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untyped
global function Evac_Init
global function AddEvacNode
global function SetEvacSpaceNode
global function IsEvacDropship
global function EvacEpilogueSetup
global function Evac
const float EVAC_INITIAL_WAIT = 5.0
const float EVAC_ARRIVAL_TIME = 40.0
const float EVAC_WAIT_TIME = 18.0
const int EVAC_SHIP_HEALTH = 25000
const int EVAC_SHIP_SHIELDS = 2000
// we don't use these because they're busted, just keeping them
const array<string> EVAC_EMBARK_ANIMS_1P = [
"ptpov_e3_rescue_side_embark_A",
"ptpov_e3_rescue_side_embark_B",
"ptpov_e3_rescue_side_embark_C",
"ptpov_e3_rescue_side_embark_D",
"ptpov_e3_rescue_side_embark_E",
"ptpov_e3_rescue_side_embark_F",
"ptpov_e3_rescue_side_embark_G",
"ptpov_e3_rescue_side_embark_H"
]
const array<string> EVAC_EMBARK_ANIMS_3P = [
"pt_e3_rescue_side_embark_A",
"pt_e3_rescue_side_embark_B",
"pt_e3_rescue_side_embark_C",
"pt_e3_rescue_side_embark_D",
"pt_e3_rescue_side_embark_E",
"pt_e3_rescue_side_embark_F",
"pt_e3_rescue_side_embark_G",
"pt_e3_rescue_side_embark_H"
]
const array<string> EVAC_IDLE_ANIMS_1P = [
"ptpov_e3_rescue_side_embark_A_idle",
"ptpov_e3_rescue_side_embark_B_idle",
"ptpov_e3_rescue_side_embark_C_idle",
"ptpov_e3_rescue_side_embark_D_idle",
"ptpov_e3_rescue_side_embark_E_idle",
"ptpov_e3_rescue_side_embark_F_idle",
"ptpov_e3_rescue_side_embark_G_idle",
"ptpov_e3_rescue_side_embark_H_idle"
]
const array<string> EVAC_IDLE_ANIMS_3P = [
"pt_e3_rescue_side_idle_A",
"pt_e3_rescue_side_idle_B",
"pt_e3_rescue_side_idle_C",
"pt_e3_rescue_side_idle_D",
"pt_e3_rescue_side_idle_E",
"pt_e3_rescue_side_idle_F",
"pt_e3_rescue_side_idle_G",
"pt_e3_rescue_side_idle_H"
]
struct {
array<entity> evacNodes
entity spaceNode
// this only supports 1 evac at once atm, is this ideal?
entity currentEvacNode
entity evacDropship
entity evacIcon
} file
struct EvacShipSetting
{
asset shipModel
string flyinSound
string hoverSound
string flyoutSound
}
void function Evac_Init()
{
EvacShared_Init()
RegisterSignal( "EvacShipLeaves" )
RegisterSignal( "EvacOver" )
PrecacheParticleSystem( FX_EVAC_MARKER )
}
void function AddEvacNode( entity evacNode )
{
file.evacNodes.append( evacNode )
}
void function SetEvacSpaceNode( entity spaceNode )
{
file.spaceNode = spaceNode
}
bool function IsEvacDropship( entity ent )
{
return file.evacDropship == ent && IsValid( file.evacDropship )
}
// evac epilogue
void function EvacEpilogueSetup()
{
// don't do much here because other scripts should be able to call evac stuff themselves
AddCallback_GameStateEnter( eGameState.Epilogue, EvacEpilogue )
}
void function EvacEpilogue()
{
int winner = GetWinningTeam()
// make sure we don't run evac if it won't be supported for current map/gamestate
bool canRunEvac = GetCurrentPlaylistVarInt( "max_teams", 2 ) == 2 &&
( winner == TEAM_MILITIA || winner == TEAM_IMC ) &&
( file.evacNodes.len() > 0 || IsValid( GetEnt( "escape_node1" ) ) ) // code assumes escape_node1 should be first node if automatically registering
if ( canRunEvac )
{
thread SetRespawnAndWait( false )
// no players can evac? end match
thread CheckIfAnyPlayerLeft( GetOtherTeam( winner ) )
thread Evac( GetOtherTeam( winner ), EVAC_INITIAL_WAIT, EVAC_ARRIVAL_TIME, EVAC_WAIT_TIME, EvacEpiloguePlayerCanBoard, EvacEpilogueShouldLeaveEarly, EvacEpilogueCompleted )
}
else
{
thread SetRespawnAndWait( false ) //prevent respawns during the fade to black, should only be an issue if the match is a draw
thread EvacEpilogueCompleted( null ) //this is hacky but like, this also shouldn't really be hit in normal gameplay
}
}
void function EvacSpectatorFunc( entity player )
{
svGlobal.levelEnt.EndSignal( "GameStateChanged" )
