Topic ID: 4508
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Griffinkeeper
Storybook Godfather Epic Novelist

 Gender:  Age: 20 Joined: 02 Apr 2005 Posts: 3790 Reviews: 661 Country: USA 300 Points
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Posted: Wed Sep 07, 2005 9:47 pm Post subject: The Warleader Script |
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I hope you guys like it! I put in a lot of work into this script, although I have to thank TA Orbitals for providing most of the script, I have adapted it from it's original condition, to release it in all it's glory. Tell me what you think of it!
#define TA // This is a TA script
#include "sfxtype.h"
#include "exptype.h"
piece torso, luparm, ruparm, lloarm, rloarm, pack, rthigh, rleg,
rfoot, lthigh, lleg, lfoot, turret, flash1, flash2, flash3, flash4,
pelvis, base, shell, anchor, radardish, radaranchor;
static-var restore_delay, bMoving, gun;
// Signal definitions
#define SIG_MOVE 2
#define SIG_AIM 4
#define SIG_AIM_2 8
#define SIG_AIM_3 16
walklegs()
{
while( TRUE )
{
if( TRUE )
{
move pelvis to y-axis [0.000000] now;
move pelvis to y-axis [-0.159998] speed [3.000000];
move lthigh to y-axis [0.000000] now;
move lthigh to y-axis [0.159998] speed [3.000000];
move rthigh to y-axis [0.400000] now;
move rthigh to y-axis [0.309998] speed [1.000000];
turn pelvis to x-axis <7.016484> now;
turn pelvis to x-axis <8.000000> speed <50.000000>;
turn lthigh to x-axis <17.912088> now;
turn lthigh to x-axis <19.000000> speed <46.000000>;
turn rthigh to x-axis <-37.956044> now;
turn rthigh to x-axis <-32.005495> speed <82.000000>;
turn rleg to x-axis <17.208791> now;
turn rleg to x-axis <12.000000> speed <78.000000>;
turn rfoot to x-axis <-22.505495> now;
turn rfoot to x-axis <-12.000000> speed <175.000000>;
turn lleg to x-axis <0.000000> now;
turn lleg to x-axis <9.000000> speed <215.000000>;
turn lfoot to x-axis <-16.862637> now;
turn lfoot to x-axis <-9.000000> speed <136.000000>;
sleep 49;
}
if( TRUE )
{
move pelvis to y-axis [-0.350000] speed [3.000000];
move lthigh to y-axis [0.350000] speed [3.000000];
move rthigh to y-axis [0.250000] speed [1.000000];
turn pelvis to x-axis <10.000000> speed <50.000000>;
turn lthigh to x-axis <21.000000> speed <46.000000>;
turn rthigh to x-axis <-28.005495> speed <82.000000>;
turn rleg to x-axis <8.000000> speed <78.000000>;
turn rfoot to x-axis <7.000000> speed <462.000000>;
turn lleg to x-axis <20.000000> speed <215.000000>;
turn lfoot to x-axis <-2.000000> speed <136.000000>;
sleep 49;
}
if( TRUE )
{
move pelvis to y-axis [-0.159998] speed [4.000000];
move lthigh to y-axis [0.359998] speed [0.000000];
move rthigh to y-axis [0.109998] speed [2.000000];
turn pelvis to x-axis <8.000000> speed <62.000000>;
turn lthigh to x-axis <6.000000> speed <351.000000>;
turn rthigh to x-axis <-19.000000> speed <221.000000>;
turn rleg to x-axis <6.000000> speed <54.000000>;
turn rfoot to x-axis <3.000000> speed <104.000000>;
turn lleg to x-axis <26.005495> speed <163.000000>;
turn lfoot to x-axis <-9.000000> speed <163.000000>;
sleep 42;
}
if( TRUE )
{
move pelvis to y-axis [0.000000] speed [3.000000];
move lthigh to y-axis [0.400000] speed [0.000000];
move rthigh to y-axis [0.000000] speed [2.000000];
