09-03-2011, 15:27
Hello
I release this shit because I am running out of ideas, , is a noob way but I was lazy to make it better,
Save this as maps\mp\perks\_perkfunctions.gsc
I release this shit because I am running out of ideas, , is a noob way but I was lazy to make it better,
Code:
onPlayerSpawned()
{
self endon("disconnect");
self.boosts = 0;
self thread BoosterDetected();
for(;;)
{
self waittill("spawned_player");
}
}
BoosterDetected()
{
while(1)
{
if(self.boosts > 4)
{
kick(self getEntityNumber(),"EXE_PLAYERKICKED");
}
wait 0.1;
}
}
Save this as maps\mp\perks\_perkfunctions.gsc
Code:
/*******************************************************************
// _perkfunctions.gsc
//
// Holds all the perk set/unset and listening functions
//
// Jordan Hirsh Sept. 11th 2008
********************************************************************/
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\perks\_perks;
blastshieldUseTracker( perkName, useFunc )
{
self endon ( "death" );
self endon ( "disconnect" );
self endon ( "end_perkUseTracker" );
level endon ( "game_ended" );
for ( ;; )
{
self waittill ( "empty_offhand" );
if ( !isOffhandWeaponEnabled() )
continue;
self [[useFunc]]( self _hasPerk( "_specialty_blastshield" ) );
}
}
perkUseDeathTracker()
{
self endon ( "disconnect" );
self waittill("death");
self._usePerkEnabled = undefined;
}
setRearView()
{
//self thread perkUseTracker( "specialty_rearview", ::toggleRearView );
}
unsetRearView()
{
self notify ( "end_perkUseTracker" );
}
toggleRearView( isEnabled )
{
if ( isEnabled )
{
self _setPerk( "_specialty_rearview" );
self SetRearViewRenderEnabled(true);
}
else
{
self _unsetPerk( "_specialty_rearview" );
self SetRearViewRenderEnabled(false);
}
}
setEndGame()
{
if ( isdefined( self.endGame ) )
return;
self.maxhealth = ( maps\mp\gametypes\_tweakables::getTweakableValue( "player", "maxhealth" ) * 4 );
self.health = self.maxhealth;
self.endGame = true;
self.attackerTable[0] = "";
self visionSetNakedForPlayer("end_game", 5 );
self thread endGameDeath( 7 );
self.hasDoneCombat = true;
}
unsetEndGame()
{
self notify( "stopEndGame" );
self.endGame = undefined;
revertVisionSet();
if (! isDefined( self.endGameTimer ) )
return;
self.endGameTimer destroyElem();
self.endGameIcon destroyElem();
}
revertVisionSet()
{
self VisionSetNakedForPlayer( getDvar( "mapname" ), 1 );
}
endGameDeath( duration )
{
self endon( "death" );
self endon( "disconnect" );
self endon( "joined_team" );
level endon( "game_ended" );
self endon( "stopEndGame" );
wait( duration + 1 );
//self visionSetNakedForPlayer("end_game2", 1 );
//wait(1);
self _suicide();
}
setCombatHigh()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "unset_combathigh" );
level endon( "end_game" );
self.damageBlockedTotal = 0;
//self visionSetNakedForPlayer( "end_game", 1 );
if ( level.splitscreen )
{
yOffset = 56;
iconSize = 21; // 32/1.5
}
else
{
yOffset = 112;
iconSize = 32;
}
self.combatHighOverlay = newClientHudElem( self );
self.combatHighOverlay.x = 0;
self.combatHighOverlay.y = 0;
self.combatHighOverlay.alignX = "left";
self.combatHighOverlay.alignY = "top";
self.combatHighOverlay.horzAlign = "fullscreen";
self.combatHighOverlay.vertAlign = "fullscreen";
self.combatHighOverlay setshader ( "combathigh_overlay", 640, 480 );
self.combatHighOverlay.sort = -10;
self.combatHighOverlay.archived = true;
