2017-07-18 02:51:48 +00:00
|
|
|
// Training Script
|
|
|
|
|
//echo("Running Training Script");
|
|
|
|
|
|
|
|
|
|
datablock AudioProfile(TrainingHudUpdateSound)
|
|
|
|
|
{
|
|
|
|
|
filename = "gui/objective_notification.wav";
|
|
|
|
|
description = AudioDefault3d;
|
|
|
|
|
preload = true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
datablock AudioProfile(MessageRecieveSound)
|
|
|
|
|
{
|
|
|
|
|
filename = "gui/objective_notification.wav";
|
|
|
|
|
description = AudioDefault3d;
|
|
|
|
|
preload = true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// for training5
|
|
|
|
|
datablock ForceFieldBareData(defaultNoTeamLavaLightField)
|
|
|
|
|
{
|
|
|
|
|
fadeMS = 1000;
|
|
|
|
|
baseTranslucency = 1;
|
|
|
|
|
powerOffTranslucency = 0;
|
|
|
|
|
teamPermiable = false;
|
|
|
|
|
otherPermiable = false;
|
|
|
|
|
color = "1.0 0.4 0.0";
|
|
|
|
|
targetTypeTag = 'ForceField';
|
|
|
|
|
|
|
|
|
|
texture[0] = "skins/forcef1";
|
|
|
|
|
texture[1] = "skins/forcef2";
|
|
|
|
|
texture[2] = "skins/forcef3";
|
|
|
|
|
texture[3] = "skins/forcef4";
|
|
|
|
|
texture[4] = "skins/forcef5";
|
|
|
|
|
|
|
|
|
|
framesPerSec = 10;
|
|
|
|
|
numFrames = 5;
|
|
|
|
|
scrollSpeed = 15;
|
|
|
|
|
umapping = 1.0;
|
|
|
|
|
vmapping = 0.15;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// load the voice text and wav file
|
|
|
|
|
exec("scripts/spDialog.cs");
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
function setSinglePlayerGlobals()
|
|
|
|
|
{
|
|
|
|
|
// server settings
|
|
|
|
|
//$MPRestoreBotCount = $Host::BotCount; this one is done automatically in server.cs
|
|
|
|
|
$MPRestoreBotMatchBotCount = $Host::BotMatchBotCount;
|
|
|
|
|
$MPRestoreBotsEnabled = $Host::BotsEnabled;
|
|
|
|
|
$MPRestoreMaxBotDifficulty = $Host::MaxBotDifficulty;
|
|
|
|
|
$MPRestoreMaxPlayers = $Host::MaxPlayers;
|
|
|
|
|
$MPRestoreMinBotDifficulty = $Host::MinBotDifficulty;
|
|
|
|
|
$MPRestoreTimeLimit = $Host::TimeLimit;
|
|
|
|
|
$MPRestoreTournamentMode = $Host::TournamentMode;
|
|
|
|
|
$MPRestorewarmupTime = $Host::warmupTime;
|
|
|
|
|
$MPRestoreTeamDamage = $teamDamage;
|
|
|
|
|
|
|
|
|
|
//$Host::BotCount = "0";
|
|
|
|
|
$Host::BotMatchBotCount = "0";
|
|
|
|
|
$Host::BotsEnabled = "0";
|
|
|
|
|
$Host::MaxBotDifficulty = "1";
|
|
|
|
|
$Host::MaxPlayers = "64";
|
|
|
|
|
$Host::MinBotDifficulty = "0";
|
|
|
|
|
$Host::TimeLimit = "9999999";
|
|
|
|
|
$Host::TournamentMode = "false";
|
|
|
|
|
$Host::warmupTime = "0";
|
|
|
|
|
|
|
|
|
|
if($pref::trainingDifficulty < 1 || $pref::trainingDifficulty > 3)
|
|
|
|
|
$pref::trainingDifficulty = 1;
|
|
|
|
|
|
|
|
|
|
if($pref::trainingDifficulty == 1)
|
|
|
|
|
$teamDamage = false;
|
|
|
|
|
else
|
|
|
|
|
$teamDamage = true;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// game settings
|
|
|
|
|
$MPRestoreteamSkin[1] = $teamSkin[1];
|
|
|
|
|
$MPRestoreteamName[1] = $teamName[1];
|
|
|
|
|
$MPRestoreholoName[1] = $holoName[1];
|
|
|
|
|
$MPRestoreswitchSkin[1] = $switchSkin[1];
|
|
|
|
|
|
|
|
|
|
$MPRestoreteamSkin[2] = $teamSkin[2];
|
|
|
|
|
$MPRestoreteamName[2] = $teamName[2];
|
|
|
|
|
$MPRestoreholoName[2] = $holoName[2];
|
|
|
|
|
$MPRestoreswitchSkin[2] = $switchSkin[2];
|
|
|
|
|
|
|
|
|
|
$playerTeam = 1;
|
|
|
|
|
$teamSkin[$playerTeam] = 'swolf';
|
|
|
|
|
$teamName[$playerTeam] = 'StarWolf';
|
|
|
|
|
$holoName[$playerTeam] = "StarWolf";
|
|
|
|
|
$switchSkin[$playerTeam] = 'swolf';
|
|
|
|
|
$playerLivesAtEasy = 3;
|
|
|
|
|
|
|
|
|
|
$EnemyTeam = 2;
|
|
|
|
|
$teamSkin[$EnemyTeam] = 'Horde';
|
|
|
|
|
$teamName[$EnemyTeam] = 'Bioderm Horde';
|
|
|
|
|
// $holoName[$enemyTeam] = "Bioderm";
|
|
|
|
|
// $switchSkin[$enemyTeam] = 'Bioderm';
|
|
|
|
|
|
|
|
|
|
if($enemyName $= "")
|
|
|
|
|
$EnemyName = "Enemy";
|
|
|
|
|
|
|
|
|
|
$trainingDefenseTauntList = "bas.enemy slf.att.attack slf.def.defend wrn.enemy tgt.acquired gbl.brag slf.def.base vqk.help";
|
|
|
|
|
$trainingOffenseTauntList = "slf.att.attack gbl.brag vqk.help att.distract att.attack ene.disarray glb.awesome need.cover";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function resetSinglePlayerGlobals()
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
//error("================ single player global vars reset!");
|
|
|
|
|
// server settings
|
|
|
|
|
//$Host::BotCount = $MPRestoreBotCount;
|
|
|
|
|
$Host::BotMatchBotCount = $MPRestoreBotMatchBotCount;
|
|
|
|
|
$Host::BotsEnabled = $MPRestoreBotsEnabled;
|
|
|
|
|
$Host::MaxBotDifficulty = $MPRestoreMaxBotDifficulty;
|
|
|
|
|
$Host::MaxPlayers = $MPRestoreMaxPlayers;
|
|
|
|
|
$Host::MinBotDifficulty = $MPRestoreMinBotDifficulty;
|
|
|
|
|
$Host::TimeLimit = $MPRestoreTimeLimit;
|
|
|
|
|
$Host::TournamentMode = $MPRestoreTournamentMode;
|
|
|
|
|
$Host::warmupTime = $MPRestorewarmupTime;
|
|
|
|
|
$teamDamage = $MPRestoreTeamDamage;
|
|
|
|
|
|
|
|
|
|
// game settings
|
|
|
|
|
$teamSkin[1] = $MPRestoreteamSkin[1];
|
|
|
|
|
$teamName[1] = $MPRestoreteamName[1];
|
|
|
|
|
$holoName[1] = $MPRestoreholoName[1];
|
|
|
|
|
$switchSkin[1] = $MPRestoreswitchSkin[1];
|
|
|
|
|
|
|
|
|
|
$teamSkin[2] = $MPRestoreteamSkin[2];
|
|
|
|
|
$teamName[2] = $MPRestoreteamName[2];
|
|
|
|
|
