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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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Weapons
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WeaponHeaders.hxx
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1999-11-29
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10KB
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438 lines
//file("pc\actors\weapons\rktlnchr\rktlnch.dcr");
ActorHeader(WeaponPakHeader)
{
file("pc\actors\Weapons\pak\mod\dcrfinal\pak.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_ClassWeapon);
gravity( -20, -20 );
ColSphereSize(15);
PossesionSphereOffset(30);
InventoryType(_AmmoPAKGun);
InventoryLimit(_LimitPAKGun);
PickupLimit(_PickupLimitPAKGun);
Inventory(_InitialPAK)
AIclass(_AIclassHipGun);
AIstrenght(40);
AIRange(0,5000);
AIfov(18);
AIsight(5000,0);
respawn(0);
}
ActorHeader(WeaponBatteryHeader)
{
file("pc\actors\weapons\batgrabr\batgrabr.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_ClassWeapon);
gravity( -20, -20 );
ColSphereSize(15);
PossesionSphereOffset(30);
InventoryType(_AmmoBattery);
InventoryLimit(1);
PickupLimit(1);
Inventory(_InitialNoAmmo)
AIclass(_AIclasslightgun);
AIstrenght(0); //30
AIRange(0,1000);
AIfov(0);
AIsight(100,0);
respawn(0);
}
ActorHeader(WeaponBatonHeader)
{
file("pc\actors\weapons\baton\baton.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_ClassWeapon);
gravity( -20, -20 );
ColSphereSize(15);
PossesionSphereOffset(30);
InventoryType(_AmmoUnLimited);
InventoryLimit(_LimitUnLimited);
PickupLimit(_PickupLimitUnLimited);
Inventory(_InitialNoAmmo)
AIclass(_AIclasslightgun);
AIstrenght(30);
AIRange(0,1000);
AIfov(0);
AIsight(100,0);
respawn(0);
}
//grenade ammo box
ActorHeader(WeaponAmmoGrenadesHeader)
{
file("pc\actors\weapons\ammo\ammog.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_ClassAmmoPickup);
gravity( -20, -20 );
ColSphereSize(40);
PossesionSphereOffset(0);
InventoryType(_AmmoGrenade);
InventoryLimit(_LimitAmmo);
PickupLimit(_PickupLimitAmmo);
Inventory(_InitialAmmoGrenade)
AIclass(_AIclasslightgun);
AIstrenght(30);
AIRange(0,20000);
AIfov(0);
AIsight(100,0);
respawn(900);
}
//all weapons ammo box
ActorHeader(WeaponAmmoHeader)
{
file("pc\actors\weapons\ammo\ammo.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_ClassAmmoPickup);
gravity( -20, -20 );
ColSphereSize(40);
PossesionSphereOffset(0);
InventoryType(_AmmoAmmo);
InventoryLimit(_LimitAmmo);
PickupLimit(_PickupLimitAmmo);
Inventory(_InitialAmmo)
AIclass(_AIclasslightgun);
AIstrenght(30);
AIRange(0,1000);
AIfov(0);
AIsight(100,0);
respawn(900);
}
ActorHeader(WeaponPumpGunHeader)
{
file("pc\actors\weapons\pumpgun\pumpgun.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSWeapon);
gravity( -20, -20 );
PossesionSphereOffset(30);
ColSphereSize(15);
InventoryType(_AmmoPumpGun);
InventoryLimit(_LimitPumpGun);
PickupLimit(_PickupLimitPumpGun);
Inventory(_InitialPumpGun)
AIclass(_AIclassHipGun);
AIstrenght(80);
AIRange(0,10000);
AIfov(18);
AIsight(5000,0);
respawn(0);
}
ActorHeader(WeaponFakeHeader)
{
file("pc\actors\weapons\fakebullet\bullet.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSWeapon);
gravity(0,0);
ColSphereSize(30);
PossesionSphereOffset(30);
InventoryType(_AmmoMachineGun);
InventoryLimit(_LimitUnlimited);
PickupLimit(_PickupLimitUnLimited);
Inventory(_InitialMachineGun);
AIclass(_AIclassHipGun);
AIstrenght(100);
AIRange(0,1000);
AIfov(18);
AIsight(5000,0);
respawn(0);
}
ActorHeader(WeaponMachineGunHeader)
{
file("pc\actors\weapons\machgun\machgun_n.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSWeapon);
gravity( -20, -20 );
ColSphereSize(30);
PossesionSphereOffset(30);
InventoryType(_AmmoMachineGun);
InventoryLimit(_LimitMachineGun);
PickupLimit(_PickupLimitMachineGun);
Inventory(_InitialMachineGun)
AIclass(_AIclassHipGun);
AIstrenght(40);
AIRange(0,10000);
AIfov(18);
AIsight(5000,0);
respawn(0);
}
ActorHeader(WeaponMaimerHeader)
{
file("pc\actors\weapons\maimer\maimer.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSWeapon);
gravity( -20, -20 );
ColSphereSize(15);
PossesionSphereOffset(30);
InventoryType(_AmmoMaimer);
InventoryLimit(_LimitMaimer);
PickupLimit(_PickupLimitMaimer);
Inventory(_InitialMaimer)
AIclass(_AIclassHipGun);
AIstrenght(30);
AIRange(0,10000);
AIfov(18);
AIsight(5000,0);
respawn(0);
}
ActorHeader(WeaponTorchHeader)
{
