mirror of
https://github.com/Ragora/TribesReplay.git
synced 2026-01-20 01:54:47 +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.
738 lines
26 KiB
C#
738 lines
26 KiB
C#
//-------------------------------------------------------------------
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// Team Rabbit script
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// -------------------------------------------------------------------
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//--- GAME RULES BEGIN ---
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//Grab the flag
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//Run like crazy
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//EVERYONE tries to kill the person with the flag (the Rabbit)
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//The longer the Rabbit keeps the flag, the more points he scores
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//--- GAME RULES END ---
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package RabbitGame {
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function Flag::objectiveInit(%data, %flag)
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{
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$flagStatus = "<At Home>";
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%flag.carrier = "";
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%flag.originalPosition = %flag.getTransform();
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%flag.isHome = true;
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// create a waypoint to the flag's starting place
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%flagWaypoint = new WayPoint()
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{
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position = %flag.position;
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rotation = "1 0 0 0";
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name = "Flag Home";
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dataBlock = "WayPointMarker";
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team = $NonRabbitTeam;
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};
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$AIRabbitFlag = %flag;
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MissionCleanup.add(%flagWaypoint);
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}
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};
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//exec the AI scripts
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exec("scripts/aiRabbit.cs");
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$InvBanList[Rabbit, "TurretOutdoorDeployable"] = 1;
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$InvBanList[Rabbit, "TurretIndoorDeployable"] = 1;
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$InvBanList[Rabbit, "ElfBarrelPack"] = 1;
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$InvBanList[Rabbit, "MortarBarrelPack"] = 1;
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$InvBanList[Rabbit, "PlasmaBarrelPack"] = 1;
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$InvBanList[Rabbit, "AABarrelPack"] = 1;
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$InvBanList[Rabbit, "MissileBarrelPack"] = 1;
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$InvBanList[Rabbit, "MissileLauncher"] = 1;
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$InvBanList[Rabbit, "Mortar"] = 1;
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$InvBanList[Rabbit, "Mine"] = 1;
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function RabbitGame::setUpTeams(%game)
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{
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// Force the numTeams variable to one:
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DefaultGame::setUpTeams(%game);
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%game.numTeams = 1;
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setSensorGroupCount(3);
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//team damage should always be off for Rabbit
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$teamDamage = 0;
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//make all the sensor groups visible at all times
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if (!Game.teamMode)
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{
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setSensorGroupAlwaysVisMask($NonRabbitTeam, 0xffffffff);
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setSensorGroupAlwaysVisMask($RabbitTeam, 0xffffffff);
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// non-rabbits can listen to the rabbit: all others can only listen to self
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setSensorGroupListenMask($NonRabbitTeam, (1 << $RabbitTeam) | (1 << $NonRabbitTeam));
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}
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}
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function RabbitGame::initGameVars(%game)
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{
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%game.playerBonusValue = 1;
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%game.playerBonusTime = 3 * 1000; //3 seconds
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%game.teamBonusValue = 1;
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%game.teamBonusTime = 15 * 1000; //15 seconds
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%game.flagReturnTime = 45 * 1000; //45 seconds
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%game.waypointFrequency = 24000;
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%game.waypointDuration = 6000;
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}
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$RabbitTeam = 2;
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$NonRabbitTeam = 1;
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// ----- These functions supercede those in DefaultGame.cs
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function RabbitGame::allowsProtectedStatics(%game)
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{
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return true;
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}
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function RabbitGame::clientMissionDropReady(%game, %client)
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{
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messageClient(%client, 'MsgClientReady', "", %game.class);
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messageClient(%client, 'MsgYourScoreIs', "", 0);
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//messageClient(%client, 'MsgYourRankIs', "", -1);
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messageClient(%client, 'MsgRabbitFlagStatus', "", $flagStatus);
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messageClient(%client, 'MsgMissionDropInfo', '\c0You are in mission %1 (%2).', $MissionDisplayName, $MissionTypeDisplayName, $ServerName );
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DefaultGame::clientMissionDropReady(%game,%client);
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}
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function RabbitGame::AIHasJoined(%game, %client)
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{
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//let everyone know the player has joined the game
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//messageAllExcept(%client, -1, 'MsgClientJoinTeam', '%1 has joined the hunt.', %client.name, "", %client, $NonRabbitTeam);
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}
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function RabbitGame::clientJoinTeam( %game, %client, %team, %respawn )
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{
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%game.assignClientTeam( %client );
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// Spawn the player:
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%game.spawnPlayer( %client, %respawn );
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}
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function RabbitGame::assignClientTeam(%game, %client)
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{
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// all players start on team 1
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%client.team = $NonRabbitTeam;
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// set player's skin pref here
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setTargetSkin(%client.target, %client.skin);
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// Let everybody know you are no longer an observer:
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messageAll( 'MsgClientJoinTeam', '\c1%1 has joined the hunt.', %client.name, "", %client, %client.team );
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updateCanListenState( %client );
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}
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function RabbitGame::playerSpawned(%game, %player)
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{
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//call the default stuff first...
