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- ;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
- ;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.
- {"human"
- {inflammation_time 0.25}
- ;{drop_orders} ignore everything you were supposed to do
- {on spawn
- {delay 1 {signal mandie 5}} ;units prepare their weapon on spawn and survey the area
- ;3D SHELLS ;search for 3d_shells to reenable 3d Shells
- ;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"
- ;WEAPON JAMMING ;search for gun_jam_mod_menu to configure it
- ;Switched everything to tags instead of sets.
- ;change the if rand value to 1 or 0 enable/disable it.
- ;{on turn move accelerate}
- ;new definitions ;{if min_mass min_speed boarding ;min_energy move_backward move_forward turn_left turn_right
- {if rand 1.0 {tags add "MUSIC"}} ;radio will play music put a ; before it to disable it.
- {if rand 1.0 {tags add "ai_jump"}} ;ai will jump sometimes, doesn't work for user_controlled units to prevent destabilization.
- {if rand 1.0 {tags add "MLG_MODE"}} ;DON'T LET YOUR DREAMS BE DREAMS
- ;YESTERDAY, YOU SAID TOMORROW, SO JUST DO IT!, MAKE.YOUR.DREAMS.COME.TRUE! just do it!
- ;NO WHAT'RE YOU WAITING FOR!?!?!? eeeeEEEERRRRGGGEEE!!!!! DOOOOOOOOOOOOOOOO IIIIIIIIITTTTTTTTTTTTT!
- ;JUST DO IT!, YES YOU CAN.
- ;If your tired of starting over, stop.giving.up. «
- ;*Alpha Male Pose*.
- ; -Sonne2 %.1f number
- ; 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
- {add_view "pwnanim" "pwnanim" "body"}
- {add_view "sonic" "SONICI" "body"}
- {link_sound "WATCHA" "sonne2/MLG/WATCHA"}
- {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
- {if rand 0.05 {tags add "smoker"}} ;NOT EVERYONE SMOKES x_X
- ; %1 is body
- {if rand 1.0 {tags add "player"} ;so ai can capture command posts in singleplayer skirmish mode
- }
- ; place this below "on spawn" in human.inc, its at the beginning of human.inc so you can't miss it
- {if rand 0.95 ;95% chance of texmod happening
- {if not tagged "texmod_set"
- {if rand 0.1 ;30% chance of the soldier having a #1 texmod
- {delay 0.1 ;delay is a MUST
- {tex_mod "1"} ;this calls on the #number in the soldier's skin folder
- }
- {delay 0.2
- ;{damage_report "body" "<c(0057fc)>1"} ;Indicates that the soldier texture is #1
- }
- else rand 0.2
- {delay 0.1
- {tex_mod "2"}
- }
- {delay 0.2
- ;{damage_report "body" "<c(0057fc)>2"}
- }
- else rand 0.3
- {delay 0.1
- {tex_mod "3"}
- }
- {delay 0.2
- ;{damage_report "body" "<c(0057fc)>3"}
- }
- else rand 0.4
- {delay 0.1
- {tex_mod "4"}
- }
- {delay 0.2
- ;{damage_report "body" "<c(0057fc)>4"}
- }
- else rand 0.5
- {delay 0.1
- {tex_mod "5"}
- }
- {delay 0.2
- ;{damage_report "body" "<c(0057fc)>5"}
- }
- else rand 0.6
- {delay 0.1
- {tex_mod "hard"}
- }
- {delay 0.2
- ;{damage_report "body" "<c(0057fc)>hard"}
- }
- else rand 0.7
- {delay 0.1
- {tex_mod "light"}
- }
- {delay 0.2
- ;{damage_report "body" "<c(0057fc)>light"}
- }
- else rand 0.8
- {delay 0.1
- {tex_mod "night"}
- }
- {delay 0.2
- ;{damage_report "body" "<c(0057fc)>night"}
- }
- else rand 0.9
- {delay 0.1
- {tex_mod "n"}
- }
- {delay 0.2
- ;{damage_report "body" "<c(0057fc)>n"}
- }
- }
- {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.)
- } }
- ;texmod part 2 to add more texmods to a skin that has more texmods
- {if rand 0.4 ;95% chance of texmod happening
- {if not tagged "b_set"
- {if rand 0.3 ;30% chance of the soldier having a #1 texmod
- {delay 0.1 ;delay is a MUST
- {tex_mod "1b"} ;this calls on the #number in the soldier's skin folder
- }
- {delay 0.2
- ;{damage_report "body" "<c(0057fc)>1"} ;Indicates that the soldier texture is #1
- }
- else rand 0.3
- {delay 0.1
- {tex_mod "2b"}
- }
- {delay 0.2
- ;{damage_report "body" "<c(0057fc)>2"}
- }
- else rand 0.3
- {delay 0.1
- {tex_mod "3b"}
- }
- {delay 0.2
- ;{damage_report "body" "<c(0057fc)>3"}
- }
- else rand 0.3
- {delay 0.1
- {tex_mod "4b"}
- }
- {delay 0.2
- ;{damage_report "body" "<c(0057fc)>4"}
- }
- else rand 0.3
- {delay 0.1
- {tex_mod "5b"}
- }
- {delay 0.2
- ;{damage_report "body" "<c(0057fc)>5"}
- }
- else rand 0.1
- {delay 0.1
- {tex_mod "hardb"}
- }
- {delay 0.2
- ;{damage_report "body" "<c(0057fc)>hard"}
- }
- else rand 0.1
- {delay 0.1
- {tex_mod "lightb"}
- }
- {delay 0.2
- ;{damage_report "body" "<c(0057fc)>light"}
- }
- else rand 0.1
- {delay 0.1
- {tex_mod "nightb"}
- }
- {delay 0.2
- ;{damage_report "body" "<c(0057fc)>night"}
- }
- else rand 0.1
- {delay 0.1
- {tex_mod "nb"}
- }
- else
- {delay 0.1
- {tex_mod "b"}
- }
- {delay 0.2
- ;{damage_report "body" "<c(0057fc)>n"}
- }}
- {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.)
- } }
- {delay 0.2
- ; place this below "on spawn" in human.inc, its at the beginning of human.inc so you can't miss it
- {if rand 0.35 ;35% chance of texmod happening
- {if not tagged "equipset"
- {if rand 0.3 ;30% chance of the soldier having a #1 texmod
- {delay 0.1 ;delay is a MUST
- {tex_morph "equip1" 0.004}
- {tags add "e1"} ;this calls on the #number in the soldier's skin folder
- }
- else rand 0.8
- {delay 0.1
- {tex_morph "equip2" 0.004}
- }
- {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.)
- } } }
- {add_view "cigarettesmoke" "smoke" "head"}
- {add_view "drops_water_small2" "on_water" "foot3r"}
- {add_view "drops_water_small2" "on_water" "foot3l"}
- {add_view "drops_water_small3" "swim" "foot3r"}
- {add_view "drops_water_small3" "swim" "foot3l"}
- {add_view "drops_water_small3" "swim" "hand2r"}
- {add_view "drops_water_small3" "swim" "hand2l"}
- {add_view "wash_human_small" "swim_move" "head"}
- {add_view "drops_puddle_small" "on_puddle" "foot3r"}
- {add_view "drops_puddle_small" "on_puddle" "foot3l"}
- {add_view "drops_puddle_small" "die_in_swamp" "foot3r"}
- {add_view "drops_puddle_small" "die_in_swamp" "foot3l"}
- {add_view "healing" "healing" "head"}
- {add_view "marker_repair" "marker_repair" "head"}
- {add_view "marker_healing" "marker_healing" "hand2l"}
- {add_view "marker_ammo_out" "marker_ammo_out" "head"}
- {add_view "marker_ammo_refill" "marker_ammo_refill" "hand2l"}
- {add_view "marker_personage" "marker_personage" "head"}
- {add_view "marker_veterancy" "marker_veterancy" "hand2l"}
- {link_sound "move_ground" "human/move/ground"}
- {link_sound "move_road" "human/move/road"}
- {link_sound "move_sand" "human/move/sand"}
- {link_sound "move_snow" "human/move/snow"}
- {link_sound "move_grass" "human/move/grass"}
- {link_sound "power" "human/power"}
- {link_sound "jump" "human/jump"} ;link
- {link_sound "teleport" "human/teleport"}
- {link_sound "fail" "weapon/shot/traces"}
- {link_sound "sword" "human/sword"}
- {link_sound "punch" "human/blow"}
- {link_sound "ninjutsu" "human/blow/ninjutsu"}
- {link_sound "heavy" "human/blow/heavy"}
- {link_sound "knife" "human/blow/knife"}
- {link_sound "move_ground_normal" "human/move_normal/ground"}
- {link_sound "move_road_normal" "human/move_normal/road"}
- {link_sound "move_sand_normal" "human/move_normal/sand"}
- {link_sound "move_snow_normal" "human/move_normal/snow"}
- {link_sound "move_grass_normal" "human/move_normal/grass"}
- {link_sound "move_ground_walk" "human/move_walk/ground"}
- {link_sound "move_road_walk" "human/move_walk/road"}
- {link_sound "move_sand_walk" "human/move_walk/sand"}
- {link_sound "move_snow_walk" "human/move_walk/snow"}
- {link_sound "move_grass_walk" "human/move_walk/grass"}
- {link_sound "swim" "human/move/swim"}
- {if able "burning"
- {call "add_burn_fx"}
- {view start "burn_fire"}
- }
- }
- {on contact
- {if not impregnable
- {kill_flags reset}
- {volumes disable contact}
- {delay 2
- {volumes enable contact}
- }
- {if effector "tank"
- {if not user_control
- {health_damage_crush "die" "crush"}
- (mod "mp"
- else
- {health_damage_crush "die" "crush"}
- )
- (mod not "mp")
- else
- {call "knock_down"}
- )
- }
- else effector "war_horse"
- {if not dead
- {if not user_control
- {call "die"}
- (mod "mp"
- else
- {call "die"}
- )
- (mod not "mp"
- else
- {call "knock_down"}
- )
- }
- else
- {spawn "bloodsparks_small"}
- }
- else effector "vehicle"
- {if not dead
- {if not user_control
- {call "die"}
- (mod "mp"
- else
- {call "die"}
- )
- (mod not "mp"
- else
- {call "knock_down"}
- )
- }
- else
- {spawn "bloodsparks_small"}
- }
- else effector "knife"
- {if contact_velocity 5
- {health_damage_count 100 ;zikknife
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}
- }
- {start_sound "human/blow/knife"}
- {delay 1.0
- {talk "scream_of_pain"}
- }
- }
- (define "health_damage"
- {health_damage_count %c
- {effects "" "hit" "damage" "die" "die"}
- }
- )
- else effector "axe"
- {if contact_velocity 5
- ("health_damage" c(500))
- }
- (define "contact_part"
- else effector %e
- {if contact_velocity %v
- (mod not "mp"
- {if difficulty "easy"
- {if user_control
- {damage_report "body" "<c(ff8585)s(2)>!"}
- ("health_damage" c(%ud))
- else
- {damage_report "body" "<c(ff8585)s(2)>!"}
- ("health_damage" c(%d))
- }
- else
- {if not dead
- {damage_report "body" "<c(ff8585)s(2)>!?"}
- ("health_damage" c(%d))
- } }
- )
- (mod "mp"
- ("health_damage" c(%d))
- )
- }
- )
- ("contact_part" e("building_part") v(3) ud(20) d(45))
- ("contact_part" e("big part") v(3) ud(20) d(80))
- ("contact_part" e("medium part") v(6) ud(10) d(20))
- ("contact_part" e("small part") v(10) ud(3) d(5))
- else effector "chicken"
- {health_damage_count 0
- {effects "" "hit" "hit" "hit" "hit"}
- }
- else effector "wire"
- {health_damage_count 20
- {effects "" "hit" "damage" "die" "die"}
- }
- else effector "flame_piece"
- {health_damage_count (mod "mp" 15) (mod not "mp" 15)
- {effects "" "hit" "hit" "die" "die"}
- }
- }
- }
- }
- ;corsair on begin
- {on "bleeding-1" ;ñíèìàåò 30hp
- {delay 0.1
- {health_damage_count 3
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 1
- {health_damage_count 3
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 2
- {health_damage_count 3
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 3
- {health_damage_count 3
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 4
- {health_damage_count 3
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 5
- {health_damage_count 3
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 6
- {health_damage_count 3
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 7
- {health_damage_count 3
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 8
- {health_damage_count 3
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 9
- {health_damage_count 2
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 10
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- }
- {on "bleeding" ;ñíèìàåò 110hp
- {delay 0.1
- {health_damage_count 10
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 1
- {health_damage_count 10
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 2
- {health_damage_count 10
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 3
- {health_damage_count 10
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 4
- {health_damage_count 10
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 5
- {health_damage_count 10
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 6
- {health_damage_count 10
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 7
- {health_damage_count 10
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 8
- {health_damage_count 10
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 9
- {health_damage_count 10
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 10
- {health_damage_count 10
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- }
- {on "bleeding1" ;ñíèìàåò 220hp
- {delay 0.1
- {health_damage_count 20
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 1
- {health_damage_count 20
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 2
- {health_damage_count 20
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 3
- {health_damage_count 20
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 4
- {health_damage_count 20
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 5
- {health_damage_count 20
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 6
- {health_damage_count 20
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 7
- {health_damage_count 20
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 8
- {health_damage_count 20
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 9
- {health_damage_count 20
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 10
- {health_damage_count 20
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- }
- {on "bleeding2" ;ñíèìàåò 95hp
- {delay 0.1
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 1
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 2
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 3
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 4
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 5
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 6
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 7
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 8
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 9
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 10
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 11
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 12
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 13
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 14
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 15
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 16
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 17
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 18
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 19
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 20
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 21
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 22
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 23
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 24
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 25
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 26
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 27
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 28
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 29
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 30
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 31
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 32
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 33
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 34
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 35
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 36
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 37
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 38
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 39
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 40
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 41
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 42
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 43
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 44
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 45
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 46
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 47
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 48
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 49
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 50
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 51
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 52
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 53
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 54
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 55
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 56
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 57
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 58
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 59
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 60
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 61
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 62
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 63
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 64
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 65
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 66
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 67
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 68
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 69
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 70
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 71
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 72
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 73
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 74
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 75
