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HULK.CON
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1997-07-16
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8KB
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376 lines
// Hulk Guard
action AHULKSTAND 0 1 1 1 40
action AHULKWALKING -41 8 5 1 8
action AHULKRUNNING -41 8 5 1 8
action AHULKWHACK 21 6 5 1 20
action AHULKDYING 89 9 1 1 15
action AHULKFLINTCH 73 3 5 1 11
action AHULKLYINGDEAD 97 1 1
action AHULKSHOOT 0 4 5 1 40
action AHULKLOB 52 6 5 1 20
move HULKWALKVEL 160
move HULKRUNVEL 160
move HULKSTOP
ai AIHULKGETENEMY AHULKWALKING HULKWALKVEL seekplayer
ai AIHULKCHARGEENEMY AHULKRUNNING HULKRUNVEL seekplayer
ai AIHULKWHACKENEMY AHULKWHACK HULKSTOP faceplayerslow
ai AIHULKDYING AHULKDYING HULKSTOP faceplayer
// ai AIHULKSHOOT AHULKSHOOT HULKSTOP faceplayersmart
ai AIHULKSHOOT AHULKSHOOT HULKSTOP faceplayer
ai AIHULKLOB AHULKLOB HULKSTOP faceplayer
// ai AIHULKFLINTCH AHULKFLINTCH HULKSTOP geth
ai AIHULKFLINTCH AHULKFLINTCH HULKSTOP faceplayer
state hulk_body_jibs
guts HULKJIBA 2
guts HULKJIBB 2
guts HULKJIBC 1
spawn BLOODPOOL
ends
state hulkseekstate
// If Hulk is allowed to leave his home sector
ifactornotstayput
{
// if player is alive, and you can see him,
// and distance < 1596, change ai to whack him
ifp palive
ifcansee
ifcanshoottarget
ifpdistl 1596
{
ai AIHULKWHACKENEMY
break
}
// if current hulk ai is charging enemy
ifai AIHULKCHARGEENEMY
{
// if player is alive, and you can see him,
// and player distance < 1596, switch ai to whack him
ifp palive
ifcansee
ifcanshoottarget
ifpdistl 1596
{
ai AIHULKWHACKENEMY
break
}
// Make Hulk walk around some before he shoots
ifcount 18
{
// NN out of 256 time and player is alive and hulk can
// see player, switch ai to shoot
ifrnd 32
ifp palive
ifcansee
ifcanshoottarget
{
ai AIHULKSHOOT
break
}
// NN out of 256 times, and player is alive and hulk can
// see player, switch ai to shoot
ifrnd 16
ifp palive
ifcansee
ifcanshoottarget
{
ai AIHULKLOB
break
}
} // end ifcount
}
// if ai NOT charge, and distance > 4096
// switch ai so IS charge
else ifpdistg 4096
{
ai AIHULKCHARGEENEMY
break
}
// NN out of 256 times, if we get down here in
// the code and we're not moving
// try opening a door to find player
ifrnd 4
ifnotmoving
operate
}
// Else Hulk confined to home sector
else
{
// if count = 16, and player alive, and distance < 1596,
// and can see player, switch ai to whack
ifactioncount 16
{
ifp palive
ifpdistl 1596
ifcansee
{
ai AIHULKWHACKENEMY
break
}
}
// Make Hulk walk around some before he shoots
ifcount 18
{
// NN out of 256 time and player is alive and hulk can
// see player, switch ai to shoot
ifrnd 32
ifp palive
ifcansee
ifcanshoottarget
{
ai AIHULKSHOOT
break
}
// NN out of 256 times, and player is alive and hulk can
