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  1. {"human"
  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_kill_neutral" "marker_kill_neutral" "head" not_manual}
  18. {add_view "marker_healing" "marker_healing" "head" not_manual}
  19. {add_view "marker_repair" "marker_repair" "head" not_manual}
  20. {add_view "marker_ammo_out" "marker_ammo_out" "head" not_manual}
  21. {add_view "marker_ammo_refill" "marker_ammo_refill" "head" not_manual}
  22. {add_view "marker_personage" "marker_personage" "head" not_manual}
  23. {add_view "marker_personage_acute" "marker_personage_acute" "head" not_manual}
  24. {add_view "marker_veterancy" "marker_veterancy" "head" not_manual}
  25. {add_view "marker_blinded" "marker_blinded" "head" not_manual}
  26.  
  27. {link_sound "swim" "human/move/swim"}
  28.  
  29. {if able "burning"
  30. {call "add_burn_fx"}
  31. {view start "burn_fire"}
  32. }
  33. }
  34. {on contact
  35. {if not impregnable
  36. {if not volume "ram"
  37. {kill_flags reset}
  38. {volumes disable contact}
  39. {delay 2
  40. {volumes enable contact}
  41. }
  42. {if effector "tank"
  43. {if not user_control
  44. {health_damage_crush "die" "crush"}
  45. else
  46. {health_damage_crush "die" "crush"}
  47. }
  48. else effector "vehicle"
  49. {if not dead
  50. {if not user_control
  51. {call "die"}
  52. else
  53. {call "die"}
  54. }
  55. else
  56. {spawn "bloodsparks_small"}
  57. }
  58. else effector "knife"
  59. {if contact_velocity 5
  60. {health_damage_count 500
  61. {effects "" "hit" "damage" "die_from_knife" "die_from_knife"}
  62. }
  63. }
  64. (define "health_damage"
  65. {health_damage_count %c
  66. {effects "" "hit" "damage" "die" "die"}
  67. }
  68. )
  69. else effector "axe"
  70. {if contact_velocity 5
  71. ("health_damage" c(500))
  72. }
  73. (define "contact_part"
  74. else effector %e
  75. {if contact_velocity %v
  76. {if difficulty "easy"
  77. {if user_control
  78. ("health_damage" c(%ud))
  79. else
  80. ("health_damage" c(%d))
  81. }
  82. else
  83. ("health_damage" c(%d))
  84. }
  85.  
  86. ("health_damage" c(%d))
  87. }
  88.  
  89. )
  90. ("contact_part" e("building_part") v(3) ud(20) d(120))
  91. ("contact_part" e("big part") v(3) ud(20) d(120))
  92. ("contact_part" e("medium part") v(6) ud(10) d(80))
  93. ("contact_part" e("small part") v(10) ud(3) d(40))
  94. else effector "chicken"
  95. {health_damage_count 0
  96. {effects "" "hit" "hit" "hit" "hit"}
  97. }
  98. else effector "wire"
  99. {health_damage_count 20
  100. {effects "" "hit" "damage" "die" "die"}
  101. }
  102. else effector "flame_piece"
  103. {health_damage_count 15
  104. {effects "" "hit" "hit" "die" "die"}
  105. }
  106. }
  107. }
  108. }
  109. }
  110. {on bullet_hit
  111. {kill_flags reset}
  112. {signal hit 5} ; generate hit signal
  113. {if stuff "shell fg"
  114. {bullet_detonate}
  115. else stuff "bazooka"
  116. {bullet_detonate}
  117. {call "process_bullet_hit"}
  118. else stuff "bullet"
  119. {if volume_armored
  120. {bullet_detonate}
  121. }
  122. {call "process_bullet_hit"}
  123. else
  124. {call "process_bullet_hit"}
  125. }
  126. }
  127. {on blow
  128. {if not name "knife"
  129. {start_sound "human/blow"}
  130. }
  131. }
  132. {on blow opponent
  133. {if name "knife"
  134. {health_damage_blow
  135. {effects "" "hit" "hit" "die_from_knife" "die_from_knife"}
  136. }
  137. else
  138. {if name "head"
  139. {spawn "bloodsparks_small" "head"}
  140. }
  141. {health_damage_blow
  142. {effects "" "hit" "hit" "die" "die"}
  143. }
  144. }
  145. }
  146. {on "process_bullet_hit"
  147. {if hit_side front {kill_flags front}
  148. else hit_side back {kill_flags back}
  149. else {kill_flags front back}
  150. }
  151. {if velocity 7 {kill_flags run}
  152. else velocity 0.1 {kill_flags go}
  153. }
  154. {kill_flags piercing}
  155. {if stuff "rifle" {kill_flags rifle}}
  156. {if stuff "mgun" {kill_flags mgun}}
  157. {if stuff "smg" {kill_flags smg}}
  158. {if stuff "pistol" {kill_flags pistol}}
  159.  
