iw6-scripts-dev/maps/mp/mp_dome_ns_alien.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;
#include maps\mp\agents\_agent_utility;
#include maps\mp\gametypes\_damage;
//===========================================
// constants
//===========================================
CONST_MAX_ACTIVE_KILLSTREAK_ALIENS_PER_GAME = 3;
CONST_MAX_ACTIVE_KILLSTREAK_ALIENS_PER_PLAYER = 3;
CONST_MAX_ACTIVE_KILLSTREAK_AGENTS_PER_PLAYER = 2;
CONST_ALIEN_HEALTH = 350;
//===========================================
// setup_callbacks
//===========================================
setup_callbacks()
{
// level.agent_funcs["alien"] = level.agent_funcs["player"];
level.agent_funcs["alien"]["spawn"] = ::spawn_alien;
level.agent_funcs["alien"]["on_killed"] = ::on_agent_alien_killed;
level.agent_funcs["alien"]["on_damaged"] = maps\mp\agents\_agents::on_agent_generic_damaged;
level.agent_funcs["alien"]["on_damaged_finished"] = ::on_damaged_finished;
level.agent_funcs["alien"]["think"] = maps\mp\mp_dome_ns_alien_think::main;
}
//===========================================
// useAlienMinion
//===========================================
useAlien( spawn_point, number_of_aliens )
{
self endon ( "disconnect");
self endon ( "joined_team");
self endon ( "joined_spectators" );
// self endon ( "death");
setup_callbacks();
// try to spawn the agent on a path node near the player
nearestPathNode = self getValidSpawnPathNodeNearPlayer( true );
if( !IsDefined(nearestPathNode) )
{
return false;
}
thread sfx_seeker_quake(spawn_point);
for( i = 0; i < number_of_aliens; i++ )
{
// find an available agent
agent = maps\mp\agents\_agent_common::connectNewAgent( "alien" , self.team );
if( !IsDefined( agent ) )
{
return false;
}
// set the agent to the player's team
agent set_agent_team( self.team, self );
if ( i == 0 )
PathNodeArray = getstructarray ( "seeker_path_01", "script_noteworthy" );
else if( i == 1 )
PathNodeArray = getstructarray ( "seeker_path_02", "script_noteworthy" );
else
PathNodeArray = getstructarray ( "seeker_path_03", "script_noteworthy" );
agent thread spawn_alien ( spawn_point.origin, spawn_point.angles, self, PathNodeArray );
// debug aliens do not time out
if ( getdvarint( "scr_alienDebugMode" ) != 1 )
{
agent thread alien_timeout ( 60 );
}
wait .5;
}
return true;
}
alien_timeout( duration )
{
self endon ( "death" );
wait duration;
self maps\mp\mp_dome_ns_alien_think::mp_dome_ns_alien_explode( );
}
//=======================================================
// on_agent_alien_killed
//=======================================================
on_agent_alien_killed( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration )
{
self.isActive = false;
self.hasDied = false;
if ( IsDefined( self.animCBs.OnExit[ self.aiState ] ) )
self [[ self.animCBs.OnExit[ self.aiState ] ]] ();
// award XP for killing agents
if( isPlayer( eAttacker ) && IsDefined(self.owner) && (eAttacker != self.owner) )
{
// create an animated corpse for the seeker
self SetAnimState( "explode", 0, 1 );
self.body = self CloneAgent( deathAnimDuration );
// If the alien was killed by a player, it should explode. Wrap the check in here to prevent it from exploding twice (killed by its own explosion)
self maps\mp\mp_dome_ns_alien_think::mp_dome_ns_alien_explode( undefined, 150, 128, eAttacker );
// self.owner leaderDialogOnPlayer( "dog_killed" );
self maps\mp\gametypes\_damage::onKillstreakKilled( eAttacker, sWeapon, sMeansOfDeath, iDamage );
// clean up the corpse
wait deathAnimDuration;
body = self GetCorpseEntity();
body delete();
}
self maps\mp\agents\_agent_utility::deactivateAgent();
}
on_damaged_finished( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset )
{
if( !IsDefined( self.playing_pain_sound ) )
self thread play_pain_sound( 2.5 );
// damage needs to be modified depending on the weapon and hit location because the head is really easy to hit when the alien is running at you
// assuming 1.4 modifier for head shots
damageModified = iDamage;
if( IsDefined( sHitLoc ) && sHitLoc == "head" && level.gametype != "horde" )
{
damageModified = int( damageModified * 0.6 );
if ( iDamage > 0 && damageModified <= 0 )
damageModified = 1;
}
if ( self.health - damageModified > 0 )
{
self maps\mp\mp_dome_ns_alien_think::OnDamage( eInflictor, eAttacker, damageModified, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset );
}
// attack the player that has damaged them
if( IsPlayer( eAttacker ) )
{
// is the alien already attacking?
