869 lines
22 KiB
Plaintext
869 lines
22 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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main()
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{
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flag_init( "player_on_minigun" );
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flag_init( "player_off_minigun" );
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flag_init( "disable_overheat" );
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flag_init( "minigun_lesson_learned" );
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precachestring( &"SCRIPT_PLATFORM_MINIGUN_SPIN_HINT" );
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precachestring( &"SCRIPT_PLATFORM_MINIGUN_FIRE_HINT" );
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precacheShader( "white" );
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precacheShader( "black" );
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precacheShader( "hud_temperature_gauge" );
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precacheRumble( "minigun_rumble" );
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precacheShader( "popmenu_bg" );
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level.turret_heat_status = 1;
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level.turret_heat_max = 114;
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level.turret_cooldownrate = 15;
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level._effect[ "_minigun_overheat_haze" ] = loadfx( "distortion/abrams_exhaust" );
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level._effect[ "_minigun_overheat_smoke" ] = loadfx( "distortion/armored_car_overheat" );
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minigun_anims();
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}
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#using_animtree( "vehicles" );
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minigun_anims()
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{
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level.scr_anim[ "minigun" ][ "spin" ] = %bh_minigun_spin_loop;
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level.scr_animtree[ "minigun" ] = #animtree;
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level.scr_model[ "minigun" ] = "weapon_minigun";
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}
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minigun_think()
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{
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self.animname = "minigun";
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self assign_animtree();
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self thread minigun_used();
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for ( ;; )
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{
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for ( ;; )
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{
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// wait for the player to get on the turret
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if ( self player_on_minigun() )
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break;
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wait( 0.05 );
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}
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//level thread overheat_enable();
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flag_clear( "player_off_minigun" );
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flag_set( "player_on_minigun" );
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for ( ;; )
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{
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if ( !self player_on_minigun() )
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break;
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wait( 0.05 );
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}
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flag_clear( "player_on_minigun" );
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flag_set( "player_off_minigun" );
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wait( 0.05 );
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self stop_loop_sound_on_entity( "minigun_heli_gatling_fire" );
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self notify( "stop sound" + "minigun_heli_gatling_fire" );
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self.playingLoopSound = false;
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level notify( "stopMinigunSound" );
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break;
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//level thread overheat_disable();
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//self.rumble_ent stoprumble( "minigun_rumble" );
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}
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}
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player_on_minigun()
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{
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//self ==> either the turret or the script_vehicle with the turret
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self endon( "death" );
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owner = undefined;
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if ( !isdefined( self ) )
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return false;
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if ( self.classname == "script_vehicle" )
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{
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owner = self getvehicleowner();
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if ( isdefined( owner ) && isplayer( owner ) )
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return true;
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else
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return false;
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}
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else
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{
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if ( isdefined( self getturretowner() ) )
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return true;
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else
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return false;
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}
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}
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minigun_rumble()
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{
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self endon( "death" );
