1 //.float speed; = switchweapon
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2 //.float proxytime; = autoswitch
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5 void Seeker_Missile_Explode ()
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9 org2 = findbetterlocation (self.origin, 12);
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10 te_explosion (org2);
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14 sound (self, CHAN_PROJECTILE, "weapons/hagexp1.wav", 1, ATTN_NORM);
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16 sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", 1, ATTN_NORM);
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18 sound (self, CHAN_PROJECTILE, "weapons/hagexp3.wav", 1, ATTN_NORM);
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20 self.event_damage = SUB_Null;
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21 RadiusDamage (self, self.owner, cvar("g_balance_seeker_missile_damage"), cvar("g_balance_seeker_missile_edgedamage"), cvar("g_balance_seeker_missile_radius"), world, cvar("g_balance_seeker_missile_force"), self.projectiledeathtype, other);
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26 void Seeker_Missile_Touch()
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28 if (other == self.owner)
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31 Seeker_Missile_Explode();
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34 void Seeker_Missile_Think()
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37 vector desireddir, olddir, newdir;
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41 if (time > self.cnt)
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42 Seeker_Missile_Explode();
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44 if (!self.switchweapon)
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45 self.switchweapon = cvar("g_balance_seeker_missile_speed");
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47 if ((self.switchweapon < cvar("g_balance_seeker_missile_speed_max")) && cvar("g_balance_seeker_missile_speed_accel"))
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48 self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_accel");
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50 if (self.switchweapon > cvar("g_balance_seeker_missile_speed_max"))
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51 self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_decel");
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53 if (self.enemy != world)
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54 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
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57 if (self.enemy != world)
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60 turnrate = cvar("g_balance_seeker_missile_turnrate"); // how fast to turn
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61 desireddir = normalize(e.origin - self.origin);
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62 olddir = normalize(self.velocity); // get my current direction
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63 dist = vlen(e.origin - self.origin);
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65 // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
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66 if (cvar("g_balance_seeker_missile_smart") && (dist > cvar("g_balance_seeker_missile_smart_mindist")))
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68 // Is it a better idea (shorter distance) to trace to the target itself?
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69 if ( vlen(self.origin + olddir * self.wait) < dist)
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70 traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
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72 traceline(self.origin, self.enemy.origin, FALSE, self);
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74 // Setup adaptive tracelength
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75 self.wait = vlen(self.origin - trace_endpos);
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76 if (self.wait < cvar("g_balance_seeker_missile_smart_trace_min")) self.wait = cvar("g_balance_seeker_missile_smart_trace_min");
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77 if (self.wait > cvar("g_balance_seeker_missile_smart_trace_max")) self.wait = cvar("g_balance_seeker_missile_smart_trace_max");
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79 // Calc how important it is that we turn and add this to the desierd (enemy) dir.
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80 desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
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83 //newdir = normalize((olddir + desireddir * turnrate) * 0.5);// take the average of the 2 directions; not the best method but simple & easy
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84 newdir = normalize(olddir + desireddir * turnrate);// take the average of the 2 directions; not the best method but simple & easy
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86 self.velocity = newdir * self.switchweapon; // make me fly in the new direction at my flight speed
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90 if (cvar("g_balance_seeker_missile_proxy"))
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92 if ( dist <= cvar("g_balance_seeker_missile_proxy_maxrange"))
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94 if (self.autoswitch == 0)
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96 self.autoswitch = time + cvar("g_balance_seeker_missile_proxy_delay");
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100 if (self.autoswitch <= time)
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102 Seeker_Missile_Explode();
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103 self.autoswitch = 0;
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109 if (self.autoswitch != 0)
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110 self.autoswitch = 0;
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115 if (self.enemy.deadflag != DEAD_NO)
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117 self.enemy = world;
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118 self.cnt = time + 1 + (random() * 4);
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119 self.nextthink = self.cnt;
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123 self.angles = vectoangles(self.velocity); // turn model in the new flight direction
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124 self.nextthink = time + 0.05;
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130 void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
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135 if (self.owner == attacker)
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138 self.health = self.health - d;
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140 if (self.health <= 0)
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141 W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
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144 #define EF_ROCKET 16777216
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145 void Seeker_Missile_Animate()
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147 self.frame = self.frame +1;
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148 self.nextthink = time + 0.05;
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150 if (self.enemy != world)
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151 if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
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152 self.enemy = world;
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154 if(self.frame == 5)
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156 self.think = Seeker_Missile_Think;
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157 self.nextthink = time + cvar("g_balance_seeker_missile_activate_delay");
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158 self.effects = EF_LOWPRECISION | EF_NOSHADOW | EF_ROCKET;
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160 if (cvar("g_balance_seeker_guided_proxy"))
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161 self.movetype = MOVETYPE_BOUNCEMISSILE;
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163 self.movetype = MOVETYPE_FLYMISSILE;
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167 void Seeker_Fire_Missile(vector f_org)
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169 local entity missile;
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171 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