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DefaultGame::playerSpawned(%game, %player);
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//find the rabbit
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%clRabbit = -1;
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for (%i = 0; %i < ClientGroup.getCount(); %i++)
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{
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%cl = ClientGroup.getObject(%i);
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if (isObject(%cl.player) && isObject(%cl.player.holdingFlag))
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{
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%clRabbit = %cl;
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break;
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}
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}
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//now set a waypoint just for that client...
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cancel(%player.client.waypointSchedule);
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if (isObject(%clRabbit) && !%player.client.isAIControlled())
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%player.client.waypointSchedule = %game.showRabbitWaypointClient(%clRabbit, %player.client);
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}
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function RabbitGame::pickPlayerSpawn(%game, %client, %respawn)
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{
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// all spawns come from team 1
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return %game.pickTeamSpawn($NonRabbitTeam);
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}
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function RabbitGame::createPlayer(%game, %client, %spawnLoc, %respawn)
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{
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%client.team = $NonRabbitTeam;
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DefaultGame::createPlayer(%game, %client, %spawnLoc, %respawn);
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}
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function RabbitGame::recalcScore(%game, %client)
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{
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//score is grabs + kills + (totalTime / 15 seconds);
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%timeHoldingFlagMS = %client.flagTimeMS;
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if (isObject(%client.player.holdingFlag))
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%timeHoldingFlagMS += getSimTime() - %client.startTime;
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%client.score = %client.flagGrabs + %client.kills + mFloor(%timeHoldingFlagMS / 15000);
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messageClient(%client, 'MsgYourScoreIs', "", %client.score);
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%game.recalcTeamRanks(%client);
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%game.checkScoreLimit(%client);
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}
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function RabbitGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %sourceObject)
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{
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//if the victim is the rabbit, and the attacker is not the rabbit, set the damage time...
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if (isObject(%clAttacker) && %clAttacker != %clVictim)
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{
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if (%clVictim.team == $RabbitTeam)
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%game.rabbitDamageTime = getSimTime();
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}
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//call the default
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DefaultGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %sourceObject);
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}
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function RabbitGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLoc)
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{
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//see if the killer was the rabbit and the victim was someone else...
