TribesReplay/base/scripts/vehicles/vehicle.cs
Robert MacGregor a7153c654d v22649 (04/28/01):
- Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.)

- You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists.

- "Vote Spamming" has been prevented in-game.

- Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.)

- Moved some of the CD check from script into code, where it should be.

- Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch.

- Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot.

- Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF.

- The "sticking" mouse button problem is now fixed.

- Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved.

- (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained.

- (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly.

- (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.)

- (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15.

- (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy.

- (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles.

- (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down.

- (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-17 23:12:56 -04:00

1417 lines
43 KiB
C#

// Notes:
// - respawning vehicles with turrets (bomber/tank) will not setup the turret properly
//Damage Rate for entering Liquid
$VehicleDamageLava = 0.0325;
$VehicleDamageHotLava = 0.0325;
$VehicleDamageCrustyLava = 0.0325;
$NumVehiclesDeploy = 0;
//**************************************************************
//* GENERAL PURPOSE FUNCTIONS
//**************************************************************
function VehicleData::onAdd(%data, %obj)
{
Parent::onAdd(%data, %obj);
if((%data.sensorData !$= "") && (%obj.getTarget() != -1))
setTargetSensorData(%obj.getTarget(), %data.sensorData);
%obj.setRechargeRate(%data.rechargeRate);
// set full energy
%obj.setEnergyLevel(%data.MaxEnergy);
if(%obj.disableMove)
%obj.immobilized = true;
if(%obj.deployed)
{
if($countDownStarted)
%data.schedule(($Host::WarmupTime * 1000) / 2, "vehicleDeploy", %obj, 0, 1);
else
{
$VehiclesDeploy[$NumVehiclesDeploy] = %obj;
$NumVehiclesDeploy++;
}
}
if(%obj.mountable || %obj.mountable $= "")
%data.isMountable(%obj, true);
else
%data.isMountable(%obj, false);
%obj.setSelfPowered();
// %data.canObserve = true;
}
function VehicleData::onRemove(%this, %obj)
{
// if there are passengers/driver, kick them out
%this.deleteAllMounted(%obj);
for(%i = 0; %i < %obj.getDatablock().numMountPoints; %i++)
if (%obj.getMountNodeObject(%i)) {
%passenger = %obj.getMountNodeObject(%i);
%passenger.unmount();
}
vehicleListRemove(%obj.getDataBlock(), %obj);
if(%obj.lastPilot.lastVehicle == %obj)
%obj.lastPilot.lastVehicle = "";
Parent::onRemove(%this, %obj);
}
function VehicleData::onDamage(%this,%obj)
{
%damage = %obj.getDamageLevel();
if (%damage >= %this.destroyedLevel)
{
if(%obj.getDamageState() !$= "Destroyed")
{
if(%obj.respawnTime !$= "")
%obj.marker.schedule = %obj.marker.data.schedule(%obj.respawnTime, "respawn", %obj.marker);
%obj.setDamageState(Destroyed);
}
}
else
{
if(%obj.getDamageState() !$= "Enabled")
%obj.setDamageState(Enabled);
}
}
function VehicleData::playerDismounted(%data, %obj, %player)
{
//this function is declared to prevent console error msg spam...
}
function HoverVehicle::useCreateHeight()
{
//this function is declared to prevent console error msg spam...
}
function WheeledVehicle::useCreateHeight()
{
//this function is declared to prevent console error msg spam...
}
function AssaultVehicle::onDamage(%this, %obj)
{
(%obj.getMountNodeObject(10)).setDamagelevel(%obj.getDamageLevel());
Parent::onDamage(%this, %obj);
}
function BomberFlyer::onDamage(%this, %obj)
{
(%obj.getMountNodeObject(10)).setDamagelevel(%obj.getDamageLevel());
Parent::onDamage(%this, %obj);
}
function MobileBaseVehicle::onDamage(%this, %obj)
{
if(isObject(%obj.getMountNodeObject(1)))
(%obj.getMountNodeObject(1)).setDamagelevel(%obj.getDamageLevel());
Parent::onDamage(%this, %obj);
}
function VehicleData::onEnterLiquid(%data, %obj, %coverage, %type)
{
switch(%type)
{
case 0:
//Water
%obj.setHeat(0.0);
case 1:
//Ocean Water
%obj.setHeat(0.0);
case 2:
//River Water
%obj.setHeat(0.0);
case 3:
//Stagnant Water
%obj.setHeat(0.0);
case 4:
//Lava
%obj.liquidDamage(%data, $VehicleDamageLava, $DamageType::Lava);
case 5:
//Hot Lava
%obj.liquidDamage(%data, $VehicleDamageHotLava, $DamageType::Lava);
case 6:
//Crusty Lava
%obj.liquidDamage(%data, $VehicleDamageCrustyLava, $DamageType::Lava);
case 7:
//Quick Sand
}
}
function FlyingVehicle::liquidDamage(%obj, %data, %damageAmount, %damageType)
