nx1-gsc-dump/maps/_nx_blackhawk_minigun.gsc

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/*QUAKED script_vehicle_nx_blackhawk_minigun_hero (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
maps\_nx_blackhawk_minigun::main( "nx_vehicle_blackhawk_minigun_hero" );
include,nx_vehicle_blackhawk
sound,vehicle_blackhawk,vehicle_standard,all_sp
defaultmdl="nx_vehicle_blackhawk_minigun_hero"
default:"vehicletype" "nx_blackhawk_minigun"
default:"script_team" "allies"
*/
/*QUAKED script_vehicle_nx_blackhawk_minigun_ai_turret (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
maps\_nx_blackhawk_minigun::main( "nx_vehicle_blackhawk_minigun_hero","nx_blackhawk_minigun_ai_turret" );
include,nx_vehicle_blackhawk_turret
sound,vehicle_blackhawk,vehicle_standard,all_sp
defaultmdl="nx_vehicle_blackhawk_minigun_hero"
default:"vehicletype" "nx_blackhawk_minigun_ai_turret"
default:"script_team" "allies"
*/
/*QUAKED script_vehicle_nx_blackhawk_player (1 0 0) (-16 -16 -24) (16 16 32) USABLE SPAWNER
maps\_nx_blackhawk_minigun::main( "nx_vehicle_blackhawk_minigun_hero", "nx_blackhawk_player" );
include,nx_vehicle_blackhawk_turret
sound,vehicle_blackhawk,vehicle_standard,all_sp
defaultmdl="nx_vehicle_blackhawk_minigun_hero"
default:"vehicletype" "nx_blackhawk_player"
default:"script_team" "allies"
*/
//*******************************************************************
// *
// *
//*******************************************************************
#include common_scripts\utility;
#include maps\_utility;
#include maps\_vehicle;
#include maps\_vehicle_aianim;
#include maps\_anim;
//*******************************************************************
// *
// *
//*******************************************************************
#using_animtree( "vehicles" );
main( model, type, no_death )
{
build_template( "nx_blackhawk_minigun", model, type );
build_localinit( ::init_local );
build_drive( %nx_vh_blackhawk_us_movement, undefined, 0 );
if ( !isdefined( no_death ) )
{
blackhawk_death_fx = [];
blackhawk_death_fx[ "nx_vehicle_blackhawk_minigun_hero" ] = "explosions/helicopter_explosion";
build_deathfx( "explosions/helicopter_explosion_secondary_small", "tag_engine_left", "blackhawk_helicopter_hit", undefined, undefined, undefined, 0.2, true );
build_deathfx( "explosions/helicopter_explosion_secondary_small", "elevator_jnt", "blackhawk_helicopter_secondary_exp", undefined, undefined, undefined, 0.5, true );
build_deathfx( "fire/fire_smoke_trail_L", "elevator_jnt", "blackhawk_helicopter_dying_loop", true, 0.05, true, 0.5, true );
build_deathfx( "explosions/helicopter_explosion_secondary_small", "tag_engine_right", "blackhawk_helicopter_secondary_exp", undefined, undefined, undefined, 2.5, true );
build_deathfx( "explosions/helicopter_explosion_secondary_small", "tag_deathfx", "blackhawk_helicopter_secondary_exp", undefined, undefined, undefined, 4.0 );
build_deathfx( blackhawk_death_fx[ model ], undefined, "blackhawk_helicopter_crash", undefined, undefined, undefined, - 1, undefined, "stop_crash_loop_sound" );