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if (isObject(%clKiller) && (%clKiller != %clVictim) && (%clKiller.team == $RabbitTeam))
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{
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%clKiller.kills++;
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%game.recalcScore(%clKiller);
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}
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DefaultGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLoc);
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}
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function RabbitGame::playerDroppedFlag(%game, %player)
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{
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//set the flag status
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%flag = %player.holdingFlag;
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%player.holdingFlag = "";
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%flag.carrier = "";
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$flagStatus = "<In the Field>";
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%player.unmountImage($FlagSlot);
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%flag.hide(false);
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//hide the rabbit waypoint
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cancel(%game.waypointSchedule);
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%game.hideRabbitWaypoint(%player.client);
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//set the client status
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%player.client.flagTimeMS += getSimTime() - %player.client.startTime;
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%player.client.team = $NonRabbitTeam;
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%player.client.setSensorGroup($NonRabbitTeam);
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setTargetSensorGroup(%player.getTarget(), $NonRabbitTeam);
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messageAllExcept(%player.client, -1, 'MsgRabbitFlagDropped', '\c2%1 dropped the flag!~wfx/misc/flag_drop.wav', %player.client.name);
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// if the player left the mission area, he's already been notified
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if(!%player.outArea)
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messageClient(%player.client, 'MsgRabbitFlagDropped', '\c2You dropped the flag!~wfx/misc/flag_drop.wav');
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logEcho(%player.client.nameBase@" (pl "@%player@"/cl "@%player.client@") dropped flag");
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%flag.returnThread = %game.schedule(%game.flagReturnTime, "returnFlag", %flag);
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}
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function RabbitGame::playerTouchFlag(%game, %player, %flag)
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{
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if ((%flag.carrier $= "") && (%player.getState() !$= "Dead"))
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{
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%player.client.startTime = getSimTime();
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%player.holdingFlag = %flag;
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%flag.carrier = %player;
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%player.mountImage(FlagImage, $FlagSlot, true); //, $teamSkin[$RabbitTeam]);
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cancel(%flag.returnThread);
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%flag.hide(true);
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%flag.isHome = false;
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$flagStatus = %client.name;
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messageAll('MsgRabbitFlagTaken', '\c2%1 has taken the flag!~wfx/misc/flag_snatch.wav', %player.client.name);
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logEcho(%player.client.nameBase@" (pl "@%player@"/cl "@%player.client@") took flag");
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%player.client.team = $RabbitTeam;
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%player.client.setSensorGroup($RabbitTeam);
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setTargetSensorGroup(%player.getTarget(), $RabbitTeam);
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//increase the score
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%player.client.flagGrabs++;
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%game.recalcScore(%player.client);
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%game.schedule(5000, "RabbitFlagCheck", %player);
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//show the rabbit waypoint
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%game.rabbitDamageTime = 0;
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cancel(%game.waypointSchedule);
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%game.showRabbitWaypoint(%player.client);
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}
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}
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function RabbitGame::rabbitFlagCheck(%game, %player)
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{
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// this function calculates the score for the rabbit. It must be done periodically
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// since the rabbit's score is based on how long the flag has been in possession.
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if((%player.holdingFlag != 0) && (%player.getState() !$= "Dead"))
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{
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%game.recalcScore(%player.client);
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//reschedule this flagcheck for 5 seconds
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%game.schedule(5000, "RabbitFlagCheck", %player);
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}
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}
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function RabbitGame::returnFlag(%game, %flag)
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{
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messageAll('MsgRabbitFlagReturned', '\c2The flag was returned to its starting point.~wfx/misc/flag_return.wav');
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logEcho("flag return (timeout)");
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%game.resetFlag(%flag);
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}
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function RabbitGame::resetFlag(%game, %flag)
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{
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%flag.setVelocity("0 0 0");
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%flag.setTransform(%flag.originalPosition);
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%flag.isHome = true;
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%flag.carrier = "";
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$flagStatus = "<At Home>";
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%flag.hide(false);
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}
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// ----- These functions are native to Rabbit
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function RabbitGame::timeLimitReached(%game)
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{
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logEcho("game over (timelimit)");
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%game.gameOver();
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cycleMissions();
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}
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function RabbitGame::scoreLimitReached(%game)
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{
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logEcho("game over (scorelimit)");
