#define cvar_base "g_turrets_unit_" //.float tur_lastscore; .string cvar_basename; string cvar_gets(string s_base,string s_add) { return strcat(s_base,s_add); } .float turret_scale_damage; .float turret_scale_range; .float turret_scale_refire; .float turret_scale_ammo; .float turret_scale_aim; .float turret_scale_health; .float turret_scale_respawn; void load_unit_settings(entity ent,string unitname,float is_reload) { string sbase; if (ent == world) return; if (!ent.turret_scale_damage) ent.turret_scale_damage = 1; if (!ent.turret_scale_range) ent.turret_scale_range = 1; if (!ent.turret_scale_refire) ent.turret_scale_refire = 1; if (!ent.turret_scale_ammo) ent.turret_scale_ammo = 1; if (!ent.turret_scale_aim) ent.turret_scale_aim = 1; if (!ent.turret_scale_health) ent.turret_scale_health = 1; if (!ent.turret_scale_respawn) ent.turret_scale_respawn = 1; sbase = strcat(cvar_base,unitname); if (is_reload) { ent.enemy = world; ent.tur_head.avelocity = '0 0 0'; ent.tur_head.angles = ent.angles; } ent.health = cvar(cvar_gets(sbase,"_health")) * ent.turret_scale_health; ent.respawntime = cvar(cvar_gets(sbase,"_respawntime")) * ent.turret_scale_respawn; ent.shot_dmg = cvar(cvar_gets(sbase,"_shot_dmg")) * ent.turret_scale_damage; ent.shot_refire = cvar(cvar_gets(sbase,"_shot_refire")) * ent.turret_scale_refire; ent.shot_radius = cvar(cvar_gets(sbase,"_shot_radius")) * ent.turret_scale_damage; ent.shot_speed = cvar(cvar_gets(sbase,"_shot_speed")); ent.shot_spread = cvar(cvar_gets(sbase,"_shot_spread")); ent.shot_force = cvar(cvar_gets(sbase,"_shot_force")) * ent.turret_scale_damage; ent.shot_volly = cvar(cvar_gets(sbase,"_shot_volly")); ent.shot_volly_refire = cvar(cvar_gets(sbase,"_shot_volly_refire")) * ent.turret_scale_refire; ent.target_range = cvar(cvar_gets(sbase,"_target_range")) * ent.turret_scale_range; ent.target_range_min = cvar(cvar_gets(sbase,"_target_range_min")) * ent.turret_scale_range; ent.target_range_fire = cvar(cvar_gets(sbase,"_target_range_fire")) * ent.turret_scale_range; ent.target_range_optimal = cvar(cvar_gets(sbase,"_target_range_optimal")) * ent.turret_scale_range; ent.target_select_rangebias = cvar(cvar_gets(sbase,"_target_select_rangebias")); ent.target_select_samebias = cvar(cvar_gets(sbase,"_target_select_samebias")); ent.target_select_anglebias = cvar(cvar_gets(sbase,"_target_select_anglebias")); ent.target_select_playerbias = cvar(cvar_gets(sbase,"_target_select_playerbias")); ent.ammo_max = cvar(cvar_gets(sbase,"_ammo_max")) * ent.turret_scale_ammo; //ent.ammo = cvar(cvar_gets(sbase,"_ammo")); ent.ammo_recharge = cvar(cvar_gets(sbase,"_ammo_recharge")) * ent.turret_scale_ammo; ent.aim_firetolerance_dist = cvar(cvar_gets(sbase,"_aim_firetolerance_dist")); // ent.aim_firetolerance_angle = cvar(cvar_gets(sbase,"_aim_firetolerance_angle")); ent.aim_speed = cvar(cvar_gets(sbase,"_aim_speed")) * ent.turret_scale_aim; ent.aim_maxrot = cvar(cvar_gets(sbase,"_aim_maxrot")); ent.aim_maxpitch = cvar(cvar_gets(sbase,"_aim_maxpitch")); ent.track_type = cvar(cvar_gets(sbase,"_track_type")); ent.track_accel_pitch = cvar(cvar_gets(sbase,"_track_accel_pitch")); ent.track_accel_rot = cvar(cvar_gets(sbase,"_track_accel_rot")); ent.track_blendrate = cvar(cvar_gets(sbase,"_track_blendrate")); } float turret_stdproc_true() { return 1; } float turret_stdproc_false() { return 0; } void turret_stdproc_nothing() { return; } /** ** updates enemy distances, preicted impact point/time ** & aim<->predict impact distance. ** Also translates shoot & aimorgs by current