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/ CyberMycha 2003 May / cmycha200305.iso / MutantStorm / setup_mutantstorm_demo.exe / {app} / script / turret-1_sma.lua < prev    next >
Text File  |  2002-09-06  |  2KB  |  67 lines

  1. bullet_name = "bullet-turret1"
  2. dofile_lua( bullet_name )
  3. turret_emerge_actor_name = "turret-smallemerge"
  4. dofile_lua( turret_emerge_actor_name )
  5.  
  6. -- leave me
  7.     local actor = ACTOR_preload()
  8. -- leave me
  9.  
  10.     actor[cp_actor_name]        = "turret-1_sma"
  11.     actor[cp_model_dir]            = "beasties"
  12.     actor[cp_model_name]        = "turret-1_sma"
  13.  
  14.     actor[cp_actor_type]            = cat_block
  15.     actor[cp_these_collide_with_me]    = cat_player + cat_bullet + cat_crystal + cat_webblob + cat_geopus + cat_mergeblob
  16.  
  17.     actor[cp_health_regain]            = 0.5
  18.     actor[cp_health_percent]        = 100.0
  19.     actor[cp_health_type]            = health_damagable_check_parent
  20.  
  21.     actor[cp_launch_scale_min]        = 150.0
  22.     actor[cp_launch_scale_max]        = 150.0
  23.  
  24.     actor[cp_hit_delay]                = 4.0
  25.     actor[cp_mutate_hit_delay]        = 1.0
  26.     actor[cp_hit_power]            = 5.0
  27.  
  28.     actor[cp_score]                = 250
  29.  
  30.     actor[cp_launch_hue_shift] = color
  31.  
  32. -- leave me
  33.     c_preload_model( actor )
  34. -- leave me
  35.  
  36. --    c_set_random_anim( "throb", 50.0, 150.0, 0.0, 0.0 )
  37.     c_add_particle_to_anim( "mutate", "base", "turret-mutate" )
  38. --    c_add_sound_to_event( "hit_active_bone", "chunk_hit" )
  39. --    c_add_sound_to_anim( "emerge", "chunk_emerge" )
  40.     local seq = { 0.0, 0.1, 0.2, 0.4 }
  41.     c_set_use_explosion_for( "bye_bye", "turret-flash", exp_no_align, 0.0, 0.0, 3500.0, 3500.0, {0.0} )
  42.     c_set_use_explosion_for( "bye_bye_damagable", "turret-flash", exp_no_align, 0.0, 0.0, 4000.0, 4000.0, {0.0} )
  43.     c_add_particle_to_anim( "emerge", "mainbone01", "turret_emergepad" )
  44.     c_add_particle_to_explosion( "turret-flash", "explode", "", "turret-flash" )
  45.     c_add_sound_to_explosion( "turret-flash", "explode", "turret-exp" )
  46.     c_add_sound_to_anim( "emerge", "turret-base-emerge" )
  47.     c_add_sound_to_event( "hit_active_bone", "turret-hit" )
  48.  
  49.     local boo = WEAPON_preload( bullet_name )
  50.     boo[w_gun_bone_name]        = "gun1"
  51.     boo[w_shaft_bone_name]        = "shaft"
  52.     boo[w_fire_anim_name]        = "fire"
  53.     boo[w_aim_anim_name]        = "aim"
  54.     boo[w_flare_exp_name]        = "weelee_flare"
  55.     boo[w_flare_exp_scale]        = 2000.0
  56.     boo[w_gun_type]                = "around_only_aim"
  57.     boo[w_aim_delay]            = 1.0
  58.     boo[w_bullet_scale]            = 120.0
  59.     boo[w_barrel_offset]        = 0.0
  60.     boo[w_no_shoot_dist]        = 9.0
  61.     boo[w_no_shoot_angle]        = 0.0
  62.     boo[w_recoil_angle]            = 0.0
  63.     boo[w_recoil_dist]            = 0.0
  64.     boo[w_reload_random]        = 50.0
  65.     local seq = { 2.0, 0.0 }
  66.     WEAPON_add( boo, seq )
  67.