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Diffstat (limited to 'Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut')
-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut9
1 files changed, 6 insertions, 3 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut
index 69f675849..1e6d82715 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut
@@ -150,10 +150,11 @@ void function SpawnPlayerIntoDropship( entity player )
playerDropship = dropship
playerDropshipIndex = i
+ dropship.players[ i ] = player
break
}
- if ( true )//if ( playerDropship.dropship == null )
+ if ( playerDropship.dropship == null )
{
// if we're at this point, we have more players than we do dropships, so just pick a random one
playerDropship = teamDropships.getrandom()
@@ -189,10 +190,11 @@ void function SpawnPlayerIntoDropship( entity player )
jumpSequence.firstPersonAnim = DROPSHIP_JUMP_ANIMS_POV[ playerDropshipIndex ]
jumpSequence.thirdPersonAnim = DROPSHIP_JUMP_ANIMS[ playerDropshipIndex ]
jumpSequence.attachment = "ORIGIN"
- jumpSequence.setInitialTime = Time() - ( file.introStartTime + 10.9 ) // pretty sure you should do this with GetScriptedAnimEventCycleFrac?
+ jumpSequence.setInitialTime = max( 0.0, Time() - ( file.introStartTime + 11.0 ) ) // pretty sure you should do this with GetScriptedAnimEventCycleFrac?
// idk unsure how to use that, all i know is getsequenceduration > the length it actually should be
- FirstPersonSequence( jumpSequence, player, playerDropship.dropship )
+ thread FirstPersonSequence( jumpSequence, player, playerDropship.dropship )
+ WaittillAnimDone( player ) // somehow this is better than just waiting for the blocking FirstPersonSequence call?
player.s.dropshipIntroIsJumping <- true
thread PlayerJumpsFromDropship( player )
@@ -217,6 +219,7 @@ void function PlayerJumpsFromDropship( entity player )
player.ConsumeDoubleJump() // movementdisable doesn't prevent double jumps
// wait for player to hit the ground
+ wait 0.1 // assume players will never actually hit ground before this
while ( !player.IsOnGround() && !player.IsWallRunning() && !player.IsWallHanging() ) // todo this needs tweaking
WaitFrame()