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May 27th, 2018
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  1. int fgs;
  2.  
  3.  
  4. script 800 ENTER
  5. {
  6. int i;
  7.  
  8. Thing_ChangeTID(0, 900 + playernumber() );
  9.  
  10. SetHudSize(640, 400, 1);
  11. SetFont("RDR1A0"); // the actual rounded radar display
  12. HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 129.0, 107.0, 0, 0.5);
  13.  
  14.  
  15. while (1)
  16. {
  17. for (i = 0; i < fgs; i++) drawdot(1000 + i, 0);
  18. //for (i = 0; i < 16; i++)
  19. // if (i != playernumber()) drawdot(900 + i, 1);
  20. Delay(1);
  21. }
  22. }
  23.  
  24. script 801 RESPAWN
  25. {
  26. Thing_ChangeTID(0, 900+playernumber());
  27.  
  28. }
  29.  
  30. // to be called in each monster spawn state: ACS_ExecuteAlways(802, 0, Radius, Height)
  31. script 802 (int type)
  32. {
  33. Thing_ChangeTID(0, 1000+fgs++);
  34.  
  35.  
  36. // if (GetActorProperty(0, APROP_Damage)) printbold(d:fgs); (for debug purposes only)
  37. }
  38.  
  39. function void drawdot(int tid, int player)
  40. {
  41. int x, y, ang, len;
  42.  
  43.  
  44. if (GetActorProperty (tid, APROP_Health) > 0)
  45. {
  46. x = GetActorX(0) - GetActorX(tid);
  47. y = GetActorY(0) - GetActorY(tid);
  48. ang = VectorAngle(x, y);
  49.  
  50. if (((ang + 0.128) % 0.5) > 0.25) len = FixedDiv(y,sin(ang));
  51. else len = FixedDiv(x, Cos(ang));
  52.  
  53. len /= 25; //FOV RADAR
  54.  
  55.  
  56. if (checkinventory("detector")>0 && len <= 35.0) // RADIO RADAR
  57. {
  58. ang = GetActorAngle(0) - ang + 0.25; //0 , 0.5 es 2d y 0.25 es fps
  59. x = (FixedMul(len, Cos(ang)) + 64.0) >> 16; //POSICION X RADAR
  60. y = (FixedMul(len, Sin(ang)) + 47.0) >> 16; // POSICION Y RADAR
  61.  
  62.  
  63.  
  64. SetFont("RCIA"); // high-tier foes are red dots
  65.  
  66. GIVEINVENTORY("Beeper",1);
  67. ACS_Execute(804, 0, 0, 0, 0);
  68.  
  69.  
  70. HudMessage(c:'A'; HUDMSG_PLAIN, 0, 1, x << 16, y << 16, 1873);
  71.  
  72.  
  73. }
  74. }
  75. }
  76.  
  77.  
  78. SCRIPT 803 ENTER
  79. {
  80. while(1){
  81. SetHudSize(640, 400, 1);
  82. SetFont("RDR1A0"); // the actual rounded radar display
  83. HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
  84. DELAY(8);
  85. SetFont("RDR1B0"); // the actual rounded radar display
  86. HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
  87. DELAY(1);
  88.  
  89. GIVEINVENTORY("DETECTOR",1);
  90. LOCALAMBIENTSOUND("DET",127);
  91.  
  92. SetFont("RDR1C0"); // the actual rounded radar display
  93. HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
  94. DELAY(2);
  95. SetFont("RDR1D0"); // the actual rounded radar display
  96. HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
  97. DELAY(2);
  98. SetFont("RDR1E0"); // the actual rounded radar display
  99. HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
  100. DELAY(2);
  101. SetFont("RDR1F0"); // the actual rounded radar display
  102. HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
  103. DELAY(2);
  104. SetFont("RDR1G0"); // the actual rounded radar display
  105. HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
  106. DELAY(2);
  107. SetFont("RDR1H0"); // the actual rounded radar display
  108. HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
  109. DELAY(2);
  110. SetFont("RDR1I0"); // the actual rounded radar display
  111. HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
  112. DELAY(2);
  113. SetFont("RDR1J0"); // the actual rounded radar display
  114. HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
  115. DELAY(2);
  116. SetFont("RDR1K0"); // the actual rounded radar display
  117. HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
  118. DELAY(2);
  119.  
  120. SetFont("RDR1A0"); // the actual rounded radar display
  121. HudMessage(c:'A'; HUDMSG_PLAIN | HUDMSG_ALPHA, 128, -1, 65.0, 45.0, 0, 0.5);
  122. DELAY(20);
  123. TAKEINVENTORY("DETECTOR",1);
  124. DELAY(1);
  125. }
  126. }
  127.  
  128. Script 804 (void)
  129. {
  130. int call = CheckInventory("Beeper");
  131.  
  132. If (Call > 0)
  133. {
  134. LOCALAMBIENTSOUND("BLIP",70);
  135. DELAY(40);
  136. TAKEINVENTORY("DETECTOR",1);
  137. //Delay(20);
  138. }
  139. }
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