2024-12-11 11:28:08 +01:00

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#include maps\mp\_utility;
#include common_scripts\utility;
CONST_AIRCRAFT_MODEL = "vehicle_y_8_gunship_mp";
init()
{
level.ac130_use_duration = 40;
//level.ac130_num_flares = 2;
angelFlarePrecache();
level._effect[ "cloud" ] = loadfx( "fx/misc/ac130_cloud" );
level._effect[ "beacon" ] = loadfx( "fx/misc/ir_beacon_coop" );
level._effect[ "ac130_explode" ] = loadfx( "fx/explosions/aerial_explosion_ac130_coop" );
level._effect[ "ac130_flare" ] = loadfx( "fx/misc/flares_cobra" );
level._effect[ "ac130_light_red" ] = loadfx( "fx/misc/aircraft_light_wingtip_red" );
level._effect[ "ac130_light_white_blink" ] = loadfx( "fx/misc/aircraft_light_white_blink" );
level._effect[ "ac130_light_red_blink" ] = loadfx( "fx/misc/aircraft_light_red_blink" );
level._effect[ "ac130_engineeffect" ] = loadfx( "fx/fire/jet_engine_ac130" );
// ac130 muzzleflash effects for player on ground to see
level._effect[ "coop_muzzleflash_105mm" ] = loadfx( "fx/muzzleflashes/ac130_105mm" );
level._effect[ "coop_muzzleflash_40mm" ] = loadfx( "fx/muzzleflashes/ac130_40mm" );
level.radioForcedTransmissionQueue = [];
level.enemiesKilledInTimeWindow = 0;
level.lastRadioTransmission = getTime();
level.color[ "white" ] = ( 1, 1, 1 );
level.color[ "red" ] = ( 1, 0, 0 );
level.color[ "blue" ] = ( .1, .3, 1 );
level.cosine = [];
level.cosine[ "45" ] = cos( 45 );
level.cosine[ "5" ] = cos( 5 );
level.physicsSphereRadius[ "ac130_25mm_mp" ] = 60;
level.physicsSphereRadius[ "ac130_40mm_mp" ] = 600;
level.physicsSphereRadius[ "ac130_105mm_mp" ] = 1000;
level.physicsSphereForce[ "ac130_25mm_mp" ] = 0;
level.physicsSphereForce[ "ac130_40mm_mp" ] = 3.0;
level.physicsSphereForce[ "ac130_105mm_mp" ] = 6.0;
level.weaponReloadTime[ "ac130_25mm_mp" ] = 1.5;
level.weaponReloadTime[ "ac130_40mm_mp" ] = 3.0;
level.weaponReloadTime[ "ac130_105mm_mp" ] = 5.0;
level.ac130_Speed[ "move" ] = 250;
level.ac130_Speed[ "rotate" ] = 70;
//flag_init( "ir_beakons_on" );
flag_init( "allow_context_sensative_dialog" );
flag_set( "allow_context_sensative_dialog" );
minimapOrigins = getEntArray( "minimap_corner", "targetname" );
ac130Origin = (0,0,0);
if ( miniMapOrigins.size )
ac130Origin = maps\mp\gametypes\_spawnlogic::findBoxCenter( miniMapOrigins[0].origin, miniMapOrigins[1].origin );
level.ac130 = spawn( "script_model", ac130Origin );
level.ac130 setModel( "c130_zoomRig" );
level.ac130.angles = ( 0, 115, 0 );
level.ac130.owner = undefined;
level.ac130.thermal_vision = "ac130_thermal_mp";
level.ac130.enhanced_vision = "ac130_enhanced_mp";
// used for debug printing
level.ac130.targetname = "ac130rig_script_model";
level.ac130 hide();
level.ac130InUse = false;
thread rotatePlane( "on" );
thread ac130_spawn();
thread onPlayerConnect();
//thread handleIncomingStinger();
//thread handleIncomingSAM();
level.killstreakFuncs["ac130"] = ::tryUseAC130;
level.ac130Queue = [];
/#
SetDevDvarIfUninitialized( "scr_ac130_timeout", level.ac130_use_duration );
SetDevDvarIfUninitialized( "scr_debugac130", 0 );
level thread debug_AC130();
AddDebugCommand( "bind p \"set scr_givekillstreak " + "ac130" + "\"\n" );
#/
}
tryUseAC130( lifeId, streakName )
{
if ( IsDefined( level.ac130player ) || level.ac130InUse )
{
self iPrintLnBold( &"KILLSTREAKS_AIR_SPACE_TOO_CROWDED" );
return false;
}
if ( self isUsingRemote() )
{
return false;
}
if ( self isKillStreakDenied() )
{
return false;
}
self setUsingRemote( "ac130" );
result = self maps\mp\killstreaks\_killstreaks::initRideKillstreak( streakName );
if ( result != "success" )
{
if ( result != "disconnect" )
self clearUsingRemote();
return false;
}
result = setAC130Player( self );
// this needs to get set after we say the player is using it because this could get set to true and then they leave the game
// this fixes a bug where a player calls it, leaves before getting fully in it and then no one else can call it because it thinks it's being used
if( IsDefined( result ) && result )
{
//AC130 is now a map specific killstreak and does not log events
//self maps\mp\_matchdata::logKillstreakEvent( "ac130", self.origin );
//self.ac130LifeId = lifeId;
level.ac130.planeModel.crashed = undefined;
level.ac130InUse = true;
}
else
{
self clearUsingRemote();
}
return ( IsDefined( result ) && result );
}
init_sounds()
{
level.scr_sound["foo"]["bar"] = "";
//-------------------------------------------------------------------------------------------------
//CONTEXT SENSATIVE DIALOG
//-------------------------------------------------------------------------------------------------
add_context_sensative_dialog( "ai", "in_sight", 0, "ac130_fco_getthatguy" ); // Get that guy.
add_context_sensative_dialog( "ai", "in_sight", 1, "ac130_fco_guymovin" ); // Roger, guy movin'.
add_context_sensative_dialog( "ai", "in_sight", 2, "ac130_fco_getperson" ); // Get that person.
add_context_sensative_dialog( "ai", "in_sight", 3, "ac130_fco_guyrunnin" ); // Guy runnin'.
add_context_sensative_dialog( "ai", "in_sight", 4, "ac130_fco_gotarunner" ); // Uh, we got a runner here.
add_context_sensative_dialog( "ai", "in_sight", 5, "ac130_fco_backonthose" ); // Get back on those guys.
add_context_sensative_dialog( "ai", "in_sight", 6, "ac130_fco_gonnagethim" ); // You gonna get him?
add_context_sensative_dialog( "ai", "in_sight", 7, "ac130_fco_nailthoseguys" ); // Nail those guys.
add_context_sensative_dialog( "ai", "in_sight", 8, "ac130_fco_lightemup" ); // Light <20>em up.
add_context_sensative_dialog( "ai", "in_sight", 9, "ac130_fco_takehimout" ); // Yeah take him out.
add_context_sensative_dialog( "ai", "in_sight", 10, "ac130_plt_yeahcleared" ); // Yeah, cleared to engage.
add_context_sensative_dialog( "ai", "in_sight", 11, "ac130_plt_copysmoke" ); // Copy, smoke <20>em.
add_context_sensative_dialog( "ai", "wounded_crawl", 0, "ac130_fco_movingagain" ); // Ok he<68>s moving again.
add_context_sensative_timeout( "ai", "wounded_crawl", undefined, 6 );
add_context_sensative_dialog( "ai", "wounded_pain", 0, "ac130_fco_doveonground" ); // Yeah, he just dove on the ground.
add_context_sensative_dialog( "ai", "wounded_pain", 1, "ac130_fco_knockedwind" ); // Probably just knocked the wind out of him.
add_context_sensative_dialog( "ai", "wounded_pain", 2, "ac130_fco_downstillmoving" ); // That guy's down but still moving.
add_context_sensative_dialog( "ai", "wounded_pain", 3, "ac130_fco_gettinbackup" ); // He's gettin' back up.
add_context_sensative_dialog( "ai", "wounded_pain", 4, "ac130_fco_yepstillmoving" ); // Yep, that guy<75>s still moving.
add_context_sensative_dialog( "ai", "wounded_pain", 5, "ac130_fco_stillmoving" ); // He's still moving.
add_context_sensative_timeout( "ai", "wounded_pain", undefined, 12 );
add_context_sensative_dialog( "weapons", "105mm_ready", 0, "ac130_gnr_gunready1" );
add_context_sensative_dialog( "weapons", "105mm_fired", 0, "ac130_gnr_shot1" );
add_context_sensative_dialog( "plane", "rolling_in", 0, "ac130_plt_rollinin" );
add_context_sensative_dialog( "explosion", "secondary", 0, "ac130_nav_secondaries1" );
add_context_sensative_timeout( "explosion", "secondary", undefined, 7 );
add_context_sensative_dialog( "kill", "single", 0, "ac130_plt_gottahurt" ); // Ooo that's gotta hurt.
add_context_sensative_dialog( "kill", "single", 1, "ac130_fco_iseepieces" ); // Yeah, good kill. I see lots of little pieces down there.
add_context_sensative_dialog( "kill", "single", 2, "ac130_fco_oopsiedaisy" ); // (chuckling) Oopsie-daisy.
add_context_sensative_dialog( "kill", "single", 3, "ac130_fco_goodkill" ); // Good kill good kill.
add_context_sensative_dialog( "kill", "single", 4, "ac130_fco_yougothim" ); // You got him.
add_context_sensative_dialog( "kill", "single", 5, "ac130_fco_yougothim2" ); // You got him!
