588 lines
19 KiB
Plaintext
588 lines
19 KiB
Plaintext
fix_broken_emissions = false
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--[[ If your emissions are broken from the vanilla bug, follow these steps:
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1. Edit the first line of this file from false to true like so:
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fix_broken_emissions = true
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2. Load your save with this mod active
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3. Make a separate save
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4. Edit true back to false at the top of this script
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--]]
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-- =======================================================================================
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-- Created by tdef
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-- Last modification: 2023/06/23
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-- Modified by Catspaw: fix emissions no longer occurring after failing barrier task
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-- Defend the barrier from monolith/zombies invasion
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-- =======================================================================================
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local ti2ta = utils_data.CTime_to_table
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local ta2ti = utils_data.CTime_from_table
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local send_tip = dynamic_news_helper.send_tip
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local MONO_SQUADS = 6 --10
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local ZOMB_SQUADS = 8 --15
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local STARTING_SQUADS = 3 --5
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local CHAT_DEL = 5 -- seconds
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local DEBUG = false
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function printl(frmt, ...)
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if DEBUG then printf(strformat('!tasks_defense: ' .. frmt, ...)) end
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end
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-------------------------
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--2d distance between 2 vectors
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--a,b : vectors, either object.position or vector():set(x,y,z)
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-------------------------
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local function dist2d_sqr( a, b )
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return (b.x-a.x)^2 + (b.z-a.z)^2
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end
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-------------------------
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--2d distance between 2 objects
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--a,b : id of objects
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-------------------------
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local function dist2d_id_sqr(a,b)
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local sim = alife()
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local ao = sim:object(a)
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local bo = sim:object(b)
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-- printf("ao %s bo %s",ao,bo)
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-- printf("ao.pos %s bo.pos %s",ao.position,bo.position)
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if ao and bo then
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return dist2d_sqr(ao.position,bo.position)
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else
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return nil
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end
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end
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if DEBUG then
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add_console_command('start_barrier_monolith', function() db.actor:give_info_portion("barrier_defense_monolith_announced") end)
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add_console_command('start_barrier_zombie', function() db.actor:give_info_portion("barrier_defense_zombie_announced") end)
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end
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--============================================< Callbacks >============================================--
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local MDATA
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function save_state(mdata)
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mdata.defense_task_data = MDATA
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end
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function load_state(mdata)
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if mdata.defense_task_data and not fix_broken_emissions then
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printf('loading mdata')
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MDATA = mdata.defense_task_data
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--utils_data.print_table(MDATA)
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else
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printf('new mdata')
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MDATA = {}
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MDATA.barrier_defense_monolith = {}
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MDATA.barrier_defense_zombie = {}
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MDATA.allow_surge = true
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end
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end
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function f_chatter(opponent, stage)
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printl('f_chatter(%s, %s)',opponent,stage)
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local name, icon = get_random_stalker_chatter()
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if name and icon then
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send_tip(game.translate_string("barrier_defense_"..opponent.."_chatter_"..math.random(1,7)),name,nil,nil, icon, nil, 'npc')
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else
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printf('error: get_random_stalker_chatter returned nil')
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end
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if stage < 3 then
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stage = stage + 1
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CreateTimeEvent(math.random(999),"chatter",CHAT_DEL,f_chatter,opponent,stage)
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end
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return true
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end
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function f_expire(x)
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xr_effects.barrier_defense_news(nil,nil,{'end',x})
