Mikko Pekkola, on 08 February 2013 - 11:49 AM, said:
Ok good luck man.
Mikko Pekkola, on 08 February 2013 - 09:40 AM, said:
ifp phigher ifcansee [test various distances like ifpdistl 1500 ifpdistg 3000 ]
{
action AMyTrooperShootUp
.... and whatever shooting sequence
ifp pjetpack
{
give the actor some nasty shooting abilities
}
}
Mikko Pekkola, on 08 February 2013 - 11:49 AM, said:
This post has been edited by Hank: 08 February 2013 - 07:36 PM
Mikko Pekkola, on 08 February 2013 - 05:46 AM, said:
This post has been edited by Mikko Pekkola: 09 February 2013 - 08:48 AM
Mikko Pekkola, on 09 February 2013 - 07:10 AM, said:

This post has been edited by Mikko Pekkola: 09 February 2013 - 10:57 AM
Mikko Pekkola, on 09 February 2013 - 10:29 AM, said:
This post has been edited by Hank: 09 February 2013 - 11:12 AM
Hank, on 09 February 2013 - 11:11 AM, said:
// MYTROOP CODE
//
//
action AMYTROOPSTAND 30 1 5 1 1
action AMYTROOPWALKING 0 6 5 1 8
action AMYTROOPWALKINGBACK 25 6 5 -1 8
action AMYTROOPRUNNING 0 6 5 1 4
action AMYTROOPSHOOT 30 2 5 1 30
action AMYTROOPGROW 0 1 5 1 1
action AMYTROOPJETPACK 50 1 5 1 1
action AMYTROOPDYING 70 5 1 1 16
action AMYTROOPDEAD 74
action AMYTROOPFROZEN 0 1 5
move MYTROOPWALKVELS 72
move MYTROOPWALKVELSBACK -72
move MYTROOPJETPACKVELS 64 -84
move MYTROOPJETPACKILLVELS 192 -38
move MYTROOPRUNVELS 108
move MYTROOPSTOPPED
ai AIMYTROOPSEEKENEMY AMYTROOPWALKING MYTROOPWALKVELS seekplayer
ai AIMYTROOPSEEKPLAYER AMYTROOPWALKING MYTROOPWALKVELS seekplayer
ai AIMYTROOPFLEEING AMYTROOPWALKING MYTROOPWALKVELS fleeenemy
ai AIMYTROOPFLEEINGBACK AMYTROOPWALKINGBACK MYTROOPWALKVELSBACK faceplayersmart
ai AIMYTROOPDODGE AMYTROOPWALKING MYTROOPRUNVELS dodgebullet
ai AIMYTROOPSHOOTING AMYTROOPSHOOT MYTROOPSTOPPED faceplayersmart
ai AIMYTROOPJETPACK AMYTROOPJETPACK MYTROOPJETPACKVELS seekplayer
ai AIMYTROOPSHRUNK AMYTROOPWALKING SHRUNKVELS fleeenemy
ai AIMYTROOPGROW AMYTROOPGROW DONTGETUP faceplayerslow
state mytroopgunnashoot
ifp palive
{
ifpdistl 1024
ai AIMYTROOPSHOOTING
else
ifactornotstayput
{
ifactioncount 12
ifrnd 16
ifcanshoottarget
{
{
ifpdistl 1100
ai AIMYTROOPFLEEING
else
{
ifpdistl 4096
ifcansee
ifcanshoottarget
ai AIMYTROOPSHOOTING
else
{
move MYTROOPRUNVELS seekplayer
action AMYTROOPRUNNING
}
}
}
}
}
else
ifcount 26
ifrnd 32
ai AIMYTROOPSHOOTING
}
ends
state mytroopseekstate
state mytroopgunnashoot
ifinwater
{
ai AIMYTROOPJETPACK
break
}
ifcansee
ifp phigher
{
ifceilingdistl 128 nullop
else
ifactornotstayput
ai AIMYTROOPJETPACK
break
}
ifnotmoving
{
ifrnd 32
operate
else
ifcount 32
ifp palive
