home *** CD-ROM | disk | FTP | other *** search
Text File | 1999-11-29 | 25.1 KB | 1,046 lines |
- //non-armored/fleshy normal beast/behemoth
-
- #define BeastMaxTurnSpeed 75
- #define BeastTurnAcc 7
- #define BeastMaxTurnSpeedWounded 10
- #define BeastTurnAccWounded 1
-
- #define BeastJumpSpeed 32 //14
- #define BeastJumpGravity 2 //0.9
-
- #define BeastMaxTurnSpeedair 60
- #define BeastTurnAccair 5
- #define BeastAirSpeed 20
- #define BeastAirBulb 0.05 //0.1=very soft, 1.0=get speed immediately
-
- #define BeastMaxFall -2000 //Fall before he breaks his legs.
- #define DamageBeastFall 500 //Maximum, depends on altitude you fall
-
- action(ChotBehEatSlow)
- {
- file("pc\actors\MultiAnm\xxx\2EatCpSB.ske",100,off,100);
-
- flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
-
- AlignAngle(342); //348
- TargetAngle(0);
- AttackHeight(40);
- AlignDistance(146);
- DistanceSlack(150);
- AlignSlack(180);
-
- AlignStartFrame(21);
- AlignNrFrames(1);
-
- AttachActionStartAtFrame(21);
- DamageFrame(344);
- Power(100);
- AttachAction(CopEatenSlowLink);
- MasterAIClass(_AIClassChot);
- TargetAIClass(_AIclasscop);
-
- //ActionSubRoutine(Sub_RandomStrangledSFX);
-
- trigger(_allDIR);
- break(off);
- nrintframes(0);
- connections(BeastTurnLeft,BeastTurnRight,BeastIdle);
- }
-
- action(ChotBehEat)
- {
- file("pc\actors\MultiAnm\xxx\2EatCpFB.ske",100,off,100);
-
- flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
-
- AlignAngle(342); //348
- TargetAngle(0);
- AttackHeight(40);
- AlignDistance(146);
- DistanceSlack(150);
- AlignSlack(180);
-
- AlignStartFrame(21);
- AlignNrFrames(1);
-
- AttachActionStartAtFrame(21);
- DamageFrame(344);
- Power(100);
- AttachAction(CopEatenLink);
- MasterAIClass(_AIClassChot);
- TargetAIClass(_AIclasscop);
-
- ActionSubRoutine(Sub_EatMaleSFX);
-
- trigger(_DIRshoot);
- break(off);
- nrintframes(0);
- connections(BeastTurnLeft,BeastTurnRight,BeastIdle);
- }
-
- action(BouncerThrowCop)
- {
- file("pc\actors\Bouncer\xxx\B_throw.ske",100,off,100);
-
- flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
-
- AlignAngle(0); //348
- TargetAngle(180);
- AttackHeight(40);
- AlignDistance(146);
- DistanceSlack(150);
- AlignSlack(180);
-
- AlignStartFrame(0);
- AlignNrFrames(1);
-
- AttachActionStartAtFrame(0);
- DamageFrame(50);
- Power(10);
- AttachAction(BouncerThrowCopLink);
- MasterAIClass(_AIClassbeast);
- TargetAIClass(_AIclasscop|_AIClasschot|_AIClassworker|_AIclassscientist|_AIclassdweller);
-
- ActionSubRoutine(Sub_EatMaleSFX);
-
- trigger(_DIRshoot);
- break(off);
- nrintframes(0);
- connections(BeastIdle);
- }
-
- action(BouncerKissGirl)
- {
- file("pc\actors\Bouncer\xxx\B_girl.ske",100,off,100);
-
- flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation);
-
- AlignXYZ(-2,0,119);
-
- //AlignAngle(0); //348
- TargetAngle(180);
- AttackHeight(40);
- //AlignDistance(146);
- DistanceSlack(150);
- AlignSlack(180);
-
- AlignStartFrame(0);
- AlignNrFrames(1);
-
- AttachActionStartAtFrame(0);
- DamageFrame(50);
- Power(0);
- AttachAction(BouncerKissGirlLink);
