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mirror of https://github.com/XLabsProject/iw4x-rawfiles.git synced 2023-08-02 15:02:11 +02:00

Improve oilrig a bit

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Diavolo 2022-06-30 15:53:57 +02:00
parent 619b2eb4d7
commit bbdd339304
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GPG Key ID: FA77F074E98D98A5
4 changed files with 4595 additions and 373 deletions

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@ -6,10 +6,13 @@
/dev/sr0
/dev/tty0
/dev/urandom
RektInator
Diamante
Doctor
Dss0
Jimbo
Laupetin
Louvenarde
lsb_release -a
Lunarion
RektInator
Snake

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@ -1,6 +1,5 @@
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
main()
{
@ -9,100 +8,27 @@ main()
game[ "attackers" ] = "allies";
game[ "defenders" ] = "axis";
maps\mp\_compass::setupMiniMap( "compass_map_oilrig_lvl_1" );
maps\mp\_compass::setupMiniMap( "compass_map_oilrig_lvl_2" );
maps\mp\_compass::setupMiniMap( "compass_map_oilrig_lvl_3" );
setdvar( "compassmaxrange", "4000" );
array_thread( getentarray( "breach_solid", "targetname" ), ::selfDelete );
setDvar( "compassMaxRange", 4000.0 );
array_thread( getentarray( "compassTriggers", "targetname" ), ::compass_triggers_think );
CreateRamps( ( 1676, 1330, -70 ), ( 2489, 1844, 900 ) );
CreateRamps( ( -965, 256, -200 ), ( -854, -77, 54 ) );
thread customKilltrigger();
thread level_think();
thread level_think2();
}
selfDelete()
{
self delete ();
}
thread custom_kill_trigger();
// Kills the player if he goes under them map
customKilltrigger()
{
while ( true )
{
wait 0.1;
foreach ( player in level.players )
{
if ( !isDefined( player ) || !isPlayer( player ) )
{
continue;
}
if ( player.origin[2] < -350.0 )
{
player suicide();
}
}
}
}
compass_triggers_think()
{
assertex( isDefined( self.script_noteworthy ), "compassTrigger at " + self.origin + " needs to have a script_noteworthy with the name of the minimap to use" );
while ( true )
{
wait( 1 );
self waittill( "trigger" );
maps\mp\_compass::setupMiniMap( self.script_noteworthy );
}
}
CreateRamps( top, bottom )
{
D = Distance( top, bottom );
blocks = ceil( D / 30 );
CX = top[0] - bottom[0];
CY = top[1] - bottom[1];
CZ = top[2] - bottom[2];
XA = CX / blocks;
YA = CY / blocks;
ZA = CZ / blocks;
CXY = Distance( ( top[0], top[1], 0 ), ( bottom[0], bottom[1], 0 ) );
Temp = VectorToAngles( top - bottom );
BA = ( Temp[2], Temp[1] + 90, Temp[0] );
for ( b = 0; b < blocks; b++ )
{
block = spawn( "script_model", ( bottom + ( ( XA, YA, ZA ) * b ) ) );
//block setModel("com_plasticcase_friendly");
block.angles = BA;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
block = spawn( "script_model", ( bottom + ( ( XA, YA, ZA ) * blocks ) - ( 0, 0, 5 ) ) );
//block setModel("com_plasticcase_friendly");
block.angles = ( BA[0], BA[1], 0 );
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
thread killTrigger( ( 1020, 175, -80 ), 110, 250 );
}
level_think()
{
/*
/*
-----------------------
MOVING DERRICK DRILL THING
-------------------------
*/
*/
eDerrick_thing = getent( "derrick_thing", "targetname" );
eDerrick_thing.origin = eDerrick_thing.origin + ( 0, 0, -2816 );
assert( isDefined( eDerrick_thing ) );
@ -117,29 +43,23 @@ level_think()
}
level_think2()
custom_kill_trigger()
{
model1 = getent( "fx_spotlight_beam", "targetname" );
model2 = getent( "com_blackhawk_spotlight_on_mg_setup", "targetname" );
assert( isDefined( model1 ) );
assert( isDefined( model2 ) );
time = 10;
while ( true )
{
model1 rotateto( model1.angles + ( 0, 45, 0 ), time );
model2 rotateto( model2.angles + ( 0, 45, 0 ), time );
wait( time );
model1 rotateto( model1.angles + ( 0, -45, 0 ), time );
model2 rotateto( model2.angles + ( 0, -45, 0 ), time );
wait( time );
model1 rotateto( model1.angles + ( 10, 45, 0 ), time );
model2 rotateto( model2.angles + ( 10, 45, 0 ), time );
wait( time );
model1 rotateto( model1.angles + ( -10, -45, 0 ), time );
model2 rotateto( model2.angles + ( -10, -45, 0 ), time );
wait( time );
wait 0.1;
foreach ( player in level.players )
{
if ( !isAlive( player ) )
{
continue;
}
if ( player.origin[2] < -350.0 ) // -2948.0 <- water level
{
player suicide();
}
}
}
}

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@ -8,7 +8,7 @@ main()
precacheFX()
{
level._effect[ "pipe_steam" ] = LoadFX( "impacts/pipe_steam" );
level._effect[ "pipe_steam" ] = loadfx( "impacts/pipe_steam" );
level._effect[ "firelp_small_pm_nolight" ] = loadfx( "fire/firelp_small_pm_nolight" );
level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );
level._effect[ "minigun_shell_eject" ] = loadfx( "shellejects/20mm_mp" );

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