IW4-Dump-Files/maps/_mig29.gsc

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#include maps\_utility;
#include common_scripts\utility;
#include maps\_vehicle_aianim;
#include maps\_vehicle;
#using_animtree( "vehicles" );
main( model, type )
{
build_template( "mig29", model, type );
build_localinit( ::init_local );
build_deathmodel( "vehicle_mig29" );
build_deathmodel( "vehicle_mig29_desert" );
build_deathmodel( "vehicle_av8b_harrier_jet" );
build_deathmodel( "vehicle_mig29_low" );
build_treadfx();
//special for mig29/////
level._effect[ "engineeffect" ] = loadfx( "fire/jet_afterburner" );
level._effect[ "afterburner" ] = loadfx( "fire/jet_afterburner_ignite" );
level._effect[ "contrail" ] = loadfx( "smoke/jet_contrail" );
////////////////////////
build_deathfx( "explosions/large_vehicle_explosion", undefined, "explo_metal_rand" );
build_life( 999, 500, 1500 );
build_rumble( "mig_rumble", .1, .2, 11300, .05, .05 );
build_team( "allies" );
build_compassicon( "mig29", false );
if( model != "vehicle_av8b_harrier_jet" )
{
randomStartDelay = randomfloatrange( 0, 1 );
build_light( model, "wingtip_green", "tag_left_wingtip", "misc/aircraft_light_wingtip_green", "running", randomStartDelay );
build_light( model, "wingtip_red", "tag_right_wingtip", "misc/aircraft_light_wingtip_red", "running", randomStartDelay );
build_light( model, "white_blink", "tag_light_belly", "misc/aircraft_light_white_blink", "running", randomStartDelay );
build_light( model, "landing_light01", "TAG_LIGHT_landing01", "misc/light_mig29_landing", "landing", 0.0 );
build_light( model, "landing_light02", "TAG_LIGHT_landing02", "misc/light_mig29_landing", "landing", 0.0 );
}
}
init_local()
{
thread playEngineEffects();
thread playConTrail();
if( self.model != "vehicle_av8b_harrier_jet" )
{
maps\_vehicle::lights_on( "running" );
//maps\_vehicle::lights_on( "landing" );
}
thread landing_gear_up();
}
#using_animtree( "vehicles" );
set_vehicle_anims( positions )
{
ropemodel = "rope_test";
precachemodel( ropemodel );
return positions;
}
landing_gear_up()
{
self UseAnimTree( #animtree );
self setanim( %mig_landing_gear_up );
}
#using_animtree( "generic_human" );
setanims()
{
positions = [];
for ( i = 0;i < 1;i++ )
positions[ i ] = spawnstruct();
return positions;
}
playEngineEffects()
{
self endon( "death" );
self endon( "stop_engineeffects" );
self ent_flag_init( "engineeffects" );
self ent_flag_set( "engineeffects" );
engineeffects = getfx( "engineeffect" );
for ( ;; )
{
self ent_flag_wait( "engineeffects" );
playfxontag( engineeffects, self, "tag_engine_right" );
playfxontag( engineeffects, self, "tag_engine_left" );
self ent_flag_waitopen( "engineeffects" );
StopFXOnTag( engineeffects, self, "tag_engine_left" );
StopFXOnTag( engineeffects, self, "tag_engine_right" );
}
}
playAfterBurner()
{
//After Burners are pretty much like turbo boost. They don't use them all the time except when
//bursts of speed are needed. Needs a cool sound when they're triggered. Currently, they are set
//to be on all the time, but it would be cool to see them engauge as they fly away.
playfxontag( level._effect[ "afterburner" ], self, "tag_engine_right" );
playfxontag( level._effect[ "afterburner" ], self, "tag_engine_left" );
}
playConTrail()
{
//This is a geoTrail effect that loops forever. It has to be enabled and disabled while playing as
//one effect. It can't be played in a wait loop like other effects because a geo trail is one
//continuous effect. ConTrails should only be played during high "G" or high speed maneuvers.
playfxontag( level._effect[ "contrail" ], self, "tag_right_wingtip" );
playfxontag( level._effect[ "contrail" ], self, "tag_left_wingtip" );
}
playerisclose( other )
{
infront = playerisinfront( other );
if ( infront )
dir = 1;
else
dir = -1;
a = flat_origin( other.origin );
b = a + vector_multiply( anglestoforward( flat_angle( other.angles ) ), ( dir * 100000 ) );
point = pointOnSegmentNearestToPoint( a, b, level.player.origin );
dist = distance( a, point );
if ( dist < 3000 )
return true;
else
return false;
}
playerisinfront( other )
{
forwardvec = anglestoforward( flat_angle( other.angles ) );
normalvec = vectorNormalize( flat_origin( level.player.origin ) - other.origin );
dot = vectordot( forwardvec, normalvec );
if ( dot > 0 )
return true;
else
return false;
}
plane_sound_node( loop, sonic_boom )
{
plane_sound_players( "veh_mig29_dist_loop", "veh_mig29_sonic_boom" );
}
plane_sound_players( loop, sonic_boom )
{
self waittill( "trigger", other );
other endon( "death" );
self thread plane_sound_node();// spawn new thread for next plane that passes through this pathnode
other thread play_loop_sound_on_entity( loop );
while ( playerisinfront( other ) )
wait .05;
wait .5;// little delay for the boom
other thread play_sound_in_space( sonic_boom );
other waittill( "reached_end_node" );
other stop_sound( loop );
other delete();
}
plane_bomb_node()
{
