set cg_drawfps 1 +set debug_colorfriendlies "off"
*/
start_tunnels()
{
maps\dcemp::start_common_dcemp();
flag_set( "rain_fx" );
flag_set( "tunnels_main" );
vision_set_tunnels();
waittillframeend;
// activate_trigger_with_targetname( "tunnels_start_color_trigger" );
delaythread( 0.5, maps\_weather::rainHard, 0.1 );
delaythread( 0.5, maps\_weather::lightning, maps\dcemp_fx::lightning_normal, maps\dcemp_fx::lightning_flash );
emp_teleport_team( level.team, getstructarray( "tunnels_start_points", "targetname" ) );
emp_teleport_player();
level.sky delete();
delayThread( 0.25, ::activate_trigger_with_noteworthy, "tunnels_spawn_trigger" );
}
/*
start_whitehouse()
{
maps\dcemp::start_common_dcemp();
flag_set( "end_fx" );
vision_set_whitehouse();
level.sky delete();
emp_teleport_team( level.team, getstructarray( "whitehouse_start_points", "targetname" ) );
emp_teleport_player();
maps\_weather::rainMedium( 1 );
tunnels_flags();
flag_set( "tunnels_teleport_done" );
level thread endpart_objective();
}
whitehouse_flags()
{
flag_init( "mg_threat" );
flag_init( "whitehouse_radio" );
flag_init( "whitehouse_interior" );
flag_init( "whitehouse_radio_done" );
flag_init( "whitehouse_flare_obj" );
flag_init( "whitehouse_hammerdown" );
flag_init( "whitehouse_hammerdown_stopped" );
flag_init( "whitehouse_briefing_end" );
flag_init( "whitehouse_hammerdown_started" );
flag_init( "whitehouse_wrapup" );
flag_init( "whitehouse_completed" );
flag_init( "broadcast" );
flag_init( "broadcast_pause" );
flag_init( "broadcast_end" );
flag_init( "countdown" );
flag_init( "whitehouse_hammerdown_jets" );
flag_init( "remove_use_hint" );
flag_init( "flare_end_fx" );
flag_init( "whitehouse_2min" );
flag_init( "whitehouse_90sec" );
flag_init( "whitehouse_1min" );
flag_init( "whitehouse_30sec" );
}
whitehouse_main()
{
whitehouse_flags();
thread maps\_weather::rainMedium( 15 );
autosave_by_name( "tunnel_exit" );
array_spawn_function_noteworthy( "whitehouse_drone", ::whitehouse_drone );
array_spawn_function_noteworthy( "whitehouse_filler_drone", ::whitehouse_filler_drone );
array_spawn_function_noteworthy( "drone_war_drone", ::whitehouse_drone_war_drone );
spawner = getent( "marshall", "script_noteworthy" );
spawner add_spawn_function( ::whitehouse_marshall );
spawner spawn_ai();
chandelier_setup();
magic_rpg_setup();
whitehouse_rappel_setup();
sandbag_group_setup( "sandbag_group" );
sandbag_group_setup( "sandbag_entrance_group" );
whitehouse_mg_setup();
wait .2; // only needed for the start point to work as it should.
array_thread( level.team, ::whitehouse_team );
level.foley thread whitehouse_foley();
level.dunn thread whitehouse_dunn();
level thread whitehouse_dialogue();
level thread whitehouse_radio();
level thread whitehouse_radio_loop();
level.player.ignoreme = true;
flag_wait( "whitehouse_moveout" );
level.player.ignoreme = false;
battlechatter_on( "allies" );
flag_wait( "whitehouse_spotlight" );
thread maps\_weather::rainlight( 5 );
level thread whitehouse_spotlight();
level thread whitehouse_drone_slaughter();
whitehouse_entrance();
}
endpart_objective()
{
flag_wait( "tunnels_teleport_done" );
if( isdefined( level.objnum ) )
objective_state( level.objnum, "done" );
flag_wait( "whitehouse_moveout" );
pos = getstruct( "objective_entrance", "targetname" );
Objective_Add( 10, "current", &"DCEMP_OBJ_BREACH_WH", pos.origin );
pos = getstruct( "objective_breach", "targetname" );
Objective_Position( 10, pos.origin );
flag_wait( "whitehouse_radio" );
Objective_state( 10, "done" );
flag_wait( "whitehouse_flare_obj" );
pos = getstruct( "objective_roof", "targetname" );
// Objective_Add( 11, "current", &"DCEMP_OBJ_DEPLOY_FLARE", pos.origin );
Objective_Add( 11, "current", &"DCEMP_OBJ_DEPLOY_FLARE" );
objective_onentity( 11, level.foley, ( 0,0,70 ) );
flag_wait( "whitehouse_30sec" );
wait 2;
Objective_Position( 11, pos.origin );
flag_wait( "whitehouse_pop_flare" );
Objective_Ring( 11 );
flag_wait( "whitehouse_hammerdown_jets_safe" );
wait 10;
Objective_state( 11, "done" );
flag_wait( "whitehouse_completed" );
if ( is_default_start() )
{
nextmission();
}
else
IPrintLnBold( "DEVELOPER: END OF SCRIPTED LEVEL" );
}
whitehouse_dialogue()
{
wait 0.5;
level thread whitehouse_nag();
// Keep hitting 'em with the Two-Forty Bravos! Get more men moving on the left flank!
