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Text File | 1999-11-29 | 122.7 KB | 4,966 lines
#define CopMaxTurnSpeed 75 #define CopTurnAcc 7 #define CopMaxTurnSpeedWounded 10 #define CopTurnAccWounded 1 #define CopHangMoveIn -30 #define CopJumpSpeed 29 //tonytweakins' #define CopJumpGravity 3 //tonytweakins' //#define CopJumpSpeed 14 //#define CopJumpGravity 0.9 #define CopMinHoldJumpAction 5 #define CopMaxTurnSpeedair 60 #define CopTurnAccair 5 #define CopAirSpeed 15 //20 #define CopAirBulb 0.05 //0.1=very soft, 1.0=get speed immediately #define CopMaxFall -750 //Fall before he breaks his legs. #define DamageCopFall 500 //Maximum, depends on altitude you fall #define CopJumpSpeedHigh 0 #define CopJumpSpeedMiddle 1 #define CopJumpSpeedLow 9 Action(CopKickGeneric) { file("pc\actors\Chot\xxx\MWrKikLw.ske",100,off); trigger(_allDIR); break(off); nrintframes(8); gravity(off); collision(off); connections(CopIdle); } // AI specific reactions Action(CopRepresent) { //file("pc\actors\Chot\xxx\MTk1Gst2.ske",50); //point at player (double-jab), use for 'hey-you!' //file("pc\actors\Chot\xxx\MTk1Gst3.ske",100); file("pc\actors\Pimp\xxx\Pspot.ske",50,on,100,_AIclasspimp); //Throw sign then wave file("pc\actors\Pimp\xxx\Pspot1.ske",100,on,100,_AIclasspimp);//Spotting bob the the first time file("pc\actors\Prost1\xxx\Pwork1.ske",33,on,100,_AIclassprost);// file("pc\actors\Prost1\xxx\Pwork2.ske",66,on,100,_AIclassprost);//prostitute looking for a john file("pc\actors\Prost1\xxx\Pwork3.ske",100,on,100,_AIclassprost);// file("pc\actors\Domina\xxx\DmTlk1Nc.ske",100,on,100,_AIclassfemale);// file("pc\actors\Domina\xxx\DmTlk2Nc.ske",100,on,100,_AIclassfemale);// // file("pc\actors\Chot\xxx\MSalute.ske",100,on,100,_AIclasscop,_DIRhavegun); // Salute file("pc\actors\Chot\xxx\MTk1strt.ske",50,on,100,-1,_DIRhavegun); // Quick Talk Gesture start! file("pc\actors\Chot\xxx\MTk1Gst2.ske",50,on,100,-1,_DIRhavegun); // Quick Talk Gesture file("pc\actors\Chot\xxx\MTk1Gst3.ske",50,on,100,-1,_DIRhavegun); // Quick Talk Gesture file("pc\actors\Chot\xxx\MTk1end.ske",50,on,100,-1,_DIRhavegun); // Quick Talk Gesture file("pc\actors\Chot\xxx\MTk1strt.ske",100,on,100,-1,_DIRhavegun); // Quick Talk Gesture start! file("pc\actors\Chot\xxx\MTk1Gst2.ske",100,on,100,-1,_DIRhavegun); // Quick Talk Gesture file("pc\actors\Chot\xxx\MTk1Gst4.ske",100,on,100,-1,_DIRhavegun); // Quick Talk Gesture file("pc\actors\Chot\xxx\MTk1end.ske",100,on,100,-1,_DIRhavegun); // Quick Talk Gesture file("pc\actors\Dwellr1\xxx\DwMidl4.ske",100,on,100); //Throwing signs trigger(_noDIR); break(off); nrintframes(12); connections(CopRepresentIdle); } action(WorkerRepresentKneel) { file("pc\actors\Worker\xxx\WrkKnRec.ske",100,on); trigger(_noDIR); break(off); nrintframes(8); connections(WorkerRepresentKneel); } Action(CopRepresentSmoking) { file("pc\actors\Chot\xxx\MSmkIdl3.ske",100,on,100); // Quick Talk Gesture trigger(_noDIR); break(off); nrintframes(8); connections(CopRepresentSmokingIdle); } Action(CopRepresentSmokingIdle) { file("pc\actors\Chot\xxx\MSmkIdl5.ske",100,on,100); // Quick Talk Gesture trigger(_noDIR); break(off); nrintframes(8); connections(CopRepresentSmokingIdle,CopSpreadOut,CopIdle); } Action(CopRepresentIdle) { file("pc\actors\Prost1\xxx\PIdle1.ske",100,on,100,_AIclassprost); //hip stance file("pc\actors\Dwellr1\xxx\DwMidl1.ske",100,on,100,_AIclassdweller); //Breathing file("pc\actors\Chot\xxx\ChIdle1.ske",100,on,100,_AIclasschot); //Breathing heavy: file("pc\actors\Pimp\xxx\Pidle2.ske",100,on,100,_AIclasspimp); //grabbing crotch file("pc\actors\Domina\xxx\DmIdl1.ske",100,on,100,_AIclassfemale);//breathing file("pc\actors\Chot\xxx\Mneidl5p.ske",100,on,100,-1,_DIRhavegun); //Heavy breathing w/ gun file("pc\actors\Chot\xxx\Mnidl4NG.ske",100,on); //Heavy breathing trigger(_noDIR); break(off); nrintframes(8); connections(CopRepresentIdle,CopSpreadOut,CopIdle); } Action(CopCrush) { file("pc\actors\Chot\xxx\mded5g.ske",100,off); //face down //file("pc\actors\Chot\xxx\Mcrushed.ske",100,off); //point at player trigger(_allDIR); collision(off); gravity(off); break(off); nrintframes(4); } Action(CopGesture1) { file("pc\actors\Chot\xxx\MTk1Gst2.ske",50); //point at player (double-jab), use for 'hey-you!' file("pc\actors\Chot\xxx\MTk1Gst3.ske",100); trigger(_allDIR); break(off); nrintframes(8); connections(CopSpreadOut,CopIdle); } Action(CopGesture2) { file("pc\actors\Chot\xxx\MTk1Gst1.ske",100); //point towards something trigger(_allDIR); break(off); nrintframes(8); connections(CopGesture1); } Action(CopDramaticGesture) { file("pc\actors\chot\xxx\MGitGstr.ske",100); //double point trigger(_allDIR); break(off); nrintframes(8); connections(CopIdle); } Action(BarmanGestures) { file("pc\actors\Chot\xxx\MTk1Gst3.ske",25); file("pc\actors\Chot\xxx\MTk1Gst2.ske",50); file("pc\actors\Chot\xxx\MTk1Gst3.ske",75); file("pc\actors\Chot\xxx\MTk1Gst4.ske",100); trigger(_allDIR); break(off); nrintframes(8); connections(CopIdle); } Action(WorkerGetLost) { file("pc\actors\chot\xxx\MShoo1.ske",35); //respond to attention command file("pc\actors\chot\xxx\MShoo2.ske",70); //respond to attention command file("pc\actors\chot\xxx\MShoo3.ske",100); //respond to attention command trigger(_allDIR); break(off); nrintframes(8); connections(CopSpreadOut,CopIdle); } action(WorkerWhatThe) { //file("pc\actors\Chot\xxx\Mwkbkngn.ske",100,on); file("pc\actors\chot\xxx\mdbltake.ske",100,on); //normal //file("pc\actors\Chot\xxx\MwkLmpBk.ske",100,on,100,-1); //limping nrintframes(8); trigger(_allDIR); break(off); connections(CopSpreadOut,CopIdle); } Action(CopDrown) { file("pc\actors\chot\xxx\Mdrnd.ske",100,off); trigger(_allDIR); break(off); gravity(off); collision(off); nrintframes(8); connections(CopDrownDead); } Action(CopDrownDead) { file("pc\actors\Chot\xxx\MFltDed.ske",100,off); trigger(_allDIR); break(off); gravity(off); collision(off); nrintframes(8); connections(CopDrownDeadLoop); } Action(CopDrownDeadLoop) { file("pc\actors\Chot\xxx\MFltDedL.ske",100,on); trigger(_allDIR); break(off); gravity(off); collision(off); nrintframes(3); connections(CopDrownDeadLoop); } // SHOT BY SNIPER REACTIONS // Action(CopShotInLeg) { file("pc\actors\chot\xxx\MSnpLeg2.ske",100,off,100,-1,_DIRcombatmode); file("pc\actors\chot\xxx\MSnpLeg3.ske",100,off); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(off); nrintframes(3); connections(CopCrawlIdle); } Action(CopShotFrHead) { file("pc\actors\chot\xxx\mded6g.ske",100,off); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(off); nrintframes(3); connections(CopShotFrHead); } Action(CopShotFrTorso) { file("pc\actors\chot\xxx\mded1.ske",100,off); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(on); nrintframes(3); connections(CopShotFrTorso); } Action(CopShotFrRShoulder) { file("pc\actors\chot\xxx\mded2.ske",100,off); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(on); nrintframes(3); connections(CopGetUpFromBackFaceDown); } Action(CopShotFrLShoulder) { file("pc\actors\chot\xxx\Fstwnd2.ske",100,off); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(on); nrintframes(3); connections(CopIdle); } Action(CopShotGeneric) { file("pc\actors\chot\xxx\Mwund3.ske",100,off); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(on); nrintframes(3); connections(CopIdle); } Action(CopShotCrawl) { file("pc\actors\chot\xxx\MCrlKikU.ske",100,off); trigger(_allDIR); nrintframes(4); break(off); ColSphereScale(50); ColSphereYOffsetScale(100); AIClass(_AIClassCopSkeleton); connections(CopCrawlIdle,GENIdle); } Action(CopShotBkHead) { file("pc\actors\chot\xxx\mded4g.ske",100,off); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(off); nrintframes(3); connections(CopShotBkHead); } Action(CopShotBkBack) { file("pc\actors\chot\xxx\MWundg2.ske",100,off); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(on); nrintframes(3); connections(CopIdle); } //--------- Action(NukeBatteryDrop) { file("pc\actors\Scientst/xxx/SciDropB.ske",100,off); trigger(_allDIR); break(off); nrintframes(3); connections(CopIdle); } Action(NukeBatteryPick) { file("pc\actors\Scientst/xxx/SciGetBt.ske",100,off); trigger(_allDIR); break(off); nrintframes(3); connections(CopIdle); } action(MedicWorking) { file("pc\actors\Chot\xxx\MedWld1.ske",10,on); //Rub Hands laughing, then trans to work: file("pc\actors\Chot\xxx\MedWld2.ske",30,on); //Loop working/sewing on crushed guy animation. Lots of blood: file("pc\actors\Chot\xxx\MedWld3.ske",60,on); //Look at flesh in right hand, then toss it over shoulder at frame #73: file("pc\actors\Chot\xxx\MedWld4.ske",100,on); //Tossing something in left hand over shoulder frame #20: trigger(_allDIR); break(on); nrintframes(8); intforloop(on); //nomove(true); connections(MedicWorking); } action(WorkerWeldingOnBench) { file("pc\actors\worker\xxx\sweld7.ske",30,on); file("pc\actors\worker\xxx\sweld1.ske",100,on); trigger(_allDIR); break(off); nrintframes(8); intforloop(on); nomove(true); gravity(off); collision(off); shadow(off); connections(WorkerWeldingOnBench); } action(WorkerWeldingKneel) { file("pc\actors\Worker\xxx\WrkKnWI.ske",90,on); file("pc\actors\Worker\xxx\WrkKnWI2.ske",100,on); trigger(_allDIR); break(off); nrintframes(8); intforloop(on); nomove(true); shadow(off); connections(WorkerWeldingKneel,CopIdle); } action(WorkerKneelCrush) { file("pc\actors\Worker\xxx\WrkKnWD.ske",100,off); trigger(_allDIR); break(off); nrintframes(8); nomove(true); gravity(off); collision(off); shadow(off); } action(ScientistPressButtons) { file("pc\actors\scientst\xxx\sci_idl4.ske",100,on); trigger(_allDIR); break(off); nrintframes(8); intforloop(on); nomove(true); connections(ScientistPressButtons,CopIdle); } action(ScientistCrush) { file("pc\actors\Scientst\xxx\SciCrsh.ske",100,off); trigger(_allDIR); break(off); collision(off); nrintframes(8); connections(GENCoweringLoop); } action(WorkerKneelDead) { file("pc\actors\Worker\xxx\WrkKnWH.ske",100,off); trigger(_allDIR); break(off); nrintframes(8); nomove(true); collision(off); shadow(off); } action(WorkerCrushedOnBench) { file("pc\actors\worker\xxx\sweld6.ske",100,off); file("pc\actors\worker\xxx\sweld4.ske",100,on); trigger(_allDIR); break(off); nrintframes(8); intforloop(on); nomove(true) gravity(off); collision(off); shadow(off); connections(WorkerCrushedOnBench); } action(WorkerWelding) { file("pc\actors\worker\xxx\wrkweld.ske",70,on); file("pc\actors\worker\xxx\wrkweld2.ske",90,on); file("pc\actors\worker\xxx\wrkweldm.ske",100,on); trigger(_DIRshoot); break(off); nrintframes(8); intforloop(on); nomove(true) connections(WorkerWelding,CopIdle); } /* ** Cop Action Animations */ /* ************* ******************* */ /* ************* Wounded ******************* */ action(CopWoundLight) { file("pc\actors\Chot\xxx\FstWnd1.ske",50,off); file("pc\actors\Chot\xxx\FstWnd2.ske",100,off); // file("pc\actors\Chot\xxx\FstWnd3.ske",100,off); trigger(_DIRNotEndOfAnim); AIClass(_AIClassCopSkeleton); break(on); collision(on); nrintframes(0); // nrintframes(4); connections(CopSpreadOut,CopStandShoot,CopWoundLight,CopTurnLeft,CopTurnRight,CopIdle); } action(CopWoundLightRun) { file("pc\actors\Chot\xxx\FstWnd1.ske",50,off); file("pc\actors\Chot\xxx\FstWnd2.ske",100,off); // file("pc\actors\Chot\xxx\FstWnd3.ske",100,off); // trigger(_alldir); trigger(_DIRNotEndOfAnim); AIClass(_AIClassCopSkeleton); break(on); collision(on); nrintframes(4); connections(CopSpreadOut,CopIdle); } action(CopWoundLightNoBreak) //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(_AIClassCopSkeleton); break(off); collision(on); nrintframes(4); connections(CopSpreadOut,CopStandShoot,CopWoundLight,CopTurnLeft,CopTurnRight,CopIdle); } action(CopThrownSpin) { file("pc\actors\Chot\xxx\thrnspin.ske",100,off); trigger(_allDIR); break(off); collision(on); nrintframes(4); connections(CopThrownSpin); } SubRoutine(Sub_SetThrown) { if(vframe<=1) //should maybe be ==0 ? { state(_or,StateThrown); } if(vactorflag==_AFLAGAttached) { CallSub(Sub_RandomKickedSFX); } } action(CopThrownBack) { file("pc\actors\Chot\xxx\ThBkHld1.ske",100,on); //Backwards hold frame trigger(_alldir); AIClass(_AIClassCopSkeleton); break(on); collision(on); nrintframes(4); ActionSubRoutine(Sub_SetThrown); connections(CopThrownBackLand,CopThrownBack); } SubRoutine(Sub_AlertAll) { if(VAIState!=_AIstateAttack && VAIState!=_AIstateHide && VAIState!=_AIstateGuard) { if(VActorFlag==_AFLAGattached)//for 2-man animation, changes guy who punches him in the face into an enemy { call(AIcheckattachactionorigin); call(AIchangefriendtoenemy); } call(AIalert,Sub_AISetAttack); if(VAIStateHigh!=_AIstayonpath) { CallSub(Sub_AISetAttack); } } } SubRoutine(Sub_SetAttackerToEnemyAndHandleThrown) { if(VAIState!=_AIstateAttack && VAIState!=_AIstateHide && VAIState!=_AIstateGuard) { callsub(Sub_AlertAll); callsub(Sub_SetThrown); } } SubRoutine(Sub_ChangeMeToEnemy) { call(AIchangemetoenemy); } SubRoutine(Sub_AlertAllAfterCough) { if(VAIState!=_AIstateAttack && VAIState!=_AIstateHide && VAIState!