  160. {health_damage_pierce
  161. {effects
  162. "hit-scream"
  163. "hit-light"
  164. "hit-heavy"
  165. "die"
  166. "hit-explosion"
  167. "throw-off"
  168. "throw-off-and-die"
  169. }
  170. {explosive_treshold 70}
  171. {table {30 1} {200 2.5} {500 3} {5000 5}}
  172. }
  173. {if volume "head"
  174. ;{if not volume_armored
  175. ; {if stuff "sniper" {die}}
  176. ;}
  177. {if rand 0.05
  178. {take_off "head"
  179. {impulse up 5 2 dir 7 3}
  180. }
  181. }
  182. }
  183. ;{if volume "body"
  184. ; {if not volume_armored
  185. ; {if stuff "pistol" {if rand 0.08 {call "die"} ("health_damage" c(500))}}
  186. ; {if stuff "mgun" {if rand 0.1 {call "die"} ("health_damage" c(500))}}
  187. ; {if stuff "rifle" {if rand 0.2 ("health_damage" c(60))}}
  188. ; }
  189. ;}
  190. }
  191.  
  192. {on blast_hit overload
  193. {if min_energy 0.8
  194. ("health_damage" c(100))
  195. }
  196. {if stuff "kamikaze"
  197. {call "die"}
  198. ("health_damage" c(250))
  199. {con "kamikaze"}
  200. }
  201.  
  202. {kill_flags reset}
  203. {if hit_side front {kill_flags front}
  204. else hit_side back {kill_flags back}
  205. else {kill_flags front back}
  206. }
  207. {kill_flags blast}
  208.  
  209. {health_damage_blast
  210. {effects
  211. "hit-scream"
  212. "hit-light"
  213. "hit-heavy"
  214. "die"
  215. "hit-explosion"
  216. "throw-off"
  217. "throw-off-and-die"
  218. }
  219. {table {0.5 0.5} {2 1} {10 3} {50 6}}
  220. }
  221. }
  222. {on "die_throw_high"
  223. {set "die_after_throw" 1}
  224. {spawn "bloodsparks_small"}
  225. {call "die_scream"}
  226. {call "throw_high"}
  227. }
  228.  
  229. {on "hit-scream"
  230. {if not "talk"
  231. {set "talk" 1}
  232. {talk "injuring"}
  233. {delay 10 2
  234. {set "talk" 0}
  235. }
  236. }
  237. }
  238.  
  239. {on "hit-light"
  240. {spawn "bloodsparks_small"}
  241. }
  242.  
  243. {on "hit-heavy"
  244. {spawn "bloodsparks_big"}
  245. }
  246. {on "hit-explosion"
  247. {if tagged "no_explosion"
  248. {call "die"}
  249. else
  250. {call "die_scream"}
  251. {call "explosion"}
  252. }
  253. }
  254. {on "throw-off"
  255. {set "die_after_throw" 0}
  256. {call "throw_high"}
  257. }
  258. {on "throw-off-and-die"
  259. {set "die_after_throw" 1}
  260. {call "die_scream"}
  261. {call "throw_high"}
  262. }
  263.  
  264. {on "hit"
  265. {call "hit-scream"}
  266. }
  267. {on "damage"
  268. {spawn "bloodsparks_small"}
  269. {call "hit"}
  270. }
  271.  
  272. {on "throw_high"
  273. {if senseless
  274. {if not dead
  275. {if not user_control
  276. {call "die"}
  277. }
  278. }
  279. else
  280. {if not dead
  281. {if linked "vehicle"
  282. {if "die_after_throw"
  283. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force}
  284. else
  285. {if "knock_out"
  286. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 force}
  287. }
  288. }
  289. else
  290. {if "die_after_throw"
  291. {throw_off up 4 0.8 dir 3.5 0.5 forward 0 0 die}
  292. else
  293. {if "knock_out"
  294. {throw_off up 4 0.8 dir 3.5 0.5 forward 0 0}
  295. }
  296. }
  297. }
  298. else
  299. {call "explosion"}
  300. }
  301. }
  302. }
  303. {on "throw_off_end"
  304. {if not user_control
  305. {health_damage_count 50
  306. {effects "" "hit" "damage" "die" "die"}
  307. }
  308. }
  309. {call "knock_down"}
  310. }
  311. {on "throw_off_end_die"
  312. {call "die"}
  313. }
  314. {on "throw_off_from_tower"
  315. {throw_off up 1 forward 2 die force}
  316. }
  317. {on "throw_off_from_ladder"
  318. {throw_off up 1 forward -2 die force}
  319. }
  320. {on "throw_off_from_ship"
  321. {throw_off up 4 dir 3 1 die force}
  322. }
  323. {on "throw_off_from_vehicle"
  324. {if difficulty "multiplayer"
  325. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 force die}
  326. else
  327. {if user_control
  328. {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 force}
  329. else
  330. {throw_off up 1.3 0.5 dir 5 1 forward 4 turn 0 360 rnd_die 0.7 force}
  331. }
  332. }
  333. }
  334. {on "linker_simulation"
  335. {if effector "airborne"
  336. else effector "cannon"
  337. ;{throw_off up 2.25 0.75 forward 2.25 0.75 turn 0 360 force}
  338. else altitude 3
  339. {throw_off up 1 forward 2 die force}
  340. }
  341. }
  342.  
