TribesReplay/base/scripts/controlDefaults.cs

1334 lines
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2017-07-18 02:51:48 +00:00
if ( isObject( moveMap ) )
moveMap.delete();
new ActionMap(moveMap);
//------------------------------------------------------------------------------
// Utility remap functions:
//------------------------------------------------------------------------------
function ActionMap::copyBind( %this, %otherMap, %command )
{
if ( !isObject( %otherMap ) )
{
error( "ActionMap::copyBind - \"" @ %otherMap @ "\" is not an object!" );
return;
}
%bind = %otherMap.getBinding( %command );
if ( %bind !$= "" )
{
%device = getField( %bind, 0 );
%action = getField( %bind, 1 );
%flags = %otherMap.isInverted( %device, %action ) ? "SDI" : "SD";
%deadZone = %otherMap.getDeadZone( %device, %action );
%scale = %otherMap.getScale( %device, %action );
%this.bind( %device, %action, %flags, %deadZone, %scale, %command );
}
}
//------------------------------------------------------------------------------
function ActionMap::blockBind( %this, %otherMap, %command )
{
if ( !isObject( %otherMap ) )
{
error( "ActionMap::copyBind - \"" @ %otherMap @ "\" is not an object!" );
return;
}
%bind = %otherMap.getBinding( %command );
if ( %bind !$= "" )
%this.bind( getField( %bind, 0 ), getField( %bind, 1 ), "" );
}
//------------------------------------------------------------------------------
// NON-REMAPPABLE BINDS:
function escapeFromGame()
{
if(TaskHudDlg.isVisible())
showTaskHudDlg(false);
if ( $currentMissionType $= "SinglePlayer" )
Canvas.pushDialog( SinglePlayerEscapeDlg );
else
Canvas.setContent( LobbyGui );
}
function toggleEditor(%make)
{
if(%make)
{
if(Canvas.getContent() == Editor.getId())
Editor.close();
else
Editor.open();
}
}
moveMap.bindCmd( keyboard, "escape", "", "escapeFromGame();" );
moveMap.bind( keyboard, "alt e", toggleEditor );
//------------------------------------------------------------------------------
$movementSpeed = 1;
function setSpeed(%speed)
{
if(%speed)
$movementSpeed = %speed;
}
function moveleft(%val)
{
$mvLeftAction = %val;
}
function moveright(%val)
{
$mvRightAction = %val;
}
function moveforward(%val)
{
$mvForwardAction = %val;
}
function movebackward(%val)
{
$mvBackwardAction = %val;
}
function moveup(%val)
{
$mvUpAction = %val;
}
function movedown(%val)
{
$mvDownAction = %val;
}
function turnLeft( %val )
{
$mvYawRightSpeed = %val ? $pref::Input::KeyboardTurnSpeed : 0;
}
function turnRight( %val )
{
$mvYawLeftSpeed = %val ? $pref::Input::KeyboardTurnSpeed : 0;
}
function panUp( %val )
{
$mvPitchDownSpeed = %val ? $pref::Input::KeyboardTurnSpeed : 0;
}
function panDown( %val )
{
$mvPitchUpSpeed = %val ? $pref::Input::KeyboardTurnSpeed : 0;
}
// based on a default camera fov of 90'
function getMouseAdjustAmount(%val)
{
return(%val * ($cameraFov / 90) * 0.01);
}
function yaw(%val)
{
$mvYaw += getMouseAdjustAmount(%val);
}
function pitch(%val)
{
$mvPitch += getMouseAdjustAmount(%val);
}
moveMap.bind( keyboard, s, moveleft );
moveMap.bind( keyboard, f, moveright );
moveMap.bind( keyboard, e, moveforward );
moveMap.bind( keyboard, d, movebackward );
function toggleDepth(%val)
{
if (%val) {
$testDepth = !$testDepth;
}
}
function snLine(%val) { if(%val) snapLine(); }
function snToggle(%val) { if(%val) snapToggle(); }
moveMap.bind( mouse, xaxis, yaw );
moveMap.bind( mouse, yaxis, pitch );
moveMap.bind( keyboard, space, jump );
moveMap.bind( mouse, button0, mouseFire );
moveMap.bind( mouse, button1, mouseJet );
//moveMap.bind( keyboard, "shift a", altTrigger );
//------------------------------------------------------------------------------
// MESSAGE HUD FUNCTIONS:
function pageMessageHudUp( %val )
{
if ( %val )
pageUpMessageHud();
}
function pageMessageHudDown( %val )
{
if ( %val )
pageDownMessageHud();
}
moveMap.bind( keyboard, "pageUp", pageMessageHudUp );
moveMap.bind( keyboard, "pageDown", pageMessageHudDown );
//------------------------------------------------------------------------------
function voiceCapture( %val )
{
if ( %val )
voiceCapStart();
else
voiceCapStop();
}
