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global function AiGameModes_Init
global function AiGameModes_SetGruntWeapons
global function AiGameModes_SetSpectreWeapons
global function AiGameModes_SpawnDropShip
global function AiGameModes_SpawnDropPod
global function AiGameModes_SpawnReaper
global function AiGameModes_SpawnTitan
global function GetValidIntroDropShipSpawn
const INTRO_DROPSHIP_CUTOFF = 2000
struct
{
array< string > gruntWeapons = [ "mp_weapon_rspn101" ]
array< string > spectreWeapons = [ "mp_weapon_hemlok_smg" ]
} file
void function AiGameModes_Init()
{
}
//------------------------------------------------------
void function AiGameModes_SetGruntWeapons( array< string > weapons )
{
file.gruntWeapons = weapons
}
void function AiGameModes_SetSpectreWeapons( array< string > weapons )
{
file.spectreWeapons = weapons
}
//------------------------------------------------------
void function AiGameModes_SpawnDropShip( vector pos, vector rot, int team, int count, void functionref( array<entity> guys ) squadHandler = null )
{
string squadName = MakeSquadName( team, UniqueString( "" ) )
CallinData drop
drop.origin = pos
drop.yaw = rot.y
drop.dist = 768
drop.team = team
drop.squadname = squadName
SetDropTableSpawnFuncs( drop, CreateSoldier, count )
SetCallinStyle( drop, eDropStyle.ZIPLINE_NPC )
thread RunDropshipDropoff( drop )
WaitSignal( drop, "OnDropoff" )
array< entity > guys = GetNPCArrayBySquad( squadName )
foreach ( guy in guys )
{
ReplaceWeapon( guy, file.gruntWeapons[ RandomInt( file.gruntWeapons.len() ) ], [] )
guy.EnableNPCFlag( NPC_ALLOW_PATROL | NPC_ALLOW_INVESTIGATE | NPC_ALLOW_HAND_SIGNALS | NPC_ALLOW_FLEE )
}
if ( squadHandler != null )
thread squadHandler( guys )
}
void function AiGameModes_SpawnDropPod( vector pos, vector rot, int team, string content /*( ͡° ͜ʖ ͡°)*/, void functionref( array<entity> guys ) squadHandler = null )
{
string squadName = MakeSquadName( team, UniqueString( "" ) )
array<entity> guys
entity pod = CreateDropPod( pos, <0,0,0> )
InitFireteamDropPod( pod )
for ( int i = 0; i < 4 ;i++ )
{
entity npc = CreateNPC( content, team, pos,<0,0,0> )
DispatchSpawn( npc )
SetSquad( npc, squadName )
switch ( content )
{
case "npc_soldier":
ReplaceWeapon( npc, file.gruntWeapons[ RandomInt( file.gruntWeapons.len() ) ], [] )
break
case "npc_spectre":
ReplaceWeapon( npc, file.spectreWeapons[ RandomInt( file.spectreWeapons.len() ) ], [] )
break
}
npc.SetParent( pod, "ATTACH", true )
npc.EnableNPCFlag( NPC_ALLOW_PATROL | NPC_ALLOW_INVESTIGATE | NPC_ALLOW_HAND_SIGNALS | NPC_ALLOW_FLEE )
guys.append( npc )
}
// The order here is different so we can show on minimap while were still falling
if ( squadHandler != null )
thread squadHandler( guys )
waitthread LaunchAnimDropPod( pod, "pod_testpath", pos, rot )
ActivateFireteamDropPod( pod, guys )
}
void function AiGameModes_SpawnReaper( vector pos, vector rot, int team, string aiSettings = "", void functionref( entity reaper ) reaperHandler = null )
{
thread Reaper_Spawnpoint( pos, team, 11.2 )
wait 10
// spawn reapers right before it warpfalls, or round_end clean up will crash the game
entity reaper = CreateSuperSpectre( team, pos, rot )
// reaper highlight
Highlight_SetFriendlyHighlight( reaper, "sp_enemy_pilot" )
reaper.Highlight_SetParam( 1, 0, < 3,3,3 > )
Highlight_SetEnemyHighlight( reaper, "enemy_titan" )
SetSpawnOption_Titanfall( reaper )
SetSpawnOption_Warpfall( reaper )
if ( aiSettings != "" )
SetSpawnOption_AISettings( reaper, aiSettings )
DispatchSpawn( reaper )
if ( reaperHandler != null )
thread reaperHandler( reaper )
}
// copied from cl_replacement_titan_hud.gnut
void function Reaper_Spawnpoint( vector origin, int team, float impactTime, bool hasFriendlyWarning = false )
{
array<entity> targetEffects = []
vector surfaceNormal = < 0, 0, 1 >
int index = GetParticleSystemIndex( $"P_ar_titan_droppoint" )
if( hasFriendlyWarning )
{
entity effectFriendly = StartParticleEffectInWorld_ReturnEntity( index, origin, surfaceNormal )
SetTeam( effectFriendly, team )
EffectSetControlPointVector( effectFriendly, 1, < 128,188,255 > )
effectFriendly.kv.VisibilityFlags = ENTITY_VISIBLE_TO_FRIENDLY
targetEffects.append( effectFriendly )
}
entity effectEnemy = StartParticleEffectInWorld_ReturnEntity( index, origin, surfaceNormal )
SetTeam( effectEnemy, team )
EffectSetControlPointVector( effectEnemy, 1, < 255,99,0 > )
effectEnemy.kv.VisibilityFlags = ENTITY_VISIBLE_TO_ENEMY
targetEffects.append( effectEnemy )
wait impactTime
foreach( entity targetEffect in targetEffects )
{
if ( IsValid( targetEffect ) )
EffectStop( targetEffect )
}
}
// including aisettings stuff specifically for at bounty titans
void function AiGameModes_SpawnTitan( vector pos, vector rot, int team, string setFile, string aiSettings = "", void functionref( entity titan ) titanHandler = null )
{
entity titan = CreateNPCTitan( setFile, TEAM_BOTH, pos, rot )
SetSpawnOption_Titanfall( titan )
SetSpawnOption_Warpfall( titan )
if ( aiSettings != "" )
SetSpawnOption_AISettings( titan, aiSettings )
DispatchSpawn( titan )
if ( titanHandler != null )
thread titanHandler( titan )
}
// entity.ReplaceActiveWeapon gave grunts archers sometimes, this is my replacement for it
void function ReplaceWeapon( entity guy, string weapon, array<string> mods )
{
guy.TakeActiveWeapon()
guy.GiveWeapon( weapon, mods )
guy.SetActiveWeaponByName( weapon )
}
// Checks if we can spawn a dropship at a node, this should guarantee dropship ziplines
array<entity> function GetValidIntroDropShipSpawn( array<entity> introNodes )
{
array<entity> introShipSpawns
if ( GetZiplineDropshipSpawns().len() == 0 )
return []
foreach ( node in introNodes )
{
entity closestNode = GetClosest( GetZiplineDropshipSpawns(), node.GetOrigin() )
SetTeam( closestNode, node.GetTeam() )
if ( Distance( closestNode.GetOrigin(), node.GetOrigin() ) < INTRO_DROPSHIP_CUTOFF )
introShipSpawns.append( closestNode )
}
return introShipSpawns
}
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