level._effect[ "plane_bomb_explosion1" ] = loadfx( "explosions/airlift_explosion_large" );
level._effect[ "plane_bomb_explosion2" ] = loadfx( "explosions/tanker_explosion" );
self waittill( "trigger", other );
other endon( "death" );
self thread plane_bomb_node();// spawn new thread for next plane that passes through this pathnode
// get array of targets
aBomb_targets = getentarray( self.script_linkTo, "script_linkname" );
assertEx( isdefined( aBomb_targets ), "Plane bomb node at " + self.origin + " needs to script_linkTo at least one script_origin to use as a bomb target" );
assertEx( aBomb_targets.size > 1, "Plane bomb node at " + self.origin + " needs to script_linkTo at least one script_origin to use as a bomb target" );
//sort array of targets from nearest to furthest to determine order of bombing
aBomb_targets = get_array_of_closest( self.origin, aBomb_targets, undefined, aBomb_targets.size );
iExplosionNumber = 0;
wait randomfloatrange( .3, .8 );
for ( i = 0;i < aBomb_targets.size;i++ )
{
iExplosionNumber++ ;
if ( iExplosionNumber == 3 )
iExplosionNumber = 1;
aBomb_targets[ i ] thread play_sound_on_entity( "airstrike_explosion" );
//aBomb_targets[i] thread play_sound_on_entity( "rocket_explode_sand" );
playfx( level._effect[ "plane_bomb_explosion" + iExplosionNumber ], aBomb_targets[ i ].origin );
wait randomfloatrange( .3, 1.2 );
}
}
plane_bomb_cluster()
{
/*-----------------------
WAIT FOR PLANE TO HIT NODE
-------------------------*/
self waittill( "trigger", other );
other endon( "death" );
plane = other;
plane thread plane_bomb_cluster();// spawn new thread for next plane that passes through this pathnode
/*-----------------------
SPAWN A BOMB MODEL
-------------------------*/
bomb = spawn( "script_model", plane.origin - ( 0, 0, 100 ) );
bomb.angles = plane.angles;
bomb setModel( "projectile_cbu97_clusterbomb" );
/*-----------------------
LAUNCH FROM PLANE UNTIL CLOSE TO GROUND
-------------------------*/
vecForward = vector_multiply( anglestoforward( plane.angles ), 2 );
vecUp = vector_multiply( anglestoup( plane.angles ), -0.2 ); // invert the up angles
vec = [];
for ( i = 0; i < 3; i++ )
vec[ i ] = ( vecForward[ i ] + vecUp[ i ] ) / 2;
vec = ( vec[ 0 ], vec[ 1 ], vec[ 2 ] );
vec = vector_multiply( vec, 7000 );
bomb moveGravity( vec, 2.0 );
wait( 1.2 );
newBomb = spawn( "script_model", bomb.origin );
newBomb setModel( "tag_origin" );
newBomb.origin = bomb.origin;
newBomb.angles = bomb.angles;
wait( 0.05 );
bomb delete();
bomb = newBomb;
/*-----------------------
PLAY FX ON INVISIBLE BOMB
-------------------------*/
bombOrigin = bomb.origin;
bombAngles = bomb.angles;
playfxontag( level.airstrikefx, bomb, "tag_origin" );
wait 1.6;
repeat = 12;
minAngles = 5;
maxAngles = 55;
angleDiff = ( maxAngles - minAngles ) / repeat;
for ( i = 0; i < repeat; i++ )
{
traceDir = anglesToForward( bombAngles + ( maxAngles - ( angleDiff * i ), randomInt( 10 ) - 5, 0 ) );
traceEnd = bombOrigin + vector_multiply( traceDir, 10000 );
trace = bulletTrace( bombOrigin, traceEnd, false, undefined );
traceHit = trace[ "position" ];
radiusDamage( traceHit + ( 0, 0, 16 ), 512, 400, 30 );// targetpos, radius, maxdamage, mindamage
if ( i%3 == 0 )
{
thread play_sound_in_space( "airstrike_explosion", traceHit );
playRumbleOnPosition( "artillery_rumble", traceHit );
earthquake( 0.7, 0.75, traceHit, 1000 );
}
wait( 0.75 / repeat );
}
wait( 1.0 );
bomb delete();
}
stop_sound( alias )
{
self notify( "stop sound" + alias );
}
/*QUAKED script_vehicle_mig29 (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_mig29::main( "vehicle_mig29" );
and these lines in your CSV:
include,vehicle_mig29_mig29
sound,vehicle_mig29,vehicle_standard,all_sp
defaultmdl="vehicle_mig29"
default:"vehicletype" "mig29"
default:"script_team" "allies"
*/
/*QUAKED script_vehicle_mig29_low (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_mig29::main( "vehicle_mig29_low" );
and these lines in your CSV:
include,vehicle_mig29_low
sound,vehicle_mig29,vehicle_standard,all_sp
defaultmdl="vehicle_mig29_low"
default:"vehicletype" "mig29"
default:"script_team" "allies"
*/
// DISABLED av8b
// this one is missing tags and junk.
/*DISABLED script_vehicle_av8b_harrier_jet (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_mig29::main( "vehicle_av8b_harrier_jet" );
and these lines in your CSV:
include,vehicle_av8b_harrier_jet_mig29
sound,vehicle_mig29,vehicle_standard,all_sp
defaultmdl="vehicle_av8b_harrier_jet"
default:"vehicletype" "mig29"
default:"script_team" "allies"
*/
// DISABLED desert version.. this one missing a bunch of junk too.
/*DISABLED script_vehicle_mig29_desert (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
put this in your GSC:
maps\_mig29::main( "vehicle_mig29_desert" );
and these lines in your CSV:
include,vehicle_mig29_desert_mig29
sound,vehicle_mig29,vehicle_standard,all_sp
defaultmdl="vehicle_mig29_desert"
default:"vehicletype" "mig29"
default:"script_team" "allies"
*/