7061 on Sun, 21 Oct 2001 23:49:01 +0200 (CEST)
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[Nettime-bold] sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE);walkmonster_start ();
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Title: sound (self, CHAN_VOICE,
"soldier/idle.wav", 1, ATTN_I
$cd ug/models/soldier3
$origin 0 -6 24
$base base
$skin skin
$frame soldierc
$frame soldierd
/*
*/
void() army_fire;
void()
army_stand1
=[
$soldierc,
army_stand2 ]
{ai_stand();};
void()
army_stand2
=[
$soldierc,
army_stand3 ]
{ai_stand();};
void()
army_stand3
=[
$soldierc,
army_stand4 ]
{ai_stand();};
void()
army_stand4
=[
$soldierc,
army_stand5 ]
{ai_stand();};
void()
army_stand5
=[
$soldierc,
army_stand6 ]
{ai_stand();};
void()
army_stand6
=[
$soldierc,
army_stand7 ]
{ai_stand();};
void()
army_stand7
=[
$soldierc,
army_stand8 ]
{ai_stand();};
void()
army_stand8
=[
$soldierc,
army_stand1 ]
{ai_stand();};
void()
army_walk1
=[
$soldierc,
army_walk2 ]
{
if (random() < 0.2)
sound (self, CHAN_VOICE,
"soldier/idle.wav", 1, ATTN_IDLE);
ai_walk(1);};
void()
army_walk2
=[
$soldierc,
army_walk3 ]
{ai_walk(1);};
void()
army_walk3
=[
$soldierc,
army_walk4 ]
{ai_walk(1);};
void()
army_walk4
=[
$soldierc,
army_walk5 ]
{ai_walk(1);};
void()
army_walk5
=[
$soldierc,
army_walk6 ]
{ai_walk(2);};
void()
army_walk6
=[
$soldierc,
army_walk7 ]
{ai_walk(3);};
void()
army_walk7
=[
$soldierc,
army_walk8 ]
{ai_walk(4);};
void()
army_walk8
=[
$soldierc,
army_walk9 ]
{ai_walk(4);};
void()
army_walk9
=[
$soldierc,
army_walk10 ]
{ai_walk(2);};
void()
army_walk10
=[
$soldierc,
army_walk11 ]
{ai_walk(2);};
void()
army_walk11
=[
$soldierc,
army_walk12 ]
{ai_walk(2);};
void()
army_walk12
=[
$soldierc,
army_walk13 ]
{ai_walk(1);};
void()
army_walk13
=[
$soldierc,
army_walk14 ]
{ai_walk(0);};
void()
army_walk14
=[
$soldierc,
army_walk15 ]
{ai_walk(1);};
void()
army_walk15
=[
$soldierc,
army_walk16 ]
{ai_walk(1);};
void()
army_walk16
=[
$soldierc,
army_walk17 ]
{ai_walk(1);};
void()
army_walk17
=[
$soldierc,
army_walk18 ]
{ai_walk(3);};
void()
army_walk18
=[
$soldierc,
army_walk19 ]
{ai_walk(3);};
void()
army_walk19
=[
$soldierc,
army_walk20 ]
{ai_walk(3);};
void()
army_walk20
=[
$soldierc,
army_walk21 ]
{ai_walk(3);};
void()
army_walk21
=[
$soldierc,
army_walk22 ]
{ai_walk(2);};
void()
army_walk22
=[
$soldierc,
army_walk23 ]
{ai_walk(1);};
void()
army_walk23
=[
$soldierc,
army_walk24 ]
{ai_walk(1);};
void()
army_walk24
=[
$soldierc,
army_walk1 ]
{ai_walk(1);};
void()
army_run1
=[
$soldierc,
army_run2
] {
if (random() < 0.2)
sound (self, CHAN_VOICE,
"soldier/idle.wav", 1, ATTN_IDLE);
ai_run(11);};
void()
army_run2
=[
$soldierc,
army_run3
] {ai_run(15);};
void()
army_run3
=[
$soldierc,
army_run4
] {ai_run(10);};
void()
army_run4
=[
$soldierc,
army_run5
] {ai_run(10);};
void()
army_run5
=[
$soldierc,
army_run6
] {ai_run(8);};
void()
army_run6
=[
$soldierc,
army_run7
