diff options
Diffstat (limited to 'Northstar.CustomServers/mod/scripts')
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut | 177 |
1 files changed, 86 insertions, 91 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 23ae37a1..7b6c7e9f 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 @@ -26,18 +26,9 @@ const int MAX_DROPSHIP_PLAYERS = 4 global const float DROPSHIP_INTRO_LENGTH = 15.0 // TODO tweak this -struct IntroDropship -{ - entity dropship - - int playersInDropship - entity[MAX_DROPSHIP_PLAYERS] players -} - struct { - // these used to be IntroDropship[2]s but i wanted to be able to use array.getrandom so they have to be actual arrays - array<IntroDropship> militiaDropships - array<IntroDropship> imcDropships + table< entity, array<entity> > militiaDropships + table< entity, array<entity> > imcDropships float introStartTime } file @@ -52,7 +43,12 @@ void function ClassicMP_DefaultDropshipIntro_Setup() void function DropshipIntro_OnClientConnected( entity player ) { if ( GetGameState() == eGameState.Prematch ) - thread SpawnPlayerIntoDropship( player ) + { + if( PlayerCanSpawn( player ) ) + DoRespawnPlayer( player, null ) + + PutPlayerInDropship( player ) + } } void function OnPrematchStart() @@ -62,11 +58,11 @@ void function OnPrematchStart() print( "starting dropship intro!" ) file.introStartTime = Time() - // make 2 empty dropship structs per team - IntroDropship emptyDropship + // Clear Dropship arrays of Teams for Match Restarts (i.e Half-Times) file.militiaDropships.clear() file.imcDropships.clear() + // Try to gather all possible Dropship spawn points for Team array<entity> validDropshipSpawns array<entity> dropshipSpawns = GetEntArrayByClass_Expensive( "info_spawnpoint_dropship_start" ) foreach ( entity dropshipSpawn in dropshipSpawns ) @@ -78,47 +74,47 @@ void function OnPrematchStart() validDropshipSpawns.append( dropshipSpawn ) } - // if no dropship spawns for this mode, just allow any dropship spawns + // Use any spawn point if not enough valid for this Gamemode exists if ( validDropshipSpawns.len() < 2 ) validDropshipSpawns = dropshipSpawns // spawn dropships foreach ( entity dropshipSpawn in validDropshipSpawns ) { - // todo: possibly make this only spawn dropships if we've got enough players to need them int createTeam = HasSwitchedSides() ? GetOtherTeam( dropshipSpawn.GetTeam() ) : dropshipSpawn.GetTeam() - array<IntroDropship> teamDropships = createTeam == TEAM_MILITIA ? file.militiaDropships : file.imcDropships + table< entity, array<entity> > teamDropships = createTeam == TEAM_MILITIA ? file.militiaDropships : file.imcDropships if ( teamDropships.len() >= 2 ) - continue + break - // create entity entity dropship = CreateDropship( createTeam, dropshipSpawn.GetOrigin(), dropshipSpawn.GetAngles() ) - - teamDropships.append( clone emptyDropship ) - teamDropships[ teamDropships.len() - 1 ].dropship = dropship - AddAnimEvent( dropship, "dropship_warpout", WarpoutEffect ) + dropship.SetValueForModelKey( $"models/vehicle/crow_dropship/crow_dropship_hero.mdl" ) - dropship.SetModel( $"models/vehicle/crow_dropship/crow_dropship_hero.mdl" ) + if ( dropshipSpawn.GetTeam() == TEAM_IMC ) + dropship.SetValueForModelKey( $"models/vehicle/goblin_dropship/goblin_dropship_hero.mdl" ) DispatchSpawn( dropship ) - // have to do this after dispatch otherwise it won't work for some reason - // weirdly enough, tf2 actually does use different dropships for imc and militia, despite these concepts not really being a thing for players in tf2 - // probably was just missed by devs, but keeping it in for accuracy + dropship.SetModel( $"models/vehicle/crow_dropship/crow_dropship_hero.mdl" ) if ( dropshipSpawn.GetTeam() == TEAM_IMC ) dropship.SetModel( $"models/vehicle/goblin_dropship/goblin_dropship_hero.mdl" ) - else - dropship.SetModel( $"models/vehicle/crow_dropship/crow_dropship_hero.mdl" ) + + teamDropships[ dropship ] <- [ null, null, null, null ] thread PlayAnim( dropship, "dropship_classic_mp_flyin" ) } + // Populate Dropships foreach ( entity player in GetPlayerArray() ) { if ( !IsPrivateMatchSpectator( player ) ) - thread SpawnPlayerIntoDropship( player ) + { + if( PlayerCanSpawn( player ) ) + DoRespawnPlayer( player, null ) + + PutPlayerInDropship( player ) + } else RespawnPrivateMatchSpectator( player ) } @@ -128,68 +124,69 @@ void function OnPrematchStart() void function EndIntroWhenFinished() { - wait 15.0 + wait DROPSHIP_INTRO_LENGTH ClassicMP_OnIntroFinished() } -void function SpawnPlayerIntoDropship( entity player ) +void function PutPlayerInDropship( entity player ) { - player.EndSignal( "OnDestroy" ) + //Find the player's dropship and seat + table< entity, array<entity> > teamDropships + if ( player.GetTeam() == TEAM_MILITIA ) + teamDropships = file.militiaDropships + else + teamDropships = file.imcDropships + + entity playerDropship + array< int > availableShipSlots + array< entity > introDropships + int