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  1. {"human"
  2. {inflammation_time 0.25}
  3. {on spawn
  4. {add_view "cigarettesmoke" "smoke" "head"}
  5. {add_view "drops_water_small2" "on_water" "foot3r"}
  6. {add_view "drops_water_small2" "on_water" "foot3l"}
  7. {add_view "drops_water_small3" "swim" "foot3r"}
  8. {add_view "drops_water_small3" "swim" "foot3l"}
  9. {add_view "drops_water_small3" "swim" "hand2r"}
  10. {add_view "drops_water_small3" "swim" "hand2l"}
  11. {add_view "wash_human_small" "swim_move" "head"}
  12. {add_view "drops_puddle_small" "on_puddle" "foot3r"}
  13. {add_view "drops_puddle_small" "on_puddle" "foot3l"}
  14. {add_view "drops_puddle_small" "die_in_swamp" "foot3r"}
  15. {add_view "drops_puddle_small" "die_in_swamp" "foot3l"}
  16.  
  17. {add_view "marker_healing" "marker_healing" "head"}
  18. {add_view "marker_repair" "marker_repair" "head"}
  19. {add_view "marker_ammo_out" "marker_ammo_out" "head"}
  20. {add_view "marker_ammo_refill" "marker_ammo_refill" "head"}
  21. {add_view "marker_personage" "marker_personage" "head"}
  22. {add_view "marker_veterancy" "marker_veterancy" "head"}
  23.  
  24. {link_sound "move_ground" "human/move/ground"}
  25. {link_sound "move_road" "human/move/road"}
  26. {link_sound "move_sand" "human/move/sand"}
  27. {link_sound "move_snow" "human/move/snow"}
  28. {link_sound "move_grass" "human/move/grass"}
  29.  
  30. {link_sound "swim" "human/move/swim"}
  31.  
  32. {if able "burning"
  33. {call "add_burn_fx"}
  34. {view start "burn_fire"}
  35. }
  36. }
  37. {on contact
  38. {if not impregnable
  39. {kill_flags reset}
  40. {volumes disable contact}
  41. {delay 2
  42. {volumes enable contact}
  43. }
  44. {if effector "tank"
  45. {if not user_control
  46. {health_damage_crush "die" "crush"}
  47. else
  48. {health_damage_crush "die" "crush"}
  49. }
  50. else effector "vehicle"
  51. {if not dead
  52. {if not user_control
  53. {call "die"}
  54. else
  55. {call "die"}
  56. }
  57. else
  58. {spawn "bloodsparks_small"}
  59. }
  60. else effector "knife"
  61. {if contact_velocity 5
  62. {health_damage_count 500
  63. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}
  64. }
  65. }
  66. (define "health_damage"
  67. {health_damage_count %c
  68. {effects "" "hit" "damage" "die" "die"}
  69. }
  70. )
  71. else effector "axe"
  72. {if contact_velocity 5
  73. ("health_damage" c(500))
  74. }
  75. (define "contact_part"
  76. else effector %e
  77. {if contact_velocity %v
  78. {if difficulty "easy"
  79. {if user_control
  80. ("health_damage" c(%ud))
  81. else
  82. ("health_damage" c(%d))
  83. }
  84. else
  85. ("health_damage" c(%d))
  86. }
  87.  
  88. ("health_damage" c(%d))
  89. }
  90.  
  91. )
  92. ("contact_part" e("building_part") v(3) ud(20) d(120))
  93. ("contact_part" e("big part") v(3) ud(20) d(120))
  94. ("contact_part" e("medium part") v(6) ud(10) d(80))
  95. ("contact_part" e("small part") v(10) ud(3) d(40))
  96. else effector "chicken"
  97. {health_damage_count 0
  98. {effects "" "hit" "hit" "hit" "hit"}
  99. }
  100. else effector "wire"
  101. {health_damage_count 20
  102. {effects "" "hit" "damage" "die" "die"}
  103. }
  104. else effector "flame_piece"
  105. {health_damage_count 15
  106. {effects "" "hit" "hit" "die" "die"}
  107. }
  108. }
  109. }
  110. }
  111. {on bullet_hit
  112. {kill_flags reset}
  113. {spawn "ex_bul_sm"} ; to generate hit signal
  114. {if stuff "shell fg"
  115. {bullet_detonate}
  116. else stuff "bazooka"
  117. {bullet_detonate}
  118. {call "process_bullet_hit"}
  119. else stuff "bullet"
  120. {if volume_armored
  121. {bullet_detonate}
  122. }
  123. {call "process_bullet_hit"}
  124. else
  125. {call "process_bullet_hit"}
  126. }
  127. }
  128. {on blow
  129. {if not name "knife"
  130. {start_sound "human/blow"}
  131. }
  132. }
  133. {on blow opponent
  134. {if name "knife"
  135. {health_damage_blow
  136. {effects "" "hit" "hit" "die_from_knife" "die_from_knife"}
  137. }
  138. else
  139. {if name "head"
  140. {spawn "bloodsparks_small" "head"}
  141. }
  142. {health_damage_blow
  143. {effects "" "hit" "hit" "die" "die"}
  144. }
  145. }
  146. }
  147. {on "process_bullet_hit"
  148. {if hit_side front {kill_flags front}
  149. else hit_side back {kill_flags back}
  150. else {kill_flags front back}
  151. }
  152. {if velocity 7 {kill_flags run}
  153. else velocity 0.1 {kill_flags go}
  154. }
  155. {kill_flags piercing}
  156. {if stuff "rifle" {kill_flags rifle}}
  157. {if stuff "mgun" {kill_flags mgun}}
  158. {if stuff "smg" {kill_flags smg}}
  159. {if stuff "pistol" {kill_flags pistol}}
  160.  
  161. {health_damage_pierce
  162. {effects "hit-scream"
  163. "hit-light" "hit-heavy"
  164. "die" "hit-explosion"
  165. "throw-off" "throw-off-and-die"
  166. }
  167. {explosive_treshold 70}
  168. {table {30 1} {200 2.5} {500 3} {5000 5}}
  169. }
  170. {if volume "head"
  171. ; {if not volume_armored
  172. ; {if stuff "sniper" {die}}
  173. ; }
  174. {if rand 0.05
  175. {take_off "head"
  176. {impulse up 5 2 dir 7 3}
  177. }
  178. }
  179. }
  180. ; {if volume "body"
  181. ; {if not volume_armored
  182. ; {if stuff "pistol" {if rand 0.08 {call "die"} ("health_damage" c(500))}}
  183. ; {if stuff "mgun" {if rand 0.1 {call "die"} ("health_damage" c(500))}}
  184. ; {if stuff "rifle" {if rand 0.2 ("health_damage" c(60))}}
  185. ; }
  186. ; }
  187. }
  188.  
  189. {on blast_hit overload
  190. {if min_energy 0.8
  191. ("health_damage" c(100))
  192. }
  193. {if stuff "kamikaze"
  194. {call "die"}
  195. ("health_damage" c(250))
  196. {con "kamikaze"}
  197. }
  198.  
  199. {kill_flags reset}
  200. {if hit_side front {kill_flags front}
  201. else hit_side back {kill_flags back}
  202. else {kill_flags front back}
  203. }
  204. {kill_flags blast}
  205.  
  206. {health_damage_blast
  207. {effects "hit-scream"
  208. "hit-light" "hit-heavy"
  209. "die" "hit-explosion"
  210. "throw-off" "throw-off-and-die"
  211. }
  212. {table {0.5 0.5} {2 1} {10 3} {50 6}}
  213. }
  214. }
  215. {on "die_throw_high"
  216. {set "die_after_throw" 1}
  217. {spawn "bloodsparks_small"}
  218. {call "die_scream"}
  219. {call "throw_high"}
  220. }
  221.  
  222. {on "hit-scream"
  223. {if not "talk"
  224. {set "talk" 1}
  225. {talk "injuring"}
  226. {delay 10 2
  227. {set "talk" 0}
  228. }
  229. }
  230. }
  231.  
  232. {on "hit-light"
  233. {spawn "bloodsparks_small"}
  234. }
  235.  
  236. {on "hit-heavy"
  237. {spawn "bloodsparks_big"}
  238. }
  239. {on "hit-explosion"
  240. {if tagged "no_explosion"
  241. {call "die"}
  242. else
  243. {call "die_scream"}
  244. {call "explosion"}
  245. }
  246. }
  247. {on "throw-off"
  248. {set "die_after_throw" 0}
  249. {call "throw_high"}
  250. }
  251. {on "throw-off-and-die"
  252. {set "die_after_throw" 1}
  253. {call "die_scream"}
  254. {call "throw_high"}
  255. }
  256.  
  257. {on "hit"
  258. {call "hit-scream"}
  259. }
  260. {on "damage"
  261. {spawn "bloodsparks_small"}
  262. {call "hit"}
  263. }
  264.  
  265. {on "throw_high"
  266. {if senseless
  267. {if not dead
  268. {if not user_control
  269. {call "die"}
  270. }
  271. }
  272. else
  273. {if not dead
  274. {if linked "vehicle"
  275. {if "die_after_throw"
  276. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force}
  277. else
  278. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 force}
  279. }
  280. else
  281. {if "die_after_throw"
  282. {throw_off up 4 0.8 dir 3.5 0.5 forward 0 0 die}
  283. else
  284. {throw_off up 4 0.8 dir 3.5 0.5 forward 0 0}
  285. }
  286. }
  287. else
  288. {call "explosion"}
  289. }
  290. }
  291. }
  292. {on "throw_off_end"
  293. {if not user_control
  294. {health_damage_count 50
  295. {effects "" "hit" "damage" "die" "die"}
  296. }
  297. }
  298. {call "knock_down"}
  299. }
  300. {on "throw_off_end_die"
  301. {call "die"}
  302. }
  303. {on "throw_off_from_tower"
  304. {throw_off up 1 forward 2 die force}
  305. }
  306. {on "throw_off_from_ladder"
  307. {throw_off up 1 forward -2 die force}
  308. }
  309. {on "throw_off_from_ship"
  310. {throw_off up 4 dir 3 1 die force}
  311. }
  312. {on "throw_off_from_vehicle"
  313. {if difficulty "multiplayer"
  314. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 force die}
  315. else
  316. {if user_control
  317. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 force}
  318. else
  319. {throw_off up 1.3 0.5 dir 5 1 forward 4 turn 0 360 rnd_die 0.7 force}
  320. }
  321. }
  322. }
  323. {on "linker_simulation"
  324. {if effector "airborne"
  325. else effector "cannon"
  326. ; {throw_off up 2.25 0.75 forward 2.25 0.75 turn 0 360 force}
  327. else altitude 3
  328. {throw_off up 1 forward 2 die force}
  329. }
  330. }
  331.  
  332. {on "knock_down"
  333. {if not water_level -0.1
  334. {knockdown 12 3}
  335. }
  336. }
  337.  
  338. {on "die"
  339. {if not dead
  340. {spawn "bloodsparks_small"}
  341. {if linked
  342. {if linked "shipflak"
  343. {call "throw_off_from_ship"}
  344. else linked "doublecolt"
  345. {call "throw_off_from_ship"}
  346. else linked "car"
  347. {if place "driver"
  348. {throw_off up 1.6 forward 2 turn -90 die force rotate_to_dir}
  349. else place "commander"
  350. {throw_off up 1.6 forward 2 turn +90 die force rotate_to_dir}
  351. else
  352. {call "die_with_blood"}
  353. }
  354. else altitude 2
  355. {if boarding
  356. {call "throw_off_from_ladder"}
  357. else
  358. {call "throw_off_from_tower"}
  359. }
  360. else linked "cannon"
  361. {call "die_with_blood"}
  362. else
  363. {call "throw_off_from_vehicle"}
  364. }
  365. else
  366. {call "die_with_blood"}
  367. }
  368. }
  369. }
  370.  
  371. ; {SONNE2 START
  372. ;#############################
  373. ;##############################
  374. ;###########################
  375. ;##########################
  376. ;############################
  377.  
  378.  
  379.  
  380.  
  381.  
  382.  
  383.  
  384. ;Sonne 2 Start at die_with_blood, this entire code will overwrite die_with_blood and die_without_blood
  385. {on "die_with_blood"
  386. {if not senseless
  387. {spawn "blood"}
  388. }
  389. {if not able "personage"
  390. {call "main_menu"} {able select 0}
  391. }
  392.  
  393. {if "revival_script_enabled" {call "die_without_blood"} }
  394. {if not "revival_script_enabled" {call "die_without_blood_vanilla"} }
  395.  
  396.  
  397. }
  398. {on "die_without_blood_vanilla"
  399. ; {con "die"}
  400. {view pause "swim"}
  401. {call "die_scream"}
  402. {if not kill_flags blast
  403. {kill_flags piercing}
  404. }
  405. {die}
  406. ; {able collect 1}
  407. {delay 3
  408. {volumes enable contact}
  409. }
  410. ; {delay 30 {delete}}
  411. }
  412. {on "last_shot" ; this is for the people who have the jamming tutorial
  413.  
  414. {if tagged "riflew" {if "last_shot" {view show "flashbarrel"}{view start "flashbarrel"}{start_sound "weapon/shot/rifle"} {delay 0.5{view pause "flashbarrel"}{view stop "flashbarrel"} }}}
  415. {if tagged "smgw" {if "last_shot" {view show "flashbarrel"}{view start "flashbarrel"}{start_sound "weapon/shot/smg/type2smg_burst"} {delay 0.5{view pause "flashbarrel"}{view stop "flashbarrel"} }}}
  416. {if tagged "pistolw" {if "last_shot" {view show "flashbarrel"}{view start "flashbarrel"}{start_sound "weapon/shot/pistol"} {delay 0.5{view pause "flashbarrel"}{view stop "flashbarrel"} }}}
  417. {if tagged "mgunw" {if "last_shot" {view show "flashbarrel"}{view start "flashbarrel"}{start_sound "weapon/shot/mgun/bar_burst"} {delay 0.5{view pause "flashbarrel"}{view stop "flashbarrel"} }}}
  418. }
  419. {on "main_menu" ;#MENU, TO TURN ON AND TURN OFF THE SCRIPT OR MINIMODS LIKE SWITCH_SIDES -Sonne2
  420. ;change the sets to enable or disable minimods, and change the if rand to numbers from 0.0 - 1.0 ex. if rand 0.25 = 25% chance of that thing happening
  421. {if rand 1.0 ;100% chance if revival_script_enabled is enabled lol.
  422. {set "revival_script_enabled" 1} ; 1 Enables, 0 Disables the ENTIRE Revival Script giving units the vanilla default death.
  423. }
  424. ;MINI-MODS
  425. ;Switch Sides {player 0}, {player 1}
  426. {if rand 0.35 ;35% chance
  427. {set "last_shot" 1} ; 1 Enables, 0 Disables units who die try to shoot but fail, like in a scarface movie, or ghostdog.
  428. }
  429. {if rand 1.0
  430. {set "switch_sides" 0} ;The Revived will switch sides.
  431. } ;SWITCH_MENU SWITCH_SIDES switch sides
  432. ;When they switch sides, which side do you want them to choose!? Must have switch_sides enabled
  433. {if rand 1.0 {set "player 0" 1}} ;If revived, they will choose Player 0.
  434. {if rand 1.0 {set "player 1" 0}} ;If revived, they will choose Player 1.
  435. {if rand 1.0 {set "player 2" 0}} ;If revived, they will choose Player 2.
  436. {if rand 1.0 {set "player 3" 0}} ;If revived, they will choose Player 3.
  437. {if rand 1.0 {set "player 4" 0}} ;If revived, they will choose Player 4.
  438. {if rand 1.0 {set "player 5" 0}} ;If revived, they will choose Player 5.
  439. {if rand 1.0 {set "player 6" 0}} ;If revived, they will choose Player 6.
  440. {if rand 1.0 {set "player 7" 0}} ;If revived, they will choose Player 7.
  441. {if rand 1.0 {set "player 8" 0}} ;If revived, they will choose Player 8.
  442. {if rand 1.0 {set "player 9" 0}} ;If revived, they will choose Player 9.
  443. ;Quote Options!
  444. {set "quotes_enabled" 1} ; 1 Enables, 0 Disables All Quotes including X_x. If you want X_x by itself, just disable near_death_quotes_enabled, and revived_quotes_enabled
  445.  
  446. ;Quote Options p2. If quotes_enabled is enabled.
  447. {set "near_death_quotes_enabled" 1} ; 1 Enables, 0 Disables Near Death Quotes, ex. the text such as !!!!, ouch, or HELP.
  448. {set "revived_quotes_enabled" 1} ; 1 Enables, 0 Disables Revived Quotes, ex. the text such as "Thank You" or "You revived me!".
  449. {set "recover_quotes_enabled" 1} ; 1 Enables, 0 Disables Recover quotes, ex. the text such as "I survived" or "I am invincible".
  450. {set "X_x_face_enabled" 1} ; 1 Enables, 0 Disables X_x faces, ex. the text such as "-_-" or "X|".
  451.  
  452. ;Near Death Quotes
  453. {set "calculated_quotes" 0} ; 1 Enables, 0 Disables All Calculated Quotes, ex. the text such as "15 seconds to live".
  454. {set "religious_quotes" 1} ; 1 Enables, 0 Disables Religious Quotes, ex. the text such as God Help Me!, or For the love of God someone heal me!.
  455. {set "akward_quotes" 1} ; 1 Enables, 0 Disables All Akward Quotes, ex. the text such as Should have learned how to do the matrix!, or I need to find a time machine! Or my Favorite THIS IS SPARTA.
