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- {"human"
- {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_kill_neutral" "marker_kill_neutral" "head" not_manual}
- {add_view "marker_healing" "marker_healing" "head" not_manual}
- {add_view "marker_repair" "marker_repair" "head" not_manual}
- {add_view "marker_ammo_out" "marker_ammo_out" "head" not_manual}
- {add_view "marker_ammo_refill" "marker_ammo_refill" "head" not_manual}
- {add_view "marker_personage" "marker_personage" "head" not_manual}
- {add_view "marker_personage_acute" "marker_personage_acute" "head" not_manual}
- {add_view "marker_veterancy" "marker_veterancy" "head" not_manual}
- {add_view "marker_blinded" "marker_blinded" "head" not_manual}
- {link_sound "swim" "human/move/swim"}
- {if able "burning"
- {call "add_burn_fx"}
- {view start "burn_fire"}
- }
- }
- {on contact
- {if not impregnable
- {if not volume "ram"
- {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}
- {signal hit 5} ; 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
- {if "knock_out"
- {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
- {if "knock_out"
- {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"}
- }
- }
- }
- {on "die_with_blood"
- {if not senseless
- {spawn "blood"}
- }
- {call "die_without_blood"}
- }
- {on "die_without_blood"
- ;{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 "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_dead"}
- ; ("spawn_pieces" args "piece_explosion")
- ; {call "delete"}
- ;}
- }
- {on "crush"
- {if personage
- {call "die"}
- else
- {spawn "bloodsparks_dead"}
- ;("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
- {unlink}
- }
- )
- ("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 effector "stuff weapon"
- {with_effector
- {call "link"}
- }
- }
- }
- {on fire "hand_right"
- {if effector "stuff weapon"
- {with_effector
- {call "fire"}
- }
- }
- }
- (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"}
- }
- }
- (define "play_move_sound"
- {if terrain_fx "road"
- {start_sound "human/move/%0/road_%1"}
- else terrain_fx "country_road"
- {start_sound "human/move/%0/road_%1"}
- else terrain_fx "ice"
- {start_sound "human/move/%0/snow_%1"}
- else terrain_fx "snow"
- {start_sound "human/move/%0/snow_%1"}
- else terrain_fx "sand"
- {start_sound "human/move/%0/sand_%1"}
- else terrain_fx "grass"
- {start_sound "human/move/%0/grass_%1"}
- else
- {start_sound "human/move/%0/ground_%1"}
- }
- )
- {on "stop_move_sounds"
- {stop_sound "swim"}
- {set "fast_move_mode" 0}
- }
- {on movement_mode_changed
- {call "stop_move_sounds"}
- {if name "fast"
- {if swimming
- {play_sound "swim" 1}
- else not lying
- ("play_move_sound" args fast start)
- {set "fast_move_mode" 1}
- }
- }
- }
- (define "play_leg_sound"
- {if "fast_move_mode"
- ("play_move_sound" args fast %0)
- else lying
- ("play_move_sound" args lying %0)
- else
- ("play_move_sound" args normal %0)
- }
- )
- {on animation_event "leg_left"
- ("play_leg_sound" args left)
- }
- {on animation_event "leg_right"
- ("play_leg_sound" args right)
- }
- {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 "kill_neutral"
- {view start ally neutral "marker_kill_neutral"}
- {delay 5.0
- {view pause "marker_kill_neutral"}
- }
- }
- {on "start_healing"
- {view start ally neutral "marker_healing"}
- }
- {on "stop_healing"
- {view pause "marker_healing"}
- }
- {on "start_repair"
- {view start ally neutral "marker_repair"}
- }
- {on "stop_repair"
- {view pause "marker_repair"}
- }
- {on "start_ammo_out"
- {view start ally neutral "marker_ammo_out"}
- }
- {on "stop_ammo_out"
- {view pause "marker_ammo_out"}
- }
- {on "start_ammo_refill"
- {view start ally neutral "marker_ammo_refill"}
- {delay 2.5
- {view pause "marker_ammo_refill"}
- }
- }
- {on "start_personage"