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return true
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end
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function actor_on_first_update()
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-- needs to be delayed because it runs before loading actually finishes so players dont see first message
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local delay = 20 -- seconds
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printl('actor_on_first_update')
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if barrier_defense_available('barrier_defense_monolith') then
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-- if DEBUG then db.actor:give_info_portion("TRIGGERED_M") end
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CreateTimeEvent(0,"give_info",delay,function()
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db.actor:give_info_portion("barrier_defense_monolith_announced")
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send_tip(game.translate_string("barrier_defense_monolith_announce"),game.translate_string("mil_freedom_leader_name"),nil,nil, 'ui_inGame2_lukash', nil, 'npc')
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MDATA.barrier_defense_monolith.last_msg_time = ti2ta(game.get_game_time())
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CreateTimeEvent(math.random(999),"chatter",CHAT_DEL,f_chatter,'monolith',0)
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return true
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end)
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elseif barrier_defense_available('barrier_defense_zombie') then
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-- if DEBUG then db.actor:give_info_portion("TRIGGERED_Z") end
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CreateTimeEvent(0,"give_info",delay,function()
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db.actor:give_info_portion("barrier_defense_zombie_announced")
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send_tip(game.translate_string("barrier_defense_zombie_announce"),game.translate_string("mil_freedom_leader_name"),nil,nil, 'ui_inGame2_lukash', nil, 'npc')
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MDATA.barrier_defense_zombie.last_msg_time = ti2ta(game.get_game_time())
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CreateTimeEvent(math.random(999),"chatter",CHAT_DEL,f_chatter,'zombie',0)
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return true
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end)
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end
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if db.actor:has_info('barrier_defense_monolith_announced') then
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local last1 = MDATA.barrier_defense_monolith.last_msg_time and ta2ti(MDATA.barrier_defense_monolith.last_msg_time)
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local delta1 = last1 and game.get_game_time():diffSec(last1) / (3600 * 24) or 100
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if delta1 > 1 then
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db.actor:disable_info_portion('barrier_defense_monolith_announced')
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CreateTimeEvent(math.random(999),"chatter",delay,f_expire,'monolith')
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end
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end
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if db.actor:has_info('barrier_defense_zombie_announced') then
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local last2 = MDATA.barrier_defense_zombie.last_msg_time and ta2ti(MDATA.barrier_defense_zombie.last_msg_time)
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local delta2 = last2 and game.get_game_time():diffSec(last2) / (3600 * 24) or 100
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if delta2 > 1 then
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db.actor:disable_info_portion('barrier_defense_zombie_announced')
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CreateTimeEvent(math.random(999),"chatter",delay,f_expire,'zombie')
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end
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end
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end
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function skip_surge(t)
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if MDATA and MDATA.allow_surge == false then
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t.allow = false
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end
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end
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function on_game_start()
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RegisterScriptCallback("actor_on_first_update",actor_on_first_update)
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RegisterScriptCallback("save_state",save_state)
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RegisterScriptCallback("load_state",load_state)
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RegisterScriptCallback("on_before_surge",skip_surge)
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RegisterScriptCallback("on_before_psi_storm",skip_surge)
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if DEBUG then RegisterScriptCallback("npc_on_update",npc_on_update) end
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end
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function npc_on_update(npc)
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local be = npc:best_enemy()
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if be and be:id() == 0 then
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npc:kill(npc)
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end
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end
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--============================================< Logic >============================================--
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local RAND_S
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function get_random_stalker_chatter()
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if not RAND_S then
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RAND_S = {}
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for i=1,65534 do
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local se_obj = alife_object(i)
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if
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se_obj and
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IsStalker(nil, se_obj:clsid()) and
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se_obj:alive() and
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not game_relations.is_factions_enemies(se_obj:community(),"freedom") and
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string.find(se_obj:name(),'default') and
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not (se_obj:community() == 'bandit') and
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not (se_obj:community() == 'trader')
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then
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table.insert(RAND_S,{game.translate_string(se_obj:character_name()),se_obj:character_icon()})