  456. {set "profanity_quotes" 1} ; 1 Enables, 0 Disables All Profanity Quotes, ex. the text such as "Damn My Leg", or "Damnit", or just plain old "Damn", and "Sup, Bitches" X-x.
  457.  
  458.  
  459. ;Revived Speech search for speech
  460. {set "revived_speech" 1} ; 1 Enables, 0 Disables Revived_Speech, ex. When you revive a comrade, the revived will actually sound happy, or desperate and say something like "get ready for medals! -usa soldier", or "I want to be a hero but I don't want to die! -eng soldier."
  461. ;They talk now.
  462. {if rand 0.80 {set "near_death_animation" 1}} ; 1 Enables, 0 Disables Near_Death Animations.
  463.  
  464. ;Chances of Getting back up as long as they don't get shot ;You can't heal them as their wounds are too much(BS I know XD.), their survival is all up to their will to get up.
  465. {if rand 0.04 {set "self_recover" 1}} ; 1 Enables, 0 Disables the random chance of Fallen Units getting back up, ex. If the unit gets up quicker than death_wait can kill it, it will survive the death proccess on its own, as long as its not shot.
  466. ;They can randomly recover from death as long as they're not shot while down, or too late to get up before death_wait kills them.
  467.  
  468. {if "self_recover" ;they are not healable in the process, their survivability relies on their own strength.
  469. {if rand 0.5 {knockdown 32 1} else {knockdown 300 1}} ;maximum 32 - minimum 4 seconds before they can get up before death_wait timer kills them. 2nd option ensures very slim chance of survival.
  470. {tags add "self_recover"}
  471. {if "near_death_animation" {if rand 0.75 {ani_play "lie_sleep_idle_2" 1.0 loop} else {ani_play "lie_sleep_idle_1" 1.0 loop}}}
  472. {tags remove "revived"}
  473. {tags add "near_death"}
  474. {able select 0}}
  475. ;{if not "self_recover" ;they are not healable in the process, their survivability relies on their own strength.
  476. ;{tags add "no_self_recover"}
  477. ;}
  478. ; if they don't get up before the below timers, they die.
  479. ;"die_processlong"} ;Long Death 10% Chance 40 seconds before death_wait kills them
  480. ;"die_process"} ;Normal Death 10% chance 20 seconds before death_wait kills them
  481. ;"die_processvlong"} ;Very Long Death 10% chance 139 seconds before death_wait kills them
  482. ;"die_processvlong2"} ;Very Very Long Death 10% chance 239 seconds before death_wait kills them
  483. ;"die_processshort"} ;Short Death 10% chance 10 seconds before death_wait kills them
  484. ;"die_processveryshort"} ;Very Short Death 10% chance 5 seconds before death_wait kills them
  485.  
  486.  
  487. ;DEATH BOUNCE. people who die, fly through the air
  488. {if rand 1.0 ;100% chance of death bounce if epic_pwn enabled
  489. {set "epic_pwn" 0} ; 1 Enables, 0 Disables Bounce Death, ex. people who die, fly through the air.
  490. {set "epic_pwn_shot_death" 0} ;if shot for a second time.
  491. {set "pwn_animations" 1} ; 1 Enables, 0 Disables Tumble Animations for epic_pwn.
  492. ;lol
  493. }
  494.  
  495. ;DEM XPLOSIONS. people who die, Explode on impact
  496. {if rand 0.25 ;25% Chance of explosionz if epic_xplosion enabled
  497. {set "epic_xplosion" 0} ; 1 Enables, 0 Disables Explosive Death, ex. people who die, Explode on impact.
  498. {set "epic_xplosion_shot_death" 0} ;if shot for a second time.
  499. {set "harmful_explosion" 1} ;Explosion Damage Type, 1 explosion, 0 harmless and invisible. ; if 1, explosions occur, killing everyone near him, if 0 its invisible and harmless, but still blows the fallen comrade into smithereens, only him.
  500. }
  501.  
  502. ;should AI dodge these explosions?
  503. {if rand 0.75 ;How Often? ; 0.5 = 50% Chance of Dodging. if enabled
  504. {set "ai_dodge_explosion" 1} ; if 1, ai duck for cover, turn it to 0 if it gets annoying, they will only duck if the explosion is harmful.
  505. }
  506. ;Explosion Types, Can have more than one. MUST HAVE EPIC_XPLOSION and HARMFUL_EXPLOSION ENABLED
  507. {set "explosion" 1} ; Regular Explosion.
  508. {set "instant_outburst" 0} ; Outburst Explosion.
  509. {set "air_strike_outburst" 0};OVERRIDES OTHER EXPLOSIONS ; Explosion after Delay of 2.
  510.  
  511. ;Large Explosion
  512. {set "large_explosion" 0} ; if 1, explosion will be large instead of small, if 0 then they will be small.
  513. ;for laughs,WARNING: LARGE_EXPLOSION IS VERY UNBALANCED.
  514.  
  515. ;Explosions End
  516.  
  517.  
  518. ;Clear Inventory. ;{clear_inventory} ;makes the game extra hard and not needed at all. -_-', only useful if you like a challenge.
  519. {if rand 100.0 ;100% chance if enabled
  520. {set "epic_clear_inventory" 0} ; 1 Enables, 0 Disables Clearing Inventory on Death, ex. people who die, lose every single item in their inventory.
  521. {set "epic_clear_inventory_shot_death" 0} ;if shot for a second time.
  522. }
  523.  
  524.  
  525. ;AS2 ONLY MOW AND AS1 COMING SOON ;Helper Squad for Player 0
  526. {if rand 0.25 ;25% how often squads will be spawned
  527. {set "helper_squad_enabled" 0} ; 1 Enables, 0 Disables Helpers, ex. When you revive a comrade, 25% chance of random squads of player 0 infantry are spawned near you.
  528. } ;Just for fun!
  529. } ;MENU END
  530.  
  531.  
  532. {on "die_without_blood"
  533. {view pause "swim"}
  534. {call "die_scream"}
  535.  
  536. {tags remove "revived"}
  537.  
  538. {if tagged "riflew" ;last_shot scarface
  539. {if rand 0.3 {delay 0.1 {call "last_shot"}}
  540. else rand 0.3 {delay 0.4 {call "last_shot"}}
  541. else {delay 0.8 {call "last_shot"}}}}
  542.  
  543. {if tagged "pistolw"
  544. {if rand 0.3 {delay 0.1 {call "last_shot"}}
  545. else rand 0.3 {delay 0.4 {call "last_shot"}}
  546. else {delay 0.8 {call "last_shot"}}}}
  547.  
  548. {if tagged "smgw"
  549. {if rand 0.3 {delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}}}}}}}}
  550. else rand 0.3 {delay 0.4 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}}}}}}}}
  551. else {delay 0.8 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}}}}}}}}
  552. }}}
  553.  
  554. {if tagged "mgunw"
  555. {if rand 0.3 {delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}}}}}}}}
  556. else rand 0.3 {delay 0.4 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}}}}}}}}
  557. else {delay 0.8 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}}}}}}}}
  558. }}}
  559.  
  560. ;SHOT_DEATH
  561. ;Shot while in death process will result in immediate death , in short kill them while their near death. BRUTALITY O_o, inglorius bastards the movie with brad pitt style....bleh
  562. {delay 0.2
  563.  
  564. {if rand 0.8
  565. {if tagged "disablerandom"
  566. {if tagged "die_processset"
  567. {tags add "near_death"} ;if the unit still has this tag by the end of the countdown, death_wait will kill it.
  568. {able select 0} ;unit cant be selected
  569. {tags add "shot_death"} ;nvm it is needed.
  570. {call "death_wait"} }} }
  571. }
  572.  
  573. ;Ensures at the very beginning that heroes will not enter death sequence.
  574. {if not able "personage" ;if personage was enabled beforehand, then it is a hero.
  575. {if not tagged "disablerandom"
  576. {call "randomgenerator"}}} ;calls on random death
  577.  
  578.  
  579.  
  580.  
  581. ; {con "die"}
  582. {if not kill_flags blast
  583. {kill_flags piercing}
  584. }
  585. {if not "self_recover"
  586. {die} ;X_x
  587. }
  588. {delay 3
  589. {volumes enable contact}
  590. }
  591. }
  592. ;RANDOM
  593.  
  594.  
  595.  
  596. {on "randomgenerator"
  597. ;NON HERO CHECK
  598. {if "near_death_animation" {if not "self_recover" {if rand 0.75 {ani_play "lie_sleep_idle_2" 1.0 loop} else {ani_play "lie_sleep_idle_1" 1.0 loop}}}}
  599.  
  600. ;stops the non-hero unit from dying indefinitely
  601. {if not tagged "dead"
  602. {if not able "personage"
  603. {able personage 1}
  604.  
  605. {able select 0} ;stops the unit from being selected
  606. {tags remove "revived"}}} ;calc_die is re-enabled if it has been called again, for calc_die relies on revived tag not being enabled
  607.  
  608.  
  609. ;if shot for the first time, they will go into death process
  610. {if not tagged "dead"
  611. {if not tagged "disablerandom"
  612. {if not tagged "shot_death"
  613. {delay 1.0
  614. {tags add "die_processset"} ;Bleedout_timers
  615. {if rand 0.1 ;Random Dying Timers
  616. {call "die_processlong"} ;Long Death 10% Chance 40 seconds
  617. else rand 0.05
  618. {call "die_process"} ;Normal Death 10% chance 20 seconds
  619. else rand 0.1
  620. {call "die_processvlong"} ;Very Long Death 10% chance 139 seconds
  621. else rand 0.3
  622. {call "die_processvlong2"} ;Very Very Long Death 10% chance 239 seconds
  623. else rand 0.05
  624. {call "die_processshort"} ;Short Death 10% chance 10 seconds
  625. else rand 0.05
  626. {call "die_processveryshort"} ;Very Short Death 10% chance 5 seconds
  627. else
  628.  
  629. {tags remove "revived"} {tags add "near_death"}{able select 0}{call "death_wait"} ;Instant Pwnage X_x if all else fails% chance :\ 0 seconds XD
  630.  
  631. } } };disablerandom check end
  632.  
  633. }}} ;end of randomgenerator
  634.  
  635. ;Can Unit be revived? Just for revive quotes, I have yet to find the command that wakes the revived and gives them health, its probably hardcoded X_X, then I could be wrong, as two years ago I thought the revival function was hardcoded, look at the situation now :P.
  636. {on "cdie_calc" ;call on die_calc
  637. {if not tagged "revived" {if not able "select" {delay 1{call "die_calc"}}}}
  638. {if not tagged "revived" {if not able "select" {delay 2{call "die_calc"}}}}
  639. {if not tagged "revived" {if not able "select" {delay 3{call "die_calc"}}}}
  640. {if not tagged "revived" {if not able "select" {delay 4{call "die_calc"}}}}
  641. {if not tagged "revived" {if not able "select" {delay 5{call "die_calc"}}}}
  642. {if not tagged "revived" {if not able "select" {delay 6{call "die_calc"}}}}
  643. {if not tagged "revived" {if not able "select" {delay 7{call "die_calc"}}}}
  644. {if not tagged "revived" {if not able "select" {delay 8{call "die_calc"}}}}
  645. {if not tagged "revived" {if not able "select" {delay 9{call "die_calc"}}}}
  646. {if not tagged "revived" {if not able "select" {delay 10{call "die_calc"}}}}
  647. {if not tagged "revived" {if not able "select" {delay 11{call "die_calc"}}}}
  648. {if not tagged "revived" {if not able "select" {delay 12{call "die_calc"}}}}
  649. {if not tagged "revived" {if not able "select" {delay 13{call "die_calc"}}}}
  650. {if not tagged "revived" {if not able "select" {delay 14{call "die_calc"}}}}
  651. {if not tagged "revived" {if not able "select" {delay 15{call "die_calc"}}}}
  652. {if not tagged "revived" {if not able "select" {delay 16{call "die_calc"}}}}
  653. {if not tagged "revived" {if not able "select" {delay 17{call "die_calc"}}}}
  654. {if not tagged "revived" {if not able "select" {delay 18{call "die_calc"}}}}
  655. {if not tagged "revived" {if not able "select" {delay 19{call "die_calc"}}}}
  656. {if not tagged "revived" {if not able "select" {delay 20{call "die_calc"}}}}
  657. {if not tagged "revived" {if not able "select" {delay 21{call "die_calc"}}}}
  658. {if not tagged "revived" {if not able "select" {delay 22{call "die_calc"}}}}
  659. {if not tagged "revived" {if not able "select" {delay 23{call "die_calc"}}}}
  660. {if not tagged "revived" {if not able "select" {delay 24{call "die_calc"}}}}
  661. {if not tagged "revived" {if not able "select" {delay 25{call "die_calc"}}}}
  662. {if not tagged "revived" {if not able "select" {delay 26{call "die_calc"}}}}
  663. {if not tagged "revived" {if not able "select" {delay 27{call "die_calc"}}}}
  664. {if not tagged "revived" {if not able "select" {delay 28{call "die_calc"}}}}
  665. {if not tagged "revived" {if not able "select" {delay 29{call "die_calc"}}}}
  666. {if not tagged "revived" {if not able "select" {delay 30{call "die_calc"}}}}
  667. {if not tagged "revived" {if not able "select" {delay 31{call "die_calc"}}}}
  668. {if not tagged "revived" {if not able "select" {delay 32{call "die_calc"}}}}
  669. {if not tagged "revived" {if not able "select" {delay 33{call "die_calc"}}}}
  670. {if not tagged "revived" {if not able "select" {delay 34{call "die_calc"}}}}
  671. {if not tagged "revived" {if not able "select" {delay 35{call "die_calc"}}}}
  672. {if not tagged "revived" {if not able "select" {delay 36{call "die_calc"}}}}
  673. {if not tagged "revived" {if not able "select" {delay 37{call "die_calc"}}}}
  674. {if not tagged "revived" {if not able "select" {delay 38{call "die_calc"}}}}
  675. {if not tagged "revived" {if not able "select" {delay 39{call "die_calc"}}}}
  676. {if not tagged "revived" {if not able "select" {delay 40{call "die_calc"}}}}
  677. {if not tagged "revived" {if not able "select" {delay 41{call "die_calc"}}}}
  678. {if not tagged "revived" {if not able "select" {delay 42{call "die_calc"}}}}
  679. {if not tagged "revived" {if not able "select" {delay 43{call "die_calc"}}}}
  680. {if not tagged "revived" {if not able "select" {delay 44{call "die_calc"}}}}
  681. {if not tagged "revived" {if not able "select" {delay 45{call "die_calc"}}}}
  682. {if not tagged "revived" {if not able "select" {delay 46{call "die_calc"}}}}
  683. {if not tagged "revived" {if not able "select" {delay 47{call "die_calc"}}}}
  684. {if not tagged "revived" {if not able "select" {delay 48{call "die_calc"}}}}
  685. {if not tagged "revived" {if not able "select" {delay 49{call "die_calc"}}}}
  686. {if not tagged "revived" {if not able "select" {delay 50{call "die_calc"}}}}
  687. {if not tagged "revived" {if not able "select" {delay 60{call "die_calc"}}}}
  688. {if not tagged "revived" {if not able "select" {delay 70{call "die_calc"}}}}
  689. {if not tagged "revived" {if not able "select" {delay 80{call "die_calc"}}}}
  690. {if not tagged "revived" {if not able "select" {delay 90{call "die_calc"}}}}
  691. {if not tagged "revived" {if not able "select" {delay 100{call "die_calc"}}}}
  692. {if not tagged "revived" {if not able "select" {delay 110{call "die_calc"}}}}
  693. {if not tagged "revived" {if not able "select" {delay 120{call "die_calc"}}}}
  694. {if not tagged "revived" {if not able "select" {delay 130{call "die_calc"}}}}
  695. {if not tagged "revived" {if not able "select" {delay 140{call "die_calc"}}}}
  696. {if not tagged "revived" {if not able "select" {delay 150{call "die_calc"}}}}
  697. {if not tagged "revived" {if not able "select" {delay 160{call "die_calc"}}}}
  698. {if not tagged "revived" {if not able "select" {delay 170{call "die_calc"}}}}
  699. {if not tagged "revived" {if not able "select" {delay 180{call "die_calc"}}}}
  700. {if not tagged "revived" {if not able "select" {delay 190{call "die_calc"}}}}
  701. {if not tagged "revived" {if not able "select" {delay 200{call "die_calc"}}}}
  702. {if not tagged "revived" {if not able "select" {delay 210{call "die_calc"}}}}
  703. {if not tagged "revived" {if not able "select" {delay 220{call "die_calc"}}}}
  704. {if not tagged "revived" {if not able "select" {delay 230{call "die_calc"}}}}
  705. {if not tagged "revived" {if not able "select" {delay 240{call "die_calc"}}}}
  706. }
  707.  
  708. ;Die Proccess Quote CHECK Begin
  709. {on "die_processquotecheck"
  710. {if "near_death_quotes_enabled"
  711. {if rand 0.4 {delay 0.005 {if not tagged "revived" {if not able "select" {delay 1{call "die_processq1"}}}}}}
  712. {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 2{call "die_processq2"}}}}} }
  713. {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 5{call "die_processq3"}}}}} }
  714. {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 9{call "die_processq4"}}}}} }
  715. {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 12{call "die_processq5"}}}}} }
  716. } }
  717.  
