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    **Seals**'s Avatar
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    Weapon won't shot

    Code:
    #include maps\mp\_utility;
    #include common_scripts\utility;
    
    
    init()
    {
    	level.ac130_use_duration = 90;
    	level.ac130_num_flares = 90;
    	
    	makeDvarServerInfo( "ui_ac130usetime", level.ac130_use_duration );
    	
    	precacheShader( "black" );
    	
    	precacheString( &"AC130_HUD_THERMAL_WHOT" );
    	precacheString( &"AC130_HUD_THERMAL_BHOT" );
    	precacheString( &"AC130_HUD_AGL" );
    	precacheString( &"MP_CIVILIAN_AIR_TRAFFIC" );
    	
    	precacheMenu( "ac130timer" );
    	
    	precacheModel( "vehicle_ac130_coop" );
    	precacheModel( "vehicle_pavelow" );
    	
    	precacheItem("ac130_25mm_mp");
    	precacheItem("ac130_40mm_mp");
    	precacheItem("heli_remote_mp");
    	precacheItem("ac130_105mm_mp");
    	
    	PrecacheMiniMapIcon( "compass_objpoint_ac130_friendly" );
    	PrecacheMiniMapIcon( "compass_objpoint_ac130_enemy" );
    	
    	precacheShellShock("ac130");
    
    	angelFlarePrecache();
    	
    	level._effect[ "cloud" ] 					= loadfx( "misc/ac130_cloud" );
    	level._effect[ "beacon" ] 					= loadfx( "misc/ir_beacon_coop" );
    	level._effect[ "ac130_explode" ] 			= loadfx( "explosions/aerial_explosion_ac130_coop" );
    	level._effect[ "ac130_flare" ] 				= loadfx( "misc/flares_cobra" );
    	level._effect[ "ac130_light_red" ] 			= loadfx( "misc/aircraft_light_wingtip_red" );
    	level._effect[ "ac130_light_white_blink" ] 	= loadfx( "misc/aircraft_light_white_blink" );
    	level._effect[ "ac130_light_red_blink" ]	= loadfx( "misc/aircraft_light_red_blink" );
    	level._effect[ "ac130_engineeffect" ]		= loadfx( "fire/jet_engine_ac130" );
    
    	// ac130 muzzleflash effects for player on ground to see
    	level._effect[ "coop_muzzleflash_105mm" ] = loadfx( "muzzleflashes/ac130_105mm" );
    	level._effect[ "coop_muzzleflash_40mm" ] = loadfx( "muzzleflashes/ac130_40mm" );
    	
    	level.radioForcedTransmissionQueue = [];
    	level.enemiesKilledInTimeWindow = 0;
    	level.lastRadioTransmission = getTime();
    	
    	level.color[ "white" ] = ( 1, 1, 1 );
    	level.color[ "red" ] = ( 1, 0, 0 );
    	level.color[ "blue" ] = ( .1, .3, 1 );
    	
    	level.cosine = [];
    	level.cosine[ "45" ] = cos( 45 );
    	level.cosine[ "5" ] = cos( 5 );
    	
    	level.HUDItem = [];
    	
    	level.physicsSphereRadius[ "ac130_25mm_mp" ] = 60;
    	level.physicsSphereRadius[ "ac130_40mm_mp" ] = 600;
    	level.physicsSphereRadius[ "ac130_105mm_mp" ] = 1000;
    	
    	level.physicsSphereForce[ "ac130_25mm_mp" ] = 0;
    	level.physicsSphereForce[ "ac130_40mm_mp" ] = 3.0;
    	level.physicsSphereForce[ "ac130_105mm_mp" ] = 6.0;
    	
    	level.weaponReloadTime[ "ac130_25mm_mp" ] = 1.5;
    	level.weaponReloadTime[ "ac130_40mm_mp" ] = 3.0;
    	level.weaponReloadTime[ "ac130_105mm_mp" ] = 5.0;
    	
    	level.ac130_Speed[ "move" ] = 250;
    	level.ac130_Speed[ "rotate" ] = 250;
    	
    	//flag_init( "ir_beakons_on" );
    	flag_init( "allow_context_sensative_dialog" );
    	flag_set( "allow_context_sensative_dialog" );
    	minimapOrigins = getEntArray( "minimap_corner", "targetname" );
    	ac130Origin = (0,0,0);
    	
    	if ( miniMapOrigins.size )
    		ac130Origin = maps\mp\gametypes\_spawnlogic::findBoxCenter( miniMapOrigins[0].origin, miniMapOrigins[1].origin );
    	
    	level.ac130 = spawn( "script_model", ac130Origin );
    	level.ac130 setModel( "c130_zoomrig" );
    	level.ac130.angles = ( 0, 115, 0 );
    	level.ac130.owner = undefined;
    	
    	level.ac130 hide();
    
    	level.ac130InUse = false;
    	
    	init_sounds();
    
    	thread rotatePlane( "on" );
    	thread ac130_spawn();
    	thread onPlayerConnect();
    	
    	thread handleIncomingStinger();
    	
    	level.killstreakFuncs["ac130"] = ::tryUseAC130;
    	
    	level.ac130Queue = [];
    }
    
    
    tryUseAC130( lifeId )
    {
    	if ( isDefined( level.civilianJetFlyBy ) )
    	{
    		self iPrintLnBold( &"MP_CIVILIAN_AIR_TRAFFIC" );
    		return false;
    	}
    /*
    	if ( isDefined( level.ac130player ) || level.ac130InUse )
    	{
    		self iPrintLnBold( &"MP_AIR_SPACE_TOO_CROWDED" );
    		return false;
    	}
    */
    
    	if ( self isUsingRemote() )
    	{
    		return false;
    	}
    
    	level.ac130InUse = true;
    	self setUsingRemote( "ac130" );
    	result = self maps\mp\killstreaks\_killstreaks::initRideKillstreak();
    	if ( result != "success" )
    	{
    		if ( result != "disconnect" )
    			self clearUsingRemote();
    
    		level.ac130InUse = false;
    		return false;
    	}	
    
    	self maps\mp\_matchdata::logKillstreakEvent( "ac130", self.origin );
    	
    	self.ac130LifeId = lifeId;
    	level.ac130.planeModel.crashed = undefined;
    
    	thread setAC130Player( self );
    	return true;
    }
    
    
    init_sounds()
    {
    	setAC130Ambience( "ambient_ac130_int1" );
    	
    	level.scr_sound["foo"]["bar"] = "";
    	//-------------------------------------------------------------------------------------------------
    	//CONTEXT SENSATIVE DIALOG
    	//-------------------------------------------------------------------------------------------------
    	
    	add_context_sensative_dialog( "ai", "in_sight", 0, "ac130_fco_moreenemy" );			// More enemy personnel.
    	add_context_sensative_dialog( "ai", "in_sight", 1, "ac130_fco_getthatguy" );		// Get that guy.
    	add_context_sensative_dialog( "ai", "in_sight", 2, "ac130_fco_guymovin" );			// Roger, guy movin'.
    	add_context_sensative_dialog( "ai", "in_sight", 3, "ac130_fco_getperson" );			// Get that person.
    	add_context_sensative_dialog( "ai", "in_sight", 4, "ac130_fco_guyrunnin" );			// Guy runnin'.
    	add_context_sensative_dialog( "ai", "in_sight", 5, "ac130_fco_gotarunner" );		// Uh, we got a runner here.
    	add_context_sensative_dialog( "ai", "in_sight", 6, "ac130_fco_backonthose" );		// Get back on those guys.
    	add_context_sensative_dialog( "ai", "in_sight", 7, "ac130_fco_gonnagethim" );		// You gonna get him?
    	add_context_sensative_dialog( "ai", "in_sight", 8, "ac130_fco_personnelthere" );	// Personnel right there.
    	add_context_sensative_dialog( "ai", "in_sight", 9, "ac130_fco_nailthoseguys" );		// Nail those guys.
    	add_context_sensative_dialog( "ai", "in_sight", 11, "ac130_fco_lightemup" );		// Light ?em up.
    	add_context_sensative_dialog( "ai", "in_sight", 12, "ac130_fco_takehimout" );		// Yeah take him out.
    	add_context_sensative_dialog( "ai", "in_sight", 14, "ac130_plt_yeahcleared" );		// Yeah, cleared to engage.
    	add_context_sensative_dialog( "ai", "in_sight", 15, "ac130_plt_copysmoke" );		// Copy, smoke ?em.
    	add_context_sensative_dialog( "ai", "in_sight", 16, "ac130_fco_rightthere" );		// Right there...tracking.
    	add_context_sensative_dialog( "ai", "in_sight", 17, "ac130_fco_tracking" );			// Tracking.
    	
