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GameStar Special 2004 March
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GSSH0304CD4.iso
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MoHAASpear
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mohaasp_patch_211_to_215.exe
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maps
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t2l4.scr
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Text File
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2002-12-03
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33KB
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1,171 lines
//--------------------------------------------------------------------
// LEVEL INITIALIZATION
//--------------------------------------------------------------------
main:
level.script="maps/t2l4.scr"
level.music="t2l4"
exec global/loadout.scr
exec global/ai.scr
exec global/exploder.scr
exec global/turret.scr
level waittill prespawn
level.aipronechance = 0
level.auto_friendly = 0
exec global/door_locked.scr
exec global/ambient.scr level.script
exec global/bomber.scr
exec global/ambient.scr t2l4
exec gags/t2l4_start.scr
exec gags/t2l4_newstuka.scr
level waittill spawn
$world farplane_color (0.10 0.11 0.15)
$world farplane 3600
$world farplane_bias -1000
$world farplane_cull 2
thread SetupFlak
//---------------------------------------------------------------------
//Create Objectives
//---------------------------------------------------------------------
level.objective1 = 0
level.objective2 = 0
level.objective3 = 0
level.objective4 = 0
level.objective5 = 0
level.objective6 = 0
//--------------------------------------------------------------------
// Tell AI to not drop health or weapons
//--------------------------------------------------------------------
level waittill spawn
level.nodrophealth = 1
//---------------------------------------------------------------------
//Snow Parameters
//---------------------------------------------------------------------
level.rain_speed = "30"
level.rain_speed_vary = "1"
level.rain_length = "1.5"
level.rain_width = "1.5"
level.rain_density = "0.1"
level.rain_slant = "0"
level.rain_min_dist = "512"
level.rain_numshaders = 4
level.rain_shader = "textures/snow"
//--------------------------------------------------------------------
//Farplane Animation
//--------------------------------------------------------------------
//maxFarplaneDistance minPlayerZ maxPlayerZ
// $world animated_farplane 2000 5000 128 544
//---------------------------------------------------------------------
//For Captain's Dialog
//---------------------------------------------------------------------
thread gags/t2l4_captain.scr::t2l4_main
$player fullheal
// save off mg42gunnerC's turret...
level.turret_gunnerC = $mg42gunnerC.turret
//---------------------------------------------------------------------
//Initalize Gags
//---------------------------------------------------------------------
waitthread gags/t2l4_Start.scr::DoStartup
$actiontrigger thread actiontrigger_thread
thread gags/t2l4_friendly.scr::diver_guys_init
//---------------------------------------------------------------------
// These are global variables needed by the script to operate the tank
//---------------------------------------------------------------------
level.enemytankspeed = 200
//level.playertanktarget = $player
level.lookahead = 256
wait 0.1
//level.fnum[1].friendtype = 1
//level.fnum[1] thread global/friendly.scr::friendlythink
//level.friendly.friendtype=1
//level.friendly thread global/friendly.scr::friendlythink
setcvar "g_mission" "2"
level.saychurch = 0
level.sayhouse = 0
level.sayschool = 0
level.sayhotel = 0
level.captainfindtarget = 32000
level.curr_objective = 1
level.hotel_spawns = 0
level.no_more_chargers = 0
// cheat code...
level.kill_player = 1
// used by the church..