=_AIstateGuard) { if(VFrame==90) { call(AIsetlockedonactortotarget); call(AIchangetargettoenemy); CallSub(Sub_AlertAll); sample(SFXCoughReact,-1); } } } SubRoutine(Sub_RemoveGun) { if(vframe==19) { call(CheckAttached,_CADropWeaponAndShells); state(_or,StateThrown); } CallSub(Sub_RandomKickedSFX); CallSub(Sub_AlertAll); } action(CopThrownBackLand) { file("pc\actors\Chot\xxx\ThBklnd.ske",100,off); //Backwards, land on back trigger(_DIRhorcol); break(off); collision(on); nrintframes(4); connections(CopGetUpFromBack,CopThrownBackLand); } action(CopThrownForward) { file("pc\actors\Chot\xxx\ThfwHld1.ske",100,on); //Forward hold frame trigger(_alldir); AIClass(_AIClassCopSkeleton); break(on); collision(on); nrintframes(4); ActionSubRoutine(Sub_SetThrown); connections(CopThrownForwardLand,CopThrownForward); } action(CopThrownForwardFromKick) { file("pc\actors\Chot\xxx\ThfwHld1.ske",100,on); //Forward hold frame trigger(_alldir); //AIClass(_AIClassCopSkeleton); AIClass(_AIClassAllButAngel); break(on); collision(on); nrintframes(4); ActionSubRoutine(Sub_SetAttackerToEnemyAndHandleThrown); connections(GENThrownForward); //connections(CopThrownForwardLand,CopThrownForward); } action(CopThrownForwardLand) { file("pc\actors\Chot\xxx\ThFwLnd.ske",100,off); //forward, land face down, and get up (gabe) trigger(_DIRhorcol); break(off); collision(on); nrintframes(4); connections(CopGetUpFromFrontFaceDown,CopThrownForwardLand); } action(CopThrownRight) { file("pc\actors\Chot\xxx\ThrnHldR.ske",100,on); //Right Hold frame #1 trigger(_alldir); AIClass(_AIClassCopSkeleton); break(on); collision(on); nrintframes(4); connections(CopThrownRightLand,CopThrownRight); } action(CopThrownRightLand) { file("pc\actors\Chot\xxx\ThrnRLnd.ske",100,off); //Right land on face trigger(_DIRhorcol); break(off); collision(on); nrintframes(8); connections(CopGetUpFromRightFaceDown,CopThrownRightLand); } action(CopThrownLeft) { file("pc\actors\Chot\xxx\ThrnHldL.ske",100,on); //Left Hold frame #1 trigger(_alldir); AIClass(_AIClassCopSkeleton); break(on); collision(on); nrintframes(4); connections(CopThrownLeftLand,CopThrownLeft); } action(CopThrownLeftLand) { file("pc\actors\Chot\xxx\ThrnLLnd.ske",100,off); //Left land on face trigger(_DIRhorcol); break(off); collision(on); nrintframes(8); connections(CopGetUpFromLeftFaceDown,CopThrownLeftLand); } action(CopGetUpFromBack) { file("pc\actors\chot\xxx\mstndfbk.ske",100,off,110,-1,-1,Sub_GetUpClearThrown84); trigger(_DIRalive); AIClass(_AIClassCopSkeleton); break(off); collision(on); nrintframes(8); connections(GENIdle); } action(CopGetUpFromFrontFaceDown) { file("pc\actors\chot\xxx\MstandF1.ske",100,off,110,-1,-1,Sub_GetUpClearThrown68); trigger(_DIRalive); break(off); collision(on); nrintframes(4); connections(GENIdle); } action(CopGetUpFromBackFaceDown) { file("pc\actors\chot\xxx\MstandF1.ske",100,off,110,-1,-1,Sub_GetUpClearThrown68); trigger(_DIRalive); rotate(180); break(off); collision(on); nrintframes(4); connections(GENIdle); } action(CopGetUpFromRightFaceDown) { file("pc\actors\Chot\xxx\ThrnRStn.ske",100,off,110,-1,-1,Sub_GetUpClearThrown38); trigger(_DIRalive); //rotate(90); break(off); collision(on); nrintframes(4); connections(GENIdle); } action(CopGetUpFromLeftFaceDown) { file("pc\actors\Chot\xxx\ThrnLStS.ske",100,off,110,-1,-1,Sub_GetUpClearThrown38); trigger(_DIRalive); //rotate(-90); break(off); collision(on); nrintframes(4); connections(GENIdle); } /* THROWN, bounce back anims (not put in yet) backwards, bounce off wall hold last frame: Chot\xxx\ThBkHtWA.ske Land on face after bounce off wall: Chot\xxx\ThBkHtWB.ske forward, hit walls bounce to back: Chot\xxx\ThFwHtWl.ske Right hit wall land on back: Chot\xxx\ThrnRHWl.ske Left hit wall land on back: Chot\xxx\ThrnLHWl.ske */ action(CopOpenDoorCombat) { file("pc\actors\Chot\xxx\MWrOpnDr.ske",100,off); //opening door in combat mode trigger(_DIRhavegun|_DIRcombatmode); break(on); connections(CopSpreadOut); } action(CopElectricShock0) { file("pc\actors\Chot\xxx\aelectLP.ske",100,off,130); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(off); nrintframes(4); intforloop(off); nomove(true) connections(GenElectricShock1); collision(on); gravity(off); } action(CopElectricShock1) { file("pc\actors\Chot\xxx\aelectHL.ske",100,on); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(off); nrintframes(4); intforloop(off); nomove(true) connections(GenElectricShock1); collision(on); gravity(off); } action(CopIdleCombatGun) { file("pc\actors\chot\xxx\MWryId1P.ske",100,on,100,_AIclassRiotCop); file("pc\actors\chot\xxx\MWryId2P.ske",10,on,100,_AIclassHipGun); file("pc\actors\chot\xxx\MWryId1P.ske",100,on,100,_AIclassHipGun); file("pc\actors\Chot\xxx\MWryIdl2.ske",10,on); //Look left and right file("pc\actors\Chot\xxx\MWryIdl1.ske",100,on); //Heavy Breathing trigger(_noDIR|_DIRcombatmode|_DIRhavegun); break(on); nrintframes(8); intforloop(on); nomove(false) connections(CopSpreadOutGun,CopStandShoot,CopTurnLeftCombat,CopTurnRightCombat,CopIdle); } action(CopIdleCombatNoGun) { file("pc\actors\Chot\xxx\Chidl1Cm.ske",100,on,100,_AIclasschot); //Chot Combat Idle //file("pc\actors\Chot\xxx\MBxIdle.ske",100,on); //boxing idle file("pc\actors\CopRiot\xxx\RCmIdl1.ske",100,on); //Riot Cop Idle //file("pc\actors\Chot\xxx\MBxcrapi.ske",100,on); //boxing for cop no gun trigger(_noDIR|_DIRcombatmode); break(on); nrintframes(8); intforloop(off); nomove(false) connections(CopSpreadOutGun,ChotShoulderThrow,RiotArmSlamF,CopKickingBobF,CopKickingBobB,CopStripGunBob,CopStripGun,CopBoxing,CopChokeWorker,CopChoking,CopKickingB,CopKickingF,CopKicking,CopTurnLeftCombat,CopTurnRightCombat,CopIdle); } action(CopIdleGun) { file("pc\actors\Dwellr1\xxx\DwMidl1.ske",3,on,100,_AIclassdweller); //Breathing file("pc\actors\Dwellr1\xxx\DwMidl2.ske",25,on,100,_AIclassdweller); //Looking left and right file("pc\actors\Dwellr1\xxx\DwMidl4.ske",30,on,100,_AIclassdweller); //Throwing signs file("pc\actors\Dwellr1\xxx\DwMidl3.ske",100,on,100,_AIclassdweller); //Shifting weight one foot to the next file("pc\actors\Chot\xxx\ChIdle1.ske",75,on,100,_AIclasschot); //Breathing heavy: file("pc\actors\Chot\xxx\ChIdle2.ske",80,on,100,_AIclasschot); //Looking intently forward right: file("pc\actors\Chot\xxx\ChIdle3.ske",95,on,100,_AIclasschot); //Looking around paranoid. As if he just heard something: file("pc\actors\Chot\xxx\ChIdle4.ske",100,on,100,_AIclasschot,-1,Sub_RandomCopScratchesCrotch); //Scratching armpit: // file("pc\actors\Chot\xxx\Mneidl2p.xxx",1,on); //ass scratch // file("pc\actors\Chot\xxx\Mneidl3p.xxx",2,on); //crotch scratch // file("pc\actors\Chot\xxx\Mneidl1p.xxx",65,on); //look around // file("pc\actors\Chot\xxx\Mneidl5p.ske",100,on); //Stand still file("pc\actors\scientst\xxx\sci_wipe.ske",10,on,160,_AIclassscientist); //wipe brow file("pc\actors\Chot\xxx\Mneidl5p.ske",67,on,100,_AIclassscientist); //Heavy breathing file("pc\actors\Chot\xxx\Mneidl2p.ske",68,on,100,_AIclassscientist,-1,Sub_RandomCopScratchesCrotch); //Scratch ass file("pc\actors\Chot\xxx\Mneidl1p.ske",100,on,100,_AIclassscientist,-1,Sub_SFXCop_BackgroundChatter); //Look left and right file("pc\actors\Chot\xxx\Mneidl5p.ske",63,on); //Heavy breathing file("pc\actors\Chot\xxx\Mneidl2p.ske",64,on,100,-1,-1,Sub_RandomCopScratchesCrotch); //Scratch ass file("pc\actors\Chot\xxx\Mneidl3p.ske",65,on,100,-1,-1,Sub_RandomCopScratchesCrotch); //scratch crotch file("pc\actors\Chot\xxx\Mneidl1p.ske",100,on,100,-1,-1,Sub_SFXCop_BackgroundChatter); //Look left and right trigger(_noDIR|_DIRhavegun); break(on); nrintframes(8); intforloop(on); nomove(false) connections(CopSpreadOutGun,CopStandShoot,CopTurnLeft,CopTurnRight,CopIdle); } action(CopIdleNoGun) { file("pc\actors\Dwellr1\xxx\DwMidl1.ske",3,on,100,_AIclassdweller); //Breathing file("pc\actors\Dwellr1\xxx\DwMidl2.ske",25,on,100,_AIclassdweller); //Looking left and right file("pc\actors\Dwellr1\xxx\DwMidl4.ske",30,on,100,_AIclassdweller); //Throwing signs file("pc\actors\Dwellr1\xxx\DwMidl3.ske",100,on,100,_AIclassdweller); //Shifting weight one foot to the next file("pc\actors\Pimp\xxx\Pidle.ske",20,on,100,_AIclasspimp); //throwing signs w left arm file("pc\actors\Pimp\xxx\Pidle1.ske",70,on,100,_AIclasspimp); //look left and right file("pc\actors\Pimp\xxx\Pidle2.ske",80,on,100,_AIclasspimp); //grabbing crotch file("pc\actors\Pimp\xxx\Pspot1.ske",100,on,100,_AIclasspimp); //Spotting bob the the first time // file("pc\actors\Pimp\xxx\Phit.ske",44,on,100,_AIclasspimp); //backhand slap // file("pc\actors\Pimp\xxx\Pspot.ske",55,on,100,_AIclasspimp); //Throwing signs 2. throw then wave // file("pc\actors\Pimp\xxx\Psurvey.ske",88,on,100,_AIclasspimp); //Angrily survey console // file("pc\actors\Pimp\xxx\Psurvey2.ske",100,on,100,_AIclasspimp); //Survey console // file("pc\actors\Pimp\xxx\Ppunch.ske",66,on,100,_AIclasspimp); //Punching buttons on console file("pc\actors\Chot\xxx\ChIdle1.ske",75,on,100,_AIclasschot); //Breathing heavy: file("pc\actors\Chot\xxx\ChIdle2.ske",80,on,100,_AIclasschot); //Looking intently forward right: file("pc\actors\Chot\xxx\ChIdle3.ske",95,on,100,_AIclasschot); //Looking around paranoid. As if he just heard something: file("pc\actors\Chot\xxx\ChIdle4.ske",100,on,100,_AIclasschot,-1,Sub_RandomCopScratchesCrotch); //Scratching armpit: file("pc\actors\Scientst\xxx\sci_idl6.ske",56,on,100,_AIclassscientist); //breathing file("pc\actors\Scientst\xxx\sci_idl2.ske",60,on,100,_AIclassscientist); //cross arms file("pc\actors\Scientst\xxx\sci_idl1.ske",61,on,100,_AIclassscientist); //use keypad file("pc\actors\Scientst\xxx\sci_idl3.ske",80,on,100,_AIclassscientist); //looking file("pc\actors\Scientst\xxx\sci_idl5.ske",100,on,100,_AIclassscientist); //looks over shoulder // file("pc\actors\Chot\xxx\Mnidl2NG.ske",1,on); //Scratch ass // file("pc\actors\Chot\xxx\Mnidl3NG.ske",2,on); //scratch crotch // file("pc\actors\Chot\xxx\Mnidl1NG.ske",65,on); //Look left and right // file("pc\actors\Chot\xxx\Mnidl4NG.ske",100,on); //Heavy breathing file("pc\actors\Chot\xxx\Mnidl4NG.ske",63,on); //Heavy breathing file("pc\actors\Chot\xxx\Mnidl2NG.ske",64,on,100,-1,-1,Sub_RandomCopScratchesCrotch); //Scratch ass file("pc\actors\Chot\xxx\Mnidl3NG.ske",65,on,100,-1,-1,Sub_RandomCopScratchesCrotch); //scratch crotch file("pc\actors\Chot\xxx\Mnidl1NG.ske",100,on,100,-1,-1,Sub_SFXCop_BackgroundChatter); //Look left and right trigger(_allDIR); break(on); nrintframes(8); intforloop(on); nomove(false) connections(CopSpreadOut,CopStandShoot,CopTurnLeft,CopTurnRight,CopIdle); //CopSlammingBob } Action(CopIdle) { trigger(_allDIR); AIClass(_AIClassCopSkeleton); nrintframes(-1); connections(CopIdleCombatGun,CopIdleCombatNoGun,CopIdleGun,CopIdleNoGun); } Action(CopAttentionIdle) { file("pc\actors\Chot\xxx\Matnidlg.ske",100,on); break(on); connections(CopSpreadOut,CopStandShoot,CopTurnLeft,CopTurnRight,CopAttentionIdle); } Action(CopAttention) { file("pc\actors\Chot\xxx\matnshng.ske",100,on); //respond to attention command break(off); nrintframes(8); connections(CopAttentionIdle); } Action(CopWalkie) { file("pc\actors\Chot\xxx\MWlkieC.ske",100,on); //respond to attention command break(off); nrintframes(8); connections(CopSpreadOut); } action(CopBongSmoke) { file("pc\actors\Chot\xxx\smokshit.ske",100,on); // trigger(_allDIR); break(off); nrintframes(8); intforloop(on); nomove(true) connections(CopIdle); } action(CopWatchTVActive) { file("pc\actors\chot\xxx\MBrIdle3.ske",30,on); // point towards the TV (look to his right) file("pc\actors\chot\xxx\MBrIdle2.ske",100,on); // watch TV, shift balance. trigger(_noDIR); break(on); nrintframes(8); intforloop(on); connections(CopWatchTVActive,CopIdle); } action(CopWatchTVIdle) { file("pc\actors\chot\xxx\MBrIdle1.ske",100,on); // cross arms and watch tv trigger(_noDIR); break(on); nrintframes(8); intforloop(on); connections(CopWatchTVIdle,CopIdle); } action(CopPushUpsLoop) { file("pc\actors\chot\xxx\MBrIdle5.ske",10,on); //collapse to the ground file("pc\actors\chot\xxx\MBrIdle4.ske",100,on); trigger(_allDIR); nrintframes(8); intforloop(on); nomove(true); connections(CopPushUpsLoop); } action(CopShadowBoxingIdle) { file("pc\actors\Chot\xxx\MBxIdle.ske",100,on); //Bosing idle trigger(_allDIR); nrintframes(8); intforloop(on); nomove(true); connections(CopShadowBoxingIdle); } action(CopShadowBoxingPunch) { file("pc\actors\Chot\xxx\MBxLjab.ske",45,on); //Left Jab file("pc\actors\Chot\xxx\MBxRjab.ske",90,on); //Right Jab file("pc\actors\Chot\xxx\MBxRUcut.ske",100,on); //Uppercut trigger(_allDIR); nrintframes(8); intforloop(on); nomove(true); ActionSubRoutine(Sub_RandomPunchedSFX); connections(CopShadowBoxingIdle); } action(ChotPunchingBagIdle) { file("pc\actors\Chot\xxx\ChBagHng.ske",100,on); trigger(_allDIR); gravity(off); nrintframes(0); intforloop(off); // nomove(true); connections(ChotPunchingBagIdle); } action(ChotPunchingBagPunched) { file("pc\actors\Chot\xxx\ChBagHit.ske",100,on); trigger(_allDIR); gravity(off); nrintframes(0); // intforloop(on); // nomove(true); connections(ChotPunchingBagIdle); } action(ChotPunchingBagShot) { file("pc\actors\Chot\xxx\ChBagDth.ske",100,on); trigger(_allDIR); gravity(off); nrintframes(0); // intforloop(on); // nomove(true); connections(ChotPunchingBagIdle); } action(CopLightSmoke) { file("pc\actors\Chot\xxx\MSmkIdl6.ske",100,off); trigger(_allDIR); break(on); nrintframes(8); intforloop(on); nomove(true) connections(CopSpreadOut,CopSmoke); } action(CopSmoke) { //file("pc\actors\Chot\xxx\MSmkIdl5.ske",50,on); //stand file("pc\actors\Chot\xxx\MSmkIdl2.ske",80,on); //drag //file("pc\actors\Chot\xxx\MSmkIdl3.ske",90,on); //flick file("pc\actors\Chot\xxx\MSmkIdl1.ske",100,on); //look trigger(_allDIR); break(on); nrintframes(8); intforloop(on); nomove(true) connections(CopSpreadOut,CopSmoke); } action(CopStopSmoke) { file("pc\actors\Chot\xxx\MSmkIdl4.ske",100,off); // trigger(_allDIR); break(on); nrintframes(8); intforloop(on); nomove(true) connections(CopSpreadOut,CopStandShoot,CopIdle); } action(CopSpreadOut) //Lead directly to next animation { trigger(_DIRMove); AIClass(_AIClassCopSkeleton); nrintframes(-1); //connections(CopSpreadOutGun,CopRunDiagFL,CopRunDiagFR,CopRunDiagBL,CopRunDiagBR,CopRun,CopRunBack,CopRunL,CopRunR,CopWalkDiagFL,CopWalkDiagFR,CopWalkDiagBL,CopWalkDiagBR,CopWalk,CopWalkBack,CopWalkL,CopWalkR); connections(CopSpreadOutGun,CopWalkDiagFL,CopWalkDiagFR,CopWalkDiagBL,CopWalkDiagBR,CopWalk,CopWalkBack,CopWalkL,CopWalkR,CopRunDiagFL,CopRunDiagFR,CopRunDiagBL,CopRunDiagBR,CopRun,CopRunBack,CopRunL,CopRunR); } action(CopSpreadOutGun) //Lead directly to next animation { trigger(_DIRMove|_DIRcombatmode); // _DIRhavegun taken off so he can walk with his fists raised in combat with no gun AIClass(_AIClassCopSkeleton); nrintframes(-1); //connections(CopRunDiagFLGun,CopRunDiagFRGun,CopRunDiagBLGun,CopRunDiagBRGun,CopRunGun,CopRunBackGun,CopRunLGun,CopRunRGun,CopWalkDiagFLGun,CopWalkDiagFRGun,CopWalkDiagBLGun,CopWalkDiagBRGun,CopWalkGun,CopWalkBackGun,CopWalkLGun,CopWalkRGun); connections(CopWalkDiagFLGun,CopWalkDiagFRGun,CopWalkDiagBLGun,CopWalkDiagBRGun,CopWalkGun,CopWalkBackGun,CopWalkLGun,CopWalkRGun,CopRunDiagFLGun,CopRunDiagFRGun,CopRunDiagBLGun,CopRunDiagBRGun,CopRunGun,CopRunBackGun,CopRunLGun,CopRunRGun); } action(CopIdleLongTime)//these are really celebrations after killing Bob { //file("pc\actors\Chot\xxx\Macaren2.ske",11,on); //macarena file("pc\actors\Chot\xxx\mspan11p.ske",33,on);//celebration