    	add_context_sensative_dialog( "ai", "wounded_crawl", 0, "ac130_fco_movingagain" );		// Ok he?s moving again.
    	add_context_sensative_timeout( "ai", "wounded_crawl", undefined, 6 );
    	
    	add_context_sensative_dialog( "ai", "wounded_pain", 0, "ac130_fco_doveonground" );		// Yeah, he just dove on the ground.	
    	add_context_sensative_dialog( "ai", "wounded_pain", 1, "ac130_fco_knockedwind" );		// Probably just knocked the wind out of him.
    	add_context_sensative_dialog( "ai", "wounded_pain", 2, "ac130_fco_downstillmoving" );	// That guy's down but still moving.
    	add_context_sensative_dialog( "ai", "wounded_pain", 3, "ac130_fco_gettinbackup" );		// He's gettin' back up.
    	add_context_sensative_dialog( "ai", "wounded_pain", 4, "ac130_fco_yepstillmoving" );	// Yep, that guy?s still moving.
    	add_context_sensative_dialog( "ai", "wounded_pain", 5, "ac130_fco_stillmoving" );		// He's still moving.
    	add_context_sensative_timeout( "ai", "wounded_pain", undefined, 12 );
    	
    	add_context_sensative_dialog( "weapons", "105mm_ready", 0, "ac130_gnr_gunready1" );
    	
    	add_context_sensative_dialog( "weapons", "105mm_fired", 0, "ac130_gnr_shot1" );
    	
    	add_context_sensative_dialog( "plane", "rolling_in", 0, "ac130_plt_rollinin" );
    	
    	add_context_sensative_dialog( "explosion", "secondary", 0, "ac130_nav_secondaries1" );
    	add_context_sensative_dialog( "explosion", "secondary", 1, "ac130_tvo_directsecondary1" );
    	add_context_sensative_dialog( "explosion", "secondary", 1, "ac130_tvo_directsecondary2" );
    	add_context_sensative_timeout( "explosion", "secondary", undefined, 7 );
    	
    	add_context_sensative_dialog( "kill", "single", 0, "ac130_plt_gottahurt" );			// Ooo that's gotta hurt.
    	add_context_sensative_dialog( "kill", "single", 1, "ac130_fco_iseepieces" );		// Yeah, good kill. I see lots of little pieces down there.
    	add_context_sensative_dialog( "kill", "single", 2, "ac130_fco_oopsiedaisy" );		// (chuckling) Oopsie-daisy.
    	add_context_sensative_dialog( "kill", "single", 3, "ac130_fco_goodkill" );			// Good kill good kill.
    	add_context_sensative_dialog( "kill", "single", 4, "ac130_fco_yougothim" );			// You got him.
    	add_context_sensative_dialog( "kill", "single", 5, "ac130_fco_yougothim2" );		// You got him!
    	add_context_sensative_dialog( "kill", "single", 6, "ac130_fco_thatsahit" );			// That's a hit.
    	add_context_sensative_dialog( "kill", "single", 7, "ac130_fco_directhit" );			// Direct hit.
    	add_context_sensative_dialog( "kill", "single", 8, "ac130_fco_rightontarget" );		// Yep, that was right on target.
    	add_context_sensative_dialog( "kill", "single", 9, "ac130_fco_okyougothim" );		// Ok, you got him. Get back on the other guys.
    	add_context_sensative_dialog( "kill", "single", 10, "ac130_fco_within2feet" );		// All right you got the guy. That might have been within two feet of him.
    	
    	add_context_sensative_dialog( "kill", "small_group", 0, "ac130_fco_nice" );			// (chuckling) Niiiice.
    	add_context_sensative_dialog( "kill", "small_group", 1, "ac130_fco_directhits" );	// Yeah, direct hits right there.
    	add_context_sensative_dialog( "kill", "small_group", 2, "ac130_fco_iseepieces" );	// Yeah, good kill. I see lots of little pieces down there.
    	add_context_sensative_dialog( "kill", "small_group", 3, "ac130_fco_goodkill" );		// Good kill good kill.
    	add_context_sensative_dialog( "kill", "small_group", 4, "ac130_fco_yougothim" );	// You got him.
    	add_context_sensative_dialog( "kill", "small_group", 5, "ac130_fco_yougothim2" );	// You got him!
    	add_context_sensative_dialog( "kill", "small_group", 6, "ac130_fco_thatsahit" );	// That's a hit.
    	add_context_sensative_dialog( "kill", "small_group", 7, "ac130_fco_directhit" );	// Direct hit.
    	add_context_sensative_dialog( "kill", "small_group", 8, "ac130_fco_rightontarget" );// Yep, that was right on target.
    	add_context_sensative_dialog( "kill", "small_group", 9, "ac130_fco_okyougothim" );	// Ok, you got him. Get back on the other guys.
    	
    	add_context_sensative_dialog( "misc", "action", 0, "ac130_plt_scanrange" );		// Set scan range.
    	add_context_sensative_timeout( "misc", "action", 0, 70 );
    	
    	add_context_sensative_dialog( "misc", "action", 1, "ac130_plt_cleanup" );		// Clean up that signal.
    	add_context_sensative_timeout( "misc", "action", 1, 80 );
    	
    	add_context_sensative_dialog( "misc", "action", 2, "ac130_plt_targetreset" );	// Target reset.
    	add_context_sensative_timeout( "misc", "action", 2, 55 );
    	
    	add_context_sensative_dialog( "misc", "action", 3, "ac130_plt_azimuthsweep" );	// Recalibrate azimuth sweep angle. Adjust elevation scan.
    	add_context_sensative_timeout( "misc", "action", 3, 100 );
    }
    
    
    add_context_sensative_dialog( name1, name2, group, soundAlias )
    {
    	assert( isdefined( name1 ) );
    	assert( isdefined( name2 ) );
    	assert( isdefined( group ) );
    	assert( isdefined( soundAlias ) );
    
    	fullSoundAlias = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + soundAlias;
    	assertex( soundexists( fullSoundAlias ), "ERROR: missing soundalias " + fullSoundAlias );
    
    	fullSoundAlias = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + soundAlias;
    	assertex( soundexists( fullSoundAlias ), "ERROR: missing soundalias " + fullSoundAlias );
    	
    	if( ( !isdefined( level.scr_sound[ name1 ] ) ) || ( !isdefined( level.scr_sound[ name1 ][ name2 ] ) ) || ( !isdefined( level.scr_sound[ name1 ][ name2 ][group] ) ) )
    	{
    		// creating group for the first time
    		level.scr_sound[ name1 ][ name2 ][group] = spawnStruct();
    		level.scr_sound[ name1 ][ name2 ][group].played = false;
    		level.scr_sound[ name1 ][ name2 ][group].sounds = [];
    	}
    	
    	//group exists, add the sound to the array
    	index = level.scr_sound[ name1 ][ name2 ][group].sounds.size;
    	level.scr_sound[ name1 ][ name2 ][group].sounds[index] = soundAlias;
    }
    
    
    add_context_sensative_timeout( name1, name2, groupNum, timeoutDuration )
    {
    	if( !isdefined( level.context_sensative_dialog_timeouts ) )
    		level.context_sensative_dialog_timeouts = [];
    	
    	createStruct = false;
    	if ( !isdefined( level.context_sensative_dialog_timeouts[ name1 ] ) )
    		createStruct = true;
    	else if ( !isdefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ] ) )
    		createStruct = true;
    	if ( createStruct )
    		level.context_sensative_dialog_timeouts[ name1 ][ name2 ] = spawnStruct();
    	
    	if ( isdefined( groupNum ) )
    	{
    		level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups = [];
    		level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ] = spawnStruct();
    		level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v["timeoutDuration"] = timeoutDuration * 1000;
    		level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v["lastPlayed"] = ( timeoutDuration * -1000 );
    	}
    	else
    	{
    		level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v["timeoutDuration"] = timeoutDuration * 1000;
    		level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v["lastPlayed"] = ( timeoutDuration * -1000 );
    	}
    }
    
