removing player weapons is easy as there's already a command for that
RemovePlayerWeapons(e)
so the winzone should now look like this
function winzone_no_weapons_init(e)
end
function winzone_no_weapons_main(e)
if g_Entity[e]['plrinzone']==1 then
if g_PlayerPosY - 65 <= g_Entity[e]['y'] and g_PlayerPosY >= g_Entity[e]['y'] + 25 then
RemovePlayerWeapons(e)
JumpToLevelIfUsed(e)
end
end
end
note, mine is called winzone_no_weapons.lua
for the dead enemy check there are a few door scripts around that do this (i have one or there's this 1
https://forum.game-guru.com/thread/216606#msg2561855), could you maybe put the winzone inside a building with that script on a door or maybe a gate?
otherwise you can adjust it to fit the zone like so
g_KillCount = 0
function winzone_no_weapons_init(e)
end
function winzone_no_weapons__main(e)
if g_Entity[e]['plrinzone']==1 then
if g_PlayerPosY - 65 <= g_Entity[e]['y'] and g_PlayerPosY >= g_Entity[e]['y'] + 25 then
if g_KillCount == 1 then
g_KillCount = 0
RemovePlayerWeapons(e)
JumpToLevelIfUsed(e)
end
end
end
end
and the AI script should be changed to have g_KillCount = g_KillCount + 1 inside the exit(e) function like this
ai_soldier_missiondoor.lua
-- LUA Script - precede every function and global member with lowercase name of script
-- globals for AI enemies
ai_newdest_time = {}
ai_cover_on = {}
--g_KillCount = 0
-- init when level first runs
function ai_soldier_missiondoor_init(e)
ai_soldier_state[e] = "patrol";
ai_soldier_pathindex[e] = -1;
ai_start_x[e] = nil
ai_starting_heath[e] = nil
ai_ran_to_cover[e] = 0
ModulateSpeed(e,1.0)
ai_old_health[e] = 0
CharacterControlStand(e)
ai_returning_home[e] = 0
ai_newdest_time[e] = -1
ai_cover_on[e] = 0
ai_alerted_spoken[e] = 0
SetCharacterSoundSet(e)
end
-- logic will patrol closest waypoint path, then shoot at player if they
-- get too close, and will run away for cover if their health is low
function ai_soldier_missiondoor_main(e)
-- Death Animation
if ai_soldier_state[e] ~= "deathanim" then
-- Detect player distance (note: possible optimization here)
PlayerDX = g_Entity[e]['x'] - g_PlayerPosX;
PlayerDY = g_Entity[e]['y'] - g_PlayerPosY;
PlayerDZ = g_Entity[e]['z'] - g_PlayerPosZ;
PlayerDist = math.sqrt(math.abs(PlayerDX*PlayerDX)+math.abs(PlayerDY*PlayerDY)+math.abs(PlayerDZ*PlayerDZ));
-- Entity Object Number
EntObjNo = g_Entity[e]['obj'];
-- Handle health
if ai_starting_heath[e] == nil then
ai_starting_heath[e] = g_Entity[e]['health']
end
-- Store starting point so we can return there if player moves far away
if ai_start_x[e] == nil then
ai_start_x[e] = g_Entity[e]['x']