build_rocket_deathfx( "explosions/aerial_explosion_heli_large", "tag_deathfx", "blackhawk_helicopter_crash",undefined, undefined, undefined, undefined, true, undefined, 0 );
}
build_treadfx();
build_wash();
build_spawn_callback( ::setup_vehicle );
build_life( 999, 500, 1500 );
build_team( "allies" );
build_aianims( ::setanims, ::set_vehicle_anims );
build_attach_models( ::set_attached_models );
build_unload_groups( ::Unload_Groups );
build_compassicon( "helicopter", false );
if ( IsDefined( type ) && type == "nx_blackhawk_player" )
{
build_turret( "nx_turret_blackhawk", "tag_ai_turret_mount_r", "weapon_blackhawk_minigun_turret", undefined, undefined, 0.2, 20, -14 );
build_turret_fx();
}
if ( IsDefined( type ) && type == "nx_blackhawk_minigun_ai_turret" )
{
build_turret( "nx_turret_blackhawk_ai", "tag_ai_turret_mount_r", "weapon_blackhawk_minigun_turret", undefined, "auto_ai", 10, 20, -14 );
build_turret( "nx_turret_blackhawk_ai", "tag_ai_turret_mount_l", "weapon_blackhawk_minigun_turret", undefined, "auto_ai", 10, 20, -14 );
build_turret_fx();
}
randomStartDelay = randomfloatrange( 0, 1 );
build_light( model, "cockpit_blue_cargo01", "tag_light_cargo01", "misc/aircraft_light_cockpit_red", "interior", 0.0 );
build_light( model, "cockpit_blue_cockpit01", "tag_light_cockpit01", "misc/aircraft_light_cockpit_blue", "interior", 0.0 );
build_light( model, "white_blink", "tag_light_belly", "misc/aircraft_light_white_blink", "running", randomStartDelay );
build_light( model, "white_blink_tail", "tag_light_tail", "misc/aircraft_light_white_blink", "running", randomStartDelay );
build_light( model, "wingtip_green", "tag_light_L_wing", "misc/aircraft_light_wingtip_green", "running", randomStartDelay );
build_light( model, "wingtip_red", "tag_light_R_wing", "misc/aircraft_light_wingtip_red", "running", randomStartDelay );
SetDvar( "bh_numbulletsbetweentracers", 0 );
SetDvar( "bh_numtracersinburst", 1 );
}
init_local()
{
self.originheightoffset = distance( self gettagorigin( "tag_origin" ), self gettagorigin( "tag_ground" ) );// TODO - FIXME: this is ugly. Derive from distance between tag_origin and tag_base or whatever that tag was.
//self.originheightoffset = 256;
self.fastropeoffset = 762;// TODO - FIXME: this is ugly. If only there were a getanimendorigin() command
self.script_badplace = false;// All helicopters dont need to create bad places
maps\_vehicle::lights_on( "running" );
maps\_vehicle::lights_on( "interior" );
self.troops_go_down_with_vehicle = true;
}
#using_animtree( "vehicles" );
set_vehicle_anims( positions )
{
for ( i = 0; i < positions.size; i++ )
positions[ i ].vehicle_getoutanim = %nx_vh_blackhawk_us_movement;
return positions;
}
#using_animtree( "generic_human" );
setanims()
{
positions = [];
for ( i = 0;i < 10;i++ )
positions[ i ] = spawnstruct();
positions[ 0 ].idle = %nx_tp_blackhawk_us_pilot_idle;
positions[ 1 ].idle = %nx_tp_blackhawk_us_copilot_idle;
positions[ 2 ].idle = %nx_tp_blackhawk_us_guy0_idle;
positions[ 3 ].idle = %nx_tp_blackhawk_us_guy1_idle;