after killing Bob file("pc\actors\Chot\xxx\mspan14p.ske",66,on);//celebration 'flip-him-off' after killing Bob file("pc\actors\Chot\xxx\mspan12p.ske",100,on);//celebration dance after killing Bob trigger(_DIRNotEndOfAnim); AIClass(_AIClassCopSkeleton); break(on); nrintframes(8); intforloop(on); connections(CopSpreadOut,CopStandShoot,CopTurnLeft,CopTurnRight,CopIdleLongTime,CopIdle); } action(CopDance) { file("pc\actors\Chot\xxx\Macaren3.ske",100,on); trigger(_DIRNotEndOfAnim); break(on); nrintframes(8); intforloop(on); connections(CopDance,CopIdle); } action(CopIdleHitWall) //used just after you bounce into a wall { file("pc\actors\chot\xxx\MWryId2P.ske",10,on,100,_AIclassHipGun,_DIRcombatmode|_DIRhavegun); file("pc\actors\chot\xxx\MWryId1P.ske",100,on,100,_AIclassHipGun,_DIRcombatmode|_DIRhavegun); file("pc\actors\Chot\xxx\MWryIdl2.ske",10,on,100,-1,_DIRcombatmode|_DIRhavegun); //Look left and right file("pc\actors\Chot\xxx\MWryIdl1.ske",100,on,100,-1,_DIRcombatmode|_DIRhavegun); //Heavy Breathing // file("pc\actors\Chot\xxx\Mneidl2p.xxx",1,on); //ass scratch // file("pc\actors\Chot\xxx\Mneidl3p.xxx",2,on); //crotch scratch // file("pc\actors\Chot\xxx\Mneidl1p.xxx",100,on); //look around file("pc\actors\Chot\xxx\Mneidl2p.ske",1,on,100,-1,-1,Sub_RandomCopScratchesCrotch); //Scratch ass file("pc\actors\Chot\xxx\Mneidl3p.ske",2,on,100,-1,-1,Sub_RandomCopScratchesCrotch); //scratch crotch file("pc\actors\Chot\xxx\Mneidl1p.ske",100,on,100,-1,-1,Sub_SFXCop_BackgroundChatter); //Look left and right trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(on); nrintframes(8); intforloop(on); nomove(true) connections(GENHitWallSpreadOut); } action(CopHitWallSpreadOut) //Lead directly to next animation { trigger(_allDIR); AIClass(_AIClassCopSkeleton); nrintframes(-1); connections(CopHitWallStandShoot,CopHitWallTurnLeft,CopHitWallTurnRight,GENIdleHitWall); } action(CopIdleHitWallSpread) //Lead directly to next animation { trigger(_allDIR); nrintframes(-1); connections(CopIdleHitWallCombatGun,CopIdleHitWallCombatGun,CopIdleHitWallCombatNoGun,GENIdleHitWallFront); } action(CopIdleHitWallFront) //used just after you bounce into a wall, face first { file("pc\actors\chot\xxx\MWryId1P.ske",100,on,100,_AIclassHipGun,_DIRcombatmode|_DIRhavegun); file("pc\actors\Chot\xxx\MWryIdl1.ske",100,on,100,-1,_DIRcombatmode|_DIRhavegun); file("pc\actors\Chot\xxx\Mneidl1p.xxx",100,on); //look around trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(on); nrintframes(8); intforloop(on); nomove(true) connections(GENIdleHitWallFront); //connections(CopHitWallStandShoot,CopHitWallTurnLeft,CopHitWallTurnRight,CopIdleHitWallFront); } action(CopTurnLeft) { // file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on); file("pc\actors\Pimp\xxx\PmTrLSt.ske",100,off,100,_AIClassPimp);//pimp file("pc\actors\Pimp\xxx\PmTrLLp.ske",100,on,100,_AIClassPimp);//pimp file("pc\actors\Chot\xxx\CTrLStNc.ske",100,off,100,_AIclasschot); file("pc\actors\Chot\xxx\CTrLLpNc.ske",100,on,100,_AIclasschot); file("pc\actors\Chot\xxx\MTrLStNc.ske",100,off,100,-1,_DIRhavegun); file("pc\actors\Chot\xxx\MTrLLpNc.ske",100,on,100,-1,_DIRhavegun); file("pc\actors\Dwellr1\xxx\DwTrLSt.ske",100,off,100); //,_AIclassdweller);//Dweller turns work for cop no gun file("pc\actors\Dwellr1\xxx\DwTrLLp.ske",100,on,100); //,_AIclassdweller);//Dweller turns work for cop no gun //file("pc\actors\Chot\xxx\MTrLStNc.ske",100,off,100); //file("pc\actors\Chot\xxx\MTrLLpNc.ske",100,on,100); trigger(_DIRleft); break(on); nrintframes(2); intforloop(on); connections(CopSpreadOut,CopStandShoot,CopTurnLeft,CopTurnRight,CopIdle); } action(CopTurnLeftCombat) { // file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on); file("pc\actors\Chot\xxx\MTrLStC.ske",100,off,100,-1,_DIRhavegun); file("pc\actors\Chot\xxx\MTrLLpC.ske",100,on,100,-1,_DIRhavegun); file("pc\actors\CopRiot\xxx\RTrLStC.ske",100,off,100); file("pc\actors\CopRiot\xxx\RTrLLpC.ske",100,on,100); trigger(_DIRleft); break(on); nrintframes(8); intforloop(on); connections(CopSpreadOut,CopStandShoot,CopTurnLeftCombat,CopTurnRightCombat,CopTurnLeftRightCombatEnd); } action(CopTurnLeftRightCombatEnd) { // file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on); file("pc\actors\Chot\xxx\MTrnStpC.ske",100,off,100,-1,_DIRhavegun); file("pc\actors\Chot\xxx\Chidl1Cm.ske",100,on,100,_AIclasschot); //Chot Combat Idle no gun file("pc\actors\CopRiot\xxx\RCmIdl1.ske",100,on); //Riot Cop Idle // file("pc\actors\Chot\xxx\MTrnStpC.ske",100,off,100); trigger(_DIRnotendofanim|_noDIR); break(on); nrintframes(6); intforloop(off); connections(CopSpreadOut,CopStandShoot,CopTurnLeftCombat,CopTurnRightCombat,CopTurnLeftRightCombatEnd,CopIdle); } action(CopTurnRight) { file("pc\actors\Pimp\xxx\PmTrRSt.ske",100,off,100,_AIClassPimp);//pimp file("pc\actors\Pimp\xxx\PmTrRLp.ske",100,on,100,_AIClassPimp);//pimp file("pc\actors\Chot\xxx\CTrRStNc.ske",100,off,100,_AIclasschot); file("pc\actors\Chot\xxx\CTrRLpNc.ske",100,on,100,_AIclasschot); file("pc\actors\Chot\xxx\MTrRStNc.ske",100,off,100,-1,_DIRhavegun); file("pc\actors\Chot\xxx\MTrRLpNc.ske",100,on,100,-1,_DIRhavegun); file("pc\actors\Dwellr1\xxx\DwTrRSt.ske",100,off,100); //,_AIclassdweller);//Dweller turns work for cop no gun file("pc\actors\Dwellr1\xxx\DwTrRLp.ske",100,on,100); //,_AIclassdweller);//Dweller turns work for cop no gun trigger(_DIRright); break(on); nrintframes(2); intforloop(on); connections(CopSpreadOut,CopStandShoot,CopTurnLeft,CopTurnRight,CopIdle); } action(CopTurnRightCombat) { //file("pc\actors\Chot\xxx\mtrnrt2.ske",100,on); file("pc\actors\Chot\xxx\MTrRStC.ske",100,off,100,-1,_DIRhavegun); file("pc\actors\Chot\xxx\MTrRLpC.ske",100,on,100,-1,_DIRhavegun); file("pc\actors\CopRiot\xxx\RTrRStC.ske",100,off,100); file("pc\actors\CopRiot\xxx\RTrRLpC.ske",100,on,100); trigger(_DIRright); break(on); nrintframes(8); intforloop(on); connections(CopSpreadOut,CopStandShoot,CopTurnLeftCombat,CopTurnRightCombat,CopTurnLeftRightCombatEnd,CopIdle); } action(CopCrouchTurnLeftRightEnd) { file("pc\actors\Chot\xxx\MCrTrStp.ske",100,off,100); trigger(_DIRnotendofanim|_noDIR); break(on); nrintframes(4); intforloop(off); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchTurnRight,CopCrouchTurnLeft,CopCrouchIdle); } action(CopCrouchTurnRight) { file("pc\actors\Chot\xxx\MCrTrRSt.ske",100,off,100);//crouch start turn right file("pc\actors\Chot\xxx\MCrTrRLp.ske",100,on,100);//crouch turn right loop trigger(_DIRRight); break(on); nrintframes(2); intforloop(on); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchSpreadOut,CopCrouchTurnRight,CopCrouchTurnLeft,CopCrouchTurnLeftRightEnd); } action(CopCrouchTurnLeft) { file("pc\actors\Chot\xxx\MCrTrLSt.ske",100,off,100);//crouch start turn left file("pc\actors\Chot\xxx\MCrTrLLp.ske",100,on,100);//crouch turn left loop trigger(_DIRleft); break(on); nrintframes(2); intforloop(on); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchSpreadOut,CopCrouchTurnLeft,CopCrouchTurnRight,CopCrouchTurnLeftRightEnd); } action(CopHitWallTurnLeft) { file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on); move(2,0,0); trigger(_DIRleft); break(on); nrintframes(6); connections(CopHitWallSpreadOut); } action(CopHitWallTurnRight) { file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on); move(-2,0,0) trigger(_DIRright); break(on); nrintframes(6); connections(CopHitWallSpreadOut); } action(CopRunUpStairs) { file("pc\actors\Chot\xxx\runstar7.ske",100,on,140); trigger(_DIRforward); AIClass(_AIClassCopSkeleton); break(off); // offset(4); nrintframes(8); gravity(off); ydeltafromzeroframe(off); connections(CopRunUpStairs); } /* //not used Action(CopClimbHang) { file("pc\actors\chot\xxx\MClmbWlF.ske",100,off,100); nrintframes(4); trigger(_allDIR); gravity(off); ydeltafromzeroframe(off); //Default=on connections(CopClimbHang); } */ /* ************* Standard combat moves without gun ******************* */ action(CopEatenSlowLink) { file("pc\actors\MultiAnm\xxx\2EatCpSC.ske",100,off); break(off); trigger(_DIRNotEndOfAnim); } action(CopEatenLink) { file("pc\actors\MultiAnm\xxx\2EatCpFC.ske",100,off); break(off); trigger(_DIRNotEndOfAnim); } action(CopThrownSpinLink) { file("pc\actors\Chot\xxx\thrnspin.ske",100,off); break(off); connections(CopThrownSpinLink); } action(BouncerThrowCopLink) { file("pc\actors\Bouncer\xxx\Man_thro.ske",100,off); break(off); connections(CopThrownBack); } action(CopBoxingLink) { file("pc\actors\Chot\xxx\MCpHitRt.ske",30,on); file("pc\actors\Chot\xxx\MCpHitLf.ske",60,on); file("pc\actors\Chot\xxx\MCpHitUp.ske",100,on); ActionSubRoutine(Sub_RandomPunchedSFX); break(off); connections(GenIdle); } action(CopBoxing) { file("pc\actors\chot\xxx\MBxLjab.ske",100,on,100); //Throw left jab file("pc\actors\chot\xxx\MBxRjab.ske",60,on,100); //Throw right jab file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,100); //Throw right uppercut flag(_SXAAalignmovingslave); AIClass(_AIclassMale|_AIclasscop); AlignAngle(0); TargetAngle(180); AttackHeight(50); AlignDistance(100); AlignSlack(20); DistanceSlack(50); AlignStartFrame(10); AlignNrFrames(10); AttachActionStartAtFrame(10); DamageFrame(15); Power(10); AttachAction(CopBoxingLink); TargetAIClass(_AIClassAllButAngel); trigger(_DIRshoot); break(off); nrintframes(4); connections(CopIdle); } action(CopChokingLink) { file("pc\actors\Chot\xxx\CpChStrS.ske",100,on,100); break(off); ActionSubRoutine(Sub_RandomStrangledSFX); connections(CopChokingCough,GenIdle); } action(CopChokingLoopLink) { file("pc\actors\Chot\xxx\CpChHl1S.ske",100,on,100); break(off); ActionSubRoutine(Sub_RandomStrangledSFX); connections(CopChokingCough,GenIdle); //connections(CopChokingLoopLink,CopIdle); } action(VictimStrangle) { file("pc\actors\Chot\xxx\CpChHl1S.ske",100,on,100); trigger(_allDIR); break(off); nrintframes(5); intforloop(on); connections(VictimStrangle); //connections(CopChokingLoopLink,CopIdle); } SubRoutine(Sub_KillActor) { if(VFrame==10) { state(_or,StateDead); direction(_clr,_DIRalive); callsub(Sub_Deposses); vector(_settoactorpos,gactorpos); sample(SFXManNeckSnap,gactorpos); call(CheckAttached,_CADropWeaponAndShells); } } action(CopChokingDeathLink) { file("pc\actors\Chot\xxx\CpChDedS.ske",100,off,100); break(off); ActionSubRoutine(Sub_KillActor); connections(CopChokingDeathLink); //connections(CopChokingLoopLink,CopIdle); } action(CopChokingDeath) { file("pc\actors\Chot\xxx\CpChDedM.ske",100,on,100); flag(_SXAAdisablecollision|_SXAAdisablerotation); AlignAngle(0); TargetAngle(0); AttackHeight(50); AlignDistance(65); DistanceSlack(150); AlignSlack(20); AlignStartFrame(0); AlignNrFrames(0); AttachActionStartAtFrame(0); DamageFrame(0); Power(0); AttachAction(CopChokingDeathLink); TargetAIClass(_AIClassAllButAngel); trigger(_DIRshoot); break(off); nrintframes(4); connections(CopChokingDeath,CopIdle); } SubRoutine(Sub_CheckForNearDeath) { if(VEndOfAnim!=0) { if(VAttachActorHealth<1010) { SpawnAction(CopChokingDeath); } } call(AIchangemetoenemy); } action(CopChokingCough) { file("pc\actors\Chot\xxx\CpChEndS.ske",100,on); trigger(_DIRalive); break(off); nrintframes(6); ActionSubRoutine(Sub_AlertAllAfterCough); connections(GenIdle); } /* action(CopChokingDie) { file("pc\actors\Chot\xxx\CpChDedS.ske",100,on); trigger(_allDIR); break(off); nrintframes(6); connections(CopIdle); } */ action(CopChokingLoop) { file("pc\actors\Chot\xxx\CpChHl1M.ske",100,on,100); flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation); AlignAngle(0); TargetAngle(0); AttackHeight(50); AlignDistance(65); DistanceSlack(150); AlignSlack(20); AlignStartFrame(0); AlignNrFrames(0); AttachActionStartAtFrame(0); DamageFrame(43); Power(10); AttachAction(CopChokingLoopLink); TargetAIClass(_AIClassAllButAngel); ActionSubRoutine(Sub_CheckForNearDeath); trigger(_DIRshoot); break(off); nrintframes(4); connections(CopChokingLoop,CopIdle); } action(CopChoking) { file("pc\actors\Chot\xxx\CpChStrM.ske",100,on,100); // //file("pc\actors\chot\xxx\MBxRjab.ske",60,on,150); //Throw right jab //file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,150); //Throw right uppercut flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation); AlignAngle(0); TargetAngle(0); AttackHeight(50); AlignDistance(105); DistanceSlack(150); AlignSlack(20); AlignStartFrame(0); AlignNrFrames(1); AttachActionStartAtFrame(0); DamageFrame(15); Power(10); AttachAction(CopChokingLink); TargetAIClass(_AIClassAllButAngel); ActionSubRoutine(Sub_ChangeMeToEnemy); trigger(_DIRshoot); break(off); nrintframes(4); connections(CopChokingLoop,CopIdle); } SubRoutine(Sub_AlertAllAfterChokeCounter) { if(VAIState!=_AIstateAttack && VAIState!=_AIstateHide && VAIState!