nx1-gsc-dump/maps/mp/killstreaks/_lockseekdie.gsc
2024-09-04 23:46:54 +10:00

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//****************************************************************************
// **
// Confidential - (C) Activision Publishing, Inc. 2010 **
// **
//****************************************************************************
// **
// Module: The Lock-Seek-Die killstreak **
// (1) Activated by pressing right on D-Pad. **
// (2) In the air, player can use the reticle to target enemy **
// players. **
// (3) Once the enemy player is locked, there will be an **
// animated lock box around that player. **
// (4) Once the player pulls RT, two large groups of missiles **
// will be fired. **
// (5) From these two large groups, 32 smaller missiles will **
// be released. **
// (6) Some of those missiles will be guided toward the locked **
// enemy while other will shoot straight to the ground. **
// **
// This script is organized into six major components: **
// **
// Components **
// ------------------------------------------------------------------- **
// Main logic for the killstreak **
// FX functions for LSD missiles **
// LSD specific HUD element functions **
// Pathing logic **
// House-keeping and miscelaneous functions **
// Debug functions **
// **
// Created: June 9th, 2011 - James Chen **
// **
//***************************************************************************/
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include common_scripts\utility;
LSD_ANIM_LENGTH = 4.0; //The length for the LSD missile animation
BEGINNING_TAG_NUMBER_MISSILE_FIRING = 33; //Beginning tag index for the LSD missile firing
ENDING_TAG_NUMBER_MISSILE_FIRING = 45; //Ending tag index for the LSD missile firing
RADIUS_FOR_LSD_TARGETING = 500; //Distance from player's eye trace within which the enemy should be locked
BEGINNING_TAG_NUMBER_LOCK_BOX = 0; //Beginning tag index for the LSD lock box headicon
ENDING_TAG_NUMBER_LOCK_BOX = 21; //Ending tag index for the LSD lock box headicon
init()
{
path_start = getentarray( "LSD_start", "targetname" ); // start pointers, point to the actual start node on path
loop_start = getentarray( "LSD_Loop_start", "targetname" );
level._killstreakFuncs["lockseekdie"] = ::noLockSeekDieAvailable;
if ( !path_start.size && !loop_start.size)
return;
level._LSD_types = [];
PrecacheShader("mp_lsd_target_anim_000");
PrecacheShader("mp_lsd_target_anim_001");
PrecacheShader("mp_lsd_target_anim_002");
PrecacheShader("mp_lsd_target_anim_003");
PrecacheShader("mp_lsd_target_anim_004");
PrecacheShader("mp_lsd_target_anim_005");
PrecacheShader("mp_lsd_target_anim_006");
PrecacheShader("mp_lsd_target_anim_007");
PrecacheShader("mp_lsd_target_anim_008");
PrecacheShader("mp_lsd_target_anim_009");
PrecacheShader("mp_lsd_target_anim_010");
PrecacheShader("mp_lsd_target_anim_011");
PrecacheShader("mp_lsd_target_anim_012");
PrecacheShader("mp_lsd_target_anim_013");
PrecacheShader("mp_lsd_target_anim_014");
PrecacheShader("mp_lsd_target_anim_015");
PrecacheShader("mp_lsd_target_anim_016");
PrecacheShader("mp_lsd_target_anim_017");
PrecacheShader("mp_lsd_target_anim_018");
PrecacheShader("mp_lsd_target_anim_019");
PrecacheShader("mp_lsd_target_anim_020");
PrecacheShader("mp_lsd_target_anim_021");
PrecacheShader("proto_nx_target_cursor");
precacheShader("mp_lsd_target_idle");
PrecacheItem( "LSDNightRavenMissile_mp" );
PrecacheItem( "LSDGuidedMissile_mp" );
precacheModel( "proto_vehicle_night_raven_missiles" );
precacheMpAnim( "proto_nx_vh_night_raven_missiles_fire" );
level._effect[ "afterburner_ignite" ] = loadfx( "nx/fire/nx_jet_afterburner_ignite_pod" );
level._effect[ "nx_smoke_nightraven_missile_eject" ] = loadfx( "nx/smoke/nx_smoke_nightraven_missile_eject" );
level._effect[ "nx_smoke_nightraven_panels_off" ] = loadfx( "nx/smoke/nx_smoke_nightraven_panels_off" );
level._effect[ "nx_smoke_geotrail_nightraven" ] = loadfx( "nx/smoke/nx_smoke_geotrail_nightraven" );
precacheNightRaven( "proto_vehicle_night_raven", "nightraven" );
precacheitem( "lock_seek_die_mp" );
precacheVehicle( "LSD_nightraven_mp" );
precacheString( &"MP_CIVILIAN_AIR_TRAFFIC" );
precacheString( &"MP_LSD_WARNING" );
level._raven = undefined;
level._LSD_start_nodes = getEntArray( "LSD_start", "targetname" );
assertEx( level._LSD_start_nodes.size, "No \"LSD_start\" nodes found in map!" );
level._LSD_loop_nodes = getEntArray( "LSD_Loop_start", "targetname" );
assertEx( level._LSD_loop_nodes.size, "No \"LSD_Loop_start\" nodes found in map!" );
level._LSD_leave_nodes = getEntArray( "LSD_leave", "targetname" );
assertEx( level._LSD_leave_nodes.size, "No \"LSD_leave\" nodes found in map!" );
level._LSD_crash_nodes = getEntArray( "LSD_crash_start", "targetname" );
assertEx( level._LSD_crash_nodes.size, "No \"LSD_crash_start\" nodes found in map!" );
level._LSD_maxhealth = 1500; // max health of the NightRaven
level._LSD_debug = 0; // debug mode, draws debugging info on screen
level._LSD_targeting_delay = 0.5; // targeting delay
level._LSD_visual_range = 3500; // distance radius NightRaven will acquire targets (see)
level._LSD_target_recognition = 0.5; // percentage of the player's body the NightRaven sees before it labels him as a target
level._LSD_armor_bulletdamage = 0.3; // damage multiplier to bullets onto NightRaven's armor
level._LSD_attract_strength = 1000;
level._LSD_attract_range = 4096;
level._LSD_angle_offset = 90;
level._LSD_forced_wait = 0;
// NightRaven fx
level._raven_fx["explode"]["death"] = [];
level._raven_fx["explode"]["large"] = loadfx ("explosions/helicopter_explosion_secondary_small");
level._raven_fx["explode"]["medium"] = loadfx ("explosions/aerial_explosion");
level._raven_fx["smoke"]["trail"] = loadfx ("smoke/smoke_trail_white_heli");
level._raven_fx["fire"]["trail"]["medium"] = loadfx ("fire/fire_smoke_trail_L_emitter");
level._raven_fx["fire"]["trail"]["large"] = loadfx ("fire/fire_smoke_trail_L");
level._raven_fx["damage"]["light_smoke"] = loadfx ("smoke/smoke_trail_white_heli_emitter");
level._raven_fx["damage"]["heavy_smoke"] = loadfx ("smoke/smoke_trail_black_heli_emitter");
level._raven_fx["damage"]["on_fire"] = loadfx ("fire/fire_smoke_trail_L_emitter");
level._raven_fx["light"]["left"] = loadfx( "misc/aircraft_light_wingtip_green" );
level._raven_fx["light"]["right"] = loadfx( "misc/aircraft_light_wingtip_red" );
level._raven_fx["light"]["belly"] = loadfx( "misc/aircraft_light_red_blink" );
level._raven_fx["light"]["tail"] = loadfx( "misc/aircraft_light_white_blink" );
level._fx_LSD_dust = loadfx ("treadfx/heli_dust_default");
level._fx_LSD_water = loadfx ("treadfx/heli_water");
makeLSDType( "nightraven", "explosions/helicopter_explosion_mi28_flying", ::RavendefaultLightFX );
addAirExplosion( "nightraven", "explosions/aerial_explosion_mi28_flying_mp" );
level._killstreakFuncs["lockseekdie"] = ::useLockSeekDie;
level._LSDDialog["tracking"][0] = "ac130_fco_moreenemy";
level._LSDDialog["tracking"][1] = "ac130_fco_getthatguy";
level._LSDDialog["tracking"][2] = "ac130_fco_guyrunnin";
level._LSDDialog["tracking"][3] = "ac130_fco_gotarunner";
level._LSDDialog["tracking"][4] = "ac130_fco_personnelthere";
level._LSDDialog["tracking"][5] = "ac130_fco_rightthere";
level._LSDDialog["tracking"][6] = "ac130_fco_tracking";
level._LSDDialog["locked"][0] = "ac130_fco_lightemup";
level._LSDDialog["locked"][1] = "ac130_fco_takehimout";
level._LSDDialog["locked"][2] = "ac130_fco_nailthoseguys";
level._lastLSDDialogTime = 0;
//queueCreate( "NightRaven" );
level._queues[ "NightRaven" ] = [];
}
precacheNightRaven( model, LSDType )
{
//println ( "precacheNightRaven" );
deathfx = loadfx ("explosions/tanker_explosion");
precacheModel( model );
level._LSD_types[model] = LSDType;
/******************************************************/
/* SETUP WEAPON TAGS */
/******************************************************/
level._cobra_missile_models = [];
level._cobra_missile_models["cobra_Hellfire"] = "projectile_hellfire_missile";
precachemodel( level._cobra_missile_models["cobra_Hellfire"] );
// NightRaven sounds:
level._LSD_sound["allies"]["hit"] = "cobra_helicopter_hit";
level._LSD_sound["allies"]["hitsecondary"] = "cobra_helicopter_secondary_exp";
level._LSD_sound["allies"]["damaged"] = "cobra_helicopter_damaged";
level._LSD_sound["allies"]["spinloop"] = "cobra_helicopter_dying_loop";
level._LSD_sound["allies"]["spinstart"] = "cobra_helicopter_dying_layer";
level._LSD_sound["allies"]["crash"] = "cobra_helicopter_crash";
level._LSD_sound["allies"]["missilefire"] = "weap_cobra_missile_fire";
level._LSD_sound["axis"]["hit"] = "cobra_helicopter_hit";
level._LSD_sound["axis"]["hitsecondary"] = "cobra_helicopter_secondary_exp";
level._LSD_sound["axis"]["damaged"] = "cobra_helicopter_damaged";
level._LSD_sound["axis"]["spinloop"] = "cobra_helicopter_dying_loop";
level._LSD_sound["axis"]["spinstart"] = "cobra_helicopter_dying_layer";
level._LSD_sound["axis"]["crash"] = "cobra_helicopter_crash";
level._LSD_sound["axis"]["missilefire"] = "weap_cobra_missile_fire";
}
//*******************************************************************
// Beginning of main logic for the killstreak *
// *
//*******************************************************************
//tagJC<NOTE>: The callback function for the killstreak. The killstreak should not be available if the player is in last stand.