level.marshall dialogue_queue( "dcemp_cml_moremen" );
flag_wait( "whitehouse_entrance_init" );
//We need to punch through right here!
level.foley dialogue_queue( "dcemp_fly_punchthrough" );
//Take out those machine guns!
level.foley dialogue_queue( "dcemp_fly_machineguns" );
flag_wait( "whitehouse_entrance_clear" );
//Ramirez, let's go!
level.foley dialogue_queue( "dcemp_fly_ramirezgo" );
flag_wait( "whitehouse_radio" );
// Hey, there's a radio over here! The transmitter's not working, but I'm getting something!
level.dunn dialogue_queue( "dcemp_cpd_radiooverhere" );
flag_set( "whitehouse_radio_done" );
flag_wait( "whitehouse_2min" );
// What the hell are they talking about?
level.dunn dialogue_queue( "dcemp_cpd_talkingabout" );
thread flag_set_delayed( "whitehouse_flare_obj", 1.5 );
//Hammer Down means they're gonna flatten the city - we gotta get to the roof and stop 'em!
level.foley dialogue_queue( "dcemp_fly_flattenthecity" );
//We got less than two minutes, let's go!
level.foley dialogue_queue( "dcemp_fly_lessthantwomins" );
flag_wait( "whitehouse_90sec" );
// 90 seconds! We got to push through.
level.foley dialogue_queue( "dcemp_fly_90seconds" );
flag_wait( "whitehouse_1min" );
// One minute! Go go go!
level.foley dialogue_queue( "dcemp_fly_60seconds" );
flag_wait( "whitehouse_30sec" );
// 30 seconds! We gotta get to the roof now!! Go! Go!
level.foley dialogue_queue( "dcemp_fly_30seconds" );
}
whitehouse_radio_broadcast( soundalias )
{
flag_set( "broadcast" );
radio_array = SortByDistance( level.radio_array, level.player.origin );
play_count = 1; // 3
radio = undefined;
for ( i=0; i<radio_array.size; i++ )
{
// distance above or below player
dist = abs( level.player.origin[2] - radio_array[i].origin[2] );
if ( dist > 256 )
continue;
radio = radio_array[i];
radio PlaySound( soundalias, "sounddone" );
play_count--;
if ( !play_count )
break;
}
assert( isdefined( radio ) );
radio waittill( "sounddone" );
flag_clear( "broadcast" );
}
whitehouse_radio_loop()
{
level endon( "broadcast_terminate" );
flag_wait( "whitehouse_entrance_lobby" );
while( true )
{
flag_clear( "broadcast_end" );
flag_waitopen( "broadcast_pause" );
// This is Cujo-Five-One to any friendly units in D.C.: Hammer Down is in effect, I repeat, Hammer Down is in effect.
whitehouse_radio_broadcast( "dcemp_fp1_hammerdown" );
flag_waitopen( "broadcast_pause" );
// If you can receive this transmission, you are in a hardened high-value structure.
whitehouse_radio_broadcast( "dcemp_fp1_highvalue" );
flag_waitopen( "broadcast_pause" );
// Deploy green flares on the roof of this structure to indicate you are still combat effective.
whitehouse_radio_broadcast( "dcemp_fp1_greenflares" );
flag_waitopen( "broadcast_pause" );
// We will abort our mission on direct visual contact with this countersign.
