6466 lines
191 KiB
Plaintext
6466 lines
191 KiB
Plaintext
#include maps\_utility;
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#include maps\_vehicle;
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#include maps\_anim;
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#include maps\_hud_util;
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#include common_scripts\utility;
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main()
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{
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set_console_status();
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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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setDvarIfUninitialized( "trainer_debug", "0" );
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level.objectiveRegroup = 0; //used to determine if the string for the course objective is "regroup upstairs" or "run the course blah blah"
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level.endingThreadStarted = false;
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level.tryagain = false;
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level.translatordelay = 1.5;
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level.droneCallbackThread = ::AI_drone_think;
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level.spawnerCallbackThread = ::AI_think;
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level.oldObjectiveAlpha = getDvar( "objectiveAlpha" );
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level.skippingTimedADS = false; //may skip if player is elite and has turned autoaim off in the options menu
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setsaveddvar( "r_lightGridEnableTweaks", 1 );
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setsaveddvar( "r_lightGridIntensity", 1.2 );
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setsaveddvar( "r_lightGridContrast", 0 );
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/*-----------------------
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PIT SCORING/TIMING
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-------------------------*/
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level.targets_hit_with_melee = 0;
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level.patrolDudes = [];
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level.recommendedDifficulty = undefined;
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level.bestPitTime = 29.05; //IW best time
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level.timeFail = 240; //anything higher than this will fail
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level.timeEasy = 75; //anything above this number will choose "easy"
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level.timeRegular = 43; //anything above this number but less than timeEast will choose "regular"
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level.timeHard = 35; //anything above this number but less than timeRegular will choose "hard"
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//veteran time..... //anything below "timeHard" will choose "veteran"
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level.maximumfriendliesalloweddead = 5; //if you kill more than 5 friendlies, you will fail
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level.minimumenemiestokill = 18; //you have to kill at leat 18 enemies to pass
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level.timepenaltyForMissedEnemies = 2; //in seconds
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level.timepenaltyForKilledCivvies = 2; //in seconds
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level.timelimitMax = 160;
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level.timelimitMin = 80;
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level.courseFriendlies = [];
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level.courseEnemies = [];
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level.color[ "white" ] = ( 1, 1, 1 );
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level.color[ "red" ] = ( 1, 0, 0 );
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level.color[ "blue" ] = ( .1, .3, 1 );
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/*-----------------------
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STARTS
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-------------------------*/
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add_start( "timed_ads", ::start_timed_ads, "timed_ads" );
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add_start( "bullet_penetration", ::start_bullet_penetration, "bullet_penetration" );
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add_start( "frag", ::start_frag_training, "frag" );
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add_start( "pit", ::start_pit, "pit" );
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add_start( "course", ::start_course, "course" );
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add_start( "end", ::start_ending, "end" );
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if ( is_specialop() )
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{
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add_start( "so_killspree_trainer_start_map", level.so_trainer_start );
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default_start( level.so_trainer_start );
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}
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else
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{
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// Delete the special ops gate
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array_call( GetEntArray( "so_gate", "targetname" ), ::Delete );
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default_start( ::start_default );
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pit = getent( "pit", "targetname" );
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}
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init_precache();
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maps\createart\trainer_fog::main();
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maps\trainer_precache::main();
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maps\createfx\trainer_audio::main();
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maps\trainer_fx::main();
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maps\_drone_ai::init();
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maps\_load::main();
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maps\_compass::setupMiniMap("compass_map_trainer");
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thread maps\trainer_amb::main();
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maps\trainer_anim::main();
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//misc
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flag_init( "never" );
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flag_init( "can_talk" );
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flag_set( "can_talk" );
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flag_init( "start_anims" );
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flag_init( "no_more_course_nags" );
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//firing range
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flag_init( "firing_range_initialized" );
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flag_init( "player_picked_up_rifle" );
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//hip fire and ads
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flag_init( "player_facing_targets_for_hip_fire" );
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flag_init( "foley_turns_for_hip_demo" );
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flag_init( "hip_fire_done" );
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flag_init( "firing_range_hip_and_ads_done" );
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flag_init( "foley_turns_for_ads_demo" );
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flag_init( "foley_done_talking_from_hip_ads_training" );
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//timed ads
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flag_init( "aa_timed_shooting_training" );
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flag_init( "foley_done_talking_from_timed_ads_training" );
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flag_init( "foley_turns_for_adstimed_demo" );
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//penetration
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flag_init( "foley_turns_for_penetration_demo" );
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flag_init( "firing_range_timed_ads_done" );
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flag_init( "firing_range_penetration_done" );
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flag_init( "foley_done_talking_from_penetration_training" );
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//frags
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flag_init( "player_just_threw_a_frag" );
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flag_init( "foley_turns_for_frag_demo" );
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flag_init( "frags_have_been_spawned" );
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flag_init( "player_picked_up_frags" );
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flag_init( "targets_hit_with_grenades" );
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flag_init( "player_has_thrown_frag_into_target" );
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flag_init( "firing_range_frags_done" );
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flag_init( "foley_done_talking_from_frag_training" );
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//objective training
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flag_init( "obj_go_to_the_pit_given" );
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flag_init( "obj_go_to_the_pit_done" );
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//sidearm training
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flag_init( "dunn_dialogue_welcome_01" );
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flag_init( "dunn_dialogue_welcome_02" );
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flag_init( "dunn_finished_welcome_anim" );
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flag_init( "sidearm_complete" );
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flag_init( "case_flip_01" );
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flag_init( "case_flip_02" );
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flag_init( "button_press" );
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//course/pit
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flag_init( "dunn_finished_with_open_case_dialogue" );
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flag_init( "melee_target_hit" );
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flag_init( "course_end_targets_dead" );
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flag_init( "sprinted" );
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flag_init( "pit_dialogue_starting" );
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flag_init( "course_start_targets_dead" );
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flag_init( "course_first_floor_targets_dead" );
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flag_init( "course_second_floor_targets_dead" );
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flag_init( "course_end_targets_dead" );
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flag_init( "dunn_finished_with_difficulty_selection_dialogue" );
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//ending
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flag_init( "player_done_with_course" );
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flag_init( "end_sequence_starting" );
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/*-----------------------
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POP-UP TARGETS
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-------------------------*/
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level.penetration_targets = [];
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level.grenade_targets = [];
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level.hip_targets = [];
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level.pit_enemies = [];
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level.plywood = getent( "plywood", "script_noteworthy" );
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level.plywood rotateRoll( -90, 0.25, 0.1, 0.1 );
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level.lastTimePlywoodWasHit = gettime();
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level.target_rail_start_points = getentarray( "target_rail_start_point", "targetname" );
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target_triggers = getentarray( "target_trigger", "targetname" );
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array_thread( target_triggers,::target_triggers_think );
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targets_enemy = getentarray( "target_enemy", "script_noteworthy" );
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targets_friendly = getentarray( "target_friendly", "script_noteworthy" );
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array_thread( targets_friendly,::target_think, "friendly" );
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array_thread( targets_enemy,::target_think, "enemy" );
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level.targets_hit = 0;
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level.friendlies_hit = 0;
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target_enemy = getentarray( "target_enemy", "script_noteworthy" );
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target_friendly = getentarray( "target_friendly", "script_noteworthy" );
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level.targets = array_merge( target_enemy, target_friendly );
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level.speakers = getentarray( "speakers", "targetname" );
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/*-----------------------
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WEAPONS
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-------------------------*/
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level.fragsGlowing = false;
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level.gunPrimary = "m4_grunt";
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level.gunPrimaryClipAmmo = 30;
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level.gunSidearm = "deserteagle";
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//array_thread( getEntArray( "pickup_rifle", "targetname" ), ::ammoRespawnThink, "spawn_rifles", level.gunPrimary );
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//array_thread( getEntArray( "pickup_sidearm", "targetname" ), ::ammoRespawnThink, "spawn_sidearms", level.gunSidearm );
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pit_weapons = getentarray( "pit_weapons", "targetname" );
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array_thread( pit_weapons,::weapons_hide );
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level.cosine = [];
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level.cosine[ "45" ] = cos( 45 );
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level.cosine[ "90" ] = cos( 90 );
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/*-----------------------
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SPAWNER THREADS
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-------------------------*/
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aVehicleSpawners = maps\_vehicle::_getvehiclespawnerarray();
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array_thread( aVehicleSpawners, ::add_spawn_function, ::vehicle_think );
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array_thread( getentarray( "ai_ambient", "script_noteworthy" ), ::add_spawn_function, ::ai_ambient_noprop_think );
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array_spawn_function_noteworthy( "patrol", ::AI_patrol_think );
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array_spawn_function_noteworthy( "runners", ::AI_runners_think );
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/*-----------------------
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KEY FRIENDLIES
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-------------------------*/
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level.foley = spawn_targetname( "foley", true );
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level.foley.animname = "foley";
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level.foley.animnode = getent( "node_foley", "targetname" );
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level.foley forceUseWeapon( "m4_grunt", "primary" );
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level.traineeanimnode = spawn( "script_origin", ( 0, 0, 0 ) );
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level.traineeanimnode.origin = level.foley.animnode.origin;
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level.traineeanimnode.angles = level.foley.animnode.angles;
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level.translatoranimnode = spawn( "script_origin", ( 0, 0, 0 ) );
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level.translatoranimnode.origin = level.foley.animnode.origin;
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level.translatoranimnode.angles = level.foley.animnode.angles;
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spawn_pitguy();
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level.pit_case_01 = getent( "pit_case_01", "targetname" );
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level.pit_case_02 = getent( "pit_case_02", "targetname" );
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level.pit_case_01.animname = "training_case_01";
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level.pit_case_02.animname = "training_case_02";
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level.pit_case_01 assign_animtree();
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level.pit_case_02 assign_animtree();
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level.pitcases = [];
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level.pitcases[ 0 ] = level.pit_case_01;
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level.pitcases[ 1 ] = level.pit_case_02;
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level.trainees = array_spawn( getentarray( "trainees", "targetname" ), true );
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level.translator = spawn_script_noteworthy( "translator", true );
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level.translator gun_remove();
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level.translator.animname = "translator";
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level.trainee_01 = spawn_script_noteworthy( "trainee_01", true );
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level.trainee_01.animname = "trainee_01";
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level.translatoranimnode thread anim_loop_solo( level.translator, "training_intro_begining", "stop_idle" ); //loop forever
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level.traineeanimnode thread anim_loop_solo( level.trainee_01, "training_intro_begining", "stop_idle" ); //loop forever
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level.foley.animnode thread anim_first_frame_solo( level.foley, "training_intro_begining" );
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battlechatter_off( "allies" );
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battlechatter_off( "axis" );
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level.curObjective = 1;
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level.objectives = [];
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registerActions();
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level.aRangeActors = [];
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level.aRangeActors[ 0 ] = level.foley;
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level.aRangeActors[ 1 ] = level.translator;
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level.aRangeActors[ 2 ] = level.trainee_01;
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level.aRangeActors = array_merge( level.aRangeActors, level.trainees );
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level.gate_cqb_enter = make_door_from_prefab( "gate_cqb_enter" );
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level.gate_cqb_exit = make_door_from_prefab( "gate_cqb_exit" );
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level.gate_cqb_enter_main = make_door_from_prefab( "gate_cqb_enter_main" );
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level.gate_cqb_enter_main.openangles = -170;
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level.gate_cqb_enter_main.closeangles = 170;
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level.gate_cqb_exit.openangles = -95;
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level.gate_cqb_exit.closeangles = 95;
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if ( !is_specialop() )
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{
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level.gate_cqb_enter_main thread door_open();
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level.player takeAllWeapons();
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}
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/*-----------------------
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AMBIENT AI
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-------------------------*/
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if ( !is_specialop() )
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{
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level.ambientai = array_spawn( getentarray( "friendlies_ambient", "targetname" ), true );
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thread bridge_layer_think();
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level.basketball_guys = array_spawn( getentarray( "friendlies_basketball", "targetname" ), true );
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thread AI_runner_group_think( "runner_group_01" );
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thread AI_runner_group_think( "runner_group_02" );
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thread ambient_vehicles();
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}
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thread music();
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hummer_end_main = getent( "hummer_end_main", "targetname" );
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hummer_end_01 = getent( "hummer_end_01", "targetname" );
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hummer_end_main hide();
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hummer_end_01 hide();
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end_blockers = getent( "end_blockers", "targetname" );
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end_blockers hide_entity();
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dummies = getentarray( "dummies", "targetname" );
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array_call( dummies,::delete );
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level.firing_range_area = getent( "firing_range_area", "targetname" );
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thread vars_for_after_main();
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thread weaponfire_failure();
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thread player_camp_disable_weapons();
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thread basketball_nag();
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level.player thread never_run_out_of_ammo();
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}
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never_run_out_of_ammo()
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{
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level endon ( "button_press" );
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while( true )
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{
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level.player waittill( "reload_start" );
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if ( flag( "player_inside_course" ) )
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break;
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weaponName = self GetCurrentWeapon();
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if ( level.player GetWeaponAmmoStock( weaponName ) < 100 )
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{
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level.player SetWeaponAmmoStock( weaponName, 9999 );
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}
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}
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}
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vars_for_after_main()
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{
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wait( .5 );
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/*-----------------------
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PUT TOTAL PIT ENEMIES/CIVVIES IN A VARIABLE
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-------------------------*/
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level.totalPitEnemies = level.courseEnemies.size;
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level.totalPitCivvies = level.courseFriendlies.size;
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}
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/****************************************************************************
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START FUNCTIONS
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****************************************************************************/
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start_default()
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{
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thread AA_range_start_init();
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}
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start_debug()
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{
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}
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start_timed_ads()
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{
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firing_range_anims_foley_trainee_and_translator_start_points();
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thread firing_range_init();
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flag_set( "firing_range_hip_and_ads_done" );
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flag_set( "foley_done_talking_from_hip_ads_training" );
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thread AA_timed_ADS_init();
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}
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start_bullet_penetration()
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{
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firing_range_anims_foley_trainee_and_translator_start_points();
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thread firing_range_init();
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flag_set( "firing_range_timed_ads_done" );
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flag_set( "foley_done_talking_from_timed_ads_training" );
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thread AA_penetration_init();
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}
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start_frag_training()
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{
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firing_range_anims_foley_trainee_and_translator_start_points();
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thread firing_range_init();
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flag_set( "firing_range_penetration_done" );
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flag_set( "foley_done_talking_from_penetration_training" );
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thread AA_frags_init();
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}
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start_pit()
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{
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flag_set( "foley_done_talking_from_frag_training" );
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flag_set( "firing_range_frags_done" );
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level.player giveWeapon( level.gunPrimary );
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level.player switchToWeapon( level.gunPrimary );
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org = getent( "pit_start", "targetname" );
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level.player SetOrigin( org.origin );
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level.player SetPlayerAngles( org.angles );
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thread AA_find_pit_init();
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}
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start_course()
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{
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flag_set( "dunn_finished_welcome_anim" );
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level.player giveWeapon( level.gunSidearm );
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level.player giveWeapon( level.gunPrimary );
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level.player switchToWeapon( level.gunPrimary );
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org = getent( "course_start_pit", "targetname" );
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level.player SetOrigin( org.origin );
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level.player SetPlayerAngles( org.angles );
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thread AA_pit_init();
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maps\_utility::vision_set_fog_changes( "trainer_pit", 0 );
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}
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start_ending()
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{
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level.player giveWeapon( level.gunSidearm );
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level.player giveWeapon( level.gunPrimary );
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level.player switchToWeapon( level.gunPrimary );
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org = getent( "course_leave", "targetname" );
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level.player SetOrigin( org.origin );
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level.player SetPlayerAngles( org.angles );
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registerObjective( "obj_course", &"TRAINER_OBJ_EXIT_THE_PIT", getent( "course_start", "targetname" ) );
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setObjectiveState( "obj_course", "current" );
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thread AA_ending_init();
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maps\_utility::vision_set_fog_changes( "trainer_pit", 0 );
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}
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music()
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{
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radio_org = getent( "radio_org", "targetname" );
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while( true )
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{
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radio_org playsound( "training_radio_music_01", "done" );
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radio_org waittill( "done" );
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wait( 1 );
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radio_org playsound( "training_radio_music_02", "done" );
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radio_org waittill( "done" );
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wait( 1 );
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radio_org playsound( "training_radio_music_03", "done" );
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radio_org waittill( "done" );
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wait( 1 );
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radio_org playsound( "training_radio_music_04", "done" );
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radio_org waittill( "done" );
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wait( 1 );
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}
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}
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ambient_vehicles()
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{
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thread spawn_vehicles_from_targetname_and_drive( "heli_group_01" );
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pavelows = spawn_vehicles_from_targetname_and_drive( "pavelow_group_01" );
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array_call( pavelows,::Vehicle_TurnEngineOff );
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//thread spawn_vehicles_from_targetname_and_drive( "f15_takeoff_01" );
|
||
|
||
flag_wait( "player_leaving_range" );
|
||
thread spawn_vehicles_from_targetname_and_drive( "f15_flyby_01" );
|
||
|
||
}
|
||
|
||
/****************************************************************************
|
||
FIRING RANGE START - BASIC FIRING AND ADS
|
||
****************************************************************************/
|
||
AA_range_start_init()
|
||
{
|
||
thread firing_range_init();
|
||
flag_wait( "start_anims" );
|
||
thread firing_range_hip_and_ads();
|
||
|
||
flag_wait( "firing_range_hip_and_ads_done" );
|
||
|
||
thread AA_timed_ADS_init();
|
||
|
||
}
|
||
|
||
firing_range_init()
|
||
{
|
||
setsaveddvar( "g_friendlyNameDist", 196 );
|
||
setSavedDvar( "objectiveAlpha", 0.4 );
|
||
level.player takeallweapons();
|
||
player_start_range = getent( "player_start_range", "targetname" );
|
||
level.player SetOrigin( player_start_range.origin );
|
||
level.player SetPlayerAngles( player_start_range.angles );
|
||
ads_target_trigger_middle = getent( "ads_target_trigger_middle", "targetname" );
|
||
ads_target_trigger_front = getent( "ads_target_trigger_front", "targetname" );
|
||
ads_target_trigger_rear = getent( "ads_target_trigger_rear", "targetname" );
|
||
timed_ads_target_trigger = getent( "timed_ads_target_trigger", "targetname" );
|
||
ads_target_trigger_middle thread target_triggers_think();
|
||
ads_target_trigger_front thread target_triggers_think();
|
||
ads_target_trigger_rear thread target_triggers_think();
|
||
timed_ads_target_trigger thread target_triggers_think();
|
||
|
||
level.targetsFront = ads_target_trigger_front.targets;
|
||
level.targetsMiddle = ads_target_trigger_middle.targets;
|
||
level.targetsRear = timed_ads_target_trigger.targets;
|
||
level.firingRangeTimedTargets = timed_ads_target_trigger.targets;
|
||
|
||
flag_set( "firing_range_initialized" );
|
||
|
||
flag_wait( "obj_go_to_the_pit_given" );
|
||
setsaveddvar( "g_friendlyNameDist", 15000 );
|
||
}
|
||
|
||
firing_range_anims()
|
||
{
|
||
/*-----------------------
|
||
FOLEY AND TRAINEES DO INTRO ANIMS
|
||
-------------------------*/
|
||
level.foley.animnode anim_single_solo( level.foley, "training_intro_begining" ); //specific one-off anim
|
||
|
||
/*-----------------------
|
||
FOLEY GOES INTO IDLE (TRAINEE AND TRANS ALREADY IDLING)
|
||
-------------------------*/
|
||
level.foley.animnode thread anim_loop_solo( level.foley, "training_intro_idle", "stop_idle" );
|
||
|
||
/*-----------------------
|
||
FOLEY TURNS
|
||
-------------------------*/
|
||
flag_wait( "foley_turns_for_hip_demo" );
|
||
level.foley.animnode notify( "stop_idle" );
|
||
level.foley.animnode anim_single_solo( level.foley, "training_intro_foley_turnaround_1" );
|
||
|
||
/*-----------------------
|
||
FOLEY GOES INTO IDLE
|
||
-------------------------*/
|
||
level.foley.animnode thread anim_loop_solo( level.foley, "training_intro_idle", "stop_idle" );
|
||
|
||
/*-----------------------
|
||
FOLEY TALKS A BIT
|
||
-------------------------*/
|
||
flag_wait( "hip_fire_done" );
|
||
level.foley.animnode notify( "stop_idle" );
|
||
level.foley.animnode anim_single_solo( level.foley, "training_intro_foley_idle_talk_1" );
|
||
|
||
/*-----------------------
|
||
FOLEY TURNS AROUND
|
||
-------------------------*/
|
||
level.foley.animnode anim_single_solo( level.foley, "training_intro_foley_turnaround_2" );
|
||
level.foley.animnode thread anim_loop_solo( level.foley, "training_intro_idle", "stop_idle" );
|
||
|
||
flag_wait( "firing_range_hip_and_ads_done" );
|
||
level.foley.animnode notify( "stop_idle" );
|
||
level.foley.animnode anim_single_solo( level.foley, "training_intro_foley_idle_talk_2" );
|
||
flag_set( "foley_done_talking_from_hip_ads_training" );
|
||
}
|
||
|
||
firing_range_anims_foley_trainee_and_translator_start_points()
|
||
{
|
||
level.foley.animnode thread anim_loop_solo( level.foley, "training_intro_idle", "stop_idle" );
|
||
wait( 0.05 );
|
||
}
|
||
|
||
firing_range_hip_and_ads()
|
||
{
|
||
flag_wait( "firing_range_initialized" );
|
||
|
||
player_needs_to_pickup_primary_weapon = true;
|
||
|
||
thread firing_range_anims();
|
||
/*-----------------------
|
||
FOLEY INTRO DIALOGUE
|
||
-------------------------*/
|
||
//Sgt. Foley Welcome to pull-the-trigger 101.
|
||
flag_wait( "ps_train_fly_welcome" );
|
||
level.translator delaythread( level.translatordelay,::dialogue_execute, "train_fly_welcome" );
|
||
//level.foley dialogue_execute( "train_fly_welcome" );
|
||
|
||
//Sgt. Foley Pvt. Allen here is going to do a quick weapons demonstration to show you locals how its done.
|
||
flag_wait( "ps_train_fly_demonstration" );
|
||
level.translator delaythread( level.translatordelay,::dialogue_execute, "train_fly_demonstration" );
|
||
//level.foley dialogue_execute( "train_fly_demonstration" );
|
||
|
||
//Sgt. Foley No offense, but I see a lot of you guys firing from the hip and spraying bullets all over the range.
|
||
flag_wait( "ps_train_fly_nooffense" );
|
||
level.translator delaythread( level.translatordelay,::dialogue_execute, "train_fly_nooffense" );
|
||
//level.foley dialogue_execute( "train_fly_nooffense" );
|
||
|
||
//Sgt. Foley You don't end up hitting a damn thing and it makes you look like an ass.
|
||
flag_wait( "ps_train_fly_makesyoulook" );
|
||
level.translator delaythread( level.translatordelay,::dialogue_execute, "train_fly_makesyoulook" );
|
||
//level.foley dialogue_execute( "train_fly_makesyoulook" );
|
||
|
||
//Sgt. Foley Private Allen, show 'em what I'm talking about.
|
||
flag_wait( "foley_anim_pickup_weapon" );
|
||
//level.foley dialogue_execute( "train_fly_showem" );
|
||
|
||
flag_set( "foley_turns_for_hip_demo" );
|
||
|
||
/*-----------------------
|
||
PICK UP THE WEAPON
|
||
-------------------------*/
|
||
if ( !player_has_primary_weapon() )
|
||
{
|
||
registerObjective( "obj_rifle", &"TRAINER_PICK_UP_A_RIFLE_FROM", getEnt( "range_rifle", "script_noteworthy" ) );
|
||
setObjectiveState( "obj_rifle", "current" );
|
||
|
||
pickup_rifle = getent( "pickup_rifle", "targetname" );
|
||
if ( isdefined( pickup_rifle ) )
|
||
{
|
||
pickup_rifle glow();
|
||
pickup_rifle HidePart( "TAG_THERMAL_SCOPE" );
|
||
//pickup_rifle HidePart( "TAG_FOREGRIP" );
|
||
//pickup_rifle HidePart( "TAG_WEAPON"
|
||
pickup_rifle HidePart( "TAG_ACOG_2" );
|
||
pickup_rifle HidePart( "TAG_EOTECH" );
|
||
pickup_rifle HidePart( "TAG_HEARTBEAT" );
|
||
pickup_rifle HidePart( "TAG_M203" );
|
||
pickup_rifle HidePart( "TAG_RED_DOT" );
|
||
pickup_rifle HidePart( "TAG_SHOTGUN" );
|
||
pickup_rifle HidePart( "TAG_SILENCER" );
|
||
//pickup_rifle HidePart( "TAG_BRASS" );
|
||
//pickup_rifle HidePart( "TAG_CLIP" );
|
||
//pickup_rifle HidePart( "TAG_FLASH" );
|
||
//pickup_rifle HidePart( "TAG_LASER" );
|
||
//pickup_rifle HidePart( "TAG_SIGHT_OFF" );
|
||
//pickup_rifle HidePart( "TAG_SIGHT_ON" );
|
||
//pickup_rifle HidePart( "TAG_FLASH_SILENCED" );
|
||
}
|
||
|
||
//Sgt. Foley Grab that weapon off the table and fire at some targets downrange.
|
||
level.foley dialogue_execute( "train_fly_fireattargets" );
|
||
level.foley thread nag_till_flag_set( "nag_rifle_pickup_0", 2, "player_picked_up_rifle" );
|
||
|
||
}
|
||
else
|
||
{
|
||
player_needs_to_pickup_primary_weapon = false;
|
||
}
|
||
|
||
while( !player_has_primary_weapon() )
|
||
{
|
||
wait .05;
|
||
}
|
||
flag_set( "player_picked_up_rifle" );
|
||
/*-----------------------
|
||
FIRE FROM THE HIP
|
||
-------------------------*/
|
||
//Shoot each target while firing from the hip.
|
||
if ( player_needs_to_pickup_primary_weapon == false )
|
||
{
|
||
registerObjective( "obj_rifle", &"TRAINER_SHOOT_EACH_TARGET_WHILE1", getEnt( "firing_range", "targetname" ) );
|
||
setObjectiveState( "obj_rifle", "current" );
|
||
}
|
||
else
|
||
{
|
||
setObjectiveString( "obj_rifle", &"TRAINER_SHOOT_EACH_TARGET_WHILE1" );
|
||
setObjectiveLocation( "obj_rifle", getEnt( "firing_range", "targetname" ) );
|
||
}
|
||
|
||
/*-----------------------
|
||
FACE THE TARGETS HINT
|
||
-------------------------*/
|
||
if ( !within_fov( level.player.origin, level.player getplayerangles(), level.firing_range_area.origin, level.cosine[ "45" ] ) )
|
||
{
|
||
|
||
//Sgt. Foley Turn around and fire at the targets.
|
||
level.foley thread dialogue_execute( "train_fly_turnaround" );
|
||
}
|
||
|
||
thread delaythread( 8,::turnaround_hint_if_flag_not_set, "player_facing_targets_for_hip_fire" );
|
||
|
||
/*-----------------------
|
||
FIRE FROM THE HIP TARGETS POP UP
|
||
-------------------------*/
|
||
while ( !within_fov( level.player.origin, level.player getplayerangles(), level.firing_range_area.origin, level.cosine[ "45" ] ) )
|
||
{
|
||
wait 0.05;
|
||
}
|
||
flag_set( "player_facing_targets_for_hip_fire" );
|
||
|
||
/*-----------------------
|
||
FIRE FROM THE HIP HINT
|
||
-------------------------*/
|
||
clear_hints();
|
||
|
||
level.foley thread nag_on_notify_till_flag_set( "nag_hip_fire_0", 2, "player_needs_to_fire_from_the_hip", "hip_fire_done" );
|
||
|
||
if ( level.Xenon )
|
||
thread keyHint( "hip_attack", undefined, true );
|
||
else
|
||
thread keyHint( "pc_hip_attack", undefined, true );// PC and PS3 are both press
|
||
|
||
numberOfTagretsToHit = 2;
|
||
mustADS = false;
|
||
//cycle_targets_till_hit( targets, numberOfTagretsToHit, mustADS, mustCrouch, mustShootThroughPlywood, bInOrder )
|
||
cycle_targets_till_hit( level.hip_targets, numberOfTagretsToHit, mustADS, undefined, undefined, true );
|
||
|
||
level.player notify( "did_action_stop_ads" );
|
||
clear_hints();
|
||
|
||
playerIsInverted = undefined;
|
||
/*-----------------------
|
||
INVERT CONTROLS?
|
||
-------------------------*/
|
||
setDvar( "ui_start_inverted", 0 );
|
||
if ( level.Console )
|
||
{
|
||
if ( isdefined( level.player GetLocalPlayerProfileData( "invertedPitch" ) ) && level.player GetLocalPlayerProfileData( "invertedPitch" ) )
|
||
setDvar( "ui_start_inverted", 1 );
|
||
}
|
||
else// PC
|
||
{
|
||
if ( isdefined( getdvar( "ui_mousepitch" ) ) && getdvar( "ui_mousepitch" ) == "1" )
|
||
setDvar( "ui_start_inverted", 1 );
|
||
}
|
||
wait .1;// make sure dvar is set
|
||
|
||
setDvar( "ui_invert_string", "@TRAINER_AXIS_OPTION_MENU1_ALL" );
|
||
if ( level.console )
|
||
level.player openpopupMenu( "invert_axis" );
|
||
else
|
||
level.player openpopupMenu( "invert_axis_pc" );
|
||
|
||
level.player freezecontrols( true );
|
||
setblur( 2, .1 );
|
||
level.player waittill( "menuresponse", menu, response );
|
||
setblur( 0, .2 );
|
||
level.player freezecontrols( false );
|
||
|
||
|
||
|
||
playerIsInvertedAfterFirstMenu = false;
|
||
if ( level.Console )
|
||
{
|
||
if ( isdefined( level.player GetLocalPlayerProfileData( "invertedPitch" ) ) && level.player GetLocalPlayerProfileData( "invertedPitch" ) )
|
||
playerIsInvertedAfterFirstMenu = true;
|
||
}
|
||
else// PC
|
||
{
|
||
if ( isdefined( getdvar( "ui_mousepitch" ) ) && getdvar( "ui_mousepitch" ) == "1" )
|
||
playerIsInvertedAfterFirstMenu = true;
|
||
}
|
||
|
||
|
||
|
||
|
||
/*-----------------------
|
||
DO A FEW MORE TARGETS IF PLAYER CHOSE TO INVERT
|
||
-------------------------*/
|
||
if ( response == "try_invert" )
|
||
{
|
||
//Foley: Let's try a few more.
|
||
level.foley thread dialogue_execute( "train_fly_tryafew" );
|
||
|
||
/*-----------------------
|
||
FIRE FROM THE HIP HINT
|
||
-------------------------*/
|
||
if ( level.Xenon )
|
||
thread keyHint( "hip_attack" );
|
||
else
|
||
thread keyHint( "pc_hip_attack" );// PC and PS3 are both press
|
||
|
||
/*-----------------------
|
||
FIRE FROM THE HIP TARGETS POP UP
|
||
-------------------------*/
|
||
while ( !within_fov( level.player.origin, level.player getplayerangles(), level.firing_range_area.origin, level.cosine[ "45" ] ) )
|
||
wait 0.05;
|
||
|
||
numberOfTagretsToHit = 2;
|
||
mustADS = false;
|
||
//cycle_targets_till_hit( targets, numberOfTagretsToHit, mustADS, mustCrouch, mustShootThroughPlywood, bInOrder )
|
||
cycle_targets_till_hit( level.hip_targets, numberOfTagretsToHit, mustADS, undefined, undefined, true );
|
||
|
||
level.player notify( "did_action_stop_ads" );
|
||
clear_hints();
|
||
|
||
|
||
/*-----------------------
|
||
DID THE PLAYER SWAP INVERSION FROM THE MAIN MENU DURING EXCERCISE?
|
||
-------------------------*/
|
||
playerIsInvertedAfterTryingAgain = false;
|
||
if ( level.Console )
|
||
{
|
||
if ( isdefined( level.player GetLocalPlayerProfileData( "invertedPitch" ) ) && level.player GetLocalPlayerProfileData( "invertedPitch" ) )
|
||
playerIsInvertedAfterTryingAgain = true;
|
||
}
|
||
else// PC
|
||
{
|
||
if ( isdefined( getdvar( "ui_mousepitch" ) ) && getdvar( "ui_mousepitch" ) == "1" )
|
||
playerIsInvertedAfterTryingAgain = true;
|
||
}
|
||
|
||
/*-----------------------
|
||
ONLY SHOW THE MENU TO KEEP CONTROLS IF PLAYER HASN'T SCREWED WITH MAIN MENU
|
||
-------------------------*/
|
||
|
||
if ( playerIsInvertedAfterFirstMenu == playerIsInvertedAfterTryingAgain )
|
||
{
|
||
setDvar( "ui_invert_string", "@TRAINER_AXIS_OPTION_MENU2_ALL" );
|
||
if ( level.console )
|
||
level.player openpopupMenu( "invert_axis" );
|
||
else
|
||
level.player openpopupMenu( "invert_axis_pc" );
|
||
|
||
level.player freezecontrols( true );
|
||
setblur( 2, .1 );
|
||
level.player waittill( "menuresponse", menu, response );
|
||
setblur( 0, .2 );
|
||
level.player freezecontrols( false );
|
||
}
|
||
|
||
}
|
||
|
||
setObjectiveState( "obj_rifle", "done" );
|
||
|
||
/*-----------------------
|
||
CROSSHAIR SPREAD HINT
|
||
-------------------------*/
|
||
// Notice that your crosshair expands as you fire.\nThe bigger the crosshairs, the less accurate you are.
