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-rw-r--r--Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_gg.gnut12
-rw-r--r--Northstar.Custom/mod/scripts/vscripts/gamemodes/cl_gamemode_gg.gnut33
-rw-r--r--Northstar.Custom/mod/scripts/vscripts/gamemodes/gg_earn_meter/_gg_earn_meter.gnut12
-rw-r--r--Northstar.Custom/mod/scripts/vscripts/gamemodes/gg_earn_meter/cl_gg_earn_meter.gnut26
-rw-r--r--Northstar.Custom/mod/scripts/vscripts/gamemodes/gg_earn_meter/sh_gg_earn_meter.gnut4
-rw-r--r--Northstar.Custom/mod/scripts/vscripts/gamemodes/sh_gamemode_gg.gnut226
6 files changed, 177 insertions, 136 deletions
diff --git a/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_gg.gnut b/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_gg.gnut
index 5943b804..14f5f15d 100644
--- a/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_gg.gnut
+++ b/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_gg.gnut
@@ -133,7 +133,7 @@ void function UpdateLoadout( entity player )
if ( currentWeaponIndex >= weapons.len() )
currentWeaponIndex = weapons.len() - 1
- if ( currentWeaponIndex > 18 ) // play end of game music for special weapons
+ if ( currentWeaponIndex > weapons.len() - 3 ) // play end of game music for special or last few weapons
PlayMusicToAll( eMusicPieceID.LEVEL_LAST_MINUTE ) // this *shouldn't* overlap if done multiple times
GunGameWeapon weapon = weapons[ currentWeaponIndex ]
@@ -157,16 +157,6 @@ void function UpdateLoadout( entity player )
player.GiveOffhandWeapon( "melee_pilot_emptyhanded", OFFHAND_MELEE )
}
-
- if ( currentWeaponIndex == weapons.len() - 1 )
- {
- Sv_GGEarnMeter_SetFinalIcon( player )
-
- return
- }
-
- GunGameWeapon nextWeapon = weapons[ currentWeaponIndex + 1 ]
- Sv_GGEarnMeter_SetWeaponIcon( player, nextWeapon.weapon )
}
void function OnWinnerDetermined()
diff --git a/Northstar.Custom/mod/scripts/vscripts/gamemodes/cl_gamemode_gg.gnut b/Northstar.Custom/mod/scripts/vscripts/gamemodes/cl_gamemode_gg.gnut
index 6f4e015e..d077e557 100644
--- a/Northstar.Custom/mod/scripts/vscripts/gamemodes/cl_gamemode_gg.gnut
+++ b/Northstar.Custom/mod/scripts/vscripts/gamemodes/cl_gamemode_gg.gnut
@@ -1,5 +1,9 @@
global function ClGamemodeGG_Init
+struct {
+ int lastScore = -1
+} file
+
void function ClGamemodeGG_Init()
{
// add ffa gamestate asset
@@ -24,5 +28,32 @@ void function ClGamemodeGG_Init()
RegisterLevelMusicForTeam( eMusicPieceID.LEVEL_LAST_MINUTE, "music_mp_freeagents_lastminute", TEAM_IMC )
RegisterLevelMusicForTeam( eMusicPieceID.LEVEL_LAST_MINUTE, "music_mp_freeagents_lastminute", TEAM_MILITIA )
- Cl_GGEarnMeter_Init()
+ Cl_GGEarnMeter_Init(ClGamemodeGG_GetWeaponIcon, ClGamemodeGG_ShouldChangeWeaponIcon)
+}
+
+asset function ClGamemodeGG_GetWeaponIcon()
+{
+ int weaponIndex = GameRules_GetTeamScore( GetLocalViewPlayer().GetTeam() ) + 1
+
+ array<GunGameWeapon> weapons = GetGunGameWeapons()
+
+ if ( weaponIndex >= weapons.len() )
+ return RandomFloat( 1 ) > 0.1 ? $"rui/menu/boosts/boost_icon_random" : $"rui/faction/faction_logo_mrvn"
+
+ GunGameWeapon nextWeapon = weapons[ weaponIndex ]
+ return GetWeaponInfoFileKeyFieldAsset_WithMods_Global( nextWeapon.weapon, nextWeapon.mods, "hud_icon" )
+}
+
+// Because of our easter egg we have to include the optional test function so that we don't get a flickering icon.