whitehouse_radio_broadcast( "dcemp_fp1_willabort" );
flag_set( "broadcast_end" );
wait 0.05; // lets other threads react to flags
}
}
countdown_trigger()
{
self waittill( "trigger" );
if ( self.script_index == level.countdown_index )
{
flag_set( "countdown" );
if ( self.script_index == 2 )
autosave_by_name( "whitehouse_parlor" );
}
}
countdown_timeout()
{
level endon( "countdown" );
wait 30;
flag_set( "countdown" );
}
whitehouse_radio()
{
level endon( "whitehouse_hammerdown" );
level.radio_array = getentarray( "radio_origin", "targetname" );
flag_wait( "whitehouse_entrance_lobby" );
level.countdown_index = 0;
triggers = getentarray( "countdown_trigger", "targetname" );
array_thread( triggers, ::countdown_trigger );
level.hammerdown_time = gettime() + 120 * 1000;
countdown_line = [];
countdown_line[0] = "dcemp_fp1_2minutes";
countdown_line[1] = "dcemp_fp1_90secs";
countdown_line[2] = "dcemp_fp1_1minute";
countdown_line[3] = "dcemp_fp1_30secs";
countdown_flag = [];
countdown_flag[0] = "whitehouse_2min";
countdown_flag[1] = "whitehouse_90sec";
countdown_flag[2] = "whitehouse_1min";
countdown_flag[3] = "whitehouse_30sec";
// whitehouse_1min
flag_wait( "whitehouse_radio_done" );
flag_set( "whitehouse_interior" );
start_time = gettime();
while( true )
{
level.countdown_index++;
flag_set( "broadcast_pause" );
flag_waitopen( "broadcast" );
println( "***********************************" );
println( "********** COUNTDOWN: " + elapsed_time( start_time ) + " **********" );
println( "***********************************" );
level whitehouse_radio_broadcast( countdown_line[ level.countdown_index - 1 ] );
start_time = gettime();
// set countdown flags
flag_set( countdown_flag[ level.countdown_index - 1 ] );
if ( level.countdown_index == 4 )
break;
level thread countdown_timeout();
wait 6;
flag_clear( "broadcast_pause" );
flag_wait( "countdown" );
flag_clear( "countdown" );
}
// 30 seconds to go ...
flag_set( "whitehouse_hammerdown_jets" );
flag_wait( "whitehouse_hammerdown_jets_fly" );
//(garble)...target package Whiskey Hotel Zero-One has been authorized....roger...passing IP Buick...standby<62>
level thread whitehouse_radio_broadcast( "dcemp_fp1_beenauthorized" );
flag_wait( "whitehouse_hammerdown_jets_safe" );
wait 2.5;
// Countersign detected at the Whiskey Hotel! Abort abort!!
whitehouse_radio_broadcast( "dcemp_fp1_abortabort" );
//We got a countersign! Abort mission!
whitehouse_radio_broadcast( "dcemp_fp2_abortmission" );
//Aborting weapons release! Rolling out!
whitehouse_radio_broadcast( "dcemp_fp3_rollingout" );
//Roger, weapons on safe! Aborting mission!
whitehouse_radio_broadcast( "dcemp_fp4_abortingmission" );
// Cujo 5-1 to friendly ground units at the Whiskey Hotel - that was a close one.
whitehouse_radio_broadcast( "dcemp_fp1_closeone" );
//We're sending word back to HQ, stay alive down there. Cujo 5-1 out.
whitehouse_radio_broadcast( "dcemp_fp1_wordtohq" );
}
whitehouse_hammerdown_jet_safe()
{
level endon( "whitehouse_hammerdown" );
level.jets = [];
array_spawn_function_noteworthy( "hammer_down_jet", ::whitehouse_hammerdown_jet );
flag_wait( "whitehouse_hammerdown_jets_safe" );
activate_trigger_with_targetname( "hammer_down_jet_safe_trigger" );
foreach( jet in level.jets )
{
jet delete();
}
}
whitehouse_hammerdown_jet()
{
level.jets[ level.jets.size ] = self;
}
whitehouse_hammerdown()
{
level thread whitehouse_hammerdown_jet_safe();
level thread whitehouse_early_bombs();
flag_wait( "whitehouse_hammerdown_jets" );
flag_wait_or_timeout( "whitehouse_hammerdown_jets_fly", 15 );
flag_set( "whitehouse_hammerdown_jets_fly" );
activate_trigger_with_targetname( "hammer_down_jet_trigger" );
level endon( "whitehouse_hammerdown_stopped" );
wait 21; // old 11 seconds added 10 seconds.
flag_set( "whitehouse_hammerdown" );
wait 3;
flag_set( "whitehouse_hammerdown_started" );
// Bombs away bombs away.
whitehouse_radio_broadcast( "dcemp_fp1_bombsaway" );
wait 2;
exploder( "carpetbomb" );
earthquake( 0.1, 1, level.player.origin, 512 );
wait 0.5;
earthquake( 0.2, 1, level.player.origin, 512 );
wait 0.5;
earthquake( 0.4, 1, level.player.origin, 512 );
wait 0.5;
earthquake( 0.6, 3, level.player.origin, 512 );
wait .75;
level notify( "whitehouse_hammerdown_death" );
PlayFX( level._effect[ "carpetbomb" ], level.player.origin );
level.player PlaySound( "explo_metal_rand" );
wait 0.5;
level.foley stop_magic_bullet_shield();
level.dunn stop_magic_bullet_shield();
level.foley kill();
level.dunn kill();
level.player kill();
waittillframeend;
setDvar( "ui_deadquote", &"DCEMP_FLARE_DEADQUOTE" );
}
whitehouse_early_bombs()
{
flag_wait( "whitehouse_pop_flare" );
exploder( "early_bomb_2" );
wait 2;
exploder( "early_bomb_3" );
wait 1.5;
exploder( "early_bomb" );
}
whitehouse_nag()
{
level endon( "whitehouse_entrance_init" );
flag_wait( "whitehouse_briefing_end" );
while( true )
{
wait 6;
//Work your way to the left!!