|
||
//double_line = true;
|
||
//thread killhouse_hint( &"TRAINER_HINT_CROSSHAIR_CHANGES", 6, double_line );
|
||
|
||
/*-----------------------
|
||
ADS TRAINING
|
||
-------------------------*/
|
||
flag_set( "hip_fire_done" );
|
||
//Sgt. Foley See what I mean? He sprayed bullets all over the damn place.
|
||
level.translator delaythread( level.translatordelay,::dialogue_execute, "train_fly_sprayedbullets" );
|
||
level.foley dialogue_execute( "train_fly_sprayedbullets" );
|
||
|
||
//Sgt. Foley You've got to pick your targets by aiming deliberately down your sights from a stable stance.
|
||
level.translator delaythread( level.translatordelay,::dialogue_execute, "train_fly_pickyourtargets" );
|
||
level.foley dialogue_execute( "train_fly_pickyourtargets" );
|
||
|
||
thread autosave_by_name( "ads_training" );
|
||
|
||
//Sgt. Foley Private Allen, show our friends here how the Rangers take down a target.
|
||
level.translator delaythread( level.translatordelay,::dialogue_execute, "train_fly_howtherangers" );
|
||
level.foley dialogue_execute( "train_fly_howtherangers" );
|
||
|
||
//Sgt. Foley Crouch first, and then aim down your sight at the targets.
|
||
level.translator delaythread( level.translatordelay,::dialogue_execute, "train_fly_crouchfirst" );
|
||
level.foley dialogue_execute( "train_fly_crouchfirst" );
|
||
|
||
// Shoot three targets while aiming down your sights.
|
||
thread setObjectiveString( "obj_rifle", &"TRAINER_SHOOT_EACH_TARGET_WHILE" );
|
||
setObjectiveState( "obj_rifle", "current" );
|
||
|
||
numberOfTagretsToHit = 3;
|
||
mustADS = true;
|
||
mustCrouch = true;
|
||
|
||
if ( level.player GetStance() != "crouch" )
|
||
{
|
||
thread keyHint( "crouch" );
|
||
}
|
||
|
||
level.foley thread nag_on_notify_till_flag_set( "nag_ads_fire_0", 2, "player_needs_to_ADS", "firing_range_hip_and_ads_done" );
|
||
level.foley thread nag_on_notify_till_flag_set( "nag_crouch_fire_0", 2, "player_needs_to_crouch", "firing_range_hip_and_ads_done" );
|
||
cycle_targets_till_hit( level.targetsFront, numberOfTagretsToHit, mustADS, mustCrouch );
|
||
|
||
level.player notify( "did_action_crouch" );
|
||
level.player notify( "did_action_ads_360" );
|
||
level.player notify( "did_action_ads" );
|
||
clear_hints();
|
||
setObjectiveState( "obj_rifle", "done" );
|
||
flag_set( "firing_range_hip_and_ads_done" );
|
||
|
||
if ( level.player GetStance() != "stand" )
|
||
{
|
||
thread keyHint( "stand" );
|
||
}
|
||
|
||
//Sgt. Foley That's all there is to it. You want your target to go down? You gotta aim down your sights.
|
||
level.translator delaythread( level.translatordelay,::dialogue_execute, "train_fly_gottaaim" );
|
||
level.foley dialogue_execute( "train_fly_gottaaim" );
|
||
|
||
|
||
}
|
||
|
||
turnaround_hint_if_flag_not_set( sFlag )
|
||
{
|
||
level endon( sFlag );
|
||
if ( !flag( sFlag ) )
|
||
{
|
||
//double_line = true;
|
||
thread killhouse_hint( &"TRAINER_HINT_TURN_AROUND" );
|
||
}
|
||
}
|
||
|
||
nag_till_flag_set( sNagLine, iNumberOfLines, sFlagToStop )
|
||
{
|
||
thread nag_reset_can_talk_flag( sFlagToStop ); //reset can_talk flag in case this function ends mid-dialogue
|
||
level endon( sFlagToStop );
|
||
while( !flag( sFlagToStop ) )
|
||
{
|
||
wait( randomfloatrange( 25, 35 ) );
|
||
i = 1;
|
||
if ( flag( "can_talk" ) )
|
||
{
|
||
flag_clear( "can_talk" );
|
||
self dialogue_execute( sNagLine + i );
|
||
flag_set( "can_talk" );
|
||
i++;
|
||
if ( i > iNumberOfLines )
|
||
{
|
||
i = 1;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
nag_on_notify_till_flag_set( sNagLine, iNumberOfLines, sNotify, sFlagToStop )
|
||
{
|
||
thread nag_reset_can_talk_flag( sFlagToStop ); //reset can_talk flag in case this function ends mid-dialogue
|
||
level endon( sFlagToStop );
|
||
i = 1;
|
||
while( !flag( sFlagToStop ) )
|
||
{
|
||
level waittill( sNotify );
|
||
|
||
if ( flag( "can_talk" ) )
|
||
{
|
||
flag_clear( "can_talk" );
|
||
self dialogue_execute( sNagLine + i );
|
||
flag_set( "can_talk" );
|
||
i++;
|
||
if ( i > iNumberOfLines )
|
||
{
|
||
i = 1;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
nag_reset_can_talk_flag( sFlagToWaitFor )
|
||
{
|
||
flag_wait( sFlagToWaitFor );
|
||
wait( 0.05 );
|
||
flag_set( "can_talk" );
|
||
}
|
||
|
||
cycle_targets_till_hit( targets, numberOfTagretsToHit, mustADS, mustCrouch, mustShootThroughPlywood, bInOrder )
|
||
{
|
||
numberOfTagretsHit = 0;
|
||
|
||
/*-----------------------
|
||
IF NEED TO DO IN A CERTAIN ORDER, USE SCRIPT_GROUP NUMBER
|
||
-------------------------*/
|
||
if ( isdefined( bInOrder ) )
|
||
{
|
||
newArray = [];
|
||
while ( newArray.size < targets.size )
|
||
{
|
||
wait( 0.05 );
|
||
foreach( target in targets )
|
||
{
|
||
if ( target.script_group == newArray.size )
|
||
newArray[ newArray.size ] = target;
|
||
}
|
||
}
|
||
targets = newArray;
|
||
}
|
||
/*-----------------------
|
||
LOOP THROUGH TARGETS TILL KILLED ENOUGH
|
||
-------------------------*/
|
||
while( true )
|
||
{
|
||
wait( 0.05 );
|
||
//have we already killed enough?
|
||
if ( numberOfTagretsHit >= numberOfTagretsToHit )
|
||
break;
|
||
|
||
foreach( target in targets )
|
||
{
|
||
//have we already killed enough?
|
||
if ( numberOfTagretsHit >= numberOfTagretsToHit )
|
||
break;
|
||
|
||
target notify( "pop_up" );
|
||
target waittill ( "hit" );
|
||
|
||
/*-----------------------
|
||
DO WE NEED TO CROUCH?
|
||
-------------------------*/
|
||
if ( isdefined( mustCrouch ) )
|
||
{
|
||
|
||
if ( level.player GetStance() == "crouch" )
|
||
{
|
||
level.player notify( "did_action_crouch" );
|
||
}
|
||
else
|
||
{
|
||
thread keyHint( "crouch" );
|
||
level notify( "player_needs_to_crouch" );
|
||
continue;
|
||
}
|
||
|
||
}
|
||
|
||
/*-----------------------
|
||
DO WE NEED TO ADS OR FIRE FROM THE HIP?
|
||
-------------------------*/
|
||
if ( isdefined( mustADS ) )
|
||
{
|
||
if ( mustADS == false )
|
||
{
|
||
if ( !level.player isADS() )
|
||
{
|
||
numberOfTagretsHit++;
|
||
level.player notify( "did_action_stop_ads" );
|
||
}
|
||
|
||
else
|
||
{
|
||
thread keyHint( "stop_ads", undefined, true );
|
||
level notify( "player_needs_to_fire_from_the_hip" );
|
||
}
|
||
|
||
}
|
||
if ( mustADS == true )
|
||
{
|
||
if ( level.player isADS() )
|
||
{
|
||
numberOfTagretsHit++;
|
||
level.player notify( "did_action_ads" );
|
||
level.player notify( "did_action_ads_360" );
|
||
}
|
||
|
||
else
|
||
{
|
||
if ( level.Xenon )
|
||
thread keyHint( "ads_360" );
|
||
else
|
||
thread keyHint( "ads" );// PC and PS3 are both press
|
||
level notify( "player_needs_to_ADS" );
|
||
}
|
||
}
|
||
}
|
||
/*-----------------------
|
||
DO WE NEED TO SHOOT THROUGH PLYWOOD?
|
||
-------------------------*/
|
||
if ( isdefined( mustShootThroughPlywood ) )
|
||
{
|
||
waittillframeend;
|
||
time = gettime();
|
||
if ( level.lastTimePlywoodWasHit == time )
|
||
{
|
||
numberOfTagretsHit++;
|
||
clear_hints();
|
||
}
|
||
else
|
||
{
|
||
clear_hints();
|
||
//thread killhouse_hint( &"TRAINER_SHOOT_THE_TARGET_THROUGH", 6 );
|
||
level notify( "player_needs_to_shoot_through_plywood" );
|
||
continue;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/*-----------------------
|
||
ENOUGH KILLED...RESET ALL TARGETS
|
||
-------------------------*/
|
||
array_thread( targets,::target_reset_manual );
|
||
}
|
||
|
||
|
||
/****************************************************************************
|
||
FIRING RANGE START - TIMED ADS
|
||
****************************************************************************/
|
||
AA_timed_ADS_init()
|
||
{
|
||
hasAutoAim = ( level.player GetLocalPlayerProfileData( "autoAim" ) );
|
||
if ( ( !hasAutoAim ) || ( !level.console ) )
|
||
{
|
||
level.skippingTimedADS = true;
|
||
//Skip timed ADS training if autoaim is turned off or if we are on a PC
|
||
flag_set( "firing_range_timed_ads_done" );
|
||
flag_set( "foley_done_talking_from_timed_ads_training" );
|
||
thread AA_penetration_init();
|
||
}
|
||
else
|
||
{
|
||
//Do full training...player has not mucked with autoaim in options menu
|
||
thread firing_range_timed_ads();
|
||
flag_wait( "firing_range_timed_ads_done" );
|
||
thread AA_penetration_init();
|
||
}
|
||
}
|
||
|
||
timed_ads_anims()
|
||
{
|
||
flag_wait( "foley_done_talking_from_hip_ads_training" );
|
||
/*-----------------------
|
||
FOLEY GOES INTO IDLE
|
||
-------------------------*/
|
||
level.foley.animnode notify( "stop_idle" );
|
||
level.foley.animnode thread anim_loop_solo( level.foley, "training_intro_idle", "stop_idle" );
|
||
|
||
flag_wait( "aa_timed_shooting_training" );
|
||
/*-----------------------
|
||
FOLEY TURNS AROUND
|
||
-------------------------*/
|
||
level.foley.animnode notify( "stop_idle" );
|
||
level.foley.animnode anim_single_solo( level.foley, "training_intro_foley_turnaround_1" );
|
||
level.foley.animnode thread anim_loop_solo( level.foley, "training_intro_idle", "stop_idle" );
|
||
|
||
flag_wait( "firing_range_timed_ads_done" );
|
||
level.foley.animnode notify( "stop_idle" );
|
||
level.foley.animnode anim_single_solo( level.foley, "training_intro_foley_idle_talk_1" );
|
||
flag_set( "foley_done_talking_from_timed_ads_training" );
|
||
|
||
}
|
||
|
||
firing_range_timed_ads()
|
||
{
|
||
flag_wait( "firing_range_hip_and_ads_done" );
|
||
thread timed_ads_anims();
|
||
/*-----------------------
|
||
ADS TARGET SWITCHING - TIMED
|
||
-------------------------*/
|
||
thread autosave_by_name( "timed_ads" );
|
||
|
||
//Sgt. Foley Aiming down your sights also works for switching quickly between targets.
|
||
level.translator delaythread( level.translatordelay,::dialogue_execute, "train_fly_switching" );
|
||
level.foley dialogue_execute( "train_fly_switching" );
|
||
|
||
//Sgt. Foley Aim down your sights, then pop in and out to acquire new targets.
|
||
level.translator delaythread( level.translatordelay,::dialogue_execute, "train_fly_popinandout" );
|
||
level.foley dialogue_execute( "train_fly_popinandout" );
|
||
|
||
//Sgt. Foley Show 'em Private.
|
||
level.foley dialogue_execute( "train_fly_showemprivate" );
|
||
|
||
// Shoot each target as quickly as possible.
|
||
registerObjective( "obj_timed_rifle", &"TRAINER_SHOOT_EACH_TARGET_AS", getEnt( "firing_range", "targetname" ) );
|
||
setObjectiveState( "obj_timed_rifle", "current" );
|
||
|
||
//(HINT: RELEASE AND PULL LT TO AUTOMATICALLY SNAP TO A NEARBY TARGET)
|
||
//Foley: If your target is close to where you are aiming, you can snap to it quickly by quickly aiming down your sight.
|
||
//OBJECTIVE: Shoot each target as quickly as possible.
|
||
|
||
flag_set( "aa_timed_shooting_training" );
|
||
|
||
//Now I'm going make the targets pop up one at a time.
|
||
//level.waters execDialog( "targetspop" );
|
||
|
||
//wait .5;
|
||
|
||
//Hit all of them as fast as you can.
|
||
//level.waters execDialog( "hitall" );
|
||
|
||
//Sgt. Foley If your target is close to where you are aiming, you can snap to it quickly by quickly aiming down your sights.
|
||
level.translator delaythread( level.translatordelay,::dialogue_execute, "train_fly_iftargetclose" );
|
||
level.foley dialogue_execute( "train_fly_iftargetclose" );
|
||
|
||
|
||
// if ( auto_aim() )
|
||
// {
|
||
// //ps3_flipped = is_ps3_flipped();
|
||
//
|
||
// //if ( ( level.xenon ) || ( ps3_flipped ) )
|
||
// if ( level.xenon )
|
||
// actionBind = getActionBind( "ads_switch" );
|
||
// else
|
||
// actionBind = getActionBind( "ads_switch_shoulder" );
|
||
// double_line = true;
|
||
// thread killhouse_hint( actionBind.hint, 6, double_line );
|
||
// }
|
||
|
||
|
||
if ( ( level.player GetWeaponAmmoClip( level.gunPrimary ) ) < level.gunPrimaryClipAmmo )
|
||
{
|
||
keyHint( "reload" );
|
||
wait( 2.0 );
|
||
}
|
||
|
||
numRepeats = 0;
|
||
dialogueLine = 0;
|
||
|
||
level.foley thread nag_on_notify_till_flag_set( "nag_ads_snap_0", 4, "player_needs_to_ADS", "firing_range_timed_ads_done" );
|
||
|
||
while ( 1 )
|
||
{
|
||
//lowerTargetDummies( "rifle" );
|
||
|
||
if ( auto_aim() && numRepeats != 0 )
|
||
{
|
||
if ( level.xenon )
|
||
actionBind = getActionBind( "ads_switch" );
|
||
else
|
||
actionBind = getActionBind( "ads_switch_shoulder" );
|
||
double_line = true;
|
||
thread killhouse_hint( actionBind.hint, 10, double_line );
|
||
wait 4;
|
||
}
|
||
|
||
level.num_hit = 0;
|
||
level.num_hit_with_ads = 0;
|
||
level.num_hit_without_ads = 0;
|
||
thread timedTargets();
|
||
|
||
level waittill( "a timed target has been hit" );
|
||
|
||
/*-----------------------
|
||
WAIT FOR 10 SECONDS OR UNTIL TOO MANY HIT FROM THE HIP
|
||
-------------------------*/
|
||
level waittill_notify_or_timeout( "player_has_hit_too_many_from_hip", 10 );
|
||
|
||
level notify( "times_up" );
|
||
|
||
if ( level.num_hit > 6 )
|
||
{
|
||
if ( level.num_hit_with_ads > 4 )
|
||
{
|
||
//PASS: Player hit more than 6 targets in the alotted time,
|
||
//at least 5 of which were in ADS
|
||
break;
|
||
}
|
||
}
|
||
|
||
wait 1;
|
||
|
||
numRepeats++;
|
||
|
||
array_thread( level.firingRangeTimedTargets,::target_reset_manual );
|
||
|
||
/*-----------------------
|
||
FAILED - TOO SLOW OR NOT ENOUGH IN ADS
|
||
-------------------------*/
|
||
if ( level.num_hit_with_ads < 4 )
|
||
{
|
||
//Sgt. Foley Do it again. You can snap to new targets by quickly engaging and releasing your aim.
|
||
//Sgt. Foley Private Allen, you're not snapping to your targets. You need to quickly engage and release aiming down the sight to snap to new targets.
|
||
//Sgt. Foley Private Allen, you're doing it wrong. Quickly engage and release aiming down the sight to snap to new targets.
|
||
level.foley dialogue_execute( "timed_ads_not_snapping_0" + dialogueLine );
|
||
}
|
||
else
|
||
{
|
||
//Sgt. Foley That was too slow. You need engage and release your aim quickly to snap to new targets
|
||
//Sgt. Foley Too slow. Private Allen, you need to quickly pop in and out of aiming down your sights to snap to new targets.
|
||
//Sgt. Foley Do it again and speed it up. Show these men how to snap to new targets by quickly popping in and out of aiming down your sights.
|
||
level.foley dialogue_execute( "timed_ads_too_slow_0" + dialogueLine );
|
||
}
|
||
|
||
dialogueLine++;
|
||
if ( dialogueLine > 2 )
|
||
{
|
||
dialogueLine = 0;
|
||
}
|
||
wait 1;
|
||
|
||
if ( ( level.player GetWeaponAmmoClip( level.gunPrimary ) ) < level.gunPrimaryClipAmmo )
|
||
{
|
||
thread keyHint( "reload" );
|
||
while ( ( level.player GetWeaponAmmoClip( level.gunPrimary ) ) < level.gunPrimaryClipAmmo )
|
||
wait .1;
|
||
clear_hints();
|
||
wait 1;
|
||
}
|
||
}
|
||
|
||
/*-----------------------
|
||
PASSED TIMED ADS
|
||
-------------------------*/
|
||
wait 1;
|
||
|
||
setObjectiveState( "obj_timed_rifle", "done" );
|
||
array_thread( level.firingRangeTimedTargets,::target_reset_manual );
|
||
|
||
/*-----------------------
|
||
ADS TARGET SWITCHING - COMPLETE
|
||
-------------------------*/
|
||
wait 0.5;
|
||
flag_clear( "aa_timed_shooting_training" );
|
||
|
||
//Sgt. Foley Now that's how you do it. You want to take down your targets quickly and with control.
|
||
level.foley dialogue_execute( "train_fly_howyoudoit" );
|
||
|
||
flag_set( "firing_range_timed_ads_done" );
|
||
|
||
}
|
||
|
||
timedTargets()
|
||
{
|
||
level endon( "times_up" );
|
||
targets = level.firingRangeTimedTargets;
|
||
last_selection = -1;
|
||
while ( 1 )
|
||
{
|
||
while ( 1 )
|
||
{
|
||
//randomly pop up a target
|
||
wait( 0.05 );
|
||
selected_target = randomint( targets.size );
|
||
if ( selected_target != last_selection )
|
||
break;
|
||
}
|
||
|
||
last_selection = selected_target;
|
||
targets[ selected_target ] notify( "pop_up" );
|
||
|
||
//wait for target to be hit
|
||
targets[ selected_target ] waittill( "hit" );
|
||
level notify( "a timed target has been hit" );
|
||
|
||
if ( level.player isADS() )
|
||
{
|
||
level.num_hit_with_ads++;
|
||
level.player notify( "did_action_ads" );
|
||
level.player notify( "did_action_ads_360" );
|
||
}
|
||
|
||
else
|
||
{
|
||
level.num_hit_without_ads++;
|
||
if ( level.num_hit_without_ads > 2 )
|
||
{
|
||
level notify( "player_has_hit_too_many_from_hip" );
|
||
break;
|
||
}
|
||
|
||
if ( level.Xenon )
|
||
thread keyHint( "ads_360" );
|
||
else
|
||
thread keyHint( "ads" );// PC and PS3 are both press
|
||
level notify( "player_needs_to_ADS" );
|
||
}
|
||
|
||
level.num_hit++;
|
||
|
||
wait .1;
|
||
}
|
||
}
|
||
|
||
/****************************************************************************
|
||
FIRING RANGE - BULLET PENETRATION
|
||
****************************************************************************/
|
||
AA_penetration_init()
|
||
{
|
||
thread firing_range_penetration();
|
||
|
||
flag_wait( "firing_range_penetration_done" );
|
||
|
||
thread AA_frags_init();
|
||
}
|
||
|
||
penetration_anims()
|
||
{
|
||
if ( level.skippingTimedADS == true )
|
||
{
|
||
flag_wait( "foley_done_talking_from_hip_ads_training" );
|
||
}
|
||
|
||
flag_wait( "foley_done_talking_from_timed_ads_training" );
|
||
/*-----------------------
|
||
FOLEY GOES INTO IDLE
|
||
-------------------------*/
|
||
level.foley.animnode notify( "stop_idle" );
|
||
level.foley.animnode thread anim_loop_solo( level.foley, "training_intro_idle", "stop_idle" );
|
||
|
||
flag_wait( "foley_turns_for_penetration_demo" );
|
||
/*-----------------------
|
||
FOLEY TURNS AROUND
|
||
-------------------------*/
|
||
level.foley.animnode notify( "stop_idle" );
|
||
level.foley.animnode anim_single_solo( level.foley, "training_intro_foley_turnaround_1" );
|
||
level.foley.animnode thread anim_loop_solo( level.foley, "training_intro_idle", "stop_idle" );
|
||
|
||
flag_set( "foley_done_talking_from_penetration_training" );
|
||
|
||
}
|
||
|
||
firing_range_penetration()
|
||
{
|
||
thread penetration_anims();
|
||
thread autosave_by_name( "penetration" );
|
||
|
||
//Sgt. Foley Now if your target is behind light cover, remember that certain weapons can penetrate and hit your target.
|
||
level.translator delaythread( level.translatordelay,::dialogue_execute, "train_fly_lightcover" );
|
||
level.foley dialogue_execute( "train_fly_lightcover" );
|
||
|
||
flag_set( "foley_turns_for_penetration_demo" );
|
||
//Sgt. Foley The Private here will demonstrate.
|
||
level.translator delaythread( level.translatordelay,::dialogue_execute, "train_fly_theprivatehere" );
|
||
level.foley dialogue_execute( "train_fly_theprivatehere" );
|
||
|
||
registerObjective( "obj_penetration", &"TRAINER_SHOOT_A_TARGET_THROUGH", getEnt( "firing_range", "targetname" ) );
|
||
setObjectiveState( "obj_penetration", "current" );
|
||
|
||
while ( !within_fov( level.player.origin, level.player getplayerangles(), level.firing_range_area.origin, level.cosine[ "45" ] ) )
|
||
wait 0.05;
|
||
|
||
level.foley thread nag_on_notify_till_flag_set( "nag_penetration_fire_0", 2, "player_needs_to_shoot_through_plywood", "firing_range_penetration_done" );
|
||
|
||
thread raisePlywoodWalls();
|
||
numberOfTagretsToHit = 1;
|
||
mustADS = undefined;
|
||
mustCrouch = undefined;
|
||
mustShootThroughPlywood = true;
|
||
cycle_targets_till_hit( level.penetration_targets, numberOfTagretsToHit, mustADS, mustCrouch, mustShootThroughPlywood );
|
||
|
||
|
||
|
||
thread spawn_frags();
|
||
setObjectiveState( "obj_penetration", "done" );
|
||
delaythread( 3,:: lowerPlywoodWalls );
|
||
|
||
clear_hints();
|
||
flag_set( "firing_range_penetration_done" );
|
||
}
|
||
|
||
raisePlywoodWalls()
|
||
{
|
||
level.plywood rotateRoll( 90, 0.25, 0.1, 0.1 );
|
||
level.plywood playSound( "trainer_target_up_wood" );
|
||
level.plywood.up = true;
|
||
level.plywood endon( "plywood_going_down" );
|
||
level.plywood solid();
|
||
level.plywood setCanDamage( true );
|
||
wait .25;
|
||
while( level.plywood.up == true )
|
||
{
|
||
level.plywood waittill ( "damage", amount, attacker, direction_vec, point, type );
|
||
if ( !isdefined( attacker ) )
|
||
continue;
|
||
if ( !isdefined( type ) )
|
||
continue;
|
||
if ( isplayer( attacker ) )
|
||
{
|
||
level.lastTimePlywoodWasHit = gettime();
|
||
}
|
||
}
|
||
}
|
||
|
||
lowerPlywoodWalls()
|
||
{
|
||
level.plywood rotateRoll( -90, 0.25, 0.1, 0.1 );
|
||
level.plywood playSound( "trainer_target_up_wood" );
|
||
level.plywood notify( "plywood_going_down" );
|
||
level.plywood.up = false;
|
||
}
|
||
|
||
/****************************************************************************
|
||
FIRING RANGE - FRAGS
|
||
****************************************************************************/
|
||
AA_frags_init()
|
||
{
|
||
thread firing_range_frags();
|
||
|
||
flag_wait( "firing_range_frags_done" );
|
||
|
||
thread AA_find_pit_init();
|
||
}
|
||
|
||
frags_anims()
|
||
{
|
||
flag_wait( "foley_done_talking_from_penetration_training" );
|
||
level.foley.animnode notify( "stop_idle" );
|
||
|
||
if ( !flag( "foley_turns_for_frag_demo" ) )
|
||
{
|
||
level.foley.animnode anim_single_solo( level.foley, "training_intro_foley_idle_talk_2" );
|
||
|
||
/*-----------------------
|
||
FOLEY GOES INTO IDLE
|
||
-------------------------*/
|
||
level.foley.animnode thread anim_loop_solo( level.foley, "training_intro_idle", "stop_idle" );
|
||
}
|
||
|
||
|
||
flag_wait( "foley_turns_for_frag_demo" );
|
||
/*-----------------------
|
||
FOLEY TURNS AROUND
|
||
-------------------------*/
|
||
if ( !flag( "firing_range_frags_done" ) )
|
||
{
|
||
level.foley.animnode notify( "stop_idle" );
|
||
level.foley.animnode anim_single_solo( level.foley, "training_intro_foley_turnaround_2" );
|
||
}
|
||
|
||
level.foley.animnode thread anim_loop_solo( level.foley, "training_intro_idle", "stop_idle" );
|
||
wait( 0.05 );
|
||
flag_set( "foley_done_talking_from_frag_training" );
|
||
}
|
||
|
||
firing_range_frags()
|
||
{
|
||
if ( !flag( "frags_have_been_spawned" ) )
|
||
thread spawn_frags();
|
||
|
||
thread autosave_by_name( "frags" );
|
||
thread frags_anims();
|
||
/*-----------------------
|
||
PICKUP SOME FRAGS
|
||
-------------------------*/
|
||
wait( 1 );
|
||
//Sgt. Foley Last but not least, you need to know how to toss a frag grenade.
|
||
level.translator delaythread( level.translatordelay,::dialogue_execute, "train_fly_tossafrag" );
|
||
level.foley dialogue_execute( "train_fly_tossafrag" );
|
||
|
||
alreadyHadFrags = false;
|
||
|
||
if ( !flag( "player_picked_up_frags" ) )
|
||
{
|
||
thread frags_glow();
|
||
//Sgt. Foley Private Allen, pick up some frag grenades from the table.
|
||
level.foley thread dialogue_execute( "train_fly_pickupfrag" );
|
||
registerObjective( "obj_frags", &"TRAINER_PICK_UP_THE_FRAG_GRENADES", getEnt( "frag_trigger", "script_noteworthy" ) );
|
||
setObjectiveState( "obj_frags", "current" );
|
||
}
|
||
else
|
||
{
|
||
alreadyHadFrags = true;
|
||
}
|
||
|
||
while ( level.player GetWeaponAmmoStock( "fraggrenade" ) < 3 )
|
||
wait ( 0.05 );
|
||
|
||
|
||
/*-----------------------
|
||
THROW A FRAG INTO THE SPOT...
|
||
-------------------------*/
|
||
if ( alreadyHadFrags )
|
||
{
|
||
registerObjective( "obj_frags", &"TRAINER_THROW_A_GRENADE_INTO", getEnt( "firing_range", "targetname" ) );
|
||
setObjectiveState( "obj_frags", "current" );
|
||
setObjectiveLocation( "obj_frags", getent( "firing_range", "targetname" ) );
|
||
}
|
||
else
|
||
{
|
||
thread setObjectiveString( "obj_frags", &"TRAINER_THROW_A_GRENADE_INTO" );
|
||
setObjectiveState( "obj_frags", "current" );
|
||
setObjectiveLocation( "obj_frags", getent( "firing_range", "targetname" ) );
|
||
}
|
||
|
||
flag_set( "foley_turns_for_frag_demo" );
|
||
|
||
thread frag_nags();
|
||
|
||
/*-----------------------
|
||
WAITTILL FRAG SUCCESS
|
||
-------------------------*/
|
||
numberOfTagretsToHit = 1;
|
||
mustADS = undefined;
|
||
mustCrouch = undefined;
|
||
mustShootThroughPlywood = true;
|
||
|
||
while ( !within_fov( level.player.origin, level.player getplayerangles(), level.firing_range_area.origin, level.cosine[ "45" ] ) )
|
||
wait 0.05;
|
||
|
||
//Pop translator into new idle while player not looking
|
||
level.translatoranimnode notify( "stop_idle" );
|
||
level.translatoranimnode thread anim_loop_solo( level.translator, "training_intro_idle", "stop_idle" );
|
||
level.traineeanimnode notify( "stop_idle" );
|
||
level.traineeanimnode thread anim_loop_solo( level.trainee_01, "training_intro_idle", "stop_idle" );
|
||
|
||
array_thread( level.grenade_targets,::target_pop_up_continuously, "targets_hit_with_grenades" );
|
||
array_thread( level.grenade_targets,::set_flag_when_hit_by_grenade, "targets_hit_with_grenades" );
|
||
|
||
thread keyHint( "frag", undefined, true );
|
||
|
||
flag_wait( "targets_hit_with_grenades" );
|
||
|
||
flag_set( "firing_range_frags_done" );
|
||
clear_hints();
|
||
wait( 1 );
|
||
setObjectiveState( "obj_frags", "done" );
|
||
|
||
|
||
if ( ( level.player GetWeaponAmmoStock( "fraggrenade" ) ) > 0 )
|
||
{
|
||
level.player SetWeaponAmmoStock( "fraggrenade", 0 );
|
||
}
|
||
|
||
array_thread( level.grenade_targets,::target_reset_manual );
|
||
|
||
}
|
||
|
||
frag_nags()
|
||
{
|
||
nagNumber = 0;
|
||
|
||
//Sgt. Foley Toss a grenade down range to take out several targets at once.
|
||
level.translator delaythread( level.translatordelay,::dialogue_execute, "train_fly_grenadedownrange" );
|
||
level.foley dialogue_execute( "train_fly_grenadedownrange" );
|
||
|
||
level endon( "targets_hit_with_grenades" );
|
||
|
||
thread player_frag_usage_monitor();
|
||
while( !flag( "targets_hit_with_grenades" ) )
|
||
{
|
||
wait( 6 );
|
||
|
||
if ( !within_fov( level.player.origin, level.player getplayerangles(), level.firing_range_area.origin, level.cosine[ "45" ] ) )
|
||
{
|
||
thread killhouse_hint( &"TRAINER_HINT_TURN_AROUND" );
|
||
while ( !within_fov( level.player.origin, level.player getplayerangles(), level.firing_range_area.origin, level.cosine[ "45" ] ) )
|
||
wait 0.05;
|
||
clear_hints();
|
||
}
|
||
else if ( !flag( "player_just_threw_a_frag" ) )
|
||
{
|
||
//Sgt. Foley training Private, throw a grenade and take out those targets.
|
||
//Sgt. Foley training Private, let's go. Throw a grenade at the targets!
|
||
//Sgt. Foley training Toss a grenade down range to take out several targets at once.
|
||
level.foley dialogue_execute( "frag_nag_0" + nagNumber );
|
||
nagNumber++;
|
||
if ( nagNumber > 2 )
|
||
nagNumber = 0;
|
||
}
|
||
}
|
||
}
|
||
|
||
player_frag_usage_monitor()
|
||
{
|
||
level endon( "targets_hit_with_grenades" );
|
||
|
||
while( true )
|
||
{
|
||
level.player waittill_either( "grenade_pullback", "did_action_frag" );
|
||
flag_set( "player_just_threw_a_frag" );
|
||
wait( 5 );
|
||
flag_clear( "player_just_threw_a_frag" );
|
||
}
|
||
|
||
|
||
}
|
||
set_flag_when_hit_by_grenade( sFlagToSet )
|
||
{
|
||
level endon( sFlagToSet );
|
||
while( true )
|
||
{
|
||
self waittill ( "hit_with_grenade" );
|
||
if (!flag( sFlagToSet ) )
|
||
flag_set( sFlagToSet );
|
||
}
|
||
}
|
||
|
||
target_pop_up_continuously( sFlagToStop )
|
||
{
|
||
level endon( sFlagToStop );
|
||
while ( true )
|
||
{
|
||
self notify( "pop_up" );
|
||
self waittill ( "hit" );
|
||
wait( 1 );
|
||
}
|
||
}
|
||
|
||
//firing_range_frags_old()
|
||
//{
|
||
// if ( !flag( "frags_have_been_spawned" ) )
|
||
// thread spawn_frags();
|
||
//
|
||
// thread autosave_now( "frag_training" );
|
||
//
|
||
// /*-----------------------
|
||
// PICKUP SOME FRAGS
|
||
// -------------------------*/
|
||
// level.foley dialogue_execute( "Last but not least, you need to know how to toss a frag." );
|
||
//
|
||
// alreadyHadFrags = false;
|
||
//
|
||
// if ( !level.player GetWeaponAmmoStock( "fraggrenade" ) )
|
||
// {
|
||
// frags_glow();
|
||
// level.foley thread dialogue_execute( "Ramirez, pick up some frag grenades from the table." );
|
||
// registerObjective( "obj_frags", &"TRAINER_PICK_UP_THE_FRAG_GRENADES", getEnt( "frag_trigger", "script_noteworthy" ) );
|
||
// setObjectiveState( "obj_frags", "current" );
|
||
// }
|
||
// else
|
||
// {
|
||
// alreadyHadFrags = true;
|
||
// }
|
||
//
|
||
// while ( level.player GetWeaponAmmoStock( "fraggrenade" ) < 3 )
|
||
// wait ( 0.05 );
|
||
//
|
||
//
|
||
// /*-----------------------
|
||
// THROW A FRAG INTO THE SPOT...
