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Even Shorter Revival Script, can't move or rotate2

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Sep 5th, 2015
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  1. {"human" ;took away all those 100+ check die_calc entries and reduced it to two entries >:D
  2. {inflammation_time 0.25}
  3. {on spawn
  4. {add_view "cigarettesmoke" "smoke" "head"}
  5. {add_view "drops_water_small2" "on_water" "foot3r"}
  6. {add_view "drops_water_small2" "on_water" "foot3l"}
  7. {add_view "drops_water_small3" "swim" "foot3r"}
  8. {add_view "drops_water_small3" "swim" "foot3l"}
  9. {add_view "drops_water_small3" "swim" "hand2r"}
  10. {add_view "drops_water_small3" "swim" "hand2l"}
  11. {add_view "wash_human_small" "swim_move" "head"}
  12. {add_view "drops_puddle_small" "on_puddle" "foot3r"}
  13. {add_view "drops_puddle_small" "on_puddle" "foot3l"}
  14. {add_view "drops_puddle_small" "die_in_swamp" "foot3r"}
  15. {add_view "drops_puddle_small" "die_in_swamp" "foot3l"}
  16.  
  17. {add_view "marker_healing" "marker_healing" "head"}
  18. {add_view "marker_repair" "marker_repair" "head"}
  19. {add_view "marker_ammo_out" "marker_ammo_out" "head"}
  20. {add_view "marker_ammo_refill" "marker_ammo_refill" "head"}
  21. {add_view "marker_personage" "marker_personage" "head"}
  22. {add_view "marker_veterancy" "marker_veterancy" "head"}
  23.  
  24. {link_sound "move_ground" "human/move/ground"}
  25. {link_sound "move_road" "human/move/road"}
  26. {link_sound "move_sand" "human/move/sand"}
  27. {link_sound "move_snow" "human/move/snow"}
  28. {link_sound "move_grass" "human/move/grass"}
  29.  
  30. {link_sound "swim" "human/move/swim"}
  31.  
  32. {if able "burning"
  33. {call "add_burn_fx"}
  34. {view start "burn_fire"}
  35. }
  36. }
  37. {on contact
  38. {if not impregnable
  39. {kill_flags reset}
  40. {volumes disable contact}
  41. {delay 2
  42. {volumes enable contact}
  43. }
  44. {if effector "tank"
  45. {if not user_control
  46. {health_damage_crush "die" "crush"}
  47. else
  48. {health_damage_crush "die" "crush"}
  49. }
  50. else effector "vehicle"
  51. {if not dead
  52. {if not user_control
  53. {call "die"}
  54. else
  55. {call "die"}
  56. }
  57. else
  58. {spawn "bloodsparks_small"}
  59. }
  60. else effector "knife"
  61. {if contact_velocity 5
  62. {health_damage_count 500
  63. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}
  64. }
  65. }
  66. (define "health_damage"
  67. {health_damage_count %c
  68. {effects "" "hit" "damage" "die" "die"}
  69. }
  70. )
  71. else effector "axe"
  72. {if contact_velocity 5
  73. ("health_damage" c(500))
  74. }
  75. (define "contact_part"
  76. else effector %e
  77. {if contact_velocity %v
  78. {if difficulty "easy"
  79. {if user_control
  80. ("health_damage" c(%ud))
  81. else
  82. ("health_damage" c(%d))
  83. }
  84. else
  85. ("health_damage" c(%d))
  86. }
  87.  
  88. ("health_damage" c(%d))
  89. }
  90.  
