mirror of
https://github.com/Ragora/TribesReplay.git
synced 2026-01-19 17:44:45 +00:00
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily. **FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided. *There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs. *There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now. *A stray underground generator was removed from Caldera. *The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name. *If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle. *Bounty & Hunter: The player icons on the command maps are now the correct colors. *More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated. *The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again. *Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; ) *Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed. *Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible. *Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.) *Fixed a small texture leak on 3Space objects. *Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
1179 lines
32 KiB
C#
1179 lines
32 KiB
C#
// Training Script
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//echo("Running Training Script");
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datablock AudioProfile(TrainingHudUpdateSound)
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{
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filename = "gui/objective_notification.wav";
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description = AudioDefault3d;
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preload = true;
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};
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datablock AudioProfile(MessageRecieveSound)
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{
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filename = "gui/objective_notification.wav";
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description = AudioDefault3d;
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preload = true;
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};
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// for training5
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datablock ForceFieldBareData(defaultNoTeamLavaLightField)
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{
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fadeMS = 1000;
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baseTranslucency = 1;
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powerOffTranslucency = 0;
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teamPermiable = false;
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otherPermiable = false;
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color = "1.0 0.4 0.0";
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targetTypeTag = 'ForceField';
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texture[0] = "skins/forcef1";
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texture[1] = "skins/forcef2";
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texture[2] = "skins/forcef3";
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texture[3] = "skins/forcef4";
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texture[4] = "skins/forcef5";
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framesPerSec = 10;
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numFrames = 5;
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scrollSpeed = 15;
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umapping = 1.0;
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vmapping = 0.15;
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};
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// load the voice text and wav file
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exec("scripts/spDialog.cs");
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function setSinglePlayerGlobals()
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{
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// server settings
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//$MPRestoreBotCount = $Host::BotCount; this one is done automatically in server.cs
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$MPRestoreBotMatchBotCount = $Host::BotMatchBotCount;
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$MPRestoreBotsEnabled = $Host::BotsEnabled;
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$MPRestoreMaxBotDifficulty = $Host::MaxBotDifficulty;
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$MPRestoreMaxPlayers = $Host::MaxPlayers;
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$MPRestoreMinBotDifficulty = $Host::MinBotDifficulty;
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$MPRestoreTimeLimit = $Host::TimeLimit;
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$MPRestoreTournamentMode = $Host::TournamentMode;
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$MPRestorewarmupTime = $Host::warmupTime;
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$MPRestoreTeamDamage = $teamDamage;
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//$Host::BotCount = "0";
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$Host::BotMatchBotCount = "0";
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$Host::BotsEnabled = "0";
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$Host::MaxBotDifficulty = "1";
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$Host::MaxPlayers = "64";
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$Host::MinBotDifficulty = "0";
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$Host::TimeLimit = "9999999";
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$Host::TournamentMode = "false";
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$Host::warmupTime = "0";
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if($pref::trainingDifficulty < 1 || $pref::trainingDifficulty > 3)
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$pref::trainingDifficulty = 1;
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if($pref::trainingDifficulty == 1)
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$teamDamage = false;
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else
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$teamDamage = true;
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// game settings
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$MPRestoreteamSkin[1] = $teamSkin[1];
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$MPRestoreteamName[1] = $teamName[1];
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$MPRestoreholoName[1] = $holoName[1];
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$MPRestoreswitchSkin[1] = $switchSkin[1];
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$MPRestoreteamSkin[2] = $teamSkin[2];
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$MPRestoreteamName[2] = $teamName[2];
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$MPRestoreholoName[2] = $holoName[2];
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$MPRestoreswitchSkin[2] = $switchSkin[2];
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$playerTeam = 1;
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$teamSkin[$playerTeam] = 'swolf';
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$teamName[$playerTeam] = 'StarWolf';
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$holoName[$playerTeam] = "StarWolf";
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$switchSkin[$playerTeam] = 'swolf';
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$playerLivesAtEasy = 3;
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$EnemyTeam = 2;
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$teamSkin[$EnemyTeam] = 'Horde';
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$teamName[$EnemyTeam] = 'Bioderm Horde';
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// $holoName[$enemyTeam] = "Bioderm";
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// $switchSkin[$enemyTeam] = 'Bioderm';
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if($enemyName $= "")
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$EnemyName = "Enemy";
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$trainingDefenseTauntList = "bas.enemy slf.att.attack slf.def.defend wrn.enemy tgt.acquired gbl.brag slf.def.base vqk.help";
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$trainingOffenseTauntList = "slf.att.attack gbl.brag vqk.help att.distract att.attack ene.disarray glb.awesome need.cover";
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}
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function resetSinglePlayerGlobals()
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{
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//error("================ single player global vars reset!");
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// server settings
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//$Host::BotCount = $MPRestoreBotCount;
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$Host::BotMatchBotCount = $MPRestoreBotMatchBotCount;
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$Host::BotsEnabled = $MPRestoreBotsEnabled;
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$Host::MaxBotDifficulty = $MPRestoreMaxBotDifficulty;
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$Host::MaxPlayers = $MPRestoreMaxPlayers;
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$Host::MinBotDifficulty = $MPRestoreMinBotDifficulty;
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$Host::TimeLimit = $MPRestoreTimeLimit;
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$Host::TournamentMode = $MPRestoreTournamentMode;
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$Host::warmupTime = $MPRestorewarmupTime;
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$teamDamage = $MPRestoreTeamDamage;
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// game settings
