7061 on Mon, 22 Oct 2001 07:48:38 +0200 (CEST) |
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<nettime> sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE); walkmonster_start (); |
--============_36724==_ma============ Content-Type: text/plain; charset="us-ascii" $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 (); }; - --============_36724==_ma============ Content-Type: text/html; charset="us-ascii" <!doctype html public "-//W3C//DTD W3 HTML//EN"> <html><head><style type="text/css"><!-- blockquote, dl, ul, ol, li { margin-top: 0 ; margin-bottom: 0 } --></style><title>sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_I</title></head><body> <div><font face="Geneva" size="-1" color="#000000"><br> $cd ug/models/soldier3<br> $origin 0 -6 24<br> $base base<x-tab> </x-tab><x-tab> </x-tab><br> $skin skin<br> <br> $frame soldierc<br> $frame soldierd<br> <br> /*<br> <br> */<br> <br> void() army_fire;<br> <br> void()<x-tab> </x-tab>army_stand1<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_stand2<x-tab> </x-tab>] {ai_stand();};<br> void()<x-tab> </x-tab>army_stand2<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_stand3<x-tab> </x-tab>] {ai_stand();};<br> void()<x-tab> </x-tab>army_stand3<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_stand4<x-tab> </x-tab>] {ai_stand();};<br> void()<x-tab> </x-tab>army_stand4<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_stand5<x-tab> </x-tab>] {ai_stand();};<br> void()<x-tab> </x-tab>army_stand5<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_stand6<x-tab> </x-tab>] {ai_stand();};<br> void()<x-tab> </x-tab>army_stand6<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_stand7<x-tab> </x-tab>] {ai_stand();};<br> void()<x-tab> </x-tab>army_stand7<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_stand8<x-tab> </x-tab>] {ai_stand();};<br> void()<x-tab> </x-tab>army_stand8<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_stand1<x-tab> </x-tab>] {ai_stand();};<br> <br> void()<x-tab> </x-tab>army_walk1<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk2<x-tab> </x-tab>] {<br> if (random() < 0.2)<br> <x-tab> </x-tab>sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE);<br> ai_walk(1);};<br> void()<x-tab> </x-tab>army_walk2<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk3<x-tab> </x-tab>] {ai_walk(1);};<br> void()<x-tab> </x-tab>army_walk3<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk4<x-tab> </x-tab>] {ai_walk(1);};<br> void()<x-tab> </x-tab>army_walk4<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk5<x-tab> </x-tab>] {ai_walk(1);};<br> void()<x-tab> </x-tab>army_walk5<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk6<x-tab> </x-tab>] {ai_walk(2);};<br> void()<x-tab> </x-tab>army_walk6<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk7<x-tab> </x-tab>] {ai_walk(3);};<br> void()<x-tab> </x-tab>army_walk7<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk8<x-tab> </x-tab>] {ai_walk(4);};<br> void()<x-tab> </x-tab>army_walk8<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk9<x-tab> </x-tab>] {ai_walk(4);};<br> void()<x-tab> </x-tab>army_walk9<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk10<x-tab> </x-tab>] {ai_walk(2);};<br> void()<x-tab> </x-tab>army_walk10<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk11<x-tab> </x-tab>] {ai_walk(2);};<br> void()<x-tab> </x-tab>army_walk11<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk12<x-tab> </x-tab>] {ai_walk(2);};<br> void()<x-tab> </x-tab>army_walk12<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk13<x-tab> </x-tab>] {ai_walk(1);};<br> void()<x-tab> </x-tab>army_walk13<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk14<x-tab> </x-tab>] {ai_walk(0);};<br> void()<x-tab> </x-tab>army_walk14<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk15<x-tab> </x-tab>] {ai_walk(1);};<br> void()<x-tab> </x-tab>army_walk15<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk16<x-tab> </x-tab>] {ai_walk(1);};<br> void()<x-tab> </x-tab>army_walk16<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk17<x-tab> </x-tab>] {ai_walk(1);};<br> void()<x-tab> </x-tab>army_walk17<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk18<x-tab> </x-tab>] {ai_walk(3);};<br> void()<x-tab> </x-tab>army_walk18<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk19<x-tab> </x-tab>] {ai_walk(3);};<br> void()<x-tab> </x-tab>army_walk19<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk20<x-tab> </x-tab>] {ai_walk(3);};<br> void()<x-tab> </x-tab>army_walk20<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk21<x-tab> </x-tab>] {ai_walk(3);};<br> void()<x-tab> </x-tab>army_walk21<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk22<x-tab> </x-tab>] {ai_walk(2);};<br> void()<x-tab> </x-tab>army_walk22<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk23<x-tab> </x-tab>] {ai_walk(1);};<br> void()<x-tab> </x-tab>army_walk23<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk24<x-tab> </x-tab>] {ai_walk(1);};<br> void()<x-tab> </x-tab>army_walk24<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_walk1<x-tab> </x-tab>] {ai_walk(1);};<br> <br> void()<x-tab> </x-tab>army_run1<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab><x-tab> </x-tab>army_run2<x-tab> </x-tab>] {<br> if (random() < 0.2)<br> <x-tab> </x-tab>sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE);<br> ai_run(11);};<br> void()<x-tab> </x-tab>army_run2<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab><x-tab> </x-tab>army_run3<x-tab> </x-tab>] {ai_run(15);};<br> void()<x-tab> </x-tab>army_run3<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab><x-tab> </x-tab>army_run4<x-tab> </x-tab>] {ai_run(10);};<br> void()<x-tab> </x-tab>army_run4<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab><x-tab> </x-tab>army_run5<x-tab> </x-tab>] {ai_run(10);};<br> void()<x-tab> </x-tab>army_run5<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab><x-tab> </x-tab>army_run6<x-tab> </x-tab>] {ai_run(8);};<br> void()<x-tab> </x-tab>army_run6<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab><x-tab> </x-tab>army_run7<x-tab> </x-tab>] {ai_run(15);};<br> void()<x-tab> </x-tab>army_run7<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab><x-tab> </x-tab>army_run8<x-tab> </x-tab>] {ai_run(10);};<br> void()<x-tab> </x-tab>army_run8<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab><x-tab> </x-tab>army_run1<x-tab> </x-tab>] {ai_run(8);};<br> <br> void()<x-tab> </x-tab>army_atk1<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_atk2<x-tab> </x-tab>] {ai_face();};<br> void()<x-tab> </x-tab>army_atk2<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_atk3<x-tab> </x-tab>] {ai_face();};<br> void()<x-tab> </x-tab>army_atk3<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_atk4<x-tab> </x-tab>] {ai_face();};<br> void()<x-tab> </x-tab>army_atk4<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_atk5<x-tab> </x-tab>] {ai_face();};<br> void()<x-tab> </x-tab>army_atk5<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_atk6<x-tab> </x-tab>] {ai_face();army_fire();<br> <br> };<br> void()<x-tab> </x-tab>army_atk6<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_atk7<x-tab> </x-tab>] {ai_face();};<br> void()<x-tab> </x-tab>army_atk7<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_atk8<x-tab> </x-tab>] {ai_face();SUB_CheckRefire (army_atk1);};<br> void()<x-tab> </x-tab>army_atk8<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_atk9<x-tab> </x-tab>] {ai_face();};<br> void()<x-tab> </x-tab>army_atk9<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_run1<x-tab> </x-tab>] {ai_face();};<br> <br> <br> void()<x-tab> </x-tab>army_pain1<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab><x-tab> </x-tab>army_pain2<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_pain2<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab><x-tab> </x-tab>army_pain3<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_pain3<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab><x-tab> </x-tab>army_pain4<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_pain4<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab><x-tab> </x-tab>army_pain5<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_pain5<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab><x-tab> </x-tab>army_pain6<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_pain6<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab><x-tab> </x-tab>army_run1<x-tab> </x-tab>] {ai_pain(1);};<br> <br> void()<x-tab> </x-tab>army_painb1<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painb2<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_painb2<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painb3<x-tab> </x-tab>] {ai_painforward(13);};<br> void()<x-tab> </x-tab>army_painb3<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painb4<x-tab> </x-tab>] {ai_painforward(9);};<br> void()<x-tab> </x-tab>army_painb4<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painb5<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_painb5<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painb6<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_painb6<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painb7<x-tab> </x-tab>] {};</font></div> <div><font face="Geneva" size="-1" color="#000000">void()<x-tab> </x-tab>army_painb7<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painb8<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_painb8<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painb9<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_painb9<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painb10] {};<br> void()<x-tab> </x-tab>army_painb10=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painb11] {};<br> void()<x-tab> </x-tab>army_painb11=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painb12] {};<br> void()<x-tab> </x-tab>army_painb12=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painb13] {ai_pain(2);};<br> void()<x-tab> </x-tab>army_painb13=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painb14] {};<br> void()<x-tab> </x-tab>army_painb14=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_run1<x-tab> </x-tab>] {};<br> <br> void()<x-tab> </x-tab>army_painc1<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painc2<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_painc2<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painc3<x-tab> </x-tab>] {ai_pain(1);};<br> void()<x-tab> </x-tab>army_painc3<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painc4<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_painc4<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painc5<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_painc5<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painc6<x-tab> </x-tab>] {ai_painforward(1);};<br> void()<x-tab> </x-tab>army_painc6<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painc7<x-tab> </x-tab>] {ai_painforward(1);};<br> void()<x-tab> </x-tab>army_painc7<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painc8<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_painc8<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painc9<x-tab> </x-tab>] {ai_pain(1);};<br> void()<x-tab> </x-tab>army_painc9<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painc10] {ai_painforward(4);};<br> void()<x-tab> </x-tab>army_painc10=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painc11] {ai_painforward(3);};<br> void()<x-tab> </x-tab>army_painc11=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painc12] {ai_painforward(6);};<br> void()<x-tab> </x-tab>army_painc12=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_painc13] {ai_painforward(8);};<br> void()<x-tab> </x-tab>army_painc13=[<x-tab> </x-tab>$soldierc,<x-tab> </x-tab>army_run1] {};<br> <br> void(entity