add_context_sensative_dialog( "kill", "single", 6, "ac130_fco_thatsahit" ); // That's a hit.
add_context_sensative_dialog( "kill", "single", 7, "ac130_fco_directhit" ); // Direct hit.
add_context_sensative_dialog( "kill", "single", 8, "ac130_fco_rightontarget" ); // Yep, that was right on target.
add_context_sensative_dialog( "kill", "single", 9, "ac130_fco_okyougothim" ); // Ok, you got him. Get back on the other guys.
add_context_sensative_dialog( "kill", "single", 10, "ac130_fco_within2feet" ); // All right you got the guy. That might have been within two feet of him.
add_context_sensative_dialog( "kill", "small_group", 0, "ac130_fco_nice" ); // (chuckling) Niiiice.
add_context_sensative_dialog( "kill", "small_group", 1, "ac130_fco_directhits" ); // Yeah, direct hits right there.
add_context_sensative_dialog( "kill", "small_group", 2, "ac130_fco_iseepieces" ); // Yeah, good kill. I see lots of little pieces down there.
add_context_sensative_dialog( "kill", "small_group", 3, "ac130_fco_goodkill" ); // Good kill good kill.
add_context_sensative_dialog( "kill", "small_group", 4, "ac130_fco_yougothim" ); // You got him.
add_context_sensative_dialog( "kill", "small_group", 5, "ac130_fco_yougothim2" ); // You got him!
add_context_sensative_dialog( "kill", "small_group", 6, "ac130_fco_thatsahit" ); // That's a hit.
add_context_sensative_dialog( "kill", "small_group", 7, "ac130_fco_directhit" ); // Direct hit.
add_context_sensative_dialog( "kill", "small_group", 8, "ac130_fco_rightontarget" );// Yep, that was right on target.
add_context_sensative_dialog( "kill", "small_group", 9, "ac130_fco_okyougothim" ); // Ok, you got him. Get back on the other guys.
add_context_sensative_dialog( "misc", "action", 0, "ac130_fco_tracking" ); // In the area.
add_context_sensative_timeout( "misc", "action", 0, 70 );
add_context_sensative_dialog( "misc", "action", 1, "ac130_fco_moreenemy" ); // Got a crowd down there.
add_context_sensative_timeout( "misc", "action", 1, 80 );
add_context_sensative_dialog( "misc", "action", 2, "ac130_random" ); // Call visual.
add_context_sensative_timeout( "misc", "action", 2, 55 );
add_context_sensative_dialog( "misc", "action", 3, "ac130_fco_rightthere" ); // Still got movement down there.
add_context_sensative_timeout( "misc", "action", 3, 100 );
}
add_context_sensative_dialog( name1, name2, group, soundAlias )
{
assert( IsDefined( name1 ) );
assert( IsDefined( name2 ) );
assert( IsDefined( group ) );
assert( IsDefined( soundAlias ) );
fullSoundAlias = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + soundAlias;
assertex( soundexists( fullSoundAlias ), "ERROR: missing soundalias " + fullSoundAlias );
fullSoundAlias = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + soundAlias;
assertex( soundexists( fullSoundAlias ), "ERROR: missing soundalias " + fullSoundAlias );
if( ( !IsDefined( level.scr_sound[ name1 ] ) ) || ( !IsDefined( level.scr_sound[ name1 ][ name2 ] ) ) || ( !IsDefined( level.scr_sound[ name1 ][ name2 ][group] ) ) )
{
// creating group for the first time
level.scr_sound[ name1 ][ name2 ][group] = spawnStruct();
level.scr_sound[ name1 ][ name2 ][group].played = false;
level.scr_sound[ name1 ][ name2 ][group].sounds = [];
}
//group exists, add the sound to the array
index = level.scr_sound[ name1 ][ name2 ][group].sounds.size;
level.scr_sound[ name1 ][ name2 ][group].sounds[index] = soundAlias;
}
add_context_sensative_timeout( name1, name2, groupNum, timeoutDuration )
{
if( !IsDefined( level.context_sensative_dialog_timeouts ) )
level.context_sensative_dialog_timeouts = [];
createStruct = false;
if ( !IsDefined( level.context_sensative_dialog_timeouts[ name1 ] ) )
createStruct = true;
else if ( !IsDefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ] ) )
createStruct = true;
if ( createStruct )
level.context_sensative_dialog_timeouts[ name1 ][ name2 ] = spawnStruct();
if ( IsDefined( groupNum ) )
{
level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups = [];
level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ] = spawnStruct();
level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v["timeoutDuration"] = timeoutDuration * 1000;
level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v["lastPlayed"] = ( timeoutDuration * -1000 );
}
else
{
level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v["timeoutDuration"] = timeoutDuration * 1000;
level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v["lastPlayed"] = ( timeoutDuration * -1000 );
}
}
/*
=============
///ScriptDocBegin
"Name: play_sound_on_entity( <alias> )"
"Summary: Play the specified sound alias on an entity at it's origin"
"Module: Sound"
"CallOn: An entity"
"MandatoryArg: <alias> : Sound alias to play"
"Example: level.player play_sound_on_entity( "breathing_better" );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
play_sound_on_entity( alias )
{
play_sound_on_tag( alias );
}
/*
=============
///ScriptDocBegin
"Name: array_remove_nokeys( <ents> , <remover> )"
"Summary: array_remove used on non keyed arrays doesn't flip the array "
"Module: Utility"
"CallOn: Level"
"MandatoryArg: <ents>: array to remove from"
"MandatoryArg: <remover>: thing to remove from the array"
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
array_remove_nokeys( ents, remover )
{
newents = [];
for ( i = 0; i < ents.size; i++ )
if ( ents[ i ] != remover )
newents[ newents.size ] = ents[ i ];
return newents;
}
array_remove_index( array, index )
{
newArray = [];
keys = getArrayKeys( array );
for ( i = ( keys.size - 1 );i >= 0 ; i -- )
{
if ( keys[ i ] != index )
newArray[ newArray.size ] = array[ keys[ i ] ];
}
return newArray;
}
string( num )
{
return( "" + num );
}
onPlayerConnect()
{
for(;;)
{
level waittill( "connected", player );
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon("disconnect");
for(;;)
{
self waittill("spawned_player");
}
}
deleteOnAC130PlayerRemoved()
{
level waittill ( "ac130player_removed" );
self delete();
}
monitorManualPlayerExit()
{
level endon( "game_ended" );
level endon( "ac130player_removed" );
self endon ( "disconnect" );
level.ac130 thread maps\mp\killstreaks\_killstreaks::allowRideKillstreakPlayerExit();
level.ac130 waittill("killstreakExit");
if( IsDefined( level.ac130.owner ) )
{
level thread removeAC130Player( level.ac130.owner, false );
}
}
setAC130Player( player )
{
self endon ( "ac130player_removed" );
if( IsDefined( level.ac130player ) )
return false;
init_sounds();
player SetClientOmnvar( "enableCustomAudioZone", true ); // in iw6, this replaces the ambiance setting?
