iw6-scripts-dev/maps/mp/killstreaks/_lasedstrike.gsc
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()
{
//PrecacheMiniMapIcon( "compass_objpoint_reaper_friendly" );
//PrecacheMiniMapIcon( "compass_objpoint_reaper_enemy" );
level.killStreakFuncs["lasedStrike"] = ::tryUseLasedStrike;
level.numberOfSoflamAmmo = 2;
level.lasedStrikeGlow = loadfx("fx/misc/laser_glow");
level.lasedStrikeExplode = LoadFX( "fx/explosions/uav_advanced_death" );
//level.lasedStrikeActive = false;
//level.lasedStrikeDrone = undefined;
remoteMissileSpawnArray = getEntArray( "remoteMissileSpawn" , "targetname" );
foreach ( startPoint in remoteMissileSpawnArray )
{
if ( isDefined( startPoint.target ) )
startPoint.targetEnt = getEnt( startPoint.target, "targetname" );
}
level.lasedStrikeEnts = remoteMissileSpawnArray;
thread onPlayerConnect();
}
onPlayerConnect()
{
for(;;)
{
level waittill("connected", player);
player thread onPlayerSpawned();
player.soflamAmmoUsed = 0;
player.hasSoflam = false;
}
}
onPlayerSpawned()
{
self endon("disconnect");
for(;;)
{
self waittill( "spawned_player" );
//if( isDefined( level.soflamCrate ) )
// level.soflamCrate maps\mp\killstreaks\_airdrop::setUsableByTeam( self.team );
}
}
tryUseLasedStrike( lifeId, streakName )
{
return useLasedStrike();
}
useLasedStrike()
{
//self maps\mp\killstreaks\_killstreaks::giveKillstreakWeapon( "iw5_soflam_mp" );
//level thread teamPlayerCardSplash( "teamstreak_earned_lasedStrike", self, self.team );
used = self watchSoflamUsage();
if ( isDefined( used ) && used )
{
self.hasSoflam = false;
return true;
}
else
{
return false;
}
}
giveMarker()
{
//wait( .25 );
self maps\mp\killstreaks\_killstreaks::giveKillstreakWeapon( "iw5_soflam_mp" );
self.hasSoflam = true;
self thread watchSoflamUsage();
}
watchSoflamUsage()
{
self notify( "watchSoflamUsage" );
self endon( "watchSoflamUsage" );
level endon( "game_ended" );
self endon( "disconnect" );
self endon( "death" );
while( self isChangingWeapon() )
wait ( 0.05 );
for(;;)
{
if ( self AttackButtonPressed() && self GetCurrentWeapon() == "iw5_soflam_mp" && self AdsButtonPressed() )
{
//self WeaponLockNoClearance( false );
self WeaponLockTargetTooClose( false );
self WeaponLockFree();
targetInfo = getTargetPoint();
if( !isDefined( targetInfo ) )
{
wait 0.05;
continue;
}
if( !isDefined( targetInfo[0] ) )
{
wait 0.05;
continue;
}
targPoint = targetInfo[0];
used = self attackLasedTarget( targPoint );
if ( used )
self.soflamAmmoUsed++;
if ( self.soflamAmmoUsed >= level.numberOfSoflamAmmo )
return true;
}
if ( self isChangingWeapon() )
return false;
wait( 0.05 );
}
}
playLockSound()
{
if ( isDefined( self.playingLockSound ) && self.playingLockSound )
return;
self PlayLocalSound( "javelin_clu_lock" );
self.playingLockSound = true;
wait( .75 );
self StopLocalSound( "javelin_clu_lock" );
self.playingLockSound = false;
}
playLockErrorSound()
{
if ( isDefined( self.playingLockSound ) && self.playingLockSound )
return;
self PlayLocalSound( "javelin_clu_aquiring_lock" );
self.playingLockSound = true;
wait( .75 );
self StopLocalSound( "javelin_clu_aquiring_lock" );
self.playingLockSound = false;
}
attackLasedTarget( targPoint )
{
finalTargetEnt = undefined;
midTargetEnt = undefined;
upQuantity = 6000;
upVector = (0, 0, upQuantity );
backDist = 3000;
forward = AnglesToForward( self.angles );
ownerOrigin = self.origin;
startpos = ownerOrigin + upVector + forward * backDist * -1;
foundAngle = false;
//straight down
skyTrace = bulletTrace( targPoint + (0,0,upQuantity), targPoint , false );
if( skyTrace["fraction"] > .99 )
{
foundAngle = true;
startPos = targPoint + (0,0,upQuantity);
}
//self thread drawLine( targPoint, targPoint + (0,0,upQuantity), 25, (1,0,0) );
if( !foundAngle )
{
skyTrace = bulletTrace( targPoint + (300,0,upQuantity), targPoint , false );
if( skyTrace["fraction"] > .99 )
{
foundAngle = true;
startPos = targPoint + (300,0,upQuantity);
}
//self thread drawLine( targPoint, targPoint + (300,0,upQuantity), 25, (1,0,0) );
}
if( !foundAngle )
{
skyTrace = bulletTrace( targPoint + (0,300,upQuantity), targPoint , false );
