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Shorter Revival Script

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Jun 11th, 2015
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  1. ; {SONNE2 START
  2. ;#############################################################################
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  17. ; """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
  18.  
  19.  
  20.  
  21.  
  22.  
  23.  
  24.  
  25. ;Sonne 2 Start at die_with_blood, this entire code will overwrite die_with_blood and die_without_blood
  26. {on "die_with_blood"
  27. {if not senseless
  28. {spawn "blood"}
  29. }
  30. {if not able "personage"
  31. {call "main_menu"} {able select 0}
  32. }
  33.  
  34. {if "revival_script_enabled" {call "die_without_blood"} }
  35. {if not "revival_script_enabled" {call "die_without_blood_vanilla"} }
  36.  
  37.  
  38. }
  39. {on "die_without_blood_vanilla"
  40. ; {con "die"}
  41. {view pause "swim"}
  42. {call "die_scream"}
  43. {if not kill_flags blast
  44. {kill_flags piercing}
  45. }
  46. {die}
  47. ; {able collect 1}
  48. {delay 3
  49. {volumes enable contact}
  50. }
  51. ; {delay 30 {delete}}
  52. }
  53. {on "main_menu" ;#MENU, TO TURN ON AND TURN OFF THE SCRIPT OR MINIMODS -Sonne2
  54. ;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 the script happening
  55. {if rand 1.0 ;100% chance if revival_script_enabled is enabled lol.
  56. {set "revival_script_enabled" 1} ; 1 Enables, 0 Disables the ENTIRE Revival Script giving units the vanilla default death.
  57. }
  58. ;MINI-MODS
  59. ;Revived Speech search for speech
  60. {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."
  61. ;They talk now.
  62. {if rand 0.85 {set "near_death_animation" 1}} ; 1 Enables, 0 Disables Near_Death Animations.
  63.  
  64.  
  65. }
  66.  
  67.  
  68. {on "die_without_blood"
  69. {view pause "swim"}
  70. {call "die_scream"}
  71.  
  72. {tags remove "revived"}
  73.  
  74.  
  75.  
  76.  
  77. ;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
  78. {delay 0.2
  79. {if tagged "disablerandom"
  80. {if tagged "die_processset"
  81. {tags add "near_death"} ;if the unit still has this tag by the end of the countdown, death_wait will kill it.
  82. {able select 0} ;unit cant be selected
  83. {tags add "shot_death"} ;nvm it is needed.
  84. {call "death_wait"} }} }
  85.  
  86. ;Ensures at the very beginning that heroes will not enter death sequence.
  87. {if not able "personage" ;if personage was enabled beforehand, then it is a hero.
  88. {if not tagged "disablerandom"
  89. {call "randomgenerator"}}} ;calls on random death
  90.  
  91.  
  92.  
  93.  
  94. ; {con "die"}
  95. {if not kill_flags blast
  96. {kill_flags piercing}
  97. }
  98. {if not "self_recover"
  99. {die}
  100. }
  101. {delay 3
  102. {volumes enable contact}
  103. }
  104. }
  105. ;RANDOM
  106.  
  107.  
  108.  
  109. {on "randomgenerator"
  110. ;NON HERO CHECK
  111. {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}}}}
  112.  
  113. ;stops the non-hero unit from dying indefinitely
  114. {if not tagged "dead"
  115. {if not able "personage"
  116. {able personage 1}
  117.  
  118. {able select 0} ;stops the unit from being selected
  119. {tags remove "revived"}}} ;calc_die is re-enabled if it has been called again, for calc_die relies on revived tag not being enabled
  120.  
  121.  
  122. ;if shot for the first time, they will go into death process
  123. {if not tagged "dead"
  124. {if not tagged "disablerandom"
  125. {if not tagged "shot_death"
  126. {delay 1.0
  127. {tags add "die_processset"}
  128. {if rand 0.7 ;Random Dying Timers
  129. {call "die_processlong"} ;Long Death 10% Chance 40 seconds
  130. else rand 0.1
  131. {call "die_processvlong"} ;Very Long Death 10% chance 139 seconds
  132. ; else rand 0.9
  133. ; {call "die_processknockout"}{knockdown 12 3} ;Knocked out, with chance of getting back up 10% chance 5 seconds
  134. else
  135.  
  136. {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
  137.  
  138. } } };disablerandom check end
  139.  
  140. }}} ;end of randomgenerator
  141.  
  142. ;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.