$holoName[2] = $MPRestoreholoName[2];
|
|
|
|
|
$switchSkin[2] = $MPRestoreswitchSkin[2];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Actors
|
|
|
|
|
//=======================================================================================
|
|
|
|
|
|
|
|
|
|
function addEnemies()
|
|
|
|
|
{
|
|
|
|
|
%num = $numberOfEnemies[$pref::TrainingDifficulty];
|
|
|
|
|
error("Adding " @ %num @" enemies!");
|
|
|
|
|
|
|
|
|
|
%group = nameToId("MissionGroup/Teams/Team2/DropPoints");
|
|
|
|
|
|
|
|
|
|
for(%i = 0; %i < %num; %i++){
|
|
|
|
|
%name = getUniqueEnemyName();
|
|
|
|
|
%voice = "Derm"@getRandom(1,3);
|
|
|
|
|
%voicePitch = 1 - ((getRandom(20) - 10)/100);
|
|
|
|
|
|
|
|
|
|
//%client = AIConnect($EnemyName@%i, $EnemyTeam, $missionBotSkill[$pref::TrainingDifficulty], true);
|
|
|
|
|
%client = AIConnect(%name, $EnemyTeam, $missionBotSkill[$pref::TrainingDifficulty], true, %voice, %voicePitch);
|
|
|
|
|
$Enemy[%i] = %client;
|
|
|
|
|
%client.race = "Bioderm";
|
|
|
|
|
|
|
|
|
|
setTargetSkin(%client.target, $teamSkin[$enemyTeam]);
|
|
|
|
|
//setTargetVoice(%client.target, addTaggedString(%client.voice));
|
|
|
|
|
|
|
|
|
|
//error("Setting race of "@$Enemy[%i]@" to "@$Enemy[%i].race);
|
|
|
|
|
if(%group.getObject(%i).Equipment || %group.getObject(%i).specialObjectives) {
|
|
|
|
|
%client.equipment = %group.getObject(%i).Equipment;
|
|
|
|
|
//error("Client: "@%client@ " has equipment "@%client.equipment);
|
|
|
|
|
%client.SpecialObjectives = %group.getObject(%i).SpecialObjectives;
|
|
|
|
|
//error("Client: "@%client@ " has specialEd "@%client.SpecialObjectives);
|
|
|
|
|
game.equip(%client.player);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// this seems redundant after equip
|
|
|
|
|
%client.player.setArmor(%client.armor);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// there are times (missions 2 and 4) where bots are not added with
|
|
|
|
|
// addEnemies(). there are x waves of bots with y number in each wave
|
|
|
|
|
// i do it a couple of times so im going to localize it here rather than
|
|
|
|
|
// do it twice or cut and paste it
|
|
|
|
|
function spawnWave(%wave)
|
|
|
|
|
{
|
|
|
|
|
for(%i=1; %i<=$numberInWave[$pref::TrainingDifficulty]; %i++) {
|
|
|
|
|
%name = getUniqueEnemyName();
|
|
|
|
|
%voice = "Derm"@getRandom(1,3);
|
|
|
|
|
%voicePitch = 1 - ((getRandom(20) - 10)/100);
|
|
|
|
|
%thisAi = aiConnect(%name, $enemyTeam, $missionBotSkill[$pref::TrainingDifficulty], false, %voice, %voicePitch);
|
|
|
|
|
//%thisAi = aiConnect("Wave"@%wave@"num"@%i, $enemyTeam, $missionBotSkill[$pref::TrainingDifficulty], false);
|
|
|
|
|
// here we differentiate the different drop points for wave spawned bots (these spawned bots are "!offense")
|
|
|
|
|
//error("added enemy "@%thisAi);
|
|
|
|
|
%thisAi.race = "Bioderm";
|
|
|
|
|
%thisAi.voice = "Derm"@getRandom(3);
|
|
|
|
|
setTargetSkin(%thisAI.target, $teamSkin[$enemyTeam]);
|
|
|
|
|
setTargetVoice(%thisAI.target, addTaggedString(%thisAI.voice));
|
|
|
|
|
%equipment = pickEquipment();
|
|
|
|
|
game.equip(%thisAi.player, %equipment);
|
|
|
|
|
//%client.player.setArmor(%thisAi.armor);
|
|
|
|
|
|
|
|
|
|
//create a little group
|
|
|
|
|
game.NumberInWave[%wave]++;
|
|
|
|
|
%thisAI.MemberOfWave = %wave;
|
|
|
|
|
|
|
|
|
|
//anything mission specific that has to be done with this client
|
|
|
|
|
missionSpawnedAI(%thisAi);
|
|
|
|
|
}
|
|
|
|
|
game.spawnWaveTimer = spawnWaveTimer(%wave, false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
function addPlayersTeam(%num)
|
|
|
|
|
{
|
|
|
|
|
//echo($player.team@"<---------players team on addPlayerTeam");
|
|
|
|
|
|
|
|
|
|
getTeammateGlobals();
|
|
|
|
|
|
|
|
|
|
for(%i=0; %i< %num; %i++){
|
|
|
|
|
$Teammate[%i] = %client = AIConnect($TeammateWarnom[%i], $playerTeam, $teammateSkill[%i], true, $teammateVoice[%i]);
|
|
|
|
|
|
|
|
|
|
%client.sex = $teammateGender[%i];
|
|
|
|
|
%client.equipment = $teammateEquipment[%i];
|
|
|
|
|
setTargetSkin(%client.target, $teamSkin[$playerTeam]);
|
|
|
|
|
game.equip(%client.player);
|
|
|
|
|
%client.player.setArmor(%client.armor);
|
|
|
|
|
|
|
|
|
|
if (! %client.defaultTasksAdded)
|
|
|
|
|
{
|
|
|
|
|
%client.defaultTasksAdded = true;
|
|
|
|
|
%client.addTask(AIEngageTask);
|
|
|
|
|
%client.addTask(AIPickupItemTask);
|
|
|
|
|
%client.addTask(AIUseInventoryTask);
|
|
|
|
|
%client.addTask(AIEngageTurretTask);
|
|
|
|
|
%client.addtask(AIDetectMineTask);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//add Player===============================================================
|
|
|
|
|
$player.lives = $playerLivesAtEasy - $pref::TrainingDifficulty;
|
|
|
|
|
|
|
|
|
|
game.spawnPlayer($player, false);
|
|
|
|
|
setTargetSkin($player.target, $teamSkin[$playerTeam]);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function getUniqueEnemyName()
|
|
|
|
|
{
|
|
|
|
|
if(!$enemyNameCount)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
%used = false;
|
|
|
|
|
%name = pickUniqueEnemyName();
|
|
|
|
|
%used = enemyNameIsUsed(%name);
|
|
|
|
|
while(%used)
|
|
|
|
|
{
|
|
|
|
|
if(%emergency++ > 1000)
|
|
|
|
|
{
|
|
|
|
|
//error("Too many times in the name while loop...using DEFAULT");
|
|
|
|
|