=_AIstateGuard) { if(VFrame==100) { call(AIsetlockedonactortotarget); call(AIchangetargettoenemy); CallSub(Sub_AlertAll); CallSub(Sub_RandomPunchedSFX); } } } action(CopChokeWorkerLink) { file("pc\actors\Chot\xxx\CpChStrS.ske",100,on,100); //Start Choke file("pc\actors\Chot\xxx\CpChThrS.ske",100,on,110); //thrown from choke break(off); //ActionSubRoutine(Sub_RandomStrangledSFX); //ActionSubRoutine(Sub_KillActorKickSnapNeck); connections(Genidle); } // Cop Choking Worker and failing action(CopChokeWorker) { file("pc\actors\Chot\xxx\CpChStrM.ske",100,on,100); //Start Choke file("pc\actors\Chot\xxx\CpChThrM.ske",100,on,110); //Throw Choke flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation); AIClass(_AIclassmale|_AIclasscop); AlignAngle(0); TargetAngle(0); AttackHeight(50); AlignDistance(105); DistanceSlack(150); AlignSlack(20); AlignStartFrame(0); AlignNrFrames(1); AttachActionStartAtFrame(0); DamageFrame(15); Power(5); AttachAction(CopChokeWorkerLink); TargetAIClass(_AIclassworker|_AIclassriotcop); ActionSubRoutine(Sub_AlertAllAfterChokeCounter); trigger(_DIRshoot); break(off); nrintframes(4); connections(GENGetUpFromBack); } action(CopKickingLink) { file("pc\actors\Chot\xxx\MCrlKikU.ske",100,on,100); break(off); ColSphereScale(50); ColSphereYOffsetScale(100); ActionSubRoutine(Sub_RandomKickedSFX); connections(GENCrawlSpreadOut); } action(CopKicking) { file("pc\actors\Chot\xxx\MWrKikLw.ske",100,on,100); // //file("pc\actors\chot\xxx\MBxRjab.ske",60,on,150); //Throw right jab //file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,150); //Throw right uppercut flag(_SXAAalignmovingslave); AlignAngle(0); TargetAngle(-1); AttackHeight(20); AlignDistance(100); AlignSlack(20); DistanceSlack(50); AlignStartFrame(00); AlignNrFrames(10); AttachActionStartAtFrame(15); DamageFrame(16); Power(10); AttachAction(CopKickingLink); TargetAIClass(_AIClassAllButAngel); trigger(_DIRshoot); break(off); nrintframes(4); connections(CopIdle); } action(CopKickingBLink) { file("pc\actors\Chot\xxx\MkckdAss.ske",100,on,100); // break(off); ColSphereScale(50); ColSphereYOffsetScale(100); ActionSubRoutine(Sub_RandomKickedSFX); connections(GENCrawlSpreadOut); } action(CopKickingB) { file("pc\actors\Chot\xxx\MWrKikLw.ske",100,on,100); // //file("pc\actors\chot\xxx\MBxRjab.ske",60,on,150); //Throw right jab //file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,150); //Throw right uppercut flag(_SXAAalignmovingslave); AlignAngle(0); TargetAngle(0); AttackHeight(20); AlignDistance(100); AlignSlack(30); DistanceSlack(60); AlignStartFrame(00); AlignNrFrames(10); AttachActionStartAtFrame(16); DamageFrame(16); Power(10); AttachAction(CopKickingBLink); TargetAIClass(_AIClassAllButAngel); trigger(_DIRshoot); break(off); nrintframes(4); connections(CopIdle); } action(CopKickingFLink) { file("pc\actors\Chot\xxx\MkckdHed.ske",100,on,100); // break(off); ColSphereScale(50); ColSphereYOffsetScale(100); ActionSubRoutine(Sub_RandomKickedSFX); connections(GENCrawlSpreadOut); } action(CopKickingF) { file("pc\actors\Chot\xxx\MWrKikLw.ske",100,on,100); // //file("pc\actors\chot\xxx\MBxRjab.ske",60,on,150); //Throw right jab //file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,150); //Throw right uppercut flag(_SXAAalignmovingslave); AlignAngle(0); TargetAngle(180); AttackHeight(20); AlignDistance(100); AlignSlack(40); DistanceSlack(50); AlignStartFrame(00); AlignNrFrames(10); AttachActionStartAtFrame(16); DamageFrame(16); Power(10); AttachAction(CopKickingFLink); TargetAIClass(_AIClassAllButAngel); trigger(_DIRshoot); break(off); nrintframes(4); connections(CopIdle); } action(CopKickingBobF) { file("pc\actors\Chot\xxx\MWrKikLw.ske",100,on,100); // //file("pc\actors\chot\xxx\MBxRjab.ske",60,on,150); //Throw right jab //file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,150); //Throw right uppercut //flag(_SXAAalignmovingslave); AlignAngle(0); TargetAngle(180); AttackHeight(20); AlignDistance(60); AlignSlack(70); DistanceSlack(40); AlignStartFrame(00); AlignNrFrames(10); AttachActionStartAtFrame(15); DamageFrame(20); Power(10); AttachAction(BobThrownBack); TargetAIClass(_AIclassangel); trigger(_DIRshoot); break(off); nrintframes(4); connections(CopIdle); } action(CopKickingBobB) { file("pc\actors\Chot\xxx\MWrKikLw.ske",100,on,100); // //file("pc\actors\chot\xxx\MBxRjab.ske",60,on,150); //Throw right jab //file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,150); //Throw right uppercut //flag(_SXAAalignmovingslave); AlignAngle(0); TargetAngle(0); AttackHeight(20); AlignDistance(60); AlignSlack(70); DistanceSlack(40); AlignStartFrame(00); AlignNrFrames(10); AttachActionStartAtFrame(15); DamageFrame(20); Power(10); AttachAction(BobThrownForwardLandAttached); TargetAIClass(_AIclassangel); trigger(_DIRshoot); break(off); nrintframes(4); connections(CopIdle); } action(CopSlammingBob) { file("pc\actors\MultiAnm\xxx\BSlmChot.ske",100,on,100); flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation); AlignAngle(180); TargetAngle(0); AttackHeight(100); AlignDistance(100); AlignSlack(40); DistanceSlack(40); AlignStartFrame(00); AlignNrFrames(10); AttachActionStartAtFrame(0); DamageFrame(20); Power(1); AttachAction(BobSlamLink); TargetAIClass(_AIclassangel); //ActionSubRoutine(Sub_RandomKickedSFX); trigger(_allDIR); break(off); nrintframes(4); connections(CopIdle); } SubRoutine(Sub_KickedHandler) { //CallSub(Sub_RandomKickedSFX); call(AIchangemetoenemy); } action(ChotRunSlamFLink) { // file("pc\actors\Chot\xxx\ThrnHldL.ske",100,on); //Left Hold frame #1 file("pc\actors\MultiAnm\xxx\ChRnSlmL.ske",100,off); //Left land on face trigger(_alldir); break(off); nrintframes(4); //Move(5,0,0); ActionSubRoutine(Sub_SetThrown); connections(CopThrownLeftLand); } action(ChotRunSlamF) { file("pc\actors\MultiAnm\xxx\ChRnSlm.ske",100,on,100); //flying double foot stomp kick. flip to feet //file("pc\actors\chot\xxx\MBxRjab.ske",60,on,150); //Throw right jab //file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,150); //Throw right uppercut flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation); AIClass(_AIclassmale|_AIclasschot); AlignAngle(20); TargetAngle(180); AttackHeight(50); AlignDistance(110); AlignSlack(50); DistanceSlack(50); AlignStartFrame(4); AlignNrFrames(1); AttachActionStartAtFrame(0); DamageFrame(5); Power(10); // AttachAction(GENThrownLeft); AttachAction(ChotRunSlamFLink); TargetAIClass(_AIClassAllButAngel); ActionSubRoutine(Sub_ChangeMeToEnemy); trigger(_DIRshoot); break(off); nrintframes(2); connections(CopIdle); } action(ChotRunSlamBLink) { // file("pc\actors\Chot\xxx\ThrnHldL.ske",100,on); //Left Hold frame #1 file("pc\actors\MultiAnm\xxx\ChRnSlmR.ske",100,off); //Left land on face trigger(_alldir); break(off); nrintframes(4); //Move(5,0,0); ActionSubRoutine(Sub_SetThrown); connections(CopThrownRightLand); } action(ChotRunSlamB) { file("pc\actors\MultiAnm\xxx\ChRnSlm.ske",100,on,100); //flying double foot stomp kick. flip to feet flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation); AIClass(_AIclassmale|_AIclasschot); AlignAngle(20); TargetAngle(0); AttackHeight(50); AlignDistance(110); AlignSlack(50); DistanceSlack(50); AlignStartFrame(4); AlignNrFrames(1); AttachActionStartAtFrame(0); DamageFrame(5); Power(10); AttachAction(ChotRunSlamBLink); TargetAIClass(_AIClassAllButAngel); ActionSubRoutine(Sub_ChangeMeToEnemy); trigger(_DIRshoot); break(off); nrintframes(2); connections(CopIdle); } action(CopStompKickF) { file("pc\actors\Chot\xxx\MFlStmp2.ske",50,on,100); //flying double foot stomp kick. flip to feet file("pc\actors\Chot\xxx\MSpinKk2.ske",100,on,100); //flying spinning back heel kick // file("pc\actors\Chot\xxx\MFlStmp1.ske",100,on,100); //flying double foot stomp kick. flip to feet // file("pc\actors\Chot\xxx\Mkipup.ske",100,on,100); //flying double foot stomp kick. flip to feet //file("pc\actors\chot\xxx\MBxRjab.ske",60,on,150); //Throw right jab //file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,150); //Throw right uppercut flag(_SXAAalignmovingslave); AlignAngle(0); TargetAngle(180); AttackHeight(50); AlignDistance(110); AlignSlack(50); DistanceSlack(50); AlignStartFrame(00); AlignNrFrames(10); AttachActionStartAtFrame(9); DamageFrame(9); Power(10); AttachAction(GENThrownBack); TargetAIClass(_AIClassAllButAngel); ActionSubRoutine(Sub_ChangeMeToEnemy); trigger(_DIRshoot); break(off); nrintframes(4); connections(CopIdle); } action(CopStompKickB) { file("pc\actors\Chot\xxx\MFlStmp2.ske",50,on,100); //flying double foot stomp kick. flip to feet file("pc\actors\Chot\xxx\MSpinKk2.ske",100,on,100); //Spinning flying kick //file("pc\actors\chot\xxx\MBxRjab.ske",60,on,150); //Throw right jab //file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,150); //Throw right uppercut flag(_SXAAalignmovingslave); AlignAngle(0); TargetAngle(0); AttackHeight(50); AlignDistance(110); AlignSlack(50); DistanceSlack(50); AlignStartFrame(00); AlignNrFrames(10); AttachActionStartAtFrame(9); DamageFrame(9); Power(10); AttachAction(CopThrownForwardFromKick); TargetAIClass(_AIClassAllButAngel); ActionSubRoutine(Sub_ChangeMeToEnemy); trigger(_DIRshoot); break(off); nrintframes(4); connections(CopIdle); } SubRoutine(Sub_ChotShoulderThrowSounds) { // If(vframe==13) // { // CallSub(Sub_RandomPunchedSFX); // } If(vframe==30) { CallSub(Sub_RandomPunchedSFX); } } action(ChotShoulderThrowLink) { file("pc\actors\MultiAnm\xxx\MSlmThwS.ske",100,on,100); //Cop Gun Strip Slave break(off); // ColSphereScale(50); // ColSphereYOffsetScale(100); ActionSubRoutine(Sub_ChotShoulderThrowSounds); connections(GENGetUpFromBack); } action(ChotShoulderThrow) { file("pc\actors\MultiAnm\xxx\MSlmThwM.ske",100,on,100); //Chot slam throw guy over head and backwards. flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation); AIClass(_AIclassmale|_AIclasschot); AlignAngle(0); TargetAngle(180); AttackHeight(70); AlignDistance(135); AlignSlack(40); DistanceSlack(60); AlignStartFrame(0); AlignNrFrames(1); AttachActionStartAtFrame(0); DamageFrame(30); Power(10); AttachAction(ChotShoulderThrowLink); TargetAIClass(_AIClassAllButAngel); ActionSubRoutine(Sub_ChangeMeToEnemy); trigger(_DIRshoot); break(off); nrintframes(4); connections(CopIdle); } action(CopStripGunLink) { file("pc\actors\Chot\xxx\CpGnStrS.ske",100,on,115); //Cop Gun Strip Slave break(off); ColSphereScale(50); ColSphereYOffsetScale(100); ActionSubRoutine(Sub_RemoveGun); connections(GENGetUpFromBack); } action(CopStripGun) { file("pc\actors\Chot\xxx\CpGnStrM.ske",25,on,115); //Cop Gun Strip Elbow file("pc\actors\Chot\xxx\CpGnStKM.ske",35,on,115); //Cop Gun Strip Side Kick file("pc\actors\Chot\xxx\CpGnSK2M.ske",65,on,115); //Cop Gun Strip Front Stomp Kick file("pc\actors\Chot\xxx\CpGnSK3M.ske",100,on,115); //Cop Gun Strip jumping spinning back heel kick flag(_SXAAalignmovingslave); AIClass(_AIclassMale|_AIclasscop); AlignAngle(0); TargetAngle(180); AttackHeight(70); AlignDistance(90); AlignSlack(40); DistanceSlack(40); AlignStartFrame(00); AlignNrFrames(10); AttachActionStartAtFrame(0); DamageFrame(16); Power(10); AttachAction(CopStripGunLink); TargetAIClass(_AIClassAllButAngel); trigger(_DIRshoot); break(off); nrintframes(4); connections(CopIdle); } action(CopStripGunBob) { // file("pc\actors\Chot\xxx\CpGnStrM.ske",25,on,115); //Cop Gun Strip Elbow file("pc\actors\Chot\xxx\CpGnStKM.ske",50,on,115); //Cop Gun Strip Side Kick // file("pc\actors\Chot\xxx\CpGnSK2M.ske",65,on,115); //Cop Gun Strip Front Stomp Kick file("pc\actors\Chot\xxx\CpGnSK3M.ske",100,on,115); //Cop Gun Strip jumping spinning back heel kick flag(_SXAAalignmovingslave); AlignAngle(0); TargetAngle(180); AttackHeight(65); AlignDistance(90); AlignSlack(40); DistanceSlack(40); AlignStartFrame(00); AlignNrFrames(10); AttachActionStartAtFrame(16); DamageFrame(16); Power(10); AttachAction(BobThrownBack); TargetAIClass(_AIclassangel); trigger(_DIRshoot); break(off); nrintframes(4); connections(CopIdle); } action(CopGunButFLink) { file("pc\actors\Chot\xxx\MStgrBk1.ske",100,on,100); break(off); ColSphereScale(50); ActionSubRoutine(Sub_RandomPunchedSFX); ColSphereYOffsetScale(100); connections(GenIdle); } action(CopGunButBLink) { file("pc\actors\Chot\xxx\ThrnSpnB.ske",100,on,100); break(off); ColSphereScale(50); ActionSubRoutine(Sub_RandomPunchedSFX); ColSphereYOffsetScale(100); connections(CopGetUpFromGunButB); } action(CopGetUpFromGunButB) { file("pc\actors\chot\xxx\thrspbst.ske",100,off,100); trigger(_DIRalive); break(off); collision(on); nrintframes(8); connections(GenIdle); } action(CopCloseRange) { file("pc\actors\chot\xxx\MShPmph.ske",100,on,100,_AIclassCloseRange); AIClass(_AIclassCloseRange|_AIclassMale|_AIclassFemale); trigger(_DIRshoot|_DIRHaveGun|_DIRcombatmode); break(on); nrintframes(0); connections(CopSpreadOutGun,CopCloseRange,CopIdle); } action(CopGunButF) { file("pc\actors\Chot\xxx\MWrPsBk2.ske",100,on,100); //Throw left jab //file("pc\actors\chot\xxx\MBxRjab.ske",60,on,150); //Throw right jab //file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,150); //Throw right uppercut flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation); AlignAngle(0); TargetAngle(180); AttackHeight(70); AlignDistance(100); AlignSlack(40); DistanceSlack(50); AlignStartFrame(00); AlignNrFrames(10); AttachActionStartAtFrame(11); DamageFrame(11); Power(15); AttachAction(CopGunButFLink); TargetAIClass(_AIClassAllButAngel); trigger(_DIRshoot); break(off); nrintframes(4); connections(CopIdle); } action(CopGunButB) { file("pc\actors\Chot\xxx\MWrPsBk2.ske",100,on,100); //Throw left jab //file("pc\actors\chot\xxx\MBxRjab.ske",60,on,150); //Throw right jab //file("pc\actors\chot\xxx\MBxRUcut.ske",100,on,150); //Throw right uppercut flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation); AlignAngle(0); TargetAngle(0); AttackHeight(70); AlignDistance(100); AlignSlack(40); DistanceSlack(50); AlignStartFrame(00); AlignNrFrames(10); AttachActionStartAtFrame(11); DamageFrame(11); Power(15); AttachAction(CopGunButBLink); TargetAIClass(_AIClassAllButAngel); trigger(_DIRshoot); break(off); nrintframes(4); connections(CopIdle); } action(CopGunButBob) { file("pc\actors\Chot\xxx\MWrPsBk2.ske",100,on,100); //push back bob AlignAngle(0); TargetAngle(180); AttackHeight(70); AlignDistance(100); AlignSlack(40); DistanceSlack(40); AlignStartFrame(00); AlignNrFrames(10); AttachActionStartAtFrame(11); DamageFrame(11); Power(10); AttachAction(BobThrownBack); TargetAIClass(_AIclassangel); trigger(_DIRshoot); break(off); nrintframes(4); connections(GenIdle); } SubRoutine(Sub_riotLinkUp) { State(_clr,StateCrouching); ActorFlag(_clr,_AFLAGshieldon); } action(RiotArmSlamFLink) { file("pc\actors\Chot\xxx\MStgrBk1.ske",100,on,100); //file("pc\actors\chot\xxx\Mstun1g.ske",100,on);//sway around stunned ActionSubroutine(Sub_RandomPunchedSFX); break(off); //ColSphereScale(50); //ColSphereYOffsetScale(100); //connections(GenIdle); connections(RiotArmSlamFLinkStunned); } action(RiotArmSlamFLinkStunned) { file("pc\actors\chot\xxx\Mstun2g.ske",100,on);//sway around stunned nrintframes(21); break(off); connections(Genidle); } action(RiotArmSlamF) { file("pc\actors\CopRiot\xxx\RCmSlm2.ske",50,on,100); //double fist slam file("pc\actors\CopRiot\xxx\RCmclub.ske",100,on,100); //double fist slam flag(_SXAAalignmovingslave|_SXAAdisablecollision|_SXAAdisablerotation); AIClass(_AIclassRiotCop|_AIclassMale); AlignAngle(0); TargetAngle(180); AttackHeight(70); AlignDistance(100); AlignSlack(40); DistanceSlack(140); AlignStartFrame(00); AlignNrFrames(10); AttachActionStartAtFrame(11); DamageFrame(11); Power(30); AttachAction(RiotArmSlamFLink); TargetAIClass(_AIClassAllButAngel); ActionSubRoutine(Sub_RiotLinkUp); trigger(_DIRshoot); break(off); nrintframes(4); connections(CopIdle); } /* ************* Standard