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

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#using scripts\shared\gameobjects_shared;
#using scripts\shared\math_shared;
#using scripts\shared\util_shared;
#using scripts\mp\gametypes\_globallogic;
#using scripts\mp\gametypes\_globallogic_audio;
#using scripts\mp\gametypes\_spawning;
#using scripts\mp\gametypes\_spawnlogic;
#using scripts\mp\_util;
#using scripts\mp\killstreaks\_supplydrop;
/*
Hunted
Objective: Score points by eliminating other players. Packages are dropped randomly
which contain weapons and ammo.
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_dm_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
*/
/*QUAKED mp_dm_spawn (1.0 0.5 0.0) (-16 -16 0) (16 16 72)
Players spawn away from enemies at one of these positions.*/
#precache( "string", "OBJECTIVES_DM" );
#precache( "string", "OBJECTIVES_DM_SCORE" );
#precache( "string", "OBJECTIVES_DM_HINT" );
// smg
#precache( "string", "WEAPON_SMG_STANDARD" );
//assault
#precache( "string", "WEAPON_AR_STANDARD" );
// LMG
#precache( "string", "WEAPON_LMG_LIGHT" );
// shotgun
#precache( "string", "WEAPON_SHOTGUN_PUMP" );
// pistol
#precache( "string", "WEAPON_PISTOL_STANDARD" );
function main()
{
globallogic::init();
util::registerTimeLimit( 0, 1440 );
util::registerScoreLimit( 0, 50000 );
util::registerRoundLimit( 0, 10 );
util::registerRoundWinLimit( 0, 10 );
util::registerNumLives( 0, 100 );
globallogic::registerFriendlyFireDelay( level.gameType, 0, 0, 1440 );
level.scoreRoundWinBased = true;
level.resetPlayerScoreEveryRound = true;
level.onStartGameType =&onStartGameType;
level.giveCustomLoadout =&giveCustomLoadout;
level.heliTime = GetGametypeSetting( "objectiveSpawnTime" );
gameobjects::register_allowed_gameobject( "dm" );
game["dialog"]["gametype"] = "ffa_start";
game["dialog"]["gametype_hardcore"] = "hcffa_start";
game["dialog"]["offense_obj"] = "generic_boost";
game["dialog"]["defense_obj"] = "generic_boost";
// Sets the scoreboard columns and determines with data is sent across the network
globallogic::setvisiblescoreboardcolumns( "score", "kills", "deaths", "kdratio", "headshots" );
}
function onStartGameType()
{
setClientNameMode("auto_change");
util::setObjectiveText( "allies", &"OBJECTIVES_DM" );
util::setObjectiveText( "axis", &"OBJECTIVES_DM" );
if ( level.splitscreen )
{
util::setObjectiveScoreText( "allies", &"OBJECTIVES_DM" );
util::setObjectiveScoreText( "axis", &"OBJECTIVES_DM" );
}
else
{
util::setObjectiveScoreText( "allies", &"OBJECTIVES_DM_SCORE" );
util::setObjectiveScoreText( "axis", &"OBJECTIVES_DM_SCORE" );
}
util::setObjectiveHintText( "allies", &"OBJECTIVES_DM_HINT" );
util::setObjectiveHintText( "axis", &"OBJECTIVES_DM_HINT" );
// 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 );
spawnlogic::add_spawn_points( "allies", "mp_dm_spawn" );
spawnlogic::add_spawn_points( "axis", "mp_dm_spawn" );
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;
level thread onScoreCloseMusic();
if ( !util::isOneRound() )
{
level.displayRoundEndText = true;
}
level.heliOwner = spawn( "script_origin", (0,0,0) );
initDropLocations();
registerCrates();
thread crateDropper();
}
function onEndGame( winningPlayer )
{
if ( isdefined( winningPlayer ) && isPlayer( winningPlayer ) )
[[level._setPlayerScore]]( winningPlayer, winningPlayer [[level._getPlayerScore]]() + 1 );
}
