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@ -1,12 +1,30 @@
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/*
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_ac130 modded
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Author: INeedGames
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Date: 09/22/2020
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DVARS:
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- scr_ac130_duration <int>
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40 - (default) how long the ac130 last for
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- scr_ac130_flares <int>
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2 - (default) how many flares a ac130 has
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Thanks: H3X1C, Emosewaj
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*/
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#include maps\mp\_utility;
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#include common_scripts\utility;
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init()
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{
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level.ac130_use_duration = 40;
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level.ac130_num_flares = 2;
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setDvarIfUninitialized( "scr_ac130_duration", 40 );
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setDvarIfUninitialized( "scr_ac130_flares", 2 );
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level.ac130_use_duration = getDvarInt( "scr_ac130_duration" );
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level.ac130_num_flares= getDvarInt( "scr_ac130_flares" );
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makeDvarServerInfo( "ui_ac130usetime", level.ac130_use_duration );
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precacheShader( "black" );
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@ -185,21 +203,21 @@ init_sounds()
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add_context_sensative_dialog( "ai", "in_sight", 7, "ac130_fco_gonnagethim" ); // You gonna get him?
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add_context_sensative_dialog( "ai", "in_sight", 8, "ac130_fco_personnelthere" ); // Personnel right there.
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add_context_sensative_dialog( "ai", "in_sight", 9, "ac130_fco_nailthoseguys" ); // Nail those guys.
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add_context_sensative_dialog( "ai", "in_sight", 11, "ac130_fco_lightemup" ); // Light <20>em up.
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add_context_sensative_dialog( "ai", "in_sight", 11, "ac130_fco_lightemup" ); // Light <20>em up.
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add_context_sensative_dialog( "ai", "in_sight", 12, "ac130_fco_takehimout" ); // Yeah take him out.
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add_context_sensative_dialog( "ai", "in_sight", 14, "ac130_plt_yeahcleared" ); // Yeah, cleared to engage.
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add_context_sensative_dialog( "ai", "in_sight", 15, "ac130_plt_copysmoke" ); // Copy, smoke <20>em.
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add_context_sensative_dialog( "ai", "in_sight", 15, "ac130_plt_copysmoke" ); // Copy, smoke <20>em.
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add_context_sensative_dialog( "ai", "in_sight", 16, "ac130_fco_rightthere" ); // Right there...tracking.
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add_context_sensative_dialog( "ai", "in_sight", 17, "ac130_fco_tracking" ); // Tracking.
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add_context_sensative_dialog( "ai", "wounded_crawl", 0, "ac130_fco_movingagain" ); // Ok he<68>s moving again.
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add_context_sensative_dialog( "ai", "wounded_crawl", 0, "ac130_fco_movingagain" ); // Ok he<68>s moving again.
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add_context_sensative_timeout( "ai", "wounded_crawl", undefined, 6 );
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add_context_sensative_dialog( "ai", "wounded_pain", 0, "ac130_fco_doveonground" ); // Yeah, he just dove on the ground.
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add_context_sensative_dialog( "ai", "wounded_pain", 1, "ac130_fco_knockedwind" ); // Probably just knocked the wind out of him.
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add_context_sensative_dialog( "ai", "wounded_pain", 2, "ac130_fco_downstillmoving" ); // That guy's down but still moving.
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add_context_sensative_dialog( "ai", "wounded_pain", 3, "ac130_fco_gettinbackup" ); // He's gettin' back up.
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add_context_sensative_dialog( "ai", "wounded_pain", 4, "ac130_fco_yepstillmoving" ); // Yep, that guy<75>s still moving.
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add_context_sensative_dialog( "ai", "wounded_pain", 4, "ac130_fco_yepstillmoving" ); // Yep, that guy<75>s still moving.
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add_context_sensative_dialog( "ai", "wounded_pain", 5, "ac130_fco_stillmoving" ); // He's still moving.
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add_context_sensative_timeout( "ai", "wounded_pain", undefined, 12 );
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@ -470,7 +488,7 @@ setAC130Player( player )
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player thread shotFired();
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player thread clouds();
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//thread maps\_ac130_amb::main();
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player thread removeAC130PlayerAfterTime( level.ac130_use_duration * player.killStreakScaler);
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player thread removeAC130PlayerOnDisconnect();
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player thread removeAC130PlayerOnChangeTeams();
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@ -1166,7 +1184,7 @@ context_Sensative_Dialog_Guy_Crawling()
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for (;;)
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{
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level waittill ( "ai_crawling", guy );
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/#
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if ( ( isdefined( guy ) ) && ( isdefined( guy.origin ) ) )
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{
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