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Text File  |  1999-11-29  |  3KB  |  125 lines

  1.  
  2.  
  3.  
  4. Actor(CopH)
  5. {
  6.         file(HeavyCopHeader);
  7.         rank(_RankSergeantH);
  8.  
  9.         startstate(StateNormal);
  10.         startaction(copidleNoGun);
  11.  
  12.         if(VTrigger==_DIRcombatmode)
  13.         {
  14.             vector(_set,GActorPos,0,0,-300);
  15.             vector(_multiplywithtransmat,GActorPos,GActorPos);
  16.             vector(_set,TmpVector,128,128,255);
  17.             spawnlight(HeavyCopSearchLight,-1,Gactorpos,TmpVector,EmptyVector,500);
  18.         }
  19.  
  20.         //AI variables. All characters using copgen.hxx needs these defined to work properly
  21.         float(_declare,AIControl,0);
  22.         float(_declare,AIHideControl,_AIHCInRoute);
  23.         float(_declare,AIUsage,_AIUHideForRetreat|_AIUHideForAttack|_AIUHideAttackDefensive|_AIUHideRetreatOffensive|_AIUHideLeanOutRetreat|_AIUHideLeanOutAttack);
  24.         float(_declare,AIAbility,_AIAJump|_AIAClimb|_AIAPickUpWeapon|_AIAFlashVisors);
  25.         float(_declare,AIManPowerThreshold,1);
  26.         float(_declare,AIPowerRatingThreshold,50);
  27.         float(_declare,AIGrenadeThrowThreshold,10);
  28.  
  29.         #include    "messiahscripts\enemies\copgen.hxx"
  30. }
  31.  
  32.  
  33.  
  34.  
  35. Actor(CopR)
  36. {
  37.         file(RiotCopHeader);
  38.         rank(_RankSergeantH);
  39.  
  40.         startstate(StateNormal);
  41.         startaction(copidleNoGun);
  42.  
  43.         //AI variables. All characters using copgen.hxx needs these defined to work properly
  44.         float(_declare,AIControl,0);
  45.         float(_declare,AIHideControl,_AIHCInRoute);
  46.         float(_declare,AIUsage,_AIUAdvanceUsingPath|_AIUCrouchToDefend);
  47.         float(_declare,AIAbility,_AIAFlashVisors|_AIAShield);    //|_AIAFakeWeapon);
  48.         float(_declare,AIManPowerThreshold,1);
  49.         float(_declare,AIPowerRatingThreshold,50);
  50.         float(_declare,AIGrenadeThrowThreshold,10);
  51.  
  52.         #include    "messiahscripts\enemies\copgen.hxx"
  53. }
  54.  
  55.  
  56.  
  57.  
  58. Actor(djkyd)
  59. {
  60.         file(djkydHeader);
  61.         rank(_RankPrivate);
  62.         startstate(StateNormal);
  63.         startaction(copidleNoGun);
  64.  
  65.         //AI variables. All characters using copgen.hxx needs these defined to work properly
  66.         float(_declare,AIControl,0);
  67.         float(_declare,AIHideControl,_AIHCInRoute);
  68.         float(_declare,AIUsage,_AIUHideForRetreat|_AIUHideForAttack|_AIUHideAttackOffensive|_AIUHideRetreatDefensive|_AIUHideLeanOutAttack);
  69.         float(_declare,AIAbility,_AIAJump|_AIAClimb|_AIAPickUpWeapon);
  70.         float(_declare,AIManPowerThreshold,300);
  71.         float(_declare,AIPowerRatingThreshold,50);
  72.         float(_declare,AIGrenadeThrowThreshold,10);
  73.  
  74.         #include    "messiahscripts\enemies\copgen.hxx"
  75. }
  76.  
  77.  
  78.  
  79.  
  80. Actor(victimmale)
  81. {
  82.         file(VictimMaleHeader);
  83.         rank(_RankSergeantH);
  84.  
  85.         startstate(StateNormal);
  86.         startaction(VictimIdle);
  87.         
  88.         //BELOW : just in case the victim has to follow a path, here's the script. BUT DON 'T
  89.         //UNCOMMENT IT OUT before talking to Msika first.
  90.         
  91.         /*
  92.         if(vaicon!=0)
  93.         {
  94.             Direction(_clr,_DIRaiRemoveFlags);
  95.  
  96.             call(AIPickdest,10);
  97.             if(vtrigger==_DIRtempflag)
  98.             {
  99.                 call(PickNewNode);
  100.             }
  101.             CallSub(Sub_AI1WayAlignToPickDestAngle);
  102.             if(VTrigger==_DIRleft)
  103.             {
  104.                 turn(0,-40,0);
  105.             }
  106.             elseif(VTrigger==_DIRright)
  107.             {
  108.                 turn(0,40,0);
  109.             }
  110.             if(vpickdestanglecorr>512 || vpickdestanglecorr<-512)    //might need bigger numbers
  111.             {
  112.                 direction(_set,_DIRForward);
  113.             }
  114.             else
  115.             {
  116.                 move(0,0,-10);
  117.             }
  118.         }
  119.         */
  120.         callsub(BackGroundTriggerChecks);
  121. }
  122.  
  123.  
  124.  
  125.