rotation. **/ void turret_do_updates(entity e_turret) { if (self.turrcaps_flags & TFL_TURRCAPS_LINKED) { e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1; e_turret.angles_x = e_turret.angles_x * -1; makevectors(e_turret.tur_head.angles + e_turret.angles); e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1; e_turret.angles_x = e_turret.angles_x * -1; } else { e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1; makevectors(e_turret.tur_head.angles); e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1; } // v_right = (v_right * -1); e_turret.tur_shotorg_updated = e_turret.origin + v_forward * e_turret.tur_shotorg_x + v_right * e_turret.tur_shotorg_y + v_up * e_turret.tur_shotorg_z; e_turret.tur_shotdir_updated = normalize((e_turret.tur_shotorg_updated + v_forward) - e_turret.tur_shotorg_updated); e_turret.tur_aimorg_updated = e_turret.origin + v_forward * e_turret.tur_aimorg_x + v_right * e_turret.tur_aimorg_y + v_up * e_turret.tur_aimorg_z; e_turret.tur_dist_enemy = vlen(e_turret.tur_aimorg_updated - real_origin(e_turret.enemy)); traceline(e_turret.tur_aimorg_updated,e_turret.tur_aimorg_updated+(e_turret.tur_shotdir_updated * e_turret.tur_dist_enemy),MOVE_NORMAL,e_turret); e_turret.tur_impactpoint = trace_endpos; e_turret.tur_impactent = trace_ent; //e_turret.tur_impacttime = e_turret.tur_dist_enemy / e_turret.shot_speed; e_turret.tur_impacttime = e_turret.tur_dist_enemy / e_turret.shot_speed; e_turret.tur_dist_toaimpos = vlen(trace_endpos - e_turret.tur_aimpos); } /** ** Handles head rotation according to ** the units .track_type and .track_flags **/ void turret_stdproc_track() { vector wish_angle; // This is where we'd need to be vector real_angle; // This is where we can go float f_tmp; if (self.track_flags == TFL_TRACK_NO) return; if(!self.tur_active) { wish_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch); } else if (self.enemy == world) { if (self.turrcaps_flags & TFL_TURRCAPS_LINKED) wish_angle = self.idle_aim + self.angles; else if(cvar("g_turrets_aimidle_delay") > (time - self.lip)) wish_angle = self.idle_aim; else wish_angle = self.tur_head.angles; } else { // Find the direction if (self.turrcaps_flags & TFL_TURRCAPS_LINKED) wish_angle = normalize(self.tur_aimpos - self.origin); else wish_angle = normalize(self.tur_aimpos - self.tur_head.origin); wish_angle = vectoangles(wish_angle); // And make a angle } // Find the diffrence between where we currently aim and where we want to aim if (self.turrcaps_flags & TFL_TURRCAPS_LINKED) real_angle = wish_angle - (self.angles + self.tur_head.angles); else { real_angle = wish_angle - self.tur_head.angles; } if(real_angle_x > self.tur_head.angles_x) { if(real_angle_x >= 180) real_angle_x -= 360; } else { if(real_angle_x <= -180) real_angle_x += 360; } if(real_angle_y > self.tur_head.angles_y) { if(real_angle_y >= 180) real_angle_y -= 360; } else { if(real_angle_y <= -180) real_angle_y += 360; } // Limit pitch if (self.track_flags & TFL_TRACK_PITCH) real_angle_x = bound(self.aim_maxpitch * -1,real_angle_x,self.aim_maxpitch); // Limit rot if (self.track_flags & TFL_TRACK_ROT) real_angle_y = bound(self.aim_maxrot * -1,real_angle_y,self.aim_maxrot); if (self.track_type == TFL_TRACKTYPE_STEPMOTOR) { f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic // Limit turning speed real_angle_x = bound((-1 * f_tmp),real_angle_x, f_tmp); real_angle_y = bound((-1 * f_tmp),real_angle_y, f_tmp); // Limit pich and rot. if (self.track_flags & TFL_TRACK_PITCH) self.tur_head.angles_x = bound((-1 * self.aim_maxpitch),self.tur_head.angles_x + real_angle_x,self.aim_maxpitch); if (self.track_flags & TFL_TRACK_ROT) self.tur_head.angles_y = bound((-1 * self.aim_maxrot),self.tur_head.angles_y + real_angle_y,self.aim_maxrot); return; } if (self.track_type == TFL_TRACKTYPE_FLUIDPRECISE) { if (self.track_flags & TFL_TRACK_PITCH) self.tur_head.avelocity_x = real_angle_x; if (self.track_flags & TFL_TRACK_ROT) self.tur_head.avelocity_y = real_angle_y; } else if (self.track_type == TFL_TRACKTYPE_FLUIDINERTIA) { f_tmp = self.aim_speed * self.ticrate; real_angle_y = bound(self.aim_speed * -1,real_angle_y * self.track_accel_rot * f_tmp,self.aim_speed); real_angle_x = bound(self.aim_speed * -1,real_angle_x * self.track_accel_pitch * f_tmp,self.aim_speed); real_angle = (self.tur_head.avelocity * self.track_blendrate) + (real_angle * (1 - self.track_blendrate)); if (self.track_flags & TFL_TRACK_PITCH) self.tur_head.avelocity_x = real_angle_x; if (self.track_flags & TFL_TRACK_ROT) self.tur_head.avelocity_y = real_angle_y; self.tur_head.avelocity_z = real_angle_z; } // Limit pitch /* if (self.track_flags & TFL_TRACK_PITCH) { if (self.tur_head.angles_x > self.aim_maxpitch) { self.tur_head.angles_x = self.aim_maxpitch; self.tur_head.avelocity_x = 0; } else if (self.tur_head.angles_x < (self.aim_maxpitch * -1)) { self.tur_head.angles_x = (self.aim_maxpitch * -1); self.tur_head.avelocity_x = 0; } } // Limit rot if (self.track_flags & TFL_TRACK_ROT) { if (self.tur_head.angles_y > self.aim_maxrot) { self.tur_head.angles_y = self.aim_maxrot; self.tur_head.avelocity_y = 0; } else if (self.tur_head.angles_y < (self.aim_maxrot * -1)) { self.tur_head.angles_y = (self.aim_maxrot * -1); self.tur_head.avelocity_y = 0; } } */ } /* + = implemented - = not implemented + TFL_FIRECHECK_NO + TFL_FIRECHECK_WORLD + TFL_FIRECHECK_DEAD + TFL_FIRECHECK_DISTANCES - TFL_FIRECHECK_LOS + TFL_FIRECHECK_AIMDIST + TFL_FIRECHECK_REALDIST - TFL_FIRECHECK_ANGLEDIST - TFL_FIRECHECK_TEAMCECK + TFL_FIRECHECK_AFF + TFL_FIRECHECK_OWM_AMMO + TFL_FIRECHECK_OTHER_AMMO + TFL_FIRECHECK_REFIRE */ /** ** Preforms pre-fire checks based on the uints firecheck_flags **/ float turret_stdproc_firecheck() { // This one just dont care =) if (self.firecheck_flags & TFL_FIRECHECK_NO) return 1; // Ready? if (self.firecheck_flags & TFL_FIRECHECK_REFIRE) if (self.attack_finished_single >= time) return 0; // if (self.firecheck_flags & TFL_FIRECHECK_DEAD) if (self.enemy.deadflag != DEAD_NO) return 0; // Plz stop killing the world! if (self.firecheck_flags & TFL_FIRECHECK_WORLD) if (self.enemy == world) return 0; // Own ammo? if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO) if (self.ammo < self.shot_dmg) return 0; // Other's ammo? (carefull using this...) if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO) if (self.enemy.ammo >= self.enemy.ammo_max) return 0; if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES) { // Not close enougth? if (self.tur_dist_enemy > self.target_range_fire) return 0; // To close? if (self.tur_dist_enemy < self.target_range_min) return 0; } // Try to avoid FF? if (self.firecheck_flags & TFL_FIRECHECK_AFF) if (self.tur_impactent.team == self.team) return 0; // aim<->predicted impact if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST) if (self.tur_dist_toaimpos > self.aim_firetolerance_dist) return 0; // Volly status if (self.shot_volly > 1) { if (self.volly_counter == self.shot_volly) if (self.ammo < (self.shot_dmg * self.shot_volly)) return 0; } //if(self.tur_enemy_adist >= self.aim_firetolerance) return 0; return 1; } /* + TFL_TARGETSELECT_NO + TFL_TARGETSELECT_LOS + TFL_TARGETSELECT_PLAYERS + TFL_TARGETSELECT_MISSILES - TFL_TARGETSELECT_TRIGGERTARGET + TFL_TARGETSELECT_ANGLELIMITS + TFL_TARGETSELECT_RANGELIMTS + TFL_TARGETSELECT_TEAMCHECK - TFL_TARGETSELECT_NOBUILTIN + TFL_TARGETSELECT_OWNTEAM */ /** ** Evaluate a entity for target valitity based on validate_flags **/ float turret_validate_target(entity e_turret,entity e_target,float validate_flags) { vector v_tmp; //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN) // return -0.5; if (!e_target)// == world) return -1; if (e_target.classname == "grapplinghook") return - 1.5; if(g_onslaught) if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job! return - 1.75; if (validate_flags & TFL_TARGETSELECT_NO) return -2; // If only this was used more.. if (e_target.flags & FL_NOTARGET) return -3; // Cant touch this if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0)) return -4; // player if (e_target.flags & FL_CLIENT) { if (!(validate_flags & TFL_TARGETSELECT_PLAYERS)) return -5; if (e_target.deadflag != DEAD_NO) return -6; } // enemy turrets if (e_target.turret_firefunc || e_target.owner.tur_head == e_target) { if (validate_flags & TFL_TARGETSELECT_NOTURRETS) return -5.5; } // Missile if (e_target.flags & FL_PROJECTILE) { if (!(validate_flags & TFL_TARGETSELECT_MISSILES)) return -7; } // Team check if (validate_flags & TFL_TARGETSELECT_TEAMCHECK) { if (validate_flags & TFL_TARGETSELECT_OWNTEAM) { if (e_target.team != e_turret.team) return -8; if (e_turret.team != e_target.owner.team) return -8.5; } else { if (e_target.team == e_turret.team) return -9; if (e_turret.team == e_target.owner.team) return -9.5; } } // Range limits? tvt_dist = vlen(e_turret.origin - real_origin(e_target)); if (validate_flags & TFL_TARGETSELECT_RANGELIMTS) { if (tvt_dist < e_turret.target_range_min) return -13; if (tvt_dist > e_turret.target_range) return -14; } // Can we even aim this thing? tvt_thadv = angleofs(e_turret.tur_head,e_target); tvt_tadv = angleofs(e_turret,e_target); tvt_thadf = vlen(tvt_thadv); tvt_tadf = vlen(tvt_tadv); if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS) { if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch) return -11; if (fabs(tvt_tadv_y) > e_turret.aim_maxrot) return -12; } // Line of sight? if (validate_flags & TFL_TARGETSELECT_LOS) { v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5); //v_tmp = e_target.origin; traceline(e_turret.origin + e_turret.tur_aimorg,v_tmp,0,e_turret); if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos)) return -10; } #ifdef TURRET_DEBUG_TARGETSELECT bprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n"); #endif return 1; } entity turret_select_target() { entity e; // target looper entity float score; // target looper entity score entity e_enemy; // currently best scoreing target float m_score; // currently best scoreing target's score float f; m_score = 0; if(self.enemy) if(turret_validate_target(self,self.enemy,self.target_select_flags) > 0) { e_enemy = self.enemy; m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias; } e = findradius(self.origin,self.target_range); // Nothing to aim at? if (!e) return world; while (e) { f = turret_validate_target(self,e,self.target_select_flags); if (f > 0) { score = self.turret_score_target(self,e); if ((score > m_score) && (score > 0)) { e_enemy = e; m_score = score; } } e = e.chain; } return e_enemy; } void turret_think() { entity e; self.nextthink = (time + self.ticrate); // ONS