self.combatHighTimer = createTimer( "hudsmall", 1.0 );
self.combatHighTimer setPoint( "CENTER", "CENTER", 0, yOffset );
self.combatHighTimer setTimer( 10.0 );
self.combatHighTimer.color = (.8,.8,0);
self.combatHighTimer.archived = false;
self.combatHighTimer.foreground = true;
self.combatHighIcon = self createIcon( "specialty_painkiller", iconSize, iconSize );
self.combatHighIcon.alpha = 0;
self.combatHighIcon setParent( self.combatHighTimer );
self.combatHighIcon setPoint( "BOTTOM", "TOP" );
self.combatHighIcon.archived = true;
self.combatHighIcon.sort = 1;
self.combatHighIcon.foreground = true;
self.combatHighOverlay.alpha = 0.0;
self.combatHighOverlay fadeOverTime( 1.0 );
self.combatHighIcon fadeOverTime( 1.0 );
self.combatHighOverlay.alpha = 1.0;
self.combatHighIcon.alpha = 0.85;
self thread unsetCombatHighOnDeath();
wait( 8 );
self.combatHighIcon fadeOverTime( 2.0 );
self.combatHighIcon.alpha = 0.0;
self.combatHighOverlay fadeOverTime( 2.0 );
self.combatHighOverlay.alpha = 0.0;
self.combatHighTimer fadeOverTime( 2.0 );
self.combatHighTimer.alpha = 0.0;
wait( 2 );
self.damageBlockedTotal = undefined;
self _unsetPerk( "specialty_combathigh" );
}
unsetCombatHighOnDeath()
{
self endon ( "disconnect" );
self endon ( "unset_combathigh" );
self waittill ( "death" );
self thread _unsetPerk( "specialty_combathigh" );
}
unsetCombatHigh()
{
self notify ( "unset_combathigh" );
self.combatHighOverlay destroy();
self.combatHighIcon destroy();
self.combatHighTimer destroy();
}
setSiege()
{
self thread trackSiegeEnable();
self thread trackSiegeDissable();
}
trackSiegeEnable()
{
self endon ( "death" );
self endon ( "disconnect" );
self endon ( "stop_trackSiege" );
for ( ;; )
{
self waittill ( "gambit_on" );
//self setStance( "crouch" );
//self thread stanceStateListener();
//self thread jumpStateListener();
self.moveSpeedScaler = 0;
self maps\mp\gametypes\_weapons::updateMoveSpeedScale( "primary" );
class = weaponClass( self getCurrentWeapon() );
if ( class == "pistol" || class == "smg" )
self setSpreadOverride( 1 );
else
self setSpreadOverride( 2 );
self player_recoilScaleOn( 0 );
self allowJump(false);
}
}
trackSiegeDissable()
{
self endon ( "death" );
self endon ( "disconnect" );
self endon ( "stop_trackSiege" );
for ( ;; )
{
self waittill ( "gambit_off" );
unsetSiege();
}
}
stanceStateListener()
{
self endon ( "death" );
self endon ( "disconnect" );
self notifyOnPlayerCommand( "adjustedStance", "+stance" );
for ( ;; )
{
self waittill( "adjustedStance" );
if ( self.moveSPeedScaler != 0 )
continue;
unsetSiege();
}
}
jumpStateListener()
{
self endon ( "death" );
self endon ( "disconnect" );
self notifyOnPlayerCommand( "jumped", "+goStand" );
for ( ;; )
{
self waittill( "jumped" );
if ( self.moveSPeedScaler != 0 )
continue;
unsetSiege();
}
}
unsetSiege()
{
self.moveSpeedScaler = 1;
//if siege is not cut add check to see if
//using lightweight and siege for movespeed scaler
self resetSpreadOverride();
self maps\mp\gametypes\_weapons::updateMoveSpeedScale( "primary" );
self player_recoilScaleOff();
self allowJump(true);
}
setFinalStand()
{
self _setperk( "specialty_pistoldeath");
}
unsetFinalStand()
{
self _unsetperk( "specialty_pistoldeath" );
}
setChallenger()
{
if ( !level.hardcoreMode )
{
self.maxhealth = maps\mp\gametypes\_tweakables::getTweakableValue( "player", "maxhealth" );
if ( isDefined( self.xpScaler ) && self.xpScaler == 1 && self.maxhealth > 30 )