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//push the rumble origin in and out based on the momentum
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closedist = 0;
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fardist = 750;
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between = fardist - closedist;
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self.rumble_ent = spawn( "script_origin", self.minigunUser.origin );
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self.rumble_ent linkto( self.minigunUser );
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while ( flag( "player_on_minigun" ) )
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{
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wait .05;
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if ( self.momentum <= 0 || !flag( "player_on_minigun" ) )
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{
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continue;
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}
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//org = level.player geteye() + vector_multiply( vectornormalize( anglestoforward( level.player getplayerangles() ) ), fardist - ( between * self.momentum ) );
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self.rumble_ent.origin = self.minigunUser geteye() + ( 0, 0, fardist - ( between * self.momentum ) );
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self.rumble_ent PlayRumbleOnentity( "minigun_rumble" );
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}
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self.rumble_ent delete();
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}
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minigun_fire_sounds()
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{
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self endon( "death" );
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//Only need this logic for vehicle mounted miniguns
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if ( self.classname != "script_vehicle" )
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return;
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level endon( "player_off_minigun" );
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self.playingLoopSound = false;
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while ( flag( "player_on_minigun" ) )
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{
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wait( 0.05 );
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if ( ( self.minigunUser attackbuttonpressed() ) && ( self.allowedToFire == true ) )
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{
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self thread minigun_fire_loop();
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waittill_player_not_holding_fire_trigger_or_overheat();
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}
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if ( self.playingLoopSound == true )
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{
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self notify( "stop sound" + "minigun_heli_gatling_fire" );
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self.playingLoopSound = false;
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}
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}
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}
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minigun_fire_loop()
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{
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level endon( "player_off_minigun" );
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level endon( "player_off_blackhawk_gun" );
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self notify( "playing_fire_loop_sound" );
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self endon( "playing_fire_loop_sound" );
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self.playingLoopSound = true;
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self thread play_loop_sound_on_tag( "minigun_heli_gatling_fire", "tag_flash" );
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}
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waittill_player_not_holding_fire_trigger_or_overheat()
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{
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while ( ( self.minigunUser attackbuttonpressed() ) && ( self.allowedToFire == true ) )
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wait( 0.05 );
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}
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minigun_fire()
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{
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self endon( "death" );
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//Only need this logic for vehicle mounted miniguns
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if ( self.classname != "script_vehicle" )
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return;
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level endon( "player_off_minigun" );
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while( flag( "player_on_minigun" ) )
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{
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self waittill( "turret_fire" );
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if ( self.allowedToFire == false )
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continue;
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self fireWeapon();
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earthquake( 0.25, .13, self GetTagOrigin( "tag_turret" ), 200 );
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wait( 0.01 );
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}
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}
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minigun_used()
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{
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level endon( "player_off_minigun" );
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flag_wait( "player_on_minigun" );
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//Tweakable values
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if ( level.console )
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overheat_time = 6; // full usage to overheat( original 8 )
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else
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overheat_time = 10;
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cooldown_time = 4; // time to cool down from max heat back to 0 if not operated during this time( original 4 )