+bool function ClGamemodeGG_ShouldChangeWeaponIcon()
+{
+ int currentScore = GameRules_GetTeamScore( GetLocalViewPlayer().GetTeam() )
+
+ if ( file.lastScore != currentScore )
+ {
+ file.lastScore = currentScore
+ return true
+ }
+
+ return false
} \ No newline at end of file
diff --git a/Northstar.Custom/mod/scripts/vscripts/gamemodes/gg_earn_meter/_gg_earn_meter.gnut b/Northstar.Custom/mod/scripts/vscripts/gamemodes/gg_earn_meter/_gg_earn_meter.gnut
index 1d4e73b7..2da60753 100644
--- a/Northstar.Custom/mod/scripts/vscripts/gamemodes/gg_earn_meter/_gg_earn_meter.gnut
+++ b/Northstar.Custom/mod/scripts/vscripts/gamemodes/gg_earn_meter/_gg_earn_meter.gnut
@@ -1,5 +1,3 @@
-global function Sv_GGEarnMeter_SetWeaponIcon
-global function Sv_GGEarnMeter_SetFinalIcon
global function Sv_GGEarnMeter_SetPercentage
global function Sv_GGEarnMeter_AddPercentage
global function AddCallback_GGEarnMeterFull
@@ -9,16 +7,6 @@ struct
array< bool functionref( entity ) > onGGEarnMeterFullCallbacks
} file
-void function Sv_GGEarnMeter_SetWeaponIcon( entity player, string weaponReference )
-{
- Remote_CallFunction_Replay( player, "ServerCallback_GGEarnMeter_SetWeaponIcon", eDamageSourceId[weaponReference] )
-}
-
-void function Sv_GGEarnMeter_SetFinalIcon( entity player )
-{
- Remote_CallFunction_Replay( player, "ServerCallback_GGEarnMeter_SetWeaponIcon", -1 )
-}
-
void function Sv_GGEarnMeter_SetPercentage( entity player, float percentage )
{
player.SetPlayerNetFloat( "gunGameLevelPercentage", clamp(percentage, 0.0, 1.0) )
diff --git a/Northstar.Custom/mod/scripts/vscripts/gamemodes/gg_earn_meter/cl_gg_earn_meter.gnut b/Northstar.Custom/mod/scripts/vscripts/gamemodes/gg_earn_meter/cl_gg_earn_meter.gnut
index d6369b0c..92f7be61 100644
--- a/Northstar.Custom/mod/scripts/vscripts/gamemodes/gg_earn_meter/cl_gg_earn_meter.gnut
+++ b/Northstar.Custom/mod/scripts/vscripts/gamemodes/gg_earn_meter/cl_gg_earn_meter.gnut
@@ -14,11 +14,16 @@ struct EarnChangeData
struct {
EarnChangeData lastEarnedData
var earnMeterRui
+ asset functionref() getIconFunction
+ bool functionref() testIconFunction
} file
-void function Cl_GGEarnMeter_Init()
+void function Cl_GGEarnMeter_Init( asset functionref() getIconFunction, bool functionref() testIconFunction = null )
{
AddCallback_OnClientScriptInit( CreateGGEarnMeterUI )
+
+ file.getIconFunction = getIconFunction
+ file.testIconFunction = testIconFunction
}
void function CreateGGEarnMeterUI( entity player )
@@ -31,6 +36,8 @@ void function CreateGGEarnMeterUI( entity player )
RuiSetInt( file.earnMeterRui, "meterMode", 5 )
RuiTrackFloat( file.earnMeterRui, "earnedFrac", player, RUI_TRACK_SCRIPT_NETWORK_VAR, GetNetworkedVariableIndex( "gunGameLevelPercentage" ) )
+
+ thread Cl_GGEarnMeter_TrackWeaponIcon()
}
void function Cl_GGEarnMeter_RegisterNetwork()
@@ -59,6 +66,23 @@ float function Cl_GGEarnMeter_GetCurrentMeterValue( EarnChangeData earnData )
return earnData.endValue - (delta * EaseIn( GraphCapped( elapsedTime, 0.0, FILL_ANIM_DURATION, 1.0, 0.0 ) ) )
}
+void function Cl_GGEarnMeter_TrackWeaponIcon()
