TribesReplay/base/scripts/Training4.cs

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// don't want this executing when building graphs
if($OFFLINE_NAV_BUILD)
return;
echo("Running Mission 4 Script");
activatePackage(Training4);
activatePackage(singlePlayerMissionAreaEnforce);
//special sound
datablock AudioProfile(HudFlashSound)
{
filename = "gui/buttonover.wav";
description = AudioDefault3d;
preload = true;
};
$numberOfEnemies[1] = 0;
$numberOfEnemies[2] = 0;
$numberOfEnemies[3] = 0;
// Mission Variables
$numberOfWaves[1] = 3;
$numberOfWaves[2] = 5;
$numberOfWaves[3] = 7;
$numberInWave[1] = 3;
$numberInWave[2] = 5;
$numberInWave[3] = 7;
$delayBeforeFirstWave[1] = 300000;
$delayBeforeFirstWave[2] = 200000;
$delayBeforeFirstWave[3] = 20000;
$missionBotSkill[1] = 0.0;
$missionBotSkill[2] = 0.5;
$missionBotSkill[3] = 0.8;
$numberOfTeammates = 2;
package training4 {
//===============================================begin the training 4 package stuff====
function getTeammateGlobals()
{
$TeammateWarnom0 = "Firecrow";
$teammateskill0 = 0.5;
$teammateVoice0 = Fem3;
$teammateEquipment0 = 0;
$teammateGender0 = Female;
$TeammateWarnom1 = "Proteus";
$teammateSkill1 = 0.5;
$teammateVoice1 = Male4;
$teammateEquipment1 = 0;
$teammateGender1 = Male;
}
function MP3Audio::play(%this)
{
//too bad...no mp3 in training
}
function ClientCmdSetHudMode(%mode, %type, %node)
{
parent::ClientCmdSetHudMode(%mode, %type, %node);
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//TrainingMap.push();
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}
// get the ball rolling
function startCurrentMission(%game)
{
game.equip($player.player);
if($pref::TrainingDifficulty == 3)
updateTrainingObjectiveHud(obj10);
else{
schedule(5000, game, repairSensorTower);
updateTrainingObjectiveHud(obj1);
}
$player.beginSpawn = schedule($delayBeforeFirstWave[$pref::TrainingDifficulty], %game, spawnWave, 1);
$AIDisableChat = true;
game.missionTime = getSimTime();
activateskillSpecificTrainingSettings();
}
function activateskillSpecificTrainingSettings()
{
%skill = $pref::TrainingDifficulty;
// all
nameToId("Team1SensorLargePulse1").setDamageLevel(1.5);
nameToId("Team1SensorLargePulse2").setDamageLevel(1.5);
//skill 2 & 3 :
//no forcefield, no upstairs Inventory deploy, aaturret(in the mis file)
if(%skill > 1) {
%invDepObj = findObjByDescription("Deploy Upstairs Station", 1);
removeDescribedObj(%invDepObj, 1);
}
// skill 3: no turret, no destroy turret or upstairs gen objectives
if(%skill > 2) {
nameToId(Team1TurretBaseLarge1).hide(true);
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.