  91. )
  92. ("contact_part" e("building_part") v(3) ud(20) d(120))
  93. ("contact_part" e("big part") v(3) ud(20) d(120))
  94. ("contact_part" e("medium part") v(6) ud(10) d(80))
  95. ("contact_part" e("small part") v(10) ud(3) d(40))
  96. else effector "chicken"
  97. {health_damage_count 0
  98. {effects "" "hit" "hit" "hit" "hit"}
  99. }
  100. else effector "wire"
  101. {health_damage_count 20
  102. {effects "" "hit" "damage" "die" "die"}
  103. }
  104. else effector "flame_piece"
  105. {health_damage_count 15
  106. {effects "" "hit" "hit" "die" "die"}
  107. }
  108. }
  109. }
  110. }
  111. {on bullet_hit
  112. {kill_flags reset}
  113. {spawn "ex_bul_sm"} ; to generate hit signal
  114. {if stuff "shell fg"
  115. {bullet_detonate}
  116. else stuff "bazooka"
  117. {bullet_detonate}
  118. {call "process_bullet_hit"}
  119. else stuff "bullet"
  120. {if volume_armored
  121. {bullet_detonate}
  122. }
  123. {call "process_bullet_hit"}
  124. else
  125. {call "process_bullet_hit"}
  126. }
  127. }
  128. {on blow
  129. {if not name "knife"
  130. {start_sound "human/blow"}
  131. }
  132. }
  133. {on blow opponent
  134. {if name "knife"
  135. {health_damage_blow
  136. {effects "" "hit" "hit" "die_from_knife" "die_from_knife"}
  137. }
  138. else
  139. {if name "head"
  140. {spawn "bloodsparks_small" "head"}
  141. }
  142. {health_damage_blow
  143. {effects "" "hit" "hit" "die" "die"}
  144. }
  145. }
  146. }
  147. {on "process_bullet_hit"
  148. {if hit_side front {kill_flags front}
  149. else hit_side back {kill_flags back}
  150. else {kill_flags front back}
  151. }
  152. {if velocity 7 {kill_flags run}
  153. else velocity 0.1 {kill_flags go}
  154. }
  155. {kill_flags piercing}
  156. {if stuff "rifle" {kill_flags rifle}}
  157. {if stuff "mgun" {kill_flags mgun}}
  158. {if stuff "smg" {kill_flags smg}}
  159. {if stuff "pistol" {kill_flags pistol}}
  160.  
  161. {health_damage_pierce
  162. {effects "hit-scream"
  163. "hit-light" "hit-heavy"
  164. "die" "hit-explosion"
  165. "throw-off" "throw-off-and-die"
  166. }
  167. {explosive_treshold 70}
  168. {table {30 1} {200 2.5} {500 3} {5000 5}}
  169. }
  170. {if volume "head"
  171. ; {if not volume_armored
  172. ; {if stuff "sniper" {die}}
  173. ; }
  174. {if rand 0.05
  175. {take_off "head"
  176. {impulse up 5 2 dir 7 3}
  177. }
  178. }
  179. }
  180. ; {if volume "body"
  181. ; {if not volume_armored
  182. ; {if stuff "pistol" {if rand 0.08 {call "die"} ("health_damage" c(500))}}
  183. ; {if stuff "mgun" {if rand 0.1 {call "die"} ("health_damage" c(500))}}
  184. ; {if stuff "rifle" {if rand 0.2 ("health_damage" c(60))}}
  185. ; }
  186. ; }
  187. }
  188.  
  189. {on blast_hit overload
  190. {if min_energy 0.8
  191. ("health_damage" c(100))
  192. }
  193. {if stuff "kamikaze"
  194. {call "die"}
  195. ("health_damage" c(250))
  196. {con "kamikaze"}
  197. }
  198.  
  199. {kill_flags reset}
  200. {if hit_side front {kill_flags front}
  201. else hit_side back {kill_flags back}
  202. else {kill_flags front back}
  203. }
  204. {kill_flags blast}
  205.  
  206. {health_damage_blast
  207. {effects "hit-scream"
  208. "hit-light" "hit-heavy"
  209. "die" "hit-explosion"
  210. "throw-off" "throw-off-and-die"
  211. }
  212. {table {0.5 0.5} {2 1} {10 3} {50 6}}
  213. }
  214. }
  215. {on "die_throw_high"
  216. {set "die_after_throw" 1}
  217. {spawn "bloodsparks_small"}
  218. {call "die_scream"}
  219. {call "throw_high"}
  220. }
  221.  