ifcansee
ifcanshoottarget
ai AIMYTROOPSHOOTING
}
ifrnd 1
{
ifrnd 128
soundonce PRED_ROAM
else
soundonce PRED_ROAM2
}
ends
state mytroopstate
ifactioncount 2
{
ifcanshoottarget
{
shoot SHOTSPARK1
{
ifpdistg 2000
{
ifspritepal 10
shoot SHOTSPARK1
}
else
shoot SHOTSPARK1
}
{
}
resetactioncount
ifrnd 128
ai AIMYTROOPSEEKPLAYER
ifcount 24
{
ifrnd 96
ifpdistg 2048
ai AIMYTROOPSEEKPLAYER
else
{
ifpdistg 1596
ai AIMYTROOPFLEEING
else
ai AIMYTROOPFLEEINGBACK
}
}
}
else
ai AIMYTROOPSEEKPLAYER
}
ends
state mytroopfleestate
ifactioncount 7
{
ifpdistg 3084
{
ai AIMYTROOPSEEKPLAYER
break
}
else
ifrnd 32
ifp palive
ifcansee
ifcanshoottarget
{
ai AIMYTROOPSHOOTING
break
}
}
ifnotmoving
{
ifrnd 32
operate
else
ifcount 32
ifp palive
ifcansee
ifcanshoottarget
{
ai AIMYTROOPSHOOTING
}
}
ends
state mytroopdying
iffloordistl 32
{
ifactioncount 5
{
cstat 0
iffloordistl 8
sound THUD
state rf
strength 0
move MYTROOPSTOPPED
action AMYTROOPDEAD
}
break
}
else
{
state rf
move 0
action AMYTROOPDYING
}
break
}
else
{
state rf
move 0
action AMYTROOPDYING
}
ends
state checkedfhit
ifdead
{
ifwasweapon FREEZEBLAST
{
sound SOMETHINGFROZE
spritepal 1
move 0
action AMYTROOPFROZEN
strength 0
break
}
state drop_ammo
state random_wall_jibs
ifwasweapon GROWSPARK
{
cstat 0
sound ACTOR_GROWING
ai AIMYTROOPGROW
break
}
addkills 1
ifwasweapon RPG
{
sound SQUISHED
state troop_body_jibs
state standard_jibs
killit
}
else
ifwasweapon RADIUSEXPLOSION
{
sound SQUISHED
state troop_body_jibs
state standard_jibs
killit
}
else
{
sound PRED_DYING
ifrnd 32
iffloordistl 32
{
sound LIZARD_BEG
strength 0
move 0
break
}
action AMYTROOPDYING
break
}
}
else
{
state random_wall_jibs
sound PRED_PAIN
ifwasweapon SHRINKSPARK
{
sound ACTOR_SHRINKING
ai AIMYTROOPSHRUNK
}
else
iffloordistl 32
ifrnd 96
action AMYTROOPFLINTCH
}
ends
state mytroopjetpackstate
ifaction AMYTROOPJETPACKILL
{
ifcansee
ifactioncount 2
{
resetactioncount
shoot SHOTSPARK1
}
ifp phigher
ai AIMYTROOPJETPACK
else
ifinwater
ai AIMYTROOPJETPACK
else
ifcount 26
iffloordistl 32
ai AIMYTROOPSEEKPLAYER
}
else
ifcount 48
ifcansee
{
action AMYTROOPJETPACKILL
move MYTROOPJETPACKILLVELS
seekplayer
}
ends
state mytroopshrunkstate
ifcount SHRUNKDONECOUNT
ai AIMYTROOPSEEKENEMY
else
ifcount SHRUNKCOUNT
sizeto 48 40
else
state genericshrunkcode
ends
state mytroopcodefall
ifinwater
ifrnd 1
spawn WATERBUBBLE
ifaction AMYTROOPSTAND
{
ifrnd 192
ai AIMYTROOPSHOOTING
else
ai AIMYTROOPSEEKPLAYER
}
else
ifaction AMYTROOPFROZEN
{
ifcount THAWTIME
{
ai AIMYTROOPSEEKENEMY
getlastpal
}
else
ifcount FROZENDRIPTIME
{
ifactioncount 26