  343. {on "knock_down"
  344. {if not water_level -0.1
  345. {knockdown 12 3}
  346. }
  347. }
  348.  
  349. {on "die"
  350. {if not dead
  351. {spawn "bloodsparks_small"}
  352. {if linked
  353. {if linked "shipflak"
  354. {call "throw_off_from_ship"}
  355. else linked "doublecolt"
  356. {call "throw_off_from_ship"}
  357. else linked "car"
  358. {if place "driver"
  359. {throw_off up 1.6 forward 2 turn -90 die force rotate_to_dir}
  360. else place "commander"
  361. {throw_off up 1.6 forward 2 turn +90 die force rotate_to_dir}
  362. else
  363. {call "die_with_blood"}
  364. }
  365. else altitude 2
  366. {if boarding
  367. {call "throw_off_from_ladder"}
  368. else
  369. {call "throw_off_from_tower"}
  370. }
  371. else linked "cannon"
  372. {call "die_with_blood"}
  373. else
  374. {call "throw_off_from_vehicle"}
  375. }
  376. else
  377. {call "die_with_blood"}
  378. }
  379. }
  380. }
  381. {on "die_with_blood"
  382. {if not senseless
  383. {spawn "blood"}
  384. }
  385. {call "die_without_blood"}
  386. }
  387. {on "die_without_blood"
  388. ;{con "die"}
  389. {view pause "swim"}
  390. {call "die_scream"}
  391. {if not kill_flags blast
  392. {kill_flags piercing}
  393. }
  394. {die}
  395. ;{able collect 1}
  396. {delay 3
  397. {volumes enable contact}
  398. }
  399. ;{delay 30 {delete}}
  400. }
  401. {on "die_scream"
  402. {if not "die_sound"
  403. {set "die_sound" 1}
  404. {talk "death_cry"}
  405. {signal mandie 5}
  406. }
  407. }
  408. {on "die_from_knife"
  409. {set "die_from_knife" 1}
  410. {call "die"}
  411. }
  412.  
  413. {on ground_hit
  414. {spawn "blood"}
  415. }
  416.  
  417. (define "piece_explosion"
  418. {spawn %0 %1
  419. {impulse up 1 0.5 dir 8 4
  420. cx 0 12 cy 0 12
  421. fx 0 60 fy 0 60 fz 80 40
  422. }
  423. }
  424. )
  425. (define "piece_crush"
  426. {spawn %0 %1
  427. {impulse up 0.1 0.1
  428. fx 0 7 fy 0 7 fz 0 7
  429. }
  430. }
  431. )
  432. (define "spawn_pieces"
  433. ;left hand
  434. {if rand 0.2
  435. (%0 args "#hand00" "hand1l")
  436. else rand 0.2
  437. (%0 args "#hand01" "hand1l")
  438. else rand 0.2
  439. (%0 args "#hand02" "hand1l")
  440. }
  441. ;right hand
  442. {if rand 0.2
  443. (%0 args "#hand00" "hand1r")
  444. else rand 0.2
  445. (%0 args "#hand01" "hand1r")
  446. else rand 0.2
  447. (%0 args "#hand02" "hand1r")
  448. }
  449.  
  450. ;left foot
  451. {if rand 0.3
  452. (%0 args "#leg00" "foot1l")
  453. }
  454. ;right foot
  455. {if rand 0.3
  456. (%0 args "#leg00" "foot1r")
  457. }
  458.  
  459. ;head
  460. {if rand 0.3
  461. (%0 args "#head00" "head")
  462. else rand 0.3
  463. (%0 args "#head01" "head")
  464. }
  465. )
  466.  