attacker, float damage)<x-tab> </x-tab>army_pain =<br> {<br> <x-tab> </x-tab>local float r;<br> <x-tab> </x-tab><br> <x-tab> </x-tab>if (self.pain_finished > time)<br> <x-tab> </x-tab><x-tab> </x-tab>return;<br> <br> <x-tab> </x-tab>r = random();<br> <br> <x-tab> </x-tab>if (r < 0.2)<br> <x-tab> </x-tab>{<br> <x-tab> </x-tab><x-tab> </x-tab>self.pain_finished = time + 0.6;<br> <x-tab> </x-tab><x-tab> </x-tab>army_pain1 ();<br> <x-tab> </x-tab><x-tab> </x-tab>sound (self, CHAN_VOICE, "soldier/pain1.wav", 1, ATTN_NORM);<br> <x-tab> </x-tab>}<br> <x-tab> </x-tab>else if (r < 0.6)<br> <x-tab> </x-tab>{<br> <x-tab> </x-tab><x-tab> </x-tab>self.pain_finished = time + 1.1;<br> <x-tab> </x-tab><x-tab> </x-tab>army_painb1 ();<br> <x-tab> </x-tab><x-tab> </x-tab>sound (self, CHAN_VOICE, "soldier/pain2.wav", 1, ATTN_NORM);<br> <x-tab> </x-tab>}<br> <x-tab> </x-tab>else<br> <x-tab> </x-tab>{<br> <x-tab> </x-tab><x-tab> </x-tab>self.pain_finished = time + 1.1;<br> <x-tab> </x-tab><x-tab> </x-tab>army_painc1 ();<br> <x-tab> </x-tab><x-tab> </x-tab>sound (self, CHAN_VOICE, "soldier/pain2.wav", 1, ATTN_NORM);<br> <x-tab> </x-tab>}<br> };<br> <br> <br> void() army_fire =<br> {<br> <x-tab> </x-tab>local<x-tab> </x-tab>vector<x-tab> </x-tab>dir;<br> <x-tab> </x-tab>local<x-tab> </x-tab>entity<x-tab> </x-tab>en;<br> <x-tab> </x-tab><br> <x-tab> </x-tab>ai_face();<br> <x-tab> </x-tab><br> <x-tab> </x-tab>sound (self, CHAN_WEAPON, "soldier/sattck1.wav", 1, ATTN_NORM);<x-tab> </x-tab><br> <br> // dodging player<br> <x-tab> </x-tab>en = self.enemy;<br> <x-tab> </x-tab><br> <x-tab> </x-tab>dir = en.origin - en.velocity*0.2;<br> <x-tab> </x-tab>dir = normalize (dir - self.origin);<br> <x-tab> </x-tab><br> <x-tab> </x-tab>FireBullets (4, dir, '0.1 0.1 0');<br> };<br> <br> <br> <br> void()<x-tab> </x-tab>army_die1<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierd,<x-tab> </x-tab>army_die2<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_die2<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierd,<x-tab> </x-tab>army_die3<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_die3<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierd,<x-tab> </x-tab>army_die4<x-tab> </x-tab>]<br> {self.solid = SOLID_NOT;self.ammo_shells = 5;DropBackpack();};<br> void()<x-tab> </x-tab>army_die4<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierd,<x-tab> </x-tab>army_die5<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_die5<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierd,<x-tab> </x-tab>army_die6<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_die6<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierd,<x-tab> </x-tab>army_die7<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_die7<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierd,<x-tab> </x-tab>army_die8<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_die8<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierd,<x-tab> </x-tab>army_die9<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_die9<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierd,<x-tab> </x-tab>army_die10<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_die10<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierd,<x-tab> </x-tab>army_die10<x-tab> </x-tab>] {};<br> <br> void()<x-tab> </x-tab>army_cdie1<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierd,<x-tab> </x-tab>army_cdie2<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_cdie2<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierd,<x-tab> </x-tab>army_cdie3<x-tab> </x-tab>] {ai_back(5);};<br> void()<x-tab> </x-tab>army_cdie3<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierd,<x-tab> </x-tab>army_cdie4<x-tab> </x-tab>]<br> {self.solid = SOLID_NOT;self.ammo_shells = 