  143. {on "cdie_calc" ;call on die_calc
  144. {if not tagged "revived" {if not able "select" {delay 1{call "die_calc"}}}}
  145. {if not tagged "revived" {if not able "select" {delay 2{call "die_calc"}}}}
  146. {if not tagged "revived" {if not able "select" {delay 3{call "die_calc"}}}}
  147. {if not tagged "revived" {if not able "select" {delay 4{call "die_calc"}}}}
  148. {if not tagged "revived" {if not able "select" {delay 5{call "die_calc"}}}}
  149. {if not tagged "revived" {if not able "select" {delay 6{call "die_calc"}}}}
  150. {if not tagged "revived" {if not able "select" {delay 7{call "die_calc"}}}}
  151. {if not tagged "revived" {if not able "select" {delay 8{call "die_calc"}}}}
  152. {if not tagged "revived" {if not able "select" {delay 9{call "die_calc"}}}}
  153. {if not tagged "revived" {if not able "select" {delay 10{call "die_calc"}}}}
  154. {if not tagged "revived" {if not able "select" {delay 11{call "die_calc"}}}}
  155. {if not tagged "revived" {if not able "select" {delay 12{call "die_calc"}}}}
  156. {if not tagged "revived" {if not able "select" {delay 13{call "die_calc"}}}}
  157. {if not tagged "revived" {if not able "select" {delay 14{call "die_calc"}}}}
  158. {if not tagged "revived" {if not able "select" {delay 15{call "die_calc"}}}}
  159. {if not tagged "revived" {if not able "select" {delay 16{call "die_calc"}}}}
  160. {if not tagged "revived" {if not able "select" {delay 17{call "die_calc"}}}}
  161. {if not tagged "revived" {if not able "select" {delay 18{call "die_calc"}}}}
  162. {if not tagged "revived" {if not able "select" {delay 19{call "die_calc"}}}}
  163. {if not tagged "revived" {if not able "select" {delay 20{call "die_calc"}}}}
  164. {if not tagged "revived" {if not able "select" {delay 21{call "die_calc"}}}}
  165. {if not tagged "revived" {if not able "select" {delay 22{call "die_calc"}}}}
  166. {if not tagged "revived" {if not able "select" {delay 23{call "die_calc"}}}}
  167. {if not tagged "revived" {if not able "select" {delay 24{call "die_calc"}}}}
  168. {if not tagged "revived" {if not able "select" {delay 25{call "die_calc"}}}}
  169. {if not tagged "revived" {if not able "select" {delay 26{call "die_calc"}}}}
  170. {if not tagged "revived" {if not able "select" {delay 27{call "die_calc"}}}}
  171. {if not tagged "revived" {if not able "select" {delay 28{call "die_calc"}}}}
  172. {if not tagged "revived" {if not able "select" {delay 29{call "die_calc"}}}}
  173. {if not tagged "revived" {if not able "select" {delay 30{call "die_calc"}}}}
  174. {if not tagged "revived" {if not able "select" {delay 31{call "die_calc"}}}}
  175. {if not tagged "revived" {if not able "select" {delay 32{call "die_calc"}}}}
  176. {if not tagged "revived" {if not able "select" {delay 33{call "die_calc"}}}}
  177. {if not tagged "revived" {if not able "select" {delay 34{call "die_calc"}}}}
  178. {if not tagged "revived" {if not able "select" {delay 35{call "die_calc"}}}}
  179. {if not tagged "revived" {if not able "select" {delay 36{call "die_calc"}}}}
  180. {if not tagged "revived" {if not able "select" {delay 37{call "die_calc"}}}}
  181. {if not tagged "revived" {if not able "select" {delay 38{call "die_calc"}}}}
  182. {if not tagged "revived" {if not able "select" {delay 39{call "die_calc"}}}}
  183. {if not tagged "revived" {if not able "select" {delay 40{call "die_calc"}}}}
  184. {if not tagged "revived" {if not able "select" {delay 41{call "die_calc"}}}}
  185. {if not tagged "revived" {if not able "select" {delay 42{call "die_calc"}}}}
  186. {if not tagged "revived" {if not able "select" {delay 43{call "die_calc"}}}}
  187. {if not tagged "revived" {if not able "select" {delay 44{call "die_calc"}}}}
  188. {if not tagged "revived" {if not able "select" {delay 45{call "die_calc"}}}}
  189. {if not tagged "revived" {if not able "select" {delay 46{call "die_calc"}}}}
  190. {if not tagged "revived" {if not able "select" {delay 47{call "die_calc"}}}}
  191. {if not tagged "revived" {if not able "select" {delay 48{call "die_calc"}}}}
  192. {if not tagged "revived" {if not able "select" {delay 49{call "die_calc"}}}}
  193. {if not tagged "revived" {if not able "select" {delay 50{call "die_calc"}}}}
  194. {if not tagged "revived" {if not able "select" {delay 60{call "die_calc"}}}}
  195. {if not tagged "revived" {if not able "select" {delay 70{call "die_calc"}}}}
  196. {if not tagged "revived" {if not able "select" {delay 80{call "die_calc"}}}}
  197. {if not tagged "revived" {if not able "select" {delay 90{call "die_calc"}}}}
  198. {if not tagged "revived" {if not able "select" {delay 100{call "die_calc"}}}}
