mirror of
https://github.com/Ragora/TribesReplay.git
synced 2026-01-19 17:44:45 +00:00
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
1350 lines
40 KiB
C#
1350 lines
40 KiB
C#
// don't want this executing when building graphs
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if($OFFLINE_NAV_BUILD)
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return;
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// Script for mission 1
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//===================================================================================
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//error("Training 1 script");
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// package and callbacks
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activatePackage(Training1);
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addMessageCallback('MsgWeaponMount', playerMountWeapon);
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// additional mission Audio
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datablock AudioProfile(HudFlashSound)
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{
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filename = "gui/buttonover.wav";
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description = AudioDefault3d;
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preload = true;
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};
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// additional mission Audio
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datablock AudioProfile(HeartbeatSound)
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{
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filename = "fx/misc/heartbeat.wav";
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description = Audio2D;
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preload = true;
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looping = false;
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};
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// variables
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$numberOfEnemies[1] = 7;
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$numberOfEnemies[2] = 10;
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$numberOfEnemies[3] = 14;
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$numberOfTeammates = 2;
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$missionBotSkill[1] = 0.0;
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$missionBotSkill[2] = 0.4;
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$missionBotSkill[3] = 0.7;
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game.pilotName = "McWatt";
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game.bombardierName = "Yossarian";
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//------------------------------------------------------------------------------
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function getTeammateGlobals()
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{
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$TeammateWarnom0 = "WildSide";
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$teammateskill0 = 0.5;
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$teammateVoice0 = Male3;
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$teammateEquipment0 = 0;
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$teammateGender0 = Male;
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$TeammateWarnom1 = "Proteus";
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$teammateSkill1 = 0.5;
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$teammateVoice1 = Male4;
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$teammateEquipment1 = 0;
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$teammateGender1 = Male;
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}
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game.tower = nameToId("Tower");
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game.tower.threshold1 = 330;
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game.tower.threshold2 = 80;
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$victimSet[1] = "0 7 10 11";
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$victimSet[2] = "1 8 12";
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$victimSet[3] = "2 9 13";
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package Training1 {
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//BEGIN TRAINING1 PACKAGE =======================================================================
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//------------------------------------------------------------------------------
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//scriptlet
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//we have to jump through a lot of hoops to get those dead bodies in training1
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function deadArmor::onAdd(%this, %obj)
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{
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%skin = (%obj.trainingSkin == 1 ? 'swolf' : 'beagle');
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//echo("skin = " SPC %skin);
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createTarget(%obj, 'Dead Body', %skin, "", 'deadArmor', 0);
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}
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function deadArmor::onRemove(%this, %obj)
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{
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//echo("singleplayerGame -- deadArmor::onRemove");
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freeTarget(%obj.getTarget());
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}
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function MP3Audio::play(%this)
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{
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//too bad...no mp3 in training
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}
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function countTurretsAllowed(%type)
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{
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return $TeamDeployableMax[%type];
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}
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function toggleScoreScreen(%val)
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{
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if ( %val )
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//error("No Score Screen in training.......");
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messageClient($player, 0, $player.miscMsg[noScoreScreen]);
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}
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function toggleCommanderMap(%val)
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{
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if ( %val )
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messageClient($player, 0, $player.miscMsg[noCC]);
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}
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function giveall()
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{
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error("When the going gets tough...wussies like you start cheating!");
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messageClient($player, 0, "Cheating eh? What\'s next? Camping?");
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}
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function kobayashi_maru()
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{
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$testCheats = true;
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commandToServer('giveAll');
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}
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// get the ball rolling
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//------------------------------------------------------------------------------
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function startCurrentMission()
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{
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playGui.add(outerChatHud);
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//fade up from black
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ServerConnection.setBlackOut(true, 0);
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//can't change settings during the intro...
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SinglePlayerEscSettingsBtn.setActive(0);
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updateTrainingObjectiveHud(obj1);
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setTeammatesCMapInvisible(true);
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$teammate0.player.invincible = true;
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$teammate1.player.invincible = true;
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resetWildcat();
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}
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//------------------------------------------------------------------------------
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function SinglePlayerGame::equip(%game, %player)
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{
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//ya start with nothing...NOTHING!
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%player.clearInventory();
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for(%i =0; %i<$InventoryHudCount; %i++)
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%player.client.setInventoryHudItem($InventoryHudData[%i, itemDataName], 0, 1);
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%set = %player.client.equipment;
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//error("equping Player "@%player@" with set"@%set);
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switch (%set)
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{
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case 0:
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echo("using default equipment");
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for(%i =0; %i<$InventoryHudCount; %i++)
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%player.client.setInventoryHudItem($InventoryHudData[%i, itemDataName], 0, 1);
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%player.setArmor("Light");
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%player.setInventory(RepairKit,1);
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%player.setInventory(Blaster,1);
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%player.setInventory(Disc,1);
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%player.setInventory(Chaingun, 1);
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%player.setInventory(ChaingunAmmo, 100);
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%player.setInventory(DiscAmmo, 20);
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%player.use(Disc);
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%player.weaponCount = 3;
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case 1:
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echo("using case 1 equipment");
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for(%i =0; %i<$InventoryHudCount; %i++)
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%player.client.setInventoryHudItem($InventoryHudData[%i, itemDataName], 0, 1);
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%player.setArmor("Light");
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%player.setInventory(RepairKit,1);
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%player.setInventory(Blaster,1);
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%player.setInventory(Disc,1);
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%player.setInventory(Chaingun, 1);
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%player.setInventory(ChaingunAmmo, 100);
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%player.setInventory(DiscAmmo, 20);
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%player.setInventory(EnergyPack, 1);
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%player.weaponCount = 3;
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case 2:
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%player.setArmor(Heavy);
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//%player.setInventory(CloakingPack, 1);
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%player.setInventory(RepairKit,1);
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%player.setInventory(Grenade,6);
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%player.setInventory(Plasma, 1);
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%player.setInventory(PlasmaAmmo, 25);
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%player.setInventory(Disc,1);
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%player.setInventory(DiscAmmo, 20);