] {ai_run(15);};
void()
army_run7
=[
$soldierc,
army_run8
] {ai_run(10);};
void()
army_run8
=[
$soldierc,
army_run1
] {ai_run(8);};
void()
army_atk1
=[
$soldierc,
army_atk2
] {ai_face();};
void()
army_atk2
=[
$soldierc,
army_atk3
] {ai_face();};
void()
army_atk3
=[
$soldierc,
army_atk4
] {ai_face();};
void()
army_atk4
=[
$soldierc,
army_atk5
] {ai_face();};
void()
army_atk5
=[
$soldierc,
army_atk6
] {ai_face();army_fire();
};
void()
army_atk6
=[
$soldierc,
army_atk7
] {ai_face();};
void()
army_atk7
=[
$soldierc,
army_atk8
] {ai_face();SUB_CheckRefire (army_atk1);};
void()
army_atk8
=[
$soldierc,
army_atk9
] {ai_face();};
void()
army_atk9
=[
$soldierc,
army_run1
] {ai_face();};
void()
army_pain1
=[
$soldierc,
army_pain2 ]
{};
void()
army_pain2
=[
$soldierc,
army_pain3 ]
{};
void()
army_pain3
=[
$soldierc,
army_pain4 ]
{};
void()
army_pain4
=[
$soldierc,
army_pain5 ]
{};
void()
army_pain5
=[
$soldierc,
army_pain6 ]
{};
void()
army_pain6
=[
$soldierc,
army_run1
] {ai_pain(1);};
void()
army_painb1
=[
$soldierc,
army_painb2 ] {};
void()
army_painb2
=[
$soldierc,
army_painb3 ]
{ai_painforward(13);};
void()
army_painb3
=[
$soldierc,
army_painb4 ]
{ai_painforward(9);};
void()
army_painb4
=[
$soldierc,
army_painb5 ] {};
void()
army_painb5
=[
$soldierc,
army_painb6 ] {};
void()
army_painb6
=[
$soldierc,
army_painb7 ]
{};
void()
army_painb7
=[
$soldierc,
army_painb8 ] {};
void()
army_painb8
=[
$soldierc,
army_painb9 ] {};
void()
army_painb9
=[
$soldierc,
army_painb10] {};
void() army_painb10=[
$soldierc,
army_painb11] {};
void() army_painb11=[
$soldierc,
army_painb12] {};
void() army_painb12=[
$soldierc,
army_painb13] {ai_pain(2);};
void()
army_painb13=[
$soldierc,
army_painb14] {};
void() army_painb14=[
$soldierc,
army_run1
] {};
void()
army_painc1
=[
$soldierc,
army_painc2 ] {};
void()
army_painc2
=[
$soldierc,
army_painc3 ]
{ai_pain(1);};
void()
army_painc3
=[
$soldierc,
army_painc4 ] {};
void()
army_painc4
=[
$soldierc,
army_painc5 ] {};
void()
army_painc5
=[
$soldierc,
army_painc6 ]
{ai_painforward(1);};
void()
army_painc6
=[
$soldierc,
army_painc7 ]
{ai_painforward(1);};
void()
army_painc7
=[
$soldierc,
army_painc8 ] {};
void()
army_painc8
=[
$soldierc,
army_painc9 ]
{ai_pain(1);};
void()
army_painc9
=[
$soldierc,
army_painc10] {ai_painforward(4);};
void()
army_painc10=[
$soldierc,
army_painc11] {ai_painforward(3);};
void()
army_painc11=[
$soldierc,
army_painc12] {ai_painforward(6);};
void()
army_painc12=[
$soldierc,
army_painc13] {ai_painforward(8);};
void()
army_painc13=[
$soldierc,
army_run1] {};
void(entity attacker, float
damage) army_pain
=
{
local float r;
if
(self.pain_finished > time)
return;
r = random();
if (r < 0.2)
{
self.pain_finished = time + 0.6;
army_pain1 ();
sound (self, CHAN_VOICE, "soldier/pain1.wav", 1,
ATTN_NORM);
}
else if (r <
0.6)
{
self.pain_finished = time + 1.1;
army_painb1 ();
sound (self, CHAN_VOICE, "soldier/pain2.wav", 1,