//tagJC<NOTE>: Self is the user of the killstreak.
useLockSeekDie( lifeId )
{
//println ( "useLockSeekDie" );
if ( isDefined( self.lastStand ) && !self _hasPerk( "specialty_finalstand" ) )
{
self iPrintLnBold( &"MP_UNAVILABLE_IN_LASTSTAND" );
return false;
}
return tryUseLockSeekDie( lifeId, "minigun" );
}
//tagJC<NOTE>: This is the call back function for when the level is not properly setup for the Night Raven nodes. Return true
// so Night Raven is removed from the killstreak queue.
//tagJC<NOTE>: Self is the user of the killstreak.
noLockSeekDieAvailable( lifeId )
{
self iPrintLnBold ( "Night Raven is not set up for this level" );
kID = self.pers["killstreaks"][0].kID;
self maps\mp\killstreaks\_killstreaks::shuffleKillStreaksFILO( "lockseekdie", kID );
self maps\mp\killstreaks\_killstreaks::giveOwnedKillstreakItem();
return false;
}
//tagJC<NOTE>: Performing various other tests (such as whether there is already another air-killstreak present) to determine
// whether the killstreak can be deployed.
//tagJC<NOTE>: Self is the user of the killstreak.
tryUseLockSeekDie( lifeId, LSDType )
{
//println ( "tryUseLockSeekDie" );
if ( isDefined( level._civilianJetFlyBy ) )
{
self iPrintLnBold( &"MP_CIVILIAN_AIR_TRAFFIC" );
return false;
}
if ( (!isDefined( LSDType ) || LSDType == "flares") && isDefined( level._raven ) )
{
self iPrintLnBold( &"MP_HELI_IN_QUEUE" );
if ( isDefined( LSDType ) )
streakName = "helicopter_" + LSDType;
else
streakName = "helicopter";
self maps\mp\killstreaks\_killstreaks::shuffleKillStreaksFILO( streakName );
self maps\mp\killstreaks\_killstreaks::giveOwnedKillstreakItem();
queueEnt = spawn( "script_origin", (0,0,0) );
queueEnt hide();
queueEnt thread deleteOnEntNotify( self, "disconnect" );
queueEnt.player = self;
queueEnt.lifeId = lifeId;
queueEnt.LSDType = LSDType;
queueEnt.streakName = streakName;
queueAdd( "NightRaven", queueEnt );
return false;
}
else if ( isDefined( level._raven ) )
{
self iPrintLnBold( &"MP_AIR_SPACE_TOO_CROWDED" );
return false;
}
if ( isDefined( LSDType ) && LSDType == "minigun" )
{
self setUsingRemote( "helicopter_" + LSDType );
result = self maps\mp\killstreaks\_killstreaks::initRideKillstreak();
self.alreadyClearUsingRemote = false;
if ( result != "success" )
{
if ( result != "disconnect" )
self clearUsingRemote();
return false;
}
if ( isDefined( level._raven ) )
{
self clearUsingRemote();
self iPrintLnBold( &"MP_AIR_SPACE_TOO_CROWDED" );
return false;
}
}
self startNightRaven( lifeId, LSDType );
return true;
}
//tagJC<NOTE>: Start the Lock-Seek-Die killstreak.
//tagJC<NOTE>: Self is the user of the killstreak.
startNightRaven( lifeId, LSDType )
{
//println ( "startNightRaven" );
if ( !isDefined( LSDType ) )
LSDType = "";
self _SetActionSlot( 1, "");
eventType = "helicopter_minigun";
team = self.pers["team"];
startNode = level._LSD_start_nodes[ randomInt( level._LSD_start_nodes.size ) ];
self maps\mp\_matchdata::logKillstreakEvent( eventType, self.origin );
thread LSD_think( lifeId, self, startnode, self.pers["team"], LSDType );
}
//tagJC<NOTE>: spawn night raven at a start node and monitors it
LSD_think( lifeId, owner, startnode, LSD_team, LSDType )
{
//println ( "LSD_think" );
LSDOrigin = startnode.origin;
LSDAngles = startnode.angles;
vehicleType = "LSD_nightraven_mp";
//tagJC<NOTE>: Differentiate the xmodel if eventually a different model is made based on faction
if ( owner.team == "allies" )
vehicleModel = "proto_vehicle_night_raven";
else
vehicleModel = "proto_vehicle_night_raven";
raven = spawn_NightRaven( owner, LSDOrigin, LSDAngles, vehicleType, vehicleModel );
if ( !isDefined( raven ) )
return;
level._raven = raven;
raven.LSDType = LSDType;
raven.lifeId = lifeId;
raven.team = LSD_team;
raven.pers["team"] = LSD_team;
raven.owner = owner;
raven.maxhealth = level._LSD_maxhealth; // max health
raven.targeting_delay = level._LSD_targeting_delay; // delay between per targeting scan - in seconds
raven.primaryTarget = undefined; // primary target ( player )
raven.secondaryTarget = undefined; // secondary target ( player )
raven.attacker = undefined; // last player that shot the NightRaven
raven.currentstate = "ok"; // health state
raven.hasBeenDestroyed = false; // new member data to prevent multiple players getting killstreak destroyed by shooting at destroyed night raven
if ( LSDType == "flares" || LSDType == "minigun" )
raven thread LSD_flares_monitor();
//tagJC<NOTE>: Various loop monitoring threads running the raven
raven thread LSD_leave_on_disconnect( owner );
raven thread LSD_leave_on_changeTeams( owner );
raven thread LSD_leave_on_gameended( owner );
raven thread LSD_damage_monitor(); // monitors damage
raven thread LSD_health(); // display NightRaven's health through smoke/fire
raven thread LSD_existance();
raven endon ( "NightRaven_done" );
raven endon ( "crashing" );
raven endon ( "leaving" );
raven endon ( "death" );
//tagJC<NOTE>: Initial fight into play space
owner thread LSDRide( lifeId, raven );
//tagJC<NOTE>: The following thread (ported from chopper gunner) caused problem when the owner of the killstreak is killed during the deployment. It caused the killstreak to end
// prematurally thus not cleaning up temp models, HUD element etc. Leave the function in just in case.
//raven thread LSD_leave_on_spawned( owner );
loopNode = level._LSD_loop_nodes[ randomInt( level._LSD_loop_nodes.size ) ];
//raven thread LSD_targeting();
raven LSD_fly_simple_path( startNode );
raven thread LSD_leave_on_timeout( 40.0 );
raven thread LSD_fly_loop_path( loopNode );
}
//tagJC<NOTE>: This is the main function that describes the behavior for this killstreak.