- {view pause "marker_personage_acute"}
- {view start ally neutral "marker_personage"}
- }
- {on "stop_personage"
- {view pause "marker_personage"}
- {view pause "marker_personage_acute"}
- }
- {on "start_personage_acute"
- {view pause "marker_personage"}
- {view start ally neutral "marker_personage_acute"}
- }
- {on "start_veterancy"
- {view start ally neutral "marker_veterancy"}
- {delay 3.5
- {view pause "marker_veterancy"}
- }
- }
- {on "stop_veterancy"
- {view pause "marker_veterancy"}
- }
- {on "hide_veterancy"
- {view hide "marker_veterancy"}
- }
- {on "start_blinded"
- {view start ally neutral "marker_blinded"}
- }
- {on "stop_blinded"
- {view pause "marker_blinded"}
- }
- {on "capture"
- {tags add "capturer"}
- }
- }
- {"human" ;paste onto the very bottom of human.inc
- (define "step1"
- ;PREVENT CRASH
- {if not tagged "thats_it2"
- {tags add "thats_it2"}
- ;{delay 0.001 {tags remove "thats_it2"}}
- ;{spawn "explosion"}
- ;CHECK IF ALIVE
- {if not operatable
- ;VICTIM
- ;{talk "things_look_blue"}
- ;;;;;;;;;;;VICTIM END;;;;;;;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ;KILLER within this bracket
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- {if effector {with_effector
- ;("health_damage" c(-75)) ;add health
- {if able "talk" ;kill enemy talk
- {talk "kill_enemy"}{able "talk" 0}{delay 5 7 {able "talk" 1}}
- }
- {damage_report "head" "<s(5)c(ffffff)>KILLED\nSOMEONE"}
- }}
- ;;;;;;;;;;;;;KILLER END;;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- }
- }
- {tags remove "bullet_h"}
- {if not dead {tags remove "thats_it2"}}
- )
- {on "hit-light"
- ("step1")
- }
- {on "hit-heavy"
- ("step1")
- }
- {on "hit-scream"
- ("step1")
- }
- {on "die"
- ("step1")
- }
- }
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;;;JUMPING SCRIPT including "window_spawning_jump_entity_system.inc";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- {"human"
- {on move on
- {if name "fast" {tags remove "afast"} {tags add "afast"}}
- }
- {on movement_mode_changed
- {if name "fast" {tags remove "afast"} {tags add "afast"}}
- }
- {on move off
- {tags remove "afast"}
- }
- }
- (define "ai_jump" ;go to set/colliders.set, search for Zik, copy the entries that have zik to get it working correctly
- {if rand 1.0 {tags add "ai_jump"} ;This will Enable/Disable Infantry Jumping Over Fences and Structures that are jumpable.
- else {tags remove "ai_jump"}} ;If Disabled, the structures area will be enabled
- ) ;vehicles may glitch out and bump into them.
- (define "ai_jump_prop"
- {"%0"
- {on spawn
- (define "ai_jump2"
- ("ai_jump")
- {if not tagged "no_jump"
- {if tagged "ai_jump"
- {tags add "fence"}
- }}
- )
- ;{delay 2 {if tagged "ai_jump" {call "to_jump_or_not_to_jump"} } }
- {if bone "climb" ("ai_jump2") ;There is no avoiding the recognition! >:D
- else bone "post-wood3" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
- else bone "tree" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
- else bone "tree00" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
- else bone "tree01" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
- else bone "tree02" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
- else bone "tree03" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
- else bone "tree04" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
- else bone "tree05" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
- else bone "tree1" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
- else bone "tree2" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
- else bone "tree3" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
- else bone "tree4" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
- else bone "cargo" ("ai_jump2") ;How the fuck can I not jump over a basket of fruits!!!!
