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

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#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include common_scripts\utility;
init()
{
path_start = GetEntArray( "heli_start", "targetname" ); // start pointers, point to the actual start node on path
loop_start = GetEntArray( "heli_loop_start", "targetname" ); // start pointers for loop path in the map
if ( !path_start.size && !loop_start.size)
return;
level.chopper = undefined;
// array of paths, each element is an array of start nodes that all leads to a single destination node
level.heli_start_nodes = getEntArray( "heli_start", "targetname" );
assertEx( level.heli_start_nodes.size, "No \"heli_start\" nodes found in map!" );
level.heli_loop_nodes = getEntArray( "heli_loop_start", "targetname" );
assertEx( level.heli_loop_nodes.size, "No \"heli_loop_start\" nodes found in map!" );
level.strafe_nodes = getStructArray("strafe_path", "targetname" );
level.heli_leave_nodes = getEntArray( "heli_leave", "targetname" );
assertEx( level.heli_leave_nodes.size, "No \"heli_leave\" nodes found in map!" );
level.heli_crash_nodes = getEntArray( "heli_crash_start", "targetname" );
assertEx( level.heli_crash_nodes.size, "No \"heli_crash_start\" nodes found in map!" );
level.heli_missile_rof = 5; // missile rate of fire, one every this many seconds per target, could fire two at the same time to different targets
level.heli_maxhealth = 2000; // max health of the helicopter
level.heli_debug = 0; // debug mode, draws debugging info on screen
level.heli_targeting_delay = 0.5; // targeting delay
level.heli_turretReloadTime = 1.5; // mini-gun reload time
level.heli_turretClipSize = 60; // mini-gun clip size, rounds before reload
level.heli_visual_range = 3700; // distance radius helicopter will acquire targets (see)
level.heli_target_spawnprotection = 5; // players are this many seconds safe from helicopter after spawn
level.heli_target_recognition = 0.5; // percentage of the player's body the helicopter sees before it labels him as a target
level.heli_missile_friendlycare = 256; // if friendly is within this distance of the target, do not shoot missile
level.heli_missile_target_cone = 0.3; // dot product of vector target to helicopter forward, 0.5 is in 90 range, bigger the number, smaller the cone
level.heli_armor_bulletdamage = 0.3; // damage multiplier to bullets onto helicopter's armor
level.heli_attract_strength = 1000;
level.heli_attract_range = 4096;
level.heli_angle_offset = 90;
level.heli_forced_wait = 0;
level precacheHelicopterSounds();
// helicopter fx
// damage
level.chopper_fx["damage"]["light_smoke"] = LoadFX( "fx/smoke/smoke_trail_white_heli_emitter");
level.chopper_fx["damage"]["heavy_smoke"] = LoadFX( "vfx/gameplay/mp/killstreaks/vfx_helo_damage");
level.chopper_fx["damage"]["on_fire"] = LoadFX( "fx/fire/fire_smoke_trail_L_emitter");
// light
level.chopper_fx["light"]["left"] = LoadFX( "vfx/gameplay/mp/killstreaks/vfx_acraft_light_wingtip_green" );
level.chopper_fx["light"]["right"] = LoadFX( "vfx/gameplay/mp/killstreaks/vfx_acraft_light_wingtip_red" );
level.chopper_fx["light"]["belly"] = LoadFX( "vfx/gameplay/mp/killstreaks/vfx_acraft_light_red_blink" );
level.chopper_fx["light"]["tail"] = LoadFX( "vfx/gameplay/mp/killstreaks/vfx_acraft_light_white_blink" );
// explode
level.chopper_fx["explode"]["medium"] = LoadFX( "fx/explosions/aerial_explosion");
level.chopper_fx["explode"]["large"] = LoadFX( "fx/explosions/helicopter_explosion_secondary_small");
// smoke
level.chopper_fx["smoke"]["trail"] = LoadFX( "fx/smoke/smoke_trail_white_heli");
// death
level.chopper_fx["explode"]["death"] = [];
level.chopper_fx["explode"]["death"][ "apache" ] = LoadFX( "vfx/gameplay/explosions/vehicle/apch_mp/vfx_x_mpapc_primary" );
level.chopper_fx["explode"]["air_death"][ "apache" ] = LoadFX( "vfx/gameplay/explosions/vehicle/apch_mp/vfx_x_mpapc_primary" );
level.lightFxFunc[ "apache" ] = ::defaultLightFX;
level.chopper_fx["explode"]["death"][ "cobra" ] = LoadFX( "vfx/gameplay/explosions/vehicle/hind_mp/vfx_x_mphnd_primary" );
level.chopper_fx["explode"]["air_death"][ "cobra" ] = LoadFX( "vfx/gameplay/explosions/vehicle/hind_mp/vfx_x_mphnd_primary" );
level.lightFxFunc[ "cobra" ] = ::defaultLightFX;
level.chopper_fx["explode"]["death"][ "littlebird" ] = LoadFX( "vfx/gameplay/explosions/vehicle/aas_mp/vfx_x_mpaas_primary" );
level.chopper_fx["explode"]["air_death"][ "littlebird" ] = LoadFX( "vfx/gameplay/explosions/vehicle/aas_mp/vfx_x_mpaas_primary" );
level.lightFxFunc[ "littlebird" ] = ::defaultLightFX;
// flares
level._effect[ "vehicle_flares" ] = LoadFX( "fx/misc/flares_cobra" );
// fire
level.chopper_fx["fire"]["trail"]["medium"] = LoadFX( "fx/fire/fire_smoke_trail_L_emitter");
//level.chopper_fx["fire"]["trail"]["large"] = LoadFX( "fx/fire/fire_smoke_trail_L");
level.killstreakFuncs["helicopter"] = ::useHelicopter;
level.heliDialog["tracking"][0] = "ac130_fco_moreenemy";
level.heliDialog["tracking"][1] = "ac130_fco_getthatguy";
level.heliDialog["tracking"][2] = "ac130_fco_guyrunnin";
level.heliDialog["tracking"][3] = "ac130_fco_gotarunner";
level.heliDialog["tracking"][4] = "ac130_fco_personnelthere";
level.heliDialog["tracking"][5] = "ac130_fco_rightthere";
level.heliDialog["tracking"][6] = "ac130_fco_tracking";
level.heliDialog["locked"][0] = "ac130_fco_lightemup";
level.heliDialog["locked"][1] = "ac130_fco_takehimout";
level.heliDialog["locked"][2] = "ac130_fco_nailthoseguys";
level.lastHeliDialogTime = 0;
// 2013-07-11 wallace: dupe the effect because the ac130 isn't being init'd any more
level.heliConfigs = [];
config = SpawnStruct();
config.xpPopup = "destroyed_helicopter";
config.callout = "callout_destroyed_helicopter";
config.samDamageScale = 0.09;
config.engineVFXtag = "tag_engine_left";
// xpval = 200
level.heliConfigs[ "helicopter" ] = config;
// level.heliConfigs[ "cobra" ] = config;
config = SpawnStruct();
config.xpPopup = "destroyed_little_bird";
config.callout = "callout_destroyed_little_bird";
config.samDamageScale = 0.09;
config.engineVFXtag = "tag_engine_left";
// xpval = 200
level.heliConfigs[ "airdrop" ] = config;
config = SpawnStruct();
config.xpPopup = "destroyed_pavelow";
config.callout = "callout_destroyed_helicopter_flares";
config.samDamageScale = 0.07;
config.engineVFXtag = "tag_engine_left";
// xpval = 400
level.heliConfigs[ "flares" ] = config;
// 2013-07-11 wallace: these are old helicopters
/*
config = SpawnStruct();
config.xpPopup = "destroyed_minigunner";
config.callout = "callout_destroyed_helicopter_minigun";
config.samDamageScale = 0.07;
config.engineVFXtag = "tag_engine_left"
// xpval = 300
level.heliConfigs[ "minigun" ] = config;
config = SpawnStruct();
config.xpPopup = "destroyed_osprey";
config.callout = "callout_destroyed_osprey";
config.samDamageScale = 0.07;
config.engineVFXtag = "tag_engine_left"
// xpval = 300
level.heliConfigs[ "osprey" ] = config;
level.heliConfigs[ "osprey_gunner" ] = config;
*/
queueCreate( "helicopter" );
}
makeHeliType( heliType, deathFx, lightFXFunc )
{
level.chopper_fx["explode"]["death"][ heliType ] = LoadFX( deathFX );
level.lightFxFunc[ heliType ] = lightFXFunc;
}
addAirExplosion( heliType, explodeFx )
{
level.chopper_fx["explode"]["air_death"][ heliType ] = LoadFX( explodeFx );
}
defaultLightFX()
{
playFXOnTag( level.chopper_fx["light"]["left"], self, "tag_light_L_wing" );
wait ( 0.05 );
playFXOnTag( level.chopper_fx["light"]["right"], self, "tag_light_R_wing" );
wait ( 0.05 );
playFXOnTag( level.chopper_fx["light"]["belly"], self, "tag_light_belly" );
wait ( 0.05 );
playFXOnTag( level.chopper_fx["light"]["tail"], self, "tag_light_tail" );
}
useHelicopter( lifeId, streakName )
{
return tryUseHelicopter( lifeId, "helicopter" );
}
tryUseHelicopter( lifeId, heliType )
{
numIncomingVehicles = 1;
if ( isDefined( level.chopper ) )
shouldQueue = true;
else
shouldQueue = false;
if ( isDefined( level.chopper ) && shouldQueue )
{
self iPrintLnBold( &"KILLSTREAKS_HELI_IN_QUEUE" );
if ( isDefined( heliType ) && heliType != "helicopter" )
streakName = "helicopter_" + heliType;
else
streakName = "helicopter";
// The chopper won't go out immediately but we'll consider the killstreak used by the player.