return $enemyName;
|
|
|
|
|
}
|
|
|
|
|
%name = pickUniqueEnemyName();
|
|
|
|
|
%used = enemyNameIsUsed(%name);
|
|
|
|
|
}
|
|
|
|
|
return %name;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function pickUniqueEnemyName()
|
|
|
|
|
{
|
|
|
|
|
%random = getRandom(1, $enemyNameCount);
|
|
|
|
|
%name = $EnemyNameList[%random];
|
|
|
|
|
//error("returning" SPC %name SPC "from pick");
|
|
|
|
|
return %name;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function enemyNameIsUsed(%name)
|
|
|
|
|
{
|
|
|
|
|
%number = game.usedNameCount;
|
|
|
|
|
for(%i = 0; %i <= %number; %i++)
|
|
|
|
|
{
|
|
|
|
|
if(game.usedName[%i] $= %name)
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
// the name is unused
|
|
|
|
|
game.usedName[game.usedNameCount++] = %name;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function spawnWaveTimer(%wave, %reset)
|
|
|
|
|
{
|
|
|
|
|
//error("SpawnTimer ACTIVATED");
|
|
|
|
|
|
|
|
|
|
if(%reset)
|
|
|
|
|
{
|
|
|
|
|
cancel(game.spawnWaveTimer);
|
|
|
|
|
%timeForAction = 60000 * 5; //5 min
|
|
|
|
|
}
|
|
|
|
|
else %timeForAction = 60000 * 5; //5 min
|
|
|
|
|
|
|
|
|
|
game.spawnWaveTimer = schedule(%timeForAction, game, destroyWave, %wave);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function DestroyWave(%wave)
|
|
|
|
|
{
|
|
|
|
|
// this group has enemies in it that are dawdling and
|
|
|
|
|
// need to be killed to keep the game progressing
|
|
|
|
|
%num = clientGroup.getCount();
|
|
|
|
|
for(%i = 0; %i < %num; %i++)
|
|
|
|
|
{
|
|
|
|
|
%client = clientGroup.getObject(%i);
|
|
|
|
|
if(%client.player && %client.MemberOfWave == %wave)
|
|
|
|
|
{
|
|
|
|
|
%client.player.applyDamage(%client.player.getDataBlock().maxDamage);
|
|
|
|
|
enemyWaveMemberKilled(%client);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
function SinglePlayerGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement)
|
|
|
|
|
{
|
|
|
|
|
if(game.missionOver)
|
|
|
|
|
return;
|
|
|
|
|
%clVictim.dead = true;
|
|
|
|
|
if(%clvictim.team == $enemyTeam && getRandom(1,1000) == 69)
|
|
|
|
|
doText(Any_jingo02);
|
|
|
|
|
missionClientKilled(%clVictim, %clKiller);
|
|
|
|
|
if(%clVictim.MemberOfWave)
|
|
|
|
|
enemyWaveMemberKilled(%clVictim );
|
|
|
|
|
|
|
|
|
|
Parent::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement);
|
|
|
|
|
cancel(%clVictim.respawnTimer);
|
|
|
|
|
|
|
|
|
|
if(%clVictim == $player) {
|
|
|
|
|
// dead players are not out of bounds
|
|
|
|
|
cancel($player.OOB);
|
|
|
|
|
|
|
|
|
|
$player.deaths++;
|
|
|
|
|
%num = $player.lives;
|
|
|
|
|
if( %num >= 1) {
|
|
|
|
|
if(%num == 1)
|
|
|
|
|
%textNum = "one life";
|
|
|
|
|
else %textNum = %num SPC "lives";
|
2017-07-18 03:10:36 +00:00
|
|
|
messageBoxOk("Restart", "You have" SPC %textNum SPC "remaining.", "spawnSinglePlayer();");
|
2017-07-18 02:51:48 +00:00
|
|
|
}
|
|
|
|
|
else schedule(3000, $player.player, singlePlayerDead);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function enemyWaveMemberKilled(%client)
|
|
|
|
|
{
|
|
|
|
|
%wave = %client.MemberOfWave;
|
|
|
|
|
%remaining = game.numberInWave[%wave]--;
|
|
|
|
|
//error("Debug: Script reports that client " @ %client @ " was a member of wave " @ %wave @ " that now has " @ %remaining @ " members remaining.");
|
|
|
|
|
if(%remaining == 0) {
|
|
|
|
|
missionWaveDestroyed(%wave);
|
|
|
|
|
|
|
|
|
|
if (%wave+1 <= $numberOfWaves[$pref::TrainingDifficulty])
|
|
|
|
|
spawnWave(%wave+1);
|
|
|
|
|
//else error("Debug: " @ %wave @ " was the last wave.");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function SinglePlayerGame::assignClientTeam(%game, %client)
|
|
|
|
|
{
|
|
|
|
|
// The players team is set in singlePlayer::clientMissionDropReady
|
|
|
|
|
// and the bots are added to a team with aiConnect
|
|
|
|
|
// so this is unnecessary
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function singlePlayerGame::AIHasJoined()
|
|
|
|
|
{
|
|
|
|
|
// Big deal...my missions are crawling with AI
|
|
|
|
|
// lets get rid of this mundane console spam
|
|
|
|
|
}
|
|
|
|
|
|
2017-07-18 02:55:25 +00:00
|
|
|
function SinglePlayerGame::updateKillScores()
|
|
|
|
|
{
|
|
|
|
|
// Do nothing other than get rid of the console warning...
|
|
|
|
|
}
|
|
|
|
|
|
2017-07-18 02:51:48 +00:00
|
|
|
function singlePlayerGame::biodermAssume(%game, %client)
|
|
|
|
|
{
|
|
|
|
|
//error(%client SPC "might talk.");
|
|
|
|
|
// dont do anything if we have just done this
|
|
|
|
|
if(%client.spgSpeaking)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
%probability = 2;
|
|
|
|
|
%time = 30; // secs
|
|
|
|
|
|
|
|
|
|
// we are going to POSSIBLY talk. flag it for %time secs
|
|
|
|
|
%client.spgSpeaking = true;
|
|
|
|
|
schedule(%time * 1000, %client, resetSpeakingFlag, %client);
|
|
|
|
|
|
|
|
|
|
if(getRandom(%probability) == 1)
|
|
|
|
|
trainingBiodermSpeaks(%client);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function resetSpeakingFlag(%client)
|
|
|
|
|
{
|
|
|
|
|
//error(%client SPC "can now speak again.");
|
|
|
|
|
%client.spgSpeaking = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function trainingBiodermSpeaks(%client)
|
|
|
|
|
{
|
|
|
|
|
if(%client.offense) // offense = defense?
