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-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_cp.nut41
1 files changed, 25 insertions, 16 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_cp.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_cp.nut
index 11cb30d6..06b99cd7 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_cp.nut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_cp.nut
@@ -72,7 +72,7 @@ void function GamemodeCP_OnPlayerKilled(entity victim, entity attacker, var dama
return
//hardpoint forever capped mitigation
-
+
foreach(CP_PlayerStruct p in file.players)
if(p.player==victim)
victimStruct=p
@@ -84,13 +84,13 @@ void function GamemodeCP_OnPlayerKilled(entity victim, entity attacker, var dama
victimCP = hardpoint
thread removePlayerFromCapperArray_threaded(hardpoint.imcCappers,victim)
}
-
+
if(hardpoint.militiaCappers.contains(victim))
{
victimCP = hardpoint
thread removePlayerFromCapperArray_threaded(hardpoint.militiaCappers,victim)
}
-
+
if(hardpoint.imcCappers.contains(attacker))
attackerCP = hardpoint
if(hardpoint.militiaCappers.contains(attacker))
@@ -148,7 +148,7 @@ void function GamemodeCP_OnPlayerKilled(entity victim, entity attacker, var dama
}
void function removePlayerFromCapperArray_threaded(array<entity> capperArray,entity player)
-{
+{
WaitFrame()
if(capperArray.contains(player))
capperArray.remove(capperArray.find(player))
@@ -220,6 +220,7 @@ void function SpawnHardpoints()
HardpointStruct hardpointStruct
hardpointStruct.hardpoint = spawnpoint
hardpointStruct.prop = CreatePropDynamic( spawnpoint.GetModelName(), spawnpoint.GetOrigin(), spawnpoint.GetAngles(), 6 )
+ thread PlayAnim( hardpointStruct.prop, "mh_inactive_idle" )
entity trigger = GetEnt( expect string( spawnpoint.kv.triggerTarget ) )
hardpointStruct.trigger = trigger
@@ -227,9 +228,9 @@ void function SpawnHardpoints()
file.hardpoints.append( hardpointStruct )
HARDPOINTS.append( spawnpoint ) // for vo script
spawnpoint.s.trigger <- trigger // also for vo script
-
- SetGlobalNetEnt( "objective" + group + "Ent", spawnpoint )
-
+
+ SetGlobalNetEnt( "objective" + group + "Ent", spawnpoint )
+
// set up trigger functions
trigger.SetEnterCallback( OnHardpointEntered )
trigger.SetLeaveCallback( OnHardpointLeft )
@@ -434,13 +435,13 @@ void function HardpointThink( HardpointStruct hardpoint )
SetCapperAmount( capStrength, hardpoint.militiaCappers )
SetCapperAmount( capStrength, hardpoint.imcCappers )
-
+
int imcPilotCappers = capStrength[TEAM_IMC]["pilots"]
int imcTitanCappers = capStrength[TEAM_IMC]["titans"]
-
+
int militiaPilotCappers = capStrength[TEAM_MILITIA]["pilots"]
int militiaTitanCappers = capStrength[TEAM_MILITIA]["titans"]
-
+
int imcCappers = ( imcTitanCappers + militiaTitanCappers ) > 0 ? imcTitanCappers : imcPilotCappers
int militiaCappers = ( imcTitanCappers + militiaTitanCappers ) <= 0 ? militiaPilotCappers : militiaTitanCappers
@@ -474,13 +475,17 @@ void function HardpointThink( HardpointStruct hardpoint )
{
SetHardpointCappingTeam(hardpoint,hardpointEnt.GetTeam())
SetHardpointCaptureProgress(hardpoint,max(1.0,GetHardpointCaptureProgress(hardpoint)-(deltaTime/HARDPOINT_AMPED_DELAY)))
- if(GetHardpointCaptureProgress(hardpoint)<=1.001)
+ if(GetHardpointCaptureProgress(hardpoint)<=1.001) // unamp
+ {
+ if (GetHardpointState(hardpoint) == CAPTURE_POINT_STATE_AMPED) // only play 2inactive animation if we were amped
+ thread PlayAnim( hardpoint.prop, "mh_active_2_inactive" )
SetHardpointState(hardpoint,CAPTURE_POINT_STATE_CAPTURED)
+ }
}
if(GetHardpointState(hardpoint)>=CAPTURE_POINT_STATE_CAPTURED)
SetHardpointCappingTeam(hardpoint,TEAM_UNASSIGNED)
}
- else if(hardpointEnt.GetTeam()==TEAM_UNASSIGNED)
+ else if(hardpointEnt.GetTeam()==TEAM_UNASSIGNED) // uncapped point
{
if(GetHardpointCappingTeam(hardpoint)==TEAM_UNASSIGNED) // uncapped point with no one inside
{
@@ -501,7 +506,7 @@ void function HardpointThink( HardpointStruct hardpoint )
hasBeenAmped = false
}
}
- else
+ else // uncapped point with enemy inside
{
SetHardpointCaptureProgress( hardpoint,max(0.0, GetHardpointCaptureProgress( hardpoint ) - ( deltaTime / CAPTURE_DURATION_CAPTURE * capperAmount) ) )
if(GetHardpointCaptureProgress(hardpoint)==0.0)
@@ -521,7 +526,9 @@ void function HardpointThink( HardpointStruct hardpoint )
SetHardpointCaptureProgress( hardpoint,max(0.0, GetHardpointCaptureProgress( hardpoint ) - ( deltaTime / CAPTURE_DURATION_CAPTURE * capperAmount) ) )
if(GetHardpointCaptureProgress(hardpoint)<=1.0)
{
- SetHardpointState(hardpoint,CAPTURE_POINT_STATE_CAPTURED)//unamp
+ if (GetHardpointState(hardpoint) == CAPTURE_POINT_STATE_AMPED) // only play 2inactive animation if we were amped
+ thread PlayAnim( hardpoint.prop, "mh_active_2_inactive" )
+ SetHardpointState(hardpoint,CAPTURE_POINT_STATE_CAPTURED) // unamp
}
if(GetHardpointCaptureProgress(hardpoint)<=0.0)
{
@@ -548,6 +555,8 @@ void function HardpointThink( HardpointStruct hardpoint )
// can't use the dialogue functions here because for some reason GamemodeCP_VO_Amped isn't global?
PlayFactionDialogueToTeam( "amphp_youAmped" + GetHardpointGroup(hardpoint.hardpoint), cappingTeam )
PlayFactionDialogueToTeam( "amphp_enemyAmped" + GetHardpointGroup(hardpoint.hardpoint), GetOtherTeam( cappingTeam ) )
+ thread PlayAnim( hardpoint.prop, "mh_inactive_2_active" )
+
if(!hasBeenAmped){
hasBeenAmped=true
@@ -676,8 +685,8 @@ string function CaptureStateToString( int state )
void function DEV_PrintHardpointsInfo()
{
foreach (entity hardpoint in HARDPOINTS)
- {
-
+ {
+
printt(
"Hardpoint:", GetHardpointGroup(hardpoint),
"|Team:", Dev_TeamIDToString(hardpoint.GetTeam()),