positions[ 4 ].idle = %nx_tp_blackhawk_us_guy2_idle;
positions[ 5 ].idle = %nx_tp_blackhawk_us_guy3_idle;
positions[ 6 ].idle = %nx_tp_blackhawk_us_guy4_idle;
positions[ 7 ].idle = %nx_tp_blackhawk_us_guy5_idle;
positions[ 0 ].sittag = "TAG_driver";
positions[ 1 ].sittag = "TAG_passenger";
positions[ 2 ].sittag = "TAG_GUY0";
positions[ 3 ].sittag = "TAG_GUY1";
positions[ 4 ].sittag = "TAG_GUY2";
positions[ 5 ].sittag = "TAG_GUY3";
positions[ 6 ].sittag = "TAG_GUY4";
positions[ 7 ].sittag = "TAG_GUY5";
positions[ 8 ].sittag = "TAG_GUY6";
positions[ 9 ].sittag = "TAG_GUY7";
// 1, 2, 4, 5, 8, 6
positions[ 2 ].getout = %bh_1_drop;
positions[ 3 ].getout = %bh_2_drop;
positions[ 4 ].getout = %bh_4_drop;
positions[ 5 ].getout = %bh_5_drop;
positions[ 6 ].getout = %bh_8_drop;
positions[ 7 ].getout = %bh_6_drop;
positions[ 2 ].getoutstance = "crouch";
positions[ 3 ].getoutstance = "crouch";
positions[ 4 ].getoutstance = "crouch";
positions[ 5 ].getoutstance = "crouch";
positions[ 6 ].getoutstance = "crouch";
positions[ 7 ].getoutstance = "crouch";
positions[ 2 ].ragdoll_getout_death = true;
positions[ 3 ].ragdoll_getout_death = true;
positions[ 4 ].ragdoll_getout_death = true;
positions[ 5 ].ragdoll_getout_death = true;
positions[ 6 ].ragdoll_getout_death = true;
positions[ 7 ].ragdoll_getout_death = true;
positions[ 2 ].ragdoll_fall_anim = %fastrope_fall;
positions[ 3 ].ragdoll_fall_anim = %fastrope_fall;
positions[ 4 ].ragdoll_fall_anim = %fastrope_fall;
positions[ 5 ].ragdoll_fall_anim = %fastrope_fall;
positions[ 6 ].ragdoll_fall_anim = %fastrope_fall;
positions[ 7 ].ragdoll_fall_anim = %fastrope_fall;
positions[ 1 ].rappel_kill_achievement = 1;
positions[ 2 ].rappel_kill_achievement = 1;
positions[ 3 ].rappel_kill_achievement = 1;
positions[ 4 ].rappel_kill_achievement = 1;
positions[ 5 ].rappel_kill_achievement = 1;
positions[ 6 ].rappel_kill_achievement = 1;
positions[ 7 ].rappel_kill_achievement = 1;
positions[ 2 ].getoutloopsnd = "fastrope_loop_npc";
positions[ 3 ].getoutloopsnd = "fastrope_loop_npc";
positions[ 4 ].getoutloopsnd = "fastrope_loop_npc";
positions[ 5 ].getoutloopsnd = "fastrope_loop_npc";
positions[ 6 ].getoutloopsnd = "fastrope_loop_npc";
positions[ 7 ].getoutloopsnd = "fastrope_loop_npc";
// 1, 2, 4, 5, 6, & 8
positions[ 2 ].fastroperig = "TAG_FastRope_RI";// 1 %bh_1_drop
positions[ 3 ].fastroperig = "TAG_FastRope_RI"; // 2 %bh_2_drop
positions[ 4 ].fastroperig = "TAG_FastRope_LE"; // 4 %bh_4_drop
positions[ 5 ].fastroperig = "TAG_FastRope_LE"; // 5 %bh_5_drop
positions[ 6 ].fastroperig = "TAG_FastRope_RI";// 8 %bh_8_drop
positions[ 7 ].fastroperig = "TAG_FastRope_LE";// 6 %bh_6_drop
positions[ 8 ].mgturret = 0;// which of the turrets is this guy going to use
positions[ 9 ].mgturret = 1;// which of the turrets is this guy going to use
return positions;
//return setplayer_anims( positions );
//return set_coop_player_anims( positions );
}
//WIP.. posible to unload different sets of people wirh vehicle notify( "unload", set ); sets defined here.
