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-rw-r--r--Northstar.CustomServers/scripts/vscripts/vehicle/_vehicle_behavior.gnut6
-rw-r--r--Northstar.CustomServers/scripts/vscripts/vehicle/_vehicle_dropship_new.nut528
2 files changed, 0 insertions, 534 deletions
diff --git a/Northstar.CustomServers/scripts/vscripts/vehicle/_vehicle_behavior.gnut b/Northstar.CustomServers/scripts/vscripts/vehicle/_vehicle_behavior.gnut
deleted file mode 100644
index 2d0dd920..00000000
--- a/Northstar.CustomServers/scripts/vscripts/vehicle/_vehicle_behavior.gnut
+++ /dev/null
@@ -1,6 +0,0 @@
-global function CodeCallback_OnVehiclePass
-
-// params: vehicle, nodePassed, nextNode, nextNextNode
-void function CodeCallback_OnVehiclePass( table params )
-{
-}
diff --git a/Northstar.CustomServers/scripts/vscripts/vehicle/_vehicle_dropship_new.nut b/Northstar.CustomServers/scripts/vscripts/vehicle/_vehicle_dropship_new.nut
deleted file mode 100644
index 87010ca7..00000000
--- a/Northstar.CustomServers/scripts/vscripts/vehicle/_vehicle_dropship_new.nut
+++ /dev/null
@@ -1,528 +0,0 @@
-untyped
-
-global function VehicleDropshipNew_Init
-
-global function InitLeanDropship
-global function CreateDropship
-global function GetDropshipSquadSize
-global function WarpinEffect
-global function WarpoutEffect
-global function WarpoutEffectFPS
-global function WaitForNPCsDeployed
-global function CreateNPCSForDropship
-global function GuyDeploysOffShip
-global function WaittillPlayDeployAnims
-global function GetDropshipRopeAttachments
-global function DelayDropshipDelete
-global function PlayDropshipRampDoorOpenSound
-global function PlayWarpFxOnPlayers
-global function DefensiveFreePlayers
-global function CreateDropshipAnimTable
-
-global function InitDropShipFlightPaths
-
-// _dropship
-//
-// dropship/passenger setup:
-// 1. Create an npc_dropship and target it with a point_template. Give the point_template a name.
-// 2. npc_dropship targets starting path_track (see below for path setup info) AND passenger spawning point_template
-// 3. passenger spawning point_template points to six passengers that will spawn and rappel at the unload spot
-//
-// path/unload spot setup:
-// 1. create your path out of path_track entities
-// 2. to create rappel targets, add six info_targets on the ground around your unload node, name them all the same
-// 3. on the node where the dropship will unload, create a key/value pair called "unload" and point it at the name you gave to the rappel target info_targets
-//
-// spawning in script:
-// 1. use GetEnt to get the point_template that targets the dropship
-// 2. pass that point_template into DropshipSpawn(), this returns with the dropship ent
-// 3. pass the dropship ent into DropshipDropshipFlyPathAndUnload() (thread it off if you want to do stuff right after)
-//
-
-
-const FX_DROPSHIP_THRUSTERS = $"xo_atlas_jet_large"
-const FX_GUNSHIP_DAMAGE = $"veh_gunship_damage_FULL"
-const FX_DROPSHIP_DEATH = $"P_veh_exp_crow"
-
-const DROPSHIP_ROPE_ENDPOINT_FX = $"runway_light_blue"
-const DROPSHIP_ACL_LIGHT_GREEN_FX = $"acl_light_green"
-const DROPSHIP_ACL_LIGHT_RED_FX = $"acl_light_red"
-const DROPSHIP_ACL_LIGHT_WHITE_FX = $"acl_light_white"
-
-const ENGAGEMENT_DIST = 1024
-const ENGAGEMENT_DIST_SQD = ENGAGEMENT_DIST * ENGAGEMENT_DIST