ai_start_z[e] = g_Entity[e]['z']
AISetEntityControl(EntObjNo,AI_MANUAL);
end
-- Patrol Mode
if ai_soldier_state[e] == "patrol" then
-- Try and find a close path to patrol, just check once for it
if ai_soldier_pathindex[e] == -1 then
ai_soldier_pathindex[e] = -2
CharacterControlArmed(e)
-- find initial waypoint path to follow
PathIndex = -1;
pClosest = 99999;
for pa = 1, AIGetTotalPaths(), 1 do
for po = 1 , AIGetPathCountPoints(pa), 1 do
pDX = g_Entity[e]['x'] - AIPathGetPointX(pa,po);
pDZ = g_Entity[e]['z'] - AIPathGetPointZ(pa,po);
pDist = math.sqrt(math.abs(pDX*pDX)+math.abs(pDZ*pDZ));
if pDist < pClosest and pDist < 200 then
pClosest = pDist;
PathIndex = pa;
end
end -- po
end -- pa
-- follow found path
if PathIndex > -1 then
ai_soldier_pathindex[e] = PathIndex;
ai_path_point_index[e] = 2
ModulateSpeed(e,1.0)
SetCharacterToWalk(e)
ai_path_point_direction[e] = 1
ai_path_point_max[e] = AIGetPathCountPoints(ai_soldier_pathindex[e])
end
end
-- Force character as unarmed
CharacterControlUnarmed(e)
-- If set to head home, lets go there
if ai_returning_home[e] == 1 then
tDistX = g_Entity[e]['x'] - ai_start_x[e];
tDistZ = g_Entity[e]['z'] - ai_start_z[e];
DistToStart = math.sqrt(math.abs(tDistX*tDistX)+math.abs(tDistZ*tDistZ))
if DistToStart < 200 or GetTimer(e) > ai_combat_state_delay[e] then
ai_soldier_pathindex[e] = -1
SetCharacterToWalk(e)
CharacterControlUnarmed(e)
AIEntityStop(EntObjNo);
ModulateSpeed(e,1.0)
ai_returning_home[e] = 0
ai_soldier_state[e] = "alerted"
ai_alerted_mode[e] = 0
else
AIEntityGoToPosition(EntObjNo,ai_start_x[e],ai_start_z[e])
end
-- If we have a path then lets patrol it
elseif ai_soldier_pathindex[e] > -1 then
ai_patrol_x[e] = AIPathGetPointX(ai_soldier_pathindex[e],ai_path_point_index[e])
ai_patrol_z[e] = AIPathGetPointZ(ai_soldier_pathindex[e],ai_path_point_index[e])
AIEntityGoToPosition(EntObjNo,ai_patrol_x[e],ai_patrol_z[e])
tDistX = g_Entity[e]['x'] - ai_patrol_x[e]
tDistZ = g_Entity[e]['z'] - ai_patrol_z[e]
DistFromPath = math.sqrt(math.abs(tDistX*tDistX)+math.abs(tDistZ*tDistZ))
if DistFromPath < 50 then
if ai_path_point_direction[e] == 1 then
ai_path_point_index[e] = ai_path_point_index[e] + 1
if ( ai_path_point_index[e] > ai_path_point_max[e] ) then
ai_path_point_index[e] = ai_path_point_max[e] -1
ai_path_point_direction[e] = 0
end
else
ai_path_point_index[e] = ai_path_point_index[e] - 1
if ( ai_path_point_index[e] < 1 ) then
ai_path_point_index[e] = 2
ai_path_point_direction[e] = 1
end
end
end
else
CharacterControlFidget(e)
end
ai_soldier_AggroCheck(e)
ai_soldier_AlertAggroCheck(e)
-- Alerted, perhaps player is near or gunshots can be heard?
