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|
untyped
global const RPG_USE_ALWAYS = 2
global const STANDARDGOALRADIUS = 100
global function AiSoldiers_Init
global function MakeSquadName
global function GetPlayerSpectreSquadName
global function disable_npcs
global function disable_new_npcs
global function Disable_IMC
global function Disable_MILITIA
global function CommonMinionInit
global function DisableMinionUsesHeavyWeapons
global function SetupMinionForRPGs
global function IsNPCSpawningEnabled
global function EnableAutoPopulate
global function DisableAutoPopulate
global function OnEnemyChanged_MinionSwitchToHeavyArmorWeapon
global function OnEnemyChanged_MinionUpdateAimSettingsForEnemy
global function OnEnemyChanged_TryHeavyArmorWeapon
global function ResetNPCs
global function IsValidRocketTarget
global function GetMilitiaTitle
global function AssaultOrigin
global function SquadAssaultOrigin
global function ClientCommand_SpawnViewGrunt
global function OnSoldierSeeEnemy
global function TryFriendlyPassingNearby
global function OnSpectreSeeEnemy
global function onlyimc // debug
global function onlymilitia // debug
global function SetGlobalNPCHealth //debug
//=========================================================
// MP ai soldier
//
//=========================================================
struct
{
int militiaTitlesIndex
array<string> militiaTitles
} file
function AiSoldiers_Init()
{
level.COOP_AT_WEAPON_RATES <- {}
level.COOP_AT_WEAPON_RATES[ "mp_weapon_rocket_launcher" ] <- 0.5
level.COOP_AT_WEAPON_RATES[ "mp_weapon_smr" ] <- 0.4
level.COOP_AT_WEAPON_RATES[ "mp_weapon_mgl" ] <- 0.1
// add stub death callback, because in _codecallbacks_common.gnut there is
// CodeCallback_OnEntityKilled which is only called when an entity is being tracked. An
// entity is set to be tracked if it has a death callback for it's class, unfortunately this
// is then relayed to clients and used for client side death callbacks. The end result of
// not having this function called is that clients become completely unaware of any grunt
// deaths. A noticeable difference here is that grunts do not play the kill confirmed audio
// except on War Games, which does register a callback for grunt deaths to make them dissolve.
//
// Whilst this may seem like a bit of a hacky solution, it is generally better than simply
// tracking all entities. If a different callback is created in the future for grunt deaths
// that is not specific to a gamemode, map, etc. then this could be removed
AddDeathCallback( "npc_soldier", void function( entity guy, var damageInfo ){} )
PrecacheSprite( $"sprites/glow_05.vmt" )
FlagInit( "disable_npcs" )
FlagInit( "Disable_IMC" )
FlagInit( "Disable_MILITIA" )
level.onlySpawn <- null
level.spectreSpawnStyle <- eSpectreSpawnStyle.MORE_FOR_ENEMY_TITANS
FlagInit( "AllSpectre" )
FlagInit( "AllSpectreIMC" )
FlagInit( "AllSpectreMilitia" )
FlagInit( "NoSpectreIMC" )
FlagInit( "NoSpectreMilitia" )
RegisterSignal( "OnSendAIToAssaultPoint" )
InitMilitiaTitles()
AddCallback_OnClientConnecting( AiSoldiers_InitPlayer )
if ( GetDeveloperLevel() > 0 )
AddClientCommandCallback( "SpawnViewGrunt", ClientCommand_SpawnViewGrunt )
}