  718. {on "die_processshortquotecheck"
  719. {if "near_death_quotes_enabled"
  720. {if rand 0.4 {delay 0.005 {if not tagged "revived" {if not able "select" {delay 0.2{call "die_processshortq1"}}}}} }
  721. {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 1{call "die_processshortq2"}}}}}}
  722. {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 2{call "die_processshortq3"}}}}} }
  723. {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 3{call "die_processshortq4"}}}}} }
  724. {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 4{call "die_processshortq5"}}}}} }
  725. } }
  726.  
  727. {on "die_processveryshortquotecheck"
  728. {if "near_death_quotes_enabled"
  729. {if rand 0.4 {delay 0.005 {if not tagged "revived" {if not able "select" {delay 0.2{call "die_processveryshortq1"}}}}} }
  730. {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 1{call "die_processveryshortq2"}}}}} }
  731. {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 1.5{call "die_processveryshortq3"}}}}} }
  732. {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 2{call "die_processveryshortq4"}}}}} }
  733. {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 2.5{call "die_processveryshortq5"}}}}} }
  734. } }
  735.  
  736. {on "die_processlongquotecheck"
  737. {if "near_death_quotes_enabled"
  738. {if rand 0.4 {delay 0.05 {if not tagged "revived" {if not able "select" {delay 0.02{call "die_processlongq1"}}}}} }
  739. {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 1{call "die_processlongq2"}}}}} }
  740. {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 15{call "die_processlongq3"}}}}} }
  741. {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 25{call "die_processlongq4"}}}}} }
  742. {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 33.5{call "die_processlongq5"}}}}} }
  743. } }
  744.  
  745. ;#############################################################################
  746. ;##########################DIE PROCESS QUOTES STARTO###################################################
  747. ;#############################################################################
  748.  
  749.  
  750.  
  751. ;#############################################################################
  752. ;#########################DIE PROCESS NORMAL BEGIN##############################################
  753. ;#############################################################################
  754. ;Die Process Normal Quotes
  755. {on "die_processq1"
  756. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  757. {if not dead
  758. {damage_report "body" "<s(0.2)c(ff0000)>!!!!!"}}}}
  759.  
  760. {on "die_processq2"
  761. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  762. {if not dead
  763. {damage_report "body" "<s(0.2)c(ff0000)>!!!!"}}}}
  764.  
  765. {on "die_processq3"
  766. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  767. {if not dead
  768. {damage_report "body" "<s(0.2)c(ff4949)>!!!"}}}}
  769.  
  770. {on "die_processq4"
  771. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  772. {if not dead
  773. {damage_report "body" "<s(0.2)c(ff7e7e)>!!"}}}}
  774.  
  775. {on "die_processq5"
  776. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  777. {if not dead
  778. {damage_report "body" "<s(0.2)c(ffa9a9)>!..."}}}}
  779. ;#############################################################################
  780. ;##########################DIE PROCESS END###################################################
  781. ;#############################################################################
  782.  
  783. ;#############################################################################
  784. ;#########################DIE PROCESS SHORT BEGIN####################################################
  785. ;#############################################################################
  786. ;Die Process Short Quotes
  787. {on "die_processshortq1"
  788. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  789. {if not dead
  790. {damage_report "body" "<s(0.2)c(ff0000)>HELP"}}}}
  791.  
  792. {on "die_processshortq2"
  793. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  794. {if not dead
  795. {damage_report "body" "<s(0.2)c(ff5c5c)>HELP!"}}}}
  796.  
  797. {on "die_processshortq3"
  798. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  799. {if not dead
  800. {if rand 0.1
  801. {damage_report "body" "<s(0.2)c(ff6161)>I SAID HELP!!"} ;zik
  802. else rand 0.1 ;Random Dying Timers
  803. {damage_report "body" "<s(0.2)c(ff6161)>GONNA DIE!"}
  804. else rand 0.1
  805. {damage_report "body" "<s(0.2)c(ff6161)>!!!!"}
  806. else rand 0.1
  807. {damage_report "body" "<s(0.2)c(ff6161)>!!"}
  808. else rand 0.1
  809. {damage_report "body" "<s(0.2)c(ff6161)>why"}
  810. else rand 0.1 ;Random Dying Timers
  811. {damage_report "body" "<s(0.2)c(ff6161)>!"}
  812. else rand 0.1
  813. {damage_report "body" "<s(0.2)c(ff6161)>NO!"}
  814. else rand 0.1
  815. {damage_report "body" "<s(0.2)c(ff6161)>ergh"}
  816. else rand 0.1
  817. {damage_report "body" "<s(0.2)c(ff6161)>ARGHH"}
  818. else
  819. {damage_report "body" "<s(0.2)c(ff6161)>OUCH"}}}}}
  820.  
  821. {on "die_processshortq4"
  822. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  823. {if not dead
  824. {if rand 0.1
  825. {damage_report "body" "<s(0.2)c(ff9393)>HELP ME"} ;zik
  826. else rand 0.1 ;Random Dying Timers
  827. {damage_report "body" "<s(0.2)c(ff9393)>DAMNIT"}
  828. else rand 0.1
  829. {damage_report "body" "<s(0.2)c(ff9393)>HELP"}
  830. else rand 0.1
  831. {damage_report "body" "<s(0.2)c(ff9393)>NO"}
  832. else rand 0.1
  833. {damage_report "body" "<s(0.2)c(ff9393)>NO WAY"}
  834. else rand 0.1 ;Random Dying Timers
  835. {damage_report "body" "<s(0.2)c(ff9393)>!"}
  836. else rand 0.1
  837. {damage_report "body" "<s(0.2)c(ff9393)>NO!"}
  838. else rand 0.1
  839. {damage_report "body" "<s(0.2)c(ff9393)>ergh"}
  840. else rand 0.1
  841. {damage_report "body" "<s(0.2)c(ff9393)>ARGHH"}
  842. else
  843. {damage_report "body" "<s(0.2)c(ff9393)>THE PAIN"}}}}}
  844.  
  845. {on "die_processshortq5"
  846. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  847. {if not dead
  848. {damage_report "body" "<s(0.2)c(ff9393)>..."}}}}
  849. ;#############################################################################
  850. ;##########################DIE PROCESS SHORT END###################################################
  851. ;#############################################################################
  852.  
  853. ;#############################################################################
  854. ;##########################DIE PROCESS VERY SHORT BEGIN###################################################
  855. ;#############################################################################
  856. ;Die Process VeryShort Quotes
  857. {on "die_processveryshortq1"
  858. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  859. {if not dead
  860. {damage_report "body" "<s(0.2)c(ff0c00)>HELP"}}}}
  861.  
  862. {on "die_processveryshortq2"
  863. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  864. {if not dead
  865. {damage_report "body" "<s(0.2)c(ff2020)>."}}}}
  866.  
  867. {on "die_processveryshortq3"
  868. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  869. {if not dead
  870. {damage_report "body" "<s(0.2)c(ff4242)>.."}}}}
  871.  
  872. {on "die_processveryshortq4"
  873. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  874. {if not dead
  875. {damage_report "body" "<s(0.2)c(ff6666)>..."}}}}
  876.  
  877. {on "die_processveryshortq5"
  878. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  879. {if not dead
  880. {damage_report "body" "<s(0.2)c(ffaeae)>HELP :("}}}}
  881.  
  882. ;#############################################################################
  883. ;##########################DIE PROCESS VERY SHORT END###################################################
  884. ;#############################################################################
  885.  
  886. ;#############################################################################
  887. ;#############################################################################
  888. ;#############################################################################
  889. ;Die Process Long Quotes
  890. {on "die_processlongq1"
  891. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  892. {if not dead
  893. {damage_report "body" "<s(0.2)c(ff0000)>!!!!!!"}}}}
  894.  
  895. {on "die_processlongq2"
  896. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  897. {if not dead
  898. {if rand 0.1
  899. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Damn My LEG!!"}} ;zik
  900. else rand 0.1 ;Random Dying Timers
  901. {damage_report "body" "<s(0.2)c(ff0000)>I thought I could make it!"}
  902. else rand 0.1
  903. {damage_report "body" "<s(0.2)c(ff0000)>Theres no way... I could lose!"}
  904. else rand 0.1
  905. {damage_report "body" "<s(0.2)c(ff0000)>..."}
  906. else rand 0.1
  907. {damage_report "body" "<s(0.2)c(ff0000)>why"}
  908. else rand 0.1 ;Random Dying Timers
  909. {if "calculated_quotes" {damage_report "body" "<s(0.2)c(ff0000)>40 seconds to live!"} }
  910. else rand 0.1
  911. {damage_report "body" "<s(0.2)c(ff0000)>NO!"}
  912. else rand 0.1
  913. {damage_report "body" "<s(0.2)c(ff0000)>I Cant believe this"}
  914. else rand 0.1
  915. {damage_report "body" "<s(0.2)c(ff0000)>This can't be"}
  916. else rand 0.1 ;Random Dying Timers
  917. {if "akward_quotes" {damage_report "body" "<s(0.2)c(ff0000)>adfasdf!"} }
  918. else rand 0.1
  919. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Damn!"} }
  920. else rand 0.1
  921. {damage_report "body" "<s(0.2)c(ff0000)>..."}
  922. else rand 0.1
  923. {damage_report "body" "<s(0.2)c(ff0000)>what happened!?"}
  924. else rand 0.1 ;Random Dying Timers
  925. {damage_report "body" "<s(0.2)c(ff0000)>I can't move!"}
  926. else rand 0.1
  927. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Ergh..Damnit...ergh"} }
  928. else rand 0.1
  929. {damage_report "body" "<s(0.2)c(ff0000)>is this it?"}
  930. else rand 0.1
  931. {damage_report "body" "<s(0.2)c(ff0000)>really?"}
  932. else rand 0.1 ;Random Dying Timers
  933. {damage_report "body" "<s(0.2)c(ff0000)>I can't die here!"}
  934. else rand 0.1
  935. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>damn, I promised my family that I would be back"}}
  936. else rand 0.1
  937. {damage_report "body" "<s(0.2)c(ff0000)>So this is it huh"}
  938. else rand 0.1
  939. {damage_report "body" "<s(0.2)c(ff0000)>No need to worry, I'll be patched up in no time."}
  940. else rand 0.1 ;Random Dying Timers
  941. {if "akward_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Should have learned how to do the matrix!"} }
  942. else rand 0.1
  943. {damage_report "body" "<s(0.2)c(ff0000)>Almost dodged that one"}
  944. else rand 0.1
  945. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Ach Du Sheisse"}}
  946. else rand 0.1
  947. {damage_report "body" "<s(0.2)c(ff0000)>ARGHH"}
  948. else
  949. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>WTF"}}
  950. ;add your own or replace all these
  951. }
  952.  
  953. }}}
  954.  
  955. {on "die_processlongq3"
  956. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  957. {if not dead
  958. {if rand 0.1
  959. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff2727)>Don't Just stand there! heal me goddamnit >:("}} ;zik
  960. else rand 0.1 ;Random Dying Timers
  961. {if "akward_quotes" {damage_report "body" "<s(0.2)c(ff2727)>now that I think about it that actually hurt"} }
  962. else rand 0.1
  963. {damage_report "body" "<s(0.2)c(ff2727)>Noooo!"}
  964. else rand 0.1
  965. {damage_report "body" "<s(0.2)c(ff2727)>I'll get up, and when I do, you guys will be sorry"}
  966. else rand 0.1
  967. {damage_report "body" "<s(0.2)c(ff2727)>if I could see my family one more time."}
  968. else rand 0.1
  969. {if "calculated_quotes" {damage_report "body" "<s(0.2)c(ff2727)>its been 15 seconds, I have 25 seconds left"} }
  970. else rand 0.1
  971. {damage_report "body" "<s(0.2)c(ff2727)>I don't even..."}
  972. else rand 0.1
  973. {damage_report "body" "<s(0.2)c(ff2727)>ERGH"}
  974. else rand 0.1 ;Random Dying Timers
  975. {damage_report "body" "<s(0.2)c(ff2727)>theres no way out of this fight, is there?"}
  976. else rand 0.1
  977. {damage_report "body" "<s(0.2)c(ff2727)>how could I be so stupid!"}
  978. else rand 0.1
  979. {damage_report "body" "<s(0.2)c(ff2727)>I should have known better!!!"}
  980. else rand 0.1
  981. {damage_report "body" "<s(0.2)c(ff2727)>ERGh, I can take the pain!"}
  982. else rand 0.1 ;Random Dying Timers
  983. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff2727)>Keep fighting lads, I'll be fine, I just have to *cough* *cough*, damnnit"} }
  984. else rand 0.1
  985. {damage_report "body" "<s(0.2)c(ff2727)>Am I really going to die!?"}
  986. else rand 0.1
  987. {damage_report "body" "<s(0.2)c(ff2727)>what is the point of this war?"}
  988. else rand 0.1
  989. {damage_report "body" "<s(0.2)c(ff2727)>darn"}
  990. else rand 0.1 ;Random Dying Timers
  991. {damage_report "body" "<s(0.2)c(ff2727)>is this really happening?"}
  992. else rand 0.1
  993. {damage_report "body" "<s(0.2)c(ff2727)>a little more and I'll bleed out"}
  994. else rand 0.1
  995. {damage_report "body" "<s(0.2)c(ff2727)>someone save me!"}
  996. else rand 0.1
  997. {damage_report "body" "<s(0.2)c(ff2727)>I'm about to die."}
  998. else rand 0.1 ;Random Dying Timers
  999. {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff2727)>god, please save me!"} }
  1000. else rand 0.1
  1001. {damage_report "body" "<s(0.2)c(ff2727)>ERGH, well I guess this is how its gonna end for me"}
  1002. else rand 0.1
  1003. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff2727)>damn this hurts!"} }
  1004. else rand 0.1
  1005. {damage_report "body" "<s(0.2)c(ff2727)>I though he said this would be a short campaign!"}
  1006. else
  1007. {damage_report "body" "<s(0.2)c(ff2727)>..."}}}}}
  1008.  
  1009. {on "die_processlongq4"
  1010. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  1011. {if not dead
  1012. {if rand 0.1
  1013. {damage_report "body" "<s(0.2)c(ff5353)>I will die for my country!!"} ;zik
  1014. else rand 0.1 ;Random Dying Timers
  1015. {if "calculated_quotes" {damage_report "body" "<s(0.2)c(ff5353)>15 seconds to live!"} }
  1016. else rand 0.1
  1017. {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>I see bright light!"} }
  1018. else rand 0.1
  1019. {damage_report "body" "<s(0.2)c(ff5353)>..."}
  1020. else rand 0.1
  1021. {damage_report "body" "<s(0.2)c(ff5353)>got to get up!"}
  1022. else rand 0.1 ;Random Dying Timers
  1023. {damage_report "body" "<s(0.2)c(ff5353)>I can't die, not like this!!"}
  1024. else rand 0.1
  1025. {damage_report "body" "<s(0.2)c(ff5353)>Get out of here guys! Or you'll end up like me! I'm serious!"}
  1026. else rand 0.1
  1027. {damage_report "body" "<s(0.2)c(ff5353)>This is it"}
  1028. else rand 0.1
  1029. {if "profanity_quotes" {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>Damn you all to hell"}}}
  1030. else rand 0.1 ;Random Dying Timers
  1031. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff5353)>You Bastards!"}}
  1032. else rand 0.1
  1033. {damage_report "body" "<s(0.2)c(ff5353)>can't just die like this"}
  1034. else rand 0.1
  1035. {damage_report "body" "<s(0.2)c(ff5353)>!...darn it!"}
  1036. else rand 0.1
  1037. {damage_report "body" "<s(0.2)c(ff5353)>I'm running out of time!"}
  1038. else rand 0.1 ;Random Dying Timers
  1039. {damage_report "body" "<s(0.2)c(ff5353)>this is ridiculous"}
  1040. else rand 0.1
  1041. {damage_report "body" "<s(0.2)c(ff5353)>no...."}
  1042. else rand 0.1
  1043. {if "akward_quotes" {damage_report "body" "<s(0.2)c(ff5353)>I just need to find a timemachine"} }
  1044. else rand 0.1
  1045. {damage_report "body" "<s(0.2)c(ff5353)>I'm gonna get through this"}
  1046. else rand 0.1 ;Random Dying Timers
  1047. {damage_report "body" "<s(0.2)c(ff5353)>everything's gonna be alright, just gotta hang in there"}
  1048. else rand 0.1
  1049. {damage_report "body" "<s(0.2)c(ff5353)>will I live through this?"}
  1050. else rand 0.1
  1051. {damage_report "body" "<s(0.2)c(ff5353)>Of all ways to die..."}
  1052. else rand 0.1
  1053. {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>For the love of god, SOMEONE HEAL ME."} }
  1054. else rand 0.1 ;Random Dying Timers
  1055. {damage_report "body" "<s(0.2)c(ff5353)>?"}
  1056. else rand 0.1
  1057. {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>wonder what its like on the other side"} }
  1058. else rand 0.1
  1059. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff5353)>no fucking way!"}}
  1060. else rand 0.1
  1061. {damage_report "body" "<s(0.2)c(ff5353)>HELP"}
  1062. else
  1063. {damage_report "body" "<s(0.2)c(ff5353)>..."}}}}}
  1064.  
