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Revival Script player 0 switch

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Jul 28th, 2015
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  1. ; {SONNE2 START
  2. ;#############################
  3. ;##############################
  4. ;###########################
  5. ;##########################
  6. ;############################
  7.  
  8.  
  9.  
  10.  
  11.  
  12.  
  13.  
  14. ;Sonne 2 Start at die_with_blood, this entire code will overwrite die_with_blood and die_without_blood
  15. {on "die_with_blood"
  16. {if not senseless
  17. {spawn "blood"}
  18. }
  19. {if not able "personage"
  20. {call "main_menu"} {able select 0}
  21. }
  22.  
  23. {if "revival_script_enabled" {call "die_without_blood"} }
  24. {if not "revival_script_enabled" {call "die_without_blood_vanilla"} }
  25.  
  26.  
  27. }
  28. {on "die_without_blood_vanilla"
  29. ; {con "die"}
  30. {view pause "swim"}
  31. {call "die_scream"}
  32. {if not kill_flags blast
  33. {kill_flags piercing}
  34. }
  35. {die}
  36. ; {able collect 1}
  37. {delay 3
  38. {volumes enable contact}
  39. }
  40. ; {delay 30 {delete}}
  41. }
  42. {on "last_shot" ; this is for the people who have the jamming tutorial
  43.  
  44. {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"} }}}
  45. {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"} }}}
  46. {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"} }}}
  47. {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"} }}}
  48. }
  49. {on "main_menu" ;#MENU, TO TURN ON AND TURN OFF THE SCRIPT OR MINIMODS LIKE SWITCH_SIDES -Sonne2
  50. ;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
  51. {if rand 1.0 ;100% chance if revival_script_enabled is enabled lol.
  52. {set "revival_script_enabled" 1} ; 1 Enables, 0 Disables the ENTIRE Revival Script giving units the vanilla default death.
  53. }
  54. ;MINI-MODS
  55. ;Switch Sides {player 0}, {player 1}
  56. {if rand 0.35 ;35% chance
  57. {set "last_shot" 1} ; 1 Enables, 0 Disables units who die try to shoot but fail, like in a scarface movie, or ghostdog.
  58. }
  59. {if rand 1.0
  60. {set "switch_sides" 1} ;The Revived will switch sides.
  61. } ;SWITCH_MENU SWITCH_SIDES switch sides
  62. ;When they switch sides, which side do you want them to choose!? Must have switch_sides enabled
  63. {if rand 1.0 {set "player 0" 1}} ;If revived, they will choose Player 0.
  64. {if rand 1.0 {set "player 1" 0}} ;If revived, they will choose Player 1.
  65. {if rand 1.0 {set "player 2" 0}} ;If revived, they will choose Player 2.
  66. {if rand 1.0 {set "player 3" 0}} ;If revived, they will choose Player 3.
  67. {if rand 1.0 {set "player 4" 0}} ;If revived, they will choose Player 4.
  68. {if rand 1.0 {set "player 5" 0}} ;If revived, they will choose Player 5.
  69. {if rand 1.0 {set "player 6" 0}} ;If revived, they will choose Player 6.
  70. {if rand 1.0 {set "player 7" 0}} ;If revived, they will choose Player 7.
  71. {if rand 1.0 {set "player 8" 0}} ;If revived, they will choose Player 8.
  72. {if rand 1.0 {set "player 9" 0}} ;If revived, they will choose Player 9.
  73. ;Quote Options!
  74. {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
  75.  
  76. ;Quote Options p2. If quotes_enabled is enabled.
  77. {set "near_death_quotes_enabled" 1} ; 1 Enables, 0 Disables Near Death Quotes, ex. the text such as !!!!, ouch, or HELP.
  78. {set "revived_quotes_enabled" 1} ; 1 Enables, 0 Disables Revived Quotes, ex. the text such as "Thank You" or "You revived me!".
  79. {set "recover_quotes_enabled" 1} ; 1 Enables, 0 Disables Recover quotes, ex. the text such as "I survived" or "I am invincible".
  80. {set "X_x_face_enabled" 1} ; 1 Enables, 0 Disables X_x faces, ex. the text such as "-_-" or "X|".
  81.  
  82. ;Near Death Quotes
  83. {set "calculated_quotes" 0} ; 1 Enables, 0 Disables All Calculated Quotes, ex. the text such as "15 seconds to live".
  84. {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!.
  85. {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.
  86. {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.
  87.  
  88.  
  89. ;Revived Speech search for speech
  90. {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."
  91. ;They talk now.
  92. {if rand 0.80 {set "near_death_animation" 1}} ; 1 Enables, 0 Disables Near_Death Animations.
  93.  
  94. ;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.
  95. {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.
  96. ;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.
  97.  
  98. {if "self_recover" ;they are not healable in the process, their survivability relies on their own strength.
  99. {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.
  100. {tags add "self_recover"}
  101. {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}}}
  102. {tags remove "revived"}
  103. {tags add "near_death"}
  104. {able select 0}}
  105. ;{if not "self_recover" ;they are not healable in the process, their survivability relies on their own strength.
  106. ;{tags add "no_self_recover"}
  107. ;}
  108. ; if they don't get up before the below timers, they die.
  109. ;"die_processlong"} ;Long Death 10% Chance 40 seconds before death_wait kills them
  110. ;"die_process"} ;Normal Death 10% chance 20 seconds before death_wait kills them
  111. ;"die_processvlong"} ;Very Long Death 10% chance 139 seconds before death_wait kills them
  112. ;"die_processvlong2"} ;Very Very Long Death 10% chance 239 seconds before death_wait kills them
  113. ;"die_processshort"} ;Short Death 10% chance 10 seconds before death_wait kills them
  114. ;"die_processveryshort"} ;Very Short Death 10% chance 5 seconds before death_wait kills them
  115.  
  116.  
  117. ;DEATH BOUNCE. people who die, fly through the air
  118. {if rand 1.0 ;100% chance of death bounce if epic_pwn enabled
  119. {set "epic_pwn" 0} ; 1 Enables, 0 Disables Bounce Death, ex. people who die, fly through the air.
  120. {set "epic_pwn_shot_death" 0} ;if shot for a second time.
  121. {set "pwn_animations" 1} ; 1 Enables, 0 Disables Tumble Animations for epic_pwn.
  122. ;lol
  123. }
  124.  
  125. ;DEM XPLOSIONS. people who die, Explode on impact
  126. {if rand 0.25 ;25% Chance of explosionz if epic_xplosion enabled
  127. {set "epic_xplosion" 0} ; 1 Enables, 0 Disables Explosive Death, ex. people who die, Explode on impact.
  128. {set "epic_xplosion_shot_death" 0} ;if shot for a second time.
  129. {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.
  130. }
  131.  
  132. ;should AI dodge these explosions?
  133. {if rand 0.75 ;How Often? ; 0.5 = 50% Chance of Dodging. if enabled
  134. {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.
  135. }
  136. ;Explosion Types, Can have more than one. MUST HAVE EPIC_XPLOSION and HARMFUL_EXPLOSION ENABLED
  137. {set "explosion" 1} ; Regular Explosion.
  138. {set "instant_outburst" 0} ; Outburst Explosion.
  139. {set "air_strike_outburst" 0};OVERRIDES OTHER EXPLOSIONS ; Explosion after Delay of 2.
  140.  
  141. ;Large Explosion
  142. {set "large_explosion" 0} ; if 1, explosion will be large instead of small, if 0 then they will be small.
  143. ;for laughs,WARNING: LARGE_EXPLOSION IS VERY UNBALANCED.
  144.  
  145. ;Explosions End
  146.  
  147.  
  148. ;Clear Inventory. ;{clear_inventory} ;makes the game extra hard and not needed at all. -_-', only useful if you like a challenge.
  149. {if rand 100.0 ;100% chance if enabled
  150. {set "epic_clear_inventory" 0} ; 1 Enables, 0 Disables Clearing Inventory on Death, ex. people who die, lose every single item in their inventory.
  151. {set "epic_clear_inventory_shot_death" 0} ;if shot for a second time.
  152. }
  153.  
  154.  
  155. ;AS2 ONLY MOW AND AS1 COMING SOON ;Helper Squad for Player 0
  156. {if rand 0.25 ;25% how often squads will be spawned
  157. {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.
  158. } ;Just for fun!
  159. } ;MENU END
  160.  
  161.  
  162. {on "die_without_blood"
  163. {view pause "swim"}
  164. {call "die_scream"}
  165.  
  166. {tags remove "revived"}
  167.  
  168. {if tagged "riflew" ;last_shot scarface
  169. {if rand 0.3 {delay 0.1 {call "last_shot"}}
  170. else rand 0.3 {delay 0.4 {call "last_shot"}}
  171. else {delay 0.8 {call "last_shot"}}}}
  172.  
  173. {if tagged "pistolw"
  174. {if rand 0.3 {delay 0.1 {call "last_shot"}}
  175. else rand 0.3 {delay 0.4 {call "last_shot"}}
  176. else {delay 0.8 {call "last_shot"}}}}
  177.  
  178. {if tagged "smgw"
  179. {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"}}}}}}}}
  180. 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"}}}}}}}}
  181. 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"}}}}}}}}
  182. }}}
  183.  
  184. {if tagged "mgunw"
  185. {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"}}}}}}}}
  186. 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"}}}}}}}}
  187. 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"}}}}}}}}
  188. }}}
  189.  
  190. ;SHOT_DEATH
  191. ;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
  192. {delay 0.2
  193.  
  194. {if rand 0.8
  195. {if tagged "disablerandom"
  196. {if tagged "die_processset"
  197. {tags add "near_death"} ;if the unit still has this tag by the end of the countdown, death_wait will kill it.
  198. {able select 0} ;unit cant be selected
  199. {tags add "shot_death"} ;nvm it is needed.
  200. {call "death_wait"} }} }
  201. }
  202.  
  203. ;Ensures at the very beginning that heroes will not enter death sequence.
  204. {if not able "personage" ;if personage was enabled beforehand, then it is a hero.
  205. {if not tagged "disablerandom"
  206. {call "randomgenerator"}}} ;calls on random death
  207.  
  208.  
  209.  
  210.  