  222. {on "hit-scream"
  223. {if not "talk"
  224. {set "talk" 1}
  225. {talk "injuring"}
  226. {delay 10 2
  227. {set "talk" 0}
  228. }
  229. }
  230. }
  231.  
  232. {on "hit-light"
  233. {spawn "bloodsparks_small"}
  234. }
  235.  
  236. {on "hit-heavy"
  237. {spawn "bloodsparks_big"}
  238. }
  239. {on "hit-explosion"
  240. {if tagged "no_explosion"
  241. {call "die"}
  242. else
  243. {call "die_scream"}
  244. {call "explosion"}
  245. }
  246. }
  247. {on "throw-off"
  248. {set "die_after_throw" 0}
  249. {call "throw_high"}
  250. }
  251. {on "throw-off-and-die"
  252. {set "die_after_throw" 1}
  253. {call "die_scream"}
  254. {call "throw_high"}
  255. }
  256.  
  257. {on "hit"
  258. {call "hit-scream"}
  259. }
  260. {on "damage"
  261. {spawn "bloodsparks_small"}
  262. {call "hit"}
  263. }
  264.  
  265. {on "throw_high"
  266. {if senseless
  267. {if not dead
  268. {if not user_control
  269. {call "die"}
  270. }
  271. }
  272. else
  273. {if not dead
  274. {if linked "vehicle"
  275. {if "die_after_throw"
  276. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force}
  277. else
  278. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 force}
  279. }
  280. else
  281. {if "die_after_throw"
  282. {throw_off up 4 0.8 dir 3.5 0.5 forward 0 0 die}
  283. else
  284. {throw_off up 4 0.8 dir 3.5 0.5 forward 0 0}
  285. }
  286. }
  287. else
  288. {call "explosion"}
  289. }
  290. }
  291. }
  292. {on "throw_off_end"
  293. {if not user_control
  294. {health_damage_count 50
  295. {effects "" "hit" "damage" "die" "die"}
  296. }
  297. }
  298. {call "knock_down"}
  299. }
  300. {on "throw_off_end_die"
  301. {call "die"}
  302. }
  303. {on "throw_off_from_tower"
  304. {throw_off up 1 forward 2 die force}
  305. }
  306. {on "throw_off_from_ladder"
  307. {throw_off up 1 forward -2 die force}
  308. }
  309. {on "throw_off_from_ship"
  310. {throw_off up 4 dir 3 1 die force}
  311. }
  312. {on "throw_off_from_vehicle"
  313. {if difficulty "multiplayer"
  314. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 force die}
  315. else
  316. {if user_control
  317. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 force}
  318. else
  319. {throw_off up 1.3 0.5 dir 5 1 forward 4 turn 0 360 rnd_die 0.7 force}
  320. }
  321. }
  322. }
  323. {on "linker_simulation"
  324. {if effector "airborne"
  325. else effector "cannon"
  326. ; {throw_off up 2.25 0.75 forward 2.25 0.75 turn 0 360 force}
  327. else altitude 3
  328. {throw_off up 1 forward 2 die force}
  329. }
  330. }
  331.  
  332. {on "knock_down"
  333. {if not water_level -0.1
  334. {knockdown 12 3}
  335. }
  336. }
  337.  