{
if(%obj.getDamageState() !$= "Destroyed")
{
%data.damageObject(%obj, 0, "0 0 0", %damageAmount, %damageType);
%obj.lDamageSchedule = %obj.schedule(50, "liquidDamage", %data, %damageAmount, %damageType);
passengerLiquidDamage(%obj, %damageAmount, %damageType);
}
else
%obj.lDamageSchedule = "";
}
function WheeledVehicle::liquidDamage(%obj, %data, %damageAmount, %damageType)
{
if(%obj.getDamageState() !$= "Destroyed")
{
%data.damageObject(%obj, 0, "0 0 0", %damageAmount, %damageType);
%obj.lDamageSchedule = %obj.schedule(50, "liquidDamage", %data, %damageAmount, %damageType);
passengerLiquidDamage(%obj, %damageAmount, %damageType);
}
else
%obj.lDamageSchedule = "";
}
function HoverVehicle::liquidDamage(%obj, %data, %damageAmount, %damageType)
{
if(%obj.getDamageState() !$= "Destroyed")
{
%data.damageObject(%obj, 0, "0 0 0", %damageAmount, %damageType);
%obj.lDamageSchedule = %obj.schedule(50, "liquidDamage", %data, %damageAmount, %damageType);
passengerLiquidDamage(%obj, %damageAmount, %damageType);
}
else
%obj.lDamageSchedule = "";
}
function passengerLiquidDamage(%obj, %damageAmount, %damageType)
{
for(%i = %num; %i < %obj.getDataBlock().numMountPoints; %i++)
if (%p = %obj.getMountNodeObject(%i))
%p.liquidDamage(%p.getDatablock(), $DamageLava, $DamageType::Lava);
}
function VehicleData::onLeaveLiquid(%data, %obj, %type)
{
switch(%type)
{
case 0:
//Water
%obj.setHeat(1.0);
case 1:
//Ocean Water
%obj.setHeat(1.0);
case 2:
//River Water
%obj.setHeat(1.0);
case 3:
//Stagnant Water
%obj.setHeat(1.0);
case 4:
//Lava
case 5:
//Hot Lava
case 6:
//Crusty Lava
case 7:
//Quick Sand
}
if(%obj.lDamageSchedule !$= "")
{
cancel(%obj.lDamageSchedule);
%obj.lDamageSchedule = "";
}
}
function VehicleData::onDestroyed(%data, %obj, %prevState)
{
radiusVehicleExplosion(%data, %obj);
if(%obj.turretObject)
if(%obj.turretObject.getControllingClient())
%obj.turretObject.getDataBlock().playerDismount(%obj.turretObject);
for(%i = 0; %i < %obj.getDatablock().numMountPoints; %i++)
{
if (%obj.getMountNodeObject(%i)) {
%flingee = %obj.getMountNodeObject(%i);
%flingee.getDataBlock().doDismount(%flingee, true);
%xVel = 250.0 - (getRandom() * 500.0);
%yVel = 250.0 - (getRandom() * 500.0);
%zVel = (getRandom() * 100.0) + 50.0;
%flingVel = %xVel @ " " @ %yVel @ " " @ %zVel;
%flingee.applyImpulse(%flingee.getTransform(), %flingVel);
%flingee.damage(0, %obj.getPosition(), 0.4, $DamageType::Explosion);
}
}
%obj.schedule(600, "delete");
}
function radiusVehicleExplosion(%data, %vehicle)
{
// this is a modified version of RadiusExplosion() from projectiles.cs
%position = %vehicle.getPosition();
InitContainerRadiusSearch(%position, %data.explosionRadius, $TypeMasks::PlayerObjectType |
$TypeMasks::VehicleObjectType |
$TypeMasks::MoveableObjectType |
$TypeMasks::StaticShapeObjectType |
$TypeMasks::ForceFieldObjectType |
$TypeMasks::TurretObjectType |
$TypeMasks::ItemObjectType);
%numTargets = 0;
while ((%targetObject = containerSearchNext()) != 0)
{
if(%targetObject == %vehicle)
continue;
%dist = containerSearchCurrRadDamageDist();
if (%dist > %data.explosionRadius)
continue;
if (%targetObject.isMounted())
{
%mount = %targetObject.getObjectMount();
if(%mount == %vehicle)
continue;
%found = -1;
for (%i = 0; %i < %mount.getDataBlock().numMountPoints; %i++)
{
if (%mount.getMountNodeObject(%i) == %targetObject)
{
%found = %i;
break;
}
}
if (%found != -1)
{
if (%mount.getDataBlock().isProtectedMountPoint[%found] && (%mount != %vehicle))
continue;
}
}
%targets[%numTargets] = %targetObject;
%targetDists[%numTargets] = %dist;
%numTargets++;
}
for (%i = 0; %i < %numTargets; %i++)
{
%targetObject = %targets[%i];
%dist = %targetDists[%i];
%coverage = calcExplosionCoverage(%position, %targetObject,
($TypeMasks::InteriorObjectType |
$TypeMasks::TerrainObjectType |
$TypeMasks::ForceFieldObjectType));
if (%coverage == 0)
continue;
%amount = (1.0 - (%dist / %data.explosionRadius)) * %coverage * %data.explosionDamage;
%targetData = %targetObject.getDataBlock();
%momVec = "0 0 1";
if(%amount > 0)
%targetData.damageObject(%targetObject, %sourceObject, %position, %amount, $DamageType::Explosion, %momVec);
}
}
function VehicleData::deleteAllMounted()
{
}
//**************************************************************
//* VEHICLE CREATION
//**************************************************************
// (NOTE: No entry for Wildcat Grav Cycle is here. -- DG)
//----------------------------
// SHRIKE SCOUT FLIER
//----------------------------
function ScoutFlyer::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
%obj.mountImage(ScoutChaingunParam, 0);