moveMap.bind(keyboard, x, voiceCapture);
//------------------------------------------------------------------------------
// WEAPON CYCLING FUNCTIONS:
function prevWeapon( %val )
{
if ( %val )
commandToServer( 'cycleWeapon', "prev" );
}
function nextWeapon( %val )
{
if ( %val )
commandToServer( 'cycleWeapon', "next" );
}
function cycleWeaponAxis( %val )
{
if ( %val < 0 )
commandToServer( 'cycleWeapon', "next" );
else
commandToServer( 'cycleWeapon', "prev" );
}
function cycleNextWeaponOnly( %val )
{
if ( %val < 0 )
commandToServer( 'cycleWeapon', "next" );
}
moveMap.bind( keyboard, "shift w", prevWeapon );
moveMap.bind( keyboard, w, nextWeapon );
moveMap.bind( mouse, zaxis, cycleWeaponAxis );
function toggleFreeLook( %val )
{
if ( %val )
$mvFreeLook = true;
else
$mvFreeLook = false;
}
function useRepairKit( %val )
{
if ( %val )
use( RepairKit );
}
function useBackPack( %val )
{
if ( %val )
commandToServer( 'startUseBackpack', BackPack );
else
commandToServer( 'endUseBackpack', BackPack );
}
function ServerCmdStartUseBackpack( %client, %data )
{
%client.deployPack = false;
%client.getControlObject().use( %data );
}
function ServerCmdEndUseBackpack( %client )
{
%client.deployPack = true;
}
moveMap.bind( keyboard, z, toggleFreeLook );
moveMap.bind( keyboard, q, useRepairKit );
moveMap.bind( keyboard, r, useBackpack );
//------------------------------------------------------------------------------
// WEAPON SLOT SELECTION FUNCTIONS:
function useFirstWeaponSlot( %val )
{
if ( %val )
commandToServer( 'selectWeaponSlot', 0 );
}
function useSecondWeaponSlot( %val )
{
if ( %val )
commandToServer( 'selectWeaponSlot', 1 );
}
function useThirdWeaponSlot( %val )
{
if ( %val )
commandToServer( 'selectWeaponSlot', 2 );
}
function useFourthWeaponSlot( %val )
{
if ( %val )
commandToServer( 'selectWeaponSlot', 3 );
}
function useFifthWeaponSlot( %val )
{
if ( %val )
commandToServer( 'selectWeaponSlot', 4 );
}
function useSixthWeaponSlot( %val )
{
if ( %val )
commandToServer( 'selectWeaponSlot', 5 );
}
moveMap.bind( keyboard, "1", useFirstWeaponSlot );
moveMap.bind( keyboard, "2", useSecondWeaponSlot );
moveMap.bind( keyboard, "3", useThirdWeaponSlot );
moveMap.bind( keyboard, "4", useFourthWeaponSlot );
moveMap.bind( keyboard, "5", useFifthWeaponSlot );
moveMap.bind( keyboard, "6", useSixthWeaponSlot );
//------------------------------------------------------------------------------
// DIRECT WEAPON SELECTION FUNCTIONS:
function useBlaster( %val )
{
if ( %val )
use( Blaster );
}
function usePlasma( %val )
{
if ( %val )
use( Plasma );
}
function useChaingun( %val )
{
if ( %val )
use( Chaingun );
}
function useDisc( %val )
{
if ( %val )
use( Disc );
}
function useGrenadeLauncher( %val )
{
if ( %val )
use( GrenadeLauncher );
}
function useSniperRifle( %val )
{
if ( %val )
use( SniperRifle );
}
function useELFGun( %val )
{
if ( %val )
use( ELFGun );
}
function useMortar( %val )
{
if ( %val )
use( Mortar );
}
function useMissileLauncher( %val )
{
if ( %val )
use( MissileLauncher );
}
function useTargetingLaser( %val )
{
if ( %val )
use( TargetingLaser );
}
function useShockLance( %val )
{
if ( %val )
use( ShockLance );
}
function throwGrenade( %val )
{
if ( %val )
commandToServer( 'startThrowCount' );
else
commandToServer( 'endThrowCount' );
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
$mvTriggerCount4 += $mvTriggerCount4 & 1 == %val ? 2 : 1;
2017-07-18 02:51:48 +00:00
}
function placeMine( %val )
{
if ( %val )
commandToServer( 'startThrowCount' );
else
commandToServer( 'endThrowCount' );
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
$mvTriggerCount5 += $mvTriggerCount5 & 1 == %val ? 2 : 1;
2017-07-18 02:51:48 +00:00
}
function placeBeacon( %val )
{
if ( %val )
use( Beacon);
}
moveMap.bind( keyboard, g, throwGrenade );
moveMap.bind( keyboard, b, placeMine );
moveMap.bind( keyboard, h, placeBeacon );
moveMap.bind( keyboard, l, useTargetingLaser );
function throwWeapon( %val )
{
if ( %val )
commandToServer( 'throwWeapon' );
}
function throwPack( %val )
{
if ( %val )
commandToServer('throwPack');
}
function throwFlag( %val )
{
