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Results 121 to 129 of 129
  1. #121

  2. #122

  3. #123

  4. #124

  5. #125

  6. #126
    Panzerfaust from the game Mortyr 4 in the works.

    These are not the 1st person view models.

    The one with the long tube will be used as an ammo pack.

    The one with the fins open will be the projectile spawned after the weapon has fired.

    https://media.moddb.com/images/mods/...rtyr4_test.png

  7. #127
    Gloss effect test. Trying to mimic bump mapping.

    https://www.moddb.com/mods/soares93s...ons-mod/videos

  8. #128
    Hey guys, I need some help with some scripting.

    I'm trying to make one of the NPCs give a new item to the player using the 'give canteen' animation.

    It is supposed to take place after you destroy the tank in the second level of Sniper Town.

    At this stage he does not have any item attached to his hand since this is only a test.

    Everything now works excep for one thing;

    The NPC that gives me the item doesn't stand still when giving me the item, at a certain distance from him he runs twards you but seems like he has a max distance to go from a certain spot in the map.

    The NPC goes to that max distance then runs off to his original spot while making the 'give canteen' animation.

    I want him to run to my position, stand still while giving me the item and then only after he is done he should run off to his original position.

    The edited M5L1B.scr file;

    The commented part where it says "GIVING NEW SCOPE TO PLAYER" is where the event is located:

    Code:
    // Mackey was seen in this locale.	
    	
    	exec global/ai.scr
    	exec global/exploder.scr
    	exec global/loadout.scr "maps/m5l1b.scr"
    
    	$intro_door notsolid
    
    //	fadeout 0 0 0 0 1
    	fadeout .1 0 0 0 1
    
    	for (local.i=1;local.i<$tank_block.size+1;local.i++)
    		$tank_block[local.i] notsolid
    
    level waittill prespawn
    //	fadeout 0 0 0 0 1
    	fadeout .1 0 0 0 1
    	exec global/friendly.scr
    	exec global/cabinet.scr
    	exec global/door_locked.scr
    	level.farplane = 3500
    	level.farplanecolor = (0.333 0.333 0.359)
    
    	exec global/weather.scr
    	exec global/shutter.scr
    	exec global/ambient.scr m5l1b
    	exec global/bomber.scr
    
    	$dead_eng notsolid
    
    level waittill spawn
    
    	level.easyhealth = 850
    	if (getcvar(skill) == "1")
    		level.hardhealth = 650
    	else
    		level.hardhealth = 500
    
    	setcvar fast "2"
    
    	level.friendly1 thread deathmessage1
    	level.friendly2 thread deathmessage2
    	level.friendly3 thread deathmessage3
    
    	level.friendly1 gun "none"
    	thread fader
    	if (getcvar(fast) == "1")
    		thread snipers
    	else
    	if (getcvar(fast) == "2")
    		thread snipersrange
    
    /*
    	if (getcvar(superfps) == "1")
    	{
    		local.gun = $tank QueryTurretSlotEntity 0
    		local.gun delete
    		$tank delete
    		for (local.i=1;local.i<$enemy.size+1;local.i++)
    		{
    //			$enemy[local.i] thread diedie
    			$enemy[local.i] sight 1500
    			$enemy[local.i] hearing 0
    		}
    
    		end
    	}
    */
    
    	if (game.medic != NIL)
    	{
    		local.gun = $tank QueryTurretSlotEntity 0
    		local.gun delete
    		$tank delete
    		for (local.i=1;local.i<$enemy.size+1;local.i++)
    			$enemy[local.i] thread diedie
    
    		end
    	}
    
    
    	level.medic_preppers = 0
    	if (game.playerorigin != NIL)
    		thread continuegame
    
    	$player stufftext "tmstart sound/music/mus_SniperTown_01b.mp3"
    
    	level.deadsnipers = 0
    
    	$intro_door solid
    	for (local.i=1;local.i<$enemy.size+1;local.i++)
    	{
    		if ($enemy[local.i].sniper != NIL)
    		{
    			println $enemy[local.i].origin
    			$enemy[local.i] thread snipersetup
    		}
    	}
    
    	if (getcvar(dead) == "1")
    	for (local.i=1;local.i<$enemy.size+1;local.i++)
    		$enemy[local.i] thread diedie
    
    
    	level.flags[tankcrewdead] = 0
    	level.flags[tankstart] = 0
    	level.flags[tankdead] = 0
    	level.flags[tankcrew] = 0
    	level.flags[cityhall] = 0
    
    	level.completeobjs = 0
    
    	set_objective_pos level.friendly2.origin
    	waitthread global/objectives.scr::add_objectives 1 2 "Find the tank crew." level.friendly2.origin
    	waitthread global/objectives.scr::add_objectives 2 2 "Defeat the Panzer tank." $tank.origin
    	waitthread global/objectives.scr::add_objectives 3 2 "Keep the tank crew alive and infiltrate city hall." $obj2.origin
    	waitthread global/objectives.scr::add_objectives 4 2 "Steal the King Tiger with the tank crew." $obj3.origin
    	waitthread global/objectives.scr::current_objectives 1
    
    
    //	$player threatbias 5000
    	level.maxspawnedenemies = 8
    
    	/*
        for (local.i=1;local.i<level.friendlys+1;local.i++)
        {
    		if (isalive level.friendly[local.i])
    		{
                level.friendly[local.i].health = 5000
                level.friendly[local.i] exec global/friendly.scr::friendlythink
    		}
    //			level.friendly[local.i] delete
        }
    	*/
    
