//////////////////
enemy leave key /////////////////
define
gold_key,1;
define
red_key,2;
define
green_key,3;
define
_keymode,skill47;
//////////////////////////////////////////////////
ACTION
enemy_key_green
{
my._keymode = green_key;
MY._FORCE = 2;
MY._FIREMODE =
DAMAGE_SHOOT+FIRE_PARTICLE+HIT_FLASH+0.05;
MY._HITMODE = HIT_EXPLO;
my._health = 100;
MY._WALKSOUND = _SOUND_ROBOT;
anim_init();
drop_shadow(); // attach shadow
to robot
actor_fight();
}
//////////////////////////////////////////////////
ACTION
enemy_key_gold
{
my._keymode = gold_key;
MY._FORCE = 2;
MY._FIREMODE = DAMAGE_SHOOT+FIRE_PARTICLE+HIT_FLASH+0.05;
MY._HITMODE = HIT_EXPLO;
my._health = 100;
MY._WALKSOUND = _SOUND_ROBOT;
anim_init();
drop_shadow(); // attach shadow
to robot
actor_fight();
}
/////////////////////////////////////////////
ACTION
enemy_key_red
{
my._keymode = red_key;
MY._FORCE = 2;
MY._FIREMODE =
DAMAGE_SHOOT+FIRE_PARTICLE+HIT_FLASH+0.05;
MY._HITMODE = HIT_EXPLO;
my._health = 100;
MY._WALKSOUND = _SOUND_ROBOT;
anim_init();
drop_shadow(); // attach shadow
to robot
actor_fight();
}
///////////////////////////////////////////////////
SKILL
leavkey_X { val 0; }
SKILL
leavkey_Y { val 0; }
SKILL
leavkey_Z { val 0; }
function state_die()
{
IF ((ME != player) &&
(MY._keymode == red_key))
{
CREATE
<redkey.mdl>,MY_POS,leave_red_key;
leavkey_X = MY.X;
leavkey_Y = MY.Y;
leavkey_Z = MY.Z;
wait(1);
morph actor_explo,me;
my._dieframes = actor_explo_frames;
actor_explode(); }
{
IF ((ME != player) && (MY._keymode
== gold_key))
{
CREATE
<gldkey.mdl>,MY_POS,leave_gold_key;
leavkey_X = MY.X;
leavkey_Y = MY.Y;
leavkey_Z = MY.Z;
wait 1;
morph actor_explo,me;
my._dieframes = actor_explo_frames;
actor_explode(); }
{
IF ((ME != player) && (MY._keymode
== green_key))
{
CREATE
<greenkey.mdl>,MY_POS,leave_green_key;
leavkey_X = MY.X;
leavkey_Y = MY.Y;
leavkey_Z = MY.Z;
wait 1;
morph actor_explo,me;
my._dieframes = actor_explo_frames;
actor_explode();
}} }
//////////////////////////////////////////
ACTION
leave_green_key
{WAIT
1;
MY.X = leavkey_X;
MY.Y = leavkey_Y;
MY.Z = leavkey_Z;
MY.AMBIENT = 80;
MY.skill4 = 2;
SET MY.EVENT,_key_pickup;
SET MY.ENABLE_SCAN,ON;
MY.TRIGGER_RANGE
= 5;
MY.enable_impact = on;
WHILE (1){ MY.PAN += 5*TIME; WAIT 1;}}
///////////////////////////////////////////
ACTION
leave_gold_key
{WAIT
1;
MY.X = leavkey_X;
MY.Y = leavkey_Y;
MY.Z = leavkey_Z;
MY.AMBIENT = 80;
MY.skill4 = 5;
SET MY.EVENT,_key_pickup;
SET MY.ENABLE_SCAN,ON;
MY.TRIGGER_RANGE
= 5;
MY.enable_impact = on;
WHILE (1){ MY.PAN += 5*TIME; WAIT 1;}}
//////////////////////////////////////////////
ACTION
leave_red_key
{WAIT
1;
MY.X = leavkey_X;
MY.Y = leavkey_Y;
MY.Z = leavkey_Z;
MY.AMBIENT = 80;
MY.skill4 = 1;
SET MY.EVENT,_key_pickup;
SET MY.ENABLE_SCAN,ON;
MY.TRIGGER_RANGE
= 5;
MY.enable_impact = on;
WHILE (1){ MY.PAN += 5*TIME; WAIT 1;}}
//////////////////
end of enemy leave key ///////////////////////////