  467. {on "explosion"
  468. ;{if personage
  469. {call "die"}
  470. ;else
  471. ; {spawn "bloodsparks_dead"}
  472. ; ("spawn_pieces" args "piece_explosion")
  473. ; {call "delete"}
  474. ;}
  475. }
  476. {on "crush"
  477. {if personage
  478. {call "die"}
  479. else
  480. {spawn "bloodsparks_dead"}
  481. ;("spawn_pieces" args "piece_crush")
  482. {call "delete"}
  483. }
  484. }
  485. {on "delete"
  486. {if not dead
  487. {stat_notify die}
  488. }
  489. {delete}
  490. }
  491. {on "burn_volume"
  492. {if volume "body"
  493. {call "_burn"}
  494. }
  495. }
  496. {on "_burn"
  497. {if not burned
  498. {able "burning" 1}
  499. {able select 0}
  500. (define "try_get_off"
  501. {delay %0 0.5
  502. {unlink}
  503. }
  504. )
  505. ("try_get_off" args 1.0)
  506. ("try_get_off" args 2.0)
  507. ("try_get_off" args 3.0)
  508. ("try_get_off" args 4.0)
  509. ("try_get_off" args 5.0)
  510. {tex_morph "burned" 10}
  511. {call "add_burn_fx"}
  512. {view start "burn_fire"}
  513. {delay_effect 0.5 0.2 "burn_scream"}
  514. {delay 6 2 "burn_die"
  515. {able "burning" 0}
  516. {kill_flags reset}
  517. {kill_flags piercing}
  518. {if not dead
  519. {able personage 0}
  520. {call "die"}
  521. }
  522. {view stop "burn_fire"}
  523. {if terrain_fx "puddle"
  524. {call "stop_burn"}
  525. else
  526. {add_view "smoke_dead_small1" "burn_fire_b" "body"}
  527. {add_view "smoke_dead_small1" "burn_fire_hl" "hand1l"}
  528. {add_view "smoke_dead_small1" "burn_fire_hr" "hand1r"}
  529. {add_view "smoke_dead_small1" "burn_fire_fl" "foot2l"}
  530. {add_view "smoke_dead_small1" "burn_fire_fr" "foot2r"}
  531. {view start "burn_fire_b"}
  532. {view start "burn_fire_hl"}
  533. {view start "burn_fire_hr"}
  534. {view start "burn_fire_fl"}
  535. {view start "burn_fire_fr"}
  536. {delay 7.5 1.5 {view stop "burn_fire_b"}}
  537. {delay 3.5 2.0 {view stop "burn_fire_hl"}}
  538. {delay 3.8 1.5 {view stop "burn_fire_hr"}}
  539. {delay 4.3 1.5 {view stop "burn_fire_fl"}}
  540. {delay 4.5 1.5 {view stop "burn_fire_fr"}}
  541. }
  542. }
  543. {burn time 17} ; total burn time
  544. }
  545. }
  546. {on "add_burn_fx"
  547. {add_view "smoke_dead_small" "burn_fire" "body"}
  548. {add_view "smoke_dead_small" "burn_fire" "hand1l"}
  549. {add_view "smoke_dead_small" "burn_fire" "hand1r"}
  550. {add_view "smoke_dead_small" "burn_fire" "foot2l"}
  551. {add_view "smoke_dead_small" "burn_fire" "foot2r"}
  552. }
  553. {on "burn_scream"
  554. {if not dead
  555. {if not senseless
  556. {if not "quench"
  557. {talk "death_cry"}
  558. ;{start_sound "human/die"}
  559. {delay_effect 1.2 0.5 "burn_scream"}
  560. else
  561. {kill_delay "burn_die"}
  562. {view stop "burn_fire"}
  563. {set "quench" 0}
  564. {able "burning" 0}
  565. }
  566. }
  567. }
  568. }
  569. {on "smoke"
  570. {smoke}
  571. }
  572. {on "smoking"
  573. ;{con "smoke start"}
  574. {view start "smoke"}
  575. {delay 0.3 0.1
  576. {view pause "smoke"}
  577. ;{con "smoke end"}
  578. }
  579. }
  580. {on "link_weapon"
  581. {if effector "stuff weapon"
  582. {with_effector
  583. {call "link"}
  584. }
  585. }
  586. }
  587. {on fire "hand_right"
  588. {if effector "stuff weapon"
  589. {with_effector
  590. {call "fire"}
  591. }
  592. }
  593. }
  594.  
  595. (define "terrain_fx_human"
  596. {on terrain_fx %0 enter
  597. {if not swimming
  598. {view start "on_%1"}
  599. {view start "on_%1_time_short"}
  600. {delay 0.1
  601. {view pause "on_%1_time_short"}
  602. }
  603. }
  604. }
  605. {on terrain_fx %0 leave
  606. {view pause "on_%1"}
  607. }
  608. )
  609. ("terrain_fx_human" args "water" water)
  610. ("terrain_fx_human" args "puddle" puddle)
  611. ("terrain_fx_human" args "shallow_water" puddle)
  612. ("terrain_fx_human" args "mud" mud)
  613.  
  614. {on terrain_pp "swamp" enter
  615. {delay 0 ; without delay will crash in Die()
  616. {call "die_without_blood"}
  617. {view start "die_in_swamp"}
  618. {delay 10
  619. {view stop "die_in_swamp"}
  620. {delete}
  621. }
  622. }
  623. }
  624.  
  625. {on "diving"
  626. {delay 0.3
  627. {spawn "spherewater_big"}
  628. }
  629. }
  630. {on swim on
  631. {view pause "on_water"}
  632. {view start "swim"}
  633. {call "stop_burn"}
  634. {kill_delay "after_swim"}
  635. }
  636. {on swim off
  637. {delay 1.5 "after_swim"
  638. {view pause "swim"}
  639. }
  640. }
  641. {on move on
  642. {if swimming
  643. {view start "swim_move"}
  644. }
  645. }
  646.  
