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Add higher MSAA settings in options widget
Add t2 flak turret that can be evolved from the laserbattery Change protector name
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#define TA // This is a TA script | ||
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#include "sfxtype.h" | ||
#include "exptype.h" | ||
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piece base, beams, turret, barrel1, firepoint1, firepoint2, firepoint3, firepoint4, lilypad; // these are the pieces of the model | ||
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static-var shooting_num, terraintype; | ||
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// Signal definitions | ||
#define SIG_AIM 2 // this is a aim define <- o_O This is a kill flag | ||
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// Custom SFX | ||
#define GDMARTY 1024+0 | ||
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SmokeUnit()// this is a standard smoke point define | ||
{ | ||
var healthpercent, sleeptime, smoketype; | ||
while( TRUE ) | ||
{ | ||
healthpercent = get HEALTH; | ||
if( healthpercent < 66 ) | ||
{ | ||
smoketype = SFXTYPE_BLACKSMOKE; | ||
if( Rand( 1, 66 ) < healthpercent ) | ||
smoketype = SFXTYPE_WHITESMOKE; | ||
emit-sfx 1026 from turret; | ||
} | ||
sleeptime = healthpercent * 50; | ||
if( sleeptime < 200 ) | ||
sleeptime = 200; | ||
sleep sleeptime; | ||
} | ||
} | ||
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Create() // tells it what to do on creation | ||
{ | ||
shooting_num=1; | ||
start-script SmokeUnit(); | ||
} | ||
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RestoreAfterDelay() // restore function to turn the turret and so forth back to start | ||
{ | ||
sleep 3000; | ||
turn turret to y-axis <0> speed <60>; | ||
turn barrel1 to x-axis <0> speed <30>; | ||
} | ||
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AimWeapon1(heading, pitch) // single weapon with 2 fires this tell sit what to do while aiming | ||
{ | ||
/* | ||
if ( get IN_WATER(0) == 1 ) | ||
{ | ||
return (0); | ||
} | ||
*/ | ||
signal SIG_AIM; | ||
set-signal-mask SIG_AIM; | ||
turn turret to y-axis heading speed <5000>; | ||
turn barrel1 to x-axis <0> - pitch speed <5000>; | ||
wait-for-turn turret around y-axis; | ||
wait-for-turn barrel1 around x-axis; | ||
start-script RestoreAfterDelay(); | ||
return (1); | ||
} | ||
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FireWeapon1() // what do while firing, fires 1 barrel then the next , and resets | ||
{ | ||
if(shooting_num==1) | ||
{ | ||
emit-sfx 1024 from firepoint2; | ||
} | ||
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if(shooting_num==2) | ||
{ | ||
emit-sfx 1024 from firepoint3; | ||
} | ||
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if(shooting_num==3) | ||
{ | ||
emit-sfx 1024 from firepoint4; | ||
} | ||
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if(shooting_num==4) | ||
{ | ||
emit-sfx 1024 from firepoint1; | ||
} | ||
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shooting_num=shooting_num+1; | ||
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if( shooting_num == 5) | ||
{ | ||
shooting_num=1; | ||
} | ||
} | ||
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AimFromWeapon1(piecenum) // where it aims the weapon from | ||
{ | ||
piecenum = barrel1; | ||
} | ||
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QueryWeapon1(piecenum) // where the shot is called from | ||
{ | ||
if (shooting_num==1) | ||
{ | ||
piecenum=firepoint1; | ||
} | ||
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if (shooting_num==2) | ||
{ | ||
piecenum=firepoint2; | ||
} | ||
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if (shooting_num==3) | ||
{ | ||
piecenum=firepoint3; | ||
} | ||
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if (shooting_num==4) | ||
{ | ||
piecenum=firepoint4; | ||
} | ||
} | ||
/* | ||
TechLost() | ||
{ | ||
CanFire=FALSE; | ||
signal SIG_AIM; | ||
stop-spin turret around y-axis decelerate <10>; | ||
stop-spin barrel1 around x-axis decelerate <10>; | ||
} | ||
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TechGranted() | ||
{ | ||
CanFire=TRUE; | ||
} | ||
*/ | ||
Killed(severity, corpsetype) // how it explodes | ||
{ | ||
corpsetype = 1; | ||
explode base type EXPLODE_ON_HIT; | ||
explode beams type EXPLODE_ON_HIT; | ||
explode lilypad type EXPLODE_ON_HIT; | ||
} |
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