//tagJC<NOTE>: Self is the user of the killstreak
LSDRide( lifeId, raven )
{
//println ( "LSDRide" );
self.LSDFired = 0;
self endon ( "disconnect" );
raven endon ( "NightRaven_done" );
self ThermalVisionOn();
thread teamPlayerCardSplash( "used_helicopter_minigun", self );
//self VisionSetNakedForPlayer( "black_bw", 0.75 );
self _giveWeapon("lock_seek_die_mp");
self SwitchToWeapon("lock_seek_die_mp");
//self thread createIdleLSDBoxOnEnemy();
if ( getDvarInt( "camera_thirdPerson" ) )
self setThirdPersonDOF( false );
raven VehicleTurretControlOn( self );
self PlayerLinkWeaponviewToDelta( raven, "tag_player", 1.0, 180, 180, 180, 180, true );
raven.gunner = self;
self.LSDRideLifeId = lifeId;
self thread endRideOnNightRavenDone( raven );
//tagJC<NOTE>: This thread is the "locking" logic that is used to determine which players should be locked by the killstreak.
self thread weaponLockThink( raven );
self setPlayerAngles ( raven GetTagAngles( "tag_player" ) );
//tagJC<NOTE>: Waiting for player to pull the Right Trigger and fire the missiles.
raven waittill( "turret_fire" );
self ThermalVisionOff();
self notify ( "LSD_fired" );
self.LSDFired = 1;
//tagJC<NOTE>: Creating a script_model for the missiles and set it up properly.
missileScriptModel = spawn ( "script_model", raven GetTagOrigin( "tag_player" ) );
missileScriptModel setModel ( "proto_vehicle_night_raven_missiles" );
missileScriptModel.origin = raven GetTagOrigin( "tag_player" );
missileScriptModel.angles = self getplayerangles();
missileScriptModel.owner = self;
self.LSDmissileScriptModel = missileScriptModel;
//tagJC<NOTE>: The rig that the player is linked to.
rig = spawn( "script_model", missileScriptModel GetTagOrigin( "tag_player" ));
rig.angles = missileScriptModel GetTagAngles( "tag_player" );
rig setmodel( "tag_origin" );
rig LinkTo( missileScriptModel, "tag_player" );
self.LSDrig = rig;
//tagJC<NOTE>: Unlink the player from the raven and link the player to the rig that is just created.
self Unlink();
self PlayerLinkWeaponviewToDelta( rig, "tag_player", 1.0, 180, 180, 0, 180, true );
//tagJC<NOTE>: Play the animation, sound, and FX accordingly.
missileScriptModel ScriptModelPlayAnim ( "proto_nx_vh_night_raven_missiles_fire" );
missileScriptModel PlaySound ( "mp_nightraven_fire" );
missileScriptModel thread PlayLSDFX();
//tagJC<NOTE>: Playing the warning sound and message to all locked enemy players.
self thread sendWarningToAllTargets();
//tagJC<NOTE>: Temporarily disable player's control while following the missiles.
self FreezeControls ( true );
//tagJC<TODO>: Investigate why LerpViewAngleClamp does not seem to be working in MP. When used, the player is indeed linked
// to an entity which appears to satisfy the condition for using this function.
self thread AdjustPlayerViewAngle ( missileScriptModel );
self thread CreatePlayerViewFadeOut( raven );
//tagJC<NOTE>: Wait for the animation to finish.
wait ( LSD_ANIM_LENGTH );
//tagJC<NOTE>: Fire all the magic bullets after the animation sequence is complete.
missileScriptModel fireAllLSDMissiles();
//tagJC<NOTE>: Clean up the associated entity for the next use.
self.LSDMissileFired = undefined;
self.LSDmissileScriptModel delete();
self.LSDrig delete();
//tagJC<NOTE>: Terminate the killstreak.
raven thread LSD_leave_on_LSD_fired();
}
//tagJC<NOTE>: Sending warning messages and sound to all the locked enemy players.
//tagJC<NOTE>: Self is the killstreak user.
sendWarningToAllTargets()
{
if ( isDefined ( self.LSDLockedTarget ) && self.LSDLockedTarget.size > 0 )
{
for ( i = 0 ; i < self.LSDLockedTarget.size ; i++)
{
self.LSDLockedTarget [ i ] thread CreateWarning ();
}
}
}
//tagJC<NOTE>: Lock player's view behind the missiles after firing.
//tagJC<NOTE>: Self is the killstreak user.
AdjustPlayerViewAngle ( rocket )
{
for ( i = 0 ; i < 60 ; i ++ )
{
self SetPlayerAngles( rocket GetTagAngles( "tag_player" ) );
wait ( 0.05 );
}
self FreezeControls ( false );
}
//tagJC<NOTE>: Firing 32 missiles from 32 stationary tags with index ranging from 33 to 64.
//tagJC<NOTE>: Self is the script model for the missiles.
fireAllLSDMissiles()
{
for ( i = BEGINNING_TAG_NUMBER_MISSILE_FIRING ; i <= ENDING_TAG_NUMBER_MISSILE_FIRING ; i++ )
{
tag = "tag_missile_fx_0" + i;
self FireLSDMissile ( tag );
}
}
//tagJC<NOTE>: Firing each individual LSD missile from the given tag.
//tagJC<NOTE>: Self is the script model for the missiles.
FireLSDMissile( rocket_tag )
{
stopFxOnTag ( level._effect[ "nx_smoke_geotrail_nightraven" ], self, rocket_tag );
TagOrigin = self GetTagOrigin( rocket_tag );
owner = self.owner;
TagAngle = self GetTagAngles( rocket_tag );
//tagJC<NOTE>: Initializing the number of missiles that have been fired.
if ( ! isDefined ( owner.LSDMissileFired ) )
{
owner.LSDMissileFired = 0;
}
//tagJC<NOTE>: For each enemy in the locked target list, fire the guided missile on him.
if ( isDefined ( owner.LSDLockedTarget ) && owner.LSDLockedTarget.size > 0 && owner.LSDMissileFired < owner.LSDLockedTarget.size )
{
//println ( "Firing LSD missile on enemy player." );
counter = owner.LSDMissileFired;
missile = MagicBullet( "LSDGuidedMissile_mp", TagOrigin , owner.LSDLockedTarget [ counter ].origin, owner );
owner.LSDLockedTarget [ counter ] thread DestroyLSDWarningMessage ( missile );
missile Missile_SetTargetEnt( owner.LSDLockedTarget [ counter ] );
missile Missile_SetFlightmodeDirect();
owner.LSDMissileFired = owner.LSDMissileFired + 1;
}
else
{
//tagJC<NOTE>: Else, firing missiles straight from the position and angle for the missiles at the end of the animation.
target = TagOrigin + vector_multiply( anglestoforward ( TagAngle ), 5000 );
MagicBullet( "LSDNightRavenMissile_mp", TagOrigin, target ,owner );
owner.LSDMissileFired = owner.LSDMissileFired + 1;
}
}
//tagJC<NOTE>: This function performs the trace and determines whether an enemy player should be locked or not.
//tagJC<NOTE>: Self is the user of the killstreak
weaponLockThink( raven )
{
//println ( "weaponLockThink" );
self endon ( "disconnect" );
raven endon ( "NightRaven_done" );
if ( !isDefined( level._LSDTargetOrigin ) )
{
level._LSDTargetOrigin = spawn( "script_origin", (0,0,0) );
level._LSDTargetOrigin hide();
}
self waittill ( "LSD_Target_System_Ready" );
self thread DeleteLockBoxOnPlayers();
for ( ;; )
{
trace = bulletTrace( self getEye(), self getEye() + (anglesToForward( self getPlayerAngles() ) * 100000 ), 1, self );
level._LSDTargetOrigin.origin = trace["position"];
targetListLOS = [];
targetListNoLOS = [];
foreach ( player in level._players )
{
if ( !isAlive( player ) )
continue;
if ( level._teamBased && player.team == self.team )
continue;
if ( player == self )
continue;
if ( player _hasPerk( "specialty_blindeye" ) )
continue;
if ( isDefined( player.spawntime ) && ( getTime() - player.spawntime )/1000 <= 5 )
continue;
player.remoteLSDLOS = true;
if ( !bulletTracePassed( self getEye(), player.origin + (0,0,32), false, raven ) )
{
targetListNoLOS[targetListNoLOS.size] = player;
}
else
{
targetListLOS[targetListLOS.size] = player;
}
}
targetsInReticle = [];
targetsInReticle = targetListLOS;
foreach ( target in targetListNoLos )
{
targetListLOS[targetListLOS.size] = target;
}
if ( targetsInReticle.size != 0 )
{
sortedTargets = SortByDistance( targetsInReticle, trace["position"] );
//tagJC<NOTE>: This is the condition determining whether an enemy player should be locked by the killstreak.
if ( distance( sortedTargets[0].origin, trace["position"] ) < RADIUS_FOR_LSD_TARGETING && sortedTargets[0] DamageConeTrace( trace["position"] ) )
{
if ( !isDefined ( self.LSDLockedTarget ) )
self.LSDLockedTarget = [];
if ( !isPlayerTargeted( self, sortedTargets[0] ))
{
self.LSDLockedTarget [ self.LSDLockedTarget.size ] = sortedTargets[0];
sortedTargets[0] thread create_targeting_box ( self );
raven.owner PlaySoundToPlayer ( "mp_nightraven_target", raven.owner );
LSDDialog( "locked" );
}
}
}
wait ( 0.05 );
}
}
//*******************************************************************
// End of main logic for the killstreak *
// Beginning of FX functions for LSD missiles *
//*******************************************************************
//tagJC<NOTE>: The following functions are used to play the appropriate FX on the various tags in the missiles.
