home *** CD-ROM | disk | FTP | other *** search
- //Armored beast actions:
-
- #define ABeastMaxTurnSpeed 75
- #define ABeastTurnAcc 7
- #define ABeastMaxTurnSpeedWounded 10
- #define ABeastTurnAccWounded 1
-
- #define ABeastJumpSpeed 14
- #define ABeastJumpGravity 0.9
-
- #define ABeastMaxTurnSpeedair 60
- #define ABeastTurnAccair 5
- #define ABeastAirSpeed 20
- #define ABeastAirBulb 0.05 //0.1=very soft, 1.0=get speed immediately
-
- #define ABeastMaxFall -500 //Fall before he breaks his legs.
- #define DamageABeastFall 500 //Maximum, depends on altitude you fall
-
- action(ABeastCrouchDown)
- {
- file("pc\actors\Behemoth\xxx\BCrchStr.ske",100,off);
-
- trigger(_allDIR);
- AIclass(_AIClassABeastSkeleton);
- break(off);
- nrintframes(4);
- ColSphereScale(50);
- ColSphereYOffsetScale(100);
- connections(ABeastCrouchIdle);
- }
-
- action(ABeastCrouchUp)
- {
- file("pc\actors\Behemoth\xxx\BCrchEnd.ske",100,off);
- trigger(_allDIR);
- AIclass(_AIClassABeastSkeleton);
- break(off);
- nrintframes(4);
- ColSphereScale(50);
- ColSphereYOffsetScale(100);
- connections(ABeastSpreadOut,ABeastIdle);
- }
-
- action(ABeastCrouchIdle)
- {
- file("pc\actors\Behemoth\xxx\BCrchIdl.ske",100,on);
-
- trigger(_noDIR);
- break(on);
- nrintframes(4);
- ColSphereScale(50);
- ColSphereYOffsetScale(100);
- connections(ABeastCrouchIdle,ABeastSpreadOut);
- }
-
-
- action(ABeastAngry)
- {
- file("pc\actors\Abeast\xxx\mspan13.ske",100,on); //Roaring and beating chest
- trigger(_allDIR);
- break(on);
- nrintframes(6);
- intforloop(on);
- connections(ABeastIdle);
- }
-
-
-
- /*
- ** ABeast Action Animations
- */
- /* ************* ******************* */
- action(ABeastElectricShock0)
- {
- file("pc\actors\Chot\xxx\aelectLP.ske",100,off,130);
- trigger(_allDIR);
- AIclass(_AIClassABeastSkeleton);
- break(off);
- nrintframes(4);
- intforloop(off);
- nomove(true)
- connections(GENElectricShock1);
- collision(on);
- gravity(off);
- }
-
- action(ABeastElectricShock1)
- {
- file("pc\actors\Chot\xxx\aelectHL.ske",100,on);
- move(0,0,20);
- trigger(_allDIR);
- AIclass(_AIClassABeastSkeleton);
- break(off);
- nrintframes(6);
- intforloop(off);
- nomove(true)
- connections(GENElectricShock1);
- gravity(off);
- collision(on);
- }
-
-
- SubRoutine(Sub_PowerUp)
- {
- if(VFrame==1) //powerup
- {
- Sample(SFXPAbeastPowerUp2D,-1);
- }
- elseif(VFrame==75) //right foot down
- {
- Sample(SFXPAbeastStep2D,-1);
- }
- elseif(VFrame==90) //left foot down
- {
- Sample(SFXPAbeastStep2D,-1);
- }
- elseif(VFrame==150)
- {
- Sample(SFXABeastStretch2D,-1);
- }
- }
-
- action(ABeastPowerUp)
- {
- file("pc\actors\Abeast\xxx\AbPowrUp.ske",100,off,100,-1,-1,Sub_PowerUp);
- trigger(_allDIR);
- break(off);
- connections(ABeastIdle);
- }
-
-
- action(ABeastShutDown)
- {
- file("pc\actors\Abeast\xxx\AbOffIdl.ske",100,on); //Roaring and beating chest
- trigger(_allDIR);
- break(on);
- connections(ABeastShutDown);
- }
-
-
- action(ABeastIdle)
- {
- // file("pc\actors\Abeast\xxx\mbeidl3g.ske",20,on);
- // file("pc\actors\Abeast\xxx\mbeidl1g.ske",50,on);