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 76
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 77
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 78
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 79
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 80
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 81
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 82
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 83
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 84
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 85
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 86
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 87
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 88
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 89
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 90
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 91
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 92
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 93
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 94
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- {delay 95
- {health_damage_count 1
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}}
- }
- }
- ;corsair on end
- {on "xue"
- {spawn "bloodsparks_big" "body"} ;jiangshi
- {spawn "bloodsparks_big" "head"}
- {delay 0.2
- {call "xue"}
- }
- }
- {on bullet_hit
- {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
- {if tagged "MLG_MODE" {if tagged "invi" {if not dead {if rand 1.0 {spawn "pwnno"} }}}} ;GOIT
- {if tagged "MLG_MODE" {if tagged "bubble" {if not dead {if rand 1.0 {spawn "ex_air_sm"} }}}} ;GOIT
- {kill_flags reset}
- {if not stuff "jaws"
- {spawn "ex_bul_sm"} ; to generate hit signal
- }
- {if stuff "shell fg"
- {bullet_detonate}
- ;corsair begin
- ;Ñòðåëû
- ;arrow begin
- else stuff "arrow"
- {bullet_detonate}
- {call "process_bullet_hit"}
- {if volume "head" {call "arrow-head"}}
- {if volume "body" {call "arrow-body"}}
- {if volume "foot1r" {call "arrow-foot1r"}}
- {if volume "foot2r" {call "arrow-foot2r"}}
- {if volume "foot1l" {call "arrow-foot1l"}}
- {if volume "foot2l" {call "arrow-foot2l"}}
- ;Ñòðåëû1
- else stuff "arrow1"
- {bullet_detonate}
- {call "process_bullet_hit"}
- {if volume "head" {call "arrow1-head"}}
- {if volume "body" {call "arrow1-body"}}
- {if volume "foot1r" {call "arrow1-foot1r"}}
- {if volume "foot2r" {call "arrow1-foot2r"}}
- {if volume "foot1l" {call "arrow1-foot1l"}}
- {if volume "foot2l" {call "arrow1-foot2l"}}
- ;Áîëòû
- else stuff "bolt"
- {bullet_detonate}
- {call "process_bullet_hit"}
- {if volume "head" {call "bolt-head"}}
- {if volume "body" {call "bolt-body"}}
- {if volume "foot1r" {call "bolt-foot1r"}}
- {if volume "foot2r" {call "bolt-foot2r"}}
- {if volume "foot1l" {call "bolt-foot1l"}}
- {if volume "foot2l" {call "bolt-foot2l"}}
- ;ìå÷è
- ;arrow end
- else stuff "drobesie"
- {if volume "body" {call "drobesie-body"}}
- ;äâóðó÷íûå ìå÷è
- else stuff "arrow_fire"
- {bullet_detonate}
- {call "process_bullet_hit"}
- {call "_burn"}
- ;corsair end
- else stuff "bazooka"
- {bullet_detonate}
- {call "process_bullet_hit"}
- ;==================================================
- else stuff "jsgun"
- {able "burning" 1}
- {call "xue"}
- {delay 3
- {die}
- {hide 0.1}
- {delay 0.1
- {spawn "jiangshiganranzhe2" "basis"}
- }
- }
- else stuff "jsgun2"
- {able "burning" 1}
- {call "xue"}
- {delay 3
- {die}
- {hide 0.1}
- {delay 0.1
- {spawn "jiangshi" "basis"}
- }
- }
- else stuff "jsgun1"
- {health_damage_count 100
- {effects "" "hit" "hit" "die" "die"}
- }
- {if rand 0.9
- {able "burning" 1}
- {call "xue"}
- {delay 6
- {die}
- {hide 0.1}
- {delay 0.1
- {spawn "jiangshi" "basis"}
- }
- }
- }
- ;=====================================================
- else stuff "bullet"
- {if volume_armored
- {bullet_detonate}
- }
- {call "process_bullet_hit"}
- else
- {call "process_bullet_hit"}
- } }
- {on blow
- {if not name "knife"
- {if not name "type_95" {start_sound "human/blow"}}}
- {if stuff "sword"
- {start_sound "human/sword"}}
- ; else name "butt"
- ; {start_sound "heavy"}
- ; else name "bayonet"
- ; {start_sound "knife"} ;melee
- ; else name "ninjutsu"
- ; {start_sound "ninjutsu"}
- ; else name "fist"
- ; {start_sound "punch"}
- ; else name "leg"
- ; {start_sound "head"}
- ; }
- ;{if name "type_95" {if rand 1.0 {damage_report "head" "<s(0.2)c(f9d800)>bayonet"} ("health_damage" c(500))}}
- }
- {on blow opponent
- {if not tagged "invi" ;powerups protect you
- {if not tagged "bubble"
- {if name "knife"
- {health_damage_blow
- {effects "" "hit" "hit" "die_from_knife" "die_from_knife"}
- }
- else
- {if name "head"
- {spawn "sword_small" "head"}
- }
- {health_damage_blow
- {effects "" "hit" "hit" "die" "die"}
- }
- }
- } } {call "bubble_remove"} }
- ;ìå÷è
- ;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
- ;arrow call
- {on "bolt-head" ;ñòðåëà â ãîëîâå
- {if not dead
- {call "bleeding1"}
- {ani_play "squat_die"}
- {add_view "ammo_bolt(fix)" "burn_fire_b" "head"}
- {spawn "paralizator-1" "basis" x}
- }
- }
- {on "bolt-foot1r" ;ñòðåëà â íîãå ï1
- {if not dead
- {spawn "paralizator-1" "basis" x}
- {add_view "ammo_bolt1(fix)" "burn_fire_b" "foot1r"}
- }
- }
- {on "bolt-foot2r" ;ñòðåëà â íîãå ï2
- {if not dead
- {add_view "ammo_bolt1(fix)" "burn_fire_b" "foot2r"}
- }
- }
- {on "bolt-foot1l" ;ñòðåëà â íîãå ï1
- {if not dead
- {spawn "paralizator-1" "basis" x}
- {add_view "ammo_bolt1(fix)" "burn_fire_b" "foot1l"}
- }
- }
- {on "bolt-foot2l" ;ñòðåëà â íîãå ï2
- {if not dead
- {add_view "ammo_bolt1(fix)" "burn_fire_b" "foot2l"}
- }
- }
- {on "bolt-body" ;ñòðåëà â æèâîòå
- {if not dead
- {call "bleeding2"}
- {spawn "paralizator-1" "basis" x}
- {add_view "ammo_bolt(fix)" "burn_fire_b" "ik_updown"}
- }
- }
- ;11;;;;;;;;;;
- ;ÿä
- {on "arrow-head" ;ñòðåëà â ãîëîâå
- {if not dead
- {call "bleeding"}
- {ani_play "squat_die"}
- {add_view "ammo_arrow(fix)" "burn_fire_b" "head"}
- {spawn "paralizator-1" "basis" x}
- }
- }
- {on "arrow-foot1r" ;ñòðåëà â íîãå ï1
- {if not dead
- {spawn "paralizator-1" "basis" x}
- {add_view "ammo_arrow1(fix)" "burn_fire_b" "foot1r"}
- }
- }
- {on "arrow-foot2r" ;ñòðåëà â íîãå ï2
- {if not dead
- {add_view "ammo_arrow1(fix)" "burn_fire_b" "foot2r"}
- }
- }
- {on "arrow-foot1l" ;ñòðåëà â íîãå ï1
- {if not dead
- {spawn "paralizator-1" "basis" x}
- {add_view "ammo_arrow1(fix)" "burn_fire_b" "foot1l"}
- }
- }
- {on "arrow-foot2l" ;ñòðåëà â íîãå ï2
- {if not dead
- {add_view "ammo_arrow1(fix)" "burn_fire_b" "foot2l"}
- }
- }
- {on "arrow-body" ;ñòðåëà â æèâîòå
- {if not dead
- {spawn "paralizator-1" "basis" x}
- {add_view "ammo_arrow(fix)" "burn_fire_b" "ik_updown"}
- }
- }
- {on "arrow1-head" ;ñòðåëà â ãîëîâå
- {if not dead
- {call "bleeding"}
- {ani_play "squat_die"}
- {add_view "ammo_arrow(fix)" "burn_fire_b" "head"}
- {spawn "paralizator-1" "basis" x}
- }
- }
- {on "arrow1-foot1r" ;ñòðåëà â íîãå ï1
- {if not dead
- {spawn "paralizator-1" "basis" x}
- {add_view "ammo_arrow1(fix)" "burn_fire_b" "foot1r"}
- }
- }
- {on "arrow1-foot2r" ;ñòðåëà â íîãå ï2
- {if not dead
- {add_view "ammo_arrow1(fix)" "burn_fire_b" "foot2r"}
- }
- }
- {on "arrow1-foot1l" ;ñòðåëà â íîãå ï1
- {if not dead
- {spawn "paralizator-1" "basis" x}
- {add_view "ammo_arrow1(fix)" "burn_fire_b" "foot1l"}
- }
- }
- {on "arrow1-foot2l" ;ñòðåëà â íîãå ï2
- {if not dead
- {add_view "ammo_arrow1(fix)" "burn_fire_b" "foot2l"}
- }
- }
- {on "arrow1-body" ;ñòðåëà â æèâîòå
- {if not dead
- {call "bleeding2"}
- {spawn "paralizator-1" "basis" x}
- {ani_play "000_die_agonia-2"}
- {add_view "ammo_arrow(fix)" "burn_fire_b" "ik_updown"}
- }
- }
- {on "process_bullet_hit"
- {if not tagged "invi"
- {if not tagged "bubble"
- {if rand 0.3 {if not senseless {if not dead {if able "select"
- {if stuff "pistol" {damage_report "body" "p"} } ;zik
- {if stuff "rifle" {damage_report "body" "r"} } ;zik
- {if stuff "smg" {damage_report "body" "s"} } ;zik
- {if stuff "mgun" {damage_report "body" "m"} }}}}} ;zik
- {if rand 0.01
- {if not dead
- {throw_off up 0.6 0.5 dir 0 0 forward 0 turn 0 360 force}
- {damage_report "body" "!"}}}
- {if hit_side front {kill_flags front}
- else hit_side back {kill_flags back}
- else {kill_flags front back}
- }
- {if velocity 7 {kill_flags run}
- else velocity 0.1 {kill_flags go}
- }
- {kill_flags piercing}
- {if stuff "rifle" {kill_flags rifle}}
- {if stuff "mgun" {kill_flags mgun}}
- {if stuff "smg" {kill_flags smg}}
- {if stuff "pistol" {kill_flags pistol}}
- {health_damage_pierce ;goit
- {effects "hit-scream"
- "hit-light" "hit-heavy"
- "die" "hit-explosion"
- "throw-off" "throw-off-and-die"
- }
- {explosive_treshold 70}
- {table {30 1} {200 2.5} {500 3} {5000 5}}
- }
- {if volume "head"
- {if rand 0.007
- {if rand 0.8 ;{die}
- {if able "select" {damage_report "head" "<s(0.2)c(f9d900)>headshot!"}};zik
- ("health_damage" c(90))
- else
- {if able "select" {damage_report "head" "<s(0.2)c(f9d800)>critical headshot!"}};zik
- ("health_damage" c(500))
- }}}
- {if volume "body"
- {if rand 0.007 ;{die} ;0.05
- {if rand 0.8 ;{die}
- {if able "select" {damage_report "head" "<s(0.2)c(f9d900)>extra damage!"}};zik
- ("health_damage" c(90))
- else
- {if able "select" {damage_report "head" "<s(0.2)c(f9d800)>critical hit!"}};zik
- ("health_damage" c(500))
- } }}
- {if tagged "MLG_MODE" {if rand 0.01 ;MLG ;0.01 REKT
- {if not dead {if not senseless {if able "select"
- {start_sound "sonne2/MLG/HIT"}
- {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}} }
- }}} }}
- }}{call "bubble_remove"}}
- {on blast_hit overload
- {if not tagged "invi"
- {if not tagged "bubble"
- {if tagged "MLG_MODE" {if not dead {if rand 1.0 {spawn "pwnbig"}{if tagged "MLG_MODE"{start_sound "sonne2/MLG/HIT"}} }} } ;GOIT
- {kill_flags reset}
- {if hit_side front {kill_flags front}
- else hit_side back {kill_flags back}
- else {kill_flags front back}
- }
- {kill_flags blast}
- {health_damage_blast
- {effects "hit-scream"
- "hit-light" "hit-heavy"
- "die" "hit-explosion"
- "throw-off" "throw-off-and-die"
- }
- {table {0.5 0.5} {2 1} {10 3} {50 6}}
- }
- } }
- {call "bubble_remove"}}
- {on "die_throw_high"
- {set "die_after_throw" 1}
- {spawn "bloodsparks_small"}
- {call "die_scream"}
- {call "throw_high"}
- }
- {on "hit-scream"
- {talk "injuring"}
- }
- {on "hit-light"
- {spawn "bloodsparks_small"}
- }
- {on "hit-heavy"
- {spawn "bloodsparks_big"}
- }
- {on "hit-explosion"
- {if tagged "no_explosion"
- {call "die"}
- else
- {call "die_scream"}
- {call "explosion"}
- }
- }
- {on "throw-off"
- {set "die_after_throw" 0}
- {call "throw_high"}
- }
- {on "throw-off-and-die"
- {set "die_after_throw" 1}
- {call "die_scream"}
- {call "throw_high"}
- }
- {on "hit"
- {call "hit-scream"}
- }
- {on "damage"
- {spawn "bloodsparks_small"}
- {call "hit"}
- }
- {on "throw_high"
- {if senseless
- {if not dead
- {if not user_control
- {call "die"}
- }
- }
- else
- {if not dead
- {if linked "vehicle"
- {if "die_after_throw"
- {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force}
- else
- {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 force}
- }
- else
- {if "die_after_throw"
- {throw_off up 4 0.8 dir 3.5 0.5 forward 0 0 die}
- else
- {throw_off up 4 0.8 dir 3.5 0.5 forward 0 0}
- }
- }
- else
- {call "explosion"}
- }
- }
- }
- {on "throw_off_end"
- {if not user_control
- {health_damage_count 50
- {effects "" "hit" "damage" "die" "die"}
- }
- }
- {call "knock_down"}
- }
- {on "throw_off_end_die"
- {call "die"}
- }
- {on "throw_off_from_tower"
- {throw_off up 1 forward 2 die force}
- }
- {on "throw_off_from_ladder"
- {throw_off up 1 forward -2 die force}
- }
- {on "throw_off_from_ship"
- {throw_off up 4 dir 3 1 die force}
- }
- {on "throw_off_from_vehicle"
- {if user_control
- {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 force}
- else
- {throw_off up 1.3 0.5 dir 5 1 forward 4 turn 0 360 rnd_die 0.7 force}
- }
- }
- {on "linker_simulation"
- {if effector "airborne"
- else effector "cannon"
- ; {throw_off up 2.25 0.75 forward 2.25 0.75 turn 0 360 force}
- else altitude 3
- {throw_off up 1 forward 2 die force}
- }
- }
- {on "knock_down"
- {if not water_level -0.1
- {knockdown 12 3}
- } }
- {on "die"
- ;{if not dead
- ;{if not tagged "chakra_empty"
- ;{call "kawarmi"}
- ;}
- ;}
- ; {if tagged "chakra_empty"
- {if not dead
- {spawn "bloodsparks_small"}
- {if linked
- {if linked "shipflak"
- {call "throw_off_from_ship"}
- else linked "doublecolt"
- {call "throw_off_from_ship"}
- else linked "war_horse"
- {throw_off up 1 forward 1 turn 0 360 die force}
- else linked "bammo"
- {throw_off up 1 forward 1 turn 180 die force}
- else linked "wood_ship"
- {throw_off up 1 forward 1 turn 180 die force}
- else linked "car"
- {if place "driver"
- {throw_off up 1.6 forward 2 turn -90 die force rotate_to_dir}
- else place "commander"
- {throw_off up 1.6 forward 2 turn +90 die force rotate_to_dir}
- else
- {call "die_with_blood"}
- }
- else altitude 2
- {if boarding
- {call "throw_off_from_ladder"}
- else
- {call "throw_off_from_tower"}
- }
- else linked "cannon"
- {call "die_with_blood"}
- else
- {call "throw_off_from_vehicle"}
- }
- else
- {call "die_with_blood"}
- }
- } }
- ; {SONNE2 START
- ;#############################
- ;##############################
- ;###########################
- ;##########################
- ;############################
- ;Sonne 2 Start at die_with_blood, this entire code will overwrite die_with_blood and die_without_blood
- {on "die_with_blood"
- {if not senseless
- {spawn "blood"}
- }
- {if not able "personage"
- {if tagged "song" {tags add "radio"}{tags remove "song"}{stop_sound "MUSIC"}{start_sound "sonne2/break"}}
- {call "main_menu"} {able select 0}}
- {if tagged "dead"
- {delay 0.05 {ani_stop "lie_sleep_idle_2"}} ;to prevent them from being immortal
- {delay 0.06 {ani_stop "lie_sleep_idle_1"}}
- {DIE}
- }
- ;Normal MLG
- {if tagged "MLG_MODE"
- {if rand 0.05
- {delay 0.1 ;goit
- {call "OMG"}}}
- {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"}} }}}
- {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
- {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"} } } } }
- {if not tagged "MLG_MODE"{if tagged "MUSIC" {stop_sound "MUSIC"} {tags remove "song"}}}
- ;SANIC
- {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"}}}}
- {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"}} }}}
- }
- {if "revival_script_enabled" {call "die_without_blood"} }
- {if not "revival_script_enabled" {call "die_without_blood_vanilla"} }
- }
- {on "die_without_blood_vanilla"
- ; {con "die"}
- {view pause "swim"}
- {call "die_scream"}
- {if not kill_flags blast
- {kill_flags piercing}
- }
- {die}
- ; {able collect 1}
- {delay 3
- {volumes enable contact}
- }
- ; {delay 30 {delete}}
- }
- {on "last_shot" ; this is for the people who have the jamming tutorial
- {if tagged "riflew" {if "last_shot" {view show "flashbarrel"}{view start "flashbarrel"}{start_sound "weapon/shot/rifle"} {delay 0.5{view pause "flashbarrel"}{view stop "flashbarrel"} }}}
- {if tagged "smgw" {if "last_shot" {view show "flashbarrel"}{view start "flashbarrel"}{start_sound "weapon/shot/smg/type2smg_burst"} {delay 0.5{view pause "flashbarrel"}{view stop "flashbarrel"} }}}
- {if tagged "pistolw" {if "last_shot" {view show "flashbarrel"}{view start "flashbarrel"}{start_sound "weapon/shot/pistol"} {delay 0.5{view pause "flashbarrel"}{view stop "flashbarrel"} }}}
- {if tagged "mgunw" {if "last_shot" {view show "flashbarrel"}{view start "flashbarrel"}{start_sound "weapon/shot/mgun/bar_burst"} {delay 0.5{view pause "flashbarrel"}{view stop "flashbarrel"} }}}
- }
- {on "main_menu" ;#MENU, TO TURN ON AND TURN OFF THE SCRIPT OR MINIMODS LIKE SWITCH_SIDES -Sonne2
- ;change the sets to enable or disable minimods, and change the if rand to numbers from 0.0 - 1.0 ex. if rand 0.25 = 25% chance of that thing happening
- {if rand 1.0 ;100% chance if revival_script_enabled is enabled lol.
- {set "revival_script_enabled" 1} ; 1 Enables, 0 Disables the ENTIRE Revival Script giving units the vanilla default death.
- }
- ;MINI-MODS
- ;Switch Sides {player 0}, {player 1}
- ;last_shot is still there below, didn't know the tag didn't do anything O_o
- {if rand 0.0
- {tags add "switch_sides"} ;The Revived will switch sides.
- } ;SWITCH_MENU SWITCH_SIDES switch sides
- ;When they switch sides, which side do you want them to choose!? Must have switch_sides enabled
- ;change the if rand value to 1 or 0.
- {if rand 1.0 {tags add "player_0"}} ;If revived, they will choose Player 0.
- {if rand 0.0 {tags add "player_1"}} ;If revived, they will choose Player 1.
- {if rand 0.0 {tags add "player_2"}} ;If revived, they will choose Player 2.
- {if rand 0.0 {tags add "player_3"}} ;If revived, they will choose Player 3.
- {if rand 0.0 {tags add "player_4"}} ;If revived, they will choose Player 4.
