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- {"human" ;took away all those 100+ check die_calc entries and reduced it to two entries >:D
- {inflammation_time 0.25}
- {on spawn
- {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 "marker_healing" "marker_healing" "head"}
- {add_view "marker_repair" "marker_repair" "head"}
- {add_view "marker_ammo_out" "marker_ammo_out" "head"}
- {add_view "marker_ammo_refill" "marker_ammo_refill" "head"}
- {add_view "marker_personage" "marker_personage" "head"}
- {add_view "marker_veterancy" "marker_veterancy" "head"}
- {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 "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"}
- else
- {health_damage_crush "die" "crush"}
- }
- else effector "vehicle"
- {if not dead
- {if not user_control
- {call "die"}
- else
- {call "die"}
- }
- else
- {spawn "bloodsparks_small"}
- }
- else effector "knife"
- {if contact_velocity 5
- {health_damage_count 500
- {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}
- }
- }
- (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
- {if difficulty "easy"
- {if user_control
- ("health_damage" c(%ud))
- else
- ("health_damage" c(%d))
- }
- else
- ("health_damage" c(%d))
- }
- ("health_damage" c(%d))
- }
- )
- ("contact_part" e("building_part") v(3) ud(20) d(120))
- ("contact_part" e("big part") v(3) ud(20) d(120))
- ("contact_part" e("medium part") v(6) ud(10) d(80))
- ("contact_part" e("small part") v(10) ud(3) d(40))
- 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 15
- {effects "" "hit" "hit" "die" "die"}
- }
- }
- }
- }
- {on bullet_hit
- {kill_flags reset}
- {spawn "ex_bul_sm"} ; to generate hit signal
- {if stuff "shell fg"
- {bullet_detonate}
- else stuff "bazooka"
- {bullet_detonate}
- {call "process_bullet_hit"}
- else stuff "bullet"
- {if volume_armored
- {bullet_detonate}
- }
- {call "process_bullet_hit"}
- else
- {call "process_bullet_hit"}
- }
- }
- {on blow
- {if not name "knife"
- {start_sound "human/blow"}
- }
- }
- {on blow opponent
- {if name "knife"
- {health_damage_blow
- {effects "" "hit" "hit" "die_from_knife" "die_from_knife"}
- }
- else
- {if name "head"
- {spawn "bloodsparks_small" "head"}
- }
- {health_damage_blow
- {effects "" "hit" "hit" "die" "die"}
- }
- }
- }
- {on "process_bullet_hit"
- {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
- {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 not volume_armored
- ; {if stuff "sniper" {die}}
- ; }
- {if rand 0.05
- {take_off "head"
- {impulse up 5 2 dir 7 3}
- }
- }
- }
- ; {if volume "body"
- ; {if not volume_armored
- ; {if stuff "pistol" {if rand 0.08 {call "die"} ("health_damage" c(500))}}
- ; {if stuff "mgun" {if rand 0.1 {call "die"} ("health_damage" c(500))}}
- ; {if stuff "rifle" {if rand 0.2 ("health_damage" c(60))}}
- ; }
- ; }
- }
- {on blast_hit overload
- {if min_energy 0.8
- ("health_damage" c(100))
- }
- {if stuff "kamikaze"
- {call "die"}
- ("health_damage" c(250))
- {con "kamikaze"}
- }
- {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}}
- }
- }
- {on "die_throw_high"
- {set "die_after_throw" 1}
- {spawn "bloodsparks_small"}
- {call "die_scream"}
- {call "throw_high"}
- }
- {on "hit-scream"
- {if not "talk"
- {set "talk" 1}
- {talk "injuring"}
- {delay 10 2
- {set "talk" 0}
- }
- }
- }
- {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 difficulty "multiplayer"
- {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 force die}
- else
- {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
- {spawn "bloodsparks_small"}
- {if linked
- {if linked "shipflak"
- {call "throw_off_from_ship"}
- else linked "doublecolt"
- {call "throw_off_from_ship"}
- 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"}
- }
- }
- }
- ;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"
- {call "main_menu"} {able select 0}
- }
- {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 "main_menu"
- {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.
- }
- }
- {on "die_without_blood"
- {view pause "swim"}
- {call "die_scream"}
- ;{tags remove "revived"}
- {delay 0.2
- {if tagged "disablerandom"
- {if tagged "die_processset"
- {able select 0} ;unit cant be selected
- {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 "revived" {die} }
- {delay 3
- {volumes enable contact}
- }
- }
- {on "randomgenerator"
- ;NON HERO CHECK
- {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 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 "disablerandom"
- {delay 1.0
- {tags add "die_processset"}
- {if rand 0.7
- {call "die_processvlong"} ;Very Long Death 10% chance 139 seconds
- else
- ;{tags remove "revived"}
- {able select 0}{call "death_wait"} ;Instant Pwnage X_x if all else fails% chance :\ 0 seconds XD
- } } };disablerandom check end
- } ;end of randomgenerator
- (define "go_to_revive"
- {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"}
- }
- )
- ;Can Unit be revived? Just for revive quotes, I have yet to find the command that wakes the revived and gives them health, its probably hardcoded X_X, then I could be wrong, as two years ago I thought the revival function was hardcoded, look at the situation now :P.
