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The Games Machine 76
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XENIATGM66.iso
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Messiah
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data1.cab
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Program_Executable_Files
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messiahscripts
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Enemies
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EnemyHeaders.hxx
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1999-11-29
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60KB
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/*
Characters that have special grenade types or start with grenades:
Medium Cop - 3 second fuse grenade
Heavy Cop - Stickum Grenade
Riot Cop - Concussion Grenade
Domina - Anal Intruder Grenade
Gun Commander - Anal Intruder Grenade
Chots w/trenchcosts - Jumping Betty
Armoured Behemoth - explode on impact grenade
NOTE: any character not listed above, upon picking up a grenade ammo box will be given 3 second fuse grenades *only*
*/
ActorHeader(bobHeader)
{
file("pc\actors\bob\mod\test\bob.dcr");
// file("pc\actors\bob\mod\dcrfinal\new\bob.dcr");
gravity( -2, -20 );
control(_playeronecon);
follow(on);
footbones(20,24);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASSangel);
ColSphereSize(40); //If changing, change the #define for BobSphereSize
ColSphereOffset(10);
ColFeetSphereSize(30);
ColFeetSphereOffset(0);
Health(6000); //xxx, was 3000, was 4000 resistant little bugger in't he!
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoNoAmmo);
InventoryLimit(_LimitNoAmmo);
PickupLimit(_PickupLimitNoAmmo);
Inventory(_InitialNoAmmo);
AIclass(_AIclassangel|_AIclassmale);
AIfriendmask(_AIclassangel|_AIclassanimal);
AIfov(800);
AIhearing(100);
AIsight(1000,0);
AIstrenght(0);
}
ActorHeader(EvilBobHeader)
{
file("pc\actors\EvilBob\Mod\DCRFinal\new\EvilBob.dcr");
gravity( -2, -20 );
footbones(20,24);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASSangel);
ColSphereSize(40); //If changing, change the #define for BobSphereSize
ColSphereOffset(10);
ColFeetSphereSize(30);
ColFeetSphereOffset(0);
Health(6000); //xxx, was 3000, was 4000 resistant little bugger in't he!
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoNoAmmo);
InventoryLimit(_LimitNoAmmo);
PickupLimit(_PickupLimitNoAmmo);
Inventory(_InitialNoAmmo);
AIclass(_AIclassangel|_AIclassmale);
AIfriendmask(_AIclassangel|_AIclassSatan|_AIclassanimal);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(0);
}
ActorHeader(BarmanHeader)
{
file("pc\actors\barman\mod\dcrfinal\new\barman.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_ClassCop);
ColSphereSize(115);
ColFeetSphereSize(65);
ColFeetSphereOffset(-44);
PossesionAngle(150);
PossesionSphereSize(40);
PossesionSphereOffset(80);
Health(2500)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclassbarpeople|_AIclassmale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(10);
}
ActorHeader(PriestHeader)
{
file("pc\actors\priest\dcr\priest02.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclasspriest|_AIclassmale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(20);
}
ActorHeader(ScientistHeader)
{
//file("pc\actors\scientst\dcr\scient03.dcr");
file("pc\actors\scientst\mod\DCRfinal\scientist.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclassscientist|_AIclassmale);
AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassdweller|_AIclassprost|_AIclassanimal);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(20);
}
ActorHeader(VictimFeMaleHeader)
{
file("pc\actors\victimfemale\mod\DCRfinal\vicfemale.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-40);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(100);
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
Inventory(_InitialNoAmmo)
AIclass(_AIclasspimp|_AIclassmale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(1);
AIsight(10,0);
AIstrenght(20);
}
ActorHeader(VictimMaleHeader)
{
file("pc\actors\victimmale\mod\DCRfinal\vicmale.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(100)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
Inventory(_InitialNoAmmo)
AIclass(_AIclasspimp|_AIclassmale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(1);