- {if rand 0.0 {tags add "player_5"}} ;If revived, they will choose Player 5.
- {if rand 0.0 {tags add "player_6"}} ;If revived, they will choose Player 6.
- {if rand 0.0 {tags add "player_7"}} ;If revived, they will choose Player 7.
- {if rand 0.0 {tags add "player_8"}} ;If revived, they will choose Player 8.
- {if rand 0.0 {tags add "player_9"}} ;If revived, they will choose Player 9.
- ;Quote Options!
- {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
- ;Quote Options p2. If quotes_enabled is enabled.
- {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.
- {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!".
- ;removed calculated quotes, one less tag to worry about
- {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".
- {if rand 1.0 {tags add "X_x_face_enabled"}} ; 1 Enables, 0 Disables X_x faces, ex. the text such as "-_-" or "X|".
- ;Near Death Quotes
- {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!.
- {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.
- {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.
- ;Revived Speech search for speech
- {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."
- ;They talk now.
- {if rand 0.80 {tags add "near_death_animation"}} ; 1 Enables, 0 Disables Near_Death Animations.
- ;Chances of Getting back up as long as they don't get shot ;You can't heal them as their wounds are too much(BS I know XD.), their survival is all up to their will to get up.
- {if rand 0.04 {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.
- ;They can randomly recover from death as long as they're not shot while down, or too late to get up before death_wait kills them.
- {if tagged "self_recover" ;they are not healable in the process, their survivability relies on their own strength.
- {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.
- {tags add "self_recover2"} ;for the check
- {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}}}
- {tags remove "revived"}
- {tags add "near_death"}
- {able select 0}}
- ;{if not "self_recover" ;they are not healable in the process, their survivability relies on their own strength.
- ;{tags add "no_self_recover"}
- ;}
- ; if they don't get up before the below timers, they die.
- ;"die_processlong"} ;Long Death 10% Chance 40 seconds before death_wait kills them
- ;"die_process"} ;Normal Death 10% chance 20 seconds before death_wait kills them
- ;"die_processvlong"} ;Very Long Death 10% chance 139 seconds before death_wait kills them
- ;"die_processvlong2"} ;Very Very Long Death 10% chance 239 seconds before death_wait kills them
- ;"die_processshort"} ;Short Death 10% chance 10 seconds before death_wait kills them
- ;"die_processveryshort"} ;Very Short Death 10% chance 5 seconds before death_wait kills them
- ;DEATH BOUNCE. people who die, fly through the air
- {if rand 1.0 ;100% chance of death bounce if epic_pwn enabled
- {if rand 0.0 {tags add "epic_pwn"}} ; 1 Enables, 0 Disables Bounce Death, ex. people who die, fly through the air.
- {if rand 0.0 {tags add "epic_pwn_shot_death"}} ;if shot for a second time.
- {if rand 1.0 {tags add "pwn_animations"}} ; 1 Enables, 0 Disables Tumble Animations for epic_pwn.
- ;lol
- }
- ;DEM XPLOSIONS. people who die, Explode on impact
- {if rand 0.25 ;25% Chance of explosionz if epic_xplosion enabled
- {if rand 0.0 {tags add "epic_xplosion"}} ; 1 Enables, 0 Disables Explosive Death, ex. people who die, Explode on impact.
- {if rand 0.0 {tags add "epic_xplosion_shot_death"}} ;if shot for a second time.
- {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.
- }
- ;should AI dodge these explosions?
- {if rand 0.75 ;How Often? ; 0.5 = 50% Chance of Dodging. if enabled
- {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.
- }
- ;Explosion Types, Can have more than one. MUST HAVE EPIC_XPLOSION and HARMFUL_EXPLOSION ENABLED
- {if rand 1.0 {tags add "explosion"}} ; Regular Explosion.
- {if rand 0.0 {tags add "instant_outburst"}} ; Outburst Explosion.
- {if rand 0.0 {tags add "air_strike_outburst"}};OVERRIDES OTHER EXPLOSIONS ; Explosion after Delay of 2.
- ;Large Explosion
- {if rand 0.0 {tags add "large_explosion"}} ; if 1, explosion will be large instead of small, if 0 then they will be small.
- ;for laughs,WARNING: LARGE_EXPLOSION IS VERY UNBALANCED.
- ;Explosions End
- ;Clear Inventory. ;{clear_inventory} ;makes the game extra hard and not needed at all. -_-', only useful if you like a challenge.
- {if rand 100.0 ;100% chance if enabled
- {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.
- {if rand 0.0 {tags add "epic_clear_inventory_shot_death"}} ;if shot for a second time.
- }
- ;Helper Squad replaced by +Radio Tutorial
- ;Removed to make room for other code coming up, check out the Jamming Tutorial +Radio
- } ;MENU END
- {on "die_without_blood"
- {view pause "swim"}
- {call "die_scream"}
- {tags remove "revived"}
- {if tagged "riflew" ;last_shot scarface
- {if rand 0.3 {delay 0.1 {call "last_shot"}}
- else rand 0.3 {delay 0.4 {call "last_shot"}}
- else {delay 0.8 {call "last_shot"}}}}
- {if tagged "pistolw"
- {if rand 0.3 {delay 0.1 {call "last_shot"}}
- else rand 0.3 {delay 0.4 {call "last_shot"}}
- else {delay 0.8 {call "last_shot"}}}}
- {if tagged "smgw"
- {if rand 0.3 {delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}}}}}}}}
- else rand 0.3 {delay 0.4 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}}}}}}}}
- else {delay 0.8 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}}}}}}}}
- }}}
- {if tagged "mgunw"
- {if rand 0.3 {delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}}}}}}}}
- else rand 0.3 {delay 0.4 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}}}}}}}}
- else {delay 0.8 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}{delay 0.1 {call "last_shot"}}}}}}}}
- }}}
- ;SHOT_DEATH
- ;Shot while in death process will result in immediate death , in short kill them while their near death. BRUTALITY O_o, inglorius bastards the movie with brad pitt style....bleh
- {delay 0.2
- {if rand 0.8
- {if tagged "disablerandom"
- {if tagged "die_processset"
- {tags add "near_death"} ;if the unit still has this tag by the end of the countdown, death_wait will kill it.
- {able select 0} ;unit cant be selected
- {tags add "shot_death"} ;nvm it is needed.
- {call "death_wait"} }} }
- }
- ;Ensures at the very beginning that heroes will not enter death sequence.
- {if not able "personage" ;if personage was enabled beforehand, then it is a hero.
- {if not tagged "disablerandom"
- {call "randomgenerator"}}} ;calls on random death
- ; {con "die"}
- {if not kill_flags blast
- {kill_flags piercing}
- }
- {if not tagged "self_recover"
- {die} ;X_x
- }
- {delay 3
- {volumes enable contact}
- }
- }
- ;RANDOM
- {on "randomgenerator"
- ;NON HERO CHECK
- {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}}}}
- ;stops the non-hero unit from dying indefinitely
- {if not tagged "dead"
- {if not able "personage"
- {able personage 1}
- {able select 0} ;stops the unit from being selected
- {tags remove "revived"}}} ;calc_die is re-enabled if it has been called again, for calc_die relies on revived tag not being enabled
- ;if shot for the first time, they will go into death process
- {if not tagged "dead"
- {if not tagged "disablerandom"
- {if not tagged "shot_death"
- {delay 1.0
- {tags add "die_processset"} ;Bleedout_timers
- {if rand 0.1 ;Random Dying Timers
- {call "die_processlong"} ;Long Death 10% Chance 40 seconds
- else rand 0.05
- {call "die_process"} ;Normal Death 10% chance 20 seconds
- else rand 0.1
- {call "die_processvlong"} ;Very Long Death 10% chance 139 seconds
- else rand 0.3
- {call "die_processvlong2"} ;Very Very Long Death 10% chance 239 seconds
- else rand 0.05
- {call "die_processshort"} ;Short Death 10% chance 10 seconds
- else rand 0.05
- {call "die_processveryshort"} ;Very Short Death 10% chance 5 seconds
- else
- {tags remove "revived"} {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
- } } };disablerandom check end
- }}} ;end of randomgenerator
- ;Can Unit be revived? Got it shortened out! Reduced those 68 lines of garbage into 3 lines of awesomeness 9/26/15.
- {on "cdie_calc" ;call on die_calc
- {if not dead
- {if not able "select" {delay 0.2{call "cdie_calc"}}} ;zik_new, its also quicker than before!
- {if not able "select" {delay 0.2{call "die_calc"}}}
- {delay 0.2 {if dead {delay 0.2{tags add "dead"} {delay 0.21 {tags remove "die_processset"}{delay 0.5{tags remove "dead"}}}
- {delay 0.05 {ani_stop "lie_sleep_idle_2"}}
- {delay 0.06 {ani_stop "lie_sleep_idle_1"}} ;zik_new
- {delay 0.07 {ani_play "lie_die"}} }}}}}
- ;Die Proccess Quote CHECK Begin
- {on "die_processquotecheck"
- {if tagged "near_death_quotes_enabled"
- {if rand 0.4 {delay 0.005 {if not tagged "revived" {if not able "select" {delay 1{call "die_processq1"}}}}}}
- {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 2{call "die_processq2"}}}}} }
- {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 5{call "die_processq3"}}}}} }
- {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 9{call "die_processq4"}}}}} }
- {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 12{call "die_processq5"}}}}} }
- } }
- {on "die_processshortquotecheck"
- {if tagged "near_death_quotes_enabled"
- {if rand 0.4 {delay 0.005 {if not tagged "revived" {if not able "select" {delay 0.2{call "die_processshortq1"}}}}} }
- {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 1{call "die_processshortq2"}}}}}}
- {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 2{call "die_processshortq3"}}}}} }
- {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 3{call "die_processshortq4"}}}}} }
- {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 4{call "die_processshortq5"}}}}} }
- } }
- {on "die_processveryshortquotecheck"
- {if tagged "near_death_quotes_enabled"
- {if rand 0.4 {delay 0.005 {if not tagged "revived" {if not able "select" {delay 0.2{call "die_processveryshortq1"}}}}} }
- {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 1{call "die_processveryshortq2"}}}}} }
- {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 1.5{call "die_processveryshortq3"}}}}} }
- {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 2{call "die_processveryshortq4"}}}}} }
- {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 2.5{call "die_processveryshortq5"}}}}} }
- } }
- {on "die_processlongquotecheck"
- {if tagged "near_death_quotes_enabled"
- {if rand 0.4 {delay 0.05 {if not tagged "revived" {if not able "select" {delay 0.02{call "die_processlongq1"}}}}} }
- {if rand 0.4 {delay 0.01 {if not tagged "revived" {if not able "select" {delay 1{call "die_processlongq2"}}}}} }
- {if rand 0.4 {delay 0.02 {if not tagged "revived" {if not able "select" {delay 15{call "die_processlongq3"}}}}} }
- {if rand 0.4 {delay 0.03 {if not tagged "revived" {if not able "select" {delay 25{call "die_processlongq4"}}}}} }
- {if rand 0.4 {delay 0.04 {if not tagged "revived" {if not able "select" {delay 33.5{call "die_processlongq5"}}}}} }
- } }
- ;#############################################################################
- ;##########################DIE PROCESS QUOTES STARTO###################################################
- ;#############################################################################
- ;#############################################################################
- ;#########################DIE PROCESS NORMAL BEGIN##############################################
- ;#############################################################################
- ;Die Process Normal Quotes
- {on "die_processq1"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff0000)>!!!!!"}}}}
- {on "die_processq2"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff0000)>!!!!"}}}}
- {on "die_processq3"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff4949)>!!!"}}}}
- {on "die_processq4"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff7e7e)>!!"}}}}
- {on "die_processq5"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ffa9a9)>!..."}}}}
- ;#############################################################################
- ;##########################DIE PROCESS END###################################################
- ;#############################################################################
- ;#############################################################################
- ;#########################DIE PROCESS SHORT BEGIN####################################################
- ;#############################################################################
- ;Die Process Short Quotes
- {on "die_processshortq1"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff0000)>HELP"}}}}
- {on "die_processshortq2"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff5c5c)>HELP!"}}}}
- {on "die_processshortq3"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {if rand 0.1
- {damage_report "body" "<s(0.2)c(ff6161)>I SAID HELP!!"} ;zik
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff6161)>GONNA DIE!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff6161)>!!!!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff6161)>!!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff6161)>why"}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff6161)>!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff6161)>NO!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff6161)>ergh"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff6161)>ARGHH"}
- else
- {damage_report "body" "<s(0.2)c(ff6161)>OUCH"}}}}}
- {on "die_processshortq4"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {if rand 0.1
- {damage_report "body" "<s(0.2)c(ff9393)>HELP ME"} ;zik
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff9393)>DAMNIT"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff9393)>HELP"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff9393)>NO"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff9393)>NO WAY"}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff9393)>!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff9393)>NO!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff9393)>ergh"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff9393)>ARGHH"}
- else
- {damage_report "body" "<s(0.2)c(ff9393)>THE PAIN"}}}}}
- {on "die_processshortq5"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff9393)>..."}}}}
- ;#############################################################################
- ;##########################DIE PROCESS SHORT END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS VERY SHORT BEGIN###################################################
- ;#############################################################################
- ;Die Process VeryShort Quotes
- {on "die_processveryshortq1"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff0c00)>HELP"}}}}
- {on "die_processveryshortq2"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff2020)>."}}}}
- {on "die_processveryshortq3"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff4242)>.."}}}}
- {on "die_processveryshortq4"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff6666)>..."}}}}
- {on "die_processveryshortq5"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ffaeae)>HELP :("}}}}
- ;#############################################################################
- ;##########################DIE PROCESS VERY SHORT END###################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;Die Process Long Quotes
- {on "die_processlongq1"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {damage_report "body" "<s(0.2)c(ff0000)>!!!!!!"}}}}
- {on "die_processlongq2"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {if rand 0.1
- {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Damn My LEG!!"}} ;zik
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff0000)>I thought I could make it!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>Theres no way... I could lose!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>..."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>why"}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff0000)>NO!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>I Cant believe this"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>This can't be"}
- else rand 0.1 ;Random Dying Timers
- {if tagged "akward_quotes" {damage_report "body" "<s(0.2)c(ff0000)>adfasdf!"} }
- else rand 0.1
- {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Damn!"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>..."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>what happened!?"}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff0000)>I can't move!"}
- else rand 0.1
- {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Ergh..Damnit...ergh"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>is this it?"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>really?"}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff0000)>I can't die here!"}
- else rand 0.1
- {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>damn, I promised my family that I would be back"}}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>So this is it huh"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>No need to worry, I'll be patched up in no time."}
- else rand 0.1 ;Random Dying Timers
- {if tagged "akward_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Should have learned how to do the matrix!"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>Almost dodged that one"}
- else rand 0.1
- {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>Ach Du Sheisse"}}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff0000)>ARGHH"}
- else
- {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff0000)>WTF"}}
- ;add your own or replace all these
- }
- }}}
- {on "die_processlongq3"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {if rand 0.1
- {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff2727)>Don't Just stand there! heal me goddamnit >:("}} ;zik
- else rand 0.1 ;Random Dying Timers
- {if tagged "akward_quotes" {damage_report "body" "<s(0.2)c(ff2727)>now that I think about it that actually hurt"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>Noooo!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>I'll get up, and when I do, you guys will be sorry"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>if I could see my family one more time."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>I don't even..."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>ERGH"}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff2727)>theres no way out of this fight, is there?"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>how could I be so stupid!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>I should have known better!!!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>ERGh, I can take the pain!"}
- else rand 0.1 ;Random Dying Timers
- {if 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"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>Am I really going to die!?"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>what is the point of this war?"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>darn"}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff2727)>is this really happening?"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>a little more and I'll bleed out"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>someone save me!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>I'm about to die."}
- else rand 0.1 ;Random Dying Timers
- {if tagged "religious_quotes" {damage_report "body" "<s(0.2)c(ff2727)>god, please save me!"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>ERGH, well I guess this is how its gonna end for me"}
- else rand 0.1
- {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff2727)>damn this hurts!"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff2727)>I though he said this would be a short campaign!"}
- else
- {damage_report "body" "<s(0.2)c(ff2727)>..."}}}}}
- {on "die_processlongq4"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {if rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>I will die for my country!!"} ;zik
- else rand 0.1 ;Random Dying Timers
- {if tagged "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>I see bright light!"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>..."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>got to get up!"}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff5353)>I can't die, not like this!!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>Get out of here guys! Or you'll end up like me! I'm serious!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>This is it"}
- else rand 0.1
- {if tagged "profanity_quotes" {if tagged "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>Damn you all to hell"}}}
- else rand 0.1 ;Random Dying Timers
- {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff5353)>You Bastards!"}}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>can't just die like this"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>!...darn it!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>I'm running out of time!"}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff5353)>this is ridiculous"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>no...."}
- else rand 0.1
- {if tagged "akward_quotes" {damage_report "body" "<s(0.2)c(ff5353)>I just need to find a timemachine"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>I'm gonna get through this"}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff5353)>everything's gonna be alright, just gotta hang in there"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>will I live through this?"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>Of all ways to die..."}
- else rand 0.1
- {if tagged "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>For the love of god, SOMEONE HEAL ME."} }
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff5353)>?"}
- else rand 0.1
- {if tagged "religious_quotes" {damage_report "body" "<s(0.2)c(ff5353)>wonder what its like on the other side"} }
- else rand 0.1
- {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff5353)>no fucking way!"}}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff5353)>HELP"}