+{
+ int lastScore = -1
+ while ( IsValid( file.earnMeterRui ) )
+ {
+ if ( file.testIconFunction == null || file.testIconFunction() )
+ {
+ asset weaponImage = file.getIconFunction()
+
+ RuiSetImage( file.earnMeterRui, "goalBuildingIcon", weaponImage )
+ RuiSetImage( file.earnMeterRui, "goalReadyIcon", weaponImage )
+ }
+
+ WaitFrame()
+ }
+}
+
void function ServerCallback_GGEarnMeter_SetWeaponIcon( int damageSourceId )
{
asset weaponImage
diff --git a/Northstar.Custom/mod/scripts/vscripts/gamemodes/gg_earn_meter/sh_gg_earn_meter.gnut b/Northstar.Custom/mod/scripts/vscripts/gamemodes/gg_earn_meter/sh_gg_earn_meter.gnut
index d3e506ce..a1dbb75a 100644
--- a/Northstar.Custom/mod/scripts/vscripts/gamemodes/gg_earn_meter/sh_gg_earn_meter.gnut
+++ b/Northstar.Custom/mod/scripts/vscripts/gamemodes/gg_earn_meter/sh_gg_earn_meter.gnut
@@ -1,8 +1,8 @@
global function Sh_GGEarnMeter_Init
-struct
+struct
{
- string gamemode = ""
+ string gamemode = ""
} file
void function Sh_GGEarnMeter_Init(string gamemode)
diff --git a/Northstar.Custom/mod/scripts/vscripts/gamemodes/sh_gamemode_gg.gnut b/Northstar.Custom/mod/scripts/vscripts/gamemodes/sh_gamemode_gg.gnut
index 477f328a..64f57f95 100644
--- a/Northstar.Custom/mod/scripts/vscripts/gamemodes/sh_gamemode_gg.gnut
+++ b/Northstar.Custom/mod/scripts/vscripts/gamemodes/sh_gamemode_gg.gnut
@@ -3,10 +3,12 @@ global function GetGunGameWeapons
global const string GAMEMODE_GG = "gg"
+global const string default_weapons = "mp_weapon_car|pas_run_and_gun|-1$mp_weapon_alternator_smg|pas_run_and_gun|-1$mp_weapon_hemlok_smg||-1$mp_weapon_hemlok||-1$mp_weapon_vinson|hcog|-1$mp_weapon_rspn101||-1$mp_weapon_esaw||-1$mp_weapon_lstar|pas_run_and_gun|-1$mp_weapon_shotgun||-1$mp_weapon_mastiff||-1$mp_weapon_softball||-1$mp_weapon_epg|jump_kit|-1$mp_weapon_shotgun_pistol|pas_run_and_gun|-1$mp_weapon_wingman_n|pas_run_and_gun,ricochet|-1$mp_weapon_doubletake||-1$mp_weapon_sniper|pas_fast_ads,ricochet|-1$mp_weapon_autopistol|pas_run_and_gun,temp_sight|-1$mp_weapon_semipistol|pas_run_and_gun|-1$mp_weapon_wingman|pas_run_and_gun|-1$mp_weapon_defender||-1$mp_weapon_grenade_sonar|pas_power_cell,amped_tacticals|1"
+
global struct GunGameWeapon
{
string weapon
- array<string> mods
+ array<string> mods = []
int offhandSlot = -1
}
@@ -38,114 +40,85 @@ void function CreateGamemodeGG()
AddPrivateMatchModeSettingArbitrary( "#GAMEMODE_gg", "gg_assist_reward", "0.0" )
AddPrivateMatchModeSettingArbitrary( "#GAMEMODE_gg", "gg_execution_reward", "1.0" )
- // setup guns
-
- // smgs
- // car
- GunGameWeapon ggCar = { weapon = "mp_weapon_car", mods = [ "pas_run_and_gun" ], ... }
- file.weapons.append( ggCar )
-
- // alternator
- GunGameWeapon ggAlternator = { weapon = "mp_weapon_alternator_smg", mods = [ "pas_run_and_gun" ], ... }
- file.weapons.append( ggAlternator )
-
- // volt
- GunGameWeapon ggVolt = { weapon = "mp_weapon_hemlok_smg", ... }
- file.weapons.append( ggVolt )
-
-
- // rifles
- // hemlok
- GunGameWeapon ggHemlok = { weapon = "mp_weapon_hemlok", mods = [ ], ... }
