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  1.  
  2.  
  3. ; {SONNE2 START
  4. ;#############################
  5. ;##############################
  6. ;###########################
  7. ;##########################
  8. ;############################
  9.  
  10.  
  11.  
  12.  
  13.  
  14.  
  15.  
  16. ;Sonne 2 Start at die_with_blood, this entire code will overwrite die_with_blood and die_without_blood
  17. {on "die_with_blood"
  18. {if not senseless
  19. {spawn "blood"}
  20. }
  21. {if not able "personage"
  22. {call "main_menu"} {able select 0}
  23. }
  24.  
  25. {if "revival_script_enabled" {call "die_without_blood"} }
  26. {if not "revival_script_enabled" {call "die_without_blood_vanilla"} }
  27.  
  28.  
  29. }
  30. {on "die_without_blood_vanilla"
  31. ; {con "die"}
  32. {view pause "swim"}
  33. {call "die_scream"}
  34. {if not kill_flags blast
  35. {kill_flags piercing}
  36. }
  37. {die}
  38. ; {able collect 1}
  39. {delay 3
  40. {volumes enable contact}
  41. }
  42. ; {delay 30 {delete}}
  43. }
  44. {on "last_shot" ; this is for the people who have the jamming tutorial
  45.  
  46. {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"} }}}
  47. {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"} }}}
  48. {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"} }}}
  49. {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"} }}}
  50. }
  51. {on "main_menu" ;#MENU, TO TURN ON AND TURN OFF THE SCRIPT OR MINIMODS LIKE SWITCH_SIDES -Sonne2
  52. ;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
  53. {if rand 1.0 ;100% chance if revival_script_enabled is enabled lol.
  54. {set "revival_script_enabled" 1} ; 1 Enables, 0 Disables the ENTIRE Revival Script giving units the vanilla default death.
  55. }
  56. ;MINI-MODS
  57. ;Switch Sides {player 0}, {player 1}
  58. {if rand 0.35 ;35% chance
  59. {set "last_shot" 1} ; 1 Enables, 0 Disables units who die try to shoot but fail, like in a scarface movie, or ghostdog.
  60. }
  61. {if rand 1.0
  62. {set "switch_sides" 1} ;The Revived will switch sides.
  63. } ;SWITCH_MENU SWITCH_SIDES switch sides
  64. ;When they switch sides, which side do you want them to choose!? Must have switch_sides enabled
  65. {if rand 1.0 {set "player 0" 1}} ;If revived, they will choose Player 0.
  66. {if rand 1.0 {set "player 1" 0}} ;If revived, they will choose Player 1.
  67. {if rand 1.0 {set "player 2" 0}} ;If revived, they will choose Player 2.
  68. {if rand 1.0 {set "player 3" 0}} ;If revived, they will choose Player 3.
  69. {if rand 1.0 {set "player 4" 0}} ;If revived, they will choose Player 4.
  70. {if rand 1.0 {set "player 5" 0}} ;If revived, they will choose Player 5.
  71. {if rand 1.0 {set "player 6" 0}} ;If revived, they will choose Player 6.
  72. {if rand 1.0 {set "player 7" 0}} ;If revived, they will choose Player 7.
  73. {if rand 1.0 {set "player 8" 0}} ;If revived, they will choose Player 8.
  74. {if rand 1.0 {set "player 9" 0}} ;If revived, they will choose Player 9.
  75. ;Quote Options!
  76. {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
  77.  
  78. ;Quote Options p2. If quotes_enabled is enabled.
  79. {set "near_death_quotes_enabled" 1} ; 1 Enables, 0 Disables Near Death Quotes, ex. the text such as !!!!, ouch, or HELP.
  80. {set "revived_quotes_enabled" 1} ; 1 Enables, 0 Disables Revived Quotes, ex. the text such as "Thank You" or "You revived me!".
  81. {set "recover_quotes_enabled" 1} ; 1 Enables, 0 Disables Recover quotes, ex. the text such as "I survived" or "I am invincible".
  82. {set "X_x_face_enabled" 1} ; 1 Enables, 0 Disables X_x faces, ex. the text such as "-_-" or "X|".
  83.  
  84. ;Near Death Quotes
  85. {set "calculated_quotes" 0} ; 1 Enables, 0 Disables All Calculated Quotes, ex. the text such as "15 seconds to live".
  86. {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!.
  87. {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.
  88. {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.
  89.  
  90.  
  91. ;Revived Speech search for speech
  92. {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."
  93. ;They talk now.
  94. {if rand 0.80 {set "near_death_animation" 1}} ; 1 Enables, 0 Disables Near_Death Animations.
  95.  
  96. ;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.
  97. {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.
  98. ;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.
  99.  
  100. {if "self_recover" ;they are not healable in the process, their survivability relies on their own strength.
  101. {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.
  102. {tags add "self_recover"}
  103. {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}}}
  104. {tags remove "revived"}
  105. {tags add "near_death"}
  106. {able select 0}}
  107. ;{if not "self_recover" ;they are not healable in the process, their survivability relies on their own strength.
  108. ;{tags add "no_self_recover"}
  109. ;}
  110. ; if they don't get up before the below timers, they die.
  111. ;"die_processlong"} ;Long Death 10% Chance 40 seconds before death_wait kills them
  112. ;"die_process"} ;Normal Death 10% chance 20 seconds before death_wait kills them
  113. ;"die_processvlong"} ;Very Long Death 10% chance 139 seconds before death_wait kills them
  114. ;"die_processvlong2"} ;Very Very Long Death 10% chance 239 seconds before death_wait kills them
  115. ;"die_processshort"} ;Short Death 10% chance 10 seconds before death_wait kills them
  116. ;"die_processveryshort"} ;Very Short Death 10% chance 5 seconds before death_wait kills them
  117.  
  118.  
  119. ;DEATH BOUNCE. people who die, fly through the air
  120. {if rand 1.0 ;100% chance of death bounce if epic_pwn enabled
  121. {set "epic_pwn" 0} ; 1 Enables, 0 Disables Bounce Death, ex. people who die, fly through the air.
  122. {set "epic_pwn_shot_death" 0} ;if shot for a second time.
  123. {set "pwn_animations" 1} ; 1 Enables, 0 Disables Tumble Animations for epic_pwn.
  124. ;lol
  125. }
  126.  
  127. ;DEM XPLOSIONS. people who die, Explode on impact
  128. {if rand 0.25 ;25% Chance of explosionz if epic_xplosion enabled
  129. {set "epic_xplosion" 0} ; 1 Enables, 0 Disables Explosive Death, ex. people who die, Explode on impact.
  130. {set "epic_xplosion_shot_death" 0} ;if shot for a second time.
  131. {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.
  132. }
  133.  
  134. ;should AI dodge these explosions?
  135. {if rand 0.75 ;How Often? ; 0.5 = 50% Chance of Dodging. if enabled
  136. {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.
  137. }
  138. ;Explosion Types, Can have more than one. MUST HAVE EPIC_XPLOSION and HARMFUL_EXPLOSION ENABLED
  139. {set "explosion" 1} ; Regular Explosion.
  140. {set "instant_outburst" 0} ; Outburst Explosion.
  141. {set "air_strike_outburst" 0};OVERRIDES OTHER EXPLOSIONS ; Explosion after Delay of 2.
  142.  
  143. ;Large Explosion
  144. {set "large_explosion" 0} ; if 1, explosion will be large instead of small, if 0 then they will be small.
  145. ;for laughs,WARNING: LARGE_EXPLOSION IS VERY UNBALANCED.
  146.  
  147. ;Explosions End
  148.  
  149.  
  150. ;Clear Inventory. ;{clear_inventory} ;makes the game extra hard and not needed at all. -_-', only useful if you like a challenge.
  151. {if rand 100.0 ;100% chance if enabled
  152. {set "epic_clear_inventory" 0} ; 1 Enables, 0 Disables Clearing Inventory on Death, ex. people who die, lose every single item in their inventory.
  153. {set "epic_clear_inventory_shot_death" 0} ;if shot for a second time.
  154. }
  155.  
  156.  
  157. ;AS2 ONLY MOW AND AS1 COMING SOON ;Helper Squad for Player 0
  158. {if rand 0.25 ;25% how often squads will be spawned
  159. {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.
  160. } ;Just for fun!
  161. } ;MENU END
  162.  
  163.  
  164. {on "die_without_blood"
  165. {view pause "swim"}
  166. {call "die_scream"}
  167.  
  168. {tags remove "revived"}
  169.  
  170. {if tagged "riflew" ;last_shot scarface
  171. {if rand 0.3 {delay 0.1 {call "last_shot"}}
  172. else rand 0.3 {delay 0.4 {call "last_shot"}}
  173. else {delay 0.8 {call "last_shot"}}}}
  174.  
  175. {if tagged "pistolw"
  176. {if rand 0.3 {delay 0.1 {call "last_shot"}}
  177. else rand 0.3 {delay 0.4 {call "last_shot"}}
  178. else {delay 0.8 {call "last_shot"}}}}
  179.  
  180. {if tagged "smgw"
  181. {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"}}}}}}}}
  182. 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"}}}}}}}}
  183. 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"}}}}}}}}
  184. }}}
  185.  
  186. {if tagged "mgunw"
  187. {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"}}}}}}}}
  188. 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"}}}}}}}}
  189. 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"}}}}}}}}
  190. }}}
  191.  
  192. ;SHOT_DEATH
  193. ;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
  194. {delay 0.2
  195.  
  196. {if rand 0.8
  197. {if tagged "disablerandom"
  198. {if tagged "die_processset"
  199. {tags add "near_death"} ;if the unit still has this tag by the end of the countdown, death_wait will kill it.
  200. {able select 0} ;unit cant be selected
  201. {tags add "shot_death"} ;nvm it is needed.
  202. {call "death_wait"} }} }
  203. }
  204.  
  205. ;Ensures at the very beginning that heroes will not enter death sequence.
  206. {if not able "personage" ;if personage was enabled beforehand, then it is a hero.
  207. {if not tagged "disablerandom"
  208. {call "randomgenerator"}}} ;calls on random death
  209.  
  210.  
  211.  
  212.  
  213. ; {con "die"}
  214. {if not kill_flags blast
  215. {kill_flags piercing}
  216. }
  217. {if not "self_recover"
  218. {die} ;X_x
  219. }
  220. {delay 3
  221. {volumes enable contact}
  222. }
  223. }
  224. ;RANDOM
  225.  
  226.  
  227.  
  228. {on "randomgenerator"
  229. ;NON HERO CHECK
  230. {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}}}}
  231.  