-
-const DEFAULT_READYANIM_BLENDTIME = 1.0
-
-table file = {
- dropshipAttachments = null
-}
-
-function VehicleDropshipNew_Init()
-{
-
- RegisterSignal( "sRampOpen" )
- RegisterSignal( "sRampClose" )
-
- #if SERVER
- PrecacheParticleSystem( FX_GUNSHIP_CRASH_EXPLOSION_ENTRANCE )
- PrecacheParticleSystem( FX_GUNSHIP_CRASH_EXPLOSION_EXIT )
- PrecacheParticleSystem( FX_DROPSHIP_DEATH )
- AddDeathCallback( "npc_dropship", OnNPCDropshipDeath )
- AddDamageCallback( "npc_dropship", OnDropshipDamaged )
- #endif
-
- PrecacheParticleSystem( FX_HORNET_DEATH )
- PrecacheParticleSystem( FX_GUNSHIP_DAMAGE )
- PrecacheParticleSystem( FX_DROPSHIP_THRUSTERS )
- PrecacheParticleSystem( DROPSHIP_ROPE_ENDPOINT_FX )
- PrecacheParticleSystem( DROPSHIP_ACL_LIGHT_GREEN_FX )
- PrecacheParticleSystem( DROPSHIP_ACL_LIGHT_RED_FX )
- PrecacheParticleSystem( DROPSHIP_ACL_LIGHT_WHITE_FX )
-
- level.DROPSHIP_DEFAULT_AIRSPEED <- 750
-
- PrecacheEntity( "keyframe_rope" )
- PrecacheModel( DROPSHIP_MODEL )
-
- PrecacheSprite( $"sprites/laserbeam.vmt" )
- PrecacheSprite( $"sprites/glow_05.vmt" )
-
-
- //Array of all attachments in the dropship model. Used in DropshipDamageEffects
- local names = []
- names.append( "FRONT_TURRET" )
- names.append( "BOMB_L" )
- names.append( "BOMB_R" )
- names.append( "Spotlight" )
- names.append( "Light_Red0" )
- names.append( "Light_Red1" )
- names.append( "Light_Red2" )
- names.append( "Light_Red3" )
- names.append( "HeadlightLeft" )
- names.append( "RopeAttachLeftA" )
- names.append( "RopeAttachLeftB" )
- names.append( "RopeAttachLeftC" )
- names.append( "L_exhaust_rear_1" )
- names.append( "L_exhaust_rear_2" )
- names.append( "L_exhaust_front_1" )
- names.append( "Light_Green0" )
- names.append( "Light_Green1" )
- names.append( "Light_Green2" )
- names.append( "Light_Green3" )
- names.append( "HeadlightRight" )
- names.append( "RopeAttachRightA" )
- names.append( "RopeAttachRightB" )
- names.append( "RopeAttachRightC" )
- names.append( "R_exhaust_rear_1" )
- names.append( "R_exhaust_rear_2" )
- names.append( "R_exhaust_front_1" )
-
- file.dropshipAttachments = names
-
- level.DSAIziplineAnims <- {}
- level.DSAIziplineAnims[ "left" ] <- []
- level.DSAIziplineAnims[ "left" ].append( { idle = "pt_dropship_rider_L_A_idle", attach = "RopeAttachLeftA" } )
- level.DSAIziplineAnims[ "left" ].append( { idle = "pt_dropship_rider_L_C_idle", attach = "RopeAttachLeftC" } )
- level.DSAIziplineAnims[ "left" ].append( { idle = "pt_dropship_rider_L_B_idle", attach = "RopeAttachLeftB" } )
-
- level.DSAIziplineAnims[ "right" ] <- []
- level.DSAIziplineAnims[ "right" ].append( { idle = "pt_dropship_rider_R_A_idle", attach = "RopeAttachRightA" } )
- level.DSAIziplineAnims[ "right" ].append( { idle = "pt_dropship_rider_R_C_idle", attach = "RopeAttachRightC" } )
- level.DSAIziplineAnims[ "right" ].append( { idle = "pt_dropship_rider_R_B_idle", attach = "RopeAttachRightB" } )
-
- level.DSAIziplineAnims[ "both" ] <- []
- level.DSAIziplineAnims[ "both" ].append( { idle = "pt_dropship_rider_L_A_idle", attach = "RopeAttachLeftA" } )
- level.DSAIziplineAnims[ "both" ].append( { idle = "pt_dropship_rider_R_A_idle", attach = "RopeAttachRightA" } )
- level.DSAIziplineAnims[ "both" ].append( { idle = "pt_dropship_rider_L_C_idle", attach = "RopeAttachLeftC" } )
