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Text File  |  1999-11-29  |  10KB  |  438 lines

  1.  
  2.  
  3. //file("pc\actors\weapons\rktlnchr\rktlnch.dcr");
  4.  
  5.  
  6. ActorHeader(WeaponPakHeader)
  7. {
  8.         file("pc\actors\Weapons\pak\mod\dcrfinal\pak.dcr");
  9.         sharemaps(GenericWeaponPage);
  10.         type(_ActorStaticObj);
  11.         class(_ClassWeapon);
  12.         gravity( -20, -20 );
  13.         ColSphereSize(15);
  14.         PossesionSphereOffset(30);
  15.         InventoryType(_AmmoPAKGun);
  16.         InventoryLimit(_LimitPAKGun);
  17.         PickupLimit(_PickupLimitPAKGun);
  18.         Inventory(_InitialPAK)
  19.         AIclass(_AIclassHipGun);
  20.         AIstrenght(40);
  21.         AIRange(0,5000);
  22.         AIfov(18);
  23.         AIsight(5000,0);
  24.         respawn(0);
  25. }
  26.  
  27. ActorHeader(WeaponBatteryHeader)
  28. {
  29.         file("pc\actors\weapons\batgrabr\batgrabr.dcr");
  30.         sharemaps(GenericWeaponPage);
  31.         type(_ActorStaticObj);
  32.         class(_ClassWeapon);
  33.         gravity( -20, -20 );
  34.         ColSphereSize(15);
  35.         PossesionSphereOffset(30);
  36.         InventoryType(_AmmoBattery);
  37.         InventoryLimit(1);
  38.         PickupLimit(1);
  39.         Inventory(_InitialNoAmmo)
  40.         AIclass(_AIclasslightgun);
  41.         AIstrenght(0);                //30
  42.         AIRange(0,1000);
  43.         AIfov(0);
  44.         AIsight(100,0);
  45.         respawn(0);
  46. }
  47.  
  48. ActorHeader(WeaponBatonHeader)
  49. {
  50.         file("pc\actors\weapons\baton\baton.dcr");
  51.         sharemaps(GenericWeaponPage);
  52.         type(_ActorStaticObj);
  53.         class(_ClassWeapon);
  54.         gravity( -20, -20 );
  55.         ColSphereSize(15);
  56.         PossesionSphereOffset(30);
  57.         InventoryType(_AmmoUnLimited);
  58.         InventoryLimit(_LimitUnLimited);
  59.         PickupLimit(_PickupLimitUnLimited);
  60.         Inventory(_InitialNoAmmo)
  61.         AIclass(_AIclasslightgun);
  62.         AIstrenght(30);
  63.         AIRange(0,1000);
  64.         AIfov(0);
  65.         AIsight(100,0);
  66.         respawn(0);
  67. }
  68.  
  69. //grenade ammo box
  70. ActorHeader(WeaponAmmoGrenadesHeader)
  71. {
  72.         file("pc\actors\weapons\ammo\ammog.dcr");
  73.         sharemaps(GenericWeaponPage);
  74.         type(_ActorStaticObj);
  75.         class(_ClassAmmoPickup);
  76.         gravity( -20, -20 );
  77.         ColSphereSize(40);
  78.         PossesionSphereOffset(0);
  79.         InventoryType(_AmmoGrenade);
  80.         InventoryLimit(_LimitAmmo);
  81.         PickupLimit(_PickupLimitAmmo);
  82.         Inventory(_InitialAmmoGrenade)
  83.         AIclass(_AIclasslightgun);
  84.         AIstrenght(30);
  85.         AIRange(0,20000);
  86.         AIfov(0);
  87.         AIsight(100,0);
  88.         respawn(900);
  89. }
  90.  
  91. //all weapons ammo box
  92. ActorHeader(WeaponAmmoHeader)
  93. {
  94.         file("pc\actors\weapons\ammo\ammo.dcr");
  95.         sharemaps(GenericWeaponPage);
  96.         type(_ActorStaticObj);
  97.         class(_ClassAmmoPickup);
  98.         gravity( -20, -20 );
  99.         ColSphereSize(40);
  100.         PossesionSphereOffset(0);
  101.         InventoryType(_AmmoAmmo);
  102.         InventoryLimit(_LimitAmmo);
  103.         PickupLimit(_PickupLimitAmmo);
  104.         Inventory(_InitialAmmo)
  105.         AIclass(_AIclasslightgun);
  106.         AIstrenght(30);
  107.         AIRange(0,1000);
  108.         AIfov(0);
  109.         AIsight(100,0);
  110.         respawn(900);
  111. }
  112.  