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%player.setInventory(ElfGun, 1);
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%player.setInventory(MissileLauncher,1);
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%player.setInventory(MissileLauncherAmmo, 10);
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%player.setInventory(TargetingLaser, 1);
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%player.weaponCount = 4;
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%player.use(Disc);
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}
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}
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// Objectives
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//=================================================================================
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//------------------------------------------------------------------------------
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function openingSpiel()
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{
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//schedule(11000, 0, updateTrainingObjectiveHud, obj2);
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doText(T1_01);
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doText(T1_01a);
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doText(T1_01b);
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doText(T1_01c);
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doText(T1_02);
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doText(T1_02a);
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doText(T1_03);
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doText(T1_download01);
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doText(T1_03a);
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doText(T1_03b, 1000);
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doText(T1_03c, 1000);
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doText(T1_17, 700);
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doText(T1_04, 3000);
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doText(T1_05, 3000);
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doText(T1_06);
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doText(T1_tipEnergy);
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doText(T1_08, 2500);
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doText(T1_09, 4000);
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doText(T1_10, 1000);
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doText(T1_11);
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doText(T1_10a);
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doText(T1_10b);
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}
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//------------------------------------------------------------------------------
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function hurryPlayerUp()
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{
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doText(Any_abortwarn);
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$player.hurryUp = schedule(45000, $player.player, DoText, Any_abort);
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}
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// vehicle: vehicle controls, destination
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//------------------------------------------------------------------------------
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function clientCmdVehicleMount()
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{
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parent::clientCmdVehicleMount();
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game.respawnPoint = 3;
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//order chasers to attack (chasers are enemies 3 - 6)
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if(!game.mountVehicle){
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game.mountVehicle = true;
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//doText(T1_28);
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doText(T1_29);
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doText(T1_29a);
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doText(Any_Waypoint03);
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// and waypoint to MPB
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setWaypointAt(nameToId(MPB).position, "Extraction Team");
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updateTrainingObjectiveHud(obj5);
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// for now
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for( %x = 3; %x <= 6; %x++ )
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if($enemy[%x].player)
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$enemy[%x].stepEngage($player);
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}
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}
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//------------------------------------------------------------------------------
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function SniperRifle::onCollision(%data,%obj, %col)
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{
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//echo("Sniper Rifle Collision");
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if(!game.msgSniperNoPickup && $player.player.weaponCount >= 3) {
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game.msgSniperNoPickup = true;
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clearQueue();
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doText(T1_24);
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//doText(T1_24a);
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}
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else if(!game.msgSniperPickUp && $player.player.weaponcount < 3) {
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game.msgSniperPickUp = true;
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game.msgSniperNoPickup = true;
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clearQueue();
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doText(T1_TipSniper02);
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}
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ItemData::onCollision(%data,%obj,%col);
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}
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//------------------------------------------------------------------------------
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function RepairPatch::onCollision(%data,%obj,%col)
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{
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parent::onCollision(%data,%obj,%col);
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if(game.repair++ != 3)
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return;
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if(%col == $player.player && !game.gotRepairKit)
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{
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game.gotRepairKit = true;
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if(!game.blowOff){
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moveMap.push(); //jic
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doText(T1_12a);
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spiel2();
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}
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}
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}
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//------------------------------------------------------------------------------
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function EnergyPack::onCollision(%data,%obj,%col)
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{
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parent::onCollision(%data,%obj,%col);
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if (!game.EnergyPackPickup) {
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game.EnergyPackPickup = true;
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clearQueue();
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doText(T1_tipPack01);
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doText(T1_tipPack02);
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}
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}
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//------------------------------------------------------------------------------
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function playerMountWeapon(%tag, %text, %image, %player, %slot)
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{
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if( game.firstTime++ < 2)
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return; // initial weapon mount doesnt count
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//echo("the problem is the image name: "@%image.getName());
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if(%image.getName() $= "BlasterImage" && !game.msgBlast) {
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game.msgBlast = true;
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//doText(T1_TipBlaster01);
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}
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if(%image.getName() $= "ChaingunImage" && !game.msgChain) {
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game.msgchain = true;
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//doText(T1_TipChaingun);
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}
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if(%image.getName() $= "DiscImage" && !game.msgDisc) {
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game.msgDisc = true;
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//doText(T1_TipSpinfusor);
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}
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if(%image.getName() $= "SniperRifleImage" && !game.msgSnipe) {
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game.msgSnipe = true;
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doText(T1_TipSniper03);
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doText(T1_TipSniper04);
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}
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}
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//------------------------------------------------------------------------------
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function WeaponImage::onMount(%this,%obj,%slot)
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{
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messageClient(%obj.client, 'MsgWeaponMount', "", %this, %obj, %slot);
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parent::onMount(%this,%obj,%slot);
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}
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//------------------------------------------------------------------------------
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function spawnSinglePlayer()
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{
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resetWildCat();
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parent::spawnSinglePlayer();
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}
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//------------------------------------------------------------------------------
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function resetWildCat()
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{
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if(isObject($player.vehicle))
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$player.vehicle.delete();
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$player.vehicle = new HoverVehicle(hoverBike) {
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position = nameToId(hoverBikeDP).position;
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rotation = "0.200891 0.091345 0.975346 17.3161";
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scale = "1 1 1";
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dataBlock = "scoutVehicle";
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};
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}
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//------------------------------------------------------------------------------
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function spiel2()
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{
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game.respawnPoint = 1;
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//moveMap.bindCmd( keyboard, "backspace", "", "skipWeaponsCheck();" );
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clearQueue();
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cancel($player.hurryUp);
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$player.currentWaypoint.delete(); //?
