mirror of
https://github.com/Ragora/TribesReplay.git
synced 2026-01-19 17:44:45 +00:00
Map Editor =================================== Several editor crashes have been resolved and this tool should be more stable for the MOD community now. VCR Mode =================================== The VCR Mode has been implemented. F3 starts recording. F4 stops the current recording. Multiple recordings can be made from the same mission. Other controls can be used while playing back a recording. They include: -- ESCAPE will stop the playback -- TAB will pop up the playback controls window in the upper part of the screen -- SPACEBAR will pause/unpause the playback -- Numpad + will increase the time step so that the playback accelerates (maximum of 16X speed) -- Numpad - will decrease the time step so that the playback slows down (minimum of 1/16X speed) ***If you Alt-Tab to windows to rename a demo file and then return to Tribes instead of using the rename file feature of the demo recorder you will crash after you exit the recorder. It is a windows issue and so we can't fix it. Satchel Charge Icon Glow =================================== When the satchel charge is deployed and ready to explode, the icon now glows. The icon disappears completely when the satchel is destroyed (either through activation or destruction). This allows players to more readily keep track of satchel charge status. "Visibility" option for Server Admins ===================================== Allows an Advanced Server option to indicate whether the server will use the "Speed" or "Distance" versions of the maps when hosting games. The "Distance" setting will use world versions with much less fog and more visible distance. The "Speed" setting will use the current foggier map settings. These settings will be displayed as a new column on the Master Server List titled "VISIBILITY" and the settings will be "Speed" or "Distance". NOTE: This visibility change won't be apparent on all maps. A map you can use as a test to show the differences is "Dessicator". World Skins Default to Main Tribes ========================================== The missions are now set up so they have default skins other than "Storm" vs. "Inferno". This occurs whenever a player has "Show Individual Skins" toggled OFF. In otherwords, some maps will have "Diamond Skin" vs. "StarWolf", while others will have different combinations. (NOTE: If a player has "Show Individual Skins" toggled ON, then he will see the regular individual skins for players.) New voice samples have been added to allow Victory messages indicate these new team skins. Also note: Bioderms are bioderms, regardless of the team they are on...we're not changing models or voice packages. Teams now use skins for CTF games relative to the planet - as follows: Terrain Team 1 Team 2 Ice Starwolf Blood Eagle Lush Blood Eagle Diamond Sword Badlands Starwolf Diamond Sword Desert Phoenix Blood Eagle Lava Diamond Sword Phoenix If the server admin wishes to specify team skins, set the variable $host:: useCustomSkins = true; in serverPrefs.cs if this variable is set true the skins and names used are $Host::TeamName1 and $Host::TeamName2 and $Host::TeamSkin1 and $Host::TeamSkin2 also set in serverPrefs.cs. These team and skin names are always used for non-CTF games. NOTE: In "Tournament" mode games, the skins will always default to Storm and Inferno rather than world-specific skins. This is to make it easier for League and Ladder players to assign teams to sides. Cheat Fixes =================================== Significant cheat prevention code has been implemented to eliminate known cheats, as well as to make it much more difficult for future cheating of a similar nature to occur. NOTE: If you have any troubles running a server now, you may have altered or removed something from the build on your server. The code is checking almost everything now (shapes, textures, etc.), so you should ensure that you have all files present from a normal build on your server. (Additional files, like MODs and extra art files won't be a problem...but all original files must be there as well.) Siege Halftime Improved =================================== The Siege halftime now gets a screen listing the winning team instead of simply "Switching Sides". CTF Individual Scoring =================================== No change was made whatsoever to the team CTF scoring. But the individual scoring now takes into account vehicle kills, more repair/destroy stuff, and makes it nice and robust for statistical tracking later. NOTE: The scores are dramatically inflated compared to previous individual scores so that we had more "granularity" in the system and didn't have to use decimal points. Thus, you will appear to be racking up a huge amount of points, but it's all relative when compared to other players in the game. Scoring Details ---------------------- Kill: 10 pts Flag Capture: 30 pts Flag Grab (if subsequently captured): 20 [A one player grab-and-cap you get both for a total of 50] Carrier Escort: 3 Sniper Headshot: 1 Turret kill: manned: 10 automated: 3 Flag Defend: 5 Flag Carrier Kill: 5 Flag Return: 0 - 10 pts [Points are scaled by distance: no points for a short return. 10 pts if the flag carrier gets all the way to the flag. 1 point per 10% (Halfway is 5 pts.)] 15 points if the return breaks a stalemate (both teams have had each others flags for 60 seconds or longer.) Generator Defend: 5 pts Object Destroy Repair Generator 10 8 Sensor 4 1 Base Turret 5 4 Inv Station 2 2 Vehicle Station 5 4 Solar Panel 5 4 Sentry Turret 4 2 Deployed sensor 1 0 Deployed inv station 2 0 Deployed turret 3 3 Shrike 5 Bomber 8 Havoc 5 Wildcat 5 Tank 8 MPB 12 *vehicles destroyed by mines are double points, vehicles destroyed by the Shrike are triple points **vehicles destroyed also score 2 points per passenger (after any multiplier) ***points accumulated in a vehicle are earned by everyone in the vehicle Heat Lock vs. Target Laser Lock =================================== Heat Locking now supercedes Targeting Laser Locking so that heat locks can be attained on objects that are being lazed by friends. Keep in mind that when the target is out of range for the ML, it will still lock onto the targeting laser giving the appearance that its locking onto the laser first. If the target is in range the ML will always look for heated targets first. Objective HUD Visible on Vehicles =================================== The objective HUD is now visible while flying/driving vehicles. Client-Side Toggle on Vehicle Tport =================================== The player now has the ability to toggle Vehicle Tport ability on/off (defaults to ON) as a client-side option in SETTINGS/GAME. EAX Sound Improvements =================================== EAX environmental sound reverbs have been included for underwater and interiors. Those sounds will only be heard when using EAX or EAX2 drivers. (We recommend EAX for best results.) IFeel Force Feedback Mouse =================================== The IFeel force feedback mouse vibrations should now work correctly again. They have also been enhanced beyond what was previously available. Vehicles Parking on Flags =================================== "Anti-Parking" code has been added to flags similar to the "anti-camping" code around a Nexus in Hunters. This results in vehicles taking damage over time when they are parked near a flag, eventually resulting in their destruction if left there too long. Aiming Up and Down =================================== The restrictions on aiming up and down have been virtually removed for all armors. NOTE: This will result in situations where your weapon can clip through the leg of your armor when looking straight down. If this bothers you, then change your graphics setting to "Items Only" so that your body is not drawn when in first-person perspective. Jetpower for Suits =================================== Scout jetpower (power of thrust) was reduced to previous levels, but their maximum speed velocity was increased somewhat. This removes the "butterfly" effect, but allows slightly faster skiing than previously allowed. Additionally, air resistance was reduced by 33% on all armors to further reduce the "floaty" feel. This also allows slightly faster speeds across the board. Splash Damage =================================== Splash damage on shots was reduced slightly. It is still much more powerful than when the game was released, but this change makes mortars and grenades more playable. Shrike Speed =================================== The Shrike thrust was returned to normal, making the Shrike very responsive again. A new maximum speed cap has been added to prevent it from going too fast, but the performance improvement on this vehicle is significant. Mine Damage =================================== Mine damage was reduced slightly to prevent Lights from being one-shotted by stepping on a mine. They will still be severely harmed, but won't go from 100% health to dead in one shot. Missile Launcher =================================== The Missile Launcher range had been inadvertently reduced during the reticule improvements a few patches back. It has now been increased back to its original design. Range is now 400m. Heat Signature Fall Off =================================== Heat reduces *very slightly* slower than it did previously. Players can still easily manage their heat signatures, but must be a bit more paranoid of missile launchers now (thus making it a bit easier for high-ping players to use this weapon). Suit Mortars vs. Tanks =================================== The strength of hand-held mortars versus Tanks was incorrectly weak. It has now been increased so that it is much more useful. Shrike Gun Changes =================================== The Shrike blasters have been moved out to the wing joints to allow easier strafing of objects. Additionally, there is some (very minor...one degree of spread) projectile spread on the blasters now to make strafing easier. (For comparison purposes, the chaingun has eight degrees of spread.)The range of the blasters was incorrectly enormous and has been reduced to a balanced distance (slightly outside the range of hand-held missile launchers). Water Movement =================================== Speeds in water have been greatly increased so as to make water a more viable playing environment. Whiteout Grenades =================================== A maximum saturation has been defined for the Whiteout grenades to keep your "whiteout" time to no more than two seconds. OOB Grid =================================== The mission boundary is now visually defined. As you approach a mission boundary, and "out of bounds grid" will fade into existence. If you go past the boundary, the grid will not fade out until you return inside the mission area. This is done to make it easier to avoid getting a flag stripped or getting damaged due to OOB damage. This visual option can be toggled OFF in your Game Settings area (option button is called "Show Out of Bounds Grid"). Wildcat Grav Bike =================================== "Suspension" has been added to the Wildcat making it easier to control over rough terrain. Air Drag =================================== Air Drag has been reduced making the game feel "faster". Panther XL Support Added =================================== Players will now be able to satisfactorily map the roller ball of the Panther XL. The Z axis or throttle is not configurable with T2 because of a Panther XL driver issue. Flight Ceiling limited for Shrike =================================== If you fly past the flight ceiling then you will lose your jetting and thrusting ability. Angle your nose down (when you are above the flight ceiling) and thrust will function normally. "Unassigned" Team =================================== This bug allowed a person to join as "unassigned" and view all friend/foe triangles as grey. It has been fixed. <Null> and random string issues =================================== There is a finite number of network strings available, the single quote strings. This problem occurs when all strings have been allocated. This is particularly common with mod servers, which appear to be allocating too many net strings. Mod and script developers need to be cautious when creating new strings. Don't create dynamic net strings unless you have a firm understanding of the implications. If a string is added using "AddTaggedString" make sure that there is a corresponding "RemoveTaggedSting" call when the string is no longer needed. Also be sure to limit the number of imbedded strings in your scripts.