uses somewhat backwards linking. if (teamplay) { if (g_onslaught) { } else { if (self.target) { e = find(world,targetname,self.target); if (e != world) self.team = e.team; } } if (self.team != self.tur_head.team) turret_stdproc_respawn(); } if (cvar("g_turrets_reloadcvars") == 1) { e = nextent(world); while (e) { if (e.tur_head != world) { load_unit_settings(e,e.cvar_basename,1); e.turret_postthink(); } e = nextent(e); } cvar_set("g_turrets_reloadcvars","0"); } #ifdef TURRET_DEBUG if (self.tur_dbg_tmr1 < time) { if (self.enemy) paint_target (self.enemy,128,self.tur_dbg_rvec,0.9); paint_target(self,256,self.tur_dbg_rvec,0.9); self.tur_dbg_tmr1 = time + 1; } #endif //Do custom prethink, and bail if it fails. //if (!self.turret_prethink()) return; // Handle ammo if (self.ammo < self.ammo_max) self.ammo = min(self.ammo + self.ammo_recharge,self.ammo_max); // Inactive turrets needs to run the think loop too // So they can handle animation and wake up if need be. if(!self.tur_active) { turret_stdproc_track(); return; } //This is just wrong :| if(self.deadflag != DEAD_NO) { dprint("Warning:dead turret running the think function!\n"); //self.enemy = world; //turret_stdproc_track(); return; } // This is typicaly used for zaping every target in range // turret_fusionreactor uses this to recharge friendlys. if (self.shoot_flags & TFL_SHOOT_HITALLVALID) { // Do a self.turret_fire for every valid target. e = findradius(self.origin,self.target_range); while (e) { if (turret_validate_target(self,e,self.target_validate_flags)) { self.enemy = e; turret_do_updates(self); if ( self.turret_firecheckfunc() ) turret_fire(); } e = e.chain; } self.enemy = world; } else { // Check if we have a vailid enemy, and try to find one if we dont. if ((turret_validate_target(self,self.enemy,self.target_validate_flags) <= 0) || (self.cnt < time)) { self.enemy = turret_select_target(); self.cnt = time + cvar("g_turrets_targetscan_mindelay"); } // No target, just go to idle, do any custom stuff and bail. if (self.enemy == world) { // Turn & pitch if (!self.track_flags & TFL_TRACK_NO) turret_stdproc_track(); // do any per-turret stuff self.turret_postthink(); // And bail. return; } else self.lip = time; // Keep track of the last time we had a target. turret_do_updates(self); // Predict or whatnot if not((self.aim_flags & TFL_AIM_NO)) self.tur_aimpos = turret_stdproc_aim_generic(); // Fire? if (self.turret_firecheckfunc() != 0) turret_fire(); turret_do_updates(self); // Turn & pitch if (!self.track_flags & TFL_TRACK_NO) turret_stdproc_track(); turret_do_updates(self); // Fire? if (self.turret_firecheckfunc() != 0) turret_fire(); } // do any per-turret stuff self.turret_postthink(); } void turret_fire() { if (cvar("g_turrets_nofire") != 0) return; if ((!self.tur_active) || (self.deadflag != DEAD_NO)) return; self.turret_firefunc(); self.attack_finished_single = time + self.shot_refire; self.ammo = self.ammo - self.shot_dmg; self.volly_counter = self.volly_counter - 1; if (self.volly_counter <= 0) { self.volly_counter = self.shot_volly; if (self.shoot_flags & TFL_SHOOT_CLEARTARGET) self.enemy = world; if (self.shot_volly > 1) self.attack_finished_single = time + self.shot_volly_refire; } #ifdef TURRET_DEBUG if (self.enemy) paint_target3(self.tur_aimpos ,64,self.tur_dbg_rvec,self.tur_impacttime+0.25); #endif } void turret_stdproc_fire() { dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n"); } /* When .used a turret switched team to activator.team. If activator is world, the turrets goes