level.foley dialogue_queue( "dcemp_fly_workyourwayleft" );
wait 3;
//Ramirez, let's go!
level.foley dialogue_queue( "dcemp_fly_ramirezgo" );
wait 8;
//Move up! We gotta take the left flank!
level.foley dialogue_queue( "dcemp_fly_takeleftflank" );
wait 6;
}
}
whitehouse_team()
{
if ( self is_hero() )
return;
self endon( "death" );
self.ignoreme = true;
self.ignoreall = true;
node_arr = getnodearray( "marine_node", "targetname" );
node = random( node_arr );
self setgoalnode( node );
flag_wait( "whitehouse_moveout" );
self.ignoreme = false;
self.ignoreall = false;
self set_fixednode_false();
self stop_magic_bullet_shield();
self setgoalentity( level.dunn );
self.goalradius = 512;
flag_wait( "whitehouse_entrance_init" );
self setgoalentity( level.dunn );
self setgoalpos( self.origin );
flag_wait( "whitehouse_breached" );
wait 2;
self delete();
}
whitehouse_briefing( animent )
{
// level endon( "whitehouse_moveout" );
guys = [];
guys[0] = level.foley;
guys[1] = level.marshall;
animent anim_single( guys , "DCemp_whitehouse_briefing" );
flag_set( "whitehouse_briefing_end" );
// flag_set( "whitehouse_moveout" );
}
whitehouse_foley()
{
self disable_ai_color();
self.ignoreme = true;
self.ignoreall = true;
wait 0.5;
node = getnode( "foley_briefing_approach_node", "targetname" );
self.goalradius = node.radius;
self setgoalnode( node );
self waittill( "goal" );
animent = getent( "whitehouse_briefing_ent", "targetname" );
animent anim_reach_solo( self, "DCemp_whitehouse_briefing" );
level thread whitehouse_briefing( animent );
flag_wait( "whitehouse_moveout" );
// self anim_stopanimscripted();
start_node = getnode( "foley_whitehouse_path", "targetname" );
self thread maps\_spawner::go_to_node( start_node );
self.ignoreme = false;
self.ignoreall = false;
flag_wait( "whitehouse_entrance_init" );
old_awareness = self.grenadeawareness;
self.grenadeawareness = 0;
flag_wait( "whitehouse_breached" );
self.grenadeawareness = old_awareness;
// self forceUseWeapon( "mp5", "primary" );
wait 2;
flag_wait( "whitehouse_radio" );
// turn off cqb so that the guy will idle at idle node.
self.neverenablecqb = true;
self disable_cqbwalk();
self.ignoreme = true;
self.ignoreall = true;
flag_wait( "whitehouse_flare_obj" );
self notify( "stop_going_to_node" );
door = getent( "whitehouse_kitchen_door", "targetname" );
parts = getentarray( door.target, "targetname" );
array_call( parts, ::linkto, door );
// kick open kitchen door
animent = getent( "whitehouse_kitchen_kick", "targetname" );
animent anim_generic_reach( level.foley, "doorburst_wave" );
animent thread anim_generic_gravity( level.foley, "doorburst_wave" );
door thread door_open_kick();
start_node = getnode( "foley_kitchen_path", "targetname" );
self thread maps\_spawner::go_to_node( start_node );
self.neverenablecqb = undefined;
self enable_cqbwalk();
self.ignoreme = false;
self.ignoreall = false;
// trying to not make him stop in the kitchen
// self.pushable = false;
// self pushplayer( true );
self set_ignoreSuppression( true );
self set_fixednode_false(); // this one seemed to do it
flag_wait( "whitehouse_path_elevator" );
// reset stuff trying to not make him stop in the kitchen
// self pushplayer( false );
// self.pushable = true;
self set_ignoreSuppression( false );
self set_fixednode_true();
self thread whitehouse_foley_flare();
}
whitehouse_foley_flare()
{
alt_animent = getent( "whitehouse_foley_flare_alt", "targetname" );
animent = getent( "whitehouse_foley_flare", "targetname" );
volume = getent( animent.target, "targetname" );
flag_wait( "whitehouse_hammerdown_jets_safe" );
if ( level.player istouching( volume ) )
animent = alt_animent;
animent anim_single_solo( self, "flare_moment_stand" );
self notify( "remove_flare" );
self.neverenablecqb = true;
self disable_cqbwalk();
}
whitehouse_dunn()
{
self disable_ai_color();
self.ignoreme = true;
self.ignoreall = true;
wait 0.8;
start_node = getnode( "dunn_whitehouse_path", "targetname" );
self thread maps\_spawner::go_to_node( start_node );
flag_wait( "whitehouse_moveout" );
self.ignoreme = false;
self.ignoreall = false;
self.neverenablecqb = true;
self disable_cqbwalk();
flag_wait( "whitehouse_entrance_init" );
old_awareness = self.grenadeawareness;
self.grenadeawareness = 0;
flag_wait( "whitehouse_breached" );
self.grenadeawareness = old_awareness;
// turn off cqb so that the guy will idle at idle node.