// see player, switch ai to shoot
ifrnd 16
ifp palive
ifcansee
ifcanshoottarget
{
ai AIHULKLOB
break
}
} // end ifcount
// if count > 16, 32 out of 256 times, move hulk at a
// random angle with current horizontal movement
ifcount 16
ifrnd 32
move HULKWALKVEL randomangle geth
}
// end hulkseekstate
ends
state hulkwhackstate
// At count 19, ifpdist > NN AIHULKGETENEMY
// else whack'em
ifcount 19
nullop
else ifcount 18
{
ifpdistl 1596 {
palfrom 16 16
addphealth HULKWHACKAMOUNT
sound CROWUSH
sound LNRD_GRUNT
wackplayer
resetcount
}
else {
ai AIHULKSHOOT
}
}
// At count 15, NN out of 256 sound ATTACK
// ifcount 8
// nullop
// else ifcount 7
// {
// ifrnd 8
// soundonce HULK_ATTACK
// }
// end hulkwhackstate
ends
state checkhulkhit
spawn BLOOD
ifdead
{
ifwasweapon CROSSBOW
{
sound SQUISHED
state hulk_body_jibs
state standard_jibs
spawn ALIENARMGUN
killit
}
else
ifwasweapon RADIUSEXPLOSION
{
sound SQUISHED
state hulk_body_jibs
state standard_jibs
spawn ALIENARMGUN
killit
}
else
{
// if wasn't blown up, leave body as
// solid so can be blown up before it
// respawns
ai AIHULKDYING
ifrnd 64
spawn BLOODPOOL
sound LN_BITCH
}
sound HULK_DYING
}
else
{
sound HULK_PAIN
state random_wall_jibs
ifrnd 32
ai AIHULKFLINTCH
}
ends
// state hulkjumpstate
// ifaction AHULKFALL
// {
// iffloordistl 16
// ai AIHULKGETENEMY
// }
// else
// ifcount 32
// action AHULKFALL
// ends
state hulkdyingstate
ifactioncount 7
{
iffloordistl 8
sound THUD
move HULKSTOP
action AHULKLYINGDEAD
}
ends
state hulkdodgestate
ifactioncount 13
ai AIHULKGETENEMY
ends
state hulklobbedstate
// ifcount 15
ifactioncount 5 {
ai AIHULKGETENEMY
}
else ifcount 14
{
// sound BOS1_ATTACK2
shoot MORTER
resetcount
}
ifcount 5
nullop
else ifcount 4
ifrnd 16
sound HULK_SPIT
ends
state hulkshootstate
ifactioncount 5
{
ai AIHULKGETENEMY
}
else ifcount 12
{
shoot FIRELASER
sound LASERH
resetcount
}
else ifcount 5
nullop
else ifcount 4
ifrnd 16
sound HULK_SPIT
ends
actor HULKSTAYPUT HULKSTRENGTH
ai AIHULKGETENEMY
cstator 257
cactor HULK
enda
actor HULK HULKSTRENGTH AHULKSTAND
fall
state checksquished
ifai 0
{
cstator 257
ai AIHULKGETENEMY
}
else ifaction AHULKLYINGDEAD
{
strength 0
ifhitweapon
ifwasweapon RADIUSEXPLOSION
{
sound SQUISHED
state standard_jibs
spawn ALIENARMGUN
killit
break
}
ifcount RESPAWNACTORTIME
{
spawn TRANSPORTERSTAR
cstat 257
strength HULKRESPAWNEDSTRENGTH
ai AIHULKGETENEMY
}
break
}
else
{
fall
ifai AIHULKGETENEMY
{
state hulkseekstate
}
else ifai AIHULKCHARGEENEMY
{
state hulkseekstate
}
else ifai AIHULKFLINTCH
{
ifcount 10
ai AIHULKGETENEMY
}
else ifai AIHULKWHACKENEMY
{
state hulkwhackstate
}
else ifai AIHULKDYING
{
state hulkdyingstate
}
else ifai AIHULKSHOOT
{
state hulkshootstate
}
else ifai AIHULKLOB
{
state hulklobbedstate
}
}
ifhitweapon
state checkhulkhit
enda
// End Hulk