|
|
|
|
|
%tauntlist = $trainingDefenseTauntList; //yes this seem wrong but its not
|
|
|
|
|
else
|
|
|
|
|
%tauntlist = $trainingOffenseTauntList;
|
|
|
|
|
%num = getWordCount(%tauntList);
|
|
|
|
|
%random = getRandom(%num - 1);
|
|
|
|
|
%use = getWord(%tauntList, %random);
|
|
|
|
|
//echo("Derm taunting:" SPC %use);
|
|
|
|
|
|
|
|
|
|
playTargetAudio( %client.target, addTaggedString(%use), AudioClose3d, false );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function singlePlayerDead()
|
|
|
|
|
{
|
|
|
|
|
missionFailed($player.miscMsg[trainingDeathLoss]);
|
|
|
|
|
AIMissionEnd();
|
|
|
|
|
$objectiveQ[$enemyTeam].clear();
|
|
|
|
|
cancel($player.distanceCheckSchedule);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function SinglePlayerGame::missionLoadDone(%game)
|
|
|
|
|
{
|
|
|
|
|
DefaultGame::missionLoadDone(%game);
|
|
|
|
|
|
|
|
|
|
setSinglePlayerGlobals();
|
|
|
|
|
$matchStarted = true;
|
|
|
|
|
//this has to happen sometime because game.startMatch never gets called
|
|
|
|
|
%game.clearDeployableMaxes();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
function SinglePlayerGame::notifyMatchStart(%game, %time)
|
|
|
|
|
{
|
|
|
|
|
//do nothing
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
function SinglePlayerGame::clientMissionDropReady(%game, %client)
|
|
|
|
|
{
|
|
|
|
|
DefaultGame::clientMissionDropReady(%game, %client);
|
|
|
|
|
|
|
|
|
|
//echo(%client @ " is single player Ready!!!");
|
|
|
|
|
messageClient(%client, 'MsgClientReady', "", %game.class);
|
|
|
|
|
|
|
|
|
|
$Player = %client;
|
|
|
|
|
$player.race = "Human";
|
|
|
|
|
$player.team = $playerTeam;
|
|
|
|
|
$player.setTeam($playerTeam);
|
|
|
|
|
setTargetSkin($teammate[%i].target, $teamSkin[$playerTeam]);
|
|
|
|
|
|
|
|
|
|
createText($player);
|
|
|
|
|
HUDMessageVector.clear();
|
|
|
|
|
messageClient(%client, 'MsgMissionDropInfo', "", $MissionDisplayName, $MissionTypeDisplayName, $ServerName );
|
|
|
|
|
|
|
|
|
|
// We don't start in observer mode, so disable:
|
|
|
|
|
commandToClient(%client, 'setHudMode', 'Standard');
|
|
|
|
|
|
|
|
|
|
//custom training keymap
|
|
|
|
|
%game.createCustomKeyMap();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
addEnemies();
|
|
|
|
|
//echo($player.team@"<---------players team on mission drop ready");
|
|
|
|
|
addPlayersTeam($numberOfTeammates);
|
|
|
|
|
|
|
|
|
|
//everybody's in, enable the AI system
|
|
|
|
|
AISystemEnabled(true);
|
|
|
|
|
|
|
|
|
|
$player.setControlObject( $player.player );
|
2017-07-18 02:55:25 +00:00
|
|
|
$player.camera = new Camera()
|
|
|
|
|
{
|
|
|
|
|
dataBlock = Observer;
|
|
|
|
|
};
|
|
|
|
|
|
2017-07-18 02:51:48 +00:00
|
|
|
startCurrentMission(%game);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function SinglePlayerGame::AIInit(%game)
|
|
|
|
|
{
|
|
|
|
|
//error("initializing Bot Q's for SinglePlayerGame...");
|
|
|
|
|
for (%i = 0; %i <= %game.numTeams; %i++)
|
|
|
|
|
{
|
|
|
|
|
if (!isObject($ObjectiveQ[%i]))
|
|
|
|
|
{
|
|
|
|
|
$ObjectiveQ[%i] = new AIObjectiveQ();
|
|
|
|
|
MissionCleanup.add($ObjectiveQ[%i]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//error("team " @ %i @ " objectives load...");
|
|
|
|
|
$ObjectiveQ[%i].clear();
|
|
|
|
|
AIInitObjectives(%i, %game);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AIInit();
|
|
|
|
|
|
|
|
|
|
// Bots never throw grenades on Easy skills
|
|
|
|
|
if($pref::TrainingDifficulty == 1)
|
|
|
|
|
$AIDisableGrenades = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// unlike the MP game, sometimes we start with switches (flipFlops)
|
|
|
|
|
// already on one team or the other and they are unskinned
|
|
|
|
|
function setFlipFlopSkins(%group)
|
|
|
|
|
{
|
|
|
|
|
if(!%group)
|
|
|
|
|
%group = nameToID("Teams");
|
|
|
|
|
|
|
|
|
|
for(%i = 0; %i < %group.getCount(); %i++) {
|
|
|
|
|
%this = %group.getObject(%i);
|
|
|
|
|
if(%this.getClassName() $= "SimGroup")
|
|
|
|
|
setFlipFlopSkins(%this);
|
|
|
|
|
else if(%this.getDataBlock().getName() $= "FlipFlop")
|
|
|
|
|
setTargetSkin(%this.getTarget(), $teamSkin[%this.team]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
function singlePlayerGame::gameOver(%game)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
moveMap.push();
|
|
|
|
|
|
|
|
|
|
ServerConnection.setBlackOut(false, 0);
|
|
|
|
|
|
|
|
|
|
$timeScale = 1;
|
|
|
|
|
|
|
|
|
|
game.missionOver = true;
|
|
|
|
|
|
|
|
|
|
// clear the inventory and weapons hud
|
|
|
|
|
error("clearing Inv HUD");
|
|
|
|
|
$player.SetInventoryHudClearAll();
|
|
|
|
|
|
|
|
|
|
// im gonna try dropping all the clients
|
|
|
|
|
%count = clientGroup.getCount();
|
|
|
|
|
echo("count=" SPC %count);
|
|
|
|
|
for(%i = 0; %i < %count; %i++) {
|
|
|
|
|
%client = clientGroup.getObject(%i);
|
|
|
|
|
game.client[%i] = %client;
|
|
|
|
|
freeClientTarget(%client);
|
|
|
|
|
}
|
|
|
|
|
for(%i = 0; %i < %count; %i++) {
|
|
|
|
|
%client = game.client[%i];
|
|
|
|
|
echo("client=" SPC %client);
|
|
|
|
|
if(%client.isAIControlled())
|
|
|
|
|
%client.drop();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//disable the AI system
|
|
|
|
|
AISystemEnabled(false);
|
v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.
- (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.
- (bug fix) Immersion iForce force feedback mouse is now working properly again.
- (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.
- (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.
- (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.
- (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)
- (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.
- (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.
- (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.
- (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.
- (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling.
- (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.
- (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.
- (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.)
- (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.
- (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.
- (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.
- (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.
- (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.
- (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.
- (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.
- (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.)
- (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this.
- (improvement) Old Password is now required in order to enter a New Password when editing your account.
- (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.
- (improvement) Made more room for player names to display on the Server Info box.
- (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.)
- (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.
- (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)
- (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.
- (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.
- (improvement) Added observer points to Tombstone (it previously had none).
- (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.)
- (community) Player histories are now accurate.
- (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
|
|
|
$AIDisableChatResponse = "";
|
2017-07-18 02:51:48 +00:00
|
|
|
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
game.deactivatePackages();
|
2017-07-18 02:51:48 +00:00
|
|
|
|
2017-07-18 02:55:25 +00:00
|
|
|
if(isObject( $player.currentWaypoint ))
|
2017-07-18 02:51:48 +00:00
|
|
|
$player.currentWaypoint.delete();
|
|
|
|
|
|
|
|
|
|
if($player.OOB)
|
|
|
|
|
cancel($player.OOB);
|
|
|
|
|
|
|
|
|
|
// clear the objective HUD
|
|
|
|
|
messageClient($player, 'MsgClearObjHud', "");
|
|
|
|
|
|
|
|
|
|
resetSinglePlayerGlobals();
|
|
|
|
|
|
v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.
