rendered paste body#define TA // This is a TA script
#include "sfxtype.h"
#include "exptype.h"
piece base, body, aim, emitnano, muzzle;
static-var Static_Var_1, Static_Var_2;
SmokeUnit(healthpercent, sleeptime, smoketype)
{
while( get BUILD_PERCENT_LEFT )
{
sleep 400;
}
while( TRUE )
{
healthpercent = get HEALTH;
if( healthpercent < 66 )
{
smoketype = 256 | 2;
if( Rand( 1, 66 ) < healthpercent )
{
smoketype = 256 | 1;
}
emit-sfx smoketype from aim;
}
sleeptime = healthpercent * 50;
if( sleeptime < 200 )
{
sleeptime = 200;
}
sleep sleeptime;
}
}
StartBuilding(h,p)
{
signal 1;
set-signal-mask 1;
turn aim to y-axis h speed <160>;
wait-for-turn aim around y-axis;
set INBUILDSTANCE to 1;
while (1) {
emit-sfx 2048 from muzzle;
sleep 60;
}
}
StopBuilding()
{
set INBUILDSTANCE to 0;
signal 1;
set-signal-mask 1;
sleep 5000;
turn aim to y-axis 0 speed <160>;
}
Create()
{
start-script SmokeUnit();
hide muzzle;
}
QueryNanoPiece(piecenum)
{
piecenum = emitnano;
}
SweetSpot(piecenum)
{
piecenum = aim;
}
Killed(severity, corpsetype)
{
if( severity <= 25 )
{
corpsetype = 1;
explode base type BITMAPONLY | BITMAP1;
explode aim type BITMAPONLY | BITMAP3;
return (0);
}
if( severity <= 50 )
{
corpsetype = 2;
explode base type FALL | BITMAP1;
explode aim type FALL | BITMAP3;
return (0);
}
if( severity <= 99 )
{
corpsetype = 3;
explode base type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode aim type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
return (0);
}
corpsetype = 3;
explode base type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode aim type SHATTER | EXPLODE_ON_HIT | BITMAP3;
}