// Update their killstreaks now.
self thread maps\mp\killstreaks\_killstreaks::updateKillstreaks();
queueEnt = spawn( "script_origin", (0,0,0) );
queueEnt hide();
queueEnt thread deleteOnEntNotify( self, "disconnect" );
queueEnt.player = self;
queueEnt.lifeId = lifeId;
queueEnt.heliType = heliType;
queueEnt.streakName = streakName;
queueAdd( "helicopter", queueEnt );
// need to take the killstreak weapon here because this is a special case of being queued, so it'll happen later
lastWeapon = undefined;
if( !self hasWeapon( self getLastWeapon() ) )
{
lastWeapon = self maps\mp\killstreaks\_killstreaks::getFirstPrimaryWeapon();
}
else
{
lastWeapon = self getLastWeapon();
}
killstreakWeapon = getKillstreakWeapon( "helicopter" );
self thread maps\mp\killstreaks\_killstreaks::waitTakeKillstreakWeapon( killstreakWeapon, lastWeapon );
return false;
}
else if( currentActiveVehicleCount() >= maxVehiclesAllowed() || level.fauxVehicleCount + numIncomingVehicles >= maxVehiclesAllowed() )
{
self iPrintLnBold( &"KILLSTREAKS_TOO_MANY_VEHICLES" );
return false;
}
numIncomingVehicles = 1;
self startHelicopter( lifeId, heliType );
return true;
}
deleteOnEntNotify( ent, notifyString )
{
self endon ( "death" );
ent waittill ( notifyString );
self delete();
}
startHelicopter( lifeId, heliType )
{
// increment the faux vehicle count before we spawn the vehicle so no other vehicles try to spawn
// this needs to happen here because the pavelow can be queued up
incrementFauxVehicleCount();
startNode = undefined;
if ( !isDefined( heliType ) )
heliType = "";
eventType = "helicopter";
team = self.pers["team"];
startNode = level.heli_start_nodes[ randomInt( level.heli_start_nodes.size ) ];
self maps\mp\_matchdata::logKillstreakEvent( eventType, self.origin );
thread heli_think( lifeId, self, startNode, self.pers["team"], heliType );
}
precacheHelicopterSounds()
{
/******************************************************/
/* SETUP WEAPON TAGS */
/******************************************************/
// helicopter sounds:
level.heli_sound["allies"]["hit"] = "cobra_helicopter_hit";
level.heli_sound["allies"]["hitsecondary"] = "cobra_helicopter_secondary_exp";
level.heli_sound["allies"]["damaged"] = "cobra_helicopter_damaged";
level.heli_sound["allies"]["spinloop"] = "cobra_helicopter_dying_loop";
level.heli_sound["allies"]["spinstart"] = "cobra_helicopter_dying_layer";
level.heli_sound["allies"]["crash"] = "exp_helicopter_fuel";
level.heli_sound["allies"]["missilefire"] = "weap_cobra_missile_fire";
level.heli_sound["axis"]["hit"] = "cobra_helicopter_hit";
level.heli_sound["axis"]["hitsecondary"] = "cobra_helicopter_secondary_exp";
level.heli_sound["axis"]["damaged"] = "cobra_helicopter_damaged";
level.heli_sound["axis"]["spinloop"] = "cobra_helicopter_dying_loop";
level.heli_sound["axis"]["spinstart"] = "cobra_helicopter_dying_layer";
level.heli_sound["axis"]["crash"] = "exp_helicopter_fuel";
level.heli_sound["axis"]["missilefire"] = "weap_cobra_missile_fire";
}
//re-routing all heli sound clip access for MT teams to team axis.
heli_getTeamForSoundClip()
{
teamname = self.team;
if( level.multiTeamBased )
{
teamname = "axis";
}
return teamname;
}
spawn_helicopter( owner, origin, angles, vehicleType, modelName )
{
chopper = spawnHelicopter( owner, origin, angles, vehicleType, modelName );
if ( !isDefined( chopper ) )
return undefined;
if ( modelName == "vehicle_battle_hind" )
chopper.heli_type = "cobra";
else
chopper.heli_type = level.heli_types[ modelName ];
chopper thread [[ level.lightFxFunc[ chopper.heli_type ] ]]();
chopper addToHeliList();
chopper.zOffset = (0,0,chopper getTagOrigin( "tag_origin" )[2] - chopper getTagOrigin( "tag_ground" )[2]);
chopper.attractor = Missile_CreateAttractorEnt( chopper, level.heli_attract_strength, level.heli_attract_range );
return chopper;
}
heliDialog( dialogGroup )
{
if ( getTime() - level.lastHeliDialogTime < 6000 )
return;
level.lastHeliDialogTime = getTime();
randomIndex = randomInt( level.heliDialog[ dialogGroup ].size );
soundAlias = level.heliDialog[ dialogGroup ][ randomIndex ];
fullSoundAlias = maps\mp\gametypes\_teams::getTeamVoicePrefix( self.team ) + soundAlias;
self playLocalSound( fullSoundAlias );
}
updateAreaNodes( areaNodes )
{
validEnemies = [];
foreach ( node in areaNodes )
{
node.validPlayers = [];
node.nodeScore = 0;
}
foreach ( player in level.players )
{
if ( !isAlive( player ) )
continue;
if ( player.team == self.team )
continue;
foreach ( node in areaNodes )
{
if ( distanceSquared( player.origin, node.origin ) > 1048576 )
continue;
node.validPlayers[node.validPlayers.size] = player;
}
}
bestNode = areaNodes[0];
foreach ( node in areaNodes )
{
heliNode = getEnt( node.target, "targetname" );
foreach ( player in node.validPlayers )
{
node.nodeScore += 1;
if ( bulletTracePassed( player.origin + (0,0,32), heliNode.origin, false, player ) )
node.nodeScore += 3;
}
if ( node.nodeScore > bestNode.nodeScore )
bestNode = node;
}
return ( getEnt( bestNode.target, "targetname" ) );
}
// spawn helicopter at a start node and monitors it
heli_think( lifeId, owner, startNode, heli_team, heliType )
{
heliOrigin = startNode.origin;
heliAngles = startNode.angles;
// switch( heliType )
// {
// case "flares":
// vehicleType = "pavelow_mp";
// vehicleModel = "vehicle_pavelow";
// break;
// default:
// vehicleType = "cobra_mp";
// vehicleModel = "vehicle_battle_hind";
// break;
// }
vehicleType = "cobra_mp";
vehicleModel = "vehicle_battle_hind";
chopper = spawn_helicopter( owner, heliOrigin, heliAngles, vehicleType, vehicleModel );
if ( !isDefined( chopper ) )
return;
level.chopper = chopper;
if( heli_team == "allies" )
level.alliesChopper = chopper;
else
level.axisChopper = chopper;
chopper.heliType = heliType;
chopper.lifeId = lifeId;
chopper.team = heli_team;
chopper.pers["team"] = heli_team;
chopper.owner = owner;
chopper SetOtherEnt(owner);
chopper.startNode = startNode;
//chopper ThermalDrawEnable();
chopper.maxhealth = level.heli_maxhealth; // max health
chopper.targeting_delay = level.heli_targeting_delay; // delay between per targeting scan - in seconds
chopper.primaryTarget = undefined; // primary target ( player )
chopper.secondaryTarget = undefined; // secondary target ( player )
chopper.attacker = undefined; // last player that shot the helicopter
chopper.currentstate = "ok"; // health state
chopper make_entity_sentient_mp( heli_team );
chopper.empGrenaded = false;
if ( heliType == "flares" || heliType == "minigun" )
chopper thread maps\mp\killstreaks\_flares::flares_monitor( 1 );
// helicopter loop threads
chopper thread heli_leave_on_disconnect( owner );
chopper thread heli_leave_on_changeTeams( owner );
chopper thread heli_leave_on_gameended( owner );
chopper thread heli_damage_monitor( heliType ); // monitors damage
chopper thread heli_watchEMPDamage();
chopper thread heli_watchDeath();
chopper thread heli_existance();
// flight logic
chopper endon ( "helicopter_done" );
chopper endon ( "crashing" );