  211. ; {con "die"}
  212. {if not kill_flags blast
  213. {kill_flags piercing}
  214. }
  215. {if not "self_recover"
  216. {die} ;X_x
  217. }
  218. {delay 3
  219. {volumes enable contact}
  220. }
  221. }
  222. ;RANDOM
  223.  
  224.  
  225.  
  226. {on "randomgenerator"
  227. ;NON HERO CHECK
  228. {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}}}}
  229.  
  230. ;stops the non-hero unit from dying indefinitely
  231. {if not tagged "dead"
  232. {if not able "personage"
  233. {able personage 1}
  234.  
  235. {able select 0} ;stops the unit from being selected
  236. {tags remove "revived"}}} ;calc_die is re-enabled if it has been called again, for calc_die relies on revived tag not being enabled
  237.  
  238.  
  239. ;if shot for the first time, they will go into death process
  240. {if not tagged "dead"
  241. {if not tagged "disablerandom"
  242. {if not tagged "shot_death"
  243. {delay 1.0
  244. {tags add "die_processset"} ;Bleedout_timers
  245. {if rand 0.1 ;Random Dying Timers
  246. {call "die_processlong"} ;Long Death 10% Chance 40 seconds
  247. else rand 0.05
  248. {call "die_process"} ;Normal Death 10% chance 20 seconds
  249. else rand 0.1
  250. {call "die_processvlong"} ;Very Long Death 10% chance 139 seconds
  251. else rand 0.3
  252. {call "die_processvlong2"} ;Very Very Long Death 10% chance 239 seconds
  253. else rand 0.05
  254. {call "die_processshort"} ;Short Death 10% chance 10 seconds
  255. else rand 0.05
  256. {call "die_processveryshort"} ;Very Short Death 10% chance 5 seconds
  257. else
  258.  
  259. {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
  260.  
  261. } } };disablerandom check end
  262.  
  263. }}} ;end of randomgenerator
  264.  
  265. ;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.
  266. {on "cdie_calc" ;call on die_calc
  267. {if not tagged "revived" {if not able "select" {delay 1{call "die_calc"}}}}
  268. {if not tagged "revived" {if not able "select" {delay 2{call "die_calc"}}}}
  269. {if not tagged "revived" {if not able "select" {delay 3{call "die_calc"}}}}
  270. {if not tagged "revived" {if not able "select" {delay 4{call "die_calc"}}}}
  271. {if not tagged "revived" {if not able "select" {delay 5{call "die_calc"}}}}
  272. {if not tagged "revived" {if not able "select" {delay 6{call "die_calc"}}}}
  273. {if not tagged "revived" {if not able "select" {delay 7{call "die_calc"}}}}
  274. {if not tagged "revived" {if not able "select" {delay 8{call "die_calc"}}}}
  275. {if not tagged "revived" {if not able "select" {delay 9{call "die_calc"}}}}
  276. {if not tagged "revived" {if not able "select" {delay 10{call "die_calc"}}}}
  277. {if not tagged "revived" {if not able "select" {delay 11{call "die_calc"}}}}
  278. {if not tagged "revived" {if not able "select" {delay 12{call "die_calc"}}}}
  279. {if not tagged "revived" {if not able "select" {delay 13{call "die_calc"}}}}
  280. {if not tagged "revived" {if not able "select" {delay 14{call "die_calc"}}}}
  281. {if not tagged "revived" {if not able "select" {delay 15{call "die_calc"}}}}
  282. {if not tagged "revived" {if not able "select" {delay 16{call "die_calc"}}}}
  283. {if not tagged "revived" {if not able "select" {delay 17{call "die_calc"}}}}
  284. {if not tagged "revived" {if not able "select" {delay 18{call "die_calc"}}}}
  285. {if not tagged "revived" {if not able "select" {delay 19{call "die_calc"}}}}
  286. {if not tagged "revived" {if not able "select" {delay 20{call "die_calc"}}}}
  287. {if not tagged "revived" {if not able "select" {delay 21{call "die_calc"}}}}
  288. {if not tagged "revived" {if not able "select" {delay 22{call "die_calc"}}}}
  289. {if not tagged "revived" {if not able "select" {delay 23{call "die_calc"}}}}
  290. {if not tagged "revived" {if not able "select" {delay 24{call "die_calc"}}}}
  291. {if not tagged "revived" {if not able "select" {delay 25{call "die_calc"}}}}
  292. {if not tagged "revived" {if not able "select" {delay 26{call "die_calc"}}}}
  293. {if not tagged "revived" {if not able "select" {delay 27{call "die_calc"}}}}
  294. {if not tagged "revived" {if not able "select" {delay 28{call "die_calc"}}}}
  295. {if not tagged "revived" {if not able "select" {delay 29{call "die_calc"}}}}
  296. {if not tagged "revived" {if not able "select" {delay 30{call "die_calc"}}}}
  297. {if not tagged "revived" {if not able "select" {delay 31{call "die_calc"}}}}
  298. {if not tagged "revived" {if not able "select" {delay 32{call "die_calc"}}}}
  299. {if not tagged "revived" {if not able "select" {delay 33{call "die_calc"}}}}
  300. {if not tagged "revived" {if not able "select" {delay 34{call "die_calc"}}}}
  301. {if not tagged "revived" {if not able "select" {delay 35{call "die_calc"}}}}
  302. {if not tagged "revived" {if not able "select" {delay 36{call "die_calc"}}}}
  303. {if not tagged "revived" {if not able "select" {delay 37{call "die_calc"}}}}
  304. {if not tagged "revived" {if not able "select" {delay 38{call "die_calc"}}}}
  305. {if not tagged "revived" {if not able "select" {delay 39{call "die_calc"}}}}
  306. {if not tagged "revived" {if not able "select" {delay 40{call "die_calc"}}}}
  307. {if not tagged "revived" {if not able "select" {delay 41{call "die_calc"}}}}
  308. {if not tagged "revived" {if not able "select" {delay 42{call "die_calc"}}}}
  309. {if not tagged "revived" {if not able "select" {delay 43{call "die_calc"}}}}
  310. {if not tagged "revived" {if not able "select" {delay 44{call "die_calc"}}}}
  311. {if not tagged "revived" {if not able "select" {delay 45{call "die_calc"}}}}
  312. {if not tagged "revived" {if not able "select" {delay 46{call "die_calc"}}}}
  313. {if not tagged "revived" {if not able "select" {delay 47{call "die_calc"}}}}
  314. {if not tagged "revived" {if not able "select" {delay 48{call "die_calc"}}}}
  315. {if not tagged "revived" {if not able "select" {delay 49{call "die_calc"}}}}
  316. {if not tagged "revived" {if not able "select" {delay 50{call "die_calc"}}}}
  317. {if not tagged "revived" {if not able "select" {delay 60{call "die_calc"}}}}
  318. {if not tagged "revived" {if not able "select" {delay 70{call "die_calc"}}}}
  319. {if not tagged "revived" {if not able "select" {delay 80{call "die_calc"}}}}
  320. {if not tagged "revived" {if not able "select" {delay 90{call "die_calc"}}}}
  321. {if not tagged "revived" {if not able "select" {delay 100{call "die_calc"}}}}
  322. {if not tagged "revived" {if not able "select" {delay 110{call "die_calc"}}}}
  323. {if not tagged "revived" {if not able "select" {delay 120{call "die_calc"}}}}
  324. {if not tagged "revived" {if not able "select" {delay 130{call "die_calc"}}}}
  325. {if not tagged "revived" {if not able "select" {delay 140{call "die_calc"}}}}
  326. {if not tagged "revived" {if not able "select" {delay 150{call "die_calc"}}}}
  327. {if not tagged "revived" {if not able "select" {delay 160{call "die_calc"}}}}
  328. {if not tagged "revived" {if not able "select" {delay 170{call "die_calc"}}}}
  329. {if not tagged "revived" {if not able "select" {delay 180{call "die_calc"}}}}
  330. {if not tagged "revived" {if not able "select" {delay 190{call "die_calc"}}}}
  331. {if not tagged "revived" {if not able "select" {delay 200{call "die_calc"}}}}
  332. {if not tagged "revived" {if not able "select" {delay 210{call "die_calc"}}}}
  333. {if not tagged "revived" {if not able "select" {delay 220{call "die_calc"}}}}
  334. {if not tagged "revived" {if not able "select" {delay 230{call "die_calc"}}}}
  335. {if not tagged "revived" {if not able "select" {delay 240{call "die_calc"}}}}
  336. }
  337.  
  338. ;Die Proccess Quote CHECK Begin
  339. {on "die_processquotecheck"
  340. {if "near_death_quotes_enabled"
  341. {if rand 0.4 {delay 0.005 {if not tagged "revived" {if not able "select" {delay 1{call "die_processq1"}}}}}}
  342. {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 2{call "die_processq2"}}}}} }
  343. {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 5{call "die_processq3"}}}}} }
  344. {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 9{call "die_processq4"}}}}} }
  345. {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 12{call "die_processq5"}}}}} }
  346. } }
  347.  
  348. {on "die_processshortquotecheck"
  349. {if "near_death_quotes_enabled"
  350. {if rand 0.4 {delay 0.005 {if not tagged "revived" {if not able "select" {delay 0.2{call "die_processshortq1"}}}}} }
  351. {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 1{call "die_processshortq2"}}}}}}
  352. {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 2{call "die_processshortq3"}}}}} }
  353. {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 3{call "die_processshortq4"}}}}} }
  354. {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 4{call "die_processshortq5"}}}}} }
  355. } }
  356.  
  357. {on "die_processveryshortquotecheck"
  358. {if "near_death_quotes_enabled"
  359. {if rand 0.4 {delay 0.005 {if not tagged "revived" {if not able "select" {delay 0.2{call "die_processveryshortq1"}}}}} }
  360. {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 1{call "die_processveryshortq2"}}}}} }
  361. {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 1.5{call "die_processveryshortq3"}}}}} }
  362. {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 2{call "die_processveryshortq4"}}}}} }
  363. {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 2.5{call "die_processveryshortq5"}}}}} }
  364. } }
  365.  