level.ac130player = player;
level.ac130.owner = player;
level.ac130.planeModel show();
level.ac130.planemodel thread playAC130Effects();
level.ac130.incomingMissile = false;
level.ac130.planeModel playLoopSound( "veh_ac130iw6_ext_dist" );
level.ac130.planeModel thread damageTracker();
self thread handleIncomingMissiles();
level.ac130.planeModel ThermalDrawEnable();
// This creates the plane model for the minimap
objModel = spawnPlane( player, "script_model", level.ac130.planeModel.origin, "compass_objpoint_c130_friendly", "compass_objpoint_c130_enemy" );
objModel notSolid();
objModel linkTo( level.ac130, "tag_player", ( 0, 80, 32 ), ( 0, -90, 0 ) );
objModel thread deleteOnAC130PlayerRemoved();
// AC130 commenting this out, deprecated code
//player startAC130();
//level.ac130.numFlares = level.ac130_num_flares;
/*
result = player maps\mp\killstreaks\_killstreaks::initRideKillstreak();
if ( result != "success" )
{
if ( result != "disconnect" )
{
if ( result == "fail" )
player maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", player.ac130LifeId == player.pers["deaths"], false );
level thread removeAC130Player( player, result == "disconnect" );
}
return;
}
*/
thread teamPlayerCardSplash( "used_ac130", player );
// with the way we do visionsets we need to wait for the clearRideIntro() is done before we set thermal
player thread waitSetThermal( 1.0 );
player thread reInitializeThermal( level.ac130.planeModel );
if ( getDvarInt( "camera_thirdPerson" ) )
player setThirdPersonDOF( false );
player _giveWeapon("ac130_105mm_mp");
player _giveWeapon("ac130_40mm_mp");
player _giveWeapon("ac130_25mm_mp");
player SwitchToWeapon("ac130_105mm_mp");
// this needs to occur before hud gets initialized to show the countdown timer correctly
player thread removeAC130PlayerAfterTime( level.ac130_use_duration * player.killStreakScaler );
player SetClientOmnvar( "ui_ac130_hud", 1 );
player thread overlay_coords();
player SetBlurForPlayer( 1.2, 0 );
player thread attachPlayer( player );
player thread changeWeapons();
player thread weaponFiredThread();
player thread context_Sensative_Dialog();
player thread shotFired();
player thread clouds();
if ( IsBot( self ) )
{
self.vehicle_controlling = level.ac130;
player thread ac130_control_bot_aiming();
}
player thread watchHostMigrationFinishedInit();
player thread removeAC130PlayerOnDisconnect();
player thread removeAC130PlayerOnChangeTeams();
player thread removeAC130PlayerOnSpectate();
//player thread removeAC130PlayerOnDeath();
player thread removeAC130PlayerOnCrash();
//player thread removeAC130PlayerOnGameEnd();
player thread removeAC130PlayerOnGameCleanup();
player thread monitorManualPlayerExit();
thread AC130_AltScene();
return true;
}
// DM 5/15/14 - reinit all omnvars for the HUD after a host migration
// Forcing the weapon back to 105mm otherwise the reticle won't show until the player changes weapons
initAC130Hud()
{
self SetClientOmnvar( "ui_ac130_hud", 1 );
waitframe();
self SwitchToWeapon( "ac130_105mm_mp" );
waitframe();
self SetClientOmnvar( "ui_ac130_weapon", 0 );
waitframe();
self SetClientOmnvar( "ui_ac130_105mm_ammo", self GetWeaponAmmoClip( "ac130_105mm_mp" ) );
waitframe();
self SetClientOmnvar( "ui_ac130_40mm_ammo", self GetWeaponAmmoClip( "ac130_40mm_mp" ) );
waitframe();
self SetClientOmnvar( "ui_ac130_25mm_ammo", self GetWeaponAmmoClip( "ac130_25mm_mp" ) );
waitframe();
self thread overlay_coords();
self SetClientOmnvar( "enableCustomAudioZone", true );
}
watchHostMigrationFinishedInit()
{
self endon( "disconnect" );
self endon( "joined_team" );
self endon( "joined_spectators" );
level endon( "game_ended" );
self endon( "death" );
for(;;)
{
level waittill( "host_migration_end" );
self initAC130Hud();
}
}
waitSetThermal( delay )
{
self endon( "disconnect" );
level endon( "ac130player_removed" );
wait( delay );
self VisionSetThermalForPlayer( game["thermal_vision"], 0 );
self ThermalVisionFOFOverlayOn();
self thread thermalVision();
}
playAC130Effects()
{
wait .05;
PlayFXOnTag( level._effect[ "ac130_light_red_blink" ] , self, "tag_light_belly" );
PlayFXOnTag( level._effect[ "ac130_engineeffect" ] , self, "tag_body" );
wait .5;
PlayFXOnTag( level._effect[ "ac130_light_white_blink" ] , self, "tag_light_tail" );
PlayFXOnTag( level._effect[ "ac130_light_red" ] , self, "tag_light_top" );
wait(0.5);
PlayFXOnTag( level.fx_airstrike_contrail, self, "tag_light_L_wing" );
PlayFXOnTag( level.fx_airstrike_contrail, self, "tag_light_R_wing" );
}
AC130_AltScene()
{
// need team check
foreach ( player in level.players )
{
if ( player != level.ac130player && player.team == level.ac130player.team )
player thread setAltSceneObj( level.ac130.cameraModel, "tag_origin", 20 );
}
}
removeAC130PlayerOnGameEnd()
{
self endon ( "ac130player_removed" );
level waittill ( "game_ended" );
level thread removeAC130Player( self, false );
}
removeAC130PlayerOnGameCleanup()
{
self endon ( "ac130player_removed" );
level waittill ( "game_cleanup" );
level thread removeAC130Player( self, false );
}
removeAC130PlayerOnDeath()
{
self endon ( "ac130player_removed" );
self waittill ( "death" );
level thread removeAC130Player( self, false );
}
removeAC130PlayerOnCrash()
{
self endon ( "ac130player_removed" );
level.ac130.planeModel waittill ( "crashing" );
level thread removeAC130Player( self, false );
}
removeAC130PlayerOnDisconnect()
{
self endon ( "ac130player_removed" );
self waittill ( "disconnect" );
level thread removeAC130Player( self, true );
}
removeAC130PlayerOnChangeTeams()
{
self endon ( "ac130player_removed" );
self waittill ( "joined_team" );
level thread removeAC130Player( self, false);
}
removeAC130PlayerOnSpectate()
{
self endon ( "ac130player_removed" );
self waittill_any ( "joined_spectators", "spawned" );
level thread removeAC130Player( self, false);
}
removeAC130PlayerAfterTime( removeDelay )
{
self endon ( "ac130player_removed" );
lifeSpan = removeDelay;
/#
lifeSpan = GetDvarInt( "scr_ac130_timeout" );
#/
self SetClientOmnvar( "ui_ac130_use_time", ( lifeSpan * 1000 ) + GetTime() );
maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause( lifeSpan );
self SetClientOmnvar( "ui_ac130_use_time", 0 );
level thread removeAC130Player( self, false );
}
removeAC130Player( player, disconnected )
{
player notify ( "ac130player_removed" );
level notify ( "ac130player_removed" );
level.ac130.cameraModel notify ( "death" );
waittillframeend;
if ( !disconnected )
{
player clearUsingRemote();
player stopLocalSound( "missile_incoming" );
player StopLoopSound();
player show();
player unlink();
// restore bots view to bot
if ( IsBot( player ) )
{
player ControlsUnlink();
player CameraUnlink();
player.vehicle_controlling = undefined;
}
player ThermalVisionOff();
player ThermalVisionFOFOverlayOff();
player VisionSetThermalForPlayer( level.ac130.thermal_vision, 0 );
player.lastVisionSetThermal = level.ac130.thermal_vision;
player setBlurForPlayer( 0, 0 );
// AC130 commenting this out, deprecated code.
//player stopAC130();
if ( getDvarInt( "camera_thirdPerson" ) )
player setThirdPersonDOF( true );
// take the killstreak weapons
killstreakWeapon = getKillstreakWeapon( "ac130" );
player TakeWeapon( killstreakWeapon );
player TakeWeapon( "ac130_105mm_mp" );
player TakeWeapon( "ac130_40mm_mp" );
player TakeWeapon( "ac130_25mm_mp" );
player SetClientOmnvar( "ui_ac130_hud", 0 );
player SetClientOmnvar( "enableCustomAudioZone", false );
}
self removeFromLittleBirdList();
// delay before AC130 can be used again
wait ( 0.5 );
level.ac130.planeModel playSound( "veh_ac130iw6_ext_dist_fade" );
wait ( 0.5 );
// TODO: this might already be undefined if the player disconnected... need a better solution.
// we could set it to "true" or something... but we'll have to check places it is used for potential issues with that.
level.ac130player = undefined;
level.ac130.planeModel hide();
level.ac130.planeModel stopLoopSound();
if ( IsDefined( level.ac130.planeModel.crashed ) )
{
level.ac130InUse = false;
return;
}
ac130model = spawn( "script_model", level.ac130.planeModel getTagOrigin( "tag_origin" ) );
ac130model.angles = level.ac130.planeModel.angles;
ac130model setModel( CONST_AIRCRAFT_MODEL );
destPoint = ac130model.origin + ( anglestoright( ac130model.angles ) * 20000 );
destPoint = destPoint + (0, 0, 10000); // increase the altitude b/c in favela, it might hit the mountain.