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%game.gameOver();
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cycleMissions();
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}
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function RabbitGame::checkScoreLimit(%game, %client)
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{
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%scoreLimit = MissionGroup.Rabbit_scoreLimit;
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// default of 1200 if scoreLimit not defined (that's 1200 seconds worth - 20 minutes)
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if(%scoreLimit $= "")
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%scoreLimit = 1200;
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if(%client.score >= %scoreLimit)
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%game.scoreLimitReached();
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}
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function RabbitGame::gameOver(%game)
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{
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//call the default
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DefaultGame::gameOver(%game);
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//send the message
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messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.gameover.wav" );
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cancel(%game.rabbitWaypointThread);
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messageAll('MsgClearObjHud', "");
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for(%i = 0; %i < ClientGroup.getCount(); %i++)
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{
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%client = %group.getObject(%i);
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%game.resetScore(%client);
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cancel(%client.waypointSchedule);
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}
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cancel(%game.waypointSchedule);
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}
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function RabbitGame::resetScore(%game, %client)
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{
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%client.score = 0;
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%client.kills = 0;
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%client.flagGrabs = 0;
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%client.flagTimeMS = 0;
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}
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function RabbitGame::enterMissionArea(%game, %playerData, %player)
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{
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%player.client.outOfBounds = false;
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messageClient(%player.client, 'EnterMissionArea', '\c1You are back in the mission area.');
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logEcho(%player.client.nameBase@" (pl "@%player@"/cl "@%player.client@") entered mission area");
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cancel(%player.alertThread);
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}
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function RabbitGame::leaveMissionArea(%game, %playerData, %player)
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{
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if(%player.getState() $= "Dead")
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return;
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%player.client.outOfBounds = true;
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if (%player.client.team == $RabbitTeam)
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messageClient(%player.client, 'LeaveMissionArea', '\c1You have left the mission area. Return or take damage.~wfx/misc/warning_beep.wav');
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else
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messageClient(%player.client, 'LeaveMissionArea', '\c1You have left the mission area.~wfx/misc/warning_beep.wav');
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logEcho(%player.client.nameBase@" (pl "@%player@"/cl "@%player.client@") left mission area");
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%player.alertThread = %game.schedule(1000, "AlertPlayer", 3, %player);
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}
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function RabbitGame::AlertPlayer(%game, %count, %player)
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{
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if (%player.client.team == $RabbitTeam)
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{
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if(%count > 1)
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%player.alertThread = %game.schedule(1000, "AlertPlayer", %count - 1, %player);
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else
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%player.alertThread = %game.schedule(1000, "MissionAreaDamage", %player);
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}
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//keep the thread going for non rabbits, but give the new rabbit time to return to the mission area...
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else
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%player.alertThread = %game.schedule(1000, "AlertPlayer", 3, %player);
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}
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function RabbitGame::MissionAreaDamage(%game, %player)
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{
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if(%player.getState() !$= "Dead") {
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%player.setDamageFlash(0.1);
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%damageRate = 0.05;
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%pack = %player.getMountedImage($BackpackSlot);
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if(%pack.getName() $= "RepairPackImage")
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if(%player.getMountedImage($WeaponSlot).getName() $= "RepairGunImage")
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%damageRate = 0.15;
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%prevHurt = %player.getDamageLevel();
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%player.setDamageLevel(%prevHurt + %damageRate);
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// a little redundancy to see if the lastest damage killed the player
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if(%player.getState() $= "Dead")
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%game.onClientKilled(%player.client, 0, $DamageType::OutOfBounds);
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else
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%player.alertThread = %game.schedule(1000, "MissionAreaDamage", %player);
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}
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else
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{
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%game.onClientKilled(%player.client, 0, $DamageType::OutOfBounds);
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}
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}
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function RabbitGame::dropFlag(%game, %player)
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{
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//you can no longer throw the flag in Rabbit...
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}
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function RabbitGame::updateScoreHud(%game, %client, %tag)
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{
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//tricky stuff here... use two columns if we have more than 15 clients...