turn pelvis to x-axis <5.000000> speed <58.000000>;
turn lthigh to x-axis <-6.000000> speed <328.000000>;
turn rthigh to x-axis <-10.000000> speed <207.000000>;
turn rleg to x-axis <3.000000> speed <50.000000>;
turn rfoot to x-axis <0.000000> speed <97.000000>;
turn lleg to x-axis <33.005495> speed <152.000000>;
turn lfoot to x-axis <-16.000000> speed <152.000000>;
sleep 45;
}
if( TRUE )
{
move lthigh to y-axis [0.700000] speed [4.000000];
turn pelvis to x-axis <4.000000> speed <22.000000>;
turn lthigh to x-axis <-12.000000> speed <91.000000>;
turn rthigh to x-axis <0.000000> speed <165.000000>;
turn rfoot to x-axis <-7.000000> speed <113.000000>;
turn lleg to x-axis <22.000000> speed <158.000000>;
turn lfoot to x-axis <-11.000000> speed <69.000000>;
sleep 71;
}
if( TRUE )
{
move lthigh to y-axis [1.000000] speed [4.000000];
turn pelvis to x-axis <2.000000> speed <21.000000>;
turn lthigh to x-axis <-19.000000> speed <90.000000>;
turn rthigh to x-axis <11.000000> speed <163.000000>;
turn rfoot to x-axis <-15.000000> speed <112.000000>;
turn lleg to x-axis <11.000000> speed <156.000000>;
turn lfoot to x-axis <-6.000000> speed <68.000000>;
sleep 72;
}
if( TRUE )
{
move lthigh to y-axis [0.700000] speed [3.000000];
turn pelvis to x-axis <4.000000> speed <18.000000>;
turn lthigh to x-axis <-27.005495> speed <92.000000>;
turn rthigh to x-axis <13.000000> speed <26.000000>;
turn rleg to x-axis <1.000000> speed <26.000000>;
turn rfoot to x-axis <-15.000000> speed <0.000000>;
turn lleg to x-axis <13.000000> speed <26.000000>;
turn lfoot to x-axis <-15.000000> speed <100.000000>;
sleep 93;
}
if( TRUE )
{
move lthigh to y-axis [0.400000] speed [3.000000];
turn pelvis to x-axis <6.000000> speed <18.000000>;
turn lthigh to x-axis <-36.005495> speed <90.000000>;
turn rthigh to x-axis <16.000000> speed <25.000000>;
turn rleg to x-axis <0.000000> speed <25.000000>;
turn rfoot to x-axis <-15.000000> speed <0.000000>;
turn lleg to x-axis <16.000000> speed <25.000000>;
turn lfoot to x-axis <-25.005495> speed <98.000000>;
sleep 95;
}
if( TRUE )
{
move pelvis to y-axis [-0.159998] speed [3.000000];
move lthigh to y-axis [0.309998] speed [1.000000];
move rthigh to y-axis [0.159998] speed [3.000000];
turn pelvis to x-axis <8.000000> speed <50.000000>;
turn lthigh to x-axis <-32.005495> speed <78.000000>;
turn rthigh to x-axis <18.000000> speed <53.000000>;
turn rleg to x-axis <9.000000> speed <218.000000>;
turn rfoot to x-axis <-7.000000> speed <161.000000>;
turn lleg to x-axis <12.000000> speed <78.000000>;
turn lfoot to x-axis <-8.000000> speed <344.000000>;
sleep 49;
}
if( TRUE )
{
move pelvis to y-axis [-0.350000] speed [3.000000];
move lthigh to y-axis [0.250000] speed [1.000000];
move rthigh to y-axis [0.350000] speed [3.000000];
turn pelvis to x-axis <10.000000> speed <50.000000>;
turn lthigh to x-axis <-28.005495> speed <78.000000>;
turn rthigh to x-axis <21.000000> speed <53.000000>;
turn rleg to x-axis <20.000000> speed <218.000000>;
turn rfoot to x-axis <0.000000> speed <161.000000>;
turn lleg to x-axis <8.000000> speed <78.000000>;
turn lfoot to x-axis <6.000000> speed <344.000000>;
sleep 49;
}
if( TRUE )
{
move pelvis to y-axis [-0.159998] speed [3.000000];
