#define ANIM_NO 0 #define ANIM_WALK 1 #define ANIM_RUN 1.1 #define ANIM_STRAFE_L 2 #define ANIM_STRAFE_R 3 #define ANIM_TURN 2 #define ANIM_JUMP 4 #define ANIM_LAND 5 #define ANIM_PAIN 6 #define ANIM_MEELE 7 .float animflag; .entity wkr_props; .entity wkr_spawn; #define WALKER_MIN '-70 -70 5' #define WALKER_MAX '70 70 70' /* .entity goalcurrent, goalstack01, goalstack02, goalstack03; .entity goalstack04, goalstack05, goalstack06, goalstack07; .entity goalstack08, goalstack09, goalstack10, goalstack11; .entity goalstack12, goalstack13, goalstack14, goalstack15; .entity goalstack16, goalstack17, goalstack18, goalstack19; .entity goalstack20, goalstack21, goalstack22, goalstack23; .entity goalstack24, goalstack25, goalstack26, goalstack27; .entity goalstack28, goalstack29, goalstack30, goalstack31; */ float walker_firecheck() { if (!turret_stdproc_firecheck()) return 0; //if(self.tur_cannon.frame != 0) return 0; //if(self.walking == 1) self.walking = 2; //if(self.walking != 0) // return 0; return 1; } void walker_meele_dmg() { vector where; entity e; makevectors(self.angles); where = self.origin + v_forward * 128; e = findradius(where,80); while(e) { if(turret_validate_target(self,e,self.target_validate_flags)) if(e != self) Damage(e,self,self,cvar("g_turrets_unit_walker_std_meele_dmg "),DEATH_TURRET,'0 0 0', v_forward * cvar("g_turrets_unit_walker_std_meele_force") ); e = e.chain; } } void walker_animate() { if(self.tur_head.frame != 0) self.tur_head.frame = self.tur_head.frame +1; if(self.tur_head.frame > 12) self.tur_head.frame = 0; switch(self.animflag) { case ANIM_NO: //if(self.frame != 0) // self.frame = 0; break; case ANIM_WALK: self.frame = self.frame + 1; if(self.frame > 25) self.frame = 5; break; case ANIM_RUN: self.frame = self.frame + 2; if(self.frame > 25) self.frame = 5; break; case ANIM_STRAFE_L: if(self.frame < 35) self.frame = 35; self.frame = self.frame + 1; if(self.frame > 55) self.frame = 35; break; case ANIM_STRAFE_R: if(self.frame < 65) self.frame = 65; self.frame = self.frame + 1; if(self.frame > 85) self.frame = 65; break; case ANIM_JUMP: if(self.frame < 95) self.frame = 95; if(self.frame > 100) self.frame = self.frame + 1; break; case ANIM_LAND: if(self.frame < 100) self.frame = 100; self.frame = self.frame + 1; if(self.frame > 107) self.animflag = ANIM_NO; break; case ANIM_PAIN: if(self.frame < 90) self.frame = 90; self.frame = self.frame + 1; if(self.frame > 95) self.animflag = ANIM_NO; break; case ANIM_MEELE: if(self.frame < 123) self.frame = 123; self.frame = self.frame + 1; if(self.frame == 133) walker_meele_dmg(); if(self.frame > 140) self.animflag = ANIM_NO; } } void walker_rocket_explode() { vector org2; sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", 1, ATTN_NORM); org2 = findbetterlocation (self.origin, 16); WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, 78); WriteCoord (MSG_BROADCAST, org2_x); WriteCoord (MSG_BROADCAST, org2_y); WriteCoord (MSG_BROADCAST, org2_z); self.event_damage = SUB_Null; RadiusDamage (self, self.owner, cvar("g_turrets_unit_walker_std_rocket_dmg"), 0, cvar("g_turrets_unit_walker_std_rocket_radius"), world, cvar("g_turrets_unit_walker_std_rocket_force"), DEATH_TURRET, world); remove (self); } void walker_rocket_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce) { self.health = self.health - damage; self.velocity = self.velocity + vforce; if (self.health <= 0) walker_rocket_explode(); } /* g_turrets_unit_walker_std_rocket_refire