%obj.mountImage(ScoutChaingunImage, 2);
%obj.mountImage(ScoutChaingunPairImage, 3);
%obj.nextWeaponFire = 2;
%obj.schedule(5500, "playThread", $ActivateThread, "activate");
}
//----------------------------
// THUNDERSWORD BOMBER
//----------------------------
function BomberFlyer::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
%turret = TurretData::create(BomberTurret);
MissionCleanup.add(%turret);
%turret.team = %obj.teamBought;
%turret.selectedWeapon = 1;
%turret.setSelfPowered();
%obj.mountObject(%turret, 10);
%turret.mountImage(BomberTurretBarrel,2);
%turret.mountImage(BomberTurretBarrelPair,3);
%turret.mountImage(BomberBombImage, 4);
%turret.mountImage(BomberBombPairImage, 5);
%turret.mountImage(BomberTargetingImage, 6);
%obj.turretObject = %turret;
%turret.vehicleMounted = %obj;
//vehicle turrets should not auto fire at targets
%turret.setAutoFire(false);
//for this particular weapon - a non-firing datablock used only so the AI can aim the turret
//Also needed so we can set the turret parameters..
%turret.mountImage(AIAimingTurretBarrel, 0);
// setup the turret's target info
setTargetSensorGroup(%turret.getTarget(), %turret.team);
setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
}
//----------------------------
// HAVOC TRANSPORT FLIER
//----------------------------
function HAPCFlyer::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
%obj.schedule(6000, "playThread", $ActivateThread, "activate");
}
//----------------------------
// BEOWULF ASSAULT VEHICLE
//----------------------------
function AssaultVehicle::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
%turret = TurretData::create(AssaultPlasmaTurret);
%turret.selectedWeapon = 1;
MissionCleanup.add(%turret);
%turret.team = %obj.teamBought;
%turret.setSelfPowered();
%obj.mountObject(%turret, 10);
%turret.mountImage(AssaultPlasmaTurretBarrel, 2);
%turret.mountImage(AssaultMortarTurretBarrel, 4);
%obj.turretObject = %turret;
//vehicle turrets should not auto fire at targets
%turret.setAutoFire(false);
//Needed so we can set the turret parameters..
%turret.mountImage(AssaultTurretParam, 0);
%obj.schedule(6000, "playThread", $ActivateThread, "activate");
// set the turret's target info
setTargetSensorGroup(%turret.getTarget(), %turret.team);
setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
}
//----------------------------
// JERICHO FORWARD BASE (Mobile Point Base)
//----------------------------
function MobileBaseVehicle::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
%obj.station = "";
%obj.turret = "";
%obj.schedule(5000, "playThread", $AmbientThread, "ambient");
}
//**************************************************************
//* MULTI-CREW VEHICLE DELETION
//**************************************************************
//----------------------------
//BEOWULF ASSAULT VEHICLE
//----------------------------
function AssaultVehicle::deleteAllMounted(%data, %obj)
{
%turret = %obj.getMountNodeObject(10);
if(!%turret)
return;
if(%client = %turret.getControllingClient())
{
%client.player.setControlObject(%client.player);
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
%client.player.mountVehicle = false;
}
%turret.delete();
}
//----------------------------
// THUNDERSWORD BOMBER
//----------------------------
function BomberFlyer::deleteAllMounted(%data, %obj)
{
if(%obj.beacon)
%obj.beacon.delete();
%turret = %obj.getMountNodeObject(10);
if(!%turret)
return;
%turret.altTrigger = 0;
%turret.fireTrigger = 0;
if(%client = %turret.getControllingClient())
{
commandToClient(%client, 'endBomberSight');
%client.player.setControlObject(%client.player);
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
%client.player.mountVehicle = false;
%client.player.bomber = false;
}
%turret.delete();
}
//----------------------------
// JERICHO FORWARD BASE
//----------------------------
function MobileBaseVehicle::deleteAllMounted(%data, %obj)
{
if(%obj.station !$= "")
{
%obj.station.getDataBlock().onLosePowerDisabled(%obj.station);
%obj.unmountObject(%obj.station);
%obj.station.trigger.delete();
%obj.station.delete();
}
if(%obj.turret !$= "")
{
%obj.turret.getDataBlock().onLosePowerDisabled(%obj.turret);
%obj.unmountObject(%obj.turret);
%obj.turret.delete();
}
if(isObject(%obj.shield))
%obj.shield.delete();
if (isObject(%obj.teleporter))
{
%obj.teleporter.setThreadDir($ActivateThread, FALSE);
%obj.teleporter.playThread($ActivateThread,"activate");
%obj.teleporter.playAudio($ActivateSound, StationTeleportDeacitvateSound);
}
}
//**************************************************************
//* WEAPON MOUNTING ON VEHICLES