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doText(T1_12b);
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doText(T1_TipIFF);
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doText(T1_13);
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doText(T1_14);
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doText(T1_TipBlaster01);
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doText(T1_15);
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doText(T1_TipChaingun);
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doText(T1_16);
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doText(T1_TipSpinfusor);
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//doText(T1_17);
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//doText(T1_TipBlaster02);
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//doText(T1_TipJets02);
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//doText(T1_18a);
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doText(T1_22);
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doText(T1_22a);
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doText(T1_18, 5000);
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doText(ANY_tipNow01);
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doText(T1_tipjets01);
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}
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function singlePlayerGame::onAIRespawn(%game, %client)
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{
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// DONT add the default tasks
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//error("default tasks not added");
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}
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|
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//------------------------------------------------------------------------------
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function missionClientKilled(%victim, %killer)
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{
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// this is just a bit messy as I added the training difficulty stuff late
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%skill = $pref::trainingDifficulty;
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|
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if(%victim == $player) {
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//error("Player victim re engagement");
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for(%i = 0; %i < clientGroup.getCount(); %i++) {
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%client = clientGroup.getObject(%i);
|
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if(%client.isAIControlled())
|
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if(%client.getStepName() $= "AIStepEngage") {
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%client.shouldEngageOnPlayerRespawn = true;
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//error(%client.name SPC " should Engage On Player Respawn.");
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}
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}
|
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}
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|
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if(%victim.team != $player.team && %skill < 3)
|
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schedule(3000, $player.player, adviseHealthKit);
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|
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%setDestroyed = checkForSequenceSkillCompletion(%victim);
|
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switch(%setDestroyed) {
|
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case 1:
|
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doText(ANY_Kudo04, 3000);
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doText(T1_21);
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//doText(T1_22);
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//doText(ANY_tipscavenge02, 1000);
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doText(ANY_tipscavenge01);
|
|
case 2:
|
|
doText(ANY_Kudo01, 3000);
|
|
game.EngagingEnemy1 = false;
|
|
doText(T1_26);
|
|
$enemy2.stepEngage($player);
|
|
$enemy2.clientDetected($player);
|
|
if(%skill > 1) {
|
|
$enemy9.stepEngage($player);
|
|
$enemy9.clientDetected($player);
|
|
}
|
|
if(%skill > 2) {
|
|
$enemy13.stepEngage($player);
|
|
$enemy13.clientDetected($player);
|
|
}
|
|
|
|
if(%skill == 0) {
|
|
//the first test of this went so well we're doing it again
|
|
%target = $enemy2.player.getTarget();
|
|
%mask = getTargetAlwaysVisMask(%target);
|
|
setTargetAlwaysVisMask(%target, %mask |(1<<1));
|
|
}
|
|
|
|
case 3 :
|
|
doText(T1_27a);
|
|
doText(T1_27b, 1000);
|
|
doText(T1_28, 5000);
|
|
doText(Any_TipSkiing);
|
|
schedule(9000, game, setWaypointAt, nameToId($player.vehicle).getTransform(), "Vehicle" );
|
|
updateTrainingObjectiveHud(obj6);
|
|
setTeammatesCMapInvisible(false);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function adviseHealthKit()
|
|
{
|
|
if(game.trainingIntro)
|
|
return;
|
|
if($player.player.getdamageLevel() > 0.3
|
|
&& $player.player.getInventory(RepairKit) && game.useHeath++ < 4) {
|
|
doText(Any_HealthKit);
|
|
}
|
|
}
|
|
|
|
function checkForSequenceSkillCompletion(%victim)
|
|
{
|
|
%set = findVictimSet(%victim);
|
|
//how is everbody esle in the set doing
|
|
for(%i = 0; %i < getWordCount($victimSet[%set]); %i++){
|
|
%enemy = getWord($victimSet[%set], %i);
|
|
if($enemy[%enemy] && $enemy[%enemy].player && $enemy[%enemy] != %victim) {
|
|
//error("There is $Enemy"@%enemy@" still in set "@ %set);
|
|
return 0;
|
|
}
|
|
}
|
|
return %set;
|
|
|
|
}
|
|
|
|
function findVictimSet(%victim)
|
|
{
|
|
for(%i = 1; %i <= 3; %i++) {
|
|
for(%word = 0; %word < getWordCount($victimSet[%i]); %word++) {
|
|
%num = getWord($victimSet[%i], %word);
|
|
if($enemy[%num] == %victim) {
|
|
//error("Victim is member of victim set "@%i);
|
|
return %i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// hokay...we have gone away from the default ai so we have to keep our forced-task
|
|
// AI system intact. If the player is killed the AI will forget about him.
|
|
// Lets iterate throught the client group and find out who should re-engage the player
|
|
// %client.shouldEngageOnPlayerRespawn is set in missionClientKilled
|
|
function singlePlayerGame::playerSpawned(%game, %player)
|
|
{
|
|
parent::playerSpawned(%game, %player);
|
|
|
|
if(%player.client == $player) {
|
|
for(%i = 0; %i < clientGroup.getCount(); %i++) {
|
|
%client = clientGroup.getObject(%i);
|
|
if(%client.isAIControlled())
|
|
if(%client.shouldEngageOnPlayerRespawn) {
|
|
//error(%client.name SPC " is re-engaging.");
|
|
%client.stepEngage($player);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
//------------------------------------------------------------------------------
|
|
function singlePlayerGame::gameOver(%game)
|
|
{
|
|
//moveMap.bindCmd( keyboard, "backspace", "", game.returnBinding );
|
|
$AIDisableChatResponse = "";
|
|
cancel($Training1Blackout);
|
|
cancel($Training1HitGround);
|
|
LightMaleHumanArmor.minImpactSpeed = 45;
|
|
$player.player.mountVehicle = true;
|
|
|
|
if(HelpTextGui.isVisible())
|
|
helpTextGui.setVisible(false);
|
|
|
|
//re-enable the use of the settings button...