  113. ActorHeader(WeaponPumpGunHeader)
  114. {
  115.         file("pc\actors\weapons\pumpgun\pumpgun.dcr");
  116.         sharemaps(GenericWeaponPage);
  117.         type(_ActorStaticObj);
  118.         class(_CLASSWeapon);
  119.         gravity( -20, -20 );
  120.         PossesionSphereOffset(30);
  121.         ColSphereSize(15);
  122.         InventoryType(_AmmoPumpGun);
  123.         InventoryLimit(_LimitPumpGun);
  124.         PickupLimit(_PickupLimitPumpGun);
  125.         Inventory(_InitialPumpGun)
  126.         AIclass(_AIclassHipGun);
  127.         AIstrenght(80);
  128.         AIRange(0,10000);
  129.         AIfov(18);
  130.         AIsight(5000,0);
  131.         respawn(0);
  132. }
  133.  
  134.  
  135. ActorHeader(WeaponFakeHeader)
  136. {
  137.         file("pc\actors\weapons\fakebullet\bullet.dcr");
  138.         sharemaps(GenericWeaponPage);
  139.         type(_ActorStaticObj);
  140.         class(_CLASSWeapon);
  141.         gravity(0,0);
  142.         ColSphereSize(30);
  143.         PossesionSphereOffset(30);
  144.         InventoryType(_AmmoMachineGun);
  145.         InventoryLimit(_LimitUnlimited);
  146.         PickupLimit(_PickupLimitUnLimited);
  147.         Inventory(_InitialMachineGun);
  148.         AIclass(_AIclassHipGun);
  149.         AIstrenght(100);
  150.         AIRange(0,1000);
  151.         AIfov(18);
  152.         AIsight(5000,0);
  153.         respawn(0);
  154. }
  155.  
  156. ActorHeader(WeaponMachineGunHeader)
  157. {
  158.         file("pc\actors\weapons\machgun\machgun_n.dcr");
  159.         sharemaps(GenericWeaponPage);
  160.         type(_ActorStaticObj);
  161.         class(_CLASSWeapon);
  162.         gravity( -20, -20 );
  163.         ColSphereSize(30);
  164.         PossesionSphereOffset(30);
  165.         InventoryType(_AmmoMachineGun);
  166.         InventoryLimit(_LimitMachineGun);
  167.         PickupLimit(_PickupLimitMachineGun);
  168.         Inventory(_InitialMachineGun)
  169.         AIclass(_AIclassHipGun);
  170.         AIstrenght(40);
  171.         AIRange(0,10000);
  172.         AIfov(18);
  173.         AIsight(5000,0);
  174.         respawn(0);
  175. }
  176.  
  177. ActorHeader(WeaponMaimerHeader)
  178. {
  179.         file("pc\actors\weapons\maimer\maimer.dcr");
  180.         sharemaps(GenericWeaponPage);
  181.         type(_ActorStaticObj);
  182.         class(_CLASSWeapon);
  183.         gravity( -20, -20 );
  184.         ColSphereSize(15);
  185.         PossesionSphereOffset(30);
  186.         InventoryType(_AmmoMaimer);
  187.         InventoryLimit(_LimitMaimer);
  188.         PickupLimit(_PickupLimitMaimer);
  189.         Inventory(_InitialMaimer)
  190.         AIclass(_AIclassHipGun);
  191.         AIstrenght(30);
  192.         AIRange(0,10000);
  193.         AIfov(18);
  194.         AIsight(5000,0);
  195.         respawn(0);
  196. }
  197.  
