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- {"human"
- {inflammation_time 0.25}
- {on spawn
- {add_view "cigarettesmoke" "smoke" "head"}
- {add_view "drops_water_small2" "on_water" "foot3r"}
- {add_view "drops_water_small2" "on_water" "foot3l"}
- {add_view "drops_water_small3" "swim" "foot3r"}
- {add_view "drops_water_small3" "swim" "foot3l"}
- {add_view "drops_water_small3" "swim" "hand2r"}
- {add_view "drops_water_small3" "swim" "hand2l"}
- {add_view "wash_human_small" "swim_move" "head"}
- {add_view "drops_puddle_small" "on_puddle" "foot3r"}
- {add_view "drops_puddle_small" "on_puddle" "foot3l"}
- {add_view "drops_puddle_small" "die_in_swamp" "foot3r"}
- {add_view "drops_puddle_small" "die_in_swamp" "foot3l"}
- {add_view "marker_healing" "marker_healing" "head"}
- {add_view "marker_repair" "marker_repair" "head"}
- {add_view "marker_ammo_out" "marker_ammo_out" "head"}
- {add_view "marker_ammo_refill" "marker_ammo_refill" "head"}
- {add_view "marker_personage" "marker_personage" "head"}
- {add_view "marker_veterancy" "marker_veterancy" "head"}
- {link_sound "move_ground" "human/move/ground"}
- {link_sound "move_road" "human/move/road"}
- {link_sound "move_sand" "human/move/sand"}
- {link_sound "move_snow" "human/move/snow"}
- {link_sound "move_grass" "human/move/grass"}
- {link_sound "swim" "human/move/swim"}
- {if able "burning"
- {call "add_burn_fx"}
- {view start "burn_fire"}
- }
- }
- {on contact
- {if not impregnable
- {kill_flags reset}
- {volumes disable contact}
- {delay 2
- {volumes enable contact}
- }
- {if effector "tank"
- {if not user_control
- {health_damage_crush "die" "crush"}
- else
- {health_damage_crush "die" "crush"}
- }
- else effector "vehicle"
- {if not dead
- {if not user_control
- {call "die"}
- else
- {call "die"}
- }
- else
- {spawn "bloodsparks_small"}
- }
- else effector "knife"
- {if contact_velocity 5
- {health_damage_count 500
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}
- }
- }
- (define "health_damage"
- {health_damage_count %c
- {effects "" "hit" "damage" "die" "die"}
- }
- )
- else effector "axe"
- {if contact_velocity 5
- ("health_damage" c(500))
- }
- (define "contact_part"
- else effector %e
- {if contact_velocity %v
- {if difficulty "easy"
- {if user_control
- ("health_damage" c(%ud))
- else
- ("health_damage" c(%d))
- }
- else
- ("health_damage" c(%d))
- }
- ("health_damage" c(%d))
- }
- )
- ("contact_part" e("building_part") v(3) ud(20) d(120))
- ("contact_part" e("big part") v(3) ud(20) d(120))
- ("contact_part" e("medium part") v(6) ud(10) d(80))
- ("contact_part" e("small part") v(10) ud(3) d(40))
- else effector "chicken"
- {health_damage_count 0
- {effects "" "hit" "hit" "hit" "hit"}
- }
- else effector "wire"
- {health_damage_count 20
- {effects "" "hit" "damage" "die" "die"}
- }
- else effector "flame_piece"
- {health_damage_count 15
- {effects "" "hit" "hit" "die" "die"}
- }
- }
- }
- }
- {on bullet_hit
- {kill_flags reset}
- {spawn "ex_bul_sm"} ; to generate hit signal
- {if stuff "shell fg"
- {bullet_detonate}
- else stuff "bazooka"
- {bullet_detonate}
- {call "process_bullet_hit"}
- else stuff "bullet"
- {if volume_armored
- {bullet_detonate}
- }
- {call "process_bullet_hit"}
- else
- {call "process_bullet_hit"}
- }
- }
- {on blow
- {if not name "knife"
- {start_sound "human/blow"}
- }
- }
- {on blow opponent
- {if name "knife"
- {health_damage_blow
- {effects "" "hit" "hit" "die_from_knife" "die_from_knife"}
- }
- else
- {if name "head"
- {spawn "bloodsparks_small" "head"}
- }
- {health_damage_blow
- {effects "" "hit" "hit" "die" "die"}
- }
- }
- }
- {on "process_bullet_hit"
- {if hit_side front {kill_flags front}
- else hit_side back {kill_flags back}
- else {kill_flags front back}
- }
- {if velocity 7 {kill_flags run}
- else velocity 0.1 {kill_flags go}
- }
- {kill_flags piercing}
- {if stuff "rifle" {kill_flags rifle}}
- {if stuff "mgun" {kill_flags mgun}}
- {if stuff "smg" {kill_flags smg}}
- {if stuff "pistol" {kill_flags pistol}}
- {health_damage_pierce
- {effects "hit-scream"
- "hit-light" "hit-heavy"
- "die" "hit-explosion"
- "throw-off" "throw-off-and-die"
- }
- {explosive_treshold 70}
- {table {30 1} {200 2.5} {500 3} {5000 5}}
- }
- {if volume "head"
- ; {if not volume_armored
- ; {if stuff "sniper" {die}}
- ; }
- {if rand 0.05
- {take_off "head"
- {impulse up 5 2 dir 7 3}
- }
- }
- }
- ; {if volume "body"
- ; {if not volume_armored
- ; {if stuff "pistol" {if rand 0.08 {call "die"} ("health_damage" c(500))}}
- ; {if stuff "mgun" {if rand 0.1 {call "die"} ("health_damage" c(500))}}
- ; {if stuff "rifle" {if rand 0.2 ("health_damage" c(60))}}
- ; }
- ; }
- }
- {on blast_hit overload
- {if min_energy 0.8
- ("health_damage" c(100))
- }
- {if stuff "kamikaze"
- {call "die"}
- ("health_damage" c(250))
- {con "kamikaze"}
- }
- {kill_flags reset}
- {if hit_side front {kill_flags front}
- else hit_side back {kill_flags back}
- else {kill_flags front back}
- }
- {kill_flags blast}
- {health_damage_blast
- {effects "hit-scream"
- "hit-light" "hit-heavy"
- "die" "hit-explosion"
- "throw-off" "throw-off-and-die"
- }
- {table {0.5 0.5} {2 1} {10 3} {50 6}}
- }
- }
- {on "die_throw_high"
- {set "die_after_throw" 1}
- {spawn "bloodsparks_small"}
- {call "die_scream"}
- {call "throw_high"}
- }
- {on "hit-scream"
- {if not "talk"
- {set "talk" 1}
- {talk "injuring"}
- {delay 10 2
- {set "talk" 0}
- }
- }
- }
- {on "hit-light"
- {spawn "bloodsparks_small"}
- }
- {on "hit-heavy"
- {spawn "bloodsparks_big"}
- }
- {on "hit-explosion"
- {if tagged "no_explosion"
- {call "die"}
- else
- {call "die_scream"}
- {call "explosion"}
- }
- }
- {on "throw-off"
- {set "die_after_throw" 0}
- {call "throw_high"}
- }
- {on "throw-off-and-die"
- {set "die_after_throw" 1}
- {call "die_scream"}
- {call "throw_high"}
- }
- {on "hit"
- {call "hit-scream"}
- }
- {on "damage"
- {spawn "bloodsparks_small"}
- {call "hit"}
- }
- {on "throw_high"
- {if senseless
- {if not dead
- {if not user_control
- {call "die"}
- }
- }
- else
- {if not dead
- {if linked "vehicle"
- {if "die_after_throw"
- {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force}
- else
- {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 force}
- }
- else
- {if "die_after_throw"
- {throw_off up 4 0.8 dir 3.5 0.5 forward 0 0 die}
- else
- {throw_off up 4 0.8 dir 3.5 0.5 forward 0 0}
- }
- }
- else
- {call "explosion"}
- }
- }
- }
- {on "throw_off_end"
- {if not user_control
- {health_damage_count 50
- {effects "" "hit" "damage" "die" "die"}
- }
- }
- {call "knock_down"}
- }
- {on "throw_off_end_die"
- {call "die"}
- }
- {on "throw_off_from_tower"
- {throw_off up 1 forward 2 die force}
- }
- {on "throw_off_from_ladder"
- {throw_off up 1 forward -2 die force}
- }
- {on "throw_off_from_ship"
- {throw_off up 4 dir 3 1 die force}
- }
- {on "throw_off_from_vehicle"
- {if difficulty "multiplayer"
- {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 force die}
- else
- {if user_control
- {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 force}
- else
- {throw_off up 1.3 0.5 dir 5 1 forward 4 turn 0 360 rnd_die 0.7 force}
- }
- }
- }
- {on "linker_simulation"
- {if effector "airborne"
- else effector "cannon"
- ; {throw_off up 2.25 0.75 forward 2.25 0.75 turn 0 360 force}
- else altitude 3
- {throw_off up 1 forward 2 die force}
- }
- }
- {on "knock_down"
- {if not water_level -0.1
- {knockdown 12 3}
- }
- }
- {on "die"
- {if not dead
- {spawn "bloodsparks_small"}
- {if linked
- {if linked "shipflak"
- {call "throw_off_from_ship"}
- else linked "doublecolt"
- {call "throw_off_from_ship"}
- else linked "car"
- {if place "driver"
- {throw_off up 1.6 forward 2 turn -90 die force rotate_to_dir}
- else place "commander"
- {throw_off up 1.6 forward 2 turn +90 die force rotate_to_dir}
- else
- {call "die_with_blood"}
- }
- else altitude 2
- {if boarding
- {call "throw_off_from_ladder"}
- else
- {call "throw_off_from_tower"}
- }
- else linked "cannon"
- {call "die_with_blood"}
- else
- {call "throw_off_from_vehicle"}
- }
- else
- {call "die_with_blood"}
- }
- }
- }
- ; {SONNE2 START
- ;#############################
- ;##############################
- ;###########################
- ;##########################
- ;############################
- ;Sonne 2 Start at die_with_blood, this entire code will overwrite die_with_blood and die_without_blood
- {on "die_with_blood"
- {if not senseless
- {spawn "blood"}
- }
- {if not able "personage"
- {call "main_menu"} {able select 0}
- }
- {if "revival_script_enabled" {call "die_without_blood"} }
- {if not "revival_script_enabled" {call "die_without_blood_vanilla"} }
- }
- {on "die_without_blood_vanilla"
- ; {con "die"}
- {view pause "swim"}
- {call "die_scream"}
- {if not kill_flags blast
- {kill_flags piercing}
- }
- {die}
- ; {able collect 1}
- {delay 3
- {volumes enable contact}
- }
- ; {delay 30 {delete}}
- }
- {on "last_shot" ; this is for the people who have the jamming tutorial
- {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"} }}}
- {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"} }}}
- {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"} }}}
- {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"} }}}
- }
- {on "main_menu" ;#MENU, TO TURN ON AND TURN OFF THE SCRIPT OR MINIMODS LIKE SWITCH_SIDES -Sonne2
- ;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
- {if rand 1.0 ;100% chance if revival_script_enabled is enabled lol.
