/* ====================================================== BOSS-ONE ====================================================== */ $cd id1/models/boss1 $origin 0 0 -15 $base base $skin skin $scale 5 $frame bossc $frame bossd void(vector p) boss_missile; void() boss_face = { // go for another player if multi player if (self.enemy.health <= 0 || random() < 0.02) { self.enemy = find(self.enemy, classname, "player"); if (!self.enemy) self.enemy = find(self.enemy, classname, "player"); } ai_face(); }; void() boss_rise1 =[ $bossc, boss_rise2 ] { sound (self, CHAN_WEAPON, "boss1/out1.wav", 1, ATTN_NORM); }; void() boss_rise2 =[ $bossc, boss_rise3 ] { sound (self, CHAN_VOICE, "boss1/sight1.wav", 1, ATTN_NORM); }; void() boss_rise3 =[ $bossc, boss_rise4 ] {}; void() boss_rise4 =[ $bossc, boss_rise5 ] {}; void() boss_rise5 =[ $bossc, boss_rise6 ] {}; void() boss_rise6 =[ $bossc, boss_rise7 ] {}; void() boss_rise7 =[ $bossc, boss_rise8 ] {}; void() boss_rise8 =[ $bossc, boss_rise9 ] {}; void() boss_rise9 =[ $bossc, boss_rise10 ] {}; void() boss_rise10 =[ $bossc, boss_rise11 ] {}; void() boss_rise11 =[ $bossc, boss_rise12 ] {}; void() boss_rise12 =[ $bossc, boss_rise13 ] {}; void() boss_rise13 =[ $bossc, boss_rise14 ] {}; void() boss_rise14 =[ $bossc, boss_rise15 ] {}; void() boss_rise15 =[ $bossc, boss_rise16 ] {}; void() boss_rise16 =[ $bossc, boss_rise17 ] {}; void() boss_rise17 =[ $bossc, boss_missile1 ] {}; void() boss_idle1 =[ $bossc, boss_idle2 ] { // look for other players }; void() boss_idle2 =[ $bossc, boss_idle3 ] {boss_face();}; void() boss_idle3 =[ $bossc, boss_idle4 ] {boss_face();}; void() boss_idle4 =[ $bossc, boss_idle5 ] {boss_face();}; void() boss_idle5 =[ $bossc, boss_idle6 ] {boss_face();}; void() boss_idle6 =[ $bossc, boss_idle7 ] {boss_face();}; void() boss_idle7 =[ $bossc, boss_idle8 ] {boss_face();}; void() boss_idle8 =[ $bossc, boss_idle9 ] {boss_face();}; void() boss_idle9 =[ $bossc, boss_idle10 ] {boss_face();}; void() boss_idle10 =[ $bossc, boss_idle11 ] {boss_face();}; void() boss_idle11 =[ $bossc, boss_idle12 ] {boss_face();}; void() boss_idle12 =[ $bossc, boss_idle13 ] {boss_face();}; void() boss_idle13 =[ $bossc, boss_idle14 ] {boss_face();}; void() boss_idle14 =[ $bossc, boss_idle15 ] {boss_face();}; void() boss_idle15 =[ $bossc, boss_idle16 ] {boss_face();}; void() boss_idle16 =[ $bossc, boss_idle17 ] {boss_face();}; void() boss_idle17 =[ $bossc, boss_idle18 ] {boss_face();}; void() boss_idle18 =[ $bossc, boss_idle19 ] {boss_face();}; void() boss_idle19 =[ $bossc, boss_idle20 ] {boss_face();}; void() boss_idle20 =[ $bossc, boss_idle21 ] {boss_face();}; void() boss_idle21 =[ $bossc, boss_idle22 ] {boss_face();}; void() boss_idle22 =[ $bossc, boss_idle23 ] {boss_face();}; void() boss_idle23 =[ $bossc, boss_idle24 ] {boss_face();}; void() boss_idle24 =[ $bossc, boss_idle25 ] {boss_face();}; void() boss_idle25 =[ $bossc, boss_idle26 ] {boss_face();}; void() boss_idle26 =[ $bossc, boss_idle27 ] {boss_face();}; void() boss_idle27 =[ $bossc, boss_idle28 ] {boss_face();}; void() boss_idle28 =[ $bossc, boss_idle29 ] {boss_face();}; void() boss_idle29 =[ $bossc, boss_idle30 ] {boss_face();}; void() boss_idle30 =[ $bossc, boss_idle31 ] {boss_face();}; void() boss_idle31 =[ $bossc, boss_idle1 ] {boss_face();}; void() boss_missile1 =[ $bossc, boss_missile2 ] {boss_face();}; void() boss_missile2 =[ $bossc, boss_missile3 ] {boss_face();}; void() boss_missile3 =[ $bossc, boss_missile4 ] {boss_face();}; void() boss_missile4 =[ $bossc, boss_missile5 ] {boss_face();}; void() boss_missile5 =[ $bossc, boss_missile6 ] {boss_face();}; void() boss_missile6 =[ $bossc, boss_missile7 ] {boss_face();}; void() boss_missile7 =[ $bossc, boss_missile8 ] {boss_face();}; void() boss_missile8 =[ $bossc, boss_missile9 ] {boss_face();}; void() boss_missile9 =[ $bossc, boss_missile10 ] {boss_missile('100 100 200');}; void() boss_missile10 =[ $bossc, boss_missile11 ] {boss_face();}; void() boss_missile11 =[ $bossc, boss_missile12 ] {boss_face();}; void() boss_missile12 =[ $bossc, boss_missile13 ] {boss_face();}; void() boss_missile13 =[ $bossc, boss_missile14 ] {boss_face();}; void() boss_missile14 =[ $bossc, boss_missile15 ] {boss_face();}; void() boss_missile15 =[ $bossc, boss_missile16 ] {boss_face();}; void() boss_missile16 =[ $bossc, boss_missile17 ] {boss_face();}; void() boss_missile17 =[ $bossc, boss_missile18 ] {boss_face();}; void() boss_missile18 =[ $bossc, boss_missile19 ] {boss_face();}; void() boss_missile19 =[ $bossc, boss_missile20 ] {boss_face();}; void() boss_missile20 =[ $bossc, boss_missile21 ] {boss_missile('100 -100 200');}; void() boss_missile21 =[ $bossc, boss_missile22 ] {boss_face();}; void() boss_missile22 =[ $bossc, boss_missile23 ] {boss_face();}; void() boss_missile23 =[ $bossc, boss_missile1 ] {boss_face();}; void() boss_shocka1 =[ $bossc, boss_shocka2 ] {}; void() boss_shocka2 =[ $bossc, boss_shocka3 ] {}; void() boss_shocka3 =[ $bossc, boss_shocka4 ] {}; void() boss_shocka4 =[ $bossc, boss_shocka5 ] {}; void() boss_shocka5 =[ $bossc, boss_shocka6 ] {}; void() boss_shocka6 =[ $bossc, boss_shocka7 ] {}; void() boss_shocka7 =[ $bossc, boss_shocka8 ] {}; void() boss_shocka8 =[ $bossc, boss_shocka9 ] {}; void() boss_shocka9 =[ $bossc, boss_shocka10 ] {}; void() boss_shocka10 =[ $bossc, boss_missile1 ] {}; void() boss_shockb1 =[ $bossc, boss_shockb2 ] {}; void() boss_shockb2 =[ $bossc, boss_shockb3 ] {}; void() boss_shockb3 =[ $bossc, boss_shockb4 ] {}; void() boss_shockb4 =[ $bossc, boss_shockb5 ] {}; void() boss_shockb5 =[ $bossc, boss_shockb6 ] {}; void() boss_shockb6 =[ $bossc, boss_shockb7 ] {}; void() boss_shockb7 =[ $bossc, boss_shockb8 ] {}; void() boss_shockb8 =[ $bossc, boss_shockb9 ] {}; void() boss_shockb9 =[ $bossc, boss_shockb10 ] {}; void() boss_shockb10 =[ $bossc, boss_missile1 ] {}; void() boss_shockc1 =[ $bossc, boss_shockc2 ] {}; void() boss_shockc2 =[ $bossc, boss_shockc3 ] {}; void() boss_shockc3 =[ $bossc, boss_shockc4 ] {}; void() boss_shockc4 =[ $bossc, boss_shockc5 ] {}; void() boss_shockc5 =[ $bossc, boss_shockc6 ] {}; void() boss_shockc6 =[ $bossc, boss_shockc7 ] {}; void() boss_shockc7 =[ $bossc, boss_shockc8 ] {}; void() boss_shockc8 =[ $bossc, boss_shockc9 ] {}; void() boss_shockc9 =[ $bossc, boss_shockc10 ] {}; void() boss_shockc10 =[ $bossc, boss_death1 ] {}; void() boss_death1 = [$bossd, boss_death2] { sound (self, CHAN_VOICE, "boss1/death.wav", 1, ATTN_NORM); }; void() boss_death2 = [$bossd, boss_death3] {}; void() boss_death3 = [$bossd, boss_death4] {}; void() boss_death4 = [$bossd, boss_death5] {}; void() boss_death5 = [$bossd, boss_death6] {}; void() boss_death6 = [$bossd, boss_death7] {}; void() boss_death7 = [$bossd, boss_death8] {}; void() boss_death8 = [$bossd, boss_death9] {}; void() boss_death9 = [$bossd, boss_death10] { sound (self, CHAN_BODY, "boss1/out1.wav", 1, ATTN_NORM); // WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); // WriteByte (MSG_BROADCAST, TE_LAVASPLASH); // WriteCoord (MSG_BROADCAST, self.origin_x); // WriteCoord (MSG_BROADCAST, self.origin_y); // WriteCoord (MSG_BROADCAST, self.origin_z); }; void() boss_death10 = [$bossd, boss_death10] { killed_monsters = killed_monsters + 1; // WriteByte (MSG_ALL, SVC_KILLEDMONSTER); // FIXME: reliable broadcast SUB_UseTargets (); remove (self); }; void(vector p) boss_missile = { local vector offang; local vector org, vec, d; local float t; offang = vectoangles (self.enemy.origin - self.origin); makevectors (offang); org = self.origin + p_x*v_forward + p_y*v_right + p_z*'0 0 1'; // lead the player on hard mode if (skill > 1) { t = vlen(self.enemy.origin - org) / 300; vec = self.enemy.velocity; vec_z = 0; d = self.enemy.origin + t * vec; } else { d = self.enemy.origin; } vec = normalize (d - org); launch_spike (org, vec); // setmodel (newmis, "progs/lavaball.mdl"); newmis.avelocity = '200 100 300'; setsize (newmis, VEC_ORIGIN, VEC_ORIGIN); newmis.velocity = vec*300; newmis.touch = T_MissileTouch; // rocket explosion sound (self, CHAN_WEAPON, "boss1/throw.wav", 1, ATTN_NORM); // check for dead enemy if (self.enemy.health <= 0) boss_idle1 (); }; void() boss_awake = { self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; self.takedamage = DAMAGE_NO; setmodel (self, "progs/boss.mdl"); setsize (self, '-128 -128 -24', '128 128 256'); if (skill == 0) self.health = 1; else self.health = 3; self.enemy = activator; //WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); //WriteByte (MSG_BROADCAST, TE_LAVASPLASH); //WriteCoord (MSG_BROADCAST, self.origin_x); //WriteCoord (MSG_BROADCAST, self.origin_y); //WriteCoord (MSG_BROADCAST, self.origin_z); self.yaw_speed = 20; boss_rise1 (); }; /*UNTITLED-GAME/D monster_boss (1 0 0) (-128 -128 -24) (128 128 256) */ void() monster_boss = { if (deathmatch) { remove(self); return; } precache_model ("progs/boss.mdl"); precache_model ("progs/lavaball.mdl"); precache_sound ("weapons/rocket1i.wav"); precache_sound ("boss1/out1.wav"); precache_sound ("boss1/sight1.wav"); precache_sound ("misc/power.wav"); precache_sound ("boss1/throw.wav"); precache_sound ("boss1/pain.wav"); precache_sound ("boss1/death.wav"); total_monsters = total_monsters + 1; self.use = boss_awake; }; //=========================================================================== entity le1, le2; float lightning_end; void() lightning_fire = { local vector p1, p2; if (time >= lightning_end) { // done here, put the terminals back up self = le1; door_go_down (); self = le2; door_go_down (); return; } p1 = (le1.mins + le1.maxs) * 0.5; p1_z = le1.absmin_z - 16; p2 = (le2.mins + le2.maxs) * 0.5; p2_z = le2.absmin_z - 16; // compensate for length of bolt p2 = p2 - normalize(p2-p1)*100; self.nextthink = time + 0.1; self.think = lightning_fire; //WriteByte (MSG_ALL, SVC_TEMPENTITY); //WriteByte (MSG_ALL, TE_LIGHTNING3); //WriteEntity (MSG_ALL, world); //WriteCoord (MSG_ALL, p1_x); //WriteCoord (MSG_ALL, p1_y); //WriteCoord (MSG_ALL, p1_z); //WriteCoord (MSG_ALL, p2_x); //WriteCoord (MSG_ALL, p2_y); //WriteCoord (MSG_ALL, p2_z); }; void() lightning_use = { if (lightning_end >= time + 1) return; le1 = find( world, target, "lightning"); le2 = find( le1, target, "lightning"); if (!le1 || !le2) { dprint ("------- ------- -------\n"); return; } if ( (le1.state != STATE_TOP && le1.state != STATE_BOTTOM) || (le2.state != STATE_TOP && le2.state != STATE_BOTTOM) || (le1.state != le2.state) ) { // dprint ("not aligned\n"); return; } // don't let the electrodes go back up until the bolt is done le1.nextthink = -1; le2.nextthink = -1; lightning_end = time + 1; sound (self, CHAN_VOICE, "misc/power.wav", 1, ATTN_NORM); lightning_fire (); // advance the boss pain if down self = find (world, classname, "monster_boss"); if (!self) return; self.enemy = activator; if (le1.state == STATE_TOP && self.health > 0) { sound (self, CHAN_VOICE, "boss1/pain.wav", 1, ATTN_NORM); self.health = self.health - 1; if (self.health >= 2) boss_shocka1(); else if (self.health == 1) boss_shockb1(); else if (self.health == 0) boss_shockc1(); } }; /*UNTITLED-GAME/D event_lightning (0 1 1) (-16 -16 -16) (16 16 16) Just for boss level. */ void() event_lightning = { self.use = lightning_use; };