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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 {
table< entity, array<entity> > militiaDropships
table< entity, array<entity> > 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 )
{
if( PlayerCanSpawn( player ) )
DoRespawnPlayer( player, null )
PutPlayerInDropship( player )
}
}
void function OnPrematchStart()
{
ClassicMP_OnIntroStarted()
print( "starting dropship intro!" )
file.introStartTime = Time()
// Clear Dropship arrays of Teams for Match Restarts (i.e Half-Times)
file.militiaDropships.clear()
file.imcDropships.clear()
// Try to gather all possible Dropship spawn points for Team
array<entity> validDropshipSpawns
array<entity> dropshipSpawns = GetEntArrayByClass_Expensive( "info_spawnpoint_dropship_start" )
foreach ( entity dropshipSpawn in dropshipSpawns )
{
if ( dropshipSpawn.HasKey( "gamemode_" + GetSpawnpointGamemodeOverride() ) )
if ( dropshipSpawn.kv[ "gamemode_" + GetSpawnpointGamemodeOverride() ] == "0" )
continue
validDropshipSpawns.append( dropshipSpawn )
}
// Use any spawn point if not enough valid for this Gamemode exists
if ( validDropshipSpawns.len() < 2 )
validDropshipSpawns = dropshipSpawns
// spawn dropships
foreach ( entity dropshipSpawn in validDropshipSpawns )
{
int createTeam = HasSwitchedSides() ? GetOtherTeam( dropshipSpawn.GetTeam() ) : dropshipSpawn.GetTeam()
table< entity, array<entity> > teamDropships = createTeam == TEAM_MILITIA ? file.militiaDropships : file.imcDropships
if ( teamDropships.len() >= 2 )
break
entity dropship = CreateDropship( createTeam, dropshipSpawn.GetOrigin(), dropshipSpawn.GetAngles() )
AddAnimEvent( dropship, "dropship_warpout", WarpoutEffect )
dropship.SetValueForModelKey( $"models/vehicle/crow_dropship/crow_dropship_hero.mdl" )
if ( dropshipSpawn.GetTeam() == TEAM_IMC )
dropship.SetValueForModelKey( $"models/vehicle/goblin_dropship/goblin_dropship_hero.mdl" )
DispatchSpawn( dropship )
dropship.SetModel( $"models/vehicle/crow_dropship/crow_dropship_hero.mdl" )
if ( dropshipSpawn.GetTeam() == TEAM_IMC )
dropship.SetModel( $"models/vehicle/goblin_dropship/goblin_dropship_hero.mdl" )
teamDropships[ dropship ] <- [ null, null, null, null ]
thread PlayAnim( dropship, "dropship_classic_mp_flyin" )
}
// Populate Dropships
foreach ( entity player in GetPlayerArray() )
{
if ( !IsPrivateMatchSpectator( player ) )
{
if( PlayerCanSpawn( player ) )
DoRespawnPlayer( player, null )
PutPlayerInDropship( player )
}
else
RespawnPrivateMatchSpectator( player )
}
thread EndIntroWhenFinished()
}
void function EndIntroWhenFinished()
{
wait DROPSHIP_INTRO_LENGTH
ClassicMP_OnIntroFinished()
}
void function PutPlayerInDropship( entity player )
{
//Find the player's dropship and seat
table< entity, array<entity> > teamDropships
if ( player.GetTeam() == TEAM_MILITIA )
teamDropships = file.militiaDropships
else
teamDropships = file.imcDropships
entity playerDropship
array< int > availableShipSlots
array< entity > introDropships
int playerDropshipIndex = RandomInt( MAX_DROPSHIP_PLAYERS )
foreach( dropship, playerslot in teamDropships )
{
introDropships.append( dropship )
for ( int i = 0; i < MAX_DROPSHIP_PLAYERS; i++ )
{
if ( !IsValidPlayer( playerslot[i] ) )
availableShipSlots.append( i )
}
if( !availableShipSlots.len() )
continue
int slotPick = availableShipSlots.getrandom()
playerslot[slotPick] = player
playerDropship = dropship
playerDropshipIndex = slotPick
break
}
if( !IsAlive( playerDropship ) ) //If we're at this point, we have more players than we do dropships, so just pick a random one
playerDropship = introDropships.getrandom()
thread SpawnPlayerIntoDropship( player, playerDropshipIndex, playerDropship )
}
void function SpawnPlayerIntoDropship( entity player, int playerDropshipIndex, entity playerDropship )
{
player.EndSignal( "OnDestroy" )
player.EndSignal( "OnDeath" )
OnThreadEnd( function() : ( player, playerDropshipIndex, playerDropship )
{
if ( IsValid( player ) )
{
player.ClearParent()
ClearPlayerAnimViewEntity( player )
}
if( IsAlive( playerDropship ) )
{
if ( playerDropship.GetTeam() == TEAM_MILITIA )
file.militiaDropships[ playerDropship ][ playerDropshipIndex ] = null
else
file.imcDropships[ playerDropship ][ playerDropshipIndex ] = null
}
})
HolsterAndDisableWeapons( player )
player.DisableWeaponViewModel()
UnMuteAll( player )
StopSoundOnEntity( player, "Duck_For_FrontierDefenseTitanSelectScreen" )
// 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.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
waitthread FirstPersonSequence( idleSequence, player, playerDropship )
// 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.viewConeFunction = ViewConeFree
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
#if BATTLECHATTER_ENABLED
if( playerDropshipIndex == 0 )
PlayBattleChatterLine( player, "bc_pIntroChat" )
#endif
waitthread FirstPersonSequence( jumpSequence, player, playerDropship )
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()
DeployAndEnableWeapons( player )
RemoveCinematicFlag( player, CE_FLAG_CLASSIC_MP_SPAWNING )
}
})
// wait for player to hit the ground
player.ClearParent()
WaitFrame()
player.SetVelocity( < 0, 0, -100 > ) // Toss players a bit down so it makes a smoother transition when jumping off the Dropship
player.MovementDisable() // Disable all movement but let them look around still
player.ConsumeDoubleJump() // MovementDisable doesn't prevent double jumps
WaitFrame()
while ( !player.IsOnGround() && !player.IsWallRunning() && !player.IsWallHanging() ) // todo this needs tweaking
WaitFrame()
if ( GetRoundsPlayed() == 0 ) //Intro is announced only for the first round in Vanilla as certain gamemodes have different announcements for rounds restarts
TryGameModeAnnouncement( player )
}
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