file("pc\actors\weapons\torch\torch.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSWeapon);
gravity( -20, -20 );
ColSphereSize(40);
PossesionSphereOffset(30);
InventoryType(_AmmoUnLimited);
InventoryLimit(_LimitUnlimited);
PickupLimit(_PickupLimitUnLimited);
Inventory(_InitialUnlimited)
AIclass(_AIclassCloseRange);
AIstrenght(0); //was 5 but needs to be 0 for tha AI to stop attacking welding workers
AIRange(200,300);
AIfov(1);
AIsight(100,0);
respawn(0);
}
ActorHeader(WeaponBazookaHeader)
{
file("pc\actors\weapons\bazooka\bazooka3.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSWeapon);
gravity( -20, -20 );
ColSphereSize(15);
PossesionSphereOffset(30);
InventoryType(_AmmoBazooka);
InventoryLimit(_LimitBazooka);
PickupLimit(_PickupLimitBazooka);
Inventory(_InitialBazooka)
AIclass(_AIclassHipGun);
AIstrenght(100);
AIRange(500,10000); //blastradius is 256 on bazooka
AIfov(18);
AIsight(5000,0);
respawn(0);
}
ActorHeader(WeaponMaserHeader)
{
file("pc\actors\weapons\maser\maser2.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSWeapon);
gravity( -20, -20 );
ColSphereSize(15);
PossesionSphereOffset(30);
InventoryType(_AmmoMaser);
InventoryLimit(_LimitMaser);
PickupLimit(_PickupLimitMaser);
Inventory(_InitialMaser)
AIclass(_AIclassHipGun);
AIstrenght(100);
AIRange(300,10000);
AIfov(18);
AIsight(5000,0);
respawn(0);
}
ActorHeader(WeaponHarpoonHeader)
{
file("pc\actors\weapons\speargun\speargn2.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSWeapon);
gravity( -20, -20 );
ColSphereSize(15);
PossesionSphereOffset(30);
InventoryType(_AmmoHarpoon);
InventoryLimit(_LimitHarpoon);
PickupLimit(_PickupLimitHarpoon);
Inventory(_InitialHarpoon)
AIclass(_AIclassHipGun);
AIstrenght(100);
AIRange(300,10000);
AIfov(18);
AIsight(5000,0);
respawn(0);
}
ActorHeader(WeaponFlameThrowerHeader)
{
file("pc\actors\weapons\flthrow\flthrow2.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSWeapon);
gravity( -20, -20 );
ColSphereSize(35);
PossesionSphereOffset(30);
InventoryType(_AmmoGasoline);
InventoryLimit(_LimitGasoline);
PickupLimit(_PickupLimitGasoline);
Inventory(_InitialGasoline)
AIclass(_AIclassFlameThrower);
AIstrenght(80);
AIRange(200,300);
AIfov(18);
AIsight(1000,0);
respawn(0);
}
ActorHeader(WeaponBuzzSawHeader)
{
//file("pc\actors\weapons\meatcutr\meatcut2.dcr");
file("pc\actors\weapons\meatcutr\meatcut3.dcr");
sharemaps(GenericWeaponPage);
type(_ActorStaticObj);
class(_CLASSWeapon);
gravity( -20, -20 );
ColSphereSize(45);
PossesionSphereOffset(30);
InventoryType(_AmmoUnLimited);
InventoryLimit(_LimitUnLimited);
PickupLimit(_PickupLimitUnLimited);
Inventory(_InitialUnLimited)
AIclass(_AIclassCloseRange);
AIstrenght(50);
AIRange(200,300);
AIfov(1);
AIsight(300,0);
respawn(0);
}
//----------------- cut here --------------------
action(WeaponPakIdle)
{
file("pc\actors\Weapons\Pak\xxx\PakOff.ske",100,on);
trigger(_allDIR);
break(on);
nrintframes(4);
intforloop(off);
shadow(off);
move(0,0,0);
nomove(on);
gravity(on);
connections(WeaponPakIdle);
}
action(WeaponPakSpin)
{
file("pc\actors\Weapons\Pak\xxx\PakSpin.ske",100,on);
trigger(_allDIR);
break(on);
nrintframes(4);
intforloop(off);
shadow(off);
move(0,0,0);
nomove(on);
gravity(on);
connections(WeaponPakSpin);
}
action(WeaponBuzzSawOff)
{
file("pc\actors\Weapons\meatcutr\xxx\meatoff.ske",100,on);
break(on);
gravity(on);
connections(WeaponBuzzSawOff);
shadow(off);
trigger(_allDIR);
move(0,0,0);
offset(0);
nomove(on);
}
action(WeaponBuzzSawIdle)
{
file("pc\actors\Weapons\meatcutr\xxx\meatidle.ske",100,on);
break(on);
gravity(on);
connections(WeaponBuzzSawIdle);
shadow(off);
trigger(_allDIR);
move(0,0,0);
offset(30);
nomove(on);
}
action(WeaponBuzzSawRev)
{
file("pc\actors\Weapons\meatcutr\xxx\meatrev.ske",100,on);
break(on);
gravity(on);
connections(WeaponBuzzSawRev);
shadow(off);
trigger(_allDIR);
move(0,0,0);
offset(4);
nomove(on);
}
action(WeaponBuzzSawCut)
{
file("pc\actors\Weapons\meatcutr\xxx\meatcut.ske",100,on);
break(on);
gravity(on);
connections(WeaponBuzzSawCut);
shadow(off);
trigger(_allDIR);
move(0,0,0);
offset(4);
nomove(off);
}
ActorHeader(WeaponBotHeader)
{
file("pc\actors\weapons\botcom\botcom.dcr");
//sharemaps(GenericWeaponPage);
type(_ActorAnimObj);
class(_CLASSdroid);
ColSphereSize(30);
health(2000);
ColMask(_COLAll)
ColValues(100,100,100,100,100,100,100,100)
PossesionAngle(40);
PossesionSphereSize(30);
PossesionSphereOffset(0);
AIfov(18);
AIsight(1000,0);
respawn(0);
}