if( skyTrace["fraction"] > .99 )
{
foundAngle = true;
startPos = targPoint + (0,300,upQuantity);
}
//self thread drawLine( targPoint, targPoint + (0,300,upQuantity), 25, (1,0,0) );
}
if( !foundAngle )
{
skyTrace = bulletTrace( targPoint + (0,-300,upQuantity), targPoint , false );
if( skyTrace["fraction"] > .99 )
{
foundAngle = true;
startPos = targPoint + (0,-300,upQuantity);
}
//self thread drawLine( targPoint, targPoint + (0,-300,upQuantity), 25, (1,0,0) );
}
if( !foundAngle )
{
skyTrace = bulletTrace( targPoint + (300,300,upQuantity), targPoint , false );
if( skyTrace["fraction"] > .99 )
{
foundAngle = true;
startPos = targPoint + (300,300,upQuantity);
}
//self thread drawLine( targPoint, targPoint + (300,300,upQuantity), 25, (1,0,0) );
}
if( !foundAngle )
{
skyTrace = bulletTrace( targPoint + (-300,0,upQuantity), targPoint , false );
if( skyTrace["fraction"] > .99 )
{
foundAngle = true;
startPos = targPoint + (-300,0,upQuantity);
}
//self thread drawLine( targPoint, targPoint + (-300,0,upQuantity), 25, (1,0,0) );
}
if( !foundAngle )
{
skyTrace = bulletTrace( targPoint + (-300,-300,upQuantity), targPoint , false );
if( skyTrace["fraction"] > .99 )
{
foundAngle = true;
startPos = targPoint + (-300,-300,upQuantity);
}
//self thread drawLine( targPoint, targPoint + (-300,-300,upQuantity), 25, (1,0,0) );
}
if( !foundAngle )
{
skyTrace = bulletTrace( targPoint + (300,-300,upQuantity), targPoint , false );
if( skyTrace["fraction"] > .99 )
{
foundAngle = true;
startPos = targPoint + (300,-300,upQuantity);
}
//self thread drawLine( targPoint, targPoint + (300,-300,upQuantity), 25, (1,0,0) );
}
//backwards vector from player over target area
if( !foundAngle )
{
for ( i = 0; i < 5; i++ )
{
upQuantity = upQuantity / 2;
upVector = (0, 0, upQuantity );
startpos = self.origin + upVector + forward * backDist * -1;
targetSkyCheck = BulletTrace( targPoint, startpos, false );
if ( targetSkyCheck["fraction"] > .99 )
{
foundAngle = true;
break;
}
wait( 0.05 );
}
}
//check increased angle to try to get it over large objects
if( !foundAngle )
{
for ( i = 0; i < 5; i++ )
{
upQuantity = upQuantity * 2.5;
upVector = (0, 0, upQuantity );
startpos = self.origin + upVector + forward * backDist * -1;
targetSkyCheck = BulletTrace( targPoint, startpos, false );
if ( targetSkyCheck["fraction"] > .99 )
{
foundAngle = true;
break;
}
wait( 0.05 );
}
}
if( !foundAngle )
{
self thread cantHitTarget();
return false;
}
//finalTargetEnt = Spawn( "script_origin", targPoint );
finalTargetEnt = SpawnFx( level.lasedStrikeGlow, targPoint );
self thread playLockSound();
//self WeaponLockFinalize( finalTargetEnt, (0,0,0), false );
self WeaponLockFinalize( targPoint, (0,0,0), false );
missile = MagicBullet("lasedStrike_missile_mp", startPos, targPoint, self);
missile Missile_SetTargetEnt( finalTargetEnt );
self thread loopTriggeredeffect( finalTargetEnt, missile );
missile waittill( "death" );
if( isDefined( finalTargetEnt ) )
{
finalTargetEnt delete();
}
self WeaponLockFree();
return true;
}
loopTriggeredEffect( effect, missile )
{
missile endon( "death" );
level endon( "game_ended" );
for( ;; )
{
TriggerFX( effect );
wait ( 0.05 );
}
}
lasedMissileDistance( remote )
{
level endon( "game_ended" );
remote endon( "death" );
remote endon( "remote_done" );
self endon( "death" );
while( true )
{
targetDist = distance( self.origin, remote.targetent.origin );
remote.owner SetClientDvar( "ui_reaper_targetDistance", int( targetDist / 12 ) );
wait( 0.05 );
}
}
cantHitTarget()
{
self thread playLockErrorSound();
//self WeaponLockNoClearance( true );
self WeaponLockTargetTooClose( true );
}
//does one check per frame
checkBestTargetVector( remote, targPoint )
{
foreach( ent in level.lasedStrikeEnts )
{
check = BulletTrace( ent.origin, targPoint, false, remote );
if ( check["fraction"] >= .98 )
{
return ent;
}
wait (0.05 );
}
return;
}
getTargetPoint()
{
origin = self GetEye();
angles = self GetPlayerAngles();
forward = AnglesToForward( angles );
endpoint = origin + forward * 15000;
res = BulletTrace( origin, endpoint, false, undefined );
if ( res["surfacetype"] == "none" )
