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Human.inc Tagged Version

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Oct 8th, 2015
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  1. ;use Pspad or Notepad++ to edit this, otherwise the text will be a mess, if it looks like a mess and the text is all over the place and its not organized, just use Pspad or Notepad++, that will organize it automatically, thats what I use when working with code,including Winmerge to see differences in code.;search for spawn_prob to change how often units are spawned by the radio
  2. ;Due to many people getting Tag Limit Crashes, I have to resort to changing {set "XXXX" 1} to {tags add "XXXX"} to fix the crashes, 10/10 Will Fix Crashes Again - IGN, okay that joke is getting overused lol.
  3.  
  4. {"human"
  5. {inflammation_time 0.25}
  6. ;{drop_orders} ignore everything you were supposed to do
  7. {on spawn
  8. {delay 1 {signal mandie 5}} ;units prepare their weapon on spawn and survey the area
  9.  
  10.  
  11. ;3D SHELLS ;search for 3d_shells to reenable 3d Shells
  12. ;REVIVAL SCRIPT ;search for main_menu to configure it ;If Revival Script Doesn't work for AS2 see the Article "Getting the Revival Script to Work with Newer Version of AS2"
  13. ;WEAPON JAMMING ;search for gun_jam_mod_menu to configure it
  14.  
  15.  
  16. ;Switched everything to tags instead of sets.
  17. ;change the if rand value to 1 or 0 enable/disable it.
  18.  
  19. ;{on turn move accelerate}
  20. ;new definitions ;{if min_mass min_speed boarding ;min_energy move_backward move_forward turn_left turn_right
  21. {if rand 1.0 {tags add "MUSIC"}} ;radio will play music put a ; before it to disable it.
  22. {if rand 1.0 {tags add "ai_jump"}} ;ai will jump sometimes, doesn't work for user_controlled units to prevent destabilization.
  23. {if rand 1.0 {tags add "MLG_MODE"}} ;DON'T LET YOUR DREAMS BE DREAMS
  24. ;YESTERDAY, YOU SAID TOMORROW, SO JUST DO IT!, MAKE.YOUR.DREAMS.COME.TRUE! just do it!
  25. ;NO WHAT'RE YOU WAITING FOR!?!?!? eeeeEEEERRRRGGGEEE!!!!! DOOOOOOOOOOOOOOOO IIIIIIIIITTTTTTTTTTTTT!
  26. ;JUST DO IT!, YES YOU CAN.
  27. ;If your tired of starting over, stop.giving.up. «
  28. ;*Alpha Male Pose*.
  29. ; -Sonne2 %.1f number
  30.  
  31.  
  32.  
  33. ; b+c(FFFFFF)? \n is enter s(25)y(+9) f(impact)s(28)c(255 255 255) e(shadow) f(bookman_hq) x(135) to right
  34.  
  35.  
  36. {add_view "pwnanim" "pwnanim" "body"}
  37. {add_view "sonic" "SONICI" "body"}
  38. {link_sound "WATCHA" "sonne2/MLG/WATCHA"}
  39.  
  40. {call "veteran_check"} ;POWERUPS only if MLG is enabled will they be randomly given, type in invi or bubble for manual powerup if MLG is not enabled and fire your weapon
  41. {if rand 0.05 {tags add "smoker"}} ;NOT EVERYONE SMOKES x_X
  42. ; %1 is body
  43. {if rand 1.0 {tags add "player"} ;so ai can capture command posts in singleplayer skirmish mode
  44. }
  45. ; place this below "on spawn" in human.inc, its at the beginning of human.inc so you can't miss it
  46. {if rand 0.95 ;95% chance of texmod happening
  47. {if not tagged "texmod_set"
  48. {if rand 0.1 ;30% chance of the soldier having a #1 texmod
  49. {delay 0.1 ;delay is a MUST
  50. {tex_mod "1"} ;this calls on the #number in the soldier's skin folder
  51. }
  52. {delay 0.2
  53. ;{damage_report "body" "<c(0057fc)>1"} ;Indicates that the soldier texture is #1
  54. }
  55. else rand 0.2
  56. {delay 0.1
  57. {tex_mod "2"}
  58. }
  59. {delay 0.2
  60. ;{damage_report "body" "<c(0057fc)>2"}
  61. }
  62. else rand 0.3
  63. {delay 0.1
  64. {tex_mod "3"}
  65. }
  66. {delay 0.2
  67. ;{damage_report "body" "<c(0057fc)>3"}
  68. }
  69. else rand 0.4
  70. {delay 0.1
  71. {tex_mod "4"}
  72. }
  73. {delay 0.2
  74. ;{damage_report "body" "<c(0057fc)>4"}
  75. }
  76. else rand 0.5
  77. {delay 0.1
  78. {tex_mod "5"}
  79. }
  80. {delay 0.2
  81. ;{damage_report "body" "<c(0057fc)>5"}
  82. }
  83.  
  84. else rand 0.6
  85. {delay 0.1
  86. {tex_mod "hard"}
  87. }
  88. {delay 0.2
  89. ;{damage_report "body" "<c(0057fc)>hard"}
  90. }
  91.  
  92.  
  93. else rand 0.7
  94. {delay 0.1
  95. {tex_mod "light"}
  96. }
  97. {delay 0.2
  98. ;{damage_report "body" "<c(0057fc)>light"}
  99. }
  100.  
  101. else rand 0.8
  102. {delay 0.1
  103. {tex_mod "night"}
  104. }
  105. {delay 0.2
  106. ;{damage_report "body" "<c(0057fc)>night"}
  107. }
  108.  
  109.  
  110. else rand 0.9
  111. {delay 0.1
  112. {tex_mod "n"}
  113. }
  114. {delay 0.2
  115. ;{damage_report "body" "<c(0057fc)>n"}
  116. }
  117.  
  118.  
  119. }
  120.  
  121.  
  122. {tags add "texmod_set"} ;prevents the unit from being texmodded again after the first.(so if you saved a map with texmodded units, they will stay that texture, unless you changed it yourself, it will stay that way too.)
  123. } }
  124.  
  125. ;texmod part 2 to add more texmods to a skin that has more texmods
  126. {if rand 0.4 ;95% chance of texmod happening
  127. {if not tagged "b_set"
  128. {if rand 0.3 ;30% chance of the soldier having a #1 texmod
  129. {delay 0.1 ;delay is a MUST
  130. {tex_mod "1b"} ;this calls on the #number in the soldier's skin folder
  131. }
  132. {delay 0.2
  133. ;{damage_report "body" "<c(0057fc)>1"} ;Indicates that the soldier texture is #1
  134. }
  135. else rand 0.3
  136. {delay 0.1
  137. {tex_mod "2b"}
  138. }
  139. {delay 0.2
  140. ;{damage_report "body" "<c(0057fc)>2"}
  141. }
  142. else rand 0.3
  143. {delay 0.1
  144. {tex_mod "3b"}
  145. }
  146. {delay 0.2
  147. ;{damage_report "body" "<c(0057fc)>3"}
  148. }
  149. else rand 0.3
  150. {delay 0.1
  151. {tex_mod "4b"}
  152. }
  153. {delay 0.2
  154. ;{damage_report "body" "<c(0057fc)>4"}
  155. }
  156. else rand 0.3
  157. {delay 0.1
  158. {tex_mod "5b"}
  159. }
  160. {delay 0.2
  161. ;{damage_report "body" "<c(0057fc)>5"}
  162. }
  163.  
  164. else rand 0.1
  165. {delay 0.1
  166. {tex_mod "hardb"}
  167. }
  168. {delay 0.2
  169. ;{damage_report "body" "<c(0057fc)>hard"}
  170. }
  171.  
  172.  
  173. else rand 0.1
  174. {delay 0.1
  175. {tex_mod "lightb"}
  176. }
  177. {delay 0.2
  178. ;{damage_report "body" "<c(0057fc)>light"}
  179. }
  180.  
  181. else rand 0.1
  182. {delay 0.1
  183. {tex_mod "nightb"}
  184. }
  185. {delay 0.2
  186. ;{damage_report "body" "<c(0057fc)>night"}
  187. }
  188.  
  189.  
  190. else rand 0.1
  191. {delay 0.1
  192. {tex_mod "nb"}
  193. }
  194. else
  195. {delay 0.1
  196. {tex_mod "b"}
  197. }
  198. {delay 0.2
  199. ;{damage_report "body" "<c(0057fc)>n"}
  200. }}
  201. {tags add "b_set"} ;prevents the unit from being texmodded again after the first.(so if you saved a map with texmodded units, they will stay that texture, unless you changed it yourself, it will stay that way too.)
  202. } }
  203.  
  204. {delay 0.2
  205. ; place this below "on spawn" in human.inc, its at the beginning of human.inc so you can't miss it
  206. {if rand 0.35 ;35% chance of texmod happening
  207. {if not tagged "equipset"
  208. {if rand 0.3 ;30% chance of the soldier having a #1 texmod
  209. {delay 0.1 ;delay is a MUST
  210. {tex_morph "equip1" 0.004}
  211. {tags add "e1"} ;this calls on the #number in the soldier's skin folder
  212. }
  213.  
  214. else rand 0.8
  215. {delay 0.1
  216. {tex_morph "equip2" 0.004}
  217. }
  218.  
  219.  
  220.  
  221. {tags add "equipset"}} ;prevents the unit from being texmodded again after the first.(so if you saved a map with texmodded units, they will stay that texture, unless you changed it yourself, it will stay that way too.)
  222. } } }
  223.  
  224.  
  225.  
  226. {add_view "cigarettesmoke" "smoke" "head"}
  227. {add_view "drops_water_small2" "on_water" "foot3r"}
  228. {add_view "drops_water_small2" "on_water" "foot3l"}
  229. {add_view "drops_water_small3" "swim" "foot3r"}
  230. {add_view "drops_water_small3" "swim" "foot3l"}
  231. {add_view "drops_water_small3" "swim" "hand2r"}
  232. {add_view "drops_water_small3" "swim" "hand2l"}
  233. {add_view "wash_human_small" "swim_move" "head"}
  234. {add_view "drops_puddle_small" "on_puddle" "foot3r"}
  235. {add_view "drops_puddle_small" "on_puddle" "foot3l"}
  236. {add_view "drops_puddle_small" "die_in_swamp" "foot3r"}
  237. {add_view "drops_puddle_small" "die_in_swamp" "foot3l"}
  238.  
  239. {add_view "healing" "healing" "head"}
  240.  
  241.  
  242. {add_view "marker_repair" "marker_repair" "head"}
  243. {add_view "marker_healing" "marker_healing" "hand2l"}
  244. {add_view "marker_ammo_out" "marker_ammo_out" "head"}
  245. {add_view "marker_ammo_refill" "marker_ammo_refill" "hand2l"}
  246. {add_view "marker_personage" "marker_personage" "head"}
  247. {add_view "marker_veterancy" "marker_veterancy" "hand2l"}
  248.  
  249.  
  250. {link_sound "move_ground" "human/move/ground"}
  251. {link_sound "move_road" "human/move/road"}
  252. {link_sound "move_sand" "human/move/sand"}
  253. {link_sound "move_snow" "human/move/snow"}
  254. {link_sound "move_grass" "human/move/grass"}
  255. {link_sound "power" "human/power"}
  256. {link_sound "jump" "human/jump"} ;link
  257. {link_sound "teleport" "human/teleport"}
  258. {link_sound "fail" "weapon/shot/traces"}
  259. {link_sound "sword" "human/sword"}
  260. {link_sound "punch" "human/blow"}
  261. {link_sound "ninjutsu" "human/blow/ninjutsu"}
  262. {link_sound "heavy" "human/blow/heavy"}
  263. {link_sound "knife" "human/blow/knife"}
  264. {link_sound "move_ground_normal" "human/move_normal/ground"}
  265. {link_sound "move_road_normal" "human/move_normal/road"}
  266. {link_sound "move_sand_normal" "human/move_normal/sand"}
  267. {link_sound "move_snow_normal" "human/move_normal/snow"}
  268. {link_sound "move_grass_normal" "human/move_normal/grass"}
  269.  
  270. {link_sound "move_ground_walk" "human/move_walk/ground"}
  271. {link_sound "move_road_walk" "human/move_walk/road"}
  272. {link_sound "move_sand_walk" "human/move_walk/sand"}
  273. {link_sound "move_snow_walk" "human/move_walk/snow"}
  274. {link_sound "move_grass_walk" "human/move_walk/grass"}
  275.  
  276. {link_sound "swim" "human/move/swim"}
  277.  
  278. {if able "burning"
  279. {call "add_burn_fx"}
  280. {view start "burn_fire"}
  281. }
  282. }
  283. {on contact
  284.  
  285. {if not impregnable
  286. {kill_flags reset}
  287. {volumes disable contact}
  288. {delay 2
  289. {volumes enable contact}
  290. }
  291. {if effector "tank"
  292. {if not user_control
  293. {health_damage_crush "die" "crush"}
  294. (mod "mp"
  295. else
  296. {health_damage_crush "die" "crush"}
  297. )
  298. (mod not "mp")
  299. else
  300. {call "knock_down"}
  301. )
  302. }
  303. else effector "war_horse"
  304. {if not dead
  305. {if not user_control
  306. {call "die"}
  307. (mod "mp"
  308. else
  309. {call "die"}
  310. )
  311. (mod not "mp"
  312. else
  313. {call "knock_down"}
  314. )
  315. }
  316. else
  317. {spawn "bloodsparks_small"}
  318. }
  319. else effector "vehicle"
  320. {if not dead
  321. {if not user_control
  322. {call "die"}
  323. (mod "mp"
  324. else
  325. {call "die"}
  326. )
  327. (mod not "mp"
  328. else
  329. {call "knock_down"}
  330. )
  331. }
  332. else
  333. {spawn "bloodsparks_small"}
  334. }
  335. else effector "knife"
  336. {if contact_velocity 5
  337. {health_damage_count 100 ;zikknife
  338. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}
  339. }
  340. {start_sound "human/blow/knife"}
  341. {delay 1.0
  342. {talk "scream_of_pain"}
  343. }
  344. }
  345. (define "health_damage"
  346. {health_damage_count %c
  347. {effects "" "hit" "damage" "die" "die"}
  348. }
  349. )
  350. else effector "axe"
  351. {if contact_velocity 5
  352. ("health_damage" c(500))
  353. }
  354. (define "contact_part"
  355. else effector %e
  356. {if contact_velocity %v
  357. (mod not "mp"
  358. {if difficulty "easy"
  359. {if user_control
  360. {damage_report "body" "<c(ff8585)s(2)>!"}
  361. ("health_damage" c(%ud))
  362. else
  363. {damage_report "body" "<c(ff8585)s(2)>!"}
  364. ("health_damage" c(%d))
  365. }
  366. else
  367. {if not dead
  368. {damage_report "body" "<c(ff8585)s(2)>!?"}
  369. ("health_damage" c(%d))
  370. } }
  371. )
  372. (mod "mp"
  373. ("health_damage" c(%d))
  374. )
  375. }
  376.  
  377. )
  378. ("contact_part" e("building_part") v(3) ud(20) d(45))
  379. ("contact_part" e("big part") v(3) ud(20) d(80))
  380. ("contact_part" e("medium part") v(6) ud(10) d(20))
  381. ("contact_part" e("small part") v(10) ud(3) d(5))
  382. else effector "chicken"
  383. {health_damage_count 0
  384. {effects "" "hit" "hit" "hit" "hit"}
  385. }
  386. else effector "wire"
  387. {health_damage_count 20
  388. {effects "" "hit" "damage" "die" "die"}
  389. }
  390. else effector "flame_piece"
  391. {health_damage_count (mod "mp" 15) (mod not "mp" 15)
  392. {effects "" "hit" "hit" "die" "die"}
  393. }
  394. }
  395. }
  396. }
  397.  
  398. ;corsair on begin
  399. {on "bleeding-1" ;ñíèìàåò 30hp
  400. {delay 0.1
  401. {health_damage_count 3
  402. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  403. }
  404. {delay 1
  405. {health_damage_count 3
  406. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  407. }
  408. {delay 2
  409. {health_damage_count 3
  410. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  411. }
  412. {delay 3
  413. {health_damage_count 3
  414. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  415. }
  416. {delay 4
  417. {health_damage_count 3
  418. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  419. }
  420. {delay 5
  421. {health_damage_count 3
  422. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  423. }
  424. {delay 6
  425. {health_damage_count 3
  426. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  427. }
  428. {delay 7
  429. {health_damage_count 3
  430. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  431. }
  432. {delay 8
  433. {health_damage_count 3
  434. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  435. }
  436. {delay 9
  437. {health_damage_count 2
  438. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  439. }
  440. {delay 10
  441. {health_damage_count 1
  442. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  443. }
  444. }
  445. {on "bleeding" ;ñíèìàåò 110hp
  446. {delay 0.1
  447. {health_damage_count 10
  448. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  449. }
  450. {delay 1
  451. {health_damage_count 10
  452. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  453. }
  454. {delay 2
  455. {health_damage_count 10
  456. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  457. }
  458. {delay 3
  459. {health_damage_count 10
  460. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  461. }
  462. {delay 4
  463. {health_damage_count 10
  464. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  465. }
  466. {delay 5
  467. {health_damage_count 10
  468. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  469. }
  470. {delay 6
  471. {health_damage_count 10
  472. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  473. }
  474. {delay 7
  475. {health_damage_count 10
  476. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  477. }
  478. {delay 8
  479. {health_damage_count 10
  480. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  481. }
  482. {delay 9
  483. {health_damage_count 10
  484. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  485. }
  486. {delay 10
  487. {health_damage_count 10
  488. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  489. }
  490. }
  491. {on "bleeding1" ;ñíèìàåò 220hp
  492. {delay 0.1
  493. {health_damage_count 20
  494. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  495. }
  496. {delay 1
  497. {health_damage_count 20
  498. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  499. }
  500. {delay 2
  501. {health_damage_count 20
  502. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  503. }
  504. {delay 3
  505. {health_damage_count 20
  506. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  507. }
  508. {delay 4
  509. {health_damage_count 20
  510. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  511. }
  512. {delay 5
  513. {health_damage_count 20
  514. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  515. }
  516. {delay 6
  517. {health_damage_count 20
  518. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  519. }
  520. {delay 7
  521. {health_damage_count 20
  522. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  523. }
  524. {delay 8
  525. {health_damage_count 20
  526. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  527. }
  528. {delay 9
  529. {health_damage_count 20
  530. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  531. }
  532. {delay 10
  533. {health_damage_count 20
  534. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  535. }
  536. }
  537. {on "bleeding2" ;ñíèìàåò 95hp
  538. {delay 0.1
  539. {health_damage_count 1
  540. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  541. }
  542. {delay 1
  543. {health_damage_count 1
  544. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  545. }
  546. {delay 2
  547. {health_damage_count 1
  548. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  549. }
  550. {delay 3
  551. {health_damage_count 1
  552. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  553. }
  554. {delay 4
  555. {health_damage_count 1
  556. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  557. }
  558. {delay 5
  559. {health_damage_count 1
  560. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  561. }
  562. {delay 6
  563. {health_damage_count 1
  564. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  565. }
  566. {delay 7
  567. {health_damage_count 1
  568. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  569. }
  570. {delay 8
  571. {health_damage_count 1
  572. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  573. }
  574. {delay 9
  575. {health_damage_count 1
  576. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  577. }
  578. {delay 10
  579. {health_damage_count 1
  580. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  581. }
  582. {delay 11
  583. {health_damage_count 1
  584. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  585. }
  586. {delay 12
  587. {health_damage_count 1
  588. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  589. }
  590. {delay 13
  591. {health_damage_count 1
  592. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  593. }
  594. {delay 14
  595. {health_damage_count 1
  596. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  597. }
  598. {delay 15
  599. {health_damage_count 1
  600. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  601. }
  602. {delay 16
  603. {health_damage_count 1
  604. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  605. }
  606. {delay 17
  607. {health_damage_count 1
  608. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  609. }
  610. {delay 18
  611. {health_damage_count 1
  612. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  613. }
  614. {delay 19
  615. {health_damage_count 1
  616. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  617. }
  618. {delay 20
  619. {health_damage_count 1
  620. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  621. }
  622. {delay 21
  623. {health_damage_count 1
  624. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  625. }
  626. {delay 22
  627. {health_damage_count 1
  628. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  629. }
  630. {delay 23
  631. {health_damage_count 1
  632. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  633. }
  634. {delay 24
  635. {health_damage_count 1
  636. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  637. }
  638. {delay 25
  639. {health_damage_count 1
  640. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  641. }
  642. {delay 26
  643. {health_damage_count 1
  644. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  645. }
  646. {delay 27
  647. {health_damage_count 1
  648. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  649. }
  650. {delay 28
  651. {health_damage_count 1
  652. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  653. }
  654. {delay 29
  655. {health_damage_count 1
  656. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  657. }
  658. {delay 30
  659. {health_damage_count 1
  660. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  661. }
  662. {delay 31
  663. {health_damage_count 1
  664. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  665. }
  666. {delay 32
  667. {health_damage_count 1
  668. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  669. }
  670. {delay 33
  671. {health_damage_count 1
  672. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  673. }
  674. {delay 34
  675. {health_damage_count 1
  676. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  677. }
  678. {delay 35
  679. {health_damage_count 1
  680. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  681. }
  682. {delay 36
  683. {health_damage_count 1
  684. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  685. }
  686. {delay 37
  687. {health_damage_count 1
  688. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  689. }
  690. {delay 38
  691. {health_damage_count 1
  692. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  693. }
  694. {delay 39
  695. {health_damage_count 1
  696. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  697. }
  698. {delay 40
  699. {health_damage_count 1
  700. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  701. }
  702. {delay 41
  703. {health_damage_count 1
  704. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  705. }
  706. {delay 42
  707. {health_damage_count 1
  708. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  709. }
  710. {delay 43
  711. {health_damage_count 1
  712. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  713. }
  714. {delay 44
  715. {health_damage_count 1
  716. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  717. }
  718. {delay 45
  719. {health_damage_count 1
  720. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  721. }
  722. {delay 46
  723. {health_damage_count 1
  724. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  725. }
  726. {delay 47
  727. {health_damage_count 1
  728. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  729. }
  730. {delay 48
  731. {health_damage_count 1
  732. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  733. }
  734. {delay 49
  735. {health_damage_count 1
  736. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  737. }
  738. {delay 50
  739. {health_damage_count 1
  740. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  741. }
  742. {delay 51
  743. {health_damage_count 1
  744. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  745. }
  746. {delay 52
  747. {health_damage_count 1
  748. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  749. }
  750. {delay 53
  751. {health_damage_count 1
  752. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  753. }
  754. {delay 54
  755. {health_damage_count 1
  756. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  757. }
  758. {delay 55
  759. {health_damage_count 1
  760. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  761. }
  762. {delay 56
  763. {health_damage_count 1
  764. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  765. }
  766. {delay 57
  767. {health_damage_count 1
  768. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  769. }
  770. {delay 58
  771. {health_damage_count 1
  772. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  773. }
  774. {delay 59
  775. {health_damage_count 1
  776. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  777. }
  778. {delay 60
  779. {health_damage_count 1
  780. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  781. }
  782. {delay 61
  783. {health_damage_count 1
  784. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  785. }
  786. {delay 62
  787. {health_damage_count 1
  788. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  789. }
  790. {delay 63
  791. {health_damage_count 1
  792. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  793. }
  794. {delay 64
  795. {health_damage_count 1
  796. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  797. }
  798. {delay 65
  799. {health_damage_count 1
  800. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  801. }
  802. {delay 66
  803. {health_damage_count 1
  804. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  805. }
  806. {delay 67
  807. {health_damage_count 1
  808. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  809. }
  810. {delay 68
  811. {health_damage_count 1
  812. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  813. }
  814. {delay 69
  815. {health_damage_count 1
  816. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  817. }
  818. {delay 70
  819. {health_damage_count 1
  820. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  821. }
  822. {delay 71
  823. {health_damage_count 1
  824. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  825. }
  826. {delay 72
  827. {health_damage_count 1
  828. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  829. }
  830. {delay 73
  831. {health_damage_count 1
  832. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  833. }
  834. {delay 74
  835. {health_damage_count 1
  836. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  837. }
  838. {delay 75
  839. {health_damage_count 1
  840. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  841. }
  842. {delay 76
  843. {health_damage_count 1
  844. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  845. }
  846. {delay 77
  847. {health_damage_count 1
  848. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  849. }
  850. {delay 78
  851. {health_damage_count 1
  852. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  853. }
  854. {delay 79
  855. {health_damage_count 1
  856. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  857. }
  858. {delay 80
  859. {health_damage_count 1
  860. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  861. }
  862. {delay 81
  863. {health_damage_count 1
  864. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  865. }
  866. {delay 82
  867. {health_damage_count 1
  868. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  869. }
  870. {delay 83
  871. {health_damage_count 1
  872. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  873. }
  874. {delay 84
  875. {health_damage_count 1
  876. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  877. }
  878. {delay 85
  879. {health_damage_count 1
  880. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  881. }
  882. {delay 86
  883. {health_damage_count 1
  884. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  885. }
  886. {delay 87
  887. {health_damage_count 1
  888. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  889. }
  890. {delay 88
  891. {health_damage_count 1
  892. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  893. }
  894. {delay 89
  895. {health_damage_count 1
  896. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  897. }
  898. {delay 90
  899. {health_damage_count 1
  900. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  901. }
  902. {delay 91
  903. {health_damage_count 1
  904. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  905. }
  906. {delay 92
  907. {health_damage_count 1
  908. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  909. }
  910. {delay 93
  911. {health_damage_count 1
  912. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  913. }
  914. {delay 94
  915. {health_damage_count 1
  916. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  917. }
  918. {delay 95
  919. {health_damage_count 1
  920. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
  921. }
  922.  
  923. }
  924. ;corsair on end
  925.  
  926. {on "xue"
  927. {spawn "bloodsparks_big" "body"} ;jiangshi
  928. {spawn "bloodsparks_big" "head"}
  929. {delay 0.2
  930. {call "xue"}
  931. }
  932. }
  933.  
  934.  
  935. {on bullet_hit
  936. {if tagged "MLG_MODE" {if not tagged "invi" {if not dead {if rand 1.0 {spawn "pwn"}{if tagged "MLG_MODE"{start_sound "sonne2/MLG/HIT"}} }}}} ;GOIT
  937. {if tagged "MLG_MODE" {if tagged "invi" {if not dead {if rand 1.0 {spawn "pwnno"} }}}} ;GOIT
  938. {if tagged "MLG_MODE" {if tagged "bubble" {if not dead {if rand 1.0 {spawn "ex_air_sm"} }}}} ;GOIT
  939. {kill_flags reset}
  940. {if not stuff "jaws"
  941. {spawn "ex_bul_sm"} ; to generate hit signal
  942. }
  943. {if stuff "shell fg"
  944. {bullet_detonate}
  945. ;corsair begin
  946. ;Ñòðåëû
  947. ;arrow begin
  948. else stuff "arrow"
  949. {bullet_detonate}
  950. {call "process_bullet_hit"}
  951. {if volume "head" {call "arrow-head"}}
  952. {if volume "body" {call "arrow-body"}}
  953. {if volume "foot1r" {call "arrow-foot1r"}}
  954. {if volume "foot2r" {call "arrow-foot2r"}}
  955. {if volume "foot1l" {call "arrow-foot1l"}}
  956. {if volume "foot2l" {call "arrow-foot2l"}}
  957. ;Ñòðåëû1
  958. else stuff "arrow1"
  959. {bullet_detonate}
  960. {call "process_bullet_hit"}
  961. {if volume "head" {call "arrow1-head"}}
  962. {if volume "body" {call "arrow1-body"}}
  963. {if volume "foot1r" {call "arrow1-foot1r"}}
  964. {if volume "foot2r" {call "arrow1-foot2r"}}
  965. {if volume "foot1l" {call "arrow1-foot1l"}}
  966. {if volume "foot2l" {call "arrow1-foot2l"}}
  967. ;Áîëòû
  968. else stuff "bolt"
  969. {bullet_detonate}
  970. {call "process_bullet_hit"}
  971. {if volume "head" {call "bolt-head"}}
  972. {if volume "body" {call "bolt-body"}}
  973. {if volume "foot1r" {call "bolt-foot1r"}}
  974. {if volume "foot2r" {call "bolt-foot2r"}}
  975. {if volume "foot1l" {call "bolt-foot1l"}}
  976. {if volume "foot2l" {call "bolt-foot2l"}}
  977. ;ìå÷è
  978. ;arrow end
  979. else stuff "drobesie"
  980. {if volume "body" {call "drobesie-body"}}
  981. ;äâóðó÷íûå ìå÷è
  982. else stuff "arrow_fire"
  983. {bullet_detonate}
  984. {call "process_bullet_hit"}
  985. {call "_burn"}
  986.  