- else
- {damage_report "body" "<s(0.2)c(ff5353)>..."}}}}}
- {on "die_processlongq5"
- {if senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {if rand 0.1
- {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Damn, it was a trap!..."} };zik
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff8585)>goodbye everyone..."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>just gotta...reload..."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>..."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>what an unfortunate end..."}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff8585)>its over... its all ove...."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>NOOOooo...."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>!!!!!!..."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>!!!!!..."}
- else rand 0.1 ;Random Dying Timers
- {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>DAmn...."} }
- else rand 0.1
- {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Waht the f...."} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>this can't b..."}
- else rand 0.1
- {if tagged "religious_quotes" {damage_report "body" "<s(0.2)c(ff8585)>FOR THE LOVE OF GOD SOMEONE H...."} }}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff8585)>this is just ridi...."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>er...."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>is this it? I guess it i......"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>reall...."}
- else rand 0.1 ;Random Dying Timers
- {damage_report "body" "<s(0.2)c(ff8585)>I can't d...."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>I'm losing consc...."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>So this is it hughghj....."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>No need to worry, I'll be patc....."}
- else rand 0.1 ;Random Dying Timers
- {if tagged "akward_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Should have learned how to do the matri...."}}
- else rand 0.1
- {if tagged "religious_quotes" {damage_report "body" "<s(0.2)c(ff8585)>BRight Light!!"}}
- else rand 0.1
- {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>Damnit.Damnit.Damni....."}}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ff8585)>ARghhh......"}
- else
- {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(ff8585)>WT.....f...."}}}}}
- ;#############################################################################
- ;##########################DIE PROCESS LONG END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS QUOTES FINISH###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS FUNCTIONS STARTO###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS NORMAL BEGIN###################################################
- ;#############################################################################
- ;Called on by Random Generator
- {on "die_process"
- {able select 0} {tags add "in_die_process_normal"}
- {tags add "near_death"} ;ensures death_wait will kill it
- {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
- {if tagged "quotes_enabled"
- {call "die_processquotecheck"}
- }
- {call "cdie_calc"}
- {if tagged "die_processset"
- {delay 59 {call "death_wait"} }
- }
- } ;#############################################################################
- ;##########################DIE PROCESS NORMAL END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS SHORT BEGIN###################################################
- ;#############################################################################
- ;Called on by Random Generator
- {on "die_processshort"
- {able select 0} {tags add "in_die_process_short"}
- {tags add "near_death"} ;ensures death_wait will kill it
- {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
- {if tagged "quotes_enabled"
- {call "die_processshortquotecheck"}
- }
- {call "cdie_calc"}
- {if tagged "die_processset"
- {delay 29 {call "death_wait"} }
- }
- } ;#############################################################################
- ;##########################DIE PROCESS SHORT END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS VERY SHORT BEGIN###################################################
- ;#############################################################################
- ;Called on by Random Generator
- {on "die_processveryshort"
- {able select 0} {tags add "in_die_process_veryshort"}
- {tags add "near_death"} ;ensures death_wait will kill it
- {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
- {if tagged "quotes_enabled"
- {call "die_processveryshortquotecheck"}
- }
- {call "cdie_calc"}
- {if tagged "die_processset"
- {delay 15.5 {call "death_wait"} }
- }
- } ;#############################################################################
- ;##########################DIE PROCESS VERY SHORT END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS LONG BEGIN###################################################
- ;#############################################################################
- ;Called on by Random Generator
- {on "die_processlong"
- {able select 0} {tags add "in_die_process_long"}
- {tags add "near_death"} ;ensures death_wait will kill it
- {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
- {if tagged "quotes_enabled"
- {call "die_processlongquotecheck"}
- }
- {call "cdie_calc"}
- {if tagged "die_processset"
- {delay 139 {call "death_wait"} }
- }
- } ;#############################################################################
- ;##########################DIE PROCESS LONG END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESSES FINISH###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS vLONG BEGIN###################################################
- ;#############################################################################
- ;Called on by Random Generator
- {on "die_processvlong"
- {able select 0} {tags add "in_die_process_long"}
- {tags add "near_death"} ;ensures death_wait will kill it
- {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
- {if tagged "quotes_enabled"
- {call "die_processlongquotecheck"}
- }
- {call "cdie_calc"}
- {if tagged "die_processset"
- {delay 439 {call "death_wait"} }
- }
- }
- ;#############################################################################
- ;##########################DIE PROCESS vLONG END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS vLONG2 BEGIN###################################################
- ;#############################################################################
- ;Called on by Random Generator
- {on "die_processvlong2"
- {able select 0} {tags add "in_die_process_long"}
- {tags add "near_death"} ;ensures death_wait will kill it
- {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
- {if tagged "quotes_enabled"
- {call "die_processlongquotecheck"}
- }
- {call "cdie_calc"}
- {if tagged "die_processset"
- {delay 639 {call "death_wait"} }
- }
- } ;#############################################################################
- ;##########################DIE PROCESS vLONG2 END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESSES FINISH###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE_CALC REVIVAL! BEGIN###################################################
- ;#############################################################################
- ;TIMER OF LIFE ;The Saviour lol
- {on "die_calc" ;Calculates whether or not the unit has been morphined or not.
- {if not able "select" {if not senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {tags remove "near_death"} ;reenables random death engine and disable the current death process
- {tags remove "die_processset"}
- {able select 1}
- {delay 0.001 {if tagged "near_death_animation" {ani_stop "lie_sleep_idle_2"}{ani_stop "lie_sleep_idle_1"} {tags remove "near_death_anim"}}}
- {delay 0.1
- {tags remove "death_wait"}
- {tags remove "randomdisabled"}
- }
- {delay 0.2
- {if not tagged "revived"
- {if not senseless {if not dead
- {if tagged "self_recover2"
- {if tagged "quotes_enabled"
- {if tagged "recover_quotes_enabled"
- {if rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>I'm back in business!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>!?"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>yes"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>I survived this!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>theres no way I would die from that!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>I'm more stronger than I expected"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>hmph"}
- else rand 0.1
- {if tagged "akward_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>MLG"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>well well well"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>I'm a Survivor"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>This fight is gonna get interesting"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>I'm still alive"}
- else rand 0.1
- {if tagged "MLG_MODE"{damage_report "body" "<s(0.2)c(00ff2a)>LESS TALKING MORE RAIDING!"}{start_sound "sonne2/MLG/MB/RAID"}}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>C'mon! You can't kill me!!!"}
- else rand 0.1
- {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"}}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>hahahahahaha"}
- else rand 0.1
- {if tagged "akward_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>THIS IS SPARTA"}{if tagged "MLG_MODE"{start_sound "sonne2/MLG/SPARTA"}} }
- else rand 0.1
- {if tagged "MLG_MODE"{damage_report "body" "<s(0.2)c(00ff2a)>I WILL DRINK FROM YOUR SKULL!"}{start_sound "sonne2/MLG/MB/SKULL"}}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>Bwahahahahaha"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>Your gonna have to do alot more than that to kill me."}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>I am unbeatable!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>I am invincible"}
- else rand 0.1
- {if tagged "akward_quotes" {if tagged "profanity_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>Sup, Bitches"} } }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>Awesome"}
- else rand 0.1
- {if tagged "religious_quotes" {damage_report "body" "<s(0.2)c(00ff2a)>Guess its not my time to go"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>Yes, now I have a chance at seeing my family again"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>looks like I'm going home, not in a bodybag"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>You can't defeat me!!!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>You are weak!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(00ff2a)>Hey, there"}
- else
- {damage_report "body" "<s(0.2)c(00ff2a)>...!?"}
- ;what the units say to you when they are revived
- }}}
- ;revived_speech
- {if tagged "revived_speech"
- {delay 1.0
- {if rand 0.8
- {talk "jubilation"}
- else rand 0.5
- {talk "retreat"}
- else
- {talk "things_look_blue"}
- }}}
- {tags add "revived"}
- {tags remove "dead"}
- {tags remove "disablerandom"}
- {tags remove "in_die_process_normal"}
- {tags remove "in_die_process_short"}
- {tags remove "in_die_process_veryshort"}
- {tags remove "in_die_process_long"}
- {tags remove "self_recover2"}
- {tags add "successfully_revived"}
- ; {start_sound "human/heal"}
- {able personage 0}}}}}}
- ;pt2
- {delay 0.1
- {if not tagged "revived"
- {if not senseless {if not dead
- {if not tagged "self_recover2"
- {delay 0.001 {if tagged "near_death_animation" {ani_stop "lie_sleep_idle_2"}{ani_stop "lie_sleep_idle_1"}}}
- ; talk begin what the units say to you when they are revived
- {if tagged "quotes_enabled"
- {if tagged "revived_quotes_enabled"
- {if rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>Thanks"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>Thank You"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>You are my hero"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>lets go!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>I should have died"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>today is not the last after all"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>ALRIGHT"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>YES"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>you ought to be promoted!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>Wow, thanks"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>Now lets take the fight to them!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>Hopefully I can change the tide!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>It ain't over yet!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>Thanks so much, I dont know how to repay you"}
- else rand 0.1
- {if tagged "religious_quotes" {damage_report "body" "<s(0.2)c(0057fc)>I don't believe it, you answered my prayers"}}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>This is the best day of my life!"}
- else rand 0.1
- {if tagged "akward_quotes" {damage_report "body" "<s(0.2)c(0057fc)>THIS IS SPARTA"}{start_sound "sonne2/MLG/SPARTA"}}
- else rand 0.1
- {if tagged "akward_quotes" {damage_report "body" "<s(0.2)c(0057fc)>Like a boss"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>alright, lets go"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>yes sir!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>lets end this once and for all!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>This is great"}
- else rand 0.1
- {if tagged "akward_quotes" {damage_report "body" "<s(0.2)c(0057fc)>Who do you think I am? Lt. Dan!?"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>Awesome"}
- else rand 0.1
- {if tagged "religious_quotes" {damage_report "body" "<s(0.2)c(0057fc)>hey! I was about to go to heaven!"} }
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>Yes, now I have a chance at seeing my family again"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>looks like I'm going home, not in a bodybag"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>lets do this"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>I can move!"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(0057fc)>Okay, whats next?"}
- else
- {damage_report "body" "<s(0.2)c(0057fc)>:D"}
- ;what the units say to you when they are revived
- }}} ;talk end
- {if tagged "switch_sides" ;DO NOT CHANGE GO TO SWITCH_MENU INSTEAD
- {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}}
- {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"
- {damage_report "body" "<s(8)c(00ff00)>No Player Team Selected!!!"} ;Squad Title
- }
- }}}}}}}}}}
- ;revived_speech
- {if tagged "revived_speech"
- {delay 1.0
- {if rand 0.8
- {talk "jubilation"}
- else rand 0.5
- {talk "retreat"}
- else
- {talk "things_look_blue"}
- }}}
- ;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
- ;helper_squad_enabled check
- {tags add "revived"}
- {tags remove "disablerandom"}
- {tags remove "in_die_process_normal"}
- {tags remove "in_die_process_short"}
- {tags remove "in_die_process_veryshort"}
- {tags remove "in_die_process_long"}
- {tags add "successfully_revived"}
- {tags remove "self_recover2"}
- {start_sound "human/heal"}
- {able personage 0} }}}}}
- }}}}
- ;#############################################################################
- ;##########################DIE_CALC END###################################################
- ;#############################################################################
- ; Timer of life end(LOL)
- ;#############################################################################
- ;##########################DEATH_WAIT BEGIN###################################################
- ;#############################################################################
- ;TIMER OF DEATH
- {on "death_wait"
- {delay 0.05 {ani_stop "lie_sleep_idle_2"}}
- {delay 0.06 {ani_stop "lie_sleep_idle_1"}}
- {delay 0.07 {ani_play "lie_die"}}
- {delay 0.1
- {able personage 0} ;Gets rid of personage protection
- {if not able "select" ;TIMER OF DEATH
- {if senseless
- {call "die_scream"} ;NoooooO!
- {able personage 0} ;Gets rid of personage protection
- {tags remove "die_processset"}
- {tags remove "near_death"} ;Disables the dying processes
- {if not tagged "shot_death"
- {if tagged "MLG_MODE"{start_sound "sonne2/MLG/HIT"}}
- {if tagged "MLG_MODE"
- {if rand 0.05
- {if rand 0.20
- {delay 0.1 ;goit "successfully_revived"}
- {if tagged "MLG_MODE" {if tagged "SAD" {tags remove "SAD"} {delay 1.3 {start_sound "sonne2/MLG/SAD"}{call "SAD"} }}}
- }
- else
- {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"}} }}
- }} } ;large medium leap} }}
- {if tagged "quotes_enabled"
- {if tagged "X_x_face_enabled"
- {if rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>X_x"} ;zik ;Self Explanatory O_o
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>x_X"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>X_X"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>x_x"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>x-x"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>X-X"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>X|"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>X-x"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>x-X"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>XP"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>@_@"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>O_O"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(ffffff)>o_o"}
- else
- {damage_report "body" "<s(0.2)c(ffffff)>-_-"}}}}{die}}
- {if not tagged "shot_death"
- {delay 0.6
- ;DEATH BOUNCE.
- {if tagged "epic_pwn"
- {if rand 1.0 ;how often will pple be pwned?
- {if rand 0.9 ;zik
- {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
- {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;leap
- else rand 0.3
- {if tagged "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
- {throw_off up 25.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;large medium leap
- else
- {if tagged "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
- {throw_off up 1.3 99.5 dir 5.5 2 forward 4 turn 0 360 die force} ;slide or mega leap
- ;{throw_off up 5.3 0.5 dir 360 0 forward 4 turn 0 360 die force} ;sent to outer space
- ;else rand 0.1
- ;else
- }}}}
- ;DEM XPLOSIONS.
- {if tagged "epic_xplosion"
- ;AI Dodge
- {if tagged "ai_dodge_explosion"
- {if tagged "harmful_explosion"
- {explosive}
- }}
- {delay 0.8
- {if not tagged "air_strike_outburst"
- {stuff_detonate} }
- ;LARGE AIRSTRIKE OVERWRITES OTHER EXPLOSIONS
- {if tagged "air_strike_outburst"
- {if tagged "harmful_explosion"
- {if tagged "large_explosion"
- {spawn "outburst_nc"}
- {delay 2
- {stuff_detonate}}
- }}}
- ;SMALL AIRSTRIKE OVERWRITES OTHER EXPLOSIONS{if not "large_explosion"
- {if tagged "air_strike_outburst"
- {if tagged "harmful_explosion"
- {if not tagged "large_explosion"
- {spawn "outburst_small_nc"}
- {delay 2
- {stuff_detonate}}
- }}}
- {if not tagged "air_strike_outburst"
- {if tagged "harmful_explosion"
- ;NORMAL
- {if tagged "epic_xplosion"
- {if tagged "large_explosion"
- {if "artillery"
- {spawn "artillery_explosion"}
- }
- {if tagged "explosion"
- {spawn "explosion"}
- }
- {if tagged "instant_outburst"
- {spawn "outburst_instant_nc"}
- }
- }}}}
- ;SMALL
- {if tagged "epic_xplosion"
- {if not tagged "air_strike_outburst"
- {if tagged "harmful_explosion"
- {if not tagged "large_explosion"
- {if "artillery"
- {spawn "artillery_explosion_small"}
- }
- {if tagged "explosion"
- {spawn "explosion_small"}
- }
- {if tagged "instant_outburst"
- {spawn "outburst_instant_small_nc"}
- }
- }
- }
- {start_sound "detonation/handgrenade/"}
- }}}}
- ;CLEAR INVENTORY.
- {delay 0.6
- {if tagged "epic_clear_inventory"
- {clear_inventory}
- }}
- } ;if not tagged shot_death end
- {if tagged "shot_death"
- {call "shot_death"}}
- } {tags remove "disablerandom"}
- {tags remove "in_die_process_normal"}
- {tags remove "in_die_process_short"}
- {tags remove "in_die_process_veryshort"}
- {tags remove "in_die_process_long"}
- {tags remove "in_die_processset"}
- {tags remove "self_recover2"}
- {tags remove "successfully_revived"}
- {tags remove "texmod_set"}
- {tags remove "revived"}
- {tags add "dead"} } }} ;Ergh
- ; {able collect 1}
- ;#############################################################################
- ;##########################DEATH_WAIT END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################SHOT WHILE IN DEATH PROCCESS BEGIN###################################################
- ;#############################################################################
- ;TIMER OF DEATH
- {on "shot_death" ;quotes
- {delay 0.05 {ani_stop "lie_sleep_idle_2"}}
- {delay 0.06 {ani_stop "lie_sleep_idle_1"}}
- {delay 0.07 {ani_play "lie_die"}}
- {delay 0.1
- {if tagged "MLG_MODE"{start_sound "sonne2/MLG/HIT"}} ;goit
- {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"}}}
- }} ;MORTAL_KOMBAT
- {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"}}}} }}
- {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
- {if tagged "quotes_enabled"
- {if tagged "X_x_face_enabled"
- {if rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>X_x"} ;zik ;Self Explanatory O_o
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>x_X"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>X_X"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>x_x"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>x-x"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>X-X"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>X|"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>X-x"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>x-X"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>XP"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>@_@"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>O_O"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>o_o"}
- else
- {damage_report "body" "<s(0.2)c(f9d800)>-_-"}}}}{die}
- {delay 0.2
- {talk "death_cry"}
- }
- {if not tagged "epic_pwn"
- {throw_off up 0.5 forward 0.01 force} ;fidget
- }
- ;{throw_off up 1.3 0.5velocity dir 5.5 2 forward 4 turn 0 360 die force}
- {delay 0.6
- ;DEATH BOUNCE shot death.