chopper endon ( "leaving" );
chopper endon ( "death" );
attackAreas = getEntArray( "heli_attack_area", "targetname" );
//attackAreas = [];
loopNode = undefined;
loopNode = level.heli_loop_nodes[ randomInt( level.heli_loop_nodes.size ) ];
// specific logic per type
chopper heli_fly_simple_path( startNode );
//chopper thread attack_secondary();
chopper thread heli_targeting();
chopper thread heli_leave_on_timeout( 60.0 );
chopper thread heli_fly_loop_path( loopNode );
}
heli_existance()
{
entityNumber = self getEntityNumber();
self waittill_any( "death", "crashing", "leaving" );
self removeFromHeliList( entityNumber );
self notify( "helicopter_done" );
self notify( "helicopter_removed" );
player = undefined;
queueEnt = queueRemoveFirst( "helicopter" );
if ( !isDefined( queueEnt ) )
{
level.chopper = undefined;
return;
}
player = queueEnt.player;
lifeId = queueEnt.lifeId;
streakName = queueEnt.streakName;
heliType = queueEnt.heliType;
queueEnt delete();
if ( isDefined( player ) && (player.sessionstate == "playing" || player.sessionstate == "dead") )
{
player maps\mp\killstreaks\_killstreaks::usedKillstreak( streakName, true );
player startHelicopter( lifeId, heliType );
}
else
{
level.chopper = undefined;
}
}
// helicopter targeting logic
heli_targeting()
{
self notify( "heli_targeting" );
self endon( "heli_targeting" );
self endon ( "death" );
self endon ( "helicopter_done" );
for( ;; )
{
// array of helicopter's targets
targets = [];
self.primaryTarget = undefined;
self.secondaryTarget = undefined;
foreach ( player in level.characters )
{
wait 0.05;
if ( !canTarget_turret( player ) )
continue;
targets[targets.size] = player;
}
if ( targets.size )
{
targetPlayer = getBestPrimaryTarget( targets );
//this is a blocking call to attempt to get a primary target. Can happen in rare instances
while ( !isDefined( targetPlayer ) )
{
wait 0.05;
targetPlayer = getBestPrimaryTarget( targets );
}
self.primaryTarget = targetPlayer;
self notify( "primary acquired" );
}
/*
if ( !level.teamBased )
{
if ( isDefined(level.alliesChopper) && level.alliesChopper != self )
{
self notify( "secondary acquired" );
self.secondaryTarget = level.alliesChopper;
}
else if ( isDefined(level.axisChopper) && level.axisChopper != self )
{
self notify( "secondary acquired" );
self.secondaryTarget = level.alliesChopper;
}
}
else if ( self.team == "axis" )
{
if ( isDefined(level.alliesChopper) && level.alliesChopper != self )
{
self notify( "secondary acquired" );
self.secondaryTarget = level.alliesChopper;
}
}
else if ( self.team == "allies" )
{
if ( isDefined(level.axisChopper) && level.axisChopper != self )
{
self notify( "secondary acquired" );
self.secondaryTarget = level.axisChopper;
}
}
*/
//blocking call
if ( isDefined( self.primaryTarget ) )
self fireOnTarget( self.primaryTarget );
else
wait .25;
}
}
// targetability
canTarget_turret( player ) // self == helicopter
{
canTarget = true;
if ( !isAlive( player ) || isDefined( player.sessionstate ) && player.sessionstate != "playing" )
return false;
if ( self.heliType == "remote_mortar" )
{
if ( player sightConeTrace( self.origin, self ) < 1 )
return false;
}
if ( distance( player.origin, self.origin ) > level.heli_visual_range )
return false;
if ( !(self.owner IsEnemy( player )) )
return false;
if ( isdefined( player.spawntime ) && ( gettime() - player.spawntime )/1000 <= 5 )
return false;
if ( player _hasPerk( "specialty_blindeye" ) )
return false;
heli_centroid = self.origin + ( 0, 0, -160 );
heli_forward_norm = anglestoforward( self.angles );
heli_turret_point = heli_centroid + 144*heli_forward_norm;
if ( player sightConeTrace( heli_turret_point, self) < level.heli_target_recognition )
return false;
return canTarget;
}
getBestPrimaryTarget( targets )
{
foreach ( player in targets )
{
if ( ! isDefined( player ) )
continue;
update_player_threat( player );
}
// find primary target, highest threat level
highest = 0;
primaryTarget = undefined;
corners = GetEntArray( "minimap_corner", "targetname" );
foreach ( player in targets )
{
if ( !isDefined( player ) )
continue;
assertEx( isDefined( player.threatlevel ), "Target player does not have threat level" );
// as a failsafe, make sure the player is within the play space
if( corners.size == 2 )
{
min = corners[0].origin;
max = corners[0].origin;
if ( corners[1].origin[0] > max[0] )
max = (corners[1].origin[0], max[1], max[2]);
else
min = (corners[1].origin[0], min[1], min[2]);
if( corners[1].origin[1] > max[1] )
max = (max[0], corners[1].origin[1], max[2]);
else
min = (min[0], corners[1].origin[1], min[2]);
if( player.origin[0] < min[0] || player.origin[0] > max[0] || player.origin[1] < min[1] || player.origin[1] > max[1] )
continue;
}
if ( player.threatlevel < highest )
continue;
//iw6 targeting adjustment
if ( !BulletTracePassed( player.origin + (0,0,32), self.origin, false, self ) )
{
wait( 0.05 );
continue;
}
highest = player.threatlevel;
primaryTarget = player;
}
return ( primaryTarget );
}
// threat factors
update_player_threat( player )
{
player.threatlevel = 0;
// distance factor
dist = distance( player.origin, self.origin );
player.threatlevel += ( (level.heli_visual_range - dist)/level.heli_visual_range )*100; // inverse distance % with respect to helicopter targeting range
// behavior factor
if ( isdefined( self.attacker ) && player == self.attacker )
player.threatlevel += 100;
// player score factor
if( IsPlayer(player) )
player.threatlevel += player.score*4;
if( isdefined( player.antithreat ) )
player.threatlevel -= player.antithreat;
if( player.threatlevel <= 0 )
player.threatlevel = 1;
}
// resets helicopter's motion values
heli_reset()
{
self clearTargetYaw();
self clearGoalYaw();
self Vehicle_SetSpeed( 80, 35 );
self setyawspeed( 75, 45, 45 );
self setmaxpitchroll( 30, 30 );
self setneargoalnotifydist( 256 );
self setturningability(0.9);
}
addRecentDamage( damage )
{
self endon( "death" );
self.recentDamageAmount += damage;
wait ( 4.0 );
self.recentDamageAmount -= damage;
}
modifyDamage( attacker, weapon, type, damage )
{
if ( IsDefined( attacker ) )
{
if (
// so players cant accidentally kill their own heli sniper
( isDefined( self.owner ) && attacker == self.owner && self.streakName == "heli_sniper" )
|| ( isDefined( attacker.class ) && attacker.class == "worldspawn" )
|| ( attacker == self )
)
{
return -1;
}
}
//heli sniper needs to be invicible in safeguard
if ( isDefined(level.isHorde) && level.isHorde && isDefined( self.streakname ) && self.streakname == "heli_sniper" )
return -1;
modifiedDamage = damage;
/*
if ( self.heliType == "flares" )
{
modifiedDamage *= level.heli_armor_bulletdamage;
}
*/
// self thread heli_EMPGrenaded();
modifiedDamage = self maps\mp\gametypes\_damage::handleMissileDamage( weapon, type, modifiedDamage );
modifiedDamage = self maps\mp\gametypes\_damage::handleGrenadeDamage( weapon, type, modifiedDamage );
modifiedDamage = self maps\mp\gametypes\_damage::handleAPDamage( weapon, type, modifiedDamage, attacker );
// Do we need this any more?