  199. {if not tagged "revived" {if not able "select" {delay 110{call "die_calc"}}}}
  200. {if not tagged "revived" {if not able "select" {delay 120{call "die_calc"}}}}
  201. {if not tagged "revived" {if not able "select" {delay 130{call "die_calc"}}}}
  202. {if not tagged "revived" {if not able "select" {delay 140{call "die_calc"}}}}
  203. {if not tagged "revived" {if not able "select" {delay 150{call "die_calc"}}}}
  204. {if not tagged "revived" {if not able "select" {delay 160{call "die_calc"}}}}
  205. {if not tagged "revived" {if not able "select" {delay 170{call "die_calc"}}}}
  206. {if not tagged "revived" {if not able "select" {delay 180{call "die_calc"}}}}
  207. {if not tagged "revived" {if not able "select" {delay 190{call "die_calc"}}}}
  208. {if not tagged "revived" {if not able "select" {delay 200{call "die_calc"}}}}
  209. {if not tagged "revived" {if not able "select" {delay 210{call "die_calc"}}}}
  210. {if not tagged "revived" {if not able "select" {delay 220{call "die_calc"}}}}
  211. {if not tagged "revived" {if not able "select" {delay 230{call "die_calc"}}}}
  212. {if not tagged "revived" {if not able "select" {delay 240{call "die_calc"}}}}}
  213.  
  214. ;Die Proccess Quote CHECK Begin
  215.  
  216. ;#############################################################################
  217. ;##########################DIE PROCESS QUOTES STARTO###################################################
  218. ;#############################################################################
  219.  
  220.  
  221.  
  222. ;#############################################################################
  223. ;#########################DIE PROCESS NORMAL BEGIN##############################################
  224. ;#############################################################################
  225. ;#############################################################################
  226. ;##########################DIE PROCESS LONG END###################################################
  227. ;#############################################################################
  228. ;#############################################################################
  229. ;##########################DIE PROCESS QUOTES FINISH###################################################
  230. ;#############################################################################
  231.  
  232.  
  233.  
  234. ;#############################################################################
  235. ;##########################DIE PROCESS FUNCTIONS STARTO###################################################
  236. ;#############################################################################
  237. ;#############################################################################
  238. ;##########################DIE PROCESS KNOCKOUT BEGIN###################################################
  239. ;#############################################################################
  240.  
  241.  
  242. ;Called on by Random Generator
  243. {on "die_processknockout"
  244. {tags add "in_die_process_normal"}
  245. {tags add "near_death"} ;ensures death_wait will kill it
  246. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  247. {if "quotes_enabled"
  248. {call "die_processquotecheck"}
  249. }
  250. {call "cdie_calc"}
  251. {if tagged "die_processset"
  252. {delay 19 {call "death_wait"} }
  253.  
  254.  
  255. }
  256. } ;#############################################################################
  257. ;##########################DIE PROCESS KNOCKOUT END###################################################
  258. ;#############################################################################
  259.  
  260. ;##########################DIE PROCESS VERY SHORT END###################################################
  261. ;#############################################################################
  262. ;#############################################################################
  263. ;##########################DIE PROCESS LONG BEGIN###################################################
  264. ;#############################################################################
  265.  
  266. ;Called on by Random Generator
  267. {on "die_processlong"
  268. {able select 0} {tags add "in_die_process_long"}
  269. {tags add "near_death"} ;ensures death_wait will kill it
  270. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  271. {if "quotes_enabled"
  272. {call "die_processlongquotecheck"}
  273. }
  274. {call "cdie_calc"}
  275. {if tagged "die_processset"
  276. {delay 39 {call "death_wait"} }
  277.  
