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Bos cleanup merge6 (beyond-all-reason#3303)
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* armthor Kinematic Turret

* clean blank

* freefusion clean

* critter_ant_clean

* hat clean

* lootboxes clean

* misc clean

* clean scavs

* legbal clean
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Beherith authored Jul 5, 2024
1 parent 3f2eedc commit 2b15bee
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Showing 40 changed files with 2,599 additions and 31 deletions.
2 changes: 1 addition & 1 deletion luarules/gadgets/unit_continuous_aim.lua
Original file line number Diff line number Diff line change
Expand Up @@ -56,7 +56,7 @@ local convertedUnitsNames = {
['armcrus'] = 5,

-- the following units get a faster reaimtime to counteract their turret acceleration
['armthor'] = 4,
['armflash'] = 6,
['corgator'] = 6,
['armdecade'] = 6,
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301 changes: 301 additions & 0 deletions scripts/Critters/critter_ant_clean.bos
Original file line number Diff line number Diff line change
@@ -0,0 +1,301 @@

#include "../exptype.h"

piece base, L6, L5, L4, L3, L2, L1, J2,
spot1, spot2, J1;

static-var isMoving, gun_1, waterSpeed;

// Signal definitions
#define SIGNAL_AIM1 256


AmphSpeed()
{
waterSpeed = get MAX_SPEED;
while( TRUE )
{
if( get IN_WATER )
{
set MAX_SPEED to waterSpeed * 2 / 3;
}
else
{
set MAX_SPEED to waterSpeed;
}
sleep 30;
}
return (0);
}

AmphWalk()
{
while( TRUE )
{
if( get IN_WATER )
{
move base to y-axis [-17.50000] speed [2.50000];
set UPRIGHT to 1;
}
else
{
move base to y-axis [0.0] speed [12.50000];
set UPRIGHT to 0;
}
sleep 200;
}
return (0);
}