1990 lines
72 KiB
C#
1990 lines
72 KiB
C#
// DisplayName = Capture the Flag
|
|
|
|
//--- GAME RULES BEGIN ---
|
|
//Prevent enemy from capturing your flag
|
|
//Score one point for grabbing the enemy's flag
|
|
//To capture, your flag must be at its stand
|
|
//Score 100 points each time enemy flag is captured
|
|
//--- GAME RULES END ---
|
|
|
|
//exec the AI scripts
|
|
exec("scripts/aiCTF.cs");
|
|
|
|
//-- tracking ---
|
|
function CTFGame::initGameVars(%game)
|
|
{
|
|
|
|
if(isDemo())
|
|
{
|
|
%game.SCORE_PER_SUICIDE = -1;
|
|
%game.SCORE_PER_TEAMKILL = -1;
|
|
%game.SCORE_PER_DEATH = -1;
|
|
|
|
%game.SCORE_PER_KILL = 1;
|
|
%game.SCORE_PER_PLYR_FLAG_CAP = 3;
|
|
%game.SCORE_PER_TEAM_FLAG_CAP = 100;
|
|
%game.SCORE_PER_TEAM_FLAG_TOUCH = 1;
|
|
%game.SCORE_PER_GEN_DESTROY = 2;
|
|
%game.SCORE_PER_ESCORT_ASSIST = 1;
|
|
|
|
%game.SCORE_PER_TURRET_KILL = 1;
|
|
%game.SCORE_PER_FLAG_DEFEND = 1;
|
|
%game.SCORE_PER_CARRIER_KILL = 1;
|
|
%game.SCORE_PER_FLAG_RETURN = 1;
|
|
%game.SCORE_PER_GEN_DEFEND = 1;
|
|
%game.SCORE_PER_GEN_REPAIR = 1;
|
|
|
|
%game.FLAG_RETURN_DELAY = 45 * 1000; //45 seconds
|
|
|
|
%game.TIME_CONSIDERED_FLAGCARRIER_THREAT = 3 * 1000; //after damaging enemy flag carrier
|
|
%game.RADIUS_GEN_DEFENSE = 20; //meters
|
|
%game.RADIUS_FLAG_DEFENSE = 20; //meters
|
|
|
|
%game.TOUCH_DELAY_MS = 20000; //20 secs
|
|
|
|
%game.fadeTimeMS = 2000;
|
|
|
|
%game.notifyMineDist = 7.5;
|
|
|
|
|
|
%game.stalemate = false;
|
|
%game.stalemateObjsVisible = false;
|
|
%game.stalemateTimeMS = 60000;
|
|
%game.stalemateFreqMS = 15000;
|
|
%game.stalemateDurationMS = 6000;
|
|
}
|
|
if( !isDemo() )
|
|
{
|
|
%game.SCORE_PER_SUICIDE = -10;
|
|
%game.SCORE_PER_TEAMKILL = -10;
|
|
%game.SCORE_PER_DEATH = 0;
|
|
|
|
%game.SCORE_PER_KILL = 10;
|
|
%game.SCORE_PER_PLYR_FLAG_CAP = 30;
|
|
%game.SCORE_PER_PLYR_FLAG_TOUCH = 20;
|
|
%game.SCORE_PER_TEAM_FLAG_CAP = 100;
|
|
%game.SCORE_PER_TEAM_FLAG_TOUCH = 1;
|
|
%game.SCORE_PER_ESCORT_ASSIST = 5;
|
|
%game.SCORE_PER_HEADSHOT = 1;
|
|
|
|
%game.SCORE_PER_TURRET_KILL = 10; // controlled
|
|
%game.SCORE_PER_TURRET_KILL_AUTO = 3; // uncontrolled
|
|
%game.SCORE_PER_FLAG_DEFEND = 5;
|
|
%game.SCORE_PER_CARRIER_KILL = 5;
|
|
%game.SCORE_PER_FLAG_RETURN = 10;
|
|
%game.SCORE_PER_STALEMATE_RETURN = 15;
|
|
%game.SCORE_PER_GEN_DEFEND = 5;
|
|
|
|
%game.SCORE_PER_DESTROY_GEN = 10;
|
|
%game.SCORE_PER_DESTROY_SENSOR = 4;
|
|
%game.SCORE_PER_DESTROY_TURRET = 5;
|
|
%game.SCORE_PER_DESTROY_ISTATION = 2;
|
|
%game.SCORE_PER_DESTROY_VSTATION = 5;
|
|
%game.SCORE_PER_DESTROY_SOLAR = 5;
|
|
%game.SCORE_PER_DESTROY_SENTRY = 4;
|
|
%game.SCORE_PER_DESTROY_DEP_SENSOR = 1;
|
|
%game.SCORE_PER_DESTROY_DEP_INV = 2;
|
|
%game.SCORE_PER_DESTROY_DEP_TUR = 3;
|
|
|
|
%game.SCORE_PER_DESTROY_SHRIKE = 5;
|
|
%game.SCORE_PER_DESTROY_BOMBER = 8;
|
|
%game.SCORE_PER_DESTROY_TRANSPORT = 5;
|
|
%game.SCORE_PER_DESTROY_WILDCAT = 5;
|
|
%game.SCORE_PER_DESTROY_TANK = 8;
|
|
%game.SCORE_PER_DESTROY_MPB = 12;
|
|
%game.SCORE_PER_PASSENGER = 2;
|
|
|
|
%game.SCORE_PER_REPAIR_GEN = 8;
|
|
%game.SCORE_PER_REPAIR_SENSOR = 1;
|
|
%game.SCORE_PER_REPAIR_TURRET = 4;
|
|
%game.SCORE_PER_REPAIR_ISTATION = 2;
|
|
%game.SCORE_PER_REPAIR_VSTATION = 4;
|
|
%game.SCORE_PER_REPAIR_SOLAR = 4;
|
|
%game.SCORE_PER_REPAIR_SENTRY = 2;
|
|
%game.SCORE_PER_REPAIR_DEP_TUR = 3;
|
|
%game.SCORE_PER_REPAIR_DEP_INV = 2;
|
|
|
|
%game.FLAG_RETURN_DELAY = 45 * 1000; //45 seconds
|
|
|
|
%game.TIME_CONSIDERED_FLAGCARRIER_THREAT = 3 * 1000; //after damaging enemy flag carrier
|
|
%game.RADIUS_GEN_DEFENSE = 20; //meters
|
|
%game.RADIUS_FLAG_DEFENSE = 20; //meters
|
|
|
|
%game.TOUCH_DELAY_MS = 20000; //20 secs
|
|
|
|
%game.fadeTimeMS = 2000;
|
|
|
|
%game.notifyMineDist = 7.5;
|
|
|
|
|
|
%game.stalemate = false;
|
|
%game.stalemateObjsVisible = false;
|
|
%game.stalemateTimeMS = 60000;
|
|
%game.stalemateFreqMS = 15000;
|
|
%game.stalemateDurationMS = 6000;
|
|
}
|
|
|
|
}
|
|
|
|
package CTFGame {
|
|
|
|
function ShapeBaseData::onDestroyed(%data, %obj)
|
|
{
|
|
%scorer = %obj.lastDamagedBy;
|
|
if(!isObject(%scorer))
|
|
return;
|
|
|
|
if( (%scorer.getType() & $TypeMasks::GameBaseObjectType) &&
|
|
%scorer.getDataBlock().catagory $= "Vehicles" )
|
|
{
|
|
if(%name $= "BomberFlyer" || %name $= "AssaultVehicle")
|
|
%gunnerNode = 1;
|
|
else
|
|
%gunnerNode = 0;
|
|
|
|
if(%scorer.getMountNodeObject(%gunnerNode))
|
|
{
|
|
%destroyer = %scorer.getMountNodeObject(%gunnerNode).client;
|
|
%scorer = %destroyer;
|
|
%damagingTeam = %scorer.team;
|
|
}
|
|
}
|
|
else if(%scorer.getClassName() $= "Turret")
|
|
{
|
|
if(%scorer.getControllingClient())
|
|
{
|
|
//manned turret
|
|
%destroyer = %scorer.getControllingClient();
|
|
%scorer = %destroyer;
|
|
%damagingTeam = %scorer.team;
|
|
}
|
|
else return; //unmanned turret
|
|
}
|
|
|
|
if(!%damagingTeam)
|
|
%damagingTeam = %scorer.team;
|
|
|
|
if(%damagingTeam == %obj.team)
|
|
{
|
|
//error("team objects dont score");
|
|
return;
|
|
}
|
|
|
|
if(%obj.soiledByEnemyRepair)
|
|
{
|
|
//error(%obj SPC "was once repiared by an enemy. No destruction points.");
|
|
return;
|
|
}
|
|
|
|
%objType = %obj.getDataBlock().getName();
|
|
if(%objType $= "GeneratorLarge")
|
|
{
|
|
%score = game.awardScoreGenDestroy(%scorer);
|
|
game.shareScore(%scorer, %score);
|
|
}
|
|
else if(%objType $= "SensorLargePulse" || %objType $= "SensorMediumPulse")
|
|
{
|
|
%score = game.awardScoreSensorDestroy(%scorer);
|
|
game.shareScore(%scorer, %score);
|
|
}
|
|
else if(%objType $= "TurretBaseLarge")
|
|
{
|
|
%score = game.awardScoreTurretDestroy(%scorer);
|
|
game.shareScore(%scorer, %score);
|
|
}
|
|
else if(%objType $= "StationInventory")
|
|
{
|
|
%score = game.awardScoreInvDestroy(%scorer);
|
|
game.shareScore(%scorer, %score);
|
|
}
|
|
else if(%objType $= "StationVehicle")
|
|
{
|
|
%score = game.awardScoreVehicleStationDestroy(%scorer);
|
|
game.shareScore(%scorer, %score);
|
|
}
|
|
else if(%objType $= "SolarPanel")
|
|
{
|
|
%score = game.awardScoreSolarDestroy(%scorer);
|
|
game.shareScore(%score, %score);
|
|
}
|
|
else if(%objType $= "SentryTurret")
|
|
{
|
|
%score = game.awardScoreSentryDestroy(%scorer);
|
|
game.shareScore(%scorer, %score);
|
|
}
|
|
else if(%objType $= "DeployedMotionSensor" || %objType $= "DeployedPulseSensor")
|
|
{
|
|
%score = game.awardScoreDepSensorDestroy(%scorer);
|
|
game.shareScore(%scorer, %score);
|
|
}
|
|
else if(%objType $= "TurretDeployedWallIndoor" || %objType $= "TurretDeployedFloorIndoor" ||
|
|
%objType $= "TurretDeployedCeilingIndoor" || %objType $= "TurretDeployedOutdoor")
|
|
{
|
|
%score = game.awardScoreDepTurretDestroy(%scorer);
|
|
game.shareScore(%scorer, %score);
|
|
}
|
|
else if(%objType $= "DeployedStationInventory")
|
|
{
|
|
%score = game.awardScoreDepStationDestroy(%scorer);
|
|
game.shareScore(%scorer, %score);
|
|
}
|
|
|
|
}
|
|
|
|
function ShapeBaseData::onDisabled(%data, %obj)
|
|
{
|
|
%obj.wasDisabled = true;
|
|
Parent::onDisabled(%data, %obj);
|
|
}
|
|
|
|
function RepairGunImage::onRepair(%this, %obj, %slot)
|
|
{
|
|
Parent::onRepair(%this, %obj, %slot);
|
|
%target = %obj.repairing;
|
|
if(%target && %target.team != %obj.team)
|
|
{
|
|
//error("Enemy stuff("@%obj@") is being repaired (by "@%target@")");
|
|
%target.soiledByEnemyRepair = true;
|
|
}
|
|
}
|
|
|
|
|
|
function Flag::objectiveInit(%data, %flag)
|
|
{
|
|
if (!%flag.isTeamSkinned)
|
|
{
|
|
%pos = %flag.getTransform();
|
|
%group = %flag.getGroup();
|
|
}
|
|
%flag.originalPosition = %flag.getTransform();
|
|
$flagPos[%flag.team] = %flag.originalPosition;
|
|
%flag.isHome = true;
|
|
%flag.carrier = "";
|
|
%flag.grabber = "";
|
|
setTargetSkin(%flag.getTarget(), CTFGame::getTeamSkin(CTFGame, %flag.team));
|
|
setTargetSensorGroup(%flag.getTarget(), %flag.team);
|
|
setTargetAlwaysVisMask(%flag.getTarget(), 0x7);
|
|
setTargetRenderMask(%flag.getTarget(), getTargetRenderMask(%flag.getTarget()) | 0x2);
|
|
%flag.scopeWhenSensorVisible(true);
|
|
$flagStatus[%flag.team] = "<At Base>";
|
|
|
|
//Point the flag and stand at each other
|
|
%group = %flag.getGroup();
|
|
%count = %group.getCount();
|
|
%flag.stand = "";
|
|
for(%i = 0; %i < %count; %i++)
|
|
{
|
|
%this = %group.getObject(%i);
|
|
if((%this.getClassName() !$= "InteriorInstance") && (%this.getClassName() !$= "SimGroup"))
|
|
{
|
|
if(%this.getDataBlock().getName() $= "ExteriorFlagStand")
|
|
{
|
|
%flag.stand = %this;
|
|
%this.flag = %flag;
|
|
}
|
|
}
|
|
}
|
|
|
|
// set the nametag on the target
|
|
setTargetName(%flag.getTarget(), CTFGame::getTeamName(CTFGame, %flag.team));
|
|
|
|
// create a marker on this guy
|
|
%flag.waypoint = new MissionMarker() {
|
|
position = %flag.getTransform();
|
|
dataBlock = "FlagMarker";
|
|
};
|
|
MissionCleanup.add(%flag.waypoint);
|
|
|
|
// create a target for this (there is no MissionMarker::onAdd script call)
|
|
%target = createTarget(%flag.waypoint, CTFGame::getTeamName( CTFGame, %flag.team), "", "", 'Base', %flag.team, 0);
|
|
setTargetAlwaysVisMask(%target, 0xffffffff);
|
|
|
|
//store the flag in an array
|
|
$TeamFlag[%flag.team] = %flag;
|
|
}
|
|
|
|
function Flag::onEnterLiquid(%data, %obj, %coverage, %type)
|
|
{
|
|
if(%type > 3) // 1-3 are water, 4+ is lava and quicksand(?)