    
    
    	if (getcvar(alive) == "1")
    	{
    		println "ALIVE"
    		level.friendly1 nodamage
    		level.friendly2 nodamage
    		level.friendly3 nodamage
    	}
    
    	level.friendly1.avoidplayer = 0
    	level.friendly2.avoidplayer = 0
    	level.friendly3.avoidplayer = 0
    
    	level.engineers = 0
    
    	level.friendly1 gun "weaponless"
    	level.friendly1 thread engstart
    	level.friendly2 thread engstart
    	level.friendly3 thread engstart
    	level.friendly2 thread chat
    //	level.friendly4 damage $world 5500 $world (0 0 0) (0 0 0) (0 0 0) 0 9 0 0	
    
    	level.friendly2 leash 64
    	level.friendly3 leash 1000
    
    	level.friendly2 thread leashrun 10
    	level.friendly3 thread leashrun 8
    
    //	LEVEL BEGINS
    	thread planesflyby
    	$tank setcollisionentity $tank.target
    	$kingtank setcollisionentity $kingtank.target
    
    	thread tankstartwait
    
    	wait 2
    	$intro_door time 1
    	$intro_door rotateydown 85
    	$intro_door waitmove
    	wait 1
    	level.friendly1.movedoneradius = 150
    	level.friendly1 lookat $player
    	level.friendly1 runto $player
    	level.friendly1 waittill movedone
    	level.friendly1 exec global/stand.scr
     	level.friendly1 say dfr_m5l1_add01 // Come with me sir, the rest of the tank crew is holed up back here.
    	level.friendly1 waittill saydone
    
    	level.friendly1 waitthread global/friendly.scr::heal $player
    	/*
    	wait 1
    	level.friendly1.friendtype = 5
    	level.friendly1 thread global/friendly.scr::friendlythink
    	level.friendly1.health = 10
    	level.friendly1.maxhealth = 100
    	level.friendly2.maxhealth = level.friendly2.health
    	level.friendly3.maxhealth = level.friendly3.health
    	end
    	*/
    
    //	level.friendly1 damage $world 5500 $world (0 0 0) (0 0 0) (0 0 0) 0 9 0 0	
    //	iprintln "Follow me"
    
    	if (game.skill == "easy")
    	{
    		level.friendly1.health = level.easyhealth
    		level.friendly1.maxhealth = level.easyhealth
    		level.friendly2.maxhealth = level.easyhealth
    		level.friendly3.maxhealth = level.easyhealth
    	}
    	else
    	{
    		level.friendly1.health = level.hardhealth
    		level.friendly1.maxhealth = level.hardhealth
    		level.friendly2.maxhealth = level.hardhealth
    		level.friendly3.maxhealth = level.hardhealth
    	}
    
    	level.friendly1 runto destinationmedic
    
    end
    
    fader:
    	wait 0.5
    	fadein 2.5 0 0 0 1
    end
    
    diedie:
    	wait 1
    	if (self)
    	self damage $world 5500 $world (0 0 0) (0 0 0) (0 0 0) 0 9 0 0
    end
    
    deathmessage1:
    	self waittill death
    	iprintlnbold "T/4 Medic Glenn has been killed in action."
    end
    
    deathmessage2:
    	self waittill death
    	iprintlnbold "Sergeant Hammon has been killed in action."
    end
    
    deathmessage3:
    	self waittill death
    	iprintlnbold "T/2 Engineer Campbell has been killed in action."
    end
    
    
    killrandomfriendly:
    
    	local.num = randomint(3) + 1
    	if (local.num == 1)
    	{
    		if (isalive level.friendly1)
    			level.friendly1 damage $world 5500 $world (0 0 0) (0 0 0) (0 0 0) 0 9 0 0
    	}
    	else
    	if (local.num == 2)
    	{
    		if (isalive level.friendly2)
    			level.friendly2 damage $world 5500 $world (0 0 0) (0 0 0) (0 0 0) 0 9 0 0
    	}
    	else
    	{
    		if (isalive level.friendly3)
    			level.friendly3 damage $world 5500 $world (0 0 0) (0 0 0) (0 0 0) 0 9 0 0
    	}
    
    end
    
    tankstartwait:
    
    	while (level.flags[tankstart] == 0)
    		wait 0.5
    
    	thread global/ai.scr::spawn 600
    
    	$tank thread tankdrive
    //	level.friendly1 turnto $player
    
    	while ((level.flags[tankdead] == 0) || (level.flags[tankcrew] == 0))
    	{
    		if (isalive level.friendly1)
    		{
    			if (vector_length ($player.origin - level.friendly1.origin) > 3400)
    			{
    				thread killrandomfriendly
    				wait randomfloat(1)
    			}
    		}
    		else
    		if (isalive level.friendly2)
    		{
    			if (vector_length ($player.origin - level.friendly2.origin) > 3400)
    			{
    				thread killrandomfriendly
    				wait randomfloat(1)
    			}
    		}
    		else
    		if (isalive level.friendly3)
    		{
    			if (vector_length ($player.origin - level.friendly3.origin) > 3400)
    			{
    				thread killrandomfriendly
    				wait randomfloat(1)
    			}
    		}
    	
    		wait 1
    	}
    
    
    	level.lastcomment = level.time + 2
    	if (isalive level.friendly2)
    	{
    		level.friendly2 thread commentsC			
    		level.friendly2 tether $player
    		level.friendly2 leash 650 // was 250
    		level.friendly2.health = level.hardhealth
    