//tagJC<NOTE>: Self is the script model for the LSD missiles.
//tagJC<NOTE>: Highly hard-coded timing specific FX playing sequence.
PlayLSDFX()
{
//tagJC<NOTE>: A slight delay is necessary in order for the first FX to play.
wait (0.01);
self thread release_containers();
wait (0.733);
self thread Left_container_pannel_fx();
wait (0.134);
self thread right_container_pannel_fx();
wait (0.5);
self thread containers_missile_release_fx();
wait (0.533);
self thread missile_ignite_grp01_fx();
wait (0.1);
self thread missile_ignite_grp02_fx();
wait (0.133);
self thread missile_ignite_grp03_fx();
wait (0.134);
self thread missile_ignite_grp04_fx();
wait (0.066);
self thread missile_ignite_grp05_fx();
}
release_containers()
{
PlayFXOnTag( level._effect[ "afterburner_ignite" ], self, "tag_fx_right_cargo_exhaust" );
PlayFXOnTag( level._effect[ "afterburner_ignite" ], self, "tag_fx_left_cargo_exhaust" );
}
Left_container_pannel_fx()
{
PlayFXOnTag( level._effect[ "nx_smoke_nightraven_panels_off" ], self, "tag_fx_left_missiles_pop" );
}
right_container_pannel_fx()
{
PlayFXOnTag( level._effect[ "nx_smoke_nightraven_panels_off" ], self, "tag_fx_right_missiles_pop" );
}
containers_missile_release_fx()
{
PlayFXOnTag( level._effect[ "nx_smoke_nightraven_missile_eject" ], self, "tag_fx_right_missiles_pop" );
}
missile_ignite_grp01_fx()
{
rocket_array = [];
rocket_array[ rocket_array.size ] = "tag_missile_fx_009";
rocket_array[ rocket_array.size ] = "tag_missile_fx_010";
rocket_array[ rocket_array.size ] = "tag_missile_fx_002";
rocket_array[ rocket_array.size ] = "tag_missile_fx_001";
rocket_array[ rocket_array.size ] = "tag_missile_fx_008";
rocket_array[ rocket_array.size ] = "tag_missile_fx_007";
rocket_array[ rocket_array.size ] = "tag_missile_fx_006";
rocket_array[ rocket_array.size ] = "tag_missile_fx_005";
rocket_array[ rocket_array.size ] = "tag_missile_fx_004";
rocket_array[ rocket_array.size ] = "tag_missile_fx_003";
self thread ignite_rocket_effect_group( rocket_array );
}
missile_ignite_grp02_fx()
{
rocket_array = [];
rocket_array[ rocket_array.size ] = "tag_missile_fx_016";
rocket_array[ rocket_array.size ] = "tag_missile_fx_015";
rocket_array[ rocket_array.size ] = "tag_missile_fx_014";
rocket_array[ rocket_array.size ] = "tag_missile_fx_013";
rocket_array[ rocket_array.size ] = "tag_missile_fx_012";
rocket_array[ rocket_array.size ] = "tag_missile_fx_011";
rocket_array[ rocket_array.size ] = "tag_missile_fx_024";
rocket_array[ rocket_array.size ] = "tag_missile_fx_023";
self thread ignite_rocket_effect_group( rocket_array );
}
missile_ignite_grp03_fx()
{
rocket_array = [];
rocket_array[ rocket_array.size ] = "tag_missile_fx_022";
rocket_array[ rocket_array.size ] = "tag_missile_fx_021";
rocket_array[ rocket_array.size ] = "tag_missile_fx_020";
rocket_array[ rocket_array.size ] = "tag_missile_fx_019";
rocket_array[ rocket_array.size ] = "tag_missile_fx_018";
rocket_array[ rocket_array.size ] = "tag_missile_fx_017";
rocket_array[ rocket_array.size ] = "tag_missile_fx_032";
rocket_array[ rocket_array.size ] = "tag_missile_fx_025";
rocket_array[ rocket_array.size ] = "tag_missile_fx_026";
self thread ignite_rocket_effect_group( rocket_array );
}
missile_ignite_grp04_fx()
{
rocket_array = [];
rocket_array[ rocket_array.size ] = "tag_missile_fx_027";
rocket_array[ rocket_array.size ] = "tag_missile_fx_028";
rocket_array[ rocket_array.size ] = "tag_missile_fx_029";
self thread ignite_rocket_effect_group( rocket_array );
}
missile_ignite_grp05_fx()
{
rocket_array = [];
rocket_array[ rocket_array.size ] = "tag_missile_fx_030";
rocket_array[ rocket_array.size ] = "tag_missile_fx_031";
self thread ignite_rocket_effect_group( rocket_array );
}
ignite_rocket_effect_group( rocket_array )
{
//println ( "ignite_rocket_effect_group" );
foreach( rocket_tag in rocket_array )
{
wait ( 0.05 );
PlayFXOnTag( level._effect[ "nx_smoke_geotrail_nightraven" ], self, rocket_tag );
//println ( GetTime()+ ":Playing FX for tag " + rocket_tag );
}
}
//*******************************************************************
// End of FX functions for LSD missiles *
// Beginning of LSD specific HUD element functions *
//*******************************************************************
//tagJC<NOTE>: Creating a center reticle for the killstreak. It will appear once the vehicle starts the loop path.
//tagJC<TODO>: The size parameters are working with this setup. Investigate why it works with this setup, but does not work with
// the setHeadIcon setup.
//tagJC<TODO>: Self is the user of the killstreak.
CreateLSDReticle()
{
wait ( 0.5 );
hudelem = newClientHudElem( self );
hudelem setShader ( "proto_nx_target_cursor", 128, 128);
hudelem.alignX = "center";
hudelem.alignY = "middle";
hudelem.horzAlign = "center";
hudelem.vertAlign = "middle";
hudelem.foreground = 1;
hudelem.hidewheninmenu = true;
hudelem.hidewhendead = true;
return hudelem;
}
destroyLSDReticleAfterFiring()
{
self endon ( "LSDPlayer_removed" );
for ( ;; )
{
self waittill ( "LSD_fired" );
if ( isDefined ( self.LSDReticle ))
{
//println ( "Destroying the LSD reticle" );
self.LSDReticle destroy();
}
}
}
//tagJC<NOTE>: Creating the idle white target box on all enemy players showing their locations on the level. They shows up one
// after another with 0.2 second delay in order to create a more high tech feel for the locking system.
//tagJC<TODO>: Investigate why setting the width and height with setHeadIcon does not seem to be working.
//tagJC<TODO>: Self is the user of the killstreak.
createIdleLSDBoxOnEnemy()
{
wait ( 0.2 );
foreach ( player in level._players )
{
//if ( !isAlive( player ) )
// continue;
if ( level._teamBased && player.team == self.team )
continue;
if ( player == self )
continue;
//if ( player _hasPerk( "specialty_blindeye" ) )
// continue;
if ( isDefined( player.spawntime ) && ( getTime() - player.spawntime )/1000 <= 5 )
continue;
player maps\mp\_entityheadIcons::setHeadIcon(
self,
"mp_lsd_target_idle",
( 0, 0, 0 ),
500,
500,
false,
0.05,
true,
true,
true,
false );
wait ( 0.1 );
}
self notify ( "LSD_Target_System_Ready" );
}
//tagJC<NOTE>: Once an enemy player is locked, play the locking animated sequence.
//tagJC<TODO>: Investigate why setting the width and height with setHeadIcon does not seem to be working.