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$teamSkin[1] = $MPRestoreteamSkin[1];
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$teamName[1] = $MPRestoreteamName[1];
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$holoName[1] = $MPRestoreholoName[1];
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$switchSkin[1] = $MPRestoreswitchSkin[1];
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$teamSkin[2] = $MPRestoreteamSkin[2];
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$teamName[2] = $MPRestoreteamName[2];
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$holoName[2] = $MPRestoreholoName[2];
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$switchSkin[2] = $MPRestoreswitchSkin[2];
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}
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// Actors
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//=======================================================================================
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function addEnemies()
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{
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%num = $numberOfEnemies[$pref::TrainingDifficulty];
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error("Adding " @ %num @" enemies!");
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%group = nameToId("MissionGroup/Teams/Team2/DropPoints");
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for(%i = 0; %i < %num; %i++){
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%name = getUniqueEnemyName();
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%voice = "Derm"@getRandom(1,3);
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%voicePitch = 1 - ((getRandom(20) - 10)/100);
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//%client = AIConnect($EnemyName@%i, $EnemyTeam, $missionBotSkill[$pref::TrainingDifficulty], true);
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%client = AIConnect(%name, $EnemyTeam, $missionBotSkill[$pref::TrainingDifficulty], true, %voice, %voicePitch);
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$Enemy[%i] = %client;
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%client.race = "Bioderm";
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setTargetSkin(%client.target, $teamSkin[$enemyTeam]);
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//setTargetVoice(%client.target, addTaggedString(%client.voice));
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//error("Setting race of "@$Enemy[%i]@" to "@$Enemy[%i].race);
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if(%group.getObject(%i).Equipment || %group.getObject(%i).specialObjectives) {
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%client.equipment = %group.getObject(%i).Equipment;
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//error("Client: "@%client@ " has equipment "@%client.equipment);
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%client.SpecialObjectives = %group.getObject(%i).SpecialObjectives;
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//error("Client: "@%client@ " has specialEd "@%client.SpecialObjectives);
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game.equip(%client.player);
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}
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// this seems redundant after equip
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%client.player.setArmor(%client.armor);
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}
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}
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// there are times (missions 2 and 4) where bots are not added with
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// addEnemies(). there are x waves of bots with y number in each wave
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// i do it a couple of times so im going to localize it here rather than
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// do it twice or cut and paste it
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function spawnWave(%wave)
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{
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for(%i=1; %i<=$numberInWave[$pref::TrainingDifficulty]; %i++) {
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%name = getUniqueEnemyName();
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%voice = "Derm"@getRandom(1,3);
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%voicePitch = 1 - ((getRandom(20) - 10)/100);
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%thisAi = aiConnect(%name, $enemyTeam, $missionBotSkill[$pref::TrainingDifficulty], false, %voice, %voicePitch);
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//%thisAi = aiConnect("Wave"@%wave@"num"@%i, $enemyTeam, $missionBotSkill[$pref::TrainingDifficulty], false);
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// here we differentiate the different drop points for wave spawned bots (these spawned bots are "!offense")
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//error("added enemy "@%thisAi);
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%thisAi.race = "Bioderm";
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%thisAi.voice = "Derm"@getRandom(3);
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setTargetSkin(%thisAI.target, $teamSkin[$enemyTeam]);
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setTargetVoice(%thisAI.target, addTaggedString(%thisAI.voice));
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%equipment = pickEquipment();
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game.equip(%thisAi.player, %equipment);
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//%client.player.setArmor(%thisAi.armor);
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//create a little group
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game.NumberInWave[%wave]++;
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%thisAI.MemberOfWave = %wave;
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//anything mission specific that has to be done with this client
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missionSpawnedAI(%thisAi);
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}
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game.spawnWaveTimer = spawnWaveTimer(%wave, false);
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}
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function addPlayersTeam(%num)
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{
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//echo($player.team@"<---------players team on addPlayerTeam");
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getTeammateGlobals();
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for(%i=0; %i< %num; %i++){
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$Teammate[%i] = %client = AIConnect($TeammateWarnom[%i], $playerTeam, $teammateSkill[%i], true, $teammateVoice[%i]);
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%client.sex = $teammateGender[%i];
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%client.equipment = $teammateEquipment[%i];
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setTargetSkin(%client.target, $teamSkin[$playerTeam]);
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game.equip(%client.player);
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%client.player.setArmor(%client.armor);
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if (! %client.defaultTasksAdded)
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{
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%client.defaultTasksAdded = true;
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%client.addTask(AIEngageTask);
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%client.addTask(AIPickupItemTask);
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%client.addTask(AIUseInventoryTask);
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%client.addTask(AIEngageTurretTask);
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%client.addtask(AIDetectMineTask);
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}
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}
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//add Player===============================================================
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$player.lives = $playerLivesAtEasy - $pref::TrainingDifficulty;
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game.spawnPlayer($player, false);
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setTargetSkin($player.target, $teamSkin[$playerTeam]);
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}
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function getUniqueEnemyName()
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{
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if(!$enemyNameCount)
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return;
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%used = false;
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%name = pickUniqueEnemyName();
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%used = enemyNameIsUsed(%name);
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while(%used)
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{
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if(%emergency++ > 1000)
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{
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//error("Too many times in the name while loop...using DEFAULT");
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return $enemyName;
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}
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%name = pickUniqueEnemyName();
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%used = enemyNameIsUsed(%name);