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172 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_missile_ammo");
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174 makevectors(self.v_angle);
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175 W_SetupShot (self, f_org, FALSE, 2, "weapons/hagar_fire.wav");
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176 pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
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178 //self.detornator = FALSE;
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181 missile.owner = self;
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182 missile.classname = "seeker_missile";
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183 missile.bot_dodge = TRUE;
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184 missile.bot_dodgerating = cvar("g_balance_seeker_missile_damage");
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186 missile.think = Seeker_Missile_Animate;
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188 //if (!cvar("g_balance_seeker_missile_proxy"))
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189 missile.touch = Seeker_Missile_Touch;
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191 missile.event_damage = Seeker_Missile_Damage;
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192 missile.nextthink = time + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
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193 missile.cnt = time + cvar("g_balance_seeker_missile_lifetime");
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194 missile.enemy = self.enemy;
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195 missile.switchweapon = cvar("g_balance_seeker_missile_speed");
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196 missile.effects = EF_LOWPRECISION | EF_NOSHADOW;// | EF_ROCKET;
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197 missile.solid = SOLID_BBOX;
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199 missile.takedamage = DAMAGE_YES;
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200 missile.damageforcescale = 4;
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201 missile.health = 5;
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202 missile.projectiledeathtype = WEP_SEEKER;
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204 setorigin (missile, w_shotorg);
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205 setmodel (missile, "models/tagrocket.md3");
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206 setsize (missile, '-2 -2 -2', '2 2 2');
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209 missile.movetype = MOVETYPE_FLYMISSILE;// MOVETYPE_TOSS;
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211 missile.flags = FL_PROJECTILE;
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213 missile.velocity = (w_shotdir + '0 0 0.45') * missile.switchweapon;
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214 W_SetupProjectileVelocity(missile);
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216 missile.switchweapon = vlen(missile.velocity);
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217 missile.angles = vectoangles (missile.velocity);
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221 void Seeker_Vollycontroler_Think()
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223 entity oldself,oldenemy;
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224 self.cnt = self.cnt - 1;
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226 if ((self.owner.ammo_rockets < cvar("g_balance_seeker_missile_ammo")) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO))
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232 self.nextthink = time + cvar("g_balance_seeker_missile_delay");
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237 oldenemy = self.enemy;
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238 self.enemy = oldself.enemy;
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240 Seeker_Fire_Missile('56 13 -15' + 7 * randomvec());
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244 self.enemy = oldenemy;
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248 void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
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250 self.health = self.health - damage;
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251 if (self.health <= 0)
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255 void Seeker_Tag_Explode ()
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260 //if(other==self.owner)
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263 org2 = findbetterlocation (self.origin, 12);
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264 te_explosion (org2);
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268 sound (self, CHAN_PROJECTILE, "weapons/hagexp1.wav", 1, ATTN_NORM);
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270 sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", 1, ATTN_NORM);
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272 sound (self, CHAN_PROJECTILE, "weapons/hagexp3.wav", 1, ATTN_NORM);
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277 void Seeker_Tag_Think()
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283 void Seeker_Tag_Touch()
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288 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
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294 if (other == self.owner)
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297 dir = normalize (self.owner.origin - self.origin);
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298 org2 = findbetterlocation (self.origin, 8);
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300 te_knightspike(org2);
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302 self.event_damage = SUB_Null;
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303 sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", 1, ATTN_NORM);
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305 if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
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309 e.cnt = cvar("g_balance_seeker_missile_count");
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310 e.owner = self.owner;
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312 e.think = Seeker_Vollycontroler_Think;
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313 e.nextthink = time;
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315 //sprint(self.owner, "^1Target lock ^3[^7 ",other.netname, " ^3]^1 acquired - autofire activated.\n");
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316 //sprint(other,"^1You are targeted!\n");
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318 // stuffcmd(other,"play2 weapons/zany-alarm4.ogg\n");
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319 // stuffcmd(self.owner, "play2 weapons/zany-lock4.ogg\n");
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328 void Seeker_Fire_Tag()
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330 local entity missile;
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331 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
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332 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_tag_ammo");
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334 W_SetupShot (self, '56 13 -15', FALSE, 2, "weapons/hagar_fire.wav");
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337 missile.owner = self;
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338 missile.classname = "seeker_tag";
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339 missile.bot_dodge = TRUE;
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340 missile.bot_dodgerating = 50;
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341 missile.touch = Seeker_Tag_Touch;
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342 missile.think = Seeker_Tag_Think;
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343 missile.nextthink = time + 15;
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344 missile.movetype = MOVETYPE_FLY;
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345 missile.solid = SOLID_BBOX;
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346 missile.owner = self;
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348 missile.takedamage = DAMAGE_YES;
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349 missile.event_damage = Seeker_Tag_Explode;
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350 missile.health = 5;
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352 setmodel (missile, "models/laser.mdl"); // TODO make this seeker specific
