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Ultra Collection Level Ad…e, Duke, Warcraft 2, C&C
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ULTRA_Collection_Level_AddOn_-_Quake_Duke.iso
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HXKEEP.ACS
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Text File
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1995-11-09
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5KB
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276 lines
#include "common.acs"
int TorchOn;
script 1 OPEN
{
switch(gametype())
{
case GAME_NET_COOPERATIVE:
print(s:"NOW YOU'VE ANGERED ME!");
delay(32);
print(s:"LET THE GODS RAIN DOWN UPON THEE!")
delay(9);
Thing_Destroy(255);
Thing_Destroy(254);
Thing_Destroy(253);
Thing_Destroy(252);
break;
case GAME_NET_DEATHMATCH:
print(s:"GREETINGS MORTALS, GREETINGS!");
delay(32);
print(s:"WELCOME TO MY FUNHOUSE...");
delay(32);
print(s:"ER, WELCOME TO MY KEEP!");
break;
case GAME_SINGLE_PLAYER:
print(s:"LOOSER!");
delay(32);
print(s:"THIS IS A DM LEVEL...");
break;
}
Light_Strobe(7,200,0,2,2); // INIT Strobe Effect
ACS_Execute(5,1,13,180,0); // INIT Torch Lighting
ACS_Execute(10,1,0,0,0); // INIT FunRoom 1/10
ACS_Execute(11,1,0,0,0); // INIT FunRoom 2/10
ACS_Execute(12,1,0,0,0); // INIT FunRoom 3/10
ACS_Execute(14,1,0,0,0); // INIT FunRoom 4/10
ACS_Execute(15,1,0,0,0); // INIT FunRoom 5/10
ACS_Execute(13,1,0,0,0); // INIT FunRoom 6/10
ACS_Execute(16,1,0,0,0); // INIT FunRoom 7/10
ACS_Execute(17,1,0,0,0); // INIT FunRoom 8/10
ACS_Execute(18,1,0,0,0); // INIT FunRoom 9/10
ACS_Execute(19,1,0,0,0); // INIT FunRoom 10/10
}
script 2 (int Mode, int STID, int ETID)
{
switch(Mode)
{
case 1:
until(STID > ETID)
{
Thing_Spawn(STID, T_BRIDGE, 0); // Another way?? I want to keep the TID!
STID += 1;
}
print(s: "THY SEA HATH PARTED!");
terminate;
break;
case 2:
until(STID > ETID)
{
Thing_Remove(STID);
STID += 1;
}
print(s: "THY BRIDGE NEEDITH REPAIRS!");
terminate;
break;
}
}
Script 3 (int tag, int bright)
{
int x;
int i;
x = random(1,5);
i = random(5,8);
switch (random(1,3))
{
case 1:
until (x == 0)
{
Light_Fade (tag, bright + random(10,20), i);
x -= 1;
delay(i);
i = random(5,8);
}
break;
case 2:
until (x == 0)
{
switch(random(1,2))
{
case 1:
Light_Fade (tag, bright - random(0,9), i);
break;
case 2:
Light_Fade (tag, bright + random(0,9), i);
break;
}
x -= 1;
delay(i);
i = random(5,8);
}
break;
case 3:
until (x == 0)
{
Light_Fade (tag, bright - random(10,20), i);
x -= 1;
delay(i);
i = random(5,8);
}
break;
}
if(TorchOn == 1) restart;
}
Script 4 (int tag)
{
int bright;
bright=180;
Switch(TorchOn)
{
case 1:
print(s:"Goodnight!");
Thing_Deactivate(tag);
TorchOn = 0;
scriptwait(3);
delay(8);
Light_Fade(tag,100,16);
break;
default:
Thing_Activate(tag);
delay(8);
Light_Fade(tag,bright,16);
delay(16);
TorchOn = 1;
ACS_Execute(3,1,tag,bright,0);
break;
}
}
Script 5 (void)
{
ACS_Execute(4,1,13,180,0); // INIT Torch Lighting
delay(9600);
ACS_Execute(4,1,13,180,0);
delay(960);
restart;
}
/*
**************************************************************************
** From here down is the moving pillars! **
** Is there a way to create functions? Or a script that act's like one? **
** It sucks wasting these script slots on something this dumb! **
**************************************************************************
*/
// special
// 6:Polyobj_MoveTimes8(4);
Script 10 (void)
{
int poid;
poid = 10;
Polyobj_MoveTimes8(poid,32,64,64);
polywait(poid);
Polyobj_MoveTimes8(poid,32,192,64);
polywait(poid);
restart;
}
Script 11 (void)
{
int poid;
poid = 11;
Polyobj_MoveTimes8(poid,32,64,64);
polywait(poid);
Polyobj_MoveTimes8(poid,32,192,64);
polywait(poid);
restart;
}
Script 12 (void)
{
int poid;
poid = 12;
Polyobj_MoveTimes8(poid,32,64,64);
polywait(poid);
Polyobj_MoveTimes8(poid,32,192,64);
polywait(poid);
restart;
}
Script 14 (void)
{
int poid;
poid = 14;
Polyobj_MoveTimes8(poid,32,64,64);
polywait(poid);
Polyobj_MoveTimes8(poid,32,192,64);
polywait(poid);
restart;
}
Script 15 (void)
{
int poid;
poid = 15;
Polyobj_MoveTimes8(poid,32,64,64);
polywait(poid);
Polyobj_MoveTimes8(poid,32,192,64);
polywait(poid);
restart;
}
Script 13 (void)
{
int poid;
poid = 13;
Polyobj_MoveTimes8(poid,32,192,64);
polywait(poid);
Polyobj_MoveTimes8(poid,32,64,64);
polywait(poid);
restart;
}
Script 16 (void)
{
int poid;
poid = 16;
Polyobj_MoveTimes8(poid,32,192,64);
polywait(poid);
Polyobj_MoveTimes8(poid,32,64,64);
polywait(poid);
restart;
}
Script 17 (void)
{
int poid;
poid = 17;
Polyobj_MoveTimes8(poid,32,192,64);
polywait(poid);
Polyobj_MoveTimes8(poid,32,64,64);
polywait(poid);
restart;
}
Script 18 (void)
{
int poid;
poid = 18;
Polyobj_MoveTimes8(poid,32,192,64);
polywait(poid);
Polyobj_MoveTimes8(poid,32,64,64);
polywait(poid);
restart;
}
Script 19 (void)
{
int poid;
poid = 19;
Polyobj_MoveTimes8(poid,32,192,64);
polywait(poid);
Polyobj_MoveTimes8(poid,32,64,64);
polywait(poid);
restart;
}