- else bone "climb00" ("ai_jump2")
- else bone "climb01" ("ai_jump2")
- else bone "climb02" ("ai_jump2")
- else bone "climb03" ("ai_jump2")
- else bone "climb04" ("ai_jump2")
- else bone "climb05" ("ai_jump2")
- else bone "climb06" ("ai_jump2")
- else bone "climb07" ("ai_jump2")
- else bone "climb08" ("ai_jump2")
- else bone "climb09" ("ai_jump2")
- else bone "climb1" ("ai_jump2")
- else bone "climb2" ("ai_jump2")
- else bone "climb3" ("ai_jump2")
- else bone "climb4" ("ai_jump2")
- else bone "climb5" ("ai_jump2")
- else bone "climb6" ("ai_jump2")
- else bone "climb7" ("ai_jump2")
- else bone "climb8" ("ai_jump2")
- else bone "climb9" ("ai_jump2")
- else bone "climb10" ("ai_jump2")
- else bone "climb11" ("ai_jump2")
- else bone "climb12" ("ai_jump2")
- else bone "climb13" ("ai_jump2")
- else bone "climb14" ("ai_jump2")
- else bone "climb15" ("ai_jump2")
- else bone "climb16" ("ai_jump2")
- else bone "climb17" ("ai_jump2")
- else bone "climb18" ("ai_jump2")
- else bone "climb19" ("ai_jump2")
- else bone "climb20" ("ai_jump2") ;town_wall_fenc box03
- else bone "afr_bench" ("ai_jump2")
- else bone "fence_wire10" ("ai_jump2")
- ;CALL TO ARMS
- else bone "brickwall_end1" ("ai_jump2")
- else bone "brickwall_end2" ("ai_jump2")
- else bone "brickwall_mid1" ("ai_jump2")
- else bone "brickwall_mid2" ("ai_jump2")
- else bone "brickwall_mid3" ("ai_jump2")
- else bone "cobble2" ("ai_jump2")
- else bone "stonewall_mid1" ("ai_jump2")
- else bone "stonewall_mid2" ("ai_jump2")
- else bone "stonewall_mid3" ("ai_jump2")
- else bone "fence_stone_med_ver1" ("ai_jump2")
- else bone "fence_metal_a" ("ai_jump2")
- else bone "fence_metal_b" ("ai_jump2")
- else bone "fence_stone_med_ver2" ("ai_jump2")
- else bone "fence_stone_med_ver3" ("ai_jump2")
- else bone "fence_stone_med_ver4" ("ai_jump2")
- else bone "fence_stone_med_ver5" ("ai_jump2")
- else bone "fence_stone_med_ver6" ("ai_jump2")
- else bone "fence_stone_ver1" ("ai_jump2")
- else bone "fence_stone_ver2" ("ai_jump2")
- else bone "fence_stone_ver3" ("ai_jump2")
- else bone "fence_stone_ver4" ("ai_jump2")
- else bone "fence_stone_ver5" ("ai_jump2")
- else bone "fence_stone_ver6" ("ai_jump2")
- else bone "loamwall_mid3" ("ai_jump2")
- else bone "loamwall_dmg" ("ai_jump2")
- else bone "box03" ("ai_jump2")
- else bone "sandbags_small" ("ai_jump2")
- else bone "sandbags_small_curve" ("ai_jump2")
- else bone "gate_metal" ("ai_jump2")
- else bone "wooden_crate" ("ai_jump2")
- else bone "sandbags_big" ("ai_jump2")
- else bone "pallet_cover" ("ai_jump2")
- else bone "pallet_box_big" ("ai_jump2")
- else bone "pallet_cover" ("ai_jump2")
- else bone "wooden_bench" ("ai_jump2")
- else bone "supply_box" ("ai_jump2")
- else bone "corpse" ("ai_jump2")
- else bone "fence_constructionsite" ("ai_jump2")
- else bone "fence_wooden" ("ai_jump2")
- else bone "fence_wooden2" ("ai_jump2")
- else bone "fence_wooden3" ("ai_jump2")
- else bone "fence_wooden4" ("ai_jump2")
- else bone "fence_wooden5" ("ai_jump2")
- else bone "fence_wooden_eastern1" ("ai_jump2")
- else bone "fence_wooden_eastern2" ("ai_jump2")
- else bone "fence_wooden_eastern3" ("ai_jump2")
- else bone "fence_wooden_eastern_gate" ("ai_jump2")
- else bone "fence_concrete_a2" ("ai_jump2")
- else bone "streetborder_01" ("ai_jump2")
- else bone "streetborder_02" ("ai_jump2")
- else bone "streetborder_03" ("ai_jump2")