{
spawn WATERDRIP
resetactioncount
}
}
ifhitweapon
{
ifwasweapon FREEZEBLAST
{
strength 0
break
}
addkills 1
lotsofglass 30
sound GLASS_BREAKING
killit
}
ifp pfacing
ifpdistl FROZENQUICKKICKDIST
pkick
break
ifhitweapon
{
ifwasweapon RADIUSEXPLOSION
{
sound SQUISHED
state troop_body_jibs
state standard_jibs
killit
}
break
}
else
state checksquished
else
ifp pfacing
resetcount
break
}
else
ifaction AMYTROOPDEAD
{
strength 0
ifrespawn
ifcount RESPAWNACTORTIME
{
spawn TRANSPORTERSTAR
cstat 257
strength MYTROOPSTRENGHT
ai AIMYTROOPSEEKENEMY
}
ifhitweapon
{
ifwasweapon RADIUSEXPLOSION
{
sound SQUISHED
state troop_body_jibs
state standard_jibs
killit
}
break
}
else
state checksquished
break
ifactioncount 2
{
ifrnd 64
{
soundonce PRED_DYING
action AMYTROOPDEAD
}
}
}
else
ifaction AMYTROOPDYING
{
state mytroopdying
break
ifhitweapon
state checkedfhit
break
}
else
ifaction AMYTROOPFLINTCH
{
ifactioncount 4
ai AIMYTROOPSEEKENEMY
}
else
{
ifai AIMYTROOPSEEKPLAYER
state mytroopseekstate
else
ifai AIMYTROOPJETPACK
{
state mytroopjetpackstate
ifinwater nullop
else
soundonce DUKE_JETPACK_IDLE
}
else
ifai AIMYTROOPSEEKENEMY
state mytroopseekstate
else
ifai AIMYTROOPSHOOTING
state mytroopshootstate
else
ifai AIMYTROOPFLEEING
state mytroopfleestate
else
ifai AIMYTROOPFLEEINGBACK
state mytroopfleestate
else
ifai AIMYTROOPDODGE
state mytroopseekstate
else
ifai AIMYTROOPSHRUNK
state mytroopshrunkstate
}
ifhitweapon
state checkedfhit
else
state checksquished
ends
state checkedfpalette
ifai 0
{
ifspritepal 0
nullop
else
ifspritepal 21
addstrength MYTROOPSTRENGHT // Double the hitpoint vals
}
ends
useractor enemy MYTROOPJETPACK MYTROOPSTRENGHT
state checkedfpalette
ai AIMYTROOPJETPACK
cactor MYTROOP
enda
useractor enemy MYTROOPSHOOT MYTROOPSTRENGHT AMYTROOPSTAND
state checkedfpalette
ai AIMYTROOPSHOOTING
cactor MYTROOP
enda
useractor enemy MYTROOPSTAYPUT MYTROOPSTRENGHT AMYTROOPSTAYSTAND
state checkedfpalette
ai AIMYTROOPSEEKPLAYER
cactor MYTROOP
enda
useractor enemy MYTROOPRUNNING MYTROOPSTRENGHT AMYTROOPSTAND
state checkedfpalette
ai AIMYTROOPSEEKPLAYER
cactor MYTROOP
enda
useractor enemy MYTROOP MYTROOPSTRENGHT AMYTROOPSTAND
sizeat 40 40
state checkedfpalette
state mytroopcode
enda
This post has been edited by Mikko Pekkola: 09 February 2013 - 12:57 PM
Mikko_Sandt, on 09 February 2013 - 01:06 PM, said:
This post has been edited by Mikko Pekkola: 10 February 2013 - 01:03 AM

Mikko_Sandt, on 10 February 2013 - 05:17 AM, said:
state mytroopstate
ifactioncount 2
{
ifcanshoottarget
{
shoot SHOTSPARK1
{
ifpdistg 2000
{
ifspritepal 10