//**************************************************************
//----------------------------
// SHRIKE SCOUT FLIER
//----------------------------
function ScoutFlyer::playerMounted(%data, %obj, %player, %node)
{
// scout flyer == SUV (single-user vehicle)
commandToClient(%player.client, 'setHudMode', 'Pilot', "Shrike", %node);
$numVWeapons = 1;
}
//----------------------------
// THUNDERSWORD BOMBER
//----------------------------
function BomberFlyer::playerMounted(%data, %obj, %player, %node)
{
if(%node == 0)
{
// pilot position
%player.setPilot(true);
commandToClient(%player.client, 'setHudMode', 'Pilot', "Bomber", %node);
}
else if(%node == 1)
{
// bombardier position
%turret = %obj.getMountNodeObject(10);
%player.vehicleTurret = %turret;
%player.setTransform("0 0 0 0 0 1 0");
%player.lastWeapon = %player.getMountedImage($WeaponSlot);
%player.unmountImage($WeaponSlot);
if(!%player.client.isAIControlled())
{
%player.setControlObject(%turret);
%player.client.setObjectActiveImage(%turret, 2);
}
commandToClient(%player.client, 'startBomberSight');
%turret.bomber = %player;
$bWeaponActive = 0;
%obj.getMountNodeObject(10).selectedWeapon = 1;
commandToClient(%player.client,'SetWeaponryVehicleKeys', true);
commandToClient(%player.client, 'setHudMode', 'Pilot', "Bomber", %node);
}
else
{
// tail gunner position
commandToClient(%player.client, 'setHudMode', 'Passenger', "Bomber", %node);
}
// build a space-separated string representing passengers
// 0 = no passenger; 1 = passenger (e.g. "1 0 0 ")
%passString = buildPassengerString(%obj);
// send the string of passengers to all mounted players
for(%i = 0; %i < %data.numMountPoints; %i++)
if(%obj.getMountNodeObject(%i) > 0)
commandToClient(%obj.getMountNodeObject(%i).client, 'checkPassengers', %passString);
}
//----------------------------
// HAVOC TRANSPORT FLIER
//----------------------------
function HAPCFlyer::playerMounted(%data, %obj, %player, %node)
{
if(%node == 0) {
// pilot position
commandToClient(%player.client, 'setHudMode', 'Pilot', "HAPC", %node);
}
else {
// all others
commandToClient(%player.client, 'setHudMode', 'Passenger', "HAPC", %node);
}
// build a space-separated string representing passengers
// 0 = no passenger; 1 = passenger (e.g. "1 0 0 1 1 0 ")
%passString = buildPassengerString(%obj);
// send the string of passengers to all mounted players
for(%i = 0; %i < %data.numMountPoints; %i++)
if(%obj.getMountNodeObject(%i) > 0)
commandToClient(%obj.getMountNodeObject(%i).client, 'checkPassengers', %passString);
}
//----------------------------
// WILDCAT GRAV CYCLE
//----------------------------
function ScoutVehicle::playerMounted(%data, %obj, %player, %node)
{
// scout vehicle == SUV (single-user vehicle)
commandToClient(%player.client, 'setHudMode', 'Pilot', "Hoverbike", %node);
}
//----------------------------
// BEOWULF ASSAULT VEHICLE
//----------------------------
function AssaultVehicle::playerMounted(%data, %obj, %player, %node)
{
if(%node == 0) {
// driver position
// is there someone manning the turret?
%turreteer = %obj.getMountedNodeObject(1);
commandToClient(%player.client, 'setHudMode', 'Pilot', "Assault", %node);
}
else if(%node == 1)
{
// turreteer position
%turret = %obj.getMountNodeObject(10);
%player.vehicleTurret = %turret;
%player.setTransform("0 0 0 0 0 1 0");
%player.lastWeapon = %player.getMountedImage($WeaponSlot);
%player.unmountImage($WeaponSlot);
if(!%player.client.isAIControlled())
{
%player.setControlObject(%turret);
%player.client.setObjectActiveImage(%turret, 2);
}
%turret.turreteer = %player;
// if the player is the turreteer, show vehicle's weapon icons
//commandToClient(%player.client, 'showVehicleWeapons', %data.getName());
//%player.client.setVWeaponsHudActive(1); // plasma turret icon (default)
$aWeaponActive = 0;
commandToClient(%player.client,'SetWeaponryVehicleKeys', true);
%obj.getMountNodeObject(10).selectedWeapon = 1;
commandToClient(%player.client, 'setHudMode', 'Pilot', "Assault", %node);
}
// build a space-separated string representing passengers
// 0 = no passenger; 1 = passenger (e.g. "1 0 ")
%passString = buildPassengerString(%obj);
// send the string of passengers to all mounted players
for(%i = 0; %i < %data.numMountPoints; %i++)
if(%obj.getMountNodeObject(%i) > 0)
commandToClient(%obj.getMountNodeObject(%i).client, 'checkPassengers', %passString);
}
//----------------------------
// JERICHO FORWARD BASE
//----------------------------
function MobileBaseVehicle::playerMounted(%data, %obj, %player, %node)
{
// MPB vehicle == SUV (single-user vehicle)
commandToClient(%player.client, 'setHudMode', 'Pilot', "MPB", %node);