walk2()
{
while( isMoving )
{
if( isMoving )
{
turn L6 to y-axis <43.00549> now;
turn L6 to y-axis <0.0> speed <148.0>;
turn L6 to z-axis <0.0> now;
turn L6 to z-axis <0.0> speed <3.0>;
turn L5 to z-axis <0.0> now;
turn L5 to z-axis <31.00549> speed <155.0>;
turn L4 to y-axis <34.00549> now;
turn L4 to y-axis <34.00549> speed <3.0>;
turn L4 to z-axis <31.00549> now;
turn L4 to z-axis <0.0> speed <155.0>;
turn L3 to y-axis <-40.00549> now;
turn L3 to y-axis <-40.00549> speed <0.0>;
turn L3 to z-axis <-31.00549> now;
turn L3 to z-axis <0.0> speed <152.0>;
turn L2 to y-axis <-37.00549> now;
turn L2 to y-axis <0.0> speed <185.0>;
turn L2 to z-axis <0.0> now;
turn L2 to z-axis <0.0> speed <0.0>;
turn L1 to y-axis <0.0> now;
turn L1 to y-axis <-30.00549> speed <152.0>;
turn L1 to z-axis <-45.00549> now;
turn J2 to z-axis <5.0> speed <50.0>;
turn J2 to y-axis <5.0> speed <50.0>;
turn J2 to x-axis <5.0> speed <50.0>;
turn J1 to z-axis <-5.0> speed <50.0>;
turn J1 to y-axis <-5.0> speed <50.0>;
turn J1 to x-axis <-5.0> speed <50.0>;
sleep 200;
}
if( isMoving )
{
turn L6 to z-axis <31.00549> speed <158.0>;
turn L5 to y-axis <34.00549> speed <163.0>;
turn L5 to z-axis <31.00549> speed <0.0>;
turn L4 to y-axis <0.0> speed <160.0>;
turn L4 to z-axis <0.0> speed <3.0>;
turn L3 to y-axis <0.0> speed <200.0>;
turn L2 to z-axis <-31.00549> speed <155.0>;
turn L1 to z-axis <2.0> speed <237.0>;
turn J2 to z-axis <-5.0> speed <50.0>;
turn J2 to y-axis <-5.0> speed <50.0>;
turn J2 to x-axis <-5.0> speed <50.0>;
turn J1 to z-axis <5.0> speed <50.0>;
turn J1 to y-axis <5.0> speed <50.0>;
turn J1 to x-axis <5.0> speed <50.0>;
sleep 200;
}
if( isMoving )
{
turn L6 to y-axis <55.00549> speed <269.0>;
turn L6 to z-axis <31.00549> speed <3.0>;
turn L5 to y-axis <34.00549> speed <0.0>;
turn L5 to z-axis <0.0> speed <152.0>;
turn L4 to z-axis <31.00549> speed <158.0>;
turn L3 to y-axis <0.0> speed <3.0>;
turn L3 to z-axis <-31.00549> speed <152.0>;
turn L2 to y-axis <-31.00549> speed <158.0>;
turn L2 to z-axis <-31.00549> speed <0.0>;
turn L1 to y-axis <3.0> speed <167.0>;
turn J2 to z-axis <5.0> speed <50.0>;
turn J2 to y-axis <5.0> speed <50.0>;
turn J2 to x-axis <5.0> speed <50.0>;
turn J1 to z-axis <-5.0> speed <50.0>;
turn J1 to y-axis <-5.0> speed <50.0>;
turn J1 to x-axis <-5.0> speed <50.0>;
sleep 200;
}
turn L6 to y-axis <43.00549> speed <80.0>;
turn L6 to z-axis <0.0> speed <162.0>;
turn L5 to y-axis <0.0> speed <163.0>;
turn L5 to z-axis <0.0> speed <3.0>;
turn L4 to y-axis <34.00549> speed <163.0>;
turn L4 to z-axis <31.00549> speed <0.0>;
turn L3 to y-axis <-40.00549> speed <197.0>;
turn L3 to z-axis <-31.00549> speed <0.0>;
turn L2 to y-axis <-37.00549> speed <27.0>;
turn L2 to z-axis <0.0> speed <155.0>;
turn L1 to y-axis <0.0> speed <15.0>;
turn L1 to z-axis <-45.00549> speed <237.0>;
turn J2 to z-axis <-5.0> speed <50.0>;
turn J2 to y-axis <-5.0> speed <50.0>;
turn J2 to x-axis <-5.0> speed <50.0>;
turn J1 to z-axis <5.0> speed <50.0>;
turn J1 to y-axis <5.0> speed <50.0>;
turn J1 to x-axis <5.0> speed <50.0>;
sleep 200;
}
return (0);
}

Movement(myMoving)
{
while( TRUE )
{
myMoving = isMoving;
if( myMoving )
{
call-script walk2();
}
if( !myMoving )
{
sleep 100;
turn L6 to y-axis <0.0> speed <100.0>;
turn L6 to z-axis <0.0> speed <100.0>;
turn L5 to y-axis <0.0> speed <100.0>;
turn L5 to z-axis <0.0> speed <100.0>;
turn L4 to y-axis <0.0> speed <100.0>;
turn L4 to z-axis <0.0> speed <100.0>;
turn L3 to y-axis <0.0> speed <100.0>;
turn L3 to z-axis <0.0> speed <100.0>;
turn L2 to y-axis <0.0> speed <100.0>;
turn L2 to z-axis <0.0> speed <100.0>;
turn L1 to y-axis <0.0> speed <100.0>;
turn L1 to z-axis <0.0> speed <100.0>;
turn J2 to x-axis <0.0> speed <200.0>;
turn J2 to z-axis <0.0> speed <200.0>;
turn J2 to y-axis <0.0> speed <200.0>;
turn J1 to z-axis <0.0> speed <200.0>;
turn J1 to y-axis <0.0> speed <200.0>;
turn J1 to x-axis <0.0> speed <200.0>;
}
}
return (0);
}

Create()
{
isMoving = FALSE;
gun_1 = base;
start-script Movement();
start-script AmphWalk();
start-script AmphSpeed();
return (0);
}

