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path: root/Northstar.Custom/mod/scripts/vscripts/gamemodes/sh_gamemode_gg.gnut
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global function Sh_GamemodeGG_Init
global function GetGunGameWeapons

global const string GAMEMODE_GG = "gg"

global struct GunGameWeapon
{
	string weapon
	array<string> mods
	int offhandSlot = -1
}

struct {
	array<GunGameWeapon> weapons
} file

void function Sh_GamemodeGG_Init()
{
	// create custom gamemode
	AddCallback_OnCustomGamemodesInit( CreateGamemodeGG )
}

void function CreateGamemodeGG()
{
	GameMode_Create( GAMEMODE_GG )
	GameMode_SetName( GAMEMODE_GG, "#GAMEMODE_GG" )
	GameMode_SetDesc( GAMEMODE_GG, "#PL_gg_desc" )
	GameMode_SetGameModeAnnouncement( GAMEMODE_GG, "ffa_modeDesc" )
	GameMode_SetDefaultTimeLimits( GAMEMODE_GG, 10, 0.0 )
	GameMode_AddScoreboardColumnData( GAMEMODE_GG, "#SCOREBOARD_SCORE", PGS_ASSAULT_SCORE, 2 )
	GameMode_AddScoreboardColumnData( GAMEMODE_GG, "#SCOREBOARD_PILOT_KILLS", PGS_PILOT_KILLS, 2 )
	GameMode_SetColor( GAMEMODE_GG, [147, 204, 57, 255] )
	
	AddPrivateMatchMode( GAMEMODE_GG ) // add to private lobby modes
	
	// setup guns
	
	// smgs
	// car
	GunGameWeapon ggCar = { weapon = "mp_weapon_car", mods = [ "pas_run_and_gun" ], ... }
	file.weapons.append( ggCar )
	
	// alternator
	GunGameWeapon ggAlternator = { weapon = "mp_weapon_alternator_smg", mods = [ "pas_run_and_gun" ], ... }
	file.weapons.append( ggAlternator )
	
	// volt
	GunGameWeapon ggVolt = { weapon = "mp_weapon_hemlok_smg", ... }
	file.weapons.append( ggVolt )
	
	
	// rifles
	// hemlok
	GunGameWeapon ggHemlok = { weapon = "mp_weapon_hemlok", mods = [  ], ... }
	file.weapons.append( ggHemlok )
	
	// flatline
	GunGameWeapon ggFlatline = { weapon = "mp_weapon_vinson", mods = [ "hcog" ], ... }
	file.weapons.append( ggFlatline )
	
	// r201
	GunGameWeapon ggR101 = { weapon = "mp_weapon_rspn101", ... }
	file.weapons.append( ggR101 )
	
	
	// lmgs
	// devotion
	GunGameWeapon ggDevotion = { weapon = "mp_weapon_esaw", ... }
	file.weapons.append( ggDevotion )
	
	// l-star
	GunGameWeapon ggLstar = { weapon = "mp_weapon_lstar", mods = [ "pas_run_and_gun" ], ... }
	if ( RandomInt( 100 ) <= 5 )
		ggLstar.mods.append( "rcee" ) // easter egg mod that changes the screen of the lstar
		
	file.weapons.append( ggLstar )
	
	
	// shotguns
	// eva-8
	GunGameWeapon ggEva = { weapon = "mp_weapon_shotgun", ... }
	file.weapons.append( ggEva )
	
	// mastiff
	GunGameWeapon ggMastiff = { weapon = "mp_weapon_mastiff", ... }
	file.weapons.append( ggMastiff )
	
	
	// grenadiers
	// softball
	GunGameWeapon ggSoftball = { weapon = "mp_weapon_softball", ... }
	file.weapons.append( ggSoftball )
	
	// epg
	GunGameWeapon ggEpg = { weapon = "mp_weapon_epg", mods = [ "jump_kit" ], ... }
	file.weapons.append( ggEpg )
	
	
	// primary pistols
	// mozambique
	GunGameWeapon ggMozam = { weapon = "mp_weapon_shotgun_pistol", mods = [ "pas_run_and_gun" ], ... }
	file.weapons.append( ggMozam )
	
	// wingman elite
	GunGameWeapon ggWme = { weapon = "mp_weapon_wingman_n", mods = [ "pas_run_and_gun", "ricochet" ], ... }
	file.weapons.append( ggWme )
	
	
	// snipers
	// double take
	GunGameWeapon ggTaketake = { weapon = "mp_weapon_doubletake", ... }
	file.weapons.append( ggTaketake )
	
	// kraber
	GunGameWeapon ggKraber = { weapon = "mp_weapon_sniper", mods = [ "pas_fast_ads", "ricochet" ], ... }
	file.weapons.append( ggKraber )
	
	
	// secondary pistols
	// re-45
	GunGameWeapon ggRe45 = { weapon = "mp_weapon_autopistol", mods = [ "pas_run_and_gun", "temp_sight" ], ... }
	file.weapons.append( ggRe45 )
	
	// p2016
	GunGameWeapon ggP2016 = { weapon = "mp_weapon_semipistol", mods = [ "pas_run_and_gun" ], ... }
	file.weapons.append( ggP2016 )
	
	// wingman
	GunGameWeapon ggWingman = { weapon = "mp_weapon_wingman", mods = [ "pas_run_and_gun" ], ... }
	file.weapons.append( ggWingman )
	
	
	// final/special weapons
	// charge rifle
	GunGameWeapon ggChargeRifle = { weapon = "mp_weapon_defender", ... }
	file.weapons.append( ggChargeRifle )
	
	// pulse blade
	GunGameWeapon ggPulseBlade = { weapon = "mp_weapon_grenade_sonar", mods = [ "pas_power_cell", "amped_tacticals" ], offhandSlot = 0 }
	file.weapons.append( ggPulseBlade )
	
	
	// set this to the number of guns
	GameMode_SetDefaultScoreLimits( GAMEMODE_GG, file.weapons.len(), 0 )
	
	#if SERVER
		GameMode_AddServerInit( GAMEMODE_GG, GamemodeGG_Init )
		GameMode_AddServerInit( GAMEMODE_GG, GamemodeFFAShared_Init )
		GameMode_SetPilotSpawnpointsRatingFunc( GAMEMODE_GG, RateSpawnpoints_Generic )
		GameMode_SetTitanSpawnpointsRatingFunc( GAMEMODE_GG, RateSpawnpoints_Generic )
	#elseif CLIENT
		GameMode_AddClientInit( GAMEMODE_GG, ClGamemodeGG_Init )
		GameMode_AddClientInit( GAMEMODE_GG, GamemodeFFAShared_Init )
		GameMode_AddClientInit( GAMEMODE_GG, ClGamemodeFFA_Init )
	#endif
	#if !UI
		GameMode_SetScoreCompareFunc( GAMEMODE_GG, CompareAssaultScore )
		GameMode_AddSharedInit( GAMEMODE_GG, GamemodeFFA_Dialogue_Init )
	#endif
}

array<GunGameWeapon> function GetGunGameWeapons()
{
	return file.weapons
}