- file.weapons.append( ggHemlok )
-
- // flatline
- GunGameWeapon ggFlatline = { weapon = "mp_weapon_vinson", mods = [ "hcog" ], ... }
- file.weapons.append( ggFlatline )
-
- // r201
- GunGameWeapon ggR101 = { weapon = "mp_weapon_rspn101", ... }
- file.weapons.append( ggR101 )
-
-
- // lmgs
- // devotion
- GunGameWeapon ggDevotion = { weapon = "mp_weapon_esaw", ... }
- file.weapons.append( ggDevotion )
-
- // l-star
- GunGameWeapon ggLstar = { weapon = "mp_weapon_lstar", mods = [ "pas_run_and_gun" ], ... }
- if ( RandomInt( 100 ) <= 5 )
- ggLstar.mods.append( "rcee" ) // easter egg mod that changes the screen of the lstar
-
- file.weapons.append( ggLstar )
-
-
- // shotguns
- // eva-8
- GunGameWeapon ggEva = { weapon = "mp_weapon_shotgun", ... }
- file.weapons.append( ggEva )
-
- // mastiff
- GunGameWeapon ggMastiff = { weapon = "mp_weapon_mastiff", ... }
- file.weapons.append( ggMastiff )
-
-
- // grenadiers
- // softball
- GunGameWeapon ggSoftball = { weapon = "mp_weapon_softball", ... }
- file.weapons.append( ggSoftball )
-
- // epg
- GunGameWeapon ggEpg = { weapon = "mp_weapon_epg", mods = [ "jump_kit" ], ... }
- file.weapons.append( ggEpg )
-
-
- // primary pistols
- // mozambique
- GunGameWeapon ggMozam = { weapon = "mp_weapon_shotgun_pistol", mods = [ "pas_run_and_gun" ], ... }
- file.weapons.append( ggMozam )
-
- // wingman elite
- GunGameWeapon ggWme = { weapon = "mp_weapon_wingman_n", mods = [ "pas_run_and_gun", "ricochet" ], ... }
- file.weapons.append( ggWme )
-
-
- // snipers
- // double take
- GunGameWeapon ggTaketake = { weapon = "mp_weapon_doubletake", ... }
- file.weapons.append( ggTaketake )
-
- // kraber
- GunGameWeapon ggKraber = { weapon = "mp_weapon_sniper", mods = [ "pas_fast_ads", "ricochet" ], ... }
- file.weapons.append( ggKraber )
-
-
- // secondary pistols
- // re-45
- GunGameWeapon ggRe45 = { weapon = "mp_weapon_autopistol", mods = [ "pas_run_and_gun", "temp_sight" ], ... }
- file.weapons.append( ggRe45 )
-
- // p2016
- GunGameWeapon ggP2016 = { weapon = "mp_weapon_semipistol", mods = [ "pas_run_and_gun" ], ... }
- file.weapons.append( ggP2016 )
-
- // wingman
- GunGameWeapon ggWingman = { weapon = "mp_weapon_wingman", mods = [ "pas_run_and_gun" ], ... }
- file.weapons.append( ggWingman )
-
-
- // final/special weapons
- // charge rifle
- GunGameWeapon ggChargeRifle = { weapon = "mp_weapon_defender", ... }
- file.weapons.append( ggChargeRifle )
-
- // pulse blade
- GunGameWeapon ggPulseBlade = { weapon = "mp_weapon_grenade_sonar", mods = [ "pas_power_cell", "amped_tacticals" ], offhandSlot = OFFHAND_SPECIAL }
- file.weapons.append( ggPulseBlade )
-
-
- // set this to the number of guns
+ // Custom Weapons
+ int index = 0
+ while ( GetCurrentPlaylistVarString( "gg_weapon_" + index, "NOPE" ) != "NOPE" )
+ {
+ file.weapons.append( StringToGGWeapon( GetCurrentPlaylistVarString( "gg_weapon_" + index, "" ) ) )
+ index++
+ }
+
+ // Default Weapons - Don't edit this to make custom lists anymore, please try to use playlist vars so that everything gets synced correctly.
