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-rw-r--r--Northstar.CustomServers/scripts/vscripts/_dogfighter.gnut343
1 files changed, 0 insertions, 343 deletions
diff --git a/Northstar.CustomServers/scripts/vscripts/_dogfighter.gnut b/Northstar.CustomServers/scripts/vscripts/_dogfighter.gnut
deleted file mode 100644
index db6161738..000000000
--- a/Northstar.CustomServers/scripts/vscripts/_dogfighter.gnut
+++ /dev/null
@@ -1,343 +0,0 @@
-untyped
-
-global function Dogfighter_Init
-
-global function CreateDogFighterAttack
-global function LaunchRandomDogFighterAttacks
-global function CreateDogFighter
-global function CreateDogFighterAssist
-global function GetGunshipModel
-const TURRET_WEAPON_BULLETS = "mp_weapon_yh803_bullet"
-
-function Dogfighter_Init()
-{
-
- AddDeathCallback( "npc_dropship", OnDogFighterDeath )
-
- RegisterSignal( "new_attack_thread" )
- RegisterSignal( "GunshipForceLeave" )
-}
-
-function LaunchRandomDogFighterAttacks( int team )
-{
- svGlobal.levelEnt.Signal( "new_attack_thread" )
- svGlobal.levelEnt.EndSignal( "new_attack_thread" )
-
- for ( ;; )
- {
- thread CreateDogFighterAttack( team )
- wait RandomFloatRange( 3, 9 )
- }
-}
-
-function CreateDogFighterAttack( int team )
-{
- FlightPath flightPath = GetAnalysisForModel( GetFlightPathModel( "fp_straton_model" ), STRATON_ATTACK_FULL )
-
- CallinData drop
- InitCallinData( drop )
- SetCallinStyle( drop, eDropStyle.RANDOM_FROM_YAW )
- SetCallinYaw( drop, RandomFloat( 360 ) )
-
-
- SpawnPointFP spawnPoint = GetSpawnPointForStyle( flightPath, drop )
- if ( !spawnPoint.valid )
- return
-
- entity ship = CreateDogFighter( Vector(0,0,0), Vector(0,0,0), team )
-
- int hornet_health = 2000
- ship.SetHealth( hornet_health )
- ship.SetMaxHealth( hornet_health )
-
- ship.EndSignal( "OnDeath" )
-
- //AddBulletTurrets( ship, team )
-
- waitthread PlayAnimTeleport( ship, "st_AngelCity_IMC_Win_ComeIn", spawnPoint.origin, spawnPoint.angles )
-
- thread PlayAnim( ship, "st_AngelCity_IMC_Win_Idle", spawnPoint.origin, spawnPoint.angles )
- waitthread DogFighterWaitsUntilLeave( ship )
-
- waitthread PlayAnim( ship, "st_AngelCity_IMC_Win_Leave", spawnPoint.origin, spawnPoint.angles, 0.5 )
-
- ship.Kill_Deprecated_UseDestroyInstead()
-}
-
-
-function DogFighterWaitsUntilLeave( ship, idleMin = 10, idleMax = 15 )
-{
- local duration = ship.GetSequenceDuration( "st_AngelCity_IMC_Win_Idle" )
-
- // make it play full increments of the idle anim
- local maxHealth = ship.GetMaxHealth().tofloat()
- local idleTime = RandomFloatRange( idleMin, idleMax )
- local reps = ( duration / idleTime ).tointeger()
- local totalTime = reps * duration
- local endTime = Time() + totalTime
-
- for ( ;; )
- {
- if ( ship.GetHealth().tofloat() / maxHealth < 0.2 )
- return
- if ( Time() >= endTime )
- return
- wait 0.1
- }
-}
-
-entity function CreateDogFighter( vector origin, vector angles, int team )
-{
- entity hornet
- if ( GetBugReproNum() == 81765 )
- {
- hornet = CreateEntity( "npc_dropship" )
- }
- else
- {
- // HACK: using a prop script for now since NPC dropships are still buggy
- // Jiesang told me to do it!