ac130model thread playAC130Effects();
ac130model moveTo( destPoint, 40.0, 0.0, 0.0 );
// straighten out the plane
planeAngles = (0, ac130model.angles[1], -20);
ac130model RotateTo( planeAngles, 30, 1, 1 );
ac130model thread deployFlares( true );
wait ( 5.0 );
ac130model thread deployFlares( true );
wait ( 5.0 );
ac130model thread deployFlares( true );
level.ac130InUse = false;
wait ( 30.0 );
ac130model delete();
}
removeFromLittleBirdList()
{
entNum = level.ac130.planeModel GetEntityNumber();
level.littleBirds[ entNum ] = undefined;
}
damageTracker() // self == level.ac130.planeModel
{
self endon( "death" );
self endon( "crashing" );
level endon( "game_ended" );
level endon( "ac130player_removed" );
self.health = 999999; // keep it from dying anywhere in code
self.maxHealth = 1000; // this is the health we'll check
self.damageTaken = 0; // how much damage has it taken
// DM - 5/14/14 - adding AC130 to lblist, which isn't ideal, but I'd rather not add special cases into _weapons.gsc for map specfic KS
self.team = level.ac130player.team;
self maps\mp\killstreaks\_helicopter::addToLittleBirdList();
self.attractor = Missile_CreateAttractorEnt( self, 1000, 4096 );
for ( ;; )
{
self waittill( "damage", damage, attacker, direction_vec, point, sMeansOfDeath, modelName, tagName, partName, iDFlags, sWeapon );
if ( IsDefined( level.ac130player ) && level.teambased && isPlayer( attacker ) && attacker.team == level.ac130player.team && !IsDefined( level.nukeDetonated ) )
continue;
if ( sMeansOfDeath == "MOD_RIFLE_BULLET" || sMeansOfDeath == "MOD_PISTOL_BULLET" || sMeansOfDeath == "MOD_EXPLOSIVE_BULLET" )
continue;
self.wasDamaged = true;
modifiedDamage = damage;
if ( isPlayer( attacker ) )
{
attacker maps\mp\gametypes\_damagefeedback::updateDamageFeedback( "ac130" );
}
maps\mp\killstreaks\_killstreaks::killstreakHit( attacker, sWeapon, level.ac130 );
// in case we are shooting from a remote position, like being in the osprey gunner shooting this
if( IsDefined( attacker.owner ) && IsPlayer( attacker.owner ) )
{
attacker.owner maps\mp\gametypes\_damagefeedback::updateDamageFeedback( "ac130" );
}
self.damageTaken += modifiedDamage;
if ( self.damageTaken >= self.maxHealth )
{
if ( isPlayer( attacker ) )
{
thread maps\mp\gametypes\_missions::vehicleKilled( level.ac130player, self, undefined, attacker, damage, sMeansOfDeath, sWeapon );
thread teamPlayerCardSplash( "callout_destroyed_ac130", attacker );
attacker thread maps\mp\gametypes\_rank::giveRankXP( "kill", 400, sWeapon, sMeansOfDeath );
attacker notify( "destroyed_killstreak" );
}
level thread crashPlane( 10.0 );
}
}
}
ac130_spawn()
{
wait 0.05;
ac130model = spawn( "script_model", level.ac130 getTagOrigin( "tag_player" ) );
ac130model setModel( CONST_AIRCRAFT_MODEL );
// used for debug printing
ac130model.targetname = CONST_AIRCRAFT_MODEL;
ac130model setCanDamage( true );
ac130model.maxhealth = 1000;
ac130model.health = ac130model.maxhealth;
ac130model linkTo( level.ac130, "tag_player", ( 0, 80, 32 ), ( -25, 0, 0 ) );
level.ac130.planeModel = ac130model;
level.ac130.planeModel hide();
ac130CameraModel = spawn( "script_model", level.ac130 getTagOrigin( "tag_player" ) );
ac130CameraModel setModel( "tag_origin" );
ac130CameraModel hide();
// used for debug printing
ac130CameraModel.targetname = "ac130CameraModel";
ac130CameraModel linkTo( level.ac130, "tag_player", ( 0, 0, 32 ), ( 5, 0, 0 ) );
level.ac130.cameraModel = ac130CameraModel;
// moving this call to mp_favela_iw6.gsc, otherwise level.players is undefined as this gets called before the map loads
//level.ac130player = level.players[0];
}
overlay_coords()
{
self endon ( "ac130player_removed" );
wait 0.05;
self thread updatePlaneModelCoords();
//self thread updatePlayerPositionCoords();
self thread updateAimingCoords();
}
updatePlaneModelCoords()
{
self endon ( "ac130player_removed" );
while( true )
{
// ac130 plane model position
self SetClientOmnvar( "ui_ac130_coord1_posx", abs( level.ac130.planeModel.origin[0] ) );
self SetClientOmnvar( "ui_ac130_coord1_posy", abs( level.ac130.planeModel.origin[1] ) );
self SetClientOmnvar( "ui_ac130_coord1_posz", abs( level.ac130.planeModel.origin[2] ) );
wait( 0.5 );
}
}
updatePlayerPositionCoords()
{
self endon ( "ac130player_removed" );
// player position stays the same once we're in the air, no need to continuously poll pos
waitframe();
self SetClientOmnvar( "ui_ac130_coord2_posx", abs( self.origin[0] ) );
self SetClientOmnvar( "ui_ac130_coord2_posy", abs( self.origin[1] ) );
self SetClientOmnvar( "ui_ac130_coord2_posz", abs( self.origin[2] ) );
}
updateAimingCoords()
{
self endon ( "ac130player_removed" );
while( true )
{
origin = self GetEye();
angles = self GetPlayerAngles();
forward = AnglesToForward( angles );
endpoint = origin + forward * 15000;
pos = PhysicsTrace( origin, endpoint );
// aiming position
self SetClientOmnvar( "ui_ac130_coord3_posx", abs( pos[0] ) );
self SetClientOmnvar( "ui_ac130_coord3_posy", abs( pos[1] ) );
self SetClientOmnvar( "ui_ac130_coord3_posz", abs( pos[2] ) );
wait( 0.1 );
}
}
ac130ShellShock()
{
self endon ( "ac130player_removed" );
level endon( "post_effects_disabled" );
duration = 5;
for (;;)
{
self shellshock( "ac130", duration );
wait duration;
}
}
rotatePlane( toggle )
{
level notify("stop_rotatePlane_thread");
level endon("stop_rotatePlane_thread");
if (toggle == "on")
{
rampupDegrees = 10;
rotateTime = ( level.ac130_Speed[ "rotate" ] / 360 ) * rampupDegrees;
level.ac130 rotateyaw( level.ac130.angles[ 2 ] + rampupDegrees, rotateTime, rotateTime, 0 );
for (;;)
{
level.ac130 rotateyaw( 360, level.ac130_Speed[ "rotate" ] );
wait level.ac130_Speed[ "rotate" ];
}
}
else if (toggle == "off")
{
slowdownDegrees = 10;
rotateTime = ( level.ac130_Speed[ "rotate" ] / 360 ) * slowdownDegrees;
level.ac130 rotateyaw( level.ac130.angles[ 2 ] + slowdownDegrees, rotateTime, 0, rotateTime );
}
}
/#
debug_AC130()
{
level endon( "game_ended" );
while( true )
{
if( GetDvarInt( "scr_debugac130" ) )
{
if( IsDefined( level.ac130.planeModel ) )
{
Line( level.ac130.origin, self.ac130.planeModel.origin, ( 1, 0, 0 ) );
Print3d( level.ac130 getTagOrigin( "tag_player" ), "tag_player", ( 0, 0, 1 ) );
Print3d( level.ac130.origin, "level.ac130 origin", ( 0, 0, 1 ) );
Print3d( level.ac130.planeModel.origin, "level.ac130.planeModel origin", ( 0, 0, 1 ) );
}
}
wait( 0.05 );
}
}
#/
attachPlayer( player )
{
if ( IsBot( player ) )
{
player CameraLinkTo( level.ac130, "tag_player" );
}
// 2014-05-12 wallace: in IW6, we found a sound bug. Linking player view to the orbiting rig would confuse the sound system,
// which would try to use the origin of the rig as the player's listening position.
// We'll use a different model that is closer to the player's actual position to link to.
// As a hack, we'll use the camera model, because PlayerLinkWeaponviewToDelta will fall through to tag_origin if a tag_player is not found.
self PlayerLinkWeaponviewToDelta( level.ac130.cameramodel, "tag_player", 1.0, 35, 35, 35, 35 );
self setPlayerAngles( level.ac130 getTagAngles( "tag_player" ) );
}
changeWeapons()
{
self endon ( "ac130player_removed" );
wait( 0.05 );
self EnableWeapons();
//DM 4/10/14 - added this call in, as it gets set to disabled in beginKillstreakWeaponSwitch() after using KS
self enableWeaponSwitch();
waitframe();
self SetClientOmnvar( "ui_ac130_105mm_ammo", self GetWeaponAmmoClip( "ac130_105mm_mp" ) );
waitframe();
self SetClientOmnvar( "ui_ac130_40mm_ammo", self GetWeaponAmmoClip( "ac130_40mm_mp" ) );
waitframe();
self SetClientOmnvar( "ui_ac130_25mm_ammo", self GetWeaponAmmoClip( "ac130_25mm_mp" ) );
for(;;)
{
self waittill ( "weapon_change", newWeapon );
self thread play_sound_on_entity( "ac130iw6_weapon_switch" );
self notify( "reset_25mm" );
self StopLoopSound( "ac130iw6_25mm_fire_loop" );
switch( newWeapon )
{
case "ac130_105mm_mp":
self SetClientOmnvar( "ui_ac130_weapon", 0 );
break;
case "ac130_40mm_mp":
self SetClientOmnvar( "ui_ac130_weapon", 1 );
break;
case "ac130_25mm_mp":
self SetClientOmnvar( "ui_ac130_weapon", 2 );
self thread playSound25mm();
break;
}
}
}
weaponFiredThread()
{
self endon ( "ac130player_removed" );
for(;;)
{
self waittill( "weapon_fired" );
weapon = self getCurrentWeapon();
switch( weapon )