unload_groups()
{
unload_groups = [];
unload_groups[ "left" ] = [];
unload_groups[ "right" ] = [];
unload_groups[ "both" ] = [];
unload_groups[ "left" ][ unload_groups[ "left" ].size ] = 4;
unload_groups[ "left" ][ unload_groups[ "left" ].size ] = 5;
unload_groups[ "left" ][ unload_groups[ "left" ].size ] = 7;
unload_groups[ "right" ][ unload_groups[ "right" ].size ] = 2;
unload_groups[ "right" ][ unload_groups[ "right" ].size ] = 3;
unload_groups[ "right" ][ unload_groups[ "right" ].size ] = 6;
unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 2;
unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 3;
unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 4;
unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 5;
unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 6;
unload_groups[ "both" ][ unload_groups[ "both" ].size ] = 7;
unload_groups[ "default" ] = unload_groups[ "both" ];
return unload_groups;
}
set_attached_models()
{
array = [];
array[ "TAG_FastRope_LE" ] = spawnstruct();
array[ "TAG_FastRope_LE" ].model = "rope_test";
array[ "TAG_FastRope_LE" ].tag = "TAG_FastRope_LE";
array[ "TAG_FastRope_LE" ].idleanim = %bh_rope_idle_le;
array[ "TAG_FastRope_LE" ].dropanim = %bh_rope_drop_le;
array[ "TAG_FastRope_RI" ] = spawnstruct();
array[ "TAG_FastRope_RI" ].model = "rope_test_ri";
array[ "TAG_FastRope_RI" ].tag = "TAG_FastRope_RI";
array[ "TAG_FastRope_RI" ].idleanim = %bh_rope_idle_ri;
array[ "TAG_FastRope_RI" ].dropanim = %bh_rope_drop_ri;
strings = getarraykeys( array );
for ( i = 0;i < strings.size;i++ )
{
precachemodel( array[ strings[ i ] ].model );
}
return array;
}
//*******************************************************************
// *
// *
//*******************************************************************
build_turret_fx()
{
level._effect[ "nx_turret_projectile_trail" ] = LoadFX( "nx/misc/nx_turret_projectile_trail" );
}
//*******************************************************************
// *
// *
//*******************************************************************
player_mount_blackhawk_gun( nolerp, player, hide_hud )
{
if( !IsDefined( player ) )
{
player = level._player;
}
self.minigunUser = player;
//self ==> the vehicle being used by the player
if ( !isdefined( hide_hud ) )
hide_hud = true;
thread hud_hide( hide_hud );
player allowprone( false );
player allowcrouch( false );
if ( !isdefined( nolerp ) )
{
player disableWeapons();
//lerp_player_view_to_tag( player, tag, lerptime, fraction, right_arc, left_arc, top_arc, bottom_arc )
self lerp_player_view_to_tag( player, "tag_player", 1, 1, 30, 30, 30, 30 );
}
self useby( player );
tagAngles = self gettagangles( "tag_player" );
player setplayerangles( tagAngles + ( 0, 90, 0 ) );
flag_set( "player_on_minigun" );
self thread maps\_minigun::minigun_think();
//thread maps\_minigun::minigun_hints_on();
}
player_dismount_blackhawk_gun()
{
//self ==> the vehicle being used by the player
self useby( self.minigunUser );
self.minigunUser unlink();
level notify( "player_off_blackhawk_gun" );
//level.player playerlinktodelta( self, "tag_player", 1, 50, 50, 30, 45 );
//wait( .05 );
//self turret_reset();
//thread maps\_minigun::minigun_hints_off();
//self lerp_player_view_to_tag( "tag_turret_exit", 1, 0.9, 25, 25, 45, 0 );
// level.player unlink();
//level.player enableWeapons();
//level.player DisableInvulnerability();
//level.player allowprone( true );
//level.player allowcrouch( true );
//flag_set( "player_off_minigun" );
}
//*******************************************************************
// *
// *
//*******************************************************************
player_mount_blackhawk_turret( nolerp, player, hide_hud )
{
if( !IsDefined( player ) )
{
player = level._player;
}
self.minigunUser = player;
//self ==> the vehicle being used by the player
if ( !isdefined( hide_hud ) )
hide_hud = true;
thread hud_hide( hide_hud );
player allowprone( false );
player allowcrouch( false );
if ( !isdefined( nolerp ) )
{
player disableWeapons();
//lerp_player_view_to_tag( player, tag, lerptime, fraction, right_arc, left_arc, top_arc, bottom_arc )
//self lerp_player_view_to_tag( player, "tag_player", 1, 1, 30, 30, 30, 30 );
// tagMJS<TODO> there is an issue with linked players and a 180 degree range of motion along the yaw axis.