- // file("pc\actors\Abeast\xxx\mbeidl2g.ske",100,on);
- file("pc\actors\Abeast\xxx\AbIdle1.ske",80,on);//breathing anim, do this 80% of the time
- file("pc\actors\Abeast\xxx\AbIdle2.ske",100,on);//look right & left anim, do this 20% of the time
- trigger(_allDIR);
- AIclass(_AIClassAbeastSkeleton);
- break(on);
- nrintframes(6);
- intforloop(on);
- connections(ABeastSpreadOut,ABeastStandShoot,ABeastTurnLeft,ABeastTurnRight,ABeastIdle);
- }
-
- Action(ABeastAttentionIdle)
- {
- file("pc\actors\Chot\xxx\Matnidlg.ske",100,on);
- break(on);
- connections(ABeastSpreadOut,ABeastStandShoot,ABeastTurnLeft,ABeastTurnRight,ABeastAttentionIdle);
- }
-
- Action(ABeastAttention)
- {
- file("pc\actors\Chot\xxx\matnshng.ske",100,on); //respond to attention command
- break(off);
- nrintframes(8);
- connections(ABeastAttentionIdle);
- }
-
- action(ABeastSpreadOut) //Lead directly to next animation
- {
- trigger(_DIRMove);
- AIclass(_AIClassABeastSkeleton);
- nrintframes(-1);
- connections(ABeastWalkDiagFL,ABeastWalkDiagFR,ABeastWalkDiagBL,ABeastWalkDiagBR,ABeastWalk,ABeastWalkBack,ABeastWalkL,ABeastWalkR,ABeastRunDiagFL,ABeastRunDiagFR,ABeastRunDiagBL,ABeastRunDiagBR,ABeastRun,ABeastRunBack,ABeastRunL,ABeastRunR);
- }
-
- action(ABeastIdleLongTime)
- {
- file("pc\actors\Chot\xxx\Macaren3.ske",100,on);
- trigger(_DIRNotEndOfAnim);
- AIclass(_AIClassAbeastSkeleton);
- break(on);
- nrintframes(8);
- intforloop(on);
- connections(ABeastSpreadOut,ABeastStandShoot,ABeastTurnLeft,ABeastTurnRight,ABeastIdleLongTime,ABeastIdle);
- }
-
- action(ABeastIdleHitWall) //used just after you bounce into a wall
- {
- file("pc\actors\Chot\xxx\Mneidl2p.xxx",2,on,-1,-1,Sub_RandomCopScratchesCrotch); //ass scratch
- file("pc\actors\Chot\xxx\Mneidl3p.xxx",4,on,-1,-1,Sub_RandomCopScratchesCrotch); //crotch scratch
- file("pc\actors\Chot\xxx\Mneidl1p.xxx",100,on); //look around
- trigger(_allDIR);
- AIclass(_AIClassABeastSkeleton);
- break(on);
- nrintframes(8);
- intforloop(on);
- nomove(true)
- connections(ABeastHitWallSpreadOut);
- }
- action(ABeastHitWallSpreadOut) //Lead directly to next animation
- {
- trigger(_allDIR);
- AIclass(_AIClassABeastSkeleton);
- nrintframes(-1);
- connections(ABeastHitWallStandShoot,ABeastHitWallTurnLeft,ABeastHitWallTurnRight,ABeastIdleHitWall);
- }
-
- action(ABeastIdleHitWallFront) //used just after you bounce into a wall, face first
- {
- //MISSING Animation
- file("pc\actors\Chot\xxx\Mneidl1p.xxx",100,on); //look around
- trigger(_allDIR);
- AIclass(_AIClassABeastSkeleton);
- break(on);
- nrintframes(8);
- intforloop(on);
- nomove(true)
- connections(ABeastHitWallStandShoot,ABeastHitWallTurnLeft,ABeastHitWallTurnRight,ABeastIdleHitWallFront);
- }
-
- action(ABeastTurnLeftRightEnd)
- {
- file("pc\actors\ABeast\xxx\AbTrStop.ske",100,off,100);
- trigger(_DIRnotendofanim|_noDIR);
- break(on);
- nrintframes(3);
- intforloop(off);
- connections(ABeastTurnRight,ABeastTurnLeft,ABeastIdle);
- }
-
- action(ABeastTurnLeft)
- {
- // file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on);