//tagJC<TODO>: Self is the user of the killstreak.
create_targeting_box ( player )
{
self endon ( "disconnect" );
self endon ( "LSD_fired" );
for( i = BEGINNING_TAG_NUMBER_LOCK_BOX ; i <= ENDING_TAG_NUMBER_LOCK_BOX ; i++ )
{
if( i < 10 )
{
shader = "mp_lsd_target_anim_00" + i;
}
else
{
shader = "mp_lsd_target_anim_0" + i;
}
self maps\mp\_entityheadIcons::setHeadIcon(
player,
shader,
( 0, 0, 0 ),
500,
500,
false,
0.05,
true,
true,
true,
false );
wait 0.05;
}
}
//tagJC<NOTE>: Creating a warning message so the locked enemy knows to find cover.
//tagJC<NOTE>: Self is the enemy player who is locked by the killstreak.
CreateWarning ()
{
self PlaySoundToPlayer ( "mp_nightraven_warning", self );
hudelem = newClientHudElem( self );
hudelem.label = &"MP_LSD_WARNING";
hudelem.alignX = "center";
hudelem.alignY = "top";
hudelem.horzAlign = "center";
hudelem.vertAlign = "top";
hudelem.fontScale = 1;
hudelem.color = ( 0, 1, 0 );
hudelem.font = "objective";
hudelem.foreground = 1;
hudelem.hidewheninmenu = true;
hudelem.hidewhendead = true;
self.LSDWarningMessage = hudelem;
}
//tagJC<NOTE>: Deleting the warning message once the guided missile explodes.
//tagJC<NOTE>: Self is the enemy player who is locked by the killstreak.
DestroyLSDWarningMessage ( incoming_missile )
{
//tagJC<NOTE>: Destroy the HUD element once the missile explodes.
incoming_missile waittill ( "death" );
if ( isDefined ( self.LSDWarningMessage ))
{
self.LSDWarningMessage destroy ();
}
}
//tagJC<NOTE>: Creating the exit fade out for the player. This is the transition for the player to go back into the battle field.
//tagJC<NOTE>: Self is the user of the killstreak.
CreatePlayerViewFadeOut( raven )
{
self endon ( "disconnect" );
level endon ( "game_ended" );
wait ( 2.0 );
if ( !isdefined( self.darkScreenOverlay ) )
{
self.darkScreenOverlay = newClientHudElem( self );
self.darkScreenOverlay.x = 0;
self.darkScreenOverlay.y = 0;
self.darkScreenOverlay.alignX = "left";
self.darkScreenOverlay.alignY = "top";
self.darkScreenOverlay.horzAlign = "fullscreen";
self.darkScreenOverlay.vertAlign = "fullscreen";
self.darkScreenOverlay setshader ( "black", 640, 480 );
self.darkScreenOverlay.foreground = true;
self.darkScreenOverlay.alpha = 0.0;
}
self.darkScreenOverlay.alpha = 0.0;
self.darkScreenOverlay fadeOverTime( 1.0 );
self.darkScreenOverlay.alpha = 1;
wait 1.0;
self.darkScreenOverlay destroy();
self RemoteCameraSoundscapeOff();
self unlink();
self switchToWeapon( self getLastWeapon() );
if ( isDefined ( self.alreadyClearUsingRemote ) && self.alreadyClearUsingRemote == false )
{
self clearUsingRemote();
self.alreadyClearUsingRemote = true;
}
if ( getDvarInt( "camera_thirdPerson" ) )
self setThirdPersonDOF( true );
self visionSetThermalForPlayer( game["thermal_vision"], 0 );
weaponList = self GetWeaponsListExclusives();
foreach ( weapon in weaponList )
self takeWeapon( weapon );
if ( isDefined( raven ) )
raven VehicleTurretControlOff( self );
}
//tagJC<NOTE>: Once the LSD missiles are fired, delete all the head icons on enemy players.
//tagJC<NOTE>: Self is the user of the killstreak.
DeleteLockBoxOnPlayers()
{
self endon ( "disconnect" );
self endon ( "LSDPlayer_removed" );
for ( ;; )
{
self waittill ( "LSD_fired" );
foreach ( player in level._players )
{
if ( isDefined( player.entityHeadIcons ))
{
foreach( key, headIcon in player.entityHeadIcons )
{
if( !isDefined( headIcon ) )
{
continue;
}
if ( key == self.guid )
{
headIcon destroy();
player.entityHeadIcons [ self.guid ] = undefined;
}
}
}
}
}
}
//*******************************************************************
// End of LSD specific HUD element functions *
// Beginning of raven pathing logic *
//*******************************************************************
getOriginOffsets( goalNode )
{
//println ( "getOriginOffsets" );
startOrigin = self.origin;
endOrigin = goalNode.origin;
numTraces = 0;
maxTraces = 40;
traceOffset = (0,0,-196);
traceOrigin = physicsTrace( startOrigin+traceOffset, endOrigin+traceOffset );
while ( distance( traceOrigin, endOrigin+traceOffset ) > 10 && numTraces < maxTraces )
{
//println( "trace failed: " + distance( physicsTrace( startOrigin+traceOffset, endOrigin+traceOffset ), endOrigin+traceOffset ) );
if ( startOrigin[2] < endOrigin[2] )
{
startOrigin += (0,0,128);
}
else if ( startOrigin[2] > endOrigin[2] )
{
endOrigin += (0,0,128);
}
else
{
startOrigin += (0,0,128);
endOrigin += (0,0,128);
}
//thread draw_line( startOrigin+traceOffset, endOrigin+traceOffset, (0,1,9), 200 );
numTraces++;
traceOrigin = physicsTrace( startOrigin+traceOffset, endOrigin+traceOffset );
}
offsets = [];
offsets["start"] = startOrigin;
offsets["end"] = endOrigin;
return offsets;
}
travelToNode( goalNode )
{
//println ( "travelToNode" );
originOffets = getOriginOffsets( goalNode );
if ( originOffets["start"] != self.origin )
{
// motion change via node
if( isdefined( goalNode.script_airspeed ) && isdefined( goalNode.script_accel ) )
{
LSD_speed = goalNode.script_airspeed;
LSD_accel = goalNode.script_accel;
}
else
{
LSD_speed = 30+randomInt(20);
LSD_accel = 15+randomInt(15);
}
self Vehicle_SetSpeed( LSD_speed, LSD_accel );
self setvehgoalpos( originOffets["start"] + (0,0,30), 0 );
// calculate ideal yaw
self setgoalyaw( goalNode.angles[ 1 ] + level._LSD_angle_offset );
//println( "setting goal to startOrigin" );
self waittill ( "goal" );
}
if ( originOffets["end"] != goalNode.origin )
{
// motion change via node
if( isdefined( goalNode.script_airspeed ) && isdefined( goalNode.script_accel ) )
{
LSD_speed = goalNode.script_airspeed;
LSD_accel = goalNode.script_accel;
}
else
{
LSD_speed = 30+randomInt(20);
LSD_accel = 15+randomInt(15);
}
self Vehicle_SetSpeed( LSD_speed, LSD_accel );
self setvehgoalpos( originOffets["end"] + (0,0,30), 0 );
// calculate ideal yaw
self setgoalyaw( goalNode.angles[ 1 ] + level._LSD_angle_offset );
//println( "setting goal to endOrigin" );
self waittill ( "goal" );
}
}
LSD_fly_simple_path( startNode )
{
//println ( "LSD_fly_simple_path" );
self endon ( "death" );
self endon ( "leaving" );
// only one thread instance allowed
self notify( "flying");
self endon( "flying" );
LSD_reset();
currentNode = startNode;
while ( isDefined( currentNode.target ) )
{
nextNode = getEnt( currentNode.target, "targetname" );
assertEx( isDefined( nextNode ), "Next node in path is undefined, but has targetname" );
if( isDefined( currentNode.script_airspeed ) && isDefined( currentNode.script_accel ) )
{
LSD_speed = currentNode.script_airspeed;
LSD_accel = currentNode.script_accel;
}
else
{
LSD_speed = 150 + randomInt(20);
LSD_accel = 45 + randomInt(15);
}
self Vehicle_SetSpeed( LSD_speed, LSD_accel );
// end of the path
if ( !isDefined( nextNode.target ) )
{
self setVehGoalPos( nextNode.origin+(self.zOffset), true );
self waittill( "near_goal" );
}
else
{
self setVehGoalPos( nextNode.origin+(self.zOffset), false );
self waittill( "near_goal" );
self setGoalYaw( nextNode.angles[ 1 ] );
self waittillmatch( "goal" );
}
currentNode = nextNode;
}
//printLn( currentNode.origin );
//printLn( self.origin );
}
LSD_fly_loop_path( startNode )
{
//println ( "LSD_fly_loop_path" );
self endon ( "death" );
self endon ( "crashing" );
self endon ( "leaving" );
// only one thread instance allowed
self notify( "flying");
self endon( "flying" );
LSD_reset();
if ( isDefined ( self.owner.LSDFired ) && self.owner.LSDFired == 0 )
{
// self.owner.LSDReticle = self.owner createLSDReticle();
// self.owner thread destroyLSDReticleAfterFiring();
}
if ( isDefined ( self.owner.LSDFired ) && self.owner.LSDFired == 0 )
{
self.owner thread createIdleLSDBoxOnEnemy();
}
self thread LSD_loop_speed_control( startNode );
currentNode = startNode;
while ( isDefined( currentNode.target ) )
{
