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untyped
global function ClassicMP_DefaultDropshipIntro_Setup
const array<string> DROPSHIP_IDLE_ANIMS = [ "Classic_MP_flyin_exit_playerA_idle",
"Classic_MP_flyin_exit_playerB_idle",
"Classic_MP_flyin_exit_playerC_idle",
"Classic_MP_flyin_exit_playerD_idle" ]
const array<string> DROPSHIP_IDLE_ANIMS_POV = [ "Classic_MP_flyin_exit_povA_idle",
"Classic_MP_flyin_exit_povB_idle",
"Classic_MP_flyin_exit_povC_idle",
"Classic_MP_flyin_exit_povD_idle" ]
const array<string> DROPSHIP_JUMP_ANIMS = [ "Classic_MP_flyin_exit_playerA_jump",
"Classic_MP_flyin_exit_playerB_jump",
"Classic_MP_flyin_exit_playerC_jump",
"Classic_MP_flyin_exit_playerD_jump" ]
const array<string> DROPSHIP_JUMP_ANIMS_POV = [ "Classic_MP_flyin_exit_povA_jump",
"Classic_MP_flyin_exit_povB_jump",
"Classic_MP_flyin_exit_povC_jump",
"Classic_MP_flyin_exit_povD_jump" ]
const int MAX_DROPSHIP_PLAYERS = 4
global const float DROPSHIP_INTRO_LENGTH = 15.0 // TODO tweak this
struct IntroDropship
{
entity dropship
int playersInDropship
entity[MAX_DROPSHIP_PLAYERS] players
}
struct {
// these used to be IntroDropship[2]s but i wanted to be able to use array.getrandom so they have to be actual arrays
array<IntroDropship> militiaDropships
array<IntroDropship> imcDropships
float introStartTime
} file
void function ClassicMP_DefaultDropshipIntro_Setup()
{
AddCallback_OnClientConnected( DropshipIntro_OnClientConnected )
AddCallback_GameStateEnter( eGameState.Prematch, OnPrematchStart )
}
void function DropshipIntro_OnClientConnected( entity player )
{
if ( GetGameState() == eGameState.Prematch )
thread SpawnPlayerIntoDropship( player )
}
void function OnPrematchStart()
{
ClassicMP_OnIntroStarted()
print( "starting dropship intro!" )
file.introStartTime = Time()
// make 2 empty dropship structs per team
IntroDropship emptyDropship
file.militiaDropships = [ clone emptyDropship, clone emptyDropship ]
file.imcDropships = [ clone emptyDropship, clone emptyDropship ]
// spawn dropships
foreach ( entity dropshipSpawn in GetEntArrayByClass_Expensive( "info_spawnpoint_dropship_start" ) )
{
if ( dropshipSpawn.HasKey( "gamemode_" + GetSpawnpointGamemodeOverride() ) )
if ( dropshipSpawn.kv[ "gamemode_" + GetSpawnpointGamemodeOverride() ] == "0" )
continue
// todo: possibly make this only spawn dropships if we've got enough players to need them
int createTeam = HasSwitchedSides() ? dropshipSpawn.GetTeam() : GetOtherTeam( dropshipSpawn.GetTeam() )
array<IntroDropship> teamDropships = createTeam == TEAM_MILITIA ? file.militiaDropships : file.imcDropships
int dropshipIndex = !IsValid( teamDropships[ 0 ].dropship ) ? 0 : 1
// create entity
entity dropship = CreateDropship( createTeam, dropshipSpawn.GetOrigin(), dropshipSpawn.GetAngles() )
teamDropships[ dropshipIndex ].dropship = dropship
AddAnimEvent( dropship, "dropship_warpout", WarpoutEffect )
dropship.SetValueForModelKey( $"models/vehicle/crow_dropship/crow_dropship_hero.mdl" )
dropship.SetModel( $"models/vehicle/crow_dropship/crow_dropship_hero.mdl" )
DispatchSpawn( dropship )
// have to do this after dispatch otherwise it won't work for some reason
dropship.SetModel( $"models/vehicle/crow_dropship/crow_dropship_hero.mdl" )
// could also use $"models/vehicle/goblin_dropship/goblin_dropship_hero.mdl", unsure which
thread PlayAnim( dropship, "dropship_classic_mp_flyin" )
}
foreach ( entity player in GetPlayerArray() )
thread SpawnPlayerIntoDropship( player )
thread EndIntroWhenFinished()
}
void function EndIntroWhenFinished()
{
wait 15.0
ClassicMP_OnIntroFinished()
}
void function SpawnPlayerIntoDropship( entity player )
{
if ( IsAlive( player ) )
player.Die() // kill them so we don't have any issues respawning them later
player.s.dropshipIntroIsJumping <- false
OnThreadEnd( function() : ( player )
{
if ( IsValid( player ) )
{
player.ClearParent()