- (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.
- (bug fix) Immersion iForce force feedback mouse is now working properly again.
- (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.
- (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.
- (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.
- (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)
- (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.
- (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.
- (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.
- (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.
- (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling.
- (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.
- (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.
- (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.)
- (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.
- (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.
- (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.
- (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.
- (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.
- (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.
- (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.
- (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.)
- (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this.
- (improvement) Old Password is now required in order to enter a New Password when editing your account.
- (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.
- (improvement) Made more room for player names to display on the Server Info box.
- (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.)
- (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.
- (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)
- (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.
- (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.
- (improvement) Added observer points to Tombstone (it previously had none).
- (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.)
- (community) Player histories are now accurate.
- (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
|
|
|
$currentMissionType = "";
|
2017-07-18 02:51:48 +00:00
|
|
|
DefaultGame::GameOver(%game);
|
|
|
|
|
}
|
|
|
|
|
|
v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.
**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.
*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.
*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.
*A stray underground generator was removed from Caldera.
*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.
*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.
*Bounty & Hunter: The player icons on the command maps are now the correct colors.
*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.
*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.
*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )
*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.
*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.
*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)
*Fixed a small texture leak on 3Space objects.
*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
|
|
|
function singlePlayerGame::deactivatePackages(%game)
|
|
|
|
|
{
|
|
|
|
|
error("singlePlayerGame packages deactivated");
|
|
|
|
|
//Deactivate packages...gotta catch'm all
|
|
|
|
|
//deactivatepackage(SinglePlayer);
|
|
|
|
|
deactivatepackage(Training1);
|
|
|
|
|
deactivatepackage(Training2);
|
|
|
|
|
deactivatepackage(Training3);
|
|
|
|
|
deactivatepackage(Training4);
|
|
|
|
|
deactivatepackage(Training5);
|
|
|
|
|
deactivatepackage(Training6);
|
|
|
|
|
deactivatePackage(singlePlayerMissionAreaEnforce);
|
|
|
|
|
}
|
|
|
|
|
//------------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
|
2017-07-18 02:51:48 +00:00
|
|
|
// Voice line, text, function and audio parsing
|
|
|
|
|
//=================================================================================
|
|
|
|
|
// this is how we handle ALL the voice distribition and playing
|
|
|
|
|
// its NOT pretty
|
|
|
|
|
function doText(%name, %extraTime, %priority)
|
|
|
|
|
{
|
|
|
|
|
if($player.text[%name, priority] || %priority)
|
|
|
|
|
addToQueueNext(%name);
|
|
|
|
|
else addToQueueEnd(%name);
|
|
|
|
|
|
|
|
|
|
$player.text[%name, extraTime] = %extraTime;
|
|
|
|
|
processText();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function processText(%cont)
|
|
|
|
|
{
|
|
|
|
|
//we may need to fudge everysound to get it timed right
|
|
|
|
|
%universalSoundFudgingConstant = 400;
|
|
|
|
|
|
|
|
|
|
if($currentlyPlaying && !%cont)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
%name = $player.Textque0;
|
|
|
|
|
if(%name $= "")
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
//echo("processing: "@%name);
|
|
|
|
|
if($player.Text[%name, eval] !$= "")
|
|
|
|
|
eval($player.text[%name, eval]);
|
|
|
|
|
if($player.Text[%name, text] !$= "") {
|
|
|
|
|
// the old way: messageClient($player, 0, '\c2%1: %2',$trainerName, $player.Text[%name, line]);
|
|
|
|
|
messageClient($player, 0, "\c5"@$player.Text[%name, text]);
|
|
|
|
|
serverPlay2d(MessageRecieveSound);
|
|
|
|
|
}
|
|
|
|
|
if($player.Text[%name, wav] !$= "") {
|
|
|
|
|
//messageClient($player, 0, "~w"@$player.Text[%name, wav]);
|
|
|
|
|
%audio = alxCreateSource( AudioChat, $player.Text[%name, wav] );
|
|
|
|
|
alxPlay( %audio );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
removeFromQueue();
|
|
|
|
|
|
|
|
|
|
%wavLen = alxGetWaveLen($player.text[%name, wav]);
|
|
|
|
|
//echo("got wave length of: "@%wavLen);
|
|
|
|
|
//if(%wavLen < 400)
|
|
|
|
|
// %wavLen = 400; // you cant go back in time, vge
|
|
|
|
|
|
|
|
|
|
%time = %wavLen + $player.text[%name, extraTime] + %universalSoundFudgingConstant;
|
|
|
|
|
//echo("total delay time of"@%time);
|
|
|
|
|
$currentlyPlaying = schedule(%time , $player.player, processText, true);
|
|
|
|
|
schedule(%time, 0, eval, "$currentlyPlaying = false;");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function removeFromQueue()
|
|
|
|
|
{
|
|
|
|
|
%i = 1;
|
|
|
|
|
while($player.textque[%i] !$= "") {
|
|
|
|
|
$player.textque[%i-1] = $player.textque[%i];
|
|
|
|
|
%i++;
|
|
|
|
|
}
|
|
|
|
|
$player.textque[%i-1] = "";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
function addToQueueEnd(%name)
|
|
|
|
|
{
|
|
|
|
|
%q = 0;
|
|
|
|
|
while($player.Textque[%q] !$= ""){
|
|
|
|
|
%q++;
|
|
|
|
|
}
|
|
|
|
|
$player.Textque[%q] = %name;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function addToQueueNext(%name)
|
|
|
|
|
{
|
|
|
|
|
%q = 0;
|
|
|
|
|
while($player.Textque[%q] !$= ""){
|
|
|
|
|
%q++;
|
|
|
|
|
}
|
|
|
|
|
for(%i=%q; %i>0; %i--)
|
|
|
|
|
$player.textque[%i] = $player.textque[%i-1];
|
|
|
|
|
$player.textque0 = %name;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function echoQueue()
