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- #include "../common/header.ds"
- output "p:/base/ds/tsr1"
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- // skinhead karate kicks a door open
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- local entity closetdoor // the door that opens slowly
- local entity closetguy // the skinhead who will karate kick open the door
- local entity f_closetpush // the push brush infront of the closet in case the player is by the rofed door
- local int sig1
- local int sig2
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- closetdoor = find entity with targetname "closetdoor"
- closetguy = find entity with targetname "closetguy"
- f_closetpush = find entity with targetname "f_closetpush"
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- // closetdoor.movetype = MOVETYPE_NOCLIP
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- use entity closetguy // spawns him in
- animate entity closetguy performing action STD_XKICKDOOR_N_A_A by moving [32, 0, 0] signaling sig1 // this is the ninja kick animation
- animate entity closetguy performing action SCRIPT_RELEASE
- wait .25 seconds
- use entity f_closetpush // triggers the pushbrush to get the player out of the way
- moverotate entity closetdoor from file "generic_door_ccw.rof" signaling sig2 // the door kicking open animation
- wait .2 seconds
- use entity f_closetpush // shuts this off
- play sound "impact/door/kickdoor.wav" for entity closetdoor at volume 0.9
- wait for all clearing sig1, sig2
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- // closetdoor.movetype = MOVETYPE_STOP
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