bool function ClientCommand_SpawnViewGrunt( entity player, array<string> args )
{
int team = args[0].tointeger()
if ( GetDeveloperLevel() < 1 )
return true
vector origin = player.EyePosition()
vector angles = player.EyeAngles()
vector forward = AnglesToForward( angles )
TraceResults result = TraceLine( origin, origin + forward * 2000, player )
angles.x = 0
angles.z = 0
entity guy = CreateSoldier( team, result.endPos, angles )
DispatchSpawn( guy )
return true
}
// debug commands
function onlyimc()
{
level.onlySpawn = TEAM_IMC
printt( "Only spawning IMC AI" )
}
// debug commands
function onlymilitia()
{
level.onlySpawn = TEAM_MILITIA
printt( "Only spawning Militia AI" )
}
//////////////////////////////////////////////////////////
void function AiSoldiers_InitPlayer( entity player )
{
player.s.next_ai_callout_time <- -1
string squadName = GetPlayerSpectreSquadName( player )
player.p.spectreSquad = squadName
}
//////////////////////////////////////////////////////////
string function MakeSquadName( int team, string msg )
{
string teamStr
if ( team == TEAM_IMC )
teamStr = "imc"
else if ( team == TEAM_MILITIA )
teamStr = "militia"
else
teamStr = "default"
return "squad_" + teamStr + msg
}
//////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////
// common init for grunts and spectres
void function CommonMinionInit( entity npc )
{
RandomizeHead( npc )
if ( IsMultiplayer() )
{
npc.kv.alwaysAlert = 1
npc.EnableNPCFlag( NPC_STAY_CLOSE_TO_SQUAD | NPC_NEW_ENEMY_FROM_SOUND )
npc.DisableNPCFlag( NPC_ALLOW_PATROL | NPC_ALLOW_INVESTIGATE )
}
npc.s.cpState <- eNPCStateCP.NONE
if ( npc.kv.alwaysalert.tointeger() == 1 )
npc.SetDefaultSchedule( "SCHED_ALERT_SCAN" )
}
function SetupMinionForRPGs( entity soldier )
{
soldier.SetEnemyChangeCallback( OnEnemyChanged_MinionSwitchToHeavyArmorWeapon )
}
void function OnSoldierSeeEnemy( entity guy )
{
guy.EndSignal( "OnDeath" )
if ( NPC_GruntChatterSPEnabled( guy ) )
return
while ( true )
{
var results = WaitSignal( guy, "OnSeeEnemy" )
if ( !IsValid( guy ) )
return
TrySpottedCallout( guy, expect entity( results.activator ) )
}
}
void function TryFriendlyPassingNearby( entity grunt )
{
grunt.EndSignal( "OnDeath" )
if ( NPC_GruntChatterSPEnabled( grunt ) )
return
while ( true )
{
wait 5
if ( !IsValid( grunt ) )
return
#if GRUNT_CHATTER_MP_ENABLED
// only do this a minute into the match
if ( Time() > 60.0 && TryFriendlyCallout( grunt, "pilot", "bc_reactFriendlyPilot" , 500 ) )
continue
if ( TryFriendlyCallout( grunt, "titan", "bc_reactTitanfallFriendlyArrives" , 500 ) )
continue
if ( TryFriendlyCallout( grunt, "npc_super_spectre", "bc_reactReaperFriendlyArrives" , 500 ) )
continue
if ( TryFriendlyCallout( grunt, "npc_frag_drone", "bc_reactTickSpawnFriendly" , 500 ) )
continue
if ( IsAlive( grunt.GetEnemy() ) )
{
entity enemy = grunt.GetEnemy()
if ( enemy.IsTitan() )
PlayGruntChatterMPLine( grunt, "bc_generalCombatTitan" )
else
PlayGruntChatterMPLine( grunt, "bc_generalCombat" )
}
else
{
PlayGruntChatterMPLine( grunt, "bc_generalNonCombat" )
}
#endif
}
}
#if GRUNT_CHATTER_MP_ENABLED
bool function TryFriendlyCallout( entity grunt, string npcClassname, string callout, float dist )
{
array<entity> nearbyFriendlies
float distSq = dist*dist
if ( npcClassname == "pilot" )
{
array<entity> players = GetPlayerArrayOfTeam_AlivePilots( grunt.GetTeam() )
foreach( p in players )
{
if ( DistanceSqr( p.GetOrigin(), grunt.GetOrigin() ) > distSq )
continue
nearbyFriendlies.append( p )
}
}
else if ( npcClassname == "titan" )
{
nearbyFriendlies = GetNPCArrayEx( "npc_titan", grunt.GetTeam(), TEAM_ANY, grunt.GetOrigin(), dist )
array<entity> players = GetPlayerArrayOfTeam_Alive( grunt.GetTeam() )
foreach( p in players )
{
if ( !p.IsTitan() )
continue
if ( DistanceSqr( p.GetOrigin(), grunt.GetOrigin() ) > distSq )
continue
nearbyFriendlies.append( p )
}
}
else
{
nearbyFriendlies = GetNPCArrayEx( npcClassname, grunt.GetTeam(), TEAM_ANY, grunt.GetOrigin(), dist )
}
foreach ( friendly in nearbyFriendlies )
{
if ( !IsAlive( friendly ) )
continue
if ( GetDoomedState( friendly ) )
continue
PlayGruntChatterMPLine( grunt, callout )
return true
}
return false
}
#endif
void function OnSpectreSeeEnemy( entity guy )
{
guy.EndSignal( "OnDeath" )
while ( true )
{
var results = WaitSignal( guy, "OnGainEnemyLOS" )
TrySpottedCallout( guy, expect entity( results.activator ) )
}
}
//////////////////////////////////////////////////////////
bool function IsValidRocketTarget( entity enemy )
{
return enemy.GetArmorType() == ARMOR_TYPE_HEAVY
}
//////////////////////////////////////////////////////////
function DisableMinionUsesHeavyWeapons( entity soldier )
{
soldier.SetEnemyChangeCallback( OnEnemyChanged_MinionUpdateAimSettingsForEnemy )
}
void function OnEnemyChanged_MinionSwitchToHeavyArmorWeapon( entity soldier )
{
OnEnemyChanged_TryHeavyArmorWeapon( soldier )
OnEnemyChanged_MinionUpdateAimSettingsForEnemy( soldier )
}
//////////////////////////////////////////////////////////
void function OnEnemyChanged_MinionUpdateAimSettingsForEnemy( entity soldier )
{
SetProficiency( soldier )
}
bool function AssignNPCAppropriateWeaponFromWeapons( entity npc, array<entity> weapons, bool isRocketTarget )
{
// first try to find an appropriate weapon
foreach ( weapon in weapons )
{
bool isAntiTitan = weapon.GetWeaponType() == WT_ANTITITAN
if ( isAntiTitan == isRocketTarget )
{
// found a weapon to use
npc.SetActiveWeaponByName( weapon.GetWeaponClassName() )
return true
}
}
return false
}
//////////////////////////////////////////////////////////
void function OnEnemyChanged_TryHeavyArmorWeapon( entity npc )
{
entity enemy = npc.GetEnemy()
if ( !IsAlive( enemy ) )
return
array<entity> weapons = npc.GetMainWeapons()
// do we have a weapon to switch to?
if ( !weapons.len() )
return
entity activeWeapon = npc.GetActiveWeapon()
bool isRocketTarget = IsValidRocketTarget( enemy )
if ( activeWeapon == null )
{
if ( AssignNPCAppropriateWeaponFromWeapons( npc, weapons, isRocketTarget ) )
return
// if that fails, use the first weapon, so we do consistent behavior
npc.SetActiveWeaponByName( weapons[0].GetWeaponClassName() )
return
}
bool isActiveWeapon_AntiTitan = activeWeapon.GetWeaponType() == WT_ANTITITAN
// already using an appropriate weapon?
if ( isActiveWeapon_AntiTitan == isRocketTarget )
return
AssignNPCAppropriateWeaponFromWeapons( npc, weapons, isRocketTarget )
}
const float NPC_CLOSE_DISTANCE_SQR_THRESHOLD = 1000.0 * 1000.0
//////////////////////////////////////////////////////////