    
    /* 
     ============= 
    ///ScriptDocBegin
    "Name: play_sound_on_entity( <alias> )"
    "Summary: Play the specified sound alias on an entity at it's origin"
    "Module: Sound"
    "CallOn: An entity"
    "MandatoryArg: <alias> : Sound alias to play"
    "Example: level.player play_sound_on_entity( "breathing_better" );"
    "SPMP: singleplayer"
    ///ScriptDocEnd
     ============= 
     */ 
    play_sound_on_entity( alias )
    {
    	play_sound_on_tag( alias );
    }
    
    within_fov( start_origin, start_angles, end_origin, fov )
    {
    	normal = vectorNormalize( end_origin - start_origin );
    	forward = anglestoforward( start_angles );
    	dot = vectorDot( forward, normal );
    
    	return dot >= fov;
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: array_remove_nokeys( <ents> , <remover> )"
    "Summary: array_remove used on non keyed arrays doesn't flip the array "
    "Module: Utility"
    "CallOn: Level"
    "MandatoryArg: <ents>: array to remove from"
    "MandatoryArg: <remover>: thing to remove from the array"
    "Example: "
    "SPMP: singleplayer"
    ///ScriptDocEnd
    =============
    */
    
    array_remove_nokeys( ents, remover )
    {
    	newents = [];
    	for ( i = 0; i < ents.size; i++ )
    		if ( ents[ i ] != remover )
    			newents[ newents.size ] = ents[ i ];
    	return newents;
    }
    
    array_remove_index( array, index )
    {
    	newArray = [];
    	keys = getArrayKeys( array );
    	for ( i = ( keys.size - 1 );i >= 0 ; i -- )
    	{
    		if ( keys[ i ] != index )
    			newArray[ newArray.size ] = array[ keys[ i ] ];
    	}
    
    	return newArray;
    }
    
    
    string( num )
    {
    	return( "" + num );
    }
    
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    		
    		player thread onPlayerSpawned();
    	}
    }
    
    
    onPlayerSpawned()
    {
    	self endon("disconnect");
    
    	for(;;)
    	{
    		self waittill("spawned_player");
    	}
    }
    
    
    deleteOnAC130PlayerRemoved()
    {
    	level waittill ( "ac130player_removed" );
    	
    	self delete();
    }
    
    setAC130Player( player )
    {
    	self endon ( "ac130player_removed" );
    	
    	assert( !isDefined( level.ac130player ) );
    	level.ac130player = player;
    	level.ac130.owner = player;
    	level.ac130.planeModel show();
    	level.ac130.planemodel thread playAC130Effects();
    	level.ac130.incomingMissile = false;
    	
    	level.ac130.planeModel playLoopSound( "veh_ac130_ext_dist" );
    
    	level.ac130.planeModel.maxhealth = 1000;
    	level.ac130.planeModel.health = level.ac130.planeModel.maxhealth;
    
    	objModel = spawnPlane( player, "script_model", level.ac130.planeModel.origin, "compass_objpoint_ac130_friendly", "compass_objpoint_ac130_enemy" );
    	objModel linkTo( level.ac130, "tag_player", ( 0, 80, 32 ), ( 0, -90, 0 ) );
    	objModel thread deleteOnAC130PlayerRemoved();
    	
    	player startAC130();
    	player openMenu( "ac130timer" );
    
    	level.ac130.numFlares = level.ac130_num_flares;
    
    /*
    	result = player maps\mp\killstreaks\_killstreaks::initRideKillstreak();
    	if ( result != "success" )
    	{
    		if ( result != "disconnect" )
    		{
    			if ( result == "fail" )
    				player maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", player.ac130LifeId == player.pers["deaths"], false );
    
    			level thread removeAC130Player( player, result == "disconnect" );
    		}
    
    		return;
    	}
    */
    	thread teamPlayerCardSplash( "used_ac130", player );
    	
    	player VisionSetThermalForPlayer( "black_bw", 0 );
    	player ThermalVisionOn();
    	player ThermalVisionFOFOverlayOn();
    
    	if ( getDvarInt( "camera_thirdPerson" ) )
    		player setThirdPersonDOF( false );
    	
    	//player _giveWeapon("ac130_105mm_mp");
    	player _giveWeapon("ac130_40mm_mp");
    	//player _giveWeapon("ac130_25mm_mp");
    	player _giveWeapon("heli_remote_mp");
    	player SwitchToWeapon("heli_remote_mp");
    
    	player thread overlay( player );
    	player thread attachPlayer( player );
    	player thread changeWeapons();
    	player thread weaponFiredThread();
    	player thread thermalVision();
    	player thread context_Sensative_Dialog();
    	player thread shotFired();
    	player thread clouds();
    	//thread maps\_ac130_amb::main();
    	
    	player thread removeAC130PlayerAfterTime( level.ac130_use_duration * player.killStreakScaler);
    	player thread removeAC130PlayerOnDisconnect();
    	player thread removeAC130PlayerOnChangeTeams();
    	player thread removeAC130PlayerOnSpectate();
    	//player thread removeAC130PlayerOnDeath();
    	player thread removeAC130PlayerOnCrash();
    	//player thread removeAC130PlayerOnGameEnd();
    	player thread removeAC130PlayerOnGameCleanup();
    	
    	thread AC130_AltScene();
    }
    
    playAC130Effects()
    {
    	wait .05;
    	PlayFXOnTag( level._effect[ "ac130_light_red_blink" ] , self, "tag_light_belly" );
    	PlayFXOnTag( level._effect[ "ac130_engineeffect" ] , self, "tag_body" );
    	wait .5;
    	PlayFXOnTag( level._effect[ "ac130_light_white_blink" ] , self, "tag_light_tail" );
    	PlayFXOnTag( level._effect[ "ac130_light_red" ] , self, "tag_light_top" );
    }
    
    AC130_AltScene()
    {
    	// need team check
    	foreach ( player in level.players )
    	{
    		if ( player != level.ac130player && player.team == level.ac130player.team )
    			player thread setAltSceneObj( level.ac130.cameraModel, "tag_origin", 20 );
    	}
    }
    
    
    removeAC130PlayerOnGameEnd()
    {
    	self endon ( "ac130player_removed" );
    	
    	level waittill ( "game_ended" );
    
    	level thread removeAC130Player( self, false );
    }
    
    
    removeAC130PlayerOnGameCleanup()
    {
    	self endon ( "ac130player_removed" );
    	
    	level waittill ( "game_cleanup" );
    
    	level thread removeAC130Player( self, false );
    }
    
    
    removeAC130PlayerOnDeath()
    {
    	self endon ( "ac130player_removed" );
    	
    	self waittill ( "death" );
    
    	level thread removeAC130Player( self, false );
    }
    
    
    removeAC130PlayerOnCrash()
    {
    	self endon ( "ac130player_removed" );
    	
    	level.ac130.planeModel waittill ( "crashing" );
    
    	level thread removeAC130Player( self, false );
    }
    
    
    removeAC130PlayerOnDisconnect()
    {
    	self endon ( "ac130player_removed" );
    
    	self waittill ( "disconnect" );
    
    	level thread removeAC130Player( self, true );
    }
    
    removeAC130PlayerOnChangeTeams()
    {
    	self endon ( "ac130player_removed" );
    
    	self waittill ( "joined_team" );
    
    	level thread removeAC130Player( self, false);
    }
    
    removeAC130PlayerOnSpectate()
    {
    	self endon ( "ac130player_removed" );
    
    	self waittill_any ( "joined_spectators", "spawned" );
    
    	level thread removeAC130Player( self, false);
    }
    
    removeAC130PlayerAfterTime( removeDelay )
    {
    	self endon ( "ac130player_removed" );
    	
    	maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause( removeDelay );
    	
    	level thread removeAC130Player( self, false );
    }
    
    
    removeAC130Player( player, disconnected )
    {
    	player notify ( "ac130player_removed" );
    	level notify ( "ac130player_removed" );
    	
    	level.ac130.cameraModel notify ( "death" );
    	
    	waittillframeend;
    
    	if ( !disconnected )
    	{
    		player clearUsingRemote();
    
    		player stopLocalSound( "missile_incoming" ); 
    
    		player show();
    		player unlink();
    
    		player ThermalVisionOff();
    		player ThermalVisionFOFOverlayOff();
    		player visionSetThermalForPlayer( game["thermal_vision"], 0 );
    		player setBlurForPlayer( 0, 0 );
    		player stopAC130();
    
    		if ( getDvarInt( "camera_thirdPerson" ) )
    			player setThirdPersonDOF( true );
    
    		weaponList = player GetWeaponsListExclusives();
    		foreach ( weapon in weaponList )
    			player takeWeapon( weapon );
    
    		if ( isDefined( player.darkScreenOverlay ) )
    			player.darkScreenOverlay destroy();	
    
    		keys = getArrayKeys( level.HUDItem );	
    		
    		foreach ( key in keys )
    		{
    			level.HUDItem[key] destroy();
    			level.HUDItem[key] = undefined;
    		}
    	}
    	
    	// delay before AC130 can be used again
    	wait ( 0.5 );
    	
    	level.ac130.planeModel playSound( "veh_ac130_ext_dist_fade" );
    	
    	wait ( 0.5 );
    