  366. {on "die_processlongquotecheck"
  367. {if "near_death_quotes_enabled"
  368. {if rand 0.4 {delay 0.05 {if not tagged "revived" {if not able "select" {delay 0.02{call "die_processlongq1"}}}}} }
  369. {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 1{call "die_processlongq2"}}}}} }
  370. {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 15{call "die_processlongq3"}}}}} }
  371. {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 25{call "die_processlongq4"}}}}} }
  372. {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 33.5{call "die_processlongq5"}}}}} }
  373. } }
  374.  
  375. ;#############################################################################
  376. ;##########################DIE PROCESS QUOTES STARTO###################################################
  377. ;#############################################################################
  378.  
  379.  
  380.  
  381. ;#############################################################################
  382. ;#########################DIE PROCESS NORMAL BEGIN##############################################
  383. ;#############################################################################
  384. ;Die Process Normal Quotes
  385. {on "die_processq1"
  386. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  387. {if not dead
  388. {damage_report "body" "<s(0.2)c(ff0000)>!!!!!"}}}}
  389.  
  390. {on "die_processq2"
  391. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  392. {if not dead
  393. {damage_report "body" "<s(0.2)c(ff0000)>!!!!"}}}}
  394.  
  395. {on "die_processq3"
  396. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  397. {if not dead
  398. {damage_report "body" "<s(0.2)c(ff4949)>!!!"}}}}
  399.  
  400. {on "die_processq4"
  401. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  402. {if not dead
  403. {damage_report "body" "<s(0.2)c(ff7e7e)>!!"}}}}
  404.  
  405. {on "die_processq5"
  406. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  407. {if not dead
  408. {damage_report "body" "<s(0.2)c(ffa9a9)>!..."}}}}
  409. ;#############################################################################
  410. ;##########################DIE PROCESS END###################################################
  411. ;#############################################################################
  412.  
  413. ;#############################################################################
  414. ;#########################DIE PROCESS SHORT BEGIN####################################################
  415. ;#############################################################################
  416. ;Die Process Short Quotes
  417. {on "die_processshortq1"
  418. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  419. {if not dead
  420. {damage_report "body" "<s(0.2)c(ff0000)>HELP"}}}}
  421.  
  422. {on "die_processshortq2"
  423. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  424. {if not dead
  425. {damage_report "body" "<s(0.2)c(ff5c5c)>HELP!"}}}}
  426.  
  427. {on "die_processshortq3"
  428. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  429. {if not dead
  430. {if rand 0.1
  431. {damage_report "body" "<s(0.2)c(ff6161)>I SAID HELP!!"} ;zik
  432. else rand 0.1 ;Random Dying Timers
  433. {damage_report "body" "<s(0.2)c(ff6161)>GONNA DIE!"}
  434. else rand 0.1
  435. {damage_report "body" "<s(0.2)c(ff6161)>!!!!"}
  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)>why"}
  440. else rand 0.1 ;Random Dying Timers
  441. {damage_report "body" "<s(0.2)c(ff6161)>!"}
  442. else rand 0.1
  443. {damage_report "body" "<s(0.2)c(ff6161)>NO!"}
  444. else rand 0.1
  445. {damage_report "body" "<s(0.2)c(ff6161)>ergh"}
  446. else rand 0.1
  447. {damage_report "body" "<s(0.2)c(ff6161)>ARGHH"}
  448. else
  449. {damage_report "body" "<s(0.2)c(ff6161)>OUCH"}}}}}
  450.  
  451. {on "die_processshortq4"
  452. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  453. {if not dead
  454. {if rand 0.1
  455. {damage_report "body" "<s(0.2)c(ff9393)>HELP ME"} ;zik
  456. else rand 0.1 ;Random Dying Timers
  457. {damage_report "body" "<s(0.2)c(ff9393)>DAMNIT"}
  458. else rand 0.1
  459. {damage_report "body" "<s(0.2)c(ff9393)>HELP"}
  460. else rand 0.1
  461. {damage_report "body" "<s(0.2)c(ff9393)>NO"}
  462. else rand 0.1
  463. {damage_report "body" "<s(0.2)c(ff9393)>NO WAY"}
  464. else rand 0.1 ;Random Dying Timers
  465. {damage_report "body" "<s(0.2)c(ff9393)>!"}
  466. else rand 0.1
  467. {damage_report "body" "<s(0.2)c(ff9393)>NO!"}
  468. else rand 0.1
  469. {damage_report "body" "<s(0.2)c(ff9393)>ergh"}
  470. else rand 0.1
  471. {damage_report "body" "<s(0.2)c(ff9393)>ARGHH"}
  472. else
  473. {damage_report "body" "<s(0.2)c(ff9393)>THE PAIN"}}}}}
  474.  
  475. {on "die_processshortq5"
  476. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  477. {if not dead
  478. {damage_report "body" "<s(0.2)c(ff9393)>..."}}}}
  479. ;#############################################################################
  480. ;##########################DIE PROCESS SHORT END###################################################
  481. ;#############################################################################
  482.  
  483. ;#############################################################################
  484. ;##########################DIE PROCESS VERY SHORT BEGIN###################################################
  485. ;#############################################################################
  486. ;Die Process VeryShort Quotes
  487. {on "die_processveryshortq1"
  488. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  489. {if not dead
  490. {damage_report "body" "<s(0.2)c(ff0c00)>HELP"}}}}
  491.  
  492. {on "die_processveryshortq2"
  493. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  494. {if not dead
  495. {damage_report "body" "<s(0.2)c(ff2020)>."}}}}
  496.  
  497. {on "die_processveryshortq3"
  498. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  499. {if not dead
  500. {damage_report "body" "<s(0.2)c(ff4242)>.."}}}}
  501.  
  502. {on "die_processveryshortq4"
  503. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  504. {if not dead
  505. {damage_report "body" "<s(0.2)c(ff6666)>..."}}}}
  506.  
  507. {on "die_processveryshortq5"
  508. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  509. {if not dead
  510. {damage_report "body" "<s(0.2)c(ffaeae)>HELP :("}}}}
  511.  
  512. ;#############################################################################
  513. ;##########################DIE PROCESS VERY SHORT END###################################################
  514. ;#############################################################################
  515.  
  516. ;#############################################################################
  517. ;#############################################################################
  518. ;#############################################################################
  519. ;Die Process Long Quotes
  520. {on "die_processlongq1"
  521. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  522. {if not dead
  523. {damage_report "body" "<s(0.2)c(ff0000)>!!!!!!"}}}}
  524.  
  525. {on "die_processlongq2"
  526. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  527. {if not dead
  528. {if rand 0.1
  529. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Damn My LEG!!"}} ;zik
  530. else rand 0.1 ;Random Dying Timers
  531. {damage_report "body" "<s(0.2)c(ff0000)>I thought I could make it!"}
  532. else rand 0.1
  533. {damage_report "body" "<s(0.2)c(ff0000)>Theres no way... I could lose!"}
  534. else rand 0.1
  535. {damage_report "body" "<s(0.2)c(ff0000)>..."}
  536. else rand 0.1
  537. {damage_report "body" "<s(0.2)c(ff0000)>why"}
  538. else rand 0.1 ;Random Dying Timers
  539. {if "calculated_quotes" {damage_report "body" "<s(0.2)c(ff0000)>40 seconds to live!"} }
  540. else rand 0.1
  541. {damage_report "body" "<s(0.2)c(ff0000)>NO!"}
  542. else rand 0.1
  543. {damage_report "body" "<s(0.2)c(ff0000)>I Cant believe this"}
  544. else rand 0.1
  545. {damage_report "body" "<s(0.2)c(ff0000)>This can't be"}
  546. else rand 0.1 ;Random Dying Timers
  547. {if "akward_quotes" {damage_report "body" "<s(0.2)c(ff0000)>adfasdf!"} }
  548. else rand 0.1
  549. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Damn!"} }
  550. else rand 0.1
  551. {damage_report "body" "<s(0.2)c(ff0000)>..."}
  552. else rand 0.1
  553. {damage_report "body" "<s(0.2)c(ff0000)>what happened!?"}
  554. else rand 0.1 ;Random Dying Timers
  555. {damage_report "body" "<s(0.2)c(ff0000)>I can't move!"}
  556. else rand 0.1
  557. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Ergh..Damnit...ergh"} }
  558. else rand 0.1
  559. {damage_report "body" "<s(0.2)c(ff0000)>is this it?"}
  560. else rand 0.1
  561. {damage_report "body" "<s(0.2)c(ff0000)>really?"}
  562. else rand 0.1 ;Random Dying Timers
  563. {damage_report "body" "<s(0.2)c(ff0000)>I can't die here!"}
  564. else rand 0.1
  565. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>damn, I promised my family that I would be back"}}
  566. else rand 0.1
  567. {damage_report "body" "<s(0.2)c(ff0000)>So this is it huh"}
  568. else rand 0.1
  569. {damage_report "body" "<s(0.2)c(ff0000)>No need to worry, I'll be patched up in no time."}
  570. else rand 0.1 ;Random Dying Timers
  571. {if "akward_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Should have learned how to do the matrix!"} }
  572. else rand 0.1
  573. {damage_report "body" "<s(0.2)c(ff0000)>Almost dodged that one"}
  574. else rand 0.1
  575. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Ach Du Sheisse"}}
  576. else rand 0.1
  577. {damage_report "body" "<s(0.2)c(ff0000)>ARGHH"}
  578. else
  579. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>WTF"}}
  580. ;add your own or replace all these
  581. }
  582.  
  583. }}}
  584.  
