2023-04-13 17:30:38 +02:00

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#using scripts\shared\array_shared;
#using scripts\shared\gameobjects_shared;
#using scripts\shared\hud_message_shared;
#using scripts\shared\hud_util_shared;
#using scripts\shared\math_shared;
#using scripts\shared\persistence_shared;
#using scripts\shared\rank_shared;
#using scripts\shared\scoreevents_shared;
#using scripts\shared\util_shared;
#using scripts\shared\weapons\_weapon_utils;
#using scripts\mp\gametypes\_globallogic;
#using scripts\mp\gametypes\_globallogic_audio;
#using scripts\mp\gametypes\_globallogic_score;
#using scripts\mp\gametypes\_loadout;
#using scripts\mp\gametypes\_spawning;
#using scripts\mp\gametypes\_spawnlogic;
#using scripts\mp\gametypes\_wager;
#using scripts\mp\_util;
/*
Deathmatch
Objective: Score points by eliminating other players
Map ends: When one player reaches the score limit, or time limit is reached
Respawning: No wait / Away from other players
Level requirements
------------------
Spawnpoints:
classname mp_wager_spawn
All players spawn from these. The spawnpoint chosen is dependent on the current locations of enemies at the time of spawn.
Players generally spawn away from enemies.
Spectator Spawnpoints:
classname mp_global_intermission
Spectators spawn from these and intermission is viewed from these positions.
Atleast one is required, any more and they are randomly chosen between.
Level script requirements
-------------------------
Team Definitions:
game["allies"] = "marines";
game["axis"] = "nva";
Because Deathmatch doesn't have teams with regard to gameplay or scoring, this effectively sets the available weapons.
If using minefields or exploders:
load::main();
Optional level script settings
------------------------------
Soldier Type and Variation:
game["soldiertypeset"] = "seals";
This sets what character models are used for each nationality on a particular map.
Valid settings:
soldiertypeset seals
*/
//#define SAS_PRIMARY_WEAPON "crossbow" // brian barnes - crossbow weapon deleted, hoping just swapping this to a supported weapon will work
#precache( "string", "OBJECTIVES_SAS" );
#precache( "string", "OBJECTIVES_SAS_SCORE" );
#precache( "string", "OBJECTIVES_SAS_HINT" );
#precache( "string", "MP_HUMILIATION" );
#precache( "string", "MP_HUMILIATED" );
#precache( "string", "MP_BANKRUPTED" );
#precache( "string", "MP_BANKRUPTED_OTHER" );
function main()
{
globallogic::init();
level.weapon_SAS_PRIMARY_WEAPON = GetWeapon( "special_crossbow" );
level.weapon_SAS_SECONDARY_WEAPON = GetWeapon( "knife_ballistic" );
level.weapon_SAS_PRIMARY_GRENADE_WEAPON = GetWeapon( "hatchet" );
util::registerTimeLimit( 0, 1440 );
util::registerScoreLimit( 0, 5000 );
util::registerRoundLimit( 0, 10 );
util::registerRoundWinLimit( 0, 10 );
util::registerNumLives( 0, 100 );
level.onStartGameType =&onStartGameType;
level.onPlayerDamage =&onPlayerDamage;
level.onPlayerKilled =&onPlayerKilled;
level.onPlayerScore = &onPlayerScore;
// level.onWagerAwards =&onWagerAwards;
level.pointsPerPrimaryKill = GetGametypeSetting( "pointsPerPrimaryKill" );
level.pointsPerSecondaryKill = GetGametypeSetting( "pointsPerSecondaryKill" );
level.pointsPerPrimaryGrenadeKill = GetGametypeSetting( "pointsPerPrimaryGrenadeKill" );
level.pointsPerMeleeKill = GetGametypeSetting( "pointsPerMeleeKill" );