  987. ;corsair end
  988. else stuff "bazooka"
  989. {bullet_detonate}
  990. {call "process_bullet_hit"}
  991. ;==================================================
  992. else stuff "jsgun"
  993. {able "burning" 1}
  994. {call "xue"}
  995. {delay 3
  996. {die}
  997. {hide 0.1}
  998. {delay 0.1
  999. {spawn "jiangshiganranzhe2" "basis"}
  1000. }
  1001. }
  1002. else stuff "jsgun2"
  1003. {able "burning" 1}
  1004. {call "xue"}
  1005. {delay 3
  1006. {die}
  1007. {hide 0.1}
  1008. {delay 0.1
  1009. {spawn "jiangshi" "basis"}
  1010. }
  1011. }
  1012. else stuff "jsgun1"
  1013. {health_damage_count 100
  1014. {effects "" "hit" "hit" "die" "die"}
  1015. }
  1016. {if rand 0.9
  1017. {able "burning" 1}
  1018. {call "xue"}
  1019. {delay 6
  1020. {die}
  1021. {hide 0.1}
  1022. {delay 0.1
  1023. {spawn "jiangshi" "basis"}
  1024. }
  1025. }
  1026. }
  1027. ;=====================================================
  1028. else stuff "bullet"
  1029. {if volume_armored
  1030. {bullet_detonate}
  1031. }
  1032. {call "process_bullet_hit"}
  1033. else
  1034. {call "process_bullet_hit"}
  1035.  
  1036.  
  1037.  
  1038.  
  1039.  
  1040. } }
  1041.  
  1042.  
  1043.  
  1044. {on blow
  1045. {if not name "knife"
  1046. {if not name "type_95" {start_sound "human/blow"}}}
  1047.  
  1048. {if stuff "sword"
  1049. {start_sound "human/sword"}}
  1050. ; else name "butt"
  1051. ; {start_sound "heavy"}
  1052. ; else name "bayonet"
  1053. ; {start_sound "knife"} ;melee
  1054. ; else name "ninjutsu"
  1055. ; {start_sound "ninjutsu"}
  1056. ; else name "fist"
  1057. ; {start_sound "punch"}
  1058. ; else name "leg"
  1059. ; {start_sound "head"}
  1060. ; }
  1061. ;{if name "type_95" {if rand 1.0 {damage_report "head" "<s(0.2)c(f9d800)>bayonet"} ("health_damage" c(500))}}
  1062. }
  1063. {on blow opponent
  1064. {if not tagged "invi" ;powerups protect you
  1065. {if not tagged "bubble"
  1066. {if name "knife"
  1067. {health_damage_blow
  1068. {effects "" "hit" "hit" "die_from_knife" "die_from_knife"}
  1069. }
  1070. else
  1071. {if name "head"
  1072. {spawn "sword_small" "head"}
  1073. }
  1074. {health_damage_blow
  1075. {effects "" "hit" "hit" "die" "die"}
  1076. }
  1077. }
  1078. } } {call "bubble_remove"} }
  1079.  
  1080.  
  1081.  
  1082. ;ìå÷è
  1083. ;corsair call begin ;get these items from the corsair mod, its very awesome, and its what inspired me to make my own code for this game. >:D
  1084. ;arrow call
  1085.  
  1086. {on "bolt-head" ;ñòðåëà â ãîëîâå
  1087. {if not dead
  1088. {call "bleeding1"}
  1089. {ani_play "squat_die"}
  1090. {add_view "ammo_bolt(fix)" "burn_fire_b" "head"}
  1091. {spawn "paralizator-1" "basis" x}
  1092. }
  1093. }
  1094. {on "bolt-foot1r" ;ñòðåëà â íîãå ï1
  1095. {if not dead
  1096. {spawn "paralizator-1" "basis" x}
  1097. {add_view "ammo_bolt1(fix)" "burn_fire_b" "foot1r"}
  1098. }
  1099. }
  1100. {on "bolt-foot2r" ;ñòðåëà â íîãå ï2
  1101. {if not dead
  1102. {add_view "ammo_bolt1(fix)" "burn_fire_b" "foot2r"}
  1103. }
  1104. }
  1105. {on "bolt-foot1l" ;ñòðåëà â íîãå ï1
  1106. {if not dead
  1107. {spawn "paralizator-1" "basis" x}
  1108. {add_view "ammo_bolt1(fix)" "burn_fire_b" "foot1l"}
  1109. }
  1110. }
  1111. {on "bolt-foot2l" ;ñòðåëà â íîãå ï2
  1112. {if not dead
  1113. {add_view "ammo_bolt1(fix)" "burn_fire_b" "foot2l"}
  1114. }
  1115. }
  1116. {on "bolt-body" ;ñòðåëà â æèâîòå
  1117. {if not dead
  1118. {call "bleeding2"}
  1119. {spawn "paralizator-1" "basis" x}
  1120. {add_view "ammo_bolt(fix)" "burn_fire_b" "ik_updown"}
  1121. }
  1122. }
  1123. ;11;;;;;;;;;;
  1124. ;ÿä
  1125.  
  1126. {on "arrow-head" ;ñòðåëà â ãîëîâå
  1127. {if not dead
  1128. {call "bleeding"}
  1129. {ani_play "squat_die"}
  1130. {add_view "ammo_arrow(fix)" "burn_fire_b" "head"}
  1131. {spawn "paralizator-1" "basis" x}
  1132. }
  1133. }
  1134. {on "arrow-foot1r" ;ñòðåëà â íîãå ï1
  1135. {if not dead
  1136. {spawn "paralizator-1" "basis" x}
  1137. {add_view "ammo_arrow1(fix)" "burn_fire_b" "foot1r"}
  1138. }
  1139. }
  1140. {on "arrow-foot2r" ;ñòðåëà â íîãå ï2
  1141. {if not dead
  1142. {add_view "ammo_arrow1(fix)" "burn_fire_b" "foot2r"}
  1143. }
  1144. }
  1145. {on "arrow-foot1l" ;ñòðåëà â íîãå ï1
  1146. {if not dead
  1147. {spawn "paralizator-1" "basis" x}
  1148. {add_view "ammo_arrow1(fix)" "burn_fire_b" "foot1l"}
  1149. }
  1150. }
  1151. {on "arrow-foot2l" ;ñòðåëà â íîãå ï2
  1152. {if not dead
  1153. {add_view "ammo_arrow1(fix)" "burn_fire_b" "foot2l"}
  1154. }
  1155. }
  1156. {on "arrow-body" ;ñòðåëà â æèâîòå
  1157. {if not dead
  1158. {spawn "paralizator-1" "basis" x}
  1159. {add_view "ammo_arrow(fix)" "burn_fire_b" "ik_updown"}
  1160. }
  1161. }
  1162.  
  1163. {on "arrow1-head" ;ñòðåëà â ãîëîâå
  1164. {if not dead
  1165. {call "bleeding"}
  1166. {ani_play "squat_die"}
  1167. {add_view "ammo_arrow(fix)" "burn_fire_b" "head"}
  1168. {spawn "paralizator-1" "basis" x}
  1169. }
  1170. }
  1171. {on "arrow1-foot1r" ;ñòðåëà â íîãå ï1
  1172. {if not dead
  1173. {spawn "paralizator-1" "basis" x}
  1174. {add_view "ammo_arrow1(fix)" "burn_fire_b" "foot1r"}
  1175. }
  1176. }
  1177. {on "arrow1-foot2r" ;ñòðåëà â íîãå ï2
  1178. {if not dead
  1179. {add_view "ammo_arrow1(fix)" "burn_fire_b" "foot2r"}
  1180. }
  1181. }
  1182. {on "arrow1-foot1l" ;ñòðåëà â íîãå ï1
  1183. {if not dead
  1184. {spawn "paralizator-1" "basis" x}
  1185. {add_view "ammo_arrow1(fix)" "burn_fire_b" "foot1l"}
  1186. }
  1187. }
  1188. {on "arrow1-foot2l" ;ñòðåëà â íîãå ï2
  1189. {if not dead
  1190. {add_view "ammo_arrow1(fix)" "burn_fire_b" "foot2l"}
  1191. }
  1192. }
  1193. {on "arrow1-body" ;ñòðåëà â æèâîòå
  1194. {if not dead
  1195. {call "bleeding2"}
  1196. {spawn "paralizator-1" "basis" x}
  1197. {ani_play "000_die_agonia-2"}
  1198. {add_view "ammo_arrow(fix)" "burn_fire_b" "ik_updown"}
  1199. }
  1200. }
  1201. {on "process_bullet_hit"
  1202. {if not tagged "invi"
  1203. {if not tagged "bubble"
  1204. {if rand 0.3 {if not senseless {if not dead {if able "select"
  1205. {if stuff "pistol" {damage_report "body" "p"} } ;zik
  1206. {if stuff "rifle" {damage_report "body" "r"} } ;zik
  1207. {if stuff "smg" {damage_report "body" "s"} } ;zik
  1208. {if stuff "mgun" {damage_report "body" "m"} }}}}} ;zik
  1209.  
  1210.  
  1211. {if rand 0.01
  1212. {if not dead
  1213. {throw_off up 0.6 0.5 dir 0 0 forward 0 turn 0 360 force}
  1214. {damage_report "body" "!"}}}
  1215. {if hit_side front {kill_flags front}
  1216. else hit_side back {kill_flags back}
  1217. else {kill_flags front back}
  1218. }
  1219. {if velocity 7 {kill_flags run}
  1220. else velocity 0.1 {kill_flags go}
  1221. }
  1222.  
  1223.  
  1224. {kill_flags piercing}
  1225. {if stuff "rifle" {kill_flags rifle}}
  1226. {if stuff "mgun" {kill_flags mgun}}
  1227. {if stuff "smg" {kill_flags smg}}
  1228. {if stuff "pistol" {kill_flags pistol}}
  1229.  
  1230.  
  1231.  
  1232. {health_damage_pierce ;goit
  1233. {effects "hit-scream"
  1234. "hit-light" "hit-heavy"
  1235. "die" "hit-explosion"
  1236. "throw-off" "throw-off-and-die"
  1237. }
  1238. {explosive_treshold 70}
  1239. {table {30 1} {200 2.5} {500 3} {5000 5}}
  1240. }
  1241.  
  1242.  
  1243. {if volume "head"
  1244. {if rand 0.007
  1245. {if rand 0.8 ;{die}
  1246. {if able "select" {damage_report "head" "<s(0.2)c(f9d900)>headshot!"}};zik
  1247. ("health_damage" c(90))
  1248. else
  1249. {if able "select" {damage_report "head" "<s(0.2)c(f9d800)>critical headshot!"}};zik
  1250. ("health_damage" c(500))
  1251. }}}
  1252.  
  1253.  
  1254.  
  1255. {if volume "body"
  1256. {if rand 0.007 ;{die} ;0.05
  1257. {if rand 0.8 ;{die}
  1258. {if able "select" {damage_report "head" "<s(0.2)c(f9d900)>extra damage!"}};zik
  1259. ("health_damage" c(90))
  1260. else
  1261. {if able "select" {damage_report "head" "<s(0.2)c(f9d800)>critical hit!"}};zik
  1262. ("health_damage" c(500))
  1263. } }}
  1264.  
  1265.  
  1266. {if tagged "MLG_MODE" {if rand 0.01 ;MLG ;0.01 REKT
  1267. {if not dead {if not senseless {if able "select"
  1268. {start_sound "sonne2/MLG/HIT"}
  1269.  
  1270. {delay 1 {start_sound "sonne2/MLG/HIT2"} {view start "pwnanim"}{take_off "head" {impulse up 5 2 dir 7 3} }{damage_report "body" "D:"} {if not tagged "radio"{clear_inventory}} }
  1271.  
  1272. }}} }}
  1273.  
  1274. }}{call "bubble_remove"}}
  1275.  
  1276.  
  1277.  
  1278. {on blast_hit overload
  1279. {if not tagged "invi"
  1280. {if not tagged "bubble"
  1281. {if tagged "MLG_MODE" {if not dead {if rand 1.0 {spawn "pwnbig"}{if tagged "MLG_MODE"{start_sound "sonne2/MLG/HIT"}} }} } ;GOIT
  1282.  
  1283. {kill_flags reset}
  1284. {if hit_side front {kill_flags front}
  1285. else hit_side back {kill_flags back}
  1286. else {kill_flags front back}
  1287. }
  1288. {kill_flags blast}
  1289.  
  1290. {health_damage_blast
  1291. {effects "hit-scream"
  1292. "hit-light" "hit-heavy"
  1293. "die" "hit-explosion"
  1294. "throw-off" "throw-off-and-die"
  1295. }
  1296. {table {0.5 0.5} {2 1} {10 3} {50 6}}
  1297. }
  1298. } }
  1299.  
  1300. {call "bubble_remove"}}
  1301. {on "die_throw_high"
  1302. {set "die_after_throw" 1}
  1303. {spawn "bloodsparks_small"}
  1304. {call "die_scream"}
  1305. {call "throw_high"}
  1306. }
  1307.  
  1308. {on "hit-scream"
  1309. {talk "injuring"}
  1310. }
  1311.  
  1312. {on "hit-light"
  1313. {spawn "bloodsparks_small"}
  1314. }
  1315.  
  1316. {on "hit-heavy"
  1317. {spawn "bloodsparks_big"}
  1318. }
  1319. {on "hit-explosion"
  1320. {if tagged "no_explosion"
  1321. {call "die"}
  1322. else
  1323. {call "die_scream"}
  1324. {call "explosion"}
  1325. }
  1326. }
  1327. {on "throw-off"
  1328. {set "die_after_throw" 0}
  1329. {call "throw_high"}
  1330. }
  1331. {on "throw-off-and-die"
  1332. {set "die_after_throw" 1}
  1333. {call "die_scream"}
  1334. {call "throw_high"}
  1335. }
  1336.  
  1337. {on "hit"
  1338. {call "hit-scream"}
  1339. }
  1340. {on "damage"
  1341. {spawn "bloodsparks_small"}
  1342. {call "hit"}
  1343. }
  1344.  
  1345. {on "throw_high"
  1346. {if senseless
  1347. {if not dead
  1348. {if not user_control
  1349. {call "die"}
  1350. }
  1351. }
  1352. else
  1353. {if not dead
  1354. {if linked "vehicle"
  1355. {if "die_after_throw"
  1356. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force}
  1357. else
  1358. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 force}
  1359. }
  1360. else
  1361. {if "die_after_throw"
  1362. {throw_off up 4 0.8 dir 3.5 0.5 forward 0 0 die}
  1363. else
  1364. {throw_off up 4 0.8 dir 3.5 0.5 forward 0 0}
  1365. }
  1366. }
  1367. else
  1368. {call "explosion"}
  1369. }
  1370. }
  1371. }
  1372. {on "throw_off_end"
  1373. {if not user_control
  1374. {health_damage_count 50
  1375. {effects "" "hit" "damage" "die" "die"}
  1376. }
  1377. }
  1378. {call "knock_down"}
  1379. }
  1380. {on "throw_off_end_die"
  1381. {call "die"}
  1382. }
  1383. {on "throw_off_from_tower"
  1384. {throw_off up 1 forward 2 die force}
  1385. }
  1386. {on "throw_off_from_ladder"
  1387. {throw_off up 1 forward -2 die force}
  1388. }
  1389. {on "throw_off_from_ship"
  1390. {throw_off up 4 dir 3 1 die force}
  1391. }
  1392. {on "throw_off_from_vehicle"
  1393. {if user_control
  1394. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 force}
  1395. else
  1396. {throw_off up 1.3 0.5 dir 5 1 forward 4 turn 0 360 rnd_die 0.7 force}
  1397. }
  1398. }
  1399. {on "linker_simulation"
  1400. {if effector "airborne"
  1401. else effector "cannon"
  1402. ; {throw_off up 2.25 0.75 forward 2.25 0.75 turn 0 360 force}
  1403. else altitude 3
  1404. {throw_off up 1 forward 2 die force}
  1405. }
  1406. }
  1407.  
  1408. {on "knock_down"
  1409. {if not water_level -0.1
  1410. {knockdown 12 3}
  1411. } }
  1412.  
  1413.  
  1414. {on "die"
  1415.  
  1416. ;{if not dead
  1417. ;{if not tagged "chakra_empty"
  1418. ;{call "kawarmi"}
  1419. ;}
  1420. ;}
  1421.  
  1422.  
  1423.  
  1424. ; {if tagged "chakra_empty"
  1425. {if not dead
  1426. {spawn "bloodsparks_small"}
  1427. {if linked
  1428. {if linked "shipflak"
  1429. {call "throw_off_from_ship"}
  1430. else linked "doublecolt"
  1431. {call "throw_off_from_ship"}
  1432. else linked "war_horse"
  1433. {throw_off up 1 forward 1 turn 0 360 die force}
  1434. else linked "bammo"
  1435. {throw_off up 1 forward 1 turn 180 die force}
  1436. else linked "wood_ship"
  1437. {throw_off up 1 forward 1 turn 180 die force}
  1438.  
  1439. else linked "car"
  1440. {if place "driver"
  1441. {throw_off up 1.6 forward 2 turn -90 die force rotate_to_dir}
  1442. else place "commander"
  1443. {throw_off up 1.6 forward 2 turn +90 die force rotate_to_dir}
  1444. else
  1445. {call "die_with_blood"}
  1446. }
  1447. else altitude 2
  1448. {if boarding
  1449. {call "throw_off_from_ladder"}
  1450. else
  1451. {call "throw_off_from_tower"}
  1452. }
  1453. else linked "cannon"
  1454. {call "die_with_blood"}
  1455. else
  1456. {call "throw_off_from_vehicle"}
  1457. }
  1458. else
  1459. {call "die_with_blood"}
  1460.  
  1461. }
  1462. } }
  1463.  
  1464. ; {SONNE2 START
  1465. ;#############################
  1466. ;##############################
  1467. ;###########################
  1468. ;##########################
  1469. ;############################
  1470.  
  1471.  
  1472.  
  1473.  
  1474.  
  1475.  
  1476.  
  1477. ;Sonne 2 Start at die_with_blood, this entire code will overwrite die_with_blood and die_without_blood
  1478. {on "die_with_blood"
  1479. {if not senseless
  1480. {spawn "blood"}
  1481. }
  1482.  
  1483. {if not able "personage"
  1484. {if tagged "song" {tags add "radio"}{tags remove "song"}{stop_sound "MUSIC"}{start_sound "sonne2/break"}}
  1485. {call "main_menu"} {able select 0}}
  1486. {if tagged "dead"
  1487. {delay 0.05 {ani_stop "lie_sleep_idle_2"}} ;to prevent them from being immortal
  1488. {delay 0.06 {ani_stop "lie_sleep_idle_1"}}
  1489. {DIE}
  1490. }
  1491. ;Normal MLG
  1492. {if tagged "MLG_MODE"
  1493. {if rand 0.05
  1494. {delay 0.1 ;goit
  1495. {call "OMG"}}}
  1496. {if tagged "MLG_MODE" {if not tagged "successfully_revived" {if rand 0.1 {if rand 0.99 {call "WASTED"} else {damage_report "body" "<s(0.2)c(ff2e2e)>MM WATCHA SAY"}{stop_sound "WATCHA"}{play_sound "WATCHA"}} }}}
  1497. {if tagged "MLG_MODE" {delay 1.2 {if tagged "die_processset" {if rand 0.06 {damage_report "body" "<s(0.2)c(ff2e2e)>FINISH HIM"}{start_sound "sonne2/MLG/MK/FINISHHIM"} {tags add "FINISHHIM" }}}}} ;MORTAL_KOMBAT
  1498. {if tagged "MLG_MODE" {if not tagged "successfully_revived" {if tagged "song" {stop_sound "MUSIC"}{delay 4 {start_sound "sonne2/break"}}{if rand 0.7 {call "WASTED"} else rand 0.3 {delay 2 {start_sound "sonne2/MLG/MK/FATALITY"}{damage_report "body" "<s(25)y(+9)c(dd0000)>FATALITY"}}else rand 0.8 {stop_sound "WATCHA"}{play_sound "WATCHA"} {damage_report "body" "<c(dd0000)>MMMM WATCHA SAY"} } } } }
  1499. {if not tagged "MLG_MODE"{if tagged "MUSIC" {stop_sound "MUSIC"} {tags remove "song"}}}
  1500. ;SANIC
  1501. {if tagged "MLG_MODE" {if tagged "sanic" {spawn "tonsorings"} {if rand 0.99 {call "WASTED"} else {damage_report "body" "<s(0.2)c(ff2e2e)>MM WATCHA SAY"}{stop_sound "WATCHA"}{play_sound "WATCHA"}}}}
  1502. {if tagged "MLG_MODE" {if tagged "successfully_revived" {if rand 0.9 {if rand 0.55 {call "WASTED"} else {damage_report "body" "<s(0.2)c(ff2e2e)>MM WATCHA SAY"}{stop_sound "WATCHA"}{play_sound "WATCHA"}} }}}
  1503. }
  1504.  
  1505. {if "revival_script_enabled" {call "die_without_blood"} }
  1506. {if not "revival_script_enabled" {call "die_without_blood_vanilla"} }
  1507.  
  1508.  
  1509. }
  1510. {on "die_without_blood_vanilla"
  1511. ; {con "die"}
  1512. {view pause "swim"}
  1513. {call "die_scream"}
  1514. {if not kill_flags blast
  1515. {kill_flags piercing}
  1516. }
  1517. {die}
  1518. ; {able collect 1}
  1519. {delay 3
  1520. {volumes enable contact}
  1521. }
  1522. ; {delay 30 {delete}}
  1523. }
  1524. {on "last_shot" ; this is for the people who have the jamming tutorial
  1525.  
  1526. {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"} }}}
  1527. {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"} }}}
  1528. {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"} }}}
  1529. {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"} }}}
  1530. }
  1531. {on "main_menu" ;#MENU, TO TURN ON AND TURN OFF THE SCRIPT OR MINIMODS LIKE SWITCH_SIDES -Sonne2
  1532. ;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
  1533. {if rand 1.0 ;100% chance if revival_script_enabled is enabled lol.
  1534. {set "revival_script_enabled" 1} ; 1 Enables, 0 Disables the ENTIRE Revival Script giving units the vanilla default death.
  1535. }
  1536. ;MINI-MODS
  1537. ;Switch Sides {player 0}, {player 1}
  1538. ;last_shot is still there below, didn't know the tag didn't do anything O_o
  1539. {if rand 0.0
  1540. {tags add "switch_sides"} ;The Revived will switch sides.
  1541. } ;SWITCH_MENU SWITCH_SIDES switch sides
  1542. ;When they switch sides, which side do you want them to choose!? Must have switch_sides enabled
  1543. ;change the if rand value to 1 or 0.
  1544. {if rand 1.0 {tags add "player_0"}} ;If revived, they will choose Player 0.
  1545. {if rand 0.0 {tags add "player_1"}} ;If revived, they will choose Player 1.
  1546. {if rand 0.0 {tags add "player_2"}} ;If revived, they will choose Player 2.
  1547. {if rand 0.0 {tags add "player_3"}} ;If revived, they will choose Player 3.
  1548. {if rand 0.0 {tags add "player_4"}} ;If revived, they will choose Player 4.
  1549. {if rand 0.0 {tags add "player_5"}} ;If revived, they will choose Player 5.
  1550. {if rand 0.0 {tags add "player_6"}} ;If revived, they will choose Player 6.
  1551. {if rand 0.0 {tags add "player_7"}} ;If revived, they will choose Player 7.
  1552. {if rand 0.0 {tags add "player_8"}} ;If revived, they will choose Player 8.
  1553. {if rand 0.0 {tags add "player_9"}} ;If revived, they will choose Player 9.
  1554. ;Quote Options!
  1555. {if rand 1.0 {tags add "quotes_enabled"} } ; 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
  1556.  
  1557. ;Quote Options p2. If quotes_enabled is enabled.
  1558. {if rand 1.0 {tags add "near_death_quotes_enabled"} } ; 1 Enables, 0 Disables Near Death Quotes, ex. the text such as !!!!, ouch, or HELP.
  1559. {if rand 1.0 {tags add "revived_quotes_enabled"} } ; 1 Enables, 0 Disables Revived Quotes, ex. the text such as "Thank You" or "You revived me!".
  1560. ;removed calculated quotes, one less tag to worry about
  1561. {if rand 1.0 {tags add "recover_quotes_enabled"}} ; 1 Enables, 0 Disables Recover quotes, ex. the text such as "I survived" or "I am invincible".
  1562. {if rand 1.0 {tags add "X_x_face_enabled"}} ; 1 Enables, 0 Disables X_x faces, ex. the text such as "-_-" or "X|".
  1563.  
  1564. ;Near Death Quotes
  1565. {if rand 1.0 {tags add "religious_quotes"}} ; 1 Enables, 0 Disables Religious Quotes, ex. the text such as God Help Me!, or For the love of God someone heal me!.
  1566. {if rand 1.0 {tags add "akward_quotes"}} ; 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.
  1567. {if rand 1.0 {tags add "profanity_quotes"}} ; 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.
  1568.  
  1569.  
  1570. ;Revived Speech search for speech
  1571. {if rand 1.0 {tags add "revived_speech"}} ; 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."
  1572. ;They talk now.
  1573. {if rand 0.80 {tags add "near_death_animation"}} ; 1 Enables, 0 Disables Near_Death Animations.
  1574.  
  1575. ;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.
  1576. {if rand 0.04 {tags add "self_recover"}} ; 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.
  1577. ;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.
  1578.  
  1579. {if tagged "self_recover" ;they are not healable in the process, their survivability relies on their own strength.
  1580. {if rand 0.5 {knockdown 15 7} else {knockdown 300 7}} ;maximum 32 - minimum 4 seconds before they can get up before death_wait timer kills them. 2nd option ensures very slim chance of survival.
  1581. {tags add "self_recover2"} ;for the check
  1582. {if tagged "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}}}
  1583. {tags remove "revived"}
  1584. {tags add "near_death"}
  1585. {able select 0}}
  1586. ;{if not "self_recover" ;they are not healable in the process, their survivability relies on their own strength.
  1587. ;{tags add "no_self_recover"}
  1588. ;}
  1589. ; if they don't get up before the below timers, they die.
  1590. ;"die_processlong"} ;Long Death 10% Chance 40 seconds before death_wait kills them
  1591. ;"die_process"} ;Normal Death 10% chance 20 seconds before death_wait kills them
  1592. ;"die_processvlong"} ;Very Long Death 10% chance 139 seconds before death_wait kills them
  1593. ;"die_processvlong2"} ;Very Very Long Death 10% chance 239 seconds before death_wait kills them
  1594. ;"die_processshort"} ;Short Death 10% chance 10 seconds before death_wait kills them
  1595. ;"die_processveryshort"} ;Very Short Death 10% chance 5 seconds before death_wait kills them
  1596.  
  1597.  
  1598. ;DEATH BOUNCE. people who die, fly through the air
  1599. {if rand 1.0 ;100% chance of death bounce if epic_pwn enabled
  1600. {if rand 0.0 {tags add "epic_pwn"}} ; 1 Enables, 0 Disables Bounce Death, ex. people who die, fly through the air.
  1601. {if rand 0.0 {tags add "epic_pwn_shot_death"}} ;if shot for a second time.
  1602. {if rand 1.0 {tags add "pwn_animations"}} ; 1 Enables, 0 Disables Tumble Animations for epic_pwn.
  1603. ;lol
  1604. }
  1605.  
  1606. ;DEM XPLOSIONS. people who die, Explode on impact
  1607. {if rand 0.25 ;25% Chance of explosionz if epic_xplosion enabled
  1608. {if rand 0.0 {tags add "epic_xplosion"}} ; 1 Enables, 0 Disables Explosive Death, ex. people who die, Explode on impact.
  1609. {if rand 0.0 {tags add "epic_xplosion_shot_death"}} ;if shot for a second time.
  1610. {if rand 1.0 {tags add "harmful_explosion"}} ;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.
  1611. }
  1612.  
  1613. ;should AI dodge these explosions?
  1614. {if rand 0.75 ;How Often? ; 0.5 = 50% Chance of Dodging. if enabled
  1615. {if rand 1.0 {tags add "ai_dodge_explosion"}} ; if 1, ai duck for cover, turn it to 0 if it gets annoying, they will only duck if the explosion is harmful.
  1616. }
  1617. ;Explosion Types, Can have more than one. MUST HAVE EPIC_XPLOSION and HARMFUL_EXPLOSION ENABLED
  1618. {if rand 1.0 {tags add "explosion"}} ; Regular Explosion.
  1619. {if rand 0.0 {tags add "instant_outburst"}} ; Outburst Explosion.
  1620. {if rand 0.0 {tags add "air_strike_outburst"}};OVERRIDES OTHER EXPLOSIONS ; Explosion after Delay of 2.
  1621.  
  1622. ;Large Explosion
  1623. {if rand 0.0 {tags add "large_explosion"}} ; if 1, explosion will be large instead of small, if 0 then they will be small.
  1624. ;for laughs,WARNING: LARGE_EXPLOSION IS VERY UNBALANCED.
  1625.  
  1626. ;Explosions End
  1627.  
  1628.  
  1629. ;Clear Inventory. ;{clear_inventory} ;makes the game extra hard and not needed at all. -_-', only useful if you like a challenge.
  1630. {if rand 100.0 ;100% chance if enabled
  1631. {if rand 0.0 {tags add "epic_clear_inventory"}} ; 1 Enables, 0 Disables Clearing Inventory on Death, ex. people who die, lose every single item in their inventory.