  1065. {on "die_processlongq5"
  1066. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  1067. {if not dead
  1068. {if rand 0.1
  1069. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Damn, it was a trap!..."} };zik
  1070. else rand 0.1 ;Random Dying Timers
  1071. {damage_report "body" "<s(0.2)c(ff8585)>goodbye everyone..."}
  1072. else rand 0.1
  1073. {damage_report "body" "<s(0.2)c(ff8585)>just gotta...reload..."}
  1074. else rand 0.1
  1075. {damage_report "body" "<s(0.2)c(ff8585)>..."}
  1076. else rand 0.1
  1077. {damage_report "body" "<s(0.2)c(ff8585)>what an unfortunate end..."}
  1078. else rand 0.1 ;Random Dying Timers
  1079. {damage_report "body" "<s(0.2)c(ff8585)>its over... its all ove...."}
  1080. else rand 0.1
  1081. {damage_report "body" "<s(0.2)c(ff8585)>NOOOooo...."}
  1082. else rand 0.1
  1083. {damage_report "body" "<s(0.2)c(ff8585)>!!!!!!..."}
  1084. else rand 0.1
  1085. {damage_report "body" "<s(0.2)c(ff8585)>!!!!!..."}
  1086. else rand 0.1 ;Random Dying Timers
  1087. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>DAmn...."} }
  1088. else rand 0.1
  1089. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Waht the f...."} }
  1090. else rand 0.1
  1091. {damage_report "body" "<s(0.2)c(ff8585)>this can't b..."}
  1092. else rand 0.1
  1093. {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff8585)>FOR THE LOVE OF GOD SOMEONE H...."} }}
  1094. else rand 0.1 ;Random Dying Timers
  1095. {damage_report "body" "<s(0.2)c(ff8585)>this is just ridi...."}
  1096. else rand 0.1
  1097. {damage_report "body" "<s(0.2)c(ff8585)>er...."}
  1098. else rand 0.1
  1099. {damage_report "body" "<s(0.2)c(ff8585)>is this it? I guess it i......"}
  1100. else rand 0.1
  1101. {damage_report "body" "<s(0.2)c(ff8585)>reall...."}
  1102. else rand 0.1 ;Random Dying Timers
  1103. {damage_report "body" "<s(0.2)c(ff8585)>I can't d...."}
  1104. else rand 0.1
  1105. {damage_report "body" "<s(0.2)c(ff8585)>I'm losing consc...."}
  1106. else rand 0.1
  1107. {damage_report "body" "<s(0.2)c(ff8585)>So this is it hughghj....."}
  1108. else rand 0.1
  1109. {damage_report "body" "<s(0.2)c(ff8585)>No need to worry, I'll be patc....."}
  1110. else rand 0.1 ;Random Dying Timers
  1111. {if "akward_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Should have learned how to do the matri...."}}
  1112. else rand 0.1
  1113. {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff8585)>BRight Light!!"}}
  1114. else rand 0.1
  1115. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Damnit.Damnit.Damni....."}}
  1116. else rand 0.1
  1117. {damage_report "body" "<s(0.2)c(ff8585)>ARghhh......"}
  1118. else
  1119. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>WT.....f...."}}}}}
  1120. ;#############################################################################
  1121. ;##########################DIE PROCESS LONG END###################################################
  1122. ;#############################################################################
  1123. ;#############################################################################
  1124. ;##########################DIE PROCESS QUOTES FINISH###################################################
  1125. ;#############################################################################
  1126.  
  1127.  
  1128.  
  1129. ;#############################################################################
  1130. ;##########################DIE PROCESS FUNCTIONS STARTO###################################################
  1131. ;#############################################################################
  1132. ;#############################################################################
  1133. ;##########################DIE PROCESS KNOCKOUT BEGIN###################################################
  1134. ;#############################################################################
  1135.  
  1136.  
  1137. ;Called on by Random Generator
  1138. {on "die_processknockout"
  1139. {tags add "in_die_process_normal"}
  1140. {tags add "near_death"} ;ensures death_wait will kill it
  1141. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  1142. {if "quotes_enabled"
  1143. {call "die_processquotecheck"}
  1144. }
  1145. {call "cdie_calc"}
  1146. {if tagged "die_processset"
  1147. {delay 19 {call "death_wait"} }
  1148.  
  1149.  
  1150. }
  1151. } ;#############################################################################
  1152. ;##########################DIE PROCESS KNOCKOUT END###################################################
  1153. ;#############################################################################
  1154.  
  1155. ;#############################################################################
  1156. ;##########################DIE PROCESS NORMAL BEGIN###################################################
  1157. ;#############################################################################
  1158.  
  1159.  
  1160. ;Called on by Random Generator
  1161. {on "die_process"
  1162. {able select 0} {tags add "in_die_process_normal"}
  1163. {tags add "near_death"} ;ensures death_wait will kill it
  1164. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  1165. {if "quotes_enabled"
  1166. {call "die_processquotecheck"}
  1167. }
  1168. {call "cdie_calc"}
  1169. {if tagged "die_processset"
  1170. {delay 19 {call "death_wait"} }
  1171.  
  1172.  
  1173. }
  1174. } ;#############################################################################
  1175. ;##########################DIE PROCESS NORMAL END###################################################
  1176. ;#############################################################################
  1177. ;#############################################################################
  1178. ;##########################DIE PROCESS SHORT BEGIN###################################################
  1179. ;#############################################################################
  1180.  
  1181. ;Called on by Random Generator
  1182. {on "die_processshort"
  1183. {able select 0} {tags add "in_die_process_short"}
  1184. {tags add "near_death"} ;ensures death_wait will kill it
  1185. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  1186. {if "quotes_enabled"
  1187. {call "die_processshortquotecheck"}
  1188. }
  1189. {call "cdie_calc"}
  1190. {if tagged "die_processset"
  1191. {delay 9 {call "death_wait"} }
  1192.  
  1193.  
  1194. }
  1195. } ;#############################################################################
  1196. ;##########################DIE PROCESS SHORT END###################################################
  1197. ;#############################################################################
  1198. ;#############################################################################
  1199. ;##########################DIE PROCESS VERY SHORT BEGIN###################################################
  1200. ;#############################################################################
  1201.  
  1202. ;Called on by Random Generator
  1203. {on "die_processveryshort"
  1204. {able select 0} {tags add "in_die_process_veryshort"}
  1205. {tags add "near_death"} ;ensures death_wait will kill it
  1206. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  1207. {if "quotes_enabled"
  1208. {call "die_processveryshortquotecheck"}
  1209. }
  1210. {call "cdie_calc"}
  1211. {if tagged "die_processset"
  1212. {delay 4.5 {call "death_wait"} }
  1213.  
  1214.  
  1215. }
  1216. } ;#############################################################################
  1217. ;##########################DIE PROCESS VERY SHORT END###################################################
  1218. ;#############################################################################
  1219. ;#############################################################################
  1220. ;##########################DIE PROCESS LONG BEGIN###################################################
  1221. ;#############################################################################
  1222.  
  1223. ;Called on by Random Generator
  1224. {on "die_processlong"
  1225. {able select 0} {tags add "in_die_process_long"}
  1226. {tags add "near_death"} ;ensures death_wait will kill it
  1227. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  1228. {if "quotes_enabled"
  1229. {call "die_processlongquotecheck"}
  1230. }
  1231. {call "cdie_calc"}
  1232. {if tagged "die_processset"
  1233. {delay 39 {call "death_wait"} }
  1234.  
  1235.  
  1236. }
  1237. } ;#############################################################################
  1238. ;##########################DIE PROCESS LONG END###################################################
  1239. ;#############################################################################
  1240. ;#############################################################################
  1241. ;##########################DIE PROCESSES FINISH###################################################
  1242. ;#############################################################################
  1243. ;#############################################################################
  1244. ;##########################DIE PROCESS vLONG BEGIN###################################################
  1245. ;#############################################################################
  1246.  
  1247. ;Called on by Random Generator
  1248. {on "die_processvlong"
  1249. {able select 0} {tags add "in_die_process_long"}
  1250. {tags add "near_death"} ;ensures death_wait will kill it
  1251. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  1252. {if "quotes_enabled"
  1253. {call "die_processlongquotecheck"}
  1254. }
  1255. {call "cdie_calc"}
  1256. {if tagged "die_processset"
  1257. {delay 139 {call "death_wait"} }
  1258.  
  1259.  
  1260. }
  1261. }
  1262.  
  1263. ;#############################################################################
  1264. ;##########################DIE PROCESS vLONG END###################################################
  1265. ;#############################################################################
  1266. ;#############################################################################
  1267. ;##########################DIE PROCESS vLONG2 BEGIN###################################################
  1268. ;#############################################################################
  1269. ;Called on by Random Generator
  1270. {on "die_processvlong2"
  1271. {able select 0} {tags add "in_die_process_long"}
  1272. {tags add "near_death"} ;ensures death_wait will kill it
  1273. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  1274. {if "quotes_enabled"
  1275. {call "die_processlongquotecheck"}
  1276. }
  1277. {call "cdie_calc"}
  1278. {if tagged "die_processset"
  1279. {delay 239 {call "death_wait"} }
  1280.  
  1281.  
  1282. }
  1283. } ;#############################################################################
  1284. ;##########################DIE PROCESS vLONG2 END###################################################
  1285. ;#############################################################################
  1286. ;#############################################################################
  1287. ;##########################DIE PROCESSES FINISH###################################################
  1288. ;#############################################################################
  1289. ;#############################################################################
  1290. ;##########################DIE_CALC REVIVAL! BEGIN###################################################
  1291. ;#############################################################################
  1292.  
  1293.  
  1294. ;TIMER OF LIFE ;The Saviour lol
  1295. {on "die_calc" ;Calculates whether or not the unit has been morphined or not.
  1296. {if not able "select" {if not senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  1297. {if not dead
  1298. {tags remove "near_death"} ;reenables random death engine and disable the current death process
  1299. {tags remove "die_processset"}
  1300. {able select 1}
  1301. {delay 0.001 {if "near_death_animation" {ani_stop "lie_sleep_idle_2"}{ani_stop "lie_sleep_idle_1"} {tags remove "near_death_anim"}}}
  1302.  
  1303. {delay 0.1
  1304. {tags remove "death_wait"}
  1305. {tags remove "randomdisabled"}
  1306.  
  1307. }
  1308. {delay 0.2
  1309. {if not tagged "revived"
  1310. {if not senseless {if not dead
  1311. {if tagged "self_recover"
  1312. {if "quotes_enabled"
  1313. {if "recover_quotes_enabled"
  1314. {if rand 0.1
  1315. {damage_report "body" "<s(0.2)c(00ff2a)>I'm back in business!"}
  1316. else rand 0.1
  1317. {damage_report "body" "<s(0.2)c(00ff2a)>!?"}
  1318. else rand 0.1
  1319. {damage_report "body" "<s(0.2)c(00ff2a)>yes"}
  1320. else rand 0.1
  1321. {damage_report "body" "<s(0.2)c(00ff2a)>I survived this!"}
  1322. else rand 0.1
  1323. {damage_report "body" "<s(0.2)c(00ff2a)>theres no way I would die from that!"}
  1324. else rand 0.1
  1325. {damage_report "body" "<s(0.2)c(00ff2a)>I'm more stronger than I expected"}
  1326. else rand 0.1
  1327. {damage_report "body" "<s(0.2)c(00ff2a)>hmph"}
  1328. else rand 0.1
  1329. {if "akward_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>MLG"} }
  1330. else rand 0.1
  1331. {damage_report "body" "<s(0.2)c(00ff2a)>well well well"}
  1332. else rand 0.1
  1333. {damage_report "body" "<s(0.2)c(00ff2a)>I'm a Survivor"}
  1334. else rand 0.1
  1335. {damage_report "body" "<s(0.2)c(00ff2a)>This fight is gonna get interesting"}
  1336. else rand 0.1
  1337. {damage_report "body" "<s(0.2)c(00ff2a)>I'm still alive"}
  1338. else rand 0.1
  1339. {damage_report "body" "<s(0.2)c(00ff2a)>It ain't over yet!"}
  1340. else rand 0.1
  1341. {damage_report "body" "<s(0.2)c(00ff2a)>C'mon! You can't kill me!!!"}
  1342. else rand 0.1
  1343. {if "religious_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>God is on my side!"}}
  1344. else rand 0.1
  1345. {damage_report "body" "<s(0.2)c(00ff2a)>hahahahahaha"}
  1346. else rand 0.1
  1347. {if "akward_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>THIS IS SPARTA"} }
  1348. else rand 0.1
  1349. {if "akward_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>I am the boss!"} }
  1350. else rand 0.1
  1351. {damage_report "body" "<s(0.2)c(00ff2a)>Bwahahahahaha"}
  1352. else rand 0.1
  1353. {damage_report "body" "<s(0.2)c(00ff2a)>Your gonna have to do alot more than that to kill me."}
  1354. else rand 0.1
  1355. {damage_report "body" "<s(0.2)c(00ff2a)>I am unbeatable!"}
  1356. else rand 0.1
  1357. {damage_report "body" "<s(0.2)c(00ff2a)>I am invincible"}
  1358. else rand 0.1
  1359. {if "akward_quotes" {if "profanity_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>Sup, Bitches"} } }
  1360. else rand 0.1
  1361. {damage_report "body" "<s(0.2)c(00ff2a)>Awesome"}
  1362. else rand 0.1
  1363. {if "religious_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>Guess its not my time to go"} }
  1364. else rand 0.1
  1365. {damage_report "body" "<s(0.2)c(00ff2a)>Yes, now I have a chance at seeing my family again"}
  1366. else rand 0.1
  1367. {damage_report "body" "<s(0.2)c(00ff2a)>looks like I'm going home, not in a bodybag"}
  1368. else rand 0.1
  1369. {damage_report "body" "<s(0.2)c(00ff2a)>You can't defeat me!!!"}
  1370. else rand 0.1
  1371. {damage_report "body" "<s(0.2)c(00ff2a)>You are weak!"}
  1372. else rand 0.1
  1373. {damage_report "body" "<s(0.2)c(00ff2a)>Hey, there"}
  1374. else
  1375. {damage_report "body" "<s(0.2)c(00ff2a)>...!?"}
  1376. ;what the units say to you when they are revived
  1377. }}}
  1378.  
  1379. ;revived_speech
  1380. {if "revived_speech"
  1381. {delay 1.0
  1382. {if rand 0.8
  1383. {if not "talk_revived"
  1384. {set "talk_revived" 1}
  1385. ; {if rand 1.0
  1386. {talk "jubilation"}
  1387. {signal mandie 5}
  1388. {delay 18
  1389. {set "idle" 0}
  1390. {set "talk_revived" 0}
  1391. }
  1392. else
  1393. {delay 25
  1394. {set "jubilation" 0}
  1395. {set "talk_revived" 0}
  1396. }
  1397. ; }
  1398. }
  1399. else rand 0.5
  1400. {if not "talk_revived"
  1401. {set "talk_revived" 1}
  1402. ; {if rand 1.0
  1403. {talk "retreat"}
  1404. {signal mandie 5}
  1405. {delay 18
  1406. {set "idle" 0}
  1407. {set "talk_revived" 0}
  1408. }
  1409. else
  1410. {delay 25
  1411. {set "retreat" 0}
  1412. {set "talk_revived" 0}
  1413. }
  1414. ; }
  1415. }
  1416. else
  1417. {if not "talk_revived"
  1418. {set "talk_revived" 1}
  1419. ; {if rand 1.0
  1420. {talk "things_look_blue"}
  1421. {signal mandie 5}
  1422. {delay 18
  1423. {set "idle" 0}
  1424. {set "talk_revived" 0}
  1425. }
  1426. else
  1427. {delay 25
  1428. {set "things_look_blue" 0}
  1429. {set "talk_revived" 0}
  1430. }
  1431. ; }
  1432. }
  1433. } } }
  1434. {tags add "revived"}
  1435. {tags remove "dead"}
  1436. {tags remove "disablerandom"}
  1437. {tags remove "in_die_process_normal"}
  1438. {tags remove "in_die_process_short"}
  1439. {tags remove "in_die_process_veryshort"}
  1440. {tags remove "in_die_process_long"}
  1441. {tags remove "self_recover"}
  1442. {tags add "successfully_revived"}
  1443. ; {start_sound "human/heal"}
  1444. {able personage 0}}}}}}
  1445. ;pt2
  1446. {delay 0.1
  1447. {if not tagged "revived"
  1448. {if not senseless {if not dead
  1449. {if not tagged "self_recover"
  1450. {delay 0.001 {if "near_death_animation" {ani_stop "lie_sleep_idle_2"}{ani_stop "lie_sleep_idle_1"}{ani_stop "squat_reload_piat"}{ani_stop "lie_reload_piat"}}}
  1451.  
  1452.  