level.cappy_upstairs = 0
level.werfer_ready = 0
$hotel_mg hide
$hotel_mg ai_off
$hotel_mg threatbias ignoreme
thread SetupDeathTriggers
$delete_5678 nottriggerable
end // main
//-------------------------------------------------------------------
doorlockedsound:
// Plays locked door sound
//-------------------------------------------------------------------
self playsound door_wood_locked1
end
//-------------------------------------------------------------------
SetupFlak:
//
// Flak Cannon
//-------------------------------------------------------------------
$flak1_turret0 maxyawoffset 200.0
$flak1_turret0 turnspeed 30
$flak1_turret0 pitchspeed 7.5
$flak1_turret0 pitchcaps "-80 10 -5"
$flak1_turret0 viewjitter 7
$flak1_turret0 firedelay 4
end
//------------------------------------------------------------------------------------------------
// Building switches
//------------------------------------------------------------------------------------------------
// there must be 4 triggers
// ***OutSideOn
// ***OutSideOff
// ***InSideOn
// ***InSideOff
// for each group of enemies
TurnChargersOn:
for (local.i=1;local.i<=$chargers.size;local.i++)
{
$chargers[local.i] rendereffects "-dontdraw"
$chargers[local.i] exec global/enable_ai.scr
$chargers[local.i] ai_on
$chargers[local.i] threatbias 1000
}
end
TurnChargersOff:
for (local.i=1;local.i<=$chargers.size;local.i++)
{
$chargers[local.i] rendereffects "+dontdraw"
$chargers[local.i] exec global/disable_ai.scr
$chargers[local.i] ai_off
$chargers[local.i] threatbias ignoreme
}
end
TurnMG42On:
for (local.i=1;local.i<=$mg42.size;local.i++)
{
local.ent = $mg42[local.i].target
if (isalive local.ent)
{
local.ent rendereffects "-dontdraw"
local.ent exec global/enable_ai.scr
local.ent ai_on
local.ent threatbias 5000
}
$mg42[local.i] rendereffects "-dontdraw"
$mg42[local.i] exec global/enable_ai.scr
// $mg42[local.i] ai_on
}
end
TurnMG42Off:
for (local.i=1;local.i<=$mg42.size;local.i++)
{
local.ent = $mg42[local.i].target
if (isalive local.ent)
{
local.ent rendereffects "+dontdraw"
local.ent exec global/disable_ai.scr
local.ent ai_off
local.ent threatbias ignoreme
}
$mg42[local.i] rendereffects "+dontdraw"
$mg42[local.i] exec global/disable_ai.scr
// $mg42[local.i] ai_off
}
end
TurnWanderEnemyOn:
for (local.i=1;local.i<=$wander_enemy.size;local.i++)
{
$wander_enemy[local.i] rendereffects "-dontdraw"
$wander_enemy[local.i] exec global/enable_ai.scr
$wander_enemy[local.i] ai_on
$wander_enemy[local.i] threatbias 1000
}
end
TurnWanderEnemyOff:
for (local.i=1;local.i<=$wander_enemy.size;local.i++)
{
$wander_enemy[local.i] rendereffects "+dontdraw"
$wander_enemy[local.i] exec global/disable_ai.scr
$wander_enemy[local.i] ai_off
$wander_enemy[local.i] threatbias ignoreme
}
end
TurnTanksOn:
end
if(level.objective2 == 0)
{
$panzer1 rendereffects "-dontdraw"
$panzer2 rendereffects "-dontdraw"
local.gun = $panzer1 QueryTurretSlotEntity 0
local.gun2 = $panzer1 QueryTurretSlotEntity 1
local.gun rendereffects "-dontdraw"
local.gun2 rendereffects "-dontdraw"
local.gun = $panzer2 QueryTurretSlotEntity 0
local.gun2 = $panzer2 QueryTurretSlotEntity 1
local.gun rendereffects "-dontdraw"
local.gun2 rendereffects "-dontdraw"
}
//$panzer3 rendereffects "-dontdraw"
$panzer4 rendereffects "-dontdraw"
end
TurnTanksOff:
end
$panzer1 rendereffects "+dontdraw"
$panzer2 rendereffects "+dontdraw"
local.gun = $panzer1 QueryTurretSlotEntity 0
local.gun2 = $panzer1 QueryTurretSlotEntity 1
local.gun rendereffects "+dontdraw"
local.gun2 rendereffects "+dontdraw"
local.gun = $panzer2 QueryTurretSlotEntity 0
local.gun2 = $panzer2 QueryTurretSlotEntity 1
local.gun rendereffects "+dontdraw"
local.gun2 rendereffects "+dontdraw"
//$panzer3 rendereffects "+dontdraw"
$panzer4 rendereffects "+dontdraw"
end
RemoveTanks:
end
//$panzer1 rendereffects "+dontdraw"
//$panzer2 rendereffects "+dontdraw"
$panzer1 remove
local.gun = $panzer1 QueryTurretSlotEntity 0
local.gun2 = $panzer1 QueryTurretSlotEntity 1
local.gun remove
local.gun2 remove
$panzer2 remove
local.gun = $panzer2 QueryTurretSlotEntity 0
local.gun2 = $panzer2 QueryTurretSlotEntity 1
local.gun remove
local.gun2 remove
end
//--------------------------------------------------------------------------------------------
// Church AI Manager
//--------------------------------------------------------------------------------------------
ChurchBoth:
end
ChurchInside:
// if guy is inside church, get rid of the extra sniper guy...
