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).
1332 lines
40 KiB
C#
1332 lines
40 KiB
C#
// don't want this executing when building graphs
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if($OFFLINE_NAV_BUILD)
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return;
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// Script for mission 1
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//===================================================================================
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//error("Training 1 script");
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// package and callbacks
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activatePackage(Training1);
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addMessageCallback('MsgWeaponMount', playerMountWeapon);
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// additional mission Audio
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datablock AudioProfile(HudFlashSound)
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{
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filename = "gui/buttonover.wav";
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description = AudioDefault3d;
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preload = true;
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};
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// additional mission Audio
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datablock AudioProfile(HeartbeatSound)
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{
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filename = "fx/misc/heartbeat.wav";
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description = Audio2D;
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preload = true;
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looping = false;
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};
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// variables
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$numberOfEnemies[1] = 7;
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$numberOfEnemies[2] = 10;
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$numberOfEnemies[3] = 14;
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$numberOfTeammates = 2;
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$missionBotSkill[1] = 0.0;
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$missionBotSkill[2] = 0.4;
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$missionBotSkill[3] = 0.7;
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game.pilotName = "McWatt";
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game.bombardierName = "Yossarian";
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//------------------------------------------------------------------------------
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function getTeammateGlobals()
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{
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$TeammateWarnom0 = "WildSide";
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$teammateskill0 = 0.5;
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$teammateVoice0 = Male3;
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$teammateEquipment0 = 0;
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$teammateGender0 = Male;
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$TeammateWarnom1 = "Proteus";
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$teammateSkill1 = 0.5;
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$teammateVoice1 = Male4;
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$teammateEquipment1 = 0;
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$teammateGender1 = Male;
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}
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game.tower = nameToId("Tower");
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game.tower.threshold1 = 330;
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game.tower.threshold2 = 80;
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$victimSet[1] = "0 7 10 11";
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$victimSet[2] = "1 8 12";
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$victimSet[3] = "2 9 13";
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package Training1 {
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//BEGIN TRAINING1 PACKAGE =======================================================================
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//------------------------------------------------------------------------------
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function MP3Audio::play(%this)
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{
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//too bad...no mp3 in training
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}
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function countTurretsAllowed(%type)
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{
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return $TeamDeployableMax[%type];
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}
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function toggleScoreScreen(%val)
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{
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if ( %val )
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//error("No Score Screen in training.......");
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messageClient($player, 0, $player.miscMsg[noScoreScreen]);
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}
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function toggleCommanderMap(%val)
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{
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if ( %val )
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messageClient($player, 0, $player.miscMsg[noCC]);
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}
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function giveall()
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{
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error("When the going gets tough...wussies like you start cheating!");
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messageClient($player, 0, "Cheating eh? What\'s next? Camping?");
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}
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function kobayashi_maru()
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{
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$testCheats = true;
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commandToServer('giveAll');
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}
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// get the ball rolling
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//------------------------------------------------------------------------------
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function startCurrentMission()
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{
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playGui.add(outerChatHud);
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//fade up from black
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ServerConnection.setBlackOut(true, 0);
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//can't change settings during the intro...
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SinglePlayerEscSettingsBtn.setActive(0);
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updateTrainingObjectiveHud(obj1);
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setTeammatesCMapInvisible(true);
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$teammate0.player.invincible = true;
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$teammate1.player.invincible = true;
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resetWildcat();
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}
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//------------------------------------------------------------------------------
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function SinglePlayerGame::equip(%game, %player)
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{
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//ya start with nothing...NOTHING!
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%player.clearInventory();
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for(%i =0; %i<$InventoryHudCount; %i++)
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%player.client.setInventoryHudItem($InventoryHudData[%i, itemDataName], 0, 1);
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%set = %player.client.equipment;
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//error("equping Player "@%player@" with set"@%set);
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switch (%set)
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{
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case 0:
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echo("using default equipment");
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for(%i =0; %i<$InventoryHudCount; %i++)
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%player.client.setInventoryHudItem($InventoryHudData[%i, itemDataName], 0, 1);
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%player.setArmor("Light");
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%player.setInventory(RepairKit,1);
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%player.setInventory(Blaster,1);
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%player.setInventory(Disc,1);
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%player.setInventory(Chaingun, 1);
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%player.setInventory(ChaingunAmmo, 100);
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%player.setInventory(DiscAmmo, 20);
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%player.use(Disc);
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%player.weaponCount = 3;
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case 1:
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echo("using case 1 equipment");
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for(%i =0; %i<$InventoryHudCount; %i++)
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%player.client.setInventoryHudItem($InventoryHudData[%i, itemDataName], 0, 1);
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%player.setArmor("Light");
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%player.setInventory(RepairKit,1);
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%player.setInventory(Blaster,1);
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%player.setInventory(Disc,1);
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%player.setInventory(Chaingun, 1);
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%player.setInventory(ChaingunAmmo, 100);
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%player.setInventory(DiscAmmo, 20);
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%player.setInventory(EnergyPack, 1);
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%player.weaponCount = 3;
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case 2:
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%player.setArmor(Heavy);
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//%player.setInventory(CloakingPack, 1);
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%player.setInventory(RepairKit,1);
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%player.setInventory(Grenade,6);
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%player.setInventory(Plasma, 1);
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%player.setInventory(PlasmaAmmo, 25);
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%player.setInventory(Disc,1);
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%player.setInventory(DiscAmmo, 20);
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%player.setInventory(ElfGun, 1);
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%player.setInventory(MissileLauncher,1);
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%player.setInventory(MissileLauncherAmmo, 10);
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%player.setInventory(TargetingLaser, 1);
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%player.weaponCount = 4;
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%player.use(Disc);
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}
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}