if PlayerDist < AIGetEntityViewRange(EntObjNo) / 3 or AIGetEntityHeardSound(EntObjNo) == 1 then
ai_soldier_state[e] = "alerted"
ai_alerted_mode[e] = 0
ai_alert_x = g_Entity[e]['x']
ai_alert_z = g_Entity[e]['z']
ai_alert_counter = 10
ai_alert_entity = e
end
end
-- alerted mode
if ai_soldier_state[e] == "alerted" then
LookAtPlayer(e)
-- alert taken out
if g_Entity[e]['plrvisible'] == 1 then
ai_soldier_state[e] = "combat";
PlayCombatMusic(8000,500)
ai_combat_mode[e] = 0
-- Add this enemy as a point of aggro, alerting anyone near to join the fight
ai_aggro_entity = e
ai_aggro_x = g_Entity[e]['x']
ai_aggro_z = g_Entity[e]['z']
AISetEntityControl(EntObjNo,AI_MANUAL)
AIEntityStop(EntObjNo)
CharacterControlArmed(e)
SetCharacterToRun(e)
else
if ai_alerted_mode[e] == 0 then
tSpeed = math.random(100,130) / 100.0
ModulateSpeed(e,tSpeed)
angle = math.random(360)
ai_dest_x[e] = g_PlayerPosX + (math.sin(angle) * 150)
ai_dest_z[e] = g_PlayerPosZ + (math.cos(angle) * 150)
AIEntityGoToPosition(EntObjNo,ai_dest_x[e],ai_dest_z[e])
ai_alerted_state_delay[e] = math.random(0,1)
ai_alerted_old_time[e] = os.clock()
CharacterControlArmed(e)
ai_alerted_mode[e] = 1
if ai_alerted_spoken[e] == 0 then
PlayCharacterSound(e,"onAlert")
ai_alerted_spoken[e] = 1
end
-- Target the player, run in to attack
elseif ai_alerted_mode[e] == 1 then
LookAtPlayer(e)
if os.clock() - ai_alerted_old_time[e] > ai_alerted_state_delay[e] then
ai_alerted_state_delay[e] = 2
ai_alerted_mode[e] = 2
AIEntityGoToPosition(EntObjNo,ai_dest_x[e],ai_dest_z[e])
end
elseif ai_alerted_mode[e] == 2 then
if os.clock() - ai_alerted_old_time[e] > ai_alerted_state_delay[e] then
AIEntityStop(EntObjNo)
ai_alerted_mode[e] = 0
ai_soldier_state[e] = "patrol";
ai_soldier_AggroCheck(e)
end
end
if g_Entity[e]['plrvisible'] == 1 then
ai_soldier_state[e] = "combat";
PlayCombatMusic(8000,500)
ai_combat_mode[e] = 0
-- Add this enemy as a point of aggro, alerting anyone near to join the fight
ai_aggro_entity = e
ai_aggro_x = g_Entity[e]['x']
ai_aggro_z = g_Entity[e]['z']
AISetEntityControl(EntObjNo,AI_MANUAL)
AIEntityStop(EntObjNo)
CharacterControlArmed(e)
SetCharacterToRun(e)
end
end
end
-- Combat mode
if ai_soldier_state[e] == "combat" then
-- Look at player
LookAtPlayer(e)
-- If we are the soldier with aggro then update our position so if we run near to others, we can alert them to the fight
if ai_aggro_entity ~= null then
if ai_aggro_entity == e then
ai_aggro_x = g_Entity[e]['x']
ai_aggro_z = g_Entity[e]['z']
end
end
-- Kick off combat by choosing a destination to head for around the player
if ai_combat_mode[e] == 0 then
tSpeed = math.random(100,130) / 100.0
ModulateSpeed(e,tSpeed)
-- instead of a point around player, choose a strafe point between player and enemy
--angle = math.random(360)
--ai_dest_x[e] = g_PlayerPosX + (math.sin(angle) * 200)
--ai_dest_z[e] = g_PlayerPosZ - (math.cos(angle) * 200)
dx = g_Entity[e]['x'] - g_PlayerPosX
dz = g_Entity[e]['z'] - g_PlayerPosZ
angle = math.random(360)
ai_dest_x[e] = (g_PlayerPosX + (dx/2)) + (math.sin(angle) * 100)
ai_dest_z[e] = (g_PlayerPosZ + (dz/2)) - (math.cos(angle) * 100)
-- Check if we can get to the new position without going around something
if ( AICouldSee ( EntObjNo , ai_dest_x[e] , g_Entity[e]['y'] , ai_dest_z[e] ) == 0 ) then
ai_dest_x[e] = g_PlayerPosX;
ai_dest_z[e] = g_PlayerPosZ;
end
if PlayerDist < AI_CLOSEST_TO_PLAYER then
ai_dest_x[e] = g_Entity[e]['x']
ai_dest_z[e] = g_Entity[e]['z']
end
-- FORCE ENEMY ONTO STOP FOR TEST - STAY PUT!