|
|
{
|
|
//error("flag("@%obj@") is in liquid type" SPC %type);
|
|
game.schedule(3000, flagReturn, %obj);
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
//--------------------------------------------------------------------------
|
|
// need to have this for the corporate maps which could not be fixed
|
|
function SimObject::clearFlagWaypoints(%this)
|
|
{
|
|
}
|
|
|
|
function WayPoint::clearFlagWaypoints(%this)
|
|
{
|
|
logEcho("Removing flag waypoint: " @ %this);
|
|
if(%this.nameTag $= "Flag")
|
|
%this.delete();
|
|
}
|
|
|
|
function SimGroup::clearFlagWaypoints(%this)
|
|
{
|
|
for(%i = %this.getCount() - 1; %i >= 0; %i--)
|
|
%this.getObject(%i).clearFlagWaypoints();
|
|
}
|
|
|
|
function CTFGame::getTeamSkin(%game, %team)
|
|
{
|
|
|
|
if(isDemo() || $host::tournamentMode)
|
|
{
|
|
return $teamSkin[%team];
|
|
}
|
|
|
|
else
|
|
{
|
|
//error("CTFGame::getTeamSkin");
|
|
if(!$host::useCustomSkins)
|
|
{
|
|
%terrain = MissionGroup.musicTrack;
|
|
//error("Terrain type is: " SPC %terrain);
|
|
switch$(%terrain)
|
|
{
|
|
case "lush":
|
|
if(%team == 1)
|
|
%skin = 'beagle';
|
|
else if(%team == 2)
|
|
%skin = 'dsword';
|
|
else %skin = 'base';
|
|
|
|
case "badlands":
|
|
if(%team == 1)
|
|
%skin = 'swolf';
|
|
else if(%team == 2)
|
|
%skin = 'dsword';
|
|
else %skin = 'base';
|
|
|
|
case "ice":
|
|
if(%team == 1)
|
|
%skin = 'swolf';
|
|
else if(%team == 2)
|
|
%skin = 'beagle';
|
|
else %skin = 'base';
|
|
|
|
case "desert":
|
|
if(%team == 1)
|
|
%skin = 'cotp';
|
|
else if(%team == 2)
|
|
%skin = 'beagle';
|
|
else %skin = 'base';
|
|
|
|
case "Volcanic":
|
|
if(%team == 1)
|
|
%skin = 'dsword';
|
|
else if(%team == 2)
|
|
%skin = 'cotp';
|
|
else %skin = 'base';
|
|
|
|
default:
|
|
if(%team == 2)
|
|
%skin = 'baseb';
|
|
else %skin = 'base';
|
|
}
|
|
}
|
|
else %skin = $teamSkin[%team];
|
|
|
|
//error("%skin = " SPC getTaggedString(%skin));
|
|
return %skin;
|
|
}
|
|
}
|
|
|
|
function CTFGame::getTeamName(%game, %team)
|
|
{
|
|
if ( isDemo() || $host::tournamentMode)
|
|
return $TeamName[%team];
|
|
|
|
//error("CTFGame::getTeamName");
|
|
if(!$host::useCustomSkins)
|
|
{
|
|
%terrain = MissionGroup.musicTrack;
|
|
//error("Terrain type is: " SPC %terrain);
|
|
switch$(%terrain)
|
|
{
|
|
case "lush":
|
|
if(%team == 1)
|
|
%name = 'Blood Eagle';
|
|
else if(%team == 2)
|
|
%name = 'Diamond Sword';
|
|
|
|
case "badlands":
|
|
if(%team == 1)
|
|
%name = 'Starwolf';
|
|
else if(%team == 2)
|
|
%name = 'Diamond Sword';
|
|
|
|
case "ice":
|
|
if(%team == 1)
|
|
%name = 'Starwolf';
|
|
else if(%team == 2)
|
|
%name = 'Blood Eagle';
|
|
|
|
case "desert":
|
|
if(%team == 1)
|
|
%name = 'Phoenix';
|
|
else if(%team == 2)
|
|
%name = 'Blood Eagle';
|
|
|
|
case "Volcanic":
|
|
if(%team == 1)
|
|
%name = 'Diamond Sword';
|
|
else if(%team == 2)
|
|
%name = 'Phoenix';
|
|
|
|
default:
|
|
if(%team == 2)
|
|
%name = 'Inferno';
|
|
else
|
|
%name = 'Storm';
|
|
}
|
|
|
|
if(%name $= "")
|
|
{
|
|
//error("No team Name =============================");
|
|
%name = $teamName[%team];
|
|
}
|
|
}
|
|
else
|
|
%name = $TeamName[%team];
|
|
|
|
//error("%name = " SPC getTaggedString(%name));
|
|
return %name;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------
|
|
function CTFGame::missionLoadDone(%game)
|
|
{
|
|
//default version sets up teams - must be called first...
|
|
DefaultGame::missionLoadDone(%game);
|
|
|
|
for(%i = 1; %i < (%game.numTeams + 1); %i++)
|
|
$teamScore[%i] = 0;
|
|
|
|
// remove
|
|
MissionGroup.clearFlagWaypoints();
|
|
|
|
//reset some globals, just in case...
|
|
$dontScoreTimer[1] = false;
|
|
$dontScoreTimer[2] = false;
|
|
|
|
echo( "starting camp thread..." );
|
|
%game.campThread_1 = schedule( 1000, 0, "checkVehicleCamping", 1 );
|
|
%game.campThread_2 = schedule( 1000, 0, "checkVehicleCamping", 2 );
|
|
}
|
|
|
|
function CTFGame::playerTouchFlag(%game, %player, %flag)
|
|
{
|
|
%client = %player.client;
|
|
|
|
if ((%flag.carrier $= "") && (%player.getState() !$= "Dead"))
|
|
{
|
|
//flag isn't held and has been touched by a live player
|
|
if (%client.team == %flag.team)
|
|
%game.playerTouchOwnFlag(%player, %flag);
|
|
else
|
|
%game.playerTouchEnemyFlag(%player, %flag);
|
|
}
|
|
|
|
// toggle visibility of the flag
|
|
setTargetRenderMask(%flag.waypoint.getTarget(), %flag.isHome ? 0 : 1);
|
|
|
|
}
|
|
|
|
function CTFGame::playerTouchOwnFlag(%game, %player, %flag)
|
|
{
|
|
if(%flag.isHome)
|
|
{
|
|
if (%player.holdingFlag !$= "")
|
|
%game.flagCap(%player);
|
|
}
|
|
else
|
|
%game.flagReturn(%flag, %player);
|
|
|
|
//call the AI function
|
|
%game.AIplayerTouchOwnFlag(%player, %flag);
|
|
}
|
|
|
|
function CTFGame::playerTouchEnemyFlag(%game, %player, %flag)
|
|
{
|
|
%client = %player.client;
|
|
%player.holdingFlag = %flag; //%player has this flag
|
|
%flag.carrier = %player; //this %flag is carried by %player
|
|
|
|
%player.mountImage(FlagImage, $FlagSlot, true, %game.getTeamSkin(%flag.team));
|
|
|
|
%game.playerGotFlagTarget(%player);
|
|
//only cancel the return timer if the player is in bounds...
|
|
if (!%client.outOfBounds)
|
|
{
|
|
cancel($FlagReturnTimer[%flag]);
|
|
$FlagReturnTimer[%flag] = "";
|
|
}
|
|
|
|
//if this flag was "at home", see if both flags have now been taken
|
|
if (%flag.isHome)
|
|
{
|
|
// tiebreaker score
|
|
game.awardScoreFlagTouch( %client, %flag );
|
|
|
|
%startStalemate = false;
|
|
if ($TeamFlag[1] == %flag)
|
|
%startStalemate = !$TeamFlag[2].isHome;
|
|
else
|
|
%startStalemate = !$TeamFlag[1].isHome;
|
|
|
|
if (%startStalemate)
|
|
%game.stalemateSchedule = %game.schedule(%game.stalemateTimeMS, beginStalemate);
|
|
|
|
}
|
|
|
|
%flag.hide(true);
|
|
%flag.startFade(0, 0, false);
|
|
%flag.isHome = false;
|
|
if(%flag.stand)
|
|
%flag.stand.getDataBlock().onFlagTaken(%flag.stand);//animate, if exterior stand
|
|
|
|
$flagStatus[%flag.team] = %client.nameBase;
|
|
%teamName = %game.getTeamName(%flag.team);
|
|
messageTeamExcept(%client, 'MsgCTFFlagTaken', '\c2Teammate %1 took the %2 flag.~wfx/misc/flag_snatch.wav', %client.name, %teamName, %flag.team, %client.nameBase);
|
|
messageTeam(%flag.team, 'MsgCTFFlagTaken', '\c2Your flag has been taken by %1!~wfx/misc/flag_taken.wav',%client.name, 0, %flag.team, %client.nameBase);
|
|
messageTeam(0, 'MsgCTFFlagTaken', '\c2%1 took the %2 flag.~wfx/misc/flag_snatch.wav', %client.name, %teamName, %flag.team, %client.nameBase);
|
|
messageClient(%client, 'MsgCTFFlagTaken', '\c2You took the %2 flag.~wfx/misc/flag_snatch.wav', %client.name, %teamName, %flag.team, %client.nameBase);
|
|
logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") took team "@%flag.team@" flag");
|
|
|
|
//call the AI function
|
|
%game.AIplayerTouchEnemyFlag(%player, %flag);
|
|
|
|
//if the player is out of bounds, then in 3 seconds, it should be thrown back towards the in bounds area...
|
|
if (%client.outOfBounds)
|
|
%game.schedule(3000, "boundaryLoseFlag", %player);
|
|
}
|
|
|
|
function CTFGame::playerGotFlagTarget(%game, %player)
|
|
{
|
|
%player.scopeWhenSensorVisible(true);
|
|
%target = %player.getTarget();
|
|
setTargetRenderMask(%target, getTargetRenderMask(%target) | 0x2);
|
|
if(%game.stalemateObjsVisible)
|
|
setTargetAlwaysVisMask(%target, 0x7);
|
|
}
|
|
|
|
function CTFGame::playerLostFlagTarget(%game, %player)
|
|
{
|
|
%player.scopeWhenSensorVisible(false);
|
|
%target = %player.getTarget();
|
|
setTargetRenderMask(%target, getTargetRenderMask(%target) & ~0x2);
|
|
// clear his always vis target mask
|
|
setTargetAlwaysVisMask(%target, (1 << getTargetSensorGroup(%target)));
|
|
}
|
|
|
|
function CTFGame::playerDroppedFlag(%game, %player)
|
|
{
|
|
%client = %player.client;
|
|
%flag = %player.holdingFlag;
|
|
|
|
%game.playerLostFlagTarget(%player);
|
|
|
|
%player.holdingFlag = ""; //player isn't holding a flag anymore
|
|
%flag.carrier = ""; //flag isn't held anymore
|
|
$flagStatus[%flag.team] = "<In the Field>";
|
|
|
|
%player.unMountImage($FlagSlot);
|
|
%flag.hide(false); //Does the throwItem function handle this?
|
|
|
|
%teamName = %game.getTeamName(%flag.team);
|
|
messageTeamExcept(%client, 'MsgCTFFlagDropped', '\c2Teammate %1 dropped the %2 flag.~wfx/misc/flag_drop.wav', %client.name, %teamName, %flag.team);
|
|
messageTeam(%flag.team, 'MsgCTFFlagDropped', '\c2Your flag has been dropped by %1!~wfx/misc/flag_drop.wav', %client.name, 0, %flag.team);
|
|
messageTeam(0, 'MsgCTFFlagDropped', '\c2%1 dropped the %2 flag.~wfx/misc/flag_drop.wav', %client.name, %teamName, %flag.team);
|
|
if(!%player.client.outOfBounds)
|
|
messageClient(%client, 'MsgCTFFlagDropped', '\c2You dropped the %2 flag.~wfx/misc/flag_drop.wav', 0, %teamName, %flag.team);
|
|
logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") dropped team "@%flag.team@" flag");
|
|
|
|
//don't duplicate the schedule if there's already one in progress...
|
|
if ($FlagReturnTimer[%flag] <= 0)
|
|
$FlagReturnTimer[%flag] = %game.schedule(%game.FLAG_RETURN_DELAY - %game.fadeTimeMS, "flagReturnFade", %flag);
|
|
|
|
//call the AI function
|
|
%game.AIplayerDroppedFlag(%player, %flag);
|
|
}
|
|
|
|
function CTFGame::flagCap(%game, %player)
|
|
{
|
|
%client = %player.client;
|
|
%flag = %player.holdingFlag;
|
|
%flag.carrier = "";
|
|
|
|
%game.playerLostFlagTarget(%player);
|
|
//award points to player and team
|
|
%teamName = %game.getTeamName(%flag.team);
|
|
messageTeamExcept(%client, 'MsgCTFFlagCapped', '\c2%1 captured the %2 flag!~wfx/misc/flag_capture.wav', %client.name, %teamName, %flag.team, %client.team);
|
|
messageTeam(%flag.team, 'MsgCTFFlagCapped', '\c2Your flag was captured by %1.~wfx/misc/flag_lost.wav', %client.name, 0, %flag.team, %client.team);
|
|
messageTeam(0, 'MsgCTFFlagCapped', '\c2%1 captured the %2 flag!~wfx/misc/flag_capture.wav', %client.name, %teamName, %flag.team, %client.team);
|
|
messageClient(%client, 'MsgCTFFlagCapped', '\c2You captured the %2 flag!~wfx/misc/flag_capture.wav', 0, %teamName, %flag.team, %client.team);
|
|
|
|
logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") capped team "@%client.team@" flag");
|
|
%player.holdingFlag = ""; //no longer holding it.
|
|
%player.unMountImage($FlagSlot);
|
|
%game.awardScoreFlagCap(%client, %flag);
|
|
%game.flagReset(%flag);
|
|
|
|
//call the AI function
|
|
%game.AIflagCap(%player, %flag);
|
|
|
|
//if this cap didn't end the game, play the announcer...