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// Objectives
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//=================================================================================
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//------------------------------------------------------------------------------
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function openingSpiel()
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{
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//schedule(11000, 0, updateTrainingObjectiveHud, obj2);
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doText(T1_01);
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doText(T1_01a);
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doText(T1_01b);
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doText(T1_01c);
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doText(T1_02);
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doText(T1_02a);
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doText(T1_03);
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doText(T1_download01);
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doText(T1_03a);
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doText(T1_03b, 1000);
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doText(T1_03c, 1000);
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doText(T1_17, 700);
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doText(T1_04, 3000);
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doText(T1_05, 3000);
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doText(T1_06);
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doText(T1_tipEnergy);
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doText(T1_08, 2500);
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doText(T1_09, 4000);
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doText(T1_10, 1000);
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doText(T1_11);
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doText(T1_10a);
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doText(T1_10b);
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}
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//------------------------------------------------------------------------------
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function hurryPlayerUp()
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{
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doText(Any_abortwarn);
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$player.hurryUp = schedule(45000, $player.player, DoText, Any_abort);
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}
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// vehicle: vehicle controls, destination
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//------------------------------------------------------------------------------
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function clientCmdVehicleMount()
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{
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parent::clientCmdVehicleMount();
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game.respawnPoint = 3;
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//order chasers to attack (chasers are enemies 3 - 6)
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if(!game.mountVehicle){
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game.mountVehicle = true;
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//doText(T1_28);
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doText(T1_29);
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doText(T1_29a);
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doText(Any_Waypoint03);
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// and waypoint to MPB
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setWaypointAt(nameToId(MPB).position, "Extraction Team");
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updateTrainingObjectiveHud(obj5);
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// for now
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for( %x = 3; %x <= 6; %x++ )
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if($enemy[%x].player)
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$enemy[%x].stepEngage($player);
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}
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}
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//------------------------------------------------------------------------------
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function SniperRifle::onCollision(%data,%obj, %col)
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{
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//echo("Sniper Rifle Collision");
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if(!game.msgSniperNoPickup && $player.player.weaponCount >= 3) {
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game.msgSniperNoPickup = true;
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clearQueue();
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doText(T1_24);
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//doText(T1_24a);
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}
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else if(!game.msgSniperPickUp && $player.player.weaponcount < 3) {
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game.msgSniperPickUp = true;
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game.msgSniperNoPickup = true;
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clearQueue();
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doText(T1_TipSniper02);
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}
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ItemData::onCollision(%data,%obj,%col);
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}
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//------------------------------------------------------------------------------
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function RepairPatch::onCollision(%data,%obj,%col)
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{
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parent::onCollision(%data,%obj,%col);
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if(game.repair++ != 3)
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return;
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if(%col == $player.player && !game.gotRepairKit)
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{
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game.gotRepairKit = true;
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if(!game.blowOff){
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moveMap.push(); //jic
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doText(T1_12a);
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spiel2();
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}
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}
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}
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//------------------------------------------------------------------------------
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function EnergyPack::onCollision(%data,%obj,%col)
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{
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parent::onCollision(%data,%obj,%col);
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if (!game.EnergyPackPickup) {
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game.EnergyPackPickup = true;
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clearQueue();
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doText(T1_tipPack01);
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doText(T1_tipPack02);
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}
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}
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//------------------------------------------------------------------------------
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function playerMountWeapon(%tag, %text, %image, %player, %slot)
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{
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if( game.firstTime++ < 2)
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return; // initial weapon mount doesnt count
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//echo("the problem is the image name: "@%image.getName());
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if(%image.getName() $= "BlasterImage" && !game.msgBlast) {
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game.msgBlast = true;
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//doText(T1_TipBlaster01);
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}
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if(%image.getName() $= "ChaingunImage" && !game.msgChain) {
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game.msgchain = true;
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//doText(T1_TipChaingun);
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}
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if(%image.getName() $= "DiscImage" && !game.msgDisc) {
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game.msgDisc = true;
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//doText(T1_TipSpinfusor);
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}
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if(%image.getName() $= "SniperRifleImage" && !game.msgSnipe) {
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game.msgSnipe = true;
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doText(T1_TipSniper03);
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doText(T1_TipSniper04);
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}
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}
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//------------------------------------------------------------------------------
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function WeaponImage::onMount(%this,%obj,%slot)
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{
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messageClient(%obj.client, 'MsgWeaponMount', "", %this, %obj, %slot);
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parent::onMount(%this,%obj,%slot);
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}
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//------------------------------------------------------------------------------
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function spawnSinglePlayer()
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{
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resetWildCat();
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parent::spawnSinglePlayer();
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}
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//------------------------------------------------------------------------------
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function resetWildCat()
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{
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if(isObject($player.vehicle))
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$player.vehicle.delete();
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$player.vehicle = new HoverVehicle(hoverBike) {
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position = nameToId(hoverBikeDP).position;
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rotation = "0.200891 0.091345 0.975346 17.3161";
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scale = "1 1 1";
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dataBlock = "scoutVehicle";
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};
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}
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//------------------------------------------------------------------------------
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function spiel2()
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{
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game.respawnPoint = 1;
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//moveMap.bindCmd( keyboard, "backspace", "", "skipWeaponsCheck();" );
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clearQueue();
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cancel($player.hurryUp);
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$player.currentWaypoint.delete(); //?