  338. {on "die"
  339. {if not dead
  340. {spawn "bloodsparks_small"}
  341. {if linked
  342. {if linked "shipflak"
  343. {call "throw_off_from_ship"}
  344. else linked "doublecolt"
  345. {call "throw_off_from_ship"}
  346. else linked "car"
  347. {if place "driver"
  348. {throw_off up 1.6 forward 2 turn -90 die force rotate_to_dir}
  349. else place "commander"
  350. {throw_off up 1.6 forward 2 turn +90 die force rotate_to_dir}
  351. else
  352. {call "die_with_blood"}
  353. }
  354. else altitude 2
  355. {if boarding
  356. {call "throw_off_from_ladder"}
  357. else
  358. {call "throw_off_from_tower"}
  359. }
  360. else linked "cannon"
  361. {call "die_with_blood"}
  362. else
  363. {call "throw_off_from_vehicle"}
  364. }
  365. else
  366. {call "die_with_blood"}
  367. }
  368. }
  369. }
  370. ;Sonne 2 Start at die_with_blood, this entire code will overwrite die_with_blood and die_without_blood
  371. {on "die_with_blood"
  372. {if not senseless
  373. {spawn "blood"}
  374. }
  375. {if not able "personage"
  376. {call "main_menu"} {able select 0}
  377. }
  378.  
  379. {if "revival_script_enabled" {call "die_without_blood"} }
  380. {if not "revival_script_enabled" {call "die_without_blood_vanilla"} }
  381.  
  382.  
  383. }
  384. {on "die_without_blood_vanilla"
  385. ; {con "die"}
  386. {view pause "swim"}
  387. {call "die_scream"}
  388. {if not kill_flags blast
  389. {kill_flags piercing}
  390. }
  391. {die}
  392. ; {able collect 1}
  393. {delay 3
  394. {volumes enable contact}
  395. }
  396. ; {delay 30 {delete}}
  397. }
  398. {on "main_menu"
  399. {if rand 1.0 ;100% chance if revival_script_enabled is enabled lol.
  400. {set "revival_script_enabled" 1} ; 1 Enables, 0 Disables the ENTIRE Revival Script giving units the vanilla default death.
  401. }
  402.  
  403. }
  404.  
  405.  
  406. {on "die_without_blood"
  407. {view pause "swim"}
  408. {call "die_scream"}
  409.  
  410. ;{tags remove "revived"}
  411.  
  412.  
  413.  
  414.  
  415. {delay 0.2
  416. {if tagged "disablerandom"
  417. {if tagged "die_processset"
  418. {able select 0} ;unit cant be selected
  419. {call "death_wait"} }} }
  420.  
  421. ;Ensures at the very beginning that heroes will not enter death sequence.
  422. {if not able "personage" ;if personage was enabled beforehand, then it is a hero.
  423. {if not tagged "disablerandom"
  424. {call "randomgenerator"}}} ;calls on random death
  425. ; {con "die"}
  426. {if not kill_flags blast
  427. {kill_flags piercing}
  428. }
  429.  
  430. {if not tagged "revived" {die} }
  431. {delay 3
  432. {volumes enable contact}
  433. }
  434. }
  435. {on "randomgenerator"
  436. ;NON HERO CHECK
  437. {if rand 0.75 {ani_play "lie_sleep_idle_2" 1.0 loop} else {ani_play "lie_sleep_idle_1" 1.0 loop}}
  438.  
  439. ;stops the non-hero unit from dying indefinitely
  440.  
  441. {if not able "personage"
  442. {able personage 1}
  443.  
  444. {able select 0} ;stops the unit from being selected
  445. ;{tags remove "revived"}
  446. } ;calc_die is re-enabled if it has been called again, for calc_die relies on revived tag not being enabled
  447.  
  448.  
  449. ;if shot for the first time, they will go into death process
  450.  
  451. {if not tagged "disablerandom"
  452. {delay 1.0
  453. {tags add "die_processset"}
  454. {if rand 0.7
  455. {call "die_processvlong"} ;Very Long Death 10% chance 139 seconds
  456. else
  457.  
  458. ;{tags remove "revived"}
  459. {able select 0}{call "death_wait"} ;Instant Pwnage X_x if all else fails% chance :\ 0 seconds XD
  460.  
  461. } } };disablerandom check end
  462.  
  463. } ;end of randomgenerator
  464. (define "go_to_revive"
  465. {on terrain_fx %0 enter
  466. {if not swimming
  467. {view start "on_%1"}
  468. {view start "on_%1_time_short"}
  469. {delay 0.1
  470. {view pause "on_%1_time_short"}
  471. }
  472. }
  473. }
  474. {on terrain_fx %0 leave
  475. {view pause "on_%1"}
  476. }
  477. )
  478. ;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.