- hornet = CreatePropScript( GetGunshipModel( team ), origin, angles, 8 )
- hornet.EnableAttackableByAI( 50, 0, AI_AP_FLAG_NONE )
- SetTeam( hornet, team )
- hornet.SetOrigin( origin )
- hornet.SetAngles( angles )
- }
-
- hornet.s.dogfighter <- true
- hornet.kv.teamnumber = team
-
- local title
- switch ( team )
- {
- case TEAM_MILITIA:
- hornet.SetModel( GetFlightPathModel( "fp_hornet_model" ) )
- title = "Militia Hornet"
- break
-
- case TEAM_IMC:
- hornet.SetModel( GetFlightPathModel( "fp_straton_model" ) )
- title = "IMC Phantom"
- break
- }
-
- hornet.SetTitle( title )
-
- hornet.SetOrigin( origin )
- hornet.SetAngles( angles )
- // DispatchSpawn( hornet )
-
- //hornet.EnableRenderAlways()
- //hornet.SetAimAssistAllowed( false )
-
- return hornet
-}
-
-void function OnDogFighterDeath( entity ent, var damageInfo )
-{
- if ( !IsValid( ent ) )
- return
-
- if ( !( "dogfighter" in ent.s ) )
- return
-
- if ( ent.GetHealth() <= 0 )
- FighterExplodes( ent )
-}
-
-
-
-
-function AddRocketTurrets( entity ship, int team, int prof = eWeaponProficiency.VERYGOOD )
-{
- entity turret = AddTurret( ship, team, "mp_weapon_yh803", "l_exhaust_front_1" )
- turret.kv.WeaponProficiency = prof
- turret.NotSolid()
- turret.Show()
- entity weapon = turret.GetActiveWeapon()
- weapon.Show()
-
- turret = AddTurret( ship, team, "mp_weapon_yh803", "r_exhaust_front_1" )
- turret.kv.WeaponProficiency = prof
- turret.NotSolid()
- turret.Show()
- weapon = turret.GetActiveWeapon()
- weapon.Show()
-}
-
-void function AddBulletTurrets( entity ship, int team, int prof = eWeaponProficiency.VERYGOOD )
-{
- entity turret = AddTurret( ship, team, TURRET_WEAPON_BULLETS, "l_exhaust_front_1" )
- turret.kv.WeaponProficiency = prof
- turret.NotSolid()
- turret = AddTurret( ship, team, TURRET_WEAPON_BULLETS, "r_exhaust_front_1" )
- turret.kv.WeaponProficiency = prof
- turret.NotSolid()
-}
-
-asset function GetGunshipModel( int team )
-{
- switch ( team )
- {
- case TEAM_MILITIA:
- return GetFlightPathModel( "fp_hornet_model" )
-
- case TEAM_IMC:
- return GetFlightPathModel( "fp_straton_model" )
- }
-
- unreachable
-}
-
-void function CreateDogFighterAssist( int team, vector origin, vector angles, float duration = 10.0, entity ship = null, float dropHeight = 1500 )
-{
- angles += <0,90,0>
-
- angles = < 0, angles.y%360, 0 >
-
- // DebugDrawSphere( origin, 256, 255, 0, 0, true, 10.0 )
-
- // warp in effect before
- Point start = GetWarpinPosition( GetFighterModelForTeam( team ), "st_AngelCity_IMC_Win_ComeIn_fast", origin, angles )
-
- if ( !IsValid( ship ) )
- {
- ship = CreateDogFighter( start.origin, start.angles, team )
- }
- else
- {
- ship.SetOrigin( start.origin )
- ship.SetAngles( start.angles )
- }
-
- waitthread __WarpInEffectShared( start.origin, start.angles, "", 0.0 )
-
-
- ship.SetHealth( 10000 )
- ship.SetMaxHealth( 10000 )
- ship.EndSignal( "OnDeath" )
-
- #if R1_VGUI_MINIMAP
- ship.Minimap_SetDefaultMaterial( GetMinimapMaterial( "VIP_friendly" ) )
- ship.Minimap_SetFriendlyMaterial( GetMinimapMaterial( "VIP_friendly" ) )
- ship.Minimap_SetEnemyMaterial( GetMinimapMaterial( "VIP_enemy" ) )
- ship.Minimap_SetBossPlayerMaterial( GetMinimapMaterial( "VIP_friendly" ) )
- #endif
- ship.Minimap_SetObjectScale( 0.11 )
- ship.Minimap_SetZOrder( MINIMAP_Z_NPC )
-
- entity mover = CreateScriptMover( origin, angles )