level.setBacks = GetGametypeSetting( "setbacks" );
switch ( GetGametypeSetting( "gunSelection" ) )
{
case 0:
level.setBackWeapon = undefined;
break;
case 1:
level.setBackWeapon = level.weapon_SAS_PRIMARY_GRENADE_WEAPON;
break;
case 2:
level.setBackWeapon = level.weapon_SAS_PRIMARY_WEAPON;
break;
case 3:
level.setBackWeapon = level.weapon_SAS_SECONDARY_WEAPON;
break;
default:
assert( true, "Invalid setting for gunSelection" );
break;
}
game["dialog"]["gametype"] = "sns_start";
game["dialog"]["wm_humiliation"] = "mpl_wager_bankrupt";
game["dialog"]["wm_humiliated"] = "sns_hum";
gameobjects::register_allowed_gameobject( level.gameType );
level.giveCustomLoadout =&giveCustomLoadout;
sas_perks = [];
if ( !isdefined( sas_perks ) ) sas_perks = []; else if ( !IsArray( sas_perks ) ) sas_perks = array( sas_perks ); sas_perks[sas_perks.size]="specialty_fastweaponswitch";;
if ( !isdefined( sas_perks ) ) sas_perks = []; else if ( !IsArray( sas_perks ) ) sas_perks = array( sas_perks ); sas_perks[sas_perks.size]="specialty_jetcharger";;
if ( !isdefined( sas_perks ) ) sas_perks = []; else if ( !IsArray( sas_perks ) ) sas_perks = array( sas_perks ); sas_perks[sas_perks.size]="specialty_tracker";;
level.sas_perks = sas_perks;
sas_gadgets = [];
if ( !isdefined( sas_gadgets ) ) sas_gadgets = []; else if ( !IsArray( sas_gadgets ) ) sas_gadgets = array( sas_gadgets ); sas_gadgets[sas_gadgets.size]="gadget_camo";;
if ( !isdefined( sas_gadgets ) ) sas_gadgets = []; else if ( !IsArray( sas_gadgets ) ) sas_gadgets = array( sas_gadgets ); sas_gadgets[sas_gadgets.size]="gadget_clone";;
level.weapon_SAS_DEFAULT_GADGET = array::random( sas_gadgets );
globallogic::setvisiblescoreboardcolumns( "pointstowin", "kills", "deaths", "tomahawks", "humiliated" );
}
function giveCustomLoadout()
{
self notify( "sas_spectator_hud" );
defaultWeapon = level.weapon_SAS_PRIMARY_WEAPON;
loadout::setClassNum( self.curClass );
self wager::setup_blank_random_player( true, true, defaultWeapon );
self givePerks();
self GiveWeapon( defaultWeapon );
self SetWeaponAmmoClip( defaultWeapon, 6 );
self SetWeaponAmmoStock( defaultWeapon, 6 );
self.primaryLoadoutWeapon = defaultWeapon;
secondaryWeapon = level.weapon_SAS_SECONDARY_WEAPON;
self GiveWeapon( secondaryWeapon );
self SetWeaponAmmoStock( secondaryWeapon, 2 );
self.secondaryLoadoutWeapon = defaultWeapon;
offhandPrimary = level.weapon_SAS_PRIMARY_GRENADE_WEAPON;
self SetOffhandPrimaryClass( offhandPrimary );
self GiveWeapon( offhandPrimary );
self SetWeaponAmmoClip( offhandPrimary, 1 );
self SetWeaponAmmoStock( offhandPrimary, 1 );
self.grenadeTypePrimary = offhandPrimary;
self.grenadeTypePrimaryCount = 1;
secondaryOffhand = GetWeapon( "null_offhand_secondary" );
secondaryOffhandCount = 0;
self GiveWeapon( secondaryOffhand );
self SetWeaponAmmoClip( secondaryOffhand, secondaryOffhandCount );
self SwitchToOffhand( secondaryOffhand );
self.grenadeTypeSecondary = secondaryOffhand;
self.grenadeTypeSecondaryCount = secondaryOffhandCount;
self GiveWeapon( level.weaponBaseMelee );
self giveDefaultGadget();
self SwitchToWeapon( defaultWeapon );
self SetSpawnWeapon( defaultWeapon );
self.killsWithSecondary = 0;
self.killsWithPrimary = 0;
self.killsWithBothAwarded = false;
return defaultWeapon;
}
function giveDefaultGadget()
{
specialOffhand = self.sas_matchGadget;
resetCharge = false;
if ( !isdefined( specialOffhand ) )