inactive. */ void turret_stdproc_use() { //bprint("Used:",self.netname, " By ",other.classname,"\n"); self.team = activator.team; if(self.team == 0) self.tur_active = 0; else self.tur_active = 1; } /* * Standard turret initialization. use this! * (unless you have a very good reason not to.) * Any special stuff like multiple cannon models should be done * after this is proc called. * if the return value is 0, the turret should be removed. */ float turret_stdproc_init (string cvar_base_name) { entity e; // Are turrets allowed atm? if (cvar("g_turrets") == 0) return 0; // Better more then once then never. // turret_gibs_precash(); if (self.spawnflags & 2) { entity tb; precache_model("models/turrets/terrainbase.md3"); tb = spawn(); setmodel(tb,"models/turrets/terrainbase.md3"); setorigin(tb,self.origin); tb.solid = SOLID_BBOX; makestatic(tb); } self.cvar_basename = cvar_base_name; load_unit_settings(self,self.cvar_basename,0); // Group all turrets into the same team if in non teamplaymode, so they dont try to kill eachother. if (cvar("g_assult") != 0) { if (!self.team) self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize } else if (!teamplay) self.team = MAX_SHOT_DISTANCE; else if(g_onslaught && self.targetname) { e = find(world,target,self.targetname); if(e != world) self.team = e.team; } else if(!self.team) self.team = MAX_SHOT_DISTANCE; /* * Try to guess some reasonaly defaults * for missing params and do sanety checks * thise checks could produce some "interesting" results * if it hits a glitch in my logic :P so try to set as mutch * as possible beforehand. */ if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT) { // Support units generaly dont need to have a high speed ai-loop if (!self.ticrate) self.ticrate = 0.25; // Speed of this turrets AI loop } else { if (!self.ticrate) self.ticrate = 0.1; // Speed of this turrets AI loop } self.ticrate = bound(0.01,self.ticrate,60); // keep it sane plz // General stuff if (self.netname == "") self.netname = "turret"; if (!self.respawntime) self.respawntime = 60; self.respawntime = max(-1,self.respawntime); if (!self.health) self.health = 1000; self.tur_health = max(1,self.health); if (!self.turrcaps_flags) self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL; if (!self.damage_flags) self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; // Shot stuff. if (!self.shot_refire) self.shot_refire = 1; self.shot_refire = bound(0.01,self.shot_refire,9999); if (!self.shot_dmg) self.shot_dmg = self.shot_refire * 50; self.shot_dmg = max(1,self.shot_dmg); if (!self.shot_radius) self.shot_radius = self.shot_dmg * 0.5; self.shot_radius = max(1,self.shot_radius); if (!self.shot_speed) self.shot_speed = 2500; self.shot_speed = max(1,self.shot_speed); if (!self.shot_spread) self.shot_spread = 0.0125; self.shot_spread = bound(0.0001,self.shot_spread,500); if (!self.shot_force) self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5; self.shot_force = bound(0.001,self.shot_force,MAX_SHOT_DISTANCE * 0.5); if (!self.shot_volly) self.shot_volly = 1; self.shot_volly = bound(1,self.shot_volly,floor(self.ammo_max / self.shot_dmg)); if (!self.shot_volly_refire) self.shot_volly_refire = self.shot_refire * self.shot_volly; self.shot_volly_refire = bound(self.shot_refire,self.shot_volly_refire,60); if (!self.firecheck_flags) self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK | TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_WORLD; // Range stuff. if (!self.target_range) self.target_range = self.shot_speed * 