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freeTarget(nameToId(Team1TurretBaseLarge1).getTarget());
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nameToId(GenForceField).delete();
}
}
function countTurretsAllowed(%type)
{
return $TeamDeployableMax[%type];
}
function giveall()
{
error("When the going gets tough...wussies like you start cheating!");
messageClient($player, 0, "Cheating eh? What\'s next? Camping?");
}
function kobayashi_maru()
{
$testcheats = true;
commandToServer('giveAll');
}
function pickEquipment()
{
return getRandom(10);
}
function AIEngageTask::assume(%task, %client)
{
Parent::assume(%task, %client);
if(%client.team != $playerTeam)
game.biodermAssume(%client);
}
function toggleScoreScreen(%val)
{
if ( %val )
messageClient($player, 0, $player.miscMsg[noScoreScreen]);
}
function singlePlayerGame::pickTeamSpawn(%game, %client)
{
if(%client.team == $player.team)
return parent::pickTeamSpawn(%game, %client);
%dp = game.pickRandomDropPoint(%client);
InitContainerRadiusSearch(%dp.position, 2, $TypeMasks::PlayerObjectType);
if( containerSearchNext() ) {
//echo("Too close object, picking again?");
if(game.DPRetries++ > 100)
return "0 0 300";
else return game.pickTeamSpawn(%client);
}
else {
game.DPRetries = 0;
return %dp.getTransform();
}
}
function singlePlayerGame::pickRandomDropPoint(%game, %client)
{
error("picking random point for "@%client);
%group = nameToID("MissionGroup/Teams/team" @ %client.team @ "/DropPoints");
%num = %group.getCount();
%random = getRandom(1,%num);
%dp = %group.getObject( %random );
return %dp;
}
function spawnSinglePlayer()
{
$player.lives--;
%spawn = DefaultGame::pickTeamSpawn(game, $playerTeam);
game.createPlayer($player, %spawn);
$player.setControlObject($player.player);
//messageClient($player, 0, "Respawns Remaining: "@$player.lives);
game.equip($player.player, 0);
}
function Generator::onDisabled(%data, %obj, %prevState)
{
Parent::onDisabled(%data, %obj, %prevState);
if(%obj == nameToId(BaseGen)) //its our primary gen
{
doText(T4_Warning02);
game.MissionCounter = schedule(60000, 0, MissionFailedTimer);
setWaypointAt(%obj.position, "Repair Generator");
clockHud.setTime(1);
updateTrainingObjectiveHud(obj5);
}
else if($pref::trainingDifficulty < 2)
{
if (getRandom() < 0.5 )
doText(T4_ForceFields01);
else doText(T4_FFGenDown01);
}
}
function Generator::onEnabled(%data, %obj, %prevState)
{
Parent::onEnabled(%data, %obj, %prevState);
//error("Gen up somewhere");
if(%obj == nameToId(BaseGen)) {
cancel(game.MissionCounter);
objectiveHud.trainingTimer.setVisible(false);
updateTrainingObjectiveHud(obj10);
$player.currentWaypoint.delete();
cancel($player.player.trainingTimerHide);
doText(T4_GenUp);
checkForWin();
//error("its the main gen");
//restore the clock
%time = getSimTime() - game.missionTime;
%dif = %time /60000;
clockHud.setTime(%dif * -1);
}
}
// mortar mount
function playerMountWeapon(%tag, %text, %image, %player, %slot)
{
if( game.firstTime++ < 2)
return; // initial weapon mount doesnt count
if(%image.getName() $= "MortarImage" && !game.msgMortar) {
game.msgMortar = true;
doText(T4_TipMortar);
}
}
// station use
function StationInvEnter(%a1, %a2, %data, %obj, %colObj)
{
if(%colObj != $player.player)
return;
//clearQueue();
//if(!game.blowoff)
//blowoff();
if(game.msgEnterInv++ == 1){
doText(T4_tipDefense05);
}
}
function stationTrigger::onEnterTrigger(%data, %obj, %colObj)