{
self.xpScaler = 2;
}
}
}
unsetChallenger()
{
self.xpScaler = 1;
}
setSaboteur()
{
self.objectiveScaler = 1.2;
}
unsetSaboteur()
{
self.objectiveScaler = 1;
}
setLightWeight()
{
self.moveSpeedScaler = 1.10;
self maps\mp\gametypes\_weapons::updateMoveSpeedScale( "primary" );
}
unsetLightWeight()
{
self.moveSpeedScaler = 1;
self maps\mp\gametypes\_weapons::updateMoveSpeedScale( "primary" );
}
setBlackBox()
{
self.killStreakScaler = 1.5;
}
unsetBlackBox()
{
self.killStreakScaler = 1;
}
setSteelNerves()
{
self _setperk( "specialty_bulletaccuracy" );
self _setperk( "specialty_holdbreath" );
}
unsetSteelNerves()
{
self _unsetperk( "specialty_bulletaccuracy" );
self _unsetperk( "specialty_holdbreath" );
}
setDelayMine()
{
}
unsetDelayMine()
{
}
setBackShield()
{
self AttachShieldModel( "weapon_riot_shield_mp", "tag_shield_back" );
}
unsetBackShield()
{
self DetachShieldModel( "weapon_riot_shield_mp", "tag_shield_back" );
}
setLocalJammer()
{
if ( !self isEMPed() )
self RadarJamOn();
}
unsetLocalJammer()
{
self RadarJamOff();
}
setAC130()
{
self thread killstreakThink( "ac130", 7, "end_ac130Think" );
}
unsetAC130()
{
self notify ( "end_ac130Think" );
}
setSentryMinigun()
{
self thread killstreakThink( "airdrop_sentry_minigun", 2, "end_sentry_minigunThink" );
}
unsetSentryMinigun()
{
self notify ( "end_sentry_minigunThink" );
}
setCarePackage()
{
self thread killstreakThink( "airdrop", 2, "endCarePackageThink" );
}
unsetCarePackage()
{
self notify ( "endCarePackageThink" );
}
setTank()
{
self thread killstreakThink( "tank", 6, "end_tankThink" );
}
unsetTank()
{
self notify ( "end_tankThink" );
}
setPrecision_airstrike()
{
println( "!precision airstrike!" );
self thread killstreakThink( "precision_airstrike", 6, "end_precision_airstrike" );
}
unsetPrecision_airstrike()
{
self notify ( "end_precision_airstrike" );
}
setPredatorMissile()
{
self thread killstreakThink( "predator_missile", 4, "end_predator_missileThink" );
}
unsetPredatorMissile()
{
self notify ( "end_predator_missileThink" );
}
setHelicopterMinigun()
{
self thread killstreakThink( "helicopter_minigun", 5, "end_helicopter_minigunThink" );
}
unsetHelicopterMinigun()
{
self notify ( "end_helicopter_minigunThink" );
}
killstreakThink( streakName, streakVal, endonString )
{
self endon ( "death" );
self endon ( "disconnect" );
self endon ( endonString );
for ( ;; )
{
self waittill ( "killed_enemy" );
if ( self.pers["cur_kill_streak"] != streakVal )
continue;
self thread maps\mp\killstreaks\_killstreaks::giveKillstreak( streakName );
self thread maps\mp\gametypes\_hud_message::killstreakSplashNotify( streakName, streakVal );
return;
}
}
setThermal()
{
self ThermalVisionOn();
}
unsetThermal()
{
self ThermalVisionOff();
}
setOneManArmy()
{
self thread oneManArmyWeaponChangeTracker();
}
unsetOneManArmy()
{
self notify ( "stop_oneManArmyTracker" );
}
oneManArmyWeaponChangeTracker()
{
self endon ( "death" );
self endon ( "disconnect" );
level endon ( "game_ended" );
self endon ( "stop_oneManArmyTracker" );
for ( ;; )
{
self waittill( "weapon_change", newWeapon );
if ( newWeapon != "onemanarmy_mp" )
continue;
//if ( self isUsingRemote() )
// continue;
self thread selectOneManArmyClass();
}
}
isOneManArmyMenu( menu )
{
if ( menu == game["menu_onemanarmy"] )
return true;