0.5; self.target_range = bound(0,self.target_range,MAX_SHOT_DISTANCE); if (!self.target_range_min) self.target_range_min = self.shot_radius * 2; self.target_range_min = bound(0,self.target_range_min,MAX_SHOT_DISTANCE); if (!self.target_range_fire) self.target_range_fire = self.target_range * 0.8; self.target_range_fire = bound(0,self.target_range_fire,MAX_SHOT_DISTANCE); if (!self.target_range_optimal) self.target_range_optimal = self.target_range_fire * 0.5; self.target_range_optimal = bound(0,self.target_range_optimal,MAX_SHOT_DISTANCE); // Aim stuff. if (!self.aim_maxrot) self.aim_maxrot = 45; self.aim_maxrot = bound(0,self.aim_maxrot,361); if (!self.aim_maxpitch) self.aim_maxpitch = 20; self.aim_maxpitch = bound(0,self.aim_maxpitch,90); if (!self.aim_speed) self.aim_speed = 36; self.aim_speed = bound(0.1,self.aim_speed, 1000); if (!self.aim_firetolerance_dist) self.aim_firetolerance_dist = 5 + (self.shot_radius * 2); self.aim_firetolerance_dist = bound(0.1,self.aim_firetolerance_dist,MAX_SHOT_DISTANCE); // if (!self.aim_firetolerance_angle) self.aim_firetolerance_angle = 10; // self.aim_firetolerance_angle = bound(0.1,self.aim_firetolerance_angle,360); if (!self.aim_flags) self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE | TFL_AIM_ZEASE; // Sill the most tested (and aim-effective) if (!self.track_type) self.track_type = TFL_TRACKTYPE_STEPMOTOR; if (self.track_type != TFL_TRACKTYPE_STEPMOTOR) { // Fluid / Ineria mode. Looks mutch nicer, bit experimental & // Can inmapt aim preformance alot. // needs a bit diffrent aimspeed if (!self.aim_speed) self.aim_speed = 180; self.aim_speed = bound(0.1,self.aim_speed, 1000); if (!self.track_accel_pitch) self.track_accel_pitch = 0.75; if (!self.track_accel_rot) self.track_accel_rot = 0.75; if (!self.track_blendrate) self.track_blendrate = 0.35; } if (!self.track_flags) self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT; // Target selection stuff. if (!self.target_select_rangebias) self.target_select_rangebias = 1; self.target_select_rangebias = bound(-10,self.target_select_rangebias,10); if (!self.target_select_samebias) self.target_select_samebias = 1; self.target_select_samebias = bound(-10,self.target_select_samebias,10); if (!self.target_select_anglebias) self.target_select_anglebias = 1; self.target_select_anglebias = bound(-10,self.target_select_anglebias,10); if (!self.target_select_missilebias) self.target_select_missilebias = -10; self.target_select_missilebias = bound(-10,self.target_select_missilebias,10); self.target_select_playerbias = bound(-10,self.target_select_playerbias,10); if (!self.target_select_flags) if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL) self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_MISSILES | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS; else self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS; //if(!self.target_validate_flags) self.target_validate_flags = self.target_select_flags; // Ammo stuff if (!self.ammo_max) self.ammo_max = self.shot_dmg * 10; self.ammo_max = max(self.shot_dmg,self.ammo_max); if (!self.ammo) self.ammo = self.shot_dmg * 5; self.ammo = bound(0,self.ammo,self.ammo_max); if (!self.ammo_recharge) self.ammo_recharge = self.shot_dmg / 2; self.ammo_recharge = max(0,self.ammo_recharge); // Convert the recharge from X per sec to X per ticrate self.ammo_recharge = self.ammo_recharge * self.ticrate; if (!self.ammo_flags) self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; // Offsets & origins if (!self.tur_aimorg) self.tur_aimorg = '0 0 50'; if (!self.tur_shotorg) self.tur_shotorg = '50 0 50'; // End of default & sanety checks, start building the turret. // Spawn extra bits self.tur_head = spawn(); self.tur_head.netname = self.tur_head.classname = "turret_head"; self.tur_head.team = self.team; // Defend mode? if (self.target != "") { self.tur_defend = find(world, targetname, self.target); if (self.tur_defend == world) { self.target = ""; dprint("Turret has invalid defendpoint!