move lthigh to y-axis [0.109998] speed [2.000000];
move rthigh to y-axis [0.359998] speed [0.000000];
turn pelvis to x-axis <8.000000> speed <56.000000>;
turn lthigh to x-axis <-19.000000> speed <194.000000>;
turn rthigh to x-axis <6.000000> speed <314.000000>;
turn rleg to x-axis <35.005495> speed <329.000000>;
turn rfoot to x-axis <-4.000000> speed <104.000000>;
turn lleg to x-axis <6.000000> speed <52.000000>;
turn lfoot to x-axis <2.000000> speed <82.000000>;
sleep 47;
}
if( TRUE )
{
move pelvis to y-axis [0.000000] speed [3.000000];
move lthigh to y-axis [0.000000] speed [2.000000];
move rthigh to y-axis [0.400000] speed [0.000000];
turn pelvis to x-axis <5.000000> speed <54.000000>;
turn lthigh to x-axis <-10.000000> speed <190.000000>;
turn rthigh to x-axis <-6.000000> speed <307.000000>;
turn rleg to x-axis <51.010989> speed <322.000000>;
turn rfoot to x-axis <-9.000000> speed <102.000000>;
turn lleg to x-axis <3.000000> speed <51.000000>;
turn lfoot to x-axis <0.000000> speed <80.000000>;
sleep 48;
}
if( TRUE )
{
move lthigh to y-axis [0.000000] speed [0.000000];
move rthigh to y-axis [0.700000] speed [4.000000];
turn pelvis to x-axis <4.000000> speed <21.000000>;
turn lthigh to x-axis <0.000000> speed <161.000000>;
turn rthigh to x-axis <-12.000000> speed <90.000000>;
turn rleg to x-axis <38.005495> speed <180.000000>;
turn rfoot to x-axis <-6.000000> speed <40.000000>;
turn lleg to x-axis <3.000000> speed <2.000000>;
turn lfoot to x-axis <-7.000000> speed <109.000000>;
sleep 74;
}
if( TRUE )
{
move lthigh to y-axis [0.000000] speed [0.000000];
move rthigh to y-axis [1.000000] speed [3.000000];
turn pelvis to x-axis <2.000000> speed <20.000000>;
turn lthigh to x-axis <11.000000> speed <157.000000>;
turn rthigh to x-axis <-19.000000> speed <87.000000>;
turn rleg to x-axis <24.005495> speed <175.000000>;
turn rfoot to x-axis <-3.000000> speed <39.000000>;
turn lleg to x-axis <3.000000> speed <2.000000>;
turn lfoot to x-axis <-15.000000> speed <106.000000>;
sleep 76;
}
if( TRUE )
{
move lthigh to y-axis [0.000000] speed [0.000000];
move rthigh to y-axis [0.700000] speed [3.000000];
turn pelvis to x-axis <4.000000> speed <18.000000>;
turn lthigh to x-axis <14.000000> speed <28.000000>;
turn rthigh to x-axis <-28.005495> speed <93.000000>;
turn rleg to x-axis <20.000000> speed <44.000000>;
turn rfoot to x-axis <-11.000000> speed <86.000000>;
turn lleg to x-axis <1.000000> speed <22.000000>;
turn lfoot to x-axis <-15.000000> speed <3.000000>;
sleep 94;
}
sleep 94;
}
return (0);
// Build by COBBLER Ver4.0 Copyright @1998 DIGITAL CONCEPT SOFTWARE (MANU@inext.fr) / http://www.annihilationcenter.com/DCS/
}
stop()
{
move pelvis to y-axis [0.000000] speed [100.000000];
turn rthigh to x-axis <0.000000> speed <100.000000>;
turn rleg to x-axis <0.000000> speed <100.000000>;
turn rfoot to x-axis <0.000000> speed <100.000000>;
turn lthigh to x-axis <0.000000> speed <100.000000>;
turn lleg to x-axis <0.000000> speed <100.000000>;
turn lfoot to x-axis <0.000000> speed <100.000000>;
turn torso to y-axis <0.000000> speed <200.000000>;
turn rloarm to x-axis <0.000000> speed <200.000000>;
turn ruparm to x-axis <0.000000> speed <200.000000>;
turn lloarm to x-axis <0.000000> speed <200.000000>;