    	// TODO: this might already be undefined if the player disconnected... need a better solution.
    	// we could set it to "true" or something... but we'll have to check places it is used for potential issues with that.
    	level.ac130player = undefined;
    	level.ac130.planeModel hide();
    	level.ac130.planeModel stopLoopSound();
    	
    	if ( isDefined( level.ac130.planeModel.crashed ) )
    	{
    		level.ac130InUse = false;
    		return;
    	}
    	
    	ac130model = spawn( "script_model", level.ac130.planeModel getTagOrigin( "tag_origin" ) );
    	ac130model.angles = level.ac130.planeModel.angles;
    	ac130model setModel( "vehicle_pavelow" );
    	destPoint = ac130model.origin + vector_multiply( anglestoright( ac130model.angles ), 20000 );
    
    	ac130model thread playAC130Effects();	
    	ac130model moveTo( destPoint, 40.0, 0.0, 0.0 );
    	ac130model thread deployFlares( true );
    	
    	self PlayerLinkWeaponviewToDelta( ac130model, "tag_player", 1.0, 180, 180, 0, 180, true );
    
    	wait ( 5.0 );
    	ac130model thread deployFlares( true );
    
    	wait ( 5.0 );
    	ac130model thread deployFlares( true );
    
    	level.ac130InUse = false;
    
    	wait ( 30.0 );
    
    	ac130model delete();
    }
    
    
    damageTracker()
    {
    	for ( ;; )
    	{
    		self waittill ( "damage", damage, attacker, dir, point, type );
    
    		if ( isDefined( level.ac130player ) && level.teambased && isPlayer( attacker ) && attacker.team == level.ac130player.team && !isDefined( level.nukeDetonated ) )
    		{
    			self.health += damage;
    			continue;
    		}
    
    		if ( type == "MOD_RIFLE_BULLET" || type == "MOD_PISTOL_BULLET" || type == "MOD_EXPLOSIVE_BULLET" )
    		{
    			self.health += damage;
    			continue;
    		}
    		
    		if ( isPlayer( attacker ) )
    		{
    			attacker maps\mp\gametypes\_damagefeedback::updateDamageFeedback( "" );
    			if ( attacker _hasPerk( "specialty_armorpiercing" ) )
    			{
    				damageAdd = damage*level.armorPiercingMod;
    				self.health -= int(damageAdd);
    			}
    		}
    		
    		if ( self.health <= 0 )
    		{
    	
    			if ( isPlayer( attacker ) )
    			{
    				thread maps\mp\gametypes\_missions::vehicleKilled( level.ac130player, self, undefined, attacker, damage, type );
    				thread teamPlayerCardSplash( "callout_destroyed_ac130", attacker );
    				attacker thread maps\mp\gametypes\_rank::giveRankXP( "kill", 400 );
    				attacker notify( "destroyed_killstreak" );
    			}
    
    			level thread crashPlane( 10.0 );
    		}
    	}
    }
    
    
    ac130_spawn()
    {
    	wait 0.05;
    	
    	ac130model = spawn( "script_model", level.ac130 getTagOrigin( "tag_player" ) );
    	ac130model setModel( "vehicle_ac130_coop" );
    	
    	ac130model setCanDamage( true );
    	ac130model.maxhealth = 1000;
    	ac130model.health = ac130model.maxhealth;
    	ac130model thread damageTracker();
    		
    	//ac130model linkTo( level.ac130, "tag_player", ( 0, 0, 32 ), ( -25, 0, 0 ) );
    	ac130model linkTo( level.ac130, "tag_player", ( 0, 80, 32 ), ( -25, 0, 0 ) );
    	level.ac130.planeModel = ac130model;
    	level.ac130.planeModel hide();
    
    	ac130CameraModel = spawn( "script_model", level.ac130 getTagOrigin( "tag_player" ) );
    	ac130CameraModel setModel( "tag_origin" );
    	ac130CameraModel hide();
    
    	ac130CameraModel linkTo( level.ac130, "tag_player", ( 0, 0, 32 ), ( -25, 0, 0 ) );
    	level.ac130.cameraModel = ac130CameraModel;
    	
    	level.ac130player = level.players[0];
    }
    
    
    overlay( player )
    {
    	level.HUDItem = [];
    	
    	thermalEnabled =  getIntProperty( "ac130_hud_text_thermal", 0 );
    	if ( thermalEnabled )
    	{
    		level.HUDItem[ "thermal_mode" ] = newClientHudElem( player );
    		level.HUDItem[ "thermal_mode" ].x = -80;
    		level.HUDItem[ "thermal_mode" ].y = 50;
    		level.HUDItem[ "thermal_mode" ].alignX = "right";
    		level.HUDItem[ "thermal_mode" ].alignY = "top";
    		level.HUDItem[ "thermal_mode" ].horzAlign = "right";
    		level.HUDItem[ "thermal_mode" ].vertAlign = "top";
    		level.HUDItem[ "thermal_mode" ].fontScale = 2.5;
    		level.HUDItem[ "thermal_mode" ] settext ( &"AC130_HUD_THERMAL_WHOT" );
    		level.HUDItem[ "thermal_mode" ].alpha = 1.0;
    	}
    	
    	if( !level.splitscreen )
    		player thread overlay_coords();
    	
    	if ( thermalEnabled )
    	{
    		player setBlurForPlayer( 1.2, 0 );
    	}
    }
    
    
    hud_timer( duration )
    {
    	self endon ( "ac130player_removed" );
    	
    	level.HUDItem[ "timer" ] = newClientHudElem( self );
    	level.HUDItem[ "timer" ].x = -100;
    	level.HUDItem[ "timer" ].y = 0;
    	level.HUDItem[ "timer" ].alignX = "right";
    	level.HUDItem[ "timer" ].alignY = "bottom";
    	level.HUDItem[ "timer" ].horzAlign = "right_adjustable";
    	level.HUDItem[ "timer" ].vertAlign = "bottom_adjustable";
    	level.HUDItem[ "timer" ].fontScale = 2.5;
    	level.HUDItem[ "timer" ] setTimer( 1.0 );
    	level.HUDItem[ "timer" ].alpha = 1.0;
    	
    	level.HUDItem[ "timer" ] setTimer( duration );
    }
    
    
    overlay_coords()
    {
    	self endon ( "ac130player_removed" );
    	
    	level.HUDItem[ "coordinate_long" ] = newClientHudElem( self );
    	level.HUDItem[ "coordinate_long" ].x = -100;
    	level.HUDItem[ "coordinate_long" ].y = 0;
    	level.HUDItem[ "coordinate_long" ].alignX = "right";
    	level.HUDItem[ "coordinate_long" ].alignY = "top";
    	level.HUDItem[ "coordinate_long" ].horzAlign = "right";
    	level.HUDItem[ "coordinate_long" ].vertAlign = "top";
    	level.HUDItem[ "coordinate_long" ].fontScale = 2.5;
    	level.HUDItem[ "coordinate_long" ].alpha = 1.0;
    	
    	level.HUDItem[ "coordinate_lat" ] = newClientHudElem( self );
    	level.HUDItem[ "coordinate_lat" ].x = 0;
    	level.HUDItem[ "coordinate_lat" ].y = 0;
    	level.HUDItem[ "coordinate_lat" ].alignX = "right";
    	level.HUDItem[ "coordinate_lat" ].alignY = "top";
    	level.HUDItem[ "coordinate_lat" ].horzAlign = "right";
    	level.HUDItem[ "coordinate_lat" ].vertAlign = "top";
    	level.HUDItem[ "coordinate_lat" ].fontScale = 2.5;
    	level.HUDItem[ "coordinate_lat" ].alpha = 1.0;
    	
    	level.HUDItem[ "coordinate_agl" ] = newClientHudElem( self );
    	level.HUDItem[ "coordinate_agl" ].x = 0;
    	level.HUDItem[ "coordinate_agl" ].y = 20;
    	level.HUDItem[ "coordinate_agl" ].alignX = "right";
    	level.HUDItem[ "coordinate_agl" ].alignY = "top";
    	level.HUDItem[ "coordinate_agl" ].horzAlign = "right";
    	level.HUDItem[ "coordinate_agl" ].vertAlign = "top";
    	level.HUDItem[ "coordinate_agl" ].fontScale = 2.5;
    	level.HUDItem[ "coordinate_agl" ].label = ( &"AC130_HUD_AGL" );
    	level.HUDItem[ "coordinate_agl" ].alpha = 1.0;
    		
    	wait 0.05;
    	for(;;)
    	{
    		level.HUDItem[ "coordinate_long" ] setValue( abs( int( self.origin[0] ) ) );
    		level.HUDItem[ "coordinate_lat" ] setValue( abs( int( self.origin[1] ) ) );
    		
    		pos = physicstrace( self.origin, self.origin - ( 0, 0, 100000 ) );
    		if( ( isdefined( pos ) ) && ( isdefined( pos[2] ) ) )
    		{
    			alt = ( ( self.origin[2] - pos[2] ) * 1.5 );
    			level.HUDItem[ "coordinate_agl" ] setValue( abs( int( alt ) ) );
    		}
    		