-
- OnThreadEnd(
- function () : ( ship, mover )
- {
- if ( IsValid( mover ) )
- mover.Destroy()
- if ( IsValid( ship ) )
- ship.Destroy()
- }
- )
-
- float SHIP_SIZE = 530
- vector SHIP_MIN = Vector( -SHIP_SIZE/2, -SHIP_SIZE/2, -250 )
- vector SHIP_MAX = Vector( SHIP_SIZE/2, SHIP_SIZE/2, 100 )
-
- entity turret
-
- turret = CreateEntity( "npc_turret_sentry" )
- SetSpawnOption_AISettings( turret, "npc_turret_sentry_rockets_dropship" )
- SetSpawnOption_Weapon( turret, "mp_turretweapon_blaster" )
- SetSpawnOption_Alert( turret )
- SetTeam( turret, team )
- DispatchSpawn( turret )
- turret.SetInvulnerable()
- turret.SetParent( ship, "r_turret_attach", false, 0.0 )
- turret.SetTitle( ship.GetTitle() )
- NPC_NoTarget( turret )
-
- turret = CreateEntity( "npc_turret_sentry" )
- SetSpawnOption_AISettings( turret, "npc_turret_sentry_rockets_dropship" )
- SetSpawnOption_Weapon( turret, "mp_turretweapon_blaster" )
- SetSpawnOption_Alert( turret )
- SetTeam( turret, team )
- DispatchSpawn( turret )
- turret.SetInvulnerable()
- turret.SetParent( ship, "l_turret_attach", false, 0.0 )
- turret.SetTitle( ship.GetTitle() )
- NPC_NoTarget( turret )
-
- // DrawArrow( origin, angles, 10, 50 )
-
- waitthread PlayAnimTeleport( ship, "st_AngelCity_IMC_Win_ComeIn_fast", origin, angles )
-
- // -------------------------------------------------
- // now we want to drop the ship close to the ground
- // -------------------------------------------------
-
- vector shipOrigin = ship.GetOrigin()
- vector newOrigin = shipOrigin
-
- if ( dropHeight > 0 )
- {
- // TRACE to find the floor
- float traceFrac = TraceLineSimple( shipOrigin, shipOrigin - Vector(0,0,dropHeight), ship )
- vector floorPos = shipOrigin - Vector(0,0,dropHeight * traceFrac)
- floorPos += Vector( 0,0,400 ) //we don't want the ship to land!
-
- // TRACE to see if anything is in the way
- float result = TraceHullSimple( shipOrigin, floorPos, SHIP_MIN, SHIP_MAX, ship )
- vector offset = ( shipOrigin - floorPos ) * result
-
- // This is where we will move the spawnpoint
- newOrigin = origin - offset
- }
-
- // float duration = ship.GetSequenceDuration( "st_AngelCity_IMC_Win_Idle" )
-
- ship.SetParent( mover, "REF" )
- ship.Anim_EnableUseAnimatedRefAttachmentInsteadOfRootMotion()
-
- // Ship comes in...
- thread PlayAnim( ship, "st_AngelCity_IMC_Win_Idle", mover, "REF" )
-
- // Ship goes down...
- float dropDuration = 5.0
- if ( dropHeight > 0 )
- {
- mover.NonPhysicsMoveTo( newOrigin, dropDuration, dropDuration*0.4, dropDuration*0.4 )
- wait dropDuration
- }
-
- // Ship hangs out for a while...
- waitthread GunshipWaitLeave( ship, duration )
-
- // Ship raises before it leaves...
- if ( dropHeight > 0 )
- {
- mover.NonPhysicsMoveTo( origin, dropDuration, dropDuration*0.4, dropDuration*0.4 )
- wait dropDuration
- }
- ship.ClearParent()
-
- // Ship leaves...
- waitthread PlayAnim( ship, "st_AngelCity_IMC_Win_Leave", origin, angles, 0.5 )
-}
-
-void function GunshipWaitLeave( entity ship, float duration )
-{
- ship.EndSignal( "GunshipForceLeave" )
- wait duration
-}
-
-asset function GetFighterModelForTeam( int team )
-{
- switch ( team )
- {
- case TEAM_MILITIA:
- return GetFlightPathModel( "fp_hornet_model" )
-
- case TEAM_IMC:
- return GetFlightPathModel( "fp_straton_model" )
- }
- unreachable
-} \ No newline at end of file