file.evacDropship.EndSignal( "OnDestroy" )
entity cam = GetEnt( expect string( file.currentEvacNode.kv.target ) )
if ( !IsValid( cam ) )
return
player.SetObserverModeStaticPosition( cam.GetOrigin() )
player.SetObserverModeStaticAngles( cam.GetAngles() )
player.StartObserverMode( OBS_MODE_STATIC )
file.evacDropship.WaitSignal( "EvacOver" )
}
void function SetRespawnAndWait( bool mode )
{
wait GAME_EPILOGUE_PLAYER_RESPAWN_LEEWAY
SetRespawnsEnabled( mode )
// clear any respawn availablity, or players are able to save there respawn for whenever they want
foreach( entity player in GetPlayerArray() )
ClearRespawnAvailable( player )
}
bool function EvacEpiloguePlayerCanBoard( entity dropship, entity player )
{
// can't board a dropship on a different team
if ( dropship.GetTeam() != player.GetTeam() )
return false
// check if there are any free slots on the dropship, if there are then they can board
foreach ( entity player in dropship.s.evacSlots )
if ( !IsValid( player ) )
return true
// no empty slots
return false
}
bool function EvacEpilogueShouldLeaveEarly( entity dropship )
{
int numEvacing
foreach ( entity player in dropship.s.evacSlots )
if ( IsValid( player ) )
numEvacing++
return GetPlayerArrayOfTeam_Alive( dropship.GetTeam() ).len() == numEvacing || numEvacing == dropship.s.evacSlots.len()
}
void function EvacEpilogueCompleted( entity dropship )
{
wait 5.0
foreach ( entity player in GetPlayerArray() )
ScreenFadeToBlackForever( player, 2.0 )
wait 2.0
if( GetGameState() != eGameState.Postmatch )
SetGameState( eGameState.Postmatch )
}
// global evac func, anything can call this, it's not necessarily an epilogue thing
void function Evac( int evacTeam, float initialWait, float arrivalTime, float waitTime, bool functionref( entity, entity ) canBoardCallback, bool functionref( entity ) shouldLeaveEarlyCallback, void functionref( entity ) completionCallback, entity customEvacNode = null )
{
// get evac ship sound and model for specific team
EvacShipSetting evacShip = GetEvacShipSettingByTeam( evacTeam )
wait initialWait
// setup evac nodes if not manually registered
if ( file.evacNodes.len() == 0 && !IsValid( customEvacNode ) )
{
for ( int i = 1; ; i++ )
{
entity newNode = GetEnt( "escape_node" + i )
if ( !IsValid( newNode ) )
break
file.evacNodes.append( newNode )
}
}
// setup space node if not manually registered
if ( !IsValid( file.spaceNode ) )
file.spaceNode = GetEnt( "spaceNode" )
entity evacNode = customEvacNode
if ( !IsValid( customEvacNode ) )
evacNode = file.evacNodes.getrandom()
file.currentEvacNode = evacNode
// setup client evac position
file.evacIcon = CreateEntity( "info_target" )
file.evacIcon.SetOrigin( evacNode.GetOrigin() )
file.evacIcon.kv.spawnFlags = SF_INFOTARGET_ALWAYS_TRANSMIT_TO_CLIENT
DispatchSpawn( file.evacIcon )
file.evacIcon.DisableHibernation()
// start evac beam
int index = GetParticleSystemIndex( FX_EVAC_MARKER )
entity effectFriendly = StartParticleEffectInWorld_ReturnEntity( index, evacNode.GetOrigin(), < 0,0,0 > )
SetTeam( effectFriendly, evacTeam )
effectFriendly.kv.VisibilityFlags = ENTITY_VISIBLE_TO_FRIENDLY
wait 0.5 // need to wait here, or the target won't appear on clients for some reason
// eta until arrive
SetTeamActiveObjective( evacTeam, "EG_DropshipExtract", Time() + arrivalTime, file.evacIcon )
SetTeamActiveObjective( GetOtherTeam( evacTeam ), "EG_StopExtract", Time() + arrivalTime, file.evacIcon )
// would've liked to use cd_dropship_rescue_side_start length here, but can't since this is done before dropship spawn, can't
wait arrivalTime - 4.33333
entity dropship = CreateDropship( evacTeam, evacNode.GetOrigin(), evacNode.GetAngles() )