moves with gun ******************* */ action(CopWalkGun) { file("pc\actors\Chot\xxx\Mwkshtcg.ske",100,on,100,-1,_DIRhavegun); //walkshoot file("pc\actors\Chot\xxx\MWkCNGFw.ske",100,on,100); //combat without gun //file("pc\actors\Chot\xxx\Mwkfwwg2.ske",100,on); //patrol trigger(_DIRwalking|_DIRforward|_DIRwalking); break(on); offset(5); nrintframes(8); connections(CopKickingBobF,CopKickingBobB,CopSpreadOutGun,CopIdle); } action(CopWalkBackGun) { file("pc\actors\Chot\xxx\Mwkbk.ske",100,on,100,-1,_DIRhavegun); file("pc\actors\Chot\xxx\MWkCNGB.ske",100,on,100); //combat without gun nrintframes(8); trigger(_DIRwalking|_DIRbackward); break(on); offset(30); connections(CopSpreadOutGun,CopIdle); } action(CopWalkLGun) { file("pc\actors\Chot\xxx\mshwk90l.ske",100,on,100,-1,_DIRhavegun); file("pc\actors\Chot\xxx\MWkCNGL.ske",100,on,100); //combat without gun nrintframes(8); trigger(_DIRwalking|_DIRsideleft); break(on); offset(14); connections(CopSpreadOutGun,CopIdle); } action(CopWalkRGun) { file("pc\actors\Chot\xxx\mshwk90r.ske",100,on,100,-1,_DIRhavegun); file("pc\actors\Chot\xxx\MWkCNGR.ske",100,on,100); //combat without gun nrintframes(8); trigger(_DIRwalking|_DIRsideright); break(on); offset(0); connections(CopSpreadOutGun,CopIdle); } action(CopWalkDiagFLGun) { file("pc\actors\chot\xxx\mshwk45l.ske",100,on,100,-1,_DIRhavegun); file("pc\actors\Chot\xxx\MWkCNGFL.ske",100,on,100); //combat without gun trigger(_DIRwalking|_DIRsideleft|_DIRforward); break(on); nrintframes(8); offset(15) connections(CopSpreadOutGun,CopIdle); } action(CopWalkDiagFRGun) { file("pc\actors\chot\xxx\mshwk45r.ske",100,on,100,-1,_DIRhavegun); file("pc\actors\Chot\xxx\MWkCNGFR.ske",100,on,100); //combat without gun trigger(_DIRwalking|_DIRsideright|_DIRforward); break(on); nrintframes(8); offset(30) connections(CopSpreadOutGun,CopIdle); } action(CopWalkDiagBLGun) { file("pc\actors\chot\xxx\mwkbk45l.ske",100,on,100,-1,_DIRhavegun); file("pc\actors\Chot\xxx\MWkCNGBL.ske",100,on,100); //combat without gun trigger(_DIRwalking|_DIRsideleft|_DIRbackward); break(on); offset(30) nrintframes(8); connections(CopSpreadOutGun,CopIdle); } action(CopWalkDiagBRGun) { file("pc\actors\chot\xxx\mwkbk45r.ske",100,on,100,-1,_DIRhavegun); file("pc\actors\Chot\xxx\MWkCNGBR.ske",100,on,100); //combat without gun trigger(_DIRwalking|_DIRsideright|_DIRbackward); break(on); offset(30) nrintframes(8); connections(CopSpreadOutGun,CopIdle); } action(CopRunGun) { file("pc\actors\Chot\xxx\MRnSht4.ske",100,on,100,-1,_DIRhavegun); // file("pc\actors\Chot\xxx\MRnSht3.ske",100,on); file("pc\actors\Chot\xxx\Mrun1f.ske",100,on); trigger(_DIRforward); break(on); offset(8); nrintframes(8); soundlevel(100); connections(ChotRunSlamF,ChotRunSlamB,CopStompKickF,CopStompKickB,CopSpreadOutGun,CopIdle); } action(CopRunBackGun) { file("pc\actors\Chot\xxx\MrnBkcyv.ske",30,on);//variation: look back over left shoulder file("pc\actors\Chot\xxx\Mrnbkcyp.ske",100,on); nrintframes(8); trigger(_DIRbackward); break(on); offset(13) soundlevel(100); connections(CopSpreadOutGun,CopIdle); } action(CopRunLGun) { file("pc\actors\Chot\xxx\mrnshtr.ske",100,on,100,-1,_DIRhavegun); file("pc\actors\Chot\xxx\Mrun1l.ske",100,on); nrintframes(8); trigger(_DIRsideleft); break(on); offset(10) soundlevel(100); connections(CopSpreadOutGun,CopIdle); } action(CopRunRGun) { file("pc\actors\Chot\xxx\mrnshtl.ske",100,on,100,-1,_DIRhavegun); file("pc\actors\Chot\xxx\Mrun1r.ske",100,on); nrintframes(8); trigger(_DIRsideright); break(on); offset(9) soundlevel(100); connections(CopSpreadOutGun,CopIdle); } action(CopRunDiagFLGun) { file("pc\actors\chot\xxx\mrnsh45r.ske",100,on,100,-1,_DIRhavegun); file("pc\actors\Chot\xxx\Mrun1fl.ske",100,on); trigger(_DIRsideleft|_DIRforward); break(on); offset(9) nrintframes(8); soundlevel(100); connections(CopSpreadOutGun,CopIdle); } action(CopRunDiagFRGun) { file("pc\actors\chot\xxx\mrnsh45l.ske",100,on,100,-1,_DIRhavegun); file("pc\actors\Chot\xxx\Mrun1fr.ske",100,on); trigger(_DIRsideright|_DIRforward); break(on); offset(10) nrintframes(8); soundlevel(100); connections(CopSpreadOutGun,CopIdle); } action(CopRunDiagBLGun) { file("pc\actors\chot\xxx\mrnbk45l.ske",100,on); trigger(_DIRsideleft|_DIRbackward); break(on); nrintframes(8) offset(13) soundlevel(100); connections(CopSpreadOutGun,CopIdle); } action(CopRunDiagBRGun) { file("pc\actors\chot\xxx\mrnbk45r.ske",100,on); trigger(_DIRsideright|_DIRbackward); break(on); offset(13) nrintframes(8); soundlevel(100); connections(CopSpreadOutGun,CopIdle); } /* ************* Standard moves without gun ******************* */ action(CopWalk) { file("pc\actors\Chot\xxx\ChWlkF.ske",100,on,100,_AIclasschot,_DIRhavegun); //Chot shambling walk forward WITH GUN: file("pc\actors\Chot\xxx\ChWlkFN.ske",100,on,100,_AIclasschot); //Chot shambling walk forward NO GUN: file("pc\actors\pimp\xxx\pwalk.ske",100,on,100,_AIclasspimp); file("pc\actors\worker\xxx\wrkwlkf.ske",100,on,100,_AIclassworker); //file("pc\actors\Chot\xxx\Mwkbk.ske",100,on,100,-1,_DIRhavegun); //with gun non combat file("pc\actors\Chot\xxx\MWkNcGFw.ske",100,on,100,-1,_DIRhavegun); //carrying gun non combat file("pc\actors\Chot\xxx\MWkFNGF.ske",100,on,100,-1); //normal trigger(_DIRwalking|_DIRforward); break(on); offset(35); nrintframes(8); connections(CopSpreadOut,CopIdle); } action(CopWalkBack) { file("pc\actors\Chot\xxx\ChWlkB.ske",100,on,100,_AIclasschot); //Chot shambling walk backward file("pc\actors\pimp\xxx\pwalkbck.ske",100,on,100,_AIclasspimp); file("pc\actors\worker\xxx\wrkwlkb.ske",100,on,100,_AIclassworker); //normal // file("pc\actors\Chot\xxx\MWkBkv.ske",30,on);//variation: look back over left shoulder file("pc\actors\Chot\xxx\Mwkbngb.ske",100,on,100,-1); //file("pc\actors\Chot\xxx\MwkLmpBk.ske",100,on,100,-1); //limping nrintframes(8); trigger(_DIRwalking|_DIRbackward); break(on); offset(1); connections(CopSpreadOut,CopIdle); } action(CopWalkL) { file("pc\actors\Chot\xxx\ChWlkL.ske",100,on,100,_AIclasschot,_DIRhavegun); //Chot shambling walk WITH GUN: file("pc\actors\Chot\xxx\ChWlkLN.ske",100,on,100,_AIclasschot); //Chot shambling walk left file("pc\actors\worker\xxx\wrkwlkl.ske",100,on,100,_AIclassworker); file("pc\actors\Chot\xxx\MWkNcGL.ske",100,on,100,-1,_DIRhavegun); //carrying gun non combt file("pc\actors\Chot\xxx\MWkFNGL.ske",100,on); nrintframes(8); trigger(_DIRwalking|_DIRsideleft); break(on); offset(35); connections(CopSpreadOut,CopIdle); } action(CopWalkR) { file("pc\actors\Chot\xxx\ChWlkR.ske",100,on,100,_AIclasschot,_DIRhavegun); //Chot shambling walk WITH GUN: file("pc\actors\Chot\xxx\ChWlkRN.ske",100,on,100,_AIclasschot); //Chot shambling walk right file("pc\actors\worker\xxx\wrkwlkr.ske",100,on,100,_AIclassworker); file("pc\actors\Chot\xxx\MWkNcGR.ske",100,on,100,-1,_DIRhavegun); //carrying gun non combat file("pc\actors\Chot\xxx\MWkFNGR.ske",100,on); nrintframes(8); trigger(_DIRwalking|_DIRsideright); break(on); offset(35); connections(CopSpreadOut,CopIdle); } action(CopWalkDiagFL) { file("pc\actors\Chot\xxx\ChWlkFL.ske",100,on,100,_AIclasschot,_DIRhavegun); //Chot shambling walk WITH GUN: file("pc\actors\Chot\xxx\ChWlkFLN.ske",100,on,100,_AIclasschot); //Chot shambling walk forward left file("pc\actors\worker\xxx\wrkwlkfl.ske",100,on,100,_AIclassworker); file("pc\actors\Chot\xxx\MWkNcGFL.ske",100,on,100,-1,_DIRhavegun); //carrying gun non combat file("pc\actors\Chot\xxx\MWkFNGFL.ske",100,on); trigger(_DIRwalking|_DIRsideleft|_DIRforward); break(on); nrintframes(8); offset(35) connections(CopSpreadOut,CopIdle); } action(CopWalkDiagFR) { file("pc\actors\Chot\xxx\ChWlkFR.ske",100,on,100,_AIclasschot,_DIRhavegun); //Chot shambling walk WITH GUN: file("pc\actors\Chot\xxx\ChWlkFRN.ske",100,on,100,_AIclasschot); //Chot shambling walk forward right file("pc\actors\worker\xxx\wrkwlkfr.ske",100,on,100,_AIclassworker); file("pc\actors\Chot\xxx\MWkNcGFR.ske",100,on,100,-1,_DIRhavegun); //carrying gun non combat file("pc\actors\Chot\xxx\MWkFNGFR.ske",100,on); trigger(_DIRwalking|_DIRsideright|_DIRforward); break(on); nrintframes(8); offset(35) connections(CopSpreadOut,CopIdle); } action(CopWalkDiagBL) { file("pc\actors\Chot\xxx\ChWlkBL.ske",100,on,100,_AIclasschot); //Chot shambling walk backward left file("pc\actors\worker\xxx\wrkwlkbl.ske",100,on,100,_AIclassworker); file("pc\actors\Chot\xxx\MwkbngbL.ske",100,on); trigger(_DIRwalking|_DIRsideleft|_DIRbackward); break(on); offset(1) nrintframes(8); connections(CopSpreadOut,CopIdle); } action(CopWalkDiagBR) { file("pc\actors\Chot\xxx\ChWlkBR.ske",100,on,100,_AIclasschot); //Chot shambling walk backward right file("pc\actors\worker\xxx\wrkwlkbr.ske",100,on,100,_AIclassworker); file("pc\actors\Chot\xxx\MwkbngbR.ske",100,on); trigger(_DIRwalking|_DIRsideright|_DIRbackward); break(on); offset(1) nrintframes(8); connections(CopSpreadOut,CopIdle); } action(CopRun) { file("pc\actors\pimp\xxx\prun.ske",100,on,115,_AIclasspimp); file("pc\actors\Chot\xxx\Mrun1f.ske",100,on); trigger(_DIRforward); break(on); offset(7) nrintframes(8); connections(ChotRunSlamF,ChotRunSlamB,CopStompKickF,CopStompKickB,CopSpreadOut,CopIdle); } action(CopRunBack) { file("pc\actors\pimp\xxx\prunback.ske",100,on,100,_AIclasspimp); file("pc\actors\Chot\xxx\Mrun1bv.ske",30,on);//variation: look back over left shoulder file("pc\actors\Chot\xxx\Mrun1b.ske",100,on); // intforloop(on); nrintframes(8); trigger(_DIRbackward); break(on); offset(16) connections(CopSpreadOut,CopIdle); } action(CopRunL) { file("pc\actors\Chot\xxx\Mrun1l.ske",100,on); nrintframes(8); trigger(_DIRsideleft); break(on); offset(7) connections(CopSpreadOut,CopIdle); } action(CopRunR) { file("pc\actors\Chot\xxx\Mrun1r.ske",100,on); nrintframes(8); trigger(_DIRsideright); break(on); offset(7) connections(CopSpreadOut,CopIdle); } action(CopRunDiagFL) { file("pc\actors\Chot\xxx\Mrun1fl.ske",100,on); trigger(_DIRsideleft|_DIRforward); break(on); offset(7) nrintframes(8); connections(CopSpreadOut,CopIdle); } action(CopRunDiagFR) { file("pc\actors\Chot\xxx\Mrun1fr.ske",100,on); trigger(_DIRsideright|_DIRforward); break(on); offset(7) nrintframes(8); connections(CopSpreadOut,CopIdle); } action(CopRunDiagBL) { file("pc\actors\Chot\xxx\Mrun1bl.ske",100,on); trigger(_DIRsideleft|_DIRbackward); break(on); nrintframes(8) offset(16) connections(CopSpreadOut,CopIdle); } action(CopRunDiagBR) { file("pc\actors\Chot\xxx\Mrun1br.ske",100,on); trigger(_DIRsideright|_DIRbackward); break(on); offset(16) nrintframes(8); connections(CopSpreadOut,CopIdle); } /* ************* Hide moves ******************* */ action(CopHideLeanLeftS) { file("pc\actors\Chot\xxx\WTrnLS.ske",100,off); trigger(_allDIR); break(off); nrintframes(4); connections(CopHideLeanLeftI); } action(CopHideLeanLeftI) { file("pc\actors\Chot\xxx\WTrnLIdl.ske",70,on); file("pc\actors\Chot\xxx\WTrnLluk.ske",100,on); trigger(_allDIR); break(off); nrintframes(4); connections(CopHideLeanLeftShoot,CopHideLeanLeftGrenade,CopHideLeanLeftI); } action(CopHideLeanLeftE) { file("pc\actors\Chot\xxx\WTrnLE.ske",100,off); trigger(_allDIR); break(off); nrintframes(4); connections(CopIdle); } action(CopHideLeanLeftShoot) { file("pc\actors\chot\xxx\WTrnLFL.ske",100,on,100,_AIclassHipGun); file("pc\actors\chot\xxx\WTrnLFPm.ske",100,on,100,_AIclassHipGun); file("pc\actors\chot\xxx\WTrnLFL.ske",100,on,100,_AIclasslightgun); file("pc\actors\chot\xxx\WTrnLFHv.ske",100,on,100,-1); //heavy recoil? trigger(_DIRshoot|_DIRHaveGun); break(off); nrintframes(1); connections(CopHideLeanLeftI); } action(CopHideLeanLeftGrenade) { file("pc\actors\chot\xxx\WTrnLThg.ske",100,off); trigger(_DIRGrenade); break(off); nrintframes(1); connections(CopHideLeanLeftI); } //--- action(CopHideLeanRightS) { file("pc\actors\Chot\xxx\WTrnRS2.ske",100,off); trigger(_allDIR); break(off); nrintframes(4); connections(CopHideLeanRightI); } action(CopHideLeanRightI) { //XXX Tmp copy from CopIdle file("pc\actors\chot\xxx\MWryId2P.ske",10,on,100,_AIclassHipGun); file("pc\actors\chot\xxx\MWryId1P.ske",100,on,100,_AIclassHipGun); file("pc\actors\Chot\xxx\MWryIdl2.ske",10,on); //Look left and right file("pc\actors\Chot\xxx\MWryIdl1.ske",100,on); //Heavy Breathing trigger(_allDIR); break(off); nrintframes(4); connections(CopStandShoot,CopThrowGrenade,CopHideLeanRightI); } action(CopHideLeanRightE) { file("pc\actors\Chot\xxx\WTrnRE2.ske",100,off); trigger(_allDIR); break(off); nrintframes(4); connections(CopIdle); } action(CopHideRoll) { file("pc\actors\Chot\xxx\MDivNRol.ske",100,off); trigger(_allDIR); break(off); nrintframes(4); connections(CopIdle); } action(Cop180) { file("pc\actors\Chot\xxx\MWryTrAr.ske",100,on); trigger(_allDIR); break(off); offset(12); nrintframes(4); ApplyRotationToRootInEnd(180); connections(CopSpreadOut,CopIdle); } //---- action(CopHideCrouchLeanLeftS) { file("pc\actors\Chot\xxx\WCrLfSt.ske",100,off); trigger(_allDIR); break(off); nrintframes(4); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopHideCrouchLeanLeftI,CopCrouchTurnRight,CopCrouchTurnLeft); } action(CopHideCrouchLeanLeftI) { file("pc\actors\Chot\xxx\WCrLfIdl.ske",100,on); trigger(_allDIR); break(on); nrintframes(4); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopHideCrouchLeanLeftG,CopHideCrouchLeanLeftI,CopCrouchTurnRight,CopCrouchTurnLeft); } action(CopHideCrouchLeanLeftE) { file("pc\actors\Chot\xxx\WCrLfEnd.ske",100,off); trigger(_allDIR); break(off); nrintframes(4); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchTurnRight,CopCrouchTurnLeft,CopCrouchIdle); } action(CopHideCrouchLeanLeftG) { file("pc\actors\Chot\xxx\WCrLfGrn.ske",100,off); trigger(_DIRgrenade); break(off); nrintframes(4); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopHideCrouchLeanLeftE,CopCrouchTurnRight,CopCrouchTurnLeft); } //----- action(CopHideCrouchLeanRightS) { file("pc\actors\Chot\xxx\WCrRtSt.ske",100,off); trigger(_allDIR); break(off); nrintframes(4); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopHideCrouchLeanRightI,CopCrouchTurnRight,CopCrouchTurnLeft); } action(CopHideCrouchLeanRightI) { //XXX Tmp copy from CopCrouchIdle