+ if ( file.weapons.len() == 0 )
+ {
+ // SMGs
+ GunGameWeapon ggCar = { weapon = "mp_weapon_car", mods = [ "pas_run_and_gun" ], ... } // CAR
+ GunGameWeapon ggAlternator = { weapon = "mp_weapon_alternator_smg", mods = [ "pas_run_and_gun" ], ... } // Alternator
+ GunGameWeapon ggVolt = { weapon = "mp_weapon_hemlok_smg", ... } // Volt
+
+ // Rifles
+ GunGameWeapon ggHemlok = { weapon = "mp_weapon_hemlok", ... } // Hemlok
+ GunGameWeapon ggFlatline = { weapon = "mp_weapon_vinson", mods = [ "hcog" ], ... } // Flatline
+ GunGameWeapon ggR201 = { weapon = "mp_weapon_rspn101", ... } // R201
+
+ // LMGs
+ GunGameWeapon ggDevotion = { weapon = "mp_weapon_esaw", ... } // Devotion
+ GunGameWeapon ggLstar = { weapon = "mp_weapon_lstar", mods = [ "pas_run_and_gun" ], ... } // L-Star
+
+ // Shotguns
+ GunGameWeapon ggEva = { weapon = "mp_weapon_shotgun", ... } // Eva-8
+ GunGameWeapon ggMastiff = { weapon = "mp_weapon_mastiff", ... } // Mastiff
+
+ // Grenadiers
+ GunGameWeapon ggSoftball = { weapon = "mp_weapon_softball", ... } // Softball
+ GunGameWeapon ggEpg = { weapon = "mp_weapon_epg", mods = [ "jump_kit" ], ... } // EPG
+
+ // Primary Pistols
+ GunGameWeapon ggMozam = { weapon = "mp_weapon_shotgun_pistol", mods = [ "pas_run_and_gun" ], ... } // Mozambique
+ GunGameWeapon ggWme = { weapon = "mp_weapon_wingman_n", mods = [ "pas_run_and_gun", "ricochet" ], ... } // Wingman Elite
+
+ // Snipers
+ GunGameWeapon ggTaketake = { weapon = "mp_weapon_doubletake", ... } // Double Take
+ GunGameWeapon ggKraber = { weapon = "mp_weapon_sniper", mods = [ "pas_fast_ads", "ricochet" ], ... } // Kraber
+
+ // Secondary Pistols
+ GunGameWeapon ggRe45 = { weapon = "mp_weapon_autopistol", mods = [ "pas_run_and_gun", "temp_sight" ], ... } // RE-45
+ GunGameWeapon ggP2016 = { weapon = "mp_weapon_semipistol", mods = [ "pas_run_and_gun" ], ... } // P2016
+ GunGameWeapon ggWingman = { weapon = "mp_weapon_wingman", mods = [ "pas_run_and_gun" ], ... } // Wingman
+
+ // Final/Special
+ GunGameWeapon ggChargeRifle = { weapon = "mp_weapon_defender", ... } // Charge Rifle
+ GunGameWeapon ggPulseBlade = { weapon = "mp_weapon_grenade_sonar", mods = [ "pas_power_cell", "amped_tacticals" ], offhandSlot = OFFHAND_SPECIAL } // Pulse Blade
+
+ file.weapons.append( ggCar )
+ file.weapons.append( ggAlternator )
+ file.weapons.append( ggVolt )
+ file.weapons.append( ggHemlok )
+ file.weapons.append( ggFlatline )
+ file.weapons.append( ggR201 )
+ file.weapons.append( ggDevotion )
+ file.weapons.append( ggLstar )
+ file.weapons.append( ggEva )
+ file.weapons.append( ggMastiff )
+ file.weapons.append( ggSoftball )
+ file.weapons.append( ggEpg )
+ file.weapons.append( ggMozam )
+ file.weapons.append( ggWme )
+ file.weapons.append( ggTaketake )
+ file.weapons.append( ggKraber )
+ file.weapons.append( ggRe45 )
+ file.weapons.append( ggP2016 )
+ file.weapons.append( ggWingman )
+ file.weapons.append( ggChargeRifle )
+ file.weapons.append( ggPulseBlade )
+ }
+
+ foreach ( ggWeapon in file.weapons )
+ if ( ggWeapon.weapon == "mp_weapon_lstar" )
+ if ( RandomInt( 100 ) <= 5 )
+ ggWeapon.mods.append( "rcee" ) // Easter egg mod that changes the screen of the lstar.
+
+ // Set this to the number of guns.
GameMode_SetDefaultScoreLimits( GAMEMODE_GG, file.weapons.len(), 0 )
#if SERVER
@@ -167,4 +140,39 @@ void function CreateGamemodeGG()
array<GunGameWeapon> function GetGunGameWeapons()
{
return file.weapons
+}
+
+string function Join( array<string> strings, string separator )
+{
+ string output;
+
+ foreach( int i, string stringoStarr in strings )
+ {
+ if (i == 0)
+ output = stringoStarr
+ else
+ output = output + separator + stringoStarr
+ }
+
+ return output;
+}
+
+string function GGWeaponToString( GunGameWeapon ggWeapon )
+{
+ // We do it in this order because split works weirdly and won't return empty strings for gaps :c
+ return ggWeapon.offhandSlot + "|" + ggWeapon.weapon + "|" + Join( ggWeapon.mods, "," )
+}
+
+GunGameWeapon function StringToGGWeapon( string ggWeaponString )
+{
+ array<string> ggWeaponStringSplit = split( ggWeaponString, "|" )
+
+ GunGameWeapon ggWeapon
+ ggWeapon.offhandSlot = int(ggWeaponStringSplit[0])
+ ggWeapon.weapon = ggWeaponStringSplit[1]
+
+ if ( ggWeaponStringSplit.len() > 2 )
+ ggWeapon.mods = split( ggWeaponStringSplit[2], "," )
+
+ return ggWeapon
} \ No newline at end of file