    		wait ( 0.75 + randomfloat( 2 ) );
    	}
    }
    
    
    ac130ShellShock()
    {
    	self endon ( "ac130player_removed" );
    
    	level endon( "post_effects_disabled" );
    	duration = 5;
    	for (;;)
    	{
    		self shellshock( "ac130", duration );
    		wait duration;
    	}
    }
    
    
    rotatePlane( toggle )
    {
    	level notify("stop_rotatePlane_thread");
    	level endon("stop_rotatePlane_thread");
    	
    	if (toggle == "on")
    	{
    		rampupDegrees = 10;
    		rotateTime = ( level.ac130_Speed[ "rotate" ] / 360 ) * rampupDegrees;
    		level.ac130 rotateyaw( level.ac130.angles[ 2 ] + rampupDegrees, rotateTime, rotateTime, 0 );
    		
    		for (;;)
    		{
    			level.ac130 rotateyaw( 360, level.ac130_Speed[ "rotate" ] );
    			wait level.ac130_Speed[ "rotate" ];
    		}
    	}
    	else if (toggle == "off")
    	{
    		slowdownDegrees = 10;
    		rotateTime = ( level.ac130_Speed[ "rotate" ] / 360 ) * slowdownDegrees;
    		level.ac130 rotateyaw( level.ac130.angles[ 2 ] + slowdownDegrees, rotateTime, 0, rotateTime );
    	}
    }
    
    
    attachPlayer( player )
    {
    	self PlayerLinkWeaponviewToDelta( level.ac130, "tag_player", 1.0, 35, 35, 35, 35 );
    	self setPlayerAngles( level.ac130 getTagAngles( "tag_player" ) );	
    }
    
    
    changeWeapons()
    {
    	self endon ( "ac130player_removed" );
    
    	wait( 0.05 );
    	self EnableWeapons();
    
    	for(;;)
    	{
    		self waittill ( "change_weapon", newWeapon );
    
    		self thread play_sound_on_entity( "ac130_weapon_switch" );	
    	}
    }
    
    
    weaponFiredThread()
    {
    	self endon ( "ac130player_removed" );
    
    	for(;;)
    	{
    		self waittill( "weapon_fired" );
    		
    		weapon = self getCurrentWeapon();
    		
    		if ( weapon == "ac130_105mm_mp" )
    		{
    			self thread gun_fired_and_ready_105mm();			
    			earthquake (0.2, 1, level.ac130.planeModel.origin, 1000);
    		}
    		else if ( weapon == "ac130_40mm_mp" )
    		{
    			earthquake (0.1, 0.5, level.ac130.planeModel.origin, 1000);
    		}
    
    		if ( self getWeaponAmmoClip( weapon ) )
    			continue;
    			
    		self thread weaponReload( weapon );
    	}
    }
    
    
    weaponReload( weapon )
    {
    	self endon ( "ac130player_removed" );
    
    	wait level.weaponReloadTime[ weapon ];
    	
    	self setWeaponAmmoClip( weapon, 9999 );
    	
    	// force the reload to stop if we're currently using the weapon
    	if ( self getCurrentWeapon() == weapon )
    	{
    		self takeWeapon( weapon );
    		self _giveWeapon( weapon );
    		self switchToWeapon( weapon );
    	}
    }
    
    
    thermalVision()
    {
    	self endon ( "ac130player_removed" );
    	
    	if ( getIntProperty( "ac130_thermal_enabled", 1 ) == 0 )
    		return;
    	
    	inverted = false;
    
    	self visionSetThermalForPlayer( game["thermal_vision"], 1 );
    
    	self notifyOnPlayerCommand( "switch thermal", "+usereload" );
    
    	for (;;)
    	{
    		self waittill ( "switch thermal" );
    		
    		if ( !inverted )
    		{
    			self visionSetThermalForPlayer( "missilecam", 0.62 );
    			if ( isdefined( level.HUDItem[ "thermal_mode" ] ) )
    				level.HUDItem[ "thermal_mode" ] settext ( &"AC130_HUD_THERMAL_BHOT" );
    		}
    		else
    		{
    			self visionSetThermalForPlayer( game["thermal_vision"], 0.51 );
    			if ( isdefined( level.HUDItem[ "thermal_mode" ] ) )
    				level.HUDItem[ "thermal_mode" ] settext ( &"AC130_HUD_THERMAL_WHOT" );
    		}
    
    		inverted = !inverted;
    	}
    }
    
    
    
    
    clouds()
    {
    	self endon ( "ac130player_removed" );
    
    	wait 6;
    	clouds_create();
    	for(;;)
    	{
    		wait( randomfloatrange( 40, 80 ) );
    		clouds_create();
    	}
    }
    
    
    clouds_create()
    {
    	if ( ( isdefined( level.playerWeapon ) ) && ( issubstr( tolower( level.playerWeapon ), "25" ) ) )
    		return;
    	playfxontagforclients( level._effect[ "cloud" ], level.ac130, "tag_player", level.ac130player );
    }
    
    
    gun_fired_and_ready_105mm()
    {
    	self endon ( "ac130player_removed" );
    	level notify( "gun_fired_and_ready_105mm" );
    	level endon( "gun_fired_and_ready_105mm" );
    	
    	wait 0.5;
    	
    	if ( randomint( 2 ) == 0 )
    		thread context_Sensative_Dialog_Play_Random_Group_Sound( "weapons", "105mm_fired" );
    	
    	wait 5.0;
    	
    	thread context_Sensative_Dialog_Play_Random_Group_Sound( "weapons", "105mm_ready" );
    }
    
    
    shotFired()
    {
    	self endon ( "ac130player_removed" );
    	
    	for (;;)
    	{
    		self waittill( "projectile_impact", weaponName, position, radius );
    		
    		if ( issubstr( tolower( weaponName ), "105" ) )
    		{
    			earthquake( 0.4, 1.0, position, 3500 );
    			self thread shotFiredDarkScreenOverlay();
    		}
    		else if ( issubstr( tolower( weaponName ), "40" ) )
    		{
    			earthquake( 0.2, 0.5, position, 2000 );
    		}
    		
    		if ( getIntProperty( "ac130_ragdoll_deaths", 0 ) )
    			thread shotFiredPhysicsSphere( position, weaponName );
    			
    		wait 0.05;
    	}
    }
    
    
    shotFiredPhysicsSphere( center, weapon )
    {
    	wait 0.1;
    	physicsExplosionSphere( center, level.physicsSphereRadius[ weapon ], level.physicsSphereRadius[ weapon ] / 2, level.physicsSphereForce[ weapon ] );
    }
    
    
    shotFiredDarkScreenOverlay()
    {
    	self endon( "ac130player_removed" );
    	self notify( "darkScreenOverlay" );
    	self endon( "darkScreenOverlay" );
    	
    	if ( !isdefined( self.darkScreenOverlay ) )
    	{
    		self.darkScreenOverlay = newClientHudElem( self );
    		self.darkScreenOverlay.x = 0;
    		self.darkScreenOverlay.y = 0;
    		self.darkScreenOverlay.alignX = "left";
    		self.darkScreenOverlay.alignY = "top";
    		self.darkScreenOverlay.horzAlign = "fullscreen";
    		self.darkScreenOverlay.vertAlign = "fullscreen";
    		self.darkScreenOverlay setshader ( "black", 640, 480 );
    		self.darkScreenOverlay.sort = -10;
    		self.darkScreenOverlay.alpha = 0.0;
    	}
    	
    	self.darkScreenOverlay.alpha = 0.0;
    	self.darkScreenOverlay fadeOverTime( 0.2 );
    	self.darkScreenOverlay.alpha = 0.6;
    	wait 0.4;
    	self.darkScreenOverlay fadeOverTime( 0.8 );
    	self.darkScreenOverlay.alpha = 0.0;
    }
    
    
    add_beacon_effect()
    {
    	self endon( "death" );
    	
    	flashDelay = 0.75;
    	
    	wait randomfloat(3.0);
    	for (;;)
    	{
    		if ( level.ac130player )
    			playfxontagforclients( level._effect[ "beacon" ], self, "j_spine4", level.ac130player );
    		wait flashDelay;
    	}
    }
    
    
    context_Sensative_Dialog()
    {
    	thread enemy_killed_thread();
    	
    	thread context_Sensative_Dialog_Guy_In_Sight();
    	thread context_Sensative_Dialog_Guy_Crawling();
    	thread context_Sensative_Dialog_Guy_Pain();
    	thread context_Sensative_Dialog_Secondary_Explosion_Vehicle();
    	thread context_Sensative_Dialog_Kill_Thread();
    	thread context_Sensative_Dialog_Locations();
    	thread context_Sensative_Dialog_Filler();
    }
    
    
    context_Sensative_Dialog_Guy_In_Sight()
    {
    	self endon ( "ac130player_removed" );
    
    	for (;;)
    	{
    		if ( context_Sensative_Dialog_Guy_In_Sight_Check() )
    			thread context_Sensative_Dialog_Play_Random_Group_Sound( "ai", "in_sight" );
    		wait randomfloatrange( 1, 3 );
    	}
    }
    
    
    context_Sensative_Dialog_Guy_In_Sight_Check()
    {
    	prof_begin( "AI_in_sight_check" );
    	