- file("pc\actors\ABeast\xxx\AbTrLSt.ske",100,off,100);//start turn right
- file("pc\actors\ABeast\xxx\AbTrLLp.ske",100,on,100);//turn right loop
- // move(2,0,0);
- trigger(_DIRleft);
- break(on);
- nrintframes(6);
- connections(ABeastSpreadOut,ABeastStandShoot,ABeastTurnLeft,ABeastTurnRight,ABeastTurnLeftRightEnd,ABeastIdle);
- }
-
- action(ABeastTurnRight)
- {
- // file("pc\actors\Chot\xxx\mtrnrt2.ske",100,on);
- file("pc\actors\ABeast\xxx\AbTrRSt.ske",100,off,100);//start turn right
- file("pc\actors\ABeast\xxx\AbTrRLp.ske",100,on,100);//turn right loop
- // move(-2,0,0);
- trigger(_DIRright);
- break(on);
- nrintframes(6);
- connections(ABeastSpreadOut,ABeastStandShoot,ABeastTurnLeft,ABeastTurnRight,ABeastTurnLeftRightEnd,ABeastIdle);
- }
-
- action(ABeastHitWallTurnLeft)
- {
- file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on);
- move(2,0,0);
- trigger(_DIRleft);
- break(on);
- nrintframes(6);
- connections(ABeastHitWallSpreadOut);
- }
-
- action(ABeastHitWallTurnRight)
- {
- file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on);
- move(-2,0,0)
- trigger(_DIRright);
- break(on);
- nrintframes(6);
- connections(ABeastHitWallSpreadOut);
- }
-
-
-
- /* ************* Standard moves with gun ******************* */
-
- /* ************* Standard moves without gun ******************* */
-
-
- action(ABeastWalk)
- {
- file("pc\actors\Abeast\xxx\Mblwkcyp.xxx",100,on);
- trigger(_DIRwalking|_DIRforward);
- break(on);
-
- nrintframes(4);
- intforloop(off);
- offset(4);
- connections(ABeastSpreadOut,ABeastIdle);
- }
-
- action(ABeastWalkBack)
- {
- //file("pc\actors\Chot\xxx\Mwkbkngn.ske",100,on);
- file("pc\actors\Abeast\xxx\MblwkBcy.ske",100,on);
-
- nrintframes(8);
- trigger(_DIRwalking|_DIRbackward);
- break(on);
- offset(4);
- connections(ABeastSpreadOut,ABeastIdle);
- }
-
- action(ABeastWalkL)
- {
- file("pc\actors\Behemoth\xxx\BWlkL.ske",100,on);
- nrintframes(8);
- trigger(_DIRwalking|_DIRsideleft);
- break(on);
- offset(36);
- connections(ABeastSpreadOut,ABeastIdle);
- }
-
- action(ABeastWalkR)
- {
- file("pc\actors\Behemoth\xxx\BWlkR.ske",100,on);
- nrintframes(8);
- trigger(_DIRwalking|_DIRsideright);
- break(on);
- offset(36);
- connections(ABeastSpreadOut,ABeastIdle);
- }
-
- action(ABeastWalkDiagFL)
- {
- file("pc\actors\Behemoth\xxx\BWlkFL.ske",100,on);
- trigger(_DIRwalking|_DIRsideleft|_DIRforward);
- break(on);
- nrintframes(8);
- offset(36)
- connections(ABeastSpreadOut,ABeastIdle);
- }
-
- action(ABeastWalkDiagFR)
- {
- file("pc\actors\Behemoth\xxx\BWlkFr.ske",100,on);
- trigger(_DIRwalking|_DIRsideright|_DIRforward);
- break(on);
- nrintframes(8);
- offset(36)
- connections(ABeastSpreadOut,ABeastIdle);
- }
-
- action(ABeastWalkDiagBL)
- {
- file("pc\actors\Behemoth\xxx\BWlkBL.ske",100,on);
- trigger(_DIRwalking|_DIRsideleft|_DIRbackward);
- break(on);
- offset(13);
- nrintframes(8);
- connections(ABeastSpreadOut,ABeastIdle);
- }
- action(ABeastWalkDiagBR)
- {
- file("pc\actors\Behemoth\xxx\BWlkBR.ske",100,on);
- trigger(_DIRwalking|_DIRsideright|_DIRbackward);
