7 Commits
Author SHA1 Message Date
Legonzaur 96227e679a Update README.md 2023-03-03 20:31:25 +01:00
Legonzaur e0d0ed50ab Update README.md 2023-03-03 20:31:13 +01:00
Legonzaur 109ab1d93a update mod version 2023-03-03 20:24:12 +01:00
Legonzaur a3aa798186 Merge pull request #8 from Khalmee/main
Added HoloTracker compatibility
2023-03-03 20:22:16 +01:00
Khalmee ab88a1edd7 Added HoloTracker compatibility 2023-03-02 21:12:23 +01:00
Legonzaur 125296a37e Merge pull request #7 from DBmaoha/rewind-stuck-fix
Fix player stuck in places they can't stand up
2023-02-27 17:03:37 +01:00
DBmaoha a8941335f9 Update mp_ability_holopilot.nut 2022-12-16 21:37:59 +08:00
5 changed files with 92 additions and 15 deletions
+2
View File
@@ -3,3 +3,5 @@
Mod for Northstar, a Titanfall2 modification Mod for Northstar, a Titanfall2 modification
Swap positions with your beloved decoy Swap positions with your beloved decoy
[Khalmee](https://github.com/Khalmee) created an awesome client-side optional mod to track your holopilot. [Try it now !](https://github.com/Khalmee/Khalmee.HoloTracker)
@@ -32,5 +32,9 @@ WeaponData
"ammo_stockpile_max" "300" "ammo_stockpile_max" "300"
"regen_ammo_refill_rate" "*1.5" "regen_ammo_refill_rate" "*1.5"
} }
mode_holoshift
{
"hud_icon" "rui/menu/boosts/boost_icon_holopilot"
}
} }
} }
+11 -4
View File
@@ -1,7 +1,7 @@
{ {
"Name": "Legonzaur.HoloShift", "Name": "Legonzaur.HoloShift",
"Description": "Swap positions with your beloved decoy", "Description": "Swap positions with your beloved decoy. Compatible with HoloTracker.",
"Version": "1.0.8", "Version": "1.0.10",
"LoadPriority": 2, "LoadPriority": 2,
"Scripts": [ "Scripts": [
{ {
@@ -9,7 +9,14 @@
"RunOn": "MP", "RunOn": "MP",
"ServerCallback": { "ServerCallback": {
"After": "HoloShift_Init" "After": "HoloShift_Init"
} },
} },
{
"Path": "HolopilotIconChange.nut",
"RunOn": "MP",
"ServerCallback": {
"After": "HolopilotIconChangeInit"
},
}
] ]
} }
@@ -0,0 +1,26 @@
untyped
global function HolopilotIconChangeInit
void function HolopilotIconChangeInit()
{
#if SERVER
AddCallback_OnPlayerRespawned( HolopilotIconChange )
//AddCallback_PlayerClassChanged( HolopilotIconChange )
//AddCallback_OnPlayerLifeStateChanged( HolopilotIconChange )
#endif
}
#if SERVER
void function HolopilotIconChange(entity player){
//void function HolopilotIconChange(entity player, int oldState, int newState){
Assert( IsAlive( player ) )
if(player.GetOffhandWeapons().len() > 1 && player.GetOffhandWeapons()[1].GetWeaponClassName() == "mp_ability_holopilot"){
array <string> offhandMods = player.GetOffhandWeapons()[1].GetMods()
offhandMods.append("mode_holoshift")
player.GetOffhandWeapons()[1].SetMods(offhandMods)
}
}
#endif
@@ -46,6 +46,10 @@ void function CleanupExistingDecoy( entity decoy )
{ {
if ( IsValid( decoy ) ) //This cleanup function is called from multiple places, so check that decoy is still valid before we try to clean it up again if ( IsValid( decoy ) ) //This cleanup function is called from multiple places, so check that decoy is still valid before we try to clean it up again
{ {
//COMMUNICATION WITH HOLOTRACKER
int eHandle = decoy.GetEncodedEHandle()
ServerToClientStringCommand( decoy.GetBossPlayer(), "StopDecoyTracking " + eHandle.tostring())
//END OF COMMUNICATION
decoy.Decoy_Dissolve() decoy.Decoy_Dissolve()
CleanupFXAndSoundsForDecoy( decoy ) CleanupFXAndSoundsForDecoy( decoy )