AIsight(1,0);
AIstrenght(20);
}
ActorHeader(LightCopHeader)
{
file("pc\actors\copl\mod\dcrfinal\test\coplight.dcr");
//file("pc\actors\copl\dcr\focus\coplight.dcr");
//file("pc\actors\copl\dcr\new\nlcop09.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
Inventory(_InitialNoAmmo)
AIclass(_AIclasscop|_AIclassmale);
AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclassanimal|_AIclassabeast|_AIclassbarpeople);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(50);
}
ActorHeader(CopLSitHeader)
{
file("pc\actors\copl\mod\dcrfinal\test\coplight.dcr");
//file("pc\actors\copl\dcr\focus\coplight.dcr");
//file("pc\actors\copl\dcr\new\nlcop09.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(55);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-13);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
Inventory(_InitialNoAmmo)
AIclass(_AIclasscop|_AIclassmale);
AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclassanimal|_AIclassabeast|_AIclassbarpeople);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(50);
}
ActorHeader(MedicHeader)
{
file("pc\actors\medic\mod\dcrfinal\medic.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_ClassMedic);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclassscientist|_AIclassmale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(20);
}
ActorHeader(HeavyCopHeader)
{
//file("pc\actors\copm\dcr\focus\copmed.dcr");
//file("pc\actors\coph\dcr\new\nhcop06.dcr");
file("pc\actors\coph\mod\dcrfinal\coph.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(7000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenadeStickEm);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
Inventory(8)
AIclass(_AIclasscop|_AIclassmale);
AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclassanimal|_AIclassabeast|_AIclassbarpeople);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(70);
}
ActorHeader(MedCopHeader)
{
file("pc\actors\copm\mod\dcrfinal\copmed.dcr");
//file("pc\actors\copm\dcr\focus\copmed.dcr");
//file("pc\actors\copm\dcr\new\nmcop13.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(6000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
Inventory(4)
AIclass(_AIclasscop|_AIclassmale);
AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclassanimal|_AIclassabeast|_AIclassbarpeople);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(60);
}
ActorHeader(RadiationWorkerHeader)
{
//file("pc\actors\nuketek\dcr\nuktek01.dcr");
//file("pc\actors\nuketek\dcr\nektek.dcr");
file("pc\actors\nuketek\mod\dcred\nuketek.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_ClassGeneric);
ColSphereSize(105);
ColSphereOffset(-13);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclassscientist|_AIclassmale);
AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclassanimal|_AIclassabeast);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(20);
}
ActorHeader(WorkerHeader)
{
file("pc\actors\welder\mod\dcrfinal\new\welder.dcr");
//file("pc\actors\welder\dcr\welder03.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(105);
ColSphereOffset(-13);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclassworker|_AIclassmale);
AIfriendmask(_AIclasscop|_AIclassworker|_AIclassbarpeople|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclassanimal|_AIclassabeast);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(20);
}
ActorHeader(WorkerKneelHeader)
{
file("pc\actors\welder\mod\dcrfinal\new\welder.dcr");
//file("pc\actors\welder\dcr\welder03.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(105);
ColSphereOffset(-13);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(1000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclassworker|_AIclassmale);
AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclassanimal|_AIclassabeast);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(20);
}
ActorHeader(WelderHeader)
{
file("pc\actors\welder\dcr\focus\gabriel.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(105);
ColSphereOffset(-13);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclassworker|_AIclassmale);
AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclassanimal|_AIclassabeast);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(20);
}
ActorHeader(ChotHeader)
{
file("pc\actors\chot\mod\dcrfinal\chot1.dcr");