|
|
|
|
|
{
|
|
|
|
|
echo("Textque -------------------------------");
|
|
|
|
|
%i = 0;
|
|
|
|
|
while($player.Textque[%i] !$= "") {
|
|
|
|
|
echo(%i@": "@$player.Textque[%i]);
|
|
|
|
|
%i++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function clearQueue()
|
|
|
|
|
{
|
|
|
|
|
for(%i=0;%i<100; %i++)
|
|
|
|
|
$player.textQue[%i] = "";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//handy waypoint setting tool
|
|
|
|
|
//=========================================================================
|
|
|
|
|
function setWaypointAt(%location, %name, %team)
|
|
|
|
|
{
|
|
|
|
|
%team = (!%team ? $playerTeam : %team);
|
|
|
|
|
// if(!%name)
|
|
|
|
|
// %name = "";
|
|
|
|
|
if ( isObject( $player.currentWaypoint ) )
|
|
|
|
|
$player.currentWaypoint.delete();
|
|
|
|
|
|
|
|
|
|
$player.currentWaypoint = new WayPoint(TurretTower) {
|
|
|
|
|
position = %location;
|
|
|
|
|
rotation = "1 0 0 0";
|
|
|
|
|
scale = "1 1 1";
|
|
|
|
|
dataBlock = "WayPointMarker";
|
|
|
|
|
team = %team;
|
|
|
|
|
name = %name;
|
|
|
|
|
};
|
|
|
|
|
MissionCleanup.add($player.currentWaypoint);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//this is just a little consolidation of functions
|
|
|
|
|
//its a little gregarious but allows text to live in spdialg.cs
|
|
|
|
|
//intent is to make hud updating easier and localization easier too ;)
|
|
|
|
|
function updateTrainingObjectiveHud( %objectiveNum )
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
//sound
|
|
|
|
|
objectiveHud.setVisible(false);
|
|
|
|
|
schedule(400, game, eval, "objectiveHud.setVisible(true);");
|
|
|
|
|
serverPlay2d(TrainingHudUpdateSound);
|
|
|
|
|
|
|
|
|
|
//clear old text
|
|
|
|
|
messageClient($player, 'MsgSPCurrentObjective1', "", ' ');
|
|
|
|
|
messageClient($player, 'MsgSPCurrentObjective2', "", ' ');
|
|
|
|
|
|
|
|
|
|
// find the lines from the spdialog file that are now attached to the sp client
|
|
|
|
|
%who = $player;
|
|
|
|
|
%mission = $currentMission;
|
|
|
|
|
for(%x = 1; %x <= 2; %x++)
|
|
|
|
|
%newObjectiveLine[%x] = $player.objHud[%mission, %objectiveNum, %x];
|
|
|
|
|
|
|
|
|
|
//add new text
|
|
|
|
|
messageClient($player, 'MsgSPCurrentObjective1', "", %newObjectiveLine1);
|
|
|
|
|
if(%newObjectiveLine2 !$= "")
|
|
|
|
|
messageClient($player, 'MsgSPCurrentObjective2', "", %newObjectiveLine2);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Misc/Overwrites
|
|
|
|
|
//=======================================================================================
|
|
|
|
|
|
|
|
|
|
function isSafe(%object, %radius)
|
|
|
|
|
{
|
|
|
|
|
%team = %object.team;
|
|
|
|
|
%position = %object.player.getTransform();
|
|
|
|
|
|
|
|
|
|
//check for enemy players
|
|
|
|
|
%num = clientGroup.getCount();
|
|
|
|
|
for(%client = 0; %client <= %num; %client++)
|
|
|
|
|
{
|
|
|
|
|
if(%team != %client.team && %client.player) {
|
|
|
|
|
%enemyPos = %client.player.getTransform();
|
|
|
|
|
//okay, just in case we dont have a player for that client
|
|
|
|
|
//AND are close to "0 0 0" vge
|
|
|
|
|
if(!%enemyPos)
|
|
|
|
|
%dist = 100000;
|
|
|
|
|
else %dist = vectorDist(%position, %enemyPos);
|
|
|
|
|
//error("Debug: Client "@%client@" is "@%dist@" away");
|
|
|
|
|
if ( %dist < %radius){
|
|
|
|
|
//error("Unsafe because of client "@%client@" at a distance of "@%dist@"!!!!");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//error("Safe for a radius of "@%radius@"!");
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function singlePlayerGame::onAIRespawn(%game, %client)
|
|
|
|
|
{
|
|
|
|
|
// add the default tasks
|
|
|
|
|
|
|
|
|
|
if (! %client.defaultTasksAdded)
|
|
|
|
|
{
|
|
|
|
|
%client.defaultTasksAdded = true;
|
|
|
|
|
%client.addTask(AIEngageTask);
|
|
|
|
|
%client.addTask(AIPickupItemTask);
|
|
|
|
|
%client.addTask(AIUseInventoryTask);
|
|
|
|
|
%client.addTask(AIEngageTurretTask);
|
|
|
|
|
%client.addtask(AIDetectMineTask);
|
|
|
|
|
if(%client.team == $playerTeam || $pref::trainingDifficulty == 3)
|
|
|
|
|
%client.addTask(AITauntCorpseTask);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
function singlePlayerGame::onAIKilled(%game, %clVictim, %clAttacker, %damageType, %implement)
|
|
|
|
|
{
|
|
|
|
|
// dont respawn AI (this is overwritten in some of the mission packages)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
function singleplayerGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %implement)
|
|
|
|
|
{
|
|
|
|
|
//the DefaultGame will set some vars
|
|
|
|
|
DefaultGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %implement);
|
|
|
|
|
|
|
|
|
|
//now see if both were on the same team
|
|
|
|
|
if(%clAttacker && %clAttacker != %clVictim && %clVictim.team == %clAttacker.team)
|
|
|
|
|
{
|
|
|
|
|
%game.friendlyFireMessage(%clVictim, %clAttacker);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function singleplayerGame::onAIDamaged(%game, %clVictim, %clAttacker, %damageType, %implement)
|
|
|
|
|
{
|
|
|
|
|
if(%clVictim.team != %clAttacker.team && %clVictim.MemberOfWave)
|
|
|
|
|
{
|
|
|
|
|
spawnWaveTimer(%clVictim.MemberOfWave, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (%clAttacker && %clAttacker != %clVictim && %clAttacker.team == %clVictim.team)
|
|
|
|
|
{
|
|
|
|
|
schedule(250, %clVictim, "AIPlayAnimSound", %clVictim, %clAttacker.player.getWorldBoxCenter(), "wrn.watchit", -1, -1, 0);
|
|
|
|
|
|
|
|
|
|
//clear the "lastDamageClient" tag so we don't turn on teammates... unless it's uberbob!
|
|
|
|
|
%clVictim.lastDamageClient = -1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// find number of players on a team
|
|
|
|
|
// why isnt this in a std lib
|
|
|
|
|
function getPlayersOnTeam(%team)
|
|
|
|
|
{
|
|
|
|
|
%num = clientGroup.getCount();
|
|
|
|
|
for(%i=0; %i<%num; %i++){
|
|
|
|
|
%client = clientGroup.getObject(%i);
|
|
|
|
|
if(%client.team == %team && %client.player)
|
|
|
|
|
%count++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return %count;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//mission completion/falure stuff============================================
|
|
|
|
|
function missionComplete(%text)
|
|
|
|
|
{
|
|
|
|
|
$player.endMission = schedule(15000, game, forceFinish);
|
|
|
|
|
|
|
|
|
|
messageBoxOk("Victory", %text, "forceFinish();");
|
|
|
|
|
|
|
|
|
|
//AI stop
|
|
|
|
|
clearQueue();
|
|
|
|
|
AIMissionEnd();
|
|
|
|
|
$objectiveQ[$enemyTeam].clear();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function forceFinish()
|
|
|
|
|
{
|
|
|
|
|
$timeScale = 1;
|
|
|
|
|
//kill the thread if we pressed a button to get here...
|
|
|
|
|
cancel($player.endMission);
|
|
|
|
|
|
|
|
|
|
//make sure we end the game neatly
|
|
|
|
|
Game.gameOver();
|
|
|
|
|
|
|
|
|
|
//immediately disconnect - bringing us back to the main menu...
