IW4-Dump-Files/maps/_blackhawk_minigun.gsc

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#include common_scripts\utility;
#include maps\_utility;
#include maps\_vehicle;
#include maps\_vehicle_aianim;
#include maps\_anim;
#using_animtree( "vehicles" );
main( model, type, no_death )
{
//precachemodel( "fastrope_arms" );
build_template( "blackhawk_minigun", model, type );
build_localinit( ::init_local );
//build_deathmodel( "vehicle_blackhawk_minigun_hero" );
build_drive( %bh_rotors, undefined, 0 );
if ( !isdefined( no_death ) )
{
blackhawk_death_fx = [];
blackhawk_death_fx[ "vehicle_blackhawk_minigun_low" ] = "explosions/helicopter_explosion";
blackhawk_death_fx[ "vehicle_blackhawk_minigun_hero" ] = "explosions/helicopter_explosion";
build_deathfx( "explosions/helicopter_explosion_secondary_small", "tag_engine_left", "blackhawk_helicopter_hit", undefined, undefined, undefined, 0.2, true );
build_deathfx( "explosions/helicopter_explosion_secondary_small", "elevator_jnt", "blackhawk_helicopter_secondary_exp", undefined, undefined, undefined, 0.5, true );
build_deathfx( "fire/fire_smoke_trail_L", "elevator_jnt", "blackhawk_helicopter_dying_loop", true, 0.05, true, 0.5, true );
build_deathfx( "explosions/helicopter_explosion_secondary_small", "tag_engine_right", "blackhawk_helicopter_secondary_exp", undefined, undefined, undefined, 2.5, true );
build_deathfx( "explosions/helicopter_explosion_secondary_small", "tag_deathfx", "blackhawk_helicopter_secondary_exp", undefined, undefined, undefined, 4.0 );
build_deathfx( blackhawk_death_fx[ model ], undefined, "blackhawk_helicopter_crash", undefined, undefined, undefined, - 1, undefined, "stop_crash_loop_sound" );
build_rocket_deathfx( "explosions/aerial_explosion_heli_large", "tag_deathfx", "blackhawk_helicopter_crash",undefined, undefined, undefined, undefined, true, undefined, 0 );
}
build_treadfx();
build_life( 999, 500, 1500 );
build_team( "allies" );
build_aianims( ::setanims, ::set_vehicle_anims );
build_attach_models( ::set_attached_models );
build_unload_groups( ::Unload_Groups );
build_compassicon( "helicopter", false );
randomStartDelay = randomfloatrange( 0, 1 );
build_light( model, "cockpit_blue_cargo01", "tag_light_cargo01", "misc/aircraft_light_cockpit_red", "interior", 0.0 );
build_light( model, "cockpit_blue_cockpit01", "tag_light_cockpit01", "misc/aircraft_light_cockpit_blue", "interior", 0.0 );
build_light( model, "white_blink", "tag_light_belly", "misc/aircraft_light_white_blink", "running", randomStartDelay );
build_light( model, "white_blink_tail", "tag_light_tail", "misc/aircraft_light_white_blink", "running", randomStartDelay );
build_light( model, "wingtip_green", "tag_light_L_wing", "misc/aircraft_light_wingtip_green", "running", randomStartDelay );
build_light( model, "wingtip_red", "tag_light_R_wing", "misc/aircraft_light_wingtip_red", "running", randomStartDelay );
}
init_local()
{
self.originheightoffset = distance( self gettagorigin( "tag_origin" ), self gettagorigin( "tag_ground" ) );// TODO - FIXME: this is ugly. Derive from distance between tag_origin and tag_base or whatever that tag was.