self thread addRecentDamage( modifiedDamage );
self notify( "heli_damage_fx" );
return modifiedDamage;
}
handleDeathDamage( attacker, weapon, type, damage ) // self == helicoper
{
if ( IsDefined( attacker ) )
{
config = level.heliConfigs[ self.streakName ];
// !!! need VO
notifyAttacker = self maps\mp\gametypes\_damage::onKillstreakKilled( attacker, weapon, type, damage, config.xpPopup, config.destroyedVO, config.callout );
if ( notifyAttacker )
{
// do we need to find the valid attacker?
attacker notify( "destroyed_helicopter" );
self.killingAttacker = attacker;
}
// ugh, hate special cases
// if the helicopter is a heli pilot and we were killed by a heli pilot weapon
if ( weapon == "heli_pilot_turret_mp" )
{
attacker maps\mp\gametypes\_missions::processChallenge( "ch_enemy_down" );
}
maps\mp\gametypes\_missions::checkAAChallenges( attacker, self, weapon );
}
}
// accumulate damage and react
heli_damage_monitor( type, shouldRumble )
{
self endon( "crashing" );
self endon( "leaving" );
// self endon( "end_remote" ); // ???
self.streakName = type;
self.recentDamageAmount = 0;
self thread heli_health(); // display helicopter's health through smoke/fire
self maps\mp\gametypes\_damage::monitorDamage(
self.maxHealth,
"helicopter", // should there be a death one?
::handleDeathDamage,
::modifyDamage,
true, // isKillstreak
shouldRumble
);
}
heli_watchEMPDamage() // sellf == vehicle
{
self endon( "death" );
self endon( "leaving" );
self endon( "crashing" );
self.owner endon( "disconnect" );
level endon( "game_ended" );
while( true )
{
// this handles any flash or concussion damage
self waittill( "emp_damage", attacker, duration );
self.empGrenaded = true;
if( IsDefined( self.mgTurretLeft ) )
self.mgTurretLeft notify( "stop_shooting" );
if( IsDefined( self.mgTurretRight ) )
self.mgTurretRight notify( "stop_shooting" );
wait( duration );
self.empGrenaded = false;
if( IsDefined( self.mgTurretLeft ) )
self.mgTurretLeft notify( "turretstatechange" );
if( IsDefined( self.mgTurretRight ) )
self.mgTurretRight notify( "turretstatechange" );
}
}
heli_health()
{
// self endon( "death" ); // disable this b/c I want the effects to always play
self endon( "leaving" );
self endon( "crashing" );
self.currentstate = "ok";
self.laststate = "ok";
self setdamagestage( 3 );
damageState = 3;
self setDamageStage( damageState );
config = level.heliConfigs[ self.streakName ];
while ( true )
{
self waittill( "heli_damage_fx" );
// do the checks in reverse order, because we want to allow for the posibility of large amounts of damage / 1 hit kills
if ( damageState > 0
&& self.damageTaken >= self.maxHealth )
{
damageState = 0;
self setDamageStage( damageState );
stopFxOnTag( level.chopper_fx["damage"]["heavy_smoke"], self, config.engineVFXtag );
self notify ("death");
break;
}
else if ( damageState > 1
&& self.damageTaken >= (self.maxhealth * 0.66) )
{
damageState = 1;
self setDamageStage( damageState );
self.currentstate = "heavy smoke";
stopFxOnTag( level.chopper_fx["damage"]["light_smoke"], self, config.engineVFXtag );
playFxOnTag( level.chopper_fx["damage"]["heavy_smoke"], self, config.engineVFXtag );
}
else if ( damageState > 2
&& self.damageTaken >= (self.maxhealth * 0.33) )
{
damageState = 2;
self setDamageStage( damageState );
self.currentstate = "light smoke";
playFxOnTag( level.chopper_fx["damage"]["light_smoke"], self, config.engineVFXtag );
}
}
}
heli_watchDeath()
{
level endon( "game_ended" );
self endon( "gone" );
self waittill( "death" );
if ( IsDefined( self.largeProjectileDamage ) && self.largeProjectileDamage )
{
self thread heli_explode( true );
}
else
{
config = level.heliConfigs[ self.streakName ];
playFxOnTag( level.chopper_fx["damage"]["on_fire"], self, config.engineVFXtag );
self thread heli_crash();
}
}
// attach helicopter on crash path
heli_crash()
{
self notify( "crashing" );
self ClearLookAtEnt();
crashNode = level.heli_crash_nodes[ randomInt( level.heli_crash_nodes.size ) ];
if( IsDefined( self.mgTurretLeft ) )
self.mgTurretLeft notify( "stop_shooting" );
if( IsDefined( self.mgTurretRight ) )
self.mgTurretRight notify( "stop_shooting" );
self thread heli_spin( 180 );
self thread heli_secondary_explosions();
self heli_fly_simple_path( crashNode );
self thread heli_explode();
}
heli_secondary_explosions()
{
teamname = self heli_getTeamForSoundClip();
config = level.heliConfigs[ self.streakName ];
playFxOnTag( level.chopper_fx["explode"]["large"], self, config.engineVFXtag );
self playSound ( level.heli_sound[teamname]["hitsecondary"] );
wait ( 3.0 );
if ( !isDefined( self ) )
return;
playFxOnTag( level.chopper_fx["explode"]["large"], self, config.engineVFXtag );
self playSound ( level.heli_sound[teamname]["hitsecondary"] );
}
// self spin at one rev per 2 sec
heli_spin( speed )
{
self endon( "death" );
teamname = self heli_getTeamForSoundClip();
// play hit sound immediately so players know they got it
self playSound ( level.heli_sound[teamname]["hit"] );
// play heli crashing spinning sound
self thread spinSoundShortly();
// spins until death
self setyawspeed( speed, speed, speed );
while ( isdefined( self ) )
{
self settargetyaw( self.angles[1]+(speed*0.9) );
wait ( 1 );
}
}
spinSoundShortly()
{
self endon("death");
wait .25;
teamname = self heli_getTeamForSoundClip();
self stopLoopSound();
wait .05;
self playLoopSound( level.heli_sound[teamname]["spinloop"] );
wait .05;
self playLoopSound( level.heli_sound[teamname]["spinstart"] );
}
// crash explosion
heli_explode( altStyle )
{
self notify( "death" );
if ( isDefined( altStyle ) && isDefined( level.chopper_fx["explode"]["air_death"][self.heli_type] ) )
{
deathAngles = self getTagAngles( "tag_deathfx" );
playFx( level.chopper_fx["explode"]["air_death"][self.heli_type], self getTagOrigin( "tag_deathfx" ), anglesToForward( deathAngles ), anglesToUp( deathAngles ) );
//playFxOnTag( level.chopper_fx["explode"]["air_death"][self.heli_type], self, "tag_deathfx" );
}
else
{
org = self.origin;
forward = ( self.origin + ( 0, 0, 1 ) ) - self.origin;
playFx( level.chopper_fx["explode"]["death"][self.heli_type], org, forward );
}
// play heli explosion sound
teamname = self heli_getTeamForSoundClip();
self playSound( level.heli_sound[teamname]["crash"] );
// give "death" notify time to process
wait ( 0.05 );
if( IsDefined( self.killCamEnt ) )
self.killCamEnt delete();
// decrement the faux vehicle count right before it is deleted this way we know for sure it is gone
decrementFauxVehicleCount();
self delete();
}
/* NOT IN USE IW6
fire_missile( sMissileType, iShots, eTarget )
{
if ( !isdefined( iShots ) )
iShots = 1;
assert( self.health > 0 );