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penalty_time = 7; // hold inoperative for this amount of time
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rate = 0.02;
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slow_rate = 0.02;
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overheat_fx_rate = 0.35;
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adsbuttonAccumulate = 0;// check for left trigger hold down duration
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//Not to tweak
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self.allowedToFire = false;
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heatrate = 1 / ( overheat_time * 20 ); // increment of the temp gauge for heating up
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coolrate = 1 / ( cooldown_time * 20 ); // increment of the temp gauge for cooling down
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level.inuse = false;
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momentum = 0;
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self.momentum = 0;
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heat = 0;
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max = 1;
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maxed = false;
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firing = false;
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maxed_time = undefined;
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overheated = false;
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penalized_time = 0; // if greater than gettime
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startFiringTime = undefined;
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oldheat = 0;
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level.frames = 0;
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level.normframes = 0;
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next_overheat_fx = 0;
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//thread minigun_rumble();
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self thread minigun_fire();
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self thread minigun_fire_sounds();
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for ( ;; )
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{
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level.normframes++ ;
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if ( flag( "player_on_minigun" ) )
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{
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if ( !level.inuse )
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{
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if ( ( self.minigunUser adsbuttonpressed() ) || ( self.minigunUser attackbuttonpressed() ) )
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{
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level.inuse = true;
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self thread minigun_sound_spinup();
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}
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}
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else
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{
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if ( ( !self.minigunUser attackbuttonpressed() ) && ( !self.minigunUser adsbuttonpressed() ) )
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{
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level.inuse = false;
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self thread minigun_sound_spindown();
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}
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else
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if ( self.minigunUser attackbuttonpressed() && overheated )
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{
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level.inuse = false;
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self thread minigun_sound_spindown();
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}
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}
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if ( !firing )
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{
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if ( self.minigunUser attackbuttonpressed() && !overheated && maxed )
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{
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firing = true;
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startFiringTime = gettime();
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}
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else
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if ( self.minigunUser attackbuttonpressed() && overheated )
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{
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firing = false;
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startFiringTime = undefined;
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}
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}
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else
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{
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if ( !self.minigunUser attackbuttonpressed() )
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{
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firing = false;
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startFiringTime = undefined;
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}
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if ( self.minigunUser attackbuttonpressed() && !maxed )
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{
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firing = false;
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startFiringTime = undefined;
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}
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}
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}
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else
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{
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if ( firing || level.inuse == true )
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{
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self thread minigun_sound_spindown();
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}
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firing = false;
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level.inuse = false;
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}
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// if ( overheated )
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// {