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doText(T1_12b);
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doText(T1_TipIFF);
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doText(T1_13);
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doText(T1_14);
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doText(T1_TipBlaster01);
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doText(T1_15);
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doText(T1_TipChaingun);
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doText(T1_16);
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doText(T1_TipSpinfusor);
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//doText(T1_17);
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//doText(T1_TipBlaster02);
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//doText(T1_TipJets02);
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//doText(T1_18a);
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doText(T1_22);
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doText(T1_22a);
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doText(T1_18, 5000);
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doText(ANY_tipNow01);
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doText(T1_tipjets01);
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}
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function singlePlayerGame::onAIRespawn(%game, %client)
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{
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// DONT add the default tasks
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//error("default tasks not added");
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}
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//------------------------------------------------------------------------------
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function missionClientKilled(%victim, %killer)
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{
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// this is just a bit messy as I added the training difficulty stuff late
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%skill = $pref::trainingDifficulty;
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if(%victim == $player) {
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//error("Player victim re engagement");
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for(%i = 0; %i < clientGroup.getCount(); %i++) {
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%client = clientGroup.getObject(%i);
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if(%client.isAIControlled())
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if(%client.getStepName() $= "AIStepEngage") {
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%client.shouldEngageOnPlayerRespawn = true;
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//error(%client.name SPC " should Engage On Player Respawn.");
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}
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}
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}
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if(%victim.team != $player.team && %skill < 3)
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schedule(3000, $player.player, adviseHealthKit);
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%setDestroyed = checkForSequenceSkillCompletion(%victim);
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switch(%setDestroyed) {
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case 1:
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doText(ANY_Kudo04, 3000);
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doText(T1_21);
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//doText(T1_22);
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//doText(ANY_tipscavenge02, 1000);
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doText(ANY_tipscavenge01);
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case 2:
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doText(ANY_Kudo01, 3000);
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game.EngagingEnemy1 = false;
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doText(T1_26);
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$enemy2.stepEngage($player);
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$enemy2.clientDetected($player);
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if(%skill > 1) {
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$enemy9.stepEngage($player);
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$enemy9.clientDetected($player);
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}
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if(%skill > 2) {
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$enemy13.stepEngage($player);
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$enemy13.clientDetected($player);
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}
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|
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if(%skill == 0) {
|
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//the first test of this went so well we're doing it again
|
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%target = $enemy2.player.getTarget();
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%mask = getTargetAlwaysVisMask(%target);
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setTargetAlwaysVisMask(%target, %mask |(1<<1));
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}
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case 3 :
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doText(T1_27a);
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doText(T1_27b, 1000);
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doText(T1_28, 5000);
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doText(Any_TipSkiing);
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schedule(9000, game, setWaypointAt, nameToId($player.vehicle).getTransform(), "Vehicle" );
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updateTrainingObjectiveHud(obj6);
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setTeammatesCMapInvisible(false);
|
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}
|
|
}
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|
|
|
//------------------------------------------------------------------------------
|
|
function adviseHealthKit()
|
|
{
|
|
if(game.trainingIntro)
|
|
return;
|
|
if($player.player.getdamageLevel() > 0.3
|
|
&& $player.player.getInventory(RepairKit) && game.useHeath++ < 4) {
|
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doText(Any_HealthKit);
|
|
}
|
|
}
|
|
|
|
function checkForSequenceSkillCompletion(%victim)
|
|
{
|
|
%set = findVictimSet(%victim);
|
|
//how is everbody esle in the set doing
|
|
for(%i = 0; %i < getWordCount($victimSet[%set]); %i++){
|
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%enemy = getWord($victimSet[%set], %i);
|
|
if($enemy[%enemy] && $enemy[%enemy].player && $enemy[%enemy] != %victim) {
|
|
//error("There is $Enemy"@%enemy@" still in set "@ %set);
|
|
return 0;
|
|
}
|
|
}
|
|
return %set;
|
|
|
|
}
|
|
|
|
function findVictimSet(%victim)
|
|
{
|
|
for(%i = 1; %i <= 3; %i++) {
|
|
for(%word = 0; %word < getWordCount($victimSet[%i]); %word++) {
|
|
%num = getWord($victimSet[%i], %word);
|
|
if($enemy[%num] == %victim) {
|
|
//error("Victim is member of victim set "@%i);
|
|
return %i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// hokay...we have gone away from the default ai so we have to keep our forced-task
|
|
// AI system intact. If the player is killed the AI will forget about him.
|
|
// Lets iterate throught the client group and find out who should re-engage the player
|
|
// %client.shouldEngageOnPlayerRespawn is set in missionClientKilled
|
|
function singlePlayerGame::playerSpawned(%game, %player)
|
|
{
|
|
parent::playerSpawned(%game, %player);
|
|
|
|
if(%player.client == $player) {
|
|
for(%i = 0; %i < clientGroup.getCount(); %i++) {
|
|
%client = clientGroup.getObject(%i);
|
|
if(%client.isAIControlled())
|
|
if(%client.shouldEngageOnPlayerRespawn) {
|
|
//error(%client.name SPC " is re-engaging.");
|
|
%client.stepEngage($player);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
//------------------------------------------------------------------------------
|
|
function singlePlayerGame::gameOver(%game)
|
|
{
|
|
//moveMap.bindCmd( keyboard, "backspace", "", game.returnBinding );
|
|
cancel($Training1Blackout);
|
|
cancel($Training1HitGround);
|
|
LightMaleHumanArmor.minImpactSpeed = 45;
|
|
$player.player.mountVehicle = true;
|
|
|
|
if(HelpTextGui.isVisible())
|
|
helpTextGui.setVisible(false);
|
|
|
|
//re-enable the use of the settings button...