|
|
SinglePlayerEscSettingsBtn.setActive(1);
|
|
|
|
Parent::gameOver();
|
|
}
|
|
|
|
function autoToggleHelpHud(%state)
|
|
{
|
|
if(HelpTextGui.isVisible() != %state)
|
|
toggleHelpText();
|
|
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
function skipIntroCinematic()
|
|
{
|
|
messageClient($player, 0, "Skipping intro...");
|
|
clearQueue();
|
|
trainingIntroFlightEnd();
|
|
}
|
|
|
|
function skipFlashingHud()
|
|
{
|
|
messageClient($player, 0, "Skipping HUD tutorial...");
|
|
clearQueue();
|
|
moveMap.push();
|
|
spiel2();
|
|
}
|
|
|
|
function skipWeaponsCheck()
|
|
{
|
|
messageClient($player, 0, "Skipping weapons tutorial....");
|
|
clearQueue();
|
|
doText(Any_blowOff3);
|
|
setWaypointAt(nameToId(Tower).position, "Tower");
|
|
updateTrainingObjectiveHud(obj4);
|
|
queEnemySet(0);
|
|
|
|
//moveMap.bindCmd( keyboard, "backspace", "", game.returnBinding );
|
|
}
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
function objectiveDistanceChecks()
|
|
{
|
|
%playerPosition = $player.player.getTransform();
|
|
if(!%playerPosition) {
|
|
$player.distanceCheckSchedule = schedule(5000, game, objectiveDistanceChecks);
|
|
return;
|
|
}
|
|
|
|
%base1distance = vectorDist( %playerPosition, game.tower.position );
|
|
//error("debug distance: tower- "@%base1distance);
|
|
if(%base1distance < game.tower.threshold1 && !game.base1t1 ) {
|
|
game.base1t1 = true;
|
|
if(!$enemy0.dead) {
|
|
$enemy0.stepEngage($player);
|
|
%skill = $pref::trainingDifficulty;
|
|
if(%skill > 1)
|
|
$enemy7.stepEngage($player);
|
|
if(%skill > 2) {
|
|
$enemy10.stepEngage($player);
|
|
$enemy11.stepEngage($player);
|
|
}
|
|
clearQueue();
|
|
doText(Any_Blowoff1);
|
|
}
|
|
else {
|
|
doText(ANY_tipNow02);
|
|
doText(T1_tipSkiing01);
|
|
doText(T1_tipSkiing02);
|
|
doText(T1_tipSkiing03);
|
|
}
|
|
}
|
|
if(%base1distance < game.tower.threshold2) {
|
|
if(!game.base1t2) {
|
|
game.respawnPoint = 2;
|
|
doText(T1_23);
|
|
doText(T1_23a);
|
|
doText(T1_23b);
|
|
schedule(45000, game, queEnemySet, 1);
|
|
}
|
|
|
|
game.base1t2++;
|
|
|
|
}
|
|
|
|
//MPB
|
|
%mpbDist = vectorDist( %playerPosition, nameToId(MPB).position );
|
|
//echo("debug distance: mpb- "@%mpbdist);
|
|
if(%mpbDist < 70 && !game.completed) {
|
|
game.completed = true;
|
|
clearQueue();
|
|
doText(T1_30, true);
|
|
$player.vehicle.setFrozenState(true);
|
|
|
|
missionComplete($player.miscMsg[training1win]);
|
|
}
|
|
|
|
$player.distanceCheckSchedule = schedule(1000, game, objectiveDistanceChecks);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function queEnemySet(%set)
|
|
{
|
|
switch(%set) {
|
|
case 0:
|
|
%skill = $pref::trainingDifficulty;
|
|
if($enemy0.player) {
|
|
$enemy0.stepEngage($player);
|
|
}
|
|
if(%skill > 1 && $enemy7.player)
|
|
$enemy7.stepEngage($player);
|
|
if(%skill > 2 && $enemy10.player) {
|
|
$enemy10.stepEngage($player);
|
|
}
|
|
if(%skill > 2 && $enemy11.player) {
|
|
$enemy11.stepEngage($player);
|
|
}
|
|
case 1:
|
|
doText(T1_25);
|
|
doText(T1_25a);
|
|
doText(T1_tipTactics);
|
|
$enemy1.stepEngage($player);
|
|
$enemy1.clientDetected($player);
|
|
%skill = $pref::trainingDifficulty;
|
|
//messageClient($player, 0, "Debug:"SPC $enemy1 SPC "has just been issued an engage order for" SPC $player);
|
|
if(%skill > 1)
|
|
$enemy8.stepEngage($player);
|
|
$enemy8.clientDetected($player);
|
|
if(%skill > 2) {
|
|
$enemy12.stepEngage($player);
|
|
$enemy12.clientDetected($player);
|
|
}
|
|
game.engagingEnemy1 = true;
|
|
updateTrainingObjectiveHud(obj3);
|
|
|
|
//we are going to try some tricky 0000 to make this enemy always visible to sensors
|
|
%target = $enemy1.player.getTarget();
|
|
%mask = getTargetAlwaysVisMask(%target);
|
|
setTargetAlwaysVisMask(%target, %mask |(1<<1));
|
|
}
|
|
}
|
|
|
|
|
|
// Training specific functions
|
|
//-----------------------------------------------------------------------------
|
|
function lockArmorHack()
|
|
{
|
|
updateTrainingObjectiveHud(obj2);
|
|
movemap.pop();
|
|
//$player.player.setMoveState(true);
|
|
//$player.player.schedule(1000,"setMoveState", false);
|
|
}
|
|
|
|
// yes all thes flashSomethings() couldve been done as one function like I did in training4
|
|
//------------------------------------------------------------------------------
|
|
function flashEnergy()
|
|
{
|
|
%time = 1000;
|
|
%num = 6;
|
|
for(%i=0; %i<%num; %i++) {
|
|
schedule(%time*%i, $player.player, "eval", "energyHud.setVisible(false);" );
|
|
|
|
schedule(%time*%i + %time/2, $player.player, "eval", "energyHud.setVisible(true);" );
|
|
$player.schedule(%time*%i, "play2d", HudFlashSound);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function flashHealth()
|
|
{
|
|
%time = 900;
|
|
%num = 5;
|
|
for(%i=0; %i<%num; %i++) {
|
|
schedule( %time*%i, $player.player, "eval", "damageHud.setVisible(false);");
|
|
|
|
schedule(%time*%i + %time/2, $player.player, "eval", "damageHud.setVisible(true);");
|
|
$player.schedule(%time*%i, "play2d", HudFlashSound);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function flashWeapon(%slot)
|
|
{
|
|
schedule(300, $player.player, use, $WeaponNames[%slot]);
|
|
%time = 1000;
|
|
%num = 6;
|
|
for(%i=0; %i<%num; %i++) {
|
|