- {if tagged "epic_pwn_shot_death"
- {if rand 1.0 ;how often will pple be pwned?
- {if rand 0.9 ;zik
- {if tagged "pwn_animations"{ani_play "stand_fly_tumble_back_far"} {delay 1 {ani_play "lie_die"} }} ;callback} stand_fly_tumble_forward.. lie_die
- {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;leap
- else rand 0.3
- {if tagged "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
- {throw_off up 25.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;large medium leap
- else
- {if tagged "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
- {throw_off up 1.3 99.5 dir 5.5 2 forward 4 turn 0 360 die force} ;slide or mega leap
- ;{throw_off up 5.3 0.5 dir 360 0 forward 4 turn 0 360 die force} ;sent to outer space
- ;else rand 0.1
- ;else
- }}}}
- ;DEM XPLOSIONS shot death
- {if tagged "epic_xplosion_shot_death"
- ;AI Dodge
- {if tagged "ai_dodge_explosion"
- {if tagged "harmful_explosion"
- {explosive}
- }}
- {delay 0.8
- {if not tagged "air_strike_outburst"
- {stuff_detonate} }
- ;LARGE AIRSTRIKE OVERWRITES OTHER EXPLOSIONS
- {if tagged "air_strike_outburst"
- {if tagged "large_explosion"
- {spawn "outburst_nc"}
- {delay 2
- {stuff_detonate}}
- }}
- ;SMALL AIRSTRIKE OVERWRITES OTHER EXPLOSIONS{if not "large_explosion"
- {if tagged "air_strike_outburst"
- {if not tagged "large_explosion"
- {spawn "outburst_small_nc"}
- {delay 2
- {stuff_detonate}
- }}}
- {if not tagged "air_strike_outburst"
- {if tagged "harmful_explosion"
- ;NORMAL
- {if tagged "large_explosion"
- {if tagged "explosion"
- {spawn "explosion"}
- }
- {if tagged "instant_outburst"
- {spawn "outburst_instant_nc"}
- }
- }}}
- ;SMALL
- {if not tagged "air_strike_outburst"
- {if tagged "harmful_explosion"
- {if not tagged "large_explosion"
- {if tagged "explosion"
- {spawn "explosion_small"}
- }
- {if tagged "instant_outburst"
- {spawn "outburst_instant_small_nc"}
- }
- }
- }
- {start_sound "detonation/handgrenade/"}
- }}}
- ;CLEAR INVENTORY shot death.
- {delay 0.7
- {if tagged "epic_clear_inventory_shot_death"
- {clear_inventory}
- }}
- {tags remove "disablerandom"}
- {tags remove "in_die_process_normal"}
- {tags remove "in_die_process_short"}
- {tags remove "in_die_process_veryshort"}
- {tags remove "in_die_process_long"}
- {tags remove "in_die_processset"}
- {tags remove "self_recover2"}
- {tags remove "successfully_revived"}
- {tags remove "texmod_set"}
- {tags remove "revived"}
- }}
- ; {able collect 1}
- ;#############################################################################
- ;##########################SHOT WHILE IN DEATH PROCCESS END###################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;}SONNE2 Finish
- ; {on "die_contused"
- ; {able select 0}
- ; {delay 2 0.5 "die_contused"
- ; {if inactive
- ; {call "die_contused"}
- ; else
- ; {call "die"}
- ; }
- ; }
- ; }
- {on "die_scream"
- {talk "death_cry"}
- {signal mandie 5}
- }
- {on "die_from_knife"
- {set "die_from_knife" 1}
- {call "die"}
- }
- {on ground_hit
- {spawn "blood"}
- }
- (define "piece_explosion"
- {spawn %0 %1
- {impulse up 1 0.5 dir 8 4
- cx 0 12 cy 0 12
- fx 0 60 fy 0 60 fz 80 40
- }
- }
- )
- (define "piece_crush"
- {spawn %0 %1
- {impulse up 0.1 0.1
- fx 0 7 fy 0 7 fz 0 7
- }
- }
- )
- (define "spawn_pieces"
- ;left hand
- {if rand 0.2
- (%0 args "#hand00" "hand1l")
- else rand 0.2
- (%0 args "#hand01" "hand1l")
- else rand 0.2
- (%0 args "#hand02" "hand1l")
- }
- ;right hand
- {if rand 0.2
- (%0 args "#hand00" "hand1r")
- else rand 0.2
- (%0 args "#hand01" "hand1r")
- else rand 0.2
- (%0 args "#hand02" "hand1r")
- }
- ;left foot
- {if rand 0.3
- (%0 args "#leg00" "foot1l")
- }
- ;right foot
- {if rand 0.3
- (%0 args "#leg00" "foot1r")
- }
- ;head
- {if rand 0.3
- (%0 args "#head00" "head")
- else rand 0.3
- (%0 args "#head01" "head")
- }
- )
- {on "explosion"
- {if personage
- {call "die"}
- else
- {if not dead
- {spawn "bloodsparks_big"}
- {call "throw-off-and-die"}
- }
- }
- }
- {on "crush"
- {if personage
- {call "die"}
- else
- {spawn "bloodsparks_big"}
- {call "delete"}
- }
- }
- {on "delete"
- {if not dead
- {stat_notify die}
- }
- {delete}
- }
- {on "burn_volume"
- {if volume "body"
- {call "_burn"}
- }
- }
- {on "_burn"
- {if not burned
- {able "burning" 1}
- (mod "mp"
- {able select 0}
- )
- (define "try_get_off"
- {delay %0 0.5
- {get_off}
- }
- )
- ("try_get_off" args 1.0)
- ("try_get_off" args 2.0)
- ("try_get_off" args 3.0)
- ("try_get_off" args 4.0)
- ("try_get_off" args 5.0)
- ; {tex_morph "burned" 10}
- {call "add_burn_fx"}
- {view start "burn_fire"}
- {delay 6 2 "burn_die"
- {able "burning" 0}
- {kill_flags reset}
- {kill_flags piercing}
- {if rand 0.5 ("health_damage" c(520))
- else rand 0.5 ("health_damage" c(90))
- else rand 0.5 ("health_damage" c(120))
- else ("health_damage" c(220))
- }
- ; {if not dead
- ; {call "die"}
- ; }
- {view stop "burn_fire"}
- {if terrain_fx "puddle"
- {call "stop_burn"}
- else
- {add_view "smoke_dead_small1" "burn_fire_b" "body"}
- {add_view "smoke_dead_small1" "burn_fire_hl" "hand1l"}
- {add_view "smoke_dead_small1" "burn_fire_hr" "hand1r"}
- {add_view "smoke_dead_small1" "burn_fire_fl" "foot2l"}
- {add_view "smoke_dead_small1" "burn_fire_fr" "foot2r"}
- {view start "burn_fire_b"}
- {view start "burn_fire_hl"}
- {view start "burn_fire_hr"}
- {view start "burn_fire_fl"}
- {view start "burn_fire_fr"}
- {delay 7.5 1.5 {view stop "burn_fire_b"}}
- {delay 3.5 2.0 {view stop "burn_fire_hl"}}
- {delay 3.8 1.5 {view stop "burn_fire_hr"}}
- {delay 4.3 1.5 {view stop "burn_fire_fl"}}
- {delay 4.5 1.5 {view stop "burn_fire_fr"}}
- }
- }
- {burn time 6} ; total burn time
- }
- }
- {on "add_burn_fx"
- {add_view "smoke_dead_small" "burn_fire" "body"}
- {add_view "smoke_dead_small" "burn_fire" "hand1l"}
- {add_view "smoke_dead_small" "burn_fire" "hand1r"}
- {add_view "smoke_dead_small" "burn_fire" "foot2l"}
- {add_view "smoke_dead_small" "burn_fire" "foot2r"}
- }
- {on "burn_scream"
- {if not dead
- {if not senseless
- {if not "quench"
- {talk "death_cry"}
- ; {start_sound "human/die"}
- {delay_effect 1.2 0.5 "burn_scream"}
- else
- {kill_delay "burn_die"}
- {view stop "burn_fire"}
- {set "quench" 0}
- {able "burning" 0}
- }
- }
- }
- }
- {on "smoke"
- {if tagged "smoker" {smoke} }
- }
- {on "smoking"
- {if tagged "smoker" {view start "smoke"} }
- {delay 0.3 0.1
- {view pause "smoke"}
- ; {con "smoke end"}
- }
- }
- ;SONNE2 JAM BEGIN;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;MAIN_MENU BEGIN ;to change jam ratio for different weapon types such as smg mgun search set_weapontype
- {on "jam_enable"
- {set "gun_jamming_enabled" 1} ;Disable/Enable Gun Jamming.
- }
- {on "gun_jam_mod_menu"
- {set "ingame_jam_modifiers" 1} ;randomly gives decreased or increased proabability of jamming after it is fixed.
- ;Winter Season Modifiers, prevented both from being enabled so you don't get rekt.
- {set "winter_season" 0} ;makes all guns jam +.0065% more. ;\
- {if not "winter_season" ;siberia_winter_season can be enabled if winter_season is disabled ; \
- {set "siberia_winter_season" 0}} ;makes all guns jam +.0155% more. must have Winter_Season disabled for it to work. ; \ ;wait ;Did you see that? ;look closer ^ ; ITS THE ILLUMINATII OH MY F"KING GOD NOO! ;-SONNE2 1994-2015 REKT.
- {set "winter_sound" 1} ;winter sound misc. if winter_season's is enabled ;
- ;Terrain Influence
- {set "terrain_influence" 1} ;when soldiers are LYING DOWN >:D, on snow or swamps,sand,mud, and shallow water they will be more at risk of jamming until they squat or stand up. TAKE THAT LYING UNITS!!! lol sorry I just couldn't help myself, this thingamajig had to be done, I hate it when the units just lie their and do nothing camp, shoot and kill my soldiers, this is a nice present to those bastards! SAY HAELLO TO MY LITTLE SCRIPT! |'_'|
- {set "random_fix_timer" 1} ;Random jam fix timers disable to set to manual timer search for set_manualtimer
- ;HangFire
- {set "hangfire" 1} ;randomly forces a delay to gunfire, could be potentially dangerous, as the surplus ammo could damage the barrel doing damage to the soldier's hands.
- {set "cant_move" 1} ;stops the unit from moving to prevent the animation from conflicting with the movement. I MUST FIX THIS X_x.
- {set "jam_fix_animations" 1} ;units get a reloading animation when trying to fix the weapon jam.
- {if "winter_season" {if rand 0.0065 {tags add "js"}{tags add "winterjam"} }}
- {if "siberia_winter_season" {if rand 0.0155 {tags add "js"}{tags add "winterjam"} }}
- }
- {on "jam_modifiers_menu"
- {if "ingame_jam_modifiers" {if tagged "jamca" {if tagged "js" {if rand 0.7 {tags remove "js"}{tags remove "winterjam"}{delay 0.2{damage_report "body" "<c(00ff18)>."}}}}}} ;decrease jam
- {if "ingame_jam_modifiers" {if tagged "jamre" {if tagged "js" {if rand 0.0055 {tags add "js"}{delay 0.2{damage_report "body" "<c(ff0000)>."}}}}}} ;increase jam
- }
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;MAIN MENU END
- ;TERRAIN JAM INFLUENCE WHILE LYING;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- {on "terrain_influence_1"
- {if "terrain_influence"
- {if lying ;don't lie down on these terrain types or else you run the risk of jamming your gun!!! @@ you can turn it off in the menu, but I'd leave it on as it will balance the game, lying units will no longer be invincible camping schallywags.
- {if terrain_fx "snow" {if rand 0.0055 {tags add "js"}{start_sound "human/move/snow"} {damage_report "body" "<c(9e8af6)>snow jammed the gun"}}}
- {if terrain_fx "sand" {if rand 0.0045 {tags add "js"} {start_sound "human/move/sand"}{damage_report "body" "<c(e5c200)>sand fell into the ejection port"}}}
- {if terrain_fx "shallow_water" {if rand 0.0025 {tags add "js"} {start_sound "human/move/swim"}{damage_report "body" "<c(bdbdbd)>water fell into the ejection port"}}}
- {if terrain_fx "swamp" {if rand 0.0045 {tags add "js"}{start_sound "human/move/swim"} {damage_report "body" "<c(5d4e00)>water and dirt fell into the ejection port"}}}
- {if terrain_fx "mud" {if rand 0.0045 {tags add "js"}{start_sound "human/move/snow"} {damage_report "body" "<c(ff892a)>mud fell into the ejection port"}}}
- }}}
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- (define "tags_remove" ; so weapons switch their jamming data on weapon switch.
- {if tagged %iftag
- {tags remove %tagrem
- }})
- {on "link_weapon"
- {if stuff "pistol" ;pistol
- {tags add "pistolw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- {tags add "jammable"};;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- ("tags_remove" iftag("pistolw") tagrem("smgw riflew sniperw shotgunw mgunw radio"))
- {add_view "pistol_gilz" "shell" "fxshell"}
- {add_view "flash_gun_small" "flashbarrel" "foresight3"}
- else stuff "smg" ;smg
- {tags add "smgw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- {tags add "jammable"};;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- ("tags_remove" iftag("smgw") tagrem("pistolw mgunw riflew shotgunw sniperw radio"))
- {add_view "flash_gun_small" "flashbarrel" "foresight3"}
- {add_view "gun_gilz" "shell" "fxshell"}
- else stuff "rifle" ;rifle
- {tags add "riflew"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- {tags add "jammable"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- {add_view "flash_gun_small" "flashbarrel" "foresight3"}
- {add_view "gun_gilz" "shell" "fxshell"}
- ("tags_remove" iftag("riflew") tagrem("pistolw mgunw smgw shotgunw sniperw radio"))
- else stuff "ptr" ;rifle
- {tags add "ptrw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- ("tags_remove" iftag("ptrw") tagrem("pistolw riflew jammable mgunw smgw shotgunw sniperw radio"))
- else stuff "sniper" ;sniper
- {tags add "riflew"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- {tags add "jammable"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- {add_view "flash_gun_small" "flashbarrel" "foresight3"}
- {add_view "gun_gilz" "shell" "fxshell"}
- ("tags_remove" iftag("riflew") tagrem("pistolw mgunw smgw shotgunw sniperw radio"))
- else stuff "shotgun2" ;shotgun
- {tags add "shotgunw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- {tags add "jammable"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- ("tags_remove" iftag("shotgunw") tagrem("pistolw mgunw smgw riflew sniperw radio"))
- {add_view "flash_shotgun" "flashbarrel" "foresight3"}
- {add_view "shell_shotgun" "shell" "foresight3"}
- else stuff "m12_shotgun" ;shotgun
- {tags add "shotgunw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- {tags add "jammable"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- ("tags_remove" iftag("shotgunw") tagrem("pistolw mgunw smgw riflew sniperw radio"))
- {add_view "flash_shotgun" "flashbarrel" "foresight3"}
- ;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
- ;X_x Major Breakthrough
- ;search for spawn_prob to change how often units are spawned
- ;sometimes the radio will call paradrop ammo for your troops
- ;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.