return undefined;
if ( res["surfacetype"] == "default" )
return undefined;
ent = res["entity"];
if ( IsDefined( ent ) )
{
if ( ent == level.ac130.planeModel )
return undefined;
}
results = [];
results[0] = res["position"];
results[1] = res["normal"];
return results;
}
//Not In Use
spawnRemote( owner )
{
remote = spawnPlane( owner, "script_model", level.UAVRig getTagOrigin( "tag_origin" ), "compass_objpoint_reaper_friendly", "compass_objpoint_reaper_enemy" );
if ( !isDefined( remote ) )
return undefined;
remote setModel( "vehicle_predator_b" );
remote.team = owner.team;
remote.owner = owner;
remote.numFlares = 2;
remote setCanDamage( true );
remote thread damageTracker();
remote.heliType = "remote_mortar";
// for target lists (javelin, stinger, sam, emp, etc)
remote.uavType = "remote_mortar";
remote maps\mp\killstreaks\_uav::addUAVModel();
// same height and radius as the AC130 with random angle and counter rotation
zOffset = 6300;
angle = randomInt( 360 );
radiusOffset = 6100;
xOffset = cos( angle ) * radiusOffset;
yOffset = sin( angle ) * radiusOffset;
angleVector = vectorNormalize( (xOffset,yOffset,zOffset) );
angleVector = ( angleVector * 6100 );
remote linkTo( level.UAVRig, "tag_origin", angleVector, (0,angle-90,10) );
remote thread handleDeath( owner );
remote thread handleOwnerChangeTeam( owner );
remote thread handleOwnerDisconnect( owner );
remote thread handleTimeOut();
remote thread handleIncomingStinger();
remote thread handleIncomingSAM();
return remote;
}
handleDeath( owner )
{
level endon( "game_ended" );
owner endon( "disconnect" );
self endon( "remote_removed" );
self endon( "remote_done" );
self waittill( "death" );
level thread removeRemote( self, true );
}
handleOwnerChangeTeam( owner )
{
level endon( "game_ended" );
self endon( "remote_done" );
self endon( "death" );
owner endon( "disconnect" );
owner endon( "removed_reaper_ammo" );
owner waittill_any( "joined_team", "joined_spectators" );
self thread remoteLeave();
}
handleOwnerDisconnect( owner )
{
level endon( "game_ended" );
self endon( "remote_done" );
self endon( "death" );
owner endon( "removed_reaper_ammo" );
owner waittill( "disconnect" );
self thread remoteLeave();
}
shotCounter()
{
level endon( "game_ended" );
self endon( "death" );
self endon( "remote_done" );
numShotsFired = 0;
for( ;; )
{
self waittill( "lasedTargetShotFired" );
numShotsFired++;
if ( numShotsFired >= 5 )
break;
}
self thread remoteLeave();
}
handleTimeOut()
{
level endon( "game_ended" );
self endon( "death" );
self endon( "remote_done" );
wait 120;
self thread remoteLeave();
}
removeRemote( remote, clearLevelRef )
{
self notify( "remote_removed" );
if ( isDefined( remote.targetEnt ) )
remote.targetEnt delete();
level.lasedStrikeActive = false;
level.lasedStrikeCrateActive = false;
if( IsDefined( remote ) )
{
remote delete();
remote maps\mp\killstreaks\_uav::removeUAVModel();
}
if ( !IsDefined( clearLevelRef ) || clearLevelRef == true )
level.remote_mortar = undefined;
}
remoteLeave()
{
// setting the level variable here because there is a bug if this gets shot down on the way out then this doesn't get cleared because of the endon("death")
// now it'll definitely get cleared as soon as it tries to leave
level.remote_mortar = undefined;
level endon( "game_ended" );
self endon( "death" );
self notify( "remote_done" );
destPoint = self.origin + ( AnglesToForward( self.angles ) * 20000 );
self moveTo( destPoint, 30 );
PlayFXOnTag( level._effect[ "ac130_engineeffect" ] , self, "tag_origin" );
maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause( 3 );
self moveTo( destPoint, 4, 4, 0.0 );
maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause( 4 );
level thread removeRemote( self, false );
}
remoteExplode()
{
self notify( "death" );
self Hide();
forward = ( AnglesToRight( self.angles ) * 200 );
playFx ( level.lasedStrikeExplode, self.origin, forward );
level.lasedStrikeActive = false;
level.lasedStrikeCrateActive = false;
}
// Entities spawned from SpawnPlane do not respond to pre-damage callbacks
// so we have to wait until we get the post-damage event.
