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author | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2021-08-31 23:14:58 +0100 |
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committer | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2021-08-31 23:14:58 +0100 |
commit | 9a96d0bff56f1969c68bb52a2f33296095bdc67d (patch) | |
tree | 4175928e488632705692e3cccafa1a38dd854615 /Northstar.CustomServers/mod/scripts/vscripts/vehicle | |
parent | 27bd240871b7c0f2f49fef137718b2e3c208e3b4 (diff) | |
download | NorthstarMods-9a96d0bff56f1969c68bb52a2f33296095bdc67d.tar.gz NorthstarMods-9a96d0bff56f1969c68bb52a2f33296095bdc67d.zip |
move to new mod format
Diffstat (limited to 'Northstar.CustomServers/mod/scripts/vscripts/vehicle')
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/vehicle/_vehicle_behavior.gnut | 6 | ||||
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/vehicle/_vehicle_dropship_new.nut | 528 |
2 files changed, 534 insertions, 0 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/vehicle/_vehicle_behavior.gnut b/Northstar.CustomServers/mod/scripts/vscripts/vehicle/_vehicle_behavior.gnut new file mode 100644 index 00000000..2d0dd920 --- /dev/null +++ b/Northstar.CustomServers/mod/scripts/vscripts/vehicle/_vehicle_behavior.gnut @@ -0,0 +1,6 @@ +global function CodeCallback_OnVehiclePass + +// params: vehicle, nodePassed, nextNode, nextNextNode +void function CodeCallback_OnVehiclePass( table params ) +{ +} diff --git a/Northstar.CustomServers/mod/scripts/vscripts/vehicle/_vehicle_dropship_new.nut b/Northstar.CustomServers/mod/scripts/vscripts/vehicle/_vehicle_dropship_new.nut new file mode 100644 index 00000000..87010ca7 --- /dev/null +++ b/Northstar.CustomServers/mod/scripts/vscripts/vehicle/_vehicle_dropship_new.nut @@ -0,0 +1,528 @@ +untyped + +global function VehicleDropshipNew_Init + +global function InitLeanDropship +global function CreateDropship +global function GetDropshipSquadSize +global function WarpinEffect +global function WarpoutEffect +global function WarpoutEffectFPS +global function WaitForNPCsDeployed +global function CreateNPCSForDropship +global function GuyDeploysOffShip +global function WaittillPlayDeployAnims +global function GetDropshipRopeAttachments +global function DelayDropshipDelete +global function PlayDropshipRampDoorOpenSound +global function PlayWarpFxOnPlayers +global function DefensiveFreePlayers +global function CreateDropshipAnimTable + +global function InitDropShipFlightPaths + +// _dropship +// +// dropship/passenger setup: +// 1. Create an npc_dropship and target it with a point_template. Give the point_template a name. +// 2. npc_dropship targets starting path_track (see below for path setup info) AND passenger spawning point_template +// 3. passenger spawning point_template points to six passengers that will spawn and rappel at the unload spot +// +// path/unload spot setup: +// 1. create your path out of path_track entities +// 2. to create rappel targets, add six info_targets on the ground around your unload node, name them all the same +// 3. on the node where the dropship will unload, create a key/value pair called "unload" and point it at the name you gave to the rappel target info_targets +// +// spawning in script: +// 1. use GetEnt to get the point_template that targets the dropship +// 2. pass that point_template into DropshipSpawn(), this returns with the dropship ent +// 