TribesReplay/base/scripts/Training2.cs
Robert MacGregor b1941454ec v22228 (04/06/01):
* Fixed a problem that could have caused texture leaking in the interiors
* Fixed an AI problem in Training 2
* Chinese "simplified" keyboard supported
* Korean keyboard supported
* A bug where infinite ammo could be gained by tossing the ammo was prevented.
* Fixed a problem in Training 2 where a waypoint wouldn't update properly.
* Thundersword and Havoc hold steady now when players try to jump in so they don't invert and detonate.
* CD is now required in the drive for on-line play.
* Scoring has been fixed so that it isn't blanked any longer if the admin changes the time limit during a game.
* Active server queries will be cancelled now when you join a game (loads game faster now).
* If standing in an inventory station when it is destroyed you no longer permanently lose weapons.
* Fixed two issues that *could* cause crashes.
* Fixed a problem where the bombardier could create a permanent targeting laser.
* Cleaned up Chat text to remove programming characters.
* Fixed "highlight text with my nick" option so it saves preference to file correctly.
* Made MPB able to climb hills more easily and reduced damage from impact with the ground.
* Added button to stop server queries in progress on "JOIN" screen.
* Observers can now only chat with other observers (no one else can hear them).
* Made deployable inv stations have smaller trigger so they don't "suck you in" from so far away.
* Bots will now claim switches in CnH more accurately.
* Added a "max distance" ring for sensors on the commander map so players can more accurately assess how well they placed the sensor in relation to how much area it is actually sensing.
* Added a "ding" sound when you have filled up a text buffer so that you know why your text isn't showing up.
* Fixed Chat HUD so that page up/page down works better.
* Fixed a situation where Heavies could end up being permanently cloaked.
* The MPBs on the "Alcatraz" map now deploy correctly (Siege map).
* The "edited post" date stamp now works correctly.
* If you jump into a vehicle while zoomed in, the zoom will reset correctly therafter now.
* The Score Screen (F2) is now available while in a vehicle.
* You can now vote to kick observers, if desired.
* The ELF turret is fixed so it no longer fires at players when destroyed (an intermittent bug)
* Some console spam associated with the Wildcat has been removed.
* There was a situation where a player could die twice if he fell out of bounds. That has been resolved.
* Screen resolution information should update properly now when restarting the application.
* The camera should no longer be able to dip below terrain when in third person mode.
2017-07-17 23:05:21 -04:00

1394 lines
38 KiB
C#

// don't want this executing when building graphs
if($OFFLINE_NAV_BUILD)
return;
// script for training mission 2
//-------------------------------------------------------------
//init
//-------------------------------------------------------------
error("Running Mission 2 Script");
activatePackage(Training2);
activatePackage(singlePlayerMissionAreaEnforce);
$numberOfEnemies[1] = 6;
$numberOfEnemies[2] = 8;
$numberOfEnemies[3] = 11;
//globals for base defense part
$numberOfWaves[1] = 3;
$numberOfWaves[2] = 4;
$numberOfWaves[3] = 5;
$numberInWave[1] = 2;
$numberInWave[2] = 3;
$numberInWave[3] = 5;
$numberOfTeammates = 1;
$missionBotSkill[1] = 0.0;
$missionBotSkill[2] = 0.5;
$missionBotSkill[3] = 0.9;
$victimSet[1] = "0 1 6 8";
$victimSet[2] = "2 3 9";
$victimSet[3] = "4 5 7 10";
// Team
$TeammateWarnom0 = "Dogkiller";
// mount plasma, missile launcher, targeting laser-------------------
addMessageCallback('MsgWeaponMount', playerMountWeapon);
// touch with pack on
addMessageCallback('MsgItemCollisionHavePack', playerTouchItemHavePack);
//repair initial pickup
addMessageCallback('MsgPackPickup', playerPickUp);
//repair self
addMessageCallback('MsgRepairPackPlayerSelfRepair', playerRepairSelf);
//repair nothing
addMessageCallback('MsgRepairPackNoTarget', noRepair);
//repair unpowered
addMessageCallback('MsgRepairPackRepairingObj', ObjRepair);
//enter inv station
addMessageCallback('msgEnterInvStation', StationInvEnter);
// shield pack
//addMessageCallback('MsgShieldPackOn', playerTurnsOnShield);
// for many of the objectives we are going to periodically
// check the players distance vs some object
// you could do this much prettier but its going to be very specific
// so a cut and paste eyesore will be fine
game.sensor = nameToID("MissionGroup/Teams/team2/base1/initialPulseSensor");
game.base1 = nameToID("MissionGroup/Teams/team2/base1/base");
