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-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_ai_gamemodes.gnut115
1 files changed, 69 insertions, 46 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_ai_gamemodes.gnut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_ai_gamemodes.gnut
index 0fad768c..78a9a208 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_ai_gamemodes.gnut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_ai_gamemodes.gnut
@@ -1,7 +1,6 @@
global function AiGameModes_Init
-global function AiGameModes_SetGruntWeapons
-global function AiGameModes_SetSpectreWeapons
+global function AiGameModes_SetNPCWeapons
global function AiGameModes_SpawnDropShip
global function AiGameModes_SpawnDropPod
@@ -15,25 +14,20 @@ const INTRO_DROPSHIP_CUTOFF = 2000
struct
{
- array< string > gruntWeapons = [ "mp_weapon_rspn101" ]
- array< string > spectreWeapons = [ "mp_weapon_hemlok_smg" ]
+ table< string, array<string> > npcWeaponsTable // npcs have their default weapon in aisettings file
} file
void function AiGameModes_Init()
{
-
}
//------------------------------------------------------
-void function AiGameModes_SetGruntWeapons( array< string > weapons )
+void function AiGameModes_SetNPCWeapons( string npcClass, array<string> weapons )
{
- file.gruntWeapons = weapons
-}
-
-void function AiGameModes_SetSpectreWeapons( array< string > weapons )
-{
- file.spectreWeapons = weapons
+ if ( !( npcClass in file.npcWeaponsTable ) )
+ file.npcWeaponsTable[ npcClass ] <- []
+ file.npcWeaponsTable[ npcClass ] = weapons
}
//------------------------------------------------------
@@ -59,7 +53,7 @@ void function AiGameModes_SpawnDropShip( vector pos, vector rot, int team, int c
foreach ( guy in guys )
{
- ReplaceWeapon( guy, file.gruntWeapons[ RandomInt( file.gruntWeapons.len() ) ], [] )
+ SetUpNPCWeapons( guy )
guy.EnableNPCFlag( NPC_ALLOW_PATROL | NPC_ALLOW_INVESTIGATE | NPC_ALLOW_HAND_SIGNALS | NPC_ALLOW_FLEE )
}
@@ -70,29 +64,21 @@ void function AiGameModes_SpawnDropShip( vector pos, vector rot, int team, int c
void function AiGameModes_SpawnDropPod( vector pos, vector rot, int team, string content /*( ͡° ͜ʖ ͡°)*/, void functionref( array<entity> guys ) squadHandler = null )
{
- string squadName = MakeSquadName( team, UniqueString( "" ) )
- array<entity> guys
-
entity pod = CreateDropPod( pos, <0,0,0> )
InitFireteamDropPod( pod )
-
+
+ waitthread LaunchAnimDropPod( pod, "pod_testpath", pos, rot )
+
+ string squadName = MakeSquadName( team, UniqueString( "" ) )
+ array<entity> guys
for ( int i = 0; i < 4 ;i++ )
{
entity npc = CreateNPC( content, team, pos,<0,0,0> )
DispatchSpawn( npc )
SetSquad( npc, squadName )
- switch ( content )
- {
- case "npc_soldier":
- ReplaceWeapon( npc, file.gruntWeapons[ RandomInt( file.gruntWeapons.len() ) ], [] )
- break
-
- case "npc_spectre":
- ReplaceWeapon( npc, file.spectreWeapons[ RandomInt( file.spectreWeapons.len() ) ], [] )
- break
- }
+ SetUpNPCWeapons( npc )
npc.SetParent( pod, "ATTACH", true )
@@ -100,25 +86,26 @@ void function AiGameModes_SpawnDropPod( vector pos, vector rot, int team, string
guys.append( npc )
}
- // The order here is different so we can show on minimap while were still falling
+ ActivateFireteamDropPod( pod, guys )
+
+ // start searching for enemies
if ( squadHandler != null )
thread squadHandler( guys )
-
- waitthread LaunchAnimDropPod( pod, "pod_testpath", pos, rot )
-
- ActivateFireteamDropPod( pod, guys )
}
+const float REAPER_WARPFALL_DELAY = 4.7 // same as fd does
void function AiGameModes_SpawnReaper( vector pos, vector rot, int team, string aiSettings = "", void functionref( entity reaper ) reaperHandler = null )
{
- thread Reaper_Spawnpoint( pos, team, 11.2 )
+ float reaperLandTime = REAPER_WARPFALL_DELAY + 1.2 // reaper takes ~1.2s to warpfall
+ thread HotDrop_Spawnpoint( pos, team, reaperLandTime, false, damagedef_reaper_fall )
- wait 10
- // spawn reapers right before it warpfalls, or round_end clean up will crash the game
+ wait REAPER_WARPFALL_DELAY
entity reaper = CreateSuperSpectre( team, pos, rot )
+ reaper.EndSignal( "OnDestroy" )
// reaper highlight
Highlight_SetFriendlyHighlight( reaper, "sp_enemy_pilot" )