if(%obj.deploySchedule)
{
%obj.deploySchedule.clear();
%obj.deploySchedule = "";
}
if(%obj.deployed !$= "" && %obj.deployed == 1)
{
%obj.setThreadDir($DeployThread, false);
%obj.playThread($DeployThread,"deploy");
%obj.playAudio($DeploySound, MobileBaseUndeploySound);
%obj.station.setThreadDir($DeployThread, false);
%obj.station.getDataBlock().onLosePowerDisabled(%obj.station);
%obj.station.clearSelfPowered();
%obj.station.goingOut=false;
%obj.station.notDeployed = 1;
%obj.station.playAudio($DeploySound, MobileBaseStationUndeploySound);
%obj.turret.setThreadDir($DeployThread, false);
%obj.turret.clearTarget();
%obj.turret.setTarget(-1);
%obj.turret.playAudio($DeploySound, MobileBaseTurretUndeploySound);
%obj.shield.open();
%obj.shield.schedule(1000,"delete");
%obj.deploySchedule = "";
%obj.teleporter.setThreadDir($ActivateThread, FALSE);
%obj.teleporter.playThread($ActivateThread,"activate");
%obj.teleporter.playAudio($ActivateSound, StationTeleportDeacitvateSound);
%obj.fullyDeployed = 0;
%obj.noEnemyControl = 0;
}
%obj.deployed = 0;
}
function buildPassengerString(%vehicle)
{
%passStr = "";
for(%i = 0; %i < %vehicle.getDatablock().numMountPoints; %i++)
{
if(%vehicle.getMountNodeObject(%i) > 0)
%passStr = %passStr @ "1 ";
else
%passStr = %passStr @ "0 ";
}
return %passStr;
}
function MobileBaseVehicle::playerDismounted(%data, %obj, %player)
{
%obj.schedule(500, "deployVehicle", %data, %player);
}
function WheeledVehicle::deployVehicle(%obj, %data, %player)
{
if (!%data.vehicleDeploy(%obj, %player))
%obj.schedule(500, "deployVehicle", %data, %player);
}
//**************************************************************
//* JERICHO DEPLOYMENT and UNDEPLOYMENT
//**************************************************************
function MobileBaseVehicle::vehicleDeploy(%data, %obj, %player, %force)
{
if(VectorLen(%obj.getVelocity()) <= 0.1 || %force)
{
%deployMessage = "";
if( (%deployMessage = %data.checkTurretDistance(%obj)) $= "" || %force)
{
if(%obj.station $= "")
{
if( (%deployMessage = %data.checkDeploy(%obj)) $= "" || %force)
{
%obj.station = new StaticShape() {
scale = "1 1 1";
dataBlock = "MobileInvStation";
lockCount = "0";
homingCount = "0";
team = %obj.team;
vehicle = %obj;
};
%obj.station.startFade(0,0,true);
%obj.mountObject(%obj.station, 2);
%obj.station.getDataBlock().createTrigger(%obj.station);
%obj.station.setSelfPowered();
%obj.station.playThread($PowerThread,"Power");
%obj.station.playAudio($HumSound,StationHumSound);
%obj.station.vehicle = %obj;
%obj.turret = new turret() {
scale = "1 1 1";
dataBlock = "MobileTurretBase";
lockCount = "0";
homingCount = "0";
team = %obj.team;
};
%obj.turret.setDamageLevel(%obj.getDamageLevel());
%obj.mountObject(%obj.turret, 1);
%obj.turret.setSelfPowered();
%obj.turret.playThread($PowerThread,"Power");
%obj.turret.mountImage(MissileBarrelLarge, 0 ,false);
checkSpawnPos(%obj, 20);
}
}
else
{
%obj.station.setSelfPowered();
%obj.station.playThread($PowerThread,"Power");
%obj.turret.setSelfPowered();
%obj.turret.playThread($PowerThread,"Power");
}
if(%deployMessage $= "" || %force)
{
if(%obj.turret.getTarget() == -1)
%obj.turret.setTarget(%obj.turret.target);
%obj.turret.setThreadDir($DeployThread, true);
%obj.turret.playThread($DeployThread,"deploy");
%obj.turret.playAudio($DeploySound, MobileBaseTurretDeploySound);
%obj.station.notDeployed = 1;
%obj.setThreadDir($DeployThread, true);
%obj.playThread($DeployThread,"deploy");
%obj.playAudio($DeploySound, MobileBaseDeploySound);
%obj.deployed = 1;
%obj.deploySchedule = "";
%obj.disableMove = true;
%obj.setFrozenState(true);
if(isObject(%obj.shield))
%obj.shield.delete();
%obj.shield = new forceFieldBare()
{
scale = "1.22 1.8 1.1";
dataBlock = "defaultTeamSlowFieldBare";
team = %obj.team;
};
%obj.shield.open();
setTargetSensorData(%obj.getTarget(), MPBDeployedSensor);
}
}
if(%deployMessage !$= "")
messageClient(%player.client, '', %deployMessage);
return true;
}
else
{
return false;
}
}
function MobileBaseVehicle::onEndSequence(%data, %obj, %thread)
{
if(%thread == $DeployThread && !%obj.deployed)
{
%obj.unmountObject(%obj.station);
%obj.station.trigger.delete();
%obj.station.delete();
%obj.station = "";
%obj.unmountObject(%obj.turret);
%obj.turret.delete();
%obj.turret = "";
if(!%obj.immobilized)
{
%obj.disableMove = false;
%obj.setFrozenState(false);
}
setTargetSensorData(%obj.getTarget(), %data.sensorData);
}
else
{
%obj.station.startFade(0,0,false);
%obj.station.setThreadDir($DeployThread, true);
%obj.station.playThread($DeployThread,"deploy");
%obj.station.playAudio($DeploySound, MobileBaseStationDeploySound);
