Great idea. Thanks.
action CIV1IDLE 1 11 1 1 16
action CIV1FLICK 12 8 1 1 16
action CIV1SMOKE 20 16 1 1 16
useractor notenemy CIV1 NPCSTRENGTH
{
fall
ifcount 64 ifrnd 6
{
ifrnd 128
action CIV1IDLE
else
{
ifrnd 128
action CIV1FLICK
else
ifrnd 128
action CIV1SMOKE
}
resetcount
ifaction CIV1FLICK ifactioncount 8 break
ifaction CIV1SMOKE ifactioncount 16 break
}
}
enda
action CIV1IDLE 1 11 1 1 16
action CIV1FLICK 12 8 1 1 16
action CIV1SMOKE 20 16 1 1 16
useractor notenemy CIV1 NPCSTRENGTH CIV1IDLE
fall
ifaction CIV1IDLE ifactioncount 11
{
resetactioncount
ifrnd 128
{
ifrnd 128
action CIV1FLICK
else
action CIV1SMOKE
}
}
ifaction CIV1FLICK ifactioncount 8 action CIV1IDLE
ifaction CIV1SMOKE ifactioncount 16 action CIV1IDLE
enda
This post has been edited by MC84: 24 March 2023 - 03:44 PM
MC84, on 24 March 2023 - 03:41 PM, said:
ifaction SOMEACTION state actorstate else ifaction OTHERACTION state actorotherstate else [. . .]
seta .statnum STAT_DEFAULT
state pigshootenemystate
// ifcansee
{
ifcount 12 nullop
else
ifcount 11
{
ifcanshoottarget
{
sound PIG_ATTACK
shoot SHOTGUN etc.
}
else
ai AIPIGSEEKENEMY
}
ifcount 25 nullop
else
ifcount 24
{
action APIGCOCK
sound SHOTGUN_COCK
}
ifcount 48 nullop
etc. etc.
action FAST 0 1 1 1 1
action SLOW 0 1 1 1 16
//
ifaction FAST
{
ifactioncount 3 nullop
else
ifactioncount 2
shoot SHOTGUN
}
ifaction SLOW
{
ifactioncount 3 nullop
else
ifactioncount 2
shoot SHOTGUN
}
//
ifcount 13
resetcount
else
ifcount 12
state dosomething
Fox, on 03 April 2023 - 01:36 AM, said:
VGames, on 03 April 2023 - 01:49 PM, said:
defstate VALDUCKSHOOTstate
{
ifactioncount 5
{
ifcanshoottarget
{
sound PIG_ATTACK
shoot SHOTGUN
ifrnd 64
{
ai AIVALSTAND else
ai AIVALDUCKSHOOT
}
resetactioncount
}
}
}
else
ai AIVALSTAND
ends ifai AIVALDUCKSHOOT state VALDUCKSHOOTstate
action AVALDUCKSHOOT 196 5 8 1 20
This post has been edited by jimbob: 12 April 2023 - 01:48 AM
state antshootstate
ifaction ANTSHOOT
{
ifactioncount 1
{
ife bottarget -1 set botclip 10
ifg botclip 8
{
ai AIANTWAIT
set botclip 0
break
}
action ANTSHOOT2
add botclip 1
ifvarand initflags 32 state antshootpurple else
state antshootbullet
}
}
ifaction ANTSHOOT2
{
ifactioncount 1
action ANTSHOOT
}
ends
state antshootbullet sound M4FIRE state hitscan_targetprep zshoot zdist SHOTSPARK1 ends
action AVALDROWNING 262 8 1 1 12 move VALSINKVEL 0 4 ai AIVALDROWNING AVALDROWNING VALSINKVEL getv
ifinwater
{
ai AIVALDROWNING else nullop
}
MC84, on 12 April 2023 - 01:08 PM, said:
action AVALDROWNING 262 8 1 1 12 move VALSINKVEL 0 4 ai AIVALDROWNING AVALDROWNING VALSINKVEL getv
ifinwater
{
ai AIVALDROWNING else nullop
}
ifai AIVALDROWNING nullop else ifinwater ai AIVALDROWNING
Danukem, on 12 April 2023 - 01:12 PM, said:
ifai AIVALDROWNING nullop else ifinwater ai AIVALDROWNING
state falldamage iffloordistl 1024 nullop // maximum hight, just taking a random guess here, will need to be adjusted to taste else ifai ai AIDROPDEAD nullop else ai AIDROPDEAD ends
ifai AIDROPDEAD action falling iffloordistl 32 ai AIDYING sound SPLAT
This post has been edited by jimbob: 13 April 2023 - 12:30 PM
lllllllllllllll, on 15 April 2023 - 08:24 AM, said: