The annoying SQUISH I couldn't catch is playing at 3rd enemy death. 2nd death is "wtf" as well
This post has been edited by Mere_Duke: 21 February 2018 - 05:47 PM
This post has been edited by Mark.: 21 February 2018 - 06:14 PM
ifactor MYCULTISTGUY
{
// blah blah blah change the action
}
else
ifactor LIZTROOP
{
// blah blah blah change the action
}
// ... and so on
This post has been edited by Trooper Dan: 21 February 2018 - 06:17 PM
Mark., on 21 February 2018 - 06:24 PM, said:
This post has been edited by Mere_Duke: 21 February 2018 - 06:48 PM
Mere_Duke, on 21 February 2018 - 06:47 PM, said:
Trooper Dan, on 21 February 2018 - 07:08 PM, said:
Mere_Duke, on 24 February 2018 - 08:14 AM, said:
Mere_Duke, on 24 February 2018 - 08:14 AM, said:
model "custom/19712_mushroom.md3" {
scale 1
skin { pal 0 file "custom/19712_mushroom.png" }
frame { name "Frame0" tile 19712 }
}
This post has been edited by Zaxtor: 01 March 2018 - 11:29 AM
This post has been edited by Mark.: 01 March 2018 - 11:39 AM
mushroon.rar (61.47K)
This post has been edited by Zaxtor: 01 March 2018 - 12:01 PM
Zaxtor, on 14 March 2018 - 07:30 PM, said:
// Tormented pig
action ATORMENTPWALK 0 4 5 1 20
action ATORMENTPRUN 0 4 5 1 11
action ATORMENTPSHOOT 30 2 5 1 58
action ATORMENTPCOCK 25 1 5 1 16
action ATORMENTPSTAND 30 1 5 1 1
action ATORMENTPDIVE 40 2 5 1 40
action ATORMENTPDIVESHOOT 45 2 5 1 58
action ATORMENTPDYING 55 5 1 1 15
action ATORMENTPHIT 55 1 1 1 10
action ATORMENTPDEAD 60 1 1 1 1
move TORMENTPWALKVELS 64 // standard is 72 pig is 11.1% slower
move TORMENTPRUNVELS 96 // standard is 108 pig is 11.1% slower
move TORMENTPSTOPPED
ai AITORMENTPSEEKENEMY ATORMENTPWALK TORMENTPWALKVELS seekplayer
ai AITORMENTPSHOOTENEMY ATORMENTPSHOOT TORMENTPSTOPPED faceplayer
ai AITORMENTPFLEEENEMY ATORMENTPWALK TORMENTPWALKVELS fleeenemy
ai AITORMENTPSHOOT ATORMENTPSHOOT TORMENTPSTOPPED faceplayer
ai AITORMENTPDODGE ATORMENTPRUN TORMENTPRUNVELS dodgebullet
ai AITORMENTPCHARGE ATORMENTPRUN TORMENTPRUNVELS seekplayer
ai AITORMENTPDIVING ATORMENTPDIVE TORMENTPSTOPPED faceplayer
ai AITORMENTPDYING ATORMENTPDYING TORMENTPSTOPPED faceplayer
ai AITORMENTPHIT ATORMENTPHIT TORMENTPSTOPPED faceplayer
state tormentseekenemystate
ifai AITORMENTPCHARGE
{
ifcansee
ifpdistl 3084
{
ifnotmoving
ai AITORMENTPSEEKENEMY
else
ai AITORMENTPDIVING
}
break
}
else iffloordistl 32
{
ifpdistg 4096
{
ifactornotstayput
ai AITORMENTPCHARGE
}
ifrnd 8
{
ifbulletnear
ai AITORMENTPDODGE
}
}
ifrnd 128
ifcansee
{
ifai AITORMENTPDODGE
{
ifcount 32
ai AITORMENTPCHARGE
break
}
iffloordistl 32
{
ifpdistl 1024
ifp palive
ifcanshoottarget
{
ai AITORMENTPSHOOTENEMY
break
}
ifcount 48
{
ifrnd 8
ifp palive
ifcanshoottarget
{
ifrnd 192
ai AITORMENTPSHOOTENEMY
else
ai AITORMENTPDIVING
break
}
}
}
}
ends
state tormentshootenemystate
{
ifcount 12 nullop
else
ifcount 11
{
ifcanshoottarget
{
sound PIG_ATTACK
shoot SHOTGUN
shoot SHOTGUN
shoot SHOTGUN
shoot SHOTGUN
}
else
ai AITORMENTPSEEKENEMY
}
ifcount 25 nullop
else
ifcount 24
{
action ATORMENTPCOCK
sound SHOTGUN_COCK
}
ifcount 48 nullop
else
ifcount 47
{
ifcanshoottarget
{
sound PIG_ATTACK
shoot SHOTGUN
shoot SHOTGUN
shoot SHOTGUN
shoot SHOTGUN
}
else
ai AITORMENTPSEEKENEMY
}
ifcount 60 nullop
else
ifcount 59
{
action ATORMENTPCOCK
sound SHOTGUN_COCK
}
ifcount 72
{
ifrnd 64
resetcount
else
{
ifpdistl 768
ai AITORMENTPFLEEENEMY
else
ai AITORMENTPSEEKENEMY
}
}
ifaction ATORMENTPCOCK
ifactioncount 2
action ATORMENTPSHOOT
}
else
ai AITORMENTPSEEKENEMY
ends
state tormentfleeenemystate
ifactioncount 8
ai AITORMENTPSEEKENEMY
else
ifnotmoving
ai AITORMENTPSEEKENEMY
ends
state tormentdivestate
ifaction ATORMENTPDIVESHOOT
{
ifcansee
{
ifcount 12 nullop
else
ifcount 11
{
ifcanshoottarget
{
sound PIG_ATTACK
shoot SHOTGUN
shoot SHOTGUN
shoot SHOTGUN
}
else
ai AITORMENTPSEEKENEMY
}
ifcount 25 nullop
else
ifcount 24
sound SHOTGUN_COCK
ifcount 48 nullop
else
ifcount 47
{
ifcanshoottarget
{
sound PIG_ATTACK
shoot SHOTGUN
shoot SHOTGUN
shoot SHOTGUN
}
else
ai AITORMENTPSEEKENEMY
}
ifcount 60 nullop
else
ifcount 59
{
sound SHOTGUN_COCK
ifgapzl 32
ai AITORMENTPDIVING
else
{
ifpdistl 4096
ai AITORMENTPFLEEENEMY
else
ai AITORMENTPSEEKENEMY
}
}
}
else
ifgapzl 32
ai AITORMENTPDIVING
else
ai AITORMENTPSEEKENEMY
}
else
ifactioncount 2
ifp palive
{
resetcount
action ATORMENTPDIVESHOOT
}
ends
state checktormenthitstate
spawn SMALLSMOKE
ifdead
{
state random_wall_jibs
ifrnd 16
spawn ATOMICHEALTH
else
state drop_shotgun
ifwasweapon GROWSPARK
{
shoot GROWSPARK
}
addkills 1
ifwasweapon RADIUSEXPLOSION
{
cactor TORMENTDPIGDSPRITE
}
else
ifwasweapon RPG
{
cactor TORMENTDPIGDSPRITE
}
else
ai AITORMENTPDYING
sound TPIG_DYING
}
else
{
sound TPIG_PAIN
state random_wall_jibs
ifwasweapon GROWSPARK
sound EXPANDERHIT
else
ifrnd 32
ai AITORMENTPHIT
else
ifrnd 64
ai AITORMENTPSHOOTENEMY
else
ifrnd 64
{
ai AITORMENTPDIVING
action ATORMENTPDIVESHOOT
}
}
ends
state tormentdyingstate
ifactioncount 5
{
ifrnd 64
spawn SMALLSMOKE
state rf
iffloordistl 8
sound THUD
action ATORMENTPDEAD
move TORMENTPSTOPPED
cactor TORMENTDPIGDSPRITE
break
}
ends
actor TORMENTDPIGSTAYSTILL TORMENTPIGSTRENGTH
ifcanseetarget
{
ai AITORMENTPSEEKENEMY
sound TPIG_RECOG
cactor TORMENTDPIG
}
enda
actor TORMENTDPIGDIVE TORMENTPIGSTRENGTH
ai AITORMENTPDIVING
action ATORMENTPDIVESHOOT
cactor TORMENTDPIG
enda
useractor enemystayput TORMENTDPIGSTAYPUT TORMENTPIGSTRENGTH ai AITORMENTPSEEKENEMY cactor TORMENTDPIG enda
actor TORMENTDPIG TORMENTPIGSTRENGTH ATORMENTPSTAND
fall
state checksquished
ifaction ATORMENTPSTAND
ai AITORMENTPSEEKENEMY
else
ifaction ATORMENTPDEAD
{
ifrespawn
ifcount RESPAWNACTORTIME
{
spawn TRANSPORTERSTAR
cstat 257
strength TORMENTPIGSTRENGTH
ai AITORMENTPSEEKENEMY
}
else
{
strength 0
ifhitweapon
ifwasweapon RADIUSEXPLOSION
{
cactor TORMENTDPIGDSPRITE
}
break
}
}
else
ifai AITORMENTPDYING
state tormentdyingstate
else
ifai AITORMENTPHIT
{
ifactioncount 3
ai AITORMENTPSEEKENEMY
}
else
{
ifai AITORMENTPSEEKENEMY
state tormentseekenemystate
else
ifai AITORMENTPDODGE
state tormentseekenemystate
else
ifai AITORMENTPSHOOTENEMY
state tormentshootenemystate
else
ifai AITORMENTPFLEEENEMY
state tormentfleeenemystate
else
ifai AITORMENTPDIVING
state tormentdivestate
else
ifai AITORMENTPCHARGE
state tormentseekenemystate
ifhitweapon
state checktormenthitstate
ifrnd 1
{
ifrnd 32
soundonce TPIG_ROAM
else
ifrnd 64
{ soundonce TPIG_ROAM2 }
ifrnd 72 { ifcansee { spawn FIRESPREADOR spawn FIRESPREADOR } }
else
soundonce TPIG_ROAM3
ifrnd 94 { ifcansee { spawn FIRESPREADOR spawn FIRESPREADOR spawn FIRESPREADOR } }
}
}
enda
This post has been edited by Zaxtor: 14 March 2018 - 08:10 PM
Trooper Dan, on 14 March 2018 - 07:50 PM, said:
This post has been edited by Zaxtor: 14 March 2018 - 08:48 PM
gamevar staysector -1 2
gamevar lastx 0 2
gamevar lasty 0 2
useractor enemystayput TORMENTDPIGSTAYPUT TORMENTPIGSTRENGTH
cstat 257
geta[].sectnum staysector
cactor TORMENTDPIG
ai AITORMENTPSEEKENEMY
enda
// also edit this part of the main actor:
useractor enemy TORMENTDPIG TORMENTPIGSTRENGTH ATORMENTPSTAND
fall
state checksquished
ifn staysector -1 // stayput enemy
{
ife sprite[].sectnum staysector { geta[].x lastx geta[].y lasty }
else { seta[].x lastx seta[].y lasty }
}
// rest of code as normal
This post has been edited by Zaxtor: 14 March 2018 - 10:43 PM
This post has been edited by Zaxtor: 01 April 2018 - 10:56 AM