I got props in one of my death match maps, and I am trying to make them talk.
1. is that possible?
#include "zcommon.acs"
Script 100 OPEN
{
TranslucentLine (255, 125, 0);
delay(1);
weather = random(0,10);
if(weather <= 5 )
{
weather = "sunny";
}
if(weather >= 6 && weather <= 9 )
{
weather = "rainy";
SetActorState(100,"Raining",0);
ReplaceTextures("LIGHTMOU","LIGHCMOU",0);
ReplaceTextures("LIGHTSKY","LIGHCSKY",0);
ReplaceTextures("FIRELAV","WIL2RCK6",0);
ReplaceTextures("DUSTBRNX","-",0);
Floor_RaiseByValue (102, 255, 15);
Floor_RaiseByValue (103, 255, 88);
}
if(weather == 10)
{
weather = "snowy";
//Snow and Grass Removal
SetActorState(100,"Snowing",0);
SetActorState(104,"Snowy",0);
ReplaceTextures("LIGHTMOU","LIGHSMOU",0);
ReplaceTextures("LIGHTSKY","LIGHCSKY",0);
ReplaceTextures("LIGHTROF","LIGHTSOF",0);
ReplaceTextures("LIGHTGRA","COSFLR1",0);
ReplaceTextures("LIGHGRA2","COSFLR1",0);
ReplaceTextures("TURBFLR1","COSFLR1",0);
ReplaceTextures("MRXFLR2","COSFLR1",0);
ReplaceTextures("PLANGRS1","-",0);
ReplaceTextures("LIGHTFEN","LIGHSFEN",0);
ReplaceTextures("SEATREE","SEASREE",0);
ReplaceTextures("WODMTRET","LIGHTRET",0);
ReplaceTextures("SEABUSH1","LIGHBUSH",0);
ReplaceTextures("PLANTRE1","LIGHTPT1",0);
ReplaceTextures("PLANFLR1","LIGHTPT2",0);
ReplaceTextures("PLANFLR2","LIGHTPT3",0);
ReplaceTextures("PLANGRS2","LIGHTGRS",0);
Thing_Remove (101);
//Mountain & Fountain
ReplaceTextures("YTOROCKF","ICEFLO1",0);
ReplaceTextures("YAMROCK","YAMSOCK",0);
ReplaceTextures("AQUFLR2","ICEFLO1",0);
//ReplaceTextures("WMET19","ICEFLO1",0);
//Water Freeze
ReplaceTextures("AQWATER","JLAVA5",0);
ReplaceTextures("AQUAFXX","LIGHTFWF",0);
Sector_SetFriction(102,182);
}
}
int talkdelay = (35*4);
Script 101 (int whichcharacter)
{
delay(1);
int message = Random(0, 4);
int OldMessage = CheckActorInventory(WhichCharacter, "CutterFlag");
while(oldmessage == message) //Ensuring a unique message is generated so robot masters don't repeat themselves.
{
message = Random(0,4);
}
TakeActorInventory(WhichCharacter, "CutterFlag", 10);
GiveActorInventory(WhichCharacter, "CutterFlag", message);
AmbientSound("misc/chat",127);
switch(whichcharacter)
{Case 0: //Cut Man
SetActorState(108,"Talking",0);{
if(weather == "sunny")
{
switch(message)
{
Case 0:
Log(s:"caCutman:c- This is my favorite show...");
Delay(talkdelay); break;
Case 1:
Log(s:"caCutman:c- Gutsman always wanted to be on American Idol");
Delay(talkdelay); break;
Case 2:
Log(s:"caCutman:c- I wonder how much these walls cost.");
Delay(talkdelay); break;
Case 3:
Log(s:"caCutman:c- This couch is made out of real crystals");
Delay(talkdelay); break;
Case 4:
Log(s:"caCutman:c- After this, I have to mow the lawn");
Delay(talkdelay); break;
}
}
break;
Case 1: //Guts Man
SetActorState(108,"Talking",0);
if(weather == "sunny")
{
switch(message)
{
Case 0:
Log(s:"ciGutsman:c- Cutman likes to watch cartoons on the weekend");
Delay(talkdelay); break;
Case 1:
Log(s:"ciGutsman:c- *singing* Cause I'm free.... free falling.");
Delay(talkdelay); break;
Case 2:
Log(s:"ciGutsman:c- These walls cost over 1000 dollars");
Delay(talkdelay); break;
Case 3:
Log(s:"ciGutsman:c- I found these crystals when I was working on this house.");
Delay(talkdelay); break;
Case 4:
Log(s:"ciGutsman:c- Tonight is good for karaoke night.");
Delay(talkdelay); break;
}
}
{
break;
Case 2: //Ice Man
SetActorState(108,"Talking",0);
if(weather == "sunny")
{
switch(message)
{
Case 0:
Log(s:"ciIceman:c- It feels good in here");
Delay(talkdelay); break;
Case 1:
Log(s:"ciIceman:c- The best thing about being an ice type Robot Master, is that I don't have to worry about frost bite");
Delay(talkdelay); break;
Case 2:
Log(s:"ciIceman:c- Ice ice baby");
Delay(talkdelay); break;
Case 3:
Log(s:"ciIceman:c- Solder! Get back to fighting");