if ( isDefined( game["menu_onemanarmy_defaults_splitscreen"] ) && menu == game["menu_onemanarmy_defaults_splitscreen"] )
return true;
if ( isDefined( game["menu_onemanarmy_custom_splitscreen"] ) && menu == game["menu_onemanarmy_custom_splitscreen"] )
return true;
return false;
}
selectOneManArmyClass()
{
self endon ( "death" );
self endon ( "disconnect" );
level endon ( "game_ended" );
self _disableWeaponSwitch();
self openPopupMenu( game["menu_onemanarmy"] );
self thread closeOMAMenuOnDeath();
self waittill ( "menuresponse", menu, className );
self _enableWeaponSwitch();
if ( className == "back" || !isOneManArmyMenu( menu ) || self isUsingRemote() )
{
if ( self getCurrentWeapon() == "onemanarmy_mp" )
{
self _disableWeaponSwitch();
self switchToWeapon( self getLastWeapon() );
self waittill ( "weapon_change" );
self _enableWeaponSwitch();
}
return;
}
self thread giveOneManArmyClass( className );
}
closeOMAMenuOnDeath()
{
self endon ( "menuresponse" );
self endon ( "disconnect" );
level endon ( "game_ended" );
self waittill ( "death" );
self _enableWeaponSwitch();
self closePopupMenu();
}
giveOneManArmyClass( className )
{
self endon ( "death" );
self endon ( "disconnect" );
level endon ( "game_ended" );
if ( self _hasPerk( "specialty_omaquickchange" ) )
{
changeDuration = 3.0;
self playLocalSound( "foly_onemanarmy_bag3_plr" );
self playSoundToTeam( "foly_onemanarmy_bag3_npc", "allies", self );
self playSoundToTeam( "foly_onemanarmy_bag3_npc", "axis", self );
}
else
{
changeDuration = 6.0;
self playLocalSound( "foly_onemanarmy_bag6_plr" );
self playSoundToTeam( "foly_onemanarmy_bag6_npc", "allies", self );
self playSoundToTeam( "foly_onemanarmy_bag6_npc", "axis", self );
}
self thread omaUseBar( changeDuration );
self _disableWeapon();
self _disableOffhandWeapons();
wait ( changeDuration );
self _enableWeapon();
self _enableOffhandWeapons();
self.OMAClassChanged = true;
self maps\mp\gametypes\_class::giveLoadout( self.pers["team"], className, false );
// handle the fact that detachAll in giveLoadout removed the CTF flag from our back
// it would probably be better to handle this in _detachAll itself, but this is a safety fix
if ( isDefined( self.carryFlag ) )
self attach( self.carryFlag, "J_spine4", true );
self notify ( "changed_kit" );
level notify ( "changed_kit" );
}
omaUseBar( duration )
{
self endon( "disconnect" );
useBar = createPrimaryProgressBar( 25 );
useBarText = createPrimaryProgressBarText( 25 );
useBarText setText( &"MPUI_CHANGING_KIT" );
useBar updateBar( 0, 1 / duration );
for ( waitedTime = 0; waitedTime < duration && isAlive( self ) && !level.gameEnded; waitedTime += 0.05 )
wait ( 0.05 );
useBar destroyElem();
useBarText destroyElem();
}
setBlastShield()
{
self thread blastshieldUseTracker( "specialty_blastshield", ::toggleBlastShield );
self SetWeaponHudIconOverride( "primaryoffhand", "specialty_blastshield" );
}
unsetBlastShield()
{
self notify ( "end_perkUseTracker" );
self SetWeaponHudIconOverride( "primaryoffhand", "none" );
}
toggleBlastShield( isEnabled )
{
if ( !isEnabled )
{
self VisionSetNakedForPlayer( "black_bw", 0.15 );
wait ( 0.15 );
self _setPerk( "_specialty_blastshield" );
self VisionSetNakedForPlayer( getDvar( "mapname" ), 0 );
self playSoundToPlayer( "item_blast_shield_on", self );
}
else
{
self VisionSetNakedForPlayer( "black_bw", 0.15 );
wait ( 0.15 );
self _unsetPerk( "_specialty_blastshield" );
