diff options
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_cp.nut | 41 |
1 files changed, 25 insertions, 16 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_cp.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_cp.nut index 11cb30d6..06b99cd7 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_cp.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_cp.nut @@ -72,7 +72,7 @@ void function GamemodeCP_OnPlayerKilled(entity victim, entity attacker, var dama return //hardpoint forever capped mitigation - + foreach(CP_PlayerStruct p in file.players) if(p.player==victim) victimStruct=p @@ -84,13 +84,13 @@ void function GamemodeCP_OnPlayerKilled(entity victim, entity attacker, var dama victimCP = hardpoint thread removePlayerFromCapperArray_threaded(hardpoint.imcCappers,victim) } - + if(hardpoint.militiaCappers.contains(victim)) { victimCP = hardpoint thread removePlayerFromCapperArray_threaded(hardpoint.militiaCappers,victim) } - + if(hardpoint.imcCappers.contains(attacker)) attackerCP = hardpoint if(hardpoint.militiaCappers.contains(attacker)) @@ -148,7 +148,7 @@ void function GamemodeCP_OnPlayerKilled(entity victim, entity attacker, var dama } void function removePlayerFromCapperArray_threaded(array<entity> capperArray,entity player) -{ +{ WaitFrame() if(capperArray.contains(player)) capperArray.remove(capperArray.find(player)) @@ -220,6 +220,7 @@ void function SpawnHardpoints() HardpointStruct hardpointStruct hardpointStruct.hardpoint = spawnpoint hardpointStruct.prop = CreatePropDynamic( spawnpoint.GetModelName(), spawnpoint.GetOrigin(), spawnpoint.GetAngles(), 6 ) + thread PlayAnim( hardpointStruct.prop, "mh_inactive_idle" ) entity trigger = GetEnt( expect string( spawnpoint.kv.triggerTarget ) ) hardpointStruct.trigger = trigger @@ -227,9 +228,9 @@ void function SpawnHardpoints() file.hardpoints.append( hardpointStruct ) HARDPOINTS.append( spawnpoint ) // for vo script spawnpoint.s.trigger <- trigger // also for vo script - - SetGlobalNetEnt( "objective" + group + "Ent", spawnpoint ) - + + SetGlobalNetEnt( "objective" + group + "Ent", spawnpoint ) + // set up trigger functions trigger.SetEnterCallback( OnHardpointEntered ) trigger.SetLeaveCallback( OnHardpointLeft ) @@ -434,13 +435,13 @@ void function HardpointThink( HardpointStruct hardpoint ) SetCapperAmount( capStrength, hardpoint.militiaCappers ) SetCapperAmount( capStrength, hardpoint.imcCappers ) - + int imcPilotCappers = capStrength[TEAM_IMC]["pilots"] int imcTitanCappers = capStrength[TEAM_IMC]["titans"] - + int militiaPilotCappers = capStrength[TEAM_MILITIA]["pilots"] int militiaTitanCappers = capStrength[TEAM_MILITIA]["titans"] - + int imcCappers = ( imcTitanCappers + militiaTitanCappers ) > 0 ? imcTitanCappers : imcPilotCappers int militiaCappers = ( imcTitanCappers + militiaTitanCappers ) <= 0 ? militiaPilotCappers : militiaTitanCappers @@ -474,13 +475,17 @@ void function HardpointThink( HardpointStruct hardpoint ) { SetHardpointCappingTeam(hardpoint,hardpointEnt.GetTeam()) SetHardpointCaptureProgress(hardpoint,max(1.0,GetHardpointCaptureProgress(hardpoint)-(deltaTime/HARDPOINT_AMPED_DELAY))) - if(GetHardpointCaptureProgress(hardpoint)<=1.001) + if(GetHardpointCaptureProgress(hardpoint)<=1.001) // unamp + { + if (GetHardpointState(hardpoint) == CAPTURE_POINT_STATE_AMPED) // only play 2inactive animation if we were amped + thread PlayAnim( hardpoint.prop, "mh_active_2_inactive" ) SetHardpointState(hardpoint,CAPTURE_POINT_STATE_CAPTURED) + } } if(GetHardpointState(hardpoint)>=CAPTURE_POINT_STATE_CAPTURED) SetHardpointCappingTeam(hardpoint,TEAM_UNASSIGNED) } - else if(hardpointEnt.GetTeam()==TEAM_UNASSIGNED) + else if(hardpointEnt.GetTeam()==TEAM_UNASSIGNED) // uncapped point { if(GetHardpointCappingTeam(hardpoint)==TEAM_UNASSIGNED) // uncapped point with no one inside { @@ -501,7 +506,7 @@ void function HardpointThink( HardpointStruct hardpoint ) hasBeenAmped = false } } - else + else // uncapped point with enemy inside { SetHardpointCaptureProgress( hardpoint,max(0.0, GetHardpointCaptureProgress( hardpoint ) - ( deltaTime / CAPTURE_DURATION_CAPTURE * capperAmount) ) ) if(GetHardpointCaptureProgress(hardpoint)==0.0) @@ -521,7 +526,9 @@ void function HardpointThink( HardpointStruct hardpoint ) SetHardpointCaptureProgress( hardpoint,max(0.0, GetHardpointCaptureProgress( hardpoint ) - ( deltaTime / CAPTURE_DURATION_CAPTURE * capperAmount) ) ) if(GetHardpointCaptureProgress(hardpoint)<=1.0) { - SetHardpointState(hardpoint,CAPTURE_POINT_STATE_CAPTURED)//unamp + if (GetHardpointState(hardpoint) == CAPTURE_POINT_STATE_AMPED) // only play 2inactive animation if we were amped + thread PlayAnim( hardpoint.prop, "mh_active_2_inactive" ) + SetHardpointState(hardpoint,CAPTURE_POINT_STATE_CAPTURED) // unamp } if(GetHardpointCaptureProgress(hardpoint)<=0.0) { @@ -548,6 +555,8 @@ void function HardpointThink( HardpointStruct hardpoint ) // can't use the dialogue functions here because for some reason GamemodeCP_VO_Amped isn't global? PlayFactionDialogueToTeam( "amphp_youAmped" + GetHardpointGroup(hardpoint.hardpoint), cappingTeam ) PlayFactionDialogueToTeam( "amphp_enemyAmped" + GetHardpointGroup(hardpoint.hardpoint), GetOtherTeam( cappingTeam ) ) + thread PlayAnim( hardpoint.prop, "mh_inactive_2_active" ) + if(!hasBeenAmped){ hasBeenAmped=true @@ -676,8 +685,8 @@ string function CaptureStateToString( int state ) void function DEV_PrintHardpointsInfo() { foreach (entity hardpoint in HARDPOINTS) - { - + { + printt( "Hardpoint:", GetHardpointGroup(hardpoint), "|Team:", Dev_TeamIDToString(hardpoint.GetTeam()), |