file("pc\actors\Chot\xxx\MCrIdle.ske",100,on); trigger(_allDIR); break(on); nrintframes(4); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchShoot,CopHideCrouchLeanRightG,CopHideCrouchLeanRightI,CopCrouchTurnRight,CopCrouchTurnLeft); } action(CopHideCrouchLeanRightE) { file("pc\actors\Chot\xxx\WCrRtEnd.ske",100,off); trigger(_allDIR); break(off); nrintframes(4); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopHideCrouchLeanRightG,CopCrouchTurnRight,CopCrouchTurnLeft,CopCrouchIdle); } action(CopHideCrouchLeanRightG) { file("pc\actors\Chot\xxx\MCrThrwG.ske",100,off); trigger(_DIRgrenade); break(off); nrintframes(4); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopHideCrouchLeanRightE,CopCrouchTurnRight,CopCrouchTurnLeft); } action(CopHideCrouchRoll) { file("pc\actors\Chot\xxx\MCrRF294.ske",100,off); trigger(_allDIR); break(off); nrintframes(4); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopHideCrouchLeanRightI,CopCrouchTurnRight,CopCrouchTurnLeft); } action(CopCrouch180) { file("pc\actors\Chot\xxx\MCrWTrA2.ske",100,off,100); trigger(_allDIR); break(off); nrintframes(4); ApplyRotationToRootInEnd(180); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchForward2,CopCrouchTurnRight,CopCrouchTurnLeft); } action(CopCrouchForward2) { file("pc\actors\Chot\xxx\MCrWlkF.ske",100,on); trigger(_allDIR); break(on); nrintframes(0); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchSpreadOut,CopCrouchTurnRight,CopCrouchTurnLeft,CopCrouchIdle); } /* ************* Crouching moves ******************* */ action(CopCrouchWoundLight) { file("pc\actors\Chot\xxx\MCrWnd1.ske",10,off); //Head. file("pc\actors\Chot\xxx\MCrWnd2.ske",100,off); //Stomach/chest. trigger(_DIRNotEndOfAnim); AIClass(_AIClassCopSkeleton); break(on); nrintframes(4); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchShoot,CopCrouchSpreadOut,CopCrouchIdle); } action(CopCrouchDead) { file("pc\actors\Chot\xxx\McrDeth1.ske",50,off); //collapse backward death file("pc\actors\Chot\xxx\McrDeth2.ske",100,off); //crawl death trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(off); ColSphereScale(50); ColSphereYOffsetScale(100); nrintframes(8); } action(CopCrouchDown) { file("pc\actors\chot\xxx\MCrStrtW.ske",100,off,100,-1,_DIRcombatmode); file("pc\actors\Chot\xxx\MCrStart.ske",100,off); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(off); nrintframes(4); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchTurnRight,CopCrouchTurnLeft,CopCrouchIdle); } action(CopCrouchUp) { file("pc\actors\chot\xxx\MCrEndW.ske",100,off,100,-1,_DIRcombatmode); file("pc\actors\Chot\xxx\MCrEnd.ske",100,off); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(off); nrintframes(4); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopSpreadOut,CopIdle); } action(CopCrouchShoot) { file("pc\actors\Chot\xxx\mcrhvfrh.ske",100,on); //knee down, heavy hold trigger(_DIRshoot|_DIRHaveGun); break(on); nrintframes(4); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchShoot,CopCrouchTurnRight,CopCrouchTurnLeft,CopCrouchIdle); } action(CopCrouchLightRecoil) { file("pc\actors\Chot\xxx\mcrltfr.ske",100,on); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(off); nrintframes(0); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchShoot,CopCrouchIdle); } action(CopCrouchGrenade) { file("pc\actors\Chot\xxx\mcrthrwg.ske",100,on); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(off); nrintframes(0); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchSpreadOut,CopCrouchIdle); } action(CopCrouchHeavyRecoil) { file("pc\actors\Chot\xxx\mcrhvfrp.ske",100,on,140,_AIclassHipGun); file("pc\actors\Chot\xxx\mcrhvfr.ske",100,on,140,-1); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(off); nrintframes(0); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchShoot,CopCrouchIdle); } action(CopCrouchIdle) { file("pc\actors\CopRiot\xxx\RCrShldS.ske",100,off,100,_AIclassRiotCop); file("pc\actors\CopRiot\xxx\RCrShldL.ske",100,on,100,_AIclassRiotCop); file("pc\actors\Chot\xxx\MCrIdle.ske",100,on); trigger(_allDIR); break(on); nrintframes(4); ColSphereScale(50); ColSphereYOffsetScale(100); connections(RiotArmSlamF,CopCrouchShoot,CopCrouchTurnRight,CopCrouchTurnLeft,CopCrouchSpreadOut,CopCrouchIdle); } action(CopCrouchSpreadOut) { file("pc\actors\Chot\xxx\MCrIdle.ske",100,on); trigger(_DIRmove); nrintframes(-1); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchForwardLeft,CopCrouchForwardRight,CopCrouchBackwardLeft,CopCrouchBackwardRight,CopCrouchForward,CopCrouchBackward,CopCrouchLeft,CopCrouchRight,CopCrouchRForwardLeft,CopCrouchRForwardRight,CopCrouchRBackwardLeft,CopCrouchRBackwardRight,CopCrouchRForward,CopCrouchRBackward,CopCrouchRLeft,CopCrouchRRight,CopCrouchTurnRight,CopCrouchTurnLeft); } action(CopCrouchRForward) { file("pc\actors\Chot\xxx\MCrRunF.ske",100,on,110); trigger(_DIRforward); break(on); nrintframes(4); soundlevel(100); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchSpreadOut,CopCrouchIdle); } action(CopCrouchRBackward) { file("pc\actors\Chot\xxx\MCrRunB.ske",100,on,110); trigger(_DIRbackward); break(on); offset(12); nrintframes(4); soundlevel(100); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchSpreadOut,CopCrouchIdle); } action(CopCrouchRLeft) { file("pc\actors\Chot\xxx\MCrRunL.ske",100,on,110); trigger(_DIRsideleft); break(on); offset(12); nrintframes(4); soundlevel(100); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchSpreadOut,CopCrouchIdle); } action(CopCrouchRRight) { file("pc\actors\Chot\xxx\MCrRunR.ske",100,on,110); trigger(_DIRsideright); break(on); offset(12); nrintframes(4); soundlevel(100); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchSpreadOut,CopCrouchIdle); } action(CopCrouchRForwardLeft) { file("pc\actors\Chot\xxx\MCrRunFL.ske",100,on,110); trigger(_DIRsideleft|_DIRforward); break(on); offset(12); nrintframes(4); soundlevel(100); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchSpreadOut,CopCrouchIdle); } action(CopCrouchRBackwardLeft) { file("pc\actors\Chot\xxx\MCrRunBL.ske",100,on,110); trigger(_DIRsideleft|_DIRbackward); break(on); offset(12); nrintframes(4); soundlevel(100); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchSpreadOut,CopCrouchIdle); } action(CopCrouchRForwardRight) { file("pc\actors\Chot\xxx\MCrRunFR.ske",100,on,110); trigger(_DIRsideright|_DIRforward); break(on); offset(12); nrintframes(4); soundlevel(100); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchSpreadOut,CopCrouchIdle); } action(CopCrouchRBackwardRight) { file("pc\actors\Chot\xxx\MCrRunBR.ske",100,on,110); trigger(_DIRsideright|_DIRbackward); break(on); offset(12); nrintframes(4); soundlevel(100); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchSpreadOut,CopCrouchIdle); } action(CopCrouchForward) { file("pc\actors\Chot\xxx\MCrWlkF.ske",100,on); trigger(_DIRwalking|_DIRforward); break(on); nrintframes(4); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchSpreadOut,CopCrouchIdle); } action(CopCrouchBackward) { file("pc\actors\Chot\xxx\MCrWlkB.ske",100,on); trigger(_DIRwalking|_DIRbackward); break(on); offset(12); nrintframes(4); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchSpreadOut,CopCrouchIdle); } action(CopCrouchLeft) { file("pc\actors\Chot\xxx\MCrStfL.ske",100,on); trigger(_DIRwalking|_DIRsideleft); break(on); offset(12); nrintframes(4); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchSpreadOut,CopCrouchIdle); } action(CopCrouchRight) { file("pc\actors\Chot\xxx\MCrStfR.ske",100,on); trigger(_DIRwalking|_DIRsideright); break(on); offset(12); nrintframes(4); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchSpreadOut,CopCrouchIdle); } action(CopCrouchForwardLeft) { file("pc\actors\Chot\xxx\MCrStLF.ske",100,on); trigger(_DIRwalking|_DIRsideleft|_DIRforward); break(on); offset(12); nrintframes(4); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchSpreadOut,CopCrouchIdle); } action(CopCrouchBackwardLeft) { file("pc\actors\Chot\xxx\MCrStLB.ske",100,on); trigger(_DIRwalking|_DIRsideleft|_DIRbackward); break(on); offset(12); nrintframes(4); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchSpreadOut,CopCrouchIdle); } action(CopCrouchForwardRight) { file("pc\actors\Chot\xxx\MCrStRF.ske",100,on); trigger(_DIRwalking|_DIRsideright|_DIRforward); break(on); offset(12); nrintframes(4); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchSpreadOut,CopCrouchIdle); } action(CopCrouchBackwardRight) { file("pc\actors\Chot\xxx\MCrStRB.ske",100,on); trigger(_DIRwalking|_DIRsideright|_DIRbackward); break(on); offset(12); nrintframes(4); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrouchSpreadOut,CopCrouchIdle); } action(ScientistWork) { file("pc\actors\Scientst\xxx\sci_idl1.ske",100,on); //use keypad trigger(_allDIR); break(on); nrintframes(8); intforloop(on); nomove(false) connections(CopSpreadOut,CopStandShoot,CopTurnLeft,CopTurnRight,CopIdle); } /* ************* Jump And Fall ******************* */ /* New jumping animations for the male characters. For run forward, run back and Jump in place. Run jump forward start: Chot\xxx\MRnJmpA.ske Run jump forward middle: Chot\xxx\MRnJmpB.ske Run jump forward peak. Go into jump fall: Chot\xxx\MRnJmpC.ske Run jump Backward start: Chot\xxx\MRBJmpA.ske Run jump Backward middle: Chot\xxx\MRBJmpB.ske Run jump Backward peak. Go into jump fall: Chot\xxx\MRBJmpC.ske */ ///////////////////////////////////////////////////////////// ////////////NEW JUMPING CODE///////////////////////////////// ///////////////////////////////////////////////////////////// // action(CopJump) //Lead directly to next animation { trigger(_DIRjump); AIClass(_AIClassCopSkeleton); nrintframes(-1); connections(CopJumpBL,CopJumpBR,CopJumpBackwards,CopJumpFL,CopJumpL,CopJumpFR,CopJumpR,CopJumpForward,CopJumpInPlace); } action(CopJumpHigh) { file("pc\actors\Chot\xxx\MJmpC.ske",100,off,100); //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100); move(0,CopJumpSpeedHigh,0); trigger(_DIRjump); nrintframes(4); break(off); // gravity(off); ydeltafromzeroframe(off); connections(CopFallInplace); } action(CopJumpMedium) { file("pc\actors\Chot\xxx\MJmpB.ske",100,off,100); //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100); move(0,CopJumpSpeedMiddle,0); trigger(_DIRjump); nrintframes(4); break(off); gravity(off); ydeltafromzeroframe(off); connections(CopJumpHigh,CopFallInplace); } action(CopJumpHighB) { file("pc\actors\Chot\xxx\MRBJmpC.ske",100,off,100); //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100); move(0,CopJumpSpeedHigh,0); trigger(_DIRjump); nrintframes(4); break(off); // gravity(off); ydeltafromzeroframe(off); connections(CopFallInplace); } action(CopJumpMediumB) { file("pc\actors\Chot\xxx\MRBJmpB.ske",100,off,100); //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100); move(0,CopJumpSpeedMiddle,0); trigger(_DIRjump); nrintframes(4); break(off); gravity(off); ydeltafromzeroframe(off); connections(CopJumpHighB,CopFallInplace); } action(CopJumpHighR) { file("pc\actors\Chot\xxx\MRnJmpC.ske",100,off,100); //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100); move(0,CopJumpSpeedHigh,0); trigger(_DIRjump); nrintframes(4); rotate(90); break(off); // gravity(off); ydeltafromzeroframe(off); connections(CopFallR); } action(CopJumpMediumR) { file("pc\actors\Chot\xxx\MRnJmpB.ske",100,off,100); //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100); move(0,CopJumpSpeedMiddle,0); trigger(_DIRjump); nrintframes(4); rotate(90); break(off); gravity(off); ydeltafromzeroframe(off); connections(CopJumpHighR,CopFallR); } action(CopJumpHighL) { file("pc\actors\Chot\xxx\MRnJmpC.ske",100,off,100); //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100); move(0,CopJumpSpeedHigh,0); trigger(_DIRjump); nrintframes(4); rotate(-90); break(off); // gravity(off); ydeltafromzeroframe(off); connections(CopFallL); } action(CopJumpMediumL) { file("pc\actors\Chot\xxx\MRnJmpB.ske",100,off,100); //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100); move(0,CopJumpSpeedMiddle,0); trigger(_DIRjump); nrintframes(4); rotate(-90); break(off); gravity(off); ydeltafromzeroframe(off); connections(CopJumpHighL,CopFallL); } action(CopJumpHigh45R) { file("pc\actors\Chot\xxx\MRnJmpC.ske",100,off,100); //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100); move(0,CopJumpSpeedHigh,0); trigger(_DIRjump); nrintframes(4); rotate(45); break(off); // gravity(off); ydeltafromzeroframe(off); connections(CopFallFR); } action(CopJumpMedium45R) { file("pc\actors\Chot\xxx\MRnJmpB.ske",100,off,100); //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100); move(0,CopJumpSpeedMiddle,0); trigger(_DIRjump); nrintframes(4); rotate(45); break(off); gravity(off); ydeltafromzeroframe(off); connections(CopJumpHigh45R,CopFallFR); } action(CopJumpHigh45L) { file("pc\actors\Chot\xxx\MRBJmpC.ske",100,off,100); //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100); move(0,CopJumpSpeedHigh,0); trigger(_DIRjump); nrintframes(4); rotate(-45); break(off); // gravity(off); ydeltafromzeroframe(off); connections(CopFallFL); } action(CopJumpMedium45L) { file("pc\actors\Chot\xxx\MRnJmpB.ske",100,off,100); //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100); move(0,CopJumpSpeedMiddle,0); trigger(_DIRjump); nrintframes(4); rotate(-45); break(off); gravity(off); ydeltafromzeroframe(off); connections(CopJumpHigh45L,CopFallFL); } action(CopJumpHighB45R) { file("pc\actors\Chot\xxx\MRBJmpC.ske",100,off,100); //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100); move(0,CopJumpSpeedHigh,0); trigger(_DIRjump); nrintframes(4); rotate(-45); break(off); // gravity(off); ydeltafromzeroframe(off); connections(CopFallBR); } action(CopJumpMediumB45R) { file("pc\actors\Chot\xxx\MRBJmpB.ske",100,off,100); //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100); move(0,CopJumpSpeedMiddle,0); trigger(_DIRjump); nrintframes(4); rotate(-45); break(off); gravity(off); ydeltafromzeroframe(off); connections(CopJumpHighB45R,CopFallBR); } action(CopJumpHighB45L) { file("pc\actors\Chot\xxx\MRnJmpC.ske",100,off,100); //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100); move(0,CopJumpSpeedHigh,0); trigger(_DIRjump); nrintframes(4); rotate(45); break(off); // gravity(off); ydeltafromzeroframe(off); connections(CopFallBL); } action(CopJumpMediumB45L) { file("pc\actors\Chot\xxx\MRBJmpB.ske",100,off