  585. {on "die_processlongq3"
  586. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  587. {if not dead
  588. {if rand 0.1
  589. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff2727)>Don't Just stand there! heal me goddamnit >:("}} ;zik
  590. else rand 0.1 ;Random Dying Timers
  591. {if "akward_quotes" {damage_report "body" "<s(0.2)c(ff2727)>now that I think about it that actually hurt"} }
  592. else rand 0.1
  593. {damage_report "body" "<s(0.2)c(ff2727)>Noooo!"}
  594. else rand 0.1
  595. {damage_report "body" "<s(0.2)c(ff2727)>I'll get up, and when I do, you guys will be sorry"}
  596. else rand 0.1
  597. {damage_report "body" "<s(0.2)c(ff2727)>if I could see my family one more time."}
  598. else rand 0.1
  599. {if "calculated_quotes" {damage_report "body" "<s(0.2)c(ff2727)>its been 15 seconds, I have 25 seconds left"} }
  600. else rand 0.1
  601. {damage_report "body" "<s(0.2)c(ff2727)>I don't even..."}
  602. else rand 0.1
  603. {damage_report "body" "<s(0.2)c(ff2727)>ERGH"}
  604. else rand 0.1 ;Random Dying Timers
  605. {damage_report "body" "<s(0.2)c(ff2727)>theres no way out of this fight, is there?"}
  606. else rand 0.1
  607. {damage_report "body" "<s(0.2)c(ff2727)>how could I be so stupid!"}
  608. else rand 0.1
  609. {damage_report "body" "<s(0.2)c(ff2727)>I should have known better!!!"}
  610. else rand 0.1
  611. {damage_report "body" "<s(0.2)c(ff2727)>ERGh, I can take the pain!"}
  612. else rand 0.1 ;Random Dying Timers
  613. {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"} }
  614. else rand 0.1
  615. {damage_report "body" "<s(0.2)c(ff2727)>Am I really going to die!?"}
  616. else rand 0.1
  617. {damage_report "body" "<s(0.2)c(ff2727)>what is the point of this war?"}
  618. else rand 0.1
  619. {damage_report "body" "<s(0.2)c(ff2727)>darn"}
  620. else rand 0.1 ;Random Dying Timers
  621. {damage_report "body" "<s(0.2)c(ff2727)>is this really happening?"}
  622. else rand 0.1
  623. {damage_report "body" "<s(0.2)c(ff2727)>a little more and I'll bleed out"}
  624. else rand 0.1
  625. {damage_report "body" "<s(0.2)c(ff2727)>someone save me!"}
  626. else rand 0.1
  627. {damage_report "body" "<s(0.2)c(ff2727)>I'm about to die."}
  628. else rand 0.1 ;Random Dying Timers
  629. {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff2727)>god, please save me!"} }
  630. else rand 0.1
  631. {damage_report "body" "<s(0.2)c(ff2727)>ERGH, well I guess this is how its gonna end for me"}
  632. else rand 0.1
  633. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff2727)>damn this hurts!"} }
  634. else rand 0.1
  635. {damage_report "body" "<s(0.2)c(ff2727)>I though he said this would be a short campaign!"}
  636. else
  637. {damage_report "body" "<s(0.2)c(ff2727)>..."}}}}}
  638.  
  639. {on "die_processlongq4"
  640. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  641. {if not dead
  642. {if rand 0.1
  643. {damage_report "body" "<s(0.2)c(ff5353)>I will die for my country!!"} ;zik
  644. else rand 0.1 ;Random Dying Timers
  645. {if "calculated_quotes" {damage_report "body" "<s(0.2)c(ff5353)>15 seconds to live!"} }
  646. else rand 0.1
  647. {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>I see bright light!"} }
  648. else rand 0.1
  649. {damage_report "body" "<s(0.2)c(ff5353)>..."}
  650. else rand 0.1
  651. {damage_report "body" "<s(0.2)c(ff5353)>got to get up!"}
  652. else rand 0.1 ;Random Dying Timers
  653. {damage_report "body" "<s(0.2)c(ff5353)>I can't die, not like this!!"}
  654. else rand 0.1
  655. {damage_report "body" "<s(0.2)c(ff5353)>Get out of here guys! Or you'll end up like me! I'm serious!"}
  656. else rand 0.1
  657. {damage_report "body" "<s(0.2)c(ff5353)>This is it"}
  658. else rand 0.1
  659. {if "profanity_quotes" {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>Damn you all to hell"}}}
  660. else rand 0.1 ;Random Dying Timers
  661. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff5353)>You Bastards!"}}
  662. else rand 0.1
  663. {damage_report "body" "<s(0.2)c(ff5353)>can't just die like this"}
  664. else rand 0.1
  665. {damage_report "body" "<s(0.2)c(ff5353)>!...darn it!"}
  666. else rand 0.1
  667. {damage_report "body" "<s(0.2)c(ff5353)>I'm running out of time!"}
  668. else rand 0.1 ;Random Dying Timers
  669. {damage_report "body" "<s(0.2)c(ff5353)>this is ridiculous"}
  670. else rand 0.1
  671. {damage_report "body" "<s(0.2)c(ff5353)>no...."}
  672. else rand 0.1
  673. {if "akward_quotes" {damage_report "body" "<s(0.2)c(ff5353)>I just need to find a timemachine"} }
  674. else rand 0.1
  675. {damage_report "body" "<s(0.2)c(ff5353)>I'm gonna get through this"}
  676. else rand 0.1 ;Random Dying Timers
  677. {damage_report "body" "<s(0.2)c(ff5353)>everything's gonna be alright, just gotta hang in there"}
  678. else rand 0.1
  679. {damage_report "body" "<s(0.2)c(ff5353)>will I live through this?"}
  680. else rand 0.1
  681. {damage_report "body" "<s(0.2)c(ff5353)>Of all ways to die..."}
  682. else rand 0.1
  683. {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>For the love of god, SOMEONE HEAL ME."} }
  684. else rand 0.1 ;Random Dying Timers
  685. {damage_report "body" "<s(0.2)c(ff5353)>?"}
  686. else rand 0.1
  687. {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>wonder what its like on the other side"} }
  688. else rand 0.1
  689. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff5353)>no fucking way!"}}
  690. else rand 0.1
  691. {damage_report "body" "<s(0.2)c(ff5353)>HELP"}
  692. else
  693. {damage_report "body" "<s(0.2)c(ff5353)>..."}}}}}
  694.  
  695. {on "die_processlongq5"
  696. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  697. {if not dead
  698. {if rand 0.1
  699. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Damn, it was a trap!..."} };zik
  700. else rand 0.1 ;Random Dying Timers
  701. {damage_report "body" "<s(0.2)c(ff8585)>goodbye everyone..."}
  702. else rand 0.1
  703. {damage_report "body" "<s(0.2)c(ff8585)>just gotta...reload..."}
  704. else rand 0.1
  705. {damage_report "body" "<s(0.2)c(ff8585)>..."}
  706. else rand 0.1
  707. {damage_report "body" "<s(0.2)c(ff8585)>what an unfortunate end..."}
  708. else rand 0.1 ;Random Dying Timers
  709. {damage_report "body" "<s(0.2)c(ff8585)>its over... its all ove...."}
  710. else rand 0.1
  711. {damage_report "body" "<s(0.2)c(ff8585)>NOOOooo...."}
  712. else rand 0.1
  713. {damage_report "body" "<s(0.2)c(ff8585)>!!!!!!..."}
  714. else rand 0.1
  715. {damage_report "body" "<s(0.2)c(ff8585)>!!!!!..."}
  716. else rand 0.1 ;Random Dying Timers
  717. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>DAmn...."} }
  718. else rand 0.1
  719. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Waht the f...."} }
  720. else rand 0.1
  721. {damage_report "body" "<s(0.2)c(ff8585)>this can't b..."}
  722. else rand 0.1
  723. {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff8585)>FOR THE LOVE OF GOD SOMEONE H...."} }}
  724. else rand 0.1 ;Random Dying Timers
  725. {damage_report "body" "<s(0.2)c(ff8585)>this is just ridi...."}
  726. else rand 0.1
  727. {damage_report "body" "<s(0.2)c(ff8585)>er...."}
  728. else rand 0.1
  729. {damage_report "body" "<s(0.2)c(ff8585)>is this it? I guess it i......"}
  730. else rand 0.1
  731. {damage_report "body" "<s(0.2)c(ff8585)>reall...."}
  732. else rand 0.1 ;Random Dying Timers
  733. {damage_report "body" "<s(0.2)c(ff8585)>I can't d...."}
  734. else rand 0.1
  735. {damage_report "body" "<s(0.2)c(ff8585)>I'm losing consc...."}
  736. else rand 0.1
  737. {damage_report "body" "<s(0.2)c(ff8585)>So this is it hughghj....."}
  738. else rand 0.1
  739. {damage_report "body" "<s(0.2)c(ff8585)>No need to worry, I'll be patc....."}
  740. else rand 0.1 ;Random Dying Timers
  741. {if "akward_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Should have learned how to do the matri...."}}
  742. else rand 0.1
  743. {if "religious_quotes" {damage_report "body" "<s(0.2)c(ff8585)>BRight Light!!"}}
  744. else rand 0.1
  745. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Damnit.Damnit.Damni....."}}
  746. else rand 0.1
  747. {damage_report "body" "<s(0.2)c(ff8585)>ARghhh......"}
  748. else
  749. {if "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>WT.....f...."}}}}}
  750. ;#############################################################################
  751. ;##########################DIE PROCESS LONG END###################################################
  752. ;#############################################################################
  753. ;#############################################################################
  754. ;##########################DIE PROCESS QUOTES FINISH###################################################
  755. ;#############################################################################
  756.  
  757.  
  758.  
  759. ;#############################################################################
  760. ;##########################DIE PROCESS FUNCTIONS STARTO###################################################
  761. ;#############################################################################
  762. ;#############################################################################
  763. ;##########################DIE PROCESS KNOCKOUT BEGIN###################################################
  764. ;#############################################################################
  765.  
  766.  
  767. ;Called on by Random Generator
  768. {on "die_processknockout"
  769. {tags add "in_die_process_normal"}
  770. {tags add "near_death"} ;ensures death_wait will kill it
  771. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  772. {if "quotes_enabled"
  773. {call "die_processquotecheck"}
  774. }
  775. {call "cdie_calc"}
  776. {if tagged "die_processset"
  777. {delay 19 {call "death_wait"} }
  778.  
  779.  
  780. }
  781. } ;#############################################################################
  782. ;##########################DIE PROCESS KNOCKOUT END###################################################
  783. ;#############################################################################
  784.  
  785. ;#############################################################################
  786. ;##########################DIE PROCESS NORMAL BEGIN###################################################
  787. ;#############################################################################
  788.  
  789.  