flag_wait( "whitehouse_radio" );
self.ignoreme = true;
self.ignoreall = true;
flag_wait( "whitehouse_flare_obj" );
self.neverenablecqb = undefined;
self enable_cqbwalk();
self.ignoreme = false;
self.ignoreall = false;
flag_wait( "whitehouse_pop_flare" );
self.neverenablecqb = true;
self disable_cqbwalk();
self.ignoreme = true;
self.ignoreall = true;
}
whitehouse_marshall()
{
self.animname = "marshall";
self.ignoreme = true;
self.ignoreall = true;
level.marshall = self;
self magic_bullet_shield();
animent = getent( "whitehouse_briefing_ent", "targetname" );
animent thread anim_first_frame_solo( self, "DCemp_whitehouse_briefing" );
flag_wait( "whitehouse_briefing_end" );
animent thread anim_first_frame_solo( self, "DCemp_whitehouse_briefing" );
// self anim_stopanimscripted();
self stop_magic_bullet_shield();
self.ignoreme = false;
self.ignoreall = false;
}
whitehouse_entrance()
{
flag_wait( "whitehouse_entrance_moveup" );
level thread whitehouse_cleanup_approach();
flag_wait( "whitehouse_entrance_init" );
autosave_by_name( "entrance" );
entrance_mg = getent( "west_side_mg", "script_noteworthy" );
entrance_mg thread manual_mg_init();
// sandbag_group_setup( "sandbag_entrance_group" );
flag_wait( "whitehouse_entrance_clear" );
battlechatter_off( "allies" );
thread maps\_weather::rainNone( 5 );
flag_wait( "whitehouse_breached" );
activate_trigger_with_targetname( "drone_war_trigger" );
flag_wait( "whitehouse_flare_obj" );
whitehouse_interior();
}
whitehouse_interior()
{
autosave_by_name( "interior" );
set_group_advance_to_enemy_parameters( 45, 1 );
reset_group_advance_to_enemy_timer( "axis" );
level.foley enable_heat_behavior( true );
level.dunn enable_heat_behavior( true );
level thread whitehouse_hammerdown();
setsaveddvar( "ai_friendlysuppression", 0 );
setsaveddvar( "ai_friendlyfireblockduration", 0 );
flag_wait( "whitehouse_path_elevator" );
battlechatter_on( "allies" );
flag_wait( "whitehouse_chandelier" );
source_ent = getent( "chandelier_grenade_source", "targetname" );
target_ent = getent( source_ent.target, "targetname" );
MagicGrenade( "fraggrenade", source_ent.origin, target_ent.origin, 1.5 );
flag_wait( "whitehouse_path_office_2" );
thread maps\_weather::rainlight( 8 );
flag_wait( "whitehouse_pop_flare" );
level.foley disable_heat_behavior();
level.dunn disable_heat_behavior();
}
whitehouse_drone()
{
self endon( "death" );
if ( !isdefined( level.whitehouse_drone_array ) )
level.whitehouse_drone_array = [];
level.whitehouse_drone_array[ level.whitehouse_drone_array.size ] = self;
self.health = 10000;
flag_wait( "whitehouse_silhouette_ready");
if ( isdefined( self.script_animation ) )
self.deathanim = level.drone_death_anims[ self.script_animation ];
self.health = 200;
}
whitehouse_filler_drone()
{
self endon( "death" );
self.health = 1000;
flag_wait( "whitehouse_breached" );
wait randomfloat( 5 );
self delete();
}
whitehouse_drone_war_drone()
{
self endon( "death" );
flag_wait( "whitehouse_path_roof" );
wait randomfloat( 5 );
self delete();
}
start_flare()
{
maps\dcemp::start_common_dcemp();
flag_set( "end_fx" );
vision_set_whitehouse();
level.sky delete();
emp_teleport_team( level.team, getstructarray( "flare_start_points", "targetname" ) );
emp_teleport_player();
whitehouse_flags();
start_node = getnode( "dunn_flare_path", "script_noteworthy" );
level.dunn thread maps\_spawner::go_to_node( start_node );
start_node = getnode( "foley_flare_path", "script_noteworthy" );
level.foley thread maps\_spawner::go_to_node( start_node );
level thread whitehouse_hammerdown();
level thread whitehouse_radio();
flag_set( "whitehouse_entrance_lobby" );
wait 0.1;
level.countdown_index = 3;
flag_set( "whitehouse_radio_done" );
flag_clear( "broadcast" );
level.foley thread whitehouse_foley_flare();
flag_wait( "whitehouse_hammerdown_jets_safe" );
level.dunn.neverenablecqb = true;
level.dunn disable_cqbwalk();
}
flare_main()
{
level thread flare_dialogue();
flag_wait( "whitehouse_pop_flare" );
level.player thread whitehouse_player_flare();
// stops iss from running when this thread ends.
