234 lines
7.2 KiB
Plaintext
234 lines
7.2 KiB
Plaintext
scriptName TrapSwingingWall extends MovingTrap
|
|
;
|
|
;
|
|
;This is the script for the blade trap
|
|
;Activating the trap causes it to toggle on and off
|
|
;If activated while in the process of stopping, it should be able to handle that.
|
|
;================================================================
|
|
|
|
import debug
|
|
import utility
|
|
|
|
;If Loop is true, it swings until activated again.
|
|
;If Loop is false, it swings once when activated.
|
|
bool restartLooping = false
|
|
bool finishedPlaying = false
|
|
bool hasPlayedAttackAnimOnce = FALSE
|
|
float property initialDelay = 0.25 auto
|
|
|
|
string property fireAnim = "90For" auto hidden
|
|
{firing animation, should not need to change}
|
|
string property fireEvent = "Done" auto hidden
|
|
{firing animation event, should not need to change}
|
|
string property resetAnim = "90Back" auto hidden
|
|
{reset animation, should not need to change}
|
|
string property resetEvent = "TransStop" auto hidden
|
|
{reset animation event, should not need to change}
|
|
string property startSwungAnim = "90End" auto hidden
|
|
{anim event to start already swung}
|
|
string property rearmAnim = "Rearm" Auto hidden
|
|
|
|
string property rearmEvent = "TransStart" Auto hidden
|
|
|
|
string property HalfAnim = "90Half" auto hidden
|
|
string property HalfAnimEvent = "TransHalf" Auto hidden
|
|
|
|
string property NinetyFireAnim = "90For" auto hidden
|
|
string property NinetyResetAnim = "90Back" auto hidden
|
|
string property NinetyStartSwungAnim = "90End" auto hidden
|
|
string property NinetyHalfAnim = "90Half" auto hidden
|
|
|
|
string property OneEightyFireAnim = "180For" auto hidden
|
|
string property OneEightyResetAnim = "180Back" auto hidden
|
|
string property OneEightyStartSwungAnim = "180End" auto hidden
|
|
string property OneEightyHalfAnim = "180Half" auto hidden
|
|
|
|
string property TwoSeventyFireAnim = "270For" auto hidden
|
|
string property TwoSeventyResetAnim = "270Back" auto hidden
|
|
string property TwoSeventyStartSwungAnim = "270End" auto hidden
|
|
string property TwoSeventyHalfAnim = "270Half" auto hidden
|
|
|
|
|
|
bool property startSwung = false auto
|
|
{set to true to start swung}
|
|
bool property animsSetUp = false auto hidden
|
|
|
|
int property actorsInTrigger = 0 auto hidden
|
|
int property rotation = 0 Auto
|
|
{This property sets how far to rotate
|
|
0 == 90 degrees
|
|
1 == 180 degrees
|
|
2 == 270 degrees
|
|
Anything else will fail and trap will default to 90 degrees}
|
|
|
|
|
|
;-----------------------------------
|
|
|
|
;This block tracks entering objects to prevent the player
|
|
;or other live actor from being trapped behind the wall
|
|
Event onTriggerEnter(objectReference TriggerRef)
|
|
; debug.Trace(self + " has been entered by " + TriggerRef)
|
|
if TriggerRef as Actor ;&& !(TriggerRef as actor).isDead()
|
|
actorsInTrigger += 1
|
|
endif
|
|
; debug.Trace(self + ":actorsInTrigger = " + actorsInTrigger)
|
|
endEvent
|
|
|
|
Event onTriggerLeave(objectReference TriggerRef)
|
|
; debug.Trace(self + " has been entered by " + TriggerRef)
|
|
;/ subhuman - you know what the problem with removing the IsDead() check is, Bethesda? A corpse can turn the
|
|
trap on, but it never gets turned off because corpse cleanup isn't an OnTriggerLeave event! /;
|
|
if TriggerRef as Actor ;&& !(TriggerRef as actor).isDead()
|
|
; actorsInTrigger -= 1
|
|
; subhuman - sanity check to prevent negative values
|
|
if actorsInTrigger > 0
|
|
actorsInTrigger -= 1
|
|
endif
|
|
endif
|
|
; debug.Trace(self + ":actorsInTrigger = " + actorsInTrigger)
|
|
endEvent
|
|
|
|
;Load block used for handing state when going from cell to cell
|
|
EVENT OnCellAttach()
|
|
isLoaded = TRUE
|
|
if !AnimsSetUp
|
|
SetUpAnims()
|
|
endif
|
|
;/ subhuman - WTF? Dead code commented out. If AnimsSetUp was false, then SetUpAnims() was called TWO LINES
|
|
ABOVE THIS! Before SetUpAnims() finishes and lets this function resume executing, it set AnimsSetUp to