if ( $sniper1!=NULL && $sniper!=NIL )
$sniper1 delete
end
ChurchOutside:
end
//--------------------------------------------------------------------------------------------
// Hotel AI Manager
//--------------------------------------------------------------------------------------------
HotelBoth:
end
HotelInside:
if ( level.curr_objective== 5)
{
thread gags/t2l4_captain.scr::RespawnHotelMG42
thread gags/t2l4_end.scr::DoEnding
self delete
}
end
HotelOutside:
end
//------------------------------------------------------------------------------------------------
// stuka
//------------------------------------------------------------------------------------------------
actiontrigger_thread:
self waittill trigger
// $stuka thread gags/t2l4_stuka.scr::stukalogic
thread store_original_fog
trigger $DiverJump
trigger $DiverDive
trigger $DiverSlide
end
//------------------------------------------------------------------------------------------------
// fog control
//------------------------------------------------------------------------------------------------
store_original_fog:
// level.farplane = 1500
// level.farplane_bias = -600
// level.farplanedelta = 5000
// level.howfast = 10
// level.fogcount = 0
// level.fogtotalchange = level.farplanedelta + level.farplane
end
change_fog:
// local.exit = 0
// while ((level.fogcount < level.fogtotalchange) && (local.exit == 0))
// {
// level.fogcount += level.howfast
// $world farplane (level.farplane + level.fogcount)
// $world farplane (level.farplane + level.fogcount)
// if ($player istouching $restore_fog)
// local.exit = 1
// wait 0.1
// }
wait 1
end
restore_fog:
// local.exit = 0
// while ((level.fogcount > 0) && (local.exit == 0))
// {
// level.fogcount -= level.howfast
// $world farplane (level.farplane + level.fogcount)
// $world farplane (level.farplane + level.fogcount)
// if ($player istouching $change_fog)
// local.exit = 1
// wait 0.1
// }
wait 1
end
charger_remove:
end
//------------------------------------------------------------------------------------------------
KillThePlayer local.panzer:
//------------------------------------------------------------------------------------------------
if ( level.kill_player==0 )
end
if (local.panzer==NIL)
local.panzer = 1
if ( local.panzer==1 )
{
// dprintln "Take out the Tanks!"
$player playsound dfr_call_AP4362
}
//dprintln "killing the player from trigger:" self.targetname
$killtheplayer1 turnon
$killtheplayer2 turnon
$killtheplayer3 turnon
wait 3
while(isalive $player)
{
//dprintln "forcing player dead."
radiusdamage $player.origin 900 400 1
wait 1
}
$killtheplayer1 turnoff
$killtheplayer2 turnoff
$killtheplayer3 turnoff
end
//------------------------------------------------------------------------------------------------
spawn_0:
//
// spawn guys in little house...
//------------------------------------------------------------------------------------------------
//dprintln "enabling death_field_to_church_toggle "
$death_field_to_church_toggle triggerable
thread global/ai.scr::spawnset 0 wander_enemy
// cross off the first objective...
waitthread global/objectives.scr::add_objectives 1 3
level.curr_objective = 2
forcemusic aux3 aux3
end
//------------------------------------------------------------------------------------------------
spawn_13:
//
// spawn guys in front of house...
//------------------------------------------------------------------------------------------------
thread global/ai.scr::spawnset 13 wander_enemy
end
//------------------------------------------------------------------------------------------------
spawn_1:
//
// first church group...
