Whoa.... Now that is a different type of 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;
}
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.
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
Not a computer necessarily, a lot was human done. Unless the original authors used a computer.
What the bloody....
....
IT'S A COMPUTER WHO WROTE THIS SCRIPT!
Or worse...
a calculator
...
you know what?
...
I think I just died.
Um...lovely?
Hehe. Must be good, there's lots of exploding things.
Points: 890
Reviews: 683
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