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}
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return %name;
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}
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function pickUniqueEnemyName()
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{
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%random = getRandom(1, $enemyNameCount);
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%name = $EnemyNameList[%random];
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//error("returning" SPC %name SPC "from pick");
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return %name;
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}
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function enemyNameIsUsed(%name)
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{
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%number = game.usedNameCount;
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for(%i = 0; %i <= %number; %i++)
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{
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if(game.usedName[%i] $= %name)
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return true;
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}
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// the name is unused
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game.usedName[game.usedNameCount++] = %name;
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return false;
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}
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function spawnWaveTimer(%wave, %reset)
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{
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//error("SpawnTimer ACTIVATED");
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if(%reset)
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{
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cancel(game.spawnWaveTimer);
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%timeForAction = 60000 * 5; //5 min
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}
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else %timeForAction = 60000 * 5; //5 min
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game.spawnWaveTimer = schedule(%timeForAction, game, destroyWave, %wave);
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}
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function DestroyWave(%wave)
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{
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// this group has enemies in it that are dawdling and
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// need to be killed to keep the game progressing
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%num = clientGroup.getCount();
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for(%i = 0; %i < %num; %i++)
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{
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%client = clientGroup.getObject(%i);
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if(%client.player && %client.MemberOfWave == %wave)
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{
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%client.player.applyDamage(%client.player.getDataBlock().maxDamage);
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enemyWaveMemberKilled(%client);
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}
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}
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}
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function SinglePlayerGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement)
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{
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if(game.missionOver)
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return;
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%clVictim.dead = true;
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if(%clvictim.team == $enemyTeam && getRandom(1,1000) == 69)
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doText(Any_jingo02);
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missionClientKilled(%clVictim, %clKiller);
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if(%clVictim.MemberOfWave)
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enemyWaveMemberKilled(%clVictim );
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Parent::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement);
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cancel(%clVictim.respawnTimer);
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if(%clVictim == $player) {
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// dead players are not out of bounds
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cancel($player.OOB);
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$player.deaths++;
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%num = $player.lives;
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if( %num >= 1) {
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if(%num == 1)
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%textNum = "one life";
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else %textNum = %num SPC "lives";
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messageBoxOk("Restart", "You have" SPC %textNum SPC "remaining.", "CursorOff(); spawnSinglePlayer();");
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//canvas.cursorOn();
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}
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else schedule(3000, $player.player, singlePlayerDead);
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}
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}
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function enemyWaveMemberKilled(%client)
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{
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%wave = %client.MemberOfWave;
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%remaining = game.numberInWave[%wave]--;
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//error("Debug: Script reports that client " @ %client @ " was a member of wave " @ %wave @ " that now has " @ %remaining @ " members remaining.");
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if(%remaining == 0) {
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missionWaveDestroyed(%wave);
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if (%wave+1 <= $numberOfWaves[$pref::TrainingDifficulty])
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spawnWave(%wave+1);
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//else error("Debug: " @ %wave @ " was the last wave.");
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}
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}
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function SinglePlayerGame::assignClientTeam(%game, %client)
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{
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// The players team is set in singlePlayer::clientMissionDropReady
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// and the bots are added to a team with aiConnect
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// so this is unnecessary
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}
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function singlePlayerGame::AIHasJoined()
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{
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// Big deal...my missions are crawling with AI
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// lets get rid of this mundane console spam
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}
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function SinglePlayerGame::updateKillScores()
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{
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// Do nothing other than get rid of the console warning...
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}
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function singlePlayerGame::biodermAssume(%game, %client)
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{
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//error(%client SPC "might talk.");
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// dont do anything if we have just done this
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if(%client.spgSpeaking)
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return;
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%probability = 2;
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%time = 30; // secs
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// we are going to POSSIBLY talk. flag it for %time secs
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%client.spgSpeaking = true;
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schedule(%time * 1000, %client, resetSpeakingFlag, %client);
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if(getRandom(%probability) == 1)
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trainingBiodermSpeaks(%client);
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}
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function resetSpeakingFlag(%client)
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{
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//error(%client SPC "can now speak again.");
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%client.spgSpeaking = false;
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}
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function trainingBiodermSpeaks(%client)
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{
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if(%client.offense) // offense = defense?