{
specialOffhand = GetWeapon( level.weapon_SAS_DEFAULT_GADGET );
resetCharge = true;
}
specialOffhandCount = specialOffhand.startammo;
self GiveWeapon( specialOffhand );
self SetWeaponAmmoClip( specialOffhand, specialOffhandCount );
self SwitchToOffhand( specialOffhand );
self.grenadeTypeSpecial = specialOffhand;
self.grenadeTypeSpecialCount = specialOffhandCount;
if ( ( isdefined( resetCharge ) && resetCharge ) )
{
slot = self GadgetGetSlot( specialOffhand );
self GadgetPowerSet( slot, 0 );
}
self.sas_matchGadget = specialOffhand;
}
function givePerks()
{
foreach ( perkName in level.sas_perks )
{
self SetPerk( perkName );
}
}
function onPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, weapon, vPoint, vDir, sHitLoc, psOffsetTime )
{
if ( ( weapon == level.weapon_SAS_PRIMARY_WEAPON ) && ( sMeansOfDeath == "MOD_IMPACT" ) )
{
if ( isdefined( eAttacker ) && IsPlayer( eAttacker ) )
{
if ( !isdefined( eAttacker.pers["sticks"] ) )
eAttacker.pers["sticks"] = 1;
else
eAttacker.pers["sticks"]++;
eAttacker.sticks = eAttacker.pers["sticks"];
}
}
return iDamage;
}
function onPlayerScore( event, player, victim )
{
score = player.pers["pointstowin"];
if ( !level.rankedMatch )
{
player thread rank::updateRankScoreHUD( score - player.pers["score"] );
}
player.pers["score"] = score;
player.score = player.pers["score"];
recordPlayerStats( player, "score" , player.pers["score"] );
}
function onPlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, weapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
{
if ( isdefined( attacker ) && IsPlayer( attacker ) && attacker != self )
{
if ( weapon_utils::isMeleeMOD( sMeansOfDeath ) )
{
//should probably make this a custom setting
attacker globallogic_score::givePointsToWin( level.pointsPerMeleeKill );
onPlayerScore( undefined, attacker, undefined );
}
else if ( weapon == level.weapon_SAS_PRIMARY_WEAPON )
{
attacker.killsWithPrimary++;
if ( attacker.killsWithBothAwarded == false && attacker.killsWithSecondary > 0 )
{
attacker.killsWithBothAwarded = true;
}
attacker globallogic_score::givePointsToWin( level.pointsPerPrimaryKill );
onPlayerScore( undefined, attacker, undefined );
}
else if ( weapon == level.weapon_SAS_PRIMARY_GRENADE_WEAPON )
{
attacker globallogic_score::givePointsToWin( level.pointsPerPrimaryGrenadeKill );
onPlayerScore( undefined, attacker, undefined );
}
else
{
if ( weapon == level.weapon_SAS_SECONDARY_WEAPON ) // make sure this is not a kill by destructible
{
attacker.killsWithSecondary++;
if ( attacker.killsWithBothAwarded == false && attacker.killsWithPrimary > 0 )
{
attacker.killsWithBothAwarded = true;
}
}
attacker globallogic_score::givePointsToWin( level.pointsPerSecondaryKill );
onPlayerScore( undefined, attacker, undefined );
}
if ( isdefined( level.setBackWeapon ) && ( weapon == level.setBackWeapon ) )
{
self.pers["humiliated"]++;
self.humiliated = self.pers["humiliated"];
if ( level.setBacks == 0 )
{
self globallogic_score::setPointsToWin( 0 );
onPlayerScore( undefined, self, undefined );
}
else
{
self globallogic_score::givePointsToWin( level.setBacks * -1 );
onPlayerScore( undefined, self, undefined );
}
attacker PlayLocalSound( "mpl_fracture_sting_moved" );
attacker AddPlayerStatWithGameType( "HUMILIATE_ATTACKER", 1 );
self thread playerHumiliation();
}
}
else
{
self.pers["humiliated"]++;
self.humiliated = self.pers["humiliated"];