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// if ( !( heat >= max ) )
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// {
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// overheated = false;
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// startFiringTime = undefined;
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// self enable_turret_fire();
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// }
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// }
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if ( level.inuse )
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{
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momentum += rate;
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self.momentum = momentum;
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}
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else
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{
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momentum -= slow_rate;
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self.momentum = momentum;
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}
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if ( momentum > max )
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{
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momentum = max;
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self.momentum = momentum;
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}
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if ( momentum < 0 )
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{
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momentum = 0;
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self.momentum = momentum;
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self notify( "done" );
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}
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//-----making max always true and commenting out rest to get rid of having to spin up
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maxed = true;
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self enable_turret_fire();
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// if ( momentum == max )
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// {
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// maxed = true;
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// maxed_time = gettime();
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// self enable_turret_fire();
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// }
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// else
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// {
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// maxed = false;
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// self disable_turret_fire();
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// }
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//-----making max always true and commenting out rest to get rid of having to spin up
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// if ( firing && !overheated )
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// {
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// level.frames++ ;
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// heat += heatrate;
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// }
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//
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// if ( gettime() > penalized_time && !firing )
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// heat -= coolrate;
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//
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// if ( heat > max )
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// heat = max;
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// if ( heat < 0 )
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// heat = 0;
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//
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// level.heat = heat;
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//
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// level.turret_heat_status = int( heat * 114 );
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// if ( isdefined( level.overheat_status2 ) )
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// thread overheat_hud_update();
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//
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// if ( ( heat >= max ) && ( heat <= max ) && ( ( oldheat < max ) || ( oldheat > max ) ) )
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// {
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// overheated = true;
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// penalized_time = gettime() + penalty_time * 1000;
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// next_overheat_fx = 0;
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// thread overheat_overheated();
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// }
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// oldheat = heat;
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//
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// if ( overheated )
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// {
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// self disable_turret_fire();
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// firing = false;
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// //playfxOnTag( getfx( "_minigun_overheat_haze" ), self, "tag_flash");
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// if ( gettime() > next_overheat_fx )
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// {
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// playfxOnTag( getfx( "_minigun_overheat_smoke" ), self, "tag_flash" );
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// next_overheat_fx = gettime() + overheat_fx_rate * 1000;
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// }
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// }
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self setanim( getanim( "spin" ), 1, 0.2, momentum );
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wait( 0.05 );
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}
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}
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disable_turret_fire()
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{
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//self ==> the turret entity or the script_vehicle with the turret
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self.allowedToFire = false;
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if ( self.classname != "script_vehicle" )