thread DropShipTempHide( dropship ) // prevent showing model and health bar on spawn
dropship.SetModel( evacShip.shipModel )
dropship.SetValueForModelKey( evacShip.shipModel )
dropship.SetMaxHealth( EVAC_SHIP_HEALTH )
dropship.SetHealth( EVAC_SHIP_HEALTH )
dropship.SetShieldHealth( EVAC_SHIP_SHIELDS )
SetTargetName( dropship, "#NPC_EVAC_DROPSHIP" )
DispatchSpawn( dropship )
// reduce nuclear core's damage
AddEntityCallback_OnDamaged( dropship, EvacDropshipDamaged )
AddEntityCallback_OnKilled( dropship, EvacDropshipKilled )
dropship.s.evacSlots <- [ null, null, null, null, null, null, null, null ]
file.evacDropship = dropship
dropship.EndSignal( "OnDestroy" )
OnThreadEnd( function() : ( evacTeam, completionCallback, dropship )
{
if ( "evacTrigger" in dropship.s )
dropship.s.evacTrigger.Destroy()
// this should be for both teams
if( !IsValid( dropship ) )
{
SetTeamActiveObjective( evacTeam, "EG_DropshipExtractDropshipDestroyed" )
SetTeamActiveObjective( GetOtherTeam( evacTeam ), "EG_DropshipExtractDropshipDestroyed" )
}
foreach ( entity player in dropship.s.evacSlots )
{
if ( !IsValid( player ) )
continue
player.ClearInvulnerable()
}
// this is called whether dropship is destroyed or evac finishes, callback can handle this itself
thread completionCallback( dropship )
})
// flyin
Spectator_SetCustomSpectatorFunc( EvacSpectatorFunc )
thread PlayAnim( dropship, "cd_dropship_rescue_side_start", evacNode )
// fly in sound and effect
EmitSoundOnEntity( dropship, evacShip.flyinSound )
thread WarpInEffectEvacShip( dropship )
// calculate time until idle start
float sequenceDuration = dropship.GetSequenceDuration( "cd_dropship_rescue_side_start" )
float cycleFrac = dropship.GetScriptedAnimEventCycleFrac( "cd_dropship_rescue_side_start", "ReadyToLoad" )
wait sequenceDuration * cycleFrac
thread PlayAnim( dropship, "cd_dropship_rescue_side_idle", evacNode )
// hover sound
EmitSoundOnEntity( dropship, evacShip.hoverSound )
// eta until leave
SetTeamActiveObjective( evacTeam, "EG_DropshipExtract2", Time() + waitTime, file.evacIcon )
SetTeamActiveObjective( GetOtherTeam( evacTeam ), "EG_StopExtract2", Time() + waitTime, file.evacIcon )
// dialogue
PlayFactionDialogueToTeam( "mp_evacGo", evacTeam )
PlayFactionDialogueToTeam( "mp_evacStop", GetOtherTeam( evacTeam ) )
// stop evac beam
if( IsValid( effectFriendly ) )
EffectStop( effectFriendly )
// setup evac trigger
entity trigger = CreateEntity( "trigger_cylinder" )
trigger.SetRadius( 150 )
trigger.SetAboveHeight( 100 )
trigger.SetBelowHeight( 100 )
trigger.SetOrigin( dropship.GetOrigin() )
trigger.SetParent( dropship, "ORIGIN" )
DispatchSpawn( trigger )
// have to do this inline since we capture the completionCallback
trigger.SetEnterCallback( void function( entity trigger, entity player ) : ( canBoardCallback, dropship )
{
if ( !player.IsPlayer() || !IsAlive( player ) || player.IsTitan() || player.ContextAction_IsBusy() || !canBoardCallback( dropship, player ) || PlayerInDropship( player, dropship ) )
return
thread AddPlayerToEvacDropship( dropship, player )
})
dropship.s.evacTrigger <- trigger
float waitStartTime = Time()
while ( Time() - waitStartTime < waitTime )
{
if ( shouldLeaveEarlyCallback( dropship ) )
break
WaitFrame()
}
// fly out sound
StopSoundOnEntity( dropship, evacShip.hoverSound )
EmitSoundOnEntity( dropship, evacShip.flyoutSound )
// holster all weapons
foreach ( entity player in dropship.s.evacSlots )
if ( IsValid( player ) )
player.HolsterWeapon()
// fly away
dropship.Signal( "EvacShipLeaves" )
thread PlayAnim( dropship, "cd_dropship_rescue_side_end", evacNode )
SetTeamActiveObjective( evacTeam, "EG_DropshipExtractDropshipFlyingAway" )
SetTeamActiveObjective( GetOtherTeam( evacTeam ), "EG_StopExtractDropshipFlyingAway" )
