Пример #1
0
        public juggernaut()
        {
            Dictionary <string, Entity> juggSettings = new Dictionary <string, Entity>();

            juggSettings["juggernaut"] = GSCFunctions.SpawnStruct();
            juggSettings["juggernaut"].SetField("splashUsedName", "used_juggernaut");
            juggSettings["juggernaut"].SetField("overlay", "goggles_overlay");

            juggSettings["juggernaut_recon"] = GSCFunctions.SpawnStruct();
            juggSettings["juggernaut_recon"].SetField("splashUsedName", "used_juggernaut");
            juggSettings["juggernaut_recon"].SetField("overlay", "goggles_overlay");

            juggSettings["tjugg_juggernaut"] = GSCFunctions.SpawnStruct();
            juggSettings["tjugg_juggernaut"].SetField("splashUsedName", "callout_new_juggernaut");
            juggSettings["tjugg_juggernaut"].SetField("overlay", "goggles_overlay");

            juggSettings["jugg_juggernaut"] = GSCFunctions.SpawnStruct();
            juggSettings["jugg_juggernaut"].SetField("splashUsedName", "callout_new_juggernaut");
            juggSettings["jugg_juggernaut"].SetField("overlay", "goggles_overlay");

            level.SetField("juggSettings", new Parameter(juggSettings));

            foreach (string jugg in juggSettings.Keys)
            {
                //GSCFunctions.PreCacheShader(juggSettings[jugg].GetField<string>("overlay"));
                GSCFunctions.PreCacheShader("overlay_goggles");
            }
        }
Пример #2
0
 public heros()
 {
     //Call("precacheitem", "iw5_mk12spr_mp");
     GSCFunctions.PreCacheShellShock("dog_bite");
     GSCFunctions.PreCacheShader("compassping_portable_radar_sweep");
     tempestFX        = GSCFunctions.LoadFX("explosions/powerlines_c");
     fireflyFX        = GSCFunctions.LoadFX("misc/insects_carcass_runner");
     PlayerConnected += onPlayerConnect;
 }
Пример #3
0
        public Thrusters()
            : base()
        {
            GSCFunctions.PreCacheShader("line_horizontal");

            GSCFunctions.SetDevDvarIfUninitialized("g_thrusterType", 0);

            PlayerConnected += onPlayerConnect;
        }
Пример #4
0
 private void PreCachePerksHud()
 {
     GSCFunctions.PreCacheShader("specialty_longersprint_upgrade");
     GSCFunctions.PreCacheShader("specialty_fastreload_upgrade");
     GSCFunctions.PreCacheShader("specialty_quickdraw_upgrade");
     GSCFunctions.PreCacheShader("specialty_stalker_upgrade");
     GSCFunctions.PreCacheShader("specialty_coldblooded_upgrade");
     GSCFunctions.PreCacheShader("specialty_paint_upgrade");
     GSCFunctions.PreCacheShader("specialty_steadyaim_upgrade");
     GSCFunctions.PreCacheShader("specialty_quieter_upgrade");
 }
Пример #5
0
        public a10()
        {
            GSCFunctions.PreCacheModel("vehicle_a10_warthog");
            GSCFunctions.PreCacheMpAnim("MP_A10_strafing_run");

            GSCFunctions.PreCacheShader("compass_objpoint_a10_friendly");
            GSCFunctions.PreCacheShader("compass_objpoint_a10_enemy");
            GSCFunctions.PreCacheMiniMapIcon("compass_objpoint_a10_friendly");
            GSCFunctions.PreCacheMiniMapIcon("compass_objpoint_a10_enemy");

            Dictionary <string, int> a10_fx = new Dictionary <string, int>();

            a10_fx.Add("bullet_rain", GSCFunctions.LoadFX("misc/warthog_volley_runner"));
            a10_fx.Add("bullet_impacts", GSCFunctions.LoadFX("impacts/warthog_volley_runner"));
            a10_fx.Add("bullet_dust", GSCFunctions.LoadFX("dust/wing_drop_dust"));
            a10_fx.Add("afterburner", GSCFunctions.LoadFX("fire/jet_afterburner"));
            a10_fx.Add("contrail", GSCFunctions.LoadFX("smoke/jet_contrail"));
            a10_fx.Add("wingtip_light_green", GSCFunctions.LoadFX("misc/aircraft_light_wingtip_green"));
            a10_fx.Add("wingtip_light_red", GSCFunctions.LoadFX("misc/aircraft_light_wingtip_red"));
            level.SetField("a10_fx", new Parameter(a10_fx));

            level.SetField("a10MaxHealth", 350);
        }
Пример #6
0
        public ball()
        {
            string gametype = GSCFunctions.GetDvar("g_gametype");

            if (gametype != "ctf")
            {
                Log.Write(LogLevel.Info, "Gametype must be set to CTF for Uplink. Restarting...");
                GSCFunctions.SetDvar("g_gametype", "ctf");
                Utilities.ExecuteCommand("map_restart");
                return;
            }