shoot SHOTSPARK1
}
else
shoot SHOTSPARK1
}
{
}
resetactioncount
ifrnd 128
ai AIMYTROOPSEEKPLAYER
ifcount 24
{
ifrnd 96
ifpdistg 2048
ai AIMYTROOPSEEKPLAYER
else
{
ifpdistg 1596
ai AIMYTROOPFLEEING
else
ai AIMYTROOPFLEEINGBACK
}
}
}
else
ai AIMYTROOPSEEKPLAYER
}
ends
state mytroopfleestate
ifactioncount 7
{
ifpdistg 3084
{
ai AIMYTROOPSEEKPLAYER
break
}
else
ifrnd 32
ifp palive
ifcansee
ifcanshoottarget
{
ai AIMYTROOPSHOOTING
break
}
}
ifnotmoving
{
ifrnd 32
operate
else
ifcount 32
ifp palive
ifcansee
ifcanshoottarget
{
ai AIMYTROOPSHOOTING
}
}
ends
state mytroopdying
iffloordistl 32
{
ifactioncount 5
{
cstat 0
iffloordistl 8
sound THUD
state rf
strength 0
move MYTROOPSTOPPED
action AMYTROOPDEAD
}
break
}
else
{
state rf
move 0
action AMYTROOPDYING
}
break
{
else
{
state rf
move 0
action AMYTROOPDYING
}
ends
state checkedfhit
ifdead
{
ifwasweapon FREEZEBLAST
{
sound SOMETHINGFROZE
spritepal 1
move 0
action AMYTROOPFROZEN
strength 0
break
}
state drop_ammo
state random_wall_jibs
ifwasweapon GROWSPARK
{
cstat 0
sound ACTOR_GROWING
ai AIMYTROOPGROW
break
}
addkills 1
ifwasweapon RPG
{
sound SQUISHED
state troop_body_jibs
state standard_jibs
killit
}
else
ifwasweapon RADIUSEXPLOSION
{
sound SQUISHED
state troop_body_jibs
state standard_jibs
killit
}
else
{
sound PRED_DYING
ifrnd 32
iffloordistl 32
{
sound LIZARD_BEG
strength 0
move 0
break
}
action AMYTROOPDYING
break
}
}
else
{
state random_wall_jibs
sound PRED_PAIN
ifwasweapon SHRINKSPARK
{
sound ACTOR_SHRINKING
ai AIMYTROOPSHRUNK
}
else
iffloordistl 32
ifrnd 96
action AMYTROOPFLINTCH
}
ends
state mytroopjetpackstate
ifaction AMYTROOPJETPACKILL
{
ifcansee
ifactioncount 2
{
resetactioncount
shoot SHOTSPARK1
}
ifp phigher
ai AIMYTROOPJETPACK
else
ifinwater
ai AIMYTROOPJETPACK
else
ifcount 26
iffloordistl 32
ai AIMYTROOPSEEKPLAYER
}
else
ifcount 48
ifcansee
{
action AMYTROOPJETPACKILL
move MYTROOPJETPACKILLVELS
seekplayer
}
ends
state mytroopshrunkstate
ifcount SHRUNKDONECOUNT
ai AIMYTROOPSEEKENEMY
else
ifcount SHRUNKCOUNT
sizeto 48 40
else
state genericshrunkcode
ends
state mytroopcodefall
ifinwater
ifrnd 1
spawn WATERBUBBLE
ifaction AMYTROOPSTAND
{
ifrnd 192
ai AIMYTROOPSHOOTING
else
ai AIMYTROOPSEEKPLAYER
}
else
ifaction AMYTROOPFROZEN
{
ifcount THAWTIME
{
ai AIMYTROOPSEEKENEMY
getlastpal
}
else
ifcount FROZENDRIPTIME
{
ifactioncount 26
{
spawn WATERDRIP
resetactioncount
}
}
ifhitweapon
{
ifwasweapon FREEZEBLAST
{
strength 0
break
}
addkills 1
lotsofglass 30
sound GLASS_BREAKING
killit
}
ifp pfacing
ifpdistl FROZENQUICKKICKDIST
pkick
break
ifhitweapon
{