  278.  
  279. }
  280. } ;#############################################################################
  281. ;##########################DIE PROCESS LONG END###################################################
  282. ;#############################################################################
  283. ;#############################################################################
  284. ;##########################DIE PROCESSES FINISH###################################################
  285. ;#############################################################################
  286. ;#############################################################################
  287. ;##########################DIE PROCESS vLONG BEGIN###################################################
  288. ;#############################################################################
  289.  
  290. ;Called on by Random Generator
  291. {on "die_processvlong"
  292. {able select 0} {tags add "in_die_process_long"}
  293. {tags add "near_death"} ;ensures death_wait will kill it
  294. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  295. {if "quotes_enabled"
  296. {call "die_processlongquotecheck"}
  297. }
  298. {call "cdie_calc"}
  299. {if tagged "die_processset"
  300. {delay 139 {call "death_wait"} }
  301.  
  302.  
  303. }
  304. }
  305.  
  306. ;#############################################################################
  307. ;##########################DIE PROCESS vLONG END###################################################
  308. ;#############################################################################
  309. ;#############################################################################
  310. ;##########################DIE PROCESSES FINISH###################################################
  311. ;#############################################################################
  312. ;#############################################################################
  313. ;##########################DIE_CALC REVIVAL! BEGIN###################################################
  314. ;#############################################################################
  315.  
  316.  
  317. ;TIMER OF LIFE ;The Saviour lol
  318. {on "die_calc" ;Calculates whether or not the unit has been morphined or not.
  319. {if not able "select" {if not senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  320. {if not dead
  321. {tags remove "near_death"} ;reenables random death engine and disable the current death process
  322. {tags remove "die_processset"}
  323. {able select 1}
  324. {delay 0.001 {if "near_death_animation" {ani_stop "lie_sleep_idle_2"}{ani_stop "lie_sleep_idle_1"} {tags remove "near_death_anim"}}}
  325.  
  326. {delay 0.1
  327. {tags remove "death_wait"}
  328. {tags remove "randomdisabled"}
  329.  
  330. }
  331. {delay 0.2
  332. {if not tagged "revived"
  333. {if not senseless {if not dead
  334. {if tagged "self_recover"
  335.  
  336. ;revived_speech
  337. {if "revived_speech"
  338. {delay 1.0
  339. {if rand 0.8
  340. {if not "talk_revived"
  341. {set "talk_revived" 1}
  342. ; {if rand 1.0
  343. {talk "jubilation"}
  344. {signal mandie 5}
  345. {delay 18
  346. {set "idle" 0}
  347. {set "talk_revived" 0}
  348. }
  349. else
  350. {delay 25
  351. {set "jubilation" 0}
  352. {set "talk_revived" 0}
  353. }
  354. ; }
  355. }
  356. else rand 0.5
  357. {if not "talk_revived"
  358. {set "talk_revived" 1}
  359. ; {if rand 1.0
  360. {talk "retreat"}
  361. {signal mandie 5}
  362. {delay 18
  363. {set "idle" 0}
  364. {set "talk_revived" 0}
  365. }
  366. else
  367. {delay 25
  368. {set "retreat" 0}
  369. {set "talk_revived" 0}
  370. }
  371. ; }
  372. }
  373. else
  374. {if not "talk_revived"
  375. {set "talk_revived" 1}
  376. ; {if rand 1.0
  377. {talk "things_look_blue"}
  378. {signal mandie 5}
  379. {delay 18
  380. {set "idle" 0}
  381. {set "talk_revived" 0}
  382. }
  383. else
  384. {delay 25
  385. {set "things_look_blue" 0}
  386. {set "talk_revived" 0}
  387. }
  388. ; }
  389. }
  390. } } }
  391. {tags add "revived"}
  392. {tags remove "dead"}
  393. {tags remove "disablerandom"}
  394. {tags remove "in_die_process_normal"}
  395. {tags remove "in_die_process_short"}
  396. {tags remove "in_die_process_veryshort"}
  397. {tags remove "in_die_process_long"}
  398. {tags remove "self_recover"}
  399. {tags add "successfully_revived"}
  400. ; {start_sound "human/heal"}
  401. {able personage 0}}}}}}
  402. ;pt2
  403. {delay 0.1
  404. {if not tagged "revived"
  405. {if not senseless {if not dead
  406. {if not tagged "self_recover"
  407. {delay 0.001 {if "near_death_animation" {ani_stop "lie_sleep_idle_2"}{ani_stop "lie_sleep_idle_1"}}}
  408.  