- {set "revival_script_enabled" 1} ; 1 Enables, 0 Disables the ENTIRE Revival Script giving units the vanilla default death.
- }
- ;MINI-MODS
- ;Switch Sides {player 0}, {player 1}
- {if rand 0.35 ;35% chance
- {set "last_shot" 1} ; 1 Enables, 0 Disables units who die try to shoot but fail, like in a scarface movie, or ghostdog.
- }
- {if rand 1.0
- {set "switch_sides" 0} ;The Revived will switch sides.
- } ;SWITCH_MENU SWITCH_SIDES switch sides
- ;When they switch sides, which side do you want them to choose!? Must have switch_sides enabled
- {if rand 1.0 {set "player 0" 1}} ;If revived, they will choose Player 0.
- {if rand 1.0 {set "player 1" 0}} ;If revived, they will choose Player 1.
- {if rand 1.0 {set "player 2" 0}} ;If revived, they will choose Player 2.
- {if rand 1.0 {set "player 3" 0}} ;If revived, they will choose Player 3.
- {if rand 1.0 {set "player 4" 0}} ;If revived, they will choose Player 4.
- {if rand 1.0 {set "player 5" 0}} ;If revived, they will choose Player 5.
- {if rand 1.0 {set "player 6" 0}} ;If revived, they will choose Player 6.
- {if rand 1.0 {set "player 7" 0}} ;If revived, they will choose Player 7.
- {if rand 1.0 {set "player 8" 0}} ;If revived, they will choose Player 8.
- {if rand 1.0 {set "player 9" 0}} ;If revived, they will choose Player 9.
- ;Quote Options!
- {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
- ;Quote Options p2. If quotes_enabled is enabled.
- {set "near_death_quotes_enabled" 1} ; 1 Enables, 0 Disables Near Death Quotes, ex. the text such as !!!!, ouch, or HELP.
- {set "revived_quotes_enabled" 1} ; 1 Enables, 0 Disables Revived Quotes, ex. the text such as "Thank You" or "You revived me!".
- {set "recover_quotes_enabled" 1} ; 1 Enables, 0 Disables Recover quotes, ex. the text such as "I survived" or "I am invincible".
- {set "X_x_face_enabled" 1} ; 1 Enables, 0 Disables X_x faces, ex. the text such as "-_-" or "X|".
- ;Near Death Quotes
- {set "calculated_quotes" 0} ; 1 Enables, 0 Disables All Calculated Quotes, ex. the text such as "15 seconds to live".
- {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!.
- {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.
- {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.
- ;Revived Speech search for speech
- {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."
- ;They talk now.
- {if rand 0.80 {set "near_death_animation" 1}} ; 1 Enables, 0 Disables Near_Death Animations.
- ;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.
- {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.
- ;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.
- {if "self_recover" ;they are not healable in the process, their survivability relies on their own strength.
- {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.
- {tags add "self_recover"}
- {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}}}
- {tags remove "revived"}
- {tags add "near_death"}
- {able select 0}}
- ;{if not "self_recover" ;they are not healable in the process, their survivability relies on their own strength.
- ;{tags add "no_self_recover"}
- ;}
- ; if they don't get up before the below timers, they die.
- ;"die_processlong"} ;Long Death 10% Chance 40 seconds before death_wait kills them
- ;"die_process"} ;Normal Death 10% chance 20 seconds before death_wait kills them
- ;"die_processvlong"} ;Very Long Death 10% chance 139 seconds before death_wait kills them
- ;"die_processvlong2"} ;Very Very Long Death 10% chance 239 seconds before death_wait kills them
- ;"die_processshort"} ;Short Death 10% chance 10 seconds before death_wait kills them
- ;"die_processveryshort"} ;Very Short Death 10% chance 5 seconds before death_wait kills them
- ;DEATH BOUNCE. people who die, fly through the air
- {if rand 1.0 ;100% chance of death bounce if epic_pwn enabled
- {set "epic_pwn" 0} ; 1 Enables, 0 Disables Bounce Death, ex. people who die, fly through the air.
- {set "epic_pwn_shot_death" 0} ;if shot for a second time.
- {set "pwn_animations" 1} ; 1 Enables, 0 Disables Tumble Animations for epic_pwn.
- ;lol
- }
- ;DEM XPLOSIONS. people who die, Explode on impact
- {if rand 0.25 ;25% Chance of explosionz if epic_xplosion enabled
- {set "epic_xplosion" 0} ; 1 Enables, 0 Disables Explosive Death, ex. people who die, Explode on impact.
- {set "epic_xplosion_shot_death" 0} ;if shot for a second time.
- {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.
- }
- ;should AI dodge these explosions?
- {if rand 0.75 ;How Often? ; 0.5 = 50% Chance of Dodging. if enabled
- {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.
- }
- ;Explosion Types, Can have more than one. MUST HAVE EPIC_XPLOSION and HARMFUL_EXPLOSION ENABLED
- {set "explosion" 1} ; Regular Explosion.
- {set "instant_outburst" 0} ; Outburst Explosion.
- {set "air_strike_outburst" 0};OVERRIDES OTHER EXPLOSIONS ; Explosion after Delay of 2.
- ;Large Explosion
- {set "large_explosion" 0} ; if 1, explosion will be large instead of small, if 0 then they will be small.
- ;for laughs,WARNING: LARGE_EXPLOSION IS VERY UNBALANCED.
- ;Explosions End
- ;Clear Inventory. ;{clear_inventory} ;makes the game extra hard and not needed at all. -_-', only useful if you like a challenge.
- {if rand 100.0 ;100% chance if enabled
- {set "epic_clear_inventory" 0} ; 1 Enables, 0 Disables Clearing Inventory on Death, ex. people who die, lose every single item in their inventory.
- {set "epic_clear_inventory_shot_death" 0} ;if shot for a second time.
- }
- ;AS2 ONLY MOW AND AS1 COMING SOON ;Helper Squad for Player 0
- {if rand 0.25 ;25% how often squads will be spawned
- {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.
- } ;Just for fun!
- } ;MENU END
- {on "die_without_blood"
- {view pause "swim"}
- {call "die_scream"}
- {tags remove "revived"}
- {if tagged "riflew" ;last_shot scarface
- {if rand 0.3 {delay 0.1 {call "last_shot"}}
- else rand 0.3 {delay 0.4 {call "last_shot"}}
- else {delay 0.8 {call "last_shot"}}}}
- {if tagged "pistolw"
- {if rand 0.3 {delay 0.1 {call "last_shot"}}
- else rand 0.3 {delay 0.4 {call "last_shot"}}
- else {delay 0.8 {call "last_shot"}}}}
- {if tagged "smgw"
- {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"}}}}}}}}
- 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"}}}}}}}}
- 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"}}}}}}}}
- }}}
- {if tagged "mgunw"
- {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"}}}}}}}}
- 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"}}}}}}}}
- 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"}}}}}}}}
- }}}
- ;SHOT_DEATH
- ;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
- {delay 0.2
- {if rand 0.8
- {if tagged "disablerandom"
- {if tagged "die_processset"
- {tags add "near_death"} ;if the unit still has this tag by the end of the countdown, death_wait will kill it.
- {able select 0} ;unit cant be selected
- {tags add "shot_death"} ;nvm it is needed.
- {call "death_wait"} }} }
- }
- ;Ensures at the very beginning that heroes will not enter death sequence.
- {if not able "personage" ;if personage was enabled beforehand, then it is a hero.
- {if not tagged "disablerandom"
- {call "randomgenerator"}}} ;calls on random death
- ; {con "die"}
- {if not kill_flags blast
- {kill_flags piercing}
- }
- {if not "self_recover"
- {die} ;X_x
- }
- {delay 3
- {volumes enable contact}
- }
- }
- ;RANDOM
- {on "randomgenerator"
- ;NON HERO CHECK
- {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}}}}
- ;stops the non-hero unit from dying indefinitely
- {if not tagged "dead"
- {if not able "personage"
- {able personage 1}
- {able select 0} ;stops the unit from being selected
- {tags remove "revived"}}} ;calc_die is re-enabled if it has been called again, for calc_die relies on revived tag not being enabled
- ;if shot for the first time, they will go into death process
- {if not tagged "dead"
- {if not tagged "disablerandom"
- {if not tagged "shot_death"
- {delay 1.0
- {tags add "die_processset"} ;Bleedout_timers
- {if rand 0.1 ;Random Dying Timers
- {call "die_processlong"} ;Long Death 10% Chance 40 seconds
- else rand 0.05
- {call "die_process"} ;Normal Death 10% chance 20 seconds
- else rand 0.1
- {call "die_processvlong"} ;Very Long Death 10% chance 139 seconds
- else rand 0.3
- {call "die_processvlong2"} ;Very Very Long Death 10% chance 239 seconds
- else rand 0.05
- {call "die_processshort"} ;Short Death 10% chance 10 seconds
- else rand 0.05
- {call "die_processveryshort"} ;Very Short Death 10% chance 5 seconds
- else
- {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
- } } };disablerandom check end
- }}} ;end of randomgenerator
- ;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.