// todo: play the warpout effect somewhere here
wait dropship.GetSequenceDuration( "cd_dropship_rescue_side_end" ) - WARPINFXTIME
foreach ( entity player in dropship.s.evacSlots )
if ( IsValid( player ) )
Remote_CallFunction_NonReplay( player, "ServerCallback_PlayScreenFXWarpJump" )
wait WARPINFXTIME
dropship.kv.VisibilityFlags = 0 // prevent jetpack trails being like "dive" into ground
WaitFrame() // better wait because we are server
if( !IsValid( dropship ) )
return
thread __WarpOutEffectShared( dropship )
// go to space
// hardcoded angles here are a hack, spacenode position doesn't face the planet in the skybox, for some reason
// nvm removing for now
//file.spaceNode.SetAngles( < 30, -75, 20 > )
dropship.SetOrigin( file.spaceNode.GetOrigin() )
dropship.SetAngles( file.spaceNode.GetAngles() )
dropship.SetInvulnerable()
dropship.Signal( "EvacOver" )
thread PlayAnim( dropship, "ds_space_flyby_dropshipA", file.spaceNode )
foreach( entity player in GetPlayerArray() )
{
// evac-ed players only beyond this point
if ( !PlayerInDropship( player, dropship ) )
{
if ( player.GetTeam() == dropship.GetTeam() )
SetPlayerActiveObjective( player, "EG_DropshipExtractFailedEscape" )
continue
}
SetPlayerActiveObjective( player, "EG_DropshipExtractSuccessfulEscape" )
// let evacing team able to see the ship again
dropship.kv.VisibilityFlags = ENTITY_VISIBLE_TO_FRIENDLY
// skybox
player.SetSkyCamera( GetEnt( SKYBOXSPACE ) )
Remote_CallFunction_NonReplay( player, "ServerCallback_DisableHudForEvac" )
Remote_CallFunction_NonReplay( player, "ServerCallback_SetClassicSkyScale", dropship.GetEncodedEHandle(), 0.7 )
Remote_CallFunction_NonReplay( player, "ServerCallback_SetMapSettings", 4.0, false, 0.4, 0.125 )
// display player [Evacuated] in killfeed
foreach ( entity otherPlayer in GetPlayerArray() )
Remote_CallFunction_NonReplay( otherPlayer, "ServerCallback_EvacObit", player.GetEncodedEHandle() )
}
}
void function AddPlayerToEvacDropship( entity dropship, entity player )
{
int slot = RandomInt( dropship.s.evacSlots.len() )
for ( int i = 0; i < dropship.s.evacSlots.len(); i++ )
{
if ( !IsValid( dropship.s.evacSlots[ slot ] ) )
{
dropship.s.evacSlots[ slot ] = player
break
}
slot = ( slot + 1 ) % expect int( dropship.s.evacSlots.len() )
}
// no slots available
if ( !PlayerInDropship( player, dropship ) )
return
// need to cancel if the dropship dies
dropship.EndSignal( "OnDeath", "OnDestroy" )
player.SetInvulnerable()
player.UnforceCrouch()
player.ForceStand()
FirstPersonSequenceStruct fp
//fp.firstPersonAnim = EVAC_EMBARK_ANIMS_1P[ slot ]
fp.thirdPersonAnim = EVAC_EMBARK_ANIMS_3P[ slot ]
fp.attachment = "RESCUE"
fp.teleport = true
fp.thirdPersonCameraAttachments = [ "VDU" ] // this seems wrong, firstperson anim has better angles, but no head
EmitSoundOnEntityOnlyToPlayer( player, player, SHIFTER_START_SOUND_3P )
// should play SHIFTER_START_SOUND_1P when they actually arrive in the ship i think, unsure how this is supposed to be done
PlayPhaseShiftDisappearFX( player )
FirstPersonSequence( fp, player, dropship )
FirstPersonSequenceStruct idleFp
idleFp.firstPersonAnimIdle = EVAC_IDLE_ANIMS_1P[ slot ]
idleFp.thirdPersonAnimIdle = EVAC_IDLE_ANIMS_3P[ slot ]
idleFp.attachment = "RESCUE"
idleFp.teleport = true
idleFp.hideProxy = true
idleFp.viewConeFunction = ViewConeWide
thread FirstPersonSequence( idleFp, player, dropship )
ViewConeWide( player ) // gotta do this after for some reason, adding it to idleFp does not work for some reason
}
bool function PlayerInDropship( entity player, entity dropship )
{
// couldn't get "player in dropship.s.evacSlots" to work for some reason, likely due to static typing?