  790. ;Called on by Random Generator
  791. {on "die_process"
  792. {able select 0} {tags add "in_die_process_normal"}
  793. {tags add "near_death"} ;ensures death_wait will kill it
  794. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  795. {if "quotes_enabled"
  796. {call "die_processquotecheck"}
  797. }
  798. {call "cdie_calc"}
  799. {if tagged "die_processset"
  800. {delay 19 {call "death_wait"} }
  801.  
  802.  
  803. }
  804. } ;#############################################################################
  805. ;##########################DIE PROCESS NORMAL END###################################################
  806. ;#############################################################################
  807. ;#############################################################################
  808. ;##########################DIE PROCESS SHORT BEGIN###################################################
  809. ;#############################################################################
  810.  
  811. ;Called on by Random Generator
  812. {on "die_processshort"
  813. {able select 0} {tags add "in_die_process_short"}
  814. {tags add "near_death"} ;ensures death_wait will kill it
  815. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  816. {if "quotes_enabled"
  817. {call "die_processshortquotecheck"}
  818. }
  819. {call "cdie_calc"}
  820. {if tagged "die_processset"
  821. {delay 9 {call "death_wait"} }
  822.  
  823.  
  824. }
  825. } ;#############################################################################
  826. ;##########################DIE PROCESS SHORT END###################################################
  827. ;#############################################################################
  828. ;#############################################################################
  829. ;##########################DIE PROCESS VERY SHORT BEGIN###################################################
  830. ;#############################################################################
  831.  
  832. ;Called on by Random Generator
  833. {on "die_processveryshort"
  834. {able select 0} {tags add "in_die_process_veryshort"}
  835. {tags add "near_death"} ;ensures death_wait will kill it
  836. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  837. {if "quotes_enabled"
  838. {call "die_processveryshortquotecheck"}
  839. }
  840. {call "cdie_calc"}
  841. {if tagged "die_processset"
  842. {delay 4.5 {call "death_wait"} }
  843.  
  844.  
  845. }
  846. } ;#############################################################################
  847. ;##########################DIE PROCESS VERY SHORT END###################################################
  848. ;#############################################################################
  849. ;#############################################################################
  850. ;##########################DIE PROCESS LONG BEGIN###################################################
  851. ;#############################################################################
  852.  
  853. ;Called on by Random Generator
  854. {on "die_processlong"
  855. {able select 0} {tags add "in_die_process_long"}
  856. {tags add "near_death"} ;ensures death_wait will kill it
  857. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  858. {if "quotes_enabled"
  859. {call "die_processlongquotecheck"}
  860. }
  861. {call "cdie_calc"}
  862. {if tagged "die_processset"
  863. {delay 39 {call "death_wait"} }
  864.  
  865.  
  866. }
  867. } ;#############################################################################
  868. ;##########################DIE PROCESS LONG END###################################################
  869. ;#############################################################################
  870. ;#############################################################################
  871. ;##########################DIE PROCESSES FINISH###################################################
  872. ;#############################################################################
  873. ;#############################################################################
  874. ;##########################DIE PROCESS vLONG BEGIN###################################################
  875. ;#############################################################################
  876.  
  877. ;Called on by Random Generator
  878. {on "die_processvlong"
  879. {able select 0} {tags add "in_die_process_long"}
  880. {tags add "near_death"} ;ensures death_wait will kill it
  881. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  882. {if "quotes_enabled"
  883. {call "die_processlongquotecheck"}
  884. }
  885. {call "cdie_calc"}
  886. {if tagged "die_processset"
  887. {delay 139 {call "death_wait"} }
  888.  
  889.  
  890. }
  891. }
  892.  
  893. ;#############################################################################
  894. ;##########################DIE PROCESS vLONG END###################################################
  895. ;#############################################################################
  896. ;#############################################################################
  897. ;##########################DIE PROCESS vLONG2 BEGIN###################################################
  898. ;#############################################################################
  899. ;Called on by Random Generator
  900. {on "die_processvlong2"
  901. {able select 0} {tags add "in_die_process_long"}
  902. {tags add "near_death"} ;ensures death_wait will kill it
  903. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  904. {if "quotes_enabled"
  905. {call "die_processlongquotecheck"}
  906. }
  907. {call "cdie_calc"}
  908. {if tagged "die_processset"
  909. {delay 239 {call "death_wait"} }
  910.  
  911.  
  912. }
  913. } ;#############################################################################
  914. ;##########################DIE PROCESS vLONG2 END###################################################
  915. ;#############################################################################
  916. ;#############################################################################
  917. ;##########################DIE PROCESSES FINISH###################################################
  918. ;#############################################################################
  919. ;#############################################################################
  920. ;##########################DIE_CALC REVIVAL! BEGIN###################################################
  921. ;#############################################################################
  922.  
  923.  
  924. ;TIMER OF LIFE ;The Saviour lol
  925. {on "die_calc" ;Calculates whether or not the unit has been morphined or not.
  926. {if not able "select" {if not senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  927. {if not dead
  928. {tags remove "near_death"} ;reenables random death engine and disable the current death process
  929. {tags remove "die_processset"}
  930. {able select 1}
  931. {delay 0.001 {if "near_death_animation" {ani_stop "lie_sleep_idle_2"}{ani_stop "lie_sleep_idle_1"} {tags remove "near_death_anim"}}}
  932.  
  933. {delay 0.1
  934. {tags remove "death_wait"}
  935. {tags remove "randomdisabled"}
  936.  
  937. }
  938. {delay 0.2
  939. {if not tagged "revived"
  940. {if not senseless {if not dead
  941. {if tagged "self_recover"
  942. {if "quotes_enabled"
  943. {if "recover_quotes_enabled"
  944. {if rand 0.1
  945. {damage_report "body" "<s(0.2)c(00ff2a)>I'm back in business!"}
  946. else rand 0.1
  947. {damage_report "body" "<s(0.2)c(00ff2a)>!?"}
  948. else rand 0.1
  949. {damage_report "body" "<s(0.2)c(00ff2a)>yes"}
  950. else rand 0.1
  951. {damage_report "body" "<s(0.2)c(00ff2a)>I survived this!"}
  952. else rand 0.1
  953. {damage_report "body" "<s(0.2)c(00ff2a)>theres no way I would die from that!"}
  954. else rand 0.1
  955. {damage_report "body" "<s(0.2)c(00ff2a)>I'm more stronger than I expected"}
  956. else rand 0.1
  957. {damage_report "body" "<s(0.2)c(00ff2a)>hmph"}
  958. else rand 0.1
  959. {if "akward_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>MLG"} }
  960. else rand 0.1
  961. {damage_report "body" "<s(0.2)c(00ff2a)>well well well"}
  962. else rand 0.1
  963. {damage_report "body" "<s(0.2)c(00ff2a)>I'm a Survivor"}
  964. else rand 0.1
  965. {damage_report "body" "<s(0.2)c(00ff2a)>This fight is gonna get interesting"}
  966. else rand 0.1
  967. {damage_report "body" "<s(0.2)c(00ff2a)>I'm still alive"}
  968. else rand 0.1
  969. {damage_report "body" "<s(0.2)c(00ff2a)>It ain't over yet!"}
  970. else rand 0.1
  971. {damage_report "body" "<s(0.2)c(00ff2a)>C'mon! You can't kill me!!!"}
  972. else rand 0.1
  973. {if "religious_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>God is on my side!"}}
  974. else rand 0.1
  975. {damage_report "body" "<s(0.2)c(00ff2a)>hahahahahaha"}
  976. else rand 0.1
  977. {if "akward_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>THIS IS SPARTA"} }
  978. else rand 0.1
  979. {if "akward_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>I am the boss!"} }
  980. else rand 0.1
  981. {damage_report "body" "<s(0.2)c(00ff2a)>Bwahahahahaha"}
  982. else rand 0.1
  983. {damage_report "body" "<s(0.2)c(00ff2a)>Your gonna have to do alot more than that to kill me."}
  984. else rand 0.1
  985. {damage_report "body" "<s(0.2)c(00ff2a)>I am unbeatable!"}
  986. else rand 0.1
  987. {damage_report "body" "<s(0.2)c(00ff2a)>I am invincible"}
  988. else rand 0.1
  989. {if "akward_quotes" {if "profanity_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>Sup, Bitches"} } }
  990. else rand 0.1
  991. {damage_report "body" "<s(0.2)c(00ff2a)>Awesome"}
  992. else rand 0.1
  993. {if "religious_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>Guess its not my time to go"} }
  994. else rand 0.1
  995. {damage_report "body" "<s(0.2)c(00ff2a)>Yes, now I have a chance at seeing my family again"}
  996. else rand 0.1
  997. {damage_report "body" "<s(0.2)c(00ff2a)>looks like I'm going home, not in a bodybag"}
  998. else rand 0.1
  999. {damage_report "body" "<s(0.2)c(00ff2a)>You can't defeat me!!!"}
  1000. else rand 0.1
  1001. {damage_report "body" "<s(0.2)c(00ff2a)>You are weak!"}
  1002. else rand 0.1
  1003. {damage_report "body" "<s(0.2)c(00ff2a)>Hey, there"}
  1004. else
  1005. {damage_report "body" "<s(0.2)c(00ff2a)>...!?"}
  1006. ;what the units say to you when they are revived
  1007. }}}
  1008.  
  1009. ;revived_speech
  1010. {if "revived_speech"
  1011. {delay 1.0
  1012. {if rand 0.8
  1013. {talk "jubilation"}
  1014. else rand 0.5
  1015. {talk "retreat"}
  1016. else
  1017. {talk "things_look_blue"}
  1018. }}}
  1019. {tags add "revived"}
  1020. {tags remove "dead"}
  1021. {tags remove "disablerandom"}
  1022. {tags remove "in_die_process_normal"}
  1023. {tags remove "in_die_process_short"}
  1024. {tags remove "in_die_process_veryshort"}
  1025. {tags remove "in_die_process_long"}
  1026. {tags remove "self_recover"}
  1027. {tags add "successfully_revived"}
  1028. ; {start_sound "human/heal"}
  1029. {able personage 0}}}}}}
  1030. ;pt2
  1031. {delay 0.1
  1032. {if not tagged "revived"
  1033. {if not senseless {if not dead
  1034. {if not tagged "self_recover"
  1035. {delay 0.001 {if "near_death_animation" {ani_stop "lie_sleep_idle_2"}{ani_stop "lie_sleep_idle_1"}}}
  1036.  