- {on "cdie_calc" ;call on die_calc
- {if not tagged "revived" {if not able "select" {delay 1{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 2{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 3{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 4{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 5{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 6{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 7{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 8{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 9{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 10{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 11{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 12{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 13{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 14{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 15{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 16{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 17{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 18{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 19{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 20{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 21{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 22{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 23{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 24{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 25{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 26{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 27{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 28{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 29{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 30{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 31{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 32{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 33{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 34{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 35{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 36{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 37{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 38{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 39{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 40{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 41{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 42{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 43{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 44{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 45{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 46{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 47{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 48{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 49{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 50{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 60{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 70{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 80{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 90{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 100{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 110{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 120{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 130{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 140{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 150{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 160{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 170{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 180{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 190{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 200{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 210{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 220{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 230{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 240{call "die_calc"}}}}
- }
- ;Die Proccess Quote CHECK Begin
- {on "die_processquotecheck"
- {if "near_death_quotes_enabled"
- {if rand 0.4 {delay 0.005 {if not tagged "revived" {if not able "select" {delay 1{call "die_processq1"}}}}}}
- {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 2{call "die_processq2"}}}}} }
- {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 5{call "die_processq3"}}}}} }
- {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 9{call "die_processq4"}}}}} }
- {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 12{call "die_processq5"}}}}} }
- } }
- {on "die_processshortquotecheck"
- {if "near_death_quotes_enabled"
- {if rand 0.4 {delay 0.005 {if not tagged "revived" {if not able "select" {delay 0.2{call "die_processshortq1"}}}}} }
- {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 1{call "die_processshortq2"}}}}}}
- {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 2{call "die_processshortq3"}}}}} }
- {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 3{call "die_processshortq4"}}}}} }
- {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 4{call "die_processshortq5"}}}}} }
- } }
- {on "die_processveryshortquotecheck"
- {if "near_death_quotes_enabled"
- {if rand 0.4 {delay 0.005 {if not tagged "revived" {if not able "select" {delay 0.2{call "die_processveryshortq1"}}}}} }
- {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 1{call "die_processveryshortq2"}}}}} }
- {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 1.5{call "die_processveryshortq3"}}}}} }
- {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 2{call "die_processveryshortq4"}}}}} }
- {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 2.5{call "die_processveryshortq5"}}}}} }
- } }
- {on "die_processlongquotecheck"
- {if "near_death_quotes_enabled"
- {if rand 0.4 {delay 0.05 {if not tagged "revived" {if not able "select" {delay 0.02{call "die_processlongq1"}}}}} }
- {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 1{call "die_processlongq2"}}}}} }
- {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 15{call "die_processlongq3"}}}}} }
- {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 25{call "die_processlongq4"}}}}} }
- {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 33.5{call "die_processlongq5"}}}}} }
- } }
- ;#############################################################################
- ;##########################DIE PROCESS QUOTES STARTO###################################################
- ;#############################################################################
- ;#############################################################################
- ;#########################DIE PROCESS NORMAL BEGIN##############################################
- ;#############################################################################
- ;Die Process Normal Quotes
- {on "die_processq1"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff0000)>!!!!!"}}}}
- {on "die_processq2"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff0000)>!!!!"}}}}
- {on "die_processq3"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff4949)>!!!"}}}}
- {on "die_processq4"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff7e7e)>!!"}}}}
- {on "die_processq5"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ffa9a9)>!..."}}}}
- ;#############################################################################
- ;##########################DIE PROCESS END###################################################
- ;#############################################################################
- ;#############################################################################
- ;#########################DIE PROCESS SHORT BEGIN####################################################
- ;#############################################################################
- ;Die Process Short Quotes
- {on "die_processshortq1"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff0000)>HELP"}}}}
- {on "die_processshortq2"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff5c5c)>HELP!"}}}}
- {on "die_processshortq3"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {if rand 0.1
- {damage_report "body" "<s(0.2)c(ff6161)>I SAID HELP!!"} ;zik
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff6161)>GONNA DIE!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff6161)>!!!!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff6161)>!!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff6161)>why"}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff6161)>!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff6161)>NO!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff6161)>ergh"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff6161)>ARGHH"}
- else
- {damage_report "body" "<s(0.2)c(ff6161)>OUCH"}}}}}
- {on "die_processshortq4"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {if rand 0.1
- {damage_report "body" "<s(0.2)c(ff9393)>HELP ME"} ;zik
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff9393)>DAMNIT"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff9393)>HELP"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff9393)>NO"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff9393)>NO WAY"}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff9393)>!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff9393)>NO!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff9393)>ergh"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff9393)>ARGHH"}
- else
- {damage_report "body" "<s(0.2)c(ff9393)>THE PAIN"}}}}}
- {on "die_processshortq5"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff9393)>..."}}}}
- ;#############################################################################
- ;##########################DIE PROCESS SHORT END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS VERY SHORT BEGIN###################################################
- ;#############################################################################
- ;Die Process VeryShort Quotes
- {on "die_processveryshortq1"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff0c00)>HELP"}}}}
- {on "die_processveryshortq2"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff2020)>."}}}}
- {on "die_processveryshortq3"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff4242)>.."}}}}
- {on "die_processveryshortq4"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff6666)>..."}}}}
- {on "die_processveryshortq5"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ffaeae)>HELP :("}}}}
- ;#############################################################################
- ;##########################DIE PROCESS VERY SHORT END###################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;Die Process Long Quotes
- {on "die_processlongq1"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff0000)>!!!!!!"}}}}
- {on "die_processlongq2"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {if rand 0.1
- {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Damn My LEG!!"}} ;zik
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff0000)>I thought I could make it!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>Theres no way... I could lose!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>..."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>why"}
- else rand 0.1 ;Random Dying Timers
- {if "calculated_quotes" {damage_report "body" "<s(0.2)c(ff0000)>40 seconds to live!"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>NO!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>I Cant believe this"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>This can't be"}
- else rand 0.1 ;Random Dying Timers
- {if "akward_quotes" {damage_report "body" "<s(0.2)c(ff0000)>adfasdf!"} }
- else rand 0.1
- {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Damn!"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>..."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>what happened!?"}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff0000)>I can't move!"}
- else rand 0.1
- {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Ergh..Damnit...ergh"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>is this it?"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>really?"}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff0000)>I can't die here!"}
- else rand 0.1
- {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>damn, I promised my family that I would be back"}}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>So this is it huh"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>No need to worry, I'll be patched up in no time."}
- else rand 0.1 ;Random Dying Timers
- {if "akward_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Should have learned how to do the matrix!"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>Almost dodged that one"}
- else rand 0.1
- {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Ach Du Sheisse"}}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>ARGHH"}
- else
- {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>WTF"}}
- ;add your own or replace all these
- }
- }}}
- {on "die_processlongq3"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {if rand 0.1
- {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff2727)>Don't Just stand there! heal me goddamnit >:("}} ;zik
- else rand 0.1 ;Random Dying Timers
- {if "akward_quotes" {damage_report "body" "<s(0.2)c(ff2727)>now that I think about it that actually hurt"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>Noooo!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>I'll get up, and when I do, you guys will be sorry"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>if I could see my family one more time."}
- else rand 0.1
- {if "calculated_quotes" {damage_report "body" "<s(0.2)c(ff2727)>its been 15 seconds, I have 25 seconds left"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>I don't even..."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>ERGH"}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff2727)>theres no way out of this fight, is there?"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>how could I be so stupid!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>I should have known better!!!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>ERGh, I can take the pain!"}
- else rand 0.1 ;Random Dying Timers
- {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"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>Am I really going to die!?"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>what is the point of this war?"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>darn"}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff2727)>is this really happening?"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>a little more and I'll bleed out"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>someone save me!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>I'm about to die."}
- else rand 0.1 ;Random Dying Timers
- {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff2727)>god, please save me!"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>ERGH, well I guess this is how its gonna end for me"}
- else rand 0.1
- {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff2727)>damn this hurts!"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>I though he said this would be a short campaign!"}
- else
- {damage_report "body" "<s(0.2)c(ff2727)>..."}}}}}
- {on "die_processlongq4"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {if rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>I will die for my country!!"} ;zik
- else rand 0.1 ;Random Dying Timers
- {if "calculated_quotes" {damage_report "body" "<s(0.2)c(ff5353)>15 seconds to live!"} }
- else rand 0.1
- {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>I see bright light!"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>..."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>got to get up!"}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff5353)>I can't die, not like this!!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>Get out of here guys! Or you'll end up like me! I'm serious!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>This is it"}
- else rand 0.1
- {if "profanity_quotes" {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>Damn you all to hell"}}}
- else rand 0.1 ;Random Dying Timers
- {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff5353)>You Bastards!"}}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>can't just die like this"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>!...darn it!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>I'm running out of time!"}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff5353)>this is ridiculous"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>no...."}
- else rand 0.1
- {if "akward_quotes" {damage_report "body" "<s(0.2)c(ff5353)>I just need to find a timemachine"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>I'm gonna get through this"}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff5353)>everything's gonna be alright, just gotta hang in there"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>will I live through this?"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>Of all ways to die..."}
- else rand 0.1
- {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>For the love of god, SOMEONE HEAL ME."} }
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff5353)>?"}
- else rand 0.1
- {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>wonder what its like on the other side"} }
- else rand 0.1
- {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff5353)>no fucking way!"}}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>HELP"}
- else
- {damage_report "body" "<s(0.2)c(ff5353)>..."}}}}}
- {on "die_processlongq5"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {if rand 0.1
- {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Damn, it was a trap!..."} };zik
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff8585)>goodbye everyone..."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>just gotta...reload..."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>..."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>what an unfortunate end..."}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff8585)>its over... its all ove...."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>NOOOooo...."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>!!!!!!..."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>!!!!!..."}
- else rand 0.1 ;Random Dying Timers
- {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>DAmn...."} }
- else rand 0.1
- {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Waht the f...."} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>this can't b..."}
- else rand 0.1
- {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff8585)>FOR THE LOVE OF GOD SOMEONE H...."} }}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff8585)>this is just ridi...."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>er...."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>is this it? I guess it i......"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>reall...."}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff8585)>I can't d...."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>I'm losing consc...."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>So this is it hughghj....."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>No need to worry, I'll be patc....."}
- else rand 0.1 ;Random Dying Timers
- {if "akward_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Should have learned how to do the matri...."}}
- else rand 0.1
- {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff8585)>BRight Light!!"}}
- else rand 0.1
- {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Damnit.Damnit.Damni....."}}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>ARghhh......"}
- else
- {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>WT.....f...."}}}}}
- ;#############################################################################
- ;##########################DIE PROCESS LONG END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS QUOTES FINISH###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS FUNCTIONS STARTO###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS KNOCKOUT BEGIN###################################################
- ;#############################################################################
- ;Called on by Random Generator
- {on "die_processknockout"
- {tags add "in_die_process_normal"}
- {tags add "near_death"} ;ensures death_wait will kill it
- {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
- {if "quotes_enabled"
- {call "die_processquotecheck"}
- }
- {call "cdie_calc"}
- {if tagged "die_processset"
- {delay 19 {call "death_wait"} }
- }
- } ;#############################################################################
- ;##########################DIE PROCESS KNOCKOUT END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS NORMAL BEGIN###################################################
- ;#############################################################################
- ;Called on by Random Generator
- {on "die_process"
- {able select 0} {tags add "in_die_process_normal"}
- {tags add "near_death"} ;ensures death_wait will kill it
- {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
- {if "quotes_enabled"
- {call "die_processquotecheck"}
- }
- {call "cdie_calc"}
- {if tagged "die_processset"
- {delay 19 {call "death_wait"} }
- }
- } ;#############################################################################
- ;##########################DIE PROCESS NORMAL END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS SHORT BEGIN###################################################
- ;#############################################################################
- ;Called on by Random Generator
- {on "die_processshort"
- {able select 0} {tags add "in_die_process_short"}
- {tags add "near_death"} ;ensures death_wait will kill it
- {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
- {if "quotes_enabled"
- {call "die_processshortquotecheck"}
- }
- {call "cdie_calc"}
- {if tagged "die_processset"
- {delay 9 {call "death_wait"} }
- }
- } ;#############################################################################
- ;##########################DIE PROCESS SHORT END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS VERY SHORT BEGIN###################################################
- ;#############################################################################
- ;Called on by Random Generator
- {on "die_processveryshort"
- {able select 0} {tags add "in_die_process_veryshort"}
- {tags add "near_death"} ;ensures death_wait will kill it
- {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
- {if "quotes_enabled"
- {call "die_processveryshortquotecheck"}
- }
- {call "cdie_calc"}
- {if tagged "die_processset"
- {delay 4.5 {call "death_wait"} }
- }
- } ;#############################################################################
- ;##########################DIE PROCESS VERY SHORT END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS LONG BEGIN###################################################
- ;#############################################################################
- ;Called on by Random Generator
- {on "die_processlong"
- {able select 0} {tags add "in_die_process_long"}
- {tags add "near_death"} ;ensures death_wait will kill it
- {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
- {if "quotes_enabled"
- {call "die_processlongquotecheck"}
- }
- {call "cdie_calc"}
- {if tagged "die_processset"
- {delay 39 {call "death_wait"} }
- }
- } ;#############################################################################
- ;##########################DIE PROCESS LONG END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESSES FINISH###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS vLONG BEGIN###################################################
- ;#############################################################################
- ;Called on by Random Generator
- {on "die_processvlong"
- {able select 0} {tags add "in_die_process_long"}
- {tags add "near_death"} ;ensures death_wait will kill it
- {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
- {if "quotes_enabled"
- {call "die_processlongquotecheck"}
- }
- {call "cdie_calc"}
- {if tagged "die_processset"
- {delay 139 {call "death_wait"} }
- }
- }
- ;#############################################################################
- ;##########################DIE PROCESS vLONG END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS vLONG2 BEGIN###################################################
- ;#############################################################################
- ;Called on by Random Generator
- {on "die_processvlong2"
- {able select 0} {tags add "in_die_process_long"}
- {tags add "near_death"} ;ensures death_wait will kill it
- {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
- {if "quotes_enabled"
- {call "die_processlongquotecheck"}
- }
- {call "cdie_calc"}
- {if tagged "die_processset"
- {delay 239 {call "death_wait"} }
- }
- } ;#############################################################################
- ;##########################DIE PROCESS vLONG2 END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESSES FINISH###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE_CALC REVIVAL! BEGIN###################################################
- ;#############################################################################
- ;TIMER OF LIFE ;The Saviour lol
- {on "die_calc" ;Calculates whether or not the unit has been morphined or not.