  232. ;stops the non-hero unit from dying indefinitely
  233. {if not tagged "dead"
  234. {if not able "personage"
  235. {able personage 1}
  236.  
  237. {able select 0} ;stops the unit from being selected
  238. {tags remove "revived"}}} ;calc_die is re-enabled if it has been called again, for calc_die relies on revived tag not being enabled
  239.  
  240.  
  241. ;if shot for the first time, they will go into death process
  242. {if not tagged "dead"
  243. {if not tagged "disablerandom"
  244. {if not tagged "shot_death"
  245. {delay 1.0
  246. {tags add "die_processset"} ;Bleedout_timers
  247. {if rand 0.1 ;Random Dying Timers
  248. {call "die_processlong"} ;Long Death 10% Chance 40 seconds
  249. else rand 0.05
  250. {call "die_process"} ;Normal Death 10% chance 20 seconds
  251. else rand 0.1
  252. {call "die_processvlong"} ;Very Long Death 10% chance 139 seconds
  253. else rand 0.3
  254. {call "die_processvlong2"} ;Very Very Long Death 10% chance 239 seconds
  255. else rand 0.05
  256. {call "die_processshort"} ;Short Death 10% chance 10 seconds
  257. else rand 0.05
  258. {call "die_processveryshort"} ;Very Short Death 10% chance 5 seconds
  259. else
  260.  
  261. {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
  262.  
  263. } } };disablerandom check end
  264.  
  265. }}} ;end of randomgenerator
  266.  
  267. ;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.
  268. {on "cdie_calc" ;call on die_calc
  269. {if not tagged "revived" {if not able "select" {delay 1{call "die_calc"}}}}
  270. {if not tagged "revived" {if not able "select" {delay 2{call "die_calc"}}}}
  271. {if not tagged "revived" {if not able "select" {delay 3{call "die_calc"}}}}
  272. {if not tagged "revived" {if not able "select" {delay 4{call "die_calc"}}}}
  273. {if not tagged "revived" {if not able "select" {delay 5{call "die_calc"}}}}
  274. {if not tagged "revived" {if not able "select" {delay 6{call "die_calc"}}}}
  275. {if not tagged "revived" {if not able "select" {delay 7{call "die_calc"}}}}
  276. {if not tagged "revived" {if not able "select" {delay 8{call "die_calc"}}}}
  277. {if not tagged "revived" {if not able "select" {delay 9{call "die_calc"}}}}
  278. {if not tagged "revived" {if not able "select" {delay 10{call "die_calc"}}}}
  279. {if not tagged "revived" {if not able "select" {delay 11{call "die_calc"}}}}
  280. {if not tagged "revived" {if not able "select" {delay 12{call "die_calc"}}}}
  281. {if not tagged "revived" {if not able "select" {delay 13{call "die_calc"}}}}
  282. {if not tagged "revived" {if not able "select" {delay 14{call "die_calc"}}}}
  283. {if not tagged "revived" {if not able "select" {delay 15{call "die_calc"}}}}
  284. {if not tagged "revived" {if not able "select" {delay 16{call "die_calc"}}}}
  285. {if not tagged "revived" {if not able "select" {delay 17{call "die_calc"}}}}
  286. {if not tagged "revived" {if not able "select" {delay 18{call "die_calc"}}}}
  287. {if not tagged "revived" {if not able "select" {delay 19{call "die_calc"}}}}
  288. {if not tagged "revived" {if not able "select" {delay 20{call "die_calc"}}}}
  289. {if not tagged "revived" {if not able "select" {delay 21{call "die_calc"}}}}
  290. {if not tagged "revived" {if not able "select" {delay 22{call "die_calc"}}}}
  291. {if not tagged "revived" {if not able "select" {delay 23{call "die_calc"}}}}
  292. {if not tagged "revived" {if not able "select" {delay 24{call "die_calc"}}}}
  293. {if not tagged "revived" {if not able "select" {delay 25{call "die_calc"}}}}
  294. {if not tagged "revived" {if not able "select" {delay 26{call "die_calc"}}}}
  295. {if not tagged "revived" {if not able "select" {delay 27{call "die_calc"}}}}
  296. {if not tagged "revived" {if not able "select" {delay 28{call "die_calc"}}}}
  297. {if not tagged "revived" {if not able "select" {delay 29{call "die_calc"}}}}
  298. {if not tagged "revived" {if not able "select" {delay 30{call "die_calc"}}}}
  299. {if not tagged "revived" {if not able "select" {delay 31{call "die_calc"}}}}
  300. {if not tagged "revived" {if not able "select" {delay 32{call "die_calc"}}}}
  301. {if not tagged "revived" {if not able "select" {delay 33{call "die_calc"}}}}
  302. {if not tagged "revived" {if not able "select" {delay 34{call "die_calc"}}}}
  303. {if not tagged "revived" {if not able "select" {delay 35{call "die_calc"}}}}
  304. {if not tagged "revived" {if not able "select" {delay 36{call "die_calc"}}}}
  305. {if not tagged "revived" {if not able "select" {delay 37{call "die_calc"}}}}
  306. {if not tagged "revived" {if not able "select" {delay 38{call "die_calc"}}}}
  307. {if not tagged "revived" {if not able "select" {delay 39{call "die_calc"}}}}
  308. {if not tagged "revived" {if not able "select" {delay 40{call "die_calc"}}}}
  309. {if not tagged "revived" {if not able "select" {delay 41{call "die_calc"}}}}
  310. {if not tagged "revived" {if not able "select" {delay 42{call "die_calc"}}}}
  311. {if not tagged "revived" {if not able "select" {delay 43{call "die_calc"}}}}
  312. {if not tagged "revived" {if not able "select" {delay 44{call "die_calc"}}}}
  313. {if not tagged "revived" {if not able "select" {delay 45{call "die_calc"}}}}
  314. {if not tagged "revived" {if not able "select" {delay 46{call "die_calc"}}}}
  315. {if not tagged "revived" {if not able "select" {delay 47{call "die_calc"}}}}
  316. {if not tagged "revived" {if not able "select" {delay 48{call "die_calc"}}}}
  317. {if not tagged "revived" {if not able "select" {delay 49{call "die_calc"}}}}
  318. {if not tagged "revived" {if not able "select" {delay 50{call "die_calc"}}}}
  319. {if not tagged "revived" {if not able "select" {delay 60{call "die_calc"}}}}
  320. {if not tagged "revived" {if not able "select" {delay 70{call "die_calc"}}}}
  321. {if not tagged "revived" {if not able "select" {delay 80{call "die_calc"}}}}
  322. {if not tagged "revived" {if not able "select" {delay 90{call "die_calc"}}}}
  323. {if not tagged "revived" {if not able "select" {delay 100{call "die_calc"}}}}
  324. {if not tagged "revived" {if not able "select" {delay 110{call "die_calc"}}}}
  325. {if not tagged "revived" {if not able "select" {delay 120{call "die_calc"}}}}
  326. {if not tagged "revived" {if not able "select" {delay 130{call "die_calc"}}}}
  327. {if not tagged "revived" {if not able "select" {delay 140{call "die_calc"}}}}
  328. {if not tagged "revived" {if not able "select" {delay 150{call "die_calc"}}}}
  329. {if not tagged "revived" {if not able "select" {delay 160{call "die_calc"}}}}
  330. {if not tagged "revived" {if not able "select" {delay 170{call "die_calc"}}}}
  331. {if not tagged "revived" {if not able "select" {delay 180{call "die_calc"}}}}
  332. {if not tagged "revived" {if not able "select" {delay 190{call "die_calc"}}}}
  333. {if not tagged "revived" {if not able "select" {delay 200{call "die_calc"}}}}
  334. {if not tagged "revived" {if not able "select" {delay 210{call "die_calc"}}}}
  335. {if not tagged "revived" {if not able "select" {delay 220{call "die_calc"}}}}
  336. {if not tagged "revived" {if not able "select" {delay 230{call "die_calc"}}}}
  337. {if not tagged "revived" {if not able "select" {delay 240{call "die_calc"}}}}
  338. }
  339.  
  340. ;Die Proccess Quote CHECK Begin
  341. {on "die_processquotecheck"
  342. {if "near_death_quotes_enabled"
  343. {if rand 0.4 {delay 0.005 {if not tagged "revived" {if not able "select" {delay 1{call "die_processq1"}}}}}}
  344. {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 2{call "die_processq2"}}}}} }
  345. {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 5{call "die_processq3"}}}}} }
  346. {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 9{call "die_processq4"}}}}} }
  347. {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 12{call "die_processq5"}}}}} }
  348. } }
  349.  
  350. {on "die_processshortquotecheck"
  351. {if "near_death_quotes_enabled"
  352. {if rand 0.4 {delay 0.005 {if not tagged "revived" {if not able "select" {delay 0.2{call "die_processshortq1"}}}}} }
  353. {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 1{call "die_processshortq2"}}}}}}
  354. {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 2{call "die_processshortq3"}}}}} }
  355. {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 3{call "die_processshortq4"}}}}} }
  356. {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 4{call "die_processshortq5"}}}}} }
  357. } }
  358.  
  359. {on "die_processveryshortquotecheck"
  360. {if "near_death_quotes_enabled"
  361. {if rand 0.4 {delay 0.005 {if not tagged "revived" {if not able "select" {delay 0.2{call "die_processveryshortq1"}}}}} }
  362. {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 1{call "die_processveryshortq2"}}}}} }
  363. {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 1.5{call "die_processveryshortq3"}}}}} }
  364. {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 2{call "die_processveryshortq4"}}}}} }
  365. {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 2.5{call "die_processveryshortq5"}}}}} }
  366. } }
  367.  
  368. {on "die_processlongquotecheck"
  369. {if "near_death_quotes_enabled"
  370. {if rand 0.4 {delay 0.05 {if not tagged "revived" {if not able "select" {delay 0.02{call "die_processlongq1"}}}}} }
  371. {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 1{call "die_processlongq2"}}}}} }
  372. {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 15{call "die_processlongq3"}}}}} }
  373. {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 25{call "die_processlongq4"}}}}} }
  374. {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 33.5{call "die_processlongq5"}}}}} }
  375. } }
  376.  
  377. ;#############################################################################
  378. ;##########################DIE PROCESS QUOTES STARTO###################################################
  379. ;#############################################################################
  380.  
  381.  
  382.  
  383. ;#############################################################################
  384. ;#########################DIE PROCESS NORMAL BEGIN##############################################
  385. ;#############################################################################
  386. ;Die Process Normal Quotes
  387. {on "die_processq1"
  388. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  389. {if not dead
  390. {damage_report "body" "<s(0.2)c(ff0000)>!!!!!"}}}}
  391.  