//------------------------------------------------------------------------------------------------
//dprintln "first church group"
thread global/ai.scr::spawnset 1 ChurchGuys 1
end
//------------------------------------------------------------------------------------------------
spawn_2:
//
// second church group...
//------------------------------------------------------------------------------------------------
//dprintln "second church group"
thread global/ai.scr::spawnset 2 ChurchGuys 1
// let's delete all our chargers and destroy the tank if it's not already....
//if ( isAlive $panzer3 )
// {
// $panzer3 damage NULL 9000 NULL (0 0 0) (0 0 0) (0 0 0) 0 9 0 0
// }
end
//------------------------------------------------------------------------------------------------
spawn_200:
//
// third church guy...
//------------------------------------------------------------------------------------------------
thread global/ai.scr::spawnset 200 ChurchGuys 1
end
//------------------------------------------------------------------------------------------------
DoMG42Guy:
//------------------------------------------------------------------------------------------------
self gun "MG42"
self threatbias ignoreme // don't want cappy coming after this guy..
self type_idle "machinegunner"
self type_attack "machinegunner"
self type_disguise "machinegunner"
self type_grenade "machinegunner"
self runto self.target
self waittill movedone
local.o = self.origin
local.m = self.model
local.a = self.angles
local.s = self.sight
self delete
//dprintln "mg42guy getting on turretC"
// latch onto gunnerC's turret
// self turret level.turret_gunnerC
// re-spawn a clone of him...
local.ent = spawn local.m angles local.a origin local.o targetname mg42_run_guy
local.ent type_idle "machinegunner"
local.ent type_attack "machinegunner"
local.ent type_disguise "machinegunner"
local.ent type_grenade "machinegunner"
local.ent gun "MG42"
local.ent turret level.turret_gunnerC
local.ent sight local.s
local.ent threatbias 5000
end
//------------------------------------------------------------------------------------------------
spawn_5678:
//
// spawn enemy when player enters church tower...
// this guy is to the right and runs to the MG42
//------------------------------------------------------------------------------------------------
$delete_5678 triggerable
thread give_sniper_rifle
waitthread global/ai.scr::spawnset 5678 BazookaGuys
$BazookaGuys thread BeBazookaGuy
end
//------------------------------------------------------------------------------------------------
BeBazookaGuy:
//------------------------------------------------------------------------------------------------
self exec global/disable_ai.scr
self waittill movedone
wait 0.5
self exec global/crouch.scr
wait 1
while ( isAlive self )
{
self exec global/aimat.scr $player
wait 1
self exec global/shoot.scr
wait 3.5
}
end
//------------------------------------------------------------------------------------------------
delete_5678:
// called by the delete_2000 trigger
//------------------------------------------------------------------------------------------------
self delete
$BazookaGuys thread DeleteYourselfNow
end
//------------------------------------------------------------------------------------------------
spawn_2003:
//
// mortar fodder in front of barn...
//------------------------------------------------------------------------------------------------
wait 2
thread global/ai.scr::spawnset 2003 mortar_fodder_a 1
end
//------------------------------------------------------------------------------------------------
spawn_2004:
//
// mortar fodder in front of house...
//------------------------------------------------------------------------------------------------
wait 2
thread global/ai.scr::spawnset 2004 mortar_fodder_b 1
end
//------------------------------------------------------------------------------------------------
spawn_3:
//
// first hotel group...