    	//enemies = getaiarray( "axis" );
    	//replace with level of enemy team members?
    	enemies = [];
    	
    	for( i = 0 ; i < enemies.size ; i++ )
    	{
    		if ( !isdefined( enemies[ i ] ) )
    			continue;
    		
    		if ( !isalive( enemies[ i ] ) )
    			continue;
    		
    		if ( within_fov( level.ac130player getEye(), level.ac130player getPlayerAngles(), enemies[ i ].origin, level.cosine[ "5" ] ) )
    		{
    			prof_end( "AI_in_sight_check" );
    			return true;
    		}
    		wait 0.05;
    	}
    	
    	prof_end( "AI_in_sight_check" );
    	return false;
    }
    
    
    context_Sensative_Dialog_Guy_Crawling()
    {
    	self endon ( "ac130player_removed" );
    
    	for (;;)
    	{
    		level waittill ( "ai_crawling", guy );
    		
    /#
    		if ( ( isdefined( guy ) ) && ( isdefined( guy.origin ) ) )
    		{
    			if ( getdvar( "ac130_debug_context_sensative_dialog", 0 ) == "1" )
    				thread debug_line(level.ac130player.origin, guy.origin, 5.0, ( 0, 1, 0 ) );
    		}
    #/		
    		thread context_Sensative_Dialog_Play_Random_Group_Sound( "ai", "wounded_crawl" );
    	}
    }
    
    
    context_Sensative_Dialog_Guy_Pain()
    {
    	self endon ( "ac130player_removed" );
    
    	for (;;)
    	{
    		level waittill ( "ai_pain", guy );		
    /#		
    		if ( ( isdefined( guy ) ) && ( isdefined( guy.origin ) ) )
    		{
    			if ( getdvar( "ac130_debug_context_sensative_dialog" ) == "1" )
    				thread debug_line( level.ac130player.origin, guy.origin, 5.0, ( 1, 0, 0 ) );
    		}
    #/		
    		thread context_Sensative_Dialog_Play_Random_Group_Sound( "ai", "wounded_pain" );
    	}
    }
    
    
    context_Sensative_Dialog_Secondary_Explosion_Vehicle()
    {
    	self endon ( "ac130player_removed" );
    	
    	for (;;)
    	{
    		level waittill ( "player_destroyed_car", player, vehicle_origin );	
    		
    		wait 1;	
    /#
    		if ( isdefined( vehicle_origin ) )
    		{
    			if ( getdvar( "ac130_debug_context_sensative_dialog" ) == "1" )
    				thread debug_line( level.ac130player.origin, vehicle_origin, 5.0, ( 0, 0, 1 ) );
    		}
    #/
    		
    		thread context_Sensative_Dialog_Play_Random_Group_Sound( "explosion", "secondary" );
    	}
    }
    
    
    enemy_killed_thread()
    {
    	self endon ( "ac130player_removed" );
    
    	for ( ;; )
    	{		
    		level waittill ( "ai_killed", guy );
    		
    		// context kill dialog
    		thread context_Sensative_Dialog_Kill( guy, level.ac130player );
    	}
    }
    
    
    context_Sensative_Dialog_Kill( guy, attacker )
    {
    	if ( !isdefined( attacker ) )
    		return;
    	
    	if ( !isplayer( attacker ) )
    		return;
    	
    	level.enemiesKilledInTimeWindow++;
    	level notify ( "enemy_killed" );
    
    /#	
    	if ( ( isdefined( guy ) ) && ( isdefined( guy.origin ) ) )
    	{
    		if ( getdvar( "ac130_debug_context_sensative_dialog" ) == "1" )
    			thread debug_line( level.ac130player.origin, guy.origin, 5.0, ( 1, 1, 0 ) );
    	}
    #/
    
    }
    
    
    context_Sensative_Dialog_Kill_Thread()
    {
    	self endon ( "ac130player_removed" );
    
    	timeWindow = 1;
    	for (;;)
    	{
    		level waittill ( "enemy_killed" );
    		wait timeWindow;
    		println ( "guys killed in time window: " );
    		println ( level.enemiesKilledInTimeWindow );
    		
    		soundAlias1 = "kill";
    		soundAlias2 = undefined;
    		
    		if ( level.enemiesKilledInTimeWindow >= 2 )
    			soundAlias2 = "small_group";
    		else
    		{
    			soundAlias2 = "single";
    			if ( randomint( 3 ) != 1 )
    			{
    				level.enemiesKilledInTimeWindow = 0;
    				continue;
    			}
    		}
    		
    		level.enemiesKilledInTimeWindow = 0;
    		assert( isdefined( soundAlias2 ) );
    		
    		thread context_Sensative_Dialog_Play_Random_Group_Sound( soundAlias1, soundAlias2, true );
    	}
    }
    
    
    context_Sensative_Dialog_Locations()
    {
    	array_thread( getentarray( "context_dialog_car",		"targetname" ),	::context_Sensative_Dialog_Locations_Add_Notify_Event, "car" );
    	array_thread( getentarray( "context_dialog_truck",		"targetname" ),	::context_Sensative_Dialog_Locations_Add_Notify_Event, "truck" );
    	array_thread( getentarray( "context_dialog_building",	"targetname" ),	::context_Sensative_Dialog_Locations_Add_Notify_Event, "building" );
    	array_thread( getentarray( "context_dialog_wall",		"targetname" ),	::context_Sensative_Dialog_Locations_Add_Notify_Event, "wall" );
    	array_thread( getentarray( "context_dialog_field",		"targetname" ),	::context_Sensative_Dialog_Locations_Add_Notify_Event, "field" );
    	array_thread( getentarray( "context_dialog_road",		"targetname" ),	::context_Sensative_Dialog_Locations_Add_Notify_Event, "road" );
    	array_thread( getentarray( "context_dialog_church",		"targetname" ),	::context_Sensative_Dialog_Locations_Add_Notify_Event, "church" );
    	array_thread( getentarray( "context_dialog_ditch",		"targetname" ),	::context_Sensative_Dialog_Locations_Add_Notify_Event, "ditch" );
    	
    	thread context_Sensative_Dialog_Locations_Thread();
    }
    
    context_Sensative_Dialog_Locations_Thread()
    {
    	self endon ( "ac130player_removed" );
    
    	for (;;)
    	{
    		level waittill ( "context_location", locationType );
    		
    		if ( !isdefined( locationType ) )
    		{
    			assertMsg( "LocationType " + locationType + " is not valid" );
    			continue;
    		}
    		
    		if ( !flag( "allow_context_sensative_dialog" ) )
    			continue;
    		
    		thread context_Sensative_Dialog_Play_Random_Group_Sound( "location", locationType );
    		
    		wait ( 5 + randomfloat( 10 ) );
    	}
    }
    
    context_Sensative_Dialog_Locations_Add_Notify_Event( locationType )
    {
    	self endon ( "ac130player_removed" );
    
    	for (;;)
    	{
    		self waittill ( "trigger", triggerer );
    		
    		if ( !isdefined( triggerer ) )
    			continue;
    		
    		if ( ( !isdefined( triggerer.team) ) || ( triggerer.team != "axis" ) )
    			continue;
    		
    		level notify ( "context_location", locationType );
    		
    		wait 5;
    	}
    }
    
    context_Sensative_Dialog_VehicleSpawn( vehicle )
    {
    	if ( vehicle.script_team != "axis" )
    		return;
    	
    	thread context_Sensative_Dialog_VehicleDeath( vehicle );
    	
    	vehicle endon( "death" );
    	
    	while( !within_fov( level.ac130player getEye(), level.ac130player getPlayerAngles(), vehicle.origin, level.cosine[ "45" ] ) )
    		wait 0.5;
    	
    	context_Sensative_Dialog_Play_Random_Group_Sound( "vehicle", "incoming" );
    }
    
    context_Sensative_Dialog_VehicleDeath( vehicle )
    {
    	vehicle waittill( "death" );
    	thread context_Sensative_Dialog_Play_Random_Group_Sound( "vehicle", "death" );
    }
    
    context_Sensative_Dialog_Filler()
    {
    	self endon ( "ac130player_removed" );
    
    	for(;;)
    	{
    		if( ( isdefined( level.radio_in_use ) ) && ( level.radio_in_use == true ) )
    			level waittill ( "radio_not_in_use" );
    		