//self.originheightoffset = 256;
self.fastropeoffset = 762;// TODO - FIXME: this is ugly. If only there were a getanimendorigin() command
self.script_badplace = false;// All helicopters dont need to create bad places
//maps\_vehicle::lights_on( "running" );
//maps\_vehicle::lights_on( "interior" );
}
#using_animtree( "vehicles" );
set_vehicle_anims( positions )
{
// positions[ 0 ].vehicle_getinanim = %tigertank_hatch_open;
for ( i = 0;i < positions.size;i++ )
positions[ i ].vehicle_getoutanim = %bh_idle;
return positions;
}
//#using_animtree( "fastrope" );
//setplayer_anims( positions )
//{
// positions[ 3 ].player_idle = %bh_player_idle;
// positions[ 3 ].player_getout_sound = "fastrope_start_plr";
// positions[ 3 ].player_getout_sound_loop = "fastrope_loop_plr";
// positions[ 3 ].player_getout_sound_end = "fastrope_end_plr";
//
// positions[ 3 ].player_getout = %bh_player_drop;
// //positions[ 3 ].player_getout = %bh_2_drop;
// positions[ 3 ].player_animtree = #animtree;
//
//
// positions[ 2 ].player_idle = %bh_player_idle;
// positions[ 2 ].player_getout_sound = "fastrope_start_plr";
// positions[ 2 ].player_getout_sound_loop = "fastrope_loop_plr";
// positions[ 2 ].player_getout_sound_end = "fastrope_end_plr";
//
// positions[ 2 ].player_getout = %bh_player_drop;
// positions[ 2 ].player_animtree = #animtree;
//
// positions[ 6 ].player_idle = %bh_player_idle;
// positions[ 6 ].player_getout_sound = "fastrope_start_plr";
// positions[ 6 ].player_getout_sound_loop = "fastrope_loop_plr";
// positions[ 6 ].player_getout_sound_end = "fastrope_end_plr";
//
// positions[ 6 ].player_getout = %bh_player_drop;
// //positions[ 6 ].player_getout = %bh_player_drop_P1;
// //positions[ 6 ].player_getout = %bh_player_drop_P2;
// positions[ 6 ].player_animtree = #animtree;
//
// return positions;
//}
//#using_animtree( "generic_human" );
//
//set_coop_player_anims( positions )
//{
// //positions[ 3 ].player_getout = %bh_player_drop;
// positions[ 3 ].player_getout = %bh_2_drop;
// positions[ 3 ].player_animtree = #animtree;
//
// //positions[ 6 ].player_getout = %bh_player_drop;
// positions[ 6 ].player_getout = %bh_8_drop;
// positions[ 6 ].player_animtree = #animtree;
//
// return positions;
//}
#using_animtree( "generic_human" );
setanims()
{
positions = [];
for ( i = 0;i < 8;i++ )
positions[ i ] = spawnstruct();
positions[ 0 ].idle = %bh_Pilot_idle;
positions[ 1 ].idle = %bh_coPilot_idle;
// 1, 2, 4, 5, 8, 6
positions[ 2 ].idle = %bh_1_idle;
positions[ 3 ].idle = %bh_2_idle;
positions[ 4 ].idle = %bh_4_idle;
positions[ 5 ].idle = %bh_5_idle;
positions[ 6 ].idle = %bh_8_idle;
positions[ 7 ].idle = %bh_6_idle;
positions[ 0 ].sittag = "tag_detach";
positions[ 1 ].sittag = "tag_detach";
positions[ 2 ].sittag = "tag_detach";
positions[ 3 ].sittag = "tag_detach";
positions[ 4 ].sittag = "tag_detach";
positions[ 5 ].sittag = "tag_detach";
positions[ 6 ].sittag = "tag_detach";
positions[ 7 ].sittag = "tag_detach";
// 1, 2, 4, 5, 8, 6
positions[ 2 ].getout = %bh_1_drop;
positions[ 3 ].getout = %bh_2_drop;
positions[ 4 ].getout = %bh_4_drop;
positions[ 5 ].getout = %bh_5_drop;
positions[ 6 ].getout = %bh_8_drop;
positions[ 7 ].getout = %bh_6_drop;
positions[ 2 ].getoutstance = "crouch";
positions[ 3 ].getoutstance = "crouch";
positions[ 4 ].getoutstance = "crouch";
positions[ 5 ].getoutstance = "crouch";
positions[ 6 ].getoutstance = "crouch";
positions[ 7 ].getoutstance = "crouch";
positions[ 2 ].ragdoll_getout_death = true;
positions[ 3 ].ragdoll_getout_death = true;
positions[ 4 ].ragdoll_getout_death = true;
positions[ 5 ].ragdoll_getout_death = true;
positions[ 6 ].ragdoll_getout_death = true;
positions[ 7 ].ragdoll_getout_death = true;
positions[ 2 ].ragdoll_fall_anim = %fastrope_fall;