schedule(%time*%i, $player.player, "eval", "weaponsHud.setActiveWeapon(-1);");
|
|
|
|
schedule(%time*%i + %time/2, $player.player, "eval", "weaponsHud.setActiveWeapon("@%slot@");");
|
|
$player.schedule(%time*%i, "play2d", HudFlashSound);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function flashWeaponsHud()
|
|
{
|
|
%time = 1000;
|
|
%num = 6;
|
|
for(%i=0; %i<%num; %i++) {
|
|
schedule( %time*%i, $player.player, "eval", "weaponsHud.setVisible(false);");
|
|
|
|
schedule(%time*%i + %time/2, $player.player, "eval", "weaponsHud.setVisible(true);");
|
|
$player.schedule(%time*%i, "play2d", HudFlashSound);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function flashCompass()
|
|
{
|
|
%time = 900;
|
|
%num = 5;
|
|
for(%i=0; %i<%num; %i++) {
|
|
schedule(%time*%i, $player.player, "eval", "HudCompassBack.setVisible(false);");
|
|
schedule(%time*%i, $player.player, "eval", "compass.setVisible(false);");
|
|
|
|
schedule(%time*%i + %time/2, $player.player, "eval", "HudCompassBack.setVisible(true);");
|
|
schedule(%time*%i + %time/2, $player.player, "eval", "compass.setVisible(true);");
|
|
$player.schedule(%time*%i, "play2d", HudFlashSound);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function flashInventory()
|
|
{
|
|
%time = 1000;
|
|
%num = 6;
|
|
for(%i=0; %i<%num; %i++) {
|
|
schedule(%time*%i, $player.player, "eval", "inventoryHud.setVisible(false);");
|
|
|
|
schedule(%time*%i + %time/2, $player.player, "eval", "inventoryHud.setVisible(true);");
|
|
$player.schedule(%time*%i, "play2d", HudFlashSound);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function flashPack()
|
|
{
|
|
%time = 1000;
|
|
%num = 6;
|
|
for(%i=0; %i<%num; %i++) {
|
|
schedule(%time*%i, $player.player, "eval", "backPackFrame.setVisible(false);");
|
|
|
|
schedule(%time*%i + %time/2, $player.player, "eval", "backPackFrame.setVisible(true);");
|
|
$player.schedule(%time*%i, "play2d", HudFlashSound);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function flashSensor()
|
|
{
|
|
%time = 1000;
|
|
%num = 6;
|
|
for(%i=0; %i<%num; %i++) {
|
|
schedule(%time*%i, $player.player, "eval", "sensorHudBack.setVisible(false);");
|
|
|
|
schedule(%time*%i + %time/2, $player.player, "eval", "sensorHudBack.setVisible(true);");
|
|
$player.schedule(%time*%i, "play2d", HudFlashSound);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function flashMessage()
|
|
{
|
|
%time = 1000;
|
|
%num = 6;
|
|
for(%i=0; %i<%num; %i++) {
|
|
schedule(%time*%i, $player.player, "eval", "outerChatHud.setVisible(false);");
|
|
|
|
schedule(%time*%i + %time/2, $player.player, "eval", "outerChatHud.setVisible(true);");
|
|
$player.schedule(%time*%i, "play2d", HudFlashSound);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function flashObjective()
|
|
{
|
|
%time = 1000;
|
|
%num = 6;
|
|
for(%i=0; %i<%num; %i++) {
|
|
schedule(%time*%i, $player.player, "eval", "objectiveHud.setVisible(false);");
|
|
|
|
schedule(%time*%i + %time/2, $player.player, "eval", "objectiveHud.setVisible(true);");
|
|
$player.schedule(%time*%i, "play2d", HudFlashSound);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// function playCinematicSound(%sound)
|
|
// {
|
|
// switch$(%sound)
|
|
// {
|
|
// case "MissileLock":
|
|
// %file = "fx/weapons/missile_launcher_lock.wav";
|
|
// %looping = true;
|
|
//
|
|
// case "Heartbeat":
|
|
// %file = "fx/misc/heartbeat.wav";
|
|
// %looping = false;
|
|
// }
|
|
//
|
|
// %audiosound = new AudioEmitter() {
|
|
// filename = %flie;
|
|
// position = $player.player;
|
|
// volume = "1";
|
|
// isLooping = %looping;
|
|
// is3D = false;
|
|
// type = "EffectAudioType";
|
|
// };
|
|
// $player.currentSound = %audiosound;
|
|
// }
|
|
//
|
|
// function playCinematicMissileLockSound()
|
|
// {
|
|
// %audiosound = new AudioEmitter() {
|
|
// filename = "fx/weapons/missile_launcher_lock.wav";
|
|
// position = $player.player;
|
|
// volume = "1";
|
|
// isLooping = "1";
|
|
// is3D = false;
|
|
// type = "EffectAudioType";
|
|
// };
|
|
// $player.missileSound = %audiosound;
|
|
// }
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
function setTeammatesCMapInvisible(%on)
|
|
{
|
|
%arg = (%on ? 0xffffffff : 0);
|
|
setTargetNeverVisMask(nameToId(MPB).getTarget(), %arg);
|
|
setTargetNeverVisMask($teammate0.player.getTarget(), %arg);
|
|
setTargetNeverVisMask($teammate1.player.getTarget(), %arg);
|
|
|
|
}
|
|
|
|
|
|
// Im gonna do a pseudo-cinematic here so bear with me
|
|
//------------------------------------------------------------------------------
|
|
function beginTraining1Intro()
|
|
{
|
|
//error("beginning training intro.....wait for it.......now!");
|
|
//messageClient($player, 0, $player.miscMsg[skip]);
|
|
//moveMap.bindCmd( keyboard, "backspace", "", "skipIntroCinematic();" );
|
|
|
|
//set the intro started bools
|
|
$AIDisableChatResponse = true;
|
|
game.playedIntro = true;
|
|
game.trainingIntro = true;
|
|
|
|
//create the bomber
|
|
%introFlyerObject = nameToId(introFlyerDP);
|
|
|
|
$player.flyer = new FlyingVehicle(Flyer) {
|
|
position = %introFlyerObject.position;
|
|
rotation = %introFlyerObject.rotation;
|
|
scale = "1 1 1";
|
|
dataBlock = "BomberFlyer";
|
|
};
|
|
|
|