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self TurretFireDisable();
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}
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enable_turret_fire()
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{
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//self ==> the turret entity or the script_vehicle with the turret
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self.allowedToFire = true;
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if ( self.classname != "script_vehicle" )
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self TurretFireEnable();
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}
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minigun_sound_spinup()
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{
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level endon( "player_off_minigun" );
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level endon( "player_off_blackhawk_gun" );
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level notify( "stopMinigunSound" );
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level endon( "stopMinigunSound" );
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/*
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Minigun_heli_gatling_spinup1 0.6 s
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Minigun_heli_gatling_spinup2 0.5 s
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Minigun_heli_gatling_spinup3 0.5 s
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Minigun_heli_gatling_spinup4 0.5 s
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*/
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if ( self.momentum < 0.25 )
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{
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self playsound( "minigun_heli_gatling_spinup1" );
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wait 0.6;
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self playsound( "minigun_heli_gatling_spinup2" );
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wait 0.5;
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self playsound( "minigun_heli_gatling_spinup3" );
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wait 0.5;
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self playsound( "minigun_heli_gatling_spinup4" );
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wait 0.5;
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}
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else
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if ( self.momentum < 0.5 )
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{
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self playsound( "minigun_heli_gatling_spinup2" );
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wait 0.5;
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self playsound( "minigun_heli_gatling_spinup3" );
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wait 0.5;
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self playsound( "minigun_heli_gatling_spinup4" );
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wait 0.5;
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}
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else
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if ( self.momentum < 0.75 )
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{
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self playsound( "minigun_heli_gatling_spinup3" );
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wait 0.5;
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self playsound( "minigun_heli_gatling_spinup4" );
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wait 0.5;
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}
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else
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if ( self.momentum < 1 )
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{
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self playsound( "minigun_heli_gatling_spinup4" );
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wait 0.5;
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}
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thread minigun_sound_spinloop();
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}
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minigun_sound_spinloop()
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{
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//Minigun_heli_gatling_spinloop (loops until canceled) 2.855 s
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level endon( "player_off_minigun" );
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level endon( "player_off_blackhawk_gun" );
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level notify( "stopMinigunSound" );
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level endon( "stopMinigunSound" );
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while ( 1 )
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{
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self playsound( "minigun_heli_gatling_spin" );
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wait 2.5;
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}
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}
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minigun_sound_spindown()
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{
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level endon( "player_off_minigun" );
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level endon( "player_off_blackhawk_gun" );
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level notify( "stopMinigunSound" );
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level endon( "stopMinigunSound" );
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/*
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Minigun_heli_gatling_spindown4 0.5 s
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Minigun_heli_gatling_spindown3 0.5 s
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Minigun_heli_gatling_spindown2 0.5 s
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Minigun_heli_gatling_spindown1 0.65 s
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*/
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if ( self.momentum > 0.75 )
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{
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self stopsounds();
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self playsound( "minigun_heli_gatling_spindown4" );
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wait 0.5;
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self playsound( "minigun_heli_gatling_spindown3" );