- level.DSAIziplineAnims[ "both" ].append( { idle = "pt_dropship_rider_R_B_idle", attach = "RopeAttachRightC" } )
- level.DSAIziplineAnims[ "both" ].append( { idle = "pt_dropship_rider_L_B_idle", attach = "RopeAttachLeftB" } )
- level.DSAIziplineAnims[ "both" ].append( { idle = "pt_dropship_rider_R_B_idle", attach = "RopeAttachRightB" } )
-}
-
-function InitLeanDropship( dropship )
-{
- if ( dropship.kv.desiredSpeed.tofloat() <= 0 )
- {
- dropship.kv.desiredSpeed = level.DROPSHIP_DEFAULT_AIRSPEED
- }
-
- //dropship.s.dropFunc <- ShipDropsGuys
-}
-
-array<entity> function CreateNPCSForDropship( entity ship, array<entity functionref( int, vector, vector )> spawnFuncs, string side = "both" )
-{
- int count = minint( spawnFuncs.len(), level.DSAIziplineAnims[ side ].len() )
-
- int team = ship.GetTeam()
- string squadName = expect string( ship.kv.squadname )
- vector origin = ship.GetOrigin()
- vector angles = ship.GetAngles()
-
- array<entity> guys = []
-
- if ( Flag( "disable_npcs" ) )
- return guys //i.e. empty aray
-
- local guy
-
- // this is to maintain sketchy support for just passing an array of 1 spawn function
- entity functionref( int, vector, vector ) spawnFunc = spawnFuncs[0]
-
- for ( int i = 0; i < count; i++ )
- {
- if ( i < spawnFuncs.len() )
- spawnFunc = spawnFuncs[i]
-
- entity guy = spawnFunc( team, origin, angles )
- guy.kv.squadname = squadName
- DispatchSpawn( guy )
-
- if ( !IsAlive( guy ) )
- continue
-
- guys.append( guy )
-
- local seat = i
- table Table = CreateDropshipAnimTable( ship, side, seat )
-
- thread GuyDeploysOffShip( guy, Table )
- }
-
- return guys
-}
-
-
-
-table function CreateDropshipAnimTable( ship, side, seat )
-{
- table Table
-
- Table.idleAnim <- level.DSAIziplineAnims[ side ][ seat ].idle
- Table.deployAnim <- "zipline"
- Table.shipAttach <- level.DSAIziplineAnims[ side ][ seat ].attach
- Table.attachIndex <- null
- Table.ship <- ship
- Table.side <- side
- Table.blendTime <- DEFAULT_SCRIPTED_ANIMATION_BLEND_TIME
-
- return Table
-}
-
-function WaitForNPCsDeployed( npcArray )
-{
- local ent = CreateScriptRef()
- ent.s.count <- 0
-
- OnThreadEnd(
- function() : ( ent )
- {
- if ( IsValid( ent ) )
- ent.Kill_Deprecated_UseDestroyInstead()
- }
- )
-
- local func =
- function( ent, guy )
- {
- ent.s.count++
-
- WaitSignal( guy, "npc_deployed", "OnDeath", "OnDestroy" )
- ent.s.count--
-
- if ( !ent.s.count )
- ent.Kill_Deprecated_UseDestroyInstead()
- }
-
- foreach ( entity guy in npcArray )
- {
- if ( IsAlive( guy ) )
- thread func( ent, guy )
- }
-
- ent.WaitSignal( "OnDestroy" )
-}
-
-function InitDropShipFlightPaths( spawnPoints )
-{
- entity tempDropShip = CreateEntity( "prop_dynamic" )
- tempDropShip.kv.spawnflags = 0
- tempDropShip.SetModel( DROPSHIP_MODEL )
-
- DispatchSpawn( tempDropShip )
-
- foreach ( spawnPoint in spawnPoints )
- {
- tempDropShip.SetOrigin( spawnPoint.GetOrigin() )
-
- spawnPoint.s.dropShipPathAnims <- {}
- spawnPoint.s.dropShipPathAnims[ "gd_goblin_zipline_strafe" ] <- GetDropShipAnimOffset( tempDropShip, "gd_goblin_zipline_strafe", spawnPoint )
- spawnPoint.s.dropShipPathAnims[ "gd_goblin_zipline_dive" ] <- GetDropShipAnimOffset( tempDropShip, "gd_goblin_zipline_dive", spawnPoint )
- }
-