//
// Because the damage has already happened by the time we find out about it,
// we need to use an artificially high health value, restore it on erroneous damage
// events and track a virtual damage taken against a virtual max health.
damageTracker()
{
level endon( "game_ended" );
self.owner endon( "disconnect" );
self.health = 999999; // keep it from dying anywhere in code
self.maxHealth = 1500; // this is the health we'll check
self.damageTaken = 0; // how much damage has it taken
while( true )
{
self waittill( "damage", damage, attacker, direction_vec, point, meansOfDeath, modelName, tagName, partName, iDFlags, weapon );
// don't allow people to destroy things on their team if FF is off
if ( !maps\mp\gametypes\_weapons::friendlyFireCheck( self.owner, attacker ) )
continue;
if ( !IsDefined( self ) )
return;
if ( isDefined( iDFlags ) && ( iDFlags & level.iDFLAGS_PENETRATION ) )
self.wasDamagedFromBulletPenetration = true;
self.wasDamaged = true;
modifiedDamage = damage;
if( IsPlayer( attacker ) )
{
attacker maps\mp\gametypes\_damagefeedback::updateDamageFeedback( "" );
if( meansOfDeath == "MOD_RIFLE_BULLET" || meansOfDeath == "MOD_PISTOL_BULLET" )
{
if ( attacker _hasPerk( "specialty_armorpiercing" ) )
modifiedDamage += damage * level.armorPiercingMod;
}
}
if( IsDefined( weapon ) )
{
switch( weapon )
{
case "stinger_mp":
case "javelin_mp":
self.largeProjectileDamage = true;
modifiedDamage = self.maxhealth + 1;
break;
case "sam_projectile_mp":
self.largeProjectileDamage = true;
break;
}
maps\mp\killstreaks\_killstreaks::killstreakHit( attacker, weapon, self );
}
self.damageTaken += modifiedDamage;
if( IsDefined( self.owner ) )
self.owner playLocalSound( "reaper_damaged" );
if ( self.damageTaken >= self.maxHealth )
{
if ( isPlayer( attacker ) && ( !isDefined( self.owner ) || attacker != self.owner ) )
{
attacker notify( "destroyed_killstreak", weapon );
thread teamPlayerCardSplash( "callout_destroyed_remote_mortar", attacker );
attacker thread maps\mp\gametypes\_rank::giveRankXP( "kill", 50, weapon, meansOfDeath );
attacker thread maps\mp\gametypes\_rank::xpEventPopup( "destroyed_remote_mortar" );
thread maps\mp\gametypes\_missions::vehicleKilled( self.owner, self, undefined, attacker, damage, meansOfDeath, weapon );
}
if ( isDefined( self.owner ) )
self.owner StopLocalSound( "missile_incoming" );
self thread remoteExplode();
// adding this to make sure it gets undefined, there was a weird bug where it could get killed as soon as it was leaving
// then the threads got killed because of the endon's and this never got reset
level.remote_mortar = undefined;
return;
}
}
}
handleIncomingStinger() // self == remote mortar
{
level endon ( "game_ended" );
self endon ( "death" );
self endon ( "remote_done" );
while( true )
{
level waittill ( "stinger_fired", player, missile, lockTarget );
if ( !IsDefined( lockTarget ) || (lockTarget != self) )
continue;
missile thread stingerProximityDetonate( lockTarget, player );
}
}
stingerProximityDetonate( missileTarget, player ) // self == missile
{
self endon ( "death" );
missileTarget endon( "death" );
if( IsDefined( missileTarget.owner ) )
missileTarget.owner PlayLocalSound( "missile_incoming" );
self Missile_SetTargetEnt( missileTarget );
minDist = Distance( self.origin, missileTarget GetPointInBounds( 0, 0, 0 ) );