nextNode = getEnt( currentNode.target, "targetname" );
assertEx( isDefined( nextNode ), "Next node in path is undefined, but has targetname" );
if( isDefined( currentNode.script_airspeed ) && isDefined( currentNode.script_accel ) )
{
self.desired_speed = currentNode.script_airspeed;
self.desired_accel = currentNode.script_accel;
}
else
{
self.desired_speed = 30 + randomInt( 20 );
self.desired_accel = 15 + randomInt( 15 );
}
if ( self.LSDType == "flares" )
{
self.desired_speed *= 0.5;
self.desired_accel *= 0.5;
}
if ( isDefined( nextNode.script_delay ) && isDefined( self.primaryTarget ) && !self LSD_is_threatened() )
{
self setVehGoalPos( nextNode.origin+(self.zOffset), true );
self waittill( "near_goal" );
wait ( nextNode.script_delay );
}
else
{
self setVehGoalPos( nextNode.origin+(self.zOffset), false );
self waittill( "near_goal" );
self setGoalYaw( nextNode.angles[ 1 ] );
self waittillmatch( "goal" );
}
currentNode = nextNode;
}
}
LSD_loop_speed_control( currentNode )
{
//println ( "LSD_loop_speed_control" );
self endon ( "death" );
self endon ( "crashing" );
self endon ( "leaving" );
if( isDefined( currentNode.script_airspeed ) && isDefined( currentNode.script_accel ) )
{
self.desired_speed = currentNode.script_airspeed;
self.desired_accel = currentNode.script_accel;
}
else
{
self.desired_speed = 30 + randomInt( 20 );
self.desired_accel = 15 + randomInt( 15 );
}
lastSpeed = 0;
lastAccel = 0;
while ( 1 )
{
goalSpeed = self.desired_speed;
goalAccel = self.desired_accel;
if ( self.LSDType != "flares" && isDefined( self.primaryTarget ) && !self LSD_is_threatened() )
goalSpeed *= 0.25;
if ( lastSpeed != goalSpeed || lastAccel != goalAccel )
{
self Vehicle_SetSpeed( goalSpeed, goalAccel );
lastSpeed = goalSpeed;
lastAccel = goalAccel;
}
wait ( 0.05 );
}
}
LSD_is_threatened()
{
//println ( "LSD_is_threatened" );
if ( self.recentDamageAmount > 50 )
return true;
if ( self.currentState == "heavy smoke" )
return true;
return false;
}
LSD_fly_well( destNodes )
{
//println ( "LSD_fly_well" );
self notify( "flying");
self endon( "flying" );
self endon ( "death" );
self endon ( "crashing" );
self endon ( "leaving" );
for ( ;; )
{
currentNode = self get_best_area_attack_node( destNodes );
travelToNode( currentNode );
// motion change via node
if( isdefined( currentNode.script_airspeed ) && isdefined( currentNode.script_accel ) )
{
LSD_speed = currentNode.script_airspeed;
LSD_accel = currentNode.script_accel;
}
else
{
LSD_speed = 30+randomInt(20);
LSD_accel = 15+randomInt(15);
}
self Vehicle_SetSpeed( LSD_speed, LSD_accel );
self setvehgoalpos( currentNode.origin + self.zOffset, 1 );
self setgoalyaw( currentNode.angles[ 1 ] + level._LSD_angle_offset );
if ( level._LSD_forced_wait != 0 )
{
self waittill( "near_goal" ); //self waittillmatch( "goal" );
wait ( level._LSD_forced_wait );
}
else if ( !isdefined( currentNode.script_delay ) )
{
self waittill( "near_goal" ); //self waittillmatch( "goal" );
wait ( 5 + randomInt( 5 ) );
}
else
{
self waittillmatch( "goal" );
wait ( currentNode.script_delay );
}
}
}
get_best_area_attack_node( destNodes )
{
//println ( "get_best_area_attack_node" );
return updateAreaNodes( destNodes );
}
// NightRaven leaving parameter, can not be damaged while leaving
LSD_leave()
{
//println ( "LSD_leave" );
self notify( "leaving" );
leaveNode = level._LSD_leave_nodes[ randomInt( level._LSD_leave_nodes.size ) ];
self LSD_reset();
self Vehicle_SetSpeed( 100, 45 );
self setvehgoalpos( leaveNode.origin, 1 );
self waittillmatch( "goal" );
self notify( "death" );
// give "death" notify time to process
wait ( 0.05 );
self delete();
}
//*******************************************************************
// End of raven pathing logic *
// Beginning of house-keeping and miscelaneous functions *
//*******************************************************************
makeLSDType( LSDType, deathFx, lightFXFunc )
{
//println ( "makeLSDType" );
level._raven_fx["explode"]["death"][ LSDType ] = loadFx( deathFX );
level._RavenlightFxFunc[ LSDType ] = lightFXFunc;
}
addAirExplosion( LSDType, explodeFx )
{
//println ( "addAirExplosion" );
level._raven_fx["explode"]["air_death"][ LSDType ] = loadFx( explodeFx );
}
pavelowLightFX()
{
//println ( "pavelowLightFX" );
playFXOnTag( level._raven_fx["light"]["left"], self, "tag_light_L_wing1" );
wait ( 0.05 );
playFXOnTag( level._raven_fx["light"]["right"], self, "tag_light_R_wing1" );
wait ( 0.05 );
playFXOnTag( level._raven_fx["light"]["belly"], self, "tag_light_belly" );
wait ( 0.05 );
playFXOnTag( level._raven_fx["light"]["tail"], self, "tag_light_tail" );
wait ( 0.05 );
playFXOnTag( level._raven_fx["light"]["tail"], self, "tag_light_tail2" );
wait ( 0.05 );
playFXOnTag( level._raven_fx["light"]["belly"], self, "tag_light_cockpit01" );
}
RavendefaultLightFX()
{
//println ( "RavendefaultLightFX" );
playFXOnTag( level._raven_fx["light"]["left"], self, "tag_light_L_wing" );
wait ( 0.05 );
playFXOnTag( level._raven_fx["light"]["right"], self, "tag_light_R_wing" );
wait ( 0.05 );
playFXOnTag( level._raven_fx["light"]["belly"], self, "tag_light_belly" );
wait ( 0.05 );
playFXOnTag( level._raven_fx["light"]["tail"], self, "tag_light_tail" );
}
deleteOnEntNotify( ent, notifyString )
{
//println ( "deleteOnEntNotify" );
self endon ( "death" );
ent waittill ( notifyString );
self delete();
}
spawn_NightRaven( owner, origin, angles, vehicleType, modelName )
{
//println ( "spawn_NightRaven" );
raven = spawnHelicopter( owner, origin, angles, vehicleType, modelName );
if ( !isDefined( raven ) )
return undefined;
raven.LSD_type = level._LSD_types[ modelName ];
raven thread [[ level._RavenlightFxFunc[ raven.LSD_type ] ]]();
raven addToLSDList();
//raven.zOffset = (0,0,raven getTagOrigin( "tag_origin" )[2] - raven getTagOrigin( "tag_origin" )[2]);
raven.zOffset = (0,0,raven getTagOrigin( "tag_origin" )[2] - raven getTagOrigin( "tag_ground" )[2]);
raven.attractor = Missile_CreateAttractorEnt( raven, level._LSD_attract_strength, level._LSD_attract_range );
raven.damageCallback = ::Callback_VehicleDamage;
return raven;
}
isPlayerTargeted( owner, player )
{
for ( i = 0; i < owner.LSDLockedTarget.size; i++)
{
if ( owner.LSDLockedTarget [i] == player )
{
return true;
}
}
return false;
}
LSDDialog( dialogGroup )
{
//println ( "LSDDialog" );
if ( getTime() - level._lastLSDDialogTime < 6000 )
return;
level._lastLSDDialogTime = getTime();
randomIndex = randomInt( level._LSDDialog[ dialogGroup ].size );
soundAlias = level._LSDDialog[ dialogGroup ][ randomIndex ];
fullSoundAlias = maps\mp\gametypes\_teams::getTeamVoicePrefix( self.team ) + soundAlias;
self playLocalSound( fullSoundAlias );
}
endRide( raven )
{
println ( "endRide" );
self notify ( "LSD_fired" );
waitframe();
if ( self hasWeapon ( "lock_seek_die_mp" ) )
{
self RemoteCameraSoundscapeOff();
self ThermalVisionOff();
self ThermalVisionFOFOverlayOff();
self unlink();
if ( isDefined ( self.LSDReticle ))
{
//println ( "Destroying the LSD reticle" );
self.LSDReticle destroy();
}
self thread DeleteLSDLockedTarget();
self switchToWeapon( self getLastWeapon() );
if ( isDefined ( self.alreadyClearUsingRemote ) && self.alreadyClearUsingRemote == false )
{
self clearUsingRemote();
self.alreadyClearUsingRemote = true;
}
if ( getDvarInt( "camera_thirdPerson" ) )
self setThirdPersonDOF( true );
self visionSetThermalForPlayer( game["thermal_vision"], 0 );
weaponList = self GetWeaponsListExclusives();
foreach ( weapon in weaponList )
self takeWeapon( weapon );
if ( isDefined( raven ) )
raven VehicleTurretControlOff( self );
}
self.LSDFired = undefined;
self thread DeleteLSDLockedTarget();
self notify ( "LSDPlayer_removed" );
}
//tagJC<NOTE>: Erace the LSDLockedTarget array for the next use of the killstreak.