- MasterAIClass(_AIClassbeast);
- TargetAIClass(_AIclassfemale);
-
- ActionSubRoutine(Sub_EatMaleSFX);
-
- trigger(_DIRshoot);
- break(off);
- nrintframes(0);
- connections(BeastIdle);
- }
-
-
- Action(BouncerBlockBar)
- {
- file("pc\actors\Bouncer\xxx\B_bar1.ske",50,on);
- file("pc\actors\Bouncer\xxx\B_bar2.ske",100,on);
-
- break(off);
- trigger(_allDIR);
- nrintframes(12);
- intforloop(on);
-
- connections(BeastIdle);
- }
-
- Action(BouncerNoBlock)
- {
- file("pc\actors\Bouncer\xxx\B_no1.ske",100,off);
- file("pc\actors\Bouncer\xxx\B_no2.ske",100,off);
- file("pc\actors\Bouncer\xxx\B_no3.ske",100,off);
-
- break(off);
- trigger(_allDIR);
- nrintframes(4);
- intforloop(on);
-
- connections(BeastIdle);
- }
-
- Action(BouncerReject)
- {
- file("pc\actors\Bouncer\xxx\B_out.ske",100,off);
-
- break(off);
- trigger(_allDIR);
- nrintframes(12);
- intforloop(on);
-
- connections(BeastIdle);
- }
-
- Action(BouncerAngry)
- {
- file("pc\actors\Bouncer\xxx\B_angry.ske",100,off);
-
- break(off);
- trigger(_allDIR);
- nrintframes(12);
- intforloop(on);
-
- connections(BeastIdle);
- }
-
- Action(BouncerAccept)
- {
- file("pc\actors\Bouncer\xxx\B_in.ske",100,off);
-
- break(off);
- trigger(_allDIR);
- nrintframes(12);
- intforloop(on);
-
- connections(BeastIdle);
- }
-
-
-
-
- action(BeastCrouchDown)
- {
- file("pc\actors\Behemoth\xxx\BCrchStr.ske",100,off);
-
- trigger(_allDIR);
- AIclass(_AIClassBeastSkeleton);
- break(off);
- nrintframes(4);
- ColSphereScale(50);
- ColSphereYOffsetScale(100);
- connections(BeastCrouchIdle);
- }
-
- action(BeastCrouchUp)
- {
- file("pc\actors\Behemoth\xxx\BCrchEnd.ske",100,off);
- trigger(_allDIR);
- AIclass(_AIClassBeastSkeleton);
- break(off);
- nrintframes(4);
- ColSphereScale(50);
- ColSphereYOffsetScale(100);
- connections(BeastSpreadOut,BeastIdle);
- }
-
- action(BeastCrouchIdle)
- {
- file("pc\actors\Behemoth\xxx\BCrchIdl.ske",100,on);
-
- trigger(_noDIR);
- break(on);
- nrintframes(4);
- ColSphereScale(50);
- ColSphereYOffsetScale(100);
- connections(BeastCrouchIdle,BeastSpreadOut);
- }
-
-
- /*
- ** Beast Action Animations
- */
- /* ************* ******************* */
- action(BeastElectricShock0)
- {
- file("pc\actors\Chot\xxx\aelectLP.ske",100,off,130);
- trigger(_allDIR);
- AIclass(_AIClassBeastSkeleton);
- break(off);
- nrintframes(4);
- intforloop(off);
- nomove(true)
- connections(GENElectricShock1);
- collision(on);
- gravity(off);
- }
-
- action(BeastElectricShock1)
- {
- file("pc\actors\Chot\xxx\aelectHL.ske",100,off,130);
- move(0,0,20);
- trigger(_allDIR);
- AIclass(_AIClassBeastSkeleton);
- break(off);
- nrintframes(6);
- intforloop(off);
- nomove(true)
- connections(GENElectricShock1);
- gravity(off);
- collision(on);
- }
-
- action(BeastIdle)
- {
- file("pc\actors\Bouncer\xxx\B_idle1.ske",50,off,100,_AIclassBouncer);
- file("pc\actors\Bouncer\xxx\B_idle2.ske",100,off,100,_AIclassBouncer);
- file("pc\actors\Behemoth\xxx\BIdle1Cm.ske",100,off,100,-1,_DIRcombatmode); //Combat, Standing there and breathing:
- file("pc\actors\Behemoth\xxx\BIdle1Cm.ske",100,off,100,-1,_DIRcombatmode); //Combat, Standing there and breathing:
- file("pc\actors\Behemoth\xxx\BIdle2Nc.ske",50,off); //Noncombat, Looking Left and right
- file("pc\actors\Behemoth\xxx\BIdle1Nc.ske",100,off); //Noncombat, Standing there and breathing
- trigger(_allDIR);
-
- AIclass(_AIClassBeastSkeleton);
-
- break(on);
- nrintframes(6);
- intforloop(on);
- // connections(BeastSpreadOut,BouncerKissGirl,BouncerThrowCop,BeastStandShoot,ChotBehEat,BeastTurnLeft,BeastTurnRight,BeastTurnLeftCombat,BeastTurnRightCombat,BeastIdle);
- connections(BeastSpreadOut,BouncerKissGirl,BouncerThrowCop,ChotBehEat,BeastTurnLeft,BeastTurnRight,BeastIdle);
- }
-
- Action(BeastAttentionIdle)
- {
- file("pc\actors\Chot\xxx\Matnidlg.ske",100,on);
- break(on);
- // connections(BeastSpreadOut,BeastStandShoot,ChotBehEat,BeastTurnLeft,BeastTurnRight,BeastAttentionIdle);
- connections(BeastSpreadOut,ChotBehEat,BeastTurnLeft,BeastTurnRight,BeastAttentionIdle);
- }
-
- Action(BeastAttention)
- {
- file("pc\actors\Chot\xxx\matnshng.ske",100,on); //respond to attention command
- break(off);
- nrintframes(8);
- connections(BeastAttentionIdle);
- }
-
- action(BeastSpreadOut) //Lead directly to next animation
- {
- trigger(_DIRMove);
- AIclass(_AIClassBeastSkeleton);
- nrintframes(-1);
- // connections(BeastTurnLeftCombat,BeastTurnRightCombat,BeastTurnLeft,BeastTurnRight,BeastWalkDiagFL,BeastWalkDiagFR,BeastWalkDiagBL,BeastWalkDiagBR,BeastWalk,BeastWalkBack,BeastWalkL,BeastWalkR,BeastRunDiagFL,BeastRunDiagFR,BeastRunDiagBL,BeastRunDiagBR,BeastRun,BeastRunBack,BeastRunL,BeastRunR);
- connections(BeastWalkDiagFL,BeastWalkDiagFR,BeastWalkDiagBL,BeastWalkDiagBR,BeastWalk,BeastWalkBack,BeastWalkL,BeastWalkR,BeastRunDiagFL,BeastRunDiagFR,BeastRunDiagBL,BeastRunDiagBR,BeastRun,BeastRunBack,BeastRunL,BeastRunR);
- }
-
- action(BeastIdleLongTime)
- {
- file("pc\actors\Chot\xxx\Macaren3.ske",100,on);
- trigger(_DIRNotEndOfAnim);
- AIclass(_AIClassBeastSkeleton);
- break(on);
- nrintframes(8);
- intforloop(on);
- // connections(BeastSpreadOut,BeastStandShoot,ChotBehEat,BeastTurnLeft,BeastTurnRight,BeastIdleLongTime,BeastIdle);
- connections(BeastSpreadOut,ChotBehEat,BeastTurnLeft,BeastTurnRight,BeastIdleLongTime,BeastIdle);
- }
-
- action(BeastIdleHitWall) //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(_AIClassBeastSkeleton);
- break(on);
- nrintframes(8);
- intforloop(on);
- nomove(true)
- connections(BeastHitWallSpreadOut);
- }
- action(BeastHitWallSpreadOut) //Lead directly to next animation
- {
- trigger(_allDIR);
- AIclass(_AIClassBeastSkeleton);
- nrintframes(-1);
- connections(BeastHitWallStandShoot,BeastHitWallTurnLeft,BeastHitWallTurnRight,BeastIdleHitWall);
- }
-
- action(BeastIdleHitWallFront) //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(_AIClassBeastSkeleton);
- break(on);
- nrintframes(8);
- intforloop(on);
- nomove(true)
- connections(BeastHitWallStandShoot,BeastHitWallTurnLeft,BeastHitWallTurnRight,BeastIdleHitWallFront);
- }
-
- action(BeastTurnLeftRightEnd)
- {