positions[ 3 ].ragdoll_fall_anim = %fastrope_fall;
positions[ 4 ].ragdoll_fall_anim = %fastrope_fall;
positions[ 5 ].ragdoll_fall_anim = %fastrope_fall;
positions[ 6 ].ragdoll_fall_anim = %fastrope_fall;
positions[ 7 ].ragdoll_fall_anim = %fastrope_fall;
positions[ 1 ].rappel_kill_achievement = 1;
positions[ 2 ].rappel_kill_achievement = 1;
positions[ 3 ].rappel_kill_achievement = 1;
positions[ 4 ].rappel_kill_achievement = 1;
positions[ 5 ].rappel_kill_achievement = 1;
positions[ 6 ].rappel_kill_achievement = 1;
positions[ 7 ].rappel_kill_achievement = 1;
// positions[ 2 ].getoutsnd = "fastrope_loop_npc";
// positions[ 3 ].getoutsnd = "fastrope_loop_npc";
// positions[ 4 ].getoutsnd = "fastrope_loop_npc";
// positions[ 5 ].getoutsnd = "fastrope_loop_npc";
// positions[ 6 ].getoutsnd = "fastrope_loop_npc";
// positions[ 7 ].getoutsnd = "fastrope_loop_npc";
positions[ 2 ].getoutloopsnd = "fastrope_loop_npc";
positions[ 3 ].getoutloopsnd = "fastrope_loop_npc";
positions[ 4 ].getoutloopsnd = "fastrope_loop_npc";
positions[ 5 ].getoutloopsnd = "fastrope_loop_npc";
positions[ 6 ].getoutloopsnd = "fastrope_loop_npc";
positions[ 7 ].getoutloopsnd = "fastrope_loop_npc";
// 1, 2, 4, 5, 6, & 8
positions[ 2 ].fastroperig = "TAG_FastRope_RI";// 1 %bh_1_drop
positions[ 3 ].fastroperig = "TAG_FastRope_RI"; // 2 %bh_2_drop
positions[ 4 ].fastroperig = "TAG_FastRope_LE"; // 4 %bh_4_drop
positions[ 5 ].fastroperig = "TAG_FastRope_LE"; // 5 %bh_5_drop
positions[ 6 ].fastroperig = "TAG_FastRope_RI";// 8 %bh_8_drop
positions[ 7 ].fastroperig = "TAG_FastRope_LE";// 6 %bh_6_drop
return positions;
//return setplayer_anims( positions );
//return set_coop_player_anims( positions );
}
//WIP.. posible to unload different sets of people wirh vehicle notify( "unload", set ); sets defined here.
unload_groups()
{
unload_groups = [];
unload_groups[ "left" ] = [];
unload_groups[ "right" ] = [];
unload_groups[ "both" ] = [];
unload_groups[ "left" ][ unload_groups[ "left" ].size ] = 4;
unload_groups[ "left" ][ unload_groups[ "left" ].size ] = 5;
unload_groups[ "left" ][ unload_groups[ "left" ].size ] = 7;
unload_groups[ "right" ][ unload_groups[ "right" ].size ] = 2;
unload_groups[ "right" ][ unload_groups[ "right" ].size ] = 3;
unload_groups[ "right" ][ unload_groups[ "right" ].size ] = 6;
unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 2;
unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 3;
unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 4;
unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 5;
unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 6;
unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 7;
unload_groups[ "default" ] = unload_groups[ "both" ];
return unload_groups;
}
set_attached_models()
{
array = [];
array[ "TAG_FastRope_LE" ] = spawnstruct();
array[ "TAG_FastRope_LE" ].model = "rope_test";
array[ "TAG_FastRope_LE" ].tag = "TAG_FastRope_LE";
array[ "TAG_FastRope_LE" ].idleanim = %bh_rope_idle_le;
array[ "TAG_FastRope_LE" ].dropanim = %bh_rope_drop_le;
array[ "TAG_FastRope_RI" ] = spawnstruct();
array[ "TAG_FastRope_RI" ].model = "rope_test_ri";
array[ "TAG_FastRope_RI" ].tag = "TAG_FastRope_RI";
array[ "TAG_FastRope_RI" ].idleanim = %bh_rope_idle_ri;
array[ "TAG_FastRope_RI" ].dropanim = %bh_rope_drop_ri;
strings = getarraykeys( array );
for ( i = 0;i < strings.size;i++ )
{
precachemodel( array[ strings[ i ] ].model );
}
return array;
}
//use this function to fastrope the player out of the heli from the gunner position
//blackhawk_minigun_player_fastrope_think()
//{
// animfudgetime = 0;
// position = 3;
// AssertMessage = "In order for the player to fastrope out of the heli at " + self.origin + ", it must have at least one vehicle rider in script_startingposition '" + position + "' with script_drone set to '1' and 'drone_delete_on_unload' set to '1'";