DeleteLSDLockedTarget()
{
if ( isDefined ( self.LSDLockedTarget ))
{
self.LSDLockedTarget = undefined;
}
}
endRideOnNightRavenDone( raven )
{
//println ( "endRideOnNightRavenDone" );
self endon ( "disconnect" );
raven waittill ( "NightRaven_done" );
wait ( 1.5 );
self endRide( raven );
}
updateAreaNodes( areaNodes )
{
//println ( "updateAreaNodes" );
validEnemies = [];
foreach ( node in areaNodes )
{
node.validPlayers = [];
node.nodeScore = 0;
}
foreach ( player in level._players )
{
if ( !isAlive( player ) )
continue;
if ( player.team == self.team )
continue;
foreach ( node in areaNodes )
{
if ( distanceSquared( player.origin, node.origin ) > 1048576 )
continue;
node.validPlayers[node.validPlayers.size] = player;
}
}
bestNode = areaNodes[0];
foreach ( node in areaNodes )
{
LSDNode = getEnt( node.target, "targetname" );
foreach ( player in node.validPlayers )
{
node.nodeScore += 1;
if ( bulletTracePassed( player.origin + (0,0,32), LSDNode.origin, false, player ) )
node.nodeScore += 3;
}
if ( node.nodeScore > bestNode.nodeScore )
bestNode = node;
}
return ( getEnt( bestNode.target, "targetname" ) );
}
LSD_existance()
{
//println ( "LSD_existance" );
entityNumber = self getEntityNumber();
self waittill_any( "death", "crashing", "leaving" );
self removeFromLSDList( entityNumber );
self notify( "NightRaven_done" );
player = undefined;
queueEnt = queueRemoveFirst( "NightRaven" );
if ( !isDefined( queueEnt ) )
{
level._raven = undefined;
return;
}
player = queueEnt.player;
lifeId = queueEnt.lifeId;
streakName = queueEnt.streakName;
LSDType = queueEnt.LSDType;
queueEnt delete();
if ( isDefined( player ) && (player.sessionstate == "playing" || player.sessionstate == "dead") )
{
player maps\mp\killstreaks\_killstreaks::usedKillstreak( streakName, true );
player startNightRaven( lifeId, LSDType );
}
else
{
level._raven = undefined;
}
}
// resets NightRaven's motion values
LSD_reset()
{
//println ( "LSD_reset" );
self clearTargetYaw();
self clearGoalYaw();
self Vehicle_SetSpeed( 60, 25 );
self setyawspeed( 75, 45, 45 );
//self setjitterparams( (30, 30, 30), 4, 6 );
self setmaxpitchroll( 30, 30 );
self setneargoalnotifydist( 256 );
self setturningability(0.9);
}
Callback_VehicleDamage( inflictor, attacker, damage, dFlags, meansOfDeath, weapon, point, dir, hitLoc, timeOffset, modelIndex, partName )
{
//println ( "Callback_VehicleDamage" );
if ( !isDefined( attacker ) || attacker == self )
return;
if ( !maps\mp\gameTypes\_weapons::attackerCanDamageItem( attacker, self.owner ) )
return;
switch ( weapon )
{
case "ac130_105mm_mp":
case "ac130_40mm_mp":
case "stinger_mp":
case "javelin_mp":
case "remotemissile_projectile_mp":
case "remote_mortar_missile_mp":
self.largeProjectileDamage = true;
damage = self.maxhealth + 1;
break;
}
if( self.damageTaken+damage >= self.maxhealth )
{
validAttacker = undefined;
if ( !isDefined(self.owner) || attacker != self.owner )
validAttacker = attacker;
if ( isDefined( validAttacker ) && ( self.hasBeenDestroyed == false))
{
validAttacker notify( "destroyed_killstreak", weapon );
self.hasBeenDestroyed = false;
}
}
self Vehicle_FinishDamage( inflictor, attacker, damage, dFlags, meansOfDeath, weapon, point, dir, hitLoc, timeOffset, modelIndex, partName );
}
addRecentDamage( damage )
{
//println ( "addDecentDamage" );
self endon( "death" );
self.recentDamageAmount += damage;
wait ( 4.0 );
self.recentDamageAmount -= damage;
}
// accumulate damage and react
LSD_damage_monitor()
{
//println ( "LSD_damage_monitor" );
self endon( "death" );
self endon( "crashing" );
self endon( "leaving" );
self.damageTaken = 0;
self.recentDamageAmount = 0;
for( ;; )
{
// this damage is done to self.health which isnt used to determine the NightRaven's health, damageTaken is.
self waittill( "damage", damage, attacker, direction_vec, P, type );
assert( isDefined( attacker ) );
self.attacker = attacker;
if ( isPlayer( attacker ) )
{
attacker maps\mp\gametypes\_damagefeedback::updateDamageFeedback( "" );
if ( type == "MOD_RIFLE_BULLET" || type == "MOD_PISTOL_BULLET" )
{
damage *= level._LSD_armor_bulletdamage;
if ( attacker _hasPerk( "specialty_armorpiercing" ) )
damage += damage*level._armorPiercingMod;
}
}
self.damageTaken += damage;
self thread addRecentDamage( damage );
if( self.damageTaken > self.maxhealth && ((level._teamBased && self.team != attacker.team) || !level._teamBased) )
{
validAttacker = undefined;
if ( isDefined( attacker.owner ) && (!isDefined(self.owner) || attacker.owner != self.owner) )
validAttacker = attacker.owner;
else if ( !isDefined(attacker.owner) && attacker.classname == "script_vehicle" )
return;
else if ( !isDefined(self.owner) || attacker != self.owner )
validAttacker = attacker;
if ( isDefined( validAttacker ) )
{
attacker notify( "destroyed_NightRaven" );
thread teamPlayerCardSplash( "callout_destroyed_helicopter_minigun", validAttacker );
xpVal = 300;
validAttacker thread maps\mp\gametypes\_rank::giveRankXP( "kill", xpVal );
thread maps\mp\gametypes\_missions::vehicleKilled( self.owner, self, undefined, validAttacker, damage, type );
}
}
}
}
LSD_health()
{
//println ( "hehi_health" );
self endon( "death" );
self endon( "leaving" );
self endon( "crashing" );
self.currentstate = "ok";
self.laststate = "ok";
self setdamagestage( 3 );
damageState = 3;
self setDamageStage( damageState );
for ( ;; )
{
if ( self.damageTaken >= (self.maxhealth * 0.33) && damageState == 3 )
{
damageState = 2;
self setDamageStage( damageState );
self.currentstate = "light smoke";
playFxOnTag( level._raven_fx["damage"]["light_smoke"], self, "tag_engine_left" );
}
else if ( self.damageTaken >= (self.maxhealth * 0.66) && damageState == 2 )
{
damageState = 1;
self setDamageStage( damageState );
self.currentstate = "heavy smoke";
stopFxOnTag( level._raven_fx["damage"]["light_smoke"], self, "tag_engine_left" );
playFxOnTag( level._raven_fx["damage"]["heavy_smoke"], self, "tag_engine_left" );
}
else if( self.damageTaken > self.maxhealth )
{
damageState = 0;
self setDamageStage( damageState );
stopFxOnTag( level._raven_fx["damage"]["heavy_smoke"], self, "tag_engine_left" );
if ( IsDefined( self.largeProjectileDamage ) && self.largeProjectileDamage )
{
self thread LSD_explode( true );
}
else
{
playFxOnTag( level._raven_fx["damage"]["on_fire"], self, "tag_engine_left" );
self thread LSD_crash();
}
}
wait 0.05;
}
}
// attach NightRaven on crash path
LSD_crash()
{
//println ( "hehi_crash" );
self notify( "crashing" );
crashNode = level._LSD_crash_nodes[ randomInt( level._LSD_crash_nodes.size ) ];
self thread LSD_spin( 180 );
self thread LSD_secondary_explosions();
self LSD_fly_simple_path( crashNode );
self thread LSD_explode();
}
LSD_secondary_explosions()
{