    		// if 3 seconds has passed and nothing has been transmitted then play a sound
    		currentTime = getTime();
    		if ( ( currentTime - level.lastRadioTransmission ) >= 3000 )
    		{
    			level.lastRadioTransmission = currentTime;
    			thread context_Sensative_Dialog_Play_Random_Group_Sound( "misc", "action" );
    		}
    		
    		wait 0.25;
    	}
    }
    
    context_Sensative_Dialog_Play_Random_Group_Sound( name1, name2, force_transmit_on_turn )
    {
    	level endon ( "ac130player_removed" );
    
    	assert( isdefined( level.scr_sound[ name1 ] ) );
    	assert( isdefined( level.scr_sound[ name1 ][ name2 ] ) );
    	
    	if ( !isdefined( force_transmit_on_turn ) )
    		force_transmit_on_turn = false;
    	
    	if ( !flag( "allow_context_sensative_dialog" ) )
    	{
    		if ( force_transmit_on_turn )
    			flag_wait( "allow_context_sensative_dialog" );
    		else
    			return;
    	}
    	
    	validGroupNum = undefined;
    	
    	randGroup = randomint( level.scr_sound[ name1 ][ name2 ].size );
    	
    	// if randGroup has already played
    	if ( level.scr_sound[ name1 ][ name2 ][ randGroup ].played == true )
    	{
    		//loop through all groups and use the next one that hasn't played yet
    		
    		for( i = 0 ; i < level.scr_sound[ name1 ][ name2 ].size ; i++ )
    		{
    			randGroup++;
    			if ( randGroup >= level.scr_sound[ name1 ][ name2 ].size )
    				randGroup = 0;
    			if ( level.scr_sound[ name1 ][ name2 ][ randGroup ].played == true )
    				continue;
    			validGroupNum = randGroup;
    			break;
    		}
    		
    		// all groups have been played, reset all groups to false and pick a new random one
    		if ( !isdefined( validGroupNum ) )
    		{
    			for( i = 0 ; i < level.scr_sound[ name1 ][ name2 ].size ; i++ )
    				level.scr_sound[ name1 ][ name2 ][ i ].played = false;
    			validGroupNum = randomint( level.scr_sound[ name1 ][ name2 ].size );
    		}
    	}
    	else
    		validGroupNum = randGroup;
    	
    	assert( isdefined( validGroupNum ) );
    	assert( validGroupNum >= 0 );
    	
    	if ( context_Sensative_Dialog_Timedout( name1, name2, validGroupNum ) )
    		return;
    	
    	level.scr_sound[ name1 ][ name2 ][ validGroupNum ].played = true;
    	randSound = randomint( level.scr_sound[ name1 ][ name2 ][ validGroupNum ].size );
    	playSoundOverRadio( level.scr_sound[ name1 ][ name2 ][ validGroupNum ].sounds[ randSound ], force_transmit_on_turn );
    }
    
    context_Sensative_Dialog_Timedout( name1, name2, groupNum )
    {
    	// dont play this sound if it has a timeout specified and the timeout has not expired
    	
    	if( !isdefined( level.context_sensative_dialog_timeouts ) )
    		return false;
    	
    	if( !isdefined( level.context_sensative_dialog_timeouts[ name1 ] ) )
    		return false;
    	
    	if( !isdefined( level.context_sensative_dialog_timeouts[ name1 ][name2 ] ) )
    		return false;
    	
    	if( isdefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups ) && isdefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ] ) )
    	{
    		assert( isdefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v[ "timeoutDuration" ] ) );
    		assert( isdefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v[ "lastPlayed" ] ) );
    		
    		currentTime = getTime();
    		if( ( currentTime - level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v[ "lastPlayed" ] ) < level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v[ "timeoutDuration" ] )
    			return true;
    		
    		level.context_sensative_dialog_timeouts[ name1 ][ name2 ].groups[ string( groupNum ) ].v[ "lastPlayed" ] = currentTime;
    	}
    	else if ( isdefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v ) )
    	{
    		assert( isdefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v[ "timeoutDuration" ] ) );
    		assert( isdefined( level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v[ "lastPlayed" ] ) );
    		
    		currentTime = getTime();
    		if( ( currentTime - level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v[ "lastPlayed" ] ) < level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v[ "timeoutDuration" ] )
    			return true;
    		
    		level.context_sensative_dialog_timeouts[ name1 ][ name2 ].v[ "lastPlayed" ] = currentTime;
    	}
    	
    	return false;
    }
    
    playSoundOverRadio( soundAlias, force_transmit_on_turn, timeout )
    {
    	if ( !isdefined( level.radio_in_use ) )
    		level.radio_in_use = false;
    	if ( !isdefined( force_transmit_on_turn ) )
    		force_transmit_on_turn = false;
    	if ( !isdefined( timeout ) )
    		timeout = 0;
    	timeout = timeout * 1000;
    	soundQueueTime = gettime();
    	
    	soundPlayed = false;
    	soundPlayed = playAliasOverRadio( soundAlias );
    	if ( soundPlayed )
    		return;
    	
    	// Dont make the sound wait to be played if force transmit wasn't set to true
    	if ( !force_transmit_on_turn )
    		return;
    	
    	level.radioForcedTransmissionQueue[ level.radioForcedTransmissionQueue.size ] = soundAlias;
    	while( !soundPlayed )
    	{
    		if ( level.radio_in_use )
    			level waittill ( "radio_not_in_use" );
    		
    		if ( ( timeout > 0 ) && ( getTime() - soundQueueTime > timeout ) )
    			break;
    			
    		if ( !isDefined( level.ac130player ) )
    			break;
    		
    		soundPlayed = playAliasOverRadio( level.radioForcedTransmissionQueue[ 0 ] );
    		if ( !level.radio_in_use && isDefined( level.ac130player ) && !soundPlayed )
    			assertMsg( "The radio wasn't in use but the sound still did not play. This should never happen." );
    	}
    	level.radioForcedTransmissionQueue = array_remove_index( level.radioForcedTransmissionQueue, 0 );
    }
    
    
    playAliasOverRadio( soundAlias )
    {
    	if ( level.radio_in_use )
    		return false;
    	
    	if ( !isDefined( level.ac130player ) )
    		return false;
    	
    	level.radio_in_use = true;
    	if ( self.team == "allies" || self.team == "axis" )
    	{
    		soundAlias = maps\mp\gametypes\_teams::getTeamVoicePrefix( self.team ) + soundAlias;
    		level.ac130player playLocalSound( soundAlias );
    	}
    	wait ( 4.0 );
    	level.radio_in_use = false;
    	level.lastRadioTransmission = getTime();
    	level notify ( "radio_not_in_use" );
    	return true;
    }
    
    
    debug_circle(center, radius, duration, color, startDelay, fillCenter)
    {
    	circle_sides = 16;
    	
    	angleFrac = 360/circle_sides;
    	circlepoints = [];
    	for(i=0;i<circle_sides;i++)
    	{
    		angle = (angleFrac * i);
    		xAdd = cos(angle) * radius;
    		yAdd = sin(angle) * radius;
    		x = center[0] + xAdd;
    		y = center[1] + yAdd;
    		z = center[2];
    		circlepoints[circlepoints.size] = (x,y,z);
    	}
    	
    	if (isdefined(startDelay))
    		wait startDelay;
    	
    	thread debug_circle_drawlines(circlepoints, duration, color, fillCenter, center);
    }
    
    
    debug_circle_drawlines(circlepoints, duration, color, fillCenter, center)
    {
    	if (!isdefined(fillCenter))
    		fillCenter = false;
    	if (!isdefined(center))
    		fillCenter = false;
    	
    	for( i = 0 ; i < circlepoints.size ; i++ )
    	{
    		start = circlepoints[i];
    		if (i + 1 >= circlepoints.size)
    			end = circlepoints[0];
    		else
    			end = circlepoints[i + 1];
    		
    		thread debug_line( start, end, duration, color);
    		
    		if (fillCenter)
    			thread debug_line( center, start, duration, color);
    	}
    }
    
    
    debug_line(start, end, duration, color)
    {
    	if (!isdefined(color))
    		color = (1,1,1);
    	
    	for ( i = 0; i < (duration * 20) ; i++ )
    	{
    		line(start, end, color);
    		wait 0.05;
    	}
    }
    
    
    handleIncomingStinger()
    {
    	level endon ( "game_ended" );
    	
    	for ( ;; )
    	{
    		level waittill ( "stinger_fired", player, missile, lockTarget );
    		
