495 lines
11 KiB
Plaintext
495 lines
11 KiB
Plaintext
#include maps\mp\_utility;
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#include maps\mp\gametypes\_hud_util;
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#include common_scripts\utility;
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#include maps\mp\_audio;
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#include maps\mp\gametypes\_horde_zombies;
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main()
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{
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//SetLightingState(1);
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maps\mp\mp_prison_z_precache::main();
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maps\createart\mp_prison_z_art::main();
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maps\mp\mp_prison_z_fx::main();
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maps\mp\mp_prison_z_lighting::main();
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maps\mp\_load::main();
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// AmbientPlay( "ambient_mp_setup_template" );
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maps\mp\_compass::setupMiniMap( "compass_map_mp_prison" );
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setdvar( "r_lightGridEnableTweaks", 1 );
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setdvar( "r_lightGridIntensity", 1.33 );
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game["attackers"] = "allies";
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game["defenders"] = "axis";
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level.mapCustomKillstreakFunc = ::prisonCustomKillstreakFunc;
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// thread set_lighting_values(); // after maps\mp\_load::main();
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thread ambientAnimation();
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thread zombieExtractionGates();
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thread initZombies();
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while (true)
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{
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level waittill("connected", player); // we need to set the dvars for each player as he connects.
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skybox_night = GetEntArray("prsion_night_sky", "targetname");
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foreach( thing in skybox_night )
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{
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thing hide();
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}
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level waittill ( "zombie_go_night" );
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//player SetClutOverrideDisableForPlayer ( 0 );
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//SetLightingState(2);
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skybox_night = GetEntArray("prsion_night_sky", "targetname");
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foreach( thing in skybox_night )
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{
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thing show();
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}
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foreach ( player in level.players )
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{
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player LightSetForPlayer( "mp_prison_night" );
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player SetClientTriggerVisionSet( "mp_prison_night", 1.0 );
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if ( level.nextgen )
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{
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//player SetClutOverrideDisableForPlayer( 0 );
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//wait 0.1;
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player SetClutOverrideEnableForPlayer( "clut_identity", 0 );
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}
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}
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}
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}
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prisonCustomKillstreakFunc()
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{
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//level thread maps\mp\killstreaks\streak_mp_prison::init();
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}
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set_lighting_values()
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{
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if ( IsUsingHDR() )
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{
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while (true)
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{
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level waittill("connected", player); // we need to set the dvars for each player as he connects.
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player SetClientDvars(
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"r_tonemap", "1",
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"r_tonemapkey", "0"
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);
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//player SetClutOverrideEnableForPlayer( "clut_mp_prison_z_day", 1 );
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/*
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player SetClientDvars(
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"r_tonemap", "1",
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"r_tonemapadaptspeed", ".07",
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"r_tonemapkey", "0",
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"r_veil", "1",
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"r_veilstrength", ".087",
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"r_tonemapexposure", "-10"
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);
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//For setting the max exposure so we can get contrast back into the map without blowing everything out
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setdvar ("r_tonemapmaxexposure", "-10");
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//Controling how much SSAO there is in the scene
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// setdvar ("r_ssaoPower", "3.5");
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// setdvar ("r_ssaoBlurRadius", "1.5");
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setDvar("r_ssaoPower", "12.0");
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setDvar("r_ssaoStrength", "0.45");
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setDvar("r_ssaominstrengthdepth", "25.0");
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setDvar("r_ssaomaxstrengthdepth", "40.0");
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// setdvar("r_tonemapkey", .029, 3.0 );
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setDvar("r_tonemapkeydark", .001, 1.0 );
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setDvar("r_tonemapkeydarklum", 3, 1.0);
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setDvar("r_tonemapkeylight", .05, 1.0);
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setDvar("r_tonemapkeylightlum", 20, 1.0);
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*/
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}
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}
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}
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ambientAnimation()
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{
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radar_dishes = GetEntArray( "guard_tower_radar", "targetname" );
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foreach( dish in radar_dishes )
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{
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dish thread rotateRadar();
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}
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}
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rotateRadar()
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{
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if ( !IsDefined( level.rotatetime ) )
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{
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level.rotatetime = 20;
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}
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while( 1 )
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{
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self RotateVelocity( ( 0, -100, 0 ), level.rotatetime ); // set a rotation velocity for a 20sec duration instead of asking the radars to rotate 180 degrees every second => save a lot of bandwidth !!