  1037.  
  1038. ; talk begin what the units say to you when they are revived
  1039. {if "quotes_enabled"
  1040. {if "revived_quotes_enabled"
  1041. {if rand 0.1
  1042. {damage_report "body" "<s(0.2)c(0057fc)>Thanks"}
  1043. else rand 0.1
  1044. {damage_report "body" "<s(0.2)c(0057fc)>Thank You"}
  1045. else rand 0.1
  1046. {damage_report "body" "<s(0.2)c(0057fc)>You are my hero"}
  1047. else rand 0.1
  1048. {damage_report "body" "<s(0.2)c(0057fc)>lets go!"}
  1049. else rand 0.1
  1050. {damage_report "body" "<s(0.2)c(0057fc)>I should have died"}
  1051. else rand 0.1
  1052. {damage_report "body" "<s(0.2)c(0057fc)>today is not the last after all"}
  1053. else rand 0.1
  1054. {damage_report "body" "<s(0.2)c(0057fc)>ALRIGHT"}
  1055. else rand 0.1
  1056. {damage_report "body" "<s(0.2)c(0057fc)>YES"}
  1057. else rand 0.1
  1058. {damage_report "body" "<s(0.2)c(0057fc)>you ought to be promoted!"}
  1059. else rand 0.1
  1060. {damage_report "body" "<s(0.2)c(0057fc)>Wow, thanks"}
  1061. else rand 0.1
  1062. {damage_report "body" "<s(0.2)c(0057fc)>Now lets take the fight to them!"}
  1063. else rand 0.1
  1064. {damage_report "body" "<s(0.2)c(0057fc)>Hopefully I can change the tide!"}
  1065. else rand 0.1
  1066. {damage_report "body" "<s(0.2)c(0057fc)>It ain't over yet!"}
  1067. else rand 0.1
  1068. {damage_report "body" "<s(0.2)c(0057fc)>Thanks so much, I dont know how to repay you"}
  1069. else rand 0.1
  1070. {if "religious_quotes" {damage_report "body" "<s(0.2)c(0057fc)>I don't believe it, you answered my prayers"}}
  1071. else rand 0.1
  1072. {damage_report "body" "<s(0.2)c(0057fc)>This is the best day of my life!"}
  1073. else rand 0.1
  1074. {if "akward_quotes" {damage_report "body" "<s(0.2)c(0057fc)>THIS IS SPARTA"} }
  1075. else rand 0.1
  1076. {if "akward_quotes" {damage_report "body" "<s(0.2)c(0057fc)>Like a boss"} }
  1077. else rand 0.1
  1078. {damage_report "body" "<s(0.2)c(0057fc)>alright, lets go"}
  1079. else rand 0.1
  1080. {damage_report "body" "<s(0.2)c(0057fc)>yes sir!"}
  1081. else rand 0.1
  1082. {damage_report "body" "<s(0.2)c(0057fc)>lets end this once and for all!"}
  1083. else rand 0.1
  1084. {damage_report "body" "<s(0.2)c(0057fc)>This is great"}
  1085. else rand 0.1
  1086. {if "akward_quotes" {damage_report "body" "<s(0.2)c(0057fc)>Who do you think I am? Lt. Dan!?"} }
  1087. else rand 0.1
  1088. {damage_report "body" "<s(0.2)c(0057fc)>Awesome"}
  1089. else rand 0.1
  1090. {if "religious_quotes" {damage_report "body" "<s(0.2)c(0057fc)>hey! I was about to go to heaven!"} }
  1091. else rand 0.1
  1092. {damage_report "body" "<s(0.2)c(0057fc)>Yes, now I have a chance at seeing my family again"}
  1093. else rand 0.1
  1094. {damage_report "body" "<s(0.2)c(0057fc)>looks like I'm going home, not in a bodybag"}
  1095. else rand 0.1
  1096. {damage_report "body" "<s(0.2)c(0057fc)>lets do this"}
  1097. else rand 0.1
  1098. {damage_report "body" "<s(0.2)c(0057fc)>I can move!"}
  1099. else rand 0.1
  1100. {damage_report "body" "<s(0.2)c(0057fc)>Okay, whats next?"}
  1101. else
  1102. {damage_report "body" "<s(0.2)c(0057fc)>:D"}
  1103. ;what the units say to you when they are revived
  1104. }}} ;talk end
  1105. {if "switch_sides" ;DO NOT CHANGE GO TO SWITCH_MENU INSTEAD
  1106.  
  1107. {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}}
  1108.  
  1109. {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"
  1110. {damage_report "body" "<s(8)c(00ff00)>No Player Team Selected!!!"} ;Squad Title
  1111. }
  1112. }}}}}}}}}}
  1113. ;revived_speech
  1114. {if "revived_speech"
  1115. {delay 1.0
  1116. {if rand 0.8
  1117. {talk "jubilation"}
  1118.  
  1119. else rand 0.5
  1120. {talk "retreat"}
  1121. else
  1122. {talk "things_look_blue"}
  1123. }}}
  1124.  
  1125.  
  1126.  
  1127.  
  1128. ;Helper Squad for Player 0
  1129. {if "helper_squad_enabled"
  1130. {start_sound "world/ambient/bomber_flyby.wav"}
  1131.  
  1132. {delay 0.2 ;parachute effect
  1133. {spawn "paradrop_ammo"}
  1134. }
  1135.  
  1136.  
  1137. {if rand 0.3 ;squad rifle random
  1138. {damage_report "body" "<s(8)c(00ff00)>Player 0, 8 man Rifle Squad!!!"} ;Squad Title
  1139. ;eng rifle squad
  1140. {if rand 0.2 ;rand faction
  1141. {spawn_human "mp/eng/rifle"}
  1142. {spawn_human "mp/eng/rifle"}
  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/mgun"} ;eng end
  1149. else rand 0.2
  1150.  
  1151. ;ger rifle squad
  1152. {spawn_human "mp/ger/rifle"}
  1153. {spawn_human "mp/ger/rifle"}
  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/mgun"} ;ger end
  1160. else rand 0.2
  1161.  
  1162. ;jap rifle squad
  1163. {spawn_human "mp/jap/rifle"}
  1164. {spawn_human "mp/jap/rifle"}
  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/mgun"} ;jap end
  1171. else rand 0.2
  1172.  
  1173. ;rus rifle squad
  1174. {spawn_human "mp/rus/rifle"}
  1175. {spawn_human "mp/rus/rifle"}
  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/mgun"} ;rus end
  1182. else
  1183.  
  1184. ;usa rifle squad
  1185. {spawn_human "mp/usa/rifle"}
  1186. {spawn_human "mp/usa/rifle"}
  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/mgun"} ;usa end
  1193. }
  1194.  
  1195.  
  1196.  
  1197. else rand 0.2
  1198. {damage_report "body" "<s(0.2)c(00ff00)>Player 0 4 man AT Squad!!"}
  1199. ;eng rifle squad
  1200. {if rand 0.2
  1201. {spawn_human "mp/eng/bazooker"}
  1202. {spawn_human "mp/eng/bazooker2"}
  1203. {spawn_human "mp/eng/bazooker2"}
  1204. {spawn_human "mp/eng/at_rifle"} ;eng end
  1205. else rand 0.2
  1206.  
  1207. ;ger rifle squad
  1208. {spawn_human "mp/ger/bazooker"}
  1209. {spawn_human "mp/ger/bazooker2"}
  1210. {spawn_human "mp/ger/bazooker2"}
  1211. {spawn_human "mp/ger/at_rifle"} ;ger end else rand 0.1
  1212.  
  1213. ;jap rifle squad
  1214. {spawn_human "mp/jap/bazooker"}
  1215. {spawn_human "mp/jap/bazooker2"}
  1216. {spawn_human "mp/jap/bazooker2"}
  1217. {spawn_human "mp/jap/at_rifle"} ;jap end
  1218. else rand 0.2
  1219.  
  1220. ;rus rifle squad
  1221. {spawn_human "mp/rus/bazooker"}
  1222. {spawn_human "mp/rus/bazooker2"}
  1223. {spawn_human "mp/rus/bazooker2"}
  1224. {spawn_human "mp/rus/at_rifle"};rus end
  1225. else
  1226.  
  1227. ;usa rifle squad
  1228. {spawn_human "mp/usa/rifle"}
  1229. {spawn_human "mp/usa/rifle"}
  1230. {spawn_human "mp/usa/rifle"}
  1231. {spawn_human "mp/usa/rifle"} ;usa end
  1232. }
  1233.  
  1234. else rand 0.2
  1235. {damage_report "body" "<s(0.2)c(00ff00)>Player 0 Sniper Squad!!"}
  1236. ;eng rifle squad
  1237. {if rand 0.2
  1238. {spawn_human "mp/eng/sniper"}
  1239. {spawn_human "mp/eng/oficer"};eng end
  1240. else rand 0.2
  1241.  
  1242. ;ger rifle squad
  1243. {spawn_human "mp/ger/sniper"}
  1244. {spawn_human "mp/ger/oficer"} ;ger end
  1245. else rand 0.2
  1246.  
  1247. ;jap rifle squad
  1248. {spawn_human "mp/jap/sniper"}
  1249. {spawn_human "mp/jap/oficer"} ;jap end
  1250. else rand 0.2
  1251.  
  1252. ;rus rifle squad
  1253. {spawn_human "mp/rus/sniper"}
  1254. {spawn_human "mp/rus/oficer"} ;rus end
  1255. else
  1256.  
  1257. ;usa rifle squad
  1258. {spawn_human "mp/usa/sniper"}
  1259. {spawn_human "mp/usa/oficer"};usa end
  1260. }
  1261. else rand 0.2
  1262. {damage_report "body" "<s(0.2)c(00ff00)>Player 0 6 man SMG Squad!!"}
  1263. ;eng rifle squad
  1264. {if rand 0.2
  1265. {spawn_human "mp/eng/rifle"}
  1266. {spawn_human "mp/eng/rifle"}
  1267. {spawn_human "mp/eng/rifle"}
  1268. {spawn_human "mp/eng/smg"}
  1269. {spawn_human "mp/eng/smg"}
  1270. {spawn_human "mp/eng/smg"} ;eng end
  1271. else rand 0.2
  1272.  