- file("pc\actors\Behemoth\xxx\BTrStpNc.ske",100,off,100);
- trigger(_DIRnotendofanim|_noDIR);
- break(on);
- nrintframes(4);
- intforloop(off);
- connections(BeastTurnRight,BeastTurnLeft,BeastIdle);
- }
-
- action(BeastTurnLeft)
- {
- // file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on);
- file("pc\actors\Behemoth\xxx\BTrLStNc.ske",100,off);
- file("pc\actors\Behemoth\xxx\BTrLLpNc.ske",100,on);
- // move(2,0,0);
- trigger(_DIRleft);
- break(on);
- nrintframes(6);
- // connections(BeastSpreadOut,BeastStandShoot,ChotBehEat,BeastTurnLeft,BeastTurnRight,BeastTurnLeftRightEnd,BeastIdle);
- connections(BeastSpreadOut,ChotBehEat,BeastTurnLeft,BeastTurnRight,BeastTurnLeftRightEnd,BeastIdle);
- }
-
- action(BeastTurnRight)
- {
- // file("pc\actors\Chot\xxx\mtrnrt2.ske",100,on);
- file("pc\actors\Behemoth\xxx\BTrRStNc.ske",100,off);
- file("pc\actors\Behemoth\xxx\BTrRLpNc.ske",100,on);
- // move(-2,0,0);
- trigger(_DIRright);
- break(on);
- nrintframes(6);
- // connections(BeastSpreadOut,BeastStandShoot,ChotBehEat,BeastTurnLeft,BeastTurnRight,BeastIdle);
- connections(BeastSpreadOut,ChotBehEat,BeastTurnLeft,BeastTurnRight,BeastIdle);
- }
-
- action(BeastTurnLeftRightEndCombat)
- {
- file("pc\actors\Behemoth\xxx\BTrStpCm.ske",100,off,100);
- trigger(_DIRnotendofanim|_noDIR);
- break(on);
- nrintframes(4);
- intforloop(off);
- connections(BeastTurnRightCombat,BeastTurnLeftCombat,BeastIdle);
- }
-
- action(BeastTurnLeftCombat)
- {
- // file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on);
- file("pc\actors\Behemoth\xxx\BTrLStCm.ske",100,off);
- file("pc\actors\Behemoth\xxx\BTrLLpCm.ske",100,on);
- // move(2,0,0);
- trigger(_DIRleft);
- break(on);
- nrintframes(6);
- connections(BeastSpreadOut,BeastStandShoot,ChotBehEat,BeastTurnLeftCombat,BeastTurnRightCombat,BeastTurnLeftRightEndCombat,BeastIdle);
- }
-
- action(BeastTurnRightCombat)
- {
- // file("pc\actors\Chot\xxx\mtrnrt2.ske",100,on);
- file("pc\actors\Behemoth\xxx\BTrRStCm.ske",100,off);
- file("pc\actors\Behemoth\xxx\BTrRLpCm.ske",100,on);
- // move(-2,0,0);
- trigger(_DIRright);
- break(on);
- nrintframes(6);
- connections(BeastSpreadOut,BeastStandShoot,ChotBehEat,BeastTurnLeftCombat,BeastTurnRightCombat,BeastIdle);
- }
-
- action(BeastHitWallTurnLeft)
- {
- file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on);
- move(2,0,0);
- trigger(_DIRleft);
- break(on);
- nrintframes(6);
- connections(BeastHitWallSpreadOut);
- }
-
- action(BeastHitWallTurnRight)
- {
- file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on);
- move(-2,0,0)
- trigger(_DIRright);
- break(on);
- nrintframes(6);
- connections(BeastHitWallSpreadOut);
- }
-
-
- /* ************* Standard moves with gun ******************* */
-
- /* ************* Standard moves without gun ******************* */
-
-
- action(BeastWalk)
- {
- file("pc\actors\Behemoth\xxx\BWlkFw.ske",100,on);
- trigger(_DIRwalking|_DIRforward);
- break(on);
-
- nrintframes(8);
- intforloop(off);
- offset(36);
- connections(BeastSpreadOut,BeastIdle);
- }
-
- action(BeastWalkBack)
