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-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_ai_gamemodes.gnut41
1 files changed, 41 insertions, 0 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_ai_gamemodes.gnut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_ai_gamemodes.gnut
index d6d578bb..0fad768c 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_ai_gamemodes.gnut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_ai_gamemodes.gnut
@@ -111,7 +111,16 @@ void function AiGameModes_SpawnDropPod( vector pos, vector rot, int team, string
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 )
+
+ wait 10
+ // spawn reapers right before it warpfalls, or round_end clean up will crash the game
entity reaper = CreateSuperSpectre( team, pos, rot )
+ // reaper highlight
+ Highlight_SetFriendlyHighlight( reaper, "sp_enemy_pilot" )
+ reaper.Highlight_SetParam( 1, 0, < 3,3,3 > )
+ Highlight_SetEnemyHighlight( reaper, "enemy_titan" )
+
SetSpawnOption_Titanfall( reaper )
SetSpawnOption_Warpfall( reaper )
@@ -125,6 +134,38 @@ void function AiGameModes_SpawnReaper( vector pos, vector rot, int team, string
thread reaperHandler( reaper )
}
+// copied from cl_replacement_titan_hud.gnut
+void function Reaper_Spawnpoint( vector origin, int team, float impactTime, bool hasFriendlyWarning = false )
+{
+ array<entity> targetEffects = []
+ vector surfaceNormal = < 0, 0, 1 >
+
+ int index = GetParticleSystemIndex( $"P_ar_titan_droppoint" )
+
+ if( hasFriendlyWarning )
+ {
+ entity effectFriendly = StartParticleEffectInWorld_ReturnEntity( index, origin, surfaceNormal )
+ SetTeam( effectFriendly, team )
+ EffectSetControlPointVector( effectFriendly, 1, < 128,188,255 > )
+ effectFriendly.kv.VisibilityFlags = ENTITY_VISIBLE_TO_FRIENDLY
+ targetEffects.append( effectFriendly )
+ }
+
+ entity effectEnemy = StartParticleEffectInWorld_ReturnEntity( index, origin, surfaceNormal )
+ SetTeam( effectEnemy, team )
+ EffectSetControlPointVector( effectEnemy, 1, < 255,99,0 > )
+ effectEnemy.kv.VisibilityFlags = ENTITY_VISIBLE_TO_ENEMY
+ targetEffects.append( effectEnemy )
+
+ wait impactTime
+
+ foreach( entity targetEffect in targetEffects )
+ {
+ if ( IsValid( targetEffect ) )
+ EffectStop( targetEffect )
+ }
+}
+
// including aisettings stuff specifically for at bounty titans
void function AiGameModes_SpawnTitan( vector pos, vector rot, int team, string setFile, string aiSettings = "", void functionref( entity titan ) titanHandler = null )
{