- {if not able "select" {if not senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {tags remove "near_death"} ;reenables random death engine and disable the current death process
- {tags remove "die_processset"}
- {able select 1}
- {delay 0.001 {if "near_death_animation" {ani_stop "lie_sleep_idle_2"}{ani_stop "lie_sleep_idle_1"} {tags remove "near_death_anim"}}}
- {delay 0.1
- {tags remove "death_wait"}
- {tags remove "randomdisabled"}
- }
- {delay 0.2
- {if not tagged "revived"
- {if not senseless {if not dead
- {if tagged "self_recover"
- {if "quotes_enabled"
- {if "recover_quotes_enabled"
- {if rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>I'm back in business!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>!?"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>yes"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>I survived this!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>theres no way I would die from that!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>I'm more stronger than I expected"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>hmph"}
- else rand 0.1
- {if "akward_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>MLG"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>well well well"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>I'm a Survivor"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>This fight is gonna get interesting"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>I'm still alive"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>It ain't over yet!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>C'mon! You can't kill me!!!"}
- else rand 0.1
- {if "religious_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>God is on my side!"}}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>hahahahahaha"}
- else rand 0.1
- {if "akward_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>THIS IS SPARTA"} }
- else rand 0.1
- {if "akward_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>I am the boss!"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>Bwahahahahaha"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>Your gonna have to do alot more than that to kill me."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>I am unbeatable!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>I am invincible"}
- else rand 0.1
- {if "akward_quotes" {if "profanity_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>Sup, Bitches"} } }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>Awesome"}
- else rand 0.1
- {if "religious_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>Guess its not my time to go"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>Yes, now I have a chance at seeing my family again"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>looks like I'm going home, not in a bodybag"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>You can't defeat me!!!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>You are weak!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>Hey, there"}
- else
- {damage_report "body" "<s(0.2)c(00ff2a)>...!?"}
- ;what the units say to you when they are revived
- }}}
- ;revived_speech
- {if "revived_speech"
- {delay 1.0
- {if rand 0.8
- {if not "talk_revived"
- {set "talk_revived" 1}
- ; {if rand 1.0
- {talk "jubilation"}
- {signal mandie 5}
- {delay 18
- {set "idle" 0}
- {set "talk_revived" 0}
- }
- else
- {delay 25
- {set "jubilation" 0}
- {set "talk_revived" 0}
- }
- ; }
- }
- else rand 0.5
- {if not "talk_revived"
- {set "talk_revived" 1}
- ; {if rand 1.0
- {talk "retreat"}
- {signal mandie 5}
- {delay 18
- {set "idle" 0}
- {set "talk_revived" 0}
- }
- else
- {delay 25
- {set "retreat" 0}
- {set "talk_revived" 0}
- }
- ; }
- }
- else
- {if not "talk_revived"
- {set "talk_revived" 1}
- ; {if rand 1.0
- {talk "things_look_blue"}
- {signal mandie 5}
- {delay 18
- {set "idle" 0}
- {set "talk_revived" 0}
- }
- else
- {delay 25
- {set "things_look_blue" 0}
- {set "talk_revived" 0}
- }
- ; }
- }
- } } }
- {tags add "revived"}
- {tags remove "dead"}
- {tags remove "disablerandom"}
- {tags remove "in_die_process_normal"}
- {tags remove "in_die_process_short"}
- {tags remove "in_die_process_veryshort"}
- {tags remove "in_die_process_long"}
- {tags remove "self_recover"}
- {tags add "successfully_revived"}
- ; {start_sound "human/heal"}
- {able personage 0}}}}}}
- ;pt2
- {delay 0.1
- {if not tagged "revived"
- {if not senseless {if not dead
- {if not tagged "self_recover"
- {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"}}}
- ; talk begin what the units say to you when they are revived
- {if "quotes_enabled"
- {if "revived_quotes_enabled"
- {if rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>Thanks"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>Thank You"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>You are my hero"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>lets go!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>I should have died"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>today is not the last after all"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>ALRIGHT"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>YES"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>you ought to be promoted!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>Wow, thanks"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>Now lets take the fight to them!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>Hopefully I can change the tide!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>It ain't over yet!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>Thanks so much, I dont know how to repay you"}
- else rand 0.1
- {if "religious_quotes" {damage_report "body" "<s(0.2)c(0057fc)>I don't believe it, you answered my prayers"}}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>This is the best day of my life!"}
- else rand 0.1
- {if "akward_quotes" {damage_report "body" "<s(0.2)c(0057fc)>THIS IS SPARTA"} }
- else rand 0.1
- {if "akward_quotes" {damage_report "body" "<s(0.2)c(0057fc)>Like a boss"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>alright, lets go"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>yes sir!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>lets end this once and for all!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>This is great"}
- else rand 0.1
- {if "akward_quotes" {damage_report "body" "<s(0.2)c(0057fc)>Who do you think I am? Lt. Dan!?"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>Awesome"}
- else rand 0.1
- {if "religious_quotes" {damage_report "body" "<s(0.2)c(0057fc)>hey! I was about to go to heaven!"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>Yes, now I have a chance at seeing my family again"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>looks like I'm going home, not in a bodybag"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>lets do this"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>I can move!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>Okay, whats next?"}
- else
- {damage_report "body" "<s(0.2)c(0057fc)>:D"}
- ;what the units say to you when they are revived
- }}} ;talk end
- {if "switch_sides" ;DO NOT CHANGE GO TO SWITCH_MENU INSTEAD
- {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}}
- {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"
- {damage_report "body" "<s(8)c(00ff00)>No Player Team Selected!!!"} ;Squad Title
- }
- }}}}}}}}}}
- ;revived_speech
- {if "revived_speech"
- {delay 1.0
- {if rand 0.8
- {if not "talk_revived"
- {set "talk_revived" 1}
- ; {if rand 1.0
- {talk "jubilation"}
- {signal mandie 5}
- {delay 18
- {set "idle" 0}
- {set "talk_revived" 0}
- }
- else
- {delay 25
- {set "jubilation" 0}
- {set "talk_revived" 0}
- }
- ; }
- }
- else rand 0.5
- {if not "talk_revived"
- {set "talk_revived" 1}
- ; {if rand 1.0
- {talk "retreat"}
- {signal mandie 5}
- {delay 18
- {set "idle" 0}
- {set "talk_revived" 0}
- }
- else
- {delay 25
- {set "retreat" 0}
- {set "talk_revived" 0}
- }
- ; }
- }
- else
- {if not "talk_revived"
- {set "talk_revived" 1}
- ; {if rand 1.0
- {talk "things_look_blue"}
- {signal mandie 5}
- {delay 18
- {set "idle" 0}
- {set "talk_revived" 0}
- }
- else
- {delay 25
- {set "things_look_blue" 0}
- {set "talk_revived" 0}
- }
- ; }
- }
- } } }
- ;Helper Squad for Player 0
- {if "helper_squad_enabled"
- {start_sound "world/ambient/bomber_flyby.wav"}
- {delay 0.2 ;parachute effect
- {spawn "paradrop_ammo"}
- }
- {if rand 0.3 ;squad rifle random
- {damage_report "body" "<s(8)c(00ff00)>Player 0, 8 man Rifle Squad!!!"} ;Squad Title