- {
- file("pc\actors\Behemoth\xxx\BWlkb.ske",100,on);
-
- nrintframes(8);
- trigger(_DIRwalking|_DIRbackward);
- break(on);
- offset(13);
- connections(BeastSpreadOut,BeastIdle);
- }
-
- action(BeastWalkL)
- {
- file("pc\actors\Behemoth\xxx\BWlkL.ske",100,on);
- nrintframes(8);
- trigger(_DIRwalking|_DIRsideleft);
- break(on);
- offset(36);
- connections(BeastSpreadOut,BeastIdle);
- }
-
- action(BeastWalkR)
- {
- file("pc\actors\Behemoth\xxx\BWlkR.ske",100,on);
- nrintframes(8);
- trigger(_DIRwalking|_DIRsideright);
- break(on);
- offset(36);
- connections(BeastSpreadOut,BeastIdle);
- }
-
- action(BeastWalkDiagFL)
- {
- file("pc\actors\Behemoth\xxx\BWlkFL.ske",100,on);
- trigger(_DIRwalking|_DIRsideleft|_DIRforward);
- break(on);
- nrintframes(8);
- offset(36)
- connections(BeastSpreadOut,BeastIdle);
- }
-
- action(BeastWalkDiagFR)
- {
- file("pc\actors\Behemoth\xxx\BWlkFr.ske",100,on);
- trigger(_DIRwalking|_DIRsideright|_DIRforward);
- break(on);
- nrintframes(8);
- offset(36)
- connections(BeastSpreadOut,BeastIdle);
- }
-
- action(BeastWalkDiagBL)
- {
- file("pc\actors\Behemoth\xxx\BWlkBL.ske",100,on);
- trigger(_DIRwalking|_DIRsideleft|_DIRbackward);
- break(on);
- offset(13);
- nrintframes(8);
- connections(BeastSpreadOut,BeastIdle);
- }
- action(BeastWalkDiagBR)
- {
- file("pc\actors\Behemoth\xxx\BWlkBR.ske",100,on);
- trigger(_DIRwalking|_DIRsideright|_DIRbackward);
- break(on);
- offset(13);
- nrintframes(8);
- connections(BeastSpreadOut,BeastIdle);
- }
-
-
- action(BeastRun)
- {
- file("pc\actors\behemoth\xxx\brunf.ske",100,on);
-
- offset(16);
- nrintframes(8);
- intforloop(off);
-
- trigger(_DIRforward);
- break(on);
- connections(BeastSpreadOut,BeastIdle);
- }
- action(BeastRunBack)
- {
- file("pc\actors\behemoth\xxx\brunb.ske",100,on);
- nrintframes(8);
- trigger(_DIRbackward);
- break(on);
- offset(8);
- connections(BeastSpreadOut,BeastIdle);
- }
-
- action(BeastRunL)
- {
- file("pc\actors\behemoth\xxx\brunl.ske",100,on);
- nrintframes(8);
- trigger(_DIRsideleft);
- break(on);
- offset(16)
- connections(BeastSpreadOut,BeastIdle);
- }
- action(BeastRunR)
- {
- file("pc\actors\behemoth\xxx\brunr.ske",100,on);
- nrintframes(8);
- trigger(_DIRsideright);
- break(on);
- offset(16)
- connections(BeastSpreadOut,BeastIdle);
- }
- action(BeastRunDiagFL)
- {
- file("pc\actors\behemoth\xxx\brunfl.ske",100,on);
- trigger(_DIRsideleft|_DIRforward);
- break(on);
- offset(16)
- nrintframes(8);
- connections(BeastSpreadOut,BeastIdle);
- }
- action(BeastRunDiagFR)
- {
- file("pc\actors\behemoth\xxx\brunfr.ske",100,on);
- trigger(_DIRsideright|_DIRforward);
- break(on);
- offset(16)
- nrintframes(8);
- connections(BeastSpreadOut,BeastIdle);
- }
-
- action(BeastRunDiagBL)
- {
- file("pc\actors\behemoth\xxx\brunbl.ske",100,on);
- trigger(_DIRsideleft|_DIRbackward);
- break(on);
- nrintframes(8)
- offset(8)
- connections(BeastSpreadOut,BeastIdle);
- }
-
- action(BeastRunDiagBR)
- {
- file("pc\actors\behemoth\xxx\brunbr.ske",100,on);
- trigger(_DIRsideright|_DIRbackward);
- break(on);