            GSCFunctions.PreCacheItem(ballWeapon);
            GSCFunctions.PreCacheShader("waypoint_defend");
            GSCFunctions.PreCacheShader("waypoint_target");
            GSCFunctions.PreCacheShader("waypoint_kill");
            GSCFunctions.PreCacheShader("waypoint_targetneutral");
            GSCFunctions.PreCacheShader("equipment_emp_grenade");

            ballGlow      = GSCFunctions.LoadFX("misc/aircraft_light_wingtip_green");
            ballSiteFX    = GSCFunctions.LoadFX("misc/ui_flagbase_gold");
            alliesSiteFX  = GSCFunctions.LoadFX("misc/ui_flagbase_red");
            axisSiteFX    = GSCFunctions.LoadFX("misc/ui_flagbase_silver");
            ballContrail  = GSCFunctions.LoadFX("misc/light_semtex_geotrail");
            ballExplodeFX = GSCFunctions.LoadFX("explosions/emp_grenade");

            GSCFunctions.SetDevDvarIfUninitialized("scr_ball_scorelimit", 10);
            //GSCFunctions.SetDevDvarIfUninitialized("scr_ball_halftime", 0);
            //GSCFunctions.SetDevDvarIfUninitialized("scr_ball_overtime", 0);
            StartAsync(setGameScoreLimit());
            StartAsync(setGameHalftimeSetting());
            Log.Debug(isHalftime.ToString());

            //Delete flags
            Entity obj = GSCFunctions.GetEnt("ctf_zone_axis", "targetname");

            axisSite = obj.Origin;
            //obj.Delete();
            axisFlagBase = Entity.GetEntity(obj.EntRef);
            Entity flag = GSCFunctions.GetEnt("ctf_flag_axis", "targetname");

            //flag.Delete();
            axisFlag = Entity.GetEntity(flag.EntRef);
            Entity trig = GSCFunctions.GetEnt("ctf_trig_axis", "targetname");

            axisFlagTrig = Entity.GetEntity(trig.EntRef);
            obj          = GSCFunctions.GetEnt("ctf_zone_allies", "targetname");
            alliesSite   = obj.Origin;
            //obj.Delete();
            alliesFlagBase = Entity.GetEntity(obj.EntRef);
            flag           = GSCFunctions.GetEnt("ctf_flag_allies", "targetname");
            //flag.Delete();
            alliesFlag     = Entity.GetEntity(flag.EntRef);
            trig           = GSCFunctions.GetEnt("ctf_trig_allies", "targetname");
            alliesFlagTrig = Entity.GetEntity(trig.EntRef);

            StartAsync(getFlagTriggers());

            //Teleport flags under map and hide them
            axisFlagBase.Origin -= new Vector3(0, 0, 1000);
            axisFlagBase.Hide();
            axisFlag.Origin -= new Vector3(0, 0, 1000);
            axisFlag.Hide();
            axisFlagTrig.Origin   -= new Vector3(0, 0, 1000);
            alliesFlagBase.Origin -= new Vector3(0, 0, 1000);
            alliesFlagBase.Hide();
            alliesFlag.Origin -= new Vector3(0, 0, 1000);
            alliesFlag.Hide();
            alliesFlagTrig.Origin -= new Vector3(0, 0, 1000);

            //Init stations and ball locations
            site = GSCFunctions.GetEnt("sab_bomb", "targetname").Origin;
            spawnBall(site);
            StartAsync(spawnStations(alliesSite, axisSite));

            OnNotify("game_ended", (reason) =>
            {
                gameEnded = true;

                if ((int)GSCFunctions.GetMatchData("alliesScore") == 1)
                {
                    //GSCFunctions.SetDvar("scr_ball_halftime", 0);//Reset dvar if it's set
                    GSCFunctions.SetMatchData("alliesScore", 0);
                }

                if ((string)reason == "halftime")
                {
                    //GSCFunctions.SetDvar("scr_ball_halftime", 1);
                    GSCFunctions.SetMatchData("alliesScore", 1);
                }
            });
            OnNotify("prematch_over", () => prematchOver = true);

            //Set ball throw time
            GSCFunctions.SetDvar("perk_weapRateMultiplier", 0.3f);

            PlayerConnected += onPlayerConnect;
            Notified        += onNotify;

            StartAsync(initGameHud());
        }