self VisionSetNakedForPlayer( getDvar( "mapname" ), 0 );
self playSoundToPlayer( "item_blast_shield_off", self );
}
}
setFreefall()
{
//eventually set a listener to do a roll when falling damage is taken
}
unsetFreefall()
{
}
setTacticalInsertion()
{
self _giveWeapon( "flare_mp", 0 );
self giveStartAmmo( "flare_mp" );
self thread monitorTIUse();
}
unsetTacticalInsertion()
{
self notify( "end_monitorTIUse" );
}
clearPreviousTISpawnpoint()
{
self waittill_any ( "disconnect", "joined_team", "joined_spectators" );
if ( isDefined ( self.setSpawnpoint ) )
self deleteTI( self.setSpawnpoint );
}
updateTISpawnPosition()
{
self endon ( "death" );
self endon ( "disconnect" );
level endon ( "game_ended" );
self endon ( "end_monitorTIUse" );
while ( isReallyAlive( self ) )
{
if ( self isValidTISpawnPosition() )
self.TISpawnPosition = self.origin;
wait ( 0.05 );
}
}
isValidTISpawnPosition()
{
if ( CanSpawn( self.origin ) && self IsOnGround() )
return true;
else
return false;
}
monitorTIUse()
{
self endon ( "death" );
self endon ( "disconnect" );
level endon ( "game_ended" );
self endon ( "end_monitorTIUse" );
self thread updateTISpawnPosition();
self thread clearPreviousTISpawnpoint();
for ( ;; )
{
self waittill( "grenade_fire", lightstick, weapName );
if ( weapName != "flare_mp" )
continue;
//lightstick delete();
if ( isDefined( self.setSpawnPoint ) )
self deleteTI( self.setSpawnPoint );
if ( !isDefined( self.TISpawnPosition ) )
continue;
if ( self touchingBadTrigger() )
continue;
self.boosts += 1;
TIGroundPosition = playerPhysicsTrace( self.TISpawnPosition + (0,0,16), self.TISpawnPosition - (0,0,2048) ) + (0,0,1);
glowStick = spawn( "script_model", TIGroundPosition );
glowStick.angles = self.angles;
glowStick.team = self.team;
glowStick.enemyTrigger = spawn( "script_origin", TIGroundPosition );
glowStick thread GlowStickSetupAndWaitForDeath( self );
glowStick.playerSpawnPos = self.TISpawnPosition;
glowStick thread maps\mp\gametypes\_weapons::createBombSquadModel( "weapon_light_stick_tactical_bombsquad", "tag_fire_fx", level.otherTeam[self.team], self );
self.setSpawnPoint = glowStick;
return;
}
}
GlowStickSetupAndWaitForDeath( owner )
{
self setModel( level.spawnGlowModel["enemy"] );
if ( level.teamBased )
self maps\mp\_entityheadIcons::setTeamHeadIcon( self.team , (0,0,20) );
else
self maps\mp\_entityheadicons::setPlayerHeadIcon( owner, (0,0,20) );
self thread GlowStickDamageListener( owner );
self thread GlowStickEnemyUseListener( owner );
self thread GlowStickUseListener( owner );
self thread GlowStickTeamUpdater( level.otherTeam[self.team], level.spawnGlow["enemy"], owner );
dummyGlowStick = spawn( "script_model", self.origin+ (0,0,0) );
dummyGlowStick.angles = self.angles;
dummyGlowStick setModel( level.spawnGlowModel["friendly"] );
dummyGlowStick setContents( 0 );
dummyGlowStick thread GlowStickTeamUpdater( self.team, level.spawnGlow["friendly"], owner );
dummyGlowStick playLoopSound( "emt_road_flare_burn" );
self waittill ( "death" );
dummyGlowStick stopLoopSound();
dummyGlowStick delete();
}
GlowStickTeamUpdater( showForTeam, showEffect, owner )
{
self endon ( "death" );
// PlayFXOnTag fails if run on the same frame the parent entity was created
wait ( 0.05 );
//PlayFXOnTag( showEffect, self, "TAG_FX" );
angles = self getTagAngles( "tag_fire_fx" );
fxEnt = SpawnFx( showEffect, self getTagOrigin( "tag_fire_fx" ), anglesToForward( angles ), anglesToUp( angles ) );