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%tauntlist = $trainingDefenseTauntList; //yes this seem wrong but its not
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else
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%tauntlist = $trainingOffenseTauntList;
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%num = getWordCount(%tauntList);
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%random = getRandom(%num - 1);
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%use = getWord(%tauntList, %random);
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//echo("Derm taunting:" SPC %use);
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playTargetAudio( %client.target, addTaggedString(%use), AudioClose3d, false );
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}
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function singlePlayerDead()
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{
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missionFailed($player.miscMsg[trainingDeathLoss]);
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CursorOn();
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AIMissionEnd();
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$objectiveQ[$enemyTeam].clear();
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cancel($player.distanceCheckSchedule);
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}
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function SinglePlayerGame::missionLoadDone(%game)
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{
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DefaultGame::missionLoadDone(%game);
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setSinglePlayerGlobals();
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$matchStarted = true;
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//this has to happen sometime because game.startMatch never gets called
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%game.clearDeployableMaxes();
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}
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function SinglePlayerGame::notifyMatchStart(%game, %time)
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{
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//do nothing
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}
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function SinglePlayerGame::clientMissionDropReady(%game, %client)
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{
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DefaultGame::clientMissionDropReady(%game, %client);
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//echo(%client @ " is single player Ready!!!");
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messageClient(%client, 'MsgClientReady', "", %game.class);
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$Player = %client;
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$player.race = "Human";
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$player.team = $playerTeam;
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$player.setTeam($playerTeam);
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setTargetSkin($teammate[%i].target, $teamSkin[$playerTeam]);
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createText($player);
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HUDMessageVector.clear();
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messageClient(%client, 'MsgMissionDropInfo', "", $MissionDisplayName, $MissionTypeDisplayName, $ServerName );
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|
|
|
// We don't start in observer mode, so disable:
|
|
commandToClient(%client, 'setHudMode', 'Standard');
|
|
|
|
//custom training keymap
|
|
%game.createCustomKeyMap();
|
|
|
|
|
|
addEnemies();
|
|
//echo($player.team@"<---------players team on mission drop ready");
|
|
addPlayersTeam($numberOfTeammates);
|
|
|
|
//everybody's in, enable the AI system
|
|
AISystemEnabled(true);
|
|
|
|
$player.setControlObject( $player.player );
|
|
$player.camera = new Camera()
|
|
{
|
|
dataBlock = Observer;
|
|
};
|
|
|
|
startCurrentMission(%game);
|
|
}
|
|
|
|
function SinglePlayerGame::AIInit(%game)
|
|
{
|
|
//error("initializing Bot Q's for SinglePlayerGame...");
|
|
for (%i = 0; %i <= %game.numTeams; %i++)
|
|
{
|
|
if (!isObject($ObjectiveQ[%i]))
|
|
{
|
|
$ObjectiveQ[%i] = new AIObjectiveQ();
|
|
MissionCleanup.add($ObjectiveQ[%i]);
|
|
}
|
|
|
|
//error("team " @ %i @ " objectives load...");
|
|
$ObjectiveQ[%i].clear();
|
|
AIInitObjectives(%i, %game);
|
|
}
|
|
|
|
AIInit();
|
|
|
|
// Bots never throw grenades on Easy skills
|
|
if($pref::TrainingDifficulty == 1)
|
|
$AIDisableGrenades = true;
|
|
}
|
|
|
|
// unlike the MP game, sometimes we start with switches (flipFlops)
|
|
// already on one team or the other and they are unskinned
|
|
function setFlipFlopSkins(%group)
|
|
{
|
|
if(!%group)
|
|
%group = nameToID("Teams");
|
|
|
|
for(%i = 0; %i < %group.getCount(); %i++) {
|
|
%this = %group.getObject(%i);
|
|
if(%this.getClassName() $= "SimGroup")
|
|
setFlipFlopSkins(%this);
|
|
else if(%this.getDataBlock().getName() $= "FlipFlop")
|
|
setTargetSkin(%this.getTarget(), $teamSkin[%this.team]);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
function singlePlayerGame::gameOver(%game)
|
|
{
|
|
|
|
moveMap.push();
|
|
|
|
ServerConnection.setBlackOut(false, 0);
|
|
|
|
$timeScale = 1;
|
|
|
|
game.missionOver = true;
|
|
|
|