    		if (game.skill == "easy")
    			level.friendly2.health = level.easyhealth
    
    		level.friendly2.friendtype = 0
    		level.friendly2 exec global/enable_ai.scr
    		level.friendly2 exec global/friendly.scr::friendlythink
    		level.friendly2.mins = -50
    		level.friendly2.maxs = -30
    		level.friendly2.avoidplayer = 1
    	}
    
    	if (isalive level.friendly3)
    	{
    		level.friendly2 thread commentsM
    		level.friendly3 tether $player
    		level.friendly3 leash 650 // was 250
    
    		level.friendly3.health = level.hardhealth
    	
    		if (game.skill == "easy")
    			level.friendly3.health = level.easyhealth
    
    		level.friendly3.friendtype = 0
    		level.friendly3 exec global/enable_ai.scr
    		level.friendly3 exec global/friendly.scr::friendlythink
    		level.friendly3.mins = -40
    		level.friendly3.maxs = -20
    		level.friendly3.avoidplayer = 1
    	}
    
    	if (isalive level.friendly1)
    		level.friendly1	thread medicstart
    
    	while ((isalive level.friendly2) && (vector_length (level.friendly2.origin - $player.origin) > 500))
    		wait 1
    
    	wait 1.5
    	if (isalive level.friendly2)
    		level.friendly2 say dfr_m5l1_501h
    		level.friendly2 waittill saydone
    	wait 0.5
    
    /////////////// GIVING NEW SCOPE FOR PLAYER
    
    	level.friendly2.avoidplayer = 0
    	level.friendly2 exec global/disable_ai.scr
    
    	level.friendly2 lookat $player
    	level.friendly2 runto $player
    	level.friendly2 waittill movedone
    	level.friendly2 exec global/stand.scr
    	level.friendly2 say medic_heal1
    
    //	freezeplayer
    //	$player safeholster 1
    //	wait 0.1
    	$player take weapons/springfield.tik
    
    	level.friendly2 upperanim pass_canteen_start
    	level.friendly2 waittill upperanimdone
    
    	$player item weapons/springfield2.tik
    	$player playsound springfield_snd_pickup
    
    	level.friendly2 upperanim pass_canteen_end
    	level.friendly2 waittill upperanimdone
    
    	iprintlnbold "Sergeant Hammon gave you a more powerfull scope for your sniper."
    //	releaseplayer $player
    	level.friendly2 exec global/enable_ai.scr
    	level.friendly2.avoidplayer = 1
    	wait 0.1
    	$player useweaponclass rifle
    
    end
    ///////////////////////////// END
    commentsC:
    	local.count = 0
    
    	while (isalive self)
    	{
    		while (level.time < level.lastcomment)
    			wait 2
    
    
    		while (vector_length (self.origin - $player.origin) > 400)
    			wait 2
    
    
    		if ((level.time > level.lastcomment) && (self.thinkstate != "attack"))
    		{
    			level.lastcomment = level.time + 5 + randomint(8)
    
    			local.count++
    //			println ("commentsC said " + local.count)
    			if (local.count == 1)
    				self say dfr_follow_01c_2
    			else
    			if (local.count == 2)
    				self say dfr_follow_10c
    			else
    			if (local.count > 2)
    			{
    				self say dfr_follow_20c_2
    				local.count = 0
    			}
    		}
    
    		wait 1
    	}
    end
    
    commentsM:
    	local.count = 0
    
    	while (isalive self)
    	{
    		while (level.time < level.lastcomment)
    			wait 2
    
    		while (vector_length (self.origin - $player.origin) > 400)
    			wait 2
    
    
    		if ((level.time > level.lastcomment) && (self.thinkstate != "attack"))
    		{
    			level.lastcomment = level.time + 5 + randomint(8)
    
    			local.count++
    //			println ("commentsM said " + local.count)
    			if (local.count == 1)
    				self say dfr_follow_09m_2
    			else
    			if (local.count > 1)
    			{
    				self say dfr_follow_19m_2
    				local.count = 0
    			}
    		}
    
    		wait 1
    	}
    end
    
    chat:
    	while ((isalive self) && (vector_length (self.origin - $player.origin) > 500))
    		wait 1
    
    	if (isalive self)
    		self say dfr_m5l1_500
    end
    
    sniperdeath local.range:
    	self waittill death
    	level.deadsnipers++
    	if (level.deadsnipers > 1)
    	{
    		level.deadsnipers = 0
    		local.sniper = NIL
    		local.count = 0
    		for (local.i=1;local.i<$enemy.size+1;local.i++)
    		{
    //			if ((vector_length ($player.origin - $enemy[local.i].origin) < local.range) && (isalive $enemy[local.i]) && ($enemy[local.i].thinkstate != "attack"))
    			if ((vector_length ($player.origin - $enemy[local.i].origin) < local.range) && (isalive $enemy[local.i]))
    			{
    				local.count++
    				local.sniper[local.count] = $enemy[local.i]
    			}
    