  647. (define "play_move_sound"
  648. {if terrain_fx "road"
  649. {start_sound "human/move/%0/road_%1"}
  650. else terrain_fx "country_road"
  651. {start_sound "human/move/%0/road_%1"}
  652. else terrain_fx "ice"
  653. {start_sound "human/move/%0/snow_%1"}
  654. else terrain_fx "snow"
  655. {start_sound "human/move/%0/snow_%1"}
  656. else terrain_fx "sand"
  657. {start_sound "human/move/%0/sand_%1"}
  658. else terrain_fx "grass"
  659. {start_sound "human/move/%0/grass_%1"}
  660. else
  661. {start_sound "human/move/%0/ground_%1"}
  662. }
  663. )
  664.  
  665. {on "stop_move_sounds"
  666. {stop_sound "swim"}
  667. {set "fast_move_mode" 0}
  668. }
  669.  
  670. {on movement_mode_changed
  671. {call "stop_move_sounds"}
  672. {if name "fast"
  673. {if swimming
  674. {play_sound "swim" 1}
  675. else not lying
  676. ("play_move_sound" args fast start)
  677. {set "fast_move_mode" 1}
  678. }
  679. }
  680. }
  681.  
  682. (define "play_leg_sound"
  683. {if "fast_move_mode"
  684. ("play_move_sound" args fast %0)
  685. else lying
  686. ("play_move_sound" args lying %0)
  687. else
  688. ("play_move_sound" args normal %0)
  689. }
  690. )
  691.  
  692. {on animation_event "leg_left"
  693. ("play_leg_sound" args left)
  694. }
  695. {on animation_event "leg_right"
  696. ("play_leg_sound" args right)
  697. }
  698.  
  699. {on move off
  700. {view pause "swim_move"}
  701. {call "stop_move_sounds"}
  702. }
  703. {on "stop_burn"
  704. {if burned
  705. {burn stop_retry}
  706. {set "quench" 1}
  707. }
  708. }
  709. {on "falldown"
  710. {if altitude 3
  711. {throw_off up 1 forward 0.01 die force}
  712. else altitude 1
  713. {throw_off up 1 forward 0.01 force}
  714. else
  715. {throw_on_ground}
  716. }
  717. }
  718. {on board in
  719. {view pause "swim"}
  720. }
  721. {on board out
  722. {if effector "mtb_d3"
  723. {if name "emit1" "emit2" "emit3" "emit4"
  724. {delay 0.7
  725. {spawn "spherewater_big"}
  726. }
  727. }
  728. }
  729. }
  730. {on "kill_neutral"
  731. {view start ally neutral "marker_kill_neutral"}
  732. {delay 5.0
  733. {view pause "marker_kill_neutral"}
  734. }
  735. }
  736. {on "start_healing"
  737. {view start ally neutral "marker_healing"}
  738. }
  739. {on "stop_healing"
  740. {view pause "marker_healing"}
  741. }
  742. {on "start_repair"
  743. {view start ally neutral "marker_repair"}
  744. }
  745. {on "stop_repair"
  746. {view pause "marker_repair"}
  747. }
  748. {on "start_ammo_out"
  749. {view start ally neutral "marker_ammo_out"}
  750. }
  751. {on "stop_ammo_out"
  752. {view pause "marker_ammo_out"}
  753. }
  754. {on "start_ammo_refill"
  755. {view start ally neutral "marker_ammo_refill"}
  756. {delay 2.5
  757. {view pause "marker_ammo_refill"}
  758. }
  759. }
  760. {on "start_personage"
  761. {view pause "marker_personage_acute"}
  762. {view start ally neutral "marker_personage"}
  763. }
  764. {on "stop_personage"
  765. {view pause "marker_personage"}
  766. {view pause "marker_personage_acute"}
  767. }
  768. {on "start_personage_acute"
  769. {view pause "marker_personage"}
  770. {view start ally neutral "marker_personage_acute"}
  771. }
  772. {on "start_veterancy"
  773. {view start ally neutral "marker_veterancy"}
  774. {delay 3.5
  775. {view pause "marker_veterancy"}
  776. }
  777. }
  778. {on "stop_veterancy"
  779. {view pause "marker_veterancy"}
  780. }
  781. {on "hide_veterancy"
  782. {view hide "marker_veterancy"}
  783. }
  784. {on "start_blinded"
  785. {view start ally neutral "marker_blinded"}
  786. }
  787. {on "stop_blinded"
  788. {view pause "marker_blinded"}
  789. }
  790. {on "capture"
  791. {tags add "capturer"}
  792. }
  793. }
  794.  
  795.  
  796.  
  797.  
  798. {"human" ;paste onto the very bottom of human.inc
  799. (define "step1"
  800.  
  801. ;PREVENT CRASH
  802. {if not tagged "thats_it2"
  803. {tags add "thats_it2"}
  804. ;{delay 0.001 {tags remove "thats_it2"}}
  805.  
  806. ;{spawn "explosion"}
  807.  
  808.  