level waittill( "wtf_is_this_for" );
}
flare_dialogue()
{
flag_wait( "whitehouse_hammerdown_jets_fly" );
flag_wait_or_timeout( "whitehouse_pop_flare", 14 );
// Pop the flares!!
level.foley dialogue_queue( "dcemp_fly_poptheflares" );
flag_set( "whitehouse_pop_flare" );
flag_wait( "whitehouse_wrapup" );
// What happens now?
level.dunn dialogue_queue( "dcemp_cpd_happensnow" );
//This war ain't over yet Corporal...all we did was level the playing field.
level.foley dialogue_queue( "dcemp_fly_waraintover" );
//Everyone downstairs. Let's try and get the transmitter working on that radio.
level.foley dialogue_queue( "dcemp_fly_backdownstairs" );
flag_set( "whitehouse_completed" );
}
whitehouse_player_flare()
{
level endon( "whitehouse_hammerdown_started" );
player_attached_use( &"SCRIPT_PLATFORM_HINTSTR_POPFLARE" );
while( !level.player IsOnGround() )
wait 0.05;
lerp_time = 0.5;
enablePlayerWeapons( false );
level.player.rig = spawn_anim_model( "flare_rig", level.player.origin );
level.player.rig hide();
level.player.rig.angles = ( 0,180,0 );
level.player.rig anim_first_frame_solo( level.player.rig, "flare");
if ( !flag( "whitehouse_hammerdown" ) )
flag_set( "whitehouse_hammerdown_stopped" );
// get rid of the flare and release the player when he should die.
level thread whitehouse_player_flare_death();
level.player PlayerLinkToBlend( level.player.rig, "tag_player", lerp_time );
wait lerp_time;
level.player PlayerLinkToDelta( level.player.rig, "tag_player", 1, 20, 20, 20, 20 );
movement_ent = level.player.rig spawn_tag_origin();
movement_ent thread steer_player_rig();
level.player.rig linkto( movement_ent );
level.player.rig thread player_flare();
level.player.rig show();
movement_ent anim_single_solo( level.player.rig, "flare");
flag_set( "flare_end_fx" );
level.player Unlink();
level.player.rig delete();
enablePlayerWeapons( true );
wait 3;
flag_set( "whitehouse_wrapup" );
}
steer_player_rig()
{
level endon( "flare_end_fx" );
moveRate = 3;
box1 = make_box( "flare_box1" );
box2 = make_box( "flare_box2" );
z_origin = level.player.origin[2];
while( true )
{
wait( 0.05 );
movement = level.player GetNormalizedMovement();
//iprintlnbold( movement[ 0 ] + " : " + movement[ 1 ] );
forward = anglesToForward( level.player.angles );
right = anglesToRight( level.player.angles );
forward *= movement[ 0 ] * moveRate;
right *= movement[ 1 ] * moveRate;
newLocation = level.player.origin + forward + right;
newLocation = ( newLocation[ 0 ], newLocation[ 1 ], z_origin );
if ( inside_box( newLocation, box1 ) || inside_box( newLocation, box2 ) )
self MoveTo( newLocation, 0.05 );
}
}
inside_box( new_origin, box )
{
x = new_origin[0];
y = new_origin[1];
if ( x > box[0][0] )
return false;
if ( y > box[0][1] )
return false;
if ( x < box[1][0] )
return false;
if ( y < box[1][1] )
return false;
return true;
}
make_box( targetname_str )
{
box = [];
top = getstruct( targetname_str, "targetname" );
bottom = getstruct( top.target, "targetname" );
box[0] = top.origin;
box[1] = bottom.origin;
return box;
}
whitehouse_player_flare_death()
{
level waittill( "whitehouse_hammerdown_death" );
level.player Unlink();
level.player.rig delete();
enablePlayerWeapons( true );
}
*/
tunnels_flags()
{
flag_init( "tunnels_teleport_done" );
flag_init( "tunnels_teleport" );
flag_init( "tunnels_door_open" );
flag_init( "tunnels_door_open_done" );
if( !flag_exist( "dc_emp_bunker" ) )
flag_init( "dc_emp_bunker" );
}
tunnels_main()
{
level.cosine[ "60" ] = cos( 60 );
tunnels_flags();
level.drone_spawn_func = ::simple_drone_init;
array_spawn_function_noteworthy( "tunnels_dead_guy", ::tunnels_dead_guy );
array_spawn_function_noteworthy( "tunnels_dead_check", ::tunnels_dead_check );
// array_spawn_function_noteworthy( "tunnel_filler_drone", ::whitehouse_filler_drone );
// array_spawn_function_noteworthy( "tunnels_wave_guy", ::tunnels_wave_guy );
// array_spawn_function_noteworthy( "tunnels_twirl_guy", ::tunnels_twirl_guy );
wait 0.2;
add_wait( ::trigger_wait_targetname, "tunnels_first_color_trig" );
add_func( ::vision_set_tunnels );