//println ( "hehi_secondary_explosions" );
teamname = self LSD_getTeamForSoundClip();
playFxOnTag( level._raven_fx["explode"]["large"], self, "tag_engine_left" );
self playSound ( level._LSD_sound[teamname]["hitsecondary"] );
wait ( 3.0 );
if ( !isDefined( self ) )
return;
playFxOnTag( level._raven_fx["explode"]["large"], self, "tag_engine_left" );
self playSound ( level._LSD_sound[teamname]["hitsecondary"] );
}
// self spin at one rev per 2 sec
LSD_spin( speed )
{
//println ( "hehi_spin" );
self endon( "death" );
teamname = self LSD_getTeamForSoundClip();
// play hit sound immediately so players know they got it
self playSound ( level._LSD_sound[teamname]["hit"] );
// play heli crashing spinning sound
self thread spinSoundShortly();
// spins until death
self setyawspeed( speed, speed, speed );
while ( isdefined( self ) )
{
self settargetyaw( self.angles[1]+(speed*0.9) );
wait ( 1 );
}
}
spinSoundShortly()
{
//println ( "spinSoundShortly" );
self endon("death");
teamname = self LSD_getTeamForSoundClip();
wait .25;
self stopLoopSound();
wait .05;
self playLoopSound( level._LSD_sound[teamname]["spinloop"] );
wait .05;
self playLoopSound( level._LSD_sound[teamname]["spinstart"] );
}
// crash explosion
LSD_explode( altStyle )
{
//println ( "hehi_explode" );
self notify( "death" );
if ( isDefined( altStyle ) && isDefined( level._raven_fx["explode"]["air_death"][self.LSD_type] ) )
{
deathAngles = self getTagAngles( "tag_deathfx" );
playFx( level._raven_fx["explode"]["air_death"][self.LSD_type], self getTagOrigin( "tag_deathfx" ), anglesToForward( deathAngles ), anglesToUp( deathAngles ) );
//playFxOnTag( level.raven_fx["explode"]["air_death"][self.heli_type], self, "tag_deathfx" );
}
else
{
org = self.origin;
forward = ( self.origin + ( 0, 0, 1 ) ) - self.origin;
playFx( level._raven_fx["explode"]["death"][self.LSD_type], org, forward );
}
// play heli explosion sound
teamname = self LSD_getTeamForSoundClip();
self playSound( level._LSD_sound[teamname]["crash"] );
// give "death" notify time to process
wait ( 0.05 );
self delete();
}
// checks if owner is valid, returns false if not valid
check_owner()
{
//println ( "check_owner" );
if ( !isdefined( self.owner ) || !isdefined( self.owner.pers["team"] ) || self.owner.pers["team"] != self.team )
{
self thread LSD_leave();
return false;
}
return true;
}
LSD_leave_on_disconnect( owner )
{
//println ( "LSD_leave_on_disconnect" );
self endon ( "death" );
self endon ( "NightRaven_done" );
owner waittill( "disconnect" );
self thread LSD_leave();
}
LSD_leave_on_changeTeams( owner )
{
//println ( "hehi_leave_on_changeTeams" );
self endon ( "death" );
self endon ( "NightRaven_done" );
owner waittill_any( "joined_team", "joined_spectators" );
self thread LSD_leave();
}
LSD_leave_on_spawned( owner )
{
//println ( "hehi_leave_on_spawned" );
self endon ( "death" );
self endon ( "NightRaven_done" );
owner waittill( "spawned" );
self thread LSD_leave();
}
LSD_leave_on_gameended( owner )
{
//println ( "hehi_leave_on_gameended" );
self endon ( "death" );
self endon ( "NightRaven_done" );
level waittill ( "game_ended" );
self thread LSD_leave();
}
LSD_leave_on_timeout( timeOut )
{
//println ( "hehi_leave_on_timeout" );
self endon ( "death" );
self endon ( "NightRaven_done" );
maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause( timeOut );
self thread LSD_leave();
}
LSD_leave_on_LSD_fired()
{
//println ( "hehi_leave_on_LSD_fired" );
self endon ( "death" );
self endon ( "NightRaven_done" );
self thread LSD_leave();
}
//*******************************************************************
// End of house-keeping and miscelaneous functions *
// Beginning of debug functions *
//*******************************************************************
debug_print3d( message, color, ent, origin_offset, frames )
{
//println ( "debug_print3d" );
if ( isdefined( level._LSD_debug ) && level._LSD_debug == 1.0 )
self thread draw_text( message, color, ent, origin_offset, frames );
}
debug_print3d_simple( message, ent, offset, frames )
{
//println ( "debug_print3d_simple" );
if ( isdefined( level._LSD_debug ) && level._LSD_debug == 1.0 )
{
if( isdefined( frames ) )
thread draw_text( message, ( 0.8, 0.8, 0.8 ), ent, offset, frames );
else
thread draw_text( message, ( 0.8, 0.8, 0.8 ), ent, offset, 0 );
}
}
debug_line( from, to, color, frames )
{
//println ( "debug_line" );
if ( isdefined( level._LSD_debug ) && level._LSD_debug == 1.0 && !isdefined( frames ) )
{
thread draw_line( from, to, color );
}
else if ( isdefined( level._LSD_debug ) && level._LSD_debug == 1.0 )
thread draw_line( from, to, color, frames);
}
draw_text( msg, color, ent, offset, frames )
{
//println ( "debug_text" );
//level endon( "NightRaven_done" );
if( frames == 0 )
{
while ( isdefined( ent ) )
{
print3d( ent.origin+offset, msg , color, 0.5, 4 );
wait 0.05;
}
}
else
{
for( i=0; i < frames; i++ )
{
if( !isdefined( ent ) )
break;
print3d( ent.origin+offset, msg , color, 0.5, 4 );
wait 0.05;
}
}
}
draw_line( from, to, color, frames )
{
//println ( "draw_line" );
//level endon( "NightRaven_done" );
if( isdefined( frames ) )
{
for( i=0; i<frames; i++ )
{
line( from, to, color );
wait 0.05;
}
}
else
{
for( ;; )
{
line( from, to, color );
wait 0.05;
}
}
}
addToLSDList()
{
//println ( "addToLSDList" );
level._LSDs[self getEntityNumber()] = self;
}
removeFromLSDList( entityNumber )
{
//println ( "removeFromLSDList" );
level._LSDs[entityNumber] = undefined;
}
playFlareFx()
{
//println ( "playFlareFx" );
for ( i = 0; i < 10; i++ )
{
if ( !isDefined( self ) )
return;
PlayFXOnTag( level._effect[ "ac130_flare" ], self, "TAG_FLARE" );
wait ( 0.15 );
}
}
deployFlares()
{
//println ( "deployFlares" );
flareObject = spawn( "script_origin", level._ac130.planemodel.origin );
flareObject.angles = level._ac130.planemodel.angles;
flareObject moveGravity( (0, 0, 0), 5.0 );
flareObject thread deleteAfterTime( 5.0 );
return flareObject;
}
LSD_flares_monitor()
{
//println ( "LSD_flares_monitor" );
level endon ( "game_ended" );
for ( ;; )
{
level waittill ( "stinger_fired", player, missile, lockTarget );
if ( !IsDefined( lockTarget ) || (lockTarget != self) )
continue;
missile endon ( "death" );
self thread playFlareFx();
newTarget = self deployFlares();
missile Missile_SetTargetEnt( newTarget );
return;
}
}
deleteAfterTime( delay )
{
//println ( "deleteAfterTime" );
wait ( delay );
self delete();
}
LSD_getTeamForSoundClip()
{
//println ( "LSD_getTeamForSoundClip" );
teamname = self.team;
if( level._multiTeamBased )
{
teamname = "allies";
}
return teamname;
}
//*******************************************************************
// End of debug functions *
// *
//*******************************************************************