  809. ;CHECK IF ALIVE
  810. {if not operatable
  811.  
  812. ;VICTIM
  813. ;{talk "things_look_blue"}
  814. ;;;;;;;;;;;VICTIM END;;;;;;;;;;;;;;;;;;;;;;
  815. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  816. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  817.  
  818. ;KILLER within this bracket
  819. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  820. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  821. {if effector {with_effector
  822.  
  823.  
  824.  
  825. ;("health_damage" c(-75)) ;add health
  826.  
  827.  
  828. {if able "talk" ;kill enemy talk
  829. {talk "kill_enemy"}{able "talk" 0}{delay 5 7 {able "talk" 1}}
  830. }
  831.  
  832.  
  833. {damage_report "head" "<s(5)c(ffffff)>KILLED\nSOMEONE"}
  834.  
  835. }}
  836. ;;;;;;;;;;;;;KILLER END;;;;;;;;;;;;;;;;;
  837. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  838. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  839. }
  840. }
  841.  
  842.  
  843. {tags remove "bullet_h"}
  844. {if not dead {tags remove "thats_it2"}}
  845. )
  846.  
  847. {on "hit-light"
  848. ("step1")
  849. }
  850. {on "hit-heavy"
  851. ("step1")
  852. }
  853. {on "hit-scream"
  854. ("step1")
  855. }
  856. {on "die"
  857. ("step1")
  858. }
  859.  
  860.  
  861. }
  862.  
  863.  
  864.  
  865.  
  866.  
  867.  
  868.  
  869.  
  870.  
  871.  
  872.  
  873.  
  874.  
  875.  
  876.  
  877.  
  878.  
  879.  
  880.  
  881.  
  882.  
  883.  
  884.  
  885.  
  886.  
  887.  
  888.  
  889.  
  890.  
  891.  
  892.  
  893.  
  894.  
  895. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  896. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  897. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  898. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  899. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  900. ;;;;;;;;;;;;;;;;;;;;;;JUMPING SCRIPT including "window_spawning_jump_entity_system.inc";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  901. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  902. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  903. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  904. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  905. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  906. {"human"
  907. {on move on
  908. {if name "fast" {tags remove "afast"} {tags add "afast"}}
  909. }
  910. {on movement_mode_changed
  911. {if name "fast" {tags remove "afast"} {tags add "afast"}}
  912. }
  913. {on move off
  914. {tags remove "afast"}
  915. }
  916. }
  917.  
  918.  
  919.  
  920.  
  921.  
  922.  
  923.  
  924. (define "ai_jump" ;go to set/colliders.set, search for Zik, copy the entries that have zik to get it working correctly
  925. {if rand 1.0 {tags add "ai_jump"} ;This will Enable/Disable Infantry Jumping Over Fences and Structures that are jumpable.
  926. else {tags remove "ai_jump"}} ;If Disabled, the structures area will be enabled
  927. ) ;vehicles may glitch out and bump into them.
  928.  
  929.  
  930.  
  931.  
  932. (define "ai_jump_prop"
  933. {"%0"
  934.  
  935.  
  936.  
  937. {on spawn
  938. (define "ai_jump2"
  939. ("ai_jump")
  940. {if not tagged "no_jump"
  941. {if tagged "ai_jump"
  942. {tags add "fence"}
  943. }}
  944. )
  945.  
  946. ;{delay 2 {if tagged "ai_jump" {call "to_jump_or_not_to_jump"} } }
  947.  
  948. {if bone "climb" ("ai_jump2") ;There is no avoiding the recognition! >:D
  949. else bone "post-wood3" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
  950. else bone "tree" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
  951. else bone "tree00" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
  952. else bone "tree01" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
  953. else bone "tree02" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
  954. else bone "tree03" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
  955. else bone "tree04" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
  956. else bone "tree05" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
  957. else bone "tree1" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
  958. else bone "tree2" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
  959. else bone "tree3" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
  960. else bone "tree4" {if fallen ("ai_jump2") } ;ai_jump_prop,its a fallen tree, let me jump over it.
  961. else bone "cargo" ("ai_jump2") ;How the fuck can I not jump over a basket of fruits!!!!
