Date: Fri, 1 Jan 1904 11:11:58 +0100
To: nettime-l@bbs.thing.net
From: 7061 <404@jodi.org>
Subject: <nettime> sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE); walkmonster_start ();
Sender: nettime-l-request@bbs.thing.net
Reply-To: 7061 <404@jodi.org>
 

--============_36724==_ma============
Content-Type: text/plain; charset="us-ascii"
 

$cd ug/models/soldier3
$origin 0 -6 24
$base base
$skin skin

$frame soldierc
$frame soldierd

/*
 
*/

void() army_fire;

void() army_stand1 =[ $soldierc, army_stand2 ]
{ai_stand();};
void() army_stand2 =[ $soldierc, army_stand3 ]
{ai_stand();};
void() army_stand3 =[ $soldierc, army_stand4 ]
{ai_stand();};
void() army_stand4 =[ $soldierc, army_stand5 ]
{ai_stand();};
void() army_stand5 =[ $soldierc, army_stand6 ]
{ai_stand();};
void() army_stand6 =[ $soldierc, army_stand7 ]
{ai_stand();};
void() army_stand7 =[ $soldierc, army_stand8 ]
{ai_stand();};
void() army_stand8 =[ $soldierc, army_stand1 ]
{ai_stand();};

void() army_walk1 =[ $soldierc, army_walk2 ] {
if (random() < 0.2)
 sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE);
ai_walk(1);};
void() army_walk2 =[ $soldierc, army_walk3 ]
{ai_walk(1);};
void() army_walk3 =[ $soldierc, army_walk4 ]
{ai_walk(1);};
void() army_walk4 =[ $soldierc, army_walk5 ]
{ai_walk(1);};
void() army_walk5 =[ $soldierc, army_walk6 ]
{ai_walk(2);};
void() army_walk6 =[ $soldierc, army_walk7 ]
{ai_walk(3);};
void() army_walk7 =[ $soldierc, army_walk8 ]
{ai_walk(4);};
void() army_walk8 =[ $soldierc, army_walk9 ]
{ai_walk(4);};
void() army_walk9 =[ $soldierc, army_walk10 ]
{ai_walk(2);};
void() army_walk10 =[ $soldierc, army_walk11 ]
{ai_walk(2);};
void() army_walk11 =[ $soldierc, army_walk12 ]
{ai_walk(2);};
void() army_walk12 =[ $soldierc, army_walk13 ]
{ai_walk(1);};
void() army_walk13 =[ $soldierc, army_walk14 ]
{ai_walk(0);};
void() army_walk14 =[ $soldierc, army_walk15 ]
{ai_walk(1);};
void() army_walk15 =[ $soldierc, army_walk16 ]
{ai_walk(1);};
void() army_walk16 =[ $soldierc, army_walk17 ]
{ai_walk(1);};
void() army_walk17 =[ $soldierc, army_walk18 ]
{ai_walk(3);};
void() army_walk18 =[ $soldierc, army_walk19 ]
{ai_walk(3);};
void() army_walk19 =[ $soldierc, army_walk20 ]
{ai_walk(3);};
void() army_walk20 =[ $soldierc, army_walk21 ]
{ai_walk(3);};
void() army_walk21 =[ $soldierc, army_walk22 ]
{ai_walk(2);};
void() army_walk22 =[ $soldierc, army_walk23 ]
{ai_walk(1);};
void() army_walk23 =[ $soldierc, army_walk24 ]
{ai_walk(1);};
void() army_walk24 =[ $soldierc, army_walk1 ]
{ai_walk(1);};

void() army_run1 =[ $soldierc,  army_run2 ] {
if (random() < 0.2)
 sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE);
ai_run(11);};
void() army_run2 =[ $soldierc,  army_run3 ]
{ai_run(15);};
void() army_run3 =[ $soldierc,  army_run4 ]
{ai_run(10);};
void() army_run4 =[ $soldierc,  army_run5 ]
{ai_run(10);};
void() army_run5 =[ $soldierc,  army_run6 ]
{ai_run(8);};
void() army_run6 =[ $soldierc,  army_run7 ]
{ai_run(15);};
void() army_run7 =[ $soldierc,  army_run8 ]
{ai_run(10);};
void() army_run8 =[ $soldierc,  army_run1 ]
{ai_run(8);};

void() army_atk1 =[ $soldierc, army_atk2 ] {ai_face();};
void() army_atk2 =[ $soldierc, army_atk3 ] {ai_face();};
void() army_atk3 =[ $soldierc, army_atk4 ] {ai_face();};
void() army_atk4 =[ $soldierc, army_atk5 ] {ai_face();};
void() army_atk5 =[ $soldierc, army_atk6 ]
{ai_face();army_fire();