g_turrets_unit_walker_std_rocket_dmg g_turrets_unit_walker_std_rocket_radius g_turrets_unit_walker_std_rocket_force g_turrets_unit_walker_std_rocket_tunrate g_turrets_unit_walker_std_rocket_speed g_turrets_unit_walker_std_rocket_speed_add */ void walker_rocket_loop(); void walker_rocket_think() { vector olddir,newdir; float edist; float itime; float m_speed; self.nextthink = time + 0.1; olddir = normalize(self.velocity); edist = vlen(self.enemy.origin - self.origin); // Simulate crudely guidance if(self.cnt < time) { if(edist < 1000) self.tur_shotorg = randomvec() * min(edist,64); else self.tur_shotorg = randomvec() * min(edist,256); self.cnt = time + 0.5; } if(edist < 256) self.tur_shotorg = '0 0 0'; if (self.tur_health < time) { self.think = walker_rocket_explode; self.nextthink = time; return; } if((random() < 0.01) && (self.shot_dmg != 1337)) { walker_rocket_loop(); return; } olddir = normalize(self.velocity); // Accelerate m_speed = vlen(self.velocity) + cvar("g_turrets_unit_walker_std_rocket_speed_add"); // Enemy dead? just keep on the current heading then. if ((self.enemy == world) || (self.enemy.deadflag != DEAD_NO)) { // Make sure we dont return to tracking a respawned player self.enemy = world; // Turn model self.angles = vectoangles(self.velocity); } if (self.enemy) { // Predict enemy position itime = max(edist / m_speed,1); newdir = normalize((self.enemy.origin + self.tur_shotorg) - self.origin); } else { //pre_pos = self.origin + olddir; newdir = olddir; } // Turn newdir = normalize(olddir + newdir * cvar("g_turrets_unit_walker_std_rocket_tunrate")); self.velocity = newdir * m_speed; // Turn model self.angles = vectoangles(self.velocity); if (time+itime < time+0.1) { self.think = turret_hellion_missile_explode; self.nextthink = time + itime; } } void walker_rocket_loop3() { self.nextthink = time + 0.1; if(vlen(self.origin - self.tur_shotorg) < 128 ) { self.think = walker_rocket_think; return; } vector newdir; vector olddir; float m_speed; m_speed = vlen(self.velocity) + cvar("g_turrets_unit_walker_std_rocket_speed_add"); olddir = normalize(self.velocity); newdir = normalize(self.tur_shotorg - self.origin); newdir = normalize(olddir + newdir * cvar("g_turrets_unit_walker_std_rocket_tunrate")); self.velocity = newdir * m_speed; self.angles = vectoangles(self.velocity); } void walker_rocket_loop2() { self.nextthink = time + 0; if(vlen(self.origin - self.tur_shotorg) < 128 ) { self.tur_shotorg = self.origin - '0 0 200'; self.think = walker_rocket_loop3; return; } vector newdir; vector olddir; float m_speed; m_speed = vlen(self.velocity) + cvar("g_turrets_unit_walker_std_rocket_speed_add"); olddir = normalize(self.velocity); newdir = normalize(self.tur_shotorg - self.origin); newdir = normalize(olddir + newdir * cvar("g_turrets_unit_walker_std_rocket_tunrate")); self.velocity = newdir * m_speed; self.angles = vectoangles(self.velocity); } void walker_rocket_loop() { self.nextthink= time + 0; self.tur_shotorg = self.origin + '0 0 400'; self.think = walker_rocket_loop2; self.shot_dmg = 1337; } void walker_fire_rocket(vector org) { entity rocket; //self.angles_x *= -1; makevectors(self.angles); //self.angles_x *= -1; rocket = spawn (); setorigin(rocket, org); sound (self, CHAN_WEAPON, "weapons/hagar_fire.wav", 1, ATTN_NORM); sound (rocket, CHAN_PROJECTILE, "weapons/rocket_fly.wav", 0.4, ATTN_NORM); setmodel (rocket, "models/turrets/rocket.md3"); // precision