    		}
    
    		if (local.sniper != NIL)
    		{
    			local.newsniper = NIL
    			local.count = 0
    			for (local.i=1;local.i<local.sniper.size+1;local.i++)
    			{
    				if !(sighttrace ($player.origin + (0 0 50)) (local.sniper[local.i].origin + (0 0 50)) 1)
    				{
    					local.count++
    					local.newsniper[local.count] = local.sniper[local.i]
    				}
    			}
    
    			if (local.newsniper != NIL)
    			{
    				local.newsniper[randomint (local.newsniper.size) + 1].origin = local.newsniper[randomint (local.newsniper.size) + 1].origin + (0 0 -1500)
    				local.newsniper[randomint (local.newsniper.size) + 1] damage $world 5500 $world (0 0 0) (0 0 0) (0 0 0) 0 9 0 0
    //				println "did kill a random sniper"
    			}
    		}
    	}
    
    
    end
    
    snipers:
    	wait 2
    	level.snipers = 0
    	while (1)
    	{
    		if (level.snipers < 5)
    		{
    			local.ent = -1
    			local.range = 3500
    			for (local.i=1;local.i<$snipers.size+1;local.i++)
    			{
    				local.newrange = vector_length ($player.origin - $snipers[local.i].origin)
    				if (local.newrange < local.range)
    				{	
    					if !(sighttrace ($player.origin + (0 0 60)) ($snipers[local.i].origin + (0 0 60)) 1)
    					{
    						local.range = local.newrange
    						local.ent = $snipers[local.i]
    					}
    				}
    			}
    
    			if (local.ent != -1)
    			{
    				local.newent = waitthread global/spawner.scr::spawner_activate local.ent
    				local.newent thread snipersetup2
    				local.ent delete
    			}
    		}
    
    		wait 0.5
    	}
    end
    
    snipersrange:
    	wait 2
    	local.num = 0
    	local.delete = 0
    	local.created = 0
    
    	while (1)
    	{
    		for (local.i=1;local.i<$snipers.size+1;local.i++)
    		{
    			if (vector_length ($player.origin - $snipers[local.i].origin) < 3000)
    			if (local.num > 2)
    			{
    				$snipers[local.i] delete
    				local.num = 0
    				local.i = $snipers.size + 1
    				local.delete++
    				println ("deleted is " + local.delete)
    			}
    			else
    			{	
    				local.num = local.num + randomint(2) + 1
    				local.ent = waitthread global/spawner.scr::spawner_activate $snipers[local.i]
    				local.ent thread snipersetup2
    				$snipers[local.i] delete
    				local.i = $snipers.size + 1
    				local.created++
    				println ("created is " + local.created)
    			}
    			waitframe
    		}
    		waitframe
    
    	}
    end
    
    
    snipersetup:
    	if (getcvar(fast) == "1")
    	{
    //		println "SETUP SETUP"
    		wait randomfloat (2)
    		local.org = self.origin
    		local.spawnent = waitthread global/spawner.scr::spawner_create self
    		local.spawnent.targetname = "snipers"
    	}
    	else
    	if (getcvar(fast) == "2")
    	{
    //		println "SETUP SETUP"
    		wait randomfloat (2)
    		local.org = self.origin
    		local.spawnent = waitthread global/spawner.scr::spawner_create self
    		local.spawnent.targetname = "snipers"
    	}
    	else
    	thread snipersetup2
    /*
    	while (vector_length (local.org - $player.origin) > 2500)
    		wait 1
    
    	println "0000002"
    	wait 1
    	local.ent = waitthread global/spawner.scr::spawner_activate local.spawnent
    	local.ent thread snipersetup2
    */
    end
    
    sniperdies:
    	self waittill death
    	level.snipers--
    end
    
    sniperdistance:
    	while (isalive self)
    	{
    //		println ("My length is " + (vector_length (self.origin - $player.origin)))
    		if (vector_length (self.origin - $player.origin) > 4000)
    		{
    //			println "time to die!!!"
    			local.spawnent = waitthread global/spawner.scr::spawner_create self
    			local.spawnent.targetname = "snipers"
    			if (isalive self)
    				self delete
    		}
    		else
    		{
    			wait 1
    			self attackplayer
    		}
    	}
    
    //	println "died!!!"
    end
    
    
    snipersetup2:
    	level.snipers++
    	self thread sniperdies
    //	println "0000003"
    
    //	thread sniperdeath 1200
    	
    
    	self accuracy 100
    	self type_attack "cover"
    
    	if (game.skill == "hard")
    	{
    		self noticescale 0
    		local.healthnum = 80
    	}
    	else
    	{
    		self noticescale 50
    		local.healthnum = 40
    	}
    
    	self.fallheight = 18
    	self ammo_grenade 4
    	self maxdist 1548
    	self sight 1548
    	self hearing 1548
    	self mindist 128
    	self leash 384
    	self fov 360
    	self threatbias ignoreme
    	self.silent = 1
    	self.health = (100 + randomint(local.healthnum))
    	self.maxhealth = self.health
    
    
    	if (getcvar(fast) == "1")
    		thread sniperdistance
    
    	self attackplayer
    
    	while (isalive self)
    	{
    		while ((isalive self) && (self.thinkstate != "attack"))
    			wait 1
    
    		wait 1.1
    		if (isalive self)
    		self threatbias 0
    
    		while ((isalive self) && (self.thinkstate != "idle"))
    			wait 1
    
    		if (isalive self)
    		self threatbias ignoreme
    	}
    
    end
    
    
    medicstart:
    	self.avoidplayer = 1
    	self.distance = 250
    	self.leash = 5000
    
    
    	if (game.skill == "easy")
    		self.health = level.easyhealth
    
    	self.friendtype = 5
    	self thread global/friendly.scr::friendlythink
    
    	self waittill death
     
    //	iprintlnbold "One of the tank crew members has been killed in action."
     
