//.float speed; = switchweapon //.float proxytime; = autoswitch //.float tl; = wait void Seeker_Missile_Explode () { vector org2; float b; org2 = findbetterlocation (self.origin, 12); pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1); b = crandom(); if (b<-0.7) sound (self, CHAN_PROJECTILE, "weapons/seekerexp1.wav", 1, ATTN_NORM); else if (b<0.4) sound (self, CHAN_PROJECTILE, "weapons/seekerexp2.wav", 1, ATTN_NORM); else if (b<1) sound (self, CHAN_PROJECTILE, "weapons/seekerexp3.wav", 1, ATTN_NORM); self.event_damage = SUB_Null; 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); remove (self); } void Seeker_Missile_Touch() { PROJECTILE_TOUCH; Seeker_Missile_Explode(); } void Seeker_Missile_Think() { entity e; vector desireddir, olddir, newdir, eorg; float turnrate; float dist; if (time > self.cnt) Seeker_Missile_Explode(); if (!self.switchweapon) self.switchweapon = cvar("g_balance_seeker_missile_speed"); if ((self.switchweapon < cvar("g_balance_seeker_missile_speed_max")) && cvar("g_balance_seeker_missile_speed_accel")) self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_accel"); if (self.switchweapon > cvar("g_balance_seeker_missile_speed_max")) self.switchweapon = self.switchweapon * cvar("g_balance_seeker_missile_decel"); if (self.enemy != world) if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO) self.enemy = world; if (self.enemy != world) { e = self.enemy; eorg = 0.5 * (e.absmin + e.absmax); turnrate = cvar("g_balance_seeker_missile_turnrate"); // how fast to turn desireddir = normalize(eorg - self.origin); olddir = normalize(self.velocity); // get my current direction dist = vlen(eorg - self.origin); // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P ) if (cvar("g_balance_seeker_missile_smart") && (dist > cvar("g_balance_seeker_missile_smart_mindist"))) { // Is it a better idea (shorter distance) to trace to the target itself? if ( vlen(self.origin + olddir * self.wait) < dist) traceline(self.origin, self.origin + olddir * self.wait, FALSE, self); else traceline(self.origin, eorg, FALSE, self); // Setup adaptive tracelength self.wait = vlen(self.origin - trace_endpos); if (self.wait < cvar("g_balance_seeker_missile_smart_trace_min")) self.wait = cvar("g_balance_seeker_missile_smart_trace_min"); if (self.wait > cvar("g_balance_seeker_missile_smart_trace_max")) self.wait = cvar("g_balance_seeker_missile_smart_trace_max"); // Calc how important it is that we turn and add this to the desierd (enemy) dir. desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5); } //newdir = normalize((olddir + desireddir * turnrate) * 0.5);// take the average of the 2 directions; not the best method but simple & easy newdir = normalize(olddir + desireddir * turnrate);// take the average of the 2 directions; not the best method but simple & easy self.velocity = newdir * self.switchweapon; // make me fly in the new direction at my flight speed } // Proxy if (cvar("g_balance_seeker_missile_proxy")) { if ( dist <= cvar("g_balance_seeker_missile_proxy_maxrange")) { if (self.autoswitch == 0) { self.autoswitch = time + cvar("g_balance_seeker_missile_proxy_delay"); } else { if (self.autoswitch <= time) { Seeker_Missile_Explode(); self.autoswitch = 0; } } } else { if (self.autoswitch != 0) self.autoswitch = 0; } } /////////////// if (self.enemy.deadflag != DEAD_NO) { self.enemy = world; self.cnt = time + 1 + (random() * 4); self.nextthink = self.cnt; return; } self.angles = vectoangles(self.velocity); // turn model in the new flight direction self.nextthink = time + 0.05; } void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { float d; d = damage; if (self.owner == attacker) d = d * 0.25; self.health = self.health - d; if (self.health <= 0) W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode); } void Seeker_Missile_Animate() { self.frame = self.frame +1; self.nextthink = time + 0.05; if (self.enemy != world) if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO) self.enemy = world; if(self.frame == 5) { self.think = Seeker_Missile_Think; self.nextthink = time + cvar("g_balance_seeker_missile_activate_delay"); self.effects = EF_LOWPRECISION | EF_NOSHADOW; self.modelflags = MF_ROCKET; if (cvar("g_balance_seeker_guided_proxy")) self.movetype = MOVETYPE_BOUNCEMISSILE; else self.movetype = MOVETYPE_FLYMISSILE; } } void Seeker_Fire_Missile(vector f_org) { local entity missile; if not(self.items & IT_UNLIMITED_WEAPON_AMMO) self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_missile_ammo"); makevectors(self.v_angle); W_SetupShot (self, f_org, FALSE, 2, "weapons/seeker_fire.wav"); pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); //self.detornator = FALSE; missile = spawn(); missile.owner = self; missile.classname = "seeker_missile"; missile.bot_dodge = TRUE; missile.bot_dodgerating = cvar("g_balance_seeker_missile_damage"); missile.think = Seeker_Missile_Animate; //if (!cvar("g_balance_seeker_missile_proxy")) missile.touch = Seeker_Missile_Touch; missile.event_damage = Seeker_Missile_Damage; missile.nextthink = time + 0.2;// + cvar("g_balance_seeker_missile_activate_delay"); missile.cnt = time + cvar("g_balance_seeker_missile_lifetime"); missile.enemy = self.enemy; missile.switchweapon = cvar("g_balance_seeker_missile_speed"); missile.effects = EF_LOWPRECISION | EF_NOSHADOW; missile.solid = SOLID_BBOX; missile.scale = 2; missile.takedamage = DAMAGE_YES; missile.damageforcescale = 4; missile.health = 5; missile.projectiledeathtype = WEP_SEEKER; setorigin (missile, w_shotorg); setmodel (missile, "models/tagrocket.md3"); setsize (missile, '-2 -2 -2', '2 2 2'); missile.movetype = MOVETYPE_FLYMISSILE;// MOVETYPE_TOSS; missile.flags = FL_PROJECTILE; missile.velocity = (w_shotdir + '0 0 0.45') * missile.switchweapon; W_SetupProjectileVelocity(missile); missile.switchweapon = vlen(missile.velocity); missile.angles = vectoangles (missile.velocity); } void Seeker_Vollycontroler_Think() { float c; entity oldself,oldenemy; self.cnt = self.cnt - 1; if ((self.owner.ammo_rockets < cvar("g_balance_seeker_missile_ammo")) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO)) { remove(self); return; } self.nextthink = time + cvar("g_balance_seeker_missile_delay"); oldself = self; self = self.owner; oldenemy = self.enemy; self.enemy = oldself.enemy; c = mod(oldself.cnt, 4); switch(c) { case 0: Seeker_Fire_Missile('37.5 17 -22'); break; case 1: Seeker_Fire_Missile('37.5 9.5 -22'); break; case 2: Seeker_Fire_Missile('40 17 -29'); break; case 3: default: Seeker_Fire_Missile('40 9.5 -29'); break; } self.enemy = oldenemy; self = oldself; } void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { self.health = self.health - damage; if (self.health <= 0) self.think (); } void Seeker_Tag_Explode () { vector org2; float b; //if(other==self.owner) // return; org2 = findbetterlocation (self.origin, 12); pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1); b = crandom(); if (b<-0.7) sound (self, CHAN_PROJECTILE, "weapons/tagexp1.wav", 1, ATTN_NORM); else if (b<0.4) sound (self, CHAN_PROJECTILE, "weapons/tagexp2.wav", 1, ATTN_NORM); else if (b<1) sound (self, CHAN_PROJECTILE, "weapons/tagexp3.wav", 1, ATTN_NORM); remove (self); } void Seeker_Tag_Think() { remove(self); return; } void Seeker_Tag_Touch() { vector dir; vector org2; dir = normalize (self.owner.origin - self.origin); org2 = findbetterlocation (self.origin, 8); te_knightspike(org2); self.event_damage = SUB_Null; sound (self, CHAN_PROJECTILE, "weapons/tag_impact.wav", 1, ATTN_NORM); if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO) { entity e; e = spawn(); e.cnt = cvar("g_balance_seeker_missile_count"); e.owner = self.owner; e.enemy = other; e.think = Seeker_Vollycontroler_Think; e.nextthink = time; //sprint(self.owner, "^1Target lock ^3[^7 ",other.netname, " ^3]^1 acquired - autofire activated.\n"); //sprint(other,"^1You are targeted!\n"); // stuffcmd(other,"play2 weapons/zany-alarm4.ogg\n"); // stuffcmd(self.owner, "play2 weapons/zany-lock4.ogg\n"); } remove(self); return; } void Seeker_Fire_Tag() { local entity missile; if not(self.items & IT_UNLIMITED_WEAPON_AMMO) self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_tag_ammo"); W_SetupShot (self, '56 13 -15', FALSE, 2, "weapons/tag_fire.wav"); missile = spawn(); missile.owner = self; missile.classname = "seeker_tag"; missile.bot_dodge = TRUE; missile.bot_dodgerating = 50; missile.touch = Seeker_Tag_Touch; missile.think = Seeker_Tag_Think; missile.nextthink = time + 15; missile.movetype = MOVETYPE_FLY; missile.solid = SOLID_BBOX; missile.owner = self; missile.takedamage = DAMAGE_YES; missile.event_damage = Seeker_Tag_Explode; missile.health = 5; setmodel (missile, "models/laser.mdl"); // TODO make this seeker specific setorigin (missile, w_shotorg); setsize (missile, '0 0 0', '0 0 0'); missile.effects = EF_FULLBRIGHT | EF_NOSHADOW | EF_LOWPRECISION; missile.modelflags = MF_TRACER3; //sound (missile, CHAN_PAIN, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTN_NORM); // csqc