  962. else bone "climb00" ("ai_jump2")
  963. else bone "climb01" ("ai_jump2")
  964. else bone "climb02" ("ai_jump2")
  965. else bone "climb03" ("ai_jump2")
  966. else bone "climb04" ("ai_jump2")
  967. else bone "climb05" ("ai_jump2")
  968. else bone "climb06" ("ai_jump2")
  969. else bone "climb07" ("ai_jump2")
  970. else bone "climb08" ("ai_jump2")
  971. else bone "climb09" ("ai_jump2")
  972. else bone "climb1" ("ai_jump2")
  973. else bone "climb2" ("ai_jump2")
  974. else bone "climb3" ("ai_jump2")
  975. else bone "climb4" ("ai_jump2")
  976. else bone "climb5" ("ai_jump2")
  977. else bone "climb6" ("ai_jump2")
  978. else bone "climb7" ("ai_jump2")
  979. else bone "climb8" ("ai_jump2")
  980. else bone "climb9" ("ai_jump2")
  981. else bone "climb10" ("ai_jump2")
  982. else bone "climb11" ("ai_jump2")
  983. else bone "climb12" ("ai_jump2")
  984. else bone "climb13" ("ai_jump2")
  985. else bone "climb14" ("ai_jump2")
  986. else bone "climb15" ("ai_jump2")
  987. else bone "climb16" ("ai_jump2")
  988. else bone "climb17" ("ai_jump2")
  989. else bone "climb18" ("ai_jump2")
  990. else bone "climb19" ("ai_jump2")
  991. else bone "climb20" ("ai_jump2") ;town_wall_fenc box03
  992. else bone "afr_bench" ("ai_jump2")
  993. else bone "fence_wire10" ("ai_jump2")
  994. ;CALL TO ARMS
  995. else bone "brickwall_end1" ("ai_jump2")
  996. else bone "brickwall_end2" ("ai_jump2")
  997. else bone "brickwall_mid1" ("ai_jump2")
  998. else bone "brickwall_mid2" ("ai_jump2")
  999. else bone "brickwall_mid3" ("ai_jump2")
  1000. else bone "cobble2" ("ai_jump2")
  1001. else bone "stonewall_mid1" ("ai_jump2")
  1002. else bone "stonewall_mid2" ("ai_jump2")
  1003. else bone "stonewall_mid3" ("ai_jump2")
  1004. else bone "fence_stone_med_ver1" ("ai_jump2")
  1005. else bone "fence_metal_a" ("ai_jump2")
  1006. else bone "fence_metal_b" ("ai_jump2")
  1007. else bone "fence_stone_med_ver2" ("ai_jump2")
  1008. else bone "fence_stone_med_ver3" ("ai_jump2")
  1009. else bone "fence_stone_med_ver4" ("ai_jump2")
  1010. else bone "fence_stone_med_ver5" ("ai_jump2")
  1011. else bone "fence_stone_med_ver6" ("ai_jump2")
  1012. else bone "fence_stone_ver1" ("ai_jump2")
  1013. else bone "fence_stone_ver2" ("ai_jump2")
  1014. else bone "fence_stone_ver3" ("ai_jump2")
  1015. else bone "fence_stone_ver4" ("ai_jump2")
  1016. else bone "fence_stone_ver5" ("ai_jump2")
  1017. else bone "fence_stone_ver6" ("ai_jump2")
  1018. else bone "loamwall_mid3" ("ai_jump2")
  1019. else bone "loamwall_dmg" ("ai_jump2")
  1020. else bone "box03" ("ai_jump2")
  1021. else bone "sandbags_small" ("ai_jump2")
  1022. else bone "sandbags_small_curve" ("ai_jump2")
  1023. else bone "gate_metal" ("ai_jump2")
  1024. else bone "wooden_crate" ("ai_jump2")
  1025. else bone "sandbags_big" ("ai_jump2")
  1026. else bone "pallet_cover" ("ai_jump2")
  1027. else bone "pallet_box_big" ("ai_jump2")
  1028. else bone "pallet_cover" ("ai_jump2")
  1029. else bone "wooden_bench" ("ai_jump2")
  1030. else bone "supply_box" ("ai_jump2")
  1031. else bone "corpse" ("ai_jump2")
  1032. else bone "fence_constructionsite" ("ai_jump2")
  1033. else bone "fence_wooden" ("ai_jump2")
  1034. else bone "fence_wooden2" ("ai_jump2")
  1035. else bone "fence_wooden3" ("ai_jump2")
  1036. else bone "fence_wooden4" ("ai_jump2")
  1037. else bone "fence_wooden5" ("ai_jump2")
  1038. else bone "fence_wooden_eastern1" ("ai_jump2")
  1039. else bone "fence_wooden_eastern2" ("ai_jump2")
  1040. else bone "fence_wooden_eastern3" ("ai_jump2")
  1041. else bone "fence_wooden_eastern_gate" ("ai_jump2")
  1042. else bone "fence_concrete_a2" ("ai_jump2")
  1043. else bone "streetborder_01" ("ai_jump2")
  1044. else bone "streetborder_02" ("ai_jump2")
  1045. else bone "streetborder_03" ("ai_jump2")
  1046. else bone "table" ("ai_jump2")
  1047. else bone "ai_jump" ("ai_jump2") {tags add "must_be_running"}
  1048. ;CTA Windows
  1049. ;else able "touch" ("ai_jump2")
  1050. }
  1051. ; {tags add "fence"} }
  1052. ;{volumes enable visible bullet select contact_ground touch contact blast}
  1053. {delay 0.1 ;navrai
  1054. {if tagged "fence" {volumes enable overlap}{area disable}} ;allows the unit to walk through it }
  1055. }
  1056. } ;On spawn end
  1057.  