- break(on);
- offset(13);
- nrintframes(8);
- connections(ABeastSpreadOut,ABeastIdle);
- }
-
-
-
- action(ABeastRun)
- {
- // file("pc\actors\Abeast\xxx\Mblrncyp.xxx",100,on);
- file("pc\actors\Abeast\xxx\MblrnFg.ske",100,on);
-
- offset(30);
- nrintframes(4);
- intforloop(off);
-
- trigger(_DIRforward);
- break(on);
- connections(ABeastSpreadOut,ABeastIdle);
- }
- action(ABeastRunBack)
- {
- // file("pc\actors\Abeast\xxx\MblrnBcy.ske",100,on);
- file("pc\actors\Abeast\xxx\MblrnBg.ske",100,on);
- nrintframes(8);
- trigger(_DIRbackward);
- break(on);
- offset(30);
- connections(ABeastSpreadOut,ABeastIdle);
- }
-
- action(ABeastRunL)
- {
- file("pc\actors\Abeast\xxx\MblrnLg.ske",100,on);
- nrintframes(8);
- trigger(_DIRsideleft);
- break(on);
- offset(16)
- connections(ABeastSpreadOut,ABeastIdle);
- }
- action(ABeastRunR)
- {
- file("pc\actors\Abeast\xxx\MblrnRg.ske",100,on);
- nrintframes(8);
- trigger(_DIRsideright);
- break(on);
- offset(16)
- connections(ABeastSpreadOut,ABeastIdle);
- }
- action(ABeastRunDiagFL)
- {
- file("pc\actors\Abeast\xxx\MblrnFLg.ske",100,on);
- trigger(_DIRsideleft|_DIRforward);
- break(on);
- offset(16)
- nrintframes(8);
- connections(ABeastSpreadOut,ABeastIdle);
- }
- action(ABeastRunDiagFR)
- {
- file("pc\actors\Abeast\xxx\MblrnFRg.ske",100,on);
- trigger(_DIRsideright|_DIRforward);
- break(on);
- offset(16)
- nrintframes(8);
- connections(ABeastSpreadOut,ABeastIdle);
- }
-
- action(ABeastRunDiagBL)
- {
- file("pc\actors\Abeast\xxx\MblrnBLg.ske",100,on);
- trigger(_DIRsideleft|_DIRbackward);
- break(on);
- nrintframes(8)
- offset(8)
- connections(ABeastSpreadOut,ABeastIdle);
- }
-
- action(ABeastRunDiagBR)
- {
- file("pc\actors\Abeast\xxx\MblrnBRg.ske",100,on);
- trigger(_DIRsideright|_DIRbackward);
- break(on);
- offset(8)
- nrintframes(8);
- connections(ABeastSpreadOut,ABeastIdle);
- }
-
- /* ************* Jump And Fall ******************* */
-
-
-
- action(ABeastJump) //Lead directly to next animation
- {
- trigger(_DIRjump);
- AIclass(_AIClassABeastSkeleton);
- nrintframes(-1);
- connections(ABeastJumpBL,ABeastJumpBR,ABeastJumpBackwards,ABeastJumpFL,ABeastJumpL,ABeastJumpFR,ABeastJumpR,ABeastJumpForward,ABeastJumpInPlace);
- }
-
-
- action(ABeastJumpInPlace)
- {
- //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
- file("pc\actors\Abeast\xxx\AbJmpS.ske",100,off,100);
- trigger(_DIRjump);
- nrintframes(4);
- break(off);
- gravity(off);
- ydeltafromzeroframe(off);
- connections(ABeastFallInplace);
- }
-
- action(ABeastJumpForward)
- {
- file("pc\actors\Abeast\xxx\AbJmpS.ske",100,off,100);
- trigger(_DIRforward);
- nrintframes(5);
- break(off);
- gravity(off);
- ydeltafromzeroframe(off);
- connections(ABeastFallForward);
- }
-
- action(ABeastJumpL)
- {
- file("pc\actors\Abeast\xxx\AbJmpS.ske",100,off,100);
- trigger(_DIRsideleft);
- rotate(-90)
- nrintframes(5);
- break(off);
- gravity(off);
- ydeltafromzeroframe(off);
- connections(ABeastFallL);
- }
-
- action(ABeastJumpFL)
- {
- file("pc\actors\Abeast\xxx\AbJmpS.ske",100,off,100);
- trigger(_DIRsideleft|_DIRforward);