|
|
|
|
|
Disconnect();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function missionFailed(%text)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
$player.endMission = schedule(30000, game, forceFinish);
|
|
|
|
|
|
|
|
|
|
MessageBoxYesNo("Failure", %text, "reloadMission();", "forceFinish();");
|
|
|
|
|
|
|
|
|
|
//AI stop
|
|
|
|
|
clearQueue();
|
|
|
|
|
AIMissionEnd();
|
|
|
|
|
$objectiveQ[$enemyTeam].clear();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function reloadMission()
|
|
|
|
|
{
|
|
|
|
|
cancel($player.endMission);
|
|
|
|
|
Game.gameOver();
|
|
|
|
|
loadMission($currentMission, singlePlayer);
|
|
|
|
|
debriefContinue();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// silly...we fed it a movemap binding it retuns the capitalized key in (almost) english
|
|
|
|
|
function findTrainingControlButtons( %name )
|
|
|
|
|
{
|
|
|
|
|
%controlName = moveMap.getBinding(%name);
|
|
|
|
|
if (%controlName $= "")
|
|
|
|
|
return "[no key binding]";
|
|
|
|
|
%prettyName = strupr(getMapDisplayName(getWord(%controlName, 0), getWord(%controlName, 1)));
|
|
|
|
|
%next = 2;
|
|
|
|
|
while( getWord( %controlName, %next ) !$= "" ) {
|
|
|
|
|
%extra = "-"@strupr(getWord( %controlName, 2 ));
|
|
|
|
|
%prettyName = %prettyName @ %extra;
|
|
|
|
|
%next++;
|
|
|
|
|
}
|
|
|
|
|
return %prettyName;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// just a kinda cool little effect
|
|
|
|
|
function firstPersonQuickPan()
|
|
|
|
|
{
|
|
|
|
|
if($firstperson) {
|
|
|
|
|
toggleFirstPerson($player);
|
|
|
|
|
schedule(4000, $player.player, toggleFirstPerson, $player);
|
|
|
|
|
}
|
2017-07-18 02:55:25 +00:00
|
|
|
|
2017-07-18 02:51:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Player spawning/respawning====================================================
|
|
|
|
|
//since we are going through pickTeamSpawn rather than pickPlayerSpawn
|
|
|
|
|
// and for a couple other reasons, we are going to need to manually determine
|
|
|
|
|
// if this is a respawn or not.
|
|
|
|
|
function spawnSinglePlayer()
|
|
|
|
|
{
|
|
|
|
|
$player.lives--;
|
|
|
|
|
|
|
|
|
|
game.spawnPlayer($player, true);
|
|
|
|
|
$player.setControlObject($player.player);
|
|
|
|
|
//messageClient($player, 0, "Respawns Remaining: "@$player.lives);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
function singleplayerGame::observerOnTrigger()
|
|
|
|
|
{
|
|
|
|
|
//we dont want the player respawning (yet)
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function SinglePlayerGame::spawnPlayer( %game, %client, %respawn )
|
|
|
|
|
{
|
|
|
|
|
//error("Spawn Player: %client = " @%client@" %respawn = "@%respawn);
|
|
|
|
|
%spawnPoint = %game.pickPlayerSpawn( %client, %respawn );
|
|
|
|
|
%game.createPlayer( %client, %spawnPoint, %respawn );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function singlePlayerGame::playerSpawned(%game, %player)
|
|
|
|
|
{
|
|
|
|
|
defaultGame::playerSpawned(%game, %player);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function singleplayerGame::pickPlayerSpawn(%game, %client, %respawn)
|
|
|
|
|
{
|
|
|
|
|
// the bots, for some reason, always pass in %respawn as true
|
|
|
|
|
// well that's horse pucky, since the bots never respawn in SPG
|
|
|
|
|
// so I do this stupid thing
|
|
|
|
|
if(%client.isAIcontrolled())
|
|
|
|
|
%respawn = false;
|
|
|
|
|
|
|
|
|
|
if(!%client.offense) // this is a wave spawned attack bot
|
|
|
|
|
%respawn = true;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
%game.pickTeamSpawn( %client, %respawn);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function singleplayerGame::pickTeamSpawn(%game, %client, %respawn)
|
|
|
|
|
{
|
|
|
|
|
%team = %client.team;
|
|
|
|
|
|
|
|
|
|
if(%respawn) {
|
|
|
|
|
%group = nameToID("MissionGroup/Teams/team"@%team@"/DropPoints/Respawns");
|
|
|
|
|
if(! isObject(%group)) {
|
|
|
|
|
//error("Client" SPC %client SPC "is attempting a respawn with no drop point");
|
|
|
|
|
return "0 0 300";
|
|
|
|
|
}
|
|
|
|
|
else %spawnLoc = %group.getObject(game.respawnPoint);
|
|
|
|
|
//error("REspawn loc is: " @ %spawnLoc);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
else {
|
|
|
|
|
%group = nameToID("MissionGroup/Teams/team" @ %team @ "/DropPoints");
|
|
|
|
|
%spawnLoc = %group.getObject(game.spawnLoc[%team]);
|
|
|
|
|
//error("spawn loc is: "@game.spawnLoc[%team]);
|
|
|
|
|
game.spawnLoc[%team]++;
|
|
|
|
|
}
|
|
|
|
|
return %spawnLoc.getTransform();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
function SinglePlayerGame::createCustomKeymap(%game)
|
|
|
|
|
{
|
2017-07-18 02:55:25 +00:00
|
|
|
// new ActionMap(TrainingMap);
|
|
|
|
|
// TrainingMap.bindCmd( keyboard, "escape", "escapeFromGame();", "" );
|
2017-07-18 02:51:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//=======================================================================================
|
|
|
|
|
// Escape dialog functions:
|
|
|
|
|
//=======================================================================================
|
|
|
|
|
function SinglePlayerEscapeDlg::onWake( %this )
|
|
|
|
|
{
|
|
|
|
|
$timeScale = 0;
|
|
|
|
|
|
|
|
|
|
if( OptionsDlg.isAwake())
|
2017-07-18 02:55:25 +00:00
|
|
|
{
|
2017-07-18 02:51:48 +00:00
|
|
|
Canvas.popDialog( OptionsDlg );
|
2017-07-18 02:55:25 +00:00
|
|
|
}
|
2017-07-18 02:51:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function SinglePlayerEscapeDlg::onSleep( %this )
|
|
|
|
|
{
|
|
|
|
|
// spMap.pop();
|
|
|
|
|
// spMap.delete();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
function SinglePlayerEscapeDlg::leaveGame( %this )
|
|
|
|
|
{
|
|
|
|
|
Canvas.popDialog( SinglePlayerEscapeDlg );
|
2017-07-18 03:10:36 +00:00
|
|
|