- tempDropShip.Destroy()
-}
-
-entity function CreateDropship( int team, vector origin, vector angles )
-{
- entity dropship = CreateEntity( "npc_dropship" )
- dropship.kv.teamnumber = team
- dropship.SetOrigin( origin )
- dropship.SetAngles( angles )
- return dropship
-}
-
-function GetDropShipAnimOffset( dropShip, animName, refEnt )
-{
- local animStart = dropShip.Anim_GetStartForRefPoint_Old( animName, refEnt.GetOrigin(), refEnt.GetAngles() )
- return animStart.origin - refEnt.GetOrigin()
-}
-
-
-
-function GetDropshipSquadSize( squadname )
-{
- local squadsize = 0
- array<entity> dropships = GetNPCArrayByClass( "npc_dropship" )
-
- //printl( dropships.len()+ " dropships, checking squadname: " + squadname )
- foreach ( ship in dropships )
- if ( ship.kv.squadname == squadname )
- squadsize++
-
- //printl( dropships.len()+ " dropships, squadsize: " + squadsize )
- return squadsize
-}
-
-function DelayDropshipDelete( dropship )
-{
- dropship.EndSignal( "OnDeath" )
-
- //very defensive check
- DefensiveFreePlayers( dropship )
-
- WaitFrame() // so the dropship wont pop out before it warps out
-
- dropship.Kill_Deprecated_UseDestroyInstead()
-}
-
-function DefensiveFreePlayers( dropship )
-{
- array<entity> players = GetPlayerArrayOfTeam( dropship.GetTeam() )
- foreach ( player in players )
- {
- if ( !IsValid( player ) )
- continue
-
- if ( player.GetParent() != dropship )
- continue
-
- player.ClearParent() //Clear parent before dropship gets deleted with players still attached to it. Defensive fix for bug 178543
-
- KillPlayer( player, eDamageSourceId.fall )
- }
-}
-
-void function OnNPCDropshipDeath( entity dropship, var damageInfo )
-{
- if ( !IsValid( dropship ) )
- return
-
- asset modelName = dropship.GetModelName()
-
- vector dropshipOrigin = dropship.GetOrigin()
-
- PlayFX( $"P_veh_exp_crow", dropshipOrigin )
-
- EmitSoundAtPosition( TEAM_UNASSIGNED, dropshipOrigin, "Goblin_Dropship_Explode" )
-}
-
-void function OnDropshipDamaged( entity dropship, var damageInfo )
-{
- float damage = DamageInfo_GetDamage( damageInfo )
-
- //Tried to give visual shield indicator, but it doesn't seem to work?
- //DamageInfo_AddCustomDamageType( damageInfo, DF_SHIELD_DAMAGE )
-
- // store the damage so all hits can be tallied
- entity inflictor = DamageInfo_GetInflictor( damageInfo )
- Assert( IsValid( inflictor ) )//Done so we can still get the error in dev
- if ( !IsValid( inflictor ) ) //JFS Defensive fix
- return
-
- StoreDamageHistoryAndUpdate( dropship, 120.0, DamageInfo_GetDamage( damageInfo ), inflictor.GetOrigin(), DamageInfo_GetCustomDamageType( damageInfo ), DamageInfo_GetDamageSourceIdentifier( damageInfo ), DamageInfo_GetAttacker( damageInfo ) )
-
- if ( DamageInfo_GetDamage( damageInfo ) < 450 )
- return
-
- vector pos = DamageInfo_GetDamagePosition( damageInfo )
- PlayFX( FX_GUNSHIP_DAMAGE, pos )
-}
-
-void function GuyDeploysOffShip( entity guy, table Table )
-{
- guy.EndSignal( "OnDeath" )
- entity ship = expect entity( Table.ship )
- local shipAttach = Table.shipAttach
-
- OnThreadEnd(
- function() : ( guy, ship )
- {
- if ( !IsValid( guy ) )
- return
-
- if ( ship != null )
- {
- if ( !IsAlive( ship ) && IsAlive( guy ) )
- {
- // try to transfer the last attacker from the ship to the attached guys.