  1632. {if rand 0.0 {tags add "epic_clear_inventory_shot_death"}} ;if shot for a second time.
  1633. }
  1634.  
  1635.  
  1636. ;Helper Squad replaced by +Radio Tutorial
  1637. ;Removed to make room for other code coming up, check out the Jamming Tutorial +Radio
  1638. } ;MENU END
  1639.  
  1640.  
  1641. {on "die_without_blood"
  1642. {view pause "swim"}
  1643. {call "die_scream"}
  1644.  
  1645. {tags remove "revived"}
  1646.  
  1647. {if tagged "riflew" ;last_shot scarface
  1648. {if rand 0.3 {delay 0.1 {call "last_shot"}}
  1649. else rand 0.3 {delay 0.4 {call "last_shot"}}
  1650. else {delay 0.8 {call "last_shot"}}}}
  1651.  
  1652. {if tagged "pistolw"
  1653. {if rand 0.3 {delay 0.1 {call "last_shot"}}
  1654. else rand 0.3 {delay 0.4 {call "last_shot"}}
  1655. else {delay 0.8 {call "last_shot"}}}}
  1656.  
  1657. {if tagged "smgw"
  1658. {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"}}}}}}}}
  1659. 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"}}}}}}}}
  1660. 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"}}}}}}}}
  1661. }}}
  1662.  
  1663. {if tagged "mgunw"
  1664. {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"}}}}}}}}
  1665. 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"}}}}}}}}
  1666. 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"}}}}}}}}
  1667. }}}
  1668.  
  1669. ;SHOT_DEATH
  1670. ;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
  1671. {delay 0.2
  1672.  
  1673. {if rand 0.8
  1674. {if tagged "disablerandom"
  1675. {if tagged "die_processset"
  1676. {tags add "near_death"} ;if the unit still has this tag by the end of the countdown, death_wait will kill it.
  1677. {able select 0} ;unit cant be selected
  1678. {tags add "shot_death"} ;nvm it is needed.
  1679. {call "death_wait"} }} }
  1680. }
  1681.  
  1682. ;Ensures at the very beginning that heroes will not enter death sequence.
  1683. {if not able "personage" ;if personage was enabled beforehand, then it is a hero.
  1684. {if not tagged "disablerandom"
  1685. {call "randomgenerator"}}} ;calls on random death
  1686.  
  1687.  
  1688.  
  1689.  
  1690. ; {con "die"}
  1691. {if not kill_flags blast
  1692. {kill_flags piercing}
  1693. }
  1694. {if not tagged "self_recover"
  1695. {die} ;X_x
  1696. }
  1697. {delay 3
  1698. {volumes enable contact}
  1699. }
  1700. }
  1701. ;RANDOM
  1702.  
  1703.  
  1704.  
  1705. {on "randomgenerator"
  1706. ;NON HERO CHECK
  1707. {if tagged "near_death_animation" {if not tagged "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}}}}
  1708.  
  1709. ;stops the non-hero unit from dying indefinitely
  1710. {if not tagged "dead"
  1711. {if not able "personage"
  1712. {able personage 1}
  1713.  
  1714. {able select 0} ;stops the unit from being selected
  1715. {tags remove "revived"}}} ;calc_die is re-enabled if it has been called again, for calc_die relies on revived tag not being enabled
  1716.  
  1717.  
  1718. ;if shot for the first time, they will go into death process
  1719. {if not tagged "dead"
  1720. {if not tagged "disablerandom"
  1721. {if not tagged "shot_death"
  1722. {delay 1.0
  1723. {tags add "die_processset"} ;Bleedout_timers
  1724. {if rand 0.1 ;Random Dying Timers
  1725. {call "die_processlong"} ;Long Death 10% Chance 40 seconds
  1726. else rand 0.05
  1727. {call "die_process"} ;Normal Death 10% chance 20 seconds
  1728. else rand 0.1
  1729. {call "die_processvlong"} ;Very Long Death 10% chance 139 seconds
  1730. else rand 0.3
  1731. {call "die_processvlong2"} ;Very Very Long Death 10% chance 239 seconds
  1732. else rand 0.05
  1733. {call "die_processshort"} ;Short Death 10% chance 10 seconds
  1734. else rand 0.05
  1735. {call "die_processveryshort"} ;Very Short Death 10% chance 5 seconds
  1736. else
  1737.  
  1738. {tags remove "revived"} {if tagged "MLG_MODE"{tags add "SAD"}} {tags add "near_death"}{able select 0}{call "death_wait"} ;Instant Pwnage X_x if all else fails% chance :\ 0 seconds XD
  1739.  
  1740. } } };disablerandom check end
  1741.  
  1742. }}} ;end of randomgenerator
  1743.  
  1744. ;Can Unit be revived? Got it shortened out! Reduced those 68 lines of garbage into 3 lines of awesomeness 9/26/15.
  1745. {on "cdie_calc" ;call on die_calc
  1746. {if not dead
  1747. {if not able "select" {delay 0.2{call "cdie_calc"}}} ;zik_new, its also quicker than before!
  1748. {if not able "select" {delay 0.2{call "die_calc"}}}
  1749.  
  1750. {delay 0.2 {if dead {delay 0.2{tags add "dead"} {delay 0.21 {tags remove "die_processset"}{delay 0.5{tags remove "dead"}}}
  1751. {delay 0.05 {ani_stop "lie_sleep_idle_2"}}
  1752. {delay 0.06 {ani_stop "lie_sleep_idle_1"}} ;zik_new
  1753. {delay 0.07 {ani_play "lie_die"}} }}}}}
  1754.  
  1755. ;Die Proccess Quote CHECK Begin
  1756. {on "die_processquotecheck"
  1757. {if tagged "near_death_quotes_enabled"
  1758. {if rand 0.4 {delay 0.005 {if not tagged "revived" {if not able "select" {delay 1{call "die_processq1"}}}}}}
  1759. {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 2{call "die_processq2"}}}}} }
  1760. {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 5{call "die_processq3"}}}}} }
  1761. {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 9{call "die_processq4"}}}}} }
  1762. {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 12{call "die_processq5"}}}}} }
  1763. } }
  1764.  
  1765. {on "die_processshortquotecheck"
  1766. {if tagged "near_death_quotes_enabled"
  1767. {if rand 0.4 {delay 0.005 {if not tagged "revived" {if not able "select" {delay 0.2{call "die_processshortq1"}}}}} }
  1768. {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 1{call "die_processshortq2"}}}}}}
  1769. {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 2{call "die_processshortq3"}}}}} }
  1770. {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 3{call "die_processshortq4"}}}}} }
  1771. {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 4{call "die_processshortq5"}}}}} }
  1772. } }
  1773.  
  1774. {on "die_processveryshortquotecheck"
  1775. {if tagged "near_death_quotes_enabled"
  1776. {if rand 0.4 {delay 0.005 {if not tagged "revived" {if not able "select" {delay 0.2{call "die_processveryshortq1"}}}}} }
  1777. {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 1{call "die_processveryshortq2"}}}}} }
  1778. {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 1.5{call "die_processveryshortq3"}}}}} }
  1779. {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 2{call "die_processveryshortq4"}}}}} }
  1780. {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 2.5{call "die_processveryshortq5"}}}}} }
  1781. } }
  1782.  
  1783. {on "die_processlongquotecheck"
  1784. {if tagged "near_death_quotes_enabled"
  1785. {if rand 0.4 {delay 0.05 {if not tagged "revived" {if not able "select" {delay 0.02{call "die_processlongq1"}}}}} }
  1786. {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 1{call "die_processlongq2"}}}}} }
  1787. {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 15{call "die_processlongq3"}}}}} }
  1788. {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 25{call "die_processlongq4"}}}}} }
  1789. {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 33.5{call "die_processlongq5"}}}}} }
  1790. } }
  1791.  
  1792. ;#############################################################################
  1793. ;##########################DIE PROCESS QUOTES STARTO###################################################
  1794. ;#############################################################################
  1795.  
  1796.  
  1797.  
  1798. ;#############################################################################
  1799. ;#########################DIE PROCESS NORMAL BEGIN##############################################
  1800. ;#############################################################################
  1801. ;Die Process Normal Quotes
  1802. {on "die_processq1"
  1803. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  1804. {if not dead
  1805. {damage_report "body" "<s(0.2)c(ff0000)>!!!!!"}}}}
  1806.  
  1807. {on "die_processq2"
  1808. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  1809. {if not dead
  1810. {damage_report "body" "<s(0.2)c(ff0000)>!!!!"}}}}
  1811.  
  1812. {on "die_processq3"
  1813. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  1814. {if not dead
  1815. {damage_report "body" "<s(0.2)c(ff4949)>!!!"}}}}
  1816.  
  1817. {on "die_processq4"
  1818. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  1819. {if not dead
  1820. {damage_report "body" "<s(0.2)c(ff7e7e)>!!"}}}}
  1821.  
  1822. {on "die_processq5"
  1823. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  1824. {if not dead
  1825. {damage_report "body" "<s(0.2)c(ffa9a9)>!..."}}}}
  1826. ;#############################################################################
  1827. ;##########################DIE PROCESS END###################################################
  1828. ;#############################################################################
  1829.  
  1830. ;#############################################################################
  1831. ;#########################DIE PROCESS SHORT BEGIN####################################################
  1832. ;#############################################################################
  1833. ;Die Process Short Quotes
  1834. {on "die_processshortq1"
  1835. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  1836. {if not dead
  1837. {damage_report "body" "<s(0.2)c(ff0000)>HELP"}}}}
  1838.  
  1839. {on "die_processshortq2"
  1840. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  1841. {if not dead
  1842. {damage_report "body" "<s(0.2)c(ff5c5c)>HELP!"}}}}
  1843.  
  1844. {on "die_processshortq3"
  1845. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  1846. {if not dead
  1847. {if rand 0.1
  1848. {damage_report "body" "<s(0.2)c(ff6161)>I SAID HELP!!"} ;zik
  1849. else rand 0.1 ;Random Dying Timers
  1850. {damage_report "body" "<s(0.2)c(ff6161)>GONNA DIE!"}
  1851. else rand 0.1
  1852. {damage_report "body" "<s(0.2)c(ff6161)>!!!!"}
  1853. else rand 0.1
  1854. {damage_report "body" "<s(0.2)c(ff6161)>!!"}
  1855. else rand 0.1
  1856. {damage_report "body" "<s(0.2)c(ff6161)>why"}
  1857. else rand 0.1 ;Random Dying Timers
  1858. {damage_report "body" "<s(0.2)c(ff6161)>!"}
  1859. else rand 0.1
  1860. {damage_report "body" "<s(0.2)c(ff6161)>NO!"}
  1861. else rand 0.1
  1862. {damage_report "body" "<s(0.2)c(ff6161)>ergh"}
  1863. else rand 0.1
  1864. {damage_report "body" "<s(0.2)c(ff6161)>ARGHH"}
  1865. else
  1866. {damage_report "body" "<s(0.2)c(ff6161)>OUCH"}}}}}
  1867.  
  1868. {on "die_processshortq4"
  1869. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  1870. {if not dead
  1871. {if rand 0.1
  1872. {damage_report "body" "<s(0.2)c(ff9393)>HELP ME"} ;zik
  1873. else rand 0.1 ;Random Dying Timers
  1874. {damage_report "body" "<s(0.2)c(ff9393)>DAMNIT"}
  1875. else rand 0.1
  1876. {damage_report "body" "<s(0.2)c(ff9393)>HELP"}
  1877. else rand 0.1
  1878. {damage_report "body" "<s(0.2)c(ff9393)>NO"}
  1879. else rand 0.1
  1880. {damage_report "body" "<s(0.2)c(ff9393)>NO WAY"}
  1881. else rand 0.1 ;Random Dying Timers
  1882. {damage_report "body" "<s(0.2)c(ff9393)>!"}
  1883. else rand 0.1
  1884. {damage_report "body" "<s(0.2)c(ff9393)>NO!"}
  1885. else rand 0.1
  1886. {damage_report "body" "<s(0.2)c(ff9393)>ergh"}
  1887. else rand 0.1
  1888. {damage_report "body" "<s(0.2)c(ff9393)>ARGHH"}
  1889. else
  1890. {damage_report "body" "<s(0.2)c(ff9393)>THE PAIN"}}}}}
  1891.  
  1892. {on "die_processshortq5"
  1893. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  1894. {if not dead
  1895. {damage_report "body" "<s(0.2)c(ff9393)>..."}}}}
  1896. ;#############################################################################
  1897. ;##########################DIE PROCESS SHORT END###################################################
  1898. ;#############################################################################
  1899.  
  1900. ;#############################################################################
  1901. ;##########################DIE PROCESS VERY SHORT BEGIN###################################################
  1902. ;#############################################################################
  1903. ;Die Process VeryShort Quotes
  1904. {on "die_processveryshortq1"
  1905. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  1906. {if not dead
  1907. {damage_report "body" "<s(0.2)c(ff0c00)>HELP"}}}}
  1908.  
  1909. {on "die_processveryshortq2"
  1910. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  1911. {if not dead
  1912. {damage_report "body" "<s(0.2)c(ff2020)>."}}}}
  1913.  
  1914. {on "die_processveryshortq3"
  1915. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  1916. {if not dead
  1917. {damage_report "body" "<s(0.2)c(ff4242)>.."}}}}
  1918.  
  1919. {on "die_processveryshortq4"
  1920. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  1921. {if not dead
  1922. {damage_report "body" "<s(0.2)c(ff6666)>..."}}}}
  1923.  
  1924. {on "die_processveryshortq5"
  1925. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  1926. {if not dead
  1927. {damage_report "body" "<s(0.2)c(ffaeae)>HELP :("}}}}
  1928.  
  1929. ;#############################################################################
  1930. ;##########################DIE PROCESS VERY SHORT END###################################################
  1931. ;#############################################################################
  1932.  
  1933. ;#############################################################################
  1934. ;#############################################################################
  1935. ;#############################################################################
  1936. ;Die Process Long Quotes
  1937. {on "die_processlongq1"
  1938. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  1939. {if not dead
  1940. {damage_report "body" "<s(0.2)c(ff0000)>!!!!!!"}}}}
  1941.  
  1942. {on "die_processlongq2"
  1943. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  1944. {if not dead
  1945. {if rand 0.1
  1946. {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Damn My LEG!!"}} ;zik
  1947. else rand 0.1 ;Random Dying Timers
  1948. {damage_report "body" "<s(0.2)c(ff0000)>I thought I could make it!"}
  1949. else rand 0.1
  1950. {damage_report "body" "<s(0.2)c(ff0000)>Theres no way... I could lose!"}
  1951. else rand 0.1
  1952. {damage_report "body" "<s(0.2)c(ff0000)>..."}
  1953. else rand 0.1
  1954. {damage_report "body" "<s(0.2)c(ff0000)>why"}
  1955. else rand 0.1 ;Random Dying Timers
  1956. {damage_report "body" "<s(0.2)c(ff0000)>NO!"}
  1957. else rand 0.1
  1958. {damage_report "body" "<s(0.2)c(ff0000)>I Cant believe this"}
  1959. else rand 0.1
  1960. {damage_report "body" "<s(0.2)c(ff0000)>This can't be"}
  1961. else rand 0.1 ;Random Dying Timers
  1962. {if tagged "akward_quotes" {damage_report "body" "<s(0.2)c(ff0000)>adfasdf!"} }
  1963. else rand 0.1
  1964. {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Damn!"} }
  1965. else rand 0.1
  1966. {damage_report "body" "<s(0.2)c(ff0000)>..."}
  1967. else rand 0.1
  1968. {damage_report "body" "<s(0.2)c(ff0000)>what happened!?"}
  1969. else rand 0.1 ;Random Dying Timers
  1970. {damage_report "body" "<s(0.2)c(ff0000)>I can't move!"}
  1971. else rand 0.1
  1972. {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Ergh..Damnit...ergh"} }
  1973. else rand 0.1
  1974. {damage_report "body" "<s(0.2)c(ff0000)>is this it?"}
  1975. else rand 0.1
  1976. {damage_report "body" "<s(0.2)c(ff0000)>really?"}
  1977. else rand 0.1 ;Random Dying Timers
  1978. {damage_report "body" "<s(0.2)c(ff0000)>I can't die here!"}
  1979. else rand 0.1
  1980. {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>damn, I promised my family that I would be back"}}
  1981. else rand 0.1
  1982. {damage_report "body" "<s(0.2)c(ff0000)>So this is it huh"}
  1983. else rand 0.1
  1984. {damage_report "body" "<s(0.2)c(ff0000)>No need to worry, I'll be patched up in no time."}
  1985. else rand 0.1 ;Random Dying Timers
  1986. {if tagged "akward_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Should have learned how to do the matrix!"} }
  1987. else rand 0.1
  1988. {damage_report "body" "<s(0.2)c(ff0000)>Almost dodged that one"}
  1989. else rand 0.1
  1990. {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Ach Du Sheisse"}}
  1991. else rand 0.1
  1992. {damage_report "body" "<s(0.2)c(ff0000)>ARGHH"}
  1993. else
  1994. {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>WTF"}}
  1995. ;add your own or replace all these
  1996. }
  1997.  
  1998. }}}
  1999.  
  2000. {on "die_processlongq3"
  2001. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  2002. {if not dead
  2003. {if rand 0.1
  2004. {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff2727)>Don't Just stand there! heal me goddamnit >:("}} ;zik
  2005. else rand 0.1 ;Random Dying Timers
  2006. {if tagged "akward_quotes" {damage_report "body" "<s(0.2)c(ff2727)>now that I think about it that actually hurt"} }
  2007. else rand 0.1
  2008. {damage_report "body" "<s(0.2)c(ff2727)>Noooo!"}
  2009. else rand 0.1
  2010. {damage_report "body" "<s(0.2)c(ff2727)>I'll get up, and when I do, you guys will be sorry"}
  2011. else rand 0.1
  2012. {damage_report "body" "<s(0.2)c(ff2727)>if I could see my family one more time."}
  2013. else rand 0.1
  2014. {damage_report "body" "<s(0.2)c(ff2727)>I don't even..."}
  2015. else rand 0.1
  2016. {damage_report "body" "<s(0.2)c(ff2727)>ERGH"}
  2017. else rand 0.1 ;Random Dying Timers
  2018. {damage_report "body" "<s(0.2)c(ff2727)>theres no way out of this fight, is there?"}
  2019. else rand 0.1
  2020. {damage_report "body" "<s(0.2)c(ff2727)>how could I be so stupid!"}
  2021. else rand 0.1
  2022. {damage_report "body" "<s(0.2)c(ff2727)>I should have known better!!!"}
  2023. else rand 0.1
  2024. {damage_report "body" "<s(0.2)c(ff2727)>ERGh, I can take the pain!"}
  2025. else rand 0.1 ;Random Dying Timers
  2026. {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff2727)>Keep fighting lads, I'll be fine, I just have to *cough* *cough*, damnnit"} }
  2027. else rand 0.1
  2028. {damage_report "body" "<s(0.2)c(ff2727)>Am I really going to die!?"}
  2029. else rand 0.1
  2030. {damage_report "body" "<s(0.2)c(ff2727)>what is the point of this war?"}
  2031. else rand 0.1
  2032. {damage_report "body" "<s(0.2)c(ff2727)>darn"}
  2033. else rand 0.1 ;Random Dying Timers
  2034. {damage_report "body" "<s(0.2)c(ff2727)>is this really happening?"}
  2035. else rand 0.1
  2036. {damage_report "body" "<s(0.2)c(ff2727)>a little more and I'll bleed out"}
  2037. else rand 0.1
  2038. {damage_report "body" "<s(0.2)c(ff2727)>someone save me!"}
  2039. else rand 0.1
  2040. {damage_report "body" "<s(0.2)c(ff2727)>I'm about to die."}
  2041. else rand 0.1 ;Random Dying Timers
  2042. {if tagged "religious_quotes" {damage_report "body" "<s(0.2)c(ff2727)>god, please save me!"} }
  2043. else rand 0.1
  2044. {damage_report "body" "<s(0.2)c(ff2727)>ERGH, well I guess this is how its gonna end for me"}
  2045. else rand 0.1
  2046. {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff2727)>damn this hurts!"} }
  2047. else rand 0.1
  2048. {damage_report "body" "<s(0.2)c(ff2727)>I though he said this would be a short campaign!"}
  2049. else
  2050. {damage_report "body" "<s(0.2)c(ff2727)>..."}}}}}
  2051.  
  2052. {on "die_processlongq4"
  2053. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  2054. {if not dead
  2055. {if rand 0.1
  2056. {damage_report "body" "<s(0.2)c(ff5353)>I will die for my country!!"} ;zik
  2057. else rand 0.1 ;Random Dying Timers
  2058. {if tagged "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>I see bright light!"} }
  2059. else rand 0.1
  2060. {damage_report "body" "<s(0.2)c(ff5353)>..."}
  2061. else rand 0.1
  2062. {damage_report "body" "<s(0.2)c(ff5353)>got to get up!"}
  2063. else rand 0.1 ;Random Dying Timers
  2064. {damage_report "body" "<s(0.2)c(ff5353)>I can't die, not like this!!"}
  2065. else rand 0.1
  2066. {damage_report "body" "<s(0.2)c(ff5353)>Get out of here guys! Or you'll end up like me! I'm serious!"}
  2067. else rand 0.1
  2068. {damage_report "body" "<s(0.2)c(ff5353)>This is it"}
  2069. else rand 0.1
  2070. {if tagged "profanity_quotes" {if tagged "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>Damn you all to hell"}}}
  2071. else rand 0.1 ;Random Dying Timers
  2072. {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff5353)>You Bastards!"}}
  2073. else rand 0.1
  2074. {damage_report "body" "<s(0.2)c(ff5353)>can't just die like this"}
  2075. else rand 0.1
  2076. {damage_report "body" "<s(0.2)c(ff5353)>!...darn it!"}
  2077. else rand 0.1
  2078. {damage_report "body" "<s(0.2)c(ff5353)>I'm running out of time!"}
  2079. else rand 0.1 ;Random Dying Timers
  2080. {damage_report "body" "<s(0.2)c(ff5353)>this is ridiculous"}
  2081. else rand 0.1
  2082. {damage_report "body" "<s(0.2)c(ff5353)>no...."}
  2083. else rand 0.1
  2084. {if tagged "akward_quotes" {damage_report "body" "<s(0.2)c(ff5353)>I just need to find a timemachine"} }
  2085. else rand 0.1
  2086. {damage_report "body" "<s(0.2)c(ff5353)>I'm gonna get through this"}
  2087. else rand 0.1 ;Random Dying Timers
  2088. {damage_report "body" "<s(0.2)c(ff5353)>everything's gonna be alright, just gotta hang in there"}
  2089. else rand 0.1
  2090. {damage_report "body" "<s(0.2)c(ff5353)>will I live through this?"}
  2091. else rand 0.1
  2092. {damage_report "body" "<s(0.2)c(ff5353)>Of all ways to die..."}
  2093. else rand 0.1
  2094. {if tagged "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>For the love of god, SOMEONE HEAL ME."} }
  2095. else rand 0.1 ;Random Dying Timers
  2096. {damage_report "body" "<s(0.2)c(ff5353)>?"}
  2097. else rand 0.1
  2098. {if tagged "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>wonder what its like on the other side"} }
  2099. else rand 0.1
  2100. {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff5353)>no fucking way!"}}
  2101. else rand 0.1
  2102. {damage_report "body" "<s(0.2)c(ff5353)>HELP"}
  2103. else
  2104. {damage_report "body" "<s(0.2)c(ff5353)>..."}}}}}
  2105.  
  2106. {on "die_processlongq5"
  2107. {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  2108. {if not dead
  2109. {if rand 0.1
  2110. {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Damn, it was a trap!..."} };zik
  2111. else rand 0.1 ;Random Dying Timers
  2112. {damage_report "body" "<s(0.2)c(ff8585)>goodbye everyone..."}
  2113. else rand 0.1
  2114. {damage_report "body" "<s(0.2)c(ff8585)>just gotta...reload..."}
  2115. else rand 0.1
  2116. {damage_report "body" "<s(0.2)c(ff8585)>..."}
  2117. else rand 0.1
  2118. {damage_report "body" "<s(0.2)c(ff8585)>what an unfortunate end..."}
  2119. else rand 0.1 ;Random Dying Timers
  2120. {damage_report "body" "<s(0.2)c(ff8585)>its over... its all ove...."}
  2121. else rand 0.1
  2122. {damage_report "body" "<s(0.2)c(ff8585)>NOOOooo...."}
  2123. else rand 0.1
  2124. {damage_report "body" "<s(0.2)c(ff8585)>!!!!!!..."}
  2125. else rand 0.1
  2126. {damage_report "body" "<s(0.2)c(ff8585)>!!!!!..."}
  2127. else rand 0.1 ;Random Dying Timers
  2128. {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>DAmn...."} }
  2129. else rand 0.1
  2130. {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Waht the f...."} }
  2131. else rand 0.1
  2132. {damage_report "body" "<s(0.2)c(ff8585)>this can't b..."}
  2133. else rand 0.1
  2134. {if tagged "religious_quotes" {damage_report "body" "<s(0.2)c(ff8585)>FOR THE LOVE OF GOD SOMEONE H...."} }}
  2135. else rand 0.1 ;Random Dying Timers
  2136. {damage_report "body" "<s(0.2)c(ff8585)>this is just ridi...."}
  2137. else rand 0.1
  2138. {damage_report "body" "<s(0.2)c(ff8585)>er...."}
  2139. else rand 0.1
  2140. {damage_report "body" "<s(0.2)c(ff8585)>is this it? I guess it i......"}
  2141. else rand 0.1
  2142. {damage_report "body" "<s(0.2)c(ff8585)>reall...."}
  2143. else rand 0.1 ;Random Dying Timers
  2144. {damage_report "body" "<s(0.2)c(ff8585)>I can't d...."}
  2145. else rand 0.1
  2146. {damage_report "body" "<s(0.2)c(ff8585)>I'm losing consc...."}
  2147. else rand 0.1
  2148. {damage_report "body" "<s(0.2)c(ff8585)>So this is it hughghj....."}
  2149. else rand 0.1
  2150. {damage_report "body" "<s(0.2)c(ff8585)>No need to worry, I'll be patc....."}
  2151. else rand 0.1 ;Random Dying Timers
  2152. {if tagged "akward_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Should have learned how to do the matri...."}}
  2153. else rand 0.1
  2154. {if tagged "religious_quotes" {damage_report "body" "<s(0.2)c(ff8585)>BRight Light!!"}}
  2155. else rand 0.1
  2156. {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Damnit.Damnit.Damni....."}}
  2157. else rand 0.1
  2158. {damage_report "body" "<s(0.2)c(ff8585)>ARghhh......"}
  2159. else
  2160. {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>WT.....f...."}}}}}
  2161. ;#############################################################################
  2162. ;##########################DIE PROCESS LONG END###################################################
  2163. ;#############################################################################
  2164. ;#############################################################################
  2165. ;##########################DIE PROCESS QUOTES FINISH###################################################
  2166. ;#############################################################################
  2167.  
  2168.  
  2169.  
  2170. ;#############################################################################
  2171. ;##########################DIE PROCESS FUNCTIONS STARTO###################################################
  2172. ;#############################################################################
  2173. ;#############################################################################
  2174. ;##########################DIE PROCESS NORMAL BEGIN###################################################
  2175. ;#############################################################################
  2176.  
  2177.  
  2178. ;Called on by Random Generator
  2179. {on "die_process"
  2180. {able select 0} {tags add "in_die_process_normal"}
  2181. {tags add "near_death"} ;ensures death_wait will kill it
  2182. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  2183. {if tagged "quotes_enabled"
  2184. {call "die_processquotecheck"}
  2185. }
  2186. {call "cdie_calc"}
  2187. {if tagged "die_processset"
  2188. {delay 59 {call "death_wait"} }
  2189.  
  2190.  
  2191. }
  2192. } ;#############################################################################
  2193. ;##########################DIE PROCESS NORMAL END###################################################
  2194. ;#############################################################################
  2195. ;#############################################################################
  2196. ;##########################DIE PROCESS SHORT BEGIN###################################################
  2197. ;#############################################################################
  2198.  
  2199. ;Called on by Random Generator
  2200. {on "die_processshort"
  2201. {able select 0} {tags add "in_die_process_short"}
  2202. {tags add "near_death"} ;ensures death_wait will kill it
  2203. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  2204. {if tagged "quotes_enabled"
  2205. {call "die_processshortquotecheck"}
  2206. }
  2207. {call "cdie_calc"}
  2208. {if tagged "die_processset"
  2209. {delay 29 {call "death_wait"} }
  2210.  
  2211.  
  2212. }
  2213. } ;#############################################################################
  2214. ;##########################DIE PROCESS SHORT END###################################################
  2215. ;#############################################################################
  2216. ;#############################################################################
  2217. ;##########################DIE PROCESS VERY SHORT BEGIN###################################################
  2218. ;#############################################################################
  2219.  