- ;eng rifle squad
- {if rand 0.2 ;rand faction
- {spawn_human "mp/eng/rifle"}
- {spawn_human "mp/eng/rifle"}
- {spawn_human "mp/eng/rifle"}
- {spawn_human "mp/eng/rifle"}
- {spawn_human "mp/eng/rifle"}
- {spawn_human "mp/eng/rifle"}
- {spawn_human "mp/eng/rifle"}
- {spawn_human "mp/eng/mgun"} ;eng end
- else rand 0.2
- ;ger rifle squad
- {spawn_human "mp/ger/rifle"}
- {spawn_human "mp/ger/rifle"}
- {spawn_human "mp/ger/rifle"}
- {spawn_human "mp/ger/rifle"}
- {spawn_human "mp/ger/rifle"}
- {spawn_human "mp/ger/rifle"}
- {spawn_human "mp/ger/rifle"}
- {spawn_human "mp/ger/mgun"} ;ger end
- else rand 0.2
- ;jap rifle squad
- {spawn_human "mp/jap/rifle"}
- {spawn_human "mp/jap/rifle"}
- {spawn_human "mp/jap/rifle"}
- {spawn_human "mp/jap/rifle"}
- {spawn_human "mp/jap/rifle"}
- {spawn_human "mp/jap/rifle"}
- {spawn_human "mp/jap/rifle"}
- {spawn_human "mp/jap/mgun"} ;jap end
- else rand 0.2
- ;rus rifle squad
- {spawn_human "mp/rus/rifle"}
- {spawn_human "mp/rus/rifle"}
- {spawn_human "mp/rus/rifle"}
- {spawn_human "mp/rus/rifle"}
- {spawn_human "mp/rus/rifle"}
- {spawn_human "mp/rus/rifle"}
- {spawn_human "mp/rus/rifle"}
- {spawn_human "mp/rus/mgun"} ;rus end
- else
- ;usa rifle squad
- {spawn_human "mp/usa/rifle"}
- {spawn_human "mp/usa/rifle"}
- {spawn_human "mp/usa/rifle"}
- {spawn_human "mp/usa/rifle"}
- {spawn_human "mp/usa/rifle"}
- {spawn_human "mp/usa/rifle"}
- {spawn_human "mp/usa/rifle"}
- {spawn_human "mp/usa/mgun"} ;usa end
- }
- else rand 0.2
- {damage_report "body" "<s(0.2)c(00ff00)>Player 0 4 man AT Squad!!"}
- ;eng rifle squad
- {if rand 0.2
- {spawn_human "mp/eng/bazooker"}
- {spawn_human "mp/eng/bazooker2"}
- {spawn_human "mp/eng/bazooker2"}
- {spawn_human "mp/eng/at_rifle"} ;eng end
- else rand 0.2
- ;ger rifle squad
- {spawn_human "mp/ger/bazooker"}
- {spawn_human "mp/ger/bazooker2"}
- {spawn_human "mp/ger/bazooker2"}
- {spawn_human "mp/ger/at_rifle"} ;ger end else rand 0.1
- ;jap rifle squad
- {spawn_human "mp/jap/bazooker"}
- {spawn_human "mp/jap/bazooker2"}
- {spawn_human "mp/jap/bazooker2"}
- {spawn_human "mp/jap/at_rifle"} ;jap end
- else rand 0.2
- ;rus rifle squad
- {spawn_human "mp/rus/bazooker"}
- {spawn_human "mp/rus/bazooker2"}
- {spawn_human "mp/rus/bazooker2"}
- {spawn_human "mp/rus/at_rifle"};rus end
- else
- ;usa rifle squad
- {spawn_human "mp/usa/rifle"}
- {spawn_human "mp/usa/rifle"}
- {spawn_human "mp/usa/rifle"}
- {spawn_human "mp/usa/rifle"} ;usa end
- }
- else rand 0.2
- {damage_report "body" "<s(0.2)c(00ff00)>Player 0 Sniper Squad!!"}
- ;eng rifle squad
- {if rand 0.2
- {spawn_human "mp/eng/sniper"}
- {spawn_human "mp/eng/oficer"};eng end
- else rand 0.2
- ;ger rifle squad
- {spawn_human "mp/ger/sniper"}
- {spawn_human "mp/ger/oficer"} ;ger end
- else rand 0.2
- ;jap rifle squad
- {spawn_human "mp/jap/sniper"}
- {spawn_human "mp/jap/oficer"} ;jap end
- else rand 0.2
- ;rus rifle squad
- {spawn_human "mp/rus/sniper"}
- {spawn_human "mp/rus/oficer"} ;rus end
- else
- ;usa rifle squad
- {spawn_human "mp/usa/sniper"}
- {spawn_human "mp/usa/oficer"};usa end
- }
- else rand 0.2
- {damage_report "body" "<s(0.2)c(00ff00)>Player 0 6 man SMG Squad!!"}
- ;eng rifle squad
- {if rand 0.2
- {spawn_human "mp/eng/rifle"}
- {spawn_human "mp/eng/rifle"}
- {spawn_human "mp/eng/rifle"}
- {spawn_human "mp/eng/smg"}
- {spawn_human "mp/eng/smg"}
- {spawn_human "mp/eng/smg"} ;eng end
- else rand 0.2
- ;ger rifle squad
- {spawn_human "mp/ger/rifle"}
- {spawn_human "mp/ger/rifle"}
- {spawn_human "mp/ger/rifle"}
- {spawn_human "mp/ger/smg"}
- {spawn_human "mp/ger/smg"}
- {spawn_human "mp/ger/smg"} ;ger end
- else rand 0.2
- ;jap rifle squad
- {spawn_human "mp/jap/rifle"}
- {spawn_human "mp/jap/rifle"}
- {spawn_human "mp/jap/rifle"}
- {spawn_human "mp/jap/smg"}
- {spawn_human "mp/jap/smg"}
- {spawn_human "mp/jap/smg"} ;jap end
- else rand 0.2
- ;rus rifle squad
- {spawn_human "mp/rus/rifle"}
- {spawn_human "mp/rus/rifle"}
- {spawn_human "mp/rus/rifle"}
- {spawn_human "mp/rus/smg"}
- {spawn_human "mp/rus/smg"}
- {spawn_human "mp/rus/smg"} ;rus end
- else
- ;usa rifle squad
- {spawn_human "mp/usa/rifle"}
- {spawn_human "mp/usa/rifle"}
- {spawn_human "mp/usa/rifle"}
- {spawn_human "mp/usa/smg"}
- {spawn_human "mp/usa/smg"}
- {spawn_human "mp/usa/smg"} ;usa end
- }
- else rand 0.2
- {damage_report "body" "<s(0.2)c(00ff00)>Player 0 Assault Infantry!!"}
- ;eng rifle squad
- {if rand 0.2
- {spawn_human "mp/eng/sturmovik"}
- {spawn_human "mp/eng/sturmovik2"}
- {spawn_human "mp/eng/sturmovik3"}
- {spawn_human "mp/eng/sturmovik4"}
- {spawn_human "mp/eng/sturmovik4b"}
- {spawn_human "mp/eng/sturmovik5"}
- {spawn_human "mp/eng/sturmovik5b"}
- {spawn_human "mp/eng/sturmovik6"}
- {spawn_human "mp/eng/sturmovik6b"} ;eng end
- else rand 0.2
- ;ger rifle squad
- {spawn_human "mp/ger/sturmovik"}
- {spawn_human "mp/ger/sturmovik2"}
- {spawn_human "mp/ger/sturmovik3"}
- {spawn_human "mp/ger/sturmovik4"}
- {spawn_human "mp/ger/sturmovik4b"}
- {spawn_human "mp/ger/sturmovik5"}
- {spawn_human "mp/ger/sturmovik5b"}
- {spawn_human "mp/ger/sturmovik6"}
- {spawn_human "mp/ger/sturmovik6b"} ;ger end
- else rand 0.2
- ;jap rifle squad
- {spawn_human "mp/jap/sturmovik"}
- {spawn_human "mp/jap/sturmovik2"}
- {spawn_human "mp/jap/sturmovik3"}
- {spawn_human "mp/jap/sturmovik4"}
- {spawn_human "mp/jap/sturmovik4b"}
- {spawn_human "mp/jap/sturmovik5"}
- {spawn_human "mp/jap/sturmovik5b"}
- {spawn_human "mp/jap/sturmovik6"}
- {spawn_human "mp/jap/sturmovik6b"} ;jap end
- else rand 0.2
- ;rus rifle squad
- {spawn_human "mp/rus/sturmovik"}
- {spawn_human "mp/rus/sturmovik2"}
- {spawn_human "mp/rus/sturmovik3"}
- {spawn_human "mp/rus/sturmovik4"}
- {spawn_human "mp/rus/sturmovik4b"}
- {spawn_human "mp/rus/sturmovik5"}
- {spawn_human "mp/rus/sturmovik5b"}
- {spawn_human "mp/rus/sturmovik6"}
- {spawn_human "mp/rus/sturmovik6b"} ;rus end
- else
- ;usa rifle squad
- {spawn_human "mp/usa/sturmovik"}
- {spawn_human "mp/usa/sturmovik2"}
- {spawn_human "mp/usa/sturmovik3"}
- {spawn_human "mp/usa/sturmovik4"}
- {spawn_human "mp/usa/sturmovik4b"}
- {spawn_human "mp/usa/sturmovik5"}
- {spawn_human "mp/usa/sturmovik5b"}
- {spawn_human "mp/usa/sturmovik6"}
- {spawn_human "mp/usa/sturmovik6b"} ;usa end
- }
- else
- {damage_report "body" "<s(0.2)c(00ff00)>Player 0 Paratrooper Squad!!"}
- ;eng rifle squad
- {if rand 0.2
- {spawn_human "mp/eng/elite"}
- {spawn_human "mp/eng/elite2"}
- {spawn_human "mp/eng/elite3"}
- {spawn_human "mp/eng/elite4"}
- {spawn_human "mp/eng/elite_at"};eng end
- else rand 0.2
- ;ger rifle squad
- {spawn_human "mp/ger/elite"}
- {spawn_human "mp/ger/elite2"}
- {spawn_human "mp/ger/elite3"}
- {spawn_human "mp/ger/elite4"}
- {spawn_human "mp/ger/elite_at"} ;ger end
- else rand 0.2
- ;jap rifle squad
- {spawn_human "mp/jap/elite"}
- {spawn_human "mp/jap/elite2"}
- {spawn_human "mp/jap/elite3"}
- {spawn_human "mp/jap/elite4"}
- {spawn_human "mp/jap/elite_at"} ;jap end
- else rand 0.2
- ;rus rifle squad
- {spawn_human "mp/rus/elite"}
- {spawn_human "mp/rus/elite2"}
- {spawn_human "mp/rus/elite3"}
- {spawn_human "mp/rus/elite4"}
- {spawn_human "mp/rus/elite_at"} ;rus end
- else
- ;usa rifle squad
- {spawn_human "mp/usa/elite"}
- {spawn_human "mp/usa/elite2"}
- {spawn_human "mp/usa/elite3"}
- {spawn_human "mp/usa/elite4"}
- {spawn_human "mp/usa/elite_at"} ;usa end
- }
- } ;talk end
- };helper_squad_enabled check
- {tags add "revived"}
- {tags remove "disablerandom"}
- {tags remove "in_die_process_normal"}
- {tags remove "in_die_process_short"}
- {tags remove "in_die_process_veryshort"}
- {tags remove "in_die_process_long"}
- {tags add "successfully_revived"}
- {tags remove "self_recover"}
- {start_sound "human/heal"}
- {able personage 0} }}}}}
- }}}}
- ;#############################################################################
- ;##########################DIE_CALC END###################################################
- ;#############################################################################
- ; Timer of life end(LOL)
- ;#############################################################################
- ;##########################DEATH_WAIT BEGIN###################################################
- ;#############################################################################
- ;TIMER OF DEATH
- {on "death_wait"
- {delay 0.05 {ani_stop "lie_sleep_idle_2"}}
- {delay 0.06 {ani_stop "lie_sleep_idle_1"}{ani_stop "squat_reload_piat"}{ani_stop "lie_reload_piat"}}
- {delay 0.07 {ani_play "lie_die"}}
- {delay 0.1
- {able personage 0} ;Gets rid of personage protection
- {if not able "select" ;TIMER OF DEATH
- {if senseless
- {call "die_scream"} ;NoooooO!
