198 lines
11 KiB
Plaintext
198 lines
11 KiB
Plaintext
#using scripts\shared\gameobjects_shared;
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#using scripts\shared\math_shared;
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#using scripts\shared\util_shared;
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#using scripts\mp\gametypes\_globallogic;
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#using scripts\mp\gametypes\_globallogic_audio;
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#using scripts\mp\gametypes\_globallogic_score;
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#using scripts\mp\gametypes\_spawning;
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#using scripts\mp\gametypes\_spawnlogic;
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#using scripts\mp\killstreaks\_killstreaks;
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#using scripts\mp\_util;
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/*
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Deathmatch
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Objective: Score points by eliminating other players
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Map ends: When one player reaches the score limit, or time limit is reached
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Respawning: No wait / Away from other players
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Level requirements
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------------------
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Spawnpoints:
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classname mp_dm_spawn
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All players spawn from these. The spawnpoint chosen is dependent on the current locations of enemies at the time of spawn.
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Players generally spawn away from enemies.
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Spectator Spawnpoints:
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classname mp_global_intermission
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Spectators spawn from these and intermission is viewed from these positions.
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Atleast one is required, any more and they are randomly chosen between.
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Level script requirements
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-------------------------
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Team Definitions:
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game["allies"] = "marines";
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game["axis"] = "nva";
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Because Deathmatch doesn't have teams with regard to gameplay or scoring, this effectively sets the available weapons.
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If using minefields or exploders:
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load::main();
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Optional level script settings
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------------------------------
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Soldier Type and Variation:
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game["soldiertypeset"] = "seals";
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This sets what character models are used for each nationality on a particular map.
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Valid settings:
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soldiertypeset seals
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*/
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/*QUAKED mp_dm_spawn (1.0 0.5 0.0) (-16 -16 0) (16 16 72)
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Players spawn away from enemies at one of these positions.*/
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#precache( "string", "OBJECTIVES_DM" );
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#precache( "string", "OBJECTIVES_DM_SCORE" );
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#precache( "string", "OBJECTIVES_DM_HINT" );
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function main()
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{
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globallogic::init();
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util::registerTimeLimit( 0, 1440 );
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util::registerScoreLimit( 0, 50000 );
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util::registerRoundLimit( 0, 10 );
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util::registerRoundWinLimit( 0, 10 );
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util::registerNumLives( 0, 100 );
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globallogic::registerFriendlyFireDelay( level.gameType, 0, 0, 1440 );
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level.scoreRoundWinBased = ( GetGametypeSetting( "cumulativeRoundScores" ) == false );
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level.teamScorePerKill = GetGametypeSetting( "teamScorePerKill" );
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level.teamScorePerDeath = GetGametypeSetting( "teamScorePerDeath" );
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level.teamScorePerHeadshot = GetGametypeSetting( "teamScorePerHeadshot" );
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level.killstreaksGiveGameScore = GetGametypeSetting( "killstreaksGiveGameScore" );
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level.onStartGameType =&onStartGameType;
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level.onPlayerKilled =&onPlayerKilled;
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level.onSpawnPlayer =&onSpawnPlayer;
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gameobjects::register_allowed_gameobject( level.gameType );
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globallogic_audio::set_leader_gametype_dialog ( "startFreeForAll", "hcStartFreeForAll", "gameBoost", "gameBoost" );
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// Sets the scoreboard columns and determines with data is sent across the network
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globallogic::setvisiblescoreboardcolumns( "pointstowin", "kills", "deaths", "kdratio", "score" );
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}
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function setupTeam( team )
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{
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util::setObjectiveText( team, &"OBJECTIVES_DM" );
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if ( level.splitscreen )
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{
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util::setObjectiveScoreText( team, &"OBJECTIVES_DM" );
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}
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else
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{
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util::setObjectiveScoreText( team, &"OBJECTIVES_DM_SCORE" );
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}
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util::setObjectiveHintText( team, &"OBJECTIVES_DM_HINT" );
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spawnlogic::add_spawn_points( team, "mp_dm_spawn" );
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spawnlogic::place_spawn_points( "mp_dm_spawn_start" );
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level.spawn_start = spawnlogic::get_spawnpoint_array( "mp_dm_spawn_start" );
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}
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function onStartGameType()
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{
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setClientNameMode("auto_change");
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// now that the game objects have been deleted place the influencers
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spawning::create_map_placed_influencers();
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level.spawnMins = ( 0, 0, 0 );
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level.spawnMaxs = ( 0, 0, 0 );
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foreach( team in level.teams )
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{
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setupTeam( team );
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}
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spawning::updateAllSpawnPoints();
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level.mapCenter = math::find_box_center( level.spawnMins, level.spawnMaxs );
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setMapCenter( level.mapCenter );
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spawnpoint = spawnlogic::get_random_intermission_point();
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setDemoIntermissionPoint( spawnpoint.origin, spawnpoint.angles );
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level.displayRoundEndText = false;
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level thread onScoreCloseMusic();
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if ( !util::isOneRound() )
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{
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level.displayRoundEndText = true;
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}
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}
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function onEndGame( winningPlayer )
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{
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if ( isdefined( winningPlayer ) && isPlayer( winningPlayer ) )
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[[level._setPlayerScore]]( winningPlayer, winningPlayer [[level._getPlayerScore]]() + 1 );
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}
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function onScoreCloseMusic()
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{
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while( !level.gameEnded )
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{
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scoreLimit = level.scoreLimit;
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scoreThreshold = scoreLimit * .9;
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for(i=0;i<level.players.size;i++)
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{
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scoreCheck = [[level._getPlayerScore]]( level.players[i] );
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if( scoreCheck >= scoreThreshold )
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{
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// thread globallogic_audio::set_music_on_team( "timeOut" ); //Cutting the music call, because it was never working properly
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return;
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}
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}
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wait(.5);
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}
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}
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function onSpawnPlayer(predictedSpawn)
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{
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if( !level.inPrematchPeriod )
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{
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level.useStartSpawns = false;
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}
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spawning::onSpawnPlayer(predictedSpawn);
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}
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function onPlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, weapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
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{
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if ( !isPlayer( attacker ) || ( self == attacker ) )
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return;
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if( !isdefined( killstreaks::get_killstreak_for_weapon( weapon ) ) || ( isdefined( level.killstreaksGiveGameScore ) && level.killstreaksGiveGameScore ) )
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{
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attacker globallogic_score::givePointsToWin( level.teamScorePerKill );
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self globallogic_score::givePointsToWin( level.teamScorePerDeath * -1 );
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if ( sMeansOfDeath == "MOD_HEAD_SHOT" )
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{
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attacker globallogic_score::givePointsToWin( level.teamScorePerHeadshot );
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}
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}
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}
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