// Keep in mind this file is just a copy of nazi_zombie_factory_teleporter.gsc. It has .been adapted for general use (isDefined checks and so on) #include maps\ugx_modder_help; #include common_scripts\utility; #include maps\_utility; #include maps\_zombiemode_utility; #include maps\dlc3_code; //------------------------------------------------------------------------------- // setup and kick off think functions //------------------------------------------------------------------------------- teleporter_init() { level.teleport = []; level.active_links = 0; level.countdown = 0; level.teleport_delay = 2; level.teleport_cost = 1500; level.teleport_cooldown = 5; level.is_cooldown = false; level.active_timer = -1; level.teleport_time = 0; flag_init( "teleporter_pad_link_1" ); flag_init( "teleporter_pad_link_2" ); flag_init( "teleporter_pad_link_3" ); wait_for_all_players(); // Get the Pad triggers for ( i=0; i<3; i++ ) { trig = GetEnt( "trigger_teleport_pad_" + i, "targetname"); if ( IsDefined(trig) ) { level.teleporter_pad_trig[i] = trig; } } thread teleport_pad_think( 0 ); thread teleport_pad_think( 1 ); thread teleport_pad_think( 2 ); thread teleport_core_think(); thread start_black_room_fx(); thread init_pack_door(); SetDvar( "factoryAftereffectOverride", "-1" ); packapunch_see = getent( "packapunch_see", "targetname" ); if(isdefined( packapunch_see ) ) { packapunch_see thread play_packa_see_vox(); } level.teleport_ae_funcs = []; if( !IsSplitscreen() ) { level.teleport_ae_funcs[level.teleport_ae_funcs.size] = maps\dlc3_teleporter::teleport_aftereffect_fov; } level.teleport_ae_funcs[level.teleport_ae_funcs.size] = maps\dlc3_teleporter::teleport_aftereffect_shellshock; level.teleport_ae_funcs[level.teleport_ae_funcs.size] = maps\dlc3_teleporter::teleport_aftereffect_shellshock_electric; level.teleport_ae_funcs[level.teleport_ae_funcs.size] = maps\dlc3_teleporter::teleport_aftereffect_bw_vision; level.teleport_ae_funcs[level.teleport_ae_funcs.size] = maps\dlc3_teleporter::teleport_aftereffect_red_vision; level.teleport_ae_funcs[level.teleport_ae_funcs.size] = maps\dlc3_teleporter::teleport_aftereffect_flashy_vision; level.teleport_ae_funcs[level.teleport_ae_funcs.size] = maps\dlc3_teleporter::teleport_aftereffect_flare_vision; } //------------------------------------------------------------------------------- // sets up up the pack a punch door //------------------------------------------------------------------------------- init_pack_door() { door = getent( "pack_door", "targetname" ); if(modderHelp( door, "Missing Pack a Punch door with Targetname KVP 'pack_door'." )) return; door movez( -50, 0.05, 0 ); wait(1.0); flag_wait( "all_players_connected" ); door movez( 50, 1.5, 0 ); door playsound( "packa_door_1" ); // Open slightly the first two times flag_wait( "teleporter_pad_link_1" ); door movez( -35, 1.5, 1 ); door playsound( "packa_door_2" ); door thread packa_door_reminder(); wait(2); // Second link flag_wait( "teleporter_pad_link_2" ); door movez( -25, 1.5, 1 ); door playsound( "packa_door_2" ); wait(2); // Final Link flag_wait( "teleporter_pad_link_3" ); door movez( -60, 1.5, 1 ); door playsound( "packa_door_2" ); clip = getentarray( "pack_door_clip", "targetname" ); for ( i = 0; i < clip.size; i++ ) { clip[i] connectpaths(); clip[i] delete(); } } //------------------------------------------------------------------------------- // handles activating and deactivating pads for cool down //------------------------------------------------------------------------------- pad_manager() { for ( i = 0; i < level.teleporter_pad_trig.size; i++ ) { // shut off the pads level.teleporter_pad_trig[i] sethintstring( &"ZOMBIE_TELEPORT_COOLDOWN" ); level.teleporter_pad_trig[i] teleport_trigger_invisible( false ); } level.is_cooldown = true; wait( level.teleport_cooldown ); level.is_cooldown = false; for ( i = 0; i < level.teleporter_pad_trig.size; i++ ) { if ( level.teleporter_pad_trig[i].teleport_active ) { level.teleporter_pad_trig[i] sethintstring( &"ZOMBIE_TELEPORT_TO_CORE" ); } else { level.teleporter_pad_trig[i] sethintstring( &"ZOMBIE_LINK_TPAD" ); } // level.teleporter_pad_trig[i] teleport_trigger_invisible( false ); } } //------------------------------------------------------------------------------- // staggers the black room fx //------------------------------------------------------------------------------- start_black_room_fx() { for ( i = 901; i <= 904; i++ ) { wait( 1 ); exploder( i ); } } //------------------------------------------------------------------------------- // handles turning on the pad and waiting for link //------------------------------------------------------------------------------- teleport_pad_think( index ) { if(!isDefined(level.teleporter_pad_trig)) return; //UGX - no teleporters on map, stop if(!isDefined(level.teleporter_pad_trig[index])) return; // UGX - teleporter doesn't exist, stop tele_help = getent( "tele_help_" + index, "targetname" ); if(isdefined( tele_help ) ) { tele_help thread play_tele_help_vox(); } active = false; // init the pad level.teleport[index] = "waiting"; trigger = level.teleporter_pad_trig[ index ]; trigger setcursorhint( "HINT_NOICON" ); trigger sethintstring( &"ZOMBIE_FLAMES_UNAVAILABLE" ); flag_wait( "electricity_on" ); trigger sethintstring( &"ZOMBIE_POWER_UP_TPAD" ); trigger.teleport_active = false; if ( isdefined( trigger ) ) { while ( !active ) { trigger waittill( "trigger" ); if ( level.active_links < 3 ) { trigger_core = getent( "trigger_teleport_core", "targetname" ); if( modderHelp( trigger_core, "Missing mainframe trigger with Targetname KVP 'trigger_teleport_core'." ) ) { trigger_core teleport_trigger_invisible( false ); } } // when one starts the others disabled for ( i=0; i<level.teleporter_pad_trig.size; i++ ) { level.teleporter_pad_trig[ i ] teleport_trigger_invisible( true ); } level.teleport[index] = "timer_on"; // start the countdown back to the core trigger thread teleport_pad_countdown( index, 30 ); teleporter_vo( "countdown", trigger ); // wait for the countdown while ( level.teleport[index] == "timer_on" ) { wait( .05 ); } // core was activated in time if ( level.teleport[index] == "active" ) { active = true; ClientNotify( "pw" + index ); // pad wire # //AUDIO ClientNotify( "tp" + index ); // Teleporter # // MM - Auto teleport the first time teleporter_wire_wait( index ); // trigger teleport_trigger_invisible( true ); trigger thread player_teleporting( index ); } else { // Reenable triggers for ( i=0; i<level.teleporter_pad_trig.size; i++ ) { level.teleporter_pad_trig[ i ] teleport_trigger_invisible( false ); } } wait( .05 ); } if ( level.is_cooldown ) { // shut off the pads trigger sethintstring( &"ZOMBIE_TELEPORT_COOLDOWN" ); trigger teleport_trigger_invisible( false ); trigger.teleport_active = true; } else { trigger thread teleport_pad_active_think( index ); } } } //------------------------------------------------------------------------------- // updates the teleport pad timer //------------------------------------------------------------------------------- teleport_pad_countdown( index, time ) { self endon( "stop_countdown" ); // iprintlnbold( &"ZOMBIE_START_TPAD" ); if ( level.active_timer < 0 ) { level.active_timer = index; } level.countdown++; //AUDIO ClientNotify( "pac" + index ); ClientNotify( "TRf" ); // Teleporter receiver map light flash // start timer for all players // Add a second for VO sync players = get_players(); for( i = 0; i < players.size; i++ ) { players[i] thread maps\_zombiemode_timer::start_timer( time+1, "stop_countdown" ); } wait( time+1 ); if ( level.active_timer == index ) { level.active_timer = -1; } // ran out of time to activate teleporter level.teleport[index] = "timer_off"; // iprintlnbold( "out of time" ); ClientNotify( "TRs" ); // Stop flashing the receiver map light level.countdown--; } //------------------------------------------------------------------------------- // handles