    end
    
    
    
    leashrun local.dest:
    	self tether $("destination" + local.dest)
    	self lookat $player
    	self turnto $player
    	self runto $("destination" + local.dest)
    	self waittill movedone
    	self.origin = $("destination" + local.dest).origin
    end
    
    engstart:
    	self.waittime = 1.5
    	self hearing 1024
    	self sight 1024
    	self maxdist 2048
    	self mindist 512
    
    	self.health = level.hardhealth
    
    	if (game.skill == "easy")
    		self.health = level.easyhealth
    
    	level.engineers++
    	self waittill death
    //	iprintlnbold "One of the tank crew members has been killed in action."
    	level.engineers--
    
    	if (level.engineers < 2)
    	{
    		iprintlnbold "You lost too many of your tank crew."
    		level.flags[tankcrewdead] = 1
    		wait 4
    //		centerprint " :( "
    //		wait 1
    
    		if (getcvar(debug) != "1")
    			missionfailed
    	}
    end
    
    newobjective:
    	if (level.flags[tankcrew] == 0)
    		waitthread global/objectives.scr::current_objectives 1
    	else
    	if (level.flags[tankdead] == 0)
    		waitthread global/objectives.scr::current_objectives 2
    	else
    	if (level.flags[cityhall] == 0)
    		waitthread global/objectives.scr::current_objectives 3
    	else
    		waitthread global/objectives.scr::current_objectives 4
    end
    
    disc_tank:
    	$dead_panzer disconnect_paths
    	while ($tank_block)
    	{
    		$tank_block[1] delete
    		waitframe
    	}
    
    	end
    
    	for (local.i=1;local.i<$tank_block.size+1;local.i++)
    	{
    		if ($dead_panzer istouching $tank_block[local.i])
    		{
    			$tank_block[local.i] disconnect_paths
    			waitframe
    		}
    	}
    
    	while ($tank_block)
    	{
    		$tank_block[1] delete
    		waitframe
    	}
    end
    
    
    tankdeath:
    	self waittill death
    //	self disconnect_paths
    	level.flags[tankdead] = 1
    	level.maxfriendlies = 2
    	local.ent = spawn script_model
    	local.ent.origin = self.origin
    	local.ent.angles = self.angles
    //	local.ent model "vehicles/tigertank_d.tik"
    	local.ent model "vehicles/panzer_iv_eud.tik"
    
    	$dead_panzer.origin = local.ent.origin
    	$dead_panzer.angles = local.ent.angles
    	
    	thread disc_tank
    
    	local.ent notsolid
    
    	exec global/model.scr self.origin "models/fx/fx_tank_explosion"
    	waitthread global/objectives.scr::add_objectives 2 3 "Defeat the Panzer tank." $tank.origin
    	waitthread global/objectives.scr::current_objectives 3
    	level.completeobjs++
    	thread newobjective	
    
    	wait 1
    		local.count = 1
    
    		local.health = $player.health / $player.maxhealth
    		if (local.health < 0.5)
    			local.count = -1
    
    		if (isalive level.friendly1)
    		{
    			local.health = level.friendly1.health / level.friendly1.maxhealth
    			if (local.health < 0.5)
    				local.count = -1
    		}
    
    		if (isalive level.friendly2)
    		{
    			local.health = level.friendly2.health / level.friendly2.maxhealth
    			if (local.health < 0.5)
    				local.count = -1
    		}
    
    		if (isalive level.friendly3)
    		{
    			local.health = level.friendly3.health / level.friendly3.maxhealth
    			if (local.health < 0.5)
    				local.count = -1
    		}
    
    		if (level.flags[tankcrewdead] != 0)
    			local.count = -1
    
    		if ((local.count == 1) && (level.engineers > 1))
    
    		exec global/autosave.scr 1
    
    end
    
    happysad local.friend:
    
    	if !(isalive local.friend)
    		end
    
    	local.friend lookat $player
    	local.friend turnto $player
    end
    
    	local.friend.emotion = emotion_happy
    	wait (randomint(7) + 2)
    
    	if !(isalive local.friend)
    		end
    
    	local.friend.emotion = emotion_none
    
    end
    
    
    obj1:
    	if (game.medic != NIL)
    		end
    
    	thread happysad level.friendly1
    	thread happysad level.friendly2
    	thread happysad level.friendly3
    
    	level.flags[tankstart] = 1
    	level.flags[tankcrew] = 1
    	waitthread global/objectives.scr::add_objectives 1 3 "Find the tank crew." level.friendly2.origin
    	level.completeobjs++
    	thread newobjective		
    end
    
    obj2:
    	if (game.medic != NIL)
    		end
    
    	if (level.flags[cityhall] == 0)
    	{
    	
    		$player stufftext "tmstart sound/music/mus_SniperTown_01e.mp3"
    		level.flags[cityhall] = 1
    		level.completeobjs++
    		waitthread global/objectives.scr::add_objectives 3 3 "Keep the tank crew alive and infiltrate city hall." $obj2.origin
    		thread newobjective		
    	}
    end
    
    
    obj3:
    	
    	if (game.medic != NIL)
    		end
    
    	while (level.completeobjs < 3)
    		wait 1
    
    	local.dist = 750
    
    	local.break = 0
    	local.timer = level.time + 5
    	while (local.break == 0)
    	{
    
