IW4-Dump-Files/aitype/enemy_juggernaut.gsc

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// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_enemy_juggernaut (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_complete_sp_juggernaut"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
*/
main()
{
self.animTree = "";
self.additionalAssets = "juggernaut.csv";
self.team = "axis";
self.type = "human";
self.subclass = "juggernaut";
self.accuracy = 0.2;
self.health = 3600;
self.secondaryweapon = "beretta";
self.sidearm = "beretta";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 0.000000, 0.000000 );
self setEngagementMaxDist( 256.000000, 1024.000000 );
}
switch( codescripts\character::get_random_weapon(4) )
{
case 0:
self.weapon = "m240";
break;
case 1:
self.weapon = "m240_eotech";
break;
case 2:
self.weapon = "m240_acog";
break;
case 3:
self.weapon = "m240_reflex";
break;
}
character\character_sp_juggernaut::main();
}
spawner()
{
self setspawnerteam("axis");
}
precache()
{
character\character_sp_juggernaut::precache();
precacheItem("m240");
precacheItem("m240_eotech");
precacheItem("m240_acog");
precacheItem("m240_reflex");
precacheItem("beretta");
precacheItem("beretta");
precacheItem("fraggrenade");
//----------------
maps\_juggernaut::main();
//----------------
}