ATTN_NORM);
}
else
{
self.pain_finished = time + 1.1;
army_painc1 ();
sound (self, CHAN_VOICE, "soldier/pain2.wav", 1,
ATTN_NORM);
}
};
void() army_fire =
{
local
vector dir;
local
entity en;
ai_face();
sound
(self, CHAN_WEAPON, "soldier/sattck1.wav", 1,
ATTN_NORM);
// dodging player
en =
self.enemy;
dir =
en.origin - en.velocity*0.2;
dir = normalize (dir -
self.origin);
FireBullets
(4, dir, '0.1 0.1 0');
};
void()
army_die1
=[
$soldierd,
army_die2
] {};
void()
army_die2
=[
$soldierd,
army_die3
] {};
void()
army_die3
=[
$soldierd,
army_die4
]
{self.solid = SOLID_NOT;self.ammo_shells = 5;DropBackpack();};
void()
army_die4
=[
$soldierd,
army_die5
] {};
void()
army_die5
=[
$soldierd,
army_die6
] {};
void()
army_die6
=[
$soldierd,
army_die7
] {};
void()
army_die7
=[
$soldierd,
army_die8
] {};
void()
army_die8
=[
$soldierd,
army_die9
] {};
void()
army_die9
=[
$soldierd,
army_die10 ]
{};
void()
army_die10
=[
$soldierd,
army_die10 ]
{};
void()
army_cdie1
=[
$soldierd,
army_cdie2 ]
{};
void()
army_cdie2
=[
$soldierd,
army_cdie3 ]
{ai_back(5);};
void()
army_cdie3
=[
$soldierd,
army_cdie4 ]
{self.solid = SOLID_NOT;self.ammo_shells =
5;DropBackpack();ai_back(4);};
void()
army_cdie4
=[
$soldierd,
army_cdie5 ]
{ai_back(13);};
void() army_cdie5
=[
$soldierd,
army_cdie6 ]
{ai_back(3);};
void()
army_cdie6
=[
$soldierd,
army_cdie7 ]
{ai_back(4);};
void()
army_cdie7
=[
$soldierd,
army_cdie8 ]
{};
void()
army_cdie8
=[
$soldierd,
army_cdie9 ]
{};
void()
army_cdie9
=[
$soldierd,
army_cdie10 ] {};
void()
army_cdie10
=[
$soldierd,
army_cdie11 ] {};
void()
army_cdie11
=[
$soldierd,
army_cdie11 ] {};
void() army_die =
{
// check for gib
if (self.health < -35)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1,
ATTN_NORM);
ThrowHead ("progs/h_guard.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
return;
}
// regular death
sound (self,
CHAN_VOICE, "soldier/death1.wav", 1, ATTN_NORM);
if (random() < 0.5)
army_die1 ();
else
army_cdie1 ();
};
/*UG monster_army (1 0 0) (-16 -16 -24) (16 16 40) Ambush
*/
void() monster_army =
{
if
(deathmatch)
{
remove(self);
return;
}
precache_model
("progs/soldier.mdl");
precache_model
("progs/h_guard.mdl");
precache_model
("progs/gib1.mdl");
precache_model
("progs/gib2.mdl");
precache_model
("progs/gib3.mdl");
precache_sound
("soldier/death1.wav");
precache_sound
("soldier/idle.wav");
precache_sound ("soldier/pain1.wav");
precache_sound
("soldier/pain2.wav");
precache_sound
("soldier/sattck1.wav");
precache_sound ("soldier/sight1.wav");
precache_sound
("player/udeath.wav");
//
gib death
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self,
"progs/soldier.mdl");
setsize (self, '-16 -16 -24', '16 16
40');
self.health = 30;
self.th_stand =
army_stand1;
self.th_walk = army_walk1;
self.th_run =
army_run1;
self.th_missile = army_atk1;
self.th_pain = army_pain;
self.th_die =
army_die;
walkmonster_start ();
};
-