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-
- Actor(WorkerOnBench)
- {
- file(WorkerHeader);
- //rank(_RankSergeantH);
- rank(_RankScum);
- ActorFlag(_or,_AFLAGnopossesion);
- ActorFlag(_or,_AFLAGnotarget);
-
- startstate(StateNormal);
- startaction(workerweldingonbench);
-
- sample(SFXWelderWhistle,-1);
-
- if(vaction==WorkerCrushedOnBench)
- {
- call(CheckAttached,_CANormal);
- //if(VFrame>=200)
- //{
- // direction(_clr,_DIRShoot);
- // call(CheckAttached,_CADropWeapon);
- //}
- }
- else
- {
- if(vtrigger!=_DIRhavegun)
- {
- call(CheckForPickup,12,_ClassWeapon);
- }
-
- direction(_or,_DIRShoot);
- call(CheckAttached,_CANormal);
- }
- //#include "messiahscripts\enemies\copgen.hxx"
- callsub(BackGroundTriggerChecks);
- }
-
- Actor(WorkerKneelWelding)
- {
- file(WorkerKneelHeader);
- rank(_RankScum);
- ActorFlag(_or,_AFLAGnopossesion);
- ActorFlag(_or,_AFLAGnotarget);
- startstate(StateNormal);
- startaction(WorkerWeldingKneel);
-
- sample(SFXWelderWhistle,-1);
-
- if(Vaction==WorkerKneelCrush)
- {
- if(VFrame==5)
- {
- sample(SFXWorkerWhatThe,-1);
- }
- if(VFrame<=50)
- {
- direction(_or,_DIRShoot);
- }
-
- if(Vframe==50)
- {
- vector(_set,Gactorpos,0,50,0)
- spawnparticle(fx_smallexplosion,12,gactorpos,emptyvector,fx_antirotate8); //12 should be right hand
- sample(SFXBazookaExplode,-1);
- }
- if(VFrame==73)
- {
- sample(SFXWorkerOhShit,-1);
- }
- }
- else
- {
- if(vtrigger!=_DIRhavegun && VState!=StateDead)
- {
- call(CheckForPickup,12,_ClassWeapon);
- }
- else
- {
- /*
- if(Vaction==WorkerWeldingKneel || Vaction==WorkerWelding)
- {
- direction(_or,_DIRShoot);
- }
- */
- }
- call(CheckAttached,_CANormal);
- }
- callsub(BackGroundTriggerChecks);
- }
-
- Actor(Worker)
- {
- file(WorkerHeader);
- //rank(_RankSergeantH);
- rank(_RankPrivate);
-
- startstate(StateNormal);
- //startaction(WorkerWelding0);
- startaction(copidleNoGun);
-
- /*
- if(vtrigger!=_DIRhavegun)
- {
- direction(_set,_DIRaction);
- }
-
- float(_declare,weldingshoot,0);
- if(weldingshoot==1)
- {
- direction(_set,_DIRshoot);
- }
- else
- {
- direction(_clr,_DIRshoot);
- }
-
- if(vAICon==0)
- {
- direction(_clr,_DIRshoot);
- }
- */
-
- ///////
- ///////
- ///////
- if(vaicon==0)
- {
- call(AIcheckforonpath,10);
- }
-
-
- /* float(_declare,Count,0);
- if(vaistate!=_AIstateWork && vaistate!=_AIstateWorkWeld)
- {
- float(_add,Count,1);
- if(Count>150)
- {
- break();
- }
- }
- else
- {
- float(_set,Count,0);
- }
- */
-
- //AI variables. All characters using copgen.hxx needs these defined to work properly
- float(_declare,AIControl,0);
- float(_declare,AIHideControl,_AIHCInRoute);
- float(_declare,AIUsage,_AIUHideForRetreat|_AIUHideForAttack|_AIUHideAttackDefensive|_AIUHideRetreatDefensive);
- float(_declare,AIAbility,_AIAJump|_AIAClimb|_AIAPickUpWeapon);
- float(_declare,AIManPowerThreshold,300);
- float(_declare,AIPowerRatingThreshold,50);
- float(_declare,AIGrenadeThrowThreshold,10);
-
- #include "messiahscripts\enemies\copgen.hxx"
-
-
- ///////
- ///////
- ///////
-
- /*
- if(vAICon!=0)
- {
- if(vtrigger==_DIRhavegun)
- {
- float(_declare,weldcount,0);
- if(weldcount==0)
- {
- //force anim at first
- if(vaction!=WorkerWelding0)
- {
- spawnaction(WorkerWelding0);
- float(_set,weldingshoot,1);
- }
- }
- float(_set,weldcount,1);
-
- //random anims of welding
- if(vendofanim!=0)
- {
- if(vrnd<12)
- {
- if(vaction!=WorkerWelding1)
- {
- float(_set,weldingshoot,0);
- spawnaction(WorkerWelding1);