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wait level.rotatetime;
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}
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}
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zombieExtractionGates()
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{
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level.zombieMovingGates = [];
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level.zombieRotatingGates = [];
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moveTime = .5;
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extractionGates = GetEntArray( "extraction_gate", "targetname" );
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foreach( gate in extractionGates )
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{
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gate_struct = SpawnStruct();
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gate.originalPos = gate.origin;
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gate_struct.gate = gate;
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moveToOrg = getstruct( gate.target, "targetname" );
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gate_struct.dest = moveToOrg;
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col = getent( moveToOrg.target, "targetname" );
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col.originalPos = col.origin;
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gate_struct.collision = col;
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level.zombieMovingGates[ level.zombieMovingGates.size ] = gate_struct;
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}
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foreach( gate in level.zombieMovingGates )
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{
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gate.gate moveto( gate.dest.origin, moveTime, .1, .2 );
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gate.collision moveto( gate.dest.origin, moveTime, .1, .2 );
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}
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wait 1.0;
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thread disconnectGatePaths();
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level waittill ( "start_extraction" );
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foreach( gate in level.zombieMovingGates )
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gate.collision connectpaths();
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foreach( gate in level.zombieMovingGates )
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{
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gate.gate moveto( gate.gate.originalPos, moveTime, .1, .2 );
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gate.collision moveto( gate.gate.originalPos, moveTime, .1, .2 );
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}
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}
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disconnectGatePaths()
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{
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level endon ( "game_ended" );
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level waittill ( "start_round" );
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wait 5;
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foreach( gate in level.zombieMovingGates )
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gate.collision disconnectpaths();
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}
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bounceGate( delaytime )
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{
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self endon( "stop_bounce" );
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thread gateFxOn();
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wait delaytime;
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thread gateFxOff();
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forward = anglesToForward( VectorToAngles( self.dest.origin - self.gate.originalPos ) );
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bounceDistForward = forward * 2;
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while( 1 )
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{
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bounceForwardTime = RandomfloatRange( .1, .5 );
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bounceBackTime = RandomfloatRange( .1, .5 );
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thread gateFxOn();
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self.gate moveto( self.gate.origin + bounceDistForward, bounceForwardTime, .05, .05 );
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wait bounceForwardTime;
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self.gate moveto( self.dest.origin, bounceBackTime, .05, .05 );
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wait bounceBackTime;
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thread gateFxOff();
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wait RandomFloat( 2 );
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}
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}
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gateFxOn()
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{
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self endon( "stop_sparks" );
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while( 1 )
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{
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foreach( fx in self.sparks )
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{
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PlayFXonTag( getfx( level.gate_spark_fx ), fx, "tag_origin" );
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}
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wait randomFloatRange(0.5, 1.0);
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}
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}
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gateFxOff()
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{
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self notify( "stop_sparks" );
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foreach( fx in self.sparks )
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{
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stopFXonTag( getfx( level.gate_spark_fx ), fx, "tag_origin" );
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}
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}
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//---- FUNCTIONALITY ----//
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onPlayerConnect()
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{
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for ( ;; )
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{
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level waittill ( "connected", player );
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player.numAreas = 0;
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}
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}
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playerEnterArea( trigger )
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{
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self.numAreas++;
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if ( self.numAreas == 1 )
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self gasEffect();
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}
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playerLeaveArea( trigger )
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{
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//TODO:need to call playerLeaveArea when the killstreak is over on anyone who was in the trigger.
