#define TAK // This is a TAK script #include "sfxtype.h" #include "exptype.h" piece GP, body, thrust1, cockpit, flaremr, flareml, flaretl, flaretr, flarebl, flarebr, minigunr, minigunl, topgunl, topgunr, bottomgunr, bottomgunl; static-var Static_Var_1, Static_Var_2, Static_Var_3, Static_Var_4, Static_Var_5, Static_Var_6, Static_Var_7, Static_Var_8, Static_Var_9, Static_Var_10, Static_Var_11, Static_Var_12; SmokeUnit(healthpercent, sleeptime, smoketype) { if( get BUILD_PERCENT_LEFT ) { sleep 400; jump 7; if( TRUE ) { healthpercent = get HEALTH; if( healthpercent < 66 ) { smoketype = 256 | 2; if( healthpercent > 30 ) { smoketype = 256 | 1; emit-sfx smoketype from body; } } sleeptime = healthpercent * 50; if( sleeptime < 200 ) { sleeptime = 200; sleep sleeptime; jump 11; } return (0); UnKnown 0; } } } Create() { Static_Var_5 = 1; Static_Var_6 = 1; Static_Var_7 = 1; Static_Var_8 = 1; hide flaremr; hide flareml; hide flaretl; hide flaretr; hide flarebl; hide flarebr; Static_Var_2 = 0; Static_Var_1 = 0; Static_Var_4 = 0; Static_Var_3 = 0; start-script SmokeUnit(); } SweetSpot(piecenum) { piecenum = GP; } QueryNanoPiece(piecenum) { piecenum = body; } AimFromWeapon1(Func_Var_1) { Func_Var_1 = 3; } AimFromWeapon2(Func_Var_1) { Func_Var_1 = 3; } AimFromWeapon3(Func_Var_1) { Func_Var_1 = 3; } AimFromWeapon4(Func_Var_1) { Func_Var_1 = 3; } AimFromWeapon5(Func_Var_1) { Func_Var_1 = 3; } AimFromWeapon6(Func_Var_1) { Func_Var_1 = 3; } QueryWeapon1(Func_Var_1) { Func_Var_1 = 4; } QueryWeapon2(Func_Var_1) { Func_Var_1 = 5; } QueryWeapon3(Func_Var_1) { Func_Var_1 = 6; } QueryWeapon4(Func_Var_1) { Func_Var_1 = 7; } QueryWeapon5(Func_Var_1) { Func_Var_1 = 8; } QueryWeapon6(Func_Var_1) { Func_Var_1 = 9; } StopMiniGun() { sleep 1000; Static_Var_1 = 0; set-signal-mask 0; } AimWeapon1(Func_Var_1, Func_Var_2) { signal 2; set-signal-mask 2; if( !Static_Var_1 ) { sleep 100; Static_Var_1 = 1; jump 10b; start-script StopMiniGun(); } return (1); } FireWeapon1() { } AimWeapon2(Func_Var_1, Func_Var_2) { signal 4; set-signal-mask 4; return (1); } FireWeapon2() { } AimWeapon3(Func_Var_1, Func_Var_2) { signal 8; set-signal-mask 8; if( !Static_Var_3 ) { sleep 100; Static_Var_3 = 1; jump 132; return (1); return; } } FireWeapon3() { sleep 200; } AimWeapon4(Func_Var_1, Func_Var_2) { signal 16; set-signal-mask 16; if( !Static_Var_4 ) { sleep 100; Static_Var_4 = 1; jump 151; return (1); return; } } FireWeapon4() { sleep 200; } AimWeapon5(Func_Var_1, Func_Var_2) { signal 16; set-signal-mask 16; if( !Static_Var_3 ) { sleep 100; Static_Var_3 = 1; jump 170; return (1); return; } } FireWeapon5() { sleep 200; } AimWeapon6(Func_Var_1, Func_Var_2) { signal 32; set-signal-mask 32; if( !Static_Var_4 ) { sleep 100; Static_Var_4 = 1; jump 18f; return (1); return; } } FireWeapon6() { sleep 200; } Killed(severity, corpsetype) { if( severity <= 25 ) { corpsetype = 1; explode body type SHATTER | BITMAP3; return (0); } if( severity <= 50 ) { corpsetype = 2; explode body type SHATTER | BITMAP3; return (0); } if( severity <= 99 ) { corpsetype = 3; explode body type SHATTER | BITMAP3; return (0); corpsetype = 3; } explode body type SHATTER | BITMAP3; return (0); play-sound( "CORCOMDEAD", 24 ); play-sound( "DEATH", 36 ); }