    		if (level.time > local.timer)
    		{
    			if (vector_length ($player.origin - $obj3.origin) < 700)
    				iprintlnbold "You must gather the entire tank crew before you can leave"
    			local.timer = level.time + 10
    		}
    		local.break = 1
    
    		if (level.enemyarea[15] > 0)
    		{
    			local.break = 0
    			waitframe
    		}
    		else
    		if (vector_length ($player.origin - $obj3.origin) > local.dist)
    		{
    			local.break = 0
    			wait 0.5
    		}
    		else
    		if ((isalive level.friendly1) && (vector_length (level.friendly1.origin - $obj3.origin) > local.dist))
    		{
    			local.break = 0
    			wait 0.5
    		}
    		else
    		if ((isalive level.friendly2) && (vector_length (level.friendly2.origin - $obj3.origin) > local.dist))
    		{
    			local.break = 0
    			wait 0.5
    		}
    		else
    		if ((isalive level.friendly3) && (vector_length (level.friendly3.origin - $obj3.origin) > local.dist))
    		{
    			local.break = 0
    			wait 0.5
    		}
    	}
    
    	if (level.engineers > 1)
    	{
    		thread endfinalthing level.friendly1
    		thread endfinalthing level.friendly3
    		thread endfinalthing level.friendly2
    
    		if (isalive level.friendly3)
    		{
    			level.friendly3 say dfr_M5L1_502e_2
    			level.friendly3 waittill saydone
    		}
    		else
    		if (isalive level.friendly2)
    		{
    			level.friendly2 say dfr_M5L1_502e_2
    			level.friendly2 waittill saydone
    		}
    		else
    		if (isalive level.friendly1)
    		{
    			level.friendly1 say dfr_M5L1_502e_2
    			level.friendly1 waittill saydone
    		}
    
    		wait 2
    
    		if (level.engineers > 2)
    		setcvar g_medal1 "1"
    
    		
    		if (level.engineers > 1)
    		{
    
    			waitthread global/objectives.scr::add_objectives 4 3 "Steal the King Tiger with the tank crew." $obj3.origin
    			wait 1
    
    			if ((level.medic_preppers > 0) && (game.skill == "hard"))
    			{
    				waitthread global/objectives.scr::add_objectives 5 3 "Bring reinforcements all the way through Sniper Town." $obj3.origin
    				wait 2
    				game.medic = 1
    				setcvar "medic_over" "0"
    				exec global/missioncomplete.scr void 1
    			}
    			else
    			exec global/missioncomplete.scr m5l2a
    		}
    	}	
    end
    
    endfinalthing local.friend:
    	if !(isalive local.friend)
    		end
    
    	local.friend.friendtype = -1
    	wait (randomfloat (1))
    	local.friend.turndoneerror = 80 + randomint(40)
    	if (randomint(100) > 50)
    	{
    		local.friend lookat $obj3
    		local.friend turnto $obj3
    	}
    	else
    	{
    		local.friend lookat $player
    		local.friend turnto $player
    	}
    
    end
    
    
    /*
    	local.bombertime[100] = level.time
    	thread global/bomber.scr::bomb 100
    	wait 5
    */
    
    planesflyby:
    	while (level.flags[tankdead] == 0)
    		wait 1
    
    	local.bombertime[101] = level.time
    	thread global/bomber.scr::bomb 101
    	wait 5
    	local.bombertime[102] = level.time
    	thread global/bomber.scr::bomb 102
    	wait 5
    //	local.bombertime[103] = level.time - 5000
    	local.bombertime[103] = level.time
    	thread global/bomber.scr::bomb 103
    
    	local.last = 103
    
    	end
    
    
    	local.planes = 12
    	while (local.planes > 0)
    	{
    		local.planes--
    		local.random = (randomint (4) + 100)
    	
    		while ((local.random == local.last) || (local.bombertime[local.random] < level.time + 10))
    		{
    			local.random = (randomint (4) + 100)
    			wait 0.25
    		}
    			
    		thread global/bomber.scr::bomb local.random
    		local.bombertime[local.random] = level.time
    		
    		wait (1 + randomint(12))
    	}
    
    
    end
    
    building_explode:
    	thread global/ai.scr::spawn 200
    	level.flags[tankstart] = 1
    	thread global/bomber.scr::bomb 100
    end
    
    
    
    tankdrive:
    	self thread tankdeath
    	if (game.skill == "easy")
    		self.health = 500
    	else
    		self.health = 625
    
    	self drive $tankpath 5 10 100 256 // ideal speed, accelleration/deceleration, close to nodes,  lookahead
    	self waitTill drive
    	if (isalive self)
    	{
    		self fullstop
    		local.gun = self QueryTurretSlotEntity 0
    		local.gun setAimTarget $tanktarget
     		local.gun waittill ontarget
    		wait 2
    		if (isalive self)
    		{
    			local.gun startfiring // anim "fire"
    			wait 0.25
    			thread global/exploder.scr::explode 3
    			level.friendly2 damage $world 5500 $world (0 0 0) (0 0 0) (0 0 0) 0 9 0 0
    			level.friendly1 damage $world 5500 $world (0 0 0) (0 0 0) (0 0 0) 0 9 0 0
    		}
    	}
    end
    
    
    