  479. {on "cdie_calc" ;call on die_calc
  480. {if not tagged "revived" {if not able "select" {delay 0.2{call "cdie_calc"}}}}
  481. {if not tagged "revived" {if not able "select" {delay 0.2{call "die_calc"}}}}}
  482.  
  483.  
  484.  
  485.  
  486. ;Called on by Random Generator
  487. {on "die_processvlong"
  488. {able select 0}
  489. {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
  490. {if "quotes_enabled"
  491. {call "die_processlongquotecheck"}
  492. }
  493. {call "cdie_calc"}
  494. {if tagged "die_processset"
  495. {delay 139 {call "death_wait"} }
  496.  
  497.  
  498. }
  499. }
  500.  
  501.  
  502.  
  503. ;TIMER OF LIFE ;The Saviour lol
  504. {on "die_calc" ;Calculates whether or not the unit has been morphined or not.
  505. {if not able "select" {if not senseless ;senseless means knocked out(just not to confuse it with orders senseless)
  506. {if not dead
  507. {tags remove "die_processset"}
  508. {able select 1}
  509. {delay 0.001 {ani_stop "lie_sleep_idle_2"}{ani_stop "lie_sleep_idle_1"}}
  510.  
  511. {delay 0.10
  512. {tags remove "death_wait"}
  513. {tags remove "randomdisabled"}
  514.  
  515. }
  516. ;pt2
  517. {delay 0.105
  518. {if not tagged "revived"
  519. {if not senseless {if not dead
  520.  
  521. {delay 0.1 {chassis_work 0}} ;for_Ty
  522. {delay 0.12{knockdown 90000 90001}} ;for_Ty
  523. {delay 0.2 {able "talk" 0}} ;for_Ty
  524. {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
  525. {delay 0.4 {weapon_work "hand_right" 0}} ;for_Ty
  526.  
  527.  
  528. {tags add "revived"}
  529. {tags remove "disablerandom"}
  530. {start_sound "human/heal"}
  531. {if not tagged "revived" {able personage 0}}
  532. }}}}
  533.  
  534. }}
  535. }}
  536.  
  537.  
  538.  
  539. ;TIMER OF DEATH
  540. {on "death_wait"
  541. {delay 0.05 {ani_stop "lie_sleep_idle_2"}}
  542. {delay 0.06 {ani_stop "lie_sleep_idle_1"}}
  543. {delay 0.07 {ani_play "lie_die"}}
  544. {delay 0.1
  545. {if not tagged "revived" {able personage 0}} ;Gets rid of personage protection
  546. {if not able "select" ;TIMER OF DEATH
  547. {if senseless
  548.  
  549. {if not tagged "revived" {able personage 0}} ;Gets rid of personage protection
  550. {tags remove "die_processset"}
  551.  
  552. {die}
  553.  
  554.  
  555. } {tags remove "disablerandom"}
  556. ;{tags add "dead"}
  557. } }} ;Ergh
  558.  
  559.  
  560.  
  561.  
  562. {on "die_scream"
  563. {if not "die_sound"
  564. {set "die_sound" 1}
  565. {talk "death_cry"}
  566. {signal mandie 5}
  567. }
  568. }
  569. {on "die_from_knife"
  570. {set "die_from_knife" 1}
  571. {call "die"}
  572. }
  573.  
  574. {on ground_hit
  575. {spawn "blood"}
  576. }
  577.  
