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lars |
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//Generated by BehavEd
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rem ( "comment" );
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//(BHVDREM) affect ( "Vorik", /*@AFFECT_TYPE*/ FLUSH )
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//(BHVDREM) {
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//(BHVDREM) set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "true" );
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//(BHVDREM) set ( /*@SET_TYPES*/ "SET_INVINCIBLE", /*@BOOL_TYPES*/ "true" );
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//(BHVDREM) set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_COMPRESSION_RIFLE" );
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//(BHVDREM) set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_HUNT_AND_KILL" );
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//(BHVDREM) set ( /*@SET_TYPES*/ "SET_ENEMY_TEAM", /*@TEAM_NAMES*/ "TEAM_SCAVENGERS" );
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//(BHVDREM) }
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affect ( "Pelletier", /*@AFFECT_TYPE*/ FLUSH )
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{
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//(BHVDREM) set ( /*@SET_TYPES*/ "SET_INVINCIBLE", /*@BOOL_TYPES*/ "true" );
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set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "true" );
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set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_COMPRESSION_RIFLE" );
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set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_STAND_AND_SHOOT" );
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set ( /*@SET_TYPES*/ "SET_ENEMY_TEAM", /*@TEAM_NAMES*/ "TEAM_SCAVENGERS" );
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wait ( 2000.000 );
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sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/col7_2/pelletier/open.mp3" );
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wait ( 2000.000 );
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sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/col7_2/pelletier/cover.mp3" );
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}
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affect ( "Lang", /*@AFFECT_TYPE*/ FLUSH )
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{
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//(BHVDREM) set ( /*@SET_TYPES*/ "SET_INVINCIBLE", /*@BOOL_TYPES*/ "true" );
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set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "true" );
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set ( /*@SET_TYPES*/ "SET_LOOK_TARGET", "consolelook" );
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set ( /*@SET_TYPES*/ "SET_DYAW", 0.000 );
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set ( /*@SET_TYPES*/ "SET_IGNOREPAIN", /*@BOOL_TYPES*/ "true" );
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set ( /*@SET_TYPES*/ "SET_IGNOREALERTS", /*@BOOL_TYPES*/ "true" );
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set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_CONSOLE2" );
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set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 37000 );
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wait ( 7000.000 );
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sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/col7_2/lang/already.mp3" );
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wait ( 10000.000 );
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wait ( 10000.000 );
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wait ( 10000.000 );
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use ( "glassdoor" );
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use ( "dooropensound" );
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set ( /*@SET_TYPES*/ "SET_LOOK_TARGET", "munro" );
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wait ( 500.000 );
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use ( "doormovesound" );
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}
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wait ( 2500.000 );
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