|
||
// -------------------------*/
|
||
// level.foley thread dialogue_execute( "Toss a grenade into one of those mortar craters." );
|
||
// if ( alreadyHadFrags )
|
||
// {
|
||
// registerObjective( "obj_frags", &"TRAINER_THROW_A_GRENADE_INTO", getEnt( "firing_range", "targetname" ) );
|
||
// setObjectiveState( "obj_frags", "current" );
|
||
// }
|
||
// else
|
||
// {
|
||
// thread setObjectiveString( "obj_frags", &"TRAINER_THROW_A_GRENADE_INTO" );
|
||
// setObjectiveState( "obj_frags", "current" );
|
||
// }
|
||
//
|
||
// /*-----------------------
|
||
// WAITTILL FRAG SUCCESS
|
||
// -------------------------*/
|
||
//
|
||
// grenade_damage_triggers = getentarray( "grenade_damage_trigger", "targetname" );
|
||
// array_thread( grenade_damage_triggers,::frag_triggers_think, "player_has_thrown_frag_into_target" );
|
||
//
|
||
// thread keyHint( "frag", undefined, true );
|
||
// flag_wait( "player_has_thrown_frag_into_target" );
|
||
//
|
||
// clear_hints();
|
||
// setObjectiveState( "obj_frags", "done" );
|
||
// level.foley dialogue_execute( "Good." );
|
||
// flag_set( "firing_range_frags_done" );
|
||
//
|
||
//}
|
||
|
||
//nags_frag()
|
||
//{
|
||
// level endon( "player_has_thrown_frag_into_target" );
|
||
// while( !flag( "player_has_thrown_frag_into_target" ) )
|
||
// {
|
||
// clear_hints();
|
||
// thread keyHint( "frag", undefined, true );
|
||
// wait( 5 );
|
||
// }
|
||
//}
|
||
|
||
frag_triggers_think( sFlagToSetWhenComplete )
|
||
{
|
||
//self ==> the damage trigger
|
||
self enablegrenadetouchdamage();
|
||
while( true )
|
||
{
|
||
self waittill( "trigger" );
|
||
if ( !flag( sFlagToSetWhenComplete ) )
|
||
flag_set( sFlagToSetWhenComplete );
|
||
break;
|
||
}
|
||
}
|
||
|
||
frags_glow()
|
||
{
|
||
frags = getentarray( "frags", "script_noteworthy" );
|
||
array_thread( frags,::glow );
|
||
|
||
flag_wait( "player_picked_up_frags" );
|
||
|
||
array_thread( frags,::stopglow );
|
||
}
|
||
|
||
frags_glow_stop()
|
||
{
|
||
frags = getentarray( "frags", "script_noteworthy" );
|
||
array_thread( frags,::stopglow );
|
||
}
|
||
|
||
spawn_frags()
|
||
{
|
||
flag_set( "frags_have_been_spawned" );
|
||
|
||
frag_trigger = getent( "frag_trigger", "script_noteworthy" );
|
||
grenade_box = getent( "grenade_box", "targetname" );
|
||
grenade_box setmodel( "mil_grenade_box_opened" );
|
||
level.frags = getentarray( "frags", "script_noteworthy" );
|
||
level.fragsPickups = getentarray( "frags_pickup", "targetname" );
|
||
maxFrags = 4;
|
||
level endon( "firing_range_frags_done" );
|
||
while( true )
|
||
{
|
||
wait( .1 );
|
||
frag_trigger waittill( "trigger" );
|
||
|
||
if ( !level.player WorldPointInReticle_Circle( grenade_box.origin, 45, 400 ) )
|
||
continue;
|
||
|
||
if ( level.player GetWeaponAmmoStock( "fraggrenade" ) > 3 )
|
||
continue;
|
||
if ( !flag( "player_picked_up_frags" ) )
|
||
{
|
||
flag_set( "player_picked_up_frags" );
|
||
level.player giveWeapon( "fraggrenade" );
|
||
level.player SetWeaponAmmoStock( "fraggrenade", 0 );
|
||
frags_glow_stop();
|
||
}
|
||
currentPlayerFrags = level.player GetWeaponAmmoStock( "fraggrenade" );
|
||
fragsToHide = maxFrags - currentPlayerFrags;
|
||
if ( fragsToHide > 0 )
|
||
{
|
||
hide_frags_till_player_not_looking( fragsToHide );
|
||
level.player GiveMaxAmmo( "fraggrenade" );
|
||
level.player playsound( "grenade_pickup" );
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
hide_frags_till_player_not_looking( fragsToHide )
|
||
{
|
||
level endon( "firing_range_frags_done" );
|
||
validFragsToHide = [];
|
||
foreach( frag in level.fragsPickups )
|
||
{
|
||
if ( !isdefined( frag.hidden ) )
|
||
validFragsToHide[ validFragsToHide.size ] = frag;
|
||
}
|
||
|
||
//if we are already hiding all the frags, return;
|
||
if ( validFragsToHide.size == 0 )
|
||
return;
|
||
|
||
i = 0;
|
||
fragToHide = undefined;
|
||
hiddenFrags = [];
|
||
while( i < fragsToHide )
|
||
{
|
||
wait( 0.05 );
|
||
fragToHide = getclosest( level.player.origin, validFragsToHide );
|
||
if ( !isdefined( fragToHide ) )
|
||
continue;
|
||
validFragsToHide = array_remove( validFragsToHide, fragToHide );
|
||
fragToHide hide();
|
||
fragToHide.hidden = true;
|
||
hiddenFrags[ hiddenFrags.size ] = fragToHide;
|
||
i++;
|
||
}
|
||
thread show_me_when_player_not_looking_or_timeout( hiddenFrags, 3 );
|
||
}
|
||
|
||
show_me_when_player_not_looking_or_timeout( hiddenFrags, timeout )
|
||
{
|
||
level endon( "firing_range_frags_done" );
|
||
|
||
wait( .5 );
|
||
//don't bother until player on his last frag
|
||
while ( level.player GetWeaponAmmoStock( "fraggrenade" ) > 0 )
|
||
wait ( 0.05 );
|
||
|
||
start_time = gettime();
|
||
while( true )
|
||
{
|
||
wait( .5 );
|
||
if ( within_fov( level.player.origin, level.player getplayerangles(), level.firing_range_area.origin, level.cosine[ "45" ] ) )
|
||
break;
|
||
if ( gettime() >= start_time + timeout * 1000 )
|
||
break;
|
||
}
|
||
array_call( hiddenFrags,::show );
|
||
foreach( frag in hiddenFrags )
|
||
frag.hidden = undefined;
|
||
}
|
||
|
||
/****************************************************************************
|
||
OBJECTIVE TO THE PIT START
|
||
****************************************************************************/
|
||
|
||
AA_find_pit_init()
|
||
{
|
||
thread AA_find_the_pit_sequence();
|
||
flag_wait( "sidearm_complete" );
|
||
|
||
thread AA_pit_init();
|
||
}
|
||
|
||
go_to_pit_anims()
|
||
{
|
||
flag_wait( "firing_range_frags_done" );
|
||
flag_wait( "foley_done_talking_from_frag_training" );
|
||
level.foley.animnode notify( "stop_idle" );
|
||
level.traineeanimnode notify( "stop_idle" );
|
||
level.translatoranimnode notify( "stop_idle" );
|
||
|
||
//foley and crew regroup
|
||
level.foley.animnode thread anim_single_solo( level.foley, "training_intro_end" );
|
||
level.traineeanimnode thread anim_single_solo( level.trainee_01, "training_intro_end" );
|
||
level.translatoranimnode anim_single_solo( level.translator, "training_intro_end" );
|
||
|
||
//idle forever doing weapon demo
|
||
level.foley.animnode thread anim_loop_solo( level.foley, "training_intro_end_idle", "stop_idle" );
|
||
level.translatoranimnode thread anim_loop_solo( level.translator, "training_intro_end_idle", "stop_idle" );
|
||
level.traineeanimnode anim_loop_solo( level.trainee_01, "training_intro_end_idle", "stop_idle" );
|
||
|
||
}
|
||
|
||
AA_find_the_pit_sequence()
|
||
{
|
||
/*-----------------------
|
||
SIDEARM TRAINING SETUP
|
||
-------------------------*/
|
||
level.pitguy.isidling = true;
|
||
level.pitguygun show();
|
||
level.pitguy.animnode anim_first_frame( level.pitActors, "training_pit_sitting_welcome" );
|
||
level.pitguy.animnode anim_first_frame( level.pitcases, "training_pit_open_case" );
|
||
level.pitguy.animnode thread anim_loop( level.pitActors, "training_pit_sitting_idle", "stop_idle" );
|
||
|
||
//Sgt. Foley Good.
|
||
level.foley dialogue_execute( "train_fly_good" );
|
||
|
||
//Sgt. Foley Note that frags tend to roll on sloped surfaces. So think twice before tossing one up hill.
|
||
level.translator delaythread( level.translatordelay,::dialogue_execute, "train_fly_fragstendtoroll" );
|
||
level.foley dialogue_execute( "train_fly_fragstendtoroll" );
|
||
|
||
/*-----------------------
|
||
FOLEY STEPS AWAY
|
||
-------------------------*/
|
||
blocker_range = getent( "blocker_range", "targetname" );
|
||
blocker_range hide_entity();
|
||
thread go_to_pit_anims();
|
||
|
||
thread autosave_by_name( "find_the_pit" );
|
||
|
||
//Sgt. Foley Thanks for the help, Private Allen. Now get over to The Pit...Colonel Shepherd wants to see you run the course.
|
||
flag_wait( "notetrack_dialogue_foley_thanks_for_help" );
|
||
level.foley play_sound_on_entity( "train_fly_thanksforhelp" );
|
||
|
||
thread dialogue_ambient();
|
||
|
||
setSavedDvar( "objectiveAlpha", 1 );
|
||
registerObjective( "obj_course_locate", &"TRAINER_OBJ_GO_TO_THE_PIT", getEnt( "origin_sidearm_table_babystep_1", "targetname" ) );
|
||
setObjectiveState( "obj_course_locate", "current" );
|
||
flag_set( "obj_go_to_the_pit_given" );
|
||
|
||
delaythread ( 4, ::objective_hints, "obj_go_to_the_pit_done" );
|
||
|
||
//Sgt. Foley All right, who here wants to go first? Show me what you've learned so far.
|
||
flag_wait( "notetrack_dialogue_foley_who_go_first" );
|
||
level.translator delaythread( level.translatordelay,::dialogue_execute, "train_fly_gofirst" );
|
||
level.foley play_sound_on_entity( "train_fly_gofirst" );
|
||
|
||
flag_wait( "player_passing_barracks" );
|
||
|
||
flag_wait( "player_at_pit_stairs" );
|
||
setObjectiveLocation( "obj_course_locate", getent( "origin_sidearm_table", "targetname" ) );
|
||
|
||
/*-----------------------
|
||
SIDEARM TRAINING
|
||
-------------------------*/
|
||
flag_wait( "player_entering_course" );
|
||
flag_set( "obj_go_to_the_pit_done" );
|
||
wait( 0.05 );
|
||
clear_hints();
|
||
setObjectiveState( "obj_course_locate", "done" );
|
||
|
||
thread sideArm_Training();
|
||
}
|
||
|
||
pitguy_anims()
|
||
{
|
||
level.pitguy.animnode notify( "stop_idle" );
|
||
level.pitguy.animnode anim_single( level.pitActors, "training_pit_sitting_welcome" );
|
||
level.pitguy.animnode notify( "stop_idle" );
|
||
level.pitguy.animnode thread anim_loop( level.pitActors, "training_pit_sitting_idle", "stop_idle" );
|
||
flag_set( "dunn_finished_welcome_anim" );
|
||
}
|
||
|
||
sideArm_Training()
|
||
{
|
||
setSavedDvar( "objectiveAlpha", level.oldObjectiveAlpha );
|
||
thread autosave_by_name( "sidearm" );
|
||
|
||
thread pitguy_anims();
|
||
|
||
flag_wait( "dunn_dialogue_welcome_01" );
|
||
//Cpl. Dunn Hey Private. Welcome back to The Pit.
|
||
level.pitguy play_sound_on_entity( "train_cpd_welcomeback" );
|
||
|
||
flag_wait( "dunn_dialogue_welcome_02" );
|
||
//Cpl. Dunn I hear Colonel Shepherd wants to pull a shooter from our unit for some special op - he's up there in observation.
|
||
level.pitguy play_sound_on_entity( "train_cpd_specialop" );
|
||
|
||
alreadyHadPistol = true;
|
||
if ( !level.player HasWeapon( level.gunSidearm ) )
|
||
{
|
||
alreadyHadPistol = false;
|
||
registerObjective( "obj_sidearm", &"TRAINER_GET_A_PISTOL_FROM_THE", getEnt( "origin_sidearm_table", "targetname" ) );
|
||
setObjectiveState( "obj_sidearm", "current" );
|
||
//Cpl. Dunn Go ahead and grab a pistol.
|
||
level.pitguy dialogue_execute( "train_cpd_grabapistol" );
|
||
pickup_sidearm = getent( "pickup_sidearm", "targetname" );
|
||
if ( isdefined( pickup_sidearm ) )
|
||
pickup_sidearm glow();
|
||
}
|
||
|
||
while ( ! level.player HasWeapon( level.gunSidearm ) )
|
||
{
|
||
//NAG_HINT: Approach the table and hold [USE_BUTTON] to pick up a pistol.
|
||
wait .05;
|
||
}
|
||
|
||
if ( alreadyHadPistol == true )
|
||
{
|
||
registerObjective( "obj_sidearm", &"TRAINER_GET_A_PISTOL_FROM_THE", getEnt( "origin_course_01", "targetname" ) );
|
||
setObjectiveState( "obj_sidearm", "current" );
|
||
//Cpl. Dunn OK. So you already have your side arm.
|
||
//level.pitguy dialogue_execute( "train_cpd_alreadyhave" );
|
||
}
|
||
else
|
||
{
|
||
wait( 1 );
|
||
}
|
||
|
||
setObjectiveLocation( "obj_sidearm", getent( "origin_course_01", "targetname" ) );
|
||
setObjectiveString( "obj_sidearm", &"TRAINER_SWITCH_TO_YOUR_RIFLE" );
|
||
|
||
currentWeapon = level.player getCurrentWeapon();
|
||
if ( currentWeapon == level.gunSidearm )
|
||
{
|
||
//Cpl. Dunn Alright, try switching to your rifle
|
||
level.pitguy dialogue_execute( "train_cpd_switchtorifle" );
|
||
|
||
currentWeapon = level.player getCurrentWeapon();
|
||
if ( currentWeapon != level.gunPrimary )
|
||
thread keyHint( "primary" );
|
||
|
||
while ( level.player getCurrentWeapon() != level.gunPrimary )
|
||
{
|
||
thread keyHint( "primary" );
|
||
wait .05;
|
||
}
|
||
|
||
|
||
clear_hints();
|
||
|
||
//Cpl. Dunn Good. Switch to your sidearm again.
|
||
level.pitguy dialogue_execute( "train_cpd_switchtosidearm" );
|
||
|
||
if ( level.player getCurrentWeapon() != level.gunSidearm )
|
||
{
|
||
//NAG_HINT: Press [WEAPON_SWITCH] to switch to your pistol.
|
||
thread keyHint( "sidearm" );
|
||
//wait .05;
|
||
}
|
||
while ( level.player getCurrentWeapon() != level.gunSidearm )
|
||
{
|
||
wait .05;
|
||
clear_hints();
|
||
thread keyHint( "sidearm" );
|
||
}
|
||
|
||
|
||
clear_hints();
|
||
}
|
||
else
|
||
{
|
||
//Cpl. Dunn Do me a favor and try switching to your sidearm.
|
||
level.pitguy dialogue_execute( "train_cpd_tryswitching" );
|
||
if ( level.player getCurrentWeapon() != level.gunSidearm )
|
||
{
|
||
//NAG_HINT: Press [WEAPON_SWITCH] to switch to your pistol.
|
||
thread keyHint( "sidearm" );
|
||
//wait .05;
|
||
}
|
||
while ( level.player getCurrentWeapon() != level.gunSidearm )
|
||
{
|
||
clear_hints();
|
||
thread keyHint( "sidearm" );
|
||
wait .05;
|
||
}
|
||
|
||
|
||
clear_hints();
|
||
}
|
||
|
||
//Cpl. Dunn You see how switching to your pistol is always faster than reloading?
|
||
level.pitguy dialogue_execute( "train_cpd_alwaysfaster" );
|
||
|
||
setObjectiveState( "obj_sidearm", "done" );
|
||
|
||
flag_set ( "sidearm_complete" );
|
||
level notify ( "sideArmTraining_end" );
|
||
}
|
||
|
||
/****************************************************************************
|
||
CQB PIT COURSE START
|
||
****************************************************************************/
|
||
|
||
AA_pit_init()
|
||
{
|
||
thread AA_pit_sequence();
|
||
thread pit_cases_and_door();
|
||
}
|
||
|
||
AA_pit_sequence()
|
||
{
|
||
if ( !isdefined( level.pitguy.isidling ) )
|
||
{
|
||
level.pitguygun show();
|
||
level.pitguy.animnode anim_first_frame( level.pitActors, "training_pit_sitting_welcome" );
|
||
level.pitguy.animnode thread anim_loop( level.pitActors, "training_pit_sitting_idle", "stop_idle" );
|
||
wait( 3 );
|
||
}
|
||
|
||
/*-----------------------
|
||
PIT GUY OPENS CASE AND SHOWS MORE WEAPONRY
|
||
-------------------------*/
|
||
|
||
//Cpl. Dunn Smile for the cameras and don't miss.. Shepard and the rest of the brass are scouting for a shooter for some special op.
|
||
thread dunn_open_case_dialogue();
|
||
|
||
thread course_loop_think();
|
||
thread AI_delete_when_out_of_sight( level.patrolDudes, 256 );
|
||
|
||
flag_wait( "dunn_finished_welcome_anim" );
|
||
|
||
level.pitguy.animnode notify( "stop_idle" );
|
||
level.pitguy.animnode thread anim_single( level.pitcases, "training_pit_open_case" );
|
||
level.pitguy.animnode anim_single( level.pitActors, "training_pit_open_case" );
|
||
level.pitguy.animnode thread anim_loop( level.pitActors, "training_pit_stand_idle", "stop_idle" );
|
||
|
||
|
||
/*-----------------------
|
||
TELEPORT PIT GUY WHILE PLAYER IS RUNNING COURSE
|
||
-------------------------*/
|
||
flag_wait( "player_course_stairs2" );
|
||
level.pitguy.animnode notify( "stop_idle" );
|
||
level.pitguy.animnode = getent( "node_dunn_training_exit", "targetname" );
|
||
level.pitguy.animnode thread anim_loop( level.pitActors, "training_pit_stand_idle", "stop_idle" );
|
||
// level.pitguygun delete();
|
||
}
|
||
|
||
dunn_open_case_dialogue()
|
||
{
|
||
flag_wait( "dunn_notetrack_open_case_dialogue" );
|
||
//Cpl. Dunn Smile for the cameras and don't miss.. Shepard and the rest of the brass are scouting for a shooter for some special op.
|
||
level.pitguy play_sound_on_entity( "train_cpd_smileforcameras" );
|
||
flag_set( "dunn_finished_with_open_case_dialogue" );
|
||
}
|
||
|
||
spawn_pitguy()
|
||
{
|
||
level.pitguy = spawn_targetname( "pitguy", true );
|
||
level.pitguy gun_remove();
|
||
level.pitguy.animname = "dunn";
|
||
level.pitguygun = spawn( "script_model", ( 0, 0, 0 ) );
|
||
level.pitguygun setmodel( "viewmodel_desert_eagle" );
|
||
level.pitguygun.origin = level.pitguy.origin;
|
||
level.pitguygun hide();
|
||
level.pitguygun.animname = "pit_gun";
|
||
level.pitguygun assign_animtree();
|
||
level.pitguy.animnode = getent( "node_dunn_training", "targetname" );
|
||
level.pitActors = [];
|
||
level.pitActors[ 0 ] = level.pitguy;
|
||
level.pitActors[ 1 ] = level.pitguygun;
|
||
}
|
||
|
||
pit_cases_and_door()
|
||
{
|
||
/*-----------------------
|
||
PIT GUY OPENS CASE AND SHOWS MORE WEAPONRY
|
||
-------------------------*/
|
||
flag_wait( "case_flip_01" );
|
||
level.pit_case_01 playsound( "scn_trainer_case_open1" );
|
||
pit_weapons_case_01 = getentarray( "pit_weapons_case_01", "script_noteworthy" );
|
||
array_thread( pit_weapons_case_01,::weapons_show );
|
||
|
||
flag_wait( "case_flip_02" );
|
||
level.pit_case_02 playsound( "scn_trainer_case_open2" );
|
||
pit_weapons_case_02 = getentarray( "pit_weapons_case_02", "script_noteworthy" );
|
||
array_thread( pit_weapons_case_02,::weapons_show );
|
||
|
||
flag_wait( "button_press" );
|
||
thread autosave_by_name( "pit_course_start" );
|
||
level.gate_cqb_enter thread door_open();
|
||
|
||
flag_wait( "player_course_stairs2" );
|
||
|
||
/*-----------------------
|
||
MORE WEAPONRY ON TABLE BY THE TIME THE PLAYER GETS BACK
|
||
-------------------------*/
|
||
pit_weapons_table = getentarray( "pit_weapons_table", "script_noteworthy" );
|
||
array_thread( pit_weapons_table,::weapons_show );
|
||
|
||
|
||
}
|
||
|
||
course_loop_think()
|
||
{
|
||
level endon( "clear_course" );
|
||
level endon( "mission failed" );
|
||
numTimesPlayed = 0;
|
||
setdvar( "killhouse_too_slow", "0" );
|
||
level.first_time = true;
|
||
previous_time = 0;
|
||
previous_selection = "none";
|
||
clear_hints();
|
||
numberOfTimesRun = 0;
|
||
/*-----------------------
|
||
COURSE LOOPS
|
||
-------------------------*/
|
||
while( true )
|
||
{
|
||
if ( level.first_time )
|
||
{
|
||
// if ( ( !( level.player getCurrentWeapon() == "mp5" ) ) || ( level.player GetWeaponAmmoStock( "flash_grenade" ) < 4 ) )
|
||
// {
|
||
// //"Pick up that MP5 and four flashbangs." );
|
||
// level.price thread execDialog( "pickupmp5" );
|
||
// // Equip the MP5 and pick up 4 flashbangs.
|
||
// setObjectiveString( "obj_price", &"KILLHOUSE_EQUIP_THE_MP5_AND_PICK" );
|
||
// setObjectiveLocation( "obj_price", getent( "obj_flashes", "targetname" ) );
|
||
// }
|
||
}
|
||
else
|
||
{
|
||
// jump_off_trigger thread jumpoff_monitor();
|
||
//
|
||
// //"Replace any flash bangs you used."
|
||
// level.price execDialog( "replaceflash" );
|
||
// if ( !( level.player getCurrentWeapon() == "mp5" ) )
|
||
// {
|
||
// //"Equip your MP5."
|
||
// level.price execDialog( "equipmp5" );
|
||
// }
|
||
}
|
||
|
||
/*-----------------------
|
||
WAIT UNTILL PLAYER HAS FULL AMMO
|
||
-------------------------*/
|
||
//TODO
|
||
|
||
/*-----------------------
|
||
SPECIFIC DIALOGUE FOR FIRST-TIMERS
|
||
-------------------------*/
|
||
if ( level.first_time )
|
||
{
|
||
//level.price execDialog( "ropedeck" ); // On my go, I want you to rope down to the deck and rush to position 1.
|
||
//level.price execDialog( "stormstairs" ); // After that you will storm down the stairs to position 2.
|
||
//level.price execDialog( "hit3and4" ); // Then hit position 3 and 4 following my precise instructions at each position.
|
||
}
|
||
|
||
thread dialogue_nag_start_course( level.first_time );
|
||
|
||
/*-----------------------
|
||
COURSE OBJECTIVE
|
||
-------------------------*/
|
||
if( level.first_time )
|
||
{
|
||
level.objectiveRegroup = 0;
|
||
registerObjective( "obj_course", &"TRAINER_OBJ_COURSE", getEnt( "origin_course_01", "targetname" ) );
|
||
setObjectiveState( "obj_course", "current" );
|
||
}
|
||
|
||
/*-----------------------
|
||
RESET CQB COURSE AND OPEN DOOR
|
||
-------------------------*/
|
||
course_triggers_01 = getentarray( "course_triggers_01", "script_noteworthy" );
|
||
array_notify( course_triggers_01, "activate" );
|
||
|
||
/*-----------------------
|
||
COURSE START
|
||
-------------------------*/
|
||
flag_wait( "player_has_started_course" );
|
||
flag_clear( "dunn_finished_with_difficulty_selection_dialogue" );
|
||
|
||
setObjectiveLocation( "obj_course", getent( "origin_course_01", "targetname" ) );
|
||
if ( level.objectiveRegroup != 0 )
|
||
setObjectiveString( "obj_course", &"TRAINER_OBJ_COURSE" );
|
||
|
||
|
||
flag_clear( "melee_target_hit" );
|
||
level.targets_hit_with_melee = 0;
|
||
|
||
thread target_flag_management();
|
||
if( level.first_time )
|
||
{
|
||
thread dialogue_course_civilian_killed();
|
||
delaythread ( 3,::dialogue_ambient_pit_course );
|
||
}
|
||
level.recommendedDifficulty = undefined;
|
||
|
||
thread dialogue_course();
|
||
|
||
conversation_orgs_pit = getentarray( "conversation_orgs_pit", "targetname" );
|
||
org = getclosest( level.player.origin, conversation_orgs_pit );
|
||
|
||
if ( cointoss() )
|
||
{
|
||
//Ranger 3 Come on. Get some, Allen!
|
||
org delaythread( 3,::play_sound_in_space, "train_ar3_getsome" );
|
||
}
|
||
else if ( cointoss() )
|
||
{
|
||
//Ranger 4 Bring it, bitch!
|
||
org delaythread( 3,::play_sound_in_space, "train_ar4_bringit" );
|
||
}
|
||
else
|
||
{
|
||
//Ranger 5 Come on! Get some!
|
||
org delaythread( 3,::play_sound_in_space, "train_ar5_comeon" );
|
||
}
|
||
|
||
/*-----------------------
|
||
TOP OFF PLAYER WEAPONS
|
||
-------------------------*/
|
||
playerPrimaryWeapons = level.player GetWeaponsListPrimaries();
|
||
if ( playerPrimaryWeapons.size > 0 )
|
||
{
|
||
foreach ( weapon in playerPrimaryWeapons )
|
||
level.player givemaxammo( weapon );
|
||
}
|
||
|
||
level.targets_hit = 0;
|
||
level.friendlies_hit = 0;
|
||
|
||
if ( getdvarint( "killhouse_too_slow" ) >= 1 )
|
||
thread startTimer( level.timelimitMax );
|
||
else
|
||
thread startTimer( level.timelimitMin );
|
||
|
||
thread accuracy_bonus();
|
||
|
||
if ( isdefined( level.IW_deck ) )
|
||
level.IW_deck destroy();
|
||
|
||
|
||
|
||
setObjectiveLocation( "obj_course", getEnt( "origin_course_02", "targetname" ) );
|
||
|
||
flag_wait( "player_course_03a" );
|
||
setObjectiveLocation( "obj_course", getEnt( "origin_course_03", "targetname" ) );
|
||
|
||
/*-----------------------
|
||
MELEE TARGET
|
||
-------------------------*/
|
||
flag_wait( "player_course_stairs2" );
|
||
|
||
thread key_hint_till_flag_set( "melee", "melee_target_hit" );
|
||
|
||
|
||
flag_wait( "player_course_upstairs" );
|
||
|
||
level.gate_cqb_enter thread door_close();
|
||
level.gate_cqb_exit thread door_open();
|
||
flag_clear( "player_inside_course" );
|
||
course_end_blocker = getent( "course_end_blocker", "targetname" );
|
||
course_end_blocker hide_entity();
|
||
setObjectiveLocation( "obj_course", getEnt( "origin_course_03a", "targetname" ) );
|
||
|
||
flag_wait( "player_course_jumping_down" );
|
||
|
||
setObjectiveLocation( "obj_course", getEnt( "origin_course_05", "targetname" ) );
|
||
|
||
/*-----------------------
|
||
SPRINT TO FINISH
|
||
-------------------------*/
|
||
flag_wait_either( "player_course_end_02", "course_end_targets_dead" );
|
||
|
||
flag_wait( "player_course_end_03" );
|
||
flag_clear( "player_has_started_course" );
|
||
|
||
/*-----------------------
|
||
SPRINT LOGIC LOOP - MUST SPRINT TO EXIT
|
||
-------------------------*/
|
||
first_sprint_try = true;
|
||
iNag_didnt_sprint_number = 0;
|
||
iNag_sprint_number = 0;
|
||
|
||
while( true )
|
||
{
|
||
flag_wait( "player_standing_on_sprint_marker" );
|
||
flag_clear( "sprinted" );
|
||
|
||
thread player_sprint_monitor();
|
||
clear_hints();
|
||
|
||
/*-----------------------
|
||
SETUP SPRINT DETECTORS
|
||
-------------------------*/
|
||
notify_on_sprint();
|
||
thread flag_on_notify( "sprinted" );
|
||
|
||
//player must sprint
|
||
if ( level.xenon )// ghetto but PS3 requires "Press X" and 360 requires "Click X"
|
||
thread key_hint_till_flag_set( "sprint", "player_course_end" );
|
||
else
|
||
thread key_hint_till_flag_set( "sprint_pc", "player_course_end" );
|
||
|
||
if ( first_sprint_try )
|
||
{
|
||
//Cpl. Dunn Sprint to the exit! Clock's ticking!
|
||
thread radio_dialogue( "train_cpd_sprint" );
|
||
first_sprint_try = false;
|
||
}
|
||
else
|
||
{
|
||
setObjectiveLocation( "obj_course", getEnt( "origin_course_05", "targetname" ) );
|
||
level.gate_cqb_exit thread door_open( undefined, true );
|
||
thread exit_light_off();
|
||
//Cpl. Dunn Go! Sprint to the exit!
|
||
//Cpl. Dunn Move! Sprint, Private!
|
||
//Cpl. Dunn Sprint, Allen! Go! Go! Go!
|
||
//Cpl. Dunn Now sprint to the exit! Move! Move! Move!
|
||
thread radio_dialogue( "nag_sprint_0" + iNag_sprint_number );
|
||
iNag_sprint_number++;
|
||
if ( iNag_sprint_number > 3 )
|
||
iNag_sprint_number = 0;
|
||
}
|
||
|
||
flag_wait( "player_sprint_door_close" );
|
||
|
||
if ( !flag( "sprinted" ) )
|
||
{
|
||
/*-----------------------
|
||
PLAYER DIDN'T SPRINT
|
||
-------------------------*/
|
||
setObjectiveLocation( "obj_course", getEnt( "origin_course_sprint", "targetname" ) );
|
||
level.gate_cqb_exit thread door_close( undefined, true );
|
||
level.gate_cqb_exit thread play_sound_on_entity( "door_close_buzzer" );
|
||
thread exit_light_on();
|
||
//Cpl. Dunn You need to sprint to complete the course. Go back to the red circle and try again
|
||
//Cpl. Dunn You didn't sprint, Private. Go back to the red circle and sprint to the exit.
|
||
//Cpl. Dunn You need to sprint, Private. Go back to the red circle and sprint to the end.
|
||
//Cpl. Dunn You can't finish till you sprint, Allen. Go back to the red circle and sprint to the end.
|
||
thread radio_dialogue( "nag_didnt_sprint_0" + iNag_didnt_sprint_number );
|
||
thread killhouse_hint( &"TRAINER_TRY_SPRINT_AGAIN", undefined, true );
|
||
iNag_didnt_sprint_number++;
|
||
if ( iNag_didnt_sprint_number > 3 )
|
||
iNag_didnt_sprint_number = 0;
|
||
}
|
||
else
|
||
{
|
||
break;
|
||
}
|
||
}
|
||
|
||
//if ( !flag( "player_course_end" ) )
|
||
//thread second_sprint_hint();
|
||
|
||
/*-----------------------
|
||
COURSE END
|
||
-------------------------*/
|
||
flag_wait( "player_course_end" );
|
||
course_end_blocker = getent( "course_end_blocker", "targetname" );
|
||
course_end_blocker show_entity();
|
||
|
||
numberOfTimesRun++;
|
||
clear_hints();
|
||
|
||
thread reset_course_targets();
|
||
level.gate_cqb_exit thread door_close( "player_course_end_close_gate" );
|
||
|
||
//level notify ( "kill_sprint_hint" );
|
||
clear_hints();
|
||
|
||
flag_clear( "sprinted" );
|
||
|
||
level notify ( "test_cleared" );
|
||
|
||
final_time = killTimer( level.bestPitTime, false );
|
||
|
||
|
||
while( !isdefined( level.recommendedDifficulty ) )
|
||
wait( .1 );
|
||
selection = dialog_end_of_course( numberOfTimesRun );
|
||
|
||
if ( level.recommendedDifficulty == 1000 )
|
||
{
|
||
selection = undefined;
|
||
|
||
if ( level.targets_hit_with_melee > 10 )
|
||
{
|
||
//Cpl. Dunn You took out too many targets with your knife. Try again, this time, with bullets.