  409.  
  410. ; talk begin what the units say to you when they are revived
  411. ;talk end
  412. {if "switch_sides"
  413.  
  414. {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}}
  415.  
  416. {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"
  417. {damage_report "body" "<s(8)c(00ff00)>No Player Team Selected!!!"} ;Squad Title
  418. }
  419. }}}}}}}}}}
  420. ;revived_speech
  421. {if "revived_speech"
  422. {delay 1.0
  423. {if rand 0.8
  424. {if not "talk_revived"
  425. {set "talk_revived" 1}
  426. ; {if rand 1.0
  427. {talk "jubilation"}
  428. {signal mandie 5}
  429. {delay 18
  430. {set "idle" 0}
  431. {set "talk_revived" 0}
  432. }
  433. else
  434. {delay 25
  435. {set "jubilation" 0}
  436. {set "talk_revived" 0}
  437. }
  438. ; }
  439. }
  440. else rand 0.5
  441. {if not "talk_revived"
  442. {set "talk_revived" 1}
  443. ; {if rand 1.0
  444. {talk "retreat"}
  445. {signal mandie 5}
  446. {delay 18
  447. {set "idle" 0}
  448. {set "talk_revived" 0}
  449. }
  450. else
  451. {delay 25
  452. {set "retreat" 0}
  453. {set "talk_revived" 0}
  454. }
  455. ; }
  456. }
  457. else
  458. {if not "talk_revived"
  459. {set "talk_revived" 1}
  460. ; {if rand 1.0
  461. {talk "things_look_blue"}
  462. {signal mandie 5}
  463. {delay 18
  464. {set "idle" 0}
  465. {set "talk_revived" 0}
  466. }
  467. else
  468. {delay 25
  469. {set "things_look_blue" 0}
  470. {set "talk_revived" 0}
  471. }
  472. ; }
  473. }
  474. } } }
  475.  
  476.  
  477.  
  478.  
  479. {tags add "revived"}
  480. {tags remove "disablerandom"}
  481. {tags remove "in_die_process_normal"}
  482. {tags remove "in_die_process_short"}
  483. {tags remove "in_die_process_veryshort"}
  484. {tags remove "in_die_process_long"}
  485. {tags add "successfully_revived"}
  486. {tags remove "self_recover"}
  487. {start_sound "human/heal"}
  488. {able personage 0} }}}}}
  489.  
  490. }}}}
  491.  
  492.  
  493. ;#############################################################################
  494. ;##########################DIE_CALC END###################################################
  495. ;#############################################################################
  496. ; Timer of life end(LOL)
  497.  
  498.  
  499.  
  500. ;#############################################################################
  501. ;##########################DEATH_WAIT BEGIN###################################################
  502. ;#############################################################################
  503.  
  504.  
  505. ;TIMER OF DEATH
  506. {on "death_wait"
  507. {delay 0.05 {ani_stop "lie_sleep_idle_2"}}
  508. {delay 0.06 {ani_stop "lie_sleep_idle_1"}}
  509. {delay 0.07 {ani_play "lie_die"}}
  510. {delay 0.1
  511. {able personage 0} ;Gets rid of personage protection
  512. {if not able "select" ;TIMER OF DEATH
  513. {if senseless
  514.  
  515. {call "die_scream"} ;NoooooO!
  516. {able personage 0} ;Gets rid of personage protection
  517. {tags remove "die_processset"}
  518. {tags remove "near_death"} ;Disables the dying processes
  519. {if not tagged "shot_death"
  520. {die}}
  521.  
  522. {if not tagged "shot_death"
  523.  
  524. {delay 0.6
  525.  
  526. ;DEATH BOUNCE.
  527. {if "epic_pwn"
  528. {if rand 1.0 ;how often will pple be pwned?
  529. {if rand 0.9 ;zik
  530. {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
  531. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;leap
  532. else rand 0.3
  533. {if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
  534. {throw_off up 25.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;large medium leap
  535. else
  536. {if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
  537. {throw_off up 1.3 99.5 dir 5.5 2 forward 4 turn 0 360 die force} ;slide or mega leap
  538. ;{throw_off up 5.3 0.5 dir 360 0 forward 4 turn 0 360 die force} ;sent to outer space
  539. ;else rand 0.1
  540. ;else
  541. }}}}
  542.  