  1273. ;ger rifle squad
  1274. {spawn_human "mp/ger/rifle"}
  1275. {spawn_human "mp/ger/rifle"}
  1276. {spawn_human "mp/ger/rifle"}
  1277. {spawn_human "mp/ger/smg"}
  1278. {spawn_human "mp/ger/smg"}
  1279. {spawn_human "mp/ger/smg"} ;ger end
  1280. else rand 0.2
  1281.  
  1282. ;jap rifle squad
  1283. {spawn_human "mp/jap/rifle"}
  1284. {spawn_human "mp/jap/rifle"}
  1285. {spawn_human "mp/jap/rifle"}
  1286. {spawn_human "mp/jap/smg"}
  1287. {spawn_human "mp/jap/smg"}
  1288. {spawn_human "mp/jap/smg"} ;jap end
  1289. else rand 0.2
  1290.  
  1291. ;rus rifle squad
  1292. {spawn_human "mp/rus/rifle"}
  1293. {spawn_human "mp/rus/rifle"}
  1294. {spawn_human "mp/rus/rifle"}
  1295. {spawn_human "mp/rus/smg"}
  1296. {spawn_human "mp/rus/smg"}
  1297. {spawn_human "mp/rus/smg"} ;rus end
  1298. else
  1299.  
  1300. ;usa rifle squad
  1301. {spawn_human "mp/usa/rifle"}
  1302. {spawn_human "mp/usa/rifle"}
  1303. {spawn_human "mp/usa/rifle"}
  1304. {spawn_human "mp/usa/smg"}
  1305. {spawn_human "mp/usa/smg"}
  1306. {spawn_human "mp/usa/smg"} ;usa end
  1307. }
  1308. else rand 0.2
  1309. {damage_report "body" "<s(0.2)c(00ff00)>Player 0 Assault Infantry!!"}
  1310. ;eng rifle squad
  1311. {if rand 0.2
  1312. {spawn_human "mp/eng/sturmovik"}
  1313. {spawn_human "mp/eng/sturmovik2"}
  1314. {spawn_human "mp/eng/sturmovik3"}
  1315. {spawn_human "mp/eng/sturmovik4"}
  1316. {spawn_human "mp/eng/sturmovik4b"}
  1317. {spawn_human "mp/eng/sturmovik5"}
  1318. {spawn_human "mp/eng/sturmovik5b"}
  1319. {spawn_human "mp/eng/sturmovik6"}
  1320. {spawn_human "mp/eng/sturmovik6b"} ;eng end
  1321. else rand 0.2
  1322.  
  1323. ;ger rifle squad
  1324. {spawn_human "mp/ger/sturmovik"}
  1325. {spawn_human "mp/ger/sturmovik2"}
  1326. {spawn_human "mp/ger/sturmovik3"}
  1327. {spawn_human "mp/ger/sturmovik4"}
  1328. {spawn_human "mp/ger/sturmovik4b"}
  1329. {spawn_human "mp/ger/sturmovik5"}
  1330. {spawn_human "mp/ger/sturmovik5b"}
  1331. {spawn_human "mp/ger/sturmovik6"}
  1332. {spawn_human "mp/ger/sturmovik6b"} ;ger end
  1333. else rand 0.2
  1334.  
  1335. ;jap rifle squad
  1336. {spawn_human "mp/jap/sturmovik"}
  1337. {spawn_human "mp/jap/sturmovik2"}
  1338. {spawn_human "mp/jap/sturmovik3"}
  1339. {spawn_human "mp/jap/sturmovik4"}
  1340. {spawn_human "mp/jap/sturmovik4b"}
  1341. {spawn_human "mp/jap/sturmovik5"}
  1342. {spawn_human "mp/jap/sturmovik5b"}
  1343. {spawn_human "mp/jap/sturmovik6"}
  1344. {spawn_human "mp/jap/sturmovik6b"} ;jap end
  1345. else rand 0.2
  1346.  
  1347. ;rus rifle squad
  1348. {spawn_human "mp/rus/sturmovik"}
  1349. {spawn_human "mp/rus/sturmovik2"}
  1350. {spawn_human "mp/rus/sturmovik3"}
  1351. {spawn_human "mp/rus/sturmovik4"}
  1352. {spawn_human "mp/rus/sturmovik4b"}
  1353. {spawn_human "mp/rus/sturmovik5"}
  1354. {spawn_human "mp/rus/sturmovik5b"}
  1355. {spawn_human "mp/rus/sturmovik6"}
  1356. {spawn_human "mp/rus/sturmovik6b"} ;rus end
  1357. else
  1358.  
  1359. ;usa rifle squad
  1360. {spawn_human "mp/usa/sturmovik"}
  1361. {spawn_human "mp/usa/sturmovik2"}
  1362. {spawn_human "mp/usa/sturmovik3"}
  1363. {spawn_human "mp/usa/sturmovik4"}
  1364. {spawn_human "mp/usa/sturmovik4b"}
  1365. {spawn_human "mp/usa/sturmovik5"}
  1366. {spawn_human "mp/usa/sturmovik5b"}
  1367. {spawn_human "mp/usa/sturmovik6"}
  1368. {spawn_human "mp/usa/sturmovik6b"} ;usa end
  1369. }
  1370. else
  1371. {damage_report "body" "<s(0.2)c(00ff00)>Player 0 Paratrooper Squad!!"}
  1372. ;eng rifle squad
  1373. {if rand 0.2
  1374. {spawn_human "mp/eng/elite"}
  1375. {spawn_human "mp/eng/elite2"}
  1376. {spawn_human "mp/eng/elite3"}
  1377. {spawn_human "mp/eng/elite4"}
  1378. {spawn_human "mp/eng/elite_at"};eng end
  1379. else rand 0.2
  1380.  
  1381. ;ger rifle squad
  1382. {spawn_human "mp/ger/elite"}
  1383. {spawn_human "mp/ger/elite2"}
  1384. {spawn_human "mp/ger/elite3"}
  1385. {spawn_human "mp/ger/elite4"}
  1386. {spawn_human "mp/ger/elite_at"} ;ger end
  1387. else rand 0.2
  1388.  
  1389. ;jap rifle squad
  1390. {spawn_human "mp/jap/elite"}
  1391. {spawn_human "mp/jap/elite2"}
  1392. {spawn_human "mp/jap/elite3"}
  1393. {spawn_human "mp/jap/elite4"}
  1394. {spawn_human "mp/jap/elite_at"} ;jap end
  1395. else rand 0.2
  1396.  
  1397. ;rus rifle squad
  1398. {spawn_human "mp/rus/elite"}
  1399. {spawn_human "mp/rus/elite2"}
  1400. {spawn_human "mp/rus/elite3"}
  1401. {spawn_human "mp/rus/elite4"}
  1402. {spawn_human "mp/rus/elite_at"} ;rus end
  1403. else
  1404.  
  1405. ;usa rifle squad
  1406. {spawn_human "mp/usa/elite"}
  1407. {spawn_human "mp/usa/elite2"}
  1408. {spawn_human "mp/usa/elite3"}
  1409. {spawn_human "mp/usa/elite4"}
  1410. {spawn_human "mp/usa/elite_at"} ;usa end
  1411. }
  1412.  
  1413. } ;talk end
  1414. };helper_squad_enabled check
  1415. {tags add "revived"}
  1416. {tags remove "disablerandom"}
  1417. {tags remove "in_die_process_normal"}
  1418. {tags remove "in_die_process_short"}
  1419. {tags remove "in_die_process_veryshort"}
  1420. {tags remove "in_die_process_long"}
  1421. {tags add "successfully_revived"}
  1422. {tags remove "self_recover"}
  1423. {start_sound "human/heal"}
  1424. {able personage 0} }}}}}
  1425.  
  1426. }}}}
  1427.  
  1428.  
  1429. ;#############################################################################
  1430. ;##########################DIE_CALC END###################################################
  1431. ;#############################################################################
  1432. ; Timer of life end(LOL)
  1433.  
  1434.  
  1435.  
  1436. ;#############################################################################
  1437. ;##########################DEATH_WAIT BEGIN###################################################
  1438. ;#############################################################################
  1439.  
  1440.  
  1441. ;TIMER OF DEATH
  1442. {on "death_wait"
  1443. {delay 0.05 {ani_stop "lie_sleep_idle_2"}}
  1444. {delay 0.06 {ani_stop "lie_sleep_idle_1"}}
  1445. {delay 0.07 {ani_play "lie_die"}}
  1446. {delay 0.1
  1447. {able personage 0} ;Gets rid of personage protection
  1448. {if not able "select" ;TIMER OF DEATH
  1449. {if senseless
  1450.  
  1451. {call "die_scream"} ;NoooooO!
  1452. {able personage 0} ;Gets rid of personage protection
  1453. {tags remove "die_processset"}
  1454. {tags remove "near_death"} ;Disables the dying processes
  1455. {if not tagged "shot_death"
  1456. {if "quotes_enabled"
  1457. {if "X_x_face_enabled"
  1458. {if rand 0.1
  1459. {damage_report "body" "<s(0.2)c(ffffff)>X_x"} ;zik ;Self Explanatory O_o
  1460. else rand 0.1
  1461. {damage_report "body" "<s(0.2)c(ffffff)>x_X"}
  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|"}
  1472. else rand 0.1
  1473. {damage_report "body" "<s(0.2)c(ffffff)>X-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)>XP"}
  1478. else rand 0.1
  1479. {damage_report "body" "<s(0.2)c(ffffff)>@_@"}
  1480. else rand 0.1
  1481. {damage_report "body" "<s(0.2)c(ffffff)>O_O"}
  1482. else rand 0.1
  1483. {damage_report "body" "<s(0.2)c(ffffff)>o_o"}
  1484. else
  1485. {damage_report "body" "<s(0.2)c(ffffff)>-_-"}}}}{die}}
  1486.  
  1487. {if not tagged "shot_death"
  1488.  
  1489. {delay 0.6
  1490.  