missile.flags = FL_PROJECTILE; missile.velocity = w_shotdir * cvar("g_balance_seeker_tag_speed"); missile.movetype = MOVETYPE_BOUNCEMISSILE; W_SetupProjectileVelocity(missile); missile.angles = vectoangles (missile.velocity); CSQCProjectile(missile, TRUE, PROJECTILE_TAG); } void Seeker_Flac_Explode () { vector org2; float b; org2 = findbetterlocation (self.origin, 12); pointparticles(particleeffectnum("flac_explode"), org2, '0 0 0', 1); b = crandom(); if (b<-0.7) sound (self, CHAN_PROJECTILE, "weapons/flacexp1.wav", 1, ATTN_NORM); else if (b<0.4) sound (self, CHAN_PROJECTILE, "weapons/flacexp2.wav", 1, ATTN_NORM); else if (b<1) sound (self, CHAN_PROJECTILE, "weapons/flacexp3.wav", 1, ATTN_NORM); self.event_damage = SUB_Null; 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); remove (self); } void Seeker_Flac_Touch() { PROJECTILE_TOUCH; Seeker_Flac_Explode(); } void Seeker_Fire_Flac() { local entity missile; vector f_org; float c; if not(self.items & IT_UNLIMITED_WEAPON_AMMO) self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_flac_ammo"); c = mod(self.bulletcounter, 4); switch(c) { case 1: f_org = '37.5 17 -22'; break; case 2: f_org = '37.5 9.5 -22'; break; case 3: f_org = '40 17 -29'; break; case 0: default: f_org = '40 9.5 -29'; break; } W_SetupShot (self, f_org, FALSE, 2, "weapons/flac_fire.wav"); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); missile = spawn (); missile.owner = missile.realowner = self; missile.classname = "missile"; missile.bot_dodge = TRUE; missile.bot_dodgerating = cvar("g_balance_seeker_flac_damage"); missile.touch = Seeker_Flac_Explode; missile.use = Seeker_Flac_Explode; missile.think = Seeker_Flac_Explode; missile.nextthink = time + cvar("g_balance_seeker_flac_lifetime") + cvar("g_balance_seeker_flac_lifetime_rand"); missile.solid = SOLID_BBOX; missile.scale = 0.4; // BUG: the model is too big missile.projectiledeathtype = WEP_SEEKER; setorigin (missile, w_shotorg); setmodel (missile, "models/hagarmissile.mdl"); // precision set below setsize (missile, '0 0 0', '0 0 0'); missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY; missile.effects = EF_LOWPRECISION; missile.modelflags = MF_TRACER3; missile.movetype = MOVETYPE_FLY; w_shotdir = w_shotdir + '0 0 0.3'; missile.velocity = (w_shotdir + randomvec() * cvar("g_balance_seeker_flac_spread")) * cvar("g_balance_seeker_flac_speed"); W_SetupProjectileVelocity(missile); missile.angles = vectoangles (missile.velocity); missile.flags = FL_PROJECTILE; } void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); } float w_seeker(float req) { if (req == WR_AIM) self.BUTTON_ATCK = bot_aim(cvar("g_balance_seeker_tag_speed"), 0, 20, FALSE); else if (req == WR_THINK) { if (self.BUTTON_ATCK) if (weapon_prepareattack(0, cvar("g_balance_seeker_tag_refire"))) { Seeker_Fire_Tag(); weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_tag_animtime"), w_ready); } if (self.BUTTON_ATCK2) if (weapon_prepareattack(1, cvar("g_balance_seeker_flac_refire"))) { Seeker_Fire_Flac(); weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_seeker_flac_animtime"), w_ready); } } else if (req == WR_PRECACHE) { precache_model ("models/hagarmissile.mdl"); precache_model ("models/tagrocket.md3"); precache_model ("models/weapons/g_seeker.md3"); precache_model ("models/weapons/v_seeker.md3"); precache_model ("models/weapons/w_seeker.zym"); precache_sound ("weapons/tag_fire.wav"); precache_sound ("weapons/tag_impact.wav"); precache_sound ("weapons/tagexp1.wav"); precache_sound ("weapons/tagexp2.wav"); precache_sound ("weapons/tagexp3.wav"); precache_sound ("weapons/tag_rocket_fly.wav"); precache_sound ("weapons/flac_fire.wav"); precache_sound ("weapons/flacexp1.wav"); precache_sound ("weapons/flacexp2.wav"); precache_sound ("weapons/flacexp3.wav"); precache_sound ("weapons/seeker_fire.wav"); precache_sound ("weapons/seekerexp1.wav"); precache_sound ("weapons/seekerexp2.wav"); precache_sound ("weapons/seekerexp3.wav"); } else if (req == WR_SETUP) weapon_setup(WEP_SEEKER); else if (req == WR_CHECKAMMO1) return self.ammo_rockets >= cvar("g_balance_seeker_tag_ammo") + cvar("g_balance_seeker_missile_ammo"); else if (req == WR_CHECKAMMO2) return self.ammo_rockets >= cvar("g_balance_seeker_flac_ammo"); else if (req == WR_SUICIDEMESSAGE) w_deathtypestring = "played with tiny rockets"; else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) w_deathtypestring = "ran into #'s flac"; else w_deathtypestring = "was tagged by"; } return TRUE; };