- {on "cdie_calc" ;call on die_calc
- {if not tagged "revived" {if not able "select" {delay 0.2{call "cdie_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 0.2{call "die_calc"}}}}}
- ;Called on by Random Generator
- {on "die_processvlong"
- {able select 0}
- {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
- {if "quotes_enabled"
- {call "die_processlongquotecheck"}
- }
- {call "cdie_calc"}
- {if tagged "die_processset"
- {delay 139 {call "death_wait"} }
- }
- }
- ;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 "die_processset"}
- {able select 1}
- {delay 0.001 {ani_stop "lie_sleep_idle_2"}{ani_stop "lie_sleep_idle_1"}}
- {delay 0.10
- {tags remove "death_wait"}
- {tags remove "randomdisabled"}
- }
- ;pt2
- {delay 0.105
- {if not tagged "revived"
- {if not senseless {if not dead
- {delay 0.1 {chassis_work 0}} ;for_Ty
- {delay 0.12{knockdown 90000 90001}} ;for_Ty
- {delay 0.2 {able "talk" 0}} ;for_Ty
- {delay 0.3 {if rand 0.75 {ani_play "lie_sleep_idle_2" 1.0 loop} else {ani_play "lie_sleep_idle_1" 1.0 loop}}} ;for_Ty
- {delay 0.4 {weapon_work "hand_right" 0}} ;for_Ty
- {tags add "revived"}
- {tags remove "disablerandom"}
- {start_sound "human/heal"}
- {if not tagged "revived" {able personage 0}}
- }}}}
- }}
- }}
- ;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
- {if not tagged "revived" {able personage 0}} ;Gets rid of personage protection
- {if not able "select" ;TIMER OF DEATH
- {if senseless
- {if not tagged "revived" {able personage 0}} ;Gets rid of personage protection
- {tags remove "die_processset"}
- {die}
- } {tags remove "disablerandom"}
- ;{tags add "dead"}
- } }} ;Ergh
- {on "die_scream"
- {if not "die_sound"
- {set "die_sound" 1}
- {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
- {spawn "bloodsparks_big"}
- ; ("spawn_pieces" args "piece_explosion")
- {call "delete"}
- }
- }
- {on "crush"
- {if personage
- {call "die"}
- else
- {spawn "bloodsparks_big"}
- ; ("spawn_pieces" args "piece_crush")
- {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}
- {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_effect 0.5 0.2 "burn_scream"}
- {delay 6 2 "burn_die"
- {able "burning" 0}
- {kill_flags reset}
- {kill_flags piercing}
- {if not dead
- {able personage 0}
- {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 17} ; 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"
- {smoke}
- }
- {on "smoking"
- ; {con "smoke start"}
- {view start "smoke"}
- {delay 0.3 0.1
- {view pause "smoke"}
- ; {con "smoke end"}
- }
- }
- {on "link_weapon"
- {if stuff "pistol"
- {add_view "flash_gun_small" "flashbarrel" "foresight3"}
- {add_view "shell_smg" "shell" "FXshell"}
- else stuff "shotgun"
- {add_view "flash_gun_big" "flashbarrel" "foresight3"}
- {add_view "shell_shotgun" "shell" "FXshell"}
- else stuff "rifle"
- {add_view "flash_gun_small" "flashbarrel" "foresight3"}
- {add_view "shell_mgun" "shell" "FXshell"}
- else stuff "smg"
- {add_view "flash_gun_small" "flashbarrel" "foresight3"}
- {add_view "shell_smg" "shell" "FXshell"}
- else stuff "mgun"
- {add_view "flash_gun_big" "flashbarrel" "foresight3"}
- {add_view "shell_mgun" "shell" "FXshell"}
- else stuff "flame_thrower"
- {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 fire "hand_right"
- {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}
- }
- (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"}
- {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 move on
- {if swimming
- {view start "swim_move"}
- }
- }
- {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"}
- }
- {on movement_mode_changed
- {call "stop_move_sounds"}
- {if name "fast"
- {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}
- }
- }
- }
- }
- {on move off
- {view pause "swim_move"}
- {call "stop_move_sounds"}
- }
- {on "stop_burn"
- {if burned
- {burn stop_retry}
- {set "quench" 1}
- }
- }
- {on "falldown"
- {if altitude 3
- {throw_off up 1 forward 0.01 die 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"
- {view start "marker_healing"}
- }
- {on "stop_healing"
- {view pause "marker_healing"}
- }
- {on "start_repair"
- {view start "marker_repair"}
- }
- {on "stop_repair"
- {view pause "marker_repair"}
- }
- {on "start_ammo_out"
- {view start "marker_ammo_out"}
- }
- {on "stop_ammo_out"
- {view pause "marker_ammo_out"}
- }
- {on "start_ammo_refill"
- {view start "marker_ammo_refill"}
- {delay 2.5
- {view pause "marker_ammo_refill"}
- }
- }
- {on "start_personage"
- {view start "marker_personage"}
- }
- {on "stop_personage"
- {view pause "marker_personage"}
- }
- {on "start_veterancy"
- {view start "marker_veterancy"}
- {delay 3.5
- {view pause "marker_veterancy"}
- }
- }
- {on "stop_veterancy"
- {view pause "marker_veterancy"}
- }
- {on "capture"
- {tags add "capturer"}
- }
- }
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