\n"); } } // Claim ownership self.tur_head.owner = self; // Put pices in place if (!(self.turrcaps_flags & TFL_TURRCAPS_LINKED)) setorigin(self.tur_head,self.origin); // In target defense mode, aim on the spot to defens when idle. if (self.tur_defend) self.idle_aim = self.tur_head.angles + angleofs(self.tur_head,self.tur_defend); else self.idle_aim = self.angles; if (!(self.turrcaps_flags & TFL_TURRCAPS_LINKED)) self.tur_head.angles = self.idle_aim; if (!self.health) self.health = 150; self.tur_health = self.health; self.tur_head.health = self.health; //Solid bbox for preformance reasons self.solid = SOLID_BBOX; self.tur_head.solid = SOLID_BBOX; self.takedamage = DAMAGE_AIM; self.tur_head.takedamage = DAMAGE_AIM; self.movetype = MOVETYPE_NOCLIP; self.tur_head.movetype = MOVETYPE_NOCLIP; // Team colouring?track if (self.team == COLOR_TEAM1) self.colormod = '1.4 0.8 0.8'; if (self.team == COLOR_TEAM2) self.colormod = '0.8 0.8 1.4'; // Attach stdprocs. override when and what needed if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT) { //self.turret_prethink = turret_stdproc_true; self.turret_score_target = turret_stdproc_targetscore_support; //self.turret_aim = turret_stdproc_aim_generic; //self.turret_track = turret_stdproc_track; self.turret_firecheckfunc = turret_stdproc_firecheck; self.turret_firefunc = turret_stdproc_fire; self.turret_postthink = turret_stdproc_nothing; //self.turret_damagefunc = turret_stdproc_damage; //self.event_damage = turret_stdproc_damage; self.tur_head.event_damage = turret_stdproc_damage; //self.turret_diefunc = turret_stdproc_die; //self.turret_spawnfunc = turret_stdproc_respawn; } else { //self.turret_prethink = turret_stdproc_true; self.turret_score_target = turret_stdproc_targetscore_generic; //if (self.aim_flags & TFL_AIM_SIMPLE) // self.turret_aim = turret_stdproc_aim_simple; //else // self.turret_aim = turret_stdproc_aim_generic; //self.turret_track = turret_stdproc_track; self.turret_firecheckfunc = turret_stdproc_firecheck; self.turret_firefunc = turret_stdproc_fire; self.turret_postthink = turret_stdproc_nothing; //self.turret_damagefunc = turret_stdproc_damage; self.event_damage = turret_stdproc_damage; self.tur_head.event_damage = turret_stdproc_damage; //self.turret_diefunc = turret_stdproc_die; //self.turret_spawnfunc = turret_stdproc_respawn; self.turret_addtarget = turret_stdproc_false; } self.use = turret_stdproc_use; self.bot_attack = TRUE; // Initiate the main AI loop self.think = turret_think; self.nextthink = time + self.ticrate; self.tur_head.team = self.team; self.view_ofs = '0 0 0'; #ifdef TURRET_DEBUG self.tur_dbg_start = self.nextthink; while (vlen(self.tur_dbg_rvec) < 2) self.tur_dbg_rvec = randomvec() * 4; self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec_x); self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec_y); self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec_z); #endif // Its all good. self.classname = "turret_main"; self.tur_active = 1; //if (g_onslaught) // self.use(); //turret_stdproc_use(); return 1; }