  2220. ;Called on by Random Generator
  2221. {on "die_processveryshort"
  2222. {able select 0} {tags add "in_die_process_veryshort"}
  2223. {tags add "near_death"} ;ensures death_wait will kill it
  2224. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  2225. {if tagged "quotes_enabled"
  2226. {call "die_processveryshortquotecheck"}
  2227. }
  2228. {call "cdie_calc"}
  2229. {if tagged "die_processset"
  2230. {delay 15.5 {call "death_wait"} }
  2231.  
  2232.  
  2233. }
  2234. } ;#############################################################################
  2235. ;##########################DIE PROCESS VERY SHORT END###################################################
  2236. ;#############################################################################
  2237. ;#############################################################################
  2238. ;##########################DIE PROCESS LONG BEGIN###################################################
  2239. ;#############################################################################
  2240.  
  2241. ;Called on by Random Generator
  2242. {on "die_processlong"
  2243. {able select 0} {tags add "in_die_process_long"}
  2244. {tags add "near_death"} ;ensures death_wait will kill it
  2245. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  2246. {if tagged "quotes_enabled"
  2247. {call "die_processlongquotecheck"}
  2248. }
  2249. {call "cdie_calc"}
  2250. {if tagged "die_processset"
  2251. {delay 139 {call "death_wait"} }
  2252.  
  2253.  
  2254. }
  2255. } ;#############################################################################
  2256. ;##########################DIE PROCESS LONG END###################################################
  2257. ;#############################################################################
  2258. ;#############################################################################
  2259. ;##########################DIE PROCESSES FINISH###################################################
  2260. ;#############################################################################
  2261. ;#############################################################################
  2262. ;##########################DIE PROCESS vLONG BEGIN###################################################
  2263. ;#############################################################################
  2264.  
  2265. ;Called on by Random Generator
  2266. {on "die_processvlong"
  2267. {able select 0} {tags add "in_die_process_long"}
  2268. {tags add "near_death"} ;ensures death_wait will kill it
  2269. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  2270. {if tagged "quotes_enabled"
  2271. {call "die_processlongquotecheck"}
  2272. }
  2273. {call "cdie_calc"}
  2274. {if tagged "die_processset"
  2275. {delay 439 {call "death_wait"} }
  2276.  
  2277.  
  2278. }
  2279. }
  2280.  
  2281. ;#############################################################################
  2282. ;##########################DIE PROCESS vLONG END###################################################
  2283. ;#############################################################################
  2284. ;#############################################################################
  2285. ;##########################DIE PROCESS vLONG2 BEGIN###################################################
  2286. ;#############################################################################
  2287. ;Called on by Random Generator
  2288. {on "die_processvlong2"
  2289. {able select 0} {tags add "in_die_process_long"}
  2290. {tags add "near_death"} ;ensures death_wait will kill it
  2291. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  2292. {if tagged "quotes_enabled"
  2293. {call "die_processlongquotecheck"}
  2294. }
  2295. {call "cdie_calc"}
  2296. {if tagged "die_processset"
  2297. {delay 639 {call "death_wait"} }
  2298.  
  2299.  
  2300. }
  2301. } ;#############################################################################
  2302. ;##########################DIE PROCESS vLONG2 END###################################################
  2303. ;#############################################################################
  2304. ;#############################################################################
  2305. ;##########################DIE PROCESSES FINISH###################################################
  2306. ;#############################################################################
  2307. ;#############################################################################
  2308. ;##########################DIE_CALC REVIVAL! BEGIN###################################################
  2309. ;#############################################################################
  2310.  
  2311.  
  2312. ;TIMER OF LIFE ;The Saviour lol
  2313. {on "die_calc" ;Calculates whether or not the unit has been morphined or not.
  2314. {if not able "select" {if not senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  2315. {if not dead
  2316. {tags remove "near_death"} ;reenables random death engine and disable the current death process
  2317. {tags remove "die_processset"}
  2318. {able select 1}
  2319. {delay 0.001 {if tagged "near_death_animation" {ani_stop "lie_sleep_idle_2"}{ani_stop "lie_sleep_idle_1"} {tags remove "near_death_anim"}}}
  2320.  
  2321. {delay 0.1
  2322. {tags remove "death_wait"}
  2323. {tags remove "randomdisabled"}
  2324.  
  2325. }
  2326. {delay 0.2
  2327. {if not tagged "revived"
  2328. {if not senseless {if not dead
  2329. {if tagged "self_recover2"
  2330. {if tagged "quotes_enabled"
  2331. {if tagged "recover_quotes_enabled"
  2332.  
  2333. {if rand 0.1
  2334. {damage_report "body" "<s(0.2)c(00ff2a)>I'm back in business!"}
  2335. else rand 0.1
  2336. {damage_report "body" "<s(0.2)c(00ff2a)>!?"}
  2337. else rand 0.1
  2338. {damage_report "body" "<s(0.2)c(00ff2a)>yes"}
  2339. else rand 0.1
  2340. {damage_report "body" "<s(0.2)c(00ff2a)>I survived this!"}
  2341. else rand 0.1
  2342. {damage_report "body" "<s(0.2)c(00ff2a)>theres no way I would die from that!"}
  2343. else rand 0.1
  2344. {damage_report "body" "<s(0.2)c(00ff2a)>I'm more stronger than I expected"}
  2345. else rand 0.1
  2346. {damage_report "body" "<s(0.2)c(00ff2a)>hmph"}
  2347. else rand 0.1
  2348. {if tagged "akward_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>MLG"} }
  2349. else rand 0.1
  2350. {damage_report "body" "<s(0.2)c(00ff2a)>well well well"}
  2351. else rand 0.1
  2352. {damage_report "body" "<s(0.2)c(00ff2a)>I'm a Survivor"}
  2353. else rand 0.1
  2354. {damage_report "body" "<s(0.2)c(00ff2a)>This fight is gonna get interesting"}
  2355. else rand 0.1
  2356. {damage_report "body" "<s(0.2)c(00ff2a)>I'm still alive"}
  2357. else rand 0.1
  2358. {if tagged "MLG_MODE"{damage_report "body" "<s(0.2)c(00ff2a)>LESS TALKING MORE RAIDING!"}{start_sound "sonne2/MLG/MB/RAID"}}
  2359. else rand 0.1
  2360. {damage_report "body" "<s(0.2)c(00ff2a)>C'mon! You can't kill me!!!"}
  2361. else rand 0.1
  2362. {if tagged "MLG_MODE"{damage_report "body" "<s(0.2)c(00ff2a)>TODAY THE GODS VILL DECIDE YOUR FATE!"}{start_sound "sonne2/MLG/MB/FATE"}}
  2363. else rand 0.1
  2364. {damage_report "body" "<s(0.2)c(00ff2a)>hahahahahaha"}
  2365. else rand 0.1
  2366. {if tagged "akward_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>THIS IS SPARTA"}{if tagged "MLG_MODE"{start_sound "sonne2/MLG/SPARTA"}} }
  2367. else rand 0.1
  2368. {if tagged "MLG_MODE"{damage_report "body" "<s(0.2)c(00ff2a)>I WILL DRINK FROM YOUR SKULL!"}{start_sound "sonne2/MLG/MB/SKULL"}}
  2369. else rand 0.1
  2370. {damage_report "body" "<s(0.2)c(00ff2a)>Bwahahahahaha"}
  2371. else rand 0.1
  2372. {damage_report "body" "<s(0.2)c(00ff2a)>Your gonna have to do alot more than that to kill me."}
  2373. else rand 0.1
  2374. {damage_report "body" "<s(0.2)c(00ff2a)>I am unbeatable!"}
  2375. else rand 0.1
  2376. {damage_report "body" "<s(0.2)c(00ff2a)>I am invincible"}
  2377. else rand 0.1
  2378. {if tagged "akward_quotes" {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>Sup, Bitches"} } }
  2379. else rand 0.1
  2380. {damage_report "body" "<s(0.2)c(00ff2a)>Awesome"}
  2381. else rand 0.1
  2382. {if tagged "religious_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>Guess its not my time to go"} }
  2383. else rand 0.1
  2384. {damage_report "body" "<s(0.2)c(00ff2a)>Yes, now I have a chance at seeing my family again"}
  2385. else rand 0.1
  2386. {damage_report "body" "<s(0.2)c(00ff2a)>looks like I'm going home, not in a bodybag"}
  2387. else rand 0.1
  2388. {damage_report "body" "<s(0.2)c(00ff2a)>You can't defeat me!!!"}
  2389. else rand 0.1
  2390. {damage_report "body" "<s(0.2)c(00ff2a)>You are weak!"}
  2391. else rand 0.1
  2392. {damage_report "body" "<s(0.2)c(00ff2a)>Hey, there"}
  2393. else
  2394. {damage_report "body" "<s(0.2)c(00ff2a)>...!?"}
  2395. ;what the units say to you when they are revived
  2396. }}}
  2397.  
  2398. ;revived_speech
  2399. {if tagged "revived_speech"
  2400. {delay 1.0
  2401. {if rand 0.8
  2402. {talk "jubilation"}
  2403. else rand 0.5
  2404. {talk "retreat"}
  2405. else
  2406. {talk "things_look_blue"}
  2407. }}}
  2408. {tags add "revived"}
  2409. {tags remove "dead"}
  2410. {tags remove "disablerandom"}
  2411. {tags remove "in_die_process_normal"}
  2412. {tags remove "in_die_process_short"}
  2413. {tags remove "in_die_process_veryshort"}
  2414. {tags remove "in_die_process_long"}
  2415. {tags remove "self_recover2"}
  2416. {tags add "successfully_revived"}
  2417. ; {start_sound "human/heal"}
  2418. {able personage 0}}}}}}
  2419. ;pt2
  2420. {delay 0.1
  2421. {if not tagged "revived"
  2422. {if not senseless {if not dead
  2423. {if not tagged "self_recover2"
  2424. {delay 0.001 {if tagged "near_death_animation" {ani_stop "lie_sleep_idle_2"}{ani_stop "lie_sleep_idle_1"}}}
  2425.  
  2426.  
  2427. ; talk begin what the units say to you when they are revived
  2428. {if tagged "quotes_enabled"
  2429. {if tagged "revived_quotes_enabled"
  2430. {if rand 0.1
  2431. {damage_report "body" "<s(0.2)c(0057fc)>Thanks"}
  2432. else rand 0.1
  2433. {damage_report "body" "<s(0.2)c(0057fc)>Thank You"}
  2434. else rand 0.1
  2435. {damage_report "body" "<s(0.2)c(0057fc)>You are my hero"}
  2436. else rand 0.1
  2437. {damage_report "body" "<s(0.2)c(0057fc)>lets go!"}
  2438. else rand 0.1
  2439. {damage_report "body" "<s(0.2)c(0057fc)>I should have died"}
  2440. else rand 0.1
  2441. {damage_report "body" "<s(0.2)c(0057fc)>today is not the last after all"}
  2442. else rand 0.1
  2443. {damage_report "body" "<s(0.2)c(0057fc)>ALRIGHT"}
  2444. else rand 0.1
  2445. {damage_report "body" "<s(0.2)c(0057fc)>YES"}
  2446. else rand 0.1
  2447. {damage_report "body" "<s(0.2)c(0057fc)>you ought to be promoted!"}
  2448. else rand 0.1
  2449. {damage_report "body" "<s(0.2)c(0057fc)>Wow, thanks"}
  2450. else rand 0.1
  2451. {damage_report "body" "<s(0.2)c(0057fc)>Now lets take the fight to them!"}
  2452. else rand 0.1
  2453. {damage_report "body" "<s(0.2)c(0057fc)>Hopefully I can change the tide!"}
  2454. else rand 0.1
  2455. {damage_report "body" "<s(0.2)c(0057fc)>It ain't over yet!"}
  2456. else rand 0.1
  2457. {damage_report "body" "<s(0.2)c(0057fc)>Thanks so much, I dont know how to repay you"}
  2458. else rand 0.1
  2459. {if tagged "religious_quotes" {damage_report "body" "<s(0.2)c(0057fc)>I don't believe it, you answered my prayers"}}
  2460. else rand 0.1
  2461. {damage_report "body" "<s(0.2)c(0057fc)>This is the best day of my life!"}
  2462. else rand 0.1
  2463. {if tagged "akward_quotes" {damage_report "body" "<s(0.2)c(0057fc)>THIS IS SPARTA"}{start_sound "sonne2/MLG/SPARTA"}}
  2464. else rand 0.1
  2465. {if tagged "akward_quotes" {damage_report "body" "<s(0.2)c(0057fc)>Like a boss"} }
  2466. else rand 0.1
  2467. {damage_report "body" "<s(0.2)c(0057fc)>alright, lets go"}
  2468. else rand 0.1
  2469. {damage_report "body" "<s(0.2)c(0057fc)>yes sir!"}
  2470. else rand 0.1
  2471. {damage_report "body" "<s(0.2)c(0057fc)>lets end this once and for all!"}
  2472. else rand 0.1
  2473. {damage_report "body" "<s(0.2)c(0057fc)>This is great"}
  2474. else rand 0.1
  2475. {if tagged "akward_quotes" {damage_report "body" "<s(0.2)c(0057fc)>Who do you think I am? Lt. Dan!?"} }
  2476. else rand 0.1
  2477. {damage_report "body" "<s(0.2)c(0057fc)>Awesome"}
  2478. else rand 0.1
  2479. {if tagged "religious_quotes" {damage_report "body" "<s(0.2)c(0057fc)>hey! I was about to go to heaven!"} }
  2480. else rand 0.1
  2481. {damage_report "body" "<s(0.2)c(0057fc)>Yes, now I have a chance at seeing my family again"}
  2482. else rand 0.1
  2483. {damage_report "body" "<s(0.2)c(0057fc)>looks like I'm going home, not in a bodybag"}
  2484. else rand 0.1
  2485. {damage_report "body" "<s(0.2)c(0057fc)>lets do this"}
  2486. else rand 0.1
  2487. {damage_report "body" "<s(0.2)c(0057fc)>I can move!"}
  2488. else rand 0.1
  2489. {damage_report "body" "<s(0.2)c(0057fc)>Okay, whats next?"}
  2490. else
  2491. {damage_report "body" "<s(0.2)c(0057fc)>:D"}
  2492. ;what the units say to you when they are revived
  2493. }}} ;talk end
  2494. {if tagged "switch_sides" ;DO NOT CHANGE GO TO SWITCH_MENU INSTEAD
  2495.  
  2496. {if tagged "player_0" {player 0}}{if tagged "player_1" {player 1}}{if tagged "player_2" {player 2}}{if tagged "player_3" {player 3}}{if tagged "player_4" {player 4}}{if tagged "player_5" {player 5}}{if tagged "player_6" {player 6}}{if tagged "player_7" {player 7}}{if tagged "player_8" {player 8}}{if tagged "player_9" {player 9}}
  2497.  
  2498. {if not tagged "player_0" {if not tagged "player_1" {if not tagged "player_2" {if not tagged "player_3" {if not tagged "player_4" {if not tagged "player_5" {if not tagged "player_6" {if not tagged "player_7" {if not tagged "player_8" {if not tagged "player_9"
  2499. {damage_report "body" "<s(8)c(00ff00)>No Player Team Selected!!!"} ;Squad Title
  2500. }
  2501. }}}}}}}}}}
  2502. ;revived_speech
  2503. {if tagged "revived_speech"
  2504. {delay 1.0
  2505. {if rand 0.8
  2506. {talk "jubilation"}
  2507.  
  2508. else rand 0.5
  2509. {talk "retreat"}
  2510. else
  2511. {talk "things_look_blue"}
  2512. }}}
  2513.  
  2514.  
  2515.  
  2516.  
  2517. ;Helper Squad for Player 0 removed to save space, sorry D:, try the using the radio instead it is far more superior to the helpers thing, far more superior
  2518. ;helper_squad_enabled check
  2519. {tags add "revived"}
  2520. {tags remove "disablerandom"}
  2521. {tags remove "in_die_process_normal"}
  2522. {tags remove "in_die_process_short"}
  2523. {tags remove "in_die_process_veryshort"}
  2524. {tags remove "in_die_process_long"}
  2525. {tags add "successfully_revived"}
  2526. {tags remove "self_recover2"}
  2527. {start_sound "human/heal"}
  2528. {able personage 0} }}}}}
  2529.  
  2530. }}}}
  2531.  
  2532.  
  2533. ;#############################################################################
  2534. ;##########################DIE_CALC END###################################################
  2535. ;#############################################################################
  2536. ; Timer of life end(LOL)
  2537.  
  2538.  
  2539.  
  2540. ;#############################################################################
  2541. ;##########################DEATH_WAIT BEGIN###################################################
  2542. ;#############################################################################
  2543.  
  2544.  
  2545. ;TIMER OF DEATH
  2546. {on "death_wait"
  2547. {delay 0.05 {ani_stop "lie_sleep_idle_2"}}
  2548. {delay 0.06 {ani_stop "lie_sleep_idle_1"}}
  2549. {delay 0.07 {ani_play "lie_die"}}
  2550. {delay 0.1
  2551. {able personage 0} ;Gets rid of personage protection
  2552. {if not able "select" ;TIMER OF DEATH
  2553. {if senseless
  2554.  
  2555. {call "die_scream"} ;NoooooO!
  2556. {able personage 0} ;Gets rid of personage protection
  2557. {tags remove "die_processset"}
  2558. {tags remove "near_death"} ;Disables the dying processes
  2559. {if not tagged "shot_death"
  2560. {if tagged "MLG_MODE"{start_sound "sonne2/MLG/HIT"}}
  2561. {if tagged "MLG_MODE"
  2562. {if rand 0.05
  2563. {if rand 0.20
  2564. {delay 0.1 ;goit "successfully_revived"}
  2565. {if tagged "MLG_MODE" {if tagged "SAD" {tags remove "SAD"} {delay 1.3 {start_sound "sonne2/MLG/SAD"}{call "SAD"} }}}
  2566. }
  2567. else
  2568. {if tagged "MLG_MODE" {if rand 0.9 {if rand 0.55 {call "WASTED"} else {damage_report "body" "<s(0.2)c(ff2e2e)>MM WATCHA SAY"}{stop_sound "WATCHA"}{play_sound "WATCHA"}} }}
  2569.  
  2570.  
  2571. }} } ;large medium leap} }}
  2572. {if tagged "quotes_enabled"
  2573. {if tagged "X_x_face_enabled"
  2574. {if rand 0.1
  2575. {damage_report "body" "<s(0.2)c(ffffff)>X_x"} ;zik ;Self Explanatory O_o
  2576. else rand 0.1
  2577. {damage_report "body" "<s(0.2)c(ffffff)>x_X"}
  2578. else rand 0.1
  2579. {damage_report "body" "<s(0.2)c(ffffff)>X_X"}
  2580. else rand 0.1
  2581. {damage_report "body" "<s(0.2)c(ffffff)>x_x"}
  2582. else rand 0.1
  2583. {damage_report "body" "<s(0.2)c(ffffff)>x-x"}
  2584. else rand 0.1
  2585. {damage_report "body" "<s(0.2)c(ffffff)>X-X"}
  2586. else rand 0.1
  2587. {damage_report "body" "<s(0.2)c(ffffff)>X|"}
  2588. else rand 0.1
  2589. {damage_report "body" "<s(0.2)c(ffffff)>X-x"}
  2590. else rand 0.1
  2591. {damage_report "body" "<s(0.2)c(ffffff)>x-X"}
  2592. else rand 0.1
  2593. {damage_report "body" "<s(0.2)c(ffffff)>XP"}
  2594. else rand 0.1
  2595. {damage_report "body" "<s(0.2)c(ffffff)>@_@"}
  2596. else rand 0.1
  2597. {damage_report "body" "<s(0.2)c(ffffff)>O_O"}
  2598. else rand 0.1
  2599. {damage_report "body" "<s(0.2)c(ffffff)>o_o"}
  2600. else
  2601. {damage_report "body" "<s(0.2)c(ffffff)>-_-"}}}}{die}}
  2602.  
  2603. {if not tagged "shot_death"
  2604.  
  2605. {delay 0.6
  2606.  
  2607. ;DEATH BOUNCE.
  2608. {if tagged "epic_pwn"
  2609. {if rand 1.0 ;how often will pple be pwned?
  2610. {if rand 0.9 ;zik
  2611. {if tagged "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
  2612. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;leap
  2613. else rand 0.3
  2614. {if tagged "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
  2615. {throw_off up 25.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;large medium leap
  2616. else
  2617. {if tagged "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
  2618. {throw_off up 1.3 99.5 dir 5.5 2 forward 4 turn 0 360 die force} ;slide or mega leap
  2619. ;{throw_off up 5.3 0.5 dir 360 0 forward 4 turn 0 360 die force} ;sent to outer space
  2620. ;else rand 0.1
  2621. ;else
  2622. }}}}
  2623.  
  2624.  
  2625. ;DEM XPLOSIONS.
  2626. {if tagged "epic_xplosion"
  2627.  
  2628. ;AI Dodge
  2629. {if tagged "ai_dodge_explosion"
  2630. {if tagged "harmful_explosion"
  2631. {explosive}
  2632. }}
  2633. {delay 0.8
  2634. {if not tagged "air_strike_outburst"
  2635. {stuff_detonate} }
  2636.  
  2637. ;LARGE AIRSTRIKE OVERWRITES OTHER EXPLOSIONS
  2638. {if tagged "air_strike_outburst"
  2639. {if tagged "harmful_explosion"
  2640. {if tagged "large_explosion"
  2641. {spawn "outburst_nc"}
  2642. {delay 2
  2643. {stuff_detonate}}
  2644. }}}
  2645.  
  2646.  
  2647. ;SMALL AIRSTRIKE OVERWRITES OTHER EXPLOSIONS{if not "large_explosion"
  2648. {if tagged "air_strike_outburst"
  2649. {if tagged "harmful_explosion"
  2650. {if not tagged "large_explosion"
  2651. {spawn "outburst_small_nc"}
  2652. {delay 2
  2653. {stuff_detonate}}
  2654. }}}
  2655.  
  2656.  
  2657. {if not tagged "air_strike_outburst"
  2658. {if tagged "harmful_explosion"
  2659. ;NORMAL
  2660. {if tagged "epic_xplosion"
  2661. {if tagged "large_explosion"
  2662. {if "artillery"
  2663. {spawn "artillery_explosion"}
  2664. }
  2665. {if tagged "explosion"
  2666. {spawn "explosion"}
  2667. }
  2668.  
  2669. {if tagged "instant_outburst"
  2670. {spawn "outburst_instant_nc"}
  2671. }
  2672. }}}}
  2673.  
  2674. ;SMALL
  2675. {if tagged "epic_xplosion"
  2676. {if not tagged "air_strike_outburst"
  2677. {if tagged "harmful_explosion"
  2678. {if not tagged "large_explosion"
  2679. {if "artillery"
  2680. {spawn "artillery_explosion_small"}
  2681. }
  2682. {if tagged "explosion"
  2683. {spawn "explosion_small"}
  2684. }
  2685.  
  2686. {if tagged "instant_outburst"
  2687. {spawn "outburst_instant_small_nc"}
  2688. }
  2689.  
  2690. }
  2691.  
  2692. }
  2693. {start_sound "detonation/handgrenade/"}
  2694. }}}}
  2695.  
  2696. ;CLEAR INVENTORY.
  2697. {delay 0.6
  2698. {if tagged "epic_clear_inventory"
  2699. {clear_inventory}
  2700. }}
  2701.  
  2702. } ;if not tagged shot_death end
  2703.  
  2704. {if tagged "shot_death"
  2705. {call "shot_death"}}
  2706. } {tags remove "disablerandom"}
  2707. {tags remove "in_die_process_normal"}
  2708. {tags remove "in_die_process_short"}
  2709. {tags remove "in_die_process_veryshort"}
  2710. {tags remove "in_die_process_long"}
  2711. {tags remove "in_die_processset"}
  2712. {tags remove "self_recover2"}
  2713. {tags remove "successfully_revived"}
  2714. {tags remove "texmod_set"}
  2715. {tags remove "revived"}
  2716. {tags add "dead"} } }} ;Ergh
  2717. ; {able collect 1}
  2718. ;#############################################################################
  2719. ;##########################DEATH_WAIT END###################################################
  2720. ;#############################################################################
  2721.  
  2722. ;#############################################################################
  2723. ;##########################SHOT WHILE IN DEATH PROCCESS BEGIN###################################################
  2724. ;#############################################################################
  2725.  
  2726.  
  2727. ;TIMER OF DEATH
  2728. {on "shot_death" ;quotes
  2729. {delay 0.05 {ani_stop "lie_sleep_idle_2"}}
  2730. {delay 0.06 {ani_stop "lie_sleep_idle_1"}}
  2731. {delay 0.07 {ani_play "lie_die"}}
  2732.  
  2733. {delay 0.1
  2734. {if tagged "MLG_MODE"{start_sound "sonne2/MLG/HIT"}} ;goit
  2735.  
  2736. {if tagged "MLG_MODE"{delay 1 {if tagged "FINISHHIM" {if kill_flags blast {delay 4 {damage_report "body" "<s(25)y(+9)c(ff2e2e)>BRUTALITY"}{start_sound "sonne2/MLG/MK/BRUTALITY"}} else {damage_report "body" "<s(25)y(+9)c(ff2e2e)>FATALITY"}{start_sound "sonne2/MLG/MK/FATALITY"}} {tags remove "FINISHHIM" }{delay 9 7 {damage_report "body" "<s(0.2)c(ff2e2e)> ?????"}{start_sound "sonne2/MLG/MK/DONE"}}}
  2737. }} ;MORTAL_KOMBAT
  2738. {if tagged "MLG_MODE" {if not tagged "FINISHHIM" {if rand 0.1 {tags add "SAD"} {if tagged "SAD" {tags remove "SAD"} {delay 1.3 {start_sound "sonne2/MLG/SAD"} {call "SAD"}}}} }}
  2739.  
  2740. {if tagged "MLG_MODE" {if not tagged "FINISHHIM"{if rand 0.70 {if kill_flags blast {if rand 0.99 {call "WASTED"} else {damage_report "body" "<s(0.2)c(ff2e2e)>MMM WATCHA SAY"}{stop_sound "WATCHA"}{play_sound "WATCHA"}}} }}} ;goit
  2741. {if tagged "quotes_enabled"
  2742. {if tagged "X_x_face_enabled"
  2743. {if rand 0.1
  2744. {damage_report "body" "<s(0.2)c(f9d800)>X_x"} ;zik ;Self Explanatory O_o
  2745. else rand 0.1
  2746. {damage_report "body" "<s(0.2)c(f9d800)>x_X"}
  2747. else rand 0.1
  2748. {damage_report "body" "<s(0.2)c(f9d800)>X_X"}
  2749. else rand 0.1
  2750. {damage_report "body" "<s(0.2)c(f9d800)>x_x"}
  2751. else rand 0.1
  2752. {damage_report "body" "<s(0.2)c(f9d800)>x-x"}
  2753. else rand 0.1
  2754. {damage_report "body" "<s(0.2)c(f9d800)>X-X"}
  2755. else rand 0.1
  2756. {damage_report "body" "<s(0.2)c(f9d800)>X|"}
  2757. else rand 0.1
  2758. {damage_report "body" "<s(0.2)c(f9d800)>X-x"}
  2759. else rand 0.1
  2760. {damage_report "body" "<s(0.2)c(f9d800)>x-X"}
  2761. else rand 0.1
  2762. {damage_report "body" "<s(0.2)c(f9d800)>XP"}
  2763. else rand 0.1
  2764. {damage_report "body" "<s(0.2)c(f9d800)>@_@"}
  2765. else rand 0.1
  2766. {damage_report "body" "<s(0.2)c(f9d800)>O_O"}
  2767. else rand 0.1
  2768. {damage_report "body" "<s(0.2)c(f9d800)>o_o"}
  2769. else
  2770. {damage_report "body" "<s(0.2)c(f9d800)>-_-"}}}}{die}
  2771.  
  2772. {delay 0.2
  2773. {talk "death_cry"}
  2774. }
  2775. {if not tagged "epic_pwn"
  2776. {throw_off up 0.5 forward 0.01 force} ;fidget
  2777. }
  2778. ;{throw_off up 1.3 0.5velocity dir 5.5 2 forward 4 turn 0 360 die force}
  2779. {delay 0.6
  2780. ;DEATH BOUNCE shot death.
  2781. {if tagged "epic_pwn_shot_death"
  2782. {if rand 1.0 ;how often will pple be pwned?
  2783. {if rand 0.9 ;zik
  2784. {if tagged "pwn_animations"{ani_play "stand_fly_tumble_back_far"} {delay 1 {ani_play "lie_die"} }} ;callback} stand_fly_tumble_forward.. lie_die
  2785. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;leap
  2786. else rand 0.3
  2787. {if tagged "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
  2788. {throw_off up 25.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;large medium leap
  2789. else
  2790. {if tagged "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
  2791. {throw_off up 1.3 99.5 dir 5.5 2 forward 4 turn 0 360 die force} ;slide or mega leap
  2792. ;{throw_off up 5.3 0.5 dir 360 0 forward 4 turn 0 360 die force} ;sent to outer space
  2793. ;else rand 0.1
  2794. ;else
  2795. }}}}
  2796.  