set below setsize (rocket, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot rocket.classname = "walker_rocket"; rocket.owner = self; rocket.bot_dodge = TRUE; rocket.bot_dodgerating = 50; rocket.takedamage = DAMAGE_YES; rocket.damageforcescale = 2; rocket.health = 10; rocket.tur_shotorg = randomvec() * 512; rocket.cnt = time + 1; rocket.enemy = self.enemy; if(random() < 0.01) rocket.think = walker_rocket_loop; else rocket.think = walker_rocket_think; rocket.nextthink = time + 0.2; rocket.solid = SOLID_BBOX; rocket.movetype = MOVETYPE_FLYMISSILE; rocket.effects = EF_LOWPRECISION; rocket.velocity = ((v_forward + v_up * 0.5) +(randomvec() * 0.15))* cvar("g_turrets_unit_walker_std_rocket_speed"); rocket.angles = vectoangles(rocket.velocity); rocket.touch = walker_rocket_explode; rocket.flags = FL_PROJECTILE; rocket.solid = SOLID_BBOX; rocket.tur_health = time + 9; te_explosion (rocket.origin); } #define s_turn 10 #define s_walk 100 #define s_run 300 #define s_accel1 8 #define s_accel2 16 #define s_decel 8 void rv_think() { float f; vector org; self.cnt = self.cnt -1; if(self.cnt < 0) { remove(self); return; } if(self.cnt> 1) f = gettagindex(self.owner,"tag_rocket01"); else f = gettagindex(self.owner,"tag_rocket02"); org = self.owner.origin + gettaginfo(self.owner,f); self.nextthink = time + 0.2; self = self.owner; walker_fire_rocket(org); } void walker_postthink() { vector wish_angle; vector real_angle; float turn_limit; if(self.flags & FL_ONGROUND) { self.animflag = ANIM_NO; } if(self.enemy) { if(self.tur_head.attack_finished_single < time) { entity rv; rv = spawn(); rv.think = rv_think; rv.nextthink = time; rv.cnt = 4; rv.owner = self; self.tur_head.attack_finished_single = time + cvar("g_turrets_unit_walker_std_rocket_refire"); } } if(self.goalcurrent) { //if(self.enemy && (self.tur_dist_enemy < self.target_range_fire)) // self.animflag = ANIM_TURN; //else //{ if(vlen(self.origin - self.goalcurrent.origin) < 64) if(self.goalcurrent.goalcurrent == world) self.goalcurrent = world; // Path endpoint reached, go roaming. else self.goalcurrent = self.goalcurrent.goalcurrent; self.animflag = ANIM_WALK; //} } else // Roaming mode { if(self.enemy) { wish_angle = angleofs(self,self.enemy); //normalize(self.origin-self.enemy.origin); if(self.tur_dist_enemy < cvar("g_turrets_unit_walker_std_meele_range")) { if(fabs(wish_angle_y) < 15) self.animflag = ANIM_MEELE; } else { if(fabs(wish_angle_y) < 15) self.animflag = ANIM_RUN; else if(fabs(wish_angle_y) < 30) self.animflag = ANIM_WALK; else self.animflag = ANIM_TURN; } } else self.animflag = ANIM_NO; } float s_speed; s_speed = vlen(self.velocity); // Turn on the spot if (self.animflag == ANIM_TURN) { if(self.enemy) wish_angle = normalize(self.enemy.origin - self.origin); else wish_angle = normalize(self.goalcurrent.origin - self.origin); wish_angle = vectoangles(wish_angle); // And make a angle real_angle = wish_angle - self.angles; if (real_angle_x < 0) real_angle_x += 360; if (real_angle_x > 180) real_angle_x -= 360; if (real_angle_y < 0) real_angle_y += 360; if (real_angle_y > 180) real_angle_y -= 360; turn_limit = cvar("g_turrets_unit_walker_turn_turnrate"); // Convert from dgr/sec to dgr/tic turn_limit = turn_limit / (1 / self.ticrate); //real_angle_x = bound((-1 * turn_limit),real_angle_x, turn_limit); real_angle_y = bound((-1 * turn_limit),real_angle_y, turn_limit); self.angles_y = self.angles_y + real_angle_y; if(self.enemy) v_forward = normalize(self.enemy.origin - self.origin); else v_forward = normalize(self.goalcurrent.origin - self.origin); makevectors(self.angles); if(s_speed > s_turn) self.velocity = (v_forward * max((s_speed - s_decel),s_turn)); if(s_speed < s_turn) self.velocity = (v_forward * min((s_speed + s_accel1),s_turn)); } else if (self.animflag == ANIM_WALK) // Gg walking { if(self.goalcurrent) wish_angle = normalize(self.goalcurrent.origin - self.origin); else if(self.enemy) wish_angle = normalize(self.enemy.origin - self.origin); else wish_angle = self.angles; wish_angle = vectoangles(wish_angle); // And make a angle real_angle = wish_angle - self.angles; if (real_angle_x < 0) real_angle_x += 360; if (real_angle_x > 180) real_angle_x -= 360; if (real_angle_y < 0) real_angle_y += 360; if (real_angle_y > 180) real_angle_y -= 360; turn_limit = cvar("g_turrets_unit_walker_walk_turnrate"); // Convert from dgr/sec to dgr/tic turn_limit = turn_limit / (1 / self.ticrate); //real_angle_x = bound((-1 * turn_limit),real_angle_x, turn_limit); real_angle_y = bound((-1 * turn_limit),real_angle_y, turn_limit); self.angles_y = self.angles_y + real_angle_y; if(self.goalcurrent) v_forward = normalize(self.goalcurrent.origin - self.origin); else if(self.enemy) v_forward = normalize(self.enemy.origin - self.origin); makevectors(self.angles); //self.velocity = v_forward * s_walk; //if(self.flags & FL_ONGROUND) { if(s_speed > s_walk) self.velocity = (v_forward * max((s_speed - s_decel),s_walk)); if(s_speed <= s_walk) self.velocity = (v_forward * min((s_speed + s_accel1),s_walk)); } } else if (self.animflag == ANIM_RUN) // Move fast, turn slow { if(self.goalcurrent) wish_angle = normalize(self.goalcurrent.origin - self.origin); else if(self.enemy) wish_angle = normalize(self.enemy.origin - self.origin); else wish_angle = self.angles; wish_angle = vectoangles(wish_angle); // And make a angle real_angle = wish_angle - self.angles; if (real_angle_x < 0) real_angle_x += 360; if (real_angle_x > 180) real_angle_x -= 360; if (real_angle_y < 0) real_angle_y += 360; if (real_angle_y > 180) real_angle_y -= 360; turn_limit = cvar("g_turrets_unit_walker_run_turnrate"); // Convert from dgr/sec to dgr/tic turn_limit = turn_limit / (1 / self.ticrate); //real_angle_x = bound((-1 * turn_limit),real_angle_x, turn_limit); real_angle_y = bound((-1 * turn_limit),real_angle_y, turn_limit); self.angles_y = self.angles_y + real_angle_y; if(self.enemy) v_forward = normalize(self.enemy.origin - self.origin); else v_forward = normalize(self.goalcurrent.origin - self.origin); makevectors(self.angles); if(self.flags & FL_ONGROUND) { if(s_speed > s_run) self.velocity = (v_forward * max((s_speed - s_decel),s_run)); if(s_speed <= s_run) self.velocity = (v_forward * min((s_speed + s_accel2),s_run)); } } else { if(self.flags & FL_ONGROUND) { makevectors(self.angles); if(s_speed > 0) self.velocity = min(s_speed - s_decel,0) * v_forward; } } walker_animate(); } void walker_attack() { entity flash; //turret_do_updates(self); self.tur_head.frame = self.tur_head.frame + 1; sound (self, CHAN_WEAPON, "weapons/uzi_fire.wav", 1, ATTN_NORM); fireBullet (self.tur_shotorg_updated, self.tur_shotdir_updated,self.shot_spread, self.shot_dmg, self.shot_force, DEATH_TURRET, FALSE); te_smallflash(self.tur_shotorg_updated); if(!