    		if ( !IsDefined( lockTarget ) || (lockTarget != level.ac130.planeModel) )
    			continue;
    		
    		missile thread stingerProximityDetonate( player, player.team );
    	}
    }
    
    deleteAfterTime( delay )
    {
    	wait ( delay );
    	
    	self delete();
    }
    
    
    stingerProximityDetonate( player, missileTeam )
    {
    	self endon ( "death" );
    	
    	if ( isDefined( level.ac130player ) )
    		level.ac130player playLocalSound( "missile_incoming" );
    
    	level.ac130.incomingMissile = true;
    
    	missileTarget = level.ac130.planeModel;
    
    	self Missile_SetTargetEnt( missileTarget );
    	
    	didSeatbelts = false;
    	minDist = distance( self.origin, missileTarget GetPointInBounds( 0, 0, 0 ) );
    
    	for ( ;; )
    	{
    		center = missileTarget GetPointInBounds( 0, 0, 0 );
    		
    		curDist = distance( self.origin, center );
    		
    		if ( !isDefined( level.ac130player ) )
    		{
    			self Missile_SetTargetPos( level.ac130.origin + (0,0,100000) );
    			return;
    		}
    		
    		if ( curDist < 3000 && missileTarget == level.ac130.planeModel && level.ac130.numFlares > 0 )
    		{
    			level.ac130.numFlares--;			
    
    			newTarget = missileTarget deployFlares();
    			
    			self Missile_SetTargetEnt( newTarget );
    			missileTarget = newTarget;
    			
    			if ( isDefined( level.ac130player ) )
    				level.ac130player stopLocalSound( "missile_incoming" ); 
    		}		
    		
    		if ( curDist < minDist )
    		{
    			speedPerFrame = (minDist - curDist) * 20;
    			eta = (curDist / speedPerFrame);
    
    			if ( eta < 1.5 && !didSeatbelts && missileTarget == level.ac130.planeModel )
    			{	
    				if ( isDefined( level.ac130player ) )
    					level.ac130player playLocalSound( "fasten_seatbelts" );
    					
    				didSeatbelts = true;
    			}
    			
    			minDist = curDist;
    		}
    		
    		if ( curDist > minDist )
    		{
    			if ( curDist > 1536 )
    				return;
    				
    			if ( isDefined( level.ac130player ) )
    			{
    				level.ac130player stopLocalSound( "missile_incoming" ); 
    				
    				if ( level.ac130player.team != missileTeam )
    					radiusDamage( self.origin, 1000, 1000, 1000, player );
    			}
    
    			/*
    			playFx( level.stingerFXid, self.origin );
    			//thread crashPlane( 20.0 );
    
    			self playSound( "remotemissile_explode" );
    			*/
    			self hide();
    			
    			wait ( 0.05 );
    			self delete();
    		}
    		
    		wait ( 0.05 );
    	}	
    }
    
    
    
    crashPlane( crashTime )
    {
    	level.ac130.planeModel notify ( "crashing" );
    	level.ac130.planeModel.crashed = true;
    
    	playFxOnTag( level._effect[ "ac130_explode" ], level.ac130.planeModel, "tag_deathfx" );	
    	wait .25;
    
    	level.ac130.planeModel hide();
    }
    
    
    playFlareFx( flareCount )
    {	
    	for ( i = 0; i < flareCount; i++ )
    	{
    		self thread angel_flare();
    
    		wait ( randomFloatRange( 0.1, 0.25 ) );
    	}
    }
    
    
    deployFlares( fxOnly )
    {
    	self playSound( "ac130_flare_burst" );
    	
    	if ( !isDefined( fxOnly ) )
    	{
    		flareObject = spawn( "script_origin", level.ac130.planemodel.origin );
    		flareObject.angles = level.ac130.planemodel.angles;
    	
    		flareObject moveGravity( (0, 0, 0), 5.0 );
    
    		self thread playFlareFx( 10 );
    		
    		flareObject thread deleteAfterTime( 5.0 );
    	
    		return flareObject;
    	}
    	else
    	{
    		self thread playFlareFx( 5 );
    	}
    }
    
    
    angelFlarePrecache()
    {
    	precacheModel( "angel_flare_rig" );
    
    	precacheMpAnim( "ac130_angel_flares01" );
    	precacheMpAnim( "ac130_angel_flares02" );
    	precacheMpAnim( "ac130_angel_flares03" );
    
    	level._effect[ "angel_flare_geotrail" ]			= loadfx( "smoke/angel_flare_geotrail" );
    	level._effect[ "angel_flare_swirl" ]			= loadfx( "smoke/angel_flare_swirl_runner" );
    }
    
    angel_flare()
    {
    	rig = spawn( "script_model", self.origin );
    	rig setModel( "angel_flare_rig" );
    
    	rig.origin = self getTagOrigin( "tag_flash_flares" );
    	rig.angles = self getTagAngles( "tag_flash_flares" );
    
    	rig.angles = (rig.angles[0],rig.angles[1] + 180,rig.angles[2] + -90);
    
    	fx_id = level._effect[ "angel_flare_geotrail" ];
    
    	rig ScriptModelPlayAnim( "ac130_angel_flares0" + (randomInt( 3 )+1) );
    
    	wait 0.1;
    	PlayFXOnTag( fx_id, rig, "flare_left_top" );
    	PlayFXOnTag( fx_id, rig, "flare_right_top" );
    	wait 0.05;
    	PlayFXOnTag( fx_id, rig, "flare_left_bot" );
    	PlayFXOnTag( fx_id, rig, "flare_right_bot" );
    
    	//rig waittillmatch( "flare_anim", "end" );
    	wait ( 3.0 );
    
    	StopFXOnTag( fx_id, rig, "flare_left_top" );
    	StopFXOnTag( fx_id, rig, "flare_right_top" );
    	StopFXOnTag( fx_id, rig, "flare_left_bot" );
    	StopFXOnTag( fx_id, rig, "flare_right_bot" );
    	
    	rig delete();
    }
    
    /*
    #using_animtree( "script_model" );
    angel_flare_rig_anims()
    {
    	level.scr_animtree[ "angel_flare_rig" ] 						= #animtree;
    	level.scr_model[ "angel_flare_rig" ] 							= "angel_flare_rig";
    
    	level.scr_anim[ "angel_flare_rig" ][ "ac130_angel_flares" ][0]	= %ac130_angel_flares01;
    	level.scr_anim[ "angel_flare_rig" ][ "ac130_angel_flares" ][1]	= %ac130_angel_flares02;
    	level.scr_anim[ "angel_flare_rig" ][ "ac130_angel_flares" ][2]	= %ac130_angel_flares03;
    
    }
    
    assign_model()
    {
    	AssertEx( IsDefined( level.scr_model[ self.animname ] ), "There is no level.scr_model for animname " + self.animname );
    
    	if ( IsArray( level.scr_model[ self.animname ] ) )
    	{
    		randIndex = RandomInt( level.scr_model[ self.animname ].size );
    		self SetModel( level.scr_model[ self.animname ][ randIndex ] );
    	}
    	else
    		self SetModel( level.scr_model[ self.animname ] );
    }
    assign_animtree( animname )
    {
    	if ( IsDefined( animname ) )
    		self.animname = animname;
    
    	AssertEx( IsDefined( level.scr_animtree[ self.animname ] ), "There is no level.scr_animtree for animname " + self.animname );
    	self UseAnimTree( level.scr_animtree[ self.animname ] );
    }
    
    spawn_anim_model( animname, origin )
    {
    	if ( !isdefined( origin ) )
    		origin = ( 0, 0, 0 );
    	model = Spawn( "script_model", origin );
    	model.animname = animname;
    	model assign_animtree();
    	model assign_model();
    	return model;
    }
    
    
    angel_flare_burst( flare_count )
    {
    	// Angel Flare Swirl
    	PlayFXOnTag( getfx( "angel_flare_swirl" ), self, "tag_flash_flares" );
    
    	// Angel Flare Trails
    	for( i=0; i<flare_count; i++ )
    	{
    		self thread angel_flare();
    		wait randomfloatrange( 0.1, 0.25 );
    	}
    }
    */
    So yea, I've tried to change the ac130 model, and it worked. After that I've added the chopper gunner weapon to the AC130's ones. In-game it worked the weapon appeared but it didn't shot..
    Can any1 help me?

  2. #2
    Nachos's Avatar
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    You need to use some MagicBullet too i think.


    The lines in my Steam are i's

  3. #3
    Yamato's Avatar
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    player _giveWeapon("heli_remote_mp");
    player SwitchToWeapon("heli_remote_mp");

    thats just the overlay, not the weapon, the weapon is(taken from one of my mods):

    chopper setVehWeapon( "cobra_player_minigun_mp" );