//file("pc\actors\chot\dcr\new\nwchot1d.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_ClassGeneric);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclasschot|_AIclassmale);
AIfriendmask(_AIclasschot|_AIclassanimal);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(50);
}
ActorHeader(ChotSPHeader) // chot with suspenders
{
//file("pc\actors\chot2sp\dcr\chot2sp.dcr");
file("pc\actors\chot3CT\mod\dcr\new2\chot3.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_ClassGeneric);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclasschot|_AIclassmale);
AIfriendmask(_AIclasschot|_AIclassanimal);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(50);
}
ActorHeader(ChotCTHeader) // chot closed trench
{
//file("pc\actors\chot\dcr\new\nwchot1d.dcr");
//file("pc\actors\chot3CT\dcr\chotCT.dcr");
file("pc\actors\chot3CT\mod\dcr\new2\chot3.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_ClassGeneric);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclasschot|_AIclassmale);
AIfriendmask(_AIclasschot|_AIclassanimal);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(50);
}
ActorHeader(ChotMOTHeader) // mask, open trench
{
//file("pc\actors\chot5ms\dcr\chot5ms.dcr");
//file("pc\actors\chot4ot\dcr\new\chotOT02.dcr");
file("pc\actors\chot5\mod\dcrfinal\new\chot5.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_ClassGeneric);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(40);
PossesionSphereOffset(80);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenadeBetty);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(4);
AIclass(_AIclasschot|_AIclassmale);
AIfriendmask(_AIclasschot|_AIclassanimal);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(50);
}
ActorHeader(Dweller1Header)
{
file("pc\actors\Dwellr1\mod\dcred\dweller1.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_ClassGeneric);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclassdweller|_AIclassmale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(30);
}
ActorHeader(Dweller1SitHeader)
{
file("pc\actors\Dwellr1\mod\dcred\dweller1.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_ClassGeneric);
ColSphereSize(55);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-16);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclassdweller|_AIclassmale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(30);
}
ActorHeader(Dweller2Header)
{
file("pc\actors\Dwellr2\Mod\DCRFinal\Dwellr2.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_ClassGeneric);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
Inventory(_InitialNoAmmo)
AIclass(_AIclassdweller|_AIclassmale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(30);
}
ActorHeader(Dweller2SitHeader)
{
file("pc\actors\Dwellr2\Mod\DCRFinal\Dwellr2.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_ClassGeneric);
ColSphereSize(55);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-16);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclassdweller|_AIclassmale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(30);
}
ActorHeader(Dweller3Header)
{
file("pc\actors\Dwellr3\mod\finalDCR\dweller3.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_ClassGeneric);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclassdweller|_AIclassmale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(30);
}
ActorHeader(Dweller3SitHeader)
{
file("pc\actors\Dwellr3\mod\finalDCR\dweller3.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_ClassGeneric);
ColSphereSize(55);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-16);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclassdweller|_AIclassmale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(30);
}
ActorHeader(ProstituteHeader)
{
file("pc\actors\prost1\mod\finaldcr\new2\prost1.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_ClassProstitute);
ColSphereSize(115);
ColFeetSphereSize(65);
ColFeetSphereOffset(-54);
PossesionAngle(150);
PossesionSphereSize(40);
PossesionSphereOffset(80);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclassprost|_AIclassfemale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(10);
}
ActorHeader(Prost1SitHeader)
{
file("pc\actors\prost1\mod\finaldcr\new2\prost1.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_ClassProstitute);
ColSphereSize(50);