|
|
if ($missionRunning)
|
|
{
|
|
if (%game.getTeamName(%client.team) $= 'Inferno')
|
|
messageAll("", '~wvoice/announcer/ann.infscores.wav');
|
|
else if (%game.getTeamName(%client.team) $= 'Storm')
|
|
messageAll("", '~wvoice/announcer/ann.stoscores.wav');
|
|
else if (%game.getTeamName(%client.team) $= 'Phoenix')
|
|
messageAll("", '~wvoice/announcer/ann.pxscore.wav');
|
|
else if (%game.getTeamName(%client.team) $= 'Blood Eagle')
|
|
messageAll("", '~wvoice/announcer/ann.bescore.wav');
|
|
else if (%game.getTeamName(%client.team) $= 'Diamond Sword')
|
|
messageAll("", '~wvoice/announcer/ann.dsscore.wav');
|
|
else if (%game.getTeamName(%client.team) $= 'Starwolf')
|
|
messageAll("", '~wvoice/announcer/ann.swscore.wav');
|
|
}
|
|
}
|
|
|
|
function CTFGame::flagReturnFade(%game, %flag)
|
|
{
|
|
$FlagReturnTimer[%flag] = %game.schedule(%game.fadeTimeMS, "flagReturn", %flag);
|
|
%flag.startFade(%game.fadeTimeMS, 0, true);
|
|
}
|
|
|
|
function CTFGame::flagReturn(%game, %flag, %player)
|
|
{
|
|
cancel($FlagReturnTimer[%flag]);
|
|
$FlagReturnTimer[%flag] = "";
|
|
|
|
if(%flag.team == 1)
|
|
%otherTeam = 2;
|
|
else
|
|
%otherTeam = 1;
|
|
%teamName = %game.getTeamName(%flag.team);
|
|
if (%player !$= "")
|
|
{
|
|
//a player returned it
|
|
%client = %player.client;
|
|
messageTeamExcept(%client, 'MsgCTFFlagReturned', '\c2Teammate %1 returned your flag to base.~wfx/misc/flag_return.wav', %client.name, 0, %flag.team);
|
|
messageTeam(%otherTeam, 'MsgCTFFlagReturned', '\c2Enemy %1 returned the %2 flag.~wfx/misc/flag_return.wav', %client.name, %teamName, %flag.team);
|
|
messageTeam(0, 'MsgCTFFlagReturned', '\c2%1 returned the %2 flag.~wfx/misc/flag_return.wav', %client.name, %teamName, %flag.team);
|
|
messageClient(%client, 'MsgCTFFlagReturned', '\c2You returned your flag.~wfx/misc/flag_return.wav', 0, %teamName, %flag.team);
|
|
logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") returned team "@%flag.team@" flag");
|
|
|
|
// find out what type of return it is
|
|
// stalemate return?
|
|
if(!isDemo())
|
|
{
|
|
if(%game.stalemate)
|
|
{
|
|
//error("Stalemate return!!!");
|
|
%game.awardScoreStalemateReturn(%player.client);
|
|
}
|
|
// regular return
|
|
else
|
|
{
|
|
%enemyFlagDist = vectorDist($flagPos[%flag.team], $flagPos[%otherTeam]);
|
|
%dist = vectorDist(%flag.position, %flag.originalPosition);
|
|
|
|
%rawRatio = %dist/%enemyFlagDist;
|
|
%ratio = %rawRatio < 1 ? %rawRatio : 1;
|
|
%percentage = mFloor( (%ratio) * 10 ) * 10;
|
|
%game.awardScoreFlagReturn(%player.client, %percentage);
|
|
}
|
|
}
|
|
else %game.awardScoreFlagReturn(%player.client);
|
|
}
|
|
else
|
|
{
|
|
//returned due to timer
|
|
messageTeam(%otherTeam, 'MsgCTFFlagReturned', '\c2The %2 flag was returned to base.~wfx/misc/flag_return.wav', 0, %teamName, %flag.team); //because it was dropped for too long
|
|
messageTeam(%flag.team, 'MsgCTFFlagReturned', '\c2Your flag was returned.~wfx/misc/flag_return.wav', 0, 0, %flag.team);
|
|
messageTeam(0, 'MsgCTFFlagReturned', '\c2The %2 flag was returned to base.~wfx/misc/flag_return.wav', 0, %teamName, %flag.team);
|
|
logEcho("team "@%flag.team@" flag returned (timeout)");
|
|
}
|
|
|
|
%game.flagReset(%flag);
|
|
}
|
|
|
|
function CTFGame::showStalemateTargets(%game)
|
|
{
|
|
cancel(%game.stalemateSchedule);
|
|
|
|
//show the targets
|
|
for (%i = 1; %i <= 2; %i++)
|
|
{
|
|
%flag = $TeamFlag[%i];
|
|
|
|
//find the object to scope/waypoint....
|
|
//render the target hud icon for slot 1 (a centermass flag)
|
|
//if we just set him as always sensor vis, it'll work fine.
|
|
if (isObject(%flag.carrier))
|
|
setTargetAlwaysVisMask(%flag.carrier.getTarget(), 0x7);
|
|
}
|
|
|
|
//schedule the targets to hide
|
|
%game.stalemateObjsVisible = true;
|
|
%game.stalemateSchedule = %game.schedule(%game.stalemateDurationMS, hideStalemateTargets);
|
|
}
|
|
|
|
function CTFGame::hideStalemateTargets(%game)
|
|
{
|
|
cancel(%game.stalemateSchedule);
|
|
|
|
//hide the targets
|
|
for (%i = 1; %i <= 2; %i++)
|
|
{
|
|
%flag = $TeamFlag[%i];
|
|
if (isObject(%flag.carrier))
|
|
{
|
|
%target = %flag.carrier.getTarget();
|
|
setTargetAlwaysVisMask(%target, (1 << getTargetSensorGroup(%target)));
|
|
}
|
|
}
|
|
|
|
//schedule the targets to show again
|
|
%game.stalemateObjsVisible = false;
|
|
%game.stalemateSchedule = %game.schedule(%game.stalemateFreqMS, showStalemateTargets);
|
|
}
|
|
|
|
function CTFGame::beginStalemate(%game)
|
|
{
|
|
%game.stalemate = true;
|
|
%game.showStalemateTargets();
|
|
}
|
|
|
|
function CTFGame::endStalemate(%game)
|
|
{
|
|
%game.stalemate = false;
|
|
%game.hideStalemateTargets();
|
|
cancel(%game.stalemateSchedule);
|
|
}
|
|
|
|
function CTFGame::flagReset(%game, %flag)
|
|
{
|
|
//any time a flag is reset, kill the stalemate schedule
|
|
%game.endStalemate();
|
|
|
|
//make sure if there's a player carrying it (probably one out of bounds...), it is stripped first
|
|
if (isObject(%flag.carrier))
|
|
{
|
|
//hide the target hud icon for slot 2 (a centermass flag - visible only as part of a teams sensor network)
|
|
%game.playerLostFlagTarget(%flag.carrier);
|
|
%flag.carrier.holdingFlag = ""; //no longer holding it.
|
|
%flag.carrier.unMountImage($FlagSlot);
|
|
}
|
|
|
|
//fades, restore default position, home, velocity, general status, etc.
|
|
%flag.setVelocity("0 0 0");
|
|
%flag.setTransform(%flag.originalPosition);
|
|
%flag.isHome = true;
|
|
%flag.carrier = "";
|
|
%flag.grabber = "";
|
|
$flagStatus[%flag.team] = "<At Base>";
|
|
%flag.hide(false);
|
|
if(%flag.stand)
|
|
%flag.stand.getDataBlock().onFlagReturn(%flag.stand);//animate, if exterior stand
|
|
|
|
//fade the flag in...
|
|
%flag.startFade(%game.fadeTimeMS, 0, false);
|
|
|
|
// dont render base target
|
|
setTargetRenderMask(%flag.waypoint.getTarget(), 0);
|
|
|
|
//call the AI function
|
|
%game.AIflagReset(%flag);
|
|
}
|
|
|
|
function CTFGame::timeLimitReached(%game)
|
|
{
|
|
logEcho("game over (timelimit)");
|
|
%game.gameOver();
|
|
cycleMissions();
|
|
}
|
|
|
|
function CTFGame::scoreLimitReached(%game)
|
|
{
|
|
logEcho("game over (scorelimit)");
|
|
%game.gameOver();
|
|
cycleMissions();
|
|
}
|
|
|
|
function CTFGame::notifyMineDeployed(%game, %mine)
|
|
{
|
|
//see if the mine is within 5 meters of the flag stand...
|
|
%mineTeam = %mine.sourceObject.team;
|
|
%homeFlag = $TeamFlag[%mineTeam];
|
|
if (isObject(%homeFlag))
|
|
{
|
|
%dist = VectorDist(%homeFlag.originalPosition, %mine.position);
|
|
if (%dist <= %game.notifyMineDist)
|
|
{
|
|
messageTeam(%mineTeam, 'MsgCTFFlagMined', "The flag has been mined.~wvoice/announcer/flag_minedFem.wav" );
|
|
}
|
|
}
|
|
}
|
|
|
|
function CTFGame::gameOver(%game)
|
|
{
|
|
//call the default
|
|
DefaultGame::gameOver(%game);
|
|
|
|
//send the winner message
|
|
%winner = "";
|
|
if ($teamScore[1] > $teamScore[2])
|
|
%winner = %game.getTeamName(1);
|
|
else if ($teamScore[2] > $teamScore[1])
|
|
%winner = %game.getTeamName(2);
|
|
|
|
if (%winner $= 'Storm')
|
|
messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.stowins.wav" );
|
|
else if (%winner $= 'Inferno')
|
|
messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.infwins.wav" );
|
|
else if (%winner $= 'Starwolf')
|
|
messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.swwin.wav" );
|
|
else if (%winner $= 'Blood Eagle')
|
|
messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.bewin.wav" );
|
|
else if (%winner $= 'Diamond Sword')
|
|
messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.dswin.wav" );
|
|
else if (%winner $= 'Phoenix')
|
|
messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.pxwin.wav" );
|
|
else
|
|
messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.gameover.wav" );
|
|
|
|
messageAll('MsgClearObjHud', "");
|
|
for(%i = 0; %i < ClientGroup.getCount(); %i ++)
|
|
{
|
|
%client = ClientGroup.getObject(%i);
|
|
%game.resetScore(%client);
|
|
}
|
|
for(%j = 1; %j <= %game.numTeams; %j++)
|
|
$TeamScore[%j] = 0;
|
|
}
|
|
|
|
function CTFGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %implement, %damageLoc)
|
|
{
|
|
if(%clVictim.headshot && %damageType == $DamageType::Laser && %clVictim.team != %clAttacker.team)
|
|
{
|
|
%clAttacker.scoreHeadshot++;
|
|
if (%game.SCORE_PER_HEADSHOT != 0)
|
|
{
|
|
messageClient(%clAttacker, 'msgHeadshot', '\c0You received a %1 point bonus for a successful headshot.', %game.SCORE_PER_HEADSHOT);
|
|
}
|
|
%game.recalcScore(%clAttacker);
|
|
}
|
|
|
|
//the DefaultGame will set some vars
|
|
DefaultGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %implement, %damageLoc);
|
|
|
|
|
|
//if victim is carrying a flag and is not on the attackers team, mark the attacker as a threat for x seconds(for scoring purposes)
|
|
if ((%clVictim.holdingFlag !$= "") && (%clVictim.team != %clAttacker.team))
|
|
{
|
|
%clAttacker.dmgdFlagCarrier = true;
|
|
cancel(%clAttacker.threatTimer); //restart timer
|
|
%clAttacker.threatTimer = schedule(%game.TIME_CONSIDERED_FLAGCARRIER_THREAT, %clAttacker.dmgdFlagCarrier = false);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
function CTFGame::clientMissionDropReady(%game, %client)
|
|
{
|
|
messageClient(%client, 'MsgClientReady',"", %game.class);
|
|
%game.resetScore(%client);
|
|
for(%i = 1; %i <= %game.numTeams; %i++)
|
|
{
|
|
$Teams[%i].score = 0;
|
|
messageClient(%client, 'MsgCTFAddTeam', "", %i, %game.getTeamName(%i), $flagStatus[%i], $TeamScore[%i]);
|
|
}
|
|
//%game.populateTeamRankArray(%client);
|
|
|
|
//messageClient(%client, 'MsgYourRankIs', "", -1);
|
|
|
|
messageClient(%client, 'MsgMissionDropInfo', '\c0You are in mission %1 (%2).', $MissionDisplayName, $MissionTypeDisplayName, $ServerName );
|
|
|
|
DefaultGame::clientMissionDropReady(%game, %client);
|
|
}
|
|
|
|
function CTFGame::assignClientTeam(%game, %client, %respawn)
|
|
{
|
|
DefaultGame::assignClientTeam(%game, %client, %respawn);
|
|
// if player's team is not on top of objective hud, switch lines
|
|