%obj.station.goingOut = true;
%obj.shield.setTransform(%obj.getSlotTransform(3));
%obj.shield.close();
%obj.isDeployed = true;
%obj.noEnemyControl = 1;
}
Parent::onEndSequence(%data, %obj, %thread);
}
function MobileInvStation::onEndSequence(%data, %obj, %thread)
{
if(!%obj.goingOut)
%obj.startFade(0,0,true);
else
{
%obj.notDeployed = 0;
%obj.vehicle.fullyDeployed = 1;
%obj.vehicle.teleporter.setThreadDir($ActivateThread, TRUE);
%obj.vehicle.teleporter.playThread($ActivateThread,"activate");
%obj.vehicle.teleporter.playAudio($ActivateSound, StationTeleportAcitvateSound);
}
Parent::onEndSequence(%data, %obj, %thread);
}
function MobileBaseVehicle::checkDeploy(%data, %obj)
{
%mask = $TypeMasks::VehicleObjectType | $TypeMasks::MoveableObjectType |
$TypeMasks::StaticShapeObjectType | $TypeMasks::ForceFieldObjectType |
$TypeMasks::ItemObjectType | $TypeMasks::PlayerObjectType |
$TypeMasks::TurretObjectType | //$TypeMasks::StaticTSObjectType |
$TypeMasks::InteriorObjectType;
//%slot 1 = turret %slot 2 = station
%height[1] = 0;
%height[2] = 0;
%radius[1] = 2.4;
%radius[2] = 2.4;
%stationFailed = false;
%turretFailed = false;
for(%x = 1; %x < 3; %x++)
{
%posXY = getWords(%obj.getSlotTransform(%x), 0, 1);
%posZ = (getWord(%obj.getSlotTransform(%x), 2) + %height[%x]);
InitContainerRadiusSearch(%posXY @ " " @ %posZ, %radius[%x], %mask);
while ((%objFound = ContainerSearchNext()) != 0)
{
if(%objFound != %obj)
{
if(%x == 1)
%turretFailed = true;
else
%stationFailed = true;
break;
}
}
}
//If turret, station or both fail the send back the error message...
if(%turretFailed && %stationFailed)
return "Both Turret and Station are blocked and unable to deploy.";
if(%turretFailed)
return "Turret is blocked and unable to deploy.";
if(%stationFailed)
return "Station is blocked and unable to deploy.";
//Check the station for collision with the Terrain
%mat = %obj.getTransform();
for(%x = 1; %x < 7; %x+=2)
{
%startPos = MatrixMulPoint(%mat, %data.stationPoints[%x]);
%endPos = MatrixMulPoint(%mat, %data.stationPoints[%x+1]);
%rayCastObj = containerRayCast(%startPos, %endPos, $TypeMasks::TerrainObjectType, 0);
if(%rayCastObj)
return "Station is blocked by terrain and unable to deploy.";
}
return "";
}
function MobileBaseVehicle::checkTurretDistance(%data, %obj)
{
%pos = getWords(%obj.getTransform(), 0, 2);
InitContainerRadiusSearch(%pos, 100, $TypeMasks::TurretObjectType | $TypeMasks::InteriorObjectType);
while ((%objFound = ContainerSearchNext()) != 0)
{
if(%objFound.getType() & $TypeMasks::TurretObjectType)
{
if(%objFound.getDataBlock().ClassName $= "TurretBase")
return "Turret Base is in the area. Unable to deploy.";
}
else
{
%subStr = getSubStr(%objFound.interiorFile, 1, 4);
if(%subStr !$= "rock" && %subStr !$= "spir" && %subStr !$= "misc")
return "Building is in the area. Unable to deploy.";
}
}
return "";
}
//**************************************************************
//* VEHICLE INVENTORY MANAGEMENT
//**************************************************************
//--------------------------------------------------------------
// NUMBER OF PURCHASEABLE VEHICLES PER TEAM
//--------------------------------------------------------------
$VehicleRespawnTime = 15000;
$Vehiclemax[ScoutVehicle] = 4;
$VehicleMax[AssaultVehicle] = 3;
$VehicleMax[MobileBaseVehicle] = 1;
$VehicleMax[ScoutFlyer] = 4;
$VehicleMax[BomberFlyer] = 2;
$VehicleMax[HAPCFlyer] = 2;
function vehicleListRemove(%data, %obj)
{
%blockName = %data.getName();
for($i = 0; %i < $VehicleMax[%blockName]; %i++)
if($VehicleInField[%obj.team, %blockName, %i] == %obj)
{
$VehicleInField[%obj.team, %blockName, %i] = 0;
$VehicleTotalCount[%obj.team, %blockName]--;
break;
}
}
function vehicleListAdd(%blockName, %obj)
{
for($i = 0; %i < $VehicleMax[%blockName]; %i++)
{
if($VehicleInField[%obj.team, %blockName, %i] $= "" || $VehicleInField[%obj.team, %blockName, %i] == 0)
{
$VehicleInField[%obj.team, %blockName, %i] = %obj;
$VehicleTotalCount[%obj.team, %blockName]++;
break;
}
}
}
function clearVehicleCount(%team)
{
$VehicleTotalCount[%team, ScoutVehicle] = 0;
$VehicleTotalCount[%team, AssaultVehicle] = 0;
$VehicleTotalCount[%team, MobileBaseVehicle] = 0;
$VehicleTotalCount[%team, ScoutFlyer] = 0;
$VehicleTotalCount[%team, BomberFlyer] = 0;
$VehicleTotalCount[%team, HAPCFlyer] = 0;
}
//**************************************************************
//* VEHICLE HUD SEAT INDICATOR LIGHTS
//**************************************************************
function findAIEmptySeat(%vehicle, %player)
{
%dataBlock = %vehicle.getDataBlock();
if (%dataBlock.getName() $= "BomberFlyer")
%num = 2;
else
%num = 1;