|
||
selection = "train_cpd_targetswithknife";
|
||
}
|
||
else if ( level.toomanycivilianskilled && level.basetimetooklongerthanminimum )
|
||
{
|
||
//Cpl. Dunn training Not good enough, Allen. You took too long and killed too many civilians. Try it again.
|
||
selection = "train_cpd_longandcivilians";
|
||
}
|
||
else if ( level.toomanytargetsmissed && level.basetimetooklongerthanminimum )
|
||
{
|
||
//Cpl. Dunn training Not good enough, Allen. You took too long and missed too many targets. Try it again.
|
||
selection = "train_cpd_longandtargets";
|
||
}
|
||
else if ( level.toomanytargetsmissed )
|
||
{
|
||
//Cpl. Dunn training Not good enough, Allen. You missed too many targets. Try it again.
|
||
selection = "train_cpd_targets";
|
||
}
|
||
else if ( level.toomanycivilianskilled )
|
||
{
|
||
//Cpl. Dunn training Not good enough, Allen. You killed too many civilians. Try it again.
|
||
selection = "train_cpd_civilians";
|
||
}
|
||
else
|
||
{
|
||
//Cpl. Dunn Too damn slow. You need to run it again, Private.
|
||
selection = "train_cpd_needtorunagain";
|
||
}
|
||
}
|
||
|
||
else
|
||
{
|
||
//player passed....upload score
|
||
level.player UploadTime( "LB_KILLHOUSE", final_time );
|
||
|
||
thread try_again();
|
||
|
||
}
|
||
|
||
level.pitguy dialogue_execute( selection );
|
||
|
||
previous_selection = selection;
|
||
|
||
previous_time = final_time;
|
||
|
||
level.gate_cqb_enter thread door_open();
|
||
|
||
/*-----------------------
|
||
DO IT AGAIN, OR EXIT?
|
||
-------------------------*/
|
||
if ( level.recommendedDifficulty != 1000 )
|
||
{
|
||
if ( !flag( "player_has_started_course" ) )
|
||
{
|
||
//player passed....give the option of trying again....or not
|
||
//Cpl. Dunn You can run the course again or regroup with the others by the main gate.
|
||
level.pitguy thread dialogue_execute( "train_cpd_runagain", "dunn_finished_with_difficulty_selection_dialogue" );
|
||
setObjectiveLocation( "obj_course", getent( "course_start", "targetname" ) );
|
||
setObjectiveString( "obj_course", &"TRAINER_OBJ_EXIT_THE_PIT" );
|
||
level.objectiveRegroup = 1;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
setObjectiveLocation( "obj_course", getent( "origin_course_01", "targetname" ) );
|
||
}
|
||
|
||
flag_wait_either( "player_inside_course", "player_done_with_course" );
|
||
|
||
if( flag( "player_done_with_course" ) )
|
||
break;
|
||
|
||
level.first_time = false;
|
||
|
||
}
|
||
}
|
||
|
||
player_sprint_monitor()
|
||
{
|
||
level notify( "starting sprint monitor" );
|
||
level endon( "starting sprint monitor" );
|
||
level endon( "sprinted" );
|
||
level endon( "player_course_end" );
|
||
|
||
sprint_volume = getent( "sprint_volume", "targetname" );
|
||
while( true )
|
||
{
|
||
wait( 0.05 );
|
||
vel = level.player GetVelocity();
|
||
// figure out the length of the vector to get the speed (distance from world center = length)
|
||
velocity = Distance( ( vel[ 0 ], vel[ 1 ], 0 ), ( 0, 0, 0 ) ); // don't care about Z velocity
|
||
if ( ( isdefined( velocity ) ) && ( velocity > 250 ) && ( level.player istouching( sprint_volume ) ) )
|
||
{
|
||
flag_set( "sprinted" );
|
||
}
|
||
}
|
||
}
|
||
|
||
exit_light_on()
|
||
{
|
||
redlight_fx_org = GetStruct( "light_exit", "targetname" );
|
||
level.exitDoorLightEffect = PlayLoopedFX( getfx( "redlight_fx" ), 50, redlight_fx_org.origin, 2500 );
|
||
level.exitDoorLightEffect.dummy = spawn_tag_origin();
|
||
level.exitDoorLightEffect.dummy.origin = redlight_fx_org.origin;
|
||
playfxontag( getfx( "dlight_red" ), level.exitDoorLightEffect.dummy, "tag_origin" );
|
||
}
|
||
|
||
exit_light_off()
|
||
{
|
||
if ( isdefined( level.exitDoorLightEffect ) )
|
||
{
|
||
level.exitDoorLightEffect Delete();
|
||
level.exitDoorLightEffect.dummy delete();
|
||
}
|
||
}
|
||
|
||
get_global_fx( name )
|
||
{
|
||
fxName = level.global_fx[ name ];
|
||
return level._effect[ fxName ];
|
||
}
|
||
|
||
try_again()
|
||
{
|
||
level endon( "player_has_started_course" );
|
||
|
||
level notify( "try_again_thread" );
|
||
level endon( "try_again_thread" );
|
||
|
||
/*-----------------------
|
||
MENU POPUP FOR DIFFICULTY SELECTION
|
||
-------------------------*/
|
||
flag_wait_either( "player_entering_course", "player_course_looking_down_hall_to_exit" );
|
||
level.player freezecontrols( true );
|
||
setblur( 2, .1 );
|
||
wait( 1 );
|
||
|
||
// <menu popup> selects difficulty, the difficulty selected is the difficulty this level will be completed in.
|
||
level.player openpopupMenu( "select_difficulty" );
|
||
while ( true )
|
||
{
|
||
level.player waittill( "menuresponse", menu, response );
|
||
if ( response == "continue" || response == "tryagain" )
|
||
break;
|
||
|
||
level.player openpopupMenu( "select_difficulty" );
|
||
}
|
||
assertex( response == "continue" || response == "tryagain", "Menu response from Training difficulty selection is incorrect!" );
|
||
|
||
setblur( 0, .2 );
|
||
level.player freezecontrols( false );
|
||
|
||
//level notify( "okay_if_friendlies_in_line_of_fire" );
|
||
|
||
if ( response == "tryagain" )
|
||
{
|
||
//Cpl. Dunn Alright. Head back in and give it another go.
|
||
level.pitguy thread dialogue_execute( "train_cpd_anothergo" );
|
||
setObjectiveLocation( "obj_course", getent( "origin_course_01", "targetname" ) );
|
||
setObjectiveString( "obj_course", &"TRAINER_OBJ_COURSE" );
|
||
level.objectiveRegroup = 0;
|
||
}
|
||
else
|
||
{
|
||
flag_set( "player_done_with_course" );
|
||
|
||
//setObjectiveLocation( "obj_course", getent( "course_start", "targetname" ) );
|
||
//setObjectiveString( "obj_course", &"TRAINER_OBJ_EXIT_THE_PIT" );
|
||
//setObjectiveState( "obj_course", "current" );
|
||
|
||
if ( !level.endingThreadStarted )
|
||
{
|
||
level.endingThreadStarted = true;
|
||
thread AA_ending_init();
|
||
}
|
||
level.gate_cqb_enter thread door_close();
|
||
|
||
if ( flag( "dunn_finished_with_difficulty_selection_dialogue" ) )
|
||
{
|
||
//Cpl. Dunn Alright. Head upstairs and regroup with the others
|
||
level.pitguy dialogue_execute( "train_cpd_headupstairs" );
|
||
}
|
||
|
||
|
||
clear_timer_elems();
|
||
clear_hints();
|
||
level notify( "kill_timer" );
|
||
level notify( "clear_course" );
|
||
}
|
||
}
|
||
|
||
key_hint_till_flag_set( hintString, sFlagToEndOn )
|
||
{
|
||
thread keyHint( hintString, undefined, undefined, true );
|
||
thread clear_hints_on_flag( sFlagToEndOn );
|
||
}
|
||
|
||
reset_course_targets()
|
||
{
|
||
foreach ( target in level.targets )
|
||
{
|
||
target target_reset_manual();
|
||
if ( isdefined( target.lateralStartPosition ) )
|
||
{
|
||
target thread target_lateral_reset_random();
|
||
}
|
||
}
|
||
}
|
||
|
||
target_flag_management()
|
||
{
|
||
waittill_targets_killed_and_flag_is_set_or_timeout_on_flag( 10, "course_start_targets_dead", "player_course_03a" );
|
||
|
||
flag_wait( "player_course_03a" );
|
||
|
||
waittill_targets_killed_and_flag_is_set_or_timeout_on_flag( 3, "course_first_floor_targets_dead", "player_course_stairs" );
|
||
|
||
flag_wait( "player_course_stairs" );
|
||
|
||
waittill_targets_killed_and_flag_is_set_or_timeout_on_flag( 5, "course_second_floor_targets_dead", "player_course_jumped_down" );
|
||
|
||
flag_wait( "player_course_jumped_down" );
|
||
|
||
waittill_targets_killed_and_flag_is_set_or_timeout_on_flag( 6, "course_end_targets_dead", "player_course_end_03" );
|
||
|
||
flag_clear( "course_start_targets_dead" );
|
||
flag_clear( "course_first_floor_targets_dead" );
|
||
flag_clear( "course_second_floor_targets_dead" );
|
||
flag_clear( "course_end_targets_dead" );
|
||
}
|
||
|
||
waittill_targets_killed_and_flag_is_set_or_timeout_on_flag( iNumberOfTargets, sFlagToSetWhenKilled, sFlagToTimeOutOn )
|
||
{
|
||
level endon( sFlagToTimeOutOn );
|
||
iTargetsKilled = 0;
|
||
while( iTargetsKilled < iNumberOfTargets )
|
||
{
|
||
level waittill ( "target_killed" );
|
||
iTargetsKilled++;
|
||
}
|
||
flag_set( sFlagToSetWhenKilled );
|
||
}
|
||
|
||
player_alt_weapon_has_ammo()
|
||
{
|
||
currentWeapon = level.player getcurrentweapon();
|
||
heldweapons = level.player GetWeaponsListPrimaries();
|
||
foreach( weapon in heldweapons )
|
||
{
|
||
if ( weapon == currentWeapon )
|
||
continue;
|
||
altWeaponAmmo = level.player GetWeaponAmmoClip( weapon );
|
||
if ( altWeaponAmmo > 5 )
|
||
return true;
|
||
else
|
||
return false;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
dialogue_course()
|
||
{
|
||
flag_wait( "player_has_started_course" );
|
||
flag_clear( "no_more_course_nags" );
|
||
thread dialogue_course_reload_nag();
|
||
thread dialogue_course_hurry_up();
|
||
thread dialogue_course_ADS_nag();
|
||
|
||
/*-----------------------
|
||
COURSE START
|
||
-------------------------*/
|
||
level.pitguy stopsounds();
|
||
if ( flag( "can_talk" ) )
|
||
{
|
||
//Cpl. Dunn Clear the first area. Go! Go! Go!
|
||
flag_clear( "can_talk" );
|
||
radio_dialogue( "train_cpd_clearfirstgogogo" );
|
||
flag_set( "can_talk" );
|
||
}
|
||
|
||
/*-----------------------
|
||
FIRST AREA CLEARED/PASSED BY
|
||
-------------------------*/
|
||
flag_wait_either( "player_course_03a", "course_start_targets_dead" );
|
||
if ( flag( "course_start_targets_dead" ) )
|
||
{
|
||
if ( flag( "can_talk" ) )
|
||
{
|
||
//Cpl. Dunn Area cleared! Move into the building!
|
||
flag_clear( "can_talk" );
|
||
radio_dialogue( "train_cpd_areacleared" );
|
||
flag_set( "can_talk" );
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if ( flag( "can_talk" ) )
|
||
{
|
||
flag_clear( "can_talk" );
|
||
//Cpl. Dunn You missed some targets, just keep moving
|
||
radio_dialogue( "train_cpd_missedsome" );
|
||
flag_set( "can_talk" );
|
||
}
|
||
}
|
||
/*-----------------------
|
||
SECOND AREA CLEARED/PASSED BY
|
||
-------------------------*/
|
||
flag_wait_either( "player_course_stairs2", "course_first_floor_targets_dead" );
|
||
if ( flag( "course_first_floor_targets_dead" ) )
|
||
{
|
||
if ( flag( "can_talk" ) )
|
||
{
|
||
//Cpl. Dunn Up the stairs!
|
||
flag_clear( "can_talk" );
|
||
radio_dialogue( "train_cpd_upthestairs" );
|
||
flag_set( "can_talk" );
|
||
}
|
||
}
|
||
/*-----------------------
|
||
UP THE STAIRS
|
||
-------------------------*/
|
||
flag_wait( "player_course_stairs2" );
|
||
thread melee_nag();
|
||
|
||
/*-----------------------
|
||
SECOND FLOOR CLEARED/PASSED BY
|
||
-------------------------*/
|
||
flag_wait_either( "player_course_jumped_down", "course_second_floor_targets_dead" );
|
||
if ( flag( "course_second_floor_targets_dead" ) )
|
||
{
|
||
if ( flag( "can_talk" ) )
|
||
{
|
||
//Cpl. Dunn Area cleared! Jump down!
|
||
flag_clear( "can_talk" );
|
||
radio_dialogue( "train_cpd_jumpdown" );
|
||
flag_set( "can_talk" );
|
||
}
|
||
}
|
||
|
||
/*-----------------------
|
||
LAST AREA
|
||
-------------------------*/
|
||
flag_wait( "player_course_jumped_down" );
|
||
flag_set( "no_more_course_nags" );
|
||
if ( ( flag( "can_talk" ) ) && ( !flag( "course_end_targets_dead" ) ) )
|
||
{
|
||
//Cpl. Dunn Last area! Move! Move!
|
||
flag_clear( "can_talk" );
|
||
radio_dialogue( "train_cpd_lastareamove" );
|
||
flag_set( "can_talk" );
|
||
}
|
||
|
||
/*-----------------------
|
||
SPRINT TO FINISH
|
||
-------------------------*/
|
||
flag_wait( "player_course_end_03" );
|
||
|
||
}
|
||
|
||
melee_nag()
|
||
{
|
||
nagFrequency = 3;
|
||
melee_nag_number = 0;
|
||
while( true )
|
||
{
|
||
if ( flag( "melee_target_hit" ) )
|
||
break;
|
||
|
||
if ( ( flag( "can_talk" ) ) && ( !flag ( "melee_target_hit" ) ) )
|
||
{
|
||
if ( !flag( "player_near_melee_target" ) )
|
||
{
|
||
wait( .5 );
|
||
continue;
|
||
}
|
||
flag_clear( "can_talk" );
|
||
//Cpl. Dunn Melee with your knife!
|
||
radio_dialogue( "melee_nag_0" + melee_nag_number );
|
||
flag_set( "can_talk" );
|
||
melee_nag_number++;
|
||
if ( melee_nag_number > 4 )
|
||
melee_nag_number = 0;
|
||
flag_wait_or_timeout( "melee_target_hit", nagFrequency );
|
||
}
|
||
else
|
||
{
|
||
wait( .5 );
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
dialogue_course_civilian_killed()
|
||
{
|
||
level notify( "starting_civilian_nags" );
|
||
level endon( "starting_civilian_nags" );
|
||
|
||
dialogue = [];
|
||
dialogue[ 0 ] = "train_cpd_watchout"; //Cpl. Dunn Watch out for civilians.
|
||
dialogue[ 1 ] = "train_cpd_awwkilled"; //Cpl. Dunn Aww you killed a civvie. Come on, Allen!
|
||
dialogue[ 2 ] = "train_cpd_acivilian"; //Cpl. Dunn That was a civilian, Private.
|
||
iLine = 0;
|
||
while( !flag( "player_course_jumped_down" ) )
|
||
{
|
||
level waittill( "civilian_killed" );
|
||
if ( flag( "player_course_jumped_down" ) )
|
||
break;
|
||
if( !flag( "player_inside_course" ) )
|
||
break;
|
||
if ( flag( "no_more_course_nags" ) )
|
||
break;
|
||
if ( flag( "can_talk" ) )
|
||
{
|
||
flag_clear( "can_talk" );
|
||
radio_dialogue( dialogue[ iLine ] );
|
||
flag_set( "can_talk" );
|
||
iLine++;
|
||
if ( iLine > 2 )
|
||
iLine = 0;
|
||
flag_wait_or_timeout( "player_course_jumped_down", 5 );
|
||
}
|
||
}
|
||
}
|
||
|
||
dialogue_course_hurry_up()
|
||
{
|
||
level notify( "starting_hurry_nags" );
|
||
level endon( "starting_hurry_nags" );
|
||
|
||
thread track_player_kill_frequency();
|
||
|
||
iLine = 0;
|
||
while( !flag( "player_course_jumped_down" ) )
|
||
{
|
||
level waittill( "player_not_killing_targets_at_a_good_rate" );
|
||
if( !flag( "player_inside_course" ) )
|
||
break;
|
||
if ( flag( "no_more_course_nags" ) )
|
||
break;
|
||
if ( flag( "can_talk" ) )
|
||
{
|
||
flag_clear( "can_talk" );
|
||
|
||
radio_dialogue( "nag_hurry_0" + iLine );
|
||
flag_set( "can_talk" );
|
||
iLine++;
|
||
if ( iLine > 4 )
|
||
iLine = 0;
|
||
flag_wait_or_timeout( "player_course_jumped_down", 5 );
|
||
}
|
||
}
|
||
}
|
||
|
||
track_player_kill_frequency()
|
||
{
|
||
level notify( "track_player_kill_frequency" );
|
||
level endon( "track_player_kill_frequency" );
|
||
|
||
level endon( "player_course_jumped_down" );
|
||
|
||
while( !flag( "player_course_jumped_down" ) )
|
||
{
|
||
targetsHit = level.targets_hit;
|
||
level waittill_notify_or_timeout( "target_killed", 8 );
|
||
if ( targetsHit == level.targets_hit )
|
||
{
|
||
//if these values are equal, we timed out waiting for the slow-ass player to hit a target
|
||
level notify( "player_not_killing_targets_at_a_good_rate" );
|
||
}
|
||
wait( 2 );
|
||
}
|
||
}
|
||
|
||
dialogue_course_reload_nag()
|
||
{
|
||
level notify( "starting_reload_nags" );
|
||
level endon( "starting_reload_nags" );
|
||
|
||
while( true )
|
||
{
|
||
level.player waittill( "reload_start" );
|
||
if( flag( "player_course_jumped_down" ) )
|
||
break;
|
||
if( !flag( "player_inside_course" ) )
|
||
break;
|
||
if ( flag( "no_more_course_nags" ) )
|
||
break;
|
||
if ( ( flag( "can_talk" ) ) && ( player_alt_weapon_has_ammo() ) )
|
||
{
|
||
//Cpl. Dunn Just switch to your other weapon! It's faster than reloading!
|
||
flag_clear( "can_talk" );
|
||
radio_dialogue( "train_cpd_justswitch" );
|
||
flag_set( "can_talk" );
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
dialogue_course_ADS_nag()
|
||
{
|
||
level notify( "starting_ADS_nags" );
|
||
level endon( "starting_ADS_nags" );
|
||
iNagnumber = 0;
|
||
while( true )
|
||
{
|
||
level waittill( "pit_target_hit_without_ADS" );
|
||
if( flag( "player_course_jumped_down" ) )
|
||
break;
|
||
if( !flag( "player_inside_course" ) )
|
||
break;
|
||
if ( flag( "no_more_course_nags" ) )
|
||
break;
|
||
if ( flag( "can_talk" ) )
|
||
{
|
||
//Cpl. Dunn Stop firing from the hip! Aim down your sights!
|
||
//Cpl. Dunn Aim down your sights, Private!
|
||
//Cpl. Dunn You need to aim down your sights, Allen!
|
||
flag_clear( "can_talk" );
|
||
radio_dialogue( "pit_ads_nag_0" + iNagnumber );
|
||
flag_set( "can_talk" );
|
||
iNagnumber++;
|
||
if ( iNagnumber > 2 )
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
dialogue_nag_start_course( firstTimeThroughCourse )
|
||
{
|
||
level endon( "player_has_started_course" );
|
||
level endon( "player_inside_course" );
|
||
if ( !firstTimeThroughCourse )
|
||
{
|
||
firstLoop = false;
|
||
}
|
||
else
|
||
{
|
||
firstLoop = true;
|
||
}
|
||
|
||
wait( 1 );
|
||
|
||
flag_wait( "dunn_finished_with_open_case_dialogue" );
|
||
|
||
while( !flag( "player_inside_course" ) )
|
||
{
|
||
if ( flag( "player_inside_course" ) )
|
||
break;
|
||
|
||
//Cpl. Dunn Ok, head on in. Timer starts as soon as the first target pops.
|
||
level.pitguy dialogue_execute( "train_cpd_timerstarts" );
|
||
|
||
if ( firstLoop )
|
||
{
|
||
wait( 3 );
|
||
|
||
//Cpl. Dunn I don't know why they won't put us in first, Allen.
|
||
level.pitguy dialogue_execute( "train_cpd_putusin" );
|
||
//Cpl. Dunn There ain't much the Rangers can't do that SF and Delta can...but...(snorts) whatever man. That's SOCOM brass for ya.
|
||
level.pitguy dialogue_execute( "train_cpd_socombrass" );
|
||
|
||
wait( 2 );
|
||
//Cpl. Dunn And all those frickin' blocking positions. When are we gonna see some real action instead of babysitting Seals and D-boys, huah?
|
||
level.pitguy dialogue_execute( "train_cpd_realaction" );
|
||
|
||
//Cpl. Dunn <sigh, sentiment is 'same shit different day/what else is new >
|
||
level.pitguy play_sound_on_entity( "train_cpd_sigh" );
|
||
|
||
firstLoop = false;
|
||
|
||
wait( 15 );
|
||
}
|
||
else
|
||
{
|
||
if ( flag( "player_inside_course" ) )
|
||
break;
|
||
wait( 30 );
|
||
}
|
||
|
||
if ( flag( "player_inside_course" ) )
|
||
break;
|
||
//Cpl. Dunn Private Allen, we don't have all day. Get in The Pit.
|
||
level.pitguy dialogue_execute( "train_cpd_donthaveallday" );
|
||
|
||
if ( flag( "player_inside_course" ) )
|
||
break;
|
||
wait( 15 );
|
||
|
||
if ( flag( "player_inside_course" ) )
|
||
break;
|
||
//Cpl. Dunn You're gonna get us both in trouble with the Colonel man. Get in The Pit and run the course.
|
||
level.pitguy dialogue_execute( "train_cpd_bothintrouble" );
|
||
|
||
if ( flag( "player_inside_course" ) )
|
||
break;
|
||
wait( 60 );
|
||
}
|
||
}
|
||
|
||
door_open( sFlagToWaitFor, bFast )
|
||
{
|
||
if ( isdefined( self.moving ) )
|
||
{
|
||
while( isdefined( self.moving ) )
|
||
wait( 0.05 );
|
||
}
|
||
|
||
self.moving = true;
|
||
angles = 90;
|
||
if ( isdefined( self.openangles ) )
|
||
angles = self.openangles;
|
||
|
||
//wait for flag if there
|
||
if ( isdefined( sFlagToWaitFor ) )
|
||
flag_wait( sFlagToWaitFor );
|
||
|
||
iTime = 4;
|
||
if ( isdefined( bFast ) )
|
||
{
|
||
iTime = 1.5;
|
||
self rotateto( self.angles + ( 0, angles, 0 ), 1.5, .25, .25 );
|
||
}
|
||
else
|
||
{
|
||
self rotateto( self.angles + ( 0, angles, 0 ), 4, 1.5, 1.5 );
|
||
}
|
||
|
||
|
||
if( isdefined( self.blocker ) )
|
||
self.blocker hide_entity();
|
||
self thread play_sound_on_entity( "scn_training_fence_open" );
|
||
array_call( self.brushes,::notsolid );
|
||
wait( iTime );
|
||
self.moving = undefined;
|
||
}
|
||
|
||
door_close( sFlagToWaitFor, bFast )
|
||
{
|
||
if ( isdefined( self.moving ) )
|
||
{
|
||
while( isdefined( self.moving ) )
|
||
wait( 0.05 );
|
||
}
|
||
|
||
self.moving = true;
|
||
angles = -90;
|
||
if ( isdefined( self.closeangles ) )
|
||
angles = self.closeangles;
|
||
|
||
//wait for flag if there
|
||
if ( isdefined( sFlagToWaitFor ) )
|
||
flag_wait( sFlagToWaitFor );
|
||
|
||
iTime = 2;
|
||
if ( isdefined( bFast ) )
|
||
{
|
||
iTime = 1;
|
||
self rotateto( self.angles + ( 0, angles, 0 ), 1, .25, .25 );
|
||
}
|
||
else
|
||
{
|
||
self rotateto( self.angles + ( 0, angles, 0 ), 2, .5, .5 );
|
||
}
|
||
|
||
if( isdefined( self.blocker ) )
|
||
self.blocker show_entity();
|
||
self thread play_sound_on_entity( "scn_training_fence_close" );
|
||
array_call( self.brushes,::solid );
|
||
wait( iTime );
|
||
self.moving = undefined;
|
||
}
|
||
|
||
|
||
/****************************************************************************
|
||
CQB PIT COURSE START
|
||
****************************************************************************/
|
||
|
||
AA_ending_init()
|
||
{
|
||
thread end_sequence();
|
||
|
||
}
|
||
|
||
|
||
end_sequence()
|
||
{
|
||
|
||
// Regroup with your team
|
||
|
||
/*-----------------------
|
||
SETUP ACTORS
|
||
-------------------------*/
|
||
array = getaiarray();
|
||
guys_to_delete = [];
|
||
foreach ( dude in array )
|
||
{
|
||
if ( !isdefined( dude.script_parameters ) )
|
||
guys_to_delete[ guys_to_delete.size ] = dude;
|
||
|
||
}
|
||
drones_to_delete = array_merge( level.drones[ "allies" ].array, level.drones[ "axis" ].array );
|
||
drones_to_delete = array_merge( drones_to_delete, level.drones[ "neutral" ].array );
|
||
foreach( dude in drones_to_delete )
|
||
{
|
||
if ( isdefined( dude.script_parameters ) )
|
||
drones_to_delete = array_remove( drones_to_delete, dude );
|
||
}
|
||
|
||
//array_notify( level.aRangeActors, "stop_idle" );
|
||
//array_thread( level.aRangeActors,::anim_stopanimscripted );
|
||
//array_thread( level.aRangeActors,::AI_delete );
|
||
|
||
array_thread( guys_to_delete,::AI_delete );
|
||
basketball = getent( "basketball", "targetname" );
|
||
basketball delete();
|
||
array_thread( drones_to_delete,::AI_delete );
|
||
|
||
|
||
|
||
//spawners = getentarray( "friendlies_end_carrying_guys", "targetname" );
|
||
|
||
//friendlies_end_carrying_guys = array_spawn( getentarray( "friendlies_end_carrying_guys", "targetname" ), true );
|
||
//friendlies_end_carrying_guys[ 0 ].animname = "carrier";
|
||
//friendlies_end_carrying_guys[ 1 ].animname = "carried";
|
||
//friendlies_end_carrying_guys[ 0 ].dontDoNotetracks = true;
|
||
//friendlies_end_carrying_guys[ 1 ].dontDoNotetracks = true;
|
||
//friendlies_end_carrying_guys[ 0 ].script_looping = 0;
|
||
//friendlies_end_carrying_guys[ 1 ].script_looping = 0;
|
||
//friendlies_end_carrying_guys_anim_ent = spawners[ 0 ];
|
||
//friendlies_end_carrying_guys_anim_ent anim_first_frame( friendlies_end_carrying_guys, "wounded_pickup" );
|
||
//thread friendlies_end_carrying_guys_think( friendlies_end_carrying_guys, friendlies_end_carrying_guys_anim_ent);
|
||
friendlies_end_sequence = array_spawn( getentarray( "friendlies_end_sequence", "targetname" ), true );
|
||
//main_gate_blocker = getent( "main_gate_blocker", "targetname" );
|
||
//main_gate_blocker hide_entity();
|
||
gate_left = getent( "gate_left", "targetname" );
|
||
gate_right = getent( "gate_right", "targetname" );
|
||
gate_left rotateYaw( 90, 0.5 );
|
||
gate_right rotateYaw( -90, 0.5 );
|
||
|
||
gate_left02 = getent( "gate_left02", "targetname" );
|
||
gate_right02 = getent( "gate_right02", "targetname" );
|
||
gate_left02 rotateYaw( 90, 0.5 );
|
||
gate_right02 rotateYaw( -90, 0.5 );
|
||
|
||
hummer_end_01 = getent( "hummer_end_01", "targetname" );
|
||
|
||
hummer_end_main = getent( "hummer_end_main", "targetname" );
|
||
hummer_actors_main = array_spawn( getentarray( "hummer_actors_main", "targetname" ), true );
|
||
if ( hummer_actors_main[ 0 ].animation == "training_humvee_wounded" )
|
||
{
|
||
hummer_actors_main[ 0 ].animname = "soldier_wounded";
|
||
hummer_actors_main[ 1 ].animname = "soldier_door";
|
||
}
|
||
else
|
||
{
|
||
hummer_actors_main[ 1 ].animname = "soldier_wounded";
|
||
hummer_actors_main[ 0 ].animname = "soldier_door";
|
||
}
|
||
hummer_actors_main[ 0 ] gun_remove();
|
||
hummer_actors_main[ 1 ] gun_remove();
|
||
hummer_end_main.animname = "hummer";
|
||
hummer_end_main assign_animtree();
|
||
hummer_actors_main[ 2 ] = hummer_end_main;
|
||
hummer_actors_main_anim_ent = spawn( "script_origin", ( 0, 0, 0 ) );
|
||
hummer_actors_main_anim_ent.origin = hummer_end_main.origin;
|
||
hummer_actors_main_anim_ent.angles = hummer_end_main.angles;
|
||
hummer_actors_main_anim_ent anim_first_frame( hummer_actors_main, "hummer_sequence" );
|
||
array_call( hummer_actors_main,::hide );
|
||
|
||
/*-----------------------
|
||
PLAYER LEAVING COURSE
|
||
-------------------------*/
|
||
flag_wait( "player_exiting_course_00" );
|
||
//thread autosave_now( true );
|
||
level.player enableinvulnerability( true );
|
||
level.gate_cqb_enter_main thread door_close();
|
||
thread sirens();
|
||
thread radio_end();
|
||
heli_group_pre_end = spawn_vehicles_from_targetname_and_drive( "heli_group_pre_end" );
|
||
|
||
|
||
flag_wait( "player_exiting_course" );
|
||
|
||
flag_set( "end_sequence_starting" );
|
||
|
||
hummer_end_01 show();
|
||
end_blockers = getent( "end_blockers", "targetname" );
|
||
end_blockers show_entity();
|
||
//thread fail_if_friendlies_in_line_of_fire();
|
||
clear_timer_elems();
|
||
clear_hints();
|
||
level notify( "kill_timer" );
|
||
level notify( "clear_course" );
|
||
|
||
/*-----------------------
|
||
END SEQUENCE
|
||
-------------------------*/
|
||
thread spawn_vehicles_from_targetname_and_drive( "heli_group_01" );
|
||
|
||
flag_wait( "player_exiting_course_02" );
|
||
|
||
|
||
|
||
thread lerp_player_moverate( 0.1, 1 );
|
||
level.player allowsprint( false );
|
||
setObjectiveState( "obj_course", "done" );
|
||
|
||
heli_group_end = spawn_vehicles_from_targetname_and_drive( "heli_group_end" );
|
||
hummer_gate = spawn_vehicle_from_targetname_and_drive( "hummer_gate" );
|
||
hummer_gate2 = spawn_vehicle_from_targetname_and_drive( "hummer_gate2" );
|
||
hummer_gate3 = spawn_vehicle_from_targetname_and_drive( "hummer_gate3" );
|
||
array_call( hummer_actors_main,::show );
|
||
hummer_end_01 show_entity();
|
||
hummer_end_main delaythread( 1,::play_sound_in_space, "scn_trainer_humvee_skid1" );
|
||
hummer_end_01 delaythread( 2,::play_sound_in_space, "scn_trainer_humvee_skid2" );
|
||
hummer_gate3 delaythread( 5,::play_sound_in_space, "scn_trainer_humvee_skid3" );
|
||
hummer_actors_main_anim_ent thread anim_single( hummer_actors_main, "hummer_sequence" );
|
||
thread maps\trainer_fx::hummer_steam();
|
||
wait( 10 );
|
||
|
||
/*-----------------------
|
||
FADE OUT
|
||
-------------------------*/
|
||
black_overlay = create_client_overlay( "black", 0, level.player );
|
||
black_overlay fadeOverTime( 1 );
|
||
black_overlay.alpha = 1;
|
||
wait 2;
|
||
nextmission();
|
||
}
|
||
|
||
lerp_player_moverate( desiredRate, transitionTime )
|
||
{
|
||
currentMoveRate = 1;
|
||
incrementToDecrease = desiredRate / ( transitionTime / 0.05 );
|
||
|
||
time = 0;
|
||
while ( time < transitionTime )
|
||
{
|
||
currentMoveRate -= incrementToDecrease;
|
||
if ( currentMoveRate < 0 )
|
||
break;
|
||
level.player SetMoveSpeedScale( currentMoveRate );
|
||
time += .05;
|
||
wait( .05 );
|
||
}
|
||
|
||
}
|
||
|
||
sirens()
|
||
{
|
||
|
||
siren_orgs = getentarray( "siren_org", "targetname" );
|
||
|
||
while ( true )
|
||
{
|
||
foreach( siren in siren_orgs )
|
||
{
|
||
wait( .5 );
|
||
siren playsound ( "emt_alarm_trainer_alert" );
|
||
}
|
||
wait( 3 );
|
||
}
|
||
|
||
}
|
||
|
||
radio_end()
|
||
{
|
||
radio_orgs = getentarray( "radio_org_end", "targetname" );
|
||
|
||
flag_wait_or_timeout( "player_exiting_course", 1 );
|
||
|
||
//Overlord (HQ Radio) training All Hunter units, get to your victors. We're headed out.