// self endon( "death" );
// /*-----------------------
// FIND THE RIDER THE PLAYER WILL POSESS
// -------------------------*/
// dummy = undefined;
// assertex( isdefined( self.riders ), AssertMessage );
// foreach ( AI in self.riders )
// {
// if ( AI.vehicle_position == position )
// {
// dummy = AI;
// dummy.drone_delete_on_unload = true;
// dummy.playerpiggyback = true;
// break;
// }
// }
// assertex( isdefined( dummy ), AssertMessage );
// assertex( !isai( dummy ), AssertMessage );
// animpos = maps\_vehicle_aianim::anim_pos( self, position );
//
// /*-----------------------
// HIDE THE DUMMY RIDER
// -------------------------*/
// dummy notsolid();
// dummy notify( "newanim" );
// dummy detachall();
// dummy setmodel( "fastrope_arms" );
// dummy useanimtree( animpos.player_animtree );
// dummy hide();
// thread maps\_vehicle_aianim::guy_idle( dummy, position );
// wait .1;
//
// animtime = getanimlength( animpos.getout );
// animtime -= animfudgetime;
//
// /*-----------------------
// LERP PLAYER VIEW TO DUMMY FASTROPING
// -------------------------*/
// self waittill( "unloading" );
// self player_dismount_blackhawk_gun();
// level.player PlayerLinkToBlend( dummy, "tag_player", 1, 0, 0 );
// //dummy lerp_player_view_to_tag( level.player, "tag_player", 1, 1, 30, 30, 30, 30 );
//
// //( <linkto entity>, <tag>, <viewpercentag fraction>, <right arc>, <left arc>, <top arc>, <bottom arc>, <use tag angles> )
// //level.player playerlinktodelta( dummy, "tag_player", 0.35, 60, 28, 30, 30, false );
//
// //dummy show();
//
// wait animtime;
//
// level.player unlink();
// thread hud_hide( false );
// level.player enableweapons();
// level.player allowprone( true );
// level.player allowcrouch( true );
//
// self notify( "player_fastroped_out" );
//}
player_mount_blackhawk_gun( nolerp, player, hide_hud )
{
if( !IsDefined( player ) )
{
player = level.player;
}
self.minigunUser = player;
//self ==> the vehicle being used by the player
if ( !isdefined( hide_hud ) )
hide_hud = true;
thread hud_hide( hide_hud );
player allowprone( false );
player allowcrouch( false );
if ( !isdefined( nolerp ) )
{
player disableWeapons();
//lerp_player_view_to_tag( player, tag, lerptime, fraction, right_arc, left_arc, top_arc, bottom_arc )
self lerp_player_view_to_tag( player, "tag_player", 1, 1, 30, 30, 30, 30 );
}
self useby( player );
tagAngles = self gettagangles( "tag_player" );
player setplayerangles( tagAngles + ( 0, 0, 0 ) );
flag_set( "player_on_minigun" );
self thread maps\_minigun::minigun_think();
//thread maps\_minigun::minigun_hints_on();
}
player_dismount_blackhawk_gun()
{
//self ==> the vehicle being used by the player
self useby( self.minigunUser );
self.minigunUser unlink();
level notify( "player_off_blackhawk_gun" );
//level.player playerlinktodelta( self, "tag_player", 1, 50, 50, 30, 45 );
//wait( .05 );
//self turret_reset();
//thread maps\_minigun::minigun_hints_off();
//self lerp_player_view_to_tag( "tag_turret_exit", 1, 0.9, 25, 25, 45, 0 );
// level.player unlink();
//level.player enableWeapons();
//level.player DisableInvulnerability();
//level.player allowprone( true );
//level.player allowcrouch( true );
//flag_set( "player_off_minigun" );
}
hud_hide( state )
{
wait 0.05;
if ( state )
{
setsaveddvar( "ui_hidemap", 1 );
SetSavedDvar( "hud_showStance", "0" );
SetSavedDvar( "compass", "0" );
SetDvar( "old_compass", "0" );
SetSavedDvar( "ammoCounterHide", "1" );
}
else
{
setsaveddvar( "ui_hidemap", 0 );
setSavedDvar( "hud_drawhud", "1" );
SetSavedDvar( "hud_showStance", "1" );
SetSavedDvar( "compass", "1" );
SetDvar( "old_compass", "1" );
SetSavedDvar( "ammoCounterHide", "0" );
}
}