%node = -1;
for(%i = %num; %i < %dataBlock.numMountPoints; %i++)
{
if (!%vehicle.getMountNodeObject(%i))
{
//cheap hack - for now, AI's will mount the next available node regardless of where they collided
%node = %i;
break;
}
}
//return the empty seat
return %node;
}
function findEmptySeat(%vehicle, %player)
{
%minNode = 1;
%node = -1;
%dataBlock = %vehicle.getDataBlock();
%dis = %dataBlock.minMountDist;
%playerPos = getWords(%player.getTransform(), 0, 2);
%message = "";
if(%dataBlock.lightOnly)
{
if(%player.client.armor $= "Light")
%minNode = 0;
else
%message = '\c2Only Scout Armors can pilot this vehicle.~wfx/misc/misc.error.wav';
}
else if(%player.client.armor $= "Light" || %player.client.armor $= "Medium")
%minNode = 0;
else
%minNode = findFirstHeavyNode(%dataBlock);
for(%i = 0; %i < %dataBlock.numMountPoints; %i++)
if(!%vehicle.getMountNodeObject(%i))
{
%seatPos = getWords(%vehicle.getSlotTransform(%i), 0, 2);
%disTemp = VectorLen(VectorSub(%seatPos, %playerPos));
if(%disTemp <= %dis)
{
%node = %i;
%dis = %disTemp;
}
}
if(%node != -1 && %node < %minNode)
{
if(%message $= "")
{
if(%node == 0)
%message = '\c2Only Scout or Assault Armors can pilot this vehicle.~wfx/misc/misc.error.wav';
else
%message = '\c2Only Scout or Assault Armors can use that position.~wfx/misc/misc.error.wav';
}
messageClient(%player.client, 'MsgArmorCantMountVehicle', %message);
%node = -1;
}
return %node;
}
function findFirstHeavyNode(%data)
{
for(%i = 0; %i < %data.numMountPoints; %i++)
if(%data.mountPose[%i] $= "")
return %i;
return %data.numMountPoints;
}
//**************************************************************
//* DAMAGE FUNCTIONS
//**************************************************************
function VehicleData::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType, %momVec)
{
// check for team damage
%sourceClient = %sourceObject ? %sourceObject.getOwnerClient() : 0;
%targetTeam = getTargetSensorGroup(%targetObject.getTarget());
if(%sourceClient)
%sourceTeam = %sourceClient.getSensorGroup();
else if(isObject(%sourceObject) && %sourceObject.getClassName() $= "Turret")
%sourceTeam = getTargetSensorGroup(%sourceObject.getTarget());
else
%sourceTeam = %sourceObject ? getTargetSensorGroup(%sourceObject.getTarget()) : -1;
if(!$teamDamage && (%targetTeam == %sourceTeam) && %targetObject.getDamagePercent() > 0.5)
return;
// Scale damage type & include shield calculations...
if (%data.isShielded)
%amount = %data.checkShields(%targetObject, %position, %amount, %damageType);
%damageScale = %data.damageScale[%damageType];
if(%damageScale !$= "")
%amount *= %damageScale;
if(%amount != 0)
%targetObject.applyDamage(%amount);
if(%targetObject.getDamageState() $= "Destroyed" && %momVec !$= "")
%targetObject.setMomentumVector(%momVec);
}
function VehicleData::onImpact(%data, %vehicleObject, %collidedObject, %vec, %vecLen)
{
if(%vecLen > %data.minImpactSpeed)
%data.damageObject(%vehicleObject, 0, VectorAdd(%vec, %vehicleObject.getPosition()),
%vecLen * %data.speedDamageScale, $DamageType::Ground);
// associated "crash" sounds
if(%vecLen > %vDataBlock.hardImpactSpeed)
%vehicleObject.playAudio(0, %vDataBlock.hardImpactSound);
else if(%vecLen > %vDataBlock.softImpactSpeed)
%vehicleObject.playAudio(0, %vDataBlock.softImpactSound);
}
//**************************************************************
//* VEHICLE TIMEOUTS
//**************************************************************
function vehicleAbandonTimeOut(%vehicle)
{
if(%vehicle.getDatablock().cantAbandon $= "" && %vehicle.lastPilot $= "")
{
for(%i = 0; %i < %vehicle.getDatablock().numMountPoints; %i++)
if (%vehicle.getMountNodeObject(%i))
{
%passenger = %vehicle.getMountNodeObject(%i);
if(%passenger.lastVehicle !$= "")
schedule(15000, %passenger.lastVehicle,"vehicleAbandonTimeOut", %passenger.lastVehicle);
%passenger.lastVehicle = %vehicle;
%vehicle.lastPilot = %passenger;
return;
}
if(%vehicle.respawnTime !$= "")
%vehicle.marker.schedule = %vehicle.marker.data.schedule(%vehicle.respawnTime, "respawn", %vehicle.marker);
%vehicle.mountable = 0;
%vehicle.startFade(1000, 0, true);
%vehicle.schedule(1001, "delete");
}
}
//------------------------------------------------------------------------------
function HoverVehicleData::create(%block, %team, %oldObj)
{
if(%oldObj $= "")
{
%obj = new HoverVehicle()
{
dataBlock = %block;
respawn = "0";
teamBought = %team;
team = %team;
};
}
else
{
%obj = new HoverVehicle()
{
dataBlock = %data;
respawn = "0";
teamBought = %team;
team = %team;
mountable = %oldObj.mountable;
disableMove = %oldObj.disableMove;
resetPos = %oldObj.resetPos;
respawnTime = %oldObj.respawnTime;