--ai_dest_x[e] = g_Entity[e]['x']
--ai_dest_z[e] = g_Entity[e]['z']
StartTimer(e)
CharacterControlArmed(e)
ai_combat_mode[e] = 1
ai_cover_on[e] = AIEntityMoveToCover(EntObjNo,g_PlayerPosX,g_PlayerPosZ)
if ai_cover_on[e] == 0 then
AIEntityGoToPosition(EntObjNo,ai_dest_x[e],ai_dest_z[e])
ai_combat_state_delay[e] = math.random(50,100)
else
ai_combat_state_delay[e] = math.random(1000,2000)
end
-- Target the player, wait a short time then run in to attack
elseif ai_combat_mode[e] == 1 then
if GetTimer(e) > ai_combat_state_delay[e] then
ai_combat_state_delay[e] = math.random(500,1000)
StartTimer(e)
ai_combat_mode[e] = 2
end
if g_Entity[e]['plrvisible'] == 1 then
RotateToPlayer(e)
FireWeapon(e)
end
-- Run to destination for a small amount of time
elseif ai_combat_mode[e] == 2 then
if g_Entity[e]['plrvisible'] == 1 then
FireWeapon(e)
end
if (GetTimer(e) > ai_combat_state_delay[e]) or PlayerDist <= AI_CLOSEST_TO_PLAYER then
ai_combat_mode[e] = 3
end
-- Target the player
elseif ai_combat_mode[e] == 3 then
CharacterControlArmed(e)
ai_combat_mode[e] = 4
if ai_cover_on[e] == 1 then
ai_combat_state_delay[e] = math.random(500,1500)
else
ai_combat_state_delay[e] = math.random(50,100)
end
StartTimer(e)
-- Shoot the player if we can, if not head off to find him
elseif ai_combat_mode[e] == 4 then
if g_Entity[e]['plrvisible'] == 1 then
FireWeapon(e)
end
if ai_cover_on[e] == 1 then
CharacterControlDucked(e)
end
-- Once our shooting time has ended, lets go back to mode 0 and start over
-- If we cannot see the player, wait a short time before hunting him down
if GetTimer(e) > ai_combat_state_delay[e] then
CharacterControlStand(e)
if g_Entity[e]['plrvisible'] == 0 then
ai_combat_mode[e] = 7
ai_cover_on[e] = 0
ai_combat_state_delay[e] = math.random(1000,2000)
StartTimer(e)
AIEntityGoToPosition(EntObjNo,g_PlayerPosX,g_PlayerPosZ)
else
ai_combat_mode[e] = 0
end
end
ai_old_health[e] = g_Entity[e]['health']
-- In cover, we wait a while, shoot if we can see the player, before venturing out again
elseif ai_combat_mode[e] == 5 then
CharacterControlArmed(e)
if g_Entity[e]['plrvisible'] == 1 then
FireWeapon(e)
end
if GetTimer(e) > ai_combat_old_time[e] then
ModulateSpeed(e,1.0)
--AIEntityStop(EntObjNo)
ai_combat_mode[e] = 0
end
-- Out of the range of the player, heading back to start point for a while, once there going back to Patrol mode
elseif ai_combat_mode[e] == 6 then
ai_returning_home[e] = 1
SetCharacterToWalk(e)
CharacterControlUnarmed(e)
AIEntityGoToPosition(EntObjNo,ai_start_x[e],ai_start_z[e])
ai_soldier_state[e] = "patrol"
ai_combat_state_delay[e] = 3000
StartTimer(e)
tSpeed = math.random(100,130) / 100.0
ModulateSpeed(e,tSpeed)
return
-- Unable to see the player to shoot, so heading after him
elseif ai_combat_mode[e] == 7 then
if g_Entity[e]['plrvisible'] == 1 then
FireWeapon(e)
end
AIEntityGoToPosition(EntObjNo,g_PlayerPosX,g_PlayerPosZ)
if ( g_Entity[e]['plrvisible'] == 1 or PlayerDist <= AI_CLOSEST_TO_PLAYER ) and GetTimer(e) > ai_combat_state_delay[e] then
ai_combat_mode[e] = 0
end
elseif ai_combat_mode[e] == 8 then
ai_combat_mode[e] = 9
AIEntityStop(EntObjNo)
elseif ai_combat_mode[e] == 9 then
ai_combat_mode[e] = 10
-- Pick left or right strafe
if ( math.random(0,1) == 0 ) then
SetCharacterToStrafeLeft(e)
else
SetCharacterToStrafeRight(e)
end
ai_combat_old_time[e] = os.clock()
elseif ai_combat_mode[e] == 10 then
-- We can see the player, lets shoot him!