  2797. ;DEM XPLOSIONS shot death
  2798. {if tagged "epic_xplosion_shot_death"
  2799.  
  2800. ;AI Dodge
  2801. {if tagged "ai_dodge_explosion"
  2802. {if tagged "harmful_explosion"
  2803. {explosive}
  2804. }}
  2805. {delay 0.8
  2806. {if not tagged "air_strike_outburst"
  2807. {stuff_detonate} }
  2808.  
  2809. ;LARGE AIRSTRIKE OVERWRITES OTHER EXPLOSIONS
  2810. {if tagged "air_strike_outburst"
  2811. {if tagged "large_explosion"
  2812. {spawn "outburst_nc"}
  2813. {delay 2
  2814. {stuff_detonate}}
  2815. }}
  2816.  
  2817.  
  2818. ;SMALL AIRSTRIKE OVERWRITES OTHER EXPLOSIONS{if not "large_explosion"
  2819. {if tagged "air_strike_outburst"
  2820. {if not tagged "large_explosion"
  2821. {spawn "outburst_small_nc"}
  2822. {delay 2
  2823. {stuff_detonate}
  2824. }}}
  2825.  
  2826.  
  2827. {if not tagged "air_strike_outburst"
  2828. {if tagged "harmful_explosion"
  2829. ;NORMAL
  2830. {if tagged "large_explosion"
  2831.  
  2832. {if tagged "explosion"
  2833. {spawn "explosion"}
  2834. }
  2835.  
  2836. {if tagged "instant_outburst"
  2837. {spawn "outburst_instant_nc"}
  2838. }
  2839. }}}
  2840.  
  2841. ;SMALL
  2842. {if not tagged "air_strike_outburst"
  2843. {if tagged "harmful_explosion"
  2844. {if not tagged "large_explosion"
  2845.  
  2846. {if tagged "explosion"
  2847. {spawn "explosion_small"}
  2848. }
  2849.  
  2850. {if tagged "instant_outburst"
  2851. {spawn "outburst_instant_small_nc"}
  2852. }
  2853.  
  2854. }
  2855.  
  2856. }
  2857. {start_sound "detonation/handgrenade/"}
  2858. }}}
  2859.  
  2860. ;CLEAR INVENTORY shot death.
  2861. {delay 0.7
  2862. {if tagged "epic_clear_inventory_shot_death"
  2863. {clear_inventory}
  2864. }}
  2865.  
  2866.  
  2867. {tags remove "disablerandom"}
  2868. {tags remove "in_die_process_normal"}
  2869. {tags remove "in_die_process_short"}
  2870. {tags remove "in_die_process_veryshort"}
  2871. {tags remove "in_die_process_long"}
  2872. {tags remove "in_die_processset"}
  2873. {tags remove "self_recover2"}
  2874. {tags remove "successfully_revived"}
  2875. {tags remove "texmod_set"}
  2876. {tags remove "revived"}
  2877. }}
  2878. ; {able collect 1}
  2879. ;#############################################################################
  2880. ;##########################SHOT WHILE IN DEATH PROCCESS END###################################################
  2881. ;#############################################################################
  2882. ;#############################################################################
  2883. ;#############################################################################
  2884. ;#############################################################################
  2885. ;#############################################################################
  2886. ;#############################################################################
  2887. ;#############################################################################
  2888. ;#############################################################################
  2889. ;#############################################################################
  2890. ;#############################################################################
  2891. ;#############################################################################
  2892. ;#############################################################################
  2893.  
  2894.  
  2895. ;}SONNE2 Finish
  2896.  
  2897.  
  2898.  
  2899. ; {on "die_contused"
  2900. ; {able select 0}
  2901. ; {delay 2 0.5 "die_contused"
  2902. ; {if inactive
  2903. ; {call "die_contused"}
  2904. ; else
  2905. ; {call "die"}
  2906. ; }
  2907. ; }
  2908. ; }
  2909.  
  2910. {on "die_scream"
  2911. {talk "death_cry"}
  2912. {signal mandie 5}
  2913. }
  2914.  
  2915.  
  2916.  
  2917.  
  2918. {on "die_from_knife"
  2919. {set "die_from_knife" 1}
  2920. {call "die"}
  2921. }
  2922.  
  2923. {on ground_hit
  2924. {spawn "blood"}
  2925. }
  2926.  
  2927. (define "piece_explosion"
  2928. {spawn %0 %1
  2929. {impulse up 1 0.5 dir 8 4
  2930. cx 0 12 cy 0 12
  2931. fx 0 60 fy 0 60 fz 80 40
  2932. }
  2933. }
  2934. )
  2935. (define "piece_crush"
  2936. {spawn %0 %1
  2937. {impulse up 0.1 0.1
  2938. fx 0 7 fy 0 7 fz 0 7
  2939. }
  2940. }
  2941. )
  2942. (define "spawn_pieces"
  2943. ;left hand
  2944. {if rand 0.2
  2945. (%0 args "#hand00" "hand1l")
  2946. else rand 0.2
  2947. (%0 args "#hand01" "hand1l")
  2948. else rand 0.2
  2949. (%0 args "#hand02" "hand1l")
  2950. }
  2951. ;right hand
  2952. {if rand 0.2
  2953. (%0 args "#hand00" "hand1r")
  2954. else rand 0.2
  2955. (%0 args "#hand01" "hand1r")
  2956. else rand 0.2
  2957. (%0 args "#hand02" "hand1r")
  2958. }
  2959.  
  2960. ;left foot
  2961. {if rand 0.3
  2962. (%0 args "#leg00" "foot1l")
  2963. }
  2964. ;right foot
  2965. {if rand 0.3
  2966. (%0 args "#leg00" "foot1r")
  2967. }
  2968.  
  2969. ;head
  2970. {if rand 0.3
  2971. (%0 args "#head00" "head")
  2972. else rand 0.3
  2973. (%0 args "#head01" "head")
  2974. }
  2975. )
  2976.  
  2977. {on "explosion"
  2978. {if personage
  2979. {call "die"}
  2980. else
  2981. {if not dead
  2982. {spawn "bloodsparks_big"}
  2983. {call "throw-off-and-die"}
  2984. }
  2985. }
  2986. }
  2987. {on "crush"
  2988. {if personage
  2989. {call "die"}
  2990. else
  2991. {spawn "bloodsparks_big"}
  2992. {call "delete"}
  2993. }
  2994. }
  2995. {on "delete"
  2996. {if not dead
  2997. {stat_notify die}
  2998. }
  2999. {delete}
  3000. }
  3001. {on "burn_volume"
  3002. {if volume "body"
  3003. {call "_burn"}
  3004. }
  3005. }
  3006. {on "_burn"
  3007. {if not burned
  3008. {able "burning" 1}
  3009. (mod "mp"
  3010. {able select 0}
  3011. )
  3012. (define "try_get_off"
  3013. {delay %0 0.5
  3014. {get_off}
  3015. }
  3016. )
  3017. ("try_get_off" args 1.0)
  3018. ("try_get_off" args 2.0)
  3019. ("try_get_off" args 3.0)
  3020. ("try_get_off" args 4.0)
  3021. ("try_get_off" args 5.0)
  3022. ; {tex_morph "burned" 10}
  3023. {call "add_burn_fx"}
  3024. {view start "burn_fire"}
  3025. {delay 6 2 "burn_die"
  3026. {able "burning" 0}
  3027. {kill_flags reset}
  3028. {kill_flags piercing}
  3029. {if rand 0.5 ("health_damage" c(520))
  3030. else rand 0.5 ("health_damage" c(90))
  3031. else rand 0.5 ("health_damage" c(120))
  3032. else ("health_damage" c(220))
  3033. }
  3034. ; {if not dead
  3035. ; {call "die"}
  3036. ; }
  3037. {view stop "burn_fire"}
  3038. {if terrain_fx "puddle"
  3039. {call "stop_burn"}
  3040. else
  3041. {add_view "smoke_dead_small1" "burn_fire_b" "body"}
  3042. {add_view "smoke_dead_small1" "burn_fire_hl" "hand1l"}
  3043. {add_view "smoke_dead_small1" "burn_fire_hr" "hand1r"}
  3044. {add_view "smoke_dead_small1" "burn_fire_fl" "foot2l"}
  3045. {add_view "smoke_dead_small1" "burn_fire_fr" "foot2r"}
  3046. {view start "burn_fire_b"}
  3047. {view start "burn_fire_hl"}
  3048. {view start "burn_fire_hr"}
  3049. {view start "burn_fire_fl"}
  3050. {view start "burn_fire_fr"}
  3051. {delay 7.5 1.5 {view stop "burn_fire_b"}}
  3052. {delay 3.5 2.0 {view stop "burn_fire_hl"}}
  3053. {delay 3.8 1.5 {view stop "burn_fire_hr"}}
  3054. {delay 4.3 1.5 {view stop "burn_fire_fl"}}
  3055. {delay 4.5 1.5 {view stop "burn_fire_fr"}}
  3056. }
  3057. }
  3058. {burn time 6} ; total burn time
  3059. }
  3060. }
  3061. {on "add_burn_fx"
  3062. {add_view "smoke_dead_small" "burn_fire" "body"}
  3063. {add_view "smoke_dead_small" "burn_fire" "hand1l"}
  3064. {add_view "smoke_dead_small" "burn_fire" "hand1r"}
  3065. {add_view "smoke_dead_small" "burn_fire" "foot2l"}
  3066. {add_view "smoke_dead_small" "burn_fire" "foot2r"}
  3067. }
  3068. {on "burn_scream"
  3069. {if not dead
  3070. {if not senseless
  3071. {if not "quench"
  3072. {talk "death_cry"}
  3073. ; {start_sound "human/die"}
  3074. {delay_effect 1.2 0.5 "burn_scream"}
  3075. else
  3076. {kill_delay "burn_die"}
  3077. {view stop "burn_fire"}
  3078. {set "quench" 0}
  3079. {able "burning" 0}
  3080. }
  3081. }
  3082. }
  3083. }
  3084.  
  3085. {on "smoke"
  3086. {if tagged "smoker" {smoke} }
  3087. }
  3088. {on "smoking"
  3089. {if tagged "smoker" {view start "smoke"} }
  3090. {delay 0.3 0.1
  3091. {view pause "smoke"}
  3092. ; {con "smoke end"}
  3093. }
  3094. }
  3095. ;SONNE2 JAM BEGIN;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3096. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3097. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3098. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3099. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3100. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3101. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3102. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3103. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3104. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3105. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3106. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3107. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3108. ;MAIN_MENU BEGIN ;to change jam ratio for different weapon types such as smg mgun search set_weapontype
  3109. {on "jam_enable"
  3110. {set "gun_jamming_enabled" 1} ;Disable/Enable Gun Jamming.
  3111. }
  3112. {on "gun_jam_mod_menu"
  3113. {set "ingame_jam_modifiers" 1} ;randomly gives decreased or increased proabability of jamming after it is fixed.
  3114. ;Winter Season Modifiers, prevented both from being enabled so you don't get rekt.
  3115. {set "winter_season" 0} ;makes all guns jam +.0065% more. ;\
  3116. {if not "winter_season" ;siberia_winter_season can be enabled if winter_season is disabled ; \
  3117. {set "siberia_winter_season" 0}} ;makes all guns jam +.0155% more. must have Winter_Season disabled for it to work. ; \ ;wait ;Did you see that? ;look closer ^ ; ITS THE ILLUMINATII OH MY F"KING GOD NOO! ;-SONNE2 1994-2015 REKT.
  3118. {set "winter_sound" 1} ;winter sound misc. if winter_season's is enabled ;
  3119.  
  3120. ;Terrain Influence
  3121. {set "terrain_influence" 1} ;when soldiers are LYING DOWN >:D, on snow or swamps,sand,mud, and shallow water they will be more at risk of jamming until they squat or stand up. TAKE THAT LYING UNITS!!! lol sorry I just couldn't help myself, this thingamajig had to be done, I hate it when the units just lie their and do nothing camp, shoot and kill my soldiers, this is a nice present to those bastards! SAY HAELLO TO MY LITTLE SCRIPT! |'_'|
  3122.  
  3123. {set "random_fix_timer" 1} ;Random jam fix timers disable to set to manual timer search for set_manualtimer
  3124.  
  3125. ;HangFire
  3126. {set "hangfire" 1} ;randomly forces a delay to gunfire, could be potentially dangerous, as the surplus ammo could damage the barrel doing damage to the soldier's hands.
  3127. {set "cant_move" 1} ;stops the unit from moving to prevent the animation from conflicting with the movement. I MUST FIX THIS X_x.
  3128. {set "jam_fix_animations" 1} ;units get a reloading animation when trying to fix the weapon jam.
  3129. {if "winter_season" {if rand 0.0065 {tags add "js"}{tags add "winterjam"} }}
  3130. {if "siberia_winter_season" {if rand 0.0155 {tags add "js"}{tags add "winterjam"} }}
  3131. }
  3132. {on "jam_modifiers_menu"
  3133. {if "ingame_jam_modifiers" {if tagged "jamca" {if tagged "js" {if rand 0.7 {tags remove "js"}{tags remove "winterjam"}{delay 0.2{damage_report "body" "<c(00ff18)>."}}}}}} ;decrease jam
  3134. {if "ingame_jam_modifiers" {if tagged "jamre" {if tagged "js" {if rand 0.0055 {tags add "js"}{delay 0.2{damage_report "body" "<c(ff0000)>."}}}}}} ;increase jam
  3135. }
  3136. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3137. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3138. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3139. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3140. ;;MAIN MENU END
  3141.  
  3142. ;TERRAIN JAM INFLUENCE WHILE LYING;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3143.  
  3144. {on "terrain_influence_1"
  3145. {if "terrain_influence"
  3146. {if lying ;don't lie down on these terrain types or else you run the risk of jamming your gun!!! @@ you can turn it off in the menu, but I'd leave it on as it will balance the game, lying units will no longer be invincible camping schallywags.
  3147. {if terrain_fx "snow" {if rand 0.0055 {tags add "js"}{start_sound "human/move/snow"} {damage_report "body" "<c(9e8af6)>snow jammed the gun"}}}
  3148. {if terrain_fx "sand" {if rand 0.0045 {tags add "js"} {start_sound "human/move/sand"}{damage_report "body" "<c(e5c200)>sand fell into the ejection port"}}}
  3149. {if terrain_fx "shallow_water" {if rand 0.0025 {tags add "js"} {start_sound "human/move/swim"}{damage_report "body" "<c(bdbdbd)>water fell into the ejection port"}}}
  3150. {if terrain_fx "swamp" {if rand 0.0045 {tags add "js"}{start_sound "human/move/swim"} {damage_report "body" "<c(5d4e00)>water and dirt fell into the ejection port"}}}
  3151. {if terrain_fx "mud" {if rand 0.0045 {tags add "js"}{start_sound "human/move/snow"} {damage_report "body" "<c(ff892a)>mud fell into the ejection port"}}}
  3152. }}}
  3153.  
  3154. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3155. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3156. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3157. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3158. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3159. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3160. ;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3161.  
  3162.  
  3163. (define "tags_remove" ; so weapons switch their jamming data on weapon switch.
  3164. {if tagged %iftag
  3165. {tags remove %tagrem
  3166. }})
  3167.  
  3168.  
  3169. {on "link_weapon"
  3170.  
  3171. {if stuff "pistol" ;pistol
  3172. {tags add "pistolw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  3173. {tags add "jammable"};;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  3174. ("tags_remove" iftag("pistolw") tagrem("smgw riflew sniperw shotgunw mgunw radio"))
  3175. {add_view "pistol_gilz" "shell" "fxshell"}
  3176. {add_view "flash_gun_small" "flashbarrel" "foresight3"}
  3177.  
  3178. else stuff "smg" ;smg
  3179. {tags add "smgw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  3180. {tags add "jammable"};;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  3181. ("tags_remove" iftag("smgw") tagrem("pistolw mgunw riflew shotgunw sniperw radio"))
  3182. {add_view "flash_gun_small" "flashbarrel" "foresight3"}
  3183. {add_view "gun_gilz" "shell" "fxshell"}
  3184.  
  3185. else stuff "rifle" ;rifle
  3186. {tags add "riflew"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  3187. {tags add "jammable"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  3188. {add_view "flash_gun_small" "flashbarrel" "foresight3"}
  3189. {add_view "gun_gilz" "shell" "fxshell"}
  3190. ("tags_remove" iftag("riflew") tagrem("pistolw mgunw smgw shotgunw sniperw radio"))
  3191. else stuff "ptr" ;rifle
  3192. {tags add "ptrw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  3193. ("tags_remove" iftag("ptrw") tagrem("pistolw riflew jammable mgunw smgw shotgunw sniperw radio"))
  3194.  
  3195. else stuff "sniper" ;sniper
  3196. {tags add "riflew"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  3197. {tags add "jammable"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  3198. {add_view "flash_gun_small" "flashbarrel" "foresight3"}
  3199. {add_view "gun_gilz" "shell" "fxshell"}
  3200. ("tags_remove" iftag("riflew") tagrem("pistolw mgunw smgw shotgunw sniperw radio"))
  3201. else stuff "shotgun2" ;shotgun
  3202. {tags add "shotgunw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  3203. {tags add "jammable"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  3204. ("tags_remove" iftag("shotgunw") tagrem("pistolw mgunw smgw riflew sniperw radio"))
  3205. {add_view "flash_shotgun" "flashbarrel" "foresight3"}
  3206. {add_view "shell_shotgun" "shell" "foresight3"}
  3207.  
  3208. else stuff "m12_shotgun" ;shotgun
  3209. {tags add "shotgunw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  3210. {tags add "jammable"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  3211. ("tags_remove" iftag("shotgunw") tagrem("pistolw mgunw smgw riflew sniperw radio"))
  3212. {add_view "flash_shotgun" "flashbarrel" "foresight3"}
  3213.  
  3214.  
  3215. ;stuff name is defined by stuff/"foldername" you can add as many folders as you want, like radiousa has the folder stuff/radio/radiousa so the stuff name is radiousa
  3216.  
  3217. ;X_x Major Breakthrough
  3218. ;search for spawn_prob to change how often units are spawned
  3219. ;sometimes the radio will call paradrop ammo for your troops
  3220. ;in battle the soldier will use the radio on long distance, but when they get close to the enemy they will use their guns instead of the radio, however the radio will still function.
  3221. ;radio_step1 edit the radio for your custom faction by searching for ;custom_faction , change whats said by using CTRL + H and rename, and what troops are spawned for that radio
  3222. ;SONNE2 RADIO BEGIN;;;;;;;;;;;;;;;;;;;;;
  3223. else stuff "radiousa" ;American Radio ;PLAYER0 ;radio_station ;radio
  3224. {tags add "usa"}
  3225. {tags add "p0"}
  3226. {tags add "radio"} {tags remove "jammable"}
  3227. ("tags_remove" iftag("p0") tagrem("p1 p2 p3 p4"))
  3228. ("tags_remove" iftag("usa") tagrem("ger jap rus eng custom custom2 custom3"))
  3229. else stuff "radiousap1" ;American Radio ;PLAYER1 ;radio
  3230. {tags add "usa"}
  3231. {tags add "p1"}
  3232. {tags add "radio"} {tags remove "jammable"}
  3233. ("tags_remove" iftag("p1") tagrem("p0 p2 p3 p4"))
  3234. ("tags_remove" iftag("usa") tagrem("ger jap rus eng custom custom2 custom3"))
  3235. else stuff "radiousap2" ;American Radio ;PLAYER2 ;radio
  3236. {tags add "usa"}
  3237. {tags add "p2"}
  3238. {tags add "radio"} {tags remove "jammable"}
  3239. ("tags_remove" iftag("p2") tagrem("p0 p1 p3 p4"))
  3240. ("tags_remove" iftag("usa") tagrem("ger jap rus eng custom custom2 custom3"))
  3241. else stuff "radiousap3" ;American Radio ;PLAYER3 ;radio
  3242. {tags add "usa"}
  3243. {tags add "p3"}
  3244. {tags add "radio"} {tags remove "jammable"}
  3245. ("tags_remove" iftag("p3") tagrem("p0 p1 p2 p4"))
  3246. ("tags_remove" iftag("usa") tagrem("ger jap rus eng custom custom2 custom3"))
  3247. else stuff "radiousap4" ;American Radio ;PLAYER4 ;radio
  3248. {tags add "usa"}
  3249. {tags add "p4"}
  3250. {tags add "radio"} {tags remove "jammable"}
  3251. ("tags_remove" iftag("p4") tagrem("p0 p1 p2 p3"))
  3252. ("tags_remove" iftag("usa") tagrem("ger jap rus eng custom custom2 custom3"))
  3253.  
  3254.  
  3255. else stuff "radioeng" ;English Radio PLAYER0 ;radio_station only works for player 0 ;radio
  3256. {tags add "eng"}
  3257. {tags add "p0"}
  3258. {tags add "radio"} {tags remove "jammable"}
  3259. ("tags_remove" iftag("p0") tagrem("p1 p2 p3 p4"))
  3260. ("tags_remove" iftag("usa") tagrem("ger jap rus usa custom custom2 custom3"))
  3261. else stuff "radioengp1" ;English Radio PLAYER1 ;radio
  3262. {tags add "eng"}
  3263. {tags add "p1"}
  3264. {tags add "radio"} {tags remove "jammable"}
  3265. ("tags_remove" iftag("p1") tagrem("p0 p2 p3 p4"))
  3266. ("tags_remove" iftag("usa") tagrem("ger jap rus usa custom custom2 custom3"))
  3267. else stuff "radioengp2" ;English Radio PLAYER2 ;radio
  3268. {tags add "eng"}
  3269. {tags add "p2"}
  3270. {tags add "radio"} {tags remove "jammable"}
  3271. ("tags_remove" iftag("p2") tagrem("p0 p1 p3 p4"))
  3272. ("tags_remove" iftag("usa") tagrem("ger jap rus usa custom custom2 custom3"))
  3273. else stuff "radioengp3" ;English Radio PLAYER3 ;radio
  3274. {tags add "eng"}
  3275. {tags add "p3"}
  3276. {tags add "radio"} {tags remove "jammable"}
  3277. ("tags_remove" iftag("p3") tagrem("p0 p1 p2 p4"))
  3278. ("tags_remove" iftag("usa") tagrem("ger jap rus usa custom custom2 custom3"))
  3279. else stuff "radioengp4" ;English Radio PLAYER4 ;radio
  3280. {tags add "eng"}
  3281. {tags add "p4"}
  3282. {tags add "radio"} {tags remove "jammable"}
  3283. ("tags_remove" iftag("p4") tagrem("p0 p1 p2 p3"))
  3284. ("tags_remove" iftag("usa") tagrem("ger jap rus usa custom custom2 custom3"))
  3285.  
  3286. else stuff "radioger" ;German Radio PLAYER0 ;radio
  3287. {tags add "ger"}
  3288. {tags add "p0"}
  3289. {tags add "radio"} {tags remove "jammable"}
  3290. ("tags_remove" iftag("p0") tagrem("p1 p2 p3 p4"))
  3291. ("tags_remove" iftag("ger") tagrem("usa jap rus eng custom custom2 custom3"))
  3292. else stuff "radiogerp1" ;German Radio PLAYER1 ;radio
  3293. {tags add "ger"}
  3294. {tags add "p1"}
  3295. {tags add "radio"} {tags remove "jammable"}
  3296. ("tags_remove" iftag("p1") tagrem("p0 p2 p3 p4"))
  3297. ("tags_remove" iftag("ger") tagrem("usa jap rus eng custom custom2 custom3"))
  3298. else stuff "radiogerp2" ;German Radio PLAYER2 ;radio
  3299. {tags add "ger"}
  3300. {tags add "p2"}
  3301. {tags add "radio"} {tags remove "jammable"}
  3302. ("tags_remove" iftag("p2") tagrem("p0 p1 p3 p4"))
  3303. ("tags_remove" iftag("ger") tagrem("usa jap rus eng custom custom2 custom3"))
  3304. else stuff "radiogerp3" ;German Radio PLAYER3 ;radio
  3305. {tags add "ger"}
  3306. {tags add "p3"}
  3307. {tags add "radio"} {tags remove "jammable"}
  3308. ("tags_remove" iftag("p3") tagrem("p0 p1 p2 p4"))
  3309. ("tags_remove" iftag("ger") tagrem("usa jap rus eng custom custom2 custom3"))
  3310. else stuff "radiogerp4" ;German Radio PLAYER4 ;radio
  3311. {tags add "ger"}
  3312. {tags add "p4"}
  3313. {tags add "radio"} {tags remove "jammable"}
  3314. ("tags_remove" iftag("p4") tagrem("p0 p1 p2 p3"))
  3315. ("tags_remove" iftag("ger") tagrem("usa jap rus eng custom custom2 custom3"))
  3316.  
  3317.  
  3318. else stuff "radiojap" ;Japanese Radio PLAYER0 ;radio
  3319. {tags add "jap"}
  3320. {tags add "p0"}
  3321. {tags add "radio"} {tags remove "jammable"}
  3322. ("tags_remove" iftag("p0") tagrem("p1 p2 p3 p4"))
  3323. ("tags_remove" iftag("jap") tagrem("usa ger rus eng custom custom2 custom3"))
  3324. else stuff "radiojapp1" ;Japanese Radio PLAYER1 ;radio
  3325. {tags add "jap"}
  3326. {tags add "p1"}
  3327. {tags add "radio"} {tags remove "jammable"}
  3328. ("tags_remove" iftag("p1") tagrem("p0 p2 p3 p4"))
  3329. ("tags_remove" iftag("jap") tagrem("usa ger rus eng custom custom2 custom3"))
  3330. else stuff "radiojapp2" ;Japanese Radio PLAYER2 ;radio
  3331. {tags add "jap"}
  3332. {tags add "p2"}
  3333. {tags add "radio"} {tags remove "jammable"}
  3334. ("tags_remove" iftag("p2") tagrem("p0 p1 p3 p4"))
  3335. ("tags_remove" iftag("jap") tagrem("usa ger rus eng custom custom2 custom3"))
  3336. else stuff "radiojapp3" ;Japanese Radio PLAYER3 ;radio
  3337. {tags add "jap"}
  3338. {tags add "p3"}
  3339. {tags add "radio"} {tags remove "jammable"}
  3340. ("tags_remove" iftag("p3") tagrem("p0 p1 p2 p4"))
  3341. ("tags_remove" iftag("jap") tagrem("usa ger rus eng custom custom2 custom3"))
  3342. else stuff "radiojapp4" ;Japanese Radio PLAYER4 ;radio
  3343. {tags add "jap"}
  3344. {tags add "p4"}
  3345. {tags add "radio"} {tags remove "jammable"}
  3346. ("tags_remove" iftag("p4") tagrem("p0 p1 p2 p3"))
  3347. ("tags_remove" iftag("jap") tagrem("usa ger rus eng custom custom2 custom3"))
  3348.  
  3349.  
  3350. else stuff "radiorus" ;Russian Radio PLAYER0 ;radio
  3351. {tags add "rus"}
  3352. {tags add "p0"}
  3353. {tags add "radio"} {tags remove "jammable"}
  3354. ("tags_remove" iftag("p0") tagrem("p1 p2 p3 p4"))
  3355. ("tags_remove" iftag("rus") tagrem("usa jap ger eng custom custom2 custom3"))
  3356. else stuff "radiorusp1" ;Russian Radio PLAYER1 ;radio
  3357. {tags add "rus"}
  3358. {tags add "p1"}
  3359. {tags add "radio"} {tags remove "jammable"}
  3360. ("tags_remove" iftag("p1") tagrem("p0 p2 p3 p4"))
  3361. ("tags_remove" iftag("rus") tagrem("usa jap ger eng custom custom2 custom3"))
  3362. else stuff "radiorusp2" ;Russian Radio PLAYER2 ;radio
  3363. {tags add "rus"}
  3364. {tags add "p2"}
  3365. {tags add "radio"} {tags remove "jammable"}
  3366. ("tags_remove" iftag("p2") tagrem("p0 p1 p3 p4"))
  3367. ("tags_remove" iftag("rus") tagrem("usa jap ger eng custom custom2 custom3"))
  3368. else stuff "radiorusp3" ;Russian Radio PLAYER3 ;radio
  3369. {tags add "rus"}
  3370. {tags add "p3"}
  3371. {tags add "radio"} {tags remove "jammable"}
  3372. ("tags_remove" iftag("p3") tagrem("p0 p1 p2 p4"))
  3373. ("tags_remove" iftag("rus") tagrem("usa jap ger eng custom custom2 custom3"))
  3374. else stuff "radiorusp4" ;Russian Radio PLAYER4 ;radio
  3375. {tags add "rus"}
  3376. {tags add "p4"}
  3377. {tags add "radio"} {tags remove "jammable"}
  3378. ("tags_remove" iftag("p4") tagrem("p0 p1 p2 p3"))
  3379. ("tags_remove" iftag("rus") tagrem("usa jap ger eng custom custom2 custom3"))
  3380.  
  3381.  