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if #RAND_S > 10 then break end
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end
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end
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end
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if #RAND_S < 1 then
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return nil, nil
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end
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local i = math.random(#RAND_S)
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local x = table.remove(RAND_S, i)
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return x[1],x[2]
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end
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function get_closest_freedom()
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local mind = 9999999
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local ret = nil
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for i,v in ipairs(db.OnlineStalkers) do
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local se_obj = alife_object(v)
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if
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se_obj and
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IsStalker(nil, se_obj:clsid()) and
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se_obj:alive() and
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se_obj:community() == 'freedom' and
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string.find(se_obj:name(),'default')
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then
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local dist = dist2d_id_sqr(0,v)
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if dist < mind then
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mind = dist
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ret = v
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end
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end
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end
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if ret then
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local se_obj = alife_object(ret)
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return game.translate_string(se_obj:character_name()),se_obj:character_icon()
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end
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return nil, nil
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end
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function mid_news(str)
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local name, icon = get_closest_freedom()
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if name and icon then
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send_tip(game.translate_string("barrier_defense_"..str.."_midchatter"),name,nil,nil, icon, nil, 'npc')
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else
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printf('get_closest_freedom returned nil')
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end
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end
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function barrier_defense_available(tid)
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printl('barrier_defense_available(%s)',tid)
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-- dont crash
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if not db.actor then return false end
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-- dont trigger if already had message
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if db.actor:has_info('barrier_defense_monolith_announced') then return false end
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if db.actor:has_info('barrier_defense_zombie_announced') then return false end
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-- dont trigger if quest already started
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if axr_task_manager.ongoing_tasks['barrier_defense_monolith'] then return false end
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if axr_task_manager.ongoing_tasks['barrier_defense_zombie'] then return false end
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-- printl('barrier_defense_available(%s) AAA',tid)
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-- dont trigger if hostile to freedom
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-- should check vs default_comm in gameplay_disguise but what if disguise is disabled? it it nil? or what?
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if game_relations.is_factions_enemies(character_community(db.actor),"freedom") then return false end
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if not MDATA then return false end
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-- printl('barrier_defense_available(%s) BBB',tid)
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-- dont trigger if game started less than a week ago
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if game.get_game_time():diffSec(level.get_start_time()) < 3600 * 24 * 7 and not DEBUG then return false end
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-- printl('barrier_defense_available(%s) CCC',tid)
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-- dont trigger if less than a week passed since last defense, either joined or skipped
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local last1 = MDATA.barrier_defense_monolith.last_msg_time and ta2ti(MDATA.barrier_defense_monolith.last_msg_time)
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-- printl('barrier_defense_available(%s) CCC1',tid)
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local last2 = MDATA.barrier_defense_zombie.last_msg_time and ta2ti(MDATA.barrier_defense_zombie.last_msg_time)
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-- printl('barrier_defense_available(%s) CCC2',tid)
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local delta1 = last1 and game.get_game_time():diffSec(last1) / (3600 * 24) or 100
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-- printl('barrier_defense_available(%s) CCC3',tid)
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local delta2 = last2 and game.get_game_time():diffSec(last2) / (3600 * 24) or 100
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-- printl('barrier_defense_available(%s) CCC4',tid)
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local delta = math.min(delta1, delta2)
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-- printf('delta - %s', delta)
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if delta < 7 then
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printl('not enough time since last mission')
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return false
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end
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-- printl('barrier_defense_available(%s) DDD',tid)
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-- dont trigger if last check was done less than a day ago to prevent changing level until triggered
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-- printf('MDATA[tid].last_check_time -> %s',MDATA[tid].last_check_time)
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if MDATA[tid].last_check_time then