- reaper.Highlight_SetParam( 1, 0, < 3,3,3 > )
+ reaper.Highlight_SetParam( 1, 0, < 1,1,1 > )
+ SetDefaultMPEnemyHighlight( reaper )
Highlight_SetEnemyHighlight( reaper, "enemy_titan" )
SetSpawnOption_Titanfall( reaper )
@@ -127,15 +114,18 @@ void function AiGameModes_SpawnReaper( vector pos, vector rot, int team, string
if ( aiSettings != "" )
SetSpawnOption_AISettings( reaper, aiSettings )
+ HideName( reaper ) // prevent flash a name onto it
DispatchSpawn( reaper )
-
+
+ reaper.WaitSignal( "WarpfallComplete" )
+ ShowName( reaper ) // show name again after drop
if ( reaperHandler != null )
thread reaperHandler( reaper )
}
// copied from cl_replacement_titan_hud.gnut
-void function Reaper_Spawnpoint( vector origin, int team, float impactTime, bool hasFriendlyWarning = false )
+void function HotDrop_Spawnpoint( vector origin, int team, float impactTime, bool hasFriendlyWarning = false, int damageDef = -1 )
{
array<entity> targetEffects = []
vector surfaceNormal = < 0, 0, 1 >
@@ -146,32 +136,50 @@ void function Reaper_Spawnpoint( vector origin, int team, float impactTime, bool
{
entity effectFriendly = StartParticleEffectInWorld_ReturnEntity( index, origin, surfaceNormal )
SetTeam( effectFriendly, team )
- EffectSetControlPointVector( effectFriendly, 1, < 128,188,255 > )
+ EffectSetControlPointVector( effectFriendly, 1, FRIENDLY_COLOR_FX )
effectFriendly.kv.VisibilityFlags = ENTITY_VISIBLE_TO_FRIENDLY
+ effectFriendly.DisableHibernation() // prevent it from fading out
targetEffects.append( effectFriendly )
}
entity effectEnemy = StartParticleEffectInWorld_ReturnEntity( index, origin, surfaceNormal )
SetTeam( effectEnemy, team )
- EffectSetControlPointVector( effectEnemy, 1, < 255,99,0 > )
+ EffectSetControlPointVector( effectEnemy, 1, ENEMY_COLOR_FX )
effectEnemy.kv.VisibilityFlags = ENTITY_VISIBLE_TO_ENEMY
+ effectEnemy.DisableHibernation() // prevent it from fading out
targetEffects.append( effectEnemy )
-
+
+ // so enemy npcs will mostly avoid them
+ entity damageAreaInfo
+ if ( damageDef > -1 )
+ {
+ damageAreaInfo = CreateEntity( "info_target" )
+ DispatchSpawn( damageAreaInfo )
+ AI_CreateDangerousArea_DamageDef( damageDef, damageAreaInfo, team, true, true )
+ }
+
wait impactTime
+ // clean up
foreach( entity targetEffect in targetEffects )
{
if ( IsValid( targetEffect ) )
EffectStop( targetEffect )
}
+ if ( IsValid( damageAreaInfo ) )
+ damageAreaInfo.Destroy()
}
// including aisettings stuff specifically for at bounty titans
+const float TITANFALL_WARNING_DURATION = 5.0
void function AiGameModes_SpawnTitan( vector pos, vector rot, int team, string setFile, string aiSettings = "", void functionref( entity titan ) titanHandler = null )
{
entity titan = CreateNPCTitan( setFile, TEAM_BOTH, pos, rot )
SetSpawnOption_Titanfall( titan )
SetSpawnOption_Warpfall( titan )
+
+ // modified: do a hotdrop spawnpoint warning
+ thread HotDrop_Spawnpoint( pos, team, TITANFALL_WARNING_DURATION, false, damagedef_titan_fall )
if ( aiSettings != "" )
SetSpawnOption_AISettings( titan, aiSettings )
@@ -182,12 +190,27 @@ void function AiGameModes_SpawnTitan( vector pos, vector rot, int team, string s
thread titanHandler( titan )
}
-// entity.ReplaceActiveWeapon gave grunts archers sometimes, this is my replacement for it
-void function ReplaceWeapon( entity guy, string weapon, array<string> mods )
+void function SetUpNPCWeapons( entity guy )
{
- guy.TakeActiveWeapon()
- guy.GiveWeapon( weapon, mods )
- guy.SetActiveWeaponByName( weapon )
+ string className = guy.GetClassName()
+
+ array<string> mainWeapons
+ if ( className in file.npcWeaponsTable )
+ mainWeapons = file.npcWeaponsTable[ className ]
+
+ if ( mainWeapons.len() == 0 ) // no valid weapons
+ return
+
+ // take off existing main weapons, or sometimes they'll have a archer by default
+ foreach ( entity weapon in guy.GetMainWeapons() )
+ guy.TakeWeapon( weapon.GetWeaponClassName() )
+
+ if ( mainWeapons.len() > 0 )
+ {
+ string weaponName = mainWeapons[ RandomInt( mainWeapons.len() ) ]
+ guy.GiveWeapon( weaponName )
+ guy.SetActiveWeaponByName( weaponName )
+ }
}
// Checks if we can spawn a dropship at a node, this should guarantee dropship ziplines