- offset(8)
- nrintframes(8);
- connections(BeastSpreadOut,BeastIdle);
- }
-
- /* ************* Jump And Fall ******************* */
-
-
-
- action(BeastJump) //Lead directly to next animation
- {
- trigger(_DIRjump);
- AIclass(_AIClassBeastSkeleton);
- nrintframes(-1);
- connections(BeastJumpBL,BeastJumpBR,BeastJumpBackwards,BeastJumpFL,BeastJumpL,BeastJumpFR,BeastJumpR,BeastJumpForward,BeastJumpInPlace);
- }
-
-
- action(BeastJumpInPlace)
- {
- file("pc\actors\Behemoth\xxx\BJmpUSt.ske",100,off);
- trigger(_DIRjump);
- nrintframes(0);
- break(off);
- gravity(off);
- ydeltafromzeroframe(off);
- connections(BeastFallInplace);
- }
-
- action(BeastJumpForward)
- {
- file("pc\actors\Behemoth\xxx\BJmpFSt.ske",100,off);
- trigger(_DIRforward);
- nrintframes(0);
- break(off);
- gravity(off);
- ydeltafromzeroframe(off);
- connections(BeastFallForward);
- }
-
- action(BeastJumpL)
- {
- file("pc\actors\Abeast\xxx\AbJmpS.ske",100,off,100);
- trigger(_DIRsideleft);
- rotate(-90)
- nrintframes(5);
- break(off);
- gravity(off);
- ydeltafromzeroframe(off);
- connections(BeastFallL);
- }
-
- action(BeastJumpFL)
- {
- file("pc\actors\Abeast\xxx\AbJmpS.ske",100,off,100);
- trigger(_DIRsideleft|_DIRforward);
- rotate(-45)
- nrintframes(5);
- break(off);
- gravity(off);
- ydeltafromzeroframe(off);
- connections(BeastFallFL);
- }
- action(BeastJumpR)
- {
- file("pc\actors\Abeast\xxx\AbJmpS.ske",100,off,100);
- trigger(_DIRsideright);
- rotate(90)
- nrintframes(5);
- break(off);
- gravity(off);
- ydeltafromzeroframe(off);
- connections(BeastFallR);
- }
-
- action(BeastJumpFR)
- {
- file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100);
- trigger(_DIRsideright|_DIRforward);
- rotate(45)
- nrintframes(5);
- break(off);
- gravity(off);
- ydeltafromzeroframe(off);
- connections(BeastFallFR);
- }
-
- action(BeastJumpBackwards)
- {
- file("pc\actors\Behemoth\xxx\BJmpBSt.ske",100,off);
- trigger(_DIRbackward);
- nrintframes(0);
- break(off);
- gravity(off);
- ydeltafromzeroframe(off);
- connections(BeastFallBackwards);
- }
-
- action(BeastJumpBR)
- {
- file("pc\actors\chot\xxx\arnbkjms.ske",100,off,100);
- trigger(_DIRbackward|_DIRsideright);
- nrintframes(5);
- break(off);
- gravity(off);
- rotate(-45)
- ydeltafromzeroframe(off);
- connections(BeastFallBR);
- }
-
- action(BeastJumpBL)
- {
- file("pc\actors\chot\xxx\arnbkjms.ske",100,off,100);
- trigger(_DIRbackward|_DIRsideleft);
- nrintframes(5);
- break(off);
- gravity(off);
- rotate(45)
- ydeltafromzeroframe(off);
- connections(BeastFallBL);
- }
-
- action(BeastfallForward)
- {
- file("pc\actors\Behemoth\xxx\BJmpFLCm.ske",100,off,100,-1,_DIRcombatmode);
- file("pc\actors\Behemoth\xxx\BJmpFLNc.ske",100,off);
- trigger(_AllDir);
- nrintframes(4);
- ydeltafromzeroframe(off);
- break(off);
- connections(BeastfallForward);
- }
-
- action(BeastfallFL)
- {
- file("pc\actors\Abeast\xxx\AbJmpH.ske",100,off,150);
- trigger(_AllDir);
- nrintframes(4);
- ydeltafromzeroframe(off);
- break(on);
- rotate(-45)
- connections(BeastfallFL);
- }
- action(BeastfallFR)