foreach ( entity dropshipPlayer in dropship.s.evacSlots )
if ( dropshipPlayer == player )
return true
return false
}
void function EvacDropshipKilled( entity dropship, var damageInfo )
{
foreach ( entity player in dropship.s.evacSlots )
{
if ( IsValid( player ) )
{
player.ClearParent()
player.Die( DamageInfo_GetAttacker( damageInfo ), DamageInfo_GetWeapon( damageInfo ), { damageSourceId = eDamageSourceId.evac_dropship_explosion, scriptType = DF_GIB } )
}
}
}
// if there's no player left in evacing team, we end this match
void function CheckIfAnyPlayerLeft( int evacTeam )
{
wait GAME_EPILOGUE_PLAYER_RESPAWN_LEEWAY
float startTime = Time()
OnThreadEnd(
function() : ( evacTeam )
{
SetTeamActiveObjective( evacTeam, "EG_DropshipExtractEvacPlayersKilled" )
SetTeamActiveObjective( GetOtherTeam( evacTeam ), "EG_StopExtractEvacPlayersKilled" )
thread EvacEpilogueCompleted( null )
}
)
while( true )
{
if( GetPlayerArrayOfTeam_Alive( evacTeam ).len() == 0 )
break
if( GetGameState() == eGameState.Postmatch )
return
WaitFrame()
}
}
void function DropShipTempHide( entity dropship )
{
dropship.kv.VisibilityFlags = 0 // or it will still shows the jetpack fxs
HideName( dropship )
wait 0.46
if( IsValid( dropship ) )
{
dropship.kv.VisibilityFlags = ENTITY_VISIBLE_TO_EVERYONE
ShowName( dropship )
}
}
EvacShipSetting function GetEvacShipSettingByTeam( int team )
{
EvacShipSetting tempSetting
tempSetting.shipModel = $"models/vehicle/goblin_dropship/goblin_dropship_hero.mdl"
tempSetting.flyinSound = "Goblin_IMC_Evac_Flyin"
tempSetting.hoverSound = "Goblin_IMC_Evac_Hover"
tempSetting.flyoutSound = "Goblin_IMC_Evac_FlyOut"
if( team == TEAM_MILITIA )
{
tempSetting.shipModel = $"models/vehicle/crow_dropship/crow_dropship_hero.mdl"
tempSetting.flyinSound = "Crow_MCOR_Evac_Flyin"
tempSetting.hoverSound = "Crow_MCOR_Evac_Hover"
tempSetting.flyoutSound = "Crow_MCOR_Evac_Flyout"
}
return tempSetting
}
void function EvacDropshipDamaged( entity evacShip, var damageInfo )
{
int damageSourceID = DamageInfo_GetDamageSourceIdentifier( damageInfo )
if( damageSourceID == damagedef_nuclear_core )
DamageInfo_SetDamage( damageInfo, DamageInfo_GetDamage( damageInfo ) * EVAC_SHIP_DAMAGE_MULTIPLIER_AGAINST_NUCLEAR_CORE )
}
void function WarpInEffectEvacShip( entity dropship )
{
dropship.EndSignal( "OnDestroy" )
float sfxWait = 0.1
float totalTime = WARPINFXTIME
float preWaitTime = 0.16 // give it some time so it's actually playing anim, and we can get it's "origin" attatch for playing warp in effect
string sfx = "dropship_warpin"
wait preWaitTime
int attach = dropship.LookupAttachment( "origin" )
vector origin = dropship.GetAttachmentOrigin( attach )
vector angles = dropship.GetAttachmentAngles( attach )
entity fx = PlayFX( FX_GUNSHIP_CRASH_EXPLOSION_ENTRANCE, origin, angles )
fx.FXEnableRenderAlways()
fx.DisableHibernation()
wait sfxWait
EmitSoundAtPosition( TEAM_UNASSIGNED, origin, sfx )
wait totalTime - sfxWait
}
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