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%numClients = $TeamRank[0, count];
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if ( %numClients > $ScoreHudMaxVisible )
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%numColumns = 2;
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// Clear the header:
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messageClient( %client, 'SetScoreHudHeader', "", "" );
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// Send subheader:
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if (%numColumns == 2)
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messageClient(%client, 'SetScoreHudSubheader', "", '<tab:5,155,225,305,455,525>\tPLAYER\tSCORE\tTIME\tPLAYER\tSCORE\tTIME');
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else
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messageClient(%client, 'SetScoreHudSubheader', "", '<tab:15,235,335>\tPLAYER\tSCORE\tTIME');
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//recalc the score for whoever is holding the flag
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if (isObject($AIRabbitFlag.carrier))
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%game.recalcScore($AIRabbitFlag.carrier.client);
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%countMax = %numClients;
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if ( %countMax > ( 2 * $ScoreHudMaxVisible ) )
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{
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if ( %countMax & 1 )
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%countMax++;
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%countMax = %countMax / 2;
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}
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else if ( %countMax > $ScoreHudMaxVisible )
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%countMax = $ScoreHudMaxVisible;
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for (%index = 0; %index < %countMax; %index++)
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{
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//get the client info
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%col1Client = $TeamRank[0, %index];
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%col1ClientScore = %col1Client.score $= "" ? 0 : %col1Client.score;
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%col1Style = "";
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if (isObject(%col1Client.player.holdingFlag))
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{
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|
%col1ClientTimeMS = %col1Client.flagTimeMS + getSimTime() - %col1Client.startTime;
|
|
%col1Style = "<color:00dc00>";
|
|
}
|
|
else
|
|
{
|
|
%col1ClientTimeMS = %col1Client.flagTimeMS;
|
|
if ( %col1Client == %client )
|
|
%col1Style = "<color:dcdcdc>";
|
|
}
|
|
|
|
if (%col1ClientTimeMS <= 0)
|
|
%col1ClientTime = "";
|
|
else
|
|
{
|
|
%minutes = mFloor(%col1ClientTimeMS / (60 * 1000));
|
|
if (%minutes <= 0)
|
|
%minutes = "0";
|
|
%seconds = mFloor(%col1ClientTimeMS / 1000) % 60;
|
|
if (%seconds < 10)
|
|
%seconds = "0" @ %seconds;
|
|
|
|
%col1ClientTime = %minutes @ ":" @ %seconds;
|
|
}
|
|
|
|
//see if we have two columns
|
|
if (%numColumns == 2)
|
|
{
|
|
%col2Client = "";
|
|
%col2ClientScore = "";
|
|
%col2ClientTime = "";
|
|
%col2Style = "";
|
|
|
|
//get the column 2 client info
|
|
%col2Index = %index + %countMax;
|
|
if (%col2Index < %numClients)
|
|
{
|
|
%col2Client = $TeamRank[0, %col2Index];
|
|
%col2ClientScore = %col2Client.score $= "" ? 0 : %col2Client.score;
|
|
|
|
if (isObject(%col2Client.player.holdingFlag))
|
|
{
|
|
%col2ClientTimeMS = %col2Client.flagTimeMS + getSimTime() - %col2Client.startTime;
|
|
%col2Style = "<color:00dc00>";
|
|
}
|
|
else
|
|
{
|
|
%col2ClientTimeMS = %col2Client.flagTimeMS;
|
|
if ( %col2Client == %client )
|
|
%col2Style = "<color:dcdcdc>";
|
|
}
|
|
|
|
if (%col2ClientTimeMS <= 0)
|
|
%col2ClientTime = "";
|
|
else
|
|
{
|
|
%minutes = mFloor(%col2ClientTimeMS / (60 * 1000));
|
|
if (%minutes <= 0)
|
|
%minutes = "0";
|
|
%seconds = mFloor(%col2ClientTimeMS / 1000) % 60;
|
|
if (%seconds < 10)
|
|
%seconds = "0" @ %seconds;
|
|
|
|
%col2ClientTime = %minutes @ ":" @ %seconds;
|
|
}
|
|
}
|
|
}
|
|
|
|
//if the client is not an observer, send the message
|
|
if (%client.team != 0)
|
|
{
|
|
if ( %numColumns == 2 )
|
|
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:10><spush>%7\t<clip:150>%1</clip><rmargin:205><just:right>%2<rmargin:270><just:right>%3<spop><rmargin:505><lmargin:310>%8<just:left>%4<rmargin:505><just:right>%5<rmargin:570><just:right>%6',
|
|
%col1Client.name, %col1ClientScore, %col1ClientTime, %col2Client.name, %col2ClientScore, %col2ClientTime, %col1Style, %col2Style );
|
|
else
|
|
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:20>%4\t<clip:200>%1</clip><rmargin:280><just:right>%2<rmargin:375><just:right>%3',
|
|
%col1Client.name, %col1ClientScore, %col1ClientTime, %col1Style );
|
|
}
|
|
//else for observers, create an anchor around the player name so they can be observed
|
|
else
|
|
{
|
|
if ( %numColumns == 2 )
|
|
{
|
|
//this is really crappy, but I need to save 1 tag - can only pass in up to %9, %10 doesn't work...
