diff options
Diffstat (limited to 'Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_ai_gamemodes.gnut')
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_ai_gamemodes.gnut | 115 |
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 |