MessageBoxYesNo( "LEAVE GAME", $player.miscMsg[LeaveGame], "forceFinish();", "$timeScale = 1;" );
|
2017-07-18 02:51:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function SinglePlayerEscapeDlg::gotoSettings( %this )
|
|
|
|
|
{
|
|
|
|
|
Canvas.popDialog( SinglePlayerEscapeDlg );
|
|
|
|
|
Canvas.pushDialog( OptionsDlg );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function SinglePlayerEscapeDlg::returnToGame( %this )
|
|
|
|
|
{
|
|
|
|
|
//error( "** CALLING SinglePlayerEscapeDlg::returnToGame **" );
|
|
|
|
|
$timeScale = 1;
|
|
|
|
|
Canvas.popDialog( SinglePlayerEscapeDlg );
|
|
|
|
|
|
|
|
|
|
movemap.push();
|
2017-07-18 02:55:25 +00:00
|
|
|
//trainingmap.push();
|
2017-07-18 02:51:48 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
function singlePlayerGame::OptionsDlgSleep(%game)
|
|
|
|
|
{
|
2017-07-18 03:10:36 +00:00
|
|
|
$enableDirectInput = 1;
|
|
|
|
|
activateDirectInput();
|
|
|
|
|
|
2017-07-18 02:51:48 +00:00
|
|
|
Canvas.pushDialog( SinglePlayerEscapeDlg );
|
|
|
|
|
// the player may have changed his keys
|
|
|
|
|
// we need to reload the big spdialog string table that
|
|
|
|
|
// holds all the text related to the players keymappings
|
|
|
|
|
createText($player);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// mission Area package
|
|
|
|
|
package singlePlayerMissionAreaEnforce {
|
|
|
|
|
// -begin mission area package-------------------------------------------------
|
|
|
|
|
|
|
|
|
|
// OOB
|
|
|
|
|
function SinglePlayerGame::leaveMissionArea(%game, %playerData, %player)
|
|
|
|
|
{
|
|
|
|
|
parent::leaveMissionArea(%game, %playerData, %player);
|
|
|
|
|
if(%player == $player.player) {
|
|
|
|
|
$player.leftMissionArea++;
|
|
|
|
|
%timeAllowed = 30;
|
|
|
|
|
$player.OOB = schedule(%timeAllowed *1000, 0, wussOut, %player);
|
|
|
|
|
clearQueue();
|
|
|
|
|
doText(Any_offcourse);
|
|
|
|
|
MessageClient($player, 0, $player.miscMsg[OOB]);
|
|
|
|
|
%player.playerLeftMissionArea = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
function SinglePlayerGame::enterMissionArea(%game, %playerData, %player)
|
|
|
|
|
{
|
|
|
|
|
parent::enterMissionArea(%game, %playerData, %player);
|
|
|
|
|
if(%player == $player.player && %player.playerLeftMissionArea) {
|
|
|
|
|
//echo("player back in bounds");
|
|
|
|
|
cancel($player.OOB);
|
|
|
|
|
clearQueue();
|
|
|
|
|
doText(Any_alright);
|
|
|
|
|
MessageClient($player, 0, $player.miscMsg[InBounds]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
function wussOut(%player)
|
|
|
|
|
{
|
|
|
|
|
clearQueue();
|
|
|
|
|
doText(Any_abort);
|
|
|
|
|
missionFailed($player.miscMsg[OOBLoss]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// -end mission area package-------------------------------------------------
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// Custom Particle effects for training5
|
|
|
|
|
|
|
|
|
|
datablock ParticleData(BeforeT5particle)
|
|
|
|
|
{
|
|
|
|
|
dragCoefficient = 0;
|
|
|
|
|
gravityCoefficient = -0.017094;
|
|
|
|
|
inheritedVelFactor = 0.0176125;
|
|
|
|
|
constantAcceleration = -0.8;
|
|
|
|
|
lifetimeMS = 1248;
|
|
|
|
|
lifetimeVarianceMS = 0;
|
|
|
|
|
useInvAlpha = 1;
|
|
|
|
|
spinRandomMin = -200;
|
|
|
|
|
spinRandomMax = 200;
|
|
|
|
|
textureName = "particleTest";
|
|
|
|
|
colors[0] = "1.000000 0.677165 0.000000 1.000000";
|
|
|
|
|
colors[1] = "0.708661 0.507812 0.000000 1.000000";
|
|
|
|
|
colors[2] = "0.000000 0.000000 0.000000 0.000000";
|
|
|
|
|
colors[3] = "1.000000 1.000000 1.000000 1.000000";
|
|
|
|
|
sizes[0] = 0.991882;
|
|
|
|
|
sizes[1] = 2.99091;
|
|
|
|
|
sizes[2] = 4.98993;
|
|
|
|
|
sizes[3] = 1;
|
|
|
|
|
times[0] = 0;
|
|
|
|
|
times[1] = 0.2;
|
|
|
|
|
times[2] = 1;
|
|
|
|
|
times[3] = 2;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
datablock ParticleData(AfterT5particle)
|
|
|
|
|
{
|
|
|
|
|
dragCoefficient = 0;
|
|
|
|
|
gravityCoefficient = -0.017094;
|
|
|
|
|
inheritedVelFactor = 0.0176125;
|
|
|
|
|
constantAcceleration = -1.1129;
|
|
|
|
|
lifetimeMS = 2258;
|
|
|
|
|
lifetimeVarianceMS = 604;
|
|
|
|
|
useInvAlpha = 1;
|
|
|
|
|
spinRandomMin = -200;
|
|
|
|
|
spinRandomMax = 200;
|
|
|
|
|
textureName = "special/Smoke/smoke_001";
|
|
|
|
|
colors[0] = "1.000000 0.677165 0.000000 1.000000";
|
|
|
|
|
colors[1] = "0.181102 0.181102 0.181102 1.000000";
|
|
|
|
|
colors[2] = "0.000000 0.000000 0.000000 0.000000";
|
|
|
|
|
colors[3] = "1.000000 1.000000 1.000000 1.000000";
|
|
|
|
|
sizes[0] = 0.991882;
|
|
|
|
|
sizes[1] = 2.99091;
|
|
|
|
|
sizes[2] = 4.98993;
|
|
|
|
|
sizes[3] = 1;
|
|
|
|
|
times[0] = 0;
|
|
|
|
|
times[1] = 0.2;
|
|
|
|
|
times[2] = 1;
|
|
|
|
|
times[3] = 2;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
datablock ParticleEmitterData(BeforeT5)
|
|
|
|
|
{
|
|
|
|
|
ejectionPeriodMS = 16;
|
|
|
|
|
periodVarianceMS = 10;
|
|
|
|
|
ejectionVelocity = 7.45968;
|
|
|
|
|
velocityVariance = 0.25;
|
|
|
|
|
ejectionOffset = 0;
|
|
|
|
|
thetaMin = 0;
|
|
|
|
|
thetaMax = 180;
|
|
|
|
|
phiReferenceVel = 0;
|
|
|
|
|
phiVariance = 360;
|
|
|
|
|
overrideAdvances = 0;
|
|
|
|
|
orientParticles= 0;
|
|
|
|
|
orientToNormal = 0;
|
|
|
|
|
orientOnVelocity = 1;
|
|
|
|
|
particles = "BeforeT5particle";
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
datablock ParticleEmitterData(AfterT5)
|
|
|
|
|
{
|
|
|
|
|
ejectionPeriodMS = 10;
|
|
|
|
|
periodVarianceMS = 0;
|
|
|
|
|
ejectionVelocity = 10.25;
|
|
|
|
|
velocityVariance = 0.25;
|
|
|
|
|
ejectionOffset = 0;
|
|
|
|
|
thetaMin = 0;
|
|
|
|
|
thetaMax = 180;
|
|
|
|
|
phiReferenceVel = 0;
|
|
|
|
|
phiVariance = 360;
|
|
|
|
|
overrideAdvances = 0;
|
|
|
|
|
orientParticles= 0;
|
|
|
|
|
orientToNormal = 0;
|
|
|
|
|
orientOnVelocity = 1;
|
|
|
|
|
particles = "AfterT5particle";
|
|
|
|
|
};
|