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-- printf('checking MDATA[tid].last_check_time')
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local lct = ta2ti(MDATA[tid].last_check_time)
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local delta = game.get_game_time():diffSec(lct) / (3600 * 24)
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-- printf('delta2 - %s', delta2)
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if delta < 1 then
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printf('not enough time since last check')
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return false
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end
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end
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MDATA[tid].last_check_time = ti2ta(game.get_game_time())
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-- printl('barrier_defense_available(%s) EEE',tid)
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-- local function pret(x)
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-- -- printf('chance: %s',x)
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-- return x
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-- end
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local chance = DEBUG and -1 or ((tid == 'barrier_defense_monolith') and 0.75 or 0.5)
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-- local ret = pret(math.random()) > chance
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local ret = math.random() > chance
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-- printf('ret %s', ret)
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return ret
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end
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function barrier_defense_monolith_start(a,b) -- dialog
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-- printf('barrier_defense_monolith_start')
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local gid = a:id()> 0 and a:id() or b:id()
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MDATA.barrier_defense_monolith.giver = gid
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MDATA.barrier_defense_monolith.defenders = {}
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MDATA.barrier_defense_monolith.attackers = {}
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MDATA.barrier_defense_monolith.squads_left = MONO_SQUADS
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local sq
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sq = SIMBOARD:create_squad(SIMBOARD.smarts_by_names['mil_smart_terrain_7_8'],"barrier_defense_squad")
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MDATA.barrier_defense_monolith.defenders[sq.id] = true
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-- printf('def: %s',sq.id)
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sq = SIMBOARD:create_squad(SIMBOARD.smarts_by_names['mil_smart_terrain_7_8'],"barrier_defense_squad")
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MDATA.barrier_defense_monolith.defenders[sq.id] = true
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-- printf('def: %s',sq.id)
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-- printf('init done, start task')
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MDATA.allow_surge = false
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task_manager.get_task_manager():give_task('barrier_defense_monolith')
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end
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function barrier_defense_zombie_start(a,b) -- dialog
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-- printf('barrier_defense_zombie_start')
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local gid = a:id()> 0 and a:id() or b:id()
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MDATA.barrier_defense_zombie.giver = gid
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MDATA.barrier_defense_zombie.defenders = {}
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MDATA.barrier_defense_zombie.attackers = {}
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MDATA.barrier_defense_zombie.squads_left = ZOMB_SQUADS
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local sq
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sq = SIMBOARD:create_squad(SIMBOARD.smarts_by_names['mil_smart_terrain_7_8'],"barrier_defense_squad")
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MDATA.barrier_defense_zombie.defenders[sq.id] = true
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-- printf('def: %s',sq.id)
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local spawn_l = 'barrier_spawn_'..math.random(1,9)
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sq = SIMBOARD:create_squad_at_named_location(spawn_l,'barrier_zombie_squad')
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local spawn_l = 'barrier_spawn_'..math.random(1,9)
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sq = SIMBOARD:create_squad_at_named_location(spawn_l,'barrier_zombie_squad')
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-- printf('init done, start task')
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MDATA.allow_surge = false
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task_manager.get_task_manager():give_task('barrier_defense_zombie')
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end
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function barrier_defense_monolith_complete(a,b)
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MDATA.allow_surge = true
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task_manager.get_task_manager():set_task_completed('barrier_defense_monolith')
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xr_effects.barrier_defense_clean_flags(nil,nil,{'monolith'})
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local r = {}
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r.joint = 1
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local w1, w2 = db.actor:item_in_slot(2), db.actor:item_in_slot(3)
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if w1 then
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local s = ini_sys:r_string_ex(w1:section(), "ammo_class")
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if (s) then
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local ammos = str_explode(s,",")
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r[ammos[1]] = math.random(4,6)
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end
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end
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if w2 then
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local s = ini_sys:r_string_ex(w2:section(), "ammo_class")
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if (s) then
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local ammos = str_explode(s,",")
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r[ammos[1]] = math.random(4,6)
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end
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end
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local sim = alife()
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for k,v in pairs(r) do
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news_manager.relocate_item(db.actor, 'in', k, v)
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for i=1,v do