  1058. {on overlap begin
  1059. {if tagged "fence"
  1060. {if effector "human"
  1061. {if effector{with_effector
  1062. {if not linked
  1063. {IF NOT SIMULATING ;DYING WHILE FLYING THROUGH THE AIR
  1064. {volumes enable overlap}
  1065. (define "jump_start"
  1066.  
  1067. {if operatable
  1068. (define "jump"
  1069. {if operatable
  1070. {ani_play "%a" %b}
  1071.  
  1072. {with_effector
  1073. {if not tagged "is_window" ;jumping through windows will
  1074. {with_effector
  1075. {tags add "movement"}
  1076. {delay 1.25 {tags remove "movement"} }
  1077. }}
  1078. }
  1079.  
  1080. {delay 0.1 {play_sound "jump"}}
  1081. {delay 0.5 {if not operatable {throw_off up 0.03 0.05 dir 5.5 2 forward 4 turn 0 360 die force}}}
  1082. {delay 1.0 {if not operatable {throw_off up 0.03 0.05 dir 5.5 2 forward 4 turn 0 360 die force}}}
  1083. {delay 1.5 {if not operatable {throw_off up 0.03 0.05 dir 5.5 2 forward 4 turn 0 360 die force}}}
  1084. {delay 2.0 {if not operatable {throw_off up 0.03 0.05 dir 5.5 2 forward 4 turn 0 360 die force}}}
  1085. })
  1086.  
  1087. {if not tagged "jumped" ;human is tagged jumped
  1088. {tags add "jumped"}
  1089. ;trip 0.005% chance if running
  1090. ;running
  1091. {if effector {with_effector
  1092. {if not tagged "must_be_running"
  1093. {with_effector
  1094. ;{die}
  1095. ("jump" a(getover_middle) b(1.5))
  1096. }
  1097. ;jogging
  1098. else
  1099. {with_effector {if tagged "afast" ("jump" a(getover_middle) b(1.5))}}
  1100. }}}
  1101.  
  1102.  
  1103. {delay 0.25 {tags remove "jumped"}} ;prevent infinite jumps from happening
  1104. }}
  1105. )
  1106. ("jump_start")
  1107. else
  1108. ;("str" text(simulating))
  1109. }}
  1110. ;{with_effector
  1111. ;{call "break"} causes crash for some entities
  1112. ;}
  1113. }}
  1114. else
  1115. {area enable}{delay 0.1 {area disable}} ;vehicle/mortar fix
  1116. }}}})
  1117. ("ai_jump_prop" args fence) ;HUEHUEHUE
  1118. ("ai_jump_prop" args construction)
  1119. ("ai_jump_prop" args no_destroyed_stamp)
  1120. ("ai_jump_prop" args wood)
  1121. ("ai_jump_prop" args shed)
  1122. ("ai_jump_prop" args small)
  1123. ("ai_jump_prop" args concrete)
  1124. ("ai_jump_prop" args parts)
  1125. ("ai_jump_prop" args wall)
  1126. ("ai_jump_prop" args sand_bag_big)
  1127. ("ai_jump_prop" args sand_bag_small)
  1128. ("ai_jump_prop" args ai_jump)
  1129.  
  1130.  
  1131. {"ai_jump"
  1132. {on spawn
  1133. {volumes disable bullet visible obstacle}
  1134. ;{area disable}
  1135. }
  1136. ;{on contact {delete} }
  1137. {on blast_hit
  1138. {if min_energy 0.2 {delete} }
  1139. }
  1140. {on ground_hit
  1141. {delete}
  1142. }
  1143.  
  1144. }
  1145.  
  1146. (include "window_spawning_jump_entity_system.inc")
  1147.  
  1148.  
  1149.  
  1150.  
  1151.  
  1152. (define "ohmeingot"
  1153. {"%0"
  1154. {on spawn
  1155. {volumes enable overlap}
  1156. }
  1157.  
  1158. {on overlap begin
  1159. {if not tagged "ai_jump"
  1160. {if effector "human"
  1161. {with_effector
  1162. {if tagged "movement"
  1163. ;{die}
  1164. {ani_stop "getover_middle"}
  1165. {ani_stop "roll1"}
  1166. {ani_stop "roll2"}
  1167. {ani_stop "roll3"}
  1168. {ani_stop "roll4"}
  1169. }
  1170. }}}}
  1171. }
  1172. )
  1173.  
  1174.  
  1175. ("ohmeingot" args fence) ;HUEHUEHUE
  1176. ("ohmeingot" args construction)
  1177. ("ohmeingot" args no_destroyed_stamp)
  1178. ("ohmeingot" args wood)
  1179. ("ohmeingot" args shed)
  1180. ("ohmeingot" args small)
  1181. ("ohmeingot" args concrete)
  1182. ("ohmeingot" args parts)
  1183. ("ohmeingot" args wall)
  1184. ("ohmeingot" args sand_bag_big)
  1185. ("ohmeingot" args sand_bag_small)
  1186. ("ohmeingot" args ai_jump)
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