  1453. ; talk begin what the units say to you when they are revived
  1454. {if "quotes_enabled"
  1455. {if "revived_quotes_enabled"
  1456. {if rand 0.1
  1457. {damage_report "body" "<s(0.2)c(0057fc)>Thanks"}
  1458. else rand 0.1
  1459. {damage_report "body" "<s(0.2)c(0057fc)>Thank You"}
  1460. else rand 0.1
  1461. {damage_report "body" "<s(0.2)c(0057fc)>You are my hero"}
  1462. else rand 0.1
  1463. {damage_report "body" "<s(0.2)c(0057fc)>lets go!"}
  1464. else rand 0.1
  1465. {damage_report "body" "<s(0.2)c(0057fc)>I should have died"}
  1466. else rand 0.1
  1467. {damage_report "body" "<s(0.2)c(0057fc)>today is not the last after all"}
  1468. else rand 0.1
  1469. {damage_report "body" "<s(0.2)c(0057fc)>ALRIGHT"}
  1470. else rand 0.1
  1471. {damage_report "body" "<s(0.2)c(0057fc)>YES"}
  1472. else rand 0.1
  1473. {damage_report "body" "<s(0.2)c(0057fc)>you ought to be promoted!"}
  1474. else rand 0.1
  1475. {damage_report "body" "<s(0.2)c(0057fc)>Wow, thanks"}
  1476. else rand 0.1
  1477. {damage_report "body" "<s(0.2)c(0057fc)>Now lets take the fight to them!"}
  1478. else rand 0.1
  1479. {damage_report "body" "<s(0.2)c(0057fc)>Hopefully I can change the tide!"}
  1480. else rand 0.1
  1481. {damage_report "body" "<s(0.2)c(0057fc)>It ain't over yet!"}
  1482. else rand 0.1
  1483. {damage_report "body" "<s(0.2)c(0057fc)>Thanks so much, I dont know how to repay you"}
  1484. else rand 0.1
  1485. {if "religious_quotes" {damage_report "body" "<s(0.2)c(0057fc)>I don't believe it, you answered my prayers"}}
  1486. else rand 0.1
  1487. {damage_report "body" "<s(0.2)c(0057fc)>This is the best day of my life!"}
  1488. else rand 0.1
  1489. {if "akward_quotes" {damage_report "body" "<s(0.2)c(0057fc)>THIS IS SPARTA"} }
  1490. else rand 0.1
  1491. {if "akward_quotes" {damage_report "body" "<s(0.2)c(0057fc)>Like a boss"} }
  1492. else rand 0.1
  1493. {damage_report "body" "<s(0.2)c(0057fc)>alright, lets go"}
  1494. else rand 0.1
  1495. {damage_report "body" "<s(0.2)c(0057fc)>yes sir!"}
  1496. else rand 0.1
  1497. {damage_report "body" "<s(0.2)c(0057fc)>lets end this once and for all!"}
  1498. else rand 0.1
  1499. {damage_report "body" "<s(0.2)c(0057fc)>This is great"}
  1500. else rand 0.1
  1501. {if "akward_quotes" {damage_report "body" "<s(0.2)c(0057fc)>Who do you think I am? Lt. Dan!?"} }
  1502. else rand 0.1
  1503. {damage_report "body" "<s(0.2)c(0057fc)>Awesome"}
  1504. else rand 0.1
  1505. {if "religious_quotes" {damage_report "body" "<s(0.2)c(0057fc)>hey! I was about to go to heaven!"} }
  1506. else rand 0.1
  1507. {damage_report "body" "<s(0.2)c(0057fc)>Yes, now I have a chance at seeing my family again"}
  1508. else rand 0.1
  1509. {damage_report "body" "<s(0.2)c(0057fc)>looks like I'm going home, not in a bodybag"}
  1510. else rand 0.1
  1511. {damage_report "body" "<s(0.2)c(0057fc)>lets do this"}
  1512. else rand 0.1
  1513. {damage_report "body" "<s(0.2)c(0057fc)>I can move!"}
  1514. else rand 0.1
  1515. {damage_report "body" "<s(0.2)c(0057fc)>Okay, whats next?"}
  1516. else
  1517. {damage_report "body" "<s(0.2)c(0057fc)>:D"}
  1518. ;what the units say to you when they are revived
  1519. }}} ;talk end
  1520. {if "switch_sides" ;DO NOT CHANGE GO TO SWITCH_MENU INSTEAD
  1521.  
  1522. {if "player 0" {player 0}}{if "player 1" {player 1}}{if "player 2" {player 2}}{if "player 3" {player 3}}{if "player 4" {player 4}}{if "player 5" {player 5}}{if "player 6" {player 6}}{if "player 7" {player 7}}{if "player 8" {player 8}}{if "player 9" {player 9}}
  1523.  
  1524. {if not "player 0" {if not "player 1" {if not "player 2" {if not "player 3" {if not "player 4" {if not "player 5" {if not "player 6" {if not "player 7" {if not "player 8" {if not "player 9"
  1525. {damage_report "body" "<s(8)c(00ff00)>No Player Team Selected!!!"} ;Squad Title
  1526. }
  1527. }}}}}}}}}}
  1528. ;revived_speech
  1529. {if "revived_speech"
  1530. {delay 1.0
  1531. {if rand 0.8
  1532. {if not "talk_revived"
  1533. {set "talk_revived" 1}
  1534. ; {if rand 1.0
  1535. {talk "jubilation"}
  1536. {signal mandie 5}
  1537. {delay 18
  1538. {set "idle" 0}
  1539. {set "talk_revived" 0}
  1540. }
  1541. else
  1542. {delay 25
  1543. {set "jubilation" 0}
  1544. {set "talk_revived" 0}
  1545. }
  1546. ; }
  1547. }
  1548. else rand 0.5
  1549. {if not "talk_revived"
  1550. {set "talk_revived" 1}
  1551. ; {if rand 1.0
  1552. {talk "retreat"}
  1553. {signal mandie 5}
  1554. {delay 18
  1555. {set "idle" 0}
  1556. {set "talk_revived" 0}
  1557. }
  1558. else
  1559. {delay 25
  1560. {set "retreat" 0}
  1561. {set "talk_revived" 0}
  1562. }
  1563. ; }
  1564. }
  1565. else
  1566. {if not "talk_revived"
  1567. {set "talk_revived" 1}
  1568. ; {if rand 1.0
  1569. {talk "things_look_blue"}
  1570. {signal mandie 5}
  1571. {delay 18
  1572. {set "idle" 0}
  1573. {set "talk_revived" 0}
  1574. }
  1575. else
  1576. {delay 25
  1577. {set "things_look_blue" 0}
  1578. {set "talk_revived" 0}
  1579. }
  1580. ; }
  1581. }
  1582. } } }
  1583.  
  1584.  
  1585.  
  1586.  
  1587. ;Helper Squad for Player 0
  1588. {if "helper_squad_enabled"
  1589. {start_sound "world/ambient/bomber_flyby.wav"}
  1590.  
  1591. {delay 0.2 ;parachute effect
  1592. {spawn "paradrop_ammo"}
  1593. }
  1594.  
  1595.  
  1596. {if rand 0.3 ;squad rifle random
  1597. {damage_report "body" "<s(8)c(00ff00)>Player 0, 8 man Rifle Squad!!!"} ;Squad Title
  1598. ;eng rifle squad
  1599. {if rand 0.2 ;rand faction
  1600. {spawn_human "mp/eng/rifle"}
  1601. {spawn_human "mp/eng/rifle"}
  1602. {spawn_human "mp/eng/rifle"}
  1603. {spawn_human "mp/eng/rifle"}
  1604. {spawn_human "mp/eng/rifle"}
  1605. {spawn_human "mp/eng/rifle"}
  1606. {spawn_human "mp/eng/rifle"}
  1607. {spawn_human "mp/eng/mgun"} ;eng end
  1608. else rand 0.2
  1609.  
  1610. ;ger rifle squad
  1611. {spawn_human "mp/ger/rifle"}
  1612. {spawn_human "mp/ger/rifle"}
  1613. {spawn_human "mp/ger/rifle"}
  1614. {spawn_human "mp/ger/rifle"}
  1615. {spawn_human "mp/ger/rifle"}
  1616. {spawn_human "mp/ger/rifle"}
  1617. {spawn_human "mp/ger/rifle"}
  1618. {spawn_human "mp/ger/mgun"} ;ger end
  1619. else rand 0.2
  1620.  
  1621. ;jap rifle squad
  1622. {spawn_human "mp/jap/rifle"}
  1623. {spawn_human "mp/jap/rifle"}
  1624. {spawn_human "mp/jap/rifle"}
  1625. {spawn_human "mp/jap/rifle"}
  1626. {spawn_human "mp/jap/rifle"}
  1627. {spawn_human "mp/jap/rifle"}
  1628. {spawn_human "mp/jap/rifle"}
  1629. {spawn_human "mp/jap/mgun"} ;jap end
  1630. else rand 0.2
  1631.  
  1632. ;rus rifle squad
  1633. {spawn_human "mp/rus/rifle"}
  1634. {spawn_human "mp/rus/rifle"}
  1635. {spawn_human "mp/rus/rifle"}
  1636. {spawn_human "mp/rus/rifle"}
  1637. {spawn_human "mp/rus/rifle"}
  1638. {spawn_human "mp/rus/rifle"}
  1639. {spawn_human "mp/rus/rifle"}
  1640. {spawn_human "mp/rus/mgun"} ;rus end
  1641. else
  1642.  
  1643. ;usa rifle squad
  1644. {spawn_human "mp/usa/rifle"}
  1645. {spawn_human "mp/usa/rifle"}
  1646. {spawn_human "mp/usa/rifle"}
  1647. {spawn_human "mp/usa/rifle"}
  1648. {spawn_human "mp/usa/rifle"}
  1649. {spawn_human "mp/usa/rifle"}
  1650. {spawn_human "mp/usa/rifle"}
  1651. {spawn_human "mp/usa/mgun"} ;usa end
  1652. }
  1653.  
  1654.  
  1655.  
  1656. else rand 0.2
  1657. {damage_report "body" "<s(0.2)c(00ff00)>Player 0 4 man AT Squad!!"}
  1658. ;eng rifle squad
  1659. {if rand 0.2
  1660. {spawn_human "mp/eng/bazooker"}
  1661. {spawn_human "mp/eng/bazooker2"}
  1662. {spawn_human "mp/eng/bazooker2"}
  1663. {spawn_human "mp/eng/at_rifle"} ;eng end
  1664. else rand 0.2
  1665.  
  1666. ;ger rifle squad
  1667. {spawn_human "mp/ger/bazooker"}
  1668. {spawn_human "mp/ger/bazooker2"}
  1669. {spawn_human "mp/ger/bazooker2"}
  1670. {spawn_human "mp/ger/at_rifle"} ;ger end else rand 0.1
  1671.  
  1672. ;jap rifle squad
  1673. {spawn_human "mp/jap/bazooker"}
  1674. {spawn_human "mp/jap/bazooker2"}
  1675. {spawn_human "mp/jap/bazooker2"}
  1676. {spawn_human "mp/jap/at_rifle"} ;jap end
  1677. else rand 0.2
  1678.  
  1679. ;rus rifle squad
  1680. {spawn_human "mp/rus/bazooker"}
  1681. {spawn_human "mp/rus/bazooker2"}
  1682. {spawn_human "mp/rus/bazooker2"}
  1683. {spawn_human "mp/rus/at_rifle"};rus end
  1684. else
  1685.  
  1686. ;usa rifle squad
  1687. {spawn_human "mp/usa/rifle"}
  1688. {spawn_human "mp/usa/rifle"}
  1689. {spawn_human "mp/usa/rifle"}
  1690. {spawn_human "mp/usa/rifle"} ;usa end
  1691. }
  1692.  
  1693. else rand 0.2
  1694. {damage_report "body" "<s(0.2)c(00ff00)>Player 0 Sniper Squad!!"}
  1695. ;eng rifle squad
  1696. {if rand 0.2
  1697. {spawn_human "mp/eng/sniper"}
  1698. {spawn_human "mp/eng/oficer"};eng end
  1699. else rand 0.2
  1700.  
  1701. ;ger rifle squad
  1702. {spawn_human "mp/ger/sniper"}
  1703. {spawn_human "mp/ger/oficer"} ;ger end
  1704. else rand 0.2
  1705.  
  1706. ;jap rifle squad
  1707. {spawn_human "mp/jap/sniper"}
  1708. {spawn_human "mp/jap/oficer"} ;jap end
  1709. else rand 0.2
  1710.  
  1711. ;rus rifle squad
  1712. {spawn_human "mp/rus/sniper"}
  1713. {spawn_human "mp/rus/oficer"} ;rus end
  1714. else
  1715.  
  1716. ;usa rifle squad
  1717. {spawn_human "mp/usa/sniper"}
  1718. {spawn_human "mp/usa/oficer"};usa end
  1719. }
  1720. else rand 0.2
  1721. {damage_report "body" "<s(0.2)c(00ff00)>Player 0 6 man SMG Squad!!"}
  1722. ;eng rifle squad
  1723. {if rand 0.2
  1724. {spawn_human "mp/eng/rifle"}
  1725. {spawn_human "mp/eng/rifle"}
  1726. {spawn_human "mp/eng/rifle"}
  1727. {spawn_human "mp/eng/smg"}
  1728. {spawn_human "mp/eng/smg"}
  1729. {spawn_human "mp/eng/smg"} ;eng end
  1730. else rand 0.2
  1731.  
  1732. ;ger rifle squad
  1733. {spawn_human "mp/ger/rifle"}
  1734. {spawn_human "mp/ger/rifle"}
  1735. {spawn_human "mp/ger/rifle"}
  1736. {spawn_human "mp/ger/smg"}
  1737. {spawn_human "mp/ger/smg"}
  1738. {spawn_human "mp/ger/smg"} ;ger end
  1739. else rand 0.2
  1740.  
  1741. ;jap rifle squad
  1742. {spawn_human "mp/jap/rifle"}
  1743. {spawn_human "mp/jap/rifle"}
  1744. {spawn_human "mp/jap/rifle"}
  1745. {spawn_human "mp/jap/smg"}
  1746. {spawn_human "mp/jap/smg"}
  1747. {spawn_human "mp/jap/smg"} ;jap end
  1748. else rand 0.2
  1749.  
  1750. ;rus rifle squad
  1751. {spawn_human "mp/rus/rifle"}
  1752. {spawn_human "mp/rus/rifle"}
  1753. {spawn_human "mp/rus/rifle"}
  1754. {spawn_human "mp/rus/smg"}
  1755. {spawn_human "mp/rus/smg"}
  1756. {spawn_human "mp/rus/smg"} ;rus end
  1757. else
  1758.  
  1759. ;usa rifle squad
  1760. {spawn_human "mp/usa/rifle"}
  1761. {spawn_human "mp/usa/rifle"}
  1762. {spawn_human "mp/usa/rifle"}
  1763. {spawn_human "mp/usa/smg"}
  1764. {spawn_human "mp/usa/smg"}
  1765. {spawn_human "mp/usa/smg"} ;usa end
  1766. }
  1767. else rand 0.2
  1768. {damage_report "body" "<s(0.2)c(00ff00)>Player 0 Assault Infantry!!"}
  1769. ;eng rifle squad
  1770. {if rand 0.2
  1771. {spawn_human "mp/eng/sturmovik"}
  1772. {spawn_human "mp/eng/sturmovik2"}
  1773. {spawn_human "mp/eng/sturmovik3"}
  1774. {spawn_human "mp/eng/sturmovik4"}
  1775. {spawn_human "mp/eng/sturmovik4b"}
  1776. {spawn_human "mp/eng/sturmovik5"}
  1777. {spawn_human "mp/eng/sturmovik5b"}
  1778. {spawn_human "mp/eng/sturmovik6"}
  1779. {spawn_human "mp/eng/sturmovik6b"} ;eng end
  1780. else rand 0.2
  1781.  
  1782. ;ger rifle squad
  1783. {spawn_human "mp/ger/sturmovik"}
  1784. {spawn_human "mp/ger/sturmovik2"}
  1785. {spawn_human "mp/ger/sturmovik3"}
  1786. {spawn_human "mp/ger/sturmovik4"}
  1787. {spawn_human "mp/ger/sturmovik4b"}
  1788. {spawn_human "mp/ger/sturmovik5"}
  1789. {spawn_human "mp/ger/sturmovik5b"}
  1790. {spawn_human "mp/ger/sturmovik6"}
  1791. {spawn_human "mp/ger/sturmovik6b"} ;ger end
  1792. else rand 0.2
  1793.  
  1794. ;jap rifle squad
  1795. {spawn_human "mp/jap/sturmovik"}
  1796. {spawn_human "mp/jap/sturmovik2"}
  1797. {spawn_human "mp/jap/sturmovik3"}
  1798. {spawn_human "mp/jap/sturmovik4"}
  1799. {spawn_human "mp/jap/sturmovik4b"}
  1800. {spawn_human "mp/jap/sturmovik5"}
  1801. {spawn_human "mp/jap/sturmovik5b"}
  1802. {spawn_human "mp/jap/sturmovik6"}
  1803. {spawn_human "mp/jap/sturmovik6b"} ;jap end
  1804. else rand 0.2
  1805.  
  1806. ;rus rifle squad
  1807. {spawn_human "mp/rus/sturmovik"}
  1808. {spawn_human "mp/rus/sturmovik2"}
  1809. {spawn_human "mp/rus/sturmovik3"}
  1810. {spawn_human "mp/rus/sturmovik4"}
  1811. {spawn_human "mp/rus/sturmovik4b"}
  1812. {spawn_human "mp/rus/sturmovik5"}
  1813. {spawn_human "mp/rus/sturmovik5b"}
  1814. {spawn_human "mp/rus/sturmovik6"}
  1815. {spawn_human "mp/rus/sturmovik6b"} ;rus end
  1816. else
  1817.  
  1818. ;usa rifle squad
  1819. {spawn_human "mp/usa/sturmovik"}
  1820. {spawn_human "mp/usa/sturmovik2"}
  1821. {spawn_human "mp/usa/sturmovik3"}
  1822. {spawn_human "mp/usa/sturmovik4"}
  1823. {spawn_human "mp/usa/sturmovik4b"}
  1824. {spawn_human "mp/usa/sturmovik5"}
  1825. {spawn_human "mp/usa/sturmovik5b"}
  1826. {spawn_human "mp/usa/sturmovik6"}
  1827. {spawn_human "mp/usa/sturmovik6b"} ;usa end
  1828. }
  1829. else
  1830. {damage_report "body" "<s(0.2)c(00ff00)>Player 0 Paratrooper Squad!!"}
  1831. ;eng rifle squad
  1832. {if rand 0.2
  1833. {spawn_human "mp/eng/elite"}
  1834. {spawn_human "mp/eng/elite2"}
  1835. {spawn_human "mp/eng/elite3"}
  1836. {spawn_human "mp/eng/elite4"}
  1837. {spawn_human "mp/eng/elite_at"};eng end
  1838. else rand 0.2
  1839.  