if ( %val )
commandToServer('throwFlag');
}
moveMap.bind( keyboard, "ctrl w", throwWeapon );
moveMap.bind( keyboard, "ctrl r", throwPack );
moveMap.bind( keyboard, "ctrl f", throwFlag );
function resizeChatHud( %val )
{
if ( %val )
MainChatHud.nextChatHudLen();
}
moveMap.bind( keyboard, "p", resizeChatHud );
//------------------------------------------------------------------------------
// ZOOM FUNCTIONS:
if($pref::player::currentFOV $= "")
$pref::player::currentFOV = 45;
function setZoomFOV(%val)
{
if(%val)
calcZoomFOV();
}
function toggleZoom( %val )
{
if ( %val )
{
if(ZoomHud.isVisible())
{
cancel(ZoomHud.hideThread);
hideZoomHud();
}
$ZoomOn = true;
setFov( $pref::player::currentFOV );
}
else
{
$ZoomOn = false;
setFov( $pref::player::defaultFov );
}
}
moveMap.bind(keyboard, t, setZoomFOV);
moveMap.bind(keyboard, a, toggleZoom);
//------------------------------------------------------------------------------
// INVENTORY FAVORITE FUNCTIONS:
function toggleInventoryHud( %val )
{
if ( %val )
toggleCursorHuds('inventoryScreen');
}
function selectFavorite1( %val )
{
if ( %val )
loadFavorite( 0, 1 );
}
function selectFavorite2( %val )
{
if ( %val )
loadFavorite( 1, 1 );
}
function selectFavorite3( %val )
{
if ( %val )
loadFavorite( 2, 1 );
}
function selectFavorite4( %val )
{
if ( %val )
loadFavorite( 3, 1 );
}
function selectFavorite5( %val )
{
if ( %val )
loadFavorite( 4, 1 );
}
function selectFavorite6( %val )
{
if ( %val )
loadFavorite( 5, 1 );
}
function selectFavorite7( %val )
{
if ( %val )
loadFavorite( 6, 1 );
}
function selectFavorite8( %val )
{
if ( %val )
loadFavorite( 7, 1 );
}
function selectFavorite9( %val )
{
if ( %val )
loadFavorite( 8, 1 );
}
function selectFavorite10( %val )
{
if ( %val )
loadFavorite( 9, 1 );
}
function selectFavorite11( %val )
{
if ( %val )
loadFavorite( 10, 1 );
}
function selectFavorite12( %val )
{
if ( %val )
loadFavorite( 11, 1 );
}
function selectFavorite13( %val )
{
if ( %val )
loadFavorite( 12, 1 );
}
function selectFavorite14( %val )
{
if ( %val )
loadFavorite( 13, 1 );
}
function selectFavorite15( %val )
{
if ( %val )
loadFavorite( 14, 1 );
}
function selectFavorite16( %val )
{
if ( %val )
loadFavorite( 15, 1 );
}
function selectFavorite17( %val )
{
if ( %val )
loadFavorite( 16, 1 );
}
function selectFavorite18( %val )
{
if ( %val )
loadFavorite( 17, 1 );
}
function selectFavorite19( %val )
{
if ( %val )
loadFavorite( 18, 1 );
}
function selectFavorite20( %val )
{
if ( %val )
loadFavorite( 19, 1 );
}
moveMap.bind( keyboard, numpadenter, toggleInventoryHud );
moveMap.bind( keyboard, numpad1, selectFavorite1 );
moveMap.bind( keyboard, numpad2, selectFavorite2 );
moveMap.bind( keyboard, numpad3, selectFavorite3 );
moveMap.bind( keyboard, numpad4, selectFavorite4 );
moveMap.bind( keyboard, numpad5, selectFavorite5 );
moveMap.bind( keyboard, numpad6, selectFavorite6 );
moveMap.bind( keyboard, numpad7, selectFavorite7 );
moveMap.bind( keyboard, numpad8, selectFavorite8 );
moveMap.bind( keyboard, numpad9, selectFavorite9 );
moveMap.bind( keyboard, numpad0, selectFavorite10 );
moveMap.bind( keyboard, "shift numpad1", selectFavorite11 );
moveMap.bind( keyboard, "shift numpad2", selectFavorite12 );
moveMap.bind( keyboard, "shift numpad3", selectFavorite13 );
moveMap.bind( keyboard, "shift numpad4", selectFavorite14 );
moveMap.bind( keyboard, "shift numpad5", selectFavorite15 );
moveMap.bind( keyboard, "shift numpad6", selectFavorite16 );
moveMap.bind( keyboard, "shift numpad7", selectFavorite17 );
moveMap.bind( keyboard, "shift numpad8", selectFavorite18 );
moveMap.bind( keyboard, "shift numpad9", selectFavorite19 );
moveMap.bind( keyboard, "shift numpad0", selectFavorite20 );
moveMap.bind( keyboard, "ctrl numpad0", quickPackEnergyPack );
moveMap.bind( keyboard, "ctrl numpad1", quickPackRepairPack );
moveMap.bind( keyboard, "ctrl numpad2", quickPackShieldPack );
moveMap.bind( keyboard, "ctrl numpad3", quickPackCloakPack );
moveMap.bind( keyboard, "ctrl numpad4", quickPackJammerPack );
moveMap.bind( keyboard, "ctrl numpad5", quickPackAmmoPack );
moveMap.bind( keyboard, "ctrl numpad6", quickPackSatchelCharge );