|
|
if (%col2Style $= "<color:00dc00>")
|
|
{
|
|
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:10><spush>%7\t<clip:150><a:gamelink\t%8>%1</a></clip><rmargin:205><just:right>%2<rmargin:270><just:right>%3<spop><rmargin:505><lmargin:310><color:00dc00><just:left><clip:150><a:gamelink\t%9>%4</a></clip><rmargin:505><just:right>%5<rmargin:570><just:right>%6',
|
|
%col1Client.name, %col1ClientScore, %col1ClientTime,
|
|
%col2Client.name, %col2ClientScore, %col2ClientTime,
|
|
%col1Style, %col1Client, %col2Client );
|
|
}
|
|
else if (%col2Style $= "<color:dcdcdc>")
|
|
{
|
|
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:10><spush>%7\t<clip:150><a:gamelink\t%8>%1</a></clip><rmargin:205><just:right>%2<rmargin:270><just:right>%3<spop><rmargin:505><lmargin:310><color:dcdcdc><just:left><clip:150><a:gamelink\t%9>%4</a></clip><rmargin:505><just:right>%5<rmargin:570><just:right>%6',
|
|
%col1Client.name, %col1ClientScore, %col1ClientTime,
|
|
%col2Client.name, %col2ClientScore, %col2ClientTime,
|
|
%col1Style, %col1Client, %col2Client );
|
|
}
|
|
else
|
|
{
|
|
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:10><spush>%7\t<clip:150><a:gamelink\t%8>%1</a></clip><rmargin:205><just:right>%2<rmargin:270><just:right>%3<spop><rmargin:505><lmargin:310><just:left><clip:150><a:gamelink\t%9>%4</a></clip><rmargin:505><just:right>%5<rmargin:570><just:right>%6',
|
|
%col1Client.name, %col1ClientScore, %col1ClientTime,
|
|
%col2Client.name, %col2ClientScore, %col2ClientTime,
|
|
%col1Style, %col1Client, %col2Client );
|
|
}
|
|
}
|
|
else
|
|
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:20>%4\t<clip:200><a:gamelink\t%5>%1</a></clip><rmargin:280><just:right>%2<rmargin:375><just:right>%3',
|
|
%col1Client.name, %col1ClientScore, %col1ClientTime, %col1Style, %col1Client );
|
|
}
|
|
}
|
|
|
|
// Tack on the list of observers:
|
|
%observerCount = 0;
|
|
for (%i = 0; %i < ClientGroup.getCount(); %i++)
|
|
{
|
|
%cl = ClientGroup.getObject(%i);
|
|
if (%cl.team == 0)
|
|
%observerCount++;
|
|
}
|
|
|
|
if (%observerCount > 0)
|
|
{
|
|
messageClient( %client, 'SetLineHud', "", %tag, %index, "");
|
|
%index++;
|
|
messageClient(%client, 'SetLineHud', "", %tag, %index, '<tab:10, 310><spush><font:Univers Condensed:22>\tOBSERVERS (%1)<rmargin:260><just:right>TIME<spop>', %observerCount);
|
|
%index++;
|
|
for (%i = 0; %i < ClientGroup.getCount(); %i++)
|
|
{
|
|
%cl = ClientGroup.getObject(%i);
|
|
//if this is an observer
|
|
if (%cl.team == 0)
|
|
{
|
|
%obsTime = getSimTime() - %cl.observerStartTime;
|
|
%obsTimeStr = %game.formatTime(%obsTime, false);
|
|
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:20, 310>\t<clip:150>%1</clip><rmargin:260><just:right>%2',
|
|
%cl.name, %obsTimeStr );
|
|
%index++;
|
|
}
|
|
}
|
|
}
|
|
|
|
//clear the rest of Hud so we don't get old lines hanging around...