if ( level.setBacks == 0 )
{
self globallogic_score::setPointsToWin( 0 );
onPlayerScore( undefined, self, undefined );
}
else
{
self globallogic_score::givePointsToWin( level.setBacks * -1 );
onPlayerScore( undefined, self, undefined );
}
self thread playerHumiliation();
}
}
function playerHumiliation()
{
self endon( "disconnect" );
self endon( "death" );
self AddPlayerStatWithGameType( "HUMILIATE_VICTIM", 1 );
self waittill( "spawned_player" );
self PlayLocalSound( "mpl_assassination_sting" );
humHud = self hud::createFontString( "default", 2.5 );
humHud hud::setPoint( "CENTER", undefined, 0, -100 );
humHud.label = &"MP_HUMILIATED";
humHud.x = 0;
humHud.archived = true;
humHud.alpha = 1;
humHud.glowAlpha = 0;
humHud.hidewheninmenu = false;
self thread playerHumiliationCleanup( humHud );
wait 0.1;
humHud FadeOverTime( 0.2 );
humHud.color = ( 1, 0, 0 );
humHud ChangeFontScaleOverTime( 0.2 );
humHud.fontScale = 3;
wait 0.5;
humHud FadeOverTime( 0.5 );
humHud.color = ( 1, 1, 1 );
humHud ChangeFontScaleOverTime( 0.5 );
humHud.fontScale = 2.5;
wait 1.0;
self notify( "humHudDestroyed" );
humHud Destroy();
}
function playerHumiliationCleanup( humHud )
{
self endon( "humHudDestroyed" );
self util::waittill_any( "disconnect", "death" );
if ( isdefined( humHud ) )
humHud Destroy();
}
function setupTeam( team )
{
util::setObjectiveText( team, &"OBJECTIVES_SAS" );
if ( level.splitscreen )
{
util::setObjectiveScoreText( team, &"OBJECTIVES_SAS" );
}
else
{
util::setObjectiveScoreText( team, &"OBJECTIVES_SAS_SCORE" );
}
util::setObjectiveHintText( team, &"OBJECTIVES_SAS_HINT" );
spawnlogic::add_spawn_points( team, "mp_dm_spawn" );
spawnlogic::place_spawn_points( "mp_dm_spawn_start" );
level.spawn_start = spawnlogic::get_spawnpoint_array( "mp_dm_spawn_start" );
}
function onStartGameType()
{
// SetDvar( "scr_xpscalemp", 0 );
SetDvar( "tu29_gametypeOverridesGadget", true );
setClientNameMode("auto_change");
// now that the game objects have been deleted place the influencers
spawning::create_map_placed_influencers();
level.spawnMins = ( 0, 0, 0 );
level.spawnMaxs = ( 0, 0, 0 );
foreach( team in level.teams )
{
setupTeam( team );
}
spawning::updateAllSpawnPoints();
level.mapCenter = math::find_box_center( level.spawnMins, level.spawnMaxs );
setMapCenter( level.mapCenter );
spawnpoint = spawnlogic::get_random_intermission_point();
setDemoIntermissionPoint( spawnpoint.origin, spawnpoint.angles );
// use the new spawn logic from the start
level.useStartSpawns = false;
level.displayRoundEndText = false;
if ( isdefined( game["roundsplayed"] ) && game["roundsplayed"] > 0 )
{
game["dialog"]["gametype"] = undefined;
game["dialog"]["offense_obj"] = undefined;
game["dialog"]["defense_obj"] = undefined;
}
}
function onWagerAwards()
{
tomahawks = self globallogic_score::getPersStat( "tomahawks" );
if ( !isdefined( tomahawks ) )
tomahawks = 0;
self persistence::set_after_action_report_stat( "wagerAwards", tomahawks, 0 );
sticks = self globallogic_score::getPersStat( "sticks" );
if ( !isdefined( sticks ) )
sticks = 0;
self persistence::set_after_action_report_stat( "wagerAwards", sticks, 1 );
bestKillstreak = self globallogic_score::getPersStat( "best_kill_streak" );
if ( !isdefined( bestKillstreak ) )
bestKillstreak = 0;
self persistence::set_after_action_report_stat( "wagerAwards", bestKillstreak, 2 );
}