  1491. ;DEATH BOUNCE.
  1492. {if "epic_pwn"
  1493. {if rand 1.0 ;how often will pple be pwned?
  1494. {if rand 0.9 ;zik
  1495. {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
  1496. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;leap
  1497. else rand 0.3
  1498. {if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
  1499. {throw_off up 25.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;large medium leap
  1500. else
  1501. {if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
  1502. {throw_off up 1.3 99.5 dir 5.5 2 forward 4 turn 0 360 die force} ;slide or mega leap
  1503. ;{throw_off up 5.3 0.5 dir 360 0 forward 4 turn 0 360 die force} ;sent to outer space
  1504. ;else rand 0.1
  1505. ;else
  1506. }}}}
  1507.  
  1508.  
  1509. ;DEM XPLOSIONS.
  1510. {if "epic_xplosion"
  1511.  
  1512. ;AI Dodge
  1513. {if "ai_dodge_explosion"
  1514. {if "harmful_explosion"
  1515. {explosive}
  1516. }}
  1517. {delay 0.8
  1518. {if not "air_strike_outburst"
  1519. {stuff_detonate} }
  1520.  
  1521. ;LARGE AIRSTRIKE OVERWRITES OTHER EXPLOSIONS
  1522. {if "air_strike_outburst"
  1523. {if "harmful_explosion"
  1524. {if "large_explosion"
  1525. {spawn "outburst_nc"}
  1526. {delay 2
  1527. {stuff_detonate}}
  1528. }}}
  1529.  
  1530.  
  1531. ;SMALL AIRSTRIKE OVERWRITES OTHER EXPLOSIONS{if not "large_explosion"
  1532. {if "air_strike_outburst"
  1533. {if "harmful_explosion"
  1534. {if not "large_explosion"
  1535. {spawn "outburst_small_nc"}
  1536. {delay 2
  1537. {stuff_detonate}}
  1538. }}}
  1539.  
  1540.  
  1541. {if not "air_strike_outburst"
  1542. {if "harmful_explosion"
  1543. ;NORMAL
  1544. {if "epic_xplosion"
  1545. {if "large_explosion"
  1546. {if "artillery"
  1547. {spawn "artillery_explosion"}
  1548. }
  1549. {if "explosion"
  1550. {spawn "explosion"}
  1551. }
  1552.  
  1553. {if "instant_outburst"
  1554. {spawn "outburst_instant_nc"}
  1555. }
  1556. }}}}
  1557.  
  1558. ;SMALL
  1559. {if "epic_xplosion"
  1560. {if not "air_strike_outburst"
  1561. {if "harmful_explosion"
  1562. {if not "large_explosion"
  1563. {if "artillery"
  1564. {spawn "artillery_explosion_small"}
  1565. }
  1566. {if "explosion"
  1567. {spawn "explosion_small"}
  1568. }
  1569.  
  1570. {if "instant_outburst"
  1571. {spawn "outburst_instant_small_nc"}
  1572. }
  1573.  
  1574. }
  1575.  
  1576. }
  1577. {start_sound "detonation/handgrenade/"}
  1578. }}}}
  1579.  
  1580. ;CLEAR INVENTORY.
  1581. {delay 0.6
  1582. {if "epic_clear_inventory"
  1583. {clear_inventory}
  1584. }}
  1585.  
  1586. } ;if not tagged shot_death end
  1587.  
  1588. {if tagged "shot_death"
  1589. {call "shot_death"}}
  1590. } {tags remove "disablerandom"}
  1591. {tags remove "in_die_process_normal"}
  1592. {tags remove "in_die_process_short"}
  1593. {tags remove "in_die_process_veryshort"}
  1594. {tags remove "in_die_process_long"}
  1595. {tags remove "in_die_processset"}
  1596. {tags remove "self_recover"}
  1597. {tags remove "successfully_revived"}
  1598. {tags remove "texmod_set"}
  1599. {tags remove "revived"}
  1600. {tags add "dead"} } }} ;Ergh
  1601. ; {able collect 1}
  1602. ;#############################################################################
  1603. ;##########################DEATH_WAIT END###################################################
  1604. ;#############################################################################
  1605.  
  1606. ;#############################################################################
  1607. ;##########################SHOT WHILE IN DEATH PROCCESS BEGIN###################################################
  1608. ;#############################################################################
  1609.  
  1610.  
  1611. ;TIMER OF DEATH
  1612. {on "shot_death" ;quotes
  1613. {delay 0.05 {ani_stop "lie_sleep_idle_2"}}
  1614. {delay 0.06 {ani_stop "lie_sleep_idle_1"}}
  1615. {delay 0.07 {ani_play "lie_die"}}
  1616.  
  1617. {delay 0.1
  1618. {if "quotes_enabled"
  1619. {if "X_x_face_enabled"
  1620. {if rand 0.1
  1621. {damage_report "body" "<s(0.2)c(f9d800)>X_x"} ;zik ;Self Explanatory O_o
  1622. else rand 0.1
  1623. {damage_report "body" "<s(0.2)c(f9d800)>x_X"}
  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|"}
  1634. else rand 0.1
  1635. {damage_report "body" "<s(0.2)c(f9d800)>X-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)>XP"}
  1640. else rand 0.1
  1641. {damage_report "body" "<s(0.2)c(f9d800)>@_@"}
  1642. else rand 0.1
  1643. {damage_report "body" "<s(0.2)c(f9d800)>O_O"}
  1644. else rand 0.1
  1645. {damage_report "body" "<s(0.2)c(f9d800)>o_o"}
  1646. else
  1647. {damage_report "body" "<s(0.2)c(f9d800)>-_-"}}}}{die}
  1648.  
  1649. {delay 0.2
  1650. {talk "death_cry"}
  1651. }
  1652. {if not "epic_pwn"
  1653. {throw_off up 0.5 forward 0.01 force} ;fidget
  1654. }
  1655. ;{throw_off up 1.3 0.5velocity dir 5.5 2 forward 4 turn 0 360 die force}
  1656. {delay 0.6
  1657. ;DEATH BOUNCE shot death.
  1658. {if "epic_pwn_shot_death"
  1659. {if rand 1.0 ;how often will pple be pwned?
  1660. {if rand 0.9 ;zik
  1661. {if "pwn_animations"{ani_play "stand_fly_tumble_back_far"} {delay 1 {ani_play "lie_die"} }} ;callback} stand_fly_tumble_forward.. lie_die
  1662. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;leap
  1663. else rand 0.3
  1664. {if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
  1665. {throw_off up 25.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;large medium leap
  1666. else
  1667. {if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
  1668. {throw_off up 1.3 99.5 dir 5.5 2 forward 4 turn 0 360 die force} ;slide or mega leap
  1669. ;{throw_off up 5.3 0.5 dir 360 0 forward 4 turn 0 360 die force} ;sent to outer space
  1670. ;else rand 0.1
  1671. ;else
  1672. }}}}
  1673.  
  1674. ;DEM XPLOSIONS shot death
  1675. {if "epic_xplosion_shot_death"
  1676.  
  1677. ;AI Dodge
  1678. {if "ai_dodge_explosion"
  1679. {if "harmful_explosion"
  1680. {explosive}
  1681. }}
  1682. {delay 0.8
  1683. {if not "air_strike_outburst"
  1684. {stuff_detonate} }
  1685.  
  1686. ;LARGE AIRSTRIKE OVERWRITES OTHER EXPLOSIONS
  1687. {if "air_strike_outburst"
  1688. {if "large_explosion"
  1689. {spawn "outburst_nc"}
  1690. {delay 2
  1691. {stuff_detonate}}
  1692. }}
  1693.  
  1694.  
  1695. ;SMALL AIRSTRIKE OVERWRITES OTHER EXPLOSIONS{if not "large_explosion"
  1696. {if "air_strike_outburst"
  1697. {if not "large_explosion"
  1698. {spawn "outburst_small_nc"}
  1699. {delay 2
  1700. {stuff_detonate}
  1701. }}}
  1702.  
  1703.  
  1704. {if not "air_strike_outburst"
  1705. {if "harmful_explosion"
  1706. ;NORMAL
  1707. {if "large_explosion"
  1708.  
  1709. {if "explosion"
  1710. {spawn "explosion"}
  1711. }
  1712.  
  1713. {if "instant_outburst"
  1714. {spawn "outburst_instant_nc"}
  1715. }
  1716. }}}
  1717.  
  1718. ;SMALL
  1719. {if not "air_strike_outburst"
  1720. {if "harmful_explosion"
  1721. {if not "large_explosion"
  1722.  
  1723. {if "explosion"
  1724. {spawn "explosion_small"}
  1725. }
  1726.  
  1727. {if "instant_outburst"
  1728. {spawn "outburst_instant_small_nc"}
  1729. }
  1730.  
  1731. }
  1732.  
  1733. }
  1734. {start_sound "detonation/handgrenade/"}
  1735. }}}
  1736.  
  1737. ;CLEAR INVENTORY shot death.
  1738. {delay 0.7
  1739. {if "epic_clear_inventory_shot_death"
  1740. {clear_inventory}
  1741. }}
  1742.  
  1743.  
  1744. {tags remove "disablerandom"}
  1745. {tags remove "in_die_process_normal"}
  1746. {tags remove "in_die_process_short"}
  1747. {tags remove "in_die_process_veryshort"}
  1748. {tags remove "in_die_process_long"}
  1749. {tags remove "in_die_processset"}
  1750. {tags remove "self_recover"}
  1751. {tags remove "successfully_revived"}
  1752. {tags remove "texmod_set"}
  1753. {tags remove "revived"}
  1754. }}
  1755. ; {able collect 1}
  1756. ;#############################################################################
  1757. ;##########################SHOT WHILE IN DEATH PROCCESS END###################################################
  1758. ;#############################################################################
  1759. ;#############################################################################
  1760. ;#############################################################################
  1761. ;#############################################################################
  1762. ;#############################################################################
  1763. ;#############################################################################
  1764. ;#############################################################################
  1765. ;#############################################################################
  1766. ;#############################################################################
  1767. ;#############################################################################
  1768. ;#############################################################################
  1769. ;#############################################################################
  1770.  
  1771.  
  1772. ;}SONNE2 Finish
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