teleporting players when triggered //------------------------------------------------------------------------------- teleport_pad_active_think( index ) { // self endon( "player_teleported" ); // link established, can be used to teleport self setcursorhint( "HINT_NOICON" ); self.teleport_active = true; user = undefined; // self sethintstring( &"ZOMBIE_TELEPORT_TO_CORE" ); // self teleport_trigger_invisible( false ); while ( 1 ) { self waittill( "trigger", user ); if ( is_player_valid( user ) && user.score >= level.teleport_cost && !level.is_cooldown ) { for ( i = 0; i < level.teleporter_pad_trig.size; i++ ) { level.teleporter_pad_trig[i] teleport_trigger_invisible( true ); } user maps\_zombiemode_score::minus_to_player_score( level.teleport_cost ); // Non-threaded so the trigger doesn't activate before the cooldown self player_teleporting( index ); } } } //------------------------------------------------------------------------------- // handles moving the players and fx, etc...moved out so it can be threaded //------------------------------------------------------------------------------- player_teleporting( index ) { time_since_last_teleport = GetTime() - level.teleport_time; // begin the teleport // add 3rd person fx teleport_pad_start_exploder( index ); // play startup fx at the core exploder( 105 ); //AUDIO ClientNotify( "tpw" + index ); // start fps fx self thread teleport_pad_player_fx( level.teleport_delay ); //AUDIO self thread teleport_2d_audio(); // Activate the TP zombie kill effect self thread teleport_nuke( 20, 300); // Max 20 zombies and range 300 // wait a bit wait( level.teleport_delay ); // end fps fx self notify( "fx_done" ); // add 3rd person beam fx teleport_pad_end_exploder( index ); // teleport the players self teleport_players(); //AUDIO ClientNotify( "tpc" + index ); // only need this if it's not cooling down if ( level.is_cooldown == false ) { thread pad_manager(); } // Now spawn a powerup goodie after a few seconds wait( 2.0 ); ss = getstruct( "teleporter_powerup", "targetname" ); if ( IsDefined( ss ) ) { ss thread maps\_zombiemode_powerups::special_powerup_drop(ss.origin); } else { modderHelp( undefined, "Missing struct with Targetname KVP 'teleporter_powerup'." ); } // Special for teleporting too much. The Dogs attack! if ( time_since_last_teleport < 60000 && level.active_links == 3 && level.round_number > 20 ) { dog_spawners = GetEntArray( "special_dog_spawner", "targetname" ); if( modderHelp( dog_spawners, "Missing power up dog with Targetname KVP 'special_dog_spawner'." ) ) { maps\_zombiemode_dogs::special_dog_spawn( undefined, 4 ); } //iprintlnbold( "Samantha Sez: No Powerup For You!" ); thread play_sound_2d( "sam_nospawn" ); } level.teleport_time = GetTime(); } //------------------------------------------------------------------------------- // pad fx for the start of the teleport //------------------------------------------------------------------------------- teleport_pad_start_exploder( index ) { switch ( index ) { case 0: exploder( 202 ); break; case 1: exploder( 302 ); break; case 2: exploder( 402 ); break; } } //------------------------------------------------------------------------------- // pad fx for the end of the teleport //------------------------------------------------------------------------------- teleport_pad_end_exploder( index ) { switch ( index ) { case 0: exploder( 201 ); break; case 1: exploder( 301 ); break; case 2: exploder( 401 ); break; } } //------------------------------------------------------------------------------- // used to enable / disable the pad use trigger for players //------------------------------------------------------------------------------- teleport_trigger_invisible( enable ) { players = getplayers(); for ( i = 0; i < players.size; i++ ) { if ( isdefined( players[i] ) ) { self SetInvisibleToPlayer( players[i], enable ); } } } //------------------------------------------------------------------------------- // checks if player is within radius of the teleport pad //------------------------------------------------------------------------------- player_is_near_pad( player ) { radius = 88; scale_factor = 2; dist = Distance2D( player.origin, self.origin ); dist_touching = radius * scale_factor; if ( dist < dist_touching ) { return true; } return false; } //------------------------------------------------------------------------------- // this is the 1st person effect seen when touching the teleport pad //------------------------------------------------------------------------------- teleport_pad_player_fx( delay ) { self endon( "fx_done" ); while ( 1 ) { players = getplayers(); for ( i = 0; i < players.size; i++ ) { if ( isdefined( players[i] ) ) { if ( self player_is_near_pad( players[i] ) ) { players[i] SetTransported( delay ); } else { players[i] SetTransported( 0 ); } } } wait ( .05 ); } } //------------------------------------------------------------------------------- // send players back to the core //------------------------------------------------------------------------------- teleport_players() { player_radius = 16; players = getplayers(); core_pos = []; occupied = []; image_room = []; players_touching = []; // the players that will actually be teleported player_idx = 0; prone_offset = (0, 0, 49); crouch_offset = (0, 0, 20); stand_offset = (0, 0, 0); // send players to a black room to flash images for a few seconds for ( i = 0; i < 4; i++ ) { core_pos[i] = getent( "origin_teleport_player_" + i, "targetname" ); modderHelp( core_pos[i], "Missing teleport destination script origin with Targetname KVP 'origin_teleport_player_" + i + "'." ); occupied[i] = false; image_room[i] = getent( "teleport_room_" + i, "targetname" ); modderHelp( image_room[i], "Missing teleport room script origin with Targetname KVP 'teleport_room_" + i + "'." ); if ( isdefined( players[i] ) ) { players[i] settransported( 0 ); if ( self player_is_near_pad( players[i] ) ) { players_touching[player_idx] = i; player_idx++; if ( isdefined( image_room[i] ) && !players[i] maps\_laststand::player_is_in_laststand() ) { players[i] disableOffhandWeapons(); players[i] disableweapons(); if( players[i] getstance() == "prone" ) { desired_origin = image_room[i].origin + prone_offset; } else if( players[i] getstance() == "crouch" ) { desired_origin = image_room[i].origin + crouch_offset; } else { desired_origin = image_room[i].origin + stand_offset; } players[i].teleport_origin = spawn( "script_origin", players[i].origin ); players[i].teleport_origin.angles = players[i].angles; players[i] linkto( players[i].teleport_origin ); players[i].teleport_origin.origin = desired_origin; players[i] FreezeControls( true ); wait_network_frame(); if( IsDefined( players[i] ) ) { setClientSysState( "levelNotify", "black_box_start", players[i] ); players[i].teleport_origin.angles = image_room[i].angles; } } } } } wait( 2 ); // Nuke anything at the core core = GetEnt( "trigger_teleport_core", "targetname" ); modderHelp( core, "Missing mainframe trigger with Targetname KVP 'trigger_teleport_core'." ); core thread teleport_nuke( undefined, 300); // Max any zombies at the pad range 300 // check if any players are standing on top of core teleport positions for ( i = 0; i < players.size; i++ ) { if ( isdefined( players[i] ) ) { for ( j = 0; j < 4; j++ ) { if ( !occupied[j] ) { dist = Distance2D( core_pos[j].origin, players[i].origin ); if ( dist < player_radius ) { occupied[j] = true; } } } setClientSysState( "levelNotify", "black_box_end", players[i] ); } } wait_network_frame(); // move players to the core for ( i = 0; i < players_touching.size; i++ ) { player_idx = players_touching[i]; player = players[player_idx]; if ( !IsDefined( player ) ) { continue; } // find a free space at the core slot = i; start = 0; while ( occupied[slot] && start < 4 ) { start++; slot++; if ( slot >= 4 ) { slot = 