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alife_create_item(k, db.actor)
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end
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end
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local amt = 40000
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news_manager.relocate_money(db.actor, 'in', amt)
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db.actor:give_money(amt)
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end
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function barrier_defense_zombie_complete(a,b)
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MDATA.allow_surge = true
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task_manager.get_task_manager():set_task_completed('barrier_defense_zombie')
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xr_effects.barrier_defense_clean_flags(nil,nil,{'zombie'})
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local r = {}
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r.vodka = 1
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r.drug_psy_blockade = 2
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local w1, w2 = db.actor:item_in_slot(2), db.actor:item_in_slot(3)
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if w1 then
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local s = ini_sys:r_string_ex(w1:section(), "ammo_class")
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if (s) then
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local ammos = str_explode(s,",")
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r[ammos[1]] = math.random(2,4)
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end
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end
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if w2 then
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local s = ini_sys:r_string_ex(w2:section(), "ammo_class")
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if (s) then
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local ammos = str_explode(s,",")
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r[ammos[1]] = math.random(2,4)
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end
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end
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local sim = alife()
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for k,v in pairs(r) do
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news_manager.relocate_item(db.actor, 'in', k, v)
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for i=1,v do
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alife_create_item(k, db.actor)
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end
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end
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local amt = 25000
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news_manager.relocate_money(db.actor, 'in', amt)
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db.actor:give_money(amt)
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end
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function task_functor.barrier_defense_target_functor(task_id)
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if db.actor and MDATA[task_id] and MDATA[task_id].giver and (db.actor:has_info('barrier_defense_monolith_finished') or db.actor:has_info('barrier_defense_zombie_finished')) then
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return MDATA[task_id].giver
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end
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local dist = 999999
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local sm = SIMBOARD.smarts_by_names['mil_smart_terrain_3_8']
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local ret = sm.id
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if MDATA[task_id] and MDATA[task_id].attackers then
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for k,v in pairs(MDATA[task_id].attackers) do
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if alife_object(k) then
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local newd = dist2d_id_sqr(0,k)
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if newd < dist then
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ret = k
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dist = newd
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end
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end
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end
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end
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|
|
|
return ret
|
|
end
|
|
|
|
|
|
--============================================< Conditions >============================================--
|
|
function xr_conditions.all_attackers_dead(a,b,c)
|
|
-- printf('all_attackers_dead start')
|
|
local tid = c and c[1]
|
|
|
|
if not tid then
|
|
printf('all_attackers_dead: called without arguments')
|
|
return
|
|
end
|
|
|
|
if not MDATA[tid] then return false end
|
|
|
|
for k,v in pairs(MDATA[tid].attackers) do
|
|
local so = alife_object(k)
|
|
if so then
|
|
-- printf('all_attackers_dead end false')
|
|
return false
|
|
end
|
|
end
|
|
|
|
-- printf('all_attackers_dead end true')
|
|
return true
|
|
end
|
|
|
|
function xr_conditions.distance_to_barrier(a,b,c)
|
|
-- mil_smart_terrain_3_8
|
|
-- printf('distance_to_barrier %s, %s', c[1], c[2])
|
|
if not (c and c[1] and c[2] and tonumber(c[2])) then
|
|
printf('distance_to_barrier: missing or malformed arguments, must be ("le" or "ge":number)')
|
|
return
|
|
end
|
|
|
|
local sm = SIMBOARD.smarts_by_names['mil_smart_terrain_3_8']
|
|
local dist = dist2d_id_sqr(0,sm.id)
|
|
local d = tonumber(c[2]) ^ 2
|
|
if c[1] == 'le' then return dist <= d end
|
|
if c[1] == 'ge' then return dist >= d end
|
|
printf('distance_to_barrier: unknown comparison requested, got %s expected "ge" or "le"', c[1])
|
|
end
|
|
|
|
|
|
--============================================< Effects >============================================--
|
|
function xr_effects.barrier_defense_first_spawn(a,b,c)
|
|
-- barrier_monolith_squad
|
|
-- barrier_spawn
|
|
-- barrier_defense_monolith
|
|
-- printf('barrier_defense_monolith_first_spawn')
|
|
if not (c and c[1] and (c[1]=='zombie' or c[1]=='monolith')) then
|
|
printf('barrier_defense_first_spawn: missing or unexpected arguments, must be "zombie" or "monolith"')
|
|
return
|
|
end
|
|
|
|
local squad_s = 'barrier_'..c[1]..'_squad'
|
|
|
|
for i=1,STARTING_SQUADS do
|
|
local spawn_l = 'barrier_spawn_'..math.random(1,9)
|
|
local sq = SIMBOARD:create_squad_at_named_location(spawn_l,squad_s)
|
|
-- sq.rush_to_target = true
|
|
MDATA['barrier_defense_'..c[1]].attackers[sq.id] = true
|
|
end
|
|
-- printf('barrier_defense_monolith_first_spawn end')
|
|
end
|
|
|
|
function xr_effects.on_barrier_defense_squad_death(a,b,c)
|
|
local tid = c[1]
|
|
|
|
if c[1] == 'barrier_defense_freedom' then
|
|
sq = SIMBOARD:create_squad(SIMBOARD.smarts_by_names['mil_smart_terrain_4_7'],"barrier_defense_squad")
|
|
if sq and sq:commander_id() and alife_object(sq:commander_id()) then
|
|
local se_obj = alife_object(sq:commander_id())
|
|
local name, icon = game.translate_string(se_obj:character_name()), se_obj:character_icon()
|
|
send_tip(game.translate_string('barrier_defense_reinforcements_'..math.random(1,4)),name,nil,nil, icon, nil, 'npc')
|
|
else
|
|
printf('squad commander still doesnt exist?')
