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177
_module/nss/os_arm_ona.nss
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177
_module/nss/os_arm_ona.nss
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////////////////////////////////////////////////////////////////////////////////
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//
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// Siege Onager - Initiates Load Sequence
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// os_arm_ona
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// by Don Anderson
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// dandersonru@msn.com
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//
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////////////////////////////////////////////////////////////////////////////////
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#include "os_inc"
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void main()
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{
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object oOnager = OBJECT_SELF;
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int nSelfFaction = GetLocalInt(oOnager,"FACTION");
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int nLoaded = GetLocalInt(oOnager,"LOADED");
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location lLoc = GetLocation(oOnager);
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//Find closest related Switch
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object oSwitch = GetNearestObjectByTag("SiegeSwitch",oOnager,1);
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float fSDist = GetDistanceToObject(oSwitch);
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if(fSDist > SIEGE_SWITCH) return;
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int nFaction;
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object oTarget;
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object oAcquire;
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string sTarget;
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//Check for Active Fire Mode
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int nFMode = GetLocalInt(oSwitch,"FIREMODE");
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if(nFMode < 1)
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{
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AssignCommand(oOnager,SpeakString("Onager standing down!"));
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SetLocalInt(oOnager,"LOADED",0);
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SetLocalInt(oOnager,"ACQUIRED",0);
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return;
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}
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//Find a Valid Supply Barrel
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object oBOil = GetNearestObjectByTag("OilGrenades",oOnager,1);
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object oBCaltrops = GetNearestObjectByTag("CaltropsGrenades",oOnager,1);
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if((oBOil != OBJECT_INVALID || oBCaltrops != OBJECT_INVALID) && nLoaded == 0)
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{
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float fDist = SIEGE_SUPPLY * 2.0;
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float fODist = SIEGE_SUPPLY * 2.0;
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float fCDist = SIEGE_SUPPLY * 2.0;
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object oCBarrel;
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//Which is the Closest Supply Barrel
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if(oBOil != OBJECT_INVALID) fODist = GetDistanceToObject(oBOil);
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if(oBCaltrops != OBJECT_INVALID) fCDist = GetDistanceToObject(oBCaltrops);
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if(fODist < fCDist)
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{
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fDist = fODist;
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oCBarrel = oBOil;
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}
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if(fCDist <= fODist)
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{
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fDist = fCDist;
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oCBarrel = oBCaltrops;
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}
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if(fDist <= SIEGE_SUPPLY)
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{
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//Check for Available Ammunition
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int nAmmo = GetLocalInt(oCBarrel,"AMMOQTY");
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int nType = GetLocalInt(oCBarrel,"AMMOTYPE");
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if(nAmmo > 0)
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{
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nAmmo--;
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SetLocalInt(oCBarrel,"AMMOQTY",nAmmo);
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SetLocalInt(oOnager,"AMMOTYPE",nType);
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SetLocalInt(oOnager,"LOADED",1);
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SetLocalInt(oOnager,"ACQUIRED",0);
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}
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else
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{
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//Destroy Existing and Find Another
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DestroyObject(oCBarrel,0.1);
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DelayCommand(1.0,ExecuteScript("os_arm_ona",oOnager));
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}
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}
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}
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else
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{
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DelayCommand(1.0,SpeakString("Onager standing down....no Grenades available!"));
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SetLocalInt(oOnager,"LOADED",0);
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SetLocalInt(oOnager,"ACQUIRED",0);
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return;
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}
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//Now the ammunition is properly loaded and the firing sequence takes place
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if(GetLocalInt(oOnager,"LOADED") == 1)
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{
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//Now we look for creatures
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if(GetLocalInt(oOnager,"ACQUIRED") == 0)
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{
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, MAXRANGE_SIEGEONAGER, lLoc, TRUE, OBJECT_TYPE_CREATURE);
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while (GetIsObjectValid(oTarget))
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{
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location lType = GetLocation(oTarget);
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string sType = GetTag(oTarget);
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fSDist = GetDistanceToObject(oTarget);
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if(fSDist >= MINRANGE_SIEGEONAGER)
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{
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//OK to Fire On?