{
case "ac130_105mm_mp":
self thread gun_fired_and_ready_105mm();
Earthquake (0.2, 1, level.ac130.planeModel.origin, 1000);
self SetClientOmnvar( "ui_ac130_105mm_ammo", self GetWeaponAmmoClip( weapon ) );
break;
case "ac130_40mm_mp":
Earthquake (0.1, 0.5, level.ac130.planeModel.origin, 1000);
self SetClientOmnvar( "ui_ac130_40mm_ammo", self GetWeaponAmmoClip( weapon ) );
break;
case "ac130_25mm_mp":
self SetClientOmnvar( "ui_ac130_25mm_ammo", self GetWeaponAmmoClip( weapon ) );
break;
}
if ( self GetWeaponAmmoClip( weapon ) )
continue;
self thread weaponReload( weapon );
}
}
weaponReload( weapon )
{
self endon ( "ac130player_removed" );
wait level.weaponReloadTime[ weapon ];
self SetWeaponAmmoClip( weapon, 9999 );
switch( weapon )
{
case "ac130_105mm_mp":
self SetClientOmnvar( "ui_ac130_105mm_ammo", self GetWeaponAmmoClip( weapon ) );
break;
case "ac130_40mm_mp":
self SetClientOmnvar( "ui_ac130_40mm_ammo", self GetWeaponAmmoClip( weapon ) );
break;
case "ac130_25mm_mp":
self SetClientOmnvar( "ui_ac130_25mm_ammo", self GetWeaponAmmoClip( weapon ) );
break;
}
// force the reload to stop if we're currently using the weapon
if ( self getCurrentWeapon() == weapon )
{
self takeWeapon( weapon );
self _giveWeapon( weapon );
self switchToWeapon( weapon );
}
}
playSound25mm() //self == player
{
self endon( "death" );
self endon( "disconnect" );
level endon( "game_ended" );
self endon ( "ac130player_removed" );
self endon( "reset_25mm" );
weaponName = self GetCurrentWeapon();
while ( true )
{
self waittill( "weapon_fired" );
self StopLocalSound( "ac130iw6_25mm_fire_loop_cooldown" );
self PlayLoopSound( "ac130iw6_25mm_fire_loop" );
while ( self AttackButtonPressed()
&& self GetWeaponAmmoClip( weaponName ) )
{
wait(0.05);
}
self StopLoopSound();
self PlayLocalSound( "ac130iw6_25mm_fire_loop_cooldown" );
}
}
ac130_control_bot_aiming()
{
self endon("ac130player_removed");
last_enemy_loc = undefined;
last_enemy_seen = undefined;
target_loc = undefined;
next_random_node_time = 0;
last_inaccuracy_check = 0;
inaccuracy_vector = undefined;
bot_inaccuracy = (self BotGetDifficultySetting("minInaccuracy") + self BotGetDifficultySetting("maxInaccuracy")) / 2;
time_following_outlines = 0;
while( 1 )
{
should_aim_at_enemy = false;
should_fire_at_enemy = false;
if ( IsDefined(last_enemy_seen) && last_enemy_seen.health <= 0 && GetTime() - last_enemy_seen.deathtime < 2000 )
{
// Enemy just died, so force aim and fire at the last recorded position
should_aim_at_enemy = true;
should_fire_at_enemy = true;
}
else if ( IsAlive(self.enemy) && ( self BotCanSeeEntity(self.enemy) || (GetTime() - self LastKnownTime(self.enemy)) <= 300 ) )
{
// Enemy is either on screen or visible due to outline, etc
should_aim_at_enemy = true;
last_enemy_seen = self.enemy;
last_enemy_seen_loc = last_enemy_seen.origin;
last_enemy_loc = self.enemy.origin;
if ( self BotCanSeeEntity(self.enemy) )
{
// Enemy is onscreen (i.e. direct line of sight)
time_following_outlines = 0;
should_fire_at_enemy = true;
last_time_actually_saw_enemy = GetTime();
}
else
{
time_following_outlines += 0.05;
if ( time_following_outlines > 5.0 )
{
// If we keep seeing enemies as outlines but they're never actually visible, then eventually stop following them and look around randomly
should_aim_at_enemy = false;
}
}
}
if ( should_aim_at_enemy )
{
if ( IsDefined( last_enemy_loc ) )
{
target_loc = last_enemy_loc;
}
if ( should_fire_at_enemy && ( self maps\mp\bots\_bots_ks_remote_vehicle::bot_body_is_dead() || DistanceSquared( target_loc, level.ac130.origin ) > level.physicsSphereRadius[ "ac130_105mm_mp" ] * level.physicsSphereRadius[ "ac130_105mm_mp" ] ) )
self BotPressButton("attack");
if ( GetTime() > last_inaccuracy_check + 500 )
{
random_x = RandomFloatRange(-1 * bot_inaccuracy/2, bot_inaccuracy/2);
random_y = RandomFloatRange(-1 * bot_inaccuracy/2, bot_inaccuracy/2);
random_z = RandomFloatRange(-1 * bot_inaccuracy/2, bot_inaccuracy/2);
inaccuracy_vector = (150*random_x, 150*random_y, 150*random_z);
last_inaccuracy_check = GetTime();
}
target_loc = target_loc + inaccuracy_vector;
}
else if ( GetTime() > next_random_node_time )
{
next_random_node_time = GetTime() + RandomIntRange(1000,2000);
target_loc = maps\mp\bots\_bots_ks_remote_vehicle::get_random_outside_target();
}
self BotLookAtPoint( target_loc, 0.2, "script_forced");
wait(0.05);
}
}
thermalVision()
{
// DM 5/1/14 - changed the thermal to be always on and thermal only - MW2 style
self endon ( "ac130player_removed" );
self ThermalVisionOn();
self VisionSetThermalForPlayer( level.ac130.enhanced_vision, 1 );
self.lastVisionSetThermal = level.ac130.enhanced_vision;
self VisionSetThermalForPlayer( level.ac130.thermal_vision, 0.62 );
self.lastVisionSetThermal = level.ac130.thermal_vision;
self SetClientDvar( "ui_ac130_thermal", 1 );
// DM 5/1/14 - commenting out the thermal system
/*
self endon ( "ac130player_removed" );
if ( getIntProperty( "ac130_thermal_enabled", 1 ) == 0 )
return;
inverted = false;
self ThermalVisionOff();
self VisionSetThermalForPlayer( level.ac130.enhanced_vision, 1 );
self.lastVisionSetThermal = level.ac130.enhanced_vision;
self notifyOnPlayerCommand( "switch thermal", "+usereload" );
self notifyOnPlayerCommand( "switch thermal", "+activate" );
for (;;)
{
self waittill ( "switch thermal" );
if ( !inverted )
{
self ThermalVisionOn();
self VisionSetThermalForPlayer( level.ac130.thermal_vision, 0.62 );
self.lastVisionSetThermal = level.ac130.thermal_vision;
self SetClientDvar( "ui_ac130_thermal", 1 );
}
else
{
self ThermalVisionOff();
self VisionSetThermalForPlayer( level.ac130.enhanced_vision, 0.51 );
self.lastVisionSetThermal = level.ac130.enhanced_vision;
self SetClientDvar( "ui_ac130_thermal", 0 );
}
inverted = !inverted;
}
*/
}
clouds()
{
self endon ( "ac130player_removed" );
wait 6;
clouds_create();
for(;;)
{
wait( randomfloatrange( 40, 80 ) );
clouds_create();
}
}
clouds_create()
{
if ( ( IsDefined( level.playerWeapon ) ) && ( IsSubStr( tolower( level.playerWeapon ), "25" ) ) )
return;
playfxontagforclients( level._effect[ "cloud" ], level.ac130, "tag_player", level.ac130player );
}
gun_fired_and_ready_105mm()
{
self endon ( "ac130player_removed" );
level notify( "gun_fired_and_ready_105mm" );
level endon( "gun_fired_and_ready_105mm" );
wait 0.5;
if ( randomint( 2 ) == 0 )
thread context_Sensative_Dialog_Play_Random_Group_Sound( "weapons", "105mm_fired" );
wait 5.0;
thread context_Sensative_Dialog_Play_Random_Group_Sound( "weapons", "105mm_ready" );
}
shotFired()
{
self endon ( "ac130player_removed" );
for (;;)
{
self waittill( "projectile_impact", weaponName, position, radius );
if ( IsSubStr( tolower( weaponName ), "105" ) )
{
Earthquake( 0.4, 1.0, position, 3500 );
self SetClientOmnvar( "ui_ac130_darken", 1 );
}
else if ( IsSubStr( tolower( weaponName ), "40" ) )
{
Earthquake( 0.2, 0.5, position, 2000 );
}
if ( getIntProperty( "ac130_ragdoll_deaths", 0 ) )
thread shotFiredPhysicsSphere( position, weaponName );
wait 0.05;
}
}
shotFiredPhysicsSphere( center, weapon )
{
wait 0.1;
physicsExplosionSphere( center, level.physicsSphereRadius[ weapon ], level.physicsSphereRadius[ weapon ] / 2, level.physicsSphereForce[ weapon ] );
}
add_beacon_effect()
{
self endon( "death" );
flashDelay = 0.75;
wait randomfloat(3.0);
for (;;)
{
if ( level.ac130player )
playfxontagforclients( level._effect[ "beacon" ], self, "j_spine4", level.ac130player );
wait flashDelay;
}
}
context_Sensative_Dialog()
{
thread enemy_killed_thread();
thread context_Sensative_Dialog_Guy_In_Sight();
thread context_Sensative_Dialog_Guy_Crawling();
thread context_Sensative_Dialog_Guy_Pain();
thread context_Sensative_Dialog_Secondary_Explosion_Vehicle();
thread context_Sensative_Dialog_Kill_Thread();
thread context_Sensative_Dialog_Locations();
thread context_Sensative_Dialog_Filler();
}
context_Sensative_Dialog_Guy_In_Sight()
{
self endon ( "ac130player_removed" );
for (;;)
{
if ( context_Sensative_Dialog_Guy_In_Sight_Check() )
thread context_Sensative_Dialog_Play_Random_Group_Sound( "ai", "in_sight" );
wait randomfloatrange( 1, 3 );
}
}
context_Sensative_Dialog_Guy_In_Sight_Check()
{
prof_begin( "AI_in_sight_check" );
//enemies = getaiarray( "axis" );
//replace with level of enemy team members?