- rotate(-45)
- nrintframes(5);
- break(off);
- gravity(off);
- ydeltafromzeroframe(off);
- connections(ABeastFallFL);
- }
- action(ABeastJumpR)
- {
- file("pc\actors\Abeast\xxx\AbJmpS.ske",100,off,100);
- trigger(_DIRsideright);
- rotate(90)
- nrintframes(5);
- break(off);
- gravity(off);
- ydeltafromzeroframe(off);
- connections(ABeastFallR);
- }
-
- action(ABeastJumpFR)
- {
- file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100);
- trigger(_DIRsideright|_DIRforward);
- rotate(45)
- nrintframes(5);
- break(off);
- gravity(off);
- ydeltafromzeroframe(off);
- connections(ABeastFallFR);
- }
-
- action(ABeastJumpBackwards)
- {
- file("pc\actors\chot\xxx\arnbkjms.ske",100,off,100);
- trigger(_DIRbackward);
- nrintframes(5);
- break(off);
- gravity(off);
- ydeltafromzeroframe(off);
- connections(ABeastFallBackwards);
- }
-
- action(ABeastJumpBR)
- {
- file("pc\actors\chot\xxx\arnbkjms.ske",100,off,100);
- trigger(_DIRbackward|_DIRsideright);
- nrintframes(5);
- break(off);
- gravity(off);
- rotate(-45)
- ydeltafromzeroframe(off);
- connections(ABeastFallBR);
- }
-
- action(ABeastJumpBL)
- {
- file("pc\actors\chot\xxx\arnbkjms.ske",100,off,100);
- trigger(_DIRbackward|_DIRsideleft);
- nrintframes(5);
- break(off);
- gravity(off);
- rotate(45)
- ydeltafromzeroframe(off);
- connections(ABeastFallBL);
- }
-
- action(ABeastfallForward)
- {
- file("pc\actors\Abeast\xxx\AbJmpH.ske",100,off,150);
- trigger(_AllDir);
- nrintframes(4);
- ydeltafromzeroframe(off);
- break(off);
- connections(ABeastfallForward);
- }
-
- action(ABeastfallFL)
- {
- file("pc\actors\Abeast\xxx\AbJmpH.ske",100,off,150);
- trigger(_AllDir);
- nrintframes(4);
- ydeltafromzeroframe(off);
- break(on);
- rotate(-45)
- connections(ABeastfallFL);
- }
- action(ABeastfallFR)
- {
- file("pc\actors\Abeast\xxx\AbJmpH.ske",100,off,150);
- trigger(_AllDir);
- nrintframes(4);
- ydeltafromzeroframe(off);
- break(on);
- rotate(45)
- connections(ABeastfallFR);
- }
- action(ABeastfallL)
- {
- file("pc\actors\Abeast\xxx\AbJmpH.ske",100,off,150);
- trigger(_AllDir);
- nrintframes(4);
- ydeltafromzeroframe(off);
- break(on);
- rotate(-90)
- connections(ABeastfallL);
- }
- action(ABeastfallR)
- {
- file("pc\actors\Abeast\xxx\AbJmpH.ske",100,off,150);
- trigger(_AllDir);
- nrintframes(4);
- ydeltafromzeroframe(off);
- break(on);
- rotate(90)
- connections(ABeastfallR);
- }
-
- action(ABeastfallInPlace)
- {
- file("pc\actors\Abeast\xxx\AbJmpL.ske",100,on,150);
- trigger(_AllDir);
- nrintframes(7);
- ydeltafromzeroframe(off);
- break(off);
- connections(ABeastfallInPlace);
- }
-
- action(ABeastfallBackwards)
- {
- file("pc\actors\Chot\xxx\arnbkjml.ske",100,on,100);
- trigger(_AllDir);
- nrintframes(7);
- ydeltafromzeroframe(off);
- break(on);
- connections(ABeastfallBackwards);
- }
- action(ABeastfallBL)
- {
- file("pc\actors\Chot\xxx\arnbkjml.ske",100,on,100);
- trigger(_AllDir);
- nrintframes(7);
- ydeltafromzeroframe(off);
- break(on);
- rotate(45)
- connections(ABeastfallBL);
- }
- action(ABeastfallBR)
- {
