7061 on Mon, 29 Oct 2001 09:49:02 +0100 (CET)


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[Nettime-bold] -- E-Mail from 404@jodi.org to nettime-I@bbs.thing.net --Invalidenstr. 2 1904


Title: -- E-Mail from 404@jodi.org to nettime-I@bbs.thing.net
 
Subject: E-Mail from 404@jodi.org to nettime-I@bbs.thing.net
Date: Mon, 22 Oct 2001 11:48:01 +0200
MIME-Version: 1.0
Status:  
Hi!
 
We got your email with the Subject: <nettime> sound(self, CHAN_VOICE, "soldier/idle.wav". 1. ATTN_IDLE); walkmonster_start(); to our e-mail adress office@visa-austria.org.
 
why?
 
please take a look if you have stored a false e-mail adress, cause this one is a adress for our customers.
 
 
many thanks
 
Roman GRÄBNER
Systembetreuung
VISA-SERVICE Kreditkarten AG
Invalidenstr. 2
A-1030 Vienna
( Phone: ++43 1 711 11 237
)  Fax:     ++43 1 711 11 87237
* Email: r.graebner@visa-austria.com
WEB: http://www.visa.at
Diese E-Mail-Nachricht (inklusive aller Anhänge) ist vertraulich und
ausschließlich für den/die Adressaten bestimmt. Wenn Sie nicht der
Adressat sind, ist es untersagt, diese Nachricht zu lesen, zu kopieren, zu
speichern oder weiterzuleiten. Haben Sie diese Nachricht irrtümlich
erhalten, ersuchen wir Sie uns unter Tel.: ++43-1-71111-237 zu kontaktiere

 

//
$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 ();
};














































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