|
|
end
|
|
-- MDATA.barrier_defense_zombie.defenders[sq.id] = true
|
|
else
|
|
local squad_s = tid == "barrier_defense_monolith" and 'barrier_monolith_squad' or 'barrier_zombie_squad'
|
|
|
|
-- printf('on_death_sq triggered')
|
|
local count = MDATA[tid].squads_left
|
|
if count > 0 then
|
|
if DEBUG then printf('left %s', count) end
|
|
local spawn = 'barrier_spawn_'..math.random(1,9)
|
|
local rpg = (count < 3 and tid == "barrier_defense_monolith") and '_rpg' or ''
|
|
local sq = SIMBOARD:create_squad_at_named_location(spawn, squad_s..rpg)
|
|
MDATA[tid].attackers[sq.id] = true
|
|
|
|
if count == 2 and tid=='barrier_defense_monolith' then
|
|
mid_news('monolith')
|
|
end
|
|
|
|
if count == 5 and tid=='barrier_defense_zombie' then
|
|
mid_news('zombie')
|
|
end
|
|
|
|
MDATA[tid].squads_left = count - 1
|
|
end
|
|
end
|
|
end
|
|
|
|
function xr_effects.barrier_defense_clean_flags(a,b,c)
|
|
-- barrier_defense_
|
|
db.actor:disable_info_portion('barrier_defense_'..c[1]..'_first_spawn')
|
|
db.actor:disable_info_portion('barrier_defense_'..c[1]..'_finished')
|
|
db.actor:disable_info_portion('barrier_defense_'..c[1]..'_announced')
|
|
end
|
|
|
|
function xr_effects.barrier_defense_news(a,b,c)
|
|
if c and c[1] and c[2] and (c[2] == 'monolith' or c[2] == 'zombie') then
|
|
local x = c[1]
|
|
if x == 'start' then
|
|
send_tip(game.translate_string('barrier_defense_'..c[2]..'_start_announce'),game.translate_string("mil_freedom_leader_name"),nil,nil, 'ui_inGame2_lukash', nil, 'npc')
|
|
return
|
|
end
|
|
|
|
if x == 'end' then
|
|
MDATA.allow_surge = true -- Added by Catspaw to fix broken emissions on barrier task fail
|
|
send_tip(game.translate_string('barrier_defense_'..c[2]..'_end_announce'),game.translate_string("mil_freedom_leader_name"),nil,nil, 'ui_inGame2_lukash', nil, 'npc')
|
|
return
|
|
end
|
|
|
|
if x == 'escape' then
|
|
MDATA.allow_surge = true -- Added by Catspaw to fix broken emissions on barrier task fail
|
|
send_tip(game.translate_string('barrier_defense_'..c[2]..'_run_announce'),game.translate_string("mil_freedom_leader_name"),nil,nil, 'ui_inGame2_lukash', nil, 'npc')
|
|
return
|
|
end
|
|
printf('barrier_defense_news: first argument must be "start", "end" or "escape"')
|
|
else
|
|
printf('barrier_defense_news: missing or wrong arguments, must be ([start,end,escape]:[zombie,monolith])')
|
|
end
|
|
end
|