  1840. ;ger rifle squad
  1841. {spawn_human "mp/ger/elite"}
  1842. {spawn_human "mp/ger/elite2"}
  1843. {spawn_human "mp/ger/elite3"}
  1844. {spawn_human "mp/ger/elite4"}
  1845. {spawn_human "mp/ger/elite_at"} ;ger end
  1846. else rand 0.2
  1847.  
  1848. ;jap rifle squad
  1849. {spawn_human "mp/jap/elite"}
  1850. {spawn_human "mp/jap/elite2"}
  1851. {spawn_human "mp/jap/elite3"}
  1852. {spawn_human "mp/jap/elite4"}
  1853. {spawn_human "mp/jap/elite_at"} ;jap end
  1854. else rand 0.2
  1855.  
  1856. ;rus rifle squad
  1857. {spawn_human "mp/rus/elite"}
  1858. {spawn_human "mp/rus/elite2"}
  1859. {spawn_human "mp/rus/elite3"}
  1860. {spawn_human "mp/rus/elite4"}
  1861. {spawn_human "mp/rus/elite_at"} ;rus end
  1862. else
  1863.  
  1864. ;usa rifle squad
  1865. {spawn_human "mp/usa/elite"}
  1866. {spawn_human "mp/usa/elite2"}
  1867. {spawn_human "mp/usa/elite3"}
  1868. {spawn_human "mp/usa/elite4"}
  1869. {spawn_human "mp/usa/elite_at"} ;usa end
  1870. }
  1871.  
  1872. } ;talk end
  1873. };helper_squad_enabled check
  1874. {tags add "revived"}
  1875. {tags remove "disablerandom"}
  1876. {tags remove "in_die_process_normal"}
  1877. {tags remove "in_die_process_short"}
  1878. {tags remove "in_die_process_veryshort"}
  1879. {tags remove "in_die_process_long"}
  1880. {tags add "successfully_revived"}
  1881. {tags remove "self_recover"}
  1882. {start_sound "human/heal"}
  1883. {able personage 0} }}}}}
  1884.  
  1885. }}}}
  1886.  
  1887.  
  1888. ;#############################################################################
  1889. ;##########################DIE_CALC END###################################################
  1890. ;#############################################################################
  1891. ; Timer of life end(LOL)
  1892.  
  1893.  
  1894.  
  1895. ;#############################################################################
  1896. ;##########################DEATH_WAIT BEGIN###################################################
  1897. ;#############################################################################
  1898.  
  1899.  
  1900. ;TIMER OF DEATH
  1901. {on "death_wait"
  1902. {delay 0.05 {ani_stop "lie_sleep_idle_2"}}
  1903. {delay 0.06 {ani_stop "lie_sleep_idle_1"}{ani_stop "squat_reload_piat"}{ani_stop "lie_reload_piat"}}
  1904. {delay 0.07 {ani_play "lie_die"}}
  1905. {delay 0.1
  1906. {able personage 0} ;Gets rid of personage protection
  1907. {if not able "select" ;TIMER OF DEATH
  1908. {if senseless
  1909.  
  1910. {call "die_scream"} ;NoooooO!
  1911. {able personage 0} ;Gets rid of personage protection
  1912. {tags remove "die_processset"}
  1913. {tags remove "near_death"} ;Disables the dying processes
  1914. {if not tagged "shot_death"
  1915. {if "quotes_enabled"
  1916. {if "X_x_face_enabled"
  1917. {if rand 0.1
  1918. {damage_report "body" "<s(0.2)c(ffffff)>X_x"} ;zik ;Self Explanatory O_o
  1919. else rand 0.1
  1920. {damage_report "body" "<s(0.2)c(ffffff)>x_X"}
  1921. else rand 0.1
  1922. {damage_report "body" "<s(0.2)c(ffffff)>X_X"}
  1923. else rand 0.1
  1924. {damage_report "body" "<s(0.2)c(ffffff)>x_x"}
  1925. else rand 0.1
  1926. {damage_report "body" "<s(0.2)c(ffffff)>x-x"}
  1927. else rand 0.1
  1928. {damage_report "body" "<s(0.2)c(ffffff)>X-X"}
  1929. else rand 0.1
  1930. {damage_report "body" "<s(0.2)c(ffffff)>X|"}
  1931. else rand 0.1
  1932. {damage_report "body" "<s(0.2)c(ffffff)>X-x"}
  1933. else rand 0.1
  1934. {damage_report "body" "<s(0.2)c(ffffff)>x-X"}
  1935. else rand 0.1
  1936. {damage_report "body" "<s(0.2)c(ffffff)>XP"}
  1937. else rand 0.1
  1938. {damage_report "body" "<s(0.2)c(ffffff)>@_@"}
  1939. else rand 0.1
  1940. {damage_report "body" "<s(0.2)c(ffffff)>O_O"}
  1941. else rand 0.1
  1942. {damage_report "body" "<s(0.2)c(ffffff)>o_o"}
  1943. else
  1944. {damage_report "body" "<s(0.2)c(ffffff)>-_-"}}}}{die}}
  1945.  
  1946. {if not tagged "shot_death"
  1947.  
  1948. {delay 0.6
  1949.  
  1950. ;DEATH BOUNCE.
  1951. {if "epic_pwn"
  1952. {if rand 1.0 ;how often will pple be pwned?
  1953. {if rand 0.9 ;zik
  1954. {if "pwn_animations"{ani_play "stand_fly_tumble_back_far"} {delay 1 {ani_play "lie_die"} }} ;callback} lie_sleep_idle_2 stand_fly_tumble_forward.. lie_die
  1955. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;leap
  1956. else rand 0.3
  1957. {if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
  1958. {throw_off up 25.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;large medium leap
  1959. else
  1960. {if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
  1961. {throw_off up 1.3 99.5 dir 5.5 2 forward 4 turn 0 360 die force} ;slide or mega leap
  1962. ;{throw_off up 5.3 0.5 dir 360 0 forward 4 turn 0 360 die force} ;sent to outer space
  1963. ;else rand 0.1
  1964. ;else
  1965. }}}}
  1966.  
  1967.  
  1968. ;DEM XPLOSIONS.
  1969. {if "epic_xplosion"
  1970.  
  1971. ;AI Dodge
  1972. {if "ai_dodge_explosion"
  1973. {if "harmful_explosion"
  1974. {explosive}
  1975. }}
  1976. {delay 0.8
  1977. {if not "air_strike_outburst"
  1978. {stuff_detonate} }
  1979.  
  1980. ;LARGE AIRSTRIKE OVERWRITES OTHER EXPLOSIONS
  1981. {if "air_strike_outburst"
  1982. {if "harmful_explosion"
  1983. {if "large_explosion"
  1984. {spawn "outburst_nc"}
  1985. {delay 2
  1986. {stuff_detonate}}
  1987. }}}
  1988.  
  1989.  
  1990. ;SMALL AIRSTRIKE OVERWRITES OTHER EXPLOSIONS{if not "large_explosion"
  1991. {if "air_strike_outburst"
  1992. {if "harmful_explosion"
  1993. {if not "large_explosion"
  1994. {spawn "outburst_small_nc"}
  1995. {delay 2
  1996. {stuff_detonate}}
  1997. }}}
  1998.  
  1999.  
  2000. {if not "air_strike_outburst"
  2001. {if "harmful_explosion"
  2002. ;NORMAL
  2003. {if "epic_xplosion"
  2004. {if "large_explosion"
  2005. {if "artillery"
  2006. {spawn "artillery_explosion"}
  2007. }
  2008. {if "explosion"
  2009. {spawn "explosion"}
  2010. }
  2011.  
  2012. {if "instant_outburst"
  2013. {spawn "outburst_instant_nc"}
  2014. }
  2015. }}}}
  2016.  
  2017. ;SMALL
  2018. {if "epic_xplosion"
  2019. {if not "air_strike_outburst"
  2020. {if "harmful_explosion"
  2021. {if not "large_explosion"
  2022. {if "artillery"
  2023. {spawn "artillery_explosion_small"}
  2024. }
  2025. {if "explosion"
  2026. {spawn "explosion_small"}
  2027. }
  2028.  
  2029. {if "instant_outburst"
  2030. {spawn "outburst_instant_small_nc"}
  2031. }
  2032.  
  2033. }
  2034.  
  2035. }
  2036. {start_sound "detonation/handgrenade/"}
  2037. }}}}
  2038.  
  2039. ;CLEAR INVENTORY.
  2040. {delay 0.6
  2041. {if "epic_clear_inventory"
  2042. {clear_inventory}
  2043. }}
  2044.  
  2045. } ;if not tagged shot_death end
  2046.  
  2047. {if tagged "shot_death"
  2048. {call "shot_death"}}
  2049. } {tags remove "disablerandom"}
  2050. {tags remove "in_die_process_normal"}
  2051. {tags remove "in_die_process_short"}
  2052. {tags remove "in_die_process_veryshort"}
  2053. {tags remove "in_die_process_long"}
  2054. {tags remove "in_die_processset"}
  2055. {tags remove "self_recover"}
  2056. {tags remove "successfully_revived"}
  2057. {tags remove "texmod_set"}
  2058. {tags remove "revived"}
  2059. {tags add "dead"} } }} ;Ergh
  2060. ; {able collect 1}
  2061. ;#############################################################################
  2062. ;##########################DEATH_WAIT END###################################################
  2063. ;#############################################################################
  2064.  
  2065. ;#############################################################################
  2066. ;##########################SHOT WHILE IN DEATH PROCCESS BEGIN###################################################
  2067. ;#############################################################################
  2068.  
  2069.  
  2070. ;TIMER OF DEATH
  2071. {on "shot_death" ;quotes
  2072. {delay 0.05 {ani_stop "lie_sleep_idle_2"}}
  2073. {delay 0.06 {ani_stop "lie_sleep_idle_1"}{ani_stop "squat_reload_piat"}{ani_stop "lie_reload_piat"}}
  2074. {delay 0.07 {ani_play "lie_die"}}
  2075.  
  2076. {delay 0.1
  2077. {if "quotes_enabled"
  2078. {if "X_x_face_enabled"
  2079. {if rand 0.1
  2080. {damage_report "body" "<s(0.2)c(f9d800)>X_x"} ;zik ;Self Explanatory O_o
  2081. else rand 0.1
  2082. {damage_report "body" "<s(0.2)c(f9d800)>x_X"}
  2083. else rand 0.1
  2084. {damage_report "body" "<s(0.2)c(f9d800)>X_X"}
  2085. else rand 0.1
  2086. {damage_report "body" "<s(0.2)c(f9d800)>x_x"}
  2087. else rand 0.1
  2088. {damage_report "body" "<s(0.2)c(f9d800)>x-x"}
  2089. else rand 0.1
  2090. {damage_report "body" "<s(0.2)c(f9d800)>X-X"}
  2091. else rand 0.1
  2092. {damage_report "body" "<s(0.2)c(f9d800)>X|"}
  2093. else rand 0.1
  2094. {damage_report "body" "<s(0.2)c(f9d800)>X-x"}
  2095. else rand 0.1
  2096. {damage_report "body" "<s(0.2)c(f9d800)>x-X"}
  2097. else rand 0.1
  2098. {damage_report "body" "<s(0.2)c(f9d800)>XP"}
  2099. else rand 0.1
  2100. {damage_report "body" "<s(0.2)c(f9d800)>@_@"}
  2101. else rand 0.1
  2102. {damage_report "body" "<s(0.2)c(f9d800)>O_O"}
  2103. else rand 0.1
  2104. {damage_report "body" "<s(0.2)c(f9d800)>o_o"}
  2105. else
  2106. {damage_report "body" "<s(0.2)c(f9d800)>-_-"}}}}{die}
  2107.  
  2108. {delay 0.2
  2109. {if not "talk"
  2110. {set "talk" 1}
  2111. {talk "death_cry"}
  2112. {delay 10 2
  2113. {set "talk" 0}
  2114. }
  2115. }
  2116. }
  2117. {if not "epic_pwn"
  2118. {throw_off up 0.5 forward 0.01 force} ;fidget
  2119. }
  2120. ;{throw_off up 1.3 0.5velocity dir 5.5 2 forward 4 turn 0 360 die force}
  2121. {delay 0.6
  2122. ;DEATH BOUNCE shot death.
  2123. {if "epic_pwn_shot_death"
  2124. {if rand 1.0 ;how often will pple be pwned?
  2125. {if rand 0.9 ;zik
  2126. {if "pwn_animations"{ani_play "stand_fly_tumble_back_far"} {delay 1 {ani_play "lie_die"} }} ;callback} stand_fly_tumble_forward.. lie_die
  2127. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;leap
  2128. else rand 0.3
  2129. {if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
  2130. {throw_off up 25.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;large medium leap
  2131. else
  2132. {if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
  2133. {throw_off up 1.3 99.5 dir 5.5 2 forward 4 turn 0 360 die force} ;slide or mega leap
  2134. ;{throw_off up 5.3 0.5 dir 360 0 forward 4 turn 0 360 die force} ;sent to outer space
  2135. ;else rand 0.1
  2136. ;else
  2137. }}}}
  2138.  
  2139. ;DEM XPLOSIONS shot death
  2140. {if "epic_xplosion_shot_death"
  2141.  
  2142. ;AI Dodge
  2143. {if "ai_dodge_explosion"
  2144. {if "harmful_explosion"
  2145. {explosive}
  2146. }}
  2147. {delay 0.8
  2148. {if not "air_strike_outburst"
  2149. {stuff_detonate} }
  2150.  
  2151. ;LARGE AIRSTRIKE OVERWRITES OTHER EXPLOSIONS
  2152. {if "air_strike_outburst"
  2153. {if "large_explosion"
  2154. {spawn "outburst_nc"}
  2155. {delay 2
  2156. {stuff_detonate}}
  2157. }}
  2158.  
  2159.  
  2160. ;SMALL AIRSTRIKE OVERWRITES OTHER EXPLOSIONS{if not "large_explosion"
  2161. {if "air_strike_outburst"
  2162. {if not "large_explosion"
  2163. {spawn "outburst_small_nc"}
  2164. {delay 2
  2165. {stuff_detonate}
  2166. }}}
  2167.  
  2168.  
  2169. {if not "air_strike_outburst"
  2170. {if "harmful_explosion"
  2171. ;NORMAL
  2172. {if "large_explosion"
  2173.  
  2174. {if "explosion"
  2175. {spawn "explosion"}
  2176. }
  2177.  
  2178. {if "instant_outburst"
  2179. {spawn "outburst_instant_nc"}
  2180. }
  2181. }}}
  2182.  
  2183. ;SMALL
  2184. {if not "air_strike_outburst"
  2185. {if "harmful_explosion"
  2186. {if not "large_explosion"
  2187.  
  2188. {if "explosion"
  2189. {spawn "explosion_small"}
  2190. }
  2191.  
  2192. {if "instant_outburst"
  2193. {spawn "outburst_instant_small_nc"}
  2194. }
  2195.  
  2196. }
  2197.  
  2198. }
  2199. {start_sound "detonation/handgrenade/"}
  2200. }}}
  2201.  
  2202. ;CLEAR INVENTORY shot death.
  2203. {delay 0.7
  2204. {if "epic_clear_inventory_shot_death"
  2205. {clear_inventory}
  2206. }}
  2207.  
  2208.  
  2209. {tags remove "disablerandom"}
  2210. {tags remove "in_die_process_normal"}
  2211. {tags remove "in_die_process_short"}
  2212. {tags remove "in_die_process_veryshort"}
  2213. {tags remove "in_die_process_long"}
  2214. {tags remove "in_die_processset"}
  2215. {tags remove "self_recover"}
  2216. {tags remove "successfully_revived"}
  2217. {tags remove "texmod_set"}
  2218. {tags remove "revived"}
  2219. }}
  2220. ; {able collect 1}
  2221. ;#############################################################################
  2222. ;##########################SHOT WHILE IN DEATH PROCCESS END###################################################
  2223. ;#############################################################################
  2224. ;#############################################################################
  2225. ;#############################################################################
  2226. ;#############################################################################
  2227. ;#############################################################################
  2228. ;#############################################################################
  2229. ;#############################################################################
  2230. ;#############################################################################
  2231. ;#############################################################################
  2232. ;#############################################################################
  2233. ;#############################################################################
  2234. ;#############################################################################
  2235.  
  2236.  
  2237. ;}SONNE2 Finish
  2238.  
  2239. {on "die_scream"
  2240. {if not "die_sound"
  2241. {set "die_sound" 1}
  2242. {talk "death_cry"}
  2243. {signal mandie 5}
  2244. }
  2245. }
  2246. {on "die_from_knife"
  2247. {set "die_from_knife" 1}
  2248. {call "die"}
  2249. }
  2250.  
  2251. {on ground_hit
  2252. {spawn "blood"}
  2253. }
  2254.  