{
Parent::onEnterTrigger(%data, %obj, %colObj);
messageClient(%colObj.client, 'msgEnterInvStation', "", %data, %obj, %colObj);
}
function serverCmdBuildClientTask(%client, %task, %team)
{
parent::serverCmdBuildClientTask(%client, %task, %team);
error("serverCmdBuildClientTask(" @%client@", "@%task@", "@%team@")");
if($pref::trainingDifficulty > 2)
return;
//hack: we have to get %objective from the parent function
// this seems to work
%objective = %client.currentAIObjective;
error(%client.currentAIObjective SPC %objective.getName());
if ((%objective.getName() $= "AIORepairObject") &&
(%objective.targetObjectId.getDataBlock().getName() $= "SensorLargePulse")) {
//error("repair order issued and forced");
// force the ai
%objective.weightLevel1 = 10000;
if(!game.issueRepairOrder && game.expectingRepairOrder) {
game.issueRepairOrder = true;
doText(Any_good, 2000);
cameraSpiel();
}
}
}
function CommanderMapGui::onWake(%this)
{
parent::onWake(%this);
if(game.firstSpawn)
return;
//error("Waking the command map.");
messageClient($player, 'commandMapWake', "");
}
function CommanderTree::onCategoryOpen(%this, %category, %open)
{
//error("commander tree button pressed");
parent::onCategoryOpen(%this, %category, %open);
if(%category $= "Support" && game.ExpectiongSupportButton) {
game.ExpectiongSupportButton = false;
doText(ANY_check01);
doText(T4_03i, 1000);
doText(T4_03j);
}
if(%category $= "Tactical" && game.ExpectiongTacticalButton) {
game.ExpectiongTacticalButton = false;
doText(ANY_check02);
messageClient($player, 0, "Click on the control box after the turrets name to control the turret.");
game.CheckingTurretControl = true;
}
}
// control turret/camera
//------------------------------------------------------------------------------
function serverCmdControlObject(%client, %targetId)
{
parent::serverCmdControlObject(%client, %targetId);
if(game.firstSpawn)
return;
error("Training 4 serverCmdControlObject");
%obj = getTargetObject(%targetId);
echo("what do we get back from the parent funtion ? "@%obj);
%objType = %obj.getDataBlock().getName();
echo("it is a "@%objType);
if(game.CheckingTurretControl) {
if(%objType $= "TurretBaseLarge") {
game.CheckingTurretControl = false;
schedule(3000, game, turretSpielEnd);
//error("Debug: You are controlling a turret f00!");
}
}
// if(game.CheckingCameraControl) {
// if(%objType $= "TurretDeployedCamera") {
// game.CheckingCameraControl = false;
// schedule(3000, $player.player, cameraSpielEnd);
// //error("Debug: You are controlling a camera, w00t!");
// }
// }
}
function singlePlayerGame::sensorOnRepaired(%obj, %objName)
{
//error("singlePlayerGame::sensorOnRepaired called");
Parent::sensorOnRepaired(%obj, %objName);
if(game.expectingTowerRepair && !game.playedOpening && !game.firstSpawn)
openingSpiel();
}
function cameraSpiel()
{
if(game.firstSpawn)
return;
doText(T4_tipCamera01);
updateTrainingObjectiveHud(obj3);
$player.player.setInventory(CameraGrenade , 8); // cheating just in case the player is a dufas
game.CheckingCameraControl = true;
}
function CameraGrenadeThrown::onThrow(%this, %camGren)
{
Parent::onThrow(%this, %camGren);
if(game.CheckingCameraControl && !game.firstSpawn) {
messageClient($player, 0, "Go back to the command map to access camera view.");
game.CheckingCameraControl = false;
game.wakeExpectingCamera = true;
updateTrainingObjectiveHud(obj2);