3. pass the dropship ent into DropshipDropshipFlyPathAndUnload() (thread it off if you want to do stuff right after) +// + + +const FX_DROPSHIP_THRUSTERS = $"xo_atlas_jet_large" +const FX_GUNSHIP_DAMAGE = $"veh_gunship_damage_FULL" +const FX_DROPSHIP_DEATH = $"P_veh_exp_crow" + +const DROPSHIP_ROPE_ENDPOINT_FX = $"runway_light_blue" +const DROPSHIP_ACL_LIGHT_GREEN_FX = $"acl_light_green" +const DROPSHIP_ACL_LIGHT_RED_FX = $"acl_light_red" +const DROPSHIP_ACL_LIGHT_WHITE_FX = $"acl_light_white" + +const ENGAGEMENT_DIST = 1024 +const ENGAGEMENT_DIST_SQD = ENGAGEMENT_DIST * ENGAGEMENT_DIST + +const DEFAULT_READYANIM_BLENDTIME = 1.0 + +table file = { + dropshipAttachments = null +} + +function VehicleDropshipNew_Init() +{ + + RegisterSignal( "sRampOpen" ) + RegisterSignal( "sRampClose" ) + + #if SERVER + PrecacheParticleSystem( FX_GUNSHIP_CRASH_EXPLOSION_ENTRANCE ) + PrecacheParticleSystem( FX_GUNSHIP_CRASH_EXPLOSION_EXIT ) + PrecacheParticleSystem( FX_DROPSHIP_DEATH ) + AddDeathCallback( "npc_dropship", OnNPCDropshipDeath ) + AddDamageCallback( "npc_dropship", OnDropshipDamaged ) + #endif + + PrecacheParticleSystem( FX_HORNET_DEATH ) + PrecacheParticleSystem( FX_GUNSHIP_DAMAGE ) + PrecacheParticleSystem( FX_DROPSHIP_THRUSTERS ) + PrecacheParticleSystem( DROPSHIP_ROPE_ENDPOINT_FX ) + PrecacheParticleSystem( DROPSHIP_ACL_LIGHT_GREEN_FX ) + PrecacheParticleSystem( DROPSHIP_ACL_LIGHT_RED_FX ) + PrecacheParticleSystem( DROPSHIP_ACL_LIGHT_WHITE_FX ) + + level.DROPSHIP_DEFAULT_AIRSPEED <- 750 + + PrecacheEntity( "keyframe_rope" ) + PrecacheModel( DROPSHIP_MODEL ) + + PrecacheSprite( $"sprites/laserbeam.vmt" ) + PrecacheSprite( $"sprites/glow_05.vmt" ) + + + //Array of all attachments in the dropship model. Used in DropshipDamageEffects + local names = [] + names.append( "FRONT_TURRET" ) + names.append( "BOMB_L" ) + names.append( "BOMB_R" ) + names.append( "Spotlight" ) + names.append( "Light_Red0" ) + names.append( "Light_Red1" ) + names.append( "Light_Red2" ) + names.append( "Light_Red3" ) + names.append( "HeadlightLeft" ) + names.append( "RopeAttachLeftA" ) + names.append( "RopeAttachLeftB" ) + names.append( "RopeAttachLeftC" ) + names.append( "L_exhaust_rear_1" ) + names.append( "L_exhaust_rear_2" ) + names.append( "L_exhaust_front_1" ) + names.append( "Light_Green0" ) + names.append( "Light_Green1" ) + names.append( "Light_Green2" ) + names.append( "Light_Green3" ) + names.append( "HeadlightRight" ) + names.append( "RopeAttachRightA" ) + names.append( "RopeAttachRightB" ) + names.append( "RopeAttachRightC" ) + names.append( "R_exhaust_rear_1" ) + names.append( "R_exhaust_rear_2" ) + names.append( "R_exhaust_front_1" ) + + file.dropshipAttachments = names + + level.DSAIziplineAnims <- {} + level.DSAIziplineAnims[ "left" ] <- [] + level.DSAIziplineAnims[ "left" ].append( { idle = "pt_dropship_rider_L_A_idle", attach = "RopeAttachLeftA" } ) + level.DSAIziplineAnims[ "left" ].append( { idle = "pt_dropship_rider_L_C_idle", attach = "RopeAttachLeftC" } ) + level.DSAIziplineAnims[ "left" ].append( { idle = "pt_dropship_rider_L_B_idle", attach = "RopeAttachLeftB" } ) + + level.DSAIziplineAnims[ "right" ] <- [] + level.DSAIziplineAnims[ "right" ].append( { idle = "pt_dropship_rider_R_A_idle", attach = "RopeAttachRightA" } ) + level.DSAIziplineAnims[ "right" ].append( { idle = "pt_dropship_rider_R_C_idle", attach = "RopeAttachRightC" } ) + level.DSAIziplineAnims[ "right" ].append( { idle = "pt_dropship_rider_R_B_idle", attach = "RopeAttachRightB" } ) + + level.DSAIziplineAnims[ "both" ] <- [] + level.DSAIziplineAnims[ "both" ].append( { idle = "pt_dropship_rider_L_A_idle", attach = "RopeAttachLeftA" } ) + level.DSAIziplineAnims[ "both" ].append( { idle = "pt_dropship_rider_R_A_idle", attach = "RopeAttachRightA" } ) + level.DSAIziplineAnims[ "both" ].append( { idle = "pt_dropship_rider_L_C_idle", attach = "RopeAttachLeftC" } ) + level.DSAIziplineAnims[ "both" ].append( { idle = "pt_dropship_rider_R_B_idle", attach = "RopeAttachRightC" } ) + level.DSAIziplineAnims[ "both" ].append( { idle = "pt_dropship_rider_L_B_idle", attach = "RopeAttachLeftB" } ) + level.DSAIziplineAnims[ "both" ].append( { idle = "pt_dropship_rider_R_B_idle", attach = "RopeAttachRightB" } ) +} + +function InitLeanDropship( dropship ) +{ + if ( dropship.kv.desiredSpeed.tofloat() <= 0 ) + { + dropship.kv.desiredSpeed = level.DROPSHIP_DEFAULT_AIRSPEED + } + + //dropship.s.dropFunc <- ShipDropsGuys +} + +array<entity> function CreateNPCSForDropship( entity ship, array<entity functionref( int, vector, vector )> spawnFuncs, string side = "both" ) +{ + int count = minint( spawnFuncs.len(), level.DSAIziplineAnims[ side ].len() ) + + int team = ship.GetTeam() + string squadName = expect string( ship.kv.squadname ) + vector origin = ship.GetOrigin() + vector angles = ship.GetAngles() + + array<entity> guys = [] + + if ( Flag( "disable_npcs" ) ) + return guys //i.e. empty aray + + local guy + + // this is to maintain sketchy support for just passing an array of 1 spawn function + entity functionref( int, vector, vector ) spawnFunc = spawnFuncs[0] + + for ( int i = 0; i < count; i++ ) + { + if ( i < spawnFuncs.len() ) + spawnFunc = spawnFuncs[i] + + entity guy = spawnFunc( team, origin, angles ) + guy.kv.squadname = squadName + DispatchSpawn( guy ) + + if ( !IsAlive( guy ) ) + continue + + guys.append( guy ) + + local seat = i + table Table = CreateDropshipAnimTable( ship, side, seat ) + + thread GuyDeploysOffShip( guy, Table ) + } + + return guys +} + + + +table function CreateDropshipAnimTable( ship, side, seat ) +{ + table Table + + Table.idleAnim <- level.DSAIziplineAnims[ side ][ seat ].idle + Table.deployAnim <- "zipline" + Table.shipAttach <- level.DSAIziplineAnims[ side ][ seat ].attach + Table.attachIndex <- null + Table.ship <- ship + Table.side <- side + Table.blendTime <- DEFAULT_SCRIPTED_ANIMATION_BLEND_TIME + + return Table +} + +function WaitForNPCsDeployed( npcArray ) +{ + local ent = CreateScriptRef() + ent.s.count <- 0 + + OnThreadEnd( + function() : ( ent ) + { + if ( IsValid( ent ) ) + ent.Kill_Deprecated_UseDestroyInstead() + } + ) + + local func = + function( ent, guy ) + { + ent.s.count++ + + WaitSignal( guy, "npc_deployed", "OnDeath", "OnDestroy" ) + ent.s.count-- + + if ( !ent.s.count ) + ent.Kill_Deprecated_UseDestroyInstead() + } + + foreach ( entity guy in npcArray ) + { + if ( IsAlive( guy ) ) + thread func( ent, guy ) + } + + ent.WaitSignal( "OnDestroy" ) +} + +function InitDropShipFlightPaths( spawnPoints ) +{ + entity tempDropShip = CreateEntity( "prop_dynamic" ) + tempDropShip.kv.spawnflags = 0 + tempDropShip.SetModel( DROPSHIP_MODEL ) + + DispatchSpawn( tempDropShip ) + + foreach ( spawnPoint in spawnPoints ) + { + tempDropShip.SetOrigin( spawnPoint.GetOrigin() ) + + spawnPoint.s.dropShipPathAnims <- {} + spawnPoint.s.dropShipPathAnims[ "gd_goblin_zipline_strafe" ] <- GetDropShipAnimOffset( tempDropShip, "gd_goblin_zipline_strafe", spawnPoint ) + spawnPoint.s.dropShipPathAnims[ "gd_goblin_zipline_dive" ] <- GetDropShipAnimOffset( tempDropShip, "gd_goblin_zipline_dive", spawnPoint ) + } + + tempDropShip.Destroy() +} + +entity function CreateDropship( int team, vector origin, vector angles ) +{ + entity dropship = CreateEntity( "npc_dropship" ) + dropship.kv.teamnumber = team + dropship.SetOrigin( origin ) + dropship.SetAngles( angles ) + return dropship +} + +function GetDropShipAnimOffset( dropShip, animName, refEnt ) +{ + local animStart = dropShip.Anim_GetStartForRefPoint_Old( animName, refEnt.GetOrigin(), refEnt.GetAngles() ) + return animStart.origin - refEnt.GetOrigin() +} + + + +function GetDropshipSquadSize( squadname ) +{ + local squadsize = 0 + array<entity> dropships = GetNPCArrayByClass( "npc_dropship" ) + + //printl( dropships.len()+ " dropships, checking squadname: " + squadname ) + foreach ( ship in dropships ) + if ( ship.kv.squadname == squadname ) + squadsize++ + + //printl( dropships.len()+ " dropships, squadsize: " + squadsize ) + return squadsize +} + +function DelayDropshipDelete( dropship ) +{ + dropship.EndSignal( "OnDeath" ) + + //very defensive check + DefensiveFreePlayers( dropship ) + + WaitFrame() // so the dropship wont pop out before it warps out + + dropship.Kill_Deprecated_UseDestroyInstead() +} + +function DefensiveFreePlayers( dropship ) +{ + array<entity> players = GetPlayerArrayOfTeam( dropship.GetTeam() ) + foreach ( player in players ) + { + if ( !IsValid( player ) ) + continue + + if ( player.GetParent() != dropship ) + continue + + player.ClearParent() //Clear parent before dropship gets deleted with players still attached to it. Defensive fix for bug 178543 + + KillPlayer( player, eDamageSourceId.fall ) + } +} + +void function OnNPCDropshipDeath( entity dropship, var damageInfo ) +{ + if ( !IsValid( dropship ) ) + return + + asset modelName = dropship.GetModelName() + + vector dropshipOrigin = dropship.GetOrigin() + + PlayFX( $"P_veh_exp_crow", dropshipOrigin ) + + EmitSoundAtPosition( TEAM_UNASSIGNED, dropshipOrigin, "Goblin_Dropship_Explode" ) +} + +void function OnDropshipDamaged( entity dropship, var damageInfo ) +{ + float damage = DamageInfo_GetDamage( damageInfo ) + + //Tried to give visual shield indicator, but it doesn't seem to work? + //DamageInfo_AddCustomDamageType( damageInfo, DF_SHIELD_DAMAGE ) + + // store the damage so all hits can be tallied + entity inflictor = DamageInfo_GetInflictor( damageInfo ) + Assert( IsValid( inflictor ) )//Done so we can still get the error in dev + if ( !IsValid( inflictor ) ) //JFS Defensive fix + return + + StoreDamageHistoryAndUpdate( dropship, 120.0, DamageInfo_GetDamage( damageInfo ), inflictor.GetOrigin(), DamageInfo_GetCustomDamageType( damageInfo ), DamageInfo_GetDamageSourceIdentifier( damageInfo ), DamageInfo_GetAttacker( damageInfo ) ) + + if ( DamageInfo_GetDamage( damageInfo ) < 450 ) + return + + vector pos = DamageInfo_GetDamagePosition( damageInfo ) + PlayFX( FX_GUNSHIP_DAMAGE, pos ) +} + +void function GuyDeploysOffShip( entity guy, table Table ) +{ + guy.EndSignal( "OnDeath" ) + entity ship = expect entity( Table.ship ) + local shipAttach = Table.shipAttach + + OnThreadEnd( + function() : ( guy, ship ) + { + if ( !IsValid( guy ) ) + return + + if ( ship != null ) + { + if ( !IsAlive( ship ) && IsAlive( guy ) ) + { + // try to transfer the last attacker from the ship to the attached guys. + entity attacker = null + entity lastAttacker = GetLastAttacker( ship ) + if ( IsValid( lastAttacker ) ) + attacker = lastAttacker + + guy.TakeDamage( 500, attacker, attacker, null ) + } + } + + if ( !IsAlive( guy ) ) + guy.BecomeRagdoll( Vector(0,0,0), false ) + } + ) + + guy.SetEfficientMode( true ) + HideName( guy ) + + Assert( shipAttach, "Ship but no shipAttach" ) + ship.EndSignal( "OnDeath" ) + GuyAnimatesRelativeToShipAttachment( guy, Table ) + + WaittillPlayDeployAnims( ship ) + + GuyAnimatesOut( guy, Table ) +} + +function WaittillPlayDeployAnims( ref ) +{ + waitthread WaittillPlayDeployAnimsThread( ref ) +} + +function WaittillPlayDeployAnimsThread( ref ) +{ + ref.EndSignal( "OnDeath" ) + + ref.WaitSignal( "deploy" ) +} + +void function GuyAnimatesOut( entity guy, table Table ) +{ + switch ( Table.side ) + { + case "left": + case "right": + case "both": + case "zipline": + waitthread GuyZiplinesToGround( guy, Table ) + break + + default: + thread PlayAnim( guy, Table.deployAnim, Table.ship, Table.shipAttach ) + break + } + + + guy.SetEfficientMode( false ) + guy.SetNameVisibleToOwner( true ) + + WaittillAnimDone( guy ) + guy.ClearParent() + + UpdateEnemyMemoryFromTeammates( guy ) + + guy.Signal( "npc_deployed" ) +} + +function GuyAnimatesRelativeToShipAttachment( guy, Table ) +{ + expect entity( guy ) + Table.attachIndex <- Table.ship.LookupAttachment( Table.shipAttach ) + guy.SetOrigin( Table.ship.GetOrigin() ) + + guy.SetParent( Table.ship, Table.shipAttach, false, 0 ) + + guy.Anim_ScriptedPlay( Table.idleAnim ) +} + +table<string, array<string> > function GetDropshipRopeAttachments( string side = "both" ) +{ + table<string, array<string> > attachments + + if ( side == "both" ) + { + attachments[ "left" ] <- [] + attachments[ "right" ] <- [] + + foreach ( seat, Table in level.DSAIziplineAnims[ "left"] ) + { + attachments[ "left" ].append( expect string( Table.attach ) ) + } + + foreach ( seat, Table in level.DSAIziplineAnims[ "right"] ) + { + attachments[ "right" ].append( expect string( Table.attach ) ) + } + } + else + { + attachments[ side ] <- [] + + foreach ( seat, Table in level.DSAIziplineAnims[ side ] ) + { + attachments[ side ].append( expect string( Table.attach ) ) + } + } + + return attachments +} + +function PlayDropshipRampDoorOpenSound( entity dropship ) +{ + entity snd = CreateOwnedScriptMover( dropship ) + snd.SetParent( dropship, "RAMPDOORLIP" ) + + EmitSoundOnEntity( snd, "fracture_scr_intro_dropship_dooropen" ) +} + +void function WarpoutEffect( entity dropship ) +{ + if ( !IsValid( dropship ) ) + return + + __WarpOutEffectShared( dropship ) + + thread DelayDropshipDelete( dropship ) +} + +void function WarpoutEffectFPS( entity dropship ) +{ + __WarpOutEffectShared( dropship ) +} + +void function WarpinEffect( asset model, string animation, vector origin, vector angles, string sfx = "" ) +{ + //we need a temp dropship to get the anim offsets + Point start = GetWarpinPosition( model, animation, origin, angles ) + + __WarpInEffectShared( start.origin, start.angles, sfx ) +} + +function PlayWarpFxOnPlayers( guys ) +{ + foreach ( entity guy in guys ) + { + if ( !IsAlive( guy ) ) + continue + + Remote_CallFunction_Replay( guy, "ServerCallback_PlayScreenFXWarpJump" ) + } +}
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