    
    /*
    friendlythink:
    	self.health = 200
    	self.maxhealth = 200
    	self.friendtype = 0
    	self.mins = -30
    	self.maxs = 50
    	self.distance = 400
    	wait 2
    
    	if !(isalive self)
    	{
    		level.currentfriendlies--
    		end
    	}
    
    	if (isalive self)
    	{
    		self thread global/friendly.scr::friendlythink
    		self waittill death
    		level.currentfriendlies--
    		for (local.i=1;local.i<level.friendlys+1;local.i++)
    			if (level.friendly[local.i] == self)
    				level.friendly[local.i] = level.deadent
    	}
    	else
    		level.currentfriendlies--
    
    end
    */
    
    
    continuegame:
    //	level.friendly1 remove
    //	level.friendly3 remove
    
    	local.vec = (0 4352 0)
    	$player.origin = game.playerorigin - local.vec
    	$player.viewangles = game.playerangles
    
    	level.windtime = game.windtime
    	level.shuttertime = game.shuttertime
    	level.raindensity = game.raindensity
    	level.rainvolume = game.rainvolume
    	level.thundertime =	game.thundertime
    	local.raindensity = (50 + ((level.raindensity - 5) * 8))
    	setcvar "cg_rain_slant" (local.raindensity)
    	setcvar "cg_rain_density" (level.raindensity)
    
    
    	if (game.friendly1health != -1)
    	{
    		level.currentfriendlies++
    		level.friendlys++
    
    		local.ent = spawn game.friendly1model "targetname" "friendly"
    		
    		level.friendly[level.friendlys] = local.ent
    		local.ent.origin = game.friendly1origin - local.vec
    		local.ent.angles = game.friendly1angles
    		local.ent waitthread global/friendly.scr::friendlyinit
    		local.ent type_idle "idle"
    		local.ent type_attack "cover"
    		local.ent forceactivate
    		local.ent thread global/friendly.scr::friendlythink
    		local.ent.friendtype = 1
    		local.ent.health = 600
    		local.ent thread medic_prep
    
    		local.ent.headmodel = game.friendly1headmodel
    		local.ent.headskin = game.friendly1headskin
    	}
    
    	if (game.friendly2health != -1)
    	{
    		level.currentfriendlies++
    		level.friendlys++
    
    
    		local.ent = spawn game.friendly2model "targetname" "friendly"
    		
    		level.friendly[level.friendlys] = local.ent
    		local.ent.origin = game.friendly2origin - local.vec
    		local.ent.angles = game.friendly2angles
    		local.ent waitthread global/friendly.scr::friendlyinit
    		local.ent type_idle "idle"
    		local.ent type_attack "cover"
    		local.ent forceactivate
    		local.ent thread global/friendly.scr::friendlythink
    		local.ent.friendtype = 1
    		local.ent.health = 600
    		local.ent thread medic_prep
    
    		local.ent.headmodel = game.friendly2headmodel
    		local.ent.headskin = game.friendly2headskin
    	}
    
    	if (game.friendly3health != -1)
    	{
    		level.currentfriendlies++
    		level.friendlys++
    
    
    		local.ent = spawn game.friendly3model "targetname" "friendly"
    		
    		level.friendly[level.friendlys] = local.ent
    		local.ent.origin = game.friendly3origin - local.vec
    		local.ent.angles = game.friendly3angles
    		local.ent waitthread global/friendly.scr::friendlyinit
    		local.ent type_idle "idle"
    		local.ent type_attack "cover"
    		local.ent forceactivate
    		local.ent thread global/friendly.scr::friendlythink
    		local.ent.friendtype = 1
    		local.ent.health = 600
    		local.ent thread medic_prep
    
    		local.ent.headmodel = game.friendly3headmodel
    		local.ent.headskin = game.friendly3headskin
    	}
    
    	if (game.friendly4health != -1)
    	{
    		level.currentfriendlies++
    		level.friendlys++
    
    
    		local.ent = spawn game.friendly4model "targetname" "friendly"
    		
    		level.friendly[level.friendlys] = local.ent
    		local.ent.origin = game.friendly4origin - local.vec
    		local.ent.angles = game.friendly4angles
    		local.ent waitthread global/friendly.scr::friendlyinit
    		local.ent type_idle "idle"
    		local.ent type_attack "cover"
    		local.ent forceactivate
    		local.ent thread global/friendly.scr::friendlythink
    		local.ent.friendtype = 1
    		local.ent.health = 600
    		local.ent thread medic_prep
    
    		local.ent.headmodel = game.friendly4headmodel
    		local.ent.headskin = game.friendly4headskin
    	}
    
    	if (game.friendly5health != -1)
    	{
    		level.currentfriendlies++
    		level.friendlys++
    
    
    		local.ent = spawn game.friendly5model "targetname" "friendly"
    		
    		level.friendly[level.friendlys] = local.ent
    		local.ent.origin = game.friendly5origin - local.vec
    		local.ent.angles = game.friendly5angles
    		local.ent waitthread global/friendly.scr::friendlyinit
    		local.ent type_idle "idle"
    		local.ent type_attack "cover"
    		local.ent forceactivate
    		local.ent thread global/friendly.scr::friendlythink
    		local.ent.friendtype = 1
    		local.ent.health = 600
    		local.ent thread medic_prep
    
    		local.ent.headmodel = game.friendly5headmodel
    		local.ent.headskin = game.friendly5headskin
    	}
    
    end
    
    medic_prep:
    	if (getcvar(alive) == "1")
    		self nodamage
    
    	self turnto $player
    	self lookat $player
    	level.medic_preppers++
    	self waittill death
    	level.medic_preppers--
    end
    