// clear the inventory and weapons hud
|
|
error("clearing Inv HUD");
|
|
$player.SetInventoryHudClearAll();
|
|
|
|
// im gonna try dropping all the clients
|
|
%count = clientGroup.getCount();
|
|
echo("count=" SPC %count);
|
|
for(%i = 0; %i < %count; %i++) {
|
|
%client = clientGroup.getObject(%i);
|
|
game.client[%i] = %client;
|
|
freeClientTarget(%client);
|
|
}
|
|
for(%i = 0; %i < %count; %i++) {
|
|
%client = game.client[%i];
|
|
echo("client=" SPC %client);
|
|
if(%client.isAIControlled())
|
|
%client.drop();
|
|
}
|
|
|
|
//disable the AI system
|
|
AISystemEnabled(false);
|
|
|
|
game.deactivatePackages();
|
|
|
|
if(isObject( $player.currentWaypoint ))
|
|
$player.currentWaypoint.delete();
|
|
|
|
if($player.OOB)
|
|
cancel($player.OOB);
|
|
|
|
// clear the objective HUD
|
|
messageClient($player, 'MsgClearObjHud', "");
|
|
|
|
resetSinglePlayerGlobals();
|
|
|
|
DefaultGame::GameOver(%game);
|
|
}
|
|
|
|
function singlePlayerGame::deactivatePackages(%game)
|
|
{
|
|
error("singlePlayerGame packages deactivated");
|
|
//Deactivate packages...gotta catch'm all
|
|
//deactivatepackage(SinglePlayer);
|
|
deactivatepackage(Training1);
|
|
deactivatepackage(Training2);
|
|
deactivatepackage(Training3);
|
|
deactivatepackage(Training4);
|
|
deactivatepackage(Training5);
|
|
deactivatepackage(Training6);
|
|
deactivatePackage(singlePlayerMissionAreaEnforce);
|
|
}
|
|
//------------------------------------------------------------------------------------
|
|
|
|
|
|
// Voice line, text, function and audio parsing
|
|
//=================================================================================
|
|
// this is how we handle ALL the voice distribition and playing
|
|
// its NOT pretty
|
|
function doText(%name, %extraTime, %priority)
|
|
{
|
|
if($player.text[%name, priority] || %priority)
|
|
addToQueueNext(%name);
|
|
else addToQueueEnd(%name);
|
|
|
|
$player.text[%name, extraTime] = %extraTime;
|
|
processText();
|
|
}
|
|
|
|
function processText(%cont)
|
|
{
|
|
//we may need to fudge everysound to get it timed right
|
|
%universalSoundFudgingConstant = 400;
|
|
|
|
if($currentlyPlaying && !%cont)
|
|
return;
|
|
|
|
%name = $player.Textque0;
|
|
if(%name $= "")
|
|
return;
|
|
|
|
//echo("processing: "@%name);
|
|
if($player.Text[%name, eval] !$= "")
|
|
eval($player.text[%name, eval]);
|
|
if($player.Text[%name, text] !$= "") {
|
|
// the old way: messageClient($player, 0, '\c2%1: %2',$trainerName, $player.Text[%name, line]);
|
|
messageClient($player, 0, "\c5"@$player.Text[%name, text]);
|
|
serverPlay2d(MessageRecieveSound);
|
|
}
|
|
if($player.Text[%name, wav] !$= "") {
|
|
//messageClient($player, 0, "~w"@$player.Text[%name, wav]);
|
|
%audio = alxCreateSource( AudioChat, $player.Text[%name, wav] );
|
|
alxPlay( %audio );
|
|
}
|
|
|
|
removeFromQueue();
|
|
|
|
%wavLen = alxGetWaveLen($player.text[%name, wav]);
|
|
//echo("got wave length of: "@%wavLen);
|
|
//if(%wavLen < 400)
|
|
// %wavLen = 400; // you cant go back in time, vge
|
|
|
|
%time = %wavLen + $player.text[%name, extraTime] + %universalSoundFudgingConstant;
|
|
//echo("total delay time of"@%time);
|
|
$currentlyPlaying = schedule(%time , $player.player, processText, true);
|
|
schedule(%time, 0, eval, "$currentlyPlaying = false;");
|
|
}
|
|
|
|
function removeFromQueue()
|
|
{
|
|
%i = 1;
|
|
while($player.textque[%i] !$= "") {
|
|
$player.textque[%i-1] = $player.textque[%i];
|
|
%i++;
|
|
}
|
|
$player.textque[%i-1] = "";
|
|
}
|
|
|
|
|
|
function addToQueueEnd(%name)
|
|
{
|
|
%q = 0;
|
|
while($player.Textque[%q] !$= ""){
|
|
%q++;
|
|
}
|
|
$player.Textque[%q] = %name;
|
|
}
|
|
|
|
function addToQueueNext(%name)
|
|
{
|
|
%q = 0;
|
|
while($player.Textque[%q] !$= ""){
|
|
%q++;
|
|
}
|
|
for(%i=%q; %i>0; %i--)
|
|
$player.textque[%i] = $player.textque[%i-1];
|
|
$player.textque0 = %name;
|
|
}
|
|
|
|
function echoQueue()
|
|
{
|
|
echo("Textque -------------------------------");
|
|
%i = 0;
|
|
while($player.Textque[%i] !$= "") {
|
|
echo(%i@": "@$player.Textque[%i]);
|
|
%i++;
|
|
}
|
|
}
|
|
|
|
function clearQueue()
|
|
{
|
|
for(%i=0;%i<100; %i++)
|
|
$player.textQue[%i] = "";
|
|
}
|
|
|
|
//handy waypoint setting tool
|
|
//=========================================================================
|
|
function setWaypointAt(%location, %name, %team)
|
|
{
|
|
%team = (!%team ? $playerTeam : %team);
|
|
// if(!%name)
|
|
// %name = "";
|
|
if ( isObject( $player.currentWaypoint ) )
|
|
$player.currentWaypoint.delete();
|
|
|
|
$player.currentWaypoint = new WayPoint(TurretTower) {
|
|
position = %location;
|
|
rotation = "1 0 0 0";
|
|
scale = "1 1 1";
|
|
dataBlock = "WayPointMarker";
|
|
team = %team;
|
|
name = %name;
|
|
};
|
|
MissionCleanup.add($player.currentWaypoint);
|
|
}
|
|
|
|
//this is just a little consolidation of functions
|
|
//its a little gregarious but allows text to live in spdialg.cs
|
|
//intent is to make hud updating easier and localization easier too ;)
|
|
function updateTrainingObjectiveHud( %objectiveNum )
|
|
{
|
|
|
|
//sound
|
|
objectiveHud.setVisible(false);
|
|
schedule(400, game, eval, "objectiveHud.setVisible(true);");
|
|
serverPlay2d(TrainingHudUpdateSound);
|
|
|
|
//clear old text
|
|
messageClient($player, 'MsgSPCurrentObjective1', "", ' ');
|
|
messageClient($player, 'MsgSPCurrentObjective2', "", ' ');
|
|
|
|
// find the lines from the spdialog file that are now attached to the sp client
|
|
%who = $player;
|
|
%mission = $currentMission;
|
|
for(%x = 1; %x <= 2; %x++)
|
|