// *******************************************************************
// Custom Loadout
// *******************************************************************
function giveCustomLoadout()
{
self takeAllWeapons();
self ClearPerks();
weapon = GetWeapon( "pistol_standard" );
self.primaryWeapon = weapon;
self.lethalGrenade = GetWeapon( "hatchet" );
self.tacticalGrenade = undefined;
self GiveWeapon( weapon );
self GiveWeapon( level.weaponBaseMelee );
self GiveWeapon( level.weaponBaseMeleeHeld );
self GiveWeapon( self.lethalGrenade );
self SetWeaponAmmoStock( weapon, 0 );
self SetWeaponAmmoClip( weapon, 5 );
self switchToWeapon( weapon );
self setSpawnWeapon( weapon );
return weapon;
}
function onScoreCloseMusic()
{
while( !level.gameEnded )
{
scoreLimit = level.scoreLimit;
scoreThreshold = scoreLimit * .9;
for(i=0;i<level.players.size;i++)
{
scoreCheck = [[level._getPlayerScore]]( level.players[i] );
if( scoreCheck >= scoreThreshold )
{
thread globallogic_audio::set_music_on_team( "timeOut" );
return;
}
}
wait(.5);
}
}
function inside_bounds( node_origin, bounds )
{
mins = level.mapCenter - bounds;
maxs = level.mapCenter + bounds;
if ( node_origin[0] > maxs[0] )
return false;
if ( node_origin[0] < mins[0] )
return false;
if ( node_origin[1] > maxs[1] )
return false;
if ( node_origin[1] < mins[1] )
return false;
return true;
}
function initDropLocations()
{
scalar = 0.8;
bound = ( level.spawnMaxs - level.mapCenter ) * scalar ;
// all_nodes = getallnodes();
// center = (0,0,0);
// foreach( node in all_nodes )
// {
// center = center + node.origin;
// }
//
// center = center / all_nodes.size;
///#
// mins = level.mapCenter - bound;
// maxs = level.mapCenter + bound;
//
// time = 10000;
// box( level.mapCenter, -1 * bound, bound, 0, (1,1,0), 1, 1, time );
//// sphere( center, 20, (1,1,0), 1, true, 10, time );
// sphere( level.mapCenter, 20, (1,1,1), 1, true, 10, time );
// sphere( mins, 20, (0,1,0), 1, true, 10, time );
// sphere( maxs, 20, (1,0,0), 1, true, 10, time );
// sphere( level.spawnMins, 20, (0,1,0), 1, true, 10, time );
// sphere( level.spawnMaxs, 20, (1,0,0), 1, true, 10, time );
//#/
// get path nodes using the radius function to help trim out the nodes around the bounds
// possible_nodes = GetNodesInRadius( level.mapCenter, Length( bound ), 0 ,level.spawnMaxs[2], "Path" );
possible_nodes = getallnodes();
nodes = [];
count = 0;
foreach( node in possible_nodes )
{
if ( inside_bounds( node.origin, bound ) )
{
nodes[nodes.size] = node;
// debugstar( node.origin, time, ( 1, 0, 1 ) );
count++;
}
}
level.dropNodes = nodes;
}
function registerCrates()
{
// weapons
// smg
supplydrop::registerCrateType("hunted", "weapon", "smg_standard", 1, &"WEAPON_SMG_STANDARD", undefined,&giveHuntedWeapon,&huntedCrateLandOverride );
// assault
supplydrop::registerCrateType("hunted", "weapon", "ar_standard", 1, &"WEAPON_AR_STANDARD", undefined,&giveHuntedWeapon,&huntedCrateLandOverride );
// LMG
supplydrop::registerCrateType("hunted", "weapon", "lmg_light", 1, &"WEAPON_LMG_LIGHT", undefined,&giveHuntedWeapon,&huntedCrateLandOverride );
// shotgun
supplydrop::registerCrateType("hunted", "weapon", "shotgun_pump", 1, &"WEAPON_SHOTGUN_PUMP", undefined,&giveHuntedWeapon,&huntedCrateLandOverride );
// pistol
supplydrop::registerCrateType("hunted", "weapon", "pistol_standard", 1, &"WEAPON_PISTOL_STANDARD", undefined,&giveHuntedWeapon,&huntedCrateLandOverride );
