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* Legion AFUS - Model + Wreck added - working animation - unitdef - GL4LUPS AFUS orb * Buildpic - Buildmenus Custom Buildpic added. Also added to the respective cons. Inserted in the buildmenu configs for Grid and Legacy * ColVol Adjustments * Yardmap Removal & Footprint correction * ColVol Size Adjust * smallen the colvols slightly Co-Authored-By: Protar <[email protected]> * Update icontypes.lua Co-Authored-By: Protar <[email protected]> --------- Co-authored-by: Zephyr Skies <[email protected]> Co-authored-by: Protar <[email protected]>
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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, arm1b, arm1m, arm1t, arm2b, arm2m, arm2t, arm3b, arm3m, arm3t, arm4b, arm4m, arm4t, piston1, piston2, piston3, piston4, emit; | ||
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static-var statechg_DesiredState, statechg_StateChanging; | ||
static-var Stunned; | ||
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InitState() | ||
{ | ||
statechg_DesiredState = TRUE; | ||
statechg_StateChanging = FALSE; | ||
return (0); | ||
} | ||
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#define SMOKEPIECE base | ||
#include "smokeunit_thread_nohit.h" | ||
//#define ARMSPEED <8> | ||
//#define ARMSPEED2 <8> | ||
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ArmSwing() { | ||
signal 4; | ||
set-signal-mask 4; | ||
// var turnAngle; | ||
while(TRUE) { | ||
// turnAngle = rand(0, <1.2>); | ||
// turnAngle = turnAngle +<15>; | ||
// turn arm1t to z-axis (0-turnAngle) speed ARMSPEED; | ||
// turn arm2t to x-axis (0-turnAngle) speed ARMSPEED; | ||
// turn arm3t to z-axis turnAngle speed ARMSPEED; | ||
// turn arm4t to x-axis turnAngle speed ARMSPEED; | ||
// turn arm1t to x-axis rand(0, <1.2>) speed ARMSPEED2; | ||
// turn arm2t to z-axis rand(0, <1.2>) speed ARMSPEED2; | ||
// turn arm3t to x-axis rand(0, <1.2>) speed ARMSPEED2; | ||
// turn arm4t to z-axis rand(0, <1.2>) speed ARMSPEED2; | ||
// wait-for-turn arm1t around z-axis; | ||
// wait-for-turn arm1t around x-axis; | ||
// move away from orb | ||
turn arm1b to x-axis <-5> speed <15>; | ||
turn arm1m to x-axis <5> speed <10>; | ||
turn piston1 to x-axis <-5> speed <10>; | ||
turn arm1t to z-axis <2> speed <15>; | ||
turn arm2b to z-axis <-5> speed <15>; | ||
turn arm2m to z-axis <5> speed <10>; | ||
turn piston2 to z-axis <-5> speed <10>; | ||
turn arm2t to x-axis <2> speed <15>; | ||
turn arm3b to x-axis <5> speed <15>; | ||
turn arm3m to x-axis <-5> speed <10>; | ||
turn piston3 to x-axis <5> speed <10>; | ||
turn arm3t to z-axis <-2> speed <15>; | ||
turn arm4b to z-axis <5> speed <15>; | ||
turn arm4m to z-axis <-5> speed <10>; | ||
turn piston4 to z-axis <5> speed <10>; | ||
turn arm4t to x-axis <-2> speed <15>; | ||
sleep(2600); | ||
// move towards orb | ||
turn arm1b to x-axis <5> speed <10>; | ||
turn arm1m to x-axis <-5> speed <15>; | ||
turn piston1 to x-axis <5> speed <12>; | ||
turn arm1t to z-axis <-2> speed <15>; | ||
turn arm2b to z-axis <5> speed <10>; | ||
turn arm2m to z-axis <-5> speed <15>; | ||
turn piston2 to z-axis <5> speed <12>; | ||
turn arm2t to x-axis <-2> speed <15>; | ||
turn arm3b to x-axis <-5> speed <10>; | ||
turn arm3m to x-axis <5> speed <15>; | ||
turn piston3 to x-axis <-5> speed <12>; | ||
turn arm3t to z-axis <2> speed <15>; | ||
turn arm4b to z-axis <-5> speed <10>; | ||
turn arm4m to z-axis <5> speed <15>; | ||
turn piston4 to z-axis <-5> speed <12>; | ||
turn arm4t to x-axis <2> speed <15>; | ||
sleep(2600); | ||
// reset | ||
turn arm1b to x-axis <0> speed <10>; | ||