marker = %oldObj;
};
}
return(%obj);
}
function WheeledVehicleData::create(%data, %team, %oldObj)
{
if(%oldObj $= "")
{
%obj = new WheeledVehicle()
{
dataBlock = %data;
respawn = "0";
teamBought = %team;
team = %team;
};
}
else
{
%obj = new WheeledVehicle()
{
dataBlock = %data;
respawn = "0";
teamBought = %team;
team = %team;
mountable = %oldObj.mountable;
disableMove = %oldObj.disableMove;
resetPos = %oldObj.resetPos;
deployed = %oldObj.deployed;
respawnTime = %oldObj.respawnTime;
marker = %oldObj;
};
}
return(%obj);
}
function FlyingVehicleData::create(%data, %team, %oldObj)
{
if(%oldObj $= "")
{
%obj = new FlyingVehicle()
{
dataBlock = %data;
respawn = "0";
teamBought = %team;
team = %team;
};
}
else
{
%obj = new FlyingVehicle()
{
dataBlock = %data;
teamBought = %team;
team = %team;
mountable = %oldObj.mountable;
disableMove = %oldObj.disableMove;
resetPos = %oldObj.resetPos;
respawnTime = %oldObj.respawnTime;
marker = %oldObj;
};
}
return(%obj);
}
function FlyingVehicleData::switchSidesSetPos(%data, %oldObj)
{
%team = %oldObj.curTeam == 1 ? 2 : 1;
%oldObj.curTeam = %team;
%obj = new FlyingVehicle()
{
dataBlock = %data;
teamBought = %team;
team = %team;
mountable = %oldObj.mountable;
disableMove = %oldObj.disableMove;
resetPos = %oldObj.resetPos;
respawnTime = %oldObj.respawnTime;
marker = %oldObj;
};
%obj.setTransform(%oldObj.getTransform());
return(%obj);
}
function WheeledVehicleData::switchSidesSetPos(%data, %oldObj)
{
%team = %oldObj.curTeam == 1 ? 2 : 1;
%oldObj.curTeam = %team;
%obj = new WheeledVehicle()
{
dataBlock = %data;
respawn = "0";
teamBought = %team;
team = %team;
mountable = %oldObj.mountable;
disableMove = %oldObj.disableMove;
resetPos = %oldObj.resetPos;
deployed = %oldObj.deployed;
respawnTime = %oldObj.respawnTime;
marker = %oldObj;
};
%obj.setTransform(%oldObj.getTransform());
return(%obj);
}
function HoverVehicleData::switchSides(%data, %oldObj)
{
%team = %oldObj.curTeam == 1 ? 2 : 1;
%oldObj.curTeam = %team;
%obj = new HoverVehicle()
{
dataBlock = %data;
respawn = "0";
teamBought = %team;
team = %team;
mountable = %oldObj.mountable;
disableMove = %oldObj.disableMove;
resetPos = %oldObj.resetPos;
respawnTime = %oldObj.respawnTime;
marker = %oldObj;
};
%obj.setTransform(%oldObj.getTransform());
return(%obj);
}
function resetNonStaticObjPositions()
{
MissionGroup.setupPositionMarkers(false);
MissionCleanup.positionReset();
}
function next(%team)
{
ResetObjsPositions(%team);
}
function SimGroup::positionReset(%group)
{
for(%i = %group.getCount() - 1; %i >=0 ; %i--)
{
%obj = %group.getObject(%i);
if(%obj.resetPos && %obj.getName() !$= PosMarker)
%obj.delete();
else
%obj.positionReset();
}
for(%i = 0; %i < %group.getCount(); %i++)
{
%obj = %group.getObject(%i);
if(%obj.getName() $= PosMarker)
{
cancel(%obj.schedule);
%newObj = %obj.data.switchSidesSetPos(%obj);
MissionCleanup.add(%newObj);
setTargetSensorGroup(%newObj.target, %newObj.team);
}
else
%obj.positionReset();
}
}
function VehicleData::respawn(%data, %marker)
{
%mask = $TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType | $TypeMasks::TurretObjectType;
InitContainerRadiusSearch(%marker.getWorldBoxCenter(), %data.checkRadius, %mask);
if(containerSearchNext() == 0)
{
%newObj = %data.create(%marker.curTeam, %marker);
%newObj.startFade(1000, 0, false);
%newObj.setTransform(%marker.getTransform());
setTargetSensorGroup(%newObj.target, %newObj.team);
MissionCleanup.add(%newObj);
}
else
{
%marker.schedule = %data.schedule(3000, "respawn", %marker);
}
}
function SimObject::positionReset(%group, %team)
{
//Used to avoid warnings
}
function Terraformer::positionReset(%group, %team)
{
//Used to avoid warnings
}
function SimGroup::setupPositionMarkers(%group, %create)
{
for(%i = %group.getCount() - 1; %i >= 0; %i--)
{
%obj = %group.getObject(%i);
if(%obj.resetPos || %obj.respawnTime !$= "")
{
if(%create)
{
%marker = %obj.getDataBlock().createPositionMarker(%obj);
MissionCleanup.add(%marker);
%obj.marker = %marker;
}
else
{
%obj.delete();
}
}
else
%obj.setupPositionMarkers(%create);
}
}
function SimObject::setupPositionMarkers(%group, %create)
{
//Used to avoid warnings
}
function VehicleData::createPositionMarker(%data, %obj)
{
%marker = new Trigger(PosMarker)
{
dataBlock = markerTrigger;
mountable = %obj.mountable;
disableMove = %obj.disableMove;
resetPos = %obj.resetPos;
data = %obj.getDataBlock().getName();
deployed = %obj.deployed;
curTeam = %obj.team;
respawnTime = %obj.respawnTime;
};
%marker.setTransform(%obj.getTransform());
return %marker;
}
function VehicleData::hasDismountOverrides(%data, %obj)
{
return false;
}