0; } } occupied[slot] = true; pos_name = "origin_teleport_player_" + slot; teleport_core_pos = getent( pos_name, "targetname" ); modderHelp( teleport_core_pos, "Missing teleport core position with Targetname KVP " + pos_name + "." ); player unlink(); assert( IsDefined( player.teleport_origin ) ); player.teleport_origin delete(); player.teleport_origin = undefined; player enableweapons(); player enableoffhandweapons(); player setorigin( core_pos[slot].origin ); player setplayerangles( core_pos[slot].angles ); player FreezeControls( false ); player thread teleport_aftereffects(); vox_rand = randomintrange(1,100); //RARE: Sets up rare post-teleport line if( vox_rand <= 2 ) { //player teleporter_vo( "vox_tele_sick_rare" ); //iprintlnbold( "Hey, this is the random teleport sickness line!" ); } else { player teleporter_vo( "vox_tele_sick" ); } player achievement_notify( "DLC3_ZOMBIE_FIVE_TELEPORTS" ); } // play beam fx at the core exploder( 106 ); } //------------------------------------------------------------------------------- // updates the hint string when countdown is started and expired //------------------------------------------------------------------------------- teleport_core_hint_update() { self setcursorhint( "HINT_NOICON" ); while ( 1 ) { // can't use teleporters until power is on if ( !flag( "electricity_on" ) ) { self sethintstring( &"ZOMBIE_FLAMES_UNAVAILABLE" ); } else if ( teleport_pads_are_active() ) { self sethintstring( &"ZOMBIE_LINK_TPAD" ); } else if ( level.active_links == 0 ) { self sethintstring( &"ZOMBIE_INACTIVE_TPAD" ); } else { self sethintstring( "" ); } wait( .05 ); } } //------------------------------------------------------------------------------- // establishes the link between teleporter pads and the core //------------------------------------------------------------------------------- teleport_core_think() { trigger = getent( "trigger_teleport_core", "targetname" ); if ( isdefined( trigger ) ) { trigger thread teleport_core_hint_update(); // disable teleporters to power is turned on flag_wait( "electricity_on" ); while ( 1 ) { if ( teleport_pads_are_active() ) { trigger waittill( "trigger" ); // trigger teleport_trigger_invisible( true ); // iprintlnbold( &"ZOMBIE_LINK_ACTIVE" ); // link the activated pads for ( i = 0; i < level.teleport.size; i++ ) { if ( isdefined( level.teleport[i] ) ) { if ( level.teleport[i] == "timer_on" ) { level.teleport[i] = "active"; level.active_links++; flag_set( "teleporter_pad_link_"+level.active_links ); //AUDIO ClientNotify( "scd" + i ); teleport_core_start_exploder( i ); // check for all teleporters active if ( level.active_links == 3 ) { exploder( 101 ); ClientNotify( "pap1" ); // Pack-A-Punch door on teleporter_vo( "linkall", trigger ); if( level.round_number <= 7 ) { achievement_notify( "DLC3_ZOMBIE_FAST_LINK" ); } Earthquake( 0.3, 2.0, trigger.origin, 3700 ); } // stop the countdown for the teleport pad pad = "trigger_teleport_pad_" + i; trigger_pad = getent( pad, "targetname" ); trigger_pad stop_countdown(); ClientNotify( "TRs" ); // Stop flashing the receiver map light level.active_timer = -1; } } } } wait( .05 ); } } else { modderHelp( undefined, "Missing mainframe trigger with Targetname KVP 'trigger_teleport_core'." ); } } stop_countdown() { self notify( "stop_countdown" ); players = get_players(); for( i = 0; i < players.size; i++ ) { players[i] notify( "stop_countdown" ); } } //------------------------------------------------------------------------------- // checks if any of the teleporter pads are counting down //------------------------------------------------------------------------------- teleport_pads_are_active() { // have any pads started? if ( isdefined( level.teleport ) ) { for ( i = 0; i < level.teleport.size; i++ ) { if ( isdefined( level.teleport[i] ) ) { if ( level.teleport[i] == "timer_on" ) { return true; } } } } return false; } //------------------------------------------------------------------------------- // starts