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Xenosoft 2
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Xenosoft 2 (Game collection)(1994).iso
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bioforge
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script
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ledge.scp
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Text File
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1994-11-22
|
8KB
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333 lines
{ SHIP_GO
I ^çô AND ^çö = $Ç╗ THEN
{
O $Ǫ
A OFF
^çö = $Ç╝
M STAND CONTINUE
@Ç║ `âù $Ç╜ "What a disappointment you are!" //@@@ PLEASE TRANSLATE
@Ç║ `âÿ $Ç╜ "Just one more failed experiment." //@@@ PLEASE TRANSLATE
@Ç║ `âÖ $Ç╜ "When the reactor goes critical you,~and this entire base, will be disposed of." //@@@ PLEASE TRANSLATE
@Ç║ `âÜ $Ç╜ "And soon I shall begin my work again~on my next test subject..." //@@@ PLEASE TRANSLATE
@Ç║ `åî $Ç╜ " ...your friend Doctor Escher." //@@@ PLEASE TRANSLATE
@Ç║ `åì $Ç╜ "Farewell!" //@@@ PLEASE TRANSLATE
@Ç¥ ANI_SHIP_TAKES_OFF
O $ÇÇ
O $Çá
@Ç║ `å╗ $Ç╜ "Attention all remaining units." //@@@ PLEASE TRANSLATE
@Ç║ `å╝ $Ç╜ "The primary target has~reached the Landing Platform." //@@@ PLEASE TRANSLATE
@Ç║ `å╜ $Ç╜ "Eliminate the target and we will~return for you if time permits." //@@@ PLEASE TRANSLATE
@Ç║ `êû $Ç╜ "Unit 5 to unit 11: You still with me?" //@@@ PLEASE TRANSLATE
@Ç║ `ê╡ $Ç╜ "Check, unit 5. Did you get all that." //@@@ PLEASE TRANSLATE
A ON
@Ç║ `êù $Ç╜ "Damn right! That metal freak ~scared away our dropship." //@@@ PLEASE TRANSLATE
@Ç║ `ê╢ $Ç╜ "I'm heading out to the LandPad to~take him out. We're on the clock." //@@@ PLEASE TRANSLATE
@Ç║ `êÿ $Ç╜ "Right behind you unit 11. Lock and load." //@@@ PLEASE TRANSLATE
W 2 SECONDS
i LEX MGONE
}
}
// IF THE REACTOR HASN'T BEEN SHUT DOWN YET, KNOCK LEX OFF THE LEDGE
{ QUAKER
P ~ÇÇ
I ^ç£ = $Ç╗ THEN
{
A OFF
@Çì QUAKE 8 255 4
â
W 40
M QUAKE_START
M QUAKE CONTINUE
// GRADUALLY MOVE LEX CLOSER TO THE EDGE
:TOP
â
â
I @Çü (CURFIG) < 110 THEN
{
~ÇÇ = @Çü (CURFIG) + 1
G ~ÇÇ @Çé (CURFIG) @Çâ (CURFIG)
J #Çé
}
@Çì KNOCKFIGUREOFFLEDGE
}
}
[ ANI_ACID
:TOP
00:00 ^é¢ = 0
00:03 ^é¢ = 1
00:06 ^é¢ = 2
00:09 ò
J #Çä
]
{ FALLACID
//SUSPENDWHILE @SUBTITLE(_BLK_ZAPGUY 255 1024 "Aaaaieee!")
@Çì ANI_ACID
// CAMERA MAY HAVE BEEN LOCKED
C UNLOCK
£ 180
G MELT
ñ CURFIG
A OFF
u CURFIG OFF
Z CURFIG OFF
M DROWN 150 CONTINUE
W 5
@Çå (`Ç¢ ,150)
W 1 SECOND
@Çå `ä½
//WAIT 3 SECONDS
//CAPTION "you are dead /FTu es mort /GDu bist tot!"
â
//DAMAGE 6000 IMPACT
O $Çà
@Ç¥ KILLLEX
//CAPTION "You have died in the acid below" CONTINUE
//DAMAGE 666 IMPACT
}
{ HAVESHIPFIREONUS
: TOP
@Ç¥ ANI_SHIP_FIRES_AT_US
//WAIT 3.5 SECONDS
W 105
I @ÇÄ (PAD3) THEN J #Çç
}
{ DROPSHIPFIREONLEX
P ~ÇÇ
P ~Çü
P ~Çé
~ÇÇ = @Çü (CURFIG)
~Çü = @Çé (CURFIG)
~Çé = @Çâ (CURFIG) // -102
// IF WE'RE WALKING, ADJUST WHERE WE FIRE
I @Çô (WALK) THEN
{
// IF WE'RE MOSTLY MOVING TOWARDS THE LANDING PAD...
I @Çä () < 120 OR @Çä () > 120 THEN
{
~Çü += 20
}
// IF WE'RE MOSTLY MOVING AWAY FROM THE LANDING PAD...
E I @Çä () IN -60,60 THEN
{
~Çü -= 20
}
}
E I @Çô (WALK_DMG1) THEN
{
// IF WE'RE MOSTLY MOVING TOWARDS THE LANDING PAD...
I @Çä () < 120 OR @Çä () > 120 THEN
{
~Çü += 25
}
// IF WE'RE MOSTLY MOVING AWAY FROM THE LANDING PAD...