game.base1.threshold1 = 240;
game.base1.threshold2 = 190;
game.base2 = nameToID("MissionGroup/Teams/team2/base2/base");
game.base2.threshold1 = 300;
game.base2.threshold2 = 250;
game.base3 = nameToID("MissionGroup/Teams/team2/base3/base");
game.base3.threshold1 = 330;
game.base3.threshold2 = 130;
package training2 {
//--Training2 package begin -----------------------------------------------------------------
function toggleScoreScreen(%val)
{
if ( %val )
//error("No Score Screen in training.......");
messageClient($player, 0, $player.miscMsg[noScoreScreen]);
}
function toggleCommanderMap(%val)
{
if ( %val )
messageClient($player, 0, $player.miscMsg[noCC]);
}
function MP3Audio::play(%this)
{
//too bad...no mp3 in training
}
function countTurretsAllowed(%type)
{
return $TeamDeployableMax[%type];
}
function FlipFlop::objectiveInit(%data, %flipflop)
{
}
function giveall()
{
error("When the going gets tough...wussies like you start cheating!");
messageClient($player, 0, "Cheating eh? What\'s next? Camping?");
}
function kobayashi_maru()
{
$testCheats = true;
commandToServer('giveAll');
}
function ClientCmdSetHudMode(%mode, %type, %node)
{
parent::ClientCmdSetHudMode(%mode, %type, %node);
movemap.push(); // hopefully this works
//TrainingMap.push();
}
function AIEngageTask::assume(%task, %client)
{
Parent::assume(%task, %client);
if(%client.team != $playerTeam)
game.biodermAssume(%client);
}
// get the ball rolling
function startCurrentMission(%game)
{
createText( $player);
setFlipFlopSkins();
schedule(2000, %game, openingSpiel);
//$player.timeLimit = schedule(45000, $player.player, playerHurryUp1);
schedule(2000, %game, objectiveDistanceChecks);
giveEscortTask($teammate0, $player);
$AIDisableChat = true;
buildTraining2Team2ObjectiveQs();
updateTrainingObjectiveHud(obj1);
createTrainingSpecificBanList();
}
function SinglePlayerGame::gameOver(%game)
{
$InvBanList[SinglePlayer, "TurretOutdoorDeployable"] = "";
$InvBanList[SinglePlayer, "TurretIndoorDeployable"] = "";
$InvBanList[SinglePlayer, "ElfBarrelPack"] = "";
$InvBanList[SinglePlayer, "MortarBarrelPack"] = "";
$InvBanList[SinglePlayer, "PlasmaBarrelPack"] = "";
$InvBanList[SinglePlayer, "AABarrelPack"] = "";
$InvBanList[SinglePlayer, "MissileBarrelPack"] = "";
$InvBanList[SinglePlayer, "InventoryDeployable"] = "";
parent::GameOver(%game);
}
function giveEscortTask(%bot, %player)
{
%newObjective = new AIObjective(AIOEscortPlayer)
{
dataBlock = "AIObjectiveMarker";
weightLevel1 = 10000;
description = "Escort Player";
targetClientId = $player;
offense = true;
};
//echo(%newObjective);
MissionCleanup.add(%newObjective);
$ObjectiveQ[$playerTeam].add(%newObjective);
$teammate0.DogKillerEscort = %newObjective;
schedule(6000, %game, dogKillerSpeaks, 'ChatTaskCover');
}
function dogKillerSpeaks(%line)
{
if(isObject($teammate0.player))
serverCmdCannedChat($teammate0, %line, true);
}
function findDogKillerNextRespawn()
{
%num = game.respawnPoint;
%group = nameToId("Team1/DropPoints/Respawns");
%object = %group.getObject(%num);
return %object;
}
function getTeammateGlobals()
{
$TeammateWarnom0 = "Dogkiller";
$teammateskill0 = 0.7;
$teammateVoice0 = Male5;
$teammateEquipment0 = 2;
$teammateGender0 = Male;
}
function SinglePlayerGame::AIChooseGameObjective(%game, %client)
{
if(! %client.player)
return;
if (%client.team == $playerTeam)
AIChooseObjective(%client);
else
AIChooseObjective(%client, $T2ObjectiveQ[%client.SpecialObjectives]);
}
function SinglePlayerGame::equip(%game, %player)
{
//ya start with nothing...NOTHING!
%player.clearInventory();
for(%i =0; %i<$InventoryHudCount; %i++)
%player.client.setInventoryHudItem($InventoryHudData[%i, itemDataName], 0, 1);
%set = %player.client.equipment;
//error("equping Player "@%player@" with set"@%set);
switch (%set) {
case 0:
%player.setArmor("Medium");
%player.setInventory(ShieldPack, 1);
%player.setInventory(RepairKit,1);
%player.setInventory(Grenade,6);
%player.setInventory(Plasma, 1);
%player.setInventory(PlasmaAmmo, 25);
%player.setInventory(Disc,1);
%player.setInventory(DiscAmmo, 20);
%player.setInventory(ElfGun, 1);
%player.setInventory(MissileLauncher,1);
%player.setInventory(MissileLauncherAmmo, 10);
%player.setInventory(TargetingLaser, 1);
%player.weaponCount = 4;
%player.use("Disc");
case 1:
%player.setArmor("Light");
%player.setInventory(EnergyPack, 1);
%player.setInventory(RepairKit,1);
%player.setInventory(Grenade,6);
%player.setInventory(Chaingun, 1);
%player.setInventory(ChaingunAmmo, 25);
%player.setInventory(Disc,1);
%player.setInventory(DiscAmmo, 20);
%player.setInventory(ElfGun, 1);
%player.weaponCount = 3;
%player.use("Disc");
case 2:
%player.setArmor("Medium");
%player.setInventory(AmmoPack, 1);
%player.setInventory(RepairKit,2);
%player.setInventory(Grenade,6);
%player.setInventory(Plasma, 1);
%player.setInventory(PlasmaAmmo, 50);
%player.setInventory(Disc,1);
%player.setInventory(DiscAmmo, 40);
%player.setInventory(ElfGun, 1);
%player.setInventory(MissileLauncher,1);
%player.setInventory(MissileLauncherAmmo, 10);
%player.setInventory(TargetingLaser, 1);
%player.weaponCount = 4;
%player.use("Disc");
case 3:
//echo("Heavy Inside Attacker");
%player.setArmor("Heavy");
%player.setInventory(ShieldPack, 1);
%player.setInventory(RepairKit,1);
%player.setInventory(Grenade,8);
%player.setInventory(Mine,3);
%player.setInventory(Plasma, 1);
%player.setInventory(PlasmaAmmo, 50);
%player.setInventory(Disc,1);
%player.setInventory(DiscAmmo, 15);
%player.setInventory(Mortar, 1);
%player.setInventory(MortarAmmo, 10);
%player.setInventory(ShockLance,1);
%player.setInventory(Chaingun,1);
%player.setInventory(ChaingunAmmo,200);
%player.setInventory(TargetingLaser, 1);
%player.use("Mortar");
%player.weaponCount = 5;
}
}
// Mission Part 2: Tower Defense--------------------------------------------
//===========================================================================
function missionSpawnedAI(%client)
{
%client.specialObjectives = 2;
%wave = %client.memberOfWave;
if(!game.trainingspawnedWaveLine[%wave]) {
game.trainingspawnedWaveLine[%wave] = true;
switch(%wave) {
case 1:
%turret = nameToId("MissionGroup/Teams/Team2/Base3/TurtleTurret");
if(%turret.isDisabled || %turret.isDestroyed)
doText(T2_tipDefense02);
else doText(T2_tipDefense03);
case 2:
doText(T2_12);
case 3:
doText(T2_defense06);
checkForAllDead();
}
}
}
function pickEquipment()
{
return 1;
}
function playerMountWeapon(%tag, %text, %image, %player, %slot)
{
if( game.firstTime++ < 2 || $pref::trainingDifficulty == 3)
return; // initial weapon mount doesnt count
//this also turns off after a time so it doesnt show up in real combat
if( game.base1t1)
return;
//echo("the problem is the image name: "@%image.getName());
if(%image.getName() $= "PlasmaImage" && !game.msgPlas) {
game.msgPlas = true;
doText(T2_TipPlasma);
//echo("Plasma mount");
}
if(%image.getName() $= "MissileLauncherImage" && !game.msgMisl) {
game.msgMisl = true;
doText(T2_TipMissile);
//echo("Missile mount");
}
if(%image.getName() $= "ELFGunImage" && !game.msgElf) {
game.msgElf = true;
doText(T2_TipElf);
//echo("Elf mount");
}
if(%image.getName() $= "TargetingLaserImage" && !game.msgLaze) {
game.msgLaze = true;
doText(T2_Tiptlaser);
}
}
function Pack::onCollision(%data, %obj, %col)
{
//error("ItemData::onCollision("@%data@", "@%obj@", "@%col@")");
if($player.player.getMountedImage($backPackSlot)){
messageClient($player, 'MsgItemCollisionHavePack', "", %data, %obj, %col);
}
parent::onCollision(%data,%obj,%col);
}
function FlipFlop::playerTouch(%data, %flipFlop, %player)
{
if(!Parent::playerTouch(%data, %flipflop, %player))
return;
if(!game.msgFlop && %flipFlop == nameToId("Base1/CommandSwitch")) {
game.msgFlop = true;
doText(T2_05b);
doText(T2_05c);
checkObjectives();
updateTrainingObjectiveHud(obj4);
game.respawnPoint = 1;
}
schedule(1000, game, checkObjectives);
}
function shapeBase::throwpack(%this, %data)
{
if(!game.selfDestructSpeak && %this == $player.player) {
game.selfDestructSpeak = true;
doText(T3_tipEquipment01);
}
parent::throwPack(%this, %data);
}
function WeaponImage::onMount(%this,%obj,%slot)
{
messageClient(%obj.client, 'MsgWeaponMount', "", %this, %obj, %slot);
parent::onMount(%this,%obj,%slot);
}
// I need to find out exactly what gets called on sensor destruction
function SensorLargePulse::onDestroyed(%dataBlock, %destroyedObj, %prevState)
{
if(%destroyedObj.getName() $= "InitialPulseSensor" && !game.initialSensorMsg) {
game.initialSensorMsg = true;
doText(T2_02);
updateTrainingObjectiveHud(obj1);
}
Parent::onDestroyed(%data, %destroyObj, %prevState);
}
function Generator::onDestroyed(%data, %destroyedObj, %prevState)
{
if(%destroyedObj == nameToId("MissionGroup/Teams/Team2/Base1/Generator") && !game.msgGenDestroyed)
{
game.msgGenDestroyed = true;
doText(T2_TipGens01);
}
Parent::onDestroyed(%data, %destroyObj, %prevState);
}
function TurretBaseLarge::onDestroyed(%dataBlock, %destroyedObj, %prevState)
{
//error("Lg*Turret Disabled");
if(!game.turretsDestroyed) {
doText(Any_Kudo03);
game.turretsDestroyed = true;
updateTrainingObjectiveHud(obj1);
checkObjectives();
}
Parent::onDestroyed(%data, %destroyObj, %prevState);
}
function stationTrigger::onEnterTrigger(%data, %obj, %colObj)
{
if(%colObj == $player.player)
messageClient(%colObj.client, 'msgEnterInvStation', "");
parent::onEnterTrigger(%data, %obj, %colObj);
}
function createTrainingSpecificBanList()
{
$InvBanList[SinglePlayer, "TurretOutdoorDeployable"] = 1;
$InvBanList[SinglePlayer, "TurretIndoorDeployable"] = 1;
$InvBanList[SinglePlayer, "ElfBarrelPack"] = 1;
$InvBanList[SinglePlayer, "MortarBarrelPack"] = 1;
$InvBanList[SinglePlayer, "PlasmaBarrelPack"] = 1;
$InvBanList[SinglePlayer, "AABarrelPack"] = 1;
$InvBanList[SinglePlayer, "MissileBarrelPack"] = 1;
$InvBanList[SinglePlayer, "InventoryDeployable"] = 1;
}
//im putting all the callbacks into the package... just in case
//----------------------------------------------------------------
function playerTouchItemHavePack(%this, %text, %data, %collided, %collider)
{
//error("playerTouchItemHavePack("@%this@", "@%text@", "@%data@", "@%collided@", "@%collider@")");
if(%collider == $player.player && !game.msghavePack && !game.tower3Secure) {
game.msghavePack = true;
doText(T2_TipDropit);
}
}
function RepairPack::onPickUp(%this, %obj, %player)
{
//error("RepairPack::onPickUp("@%this@", "@%obj@", "@%player@")");
if( !game.msgRepairPackPickUp && %player == $player.player) {
game.msgRepairPackPickUp = true;
//doText(T2_repairPack, 1500);
doText(T2_tipRepair01);
dotext(T2_TipRepair03);
}
}
// function playerRepairSelf(%tag, %text)
// {
// if(!game.msgSelf){
// game.msgSelf = true;
// dotext(T2_TipRepair03);
// }
// }
function noRepair(%tag, %text)
{
if(!game.msgRep){
game.msgRep = true;
doText(T2_TipRepair02);
}
}
function ObjRepair(%tag, %string, %objName, %objID)
{
if(%objID.getDatablock().classname !$= "generator" &&
%objID.isPowered() && game.tower3Secure && !game.tipD2) {
game.tipD2 = true;
//doText(T2_tipDefense02);
}
}
// function StationInvEnter(%a1, %a2)
// {
// //error("Inv Enter..........");
// if(!game.msgEnterInv){
// game.msgEnterInv = true;
// doText(T2_tipInventory);
// //doText(T2_tipDefense01);
// }
// }
// function playerTurnsOnShield()
// {
// if(!game.msgShield) {
// game.msgShield++;
// doText(T2_TipShieldpack);
// }
// }
function openingSpiel()
{
doText(T2_01, 6000);
doText(T2_TipShieldpack);
}
function SinglePlayerGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement)
{
if(%damageType == $DamageType::sentryTurret && !game.sentryTurretKill && %clVictim.team != $playerTeam)
{
game.sentryTurretKill = true;
doText(T2_tipDefense05);
}
if(%clVictim == $player && game.respawnPoint != 3)
{
%point = findDogKillerNextRespawn();
%DKdefend = new AIObjective(AIODefendLocation)
{
datablock = "AIObjectiveMarker";
position = %point.position;
rotation = "1 0 0 0";
scale = "1 1 1";
description = "Defend the players next respawn";
location = %point.position;
weightLevel1 = 7000;
targetClientId = "-1";
targetObjectId = %point;
};
MissionCleanup.add(%DKdefend);
$ObjectiveQ[$playerTeam].add(%DKdefend);
game.dogKillersPlayerDefend = %DKdefend;
}
Parent::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement);
}
function spawnSinglePlayer()
{
if(isObject(game.dogKillersPlayerDefend))
{
AIClearObjective($teammate0.dogKillersPlayerDefend);
$teammate0.dogKillersPlayerDefend.weightLevel1 = 0;
game.dogKillersPlayerDefend.delete();
}
parent::spawnSinglePlayer();
}
function missionClientKilled(%clVictim, %killer)
{
if(%killer == $player && %clVictim.team == $enemyTeam)
schedule(3000, $player.player, adviseHealthKit);
if(%killer == $teammate0 && %clVictim.team == $enemyTeam)
%random = getRandom(50);
if(%random == 1) {
schedule(500, game, dogKillerSpeaks, 'ChatBrag');
}
else if(%random == 2) {
schedule(500, game, dogKillerSpeaks, 'ChatAwesome');
}
%set = checkForSequenceSkillCompletion(%clvictim);
game.victimSetKilled[%set] = true;
if(%set == 1 && nameToId("base1/CommandSwitch").team != $playerTeam)
if(%killer == $player)
schedule(800, $player.player, doText, Any_Jingo03); //no mercy, remember Ymir
schedule(3000, game, checkObjectives);
}
function adviseHealthKit()
{
if($player.player.getdamageLevel() > 0.3
&& $player.player.getInventory(RepairKit) && !game.useHeath) {
game.useHealth = true;
doText(Any_HealthKit);
}
}
function checkForSequenceSkillCompletion(%victim)
{
%set = findVictimSet(%victim);
//how is everbody esle in the set doing
for(%i = 0; %i < getWordCount($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;
}
}
}
}
function checkObjectives()
{
if( !isSafe($player, 100) ) {
error("player is not safe");
schedule(10000, game, checkObjectives);
return; //objectives cannot be met if enemies are near
}
else if(nameToId("base1/CommandSwitch").team == $playerTeam && !game.train07) {
game.initialSensorMsg = true; //so you cant double back to get the sensorDestoyed msg
game.train07 = true;