//------------------------------------------------------------------------------------------------
//dprintln "first hotel group"
waitthread global/ai.scr::spawnset 3 HotelGuys 1
waitthread OnHotelSpawn
end
//------------------------------------------------------------------------------------------------
spawn_4:
//
//------------------------------------------------------------------------------------------------
waitthread global/ai.scr::spawnset 4 HotelGuys 1
$triggerset4_2 delete
waitthread OnHotelSpawn
end
//------------------------------------------------------------------------------------------------
spawn_4_2:
//
//------------------------------------------------------------------------------------------------
waitthread global/ai.scr::spawnset 4 HotelGuys 1
$triggerset4 delete
waitthread OnHotelSpawn
end
//------------------------------------------------------------------------------------------------
spawn_5:
//
//------------------------------------------------------------------------------------------------
// waitthread global/ai.scr::spawnset 5 HotelGuys 1
$windowguy_1 thread gags/t2l4_captain.scr::BeWindowGuy
$windowguy_2 thread gags/t2l4_captain.scr::BeWindowGuy
$triggerset5_2 delete
waitthread OnHotelSpawn
$proj_southwing TurnOn
$proj_eastwing TurnOn
end
//------------------------------------------------------------------------------------------------
spawn_5_2:
//
//------------------------------------------------------------------------------------------------
// waitthread global/ai.scr::spawnset 5 HotelGuys 1
$windowguy_1 thread gags/t2l4_captain.scr::BeWindowGuy
$windowguy_2 thread gags/t2l4_captain.scr::BeWindowGuy
$triggerset5 delete
waitthread OnHotelSpawn
$proj_southwing TurnOn
end
//------------------------------------------------------------------------------------------------
spawn_6:
//
// second hotel group...
//------------------------------------------------------------------------------------------------
waitthread global/ai.scr::spawnset 6 HotelGuys 1
$triggerset6_2 delete
waitthread OnHotelSpawn
// move our cappy here too.. (otherwize mg guy busts a cap on him..)
end
//------------------------------------------------------------------------------------------------
spawn_6_2:
//
// second hotel group...
//------------------------------------------------------------------------------------------------
waitthread global/ai.scr::spawnset 6 HotelGuys 1
$triggerset6 delete
waitthread OnHotelSpawn
end
//------------------------------------------------------------------------------------------------
spawn_7:
//
//
//------------------------------------------------------------------------------------------------
// waitthread global/ai.scr::spawnset 7 HotelGuys 1
$windowguy_3 thread gags/t2l4_captain.scr::BeWindowGuy
$windowguy_4 thread gags/t2l4_captain.scr::BeWindowGuy
$triggerset7_2 delete
waitthread OnHotelSpawn
$proj_northwing TurnOn
$proj_eastwing TurnOn
end
//------------------------------------------------------------------------------------------------
spawn_7_2:
//
// second hotel group...
//------------------------------------------------------------------------------------------------
// waitthread global/ai.scr::spawnset 7 HotelGuys 1
$windowguy_3 thread gags/t2l4_captain.scr::BeWindowGuy
$windowguy_4 thread gags/t2l4_captain.scr::BeWindowGuy
$triggerset7 delete
waitthread OnHotelSpawn
$proj_northwing TurnOn
end
//------------------------------------------------------------------------------------------------
spawn_8:
//
//------------------------------------------------------------------------------------------------
// waitthread global/ai.scr::spawnset 8 HotelGuys 1
$windowguy_5 thread gags/t2l4_captain.scr::BeWindowGuy
$triggerset8_2 delete
waitthread OnHotelSpawn
// turn hotel mg guy on...
$hotel_mg show
$hotel_mg ai_on
$hotel_mg threatbias 5000
$cappy thread gags/t2l4_captain.scr::DoEnding
end
//------------------------------------------------------------------------------------------------
spawn_8_2:
//
//------------------------------------------------------------------------------------------------
// waitthread global/ai.scr::spawnset 8 HotelGuys 1
$windowguy_5 thread gags/t2l4_captain.scr::BeWindowGuy
$triggerset8 delete
waitthread OnHotelSpawn
// turn hotel mg guy on...
$hotel_mg show
$hotel_mg ai_on
$hotel_mg threatbias 5000
$cappy thread gags/t2l4_captain.scr::DoEnding
end
//------------------------------------------------------------------------------------------------
spawn_9:
//
// attic hotel group...
//------------------------------------------------------------------------------------------------
//dprintln "attic hotel group"
waitthread global/ai.scr::spawnset 9 HotelGuys 1
waitthread OnHotelSpawn
// move cappy to his end-gag destination...
$cappy origin $captain_dest5.origin
end
//------------------------------------------------------------------------------------------------
spawn_50:
//
// other side of barn...
