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- /*
- Actors:
- Abeast
- beastRed
- BeastBlue
- */
-
- Actor(Abeast)//Armored Beast/Behemoth
- {
- file(ABehemothHeader);
- rank(_RankGeneral);
-
- startstate(StateNormal);
- startaction(AbeastIdle);
-
- //AI variables. All characters using copgen.hxx needs these defined to work properly
- float(_declare,AIControl,0);
- float(_declare,AIHideControl,0);
- float(_declare,AIUsage,_AIUAdvanceIfEnemyUnseen);
- float(_declare,AIAbility,_AIAJump|_AIANoCrawl|_AIANoBoneCollision|_AIANoThrown); //_AIAAlwaysInCombatMode|
- float(_declare,AIManPowerThreshold,300);
- float(_declare,AIPowerRatingThreshold,50);
- float(_declare,AIGrenadeThrowThreshold,10);
- float(_declare,BreathOn,0)
-
- #include "messiahscripts\enemies\copgen.hxx"
-
-
-
- if(VAICon!=0)
- {
- if(VAIState==_AIstateShutDown)
- {
- if(VActorFlag==_AFLAGnoai)
- {
- if(VAction!=ABeastShutDown)
- {
- SpawnAction(ABeastShutDown);
- ActorFlag(_or,_AFLAGnopossesion);
- }
- }
- else
- {
- if(VOAction==ABeastShutDown)
- {
- SpawnAction(ABeastPowerUp);
- ActorFlag(_clr,_AFLAGnopossesion);
- }
- }
- }
- }
-
- if(VAIlaststate==_AIstateShutDown)
- {
- if(BreathOn==0)
- {
- sample(SFXBreathing,-1);
- float(_set,BreathOn,1);
- }
- }
- elseif(VAIState==_AIstateShutDown)
- {
- if(BreathOn==1)
- {
- samplestop(SFXBreathing);
- float(_set,BreathOn,0);
- }
- }
- elseif(vactivetime==0)
- {
- if(BreathOn==0)
- {
- sample(SFXBreathing,-1);
- float(_set,BreathOn,1);
- }
- }
-
- if(vstate==statedead)
- {
- if(BreathOn==1)
- {
- samplestop(SFXBreathing);
- float(_set,BreathOn,0);
- }
- }
-
- if(VAction==ABeastStandShoot && VFrame==0)
- {
- vector(_set,TmpVector,0,0,0);
- spawnactorbone(BulletMachineGun,TmpVector,Gactorpos,Gactorine,8);
- vector(_set,tmpvector,250,167,20);
- spawnlight(flash_light,8,Gactorpos,tmpvector,EmptyVector,350);
- }
- }
-
-
-
- Actor(beast)
- {
- file(BehemothHeader);
- rank(_RankGeneral);
-
- startstate(StateNormal);
- startaction(beastIdle);
-
- //AI variables. All characters using copgen.hxx needs these defined to work properly
- float(_declare,AIControl,0);
- float(_declare,AIHideControl,0);
- float(_declare,AIUsage,0);
- float(_declare,AIAbility,_AIAJump|_AIASpecialSecondaryWeapon|_AIANoCrawl|_AIANoBoneCollision|_AIAAlwaysInCombatMode|_AIANoThrown);
- float(_declare,AIManPowerThreshold,300);
- float(_declare,AIPowerRatingThreshold,50);
- float(_declare,AIGrenadeThrowThreshold,10);
-
- #include "messiahscripts\enemies\copgen.hxx"
-
- if(vactivetime==0)
- {
- sample(SFXBreathing,-1);
- }
- if(vstate==statedead)
- {
- samplestop(SFXBreathing);
- }
- }
-
-
- Actor(chotbeast)
- {
- file(chotBehemothHeader);
- rank(_RankGeneral);
-
- startstate(StateNormal);
- startaction(BeastIdle);
-
- //AI variables. All characters using copgen.hxx needs these defined to work properly
- float(_declare,AIControl,0);
- float(_declare,AIHideControl,0);
- float(_declare,AIUsage,0);
- float(_declare,AIAbility,_AIAJump|_AIASpecialSecondaryWeapon|_AIANoCrawl|_AIANoBoneCollision|_AIAAlwaysInCombatMode|_AIANoThrown);
- float(_declare,AIManPowerThreshold,300);
- float(_declare,AIPowerRatingThreshold,50);
- float(_declare,AIGrenadeThrowThreshold,10);
-
- #include "messiahscripts\enemies\copgen.hxx"
- }
-
-
-
- Actor(bouncer)
- {
- file(bouncerHeader);
- rank(_RankGeneral);
-
- startstate(StateNormal);
- startaction(beastIdle);
-
- //AI variables. All characters using copgen.hxx needs these defined to work properly
- float(_declare,AIControl,0);
- float(_declare,AIHideControl,0);
- float(_declare,AIUsage,0);
- float(_declare,AIAbility,_AIAJump|_AIANoCrawl|_AIANoBoneCollision|_AIANoThrown);
- float(_declare,AIManPowerThreshold,300);
- float(_declare,AIPowerRatingThreshold,50);
- float(_declare,AIGrenadeThrowThreshold,10);
-
- #include "messiahscripts\enemies\copgen.hxx"
- }
-
-
-