messageClient(%client, 'MsgCheckTeamLines', "", %client.team);
|
|
}
|
|
|
|
function CTFGame::recalcScore(%game, %cl)
|
|
{
|
|
%killValue = %cl.kills * %game.SCORE_PER_KILL;
|
|
%deathValue = %cl.deaths * %game.SCORE_PER_DEATH;
|
|
|
|
if (%killValue - %deathValue == 0)
|
|
%killPoints = 0;
|
|
else
|
|
%killPoints = (%killValue * %killValue) / (%killValue - %deathValue);
|
|
|
|
if(!isDemo())
|
|
{
|
|
%cl.offenseScore = %killPoints +
|
|
%cl.suicides * %game.SCORE_PER_SUICIDE +
|
|
%cl.escortAssists * %game.SCORE_PER_ESCORT_ASSIST +
|
|
%cl.teamKills * %game.SCORE_PER_TEAMKILL +
|
|
%cl.scoreHeadshot * %game.SCORE_PER_HEADSHOT +
|
|
%cl.flagCaps * %game.SCORE_PER_PLYR_FLAG_CAP +
|
|
%cl.flagGrabs * %game.SCORE_PER_PLYR_FLAG_TOUCH +
|
|
%cl.genDestroys * %game.SCORE_PER_DESTROY_GEN +
|
|
%cl.sensorDestroys * %game.SCORE_PER_DESTROY_SENSOR +
|
|
%cl.turretDestroys * %game.SCORE_PER_DESTROY_TURRET +
|
|
%cl.iStationDestroys * %game.SCORE_PER_DESTROY_ISTATION +
|
|
%cl.vstationDestroys * %game.SCORE_PER_DESTROY_VSTATION +
|
|
%cl.solarDestroys * %game.SCORE_PER_DESTROY_SOLAR +
|
|
%cl.sentryDestroys * %game.SCORE_PER_DESTROY_SENTRY +
|
|
%cl.depSensorDestroys * %game.SCORE_PER_DESTROY_DEP_SENSOR +
|
|
%cl.depTurretDestroys * %game.SCORE_PER_DESTROY_DEP_TUR +
|
|
%cl.depStationDestroys * %game.SCORE_PER_DESTROY_DEP_INV +
|
|
%cl.vehicleScore + %cl.vehicleBonus;
|
|
|
|
%cl.defenseScore = %cl.genDefends * %game.SCORE_PER_GEN_DEFEND +
|
|
%cl.flagDefends * %game.SCORE_PER_FLAG_DEFEND +
|
|
%cl.carrierKills * %game.SCORE_PER_CARRIER_KILL +
|
|
%cl.escortAssists * %game.SCORE_PER_ESCORT_ASSIST +
|
|
%cl.turretKills * %game.SCORE_PER_TURRET_KILL_AUTO +
|
|
%cl.mannedturretKills * %game.SCORE_PER_TURRET_KILL +
|
|
%cl.genRepairs * %game.SCORE_PER_REPAIR_GEN +
|
|
%cl.SensorRepairs * %game.SCORE_PER_REPAIR_SENSOR +
|
|
%cl.TurretRepairs * %game.SCORE_PER_REPAIR_TURRET +
|
|
%cl.StationRepairs * %game.SCORE_PER_REPAIR_ISTATION +
|
|
%cl.VStationRepairs * %game.SCORE_PER_REPAIR_VSTATION +
|
|
%cl.solarRepairs * %game.SCORE_PER_REPAIR_SOLAR +
|
|
%cl.sentryRepairs * %game.SCORE_PER_REPAIR_SENTRY +
|
|
%cl.depInvRepairs * %game.SCORE_PER_REPAIR_DEP_INV +
|
|
%cl.depTurretRepairs * %game.SCORE_PER_REPAIR_DEP_TUR +
|
|
%cl.returnPts;
|
|
}
|
|
|
|
if( isDemo() )
|
|
{
|
|
%cl.offenseScore = %killPoints +
|
|
%cl.flagDefends * %game.SCORE_PER_FLAG_DEFEND +
|
|
%cl.suicides * %game.SCORE_PER_SUICIDE + //-1
|
|
%cl.escortAssists * %game.SCORE_PER_ESCORT_ASSIST + // 1
|
|
%cl.teamKills * %game.SCORE_PER_TEAMKILL + // -1
|
|
%cl.flagCaps * %game.SCORE_PER_PLYR_FLAG_CAP + // 3
|
|
%cl.genDestroys * %game.SCORE_PER_GEN_DESTROY; // 2
|
|
|
|
%cl.defenseScore = %cl.genDefends * %game.SCORE_PER_GEN_DEFEND + // 1
|
|
%cl.carrierKills * %game.SCORE_PER_CARRIER_KILL + // 1
|
|
%cl.escortAssists * %game.SCORE_PER_ESCORT_ASSIST + // 1
|
|
%cl.turretKills * %game.SCORE_PER_TURRET_KILL + // 1
|
|
%cl.flagReturns * %game.SCORE_PER_FLAG_RETURN + // 1
|
|
%cl.genRepairs * %game.SCORE_PER_GEN_REPAIR; // 1
|
|
}
|
|
|
|
%cl.score = mFloor(%cl.offenseScore + %cl.defenseScore);
|
|
|
|
%game.recalcTeamRanks(%cl);
|
|
}
|
|
|
|
function CTFGame::updateKillScores(%game, %clVictim, %clKiller, %damageType, %implement)
|
|
{
|
|
// is this a vehicle kill rather than a player kill
|
|
|
|
// console error message suppression
|
|
if( isObject( %implement ) )
|
|
{
|
|
if( %implement.getDataBlock().getName() $= "AssaultPlasmaTurret" || %implement.getDataBlock().getName() $= "BomberTurret" ) // gunner
|
|
%clKiller = %implement.vehicleMounted.getMountNodeObject(1).client;
|
|
else if(%implement.getDataBlock().catagory $= "Vehicles") // pilot
|
|
%clKiller = %implement.getMountNodeObject(0).client;
|
|
}
|
|
|
|
if(%game.testTurretKill(%implement)) //check for turretkill before awarded a non client points for a kill
|
|
%game.awardScoreTurretKill(%clVictim, %implement);
|
|
else if (%game.testKill(%clVictim, %clKiller)) //verify victim was an enemy
|
|
{
|
|
%value = %game.awardScoreKill(%clKiller);
|
|
%game.shareScore(%clKiller, %value);
|
|
%game.awardScoreDeath(%clVictim);
|
|
|
|
if (%game.testGenDefend(%clVictim, %clKiller))
|
|
%game.awardScoreGenDefend(%clKiller);
|
|
|
|
if(%game.testCarrierKill(%clVictim, %clKiller))
|
|
%game.awardScoreCarrierKill(%clKiller);
|
|
else
|
|
{
|
|
if (%game.testFlagDefend(%clVictim, %clKiller))
|
|
%game.awardScoreFlagDefend(%clKiller);
|
|
}
|
|
if (%game.testEscortAssist(%clVictim, %clKiller))
|
|
%game.awardScoreEscortAssist(%clKiller);
|
|
}
|
|
else
|
|
{
|
|
if (%game.testSuicide(%clVictim, %clKiller, %damageType)) //otherwise test for suicide
|
|
{
|
|
%game.awardScoreSuicide(%clVictim);
|
|
}
|
|
else
|
|
{
|
|
if (%game.testTeamKill(%clVictim, %clKiller)) //otherwise test for a teamkill
|
|
%game.awardScoreTeamKill(%clVictim, %clKiller);
|
|
}
|
|
}
|
|
}
|
|
|
|
function CTFGame::testFlagDefend(%game, %victimID, %killerID)
|
|
{
|
|
InitContainerRadiusSearch(%victimID.plyrPointOfDeath, %game.RADIUS_FLAG_DEFENSE, $TypeMasks::ItemObjectType);
|
|
%objID = containerSearchNext();
|
|
while(%objID != 0)
|
|
{
|
|
%objType = %objID.getDataBlock().getName();
|
|
if ((%objType $= "Flag") && (%objID.team == %killerID.team))
|
|
return true; //found the(a) killer's flag near the victim's point of death
|
|
else
|
|
%objID = containerSearchNext();
|
|
}
|
|
return false; //didn't find a qualifying flag within required radius of victims point of death
|
|
}
|
|
|
|
function CTFGame::testGenDefend(%game, %victimID, %killerID)
|
|
{
|
|
InitContainerRadiusSearch(%victimID.plyrPointOfDeath, %game.RADIUS_GEN_DEFENSE, $TypeMasks::StaticShapeObjectType);
|
|
%objID = containerSearchNext();
|
|
while(%objID != 0)
|
|
{
|
|
%objType = %objID.getDataBlock().ClassName;
|
|
if ((%objType $= "generator") && (%objID.team == %killerID.team))
|
|
return true; //found a killer's generator within required radius of victim's death
|
|
else
|
|
%objID = containerSearchNext();
|
|
}
|
|
return false; //didn't find a qualifying gen within required radius of victim's point of death
|
|
}
|
|
|
|
function CTFGame::testCarrierKill(%game, %victimID, %killerID)
|
|
{
|
|
%flag = %victimID.plyrDiedHoldingFlag;
|
|
return ((%flag !$= "") && (%flag.team == %killerID.team));
|
|
}
|
|
|
|
function CTFGame::testEscortAssist(%game, %victimID, %killerID)
|
|
{
|
|
return (%victimID.dmgdFlagCarrier);
|
|
}
|
|
|
|
function CTFGame::testValidRepair(%game, %obj)
|
|
{
|
|
if(!%obj.wasDisabled)
|
|
{
|
|
//error(%obj SPC "was never disabled");
|
|
return false;
|
|
}
|
|
else if(%obj.lastDamagedByTeam == %obj.team)
|
|
{
|
|
//error(%obj SPC "was last damaged by a friendly");
|
|
return false;
|
|
}
|
|
else if(%obj.team != %obj.repairedBy.team)
|
|
{
|
|
//error(%obj SPC "was repaired by an enemy");
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if(%obj.soiledByEnemyRepair)
|
|
%obj.soiledByEnemyRepair = false;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
function CTFGame::awardScoreFlagCap(%game, %cl, %flag)
|
|
{
|
|
%cl.flagCaps++;
|
|
$TeamScore[%cl.team] += %game.SCORE_PER_TEAM_FLAG_CAP;
|
|
messageAll('MsgTeamScoreIs', "", %cl.team, $TeamScore[%cl.team]);
|
|
|
|
%flag.grabber.flagGrabs++;
|
|
|
|
if (%game.SCORE_PER_TEAM_FLAG_CAP > 0)
|
|
{
|
|
%plural = (%game.SCORE_PER_PLYR_FLAG_CAP != 1 ? 's' : "");
|
|
%plural2 = (%game.SCORE_PER_PLYR_FLAG_TOUCH != 1 ? 's' : "");
|
|
|
|
if(isDemo())
|
|
{
|
|
messageTeam(%flag.team, 'msgCTFEnemyCap', '\c0Enemy %1 received %2 point%3 for capturing your flag!', %cl.name, %game.SCORE_PER_PLYR_FLAG_CAP, %plural);
|
|
messageTeamExcept(%cl, 'msgCTFFriendCap', '\c0Teammate %1 receives %2 point%3 for capturing the enemy flag!', %cl.name, %game.SCORE_PER_PLYR_FLAG_CAP, %plural);
|
|
messageClient(%cl, 'msgCTFFriendCap', '\c0You receive %1 point%2 for stealing and capturing the enemy flag!', %game.SCORE_PER_PLYR_FLAG_CAP, %plural);
|
|
}
|
|
|
|
if(!isDemo())
|
|
{
|
|
if(%cl == %flag.grabber)
|
|
{
|
|
messageClient(%cl, 'msgCTFFriendCap', '\c0You receive %1 point%2 for stealing and capturing the enemy flag!', %game.SCORE_PER_PLYR_FLAG_CAP+%game.SCORE_PER_PLYR_FLAG_TOUCH, %plural);
|
|
messageTeam(%flag.team, 'msgCTFEnemyCap', '\c0Enemy %1 received %2 point%3 for capturing your flag!', %cl.name, %game.SCORE_PER_PLYR_FLAG_CAP+%game.SCORE_PER_PLYR_FLAG_TOUCH, %plural);
|
|
messageTeamExcept(%cl, 'msgCTFFriendCap', '\c0Teammate %1 receives %2 point%3 for capturing the enemy flag!', %cl.name, %game.SCORE_PER_PLYR_FLAG_CAP+%game.SCORE_PER_PLYR_FLAG_TOUCH, %plural);
|
|
}
|
|
else
|
|
{
|
|
if(isObject(%flag.grabber)) // is the grabber still here?
|
|
{
|
|
messageClient(%cl, 'msgCTFFriendCap', '\c0You receive %1 point%2 for capturing the enemy flag! %3 gets %4 point%5 for the steal assist.', %game.SCORE_PER_PLYR_FLAG_CAP, %plural, %flag.grabber.name, %game.SCORE_PER_PLYR_FLAG_TOUCH, %plural2);
|
|
messageClient(%flag.grabber, 'msgCTFFriendCap', '\c0You receive %1 point%2 for stealing a flag that was subsequently capped by %3.', %game.SCORE_PER_PLYR_FLAG_TOUCH, %plural2, %cl.name);
|
|
}
|
|
else
|
|
messageClient(%cl, 'msgCTFFriendCap', '\c0You receive %1 point%2 for capturing the enemy flag!', %game.SCORE_PER_PLYR_FLAG_CAP, %plural);
|
|
|
|
messageTeamExcept(%cl, 'msgCTFFriendCap', '\c0Teammate %1 receives %2 point%3 for capturing the enemy flag!', %cl.name, %game.SCORE_PER_PLYR_FLAG_CAP, %plural);
|
|
messageTeam(%flag.team, 'msgCTFEnemyCap', '\c0Enemy %1 received %2 point%3 for capturing your flag!', %cl.name, %game.SCORE_PER_PLYR_FLAG_CAP, %plural);
|
|
}
|
|
}
|
|
}
|
|
|
|
%game.recalcScore(%cl);
|
|
|
|
if(isObject(%flag.grabber))
|
|
%game.recalcScore(%flag.grabber);
|
|
|
|
%game.checkScoreLimit(%cl.team);
|
|
}
|
|
|
|
|
|
function CTFGame::awardScoreFlagTouch(%game, %cl, %flag)
|
|
{
|
|
|
|
%flag.grabber = %cl;
|
|
%team = %cl.team;
|
|
if( $DontScoreTimer[%team] )
|
|
return;
|
|
|
|
$dontScoreTimer[%team] = true;
|
|
//tinman - needed to remove all game calls to "eval" for the PURE server...
