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Text File  |  1999-11-29  |  4KB  |  171 lines

  1. /*
  2. Actors:
  3. Abeast
  4. beastRed
  5. BeastBlue
  6. */
  7.  
  8. Actor(Abeast)//Armored Beast/Behemoth
  9. {
  10.         file(ABehemothHeader);
  11.         rank(_RankGeneral);
  12.  
  13.         startstate(StateNormal);
  14.         startaction(AbeastIdle);
  15.  
  16.         //AI variables. All characters using copgen.hxx needs these defined to work properly
  17.         float(_declare,AIControl,0);
  18.         float(_declare,AIHideControl,0);
  19.         float(_declare,AIUsage,_AIUAdvanceIfEnemyUnseen);
  20.         float(_declare,AIAbility,_AIAJump|_AIANoCrawl|_AIANoBoneCollision|_AIANoThrown);    //_AIAAlwaysInCombatMode|
  21.         float(_declare,AIManPowerThreshold,300);
  22.         float(_declare,AIPowerRatingThreshold,50);
  23.         float(_declare,AIGrenadeThrowThreshold,10);
  24.         float(_declare,BreathOn,0)
  25.  
  26.         #include    "messiahscripts\enemies\copgen.hxx"
  27.  
  28.  
  29.  
  30.         if(VAICon!=0)
  31.         {
  32.             if(VAIState==_AIstateShutDown)
  33.             {
  34.                 if(VActorFlag==_AFLAGnoai)
  35.                 {
  36.                     if(VAction!=ABeastShutDown)
  37.                     {
  38.                         SpawnAction(ABeastShutDown);
  39.                         ActorFlag(_or,_AFLAGnopossesion);
  40.                     }
  41.                 }
  42.                 else
  43.                 {
  44.                     if(VOAction==ABeastShutDown)
  45.                     {
  46.                         SpawnAction(ABeastPowerUp);
  47.                         ActorFlag(_clr,_AFLAGnopossesion);
  48.                     }
  49.                 }
  50.             }
  51.         }
  52.  
  53.         if(VAIlaststate==_AIstateShutDown)
  54.         {
  55.             if(BreathOn==0)
  56.             {
  57.                 sample(SFXBreathing,-1);
  58.                 float(_set,BreathOn,1);
  59.             }
  60.         }
  61.         elseif(VAIState==_AIstateShutDown)
  62.         {
  63.             if(BreathOn==1)
  64.             {
  65.                 samplestop(SFXBreathing);
  66.                 float(_set,BreathOn,0);
  67.             }
  68.         }
  69.         elseif(vactivetime==0)
  70.         {
  71.             if(BreathOn==0)
  72.             {
  73.                 sample(SFXBreathing,-1);
  74.                 float(_set,BreathOn,1);
  75.             }
  76.         }
  77.  
  78.         if(vstate==statedead)
  79.         {
  80.             if(BreathOn==1)
  81.             {
  82.                 samplestop(SFXBreathing);
  83.                 float(_set,BreathOn,0);
  84.             }
  85.         }
  86.  
  87.         if(VAction==ABeastStandShoot && VFrame==0)
  88.         {
  89.             vector(_set,TmpVector,0,0,0);
  90.             spawnactorbone(BulletMachineGun,TmpVector,Gactorpos,Gactorine,8);
  91.             vector(_set,tmpvector,250,167,20);
  92.             spawnlight(flash_light,8,Gactorpos,tmpvector,EmptyVector,350);
  93.         }
  94. }
  95.  
  96.  
  97.  
  98. Actor(beast)
  99. {
  100.         file(BehemothHeader);
  101.         rank(_RankGeneral);
  102.  
  103.         startstate(StateNormal);
  104.         startaction(beastIdle);
  105.  
  106.         //AI variables. All characters using copgen.hxx needs these defined to work properly
  107.         float(_declare,AIControl,0);
  108.         float(_declare,AIHideControl,0);
  109.         float(_declare,AIUsage,0);
  110.         float(_declare,AIAbility,_AIAJump|_AIASpecialSecondaryWeapon|_AIANoCrawl|_AIANoBoneCollision|_AIAAlwaysInCombatMode|_AIANoThrown);
  111.         float(_declare,AIManPowerThreshold,300);
  112.         float(_declare,AIPowerRatingThreshold,50);
  113.         float(_declare,AIGrenadeThrowThreshold,10);
  114.  
  115.         #include    "messiahscripts\enemies\copgen.hxx"
  116.  
  117.         if(vactivetime==0)
  118.         {
  119.             sample(SFXBreathing,-1);
  120.         }
  121.         if(vstate==statedead)
  122.         {
  123.             samplestop(SFXBreathing);
  124.         }
  125. }
  126.  
  127.  
  128. Actor(chotbeast)
  129. {
  130.         file(chotBehemothHeader);
  131.         rank(_RankGeneral);
  132.  
  133.         startstate(StateNormal);
  134.         startaction(BeastIdle);
  135.  
  136.         //AI variables. All characters using copgen.hxx needs these defined to work properly
  137.         float(_declare,AIControl,0);
  138.         float(_declare,AIHideControl,0);
  139.         float(_declare,AIUsage,0);
  140.         float(_declare,AIAbility,_AIAJump|_AIASpecialSecondaryWeapon|_AIANoCrawl|_AIANoBoneCollision|_AIAAlwaysInCombatMode|_AIANoThrown);
  141.         float(_declare,AIManPowerThreshold,300);
  142.         float(_declare,AIPowerRatingThreshold,50);
  143.         float(_declare,AIGrenadeThrowThreshold,10);
  144.  
  145.         #include    "messiahscripts\enemies\copgen.hxx"
  146. }
  147.  
  148.  
  149.  
  150. Actor(bouncer)
  151. {
  152.         file(bouncerHeader);
  153.         rank(_RankGeneral);
  154.  
  155.         startstate(StateNormal);
  156.         startaction(beastIdle);
  157.  
  158.         //AI variables. All characters using copgen.hxx needs these defined to work properly
  159.         float(_declare,AIControl,0);
  160.         float(_declare,AIHideControl,0);
  161.         float(_declare,AIUsage,0);
  162.         float(_declare,AIAbility,_AIAJump|_AIANoCrawl|_AIANoBoneCollision|_AIANoThrown);
  163.         float(_declare,AIManPowerThreshold,300);
  164.         float(_declare,AIPowerRatingThreshold,50);
  165.         float(_declare,AIGrenadeThrowThreshold,10);
  166.  
  167.         #include    "messiahscripts\enemies\copgen.hxx"
  168. }
  169.  
  170.  
  171.