thread do_wait();
// array_thread( level.team, ::disable_ai_color );
level thread tunnels_door_scene();
flag_wait( "tunnels_main" );
// level thread endpart_objective();
level thread tunnels_dialogues();
force_flash_setup();
thread battlechatter_off( "allies" );
level.team[ "marine1" ] set_force_color( "g" );
level.foley set_force_color( "y" );
level.dunn set_force_color( "o" );
if ( !flag( "tunnels_indoor" ) )
activate_trigger_with_targetname( "tunnels_color_trigger" );
level thread tunnels_rain();
level thread tunnels_end();
flag_wait( "tunnels_foley_dialogue" );
delayThread( 9, maps\_ambient::set_ambience_blend_over_time, 6, "dcemp_heavy_rain_int", "dcemp_heavy_rain_tunnel" );
flag_wait_either( "tunnels_door_open", "tunnels_teleport_done" );
if ( flag( "tunnels_door_open" ) )
{
activate_trigger_with_targetname( "pre_teleport_color_trigger" );
level.foley delayThread( 7, ::enable_ai_color );
level.dunn delayThread( 4, ::enable_ai_color );
}
level waittill( "wait_for_ever" );
}
tunnels_end()
{
trigger = getent( "tunnels_teleport_trigger", "targetname" );
trigger waittill( "trigger" );
wait 1;
maps\_loadout::SavePlayerWeaponStatePersistent( "dcemp" );
if ( is_default_start() )
{
nextmission();
}
else
IPrintLnBold( "DEVELOPER: END OF SCRIPTED LEVEL" );
}
tunnels_rain()
{
flag_wait( "tunnels_indoor" );
flag_clear( "_weather_lightning_enabled" );
// maps\_weather::rainlight( 2 );
// flag_wait_or_timeout( "tunnels_dunn_anim_end", 5 );
// maps\_weather::rainNone( 2 );
flag_wait( "tunnels_teleport_done" );
flag_set( "_weather_lightning_enabled" );
// maps\_weather::rainHard( 5 );
}
tunnels_door_scene()
{
level endon( "tunnels_teleport" );
anim_ent = getent( "tunnel_door_animent", "targetname" );
door_ent = tunnels_door_setup( anim_ent );
flag_wait( "tunnels_main" );
flag_wait( "tunnels_door_start" );
level thread tunnels_friendlies_teleport();
guys = [];
guys[0] = level.dunn;
guys[1] = door_ent;
level thread tunnels_door_scene_interrupt( anim_ent );
level.dunn walkdist_zero();
level.foley walkdist_zero();
anim_ent anim_reach_solo( level.foley, "DCemp_door_sequence_foley_approch" );
anim_ent add_func( ::anim_single_solo , level.foley , "DCemp_door_sequence_foley_approch" );
anim_ent add_func( ::anim_loop_solo , level.foley , "DCemp_door_sequence_foley_idle", "foley_idle_end" );
level thread do_funcs();
anim_ent anim_reach_solo( level.dunn, "DCemp_door_sequence" );
anim_ent anim_single( guys , "DCemp_door_sequence" );
flag_set( "tunnels_door_open" );
anim_ent notify( "foley_idle_end" );
anim_ent thread anim_single_solo( level.foley, "DCemp_door_sequence_foley_wave" );
level.foley setgoalpos( level.foley.origin );
}
tunnels_door_scene_interrupt( anim_ent )
{
flag_wait( "tunnels_teleport" );
anim_ent notify( "foley_idle_end" );
level.dunn anim_stopanimscripted();
level.foley anim_stopanimscripted();
}
tunnels_door_setup( anim_ent )
{
anim_ent_2 = getent( "tunnel_door_animent_2", "targetname" );
door_ent = spawn_anim_model( "tunnel_door", anim_ent.origin );
// door_ent_2 = spawn_anim_model( "tunnel_door", anim_ent_2.origin );
// door_ent_2.angles += (0,-90,0);
brush_door = getent( "tunnel_door", "targetname" );
brush_door linkto( door_ent );
// brush_door_2 = getent( "tunnel_door_2", "targetname" );
// brush_door_2 linkto( door_ent_2 );
brush_door connectpaths();
anim_ent anim_first_frame_solo( door_ent, "DCemp_door_sequence" );
// anim_ent_2 thread anim_single_solo( door_ent_2, "DCemp_door_sequence" );
return door_ent;
}
tunnels_friendlies_teleport()
{
flag_wait( "tunnels_door_teleport" );
foley_dest = getstruct( "tunnels_door_foley", "script_noteworthy" );
dunn_dest = getstruct( "tunnels_door_dunn", "script_noteworthy" );
volume = getent( "tunnels_door_volume", "targetname" );
if ( !level.foley IsTouching( volume ) )
level.foley ForceTeleport( foley_dest.origin, foley_dest.angles );
if ( !level.dunn IsTouching( volume ) )
level.dunn ForceTeleport( dunn_dest.origin, dunn_dest.angles );
}
tunnels_dialogues()
{
flag_wait( "tunnels_indoor" );
// Feet dry.