ClearPlayerAnimViewEntity( player )
if ( !player.s.dropshipIntroIsJumping )
{
player.MovementEnable()
player.EnableWeaponViewModel()
RemoveCinematicFlag( player, CE_FLAG_CLASSIC_MP_SPAWNING )
}
}
})
WaitFrame()
player.EndSignal( "OnDeath" )
player.EndSignal( "OnDestroy" )
// find the player's dropship and seat
array<IntroDropship> teamDropships
if ( player.GetTeam() == TEAM_MILITIA )
teamDropships = file.militiaDropships
else
teamDropships = file.imcDropships
IntroDropship playerDropship
int playerDropshipIndex = -1
foreach ( IntroDropship dropship in teamDropships )
for ( int i = 0; i < dropship.players.len(); i++ )
if ( dropship.players[ i ] == null )
{
playerDropship = dropship
playerDropshipIndex = i
dropship.players[ i ] = player
break
}
if ( playerDropship.dropship == null )
{
// if we're at this point, we have more players than we do dropships, so just pick a random one
playerDropship = teamDropships.getrandom()
playerDropshipIndex = RandomInt( MAX_DROPSHIP_PLAYERS )
}
// respawn player and holster their weapons so they aren't out
player.RespawnPlayer( null )
player.DisableWeaponViewModel()
// hide hud and fade screen out from black
AddCinematicFlag( player, CE_FLAG_CLASSIC_MP_SPAWNING )
ScreenFadeFromBlack( player, 0.5, 0.5 )
// faction leaders are done clientside, spawn them here
Remote_CallFunction_NonReplay( player, "ServerCallback_SpawnFactionCommanderInDropship", playerDropship.dropship.GetEncodedEHandle(), file.introStartTime )
// do firstperson sequence
FirstPersonSequenceStruct idleSequence
idleSequence.firstPersonAnim = DROPSHIP_IDLE_ANIMS_POV[ playerDropshipIndex ]
idleSequence.thirdPersonAnim = DROPSHIP_IDLE_ANIMS[ playerDropshipIndex ]
idleSequence.attachment = "ORIGIN"
idleSequence.teleport = true
idleSequence.viewConeFunction = ViewConeRampFree
idleSequence.hideProxy = true
idleSequence.setInitialTime = Time() - file.introStartTime
thread FirstPersonSequence( idleSequence, player, playerDropship.dropship )
WaittillAnimDone( player )
// todo: possibly rework this to actually get the time the idle anim takes and start the starttime of the jump sequence for very late joiners using that
// jump sequence
FirstPersonSequenceStruct jumpSequence
jumpSequence.firstPersonAnim = DROPSHIP_JUMP_ANIMS_POV[ playerDropshipIndex ]
jumpSequence.thirdPersonAnim = DROPSHIP_JUMP_ANIMS[ playerDropshipIndex ]
jumpSequence.attachment = "ORIGIN"
jumpSequence.setInitialTime = max( 0.0, Time() - ( file.introStartTime + 11.0 ) ) // pretty sure you should do this with GetScriptedAnimEventCycleFrac?
// idk unsure how to use that, all i know is getsequenceduration > the length it actually should be
thread FirstPersonSequence( jumpSequence, player, playerDropship.dropship )
WaittillAnimDone( player ) // somehow this is better than just waiting for the blocking FirstPersonSequence call?
player.s.dropshipIntroIsJumping <- true
thread PlayerJumpsFromDropship( player )
}
void function PlayerJumpsFromDropship( entity player )
{
player.EndSignal( "OnDeath" )
player.EndSignal( "OnDestroy" )
OnThreadEnd( function() : ( player )
{
if ( IsValid( player ) )
{
// show weapon viewmodel and hud and let them move again
player.MovementEnable()
player.EnableWeaponViewModel()
RemoveCinematicFlag( player, CE_FLAG_CLASSIC_MP_SPAWNING )
}
})
// wait for intro timer to be fully done
wait ( file.introStartTime + DROPSHIP_INTRO_LENGTH ) - Time()
player.MovementDisable() // disable all movement but let them look around still
player.ConsumeDoubleJump() // movementdisable doesn't prevent double jumps
// wait for player to hit the ground
wait 0.1 // assume players will never actually hit ground before this
while ( !player.IsOnGround() && !player.IsWallRunning() && !player.IsWallHanging() ) // todo this needs tweaking
WaitFrame()
TryGameModeAnnouncement( player )
}
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