weaponName = undefined;
weaponShootTime = undefined;
defaultWeapon = "cobra_20mm_mp";
tags = [];
switch( sMissileType )
{
case "ffar":
weaponName = "cobra_FFAR_mp";
//tags[ 0 ] = "tag_store_r_2";
tags[ 0 ] = "tag_flash";
break;
default:
assertMsg( "Invalid missile type specified. Must be ffar" );
break;
}
assert( isdefined( weaponName ) );
assert( tags.size > 0 );
maxWeaponShootTime = 4;
minWeaponShootTime = 2;
self setVehWeapon( weaponName );
nextMissileTag = -1;
for( i = 0 ; i < iShots ; i++ ) // I don't believe iShots > 1 is properly supported; we don't set the weapon each time
{
nextMissileTag++;
if ( nextMissileTag >= tags.size )
nextMissileTag = 0;
if ( eTarget.damageTaken >= eTarget.maxhealth )
break;
self setVehWeapon( "cobra_FFAR_mp" );
if ( isdefined( eTarget ) )
{
eMissile = self fireWeapon( tags[ nextMissileTag ], eTarget );
eMissile Missile_SetFlightmodeDirect();
eMissile Missile_SetTargetEnt( eTarget );
}
else
{
eMissile = self fireWeapon( tags[ nextMissileTag ] );
eMissile Missile_SetFlightmodeDirect();
eMissile Missile_SetTargetEnt( eTarget );
}
if ( i < iShots - 1 )
wait RandomIntRange( minWeaponShootTime, maxWeaponShootTime );
}
}
*/
// checks if owner is valid, returns false if not valid
check_owner()
{
if ( !isdefined( self.owner ) || !isdefined( self.owner.pers["team"] ) || self.owner.pers["team"] != self.team )
{
self thread heli_leave();
return false;
}
return true;
}
heli_leave_on_disconnect( owner )
{
self endon ( "death" );
self endon ( "helicopter_done" );
owner waittill( "disconnect" );
self thread heli_leave();
}
heli_leave_on_changeTeams( owner )
{
self endon ( "death" );
self endon ( "helicopter_done" );
if ( bot_is_fireteam_mode() )
return;
owner waittill_any( "joined_team", "joined_spectators" );
self thread heli_leave();
}
heli_leave_on_spawned( owner )
{
self endon ( "death" );
self endon ( "helicopter_done" );
owner waittill( "spawned" );
self thread heli_leave();
}
heli_leave_on_gameended( owner )
{
self endon ( "death" );
self endon ( "helicopter_done" );
level waittill ( "game_ended" );
self thread heli_leave();
}
heli_leave_on_timeout( timeOut )
{
self endon ( "death" );
self endon ( "helicopter_done" );
maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause( timeOut );
self thread heli_leave();
}
/* missile only vehicle targeting NOT IN USE IW6
attack_secondary()
{
self endon( "death" );
self endon( "crashing" );
self endon( "leaving" );
for( ;; )
{
if ( isdefined( self.secondaryTarget ) )
{
self.secondaryTarget.antithreat = undefined;
self.missileTarget = self.secondaryTarget;
antithreat = 0;
while( isdefined( self.missileTarget ) && isalive( self.missileTarget ) && self.missileTarget.damageTaken < self.missileTarget.maxhealth )
{
// if selected target is not in missile hit range, skip
if( self missile_target_sight_check( self.missileTarget ) )
self thread missile_support( self.missileTarget, level.heli_missile_rof);
else
break;
self waittill( "missile ready" );
// target might disconnect or change during last assault cycle
if ( !isdefined( self.secondaryTarget ) || ( isdefined( self.secondaryTarget ) && self.missileTarget != self.secondaryTarget ) || self.missileTarget.damageTaken > self.missileTarget.maxhealth )
break;
}
// reset the antithreat factor
if ( isdefined( self.missileTarget ) )
self.missileTarget.antithreat = undefined;
}
self waittill( "secondary acquired" );
// check if owner has left, if so, leave
self check_owner();
}
}
// check if missile is in hittable sight zone
missile_target_sight_check( missiletarget )
{
heli2target_normal = vectornormalize( missiletarget.origin - self.origin );
heli2forward = anglestoforward( self.angles );
heli2forward_normal = vectornormalize( heli2forward );
heli_dot_target = vectordot( heli2target_normal, heli2forward_normal );
if ( heli_dot_target >= level.heli_missile_target_cone )
{
debug_print3d_simple( "Missile sight: " + heli_dot_target, self, ( 0,0,-40 ), 40 );
return true;
}
return false;
}
// if wait for turret turning is too slow, enable missile assault support
missile_support( target_player, rof )
{
self endon( "death" );
self endon( "crashing" );
self endon( "leaving" );
if ( isdefined( target_player ) )
{
if ( level.teambased )
{
if ( isDefined( target_player.owner ) && target_player.team != self.team )
{
self fire_missile( "ffar", 1, target_player );
self notify( "missile fired" );
}
}
else
{
if ( isDefined( target_player.owner ) && target_player.owner != self.owner )
{
self fire_missile( "farr", 1, target_player );
self notify( "missile fired" );
}
}
}
wait ( rof );
self notify ( "missile ready" );
return;
}
*/
// mini-gun with missile support
fireOnTarget( targetPlayer )
{
self endon( "death" );
self endon( "crashing" );
self endon( "leaving" );
DistanceToMoveFromTarget = 15;
//IPrintLnBold( "Entering Fire Loop" );
loopsCount = 0;
totalHeight = 0;
foreach ( node in level.heli_loop_nodes )
{
loopsCount++;
totalHeight += node.origin[2];
}
averageHeliHeight = totalHeight/loopsCount;
self notify( "newTarget" );
if ( isDefined( self.secondaryTarget ) && self.secondaryTarget.damageTaken < self.secondaryTarget.maxHealth )
return;
if ( isDefined( self.isPerformingManeuver ) && self.isPerformingManeuver )
return;
currentTarget = self.primaryTarget;
currentTarget.antithreat = 0;
target2dPos = self.primaryTarget.origin * (1,1,0);
currentZpos = self.origin * (0,0,1);
targetAirPos = target2dPos + currentZpos;
targetDistance2d = Distance2D(self.origin, currentTarget.origin);
if ( targetDistance2d < 1000 )
DistanceToMoveFromTarget = 600;
angleToApproach = anglesToForward( currentTarget.angles );
angleToApproach *= (1,1,0);
moveIntoPosition = (targetAirPos + distanceToMoveFromTarget * angleToApproach );
attackVector = moveIntoPosition - targetAirPos;
attackAngle = VectorToAngles( attackVector );
attackAngle *= (1,1,0);
self thread attackGroundTarget( currentTarget );
self Vehicle_SetSpeed(80);
if ( Distance2D(self.origin, moveIntoPosition ) < 1000 )
{
moveIntoPosition *= 1.5;
}
//moving into attack position
moveIntoPosition *= (1,1,0);
moveIntoPosition += (0,0,averageHeliHeight);
self _setVehGoalPos( moveIntoPosition, true, true );
self waittill ( "near_goal" );
if ( !isDefined( currentTarget ) || !isAlive( currentTarget ) )
return;
//In Position
//rotating to face
self SetLookAtEnt( currentTarget );
self thread isFacing( 10, currentTarget );
self waittill_any_timeout( 4, "facing" );
if ( !isDefined( currentTarget ) || !isAlive( currentTarget ) )
return;
self ClearLookAtEnt();
endOfAttackPosition = targetAirPos + distanceToMoveFromTarget * anglesToForward( attackAngle );
/*find safe z to drop.