|
|
SinglePlayerEscSettingsBtn.setActive(1);
|
|
|
|
Parent::gameOver();
|
|
}
|
|
|
|
function autoToggleHelpHud(%state)
|
|
{
|
|
if(HelpTextGui.isVisible() != %state)
|
|
toggleHelpText();
|
|
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
function skipIntroCinematic()
|
|
{
|
|
messageClient($player, 0, "Skipping intro...");
|
|
clearQueue();
|
|
trainingIntroFlightEnd();
|
|
}
|
|
|
|
function skipFlashingHud()
|
|
{
|
|
messageClient($player, 0, "Skipping HUD tutorial...");
|
|
clearQueue();
|
|
moveMap.push();
|
|
spiel2();
|
|
}
|
|
|
|
function skipWeaponsCheck()
|
|
{
|
|
messageClient($player, 0, "Skipping weapons tutorial....");
|
|
clearQueue();
|
|
doText(Any_blowOff3);
|
|
setWaypointAt(nameToId(Tower).position, "Tower");
|
|
updateTrainingObjectiveHud(obj4);
|
|
queEnemySet(0);
|
|
|
|
//moveMap.bindCmd( keyboard, "backspace", "", game.returnBinding );
|
|
}
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
function objectiveDistanceChecks()
|
|
{
|
|
%playerPosition = $player.player.getTransform();
|
|
if(!%playerPosition) {
|
|
$player.distanceCheckSchedule = schedule(5000, game, objectiveDistanceChecks);
|
|
return;
|
|
}
|
|
|
|
%base1distance = vectorDist( %playerPosition, game.tower.position );
|
|
//error("debug distance: tower- "@%base1distance);
|
|
if(%base1distance < game.tower.threshold1 && !game.base1t1 ) {
|
|
game.base1t1 = true;
|
|
if(!$enemy0.dead) {
|
|
$enemy0.stepEngage($player);
|
|
%skill = $pref::trainingDifficulty;
|
|
if(%skill > 1)
|
|
$enemy7.stepEngage($player);
|
|
if(%skill > 2) {
|
|
$enemy10.stepEngage($player);
|
|
$enemy11.stepEngage($player);
|
|
}
|
|
clearQueue();
|
|
doText(Any_Blowoff1);
|
|
}
|
|
else {
|
|
doText(ANY_tipNow02);
|
|
doText(T1_tipSkiing01);
|
|
doText(T1_tipSkiing02);
|
|
doText(T1_tipSkiing03);
|
|
}
|
|
}
|
|
if(%base1distance < game.tower.threshold2) {
|
|
if(!game.base1t2) {
|
|
game.respawnPoint = 2;
|
|
doText(T1_23);
|
|
doText(T1_23a);
|
|
doText(T1_23b);
|
|
schedule(45000, game, queEnemySet, 1);
|
|
}
|
|
|
|
game.base1t2++;
|
|
|
|
}
|
|
|
|
//MPB
|
|
%mpbDist = vectorDist( %playerPosition, nameToId(MPB).position );
|
|
//echo("debug distance: mpb- "@%mpbdist);
|
|
if(%mpbDist < 70 && !game.completed) {
|
|
game.completed = true;
|
|
clearQueue();
|
|
doText(T1_30, true);
|
|
$player.vehicle.setFrozenState(true);
|
|
|
|
missionComplete($player.miscMsg[training1win]);
|
|
}
|
|
|
|
$player.distanceCheckSchedule = schedule(1000, game, objectiveDistanceChecks);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function queEnemySet(%set)
|
|
{
|
|
switch(%set) {
|
|
case 0:
|
|
%skill = $pref::trainingDifficulty;
|
|
if($enemy0.player) {
|
|
$enemy0.stepEngage($player);
|
|
}
|
|
if(%skill > 1 && $enemy7.player)
|
|
$enemy7.stepEngage($player);
|
|
if(%skill > 2 && $enemy10.player) {
|
|
$enemy10.stepEngage($player);
|
|
}
|
|
if(%skill > 2 && $enemy11.player) {
|
|
$enemy11.stepEngage($player);
|
|
}
|
|
case 1:
|
|
doText(T1_25);
|
|
doText(T1_25a);
|
|
doText(T1_tipTactics);
|
|
$enemy1.stepEngage($player);
|
|
$enemy1.clientDetected($player);
|
|
%skill = $pref::trainingDifficulty;
|
|
//messageClient($player, 0, "Debug:"SPC $enemy1 SPC "has just been issued an engage order for" SPC $player);
|
|
if(%skill > 1)
|
|
$enemy8.stepEngage($player);
|
|
$enemy8.clientDetected($player);
|
|
if(%skill > 2) {
|
|
$enemy12.stepEngage($player);
|
|
$enemy12.clientDetected($player);
|
|
}
|
|
game.engagingEnemy1 = true;
|
|
updateTrainingObjectiveHud(obj3);
|
|
|
|
//we are going to try some tricky 0000 to make this enemy always visible to sensors
|
|
%target = $enemy1.player.getTarget();
|
|
%mask = getTargetAlwaysVisMask(%target);
|
|
setTargetAlwaysVisMask(%target, %mask |(1<<1));
|
|
}
|
|
}
|
|
|
|
|
|
// Training specific functions
|
|
//-----------------------------------------------------------------------------
|
|
function lockArmorHack()
|
|
{
|
|
updateTrainingObjectiveHud(obj2);
|
|
movemap.pop();
|
|
//$player.player.setMoveState(true);
|
|
//$player.player.schedule(1000,"setMoveState", false);
|
|
}
|
|
|
|
// yes all thes flashSomethings() couldve been done as one function like I did in training4
|
|
//------------------------------------------------------------------------------
|
|
function flashEnergy()
|
|
{
|
|
%time = 1000;
|
|
%num = 6;
|
|
for(%i=0; %i<%num; %i++) {
|
|
schedule(%time*%i, $player.player, "eval", "energyHud.setVisible(false);" );
|
|
|
|
schedule(%time*%i + %time/2, $player.player, "eval", "energyHud.setVisible(true);" );
|
|
$player.schedule(%time*%i, "play2d", HudFlashSound);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function flashHealth()
|
|
{
|
|
%time = 900;
|
|
%num = 5;
|
|
for(%i=0; %i<%num; %i++) {
|
|
schedule( %time*%i, $player.player, "eval", "damageHud.setVisible(false);");
|
|
|
|
schedule(%time*%i + %time/2, $player.player, "eval", "damageHud.setVisible(true);");
|
|
$player.schedule(%time*%i, "play2d", HudFlashSound);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function flashWeapon(%slot)
|
|
{
|
|
schedule(300, $player.player, use, $WeaponNames[%slot]);
|
|
%time = 1000;
|
|
%num = 6;
|
|
for(%i=0; %i<%num; %i++) {