- {
- file("pc\actors\Abeast\xxx\AbJmpH.ske",100,off,150);
- trigger(_AllDir);
- nrintframes(4);
- ydeltafromzeroframe(off);
- break(on);
- rotate(45)
- connections(BeastfallFR);
- }
- action(BeastfallL)
- {
- file("pc\actors\Abeast\xxx\AbJmpH.ske",100,off,150);
- trigger(_AllDir);
- nrintframes(4);
- ydeltafromzeroframe(off);
- break(on);
- rotate(-90)
- connections(BeastfallL);
- }
- action(BeastfallR)
- {
- file("pc\actors\Abeast\xxx\AbJmpH.ske",100,off,150);
- trigger(_AllDir);
- nrintframes(4);
- ydeltafromzeroframe(off);
- break(on);
- rotate(90)
- connections(BeastfallR);
- }
-
- action(BeastfallInPlace)
- {
- file("pc\actors\Behemoth\xxx\BJmpULCm.ske",100,on,100,-1,_DIRcombatmode);
- file("pc\actors\Behemoth\xxx\BJmpULNc.ske",100,on);
-
- trigger(_AllDir);
- nrintframes(7);
- ydeltafromzeroframe(off);
- break(off);
- connections(BeastfallInPlace);
- }
-
- action(BeastfallBackwards)
- {
- file("pc\actors\Behemoth\xxx\BJmpLBCm.ske",100,on,100,-1,_DIRcombatmode);
- file("pc\actors\Behemoth\xxx\BJmpLBNc.ske",100,on);
- trigger(_AllDir);
- nrintframes(7);
- ydeltafromzeroframe(off);
- break(on);
- connections(BeastfallBackwards);
- }
- action(BeastfallBL)
- {
- file("pc\actors\Chot\xxx\arnbkjml.ske",100,on,100);
- trigger(_AllDir);
- nrintframes(7);
- ydeltafromzeroframe(off);
- break(on);
- rotate(45)
- connections(BeastfallBL);
- }
- action(BeastfallBR)
- {
- file("pc\actors\Chot\xxx\arnbkjml.ske",100,on,100);
- trigger(_AllDir);
- nrintframes(7);
- ydeltafromzeroframe(off);
- break(on);
- rotate(-45)
- connections(BeastfallBR);
- }
-
- action(Beastfall) //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(_AIClassBeastSkeleton);
- nrintframes(7);
- offset(8);
- ydeltafromzeroframe(off);
- break(off);
- connections(BeastFall);
- }
-
- action(BeastTouchDown)
- {
- file("pc\actors\Abeast\xxx\AbJmpL.ske",100,on);
- trigger(_DIRNotEndOfAnim);
- AIclass(_AIClassBeastSkeleton);
- nrintframes(5);
- break(off);
- // connections(BeastSpreadOut,BeastStandShoot,ChotBehEat,BeastTouchDown,BeastIdle);
-
- ActionSubRoutine(Sub_HeavyLand);
-
- connections(BeastSpreadOut,ChotBehEat,BeastIdle);
- }
-
- /* ************* Other Moves ******************* */
-
- action(BeastStomp)
- {
- file("pc\actors\abeast\xxx\Mbestmp2.ske",100,off);
- trigger(_DIRjump);
- break(off);
- connections(Beastidle);
- }
-
-
- action(BeastShot)
- {
- file("pc\actors\abeast\xxx\mspan13.ske",100,on);
- trigger(_allDIR);
- break(off);
- nrintframes(4);
- intforloop(off);
- //connections(BeastShot);
- connections(Beastidle);
- }
-
-
- action(BeastPunch)
- {
- file("pc\actors\abeast\xxx\Mbegrnd.ske",100,off);
- trigger(_allDIR);
- connections(Beastidle);
- }
-
- action(BeastStandShoot)
- {
- //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|_DIRhavegun);
- break(off);
- connections(BeastStandShoot,ChotBehEat,BeastTurnLeft,BeastTurnRight,BeastTurnLeftCombat,BeastTurnRightCombat,BeastIdle);
- }
-
- action(BeastHitWallStandShoot)
- {
- file("pc\actors\chot\xxx\Mfire3h2.ske",100,on);
- trigger(_DIRshoot|_DIRHaveGun);