ColFeetSphereSize(60);
ColFeetSphereOffset(-14);
PossesionAngle(150);
PossesionSphereSize(40);
PossesionSphereOffset(80);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclassprost|_AIclassfemale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(10);
}
ActorHeader(HungHeader)
{
file("pc\actors\hung\mod\dcred\hung.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_ClassGeneric);
ColSphereSize(110);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(40);
PossesionSphereOffset(80);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclassprost|_AIclassfemale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(10);
}
ActorHeader(DominaHeader)
{
file("pc\actors\domina\mod\dcred\domina.dcr");
//file("pc\actors\domina\dcr\new\tramp.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_ClassCop);
ColSphereSize(90);
ColSphereOffset(-13);
ColFeetSphereSize(60);
ColFeetSphereOffset(-43);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenadeRectum);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialGrenade);
AIclass(_AIclasscop|_AIclassfemale);
AIfriendmask(_AIclasscop|_AIclassworker|_AIclassprost|_AIclassscientist|_AIclassdweller|_AIclassdroid|_AIclassanimal|_AIclassabeast);
AIfov(40);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(1000,0);
}
ActorHeader(FemTestHeader)
{
//file("pc\actors\domina\dcr\new\ndomina4.dcr");
file("pc\actors\domina\talk\talk2.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_ClassGeneric);
ColSphereSize(118);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclasscop);
AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassanimal);
AIfov(40);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(1000,0);
AIclass(_AIclasssubgirl|_AIclassfemale);
AIfriendmask(_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclasssubgirl|_AIclassabeast);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(0);
}
ActorHeader(subgirl1Header)
{
//file("pc\actors\subgirl1\dcr\subgirl1.dcr");
file("pc\actors\subgirl1\mod\DCRfinal\subgirl1.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_ClassProstitute);
ColSphereSize(85);
ColSphereOffset(-8);
ColFeetSphereSize(60);
ColFeetSphereOffset(-32);
PossesionAngle(150);
PossesionSphereSize(40);
PossesionSphereOffset(80);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclasssubgirl|_AIclassfemale);
AIfriendmask(_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclasssubgirl|_AIclassanimal);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(70);
}
ActorHeader(subgirl2Header)
{
//file("pc\actors\subgirl2\dcr\final.dcr");
file("pc\actors\subgirl2\mod\DCRfinal\subgirl2.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_ClassProstitute);
ColSphereSize(85);
ColSphereOffset(-8);
ColFeetSphereSize(60);
ColFeetSphereOffset(-32);
PossesionAngle(150);
PossesionSphereSize(40);
PossesionSphereOffset(80);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclasssubgirl|_AIclassfemale);
AIfriendmask(_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclasssubgirl|_AIclassanimal);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(70);
}
ActorHeader(layyaHeader)
{
//file("pc\actors\layya\dcr\newlaya2.dcr");
//file("pc\actors\layya\dcr\new\newlaya3.dcr");
file("pc\actors\layya\mod\dcrfinal\layya.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_ClassProstitute);
ColSphereSize(110);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(40);
PossesionSphereOffset(80);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclassprost|_AIclassfemale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(10);
}
ActorHeader(ABehemothHeader)
{
file("pc\actors\abeast\mod\dcrFinal\abeast.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASSbeast);
ColSphereSize(180);
ColSphereOffset(-25);
ColFeetSphereSize(130);
ColFeetSphereOffset(-65);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(65);
scale(0.2);
Health(30000);
ColMask(_COLelectricity);
ColValues(0,0,0,0,0,0,0,0); // should be ColValues(0,0,0,0,100,0,0,0);
InventoryType(_AmmoGrenadeNoTimer);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(10);
AIclass(_AIclassAbeast|_AIclassMale);
AIfriendmask(_AIclassAbeast|_AIclasscop|_AIclassanimal);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(1000,0);
AIstrenght(80);
}
//************************ OTHER HEADERS
ActorHeader(HaloHeader)
{