if ( Distance2D( self.origin, endOfAttackPosition ) > 1200 && SightTracePassed( self.origin, ( endOfAttackPosition + (0,0,-1000) ), false, self ) )
{
endOfAttackPosition += (0,0,-1000);
}*/
//Begin strafe attack
self SetMaxPitchRoll(40, 30);
self _setVehGoalPos( endOfAttackPosition, true, true );
self SetMaxPitchRoll(30, 30);
// lower the target's threat since already assaulted on
if ( isDefined( currentTarget ) && isAlive( currentTarget ) )
{
if( IsDefined( currentTarget.antithreat ) )
{
currentTarget.antithreat += 100;
}
else
{
currentTarget.antithreat = 100;
}
}
self waittill_any_timeout ( 3, "near_goal" );
}
attackGroundTarget( currentTarget )
{
self notify( "attackGroundTarget" );
self endon( "attackGroundTarget" );
self StopLoopSound();
self.isAttacking = true;
self setTurretTargetEnt( currentTarget );
self waitOnTargetOrDeath( currentTarget, 3.0 );
if ( !isAlive( currentTarget ) )
{
self.isAttacking = false;
return;
}
dist2Dsq = Distance2DSquared( self.origin, currentTarget.origin );
//zDiff = abs(currentTarget.origin[2] - self.origin[2]);
//helisniper combat
//if ( zDiff < 1000 && dist2Dsq > 640000 )//800^2
//{
// self thread fireMissile( currentTarget );
// self.isAttacking = false;
// return;
//}else
if ( dist2Dsq < 640000 )//800^2
{
self thread dropBombs( currentTarget );
self.isAttacking = false;
return;
}
else if ( checkIsFacing( 50, currentTarget ) && cointoss() )
{
self thread fireMissile(currentTarget);
self.isAttacking = false;
return;
}
else
{
weaponShootTime = weaponFireTime( "cobra_20mm_mp" );
shotsSinceLastSighting = 0;
loopSoundPlaying = false;
//self thread drawLine( self.origin, currentTarget.origin, 45, (1,0,0) );
for ( i = 0; i < level.heli_turretClipSize; i++ )
{
if( !isDefined( self ) )
break;
if( self.empGrenaded )
break;
if ( !isDefined( currentTarget ) )
break;
if ( !isAlive( currentTarget ) )
break;
if ( self.damageTaken >= self.maxhealth )
continue;
if ( !checkIsFacing( 55, currentTarget ) )
{
self stopLoopSound();
loopSoundPlaying = false;
wait weaponShootTime;
i--;
continue;
}
if ( i < level.heli_turretClipSize - 1 )
wait weaponShootTime;
// After all the waits, this needs to be checked again
if ( !isDefined( currentTarget ) || !isAlive( currentTarget ) )
break;
if ( !loopSoundPlaying )
{
self playLoopSound( "weap_hind_20mm_fire_npc" );
loopSoundPlaying = true;
}
self setVehWeapon( "cobra_20mm_mp" );
self fireWeapon( "tag_flash", currentTarget );
}
if ( !isDefined( self ) )
return;
self stopLoopSound();
loopSoundPlaying = false;
self.isAttacking = false;
}
}
checkIsFacing( tolerance, currentTarget )
{
self endon( "death" );
self endon( "leaving" );
if (! isdefined(tolerance) )
tolerance = 10;
heliForwardVector = anglesToForward( self.angles );
heliToTarget = currentTarget.origin - self.origin;
heliForwardVector *= (1,1,0);
heliToTarget *= (1,1,0 );
heliToTarget = VectorNormalize( heliToTarget );
heliForwardVector = VectorNormalize( heliForwardVector );
targetCosine = VectorDot( heliToTarget, heliForwardVector );
facingCosine = Cos( tolerance );
if ( targetCosine >= facingCosine )
{
return true;
}
else
{
return false;
}
}
isFacing( tolerance, currentTarget )
{
self endon( "death" );
self endon( "leaving" );
if (! isdefined(tolerance) )
tolerance = 10;
while( IsAlive(currentTarget) )
{
heliForwardVector = anglesToForward( self.angles );
heliToTarget = currentTarget.origin - self.origin;
heliForwardVector *= (1,1,0);
heliToTarget *= (1,1,0 );
heliToTarget = VectorNormalize( heliToTarget );
heliForwardVector = VectorNormalize( heliForwardVector );
targetCosine = VectorDot( heliToTarget, heliForwardVector );
facingCosine = Cos( tolerance );
if ( targetCosine >= facingCosine )
{
self notify("facing");
break;
}
wait( 0.1 );
}
}
waitOnTargetOrDeath( target, timeOut )
{
self endon ( "death" );
self endon ( "helicopter_done" );
target endon ( "death" );
target endon ( "disconnect" );
self waittill_notify_or_timeout( "turret_on_target", timeOut );
}
fireMissile( missileTarget )
{
self endon( "death" );
self endon( "crashing" );
self endon( "leaving" );
assert( self.health > 0 );
if ( level.ps3 )
roundsToFire = 1;
else
roundsToFire = 2;
for ( i = 0; i < roundsToFire; i++ )
{
if ( !isdefined( missileTarget ) )
return;
if ( cointoss() )
{
//missile = self fireWeapon( "tag_missile_right", missileTarget );
missile = MagicBullet( "hind_missile_mp", self GetTagOrigin( "tag_missile_right" ) - (0,0,64), missileTarget.origin, self.owner );
missile.vehicle_fired_from = self;
}
else
{
//missile = self fireWeapon( "tag_missile_left", missileTarget );
missile = MagicBullet( "hind_missile_mp", self GetTagOrigin( "tag_missile_left" ) - (0,0,64), missileTarget.origin, self.owner );
missile.vehicle_fired_from = self;
}
missile Missile_SetTargetEnt( missileTarget );
missile.owner = self;
missile Missile_SetFlightmodeDirect();
wait 0.50/roundsToFire;
}
}
dropBombs( missileTarget )
{
self endon( "death" );
self endon( "crashing" );
self endon( "leaving" );
if ( !isdefined( missileTarget ) )
return;
//self thread drawLine( self.origin, missileTarget.origin, 45, (0,1,0) );
for ( i = 0; i < randomIntRange(2,5); i++)
{
if ( cointoss() )
{
missile = MagicBullet( "hind_bomb_mp", self GetTagOrigin( "tag_missile_left" ) - (0,0,45), missileTarget.origin, self.owner );
missile.vehicle_fired_from = self;
}
else
{
missile = MagicBullet( "hind_bomb_mp", self GetTagOrigin( "tag_missile_right" ) - (0,0,45), missileTarget.origin, self.owner );
missile.vehicle_fired_from = self;
}
wait( randomFloatRange( 0.35, 0.65 ) );
}
}
// ====================================================================================
// Helicopter Pathing Logic
// ====================================================================================
getOriginOffsets( goalNode )
{
startOrigin = self.origin;
endOrigin = goalNode.origin;
numTraces = 0;
maxTraces = 40;
traceOffset = (0,0,-196);
traceOrigin = BulletTrace( startOrigin+traceOffset, endOrigin+traceOffset, false, self );
while ( DistanceSquared( traceOrigin[ "position" ], endOrigin+traceOffset ) > 10 && numTraces < maxTraces )
{
println( "trace failed: " + DistanceSquared( traceOrigin[ "position" ], endOrigin+traceOffset ) );
if ( startOrigin[2] < endOrigin[2] )
{
startOrigin += (0,0,128);
}
else if ( startOrigin[2] > endOrigin[2] )
{
endOrigin += (0,0,128);
}
else
{
startOrigin += (0,0,128);
endOrigin += (0,0,128);
}
/#
//thread draw_line( startOrigin+traceOffset, endOrigin+traceOffset, (0,1,9), 200 );
#/
numTraces++;
traceOrigin = BulletTrace( startOrigin+traceOffset, endOrigin+traceOffset, false, self );
}
offsets = [];
offsets["start"] = startOrigin;
offsets["end"] = endOrigin;
return offsets;
}
travelToNode( goalNode )
{
originOffets = getOriginOffsets( goalNode );
if ( originOffets["start"] != self.origin )
{
/* motion change via node
if( isdefined( goalNode.script_airspeed ) && isdefined( goalNode.script_accel ) )
{
heli_speed = goalNode.script_airspeed;
heli_accel = goalNode.script_accel;
}
else
{
heli_speed = 30+randomInt(20);
heli_accel = 15+randomInt(15);
}
*/
self Vehicle_SetSpeed( 75, 35 );