  198. ActorHeader(WeaponTorchHeader)
  199. {
  200.         file("pc\actors\weapons\torch\torch.dcr");
  201.         sharemaps(GenericWeaponPage);
  202.         type(_ActorStaticObj);
  203.         class(_CLASSWeapon);
  204.         gravity( -20, -20 );
  205.         ColSphereSize(40);
  206.         PossesionSphereOffset(30);
  207.         InventoryType(_AmmoUnLimited);
  208.         InventoryLimit(_LimitUnlimited);
  209.         PickupLimit(_PickupLimitUnLimited);
  210.         Inventory(_InitialUnlimited)
  211.         AIclass(_AIclassCloseRange);
  212.         AIstrenght(0);    //was 5 but needs to be 0 for tha AI to stop attacking welding workers
  213.         AIRange(200,300);
  214.         AIfov(1);
  215.         AIsight(100,0);
  216.         respawn(0);
  217. }
  218.  
  219. ActorHeader(WeaponBazookaHeader)
  220. {
  221.         file("pc\actors\weapons\bazooka\bazooka3.dcr");
  222.         sharemaps(GenericWeaponPage);
  223.         type(_ActorStaticObj);
  224.         class(_CLASSWeapon);
  225.         gravity( -20, -20 );
  226.         ColSphereSize(15);
  227.         PossesionSphereOffset(30);
  228.         InventoryType(_AmmoBazooka);
  229.         InventoryLimit(_LimitBazooka);
  230.         PickupLimit(_PickupLimitBazooka);
  231.         Inventory(_InitialBazooka)
  232.         AIclass(_AIclassHipGun);
  233.         AIstrenght(100);
  234.         AIRange(500,10000);            //blastradius is 256 on bazooka
  235.         AIfov(18);
  236.         AIsight(5000,0);
  237.         respawn(0);
  238. }
  239.  
  240. ActorHeader(WeaponMaserHeader)
  241. {
  242.         file("pc\actors\weapons\maser\maser2.dcr");
  243.         sharemaps(GenericWeaponPage);
  244.         type(_ActorStaticObj);
  245.         class(_CLASSWeapon);
  246.         gravity( -20, -20 );
  247.         ColSphereSize(15);
  248.         PossesionSphereOffset(30);
  249.         InventoryType(_AmmoMaser);
  250.         InventoryLimit(_LimitMaser);
  251.         PickupLimit(_PickupLimitMaser);
  252.         Inventory(_InitialMaser)
  253.         AIclass(_AIclassHipGun);
  254.         AIstrenght(100);
  255.         AIRange(300,10000);
  256.         AIfov(18);
  257.         AIsight(5000,0);
  258.         respawn(0);
  259. }
  260.  
  261. ActorHeader(WeaponHarpoonHeader)
  262. {
  263.         file("pc\actors\weapons\speargun\speargn2.dcr");
  264.         sharemaps(GenericWeaponPage);
  265.         type(_ActorStaticObj);
  266.         class(_CLASSWeapon);
  267.         gravity( -20, -20 );
  268.         ColSphereSize(15);
  269.         PossesionSphereOffset(30);
  270.         InventoryType(_AmmoHarpoon);
  271.         InventoryLimit(_LimitHarpoon);
  272.         PickupLimit(_PickupLimitHarpoon);
  273.         Inventory(_InitialHarpoon)
  274.         AIclass(_AIclassHipGun);
  275.         AIstrenght(100);
  276.         AIRange(300,10000);
  277.         AIfov(18);
  278.         AIsight(5000,0);
  279.         respawn(0);
  280. }
  281.  
  282. ActorHeader(WeaponFlameThrowerHeader)
  283. {
  284.         file("pc\actors\weapons\flthrow\flthrow2.dcr");
  285.         sharemaps(GenericWeaponPage);
  286.         type(_ActorStaticObj);
  287.         class(_CLASSWeapon);
  288.         gravity( -20, -20 );
  289.         ColSphereSize(35);
  290.         PossesionSphereOffset(30);
  291.         InventoryType(_AmmoGasoline);
  292.         InventoryLimit(_LimitGasoline);
  293.         PickupLimit(_PickupLimitGasoline);
  294.         Inventory(_InitialGasoline)
  295.         AIclass(_AIclassFlameThrower);
  296.         AIstrenght(80);
  297.         AIRange(200,300);
  298.         AIfov(18);
  299.         AIsight(1000,0);
  300.         respawn(0);
  301. }
  302.  