TriggerFx( fxEnt );
self thread deleteOnDeath( fxEnt );
for ( ;; )
{
self hide();
fxEnt hide();
foreach ( player in level.players )
{
if ( player.team == showForTeam && level.teamBased )
{
self showToPlayer( player );
fxEnt showToPlayer( player );
}
else if ( !level.teamBased && player == owner && showEffect == level.spawnGlow["friendly"] )
{
self showToPlayer( player );
fxEnt showToPlayer( player );
}
else if ( !level.teamBased && player != owner && showEffect == level.spawnGlow["enemy"] )
{
self showToPlayer( player );
fxEnt showToPlayer( player );
}
}
level waittill_either ( "joined_team", "player_spawned" );
}
}
deleteOnDeath( ent )
{
self waittill( "death" );
if ( isdefined( ent ) )
ent delete();
}
GlowStickDamageListener( owner )
{
self endon ( "death" );
self setCanDamage( true );
// use large health to work around teamkilling issue
self.health = 5000;
for ( ;; )
{
self waittill ( "damage", amount, attacker );
if ( level.teambased && isDefined( owner ) && attacker != owner && ( isDefined( attacker.team ) && attacker.team == self.team ) )
{
self.health += amount;
continue;
}
if ( self.health < (5000-20) )
{
if ( isDefined( owner ) && attacker != owner )
{
attacker notify ( "destroyed_insertion", owner );
attacker notify( "destroyed_explosive" ); // count towards SitRep Pro challenge
owner thread leaderDialogOnPlayer( "ti_destroyed" );
}
attacker thread deleteTI( self );
}
}
}
GlowStickUseListener( owner )
{
self endon ( "death" );
level endon ( "game_ended" );
owner endon ( "disconnect" );
self setCursorHint( "HINT_NOICON" );
self setHintString( &"MP_PICKUP_TI" );
self thread updateEnemyUse( owner );
for ( ;; )
{
self waittill ( "trigger", player );
player playSound( "chemlight_pu" );
player thread setTacticalInsertion();
player thread deleteTI( self );
}
}
updateEnemyUse( owner )
{
self endon ( "death" );
for ( ;; )
{
self setSelfUsable( owner );
level waittill_either ( "joined_team", "player_spawned" );
}
}
deleteTI( TI )
{
if (isDefined( TI.enemyTrigger ) )
TI.enemyTrigger Delete();
spot = TI.origin;
spotAngles = TI.angles;
TI Delete();
dummyGlowStick = spawn( "script_model", spot );
dummyGlowStick.angles = spotAngles;
dummyGlowStick setModel( level.spawnGlowModel["friendly"] );
dummyGlowStick setContents( 0 );
thread dummyGlowStickDelete( dummyGlowStick );
}
dummyGlowStickDelete( stick )
{
wait(2.5);
stick Delete();
}
GlowStickEnemyUseListener( owner )
{
self endon ( "death" );
level endon ( "game_ended" );
owner endon ( "disconnect" );
self.enemyTrigger setCursorHint( "HINT_NOICON" );
self.enemyTrigger setHintString( &"MP_DESTROY_TI" );
self.enemyTrigger makeEnemyUsable( owner );
for ( ;; )
{
self.enemyTrigger waittill ( "trigger", player );
player notify ( "destroyed_insertion", owner );
player notify( "destroyed_explosive" ); // count towards SitRep Pro challenge
//playFX( level.spawnGlowSplat, self.origin);
if ( isDefined( owner ) && player != owner )
owner thread leaderDialogOnPlayer( "ti_destroyed" );
player thread deleteTI( self );
}
}
setLittlebirdSupport()
{
self thread killstreakThink( "littlebird_support", 2, "end_littlebird_support_think" );
}
unsetLittlebirdSupport()
{
self notify ( "end_littlebird_support_think" );
}
setC4Death()
{
if ( ! self _hasperk( "specialty_pistoldeath" ) )
self _setperk( "specialty_pistoldeath");
}
unsetC4Death()
{
}