} }
@@ -158,6 +162,11 @@ var function OnWeaponPrimaryAttack_holopilot( entity weapon, WeaponPrimaryAttack
}else{ }else{
entity decoy = CreateHoloPilotDecoys( weaponOwner, 1 ) entity decoy = CreateHoloPilotDecoys( weaponOwner, 1 )
playerDecoyList[ weaponOwner ] <- decoy playerDecoyList[ weaponOwner ] <- decoy
//COMMUNICATION WITH HOLOTRACKER
int eHandle = decoy.GetEncodedEHandle()
ServerToClientStringCommand( weaponOwner, "ActivateDecoyTracking " + eHandle.tostring())
//END OF COMMUNICATION
} }
#else #else
Rumble_Play( "rumble_holopilot_activate", {} ) Rumble_Play( "rumble_holopilot_activate", {} )
@@ -428,18 +437,36 @@ void function PlayerUsesHoloRewindThreaded( entity player, entity decoy )
entity mover = CreateScriptMover( player.GetOrigin(), player.GetAngles() ) entity mover = CreateScriptMover( player.GetOrigin(), player.GetAngles() )
player.SetParent( mover, "REF" ) player.SetParent( mover, "REF" )
OnThreadEnd( function() : ( player, mover, decoy ) table decoyData = {}
decoyData.forceCrouch <- TraceLine
( decoy.GetOrigin(),
decoy.GetOrigin() + < 0,0,80 >, // 40 is crouched pilot height! add additional 40 for better check
[ decoy ],
TRACE_MASK_SHOT,
TRACE_COLLISION_GROUP_NONE
).hitEnt != null // decoy will stuck, need to forceCrouch player
OnThreadEnd( function() : ( player, mover, decoy, decoyData )
{ {
player.SetOrigin(decoy.GetOrigin()) if ( IsValid( player ) )
player.SetAngles(decoy.GetAngles()) {
player.SetVelocity(decoy.GetVelocity()) player.SetOrigin(decoy.GetOrigin())
CancelPhaseShift( player ) player.SetAngles(decoy.GetAngles())
player.DeployWeapon() player.SetVelocity(decoy.GetVelocity())
player.SetPredictionEnabled( true ) CancelPhaseShift( player )
player.ClearParent() player.DeployWeapon()
ViewConeFree( player ) player.SetPredictionEnabled( true )
mover.Destroy() player.ClearParent()
CleanupExistingDecoy(decoy) ViewConeFree( player )
if( decoyData.forceCrouch )
thread HoloRewindForceCrouch( player ) // this will handle "UnforceCrouch()"
}
if ( IsValid( mover ) )
mover.Destroy()
if ( IsValid( decoy ) )
CleanupExistingDecoy(decoy)
}) })
vector initial_origin = player.GetOrigin() vector initial_origin = player.GetOrigin()
@@ -449,6 +476,8 @@ void function PlayerUsesHoloRewindThreaded( entity player, entity decoy )
ViewConeZero( player ) ViewConeZero( player )
player.HolsterWeapon() player.HolsterWeapon()
player.SetPredictionEnabled( false ) player.SetPredictionEnabled( false )
if( decoyData.forceCrouch )
player.ForceCrouch() // avoid stucking!
PhaseShift( player, 0.0, 7 * PHASE_REWIND_PATH_SNAPSHOT_INTERVAL * 1.5 ) PhaseShift( player, 0.0, 7 * PHASE_REWIND_PATH_SNAPSHOT_INTERVAL * 1.5 )
for ( float i = 7; i > 0; i-- ) for ( float i = 7; i > 0; i-- )
@@ -464,4 +493,13 @@ void function PlayerUsesHoloRewindThreaded( entity player, entity decoy )
mover.NonPhysicsRotateTo( decoy.GetAngles(), PHASE_REWIND_PATH_SNAPSHOT_INTERVAL, 0, 0 ) mover.NonPhysicsRotateTo( decoy.GetAngles(), PHASE_REWIND_PATH_SNAPSHOT_INTERVAL, 0, 0 )
player.SetVelocity( decoy.GetVelocity() ) player.SetVelocity( decoy.GetVelocity() )
} }
void function HoloRewindForceCrouch( entity player )
{
// make player crouch
player.ForceCrouch()
wait 0.2 // magic number, player must be completely crouched to avoid auto-stand
if( IsValid( player ) )
player.UnforceCrouch()
}
#endif #endif