moveMap.bind( keyboard, "ctrl numpad7", quickPackDeployableStation );
moveMap.bind( keyboard, "ctrl numpad8", quickPackIndoorTurret );
moveMap.bind( keyboard, "ctrl numpad9", quickPackOutdoorTurret );
moveMap.bind( keyboard, "ctrl numpaddivide", quickPackMotionSensor );
moveMap.bind( keyboard, "ctrl numpadmult", quickPackPulse );
function quickPackRepairPack(%val)
{
if(%val)
addQuickPackFavorite("Repair Pack");
}
function quickPackEnergyPack(%val)
{
if(%val)
addQuickPackFavorite("Energy Pack");
}
function quickPackShieldPack(%val)
{
if(%val)
addQuickPackFavorite("Shield Pack");
}
function quickPackCloakPack(%val)
{
if(%val)
addQuickPackFavorite("Cloak Pack");
}
function quickPackJammerPack(%val)
{
if(%val)
addQuickPackFavorite("Sensor Jammer Pack");
}
function quickPackAmmoPack(%val)
{
if(%val)
addQuickPackFavorite("Ammunition Pack");
}
function quickPackSatchelCharge(%val)
{
if(%val)
addQuickPackFavorite("Satchel Charge");
}
function quickPackDeployableStation(%val)
{
if(%val)
addQuickPackFavorite("Inventory Station");
}
function quickPackIndoorTurret(%val)
{
if(%val)
addQuickPackFavorite("Spider Clamp Turret");
}
function quickPackOutdoorTurret(%val)
{
if(%val)
addQuickPackFavorite("Landspike Turret");
}
function quickPackMotionSensor(%val)
{
if(%val)
addQuickPackFavorite("Motion Sensor Pack");
}
function quickPackPulse(%val)
{
if(%val)
addQuickPackFavorite("Pulse Sensor Pack");
}
function quickPackMortarBarrel(%val)
{
if(%val)
addQuickPackFavorite("Mortar Turret Barrel");
}
function quickPackElfBarrel(%val)
{
if(%val)
addQuickPackFavorite("ELF Turret Barrel");
}
function quickPackAABarrel(%val)
{
if(%val)
addQuickPackFavorite("AA Turret Barrel");
}
function quickPackPlasmaBarrel(%val)
{
if(%val)
addQuickPackFavorite("Plasma Turret Barrel");
}
function quickPackMissileBarrel(%val)
{
if(%val)
addQuickPackFavorite("Missile Turret Barrel");
}
function quickPackFlashGrenade(%val)
{
if(%val)
addQuickPackFavorite("Whiteout Grenade", grenade);
}
function quickPackConcussionGrenade(%val)
{
if(%val)
addQuickPackFavorite("Concussion Grenade", grenade);
}
function quickPackGrenade(%val)
{
if(%val)
addQuickPackFavorite("Grenade", grenade);
}
function quickPackFlareGrenade(%val)
{
if(%val)
addQuickPackFavorite("Flare Grenade", grenade);
}
function quickPackCameraGrenade(%val)
{
if(%val)
addQuickPackFavorite("Deployable Camera", grenade);
}
moveMap.bind( keyboard, tab, toggleFirstPerson );
moveMap.bind( keyboard, u, ToggleMessageHud );
moveMap.bind( keyboard, y, TeamMessageHud );
moveMap.bind( keyboard, v, activateChatMenuHud );
function toggleCommanderMap( %val )
{
if ( %val )
{
showTaskHudDlg(false);
CommanderMapGui.toggle();
}
}
moveMap.bind( keyboard, c, toggleCommanderMap );
moveMap.bind( keyboard, "ctrl k", suicide );
function report(%val)
{
if(%val)
commandToServer('report');
}
function suicide(%val)
{
if (%val)
commandToServer('suicide');
}
function toggleFirstPerson(%val)
{
if (%val)
{
$firstPerson = !$firstPerson;
hudFirstPersonToggled();
}
}
function toggleCamera(%val)
{
if (%val)
commandToServer('ToggleCamera');
}
function dropPlayerAtCamera(%val)
{
if (%val)
commandToServer('DropPlayerAtCamera');
}
function dropCameraAtPlayer(%val)
{
if (%val)
commandToServer('dropCameraAtPlayer');
}
function dropPlayerAtCamera(%val)
{
if (%val)
commandToServer('DropPlayerAtCamera');
}
function togglePlayerRace(%val)
{
if (%val)
commandToServer('ToggleRace');
}
function togglePlayerGender(%val)
{
if (%val)
commandToServer('ToggleGender');
}
function togglePlayerArmor(%val)
{
if (%val)
commandToServer('ToggleArmor');
}
function jump(%val)
{
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
//$mvTriggerCount2++;
$mvTriggerCount2 += $mvTriggerCount2 & 1 == %val ? 2 : 1;
2017-07-18 02:51:48 +00:00
}
// moveMap.bind(keyboard, "alt c", playCel);
// moveMap.bind(keyboard, "alt a", toggleArmor);
// moveMap.bind(keyboard, "alt d", playDeath);
//function playCel(%val)
//{
// if (%val)
// commandToServer('playCel',%anim);
//}
//function playDeath(%val)
//{
// if (%val)
// commandToServer('playDeath',%anim);