self _setVehGoalPos( originOffets["start"] + (0,0,30), false );
// calculate ideal yaw
self setgoalyaw( goalNode.angles[ 1 ] + level.heli_angle_offset );
//println( "setting goal to startOrigin" );
self waittill ( "goal" );
}
if ( originOffets["end"] != goalNode.origin )
{
// motion change via node
if( isdefined( goalNode.script_airspeed ) && isdefined( goalNode.script_accel ) )
{
heli_speed = goalNode.script_airspeed;
heli_accel = goalNode.script_accel;
}
else
{
heli_speed = 30+randomInt(20);
heli_accel = 15+randomInt(15);
}
self Vehicle_SetSpeed( 75, 35 );
self _setVehGoalPos( originOffets["end"] + (0,0,30), false );
// calculate ideal yaw
self setgoalyaw( goalNode.angles[ 1 ] + level.heli_angle_offset );
//println( "setting goal to endOrigin" );
self waittill ( "goal" );
}
}
_setVehGoalPos( goalPosition, shouldStop, adhereToMesh )
{
if ( !isDefined( shouldStop ) )
shouldStop = false;
//if ( !isDefined( adhereToMesh ) )
adhereToMesh = false;
if ( adhereToMesh )
{
self thread _setVehGoalPosAdhereToMesh( goalPosition, shouldStop );
}
else
{
self SetVehGoalPos( goalPosition, shouldStop );
}
}
_setVehGoalPosAdhereToMesh( goalPosition, shouldStop )
{
self endon ( "death" );
self endon ( "leaving" );
self endon ( "crashing" );
finalGoalPosition = goalPosition;
//self thread drawLine( self.origin, goalPosition, 100, (0,0,1) );
for( ;; )
{
if ( !isDefined( self ) )
return;
if ( distance_2d_squared( self.origin, finalGoalPosition ) < 65536 )
{
self SetVehGoalPos( finalGoalPosition, shouldStop );
println( "Helicopter hit macro goal" );
break;
}
vecAngles = vectorToAngles( finalGoalPosition - self.origin );
vecForward = anglesToForward( vecAngles );
microGoalTempPosition = self.origin + ( vecForward * (1,1,0) ) * 250;
traceOffset = ( 0, 0, 2500 );
traceStart = ( microGoalTempPosition ) + ( getHeliPilotMeshOffset() + traceOffset );
traceEnd = ( microGoalTempPosition ) + ( getHeliPilotMeshOffset() - traceOffset );
//This will force the helicopter onto the mesh
tracePos = BulletTrace( traceStart, traceEnd, false, self, false, false, true );
microGoalPosition = tracePos;
if ( IsDefined( tracePos["entity"] ) && tracePos["entity"] == self && tracePos[ "normal" ][2] > .1 )
{
tracePosZ = ( tracePos[ "position" ][2] - 4400 );
zChange = ( tracePosZ - self.origin[2] );
//reducing z magnitude potential
if ( zChange > 256 )
{
tracePos[ "position" ] *= (1,1,0);
tracePos[ "position" ] += (0,0,self.origin[2] + 256);
}
else if ( zChange < -256 )
{
tracePos[ "position" ] *= (1,1,0);
tracePos[ "position" ] += (0,0,self.origin[2] - 256);
}
microGoalPosition = ( tracePos[ "position" ] ) - getHeliPilotMeshOffset() + (0,0,600);
}
else
{
microGoalPosition = finalGoalPosition;
}
self SetVehGoalPos( microGoalPosition, false );
wait( .15 );
}
}
heli_fly_simple_path( startNode )
{
self endon ( "death" );
self endon ( "leaving" );
// only one thread instance allowed
self notify( "flying");
self endon( "flying" );
heli_reset();
currentNode = startNode;
while ( isDefined( currentNode.target ) )
{
nextNode = getEnt( currentNode.target, "targetname" );
assertEx( isDefined( nextNode ), "Next node in path is undefined, but has targetname. Bad Node Position: " + currentNode.origin );
if( isDefined( currentNode.script_airspeed ) && isDefined( currentNode.script_accel ) )
{
heli_speed = currentNode.script_airspeed;
heli_accel = currentNode.script_accel;
}
else
{
heli_speed = 30 + randomInt(20);
heli_accel = 15 + randomInt(15);
}
if( isDefined( self.isAttacking ) && self.isAttacking )
{
wait ( 0.05 );
continue;
}
if( isDefined( self.isPerformingManeuver ) && self.isPerformingManeuver )
{
wait ( 0.05 );
continue;
}
self Vehicle_SetSpeed( 75, 35 );
// end of the path
if ( !isDefined( nextNode.target ) )
{
self _setVehGoalPos( nextNode.origin+(self.zOffset), true );
self waittill( "near_goal" );
}
else
{
self _setVehGoalPos( nextNode.origin+(self.zOffset), false );
self waittill( "near_goal" );
self setGoalYaw( nextNode.angles[ 1 ] );
self waittillmatch( "goal" );
}
currentNode = nextNode;
}
printLn( currentNode.origin );
printLn( self.origin );
}
heli_fly_loop_path( startNode )
{
self endon ( "death" );
self endon ( "crashing" );
self endon ( "leaving" );
// only one thread instance allowed
self notify( "flying");
self endon( "flying" );
heli_reset();
self thread heli_loop_speed_control( startNode );
currentNode = startNode;
while ( isDefined( currentNode.target ) )
{
nextNode = getEnt( currentNode.target, "targetname" );
assertEx( isDefined( nextNode ), "Next node in path is undefined, but has targetname. Bad Node Position: " + currentNode.origin );
if ( isDefined( self.isPerformingManeuver ) && self.isPerformingManeuver )
{
wait .25;
continue;
}
if ( isDefined( self.isAttacking ) && self.isAttacking )
{
wait .1;
continue;
}
if( isDefined( currentNode.script_airspeed ) && isDefined( currentNode.script_accel ) )
{
self.desired_speed = currentNode.script_airspeed;
self.desired_accel = currentNode.script_accel;
}
else
{
self.desired_speed = 30 + randomInt( 20 );
self.desired_accel = 15 + randomInt( 15 );
}
if ( self.heliType == "flares" )
{
self.desired_speed *= 0.5;
self.desired_accel *= 0.5;
}
if ( isDefined( nextNode.script_delay ) && isDefined( self.primaryTarget ) && !self heli_is_threatened() )
{
self _setVehGoalPos( nextNode.origin+(self.zOffset), true, true );
self waittill( "near_goal" );
wait ( nextNode.script_delay );
}
else
{
self _setVehGoalPos( nextNode.origin+(self.zOffset), false, true );
self waittill( "near_goal" );
self setGoalYaw( nextNode.angles[ 1 ] );
self waittillmatch( "goal" );
}
currentNode = nextNode;
}
}
heli_loop_speed_control( currentNode )
{
self endon ( "death" );
self endon ( "crashing" );
self endon ( "leaving" );
if( isDefined( currentNode.script_airspeed ) && isDefined( currentNode.script_accel ) )
{
self.desired_speed = currentNode.script_airspeed;
self.desired_accel = currentNode.script_accel;
}
else
{
self.desired_speed = 30 + randomInt( 20 );
self.desired_accel = 15 + randomInt( 15 );
}
lastSpeed = 0;
lastAccel = 0;
while ( 1 )
{
goalSpeed = self.desired_speed;
goalAccel = self.desired_accel;
//delay this thread while attacking a player
if( isDefined( self.isAttacking ) && self.isAttacking )
{
wait ( 0.05 );
continue;
}
if ( self.heliType != "flares" && isDefined( self.primaryTarget ) && !self heli_is_threatened() )
goalSpeed *= 0.25;
if ( lastSpeed != goalSpeed || lastAccel != goalAccel )
{
self Vehicle_SetSpeed( 75, 35 );
lastSpeed = goalSpeed;
lastAccel = goalAccel;
}
wait ( 0.05 );
}
}
heli_is_threatened()
{
if ( self.recentDamageAmount > 50 )
return true;
if ( self.currentState == "heavy smoke" )
return true;
return false;
}
heli_fly_well( destNodes )
{
self notify( "flying");
self endon( "flying" );
self endon ( "death" );
self endon ( "crashing" );
self endon ( "leaving" );
for ( ;; )
{
//delay this thread while attacking a player
if( isDefined( self.isAttacking ) && self.isAttacking )
{
wait( 0.05 );
continue;
}
currentNode = self get_best_area_attack_node( destNodes );
travelToNode( currentNode );
// motion change via node