// create, spawn, set the skin, and equip the pilot
|
|
//------------------------------------------------------------
|
|
%pilot = aiConnect(game.pilotName,$playerTeam, 0, 0, "Male1", 1.0);
|
|
$player.flyer.pilot = %pilot;
|
|
|
|
|
|
setTargetSkin(%pilot.target, $teamSkin[$playerTeam]);
|
|
%pilot.player.setArmor(light);
|
|
|
|
//mount the pilot
|
|
%pilot.pilotVehicle = false;
|
|
//%pilot.stepMove($player.flyer.position, 0.25, 4);
|
|
$player.flyer.mountObject(%pilot.player, 0);
|
|
%pilot.setControlObject($player.flyer);
|
|
%pilot.setPilotPitchRange(-0.2, 0.05, 0.05);
|
|
|
|
// create and mount the bomber
|
|
//------------------------------------------------------------
|
|
%bombardier = aiConnect(game.bombardierName, $playerTeam, 0, 0, "Male2", 1.0);
|
|
|
|
$player.flyer.bombardier = %bombardier;
|
|
setTargetSkin(%bombardier.target, $teamSkin[$playerTeam]);
|
|
%bombardier.player.setArmor(Medium); //not that you can tell
|
|
|
|
//mount the bombardier
|
|
//%bombardier.stepMove($player.flyer.position, 0.25, 4);
|
|
$player.flyer.mountObject(%bombardier.player, 1);
|
|
|
|
// and put the player in the tailgunners seat
|
|
//------------------------------------------------------------
|
|
//it would be nice if the player was facing the same direction as the bomber to start
|
|
$player.player.use(Blaster);
|
|
$player.flyer.mountObject($player.player, 2);
|
|
$player.player.setTransform($player.player.position SPC %introFlyerObject.rotation);
|
|
|
|
// and set the camera to third person
|
|
if($firstperson)
|
|
toggleFirstPerson($player);
|
|
|
|
$player.player.invincible = true;
|
|
|
|
getTrainingPacifistMap();
|
|
trainingPacifistMap.push();
|
|
|
|
// add enemyMissile Laucher Dude
|
|
%MLDude = aiConnect("Oksana Baiul", $enemyTeam);
|
|
$missileLauncherDude = %MLDude;
|
|
%MLDude.player.scopeToClient($player);
|
|
|
|
%MLDude.player.setTransform(nameToID(MissileGuySpot).getTransform());
|
|
%MLDude.race = "Bioderm";
|
|
%MLDude.voice = "Derm2";
|
|
setTargetSkin(%MLDude.target, $teamSkin[$enemyTeam]);
|
|
%MLDude.equipment = 2;
|
|
game.equip(%MLDude.player);
|
|
%MLDude.player.setArmor(%MLDude.armor);
|
|
|
|
// then start the flyers move sequence
|
|
%pilot.addTask(AITraining1Pilot);
|
|
|
|
//fade up from black
|
|
$Training1Blackout = ServerConnection.schedule(3000, setBlackOut, false, 4000);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
function trainingIntroFlightEnd()
|
|
{
|
|
//put the player back in his body, give him control back,
|
|
//a little dramatic flash, start the rest of the mission
|
|
$AIDisableChatResponse = "";
|
|
game.trainingIntro = false;
|
|
$player.player.invincible = false;
|
|
serverConnection.setBlackout(false, 5000);
|
|
$player.player.setActionThread(cel1);
|
|
$player.player.schedule(2000, use, Disc);
|
|
trainingPacifistMap.pop();
|
|
|
|
commandToClient($player, 'toggleDashHud');
|
|
if(isObject($player.flyer))
|
|
cleanUpFlyer();
|
|
|
|
if(!$firstPerson)
|
|
toggleFirstPerson($player);
|
|
|
|
$player.player.setVelocity("0 0 0");
|
|
$player.player.setTransform(nameToId(DP).getTransform());
|
|
moveMap.push();
|
|
//$player.player.setDamageLevel(0.3);
|
|
schedule(10000, game, openingspiel);
|
|
objectiveDistanceChecks();
|
|
|
|
//moveMap.bindCmd( keyboard, "backspace", "", "skipFlashingHud();" );
|
|
|
|
//re-enable the use of the settings button...
|
|
SinglePlayerEscSettingsBtn.setActive(1);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function ClientCmdSetHudMode(%mode, %type, %node)
|
|
{
|
|
parent::ClientCmdSetHudMode(%mode, %type, %node);
|
|
//TrainingMap.push();
|
|
getTrainingPacifistMap();
|
|
if(game.trainingIntro)
|
|
trainingPacifistMap.push();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function PlayGui::onWake(%this)
|
|
{
|
|
parent::onWake(%this);
|
|
//error("Waking training play gui");
|
|
// okay we know the victim...erm...player is looking
|
|
// and we hope they have a body so lets do this
|
|
if(!game.playedIntro) {
|
|
game.PlayGuiAwake = true;
|
|
checkForTraining1Intro();
|
|
}
|
|
|
|
}
|
|
|
|
function checkForTraining1Intro()
|
|
{
|
|
if(game.playGuiAwake && $player.player && $currentMission $= "Training1")
|
|
beginTraining1Intro();
|
|
else
|
|
{
|
|
error("DEBUG checkForTraining1Intro() failed!!!");
|
|
schedule(50, game, checkForTraining1Intro);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function Armor::AIonMount(%this, %obj, %vehicle, %node)
|
|
{
|
|
}
|
|
|
|
function Armor::AIonUnMount(%this, %obj, %vehicle, %node)
|
|
{
|
|
}
|
|
|
|
function AITraining1Pilot::assume(%task, %client)
|
|
{
|
|
%task.setWeightFreq(30);
|
|
%task.setMonitorFreq(10);
|
|
|
|
|
|
// //next, start the pilot on his way to mounting the vehicle
|
|
// %client.pilotVehicle = true;
|
|
// %client.stepMove($player.flyer.position, 0.25, $AIModeMountVehicle);
|
|
}
|
|
|
|
function AITraining1Pilot::weight(%task, %client)
|
|
{
|
|
%task.setWeight(10000);
|
|
}
|
|
|
|
function AITraining1Pilot::monitor(%task, %client)
|
|
{
|
|
//messageall(0, " AITraining1Pilot::monitor "@%task.locationIndex);
|
|
%group = nameToId(FlightPath);
|
|
if(!%task.locationIndex)
|
|
%task.locationIndex = 0;
|
|
|
|
//HACK ALERT!!!