,100); //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100); move(0,CopJumpSpeedMiddle,0); trigger(_DIRjump); nrintframes(4); rotate(45); break(off); gravity(off); ydeltafromzeroframe(off); connections(CopJumpHighB45L,CopFallBL); } action(CopJumpInPlace) { file("pc\actors\Chot\xxx\MJmpA.ske",100,off,100); //file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100); move(0,CopJumpSpeedLow,0); trigger(_DIRjump); nrintframes(4); break(off); gravity(off); ydeltafromzeroframe(off); connections(CopJumpMedium,CopFallInplace); } action(CopJumpForward) { file("pc\actors\Chot\xxx\MRnJmpA.ske",100,off,100); //file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100); trigger(_DIRforward); nrintframes(3); move(0,CopJumpSpeedLow,0); break(off); gravity(off); ydeltafromzeroframe(off); connections(CopJumpMedium,CopFallForward); } action(CopJumpL) { file("pc\actors\Chot\xxx\MRnJmpA.ske",100,off,100); trigger(_DIRsideleft); rotate(-90) nrintframes(5); move(0,CopJumpSpeedLow,0); offset(3) break(off); gravity(off); ydeltafromzeroframe(off); connections(CopJumpMediumL,CopFallL); } action(CopJumpFL) { file("pc\actors\Chot\xxx\MRnJmpA.ske",100,off,100); trigger(_DIRsideleft|_DIRforward); rotate(-45) nrintframes(5); move(0,CopJumpSpeedLow,0); offset(3) break(off); gravity(off); ydeltafromzeroframe(off); connections(CopJumpMedium45L,CopFallFL); } action(CopJumpR) { file("pc\actors\Chot\xxx\MRnJmpA.ske",100,off,100); trigger(_DIRsideright); rotate(90) nrintframes(5); move(0,CopJumpSpeedLow,0); offset(3) break(off); gravity(off); ydeltafromzeroframe(off); connections(CopJumpMediumR,CopFallR); } action(CopJumpFR) { file("pc\actors\Chot\xxx\MRnJmpA.ske",100,off,100); trigger(_DIRsideright|_DIRforward); rotate(45) nrintframes(5); move(0,CopJumpSpeedLow,0); offset(3) break(off); gravity(off); ydeltafromzeroframe(off); connections(CopJumpMedium45R,CopFallFR); } action(CopJumpBackwards) { file("pc\actors\Chot\xxx\MRBJmpA.ske",100,off,100); trigger(_DIRbackward); nrintframes(5); move(0,CopJumpSpeedLow,5); break(off); gravity(off); ydeltafromzeroframe(off); connections(CopJumpMediumB,CopFallBackwards); } action(CopJumpBR) { file("pc\actors\Chot\xxx\MRBJmpA.ske",100,off,100); trigger(_DIRbackward|_DIRsideright); nrintframes(5); move(0,CopJumpSpeedLow,0); break(off); gravity(off); rotate(-45) ydeltafromzeroframe(off); connections(CopJumpMedium45L,CopFallBR); } action(CopJumpBL) { file("pc\actors\Chot\xxx\MRBJmpA.ske",100,off,100); trigger(_DIRbackward|_DIRsideleft); nrintframes(5); move(0,CopJumpSpeedLow,0); break(off); gravity(off); rotate(45) ydeltafromzeroframe(off); connections(CopJumpMedium45R,CopFallBL); } /* ///////////////////////////////////////////////////////////// ////////////OLD JUMPING CODE///////////////////////////////// ///////////////////////////////////////////////////////////// // action(CopJump) //Lead directly to next animation { trigger(_DIRjump); AIClass(_AIClassCopSkeleton); nrintframes(-1); connections(CopJumpBL,CopJumpBR,CopJumpBackwards,CopJumpFL,CopJumpL,CopJumpFR,CopJumpR,CopJumpForward,CopJumpInPlace); } action(CopJumpInPlace) { file("pc\actors\chot\xxx\mjinplc6.ske",100,off,100); // file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100); // file("pc\actors\chot\xxx\mjinpl4a.ske",100,off,100); // file("pc\actors\Chot\xxx\MJinPl4b.ske",100,off,100); //Second Part trigger(_DIRjump); nrintframes(4); break(off); gravity(off); ydeltafromzeroframe(off); connections(CopFallInplace); } action(CopJumpForward) { //file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off); file("pc\actors\chot\xxx\tjump.ske",100,off,100,-1,_DIRhavegun); file("pc\actors\chot\xxx\tjumpng.ske",100,off); trigger(_DIRforward); nrintframes(0); offset(3); break(off); gravity(off); ydeltafromzeroframe(off); connections(CopFallForward); } action(CopJumpL) { //file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100); file("pc\actors\chot\xxx\tjump.ske",100,off,100,-1,_DIRhavegun); file("pc\actors\chot\xxx\tjumpng.ske",100,off); trigger(_DIRsideleft); rotate(-90) nrintframes(0); offset(3) break(off); gravity(off); ydeltafromzeroframe(off); connections(CopFallL); } action(CopJumpFL) { //file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100); file("pc\actors\chot\xxx\tjump.ske",100,off,100,-1,_DIRhavegun); file("pc\actors\chot\xxx\tjumpng.ske",100,off); trigger(_DIRsideleft|_DIRforward); rotate(-45) nrintframes(0); offset(3) break(off); gravity(off); ydeltafromzeroframe(off); connections(CopFallFL); } action(CopJumpR) { //file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100); file("pc\actors\chot\xxx\tjump.ske",100,off,100,-1,_DIRhavegun); file("pc\actors\chot\xxx\tjumpng.ske",100,off); trigger(_DIRsideright); rotate(90) nrintframes(0); offset(3) break(off); gravity(off); ydeltafromzeroframe(off); connections(CopFallR); } action(CopJumpFR) { //file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100); file("pc\actors\chot\xxx\tjump.ske",100,off,100,-1,_DIRhavegun); file("pc\actors\chot\xxx\tjumpng.ske",100,off); trigger(_DIRsideright|_DIRforward); rotate(45) nrintframes(0); offset(3) break(off); gravity(off); ydeltafromzeroframe(off); connections(CopFallFR); } action(CopJumpBackwards) { file("pc\actors\chot\xxx\arnbkjms.ske",100,off,100); // file("pc\actors\chot\xxx\arnbkjmb.ske",100,off,100); trigger(_DIRbackward); nrintframes(5); break(off); gravity(off); ydeltafromzeroframe(off); connections(CopFallBackwards); } action(CopJumpBR) { file("pc\actors\chot\xxx\arnbkjms.ske",100,off,100); // file("pc\actors\chot\xxx\arnbkjmb.ske",100,off,100); trigger(_DIRbackward|_DIRsideright); nrintframes(5); break(off); gravity(off); rotate(-45) ydeltafromzeroframe(off); connections(CopFallBR); } action(CopJumpBL) { file("pc\actors\chot\xxx\arnbkjms.ske",100,off,100); // file("pc\actors\chot\xxx\arnbkjmb.ske",100,off,100); trigger(_DIRbackward|_DIRsideleft); nrintframes(5); break(off); gravity(off); rotate(45) ydeltafromzeroframe(off); connections(CopFallBL); } */ action(CopfallForward) { file("pc\actors\Chot\xxx\MJmpFall.ske",100,on); //Male jump falling loop. //file("pc\actors\Chot\xxx\tjumph.ske",100,on,100,-1,_DIRhavegun); //file("pc\actors\Chot\xxx\tjumphng.ske",100,on); trigger(_AllDir); nrintframes(0); ydeltafromzeroframe(off); break(off); connections(CopfallForward); } action(CopfallFL) { file("pc\actors\Chot\xxx\MJmpFall.ske",100,on); //Male jump falling loop. //file("pc\actors\Chot\xxx\tjumph.ske",100,on,100,-1,_DIRhavegun); //file("pc\actors\Chot\xxx\tjumphng.ske",100,on); trigger(_AllDir); nrintframes(4); ydeltafromzeroframe(off); break(on); rotate(-45) connections(CopfallFL); } action(CopfallFR) { file("pc\actors\Chot\xxx\MJmpFall.ske",100,on); //Male jump falling loop. //file("pc\actors\Chot\xxx\tjumph.ske",100,on,100,-1,_DIRhavegun); //file("pc\actors\Chot\xxx\tjumphng.ske",100,on); trigger(_AllDir); nrintframes(4); ydeltafromzeroframe(off); break(on); rotate(45) connections(CopfallFR); } action(CopfallL) { file("pc\actors\Chot\xxx\MJmpFall.ske",100,on); //Male jump falling loop. //file("pc\actors\Chot\xxx\tjumph.ske",100,on,100,-1,_DIRhavegun); //file("pc\actors\Chot\xxx\tjumphng.ske",100,on); trigger(_AllDir); nrintframes(4); ydeltafromzeroframe(off); break(on); rotate(-90) connections(CopfallL); } action(CopfallR) { file("pc\actors\Chot\xxx\MJmpFall.ske",100,on); //Male jump falling loop. //file("pc\actors\Chot\xxx\tjumph.ske",100,on,100,-1,_DIRhavegun); //file("pc\actors\Chot\xxx\tjumphng.ske",100,on); trigger(_AllDir); nrintframes(4); ydeltafromzeroframe(off); break(on); rotate(90) connections(CopfallR); } action(CopfallInPlace) { file("pc\actors\Chot\xxx\MJmpFall.ske",100,on); //Male jump falling loop. // file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150); // file("pc\actors\Chot\xxx\MJinPl4b.ske",100,off,100); // file("pc\actors\Chot\xxx\MJinPl4c.ske",100,on,100); trigger(_AllDir); AIClass(_AIClassCopSkeleton); nrintframes(7); ydeltafromzeroframe(off); break(on); connections(CopfallInPlace); } action(CopfallBackwards) { file("pc\actors\Chot\xxx\MJmpFall.ske",100,on); //Male jump falling loop. //file("pc\actors\Chot\xxx\arnbkjml.ske",100,on,100); trigger(_AllDir); nrintframes(7); ydeltafromzeroframe(off); break(on); connections(CopfallBackwards); } action(CopfallBL) { file("pc\actors\Chot\xxx\MJmpFall.ske",100,on); //Male jump falling loop. //file("pc\actors\Chot\xxx\arnbkjml.ske",100,on,100); trigger(_AllDir); nrintframes(7); ydeltafromzeroframe(off); break(on); rotate(45) connections(CopfallBL); } action(CopfallBR) { file("pc\actors\Chot\xxx\MJmpFall.ske",100,on); //Male jump falling loop. //file("pc\actors\Chot\xxx\arnbkjml.ske",100,on,100); trigger(_AllDir); nrintframes(7); ydeltafromzeroframe(off); break(on); rotate(-45) connections(CopfallBR); } action(Copfall) //Fall when falling from edge only { file("pc\actors\Chot\xxx\MJmpFall.ske",100,on); //Male jump falling loop. // file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150); // file("pc\actors\Chot\xxx\afallfst.ske",100,on,150); trigger(_AllDir); AIClass(_AIClassCopSkeleton); nrintframes(7); offset(8); ydeltafromzeroframe(off); break(on); connections(CopFall); } action(CopTouchDown) { // file("pc\actors\Chot\xxx\mjmp4mg.ske",30,on); //this is when falling from higher places // file("pc\actors\Chot\xxx\mjmp4lg.ske",100,on); file("pc\actors\Chot\xxx\mjmp5lg.ske",100,on); trigger(_DIRNotEndOfAnim); AIClass(_AIClassCopSkeleton); nrintframes(5); break(on); connections(CopSpreadOut,CopStandShoot,CopTouchDown,CopIdle); } /* ************* Other Moves ******************* */ //hold frame action(CopStandShoot) { trigger(_DIRshoot|_DIRHaveGun|_DIRcombatmode); break(on); nrintframes(-1); connections(CopCloseRange,CopGunButBob,ChotShoulderThrow,CopGunButF,CopGunButB,CopStandShootAnims); } action(CopStandShootAnims) { file("pc\actors\chot\xxx\MShPmph.ske",100,on,100,_AIclassHipGun); //file("pc\actors\chot\xxx\mfrshtgh.ske",100,on,100,_AIclassHipGun); file("pc\actors\chot\xxx\MShLtH.ske",100,on,100,_AIclasslightgun); file("pc\actors\chot\xxx\Mfire3h2.ske",100,on,100,-1); trigger(_DIRshoot|_DIRHaveGun|_DIRcombatmode); break(on); nrintframes(0); connections(CopSpreadOutGun,CopStandShoot,CopTurnLeftCombat,CopTurnRightCombat,CopIdle); } action(CopHitWallStandShoot) { file("pc\actors\chot\xxx\Mfire3h2.ske",100,on); trigger(_DIRshoot|_DIRHaveGun|_DIRcombatmode); break(on); nrintframes(0); connections(CopHitWallSpreadOut); } action(CopHeavyRecoil) { file("pc\actors\chot\xxx\MShPmp.ske",100,on,100,_AIclassHipGun); file("pc\actors\chot\xxx\mfire3.ske",100,on,100,-1); trigger(_DIRNotEndOfAnim); AIClass(_AIClassCopSkeleton); break(on); nrintframes(4); //connections(CopSpreadOutGun,CopTurnLeftCombat,CopTurnRightCombat,CopHeavyRecoil,CopStandShoot,CopIdle); connections(CopSpreadOutGun,CopTurnLeftCombat,CopTurnRightCombat,CopHeavyRecoil,CopStandShoot,CopIdle); } action(CopLightRecoil) //Works as proxy because it has to be restarted if SpawnAction is called again { trigger(_AllDIR); nrintframes(-1); AIClass(_AIClassCopSkeleton); connections(CopLightRecoil2); } action(CopLightRecoil2) { //file("pc\actors\chot\xxx\Mfire3s2.ske",100,off); //file("pc\actors\Chot\xxx\MShLtS.ske",100,on); file("pc\actors\Chot\xxx\MShLRmb1.ske",25,on); file("pc\actors\Chot\xxx\MShLRmb2.ske",50,on); file("pc\actors\Chot\xxx\MShLRmb3.ske",75,on); file("pc\actors\Chot\xxx\MShLRmb4.ske",100,on); trigger(_DIRNotEndOfAnim); break(on); nrintframes(0); connections(CopSpreadOutGun,CopLightRecoil2,CopStandShoot,CopTurnLeftCombat,CopTurnRightCombat,CopIdle); } action(CopPressGun) { // file("pc\actors\Scientst\xxx\sci_idl4.ske",100,on,100,_AIclassscientist); //only the classscientist can operate console, operating console file("pc\actors\chot\xxx\MWrPshBt.ske",100,off,100,-1,_DIRcombatmode);//-1 means non-class specific, if in combat mode and you press action, use this anim file("pc\actors\chot\xxx\ATchButn.ske",100,off); trigger(_allDIR); AIClass(_AIClassCopSkeleton); nrintframes(4); break(off); connections(CopIdle); } action(CopPickup) { file("pc\actors\chot\xxx\Mpickupg.ske",100,off); trigger(_allDIR); AIClass(_AIClassCopSkeleton); nrintframes(4); break(off); connections(CopIdle); } action(CopPickupChest) { file("pc\actors\chot\xxx\MpickupF.ske",100,off); trigger(_allDIR); AIClass(_AIClassCopSkeleton); nrintframes(4); break(off); connections(CopIdle); } action(CopPickupCrouch) { file("pc\actors\Chot\xxx\MCrPikUp.ske",100,off); trigger(_allDIR); AIClass(_AIClassCopSkeleton); nrintframes(4); break(off); connections(CopCrouchIdle); } action(CopPossesed) { file("pc\actors\chot\xxx\MPoss3A.ske",100,on); trigger(_allDIR); AIClass(_AIClassCopSkeleton); nrintframes(4);//number of interpolation frames break(off);//unbreakable by any means soundlevel(0); connections(CopPossesed2);//with break(off) will not check connections until end of anim } action(CopPossesed2) { file("pc\actors\Chot\xxx\MPoss3B.ske",100,on);//if number after 'on' (100,on,"100") this number will control animation speed in percent trigger(_DIRNotEndOfAnim); break(on);//AI can break out, with break(on) it checks connection soundlevel(0); connections(CopSpreadOut,CopStandShoot,CopPossesed2,CopIdle); } action(CopDepossesed) { file("pc\actors\chot\xxx\Mstun1g.ske",50,on);//this anim occurs 50% of the time, smaller number occur first file("pc\actors\chot\xxx\Mstun2g.ske",100,on);//the rest of the time trigger(_allDIR); AIClass(_AIClassCopSkeleton); nrintframes(4); break(off); soundlevel(100); connections(CopIdle); } action(CopThrowGrenade) { file("pc\actors\chot\xxx\MthrwgrA.ske",100,on); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(off); nrintframes(4); connections(CopThrowGrenade2); } action(CopThrowGrenade2) { file("pc\actors\chot\xxx\MthrwgrB.ske",100,on); trigger(_DIRNotEndOfAnim); break(on); nrintframes(0); connections(CopSpreadOut,CopStandShoot,CopThrowGrenade2,CopIdle); } /* ************* Burned, steamed and blind ******************* */ action(CopGettingBurned) //When inside fire, moving head left and right { file("pc\actors\chot\xxx\MBrnThrs.ske",100,on); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(on); nrintframes(3); ydeltafromzeroframe(off); connections(CopBlindForward,CopBlindBackwards,CopGettingBurned); } action(CopBlindForward) //Walk