void function TrySpottedCallout( entity guy, entity enemy )
{
if ( !IsAlive( guy ) )
return
if ( !IsAlive( enemy ) )
return
float distanceSqr = DistanceSqr( guy.GetOrigin(), enemy.GetOrigin() )
bool isClose = distanceSqr <= NPC_CLOSE_DISTANCE_SQR_THRESHOLD
if ( enemy.IsTitan() )
{
if ( IsSpectre( guy ) ) //Spectre callouts
{
#if SPECTRE_CHATTER_MP_ENABLED
PlaySpectreChatterMPLine( guy, "diag_imc_spectre_gs_spotclosetitancall_01" )
#else
if ( isClose )
PlaySpectreChatterToAll( "spectre_gs_spotclosetitancall_01", guy )
else
PlaySpectreChatterToAll( "spectre_gs_spotfartitan_1_1", guy )
#endif
}
else //Grunt callouts
{
#if GRUNT_CHATTER_MP_ENABLED
PlayGruntChatterMPLine( guy, "bc_enemytitanspotcall" )
#endif
}
}
else if ( enemy.IsPlayer() )
{
if ( IsSpectre( guy ) ) //Spectre callouts
{
#if SPECTRE_CHATTER_MP_ENABLED
PlaySpectreChatterMPLine( guy, "diag_imc_spectre_gs_engagepilotenemy_01_1" )
#else
if ( isClose )
PlaySpectreChatterToAll( "spectre_gs_engagepilotenemy_01_1", guy )
else
PlaySpectreChatterToAll( "spectre_gs_spotenemypilot_01_1", guy )
#endif
}
else //Grunt callouts
{
#if GRUNT_CHATTER_MP_ENABLED
if ( isClose )
PlayGruntChatterMPLine( guy, "bc_spotenemypilot" )
else
PlayGruntChatterMPLine( guy, "bc_engagepilotenemy" )
#endif
}
}
else if ( IsSuperSpectre( enemy ) )
{
if ( !IsSpectre( guy ) ) //Spectre callouts
{
#if GRUNT_CHATTER_MP_ENABLED
PlayGruntChatterMPLine( guy, "bc_reactEnemyReaper" )
#endif
}
}
else
{
if ( !IsSpectre( guy ) ) //Spectre callouts
{
#if GRUNT_CHATTER_MP_ENABLED
PlayGruntChatterMPLine( guy, "bc_reactEnemySpotted" )
#endif
}
}
}
//////////////////////////////////////////////////////////
string function GetPlayerSpectreSquadName( entity player )
{
return "player" + player.entindex() + "spectreSquad"
}
//////////////////////////////////////////////////////////
string function GetMilitiaTitle()
{
file.militiaTitlesIndex++
if ( file.militiaTitlesIndex >= file.militiaTitles.len() )
file.militiaTitlesIndex = 0
return file.militiaTitles[ file.militiaTitlesIndex ]
}
void function InitMilitiaTitles()
{
file.militiaTitles = [
"#NPC_MILITIA_NAME_AND_RANK_0",
"#NPC_MILITIA_NAME_AND_RANK_1",
"#NPC_MILITIA_NAME_AND_RANK_2",
"#NPC_MILITIA_NAME_AND_RANK_3",
"#NPC_MILITIA_NAME_AND_RANK_4",
"#NPC_MILITIA_NAME_AND_RANK_5",
"#NPC_MILITIA_NAME_AND_RANK_6",
"#NPC_MILITIA_NAME_AND_RANK_7",
"#NPC_MILITIA_NAME_AND_RANK_8",
"#NPC_MILITIA_NAME_AND_RANK_9",
"#NPC_MILITIA_NAME_AND_RANK_10",
"#NPC_MILITIA_NAME_AND_RANK_11",
"#NPC_MILITIA_NAME_AND_RANK_12",
"#NPC_MILITIA_NAME_AND_RANK_13",
"#NPC_MILITIA_NAME_AND_RANK_14",
"#NPC_MILITIA_NAME_AND_RANK_15",
"#NPC_MILITIA_NAME_AND_RANK_16",
"#NPC_MILITIA_NAME_AND_RANK_17",
"#NPC_MILITIA_NAME_AND_RANK_18",
"#NPC_MILITIA_NAME_AND_RANK_19",
"#NPC_MILITIA_NAME_AND_RANK_20",
"#NPC_MILITIA_NAME_AND_RANK_21",
"#NPC_MILITIA_NAME_AND_RANK_22",
"#NPC_MILITIA_NAME_AND_RANK_23",
"#NPC_MILITIA_NAME_AND_RANK_24",
"#NPC_MILITIA_NAME_AND_RANK_25",
"#NPC_MILITIA_NAME_AND_RANK_26",
"#NPC_MILITIA_NAME_AND_RANK_27",
"#NPC_MILITIA_NAME_AND_RANK_28",
"#NPC_MILITIA_NAME_AND_RANK_29",
"#NPC_MILITIA_NAME_AND_RANK_30",
"#NPC_MILITIA_NAME_AND_RANK_31",
"#NPC_MILITIA_NAME_AND_RANK_32",
"#NPC_MILITIA_NAME_AND_RANK_33",