schedule(5000, $player, doText, T2_07);
}
else if(game.turretsDestroyed && !game.train10 && game.victimSetKilled2) {
game.train10 = true;
tower2clean();
}
else if(nameToId("base3/EasternFortification").team == $playerTeam && game.victimSetKilled3
&& !game.tower3Secure) {
game.tower3Secure = true;
//Dogkiller can now pick up team objectives
AIClearObjective($teammate0.DogKillerEscort);
$teammate0.DogKillerEscort.weightLevel1 = 0;
schedule(6000, game, dogKillerSpeaks, 'ChatSelfDefendBase');
doText(T2_10);
doText(T2_10a);
doText(T2_11, 2000);
// first get the gens up
if( ! nameToId("base3/EasternFortification").isPowered() )
{
//echo("switch is not powered");
doText(t2_TipDefense02, 1000);
}
// now the inventory stuff
doText(T2_inventory01);
doText(T2_tipInventory01);
doText(T2_tipInventory03);
%timeToFirstWave = (2.1 - $pref::trainingDifficulty) * 10000;
schedule(%timeToFirstWave, game, spawnWave, 1); //beginTowerDefense
convertPassedEnemies();
updateTrainingObjectiveHud(obj2);
game.respawnPoint = 3;
}
}
function missionWaveDestroyed()
{
// there have been cases where this didnt seem to get called
// lets try again
convertPassedEnemies();
}
function tower2clean()
{
doText(ANY_Waypoint02);
%newWaypoint = "797.596 -652.19 162.924";
schedule(2000, game, setWaypointAt, %newWaypoint, "Control Switch");
updateTrainingObjectiveHud(obj3);
game.respawnPoint = 2;
}
function convertPassedEnemies()
{
%num = clientGroup.getCount();
for(%i = 0; %i < %num; %i++) {
%client = clientGroup.getObject(%i);
if(%client.player) {
if(%client.specialObjectives != 2) {
%client.specialObjectives = 2;
// and to make sure the bot doesnt THINK what its
// currently doing is more important
aiUnassignClient(%client);
}
}
}
}
function singlePlayerGame::pickTeamSpawn(%game, %client, %respawn)
{
if(game.tower3Secure && %client.team == $enemyTeam)
Training2LaterPickTeamSpawn(%game, %client);
else parent::pickTeamSpawn(%game, %client, %respawn);
}
function Training2LaterPickTeamSpawn(%game, %client)
{
%dp = game.pickRandomDropPoint(%client);
InitContainerRadiusSearch(%dp.position, 2, $TypeMasks::PlayerObjectType);
if( containerSearchNext() ) {
//error("Too close object, picking again?");
if(game.DPRetries++ > 100)
return "0 0 300";
else return game.pickTeamSpawn(%client);
}
else {
game.DPRetries = 0;
return %dp.getTransform();
}
}
function singlePlayerGame::pickRandomDropPoint(%game, %client)
{
//error("picking random point for "@%client);
%group = nameToID("MissionGroup/Teams/team2/DropPoints/Respawns");
%num = %group.getCount();
%random = getRandom(1,%num);
%dp = %group.getObject( %random );
return %dp;
}
function checkForAllDead()
{
//none of this matters if you're dead
if(!$player.player) {
//error("You have no player!");
schedule(5000, game, checkForAllDead);
return;
}
%num = clientGroup.getCount();
for(%i = 0; %i < %num; %i++)
{
%client = ClientGroup.getObject(%i);
if(%client.player && %client.team == $enemyTeam) {
//error("Client " @ %client @ " is still alive.");
schedule(5000, game, checkForAllDead);
return;
}
}
//messageAll(0, "Debug: I dont think there are any enemies alive");
doText(T2_13);
schedule(2000, game, missionComplete, $player.miscMsg[training2win]);
}
function objectiveDistanceChecks()
{
%playerPosition = $player.player.getTransform();
if(!%playerPosition) {
schedule(5000, game, objectiveDistanceChecks);
return;
}
%sensorDist = vectorDist(%playerPosition, game.sensor.position);
if(%sensorDist < 250 && !game.sensorText) {
game.sensorText = true;
cancel($player.timeLimit);
doText(T2_01a, 3000);
doText(T2_01b);
doText(T2_tipScanned);
schedule(4000, game, updateTrainingObjectiveHud, obj5);
}
%base1distance = vectorDist( %playerPosition, game.base1.position );
//error("debug distance: base1- "@%base1distance);
if(%base1distance < game.base1.threshold1 && !game.base1t1 )
{
game.base1t1 = true;
doText(T2_03);
cancel($player.timeLimit);
}
if(%base1distance < game.base1.threshold2 && !game.base1t2 )
{
game.base1t2 = true;
doText(T2_04);
doText(T2_04a);
doText(T2_05);
updateTrainingObjectiveHud(obj3);
}
%base2distance = vectorDist( %playerPosition, game.base2.position );
//error("debug distance: base2- "@%base2distance);
if(%base2distance < game.base2.threshold1 && !game.base2t1 && !game.turretsDestroyed)
{
game.base2t1 = true;
doText(T2_08);
updateTrainingObjectiveHud(obj6);
}
//error(game.turretsDestroyed);
if(%base2distance < game.base2.threshold2 && !game.base2t2 && !game.turretsDestroyed)
{
game.base2t2 = true;
doText(T2_TipTurret02);
if( getPlayersOnTeam($playerTeam) < 2)
doText(T2_Cya01);
}
%base3distance = vectorDist( %playerPosition, game.base3.position );