lastCenter = missileTarget GetPointInBounds( 0, 0, 0 );
while( true )
{
// already destroyed
if( !IsDefined( missileTarget ) )
center = lastCenter;
else
center = missileTarget GetPointInBounds( 0, 0, 0 );
lastCenter = center;
curDist = Distance( self.origin, center );
if( curDist < 3000 && missileTarget.numFlares > 0 )
{
missileTarget.numFlares--;
missileTarget thread maps\mp\killstreaks\_flares::flares_playFx();
newTarget = missileTarget maps\mp\killstreaks\_flares::flares_deploy();
self Missile_SetTargetEnt( newTarget );
missileTarget = newTarget;
if( IsDefined( missileTarget.owner ) )
missileTarget.owner StopLocalSound( "missile_incoming" );
return;
}
if( curDist < minDist )
minDist = curDist;
if( curDist > minDist )
{
if( curDist > 1536 )
return;
if( IsDefined( missileTarget.owner ) )
{
missileTarget.owner stopLocalSound( "missile_incoming" );
if( level.teambased )
{
if( missileTarget.team != player.team )
RadiusDamage( self.origin, 1000, 1000, 1000, player, "MOD_EXPLOSIVE", "stinger_mp" );
}
else
{
RadiusDamage( self.origin, 1000, 1000, 1000, player, "MOD_EXPLOSIVE", "stinger_mp" );
}
}
self Hide();
wait( 0.05 );
self delete();
}
wait ( 0.05 );
}
}
handleIncomingSAM() // self == remote mortar
{
level endon ( "game_ended" );
self endon ( "death" );
self endon ( "remote_done" );
while( true )
{
level waittill ( "sam_fired", player, missileGroup, lockTarget );
if ( !IsDefined( lockTarget ) || (lockTarget != self) )
continue;
level thread samProximityDetonate( lockTarget, player, missileGroup );
}
}
samProximityDetonate( missileTarget, player, missileGroup )
{
missileTarget endon( "death" );
if( IsDefined( missileTarget.owner ) )
missileTarget.owner PlayLocalSound( "missile_incoming" );
sam_projectile_damage = 150; // this should match the gdt entry
sam_projectile_damage_radius = 1000;
minDist = [];
for( i = 0; i < missileGroup.size; i++ )
{
if( IsDefined( missileGroup[ i ] ) )
minDist[ i ] = Distance( missileGroup[ i ].origin, missileTarget GetPointInBounds( 0, 0, 0 ) );
else
minDist[ i ] = undefined;
}
while( true )
{
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 );
}
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.numFlares > 0 )
{
missileTarget.numFlares--;
missileTarget thread maps\mp\killstreaks\_flares::flares_playFx();
newTarget = missileTarget maps\mp\killstreaks\_flares::flares_deploy();
for( j = 0; j < missileGroup.size; j++ )
{
if( IsDefined( missileGroup[ j ] ) )
{
missileGroup[ j ] Missile_SetTargetEnt( newTarget );
}
}
if( IsDefined( missileTarget.owner ) )
missileTarget.owner StopLocalSound( "missile_incoming" );
return;
}
if( curDist[ i ] < minDist[ i ] )
minDist[ i ] = curDist[ i ];
if( curDist[ i ] > minDist[ i ] )
{
if( curDist[ i ] > 1536 )
continue;
if( IsDefined( missileTarget.owner ) )
{
missileTarget.owner StopLocalSound( "missile_incoming" );
if( level.teambased )
{
if( missileTarget.team != player.team )
RadiusDamage( missileGroup[ i ].origin, sam_projectile_damage_radius, sam_projectile_damage, sam_projectile_damage, player, "MOD_EXPLOSIVE", "sam_projectile_mp" );
}
else
{
RadiusDamage( missileGroup[ i ].origin, sam_projectile_damage_radius, sam_projectile_damage, sam_projectile_damage, player, "MOD_EXPLOSIVE", "sam_projectile_mp" );
}
}
missileGroup[ i ] Hide();
wait ( 0.05 );
missileGroup[ i ] delete();
}
}
}
wait ( 0.05 );
}
}