// tagMJS<TODO> need to check into the predicted player state code
player PlayerLinkTo( self, "tag_player", 0.25, 80, 85, 50, 55 );
}
// Give the player the turret.
turret = self.mgturret[ 0 ];
turret notify( "stop_burst_fire_unmanned" );
turret SetModel( "weapon_blackhawk_minigun_turret" );
turret MakeUsable();
turret SetMode( "manual" );
turret UseBy( level._player );
turret MakeUnusable();
level.player_turret = turret;
player setplayerangles( ( 0, 180, 0 ) );
player playerlinkedturretanglesenable();
// Keep the player locked to the turret.
level._player DisableTurretDismount();
// Show special hand model for this turret.
thread maps\_minigun_viewmodel::player_viewhands_minigun( turret );
level.prev_turret_adsFOV = GetDvarFloat( "turret_adsFov" );
setsaveddvar( "turret_adsFov", 25.0 );
self thread blackhawk_turret_handle_tracers();
}
//*******************************************************************
// *
// *
//*******************************************************************
player_dismount_blackhawk_turret()
{
level._player EnableWeapons();
level._player unlink();
level.player_turret Delete();
setsaveddvar( "turret_adsFov", level.prev_turret_adsFOV );
level notify( "player_off_blackhawk_gun" );
}
//*******************************************************************
// *
// *
//*******************************************************************
hud_hide( state )
{
wait 0.05;
if ( state )
{
setsaveddvar( "ui_hidemap", 1 );
SetSavedDvar( "hud_showStance", "0" );
SetSavedDvar( "compass", "0" );
SetDvar( "old_compass", "0" );
SetSavedDvar( "ammoCounterHide", "1" );
}
else
{
setsaveddvar( "ui_hidemap", 0 );
setSavedDvar( "hud_drawhud", "1" );
SetSavedDvar( "hud_showStance", "1" );
SetSavedDvar( "compass", "1" );
SetDvar( "old_compass", "1" );
SetSavedDvar( "ammoCounterHide", "0" );
}
}
//*******************************************************************
// *
// *
//*******************************************************************
blackhawk_turret_handle_tracers()
{
// tagMJS<GOTCHA> may need to check that we specifically are dealling with nx_turret_blackhawk
// there is extra logic here to add tracers to a projectile weapon
//Only need this logic for vehicle mounted miniguns
if ( !issubstr( self.classname, "script_vehicle" ) )
return;
self endon( "death" );
level endon( "player_off_blackhawk_gun" );
tracercount = 0;
while( 1 )
{
level.player_turret waittill( "turretshoot" );
// do tracer, since the weapon is a projectile
tracercount = tracercount - 1;
if ( tracercount <= 0 )
{
level.player_turret play_tracer_burst();
tracercount = GetDvarInt( "bh_numbulletsbetweentracers" );
}
wait( 0.05 );
}
}
//*******************************************************************
// *
// *
//*******************************************************************
play_tracer_burst()
{
self endon( "death" );
//fire_time = WeaponFireTime( "nx_turret_blackhawk" );
bust_size = GetDvarInt( "bh_numtracersinburst" );
for( i = 0; i < bust_size; i++ )
{
if( level._player attackbuttonpressed() )
{
forward = anglestoforward( level._player getplayerangles() );
org = self GetTagOrigin( "TAG_FLASH" ) + forward * 100;
playfx( level._effect[ "nx_turret_projectile_trail" ], org, forward, ( 0, 0, 1 ) );
}
//wait( fire_time );
wait( .05 );
}
}
setup_vehicle( vehicle )
{
vehicle._wash_fx = true;
vehicle play_stealth_heli_sfx( vehicle );
}
//*******************************************************************
// *
// *
//*******************************************************************
/*
// tagMJS<NOTE> apparently IW is not using this at the moment...
hindgun_shells( end_on )
{
self endon( "death" );
level endon( end_on );
level endon( "player_off_hindgun" );
fx = getfx( "minigun_shell_eject" );
tag = "tag_brass";
timebtnshots = 0.1;
while ( 1 )
{
while ( level.player AttackButtonPressed() )
{
PlayFXOnTag( fx, self, tag );
wait( timebtnshots ); // tune this to match the fire rate of the weapon
}
wait( 0.05 );
}
}
*/
//level.player PlayerLinkedTurretAnglesEnable();