  2255. (define "piece_explosion"
  2256. {spawn %0 %1
  2257. {impulse up 1 0.5 dir 8 4
  2258. cx 0 12 cy 0 12
  2259. fx 0 60 fy 0 60 fz 80 40
  2260. }
  2261. }
  2262. )
  2263. (define "piece_crush"
  2264. {spawn %0 %1
  2265. {impulse up 0.1 0.1
  2266. fx 0 7 fy 0 7 fz 0 7
  2267. }
  2268. }
  2269. )
  2270. (define "spawn_pieces"
  2271. ;left hand
  2272. {if rand 0.2
  2273. (%0 args "#hand00" "hand1l")
  2274. else rand 0.2
  2275. (%0 args "#hand01" "hand1l")
  2276. else rand 0.2
  2277. (%0 args "#hand02" "hand1l")
  2278. }
  2279. ;right hand
  2280. {if rand 0.2
  2281. (%0 args "#hand00" "hand1r")
  2282. else rand 0.2
  2283. (%0 args "#hand01" "hand1r")
  2284. else rand 0.2
  2285. (%0 args "#hand02" "hand1r")
  2286. }
  2287.  
  2288. ;left foot
  2289. {if rand 0.3
  2290. (%0 args "#leg00" "foot1l")
  2291. }
  2292. ;right foot
  2293. {if rand 0.3
  2294. (%0 args "#leg00" "foot1r")
  2295. }
  2296.  
  2297. ;head
  2298. {if rand 0.3
  2299. (%0 args "#head00" "head")
  2300. else rand 0.3
  2301. (%0 args "#head01" "head")
  2302. }
  2303. )
  2304.  
  2305. {on "explosion"
  2306. {if personage
  2307. {call "die"}
  2308. else
  2309. {spawn "bloodsparks_big"}
  2310. ; ("spawn_pieces" args "piece_explosion")
  2311. {call "delete"}
  2312. }
  2313. }
  2314. {on "crush"
  2315. {if personage
  2316. {call "die"}
  2317. else
  2318. {spawn "bloodsparks_big"}
  2319. ; ("spawn_pieces" args "piece_crush")
  2320. {call "delete"}
  2321. }
  2322. }
  2323. {on "delete"
  2324. {if not dead
  2325. {stat_notify die}
  2326. }
  2327. {delete}
  2328. }
  2329. {on "burn_volume"
  2330. {if volume "body"
  2331. {call "_burn"}
  2332. }
  2333. }
  2334. {on "_burn"
  2335. {if not burned
  2336. {able "burning" 1}
  2337. {able select 0}
  2338. (define "try_get_off"
  2339. {delay %0 0.5
  2340. {get_off}
  2341. }
  2342. )
  2343. ("try_get_off" args 1.0)
  2344. ("try_get_off" args 2.0)
  2345. ("try_get_off" args 3.0)
  2346. ("try_get_off" args 4.0)
  2347. ("try_get_off" args 5.0)
  2348. {tex_morph "burned" 10}
  2349. {call "add_burn_fx"}
  2350. {view start "burn_fire"}
  2351. {delay_effect 0.5 0.2 "burn_scream"}
  2352. {delay 6 2 "burn_die"
  2353. {able "burning" 0}
  2354. {kill_flags reset}
  2355. {kill_flags piercing}
  2356. {if not dead
  2357. {able personage 0}
  2358. {call "die"}
  2359. }
  2360. {view stop "burn_fire"}
  2361. {if terrain_fx "puddle"
  2362. {call "stop_burn"}
  2363. else
  2364. {add_view "smoke_dead_small1" "burn_fire_b" "body"}
  2365. {add_view "smoke_dead_small1" "burn_fire_hl" "hand1l"}
  2366. {add_view "smoke_dead_small1" "burn_fire_hr" "hand1r"}
  2367. {add_view "smoke_dead_small1" "burn_fire_fl" "foot2l"}
  2368. {add_view "smoke_dead_small1" "burn_fire_fr" "foot2r"}
  2369. {view start "burn_fire_b"}
  2370. {view start "burn_fire_hl"}
  2371. {view start "burn_fire_hr"}
  2372. {view start "burn_fire_fl"}
  2373. {view start "burn_fire_fr"}
  2374. {delay 7.5 1.5 {view stop "burn_fire_b"}}
  2375. {delay 3.5 2.0 {view stop "burn_fire_hl"}}
  2376. {delay 3.8 1.5 {view stop "burn_fire_hr"}}
  2377. {delay 4.3 1.5 {view stop "burn_fire_fl"}}
  2378. {delay 4.5 1.5 {view stop "burn_fire_fr"}}
  2379. }
  2380. }
  2381. {burn time 17} ; total burn time
  2382. }
  2383. }
  2384. {on "add_burn_fx"
  2385. {add_view "smoke_dead_small" "burn_fire" "body"}
  2386. {add_view "smoke_dead_small" "burn_fire" "hand1l"}
  2387. {add_view "smoke_dead_small" "burn_fire" "hand1r"}
  2388. {add_view "smoke_dead_small" "burn_fire" "foot2l"}
  2389. {add_view "smoke_dead_small" "burn_fire" "foot2r"}
  2390. }
  2391. {on "burn_scream"
  2392. {if not dead
  2393. {if not senseless
  2394. {if not "quench"
  2395. {talk "death_cry"}
  2396. ; {start_sound "human/die"}
  2397. {delay_effect 1.2 0.5 "burn_scream"}
  2398. else
  2399. {kill_delay "burn_die"}
  2400. {view stop "burn_fire"}
  2401. {set "quench" 0}
  2402. {able "burning" 0}
  2403. }
  2404. }
  2405. }
  2406. }
  2407. {on "smoke"
  2408. {smoke}
  2409. }
  2410. {on "smoking"
  2411. ; {con "smoke start"}
  2412. {view start "smoke"}
  2413. {delay 0.3 0.1
  2414. {view pause "smoke"}
  2415. ; {con "smoke end"}
  2416. }
  2417. }
  2418.  
  2419. ;SONNE2 JAM BEGIN;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2420. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2421. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2422. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2423. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2424. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2425. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2426. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2427. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2428. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2429. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2430. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2431. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2432. ;MAIN_MENU BEGIN ;to change jam ratio for different weapon types such as smg mgun search set_weapontype
  2433. {on "jam_enable"
  2434. {set "gun_jamming_enabled" 1} ;Disable/Enable Gun Jamming.
  2435. }
  2436. {on "gun_jam_mod_menu"
  2437. {set "ingame_jam_modifiers" 1} ;randomly gives decreased or increased proabability of jamming after it is fixed.
  2438. ;Winter Season Modifiers, prevented both from being enabled so you don't get rekt.
  2439. {set "winter_season" 0} ;makes all guns jam +.0065% more. ;\
  2440. {if not "winter_season" ;siberia_winter_season can be enabled if winter_season is disabled ; \
  2441. {set "siberia_winter_season" 0}} ;makes all guns jam +.0155% more. must have Winter_Season disabled for it to work. ; \ ;wait ;Did you see that? ;look closer ^ ; ITS THE ILLUMINATII OH MY F"KING GOD NOO! ;-SONNE2 1994-2015 REKT.
  2442. {set "winter_sound" 1} ;winter sound misc. if winter_season's is enabled ;
  2443.  
  2444. ;Terrain Influence
  2445. {set "terrain_influence" 1} ;when soldiers are LYING DOWN >:D, on snow or swamps,sand,mud, and shallow water they will be more at risk of jamming until they squat or stand up. TAKE THAT LYING UNITS!!! lol sorry I just couldn't help myself, this thingamajig had to be done, I hate it when the units just lie their and do nothing camp, shoot and kill my soldiers, this is a nice present to those bastards! SAY HAELLO TO MY LITTLE SCRIPT! |'_'|
  2446.  
  2447. {set "random_fix_timer" 1} ;Random jam fix timers disable to set to manual timer search for set_manualtimer
  2448.  
  2449. ;HangFire
  2450. {set "hangfire" 1} ;randomly forces a delay to gunfire, could be potentially dangerous, as the surplus ammo could damage the barrel doing damage to the soldier's hands.
  2451. {set "cant_move" 1} ;stops the unit from moving to prevent the animation from conflicting with the movement. I MUST FIX THIS X_x.
  2452. {set "jam_fix_animations" 1} ;units get a reloading animation when trying to fix the weapon jam.
  2453. {if "winter_season" {if rand 0.0065 {tags add "js"}{tags add "winterjam"} }}
  2454. {if "siberia_winter_season" {if rand 0.0155 {tags add "js"}{tags add "winterjam"} }}
  2455. }
  2456. {on "jam_modifiers_menu"
  2457. {if "ingame_jam_modifiers" {if tagged "jamca" {if tagged "js" {if rand 0.7 {tags remove "js"}{tags remove "winterjam"}{delay 0.2{damage_report "body" "<c(00ff18)>."}}}}}} ;decrease jam
  2458. {if "ingame_jam_modifiers" {if tagged "jamre" {if tagged "js" {if rand 0.0055 {tags add "js"}{delay 0.2{damage_report "body" "<c(ff0000)>."}}}}}} ;increase jam
  2459. }
  2460. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2461. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2462. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2463. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2464. ;;MAIN MENU END
  2465.  
  2466. ;TERRAIN JAM INFLUENCE WHILE LYING;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2467.  
  2468. {on "terrain_influence_1"
  2469. {if "terrain_influence"
  2470. {if lying ;don't lie down on these terrain types or else you run the risk of jamming your gun!!! @@ you can turn it off in the menu, but I'd leave it on as it will balance the game, lying units will no longer be invincible camping schallywags.
  2471. {if terrain_fx "snow" {if rand 0.0055 {tags add "js"}{start_sound "human/move/snow"} {damage_report "body" "<c(9e8af6)>snow jammed the gun"}}}
  2472. {if terrain_fx "sand" {if rand 0.0045 {tags add "js"} {start_sound "human/move/sand"}{damage_report "body" "<c(e5c200)>sand fell into the ejection port"}}}
  2473. {if terrain_fx "shallow_water" {if rand 0.0025 {tags add "js"} {start_sound "human/move/swim"}{damage_report "body" "<c(bdbdbd)>water fell into the ejection port"}}}
  2474. {if terrain_fx "swamp" {if rand 0.0045 {tags add "js"}{start_sound "human/move/swim"} {damage_report "body" "<c(5d4e00)>water and dirt fell into the ejection port"}}}
  2475. {if terrain_fx "mud" {if rand 0.0045 {tags add "js"}{start_sound "human/move/snow"} {damage_report "body" "<c(ff892a)>mud fell into the ejection port"}}}
  2476. }}}
  2477.  
  2478. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2479. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2480. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2481. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2482. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2483. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2484. ;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  2485.  
  2486.  
  2487. (define "tags_remove" ; so weapons switch their jamming data on weapon switch.
  2488. {if tagged %iftag
  2489. {tags remove %tagrem
  2490. }})
  2491.  
  2492.  
  2493. {on "link_weapon"
  2494.  
  2495. {if stuff "pistol" ;pistol
  2496. {tags add "pistolw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  2497. {tags add "jammable"};;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  2498. ("tags_remove" iftag("pistolw") tagrem("smgw riflew sniperw shotgunw mgunw"))
  2499. {add_view "pistol_gilz" "shell" "fxshell"}
  2500. {add_view "flash_gun_small" "flashbarrel" "foresight3"}
  2501.  
  2502. else stuff "smg" ;smg
  2503. {tags add "smgw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  2504. {tags add "jammable"};;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  2505. ("tags_remove" iftag("smgw") tagrem("pistolw mgunw riflew shotgunw sniperw"))
  2506. {add_view "flash_gun_small" "flashbarrel" "foresight3"}
  2507. {add_view "gun_gilz" "shell" "fxshell"}
  2508.  
  2509. else stuff "rifle" ;rifle
  2510. {tags add "riflew"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  2511. {tags add "jammable"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  2512. {add_view "flash_gun_small" "flashbarrel" "foresight3"}
  2513. {add_view "gun_gilz" "shell" "fxshell"}
  2514. ("tags_remove" iftag("riflew") tagrem("pistolw mgunw smgw shotgunw sniperw"))
  2515. else stuff "ptr" ;rifle
  2516. {tags add "ptrw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  2517. ("tags_remove" iftag("ptrw") tagrem("pistolw riflew jammable mgunw smgw shotgunw sniperw"))
  2518.  
  2519. else stuff "sniper" ;sniper
  2520. {tags add "riflew"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  2521. {tags add "jammable"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  2522. {add_view "flash_gun_small" "flashbarrel" "foresight3"}
  2523. {add_view "gun_gilz" "shell" "fxshell"}
  2524. ("tags_remove" iftag("riflew") tagrem("pistolw mgunw smgw shotgunw sniperw"))
  2525. else stuff "shotgun" ;shotgun
  2526. {tags add "shotgunw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  2527. {tags add "jammable"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  2528. ("tags_remove" iftag("shotgunw") tagrem("pistolw mgunw smgw riflew sniperw"))
  2529. {add_view "flash_shotgun" "flashbarrel" "foresight3"}
  2530. {add_view "shell_shotgun" "shell" "foresight3"}
  2531.  
  2532. else stuff "m12_shotgun" ;shotgun
  2533. {tags add "shotgunw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  2534. {tags add "jammable"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  2535. ("tags_remove" iftag("shotgunw") tagrem("pistolw mgunw smgw riflew sniperw"))
  2536. {add_view "flash_shotgun" "flashbarrel" "foresight3"}
  2537.  
  2538. else stuff "mgun" ;mgun
  2539. {tags add "mgunw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  2540. {tags add "jammable"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  2541. ("tags_remove" iftag("mgunw") tagrem("pistolw smgw riflew sniperw shotgunw"))
  2542. {add_view "flash_gun_big" "flashbarrel" "foresight3"}
  2543. {add_view "gun_gilz" "shell" "fxshell"}
  2544.  
  2545. else stuff "flame_thrower"
  2546. {tags add "mgunw"} ("tags_remove" iftag("flamew") tagrem("mgunw pistolw smgw riflew sniperw shotgunw")) ;;;;;;;;;;;NOTJAMMABLE;;;;;;;;;;;
  2547. {add_view "flamer_fire" "flame" "foresight3"}
  2548. {add_view "flamer_fire_barrel" "fire" "foresight3"}
  2549. {view show "fire"}
  2550. {view start "fire"}
  2551. else
  2552. {view hide "flashbarrel"}
  2553. {view pause "flashbarrel"}
  2554. {view pause "flame"}
  2555.  
  2556. } }
  2557.  
  2558.  
  2559.  
  2560.  
  2561.  
  2562.  
  2563. ;WEAPON TYPE JAM WHICH WEAPON TYPE WILL JAM MORE OFTEN?;;;;;;;;;;;;;;;;;;;;;;;
  2564. ;weapon_type;;;;;;;jam_type;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;
  2565. ;set how often certain types of weapons will jam set_weapontype (0.0001)) ;.001% chance (0.0005)) ;.005% chance{on "pistoljam"{if "gun_jamming_enabled" {if bone "foresight3" {if rand 0.0005 {tags add "js"} }}}} ; the tag js pulls the weapon into the jamming proccess. EG. Narrator:FINISH HIM! Weapon:X_x-*pierce*-------{on "smgjam" {if "gun_jamming_enabled" {if bone "foresight3" {if rand 0.0005 {tags add "js"} }}}}
  2566. {on "riflejam" {if "gun_jamming_enabled" {if bone "foresight3" {if rand 0.0005 {tags add "js"} }}}}
  2567. {on "sniperjam" {if "gun_jamming_enabled" {if bone "foresight3" {if rand 0.0005 {tags add "js"} }}}}
  2568. {on "shotgunjam"{if "gun_jamming_enabled" {if bone "foresight3" {if rand 0.0005 {tags add "js"} }}}}
  2569. {on "mgunjam"{if "gun_jamming_enabled" {if bone "foresight3" {if rand 0.0005 {tags add "js"} }}}}
  2570. ;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;
  2571. ;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;
  2572. {on "manual_fix_timer" ;minimum 3.7 max:mugen(infinity) set_manualtimer ;MANUAL TIMER
  2573. {if not "random_fix_timer" {delay 15 {tags add "fixed"}{call "jam_fix"}}}}
  2574.  
  2575. {on "jam_fix" ;FIXING THE JAM
  2576. {if tagged "fixed"
  2577. {if tagged "jam"
  2578. {tags remove "jam"}
  2579. {tags remove "fixed"}
  2580. {call "spawn_shell"}{start_sound "weapon/reload"} {delay 0.8 {start_sound "weapon/shell_drop"}} ;the evil shell has been removed.
  2581. {weapon_work "hand_right" 1}{if "cant_move"{chassis_work 1}} ;reenables the weapon
  2582. {if not dead {if able "select" {if not senseless ;so the knocked out and dead wont be able to fix it they will restart
  2583. {damage_report "body" "<c(00ff00)>jam fixed"}}}} ;just think about it, it doesn't make sense lol.
  2584. {talk "jubilation"} ;soldier "get ready for medals!"
  2585. {ani_stop "squat_reload_piat"}{ani_stop "lie_reload_piat"}
  2586. {if "cant_move"{chassis_work 1}}
  2587. {if not dead {if able "select" {if not senseless
  2588. {if "ingame_jam_modifiers"
  2589. {if rand 0.1
  2590. {attack_save}{damage_report "body" "<c(00ff00)>gun fixed: less jam"}{tags add "jamca"} ;jamca as in cautious
  2591. else rand 0.1
  2592. {attack_load}{damage_report "body" "<c(dd0000)>gun damaged: increased jam"}{tags add "jamre"} ;jamre as in reckless,
  2593. else rand 0.05
  2594. {attack_save}{damage_report "body" "<c(00ff00)>gun repaired: no more jamming at all"}{tags add "jamfi"} ;yay no more jamming!