if( isdefined( currentNode.script_airspeed ) && isdefined( currentNode.script_accel ) )
{
heli_speed = currentNode.script_airspeed;
heli_accel = currentNode.script_accel;
}
else
{
heli_speed = 30+randomInt(20);
heli_accel = 15+randomInt(15);
}
self Vehicle_SetSpeed( 75, 35 );
self _setVehGoalPos( currentNode.origin + self.zOffset, 1 );
self setgoalyaw( currentNode.angles[ 1 ] + level.heli_angle_offset );
if ( level.heli_forced_wait != 0 )
{
self waittill( "near_goal" );
wait ( level.heli_forced_wait );
}
else if ( !isdefined( currentNode.script_delay ) )
{
self waittill( "near_goal" );
wait ( 5 + randomInt( 5 ) );
}
else
{
self waittillmatch( "goal" );
wait ( currentNode.script_delay );
}
}
}
get_best_area_attack_node( destNodes )
{
return updateAreaNodes( destNodes );
}
// helicopter leaving parameter, can not be damaged while leaving
heli_leave( leavePos )
{
self notify( "leaving" );
self ClearLookAtEnt();
// escort airdrop needs to rise before it leaves
if( IsDefined( self.heliType ) && self.heliType == "osprey" && IsDefined( self.pathGoal ) )
{
self _setVehGoalPos( self.pathGoal, 1 );
self waittill_any_timeout( 5, "goal" );
}
if ( !isDefined( leavePos ) )
{
leaveNode = level.heli_leave_nodes[ randomInt( level.heli_leave_nodes.size ) ];
leavePos = leaveNode.origin;
}
// make sure it doesn't fly away backwards
endEnt = Spawn( "script_origin", leavePos );
if( IsDefined( endEnt ) )
{
self SetLookAtEnt( endEnt );
endEnt thread wait_and_delete( 3.0 );
}
farLeavPos = (leavePos - self.origin ) * 2000;
self heli_reset();
self Vehicle_SetSpeed( 180, 45 );
self _setVehGoalPos( farLeavPos, 1 );
self waittill_any_timeout( 12, "goal" );
self notify ( "gone" );
self notify( "death" );
// give "death" notify time to process
wait ( 0.05 );
if( IsDefined( self.killCamEnt ) )
self.killCamEnt delete();
// decrement the faux vehicle count right before it is deleted this way we know for sure it is gone
decrementFauxVehicleCount();
self delete();
}
wait_and_delete( waitTime )
{
self endon( "death" );
level endon( "game_ended" );
wait( waitTime );
self delete();
}
// ====================================================================================
// DEBUG INFORMATION
// ====================================================================================
debug_print3d( message, color, ent, origin_offset, frames )
{
if ( isdefined( level.heli_debug ) && level.heli_debug == 1.0 )
self thread draw_text( message, color, ent, origin_offset, frames );
}
debug_print3d_simple( message, ent, offset, frames )
{
if ( isdefined( level.heli_debug ) && level.heli_debug == 1.0 )
{
if( isdefined( frames ) )
thread draw_text( message, ( 0.8, 0.8, 0.8 ), ent, offset, frames );
else
thread draw_text( message, ( 0.8, 0.8, 0.8 ), ent, offset, 0 );
}
}
debug_line( from, to, color, frames )
{
if ( isdefined( level.heli_debug ) && level.heli_debug == 1.0 && !isdefined( frames ) )
{
thread draw_line( from, to, color );
}
else if ( isdefined( level.heli_debug ) && level.heli_debug == 1.0 )
thread draw_line( from, to, color, frames);
}
draw_text( msg, color, ent, offset, frames )
{
//level endon( "helicopter_done" );
if( frames == 0 )
{
while ( isdefined( ent ) )
{
print3d( ent.origin+offset, msg , color, 0.5, 4 );
wait 0.05;
}
}
else
{
for( i=0; i < frames; i++ )
{
if( !isdefined( ent ) )
break;
print3d( ent.origin+offset, msg , color, 0.5, 4 );
wait 0.05;
}
}
}
draw_line( from, to, color, frames )
{
//level endon( "helicopter_done" );
if( isdefined( frames ) )
{
for( i=0; i<frames; i++ )
{
line( from, to, color );
wait 0.05;
}
}
else
{
for( ;; )
{
line( from, to, color );
wait 0.05;
}
}
}
addToHeliList()
{
level.helis[self getEntityNumber()] = self;
}
removeFromHeliList( entityNumber )
{
level.helis[entityNumber] = undefined;
}
addToLittleBirdList( lbType )
{
if ( isDefined( lbType ) && lbType == "lbSniper" )
level.lbSniper = self;
level.littleBirds[ self GetEntityNumber() ] = self;
}
removeFromLittleBirdListOnDeath( lbType )
{
entNum = self GetEntityNumber();
self waittill ( "death" );
if ( isDefined( lbType ) && lbType == "lbSniper" )
level.lbSniper = undefined;
level.littleBirds[ entNum ] = undefined;
}
exceededMaxLittlebirds( streakName )
{
if ( level.littleBirds.size >= 4 || ( level.littleBirds.size >= 2 && streakName == "littlebird_flock" ) )
{
return true;
}
else
return false;
}
pavelowMadeSelectionVO()
{
self endon( "death" );
self endon( "disconnect" );
self PlayLocalSound( game[ "voice" ][ self.team ] + "KS_hqr_pavelow" );
wait( 3.5 );
self PlayLocalSound( game[ "voice" ][ self.team ] + "KS_pvl_inbound" );
}
// ------------------------------------------------------
// common little bird death functions
lbOnKilled()
{
self endon( "gone" );
if (! isDefined(self) )
return;
self notify( "crashing" );
// JC-10/11/13 Large projectile damage should kill the helicopter instantly.
// To be safe, keep a frame delay here before destroying the heli.
if ( IsDefined( self.largeProjectileDamage ) && self.largeProjectileDamage )
{
// JC-ToDo: Remove defensive wait frame next game. This is probably not needed
// but I didn't want to go from a 1 to 2 second wait to no wait time.
waitframe();
}
else
{
self Vehicle_SetSpeed( 25, 5 );
self thread lbSpin( RandomIntRange(180, 220) );
wait( RandomFloatRange( 1.0, 2.0 ) );
}
lbExplode();
}
lbSpin( speed )
{
self endon( "explode" );
// tail explosion that caused the spinning
playfxontag( level.chopper_fx["explode"]["medium"], self, "tail_rotor_jnt" );
self thread trail_fx( level.chopper_fx["smoke"]["trail"], "tail_rotor_jnt", "stop tail smoke" );
self setyawspeed( speed, speed, speed );
while ( isdefined( self ) )
{
self settargetyaw( self.angles[1]+(speed*0.9) );
wait ( 1 );
}
}
lbExplode()
{
forward = ( self.origin + ( 0, 0, 1 ) ) - self.origin;
deathAngles = self GetTagAngles( "tag_deathfx" );
playFx( level.chopper_fx[ "explode" ][ "air_death" ][ "littlebird" ], self GetTagOrigin( "tag_deathfx" ), AnglesToForward( deathAngles ), AnglesToUp( deathAngles ) );
self PlaySound( "exp_helicopter_fuel" );
self notify( "explode" );
self removeLittlebird();
}
trail_fx( trail_fx, trail_tag, stop_notify )
{
// only one instance allowed
self notify( stop_notify );
self endon( stop_notify );
self endon( "death" );
while( true )
{
PlayFXOnTag( trail_fx, self, trail_tag );
wait( 0.05 );
}
}
removeLittlebird()
{
if( IsDefined( self.mgTurretLeft ) )
{
if( IsDefined( self.mgTurretLeft.killCamEnt ) )
self.mgTurretLeft.killCamEnt delete();
self.mgTurretLeft delete();
}
if( IsDefined( self.mgTurretRight ) )
{
if( IsDefined( self.mgTurretRight.killCamEnt ) )
self.mgTurretRight.killCamEnt delete();
self.mgTurretRight delete();
}
if( IsDefined( self.marker ) )
{
self.marker delete();
}
// !!! 2013-07-12 wallace: ugh, this is so bad, but I'm going to do this so that all the littlebirds share 1 call
if ( IsDefined( level.heli_pilot[ self.team ] ) && level.heli_pilot[ self.team ] == self )
{
level.heli_pilot[ self.team ] = undefined;
}
// decrement the faux vehicle count right before it is deleted this way we know for sure it is gone
decrementFauxVehicleCount();
self delete();
}