};
void() army_atk6 =[ $soldierc, army_atk7 ] {ai_face();};
void() army_atk7 =[ $soldierc, army_atk8 ]
{ai_face();SUB_CheckRefire (army_atk1);};
void() army_atk8 =[ $soldierc, army_atk9 ] {ai_face();};
void() army_atk9 =[ $soldierc, army_run1 ] {ai_face();};
 

void() army_pain1 =[ $soldierc,  army_pain2 ] {};
void() army_pain2 =[ $soldierc,  army_pain3 ] {};
void() army_pain3 =[ $soldierc,  army_pain4 ] {};
void() army_pain4 =[ $soldierc,  army_pain5 ] {};
void() army_pain5 =[ $soldierc,  army_pain6 ] {};
void() army_pain6 =[ $soldierc,  army_run1 ]
{ai_pain(1);};

void() army_painb1 =[ $soldierc, army_painb2 ] {};
void() army_painb2 =[ $soldierc, army_painb3 ]
{ai_painforward(13);};
void() army_painb3 =[ $soldierc, army_painb4 ]
{ai_painforward(9);};
void() army_painb4 =[ $soldierc, army_painb5 ] {};
void() army_painb5 =[ $soldierc, army_painb6 ] {};
void() army_painb6 =[ $soldierc, army_painb7 ] {};
void() army_painb7 =[ $soldierc, army_painb8 ] {};
void() army_painb8 =[ $soldierc, army_painb9 ] {};
void() army_painb9 =[ $soldierc, army_painb10] {};
void() army_painb10=[ $soldierc, army_painb11] {};
void() army_painb11=[ $soldierc, army_painb12] {};
void() army_painb12=[ $soldierc, army_painb13] {ai_pain(2);};
void() army_painb13=[ $soldierc, army_painb14] {};
void() army_painb14=[ $soldierc, army_run1 ] {};

void() army_painc1 =[ $soldierc, army_painc2 ] {};
void() army_painc2 =[ $soldierc, army_painc3 ]
{ai_pain(1);};
void() army_painc3 =[ $soldierc, army_painc4 ] {};
void() army_painc4 =[ $soldierc, army_painc5 ] {};
void() army_painc5 =[ $soldierc, army_painc6 ]
{ai_painforward(1);};
void() army_painc6 =[ $soldierc, army_painc7 ]
{ai_painforward(1);};
void() army_painc7 =[ $soldierc, army_painc8 ] {};
void() army_painc8 =[ $soldierc, army_painc9 ]
{ai_pain(1);};
void() army_painc9 =[ $soldierc, army_painc10]
{ai_painforward(4);};
void() army_painc10=[ $soldierc, army_painc11] {ai_painforward(3);};
void() army_painc11=[ $soldierc, army_painc12] {ai_painforward(6);};
void() army_painc12=[ $soldierc, army_painc13] {ai_painforward(8);};
void() army_painc13=[ $soldierc, army_run1] {};

void(entity attacker, float damage) army_pain =
{
 local float r;

 if (self.pain_finished > time)
  return;

 r = random();

 if (r < 0.2)
 {
  self.pain_finished = time + 0.6;
  army_pain1 ();
  sound (self, CHAN_VOICE, "soldier/pain1.wav", 1, ATTN_NORM);
 }
 else if (r < 0.6)
 {
  self.pain_finished = time + 1.1;
  army_painb1 ();
  sound (self, CHAN_VOICE, "soldier/pain2.wav", 1, ATTN_NORM);
 }
 else
 {
  self.pain_finished = time + 1.1;
  army_painc1 ();
  sound (self, CHAN_VOICE, "soldier/pain2.wav", 1, ATTN_NORM);
 }
};
 

void() army_fire =
{
 local vector dir;
 local entity en;

 ai_face();

 sound (self, CHAN_WEAPON, "soldier/sattck1.wav", 1, ATTN_NORM);