%newObjectiveLine[%x] = $player.objHud[%mission, %objectiveNum, %x];
|
|
|
|
//add new text
|
|
messageClient($player, 'MsgSPCurrentObjective1', "", %newObjectiveLine1);
|
|
if(%newObjectiveLine2 !$= "")
|
|
messageClient($player, 'MsgSPCurrentObjective2', "", %newObjectiveLine2);
|
|
}
|
|
|
|
|
|
// Misc/Overwrites
|
|
//=======================================================================================
|
|
|
|
function isSafe(%object, %radius)
|
|
{
|
|
%team = %object.team;
|
|
%position = %object.player.getTransform();
|
|
|
|
//check for enemy players
|
|
%num = clientGroup.getCount();
|
|
for(%client = 0; %client <= %num; %client++)
|
|
{
|
|
if(%team != %client.team && %client.player) {
|
|
%enemyPos = %client.player.getTransform();
|
|
//okay, just in case we dont have a player for that client
|
|
//AND are close to "0 0 0" vge
|
|
if(!%enemyPos)
|
|
%dist = 100000;
|
|
else %dist = vectorDist(%position, %enemyPos);
|
|
//error("Debug: Client "@%client@" is "@%dist@" away");
|
|
if ( %dist < %radius){
|
|
//error("Unsafe because of client "@%client@" at a distance of "@%dist@"!!!!");
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
//error("Safe for a radius of "@%radius@"!");
|
|
return true;
|
|
}
|
|
|
|
function singlePlayerGame::onAIRespawn(%game, %client)
|
|
{
|
|
// add the default tasks
|
|
|
|
if (! %client.defaultTasksAdded)
|
|
{
|
|
%client.defaultTasksAdded = true;
|
|
%client.addTask(AIEngageTask);
|
|
%client.addTask(AIPickupItemTask);
|
|
%client.addTask(AIUseInventoryTask);
|
|
%client.addTask(AIEngageTurretTask);
|
|
%client.addtask(AIDetectMineTask);
|
|
if(%client.team == $playerTeam || $pref::trainingDifficulty == 3)
|
|
%client.addTask(AITauntCorpseTask);
|
|
}
|
|
}
|
|
|
|
|
|
function singlePlayerGame::onAIKilled(%game, %clVictim, %clAttacker, %damageType, %implement)
|
|
{
|
|
// dont respawn AI (this is overwritten in some of the mission packages)
|
|
}
|
|
|
|
|
|
function singleplayerGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %implement)
|
|
{
|
|
//the DefaultGame will set some vars
|
|
DefaultGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %implement);
|
|
|
|
//now see if both were on the same team
|
|
if(%clAttacker && %clAttacker != %clVictim && %clVictim.team == %clAttacker.team)
|
|
{
|
|
%game.friendlyFireMessage(%clVictim, %clAttacker);
|
|
}
|
|
}
|
|
|
|
function singleplayerGame::onAIDamaged(%game, %clVictim, %clAttacker, %damageType, %implement)
|
|
{
|
|
if(%clVictim.team != %clAttacker.team && %clVictim.MemberOfWave)
|
|
{
|
|
spawnWaveTimer(%clVictim.MemberOfWave, true);
|
|
}
|
|
|
|
if (%clAttacker && %clAttacker != %clVictim && %clAttacker.team == %clVictim.team)
|
|
{
|
|
schedule(250, %clVictim, "AIPlayAnimSound", %clVictim, %clAttacker.player.getWorldBoxCenter(), "wrn.watchit", -1, -1, 0);
|
|
|
|
//clear the "lastDamageClient" tag so we don't turn on teammates... unless it's uberbob!
|
|
%clVictim.lastDamageClient = -1;
|
|
}
|
|
}
|
|
|
|
// find number of players on a team
|
|
// why isnt this in a std lib
|
|
function getPlayersOnTeam(%team)
|
|
{
|
|
%num = clientGroup.getCount();
|
|
for(%i=0; %i<%num; %i++){
|
|
%client = clientGroup.getObject(%i);
|
|
if(%client.team == %team && %client.player)
|
|
%count++;
|
|
}
|
|
|
|
return %count;
|
|
}
|
|
|
|
|
|
//mission completion/falure stuff============================================
|
|
function missionComplete(%text)
|
|
{
|
|
$player.endMission = schedule(15000, game, forceFinish);
|
|
|
|
messageBoxOk("Victory", %text, "forceFinish();");
|
|
//canvas.cursorOn();
|
|
|
|
//AI stop
|
|
clearQueue();
|
|
AIMissionEnd();
|
|
$objectiveQ[$enemyTeam].clear();
|
|
}
|
|
|
|
function forceFinish()
|
|
{
|
|
$timeScale = 1;
|
|
//kill the thread if we pressed a button to get here...
|
|
cancel($player.endMission);
|
|
|
|
//make sure we end the game neatly
|
|
Game.gameOver();
|
|
|
|
//immediately disconnect - bringing us back to the main menu...
|
|
Disconnect();
|
|
}
|
|
|
|
function missionFailed(%text)
|
|
{
|
|
|
|
$player.endMission = schedule(30000, game, forceFinish);
|
|
|
|
MessageBoxYesNo("Failure", %text, "reloadMission();", "forceFinish();");
|
|
|
|
//AI stop
|
|
clearQueue();
|
|
AIMissionEnd();
|
|
$objectiveQ[$enemyTeam].clear();
|
|
}
|
|
|
|
function reloadMission()
|
|
{
|
|
cancel($player.endMission);
|
|
Game.gameOver();
|
|
CursorOn();
|
|
loadMission($currentMission, singlePlayer);
|
|
debriefContinue();
|
|
}
|
|
|
|
|
|
// silly...we fed it a movemap binding it retuns the capitalized key in (almost) english
|
|
function findTrainingControlButtons( %name )
|
|
{
|
|
%controlName = moveMap.getBinding(%name);
|
|
if (%controlName $= "")
|
|
return "[no key binding]";
|
|
%prettyName = strupr(getMapDisplayName(getWord(%controlName, 0), getWord(%controlName, 1)));
|
|
%next = 2;
|
|
while( getWord( %controlName, %next ) !$= "" ) {
|
|
%extra = "-"@strupr(getWord( %controlName, 2 ));
|
|
%prettyName = %prettyName @ %extra;
|
|
%next++;
|
|
}
|
|
return %prettyName;
|
|
}
|
|
|
|
// just a kinda cool little effect
|
|
function firstPersonQuickPan()
|
|
{
|
|
if($firstperson) {
|
|
toggleFirstPerson($player);
|
|
schedule(4000, $player.player, toggleFirstPerson, $player);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// Player spawning/respawning====================================================
|
|
//since we are going through pickTeamSpawn rather than pickPlayerSpawn
|
|
// and for a couple other reasons, we are going to need to manually determine
|
|
// if this is a respawn or not.
