diff options
Diffstat (limited to 'Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut')
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut | 12 |
1 files changed, 7 insertions, 5 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut b/Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut index bce8b4c7..b1d8f6bd 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut @@ -268,8 +268,8 @@ void function Evac( int evacTeam, float initialWait, float arrivalTime, float wa thread PlayAnim( dropship, "cd_dropship_rescue_side_idle", evacNode ) // eta until leave - SetTeamActiveObjective( evacTeam, "EG_DropshipExtract2", Time() + EVAC_WAIT_TIME, file.evacIcon ) - SetTeamActiveObjective( GetOtherTeam( evacTeam ), "EG_StopExtract2", Time() + EVAC_WAIT_TIME, file.evacIcon ) + SetTeamActiveObjective( evacTeam, "EG_DropshipExtract2", Time() + waitTime, file.evacIcon ) + SetTeamActiveObjective( GetOtherTeam( evacTeam ), "EG_StopExtract2", Time() + waitTime, file.evacIcon ) // setup evac trigger entity trigger = CreateEntity( "trigger_cylinder" ) @@ -356,7 +356,6 @@ void function Evac( int evacTeam, float initialWait, float arrivalTime, float wa foreach ( entity otherPlayer in GetPlayerArray() ) Remote_CallFunction_NonReplay( otherPlayer, "ServerCallback_EvacObit", player.GetEncodedEHandle() ) } - } void function AddPlayerToEvacDropship( entity dropship, entity player ) @@ -376,7 +375,10 @@ void function AddPlayerToEvacDropship( entity dropship, entity player ) // no slots available if ( !PlayerInDropship( player, dropship ) ) return - + + // need to cancel if the dropship dies + dropship.EndSignal( "OnDeath", "OnDestroy" ) + player.SetInvulnerable() player.UnforceCrouch() player.ForceStand() @@ -391,7 +393,7 @@ void function AddPlayerToEvacDropship( entity dropship, entity player ) EmitSoundOnEntityOnlyToPlayer( player, player, SHIFTER_START_SOUND_3P ) // should play SHIFTER_START_SOUND_1P when they actually arrive in the ship i think, unsure how this is supposed to be done PlayPhaseShiftDisappearFX( player ) - waitthread FirstPersonSequence( fp, player, dropship ) + FirstPersonSequence( fp, player, dropship ) FirstPersonSequenceStruct idleFp idleFp.firstPersonAnimIdle = EVAC_IDLE_ANIMS_1P[ slot ] |