- file("pc\actors\Chot\xxx\arnbkjml.ske",100,on,100);
- trigger(_AllDir);
- nrintframes(7);
- ydeltafromzeroframe(off);
- break(on);
- rotate(-45)
- connections(ABeastfallBR);
- }
-
- action(ABeastfall) //Fall when falling from edge only
- {
- file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
- // file("pc\actors\Chot\xxx\afallfst.ske",100,on,150);
- trigger(_AllDir);
- AIclass(_AIClassABeastSkeleton);
- nrintframes(7);
- offset(8);
- ydeltafromzeroframe(off);
- break(off);
- connections(ABeastFall);
- }
-
- action(ABeastTouchDown)
- {
- file("pc\actors\Abeast\xxx\AbJmpL.ske",100,off);
- trigger(_DIRNotEndOfAnim);
- AIclass(_AIClassABeastSkeleton);
- nrintframes(5);
- break(off);
-
- ActionSubRoutine(Sub_HeavyLand);
-
- connections(ABeastSpreadOut,ABeastStandShoot,ABeastIdle);
- }
-
- /* ************* Other Moves ******************* */
-
- action(AbeastStomp)
- {
- file("pc\actors\abeast\xxx\Mbestmp2.ske",100,off);
- trigger(_DIRjump);
- break(off);
- connections(Abeastidle);
- }
-
-
- action(AbeastShot)
- {
- file("pc\actors\abeast\xxx\mspan13.ske",100,on);
- trigger(_allDIR);
- break(off);
- nrintframes(4);
- intforloop(off);
- //connections(AbeastShot);
- connections(Abeastidle);
- }
-
- action(ABeastTearDoorOpen)
- {
- file("pc\actors\Behemoth\xxx\BTearDr.ske",100,off);
- trigger(_allDIR);
- break(off);
- nrintframes(4);
- intforloop(off);
- connections(Abeastidle);
- }
-
- action(AbeastPunch)
- {
- file("pc\actors\abeast\xxx\Mbegrnd.ske",100,off);
- trigger(_allDIR);
- connections(Abeastidle);
- }
-
- action(ABeastStandShoot)
- {
- //file("pc\actors\abeast\xxx\mspan13.xxx",100,on);
- file("pc\actors\Abeast\xxx\MbFrM1.ske",33,on);
- file("pc\actors\Abeast\xxx\MbFrM2.ske",66,on);
- file("pc\actors\Abeast\xxx\MbFrM3.ske",100,on);
- trigger(_DIRshoot);
- break(off);
- connections(ABeastStandShoot,ABeastTurnLeft,ABeastTurnRight,ABeastIdle);
- }
-
- action(ABeastHitWallStandShoot)
- {
- file("pc\actors\chot\xxx\Mfire3h2.ske",100,on);
- trigger(_DIRshoot|_DIRHaveGun);
- break(on);
- nrintframes(4);
- connections(ABeastHitWallSpreadOut);
- }
- action(ABeastPossesed)
- {
- file("pc\actors\Abeast\xxx\mblprosp.ske",100,off);
- trigger(_allDIR);
- AIclass(_AIClassAbeastSkeleton);
- break(off);
- connections(ABeastidle);
- }
- action(ABeastDepossesed)
- {
- file("pc\actors\chot\xxx\Mstun1g.ske",50,on);
- file("pc\actors\chot\xxx\Mstun2g.ske",100,on);
- trigger(_allDIR);
- AIclass(_AIClassAbeastSkeleton);
- nrintframes(4);
- break(off);
- connections(ABeastidle);
- }
-
- action(ABeastThrowGrenade)
- {
- //file("pc\actors\chot\xxx\MthrwgrA.ske",100,on);
- //file("pc\actors\Abeast\xxx\MbFrGrH.ske",100,on);
- file("pc\actors\Abeast\xxx\MbFrGrL.ske",100,on);
- trigger(_allDIR);
- AIclass(_AIClassABeastSkeleton);
- break(off);
- nrintframes(4);
- connections(ABeastThrowGrenade2);
- }
-
- action(ABeastThrowGrenade2)
- {
- file("pc\actors\Abeast\xxx\MbFrGrSn.ske",100,on);
- trigger(_DIRNotEndOfAnim);
- break(on);
- nrintframes(0);
- connections(ABeastSpreadOut,ABeastStandShoot,ABeastThrowGrenade2,ABeastidle);
- }