|
||
thread radio_dialogue( "train_hqr_headedout" );
|
||
|
||
flag_wait( "player_exiting_course" );
|
||
|
||
org = getfarthest( level.player.origin, radio_orgs );
|
||
//Ranger 2 They blew the damn bridge! We gotta move!
|
||
org thread play_sound_in_space( "train_ar2_blewthebridge" );
|
||
|
||
flag_wait( "player_exiting_course_02" );
|
||
|
||
//Ranger 1 BCT One is trapped across the river in the red zone! We've lost contact!
|
||
level.player play_sound_on_entity( "train_ar1_trapped" );
|
||
|
||
//Sgt. Foley Everyone get to your vehicles! We're moving out!
|
||
level.player play_sound_on_entity( "train_fly_movingout" );
|
||
|
||
org = getfarthest( level.player.origin, radio_orgs );
|
||
//Ranger 2 Get a medic over here! train_ar2_getamedic
|
||
org play_sound_in_space( "train_ar2_getamedic" );
|
||
|
||
|
||
|
||
|
||
|
||
}
|
||
|
||
friendlies_end_carrying_guys_think( guys, anim_ent )
|
||
{
|
||
flag_wait( "player_exiting_course_02" );
|
||
anim_ent anim_single( guys, "wounded_pickup" );
|
||
while( true )
|
||
{
|
||
guys[ 0 ] thread anim_single_solo( guys[ 0 ], "wounded_carry" );
|
||
guys[ 1 ] anim_single_solo( guys[ 1 ], "wounded_carry" );
|
||
}
|
||
}
|
||
|
||
/****************************************************************************
|
||
TARGET LOGIC AND SCORING
|
||
****************************************************************************/
|
||
target_triggers_think()
|
||
{
|
||
|
||
//self ==> the trigger that makes the targets pop up
|
||
//linkedTargets = getentarray( self.script_LinkTo, "script_Linkname" );
|
||
linkedTargets = self get_linked_ents();
|
||
self.targets = [];
|
||
self.targetsFriendly = [];
|
||
self.targetsEnemy = [];
|
||
foreach( ent in linkedTargets )
|
||
{
|
||
if ( !isdefined( ent.script_noteworthy ) )
|
||
continue;
|
||
if ( ( isdefined( ent.code_classname ) ) && ( ent.code_classname == "script_brushmodel" ) )
|
||
{
|
||
//add this target to the trigger's target array
|
||
self.targets[ self.targets.size ] = ent;
|
||
|
||
//diffentiate between enemy and civvie targets
|
||
if ( ent.script_noteworthy == "target_enemy" )
|
||
{
|
||
self.targetsEnemy[ self.targetsEnemy.size ] = ent;
|
||
}
|
||
else if ( ent.script_noteworthy == "target_friendly" )
|
||
{
|
||
self.targetsFriendly[ self.targetsFriendly.size ] = ent;
|
||
}
|
||
else
|
||
{
|
||
assertmsg( "Target at " + ent.origin + " needs a script_noteworthy with either target_enemy or target_friendly." );
|
||
}
|
||
continue;
|
||
}
|
||
}
|
||
|
||
/*-----------------------
|
||
ADD TO TOTAL COURSE TARGETS, IF THERE ARE ANY
|
||
-------------------------*/
|
||
if ( ( isdefined( self.script_noteworthy ) ) && ( self.script_noteworthy == "course_triggers_01" ) )
|
||
{
|
||
level.courseFriendlies = array_merge( level.courseFriendlies, self.targetsFriendly );
|
||
level.courseEnemies = array_merge( level.courseEnemies, self.targetsEnemy );
|
||
}
|
||
|
||
while ( true )
|
||
{
|
||
self trigger_off();
|
||
self waittill( "activate" );
|
||
self trigger_on();
|
||
self waittill( "trigger" );
|
||
array_notify( self.targets, "pop_up" );
|
||
}
|
||
}
|
||
|
||
target_think( targetType )
|
||
{
|
||
//self ==> the script brushmodel target
|
||
|
||
if ( getdvar( "trainer_debug" ) == "1" )
|
||
{
|
||
self.orgEnt = getEnt( self.target, "targetname" );
|
||
aim_assist_target = getEnt( self.orgEnt.target, "targetname" );
|
||
aim_assist_target hide();
|
||
return;
|
||
}
|
||
|
||
/*-----------------------
|
||
SETUP BRUSHMODEL TARGET AND ALL ENTITIES
|
||
-------------------------*/
|
||
self.meleeonly = undefined;
|
||
self.orgEnt = getEnt( self.target, "targetname" );
|
||
//thread debug_message( "orgEnt", undefined, 9999, self.orgEnt );
|
||
assert( isdefined( self.orgEnt ) );
|
||
self linkto ( self.orgEnt );
|
||
aim_assist_target = getEnt( self.orgEnt.target, "targetname" );
|
||
//aim_assist_target linkTo( self );
|
||
aim_assist_target hide();
|
||
aim_assist_target notsolid();
|
||
//thread debug_message( "X", undefined, 9999, aim_assist_target );
|
||
|
||
if ( ! isdefined ( self.orgEnt.script_noteworthy ) )
|
||
self.orgEnt.script_noteworthy = "standard";
|
||
if (self.orgEnt.script_noteworthy == "reverse" )
|
||
self.orgEnt rotatePitch( 90, 0.25 );
|
||
else if (self.orgEnt.script_noteworthy == "sideways" )
|
||
self.orgEnt rotateYaw( -180, 0.5 );
|
||
else
|
||
self.orgEnt rotatePitch( -90, 0.25 );
|
||
|
||
self.lateralMovementOrgs = undefined;
|
||
self.lateralStartPosition = undefined;
|
||
self.lateralEndPosition = undefined;
|
||
self.restMoveTime = undefined;
|
||
self.lateralMoveTime = undefined;
|
||
|
||
if ( ( isdefined( self.script_parameters ) ) && ( self.script_parameters == "penetration_targets" ) )
|
||
{
|
||
level.penetration_targets[ level.penetration_targets.size ] = self;
|
||
}
|
||
if ( ( isdefined( self.script_parameters ) ) && ( self.script_parameters == "grenade_targets" ) )
|
||
{
|
||
level.grenade_targets[ level.grenade_targets.size ] = self;
|
||
}
|
||
if ( ( isdefined( self.script_parameters ) ) && ( self.script_parameters == "hip_targets" ) )
|
||
{
|
||
level.hip_targets[ level.hip_targets.size ] = self;
|
||
}
|
||
|
||
/*-----------------------
|
||
SETUP LATERALLY MOVING TARGETS
|
||
-------------------------*/
|
||
if ( ( isdefined( self.script_parameters ) ) && ( self.script_parameters == "use_rail" ) )
|
||
{
|
||
aim_assist_target linkTo( self );
|
||
self.lateralStartPosition = getclosest( self.orgEnt.origin, level.target_rail_start_points, 10 );
|
||
assertex( isdefined( self.lateralStartPosition ), "Pop up target at " + self.origin + " has its script_parameters set to 'use_rail' but there is no valid rail start org within 10 units ");
|
||
self.lateralEndPosition = getent( self.lateralStartPosition.target, "targetname" );
|
||
assertex( isdefined( self.lateralEndPosition ), "Pop up target at " + self.origin + " has a rail start position that is not targeting an end rail position" );
|
||
//thread debug_message( "End", undefined, 9999, self.lateralEndPosition );
|
||
//thread debug_message( "Start", undefined, 9999, self.lateralStartPosition );
|
||
self.lateralMovementOrgs = [];
|
||
self.lateralMovementOrgs[ 0 ] = self.lateralStartPosition;
|
||
self.lateralMovementOrgs[ 1 ] = self.lateralEndPosition;
|
||
dist = distance( self.lateralMovementOrgs[ 0 ].origin, self.lateralMovementOrgs[ 1 ].origin );
|
||
self.restMoveTime = ( dist / 30 );
|
||
self.restMoveTime = roundDecimalPlaces( self.restMoveTime, 0 );
|
||
self.lateralMoveTime = ( dist / 22 );
|
||
self.lateralMoveTime = roundDecimalPlaces( self.lateralMoveTime, 0 );
|
||
foreach( org in self.lateralMovementOrgs )
|
||
{
|
||
assertex( org.code_classname == "script_origin", "Pop up targets that move laterally need to be targeting 2 script_origins" );
|
||
}
|
||
self target_lateral_reset_random();
|
||
}
|
||
|
||
while ( true )
|
||
{
|
||
/*-----------------------
|
||
TARGET POPS UP WHEN TRIGGERED
|
||
-------------------------*/
|
||
self waittill ( "pop_up" );
|
||
|
||
so_player_tooclose_wait();
|
||
|
||
if ( ( isdefined( self.script_parameters ) ) && ( self.script_parameters == "melee" ) )
|
||
{
|
||
self.meleeonly = true;
|
||
melee_clip = getent( "melee_clip", "targetname" );
|
||
melee_clip show_entity();
|
||
}
|
||
|
||
if ( isdefined( self.script_flag ) )
|
||
self thread target_go_back_down_when_flag_is_set( self.script_flag );
|
||
wait randomfloatrange ( 0, .2 );
|
||
|
||
self solid();
|
||
self playSound( "target_up_metal" );
|
||
self setCanDamage( true );
|
||
if ( targetType != "friendly" )
|
||
aim_assist_target enableAimAssist();
|
||
if ( self.orgEnt.script_noteworthy == "reverse" )
|
||
self.orgEnt rotatePitch( -90, 0.25 );
|
||
else if ( self.orgEnt.script_noteworthy == "sideways" )
|
||
self.orgEnt rotateYaw( 180, 0.5 );
|
||
else
|
||
self.orgEnt rotatePitch( 90, 0.25 );
|
||
|
||
wait .25;
|
||
|
||
if ( isdefined( self.lateralStartPosition ) )
|
||
{
|
||
self thread target_lateral_movement();
|
||
}
|
||
|
||
/*-----------------------
|
||
TARGET IS DAMAGED, OR TOLD TO GO BACK DOWN VIA SCRIPT/FLAGS
|
||
-------------------------*/
|
||
while ( true )
|
||
{
|
||
self waittill ( "damage", amount, attacker, direction_vec, point, type );
|
||
|
||
if ( !isdefined( attacker ) )
|
||
continue;
|
||
if ( !isdefined( type ) )
|
||
continue;
|
||
if( type == "MOD_IMPACT" )
|
||
continue;
|
||
if ( type == "scripted_target_drop" )
|
||
{
|
||
//self playSound( "target_up_metal" );
|
||
|
||
// if ( is_specialop() )
|
||
// {
|
||
// if ( targetType != "friendly" )
|
||
// {
|
||
// level.missed_targets++;
|
||
// speaker = getclosest( level.player.origin, level.speakers );
|
||
// speaker playSound( "target_mistake_buzzer" );
|
||
// maps\_specialops::info_hud_decrement_timer( level.so_missed_target_deduction );
|
||
// }
|
||
// }
|
||
|
||
break;
|
||
}
|
||
|
||
if ( type == "timed_target_drop" )
|
||
{
|
||
// if the targets get proped by timeout in specialops
|
||
speaker = getclosest( level.player.origin, level.speakers );
|
||
speaker playSound( "target_mistake_buzzer" );
|
||
|
||
// if ( is_specialop() )
|
||
// {
|
||
// if ( targetType != "friendly" )
|
||
// {
|
||
// level.missed_targets++;
|
||
// maps\_specialops::info_hud_decrement_timer( level.so_missed_target_deduction );
|
||
// }
|
||
// }
|
||
|
||
break;
|
||
}
|
||
|
||
if ( isplayer( attacker ) )
|
||
{
|
||
if ( isdefined( self.meleeonly ) )
|
||
{
|
||
if ( type != "MOD_MELEE" )
|
||
continue;
|
||
}
|
||
|
||
// makes targets take more hits to put down.
|
||
// MikeD 7/10: It's not intuitive to the enduser to keep this
|
||
// if ( is_specialop() && level.gameSkill == 3 )
|
||
// {
|
||
// assert( isdefined( level.target_fall_health ) );
|
||
// if ( self.health > level.target_fall_health )
|
||
// continue;
|
||
// }
|
||
|
||
self playSound( "target_metal_hit" );
|
||
if ( targetType == "friendly" )
|
||
{
|
||
speaker = getclosest( level.player.origin, level.speakers );
|
||
speaker playSound( "target_mistake_buzzer" );
|
||
|
||
if ( isdefined( attacker.friendlies_hit ) )
|
||
{
|
||
attacker.friendlies_hit++;
|
||
}
|
||
|
||
level.friendlies_hit++;
|
||
if ( !is_specialop() )
|
||
{
|
||
if ( isdefined( level.HUDcivviesKilled ) )
|
||
{
|
||
level.HUDcivviesKilled setValue ( level.friendlies_hit );
|
||
level.HUDcivviesKilled.color = level.color[ "red" ];
|
||
}
|
||
}
|
||
level notify( "civilian_killed" );
|
||
}
|
||
else
|
||
{
|
||
attacker maps\_player_stats::register_kill( self, type );
|
||
|
||
if ( isdefined( attacker.targets_hit ) )
|
||
{
|
||
attacker.targets_hit++;
|
||
}
|
||
|
||
level.targets_hit++;
|
||
if ( type == "MOD_MELEE" )
|
||
{
|
||
level.targets_hit_with_melee++;
|
||
}
|
||
|
||
level notify( "target_killed" );
|
||
if ( !is_specialop() )
|
||
{
|
||
if ( isdefined( level.HUDenemiesKilled ) )
|
||
{
|
||
level.HUDenemiesKilled setValue ( level.targets_hit );
|
||
}
|
||
}
|
||
}
|
||
|
||
if ( type == "MOD_GRENADE_SPLASH" )
|
||
{
|
||
self notify( "hit_with_grenade" );
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
|
||
/*-----------------------
|
||
TARGET OUT OF PLAY TILL TOLD TO POP UP AGAIN
|
||
-------------------------*/
|
||
if ( isdefined( self.meleeonly ) )
|
||
{
|
||
self.meleeonly = true;
|
||
melee_clip = getent( "melee_clip", "targetname" );
|
||
melee_clip thread hide_entity();
|
||
flag_set( "melee_target_hit" );
|
||
}
|
||
|
||
else if ( ( targetType != "friendly" ) && ( !level.player isADS() ) )
|
||
{
|
||
if ( ( isdefined( type ) ) && ( type != "MOD_MELEE" ) && ( type != "scripted_target_drop" ) )
|
||
level notify( "pit_target_hit_without_ADS" );
|
||
}
|
||
|
||
self notify ( "hit" );
|
||
self notify ( "target_going_back_down" );
|
||
self.health = 1000;
|
||
aim_assist_target disableAimAssist();
|
||
self notsolid();
|
||
//wait( 0.05 );
|
||
if (self.orgEnt.script_noteworthy == "reverse" )
|
||
self.orgEnt rotatePitch( 90, 0.25 );
|
||
else if (self.orgEnt.script_noteworthy == "sideways" )
|
||
self.orgEnt rotateYaw( -180, 0.5 );
|
||
else
|
||
self.orgEnt rotatePitch( -90, 0.25 );
|
||
self setCanDamage( false );
|
||
wait .25;
|
||
|
||
}
|
||
}
|
||
|
||
so_player_tooclose_wait()
|
||
{
|
||
if ( !is_specialop() )
|
||
{
|
||
return;
|
||
}
|
||
|
||
origin = self.origin;
|
||
|
||
y_check = undefined;
|
||
if ( IsDefined( self.script_parameters ) && self.script_parameters == "melee" )
|
||
{
|
||
origin = ( -5723, 2547, -49 ); // Just under the melee target
|
||
y_check = 2520;
|
||
}
|
||
|
||
while ( 1 )
|
||
{
|
||
close = false;
|
||
foreach ( player in level.players )
|
||
{
|
||
dist_test = 56 * 56;
|
||
if ( Length( player GetVelocity() ) > 200 )
|
||
{
|
||
dist_test = 128 * 128;
|
||
}
|
||
|
||
if ( DistanceSquared( player.origin, origin ) < dist_test )
|
||
{
|
||
close = true;
|
||
|
||
if ( IsDefined( y_check ) && player.origin[ 1 ] < y_check )
|
||
{
|
||
close = false;
|
||
}
|
||
}
|
||
}
|
||
|
||
if ( !close )
|
||
{
|
||
return;
|
||
}
|
||
|
||
wait( 0.05 );
|
||
}
|
||
}
|
||
|
||
target_lateral_movement()
|
||
{
|
||
dummy = spawn( "script_origin", ( 0, 0, 0 ) );
|
||
dummy.angles = self.orgEnt.angles;
|
||
dummy.origin = self.orgEnt.origin;
|
||
self.orgEnt thread lateral_dummy_move( dummy );
|
||
|
||
dummy endon( "deleted_because_player_was_too_close" );
|
||
dummy endon( "death" );
|
||
foreach( player in level.players )
|
||
{
|
||
dummy thread delete_when_player_too_close( player );
|
||
}
|
||
|
||
self thread dummy_delete_when_target_goes_back_down( dummy );
|
||
|
||
while ( true )
|
||
{
|
||
dummy moveTo( self.lateralEndPosition.origin, self.lateralMoveTime );
|
||
wait( self.lateralMoveTime );
|
||
dummy moveTo( self.lateralStartPosition.origin, self.lateralMoveTime );
|
||
wait( self.lateralMoveTime );
|
||
}
|
||
|
||
|
||
}
|
||
|
||
dummy_delete_when_target_goes_back_down( dummy )
|
||
{
|
||
dummy endon( "death" );
|
||
//self --> the target
|
||
self waittill( "target_going_back_down" );
|
||
dummy delete();
|
||
}
|
||
|
||
delete_when_player_too_close( player )
|
||
{
|
||
//want to stop lateral movement if player is too close to avoid getting stuck
|
||
self endon( "death" );
|
||
dist = 128;
|
||
distSquared = dist * dist;
|
||
while( true )
|
||
{
|
||
wait( .05 );
|
||
if ( distancesquared( player.origin, self.origin ) < distSquared )
|
||
break;
|
||
}
|
||
self notify( "deleted_because_player_was_too_close" );
|
||
self delete();
|
||
}
|
||
|
||
lateral_dummy_move( dummy )
|
||
{
|
||
dummy endon( "death" );
|
||
while( true )
|
||
{
|
||
wait( 0.05 );
|
||
self.origin = dummy.origin;
|
||
}
|
||
}
|
||
|
||
target_lateral_reset_random()
|
||
{
|
||
if ( cointoss() )
|
||
{
|
||
self.lateralStartPosition = self.lateralMovementOrgs[ 0 ];
|
||
self.lateralEndPosition = self.lateralMovementOrgs[ 1 ];
|
||
}
|
||
else
|
||
{
|
||
self.lateralStartPosition = self.lateralMovementOrgs[ 1 ];
|
||
self.lateralEndPosition = self.lateralMovementOrgs[ 0 ];
|
||
}
|
||
|
||
self.orgEnt moveTo( self.lateralStartPosition.origin, .1 );
|
||
|
||
}
|
||
|
||
target_go_back_down_when_flag_is_set( sFlag )
|
||
{
|
||
if ( is_specialop() )
|
||
{
|
||
return;
|
||
}
|
||
|
||
/*-----------------------
|
||
TARGET GOES BACK DOWN PREMATURELY IF FLAG IS SET
|
||
-------------------------*/
|
||
self endon ( "target_going_back_down" );
|
||
flag_wait( sFlag );
|
||
self target_reset_manual();
|
||
|
||
}
|
||
|
||
target_reset_manual()
|
||
{
|
||
self notify( "damage", 1000, "worldspawn", undefined, undefined, "scripted_target_drop" );
|
||
}
|
||
|
||
|
||
/****************************************************************************
|
||
UTILITY
|
||
****************************************************************************/
|
||
roundDecimalPlaces( value, places, style )
|
||
{
|
||
if ( !isdefined( style ) )
|
||
style = "nearest";
|
||
|
||
modifier = 1;
|
||
for ( i = 0; i < places; i++ )
|
||
modifier *= 10;
|
||
|
||
newValue = value * modifier;
|
||
|
||
if ( style == "up" )
|
||
roundedValue = ceil( newValue );
|
||
else if ( style == "down" )
|
||
roundedValue = floor( newValue );
|
||
else
|
||
roundedValue = newvalue + 0.5;
|
||
|
||
newvalue = Int( roundedValue );
|
||
newvalue = newvalue / modifier;
|
||
|
||
return newvalue;
|
||
}
|
||
|
||
|
||
|
||
//ammoRespawnThink( flag, type, obj_flag )
|
||
//{
|
||
// wait .2; //timing
|
||
// weapon = self;
|
||
// ammoItemClass = weapon.classname;
|
||
// ammoItemOrigin = ( weapon.origin + (0,0,8) ); //wont spawn if inside something
|
||
// ammoItemAngles = weapon.angles;
|
||
// weapon set_ammo();
|
||
//
|
||
// if ( type == "flash_grenade" )
|
||
// ammo_fraction_required = 1;
|
||
// else
|
||
// ammo_fraction_required = .2;
|
||
//
|
||
// if ( isdefined ( flag ) )
|
||
// {
|
||
// //self delete();
|
||
// weapon.origin = weapon.origin + (0, 0, -10000);
|
||
//
|
||
// flag_wait ( flag );
|
||
//
|
||
// weapon.origin = weapon.origin + (0, 0, 10000);
|
||
// weapon glow();
|
||
// weapon set_ammo();
|
||
// }
|
||
//
|
||
// weapon waittill ( "trigger" );
|
||
//
|
||
// //weapon stopGlow();
|
||
//
|
||
// while ( 1 )
|
||
// {
|
||
// wait 1;
|
||
//
|
||
// if ( ( level.player GetFractionMaxAmmo( type ) ) < ammo_fraction_required )
|
||
// {
|
||
// while ( distance( level.player.origin, ammoItemOrigin ) < 160 )
|
||
// wait 1;
|
||
//
|
||
// //if ( level.player pointInFov( ammoItemOrigin ) )
|
||
// // continue;
|
||
//
|
||
// weapon = spawn ( ammoItemClass, ammoItemOrigin, 1 ); //suspended bit flag
|
||
// //weapon = spawn ( "weapon_mp5", ammoItemOrigin );
|
||
// weapon.angles = ammoItemAngles;
|
||
// weapon set_ammo();
|
||
// wait .2;
|
||
// weapon.origin = ( ammoItemOrigin + (0,0,-8) );
|
||
// //weapon.angles = ammoItemAngles;
|
||
//
|
||
// //weapon waittill ( "trigger" );
|
||
// while ( isdefined ( weapon ) )
|
||
// wait 1;
|
||
// }
|
||
// }
|
||
//}
|
||
|
||
set_ammo()
|
||
{
|
||
if ( (self.classname == "weapon_fraggrenade") || (self.classname == "weapon_flash_grenade") )
|
||
self ItemWeaponSetAmmo( 1, 0 );
|
||
else
|
||
self ItemWeaponSetAmmo( 999, 999 );
|
||
}
|
||
|
||
init_precache()
|
||
{
|
||
precacheModel( "weapon_binocular" );
|
||
precachemodel( "mil_grenade_box_opened" );
|
||
precachemodel( "adrenaline_syringe_animated" );
|
||
precachemodel( "clotting_powder_animated" );
|
||
precacheModel( "com_bottle2" );
|
||
precacheModel( "viewmodel_desert_eagle" );
|
||
precacheshader( "black" );
|
||
precacheModel( "weapon_m67_grenade_obj" );
|
||
precacheModel( "prop_price_cigar" );
|
||
PreCacheModel( "electronics_pda" );
|
||
precacheModel( "weapon_m4" );
|
||
precacheModel( "weapon_m4_clip" );
|
||
precacheModel( "characters_accessories_pencil" );
|
||
precacheModel( "mil_mre_chocolate01" );
|
||
precacheModel( "weapon_desert_eagle_tactical_obj" );
|
||
precacheModel( "weapon_m4_obj" );
|
||
//precacheModel( "weapon_m4_obj" );
|
||
precacheShader( "objective" );
|
||
precacheShader( "hud_icon_c4" );
|
||
precacheShader( "hud_dpad" );
|
||
precacheShader( "hud_arrow_right" );
|
||
precacheShader( "hud_arrow_down" );
|
||
precacheShader( "hud_icon_40mm_grenade" );
|
||
precacheshader( "popmenu_bg" );
|
||
|
||
precacheString( &"TRAINER_OBJ_GET_RIFLE_AMMO" );
|
||
precacheString( &"TRAINER_KILLED_CIVVIES_PENALTY" );
|
||
precacheString( &"TRAINER_TRY_SPRINT_AGAIN" );
|
||
precacheString( &"TRAINER_KILLED_CIVVIES_NONE" );
|
||
precacheString( &"TRAINER_ACCURACY_LABEL" );
|
||
|
||
precacheString( &"TRAINER_MISSION_FAIL_FIRE_IN_CAMP" );
|
||
precacheString( &"TRAINER_SHOOT_THE_TARGET_THROUGH" );
|
||
|
||
// Press ^3[{weaponslot primaryb}]^7 to switch to your sidearm.
|
||
precacheString( &"TRAINER_HINT_SIDEARM" );
|
||
// The Objective Indicator is on the \nbottom of your screen in the middle.
|
||
precacheString( &"TRAINER_HINT_OBJECTIVE_MARKER" );
|
||
// When the yellow circle is in the middle of\nthe compass, you are facing your objective.
|
||
precacheString( &"TRAINER_HINT_OBJECTIVE_REMINDER" );
|
||
// Turn until the yellow circle in your compass tape\nlines up with the white ticks and head in that direction\nto locate your current objective.
|
||
precacheString( &"TRAINER_HINT_OBJECTIVE_REMINDER2" );
|
||
// You don't have to hold ^3[{+sprint}]^7 to continue sprinting.
|
||
precacheString( &"TRAINER_HINT_HOLDING_SPRINT" );
|
||
// Reverse your controls for looking up and down?
|
||
precacheString( &"TRAINER_AXIS_OPTION_MENU1_ALL" );
|
||
// Keep your controls like this?
|
||
precacheString( &"TRAINER_AXIS_OPTION_MENU2_ALL" );
|
||
|
||
if ( level.console )
|
||
precacheMenu( "invert_axis" );
|
||
else
|
||
precacheMenu( "invert_axis_pc" );
|
||
|
||
precacheMenu( "select_difficulty" );
|
||
|
||
// The Objective Indicator is on the \nbottom of your screen in the middle.
|
||
precachestring( &"TRAINER_HINT_OBJECTIVE_MARKER" );
|
||
// Press ^3[{pause}]^7 to check your objectives.
|
||
precachestring( &"TRAINER_HINT_CHECK_OBJECTIVES_PAUSED" );
|
||
// Press ^3[{+scores}]^7 to check your objectives.
|
||
precachestring( &"TRAINER_HINT_CHECK_OBJECTIVES_SCORES" );
|
||
// Press the START button to check your objectives.
|
||
precachestring( &"TRAINER_HINT_CHECK_OBJECTIVES_SCORES_PS3" );
|
||
// The Objective Indicator is on the \nbottom of your screen in the middle.
|
||
precachestring( &"TRAINER_HINT_OBJECTIVE_MARKER" );
|
||
// When the yellow circle is in the middle of\nthe compass, you are facing your objective.
|
||
precachestring( &"TRAINER_HINT_OBJECTIVE_REMINDER" );
|
||
// Turn until the yellow circle in your compass tape\nlines up with the white ticks and head in that direction\nto locate your current objective.
|
||
precachestring( &"TRAINER_HINT_OBJECTIVE_REMINDER2" );
|
||
// Press ^3[{+attack}]^7 to fire your weapon.
|
||
precachestring( &"TRAINER_HINT_ATTACK_PC" );
|
||
// Pull ^3[{+attack}]^7 to fire your weapon.
|
||
precachestring( &"TRAINER_HINT_ATTACK" );
|
||
// Press ^3[{+attack}]^7 to fire from the hip.
|
||
precachestring( &"TRAINER_HINT_HIP_ATTACK_PC" );
|
||
// Pull ^3[{+attack}]^7 to fire from the hip.
|
||
precachestring( &"TRAINER_HINT_HIP_ATTACK" );
|
||
// Pull and hold ^3[{+speed}]^7 to aim down the sights of your weapon.
|
||
precachestring( &"TRAINER_HINT_ADS_360" );
|
||
// Press and hold ^3[{+speed}]^7 to aim down the sights of your weapon.
|
||
precachestring( &"TRAINER_HINT_ADS" );
|
||
// Press ^3[{toggleads}]^7 to aim down the sight.
|
||
precachestring( &"TRAINER_HINT_ADS_TOGGLE" );
|
||
// Pull and hold ^3[{+speed_throw}]^7 to aim down the sights of your weapon.
|
||
precachestring( &"TRAINER_HINT_ADS_THROW_360" );
|
||
// Press and hold ^3[{+speed_throw}]^7 to aim down the sights of your weapon.
|
||
precachestring( &"TRAINER_HINT_ADS_THROW" );
|
||
// Press ^3[{+toggleads_throw}]^7 to aim down the sights of your weapon.
|
||
precachestring( &"TRAINER_HINT_ADS_TOGGLE_THROW" );
|
||
// Hit the targets while firing from the hip.\nRelease ^3[{+speed}]^7 to stop aiming down your sight.
|
||
precachestring( &"TRAINER_HINT_STOP_ADS" );
|
||
// Hit the targets while firing from the hip.\nPress ^3[{toggleads}]^7 to stop aiming down your sight.
|
||
precachestring( &"TRAINER_HINT_STOP_ADS_TOGGLE" );
|
||
// Hit the targets while firing from the hip.\nRelease ^3[{+speed_throw}]^7 to stop aiming down your sight.
|
||
precachestring( &"TRAINER_HINT_STOP_ADS_THROW" );
|
||
// Hit the targets while firing from the hip.\nPress ^3[{+toggleads_throw}]^7 to stop aiming down your sight.
|
||
precachestring( &"TRAINER_HINT_STOP_ADS_TOGGLE_THROW" );
|
||
// Press and hold ^3[{+melee_breath}]^7 to steady your breathing.
|
||
precachestring( &"TRAINER_HINT_BREATH_MELEE" );
|
||
// Press and hold ^3[{+breath_sprint}]^7 to steady your breathing.
|
||
precachestring( &"TRAINER_HINT_BREATH_SPRINT" );
|
||
// Press and hold ^3[{+breath_binoculars}]^7 to steady your breathing.
|
||
precachestring( &"TRAINER_HINT_BREATH_BINOCULARS" );
|
||
// Press ^3[{+breath_binoculars}]^7 near the melon to strike it with your weapon.
|
||
precachestring( &"TRAINER_HINT_MELEE_BREATH" );
|
||
// Press ^3[{+melee}]^7 near the melon to strike it with your weapon.
|
||
precachestring( &"TRAINER_HINT_MELEE" );
|
||
// Click ^3[{+breath_binoculars}]^7 near the melon to strike it with your weapon.
|
||
precachestring( &"TRAINER_HINT_MELEE_BREATH_CLICK" );
|
||
// Click ^3[{+melee}]^7 near the melon to strike it with your weapon.
|
||
precachestring( &"TRAINER_HINT_MELEE_CLICK" );
|
||
// Press ^3[{goprone}]^7 to go prone.
|
||
precachestring( &"TRAINER_HINT_PRONE" );
|
||
// Press and hold ^3[{+prone}]^7 to go prone.
|
||
precachestring( &"TRAINER_HINT_PRONE_HOLD" );
|
||
// Press ^3[{toggleprone}]^7 to go prone.
|
||
precachestring( &"TRAINER_HINT_PRONE_TOGGLE" );
|
||
// Press and hold down ^3[{+stance}]^7 to go prone.
|
||
precachestring( &"TRAINER_HINT_PRONE_STANCE" );
|
||
// Double tap ^3[{lowerstacnce}]^7 to go prone.
|
||
precachestring( &"TRAINER_HINT_PRONE_DOUBLE" );
|
||
// Press ^3[{+stance}]^7 to crouch.
|
||
precachestring( &"TRAINER_HINT_CROUCH_STANCE" );
|
||
// Press ^3[{gocrouch}]^7 to crouch.
|
||
precachestring( &"TRAINER_HINT_CROUCH_HOLD" );
|
||
precachestring( &"TRAINER_HINT_CROUCH" );
|
||
// Press ^3[{togglecrouch}]^7 to crouch.
|
||
precachestring( &"TRAINER_HINT_CROUCH_TOGGLE" );
|
||
// Press ^3[{+gostand}]^7 to stand up.
|
||
precachestring( &"TRAINER_HINT_STAND" );
|
||
// Press ^3[{+stance}]^7 to stand up.
|
||
precachestring( &"TRAINER_HINT_STAND_STANCE" );
|
||
// While standing, press ^3[{+gostand}]^7 to jump.
|
||
precachestring( &"TRAINER_HINT_JUMP_STAND" );
|
||
// While standing, press ^3[{+moveup}]^7 to jump.
|
||
precachestring( &"TRAINER_HINT_JUMP" );
|
||
// Press ^3[{+sprint}]^7 while moving forward to sprint.
|
||
precachestring( &"TRAINER_HINT_SPRINT_PC" );
|
||
// Click ^3[{+sprint}]^7 while moving forward to sprint.
|
||
precachestring( &"TRAINER_HINT_SPRINT" );
|
||
// Press ^3[{+breath_sprint}]^7 while moving forward to sprint.
|
||
precachestring( &"TRAINER_HINT_SPRINT_BREATH_PC" );
|
||
// Click ^3[{+breath_sprint}]^7 while moving forward to sprint.