turn luparm to x-axis <0.000000> speed <200.000000>;
bMoving = TRUE;
sleep 20;
}
SmokeUnit(healthpercent, sleeptime, smoketype)
{
var Func_Var_4;
while( get BUILD_PERCENT_LEFT )
{
sleep 400;
}
while( TRUE )
{
healthpercent = get HEALTH;
if( healthpercent < 66 )
{
smoketype = 256 | 2;
if( Rand( 1, 66 ) < healthpercent )
{
smoketype = 256 | 1;
}
Func_Var_4 = Rand( 1, 2 );
if( Func_Var_4 == 1 )
{
emit-sfx smoketype from torso;
}
if( Func_Var_4 == 2 )
{
emit-sfx smoketype from rloarm;
}
}
sleeptime = healthpercent * 50;
if( sleeptime < 200 )
{
sleeptime = 200;
}
sleep sleeptime;
}
}
Create()
{
hide base;
hide flash1;
hide flash2;
hide flash3;
hide flash4;
bMoving = TRUE;
gun = 0;
restore_delay = 3000;
dont-shade flash1;
dont-shade flash2;
dont-shade flash3;
dont-shade flash4;
spin radaranchor around y-axis speed <70.000000>;
start-script SmokeUnit();
}
SetMaxReloadTime(Func_Var_1)
{
restore_delay = Func_Var_1 * 1;
}
StartMoving()
{
bMoving = TRUE;
signal SIG_MOVE;
set-signal-mask SIG_MOVE;
start-script walklegs();
}
StopMoving()
{
bMoving = TRUE;
signal SIG_MOVE;
start-script stop();
}
SweetSpot(piecenum)
{
piecenum = torso;
}
RestoreAfterDelay()
{
sleep restore_delay;
turn torso to y-axis <0.000000> speed <90.000000>;
turn rloarm to x-axis <0.000000> speed <70.000000>;
turn lloarm to x-axis <0.000000> speed <70.000000>;
turn ruparm to x-axis <0.000000> speed <70.000000>;
turn luparm to x-axis <0.000000> speed <70.000000>;
wait-for-turn torso around y-axis;
wait-for-turn rloarm around x-axis;
wait-for-turn lloarm around x-axis;
wait-for-turn ruparm around x-axis;
wait-for-turn luparm around x-axis;
bMoving = TRUE;
}
AimFromPrimary(piecenum)
{
if (gun == 0)
{
piecenum = flash1;
}
if (gun == 1)
{
piecenum = flash2;
}
}
AimFromSecondary(piecenum)
{
piecenum = flash3;
}
AimFromTertiary(piecenum)
{
piecenum = flash4;
}
QueryPrimary(piecenum)
{
if (gun == 0)
{
piecenum = flash1;
}
if (gun == 1)
{
piecenum = flash2;
}
}
QuerySecondary(piecenum)
{
piecenum = flash3;
}
QueryTertiary(piecenum)
{
piecenum = flash4;
}
AimPrimary(heading, pitch)
{
bMoving = TRUE;
signal SIG_AIM;
set-signal-mask SIG_AIM;
turn torso to y-axis heading speed <250.000000>;
wait-for-turn torso around y-axis;
start-script RestoreAfterDelay();
return (1);
}
AimSecondary(heading, pitch)
{
bMoving = FALSE;
signal SIG_AIM_2;
set-signal-mask SIG_AIM_2;
turn torso to y-axis heading speed <150.000000>;
wait-for-turn torso around y-axis;
start-script RestoreAfterDelay();
return (1);
}
AimTertiary(heading, pitch)
{
signal SIG_AIM_3;
set-signal-mask SIG_AIM_3;
bMoving = TRUE;
while( !bMoving )
{
sleep 300;
}
turn torso to y-axis heading speed <100.000000>;
wait-for-turn torso around y-axis;
start-script RestoreAfterDelay();
return (1);
}
FireSecondary()
{
show flash3;
sleep 200;
hide flash3;
}
FireTertiary()
{
show flash4;
sleep 200;
explode shell type FALL;
hide flash4;
return (1);
}
FirePrimary()
{
if (gun == 0)
{
move lloarm to z-axis [-2.269995] now;
show flash1;
sleep 200;
hide flash1;
gun = 1;
move lloarm to z-axis [0.000000] speed [5.000000];
return (1);
}
if (gun == 1)
{
move rloarm to z-axis [-2.269995] now;
show flash2;
sleep 200;
hide flash2;
gun= 0;
move rloarm to z-axis [0.000000] speed [5.000000];
return (1);
}
}