"#NPC_MILITIA_NAME_AND_RANK_34",
"#NPC_MILITIA_NAME_AND_RANK_35",
"#NPC_MILITIA_NAME_AND_RANK_36",
"#NPC_MILITIA_NAME_AND_RANK_37",
"#NPC_MILITIA_NAME_AND_RANK_38",
"#NPC_MILITIA_NAME_AND_RANK_39",
"#NPC_MILITIA_NAME_AND_RANK_40",
"#NPC_MILITIA_NAME_AND_RANK_41",
"#NPC_MILITIA_NAME_AND_RANK_42",
"#NPC_MILITIA_NAME_AND_RANK_43",
"#NPC_MILITIA_NAME_AND_RANK_44",
"#NPC_MILITIA_NAME_AND_RANK_45",
"#NPC_MILITIA_NAME_AND_RANK_46",
"#NPC_MILITIA_NAME_AND_RANK_47",
"#NPC_MILITIA_NAME_AND_RANK_48",
"#NPC_MILITIA_NAME_AND_RANK_49",
"#NPC_MILITIA_NAME_AND_RANK_50",
"#NPC_MILITIA_NAME_AND_RANK_51",
"#NPC_MILITIA_NAME_AND_RANK_52",
"#NPC_MILITIA_NAME_AND_RANK_53",
"#NPC_MILITIA_NAME_AND_RANK_54",
"#NPC_MILITIA_NAME_AND_RANK_55",
"#NPC_MILITIA_NAME_AND_RANK_56",
"#NPC_MILITIA_NAME_AND_RANK_57",
"#NPC_MILITIA_NAME_AND_RANK_58",
"#NPC_MILITIA_NAME_AND_RANK_59",
"#NPC_MILITIA_NAME_AND_RANK_60",
"#NPC_MILITIA_NAME_AND_RANK_61",
"#NPC_MILITIA_NAME_AND_RANK_62",
"#NPC_MILITIA_NAME_AND_RANK_63",
"#NPC_MILITIA_NAME_AND_RANK_64",
"#NPC_MILITIA_NAME_AND_RANK_65",
"#NPC_MILITIA_NAME_AND_RANK_66",
"#NPC_MILITIA_NAME_AND_RANK_67",
"#NPC_MILITIA_NAME_AND_RANK_68",
"#NPC_MILITIA_NAME_AND_RANK_69",
"#NPC_MILITIA_NAME_AND_RANK_70",
"#NPC_MILITIA_NAME_AND_RANK_71",
"#NPC_MILITIA_NAME_AND_RANK_72",
"#NPC_MILITIA_NAME_AND_RANK_73",
"#NPC_MILITIA_NAME_AND_RANK_74",
"#NPC_MILITIA_NAME_AND_RANK_75",
"#NPC_MILITIA_NAME_AND_RANK_76",
"#NPC_MILITIA_NAME_AND_RANK_77",
"#NPC_MILITIA_NAME_AND_RANK_78",
"#NPC_MILITIA_NAME_AND_RANK_79",
"#NPC_MILITIA_NAME_AND_RANK_80",
"#NPC_MILITIA_NAME_AND_RANK_81",
"#NPC_MILITIA_NAME_AND_RANK_82",
"#NPC_MILITIA_NAME_AND_RANK_83",
"#NPC_MILITIA_NAME_AND_RANK_84",
"#NPC_MILITIA_NAME_AND_RANK_85",
"#NPC_MILITIA_NAME_AND_RANK_86",
"#NPC_MILITIA_NAME_AND_RANK_87",
"#NPC_MILITIA_NAME_AND_RANK_88",
"#NPC_MILITIA_NAME_AND_RANK_89",
"#NPC_MILITIA_NAME_AND_RANK_90",
"#NPC_MILITIA_NAME_AND_RANK_91",
"#NPC_MILITIA_NAME_AND_RANK_92",
"#NPC_MILITIA_NAME_AND_RANK_93",
"#NPC_MILITIA_NAME_AND_RANK_94",
"#NPC_MILITIA_NAME_AND_RANK_95"
"#NPC_MILITIA_NAME_AND_RANK_96",
"#NPC_MILITIA_NAME_AND_RANK_97",
"#NPC_MILITIA_NAME_AND_RANK_98",
"#NPC_MILITIA_NAME_AND_RANK_99"
]
file.militiaTitles.randomize()
file.militiaTitlesIndex = 0
}
//////////////////////////////////////////////////////////
function disable_npcs()
{
FlagSet( "disable_npcs" )
printl( "disabling_npcs" )
array<entity> guys = GetNPCArray()
foreach ( guy in guys )
{
if ( guy.GetClassName() == "npc_turret_mega" )
continue
if ( guy.GetClassName() == "npc_turret_sentry" )
continue
if ( guy.GetClassName() == "npc_titan" )
continue
guy.Destroy()
}
}
//////////////////////////////////////////////////////////
// //hack - we want to toggle new AI on and off through the dev menu even though playlist defaults to use them all the time
function disable_new_npcs()
{
array<entity> guys = GetNPCArray()
foreach ( guy in guys )
{
if ( guy.GetClassName() == "npc_turret_mega" )
continue
if ( guy.GetClassName() == "npc_turret_sentry" )
continue
if ( guy.GetClassName() == "npc_titan" )
continue
guy.Destroy()
}
}
function ResetNPCs()
{
array<entity> guys = GetNPCArray()
foreach ( guy in guys )
{
if ( guy.GetClassName() == "npc_turret_mega" )
continue