- ;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
- ;SONNE2 RADIO BEGIN;;;;;;;;;;;;;;;;;;;;;
- else stuff "radiousa" ;American Radio ;PLAYER0 ;radio_station ;radio
- {tags add "usa"}
- {tags add "p0"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p0") tagrem("p1 p2 p3 p4"))
- ("tags_remove" iftag("usa") tagrem("ger jap rus eng custom custom2 custom3"))
- else stuff "radiousap1" ;American Radio ;PLAYER1 ;radio
- {tags add "usa"}
- {tags add "p1"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p1") tagrem("p0 p2 p3 p4"))
- ("tags_remove" iftag("usa") tagrem("ger jap rus eng custom custom2 custom3"))
- else stuff "radiousap2" ;American Radio ;PLAYER2 ;radio
- {tags add "usa"}
- {tags add "p2"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p2") tagrem("p0 p1 p3 p4"))
- ("tags_remove" iftag("usa") tagrem("ger jap rus eng custom custom2 custom3"))
- else stuff "radiousap3" ;American Radio ;PLAYER3 ;radio
- {tags add "usa"}
- {tags add "p3"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p3") tagrem("p0 p1 p2 p4"))
- ("tags_remove" iftag("usa") tagrem("ger jap rus eng custom custom2 custom3"))
- else stuff "radiousap4" ;American Radio ;PLAYER4 ;radio
- {tags add "usa"}
- {tags add "p4"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p4") tagrem("p0 p1 p2 p3"))
- ("tags_remove" iftag("usa") tagrem("ger jap rus eng custom custom2 custom3"))
- else stuff "radioeng" ;English Radio PLAYER0 ;radio_station only works for player 0 ;radio
- {tags add "eng"}
- {tags add "p0"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p0") tagrem("p1 p2 p3 p4"))
- ("tags_remove" iftag("usa") tagrem("ger jap rus usa custom custom2 custom3"))
- else stuff "radioengp1" ;English Radio PLAYER1 ;radio
- {tags add "eng"}
- {tags add "p1"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p1") tagrem("p0 p2 p3 p4"))
- ("tags_remove" iftag("usa") tagrem("ger jap rus usa custom custom2 custom3"))
- else stuff "radioengp2" ;English Radio PLAYER2 ;radio
- {tags add "eng"}
- {tags add "p2"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p2") tagrem("p0 p1 p3 p4"))
- ("tags_remove" iftag("usa") tagrem("ger jap rus usa custom custom2 custom3"))
- else stuff "radioengp3" ;English Radio PLAYER3 ;radio
- {tags add "eng"}
- {tags add "p3"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p3") tagrem("p0 p1 p2 p4"))
- ("tags_remove" iftag("usa") tagrem("ger jap rus usa custom custom2 custom3"))
- else stuff "radioengp4" ;English Radio PLAYER4 ;radio
- {tags add "eng"}
- {tags add "p4"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p4") tagrem("p0 p1 p2 p3"))
- ("tags_remove" iftag("usa") tagrem("ger jap rus usa custom custom2 custom3"))
- else stuff "radioger" ;German Radio PLAYER0 ;radio
- {tags add "ger"}
- {tags add "p0"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p0") tagrem("p1 p2 p3 p4"))
- ("tags_remove" iftag("ger") tagrem("usa jap rus eng custom custom2 custom3"))
- else stuff "radiogerp1" ;German Radio PLAYER1 ;radio
- {tags add "ger"}
- {tags add "p1"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p1") tagrem("p0 p2 p3 p4"))
- ("tags_remove" iftag("ger") tagrem("usa jap rus eng custom custom2 custom3"))
- else stuff "radiogerp2" ;German Radio PLAYER2 ;radio
- {tags add "ger"}
- {tags add "p2"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p2") tagrem("p0 p1 p3 p4"))
- ("tags_remove" iftag("ger") tagrem("usa jap rus eng custom custom2 custom3"))
- else stuff "radiogerp3" ;German Radio PLAYER3 ;radio
- {tags add "ger"}
- {tags add "p3"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p3") tagrem("p0 p1 p2 p4"))
- ("tags_remove" iftag("ger") tagrem("usa jap rus eng custom custom2 custom3"))
- else stuff "radiogerp4" ;German Radio PLAYER4 ;radio
- {tags add "ger"}
- {tags add "p4"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p4") tagrem("p0 p1 p2 p3"))
- ("tags_remove" iftag("ger") tagrem("usa jap rus eng custom custom2 custom3"))
- else stuff "radiojap" ;Japanese Radio PLAYER0 ;radio
- {tags add "jap"}
- {tags add "p0"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p0") tagrem("p1 p2 p3 p4"))
- ("tags_remove" iftag("jap") tagrem("usa ger rus eng custom custom2 custom3"))
- else stuff "radiojapp1" ;Japanese Radio PLAYER1 ;radio
- {tags add "jap"}
- {tags add "p1"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p1") tagrem("p0 p2 p3 p4"))
- ("tags_remove" iftag("jap") tagrem("usa ger rus eng custom custom2 custom3"))
- else stuff "radiojapp2" ;Japanese Radio PLAYER2 ;radio
- {tags add "jap"}
- {tags add "p2"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p2") tagrem("p0 p1 p3 p4"))
- ("tags_remove" iftag("jap") tagrem("usa ger rus eng custom custom2 custom3"))
- else stuff "radiojapp3" ;Japanese Radio PLAYER3 ;radio
- {tags add "jap"}
- {tags add "p3"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p3") tagrem("p0 p1 p2 p4"))
- ("tags_remove" iftag("jap") tagrem("usa ger rus eng custom custom2 custom3"))
- else stuff "radiojapp4" ;Japanese Radio PLAYER4 ;radio
- {tags add "jap"}
- {tags add "p4"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p4") tagrem("p0 p1 p2 p3"))
- ("tags_remove" iftag("jap") tagrem("usa ger rus eng custom custom2 custom3"))
- else stuff "radiorus" ;Russian Radio PLAYER0 ;radio
- {tags add "rus"}
- {tags add "p0"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p0") tagrem("p1 p2 p3 p4"))
- ("tags_remove" iftag("rus") tagrem("usa jap ger eng custom custom2 custom3"))
- else stuff "radiorusp1" ;Russian Radio PLAYER1 ;radio
- {tags add "rus"}
- {tags add "p1"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p1") tagrem("p0 p2 p3 p4"))
- ("tags_remove" iftag("rus") tagrem("usa jap ger eng custom custom2 custom3"))
- else stuff "radiorusp2" ;Russian Radio PLAYER2 ;radio
- {tags add "rus"}
- {tags add "p2"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p2") tagrem("p0 p1 p3 p4"))
- ("tags_remove" iftag("rus") tagrem("usa jap ger eng custom custom2 custom3"))
- else stuff "radiorusp3" ;Russian Radio PLAYER3 ;radio
- {tags add "rus"}
- {tags add "p3"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p3") tagrem("p0 p1 p2 p4"))
- ("tags_remove" iftag("rus") tagrem("usa jap ger eng custom custom2 custom3"))
- else stuff "radiorusp4" ;Russian Radio PLAYER4 ;radio
- {tags add "rus"}
- {tags add "p4"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p4") tagrem("p0 p1 p2 p3"))
- ("tags_remove" iftag("rus") tagrem("usa jap ger eng custom custom2 custom3"))
- else stuff "radiocustom" ;Custom Faction Radio ;PLAYER0 ;custom_faction ;radio
- {tags add "custom"}
- {tags add "p0"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p0") tagrem("p1 p2 p3 p4"))
- ("tags_remove" iftag("custom") tagrem("usa jap ger eng rus custom2 custom3"))
- else stuff "radiocustomp1" ;Custom Faction Radio ;PLAYER1 ;custom_faction ;radio
- {tags add "custom"}
- {tags add "p1"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p1") tagrem("p0 p2 p3 p4"))
- ("tags_remove" iftag("custom") tagrem("usa jap ger eng rus custom2 custom3"))
- else stuff "radiocustomp2" ;Custom Faction Radio ;PLAYER2 ;custom_faction ;radio
- {tags add "custom"}
- {tags add "p2"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p2") tagrem("p0 p1 p3 p4"))
- ("tags_remove" iftag("custom") tagrem("usa jap ger eng rus custom2 custom3"))
- else stuff "radiocustomp3" ;Custom Faction Radio ;PLAYER3 ;custom_faction ;radio
- {tags add "custom"}
- {tags add "p3"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p3") tagrem("p0 p1 p2 p4"))
- ("tags_remove" iftag("custom") tagrem("usa jap ger eng rus custom2 custom3"))
- else stuff "radiocustomp4" ;Custom Faction Radio ;PLAYER4 ;custom_faction ;radio
- {tags add "custom"}
- {tags add "p4"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p4") tagrem("p0 p1 p2 p3"))
- ("tags_remove" iftag("custom") tagrem("usa jap ger eng rus custom2 custom3"))
- else stuff "radiocustom2" ;Custom Faction2 Radio ;PLAYER0 ;custom2_faction ;radio
- {tags add "custom2"}
- {tags add "p0"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p0") tagrem("p1 p2 p3 p4"))
- ("tags_remove" iftag("custom2") tagrem("usa jap ger eng rus custom custom3"))
- else stuff "radiocustom2p1" ;Custom Faction2 Radio ;PLAYER1 ;custom2_faction ;radio
- {tags add "custom2"}
- {tags add "p1"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p1") tagrem("p0 p2 p3 p4"))
- ("tags_remove" iftag("custom2") tagrem("usa jap ger eng rus custom custom3"))
- else stuff "radiocustom2p2" ;Custom Faction2 Radio ;PLAYER2 ;custom2_faction ;radio
- {tags add "custom2"}
- {tags add "p2"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p2") tagrem("p0 p1 p3 p4"))
- ("tags_remove" iftag("custom2") tagrem("usa jap ger eng rus custom custom3"))
- else stuff "radiocustom2p3" ;Custom Faction2 Radio ;PLAYER3 ;custom2_faction ;radio
- {tags add "custom2"}
- {tags add "p3"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p3") tagrem("p0 p1 p2 p4"))
- ("tags_remove" iftag("custom2") tagrem("usa jap ger eng rus custom custom3"))
- else stuff "radiocustom2p4" ;Custom Faction2 Radio ;PLAYER4 ;custom2_faction ;radio
- {tags add "custom2"}
- {tags add "p4"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p4") tagrem("p0 p1 p2 p3"))
- ("tags_remove" iftag("custom2") tagrem("usa jap ger eng rus custom custom3"))
- else stuff "radiocustom3" ;Custom Faction3 Radio ;PLAYER0 ;custom3_faction ;radio
- {tags add "custom3"}
- {tags add "p0"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p0") tagrem("p1 p2 p3 p4"))
- ("tags_remove" iftag("custom3") tagrem("usa jap ger eng rus custom custom2"))
- else stuff "radiocustom3p1" ;Custom Faction3 Radio ;PLAYER1 ;custom3_faction ;radio
- {tags add "custom3"}
- {tags add "p1"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p1") tagrem("p0 p2 p3 p4"))
- ("tags_remove" iftag("custom3") tagrem("usa jap ger eng rus custom custom2"))
- else stuff "radiocustom3p2" ;Custom Faction3 Radio ;PLAYER2 ;custom3_faction ;radio
- {tags add "custom3"}
- {tags add "p2"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p2") tagrem("p0 p1 p3 p4"))
- ("tags_remove" iftag("custom3") tagrem("usa jap ger eng rus custom custom2"))
- else stuff "radiocustom3p3" ;Custom Faction3 Radio ;PLAYER3 ;custom3_faction ;radio
- {tags add "custom3"}
- {tags add "p3"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p3") tagrem("p0 p1 p2 p4"))
- ("tags_remove" iftag("custom3") tagrem("usa jap ger eng rus custom custom2"))
- else stuff "radiocustom3p4" ;Custom Faction3 Radio ;PLAYER4 ;custom3_faction ;radio
- {tags add "custom3"}
- {tags add "p4"}
- {tags add "radio"} {tags remove "jammable"}
- ("tags_remove" iftag("p4") tagrem("p0 p1 p2 p3"))
- ("tags_remove" iftag("custom3") tagrem("usa jap ger eng rus custom custom2"))
- else stuff "mgun" ;mgun
- {tags add "mgunw"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- {tags add "jammable"} ;;;;;;;;;;;JAMMABLE;;;;;;;;;;;
- ("tags_remove" iftag("mgunw") tagrem("pistolw smgw riflew sniperw shotgunw radio"))
- {add_view "flash_gun_big" "flashbarrel" "foresight3"}
- {add_view "gun_gilz" "shell" "fxshell"}
- else stuff "flame_thrower"
- {tags add "mgunw"} ("tags_remove" iftag("flamew") tagrem("mgunw pistolw smgw riflew sniperw shotgunw radio")) ;;;;;;;;;;;NOTJAMMABLE;;;;;;;;;;;
- {add_view "flamer_fire" "flame" "foresight3"}
- {add_view "flamer_fire_barrel" "fire" "foresight3"}
- {view show "fire"}
- {view start "fire"}
- else
- {view hide "flashbarrel"}
- {view pause "flashbarrel"}
- {view pause "flame"}
- } }
- {on "spawnrad" ;radio_step2
- {stop_sound "MUSIC"} {tags remove "song"}
- {if not tagged "already_shot_this"
- {start_sound "sonne2/"}
- {tags add "already_shot_this"}
- {delay 10.0 {call "spawn"}} ;onto the spawning!
- }}
- {on "spawn"
- {if tagged "radio_broken" }
- {if not tagged "radio_broken" ;so it doesn't spawn 100 sandbags O_o
- {delay 6.0
- {start_sound "sonne2/"}
- {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
- {delay 4.0
- {delay 2 {if not tagged "yes" {if rand 0.8 ;English Speaking Codetalker
- {if tagged "usa"
- {start_sound "sonne2/man"}
- else tagged "eng"
- {start_sound "sonne2/man"} ;zik
- }
- } } }
- {if rand 0.1 ;spawn_prob how often units will spawn
- {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"} }} }} }
- {if tagged "usa"
- {tags add "yes"}
- {if rand 0.3 {start_sound "vehicle/talk/usa/executing_an_order/v1"}
- else rand 0.3
- {start_sound "vehicle/talk/usa/executing_an_order/v2"}
- else rand 0.5 {start_sound "sonne2/manyes"} else {start_sound "sonne2/womanyes"} }
- }
- {if tagged "eng"
- {tags add "yes"}
- {if rand 0.5
- {start_sound "vehicle/talk/eng/executing_an_order/v1"}
- else
- {start_sound "vehicle/talk/eng/executing_an_order/v2"} }
- }
- {if tagged "ger"
- {tags add "yes"}
- {if rand 0.5
- {start_sound "vehicle/talk/ger/executing_an_order/v1"}
- else
- {start_sound "vehicle/talk/ger/executing_an_order/v2"} }
- }
- {if tagged "jap"
- {tags add "yes"}
- {if rand 0.5
- {start_sound "vehicle/talk/jap/executing_an_order/v1"}
- else
- {start_sound "vehicle/talk/jap/executing_an_order/v2"} }
- }
- {if tagged "rus"
- {tags add "yes"}
- {if rand 0.5
- {start_sound "vehicle/talk/rus/executing_an_order/v1"}
- else
- {start_sound "vehicle/talk/rus/executing_an_order/v2"} }
- }
- {if tagged "custom" ;don't change the tag, change the path ;custom_faction
- {tags add "yes"}
- {if rand 1.0 {start_sound "vehicle/talk/custom/executing_an_order/v1"} }
- }
- {if tagged "custom2" ;don't change the tag, change the path ;custom_faction2
- {tags add "yes"}
- {if rand 1.0 {start_sound "vehicle/talk/custom2/executing_an_order/v1"} }
- }
- {if tagged "custom3" ;don't change the tag, change the path ;custom_faction3
- {tags add "yes"} ;zik
- {if rand 1.0 {start_sound "vehicle/talk/custom3/executing_an_order/v1"} }
- }
- {if not dead {if tagged "yes" {tags remove "yes"} ;the receiver of the codetalking responds and you receive your reinforcements
- {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!"}}}}
- {delay 0.7 {talk "jubilation"} }
- {delay 1.0 {link_sound "smoke" "detonation/grenade_smoke/grenade_smoke"}
- {add_view "smoke_red_small" "smoke1" "foot1r"}
- {add_view "smoke_red_medium" "smoke2" "foot1r"}
- {add_view "smoke_red_big" "smoke3" "foot1r"}
- {play_sound "smoke" 1}
- {tags add "smoke_yellow"}
- {view stop "smoke1"}
- {view start "smoke2"}
- {volumes "smoke1" enable visible}
- {update_visibility_patch}
- {delay 2
- {view stop "smoke2"}
- {view start "smoke3"}
- {volumes "smoke1" disable visible}
- {volumes "smoke2" enable visible}
- {update_visibility_patch}
- }
- {delay 5
- {volumes "smoke2" disable visible}
- {volumes "smoke3" enable visible}
- {update_visibility_patch}
- }
- {delay 20
- {view stop "smoke3"}
- {stop_sound "smoke"}
- } }
- {delay 5.0{start_sound "sonne2/Plane"}{spawn "parachute1"}}
- {delay 8.0
- ;to make sure the units are p1 or p0
- {if tagged "usa" ;Murrica
- {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"}}
- {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}}}}
- {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}}}}
- {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}}}}
- {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}}}}
- }
- {if tagged "eng" ;English
- {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"}}
- {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}}}}
- {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}}}}
- {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}}}}
- {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}}}}
- }
- {if tagged "ger" ;Vikings
- {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"}}
- {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}}}}
- {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}}}}
- {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}}}}
- {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}}}}
- }
- {if tagged "jap" ;Nihon
- {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"}}
- {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}}}}
- {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}}}}
- {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}}}}
- {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}}}}
- }
- {if tagged "rus" ;Rus
- {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"}}
- {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}}}}
- {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}}}}
- {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}}}}
- {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}}}}
- }
- ;press ctrl + h to replace the words, don't take offence if you already know this X_x
- {if tagged "custom" ;set what is spawned for radiocustom ;custom_faction ;radiocustom
- ;{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"}
- {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"}}
- {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}}}}
- {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}}}}
- {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}}}}
- {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}}}}
- }
- {if tagged "custom2" ;set what is spawned for radiocustom2 ;custom2_faction ;radiocustom2
- ;{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"}
- {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"}}
- {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}}}}
- {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}}}}
- {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}}}}
- {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}}}}
- }
- {if tagged "custom3" ;set what is spawned for radiocustom3 ;custom3_faction ;radiocustom3
- ;{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"}
- ;my own personal list lol
- {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}}}}
- {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}}}}
- {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}}}}
- {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}}}}
- {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}}}}
- ;{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"}}
- ;{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}}}}
- ;{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}}}}
- ;{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}}}}
- ;{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}}}}
- }
- }
- else
- {start_sound "sonne2/"}
- {delay 1.0
- {if tagged "usa"
- {if rand 0.3
- {start_sound "vehicle/talk/usa/in_action/v1"}
- else rand 0.2
- {start_sound "vehicle/talk/usa/in_action/v2"}
- else
- {start_sound "sonne2/manno"} }
- }
- {if tagged "eng"
- {if rand 0.3
- {start_sound "vehicle/talk/eng/in_action/v1"}
- else rand 0.2
- {start_sound "vehicle/talk/eng/in_action/v2"} }
- }
- {if tagged "ger"
- {if rand 0.3
- {start_sound "vehicle/talk/ger/in_action/v1"}
- else rand 0.2
- {start_sound "vehicle/talk/ger/in_action/v2"} }
- }
- {if tagged "jap"
- {if rand 0.3
- {start_sound "vehicle/talk/jap/in_action/v1"}
- else rand 0.2
- {start_sound "vehicle/talk/jap/in_action/v2"} }
- }
- {if tagged "rus"
- {if rand 0.3
- {start_sound "vehicle/talk/rus/in_action/v1"}
- else rand 0.2
- {start_sound "vehicle/talk/rus/in_action/v2"} }
- }
- {if tagged "custom" ;custom_faction
- {if rand 0.8
- {start_sound "vehicle/talk/custom/in_action/v1"} }
- }
- {if tagged "custom2" ;custom_faction2
- {if rand 0.8
- {start_sound "vehicle/talk/custom2/in_action/v1"} }
- }
- {if tagged "custom3" ;custom_faction3
- {if rand 0.8
- {start_sound "vehicle/talk/custom3/in_action/v1"} }
- } ;zik
- }
- }
- {if not dead {if rand 0.0088 {delay 3 1 {spawn "paradrop_ammo_heavy"} {start_sound "sonne2/Plane"} }} }
- {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"} } }}
- {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"}}}}}}
- {if dead {start_sound "hit/medium/soloma"} {tags add "radio_broken"}}
- {delay 10.0 {call "spawn"}}
- }
- }}} ;SONNE2 RADIO END;;;;;;;;;;;;;;;;;;;;;
- ;WEAPON TYPE JAM WHICH WEAPON TYPE WILL JAM MORE OFTEN?;;;;;;;;;;;;;;;;;;;;;;;
- ;weapon_type;;;;;;;jam_type;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;
- ;set how often certain types of weapons will jam set_weapontype (0.0001)) ;.001% chance (0.0005)) ;.005% chance<----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.