|
||
precachestring( &"TRAINER_HINT_SPRINT_BREATH" );
|
||
// You don't have to hold ^3[{+sprint}]^7 to continue sprinting.
|
||
precachestring( &"TRAINER_HINT_HOLDING_SPRINT" );
|
||
// You don't have to hold ^3[{+breath_sprint}]^7 to continue sprinting.
|
||
precachestring( &"TRAINER_HINT_HOLDING_SPRINT_BREATH" );
|
||
// Press ^3[{+usereload}]^7 to reload your weapon.
|
||
precachestring( &"TRAINER_HINT_RELOAD_USE" );
|
||
// Press ^3[{+reload}]^7 to reload your weapon.
|
||
precachestring( &"TRAINER_HINT_RELOAD" );
|
||
// Touch the obstacle and press ^3[{+gostand}]^7 to mantle over it.
|
||
precachestring( &"TRAINER_HINT_MANTLE" );
|
||
// Release and pull ^3[{+speed}]^7 to automatically\nswitch to a nearby target.
|
||
precachestring( &"TRAINER_HINT_ADS_SWITCH" );
|
||
// Release then press and hold ^3[{+speed}]^7 to\nquickly switch to a nearby target.
|
||
precachestring( &"TRAINER_HINT_ADS_SWITCH_SHOULDER" );
|
||
// Release and pull ^3[{+speed_throw}]^7 to automatically\nswitch to a nearby target.
|
||
precachestring( &"TRAINER_HINT_ADS_SWITCH_THROW" );
|
||
// Release then press and hold ^3[{+speed_throw}]^7 to\nquickly switch to a nearby target.
|
||
precachestring( &"TRAINER_HINT_ADS_SWITCH_THROW_SHOULDER" );
|
||
// Press ^3[{weapnext}]^7 to switch to your sidearm.
|
||
precachestring( &"TRAINER_HINT_SIDEARM_SWAP" );
|
||
// Press ^3[{weapnext}]^7 to switch to your primary weapon.
|
||
precachestring( &"TRAINER_HINT_PRIMARY_SWAP" );
|
||
// Press ^3[{weaponslot primaryb}]^7 to switch to your sidearm.
|
||
precachestring( &"TRAINER_HINT_SIDEARM" );
|
||
// Press ^3[{+reload}]^7 to load your sidearm.
|
||
precachestring( &"TRAINER_HINT_SIDEARM_RELOAD" );
|
||
// Press ^3[{+usereload}]^7 to load your sidearm.
|
||
precachestring( &"TRAINER_HINT_SIDEARM_RELOAD_USE" );
|
||
// Press ^3[{+frag}]^7 to throw a frag grenade.
|
||
precachestring( &"TRAINER_HINT_FRAG" );
|
||
// Notice that your crosshair expands as you fire.\nThe bigger the crosshairs, the less accurate you are.
|
||
precachestring( &"TRAINER_HINT_CROSSHAIR_CHANGES" );
|
||
|
||
|
||
precachestring( &"TRAINER_HINT_TURN_AROUND" );
|
||
|
||
// Firing from the hip is never as\naccurate as aiming down your sight.
|
||
precachestring( &"TRAINER_HINT_ADS_ACCURACY" );
|
||
|
||
// You were too slow.
|
||
precachestring( &"TRAINER_SHIP_TOO_SLOW" );
|
||
|
||
precachestring( &"TRAINER_CIVVIES_KILLED" );
|
||
precachestring( &"TRAINER_ENEMIES_KILLED" );
|
||
precachestring( &"TRAINER_YOUR_TIME_IN_SECONDS" );
|
||
|
||
// Your time:
|
||
precachestring( &"TRAINER_YOUR_TIME" );
|
||
// Your final time:
|
||
precachestring( &"TRAINER_YOUR_FINAL_TIME" );
|
||
// IW best time:
|
||
precachestring( &"TRAINER_IW_BEST_TIME" );
|
||
// Your deck time:
|
||
precachestring( &"TRAINER_YOUR_DECK_TIME" );
|
||
// IW deck time:
|
||
precachestring( &"TRAINER_IW_DECK_TIME" );
|
||
// You don't have enough flashes to finish.
|
||
precachestring( &"TRAINER_SHIP_OUT_OF_FLASH" );
|
||
// You jumped too early.
|
||
precachestring( &"TRAINER_SHIP_JUMPED_TOO_EARLY" );
|
||
// You hit a friendly target.
|
||
precachestring( &"TRAINER_HIT_FRIENDLY" );
|
||
// Press ^3[{+smoke}]^7 to throw a flash bang.
|
||
precachestring( &"TRAINER_HINT_FLASH" );
|
||
|
||
precachestring( &"TRAINER_MISSED_ENEMY_PENALTY_NONE" );
|
||
precachestring( &"TRAINER_MISSED_ENEMY_PENALTY" );
|
||
|
||
// Accuracy bonus:+
|
||
precachestring( &"TRAINER_ACCURACY_BONUS" );
|
||
// Cargoship Bridge
|
||
precachestring( &"TRAINER_SHIP_LABEL" );
|
||
// Cargoship Deck
|
||
precachestring( &"TRAINER_DECK_LABEL" );
|
||
|
||
|
||
precachestring( &"TRAINER_ACCURACY_NA" );
|
||
|
||
// Accuracy bonus:+0.0
|
||
precachestring( &"TRAINER_ACCURACY_BONUS_ZERO" );
|
||
|
||
// You must aim above your target with grenades.
|
||
precachestring( &"TRAINER_HINT_GRENADE_TOO_LOW" );
|
||
// You must aim above your target with grenade launchers.
|
||
precachestring( &"TRAINER_HINT_GL_TOO_LOW" );
|
||
// Reverse your controls
|
||
precachestring( &"TRAINER_AXIS_OPTION_MENU1" );
|
||
// Switch your controls
|
||
precachestring( &"TRAINER_AXIS_OPTION_MENU2" );
|
||
// for looking up and down?
|
||
precachestring( &"TRAINER_AXIS_OPTION_MENU1B" );
|
||
// back to how they were?
|
||
precachestring( &"TRAINER_AXIS_OPTION_MENU2B" );
|
||
//
|
||
precachestring( &"TRAINER_AXIS_OPTION_YES" );
|
||
//
|
||
precachestring( &"TRAINER_AXIS_OPTION_NO" );
|
||
// Reverse your controls for looking up and down?
|
||
precachestring( &"TRAINER_AXIS_OPTION_MENU1_ALL" );
|
||
// Keep your controls like this?
|
||
precachestring( &"TRAINER_AXIS_OPTION_MENU2_ALL" );
|
||
// Look up.
|
||
precachestring( &"TRAINER_LOOK_UP" );
|
||
// Look down.
|
||
precachestring( &"TRAINER_LOOK_DOWN" );
|
||
// Notice you now have an icon of a grenade launcher on your display.
|
||
precachestring( &"TRAINER_HINT_LAUNCHER_ICON" );
|
||
// You endangered a team mate.
|
||
precachestring( &"TRAINER_FIRED_NEAR_FRIENDLY" );
|
||
// Use your Objective Indicator to find the firing range.
|
||
precachestring( &"TRAINER_USE_YOUR_OBJECTIVE_INDICATOR" );
|
||
// Pick up a rifle from the table.
|
||
precachestring( &"TRAINER_PICK_UP_A_RIFLE_FROM" );
|
||
// Get a pistol from the same place you got the rifle.
|
||
precachestring( &"TRAINER_GET_A_PISTOL_FROM_THE" );
|
||
// Melee the watermelon with your knife.
|
||
precachestring( &"TRAINER_MELEE_THE_WATERMELON" );
|
||
// Go outside and report to Sgt. Newcastle.
|
||
precachestring( &"TRAINER_GO_OUTSIDE_AND_REPORT" );
|
||
// Pick up the rifle with the grenade launcher attachment.
|
||
precachestring( &"TRAINER_PICK_UP_THE_RIFLE_WITH" );
|
||
// Pick up the C4 explosive.
|
||
precachestring( &"TRAINER_PICK_UP_THE_C4_EXPLOSIVE" );
|
||
// Run the obstacle course.
|
||
precachestring( &"TRAINER_RUN_THE_OBSTACLE_COURSE" );
|
||
// Use your objective indicator to locate The Pit.
|
||
precachestring( &"OBJ_GO_TO_THE_PIT" );
|
||
// Climb the ladder.
|
||
precachestring( &"TRAINER_CLIMB_THE_LADDER" );
|
||
|
||
precachestring( &"TRAINER_OBJ_EXIT_THE_PIT" );
|
||
|
||
|
||
// Debrief with Captain Price.
|
||
precachestring( &"TRAINER_DEBRIEF_WITH_CPT_PRICE" );
|
||
// Enter station number 1 and aim down your sights.
|
||
precachestring( &"TRAINER_ENTER_STATION_NUMBER" );
|
||
// Shoot each target while aiming down your sights.
|
||
precachestring( &"TRAINER_SHOOT_EACH_TARGET_WHILE" );
|
||
// Shoot each target while firing from the hip.
|
||
precachestring( &"TRAINER_SHOOT_EACH_TARGET_WHILE1" );
|
||
// Shoot each target as quickly as possible.
|
||
precachestring( &"TRAINER_SHOOT_EACH_TARGET_AS" );
|
||
// Equip the MP5 and pick up 4 flashbangs.
|
||
precachestring( &"TRAINER_EQUIP_THE_MP5_AND_PICK" );
|
||
// Clear the cargoship bridge mock-up.
|
||
precachestring( &"TRAINER_CLEAR_THE_CARGOSHIP_BRIDGE" );
|
||
// Switch to your rifle and then back to your pistol.
|
||
precachestring( &"TRAINER_SWITCH_TO_YOUR_RIFLE" );
|
||
// Pick up the frag grenades.
|
||
precachestring( &"TRAINER_PICK_UP_THE_FRAG_GRENADES" );
|
||
// Enter the safety pit.
|
||
precachestring( &"TRAINER_ENTER_THE_SAFETY_PIT" );
|
||
// Throw a grenade into windows two, three and four.
|
||
precachestring( &"TRAINER_THROW_A_GRENADE_INTO" );
|
||
// Return to the safety pit and equip the grenade launcher.
|
||
precachestring( &"TRAINER_RETURN_TO_THE_SAFETY" );
|
||
// Fire at the wall with the number one on it.
|
||
precachestring( &"TRAINER_FIRE_AT_THE_WALL_WITH" );
|
||
// Plant the C4 explosive at the glowing spot.
|
||
precachestring( &"TRAINER_PLANT_THE_C4_EXPLOSIVE" );
|
||
// Fire your grenade launcher into windows five, six and seven.
|
||
precachestring( &"TRAINER_FIRE_YOUR_GRENADE_LAUNCHER" );
|
||
// Climb the ladder.
|
||
precachestring( &"TRAINER_CLIMB_THE_LADDER1" );
|
||
// Shoot a target through the wood.
|
||
precachestring( &"TRAINER_SHOOT_A_TARGET_THROUGH" );
|
||
|
||
// Slide down the rope.\n
|
||
precachestring( &"TRAINER_SLIDE_DOWN_THE_ROPE" );
|
||
// Complete the deck mock-up.
|
||
precachestring( &"TRAINER_COMPLETE_THE_DECK_MOCKUP" );
|
||
|
||
// Recommended
|
||
precachestring( &"TRAINER_RECOMMENDED_LABEL" );
|
||
// difficulty:
|
||
precachestring( &"TRAINER_RECOMMENDED_LABEL2" );
|
||
// Recruit
|
||
precachestring( &"TRAINER_RECOMMENDED_EASY" );
|
||
// Regular
|
||
precachestring( &"TRAINER_RECOMMENDED_NORMAL" );
|
||
// Hardened
|
||
precachestring( &"TRAINER_RECOMMENDED_HARD" );
|
||
// Veteran
|
||
precachestring( &"TRAINER_RECOMMENDED_VETERAN" );
|
||
|
||
precachestring( &"TRAINER_RECOMMENDED_TRY_AGAIN" );
|
||
|
||
}
|
||
|
||
dialogue_execute( sLineToExecute, sFlagToSetWhenDone )
|
||
{
|
||
if ( !isdefined( self ) )
|
||
return;
|
||
self endon( "death" );
|
||
self dialogue_queue( sLineToExecute );
|
||
if ( isdefined( sFlagToSetWhenDone ) )
|
||
flag_set( sFlagToSetWhenDone );
|
||
|
||
}
|
||
|
||
|
||
hint_temp( string, timeOut )
|
||
{
|
||
hintfade = 0.5;
|
||
|
||
level endon( "clearing_hints" );
|
||
|
||
if ( isDefined( level.tempHint ) )
|
||
level.tempHint destroyElem();
|
||
|
||
level.tempHint = createFontString( "default", 1.5 );
|
||
level.tempHint setPoint( "BOTTOM", undefined, 0, -60 );
|
||
level.tempHint.color = ( 1, 1, 1 );
|
||
level.tempHint setText( string );
|
||
level.tempHint.alpha = 0;
|
||
level.tempHint fadeOverTime( 0.5 );
|
||
level.tempHint.alpha = 1;
|
||
level.tempHint.sort = 1;
|
||
wait( 0.5 );
|
||
level.tempHint endon( "death" );
|
||
|
||
if ( isDefined( timeOut ) )
|
||
wait( timeOut );
|
||
else
|
||
return;
|
||
|
||
level.tempHint fadeOverTime( hintfade );
|
||
level.tempHint.alpha = 0;
|
||
wait( hintfade );
|
||
|
||
level.tempHint destroyElem();
|
||
}
|
||
|
||
registerObjective( objName, objText, objEntity )
|
||
{
|
||
flag_init( objName );
|
||
objID = level.objectives.size;
|
||
|
||
newObjective = spawnStruct();
|
||
newObjective.name = objName;
|
||
newObjective.id = objID;
|
||
newObjective.state = "invisible";
|
||
newObjective.text = objText;
|
||
newObjective.entity = objEntity;
|
||
newObjective.added = false;
|
||
|
||
level.objectives[objName] = newObjective;
|
||
|
||
return newObjective;
|
||
}
|
||
|
||
|
||
setObjectiveState( objName, objState )
|
||
{
|
||
assert( isDefined( level.objectives[objName] ) );
|
||
|
||
objective = level.objectives[objName];
|
||
objective.state = objState;
|
||
|
||
if ( !objective.added )
|
||
{
|
||
objective_add( objective.id, objective.state, objective.text, objective.entity.origin );
|
||
objective.added = true;
|
||
}
|
||
else
|
||
{
|
||
objective_state( objective.id, objective.State );
|
||
}
|
||
|
||
if ( objective.state == "done" )
|
||
flag_set( objName );
|
||
}
|
||
|
||
|
||
setObjectiveString( objName, objString )
|
||
{
|
||
objective = level.objectives[objName];
|
||
objective.text = objString;
|
||
|
||
objective_string( objective.id, objString );
|
||
}
|
||
|
||
setObjectiveLocation( objName, objLoc )
|
||
{
|
||
objective = level.objectives[objName];
|
||
objective.loc = objLoc;
|
||
|
||
objective_position( objective.id, objective.loc.origin );
|
||
}
|
||
|
||
setObjectiveRemaining( objName, objString, objRemaining )
|
||
{
|
||
assert( isDefined( level.objectives[objName] ) );
|
||
|
||
objective = level.objectives[objName];
|
||
|
||
if ( !objRemaining )
|
||
objective_string( objective.id, objString );
|
||
else
|
||
objective_string( objective.id, objString, objRemaining );
|
||
}
|
||
|
||
|
||
keyHint( actionName, timeOut, doubleline, alwaysDisplay )
|
||
{
|
||
clear_hints();
|
||
level endon ( "clearing_hints" );
|
||
|
||
if ( isdefined ( doubleline ) )
|
||
add_hint_background( doubleline );
|
||
else
|
||
add_hint_background();
|
||
level.hintElem = createFontString( "objective", level.hint_text_size );
|
||
level.hintElem.hidewheninmenu = true;
|
||
level.hintElem setPoint( "TOP", undefined, 0, 110 );
|
||
level.hintElem.sort = 0.5;
|
||
|
||
actionBind = getActionBind( actionName );
|
||
if ( ( actionName == "melee" ) && ( level.xenon ) && ( actionBind.key == "BUTTON_RSTICK" ) )
|
||
level.hintElem setText( &"TRAINER_HINT_MELEE_CLICK" );
|
||
else
|
||
level.hintElem setText( actionBind.hint );
|
||
//level.hintElem endon ( "death" );
|
||
|
||
if ( !isdefined( alwaysDisplay ) )
|
||
{
|
||
notifyName = "did_action_" + actionName;
|
||
for ( index = 0; index < level.actionBinds[actionName].size; index++ )
|
||
{
|
||
actionBind = level.actionBinds[actionName][index];
|
||
notifyOnCommand( notifyName, actionBind.binding );
|
||
}
|
||
|
||
if ( isDefined( timeOut ) )
|
||
level.player thread notifyOnTimeout( notifyName, timeOut );
|
||
level.player waittill( notifyName );
|
||
|
||
level.hintElem fadeOverTime( 0.5 );
|
||
level.hintElem.alpha = 0;
|
||
wait ( 0.5 );
|
||
|
||
clear_hints();
|
||
}
|
||
|
||
}
|
||
|
||
|
||
clear_hints_on_flag( msg )
|
||
{
|
||
level endon ( "clearing_hints" );
|
||
flag_wait ( msg );
|
||
clear_hints();
|
||
}
|
||
|
||
generic_compass_hint_reminder( msg, time )
|
||
{
|
||
thread clear_hints_on_flag( msg );
|
||
level endon ( msg );
|
||
wait time;
|
||
|
||
compass_hint();
|
||
|
||
wait 2;
|
||
|
||
timePassed = 6;
|
||
for ( ;; )
|
||
{
|
||
if ( timePassed > 20.0 )
|
||
{
|
||
thread compass_reminder();
|
||
RefreshHudCompass();
|
||
timePassed = 0;
|
||
}
|
||
timePassed += 0.05;
|
||
wait ( 0.05 );
|
||
}
|
||
}
|
||
|
||
objective_hints( completion_flag )
|
||
{
|
||
level endon ( "mission failed" );
|
||
level endon ( "navigationTraining_end" );
|
||
level endon ( "obj_go_to_the_pit_done" );
|
||
|
||
//wait( 2 );
|
||
//compass_hint();
|
||
|
||
wait ( 20 );
|
||
|
||
if ( level.Console )
|
||
{
|
||
if ( level.Xenon )
|
||
keyHint( "objectives", 6.0);
|
||
else
|
||
killhouse_hint( &"TRAINER_HINT_CHECK_OBJECTIVES_SCORES_PS3", 6 );
|
||
}
|
||
else
|
||
{
|
||
keyHint( "objectives_pc", 6.0);
|
||
}
|
||
|
||
//level.marine1.lastNagTime = getTime();
|
||
timePassed = 0;
|
||
for ( ;; )
|
||
{
|
||
//if( distance( level.player.origin, level.marine1.origin ) < 512 )
|
||
// level.marine1 nagPlayer( "squadwaiting", 15.0 );
|
||
|
||
if ( !flag( completion_flag ) && timePassed > 20.0 )
|
||
{
|
||
//killhouse_hint( &"TRAINER_HINT_OBJECTIVE_REMINDER", 6.0 );
|
||
thread compass_reminder();
|
||
RefreshHudCompass();
|
||
//wait( 0.5 );
|
||
//thread killhouse_hint( &"TRAINER_HINT_OBJECTIVE_REMINDER2", 10.0 );
|
||
timePassed = 0;
|
||
}
|
||
|
||
timePassed += 0.05;
|
||
wait ( 0.05 );
|
||
}
|
||
}
|
||
|
||
add_hint_background( double_line )
|
||
{
|
||
if ( isdefined ( double_line ) )
|
||
level.hintbackground = createIcon( "popmenu_bg", 650, 50 );
|
||
else
|
||
level.hintbackground = createIcon( "popmenu_bg", 650, 30 );
|
||
level.hintbackground.hidewheninmenu = true;
|
||
level.hintbackground setPoint( "TOP", undefined, 0, 105 );
|
||
level.hintbackground.alpha = .5;
|
||
level.hintbackground.sort = 0;
|
||
}
|
||
|
||
//compass_hint_old( text, timeOut )
|
||
//{
|
||
// clear_hints();
|
||
// level endon ( "clearing_hints" );
|
||
//
|
||
// double_line = true;
|
||
// 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( &"TRAINER_HINT_OBJECTIVE_MARKER" );
|
||
//
|
||
// level.iconElem = createIcon( "objective", 32, 32 );
|
||
// level.iconElem.hidewheninmenu = true;
|
||
// //level.iconElem setPoint( "CENTER", "CENTER", 0, -60 );
|
||
// level.iconElem setPoint( "TOP", undefined, 0, 155 );
|
||
//
|
||
// wait 5;
|
||
//
|
||
// level.iconElem setPoint( "CENTER", "BOTTOM", 0, -20, 1.0 );
|
||
//
|
||
// level.iconElem scaleovertime(1, 20, 20);
|
||
//
|
||
// wait .85;
|
||
// level.iconElem fadeovertime(.15);
|
||
// level.iconElem.alpha = 0;
|
||
//
|
||
// wait .5;
|
||
// level.hintElem fadeovertime(.5);
|
||
// level.hintElem.alpha = 0;
|
||
//
|
||
// clear_hints();
|
||
//}
|
||
|
||
//compass_reminder_old()
|
||
//{
|
||
// clear_hints();
|
||
// level endon ( "clearing_hints" );
|
||
//
|
||
// double_line = true;
|
||
// 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( &"TRAINER_HINT_OBJECTIVE_REMINDER" );
|
||
//
|
||
//
|
||
// level.iconElem = createIcon( "objective", 32, 32 );
|
||
// level.iconElem.hidewheninmenu = true;
|
||
// //level.iconElem setPoint( "CENTER", "CENTER", 0, -60 );
|
||
// level.iconElem setPoint( "TOP", undefined, 0, 155 );
|
||
//
|
||
// wait 5;
|
||
// //setObjectiveLocation( "obj_enter_range", getEnt( "rifle_range_obj", "targetname" ) );
|
||
//
|
||
// level.iconElem setPoint( "CENTER", "BOTTOM", 0, -20, 1.0 );
|
||
//
|
||
// level.iconElem scaleovertime(1, 20, 20);
|
||
//
|
||
// wait .85;
|
||
// level.iconElem fadeovertime(.15);
|
||
// level.iconElem.alpha = 0;
|
||
//
|
||
// wait 2;
|
||
// level.hintElem fadeovertime(.5);
|
||
// level.hintElem.alpha = 0;
|
||
//
|
||
// clear_hints();
|
||
//}
|
||
compass_hint( text, timeOut )
|
||
{
|
||
clear_hints();
|
||
level endon ( "clearing_hints" );
|
||
|
||
double_line = true;
|
||
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( &"TRAINER_HINT_OBJECTIVE_MARKER" );
|
||
|
||
// level.iconElem = createIcon( "objective", 32, 32 );
|
||
// level.iconElem.hidewheninmenu = true;
|
||
// //level.iconElem setPoint( "CENTER", "CENTER", 0, -60 );
|
||
// level.iconElem setPoint( "TOP", undefined, 0, 155 );
|
||
|
||
wait 5;
|
||
|
||
// level.iconElem setPoint( "CENTER", "BOTTOM", 0, -20, 1.0 );
|
||
//
|
||
// level.iconElem scaleovertime(1, 20, 20);
|
||
//
|
||
// wait .85;
|
||
// level.iconElem fadeovertime(.15);
|
||
// level.iconElem.alpha = 0;
|
||
|
||
wait .5;
|
||
level.hintElem fadeovertime(.5);
|
||
level.hintElem.alpha = 0;
|
||
|
||
clear_hints();
|
||
}
|
||
|
||
compass_reminder()
|
||
{
|
||
level endon ( "mission failed" );
|
||
level endon ( "navigationTraining_end" );
|
||
level endon ( "obj_go_to_the_pit_done" );
|
||
|
||
clear_hints();
|
||
level endon ( "clearing_hints" );
|
||
|
||
double_line = true;
|
||
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( &"TRAINER_HINT_OBJECTIVE_REMINDER" );
|
||
|
||
|
||
// level.iconElem = createIcon( "objective", 32, 32 );
|
||
// level.iconElem.hidewheninmenu = true;
|
||
// //level.iconElem setPoint( "CENTER", "CENTER", 0, -60 );
|
||
// level.iconElem setPoint( "TOP", undefined, 0, 155 );
|
||
|
||
wait 5;
|
||
//setObjectiveLocation( "obj_enter_range", getEnt( "rifle_range_obj", "targetname" ) );
|
||
|
||
// level.iconElem setPoint( "CENTER", "BOTTOM", 0, -20, 1.0 );
|
||
//
|
||
// level.iconElem scaleovertime(1, 20, 20);
|
||
//
|
||
// wait .85;
|
||
// level.iconElem fadeovertime(.15);
|
||
// level.iconElem.alpha = 0;
|
||
|
||
wait 2;
|
||
level.hintElem fadeovertime(.5);
|
||
level.hintElem.alpha = 0;
|
||
|
||
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" );
|
||
}
|
||
|
||
|
||
killhouse_hint( text, timeOut, double_line )
|
||
{
|
||
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();
|
||
}
|
||
|
||
notifyOnTimeout( finishedNotify, timeOut )
|
||
{
|
||
self endon( finishedNotify );
|
||
wait timeOut;
|
||
self notify( finishedNotify );
|
||
}
|
||
|
||
delete_if_obj_complete( obj_flag )
|
||
{
|
||
self endon ( "death" );
|
||
flag_wait ( obj_flag );
|
||
self delete();
|
||
}
|
||
|
||
|
||
|
||
|
||
registerActions()
|
||
{
|
||
level.actionBinds = [];
|
||
registerActionBinding( "objectives", "pause", &"TRAINER_HINT_CHECK_OBJECTIVES_PAUSED" );
|
||
|
||
registerActionBinding( "objectives_pc", "+scores", &"TRAINER_HINT_CHECK_OBJECTIVES_SCORES" );
|
||
|
||
registerActionBinding( "pc_attack", "+attack", &"TRAINER_HINT_ATTACK_PC" );
|
||
registerActionBinding( "pc_hip_attack", "+attack", &"TRAINER_HINT_HIP_ATTACK_PC" );
|
||
|
||
registerActionBinding( "hip_attack", "+attack", &"TRAINER_HINT_HIP_ATTACK" );
|
||
registerActionBinding( "attack", "+attack", &"TRAINER_HINT_ATTACK" );
|
||
|
||
registerActionBinding( "stop_ads", "+speed_throw", &"TRAINER_HINT_STOP_ADS_THROW" );
|
||
registerActionBinding( "stop_ads", "+speed", &"TRAINER_HINT_STOP_ADS" );
|
||
registerActionBinding( "stop_ads", "+toggleads_throw", &"TRAINER_HINT_STOP_ADS_TOGGLE_THROW" );
|
||
registerActionBinding( "stop_ads", "toggleads", &"TRAINER_HINT_STOP_ADS_TOGGLE" );
|
||
|
||
registerActionBinding( "ads_360", "+speed_throw", &"TRAINER_HINT_ADS_THROW_360" );
|
||
registerActionBinding( "ads_360", "+speed", &"TRAINER_HINT_ADS_360" );
|
||
|
||
registerActionBinding( "ads", "+speed_throw", &"TRAINER_HINT_ADS_THROW" );
|
||
registerActionBinding( "ads", "+speed", &"TRAINER_HINT_ADS" );
|
||
registerActionBinding( "ads", "+toggleads_throw", &"TRAINER_HINT_ADS_TOGGLE_THROW" );
|
||
registerActionBinding( "ads", "toggleads", &"TRAINER_HINT_ADS_TOGGLE" );
|
||
|
||
registerActionBinding( "ads_switch", "+speed_throw", &"TRAINER_HINT_ADS_SWITCH_THROW" );
|
||
registerActionBinding( "ads_switch", "+speed", &"TRAINER_HINT_ADS_SWITCH" );
|
||
|
||
registerActionBinding( "ads_switch_shoulder", "+speed_throw", &"TRAINER_HINT_ADS_SWITCH_THROW_SHOULDER" );
|
||
registerActionBinding( "ads_switch_shoulder", "+speed", &"TRAINER_HINT_ADS_SWITCH_SHOULDER" );
|
||
|
||
registerActionBinding( "breath", "+melee_breath", &"TRAINER_HINT_BREATH_MELEE" );
|
||
registerActionBinding( "breath", "+breath_sprint", &"TRAINER_HINT_BREATH_SPRINT" );
|
||
registerActionBinding( "breath", "+holdbreath", &"TRAINER_HINT_BREATH" );
|
||
|
||
registerActionBinding( "melee", "+melee", &"TRAINER_HINT_MELEE" );
|
||
registerActionBinding( "melee", "+melee_breath", &"TRAINER_HINT_MELEE_BREATH" );
|
||
|
||
registerActionBinding( "prone", "goprone", &"TRAINER_HINT_PRONE" );
|
||
registerActionBinding( "prone", "+stance", &"TRAINER_HINT_PRONE_STANCE" );
|
||
registerActionBinding( "prone", "toggleprone", &"TRAINER_HINT_PRONE_TOGGLE" );
|
||
registerActionBinding( "prone", "+prone", &"TRAINER_HINT_PRONE_HOLD" );
|
||
registerActionBinding( "prone", "lowerstance", &"TRAINER_HINT_PRONE_DOUBLE" );
|
||
// registerActionBinding( "prone", "+movedown", &"" );
|
||
|
||
registerActionBinding( "crouch", "gocrouch", &"TRAINER_HINT_CROUCH" );
|
||
registerActionBinding( "crouch", "+stance", &"TRAINER_HINT_CROUCH_STANCE" );
|
||
registerActionBinding( "crouch", "togglecrouch", &"TRAINER_HINT_CROUCH_TOGGLE" );
|
||
// registerActionBinding( "crouch", "lowerstance", &"TRAINER_HINT_CROUCH_DOU" );
|
||
registerActionBinding( "crouch", "+movedown", &"TRAINER_HINT_CROUCH_HOLD" );
|
||
|
||
registerActionBinding( "stand", "+gostand", &"TRAINER_HINT_STAND" );
|
||
registerActionBinding( "stand", "+stance", &"TRAINER_HINT_STAND_STANCE" );
|
||
registerActionBinding( "stand", "+moveup", &"TRAINER_HINT_STAND_UP" );
|
||
|
||
registerActionBinding( "jump", "+gostand", &"TRAINER_HINT_JUMP_STAND" );
|
||
registerActionBinding( "jump", "+moveup", &"TRAINER_HINT_JUMP" );
|
||
|
||
registerActionBinding( "sprint", "+breath_sprint", &"TRAINER_HINT_SPRINT_BREATH" );
|
||
registerActionBinding( "sprint", "+sprint", &"TRAINER_HINT_SPRINT" );
|
||
|
||
registerActionBinding( "sprint_pc", "+breath_sprint", &"TRAINER_HINT_SPRINT_BREATH_PC" );
|
||
registerActionBinding( "sprint_pc", "+sprint", &"TRAINER_HINT_SPRINT_PC" );
|
||
|
||
registerActionBinding( "sprint2", "+breath_sprint", &"TRAINER_HINT_HOLDING_SPRINT_BREATH" );
|
||
registerActionBinding( "sprint2", "+sprint", &"TRAINER_HINT_HOLDING_SPRINT" );
|
||
|
||
registerActionBinding( "reload", "+reload", &"TRAINER_HINT_RELOAD" );
|
||
registerActionBinding( "reload", "+usereload", &"TRAINER_HINT_RELOAD_USE" );
|
||
|
||
registerActionBinding( "mantle", "+gostand", &"TRAINER_HINT_MANTLE" );
|
||
|
||
registerActionBinding( "sidearm", "weapnext", &"TRAINER_HINT_SIDEARM_SWAP" );
|
||
|
||
registerActionBinding( "primary", "weapnext", &"TRAINER_HINT_PRIMARY_SWAP" );
|
||
|
||
registerActionBinding( "frag", "+frag", &"TRAINER_HINT_FRAG" );
|
||
|
||
registerActionBinding( "flash", "+smoke", &"TRAINER_HINT_FLASH" );
|
||
|
||
registerActionBinding( "swap_launcher", "+activate", &"TRAINER_HINT_SWAP" );
|
||
registerActionBinding( "swap_launcher", "+usereload", &"TRAINER_HINT_SWAP_RELOAD" );
|
||
|
||
registerActionBinding( "firemode", "+actionslot 2", &"TRAINER_HINT_FIREMODE" );
|
||
|
||
registerActionBinding( "attack_launcher", "+attack", &"TRAINER_HINT_LAUNCHER_ATTACK" );
|
||
|
||
registerActionBinding( "swap_explosives", "+activate", &"TRAINER_HINT_EXPLOSIVES" );
|
||
registerActionBinding( "swap_explosives", "+usereload", &"TRAINER_HINT_EXPLOSIVES_RELOAD" );
|
||
|
||
registerActionBinding( "plant_explosives", "+activate", &"TRAINER_HINT_EXPLOSIVES_PLANT" );
|
||
registerActionBinding( "plant_explosives", "+usereload", &"TRAINER_HINT_EXPLOSIVES_PLANT_RELOAD" );
|
||
|
||
registerActionBinding( "equip_C4", "+actionslot 4", &"TRAINER_HINT_EQUIP_C4" );
|
||
|
||
registerActionBinding( "throw_C4", "+toggleads_throw", &"TRAINER_HINT_THROW_C4_TOGGLE" );
|
||
registerActionBinding( "throw_C4", "+speed_throw", &"TRAINER_HINT_THROW_C4_SPEED" );
|
||
registerActionBinding( "throw_C4", "+throw", &"TRAINER_HINT_THROW_C4" );
|
||
|
||
registerActionBinding( "detonate_C4", "+attack", &"TRAINER_DETONATE_C4" );
|
||
|
||
initKeys();
|
||
updateKeysForBindings();
|
||
}
|
||
|
||
|
||
|
||
registerActionBinding( action, binding, hint )
|
||
{
|
||
if ( !isDefined( level.actionBinds[action] ) )
|
||
level.actionBinds[action] = [];
|
||
|
||
actionBind = spawnStruct();
|
||
actionBind.binding = binding;
|
||
actionBind.hint = hint;
|
||
|
||
actionBind.keyText = undefined;
|
||
actionBind.hintText = undefined;
|
||
|
||
precacheString( hint );
|
||
|
||
level.actionBinds[action][level.actionBinds[action].size] = actionBind;
|
||
}
|
||
|
||
|
||
getActionBind( action )
|
||
{
|
||
for ( index = 0; index < level.actionBinds[action].size; index++ )
|
||
{
|
||
actionBind = level.actionBinds[action][index];
|
||
|
||
