mirror of
https://github.com/Ragora/TribesReplay.git
synced 2026-03-01 19:23:38 +00:00
* 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.
1331 lines
40 KiB
C#
1331 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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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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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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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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if(%victim.team != $player.team && %skill < 3)
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schedule(3000, $player.player, adviseHealthKit);
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%setDestroyed = checkForSequenceSkillCompletion(%victim);
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switch(%setDestroyed) {
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case 1:
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doText(ANY_Kudo04, 3000);
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doText(T1_21);
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//doText(T1_22);
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//doText(ANY_tipscavenge02, 1000);
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doText(ANY_tipscavenge01);
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case 2:
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doText(ANY_Kudo01, 3000);
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game.EngagingEnemy1 = false;
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doText(T1_26);
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$enemy2.stepEngage($player);
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$enemy2.clientDetected($player);
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if(%skill > 1) {
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$enemy9.stepEngage($player);
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$enemy9.clientDetected($player);
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}
|
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if(%skill > 2) {
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$enemy13.stepEngage($player);
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$enemy13.clientDetected($player);
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}
|
|
|
|
if(%skill == 0) {
|
|
//the first test of this went so well we're doing it again
|
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%target = $enemy2.player.getTarget();
|
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%mask = getTargetAlwaysVisMask(%target);
|
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setTargetAlwaysVisMask(%target, %mask |(1<<1));
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}
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case 3 :
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doText(T1_27a);
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doText(T1_27b, 1000);
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doText(T1_28, 5000);
|
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doText(Any_TipSkiing);
|
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schedule(9000, game, setWaypointAt, nameToId($player.vehicle).getTransform(), "Vehicle" );
|
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updateTrainingObjectiveHud(obj6);
|
|
setTeammatesCMapInvisible(false);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function adviseHealthKit()
|
|
{
|
|
if(game.trainingIntro)
|
|
return;
|
|
if($player.player.getdamageLevel() > 0.3
|
|
&& $player.player.getInventory(RepairKit) && game.useHeath++ < 4) {
|
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doText(Any_HealthKit);
|
|
}
|
|
}
|
|
|
|
function checkForSequenceSkillCompletion(%victim)
|
|
{
|
|
%set = findVictimSet(%victim);
|
|
//how is everbody esle in the set doing
|
|
for(%i = 0; %i < getWordCount($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 );
|
|
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
|
|
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
|
|
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, $AIModeMountVehicle);
|
|
}
|
|
|
|
function AITraining1Pilot::weight(%task, %client)
|
|
{
|
|
%task.setWeight(10000);
|
|
}
|
|
|
|
function AITraining1Pilot::monitor(%task, %client)
|
|
{
|
|
//messageall(0, " AITraining1Pilot::monitor "@%task.locationIndex);
|
|
%group = nameToId(FlightPath);
|
|
if(!%task.locationIndex)
|
|
%task.locationIndex = 0;
|
|
|
|
//HACK ALERT!!!
|
|
//since the path for this mission is completely straight, always head for the end of the path
|
|
//%location = %group.getObject(%task.locationIndex);
|
|
%location = %group.getObject(%group.getCount() - 1);
|
|
|
|
//see if we've mounted yet
|
|
if(%client.vehicleMounted)
|
|
{
|
|
%client.setPilotDestination(%location.position);
|
|
|
|
//else see if we're close enough to the current destination to choose the next
|
|
%pos = %client.vehicleMounted.position;
|
|
%pos2D = getWord(%pos, 0) SPC getWord(%pos, 1) SPC "0";
|
|
%dest = %group.getObject(%task.locationIndex).position;
|
|
%dest2D = getWord(%dest, 0) SPC getWord(%dest, 1) SPC "0";
|
|
|
|
if (VectorDist(%dest2D, %pos2D) < 20)
|
|
{
|
|
if(%group.getCount() > %task.locationIndex) {
|
|
%task.locationIndex++;
|
|
cinematicEvent(%task.locationIndex);
|
|
}
|
|
//else messageAll(0, "Ride Over");
|
|
}
|
|
}
|
|
else
|
|
%client.stepMove($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=======================================================================
|
|
};
|
|
|