doText(T4_tipCamera02);
}
}
//like mission 1 and 2 there is a spiel at the begining
function repairSensorTower()
{
if(game.firstSpawn)
return;
setWaypointAt(nameToId(Team1SensorLargePulse2).position, "Repair Sensor");
game.expectingTowerRepair = true;
doText(T4_01);
doText(T4_01b);
}
function openingSpiel()
{
if(game.firstSpawn)
return;
$player.currentWaypoint.delete();
updateTrainingObjectiveHud(obj7);
game.playedOpening = true;
//doText(T4_01c);
doText(T4_02a);
doText(T4_03);
doText(T4_02);
//doText(T4_02b);
doText(T4_03a);
}
function ThreeAEval()
{
if(game.firstSpawn)
return;
game.wakeExpectingSquadOrder = true;
updateTrainingObjectiveHud(obj2);
}
function missionSpawnedAI()
{
if(!game.firstSpawn) {
game.firstspawn = true;
doText(ANY_warning05);
doText(ANY_warning03); // does a playgui check
//updateTrainingObjectiveHud(obj5);
}
}
function singlePlayerPlayGuiCheck()
{
if(CommanderMapGui.open)
CommanderMapGui.close();
updateTrainingObjectiveHud(obj10);
}
function missionWaveDestroyed(%wave)
{
if(%wave == 1) {
doText(T4_06);
doText(T4_tipDefense02);
}
else if(%wave == 2)
doText(T4_08);
else if( %wave == $numberOfWaves[$pref::TrainingDifficulty] ) {
//MessageAll(0, "The last wave is destroyed. This mission would end.");
game.allEnemiesKilled = true;
checkForWin();
}
}
function checkForWin()
{
if(game.allEnemiesKilled && nameToId(BaseGen).isEnabled()) {
clearQueue();
doText(T4_10);
doText(T4_11);
schedule(4000, game, missionComplete, $player.miscMsg[training4win]);
}
}
function cameraSpielEnd()
{
if(game.firstSpawn)
return;
doText(T4_tipCamera03);
doText(T4_tipCamera04, 2000);
doText(T4_controlTurret);
game.CheckingTurretControl = true;
game.wakeExpectingTurret = true;
updateTrainingObjectiveHud(obj4);
}
function turretSpielEnd()
{
if(game.firstSpawn)
return;
doText(T4_tipObjects);
doText(T4_CCend, 4000);
doText(T4_TipGenerator01, 2000);
doText(T4_TipGenerator01a);
doText(T4_TipGenerator01b);
doText(T4_TipGenerator02, 2000);
doText(T4_tipDefense01);
// doText(T4_tipDefense06);
// doText(T4_tipDefense07);
// doText(T4_tipDefense08);
// doText(T4_tipDefense09);
updateTrainingObjectiveHud(obj9);
//game.blowOff = true; //feel free to use the inventory stations
}
// turret deployment advice and messages
function singlePlayerFailDeploy(%tag, %message)
{
%text = detag(%message);
%phrase = getWord(%text, 0) SPC getWord(%text, 1);
//echo(%phrase);
switch$(%phrase) {
case "\c2Item must":
if(!game.tipDep1) {
game.tipDep1 = true;
doText(T4_tipDeploy01);
}
case "\c2You cannot":
if(!game.tipDep2) {
game.tipDep2 = true;
doText(T4_tipDeploy02);
}
case "\c2Interference from":
if(!game.tipDepT) {
game.tipDepT = true;
doText(T4_tipDepTurret);
}
}
}
// not really a callback but this prolly goes here
function cloakingUnitAdded()
{
if(game.addedCloak++ < 2) {
doText(T4_TipDefense03);
}
}
function RepairingObj(%tag, %text, %name, %obj)
{
if(%obj.getDataBlock().getName() $= "SensorLargePulse" && !game.repairingSensor) {
game.repairingSensor = true;
schedule(2000, $player.player, doText, T4_01c);
}
}
// equipment =======================================================================
//===================================================================================
//there are a plethora of configs in this mission
function SinglePlayerGame::equip(%game, %player, %set)
{
if(!isObject(%player))
return;
//ya start with nothing...NOTHING!