(self.uzi_bulletcounter & 3)) { trailparticles(self,particleeffectnum("EF_MGTURRETTRAIL"),self.tur_shotorg_updated,trace_endpos); // te_lightning1(self,self.tur_shotorg_updated,trace_endpos); flash = spawn(); setmodel(flash, "models/uziflash.md3"); // precision set below setattachment(flash, self.tur_head, "tag_fire"); flash.scale = 3; flash.think = W_Uzi_Flash_Go; flash.nextthink = time + 0.02; flash.frame = 2; flash.angles_z = flash.v_angle_z + random() * 180; flash.alpha = 1; flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; } self.uzi_bulletcounter = self.uzi_bulletcounter + 1; } void walker_respawnhook() { vector vtmp; self.origin = self.wkr_spawn.origin; self.wkr_props.solid = SOLID_BBOX; self.wkr_props.alpha = 1; self.angles = self.wkr_spawn.angles; vtmp = self.origin; vtmp_z +=self.wkr_spawn.origin_z + self.wkr_spawn.maxs_z; setorigin(self,vtmp); } void walker_diehook() { self.wkr_props.solid = SOLID_NOT; self.wkr_props.alpha = -1; } //.string target_start; void turret_walker_dinit() { entity e; if (self.netname == "") self.netname = "Walker Turret"; if(self.target != "") { e = find(world,targetname,self.target); if(!e) { bprint("Warning! initital waypoint for Walker does NOT exsist!\n"); self.target = ""; //remove(self); //return; } if(e.classname != "walker_checkpoint") dprint("Warning: not a walker path\n"); else self.goalcurrent = e; } self.wkr_props = spawn(); self.wkr_spawn = spawn(); self.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE; self.turrcaps_flags = TFL_TURRCAPS_HITSCAN | TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_MOVE | TFL_TURRCAPS_ROAM | TFL_TURRCAPS_LINKED; self.aim_flags = TFL_AIM_LEAD | TFL_AIM_ZEASE; self.turret_respawnhook = walker_respawnhook; self.turret_diehook = walker_diehook; self.ticrate = 0.05; if (turret_stdproc_init("walker_std") == 0) { remove(self); return; } // self.scale = 1.5; //setsize(self,'38 38 55','-38 -38 1'); self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS; self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS; //self.flags = FL_CLIENT; self.iscreature = TRUE; self.movetype = MOVETYPE_WALK; self.solid = SOLID_BBOX;// SOLID_SLIDEBOX; self.takedamage = DAMAGE_AIM; setmodel(self.wkr_props,"models/turrets/walker_props.md3"); setmodel(self.wkr_spawn,"models/turrets/walker_spawn.md3"); setorigin(self.wkr_spawn,self.origin); self.wkr_spawn.angles = self.angles; self.wkr_spawn.solid = SOLID_NOT; traceline(self.wkr_spawn.origin + '0 0 10', self.wkr_spawn.origin - '0 0 10000', MOVE_NOMONSTERS, self); setorigin(self.wkr_spawn,trace_endpos + '0 0 4'); setmodel(self,"models/turrets/walker_body.md3"); setmodel(self.tur_head,"models/turrets/walker_head_minigun.md3"); setattachment(self.tur_head,self,"tag_head"); setattachment(self.wkr_props,self,"tag_head"); vector v; float f; f = gettagindex(self.tur_head,"tag_fire"); v = gettaginfo(self.tur_head,f); v_y = v_y * -1; setsize(self,WALKER_MIN,WALKER_MAX); //setsize(self,'-70 -70 0','70 70 55'); self.tur_shotorg = v; self.tur_aimorg = v; self.idle_aim = '0 0 0'; // self.v_home = self.origin; self.turret_firecheckfunc = walker_firecheck; // Our fire routine self.turret_firefunc = walker_attack; self.turret_postthink = walker_postthink; } void spawnfunc_turret_walker() { precache_model ("models/turrets/walker_head_minigun.md3"); precache_model ("models/turrets/walker_body.md3"); precache_model ("models/turrets/walker_props.md3"); precache_model ("models/turrets/walker_spawn.md3"); precache_model ( "models/turrets/rocket.md3"); self.think = turret_walker_dinit; self.nextthink = time + 0.5; }