- {able personage 0} ;Gets rid of personage protection
- {tags remove "die_processset"}
- {tags remove "near_death"} ;Disables the dying processes
- {if not tagged "shot_death"
- {if "quotes_enabled"
- {if "X_x_face_enabled"
- {if rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>X_x"} ;zik ;Self Explanatory O_o
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>x_X"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>X_X"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>x_x"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>x-x"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>X-X"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>X|"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>X-x"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>x-X"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>XP"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>@_@"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>O_O"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>o_o"}
- else
- {damage_report "body" "<s(0.2)c(ffffff)>-_-"}}}}{die}}
- {if not tagged "shot_death"
- {delay 0.6
- ;DEATH BOUNCE.
- {if "epic_pwn"
- {if rand 1.0 ;how often will pple be pwned?
- {if rand 0.9 ;zik
- {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
- {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;leap
- else rand 0.3
- {if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
- {throw_off up 25.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;large medium leap
- else
- {if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
- {throw_off up 1.3 99.5 dir 5.5 2 forward 4 turn 0 360 die force} ;slide or mega leap
- ;{throw_off up 5.3 0.5 dir 360 0 forward 4 turn 0 360 die force} ;sent to outer space
- ;else rand 0.1
- ;else
- }}}}
- ;DEM XPLOSIONS.
- {if "epic_xplosion"
- ;AI Dodge
- {if "ai_dodge_explosion"
- {if "harmful_explosion"
- {explosive}
- }}
- {delay 0.8
- {if not "air_strike_outburst"
- {stuff_detonate} }
- ;LARGE AIRSTRIKE OVERWRITES OTHER EXPLOSIONS
- {if "air_strike_outburst"
- {if "harmful_explosion"
- {if "large_explosion"
- {spawn "outburst_nc"}
- {delay 2
- {stuff_detonate}}
- }}}
- ;SMALL AIRSTRIKE OVERWRITES OTHER EXPLOSIONS{if not "large_explosion"
- {if "air_strike_outburst"
- {if "harmful_explosion"
- {if not "large_explosion"
- {spawn "outburst_small_nc"}
- {delay 2
- {stuff_detonate}}
- }}}
- {if not "air_strike_outburst"
- {if "harmful_explosion"
- ;NORMAL
- {if "epic_xplosion"
- {if "large_explosion"
- {if "artillery"
- {spawn "artillery_explosion"}
- }
- {if "explosion"
- {spawn "explosion"}
- }
- {if "instant_outburst"
- {spawn "outburst_instant_nc"}
- }
- }}}}
- ;SMALL
- {if "epic_xplosion"
- {if not "air_strike_outburst"
- {if "harmful_explosion"
- {if not "large_explosion"
- {if "artillery"
- {spawn "artillery_explosion_small"}
- }
- {if "explosion"
- {spawn "explosion_small"}
- }
- {if "instant_outburst"
- {spawn "outburst_instant_small_nc"}
- }
- }
- }
- {start_sound "detonation/handgrenade/"}
- }}}}
- ;CLEAR INVENTORY.
- {delay 0.6
- {if "epic_clear_inventory"
- {clear_inventory}
- }}
- } ;if not tagged shot_death end
- {if tagged "shot_death"
- {call "shot_death"}}
- } {tags remove "disablerandom"}
- {tags remove "in_die_process_normal"}
- {tags remove "in_die_process_short"}
- {tags remove "in_die_process_veryshort"}
- {tags remove "in_die_process_long"}
- {tags remove "in_die_processset"}
- {tags remove "self_recover"}
- {tags remove "successfully_revived"}
- {tags remove "texmod_set"}
- {tags remove "revived"}
- {tags add "dead"} } }} ;Ergh
- ; {able collect 1}
- ;#############################################################################
- ;##########################DEATH_WAIT END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################SHOT WHILE IN DEATH PROCCESS BEGIN###################################################
- ;#############################################################################
- ;TIMER OF DEATH
- {on "shot_death" ;quotes
- {delay 0.05 {ani_stop "lie_sleep_idle_2"}}
- {delay 0.06 {ani_stop "lie_sleep_idle_1"}{ani_stop "squat_reload_piat"}{ani_stop "lie_reload_piat"}}
- {delay 0.07 {ani_play "lie_die"}}
- {delay 0.1
- {if "quotes_enabled"
- {if "X_x_face_enabled"
- {if rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>X_x"} ;zik ;Self Explanatory O_o
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>x_X"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>X_X"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>x_x"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>x-x"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>X-X"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>X|"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>X-x"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>x-X"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>XP"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>@_@"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>O_O"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>o_o"}
- else
- {damage_report "body" "<s(0.2)c(f9d800)>-_-"}}}}{die}
- {delay 0.2
- {if not "talk"
- {set "talk" 1}
- {talk "death_cry"}
- {delay 10 2
- {set "talk" 0}
- }
- }
- }
- {if not "epic_pwn"
- {throw_off up 0.5 forward 0.01 force} ;fidget
- }
- ;{throw_off up 1.3 0.5velocity dir 5.5 2 forward 4 turn 0 360 die force}
- {delay 0.6
- ;DEATH BOUNCE shot death.
- {if "epic_pwn_shot_death"
- {if rand 1.0 ;how often will pple be pwned?
- {if rand 0.9 ;zik
- {if "pwn_animations"{ani_play "stand_fly_tumble_back_far"} {delay 1 {ani_play "lie_die"} }} ;callback} stand_fly_tumble_forward.. lie_die
- {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;leap
- else rand 0.3
- {if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
- {throw_off up 25.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;large medium leap
- else
- {if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
- {throw_off up 1.3 99.5 dir 5.5 2 forward 4 turn 0 360 die force} ;slide or mega leap
- ;{throw_off up 5.3 0.5 dir 360 0 forward 4 turn 0 360 die force} ;sent to outer space
- ;else rand 0.1
- ;else
- }}}}
- ;DEM XPLOSIONS shot death
- {if "epic_xplosion_shot_death"
- ;AI Dodge
- {if "ai_dodge_explosion"
- {if "harmful_explosion"
- {explosive}
- }}
- {delay 0.8
- {if not "air_strike_outburst"
- {stuff_detonate} }
- ;LARGE AIRSTRIKE OVERWRITES OTHER EXPLOSIONS
- {if "air_strike_outburst"
- {if "large_explosion"
- {spawn "outburst_nc"}
- {delay 2
- {stuff_detonate}}
- }}
- ;SMALL AIRSTRIKE OVERWRITES OTHER EXPLOSIONS{if not "large_explosion"
- {if "air_strike_outburst"
- {if not "large_explosion"
- {spawn "outburst_small_nc"}
- {delay 2
- {stuff_detonate}
- }}}
- {if not "air_strike_outburst"
- {if "harmful_explosion"
- ;NORMAL
- {if "large_explosion"
- {if "explosion"
- {spawn "explosion"}
- }
- {if "instant_outburst"
- {spawn "outburst_instant_nc"}
- }
- }}}
- ;SMALL
- {if not "air_strike_outburst"
- {if "harmful_explosion"
- {if not "large_explosion"
- {if "explosion"
- {spawn "explosion_small"}
- }
- {if "instant_outburst"
- {spawn "outburst_instant_small_nc"}
- }
- }
- }
- {start_sound "detonation/handgrenade/"}
- }}}
- ;CLEAR INVENTORY shot death.