|
|
%game.schedule(%game.TOUCH_DELAY_MS, resetDontScoreTimer, %team);
|
|
//schedule(%game.TOUCH_DELAY_MS, 0, eval, "$dontScoreTimer["@%team@"] = false;");
|
|
schedule(%game.TOUCH_DELAY_MS, 0, eval, "$dontScoreTimer["@%team@"] = false;");
|
|
$TeamScore[%team] += %game.SCORE_PER_TEAM_FLAG_TOUCH;
|
|
messageAll('MsgTeamScoreIs', "", %team, $TeamScore[%team]);
|
|
|
|
if (%game.SCORE_PER_TEAM_FLAG_TOUCH > 0)
|
|
{
|
|
%plural = (%game.SCORE_PER_TEAM_FLAG_TOUCH != 1 ? 's' : "");
|
|
messageTeam(%team, 'msgCTFFriendFlagTouch', '\c0Your team receives %1 point%2 for grabbing the enemy flag!', %game.SCORE_PER_TEAM_FLAG_TOUCH, %plural);
|
|
messageTeam(%flag.team, 'msgCTFEnemyFlagTouch', '\c0Enemy %1 receives %2 point%3 for grabbing your flag!', %cl.name, %game.SCORE_PER_TEAM_FLAG_TOUCH, %plural);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
%game.checkScoreLimit(%team);
|
|
}
|
|
|
|
function CTFGame::resetDontScoreTimer(%game, %team)
|
|
{
|
|
$dontScoreTimer[%team] = false;
|
|
}
|
|
|
|
function CTFGame::checkScoreLimit(%game, %team)
|
|
{
|
|
%scoreLimit = MissionGroup.CTF_scoreLimit * %game.SCORE_PER_TEAM_FLAG_CAP;
|
|
// default of 5 if scoreLimit not defined
|
|
if(%scoreLimit $= "")
|
|
%scoreLimit = 5 * %game.SCORE_PER_TEAM_FLAG_CAP;
|
|
if($TeamScore[%team] >= %scoreLimit)
|
|
%game.scoreLimitReached();
|
|
}
|
|
|
|
function CTFGame::awardScoreFlagReturn(%game, %cl, %perc)
|
|
{
|
|
if(isDemo())
|
|
{
|
|
%cl.flagReturns++;
|
|
if (%game.SCORE_PER_FLAG_RETURN != 0)
|
|
{
|
|
messageClient(%cl, 'scoreFlaRetMsg', '\c0You received a %1 point bonus for returning your flag.', %game.SCORE_PER_FLAG_RETURN);
|
|
//messageTeamExcept(%cl, 'scoreFlaRetMsg', '\c0Teammate %1 received a %2 point bonus for returning your flag.', %cl.name, %game.SCORE_PER_FLAG_RETURN);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
}
|
|
else
|
|
{
|
|
if (%game.SCORE_PER_FLAG_RETURN != 0)
|
|
{
|
|
%pts = mfloor( %game.SCORE_PER_FLAG_RETURN * (%perc/100) );
|
|
if(%perc == 100)
|
|
messageClient(%cl, 'scoreFlaRetMsg', 'Flag return - exceeded capping distance - %1 point bonus.', %pts, %perc);
|
|
else if(%perc == 0)
|
|
messageClient(%cl, 'scoreFlaRetMsg', 'You gently place the flag back on the stand.', %pts, %perc);
|
|
else
|
|
messageClient(%cl, 'scoreFlaRetMsg', '\c0Flag return from %2%% of capping distance - %1 point bonus.', %pts, %perc);
|
|
%cl.returnPts += %pts;
|
|
}
|
|
%game.recalcScore(%cl);
|
|
return %game.SCORE_PER_FLAG_RETURN;
|
|
}
|
|
}
|
|
|
|
function CTFGame::awardScoreStalemateReturn(%game, %cl)
|
|
{
|
|
if (%game.SCORE_PER_STALEMATE_RETURN != 0)
|
|
{
|
|
messageClient(%cl, 'scoreStaleRetMsg', '\c0You received a %1 point bonus for a stalemate-breaking, flag return.', %game.SCORE_PER_STALEMATE_RETURN);
|
|
%cl.returnPts += %game.SCORE_PER_STALEMATE_RETURN;
|
|
}
|
|
%game.recalcScore(%cl);
|
|
return %game.SCORE_PER_STALEMATE_RETURN;
|
|
}
|
|
|
|
// Asset Destruction scoring
|
|
function CTFGame::awardScoreGenDestroy(%game,%cl)
|
|
{
|
|
%cl.genDestroys++;
|
|
if (%game.SCORE_PER_DESTROY_GEN != 0)
|
|
{
|
|
messageClient(%cl, 'msgGenDes', '\c0You received a %1 point bonus for destroying an enemy generator.', %game.SCORE_PER_DESTROY_GEN);
|
|
//messageTeamExcept(%cl, 'msgGenDes', '\c0Teammate %1 received a %2 point bonus for destroying an enemy generator.', %cl.name, %game.SCORE_PER_GEN_DESTROY);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
return %game.SCORE_PER_DESTROY_GEN;
|
|
}
|
|
|
|
function CTFGame::awardScoreSensorDestroy(%game,%cl)
|
|
{
|
|
%cl.sensorDestroys++;
|
|
if (%game.SCORE_PER_DESTROY_SENSOR != 0)
|
|
{
|
|
messageClient(%cl, 'msgSensorDes', '\c0You received a %1 point bonus for destroying an enemy sensor.', %game.SCORE_PER_DESTROY_SENSOR);
|
|
//messageTeamExcept(%cl, 'msgGenDes', '\c0Teammate %1 received a %2 point bonus for destroying an enemy generator.', %cl.name, %game.SCORE_PER_GEN_DESTROY);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
return %game.SCORE_PER_DESTROY_SENSOR;
|
|
}
|
|
|
|
function CTFGame::awardScoreTurretDestroy(%game,%cl)
|
|
{
|
|
%cl.turretDestroys++;
|
|
if (%game.SCORE_PER_DESTROY_TURRET != 0)
|
|
{
|
|
messageClient(%cl, 'msgTurretDes', '\c0You received a %1 point bonus for destroying an enemy turret.', %game.SCORE_PER_DESTROY_TURRET);
|
|
//messageTeamExcept(%cl, 'msgGenDes', '\c0Teammate %1 received a %2 point bonus for destroying an enemy generator.', %cl.name, %game.SCORE_PER_GEN_DESTROY);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
return %game.SCORE_PER_DESTROY_TURRET;
|
|
}
|
|
|
|
function CTFGame::awardScoreInvDestroy(%game,%cl)
|
|
{
|
|
%cl.IStationDestroys++;
|
|
if (%game.SCORE_PER_DESTROY_ISTATION != 0)
|
|
{
|
|
messageClient(%cl, 'msgInvDes', '\c0You received a %1 point bonus for destroying an enemy inventory station.', %game.SCORE_PER_DESTROY_ISTATION);
|
|
//messageTeamExcept(%cl, 'msgGenDes', '\c0Teammate %1 received a %2 point bonus for destroying an enemy generator.', %cl.name, %game.SCORE_PER_GEN_DESTROY);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
return %game.SCORE_PER_DESTROY_ISTATION;
|
|
}
|
|
|
|
function CTFGame::awardScoreVehicleStationDestroy(%game,%cl)
|
|
{
|
|
%cl.VStationDestroys++;
|
|
if (%game.SCORE_PER_DESTROY_VSTATION != 0)
|
|
{
|
|
messageClient(%cl, 'msgVSDes', '\c0You received a %1 point bonus for destroying an enemy vehicle station.', %game.SCORE_PER_DESTROY_VSTATION);
|
|
//messageTeamExcept(%cl, 'msgGenDes', '\c0Teammate %1 received a %2 point bonus for destroying an enemy generator.', %cl.name, %game.SCORE_PER_GEN_DESTROY);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
return %game.SCORE_PER_DESTROY_VSTATION;
|
|
}
|
|
|
|
function CTFGame::awardScoreSolarDestroy(%game,%cl)
|
|
{
|
|
%cl.SolarDestroys++;
|
|
if (%game.SCORE_PER_DESTROY_SOLAR != 0)
|
|
{
|
|
messageClient(%cl, 'msgSolarDes', '\c0You received a %1 point bonus for destroying an enemy solar panel.', %game.SCORE_PER_DESTROY_SOLAR);
|
|
//messageTeamExcept(%cl, 'msgGenDes', '\c0Teammate %1 received a %2 point bonus for destroying an enemy generator.', %cl.name, %game.SCORE_PER_GEN_DESTROY);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
return %game.SCORE_PER_DESTROY_SOLAR;
|
|
}
|
|
|
|
function CTFGame::awardScoreSentryDestroy(%game,%cl)
|
|
{
|
|
%cl.sentryDestroys++;
|
|
if (%game.SCORE_PER_DESTROY_SENTRY != 0)
|
|
{
|
|
messageClient(%cl, 'msgSentryDes', '\c0You received a %1 point bonus for destroying an enemy sentry turret.', %game.SCORE_PER_DESTROY_SENTRY);
|
|
//messageTeamExcept(%cl, 'msgGenDes', '\c0Teammate %1 received a %2 point bonus for destroying an enemy generator.', %cl.name, %game.SCORE_PER_GEN_DESTROY);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
return %game.SCORE_PER_DESTROY_SENTRY;
|
|
}
|
|
|
|
function CTFGame::awardScoreDepSensorDestroy(%game,%cl)
|
|
{
|
|
%cl.depSensorDestroys++;
|
|
if (%game.SCORE_PER_DESTROY_DEP_SENSOR != 0)
|
|
{
|
|
messageClient(%cl, 'msgDepSensorDes', '\c0You received a %1 point bonus for destroying an enemy deployable.', %game.SCORE_PER_DESTROY_DEP_SENSOR);
|
|
//messageTeamExcept(%cl, 'msgGenDes', '\c0Teammate %1 received a %2 point bonus for destroying an enemy generator.', %cl.name, %game.SCORE_PER_GEN_DESTROY);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
return %game.SCORE_PER_DESTROY_DEP_SENSOR;
|
|
}
|
|
|
|
function CTFGame::awardScoreDepTurretDestroy(%game,%cl)
|
|
{
|
|
%cl.depTurretDestroys++;
|
|
if (%game.SCORE_PER_DESTROY_DEP_TUR != 0)
|
|
{
|
|
messageClient(%cl, 'msgDepTurDes', '\c0You received a %1 point bonus for destroying an enemy deployed turret.', %game.SCORE_PER_DESTROY_DEP_TUR);
|
|
//messageTeamExcept(%cl, 'msgGenDes', '\c0Teammate %1 received a %2 point bonus for destroying an enemy generator.', %cl.name, %game.SCORE_PER_GEN_DESTROY);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
return %game.SCORE_PER_DESTROY_DEP_TUR;
|
|
}
|
|
|
|
function CTFGame::awardScoreDepStationDestroy(%game,%cl)
|
|
{
|
|
%cl.depStationDestroys++;
|
|
if (%game.SCORE_PER_DESTROY_DEP_INV != 0)
|
|
{
|
|
messageClient(%cl, 'msgDepInvDes', '\c0You received a %1 point bonus for destroying an enemy deployed station.', %game.SCORE_PER_DESTROY_DEP_INV);
|
|
//messageTeamExcept(%cl, 'msgGenDes', '\c0Teammate %1 received a %2 point bonus for destroying an enemy generator.', %cl.name, %game.SCORE_PER_GEN_DESTROY);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
return %game.SCORE_PER_DESTROY_DEP_INV;
|
|
}
|
|
|
|
function CTFGame::awardScoreGenDefend(%game, %killerID)
|
|
{
|
|
%killerID.genDefends++;
|
|
if (%game.SCORE_PER_GEN_DEFEND != 0)
|
|
{
|
|
messageClient(%killerID, 'msgGenDef', '\c0You received a %1 point bonus for defending a generator.', %game.SCORE_PER_GEN_DEFEND);
|
|
//messageTeamExcept(%killerID, 'msgGenDef', '\c0Teammate %1 received a %2 point bonus for defending a generator.', %killerID.name, %game.SCORE_PER_GEN_DEFEND);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
return %game.SCORE_PER_GEN_DEFEND;
|
|
}
|
|
|
|
function CTFGame::awardScoreCarrierKill(%game, %killerID)
|
|
{
|
|
%killerID.carrierKills++;
|
|
if (%game.SCORE_PER_CARRIER_KILL != 0)
|
|
{
|
|
messageClient(%killerID, 'msgCarKill', '\c0You received a %1 point bonus for stopping the enemy flag carrier!', %game.SCORE_PER_CARRIER_KILL);
|
|
//messageTeamExcept(%killerID, 'msgCarKill', '\c0Teammate %1 received a %2 point bonus for stopping the enemy flag carrier!', %killerID.name, %game.SCORE_PER_CARRIER_KILL);
|
|
}
|
|
%game.recalcScore(%killerID);
|
|
return %game.SCORE_PER_CARRIER_KILL;
|
|
}
|
|
|
|
function CTFGame::awardScoreFlagDefend(%game, %killerID)
|