- break(on);
- nrintframes(4);
- connections(BeastHitWallSpreadOut);
- }
-
- action(BeastPossesed)
- {
- file("pc\actors\Abeast\xxx\mblprosp.ske",100,off);
- trigger(_allDIR);
- AIclass(_AIClassBeastSkeleton);
- break(off);
- connections(Beastidle);
- }
- action(BeastDepossesed)
- {
- file("pc\actors\chot\xxx\Mstun1g.ske",50,on);
- file("pc\actors\chot\xxx\Mstun2g.ske",100,on);
- trigger(_allDIR);
- AIclass(_AIClassBeastSkeleton);
- nrintframes(4);
- break(off);
- connections(Beastidle);
- }
-
-
- /* ************* Wounded ******************* */
-
- action(BeastWoundLight)
- {
- file("pc\actors\Behemoth\xxx\BWnd1Cm.ske",25,off,100,-1,_DIRcombatmode);
- file("pc\actors\Behemoth\xxx\BWnd2Cm.ske",50,off,100,-1,_DIRcombatmode);
- file("pc\actors\Behemoth\xxx\BWnd3Cm.ske",75,off,100,-1,_DIRcombatmode);
- file("pc\actors\Behemoth\xxx\BWnd4Cm.ske",100,off,100,-1,_DIRcombatmode);
-
- file("pc\actors\Behemoth\xxx\BWnd1Nc.ske",25,off);
- file("pc\actors\Behemoth\xxx\BWnd2Nc.ske",50,off);
- file("pc\actors\Behemoth\xxx\BWnd3Nc.ske",75,off);
- file("pc\actors\Behemoth\xxx\BWnd4Nc.ske",100,off);
-
- trigger(_DIRNotEndOfAnim);
- AIclass(_AIClassBeastSkeleton);
- break(on);
- collision(on);
- nrintframes(4);
- // connections(BeastSpreadOut,BeastStandShoot,ChotBehEat,BeastWoundLight,BeastTurnLeft,BeastTurnRight,BeastIdle);
- connections(BeastSpreadOut,ChotBehEat,BeastWoundLight,BeastTurnLeft,BeastTurnRight,BeastIdle);
- }
-
- action(BeastWoundLightNoBreak) //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);
- trigger(_DIRNotEndOfAnim);
- AIclass(_AIClassBeastSkeleton);
- break(off);
- collision(on);
- nrintframes(4);
- // connections(BeastSpreadOut,BeastStandShoot,ChotBehEat,BeastWoundLight,BeastTurnLeft,BeastTurnRight,BeastIdle);
- connections(BeastSpreadOut,ChotBehEat,BeastWoundLight,BeastTurnLeft,BeastTurnRight,BeastIdle);
- }
- /*
- action(BeastWoundFlyBack1) //Hold frame
- {
- file("pc\actors\Chot\xxx\ThBkHld1.ske",100,off);
- trigger(_alldir);
- break(on);
- collision(on);
- nrintframes(4);
- connections(BeastWoundFlyBack2);
- }
-
- action(BeastWoundFlyBack2) //Hitting wall+hold frame
- {
- file("pc\actors\Chot\xxx\ThBkhtwl.ske",100,off);
- trigger(_DIRVerCol);
- break(on);
- collision(on);
- nrintframes(4);
- connections(BeastWoundFlyBack3);
- }
- action(BeastWoundFlyBack3) //Land on ground
- {
- file("pc\actors\Chot\xxx\ThBklnd.ske",100,off);
- trigger(_DIRHorCol);
- break(off);
- collision(on);
- nrintframes(4);
- connections(BeastIdle);
- }
- */
- /* ************* Burned, steamed and blind ******************* */
-
-
-
- action(BeastStandDead)
- {
- file("pc\actors\Behemoth\xxx\Bdeth2.ske",50,off); //Sway and fall to back
- file("pc\actors\Behemoth\xxx\Bdeth1.ske",100,off); //Sway and fall to face
- trigger(_allDIR);
- AIclass(_AIClassBeastSkeleton);
- break(off);
- nrintframes(12);
- }
- action(BeastFallDead)
- {
- file("pc\actors\Abeast\xxx\MbDeath1.ske",100,off);
- trigger(_allDIR);
- AIclass(_AIClassBeastSkeleton);
- 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
- */
-
-