|
|
schedule(%time*%i, $player.player, "eval", "weaponsHud.setActiveWeapon(-1);");
|
|
|
|
schedule(%time*%i + %time/2, $player.player, "eval", "weaponsHud.setActiveWeapon("@%slot@");");
|
|
$player.schedule(%time*%i, "play2d", HudFlashSound);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function flashWeaponsHud()
|
|
{
|
|
%time = 1000;
|
|
%num = 6;
|
|
for(%i=0; %i<%num; %i++) {
|
|
schedule( %time*%i, $player.player, "eval", "weaponsHud.setVisible(false);");
|
|
|
|
schedule(%time*%i + %time/2, $player.player, "eval", "weaponsHud.setVisible(true);");
|
|
$player.schedule(%time*%i, "play2d", HudFlashSound);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function flashCompass()
|
|
{
|
|
%time = 900;
|
|
%num = 5;
|
|
for(%i=0; %i<%num; %i++) {
|
|
schedule(%time*%i, $player.player, "eval", "HudCompassBack.setVisible(false);");
|
|
schedule(%time*%i, $player.player, "eval", "compass.setVisible(false);");
|
|
|
|
schedule(%time*%i + %time/2, $player.player, "eval", "HudCompassBack.setVisible(true);");
|
|
schedule(%time*%i + %time/2, $player.player, "eval", "compass.setVisible(true);");
|
|
$player.schedule(%time*%i, "play2d", HudFlashSound);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function flashInventory()
|
|
{
|
|
%time = 1000;
|
|
%num = 6;
|
|
for(%i=0; %i<%num; %i++) {
|
|
schedule(%time*%i, $player.player, "eval", "inventoryHud.setVisible(false);");
|
|
|
|
schedule(%time*%i + %time/2, $player.player, "eval", "inventoryHud.setVisible(true);");
|
|
$player.schedule(%time*%i, "play2d", HudFlashSound);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function flashPack()
|
|
{
|
|
%time = 1000;
|
|
%num = 6;
|
|
for(%i=0; %i<%num; %i++) {
|
|
schedule(%time*%i, $player.player, "eval", "backPackFrame.setVisible(false);");
|
|
|
|
schedule(%time*%i + %time/2, $player.player, "eval", "backPackFrame.setVisible(true);");
|
|
$player.schedule(%time*%i, "play2d", HudFlashSound);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function flashSensor()
|
|
{
|
|
%time = 1000;
|
|
%num = 6;
|
|
for(%i=0; %i<%num; %i++) {
|
|
schedule(%time*%i, $player.player, "eval", "sensorHudBack.setVisible(false);");
|
|
|
|
schedule(%time*%i + %time/2, $player.player, "eval", "sensorHudBack.setVisible(true);");
|
|
$player.schedule(%time*%i, "play2d", HudFlashSound);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function flashMessage()
|
|
{
|
|
%time = 1000;
|
|
%num = 6;
|
|
for(%i=0; %i<%num; %i++) {
|
|
schedule(%time*%i, $player.player, "eval", "outerChatHud.setVisible(false);");
|
|
|
|
schedule(%time*%i + %time/2, $player.player, "eval", "outerChatHud.setVisible(true);");
|
|
$player.schedule(%time*%i, "play2d", HudFlashSound);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function flashObjective()
|
|
{
|
|
%time = 1000;
|
|
%num = 6;
|
|
for(%i=0; %i<%num; %i++) {
|
|
schedule(%time*%i, $player.player, "eval", "objectiveHud.setVisible(false);");
|
|
|
|
schedule(%time*%i + %time/2, $player.player, "eval", "objectiveHud.setVisible(true);");
|
|
$player.schedule(%time*%i, "play2d", HudFlashSound);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// function playCinematicSound(%sound)
|
|
// {
|
|
// switch$(%sound)
|
|
// {
|
|
// case "MissileLock":
|
|
// %file = "fx/weapons/missile_launcher_lock.wav";
|
|
// %looping = true;
|
|
//
|
|
// case "Heartbeat":
|
|
// %file = "fx/misc/heartbeat.wav";
|
|
// %looping = false;
|
|
// }
|
|
//
|
|
// %audiosound = new AudioEmitter() {
|
|
// filename = %flie;
|
|
// position = $player.player;
|
|
// volume = "1";
|
|
// isLooping = %looping;
|
|
// is3D = false;
|
|
// type = "EffectAudioType";
|
|
// };
|
|
// $player.currentSound = %audiosound;
|
|
// }
|
|
//
|
|
// function playCinematicMissileLockSound()
|
|
// {
|
|
// %audiosound = new AudioEmitter() {
|
|
// filename = "fx/weapons/missile_launcher_lock.wav";
|
|
// position = $player.player;
|
|
// volume = "1";
|
|
// isLooping = "1";
|
|
// is3D = false;
|
|
// type = "EffectAudioType";
|
|
// };
|
|
// $player.missileSound = %audiosound;
|
|
// }
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
function setTeammatesCMapInvisible(%on)
|
|
{
|
|
%arg = (%on ? 0xffffffff : 0);
|
|
setTargetNeverVisMask(nameToId(MPB).getTarget(), %arg);
|
|
setTargetNeverVisMask($teammate0.player.getTarget(), %arg);
|
|
setTargetNeverVisMask($teammate1.player.getTarget(), %arg);
|
|
|
|
}
|
|
|
|
|
|
// Im gonna do a pseudo-cinematic here so bear with me
|
|
//------------------------------------------------------------------------------
|
|
function beginTraining1Intro()
|
|
{
|
|
//error("beginning training intro.....wait for it.......now!");
|
|
//messageClient($player, 0, $player.miscMsg[skip]);
|
|
//moveMap.bindCmd( keyboard, "backspace", "", "skipIntroCinematic();" );
|
|
|
|
//set the intro started bools
|
|
game.playedIntro = true;
|
|
game.trainingIntro = true;
|
|
|
|
//create the bomber
|
|
%introFlyerObject = nameToId(introFlyerDP);
|
|
|
|
$player.flyer = new FlyingVehicle(Flyer) {
|
|
position = %introFlyerObject.position;
|
|
rotation = %introFlyerObject.rotation;
|
|
scale = "1 1 1";
|
|
dataBlock = "BomberFlyer";
|
|
};
|
|
|
|