Killed( severity, corpsetype )
{
hide flash1;
hide flash2;
hide flash3;
hide flash4;
if( severity <= 25 )
{
corpsetype = 1;
explode flash1 type BITMAPONLY | BITMAP2;
explode lfoot type BITMAPONLY | BITMAP3;
explode lleg type BITMAPONLY | BITMAP4;
explode lthigh type BITMAPONLY | BITMAP1;
explode lloarm type BITMAPONLY | BITMAP2;
explode luparm type BITMAPONLY | BITMAP2;
explode pelvis type BITMAPONLY | BITMAP3;
explode flash2 type BITMAPONLY | BITMAP4;
explode flash3 type BITMAPONLY | BITMAP4;
explode rfoot type BITMAPONLY | BITMAP5;
explode rleg type BITMAPONLY | BITMAP1;
explode rloarm type BITMAPONLY | BITMAP2;
explode ruparm type BITMAPONLY | BITMAP2;
explode rthigh type BITMAPONLY | BITMAP3;
explode turret type BITMAPONLY | BITMAP5;
explode torso type BITMAPONLY | BITMAP5;
return (0);
}
if( severity <= 50 )
{
corpsetype = 2;
explode flash1 type BITMAPONLY | BITMAP2;
explode lfoot type BITMAPONLY | BITMAP3;
explode lleg type BITMAPONLY | BITMAP4;
explode lthigh type BITMAPONLY | BITMAP1;
explode luparm type BITMAPONLY | BITMAP2;
explode lloarm type BITMAPONLY | BITMAP2;
explode pelvis type BITMAPONLY | BITMAP3;
explode flash2 type BITMAPONLY | BITMAP4;
explode rfoot type BITMAPONLY | BITMAP5;
explode rleg type BITMAPONLY | BITMAP1;
explode rloarm type BITMAPONLY | BITMAP2;
explode ruparm type BITMAPONLY | BITMAP2;
explode rthigh type BITMAPONLY | BITMAP3;
explode turret type SHATTER | EXPLODE_ON_HIT | BITMAP5;
explode torso type BITMAPONLY | BITMAP5;
explode flash3 type BITMAPONLY | BITMAP4;
return (0);
}
if( severity <= 99 )
{
corpsetype = 3;
explode flash1 type FALL | BITMAP2;
explode lfoot type FALL | BITMAP3;
explode lleg type FALL | BITMAP4;
explode lthigh type FALL | BITMAP1;
explode lloarm type FALL | BITMAP2;
explode luparm type FALL | BITMAP2;
explode pelvis type FALL | BITMAP3;
explode flash2 type FALL | BITMAP4;
explode rfoot type FALL | BITMAP5;
explode rloarm type FALL | BITMAP1;
explode ruparm type FALL | BITMAP1;
explode rleg type FALL | BITMAP1;
explode rthigh type FALL | BITMAP3;
explode turret type SHATTER | EXPLODE_ON_HIT | BITMAP5;
explode flash3 type BITMAPONLY | BITMAP4;
explode torso type FALL | BITMAP5;
return (0);
}
corpsetype = 3;
explode flash1 type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode lfoot type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode lleg type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode lthigh type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode lloarm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode luparm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode pelvis type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode flash3 type BITMAPONLY | BITMAP4;
explode flash2 type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode rfoot type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
explode rleg type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode rloarm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode ruparm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode rthigh type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode turret type SHATTER | EXPLODE_ON_HIT | BITMAP5;
explode torso type SHATTER | FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