-
- sample(SFXweapontorch1,-1);
- }
- }
- elseif(vrnd<12)
- {
- if(vaction!=WorkerWelding2)
- {
- float(_set,weldingshoot,0);
- spawnaction(WorkerWelding2);
- }
- }
- else
- {
- if(vaction!=WorkerWelding0)
- {
- float(_set,weldingshoot,1);
- spawnaction(WorkerWelding0);
- }
- }
- }
- }
-
- float(_declare,assface,0);
- if(assface==20)
- {
- spawnactor(WeaponTorch,0,100,-50);
- }
- float(_add,assface,1);
- }
- */
-
- if(VTrigger==_DIRactionhold || VTrigger==_DIRaction)
- {
- Collision(0,0,0,0,0,-50);
- if(VColMaterialProperties==_MATPush)
- {
- call(MoveBackgroundObject);
- float(_set,WorkerPushingObject,1);
- }
-
- }
- else
- {
- float(_set,WorkerPushingObject,0);
- }
- }
-
- Actor(RadiationWorker)
- {
- file(RadiationWorkerHeader);
- rank(_RankScum);
-
- startstate(StateNormal);
- startaction(copidleNoGun);
-
- if(vaicon==0)
- {
- call(AIcheckforonpath,10);
- }
- else
- {
- if(VTrigger==_DIRhavegun && VWeaponAmmoType==_AmmoBattery)
- {
-
- if(VWeaponAmmoLeft==1)
- {
- if(Vtrigger!=_DIRcombatmode)
- {
- direction(_set,_DIRCombatmode);
- }
- }
- if(VAction==NukeBatteryDrop)
- {
- if(VWeaponAmmoLeft==1)
- {
- if(Vframe==15)
- {
- call(DontBlowBattery);
- call(CheckAttached,_CADropBattery);
- float(_set,VarKey2,2);
- }
- }
- }
- if(VAction==NukeBatteryPick)
- {
- if(VWeaponAmmoLeft==0)
- {
- if(VFrame==15)
- {
- call(CheckForPickup,12,_ClassPickup|_ClassBullet);
- }
- }
- }
- }
- }
-
- //AI variables. All characters using copgen.hxx needs these defined to work properly
- float(_declare,AIControl,0);
- float(_declare,AIHideControl,_AIHCInRoute);
- float(_declare,AIUsage,_AIUHideForRetreat|_AIUHideForAttack|_AIUHideAttackOffensive|_AIUHideRetreatDefensive|_AIUHideLeanOutAttack);
- float(_declare,AIAbility,_AIAJump|_AIAClimb|_AIAPickUpWeapon);
- float(_declare,AIManPowerThreshold,300);
- float(_declare,AIPowerRatingThreshold,50);
- float(_declare,AIGrenadeThrowThreshold,10);
-
- #include "messiahscripts\enemies\copgen.hxx"
- }
-
-
- Actor(Welder)
- {
- file(WelderHeader);
- rank(_RankScum);
-
- startstate(StateNormal);
- startaction(copidleNoGun);
-
- if(vaicon==0)
- {
- call(AIcheckforonpath,10);
- }
-
- //AI variables. All characters using copgen.hxx needs these defined to work properly
- float(_declare,AIControl,0);
- float(_declare,AIHideControl,_AIHCInRoute);
- float(_declare,AIUsage,_AIUHideForRetreat|_AIUHideForAttack|_AIUHideAttackOffensive|_AIUHideRetreatDefensive|_AIUHideLeanOutAttack);
- float(_declare,AIAbility,_AIAJump|_AIAClimb|_AIAPickUpWeapon);
- float(_declare,AIManPowerThreshold,300);
- float(_declare,AIPowerRatingThreshold,50);
- float(_declare,AIGrenadeThrowThreshold,10);
-
- #include "messiahscripts\enemies\copgen.hxx"
- }
-
-
- Actor(Worker2)
- {
- file(Worker2Header);
- rank(_RankScum);
-
- startstate(StateNormal);
- startaction(copidleNoGun);
-
- if(vaicon==0)
- {
- call(AIcheckforonpath,10);
- }
-
- //AI variables. All characters using copgen.hxx needs these defined to work properly
- float(_declare,AIControl,0);
- float(_declare,AIHideControl,_AIHCInRoute);
- float(_declare,AIUsage,_AIUHideForRetreat|_AIUHideForAttack|_AIUHideAttackOffensive|_AIUHideRetreatDefensive|_AIUHideLeanOutAttack);
- float(_declare,AIAbility,_AIAJump|_AIAClimb|_AIAPickUpWeapon);
- float(_declare,AIManPowerThreshold,300);
- float(_declare,AIPowerRatingThreshold,50);
- float(_declare,AIGrenadeThrowThreshold,10);
-
- #include "messiahscripts\enemies\copgen.hxx"
- }
-