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MINION.CON
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1997-07-16
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5KB
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262 lines
// TURD MINION
action AMINRUN 0 8 5 1 11
action AMINTHROW 40 11 5 1 18
action AMINFREAK 95 5 5 1 8
action AMINFREAK2 95 5 5 1 8
action AMINJUMP 120 4 5 1 26
action AMINFALL 140 4 5
move MINRUNVEL 125 -16
move MINJUMPVEL 264 // This value seems to control how far
// the Minion jumps
move MINJUMPVEL2 396
move MINSTOP
ai AIMINDODGE AMINRUN MINRUNVEL dodgebullet
ai AIMINJUMP AMINJUMP MINJUMPVEL jumptoplayer
ai AIMINRUN AMINRUN MINRUNVEL geth
ai AIMINTHROW AMINTHROW MINSTOP faceplayer
ai AIMINFREAK AMINFREAK MINSTOP faceplayerslow
ai AIMINFREAK2 AMINFREAK MINSTOP spin
ai AIMINAMBUSH AMINJUMP MINJUMPVEL2 jumptoplayer
state minfreakstate
ifactioncount 2
soundonce MN_FREAK
// if we've done our dance 10 times
// and we're close to the player
// Self-destruct and cause damage
ifactioncount 20
{
ifpdistl 854
{
sound SQUISHED
state standard_minionjibs
addphealth MINIONFREAK
killit
}
// else run
else
ai AIMINRUN
}
ends
state minfreakstate2
ifactioncount 2
soundonce MN_FREAK
// if we've done our dance 10 times
// and we're close to the player
// Self-destruct and cause damage
ifactioncount 20
{
ifpdistl 4096
{
ifrnd 32
{
shoot SHITBALL
shoot SHITBALL
state minion_shitshower
soundonce LN_CRAP
}
ifactioncount 26
{
sound SQUISHED
ifpdistl 854
{
addphealth MINIONFREAK
}
soundonce LN_CRAP
state standard_minionjibs
state standard_minionjibs
killit
}
}
else
ai AIMINFREAK
}
ends
state minjumpstate
// If we're on frame AMINFALL, define above
// (last frame of AMINJUMP) and distance to floor < 16
// Start Running
ifaction AMINFALL
{
iffloordistl 16
ai AIMINRUN
}
// Else continue Jump anim until count > NN
// Then force frame to AMINFALL
// The ifcount NN controls the timing
// on when the Minion goes into his ready to land
// frame. To tweak the timing on this
// adjust the ifcount NN value.
else
ifcount 32
action AMINFALL
ends
state minrunstate
// If we've gone through 12 cycles of the
// Run animation, either Run again (low prob)
// OR
// Throw shit (highest prob)
// Jump (middle prob)
// Freak (low prob)
ifactioncount 12
{
// Keep on running
ifrnd 4
{
resetactioncount
resetcount
}
else
{
// If we can see the player
ifcansee
{
// either throw, jump, or freak
ifrnd 32
ai AIMINTHROW
else ifrnd 16
ai AIMINJUMP
else ifrnd 8
ai AIMINFREAK
else ifrnd 4
ai AIMINFREAK2
}
// Go find player
else
move MINRUNVEL seekplayer
}
}
ends
state minthrowstate
ifcount 18 {
shoot SHITBALL
ai AIMINRUN
}
ends
state checkminhit
//
spawn BLOOD
ifdead
{
// Sound Dying sounds, spray jibs
// Then delete Minion from game
addkills 1
sound SQUISHED
state standard_minionjibs
// If Minion is close to player
// Inflict damage
ifpdistl 854
addphealth MINIONFREAK
killit
// sound HULK_DYING
}
else
{
sound MN_PN
state random_wall_jibs
// If there are projectiles near
// Dodge or Throw (same prob)
// else if none of above selected
// No change (current ai will continue)
ifbulletnear
{
ifrnd 32
ai AIMINDODGE
else ifrnd 32
ai AIMINTHROW
}
// else No projectiles near so
// either
// Throw (high prob)
// Jump (mid prob)
// Freak (low prob)
// No change (current ai will continue)
else ifrnd 32
ai AIMINTHROW
else ifrnd 16
ai AIMINJUMP
else ifrnd 8
ai AIMINFREAK
}
ends
actor MINION MINIONSTRENGTH AMINRUN
fall
state checksquished
ifai 0
{
cstator 257
ifspritepal 7
{
ai AIMINAMBUSH
}
else
{
ai AIMINRUN
}
}
else
{
fall
ifai AIMINRUN
{
state minrunstate
}
else ifai AIMINTHROW
{
state minthrowstate
}
else ifai AIMINFREAK
{
state minfreakstate
}
else ifai AIMINFREAK2
{
state minfreakstate2
}
else ifai AIMINJUMP
{
state minjumpstate
}
else ifai AIMINDODGE
{
ifactioncount 4
ai AIMINRUN
}
else ifai AIMINAMBUSH
{
state minjumpstate
}
}
ifhitweapon
state checkminhit
ifrnd 1
{
ifrnd 32
soundonce MN_AMB
else ifrnd 128
soundonce MN_REC
}
enda