//}
function mouseFire(%val)
{
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
$mvTriggerCount0 += $mvTriggerCount0 & 1 == %val ? 2 : 1;
2017-07-18 02:51:48 +00:00
}
function mouseJet(%val)
{
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
$mvTriggerCount3 += $mvTriggerCount3 & 1 == %val ? 2 : 1;
2017-07-18 02:51:48 +00:00
}
function altTrigger(%val)
{
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
$mvTriggerCount1 += $mvTriggerCount1 & 1 == %val ? 2 : 1;
2017-07-18 02:51:48 +00:00
}
function testLOSTarget()
{
ServerConnection.sendLOSTarget();
commandToServer('TestLOS');
}
function serverCmdTestLOS(%client)
{
%client.sendTargetTo(%client);
%msg = 'This is a simple test.';
messageClient(%client, 'TestMsg', %msg);
}
//------------------------------------------------------------------------------
function toggleHelpGui( %val )
{
if ( %val )
toggleHelpText();
}
function toggleScoreScreen( %val )
{
if ( %val )
toggleCursorHuds('scoreScreen');
}
moveMap.bind( keyboard, F1, toggleHelpGui );
moveMap.bind( keyboard, F2, toggleScoreScreen );
//------------------------------------------------------------------------------
// DEMO RECORD FUNCTIONS:
function startRecordingDemo( %val )
{
// if ( %val )
// beginDemoRecord();
error( "** This function has temporarily been disabled! **" );
}
function stopRecordingDemo( %val )
{
// if ( %val )
// stopRecord();
error( "** This function has temporarily been disabled! **" );
}
//moveMap.bind( keyboard, F3, startRecordingDemo );
//moveMap.bind( keyboard, F4, stopRecordingDemo );
//------------------------------------------------------------------------------
// NAV HUD DISPLAY FUNCTIONS:
function toggleHudWaypoints(%val)
{
if(%val)
navHud.setMarkerTypeVisible(ClientWaypoint, !navHud.isMarkerTypeVisible(ClientWaypoint));
}
function toggleHudMarkers(%val)
{
if(%val)
navHud.setMarkerTypeVisible(MissionWaypoint, !navHud.isMarkerTypeVisible(MissionWaypoint));
}
function toggleHudTargets(%val)
{
if(%val)
{
%visible = navHud.isMarkerTypeVisible(Target);
PlayGui.beaconsVisible = !%visible;
navHud.setMarkerTypeVisible(Target, !%visible);
}
}
function toggleHudCommands(%val)
{
if(%val)
{
%visible = navHud.isMarkerTypeVisible(PotentialTask);
navHud.setMarkerTypeVisible(PotentialTask, !%visible);
navHud.setMarkerTypeVisible(AssignedTask, !%visible);
}
}
moveMap.bind( keyboard, F6, toggleHudWaypoints );
moveMap.bind( keyboard, F7, toggleHudMarkers );
moveMap.bind( keyboard, F8, toggleHudCommands );
moveMap.bind( keyboard, F9, toggleHudTargets );
//------------------------------------------------------------------------------
// TASK FUNCTIONS:
function fnAcceptTask( %val )
{
if ( %val )
clientAcceptCurrentTask();
}
function fnDeclineTask( %val )
{
if ( %val )
clientDeclineCurrentTask();
}
function fnTaskCompleted( %val )
{
if ( %val )
clientTaskCompleted();
}
function fnResetTaskList( %val )
{
if ( %val )
TaskList.reset();
}
// tasks
moveMap.bind( keyboard, n, toggleTaskListDlg );
moveMap.bind( keyboard, "enter", fnAcceptTask );
moveMap.bind( keyboard, "backspace", fnDeclineTask );
moveMap.bind( keyboard, "shift c", fnTaskCompleted );
moveMap.bind( keyboard, "shift x", fnResetTaskList );
//------------------------------------------------------------------------------
// VOTING FUNCTIONS:
function voteYes( %val )
{
if ( %val )
setPlayerVote( true );
}
function voteNo( %val )
{
if ( %val )
setPlayerVote( false );
}
moveMap.bind( keyboard, insert, voteYes );
moveMap.bind( keyboard, delete, voteNo );
///////////////////////
2017-07-18 02:55:25 +00:00
// Observer Keys
///////////////////////
if ( isObject( observerMap ) )
observerMap.delete();
new ActionMap( observerMap );
observerMap.bind( keyboard, t, moveup );
observerMap.bind( keyboard, b, movedown );
observerMap.bind( keyboard, space, jump );
2017-07-18 03:02:58 +00:00
observerMap.bind( mouse, button0, mouseFire );
2017-07-18 02:55:25 +00:00
observerMap.bind( mouse, button1, mouseJet );
///////////////////////
// Vehicle Keys
2017-07-18 02:51:48 +00:00
///////////////////////
function clientCmdSetWeaponryVehicleKeys()
{