%player.clearInventory();
for(%i =0; %i<$InventoryHudCount; %i++)
%player.client.setInventoryHudItem($InventoryHudData[%i, itemDataName], 0, 1);
//error("equping Player "@%player@" with set"@%set);
switch (%set)
{
case 0:
//echo("player Heavy");
%player.setArmor("Heavy");
%player.setInventory(RepairPack, 1);
%player.setInventory(RepairKit,1);
%player.setInventory(CameraGrenade,8);
%player.setInventory(Mine,3);
%player.setInventory(Chaingun, 1);
%player.setInventory(ChaingunAmmo, 200);
%player.setInventory(Disc,1);
%player.setInventory(DiscAmmo, 15);
%player.setInventory(Mortar, 1);
%player.setInventory(MortarAmmo, 10);
%player.setInventory(Blaster,1);
%player.setInventory(GrenadeLauncher,1);
%player.setInventory(GrenadeLauncherAmmo,15);
%player.setInventory(TargetingLaser, 1);
%player.use("Disc");
%player.weaponCount = 5;
case 1:
//echo("Light Skirmisher");
%player.setArmor("Light");
%player.setInventory(EnergyPack, 1);
%player.setInventory(RepairKit,1);
%player.setInventory(ConcussionGrenade,5);
%player.setInventory(Blaster,1);
%player.setInventory(Disc,1);
%player.setInventory(DiscAmmo, 15);
%player.setInventory(Chaingun, 1);
%player.setInventory(ChaingunAmmo, 100);
%player.setInventory(TargetingLaser, 1);
%player.use("Chaingun");
%player.weaponCount = 3;
case 2:
//script hook in our equip stuff also
cloakingUnitAdded();
//echo("Light Assassin Config");
%player.setArmor("Light");
%player.setInventory(CloakingPack, 1);
%player.setInventory(RepairKit,1);
%player.setInventory(FlashGrenade,5);
%player.setInventory(Mine,3);
%player.setInventory(Plasma, 1);
%player.setInventory(PlasmaAmmo, 20);
%player.setInventory(Disc,1);
%player.setInventory(DiscAmmo, 15);
%player.setInventory(ShockLance,1);
%player.setInventory(TargetingLaser, 1);
%player.use("Disc");
%player.weaponCount = 3;
case 3:
//echo("Light Sniper");
%player.setArmor("Light");
%player.setInventory(EnergyPack, 1);
%player.setInventory(RepairKit,1);
%player.setInventory(ConcussionGrenade,5);
%player.setInventory(Chaingun,1);
%player.setInventory(ChaingunAmmo,100);
%player.setInventory(Disc,1);
%player.setInventory(DiscAmmo, 15);
%player.setInventory(SniperRifle, 1);
%player.setInventory(TargetingLaser, 1);
%player.use("SniperRifle");
%player.weaponCount = 3;
case 4:
echo("Medium Base Rape");
%player.setArmor("Medium");
%player.setInventory(ShieldPack, 1);
%player.setInventory(RepairKit,1);
%player.setInventory(Grenade,6);
%player.setInventory(Mine,3);
%player.setInventory(Plasma, 1);
%player.setInventory(PlasmaAmmo, 40);
%player.setInventory(Disc,1);
%player.setInventory(DiscAmmo, 15);
%player.setInventory(ElfGun, 1);
%player.setInventory(GrenadeLauncher,1);
%player.setInventory(GrenadeLauncherAmmo, 10);
%player.setInventory(TargetingLaser, 1);
%player.use("GrenadeLauncher");
%player.weaponCount = 4;
case 5:
//echo("Medium Killing Machine");
%player.setArmor("Medium");
%player.setInventory(AmmoPack, 1);
%player.setInventory(RepairKit,1);
%player.setInventory(Grenade,6);
%player.setInventory(Mine,3);
%player.setInventory(Plasma, 1);
%player.setInventory(PlasmaAmmo, 40);
%player.setInventory(Disc,1);
%player.setInventory(DiscAmmo, 15);
%player.setInventory(GrenadeLauncher, 1);
%player.setInventory(GrenadeLauncherAmmo, 10);
%player.setInventory(MissileLauncher,1);
%player.setInventory(MissileLauncherAmmo, 10);
%player.setInventory(TargetingLaser, 1);
%player.use("Plasma");
%player.weaponCount = 4;
case 6:
//echo("Medium Wuss");
%player.setArmor("Medium");
%player.setInventory(EnergyPack, 1);
%player.setInventory(RepairKit,1);