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wait 0.5;
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self playsound( "minigun_heli_gatling_spindown2" );
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wait 0.5;
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self playsound( "minigun_heli_gatling_spindown1" );
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wait 0.65;
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}
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else
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if ( self.momentum > 0.5 )
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{
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self playsound( "minigun_heli_gatling_spindown3" );
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wait 0.5;
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self playsound( "minigun_heli_gatling_spindown2" );
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wait 0.5;
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self playsound( "minigun_heli_gatling_spindown1" );
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wait 0.65;
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}
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else
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if ( self.momentum > 0.25 )
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{
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self playsound( "minigun_heli_gatling_spindown2" );
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wait 0.5;
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self playsound( "minigun_heli_gatling_spindown1" );
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wait 0.65;
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}
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else
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{
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self playsound( "minigun_heli_gatling_spindown1" );
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wait 0.65;
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}
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}
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//overheat_enable()
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//{
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// //Draw the temperature gauge
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//
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// //level.turretOverheat = true;
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// level thread overheat_hud();
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// flag_clear( "disable_overheat" );
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//}
|
|
|
|
//overheat_disable()
|
|
//{
|
|
// //Erase the temperature gauge
|
|
//
|
|
// //level.turretOverheat = false;
|
|
// //level notify ( "disable_overheat" );
|
|
// flag_set( "disable_overheat" );
|
|
// level.savehere = undefined;
|
|
//
|
|
// waittillframeend;
|
|
//
|
|
// if ( isdefined( level.overheat_bg ) )
|
|
// level.overheat_bg destroy();
|
|
// if ( isdefined( level.overheat_status ) )
|
|
// level.overheat_status destroy();
|
|
// if ( isdefined( level.overheat_status2 ) )
|
|
// level.overheat_status2 destroy();
|
|
// if ( isdefined( level.overheat_flashing ) )
|
|
// level.overheat_flashing destroy();
|
|
//}
|
|
//
|
|
//overheat_hud()
|
|
//{
|
|
// //Draw the temperature gauge and filler bar components
|
|
//
|
|
// level endon( "disable_overheat" );
|
|
// if ( !isdefined( level.overheat_bg ) )
|
|
// {
|
|
// level.overheat_bg = newhudelem();
|
|
// level.overheat_bg.alignX = "right";
|
|
// level.overheat_bg.alignY = "bottom";
|
|
// level.overheat_bg.horzAlign = "right";
|
|
// level.overheat_bg.vertAlign = "bottom";
|
|
// level.overheat_bg.x = 2;
|
|
// level.overheat_bg.y = -120;
|
|
// level.overheat_bg setShader( "hud_temperature_gauge", 35, 150 );
|
|
// level.overheat_bg.sort = 4;
|
|
// }
|
|
//
|
|
// barX = -10;
|
|
// barY = -152;
|
|
//
|
|
// //status bar
|
|
// if ( !isdefined( level.overheat_status ) )
|
|
// {
|
|
// level.overheat_status = newhudelem();
|
|
// level.overheat_status.alignX = "right";
|
|
// level.overheat_status.alignY = "bottom";
|
|
// level.overheat_status.horzAlign = "right";
|
|
// level.overheat_status.vertAlign = "bottom";
|
|
// level.overheat_status.x = barX;
|
|
// level.overheat_status.y = barY;
|
|
// level.overheat_status setShader( "white", 10, 0 );
|
|
// level.overheat_status.color = ( 1, .9, 0 );
|
|
// level.overheat_status.alpha = 0;
|
|
// level.overheat_status.sort = 1;
|
|
// }
|
|
//
|
|
// //draw fake bar to cover up a hitch
|
|
//
|
|
// if ( !isdefined( level.overheat_status2 ) )
|
|
// {
|
|
// level.overheat_status2 = newhudelem();
|
|
// level.overheat_status2.alignX = "right";
|
|
// level.overheat_status2.alignY = "bottom";
|
|
// level.overheat_status2.horzAlign = "right";
|
|
// level.overheat_status2.vertAlign = "bottom";
|
|
// level.overheat_status2.x = barX;
|
|
// level.overheat_status2.y = barY;
|
|
// level.overheat_status2 setShader( "white", 10, 0 );
|
|
// level.overheat_status2.color = ( 1, .9, 0 );
|
|
// level.overheat_status2.alpha = 0;
|
|
// level.overheat_status.sort = 2;
|
|
// }
|
|
//
|
|
// if ( !isdefined( level.overheat_flashing ) )
|
|
// {
|
|
// level.overheat_flashing = newhudelem();
|
|
// level.overheat_flashing.alignX = "right";
|
|
// level.overheat_flashing.alignY = "bottom";
|
|
// level.overheat_flashing.horzAlign = "right";
|
|
// level.overheat_flashing.vertAlign = "bottom";
|
|
// level.overheat_flashing.x = barX;
|
|
// level.overheat_flashing.y = barY;
|
|
// level.overheat_flashing setShader( "white", 10, level.turret_heat_max );
|
|
// level.overheat_flashing.color = ( .8, .16, 0 );
|
|
// level.overheat_flashing.alpha = 0;
|
|
// level.overheat_status.sort = 3;
|
|
// }
|
|
//}
|
|
//
|
|
//overheat_overheated()
|
|
//{
|
|
// //Gun has overheated - flash full temp bar, do not drain
|
|
//
|
|
// level endon( "disable_overheat" );
|
|
// if ( !flag( "disable_overheat" ) )
|
|
// {
|
|
// level.savehere = false;
|
|
// level.player thread play_sound_on_entity( "smokegrenade_explode_default" );
|
|
//
|
|
// level.overheat_flashing.alpha = 1;
|
|
// level.overheat_status.alpha = 0;
|
|
// level.overheat_status2.alpha = 0;
|
|
//
|
|
// level notify( "stop_overheat_drain" );
|
|
// level.turret_heat_status = level.turret_heat_max;
|
|
// thread overheat_hud_update();
|
|
//
|
|
// for ( i = 0;i < 4;i++ )
|
|
// {
|
|
// level.overheat_flashing fadeovertime( 0.5 );
|
|
// level.overheat_flashing.alpha = 0.5;
|
|
// wait 0.5;
|
|
// level.overheat_flashing fadeovertime( 0.5 );
|
|
// level.overheat_flashing.alpha = 1.0;
|
|
// }
|
|
// level.overheat_flashing fadeovertime( 0.5 );
|
|
// level.overheat_flashing.alpha = 0.0;