|
|
messageClient( %client, 'ClearHud', "", %tag, %index );
|
|
}
|
|
|
|
function RabbitGame::showRabbitWaypointClient(%game, %clRabbit, %client)
|
|
{
|
|
//make sure we have a rabbit
|
|
if (!isObject(%clRabbit) || !isObject(%clRabbit.player) || !isObject(%clRabbit.player.holdingFlag))
|
|
return;
|
|
|
|
//no waypoints for bots
|
|
if (%client.isAIControlled())
|
|
return;
|
|
|
|
//scope the client, then set the always vis mask...
|
|
%clRabbit.player.scopeToClient(%client);
|
|
%visMask = getSensorGroupAlwaysVisMask(%clRabbit.getSensorGroup());
|
|
%visMask |= (1 << %client.getSensorGroup());
|
|
setSensorGroupAlwaysVisMask(%clRabbit.getSensorGroup(), %visMask);
|
|
|
|
//now issue a command to kill the target
|
|
%client.setTargetId(%clRabbit.target);
|
|
commandToClient(%client, 'TaskInfo', %client, -1, false, "Kill the Rabbit!");
|
|
%client.sendTargetTo(%client, true);
|
|
|
|
//send the "waypoint is here sound"
|
|
messageClient(%client, 'MsgRabbitWaypoint', '~wfx/misc/target_waypoint.wav');
|
|
|
|
//and hide the waypoint
|
|
%client.waypointSchedule = %game.schedule(%game.waypointDuration, "hideRabbitWaypointClient", %clRabbit, %client);
|
|
}
|
|
|
|
function RabbitGame::hideRabbitWaypointClient(%game, %clRabbit, %client)
|
|
{
|
|
//no waypoints for bots
|
|
if (%client.isAIControlled())
|
|
return;
|
|
|
|
//unset the always vis mask...
|
|
%visMask = getSensorGroupAlwaysVisMask(%clRabbit.getSensorGroup());
|
|
%visMask &= ~(1 << %client.getSensorGroup());
|
|
setSensorGroupAlwaysVisMask(%clRabbit.getSensorGroup(), %visMask);
|
|
|
|
//kill the actually task...
|
|
removeClientTargetType(%client, "AssignedTask");
|
|
}
|
|
|
|
function RabbitGame::showRabbitWaypoint(%game, %clRabbit)
|
|
{
|
|
//make sure we have a rabbit
|
|
if (!isObject(%clRabbit) || !isObject(%clRabbit.player) || !isObject(%clRabbit.player.holdingFlag))
|
|
return;
|
|
|
|
//only show the rabbit waypoint if the rabbit hasn't been damaged within the frequency period
|
|
if (getSimTime() - %game.rabbitDamageTime < %game.waypointFrequency)
|
|
{
|
|
%game.waypointSchedule = %game.schedule(%game.waypointFrequency, "showRabbitWaypoint", %clRabbit);
|
|
return;
|
|
}
|
|
|
|
//loop through all the clients and flash a waypoint at the rabbits position
|
|
for (%i = 0; %i < ClientGroup.getCount(); %i++)
|
|
{
|
|
%cl = ClientGroup.getObject(%i);
|
|
if (%cl.isAIControlled() || %cl == %clRabbit)
|
|
continue;
|
|
|
|
//scope the client, then set the always vis mask...