turn arm1m to x-axis <0> speed <10>; | ||
turn piston1 to x-axis <0> speed <10>; | ||
turn arm1t to z-axis <0> speed <15>; | ||
turn arm2b to z-axis <0> speed <10>; | ||
turn arm2m to z-axis <0> speed <10>; | ||
turn piston2 to z-axis <0> speed <10>; | ||
turn arm2t to x-axis <0> speed <15>; | ||
turn arm3b to x-axis <0> speed <10>; | ||
turn arm3m to x-axis <0> speed <10>; | ||
turn piston3 to x-axis <0> speed <10>; | ||
turn arm3t to z-axis <0> speed <15>; | ||
turn arm4b to z-axis <0> speed <10>; | ||
turn arm4m to z-axis <0> speed <10>; | ||
turn piston4 to z-axis <0> speed <10>; | ||
turn arm4t to x-axis <0> speed <15>; | ||
sleep(2600); | ||
} | ||
} | ||
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Go() | ||
{ | ||
start-script ArmSwing(); | ||
set ARMORED to 1; | ||
return (0); | ||
} | ||
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Stop() | ||
{ | ||
signal 4; | ||
spin arm1t around y-axis speed <0.000000>; | ||
spin arm2t around y-axis speed <0.000000>; | ||
spin arm3t around y-axis speed <0.000000>; | ||
spin arm4t around y-axis speed <0.000000>; | ||
move arm1t to z-axis [0] speed [0]; | ||
move arm2t to x-axis [0] speed [0]; | ||
move arm3t to z-axis [0] speed [0]; | ||
move arm4t to x-axis [0] speed [0]; | ||
set ARMORED to 0; | ||
return (0); | ||
} | ||
Create() | ||
{ | ||
call-script InitState(); | ||
while( get BUILD_PERCENT_LEFT ) | ||
{ | ||
sleep 1000; | ||
} | ||
call-script Go(); | ||
return (0); | ||
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} | ||
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SetStunned(State) | ||
{ | ||
Stunned = State; | ||
if (Stunned) { | ||
hide emit; | ||
call-script Stop(); | ||
} else { | ||
show emit; | ||
call-script Go(); | ||
} | ||
} | ||
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RequestState(requestedstate, currentstate) | ||
{ | ||
if( statechg_StateChanging ) | ||
{ | ||
statechg_DesiredState = requestedstate; | ||
return (0); | ||
} | ||
statechg_StateChanging = TRUE; | ||
currentstate = statechg_DesiredState; | ||
statechg_DesiredState = requestedstate; | ||
while( statechg_DesiredState != currentstate ) | ||
{ | ||
if( statechg_DesiredState == 0 ) | ||
{ | ||
call-script Go(); | ||
currentstate = 0; | ||
} | ||
if( statechg_DesiredState == 1 ) | ||
{ | ||
call-script Stop(); | ||
currentstate = 1; | ||
} | ||
} | ||
statechg_StateChanging = FALSE; | ||
return (0); | ||
} | ||
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Activate() | ||
{ | ||
start-script RequestState(0); | ||
return (0); | ||
} | ||
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Deactivate() | ||
{ | ||
start-script RequestState(1); | ||
return (0); | ||
} | ||
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SweetSpot(piecenum) | ||
{ | ||
piecenum = base; | ||
return (0); | ||
} | ||
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Killed(severity, corpsetype) | ||
{ | ||
if( severity <= 12 ) | ||
{ | ||
corpsetype = 1; | ||
return (corpsetype); | ||
} | ||
if( severity <= 50 ) | ||
{ | ||
corpsetype = 2; | ||
return (corpsetype); | ||
} | ||
if( severity <= 99 ) | ||
{ | ||
corpsetype = 3; | ||
return (corpsetype); | ||
} | ||
corpsetype = 3; | ||
explode arm1t type SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3 | NOHEATCLOUD; | ||
explode arm2t type SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5 | NOHEATCLOUD; | ||
explode arm3t type SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5 | NOHEATCLOUD; | ||
explode arm4t type SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5 | NOHEATCLOUD; | ||
return (corpsetype); | ||
} |
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