Delay(talkdelay); break;
Case 4:
Log(s:"ciIceman:c- It is about -10 degrees in here");
Delay(talkdelay); break;
}
}
break;
Case 3: //Bomb Man
SetActorState(108,"Talking",0);
if(weather == "sunny")
{
switch(message)
{
Case 0:
Log(s:"ciBombman:c- Why do I have to wash the dishes?");
Delay(talkdelay); break;
Case 1:
Log(s:"ciBombman:c- Hint from a pro, never anger Dr. Wily");
Delay(talkdelay); break;
Case 2:
Log(s:"ciBombman:c- I wonder if I could clean these faster with my hyper bombs");
Delay(talkdelay); break;
Case 3:
Log(s:"ciBombman:c- Guts Man and Cut Man are lucky.");
Delay(35*3); AmbientSound("misc/chat",127); SetActorState(108,"Talking",0);
Log(s:"ciBombman:c- They get to watch TV.");
Delay(talkdelay); break;
Case 4:
Log(s:"ciBombman:c- Who would of thought. 8 Robot Masters go through a lot of dishes.");
Delay(talkdelay); break;
}
}
break;
Case 4: //Fire Man
SetActorState(109,"Talking",0);
if(weather == "sunny")
{
switch(message)
{
Case 0:
Log(s:"cgFireman:c- Ready for a barbecue?");
Delay(talkdelay); break;
Case 1:
Log(s:"cgFireman:c- I am going to make my famous ribs.");
Delay(35*3); AmbientSound("misc/chat",127);
Log(s:"cgFireman:c- I am sure everyone will like them.");
Delay(talkdelay); break;
Case 2:
Log(s:"cgFireman:c- One time I burned down the kitchen.");
Delay(35*3); AmbientSound("misc/chat",127);
Log(s:"cgFireman:c- Dr. Wily wasn't too impressed with me.");
Delay(talkdelay); break;
Case 3:
Log(s:"cgFireman:c- I hope I get to make dessert, too!");
Delay(talkdelay); break;
Case 4:
Log(s:"cgFireman:c- Yee-Haw!");
Delay(35*3); AmbientSound("misc/chat",127);
Log(s:"cgFireman:c- My chili is delicious!");
Delay(talkdelay); break;
}
}
break;
Case 5: //Elec Man
SetActorState(110,"Talking",0);
if(weather == "sunny")
{
switch(message)
{
Case 0:
Log(s:"ckElecman:c- How dare you interrupt my beauty sleep!");
Delay(talkdelay); break;
Case 1:
Log(s:"ckElecman:c- Even powerful robots like me need to sleep.");
Delay(talkdelay); break;
Case 2:
Log(s:"ckElecman:c- Me, do chores? Why would I want to get my hands dirty?");
Delay(talkdelay); break;
Case 3:
Log(s:"ckElecman:c- Hmph, Guts Man thinks he is better than me.");
Delay(talkdelay); break;
Case 4:
Log(s:"ckElecman:c- They are making too much noise for me to sleep.");
Delay(talkdelay); break;
}
}
break;
Case 6: //Time Man
SetActorState(111,"Talking",0);
if(weather == "sunny")
{
switch(message)
{
Case 0:
Log(s:"ctTimeman:c- I only have a few minutes to eat");
Delay(talkdelay); break;
Case 1:
Log(s:"ctTimeman:c- Why must you waste my time?");
Delay(35*3); AmbientSound("misc/chat",127); SetActorState(111,"Talking",0);
Log(s:"ctTimeman:c- Be gone so I can eat");
Delay(talkdelay); break;
Case 2:
Log(s:"ctTimeman:c- I wonder how long it takes to make a decent meal");
Delay(talkdelay); break;
Case 3:
Log(s:"ctTimeman:c- Oh, you again.");
Delay(35*3); AmbientSound("misc/chat",127); SetActorState(111,"Talking",0);
Log(s:"ctTimeman:c- you have already wasted over a minute of my time.");
Delay(talkdelay); break;
Case 4:
Log(s:"ctTimeman:c- How long does it take you to frag another robot?");
Delay(talkdelay); break;
}
}
break;
Case 7: //Oil Man
SetActorState(112,"Talking",0);
if(weather == "sunny")
{
switch(message)
{
Case 0:
Log(s:"cuOilman:c- Yo! I am taking a bath here!");
Delay(talkdelay); break;
Case 1:
Log(s:"cuOilman:c- No matter how many times I take a bath, I will never get rid of the smell of oil");
Delay(talkdelay); break;
Case 2:
Log(s:"cuOilman:c- I heard the Doc is somewhere outside.");
Delay(talkdelay); break;
Case 3:
Log(s:"cuOilman:c- I need to refill Wily's UFO after this.");
Delay(talkdelay); break;
Case 4:
Log(s:"cuOilman:c- Why can't Proto Man just compliment me on my scarf!?");
Delay(talkdelay); break;
}
}
break;
break;
}
}