297 lines
7.1 KiB
Plaintext
297 lines
7.1 KiB
Plaintext
#include common_scripts\utility;
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#include maps\_utility;
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#include maps\_hud_util;
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//need to be able to save select dvar in menu (spending points while in the menu)
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//need to be able to save select dvar from script (dvars track which items are found)
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main()
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{
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// &&1/30 pieces of enemy intel found.
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precachestring( &"SCRIPT_INTELLIGENCE_OF_FOURTYFIVE" );
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precachestring( &"SCRIPT_INTELLIGENCE_PREV_FOUND" );
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level.intel_items = create_array_of_intel_items();
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println( "intelligence.gsc: intelligence items:", level.intel_items.size );
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setDvar( "ui_level_cheatpoints", level.intel_items.size );
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level.intel_counter = 0; // intel counter for collected intel points for this mission
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setDvar( "ui_level_player_cheatpoints", level.intel_counter );
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level.table_origins = create_array_of_origins_from_table();
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initialize_intel();
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if( is_specialop() )
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{
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remove_all_intel();
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return;
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}
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intel_think();
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wait .05;
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}
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remove_all_intel()
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{
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foreach ( index, trigger in level.intel_items )
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{
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if ( !isdefined( trigger.removed ) )
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trigger remove_intel_item();
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}
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}
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remove_intel_item()
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{
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self.removed = true;
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self.item hide();
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self.item notsolid();
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self trigger_off();
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level.intel_counter++;
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setDvar( "ui_level_player_cheatpoints", level.intel_counter );
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self notify( "end_trigger_thread" );
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/#
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println( "^3Removed Intel: " + self.num );
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#/
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}
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initialize_intel()
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{
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foreach ( index, trigger in level.intel_items )
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{
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origin = trigger.origin;
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trigger.num = get_nums_from_origins( origin );
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}
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}
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intel_think()
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{
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foreach ( index, trigger in level.intel_items )
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{
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if ( trigger check_item_found() )
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{
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trigger remove_intel_item();
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}
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else
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{
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trigger thread wait_for_pickup();
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trigger thread poll_for_found();
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}
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}
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}
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//we poll constantly to see if the item's been picked up...this is because script only checks at the
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//beginning if the item was found or not...after that, it doesn't check anymore, however a player can
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//pick up intel, die, reload an earlier part of script and then pick up intel again...this polling
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//insures things like that dont happen.
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poll_for_found()
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{
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self endon( "end_loop_thread" );
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while( !self check_item_found() )
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wait .1;
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self remove_intel_item();
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}
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check_item_found()
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{
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foreach( player in level.players )
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{
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if( !player GetPlayerIntelIsFound( self.num ) )
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return false;
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}
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return true;
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}
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create_array_of_intel_items()
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{
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intelligence_items = getentarray( "intelligence_item", "targetname" );
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for ( i = 0;i < intelligence_items.size;i++ )
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{
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println( intelligence_items[ i ].origin );
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intelligence_items[ i ].item = getent( intelligence_items[ i ].target, "targetname" );
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intelligence_items[ i ].found = false;
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}
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return intelligence_items;
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}
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create_array_of_origins_from_table()
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{
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origins = [];
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for ( num = 1; num <= 64; num++ )
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{
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location = tablelookup( "maps/_intel_items.csv", 0, num, 4 );
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if ( isdefined( location ) && ( location != "undefined" ) )
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{
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locArray = strTok( location, "," );
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assert( locArray.size == 3 );
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for ( i = 0;i < locArray.size;i++ )
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locArray[ i ] = int( locArray[ i ] );
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origins [ num ] = ( locArray[ 0 ], locArray[ 1 ], locArray[ 2 ] );
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}
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else
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{
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origins [ num ] = undefined;
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}
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}
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return origins;
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}
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wait_for_pickup()
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{
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self endon( "end_trigger_thread" );
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if( self.classname == "trigger_use" )
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{
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// Press and hold^3 &&1 ^7to secure the enemy intelligence.