  303. ActorHeader(WeaponBuzzSawHeader)
  304. {
  305.         //file("pc\actors\weapons\meatcutr\meatcut2.dcr");
  306.         file("pc\actors\weapons\meatcutr\meatcut3.dcr");
  307.         sharemaps(GenericWeaponPage);
  308.         type(_ActorStaticObj);
  309.         class(_CLASSWeapon);
  310.         gravity( -20, -20 );
  311.         ColSphereSize(45);
  312.         PossesionSphereOffset(30);
  313.         InventoryType(_AmmoUnLimited);
  314.         InventoryLimit(_LimitUnLimited);
  315.         PickupLimit(_PickupLimitUnLimited);
  316.         Inventory(_InitialUnLimited)
  317.         AIclass(_AIclassCloseRange);
  318.         AIstrenght(50);
  319.         AIRange(200,300);
  320.         AIfov(1);
  321.         AIsight(300,0);
  322.         respawn(0);
  323. }
  324.  
  325.  
  326.  
  327.  
  328.  
  329.  
  330.  
  331. //----------------- cut here --------------------
  332.  
  333.  
  334.  
  335.  
  336.  
  337. action(WeaponPakIdle)
  338. {
  339.         file("pc\actors\Weapons\Pak\xxx\PakOff.ske",100,on);
  340.         trigger(_allDIR);
  341.         break(on);
  342.         nrintframes(4);
  343.         intforloop(off);
  344.         shadow(off);
  345.         move(0,0,0);
  346.         nomove(on);
  347.         gravity(on);
  348.         connections(WeaponPakIdle);
  349. }
  350.  
  351. action(WeaponPakSpin)
  352. {
  353.         file("pc\actors\Weapons\Pak\xxx\PakSpin.ske",100,on);
  354.         trigger(_allDIR);
  355.         break(on);
  356.         nrintframes(4);
  357.         intforloop(off);
  358.         shadow(off);
  359.         move(0,0,0);
  360.         nomove(on);
  361.         gravity(on);
  362.         connections(WeaponPakSpin);
  363. }
  364.  
  365. action(WeaponBuzzSawOff)
  366. {
  367.         file("pc\actors\Weapons\meatcutr\xxx\meatoff.ske",100,on);
  368.         break(on);
  369.         gravity(on);
  370.         connections(WeaponBuzzSawOff);
  371.         shadow(off);
  372.         trigger(_allDIR);
  373.         move(0,0,0);
  374.         offset(0);
  375.         nomove(on);
  376. }
  377. action(WeaponBuzzSawIdle)
  378. {
  379.         file("pc\actors\Weapons\meatcutr\xxx\meatidle.ske",100,on);
  380.         break(on);
  381.         gravity(on);
  382.         connections(WeaponBuzzSawIdle);
  383.         shadow(off);
  384.         trigger(_allDIR);
  385.         move(0,0,0);
  386.         offset(30);
  387.         nomove(on);
  388. }
  389. action(WeaponBuzzSawRev)
  390. {
  391.         file("pc\actors\Weapons\meatcutr\xxx\meatrev.ske",100,on);
  392.         break(on);
  393.         gravity(on);
  394.         connections(WeaponBuzzSawRev);
  395.         shadow(off);
  396.         trigger(_allDIR);
  397.         move(0,0,0);
  398.         offset(4);
  399.         nomove(on);
  400. }
  401. action(WeaponBuzzSawCut)
  402. {
  403.         file("pc\actors\Weapons\meatcutr\xxx\meatcut.ske",100,on);
  404.         break(on);
  405.         gravity(on);
  406.         connections(WeaponBuzzSawCut);
  407.         shadow(off);
  408.         trigger(_allDIR);
  409.         move(0,0,0);
  410.         offset(4);
  411.         nomove(off);
  412. }
  413.  
  414.  
  415.  
  416. ActorHeader(WeaponBotHeader)
  417. {
  418.         file("pc\actors\weapons\botcom\botcom.dcr");
  419.         //sharemaps(GenericWeaponPage);
  420.         type(_ActorAnimObj);
  421.         class(_CLASSdroid);
  422.         ColSphereSize(30);
  423.         health(2000);
  424.         ColMask(_COLAll)
  425.         ColValues(100,100,100,100,100,100,100,100)
  426.         PossesionAngle(40);
  427.         PossesionSphereSize(30);
  428.         PossesionSphereOffset(0);
  429.         AIfov(18);
  430.         AIsight(1000,0);
  431.         respawn(0);
  432. }
  433.  
  434.  
  435.  
  436.  
  437.  
  438.