slowly forward both inside and outside fire { file("pc\actors\chot\xxx\MBrnStgr.ske",100,on); trigger(_DIRforward); AIClass(_AIClassCopSkeleton); break(on); nrintframes(3); connections(CopBlindForward,CopBlindBackwards,CopBurnedIdle); } action(CopBlindBackwards) //Walk slowly backwards both inside and outside fire { file("pc\actors\chot\xxx\MBrnStbk.ske",100,on); trigger(_DIRbackward); AIClass(_AIClassCopSkeleton); break(on); nrintframes(3); connections(CopBlindForward,CopBlindBackwards,CopBurnedIdle); } action(CopBurnedIdle) //Inside and Outside fire, idle { file("pc\actors\chot\xxx\MBrnIdl.ske",100,on); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(on); nrintframes(3); connections(CopBlindForward,CopBlindBackwards,CopBurnedIdle); } action(CopBurningRunInCircle) //Running around in circle with the head on fire, then fall. { file("pc\actors\chot\xxx\MBrnRnAr.ske",100,on); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(off); nrintframes(3); connections(GENBurningRollOnFloor); } action(CopSlowGetUpFace) //Get back up from the ground { file("pc\actors\chot\xxx\Mstandf1.ske",100,on,100,-1,-1,Sub_GetUpClearThrown68); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(off); nrintframes(3); connections(CopBurnedIdle); } /////////////////////////// // ANIM FOR GAME INTRO /// /////////////////////////// Subroutine(CopDialogue) { if(Vframe>=780) { call(subtractHealth,0,4000); call(PlayerInput,1); // call(CutSceneEnd); state(_or,StateOnFire); } } // COP #1 : going back up on his feet. Non possessed action(CopIntroAnimCop) { file("pc\actors\MultiAnm\xxx\IntroCop.ske",100,on); trigger(_allDIR); break(off); ActionSubRoutine(CopDialogue); nrintframes(8); connections(CopIdle); } // COP #2 : cop possessed by Bob action(CopIntroAnimBob) { file("pc\actors\MultiAnm\xxx\IntroBob.ske",100,on); trigger(_allDIR); break(off); nrintframes(8); connections(CopIdle); } /* ************* Crawling+Being Dragged+Other deaths ******************* */ action(CopDragged) { file("pc\actors\chot\xxx\MDrgFH_A.ske",100,off); file("pc\actors\chot\xxx\MDrgFH_B.ske",100,on); trigger(_allDIR); nrintframes(3); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopDragged); } action(CopFallToCrawl) { //file("pc\actors\chot\xxx\MBrn2Kns.ske",100,off); file("pc\actors\chot\xxx\MBrkleg.ske",50,off,50); file("pc\actors\chot\xxx\MBrkleg2.ske",100,off); trigger(_allDIR); break(off); nrintframes(3); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrawlIdle); } action(CopCrawlForward) { file("pc\actors\chot\xxx\MCrwl2.ske",100,on); trigger(_DIRforward); break(on); nrintframes(8); ColSphereScale(50); ColSphereYOffsetScale(100); connections(GENCrawlSpreadOut); } action(CopCrawlBackwards) { file("pc\actors\chot\xxx\MCrwlbk.ske",100,on); trigger(_DIRbackward); break(on); nrintframes(8); ColSphereScale(50); ColSphereYOffsetScale(100); connections(GENCrawlSpreadOut); } action(CopCrawlTurnLeft) { file("pc\actors\chot\xxx\MCrwlbk.ske",100,on); trigger(_DIRright); trigger(_DIRleft); break(on); nomove(on); nrintframes(8); ColSphereScale(50); ColSphereYOffsetScale(100); connections(GENCrawlSpreadOut); } action(CopCrawlTurnRight) { file("pc\actors\chot\xxx\MCrwlbk.ske",100,on); trigger(_DIRright); break(on); nomove(on); nrintframes(8); ColSphereScale(50); ColSphereYOffsetScale(100); connections(GENCrawlSpreadOut); } action(CopCrawlIdle) { file("pc\actors\chot\xxx\MCrlidl3.ske",80,on); file("pc\actors\chot\xxx\MCrwlcl2.ske",100,on); trigger(_allDIR); break(on); nrintframes(8); ColSphereScale(50); ColSphereYOffsetScale(100); connections(GENCrawlSpreadOut); } /* action(CopCrawlIdle2) { file("pc\actors\chot\xxx\MLSd2Crl.ske",100,off); trigger(_allDIR); break(off); nrintframes(8); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrawlIdle3); } action(CopCrawlIdle1) { file("pc\actors\chot\xxx\MLSdIdl.ske",100,off); file("pc\actors\chot\xxx\MLSdIdl.ske",100,off); trigger(_allDIR); break(off); nrintframes(8); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrawlIdle2); } action(CopCrawlIdle) { file("pc\actors\chot\xxx\MCrlfalL.ske",100,off); //nomove(true); //move(2,0,0); trigger(_allDIR); break(off); nrintframes(8); ColSphereScale(50); ColSphereYOffsetScale(100); connections(CopCrawlIdle1); } */ action(CopCrawlDead) { file("pc\actors\Chot\xxx\mcrwlfal.ske",100,off); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(off); nrintframes(12); } action(CopHeadBlownOffDead) { file("pc\actors\Chot\xxx\MSnpHed.ske",100,off); //head blown clean off (scale down at frame 1, blood till frame 75) trigger(_allDIR); break(off); nrintframes(12); } action(CopStandDead) { file("pc\actors\Chot\xxx\mded1g.ske",17,off); //Face down file("pc\actors\Chot\xxx\mded2g.ske",34,off); //Face up file("pc\actors\Chot\xxx\mded3g.ske",51,off); //Face up file("pc\actors\Chot\xxx\mded4g.ske",68,off); //On side file("pc\actors\Chot\xxx\mded5g.ske",85,off); //face down file("pc\actors\behemoth\xxx\bdeth1.ske",100,off,200); //face down //MISSING: This causes an error, because anim does not stop when it selects MDED1, 2, 3 or 4 trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(off); nrintframes(12); } action(CopFallDead) { file("pc\actors\Chot\xxx\alndhard.ske",100,off); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(off); nrintframes(12); } action(ChotEatPeople) { file("pc\actors\Chot\xxx\MedWld2.ske",80,on); file("pc\actors\Chot\xxx\MedWld3.ske",100,on); trigger(_allDIR); break(on); nrintframes(8); intforloop(on); //nomove(true); connections(MedicWorking); } action(CopDizzy) { file("pc\actors\chot\xxx\Mstun2g.ske",50,on); file("pc\actors\chot\xxx\Mstun1g.ske",100,on); // file("pc\actors\chot\xxx\DrnkStgr.ske",100,off); trigger(_allDIR); break(off); intforloop(on); nrintframes(8); connections(CopDizzy); } action(CopReload) //Reloading weapon { file("pc\actors\chot\xxx\Mneidl4p.ske",100,off); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(off); nrintframes(4); intforloop(on); connections(CopIdle); } action(CopReloadCrouch) //Reloading weapon { file("pc\actors\chot\xxx\MCrRelod.ske",100,off); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(off); nrintframes(4); intforloop(on); connections(CopCrouchIdle); } action(CopPakWeaponDrift) //drifting down with pak weapon { file("pc\actors\Chot\xxx\ChCptrFl.ske",100,off); trigger(_allDIR); AIClass(_AIClassCopSkeleton); break(off); nrintframes(10); intforloop(on); move(0,40,0); connections(CopIdle); } ///////////////////////////////////// /////// D J - K Y D ///////// ///////////////////////////////////// action(DJPuke) { file("pc\actors\D J\xxx\Dj_booo.ske",100,on); trigger(_allDIR); break(off); nrintframes(12); intforloop(on); connections(GenIdle); } action(DJChillyChill1) { file("pc\actors\D J\xxx\Dj_idle.ske",100,on); trigger(_allDIR); break(off); nrintframes(12); intforloop(on); connections(GenIdle); } action(DJChillyChill2) { file("pc\actors\D J\xxx\Dj_sign1.ske",100,on); trigger(_allDIR); break(off); nrintframes(12); intforloop(on); connections(GenIdle); } action(DJChillyChill3) { file("pc\actors\D J\xxx\Dj_sign2.ske",100,on); trigger(_allDIR); break(off); nrintframes(12); intforloop(on); connections(GenIdle); } action(DJSpinRekids) { file("pc\actors\D J\xxx\Dj_spin.ske",100,on); trigger(_allDIR); break(off); nrintframes(12); intforloop(on); connections(GenIdle); } ///////////////////////////////////// /////// D W E L L E R ///////// ///////////////////////////////////// //Dweller Nervous. Caught sneaking up Reation: action(DwellerCaughtSneakingUp) { file("pc\actors\Dwellr1\xxx\DwNervs.ske",100,off); trigger(_allDIR); break(off); nrintframes(12); intforloop(on); connections(GenIdle); } action(DwellerBarIdle1) { file("pc\actors\Chot\xxx\MKkIdl01.ske",100,on); trigger(_allDIR); break(off); nrintframes(12); intforloop(on); connections(GenIdle); } action(Dweller1Sitting) { file("pc\actors\Chot\xxx\MDrnkSt1.ske",100,on); trigger(_allDIR); break(off); nrintframes(12); intforloop(on); connections(Dweller1Sitting); } action(DwellerBarIdle2) { file("pc\actors\Chot\xxx\MKkIdl02.ske",100,on); trigger(_allDIR); break(off); nrintframes(12); intforloop(on); connections(GenIdle); } action(Dweller2Sitting) { file("pc\actors\Chot\xxx\MDrnkSt2.ske",100,on); trigger(_allDIR); break(off); nrintframes(12); intforloop(on); connections(Dweller2Sitting); } action(DwellerBarIdle3) { file("pc\actors\Chot\xxx\MKkIdl03.ske",100,on); trigger(_allDIR); break(off); nrintframes(12); intforloop(on); connections(GenIdle); } action(Dweller3Sitting) { file("pc\actors\Chot\xxx\MDrnkSt3.ske",100,on); trigger(_allDIR); break(off); nrintframes(12); intforloop(on); connections(Dweller3Sitting); } action(DwellerBarIdle4) { file("pc\actors\Chot\xxx\MKkIdl04.ske",100,on); trigger(_allDIR); break(off); nrintframes(12); intforloop(on); connections(GenIdle); } action(ManDance) { file("pc\actors\Chot\xxx\M_dance1.ske",25,on); file("pc\actors\Chot\xxx\M_dance2.ske",50,on); file("pc\actors\Chot\xxx\M_dance3.ske",75,on); file("pc\actors\Chot\xxx\M_dance4.ske",100,on); break(off); trigger(_allDIR); nrintframes(4); intforloop(on); connections(GenIdle); } ///////////////////////////////////// /////// B A R M A N ///////// ///////////////////////////////////// action(BarmanStaggers) { file("pc\actors\barman\xxx\BMEvlBob.ske",100,off); trigger(_allDIR); break(off); nrintframes(12); intforloop(on); connections(CopRun); } action(CopReactionToAttack) { file("pc\actors\Chot\xxx\Mshockd1.ske",50,off); file("pc\actors\Chot\xxx\Mshockd2.ske",100,off); // file("pc\actors\Chot\xxx\Mshockd3.ske",100,off); trigger(_allDIR); //AIClass(_AIClassCopSkeleton); break(off); nrintframes(0); connections(GenIdle); } action(VictimIdle) { file("pc\actors\Dwellr1\xxx\DwMidl1.ske",100,on); //Breathing trigger(_allDIR); break(on); nrintframes(8); intforloop(on); connections(VictimIdle); } /* ///// action(CopThreatening) { file("pc\actors\Chot\xxx\mspan14p.ske",100,on); trigger(_allDIR); break(on); nrintframes(4); gravity(off); connections(CopThreatening,CopIdle); } action(CopCircleRun) //When on fire??? Old version. Running around { file("pc\actors\Chot\xxx\mspan8p.ske",100,on); trigger(_DIRforward); break(on); nrintframes(4); gravity(off); connections(CopCircleRun,CopCartoonRun); } action(CopCartoonRun) //Fleeing, when terrified { file("pc\actors\Chot\xxx\mspan7p.ske",100,on); trigger(_DIRforward); break(on); nrintframes(4); gravity(off); connections(CopCartoonRun,CopIdle); } //******************************************* When on his nees action(CopCrouchFireBig) //heavy recoil { file("pc\actors\Chot\xxx\mfire7.ske",100,off); trigger(_allDIR); break(off); nrintframes(4); gravity(off); connections(CopCrouchHold,CopIdle); } action(CopCrouchFire) //light recoil { file("pc\actors\Chot\xxx\mfire6p.ske",100,on); trigger(_allDIR); break(on); nrintframes(4); gravity(off); connections(CopCrouchFire,CopCrouchHold); } action(CopCrouchWalk) //walking slowly when on knees. Dont use { file("pc\actors\Chot\xxx\mcrchwkp.ske",100,on); trigger(_DIRforward|_DIRwalking); break(on); nrintframes(4); gravity(off); connections(CopCrouchWalk,CopCrouchHold); } action(CopCrouchToStand) //Go to standing up-mode { file("pc\actors\Chot\xxx\crchend.ske",100,off); trigger(_allDIR); break(off); nrintframes(4); gravity(off); connections(CopIdle); } action(CopCrouchHold) //Like idle { file("pc\actors\Chot\xxx\crchhold.ske",100,off); trigger(_allDIR); break(on); nrintframes(4); gravity(off); connections(CopCrouchHold,CopCrouchToStand,CopCrouchWalk,CopCrouchFire,CopCrouchFireBig,CopIdle); } action(CopCrouch) //coming from standing-up mode { file("pc\actors\Chot\xxx\crchstrt.ske",100,off); trigger(_allDIR); break(off); nrintframes(4); gravity(off); connections(CopCrouchHold,CopIdle); } //******************* Others action(CopShootEndCock) //Reloading weapon { file("pc\actors\Chot\xxx\Mneidl4p.xxx",100,off); trigger(_allDIR); break(on); nrintframes(4); intforloop(on); connections(CopShootEndCock,CopIdle); } action(CopShootEnd) { file("pc\actors\chot\xxx\mfir2ndp.xxx",100,off); trigger(_allDIR); break(off); nrintframes(4); intforloop(on); connections(CopIdle); } action(CopShootStop) { file("pc\actors\chot\xxx\mfir2stp.xxx",100,off); trigger(_allDIR); break(on); nrintframes(4); intforloop(on); connections(CopIdle); } action(CopTurn) { file("pc\actors\Chot\xxx\Mwkinpl.ske",100,on); trigger(_DIRleft|_DIRright); break(on); nrintframes(4); connections(CopTurn,CopRun,CopJump,Copwalk,Copidle); } action(CopJumpLandRun) { file("pc\actors\chot\xxx\Mjmp4RLg.ske",100,off); nrintframes(4); trigger(_allDIR); break(off); connections(CopIdle); } action(CopJumpLandHard) { file("pc\actors\chot\xxx\Mjmp4Mg.ske",100,off); nrintframes(4); trigger(_allDIR); break(off); connections(CopIdle); } action(CopJumpLandLight) { file("pc\actors\chot\xxx\Mjmp4Lg.ske",100,off); nrintframes(4); trigger(_allDIR); break(off); connections(CopIdle); } action(CopRunBackJump) { file("pc\actors\Chot\xxx\Mjmpbkp.xxx",100,off); trigger(_DIRjump); nrintframes(4); break(off); connections(CopRunback,CopIdle); } action(CopPushBack) { file("pc\actors\Chot\xxx\Mpshbk6p.xxx",100,off); trigger(_DIRjump); nrintframes(4); connections(Copidle); } action(CopAboutFace) { file("pc\actors\copm\xxx\mspnp.xxx",100,off); trigger(_allDIR); nrintframes(4); break(off); connections(Copidle); } action(CopWoundLight) { file("pc\actors\Chot\xxx\FstWnd1.ske",50,off); file("pc\actors\Chot\xxx\FstWnd2.ske",100,off); //file("pc\actors\Chot\xxx\FstWnd3.ske",100,off); trigger(_DIRactorbulletcol); break(off); gravity(on); collision(on); move(0,0.2,0); nrintframes(4); connections(CopIdle); } action(CopWound1) { file("pc\actors\chot\xxx\Mthrwfg2.ske",100,off); trigger(_DIRactorbulletcol); break(off); gravity(on); collision(on); move(0,0.2,0); nrintframes(4); connections(CopIdle); } action(CopWound2) { file("pc\actors\chot\xxx\mwundg2.ske",100,off); trigger(_DIRactorbulletcol); gravity(on); collision(on); break(off); gravity(on); collision(on); connections(CopIdle); } action(CopWound2b) //unused { //file("pc\actors\copm\xxx\Mstun2p.xxx",100,off); file("pc\actors\copm\xxx\mdedf.xxx",100,off); trigger(_DIRall); break(on); connections(CopIdle); } */