%player.setInventory(ConcussionGrenade,6);
%player.setInventory(Blaster, 1);
%player.setInventory(Disc,1);
%player.setInventory(DiscAmmo, 15);
%player.setInventory(Elf, 1);
%player.setInventory(Chaingun,1);
%player.setInventory(ChaingunAmmo, 150);
%player.setInventory(TargetingLaser, 1);
%player.use("Disc");
%player.weaponCount = 4;
case 7:
//echo("Heavy Long Range");
%player.setArmor("Heavy");
%player.setInventory(EnergyPack, 1);
%player.setInventory(RepairKit,1);
%player.setInventory(Grenade,8);
%player.setInventory(Mine,3);
%player.setInventory(Plasma, 1);
%player.setInventory(PlasmaAmmo, 50);
%player.setInventory(Disc,1);
%player.setInventory(DiscAmmo, 15);
%player.setInventory(Mortar, 1);
%player.setInventory(MortarAmmo, 10);
%player.setInventory(MissileLauncher,1);
%player.setInventory(MissileLauncherAmmo, 15);
%player.setInventory(GrenadeLauncher,1);
%player.setInventory(GrenadeLauncherAmmo,15);
%player.setInventory(TargetingLaser, 1);
%player.use("Mortar");
%player.weaponCount = 5;
case 8:
//echo("Default Config");
%player.setArmor("Light");
%player.setInventory(RepairKit,1);
%player.setInventory(Blaster,1);
%player.setInventory(Disc,1);
%player.setInventory(DiscAmmo, 15);
%player.setInventory(Chaingun, 1);
%player.setInventory(ChaingunAmmo, 100);
%player.setInventory(TargetingLaser, 1);
%player.use("Blaster");
%player.weaponCount = 3;
case 9:
//echo("Heavy Rate of Fire");
%player.setArmor("Heavy");
%player.setInventory(AmmoPack, 1);
%player.setInventory(RepairKit,1);
%player.setInventory(Grenade,8);
%player.setInventory(Mine,3);
%player.setInventory(Chaingun, 1);
%player.setInventory(ChaingunAmmo, 200);
%player.setInventory(Disc,1);
%player.setInventory(DiscAmmo, 15);
%player.setInventory(Mortar, 1);
%player.setInventory(MortarAmmo, 10);
%player.setInventory(Plasma,1);
%player.setInventory(PlasmaAmmo, 50);
%player.setInventory(GrenadeLauncher,1);
%player.setInventory(GrenadeLauncherAmmo,15);
%player.setInventory(TargetingLaser, 1);
%player.use("Mortar");
%player.weaponCount = 5;
case 10:
//echo("Heavy Inside Attacker");
%player.setArmor("Heavy");
%player.setInventory(ShieldPack, 1);
%player.setInventory(RepairKit,1);
%player.setInventory(ConcussionGrenade,8);
%player.setInventory(Mine,3);
%player.setInventory(Plasma, 1);
%player.setInventory(PlasmaAmmo, 50);
%player.setInventory(Disc,1);
%player.setInventory(DiscAmmo, 15);
%player.setInventory(Mortar, 1);
%player.setInventory(MortarAmmo, 10);
%player.setInventory(ShockLance,1);
%player.setInventory(Chaingun,1);
%player.setInventory(ChaingunAmmo,200);
%player.setInventory(TargetingLaser, 1);
%player.use("Mortar");
%player.weaponCount = 5;
}
}
// silly littly functions
function flashButton(%buttonName)
{
%time = 800;
%num = 6;
for(%i=0; %i<%num; %i++) {
schedule( %time*%i, $player.player, "eval", %buttonName@".setVisible(false);");
schedule(%time*%i + %time/2, $player.player, "eval", %buttonName@".setVisible(true);");
schedule(%time*%i, $player.player, serverPlay2d, HudFlashSound);
}
}
function showCommandPulldown(%button)
{
//this is what I hacked in to make pretty with the showing off of the command tree
commanderTree.openCategory(%button, true);
mentionPulldown(%button);
commanderTree.schedule(3000, openCategory, %button, false);
}
function affectAllCommandPulldown(%open)
{
commanderTree.openCategory(Clients, %open);
commanderTree.openCategory(Tactical, %open);
commanderTree.openCategory(Support, %open);
commanderTree.openCategory(Waypoints, %open);
commanderTree.openCategory(Objectives, %open);
}
function mentionPulldown(%button)
{
switch$(%button)