|
{
|
|
%killerID.flagDefends++;
|
|
if (%game.SCORE_PER_FLAG_DEFEND != 0)
|
|
{
|
|
messageClient(%killerID, 'msgFlagDef', '\c0You received a %1 point bonus for defending your flag!', %game.SCORE_PER_FLAG_DEFEND);
|
|
//messageTeamExcept(%killerID, 'msgFlagDef', '\c0Teammate %1 received a %2 point bonus for defending your flag!', %killerID.name, %game.SCORE_PER_FLAG_DEFEND);
|
|
}
|
|
%game.recalcScore(%killerID);
|
|
return %game.SCORE_PER_FLAG_DEFEND;
|
|
}
|
|
|
|
function CTFGame::awardScoreEscortAssist(%game, %killerID)
|
|
{
|
|
%killerID.escortAssists++;
|
|
if (%game.SCORE_PER_ESCORT_ASSIST != 0)
|
|
{
|
|
messageClient(%killerID, 'msgEscAsst', '\c0You received a %1 point bonus for protecting the flag carrier!', %game.SCORE_PER_ESCORT_ASSIST);
|
|
//messageTeamExcept(%killerID, 'msgEscAsst', '\c0Teammate %1 received a %2 point bonus for protecting the flag carrier!', %killerID.name, %game.SCORE_PER_ESCORT_ASSIST);
|
|
}
|
|
%game.recalcScore(%killerID);
|
|
return %game.SCORE_PER_ESCORT_ASSIST;
|
|
}
|
|
|
|
function CTFGame::resetScore(%game, %client)
|
|
{
|
|
%client.offenseScore = 0;
|
|
%client.kills = 0;
|
|
%client.deaths = 0;
|
|
%client.suicides = 0;
|
|
%client.escortAssists = 0;
|
|
%client.teamKills = 0;
|
|
%client.flagCaps = 0;
|
|
%client.flagGrabs = 0;
|
|
%client.genDestroys = 0;
|
|
%client.sensorDestroys = 0;
|
|
%client.turretDestroys = 0;
|
|
%client.iStationDestroys = 0;
|
|
%client.vstationDestroys = 0;
|
|
%client.solarDestroys = 0;
|
|
%client.sentryDestroys = 0;
|
|
%client.depSensorDestroys = 0;
|
|
%client.depTurretDestroys = 0;
|
|
%client.depStationDestroys = 0;
|
|
%client.vehicleScore = 0;
|
|
%client.vehicleBonus = 0;
|
|
|
|
%client.flagDefends = 0;
|
|
%client.defenseScore = 0;
|
|
%client.genDefends = 0;
|
|
%client.carrierKills = 0;
|
|
%client.escortAssists = 0;
|
|
%client.turretKills = 0;
|
|
%client.mannedTurretKills = 0;
|
|
%client.flagReturns = 0;
|
|
%client.genRepairs = 0;
|
|
%client.SensorRepairs =0;
|
|
%client.TurretRepairs =0;
|
|
%client.StationRepairs =0;
|
|
%client.VStationRepairs =0;
|
|
%client.solarRepairs =0;
|
|
%client.sentryRepairs =0;
|
|
%client.depInvRepairs =0;
|
|
%client.depTurretRepairs=0;
|
|
%client.returnPts = 0;
|
|
%client.score = 0;
|
|
}
|
|
|
|
function CTFGame::objectRepaired(%game, %obj, %objName)
|
|
{
|
|
%item = %obj.getDataBlock().getName();
|
|
switch$ (%item)
|
|
{
|
|
case generatorLarge :
|
|
%game.genOnRepaired(%obj, %objName);
|
|
case sensorMediumPulse :
|
|
%game.sensorOnRepaired(%obj, %objName);
|
|
case sensorLargePulse :
|
|
%game.sensorOnRepaired(%obj, %objName);
|
|
case stationInventory :
|
|
%game.stationOnRepaired(%obj, %objName);
|
|
case turretBaseLarge :
|
|
%game.turretOnRepaired(%obj, %objName);
|
|
case stationVehicle :
|
|
%game.vStationOnRepaired(%obj, %objName);
|
|
case solarPanel :
|
|
%game.solarPanelOnRepaired(%obj, %objName);
|
|
case sentryTurret :
|
|
%game.sentryTurretOnRepaired(%obj, %objName);
|
|
case TurretDeployedWallIndoor:
|
|
%game.depTurretOnRepaired(%obj, %objName);
|
|
case TurretDeployedFloorIndoor:
|
|
%game.depTurretOnRepaired(%obj, %objName);
|
|
case TurretDeployedCeilingIndoor:
|
|
%game.depTurretOnRepaired(%obj, %objName);
|
|
case TurretDeployedOutdoor:
|
|
%game.depTurretOnRepaired(%obj, %objName);
|
|
}
|
|
%obj.wasDisabled = false;
|
|
}
|
|
|
|
function CTFGame::genOnRepaired(%game, %obj, %objName)
|
|
{
|
|
|
|
if (%game.testValidRepair(%obj))
|
|
{
|
|
%repairman = %obj.repairedBy;
|
|
teamRepairMessage(%repairman, 'msgGenRepaired', '\c0%1 repaired the %2 Generator!', %repairman.name, %obj.nameTag);
|
|
%game.awardScoreGenRepair(%obj.repairedBy);
|
|
}
|
|
}
|
|
|
|
function CTFGame::stationOnRepaired(%game, %obj, %objName)
|
|
{
|
|
if (%game.testValidRepair(%obj))
|
|
{
|
|
%repairman = %obj.repairedBy;
|
|
teamRepairMessage(%repairman, 'msgStationRepaired', '\c0%1 repaired the %2 Inventory Station!', %repairman.name, %obj.nameTag);
|
|
%game.awardScoreStationRepair(%obj.repairedBy);
|
|
}
|
|
}
|
|
|
|
function CTFGame::sensorOnRepaired(%game, %obj, %objName)
|
|
{
|
|
if (%game.testValidRepair(%obj))
|
|
{
|
|
%repairman = %obj.repairedBy;
|
|
teamRepairMessage(%repairman, 'msgSensorRepaired', '\c0%1 repaired the %2 Pulse Sensor!', %repairman.name, %obj.nameTag);
|
|
%game.awardScoreSensorRepair(%obj.repairedBy);
|
|
}
|
|
}
|
|
|
|
function CTFGame::turretOnRepaired(%game, %obj, %objName)
|
|
{
|
|
if (%game.testValidRepair(%obj))
|
|
{
|
|
%repairman = %obj.repairedBy;
|
|
teamRepairMessage(%repairman, 'msgTurretRepaired', '\c0%1 repaired the %2 Turret!', %repairman.name, %obj.nameTag);
|
|
%game.awardScoreTurretRepair(%obj.repairedBy);
|
|
}
|
|
}
|
|
|
|
function CTFGame::vStationOnRepaired(%game, %obj, %objName)
|
|
{
|
|
if (%game.testValidRepair(%obj))
|
|
{
|
|
%repairman = %obj.repairedBy;
|
|
teamRepairMessage(%repairman, 'msgvstationRepaired', '\c0%1 repaired the Vehicle Station!', %repairman.name);
|
|
%game.awardScoreVStationRepair(%obj.repairedBy);
|
|
}
|
|
}
|
|
|
|
function CTFGame::solarPanelOnRepaired(%game, %obj, %objName)
|
|
{
|
|
if (%game.testValidRepair(%obj))
|
|
{
|
|
%repairman = %obj.repairedBy;
|
|
teamRepairMessage(%repairman, 'msgsolarRepaired', '\c0%1 repaired the %2 Solar Panel!', %repairman.name, %obj.nameTag);
|
|
%game.awardScoreSolarRepair(%obj.repairedBy);
|
|
}
|
|
}
|
|
|
|
function CTFGame::sentryTurretOnRepaired(%game, %obj, %objName)
|
|
{
|
|
if (%game.testValidRepair(%obj))
|
|
{
|
|
%repairman = %obj.repairedBy;
|
|
teamRepairMessage(%repairman, 'msgsentryTurretRepaired', '\c0%1 repaired the %2 Sentry Turret!', %repairman.name, %obj.nameTag);
|
|
%game.awardScoreSentryRepair(%obj.repairedBy);
|
|
}
|
|
}
|
|
|
|
function CTFGame::depTurretOnRepaired(%game, %obj, %objName)
|
|
{
|
|
if (%game.testValidRepair(%obj))
|
|
{
|
|
%repairman = %obj.repairedBy;
|
|
%game.awardScoreDepTurretRepair(%obj.repairedBy);
|
|
}
|
|
}
|
|
|
|
function CTFGame::depInvOnRepaired(%game, %obj, %objName)
|
|
{
|
|
if (%game.testValidRepair(%obj))
|
|
{
|
|
%repairman = %obj.repairedBy;
|
|
%game.awardScoreDepInvRepair(%obj.repairedBy);
|
|
}
|
|
}
|
|
|
|
function CTFGame::awardScoreGenRepair(%game, %cl)
|
|
{
|
|
%cl.genRepairs++;
|
|
if (%game.SCORE_PER_REPAIR_GEN != 0)
|
|
{
|
|
messageClient(%cl, 'msgGenRep', '\c0You received a %1 point bonus for repairing a generator.', %game.SCORE_PER_REPAIR_GEN);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
}
|
|
|
|
function CTFGame::awardScoreStationRepair(%game, %cl)
|
|
{
|
|
%cl.stationRepairs++;
|
|
if (%game.SCORE_PER_REPAIR_ISTATION != 0)
|
|
{
|
|
messageClient(%cl, 'msgIStationRep', '\c0You received a %1 point bonus for repairing a inventory station.', %game.SCORE_PER_REPAIR_ISTATION);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
}
|
|
|
|
function CTFGame::awardScoreSensorRepair(%game, %cl)
|
|
{
|
|
%cl.sensorRepairs++;
|
|
if (%game.SCORE_PER_REPAIR_SENSOR != 0)
|
|
{
|
|
messageClient(%cl, 'msgSensorRep', '\c0You received a %1 point bonus for repairing a sensor.', %game.SCORE_PER_REPAIR_SENSOR);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
}
|
|
|
|
function CTFGame::awardScoreTurretRepair(%game, %cl)
|
|
{
|
|
%cl.TurretRepairs++;
|
|
if (%game.SCORE_PER_REPAIR_TURRET != 0)
|
|
{
|
|
messageClient(%cl, 'msgTurretRep', '\c0You received a %1 point bonus for repairing a base turret.', %game.SCORE_PER_REPAIR_TURRET);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
}
|
|
|
|
function CTFGame::awardScoreVStationRepair(%game, %cl)
|
|
{
|
|
%cl.VStationRepairs++;
|
|
if (%game.SCORE_PER_REPAIR_VSTATION != 0)
|
|
{
|
|
messageClient(%cl, 'msgVStationRep', '\c0You received a %1 point bonus for repairing a vehicle station.', %game.SCORE_PER_REPAIR_VSTATION);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
}
|
|
|
|
function CTFGame::awardScoreSolarRepair(%game, %cl)
|
|
{
|
|
%cl.solarRepairs++;
|
|
if (%game.SCORE_PER_REPAIR_SOLAR != 0)
|
|
{
|
|
messageClient(%cl, 'msgsolarRep', '\c0You received a %1 point bonus for repairing a solar panel.', %game.SCORE_PER_REPAIR_SOLAR);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
}
|
|
|
|
function CTFGame::awardScoreSentryRepair(%game, %cl)
|
|
{
|
|
%cl.sentryRepairs++;
|
|
if (%game.SCORE_PER_REPAIR_SENTRY != 0)
|
|
{
|
|
messageClient(%cl, 'msgSentryRep', '\c0You received a %1 point bonus for repairing a sentry turret.', %game.SCORE_PER_REPAIR_SENTRY);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
}
|
|
|
|
function CTFGame::awardScoreDepTurretRepair(%game, %cl)
|
|
{
|
|
%cl.depTurretRepairs++;
|
|
if (%game.SCORE_PER_REPAIR_DEP_TUR != 0)
|
|
{
|
|
messageClient(%cl, 'msgDepTurretRep', '\c0You received a %1 point bonus for repairing a deployed turret.', %game.SCORE_PER_REPAIR_DEP_TUR);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
}
|
|
|
|
function CTFGame::awardScoreDepInvRepair(%game, %cl)
|
|
{
|
|
%cl.depInvRepairs++;
|
|
if (%game.SCORE_PER_REPAIR_DEP_INV != 0)
|
|
{
|
|
messageClient(%cl, 'msgDepInvRep', '\c0You received a %1 point bonus for repairing a deployed station.', %game.SCORE_PER_REPAIR_DEP_INV);
|
|
}
|
|
%game.recalcScore(%cl);
|
|
}
|
|
|
|
function CTFGame::enterMissionArea(%game, %playerData, %player)
|
|
{
|
|
if(%player.getState() $= "Dead")
|
|
return;
|
|
%player.client.outOfBounds = false;
|
|
messageClient(%player.client, 'EnterMissionArea', '\c1You are back in the mission area.');
|
|
logEcho(%player.client.nameBase@" (pl "@%player@"/cl "@%player.client@") entered mission area");
|
|
|
|
//the instant a player leaves the mission boundary, the flag is dropped, and the return is scheduled...