- {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
- {on "smgjam" {if "gun_jamming_enabled" {if bone "foresight3" {if rand 0.0005 {tags add "js"} }}}}
- {on "riflejam" {if "gun_jamming_enabled" {if bone "foresight3" {if rand 0.0005 {tags add "js"} }}}}
- {on "sniperjam" {if "gun_jamming_enabled" {if bone "foresight3" {if rand 0.0005 {tags add "js"} }}}}
- {on "shotgunjam"{if "gun_jamming_enabled" {if bone "foresight3" {if rand 0.0005 {tags add "js"} }}}}
- {on "mgunjam"{if "gun_jamming_enabled" {if bone "foresight3" {if rand 0.0005 {tags add "js"} }}}}
- ;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;
- {on "manual_fix_timer" ;minimum 3.7 max:mugen(infinity) set_manualtimer ;MANUAL TIMER
- {if not "random_fix_timer" {delay 15 {tags add "fixed"}{call "jam_fix"}}}}
- {on "jam_fix" ;FIXING THE JAM
- {if tagged "fixed"
- {if tagged "jam"
- {tags remove "jam"}
- {tags remove "fixed"}
- {call "spawn_shell"}{start_sound "weapon/reload"} {delay 0.8 {start_sound "weapon/shell_drop"}} ;the evil shell has been removed.
- {weapon_work "hand_right" 1}{if "cant_move"{chassis_work 1}} ;reenables the weapon
- {if not dead {if able "select" {if not senseless ;so the knocked out and dead wont be able to fix it they will restart
- {damage_report "body" "<c(00ff00)>jam fixed"}}}} ;just think about it, it doesn't make sense lol.
- {talk "jubilation"} ;soldier "get ready for medals!"
- {ani_stop "squat_reload_piat"}{ani_stop "lie_reload_piat"}
- {if "cant_move"{chassis_work 1}}
- {if not dead {if able "select" {if not senseless
- {if "ingame_jam_modifiers"
- {if rand 0.1
- {attack_save}{damage_report "body" "<c(00ff00)>gun fixed: less jam"}{tags add "jamca"} ;jamca as in cautious
- else rand 0.1
- {attack_load}{damage_report "body" "<c(dd0000)>gun damaged: increased jam"}{tags add "jamre"} ;jamre as in reckless,
- else rand 0.05
- {attack_save}{damage_report "body" "<c(00ff00)>gun repaired: no more jamming at all"}{tags add "jamfi"} ;yay no more jamming!
- }}}}} }}}
- {on "hangfire" ;zik
- {tags add "hangfire"}
- {if rand 0.5 {weapon_work "hand_right" 0}} ;due to surplus ammo the gun will click but have a delay before firing, this could be potentially dangerous
- {if not tagged "jamre"{damage_report "body" "<c(dd0000)>hangfire"}}
- {if tagged "jamre"{damage_report "body" "<c(dd0000)>hangfire caused by damaged gun"}}
- {start_sound "gui/misc_gui_select"}
- {call "hangfire_chance"}
- }
- {on "hangfire_pt2"
- {if rand 0.2 ("health_damage" c(50)) } ;hangfire damage to hands
- {delay 0.3 {talk "injuring"}}
- {if tagged "hfixed"
- {tags remove "hangfire"}
- {tags remove "hfixed"}
- {weapon_work "hand_right" 1}
- {call "hand_right"} }
- }
- {on "hangfire_chance"
- {if rand 0.1
- {delay 0.2 {tags add "hfixed"}{call "hangfire_pt2"}}
- else rand 0.1
- {delay 0.3 {tags add "hfixed"}{call "hangfire_pt2"}}
- else rand 0.1
- {delay 0.4 {tags add "hfixed"}{call "hangfire_pt2"}}
- else rand 0.1
- {delay 0.1 {tags add "hfixed"}{call "hangfire_pt2"}}
- else rand 0.1
- {delay 0.2 {tags add "hfixed"}{call "hangfire_pt2"}}
- else rand 0.1
- {delay 0.3 {tags add "hfixed"}{call "hangfire_pt2"}}
- else rand 0.1
- {delay 0.5 {tags add "hfixed"}{call "hangfire_pt2"}}
- else rand 0.1
- {delay 0.3 {tags add "hfixed"}{call "hangfire_pt2"}}
- else
- {delay 0.4 {tags add "hfixed"}{call "hangfire_pt2"}}
- }}
- {on fire "hand_right"
- {delay 0.1 {if not tagged "radio" {signal mandie 300};SPARTANS
- }} ;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!
- {if tagged "radio" {call "spawnrad"}} ;As soon as you shoot the radio weapon, it will go to the spawning proccess
- {if tagged "jam" {start_sound "gui/misc_gui_select"}}
- {if tagged "jammable" ;only jammable weapons are to be jammed.
- {call "jam_enable"} ;checks whether gun jamming is enabled or not.
- {if "gun_jamming_enabled"
- {call "gun_jam_mod_menu"} ;to configure jamming options
- {if tagged "smgw" {call "smgjam"}}
- {if tagged "riflew" {call "riflejam"}}
- {if tagged "pistolw" {call "pistoljam"}}
- {if tagged "mgunw" {call "mgunjam"}}
- {if tagged "shotgunw" {call "shotgunjam"}}
- {call "terrain_influence_1"} ;to check the other jam values
- {call "jam_modifiers_menu"} ;to check the other jam values
- {if "hangfire"
- {if not tagged "jamre"{if rand 0.0002 {call"hangfire"}}} ;HANGFIRE 0.0002 chance
- {if tagged "jamre"{if rand 0.0021 {call"hangfire"}}} ;damaged gun
- }}
- ;LET THE RUSTLING BEGIN JAMMING BEGINS HERE
- ;{delay 0.0001
- {if not tagged "hangfire"
- {if not tagged "jamfi" {if not tagged "fixed" {if tagged "js"
- {tags remove "js"} ;so the weapon can be jammed again some time later if not tagged jamfi
- {weapon_work "hand_right" 0} ;stops the weapon from firing
- {if "cant_move"{chassis_work 0}} ;stops the soldier from moving while fixing the jam
- {tags add "jam"}
- {delay 0.3 {if able "select" {if rand 0.5 {start_sound "gui/misc_gui_select"}}}} ;Put able select so the dead won't try to fix their pb and jam in the morning, ahem I meant weapon jam.
- {delay 0.6 {if able "select" {if rand 0.5 {start_sound "gui/misc_gui_select"}}}} ;also the sound is the soldier trying to pull the trigger and failing to shoot. For AS1 and 2, for mow you'll have to make your own trigger sound.
- {delay 0.8 {if able "select" {if rand 0.5 {start_sound "gui/misc_gui_select"}}}} ;the soldier repeats pulling the trigger, thinking he/she may have a fatigued finger, giving as much force the next time.
- {delay 1.4 {if able "select" {if rand 0.5 {start_sound "gui/misc_gui_select"}}}}
- {delay 1.6 {damage_report "body" "<c(9e8af6)>jammed"}{delay 5 1 {if tagged "jamca" {if rand 0.1 {damage_report "body" "<c(9e8af6)>it still jammed!?"}} {tags remove "jamca"}}{if tagged "jamre" {if rand 0.1 {damage_report "body" "<c(9e8af6)>jammed again huh"}} {tags remove "jamre"}}}}
- {delay 2.0 {talk "injuring"}} ;Jimmies have been rustled.
- {delay 2.1 {if able "select" {if rand 0.8 {start_sound "gui/misc_gui_select"}}}}
- {delay 2.2 {if able "select" {if rand 0.7 {start_sound "gui/misc_gui_select"}}}}
- {delay 2.3 {if able "select" {if rand 0.6 {start_sound "gui/misc_gui_select"}}}}
- {delay 2.4 {if able "select" {if rand 1.0 {if tagged "winterjam" {damage_report "body" "<c(9eccff)>by the winter"}{talk "injuring"}{if "winter_sound" {start_sound "world/winter/04"}{tags remove "winterjam"}}}}}}
- {delay 3.4 {if able "select" {if rand 0.5 {start_sound "gui/misc_gui_select"}{delay 3.5 {talk "things_look_blue"}}}}} ;RUSTLED JIMMIES CONFIRMED
- {delay 3.5 {if "jam_fix_animations"{if able "select" {tags add "jam"} {if not lying {ani_play "squat_reload_piat" 1.0 loop} else {ani_play "lie_reload_piat" 1.0 loop}}}}} ;animations of fixing the weapon}
- ;Fixing the Jam ;get rid of the shell that jammed your weapon, the immersion is real.
- {delay 3.6 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 3.51 {if tagged "jam"{if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>halp"}{delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }{delay 3.61 {if tagged "jam"{if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>halp"}{delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
- {delay 3.7 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 3.71{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>agh"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
- {delay 3.8 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 3.81{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>no "} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
- {delay 4.4 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 4.41{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>ugh"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
- {delay 5.3 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 5.31{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>why"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
- {delay 6.6 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 6.61{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>omg"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
- {delay 7.8 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 7.81{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>X_x"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
- {delay 8.4 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 8.41{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>X_X"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
- {delay 9.3 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 9.31{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>x-x"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
- {delay 10.6 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 10.61{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>-_-"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
- {delay 11.8 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 11.81{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>X_-"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
- {delay 12.4 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 12.41{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>-_X"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
- {delay 13.4 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 13.41{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>x-X"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
- {delay 14.4 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 14.41{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>X-x"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
- {delay 15.4 {if able "select" {if rand 0.3 {if tagged "jam" {start_sound "weapon/reload"}}}}}{delay 15.41{if tagged "jam" {if not able "select" {tags remove "jam"}{throw_on_ground}{damage_report "body" "<c(f9d800)>@_@"} {delay 0.01 {ani_stop "squat_reload_piat"}{delay 0.012{ani_stop "lie_reload_piat"}}} }} }
- {if "random_fix_timer" ;Random Jam fix timers
- {if rand 0.1
- {delay 15 {tags add "fixed"}{call "jam_fix"}}
- else rand 0.1
- {delay 6 {tags add "fixed"}{call "jam_fix"}}
- else rand 0.1
- {delay 7 {tags add "fixed"}{call "jam_fix"}}
- else rand 0.1
- {delay 8 {tags add "fixed"}{call "jam_fix"}}
- else rand 0.1
- {delay 9 {tags add "fixed"}{call "jam_fix"}}
- else rand 0.1
- {delay 10 {tags add "fixed"}{call "jam_fix"}}
- else rand 0.1
- {delay 3.7 {tags add "fixed"}{call "jam_fix"}}
- else rand 0.1
- {delay 4 {tags add "fixed"}{call "jam_fix"}}
- else
- {delay 15 {tags add "fixed"}{call "jam_fix"} }}
- else
- {call "manual_fix_timer"} ;Manually set timer (go to menu to change)
- }
- }} } }};}
- {call "veteran_start"} {tags add "onward"}{delay 70 5 {tags remove "onward"}}
- {view show "flashbarrel"}
- {view start "flashbarrel"}
- {view start "shell"}
- {view start "flame"}
- {kill_delay "fire"}
- {delay 0.1 "shell"
- {view pause "shell"}
- }
- {delay 0.4 "fire"
- {view hide "flashbarrel"}
- {view pause "flashbarrel"}
- {view pause "flame"}
- }
- {spawn "bazooka_shot" "fxshot" x}
- ;3d_shells remove the ";"
- ;{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"}}}}}
- ;3d_shells Sound remove the ";"
- ;{if tagged "jammable" {delay 0.8 {start_sound "weapon/shell_drop"}}}
- }
- {on "spawn_shell"
- {if not tagged "ptrw"{if tagged "jammable" ;giving mgun larger shells
- {if tagged "mgunw" {if bone "fxshell" {if not bone "fxshot" {spawn "shell_cannon" "fxshell" x scale 0.025
- {impulse up 1.5 0.5 dir 1.0 0.7 fy 2.2 1.1 cy 4.2 0.1 cz 0.2 0.1 com}
- {delay_effect 17 1 "stop"}
- }}}}
- {if tagged "mgunw" {if not bone "fxshell" {if not bone "fxshot" {spawn "shell_cannon" "foresight3" x scale 0.025
- {impulse up 1.5 0.5 dir 1.0 0.7 fy 2.2 1.1 cy 4.2 0.1 cz 0.2 0.1 com}
- {delay_effect 17 1 "stop"}
- }}}}
- {if not tagged "mgunw" {if bone "fxshell" {if not bone "fxshot" {spawn "shell_cannon" "fxshell" x scale 0.015
- {impulse up 1.5 0.5 dir 1.0 0.7 fy 2.2 1.1 cy 4.2 0.1 cz 0.2 0.1 com}
- {delay_effect 17 1 "stop"}
- }}}}
- {if not tagged "mgunw" {if not bone "fxshell" {if not bone "fxshot" {spawn "shell_cannon" "foresight3" x scale 0.015
- {impulse up 1.5 0.5 dir 1.0 0.7 fy 2.2 1.1 cy 4.2 0.1 cz 0.2 0.1 com}
- {delay_effect 17 1 "stop"}
- }}}}
- } }}
- ;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;
- ;;;comment on moddb page if you encounter bugs;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;
- ;SONNE2 SPACE JAM END ;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;; ;;;;;;;X_x;;;;;;;;;;;;;; ;;;;;;;SHENMUE 3 FOR THE WIN!!!!!