- else bone "table" ("ai_jump2")
- else bone "ai_jump" ("ai_jump2") {tags add "must_be_running"}
- ;CTA Windows
- ;else able "touch" ("ai_jump2")
- }
- ; {tags add "fence"} }
- ;{volumes enable visible bullet select contact_ground touch contact blast}
- {delay 0.1 ;navrai
- {if tagged "fence" {volumes enable overlap}{area disable}} ;allows the unit to walk through it }
- }
- } ;On spawn end
- {on overlap begin
- {if tagged "fence"
- {if effector "human"
- {if effector{with_effector
- {if not linked
- {IF NOT SIMULATING ;DYING WHILE FLYING THROUGH THE AIR
- {volumes enable overlap}
- (define "jump_start"
- {if operatable
- (define "jump"
- {if operatable
- {ani_play "%a" %b}
- {with_effector
- {if not tagged "is_window" ;jumping through windows will
- {with_effector
- {tags add "movement"}
- {delay 1.25 {tags remove "movement"} }
- }}
- }
- {delay 0.1 {play_sound "jump"}}
- {delay 0.5 {if not operatable {throw_off up 0.03 0.05 dir 5.5 2 forward 4 turn 0 360 die force}}}
- {delay 1.0 {if not operatable {throw_off up 0.03 0.05 dir 5.5 2 forward 4 turn 0 360 die force}}}
- {delay 1.5 {if not operatable {throw_off up 0.03 0.05 dir 5.5 2 forward 4 turn 0 360 die force}}}
- {delay 2.0 {if not operatable {throw_off up 0.03 0.05 dir 5.5 2 forward 4 turn 0 360 die force}}}
- })
- {if not tagged "jumped" ;human is tagged jumped
- {tags add "jumped"}
- ;trip 0.005% chance if running
- ;running
- {if effector {with_effector
- {if not tagged "must_be_running"
- {with_effector
- ;{die}
- ("jump" a(getover_middle) b(1.5))
- }
- ;jogging
- else
- {with_effector {if tagged "afast" ("jump" a(getover_middle) b(1.5))}}
- }}}
- {delay 0.25 {tags remove "jumped"}} ;prevent infinite jumps from happening
- }}
- )
- ("jump_start")
- else
- ;("str" text(simulating))
- }}
- ;{with_effector
- ;{call "break"} causes crash for some entities
- ;}
- }}
- else
- {area enable}{delay 0.1 {area disable}} ;vehicle/mortar fix
- }}}})
- ("ai_jump_prop" args fence) ;HUEHUEHUE
- ("ai_jump_prop" args construction)
- ("ai_jump_prop" args no_destroyed_stamp)
- ("ai_jump_prop" args wood)
- ("ai_jump_prop" args shed)
- ("ai_jump_prop" args small)
- ("ai_jump_prop" args concrete)
- ("ai_jump_prop" args parts)
- ("ai_jump_prop" args wall)
- ("ai_jump_prop" args sand_bag_big)
- ("ai_jump_prop" args sand_bag_small)
- ("ai_jump_prop" args ai_jump)
- {"ai_jump"
- {on spawn
- {volumes disable bullet visible obstacle}
- ;{area disable}
- }
- ;{on contact {delete} }
- {on blast_hit
- {if min_energy 0.2 {delete} }
- }
- {on ground_hit
- {delete}
- }
- }
- (include "window_spawning_jump_entity_system.inc")
- (define "ohmeingot"
- {"%0"
- {on spawn
- {volumes enable overlap}
- }
- {on overlap begin
- {if not tagged "ai_jump"
- {if effector "human"
- {with_effector
- {if tagged "movement"
- ;{die}
- {ani_stop "getover_middle"}
- {ani_stop "roll1"}
- {ani_stop "roll2"}
- {ani_stop "roll3"}
- {ani_stop "roll4"}
- }
- }}}}
- }
- )
- ("ohmeingot" args fence) ;HUEHUEHUE
- ("ohmeingot" args construction)
- ("ohmeingot" args no_destroyed_stamp)
- ("ohmeingot" args wood)
- ("ohmeingot" args shed)
- ("ohmeingot" args small)
- ("ohmeingot" args concrete)
- ("ohmeingot" args parts)
- ("ohmeingot" args wall)
- ("ohmeingot" args sand_bag_big)
- ("ohmeingot" args sand_bag_small)
- ("ohmeingot" args ai_jump)
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