  2595. }}}}} }}}
  2596. {on "hangfire" ;zik
  2597. {tags add "hangfire"}
  2598. {if rand 0.5 {weapon_work "hand_right" 0}} ;due to surplus ammo the gun will click but have a delay before firing, this could be potentially dangerous
  2599. {if not tagged "jamre"{damage_report "body" "<c(dd0000)>hangfire"}}
  2600. {if tagged "jamre"{damage_report "body" "<c(dd0000)>hangfire caused by damaged gun"}}
  2601. {start_sound "gui/misc_gui_select"}
  2602. {call "hangfire_chance"}
  2603. }
  2604. {on "hangfire_pt2"
  2605. {if rand 0.2 ("health_damage" c(50)) } ;hangfire damage to hands
  2606. {delay 0.3 {talk "injuring"}}
  2607. {if tagged "hfixed"
  2608. {tags remove "hangfire"}
  2609. {tags remove "hfixed"}
  2610. {weapon_work "hand_right" 1}
  2611. {call "hand_right"} }
  2612. }
  2613. {on "hangfire_chance"
  2614. {if rand 0.1
  2615. {delay 0.2 {tags add "hfixed"}{call "hangfire_pt2"}}
  2616. else rand 0.1
  2617. {delay 0.3 {tags add "hfixed"}{call "hangfire_pt2"}}
  2618. else rand 0.1
  2619. {delay 0.4 {tags add "hfixed"}{call "hangfire_pt2"}}
  2620. else rand 0.1
  2621. {delay 0.1 {tags add "hfixed"}{call "hangfire_pt2"}}
  2622. else rand 0.1
  2623. {delay 0.2 {tags add "hfixed"}{call "hangfire_pt2"}}
  2624. else rand 0.1
  2625. {delay 0.3 {tags add "hfixed"}{call "hangfire_pt2"}}
  2626. else rand 0.1
  2627. {delay 0.5 {tags add "hfixed"}{call "hangfire_pt2"}}
  2628. else rand 0.1
  2629. {delay 0.3 {tags add "hfixed"}{call "hangfire_pt2"}}
  2630. else
  2631. {delay 0.4 {tags add "hfixed"}{call "hangfire_pt2"}}
  2632. }}
  2633.  
  2634. {on fire "hand_right"
  2635.  
  2636. {if tagged "jam" {start_sound "gui/misc_gui_select"}}
  2637. {if tagged "jammable" ;only jammable weapons are to be jammed.
  2638.  
  2639.  
  2640. {call "jam_enable"} ;checks whether gun jamming is enabled or not.
  2641.  
  2642.  
  2643.  
  2644. {if "gun_jamming_enabled"
  2645.  
  2646. {call "gun_jam_mod_menu"} ;to configure jamming options
  2647. {if tagged "smgw" {call "smgjam"}}
  2648. {if tagged "riflew" {call "riflejam"}}
  2649. {if tagged "pistolw" {call "pistoljam"}}
  2650. {if tagged "mgunw" {call "mgunjam"}}
  2651. {if tagged "shotgunw" {call "shotgunjam"}}
  2652. {call "terrain_influence_1"} ;to check the other jam values
  2653. {call "jam_modifiers_menu"} ;to check the other jam values
  2654.  
  2655. {if "hangfire"
  2656. {if not tagged "jamre"{if rand 0.0002 {call"hangfire"}}} ;HANGFIRE 0.0002 chance
  2657. {if tagged "jamre"{if rand 0.0021 {call"hangfire"}}} ;damaged gun
  2658. }}
  2659. ;LET THE RUSTLING BEGIN JAMMING BEGINS HERE
  2660. ;{delay 0.0001
  2661. {if not tagged "hangfire"
  2662. {if not tagged "jamfi" {if not tagged "fixed" {if tagged "js"
  2663. {tags remove "js"} ;so the weapon can be jammed again some time later if not tagged jamfi
  2664. {weapon_work "hand_right" 0} ;stops the weapon from firing
  2665. {if "cant_move"{chassis_work 0}} ;stops the soldier from moving while fixing the jam
  2666. {tags add "jam"}
  2667. {delay 0.3 {if able "select" {if rand 0.5 {start_sound "gui/misc_gui_select"}}}} ;Put able select so the dead won't try to fix their pb and jam in the morning, ahem I meant weapon jam.
  2668. {delay 0.6 {if able "select" {if rand 0.5 {start_sound "gui/misc_gui_select"}}}} ;also the sound is the soldier trying to pull the trigger and failing to shoot. For AS1 and 2, for mow you'll have to make your own trigger sound.
  2669. {delay 0.8 {if able "select" {if rand 0.5 {start_sound "gui/misc_gui_select"}}}} ;the soldier repeats pulling the trigger, thinking he/she may have a fatigued finger, giving as much force the next time.
  2670. {delay 1.4 {if able "select" {if rand 0.5 {start_sound "gui/misc_gui_select"}}}}
  2671. {delay 1.6 {damage_report "body" "<c(9e8af6)>jammed"}{delay 5 1 {if tagged "jamca" {if rand 0.1 {damage_report "body" "<c(9e8af6)>it still jammed!?"}} {tags remove "jamca"}}{if tagged "jamre" {if rand 0.1 {damage_report "body" "<c(9e8af6)>jammed again huh"}} {tags remove "jamre"}}}}
  2672. {delay 2.0 {talk "injuring"}} ;Jimmies have been rustled.
  2673. {delay 2.1 {if able "select" {if rand 0.8 {start_sound "gui/misc_gui_select"}}}}
  2674. {delay 2.2 {if able "select" {if rand 0.7 {start_sound "gui/misc_gui_select"}}}}
  2675. {delay 2.3 {if able "select" {if rand 0.6 {start_sound "gui/misc_gui_select"}}}}
  2676. {delay 2.4 {if able "select" {if rand 1.0 {if tagged "winterjam" {damage_report "body" "<c(9eccff)>by the winter"}{talk "injuring"}{if "winter_sound" {start_sound "world/winter/04"}{tags remove "winterjam"}}}}}}
  2677. {delay 3.4 {if able "select" {if rand 0.5 {start_sound "gui/misc_gui_select"}{delay 3.5 {talk "things_look_blue"}}}}} ;RUSTLED JIMMIES CONFIRMED
  2678. {delay 3.5 {if "jam_fix_animations"{if able "select" {tags add "jam"} {if rand 0.7 {ani_play "squat_reload_piat" 1.0 loop} else {ani_play "lie_reload_piat" 1.0 loop}}}}} ;animations of fixing the weapon}
  2679. ;Fixing the Jam ;get rid of the shell that jammed your weapon, the immersion is real.
  2680. {delay 3.6 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 3.51 {if tagged "jam"{if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>halp"}{delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }{delay 3.61 {if tagged "jam"{if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>halp"}{delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  2681. {delay 3.7 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 3.71{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>agh"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  2682. {delay 3.8 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 3.81{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>no "} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  2683. {delay 4.4 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 4.41{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>ugh"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  2684. {delay 5.3 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 5.31{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>why"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  2685. {delay 6.6 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 6.61{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>omg"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  2686. {delay 7.8 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 7.81{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>X_x"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  2687. {delay 8.4 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 8.41{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>X_X"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  2688. {delay 9.3 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 9.31{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>x-x"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  2689. {delay 10.6 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 10.61{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>-_-"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  2690. {delay 11.8 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 11.81{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>X_-"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  2691. {delay 12.4 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 12.41{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>-_X"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  2692. {delay 13.4 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 13.41{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>x-X"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  2693. {delay 14.4 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 14.41{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>X-x"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  2694. {delay 15.4 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 15.41{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>@_@"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  2695.  
  2696.  
  2697. {if "random_fix_timer" ;Random Jam fix timers
  2698. {if rand 0.1
  2699. {delay 15 {tags add "fixed"}{call "jam_fix"}}
  2700. else rand 0.2
  2701. {delay 6 {tags add "fixed"}{call "jam_fix"}}
  2702. else rand 0.3
  2703. {delay 7 {tags add "fixed"}{call "jam_fix"}}
  2704. else rand 0.4
  2705. {delay 8 {tags add "fixed"}{call "jam_fix"}}
  2706. else rand 0.5
  2707. {delay 9 {tags add "fixed"}{call "jam_fix"}}
  2708. else rand 0.6
  2709. {delay 10 {tags add "fixed"}{call "jam_fix"}}
  2710. else rand 0.3
  2711. {delay 3.7 {tags add "fixed"}{call "jam_fix"}}
  2712. else rand 0.2
  2713. {delay 4 {tags add "fixed"}{call "jam_fix"}}
  2714. else
  2715. {delay 15 {tags add "fixed"}{call "jam_fix"} }}
  2716. else
  2717. {call "manual_fix_timer"} ;Manually set timer (go to menu to change)
  2718. }
  2719.  
  2720.  
  2721. }} } }};}
  2722.  
  2723. ;{call "veteran_start"} {tags add "onward"}{delay 70 5 {tags remove "onward"}} ;thats for the veterancy script I'm foolishly trying to get to work mow and as1, I mean theres only so much you can do without the actual code for it. :( ...... X_x
  2724. {view show "flashbarrel"}
  2725. {view start "flashbarrel"}
  2726. {view start "shell"}
  2727. {if not tagged "jam"{if bone "foresight3"{if tagged "smgw"{delay 0.8 {start_sound "weapon/shell_drop"}}} {if tagged "mgunw"{delay 0.8 {start_sound "weapon/shell_drop"}}} {if tagged "riflew"{delay 0.8 {start_sound "weapon/shell_drop"}}} {if tagged "pistolw"{delay 0.8 {start_sound "weapon/shell_drop"}}} {if tagged "sniperw"{delay 0.8 {start_sound "weapon/shell_drop"}}} {if tagged "shotgunw"{delay 0.8 {start_sound "weapon/shell_drop"}}}}}
  2728. {view start "flame"}
  2729. {kill_delay "fire"}
  2730. {delay 0.1 "shell"
  2731. {view pause "shell"}
  2732. }
  2733. {delay 0.4 "fire"
  2734. {view hide "flashbarrel"}
  2735. {view pause "flashbarrel"}
  2736. {view pause "flame"}
  2737. }
  2738. {spawn "bazooka_shot" "fxshot" x}
  2739. {if not tagged "ptrw" {if bone "foresight3" {if not tagged "jam"{if tagged "smgw"{call "spawn_shell"}} {if tagged "mgunw"{call "spawn_shell"}} {if tagged "riflew"{call "spawn_shell"}} {if tagged "pistolw"{call "spawn_shell"}} {if tagged "sniperw"{call "spawn_shell"}} {if tagged "shotgunw"{call "spawn_shell"}}}}}
  2740. }
  2741. {on "spawn_shell"
  2742. {if not tagged "ptrw"{if tagged "jammable" ;giving mgun larger shells
  2743. {if tagged "mgunw" {if bone "fxshell" {if not bone "fxshot" {spawn "shell_cannon" "fxshell" x scale 0.025
  2744. {impulse up 1.5 0.5 dir 1.0 0.7 fy 2.2 1.1 cy 4.2 0.1 cz 0.2 0.1 com}
  2745. {delay_effect 17 1 "stop"}
  2746. }}}}
  2747. {if tagged "mgunw" {if not bone "fxshell" {if not bone "fxshot" {spawn "shell_cannon" "foresight3" x scale 0.025
  2748. {impulse up 1.5 0.5 dir 1.0 0.7 fy 2.2 1.1 cy 4.2 0.1 cz 0.2 0.1 com}
  2749. {delay_effect 17 1 "stop"}
  2750. }}}}
  2751.  
  2752. {if not tagged "mgunw" {if bone "fxshell" {if not bone "fxshot" {spawn "shell_cannon" "fxshell" x scale 0.015
  2753. {impulse up 1.5 0.5 dir 1.0 0.7 fy 2.2 1.1 cy 4.2 0.1 cz 0.2 0.1 com}
  2754. {delay_effect 17 1 "stop"}
  2755. }}}}
  2756. {if not tagged "mgunw" {if not bone "fxshell" {if not bone "fxshot" {spawn "shell_cannon" "foresight3" x scale 0.015
  2757. {impulse up 1.5 0.5 dir 1.0 0.7 fy 2.2 1.1 cy 4.2 0.1 cz 0.2 0.1 com}
  2758. {delay_effect 17 1 "stop"}
  2759. }}}}
  2760. } }}
  2761. (define "terrain_fx_human"
  2762. {on terrain_fx %0 enter
  2763. {if not swimming
  2764. {view start "on_%1"}
  2765. {view start "on_%1_time_short"}
  2766. {delay 0.1
  2767. {view pause "on_%1_time_short"}
  2768. }
  2769. }
  2770. }
  2771. {on terrain_fx %0 leave
  2772. {view pause "on_%1"}
  2773. }
  2774. )
  2775. ("terrain_fx_human" args "water" water)
  2776. ("terrain_fx_human" args "puddle" puddle)
  2777. ("terrain_fx_human" args "shallow_water" puddle)
  2778. ("terrain_fx_human" args "mud" mud)
  2779.  
  2780. {on terrain_pp "swamp" enter
  2781. {delay 0 ; without delay will crash in Die()
  2782. {call "die_without_blood"}
  2783. {view start "die_in_swamp"}
  2784. {delay 10
  2785. {view stop "die_in_swamp"}
  2786. {delete}
  2787. }
  2788. }
  2789. }
  2790.  
  2791. {on "diving"
  2792. {delay 0.3
  2793. {spawn "spherewater_big"}
  2794. }
  2795. }
  2796. {on swim on
  2797. {view pause "on_water"}
  2798. {view start "swim"}
  2799. {call "stop_burn"}
  2800. {kill_delay "after_swim"}
  2801. }
  2802. {on swim off
  2803. {delay 1.5 "after_swim"
  2804. {view pause "swim"}
  2805. }
  2806. }
  2807. {on move on
  2808. {if swimming
  2809. {view start "swim_move"}
  2810. }
  2811. }
  2812. {on "stop_move_sounds"
  2813. {stop_sound "move_road"}
  2814. {stop_sound "move_ground"}
  2815. {stop_sound "move_snow"}
  2816. {stop_sound "move_sand"}
  2817. {stop_sound "move_grass"}
  2818. {stop_sound "swim"}
  2819. }
  2820. {on movement_mode_changed
  2821. {call "stop_move_sounds"}
  2822. {if name "fast"
  2823. {if swimming
  2824. {play_sound "swim" 1}
  2825. else not lying
  2826. {if terrain_fx "road"
  2827. {play_sound "move_road" 1}
  2828. else terrain_fx "country_road"
  2829. {play_sound "move_road" 1}
  2830. else terrain_fx "ice"
  2831. {play_sound "move_snow" 1}
  2832. else terrain_fx "snow"
  2833. {play_sound "move_snow" 1}
  2834. else terrain_fx "sand"
  2835. {play_sound "move_sand" 1}
  2836. else terrain_fx "grass"
  2837. {play_sound "move_grass" 1}
  2838. else
  2839. {play_sound "move_ground" 1}
  2840. }
  2841. }
  2842. }
  2843. }
  2844. {on move off
  2845. {view pause "swim_move"}
  2846. {call "stop_move_sounds"}
  2847. }
  2848. {on "stop_burn"
  2849. {if burned
  2850. {burn stop_retry}
  2851. {set "quench" 1}
  2852. }
  2853. }
  2854. {on "falldown"
  2855. {if altitude 3
  2856. {throw_off up 1 forward 0.01 die force}
  2857. else altitude 1
  2858. {throw_off up 1 forward 0.01 force}
  2859. else
  2860. {throw_on_ground}
  2861. }
  2862. }
  2863. {on board in
  2864. {view pause "swim"}
  2865. }
  2866. {on board out
  2867. {if effector "mtb_d3"
  2868. {if name "emit1" "emit2" "emit3" "emit4"
  2869. {delay 0.7
  2870. {spawn "spherewater_big"}
  2871. }
  2872. }
  2873. }
  2874. }
  2875. {on "start_healing"
  2876. {view start "marker_healing"}
  2877. }
  2878. {on "stop_healing"
  2879. {view pause "marker_healing"}
  2880. }
  2881. {on "start_repair"
  2882. {view start "marker_repair"}
  2883. }
  2884. {on "stop_repair"
  2885. {view pause "marker_repair"}
  2886. }
  2887. {on "start_ammo_out"
  2888. {view start "marker_ammo_out"}
  2889. }
  2890. {on "stop_ammo_out"
  2891. {view pause "marker_ammo_out"}
  2892. }
  2893. {on "start_ammo_refill"
  2894. {view start "marker_ammo_refill"}
  2895. {delay 2.5
  2896. {view pause "marker_ammo_refill"}
  2897. }
  2898. }
  2899. {on "start_personage"
  2900. {view start "marker_personage"}
  2901. }
  2902. {on "stop_personage"
  2903. {view pause "marker_personage"}
  2904. }
  2905. {on "start_veterancy"
  2906. {view start "marker_veterancy"}
  2907. {delay 3.5
  2908. {view pause "marker_veterancy"}
  2909. }
  2910. }
  2911. {on "stop_veterancy"
  2912. {view pause "marker_veterancy"}
  2913. }
  2914. {on "capture"
  2915. {tags add "capturer"}
  2916. }
  2917. }
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