playerDropshipIndex = RandomInt( MAX_DROPSHIP_PLAYERS ) + foreach( dropship, playerslot in teamDropships ) + { + introDropships.append( dropship ) + for ( int i = 0; i < MAX_DROPSHIP_PLAYERS; i++ ) + { + if ( !IsValidPlayer( playerslot[i] ) ) + availableShipSlots.append( i ) + } + + if( !availableShipSlots.len() ) + continue + + int slotPick = availableShipSlots.getrandom() + playerslot[slotPick] = player + playerDropship = dropship + playerDropshipIndex = slotPick + break + } + + if( !IsAlive( playerDropship ) ) //If we're at this point, we have more players than we do dropships, so just pick a random one + playerDropship = introDropships.getrandom() + + thread SpawnPlayerIntoDropship( player, playerDropshipIndex, playerDropship ) +} - if ( IsAlive( player ) ) - player.Die() // kill them so we don't have any issues respawning them later +void function SpawnPlayerIntoDropship( entity player, int playerDropshipIndex, entity playerDropship ) +{ + player.EndSignal( "OnDestroy" ) + player.EndSignal( "OnDeath" ) - player.s.dropshipIntroIsJumping <- false - OnThreadEnd( function() : ( player ) + OnThreadEnd( function() : ( player, playerDropshipIndex, playerDropship ) { if ( IsValid( player ) ) { player.ClearParent() ClearPlayerAnimViewEntity( player ) - - if ( !player.s.dropshipIntroIsJumping ) - { - player.MovementEnable() - player.EnableWeaponViewModel() - RemoveCinematicFlag( player, CE_FLAG_CLASSIC_MP_SPAWNING ) - } + } + if( IsAlive( playerDropship ) ) + { + if ( playerDropship.GetTeam() == TEAM_MILITIA ) + file.militiaDropships[ playerDropship ][ playerDropshipIndex ] = null + else + file.imcDropships[ playerDropship ][ playerDropshipIndex ] = null } }) - WaitFrame() - - player.EndSignal( "OnDeath" ) - - // find the player's dropship and seat - array<IntroDropship> teamDropships - if ( player.GetTeam() == TEAM_MILITIA ) - teamDropships = file.militiaDropships - else - teamDropships = file.imcDropships - - IntroDropship playerDropship - int playerDropshipIndex = -1 - foreach ( IntroDropship dropship in teamDropships ) - for ( int i = 0; i < dropship.players.len(); i++ ) - if ( dropship.players[ i ] == null ) - { - playerDropship = dropship - playerDropshipIndex = i - - dropship.players[ i ] = player - break - } - - 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() - playerDropshipIndex = RandomInt( MAX_DROPSHIP_PLAYERS ) - } - - // respawn player and holster their weapons so they aren't out - if ( !IsAlive( player ) ) - player.RespawnPlayer( null ) HolsterAndDisableWeapons(player) player.DisableWeaponViewModel() @@ -208,9 +205,7 @@ void function SpawnPlayerIntoDropship( entity player ) idleSequence.viewConeFunction = ViewConeRampFree idleSequence.hideProxy = true idleSequence.setInitialTime = Time() - file.introStartTime - thread FirstPersonSequence( idleSequence, player, playerDropship.dropship ) - WaittillAnimDone( player ) - + waitthread FirstPersonSequence( idleSequence, player, playerDropship ) // todo: possibly rework this to actually get the time the idle anim takes and start the starttime of the jump sequence for very late joiners using that // jump sequence @@ -218,13 +213,12 @@ void function SpawnPlayerIntoDropship( entity player ) jumpSequence.firstPersonAnim = DROPSHIP_JUMP_ANIMS_POV[ playerDropshipIndex ] jumpSequence.thirdPersonAnim = DROPSHIP_JUMP_ANIMS[ playerDropshipIndex ] jumpSequence.attachment = "ORIGIN" + jumpSequence.viewConeFunction = ViewConeFree 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 - thread FirstPersonSequence( jumpSequence, player, playerDropship.dropship ) - WaittillAnimDone( player ) // somehow this is better than just waiting for the blocking FirstPersonSequence call? + waitthread FirstPersonSequence( jumpSequence, player, playerDropship ) - player.s.dropshipIntroIsJumping <- true thread PlayerJumpsFromDropship( player ) } @@ -244,16 +238,17 @@ void function PlayerJumpsFromDropship( entity player ) RemoveCinematicFlag( player, CE_FLAG_CLASSIC_MP_SPAWNING ) } }) - - // wait for intro timer to be fully done - wait ( file.introStartTime + DROPSHIP_INTRO_LENGTH ) - Time() - player.MovementDisable() // disable all movement but let them look around still - 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 + player.ClearParent() + WaitFrame() + player.SetVelocity( < 0, 0, -100 > ) // Toss players a bit down so it makes a smoother transition when jumping off the Dropship + player.MovementDisable() // Disable all movement but let them look around still + player.ConsumeDoubleJump() // MovementDisable doesn't prevent double jumps + WaitFrame() while ( !player.IsOnGround() && !player.IsWallRunning() && !player.IsWallHanging() ) // todo this needs tweaking WaitFrame() - TryGameModeAnnouncement( player ) + if ( GetRoundsPlayed() == 0 ) //Intro is announced only for the first round in Vanilla as certain gamemodes have different announcements for rounds restarts + TryGameModeAnnouncement( player ) } |