|
|
function spawnSinglePlayer()
|
|
{
|
|
$player.lives--;
|
|
|
|
game.spawnPlayer($player, true);
|
|
$player.setControlObject($player.player);
|
|
//messageClient($player, 0, "Respawns Remaining: "@$player.lives);
|
|
}
|
|
|
|
|
|
function singleplayerGame::observerOnTrigger()
|
|
{
|
|
//we dont want the player respawning (yet)
|
|
return false;
|
|
}
|
|
|
|
function SinglePlayerGame::spawnPlayer( %game, %client, %respawn )
|
|
{
|
|
//error("Spawn Player: %client = " @%client@" %respawn = "@%respawn);
|
|
%spawnPoint = %game.pickPlayerSpawn( %client, %respawn );
|
|
%game.createPlayer( %client, %spawnPoint, %respawn );
|
|
}
|
|
|
|
function singlePlayerGame::playerSpawned(%game, %player)
|
|
{
|
|
defaultGame::playerSpawned(%game, %player);
|
|
}
|
|
|
|
function singleplayerGame::pickPlayerSpawn(%game, %client, %respawn)
|
|
{
|
|
// the bots, for some reason, always pass in %respawn as true
|
|
// well that's horse pucky, since the bots never respawn in SPG
|
|
// so I do this stupid thing
|
|
if(%client.isAIcontrolled())
|
|
%respawn = false;
|
|
|
|
if(!%client.offense) // this is a wave spawned attack bot
|
|
%respawn = true;
|
|
|
|
|
|
%game.pickTeamSpawn( %client, %respawn);
|
|
}
|
|
|
|
function singleplayerGame::pickTeamSpawn(%game, %client, %respawn)
|
|
{
|
|
%team = %client.team;
|
|
|
|
if(%respawn) {
|
|
%group = nameToID("MissionGroup/Teams/team"@%team@"/DropPoints/Respawns");
|
|
if(! isObject(%group)) {
|
|
//error("Client" SPC %client SPC "is attempting a respawn with no drop point");
|
|
return "0 0 300";
|
|
}
|
|
else %spawnLoc = %group.getObject(game.respawnPoint);
|
|
//error("REspawn loc is: " @ %spawnLoc);
|
|
}
|
|
|
|
else {
|
|
%group = nameToID("MissionGroup/Teams/team" @ %team @ "/DropPoints");
|
|
%spawnLoc = %group.getObject(game.spawnLoc[%team]);
|
|
//error("spawn loc is: "@game.spawnLoc[%team]);
|
|
game.spawnLoc[%team]++;
|
|
}
|
|
return %spawnLoc.getTransform();
|
|
}
|
|
|
|
|
|
function SinglePlayerGame::createCustomKeymap(%game)
|
|
{
|
|
// new ActionMap(TrainingMap);
|
|
// TrainingMap.bindCmd( keyboard, "escape", "escapeFromGame();", "" );
|
|
}
|
|
|
|
//=======================================================================================
|
|
// Escape dialog functions:
|
|
//=======================================================================================
|
|
function SinglePlayerEscapeDlg::onWake( %this )
|
|
{
|
|
%this.wasCursorOn = Canvas.isCursorOn();
|
|
if ( !%this.wasCursorOn )
|
|
CursorOn();
|
|
|
|
$timeScale = 0;
|
|
|
|
if( OptionsDlg.isAwake())
|
|
{
|
|
Canvas.popDialog( OptionsDlg );
|
|
}
|
|
}
|
|
|
|
function SinglePlayerEscapeDlg::onSleep( %this )
|
|
{
|
|
// spMap.pop();
|
|
// spMap.delete();
|
|
}
|
|
|
|
|
|
function SinglePlayerEscapeDlg::leaveGame( %this )
|
|
{
|
|
Canvas.popDialog( SinglePlayerEscapeDlg );
|
|
if ( !%this.wasCursorOn )
|
|
CursorOff();
|
|
MessageBoxYesNo( "LEAVE GAME", $player.miscMsg[LeaveGame], "forceFinish();", "CursorOff(); $timeScale = 1;" );
|
|
}
|
|
|
|
function SinglePlayerEscapeDlg::gotoSettings( %this )
|
|
{
|
|
Canvas.popDialog( SinglePlayerEscapeDlg );
|
|
//if ( !%this.wasCursorOn )
|
|
// CursorOff();
|
|
Canvas.pushDialog( OptionsDlg );
|
|
}
|
|
|
|
function SinglePlayerEscapeDlg::returnToGame( %this )
|
|
{
|
|
//error( "** CALLING SinglePlayerEscapeDlg::returnToGame **" );
|
|
$timeScale = 1;
|
|
Canvas.popDialog( SinglePlayerEscapeDlg );
|
|
CursorOff();
|
|
|
|
movemap.push();
|
|
//trainingmap.push();
|
|
}
|
|
|
|
|
|
function singlePlayerGame::OptionsDlgSleep(%game)
|
|
{
|
|
Canvas.pushDialog( SinglePlayerEscapeDlg );
|
|
// the player may have changed his keys
|
|
// we need to reload the big spdialog string table that