E I @Çä () IN -60,60 THEN
{
~Çü -= 25
}
}
E I @Çô (WALK_DMG2) THEN
{
// IF WE'RE MOSTLY MOVING TOWARDS THE LANDING PAD...
I @Çä () < 120 OR @Çä () > 120 THEN
{
~Çü += 25
}
// IF WE'RE MOSTLY MOVING AWAY FROM THE LANDING PAD...
E I @Çä () IN -60,60 THEN
{
~Çü -= 25
}
}
E I @Çô (WALK_BACK) THEN
{
// IF WE'RE MOSTLY MOVING TOWARDS THE LANDING PAD...
I @Çä () < -120 OR @Çä () > 120 THEN
~Çü -= 20
// IF WE'RE MOSTLY MOVING AWAY FROM THE LANDING PAD...
E I @Çä () IN -60,60 THEN
~Çü += 20
}
E I @Çô (RUN) THEN
{
// IF WE'RE MOSTLY MOVING TOWARDS THE LANDING PAD...
I @Çä () < -120 OR @Çä () > 120 THEN
~Çü += 45
// IF WE'RE MOSTLY MOVING AWAY FROM THE LANDING PAD...
E I @Çä () IN -60,60 THEN
~Çü -= 45
}
@Çå `ô╕ 100
@Ç╢ BOLTORNG LT_BOLT AT ~ÇÇ ,~Çü ,~Çé 18
@Ç╢ BOLTORNG RT_BOLT AT ~ÇÇ ,~Çü ,~Çé 18
}
// ANIMATIONS FOR THE LEDGE SEQUENCE -BES
[ ANI_SHIP_FIRES_AT_US
I .ÇâÇÇ <= 0 THEN é
I ^üû == 12 THEN
{
00:02 ^üû = 13
00:04 ^üû = 14
@Ç¥ DROPSHIPFIREONLEX
00:06 ^üû = 15
00:10 ^üû = 12
}
E
{
00:02 ^üû = 1
00:04 ^üû = 2
00:06 ^üû = 3
00:08 ^üû = 4
00:10 ^üû = 5
00:12 ^üû = 6
00:14 ^üû = 7
00:16 ^üû = 8
00:18 ^üû = 9
00:20 ^üû = 10
00:22 ^üû = 11
00:24 ^üû = 12
00:26 ^üû = 13
00:28 ^üû = 14
@Ç¥ DROPSHIPFIREONLEX
01:00 ^üû = 15
01:04 ^üû = 12
}
]
[ ANI_SHIP_TAKES_OFF
00:00 ^â│ = 1
^üû = 0
^çö = $Ç╝
C PAD3
00:03 ^â│ = 2
@Çå (`åÜ )
00:06 ^â│ = 3
00:09 ^â│ = 4
00:12 ^â│ = 5
00:15 ^â│ = 6
00:18 ^â│ = 7
00:21 ^â│ = 8
00:14 ^â│ = 9
00:27 ^â│ = 0
@Çè ( ^â╡ , +1, 1, 46, 3 )
^â┤ = 0
05:00 @Çå (`å¢ )
05:15 ^â╡ = 0
C UNLOCK
]
{ BOLTORNG_HIT
@Çå ( `ÇÑ )
ú ( BOOM, YELLOWA, CURITEM )
I .ÇéÇÇ > 0
{
@Çå `Çë
@Ç¥ KNOCKFIGUREOFFLEDGE
}
}
{ BOLTORNG_HIT_WALL
@Çå ( `ÇÑ )
ú ( BOOM, YELLOWA, CURITEM )
I @Ç¢ (PLAYER) THEN
{
// THE PLAYER IS HIT IF WITHIN A METER
I @üü () < 200 AND .ÇâÇÇ > 0 THEN
{
@Çå `Çë LEX
@Ç¥ KNOCKFIGUREOFFLEDGE
}
}
// KNOCK THE MARINE OFF THE LEDGE - LRG
I ( ^çô = $Ç╗ ) THEN
é
I ( ^î¼ = $Ç╗ ) THEN
é
@Ç¢ (MARINE3B)
// THE PLAYER IS HIT IF WITHIN A METER
I @üü () < 200 THEN
{
@Çå `Çë
@Ç¥ KNOCKFIGUREOFFLEDGE
}
}
{ BOLTORNG_HIT_LEX
@Çå ( `ÇÑ )
ú ( BOOM, YELLOWA, CURITEM )
I .ÇéÇÇ > 0 THEN
{
@Çå `Çë LEX
@Ç¥ KNOCKFIGUREOFFLEDGE
}
}
{ BOLTORNG_HIT_MARINE3B
@Çå ( `ÇÑ )
ú ( BOOM, YELLOWA, CURITEM )
@Çå `Çë
@Ç¥ KNOCKFIGUREOFFLEDGE
}
{ KNOCKFIGUREOFFLEDGE
A OFF
// TELEPORT THE FIGURE TO THE EDGE OF THE LEDGE
G 110 @Çé (CURFIG) @Çâ (CURFIG)
// HAVE HIM RECOIL OFF THE LEDGE
I @Çä () IN -45,45 THEN
{
£ 0
M FALL_LEFT
}
E I @Çä () IN 45,135 THEN
{
£ 90
M FALL_BACKWARD
}
E I @Çä () IN -135,-45 THEN
{
£ -90
M KNOCKED_FORWARD
}
E
{
£ -180
M FALL_RIGHT
}
}
//$ 26 - version number