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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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abeast.hxx
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Text File
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1999-11-29
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4KB
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171 lines
/*
Actors:
Abeast
beastRed
BeastBlue
*/
Actor(Abeast)//Armored Beast/Behemoth
{
file(ABehemothHeader);
rank(_RankGeneral);
startstate(StateNormal);
startaction(AbeastIdle);
//AI variables. All characters using copgen.hxx needs these defined to work properly
float(_declare,AIControl,0);
float(_declare,AIHideControl,0);
float(_declare,AIUsage,_AIUAdvanceIfEnemyUnseen);
float(_declare,AIAbility,_AIAJump|_AIANoCrawl|_AIANoBoneCollision|_AIANoThrown); //_AIAAlwaysInCombatMode|
float(_declare,AIManPowerThreshold,300);
float(_declare,AIPowerRatingThreshold,50);
float(_declare,AIGrenadeThrowThreshold,10);
float(_declare,BreathOn,0)
#include "messiahscripts\enemies\copgen.hxx"
if(VAICon!=0)
{
if(VAIState==_AIstateShutDown)
{
if(VActorFlag==_AFLAGnoai)
{
if(VAction!=ABeastShutDown)
{
SpawnAction(ABeastShutDown);
ActorFlag(_or,_AFLAGnopossesion);
}
}
else
{
if(VOAction==ABeastShutDown)
{
SpawnAction(ABeastPowerUp);
ActorFlag(_clr,_AFLAGnopossesion);
}
}
}
}
if(VAIlaststate==_AIstateShutDown)
{
if(BreathOn==0)
{
sample(SFXBreathing,-1);
float(_set,BreathOn,1);
}
}
elseif(VAIState==_AIstateShutDown)
{
if(BreathOn==1)
{
samplestop(SFXBreathing);
float(_set,BreathOn,0);
}
}
elseif(vactivetime==0)
{
if(BreathOn==0)
{
sample(SFXBreathing,-1);
float(_set,BreathOn,1);
}
}
if(vstate==statedead)
{
if(BreathOn==1)
{
samplestop(SFXBreathing);
float(_set,BreathOn,0);
}
}
if(VAction==ABeastStandShoot && VFrame==0)
{
vector(_set,TmpVector,0,0,0);
spawnactorbone(BulletMachineGun,TmpVector,Gactorpos,Gactorine,8);
vector(_set,tmpvector,250,167,20);
spawnlight(flash_light,8,Gactorpos,tmpvector,EmptyVector,350);
}
}
Actor(beast)
{
file(BehemothHeader);
rank(_RankGeneral);
startstate(StateNormal);
startaction(beastIdle);
//AI variables. All characters using copgen.hxx needs these defined to work properly
float(_declare,AIControl,0);
float(_declare,AIHideControl,0);
float(_declare,AIUsage,0);
float(_declare,AIAbility,_AIAJump|_AIASpecialSecondaryWeapon|_AIANoCrawl|_AIANoBoneCollision|_AIAAlwaysInCombatMode|_AIANoThrown);
float(_declare,AIManPowerThreshold,300);
float(_declare,AIPowerRatingThreshold,50);
float(_declare,AIGrenadeThrowThreshold,10);
#include "messiahscripts\enemies\copgen.hxx"
if(vactivetime==0)
{
sample(SFXBreathing,-1);
}
if(vstate==statedead)
{
samplestop(SFXBreathing);
}
}
Actor(chotbeast)
{
file(chotBehemothHeader);
rank(_RankGeneral);
startstate(StateNormal);
startaction(BeastIdle);
//AI variables. All characters using copgen.hxx needs these defined to work properly
float(_declare,AIControl,0);
float(_declare,AIHideControl,0);
float(_declare,AIUsage,0);
float(_declare,AIAbility,_AIAJump|_AIASpecialSecondaryWeapon|_AIANoCrawl|_AIANoBoneCollision|_AIAAlwaysInCombatMode|_AIANoThrown);
float(_declare,AIManPowerThreshold,300);
float(_declare,AIPowerRatingThreshold,50);
float(_declare,AIGrenadeThrowThreshold,10);
#include "messiahscripts\enemies\copgen.hxx"
}
Actor(bouncer)
{
file(bouncerHeader);
rank(_RankGeneral);
startstate(StateNormal);
startaction(beastIdle);
//AI variables. All characters using copgen.hxx needs these defined to work properly
float(_declare,AIControl,0);
float(_declare,AIHideControl,0);
float(_declare,AIUsage,0);
float(_declare,AIAbility,_AIAJump|_AIANoCrawl|_AIANoBoneCollision|_AIANoThrown);
float(_declare,AIManPowerThreshold,300);
float(_declare,AIPowerRatingThreshold,50);
float(_declare,AIGrenadeThrowThreshold,10);
#include "messiahscripts\enemies\copgen.hxx"
}