enemies = [];
foreach( player in level.players )
{
if( !isReallyAlive( player ) )
continue;
if( player.team == level.ac130player.team )
continue;
if( player.team == "spectator" )
continue;
enemies[enemies.size] = player;
}
for( i = 0 ; i < enemies.size ; i++ )
{
if ( !IsDefined( enemies[ i ] ) )
continue;
if ( !isalive( enemies[ i ] ) )
continue;
if ( within_fov( level.ac130player getEye(), level.ac130player getPlayerAngles(), enemies[ i ].origin, level.cosine[ "5" ] ) )
{
prof_end( "AI_in_sight_check" );
return true;
}
wait 0.05;
}
prof_end( "AI_in_sight_check" );
return false;
}
context_Sensative_Dialog_Guy_Crawling()
{
self endon ( "ac130player_removed" );
for (;;)
{
level waittill ( "ai_crawling", guy );
/#
if ( ( IsDefined( guy ) ) && ( IsDefined( guy.origin ) ) )
{
if ( getdvar( "ac130_debug_context_sensative_dialog", 0 ) == "1" )
thread debug_line(level.ac130player.origin, guy.origin, 5.0, ( 0, 1, 0 ) );
}
#/
thread context_Sensative_Dialog_Play_Random_Group_Sound( "ai", "wounded_crawl" );
}
}
context_Sensative_Dialog_Guy_Pain()
{
self endon ( "ac130player_removed" );
for (;;)
{
level waittill ( "ai_pain", guy );
/#
if ( ( IsDefined( guy ) ) && ( IsDefined( guy.origin ) ) )
{
if ( getdvar( "ac130_debug_context_sensative_dialog" ) == "1" )
thread debug_line( level.ac130player.origin, guy.origin, 5.0, ( 1, 0, 0 ) );
}
#/
thread context_Sensative_Dialog_Play_Random_Group_Sound( "ai", "wounded_pain" );
}
}
context_Sensative_Dialog_Secondary_Explosion_Vehicle()
{
self endon ( "ac130player_removed" );
for (;;)
{
level waittill ( "player_destroyed_car", player, vehicle_origin );
wait 1;
/#
if ( IsDefined( vehicle_origin ) )
{
if ( getdvar( "ac130_debug_context_sensative_dialog" ) == "1" )
thread debug_line( level.ac130player.origin, vehicle_origin, 5.0, ( 0, 0, 1 ) );
}
#/
thread context_Sensative_Dialog_Play_Random_Group_Sound( "explosion", "secondary" );
}
}
enemy_killed_thread()
{
self endon ( "ac130player_removed" );
for ( ;; )
{
level waittill ( "ai_killed", guy );
// context kill dialog
thread context_Sensative_Dialog_Kill( guy, level.ac130player );
}
}
context_Sensative_Dialog_Kill( guy, attacker )
{
if ( !IsDefined( attacker ) )
return;
if ( !isplayer( attacker ) )
return;
level.enemiesKilledInTimeWindow++;
level notify ( "enemy_killed" );
/#
if ( ( IsDefined( guy ) ) && ( IsDefined( guy.origin ) ) )
{
if ( getdvar( "ac130_debug_context_sensative_dialog" ) == "1" )
thread debug_line( level.ac130player.origin, guy.origin, 5.0, ( 1, 1, 0 ) );
}
#/
}
context_Sensative_Dialog_Kill_Thread()
{
self endon ( "ac130player_removed" );
timeWindow = 1;
for (;;)
{
level waittill ( "enemy_killed" );
wait timeWindow;
println ( "guys killed in time window: " );
println ( level.enemiesKilledInTimeWindow );
soundAlias1 = "kill";
soundAlias2 = undefined;
if ( level.enemiesKilledInTimeWindow >= 2 )
soundAlias2 = "small_group";
else
{
soundAlias2 = "single";
if ( randomint( 3 ) != 1 )
{
level.enemiesKilledInTimeWindow = 0;
continue;
}
}
level.enemiesKilledInTimeWindow = 0;
assert( IsDefined( soundAlias2 ) );
thread context_Sensative_Dialog_Play_Random_Group_Sound( soundAlias1, soundAlias2, true );
}
}
context_Sensative_Dialog_Locations()
{
array_thread( getentarray( "context_dialog_car", "targetname" ), ::context_Sensative_Dialog_Locations_Add_Notify_Event, "car" );
array_thread( getentarray( "context_dialog_truck", "targetname" ), ::context_Sensative_Dialog_Locations_Add_Notify_Event, "truck" );
array_thread( getentarray( "context_dialog_building", "targetname" ), ::context_Sensative_Dialog_Locations_Add_Notify_Event, "building" );
array_thread( getentarray( "context_dialog_wall", "targetname" ), ::context_Sensative_Dialog_Locations_Add_Notify_Event, "wall" );
array_thread( getentarray( "context_dialog_field", "targetname" ), ::context_Sensative_Dialog_Locations_Add_Notify_Event, "field" );
array_thread( getentarray( "context_dialog_road", "targetname" ), ::context_Sensative_Dialog_Locations_Add_Notify_Event, "road" );
array_thread( getentarray( "context_dialog_church", "targetname" ), ::context_Sensative_Dialog_Locations_Add_Notify_Event, "church" );
array_thread( getentarray( "context_dialog_ditch", "targetname" ), ::context_Sensative_Dialog_Locations_Add_Notify_Event, "ditch" );
thread context_Sensative_Dialog_Locations_Thread();
}
context_Sensative_Dialog_Locations_Thread()
{
self endon ( "ac130player_removed" );
for (;;)
{
level waittill ( "context_location", locationType );
if ( !IsDefined( locationType ) )
{
assertMsg( "LocationType " + locationType + " is not valid" );
continue;
}
if ( !flag( "allow_context_sensative_dialog" ) )
continue;
thread context_Sensative_Dialog_Play_Random_Group_Sound( "location", locationType );
wait ( 5 + randomfloat( 10 ) );
}
}
context_Sensative_Dialog_Locations_Add_Notify_Event( locationType )
{
self endon ( "ac130player_removed" );
for (;;)
{
self waittill ( "trigger", triggerer );
if ( !IsDefined( triggerer ) )
continue;
if ( ( !IsDefined( triggerer.team) ) || ( triggerer.team != "axis" ) )
continue;
level notify ( "context_location", locationType );
wait 5;
}
}
context_Sensative_Dialog_VehicleSpawn( vehicle )
{
if ( vehicle.script_team != "axis" )
return;
thread context_Sensative_Dialog_VehicleDeath( vehicle );
vehicle endon( "death" );
while( !within_fov( level.ac130player getEye(), level.ac130player getPlayerAngles(), vehicle.origin, level.cosine[ "45" ] ) )
wait 0.5;
context_Sensative_Dialog_Play_Random_Group_Sound( "vehicle", "incoming" );
}
context_Sensative_Dialog_VehicleDeath( vehicle )
{
vehicle waittill( "death" );
thread context_Sensative_Dialog_Play_Random_Group_Sound( "vehicle", "death" );
}
context_Sensative_Dialog_Filler()
{
self endon ( "ac130player_removed" );
for(;;)
{
if( ( IsDefined( level.radio_in_use ) ) && ( level.radio_in_use == true ) )
level waittill ( "radio_not_in_use" );
// if 3 seconds has passed and nothing has been transmitted then play a sound
currentTime = getTime();
if ( ( currentTime - level.lastRadioTransmission ) >= 3000 )
{
level.lastRadioTransmission = currentTime;
thread context_Sensative_Dialog_Play_Random_Group_Sound( "misc", "action" );
}
wait 0.25;
}
}
context_Sensative_Dialog_Play_Random_Group_Sound( name1, name2, force_transmit_on_turn )
{
level endon ( "ac130player_removed" );
assert( IsDefined( level.scr_sound[ name1 ] ) );
assert( IsDefined( level.scr_sound[ name1 ][ name2 ] ) );
if ( !IsDefined( force_transmit_on_turn ) )
force_transmit_on_turn = false;
if ( !flag( "allow_context_sensative_dialog" ) )
{
if ( force_transmit_on_turn )
flag_wait( "allow_context_sensative_dialog" );
else
return;
}
validGroupNum = undefined;
randGroup = randomint( level.scr_sound[ name1 ][ name2 ].size );
// if randGroup has already played
if ( level.scr_sound[ name1 ][ name2 ][ randGroup ].played == true )
{
//loop through all groups and use the next one that hasn't played yet
for( i = 0 ; i < level.scr_sound[ name1 ][ name2 ].size ; i++ )
{
randGroup++;
if ( randGroup >= level.scr_sound[ name1 ][ name2 ].size )
randGroup = 0;
if ( level.scr_sound[ name1 ][ name2 ][ randGroup ].played == true )
continue;
validGroupNum = randGroup;
break;
}
// all groups have been played, reset all groups to false and pick a new random one
if ( !IsDefined( validGroupNum ) )
{
for( i = 0 ; i < level.scr_sound[ name1 ][ name2 ].size ; i++ )
level.scr_sound[ name1 ][ name2 ][ i ].played = false;
validGroupNum = randomint( level.scr_sound[ name1 ][ name2 ].size );
}
}
else
validGroupNum = randGroup;
assert( IsDefined( validGroupNum ) );
assert( validGroupNum >= 0 );
if ( context_Sensative_Dialog_Timedout( name1, name2, validGroupNum ) )
return;
level.scr_sound[ name1 ][ name2 ][ validGroupNum ].played = true;
randSound = randomint( level.scr_sound[ name1 ][ name2 ][ validGroupNum ].size );
playSoundOverRadio( level.scr_sound[ name1 ][ name2 ][ validGroupNum ].sounds[ randSound ], force_transmit_on_turn );
}
context_Sensative_Dialog_Timedout( name1, name2, groupNum )
{
// dont play this sound if it has a timeout specified and the timeout has not expired
if( !IsDefined( level.context_sensative_dialog_timeouts ) )
return false;
if( !IsDefined( level.context_sensative_dialog_timeouts[ name1 ] ) )
return false;
if( !IsDefined( level.context_sensative_dialog_timeouts[ name1 ][name2 ] ) )
return false;
if( IsDefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups ) && IsDefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ] ) )
{
assert( IsDefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v[ "timeoutDuration" ] ) );