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self setHintString( &"SCRIPT_INTELLIGENCE_PICKUP" );
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self usetriggerrequirelookat();
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}
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self waittill( "trigger", player );
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self notify( "end_loop_thread" );
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self intel_feedback( player );
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self save_intel_for_all_players();
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UpdateGamerProfileAll();
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waittillframeend;
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self remove_intel_item();
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}
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save_intel_for_all_players()
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{
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assert( ! self check_item_found() );
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foreach( player in level.players )
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{
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if( player GetPlayerIntelIsFound( self.num ) )
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continue;
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player SetPlayerIntelFound( self.num );
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}
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logString( "found intel item " + self.num );
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// updates percent complete
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/#
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PrintLn( ">> SP PERCENT UPDATE - save_intel_for_all_players()" );
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#/
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maps\_endmission::updateSpPercent();
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}
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give_point()
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{
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//give_points
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curValue = ( self GetLocalPlayerProfileData( "cheatPoints" ));
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self SetLocalPlayerProfileData( "cheatPoints", curValue + 1 );
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}
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intel_feedback( found_by_player )
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{
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self.item hide();
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self.item notsolid();
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level thread play_sound_in_space( "intelligence_pickup", self.item.origin );
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display_time = 3000;
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fade_time = 700;
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delete_time = display_time + fade_time / 1000;
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foreach( player in level.players )
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{
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//if i did NOT find it, but I already had it, print nothing
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if( found_by_player != player && player GetPlayerIntelIsFound( self.num ) )
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continue;
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remaining_print = player createClientFontString( "objective", 1.5 );
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remaining_print.glowColor = ( 0.7, 0.7, 0.3 );
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remaining_print.glowAlpha = 1;
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remaining_print setup_hud_elem();
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remaining_print.y = -60;
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remaining_print SetPulseFX( 60, display_time, fade_time );
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intel_found = 0;
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//if I found it and I already had it
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if( found_by_player == player && player GetPlayerIntelIsFound( self.num ) )
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remaining_print.label = &"SCRIPT_INTELLIGENCE_PREV_FOUND";
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else
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{
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// &&1/30 pieces of enemy intel found.
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remaining_print.label = &"SCRIPT_INTELLIGENCE_OF_FOURTYFIVE";
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player give_point();
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intel_found = ( player GetLocalPlayerProfileData( "cheatPoints" ));
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remaining_print setValue( intel_found );
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}
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if ( intel_found == 22 )
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player maps\_utility::player_giveachievement_wrapper( "THE_ROAD_LESS_TRAVELED" );
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if ( intel_found == 45 )
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player maps\_utility::player_giveachievement_wrapper( "LEAVE_NO_STONE_UNTURNED" );
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remaining_print delaycall( delete_time, ::Destroy );
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}
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}
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setup_hud_elem()
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{
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self.color = ( 1, 1, 1 );
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self.alpha = 1;
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self.x = 0;
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self.alignx = "center";
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self.aligny = "middle";
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self.horzAlign = "center";
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self.vertAlign = "middle";
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self.foreground = true;
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}
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assert_if_identical_origins()
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{
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origins = [];
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for ( i = 1;i < 65;i++ )
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{
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location = tablelookup( "maps/_intel_items.csv", 0, i, 4 );
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locArray = strTok( location, "," );
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//assert( locArray.size == 3 );
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for ( i = 0;i < locArray.size;i++ )
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locArray[ i ] = int( locArray[ i ] );
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origins [ i ] = ( locArray[ 0 ], locArray[ 1 ], locArray[ 2 ] );
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//if ( distancesquared( first.origin, second.origin ) < 4 );
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}
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for ( i = 0;i < origins.size;i++ )
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{
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if ( ! isdefined( origins [ i ] ) )
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continue;
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if ( origins [ i ] == "undefined" )
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continue;
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for ( j = 0;j < origins.size;j++ )
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{
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if ( ! isdefined( origins [ j ] ) )
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continue;
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if ( origins [ j ] == "undefined" )
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continue;
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if ( i == j )
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continue;
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if ( origins [ i ] == origins[ j ] )
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assertmsg( "intel items in maps/_intel_items.csv with identical origins (" + origins[ i ] + ") " );
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}
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}
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}
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get_nums_from_origins( origin )
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{
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for ( i = 1;i < level.table_origins.size + 1;i++ )
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{
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if ( !isdefined( level.table_origins [ i ] ) )
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continue;
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if ( distancesquared( origin, level.table_origins[ i ] ) < squared( 75 ) )
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return i;
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}
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assertmsg( "Add the origin of this intel item ( " + origin + " ) to maps/_intel_items.csv file" );
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} |