level.team["marine1"] dialogue_queue( "dcemp_ar1_feetdry" );
wait 0.5;
// Huah.
level.dunn dialogue_queue( "dcemp_cpd_huah3" );
// Cut the chatter. Ramirez, take point.
level.foley dialogue_queue( "dcemp_fly_cutchatter" );
flag_wait( "tunnels_door_start" );
flag_set( "dc_emp_bunker" );
// time out for safety sake
level.dunn waittill_any_timeout( 4, "goal" );
// Dunn's dialogue is played from notetracks =
// the flag below is set through notetrack in Dunn's animation
flag_wait( "tunnels_foley_dialogue" );
wait .65;
// No, that's just for tourists. This must be the real thing. Open it up.
level.foley dialogue_queue( "dcemp_fly_fortourists" );
flag_wait( "tunnels_teleport_done" );
wait 0.5;
flag_wait( "whitehouse_ambience" );
// Sounds like the party's already started.
level.dunn dialogue_queue( "dcemp_cpd_partystarted" );
// Roger that. Stay frosty.
level.foley dialogue_queue( "dcemp_fly_rogerstayfrosty" );
}
/*
tunnels_wave_guy()
{
node = getnode( self.target, "targetname" );
node thread anim_generic_loop( self, "wave_on" );
flag_wait( "tunnels_wave_guy" );
while( !flag( "whitehouse_init" ) )
{
self generic_dialogue_queue( "dcemp_ar3_hustleup" );
wait randomfloatrange( 3, 5 );
self generic_dialogue_queue( "dcemp_ar3_thisway" );
wait randomfloatrange( 3, 5 );
self generic_dialogue_queue( "dcemp_ar3_movemove" );
wait randomfloatrange( 10, 20 );
}
flag_wait( "whitehouse_moveout" );
self delete();
}
tunnels_twirl_guy()
{
animent = getent( "tunnels_twirl_animent", "targetname" );
self walkdist_zero();
animent anim_generic_reach( self, "combatwalk_F_spin" );
// Let's go! Let's go!
// self thread generic_dialogue_queue( "dcemp_ar2_letsgo" );
animent anim_generic( self, "combatwalk_F_spin" );
self enable_ai_color();
self walkdist_reset();
}
*/
tunnels_dead_guy()
{
self remove_drone_weapon();
animent = getent( self.target, "targetname" );
animent anim_generic_first_frame( self, "death_sitting_pose_v1" );
flag_wait( "tunnels_dunn_anim_end" );
self delete();
}
tunnels_dead_check()
{
level endon( "tunnels_teleport" );
level endon( "tunnels_dunn_anim_end" );
self.animname = "dead_guy";
self remove_drone_weapon();
animent = getent( self.target, "targetname" );
animent thread anim_loop_solo( self, "hunted_woundedhostage_idle_start" );
level thread tunnels_dead_check_clear( self, animent );
flag_wait( "tunnels_main" );
wait 0.1;
flag_wait( "tunnels_dead_check" );
level.dunn disable_ai_color();
level.dunn walkdist_zero();
animent anim_reach_solo( level.dunn, "hunted_woundedhostage_check" );
animent anim_stopanimscripted(); // stops the loop anim for the dead dude
guys = [];
guys[0] = level.dunn;
guys[1] = self;
level.dunn walkdist_reset();
animent anim_single( guys, "hunted_woundedhostage_check" );
animent thread anim_first_frame_solo( self, "hunted_woundedhostage_idle_end" );
level.dunn enable_ai_color();
animent anim_single_solo( level.dunn, "hunted_woundedhostage_check_soldier_end" );
level notify( "tunnels_dead_check_done" );
}
tunnels_dead_check_clear( drone, animent )
{
level endon( "tunnels_dead_check_done" );
flag_wait( "tunnels_dunn_anim_end" );
level.dunn anim_stopanimscripted();
if ( flag( "tunnels_main" ) )
level.dunn enable_ai_color();
drone anim_stopanimscripted();
animent anim_stopanimscripted();
drone delete();
}
vision_set_tunnels()
{
flag_clear( "spotlight_lightning" );
thread lerp_saveddvar( "r_specularColorScale", 2.5, 2 );
lights = getentarray( "parking_lighting_primary", "script_noteworthy" );
array_call( lights, ::setLightIntensity, 0 );
thread maps\_utility::set_vision_set( "dcemp_tunnels", 4 );
thread maps\_utility::vision_set_fog_changes( "dcemp_tunnels", 4 );
}