|
|
//since the path for this mission is completely straight, always head for the end of the path
|
|
//%location = %group.getObject(%task.locationIndex);
|
|
%location = %group.getObject(%group.getCount() - 1);
|
|
|
|
//see if we've mounted yet
|
|
if(%client.vehicleMounted)
|
|
{
|
|
%client.setPilotDestination(%location.position);
|
|
|
|
//else see if we're close enough to the current destination to choose the next
|
|
%pos = %client.vehicleMounted.position;
|
|
%pos2D = getWord(%pos, 0) SPC getWord(%pos, 1) SPC "0";
|
|
%dest = %group.getObject(%task.locationIndex).position;
|
|
%dest2D = getWord(%dest, 0) SPC getWord(%dest, 1) SPC "0";
|
|
|
|
if (VectorDist(%dest2D, %pos2D) < 20)
|
|
{
|
|
if(%group.getCount() > %task.locationIndex + 1) {
|
|
%task.locationIndex++;
|
|
cinematicEvent(%task.locationIndex);
|
|
}
|
|
//else messageAll(0, "Ride Over");
|
|
}
|
|
}
|
|
else
|
|
%client.stepMove($player.flyer.position, 0.25, $AIModeExpress);
|
|
}
|
|
|
|
function cinematicEvent(%num)
|
|
{
|
|
//messageAll(0, "Doing Cinematic Event: "@%num);
|
|
switch(%num)
|
|
{
|
|
case 1:
|
|
doText(any_Warning02);
|
|
|
|
case 2:
|
|
if(!$firstPerson)
|
|
toggleFirstPerson($player);
|
|
movemap.schedule(6000, "pop");
|
|
|
|
case 3:
|
|
moveMap.pop();
|
|
//error(nameToId(MissileCamera));
|
|
$player.camera.setTransform(nameToId(MissileCamera).getTransform());
|
|
commandToClient($player, 'toggleDashHud', false);
|
|
cancel($player.altCheck);
|
|
cancel($player.speedCheck);
|
|
HideHudHack(false);
|
|
toggleCamera(true);
|
|
$MissileLauncherDude.player.use(MissileLauncher);
|
|
|
|
case 4:
|
|
ShoulderMissile.lifeTimeMs = 10000;
|
|
$MissileLauncherAimTime = 600;
|
|
MissileDudeAimAtTarget($missileLauncherDude, 0);
|
|
schedule($MissileLauncherAimTime, 0, "MissileDudeFireMissile", $missileLauncherDude);
|
|
|
|
case 7:
|
|
if(game.gotMissile)
|
|
turnPlayerToObject(game.gotMissile);
|
|
else
|
|
turnPlayerToObject($missileLauncherDude.player);
|
|
|
|
toggleCamera(true);
|
|
moveMap.push();
|
|
TrainingPacifistMap.push();
|
|
hideHudHack(true);
|
|
// playCinematicSound("MissileLock");
|
|
schedule(5700, 0, forcedCinematicPlayerDismount);
|
|
schedule( 6100, game, cleanUpFlyer);
|
|
//schedule( 8000, game, trainingIntroFlightEnd);
|
|
}
|
|
}
|
|
|
|
function forcedCinematicPlayerDismount()
|
|
{
|
|
$player.player.mountVehicle = false;
|
|
$player.player.unmount();
|
|
%velocity = $player.player.getVelocity();
|
|
%velX = getWord(%velocity, 0);
|
|
%velY = getWord(%velocity, 1);
|
|
$player.player.setVelocity(%velX SPC %velY SPC "20");
|
|
$player.player.schedule(300, setDamageFlash, 0.3);
|
|
playTargetAudio( $player.target, 'avo.deathCry_01', AudioClose3d, false );
|
|
$player.player.setActionThread(Death1, true);
|
|
$player.player.setDamageLevel(0.3);
|
|
//$player.flyer.pilot.player.setActionThread(Death10, true);
|
|
//$player.flyer.bombardier.player.setActionThread(Death11, true);
|
|
|
|
if($firstPerson)
|
|
toggleFirstPerson($player);
|
|
|
|
LightMaleHumanArmor.minImpactSpeed = 10000;
|
|
trainingPlayerHitGround();
|
|
Game.playGrunt = true;
|
|
game.expectingImpact = true;
|
|
}
|
|
|
|
function MissileDudeAimAtTarget(%client, %percent)
|
|
{
|
|
%group = nameToId(FlightPath);
|
|
%endPos = %group.getObject(4).position;
|
|
|
|
//calculate the start position
|
|
%startTransform = nameToId(MissileGuySpot).getTransform();
|
|
%startDirection = MatrixMulVector("0 0 0 " @ getWords(%startTransform, 3, 6), "0 1 0");
|
|
%startDirection = VectorNormalize(%startDirection);
|
|
%startPos = VectorAdd(getWords(%startTransform, 0, 2), VectorScale(%startDirection, 100));
|
|
|
|
//now calculate the aim position
|
|
%vec = VectorSub(%endPos, %startPos);
|
|
%length = VectorDist(%endPos, %startPos);
|
|
%vec = VectorNormalize(%vec);
|
|
%aimPos = VectorAdd(%startPos, VectorScale(%vec, %percent * %length));
|
|
|
|
//now aim the client there
|
|
%client.aimAt(%aimPos, 2000);
|
|
|
|
//schedule the next aim
|
|
if (%percent <= 0.9)
|
|
schedule($MissileLauncherAimTime / 10, 0, MissileDudeAimAtTarget, %client, %percent + 0.1);
|
|
}
|
|
|
|
function MissileDudeFireMissile(%Client)
|
|
{
|
|
%client.stop();
|
|
%client.clearStep();
|
|
%client.setEngageTarget(-1);
|
|
%client.setTargetObject($player.flyer, 300, "Missile");
|
|
|
|
%wav = "voice/derm2/gbl.woohoo.WAV";
|
|
%audio = alxCreateSource( AudioChat, %wav );
