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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
/
worker.hxx
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Text File
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1999-11-29
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7KB
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349 lines
Actor(WorkerOnBench)
{
file(WorkerHeader);
//rank(_RankSergeantH);
rank(_RankScum);
ActorFlag(_or,_AFLAGnopossesion);
ActorFlag(_or,_AFLAGnotarget);
startstate(StateNormal);
startaction(workerweldingonbench);
sample(SFXWelderWhistle,-1);
if(vaction==WorkerCrushedOnBench)
{
call(CheckAttached,_CANormal);
//if(VFrame>=200)
//{
// direction(_clr,_DIRShoot);
// call(CheckAttached,_CADropWeapon);
//}
}
else
{
if(vtrigger!=_DIRhavegun)
{
call(CheckForPickup,12,_ClassWeapon);
}
direction(_or,_DIRShoot);
call(CheckAttached,_CANormal);
}
//#include "messiahscripts\enemies\copgen.hxx"
callsub(BackGroundTriggerChecks);
}
Actor(WorkerKneelWelding)
{
file(WorkerKneelHeader);
rank(_RankScum);
ActorFlag(_or,_AFLAGnopossesion);
ActorFlag(_or,_AFLAGnotarget);
startstate(StateNormal);
startaction(WorkerWeldingKneel);
sample(SFXWelderWhistle,-1);
if(Vaction==WorkerKneelCrush)
{
if(VFrame==5)
{
sample(SFXWorkerWhatThe,-1);
}
if(VFrame<=50)
{
direction(_or,_DIRShoot);
}
if(Vframe==50)
{
vector(_set,Gactorpos,0,50,0)
spawnparticle(fx_smallexplosion,12,gactorpos,emptyvector,fx_antirotate8); //12 should be right hand
sample(SFXBazookaExplode,-1);
}
if(VFrame==73)
{
sample(SFXWorkerOhShit,-1);
}
}
else
{
if(vtrigger!=_DIRhavegun && VState!=StateDead)
{
call(CheckForPickup,12,_ClassWeapon);
}
else
{
/*
if(Vaction==WorkerWeldingKneel || Vaction==WorkerWelding)
{
direction(_or,_DIRShoot);
}
*/
}
call(CheckAttached,_CANormal);
}
callsub(BackGroundTriggerChecks);
}
Actor(Worker)
{
file(WorkerHeader);
//rank(_RankSergeantH);
rank(_RankPrivate);
startstate(StateNormal);
//startaction(WorkerWelding0);
startaction(copidleNoGun);
/*
if(vtrigger!=_DIRhavegun)
{
direction(_set,_DIRaction);
}
float(_declare,weldingshoot,0);
if(weldingshoot==1)
{
direction(_set,_DIRshoot);
}
else
{
direction(_clr,_DIRshoot);
}
if(vAICon==0)
{
direction(_clr,_DIRshoot);
}
*/
///////
///////
///////
if(vaicon==0)
{
call(AIcheckforonpath,10);
}
/* float(_declare,Count,0);
if(vaistate!=_AIstateWork && vaistate!=_AIstateWorkWeld)
{
float(_add,Count,1);
if(Count>150)
{
break();
}
}
else
{
float(_set,Count,0);
}
*/
//AI variables. All characters using copgen.hxx needs these defined to work properly
float(_declare,AIControl,0);
float(_declare,AIHideControl,_AIHCInRoute);
float(_declare,AIUsage,_AIUHideForRetreat|_AIUHideForAttack|_AIUHideAttackDefensive|_AIUHideRetreatDefensive);
float(_declare,AIAbility,_AIAJump|_AIAClimb|_AIAPickUpWeapon);
float(_declare,AIManPowerThreshold,300);
float(_declare,AIPowerRatingThreshold,50);
float(_declare,AIGrenadeThrowThreshold,10);
#include "messiahscripts\enemies\copgen.hxx"
///////
///////
///////
/*
if(vAICon!=0)
{
if(vtrigger==_DIRhavegun)
{
float(_declare,weldcount,0);
if(weldcount==0)
{
//force anim at first
if(vaction!=WorkerWelding0)
{
spawnaction(WorkerWelding0);
float(_set,weldingshoot,1);
}
}
float(_set,weldcount,1);