  578. (define "piece_explosion"
  579. {spawn %0 %1
  580. {impulse up 1 0.5 dir 8 4
  581. cx 0 12 cy 0 12
  582. fx 0 60 fy 0 60 fz 80 40
  583. }
  584. }
  585. )
  586. (define "piece_crush"
  587. {spawn %0 %1
  588. {impulse up 0.1 0.1
  589. fx 0 7 fy 0 7 fz 0 7
  590. }
  591. }
  592. )
  593. (define "spawn_pieces"
  594. ;left hand
  595. {if rand 0.2
  596. (%0 args "#hand00" "hand1l")
  597. else rand 0.2
  598. (%0 args "#hand01" "hand1l")
  599. else rand 0.2
  600. (%0 args "#hand02" "hand1l")
  601. }
  602. ;right hand
  603. {if rand 0.2
  604. (%0 args "#hand00" "hand1r")
  605. else rand 0.2
  606. (%0 args "#hand01" "hand1r")
  607. else rand 0.2
  608. (%0 args "#hand02" "hand1r")
  609. }
  610.  
  611. ;left foot
  612. {if rand 0.3
  613. (%0 args "#leg00" "foot1l")
  614. }
  615. ;right foot
  616. {if rand 0.3
  617. (%0 args "#leg00" "foot1r")
  618. }
  619.  
  620. ;head
  621. {if rand 0.3
  622. (%0 args "#head00" "head")
  623. else rand 0.3
  624. (%0 args "#head01" "head")
  625. }
  626. )
  627.  
  628. {on "explosion"
  629. {if personage
  630. {call "die"}
  631. else
  632. {spawn "bloodsparks_big"}
  633. ; ("spawn_pieces" args "piece_explosion")
  634. {call "delete"}
  635. }
  636. }
  637. {on "crush"
  638. {if personage
  639. {call "die"}
  640. else
  641. {spawn "bloodsparks_big"}
  642. ; ("spawn_pieces" args "piece_crush")
  643. {call "delete"}
  644. }
  645. }
  646. {on "delete"
  647. {if not dead
  648. {stat_notify die}
  649. }
  650. {delete}
  651. }
  652. {on "burn_volume"
  653. {if volume "body"
  654. {call "_burn"}
  655. }
  656. }
  657. {on "_burn"
  658. {if not burned
  659. {able "burning" 1}
  660. {able select 0}
  661. (define "try_get_off"
  662. {delay %0 0.5
  663. {get_off}
  664. }
  665. )
  666. ("try_get_off" args 1.0)
  667. ("try_get_off" args 2.0)
  668. ("try_get_off" args 3.0)
  669. ("try_get_off" args 4.0)
  670. ("try_get_off" args 5.0)
  671. {tex_morph "burned" 10}
  672. {call "add_burn_fx"}
  673. {view start "burn_fire"}
  674. {delay_effect 0.5 0.2 "burn_scream"}
  675. {delay 6 2 "burn_die"
  676. {able "burning" 0}
  677. {kill_flags reset}
  678. {kill_flags piercing}
  679. {if not dead
  680. {able personage 0}
  681. {call "die"}
  682. }
  683. {view stop "burn_fire"}
  684. {if terrain_fx "puddle"
  685. {call "stop_burn"}
  686. else
  687. {add_view "smoke_dead_small1" "burn_fire_b" "body"}
  688. {add_view "smoke_dead_small1" "burn_fire_hl" "hand1l"}
  689. {add_view "smoke_dead_small1" "burn_fire_hr" "hand1r"}
  690. {add_view "smoke_dead_small1" "burn_fire_fl" "foot2l"}
  691. {add_view "smoke_dead_small1" "burn_fire_fr" "foot2r"}
  692. {view start "burn_fire_b"}
  693. {view start "burn_fire_hl"}
  694. {view start "burn_fire_hr"}
  695. {view start "burn_fire_fl"}
  696. {view start "burn_fire_fr"}
  697. {delay 7.5 1.5 {view stop "burn_fire_b"}}
  698. {delay 3.5 2.0 {view stop "burn_fire_hl"}}
  699. {delay 3.8 1.5 {view stop "burn_fire_hr"}}