- {delay 0.7
- {if "epic_clear_inventory_shot_death"
- {clear_inventory}
- }}
- {tags remove "disablerandom"}
- {tags remove "in_die_process_normal"}
- {tags remove "in_die_process_short"}
- {tags remove "in_die_process_veryshort"}
- {tags remove "in_die_process_long"}
- {tags remove "in_die_processset"}
- {tags remove "self_recover"}
- {tags remove "successfully_revived"}
- {tags remove "texmod_set"}
- {tags remove "revived"}
- }}
- ; {able collect 1}
- ;#############################################################################
- ;##########################SHOT WHILE IN DEATH PROCCESS END###################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;}SONNE2 Finish
- {on "die_scream"
- {if not "die_sound"
- {set "die_sound" 1}
- {talk "death_cry"}
- {signal mandie 5}
- }
- }
- {on "die_from_knife"
- {set "die_from_knife" 1}
- {call "die"}
- }
- {on ground_hit
- {spawn "blood"}
- }
- (define "piece_explosion"
- {spawn %0 %1
- {impulse up 1 0.5 dir 8 4
- cx 0 12 cy 0 12
- fx 0 60 fy 0 60 fz 80 40
- }
- }
- )
- (define "piece_crush"
- {spawn %0 %1
- {impulse up 0.1 0.1
- fx 0 7 fy 0 7 fz 0 7
- }
- }
- )
- (define "spawn_pieces"
- ;left hand
- {if rand 0.2
- (%0 args "#hand00" "hand1l")
- else rand 0.2
- (%0 args "#hand01" "hand1l")
- else rand 0.2
- (%0 args "#hand02" "hand1l")
- }
- ;right hand
- {if rand 0.2
- (%0 args "#hand00" "hand1r")
- else rand 0.2
- (%0 args "#hand01" "hand1r")
- else rand 0.2
- (%0 args "#hand02" "hand1r")
- }
- ;left foot
- {if rand 0.3
- (%0 args "#leg00" "foot1l")
- }
- ;right foot
- {if rand 0.3
- (%0 args "#leg00" "foot1r")
- }
- ;head
- {if rand 0.3
- (%0 args "#head00" "head")
- else rand 0.3
- (%0 args "#head01" "head")
- }
- )
- {on "explosion"
- {if personage
- {call "die"}
- else
- {spawn "bloodsparks_big"}
- ; ("spawn_pieces" args "piece_explosion")
- {call "delete"}
- }
- }
- {on "crush"
- {if personage
- {call "die"}
- else
- {spawn "bloodsparks_big"}
- ; ("spawn_pieces" args "piece_crush")
- {call "delete"}
- }
- }
- {on "delete"
- {if not dead
- {stat_notify die}
- }
- {delete}
- }
- {on "burn_volume"
- {if volume "body"
- {call "_burn"}
- }
- }
- {on "_burn"
- {if not burned
- {able "burning" 1}
- {able select 0}
- (define "try_get_off"
- {delay %0 0.5
- {get_off}
- }
- )
- ("try_get_off" args 1.0)
- ("try_get_off" args 2.0)
- ("try_get_off" args 3.0)
- ("try_get_off" args 4.0)
- ("try_get_off" args 5.0)
- {tex_morph "burned" 10}
- {call "add_burn_fx"}
- {view start "burn_fire"}
- {delay_effect 0.5 0.2 "burn_scream"}
- {delay 6 2 "burn_die"
- {able "burning" 0}
- {kill_flags reset}
- {kill_flags piercing}
- {if not dead
- {able personage 0}
- {call "die"}
- }
- {view stop "burn_fire"}
- {if terrain_fx "puddle"
- {call "stop_burn"}
- else
- {add_view "smoke_dead_small1" "burn_fire_b" "body"}
- {add_view "smoke_dead_small1" "burn_fire_hl" "hand1l"}
- {add_view "smoke_dead_small1" "burn_fire_hr" "hand1r"}
- {add_view "smoke_dead_small1" "burn_fire_fl" "foot2l"}
- {add_view "smoke_dead_small1" "burn_fire_fr" "foot2r"}
- {view start "burn_fire_b"}
- {view start "burn_fire_hl"}
- {view start "burn_fire_hr"}
- {view start "burn_fire_fl"}
- {view start "burn_fire_fr"}
- {delay 7.5 1.5 {view stop "burn_fire_b"}}
- {delay 3.5 2.0 {view stop "burn_fire_hl"}}
- {delay 3.8 1.5 {view stop "burn_fire_hr"}}
- {delay 4.3 1.5 {view stop "burn_fire_fl"}}
- {delay 4.5 1.5 {view stop "burn_fire_fr"}}
- }
- }
- {burn time 17} ; total burn time
- }
- }
- {on "add_burn_fx"
- {add_view "smoke_dead_small" "burn_fire" "body"}
- {add_view "smoke_dead_small" "burn_fire" "hand1l"}
- {add_view "smoke_dead_small" "burn_fire" "hand1r"}
- {add_view "smoke_dead_small" "burn_fire" "foot2l"}
- {add_view "smoke_dead_small" "burn_fire" "foot2r"}
- }
- {on "burn_scream"
- {if not dead
- {if not senseless
- {if not "quench"
- {talk "death_cry"}
- ; {start_sound "human/die"}
- {delay_effect 1.2 0.5 "burn_scream"}
- else
- {kill_delay "burn_die"}
- {view stop "burn_fire"}
- {set "quench" 0}
- {able "burning" 0}
- }
- }
- }
- }
- {on "smoke"
- {smoke}
- }
- {on "smoking"
- ; {con "smoke start"}
- {view start "smoke"}
- {delay 0.3 0.1
- {view pause "smoke"}
- ; {con "smoke end"}
- }
- }
- ;SONNE2 JAM BEGIN;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;MAIN_MENU BEGIN ;to change jam ratio for different weapon types such as smg mgun search set_weapontype
- {on "jam_enable"
- {set "gun_jamming_enabled" 1} ;Disable/Enable Gun Jamming.
- }
- {on "gun_jam_mod_menu"
- {set "ingame_jam_modifiers" 1} ;randomly gives decreased or increased proabability of jamming after it is fixed.
- ;Winter Season Modifiers, prevented both from being enabled so you don't get rekt.
- {set "winter_season" 0} ;makes all guns jam +.0065% more. ;\
- {if not "winter_season" ;siberia_winter_season can be enabled if winter_season is disabled ; \
- {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.
- {set "winter_sound" 1} ;winter sound misc. if winter_season's is enabled ;
- ;Terrain Influence
- {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! |'_'|
- {set "random_fix_timer" 1} ;Random jam fix timers disable to set to manual timer search for set_manualtimer
- ;HangFire
- {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.
- {set "cant_move" 1} ;stops the unit from moving to prevent the animation from conflicting with the movement. I MUST FIX THIS X_x.
- {set "jam_fix_animations" 1} ;units get a reloading animation when trying to fix the weapon jam.
- {if "winter_season" {if rand 0.0065 {tags add "js"}{tags add "winterjam"} }}
- {if "siberia_winter_season" {if rand 0.0155 {tags add "js"}{tags add "winterjam"} }}
- }
- {on "jam_modifiers_menu"
- {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
- {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
- }
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;MAIN MENU END
- ;TERRAIN JAM INFLUENCE WHILE LYING;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- {on "terrain_influence_1"
- {if "terrain_influence"
- {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.
- {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"}}}
- {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"}}}
- {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"}}}
- {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"}}}
- {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"}}}
- }}}
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- (define "tags_remove" ; so weapons switch their jamming data on weapon switch.
- {if tagged %iftag
- {tags remove %tagrem
- }})
- {on "link_weapon"
- {if stuff "pistol" ;pistol
- {tags add "pistolw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- {tags add "jammable"};;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- ("tags_remove" iftag("pistolw") tagrem("smgw riflew sniperw shotgunw mgunw"))
- {add_view "pistol_gilz" "shell" "fxshell"}
- {add_view "flash_gun_small" "flashbarrel" "foresight3"}
- else stuff "smg" ;smg
- {tags add "smgw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- {tags add "jammable"};;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- ("tags_remove" iftag("smgw") tagrem("pistolw mgunw riflew shotgunw sniperw"))
- {add_view "flash_gun_small" "flashbarrel" "foresight3"}
- {add_view "gun_gilz" "shell" "fxshell"}
- else stuff "rifle" ;rifle
- {tags add "riflew"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- {tags add "jammable"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- {add_view "flash_gun_small" "flashbarrel" "foresight3"}
- {add_view "gun_gilz" "shell" "fxshell"}
- ("tags_remove" iftag("riflew") tagrem("pistolw mgunw smgw shotgunw sniperw"))
- else stuff "ptr" ;rifle
- {tags add "ptrw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- ("tags_remove" iftag("ptrw") tagrem("pistolw riflew jammable mgunw smgw shotgunw sniperw"))
- else stuff "sniper" ;sniper
- {tags add "riflew"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- {tags add "jammable"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- {add_view "flash_gun_small" "flashbarrel" "foresight3"}
- {add_view "gun_gilz" "shell" "fxshell"}
- ("tags_remove" iftag("riflew") tagrem("pistolw mgunw smgw shotgunw sniperw"))
- else stuff "shotgun" ;shotgun
- {tags add "shotgunw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- {tags add "jammable"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- ("tags_remove" iftag("shotgunw") tagrem("pistolw mgunw smgw riflew sniperw"))
- {add_view "flash_shotgun" "flashbarrel" "foresight3"}
- {add_view "shell_shotgun" "shell" "foresight3"}
- else stuff "m12_shotgun" ;shotgun
- {tags add "shotgunw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- {tags add "jammable"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- ("tags_remove" iftag("shotgunw") tagrem("pistolw mgunw smgw riflew sniperw"))
- {add_view "flash_shotgun" "flashbarrel" "foresight3"}
- else stuff "mgun" ;mgun
- {tags add "mgunw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- {tags add "jammable"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- ("tags_remove" iftag("mgunw") tagrem("pistolw smgw riflew sniperw shotgunw"))
- {add_view "flash_gun_big" "flashbarrel" "foresight3"}
- {add_view "gun_gilz" "shell" "fxshell"}
- else stuff "flame_thrower"
- {tags add "mgunw"} ("tags_remove" iftag("flamew") tagrem("mgunw pistolw smgw riflew sniperw shotgunw")) ;;;;;;;;;;;NOTJAMMABLE;;;;;;;;;;;
- {add_view "flamer_fire" "flame" "foresight3"}
- {add_view "flamer_fire_barrel" "fire" "foresight3"}
- {view show "fire"}
- {view start "fire"}
- else
- {view hide "flashbarrel"}
- {view pause "flashbarrel"}
- {view pause "flame"}
- } }
- ;WEAPON TYPE JAM WHICH WEAPON TYPE WILL JAM MORE OFTEN?;;;;;;;;;;;;;;;;;;;;;;;
- ;weapon_type;;;;;;;jam_type;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;
- ;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"} }}}}
- {on "riflejam" {if "gun_jamming_enabled" {if bone "foresight3" {if rand 0.0005 {tags add "js"} }}}}
- {on "sniperjam" {if "gun_jamming_enabled" {if bone "foresight3" {if rand 0.0005 {tags add "js"} }}}}
- {on "shotgunjam"{if "gun_jamming_enabled" {if bone "foresight3" {if rand 0.0005 {tags add "js"} }}}}
- {on "mgunjam"{if "gun_jamming_enabled" {if bone "foresight3" {if rand 0.0005 {tags add "js"} }}}}
- ;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;
- {on "manual_fix_timer" ;minimum 3.7 max:mugen(infinity) set_manualtimer ;MANUAL TIMER
- {if not "random_fix_timer" {delay 15 {tags add "fixed"}{call "jam_fix"}}}}
- {on "jam_fix" ;FIXING THE JAM
- {if tagged "fixed"
- {if tagged "jam"
- {tags remove "jam"}
- {tags remove "fixed"}
- {call "spawn_shell"}{start_sound "weapon/reload"} {delay 0.8 {start_sound "weapon/shell_drop"}} ;the evil shell has been removed.
- {weapon_work "hand_right" 1}{if "cant_move"{chassis_work 1}} ;reenables the weapon
- {if not dead {if able "select" {if not senseless ;so the knocked out and dead wont be able to fix it they will restart
- {damage_report "body" "<c(00ff00)>jam fixed"}}}} ;just think about it, it doesn't make sense lol.
- {talk "jubilation"} ;soldier "get ready for medals!"
- {ani_stop "squat_reload_piat"}{ani_stop "lie_reload_piat"}
- {if "cant_move"{chassis_work 1}}
- {if not dead {if able "select" {if not senseless
- {if "ingame_jam_modifiers"
- {if rand 0.1
- {attack_save}{damage_report "body" "<c(00ff00)>gun fixed: less jam"}{tags add "jamca"} ;jamca as in cautious
- else rand 0.1
- {attack_load}{damage_report "body" "<c(dd0000)>gun damaged: increased jam"}{tags add "jamre"} ;jamre as in reckless,
- else rand 0.05
- {attack_save}{damage_report "body" "<c(00ff00)>gun repaired: no more jamming at all"}{tags add "jamfi"} ;yay no more jamming!