// dodging player
 en = self.enemy;

 dir = en.origin - en.velocity*0.2;
 dir = normalize (dir - self.origin);

 FireBullets (4, dir, '0.1 0.1 0');
};
 
 

void() army_die1 =[ $soldierd, army_die2 ] {};
void() army_die2 =[ $soldierd, army_die3 ] {};
void() army_die3 =[ $soldierd, army_die4 ]
{self.solid = SOLID_NOT;self.ammo_shells = 5;DropBackpack();};
void() army_die4 =[ $soldierd, army_die5 ] {};
void() army_die5 =[ $soldierd, army_die6 ] {};
void() army_die6 =[ $soldierd, army_die7 ] {};
void() army_die7 =[ $soldierd, army_die8 ] {};
void() army_die8 =[ $soldierd, army_die9 ] {};
void() army_die9 =[ $soldierd, army_die10 ] {};
void() army_die10 =[ $soldierd, army_die10 ] {};

void() army_cdie1 =[ $soldierd, army_cdie2 ] {};
void() army_cdie2 =[ $soldierd, army_cdie3 ]
{ai_back(5);};
void() army_cdie3 =[ $soldierd, army_cdie4 ]
{self.solid = SOLID_NOT;self.ammo_shells = 5;DropBackpack();ai_back(4);};
void() army_cdie4 =[ $soldierd, army_cdie5 ]
{ai_back(13);};
void() army_cdie5 =[ $soldierd, army_cdie6 ]
{ai_back(3);};
void() army_cdie6 =[ $soldierd, army_cdie7 ]
{ai_back(4);};
void() army_cdie7 =[ $soldierd, army_cdie8 ] {};
void() army_cdie8 =[ $soldierd, army_cdie9 ] {};
void() army_cdie9 =[ $soldierd, army_cdie10 ] {};
void() army_cdie10 =[ $soldierd, army_cdie11 ] {};
void() army_cdie11 =[ $soldierd, army_cdie11 ] {};
 

void() army_die =
{
// check for gib
 if (self.health < -35)
 {
  sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
  ThrowHead ("progs/h_guard.mdl", self.health);
  ThrowGib ("progs/gib1.mdl", self.health);
  ThrowGib ("progs/gib2.mdl", self.health);
  ThrowGib ("progs/gib3.mdl", self.health);
  return;
 }

// regular death
 sound (self, CHAN_VOICE, "soldier/death1.wav", 1, ATTN_NORM);
 if (random() < 0.5)
  army_die1 ();
 else
  army_cdie1 ();
};
 

/*UG monster_army (1 0 0) (-16 -16 -24) (16 16 40) Ambush
*/
void() monster_army =
{
 if (deathmatch)
 {
  remove(self);
  return;
 }
 precache_model ("progs/soldier.mdl");
 precache_model ("progs/h_guard.mdl");
 precache_model ("progs/gib1.mdl");
 precache_model ("progs/gib2.mdl");
 precache_model ("progs/gib3.mdl");

 precache_sound ("soldier/death1.wav");
 precache_sound ("soldier/idle.wav");
 precache_sound ("soldier/pain1.wav");
 precache_sound ("soldier/pain2.wav");
 precache_sound ("soldier/sattck1.wav");
 precache_sound ("soldier/sight1.wav");

 precache_sound ("player/udeath.wav");  // gib death
 

 self.solid = SOLID_SLIDEBOX;
 self.movetype = MOVETYPE_STEP;

 setmodel (self, "progs/soldier.mdl");

 setsize (self, '-16 -16 -24', '16 16 40');
 self.health = 30;

 self.th_stand = army_stand1;
 self.th_walk = army_walk1;
 self.th_run = army_run1;
 self.th_missile = army_atk1;
 self.th_pain = army_pain;
 self.th_die = army_die;

 walkmonster_start ();
};
 
 

-
--============_36724==_ma============
 

--============_36724==_ma============--
 

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