//random anims of welding
if(vendofanim!=0)
{
if(vrnd<12)
{
if(vaction!=WorkerWelding1)
{
float(_set,weldingshoot,0);
spawnaction(WorkerWelding1);
sample(SFXweapontorch1,-1);
}
}
elseif(vrnd<12)
{
if(vaction!=WorkerWelding2)
{
float(_set,weldingshoot,0);
spawnaction(WorkerWelding2);
}
}
else
{
if(vaction!=WorkerWelding0)
{
float(_set,weldingshoot,1);
spawnaction(WorkerWelding0);
}
}
}
}
float(_declare,assface,0);
if(assface==20)
{
spawnactor(WeaponTorch,0,100,-50);
}
float(_add,assface,1);
}
*/
if(VTrigger==_DIRactionhold || VTrigger==_DIRaction)
{
Collision(0,0,0,0,0,-50);
if(VColMaterialProperties==_MATPush)
{
call(MoveBackgroundObject);
float(_set,WorkerPushingObject,1);
}
}
else
{
float(_set,WorkerPushingObject,0);
}
}
Actor(RadiationWorker)
{
file(RadiationWorkerHeader);
rank(_RankScum);
startstate(StateNormal);
startaction(copidleNoGun);
if(vaicon==0)
{
call(AIcheckforonpath,10);
}
else
{
if(VTrigger==_DIRhavegun && VWeaponAmmoType==_AmmoBattery)
{
if(VWeaponAmmoLeft==1)
{
if(Vtrigger!=_DIRcombatmode)
{
direction(_set,_DIRCombatmode);
}
}
if(VAction==NukeBatteryDrop)
{
if(VWeaponAmmoLeft==1)
{
if(Vframe==15)
{
call(DontBlowBattery);
call(CheckAttached,_CADropBattery);
float(_set,VarKey2,2);
}
}
}
if(VAction==NukeBatteryPick)
{
if(VWeaponAmmoLeft==0)
{
if(VFrame==15)
{
call(CheckForPickup,12,_ClassPickup|_ClassBullet);
}
}
}
}
}
//AI variables. All characters using copgen.hxx needs these defined to work properly
float(_declare,AIControl,0);
float(_declare,AIHideControl,_AIHCInRoute);
float(_declare,AIUsage,_AIUHideForRetreat|_AIUHideForAttack|_AIUHideAttackOffensive|_AIUHideRetreatDefensive|_AIUHideLeanOutAttack);
float(_declare,AIAbility,_AIAJump|_AIAClimb|_AIAPickUpWeapon);
float(_declare,AIManPowerThreshold,300);
float(_declare,AIPowerRatingThreshold,50);
float(_declare,AIGrenadeThrowThreshold,10);
#include "messiahscripts\enemies\copgen.hxx"
}
Actor(Welder)
{
file(WelderHeader);
rank(_RankScum);
startstate(StateNormal);
startaction(copidleNoGun);
if(vaicon==0)
{
call(AIcheckforonpath,10);
}
//AI variables. All characters using copgen.hxx needs these defined to work properly
float(_declare,AIControl,0);
float(_declare,AIHideControl,_AIHCInRoute);
float(_declare,AIUsage,_AIUHideForRetreat|_AIUHideForAttack|_AIUHideAttackOffensive|_AIUHideRetreatDefensive|_AIUHideLeanOutAttack);
float(_declare,AIAbility,_AIAJump|_AIAClimb|_AIAPickUpWeapon);
float(_declare,AIManPowerThreshold,300);
float(_declare,AIPowerRatingThreshold,50);
float(_declare,AIGrenadeThrowThreshold,10);
#include "messiahscripts\enemies\copgen.hxx"
}
Actor(Worker2)
{
file(Worker2Header);
rank(_RankScum);
startstate(StateNormal);
startaction(copidleNoGun);
if(vaicon==0)
{
call(AIcheckforonpath,10);
}
//AI variables. All characters using copgen.hxx needs these defined to work properly
float(_declare,AIControl,0);
float(_declare,AIHideControl,_AIHCInRoute);
float(_declare,AIUsage,_AIUHideForRetreat|_AIUHideForAttack|_AIUHideAttackOffensive|_AIUHideRetreatDefensive|_AIUHideLeanOutAttack);
float(_declare,AIAbility,_AIAJump|_AIAClimb|_AIAPickUpWeapon);
float(_declare,AIManPowerThreshold,300);
float(_declare,AIPowerRatingThreshold,50);
float(_declare,AIGrenadeThrowThreshold,10);
#include "messiahscripts\enemies\copgen.hxx"
}