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353 setorigin (missile, w_shotorg);
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355 missile.effects = EF_FULLBRIGHT | EF_NOSHADOW | EF_LOWPRECISION;
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356 missile.modelflags = MF_TRACER3;
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357 missile.flags = FL_PROJECTILE;
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359 missile.velocity = w_shotdir * cvar("g_balance_seeker_tag_speed");
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360 missile.movetype = MOVETYPE_BOUNCEMISSILE;
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361 W_SetupProjectileVelocity(missile);
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362 missile.angles = vectoangles (missile.velocity);
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366 void Seeker_Flac_Explode ()
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370 org2 = findbetterlocation (self.origin, 12);
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371 te_explosion (org2);
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375 sound (self, CHAN_PROJECTILE, "weapons/hagexp1.wav", 1, ATTN_NORM);
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377 sound (self, CHAN_PROJECTILE, "weapons/hagexp2.wav", 1, ATTN_NORM);
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379 sound (self, CHAN_PROJECTILE, "weapons/hagexp3.wav", 1, ATTN_NORM);
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381 self.event_damage = SUB_Null;
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383 RadiusDamage (self, self.owner, cvar("g_balance_seeker_flac_damage"), cvar("g_balance_seeker_flac_edgedamage"), cvar("g_balance_seeker_flac_radius"), world, cvar("g_balance_seeker_flac_force"), self.projectiledeathtype, other);
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388 void Seeker_Flac_Touch()
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390 if (other == self.owner)
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393 Seeker_Flac_Explode();
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396 void Seeker_Fire_Flac()
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398 local entity missile;
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400 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
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401 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_flac_ammo");
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403 W_SetupShot (self, '56 13 -15', FALSE, 2, "weapons/hagar_fire.wav");
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405 pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
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407 missile = spawn ();
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408 missile.owner = missile.realowner = self;
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409 missile.classname = "missile";
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410 missile.bot_dodge = TRUE;
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411 missile.bot_dodgerating = cvar("g_balance_seeker_flac_damage");
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412 missile.touch = Seeker_Flac_Explode;
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413 missile.use = Seeker_Flac_Explode;
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414 missile.think = Seeker_Flac_Explode;
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415 missile.nextthink = time + cvar("g_balance_seeker_flac_lifetime") + cvar("g_balance_seeker_flac_lifetime_rand");
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416 missile.solid = SOLID_BBOX;
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417 missile.scale = 0.4; // BUG: the model is too big
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418 missile.projectiledeathtype = WEP_SEEKER;
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419 setorigin (missile, w_shotorg);
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420 setmodel (missile, "models/hagarmissile.mdl"); // precision set below
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421 setsize (missile, '0 0 0', '0 0 0');
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422 missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
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424 missile.effects = EF_LOWPRECISION;
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425 missile.modelflags = MF_TRACER3;
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427 missile.movetype = MOVETYPE_FLY;
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428 w_shotdir = w_shotdir + '0 0 0.3';
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429 missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_seeker_flac_spread")) * cvar("g_balance_seeker_flac_speed");
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431 W_SetupProjectileVelocity(missile);
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433 missile.angles = vectoangles (missile.velocity);
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434 missile.flags = FL_PROJECTILE;
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437 void spawnfunc_weapon_seeker (void)
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439 weapon_defaultspawnfunc(WEP_SEEKER);
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442 float w_seeker(float req)
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445 self.BUTTON_ATCK = bot_aim(cvar("g_balance_seeker_tag_speed"), 0, 20, FALSE);
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447 else if (req == WR_THINK)
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449 if (self.BUTTON_ATCK)
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450 if (weapon_prepareattack(0, cvar("g_balance_seeker_tag_refire")))
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453 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_tag_animtime"), w_ready);
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456 if (self.BUTTON_ATCK2)
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457 if (weapon_prepareattack(1, cvar("g_balance_seeker_flac_refire")))
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459 Seeker_Fire_Flac();
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460 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_flac_animtime"), w_ready);
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464 else if (req == WR_PRECACHE)
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466 precache_model ("models/hagarmissile.mdl");
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467 precache_model ("models/tagrocket.md3");
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468 precache_model ("models/weapons/g_seeker.md3");
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469 precache_model ("models/weapons/v_seeker.md3");
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470 precache_model ("models/weapons/w_seeker.zym");
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471 precache_sound ("weapons/hagar_fire.wav");
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472 precache_sound ("weapons/hagexp1.wav");
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473 precache_sound ("weapons/hagexp2.wav");
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474 precache_sound ("weapons/hagexp3.wav");
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475 precache_sound ("weapons/laserimpact.wav");
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477 else if (req == WR_SETUP)
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478 weapon_setup(WEP_SEEKER);
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479 else if (req == WR_CHECKAMMO1)
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480 return self.ammo_rockets >= cvar("g_balance_seeker_tag_ammo") + cvar("g_balance_seeker_missile_ammo");
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481 else if (req == WR_CHECKAMMO2)
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482 return self.ammo_rockets >= cvar("g_balance_seeker_flac_ammo");
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483 else if (req == WR_SUICIDEMESSAGE)
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484 w_deathtypestring = "played with tiny rockets";
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485 else if (req == WR_KILLMESSAGE)
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487 if(w_deathtype & HITTYPE_SECONDARY)
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488 w_deathtypestring = "ran into #'s flac";
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490 w_deathtypestring = "was tagged by";
\r