if g_Entity[e]['plrvisible'] == 1 then
FireWeapon(e)
end
if os.clock() - ai_combat_old_time[e] > ai_combat_state_delay[e] then
ai_combat_state_delay[e] = math.random(1,3)
ai_combat_mode[e] = 4
ai_old_health[e] = g_Entity[e]['health']
end
elseif ai_combat_mode[e] == 11 then
if g_Entity[e]['plrvisible'] == 1 then
if os.clock() - ai_combat_old_time[e] > ai_combat_state_delay[e] then
CharacterControlStand(e)
ai_combat_old_time[e] = os.clock()
ai_combat_state_delay[e] = 1
ai_combat_mode[e] = 12
end
end
if ai_combat_mode[e] == 12 then
if g_Entity[e]['plrvisible'] == 1 then
FireWeapon(e)
end
if os.clock() - ai_combat_old_time[e] > ai_combat_state_delay[e] then
ai_combat_mode[e] = 4
end
end
end
-- If health is below 30, run and hide, then head to mode 5
if g_Entity[e]['health'] < 30 and ai_combat_mode[e] ~= 4 and ai_ran_to_cover[e] == 0 then
ModulateSpeed(e,1.3)
ai_ran_to_cover[e] = 1
AISetEntityControl(EntObjNo,AI_MANUAL);
a=AIEntityMoveToCover(EntObjNo,g_PlayerPosX,g_PlayerPosZ);
ai_combat_old_time[e] = 3000
StartTimer(e)
ai_combat_mode[e] = 5
end
-- When player out of range, return to patrol
if PlayerDist > AIGetEntityViewRange(EntObjNo)*1.5 then
ai_combat_mode[e] = 6
end
end
if string.find(string.lower(g_Entity[e]['limbhit']), "head") ~= nil then
ai_soldier_state[e] = "deathanim"
PlayCharacterSound(e,"onDeath")
StartTimer(e)
CharacterControlLimbo(e)
--g_KillCount = g_KillCount + 1
--Prompt(g_KillCount)
BulletRayDX = g_Entity[e]['x'] - g_PlayerPosX;
BulletRayDY = g_Entity[e]['y'] - g_PlayerPosY;
BulletRayDZ = g_Entity[e]['z'] - g_PlayerPosZ;
BulletAngle = (math.atan2(BulletRayDX,BulletRayDZ)/6.28)*360
BulletAngle = BulletAngle + g_Entity[e]['angley']
if BulletAngle < 0 then
BulletAngle = BulletAngle + 360
end
if BulletAngle >= 360 then
BulletAngle = BulletAngle - 360
end
if BulletAngle >= 360 then
BulletAngle = BulletAngle - 360
end
--Prompt ( BulletAngle )
if BulletAngle >= 360-45 or BulletAngle <= 0+45 then
SetAnimationFrames(5031,5050)
SetAnimationFrame(e,5031)
end
if BulletAngle >= 180-45 and BulletAngle <= 180+45 then
SetAnimationFrames(4972,5002)
SetAnimationFrame(e,4972)
end
if BulletAngle >= 90-45 and BulletAngle <= 90+45 then
-- side hit animations not aligned for this technique (yet)
SetAnimationFrames(4972,5002)
SetAnimationFrame(e,4972)
end
if BulletAngle >= 270-45 and BulletAngle <= 270+45 then
-- side hit animations not aligned for this technique (yet)
SetAnimationFrames(4972,5002)
SetAnimationFrame(e,4972)
end
PlayAnimation(e)