-
- /* ************* Wounded ******************* */
-
- action(ABeastWoundLight)
- {
- // file("pc\actors\Abeast\xxx\MbWund1.ske",50,off);
- // file("pc\actors\Abeast\xxx\MbWund2.ske",100,off);
- file("pc\actors\Abeast\xxx\AbWnd1.ske",25,off);
- file("pc\actors\Abeast\xxx\AbWnd2.ske",50,off);
- file("pc\actors\Abeast\xxx\AbWnd3.ske",75,off);
- file("pc\actors\Abeast\xxx\AbWnd4.ske",100,off);
- trigger(_DIRNotEndOfAnim);
- AIclass(_AIClassABeastSkeleton);
- break(on);
- collision(on);
- nrintframes(1);
- connections(ABeastSpreadOut,ABeastStandShoot,ABeastWoundLight,ABeastTurnLeft,ABeastTurnRight,ABeastIdle);
- }
-
- action(ABeastWoundLightNoBreak) //Identical to the one above except for break
- {
- // file("pc\actors\Chot\xxx\FstWnd1.ske",10,off);
- // file("pc\actors\Chot\xxx\FstWnd2.ske",100,off);
- // //file("pc\actors\Chot\xxx\FstWnd3.ske",100,off);
- file("pc\actors\Abeast\xxx\AbWnd1.ske",25,off);
- file("pc\actors\Abeast\xxx\AbWnd2.ske",50,off);
- file("pc\actors\Abeast\xxx\AbWnd3.ske",75,off);
- file("pc\actors\Abeast\xxx\AbWnd4.ske",100,off);
- trigger(_DIRNotEndOfAnim);
- AIclass(_AIClassABeastSkeleton);
- break(off);
- collision(on);
- nrintframes(1);
- connections(ABeastSpreadOut,ABeastStandShoot,ABeastWoundLight,ABeastTurnLeft,ABeastTurnRight,ABeastIdle);
- }
- /*
- action(ABeastWoundFlyBack1) //Hold frame
- {
- file("pc\actors\Chot\xxx\ThBkHld1.ske",100,off);
- trigger(_alldir);
- break(on);
- collision(on);
- nrintframes(4);
- connections(ABeastWoundFlyBack2);
- }
-
- action(ABeastWoundFlyBack2) //Hitting wall+hold frame
- {
- file("pc\actors\Chot\xxx\ThBkhtwl.ske",100,off);
- trigger(_DIRVerCol);
- break(on);
- collision(on);
- nrintframes(4);
- connections(ABeastWoundFlyBack3);
- }
- action(ABeastWoundFlyBack3) //Land on ground
- {
- file("pc\actors\Chot\xxx\ThBklnd.ske",100,off);
- trigger(_DIRHorCol);
- break(off);
- collision(on);
- nrintframes(4);
- connections(ABeastIdle);
- }
- */
- /* ************* Burned, steamed and blind ******************* */
-
-
-
- /* ************* Crawling+Being Dragged+Other deaths ******************* */
-
-
- action(ABeastStandDead)
- {
- file("pc\actors\Abeast\xxx\MbDeath1.ske",50,off);//70=slower anim speed (fall-down slower) default is 100
- file("pc\actors\Abeast\xxx\MbDeath2.ske",100,off);
- trigger(_allDIR);
- AIclass(_AIClassABeastSkeleton);
- break(off);
- nrintframes(12);
- }
- action(ABeastFallDead)
- {
- file("pc\actors\Abeast\xxx\MbDeath1.ske",50,off);//70=slower anim speed (fall-down slower) default is 100
- file("pc\actors\Abeast\xxx\MbDeath2.ske",100,off);
- trigger(_allDIR);
- AIclass(_AIClassABeastSkeleton);
- break(off);
- nrintframes(12);
- }
-
- /*
- Abeast Fire machine gun:
- Fires 6 bullets a second, one every 5th frame.
- The animations should be played randomly:
- Abeast\prj\Handanim\MbFrM1.3ds
- Abeast\xxx\MbFrM1.ske
-
- Abeast\prj\Handanim\MbFrM2.3ds
- Abeast\xxx\MbFrM2.ske
-
- Abeast\prj\Handanim\MbFrM3.3ds
- Abeast\xxx\MbFrM3.ske
-
- Hold frame:
- Abeast\prj\Handanim\MbFrM0.3ds
- Abeast\xxx\MbFrM0.ske
- */
-
-
-