|
|
true.... /;
|
|
;/ while !AnimsSetUp
|
|
endWhile/;
|
|
hitBase = (self as objectReference) as TrapHitBase
|
|
|
|
if isFiring || startSwung
|
|
if startSwung
|
|
;isFiring == True
|
|
loop = True
|
|
goToState("On")
|
|
endif
|
|
fireTrap()
|
|
endif
|
|
endEVENT
|
|
|
|
Function fireTrap()
|
|
|
|
;Basic wind up and fire once checking
|
|
;TRACE("fireTrap called")
|
|
isFiring = True
|
|
if !AnimsSetUp
|
|
SetUpAnims()
|
|
endif
|
|
;/ subhuman - WTF? Dead code commented out. If AnimsSetUp was false, then SetUpAnims() was called TWO LINES
|
|
ABOVE THIS! Before SetUpAnims() finishes and lets this function resume executing, it set AnimsSetUp to
|
|
true.... /;
|
|
;/ while !AnimsSetUp
|
|
endWhile/;
|
|
ResolveLeveledDamage()
|
|
if !startSwung
|
|
hitBase.goToState("CanHit")
|
|
WindupSound.play( self as ObjectReference) ;play windup sound
|
|
wait( initialDelay ) ;wait for windup
|
|
endif
|
|
hasPlayedAttackAnimOnce = FALSE
|
|
;TRACE("Initial Delay complete")
|
|
|
|
if (fireOnlyOnce == True) ;If this can be fired only once then disarm
|
|
trapDisarmed = True
|
|
endif
|
|
|
|
;TRACE("Looping =")
|
|
;TRACE(Loop)
|
|
|
|
;Trap Guts
|
|
finishedPlaying = False
|
|
while !finishedPlaying && isLoaded
|
|
;trace(self + "Firing trap: playanimation(" + fireAnim + ")")
|
|
;trace(self + "Firing trap: waiting for event(" + fireEvent + ")")
|
|
if !hasPlayedAttackAnimOnce
|
|
if !startSwung
|
|
PlayAnimationAndWait(fireAnim, fireEvent)
|
|
; ;debug.Trace(self + "has finished anim once")
|
|
; hasPlayedAttackAnimOnce = TRUE
|
|
hitBase.goToState("CannotHit")
|
|
else
|
|
startSwung = False
|
|
playAnimation(startSwungAnim)
|
|
; hasPlayedAttackAnimOnce = TRUE
|
|
endif
|
|
hasPlayedAttackAnimOnce = TRUE
|
|
Else
|
|
wait(0.5)
|
|
endif
|
|
; subhuman - ok, this was just asinine. A function call for what should be setting a simple bool...
|
|
finishedPlaying = !loop
|
|
;/ finishedPlaying = True
|
|
|
|
if loop ;Reset Limiter
|
|
; ;debug.Trace(self + "is looping because loop = " + loop)
|
|
resetLimiter()
|
|
endif /;
|
|
endWhile
|
|
|
|
if isLoaded
|
|
isFiring = false
|
|
;debug.Trace(self + " is playing " + resetAnim + " & waiting for " + resetEvent)
|
|
PlayAnimationAndWait(resetAnim, resetEvent)
|
|
;debug.Trace(self + " has recieved anim event " + resetEvent)
|
|
;/ subhuman - added isLoaded check to while loop so it will stop when the OnUnload() event
|
|
sets isLoaded to false. Encountered at least one case where the PC left the dungeon, and
|
|
this was still looping days later. /;
|
|
while isLoaded && (actorsInTrigger > 0)
|
|
;debug.Trace(self + ":actorsInTrigger = " + actorsInTrigger)
|
|
utility.wait(1.0)
|
|
EndWhile
|
|
PlayAnimationAndWait(rearmAnim, rearmEvent)
|
|
goToState("Reset")
|
|
endif
|
|
;trace(self + "Reset trap: playanimation(" + resetAnim + ")")
|
|
;trace(self + "Reset trap: waiting for event(" + resetEvent + ")")
|
|
|
|
|
|
endFunction
|
|
|
|
Function ResetLimiter()
|
|
finishedPlaying = False
|
|
;TrapHitBase hitBase = (self as objectReference) as TrapHitBase
|
|
;hitBase.goToState("CanHit")
|
|
EndFunction
|
|
|
|
Function SetUpAnims()
|
|
if rotation == 0
|
|
;set anims to 90 degree variants
|
|
fireAnim = NinetyFireAnim
|
|
resetAnim = NinetyResetAnim
|
|
startSwungAnim = NinetyStartSwungAnim
|
|
halfAnim = NinetyHalfAnim
|
|
ElseIf rotation == 1
|
|
;set anims to 180 degree variants
|
|
fireAnim = OneEightyFireAnim
|
|
resetAnim = OneEightyResetAnim
|
|
startSwungAnim = OneEightyStartSwungAnim
|
|
halfAnim = OneEightyHalfAnim
|
|
ElseIf rotation == 2
|
|
;set anims to 270 degree variants
|
|
fireAnim = TwoSeventyFireAnim
|
|
resetAnim = TwoSeventyResetAnim
|
|
startSwungAnim = TwoSeventyStartSwungAnim
|
|
halfAnim = TwoSeventyHalfAnim
|
|
; Else
|
|
; debug.Trace(self + " has been set to an incorrect rotation value of " + rotation)
|
|
endif
|
|
animsSetUp = True
|
|
endFunction
|
|
|
|
Event onReset()
|
|
self.reset()
|
|
goToState("Idle")
|
|
endEvent
|
|
|
|
|
|
|
|
|
|
|