if ( IsDefined( self.attackState ) && self.attackState != "attacking" )
{
// is the attacker within the alien damaged range?
if( DistanceSquared( self.origin, eAttacker.origin ) <= self.dogDamagedRadiusSq )
{
self.favoriteEnemy = eAttacker;
self.forceAttack = true;
self thread maps\mp\mp_dome_ns_alien_think::watchFavoriteEnemyDeath();
}
}
}
maps\mp\agents\_agents::agent_damage_finished( eInflictor, eAttacker, damageModified, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset );
}
play_pain_sound( delay ) // self == alien
{
self endon( "death" );
//self PlaySound( "anml_dog_shot_pain" );
self.playing_pain_sound = true;
wait( delay );
self.playing_pain_sound = undefined;
}
spawn_alien( optional_spawnOrigin, optional_spawnAngles, optional_owner, PathNodeArray ) // self == agent
{
self SetModel( "alien_minion" );
// creating VFX that 'follow' the alien
self thread mp_dome_ns_alien_glow();
self thread mp_dome_ns_alien_vfx();
self.species = "alien";
self.OnEnterAnimState = maps\mp\mp_dome_ns_alien_think::OnEnterAnimState;
spawnOrigin = optional_spawnOrigin;
spawnAngles = optional_spawnAngles;
// allow killstreaks to pass in specific spawn locations
if( IsDefined(optional_spawnOrigin) && IsDefined(optional_spawnAngles) )
{
spawnOrigin = optional_spawnOrigin;
spawnAngles = optional_spawnAngles;
}
else
{
spawnPoint = self [[level.getSpawnPoint]]();
spawnOrigin = spawnpoint.origin;
spawnAngles = spawnpoint.angles;
}
self activateAgent();
self.spawnTime = GetTime();
self.lastSpawnTime = GetTime();
self maps\mp\mp_dome_ns_alien_think::init();
// called from code when an agent is done initializing after AddAgent is called
// this should set up any state specific to this agent and game
self SpawnAgent( spawnOrigin, spawnAngles, "mp_dome_ns_alien_animclass", 15, 40, optional_owner );
level notify( "spawned_agent", self );
self maps\mp\agents\_agent_common::set_agent_health( CONST_ALIEN_HEALTH );
// must set the team after SpawnAgent to fix a bug with weapon crosshairs and nametags
if( IsDefined(optional_owner) )
{
self set_agent_team( optional_owner.team, optional_owner );
}
self SetThreatBiasGroup( "Dogs" );
self TakeAllWeapons();
self playsound( "alien_seeker_spawn" );
playfx (level._effect[ "vfx_alien_minion_spawn_dome" ], self.origin );
self.PathNodeArray = PathNodeArray;
self thread maps\mp\mp_dome_ns_alien_think::main();
}
mp_dome_ns_alien_glow()
{
wait 2.0;
// make aliens glow
self EmissiveBlend( 0.5, 1.0 );
}
mp_dome_alien_light(vfx_offset)
{
self endon( "death" );
level endon( "game_ended" );
// we loop this separately because the light lasts for 1 second,
// and we were spawning too many of them and they were stacking 4-5 light at a time... booo.
while (1)
{
playfx (level._effect[ "vfx_alien_minion_preexplosion" ], self.origin + vfx_offset);
wait 1.0;
}
}
mp_dome_ns_alien_vfx()
{
self endon( "death" );
level endon( "game_ended" );
vfx_offset = (0,0,16);
self thread mp_dome_alien_light(vfx_offset);
//while (IsAlive (self))
while (1)
{
// this is the particle effect, not the light.
playfx (level._effect[ "vfx_alien_minion_glow_trail_noloop" ], self.origin + vfx_offset);
wait RandomFloatRange(0.05,0.2);
}
}
sfx_seeker_quake(spawn_point)
{
if (!IsDefined( level.rumble_sfx ))
{
level.rumble_sfx = Spawn( "script_origin", spawn_point.origin );
level.rumble_sfx PlaySound("alien_seeker_quake");
wait 6.5;
level.rumble_sfx delete();
}
}