ModulateSpeed(e,1.0)
SetAnimationSpeed(e,1.5)
end
else --DeathAnim Else
-- wait until death anim mostly over, then switch to ragdoll
if GetTimer(e)>200 then
SetEntityHealth(e,0)
BulletRayDX = g_Entity[e]['x'] - g_PlayerPosX;
BulletRayDY = g_Entity[e]['y'] - g_PlayerPosY;
BulletRayDZ = g_Entity[e]['z'] - g_PlayerPosZ;
SetEntityRagdollForce(e,g_Entity[e]['limbhitindex'],BulletRayDX,BulletRayDY,BulletRayDZ,750)
ResetLimbHit(e)
end
end --DeathAnim Endif
-- Debug prompt
--if ai_soldier_state[e] ~= nil and ai_combat_mode[e] ~= nil and g_Entity[e]['angley'] ~= nil then
-- Prompt( ai_soldier_state[e] .. " mode=" .. ai_combat_mode[e] .. " angley=" .. g_Entity[e]['angley'] )
--else
-- Prompt( "angley=" .. g_Entity[e]['angley'] )
--end
end
function ai_soldier_AggroCheck(e)
-- If there player is in range and we can see him, or we have been shot, move into combat mode
if PlayerDist < AIGetEntityViewRange(EntObjNo) then
if g_Entity[e]['plrvisible'] == 1 or g_Entity[e]['health'] < ai_starting_heath[e] then
ai_soldier_state[e] = "combat";
PlayCombatMusic(8000,500)
ai_combat_mode[e] = 0
PlayCharacterSound(e,"onAggro")
-- Add this enemy as a point of aggro, alerting anyone near to join the fight
ai_aggro_entity = e
ai_aggro_x = g_Entity[e]['x']
ai_aggro_z = g_Entity[e]['z']
ai_alert_x = g_Entity[e]['x']
ai_alert_z = g_Entity[e]['z']
AISetEntityControl(EntObjNo,AI_MANUAL)
AIEntityStop(EntObjNo);
SetCharacterToRun(e)
else
-- We cant see the player, but perhaps we are near someone that can
if ai_aggro_entity ~= nil then
tDistX = g_Entity[e]['x'] - ai_aggro_x
tDistZ = g_Entity[e]['z'] - ai_aggro_z
tDist = math.sqrt(math.abs(tDistX*tDistX)+math.abs(tDistZ*tDistZ))
if tDist < ai_aggro_range then
ai_soldier_state[e] = "combat";
PlayCombatMusic(8000,500)
ai_combat_mode[e] = 0
AISetEntityControl(EntObjNo,AI_MANUAL)
AIEntityStop(EntObjNo);
SetCharacterToRun(e)
end
end
end
end
end
function ai_soldier_AlertAggroCheck(e)
-- If there is an alert close by
if e == ai_alert_entity then
ai_alert_counter = ai_alert_counter - 1
if ai_alert_counter <= 0 then
ai_alert_x = -10000
ai_alert_z = -10000
ai_alert_entity = 0
end
end
pDX = g_Entity[e]['x'] - ai_alert_x
pDZ = g_Entity[e]['z'] - ai_alert_z;
pDist = math.sqrt(math.abs(pDX*pDX)+math.abs(pDZ*pDZ));
if pDist < 800 then
ai_soldier_state[e] = "alerted"
ai_alerted_mode[e] = 0
end
end
function ai_soldier_missiondoor_exit(e)
g_KillCount = g_KillCount + 1
if ai_soldier_state[e] ~= "deathanim" then
PlayCharacterSound(e,"onDeath")
end
end