%bind = moveMap.getBinding( nextWeapon );
passengerKeys.bind( getField( %bind, 0 ), getField( %bind, 1 ), nextVehicleWeapon );
%bind = moveMap.getBinding( prevWeapon );
passengerKeys.bind( getField( %bind, 0 ), getField( %bind, 1 ), prevVehicleWeapon );
%bind = moveMap.getBinding( cycleWeaponAxis );
passengerKeys.bind( getField( %bind, 0 ), getField( %bind, 1 ), cycleVehicleWeapon );
%bind = moveMap.getBinding( cycleNextWeaponOnly );
passengerKeys.bind( getField( %bind, 0 ), getField( %bind, 1 ), cycleNextVehicleWeaponOnly );
passengerKeys.bind( keyboard, 1, useWeaponOne );
passengerKeys.bind( keyboard, 2, useWeaponTwo );
passengerKeys.bind( keyboard, 3, useWeaponThree );
}
function clientCmdSetPilotVehicleKeys()
{
passengerKeys.copyBind( moveMap, toggleFirstPerson );
passengerKeys.copyBind( moveMap, toggleFreeLook );
passengerKeys.copyBind( moveMap, mouseJet );
// Use the InvertVehicleYAxis pref:
if ( $pref::Vehicle::InvertYAxis )
{
%bind = moveMap.getBinding( pitch );
%device = getField( %bind, 0 );
%action = getField( %bind, 1 );
%flags = moveMap.isInverted( %device, %action ) ? "SD" : "SDI";
%deadZone = moveMap.getDeadZone( %device, %action );
%scale = moveMap.getScale( %device, %action );
passengerKeys.bind( %device, %action, %flags, %deadZone, %scale, pitch );
}
}
function clientCmdSetPassengerVehicleKeys()
{
passengerKeys.copyBind( moveMap, toggleZoom );
passengerKeys.copyBind( moveMap, setZoomFOV );
v22228 (04/06/01): * Fixed a problem that could have caused texture leaking in the interiors * Fixed an AI problem in Training 2 * Chinese "simplified" keyboard supported * Korean keyboard supported * A bug where infinite ammo could be gained by tossing the ammo was prevented. * Fixed a problem in Training 2 where a waypoint wouldn't update properly. * Thundersword and Havoc hold steady now when players try to jump in so they don't invert and detonate. * CD is now required in the drive for on-line play. * Scoring has been fixed so that it isn't blanked any longer if the admin changes the time limit during a game. * Active server queries will be cancelled now when you join a game (loads game faster now). * If standing in an inventory station when it is destroyed you no longer permanently lose weapons. * Fixed two issues that *could* cause crashes. * Fixed a problem where the bombardier could create a permanent targeting laser. * Cleaned up Chat text to remove programming characters. * Fixed "highlight text with my nick" option so it saves preference to file correctly. * Made MPB able to climb hills more easily and reduced damage from impact with the ground. * Added button to stop server queries in progress on "JOIN" screen. * Observers can now only chat with other observers (no one else can hear them). * Made deployable inv stations have smaller trigger so they don't "suck you in" from so far away. * Bots will now claim switches in CnH more accurately. * Added a "max distance" ring for sensors on the commander map so players can more accurately assess how well they placed the sensor in relation to how much area it is actually sensing. * Added a "ding" sound when you have filled up a text buffer so that you know why your text isn't showing up. * Fixed Chat HUD so that page up/page down works better. * Fixed a situation where Heavies could end up being permanently cloaked. * The MPBs on the "Alcatraz" map now deploy correctly (Siege map). * The "edited post" date stamp now works correctly. * If you jump into a vehicle while zoomed in, the zoom will reset correctly therafter now. * The Score Screen (F2) is now available while in a vehicle. * You can now vote to kick observers, if desired. * The ELF turret is fixed so it no longer fires at players when destroyed (an intermittent bug) * Some console spam associated with the Wildcat has been removed. * There was a situation where a player could die twice if he fell out of bounds. That has been resolved. * Screen resolution information should update properly now when restarting the application. * The camera should no longer be able to dip below terrain when in third person mode.