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if(GetPlotFlag(oTarget) == FALSE)
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{
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nFaction = GetLocalInt(oTarget,"FACTION");
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int nNPCHP = GetCurrentHitPoints(oTarget);
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if(nNPCHP >= 1 && (nFaction != nSelfFaction))
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{
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SetLocalInt(oOnager,"ACQUIRED",1);
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oAcquire = oTarget;
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break;//Acquired Target
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}
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}
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}
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, MAXRANGE_SIEGEONAGER, lLoc, TRUE, OBJECT_TYPE_CREATURE);
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}
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}
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//Now we either stand down or range and face the target
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if(GetLocalInt(oOnager,"ACQUIRED") == 0)
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{
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DelayCommand(1.0,SpeakString("Onager standing down....no valid targets!"));
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SetLocalInt(oOnager,"LOADED",0);
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return;
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}
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else
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{
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sTarget = GetName(oAcquire);
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float fDTarget = GetDistanceToObject(oAcquire);
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SetLocalFloat(oOnager,"RANGE",fDTarget);
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SetFacingObject(oAcquire);
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}
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//Get Range in Integer Format
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int nDTarget = FloatToInt(GetLocalFloat(oOnager,"RANGE"));
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//Now we start the Firing Process
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if(GetLocalInt(oOnager,"LOADED") == 1 && GetLocalInt(oOnager,"AMMOTYPE") == CALTROPS)
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{
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AssignCommand(oOnager,DelayCommand(1.0,SpeakString("Onager has acquired "+ sTarget +" as a Target!")));
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AssignCommand(oOnager,DelayCommand(3.0,SpeakString("Range: "+ IntToString(nDTarget) +" Meters")));
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AssignCommand(oOnager,DelayCommand(5.0,SpeakString("Onager Caltrops Ammunition Received!")));
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AssignCommand(oOnager,DelayCommand(TIME_SIEGEONAGER - 10.0,PlaySound("as_cv_ropepully1")));
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AssignCommand(oOnager,DelayCommand(TIME_SIEGEONAGER - 8.0,PlaySound("as_cv_ropecreak2")));
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AssignCommand(oOnager,DelayCommand(TIME_SIEGEONAGER - 6.0,SpeakString("Loaded!")));
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AssignCommand(oOnager,DelayCommand(TIME_SIEGEONAGER - 3.0,SpeakString("Ready!")));
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AssignCommand(oOnager,DelayCommand(TIME_SIEGEONAGER - 0.5,SpeakString("FIRE!")));
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AssignCommand(oOnager,DelayCommand(TIME_SIEGEONAGER,ExecuteScript("os_fire_ona",oOnager)));
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AssignCommand(oOnager,DelayCommand(TIME_SIEGEONAGER + 10.0,ExecuteScript("os_arm_ona",oOnager)));
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return;
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}
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//Now we start the Firing Process
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if(GetLocalInt(oOnager,"LOADED") == 1 && GetLocalInt(oOnager,"AMMOTYPE") == OIL)
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{
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AssignCommand(oOnager,DelayCommand(1.0,SpeakString("Onager has acquired "+ sTarget +" as a Target!")));
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AssignCommand(oOnager,DelayCommand(3.0,SpeakString("Range: "+ IntToString(nDTarget) +" Meters")));
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AssignCommand(oOnager,DelayCommand(5.0,SpeakString("Onager Oil Ammunition Received!")));
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AssignCommand(oOnager,DelayCommand(TIME_SIEGEONAGER - 10.0,PlaySound("as_cv_ropepully1")));
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AssignCommand(oOnager,DelayCommand(TIME_SIEGEONAGER - 8.0,PlaySound("as_cv_ropecreak2")));
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AssignCommand(oOnager,DelayCommand(TIME_SIEGEONAGER - 6.0,SpeakString("Loaded!")));
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AssignCommand(oOnager,DelayCommand(TIME_SIEGEONAGER - 3.0,SpeakString("Ready!")));
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AssignCommand(oOnager,DelayCommand(TIME_SIEGEONAGER - 0.5,SpeakString("FIRE!")));
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AssignCommand(oOnager,DelayCommand(TIME_SIEGEONAGER,ExecuteScript("os_fire_ona",oOnager)));
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AssignCommand(oOnager,DelayCommand(TIME_SIEGEONAGER + 10.0,ExecuteScript("os_arm_ona",oOnager)));
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return;
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}
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}
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}
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