assert( IsDefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v[ "lastPlayed" ] ) );
currentTime = getTime();
if( ( currentTime - level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v[ "lastPlayed" ] ) < level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v[ "timeoutDuration" ] )
return true;
level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v[ "lastPlayed" ] = currentTime;
}
else if ( IsDefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v ) )
{
assert( IsDefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v[ "timeoutDuration" ] ) );
assert( IsDefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v[ "lastPlayed" ] ) );
currentTime = getTime();
if( ( currentTime - level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v[ "lastPlayed" ] ) < level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v[ "timeoutDuration" ] )
return true;
level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v[ "lastPlayed" ] = currentTime;
}
return false;
}
playSoundOverRadio( soundAlias, force_transmit_on_turn, timeout )
{
if ( !IsDefined( level.radio_in_use ) )
level.radio_in_use = false;
if ( !IsDefined( force_transmit_on_turn ) )
force_transmit_on_turn = false;
if ( !IsDefined( timeout ) )
timeout = 0;
timeout = timeout * 1000;
soundQueueTime = gettime();
soundPlayed = false;
soundPlayed = playAliasOverRadio( soundAlias );
if ( soundPlayed )
return;
// Dont make the sound wait to be played if force transmit wasn't set to true
if ( !force_transmit_on_turn )
return;
level.radioForcedTransmissionQueue[ level.radioForcedTransmissionQueue.size ] = soundAlias;
while( !soundPlayed )
{
if ( level.radio_in_use )
level waittill ( "radio_not_in_use" );
if ( ( timeout > 0 ) && ( getTime() - soundQueueTime > timeout ) )
break;
if ( !IsDefined( level.ac130player ) )
break;
soundPlayed = playAliasOverRadio( level.radioForcedTransmissionQueue[ 0 ] );
if ( !level.radio_in_use && IsDefined( level.ac130player ) && !soundPlayed )
assertMsg( "The radio wasn't in use but the sound still did not play. This should never happen." );
}
level.radioForcedTransmissionQueue = array_remove_index( level.radioForcedTransmissionQueue, 0 );
}
playAliasOverRadio( soundAlias )
{
if ( level.radio_in_use )
return false;
if ( !IsDefined( level.ac130player ) )
return false;
level.radio_in_use = true;
if ( self.team == "allies" || self.team == "axis" )
{
soundAlias = maps\mp\gametypes\_teams::getTeamVoicePrefix( self.team ) + soundAlias;
level.ac130player playLocalSound( soundAlias );
}
wait ( 4.0 );
level.radio_in_use = false;
level.lastRadioTransmission = getTime();
level notify ( "radio_not_in_use" );
return true;
}
debug_circle(center, radius, duration, color, startDelay, fillCenter)
{
circle_sides = 16;
angleFrac = 360/circle_sides;
circlepoints = [];
for(i=0;i<circle_sides;i++)
{
angle = (angleFrac * i);
xAdd = cos(angle) * radius;
yAdd = sin(angle) * radius;
x = center[0] + xAdd;
y = center[1] + yAdd;
z = center[2];
circlepoints[circlepoints.size] = (x,y,z);
}
if (IsDefined(startDelay))
wait startDelay;
thread debug_circle_drawlines(circlepoints, duration, color, fillCenter, center);
}
debug_circle_drawlines(circlepoints, duration, color, fillCenter, center)
{
if (!IsDefined(fillCenter))
fillCenter = false;
if (!IsDefined(center))
fillCenter = false;
for( i = 0 ; i < circlepoints.size ; i++ )
{
start = circlepoints[i];
if (i + 1 >= circlepoints.size)
end = circlepoints[0];
else
end = circlepoints[i + 1];
thread debug_line( start, end, duration, color);
if (fillCenter)
thread debug_line( center, start, duration, color);
}
}
debug_line(start, end, duration, color)
{
if (!IsDefined(color))
color = (1,1,1);
for ( i = 0; i < (duration * 20) ; i++ )
{
line(start, end, color);
wait 0.05;
}
}
// Start Flare logic
handleIncomingMissiles()
{
level endon ( "game_ended" );
level.ac130.planeModel thread flares_monitor( 1 );
/*
for ( ;; )
{
level waittill ( "stinger_fired", player, missile, lockTarget );
if ( !IsDefined( lockTarget ) || (lockTarget != level.ac130.planeModel) )
continue;
missile thread stingerProximityDetonate( player, player.team );
}
*/
}
flares_monitor( flareCount ) // self == vehicle
{
self.flaresReserveCount = flareCount;
self.flaresLive = [];
self thread ks_laserGuidedMissile_handleIncoming();
self thread ks_airSuperiority_handleIncoming();
}
playFlareFx( numFlares )
{
for ( i = 0; i < numFlares; i++ )
{
self thread angel_flare();
wait ( randomFloatRange( 0.1, 0.25 ) );
}
}
deployFlares( fxOnly )
{
self playSound( "ac130iw6_flare_burst" );
if ( !IsDefined( fxOnly ) )
{
flareObject = spawn( "script_origin", level.ac130.planemodel.origin );
flareObject.angles = level.ac130.planemodel.angles;
flareObject moveGravity( (0, 0, 0), 5.0 );
self thread playFlareFx( 10 );
self.flaresLive[ self.flaresLive.size ] = flareObject;
flareObject thread deleteAfterTime( 5.0 );
return flareObject;
}
else
{
self thread playFlareFx( 5 );
}
}
flares_getNumLeft( vehicle )
{
return vehicle.flaresReserveCount;
}
flares_areAvailable( vehicle )
{
flares_cleanFlaresLiveArray( vehicle );
return vehicle.flaresReserveCount > 0 || vehicle.flaresLive.size > 0;
}
flares_getFlareReserve( vehicle )
{
AssertEx( vehicle.flaresReserveCount > 0, "flares_getFlareReserve() called on vehicle without any flares in reserve." );
vehicle.flaresReserveCount--;
flare = vehicle deployFlares();
return flare;
}
flares_cleanFlaresLiveArray( vehicle )
{
vehicle.flaresLive = array_removeUndefined( vehicle.flaresLive );
}
flares_getFlareLive( vehicle )
{
flares_cleanFlaresLiveArray( vehicle );
flare = undefined;
if ( vehicle.flaresLive.size > 0 )
{
flare = vehicle.flaresLive[ vehicle.flaresLive.size - 1 ];
}
return flare;
}
// -.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-. //
// Missile Incoming Logic
// -.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-. //
// handle MAAWS here
ks_laserGuidedMissile_handleIncoming() //self == vehicle
{
level endon( "game_ended" );
self endon( "death" );
self endon( "crashing" );
self endon( "leaving" );
self endon( "helicopter_done" );
while ( flares_areAvailable( self ) )
{
level waittill ( "laserGuidedMissiles_incoming", player, missiles, target );
if ( !IsDefined( target ) || target != self )
continue;
level.ac130player PlayLocalSound( "missile_incoming" );
level.ac130player thread ks_watch_death_stop_sound( self, "missile_incoming" );
foreach ( missile in missiles )
{
if ( IsValidMissile( missile ) )
{
level thread ks_laserGuidedMissile_monitorProximity( missile, player, player.team, target );
}
}
}
}
ks_laserGuidedMissile_monitorProximity( missile, player, team, target )
{
target endon( "death" );
missile endon( "death" );
missile endon( "missile_targetChanged" );
while ( flares_areAvailable( target ) )
{
if ( !IsDefined( target ) || !IsValidMissile( missile ) )
break;
center = target GetPointInBounds( 0, 0, 0 );
if ( DistanceSquared( missile.origin, center ) < 4000000 ) // 2000 * 2000
{
flare = flares_getFlareLive( target );
if ( !IsDefined( flare ) )
{
flare = flares_getFlareReserve( target );
}
missile Missile_SetTargetEnt( flare );
missile notify( "missile_pairedWithFlare" );
level.ac130player StopLocalSound( "missile_incoming" );
break;
}
waitframe();
}
}
// handle air superiority here
ks_airSuperiority_handleIncoming() // self == vehicle
{
level endon( "game_ended" );
self endon( "death" );
self endon( "crashing" );
self endon( "leaving" );
self endon( "helicopter_done" );
while( flares_areAvailable( self ) )
{
self waittill( "targeted_by_incoming_missile", missiles );
if( !IsDefined( missiles ) )
continue;
level.ac130player PlayLocalSound( "missile_incoming" );
level.ac130player thread ks_watch_death_stop_sound( self, "missile_incoming" );
foreach( missile in missiles )
{
if( IsValidMissile( missile ) )
{
self thread ks_airSuperiority_monitorProximity( missile );
}
}
}
}
ks_airSuperiority_monitorProximity( missile ) // self == vehicle
{
self endon( "death" );
missile endon( "death" );
while( true )
{
if ( !IsDefined( self ) || !IsValidMissile( missile ) )
break;
center = self GetPointInBounds( 0, 0, 0 );
if( DistanceSquared( missile.origin, center ) < 4000000 ) // 2000 * 2000
{
flare = flares_getFlareLive( self );
// DM - 5/19/14 - This is new logic to handle Air Sup missiles pairing with auto-flares
// If flaresLive count is 0, check if reserved flares are available, otherwise Air Sup will kill the ac130 without hitting the flare
if ( !IsDefined( flare ) && self.flaresReserveCount > 0 )