  3382. else stuff "radiocustom" ;Custom Faction Radio ;PLAYER0 ;custom_faction ;radio
  3383. {tags add "custom"}
  3384. {tags add "p0"}
  3385. {tags add "radio"} {tags remove "jammable"}
  3386. ("tags_remove" iftag("p0") tagrem("p1 p2 p3 p4"))
  3387. ("tags_remove" iftag("custom") tagrem("usa jap ger eng rus custom2 custom3"))
  3388. else stuff "radiocustomp1" ;Custom Faction Radio ;PLAYER1 ;custom_faction ;radio
  3389. {tags add "custom"}
  3390. {tags add "p1"}
  3391. {tags add "radio"} {tags remove "jammable"}
  3392. ("tags_remove" iftag("p1") tagrem("p0 p2 p3 p4"))
  3393. ("tags_remove" iftag("custom") tagrem("usa jap ger eng rus custom2 custom3"))
  3394. else stuff "radiocustomp2" ;Custom Faction Radio ;PLAYER2 ;custom_faction ;radio
  3395. {tags add "custom"}
  3396. {tags add "p2"}
  3397. {tags add "radio"} {tags remove "jammable"}
  3398. ("tags_remove" iftag("p2") tagrem("p0 p1 p3 p4"))
  3399. ("tags_remove" iftag("custom") tagrem("usa jap ger eng rus custom2 custom3"))
  3400. else stuff "radiocustomp3" ;Custom Faction Radio ;PLAYER3 ;custom_faction ;radio
  3401. {tags add "custom"}
  3402. {tags add "p3"}
  3403. {tags add "radio"} {tags remove "jammable"}
  3404. ("tags_remove" iftag("p3") tagrem("p0 p1 p2 p4"))
  3405. ("tags_remove" iftag("custom") tagrem("usa jap ger eng rus custom2 custom3"))
  3406. else stuff "radiocustomp4" ;Custom Faction Radio ;PLAYER4 ;custom_faction ;radio
  3407. {tags add "custom"}
  3408. {tags add "p4"}
  3409. {tags add "radio"} {tags remove "jammable"}
  3410. ("tags_remove" iftag("p4") tagrem("p0 p1 p2 p3"))
  3411. ("tags_remove" iftag("custom") tagrem("usa jap ger eng rus custom2 custom3"))
  3412.  
  3413.  
  3414. else stuff "radiocustom2" ;Custom Faction2 Radio ;PLAYER0 ;custom2_faction ;radio
  3415. {tags add "custom2"}
  3416. {tags add "p0"}
  3417. {tags add "radio"} {tags remove "jammable"}
  3418. ("tags_remove" iftag("p0") tagrem("p1 p2 p3 p4"))
  3419. ("tags_remove" iftag("custom2") tagrem("usa jap ger eng rus custom custom3"))
  3420. else stuff "radiocustom2p1" ;Custom Faction2 Radio ;PLAYER1 ;custom2_faction ;radio
  3421. {tags add "custom2"}
  3422. {tags add "p1"}
  3423. {tags add "radio"} {tags remove "jammable"}
  3424. ("tags_remove" iftag("p1") tagrem("p0 p2 p3 p4"))
  3425. ("tags_remove" iftag("custom2") tagrem("usa jap ger eng rus custom custom3"))
  3426. else stuff "radiocustom2p2" ;Custom Faction2 Radio ;PLAYER2 ;custom2_faction ;radio
  3427. {tags add "custom2"}
  3428. {tags add "p2"}
  3429. {tags add "radio"} {tags remove "jammable"}
  3430. ("tags_remove" iftag("p2") tagrem("p0 p1 p3 p4"))
  3431. ("tags_remove" iftag("custom2") tagrem("usa jap ger eng rus custom custom3"))
  3432. else stuff "radiocustom2p3" ;Custom Faction2 Radio ;PLAYER3 ;custom2_faction ;radio
  3433. {tags add "custom2"}
  3434. {tags add "p3"}
  3435. {tags add "radio"} {tags remove "jammable"}
  3436. ("tags_remove" iftag("p3") tagrem("p0 p1 p2 p4"))
  3437. ("tags_remove" iftag("custom2") tagrem("usa jap ger eng rus custom custom3"))
  3438. else stuff "radiocustom2p4" ;Custom Faction2 Radio ;PLAYER4 ;custom2_faction ;radio
  3439. {tags add "custom2"}
  3440. {tags add "p4"}
  3441. {tags add "radio"} {tags remove "jammable"}
  3442. ("tags_remove" iftag("p4") tagrem("p0 p1 p2 p3"))
  3443. ("tags_remove" iftag("custom2") tagrem("usa jap ger eng rus custom custom3"))
  3444.  
  3445. else stuff "radiocustom3" ;Custom Faction3 Radio ;PLAYER0 ;custom3_faction ;radio
  3446. {tags add "custom3"}
  3447. {tags add "p0"}
  3448. {tags add "radio"} {tags remove "jammable"}
  3449. ("tags_remove" iftag("p0") tagrem("p1 p2 p3 p4"))
  3450. ("tags_remove" iftag("custom3") tagrem("usa jap ger eng rus custom custom2"))
  3451. else stuff "radiocustom3p1" ;Custom Faction3 Radio ;PLAYER1 ;custom3_faction ;radio
  3452. {tags add "custom3"}
  3453. {tags add "p1"}
  3454. {tags add "radio"} {tags remove "jammable"}
  3455. ("tags_remove" iftag("p1") tagrem("p0 p2 p3 p4"))
  3456. ("tags_remove" iftag("custom3") tagrem("usa jap ger eng rus custom custom2"))
  3457. else stuff "radiocustom3p2" ;Custom Faction3 Radio ;PLAYER2 ;custom3_faction ;radio
  3458. {tags add "custom3"}
  3459. {tags add "p2"}
  3460. {tags add "radio"} {tags remove "jammable"}
  3461. ("tags_remove" iftag("p2") tagrem("p0 p1 p3 p4"))
  3462. ("tags_remove" iftag("custom3") tagrem("usa jap ger eng rus custom custom2"))
  3463. else stuff "radiocustom3p3" ;Custom Faction3 Radio ;PLAYER3 ;custom3_faction ;radio
  3464. {tags add "custom3"}
  3465. {tags add "p3"}
  3466. {tags add "radio"} {tags remove "jammable"}
  3467. ("tags_remove" iftag("p3") tagrem("p0 p1 p2 p4"))
  3468. ("tags_remove" iftag("custom3") tagrem("usa jap ger eng rus custom custom2"))
  3469. else stuff "radiocustom3p4" ;Custom Faction3 Radio ;PLAYER4 ;custom3_faction ;radio
  3470. {tags add "custom3"}
  3471. {tags add "p4"}
  3472. {tags add "radio"} {tags remove "jammable"}
  3473. ("tags_remove" iftag("p4") tagrem("p0 p1 p2 p3"))
  3474. ("tags_remove" iftag("custom3") tagrem("usa jap ger eng rus custom custom2"))
  3475.  
  3476. else stuff "mgun" ;mgun
  3477. {tags add "mgunw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  3478. {tags add "jammable"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
  3479. ("tags_remove" iftag("mgunw") tagrem("pistolw smgw riflew sniperw shotgunw radio"))
  3480. {add_view "flash_gun_big" "flashbarrel" "foresight3"}
  3481. {add_view "gun_gilz" "shell" "fxshell"}
  3482.  
  3483. else stuff "flame_thrower"
  3484. {tags add "mgunw"} ("tags_remove" iftag("flamew") tagrem("mgunw pistolw smgw riflew sniperw shotgunw radio")) ;;;;;;;;;;;NOTJAMMABLE;;;;;;;;;;;
  3485. {add_view "flamer_fire" "flame" "foresight3"}
  3486. {add_view "flamer_fire_barrel" "fire" "foresight3"}
  3487. {view show "fire"}
  3488. {view start "fire"}
  3489. else
  3490. {view hide "flashbarrel"}
  3491. {view pause "flashbarrel"}
  3492. {view pause "flame"}
  3493.  
  3494. } }
  3495.  
  3496.  
  3497. {on "spawnrad" ;radio_step2
  3498. {stop_sound "MUSIC"} {tags remove "song"}
  3499. {if not tagged "already_shot_this"
  3500. {start_sound "sonne2/"}
  3501. {tags add "already_shot_this"}
  3502. {delay 10.0 {call "spawn"}} ;onto the spawning!
  3503. }}
  3504. {on "spawn"
  3505. {if tagged "radio_broken" }
  3506. {if not tagged "radio_broken" ;so it doesn't spawn 100 sandbags O_o
  3507. {delay 6.0
  3508.  
  3509. {start_sound "sonne2/"}
  3510. {if tagged "MUSIC" {if rand 1.0 {if not dead {if not tagged "radio" {if not tagged "song" {tags add "song"}{link_sound "MUSIC" "sonne2/MLG/MUSIC"}{signal mandie 5} {play_sound "MUSIC"}}}}}} ;GOIT
  3511.  
  3512. {delay 4.0
  3513. {delay 2 {if not tagged "yes" {if rand 0.8 ;English Speaking Codetalker
  3514. {if tagged "usa"
  3515. {start_sound "sonne2/man"}
  3516. else tagged "eng"
  3517. {start_sound "sonne2/man"} ;zik
  3518. }
  3519. } } }
  3520.  
  3521.  
  3522.  
  3523. {if rand 0.1 ;spawn_prob how often units will spawn
  3524.  
  3525. {if rand 0.1 {stop_sound "MUSIC"} {tags remove "song"}{talk "select"}{delay 0.1 {ani_play "squat_take_small" 1.0} {delay 0.1 {ani_stop "squat_take_small"} {delay 0.1 {ani_play "stand_put_small" 1.0} {delay 0.1 {ani_stop "stand_put_small"} }} }} }
  3526. {if tagged "usa"
  3527. {tags add "yes"}
  3528.  
  3529. {if rand 0.3 {start_sound "vehicle/talk/usa/executing_an_order/v1"}
  3530. else rand 0.3
  3531. {start_sound "vehicle/talk/usa/executing_an_order/v2"}
  3532. else rand 0.5 {start_sound "sonne2/manyes"} else {start_sound "sonne2/womanyes"} }
  3533. }
  3534.  
  3535. {if tagged "eng"
  3536. {tags add "yes"}
  3537. {if rand 0.5
  3538. {start_sound "vehicle/talk/eng/executing_an_order/v1"}
  3539. else
  3540. {start_sound "vehicle/talk/eng/executing_an_order/v2"} }
  3541. }
  3542.  
  3543. {if tagged "ger"
  3544. {tags add "yes"}
  3545. {if rand 0.5
  3546. {start_sound "vehicle/talk/ger/executing_an_order/v1"}
  3547. else
  3548. {start_sound "vehicle/talk/ger/executing_an_order/v2"} }
  3549. }
  3550.  
  3551. {if tagged "jap"
  3552. {tags add "yes"}
  3553. {if rand 0.5
  3554. {start_sound "vehicle/talk/jap/executing_an_order/v1"}
  3555. else
  3556. {start_sound "vehicle/talk/jap/executing_an_order/v2"} }
  3557. }
  3558.  
  3559. {if tagged "rus"
  3560. {tags add "yes"}
  3561. {if rand 0.5
  3562. {start_sound "vehicle/talk/rus/executing_an_order/v1"}
  3563. else
  3564. {start_sound "vehicle/talk/rus/executing_an_order/v2"} }
  3565. }
  3566.  
  3567. {if tagged "custom" ;don't change the tag, change the path ;custom_faction
  3568. {tags add "yes"}
  3569. {if rand 1.0 {start_sound "vehicle/talk/custom/executing_an_order/v1"} }
  3570. }
  3571. {if tagged "custom2" ;don't change the tag, change the path ;custom_faction2
  3572. {tags add "yes"}
  3573. {if rand 1.0 {start_sound "vehicle/talk/custom2/executing_an_order/v1"} }
  3574. }
  3575. {if tagged "custom3" ;don't change the tag, change the path ;custom_faction3
  3576. {tags add "yes"} ;zik
  3577. {if rand 1.0 {start_sound "vehicle/talk/custom3/executing_an_order/v1"} }
  3578. }
  3579. {if not dead {if tagged "yes" {tags remove "yes"} ;the receiver of the codetalking responds and you receive your reinforcements
  3580. {if rand 0.1 {damage_report "body" "<s(25)y(+5)e(shadow)c(236b80)>Reinforcements are on the way"} else rand 0.1 {damage_report "body" "<s(25)y(+5)e(shadow)c(236b80)>Solid Copy"} else rand 0.1 {damage_report "body" "<s(25)y(+5)e(shadow)c(236b80)>Affirmative"} else rand 0.1 {damage_report "body" "<s(25)y(+5)e(shadow)c(236b80)>They are in route"} else rand 0.1 {damage_report "body" "<s(25)y(+5)e(shadow)c(236b80)>Lay out red smoke so we can see"} else rand 0.1 {damage_report "body" "<s(25)y(+5)e(shadow)c(236b80)>I just ordered them here throw some smoke"} else rand 0.1 {damage_report "body" "<s(25)y(+5)e(shadow)c(236b80)>They are on their way"} else rand 0.1 {damage_report "body" "<s(25)y(+5)e(shadow)c(236b80)>I read you loud and clear soldier"} else rand 0.1 {damage_report "body" "<s(25)y(+5)e(shadow)c(236b80)>Relief is on its way"} else rand 0.1 {damage_report "body" "<s(25)y(+5)e(shadow)c(236b80)>Friendlies are en-route to your position don't fire"} else rand 0.1 {damage_report "body" "<s(25)y(+5)e(shadow)c(236b80)>I'm flying them here throw some smoke"} else rand 0.1 {damage_report "body" "<s(25)y(+5)e(shadow)c(236b80)>We arrived with the reinforcements hope it will help"} else rand 0.1 {damage_report "body" "<s(25)y(+5)e(shadow)c(236b80)>We are almost there"} else rand 0.1 {damage_report "body" "<s(25)y(+5)e(shadow)c(236b80)>We made it"} else rand 0.1 {damage_report "body" "<s(25)y(+5)e(shadow)c(236b80)>Sending Infantry from the 1st Division"} else rand 0.1 {damage_report "body" "<s(25)y(+5)e(shadow)c(236b80)>2nd Division Infantry are arriving, hang on"} else rand 0.1 {damage_report "body" "<s(25)y(+5)e(shadow)c(236b80)>3rd Division Infantry are en-route"} else rand 0.1 {damage_report "body" "<s(25)y(+5)e(shadow)c(236b80)>Setting Rendevous Point"} else rand 0.1 {damage_report "body" "<s(25)y(+5)e(shadow)c(236b80)>Copy That"} else {damage_report "body" "<s(25)y(+5)e(shadow)c(236b80)>Reinforcements are landing on your position!"}}}}
  3581. {delay 0.7 {talk "jubilation"} }
  3582. {delay 1.0 {link_sound "smoke" "detonation/grenade_smoke/grenade_smoke"}
  3583. {add_view "smoke_red_small" "smoke1" "foot1r"}
  3584. {add_view "smoke_red_medium" "smoke2" "foot1r"}
  3585. {add_view "smoke_red_big" "smoke3" "foot1r"}
  3586. {play_sound "smoke" 1}
  3587. {tags add "smoke_yellow"}
  3588. {view stop "smoke1"}
  3589. {view start "smoke2"}
  3590. {volumes "smoke1" enable visible}
  3591. {update_visibility_patch}
  3592. {delay 2
  3593. {view stop "smoke2"}
  3594. {view start "smoke3"}
  3595. {volumes "smoke1" disable visible}
  3596. {volumes "smoke2" enable visible}
  3597. {update_visibility_patch}
  3598. }
  3599. {delay 5
  3600. {volumes "smoke2" disable visible}
  3601. {volumes "smoke3" enable visible}
  3602. {update_visibility_patch}
  3603. }
  3604. {delay 20
  3605. {view stop "smoke3"}
  3606. {stop_sound "smoke"}
  3607. } }
  3608. {delay 5.0{start_sound "sonne2/Plane"}{spawn "parachute1"}}
  3609.  
  3610. {delay 8.0
  3611. ;to make sure the units are p1 or p0
  3612. {if tagged "usa" ;Murrica
  3613. {if tagged "p0" {spawn_human "mp/usa/rifle"}{spawn_human "mp/usa/rifle"}{spawn_human "mp/usa/smg"}{spawn_human "mp/usa/rifle"}{spawn_human "mp/usa/smg"}{spawn_human "mp/usa/rifle"}{spawn_human "mp/usa/mgun"}}
  3614. {if tagged "p1" {spawn_human "mp/usa/rifle"{player 1}}{spawn_human "mp/usa/rifle"{player 1}}{spawn_human "mp/usa/smg"{player 1}}{spawn_human "mp/usa/rifle"{player 1}}{spawn_human "mp/usa/smg"{player 1}}{spawn_human "mp/usa/rifle"{player 1}}{if rand 0.3{spawn_human "mp/usa/mgun"{player 1}}}}
  3615. {if tagged "p2" {spawn_human "mp/usa/rifle"{player 2}}{spawn_human "mp/usa/rifle"{player 2}}{spawn_human "mp/usa/smg"{player 2}}{spawn_human "mp/usa/rifle"{player 2}}{spawn_human "mp/usa/smg"{player 2}}{spawn_human "mp/usa/rifle"{player 2}}{if rand 0.3{spawn_human "mp/usa/mgun"{player 2}}}}
  3616. {if tagged "p3" {spawn_human "mp/usa/rifle"{player 3}}{spawn_human "mp/usa/rifle"{player 3}}{spawn_human "mp/usa/smg"{player 3}}{spawn_human "mp/usa/rifle"{player 3}}{spawn_human "mp/usa/smg"{player 3}}{spawn_human "mp/usa/rifle"{player 3}}{if rand 0.3{spawn_human "mp/usa/mgun"{player 3}}}}
  3617. {if tagged "p4" {spawn_human "mp/usa/rifle"{player 4}}{spawn_human "mp/usa/rifle"{player 4}}{spawn_human "mp/usa/smg"{player 4}}{spawn_human "mp/usa/rifle"{player 4}}{spawn_human "mp/usa/smg"{player 4}}{spawn_human "mp/usa/rifle"{player 4}}{if rand 0.3{spawn_human "mp/usa/mgun"{player 4}}}}
  3618. }
  3619. {if tagged "eng" ;English
  3620. {if tagged "p0" {spawn_human "mp/eng/rifle"}{spawn_human "mp/eng/rifle"}{spawn_human "mp/eng/smg"}{spawn_human "mp/eng/rifle"}{spawn_human "mp/eng/smg"}{spawn_human "mp/eng/rifle"}{spawn_human "mp/eng/mgun"}}
  3621. {if tagged "p1" {spawn_human "mp/eng/rifle"{player 1}}{spawn_human "mp/eng/rifle"{player 1}}{spawn_human "mp/eng/smg"{player 1}}{spawn_human "mp/eng/rifle"{player 1}}{spawn_human "mp/eng/smg"{player 1}}{spawn_human "mp/eng/rifle"{player 1}}{if rand 0.3{spawn_human "mp/eng/mgun"{player 1}}}}
  3622. {if tagged "p2" {spawn_human "mp/eng/rifle"{player 2}}{spawn_human "mp/eng/rifle"{player 2}}{spawn_human "mp/eng/smg"{player 2}}{spawn_human "mp/eng/rifle"{player 2}}{spawn_human "mp/eng/smg"{player 2}}{spawn_human "mp/eng/rifle"{player 2}}{if rand 0.3{spawn_human "mp/eng/mgun"{player 2}}}}
  3623. {if tagged "p3" {spawn_human "mp/eng/rifle"{player 3}}{spawn_human "mp/eng/rifle"{player 3}}{spawn_human "mp/eng/smg"{player 3}}{spawn_human "mp/eng/rifle"{player 3}}{spawn_human "mp/eng/smg"{player 3}}{spawn_human "mp/eng/rifle"{player 3}}{if rand 0.3{spawn_human "mp/eng/mgun"{player 3}}}}
  3624. {if tagged "p4" {spawn_human "mp/eng/rifle"{player 4}}{spawn_human "mp/eng/rifle"{player 4}}{spawn_human "mp/eng/smg"{player 4}}{spawn_human "mp/eng/rifle"{player 4}}{spawn_human "mp/eng/smg"{player 4}}{spawn_human "mp/eng/rifle"{player 4}}{if rand 0.3{spawn_human "mp/eng/mgun"{player 4}}}}
  3625. }
  3626. {if tagged "ger" ;Vikings
  3627. {if tagged "p0" {spawn_human "mp/ger/rifle"}{spawn_human "mp/ger/rifle"}{spawn_human "mp/ger/smg"}{spawn_human "mp/ger/rifle"}{spawn_human "mp/ger/smg"}{spawn_human "mp/ger/rifle"}{spawn_human "mp/ger/mgun"}}
  3628. {if tagged "p1" {spawn_human "mp/ger/rifle"{player 1}}{spawn_human "mp/ger/rifle"{player 1}}{spawn_human "mp/ger/smg"{player 1}}{spawn_human "mp/ger/rifle"{player 1}}{spawn_human "mp/ger/smg"{player 1}}{spawn_human "mp/ger/rifle"{player 1}}{if rand 0.3{spawn_human "mp/ger/mgun"{player 1}}}}
  3629. {if tagged "p2" {spawn_human "mp/ger/rifle"{player 2}}{spawn_human "mp/ger/rifle"{player 2}}{spawn_human "mp/ger/smg"{player 2}}{spawn_human "mp/ger/rifle"{player 2}}{spawn_human "mp/ger/smg"{player 2}}{spawn_human "mp/ger/rifle"{player 2}}{if rand 0.3{spawn_human "mp/ger/mgun"{player 2}}}}
  3630. {if tagged "p3" {spawn_human "mp/ger/rifle"{player 3}}{spawn_human "mp/ger/rifle"{player 3}}{spawn_human "mp/ger/smg"{player 3}}{spawn_human "mp/ger/rifle"{player 3}}{spawn_human "mp/ger/smg"{player 3}}{spawn_human "mp/ger/rifle"{player 3}}{if rand 0.3{spawn_human "mp/ger/mgun"{player 3}}}}
  3631. {if tagged "p4" {spawn_human "mp/ger/rifle"{player 4}}{spawn_human "mp/ger/rifle"{player 4}}{spawn_human "mp/ger/smg"{player 4}}{spawn_human "mp/ger/rifle"{player 4}}{spawn_human "mp/ger/smg"{player 4}}{spawn_human "mp/ger/rifle"{player 4}}{if rand 0.3{spawn_human "mp/ger/mgun"{player 4}}}}
  3632. }
  3633. {if tagged "jap" ;Nihon
  3634. {if tagged "p0" {spawn_human "mp/jap/rifle"}{spawn_human "mp/jap/rifle"}{spawn_human "mp/jap/smg"}{spawn_human "mp/jap/rifle"}{spawn_human "mp/jap/smg"}{spawn_human "mp/jap/rifle"}{spawn_human "mp/jap/mgun"}}
  3635. {if tagged "p1" {spawn_human "mp/jap/rifle"{player 1}}{spawn_human "mp/jap/rifle"{player 1}}{spawn_human "mp/jap/smg"{player 1}}{spawn_human "mp/jap/rifle"{player 1}}{spawn_human "mp/jap/smg"{player 1}}{spawn_human "mp/jap/rifle"{player 1}}{if rand 0.3{spawn_human "mp/jap/mgun"{player 1}}}}
  3636. {if tagged "p2" {spawn_human "mp/jap/rifle"{player 2}}{spawn_human "mp/jap/rifle"{player 2}}{spawn_human "mp/jap/smg"{player 2}}{spawn_human "mp/jap/rifle"{player 2}}{spawn_human "mp/jap/smg"{player 2}}{spawn_human "mp/jap/rifle"{player 2}}{if rand 0.3{spawn_human "mp/jap/mgun"{player 2}}}}
  3637. {if tagged "p3" {spawn_human "mp/jap/rifle"{player 3}}{spawn_human "mp/jap/rifle"{player 3}}{spawn_human "mp/jap/smg"{player 3}}{spawn_human "mp/jap/rifle"{player 3}}{spawn_human "mp/jap/smg"{player 3}}{spawn_human "mp/jap/rifle"{player 3}}{if rand 0.3{spawn_human "mp/jap/mgun"{player 3}}}}
  3638. {if tagged "p4" {spawn_human "mp/jap/rifle"{player 4}}{spawn_human "mp/jap/rifle"{player 4}}{spawn_human "mp/jap/smg"{player 4}}{spawn_human "mp/jap/rifle"{player 4}}{spawn_human "mp/jap/smg"{player 4}}{spawn_human "mp/jap/rifle"{player 4}}{if rand 0.3{spawn_human "mp/jap/mgun"{player 4}}}}
  3639. }
  3640. {if tagged "rus" ;Rus
  3641. {if tagged "p0" {spawn_human "mp/rus/rifle"}{spawn_human "mp/rus/rifle"}{spawn_human "mp/rus/smg"}{spawn_human "mp/rus/rifle"}{spawn_human "mp/rus/smg"}{spawn_human "mp/rus/rifle"}{spawn_human "mp/rus/mgun"}}
  3642. {if tagged "p1" {spawn_human "mp/rus/rifle"{player 1}}{spawn_human "mp/rus/rifle"{player 1}}{spawn_human "mp/rus/smg"{player 1}}{spawn_human "mp/rus/rifle"{player 1}}{spawn_human "mp/rus/smg"{player 1}}{spawn_human "mp/rus/rifle"{player 1}}{if rand 0.3{spawn_human "mp/rus/mgun"{player 1}}}}
  3643. {if tagged "p2" {spawn_human "mp/rus/rifle"{player 2}}{spawn_human "mp/rus/rifle"{player 2}}{spawn_human "mp/rus/smg"{player 2}}{spawn_human "mp/rus/rifle"{player 2}}{spawn_human "mp/rus/smg"{player 2}}{spawn_human "mp/rus/rifle"{player 2}}{if rand 0.3{spawn_human "mp/rus/mgun"{player 2}}}}
  3644. {if tagged "p3" {spawn_human "mp/rus/rifle"{player 3}}{spawn_human "mp/rus/rifle"{player 3}}{spawn_human "mp/rus/smg"{player 3}}{spawn_human "mp/rus/rifle"{player 3}}{spawn_human "mp/rus/smg"{player 3}}{spawn_human "mp/rus/rifle"{player 3}}{if rand 0.3{spawn_human "mp/rus/mgun"{player 3}}}}
  3645. {if tagged "p4" {spawn_human "mp/rus/rifle"{player 4}}{spawn_human "mp/rus/rifle"{player 4}}{spawn_human "mp/rus/smg"{player 4}}{spawn_human "mp/rus/rifle"{player 4}}{spawn_human "mp/rus/smg"{player 4}}{spawn_human "mp/rus/rifle"{player 4}}{if rand 0.3{spawn_human "mp/rus/mgun"{player 4}}}}
  3646. }
  3647. ;press ctrl + h to replace the words, don't take offence if you already know this X_x
  3648. {if tagged "custom" ;set what is spawned for radiocustom ;custom_faction ;radiocustom
  3649. ;{spawn_human "single/custom/rifle"}{spawn_human "single/custom/rifle"}{spawn_human "single/custom/smg"}{spawn_human "single/custom/rifle"}{spawn_human "single/custom/smg"}{spawn_human "single/custom/rifle"}{spawn_human "single/custom/mgun"}
  3650. {if tagged "p0" {spawn_human "mp/custom/rifle"}{spawn_human "mp/custom/rifle"}{spawn_human "mp/custom/smg"}{spawn_human "mp/custom/rifle"}{spawn_human "mp/custom/smg"}{spawn_human "mp/custom/rifle"}{spawn_human "mp/custom/mgun"}}
  3651. {if tagged "p1" {spawn_human "mp/custom/rifle"{player 1}}{spawn_human "mp/custom/rifle"{player 1}}{spawn_human "mp/custom/smg"{player 1}}{spawn_human "mp/custom/rifle"{player 1}}{spawn_human "mp/custom/smg"{player 1}}{spawn_human "mp/custom/rifle"{player 1}}{if rand 0.3{spawn_human "mp/custom/mgun"{player 1}}}}
  3652. {if tagged "p2" {spawn_human "mp/custom/rifle"{player 2}}{spawn_human "mp/custom/rifle"{player 2}}{spawn_human "mp/custom/smg"{player 2}}{spawn_human "mp/custom/rifle"{player 2}}{spawn_human "mp/custom/smg"{player 2}}{spawn_human "mp/custom/rifle"{player 2}}{if rand 0.3{spawn_human "mp/custom/mgun"{player 2}}}}
  3653. {if tagged "p3" {spawn_human "mp/custom/rifle"{player 3}}{spawn_human "mp/custom/rifle"{player 3}}{spawn_human "mp/custom/smg"{player 3}}{spawn_human "mp/custom/rifle"{player 3}}{spawn_human "mp/custom/smg"{player 3}}{spawn_human "mp/custom/rifle"{player 3}}{if rand 0.3{spawn_human "mp/custom/mgun"{player 3}}}}
  3654. {if tagged "p4" {spawn_human "mp/custom/rifle"{player 4}}{spawn_human "mp/custom/rifle"{player 4}}{spawn_human "mp/custom/smg"{player 4}}{spawn_human "mp/custom/rifle"{player 4}}{spawn_human "mp/custom/smg"{player 4}}{spawn_human "mp/custom/rifle"{player 4}}{if rand 0.3{spawn_human "mp/custom/mgun"{player 4}}}}
  3655. }
  3656.  