- (define "terrain_fx_human"
- {on terrain_fx %0 enter
- {if not swimming
- {view start "on_%1"}
- {view start "on_%1_time_short"}
- {delay 0.1
- {view pause "on_%1_time_short"}
- }
- }
- }
- {on terrain_fx %0 leave
- {view pause "on_%1"}
- }
- )
- ("terrain_fx_human" args "water" water)
- ("terrain_fx_human" args "puddle" puddle)
- ("terrain_fx_human" args "shallow_water" puddle)
- ("terrain_fx_human" args "mud" mud)
- {on terrain_pp "swamp" enter
- {delay 0 ; without delay will crash in Die()
- {call "die_without_blood"}
- {view start "die_in_swamp"}
- {tags add "drown"}
- {delay 10
- {view stop "die_in_swamp"}
- {delete}
- }
- }
- }
- {on "diving"
- {delay 0.3
- {spawn "spherewater_big"}
- }
- }
- {on swim on
- {view pause "on_water"}
- {view start "swim"}
- {call "stop_burn"}
- {kill_delay "after_swim"}
- }
- {on swim off
- {delay 1.5 "after_swim"
- {view pause "swim"}
- }
- }
- {on "stop_move_sounds"
- {stop_sound "move_road"}
- {stop_sound "move_ground"}
- {stop_sound "move_snow"}
- {stop_sound "move_sand"}
- {stop_sound "move_grass"}
- {stop_sound "swim"}
- {stop_sound "move_road_normal"}
- {stop_sound "move_ground_normal"}
- {stop_sound "move_snow_normal"}
- {stop_sound "move_sand_normal"}
- {stop_sound "move_grass_normal"}
- {stop_sound "swim_normal"}
- {stop_sound "move_road_walk"}
- {stop_sound "move_ground_walk"}
- {stop_sound "move_snow_walk"}
- {stop_sound "move_sand_walk"}
- {stop_sound "move_grass_walk"}
- {stop_sound "swim_walk"}
- }
- {on movement_mode_changed
- {call "stop_move_sounds"}
- {if name "fast" ;10/10 Will Sprint Again - IGN
- {if swimming
- {play_sound "swim" 1}
- else not lying
- {if terrain_fx "road" ;perhaps this should be there!? O_o
- {call "ai_jump"}
- {play_sound "move_road" 1}
- else terrain_fx "country_road" ;hmmm thats outside
- {call "ai_jump"}
- {play_sound "move_road" 1}
- else terrain_fx "ice"
- {play_sound "move_snow" 1}
- else terrain_fx "snow" ;outside
- {call "ai_jump"}
- {play_sound "move_snow" 1}
- else terrain_fx "sand"
- {play_sound "move_sand" 1}
- else terrain_fx "bridge" ;bridge is trenches :P
- {call "ai_jump"}
- else terrain_fx "grass" ;for sure as hell outside :P
- {call "ai_jump"}
- {play_sound "move_grass" 1}
- else
- {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
- }
- }
- }
- {if name "bow"
- {if swimming
- {play_sound "swim" 1}
- else not lying
- {if terrain_fx "road"
- {play_sound "move_road" 1}
- else terrain_fx "country_road"
- {play_sound "move_road" 1}
- else terrain_fx "ice"
- {play_sound "move_snow" 1}
- else terrain_fx "snow"
- {play_sound "move_snow" 1}
- else terrain_fx "sand"
- {play_sound "move_sand" 1}
- else terrain_fx "grass"
- {play_sound "move_grass" 1}
- else
- {play_sound "move_ground" 1}
- }
- }
- }
- {if name "assault"
- {if swimming
- {play_sound "swim" 1}
- else not lying
- {if terrain_fx "road"
- {play_sound "move_road" 1}
- else terrain_fx "country_road"
- {play_sound "move_road" 1}
- else terrain_fx "ice"
- {play_sound "move_snow" 1}
- else terrain_fx "snow"
- {play_sound "move_snow" 1}
- else terrain_fx "sand"
- {play_sound "move_sand" 1}
- else terrain_fx "grass"
- {play_sound "move_grass" 1}
- else
- {play_sound "move_ground" 1}
- }
- }
- }
- {if name "normal"
- {if swimming
- {play_sound "swim" 1}
- else not lying
- {if terrain_fx "road"
- {play_sound "move_road_normal" 1}
- else terrain_fx "country_road"
- {play_sound "move_road_normal" 1}
- else terrain_fx "ice"
- {play_sound "move_snow_normal" 1}
- else terrain_fx "snow"
- {play_sound "move_snow_normal" 1}
- else terrain_fx "sand"
- {play_sound "move_grass_normal" 1}
- else terrain_fx "grass"
- {play_sound "move_grass_normal" 1}
- else
- {play_sound "move_ground_normal" 1}
- }
- }
- }
- {if name "slow"
- {if swimming
- {play_sound "swim" 1}
- else not lying
- {if terrain_fx "road"
- {play_sound "move_road_normal" 1}
- else terrain_fx "country_road"
- {play_sound "move_road_normal" 1}
- else terrain_fx "ice"
- {play_sound "move_snow_normal" 1}
- else terrain_fx "snow"
- {play_sound "move_snow_normal" 1}
- else terrain_fx "sand"
- {play_sound "move_grass_normal" 1}
- else terrain_fx "grass"
- {play_sound "move_grass_normal" 1}
- else
- {play_sound "move_ground_normal" 1}
- }
- }
- }
- {if name "walk"
- {if swimming
- {play_sound "swim" 1}
- else not lying
- {if terrain_fx "road"
- {play_sound "move_road_walk" 1}
- else terrain_fx "country_road"
- {play_sound "move_road_walk" 1}
- else terrain_fx "ice"
- {play_sound "move_snow_walk" 1}
- else terrain_fx "snow"
- {play_sound "move_snow_walk" 1}
- else terrain_fx "sand"
- {play_sound "move_grass_walk" 1}
- else terrain_fx "grass"
- {play_sound "move_grass_walk" 1}
- else
- {play_sound "move_ground_walk" 1}
- }
- }
- }
- {if name "sneak"
- {if swimming
- {play_sound "swim" 1}
- else not lying
- {if terrain_fx "road"
- {play_sound "move_road_walk" 1}
- else terrain_fx "country_road"
- {play_sound "move_road_walk" 1}
- else terrain_fx "ice"
- {play_sound "move_snow_walk" 1}
- else terrain_fx "snow"
- {play_sound "move_snow_walk" 1}
- else terrain_fx "sand"
- {play_sound "move_grass_walk" 1}
- else terrain_fx "grass"
- {play_sound "move_grass_walk" 1}
- else
- {play_sound "move_ground_walk" 1}
- }
- }
- }
- {if name "spot"
- {if swimming
- {play_sound "swim" 1}
- else not lying
- {if terrain_fx "road"
- {play_sound "move_road_walk" 1}
- else terrain_fx "country_road"
- {play_sound "move_road_walk" 1}
- else terrain_fx "ice"
- {play_sound "move_snow_walk" 1}
- else terrain_fx "snow"
- {play_sound "move_snow_walk" 1}
- else terrain_fx "sand"
- {play_sound "move_sand_walk" 1}
- else terrain_fx "grass"
- {play_sound "move_grass_walk" 1}
- else
- {play_sound "move_ground_walk" 1}
- }
- }
- }
- }
- {on "stop_burn"
- {if burned
- {burn stop_retry}
- {set "quench" 1}
- }
- }
- {on "falldown"
- {if altitude 3
- {throw_off up 1 forward 0.01 force}
- else altitude 1
- {throw_off up 1 forward 0.01 force}
- else
- {throw_on_ground}
- }
- }
- {on board in
- {view pause "swim"}
- }
- {on board out
- {if effector "mtb_d3"
- {if name "emit1" "emit2" "emit3" "emit4"
- {delay 0.7
- {spawn "spherewater_big"}
- }
- }
- }
- }
- {on "start_healing"
- {volumes "marker_healing" enable visible}
- {view start "marker_healing"}
- {delay 3.5
- {view pause "marker_healing"}
- }
- {start_sound "human/heal"} ;body_fall
- {view start "marker_healing"}
- {talk "injuring"}
- }
- {on "stop_healing"
- }
- {on "start_repair"
- {view start "marker_repair"}
- {talk "executing_an_order"}
- }
- {on "stop_repair"
- {view pause "marker_repair"}
- {talk "maintenance_is_finished"}
- }
- {on "start_ammo_out"
- {view start "marker_ammo_out"}
- }
- {on "stop_ammo_out"
- {view pause "marker_ammo_out"}
- }
- {on "start_ammo_refill"
- {volumes "marker_ammo_refill" enable visible}
- {view start "marker_ammo_refill"}
- {delay 2.5
- {view pause "marker_ammo_refill"}
- }
- }
- {on "start_veterancy"
- {view start "marker_veterancy"}
- {delay 3.5
- {view pause "marker_veterancy"}
- } }
- {on "stop_veterancy"
- }
- {on "SAD"
- {if rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>Random Soldier - RIP"}
- else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>REKT - RIP"}
- else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>WAS A GOOD SOLDIER - RIP"}
- else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>10/10 WILL GET PWNED AGAIN... IGN - RIP"}
- else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>HOW TO FIRE GUN? - RIP"}
- else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>HOW DO I RESPAWN? - RIP"}
- else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>NOOBZILLA - RIP"}
- else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>FUBAR - RIP"}
- else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>AW HE DEAD - RIP"}
- else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>DESTROID - RIP"}
- else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>CANNON FODDER - RIP"}
- else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>KILLED BY THE AS2 PATCH - RIP"}
- else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>PURE AND UTTER FAILURE - RIP"}
- else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>XP - RIP"}
- else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>WRECKED - RIP"}
- else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>YOU SUCK - RIP"}
- else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>INSTANT PWNAGE - RIP"}
- else rand 0.1 {damage_report "body" "<s(25)y(+9)c(ffffff)>EXPENDABLE SOLDIER - RIP"}
- else {damage_report "body" "<s(25)y(+9)c(ffffff)>RANDOM NOOB - RIP"}}
- }
- {on "WASTED"
- {if rand 0.1 {delay 2.1 {damage_report "body" "<s(25)y(+9)c(ff2e2e)>WASTED"}}{start_sound "sonne2/MLG/KILLED"} }
- }
- {on "OMG"
- {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"}}}
- 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"}}}
- 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"}}}
- 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}}} }
- 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"}}}
- 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"}}}
- 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"}}}
- {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} }
- }
- }
- {on "start_personage"
- {view start "marker_personage"}
- }
- {on "stop_personage"
- {view pause "marker_personage"}
- }
- {on "capture"
- {talk "jubilation"}
- }
- {on "veteran_check"
- ;Invincibility
- {if tagged "onward"{if not dead {if not senseless
- {if tagged "MLG_MODE"{if rand 0.0001 {tags add "invi"} } }
- {if tagged "MLG_MODE"{if rand 0.0005 {tags add "bubble"} } } }
- }}
- {if not tagged "invi"
- {if tagged "onward"
- {if not senseless
- {if not dead
- {if tagged "bubble"
- {link_sound "SONICB" "sonne2/MLG/SONIC/SHIELD"}
- {delay 0.70 {stop_sound "SONICB"}}
- {add_view "sonicbubble" "SONICB" "body"}
- {view start "SONICB"}
- {if not tagged "bubblenote" ;stopping it from firing again
- {tags add "bubblenote"}
- {play_sound "SONICB" }
- {damage_report "body" "<s(25)y(+9)c(50a495)>SHIELD BUBBLE"}}} }
- } } }
- {if tagged "para"
- {if tagged "onward"
- {spawn "paradrop_ammo_heavy"}
- {start_sound "sonne2/Plane"}
- {tags remove "para"} }}
- {if tagged "invi"
- {if not tagged "invnote"
- {if not senseless
- {if not dead
- {if tagged "onward"
- {link_sound "SONIC" "sonne2/MLG/SONIC/INV"}
- {play_sound "SONIC" 1}
- {view start "SONICI"}
- {if not tagged "invnote"
- {tags add "invnote"}
- {damage_report "body" "<s(25)y(+9)c(92ffec)>INVINCIBILITY"}}
- }}}}}
- {if not tagged "invtimer" {if tagged "invi"{tags add "invtimer"} {call "invi_remove"} }}
- {delay 1 {call "veteran_check"} }
- }
- {on "bubble_remove"
- {if rand 0.3 {if tagged "bubble" {tags add "pop"} ;so the bubble will pop 30% chance after being hit
- {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"}}
- }}}}
- {on "invi_remove" ;Invincibility stops after 27 seconds, set it to the desired amount if you want
- {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"} }
- } }
- {on move on
- {if swimming
- {view start "swim_move"}
- else not lying
- {if terrain_fx "road"
- {play_sound "move_road_normal" 1}
- else terrain_fx "country_road"
- {play_sound "move_road_normal" 1}
- else terrain_fx "ice"
- {play_sound "move_snow_normal" 1}
- else terrain_fx "snow"
- {play_sound "move_snow_normal" 1}
- else terrain_fx "sand"
- {play_sound "move_sand_normal" 1}
- else terrain_fx "grass"
- {play_sound "move_grass_normal" 1}
- else
- {play_sound "move_ground_normal" 1}
- }
- }
- {if lying
- {if terrain_fx "road"
- {play_sound "move_grass_normal" 1}
- else terrain_fx "country_road"
- {play_sound "move_grass_normal" 1}
- else terrain_fx "ice"
- {play_sound "move_grass_normal" 1}
- else terrain_fx "snow"
- {play_sound "move_grass_normal" 1}
- else terrain_fx "sand"
- {play_sound "move_grass_normal" 1}
- else terrain_fx "grass"
- {play_sound "move_grass_normal" 1}
- else
- {play_sound "move_grass_normal" 1}
- }
- }
- {if name "walk"
- {if swimming
- {play_sound "swim" 1}
- else not lying
- {if terrain_fx "road"
- {play_sound "move_road_walk" 1}
- else terrain_fx "country_road"
- {play_sound "move_road_walk" 1}
- else terrain_fx "ice"
- {play_sound "move_snow_walk" 1}
- else terrain_fx "snow"
- {play_sound "move_snow_walk" 1}
- else terrain_fx "sand"
- {play_sound "move_grass_walk" 1}
- else terrain_fx "grass"
- {play_sound "move_grass_walk" 1}
- else
- {play_sound "move_ground_walk" 1}
- }
- }
- }
- }
- {on move off
- {view pause "swim_move"}
- {call "stop_move_sounds"}
- }
- ;just for show doesn't really do anything but let you know how long units have survived
- {on "veteran_start"
- {delay 25
- {if rand 0.2
- {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>Private"}
- {tags add "v1"}{call "veteran_2"}}}
- else
- {call "veteran_start"}}}}
- {on "veteran_2"
- {delay 50
- {if rand 0.3
- {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>Private 1st Class"}
- {tags remove "v1"}{tags add "v2"}{call "veteran_3"}}}
- else
- {call "veteran_2"}}}}
- {on "veteran_3"
- {delay 50
- {if rand 0.4
- {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>Corporal"}
- {tags remove "v2"}{tags add "v3"}{call "veteran_4"}}}
- else
- {call "veteran_3"}}}}
- {on "veteran_4"
- {delay 50
- {if rand 0.5
- {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>Sergeant"}
- {tags remove "v3"}{tags add "v4"}{call "veteran_5"}}}
- else
- {call "veteran_4"}}}}
- {on "veteran_5"
- {delay 50
- {if rand 0.3
- {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>Staff Sergeant"}
- {tags remove "v4"}{tags add "v5"}{call "veteran_6"} }}
- else
- {call "veteran_5"}}}}
- {on "veteran_6"
- {delay 50
- {if rand 0.3
- {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>Staff Sergeant 1st Class"}
- {tags remove "v5"}{tags add "v6"}{call "veteran_7"}}}
- else
- {call "veteran_6"}}}}
- {on "veteran_7"
- {delay 50
- {if rand 0.3
- {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>2nd Lieutenant"}
- {tags remove "v6"}{tags add "v7"}{call "veteran_8"}}}
- else
- {call "veteran_7"}}}}
- {on "veteran_8"
- {delay 50
- {if rand 0.3
- {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>Lieutenant"}
- {tags remove "v7"}{tags add "v8"}{call "veteran_9"}}}
- else
- {call "veteran_8"}}}}
- {on "veteran_9"
- {delay 50
- {if rand 0.1
- {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>Captain"}
- {tags remove "v8"}{tags add "v9"}{call "veteran_10"}}}
- else
- {call "veteran_9"}}}}
- {on "veteran_10"
- {delay 50
- {if rand 0.1
- {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>Major"}
- {tags remove "v9"}{tags add "v10"}{call "veteran_11"}}}
- else
- {call "veteran_10"}}}}
- {on "veteran_11"
- {delay 50
- {if rand 0.1
- {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>Lieutenant Colonel"}
- {tags remove "v10"}{tags add "v11"}{call "veteran_12"}}}
- else
- {call "veteran_11"}}}}
- {on "veteran_12"
- {delay 50
- {if rand 0.1
- {if tagged "onward"{if not dead {damage_report "body" "<c(ffffff)>Colonel"}
- {tags remove "v11"}{tags add "v12"}{call "veteran_13"}}}
- else
- {call "veteran_12"}}}}
- {on "veteran_13"
- {delay 50
- {if rand 0.1
- {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>Brigadier General"}
- {tags remove "v12"}{tags add "v13"}{call "veteran_14"}}}
- else
- {call "veteran_13"}}}}
- {on "veteran_14"
- {delay 50
- {if rand 0.1
- {if tagged "onward"{if not dead {damage_report "body" "<c(ffffff)>Major General"}
- {tags remove "v13"}{tags add "v14"}{call "veteran_15"}}}
- else
- {call "veteran_14"}}}}
- {on "veteran_15"
- {delay 50
- {if rand 0.1
- {if tagged "onward"{if not dead {damage_report "body" "<c(ffffff)>Lieutenant General"}
- {tags remove "v14"}{tags add "v15"}{call "veteran_16"}}}
- else
- {call "veteran_15"}}}}
- {on "veteran_16"
- {delay 50
- {if rand 0.1
- {if tagged "onward"{if not dead {damage_report "body" "<c(ffffff)>General"}
- {tags remove "v15"}{tags add "v16"}{call "veteran_17"}}}
- else
- {call "veteran_16"}}}}
- {on "veteran_17"
- {delay 50
- {if rand 0.1
- {if tagged "onward"{if not dead{damage_report "body" "<c(ffffff)>General of the Army"}
- {tags remove "v16"}{tags add "v17"}{call "veteran_18"}}}
- else
- {call "veteran_17"}}}}
- {on "ai_jump"
- {if tagged "ai_jump"
- {if not lying ;ai_jump in a type of terrain_fx
- {if not user_control
- {if not tagged "move" {tags add "move"} ;stop from firing again.....again LOL
- {delay 2 0.1 {tags remove "move"}
- {if not senseless
- {if not dead
- {if tagged "onward"
- {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
- {ani_play "emit_lcvp" 1} {delay 1 {ani_stop "emit_lcvp"} }
- }}}}}}}}}}
- } ;human.inc end
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