if ( guy.GetClassName() == "npc_turret_sentry" )
continue
if ( guy.GetClassName() == "npc_titan" && IsValid( guy.GetTitanSoul() ) )
{
guy.GetTitanSoul().Destroy()
}
guy.Destroy()
}
}
//////////////////////////////////////////////////////////
function Disable_IMC()
{
DisableAutoPopulate( TEAM_IMC )
printl( "Disable_IMC" )
array<entity> guys = GetNPCArray()
foreach ( guy in guys )
{
if ( guy.GetTeam() == TEAM_IMC )
guy.Kill_Deprecated_UseDestroyInstead()
}
}
//////////////////////////////////////////////////////////
function Disable_MILITIA()
{
DisableAutoPopulate( TEAM_MILITIA )
printl( "Disable_MILITIA" )
array<entity> guys = GetNPCArray()
foreach ( guy in guys )
{
if ( guy.GetTeam() == TEAM_MILITIA )
guy.Kill_Deprecated_UseDestroyInstead()
}
}
//////////////////////////////////////////////////////////
function IsNPCSpawningEnabled()
{
if ( Riff_AllowNPCs() != eAllowNPCs.Default )
{
if ( Riff_AllowNPCs() == eAllowNPCs.None )
return false
return true
}
return true
}
function DisableAutoPopulate( team )
{
switch ( team )
{
case TEAM_IMC:
FlagSet( "Disable_IMC" )
break
case TEAM_MILITIA:
FlagSet( "Disable_MILITIA" )
break
default:
Assert( 0, "team number " + team + " not setup for autoPopulation.")
break
}
}
function EnableAutoPopulate( team )
{
switch ( team )
{
case TEAM_IMC:
FlagClear( "Disable_IMC" )
break
case TEAM_MILITIA:
FlagClear( "Disable_MILITIA" )
break
default:
Assert( 0, "team number " + team + " not setup for autoPopulation.")
break
}
}
//////////////////////////////////////////////////////////
function GuyTeleportsOnPathFail( guy, origin )
{
expect entity( guy )
guy.EndSignal( "OnFailedToPath" )
local e = {}
e.waited <- false
OnThreadEnd(
function() : ( guy, origin, e )
{
if ( !IsAlive( guy ) )
return
// wait was cut off
if ( !e.waited )
guy.SetOrigin( origin )
}
)
wait 2
e.waited = true
}
void function SquadAssaultOrigin( array<entity> group, vector origin, float radius = STANDARDGOALRADIUS )
{
foreach ( member in group )
{
thread AssaultOrigin( member, origin, radius )
}
}
void function AssaultOrigin( entity guy, vector origin, float radius = STANDARDGOALRADIUS )
{
waitthread SendAIToAssaultPoint( guy, origin, <0,0,0>, radius )
}
void function SendAIToAssaultPoint( entity guy, vector origin, vector angles, float radius = STANDARDGOALRADIUS )
{
Assert( IsAlive( guy ) )
guy.Signal( "OnSendAIToAssaultPoint" )
guy.Anim_Stop() // in case we were doing an anim already
guy.EndSignal( "OnDeath" )
guy.EndSignal( "OnSendAIToAssaultPoint" )
bool allowFlee = guy.GetNPCFlag( NPC_ALLOW_FLEE )
bool allowHandSignal = guy.GetNPCFlag( NPC_ALLOW_HAND_SIGNALS )
OnThreadEnd(
function() : ( guy, allowFlee, allowHandSignal )
{
if ( IsAlive( guy ) )
{
guy.SetNPCFlag( NPC_ALLOW_FLEE, allowFlee )
guy.SetNPCFlag( NPC_ALLOW_HAND_SIGNALS, allowHandSignal )
}
}
)
guy.DisableNPCFlag( NPC_ALLOW_FLEE | NPC_ALLOW_HAND_SIGNALS )
guy.AssaultPoint( origin )
guy.AssaultSetGoalRadius( radius )
guy.WaitSignal( "OnFinishedAssault" )
}
function SetGlobalNPCHealth( healthValue ) //Debug, for trailer team
{
array<entity> npcArray = GetNPCArray()
foreach ( npc in npcArray )
{
npc.SetMaxHealth( healthValue )
npc.SetHealth( healthValue )
}
}
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