- }}}}} }}}
- {on "hangfire" ;zik
- {tags add "hangfire"}
- {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
- {if not tagged "jamre"{damage_report "body" "<c(dd0000)>hangfire"}}
- {if tagged "jamre"{damage_report "body" "<c(dd0000)>hangfire caused by damaged gun"}}
- {start_sound "gui/misc_gui_select"}
- {call "hangfire_chance"}
- }
- {on "hangfire_pt2"
- {if rand 0.2 ("health_damage" c(50)) } ;hangfire damage to hands
- {delay 0.3 {talk "injuring"}}
- {if tagged "hfixed"
- {tags remove "hangfire"}
- {tags remove "hfixed"}
- {weapon_work "hand_right" 1}
- {call "hand_right"} }
- }
- {on "hangfire_chance"
- {if rand 0.1
- {delay 0.2 {tags add "hfixed"}{call "hangfire_pt2"}}
- else rand 0.1
- {delay 0.3 {tags add "hfixed"}{call "hangfire_pt2"}}
- else rand 0.1
- {delay 0.4 {tags add "hfixed"}{call "hangfire_pt2"}}
- else rand 0.1
- {delay 0.1 {tags add "hfixed"}{call "hangfire_pt2"}}
- else rand 0.1
- {delay 0.2 {tags add "hfixed"}{call "hangfire_pt2"}}
- else rand 0.1
- {delay 0.3 {tags add "hfixed"}{call "hangfire_pt2"}}
- else rand 0.1
- {delay 0.5 {tags add "hfixed"}{call "hangfire_pt2"}}
- else rand 0.1
- {delay 0.3 {tags add "hfixed"}{call "hangfire_pt2"}}
- else
- {delay 0.4 {tags add "hfixed"}{call "hangfire_pt2"}}
- }}
- {on fire "hand_right"
- {if tagged "jam" {start_sound "gui/misc_gui_select"}}
- {if tagged "jammable" ;only jammable weapons are to be jammed.
- {call "jam_enable"} ;checks whether gun jamming is enabled or not.
- {if "gun_jamming_enabled"
- {call "gun_jam_mod_menu"} ;to configure jamming options
- {if tagged "smgw" {call "smgjam"}}
- {if tagged "riflew" {call "riflejam"}}
- {if tagged "pistolw" {call "pistoljam"}}
- {if tagged "mgunw" {call "mgunjam"}}
- {if tagged "shotgunw" {call "shotgunjam"}}
- {call "terrain_influence_1"} ;to check the other jam values
- {call "jam_modifiers_menu"} ;to check the other jam values
- {if "hangfire"
- {if not tagged "jamre"{if rand 0.0002 {call"hangfire"}}} ;HANGFIRE 0.0002 chance
- {if tagged "jamre"{if rand 0.0021 {call"hangfire"}}} ;damaged gun
- }}
- ;LET THE RUSTLING BEGIN JAMMING BEGINS HERE
- ;{delay 0.0001
- {if not tagged "hangfire"
- {if not tagged "jamfi" {if not tagged "fixed" {if tagged "js"
- {tags remove "js"} ;so the weapon can be jammed again some time later if not tagged jamfi
- {weapon_work "hand_right" 0} ;stops the weapon from firing
- {if "cant_move"{chassis_work 0}} ;stops the soldier from moving while fixing the jam
- {tags add "jam"}
- {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.
- {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.
- {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.
- {delay 1.4 {if able "select" {if rand 0.5 {start_sound "gui/misc_gui_select"}}}}
- {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"}}}}
- {delay 2.0 {talk "injuring"}} ;Jimmies have been rustled.
- {delay 2.1 {if able "select" {if rand 0.8 {start_sound "gui/misc_gui_select"}}}}
- {delay 2.2 {if able "select" {if rand 0.7 {start_sound "gui/misc_gui_select"}}}}
- {delay 2.3 {if able "select" {if rand 0.6 {start_sound "gui/misc_gui_select"}}}}
- {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"}}}}}}
- {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
- {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}
- ;Fixing the Jam ;get rid of the shell that jammed your weapon, the immersion is real.
- {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"}}} }} }
- {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"}}} }} }
- {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"}}} }} }
- {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"}}} }} }
- {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"}}} }} }
- {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"}}} }} }
- {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"}}} }} }
- {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"}}} }} }
- {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"}}} }} }
- {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"}}} }} }
- {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"}}} }} }
- {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"}}} }} }
- {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"}}} }} }
- {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"}}} }} }
- {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"}}} }} }
- {if "random_fix_timer" ;Random Jam fix timers
- {if rand 0.1
- {delay 15 {tags add "fixed"}{call "jam_fix"}}
- else rand 0.2
- {delay 6 {tags add "fixed"}{call "jam_fix"}}
- else rand 0.3
- {delay 7 {tags add "fixed"}{call "jam_fix"}}
- else rand 0.4
- {delay 8 {tags add "fixed"}{call "jam_fix"}}
- else rand 0.5
- {delay 9 {tags add "fixed"}{call "jam_fix"}}
- else rand 0.6
- {delay 10 {tags add "fixed"}{call "jam_fix"}}
- else rand 0.3
- {delay 3.7 {tags add "fixed"}{call "jam_fix"}}
- else rand 0.2
- {delay 4 {tags add "fixed"}{call "jam_fix"}}
- else
- {delay 15 {tags add "fixed"}{call "jam_fix"} }}
- else
- {call "manual_fix_timer"} ;Manually set timer (go to menu to change)
- }
- }} } }};}
- ;{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
- {view show "flashbarrel"}
- {view start "flashbarrel"}
- {view start "shell"}
- {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"}}}}}
- {view start "flame"}
- {kill_delay "fire"}
- {delay 0.1 "shell"
- {view pause "shell"}
- }
- {delay 0.4 "fire"
- {view hide "flashbarrel"}
- {view pause "flashbarrel"}
- {view pause "flame"}
- }
- {spawn "bazooka_shot" "fxshot" x}
- {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"}}}}}
- }
- {on "spawn_shell"
- {if not tagged "ptrw"{if tagged "jammable" ;giving mgun larger shells
- {if tagged "mgunw" {if bone "fxshell" {if not bone "fxshot" {spawn "shell_cannon" "fxshell" x scale 0.025
- {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}
- {delay_effect 17 1 "stop"}
- }}}}
- {if tagged "mgunw" {if not bone "fxshell" {if not bone "fxshot" {spawn "shell_cannon" "foresight3" x scale 0.025
- {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}
- {delay_effect 17 1 "stop"}
- }}}}
- {if not tagged "mgunw" {if bone "fxshell" {if not bone "fxshot" {spawn "shell_cannon" "fxshell" x scale 0.015
- {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}
- {delay_effect 17 1 "stop"}
- }}}}
- {if not tagged "mgunw" {if not bone "fxshell" {if not bone "fxshot" {spawn "shell_cannon" "foresight3" x scale 0.015
- {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}
- {delay_effect 17 1 "stop"}
- }}}}
- } }}
- (define "terrain_fx_human"
- {on terrain_fx %0 enter
- {if not swimming
- {view start "on_%1"}
- {view start "on_%1_time_short"}
- {delay 0.1
- {view pause "on_%1_time_short"}
- }
- }
- }
- {on terrain_fx %0 leave
- {view pause "on_%1"}
- }
- )
- ("terrain_fx_human" args "water" water)
- ("terrain_fx_human" args "puddle" puddle)
- ("terrain_fx_human" args "shallow_water" puddle)
- ("terrain_fx_human" args "mud" mud)
- {on terrain_pp "swamp" enter
- {delay 0 ; without delay will crash in Die()
- {call "die_without_blood"}
- {view start "die_in_swamp"}
- {delay 10
- {view stop "die_in_swamp"}
- {delete}
- }
- }
- }
- {on "diving"
- {delay 0.3
- {spawn "spherewater_big"}
- }
- }
- {on swim on
- {view pause "on_water"}
- {view start "swim"}
- {call "stop_burn"}
- {kill_delay "after_swim"}
- }
- {on swim off
- {delay 1.5 "after_swim"
- {view pause "swim"}
- }
- }
- {on move on
- {if swimming
- {view start "swim_move"}
- }
- }
- {on "stop_move_sounds"
- {stop_sound "move_road"}
- {stop_sound "move_ground"}
- {stop_sound "move_snow"}
- {stop_sound "move_sand"}
- {stop_sound "move_grass"}
- {stop_sound "swim"}
- }
- {on movement_mode_changed
- {call "stop_move_sounds"}
- {if name "fast"
- {if swimming
- {play_sound "swim" 1}
- else not lying
- {if terrain_fx "road"
- {play_sound "move_road" 1}
- else terrain_fx "country_road"
- {play_sound "move_road" 1}
- else terrain_fx "ice"
- {play_sound "move_snow" 1}
- else terrain_fx "snow"
- {play_sound "move_snow" 1}
- else terrain_fx "sand"
- {play_sound "move_sand" 1}
- else terrain_fx "grass"
- {play_sound "move_grass" 1}
- else
- {play_sound "move_ground" 1}
- }
- }
- }
- }
- {on move off
- {view pause "swim_move"}
- {call "stop_move_sounds"}
- }
- {on "stop_burn"
- {if burned
- {burn stop_retry}
- {set "quench" 1}
- }
- }
- {on "falldown"
- {if altitude 3
- {throw_off up 1 forward 0.01 die force}
- else altitude 1
- {throw_off up 1 forward 0.01 force}
- else
- {throw_on_ground}
- }
- }
- {on board in
- {view pause "swim"}
- }
- {on board out
- {if effector "mtb_d3"
- {if name "emit1" "emit2" "emit3" "emit4"
- {delay 0.7
- {spawn "spherewater_big"}
- }
- }
- }
- }
- {on "start_healing"
- {view start "marker_healing"}
- }
- {on "stop_healing"
- {view pause "marker_healing"}
- }
- {on "start_repair"
- {view start "marker_repair"}
- }
- {on "stop_repair"
- {view pause "marker_repair"}
- }
- {on "start_ammo_out"
- {view start "marker_ammo_out"}
- }
- {on "stop_ammo_out"
- {view pause "marker_ammo_out"}
- }
- {on "start_ammo_refill"
- {view start "marker_ammo_refill"}
- {delay 2.5
- {view pause "marker_ammo_refill"}
- }
- }
- {on "start_personage"
- {view start "marker_personage"}
- }
- {on "stop_personage"
- {view pause "marker_personage"}
- }
- {on "start_veterancy"
- {view start "marker_veterancy"}
- {delay 3.5
- {view pause "marker_veterancy"}
- }
- }
- {on "stop_veterancy"
- {view pause "marker_veterancy"}
- }
- {on "capture"
- {tags add "capturer"}
- }
- }
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