|
|
alxPlay( %audio );
|
|
|
|
|
|
schedule(4000, 0, cinematicEvent, 7);
|
|
}
|
|
|
|
function turnPlayerToObject(%obj)
|
|
{
|
|
error("turningPlayerToObject: "@%obj);
|
|
%vec = VectorSub($player.player.position, %obj.position);
|
|
%angle = mATan( getWord(%vec, 0), getWord(%vec, 1) );
|
|
%angle = %angle + 3.141529;
|
|
%newTransform = $player.player.position SPC "0 0 1" SPC %angle;
|
|
$player.player.setTransform(%newTransform);
|
|
}
|
|
|
|
function cleanUpFlyer()
|
|
{
|
|
$player.flyer.applyDamage($player.Flyer.getDataBlock().maxDamage);
|
|
$player.currentSound.delete();
|
|
$player.flyer.pilot.schedule(400, drop);
|
|
$player.flyer.bombardier.schedule(1400, drop);
|
|
$missileLauncherDude.drop();
|
|
}
|
|
|
|
function training1Preloads()
|
|
{
|
|
navGraph.preload("skins/base.lbioderm", true);
|
|
navGraph.preload("skins/Horde.lbioderm", false);
|
|
navGraph.preload("skins/sensor_pulse_large", true);
|
|
navGraph.preload("skins/base.hmale", true);
|
|
navGraph.preload("skins/beagle.hmale", false);
|
|
navGraph.preload("skins/base.mmale", true);
|
|
navGraph.preload("skins/beagle.mmale", false);
|
|
navGraph.preload("skins/base.lmale", false);
|
|
navGraph.preload("skins/swolf.mmale", false);
|
|
navGraph.preload("skins/beagle.lmale", false);
|
|
}
|
|
|
|
function MissileLauncherImage::onFire(%data,%obj,%slot)
|
|
{
|
|
%p = Parent::onFire(%data, %obj, %slot);
|
|
if(!game.gotMissile)
|
|
game.gotMissile = %p;
|
|
}
|
|
|
|
function SinglePlayerGame::missionLoadDone(%game)
|
|
{
|
|
Parent::missionLoadDone(%game);
|
|
training1Preloads();
|
|
}
|
|
|
|
function getTrainingPacifistMap()
|
|
{
|
|
new ActionMap(TrainingPacifistMap);
|
|
// keys to rebind:
|
|
// jump, fire, suicide, jet
|
|
TrainingPacifistMap.blockBind( moveMap, jump );
|
|
TrainingPacifistMap.blockBind( moveMap, mouseFire );
|
|
TrainingPacifistMap.blockBind( moveMap, suicide );
|
|
TrainingPacifistMap.blockBind( moveMap, mouseJet );
|
|
|
|
//TrainingPacifistMap.push();
|
|
}
|
|
|
|
// function Armor::onImpact(%data, %playerObject, %collidedObject, %vec, %vecLen)
|
|
// {
|
|
// error("ArmorOnImpact Called");
|
|
// echo(%playerObject);
|
|
// if(%playerObject == $player.player && game.expectingImpact) {
|
|
// game.expectingImpact = false;
|
|
// messageClient($player, 'MsgTrainingHitGround', "");
|
|
// }
|
|
// }
|
|
|
|
function trainingPlayerHitGround()
|
|
{
|
|
//see if we're about to hit the ground
|
|
//%mask = $TypeMasks::StaticShapeObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType;
|
|
%mask = $TypeMasks::StaticShapeObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType;
|
|
%rayStart = $Player.player.getWorldBoxCenter();
|
|
%rayEnd = getWord(%rayStart, 0) SPC getWord(%rayStart, 1) SPC getWord(%rayStart, 2) - 20;
|
|
%foundObject = ContainerRayCast(%rayStart, %rayEnd, %mask, 0);
|
|
if (!%foundObject)
|
|
{
|
|
$Training1HitGround = schedule(1, $player.player, trainingPlayerHitGround);
|
|
return;
|
|
}
|
|
|
|
//play the grunt...
|
|
if (Game.playGrunt)
|
|
{
|
|
Game.playGrunt = false;
|
|
playTargetAudio($player.target, 'avo.grunt', AudioClose3d, false);
|
|
}
|
|
|
|
//make sure we hit within 8 to do the rest
|
|
if (VectorDist(getWords(%foundObject, 1, 3), %rayStart) > 8)
|
|
{
|
|
$Training1HitGround = schedule(1, $player.player, trainingPlayerHitGround);
|
|
return;
|
|
}
|
|
|
|
$player.player.mountVehicle = true;
|
|
$player.player.setDamageFlash(0.5);
|
|
serverConnection.setBlackout(true, 600);
|
|
%heartBeatLengthMS = alxGetWaveLen("fx/misc/heartbeat.wav");
|
|
schedule(1000, Game, alxPlay, HeartBeatSound, 0, 0, 0);
|
|
schedule(%heartBeatLengthMS, Game, trainingIntroFlightEnd);
|
|
}
|
|
|
|
function SinglePlayerGame::displayDeathMessages(%game, %clVictim, %clKiller, %damageType, %implement)
|
|
{
|
|
if(game.trainingIntro)
|
|
return;
|
|
else Parent::displayDeathMessages(%game, %clVictim, %clKiller, %damageType, %implement);
|
|
}
|
|
|
|
|
|
function serverCmdBuildClientTask(%client, %task, %team)
|
|
{
|
|
// player shouldnt be able to use the voice commands to do anything
|
|
}
|
|
|
|
function SinglePlayerEscapeDlg::returnToGame( %this )
|
|
{
|
|
parent::returnToGame( %this );
|
|
if(game.trainingIntro)
|
|
trainingPacifistMap.push();
|
|
}
|
|
|
|
//END TRAINING1 PACKAGE=======================================================================
|
|
};
|
|
|