// create, spawn, set the skin, and equip the pilot
|
|
//------------------------------------------------------------
|
|
%pilot = aiConnect(game.pilotName,$playerTeam, 0, 0, "Male1", 1.0);
|
|
$player.flyer.pilot = %pilot;
|
|
|
|
|
|
setTargetSkin(%pilot.target, $teamSkin[$playerTeam]);
|
|
%pilot.player.setArmor(light);
|
|
|
|
//mount the pilot
|
|
%pilot.pilotVehicle = false;
|
|
//%pilot.stepMove($player.flyer.position, 0.25, 4);
|
|
$player.flyer.mountObject(%pilot.player, 0);
|
|
%pilot.setControlObject($player.flyer);
|
|
%pilot.setPilotPitchRange(-0.2, 0.05, 0.05);
|
|
|
|
// create and mount the bomber
|
|
//------------------------------------------------------------
|
|
%bombardier = aiConnect(game.bombardierName, $playerTeam, 0, 0, "Male2", 1.0);
|
|
|
|
$player.flyer.bombardier = %bombardier;
|
|
setTargetSkin(%bombardier.target, $teamSkin[$playerTeam]);
|
|
%bombardier.player.setArmor(Medium); //not that you can tell
|
|
|
|
//mount the bombardier
|
|
//%bombardier.stepMove($player.flyer.position, 0.25, 4);
|
|
$player.flyer.mountObject(%bombardier.player, 1);
|
|
|
|
// and put the player in the tailgunners seat
|
|
//------------------------------------------------------------
|
|
//it would be nice if the player was facing the same direction as the bomber to start
|
|
$player.player.use(Blaster);
|
|
$player.flyer.mountObject($player.player, 2);
|
|
$player.player.setTransform($player.player.position SPC %introFlyerObject.rotation);
|
|
|
|
// and set the camera to third person
|
|
if($firstperson)
|
|
toggleFirstPerson($player);
|
|
|
|
$player.player.invincible = true;
|
|
|
|
getTrainingPacifistMap();
|
|
trainingPacifistMap.push();
|
|
|
|
// add enemyMissile Laucher Dude
|
|
%MLDude = aiConnect("Oksana Baiul", $enemyTeam);
|
|
$missileLauncherDude = %MLDude;
|
|
%MLDude.player.scopeToClient($player);
|
|
|
|
%MLDude.player.setTransform(nameToID(MissileGuySpot).getTransform());
|
|
%MLDude.race = "Bioderm";
|
|
%MLDude.voice = "Derm2";
|
|
setTargetSkin(%MLDude.target, $teamSkin[$enemyTeam]);
|
|
%MLDude.equipment = 2;
|
|
game.equip(%MLDude.player);
|
|
%MLDude.player.setArmor(%MLDude.armor);
|
|
|
|
// then start the flyers move sequence
|
|
%pilot.addTask(AITraining1Pilot);
|
|
|
|
//fade up from black
|
|
$Training1Blackout = ServerConnection.schedule(3000, setBlackOut, false, 4000);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
function trainingIntroFlightEnd()
|
|
{
|
|
//put the player back in his body, give him control back,
|
|
//a little dramatic flash, start the rest of the mission
|
|
game.trainingIntro = false;
|
|
$player.player.invincible = false;
|
|
serverConnection.setBlackout(false, 5000);
|
|
$player.player.setActionThread(cel1);
|
|
$player.player.schedule(2000, use, Disc);
|
|
trainingPacifistMap.pop();
|
|
|
|
commandToClient($player, 'toggleDashHud');
|
|
if(isObject($player.flyer))
|
|
cleanUpFlyer();
|
|
|
|
if(!$firstPerson)
|
|
toggleFirstPerson($player);
|
|
|
|
$player.player.setVelocity("0 0 0");
|
|
$player.player.setTransform(nameToId(DP).getTransform());
|
|
moveMap.push();
|
|
//$player.player.setDamageLevel(0.3);
|
|
schedule(10000, game, openingspiel);
|
|
objectiveDistanceChecks();
|
|
|
|
//moveMap.bindCmd( keyboard, "backspace", "", "skipFlashingHud();" );
|
|
|
|
//re-enable the use of the settings button...
|
|
SinglePlayerEscSettingsBtn.setActive(1);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function ClientCmdSetHudMode(%mode, %type, %node)
|
|
{
|
|
parent::ClientCmdSetHudMode(%mode, %type, %node);
|
|
//TrainingMap.push();
|
|
getTrainingPacifistMap();
|
|
if(game.trainingIntro)
|
|
trainingPacifistMap.push();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function PlayGui::onWake(%this)
|
|
{
|
|
parent::onWake(%this);
|
|
//error("Waking training play gui");
|
|
// okay we know the victim...erm...player is looking
|
|
// and we hope they have a body so lets do this
|
|
if(!game.playedIntro) {
|
|
game.PlayGuiAwake = true;
|
|
checkForTraining1Intro();
|
|
}
|
|
|
|
}
|
|
|
|
function checkForTraining1Intro()
|
|
{
|
|
if(game.playGuiAwake && $player.player && $currentMission $= "Training1")
|
|
beginTraining1Intro();
|
|
else
|
|
{
|
|
error("DEBUG checkForTraining1Intro() failed!!!");
|
|
schedule(50, game, checkForTraining1Intro);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function Armor::AIonMount(%this, %obj, %vehicle, %node)
|
|
{
|
|
}
|
|
|
|
function Armor::AIonUnMount(%this, %obj, %vehicle, %node)
|
|
{
|
|
}
|
|
|
|
function AITraining1Pilot::assume(%task, %client)
|
|
{
|
|
%task.setWeightFreq(30);
|
|
%task.setMonitorFreq(10);
|
|
|
|
|
|
// //next, start the pilot on his way to mounting the vehicle
|
|
// %client.pilotVehicle = true;
|
|
// %client.stepMove($player.flyer.position, 0.25, $AIModeMountVehicle);
|
|
}
|
|
|
|
function AITraining1Pilot::weight(%task, %client)
|
|
{
|
|
%task.setWeight(10000);
|
|
}
|
|
|
|
function AITraining1Pilot::monitor(%task, %client)
|
|
{
|
|
//messageall(0, " AITraining1Pilot::monitor "@%task.locationIndex);
|
|
%group = nameToId(FlightPath);
|
|
if(!%task.locationIndex)
|
|
%task.locationIndex = 0;
|
|
|
|
//HACK ALERT!!!
|
|
//since the path for this mission is completely straight, always head for the end of the path
|
|
//%location = %group.getObject(%task.locationIndex);
|
|
%location = %group.getObject(%group.getCount() - 1);
|
|
|
|
//see if we've mounted yet
|
|
if(%client.vehicleMounted)
|
|
{
|
|
%client.setPilotDestination(%location.position);
|
|
|
|
//else see if we're close enough to the current destination to choose the next
|
|
%pos = %client.vehicleMounted.position;
|
|
%pos2D = getWord(%pos, 0) SPC getWord(%pos, 1) SPC "0";
|
|
%dest = %group.getObject(%task.locationIndex).position;
|
|
%dest2D = getWord(%dest, 0) SPC getWord(%dest, 1) SPC "0";
|
|
|
|
if (VectorDist(%dest2D, %pos2D) < 20)
|
|
{
|
|
if(%group.getCount() > %task.locationIndex + 1) {
|
|
%task.locationIndex++;
|
|
cinematicEvent(%task.locationIndex);
|
|
}
|
|
//else messageAll(0, "Ride Over");
|
|
}
|
|
}
|
|
else
|
|
%client.stepMove($player.flyer.position, 0.25, $AIModeExpress);
|
|
}
|
|
|
|
function cinematicEvent(%num)
|
|
{
|
|
//messageAll(0, "Doing Cinematic Event: "@%num);
|
|
switch(%num)
|
|
{
|
|
case 1:
|
|
doText(any_Warning02);
|
|
|
|
case 2:
|
|
if(!$firstPerson)
|
|
toggleFirstPerson($player);
|
|
movemap.schedule(6000, "pop");
|
|
|
|
case 3:
|
|
moveMap.pop();
|
|
//error(nameToId(MissileCamera));
|
|
$player.camera.setTransform(nameToId(MissileCamera).getTransform());
|
|
commandToClient($player, 'toggleDashHud', false);
|
|
cancel($player.altCheck);
|
|
cancel($player.speedCheck);
|
|
HideHudHack(false);
|
|
toggleCamera(true);
|
|
$MissileLauncherDude.player.use(MissileLauncher);
|
|
|
|
case 4:
|
|
ShoulderMissile.lifeTimeMs = 10000;
|
|
$MissileLauncherAimTime = 600;
|
|
MissileDudeAimAtTarget($missileLauncherDude, 0);
|
|
schedule($MissileLauncherAimTime, 0, "MissileDudeFireMissile", $missileLauncherDude);
|
|
|
|
case 7:
|
|
if(game.gotMissile)
|
|
turnPlayerToObject(game.gotMissile);
|
|
else
|
|
turnPlayerToObject($missileLauncherDude.player);
|
|
|
|
toggleCamera(true);
|
|
moveMap.push();
|
|
TrainingPacifistMap.push();
|
|
hideHudHack(true);
|
|
// playCinematicSound("MissileLock");
|
|
schedule(5700, 0, forcedCinematicPlayerDismount);
|
|
schedule( 6100, game, cleanUpFlyer);
|
|
//schedule( 8000, game, trainingIntroFlightEnd);
|
|
}
|
|
}
|
|
|
|
function forcedCinematicPlayerDismount()
|
|
{
|
|
$player.player.mountVehicle = false;
|
|
$player.player.unmount();
|
|
%velocity = $player.player.getVelocity();
|
|
%velX = getWord(%velocity, 0);
|
|
%velY = getWord(%velocity, 1);
|
|
$player.player.setVelocity(%velX SPC %velY SPC "20");
|
|
$player.player.schedule(300, setDamageFlash, 0.3);
|
|
playTargetAudio( $player.target, 'avo.deathCry_01', AudioClose3d, false );
|
|
$player.player.setActionThread(Death1, true);
|
|
$player.player.setDamageLevel(0.3);
|
|
//$player.flyer.pilot.player.setActionThread(Death10, true);
|
|
//$player.flyer.bombardier.player.setActionThread(Death11, true);
|
|
|
|
if($firstPerson)
|
|
toggleFirstPerson($player);
|
|
|
|
LightMaleHumanArmor.minImpactSpeed = 10000;
|
|
trainingPlayerHitGround();
|
|
Game.playGrunt = true;
|
|
game.expectingImpact = true;
|
|
}
|
|
|
|
function MissileDudeAimAtTarget(%client, %percent)
|
|
{
|
|
%group = nameToId(FlightPath);
|
|
%endPos = %group.getObject(4).position;
|
|
|
|
//calculate the start position
|
|
%startTransform = nameToId(MissileGuySpot).getTransform();
|
|
%startDirection = MatrixMulVector("0 0 0 " @ getWords(%startTransform, 3, 6), "0 1 0");
|
|
%startDirection = VectorNormalize(%startDirection);
|
|
%startPos = VectorAdd(getWords(%startTransform, 0, 2), VectorScale(%startDirection, 100));
|
|
|
|
//now calculate the aim position
|
|
%vec = VectorSub(%endPos, %startPos);
|
|
%length = VectorDist(%endPos, %startPos);
|
|
%vec = VectorNormalize(%vec);
|
|
%aimPos = VectorAdd(%startPos, VectorScale(%vec, %percent * %length));
|
|
|
|
//now aim the client there
|
|
%client.aimAt(%aimPos, 2000);
|
|
|
|
//schedule the next aim
|
|
if (%percent <= 0.9)
|
|
schedule($MissileLauncherAimTime / 10, 0, MissileDudeAimAtTarget, %client, %percent + 0.1);
|
|
}
|
|
|
|
function MissileDudeFireMissile(%Client)
|
|
{
|
|
%client.stop();
|
|
%client.clearStep();
|
|
%client.setEngageTarget(-1);
|
|
%client.setTargetObject($player.flyer, 300, "Missile");
|
|
|
|
%wav = "voice/derm2/gbl.woohoo.WAV";
|
|
%audio = alxCreateSource( AudioChat, %wav );
|
|
alxPlay( %audio );
|
|
|
|
|
|
schedule(4000, 0, cinematicEvent, 7);
|
|
}
|
|
|
|
function turnPlayerToObject(%obj)
|
|
{
|
|
error("turningPlayerToObject: "@%obj);
|
|
%vec = VectorSub($player.player.position, %obj.position);
|
|
%angle = mATan( getWord(%vec, 0), getWord(%vec, 1) );
|
|
%angle = %angle + 3.141529;
|
|
%newTransform = $player.player.position SPC "0 0 1" SPC %angle;
|
|
$player.player.setTransform(%newTransform);
|
|
}
|
|
|
|
function cleanUpFlyer()
|
|
{
|
|
$player.flyer.applyDamage($player.Flyer.getDataBlock().maxDamage);
|
|
$player.currentSound.delete();
|
|
$player.flyer.pilot.schedule(400, drop);
|
|
$player.flyer.bombardier.schedule(1400, drop);
|
|
$missileLauncherDude.drop();
|
|
}
|
|
|
|
function training1Preloads()
|
|
{
|
|
navGraph.preload("skins/base.lbioderm", true);
|
|
navGraph.preload("skins/Horde.lbioderm", false);
|
|
navGraph.preload("skins/sensor_pulse_large", true);
|
|
navGraph.preload("skins/base.hmale", true);
|
|
navGraph.preload("skins/beagle.hmale", false);
|
|
navGraph.preload("skins/base.mmale", true);
|
|
navGraph.preload("skins/beagle.mmale", false);
|
|
navGraph.preload("skins/base.lmale", false);
|
|
navGraph.preload("skins/swolf.mmale", false);
|
|
navGraph.preload("skins/beagle.lmale", false);
|
|
}
|
|
|
|
function MissileLauncherImage::onFire(%data,%obj,%slot)
|
|
{
|
|
%p = Parent::onFire(%data, %obj, %slot);
|
|
if(!game.gotMissile)
|
|
game.gotMissile = %p;
|
|
}
|
|
|
|
function SinglePlayerGame::missionLoadDone(%game)
|
|
{
|
|
Parent::missionLoadDone(%game);
|
|
training1Preloads();
|
|
}
|
|
|
|
function getTrainingPacifistMap()
|
|
{
|
|
new ActionMap(TrainingPacifistMap);
|
|
// keys to rebind:
|
|
// jump, fire, suicide, jet
|
|
TrainingPacifistMap.blockBind( moveMap, jump );
|
|
TrainingPacifistMap.blockBind( moveMap, mouseFire );
|
|
TrainingPacifistMap.blockBind( moveMap, suicide );
|
|
TrainingPacifistMap.blockBind( moveMap, mouseJet );
|
|
|
|
//TrainingPacifistMap.push();
|
|
}
|
|
|
|
// function Armor::onImpact(%data, %playerObject, %collidedObject, %vec, %vecLen)
|
|
// {
|
|
// error("ArmorOnImpact Called");
|
|
// echo(%playerObject);
|
|
// if(%playerObject == $player.player && game.expectingImpact) {
|
|
// game.expectingImpact = false;
|
|
// messageClient($player, 'MsgTrainingHitGround', "");
|
|
// }
|
|
// }
|
|
|
|
function trainingPlayerHitGround()
|
|
{
|
|
//see if we're about to hit the ground
|
|
//%mask = $TypeMasks::StaticShapeObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType;
|
|
%mask = $TypeMasks::StaticShapeObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType;
|
|
%rayStart = $Player.player.getWorldBoxCenter();
|
|
%rayEnd = getWord(%rayStart, 0) SPC getWord(%rayStart, 1) SPC getWord(%rayStart, 2) - 20;
|
|
%foundObject = ContainerRayCast(%rayStart, %rayEnd, %mask, 0);
|
|
if (!%foundObject)
|
|
{
|
|
$Training1HitGround = schedule(1, $player.player, trainingPlayerHitGround);
|
|
return;
|
|
}
|
|
|
|
//play the grunt...
|
|
if (Game.playGrunt)
|
|
{
|
|
Game.playGrunt = false;
|
|
playTargetAudio($player.target, 'avo.grunt', AudioClose3d, false);
|
|
}
|
|
|
|
//make sure we hit within 8 to do the rest
|
|
if (VectorDist(getWords(%foundObject, 1, 3), %rayStart) > 8)
|
|
{
|
|
$Training1HitGround = schedule(1, $player.player, trainingPlayerHitGround);
|
|
return;
|
|
}
|
|
|
|
$player.player.mountVehicle = true;
|
|
$player.player.setDamageFlash(0.5);
|
|
serverConnection.setBlackout(true, 600);
|
|
%heartBeatLengthMS = alxGetWaveLen("fx/misc/heartbeat.wav");
|
|
schedule(1000, Game, alxPlay, HeartBeatSound, 0, 0, 0);
|
|
schedule(%heartBeatLengthMS, Game, trainingIntroFlightEnd);
|
|
}
|
|
|
|
function SinglePlayerGame::displayDeathMessages(%game, %clVictim, %clKiller, %damageType, %implement)
|
|
{
|
|
if(game.trainingIntro)
|
|
return;
|
|
else Parent::displayDeathMessages(%game, %clVictim, %clKiller, %damageType, %implement);
|
|
}
|
|
|
|
|
|
function serverCmdBuildClientTask(%client, %task, %team)
|
|
{
|
|
// player shouldnt be able to use the voice commands to do anything
|
|
}
|
|
|
|
function SinglePlayerEscapeDlg::returnToGame( %this )
|
|
{
|
|
parent::returnToGame( %this );
|
|
if(game.trainingIntro)
|
|
trainingPacifistMap.push();
|
|
}
|
|
|
|
//END TRAINING1 PACKAGE=======================================================================
|
|
};
|
|
|