5;DropBackpack();ai_back(4);};<br> void()<x-tab> </x-tab>army_cdie4<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierd,<x-tab> </x-tab>army_cdie5<x-tab> </x-tab>] {ai_back(13);};<br> void()<x-tab> </x-tab>army_cdie5<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierd,<x-tab> </x-tab>army_cdie6<x-tab> </x-tab>] {ai_back(3);};<br> void()<x-tab> </x-tab>army_cdie6<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierd,<x-tab> </x-tab>army_cdie7<x-tab> </x-tab>] {ai_back(4);};<br> void()<x-tab> </x-tab>army_cdie7<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierd,<x-tab> </x-tab>army_cdie8<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_cdie8<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierd,<x-tab> </x-tab>army_cdie9<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_cdie9<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierd,<x-tab> </x-tab>army_cdie10<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_cdie10<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierd,<x-tab> </x-tab>army_cdie11<x-tab> </x-tab>] {};<br> void()<x-tab> </x-tab>army_cdie11<x-tab> </x-tab>=[<x-tab> </x-tab>$soldierd,<x-tab> </x-tab>army_cdie11<x-tab> </x-tab>] {};<br> <br> <br> void() army_die =<br> {<br> // check for gib<br> <x-tab> </x-tab>if (self.health < -35)<br> <x-tab> </x-tab>{<br> <x-tab> </x-tab><x-tab> </x-tab>sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);<br> <x-tab> </x-tab><x-tab> </x-tab>ThrowHead ("progs/h_guard.mdl", self.health);<br> <x-tab> </x-tab><x-tab> </x-tab>ThrowGib ("progs/gib1.mdl", self.health);<br> <x-tab> </x-tab><x-tab> </x-tab>ThrowGib ("progs/gib2.mdl", self.health);<br> <x-tab> </x-tab><x-tab> </x-tab>ThrowGib ("progs/gib3.mdl", self.health);<br> <x-tab> </x-tab><x-tab> </x-tab>return;<br> <x-tab> </x-tab>}<br> <br> // regular death<br> <x-tab> </x-tab>sound (self, CHAN_VOICE, "soldier/death1.wav", 1, ATTN_NORM);<br> <x-tab> </x-tab>if (random() < 0.5)<br> <x-tab> </x-tab><x-tab> </x-tab>army_die1 ();<br> <x-tab> </x-tab>else<br> <x-tab> </x-tab><x-tab> </x-tab>army_cdie1 ();<br> };<br> <br> <br> /*UG monster_army (1 0 0) (-16 -16 -24) (16 16 40) Ambush<br> */<br> void() monster_army =<br> {<x-tab> </x-tab><br> <x-tab> </x-tab>if (deathmatch)<br> <x-tab> </x-tab>{<br> <x-tab> </x-tab><x-tab> </x-tab>remove(self);<br> <x-tab> </x-tab><x-tab> </x-tab>return;<br> <x-tab> </x-tab>}<br> <x-tab> </x-tab>precache_model ("progs/soldier.mdl");<br> <x-tab> </x-tab>precache_model ("progs/h_guard.mdl");<br> <x-tab> </x-tab>precache_model ("progs/gib1.mdl");<br> <x-tab> </x-tab>precache_model ("progs/gib2.mdl");<br> <x-tab> </x-tab>precache_model ("progs/gib3.mdl");<br> <br> <x-tab> </x-tab>precache_sound ("soldier/death1.wav");<br> <x-tab> </x-tab>precache_sound ("soldier/idle.wav");</font></div> <div><font face="Geneva" size="-1" color="#000000"><x-tab> </x-tab>precache_sound ("soldier/pain1.wav");<br> <x-tab> </x-tab>precache_sound ("soldier/pain2.wav");<br> <x-tab> </x-tab>precache_sound ("soldier/sattck1.wav");<br> <x-tab> </x-tab>precache_sound ("soldier/sight1.wav");<br> <br> <x-tab> </x-tab>precache_sound ("player/udeath.wav");<x-tab> </x-tab><x-tab> </x-tab>// gib death<br> <br> <br> <x-tab> </x-tab>self.solid = SOLID_SLIDEBOX;<br> <x-tab> </x-tab>self.movetype = MOVETYPE_STEP;<br> <br> <x-tab> </x-tab>setmodel (self, "progs/soldier.mdl");<br> <br> <x-tab> </x-tab>setsize (self, '-16 -16 -24', '16 16 40');<br> <x-tab> </x-tab>self.health = 30;<br> <br> <x-tab> </x-tab>self.th_stand = army_stand1;<br> <x-tab> </x-tab>self.th_walk = army_walk1;<br> <x-tab> </x-tab>self.th_run = army_run1;<br> <x-tab> </x-tab>self.th_missile = army_atk1;<br> <x-tab> </x-tab>self.th_pain = army_pain;<br> <x-tab> </x-tab>self.th_die = army_die;<br> <br> <x-tab> </x-tab>walkmonster_start ();<br> };</font></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div><br></div> <div>-</div> </body> </html> --============_36724==_ma============-- # 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