  700. {delay 4.3 1.5 {view stop "burn_fire_fl"}}
  701. {delay 4.5 1.5 {view stop "burn_fire_fr"}}
  702. }
  703. }
  704. {burn time 17} ; total burn time
  705. }
  706. }
  707. {on "add_burn_fx"
  708. {add_view "smoke_dead_small" "burn_fire" "body"}
  709. {add_view "smoke_dead_small" "burn_fire" "hand1l"}
  710. {add_view "smoke_dead_small" "burn_fire" "hand1r"}
  711. {add_view "smoke_dead_small" "burn_fire" "foot2l"}
  712. {add_view "smoke_dead_small" "burn_fire" "foot2r"}
  713. }
  714. {on "burn_scream"
  715. {if not dead
  716. {if not senseless
  717. {if not "quench"
  718. {talk "death_cry"}
  719. ; {start_sound "human/die"}
  720. {delay_effect 1.2 0.5 "burn_scream"}
  721. else
  722. {kill_delay "burn_die"}
  723. {view stop "burn_fire"}
  724. {set "quench" 0}
  725. {able "burning" 0}
  726. }
  727. }
  728. }
  729. }
  730. {on "smoke"
  731. {smoke}
  732. }
  733. {on "smoking"
  734. ; {con "smoke start"}
  735. {view start "smoke"}
  736. {delay 0.3 0.1
  737. {view pause "smoke"}
  738. ; {con "smoke end"}
  739. }
  740. }
  741.  
  742. {on "link_weapon"
  743. {if stuff "pistol"
  744. {add_view "flash_gun_small" "flashbarrel" "foresight3"}
  745. {add_view "shell_smg" "shell" "FXshell"}
  746. else stuff "shotgun"
  747. {add_view "flash_gun_big" "flashbarrel" "foresight3"}
  748. {add_view "shell_shotgun" "shell" "FXshell"}
  749. else stuff "rifle"
  750. {add_view "flash_gun_small" "flashbarrel" "foresight3"}
  751. {add_view "shell_mgun" "shell" "FXshell"}
  752. else stuff "smg"
  753. {add_view "flash_gun_small" "flashbarrel" "foresight3"}
  754. {add_view "shell_smg" "shell" "FXshell"}
  755. else stuff "mgun"
  756. {add_view "flash_gun_big" "flashbarrel" "foresight3"}
  757. {add_view "shell_mgun" "shell" "FXshell"}
  758. else stuff "flame_thrower"
  759. {add_view "flamer_fire" "flame" "foresight3"}
  760. {add_view "flamer_fire_barrel" "fire" "foresight3"}
  761. {view show "fire"}
  762. {view start "fire"}
  763. else
  764. {view hide "flashbarrel"}
  765. {view pause "flashbarrel"}
  766. {view pause "flame"}
  767. }
  768. }
  769. {on fire "hand_right"
  770. {view show "flashbarrel"}
  771. {view start "flashbarrel"}
  772. {view start "shell"}
  773. {view start "flame"}
  774. {kill_delay "fire"}
  775. {delay 0.1 "shell"
  776. {view pause "shell"}
  777. }
  778. {delay 0.4 "fire"
  779. {view hide "flashbarrel"}
  780. {view pause "flashbarrel"}
  781. {view pause "flame"}
  782. }
  783. {spawn "bazooka_shot" "fxshot" x}
  784. }
  785.  
  786. (define "terrain_fx_human"
  787. {on terrain_fx %0 enter
  788. {if not swimming
  789. {view start "on_%1"}
  790. {view start "on_%1_time_short"}
  791. {delay 0.1
  792. {view pause "on_%1_time_short"}
  793. }
  794. }
  795. }
  796. {on terrain_fx %0 leave
  797. {view pause "on_%1"}
  798. }
  799. )
  800. ("terrain_fx_human" args "water" water)
  801. ("terrain_fx_human" args "puddle" puddle)
  802. ("terrain_fx_human" args "shallow_water" puddle)
  803. ("terrain_fx_human" args "mud" mud)
  804.  