|
|
// holds all the text related to the players keymappings
|
|
createText($player);
|
|
}
|
|
|
|
// mission Area package
|
|
package singlePlayerMissionAreaEnforce {
|
|
// -begin mission area package-------------------------------------------------
|
|
|
|
// OOB
|
|
function SinglePlayerGame::leaveMissionArea(%game, %playerData, %player)
|
|
{
|
|
parent::leaveMissionArea(%game, %playerData, %player);
|
|
if(%player == $player.player) {
|
|
$player.leftMissionArea++;
|
|
%timeAllowed = 30;
|
|
$player.OOB = schedule(%timeAllowed *1000, 0, wussOut, %player);
|
|
clearQueue();
|
|
doText(Any_offcourse);
|
|
MessageClient($player, 0, $player.miscMsg[OOB]);
|
|
%player.playerLeftMissionArea = true;
|
|
}
|
|
}
|
|
function SinglePlayerGame::enterMissionArea(%game, %playerData, %player)
|
|
{
|
|
parent::enterMissionArea(%game, %playerData, %player);
|
|
if(%player == $player.player && %player.playerLeftMissionArea) {
|
|
//echo("player back in bounds");
|
|
cancel($player.OOB);
|
|
clearQueue();
|
|
doText(Any_alright);
|
|
MessageClient($player, 0, $player.miscMsg[InBounds]);
|
|
}
|
|
}
|
|
function wussOut(%player)
|
|
{
|
|
clearQueue();
|
|
doText(Any_abort);
|
|
missionFailed($player.miscMsg[OOBLoss]);
|
|
}
|
|
|
|
// -end mission area package-------------------------------------------------
|
|
};
|
|
|
|
// Custom Particle effects for training5
|
|
|
|
datablock ParticleData(BeforeT5particle)
|
|
{
|
|
dragCoefficient = 0;
|
|
gravityCoefficient = -0.017094;
|
|
inheritedVelFactor = 0.0176125;
|
|
constantAcceleration = -0.8;
|
|
lifetimeMS = 1248;
|
|
lifetimeVarianceMS = 0;
|
|
useInvAlpha = 1;
|
|
spinRandomMin = -200;
|
|
spinRandomMax = 200;
|
|
textureName = "particleTest";
|
|
colors[0] = "1.000000 0.677165 0.000000 1.000000";
|
|
colors[1] = "0.708661 0.507812 0.000000 1.000000";
|
|
colors[2] = "0.000000 0.000000 0.000000 0.000000";
|
|
colors[3] = "1.000000 1.000000 1.000000 1.000000";
|
|
sizes[0] = 0.991882;
|
|
sizes[1] = 2.99091;
|
|
sizes[2] = 4.98993;
|
|
sizes[3] = 1;
|
|
times[0] = 0;
|
|
times[1] = 0.2;
|
|
times[2] = 1;
|
|
times[3] = 2;
|
|
};
|
|
|
|
datablock ParticleData(AfterT5particle)
|
|
{
|
|
dragCoefficient = 0;
|
|
gravityCoefficient = -0.017094;
|
|
inheritedVelFactor = 0.0176125;
|
|
constantAcceleration = -1.1129;
|
|
lifetimeMS = 2258;
|
|
lifetimeVarianceMS = 604;
|
|
useInvAlpha = 1;
|
|
spinRandomMin = -200;
|
|
spinRandomMax = 200;
|
|
textureName = "special/Smoke/smoke_001";
|
|
colors[0] = "1.000000 0.677165 0.000000 1.000000";
|
|
colors[1] = "0.181102 0.181102 0.181102 1.000000";
|
|
colors[2] = "0.000000 0.000000 0.000000 0.000000";
|
|
colors[3] = "1.000000 1.000000 1.000000 1.000000";
|
|
sizes[0] = 0.991882;
|
|
sizes[1] = 2.99091;
|
|
sizes[2] = 4.98993;
|
|
sizes[3] = 1;
|
|
times[0] = 0;
|
|
times[1] = 0.2;
|
|
times[2] = 1;
|
|
times[3] = 2;
|
|
};
|
|
|
|
datablock ParticleEmitterData(BeforeT5)
|
|
{
|
|
ejectionPeriodMS = 16;
|
|
periodVarianceMS = 10;
|
|
ejectionVelocity = 7.45968;
|
|
velocityVariance = 0.25;
|
|
ejectionOffset = 0;
|
|
thetaMin = 0;
|
|
thetaMax = 180;
|
|
phiReferenceVel = 0;
|
|
phiVariance = 360;
|
|
overrideAdvances = 0;
|
|
orientParticles= 0;
|
|
orientToNormal = 0;
|
|
orientOnVelocity = 1;
|
|
particles = "BeforeT5particle";
|
|
};
|
|
|
|
datablock ParticleEmitterData(AfterT5)
|
|
{
|
|
ejectionPeriodMS = 10;
|
|
periodVarianceMS = 0;
|
|
ejectionVelocity = 10.25;
|
|
velocityVariance = 0.25;
|
|
ejectionOffset = 0;
|
|
thetaMin = 0;
|
|
thetaMax = 180;
|
|
phiReferenceVel = 0;
|
|
phiVariance = 360;
|
|
overrideAdvances = 0;
|
|
orientParticles= 0;
|
|
orientToNormal = 0;
|
|
orientOnVelocity = 1;
|
|
particles = "AfterT5particle";
|
|
};
|