//error("debug distance: base3- "@%base3distance);
if(%base3distance < game.base3.threshold1 && !game.base3t1)
{
game.base3t1 = true;
doText(T2_09a);
}
if(%base3distance < game.base3.threshold2 && !game.base3t2) {
game.base3t2 = true;
doText(T2_09b);
if($player.player.getMountedImage($backpackSlot) $= "ShieldPackImage")
doText(T2_ShieldPack02);
}
schedule(4000, game, objectiveDistanceChecks);
}
function buildTraining2Team2ObjectiveQs()
{
$T2ObjectiveQ[0] = new AIObjectiveQ();
MissionCleanup.add($T2ObjectiveQ[0]);
$T2ObjectiveQ[1] = new AIObjectiveQ();
MissionCleanup.add($T2ObjectiveQ[1]);
$T2ObjectiveQ[2] = new AIObjectiveQ();
MissionCleanup.add($T2ObjectiveQ[2]);
//////////////////objectiveQ 0--------------------------------------------------------------
%newObjective = new AIObjective(AIORepairObject) {
datablock = "AIObjectiveMarker";
position = "-163.766 126.029 103.831";
rotation = "1 0 0 0";
scale = "1 1 1";
description = "Repair the initial SensorLargePulse";
targetObject = "InitialPulseSensor";
targetClientId = "-1";
targetObjectId = nameToId("InitialPulseSensor");
location = "-163.766 126.029 103.831";
weightLevel1 = "4000";
weightLevel2 = "0";
weightLevel3 = "0";
weightLevel4 = "0";
offense = "0";
defense = "1";
equipment = "Light RepairPack";
buyEquipmentSet = "";
issuedByHuman = "0";
issuingClientId = "-1";
forceClientId = "-1";
locked = "0";
};
MissionCleanup.add(%newObjective);
$T2ObjectiveQ[0].add(%newObjective);
%newObjective = new AIObjective(AIORepairObject) {
datablock = "AIObjectiveMarker";
position = "-33.7195 -131.864 133.096";
rotation = "1 0 0 0";
scale = "1 1 1";
description = "Repair the base1 Gen";
targetObject = "generator";
targetClientId = "-1";
targetObjectId = nameToId("base1/generator");
location = "-33.7195 -131.864 133.096";
weightLevel1 = "3200";
weightLevel2 = "1600";
weightLevel3 = "0";
weightLevel4 = "0";
offense = "0";
defense = "1";
equipment = "RepairPack";
buyEquipmentSet = "";
issuedByHuman = "0";
issuingClientId = "-1";
forceClientId = "-1";
locked = "0";
};
MissionCleanup.add(%newObjective);
$T2ObjectiveQ[0].add(%newObjective);
%newObjective = new AIObjective(AIODefendLocation) {
datablock = "AIObjectiveMarker";
position = "-33.7195 -131.864 133.096";
rotation = "1 0 0 0";
scale = "1 1 1";
description = "Defend the base1 gen";
targetObject = "generator";
targetClientId = "-1";
targetObjectId = nameToId("base1/generator");
location = "-12 -131.864 133.096";
weightLevel1 = "3100";
weightLevel2 = "1500";
weightLevel3 = "0";
weightLevel4 = "0";
offense = "0";
defense = "1";
desiredEquipment = "";
buyEquipmentSet = "";
issuedByHuman = "0";
issuingClientId = "-1";
forceClientId = "-1";
locked = "0";
};
MissionCleanup.add(%newObjective);
$T2ObjectiveQ[0].add(%newObjective);
%newObjective = new AIObjective(AIODefendLocation) {
datablock = "AIObjectiveMarker";
position = "-8.82616 -131.779 121.39";
rotation = "1 0 0 0";
scale = "1 1 1";
description = "Defend the base 1 flipflop";
targetObject = "CommandSwitch";
targetClientId = "-1";
targetObjectId = nameToId("CommandSwitch");
location = "-8.82616 -131.779 121.39";
weightLevel1 = "3900";
weightLevel2 = "2000";
weightLevel3 = "0";
weightLevel4 = "0";
offense = "0";
defense = "1";
desiredEquipment = "";
buyEquipmentSet = "";
issuedByHuman = "0";
issuingClientId = "-1";
forceClientId = "-1";
locked = "0";
};
MissionCleanup.add(%newObjective);
$T2ObjectiveQ[0].add(%newObjective);
%newObjective = new AIObjective(AIOTouchObject) {
datablock = "AIObjectiveMarker";
position = "-8.82616 -131.779 121.39";
rotation = "1 0 0 0";
scale = "1 1 1";
description = "Capture the base1 FlFlop";
mode = "TouchFlipFlop";
targetObject = "CommandSwitch";
targetClientId = "-1";
targetObjectId = nameToID("CommandSwitch");
location = "-8.82616 -131.779 121.39";
weightLevel1 = "3850";
weightLevel2 = "0";
weightLevel3 = "0";
weightLevel4 = "0";
offense = "1";
defense = "0";
equipment = "light";
desiredEquipment = "";
buyEquipmentSet = "";
issuedByHuman = "0";
issuingClientId = "-1";
forceClientId = "-1";
locked = "0";
};
MissionCleanup.add(%newObjective);
if($pref::trainingDifficulty != 1)
$T2ObjectiveQ[0].add(%newObjective);
%newObjective = new AIObjective(AIORepairObject) {
datablock = "AIObjectiveMarker";
position = "-11.5761 -131.662 172.204";
rotation = "1 0 0 0";
scale = "1 1 1";
description = "Repair the Sensor Pulsation";
targetObject = "Team2SensorMediumPulse1";
targetClientId = "-1";
targetObjectId = nameToId("Team2SensorMediumPulse1");
location = "-11.5761 -131.662 172.204";
weightLevel1 = "3100";
weightLevel2 = "1000";
weightLevel3 = "0";
weightLevel4 = "0";
offense = "0";
defense = "1";
equipment = "RepairPack";