file("pc\actors\halo\dcr\halo.dcr");
type(_ActorStaticObj);
class(_ClassHalo);
sharemaps(GenericWeaponPage);
}
ActorHeader(EvilHaloHeader)
{
file("pc\actors\halo\mod\evilhalo.dcr");
type(_ActorStaticObj);
class(_ClassHalo);
sharemaps(GenericWeaponPage);
}
ActorHeader(RatHeader)
{
file("pc\actors\rat\mod\rat.dcr");
sharemaps(GenericWeaponPage);
gravity(Char_fall_rate,Char_max_fall);
type(_ActorStaticObj);
class(_ClassGeneric);
ColSphereSize(10);
ColSphereoffset(-10);
ColFeetSphereSize(10);
ColFeetSphereOffset(-10);
PossesionAngle(220);
PossesionSphereSize(20);
PossesionSphereOffset(20);
Health(1000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
AIclass(_AIclassanimal);
}
ActorHeader(BirdHeader)
{
file("pc\actors\dabird\mod\dcrfinal\bird.dcr");
gravity(Char_fall_rate,Char_max_fall);
type(_ActorAnimObj);
class(_ClassGeneric);
ColSphereSize(15);
ColSphereoffset(3);
ColFeetSphereSize(15);
ColFeetSphereOffset(3);
PossesionAngle(0);
PossesionSphereSize(0);
PossesionSphereOffset(0); //bird can not be posessed
Health(2000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
AIclass(_AIclassanimal);
}
ActorHeader(PossesionBotHeader)
{
file("pc\actors\weapons\botcom\botcom.dcr");
//file("pc\actors\weapons\botdef\botdef.dcr");
gravity(Char_fall_rate,Char_max_fall);
type(_ActorAnimObj);
class(_ClassDroid);
ColSphereSize(80);
ColFeetSphereSize(40);
ColFeetSphereOffset(-40);
PossesionAngle(150);
PossesionSphereSize(0);
PossesionSphereOffset(0);
Health(2000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
AIclass(_AIclassdroid);
AIfriendmask(_AIclassdroid|_AIclassanimal);
AIfov(40);
AIhearing(100);
AIsight(1000,0);
AIstrenght(0);
sharemaps(GenericWeaponPage);
}
ActorHeader(CompanionBotHeader)
{
file("pc\actors\weapons\combot\combot.dcr");
//file("pc\actors\weapons\botdef\botdef.dcr");
gravity(0,0);
type(_ActorAnimObj);
class(_ClassDroid);
ColSphereSize(20);
ColFeetSphereSize(20);
ColFeetSphereOffset(0);
PossesionSphereSize(0);
Health(2000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
AIclass(_AIclassdroid);
AIfriendmask(_AIclassdroid|_AIclassanimal);
AIfov(40);
AIhearing(100);
AIsight(1000,0);
AIstrenght(0);
sharemaps(GenericWeaponPage);
}
ActorHeader(DefensiveBotHeader)
{
file("pc\actors\weapons\botdef\botdef.dcr");
//file("pc\actors\weapons\botdef\botdef.dcr");
gravity(0,0);
type(_ActorAnimObj);
class(_ClassDroid);
ColSphereSize(25);
ColFeetSphereSize(25);
ColFeetSphereOffset(0);
PossesionSphereSize(0);
PossesionSphereSize(0);
PossesionSphereOffset(0);
Health(2000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
AIclass(_AIclassdroid);
AIfriendmask(_AIclassdroid|_AIclassanimal);
AIfov(2048); //omnivision
AIhearing(100);
AIsight(3000,0);
AIstrenght(0);
sharemaps(GenericWeaponPage);
}
ActorHeader(OffensiveBotHeader)
{
file("pc\actors\weapons\botoff\botoff.dcr");
//file("pc\actors\weapons\botdef\botdef.dcr");
gravity(0,0);
type(_ActorAnimObj);
class(_ClassDroid);
ColSphereSize(25);
ColFeetSphereSize(25);
ColFeetSphereOffset(0);
PossesionSphereSize(0);
PossesionSphereSize(0);
PossesionSphereOffset(0);
Health(2000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
AIclass(_AIclassdroid);
AIfriendmask(_AIclassdroid|_AIclassanimal);
AIfov(2048); //omnivision
AIhearing(100);
AIsight(3000,0);
AIstrenght(0);
sharemaps(GenericWeaponPage);
}
ActorHeader(TransportBotHeader)
{
file("pc\actors\weapons\batbot\batbot.dcr");
//file("pc\actors\weapons\botdef\botdef.dcr");
gravity(0,0);
type(_ActorStaticObj);
class(_ClassDroid);
ColSphereSize(25);
ColFeetSphereSize(25);
ColFeetSphereOffset(0);
PossesionSphereSize(0);
PossesionSphereSize(0);
PossesionSphereOffset(0);
Health(2000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
AIclass(_AIclassdroid);
AIfriendmask(_AIclassdroid|_AIclassanimal);
AIfov(2048); //omnivision
AIhearing(100);
AIsight(1000,0);
AIstrenght(0);
sharemaps(GenericWeaponPage);
}
ActorHeader(MDroid1Header)
{
file("pc\actors\droid1\dcr\droid1.dcr");
gravity(Char_fall_rate,Char_max_fall);
type(_ActorAnimObj);
class(_ClassDroid);
ColSphereSize(80);
ColFeetSphereSize(40);
ColFeetSphereOffset(-40);
PossesionAngle(150);
PossesionSphereSize(50);
PossesionSphereOffset(0);
Health(2000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
AIclass(_AIclassdroid);
AIfriendmask(_AIclassdroid|_AIclassanimal);
AIfov(40);
AIhearing(100);
AIsight(1000,0);
AIstrenght(0);
}
ActorHeader(MDroid2Header)
{
file("pc\actors\droid2\dcr\droid2.dcr");
gravity(Char_fall_rate,Char_max_fall);
type(_ActorAnimObj);
class(_ClassDroid);
ColSphereSize(50);
ColFeetSphereSize(50);
ColFeetSphereOffset(0);
PossesionAngle(150);
PossesionSphereSize(50);
PossesionSphereOffset(0);
Health(2000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
AIclass(_AIclassdroid);
AIfriendmask(_AIclassdroid|_AIclassanimal);
AIfov(40);
AIhearing(100);
AIsight(1000,0);
AIstrenght(0);
}
ActorHeader(GunTurretHeader)
{
file("pc\actors\gunturret\dcr\gturret.dcr");
gravity(Char_fall_rate,Char_max_fall);
type(_ActorAnimObj);
class(_ClassDroid);
ColSphereSize(0);
ColSphereOffset(0);
ColFeetSphereSize(0);
ColFeetSphereOffset(0);
PossesionAngle(0);
PossesionSphereSize(0);
PossesionSphereOffset(0);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
scale(1);
AIclass(_AIclassdroid);
AIfriendmask(_AIclassdroid|_AIclassanimal);
AIfov(40);
AIhearing(100);
AIsight(1000,0);
AIstrenght(0);
}
ActorHeader(RocketLauncherHeader)
{
file("pc\actors\rlaunch\dcr\rlaunch.dcr");
gravity(Char_fall_rate,Char_max_fall);
type(_ActorAnimObj);
class(_ClassDroid);
ColSphereSize(200);
ColSphereOffset(180);
ColFeetSphereSize(100);
ColFeetSphereOffset(50);
PossesionAngle(300);
PossesionSphereSize(175);
PossesionSphereOffset(50);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
scale(0.1);
AIclass(_AIclassdroid);
AIfriendmask(_AIclassdroid|_AIclassanimal);
AIfov(40);
AIhearing(100);
AIsight(1000,0);
AIstrenght(0);
}
ActorHeader(ShellTurretHeader)
{
file("pc\actors\turret\dcr\turret.dcr");
// sharemaps(GenericWeaponPage2);
gravity(Char_fall_rate,Char_max_fall);
type(_ActorAnimObj);
class(_ClassDroid);
/*
ColSphereSize(100);
ColFeetSphereSize(110);
ColFeetSphereOffset(0);
PossesionAngle(0);
PossesionSphereSize(0);
PossesionSphereOffset(0);
*/
ColSphereSize(105);
ColSphereOffset(-13);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000);
ColMask(_COLAll);
ColValues(100,100,100,100,100,100,100,100);
scale(0.1);
AIclass(_AIclassdroid);
AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassanimal);
AIfov(800);
AIhearing(100);
AIsight(3000,0);
AIstrenght(80);
}
ActorHeader(AutoCannonHeader)
{
file("pc\actors\weapons\cannon\cannon.dcr");
sharemaps(GenericWeaponPage);
gravity(0,0);
type(_ActorAnimObj);
class(_ClassModel);
ColSphereSize(80);
ColFeetSphereSize(40);
ColFeetSphereOffset(-40);
PossesionAngle(0);
PossesionSphereSize(0);
PossesionSphereOffset(0);
Health(2000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
AIclass(_AIclassdroid);
AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassanimal);
AIfov(800);
AIhearing(100);
AIsight(3000,0);
AIstrenght(50);
}
ActorHeader(TankMatHeader)
{
file("pc\actors\weapons\tank_mat\lilbul01.dcr");
gravity(Char_fall_rate,Char_max_fall);
type(_ActorStaticObj);
class(_CLASSdroid);
ColSphereSize(200);
ColFeetSphereSize(150);
ColFeetSphereOffset(150);
PossesionAngle(150);
PossesionSphereSize(150);
PossesionSphereOffset(150);
Health(2000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
AIclass(_AIclassdroid);
AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassanimal);
AIfov(90);
AIhearing(100);
AIsight(400,0);
AIstrenght(50);
}
ActorHeader(ForkLiftHeader)
{
//file("pc\actors\weapons\tank_mat\lilbul02.dcr");
file("pc\actors\weapons\tank_mat\forklift.dcr");
gravity(Char_fall_rate,Char_max_fall);
type(_ActorAnimObj);
class(_CLASSdroid);
ColSphereSize(300);
ColFeetSphereSize(10);
ColFeetSphereOffset(0);
PossesionAngle(150);
PossesionSphereSize(200);
PossesionSphereOffset(0);
Health(1000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
}
///////////////////////////////////////////////////
///////////////////////////////////////////////////
///////////////////////////////////////////////////
///////////////////////////////////////////////////
///////////////////////////////////////////////////
///////////////////////////////////////////////////
ActorHeader(RiotCopHeader)
{
file("pc\actors\CopRiot\Mod\DCRFinal\new\CopRiot.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenadeConcussion);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
Inventory(_InitialGrenade)
AIclass(_AIclassriotcop|_AIclasscop|_AIclassmale);
AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclassanimal|_AIclassabeast);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(70);
}
ActorHeader(FemDweller1Header)
{
file("pc\actors\DwelFem1\Mod\DCRFinal\new\DwellFem1.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(100);
ColFeetSphereSize(65);
ColFeetSphereOffset(-40);
PossesionAngle(150);
PossesionSphereSize(40);
PossesionSphereOffset(80);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
Inventory(_InitialNoAmmo)
AIclass(_AIclassdweller|_AIclassfemale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(30);
}
ActorHeader(FemDweller2Header)
{
file("pc\actors\DwelFem2\Mod\DCRFinal\new\DwelFem2.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(100);
ColFeetSphereSize(65);
ColFeetSphereOffset(-40);
PossesionAngle(150);
PossesionSphereSize(40);
PossesionSphereOffset(80);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
Inventory(_InitialNoAmmo)
AIclass(_AIclassdweller|_AIclassfemale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(30);
}
ActorHeader(worker2Header)
{
file("pc\actors\Worker\Mod\DCRFinal\Worker.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(105);
ColSphereOffset(-13);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclassworker|_AIclassmale);
AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassanimal|_AIclassabeast);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(20);
}
ActorHeader(NunHeader)
{
file("pc\actors\Nun\Mod\DCRFinal\Nun.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
Inventory(_InitialNoAmmo)
AIclass(_AIclassbarpeople|_AIclassfemale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(10);
}
ActorHeader(Dancer1Header)
{
file("pc\actors\Dancer1\Mod\DCRFinal\Dancer1.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
Inventory(_InitialNoAmmo)
AIclass(_AIclassbarpeople|_AIclassfemale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(10);
}
ActorHeader(Dancer2Header)
{
file("pc\actors\Dancer2\Mod\DCRFinal\Dancer2.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
Inventory(_InitialNoAmmo)
AIclass(_AIclassbarpeople|_AIclassfemale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(10);
}
ActorHeader(BouncerHeader)
{
file("pc\actors\Bouncer\Mod\DCRFinal\Bouncer.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(163); //probably needs some more tweakins'
ColSphereOffset(5); //-10
ColFeetSphereSize(105);
ColFeetSphereOffset(-52); //-106
PossesionAngle(150);
PossesionSphereSize(50);
PossesionSphereOffset(105);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
Inventory(_InitialNoAmmo)
scale(0.175);
AIclass(_AIclassbeast|_AIclassBouncer|_AIclassMale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(60);
}
ActorHeader(djkydHeader)
{
//file("pc\actors\D J\Mod\DCRFinal\DJkyd.dcr");
file("pc\actors\D J\Mod\DCRFinal\new\dj.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
Inventory(_InitialNoAmmo)
AIclass(_AIclasspimp|_AIclassmale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(10);
}
ActorHeader(ProzzyHeader)
{
file("pc\actors\Xtsee\Mod\DCRFinal\Xtsee.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
Inventory(_InitialNoAmmo)
AIclass(_AIclassprost|_AIclassfemale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(10);
}
ActorHeader(PimpHeader)
{
file("pc\actors\Pimp\Mod\DCRFinal\Pimp1.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
Inventory(_InitialNoAmmo)
AIclass(_AIclasspimp|_AIclassmale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(10);
}
ActorHeader(chotbehemothHeader)
{
file("pc\actors\ChotBeh\Mod\DCRFinal\new\ChotBeh.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASSbeast);
ColSphereSize(163); //probably needs some more tweakins'
ColSphereOffset(5); //-10
ColFeetSphereSize(105);
ColFeetSphereOffset(-52); //-106
PossesionAngle(150);
PossesionSphereSize(50);
PossesionSphereOffset(105);
scale(0.175);
Health(30000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclassChot|_AIclassMale);
AIfriendmask(_AIclasschot|_AIclassanimal);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(80);
}
ActorHeader(SatanHeader)
{
file("pc\actors\Satan\Mod\DCRFinal\new\satan.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASSbeast);
ColSphereSize(163); //probably needs some more tweakins'
ColSphereOffset(50); //-10
ColFeetSphereSize(105);
ColFeetSphereOffset(-7); //-106
PossesionAngle(0);
PossesionSphereSize(0);
PossesionSphereOffset(0);
scale(0.20);
Health(30000)
ColMask(_COLholy)
ColValues(0,0,0,0,0,100,0,0)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclassSatan|_AIclassMale);
AIfriendmask(_AIclassfriendly);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(90);
}
ActorHeader(GunCommandHeader)
{
file("pc\actors\GunCommander\Mod\DCRFinal\GunComand.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(90);
ColSphereOffset(-13);
ColFeetSphereSize(60);
ColFeetSphereOffset(-43);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenadeRectum);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
Inventory(_InitialGrenade)
AIclass(_AIclasscop|_AIclassfemale);
AIfriendmask(_AIclasscop|_AIclassworker|_AIclassdroid|_AIclassscientist|_AIclassprost|_AIclassdweller|_AIclassanimal|_AIclassabeast);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(40);
}
ActorHeader(chot2Header)
{
file("pc\actors\Chot2\Mod\DCRFinal\Chot2.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
Inventory(_InitialNoAmmo)
AIclass(_AIclasschot|_AIclassmale);
AIfriendmask(_AIclasschot|_AIclassanimal);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(50);
}
ActorHeader(chot5Header)
{
file("pc\actors\Chot5\Mod\DCRFinal\new\Chot5.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(100);
ColSphereOffset(-18);
ColFeetSphereSize(60);
ColFeetSphereOffset(-58);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
Inventory(_InitialNoAmmo)
AIclass(_AIclasschot|_AIclassmale);
AIfriendmask(_AIclasschot|_AIclassanimal);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(50);
}
ActorHeader(behemothHeader)
{
file("pc\actors\Behemoth\Mod\DCRFinal\Behemoth.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASSbeast);
ColSphereSize(163); //probably needs some more tweakins'
ColSphereOffset(5);
ColFeetSphereSize(105);
ColFeetSphereOffset(-52);
PossesionAngle(150);
PossesionSphereSize(50);
PossesionSphereOffset(105);
scale(0.175);
Health(30000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
inventory(_InitialNoAmmo);
AIclass(_AIclassBeast|_AIclassMale);
AIfriendmask(_AIclassbeast|_AIclassanimal);
AIfov(40);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(1000,0);
AIstrenght(80);
}
ActorHeader(chotdwarfHeader)
{
file("pc\actors\chotdwarf\mod\DCRfinal\ChotDwarf.dcr");
gravity(Char_fall_rate,Char_max_fall);
footbones(18,22);
HeadBone(4);
type(_ActorAnimObj);
class(_CLASScop);
ColSphereSize(40); //If changing, change the #define for BobSphereSize
ColSphereOffset(10);
ColFeetSphereSize(30);
ColFeetSphereOffset(0);
PossesionAngle(150);
PossesionSphereSize(80);
PossesionSphereOffset(60);
Health(5000)
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitGrenade);
PickupLimit(_PickupLimitGrenade);
Inventory(_InitialNoAmmo)
AIclass(_AIclassangel|_AIclasschot|_AIclassmale);
AIfriendmask(_AIclasschot|_AIclassanimal);
AIfov(800);
AIfovcorrectionangle(308); //-27.1 degrees off for the cop skeleton
AIhearing(100);
AIsight(3000,0);
AIstrenght(50);
}
action(MDroid1Work)
{
//file("pc\actors\droid1\ske\ready.xxx",100,off);
file("pc\actors\droid1\ske\work.ske",100,on);
break(off);
trigger(_allDIR);
connections(MDroid1Work);
//shadow(off);
}
action(MDroid2Work)
{
//file("pc\actors\droid1\ske\ready.xxx",100,off);
file("pc\actors\droid2\ske\idle.ske",100,on);
break(off);
trigger(_allDIR);
connections(MDroid2Work);
//shadow(off);
}
action(RLaunchPatrol)
{
file("pc\actors\rlaunch\xxx\rfire.ske",100,on);
break(off);
gravity(off);
trigger(_allDIR);
connections(RLaunchPatrol);
shadow(off);
}
action(RIdle)
{
file("pc\actors\rlaunch\xxx\ridle.ske",100,on);
break(off);
gravity(off);
trigger(_allDIR);
connections(RIdle);
shadow(off);
}
action(ShellTurretNoMove)
{
file("pc\actors\turret\skeleton.ske",100,on);
break(off);
gravity(on);
trigger(_allDIR);
connections(ShellTurretNoMove);
shadow(off);
}
action(GunTurretFire)
{
file("pc\actors\gunturret\xxx\gtfire1.ske",100,on);
break(off);
gravity(off);
trigger(_allDIR);
connections(GunTurretFire);
shadow(off);
}
action(GunTurretBeserker)
{
file("pc\actors\gunturret\xxx\gtbrsrk.ske",100,on);
break(off);
gravity(off);
trigger(_allDIR);
connections(GunTurretBeserker);
shadow(off);
}
action(GunTurretIdle)
{
file("pc\actors\gunturret\xxx\gtidle1.ske",100,on);
break(off);
gravity(off);
trigger(_allDIR);
connections(GunTurretIdle);
shadow(off);
}