101 lines
3.3 KiB
Plaintext
101 lines
3.3 KiB
Plaintext
#include animscripts\utility;
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#include animscripts\Combat_utility;
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#using_animtree( "generic_human" );
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main()
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{
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if ( isDefined( anim.ramboAnims ) )
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return;
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if ( !isdefined( level.subclass_spawn_functions ) )
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level.subclass_spawn_functions = [];
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level.subclass_spawn_functions[ "militia" ] = ::enable_militia_behavior;
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anim.ramboAnims = spawnstruct();
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anim.ramboAnims.coverleft90 = array( %favela_chaotic_cornerL_hop90, %favela_chaotic_cornerL_high90, %favela_chaotic_cornerL_mid90 );
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anim.ramboAnims.coverleft45 = array( %favela_chaotic_cornerL_high45, %favela_chaotic_cornerL_mid45 );
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anim.ramboAnims.coverleftgrenade = %favela_chaotic_cornerL_grenade;
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anim.ramboAnims.coverright90 = array( %favela_chaotic_cornerR_med90, %favela_chaotic_cornerR_low90, %favela_chaotic_cornerR_high90 );
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anim.ramboAnims.coverright45 = array( %favela_chaotic_cornerR_med45, %favela_chaotic_cornerR_low45, %favela_chaotic_cornerR_high45 );
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anim.ramboAnims.coverrightgrenade = %favela_chaotic_cornerR_grenade;
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anim.ramboAnims.coverstand = array( %favela_chaotic_standcover_fireA, %favela_chaotic_standcover_fireB, %favela_chaotic_standcover_fireC );
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anim.ramboAnims.coverstandfail = array( %favela_chaotic_standcover_gunjamA, %favela_chaotic_standcover_gunjamB );
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anim.ramboAnims.coverstandgrenade = array( %favela_chaotic_standcover_grenadefireA );
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anim.ramboAnims.covercrouch = array( %favela_chaotic_crouchcover_fireA, %favela_chaotic_crouchcover_fireB, %favela_chaotic_crouchcover_fireC );
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anim.ramboAnims.covercrouchfail = array( %favela_chaotic_crouchcover_gunjamA, %favela_chaotic_crouchcover_gunjamB );
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anim.ramboAnims.covercrouchgrenade = array( %favela_chaotic_crouchcover_grenadefireA );
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SetRamboGrenadeOffsets();
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}
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SetRamboGrenadeOffsets()
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{
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addGrenadeThrowAnimOffset( %favela_chaotic_cornerr_grenade, (52.4535, 10.107, 64.2898) );
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addGrenadeThrowAnimOffset( %favela_chaotic_cornerl_grenade, (19.1753, -18.9954, 49.3355) );
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addGrenadeThrowAnimOffset( %favela_chaotic_standcover_grenadefirea, (6.66898, -0.135193, 72.117) );
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addGrenadeThrowAnimOffset( %favela_chaotic_crouchcover_grenadefirea, (4.53614, -10.4574, 59.7186) );
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}
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/*
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=============
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///ScriptDocBegin
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"Name: enable_militia_behavior()"
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"Summary: Enables militia behavior"
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"Module: AI"
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"CallOn: An AI"
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"Example: guy enable_militia_behavior();"
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"SPMP: singleplayer"
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///ScriptDocEnd
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=============
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*/
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enable_militia_behavior()
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{
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if ( self.type == "dog" )
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return;
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self.neverEnableCQB = true;
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self.maxfaceenemydist = 256; //default 512
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// don't enable rambo type behaviour on long range, rpg, or shotgun types
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if ( animscripts\combat_utility::isLongRangeAI() )
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return;
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if ( isShotgun( self.weapon ) )
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return;
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self.disable_blindfire = undefined;
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self.favor_blindfire = true;
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self.ramboChance = .9;
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self.ramboAccuracyMult = 1.0;
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self.baseAccuracy = 0.75;
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self.neverSprintForVariation = undefined;
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}
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/*
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=============
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///ScriptDocBegin
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"Name: disable_militia_behavior()"
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"Summary: Disables militia behavior"
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"Module: AI"
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"CallOn: An AI"
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"Example: guy disable_militia_behavior();"
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"SPMP: singleplayer"
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///ScriptDocEnd
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=============
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*/
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disable_militia_behavior()
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{
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self.favor_blindfire = undefined;
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self.ramboChance = undefined;
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self.neverEnableCQB = false;
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self.maxfaceenemydist = 512; //default 512
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self.ramboAccuracyMult = undefined;
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}
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