{
flare = flares_getFlareReserve( self );
}
if( IsDefined( flare ) )
{
missile Missile_SetTargetEnt( flare );
missile notify( "missile_pairedWithFlare" );
level.ac130player StopLocalSound( "missile_incoming" );
break;
}
}
waitframe();
}
}
ks_watch_death_stop_sound( vehicle, sound ) // self == player
{
self endon( "disconnect" );
vehicle waittill( "death" );
self StopLocalSound( sound );
}
// End Flare logic
deleteAfterTime( delay )
{
wait ( delay );
self delete();
}
crashPlane( crashTime )
{
level.ac130.planeModel notify ( "crashing" );
level.ac130.planeModel.crashed = true;
// 2014-05-06 wallace: commenting out this effect because we don't expect to shoot down the ac130 in this level, so no need to load it
playFxOnTag( level._effect[ "ac130_explode" ], level.ac130.planeModel, "tag_deathfx" );
wait .25;
level.ac130.planeModel hide();
}
angelFlarePrecache()
{
level._effect[ "angel_flare_geotrail" ] = loadfx( "fx/smoke/angel_flare_geotrail" );
level._effect[ "angel_flare_swirl" ] = loadfx( "fx/smoke/angel_flare_swirl_runner" );
}
angel_flare()
{
rig = spawn( "script_model", self.origin );
rig setModel( "angel_flare_rig" );
rig.origin = self getTagOrigin( "tag_flash_flares" );
rig.angles = self getTagAngles( "tag_flash_flares" );
rig.angles = (rig.angles[0],rig.angles[1] + 180,rig.angles[2] + -90);
fx_id = level._effect[ "angel_flare_geotrail" ];
rig ScriptModelPlayAnim( "ac130_angel_flares0" + (randomInt( 3 )+1) );
wait 0.1;
PlayFXOnTag( fx_id, rig, "flare_left_top" );
PlayFXOnTag( fx_id, rig, "flare_right_top" );
wait 0.05;
PlayFXOnTag( fx_id, rig, "flare_left_bot" );
PlayFXOnTag( fx_id, rig, "flare_right_bot" );
//rig waittillmatch( "flare_anim", "end" );
wait ( 3.0 );
StopFXOnTag( fx_id, rig, "flare_left_top" );
StopFXOnTag( fx_id, rig, "flare_right_top" );
StopFXOnTag( fx_id, rig, "flare_left_bot" );
StopFXOnTag( fx_id, rig, "flare_right_bot" );
rig delete();
}
/*
stingerProximityDetonate( player, missileTeam )
{
self endon ( "death" );
if ( IsDefined( level.ac130player ) )
level.ac130player playLocalSound( "missile_incoming" );
level.ac130.incomingMissile = true;
missileTarget = level.ac130.planeModel;
self Missile_SetTargetEnt( missileTarget );
didSeatbelts = false;
center = missileTarget GetPointInBounds( 0, 0, 0 );
minDist = distance( self.origin, center );
lastVecToTarget = vectorNormalize( center - self.origin );
for ( ;; )
{
if ( !IsDefined( level.ac130player ) || ( IsDefined( level.ac130.planeModel.crashed ) && level.ac130.planeModel.crashed == true ) )
{
self Missile_SetTargetPos( level.ac130.origin + (0,0,100000) );
return;
}
center = missileTarget GetPointInBounds( 0, 0, 0 );
curDist = distance( self.origin, center );
if ( curDist < 3000 && missileTarget == level.ac130.planeModel && level.ac130.numFlares > 0 )
{
level.ac130.numFlares--;
newTarget = missileTarget deployFlares();
self Missile_SetTargetEnt( newTarget );
missileTarget = newTarget;
if ( IsDefined( level.ac130player ) )
level.ac130player stopLocalSound( "missile_incoming" );
return;
}
if ( curDist < minDist )
{
speedPerFrame = (minDist - curDist) * 20;
eta = (curDist / speedPerFrame);
if ( eta < 1.5 && !didSeatbelts && missileTarget == level.ac130.planeModel )
{
if ( IsDefined( level.ac130player ) )
level.ac130player playLocalSound( "fasten_seatbelts" );
didSeatbelts = true;
}
minDist = curDist;
}
currVecToTarget = vectorNormalize( center - self.origin );
if ( vectorDot( currVecToTarget, lastVecToTarget ) < 0 )
{
if ( IsDefined( level.ac130player ) )
{
level.ac130player stopLocalSound( "missile_incoming" );
if ( level.ac130player.team != missileTeam )
RadiusDamage( self.origin, 1000, 1000, 1000, player, "MOD_EXPLOSIVE", "stinger_mp" );
}
self hide();
wait ( 0.05 );
self delete();
}
else
lastVecToTarget = currVecToTarget;
wait ( 0.05 );
}
}
*/
/*
handleIncomingSAM()
{
level endon ( "game_ended" );
for ( ;; )
{
self waittill( "targeted_by_incoming_missile", missiles );
level thread samProximityDetonate( missiles );
level waittill ( "sam_fired", player, missileGroup, lockTarget );
if ( !IsDefined( lockTarget ) || (lockTarget != level.ac130.planeModel) )
continue;
level thread samProximityDetonate( player, player.team, missileGroup );
}
}
samProximityDetonate( missileGroup )
{
if ( IsDefined( level.ac130player ) )
level.ac130player playLocalSound( "missile_incoming" );
level.ac130.incomingMissile = true;
missileTarget = level.ac130.planeModel;
didSeatbelts = false;
minDist = [];
center = missileTarget GetPointInBounds( 0, 0, 0 );
for( i = 0; i < missileGroup.size; i++ )
{
if( IsDefined( missileGroup[ i ] ) )
{
minDist[ i ] = distance( missileGroup[ i ].origin, center );
missileGroup[ i ].lastVecToTarget = vectorNormalize( center - missileGroup[ i ].origin );
}
else
minDist[ i ] = undefined;
}
for ( ;; )
{
if ( !IsDefined( level.ac130player ) || ( IsDefined( level.ac130.planeModel.crashed ) && level.ac130.planeModel.crashed == true ) )
{
for( i = 0; i < missileGroup.size; i++ )
{
if( IsDefined( missileGroup[ i ] ) )
{
missileGroup[ i ] Missile_SetTargetPos( level.ac130.origin + ( 0, 0, 100000 ) );
}
}
return;
}
center = missileTarget GetPointInBounds( 0, 0, 0 );
curDist = [];
for( i = 0; i < missileGroup.size; i++ )
{
if( IsDefined( missileGroup[ i ] ) )
curDist[ i ] = distance( missileGroup[ i ].origin, center );
}
if ( !IsDefined( level.ac130player ) )
{
return;
}
for( i = 0; i < curDist.size; i++ )
{
if( IsDefined( curDist[ i ] ) )
{
// if one of the missiles in the group get close, set off flares and redirect them all
if ( curDist[ i ] < 3000 && missileTarget == level.ac130.planeModel && level.ac130.numFlares > 0 )
{
level.ac130.numFlares--;
newTarget = missileTarget deployFlares();
for( j = 0; j < missileGroup.size; j++ )
{
if( IsDefined( missileGroup[ j ] ) )
{
missileGroup[ j ] Missile_SetTargetEnt( newTarget );
}
}
if ( IsDefined( level.ac130player ) )
level.ac130player stopLocalSound( "missile_incoming" );
return;
}
if ( curDist[ i ] < minDist[ i ] )
{
speedPerFrame = ( minDist[ i ] - curDist[ i ] ) * 20;
eta = ( curDist[ i ] / speedPerFrame );
if ( eta < 1.5 && !didSeatbelts && missileTarget == level.ac130.planeModel )
{
if ( IsDefined( level.ac130player ) )
level.ac130player playLocalSound( "fasten_seatbelts" );
didSeatbelts = true;
}
minDist[ i ] = curDist[ i ];
}
currVecToTarget = vectorNormalize( center - missileGroup[ i ].origin );
if ( vectorDot( currVecToTarget, missileGroup[ i ].lastVecToTarget ) < 0 )
{
if ( IsDefined( level.ac130player ) )
{
level.ac130player stopLocalSound( "missile_incoming" );
if ( level.teambased )
{
if( level.ac130player.team != missileTeam )
RadiusDamage( missileGroup[ i ].origin, 1000, 1000, 1000, player, "MOD_EXPLOSIVE", "sam_projectile_mp" );
}
else
{
RadiusDamage( missileGroup[ i ].origin, 1000, 1000, 1000, player, "MOD_EXPLOSIVE", "sam_projectile_mp" );
}
}
missileGroup[ i ] hide();
wait ( 0.05 );
missileGroup[ i ] delete();
}
}
}
wait ( 0.05 );
}
}
*/
/*
#using_animtree( "script_model" );
angel_flare_rig_anims()
{
level.scr_animtree[ "angel_flare_rig" ] = #animtree;
level.scr_model[ "angel_flare_rig" ] = "angel_flare_rig";
level.scr_anim[ "angel_flare_rig" ][ "ac130_angel_flares" ][0] = %ac130_angel_flares01;
level.scr_anim[ "angel_flare_rig" ][ "ac130_angel_flares" ][1] = %ac130_angel_flares02;
level.scr_anim[ "angel_flare_rig" ][ "ac130_angel_flares" ][2] = %ac130_angel_flares03;
}
assign_model()
{
AssertEx( IsDefined( level.scr_model[ self.animname ] ), "There is no level.scr_model for animname " + self.animname );
if ( IsArray( level.scr_model[ self.animname ] ) )
{
randIndex = RandomInt( level.scr_model[ self.animname ].size );
self SetModel( level.scr_model[ self.animname ][ randIndex ] );
}
else
self SetModel( level.scr_model[ self.animname ] );
}
assign_animtree( animname )
{
if ( IsDefined( animname ) )
self.animname = animname;
AssertEx( IsDefined( level.scr_animtree[ self.animname ] ), "There is no level.scr_animtree for animname " + self.animname );
self UseAnimTree( level.scr_animtree[ self.animname ] );
}
spawn_anim_model( animname, origin )
{
if ( !IsDefined( origin ) )
origin = ( 0, 0, 0 );
model = Spawn( "script_model", origin );
model.animname = animname;
model assign_animtree();
model assign_model();
return model;
}
angel_flare_burst( flare_count )
{
// Angel Flare Swirl
PlayFXOnTag( getfx( "angel_flare_swirl" ), self, "tag_flash_flares" );
// Angel Flare Trails
for( i=0; i<flare_count; i++ )
{
self thread angel_flare();
wait randomfloatrange( 0.1, 0.25 );
}
}
*/