{
case "Clients":
doText(T4_03b);
case "Tactical":
doText(T4_03c);
case "Support":
doText(T4_03d);
case "Waypoints":
doText(T4_03e);
case "Objectives":
doText(T4_03f);
doText(T4_03g);
doText(t4_03h);
}
}
function training4CommandMapWake()
{
error("training4CommandMapWake Called");
if(game.wakeExpectingSquadOrder && !game.firstSpawn) {
game.wakeExpectingSquadOrder = false;
// commander map waypoint
%pos = nameToId(Base).position;
%obj = createClientTarget(-1, %pos);
%obj.createWaypoint("Nagakhun Base");
// cmap objective
commanderTree.registerEntryType("Objectives", getTag('Base'), false, "commander/MiniIcons/com_flag_grey", "255 255 255");
createTarget(%id, 'Defend', "", "", 'Base', $player.getSensorGroup());
affectAllCommandPulldown(false);
//here we go...drop down the thingies
schedule( 2500, $player.player, showCommandPulldown, Clients);
schedule( 6000, $player.player, showCommandPulldown, Tactical);
schedule(10000, $player.player, showCommandPulldown, Support);
schedule(14000, $player.player, showCommandPulldown, Waypoints);
schedule(18000, $player.player, showCommandPulldown, Objectives);
//schedule(24000, $player.player, affectAllCommandPulldown, true);
}
else if(game.wakeExpectingTurret && !game.firstSpawn) {
messageClient($player, 0, "Click on \"Tactical Assets\" to view turrets.");
//flashButton(CMDTacticalButton);
game.ExpectiongTacticalButton = true;
game.wakeExpectingTurret = false;
}
else if(game.wakeExpectingCamera && !game.firstSpawn) {
messageClient($player, 0, "Click on the control box to the right of the camera\'s name to control the camera.");
cameraSpielEnd();
game.wakeExpectingCamera = false;
}
}
// Objectives ==================================================================
//================================================================================
function missionFailedTimer()
{
missionFailed($player.miscMsg[training4GenLoss]);
}
function blowoff()
{
game.blowoff = true;
clearQueue();
doText(Any_Blowoff02, 2000, 1);
// okay, the player wants to play huh?
// if we are still waiting for the enemies to spawn at this point
// cancel that and spawn them now...well, soon
if($player.beginSpawn){
cancel($player.beginSpawn);
%time = getRandom(1, 20);
//error("Blowing off the training: spawning enemies in "@ %time * 1000 @" seconds.");
schedule(%time*1000, game, beginTraining4Enemies);
}
}
function findObjbyDescription(%desc, %team)
{
%q = $objectiveQ[%team];
for(%i = 0; %i < %q.getCount(); %i++)
{
%objective = %q.getObject(%i);
if(%objective.description $= %desc)
return %objective;
}
}
function removeDescribedObj( %obj )
{
%invDepObj.weightLevel1 = 0;
%invDepObj.weightLevel2 = 0;
%invDepObj.weightLevel3 = 0;
%invDepObj.weightLevel4 = 0;
$ObjectiveQ[1].remove(%invDepObj);
// clear it in case anyone has picked it up
AIClearObjective(%invDepObj);
}
//===============================================END the training 4 package stuff====
};
// Dialog stuff ===================================================================
//=================================================================================
// Callbacks //==================================================================
//================================================================================
//add callbacks
addMessageCallback('MsgDeployFailed', singlePlayerFailDeploy);
addMessageCallback('MsgWeaponMount', playerMountWeapon);
addMessageCallback('msgEnterInvStation', StationInvEnter);
addMessageCallback('MsgRepairPackRepairingObj', RepairingObj);
addMessageCallback('commandMapWake', training4CommandMapWake);