|
|
// level.overheat_status.alpha = 1;
|
|
// wait 0.5;
|
|
//
|
|
// thread overheat_hud_drain();
|
|
//
|
|
// wait 2;
|
|
// level.savehere = undefined;
|
|
// }
|
|
//}
|
|
//
|
|
//overheat_hud_update()
|
|
//{
|
|
// level endon( "disable_overheat" );
|
|
// level notify( "stop_overheat_drain" );
|
|
//
|
|
// if ( level.turret_heat_status > 1 )
|
|
// level.overheat_status.alpha = 1;
|
|
// else
|
|
// {
|
|
// level.overheat_status.alpha = 0;
|
|
// level.overheat_status fadeovertime( 0.25 );
|
|
// }
|
|
//
|
|
// if ( isdefined( level.overheat_status2 ) && level.turret_heat_status > 1 )
|
|
// {
|
|
// level.overheat_status2.alpha = 1;
|
|
// level.overheat_status2 setShader( "white", 10, int( level.turret_heat_status ) );
|
|
// level.overheat_status scaleovertime( 0.05, 10, int( level.turret_heat_status ) );
|
|
// }
|
|
// else
|
|
// {
|
|
// level.overheat_status2.alpha = 0;
|
|
// level.overheat_status2 fadeovertime( 0.25 );
|
|
// }
|
|
//
|
|
// //set color of bar
|
|
// overheat_setColor( level.turret_heat_status );
|
|
//
|
|
// wait 0.05;
|
|
// if ( isdefined( level.overheat_status2 ) )
|
|
// level.overheat_status2.alpha = 0;
|
|
// if ( isdefined( level.overheat_status ) && level.turret_heat_status < level.turret_heat_max )
|
|
// thread overheat_hud_drain();
|
|
//}
|
|
//
|
|
//overheat_setColor( value, fadeTime )
|
|
//{
|
|
// level endon( "disable_overheat" );
|
|
//
|
|
// //define what colors to use
|
|
// color_cold = [];
|
|
// color_cold[ 0 ] = 1.0;
|
|
// color_cold[ 1 ] = 0.9;
|
|
// color_cold[ 2 ] = 0.0;
|
|
// color_warm = [];
|
|
// color_warm[ 0 ] = 1.0;
|
|
// color_warm[ 1 ] = 0.5;
|
|
// color_warm[ 2 ] = 0.0;
|
|
// color_hot = [];
|
|
// color_hot[ 0 ] = 0.9;
|
|
// color_hot[ 1 ] = 0.16;
|
|
// color_hot[ 2 ] = 0.0;
|
|
//
|
|
// //default color
|
|
// SetValue = [];
|
|
// SetValue[ 0 ] = color_cold[ 0 ];
|
|
// SetValue[ 1 ] = color_cold[ 1 ];
|
|
// SetValue[ 2 ] = color_cold[ 2 ];
|
|
//
|
|
// //define where the non blend points are
|
|
// cold = 0;
|
|
// warm = ( level.turret_heat_max / 2 );
|
|
// hot = level.turret_heat_max;
|
|
//
|
|
// iPercentage = undefined;
|
|
// difference = undefined;
|
|
// increment = undefined;
|
|
//
|
|
// if ( ( value > cold ) && ( value <= warm ) )
|
|
// {
|
|
// iPercentage = int( value * ( 100 / warm ) );
|
|
// for ( colorIndex = 0 ; colorIndex < SetValue.size ; colorIndex++ )
|
|
// {
|
|
// difference = ( color_warm[ colorIndex ] - color_cold[ colorIndex ] );
|
|
// increment = ( difference / 100 );
|
|
// SetValue[ colorIndex ] = color_cold[ colorIndex ] + ( increment * iPercentage );
|
|
// }
|
|
// }
|
|
// else if ( ( value > warm ) && ( value <= hot ) )
|
|
// {
|
|
// iPercentage = int( ( value - warm ) * ( 100 / ( hot - warm ) ) );
|
|
// for ( colorIndex = 0 ; colorIndex < SetValue.size ; colorIndex++ )
|
|
// {
|
|
// difference = ( color_hot[ colorIndex ] - color_warm[ colorIndex ] );
|
|
// increment = ( difference / 100 );
|
|
// SetValue[ colorIndex ] = color_warm[ colorIndex ] + ( increment * iPercentage );
|
|
// }
|
|
// }
|
|
//
|
|
// if ( isdefined( fadeTime ) )
|
|
// level.overheat_status fadeOverTime( fadeTime );
|
|
//
|
|
// if ( isdefined( level.overheat_status.color ) )
|
|
// level.overheat_status.color = ( SetValue[ 0 ], SetValue[ 1 ], SetValue[ 2 ] );
|
|
//
|
|
// if ( isdefined( level.overheat_status2.color ) )
|
|
// level.overheat_status2.color = ( SetValue[ 0 ], SetValue[ 1 ], SetValue[ 2 ] );
|
|
//}
|
|
//
|
|
//overheat_hud_drain()
|
|
//{
|
|
// level endon( "disable_overheat" );
|
|
// level endon( "stop_overheat_drain" );
|
|
//
|
|
// waitTime = 1.0;
|
|
// for ( ;; )
|
|
// {
|
|
// if ( level.turret_heat_status > 1 )
|
|
// level.overheat_status.alpha = 1;
|
|
//
|
|
// value = level.turret_heat_status - level.turret_cooldownrate;
|
|
// thread overheat_status_rampdown( value, waitTime );
|
|
// if ( value < 1 )
|
|
// value = 1;
|
|
// level.overheat_status scaleovertime( waitTime, 10, int( value ) );
|
|
// overheat_setColor( level.turret_heat_status, waitTime );
|
|
// wait waitTime;
|
|
//
|
|
// if ( isdefined( level.overheat_status ) && level.turret_heat_status <= 1 )
|
|
// level.overheat_status.alpha = 0;
|
|
//
|
|
// if ( isdefined( level.overheat_status2 ) && level.turret_heat_status <= 1 )
|
|
// level.overheat_status2.alpha = 0;
|
|
// }
|
|
//}
|
|
//
|
|
//overheat_status_rampdown( targetvalue, time )
|
|
//{
|
|
// level endon( "disable_overheat" );
|
|
// level endon( "stop_overheat_drain" );
|
|
//
|
|
// frames = ( 20 * time );
|
|
// difference = ( level.turret_heat_status - targetvalue );
|
|
// frame_difference = ( difference / frames );
|
|
//
|
|
// for ( i = 0; i < frames; i++ )
|
|
// {
|
|
// level.turret_heat_status -= frame_difference;
|
|
// if ( level.turret_heat_status < 1 )
|
|
// {
|
|
// level.turret_heat_status = 1;
|
|
// return;
|
|
// }
|
|
// wait 0.05;
|
|
// }
|
|
//}
|
|
|
|
minigun_hints_on()
|
|
{
|
|
level.minigunHintSpin = createFontString( "default", 1.5 );
|
|
level.minigunHintSpin setPoint( "TOPLEFT", undefined, 0, 50 );
|
|
level.minigunHintSpin setText( &"SCRIPT_PLATFORM_MINIGUN_SPIN_HINT" );
|
|
level.minigunHintSpin.sort = 1;
|
|
level.minigunHintSpin.alpha = 0;
|
|
|
|
level.minigunHintFire = createFontString( "default", 1.5 );
|
|
level.minigunHintFire setPoint( "TOPRIGHT", undefined, 0, 50 );
|
|
level.minigunHintFire setText( &"SCRIPT_PLATFORM_MINIGUN_FIRE_HINT" );
|
|
level.minigunHintFire.sort = 1;
|
|
level.minigunHintFire.alpha = 0;
|
|
|
|
|
|
level.hintbackground1 = createIcon( "popmenu_bg", 200, 23 );
|
|
level.hintbackground1.hidewheninmenu = true;
|
|
level.hintbackground1 setPoint( "TOPLEFT", undefined, -80, 47 );
|
|
level.hintbackground1.alpha = 0;
|
|
|
|
level.hintbackground2 = createIcon( "popmenu_bg", 150, 23 );
|
|
level.hintbackground2.hidewheninmenu = true;
|
|
level.hintbackground2 setPoint( "TOPRIGHT", undefined, 60, 47 );
|
|
level.hintbackground2.alpha = 0;
|
|
|
|
level.minigunHintFire fadeovertime( .5 );
|
|
level.minigunHintFire.alpha = .8;
|
|
level.minigunHintSpin fadeovertime( .5 );
|
|
level.minigunHintSpin.alpha = .8;
|
|
level.hintbackground1 fadeovertime( .5 );
|
|
level.hintbackground1.alpha = .8;
|
|
level.hintbackground2 fadeovertime( .5 );
|
|
level.hintbackground2.alpha = .8;
|
|
}
|
|
|
|
minigun_hints_off()
|
|
{
|
|
|
|
level.minigunHintFire fadeovertime( .5 );
|
|
level.minigunHintFire.alpha = 0;
|
|
level.minigunHintSpin fadeovertime( .5 );
|
|
level.minigunHintSpin.alpha = 0;
|
|
level.hintbackground1 fadeovertime( .5 );
|
|
level.hintbackground1.alpha = 0;
|
|
level.hintbackground2 fadeovertime( .5 );
|
|
level.hintbackground2.alpha = 0;
|
|
|
|
level.minigunHintFire destroyElem();
|
|
level.minigunHintSpin destroyElem();
|
|
level.hintbackground1 destroyElem();
|
|
level.hintbackground2 destroyElem();
|
|
} |