Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

fix some small bugs for gamemode fw #868

Closed
wants to merge 7 commits into from
Closed
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
14 changes: 10 additions & 4 deletions Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_fw.nut
Original file line number Diff line number Diff line change
Expand Up @@ -124,6 +124,10 @@ void function GamemodeFW_Init()
// _battery_port.gnut needs this
RegisterSignal( "BatteryActivate" )

// mp_thaw's intro spawnpoint have some problem, player can be stucked on the sky, so override it
if ( GetMapName() == "mp_thaw" )
SetSpawnpointGamemodeOverride( TEAM_DEATHMATCH )

AiGameModes_SetNPCWeapons( "npc_soldier", [ "mp_weapon_rspn101", "mp_weapon_dmr", "mp_weapon_r97", "mp_weapon_lmg" ] )
AiGameModes_SetNPCWeapons( "npc_spectre", [ "mp_weapon_hemlok_smg", "mp_weapon_doubletake", "mp_weapon_mastiff" ] )

Expand Down Expand Up @@ -459,7 +463,7 @@ bool function TryFWTerritoryDialogue( entity territory, entity player )

// the territory trigger will only save players and titans
array<entity> allEntsInside = GetAllEntitiesInTrigger( territory )
allEntsInside.removebyvalue( null ) // since we're using a fake trigger, need to check this
ArrayRemoveInvalid( allEntsInside ) // since we're using a fake trigger, need to check this
array<entity> friendliesInside // this means territory's friendly team
array<entity> enemiesInside // this means territory's enemy team
array<entity> enemyTitansInside
Expand Down Expand Up @@ -1342,8 +1346,8 @@ void function FWAreaThreatLevelThink_Threaded()
// check threats
array<entity> imcEntArray = GetAllEntitiesInTrigger( imcTerritory )
array<entity> mltEntArray = GetAllEntitiesInTrigger( mltTerritory )
imcEntArray.removebyvalue( null ) // since we're using a fake trigger, need to check this
mltEntArray.removebyvalue( null )
ArrayRemoveInvalid( imcEntArray ) // since we're using a fake trigger, need to check this
ArrayRemoveInvalid( mltEntArray )
foreach( entity ent in imcEntArray )
{
//print( ent )
Expand Down Expand Up @@ -1752,6 +1756,7 @@ void function FW_createHarvester()
fw_harvesterImc.harvester.Minimap_SetHeightTracking( true )
fw_harvesterImc.harvester.Minimap_SetZOrder( MINIMAP_Z_OBJECT )
fw_harvesterImc.harvester.Minimap_SetCustomState( eMinimapObject_prop_script.FD_HARVESTER )
SetObjectCanBeMeleed( fw_harvesterImc.harvester, true )
AddEntityCallback_OnFinalDamaged( fw_harvesterImc.harvester, OnHarvesterDamaged )
AddEntityCallback_OnPostDamaged( fw_harvesterImc.harvester, OnHarvesterPostDamaged )

Expand All @@ -1778,6 +1783,7 @@ void function FW_createHarvester()
fw_harvesterMlt.harvester.Minimap_SetHeightTracking( true )
fw_harvesterMlt.harvester.Minimap_SetZOrder( MINIMAP_Z_OBJECT )
fw_harvesterMlt.harvester.Minimap_SetCustomState( eMinimapObject_prop_script.FD_HARVESTER )
SetObjectCanBeMeleed( fw_harvesterMlt.harvester, true )
AddEntityCallback_OnFinalDamaged( fw_harvesterMlt.harvester, OnHarvesterDamaged )
AddEntityCallback_OnPostDamaged( fw_harvesterMlt.harvester, OnHarvesterPostDamaged )

Expand Down Expand Up @@ -2316,7 +2322,7 @@ function FW_UseBattery( batteryPortvar, playervar ) //actually void function( en
if( turretReplaced || teamChanged ) // replaced/hacked turret will spawn with 50% health
newHealth = int ( turret.GetMaxHealth() * GetCurrentPlaylistVarFloat( "fw_turret_hacked_health", TURRET_HACKED_HEALTH_PERCENTAGE ) )
// restore turret shield
int newShield = int ( min( turret.GetShieldHealthMax(), turret.GetShieldHealth() + ( turret.GetShieldHealth() * GetCurrentPlaylistVarFloat( "fw_turret_fixed_shield", TURRET_FIXED_SHIELD_PERCENTAGE ) ) ) )
int newShield = int( min( turret.GetShieldHealthMax(), turret.GetShieldHealth() + ( turret.GetShieldHealthMax() * GetCurrentPlaylistVarFloat( "fw_turret_fixed_shield", TURRET_FIXED_SHIELD_PERCENTAGE ) ) ) )
if( turretReplaced || teamChanged ) // replaced/hacked turret will spawn with 50% shield
newShield = int ( turret.GetShieldHealthMax() * GetCurrentPlaylistVarFloat( "fw_turret_hacked_shield", TURRET_HACKED_SHIELD_PERCENTAGE ) )
// only do team score event if turret's shields down, encourage players to hack more turrets
Expand Down
Loading