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self.numAreas--;
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assert( self.numAreas >= 0 );
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if ( self.numAreas != 0 )
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return;
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self.poison = 0;
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self notify( "leftTrigger");
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if ( isDefined( self.gasOverlay ) )
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self.gasOverlay fadeoutBlackOut( .10, 0 );
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}
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gasFieldsOn()
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{
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gasFields = getentarray("gas_trigger", "targetname");
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foreach( trigger in gasFields )
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{
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trigger trigger_on();
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}
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}
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gasFieldsOff()
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{
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gasFields = getentarray("gas_trigger", "targetname");
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foreach( trigger in gasFields )
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{
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trigger trigger_off();
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}
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}
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soundWatcher( soundOrg )
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{
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self waittill_any( "death", "leftTrigger" );
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self stopLoopSound();
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}
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gasEffect()
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{
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self endon( "disconnect" );
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self endon( "game_ended" );
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self endon( "death" );
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self endon( "leftTrigger" );
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self.poison = 0;
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self thread soundWatcher( self );
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while (1)
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{
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self.poison ++;
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switch( self.poison )
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{
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case 1:
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// self.radiationSound = "item_geigercouner_level2";
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// self playLoopSound( self.radiationSound );
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self ViewKick( 1, self.origin );
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break;
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case 3:
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self shellshock( "mp_prison_gas", 4);
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// self.radiationSound = "item_geigercouner_level3";
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// self stopLoopSound();
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// self playLoopSound( self.radiationSound );
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self ViewKick( 3, self.origin );
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self doGasDamage(25);
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break;
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case 4:
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self shellshock( "mp_prison_gas", 5);
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// self.radiationSound = "item_geigercouner_level3";
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// self stopLoopSound();
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// self playLoopSound( self.radiationSound );
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self ViewKick( 15, self.origin );
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self thread blackout();
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self doGasDamage(45);
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break;
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case 6:
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self shellshock( "mp_prison_gas", 5);
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//self.radiationSound = "item_geigercouner_level4";
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//self stopLoopSound();
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//self playLoopSound( self.radiationSound );
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self ViewKick( 75, self.origin );
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self doGasDamage(80);
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break;
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case 8:
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self shellshock( "mp_prison_gas", 5);
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// self.radiationSound = "item_geigercouner_level4";
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// self stopLoopSound();
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// self playLoopSound( self.radiationSound );
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self ViewKick( 127, self.origin );
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self doGasDamage(175);
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break;
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}
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wait(1);
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}
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wait(5);
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}
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blackout( )
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{
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self endon( "disconnect" );
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self endon( "game_ended" );
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self endon( "death" );
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self endon( "leftTrigger" );
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if ( !isDefined( self.gasOverlay ) )
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{
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self.gasOverlay = newClientHudElem( self );
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self.gasOverlay.x = 0;
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self.gasOverlay.y = 0;
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self.gasOverlay setshader( "black", 640, 480 );
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self.gasOverlay.alignX = "left";
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self.gasOverlay.alignY = "top";
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self.gasOverlay.horzAlign = "fullscreen";
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self.gasOverlay.vertAlign = "fullscreen";
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self.gasOverlay.alpha = 0;
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}
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min_length = 1;
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max_length = 2;
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min_alpha = .25;
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max_alpha = 1;
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min_percent = 5;
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max_percent = 100;
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fraction = 0;
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for ( ;; )
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{
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while ( self.poison > 1 )
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{
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percent_range = max_percent - min_percent;
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fraction = ( self.poison - min_percent ) / percent_range;
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if ( fraction < 0 )
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fraction = 0;
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else if ( fraction > 1 )
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fraction = 1;
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length_range = max_length - min_length;
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length = min_length + ( length_range * ( 1 - fraction ) );
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alpha_range = max_alpha - min_alpha;
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alpha = min_alpha + ( alpha_range * fraction );
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end_alpha = fraction * 0.5;
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if ( fraction == 1 )
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break;
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duration = length / 2;
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self.gasOverlay fadeinBlackOut( duration, alpha );
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self.gasOverlay fadeoutBlackOut( duration, end_alpha);
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// wait a variable amount based on self.radiation.totalpercent, this is the space in between pulses
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//wait 1;
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wait( fraction * 0.5 );
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}
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if ( fraction == 1 )
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break;
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if ( self.gasOverlay.alpha != 0 )
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self.gasOverlay fadeoutBlackOut( 1, 0);
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wait 0.05;
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}
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self.gasOverlay fadeinBlackOut( 2, 0);
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}
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doGasDamage( iDamage )
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{
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//if( !isdefined( level.mp_prison_killstreak.owner ) )
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// return;
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//TODO:Handle friendly fire
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self thread [[ level.callbackPlayerDamage ]](
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self,// eInflictor The entity that causes the damage.( e.g. a turret )
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self,// eAttacker The entity that is attacking.
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iDamage,// iDamage Integer specifying the amount of damage done
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0,// iDFlags Integer specifying flags that are to be applied to the damage
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"MOD_SUICIDE",// sMeansOfDeath Integer specifying the method of death
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"mp_prison_gas",// sWeapon The weapon number of the weapon used to inflict the damage
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self.origin,// vPoint The point the damage is from?
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( 0,0,0 ) - self.origin,// vDir The direction of the damage
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"none",// sHitLoc The location of the hit
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0// psOffsetTime The time offset for the damage
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);
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}
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fadeinBlackOut( duration, alpha )
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{
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self fadeOverTime( duration );
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self.alpha = alpha;
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wait duration;
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}
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fadeoutBlackOut( duration, alpha )
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{
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self fadeOverTime( duration );
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self.alpha = alpha;
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wait duration;
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}
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