buyEquipmentSet = "";
issuedByHuman = "0";
issuingClientId = "-1";
forceClientId = "-1";
locked = "0";
};
MissionCleanup.add(%newObjective);
$T2ObjectiveQ[0].add(%newObjective);
///////////////objectiveQ 1---------------------------------------------------------------
%newObjective = new AIObjective(AIODefendLocation) {
datablock = "AIObjectiveMarker";
position = "380.576 -301.298 101.843";
rotation = "1 0 0 0";
scale = "1 1 1";
description = "Defend the Base2 Gen";
targetObject = "generator";
targetClientId = "-1";
targetObjectId = nameToId("base2/generator");
location = "380.576 -301.298 101.843";
weightLevel1 = "3100";
weightLevel2 = "1500";
weightLevel3 = "1000";
weightLevel4 = "0";
offense = "0";
defense = "1";
desiredEquipment = "";
buyEquipmentSet = "";
issuedByHuman = "0";
issuingClientId = "-1";
forceClientId = "-1";
locked = "0";
};
MissionCleanup.add(%newObjective);
$T2ObjectiveQ[1].add(%newObjective);
///////////////objectiveQ 2---------------------------------------------------------------
%newObjective = new AIObjective(AIORepairObject) {
datablock = "AIObjectiveMarker";
position = "787.866 -647.605 164.343";
rotation = "1 0 0 0";
scale = "1 1 1";
description = "Repair gen3";
targetObject = "Generator3";
targetClientId = "-1";
targetObjectId = nameToId("Generator3");
location = "787.866 -647.605 164.343";
weightLevel1 = "4000";
weightLevel2 = "";
weightLevel3 = "0";
weightLevel4 = "0";
offense = "0";
defense = "1";
equipment = "RepairPack";
buyEquipmentSet = "";
issuedByHuman = "0";
issuingClientId = "-1";
forceClientId = "-1";
locked = "0";
};
MissionCleanup.add(%newObjective);
$T2ObjectiveQ[2].add(%newObjective);
%newObjective = new AIObjective(AIODefendLocation) {
datablock = "AIObjectiveMarker";
position = "787.866 -647.605 164.343";
rotation = "1 0 0 0";
scale = "1 1 1";
description = "Defend gen3";
targetObject = "Generator3";
targetClientId = "-1";
targetObjectId = nameToId("Generator3");
location = "787.866 -647.605 164.343";
weightLevel1 = "3400";
weightLevel2 = "0";
weightLevel3 = "0";
weightLevel4 = "0";
offense = "0";
defense = "1";
desiredEquipment = "";
buyEquipmentSet = "";
issuedByHuman = "0";
issuingClientId = "-1";
forceClientId = "-1";
locked = "0";
};
MissionCleanup.add(%newObjective);
$T2ObjectiveQ[2].add(%newObjective);
%newObjective = new AIObjective(AIOAttackObject) {
datablock = "AIObjectiveMarker";
position = "785.96 -659.402 138.593";
rotation = "1 0 0 0";
scale = "1 1 1";
description = "Attack the Station Alpha";
targetObject = "Inventory_Alpha";
targetClientId = "-1";
targetObjectId = nameToId("Inventory_Alpha");
location = "785.96 -659.402 138.593";
weightLevel1 = "2900";
weightLevel2 = "1400";
weightLevel3 = "0";
weightLevel4 = "0";
offense = "1";
defense = "0";
desiredEquipment = "";
buyEquipmentSet = "";
issuedByHuman = "0";
issuingClientId = "-1";
forceClientId = "-1";
locked = "0";
};
MissionCleanup.add(%newObjective);
$T2ObjectiveQ[2].add(%newObjective);
%newObjective = new AIObjective(AIOAttackObject) {
datablock = "AIObjectiveMarker";
position = "793.435 -647.88 138.499";
rotation = "1 0 0 0";
scale = "1 1 1";
description = "Attack the Station Beta";
targetObject = "Inventory_Beta";
targetClientId = "-1";
targetObjectId = nameToId("Inventory_Beta");
location = "793.435 -647.88 138.499";
weightLevel1 = "2900";
weightLevel2 = "1400";
weightLevel3 = "0";
weightLevel4 = "0";
offense = "1";
defense = "0";
desiredEquipment = "";
buyEquipmentSet = "";
issuedByHuman = "0";
issuingClientId = "-1";
forceClientId = "-1";
locked = "0";
};
MissionCleanup.add(%newObjective);
$T2ObjectiveQ[2].add(%newObjective);
%newObjective = new AIObjective(AIORepairObject) {
datablock = "AIObjectiveMarker";
position = "792.748 -656.036 143.914";
rotation = "1 0 0 0";
scale = "1 1 1";
description = "Repair the SentryTurret";
targetObject = "TurtleTurret";
targetClientId = "-1";
targetObjectId = nameToId("TurtleTurret");
location = "792.748 -656.036 143.914";
weightLevel1 = "3100";
weightLevel2 = "0";
weightLevel3 = "0";
weightLevel4 = "0";
offense = "0";
defense = "1";
equipment = "RepairPack";
buyEquipmentSet = "";
issuedByHuman = "0";
issuingClientId = "-1";
forceClientId = "-1";
locked = "0";
};
MissionCleanup.add(%newObjective);
$T2ObjectiveQ[2].add(%newObjective);
%newObjective = new AIObjective(AIOTouchObject) {
datablock = "AIObjectiveMarker";
position = "797.596 -652.19 164.558";
rotation = "1 0 0 0";
scale = "1 1 1";
description = "Capture the Base3 FlipFlop";
mode = "TouchFlipFlop";
targetObject = "EasternFortification";
targetClientId = "-1";
targetObjectId = nameToId("EasternFortification");
location = "797.596 -652.19 164.558";