    
    
    kaboom:
    
    end
    
    kaboom1:
    	thread global/exploder.scr::explode 1
    end
    
    kaboom2:
    	thread global/exploder.scr::explode 2
    end
    
    kaboom3:
    //	$tank damage $world 25000 $world (0 0 0) (0 0 0) (0 0 0) 0 9 0 0
    //	thread global/exploder.scr::explode 3
    end
    
    kaboom4:
    //	$tank damage $world 25000 $world (0 0 0) (0 0 0) (0 0 0) 0 9 0 0
    	thread global/exploder.scr::explode 3
    end
    
    kaboom5:
    	thread global/exploder.scr::explode 5
    end
    
    
    early_trigger:
    	thread global/ai.scr::spawn 201
    	thread global/bomber.scr::bomb 100
    
    end
    
    403_trigger:
    	if (game.medic != NIL)
    		end
    
    	if (level.flags[403] == NIL)
    	{
    		local.count = 1
    
    		local.health = $player.health / $player.maxhealth
    		if (local.health < 0.5)
    			local.count = -1
    
    		if (isalive level.friendly1)
    		{
    			local.health = level.friendly1.health / level.friendly1.maxhealth
    			if (local.health < 0.5)
    				local.count = -1
    		}
    
    		if (isalive level.friendly2)
    		{
    			local.health = level.friendly2.health / level.friendly2.maxhealth
    			if (local.health < 0.5)
    				local.count = -1
    		}
    
    		if (isalive level.friendly3)
    		{
    			local.health = level.friendly3.health / level.friendly3.maxhealth
    			if (local.health < 0.5)
    				local.count = -1
    		}
    
    		if (level.flags[tankcrewdead] != 0)
    			local.count = -1
    
    		if ((local.count == 1) && (level.engineers > 1))
    			exec global/autosave.scr 2
    
    		exec global/ai.scr::spawn 403
    		level.flags[403] = 1
    		
    //	if (isalive level.friendly1)
    //		level.friendly1.distance = 650
    
    //		thread setupendfriend level.friendly2
    //		thread setupendfriend level.friendly3
    
    
    	}
    end
    
    setupendfriend local.pal:
    	if !(isalive local.pal)
    		end
    
    	local.pal.distance = 600
    	local.pal.friendtype = 1
    	local.pal maxdist 2000
    	local.pal mindist 1024
    	local.pal leash 256
    	local.pal tether $player
    
    end
    
    
    lateleveltrigger:
    	exec global/bomber.scr::bomb 105
    	exec global/ai.scr::spawn 404
    end
    
    endsetup: // nixfriendlies:
    	if (game.medic != NIL)
    		end
    
    //	level.maxfriendlies = 0
    
    		local.count = 1
    
    		local.health = $player.health / $player.maxhealth
    		if (local.health < 0.5)
    			local.count = -1
    
    		if (isalive level.friendly1)
    		{
    			local.health = level.friendly1.health / level.friendly1.maxhealth
    			if (local.health < 0.5)
    				local.count = -1
    		}
    
    		if (isalive level.friendly2)
    		{
    			local.health = level.friendly2.health / level.friendly2.maxhealth
    			if (local.health < 0.5)
    				local.count = -1
    		}
    
    		if (isalive level.friendly3)
    		{
    			local.health = level.friendly3.health / level.friendly3.maxhealth
    			if (local.health < 0.5)
    				local.count = -1
    		}
    
    		if (level.flags[tankcrewdead] != 0)
    			local.count = -1
    
    		if ((local.count == 1) && (level.engineers > 1))
    		exec global/autosave.scr 4
    
    	thread global/ai.scr::spawn 208
    	thread global/ai.scr::spawn 205
    	while (level.flags[tankcrew] == 0)
    		wait 1
    
    	wait 2
    
    	thread endfriendlythink level.friendly2
    	thread endfriendlythink level.friendly3
    
    	if (isalive level.friendly1)
    		level.friendly1.distance = 150
    end
    
    endfriendlythink local.pal:
    	if !(isalive local.pal)
    		end
    
    	local.pal.distance = 200
    	local.pal.friendtype = 1
    	local.pal maxdist 1000
    	local.pal mindist 128
    	local.pal leash 384
    	local.pal tether $player
    
    end
    
    
    
    /*
    
     enemyspawner enemyspawnerdestination, enemyspawnertrigger
    
    // 1	Houseboom
    // 2	smallerboom
    // 3	otherhouseboom
    // 5	rockwall
    // 150 tank escort
    // 100 plane1
    // 101 plane2
    // 102 plane3
    // 103 plane4
    // 105 plane5
    // 106 plane6
    
    // 200 Troopers
    // 201 Troopers
    // 205 Troopers
    // 206 Tower sniper
    // 207 respond spawner // ai_location
    // 208 ending guys
    // 300 respond
    
    // 350 intro panzer guys
    
    
    // 201 / 400 First building
    // 207 / 401 Second building
    // 402 Building on the left in cluster
    // 403 Building on the right in cluster, AND left
    // 404 Building in the middle in cluster
    // 405 Bridge building
    // 406 Post bridge
    // 407 City Hall
    
    
    	600 intro guys
    
    	panzer: bombs rockwall 5
    
    // types: sniper
    */
    Last edited by Soares93; 05-22-2023 at 05:03 PM.

  9. #129
    Portable heavy machine guns with animated bullet belts:
    https://www.moddb.com/mods/soares93s...-guns#imagebox

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