This commit is contained in:
INeedBots
2020-09-28 22:33:32 -06:00
parent c2d88e9f17
commit 43edbaa930
3 changed files with 153 additions and 61 deletions

View File

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