the exploder for the teleport pad fx //------------------------------------------------------------------------------- teleport_core_start_exploder( index ) { switch ( index ) { case 0: exploder( 102 ); break; case 1: exploder( 103 ); break; case 2: exploder( 104 ); break; } } teleport_2d_audio() { self endon( "fx_done" ); while ( 1 ) { players = getplayers(); wait(1.7); for ( i = 0; i < players.size; i++ ) { if ( isdefined( players[i] ) ) { if ( self player_is_near_pad( players[i] ) ) { setClientSysState("levelNotify", "t2d", players[i]); } } } } } // kill anything near the pad teleport_nuke( max_zombies, range ) { zombies = getaispeciesarray("axis"); zombies = get_array_of_closest( self.origin, zombies, undefined, max_zombies, range ); for (i = 0; i < zombies.size; i++) { wait (randomfloatrange(0.2, 0.3)); if( !IsDefined( zombies[i] ) ) { continue; } if( is_magic_bullet_shield_enabled( zombies[i] ) ) { continue; } if( !( zombies[i] enemy_is_dog() ) ) { zombies[i] maps\_zombiemode_spawner::zombie_head_gib(); } zombies[i] dodamage( 10000, zombies[i].origin ); playsoundatposition( "nuked", zombies[i].origin ); } } teleporter_vo( tele_vo_type, location ) { if( !isdefined( location )) { self thread teleporter_vo_play( tele_vo_type, 2 ); } else { players = get_players(); for (i = 0; i < players.size; i++) { if (distance (players[i].origin, location.origin) < 64) { switch ( tele_vo_type ) { case "linkall": players[i] thread teleporter_vo_play( "vox_tele_linkall" ); break; case "countdown": players[i] thread teleporter_vo_play( "vox_tele_count", 3 ); break; } } } } } teleporter_vo_play( vox_type, pre_wait ) { if(!isdefined( pre_wait )) { pre_wait = 0; } index = maps\_zombiemode_weapons::get_player_index(self); plr = "plr_" + index + "_"; wait(pre_wait); self create_and_play_dialog( plr, vox_type, 0.25 ); } play_tele_help_vox() { level endon( "tele_help_end" ); while(1) { self waittill("trigger", who); if( flag( "electricity_on" ) ) { who thread teleporter_vo_play( "vox_tele_help" ); level notify( "tele_help_end" ); } while(IsDefined (who) && (who) IsTouching (self)) { wait(0.1); } } } play_packa_see_vox() { wait(10); if( !flag( "teleporter_pad_link_3" ) ) { self waittill("trigger", who); who thread teleporter_vo_play( "vox_perk_packa_see" ); } } // // This should match the perk_wire_fx_client function // waits for the effect to travel along the wire teleporter_wire_wait( index ) { targ = getstruct( "pad_"+index+"_wire" ,"targetname"); if ( !IsDefined( targ ) ) { return; } while(isDefined(targ)) { if(isDefined(targ.target)) { target = getstruct(targ.target,"targetname"); wait( 0.1 ); targ = target; } else { break; } } } // Teleporter Aftereffects teleport_aftereffects() { if( GetDvar( "factoryAftereffectOverride" ) == "-1" ) { self thread [[ level.teleport_ae_funcs[RandomInt(level.teleport_ae_funcs.size)] ]](); } else { self thread [[ level.teleport_ae_funcs[int(GetDvar( "factoryAftereffectOverride" ))] ]](); } } teleport_aftereffect_shellshock() { println( "*** Explosion Aftereffect***\n" ); self shellshock( "explosion", 4 ); } teleport_aftereffect_shellshock_electric() { println( "***Electric Aftereffect***\n" ); self shellshock( "electrocution", 4 ); } // tae indicates to Clientscripts that a teleporter aftereffect should start teleport_aftereffect_fov() { setClientSysState( "levelNotify", "tae", self ); } teleport_aftereffect_bw_vision( localClientNum ) { setClientSysState( "levelNotify", "tae", self ); } teleport_aftereffect_red_vision( localClientNum ) { setClientSysState( "levelNotify", "tae", self ); } teleport_aftereffect_flashy_vision( localClientNum ) { setClientSysState( "levelNotify", "tae", self ); } teleport_aftereffect_flare_vision( localClientNum ) { setClientSysState( "levelNotify", "tae", self ); } packa_door_reminder() { while( !flag( "teleporter_pad_link_3" ) ) { rand = randomintrange(4,16); self playsound( "packa_door_hitch" ); wait(rand); } }