  3657. {if tagged "custom2" ;set what is spawned for radiocustom2 ;custom2_faction ;radiocustom2
  3658. ;{spawn_human "single/custom2/rifle"}{spawn_human "single/custom2/rifle"}{spawn_human "single/custom2/smg"}{spawn_human "single/custom2/rifle"}{spawn_human "single/custom2/smg"}{spawn_human "single/custom2/rifle"}{spawn_human "single/custom2/mgun"}
  3659. {if tagged "p0" {spawn_human "mp/custom2/rifle"}{spawn_human "mp/custom2/rifle"}{spawn_human "mp/custom2/smg"}{spawn_human "mp/custom2/rifle"}{spawn_human "mp/custom2/smg"}{spawn_human "mp/custom2/rifle"}{spawn_human "mp/custom2/mgun"}}
  3660. {if tagged "p1" {spawn_human "mp/custom2/rifle"{player 1}}{spawn_human "mp/custom2/rifle"{player 1}}{spawn_human "mp/custom2/smg"{player 1}}{spawn_human "mp/custom2/rifle"{player 1}}{spawn_human "mp/custom2/smg"{player 1}}{spawn_human "mp/custom2/rifle"{player 1}}{if rand 0.3{spawn_human "mp/custom2/mgun"{player 1}}}}
  3661. {if tagged "p2" {spawn_human "mp/custom2/rifle"{player 2}}{spawn_human "mp/custom2/rifle"{player 2}}{spawn_human "mp/custom2/smg"{player 2}}{spawn_human "mp/custom2/rifle"{player 2}}{spawn_human "mp/custom2/smg"{player 2}}{spawn_human "mp/custom2/rifle"{player 2}}{if rand 0.3{spawn_human "mp/custom2/mgun"{player 2}}}}
  3662. {if tagged "p3" {spawn_human "mp/custom2/rifle"{player 3}}{spawn_human "mp/custom2/rifle"{player 3}}{spawn_human "mp/custom2/smg"{player 3}}{spawn_human "mp/custom2/rifle"{player 3}}{spawn_human "mp/custom2/smg"{player 3}}{spawn_human "mp/custom2/rifle"{player 3}}{if rand 0.3{spawn_human "mp/custom2/mgun"{player 3}}}}
  3663. {if tagged "p4" {spawn_human "mp/custom2/rifle"{player 4}}{spawn_human "mp/custom2/rifle"{player 4}}{spawn_human "mp/custom2/smg"{player 4}}{spawn_human "mp/custom2/rifle"{player 4}}{spawn_human "mp/custom2/smg"{player 4}}{spawn_human "mp/custom2/rifle"{player 4}}{if rand 0.3{spawn_human "mp/custom2/mgun"{player 4}}}}
  3664. }
  3665.  
  3666. {if tagged "custom3" ;set what is spawned for radiocustom3 ;custom3_faction ;radiocustom3
  3667. ;{spawn_human "single/custom3/rifle"}{spawn_human "single/custom3/rifle"}{spawn_human "single/custom3/smg"}{spawn_human "single/custom3/rifle"}{spawn_human "single/custom3/smg"}{spawn_human "single/custom3/rifle"}{spawn_human "single/custom3/mgun"}
  3668. ;my own personal list lol
  3669. {if tagged "p0" {spawn_human "mp/usa/ks"{player 2}}{spawn_human "mp/usa/ks"{player 2}}{spawn_human "mp/usa/ks"{player 2}}{spawn_human "mp/usa/ks"{player 2}}{spawn_human "mp/usa/ksf"{player 2}}{spawn_human "mp/usa/ks"{player 2}}{if rand 0.3{spawn_human "mp/usa/ko"{player 2}}}}
  3670. {if tagged "p1" {spawn_human "mp/usa/us"{player 2}}{spawn_human "mp/usa/us"{player 2}}{spawn_human "mp/usa/us"{player 2}}{spawn_human "mp/usa/us"{player 2}}{spawn_human "mp/usa/usf"{player 2}}{spawn_human "mp/usa/us"{player 2}}{if rand 0.3{spawn_human "mp/usa/uo"{player 2}}}}
  3671. {if tagged "p2" {spawn_human "mp/jap/zs"{player 2}}{spawn_human "mp/jap/zs"{player 2}}{spawn_human "mp/jap/zs"{player 2}}{spawn_human "mp/jap/zs"{player 2}}{spawn_human "mp/jap/zsf"{player 2}}{spawn_human "mp/jap/zs"{player 2}}{if rand 0.3{spawn_human "mp/jap/zo"{player 2}}}}
  3672. {if tagged "p3" {spawn_human "mp/usa/cs"{player 2}}{spawn_human "mp/usa/cs"{player 2}}{spawn_human "mp/usa/cs"{player 2}}{spawn_human "mp/usa/cs"{player 2}}{spawn_human "mp/usa/csf"{player 2}}{spawn_human "mp/usa/cs"{player 2}}{if rand 0.3{spawn_human "mp/usa/co"{player 2}}}}
  3673. {if tagged "p4" {spawn_human "mp/custom3/rifle"{player 4}}{spawn_human "mp/custom3/rifle"{player 4}}{spawn_human "mp/custom3/smg"{player 4}}{spawn_human "mp/custom3/rifle"{player 4}}{spawn_human "mp/custom3/smg"{player 4}}{spawn_human "mp/custom3/rifle"{player 4}}{if rand 0.3{spawn_human "mp/custom3/mgun"{player 4}}}}
  3674. ;{if tagged "p0" {spawn_human "mp/custom3/rifle"}{spawn_human "mp/custom3/rifle"}{spawn_human "mp/custom3/smg"}{spawn_human "mp/custom3/rifle"}{spawn_human "mp/custom3/smg"}{spawn_human "mp/custom3/rifle"}{spawn_human "mp/custom3/mgun"}}
  3675. ;{if tagged "p1" {spawn_human "mp/custom3/rifle"{player 1}}{spawn_human "mp/custom3/rifle"{player 1}}{spawn_human "mp/custom3/smg"{player 1}}{spawn_human "mp/custom3/rifle"{player 1}}{spawn_human "mp/custom3/smg"{player 1}}{spawn_human "mp/custom3/rifle"{player 1}}{if rand 0.3{spawn_human "mp/custom3/mgun"{player 1}}}}
  3676. ;{if tagged "p2" {spawn_human "mp/custom3/rifle"{player 2}}{spawn_human "mp/custom3/rifle"{player 2}}{spawn_human "mp/custom3/smg"{player 2}}{spawn_human "mp/custom3/rifle"{player 2}}{spawn_human "mp/custom3/smg"{player 2}}{spawn_human "mp/custom3/rifle"{player 2}}{if rand 0.3{spawn_human "mp/custom3/mgun"{player 2}}}}
  3677. ;{if tagged "p3" {spawn_human "mp/custom3/rifle"{player 3}}{spawn_human "mp/custom3/rifle"{player 3}}{spawn_human "mp/custom3/smg"{player 3}}{spawn_human "mp/custom3/rifle"{player 3}}{spawn_human "mp/custom3/smg"{player 3}}{spawn_human "mp/custom3/rifle"{player 3}}{if rand 0.3{spawn_human "mp/custom3/mgun"{player 3}}}}
  3678. ;{if tagged "p4" {spawn_human "mp/custom3/rifle"{player 4}}{spawn_human "mp/custom3/rifle"{player 4}}{spawn_human "mp/custom3/smg"{player 4}}{spawn_human "mp/custom3/rifle"{player 4}}{spawn_human "mp/custom3/smg"{player 4}}{spawn_human "mp/custom3/rifle"{player 4}}{if rand 0.3{spawn_human "mp/custom3/mgun"{player 4}}}}
  3679. }
  3680.  
  3681.  
  3682. }
  3683.  
  3684.  
  3685. else
  3686. {start_sound "sonne2/"}
  3687. {delay 1.0
  3688. {if tagged "usa"
  3689. {if rand 0.3
  3690. {start_sound "vehicle/talk/usa/in_action/v1"}
  3691. else rand 0.2
  3692. {start_sound "vehicle/talk/usa/in_action/v2"}
  3693. else
  3694. {start_sound "sonne2/manno"} }
  3695. }
  3696.  
  3697. {if tagged "eng"
  3698. {if rand 0.3
  3699. {start_sound "vehicle/talk/eng/in_action/v1"}
  3700. else rand 0.2
  3701. {start_sound "vehicle/talk/eng/in_action/v2"} }
  3702. }
  3703.  
  3704. {if tagged "ger"
  3705. {if rand 0.3
  3706. {start_sound "vehicle/talk/ger/in_action/v1"}
  3707. else rand 0.2
  3708. {start_sound "vehicle/talk/ger/in_action/v2"} }
  3709. }
  3710.  
  3711. {if tagged "jap"
  3712. {if rand 0.3
  3713. {start_sound "vehicle/talk/jap/in_action/v1"}
  3714. else rand 0.2
  3715. {start_sound "vehicle/talk/jap/in_action/v2"} }
  3716. }
  3717.  
  3718. {if tagged "rus"
  3719. {if rand 0.3
  3720. {start_sound "vehicle/talk/rus/in_action/v1"}
  3721. else rand 0.2
  3722. {start_sound "vehicle/talk/rus/in_action/v2"} }
  3723. }
  3724.  
  3725. {if tagged "custom" ;custom_faction
  3726. {if rand 0.8
  3727. {start_sound "vehicle/talk/custom/in_action/v1"} }
  3728. }
  3729.  
  3730. {if tagged "custom2" ;custom_faction2
  3731. {if rand 0.8
  3732. {start_sound "vehicle/talk/custom2/in_action/v1"} }
  3733. }
  3734.  
  3735. {if tagged "custom3" ;custom_faction3
  3736. {if rand 0.8
  3737. {start_sound "vehicle/talk/custom3/in_action/v1"} }
  3738. } ;zik
  3739.  
  3740. }
  3741. }
  3742. {if not dead {if rand 0.0088 {delay 3 1 {spawn "paradrop_ammo_heavy"} {start_sound "sonne2/Plane"} }} }
  3743. {if not dead{if rand 0.0058 {tags add "radio_broken"}{talk "scream_of_pain"}{stop_sound "MUSIC"}{start_sound "sonne2/break"}{if rand 0.1 {damage_report "body" "<c(ffffff)>can someone help me out with this, I don't understand the code"} else rand 0.1 {damage_report "body" "<c(ffffff)>what do you mean you can't hear me!?"} else rand 0.1 {damage_report "body" "<c(ffffff)>Your telling me there aren't any willing paratroopers!? I need assistance damnit!"} else rand 0.1 {damage_report "body" "<c(ffffff)>I think I broke the device"} else rand 0.1 {damage_report "body" "<c(ffffff)>what, speak louder, damn I lost connection!"} else rand 0.1 {damage_report "body" "<c(ffffff)>It ran out of batteries -_-"} else rand 0.1 {damage_report "body" "<c(ffffff)>The radiostation isn't working, someone fix it please!"} else rand 0.1 {damage_report "body" "<c(ffffff)>this must be my unlucky day"} else rand 0.1 {damage_report "body" "<c(ffffff)>I need assistance with this radio, can someone please help me!."} else rand 0.1 {damage_report "body" "<c(ffffff)>Thanks for installing that instant patch DigitalMindSoft, it broke my radio"} else rand 0.1 {damage_report "body" "<c(ffffff)>I need someone else to use this radio, its not working for me"} else rand 0.1 {damage_report "body" "<c(ffffff)>woah woah, what is a flying whale?, which codetalking unit are you in!?"} else rand 0.1 {damage_report "body" "<c(ffffff)>I don't understand what you are saying"} else rand 0.1 {damage_report "body" "<c(ffffff)>GODAMNIT THE RADIO DOESN'T WORK, the recent update destroyed it! X_x"} else rand 0.1 {damage_report "body" "<c(ffffff)>Oh no, my radio is malfunctioning, HELP"} else rand 0.1 {damage_report "body" "<c(ffffff)>Well can you just get them here, we need the....HELLO...."} else rand 0.1 {damage_report "body" "<c(ffffff)>NOOOO.. Not right now. This radio is garbage"} else rand 0.1 {damage_report "body" "<c(ffffff)>Radio is dead. RIP"} else rand 0.1 {damage_report "body" "<c(ffffff)>And there goes the radio, great"} else {damage_report "body" "<c(ffffff)>That little backstabbing bastard, what engineer worked on this"} } }}
  3744. {if not dead {if tagged "radio_broken" {delay 74 15 {if not dead {start_sound "sonne2/break"} {tags remove "radio_broken"} {tags remove "already_shot_this"} {call "spawnrad"} {delay 5 2 {talk "jubilation"}} {if rand 0.1 {damage_report "body" "<s(0.2)c(00ff2a)>The Radio is back online!"} else rand 0.1 {damage_report "body" "<s(0.2)c(00ff2a)>I fixed the radio"} else rand 0.1 {damage_report "body" "<s(0.2)c(00ff2a)>Okay now I get it!"}else rand 0.1 {damage_report "body" "<s(0.2)c(00ff2a)>Finally, this buggy thing works!"} else rand 0.1 {damage_report "body" "<s(0.2)c(00ff2a)>Hahaha, now we can get reinforcements!"} else rand 0.1 {damage_report "body" "<s(0.2)c(00ff2a)>A good turn of luck I guesss"} else rand 0.1 {damage_report "body" "<s(0.2)c(00ff2a)>What the, the radio is back on!"} else rand 0.1 {damage_report "body" "<s(0.2)c(00ff2a)>:D"} else rand 0.1 {damage_report "body" "<s(0.2)c(00ff2a)>Radio is back!"} else {damage_report "body" "<s(0.2)c(00ff2a)>Okay, the radio is fully operational"}}}}}}
  3745. {if dead {start_sound "hit/medium/soloma"} {tags add "radio_broken"}}
  3746. {delay 10.0 {call "spawn"}}
  3747. }
  3748.  
  3749. }}} ;SONNE2 RADIO END;;;;;;;;;;;;;;;;;;;;;
  3750.  
  3751.  
  3752. ;WEAPON TYPE JAM WHICH WEAPON TYPE WILL JAM MORE OFTEN?;;;;;;;;;;;;;;;;;;;;;;;
  3753. ;weapon_type;;;;;;;jam_type;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;
  3754. ;set how often certain types of weapons will jam set_weapontype (0.0001)) ;.001% chance (0.0005)) ;.005% chance<----MY CHOICE (0.0015)) ;.015% chance (0.0050)) ;.050% chance (0.01005)) ;1% chance (1.0)) ;100% chance for testing purposes DO NOT ADD THIS TAG TO THE WEAPONS!, I REPEAT.DO.NOT.ADD.IT.TO.A.WEAPON...................................................... ...DUDE............................................................... .........ALIENS......................... if you don't get the joke, look it up, aliens guy on google images, dat mofo is crazy.
  3755. {on "pistoljam"{if "gun_jamming_enabled" {if bone "foresight3" {if rand 0.0005 {tags add "js"} }}}} ; the tag js pulls the weapon into the jamming proccess. EG. Narrator:FINISH HIM! Weapon:X_x-*pierce*-------<JS GET OVER HERE!!!!BWAHAHAHA FATALITY ...... JS WINS. FLAWLESS VICTORY. ...mortal kombat
  3756. {on "smgjam" {if "gun_jamming_enabled" {if bone "foresight3" {if rand 0.0005 {tags add "js"} }}}}
  3757. {on "riflejam" {if "gun_jamming_enabled" {if bone "foresight3" {if rand 0.0005 {tags add "js"} }}}}
  3758. {on "sniperjam" {if "gun_jamming_enabled" {if bone "foresight3" {if rand 0.0005 {tags add "js"} }}}}
  3759. {on "shotgunjam"{if "gun_jamming_enabled" {if bone "foresight3" {if rand 0.0005 {tags add "js"} }}}}
  3760. {on "mgunjam"{if "gun_jamming_enabled" {if bone "foresight3" {if rand 0.0005 {tags add "js"} }}}}
  3761. ;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;
  3762. ;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;
  3763. {on "manual_fix_timer" ;minimum 3.7 max:mugen(infinity) set_manualtimer ;MANUAL TIMER
  3764. {if not "random_fix_timer" {delay 15 {tags add "fixed"}{call "jam_fix"}}}}
  3765.  
  3766. {on "jam_fix" ;FIXING THE JAM
  3767. {if tagged "fixed"
  3768. {if tagged "jam"
  3769. {tags remove "jam"}
  3770. {tags remove "fixed"}
  3771. {call "spawn_shell"}{start_sound "weapon/reload"} {delay 0.8 {start_sound "weapon/shell_drop"}} ;the evil shell has been removed.
  3772. {weapon_work "hand_right" 1}{if "cant_move"{chassis_work 1}} ;reenables the weapon
  3773. {if not dead {if able "select" {if not senseless ;so the knocked out and dead wont be able to fix it they will restart
  3774. {damage_report "body" "<c(00ff00)>jam fixed"}}}} ;just think about it, it doesn't make sense lol.
  3775. {talk "jubilation"} ;soldier "get ready for medals!"
  3776. {ani_stop "squat_reload_piat"}{ani_stop "lie_reload_piat"}
  3777. {if "cant_move"{chassis_work 1}}
  3778. {if not dead {if able "select" {if not senseless
  3779. {if "ingame_jam_modifiers"
  3780. {if rand 0.1
  3781. {attack_save}{damage_report "body" "<c(00ff00)>gun fixed: less jam"}{tags add "jamca"} ;jamca as in cautious
  3782. else rand 0.1
  3783. {attack_load}{damage_report "body" "<c(dd0000)>gun damaged: increased jam"}{tags add "jamre"} ;jamre as in reckless,
  3784. else rand 0.05
  3785. {attack_save}{damage_report "body" "<c(00ff00)>gun repaired: no more jamming at all"}{tags add "jamfi"} ;yay no more jamming!
  3786. }}}}} }}}
  3787. {on "hangfire" ;zik
  3788. {tags add "hangfire"}
  3789. {if rand 0.5 {weapon_work "hand_right" 0}} ;due to surplus ammo the gun will click but have a delay before firing, this could be potentially dangerous
  3790. {if not tagged "jamre"{damage_report "body" "<c(dd0000)>hangfire"}}
  3791. {if tagged "jamre"{damage_report "body" "<c(dd0000)>hangfire caused by damaged gun"}}
  3792. {start_sound "gui/misc_gui_select"}
  3793. {call "hangfire_chance"}
  3794. }
  3795. {on "hangfire_pt2"
  3796. {if rand 0.2 ("health_damage" c(50)) } ;hangfire damage to hands
  3797. {delay 0.3 {talk "injuring"}}
  3798. {if tagged "hfixed"
  3799. {tags remove "hangfire"}
  3800. {tags remove "hfixed"}
  3801. {weapon_work "hand_right" 1}
  3802. {call "hand_right"} }
  3803. }
  3804. {on "hangfire_chance"
  3805. {if rand 0.1
  3806. {delay 0.2 {tags add "hfixed"}{call "hangfire_pt2"}}
  3807. else rand 0.1
  3808. {delay 0.3 {tags add "hfixed"}{call "hangfire_pt2"}}
  3809. else rand 0.1
  3810. {delay 0.4 {tags add "hfixed"}{call "hangfire_pt2"}}
  3811. else rand 0.1
  3812. {delay 0.1 {tags add "hfixed"}{call "hangfire_pt2"}}
  3813. else rand 0.1
  3814. {delay 0.2 {tags add "hfixed"}{call "hangfire_pt2"}}
  3815. else rand 0.1
  3816. {delay 0.3 {tags add "hfixed"}{call "hangfire_pt2"}}
  3817. else rand 0.1
  3818. {delay 0.5 {tags add "hfixed"}{call "hangfire_pt2"}}
  3819. else rand 0.1
  3820. {delay 0.3 {tags add "hfixed"}{call "hangfire_pt2"}}
  3821. else
  3822. {delay 0.4 {tags add "hfixed"}{call "hangfire_pt2"}}
  3823. }}
  3824.  
  3825. {on fire "hand_right"
  3826. {delay 0.1 {if not tagged "radio" {signal mandie 300};SPARTANS
  3827. }} ;ai will investigate any shots fired as in real life, why wouldn't a soldier investigate a gunshot, its common sense X_x, otherwise it would be like oh lets just stand here all day and night as if we're doing sumthing, aw get the f outta here with that boring crap lol, with this mandie 120, it is oh snap shots fired!, lets get to that zone ASAP, and investigate!
  3828. {if tagged "radio" {call "spawnrad"}} ;As soon as you shoot the radio weapon, it will go to the spawning proccess
  3829. {if tagged "jam" {start_sound "gui/misc_gui_select"}}
  3830. {if tagged "jammable" ;only jammable weapons are to be jammed.
  3831.  
  3832.  
  3833. {call "jam_enable"} ;checks whether gun jamming is enabled or not.
  3834.  
  3835.  
  3836.  
  3837. {if "gun_jamming_enabled"
  3838.  
  3839. {call "gun_jam_mod_menu"} ;to configure jamming options
  3840. {if tagged "smgw" {call "smgjam"}}
  3841. {if tagged "riflew" {call "riflejam"}}
  3842. {if tagged "pistolw" {call "pistoljam"}}
  3843. {if tagged "mgunw" {call "mgunjam"}}
  3844. {if tagged "shotgunw" {call "shotgunjam"}}
  3845. {call "terrain_influence_1"} ;to check the other jam values
  3846. {call "jam_modifiers_menu"} ;to check the other jam values
  3847.  
  3848. {if "hangfire"
  3849. {if not tagged "jamre"{if rand 0.0002 {call"hangfire"}}} ;HANGFIRE 0.0002 chance
  3850. {if tagged "jamre"{if rand 0.0021 {call"hangfire"}}} ;damaged gun
  3851. }}
  3852. ;LET THE RUSTLING BEGIN JAMMING BEGINS HERE
  3853. ;{delay 0.0001
  3854. {if not tagged "hangfire"
  3855. {if not tagged "jamfi" {if not tagged "fixed" {if tagged "js"
  3856. {tags remove "js"} ;so the weapon can be jammed again some time later if not tagged jamfi
  3857. {weapon_work "hand_right" 0} ;stops the weapon from firing
  3858. {if "cant_move"{chassis_work 0}} ;stops the soldier from moving while fixing the jam
  3859. {tags add "jam"}
  3860. {delay 0.3 {if able "select" {if rand 0.5 {start_sound "gui/misc_gui_select"}}}} ;Put able select so the dead won't try to fix their pb and jam in the morning, ahem I meant weapon jam.
  3861. {delay 0.6 {if able "select" {if rand 0.5 {start_sound "gui/misc_gui_select"}}}} ;also the sound is the soldier trying to pull the trigger and failing to shoot. For AS1 and 2, for mow you'll have to make your own trigger sound.
  3862. {delay 0.8 {if able "select" {if rand 0.5 {start_sound "gui/misc_gui_select"}}}} ;the soldier repeats pulling the trigger, thinking he/she may have a fatigued finger, giving as much force the next time.
  3863. {delay 1.4 {if able "select" {if rand 0.5 {start_sound "gui/misc_gui_select"}}}}
  3864. {delay 1.6 {damage_report "body" "<c(9e8af6)>jammed"}{delay 5 1 {if tagged "jamca" {if rand 0.1 {damage_report "body" "<c(9e8af6)>it still jammed!?"}} {tags remove "jamca"}}{if tagged "jamre" {if rand 0.1 {damage_report "body" "<c(9e8af6)>jammed again huh"}} {tags remove "jamre"}}}}
  3865. {delay 2.0 {talk "injuring"}} ;Jimmies have been rustled.
  3866. {delay 2.1 {if able "select" {if rand 0.8 {start_sound "gui/misc_gui_select"}}}}
  3867. {delay 2.2 {if able "select" {if rand 0.7 {start_sound "gui/misc_gui_select"}}}}
  3868. {delay 2.3 {if able "select" {if rand 0.6 {start_sound "gui/misc_gui_select"}}}}
  3869. {delay 2.4 {if able "select" {if rand 1.0 {if tagged "winterjam" {damage_report "body" "<c(9eccff)>by the winter"}{talk "injuring"}{if "winter_sound" {start_sound "world/winter/04"}{tags remove "winterjam"}}}}}}
  3870. {delay 3.4 {if able "select" {if rand 0.5 {start_sound "gui/misc_gui_select"}{delay 3.5 {talk "things_look_blue"}}}}} ;RUSTLED JIMMIES CONFIRMED
  3871. {delay 3.5 {if "jam_fix_animations"{if able "select" {tags add "jam"} {if not lying {ani_play "squat_reload_piat" 1.0 loop} else {ani_play "lie_reload_piat" 1.0 loop}}}}} ;animations of fixing the weapon}
  3872. ;Fixing the Jam ;get rid of the shell that jammed your weapon, the immersion is real.
  3873. {delay 3.6 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 3.51 {if tagged "jam"{if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>halp"}{delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }{delay 3.61 {if tagged "jam"{if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>halp"}{delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  3874. {delay 3.7 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 3.71{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>agh"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  3875. {delay 3.8 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 3.81{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>no "} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  3876. {delay 4.4 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 4.41{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>ugh"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  3877. {delay 5.3 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 5.31{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>why"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  3878. {delay 6.6 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 6.61{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>omg"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  3879. {delay 7.8 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 7.81{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>X_x"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  3880. {delay 8.4 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 8.41{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>X_X"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  3881. {delay 9.3 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 9.31{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>x-x"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  3882. {delay 10.6 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 10.61{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>-_-"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  3883. {delay 11.8 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 11.81{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>X_-"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  3884. {delay 12.4 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 12.41{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>-_X"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  3885. {delay 13.4 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 13.41{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>x-X"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  3886. {delay 14.4 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 14.41{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>X-x"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  3887. {delay 15.4 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 15.41{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>@_@"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
  3888.  
  3889.  
  3890. {if "random_fix_timer" ;Random Jam fix timers
  3891. {if rand 0.1
  3892. {delay 15 {tags add "fixed"}{call "jam_fix"}}
  3893. else rand 0.1
  3894. {delay 6 {tags add "fixed"}{call "jam_fix"}}
  3895. else rand 0.1
  3896. {delay 7 {tags add "fixed"}{call "jam_fix"}}
  3897. else rand 0.1
  3898. {delay 8 {tags add "fixed"}{call "jam_fix"}}
  3899. else rand 0.1
  3900. {delay 9 {tags add "fixed"}{call "jam_fix"}}
  3901. else rand 0.1
  3902. {delay 10 {tags add "fixed"}{call "jam_fix"}}
  3903. else rand 0.1
  3904. {delay 3.7 {tags add "fixed"}{call "jam_fix"}}
  3905. else rand 0.1
  3906. {delay 4 {tags add "fixed"}{call "jam_fix"}}
  3907. else
  3908. {delay 15 {tags add "fixed"}{call "jam_fix"} }}
  3909. else
  3910. {call "manual_fix_timer"} ;Manually set timer (go to menu to change)
  3911. }
  3912.  
  3913.  
  3914. }} } }};}
  3915.  
  3916. {call "veteran_start"} {tags add "onward"}{delay 70 5 {tags remove "onward"}}
  3917. {view show "flashbarrel"}
  3918. {view start "flashbarrel"}
  3919. {view start "shell"}
  3920. {view start "flame"}
  3921. {kill_delay "fire"}
  3922. {delay 0.1 "shell"
  3923. {view pause "shell"}
  3924. }
  3925. {delay 0.4 "fire"
  3926. {view hide "flashbarrel"}
  3927. {view pause "flashbarrel"}
  3928. {view pause "flame"}
  3929. }
  3930. {spawn "bazooka_shot" "fxshot" x}
  3931.  
  3932. ;3d_shells remove the ";"
  3933. ;{if not tagged "ptrw" {if bone "foresight3" {if not tagged "jam"{if tagged "smgw"{call "spawn_shell"}} {if tagged "mgunw"{call "spawn_shell"}} {if tagged "riflew"{call "spawn_shell"}} {if tagged "pistolw"{call "spawn_shell"}} {if tagged "sniperw"{call "spawn_shell"}} {if tagged "shotgunw"{call "spawn_shell"}}}}}
  3934. ;3d_shells Sound remove the ";"
  3935. ;{if tagged "jammable" {delay 0.8 {start_sound "weapon/shell_drop"}}}
  3936.  
  3937. }
  3938. {on "spawn_shell"
  3939. {if not tagged "ptrw"{if tagged "jammable" ;giving mgun larger shells
  3940. {if tagged "mgunw" {if bone "fxshell" {if not bone "fxshot" {spawn "shell_cannon" "fxshell" x scale 0.025
  3941. {impulse up 1.5 0.5 dir 1.0 0.7 fy 2.2 1.1 cy 4.2 0.1 cz 0.2 0.1 com}
  3942. {delay_effect 17 1 "stop"}
  3943. }}}}
  3944. {if tagged "mgunw" {if not bone "fxshell" {if not bone "fxshot" {spawn "shell_cannon" "foresight3" x scale 0.025
  3945. {impulse up 1.5 0.5 dir 1.0 0.7 fy 2.2 1.1 cy 4.2 0.1 cz 0.2 0.1 com}
  3946. {delay_effect 17 1 "stop"}
  3947. }}}}
  3948.  