weightLevel1 = "3850";
weightLevel2 = "3400";
weightLevel3 = "3000";
weightLevel4 = "0";
offense = "1";
defense = "0";
desiredEquipment = "Light";
buyEquipmentSet = "";
issuedByHuman = "0";
issuingClientId = "-1";
forceClientId = "-1";
locked = "0";
};
MissionCleanup.add(%newObjective);
if($pref::trainingDifficulty != 1)
$T2ObjectiveQ[2].add(%newObjective);
%newObjective = new AIObjective(AIOAttackObject) {
datablock = "AIObjectiveMarker";
position = "787.866 -647.605 164.343";
rotation = "1 0 0 0";
scale = "1 1 1";
description = "Attack the generatorLarge";
targetObject = "Generator3";
targetClientId = "-1";
targetObjectId = nameToId("Generator3");
location = "787.866 -647.605 164.343";
weightLevel1 = "3100";
weightLevel2 = "1600";
weightLevel3 = "0";
weightLevel4 = "0";
offense = "1";
defense = "0";
desiredEquipment = "ShieldPack";
buyEquipmentSet = "HeavyAmmoSet";
issuedByHuman = "0";
issuingClientId = "-1";
forceClientId = "-1";
locked = "0";
};
MissionCleanup.add(%newObjective);
$T2ObjectiveQ[2].add(%newObjective);
%newObjective = new AIObjective(AIORepairObject) {
datablock = "AIObjectiveMarker";
position = "785.96 -659.402 138.593";
rotation = "1 0 0 0";
scale = "1 1 1";
description = "Repair the StationInventory";
targetObject = "Inventory_Alpha";
targetClientId = "-1";
targetObjectId = nameToId("Inventory_Alpha");
location = "785.96 -659.402 138.593";
weightLevel1 = "3500";
weightLevel2 = "1400";
weightLevel3 = "0";
weightLevel4 = "0";
offense = "0";
defense = "1";
equipment = "RepairPack";
buyEquipmentSet = "MediumRepairSet";
issuedByHuman = "0";
issuingClientId = "-1";
forceClientId = "-1";
locked = "0";
};
MissionCleanup.add(%newObjective);
$T2ObjectiveQ[2].add(%newObjective);
%newObjective = new AIObjective(AIORepairObject) {
datablock = "AIObjectiveMarker";
position = "793.435 -647.88 138.499";
rotation = "1 0 0 0";
scale = "1 1 1";
description = "Repair the StationInventory";
targetObject = "Inventory_Beta";
targetClientId = "-1";
targetObjectId = nameToId("Inventory_Beta");
location = "793.435 -647.88 138.499";
weightLevel1 = "3500";
weightLevel2 = "1400";
weightLevel3 = "0";
weightLevel4 = "0";
offense = "0";
defense = "1";
equipment = "RepairPack";
buyEquipmentSet = "MediumRepairSet";
issuedByHuman = "0";
issuingClientId = "-1";
forceClientId = "-1";
locked = "0";
};
MissionCleanup.add(%newObjective);
$T2ObjectiveQ[2].add(%newObjective);
%newObjective = new AIObjective(AIODefendLocation) {
datablock = "AIObjectiveMarker";
position = "791.311 -655.22 156.159";
rotation = "1 0 0 0";
scale = "1 1 1";
description = "Defend the Base 3FlipFlop";
targetObject = "EasternFortification";
targetClientId = "-1";
targetObjectId = nameToId("EasternFortification");
//location = "797.596 -652.19 164.558";
location = "791.311 -655.22 156.159";
weightLevel1 = "3900";
weightLevel2 = "2900";
weightLevel3 = "300";
weightLevel4 = "100";
offense = "0";
defense = "1";
desiredEquipment = "ShieldPack Plasma PlasmaAmmo";
buyEquipmentSet = "HeavyShieldSet";
issuedByHuman = "0";
issuingClientId = "-1";
forceClientId = "-1";
locked = "0";
};
MissionCleanup.add(%newObjective);
$T2ObjectiveQ[2].add(%newObjective);
%newObjective = new AIObjective(AIORepairObject) {
datablock = "AIObjectiveMarker";
position = "556.144 -411.448 133.224";
rotation = "1 0 0 0";
scale = "1 1 1";
description = "Repair the SensorMediumPulse";
targetObject = "MidwaySensor";
targetClientId = "-1";
targetObjectId = nameToId("MidwaySensor");
location = "556.144 -411.448 133.224";
weightLevel1 = "4000";
weightLevel2 = "0";
weightLevel3 = "0";
weightLevel4 = "0";
offense = "0";
defense = "1";
equipment = "RepairPack";
buyEquipmentSet = "";
issuedByHuman = "0";
issuedByClientId = "-1";
forceClientId = "-1";
locked = "0";
};
MissionCleanup.add(%newObjective);
$T2ObjectiveQ[2].add(%newObjective);
%newObjective = new AIObjective(AIODefendLocation) {
datablock = "AIObjectiveMarker";
position = "785.96 -659.402 138.593";
rotation = "1 0 0 0";
scale = "1 1 1";
description = "Defend the Downstairs//Stations";
targetObject = "Inventory_Alpha";
targetClientId = "-1";
targetObjectId = nameToId("Inventory_Alpha");
location = "785.96 -659.402 138.593";
weightLevel1 = "3700";
weightLevel2 = "0";
weightLevel3 = "0";
weightLevel4 = "0";
offense = "0";
defense = "1";
desiredEquipment = "ShieldPack Plasma PlasmaAmmo";
buyEquipmentSet = "HeavyShieldSet";
issuedByHuman = "0";
issuingClientId = "-1";
forceClientId = "-1";
locked = "0";
};
MissionCleanup.add(%newObjective);
$T2ObjectiveQ[2].add(%newObjective);
}
//--Training2 package END -----------------------------------------------------------------
};