|
|
%clRabbit.player.scopeToClient(%cl);
|
|
%visMask = getSensorGroupAlwaysVisMask(%clRabbit.getSensorGroup());
|
|
%visMask |= (1 << %cl.getSensorGroup());
|
|
setSensorGroupAlwaysVisMask(%clRabbit.getSensorGroup(), %visMask);
|
|
|
|
//now issue a command to kill the target
|
|
%cl.setTargetId(%clRabbit.target);
|
|
commandToClient(%cl, 'TaskInfo', %cl, -1, false, "Kill the Rabbit!");
|
|
%cl.sendTargetTo(%cl, true);
|
|
|
|
//send the "waypoint is here sound"
|
|
messageClient(%cl, 'MsgRabbitWaypoint', '~wfx/misc/target_waypoint.wav');
|
|
}
|
|
|
|
//schedule the time to hide the waypoint
|
|
%game.waypointSchedule = %game.schedule(%game.waypointDuration, "hideRabbitWaypoint", %clRabbit);
|
|
}
|
|
|
|
function RabbitGame::hideRabbitWaypoint(%game, %clRabbit)
|
|
{
|
|
//make sure we have a valid client
|
|
if (!isObject(%clRabbit))
|
|
return;
|
|
|
|
//loop through all the clients and hide the waypoint
|
|
for (%i = 0; %i < ClientGroup.getCount(); %i++)
|
|
{
|
|
%cl = ClientGroup.getObject(%i);
|
|
if (%cl.isAIControlled())
|
|
continue;
|
|
|
|
//unset the always vis mask...
|
|
%visMask = getSensorGroupAlwaysVisMask(%clRabbit.getSensorGroup());
|
|
%visMask &= ~(1 << %cl.getSensorGroup());
|
|
setSensorGroupAlwaysVisMask(%clRabbit.getSensorGroup(), %visMask);
|
|
|
|
//kill the actually task...
|
|
removeClientTargetType(%cl, "AssignedTask");
|
|
}
|
|
|
|
//make sure we have a rabbit before scheduling the next showRabbitWaypoint...
|
|
if (isObject(%clRabbit.player) && isObject(%clRabbit.player.holdingFlag))
|
|
%game.waypointSchedule = %game.schedule(%game.waypointFrequency, "showRabbitWaypoint", %clRabbit);
|
|
}
|
|
|
|
function RabbitGame::updateKillScores(%game, %clVictim, %clKiller, %damageType, %implement)
|
|
{
|
|
if(%game.testTurretKill(%implement)) //check for turretkill before awarded a non client points for a kill
|
|
%game.awardScoreTurretKill(%clVictim, %implement);
|
|
else if (%game.testKill(%clVictim, %clKiller)) //verify victim was an enemy
|
|
{
|
|
%game.awardScoreKill(%clKiller);
|
|
%game.awardScoreDeath(%clVictim);
|
|
}
|
|
else
|
|
{
|
|
if (%game.testSuicide(%clVictim, %clKiller, %damageType)) //otherwise test for suicide
|
|
{
|
|
%game.awardScoreSuicide(%clVictim);
|
|
}
|
|
else
|
|
{
|
|
if (%game.testTeamKill(%clVictim, %clKiller)) //otherwise test for a teamkill
|
|
%game.awardScoreTeamKill(%clVictim, %clKiller);
|
|
}
|
|
}
|
|
}
|
|
|
|
function RabbitGame::applyConcussion(%game, %player)
|
|
{
|
|
// MES -- this won't do anything, the function RabbitGame::dropFlag is empty
|
|
%game.dropFlag( %player );
|
|
}
|
|
|