//------------------------------------------------------------------------------------------------
//dprintln "run into barn"
thread global/ai.scr::spawnset 50 wander_enemy 1
end
//------------------------------------------------------------------------------------------------
spawn_51:
//
// spawns just short of the church
//------------------------------------------------------------------------------------------------
thread global/ai.scr::spawnset 51 wander_enemy
end
//------------------------------------------------------------------------------------------------
deletespawn_51:
//
// spawn guys in little house...
//------------------------------------------------------------------------------------------------
//dprintln "delete run into barn"
thread global/ai.scr::DeleteEnemySpawner $wander_enemy 51
end
//------------------------------------------------------------------------------------------------
spawn_52:
//
// spawn flak guys...
//------------------------------------------------------------------------------------------------
if (parm.other==$player || parm.other==$cappy )
{
self delete
thread global/ai.scr::spawnset 52 wander_enemy 1
thread global/ai.scr::spawnset 552 sacrifice 1
thread gags/t2l4_captain.scr::StopFiringFlak
}
end
//------------------------------------------------------------------------------------------------
spawn_70_a:
//
// guys right before hotel...
//------------------------------------------------------------------------------------------------
if (parm.other==$player || parm.other==$cappy )
{
self delete
thread global/ai.scr::spawnset 70 wander_enemy 1
$triggerset70_b delete
$triggerset70_c delete
}
end
//------------------------------------------------------------------------------------------------
spawn_70_b:
//
// guys right before hotel...
//------------------------------------------------------------------------------------------------
if (parm.other==$player || parm.other==$cappy )
{
self delete
thread global/ai.scr::spawnset 70 wander_enemy 1
$triggerset70_a delete
$triggerset70_c delete
}
end
//------------------------------------------------------------------------------------------------
spawn_70_c:
//
// guys right before hotel...
//------------------------------------------------------------------------------------------------
if (parm.other==$player || parm.other==$cappy )
{
self delete
thread global/ai.scr::spawnset 70 wander_enemy 1
$triggerset70_a delete
$triggerset70_b delete
}
end
//------------------------------------------------------------------------------------------------
spawn_schoolgroup:
// group of enemies emerging from school
//------------------------------------------------------------------------------------------------
dprintln "spawning school guys"
thread global/ai.scr::spawnset 71 wander_enemy
end
//------------------------------------------------------------------------------------------------
OnHotelSpawn:
//------------------------------------------------------------------------------------------------
level.hotel_spawns ++
end
//------------------------------------------------------------------------------------------------
SetupDeathTriggers:
//------------------------------------------------------------------------------------------------
$death_field_to_church_toggle nottriggerable
$death_church_to_hotel nottriggerable
$death_church_to_hotel_toggle nottriggerable
$death_hotel_to_end nottriggerable
end
//------------------------------------------------------------------------------------------------
death_minefield:
//
// player went into the minefield... time to die...