ifwasweapon RADIUSEXPLOSION
{
sound SQUISHED
state troop_body_jibs
state standard_jibs
killit
}
break
}
else
state checksquished
else
ifp pfacing
resetcount
break
}
else
ifaction AMYTROOPDEAD
{
strength 0
ifrespawn
ifcount RESPAWNACTORTIME
{
spawn TRANSPORTERSTAR
cstat 257
strength MYTROOPSTRENGHT
ai AIMYTROOPSEEKENEMY
}
ifhitweapon
{
ifwasweapon RADIUSEXPLOSION
{
sound SQUISHED
state troop_body_jibs
state standard_jibs
killit
}
break
}
else
state checksquished
break
ifactioncount 2
{
ifrnd 64
{
soundonce PRED_DYING
action AMYTROOPDEAD
}
}
}
else
ifaction AMYTROOPDYING
{
state mytroopdying
break
ifhitweapon
state checkedfhit
break
{
else
ifaction AMYTROOPFLINTCH
{
ifactioncount 4
ai AIMYTROOPSEEKENEMY
}
else
{
ifai AIMYTROOPSEEKPLAYER
state mytroopseekstate
else
ifai AIMYTROOPJETPACK
{
state mytroopjetpackstate
ifinwater nullop
else
soundonce DUKE_JETPACK_IDLE
}
else
ifai AIMYTROOPSEEKENEMY
state mytroopseekstate
else
ifai AIMYTROOPSHOOTING
state mytroopshootstate
else
ifai AIMYTROOPFLEEING
state mytroopfleestate
else
ifai AIMYTROOPFLEEINGBACK
state mytroopfleestate
else
ifai AIMYTROOPDODGE
state mytroopseekstate
else
ifai AIMYTROOPSHRUNK
state mytroopshrunkstate
}
ifhitweapon
state checkedfhit
else
state checksquished
ends
state checkedfpalette
ifai 0
{
ifspritepal 0
nullop
else
ifspritepal 21
addstrength MYTROOPSTRENGHT // Double the hitpoint vals
}
ends
useractor enemy MYTROOPJETPACK MYTROOPSTRENGHT
state checkedfpalette
ai AIMYTROOPJETPACK
cactor MYTROOP
enda
useractor enemy MYTROOPSHOOT MYTROOPSTRENGHT AMYTROOPSTAND
state checkedfpalette
ai AIMYTROOPSHOOTING
cactor MYTROOP
enda
useractor enemy MYTROOPSTAYPUT MYTROOPSTRENGHT AMYTROOPSTAYSTAND
state checkedfpalette
ai AIMYTROOPSEEKPLAYER
cactor MYTROOP
enda
useractor enemy MYTROOPRUNNING MYTROOPSTRENGHT AMYTROOPSTAND
state checkedfpalette
ai AIMYTROOPSEEKPLAYER
cactor MYTROOP
enda
useractor enemy MYTROOP MYTROOPSTRENGHT AMYTROOPSTAND
sizeat 40 40
state checkedfpalette
state mytroopcode
enda
This post has been edited by Mikko Pekkola: 10 February 2013 - 05:24 AM
Mikko_Sandt, on 10 February 2013 - 05:38 AM, said:
This post has been edited by Mikko Pekkola: 10 February 2013 - 05:50 AM
Mikko Pekkola, on 10 February 2013 - 05:41 AM, said:
Hank, on 10 February 2013 - 07:43 AM, said:
This post has been edited by Mikko Pekkola: 10 February 2013 - 08:48 AM
Mikko Pekkola, on 10 February 2013 - 08:40 AM, said:
This post has been edited by Hank: 10 February 2013 - 09:23 AM
Hank, on 10 February 2013 - 08:48 AM, said:
Mikko Pekkola, on 10 February 2013 - 09:50 AM, said: