diff options
author | F1F7Y <64418963+F1F7Y@users.noreply.github.com> | 2022-04-29 23:05:09 +0200 |
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committer | GitHub <noreply@github.com> | 2022-04-29 23:05:09 +0200 |
commit | d3945f4b65417d154492e28831b5fbd230416118 (patch) | |
tree | 6def748e572b25c436d741c796cd6ff998cd04d9 /Northstar.Custom/mod/scripts/vscripts | |
parent | c1dc1a9e84f8375cab3fc7b66e44289be5fd6f80 (diff) | |
download | NorthstarMods-d3945f4b65417d154492e28831b5fbd230416118.tar.gz NorthstarMods-d3945f4b65417d154492e28831b5fbd230416118.zip |
Add Attrition (#321)
* Skyshow
* Attrition score stuff
* DropShip and DropPod spawn funcs
* Attrition intro
* Reaper spawn func
* Attrition assault point logic
* Cleanup
* Match logic + basic spawn algo
* Fix crash
* Improve ai ?
* Add AI weapon setter funcs
* Bounty hunt score basics
* code cleanup
* add cleanup for bored ai
* fix issue with failedChecks not being reset properly in cleanup
* more cleanup
* stop ai spawns on epilogue
* don't run aitdm spawning code if we don't have ains/nms
* Fix missing nodes crash
* initial bounty hunt stuff
* oops forgot to push this
* me when i'm a competent developer
* formatting and such
* cap score + proper mp_rise spawns fix
* Better squad handler
* comment reaper out; needs to be checked out
* Fix crash site crash
* reapers
* minor visual change is what Id call this
* bh basic damage scoring
* going to push this so there's a base to work with, still doesn't work
* fix funny suicide bug :)
* I hate crash site + score funnies
* comlpex skill issue
* final score fix, lets hope so
* Hacked spectre fix
* 1p npc executions fix
* stalkers
* Archer Grunts :)
* minor fixing
* Skyshow
* Attrition score stuff
* DropShip and DropPod spawn funcs
* Attrition intro
* Reaper spawn func
* Attrition assault point logic
* Cleanup
* Match logic + basic spawn algo
* Fix crash
* Improve ai ?
* Add AI weapon setter funcs
* Bounty hunt score basics
* code cleanup
* add cleanup for bored ai
* fix issue with failedChecks not being reset properly in cleanup
* more cleanup
* stop ai spawns on epilogue
* don't run aitdm spawning code if we don't have ains/nms
* Fix missing nodes crash
* initial bounty hunt stuff
* oops forgot to push this
* me when i'm a competent developer
* formatting and such
* cap score + proper mp_rise spawns fix
* Better squad handler
* comment reaper out; needs to be checked out
* Fix crash site crash
* reapers
* minor visual change is what Id call this
* bh basic damage scoring
* going to push this so there's a base to work with, still doesn't work
* fix funny suicide bug :)
* I hate crash site + score funnies
* comlpex skill issue
* final score fix, lets hope so
* Hacked spectre fix
* 1p npc executions fix
* stalkers
* Archer Grunts :)
* minor fixing
* Unlock attrition in mode select menu
* move archer grunts settings
Co-authored-by: BobTheBob <32057864+BobTheBob9@users.noreply.github.com>
Diffstat (limited to 'Northstar.Custom/mod/scripts/vscripts')
-rw-r--r-- | Northstar.Custom/mod/scripts/vscripts/sh_3psequence_to_1p_hacks.gnut | 22 |
1 files changed, 13 insertions, 9 deletions
diff --git a/Northstar.Custom/mod/scripts/vscripts/sh_3psequence_to_1p_hacks.gnut b/Northstar.Custom/mod/scripts/vscripts/sh_3psequence_to_1p_hacks.gnut index abfd269a..4d4d2744 100644 --- a/Northstar.Custom/mod/scripts/vscripts/sh_3psequence_to_1p_hacks.gnut +++ b/Northstar.Custom/mod/scripts/vscripts/sh_3psequence_to_1p_hacks.gnut @@ -123,19 +123,23 @@ Forced1PSequenceData function FirstPersonSequenceForce1P( FirstPersonSequenceStr thread FirstPersonSequence( sequence, thirdPersonProxy, other ) // create the viewpoint entity - entity camera = CreateEntity( "point_viewcontrol" ) - camera.SetParent( ownerProxy, attachment ) - camera.kv.spawnflags = 56 - DispatchSpawn( camera ) - player.SetViewEntity( camera, true ) - cleanupData.camera = camera - + if ( player.IsPlayer() ) // Check if the victim is an NPC + { + entity camera = CreateEntity( "point_viewcontrol" ) + camera.SetParent( ownerProxy, attachment ) + camera.kv.spawnflags = 56 + DispatchSpawn( camera ) + player.SetViewEntity( camera, true ) + cleanupData.camera = camera + } + // note for potential thing that could be done // entity e = CreatePropDynamic($"models/weapons/arms/pov_titan_light_cockpit.mdl"); e.SetParent(GetPlayerArray()[0].GetPetTitan(), "HATCH_HEAD"); e.SetOrigin(<0.75,0,-195>) // this is so we get a cockpit in these anims, issue with it is that the cockpit seems to break alot of rendering stuff // which really sucks since it'd be awesome to have a cockpit over these anims, really makes them better, even the client func to render through cockpits doesn't seem to work for it, just makes stuff rendering through the cockpit invisible rather than rendering in a broken way - Remote_CallFunction_NonReplay( player, "ServerCallback_HideHudForFPHackAnim" ) + if ( player.IsPlayer() ) // Check if the victim is an NPC + Remote_CallFunction_NonReplay( player, "ServerCallback_HideHudForFPHackAnim" ) // play this anim now, so we can cleanup after it's done thread CleanupForced1PSequenceAfterAnimDone( sequence, ownerProxy, other, cleanupData ) return cleanupData @@ -148,7 +152,7 @@ void function CleanupForced1PSequenceAfterAnimDone( FirstPersonSequenceStruct se OnThreadEnd( function() : ( cleanupData ) { - if ( IsValid( cleanupData.player ) ) + if ( IsValid( cleanupData.player ) && cleanupData.player.IsPlayer() ) CleanupForced1PSequence( cleanupData ) }) |