2017-07-18 03:05:21 +00:00
passengerKeys.copyBind( moveMap, toggleScoreScreen );
2017-07-18 02:51:48 +00:00
}
function clientCmdSetDefaultVehicleKeys(%inVehicle)
{
if ( %inVehicle )
{
if ( isObject( passengerKeys ) )
{
passengerKeys.pop();
passengerKeys.delete();
}
new ActionMap( passengerKeys );
// Bind all of the movement keys:
passengerKeys.copyBind( moveMap, moveleft );
passengerKeys.copyBind( moveMap, moveright );
passengerKeys.copyBind( moveMap, moveforward );
passengerKeys.copyBind( moveMap, movebackward );
passengerKeys.copyBind( moveMap, mouseFire );
passengerKeys.copyBind( moveMap, yaw );
passengerKeys.copyBind( moveMap, pitch );
passengerKeys.copyBind( moveMap, turnLeft );
passengerKeys.copyBind( moveMap, turnRight );
passengerKeys.copyBind( moveMap, panUp );
passengerKeys.copyBind( moveMap, panDown );
passengerKeys.copyBind( moveMap, jump );
passengerKeys.copyBind( moveMap, setZoomFOV );
passengerKeys.copyBind( moveMap, toggleZoom );
2017-07-18 02:55:25 +00:00
// Copy the joystick binds as well:
passengerKeys.copyBind( moveMap, joyPitch );
passengerKeys.copyBind( moveMap, joyYaw );
passengerKeys.copyBind( moveMap, joystickMoveX );
passengerKeys.copyBind( moveMap, joystickMoveY );
2017-07-18 02:51:48 +00:00
// Bind the chat keys as well:
passengerKeys.copyBind( moveMap, ToggleMessageHud );
passengerKeys.copyBind( moveMap, TeamMessageHud );
passengerKeys.copyBind( moveMap, resizeChatHud );
passengerKeys.copyBind( moveMap, pageMessageHudUp );
passengerKeys.copyBind( moveMap, pageMessageHudDown );
passengerKeys.copyBind( moveMap, activateChatMenuHud );
passengerKeys.copyBind( moveMap, voiceCapture );
// Miscellaneous other binds:
passengerKeys.copyBind( moveMap, useBackpack );
passengerKeys.copyBind( moveMap, useRepairKit );
passengerKeys.copyBind( moveMap, suicide );
passengerKeys.copyBind( moveMap, voteYes );
passengerKeys.copyBind( moveMap, voteNo );
passengerKeys.copyBind( moveMap, toggleCommanderMap );
passengerKeys.bindCmd( keyboard, escape, "", "escapeFromGame();" );
v22228 (04/06/01): * Fixed a problem that could have caused texture leaking in the interiors * Fixed an AI problem in Training 2 * Chinese "simplified" keyboard supported * Korean keyboard supported * A bug where infinite ammo could be gained by tossing the ammo was prevented. * Fixed a problem in Training 2 where a waypoint wouldn't update properly. * Thundersword and Havoc hold steady now when players try to jump in so they don't invert and detonate. * CD is now required in the drive for on-line play. * Scoring has been fixed so that it isn't blanked any longer if the admin changes the time limit during a game. * Active server queries will be cancelled now when you join a game (loads game faster now). * If standing in an inventory station when it is destroyed you no longer permanently lose weapons. * Fixed two issues that *could* cause crashes. * Fixed a problem where the bombardier could create a permanent targeting laser. * Cleaned up Chat text to remove programming characters. * Fixed "highlight text with my nick" option so it saves preference to file correctly. * Made MPB able to climb hills more easily and reduced damage from impact with the ground. * Added button to stop server queries in progress on "JOIN" screen. * Observers can now only chat with other observers (no one else can hear them). * Made deployable inv stations have smaller trigger so they don't "suck you in" from so far away. * Bots will now claim switches in CnH more accurately. * Added a "max distance" ring for sensors on the commander map so players can more accurately assess how well they placed the sensor in relation to how much area it is actually sensing. * Added a "ding" sound when you have filled up a text buffer so that you know why your text isn't showing up. * Fixed Chat HUD so that page up/page down works better. * Fixed a situation where Heavies could end up being permanently cloaked. * The MPBs on the "Alcatraz" map now deploy correctly (Siege map). * The "edited post" date stamp now works correctly. * If you jump into a vehicle while zoomed in, the zoom will reset correctly therafter now. * The Score Screen (F2) is now available while in a vehicle. * You can now vote to kick observers, if desired. * The ELF turret is fixed so it no longer fires at players when destroyed (an intermittent bug) * Some console spam associated with the Wildcat has been removed. * There was a situation where a player could die twice if he fell out of bounds. That has been resolved. * Screen resolution information should update properly now when restarting the application. * The camera should no longer be able to dip below terrain when in third person mode.