//------------------------------------------------------------------------------------------------
self delete
thread KillThePlayer 0
end
//------------------------------------------------------------------------------------------------
death_field_to_church:
//------------------------------------------------------------------------------------------------
self delete
thread KillThePlayer
end
//------------------------------------------------------------------------------------------------
death_field_to_church_toggle:
//------------------------------------------------------------------------------------------------
self delete
thread KillThePlayer
end
//------------------------------------------------------------------------------------------------
death_church_to_hotel:
//------------------------------------------------------------------------------------------------
self delete
thread KillThePlayer
end
//------------------------------------------------------------------------------------------------
death_church_to_hotel_toggle:
//------------------------------------------------------------------------------------------------
self delete
thread KillThePlayer
end
//------------------------------------------------------------------------------------------------
death_hotel_to_end:
//------------------------------------------------------------------------------------------------
self delete
thread KillThePlayer
end
//------------------------------------------------------------------------------------------------
give_sniper_rifle:
//------------------------------------------------------------------------------------------------
$player item weapons/KAR98sniper.tik
$sniper_rifle playsound gewehr43_snd_pickup
iprintln "You picked up a sniper rifle"
$player use "KAR98 - Sniper"
end
//------------------------------------------------------------------------------------------------
windowguy_1001_show:
//
//
//------------------------------------------------------------------------------------------------
waitthread global/ai.scr::spawnset 1001 allied_show 1
wait 2.5
$proj_bazooka2 mindelay 0.01
$proj_bazooka2 maxdelay 0.01
$proj_bazooka2 minduration 0.01
$proj_bazooka2 maxduration 0.01
$proj_bazooka2 TurnOn
$allied_show thread delete_yourself
end
//------------------------------------------------------------------------------------------------
windowguy_2002_show:
//
// THESE ARE THE SHOWS OUTSIDE THE HOTEL WINDOWS
//------------------------------------------------------------------------------------------------
waitthread global/ai.scr::spawnset 2002 allied_show
$allied_show thread delete_yourself
end
//------------------------------------------------------------------------------------------------
windowguy_3003_show1:
//
//
//------------------------------------------------------------------------------------------------
waitthread global/ai.scr::spawnset 30031 allied_show 1
$allied_show thread delete_yourself
end
//------------------------------------------------------------------------------------------------
windowguy_3003_show2:
//
//
//------------------------------------------------------------------------------------------------
waitthread global/ai.scr::spawnset 30032 allied_show 1
$allied_show thread delete_yourself
end
//------------------------------------------------------------------------------------------------
windowguy_4004_show:
//
//
//------------------------------------------------------------------------------------------------
waitthread global/ai.scr::spawnset 4004 allied_show
$allied_show thread delete_yourself
end
//------------------------------------------------------------------------------------------------
windowguy_40042_show:
//
//
//------------------------------------------------------------------------------------------------
waitthread global/ai.scr::spawnset 40042 allied_show 1
wait 3
$proj_bazooka mindelay 0.01
$proj_bazooka maxdelay 0.01
$proj_bazooka minduration 0.01
$proj_bazooka maxduration 0.01
$proj_bazooka TurnOn
$allied_show thread delete_yourself
end
//------------------------------------------------------------------------------------------------
windowguy_5005_show:
//
//
//------------------------------------------------------------------------------------------------
waitthread global/ai.scr::spawnset 5005 allied_show 1
$allied_show thread delete_yourself
end
//------------------------------------------------------------------------------------------------
delete_yourself:
//
//------------------------------------------------------------------------------------------------
self runto self.target
self waittill movedone
while ( parm.movedone!=1 )
{
self runto self.target
self waittill movedone
}
// we're really there...
self delete
// dprintln "I'm gone"
end
//------------------------------------------------------------------------------------------------
DeleteYourselfNow:
//------------------------------------------------------------------------------------------------
self delete
end
//------------------------------------------------------------------------------------------------
DisableCappyAI:
//
// trigger hit by the player when he goes upstairs...
//------------------------------------------------------------------------------------------------
level.no_more_chargers = 1
// delete all our allies....
$chargers delete
$mortar_fodder_a delete
$mortar_fodder_b delete
if ( level.cappy_upstairs==0 )
{
$cappy exec global/disable_ai.scr
}
end
//------------------------------------------------------------------------------------------------
shotgun_ammo:
//
// give the player some shells
//------------------------------------------------------------------------------------------------
$player take panzerschreck
$shotgun_pickup delete
$player give weapons/shotgun.tik
wait .1
$player ammo shotgun 40
$player useweaponclass heavy
end
//------------------------------------------------------------------------------------------------
windowguy_9999_show:
//
//
//------------------------------------------------------------------------------------------------
self delete
waitthread global/ai.scr::spawnset 9998 billy
$windowguy_9999 ai_on
$windowguy_9999 takedamage
$windowguy_9999 show
wait 0.5
$proj_9999 mindelay .01
$proj_9999 maxdelay .01
$proj_9999 minduration .01
$proj_9999 maxduration .01
$proj_9999 TurnOn
$billy exec global/disable_ai.scr
$billy turnto $player
$billy lookat $player
wait 5
$billy runto $billy_delete
$billy waittill movedone
$billy delete
end