  805. {on terrain_pp "swamp" enter
  806. {delay 0 ; without delay will crash in Die()
  807. {call "die_without_blood"}
  808. {view start "die_in_swamp"}
  809. {delay 10
  810. {view stop "die_in_swamp"}
  811. {delete}
  812. }
  813. }
  814. }
  815.  
  816. {on "diving"
  817. {delay 0.3
  818. {spawn "spherewater_big"}
  819. }
  820. }
  821. {on swim on
  822. {view pause "on_water"}
  823. {view start "swim"}
  824. {call "stop_burn"}
  825. {kill_delay "after_swim"}
  826. }
  827. {on swim off
  828. {delay 1.5 "after_swim"
  829. {view pause "swim"}
  830. }
  831. }
  832. {on move on
  833. {if swimming
  834. {view start "swim_move"}
  835. }
  836. }
  837. {on "stop_move_sounds"
  838. {stop_sound "move_road"}
  839. {stop_sound "move_ground"}
  840. {stop_sound "move_snow"}
  841. {stop_sound "move_sand"}
  842. {stop_sound "move_grass"}
  843. {stop_sound "swim"}
  844. }
  845. {on movement_mode_changed
  846. {call "stop_move_sounds"}
  847. {if name "fast"
  848. {if swimming
  849. {play_sound "swim" 1}
  850. else not lying
  851. {if terrain_fx "road"
  852. {play_sound "move_road" 1}
  853. else terrain_fx "country_road"
  854. {play_sound "move_road" 1}
  855. else terrain_fx "ice"
  856. {play_sound "move_snow" 1}
  857. else terrain_fx "snow"
  858. {play_sound "move_snow" 1}
  859. else terrain_fx "sand"
  860. {play_sound "move_sand" 1}
  861. else terrain_fx "grass"
  862. {play_sound "move_grass" 1}
  863. else
  864. {play_sound "move_ground" 1}
  865. }
  866. }
  867. }
  868. }
  869. {on move off
  870. {view pause "swim_move"}
  871. {call "stop_move_sounds"}
  872. }
  873. {on "stop_burn"
  874. {if burned
  875. {burn stop_retry}
  876. {set "quench" 1}
  877. }
  878. }
  879. {on "falldown"
  880. {if altitude 3
  881. {throw_off up 1 forward 0.01 die force}
  882. else altitude 1
  883. {throw_off up 1 forward 0.01 force}
  884. else
  885. {throw_on_ground}
  886. }
  887. }
  888. {on board in
  889. {view pause "swim"}
  890. }
  891. {on board out
  892. {if effector "mtb_d3"
  893. {if name "emit1" "emit2" "emit3" "emit4"
  894. {delay 0.7
  895. {spawn "spherewater_big"}
  896. }
  897. }
  898. }
  899. }
  900. {on "start_healing"
  901. {view start "marker_healing"}
  902. }
  903. {on "stop_healing"
  904. {view pause "marker_healing"}
  905. }
  906. {on "start_repair"
  907. {view start "marker_repair"}
  908. }
  909. {on "stop_repair"
  910. {view pause "marker_repair"}
  911. }
  912. {on "start_ammo_out"
  913. {view start "marker_ammo_out"}
  914. }
  915. {on "stop_ammo_out"
  916. {view pause "marker_ammo_out"}
  917. }
  918. {on "start_ammo_refill"
  919. {view start "marker_ammo_refill"}
  920. {delay 2.5
  921. {view pause "marker_ammo_refill"}
  922. }
  923. }
  924. {on "start_personage"
  925. {view start "marker_personage"}
  926. }
  927. {on "stop_personage"
  928. {view pause "marker_personage"}
  929. }
  930. {on "start_veterancy"
  931. {view start "marker_veterancy"}
  932. {delay 3.5
  933. {view pause "marker_veterancy"}
  934. }
  935. }
  936. {on "stop_veterancy"
  937. {view pause "marker_veterancy"}
  938. }
  939. {on "capture"
  940. {tags add "capturer"}
  941. }
  942. }
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