// killstreaks
/*
// NOTE: precache strings in the top of the file
supplydrop::registerCrateType("hunted", "killstreak", "radar", 4, &"KILLSTREAK_RADAR_CRATE",&giveCrateKillstreak,&huntedCrateLandOverride );
supplydrop::registerCrateType("hunted", "killstreak", "autoturret", 3, &"KILLSTREAK_AUTO_TURRET_CRATE",&giveCrateKillstreak,&huntedCrateLandOverride );
supplydrop::registerCrateType("hunted", "killstreak", "remote_missile", 4, &"KILLSTREAK_REMOTE_MISSILE_CRATE",&giveCrateKillstreak,&huntedCrateLandOverride );
supplydrop::registerCrateType("hunted", "killstreak", "planemortar", 4, &"KILLSTREAK_PLANE_MORTAR_CRATE",&giveCrateKillstreak,&huntedCrateLandOverride );
supplydrop::registerCrateType("hunted", "killstreak", "rcbomb", 4, &"KILLSTREAK_RCBOMB_CRATE",&giveCrateKillstreak,&huntedCrateLandOverride );
supplydrop::registerCrateType("hunted", "killstreak", "radardirection", 2, &"KILLSTREAK_SATELLITE_CRATE",,&giveCrateKillstreak,&huntedCrateLandOverride );
supplydrop::registerCrateType("hunted", "killstreak", "inventory_ai_tank_drop", 1, &"KILLSTREAK_AI_TANK_CRATE",&giveCrateKillstreak,&huntedCrateLandOverride );
*/
supplydrop::setCategoryTypeWeight( "hunted", "weapon", 4 );
supplydrop::setCategoryTypeWeight( "hunted", "killstreak", 1 );
supplydrop::advancedFinalizeCrateCategory( "hunted" );
}
function giveHuntedWeapon( weapon )
{
if ( isdefined( self.primaryWeapon ) )
{
self TakeWeapon(self.primaryWeapon);
}
self.primaryWeapon = weapon;
self GiveWeapon(weapon);
self switchToWeapon(weapon);
self SetWeaponAmmoStock( Weapon, 0 );
}
function giveHuntedLethalGrenade( weapon )
{
if ( self.lethalGrenade == weapon )
{
currStock = self GetAmmoCount( weapon );
self setweaponammostock( weapon, currStock + 1 );
return;
}
if ( isdefined( self.lethalGrenade ) )
{
self takeweapon(self.lethalGrenade);
}
self.lethalGrenade = weapon;
self GiveWeapon(weapon);
self setOffhandPrimaryClass( weapon );
}
function giveHuntedTacticalGrenade( weapon )
{
if ( self.tacticalGrenade == weapon )
{
currStock = self GetAmmoCount( weapon );
self setweaponammostock( weapon, currStock + 1 );
return;
}
if ( isdefined( self.tacticalGrenade ) )
{
self takeweapon(self.tacticalGrenade);
}
self.tacticalGrenade = weapon;
self GiveWeapon(weapon);
self setOffhandSecondaryClass( weapon );
}
function huntedCrateLandOverride( crate, category, owner, team )
{
crate.visibleToAll = true;
crate supplydrop::crateActivate();
crate thread supplydrop::crateUseThink();
crate thread supplydrop::crateUseThinkOwner();
supplydrop::default_land_function( crate, category, owner, team );
}
function getCrateDropOrigin()
{
node = undefined;
time = 10000;
while ( !isdefined(node) )
{
random_index = RandomInt( level.dropNodes.size );
if ( !isdefined(level.dropNodes[random_index]) )
continue;
node_origin = level.dropNodes[random_index].origin;
if ( !bulletTracePassed( node_origin + (0,0,1000), node_origin, false, undefined ) )
{
level.dropNodes[random_index] = undefined;
// debugstar( node_origin, time, ( 1, 0, 0 ) );
continue;
}
node = level.dropNodes[random_index];
break;
}
return node.origin;
}
function crateDropper()
{
wait_time = level.heliTime;
time = 10000;
while (1)
{
wait( wait_time );
origin = getCrateDropOrigin();
// debugstar( origin, time, ( 1, 0, 1 ) );
self thread supplydrop::heliDeliverCrate( origin, "hunted", level.heliOwner, "free", 0, 0 );
}
}