StartMoving(reversing)
{
isMoving = TRUE;
return (0);
}

StopMoving()
{
isMoving = FALSE;
return (0);
}

AimWeapon1(heading, pitch)
{
signal SIGNAL_AIM1;
set-signal-mask SIGNAL_AIM1;
return (1);
}

FireWeapon1()
{
move base to z-axis [5.0] speed [50.0];
if( gun_1 == 0 )
{
turn J2 to x-axis <70.01648> speed <900.0>;
turn J2 to z-axis <-15.0> speed <800.0>;
turn J2 to y-axis <30.00549> speed <500.0>;
sleep 175;
turn J2 to x-axis <0.0> speed <900.0>;
turn J2 to z-axis <0.0> speed <800.0>;
turn J2 to y-axis <0.0> speed <500.0>;
}
if( gun_1 == 1 )
{
turn J1 to x-axis <70.01648> speed <900.0>;
turn J1 to z-axis <15.0> speed <800.0>;
turn J1 to y-axis <-30.00549> speed <500.0>;
sleep 175;
turn J1 to x-axis <0.0> speed <900.0>;
turn J1 to z-axis <0.0> speed <800.0>;
turn J1 to y-axis <0.0> speed <500.0>;
}
move base to z-axis [0.0] speed [25.0];
gun_1 = !gun_1;
return (0);
}

AimFromWeapon1(pieceIndex)
{
pieceIndex = base;
return (0);
}

QueryWeapon1(pieceIndex)
{
pieceIndex = spot2 + gun_1;
}



Killed(severity, corpsetype)
{
if( severity <= 25 )
{
corpsetype = 1;
explode J2 type FIRE | SMOKE | FALL | NOHEATCLOUD;
explode J1 type FIRE | SMOKE | FALL | NOHEATCLOUD;
explode L6 type FALL | NOHEATCLOUD;
return (corpsetype);
}
if( severity <= 50 )
{
corpsetype = 2;
explode J2 type FALL | NOHEATCLOUD;
explode J1 type FALL | NOHEATCLOUD;
explode base type FIRE | SMOKE | FALL | NOHEATCLOUD;
explode spot2 type FIRE | SMOKE | FALL | NOHEATCLOUD;
explode L6 type FIRE | SMOKE | FALL | NOHEATCLOUD;
explode L2 type FALL | NOHEATCLOUD;
return (corpsetype);
}
if( severity <= 99 )
{
corpsetype = 3;
explode J2 type FALL | NOHEATCLOUD;
explode J1 type FALL | NOHEATCLOUD;
explode base type FIRE | SMOKE | FALL | NOHEATCLOUD;
explode spot2 type FALL | NOHEATCLOUD;
explode spot1 type FALL | NOHEATCLOUD;
explode L6 type FALL | NOHEATCLOUD;
explode L5 type FALL | NOHEATCLOUD;
explode L4 type FALL | NOHEATCLOUD;
explode L3 type FALL | NOHEATCLOUD;
explode L2 type FIRE | SMOKE | FALL | NOHEATCLOUD;
explode L1 type FIRE | SMOKE | FALL | NOHEATCLOUD;
return (corpsetype);
}
corpsetype = 3;
explode J2 type FALL | NOHEATCLOUD;
explode J1 type FALL | NOHEATCLOUD;
explode base type FIRE | SMOKE | FALL | NOHEATCLOUD;
explode spot2 type FIRE | SMOKE | FALL | NOHEATCLOUD;
explode spot1 type FIRE | SMOKE | FALL | NOHEATCLOUD;
explode L6 type FALL | NOHEATCLOUD;
explode L5 type FIRE | SMOKE | FALL | NOHEATCLOUD;
explode L4 type FIRE | SMOKE | FALL | NOHEATCLOUD;
explode L3 type FALL | NOHEATCLOUD;
explode L2 type FALL | NOHEATCLOUD;
explode L1 type FIRE | SMOKE | FALL | NOHEATCLOUD;
return (corpsetype);
}
Binary file added scripts/Critters/critter_ant_clean.cob
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