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Revision Autor Zeilennr. Zeile
334 lars 1
//===========================
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// Spawns a federation / romulan enemy, shows/hides groups
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//===========================
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void AIOnGroup ( float groupID )
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{
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	entity e;
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	e = spawn ( "Actor" , "setgroupid" , groupID );
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	wait ( .05 );
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	e.sendeventtogroup ( "ai_on" );
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	e.suicide ();
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	e.remove();
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}
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void AIOffGroup ( float groupID )
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{
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	entity e;
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	e = spawn ( "Actor" , "setgroupid" , groupID );
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	wait ( .05 );
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	e.sendeventtogroup ( "ai_off" );
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	e.remove();
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}
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float showBeaminEffects = 1;
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void AIShowGroup ( float groupID, string enemy )
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{
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	entity e;
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	e = spawn ( "Actor" , "setgroupid" , groupID );
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	wait ( .05 );
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	e.sendeventtogroup ( "show" );
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	e.sendeventtogroup ( "solid" );
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	e.sendeventtogroup ( "fadein" , ".25" );
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	if ( showBeaminEffects )
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	{
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		e.sendeventtogroup ( "displayeffect" , "TransportIn",enemy );
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	}
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	e.sendeventtogroup ( "playsound" , "sound/environment/transporter/transport_"+enemy+".wav" , "3" , ".5" , "512" );
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	wait( .25 );
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	e.sendeventtogroup ( "ai_on" );
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	e.remove();
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}
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void AIHideGroup ( float groupID )
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{
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	entity e;
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	e = spawn ( "Actor" , "setgroupid" , groupID );
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	wait ( .05 );
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	e.sendeventtogroup ( "hide" );
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	e.sendeventtogroup ( "notsolid" );
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	e.sendeventtogroup ( "forcealpha" , "1" );
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	e.sendeventtogroup ( "alpha" , "0" );
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	e.sendeventtogroup ( "ai_off" );
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	e.remove();
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}
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void CommandToGroup ( float groupID , string event , string arg1 , string arg2)
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{
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	entity e;
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	e = spawn ( "Actor" , "setgroupid" , groupID );
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	wait ( .05 );
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	e.sendeventtogroup ( event , arg1 , arg2 );
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	e.remove();
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}