|
|
if (%player.holdingFlag > 0)
|
|
{
|
|
cancel($FlagReturnTimer[%player.holdingFlag]);
|
|
$FlagReturnTimer[%player.holdingFlag] = "";
|
|
}
|
|
}
|
|
|
|
function CTFGame::leaveMissionArea(%game, %playerData, %player)
|
|
{
|
|
if(%player.getState() $= "Dead")
|
|
return;
|
|
// maybe we'll do this just in case
|
|
%player.client.outOfBounds = true;
|
|
// if the player is holding a flag, strip it and throw it back into the mission area
|
|
// otherwise, just print a message
|
|
if(%player.holdingFlag > 0)
|
|
%game.boundaryLoseFlag(%player);
|
|
else
|
|
messageClient(%player.client, 'MsgLeaveMissionArea', '\c1You have left the mission area.~wfx/misc/warning_beep.wav');
|
|
logEcho(%player.client.nameBase@" (pl "@%player@"/cl "@%player.client@") left mission area");
|
|
}
|
|
|
|
function CTFGame::boundaryLoseFlag(%game, %player)
|
|
{
|
|
// this is called when a player goes out of the mission area while holding
|
|
// the enemy flag. - make sure the player is still out of bounds
|
|
if (!%player.client.outOfBounds || !isObject(%player.holdingFlag))
|
|
return;
|
|
|
|
%client = %player.client;
|
|
%flag = %player.holdingFlag;
|
|
%flag.setVelocity("0 0 0");
|
|
%flag.setTransform(%player.getWorldBoxCenter());
|
|
%flag.setCollisionTimeout(%player);
|
|
|
|
%game.playerDroppedFlag(%player);
|
|
|
|
// now for the tricky part -- throwing the flag back into the mission area
|
|
// let's try throwing it back towards its "home"
|
|
%home = %flag.originalPosition;
|
|
%vecx = firstWord(%home) - firstWord(%player.getWorldBoxCenter());
|
|
%vecy = getWord(%home, 1) - getWord(%player.getWorldBoxCenter(), 1);
|
|
%vecz = getWord(%home, 2) - getWord(%player.getWorldBoxCenter(), 2);
|
|
%vec = %vecx SPC %vecy SPC %vecz;
|
|
|
|
// normalize the vector, scale it, and add an extra "upwards" component
|
|
%vecNorm = VectorNormalize(%vec);
|
|
%vec = VectorScale(%vecNorm, 1500);
|
|
%vec = vectorAdd(%vec, "0 0 500");
|
|
|
|
// apply the impulse to the flag object
|
|
%flag.applyImpulse(%player.getWorldBoxCenter(), %vec);
|
|
|
|
//don't forget to send the message
|
|
messageClient(%player.client, 'MsgCTFFlagDropped', '\c1You have left the mission area and lost the flag.~wfx/misc/flag_drop.wav', 0, 0, %player.holdingFlag.team);
|
|
logEcho(%player.client.nameBase@" (pl "@%player@"/cl "@%player.client@") lost flag (out of bounds)");
|
|
}
|
|
|
|
function CTFGame::dropFlag(%game, %player)
|
|
{
|
|
if(%player.holdingFlag > 0)
|
|
{
|
|
if (!%player.client.outOfBounds)
|
|
%player.throwObject(%player.holdingFlag);
|
|
else
|
|
%game.boundaryLoseFlag(%player);
|
|
}
|
|
}
|
|
|
|
function CTFGame::applyConcussion(%game, %player)
|
|
{
|
|
%game.dropFlag( %player );
|
|
}
|
|
|
|
function CTFGame::vehicleDestroyed(%game, %vehicle, %destroyer)
|
|
{
|
|
//vehicle name
|
|
%data = %vehicle.getDataBlock();
|
|
//%vehicleType = getTaggedString(%data.targetNameTag) SPC getTaggedString(%data.targetTypeTag);
|
|
%vehicleType = getTaggedString(%data.targetTypeTag);
|
|
if(%vehicleType !$= "MPB")
|
|
%vehicleType = strlwr(%vehicleType);
|
|
|
|
%enemyTeam = ( %destroyer.team == 1 ) ? 2 : 1;
|
|
|
|
%scorer = 0;
|
|
%multiplier = 1;
|
|
|
|
%passengers = 0;
|
|
for(%i = 0; %i < %data.numMountPoints; %i++)
|
|
if(%vehicle.getMountNodeObject(%i))
|
|
%passengers++;
|
|
|
|
//what destroyed this vehicle
|
|
if(%destroyer.client)
|
|
{
|
|
//it was a player, or his mine, satchel, whatever...
|
|
%destroyer = %destroyer.client;
|
|
%scorer = %destroyer;
|
|
|
|
// determine if the object used was a mine
|
|
if(%vehicle.lastDamageType == $DamageType::Mine)
|
|
%multiplier = 2;
|
|
}
|
|
else if(%destroyer.getClassName() $= "Turret")
|
|
{
|
|
if(%destroyer.getControllingClient())
|
|
{
|
|
//manned turret
|
|
%destroyer = %destroyer.getControllingClient();
|
|
%scorer = %destroyer;
|
|
}
|
|
else
|
|
{
|
|
%destroyerName = "A turret";
|
|
%multiplier = 0;
|
|
}
|
|
}
|
|
else if(%destroyer.getDataBlock().catagory $= "Vehicles")
|
|
{
|
|
// Vehicle vs vehicle kill!
|
|
if(%name $= "BomberFlyer" || %name $= "AssaultVehicle")
|
|
%gunnerNode = 1;
|
|
else
|
|
%gunnerNode = 0;
|
|
|
|
if(%destroyer.getMountNodeObject(%gunnerNode))
|
|
{
|
|
%destroyer = %destroyer.getMountNodeObject(%gunnerNode).client;
|
|
%scorer = %destroyer;
|
|
}
|
|
%multiplier = 3;
|
|
}
|
|
else // Is there anything else we care about?
|
|
return;
|
|
|
|
|
|
if(%destroyerName $= "")
|
|
%destroyerName = %destroyer.name;
|
|
|
|
if(%vehicle.team == %destroyer.team) // team kill
|
|
{
|
|
%pref = (%vehicleType $= "Assault Tank") ? "an" : "a";
|
|
messageAll( 'msgVehicleTeamDestroy', '\c0%1 TEAMKILLED %3 %2!', %destroyerName, %vehicleType, %pref);
|
|
}
|
|
|
|
else // legit kill
|
|
{
|
|
messageTeamExcept(%destroyer, 'msgVehicleDestroy', '\c0%1 destroyed an enemy %2.', %destroyerName, %vehicleType);
|
|
messageTeam(%enemyTeam, 'msgVehicleDestroy', '\c0%1 destroyed your team\'s %2.', %destroyerName, %vehicleType);
|
|
//messageClient(%destroyer, 'msgVehicleDestroy', '\c0You destroyed an enemy %1.', %vehicleType);
|
|
|
|
if(%scorer)
|
|
{
|
|
%value = %game.awardScoreVehicleDestroyed(%scorer, %vehicleType, %multiplier, %passengers);
|
|
%game.shareScore(%value);
|
|
}
|
|
}
|
|
}
|
|
|
|
function CTFGame::awardScoreVehicleDestroyed(%game, %client, %vehicleType, %mult, %passengers)
|
|
{
|
|
if(isDemo())
|
|
return 0;
|
|
|
|
if(%vehicleType $= "Grav Cycle")
|
|
%base = %game.SCORE_PER_DESTROY_WILDCAT;
|
|
else if(%vehicleType $= "Assault Tank")
|
|
%base = %game.SCORE_PER_DESTROY_TANK;
|
|
else if(%vehicleType $= "MPB")
|
|
%base = %game.SCORE_PER_DESTROY_MPB;
|
|
else if(%vehicleType $= "Turbograv")
|
|
%base = %game.SCORE_PER_DESTROY_SHRIKE;
|
|
else if(%vehicleType $= "Bomber")
|
|
%base = %game.SCORE_PER_DESTROY_BOMBER;
|
|
else if(%vehicleType $= "Heavy Transport")
|
|
%base = %game.SCORE_PER_DESTROY_TRANSPORT;
|
|
|
|
%total = ( %base * %mult ) + ( %passengers * %game.SCORE_PER_PASSENGER );
|
|
|
|
%client.vehicleScore += %total;
|
|
|
|
messageClient(%client, 'msgVehicleScore', '\c0You received a %1 point bonus for destroying an enemy %2.', %total, %vehicleType);
|
|
%game.recalcScore(%client);
|
|
return %total;
|
|
}
|
|
|
|
function CTFGame::shareScore(%game, %client, %amount)
|
|
{
|
|
if(isDemo())
|
|
return 0;
|
|
|
|
//error("share score of"SPC %amount SPC "from client:" SPC %client);
|
|
// all of the player in the bomber and tank share the points
|
|
// gained from any of the others
|
|
%vehicle = %client.vehicleMounted;
|
|
if(!%vehicle)
|
|
return 0;
|
|
%vehicleType = getTaggedString(%vehicle.getDataBlock().targetTypeTag);
|
|
if(%vehicleType $= "Bomber" || %vehicleType $= "Assault Tank")
|
|
{
|
|
for(%i = 0; %i < %vehicle.getDataBlock().numMountPoints; %i++)
|
|
{
|
|
%occupant = %vehicle.getMountNodeObject(%i);
|
|
if(%occupant)
|
|
{
|
|
%occCl = %occupant.client;
|
|
if(%occCl != %client && %occCl.team == %client.team)
|
|
{
|
|
// the vehicle has a valid teammate at this node
|
|
// share the score with them
|
|
%occCl.vehicleBonus += %amount;
|
|
%game.recalcScore(%occCl);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
function CTFGame::awardScoreTurretKill(%game, %victimID, %implement)
|
|
{
|
|
if ((%killer = %implement.getControllingClient()) != 0) //award whoever might be controlling the turret
|
|
{
|
|
if (%killer == %victimID)
|
|
%game.awardScoreSuicide(%victimID);
|
|
else if (%killer.team == %victimID.team) //player controlling a turret killed a teammate
|
|
{
|
|
%killer.teamKills++;
|
|
%game.awardScoreTurretTeamKill(%victimID, %killer);
|
|
%game.awardScoreDeath(%victimID);
|
|
}
|
|
else
|
|
{
|
|
%killer.mannedturretKills++;
|
|
%game.recalcScore(%killer);
|
|
%game.awardScoreDeath(%victimID);
|
|
}
|
|
}
|
|
else if ((%killer = %implement.owner) != 0) //if it isn't controlled, award score to whoever deployed it
|
|
{
|
|
if (%killer.team == %victimID.team)
|
|
{
|
|
%game.awardScoreDeath(%victimID);
|
|
}
|
|
else
|
|
{
|
|
%killer.turretKills++;
|
|
%game.recalcScore(%killer);
|
|
%game.awardScoreDeath(%victimID);
|
|
}
|
|
}
|
|
//default is, no one was controlling it, no one owned it. No score given.
|
|
}
|
|
|
|
function CTFGame::testKill(%game, %victimID, %killerID)
|
|
{
|
|
return ((%killerID !=0) && (%victimID.team != %killerID.team));
|
|
}
|
|
|
|
function CTFGame::awardScoreKill(%game, %killerID)
|
|
{
|
|
%killerID.kills++;
|
|
%game.recalcScore(%killerID);
|
|
return %game.SCORE_PER_KILL;
|
|
}
|
|
|
|
|
|
function checkVehicleCamping( %team )
|
|
{
|
|
%position = $flagPos[%team];
|
|
%radius = 5;
|
|
InitContainerRadiusSearch(%position, %radius, $TypeMasks::VehicleObjectType );
|
|
|
|
while ((%vehicle = containerSearchNext()) != 0)
|
|
{
|
|
%dist = containerSearchCurrRadDamageDist();
|
|
|
|
if (%dist > %radius)
|
|
continue;
|
|
else
|
|
{
|
|
//if( %vehicle.team == %team )
|
|
applyVehicleCampDamage( %vehicle );
|
|
}
|
|
}
|
|
|
|
if( %team == 1 )
|
|
Game.campThread_1 = schedule( 1000, 0, "checkVehicleCamping", 1 );
|
|
else
|
|
Game.campThread_2 = schedule( 1000, 0, "checkVehicleCamping", 2 );
|
|
}
|
|
|
|
function applyVehicleCampDamage( %vehicle )
|
|
{
|
|
if( !isObject( %vehicle ) )
|
|
return;
|
|
|
|
if( %vehicle.getDamageState() $= "Destroyed" )
|
|
return;
|
|
|
|
%client = %vehicle.getMountNodeObject(0).client; // grab the pilot
|
|
|
|
messageClient( %client, 'serverMessage', "Can't park vehicles in flag zones!" );
|
|
%vehicle.getDataBlock().damageObject( %vehicle, 0, "0 0 0", 0.5, 0);
|
|
}
|