  543.  
  544.  
  545.  
  546.  
  547.  
  548. } ;if not tagged shot_death end
  549.  
  550. {if tagged "shot_death"
  551. {call "shot_death"}}
  552. } {tags remove "disablerandom"}
  553. {tags remove "in_die_process_normal"}
  554. {tags remove "in_die_process_short"}
  555. {tags remove "in_die_process_veryshort"}
  556. {tags remove "in_die_process_long"}
  557. {tags remove "in_die_processset"}
  558. {tags remove "self_recover"}
  559. {tags add "dead"} } }} ;Ergh
  560. ; {able collect 1}
  561. ;#############################################################################
  562. ;##########################DEATH_WAIT END###################################################
  563. ;#############################################################################
  564.  
  565. ;#############################################################################
  566. ;##########################SHOT WHILE IN DEATH PROCCESS BEGIN###################################################
  567. ;#############################################################################
  568.  
  569.  
  570. ;TIMER OF DEATH
  571. {on "shot_death" ;quotes
  572. {delay 0.05 {ani_stop "lie_sleep_idle_2"}}
  573. {delay 0.06 {ani_stop "lie_sleep_idle_1"}}
  574. {delay 0.07 {ani_play "lie_die"}}
  575.  
  576. {delay 0.1
  577. {if "quotes_enabled"
  578. {if "X_x_face_enabled"
  579. {if rand 0.1
  580. {damage_report "body" "<s(0.2)c(f9d800)>X_x"} ;zik ;Self Explanatory O_o
  581. else rand 0.1
  582. {damage_report "body" "<s(0.2)c(f9d800)>x_X"}
  583. else rand 0.1
  584. {damage_report "body" "<s(0.2)c(f9d800)>X_X"}
  585. else rand 0.1
  586. {damage_report "body" "<s(0.2)c(f9d800)>x_x"}
  587. else rand 0.1
  588. {damage_report "body" "<s(0.2)c(f9d800)>x-x"}
  589. else rand 0.1
  590. {damage_report "body" "<s(0.2)c(f9d800)>X-X"}
  591. else rand 0.1
  592. {damage_report "body" "<s(0.2)c(f9d800)>X|"}
  593. else rand 0.1
  594. {damage_report "body" "<s(0.2)c(f9d800)>X-x"}
  595. else rand 0.1
  596. {damage_report "body" "<s(0.2)c(f9d800)>x-X"}
  597. else rand 0.1
  598. {damage_report "body" "<s(0.2)c(f9d800)>XP"}
  599. else rand 0.1
  600. {damage_report "body" "<s(0.2)c(f9d800)>@_@"}
  601. else rand 0.1
  602. {damage_report "body" "<s(0.2)c(f9d800)>O_O"}
  603. else rand 0.1
  604. {damage_report "body" "<s(0.2)c(f9d800)>o_o"}
  605. else
  606. {damage_report "body" "<s(0.2)c(f9d800)>-_-"}}}}{die}
  607.  
  608. {delay 0.2
  609. {if not "talk"
  610. {set "talk" 1}
  611. {talk "death_cry"}
  612. {delay 10 2
  613. {set "talk" 0}
  614. }
  615. }
  616. }
  617. ;{throw_off up 1.3 0.5velocity dir 5.5 2 forward 4 turn 0 360 die force}
  618.  
  619.  
  620.  
  621.  
  622.  
  623.  
  624.  
  625. {tags remove "disablerandom"}
  626. {tags remove "in_die_process_normal"}
  627. {tags remove "in_die_process_short"}
  628. {tags remove "in_die_process_veryshort"}
  629. {tags remove "in_die_process_long"}
  630. {tags remove "in_die_processset"}
  631. {tags remove "self_recover"}
  632. }}
  633. ; {able collect 1}
  634. ;#############################################################################
  635. ;##########################SHOT WHILE IN DEATH PROCCESS END###################################################
  636. ;#############################################################################
  637. ;#############################################################################
  638. ;#############################################################################
  639. ;#############################################################################
  640. ;#############################################################################
  641. ;#############################################################################
  642. ;#############################################################################
  643. ;#############################################################################
  644. ;#############################################################################
  645. ;#############################################################################
  646. ;#############################################################################
  647. ;#############################################################################
  648.  
  649.  
  650. ;}SONNE2 Finish
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