} |
_________________ Grif is putting together a math usergroup. Join it here.
QED: The mathematical equivalent to 'Booyeah!" |
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Sam
it's you! it's me! it's dancing! Epic Novelist

 Gender:  Age: 15 Joined: 12 Dec 2004 Posts: 4844 Reviews: 1244 Country: I can see Russia from my house! 300 Points
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Posted: Wed Sep 07, 2005 9:53 pm Post subject: |
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Um...lovely?
Hehe. Must be good, there's lots of exploding things. |
_________________ Humans are amphibians--half spirit, and half animal.
- C.S. Lewis |
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Elizabeth
1 Piece To The Original YWS Couple Epic Novelist

 Gender:  Age: 16 Joined: 07 Dec 2004 Posts: 3023 Reviews: 1160 Country: If I told you I would have to kill you 300 Points
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Griffinkeeper
Storybook Godfather Epic Novelist

 Gender:  Age: 20 Joined: 02 Apr 2005 Posts: 3790 Reviews: 661 Country: USA 300 Points
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Posted: Wed Sep 07, 2005 11:47 pm Post subject: |
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| Not a computer necessarily, a lot was human done. Unless the original authors used a computer. |
_________________ Grif is putting together a math usergroup. Join it here.
QED: The mathematical equivalent to 'Booyeah!" |
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Caligula's Launderette
that's just what we call pillow talk, baby Master of the Forum

 Gender:  Age: 21 Joined: 13 Apr 2005 Posts: 2228 Reviews: 491 Country: how should I know, I don't even know where my socks are half the time? 458 Points
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Posted: Mon Nov 14, 2005 6:05 pm Post subject: |
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I just have to stop and revel in this as a gamer....ooooooo.....ahhhhh....ooooo...exploding things....fire makes me happy....
wow, Griff you put a lot of work into this, I definetly don't have a long enough attention span to do something with this much detail....
yeah, pretty much speechless...
I think Diablo II or GUNZ would go me good just now. I have a need to blow stuff up and kill some s**t.
cheers hon, CL |
_________________ Will he be able to bear it, having these pastimes only in his past? -- Saturday, Ian McEwan
Got YWS? |
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Snoink
Snuggly Writer of Legend

 Gender:  Age: 20 Joined: 02 Apr 2005 Posts: 8428 Reviews: 2104 Country: USA 455 Points
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Posted: Mon Nov 14, 2005 9:20 pm Post subject: |
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*shakes head*
Skunk go boom! |
_________________ Leopluridon '08: He Will Show Us The Way! |
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Griffinkeeper
Storybook Godfather Epic Novelist

 Gender:  Age: 20 Joined: 02 Apr 2005 Posts: 3790 Reviews: 661 Country: USA 300 Points
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Posted: Tue Nov 15, 2005 5:25 am Post subject: |
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| A lot of the work has been done by some other scriptors, although I have changed the script significantly. All of it is describing how the Warleader moves in the game. From what shapes is shown, how it fires, how it moves, and how it dies. |
_________________ Grif is putting together a math usergroup. Join it here.
QED: The mathematical equivalent to 'Booyeah!" |
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Emma
the wee dafty Epic Novelist

 Gender:  Age: 16 Joined: 25 Jan 2005 Posts: 2653 Reviews: 677 Country: Scotland 300 Points
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Posted: Tue Nov 15, 2005 7:28 am Post subject: |
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| Whoa.... Now that is a different type of script. |
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