  392. {on "die_processq2"
  393. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  394. {if not dead
  395. {damage_report "body" "<s(0.2)c(ff0000)>!!!!"}}}}
  396.  
  397. {on "die_processq3"
  398. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  399. {if not dead
  400. {damage_report "body" "<s(0.2)c(ff4949)>!!!"}}}}
  401.  
  402. {on "die_processq4"
  403. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  404. {if not dead
  405. {damage_report "body" "<s(0.2)c(ff7e7e)>!!"}}}}
  406.  
  407. {on "die_processq5"
  408. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  409. {if not dead
  410. {damage_report "body" "<s(0.2)c(ffa9a9)>!..."}}}}
  411. ;#############################################################################
  412. ;##########################DIE PROCESS END###################################################
  413. ;#############################################################################
  414.  
  415. ;#############################################################################
  416. ;#########################DIE PROCESS SHORT BEGIN####################################################
  417. ;#############################################################################
  418. ;Die Process Short Quotes
  419. {on "die_processshortq1"
  420. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  421. {if not dead
  422. {damage_report "body" "<s(0.2)c(ff0000)>HELP"}}}}
  423.  
  424. {on "die_processshortq2"
  425. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  426. {if not dead
  427. {damage_report "body" "<s(0.2)c(ff5c5c)>HELP!"}}}}
  428.  
  429. {on "die_processshortq3"
  430. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  431. {if not dead
  432. {if rand 0.1
  433. {damage_report "body" "<s(0.2)c(ff6161)>I SAID HELP!!"} ;zik
  434. else rand 0.1 ;Random Dying Timers
  435. {damage_report "body" "<s(0.2)c(ff6161)>GONNA DIE!"}
  436. else rand 0.1
  437. {damage_report "body" "<s(0.2)c(ff6161)>!!!!"}
  438. else rand 0.1
  439. {damage_report "body" "<s(0.2)c(ff6161)>!!"}
  440. else rand 0.1
  441. {damage_report "body" "<s(0.2)c(ff6161)>why"}
  442. else rand 0.1 ;Random Dying Timers
  443. {damage_report "body" "<s(0.2)c(ff6161)>!"}
  444. else rand 0.1
  445. {damage_report "body" "<s(0.2)c(ff6161)>NO!"}
  446. else rand 0.1
  447. {damage_report "body" "<s(0.2)c(ff6161)>ergh"}
  448. else rand 0.1
  449. {damage_report "body" "<s(0.2)c(ff6161)>ARGHH"}
  450. else
  451. {damage_report "body" "<s(0.2)c(ff6161)>OUCH"}}}}}
  452.  
  453. {on "die_processshortq4"
  454. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  455. {if not dead
  456. {if rand 0.1
  457. {damage_report "body" "<s(0.2)c(ff9393)>HELP ME"} ;zik
  458. else rand 0.1 ;Random Dying Timers
  459. {damage_report "body" "<s(0.2)c(ff9393)>DAMNIT"}
  460. else rand 0.1
  461. {damage_report "body" "<s(0.2)c(ff9393)>HELP"}
  462. else rand 0.1
  463. {damage_report "body" "<s(0.2)c(ff9393)>NO"}
  464. else rand 0.1
  465. {damage_report "body" "<s(0.2)c(ff9393)>NO WAY"}
  466. else rand 0.1 ;Random Dying Timers
  467. {damage_report "body" "<s(0.2)c(ff9393)>!"}
  468. else rand 0.1
  469. {damage_report "body" "<s(0.2)c(ff9393)>NO!"}
  470. else rand 0.1
  471. {damage_report "body" "<s(0.2)c(ff9393)>ergh"}
  472. else rand 0.1
  473. {damage_report "body" "<s(0.2)c(ff9393)>ARGHH"}
  474. else
  475. {damage_report "body" "<s(0.2)c(ff9393)>THE PAIN"}}}}}
  476.  
  477. {on "die_processshortq5"
  478. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  479. {if not dead
  480. {damage_report "body" "<s(0.2)c(ff9393)>..."}}}}
  481. ;#############################################################################
  482. ;##########################DIE PROCESS SHORT END###################################################
  483. ;#############################################################################
  484.  
  485. ;#############################################################################
  486. ;##########################DIE PROCESS VERY SHORT BEGIN###################################################
  487. ;#############################################################################
  488. ;Die Process VeryShort Quotes
  489. {on "die_processveryshortq1"
  490. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  491. {if not dead
  492. {damage_report "body" "<s(0.2)c(ff0c00)>HELP"}}}}
  493.  
  494. {on "die_processveryshortq2"
  495. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  496. {if not dead
  497. {damage_report "body" "<s(0.2)c(ff2020)>."}}}}
  498.  
  499. {on "die_processveryshortq3"
  500. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  501. {if not dead
  502. {damage_report "body" "<s(0.2)c(ff4242)>.."}}}}
  503.  
  504. {on "die_processveryshortq4"
  505. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  506. {if not dead
  507. {damage_report "body" "<s(0.2)c(ff6666)>..."}}}}
  508.  
  509. {on "die_processveryshortq5"
  510. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  511. {if not dead
  512. {damage_report "body" "<s(0.2)c(ffaeae)>HELP :("}}}}
  513.  
  514. ;#############################################################################
  515. ;##########################DIE PROCESS VERY SHORT END###################################################
  516. ;#############################################################################
  517.  
  518. ;#############################################################################
  519. ;#############################################################################
  520. ;#############################################################################
  521. ;Die Process Long Quotes
  522. {on "die_processlongq1"
  523. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  524. {if not dead
  525. {damage_report "body" "<s(0.2)c(ff0000)>!!!!!!"}}}}
  526.  
  527. {on "die_processlongq2"
  528. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  529. {if not dead
  530. {if rand 0.1
  531. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Damn My LEG!!"}} ;zik
  532. else rand 0.1 ;Random Dying Timers
  533. {damage_report "body" "<s(0.2)c(ff0000)>I thought I could make it!"}
  534. else rand 0.1
  535. {damage_report "body" "<s(0.2)c(ff0000)>Theres no way... I could lose!"}
  536. else rand 0.1
  537. {damage_report "body" "<s(0.2)c(ff0000)>..."}
  538. else rand 0.1
  539. {damage_report "body" "<s(0.2)c(ff0000)>why"}
  540. else rand 0.1 ;Random Dying Timers
  541. {if "calculated_quotes" {damage_report "body" "<s(0.2)c(ff0000)>40 seconds to live!"} }
  542. else rand 0.1
  543. {damage_report "body" "<s(0.2)c(ff0000)>NO!"}
  544. else rand 0.1
  545. {damage_report "body" "<s(0.2)c(ff0000)>I Cant believe this"}
  546. else rand 0.1
  547. {damage_report "body" "<s(0.2)c(ff0000)>This can't be"}
  548. else rand 0.1 ;Random Dying Timers
  549. {if "akward_quotes" {damage_report "body" "<s(0.2)c(ff0000)>adfasdf!"} }
  550. else rand 0.1
  551. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Damn!"} }
  552. else rand 0.1
  553. {damage_report "body" "<s(0.2)c(ff0000)>..."}
  554. else rand 0.1
  555. {damage_report "body" "<s(0.2)c(ff0000)>what happened!?"}
  556. else rand 0.1 ;Random Dying Timers
  557. {damage_report "body" "<s(0.2)c(ff0000)>I can't move!"}
  558. else rand 0.1
  559. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Ergh..Damnit...ergh"} }
  560. else rand 0.1
  561. {damage_report "body" "<s(0.2)c(ff0000)>is this it?"}
  562. else rand 0.1
  563. {damage_report "body" "<s(0.2)c(ff0000)>really?"}
  564. else rand 0.1 ;Random Dying Timers
  565. {damage_report "body" "<s(0.2)c(ff0000)>I can't die here!"}
  566. else rand 0.1
  567. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>damn, I promised my family that I would be back"}}
  568. else rand 0.1
  569. {damage_report "body" "<s(0.2)c(ff0000)>So this is it huh"}
  570. else rand 0.1
  571. {damage_report "body" "<s(0.2)c(ff0000)>No need to worry, I'll be patched up in no time."}
  572. else rand 0.1 ;Random Dying Timers
  573. {if "akward_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Should have learned how to do the matrix!"} }
  574. else rand 0.1
  575. {damage_report "body" "<s(0.2)c(ff0000)>Almost dodged that one"}
  576. else rand 0.1
  577. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Ach Du Sheisse"}}
  578. else rand 0.1
  579. {damage_report "body" "<s(0.2)c(ff0000)>ARGHH"}
  580. else
  581. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>WTF"}}
  582. ;add your own or replace all these
  583. }
  584.  
  585. }}}
  586.  
  587. {on "die_processlongq3"
  588. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  589. {if not dead
  590. {if rand 0.1
  591. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff2727)>Don't Just stand there! heal me goddamnit >:("}} ;zik
  592. else rand 0.1 ;Random Dying Timers
  593. {if "akward_quotes" {damage_report "body" "<s(0.2)c(ff2727)>now that I think about it that actually hurt"} }
  594. else rand 0.1
  595. {damage_report "body" "<s(0.2)c(ff2727)>Noooo!"}
  596. else rand 0.1
  597. {damage_report "body" "<s(0.2)c(ff2727)>I'll get up, and when I do, you guys will be sorry"}
  598. else rand 0.1
  599. {damage_report "body" "<s(0.2)c(ff2727)>if I could see my family one more time."}
  600. else rand 0.1
  601. {if "calculated_quotes" {damage_report "body" "<s(0.2)c(ff2727)>its been 15 seconds, I have 25 seconds left"} }
  602. else rand 0.1
  603. {damage_report "body" "<s(0.2)c(ff2727)>I don't even..."}
  604. else rand 0.1
  605. {damage_report "body" "<s(0.2)c(ff2727)>ERGH"}
  606. else rand 0.1 ;Random Dying Timers
  607. {damage_report "body" "<s(0.2)c(ff2727)>theres no way out of this fight, is there?"}
  608. else rand 0.1
  609. {damage_report "body" "<s(0.2)c(ff2727)>how could I be so stupid!"}
  610. else rand 0.1
  611. {damage_report "body" "<s(0.2)c(ff2727)>I should have known better!!!"}
  612. else rand 0.1
  613. {damage_report "body" "<s(0.2)c(ff2727)>ERGh, I can take the pain!"}
  614. else rand 0.1 ;Random Dying Timers
  615. {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"} }
  616. else rand 0.1
  617. {damage_report "body" "<s(0.2)c(ff2727)>Am I really going to die!?"}
  618. else rand 0.1
  619. {damage_report "body" "<s(0.2)c(ff2727)>what is the point of this war?"}
  620. else rand 0.1
  621. {damage_report "body" "<s(0.2)c(ff2727)>darn"}
  622. else rand 0.1 ;Random Dying Timers
  623. {damage_report "body" "<s(0.2)c(ff2727)>is this really happening?"}
  624. else rand 0.1
  625. {damage_report "body" "<s(0.2)c(ff2727)>a little more and I'll bleed out"}
  626. else rand 0.1
  627. {damage_report "body" "<s(0.2)c(ff2727)>someone save me!"}
  628. else rand 0.1
  629. {damage_report "body" "<s(0.2)c(ff2727)>I'm about to die."}
  630. else rand 0.1 ;Random Dying Timers
  631. {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff2727)>god, please save me!"} }
  632. else rand 0.1
  633. {damage_report "body" "<s(0.2)c(ff2727)>ERGH, well I guess this is how its gonna end for me"}
  634. else rand 0.1
  635. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff2727)>damn this hurts!"} }
  636. else rand 0.1
  637. {damage_report "body" "<s(0.2)c(ff2727)>I though he said this would be a short campaign!"}
  638. else
  639. {damage_report "body" "<s(0.2)c(ff2727)>..."}}}}}
  640.  
  641. {on "die_processlongq4"
  642. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  643. {if not dead
  644. {if rand 0.1
  645. {damage_report "body" "<s(0.2)c(ff5353)>I will die for my country!!"} ;zik
  646. else rand 0.1 ;Random Dying Timers
  647. {if "calculated_quotes" {damage_report "body" "<s(0.2)c(ff5353)>15 seconds to live!"} }
  648. else rand 0.1
  649. {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>I see bright light!"} }
  650. else rand 0.1
  651. {damage_report "body" "<s(0.2)c(ff5353)>..."}
  652. else rand 0.1
  653. {damage_report "body" "<s(0.2)c(ff5353)>got to get up!"}
  654. else rand 0.1 ;Random Dying Timers
  655. {damage_report "body" "<s(0.2)c(ff5353)>I can't die, not like this!!"}
  656. else rand 0.1
  657. {damage_report "body" "<s(0.2)c(ff5353)>Get out of here guys! Or you'll end up like me! I'm serious!"}
  658. else rand 0.1
  659. {damage_report "body" "<s(0.2)c(ff5353)>This is it"}
  660. else rand 0.1
  661. {if "profanity_quotes" {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>Damn you all to hell"}}}
  662. else rand 0.1 ;Random Dying Timers
  663. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff5353)>You Bastards!"}}
  664. else rand 0.1
  665. {damage_report "body" "<s(0.2)c(ff5353)>can't just die like this"}
  666. else rand 0.1
  667. {damage_report "body" "<s(0.2)c(ff5353)>!...darn it!"}
  668. else rand 0.1
  669. {damage_report "body" "<s(0.2)c(ff5353)>I'm running out of time!"}
  670. else rand 0.1 ;Random Dying Timers
  671. {damage_report "body" "<s(0.2)c(ff5353)>this is ridiculous"}
  672. else rand 0.1
  673. {damage_report "body" "<s(0.2)c(ff5353)>no...."}
  674. else rand 0.1
  675. {if "akward_quotes" {damage_report "body" "<s(0.2)c(ff5353)>I just need to find a timemachine"} }
  676. else rand 0.1
  677. {damage_report "body" "<s(0.2)c(ff5353)>I'm gonna get through this"}
  678. else rand 0.1 ;Random Dying Timers
  679. {damage_report "body" "<s(0.2)c(ff5353)>everything's gonna be alright, just gotta hang in there"}
  680. else rand 0.1
  681. {damage_report "body" "<s(0.2)c(ff5353)>will I live through this?"}
  682. else rand 0.1
  683. {damage_report "body" "<s(0.2)c(ff5353)>Of all ways to die..."}
  684. else rand 0.1
  685. {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>For the love of god, SOMEONE HEAL ME."} }
  686. else rand 0.1 ;Random Dying Timers
  687. {damage_report "body" "<s(0.2)c(ff5353)>?"}
  688. else rand 0.1
  689. {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>wonder what its like on the other side"} }
  690. else rand 0.1
  691. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff5353)>no fucking way!"}}
  692. else rand 0.1
  693. {damage_report "body" "<s(0.2)c(ff5353)>HELP"}
  694. else
  695. {damage_report "body" "<s(0.2)c(ff5353)>..."}}}}}
  696.  
  697. {on "die_processlongq5"
  698. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  699. {if not dead
  700. {if rand 0.1
  701. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Damn, it was a trap!..."} };zik
  702. else rand 0.1 ;Random Dying Timers
  703. {damage_report "body" "<s(0.2)c(ff8585)>goodbye everyone..."}
  704. else rand 0.1
  705. {damage_report "body" "<s(0.2)c(ff8585)>just gotta...reload..."}
  706. else rand 0.1
  707. {damage_report "body" "<s(0.2)c(ff8585)>..."}
  708. else rand 0.1
  709. {damage_report "body" "<s(0.2)c(ff8585)>what an unfortunate end..."}
  710. else rand 0.1 ;Random Dying Timers
  711. {damage_report "body" "<s(0.2)c(ff8585)>its over... its all ove...."}
  712. else rand 0.1
  713. {damage_report "body" "<s(0.2)c(ff8585)>NOOOooo...."}
  714. else rand 0.1
  715. {damage_report "body" "<s(0.2)c(ff8585)>!!!!!!..."}
  716. else rand 0.1
  717. {damage_report "body" "<s(0.2)c(ff8585)>!!!!!..."}
  718. else rand 0.1 ;Random Dying Timers
  719. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>DAmn...."} }
  720. else rand 0.1
  721. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Waht the f...."} }
  722. else rand 0.1
  723. {damage_report "body" "<s(0.2)c(ff8585)>this can't b..."}
  724. else rand 0.1
  725. {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff8585)>FOR THE LOVE OF GOD SOMEONE H...."} }}
  726. else rand 0.1 ;Random Dying Timers
  727. {damage_report "body" "<s(0.2)c(ff8585)>this is just ridi...."}
  728. else rand 0.1
  729. {damage_report "body" "<s(0.2)c(ff8585)>er...."}
  730. else rand 0.1
  731. {damage_report "body" "<s(0.2)c(ff8585)>is this it? I guess it i......"}
  732. else rand 0.1
  733. {damage_report "body" "<s(0.2)c(ff8585)>reall...."}
  734. else rand 0.1 ;Random Dying Timers
  735. {damage_report "body" "<s(0.2)c(ff8585)>I can't d...."}
  736. else rand 0.1
  737. {damage_report "body" "<s(0.2)c(ff8585)>I'm losing consc...."}
  738. else rand 0.1
  739. {damage_report "body" "<s(0.2)c(ff8585)>So this is it hughghj....."}
  740. else rand 0.1
  741. {damage_report "body" "<s(0.2)c(ff8585)>No need to worry, I'll be patc....."}
  742. else rand 0.1 ;Random Dying Timers
  743. {if "akward_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Should have learned how to do the matri...."}}
  744. else rand 0.1
  745. {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff8585)>BRight Light!!"}}
  746. else rand 0.1
  747. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Damnit.Damnit.Damni....."}}
  748. else rand 0.1
  749. {damage_report "body" "<s(0.2)c(ff8585)>ARghhh......"}
  750. else
  751. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>WT.....f...."}}}}}
  752. ;#############################################################################
  753. ;##########################DIE PROCESS LONG END###################################################
  754. ;#############################################################################
  755. ;#############################################################################
  756. ;##########################DIE PROCESS QUOTES FINISH###################################################
  757. ;#############################################################################
  758.  
  759.  
  760.  
  761. ;#############################################################################
  762. ;##########################DIE PROCESS FUNCTIONS STARTO###################################################
  763. ;#############################################################################
  764. ;#############################################################################
  765. ;##########################DIE PROCESS KNOCKOUT BEGIN###################################################
  766. ;#############################################################################
  767.  
  768.  
  769. ;Called on by Random Generator
  770. {on "die_processknockout"
  771. {tags add "in_die_process_normal"}
  772. {tags add "near_death"} ;ensures death_wait will kill it
  773. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  774. {if "quotes_enabled"
  775. {call "die_processquotecheck"}
  776. }
  777. {call "cdie_calc"}
  778. {if tagged "die_processset"
  779. {delay 19 {call "death_wait"} }
  780.  
  781.  
  782. }
  783. } ;#############################################################################
  784. ;##########################DIE PROCESS KNOCKOUT END###################################################
  785. ;#############################################################################
  786.  
  787. ;#############################################################################
  788. ;##########################DIE PROCESS NORMAL BEGIN###################################################
  789. ;#############################################################################
  790.  
  791.  
  792. ;Called on by Random Generator
  793. {on "die_process"
  794. {able select 0} {tags add "in_die_process_normal"}
  795. {tags add "near_death"} ;ensures death_wait will kill it
  796. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  797. {if "quotes_enabled"
  798. {call "die_processquotecheck"}
  799. }
  800. {call "cdie_calc"}
  801. {if tagged "die_processset"
  802. {delay 19 {call "death_wait"} }
  803.  
  804.  
  805. }
  806. } ;#############################################################################
  807. ;##########################DIE PROCESS NORMAL END###################################################
  808. ;#############################################################################
  809. ;#############################################################################
  810. ;##########################DIE PROCESS SHORT BEGIN###################################################
  811. ;#############################################################################
  812.  
  813. ;Called on by Random Generator
  814. {on "die_processshort"
  815. {able select 0} {tags add "in_die_process_short"}
  816. {tags add "near_death"} ;ensures death_wait will kill it
  817. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  818. {if "quotes_enabled"
  819. {call "die_processshortquotecheck"}
  820. }
  821. {call "cdie_calc"}
  822. {if tagged "die_processset"
  823. {delay 9 {call "death_wait"} }
  824.  
  825.  
  826. }
  827. } ;#############################################################################
  828. ;##########################DIE PROCESS SHORT END###################################################
  829. ;#############################################################################
  830. ;#############################################################################
  831. ;##########################DIE PROCESS VERY SHORT BEGIN###################################################
  832. ;#############################################################################
  833.  
  834. ;Called on by Random Generator
  835. {on "die_processveryshort"
  836. {able select 0} {tags add "in_die_process_veryshort"}
  837. {tags add "near_death"} ;ensures death_wait will kill it
  838. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  839. {if "quotes_enabled"
  840. {call "die_processveryshortquotecheck"}
  841. }
  842. {call "cdie_calc"}
  843. {if tagged "die_processset"
  844. {delay 4.5 {call "death_wait"} }
  845.  
  846.  
  847. }
  848. } ;#############################################################################
  849. ;##########################DIE PROCESS VERY SHORT END###################################################
  850. ;#############################################################################
  851. ;#############################################################################
  852. ;##########################DIE PROCESS LONG BEGIN###################################################
  853. ;#############################################################################
  854.  
  855. ;Called on by Random Generator
  856. {on "die_processlong"
  857. {able select 0} {tags add "in_die_process_long"}
  858. {tags add "near_death"} ;ensures death_wait will kill it
  859. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  860. {if "quotes_enabled"
  861. {call "die_processlongquotecheck"}
  862. }
  863. {call "cdie_calc"}
  864. {if tagged "die_processset"
  865. {delay 39 {call "death_wait"} }
  866.  
  867.  
  868. }
  869. } ;#############################################################################
  870. ;##########################DIE PROCESS LONG END###################################################
  871. ;#############################################################################
  872. ;#############################################################################
  873. ;##########################DIE PROCESSES FINISH###################################################
  874. ;#############################################################################
  875. ;#############################################################################
  876. ;##########################DIE PROCESS vLONG BEGIN###################################################
  877. ;#############################################################################
  878.  
  879. ;Called on by Random Generator
  880. {on "die_processvlong"
  881. {able select 0} {tags add "in_die_process_long"}
  882. {tags add "near_death"} ;ensures death_wait will kill it
  883. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  884. {if "quotes_enabled"
  885. {call "die_processlongquotecheck"}
  886. }
  887. {call "cdie_calc"}
  888. {if tagged "die_processset"
  889. {delay 139 {call "death_wait"} }
  890.  
  891.  
  892. }
  893. }
  894.  
  895. ;#############################################################################
  896. ;##########################DIE PROCESS vLONG END###################################################
  897. ;#############################################################################
  898. ;#############################################################################
  899. ;##########################DIE PROCESS vLONG2 BEGIN###################################################
  900. ;#############################################################################
  901. ;Called on by Random Generator
  902. {on "die_processvlong2"
  903. {able select 0} {tags add "in_die_process_long"}
  904. {tags add "near_death"} ;ensures death_wait will kill it
  905. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  906. {if "quotes_enabled"
  907. {call "die_processlongquotecheck"}
  908. }
  909. {call "cdie_calc"}
  910. {if tagged "die_processset"
  911. {delay 239 {call "death_wait"} }
  912.  
  913.  
  914. }
  915. } ;#############################################################################
  916. ;##########################DIE PROCESS vLONG2 END###################################################
  917. ;#############################################################################
  918. ;#############################################################################
  919. ;##########################DIE PROCESSES FINISH###################################################
  920. ;#############################################################################
  921. ;#############################################################################
  922. ;##########################DIE_CALC REVIVAL! BEGIN###################################################
  923. ;#############################################################################
  924.  
  925.  
  926. ;TIMER OF LIFE ;The Saviour lol
  927. {on "die_calc" ;Calculates whether or not the unit has been morphined or not.
  928. {if not able "select" {if not senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  929. {if not dead
  930. {tags remove "near_death"} ;reenables random death engine and disable the current death process
  931. {tags remove "die_processset"}
  932. {able select 1}
  933. {delay 0.001 {if "near_death_animation" {ani_stop "lie_sleep_idle_2"}{ani_stop "lie_sleep_idle_1"} {tags remove "near_death_anim"}}}
  934.  
  935. {delay 0.1
  936. {tags remove "death_wait"}
  937. {tags remove "randomdisabled"}
  938.  
  939. }
  940. {delay 0.2
  941. {if not tagged "revived"
  942. {if not senseless {if not dead
  943. {if tagged "self_recover"
  944. {if "quotes_enabled"
  945. {if "recover_quotes_enabled"
  946. {if rand 0.1
  947. {damage_report "body" "<s(0.2)c(00ff2a)>I'm back in business!"}
  948. else rand 0.1
  949. {damage_report "body" "<s(0.2)c(00ff2a)>!?"}
  950. else rand 0.1
  951. {damage_report "body" "<s(0.2)c(00ff2a)>yes"}
  952. else rand 0.1
  953. {damage_report "body" "<s(0.2)c(00ff2a)>I survived this!"}
  954. else rand 0.1
  955. {damage_report "body" "<s(0.2)c(00ff2a)>theres no way I would die from that!"}
  956. else rand 0.1
  957. {damage_report "body" "<s(0.2)c(00ff2a)>I'm more stronger than I expected"}
  958. else rand 0.1
  959. {damage_report "body" "<s(0.2)c(00ff2a)>hmph"}
  960. else rand 0.1
  961. {if "akward_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>MLG"} }
  962. else rand 0.1
  963. {damage_report "body" "<s(0.2)c(00ff2a)>well well well"}
  964. else rand 0.1
  965. {damage_report "body" "<s(0.2)c(00ff2a)>I'm a Survivor"}
  966. else rand 0.1
  967. {damage_report "body" "<s(0.2)c(00ff2a)>This fight is gonna get interesting"}
  968. else rand 0.1
  969. {damage_report "body" "<s(0.2)c(00ff2a)>I'm still alive"}
  970. else rand 0.1
  971. {damage_report "body" "<s(0.2)c(00ff2a)>It ain't over yet!"}
  972. else rand 0.1
  973. {damage_report "body" "<s(0.2)c(00ff2a)>C'mon! You can't kill me!!!"}
  974. else rand 0.1
  975. {if "religious_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>God is on my side!"}}
  976. else rand 0.1
  977. {damage_report "body" "<s(0.2)c(00ff2a)>hahahahahaha"}
  978. else rand 0.1
  979. {if "akward_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>THIS IS SPARTA"} }
  980. else rand 0.1
  981. {if "akward_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>I am the boss!"} }
  982. else rand 0.1
  983. {damage_report "body" "<s(0.2)c(00ff2a)>Bwahahahahaha"}
  984. else rand 0.1
  985. {damage_report "body" "<s(0.2)c(00ff2a)>Your gonna have to do alot more than that to kill me."}
  986. else rand 0.1
  987. {damage_report "body" "<s(0.2)c(00ff2a)>I am unbeatable!"}
  988. else rand 0.1
  989. {damage_report "body" "<s(0.2)c(00ff2a)>I am invincible"}
  990. else rand 0.1
  991. {if "akward_quotes" {if "profanity_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>Sup, Bitches"} } }
  992. else rand 0.1
  993. {damage_report "body" "<s(0.2)c(00ff2a)>Awesome"}
  994. else rand 0.1
  995. {if "religious_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>Guess its not my time to go"} }
  996. else rand 0.1
  997. {damage_report "body" "<s(0.2)c(00ff2a)>Yes, now I have a chance at seeing my family again"}
  998. else rand 0.1
  999. {damage_report "body" "<s(0.2)c(00ff2a)>looks like I'm going home, not in a bodybag"}
  1000. else rand 0.1
  1001. {damage_report "body" "<s(0.2)c(00ff2a)>You can't defeat me!!!"}
  1002. else rand 0.1
  1003. {damage_report "body" "<s(0.2)c(00ff2a)>You are weak!"}
  1004. else rand 0.1
  1005. {damage_report "body" "<s(0.2)c(00ff2a)>Hey, there"}
  1006. else
  1007. {damage_report "body" "<s(0.2)c(00ff2a)>...!?"}
  1008. ;what the units say to you when they are revived
  1009. }}}
  1010.  
  1011. ;revived_speech
  1012. {if "revived_speech"
  1013. {delay 1.0
  1014. {if rand 0.8
  1015. {talk "jubilation"}
  1016. else rand 0.5
  1017. {talk "retreat"}
  1018. else
  1019. {talk "things_look_blue"}
  1020. }}}
  1021. {tags add "revived"}
  1022. {tags remove "dead"}
  1023. {tags remove "disablerandom"}
  1024. {tags remove "in_die_process_normal"}
  1025. {tags remove "in_die_process_short"}
  1026. {tags remove "in_die_process_veryshort"}
  1027. {tags remove "in_die_process_long"}
  1028. {tags remove "self_recover"}
  1029. {tags add "successfully_revived"}
  1030. ; {start_sound "human/heal"}
  1031. {able personage 0}}}}}}
  1032. ;pt2
  1033. {delay 0.1
  1034. {if not tagged "revived"
  1035. {if not senseless {if not dead
  1036. {if not tagged "self_recover"
  1037. {delay 0.001 {if "near_death_animation" {ani_stop "lie_sleep_idle_2"}{ani_stop "lie_sleep_idle_1"}}}
  1038.  
  1039.  
  1040. ; talk begin what the units say to you when they are revived
  1041. {if "quotes_enabled"
  1042. {if "revived_quotes_enabled"
  1043. {if rand 0.1
  1044. {damage_report "body" "<s(0.2)c(0057fc)>Thanks"}
  1045. else rand 0.1
  1046. {damage_report "body" "<s(0.2)c(0057fc)>Thank You"}
  1047. else rand 0.1
  1048. {damage_report "body" "<s(0.2)c(0057fc)>You are my hero"}
  1049. else rand 0.1
  1050. {damage_report "body" "<s(0.2)c(0057fc)>lets go!"}
  1051. else rand 0.1
  1052. {damage_report "body" "<s(0.2)c(0057fc)>I should have died"}
  1053. else rand 0.1
  1054. {damage_report "body" "<s(0.2)c(0057fc)>today is not the last after all"}
  1055. else rand 0.1
  1056. {damage_report "body" "<s(0.2)c(0057fc)>ALRIGHT"}
  1057. else rand 0.1
  1058. {damage_report "body" "<s(0.2)c(0057fc)>YES"}
  1059. else rand 0.1
  1060. {damage_report "body" "<s(0.2)c(0057fc)>you ought to be promoted!"}
  1061. else rand 0.1
  1062. {damage_report "body" "<s(0.2)c(0057fc)>Wow, thanks"}
  1063. else rand 0.1
  1064. {damage_report "body" "<s(0.2)c(0057fc)>Now lets take the fight to them!"}
  1065. else rand 0.1
  1066. {damage_report "body" "<s(0.2)c(0057fc)>Hopefully I can change the tide!"}
  1067. else rand 0.1
  1068. {damage_report "body" "<s(0.2)c(0057fc)>It ain't over yet!"}
  1069. else rand 0.1
  1070. {damage_report "body" "<s(0.2)c(0057fc)>Thanks so much, I dont know how to repay you"}
  1071. else rand 0.1
  1072. {if "religious_quotes" {damage_report "body" "<s(0.2)c(0057fc)>I don't believe it, you answered my prayers"}}
  1073. else rand 0.1
  1074. {damage_report "body" "<s(0.2)c(0057fc)>This is the best day of my life!"}
  1075. else rand 0.1
  1076. {if "akward_quotes" {damage_report "body" "<s(0.2)c(0057fc)>THIS IS SPARTA"} }
  1077. else rand 0.1
  1078. {if "akward_quotes" {damage_report "body" "<s(0.2)c(0057fc)>Like a boss"} }
  1079. else rand 0.1
  1080. {damage_report "body" "<s(0.2)c(0057fc)>alright, lets go"}
  1081. else rand 0.1
  1082. {damage_report "body" "<s(0.2)c(0057fc)>yes sir!"}
  1083. else rand 0.1
  1084. {damage_report "body" "<s(0.2)c(0057fc)>lets end this once and for all!"}
  1085. else rand 0.1
  1086. {damage_report "body" "<s(0.2)c(0057fc)>This is great"}
  1087. else rand 0.1
  1088. {if "akward_quotes" {damage_report "body" "<s(0.2)c(0057fc)>Who do you think I am? Lt. Dan!?"} }
  1089. else rand 0.1
  1090. {damage_report "body" "<s(0.2)c(0057fc)>Awesome"}
  1091. else rand 0.1
  1092. {if "religious_quotes" {damage_report "body" "<s(0.2)c(0057fc)>hey! I was about to go to heaven!"} }
  1093. else rand 0.1
  1094. {damage_report "body" "<s(0.2)c(0057fc)>Yes, now I have a chance at seeing my family again"}
  1095. else rand 0.1
  1096. {damage_report "body" "<s(0.2)c(0057fc)>looks like I'm going home, not in a bodybag"}
  1097. else rand 0.1
  1098. {damage_report "body" "<s(0.2)c(0057fc)>lets do this"}
  1099. else rand 0.1
  1100. {damage_report "body" "<s(0.2)c(0057fc)>I can move!"}
  1101. else rand 0.1
  1102. {damage_report "body" "<s(0.2)c(0057fc)>Okay, whats next?"}
  1103. else
  1104. {damage_report "body" "<s(0.2)c(0057fc)>:D"}
  1105. ;what the units say to you when they are revived
  1106. }}} ;talk end
  1107. {if "switch_sides" ;DO NOT CHANGE GO TO SWITCH_MENU INSTEAD
  1108.  
  1109. {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}}
  1110.  
  1111. {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"
  1112. {damage_report "body" "<s(8)c(00ff00)>No Player Team Selected!!!"} ;Squad Title
  1113. }
  1114. }}}}}}}}}}
  1115. ;revived_speech
  1116. {if "revived_speech"
  1117. {delay 1.0
  1118. {if rand 0.8
  1119. {talk "jubilation"}
  1120.  
  1121. else rand 0.5
  1122. {talk "retreat"}
  1123. else
  1124. {talk "things_look_blue"}
  1125. }}}
  1126.  
  1127.  
  1128.  
  1129.  
  1130. ;Helper Squad for Player 0
  1131. {if "helper_squad_enabled"
  1132. {start_sound "world/ambient/bomber_flyby.wav"}
  1133.  
  1134. {delay 0.2 ;parachute effect
  1135. {spawn "paradrop_ammo"}
  1136. }
  1137.  
  1138.  
  1139. {if rand 0.3 ;squad rifle random
  1140. {damage_report "body" "<s(8)c(00ff00)>Player 0, 8 man Rifle Squad!!!"} ;Squad Title
  1141. ;eng rifle squad
  1142. {if rand 0.2 ;rand faction
  1143. {spawn_human "mp/eng/rifle"}
  1144. {spawn_human "mp/eng/rifle"}
  1145. {spawn_human "mp/eng/rifle"}
  1146. {spawn_human "mp/eng/rifle"}
  1147. {spawn_human "mp/eng/rifle"}
  1148. {spawn_human "mp/eng/rifle"}
  1149. {spawn_human "mp/eng/rifle"}
  1150. {spawn_human "mp/eng/mgun"} ;eng end
  1151. else rand 0.2
  1152.  
  1153. ;ger rifle squad
  1154. {spawn_human "mp/ger/rifle"}
  1155. {spawn_human "mp/ger/rifle"}
  1156. {spawn_human "mp/ger/rifle"}
  1157. {spawn_human "mp/ger/rifle"}
  1158. {spawn_human "mp/ger/rifle"}
  1159. {spawn_human "mp/ger/rifle"}
  1160. {spawn_human "mp/ger/rifle"}
  1161. {spawn_human "mp/ger/mgun"} ;ger end
  1162. else rand 0.2
  1163.  
  1164. ;jap rifle squad
  1165. {spawn_human "mp/jap/rifle"}
  1166. {spawn_human "mp/jap/rifle"}
  1167. {spawn_human "mp/jap/rifle"}
  1168. {spawn_human "mp/jap/rifle"}
  1169. {spawn_human "mp/jap/rifle"}
  1170. {spawn_human "mp/jap/rifle"}
  1171. {spawn_human "mp/jap/rifle"}
  1172. {spawn_human "mp/jap/mgun"} ;jap end
  1173. else rand 0.2
  1174.  
  1175. ;rus rifle squad
  1176. {spawn_human "mp/rus/rifle"}
  1177. {spawn_human "mp/rus/rifle"}
  1178. {spawn_human "mp/rus/rifle"}
  1179. {spawn_human "mp/rus/rifle"}
  1180. {spawn_human "mp/rus/rifle"}
  1181. {spawn_human "mp/rus/rifle"}
  1182. {spawn_human "mp/rus/rifle"}
  1183. {spawn_human "mp/rus/mgun"} ;rus end
  1184. else
  1185.  
  1186. ;usa rifle squad
  1187. {spawn_human "mp/usa/rifle"}
  1188. {spawn_human "mp/usa/rifle"}
  1189. {spawn_human "mp/usa/rifle"}
  1190. {spawn_human "mp/usa/rifle"}
  1191. {spawn_human "mp/usa/rifle"}
  1192. {spawn_human "mp/usa/rifle"}
  1193. {spawn_human "mp/usa/rifle"}
  1194. {spawn_human "mp/usa/mgun"} ;usa end
  1195. }
  1196.  
  1197.  
  1198.  
  1199. else rand 0.2
  1200. {damage_report "body" "<s(0.2)c(00ff00)>Player 0 4 man AT Squad!!"}
  1201. ;eng rifle squad
  1202. {if rand 0.2
  1203. {spawn_human "mp/eng/bazooker"}
  1204. {spawn_human "mp/eng/bazooker2"}
  1205. {spawn_human "mp/eng/bazooker2"}
  1206. {spawn_human "mp/eng/at_rifle"} ;eng end
  1207. else rand 0.2
  1208.  
  1209. ;ger rifle squad
  1210. {spawn_human "mp/ger/bazooker"}
  1211. {spawn_human "mp/ger/bazooker2"}
  1212. {spawn_human "mp/ger/bazooker2"}
  1213. {spawn_human "mp/ger/at_rifle"} ;ger end else rand 0.1
  1214.  
  1215. ;jap rifle squad
  1216. {spawn_human "mp/jap/bazooker"}
  1217. {spawn_human "mp/jap/bazooker2"}
  1218. {spawn_human "mp/jap/bazooker2"}
  1219. {spawn_human "mp/jap/at_rifle"} ;jap end
  1220. else rand 0.2
  1221.  
  1222. ;rus rifle squad
  1223. {spawn_human "mp/rus/bazooker"}
  1224. {spawn_human "mp/rus/bazooker2"}
  1225. {spawn_human "mp/rus/bazooker2"}
  1226. {spawn_human "mp/rus/at_rifle"};rus end
  1227. else
  1228.  
  1229. ;usa rifle squad
  1230. {spawn_human "mp/usa/rifle"}
  1231. {spawn_human "mp/usa/rifle"}
  1232. {spawn_human "mp/usa/rifle"}
  1233. {spawn_human "mp/usa/rifle"} ;usa end
  1234. }
  1235.  
  1236. else rand 0.2
  1237. {damage_report "body" "<s(0.2)c(00ff00)>Player 0 Sniper Squad!!"}
  1238. ;eng rifle squad
  1239. {if rand 0.2
  1240. {spawn_human "mp/eng/sniper"}
  1241. {spawn_human "mp/eng/oficer"};eng end
  1242. else rand 0.2
  1243.  
  1244. ;ger rifle squad
  1245. {spawn_human "mp/ger/sniper"}
  1246. {spawn_human "mp/ger/oficer"} ;ger end
  1247. else rand 0.2
  1248.  
  1249. ;jap rifle squad
  1250. {spawn_human "mp/jap/sniper"}
  1251. {spawn_human "mp/jap/oficer"} ;jap end
  1252. else rand 0.2
  1253.  
  1254. ;rus rifle squad
  1255. {spawn_human "mp/rus/sniper"}
  1256. {spawn_human "mp/rus/oficer"} ;rus end
  1257. else
  1258.  
  1259. ;usa rifle squad
  1260. {spawn_human "mp/usa/sniper"}
  1261. {spawn_human "mp/usa/oficer"};usa end
  1262. }
  1263. else rand 0.2
  1264. {damage_report "body" "<s(0.2)c(00ff00)>Player 0 6 man SMG Squad!!"}
  1265. ;eng rifle squad
  1266. {if rand 0.2
  1267. {spawn_human "mp/eng/rifle"}
  1268. {spawn_human "mp/eng/rifle"}
  1269. {spawn_human "mp/eng/rifle"}
  1270. {spawn_human "mp/eng/smg"}
  1271. {spawn_human "mp/eng/smg"}
  1272. {spawn_human "mp/eng/smg"} ;eng end
  1273. else rand 0.2
  1274.  
  1275. ;ger rifle squad
  1276. {spawn_human "mp/ger/rifle"}
  1277. {spawn_human "mp/ger/rifle"}
  1278. {spawn_human "mp/ger/rifle"}
  1279. {spawn_human "mp/ger/smg"}
  1280. {spawn_human "mp/ger/smg"}
  1281. {spawn_human "mp/ger/smg"} ;ger end
  1282. else rand 0.2
  1283.  
  1284. ;jap rifle squad
  1285. {spawn_human "mp/jap/rifle"}
  1286. {spawn_human "mp/jap/rifle"}
  1287. {spawn_human "mp/jap/rifle"}
  1288. {spawn_human "mp/jap/smg"}
  1289. {spawn_human "mp/jap/smg"}
  1290. {spawn_human "mp/jap/smg"} ;jap end
  1291. else rand 0.2
  1292.  
  1293. ;rus rifle squad
  1294. {spawn_human "mp/rus/rifle"}
  1295. {spawn_human "mp/rus/rifle"}
  1296. {spawn_human "mp/rus/rifle"}
  1297. {spawn_human "mp/rus/smg"}
  1298. {spawn_human "mp/rus/smg"}
  1299. {spawn_human "mp/rus/smg"} ;rus end
  1300. else
  1301.  
  1302. ;usa rifle squad
  1303. {spawn_human "mp/usa/rifle"}
  1304. {spawn_human "mp/usa/rifle"}
  1305. {spawn_human "mp/usa/rifle"}
  1306. {spawn_human "mp/usa/smg"}
  1307. {spawn_human "mp/usa/smg"}
  1308. {spawn_human "mp/usa/smg"} ;usa end
  1309. }
  1310. else rand 0.2
  1311. {damage_report "body" "<s(0.2)c(00ff00)>Player 0 Assault Infantry!!"}
  1312. ;eng rifle squad
  1313. {if rand 0.2
  1314. {spawn_human "mp/eng/sturmovik"}
  1315. {spawn_human "mp/eng/sturmovik2"}
  1316. {spawn_human "mp/eng/sturmovik3"}
  1317. {spawn_human "mp/eng/sturmovik4"}
  1318. {spawn_human "mp/eng/sturmovik4b"}
  1319. {spawn_human "mp/eng/sturmovik5"}
  1320. {spawn_human "mp/eng/sturmovik5b"}
  1321. {spawn_human "mp/eng/sturmovik6"}
  1322. {spawn_human "mp/eng/sturmovik6b"} ;eng end
  1323. else rand 0.2
  1324.  
  1325. ;ger rifle squad
  1326. {spawn_human "mp/ger/sturmovik"}
  1327. {spawn_human "mp/ger/sturmovik2"}
  1328. {spawn_human "mp/ger/sturmovik3"}
  1329. {spawn_human "mp/ger/sturmovik4"}
  1330. {spawn_human "mp/ger/sturmovik4b"}
  1331. {spawn_human "mp/ger/sturmovik5"}
  1332. {spawn_human "mp/ger/sturmovik5b"}
  1333. {spawn_human "mp/ger/sturmovik6"}
  1334. {spawn_human "mp/ger/sturmovik6b"} ;ger end
  1335. else rand 0.2
  1336.  
  1337. ;jap rifle squad
  1338. {spawn_human "mp/jap/sturmovik"}
  1339. {spawn_human "mp/jap/sturmovik2"}
  1340. {spawn_human "mp/jap/sturmovik3"}
  1341. {spawn_human "mp/jap/sturmovik4"}
  1342. {spawn_human "mp/jap/sturmovik4b"}
  1343. {spawn_human "mp/jap/sturmovik5"}
  1344. {spawn_human "mp/jap/sturmovik5b"}
  1345. {spawn_human "mp/jap/sturmovik6"}
  1346. {spawn_human "mp/jap/sturmovik6b"} ;jap end
  1347. else rand 0.2
  1348.  
  1349. ;rus rifle squad
  1350. {spawn_human "mp/rus/sturmovik"}
  1351. {spawn_human "mp/rus/sturmovik2"}
  1352. {spawn_human "mp/rus/sturmovik3"}
  1353. {spawn_human "mp/rus/sturmovik4"}
  1354. {spawn_human "mp/rus/sturmovik4b"}
  1355. {spawn_human "mp/rus/sturmovik5"}
  1356. {spawn_human "mp/rus/sturmovik5b"}
  1357. {spawn_human "mp/rus/sturmovik6"}
  1358. {spawn_human "mp/rus/sturmovik6b"} ;rus end
  1359. else
  1360.  
  1361. ;usa rifle squad
  1362. {spawn_human "mp/usa/sturmovik"}
  1363. {spawn_human "mp/usa/sturmovik2"}
  1364. {spawn_human "mp/usa/sturmovik3"}
  1365. {spawn_human "mp/usa/sturmovik4"}
  1366. {spawn_human "mp/usa/sturmovik4b"}
  1367. {spawn_human "mp/usa/sturmovik5"}
  1368. {spawn_human "mp/usa/sturmovik5b"}
  1369. {spawn_human "mp/usa/sturmovik6"}
  1370. {spawn_human "mp/usa/sturmovik6b"} ;usa end
  1371. }
  1372. else
  1373. {damage_report "body" "<s(0.2)c(00ff00)>Player 0 Paratrooper Squad!!"}
  1374. ;eng rifle squad
  1375. {if rand 0.2
  1376. {spawn_human "mp/eng/elite"}
  1377. {spawn_human "mp/eng/elite2"}
  1378. {spawn_human "mp/eng/elite3"}
  1379. {spawn_human "mp/eng/elite4"}
  1380. {spawn_human "mp/eng/elite_at"};eng end
  1381. else rand 0.2
  1382.  
  1383. ;ger rifle squad
  1384. {spawn_human "mp/ger/elite"}
  1385. {spawn_human "mp/ger/elite2"}
  1386. {spawn_human "mp/ger/elite3"}
  1387. {spawn_human "mp/ger/elite4"}
  1388. {spawn_human "mp/ger/elite_at"} ;ger end
  1389. else rand 0.2
  1390.  
  1391. ;jap rifle squad
  1392. {spawn_human "mp/jap/elite"}
  1393. {spawn_human "mp/jap/elite2"}
  1394. {spawn_human "mp/jap/elite3"}
  1395. {spawn_human "mp/jap/elite4"}
  1396. {spawn_human "mp/jap/elite_at"} ;jap end
  1397. else rand 0.2
  1398.  
  1399. ;rus rifle squad
  1400. {spawn_human "mp/rus/elite"}
  1401. {spawn_human "mp/rus/elite2"}
  1402. {spawn_human "mp/rus/elite3"}
  1403. {spawn_human "mp/rus/elite4"}
  1404. {spawn_human "mp/rus/elite_at"} ;rus end
  1405. else
  1406.  
  1407. ;usa rifle squad
  1408. {spawn_human "mp/usa/elite"}
  1409. {spawn_human "mp/usa/elite2"}
  1410. {spawn_human "mp/usa/elite3"}
  1411. {spawn_human "mp/usa/elite4"}
  1412. {spawn_human "mp/usa/elite_at"} ;usa end
  1413. }
  1414.  
  1415. } ;talk end
  1416. };helper_squad_enabled check
  1417. {tags add "revived"}
  1418. {tags remove "disablerandom"}
  1419. {tags remove "in_die_process_normal"}
  1420. {tags remove "in_die_process_short"}
  1421. {tags remove "in_die_process_veryshort"}
  1422. {tags remove "in_die_process_long"}
  1423. {tags add "successfully_revived"}
  1424. {tags remove "self_recover"}
  1425. {start_sound "human/heal"}
  1426. {able personage 0} }}}}}
  1427.  
  1428. }}}}
  1429.  
  1430.  
  1431. ;#############################################################################
  1432. ;##########################DIE_CALC END###################################################
  1433. ;#############################################################################
  1434. ; Timer of life end(LOL)
  1435.  
  1436.  
  1437.  
  1438. ;#############################################################################
  1439. ;##########################DEATH_WAIT BEGIN###################################################
  1440. ;#############################################################################
  1441.  
  1442.  
  1443. ;TIMER OF DEATH
  1444. {on "death_wait"
  1445. {delay 0.05 {ani_stop "lie_sleep_idle_2"}}
  1446. {delay 0.06 {ani_stop "lie_sleep_idle_1"}}
  1447. {delay 0.07 {ani_play "lie_die"}}
  1448. {delay 0.1
  1449. {able personage 0} ;Gets rid of personage protection
  1450. {if not able "select" ;TIMER OF DEATH
  1451. {if senseless
  1452.  
  1453. {call "die_scream"} ;NoooooO!
  1454. {able personage 0} ;Gets rid of personage protection
  1455. {tags remove "die_processset"}
  1456. {tags remove "near_death"} ;Disables the dying processes
  1457. {if not tagged "shot_death"
  1458. {if "quotes_enabled"
  1459. {if "X_x_face_enabled"
  1460. {if rand 0.1
  1461. {damage_report "body" "<s(0.2)c(ffffff)>X_x"} ;zik ;Self Explanatory O_o
  1462. else rand 0.1
  1463. {damage_report "body" "<s(0.2)c(ffffff)>x_X"}
  1464. else rand 0.1
  1465. {damage_report "body" "<s(0.2)c(ffffff)>X_X"}
  1466. else rand 0.1
  1467. {damage_report "body" "<s(0.2)c(ffffff)>x_x"}
  1468. else rand 0.1
  1469. {damage_report "body" "<s(0.2)c(ffffff)>x-x"}
  1470. else rand 0.1
  1471. {damage_report "body" "<s(0.2)c(ffffff)>X-X"}
  1472. else rand 0.1
  1473. {damage_report "body" "<s(0.2)c(ffffff)>X|"}
  1474. else rand 0.1
  1475. {damage_report "body" "<s(0.2)c(ffffff)>X-x"}
  1476. else rand 0.1
  1477. {damage_report "body" "<s(0.2)c(ffffff)>x-X"}
  1478. else rand 0.1
  1479. {damage_report "body" "<s(0.2)c(ffffff)>XP"}
  1480. else rand 0.1
  1481. {damage_report "body" "<s(0.2)c(ffffff)>@_@"}
  1482. else rand 0.1
  1483. {damage_report "body" "<s(0.2)c(ffffff)>O_O"}
  1484. else rand 0.1
  1485. {damage_report "body" "<s(0.2)c(ffffff)>o_o"}
  1486. else
  1487. {damage_report "body" "<s(0.2)c(ffffff)>-_-"}}}}{die}}
  1488.  
  1489. {if not tagged "shot_death"
  1490.  
  1491. {delay 0.6
  1492.  
  1493. ;DEATH BOUNCE.
  1494. {if "epic_pwn"
  1495. {if rand 1.0 ;how often will pple be pwned?
  1496. {if rand 0.9 ;zik
  1497. {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
  1498. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;leap
  1499. else rand 0.3
  1500. {if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
  1501. {throw_off up 25.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;large medium leap
  1502. else
  1503. {if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
  1504. {throw_off up 1.3 99.5 dir 5.5 2 forward 4 turn 0 360 die force} ;slide or mega leap
  1505. ;{throw_off up 5.3 0.5 dir 360 0 forward 4 turn 0 360 die force} ;sent to outer space
  1506. ;else rand 0.1
  1507. ;else
  1508. }}}}
  1509.  
  1510.  
  1511. ;DEM XPLOSIONS.
  1512. {if "epic_xplosion"
  1513.  
  1514. ;AI Dodge
  1515. {if "ai_dodge_explosion"
  1516. {if "harmful_explosion"
  1517. {explosive}
  1518. }}
  1519. {delay 0.8
  1520. {if not "air_strike_outburst"
  1521. {stuff_detonate} }
  1522.  
  1523. ;LARGE AIRSTRIKE OVERWRITES OTHER EXPLOSIONS
  1524. {if "air_strike_outburst"
  1525. {if "harmful_explosion"
  1526. {if "large_explosion"
  1527. {spawn "outburst_nc"}
  1528. {delay 2
  1529. {stuff_detonate}}
  1530. }}}
  1531.  
  1532.  
  1533. ;SMALL AIRSTRIKE OVERWRITES OTHER EXPLOSIONS{if not "large_explosion"
  1534. {if "air_strike_outburst"
  1535. {if "harmful_explosion"
  1536. {if not "large_explosion"
  1537. {spawn "outburst_small_nc"}
  1538. {delay 2
  1539. {stuff_detonate}}
  1540. }}}
  1541.  
  1542.  
  1543. {if not "air_strike_outburst"
  1544. {if "harmful_explosion"
  1545. ;NORMAL
  1546. {if "epic_xplosion"
  1547. {if "large_explosion"
  1548. {if "artillery"
  1549. {spawn "artillery_explosion"}
  1550. }
  1551. {if "explosion"
  1552. {spawn "explosion"}
  1553. }
  1554.  
  1555. {if "instant_outburst"
  1556. {spawn "outburst_instant_nc"}
  1557. }
  1558. }}}}
  1559.  
  1560. ;SMALL
  1561. {if "epic_xplosion"
  1562. {if not "air_strike_outburst"
  1563. {if "harmful_explosion"
  1564. {if not "large_explosion"
  1565. {if "artillery"
  1566. {spawn "artillery_explosion_small"}
  1567. }
  1568. {if "explosion"
  1569. {spawn "explosion_small"}
  1570. }
  1571.  
  1572. {if "instant_outburst"
  1573. {spawn "outburst_instant_small_nc"}
  1574. }
  1575.  
  1576. }
  1577.  
  1578. }
  1579. {start_sound "detonation/handgrenade/"}
  1580. }}}}
  1581.  
  1582. ;CLEAR INVENTORY.
  1583. {delay 0.6
  1584. {if "epic_clear_inventory"
  1585. {clear_inventory}
  1586. }}
  1587.  
  1588. } ;if not tagged shot_death end
  1589.  
  1590. {if tagged "shot_death"
  1591. {call "shot_death"}}
  1592. } {tags remove "disablerandom"}
  1593. {tags remove "in_die_process_normal"}
  1594. {tags remove "in_die_process_short"}
  1595. {tags remove "in_die_process_veryshort"}
  1596. {tags remove "in_die_process_long"}
  1597. {tags remove "in_die_processset"}
  1598. {tags remove "self_recover"}
  1599. {tags remove "successfully_revived"}
  1600. {tags remove "texmod_set"}
  1601. {tags remove "revived"}
  1602. {tags add "dead"} } }} ;Ergh
  1603. ; {able collect 1}
  1604. ;#############################################################################
  1605. ;##########################DEATH_WAIT END###################################################
  1606. ;#############################################################################
  1607.  
  1608. ;#############################################################################
  1609. ;##########################SHOT WHILE IN DEATH PROCCESS BEGIN###################################################
  1610. ;#############################################################################
  1611.  
  1612.  
  1613. ;TIMER OF DEATH
  1614. {on "shot_death" ;quotes
  1615. {delay 0.05 {ani_stop "lie_sleep_idle_2"}}
  1616. {delay 0.06 {ani_stop "lie_sleep_idle_1"}}
  1617. {delay 0.07 {ani_play "lie_die"}}
  1618.  
  1619. {delay 0.1
  1620. {if "quotes_enabled"
  1621. {if "X_x_face_enabled"
  1622. {if rand 0.1
  1623. {damage_report "body" "<s(0.2)c(f9d800)>X_x"} ;zik ;Self Explanatory O_o
  1624. else rand 0.1
  1625. {damage_report "body" "<s(0.2)c(f9d800)>x_X"}
  1626. else rand 0.1
  1627. {damage_report "body" "<s(0.2)c(f9d800)>X_X"}
  1628. else rand 0.1
  1629. {damage_report "body" "<s(0.2)c(f9d800)>x_x"}
  1630. else rand 0.1
  1631. {damage_report "body" "<s(0.2)c(f9d800)>x-x"}
  1632. else rand 0.1
  1633. {damage_report "body" "<s(0.2)c(f9d800)>X-X"}
  1634. else rand 0.1
  1635. {damage_report "body" "<s(0.2)c(f9d800)>X|"}
  1636. else rand 0.1
  1637. {damage_report "body" "<s(0.2)c(f9d800)>X-x"}
  1638. else rand 0.1
  1639. {damage_report "body" "<s(0.2)c(f9d800)>x-X"}
  1640. else rand 0.1
  1641. {damage_report "body" "<s(0.2)c(f9d800)>XP"}
  1642. else rand 0.1
  1643. {damage_report "body" "<s(0.2)c(f9d800)>@_@"}
  1644. else rand 0.1
  1645. {damage_report "body" "<s(0.2)c(f9d800)>O_O"}
  1646. else rand 0.1
  1647. {damage_report "body" "<s(0.2)c(f9d800)>o_o"}
  1648. else
  1649. {damage_report "body" "<s(0.2)c(f9d800)>-_-"}}}}{die}
  1650.  
  1651. {delay 0.2
  1652. {talk "death_cry"}
  1653. }
  1654. {if not "epic_pwn"
  1655. {throw_off up 0.5 forward 0.01 force} ;fidget
  1656. }
  1657. ;{throw_off up 1.3 0.5velocity dir 5.5 2 forward 4 turn 0 360 die force}
  1658. {delay 0.6
  1659. ;DEATH BOUNCE shot death.
  1660. {if "epic_pwn_shot_death"
  1661. {if rand 1.0 ;how often will pple be pwned?
  1662. {if rand 0.9 ;zik
  1663. {if "pwn_animations"{ani_play "stand_fly_tumble_back_far"} {delay 1 {ani_play "lie_die"} }} ;callback} stand_fly_tumble_forward.. lie_die
  1664. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;leap
  1665. else rand 0.3
  1666. {if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
  1667. {throw_off up 25.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;large medium leap
  1668. else
  1669. {if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
  1670. {throw_off up 1.3 99.5 dir 5.5 2 forward 4 turn 0 360 die force} ;slide or mega leap
  1671. ;{throw_off up 5.3 0.5 dir 360 0 forward 4 turn 0 360 die force} ;sent to outer space
  1672. ;else rand 0.1
  1673. ;else
  1674. }}}}
  1675.  
  1676. ;DEM XPLOSIONS shot death
  1677. {if "epic_xplosion_shot_death"
  1678.  
  1679. ;AI Dodge
  1680. {if "ai_dodge_explosion"
  1681. {if "harmful_explosion"
  1682. {explosive}
  1683. }}
  1684. {delay 0.8
  1685. {if not "air_strike_outburst"
  1686. {stuff_detonate} }
  1687.  
  1688. ;LARGE AIRSTRIKE OVERWRITES OTHER EXPLOSIONS
  1689. {if "air_strike_outburst"
  1690. {if "large_explosion"
  1691. {spawn "outburst_nc"}
  1692. {delay 2
  1693. {stuff_detonate}}
  1694. }}
  1695.  
  1696.  
  1697. ;SMALL AIRSTRIKE OVERWRITES OTHER EXPLOSIONS{if not "large_explosion"
  1698. {if "air_strike_outburst"
  1699. {if not "large_explosion"
  1700. {spawn "outburst_small_nc"}
  1701. {delay 2
  1702. {stuff_detonate}
  1703. }}}
  1704.  
  1705.  
  1706. {if not "air_strike_outburst"
  1707. {if "harmful_explosion"
  1708. ;NORMAL
  1709. {if "large_explosion"
  1710.  
  1711. {if "explosion"
  1712. {spawn "explosion"}
  1713. }
  1714.  
  1715. {if "instant_outburst"
  1716. {spawn "outburst_instant_nc"}
  1717. }
  1718. }}}
  1719.  
  1720. ;SMALL
  1721. {if not "air_strike_outburst"
  1722. {if "harmful_explosion"
  1723. {if not "large_explosion"
  1724.  
  1725. {if "explosion"
  1726. {spawn "explosion_small"}
  1727. }
  1728.  
  1729. {if "instant_outburst"
  1730. {spawn "outburst_instant_small_nc"}
  1731. }
  1732.  
  1733. }
  1734.  
  1735. }
  1736. {start_sound "detonation/handgrenade/"}
  1737. }}}
  1738.  
  1739. ;CLEAR INVENTORY shot death.
  1740. {delay 0.7
  1741. {if "epic_clear_inventory_shot_death"
  1742. {clear_inventory}
  1743. }}
  1744.  
  1745.  
  1746. {tags remove "disablerandom"}
  1747. {tags remove "in_die_process_normal"}
  1748. {tags remove "in_die_process_short"}
  1749. {tags remove "in_die_process_veryshort"}
  1750. {tags remove "in_die_process_long"}
  1751. {tags remove "in_die_processset"}
  1752. {tags remove "self_recover"}
  1753. {tags remove "successfully_revived"}
  1754. {tags remove "texmod_set"}
  1755. {tags remove "revived"}
  1756. }}
  1757. ; {able collect 1}
  1758. ;#############################################################################
  1759. ;##########################SHOT WHILE IN DEATH PROCCESS END###################################################
  1760. ;#############################################################################
  1761. ;#############################################################################
  1762. ;#############################################################################
  1763. ;#############################################################################
  1764. ;#############################################################################
  1765. ;#############################################################################
  1766. ;#############################################################################
  1767. ;#############################################################################
  1768. ;#############################################################################
  1769. ;#############################################################################
  1770. ;#############################################################################
  1771. ;#############################################################################
  1772.  
  1773.  
  1774. ;}SONNE2 Finish
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