binding = getKeyBinding( actionBind.binding );
|
||
if ( !binding["count"] )
|
||
continue;
|
||
|
||
return level.actionBinds[action][index];
|
||
}
|
||
|
||
return level.actionBinds[action][0];//unbound
|
||
}
|
||
|
||
|
||
updateKeysForBindings()
|
||
{
|
||
if ( level.console )
|
||
{
|
||
setKeyForBinding( getCommandFromKey( "BUTTON_START" ), "BUTTON_START" );
|
||
setKeyForBinding( getCommandFromKey( "BUTTON_A" ), "BUTTON_A" );
|
||
setKeyForBinding( getCommandFromKey( "BUTTON_B" ), "BUTTON_B" );
|
||
setKeyForBinding( getCommandFromKey( "BUTTON_X" ), "BUTTON_X" );
|
||
setKeyForBinding( getCommandFromKey( "BUTTON_Y" ), "BUTTON_Y" );
|
||
setKeyForBinding( getCommandFromKey( "BUTTON_LSTICK" ), "BUTTON_LSTICK" );
|
||
setKeyForBinding( getCommandFromKey( "BUTTON_RSTICK" ), "BUTTON_RSTICK" );
|
||
setKeyForBinding( getCommandFromKey( "BUTTON_LSHLDR" ), "BUTTON_LSHLDR" );
|
||
setKeyForBinding( getCommandFromKey( "BUTTON_RSHLDR" ), "BUTTON_RSHLDR" );
|
||
setKeyForBinding( getCommandFromKey( "BUTTON_LTRIG" ), "BUTTON_LTRIG" );
|
||
setKeyForBinding( getCommandFromKey( "BUTTON_RTRIG" ), "BUTTON_RTRIG" );
|
||
}
|
||
else
|
||
{
|
||
//level.kbKeys = "1234567890-=QWERTYUIOP[]ASDFGHJKL;'ZXCVBNM,./";
|
||
//level.specialKeys = [];
|
||
|
||
for ( index = 0; index < level.kbKeys.size; index++ )
|
||
{
|
||
setKeyForBinding( getCommandFromKey( level.kbKeys[index] ), level.kbKeys[index] );
|
||
}
|
||
|
||
for ( index = 0; index < level.specialKeys.size; index++ )
|
||
{
|
||
setKeyForBinding( getCommandFromKey( level.specialKeys[index] ), level.specialKeys[index] );
|
||
}
|
||
|
||
}
|
||
}
|
||
|
||
|
||
getActionForBinding( binding )
|
||
{
|
||
arrayKeys = getArrayKeys( level.actionBinds );
|
||
for ( index = 0; index < arrayKeys; index++ )
|
||
{
|
||
bindArray = level.actionBinds[arrayKeys[index]];
|
||
for ( bindIndex = 0; bindIndex < bindArray.size; bindIndex++ )
|
||
{
|
||
if ( bindArray[bindIndex].binding != binding )
|
||
continue;
|
||
|
||
return arrayKeys[index];
|
||
}
|
||
}
|
||
}
|
||
|
||
setKeyForBinding( binding, key )
|
||
{
|
||
if ( binding == "" )
|
||
return;
|
||
|
||
arrayKeys = getArrayKeys( level.actionBinds );
|
||
for ( index = 0; index < arrayKeys.size; index++ )
|
||
{
|
||
bindArray = level.actionBinds[arrayKeys[index]];
|
||
for ( bindIndex = 0; bindIndex < bindArray.size; bindIndex++ )
|
||
{
|
||
if ( bindArray[bindIndex].binding != binding )
|
||
continue;
|
||
|
||
bindArray[bindIndex].key = key;
|
||
}
|
||
}
|
||
}
|
||
|
||
initKeys()
|
||
{
|
||
level.kbKeys = "1234567890-=qwertyuiop[]asdfghjkl;'zxcvbnm,./";
|
||
|
||
level.specialKeys = [];
|
||
|
||
level.specialKeys[level.specialKeys.size] = "TAB";
|
||
level.specialKeys[level.specialKeys.size] = "ENTER";
|
||
level.specialKeys[level.specialKeys.size] = "ESCAPE";
|
||
level.specialKeys[level.specialKeys.size] = "SPACE";
|
||
level.specialKeys[level.specialKeys.size] = "BACKSPACE";
|
||
level.specialKeys[level.specialKeys.size] = "UPARROW";
|
||
level.specialKeys[level.specialKeys.size] = "DOWNARROW";
|
||
level.specialKeys[level.specialKeys.size] = "LEFTARROW";
|
||
level.specialKeys[level.specialKeys.size] = "RIGHTARROW";
|
||
level.specialKeys[level.specialKeys.size] = "ALT";
|
||
level.specialKeys[level.specialKeys.size] = "CTRL";
|
||
level.specialKeys[level.specialKeys.size] = "SHIFT";
|
||
level.specialKeys[level.specialKeys.size] = "CAPSLOCK";
|
||
level.specialKeys[level.specialKeys.size] = "F1";
|
||
level.specialKeys[level.specialKeys.size] = "F2";
|
||
level.specialKeys[level.specialKeys.size] = "F3";
|
||
level.specialKeys[level.specialKeys.size] = "F4";
|
||
level.specialKeys[level.specialKeys.size] = "F5";
|
||
level.specialKeys[level.specialKeys.size] = "F6";
|
||
level.specialKeys[level.specialKeys.size] = "F7";
|
||
level.specialKeys[level.specialKeys.size] = "F8";
|
||
level.specialKeys[level.specialKeys.size] = "F9";
|
||
level.specialKeys[level.specialKeys.size] = "F10";
|
||
level.specialKeys[level.specialKeys.size] = "F11";
|
||
level.specialKeys[level.specialKeys.size] = "F12";
|
||
level.specialKeys[level.specialKeys.size] = "INS";
|
||
level.specialKeys[level.specialKeys.size] = "DEL";
|
||
level.specialKeys[level.specialKeys.size] = "PGDN";
|
||
level.specialKeys[level.specialKeys.size] = "PGUP";
|
||
level.specialKeys[level.specialKeys.size] = "HOME";
|
||
level.specialKeys[level.specialKeys.size] = "END";
|
||
level.specialKeys[level.specialKeys.size] = "MOUSE1";
|
||
level.specialKeys[level.specialKeys.size] = "MOUSE2";
|
||
level.specialKeys[level.specialKeys.size] = "MOUSE3";
|
||
level.specialKeys[level.specialKeys.size] = "MOUSE4";
|
||
level.specialKeys[level.specialKeys.size] = "MOUSE5";
|
||
level.specialKeys[level.specialKeys.size] = "MWHEELUP";
|
||
level.specialKeys[level.specialKeys.size] = "MWHEELDOWN";
|
||
level.specialKeys[level.specialKeys.size] = "AUX1";
|
||
level.specialKeys[level.specialKeys.size] = "AUX2";
|
||
level.specialKeys[level.specialKeys.size] = "AUX3";
|
||
level.specialKeys[level.specialKeys.size] = "AUX4";
|
||
level.specialKeys[level.specialKeys.size] = "AUX5";
|
||
level.specialKeys[level.specialKeys.size] = "AUX6";
|
||
level.specialKeys[level.specialKeys.size] = "AUX7";
|
||
level.specialKeys[level.specialKeys.size] = "AUX8";
|
||
level.specialKeys[level.specialKeys.size] = "AUX9";
|
||
level.specialKeys[level.specialKeys.size] = "AUX10";
|
||
level.specialKeys[level.specialKeys.size] = "AUX11";
|
||
level.specialKeys[level.specialKeys.size] = "AUX12";
|
||
level.specialKeys[level.specialKeys.size] = "AUX13";
|
||
level.specialKeys[level.specialKeys.size] = "AUX14";
|
||
level.specialKeys[level.specialKeys.size] = "AUX15";
|
||
level.specialKeys[level.specialKeys.size] = "AUX16";
|
||
level.specialKeys[level.specialKeys.size] = "KP_HOME";
|
||
level.specialKeys[level.specialKeys.size] = "KP_UPARROW";
|
||
level.specialKeys[level.specialKeys.size] = "KP_PGUP";
|
||
level.specialKeys[level.specialKeys.size] = "KP_LEFTARROW";
|
||
level.specialKeys[level.specialKeys.size] = "KP_5";
|
||
level.specialKeys[level.specialKeys.size] = "KP_RIGHTARROW";
|
||
level.specialKeys[level.specialKeys.size] = "KP_END";
|
||
level.specialKeys[level.specialKeys.size] = "KP_DOWNARROW";
|
||
level.specialKeys[level.specialKeys.size] = "KP_PGDN";
|
||
level.specialKeys[level.specialKeys.size] = "KP_ENTER";
|
||
level.specialKeys[level.specialKeys.size] = "KP_INS";
|
||
level.specialKeys[level.specialKeys.size] = "KP_DEL";
|
||
level.specialKeys[level.specialKeys.size] = "KP_SLASH";
|
||
level.specialKeys[level.specialKeys.size] = "KP_MINUS";
|
||
level.specialKeys[level.specialKeys.size] = "KP_PLUS";
|
||
level.specialKeys[level.specialKeys.size] = "KP_NUMLOCK";
|
||
level.specialKeys[level.specialKeys.size] = "KP_STAR";
|
||
level.specialKeys[level.specialKeys.size] = "KP_EQUALS";
|
||
level.specialKeys[level.specialKeys.size] = "PAUSE";
|
||
level.specialKeys[level.specialKeys.size] = "SEMICOLON";
|
||
level.specialKeys[level.specialKeys.size] = "COMMAND";
|
||
level.specialKeys[level.specialKeys.size] = "181";
|
||
level.specialKeys[level.specialKeys.size] = "191";
|
||
level.specialKeys[level.specialKeys.size] = "223";
|
||
level.specialKeys[level.specialKeys.size] = "224";
|
||
level.specialKeys[level.specialKeys.size] = "225";
|
||
level.specialKeys[level.specialKeys.size] = "228";
|
||
level.specialKeys[level.specialKeys.size] = "229";
|
||
level.specialKeys[level.specialKeys.size] = "230";
|
||
level.specialKeys[level.specialKeys.size] = "231";
|
||
level.specialKeys[level.specialKeys.size] = "232";
|
||
level.specialKeys[level.specialKeys.size] = "233";
|
||
level.specialKeys[level.specialKeys.size] = "236";
|
||
level.specialKeys[level.specialKeys.size] = "241";
|
||
level.specialKeys[level.specialKeys.size] = "242";
|
||
level.specialKeys[level.specialKeys.size] = "243";
|
||
level.specialKeys[level.specialKeys.size] = "246";
|
||
level.specialKeys[level.specialKeys.size] = "248";
|
||
level.specialKeys[level.specialKeys.size] = "249";
|
||
level.specialKeys[level.specialKeys.size] = "250";
|
||
level.specialKeys[level.specialKeys.size] = "252";
|
||
}
|
||
|
||
make_door_from_prefab( sTargetname )
|
||
{
|
||
ents = getentarray( sTargetname, "targetname" );
|
||
door_org = undefined;
|
||
door_models = [];
|
||
door_brushes = [];
|
||
door_trigger = undefined;
|
||
door_blocker = undefined;
|
||
foreach( ent in ents )
|
||
{
|
||
if ( ent.code_classname == "script_brushmodel" )
|
||
{
|
||
door_brushes[ door_brushes.size ] = ent;
|
||
if ( ( isdefined( ent.script_noteworthy ) ) && ( ent.script_noteworthy == "blocker" ) )
|
||
door_blocker = ent;
|
||
continue;
|
||
}
|
||
if ( ent.code_classname == "script_origin" )
|
||
{
|
||
door_org = ent;
|
||
continue;
|
||
}
|
||
if ( ent.code_classname == "script_model" )
|
||
{
|
||
door_models[ door_models.size ] = ent;
|
||
continue;
|
||
}
|
||
if ( ent.code_classname == "trigger_radius" )
|
||
{
|
||
door_trigger = ent;
|
||
continue;
|
||
}
|
||
|
||
}
|
||
|
||
|
||
foreach( model in door_models )
|
||
model linkto( door_org );
|
||
foreach( brush in door_brushes )
|
||
brush linkto( door_org );
|
||
|
||
door = door_org;
|
||
door.brushes = door_brushes;
|
||
|
||
|
||
if ( isdefined( door_blocker ) )
|
||
{
|
||
door_blocker unlink();
|
||
door.blocker = door_blocker;
|
||
}
|
||
|
||
if ( isdefined( door_trigger ) )
|
||
door.trigger = door_trigger;
|
||
|
||
return door;
|
||
}
|
||
|
||
|
||
weapons_hide()
|
||
{
|
||
self.origin = self.origin + ( 0, 0, -1000 );
|
||
}
|
||
|
||
weapons_show()
|
||
{
|
||
self.origin = self.origin + ( 0, 0, 1000 );
|
||
}
|
||
|
||
|
||
|
||
|
||
vehicle_think()
|
||
{
|
||
switch( self.vehicletype )
|
||
{
|
||
case "humvee":
|
||
case "hummer_minigun":
|
||
case "hummer":
|
||
self thread vehicle_humvee_think();
|
||
break;
|
||
case "m1a1":
|
||
self thread vehicle_m1a1_think();
|
||
break;
|
||
case "cobra":
|
||
self thread vehicle_cobra_think();
|
||
break;
|
||
}
|
||
}
|
||
|
||
vehicle_humvee_think()
|
||
{
|
||
|
||
}
|
||
|
||
vehicle_m1a1_think()
|
||
{
|
||
|
||
}
|
||
|
||
vehicle_cobra_think()
|
||
{
|
||
|
||
}
|
||
|
||
|
||
AI_drone_think()
|
||
{
|
||
self endon( "death" );
|
||
self endon( "stop_default_drone_behavior" );
|
||
|
||
if ( ( isdefined( self.script_noteworthy ) ) && ( self.script_noteworthy == "ai_ambient" ) )
|
||
{
|
||
self.dontDoNotetracks = true; //allows using of ai _anim functons without getting errors
|
||
self.script_looping = 0; //will force drone to scip default idle behavior
|
||
}
|
||
|
||
if ( ( isdefined( self.script_noteworthy ) ) && ( self.script_noteworthy == "runners" ) )
|
||
{
|
||
self waittill( "goal" );
|
||
self delete();
|
||
}
|
||
}
|
||
|
||
ai_ambient_think( sAnim, sFailSafeFlag )
|
||
{
|
||
self endon( "death" );
|
||
self AI_ambient_ignored();
|
||
eGoal = undefined;
|
||
sAnimGo = undefined;
|
||
looping = false;
|
||
/*-----------------------
|
||
DOES AI HAVE A GOAL NODE?
|
||
-------------------------*/
|
||
if ( isdefined( self.target ) )
|
||
eGoal = getnode( self.target, "targetname" );
|
||
|
||
/*-----------------------
|
||
CLEANUP PROPS AND ANIMATION NODE WHEN DEAD
|
||
-------------------------*/
|
||
self thread ai_ambient_cleanup();
|
||
|
||
/*-----------------------
|
||
GO AHEAD AND PLAY LOOPING IDLE (IF ANIM IS LOOPING)
|
||
-------------------------*/
|
||
if ( isarray( level.scr_anim[ "generic" ][ sAnim ] ) )
|
||
{
|
||
looping = true;
|
||
|
||
if ( sAnim == "training_basketball_guy2" )
|
||
{
|
||
basketball = getent( "basketball", "targetname" );
|
||
basketball.animname = "basketball";
|
||
basketball assign_animtree();
|
||
self.eAnimEnt thread anim_loop_solo( basketball, "training_basketball_loop", "stop_idle" );
|
||
}
|
||
|
||
self.eAnimEnt thread anim_generic_loop( self, sAnim, "stop_idle" );
|
||
sAnimGo = sAnim + "_go"; //This will be the next animation to play after the loop (if defined)
|
||
if ( anim_exists( sAnimGo ) )
|
||
sAnim = sAnimGo;
|
||
else
|
||
sAnimGo = undefined;
|
||
}
|
||
/*-----------------------
|
||
FREEZE FRAME AT START OF ANIM (IF IT'S NOT A LOOP)
|
||
-------------------------*/
|
||
else
|
||
self.eAnimEnt anim_generic_first_frame( self, sAnim );
|
||
|
||
/*-----------------------
|
||
WAIT FOR A FLAG (IF DEFINED IN THE SPAWNER) THEN PLAY ANIM
|
||
-------------------------*/
|
||
if ( isdefined( self.script_flag ) )
|
||
{
|
||
if ( isdefined( sFailSafeFlag ) )
|
||
flag_wait_either( self.script_flag, sFailSafeFlag );
|
||
else
|
||
flag_wait( self.script_flag );
|
||
|
||
}
|
||
|
||
|
||
/*-----------------------
|
||
IF HEADED TO A GOAL NODE LATER....
|
||
-------------------------*/
|
||
if ( isdefined( eGoal ) )
|
||
{
|
||
self.disablearrivals = true;
|
||
self.disableexits = true;
|
||
}
|
||
|
||
if ( !looping )
|
||
self.eAnimEnt anim_generic( self, sAnim );
|
||
|
||
if ( isdefined( sAnimGo ) )
|
||
{
|
||
self.eAnimEnt notify( "stop_idle" );
|
||
self.eAnimEnt anim_generic( self, sAnimGo );
|
||
}
|
||
|
||
/*-----------------------
|
||
DO CUSTOM SHIT BASED ON ANIMNAME
|
||
-------------------------*/
|
||
switch( sAnim )
|
||
{
|
||
case "civilian_run_2_crawldeath":
|
||
self kill();
|
||
break;
|
||
}
|
||
|
||
/*-----------------------
|
||
FINISH ANIM THEN RUN TO A NODE
|
||
-------------------------*/
|
||
if ( isdefined( eGoal ) )
|
||
{
|
||
self setgoalnode( eGoal );
|
||
wait( 1 );
|
||
self.disablearrivals = false;
|
||
self.disableexits = false;
|
||
self waittill( "goal" );
|
||
if ( isdefined( self.cqbwalking ) && self.cqbwalking )
|
||
self cqb_walk( "off" );
|
||
}
|
||
|
||
/*-----------------------
|
||
FINISH ANIM THEN PLAY LOOPING IDLE
|
||
-------------------------*/
|
||
else if ( isdefined( level.scr_anim[ "generic" ][ sAnim + "_idle" ] ) )
|
||
self.eAnimEnt thread anim_generic_loop( self, sAnim + "_idle", "stop_idle" );
|
||
|
||
/*-----------------------
|
||
PLAY MORTAR REACTIONS IF AVAILABLE
|
||
-------------------------*/
|
||
if ( anim_exists( sAnim + "_react" ) )
|
||
{
|
||
if ( !looping )
|
||
sAnim = sAnim + "_idle";
|
||
sAnimReact = sAnim + "_react";
|
||
|
||
if ( anim_exists( sAnim + "_react2" ) )
|
||
sAnimReact2 = sAnim + "_react2";
|
||
else
|
||
sAnimReact2 = sAnimReact;
|
||
while( isdefined( self ) )
|
||
{
|
||
level waittill( "mortar_hit" );
|
||
self.eAnimEnt notify( "stop_idle" );
|
||
self notify ( "stop_idle" );
|
||
waittillframeend;
|
||
if ( RandomInt( 100 ) > 50 )
|
||
anim_generic( self, sAnimReact );
|
||
else
|
||
anim_generic( self, sAnimReact2 );
|
||
thread anim_generic_loop( self, sAnim, "stop_idle" );
|
||
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
ai_ambient_cleanup()
|
||
{
|
||
self waittill( "death" );
|
||
if ( ( isdefined( self.eAnimEnt ) ) && ( !isspawner( self.eAnimEnt ) ) )
|
||
self.eAnimEnt delete();
|
||
|
||
}
|
||
|
||
|
||
AI_patrol_think()
|
||
{
|
||
self endon( "death" );
|
||
self pushplayer( true );
|
||
self.walkdist = 1000;
|
||
self.disablearrivals = true;
|
||
wait( 0.1 );
|
||
self thread maps\_patrol::patrol();
|
||
level.patrolDudes[ level.patrolDudes.size ] = self;
|
||
}
|
||
|
||
ai_ambient_noprop_think()
|
||
{
|
||
/*-----------------------
|
||
GLOBAL SCRIPT TO HANDLE ALL AMMBIENT GUYS
|
||
-------------------------*/
|
||
self endon( "death" );
|
||
assert( isdefined( self.animation ) ); //must be defined in the spawner
|
||
sAnim = self.animation;
|
||
bSpecial = false;
|
||
if ( !isdefined( self.eAnimEnt ) )
|
||
self.eAnimEnt = self.spawner;
|
||
|
||
sFailSafeFlag = undefined;
|
||
/*-----------------------
|
||
SPECIAL CASES
|
||
-------------------------*/
|
||
switch( sAnim )
|
||
{
|
||
case "training_humvee_repair":
|
||
self thread mechanic_sound_loop();
|
||
self gun_remove();
|
||
break;
|
||
case "roadkill_humvee_map_sequence_quiet_idle":
|
||
self attach( "characters_accessories_pencil", "TAG_INHAND", 1 );
|
||
self gun_remove();
|
||
break;
|
||
case "training_locals_kneel":
|
||
//this particular guy needs his weapon attached to chest
|
||
self gun_remove();
|
||
self.m4 = spawn( "script_model", ( 0, 0, 0 ) );
|
||
self.m4 setmodel( "weapon_m4" );
|
||
self.m4 HidePart( "TAG_THERMAL_SCOPE" );
|
||
self.m4 HidePart( "TAG_FOREGRIP" );
|
||
self.m4 HidePart( "TAG_ACOG_2" );
|
||
self.m4 HidePart( "TAG_HEARTBEAT" );
|
||
self.m4 HidePart( "TAG_RED_DOT" );
|
||
self.m4 HidePart( "TAG_SHOTGUN" );
|
||
self.m4 HidePart( "TAG_SILENCER" );
|
||
self.m4.origin = self gettagorigin( "tag_inhand" );
|
||
self.m4.angles = self gettagangles( "tag_inhand" );
|
||
self.m4 linkto( self, "tag_inhand" );
|
||
self thread delete_on_death( self.m4 );
|
||
break;
|
||
case "training_locals_groupA_guy1":
|
||
case "training_locals_groupA_guy2":
|
||
case "training_locals_groupB_guy1":
|
||
case "training_locals_groupB_guy2":
|
||
case "training_locals_sit":
|
||
//leave weapons on these guys
|
||
break;
|
||
case "parabolic_leaning_guy_idle_training":
|
||
case "parabolic_leaning_guy_idle":
|
||
case "little_bird_casual_idle_guy1":
|
||
case "killhouse_sas_2_idle":
|
||
//leave weapons on these guys
|
||
break;
|
||
case "training_sleeping_in_chair":
|
||
self gun_remove();
|
||
self.eAnimEnt = getent( self.target, "targetname" ); //just use whatever model he is targeting
|
||
break;
|
||
case "death_explosion_run_F_v1":
|
||
case "civilian_run_2_crawldeath":
|
||
self gun_remove();
|
||
self.skipDeathAnim = true;
|
||
self.noragdoll = true;
|
||
break;
|
||
case "afgan_caves_sleeping_guard_idle":
|
||
self gun_remove();
|
||
self.eAnimEnt.origin = self.eAnimEnt.origin + ( 0, 0, 26 );
|
||
break;
|
||
case "bunker_toss_idle_guy1":
|
||
case "DC_Burning_artillery_reaction_v1_idle":
|
||
case "DC_Burning_artillery_reaction_v2_idle":
|
||
case "DC_Burning_bunker_stumble":
|
||
self gun_remove();
|
||
break;
|
||
case "unarmed_panickedrun_loop_V2":
|
||
self set_generic_run_anim( "unarmed_panickedrun_loop_V2" );
|
||
self gun_remove();
|
||
self.disablearrivals = true;
|
||
self.disableexits = true;
|
||
self.goalradius = 16;
|
||
self waittill( "goal" );
|
||
self clear_run_anim();
|
||
wait( 1 );
|
||
self gun_recall();
|
||
bSpecial = true;
|
||
return;
|
||
case "wounded_carry_fastwalk_carrier":
|
||
spawner = getent( self.target, "targetname" );
|
||
eBuddy = spawner spawn_ai();
|
||
self.eAnimEnt anim_generic_first_frame( self, sAnim );
|
||
self.eAnimEnt anim_generic_first_frame( eBuddy, "wounded_carry_fastwalk_wounded" );
|
||
self gun_remove();
|
||
eBuddy gun_remove();
|
||
bSpecial = true;
|
||
eEndOrg = getent( self.script_Linkto, "script_linkname" );
|
||
if ( isdefined( self.script_flag ) )
|
||
flag_wait( self.script_flag );
|
||
|
||
while ( distance( eEndOrg.origin, self.origin ) > 128 )
|
||
{
|
||
thread anim_generic( self, sAnim );
|
||
anim_generic( eBuddy, "wounded_carry_fastwalk_wounded" );
|
||
}
|
||
thread anim_generic( self, "wounded_carry_putdown_closet_carrier" );
|
||
anim_generic( eBuddy, "wounded_carry_putdown_closet_wounded" );
|
||
thread anim_generic_loop( eBuddy, "wounded_carry_closet_idle_wounded" );
|
||
thread anim_generic_loop( self, "wounded_carry_closet_idle_carrier" );
|
||
return;
|
||
case "sitting_guard_loadAK_idle":
|
||
self gun_remove();
|
||
self Attach( "weapon_m4_clip", "tag_inhand" );
|
||
break;
|
||
case "civilian_texting_standing":
|
||
case "civilian_texting_sitting":
|
||
self gun_remove();
|
||
self Attach( "electronics_pda", "tag_inhand" );
|
||
break;
|
||
case "civilian_reader_1":
|
||
case "civilian_reader_2":
|
||
self gun_remove();
|
||
self Attach( "open_book_static", "tag_inhand" );
|
||
break;
|
||
case "civilian_smoking_A":
|
||
case "oilrig_balcony_smoke_idle":
|
||
case "parabolic_leaning_guy_smoking_idle":
|
||
self thread maps\_props::attach_cig_self();
|
||
break;
|
||
case "cliffhanger_welder_wing":
|
||
self gun_remove();
|
||
self.eAnimEnt.origin = self.eAnimEnt.origin + ( 0, 0, -3 );
|
||
self Attach( "machinery_welder_handle", "tag_inhand" );
|
||
self thread flashing_welding();
|
||
self thread play_loop_sound_on_entity( "scn_trainer_welders_working_loop" );
|
||
//thread flashing_welding_death_handler( self );
|
||
break;
|
||
case "roadkill_cover_radio_soldier2":
|
||
break;
|
||
case "roadkill_cover_spotter_idle":
|
||
self attach( "weapon_binocular", "TAG_INHAND", 1 );
|
||
break;
|
||
case "roadkill_cover_radio_soldier3":
|
||
self attach( "mil_mre_chocolate01", "TAG_INHAND", 1 );
|
||
break;
|
||
case "training_basketball_rest":
|
||
self gun_remove();
|
||
self attach( "com_bottle2", "TAG_INHAND", 1 );
|
||
break;
|
||
case "favela_run_and_wave":
|
||
break;
|
||
default:
|
||
self gun_remove();
|
||
break;
|
||
}
|
||
|
||
self thread ai_ambient_think( sAnim, sFailSafeFlag );
|
||
|
||
}
|
||
|
||
AI_ambient_ignored()
|
||
{
|
||
self endon( "death" );
|
||
if ( !isdefined( self ) )
|
||
return;
|
||
if ( ( isdefined( self.code_classname ) ) && ( self.code_classname == "script_model" ) )
|
||
return;
|
||
self setFlashbangImmunity( true );
|
||
self.ignoreme = true;
|
||
self.ignoreall = true;
|
||
self.grenadeawareness = 0;
|
||
}
|
||
|
||
|
||
anim_exists( sAnim, animname )
|
||
{
|
||
if ( !isdefined( animname ) )
|
||
animname = "generic";
|
||
if ( isDefined( level.scr_anim[ animname ][ sAnim ] ) )
|
||
return true;
|
||
else
|
||
return false;
|
||
}
|
||
|
||
|
||
mechanic_sound_loop()
|
||
{
|
||
self endon( "death" );
|
||
while( true )
|
||
{
|
||
self waittillmatch( "looping anim", "end" );
|
||
self thread play_sound_in_space( "scn_trainer_mechanic" );
|
||
}
|
||
}
|
||
|
||
flashing_welding()
|
||
{
|
||
self endon( "death" );
|
||
self thread stop_sparks();
|
||
while( true )
|
||
{
|
||
self waittillmatch( "looping anim", "spark on" );
|
||
self thread start_sparks();
|
||
}
|
||
}
|
||
|
||
start_sparks()
|
||
{
|
||
self endon( "death" );
|
||
self notify( "starting sparks" );
|
||
self endon( "starting sparks" );
|
||
self endon( "spark off" );
|
||
while( true )
|
||
{
|
||
PlayFXOnTag( level._effect[ "welding_runner" ], self, "tag_tip_fx" );
|
||
self PlaySound( "elec_spark_welding_bursts" );
|
||
wait( randomfloatRange( .25, .5 ) );
|
||
}
|
||
}
|
||
|
||
stop_sparks()
|
||
{
|
||
self endon( "death" );
|
||
while( true )
|
||
{
|
||
self waittillmatch( "looping anim", "spark off" );
|
||
self notify( "spark off" );
|
||
}
|
||
}
|
||
|
||
flashing_welding_death_handler( welder )
|
||
{
|
||
//light = GetEnt( "welding_light", "targetname" );
|
||
welder waittill( "death" );
|
||
|
||
//light stop_loop_sound_on_entity( "scn_cliffhanger_welders_loop" );
|
||
//light SetLightIntensity( 0 );
|
||
}
|
||
|
||
AI_think( guy )
|
||
{
|
||
guy.ignoreme = true;
|
||
guy.ignoreall = true;
|
||
guy thread magic_bullet_shield();
|
||
guy disable_pain();
|
||
if ( guy.team == "axis" )
|
||
guy thread AI_axis_think();
|
||
|
||
if ( guy.team == "allies" )
|
||
guy thread AI_allies_think();
|
||
}
|
||
|
||
AI_allies_think()
|
||
{
|
||
|
||
}
|
||
|
||
AI_axis_think()
|
||
{
|
||
self forceUseWeapon( "m4_grunt", "primary" );
|
||
self.team = "allies";
|
||
}
|
||
|
||
player_has_primary_weapon()
|
||
{
|
||
if ( level.player HasWeapon( level.gunPrimary ) )
|
||
return true;
|
||
else
|
||
return false;
|
||
}
|
||
|
||
auto_aim()
|
||
{
|
||
if ( level.console )
|
||
{
|
||
if ( level.player GetLocalPlayerProfileData( "autoAim" ) )
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
bridge_layer_think()
|
||
{
|
||
bridge_layer = getent( "bridge_layer", "targetname" );
|
||
bridge_layer_bridge = getent( "bridge_layer_bridge", "targetname" );
|
||
|
||
bridge_layer.animname = "bridge_layer";
|
||
bridge_layer assign_animtree();
|
||
bridge_layer_bridge.animname = "bridge_layer_bridge";
|
||
bridge_layer_bridge assign_animtree();
|
||
|
||
animOrg = spawn( "script_origin", ( 0, 0, 0 ) );
|
||
animOrg.origin = bridge_layer.origin;
|
||
animOrg.angles = bridge_layer.angles;
|
||
|
||
animOrg thread anim_first_frame_solo( bridge_layer, "bridge_raise" );
|
||
animOrg anim_first_frame_solo( bridge_layer_bridge, "bridge_raise" );
|
||
|
||
bridge_layer playloopsound( "m1a1_abrams_idle_low" );
|
||
|
||
flag_wait( "player_passing_barracks" );
|
||
|
||
animOrg thread anim_single_solo( bridge_layer, "bridge_raise" );
|
||
animOrg anim_single_solo( bridge_layer_bridge, "bridge_raise" );
|
||
|
||
}
|
||
|
||
accuracy_bonus()
|
||
{
|
||
level.bonus_time = undefined;
|
||
level.pitaccuracy = undefined;
|
||
|
||
/*-----------------------
|
||
GET TOTAL PLAYER AMMO
|
||
-------------------------*/
|
||
level.guns = level.player GetWeaponsListPrimaries();
|
||
level.gun0 = level.player GetWeaponAmmoStock( level.guns[0] );
|
||
level.gun1 = level.player GetWeaponAmmoStock( level.guns[1] );
|
||
level.gunc0 = level.player GetWeaponAmmoClip( level.guns[0] );
|
||
level.gunc1 = level.player GetWeaponAmmoClip( level.guns[1] );
|
||
level.starting_ammo = level.gun0 + level.gun1 + level.gunc0 + level.gunc1;
|
||
//iprintlnbold ( "starting_ammo " + starting_ammo );
|
||
|
||
/*-----------------------
|
||
COURSE FINISHED
|
||
-------------------------*/
|
||
level waittill ( "test_cleared" );
|
||
|
||
/*-----------------------
|
||
FIGURE OUT BONUS
|
||
-------------------------*/
|
||
level.guns = level.player GetWeaponsListPrimaries();
|
||
level.gun0 = level.player GetWeaponAmmoStock( level.guns[0] );
|
||
level.gun1 = level.player GetWeaponAmmoStock( level.guns[1] );
|
||
level.gunc0 = level.player GetWeaponAmmoClip( level.guns[0] );
|
||
level.gunc1 = level.player GetWeaponAmmoClip( level.guns[1] );
|
||
level.ending_ammo = level.gun0 + level.gun1 + level.gunc0 + level.gunc1;
|
||
//iprintlnbold ( "ending_ammo " + ending_ammo );
|
||
|
||
/*-----------------------
|
||
HOW MUCH AMMO USED?
|
||
-------------------------*/
|
||
bullets_used_by_player = level.starting_ammo - level.ending_ammo;
|
||
//iprintlnbold ( "ammo used: " + bullets_used_by_player );
|
||
|
||
enemy_targets_killed = level.targets_hit;
|
||
|
||
//iprintlnbold ( "Enemy targets killed: " + enemy_targets_killed );
|
||
|
||
/*-----------------------
|
||
ACCURACY PERCENTAGE
|
||
-------------------------*/
|
||
if ( ( enemy_targets_killed == 0 ) || ( bullets_used_by_player == 0 ) )
|
||
{
|
||
level.pitaccuracy = 0;
|
||
}
|
||
else
|
||
{
|
||
level.pitaccuracy = ( enemy_targets_killed / bullets_used_by_player ) * 100;
|
||
level.pitaccuracy = roundDecimalPlaces( level.pitaccuracy, 0 );
|
||
}
|
||
|
||
/*-----------------------
|
||
ACCURACY BONUS TIME
|
||
-------------------------*/
|
||
if ( level.pitaccuracy == 0 )
|
||
{
|
||
level.bonus_time = 0;
|
||
}
|
||
else
|
||
{
|
||
if ( level.pitaccuracy > 200 )
|
||
{
|
||
level.pitaccuracy = 200;
|
||
}
|
||
level.bonus_time = ( level.pitaccuracy / 0.2 ) / 100;
|
||
level.bonus_time = roundDecimalPlaces( level.bonus_time, 1 );
|
||
|
||
}
|
||
|
||
level notify ( "accuracy_bonus" );
|
||
}
|
||
|
||
killTimer( best_time, deck )
|
||
{
|
||
//Your Time: 10:25
|
||
//Enemies Killed: 5/12
|
||
//Civilians Killed: 0/8
|
||
|
||
//------------------------------------
|
||
|
||
//Enemies missed penalty 10.00 sec
|
||
//Civilians killed penalty 20.00 sec
|
||
//Accuracy 37%
|
||
//Accuracy bonus 00.00 sec
|
||
|
||
//Final Time 1:09:00
|
||
//IW Best Time
|
||
|
||
//Recommended
|
||
//difficulty:
|
||
//Recruit
|
||
|
||
//reset global variables
|
||
level.toomanycivilianskilled = false;
|
||
level.toomanytargetsmissed = false;
|
||
level.basetimetooklongerthanminimum = false;
|
||
|
||
friendlies_hit = level.friendlies_hit;
|
||
enemies_hit = level.targets_hit;
|
||
level notify ( "kill_timer" );
|
||
clear_timer_elems();
|
||
|
||
/*-----------------------
|
||
PRINT BASE TIME
|
||
-------------------------*/
|
||
time = ( ( gettime() - level.start_time ) / 1000 );
|
||
time = roundDecimalPlaces( time, 2 );
|
||
level.HUDtimer = get_pit_hud();
|
||
level.HUDtimer.label = &"TRAINER_YOUR_TIME_IN_SECONDS";
|
||
level.HUDtimer.y = 55;
|
||
level.HUDtimer setValue ( time );
|
||
|
||
/*-----------------------
|
||
PRINT ENEMIES KILLED
|
||
-------------------------*/
|
||
level.HUDenemiesKilled = get_pit_hud();
|
||
level.HUDenemiesKilled.label = &"TRAINER_ENEMIES_KILLED";
|
||
level.HUDenemiesKilled setValue ( enemies_hit );
|
||
level.HUDenemiesKilled.y = 70;
|
||
|
||
/*-----------------------
|
||
PRINT CIVVIES KILLED
|
||
-------------------------*/
|
||
level.HUDcivviesKilled = get_pit_hud();
|
||
level.HUDcivviesKilled.label = &"TRAINER_CIVVIES_KILLED";
|
||
level.HUDcivviesKilled setValue ( friendlies_hit );
|
||
level.HUDcivviesKilled.y = 85;
|
||
|
||
level waittill ( "accuracy_bonus" );
|
||
|
||
/*-----------------------
|
||
PRINT ACCURACY AND BONUS TIME
|
||
-------------------------*/
|
||
level.HUDaccuracy = get_pit_hud();
|
||
level.HUDaccuracy.y = 115;
|
||
level.HUDaccuracy.label = &"TRAINER_ACCURACY_LABEL";
|
||
level.HUDaccuracy setValue ( level.pitaccuracy );
|
||
|
||
level.HUDaccuracybonus = get_pit_hud();
|
||
level.HUDaccuracybonus.y = 130;
|
||
|
||
if ( level.bonus_time <= 0 )
|
||
{
|
||
//"Accuracy bonus: 0.0"
|
||
level.HUDaccuracybonus.label = &"TRAINER_ACCURACY_BONUS_ZERO";
|
||
}
|
||
else
|
||
{
|
||
level.HUDaccuracybonus.label = &"TRAINER_ACCURACY_BONUS";
|
||
level.HUDaccuracybonus setValue ( level.bonus_time );
|
||
}
|
||
|
||
/*-----------------------
|
||
PRINT MISSED ENEMIES PENALTY
|
||
-------------------------*/
|
||
level.HUDmissedenemypenalty = get_pit_hud();
|
||
level.HUDmissedenemypenalty.y = 145;
|
||
if ( enemies_hit == level.totalPitEnemies )
|
||
{
|
||
level.HUDmissedenemypenalty.label = &"TRAINER_MISSED_ENEMY_PENALTY_NONE";
|
||
missed_enemies_penalty = 0;
|
||
}
|
||
else
|
||
{
|
||
missed_enemies = ( level.totalPitEnemies - enemies_hit );
|
||
level.HUDmissedenemypenalty.color = level.color[ "red" ];
|
||
level.HUDmissedenemypenalty.label = &"TRAINER_MISSED_ENEMY_PENALTY";
|
||
missed_enemies_penalty = ( missed_enemies * level.timepenaltyForMissedEnemies );
|
||
//timepenaltyForKilledCivvies
|
||
level.HUDmissedenemypenalty setValue ( missed_enemies_penalty );
|
||
}
|
||
/*-----------------------
|
||
PRINT KILLED FRIENDLIES PENALTY
|
||
-------------------------*/
|
||
level.HUDkilledcivviespenalty = get_pit_hud();
|
||
level.HUDkilledcivviespenalty.y = 160;
|
||
if ( friendlies_hit == 0 )
|
||
{
|
||
level.HUDkilledcivviespenalty.label = &"TRAINER_KILLED_CIVVIES_NONE";
|
||
killed_civvies_penalty = 0;
|
||
}
|
||
else
|
||
{
|
||
level.HUDkilledcivviespenalty.color = level.color[ "red" ];
|
||
level.HUDkilledcivviespenalty.label = &"TRAINER_KILLED_CIVVIES_PENALTY";
|
||
killed_civvies_penalty = ( friendlies_hit * level.timepenaltyForKilledCivvies );
|
||
level.HUDkilledcivviespenalty setValue ( killed_civvies_penalty );
|
||
}
|
||
|
||
/*-----------------------
|
||
PRINT FINAL TIME SCORE
|
||
-------------------------*/
|
||
level.HUDfinaltime = get_pit_hud();
|
||
level.HUDfinaltime.y = 190;
|
||
|
||
//subtract any accuracy bonus time
|
||
final_time = time - level.bonus_time;
|
||
|
||
//add any enemies missed penalty time
|
||
final_time = final_time + missed_enemies_penalty;
|
||
|
||
//add any civvies killed penalty time
|
||
final_time = final_time + killed_civvies_penalty;
|
||
|
||
level.HUDfinaltime.label = &"TRAINER_YOUR_FINAL_TIME";
|
||
level.HUDfinaltime setValue( final_time );
|
||
|
||
/*-----------------------
|
||
PRINT IW BEST TIME
|
||
-------------------------*/
|
||
// level.IW_best = get_pit_hud();
|
||
// level.IW_best.y = 115;
|
||
// level.IW_best.label = &"TRAINER_IW_BEST_TIME";
|
||
// level.IW_best setValue ( best_time );
|
||
|
||
/*-----------------------
|
||
PRINT RECOMMENDED DIFFICULTY
|
||
-------------------------*/
|
||
level.recommended_label = get_pit_hud();
|
||
level.recommended_label SetPulseFX( 30, 900000, 700 );// something, decay start, decay duration
|
||
level.recommended_label.label = &"TRAINER_RECOMMENDED_LABEL";
|
||
level.recommended_label.y = 220;
|
||
|
||
level.recommended_label2 = get_pit_hud();
|
||
level.recommended_label2 SetPulseFX( 30, 900000, 700 );// something, decay start, decay duration
|
||
level.recommended_label2.label = &"TRAINER_RECOMMENDED_LABEL2";
|
||
level.recommended_label2.y = 235;
|
||
|
||
level.recommended = get_pit_hud();
|
||
level.recommended.y = 260;
|
||
level.recommended SetPulseFX( 30, 900000, 700 );// something, decay start, decay duration
|
||
|
||
if ( time > level.timeFail )
|
||
{
|
||
level.basetimetooklongerthanminimum = true;
|
||
}
|
||
if ( enemies_hit < level.minimumenemiestokill )
|
||
{
|
||
level.toomanytargetsmissed = true;
|
||
}
|
||
if ( friendlies_hit > level.maximumfriendliesalloweddead )
|
||
{
|
||
level.toomanycivilianskilled = true;
|
||
}
|
||
if ( ( final_time > level.timeFail ) || ( level.targets_hit_with_melee > 10 ) || ( level.toomanytargetsmissed == true ) || ( level.toomanycivilianskilled == true ) )
|
||
{
|
||
level.recommended.label = &"TRAINER_RECOMMENDED_TRY_AGAIN";
|
||
level.recommendedDifficulty = 1000;
|
||
}
|
||
else if ( final_time > level.timeEasy )
|
||
{
|
||
setdvar ( "recommended_gameskill", "0" );
|
||
level.recommended.label = &"TRAINER_RECOMMENDED_EASY";
|
||
level.recommendedDifficulty = 0;
|
||
}
|
||
else if ( final_time > level.timeRegular )
|
||
{
|
||
setdvar ( "recommended_gameskill", "1" );
|
||
level.recommended.label = &"TRAINER_RECOMMENDED_NORMAL";
|
||
level.recommendedDifficulty = 1;
|
||
}
|
||
else if ( final_time > level.timeHard )
|
||
{
|
||
setdvar ( "recommended_gameskill", "2" );
|
||
level.recommended.label = &"TRAINER_RECOMMENDED_HARD";
|
||
level.recommendedDifficulty = 2;
|
||
}
|
||
else
|
||
{
|
||
setdvar ( "recommended_gameskill", "3" );
|
||
level.recommended.label = &"TRAINER_RECOMMENDED_VETERAN";
|
||
level.recommendedDifficulty = 3;
|
||
}
|
||
|
||
if( final_time < 30.0 )
|
||
maps\_utility::giveachievement_wrapper( "PIT_BOSS" );
|
||
|
||
return final_time;
|
||
|
||
}
|
||
|
||
|
||
flag_on_notify( msg )
|
||
{
|
||
level.player waittill( msg );
|
||
flag_set( msg );
|
||
}
|
||
|
||
notify_on_sprint()
|
||
{
|
||
NotifyOnCommand( "sprinted", "+breath_sprint" );
|
||
NotifyOnCommand( "sprinted", "+sprint" );
|
||
}
|
||
|
||
dialog_end_of_course( numberOfTimesRun )
|
||
{
|
||
dialogueLine = undefined;
|
||
switch( level.recommendedDifficulty )
|
||
{
|
||
case 1000:
|
||
dialogueLine = "end_of_course_try_again";
|
||
break;
|
||
case 0: //easy
|
||
//Cpl. Dunn training Not bad. Looks like you're getting a little sloppy though.
|
||
//Cpl. Dunn Alright I guess. You need some serious polish though.
|
||
//Cpl. Dunn Good enough, but you're getting a little sloppy.
|
||
iRand = randomintrange( 1, 4 );
|
||
dialogueLine = "end_of_course_easy_0" + iRand;
|
||
break;
|
||
case 1: //regular
|
||
//Cpl. Dunn training I've seen worse. You've got a few rough edges though.
|
||
//Cpl. Dunn That wasn't horrible, but it wasn't amazing either.
|
||
//Cpl. Dunn You look ok out there, but you still need some work.
|
||
iRand = randomintrange( 1, 4 );
|
||
dialogueLine = "end_of_course_reg_0" + iRand;
|
||
break;
|
||
case 2: //hardened
|
||
//Cpl. Dunn training Good, man, very good. You've still got it.
|
||
//Cpl. Dunn That was pretty damn good. Nice work, Allen.
|
||
//Cpl. Dunn Very nice. Run like a true professional.
|
||
iRand = randomintrange( 1, 4 );
|
||
dialogueLine = "end_of_course_hard_0" + iRand;
|
||
break;
|
||
case 3: //veteran
|
||
//Cpl. Dunn Very impressive, man! You made that course your bitch!
|
||
//Cpl. Dunn Amazing work. Now that's how you run The Pit.
|
||
iRand = randomintrange( 1, 3 );
|
||
dialogueLine = "end_of_course_vet_0" + iRand;
|
||
break;
|
||
|
||
}
|
||
return dialogueLine;
|
||
}
|
||
|
||
//dialog_end_of_course( level.first_time, final_time, previous_time, previous_selection )
|
||
//{
|
||
// if ( ! first_time )
|
||
// {
|
||
// if ( ( previous_time + 2 ) < final_time )
|
||
// {
|
||
// if ( ( randomint( 2 ) ) > 0 )
|
||
// {
|
||
// //Don't waste our time Soap. The idea is to take less time, not more.
|
||
// selection = ( "The idea is to take less time, not more." );
|
||
// return selection;
|
||
// }
|
||
// else
|
||
// {
|
||
// //You're getting' slower. Perhaps it was a mistake to let you skip the obstacle course.
|
||
// selection = ( "You're getting' slower" );
|
||
// return selection;
|
||
// }
|
||
// }
|
||
//
|
||
// if ( previous_time > ( final_time + 3 ) )
|
||
// {
|
||
// if ( ( randomint( 2 ) ) > 0 )
|
||
// {
|
||
// //That was an improvement, but it's not hard to improve on garbage. Try it again.
|
||
// selection = ( "Imprved, but not by much. Try it again" );
|
||
// return selection;
|
||
// }
|
||
// else
|
||
// {
|
||
// //That was better. Not great. But better.
|
||
// selection = ( "That was better. Not great. But better." );
|
||
// return selection;
|
||
// }
|
||
// }
|
||
//
|
||
// if ( ( level.bonus_time < 1.8 ) && ( previous_selection != "sloppy" ) )
|
||
// {
|
||
// //Fast, but sloppy. You need to work on your accuracy.
|
||
// selection = ( "Fast, but sloppy. You need to work on your accuracy. " );
|
||
// return selection;
|
||
// }
|
||
// }
|
||
//
|
||
// num = randomint( 2 );
|
||
// if ( num == 0 )
|
||
// {
|
||
// //All right Soap, that's enough. You'll do.
|
||
// selection = ( "All right, that's enough. You'll do." );
|
||
// return selection;
|
||
// }
|
||
// //else if ( num == 1 )
|
||
// //{
|
||
// //I've seen better, but that'll do.
|
||
// // selection = ( "seenbetter2" );
|
||
// // return selection;
|
||
// //}
|
||
// else
|
||
// {
|
||
// //"Pretty good, Soap. But I've seen better." );
|
||
// selection = "Pretty good, but I've seen better.";
|
||
// return selection;
|
||
// }
|
||
//}
|
||
|
||
clear_timer_elems()
|
||
{
|
||
if (isdefined (level.HUDtimer))
|
||
level.HUDtimer destroy();
|
||
if (isdefined (level.HUDaccuracybonus))
|
||
level.HUDaccuracybonus destroy();
|
||
if (isdefined (level.label))
|
||
level.label destroy();
|
||
if (isdefined (level.IW_best) )
|
||
level.IW_best destroy();
|
||
if (isdefined (level.recommended_label) )
|
||
level.recommended_label destroy();
|
||
if (isdefined (level.recommended_label2) )
|
||
level.recommended_label2 destroy();
|
||
if (isdefined (level.recommended) )
|
||
level.recommended destroy();
|
||
if (isdefined (level.HUDenemiesKilled) )
|
||
level.HUDenemiesKilled destroy();
|
||
if (isdefined (level.HUDcivviesKilled) )
|
||
level.HUDcivviesKilled destroy();
|
||
if (isdefined (level.HUDaccuracy) )
|
||
level.HUDaccuracy destroy();
|
||
if (isdefined (level.HUDmissedenemypenalty) )
|
||
level.HUDmissedenemypenalty destroy();
|
||
if (isdefined (level.HUDkilledcivviespenalty) )
|
||
level.HUDkilledcivviespenalty destroy();
|
||
if (isdefined (level.HUDfinaltime) )
|
||
level.HUDfinaltime destroy();
|
||
if (isdefined (level.recommended_label) )
|
||
level.recommended_label destroy();
|
||
|
||
}
|
||
|
||
|
||
second_sprint_hint()
|
||
{
|
||
level endon ( "kill_sprint_hint" );
|
||
//getEnt( "obstacleTraining_sprint", "targetname" ) waittill ( "trigger" );
|
||
|
||
wait .5;
|
||
actionBind = getActionBind( "sprint2" );
|
||
killhouse_hint( actionBind.hint, 5 );
|
||
}
|
||
|
||
|
||
|
||
startTimer( timelimit )
|
||
{
|
||
/*-----------------------
|
||
SETUP
|
||
-------------------------*/
|
||
clear_timer_elems();
|
||
// destroy timer and thread if objectives completed within limit
|
||
level endon ( "kill_timer" );
|
||
level.hudTimerIndex = 20; //what the hell is this for?
|
||
level.start_time = gettime();
|
||
|
||
/*-----------------------
|
||
YOUR TIME
|
||
-------------------------*/
|
||
// Timer size and positioning
|
||
level.HUDtimer = maps\_hud_util::get_countdown_hud();
|
||
level.HUDtimer.label = &"TRAINER_YOUR_TIME";
|
||
level.HUDtimer settenthstimerUp( .05 );
|
||
level.HUDtimer.y = 55;
|
||
|
||
/*-----------------------
|
||
PRINT ENEMIES KILLED
|
||
-------------------------*/
|
||
level.HUDenemiesKilled = maps\_hud_util::get_countdown_hud();
|
||
level.HUDenemiesKilled.label = &"TRAINER_ENEMIES_KILLED";
|
||
level.HUDenemiesKilled setValue ( level.targets_hit );
|
||
level.HUDenemiesKilled.y = 70;
|
||
|
||
/*-----------------------
|
||
PRINT CIVVIES KILLED
|
||
-------------------------*/
|
||
level.HUDcivviesKilled = maps\_hud_util::get_countdown_hud();
|
||
level.HUDcivviesKilled.label = &"TRAINER_CIVVIES_KILLED";
|
||
level.HUDcivviesKilled setValue ( level.friendlies_hit );
|
||
level.HUDcivviesKilled.y = 85;
|
||
|
||
/*-----------------------
|
||
TIMER EXPIRED
|
||
-------------------------*/
|
||
wait ( timelimit );
|
||
//flag_set ( "timer_expired" );
|
||
|
||
/*-----------------------
|
||
GET RID OF HUD ELEMENT AND FAIL THE MISSION
|
||
-------------------------*/
|
||
level.HUDtimer destroy();
|
||
level thread mission_failed_out_of_time();
|
||
}
|
||
|
||
mission_failed_out_of_time()
|
||
{
|
||
level.player endon ( "death" );
|
||
level endon ( "kill_timer" );
|
||
|
||
//dialog = [];
|
||
//dialog[ 0 ] = "startover"; //
|
||
//dialog[ 1 ] = "doitagain"; //
|
||
//dialog[ 2 ] = "tooslow"; //
|
||
|
||
//selection = dialog[ randomint( dialog.size ) ];
|
||
|
||
//level.pitguy thread dialogue_execute( selection );
|
||
|
||
|
||
failures = getdvarint( "killhouse_too_slow" );
|
||
setdvar( "killhouse_too_slow", ( failures + 1 ) );
|
||
|
||
level notify ( "mission failed" );
|
||
if( !flag( "player_course_end" ) )
|
||
setDvar( "ui_deadquote", &"TRAINER_SHIP_TOO_SLOW");
|
||
else
|
||
setDvar( "ui_deadquote", &"TRAINER_SHIP_DIDNT_SPRINT");
|
||
|
||
maps\_utility::missionFailedWrapper();
|
||
}
|
||
|
||
get_pit_hud( x, y, player )
|
||
{
|
||
xPos = undefined;
|
||
if ( !level.Console )
|
||
xPos = -250; //override x-position if this is PC or the timer will get cut off
|
||
else if ( !isdefined( x ) )
|
||
xPos = -225;
|
||
else
|
||
xPos = x;
|
||
|
||
if ( !isdefined( y ) )
|
||
yPos = 100;
|
||
else
|
||
yPos = y;
|
||
|
||
if ( isdefined( player ) )
|
||
hudelem = newClientHudElem( player );
|
||
else
|
||
hudelem = newHudElem();
|
||
|
||
hudelem.alignX = "left";
|
||
hudelem.alignY = "middle";
|
||
hudelem.horzAlign = "right";
|
||
hudelem.vertAlign = "top";
|
||
hudelem.x = xPos;
|
||
hudelem.y = yPos;
|
||
hudelem.fontScale = 1.3;
|
||
hudelem.color = ( 0.8, 1.0, 0.8 );
|
||
hudelem.font = "objective";
|
||
hudelem.glowColor = ( 0.3, 0.6, 0.3 );
|
||
hudelem.glowAlpha = 1;
|
||
hudelem.foreground = 1;
|
||
hudelem.hidewheninmenu = true;
|
||
hudelem.hidewhendead = true;
|
||
return hudelem;
|
||
}
|
||
|
||
dialogue_ambient_wait()
|
||
{
|
||
wait( randomfloatrange( 1.3, 2.8 ) );
|
||
}
|
||
|
||
dialogue_ambient()
|
||
{
|
||
level endon( "end_sequence_starting" );
|
||
level endon( "pit_dialogue_starting" );
|
||
conversation_orgs = getentarray( "conversation_orgs", "targetname" );
|
||
org = getclosest( level.player.origin, conversation_orgs );
|
||
|
||
conversation_array[ 0 ] = level.scr_sound[ "conversation_01" ];
|
||
conversation_array[ 1 ] = level.scr_sound[ "conversation_02" ];
|
||
conversation_array[ 2 ] = level.scr_sound[ "conversation_03" ];
|
||
|
||
if ( cointoss() )
|
||
{
|
||
conversation_array[ 0 ] = level.scr_sound[ "conversation_03" ];
|
||
conversation_array[ 1 ] = level.scr_sound[ "conversation_02" ];
|
||
conversation_array[ 2 ] = level.scr_sound[ "conversation_01" ];
|
||
}
|
||
|
||
iNumber = 0;
|
||
while( true )
|
||
{
|
||
dialogue_array = conversation_array[ iNumber ];
|
||
foreach( dialogue_line in dialogue_array )
|
||
{
|
||
org = getclosest( level.player.origin, conversation_orgs );
|
||
org play_sound_in_space( dialogue_line );
|
||
dialogue_ambient_wait();
|
||
}
|
||
iNumber++;
|
||
if ( iNumber > 2 )
|
||
iNumber = 0;
|
||
}
|
||
}
|
||
|
||
dialogue_pit_wait()
|
||
{
|
||
wait( randomfloatrange( .1, 1.2 ) );
|
||
}
|
||
|
||
dialogue_ambient_pit_course()
|
||
{
|
||
level endon( "end_sequence_starting" );
|
||
|
||
flag_set( "pit_dialogue_starting" );
|
||
conversation_orgs_pit = getentarray( "conversation_orgs_pit", "targetname" );
|
||
|
||
|
||
//Ranger 2 Whatever, I beat Mason's time by six seconds yesterday.
|
||
org = getclosest( level.player.origin, conversation_orgs_pit );
|
||
org play_sound_in_space( "train_ar2_masonstime" );
|
||
|
||
dialogue_pit_wait();
|
||
|
||
//Ranger 1 Yeah, I roll through this joint with the Desert Eagle.
|
||
org = getclosest( level.player.origin, conversation_orgs_pit );
|
||
org play_sound_in_space( "train_ar1_deserteagle" );
|
||
|
||
dialogue_pit_wait();
|
||
|
||
//Ranger 2 Yeah? I roll through this joint with yo mamma!
|
||
org = getclosest( level.player.origin, conversation_orgs_pit );
|
||
org play_sound_in_space( "train_ar2_yomamma" );
|
||
|
||
dialogue_pit_wait();
|
||
|
||
//Ranger 1 Very funny dickwad. You thought of that one all by yourself huah?
|
||
org = getclosest( level.player.origin, conversation_orgs_pit );
|
||
org play_sound_in_space( "train_ar1_veryfunny" );
|
||
|
||
dialogue_pit_wait();
|
||
|
||
//Ranger 2 You guys ever run the course with the movers on max speed?
|
||
org = getclosest( level.player.origin, conversation_orgs_pit );
|
||
org play_sound_in_space( "train_ar2_maxspeed" );
|
||
|
||
dialogue_pit_wait();
|
||
|
||
//Ranger 3 Hell no. We don't get enough trigger time for that kind of accuracy man.
|
||
org = getclosest( level.player.origin, conversation_orgs_pit );
|
||
org play_sound_in_space( "train_ar3_triggertime" );
|
||
|
||
dialogue_pit_wait();
|
||
|
||
//Ranger 1 Yeah, who you kiddin'? Only Delta gets that kind of practice, huah?
|
||
org = getclosest( level.player.origin, conversation_orgs_pit );
|
||
org play_sound_in_space( "train_ar1_onlydelta" );
|
||
|
||
dialogue_pit_wait();
|
||
|
||
//Ranger 2 Go home and take your girlfriend out. <laughs> Cuz you're here for four more months. I'll take care of her dude! I'll check in on her. Is that alright?
|
||
org = getclosest( level.player.origin, conversation_orgs_pit );
|
||
org play_sound_in_space( "train_ar2_takecareofyourgf" );
|
||
|
||
dialogue_pit_wait();
|
||
|
||
//Ranger 2 Huah. Keating says he saw some D-boys take the course with the movers on max speed with double civvies.
|
||
org = getclosest( level.player.origin, conversation_orgs_pit );
|
||
org play_sound_in_space( "train_ar2_keatingsays" );
|
||
|
||
dialogue_pit_wait();
|
||
|
||
//Ranger 4 Yeah I was there - headshot, headshot, headshot. Those guys are badass man.
|
||
org = getclosest( level.player.origin, conversation_orgs_pit );
|
||
org play_sound_in_space( "train_ar4_headshot" );
|
||
|
||
dialogue_pit_wait();
|
||
|
||
//Ranger 4 Except one guy had a mohawk, spoke with a funny accent. British or somethin'.
|
||
org = getclosest( level.player.origin, conversation_orgs_pit );
|
||
org play_sound_in_space( "train_ar4_funnyaccent" );
|
||
|
||
dialogue_pit_wait();
|
||
|
||
//Ranger 1 SAS cross-trainin' with our Delta boys?
|
||
org = getclosest( level.player.origin, conversation_orgs_pit );
|
||
org play_sound_in_space( "train_ar1_crosstraining" );
|
||
|
||
dialogue_pit_wait();
|
||
|
||
//Ranger 4 Maybe. That guy rolled the course in eight point two-six. Made our D-boys look like they were movin' in slow motion.
|
||
org = getclosest( level.player.origin, conversation_orgs_pit );
|
||
org play_sound_in_space( "train_ar4_slowmotion" );
|
||
|
||
dialogue_pit_wait();
|
||
|
||
//Ranger 3 Damn, man, that is goood.
|
||
org = getclosest( level.player.origin, conversation_orgs_pit );
|
||
org play_sound_in_space( "train_ar3_thatisgood" );
|
||
|
||
dialogue_pit_wait();
|
||
|
||
//Ranger 4 There was this other dude, guy with a ski mask with a skull painted on it. Eight point two-eight, usin' a 1911.
|
||
org = getclosest( level.player.origin, conversation_orgs_pit );
|
||
org play_sound_in_space( "train_ar4_skimask" );
|
||
|
||
dialogue_pit_wait();
|
||
|
||
//Ranger 4 I'm tellin' you...that guy was frickin' weird man<61>
|
||
org = getclosest( level.player.origin, conversation_orgs_pit );
|
||
org play_sound_in_space( "train_ar4_weirdman" );
|
||
|
||
dialogue_pit_wait();
|
||
|
||
//Ranger 2 I dunnno man, marching off into the desert in a two man team like that, no support. . . .
|
||
org = getclosest( level.player.origin, conversation_orgs_pit );
|
||
org play_sound_in_space( "train_ar2_twomanteam" );
|
||
|
||
dialogue_pit_wait();
|
||
|
||
//Ranger 2 Those dudes, they get killed, and like nobody even knows. . . Nobody knows: Nobody knows where they're going or where they're coming from. It's crazy. I can't even- I don't know. My wife would freak out. That's probably why most of them aren't even marrie
|
||
org = getclosest( level.player.origin, conversation_orgs_pit );
|
||
org play_sound_in_space( "train_ar2_wifewouldfreak" );
|
||
|
||
dialogue_pit_wait();
|
||
|
||
//God how dumb are you guys?
|
||
org = getclosest( level.player.origin, conversation_orgs_pit );
|
||
org play_sound_in_space( "train_ar4_howdumb" );
|
||
|
||
dialogue_pit_wait();
|
||
|
||
//Honestly<6C> I could fight anybody in this platoon.
|
||
org = getclosest( level.player.origin, conversation_orgs_pit );
|
||
org play_sound_in_space( "train_ar4_fightanybody" );
|
||
|
||
wait( 5 );
|
||
|
||
thread dialogue_ambient();
|
||
}
|
||
|
||
AI_runner_group_think( spawnerTargetname )
|
||
{
|
||
spawners = getentarray( spawnerTargetname, "targetname" );
|
||
runners = undefined;
|
||
while ( true )
|
||
{
|
||
runners = array_spawn( spawners, true );
|
||
waittill_dead( runners );
|
||
}
|
||
}
|
||
|
||
AI_runners_think()
|
||
{
|
||
self gun_remove();
|
||
self.runanim = level.scr_anim[ "generic" ][ self.animation ];
|
||
}
|
||
|
||
|
||
AI_delete( excluders )
|
||
{
|
||
self endon( "death" );
|
||
if ( !isdefined( self ))
|
||
return;
|
||
if ( ( isdefined( excluders ) ) && ( excluders.size > 0 ) )
|
||
{
|
||
if ( is_in_array( excluders, self ) )
|
||
return;
|
||
}
|
||
if ( isdefined( self.magic_bullet_shield ) )
|
||
self stop_magic_bullet_shield();
|
||
if ( !isSentient ( self) )
|
||
{
|
||
// self notify( "death" );
|
||
// waittillframeend;
|
||
}
|
||
|
||
self delete();
|
||
}
|
||
|
||
weaponfire_failure()
|
||
{
|
||
level endon( "mission failed" );
|
||
while( true )
|
||
{
|
||
flag_wait( "player_in_camp" );
|
||
while( flag( "player_in_camp" ) )
|
||
{
|
||
level.player waittill_either( "begin_firing", "player_not_in_camp" );
|
||
if ( flag( "player_in_camp" ) )
|
||
{
|
||
//mission fail
|
||
wait( .5 );
|
||
SetDvar( "ui_deadquote", &"TRAINER_MISSION_FAIL_FIRE_IN_CAMP" );
|
||
maps\_utility::missionFailedWrapper();
|
||
level notify( "mission failed" );
|
||
}
|
||
else
|
||
{
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
player_camp_disable_weapons()
|
||
{
|
||
while( !flag( "player_has_started_course" ) )
|
||
{
|
||
flag_wait( "player_in_camp" );
|
||
level.player disableweapons();
|
||
while( flag( "player_in_camp" ) )
|
||
{
|
||
wait( 1 );
|
||
}
|
||
level.player enableweapons();
|
||
}
|
||
level.player enableweapons();
|
||
}
|
||
|
||
basketball_nag()
|
||
{
|
||
level endon( "mission failed" );
|
||
iDialogueLine = 0;
|
||
conversation_orgs = getentarray( "conversation_orgs", "targetname" );
|
||
while( true )
|
||
{
|
||
flag_wait( "player_on_bball_court" );
|
||
while( flag( "player_on_bball_court" ) )
|
||
{
|
||
wait( 2 );
|
||
if ( flag( "player_on_bball_court" ) )
|
||
{
|
||
//Ranger 2 Get off the court dude. train_ar2_getoffcourt
|
||
//Ranger 2 Come on man, wait your turn. train_ar2_waityourturn
|
||
//Ranger 2 Allen, what the hell? train_ar2_allenwhatthe
|
||
if ( iDialogueLine > 2 )
|
||
iDialogueLine = 0;
|
||
org = getclosest( level.player.origin, conversation_orgs );
|
||
org play_sound_in_space( level.scr_sound[ "court_nag_0" + iDialogueLine ] );
|
||
iDialogueLine++;
|
||
wait( randomfloatrange( 8, 12 ) );
|
||
}
|
||
else
|
||
{
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|