- entity attacker = null
- entity lastAttacker = GetLastAttacker( ship )
- if ( IsValid( lastAttacker ) )
- attacker = lastAttacker
-
- guy.TakeDamage( 500, attacker, attacker, null )
- }
- }
-
- if ( !IsAlive( guy ) )
- guy.BecomeRagdoll( Vector(0,0,0), false )
- }
- )
-
- guy.SetEfficientMode( true )
- HideName( guy )
-
- Assert( shipAttach, "Ship but no shipAttach" )
- ship.EndSignal( "OnDeath" )
- GuyAnimatesRelativeToShipAttachment( guy, Table )
-
- WaittillPlayDeployAnims( ship )
-
- GuyAnimatesOut( guy, Table )
-}
-
-function WaittillPlayDeployAnims( ref )
-{
- waitthread WaittillPlayDeployAnimsThread( ref )
-}
-
-function WaittillPlayDeployAnimsThread( ref )
-{
- ref.EndSignal( "OnDeath" )
-
- ref.WaitSignal( "deploy" )
-}
-
-void function GuyAnimatesOut( entity guy, table Table )
-{
- switch ( Table.side )
- {
- case "left":
- case "right":
- case "both":
- case "zipline":
- waitthread GuyZiplinesToGround( guy, Table )
- break
-
- default:
- thread PlayAnim( guy, Table.deployAnim, Table.ship, Table.shipAttach )
- break
- }
-
-
- guy.SetEfficientMode( false )
- guy.SetNameVisibleToOwner( true )
-
- WaittillAnimDone( guy )
- guy.ClearParent()
-
- UpdateEnemyMemoryFromTeammates( guy )
-
- guy.Signal( "npc_deployed" )
-}
-
-function GuyAnimatesRelativeToShipAttachment( guy, Table )
-{
- expect entity( guy )
- Table.attachIndex <- Table.ship.LookupAttachment( Table.shipAttach )
- guy.SetOrigin( Table.ship.GetOrigin() )
-
- guy.SetParent( Table.ship, Table.shipAttach, false, 0 )
-
- guy.Anim_ScriptedPlay( Table.idleAnim )
-}
-
-table<string, array<string> > function GetDropshipRopeAttachments( string side = "both" )
-{
- table<string, array<string> > attachments
-
- if ( side == "both" )
- {
- attachments[ "left" ] <- []
- attachments[ "right" ] <- []
-
- foreach ( seat, Table in level.DSAIziplineAnims[ "left"] )
- {
- attachments[ "left" ].append( expect string( Table.attach ) )
- }
-
- foreach ( seat, Table in level.DSAIziplineAnims[ "right"] )
- {
- attachments[ "right" ].append( expect string( Table.attach ) )
- }
- }
- else
- {
- attachments[ side ] <- []
-
- foreach ( seat, Table in level.DSAIziplineAnims[ side ] )
- {
- attachments[ side ].append( expect string( Table.attach ) )
- }
- }
-
- return attachments
-}
-
-function PlayDropshipRampDoorOpenSound( entity dropship )
-{
- entity snd = CreateOwnedScriptMover( dropship )
- snd.SetParent( dropship, "RAMPDOORLIP" )
-
- EmitSoundOnEntity( snd, "fracture_scr_intro_dropship_dooropen" )
-}
-
-void function WarpoutEffect( entity dropship )
-{
- if ( !IsValid( dropship ) )
- return
-
- __WarpOutEffectShared( dropship )
-
- thread DelayDropshipDelete( dropship )
-}
-
-void function WarpoutEffectFPS( entity dropship )
-{
- __WarpOutEffectShared( dropship )
-}
-
-void function WarpinEffect( asset model, string animation, vector origin, vector angles, string sfx = "" )
-{
- //we need a temp dropship to get the anim offsets
- Point start = GetWarpinPosition( model, animation, origin, angles )
-
- __WarpInEffectShared( start.origin, start.angles, sfx )
-}
-
-function PlayWarpFxOnPlayers( guys )
-{
- foreach ( entity guy in guys )
- {
- if ( !IsAlive( guy ) )
- continue
-
- Remote_CallFunction_Replay( guy, "ServerCallback_PlayScreenFXWarpJump" )
- }
-} \ No newline at end of file