  3949. {if not tagged "mgunw" {if bone "fxshell" {if not bone "fxshot" {spawn "shell_cannon" "fxshell" x scale 0.015
  3950. {impulse up 1.5 0.5 dir 1.0 0.7 fy 2.2 1.1 cy 4.2 0.1 cz 0.2 0.1 com}
  3951. {delay_effect 17 1 "stop"}
  3952. }}}}
  3953. {if not tagged "mgunw" {if not bone "fxshell" {if not bone "fxshot" {spawn "shell_cannon" "foresight3" x scale 0.015
  3954. {impulse up 1.5 0.5 dir 1.0 0.7 fy 2.2 1.1 cy 4.2 0.1 cz 0.2 0.1 com}
  3955. {delay_effect 17 1 "stop"}
  3956. }}}}
  3957. } }}
  3958.  
  3959.  
  3960. ;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3961. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3962. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3963. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3964. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3965. ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
  3966. ;;;comment on moddb page if you encounter bugs;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;
  3967. ;SONNE2 SPACE JAM END ;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;X_x;;;;;;;;;;;;;; ;;;;;;;SHENMUE 3 FOR THE WIN!!!!!
  3968. (define "terrain_fx_human"
  3969. {on terrain_fx %0 enter
  3970. {if not swimming
  3971. {view start "on_%1"}
  3972. {view start "on_%1_time_short"}
  3973. {delay 0.1
  3974. {view pause "on_%1_time_short"}
  3975. }
  3976. }
  3977. }
  3978. {on terrain_fx %0 leave
  3979. {view pause "on_%1"}
  3980. }
  3981. )
  3982. ("terrain_fx_human" args "water" water)
  3983. ("terrain_fx_human" args "puddle" puddle)
  3984. ("terrain_fx_human" args "shallow_water" puddle)
  3985. ("terrain_fx_human" args "mud" mud)
  3986.  
  3987. {on terrain_pp "swamp" enter
  3988. {delay 0 ; without delay will crash in Die()
  3989. {call "die_without_blood"}
  3990. {view start "die_in_swamp"}
  3991. {tags add "drown"}
  3992. {delay 10
  3993. {view stop "die_in_swamp"}
  3994. {delete}
  3995. }
  3996. }
  3997. }
  3998.  
  3999. {on "diving"
  4000. {delay 0.3
  4001. {spawn "spherewater_big"}
  4002. }
  4003. }
  4004. {on swim on
  4005. {view pause "on_water"}
  4006. {view start "swim"}
  4007. {call "stop_burn"}
  4008. {kill_delay "after_swim"}
  4009. }
  4010. {on swim off
  4011. {delay 1.5 "after_swim"
  4012. {view pause "swim"}
  4013. }
  4014. }
  4015.  
  4016. {on "stop_move_sounds"
  4017. {stop_sound "move_road"}
  4018. {stop_sound "move_ground"}
  4019. {stop_sound "move_snow"}
  4020. {stop_sound "move_sand"}
  4021. {stop_sound "move_grass"}
  4022. {stop_sound "swim"}
  4023. {stop_sound "move_road_normal"}
  4024. {stop_sound "move_ground_normal"}
  4025. {stop_sound "move_snow_normal"}
  4026. {stop_sound "move_sand_normal"}
  4027. {stop_sound "move_grass_normal"}
  4028. {stop_sound "swim_normal"}
  4029. {stop_sound "move_road_walk"}
  4030. {stop_sound "move_ground_walk"}
  4031. {stop_sound "move_snow_walk"}
  4032. {stop_sound "move_sand_walk"}
  4033. {stop_sound "move_grass_walk"}
  4034. {stop_sound "swim_walk"}
  4035. }
  4036. {on movement_mode_changed
  4037. {call "stop_move_sounds"}
  4038. {if name "fast" ;10/10 Will Sprint Again - IGN
  4039. {if swimming
  4040. {play_sound "swim" 1}
  4041. else not lying
  4042.  
  4043.  
  4044. {if terrain_fx "road" ;perhaps this should be there!? O_o
  4045. {call "ai_jump"}
  4046. {play_sound "move_road" 1}
  4047. else terrain_fx "country_road" ;hmmm thats outside
  4048. {call "ai_jump"}
  4049. {play_sound "move_road" 1}
  4050. else terrain_fx "ice"
  4051. {play_sound "move_snow" 1}
  4052. else terrain_fx "snow" ;outside
  4053. {call "ai_jump"}
  4054. {play_sound "move_snow" 1}
  4055. else terrain_fx "sand"
  4056. {play_sound "move_sand" 1}
  4057. else terrain_fx "bridge" ;bridge is trenches :P
  4058. {call "ai_jump"}
  4059. else terrain_fx "grass" ;for sure as hell outside :P
  4060. {call "ai_jump"}
  4061. {play_sound "move_grass" 1}
  4062. else
  4063. {play_sound "move_ground" 1} ;ground is used in indoor maps like Apone's Half Life mod, so I can't put it here otherwise it would destroy the immersion of other mods. X_x
  4064. }
  4065. }
  4066. }
  4067. {if name "bow"
  4068. {if swimming
  4069. {play_sound "swim" 1}
  4070. else not lying
  4071. {if terrain_fx "road"
  4072. {play_sound "move_road" 1}
  4073. else terrain_fx "country_road"
  4074. {play_sound "move_road" 1}
  4075. else terrain_fx "ice"
  4076. {play_sound "move_snow" 1}
  4077. else terrain_fx "snow"
  4078. {play_sound "move_snow" 1}
  4079. else terrain_fx "sand"
  4080. {play_sound "move_sand" 1}
  4081. else terrain_fx "grass"
  4082. {play_sound "move_grass" 1}
  4083. else
  4084. {play_sound "move_ground" 1}
  4085. }
  4086. }
  4087. }
  4088. {if name "assault"
  4089. {if swimming
  4090. {play_sound "swim" 1}
  4091. else not lying
  4092.  
  4093.  
  4094.  
  4095. {if terrain_fx "road"
  4096. {play_sound "move_road" 1}
  4097. else terrain_fx "country_road"
  4098. {play_sound "move_road" 1}
  4099. else terrain_fx "ice"
  4100. {play_sound "move_snow" 1}
  4101. else terrain_fx "snow"
  4102. {play_sound "move_snow" 1}
  4103. else terrain_fx "sand"
  4104. {play_sound "move_sand" 1}
  4105. else terrain_fx "grass"
  4106. {play_sound "move_grass" 1}
  4107. else
  4108. {play_sound "move_ground" 1}
  4109. }
  4110. }
  4111. }
  4112. {if name "normal"
  4113. {if swimming
  4114. {play_sound "swim" 1}
  4115. else not lying
  4116. {if terrain_fx "road"
  4117. {play_sound "move_road_normal" 1}
  4118. else terrain_fx "country_road"
  4119. {play_sound "move_road_normal" 1}
  4120. else terrain_fx "ice"
  4121. {play_sound "move_snow_normal" 1}
  4122. else terrain_fx "snow"
  4123. {play_sound "move_snow_normal" 1}
  4124. else terrain_fx "sand"
  4125. {play_sound "move_grass_normal" 1}
  4126. else terrain_fx "grass"
  4127. {play_sound "move_grass_normal" 1}
  4128. else
  4129. {play_sound "move_ground_normal" 1}
  4130. }
  4131. }
  4132. }
  4133. {if name "slow"
  4134. {if swimming
  4135. {play_sound "swim" 1}
  4136. else not lying
  4137. {if terrain_fx "road"
  4138. {play_sound "move_road_normal" 1}
  4139. else terrain_fx "country_road"
  4140. {play_sound "move_road_normal" 1}
  4141. else terrain_fx "ice"
  4142. {play_sound "move_snow_normal" 1}
  4143. else terrain_fx "snow"
  4144. {play_sound "move_snow_normal" 1}
  4145. else terrain_fx "sand"
  4146. {play_sound "move_grass_normal" 1}
  4147. else terrain_fx "grass"
  4148. {play_sound "move_grass_normal" 1}
  4149. else
  4150. {play_sound "move_ground_normal" 1}
  4151. }
  4152. }
  4153. }
  4154. {if name "walk"
  4155. {if swimming
  4156. {play_sound "swim" 1}
  4157. else not lying
  4158. {if terrain_fx "road"
  4159. {play_sound "move_road_walk" 1}
  4160. else terrain_fx "country_road"
  4161. {play_sound "move_road_walk" 1}
  4162. else terrain_fx "ice"
  4163. {play_sound "move_snow_walk" 1}
  4164. else terrain_fx "snow"
  4165. {play_sound "move_snow_walk" 1}
  4166. else terrain_fx "sand"
  4167. {play_sound "move_grass_walk" 1}
  4168. else terrain_fx "grass"
  4169. {play_sound "move_grass_walk" 1}
  4170. else
  4171. {play_sound "move_ground_walk" 1}
  4172. }
  4173. }
  4174. }
  4175. {if name "sneak"
  4176. {if swimming
  4177. {play_sound "swim" 1}
  4178. else not lying
  4179. {if terrain_fx "road"
  4180. {play_sound "move_road_walk" 1}
  4181. else terrain_fx "country_road"
  4182. {play_sound "move_road_walk" 1}
  4183. else terrain_fx "ice"
  4184. {play_sound "move_snow_walk" 1}
  4185. else terrain_fx "snow"
  4186. {play_sound "move_snow_walk" 1}
  4187. else terrain_fx "sand"
  4188. {play_sound "move_grass_walk" 1}
  4189. else terrain_fx "grass"
  4190. {play_sound "move_grass_walk" 1}
  4191. else
  4192. {play_sound "move_ground_walk" 1}
  4193. }
  4194. }
  4195. }
  4196. {if name "spot"
  4197. {if swimming
  4198. {play_sound "swim" 1}
  4199. else not lying
  4200. {if terrain_fx "road"
  4201. {play_sound "move_road_walk" 1}
  4202. else terrain_fx "country_road"
  4203. {play_sound "move_road_walk" 1}
  4204. else terrain_fx "ice"
  4205. {play_sound "move_snow_walk" 1}
  4206. else terrain_fx "snow"
  4207. {play_sound "move_snow_walk" 1}
  4208. else terrain_fx "sand"
  4209. {play_sound "move_sand_walk" 1}
  4210. else terrain_fx "grass"
  4211. {play_sound "move_grass_walk" 1}
  4212. else
  4213. {play_sound "move_ground_walk" 1}
  4214. }
  4215. }
  4216. }
  4217. }
  4218.  
  4219. {on "stop_burn"
  4220. {if burned
  4221. {burn stop_retry}
  4222. {set "quench" 1}
  4223. }
  4224. }
  4225. {on "falldown"
  4226. {if altitude 3
  4227. {throw_off up 1 forward 0.01 force}
  4228. else altitude 1
  4229. {throw_off up 1 forward 0.01 force}
  4230. else
  4231. {throw_on_ground}
  4232. }
  4233. }
  4234. {on board in
  4235. {view pause "swim"}
  4236. }
  4237. {on board out
  4238. {if effector "mtb_d3"
  4239. {if name "emit1" "emit2" "emit3" "emit4"
  4240. {delay 0.7
  4241. {spawn "spherewater_big"}
  4242. }
  4243. }
  4244. }
  4245. }
  4246. {on "start_healing"
  4247. {volumes "marker_healing" enable visible}
  4248.  
  4249. {view start "marker_healing"}
  4250. {delay 3.5
  4251. {view pause "marker_healing"}
  4252. }
  4253. {start_sound "human/heal"} ;body_fall
  4254. {view start "marker_healing"}
  4255. {talk "injuring"}
  4256. }
  4257.  
  4258. {on "stop_healing"
  4259.  
  4260.  
  4261. }
  4262. {on "start_repair"
  4263. {view start "marker_repair"}
  4264. {talk "executing_an_order"}
  4265. }
  4266. {on "stop_repair"
  4267. {view pause "marker_repair"}
  4268. {talk "maintenance_is_finished"}
  4269. }
  4270. {on "start_ammo_out"
  4271. {view start "marker_ammo_out"}
  4272. }
  4273. {on "stop_ammo_out"
  4274. {view pause "marker_ammo_out"}
  4275. }
  4276. {on "start_ammo_refill"
  4277. {volumes "marker_ammo_refill" enable visible}
  4278.  
  4279. {view start "marker_ammo_refill"}
  4280. {delay 2.5
  4281. {view pause "marker_ammo_refill"}
  4282. }
  4283. }
  4284. {on "start_veterancy"
  4285. {view start "marker_veterancy"}
  4286. {delay 3.5
  4287. {view pause "marker_veterancy"}
  4288. } }
  4289. {on "stop_veterancy"
  4290. }
  4291.  
  4292.  
  4293.  
  4294. {on "SAD"
  4295. {if rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>Random Soldier - RIP"}
  4296. else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>REKT - RIP"}
  4297. else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>WAS A GOOD SOLDIER - RIP"}
  4298. else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>10/10 WILL GET PWNED AGAIN... IGN - RIP"}
  4299. else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>HOW TO FIRE GUN? - RIP"}
  4300. else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>HOW DO I RESPAWN? - RIP"}
  4301. else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>NOOBZILLA - RIP"}
  4302. else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>FUBAR - RIP"}
  4303. else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>AW HE DEAD - RIP"}
  4304. else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>DESTROID - RIP"}
  4305. else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>CANNON FODDER - RIP"}
  4306. else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>KILLED BY THE AS2 PATCH - RIP"}
  4307. else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>PURE AND UTTER FAILURE - RIP"}
  4308. else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>XP - RIP"}
  4309. else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>WRECKED - RIP"}
  4310. else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>YOU SUCK - RIP"}
  4311. else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>INSTANT PWNAGE - RIP"}
  4312. else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>EXPENDABLE SOLDIER - RIP"}
  4313. else {damage_report "body" "<s(25)y(+9)c(ffffff)>RANDOM NOOB - RIP"}}
  4314. }
  4315. {on "WASTED"
  4316. {if rand 0.1 {delay 2.1 {damage_report "body" "<s(25)y(+9)c(ff2e2e)>WASTED"}}{start_sound "sonne2/MLG/KILLED"} }
  4317. }
  4318.  
  4319. {on "OMG"
  4320. {if rand 0.2 {delay 0.1 {link_sound "2" "sonne2/MLG/HIT2sec"}{play_sound "2"}{delay 0.01{add_view "pwn2sec" "pwn2sec" "body"} {view start "pwn2sec"}{delay 2.0{view stop "pwn2sec"}}{link_sound "2s" "sonne2/MLG/HIT2sec/S"}{play_sound "2s"}}}
  4321. else rand 0.2 {delay 0.1 {link_sound "4" "sonne2/MLG/HIT4"}{play_sound "4"}{delay 0.01 {add_view "pwn4sec" "pwn4sec" "body"}{view start "pwn4sec"}{delay 4.0{view stop "pwn4sec"}}{link_sound "4s" "sonne2/MLG/HIT4/S"}{play_sound "4s"}}}
  4322. else rand 0.2 {delay 0.1 {link_sound "14" "sonne2/MLG/HIT14"}{play_sound "14"}{delay 0.01 {add_view "pwn14sec" "pwn14sec" "body"}{view start "pwn14sec"}{delay 14.0{view stop "pwn14sec"}}{link_sound "14s" "sonne2/MLG/HIT14/S"}{play_sound "14s"}}}
  4323. else rand 0.2 {delay 0.01{add_view "pwn14sec" "pwn14sec" "body"} {view start "pwn14sec"}{delay 14.0{view stop "pwn14sec"}}{link_sound "14e" "sonne2/MLG/HIT14explode"}{play_sound "14e"}{delay 15 {if rand 0.7 {explosive}}{delay 0.8{spawn "explosion_small"}{delete}}} }
  4324. else rand 0.2 {delay 0.1 {link_sound "17" "sonne2/MLG/HIT17"}{play_sound "17"}{delay 0.01 {add_view "pwn17sec" "pwn17sec" "body"}{view start "pwn17sec"}{delay 17.0{view stop "pwn17sec"}}{link_sound "17s" "sonne2/MLG/HIT17/S"}{play_sound "17s"}}}
  4325. else rand 0.2 {delay 0.1 {link_sound "21" "sonne2/MLG/HIT21"}{play_sound "21"}{delay 0.01{add_view "pwn21sec" "pwn21sec" "body"} {view start "pwn21sec"}{delay 21.0{view stop "pwn21sec"}}{link_sound "21s" "sonne2/MLG/HIT21/S"}{play_sound "21s"}}}
  4326. else {delay 0.1 {link_sound "28" "sonne2/MLG/HIT28"}{play_sound "28"}{delay 0.01{delay 3.9{add_view "pwn28sec" "pwn28sec" "body"} {view start "pwn28sec"}}{delay 24.0{view stop "pwn28sec"}}{link_sound "28s" "sonne2/MLG/HIT28/S"}{play_sound "28s"}}}
  4327. {if rand 0.2 {ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }{throw_off up 25.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} else {ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} } {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} }
  4328. }
  4329. }
  4330.  
  4331. {on "start_personage"
  4332. {view start "marker_personage"}
  4333. }
  4334. {on "stop_personage"
  4335. {view pause "marker_personage"}
  4336. }
  4337. {on "capture"
  4338. {talk "jubilation"}
  4339. }
  4340. {on "veteran_check"
  4341. ;Invincibility
  4342. {if tagged "onward"{if not dead {if not senseless
  4343. {if tagged "MLG_MODE"{if rand 0.0001 {tags add "invi"} } }
  4344. {if tagged "MLG_MODE"{if rand 0.0005 {tags add "bubble"} } } }
  4345. }}
  4346. {if not tagged "invi"
  4347. {if tagged "onward"
  4348. {if not senseless
  4349. {if not dead
  4350. {if tagged "bubble"
  4351. {link_sound "SONICB" "sonne2/MLG/SONIC/SHIELD"}
  4352. {delay 0.70 {stop_sound "SONICB"}}
  4353. {add_view "sonicbubble" "SONICB" "body"}
  4354. {view start "SONICB"}
  4355. {if not tagged "bubblenote" ;stopping it from firing again
  4356. {tags add "bubblenote"}
  4357. {play_sound "SONICB" }
  4358. {damage_report "body" "<s(25)y(+9)c(50a495)>SHIELD BUBBLE"}}} }
  4359. } } }
  4360. {if tagged "para"
  4361. {if tagged "onward"
  4362. {spawn "paradrop_ammo_heavy"}
  4363. {start_sound "sonne2/Plane"}
  4364. {tags remove "para"} }}
  4365.  
  4366. {if tagged "invi"
  4367. {if not tagged "invnote"
  4368. {if not senseless
  4369. {if not dead
  4370. {if tagged "onward"
  4371. {link_sound "SONIC" "sonne2/MLG/SONIC/INV"}
  4372. {play_sound "SONIC" 1}
  4373. {view start "SONICI"}
  4374. {if not tagged "invnote"
  4375. {tags add "invnote"}
  4376. {damage_report "body" "<s(25)y(+9)c(92ffec)>INVINCIBILITY"}}
  4377. }}}}}
  4378.  
  4379.  
  4380. {if not tagged "invtimer" {if tagged "invi"{tags add "invtimer"} {call "invi_remove"} }}
  4381.  
  4382.  
  4383.  
  4384. {delay 1 {call "veteran_check"} }
  4385.  
  4386. }
  4387.  
  4388. {on "bubble_remove"
  4389. {if rand 0.3 {if tagged "bubble" {tags add "pop"} ;so the bubble will pop 30% chance after being hit
  4390. {if tagged "pop" {if tagged "bubble" {link_sound "SONICBL" "sonne2/MLG/SONIC/SHIELD/LOSE"} {play_sound "SONICBL"}{tags remove "pop"} {tags remove "bubble"}{tags remove "bubblenote"} {view pause "SONICB"}}
  4391. }}}}
  4392. {on "invi_remove" ;Invincibility stops after 27 seconds, set it to the desired amount if you want
  4393. {if tagged "invtimer"{delay 64 {view pause "SONICI"} {stop_sound "SONIC"}{damage_report "body" "<s(25)y(+1)c(92ffec)>."}{tags remove "invi"}{tags remove "invnote"}{tags remove "invtimer"} }
  4394. } }
  4395.  
  4396.  
  4397.  
  4398.  
  4399. {on move on
  4400. {if swimming
  4401. {view start "swim_move"}
  4402. else not lying
  4403.  
  4404. {if terrain_fx "road"
  4405. {play_sound "move_road_normal" 1}
  4406. else terrain_fx "country_road"
  4407. {play_sound "move_road_normal" 1}
  4408. else terrain_fx "ice"
  4409. {play_sound "move_snow_normal" 1}
  4410. else terrain_fx "snow"
  4411. {play_sound "move_snow_normal" 1}
  4412. else terrain_fx "sand"
  4413. {play_sound "move_sand_normal" 1}
  4414. else terrain_fx "grass"
  4415. {play_sound "move_grass_normal" 1}
  4416. else
  4417. {play_sound "move_ground_normal" 1}
  4418. }
  4419. }
  4420. {if lying
  4421. {if terrain_fx "road"
  4422. {play_sound "move_grass_normal" 1}
  4423. else terrain_fx "country_road"
  4424. {play_sound "move_grass_normal" 1}
  4425. else terrain_fx "ice"
  4426. {play_sound "move_grass_normal" 1}
  4427. else terrain_fx "snow"
  4428. {play_sound "move_grass_normal" 1}
  4429. else terrain_fx "sand"
  4430. {play_sound "move_grass_normal" 1}
  4431. else terrain_fx "grass"
  4432. {play_sound "move_grass_normal" 1}
  4433. else
  4434. {play_sound "move_grass_normal" 1}
  4435. }
  4436. }
  4437. {if name "walk"
  4438. {if swimming
  4439. {play_sound "swim" 1}
  4440. else not lying
  4441. {if terrain_fx "road"
  4442. {play_sound "move_road_walk" 1}
  4443. else terrain_fx "country_road"
  4444. {play_sound "move_road_walk" 1}
  4445. else terrain_fx "ice"
  4446. {play_sound "move_snow_walk" 1}
  4447. else terrain_fx "snow"
  4448. {play_sound "move_snow_walk" 1}
  4449. else terrain_fx "sand"
  4450. {play_sound "move_grass_walk" 1}
  4451. else terrain_fx "grass"
  4452. {play_sound "move_grass_walk" 1}
  4453. else
  4454. {play_sound "move_ground_walk" 1}
  4455. }
  4456. }
  4457. }
  4458. }
  4459. {on move off
  4460. {view pause "swim_move"}
  4461. {call "stop_move_sounds"}
  4462. }
  4463.  
  4464. ;just for show doesn't really do anything but let you know how long units have survived
  4465. {on "veteran_start"
  4466. {delay 25
  4467. {if rand 0.2
  4468.  
  4469. {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>Private"}
  4470. {tags add "v1"}{call "veteran_2"}}}
  4471. else
  4472. {call "veteran_start"}}}}
  4473.  
  4474. {on "veteran_2"
  4475. {delay 50
  4476. {if rand 0.3
  4477. {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>Private 1st Class"}
  4478. {tags remove "v1"}{tags add "v2"}{call "veteran_3"}}}
  4479. else
  4480. {call "veteran_2"}}}}
  4481.  
  4482. {on "veteran_3"
  4483. {delay 50
  4484. {if rand 0.4
  4485. {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>Corporal"}
  4486. {tags remove "v2"}{tags add "v3"}{call "veteran_4"}}}
  4487. else
  4488. {call "veteran_3"}}}}
  4489.  
  4490. {on "veteran_4"
  4491. {delay 50
  4492. {if rand 0.5
  4493. {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>Sergeant"}
  4494. {tags remove "v3"}{tags add "v4"}{call "veteran_5"}}}
  4495. else
  4496. {call "veteran_4"}}}}
  4497.  
  4498. {on "veteran_5"
  4499.  
  4500. {delay 50
  4501. {if rand 0.3
  4502. {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>Staff Sergeant"}
  4503. {tags remove "v4"}{tags add "v5"}{call "veteran_6"} }}
  4504. else
  4505. {call "veteran_5"}}}}
  4506.  
  4507. {on "veteran_6"
  4508. {delay 50
  4509. {if rand 0.3
  4510. {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>Staff Sergeant 1st Class"}
  4511. {tags remove "v5"}{tags add "v6"}{call "veteran_7"}}}
  4512. else
  4513. {call "veteran_6"}}}}
  4514.  
  4515. {on "veteran_7"
  4516.  
  4517. {delay 50
  4518. {if rand 0.3
  4519. {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>2nd Lieutenant"}
  4520. {tags remove "v6"}{tags add "v7"}{call "veteran_8"}}}
  4521. else
  4522. {call "veteran_7"}}}}
  4523.  
  4524. {on "veteran_8"
  4525.  
  4526. {delay 50
  4527. {if rand 0.3
  4528. {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>Lieutenant"}
  4529. {tags remove "v7"}{tags add "v8"}{call "veteran_9"}}}
  4530. else
  4531. {call "veteran_8"}}}}
  4532.  
  4533. {on "veteran_9"
  4534. {delay 50
  4535. {if rand 0.1
  4536. {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>Captain"}
  4537. {tags remove "v8"}{tags add "v9"}{call "veteran_10"}}}
  4538. else
  4539. {call "veteran_9"}}}}
  4540.  
  4541. {on "veteran_10"
  4542.  
  4543. {delay 50
  4544. {if rand 0.1
  4545. {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>Major"}
  4546. {tags remove "v9"}{tags add "v10"}{call "veteran_11"}}}
  4547. else
  4548. {call "veteran_10"}}}}
  4549.  
  4550. {on "veteran_11"
  4551.  
  4552. {delay 50
  4553. {if rand 0.1
  4554. {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>Lieutenant Colonel"}
  4555. {tags remove "v10"}{tags add "v11"}{call "veteran_12"}}}
  4556. else
  4557. {call "veteran_11"}}}}
  4558.  
  4559. {on "veteran_12"
  4560.  
  4561. {delay 50
  4562. {if rand 0.1
  4563. {if tagged "onward"{if not dead {damage_report "body" "<c(ffffff)>Colonel"}
  4564. {tags remove "v11"}{tags add "v12"}{call "veteran_13"}}}
  4565. else
  4566. {call "veteran_12"}}}}
  4567.  
  4568. {on "veteran_13"
  4569.  
  4570. {delay 50
  4571. {if rand 0.1
  4572. {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>Brigadier General"}
  4573. {tags remove "v12"}{tags add "v13"}{call "veteran_14"}}}
  4574. else
  4575. {call "veteran_13"}}}}
  4576.  
  4577. {on "veteran_14"
  4578.  
  4579. {delay 50
  4580. {if rand 0.1
  4581. {if tagged "onward"{if not dead {damage_report "body" "<c(ffffff)>Major General"}
  4582. {tags remove "v13"}{tags add "v14"}{call "veteran_15"}}}
  4583. else
  4584. {call "veteran_14"}}}}
  4585.  
  4586. {on "veteran_15"
  4587.  
  4588. {delay 50
  4589. {if rand 0.1
  4590. {if tagged "onward"{if not dead {damage_report "body" "<c(ffffff)>Lieutenant General"}
  4591. {tags remove "v14"}{tags add "v15"}{call "veteran_16"}}}
  4592. else
  4593. {call "veteran_15"}}}}
  4594.  
  4595. {on "veteran_16"
  4596.  
  4597. {delay 50
  4598. {if rand 0.1
  4599. {if tagged "onward"{if not dead {damage_report "body" "<c(ffffff)>General"}
  4600. {tags remove "v15"}{tags add "v16"}{call "veteran_17"}}}
  4601. else
  4602. {call "veteran_16"}}}}
  4603.  
  4604. {on "veteran_17"
  4605.  
  4606. {delay 50
  4607. {if rand 0.1
  4608. {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>General of the Army"}
  4609. {tags remove "v16"}{tags add "v17"}{call "veteran_18"}}}
  4610. else
  4611. {call "veteran_17"}}}}
  4612.  
  4613. {on "ai_jump"
  4614. {if tagged "ai_jump"
  4615. {if not lying ;ai_jump in a type of terrain_fx
  4616. {if not user_control
  4617. {if not tagged "move" {tags add "move"} ;stop from firing again.....again LOL
  4618. {delay 2 0.1 {tags remove "move"}
  4619. {if not senseless
  4620. {if not dead
  4621. {if tagged "onward"
  4622. {if rand 0.3 ;30% chance of jumping in battle ;emit_lcvp is the only animation that doesn't make the ai get stuck unlike getover_middle
  4623. {ani_play "emit_lcvp" 1} {delay 1 {ani_stop "emit_lcvp"} }
  4624. }}}}}}}}}}
  4625.  
  4626. } ;human.inc end
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