2017-07-18 03:05:21 +00:00
passengerKeys.copyBind( moveMap, toggleHelpGui );
passengerKeys.copyBind( moveMap, toggleScoreScreen );
2017-07-18 02:51:48 +00:00
// Bind the weapon keys as well:
passengerKeys.copyBind( moveMap, nextWeapon );
passengerKeys.copyBind( moveMap, prevWeapon );
passengerKeys.copyBind( moveMap, cycleWeaponAxis );
passengerKeys.copyBind( moveMap, cycleNextWeaponOnly );
passengerKeys.copyBind( moveMap, useFirstWeaponSlot );
passengerKeys.copyBind( moveMap, useSecondWeaponSlot );
passengerKeys.copyBind( moveMap, useThirdWeaponSlot );
passengerKeys.copyBind( moveMap, useFourthWeaponSlot );
passengerKeys.copyBind( moveMap, useFifthWeaponSlot );
passengerKeys.copyBind( moveMap, useSixthWeaponSlot );
// Bind individual weapons as well:
passengerKeys.copyBind( moveMap, useBlaster );
passengerKeys.copyBind( moveMap, usePlasma );
passengerKeys.copyBind( moveMap, useChaingun );
passengerKeys.copyBind( moveMap, useDisc );
passengerKeys.copyBind( moveMap, useGrenadeLauncher );
passengerKeys.copyBind( moveMap, useSniperRifle );
passengerKeys.copyBind( moveMap, useELFGun );
passengerKeys.copyBind( moveMap, useMortar );
passengerKeys.copyBind( moveMap, useMissileLauncher );
passengerKeys.copyBind( moveMap, useTargetingLaser );
passengerKeys.copyBind( moveMap, useShockLance );
passengerKeys.copyBind( moveMap, throwGrenade );
passengerKeys.copyBind( moveMap, placeMine );
// Bind the command assignment/response keys as well:
passengerKeys.copyBind( moveMap, toggleTaskListDlg );
passengerKeys.copyBind( moveMap, fnAcceptTask );
passengerKeys.copyBind( moveMap, fnDeclineTask );
passengerKeys.copyBind( moveMap, fnTaskCompleted );
passengerKeys.copyBind( moveMap, fnResetTaskList );
}
else if ( isObject( passengerKeys ) )
{
passengerKeys.pop();
passengerKeys.delete();
}
}
function useWeaponOne(%val)
{
if(%val)
commandToServer('setVehicleWeapon', 1);
}
function useWeaponTwo(%val)
{
if(%val)
commandToServer('setVehicleWeapon', 2);
}
function useWeaponThree(%val)
{
if(%val)
commandToServer('setVehicleWeapon', 3);
}
function serverCmdSetVehicleWeapon(%client, %num)
{
%turret = %client.player.getControlObject();
if(%turret.getDataBlock().numWeapons < %num)
return;
%turret.selectedWeapon = %num;
//%hudNum = %turret.getDataBlock().getHudNum(%num);
//%client.setVWeaponsHudActive(%hudNum);
%client.setVWeaponsHudActive(%num);
// set the active image on the client's obj
if(%num == 1)
%client.setObjectActiveImage(%turret, 2);
else if(%num == 2)
%client.setObjectActiveImage(%turret, 4);
else
%client.setObjectActiveImage(%turret, 6);
// if firing then set the proper image trigger
if(%turret.fireTrigger)
{
if(%num == 1)
{
%turret.setImageTrigger(4, false);
if(%turret.getImageTrigger(6))
{
%turret.setImageTrigger(6, false);
ShapeBaseImageData::deconstruct(%turret.getMountedImage(6), %turret);
}
%turret.setImageTrigger(2, true);
}
else if( %num == 2)
{
%turret.setImageTrigger(2, false);
if(%turret.getImageTrigger(6))
{
%turret.setImageTrigger(6, false);
ShapeBaseImageData::deconstruct(%turret.getMountedImage(6), %turret);
}
%turret.setImageTrigger(4, true);
}
else
{
%turret.setImageTrigger(2, false);
%turret.setImageTrigger(4, false);
}
}
}
function nextVehicleWeapon(%val)
{
if ( %val )
commandToServer('switchVehicleWeapon', "next");
}
function prevVehicleWeapon(%val)
{
if ( %val )
commandToServer('switchVehicleWeapon', "prev");
}
function cycleVehicleWeapon( %val )
{
if ( %val < 0 )
commandToServer( 'switchVehicleWeapon', "next" );
else
commandToServer( 'switchVehicleWeapon', "prev" );
}
function cycleNextVehicleWeaponOnly( %val )
{
if ( %val < 0 )
commandToServer( 'switchVehicleWeapon', "next" );
}
function serverCmdSwitchVehicleWeapon(%client, %dir)
{
%turret = %client.player.getControlObject();
%weaponNum = %turret.selectedWeapon;
if(%dir $= "next")
{
if(%weaponNum++ > %turret.getDataBlock().numWeapons)
%weaponNum = 1;
}
else
{
if(%weaponNum-- < 1)
%weaponNum = %turret.getDataBlock().numWeapons;
}
serverCmdSetVehicleWeapon(%client, %weaponNum);
}
///////////////////////
//Station
///////////////////////
function clientCmdSetStationKeys(%inStation)
{
if ( %inStation )
{
if ( isObject( stationMap ) )
{
stationMap.pop();
stationMap.delete();
}
new ActionMap( stationMap );
stationMap.blockBind( moveMap, toggleInventoryHud );
stationMap.bind( keyboard, escape, "" );
stationMap.push();
}
else if ( isObject( stationMap ) )
{
stationMap.pop();
stationMap.delete();
}
}
$MFDebugRenderMode = 0;
function cycleDebugRenderMode()
{
if($MFDebugRenderMode == 0)
{
show();
GLEnableOutline(true);
$MFDebugRenderMode = 1;
}
else if ($MFDebugRenderMode == 1)
{
GLEnableOutline(false);
setInteriorRenderMode(7);
$MFDebugRenderMode = 2;
}
else if ($MFDebugRenderMode == 2)
{
setInteriorRenderMode(0);
GLEnableOutline(false);
showTri();
$MFDebugRenderMode = 0;
}
}
// Since the toggle console key is remappable, put it here:
GlobalActionMap.bind(keyboard, "grave", toggleConsole);