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The 4th Class
TheCount
The 4th Class
TheCount
Crimson Wizard
The 4th Class
TheCount
The 4th Class
TheCount
Crimson Wizard
The 4th Class
RambOrc
Valherran
The 4th Class
The 4th Class
The 4th Class
Valherran
The 4th Class
Valherran
Valherran
Valherran
Valherran
The 4th Class
The 4th Class
Valherran
The 4th Class
bUrn
Crimson Wizard
The 4th Class
Crimson Wizard
TheCount
The 4th Class
Crimson Wizard
Firebrand
Valherran
TheCount
RambOrc
TheCount
bUrn
The 4th Class
RambOrc
bUrn
The 4th Class
bUrn
The 4th Class
TheCount
bUrn
Crimson Wizard
bUrn
Crimson Wizard
bUrn
#include "zcommon.acs" int haveshotty; script 1 (void) { door_open(1, 32); delay(70); door_close(1, 32); } script 2 open { thing_setgoal(1, 2, 0); } script 3 (void) { door_open(2, 32); delay(70); door_close(2, 32); } script 4 open { //sends constant waves of demons to be attacked by friendly marines every ten seconds thing_spawn(4, t_demon, 45, 7); thing_spawn(5, t_demon, 90, 8); thing_spawn(6, t_demon, 135, 9); delay(350); restart; } script 5 open { thing_setgoal(7, 10, 0); thing_setgoal(8, 11, 0); thing_setgoal(9, 12, 0); thing_activate(7); thing_activate(8); thing_activate(9); } script 6 (void) { hudmessage(s:"these damn things just dont stop!"; hudmsg_fadeout, 0, cr_gold, 0.5, 0.5, 3.0); } script 7 (void) { //determines whether you enter the lobby or not { if(haveshotty == 0) hudmessage(s:"i'd better not go in there,\nat least not without a weapon"; hudmsg_fadeout, 0, cr_red, 0.5, 0.5, 3.0); } { if(haveshotty == 1) door_open(3, 32); delay(70); door_close(3, 32); } } script 8 (void) { hudmessage(s:"phew! its just you... i'm a bit paranoid right now\n theres some shells in the room opposite of here\n"; hudmsg_fadeout, 0, cr_blue, 0.5, 0.5, 6.0); } script 9 open { thing_setgoal(17, 16, 0); } script 10 (void) { hudmessage(s:"man i'm scared, those things are still around here..."; hudmsg_fadeout, 0, cr_red, 0.5, 0.5, 3.0); } script 11 (void) { //determines whether you can progress or not, you need the shotgun to do so { if(haveshotty == 0) hudmessage(s:"you need a weapon marine"; hudmsg_fadeout, 0, cr_white, 0.5, 0.5, 3.0); } if(haveshotty == 1) { hudmessage(s:"here marine, take some shells, you're sure as hell gonna need em"; hudmsg_fadeout, 0, cr_white, 0.5, 0.5, 3.0); delay(140); hudmessage(s:"theres a few more marines through this door here"; hudmsg_fadeout, 0, cr_white, 0.5, 0.5, 3.0); delay(140); hudmessage(s:"the door in there is past the perimeter though\nexpect hostiles when you go further in"; hudmsg_fadeout, 0, cr_white, 0.5, 0.5, 3.0); delay(70); door_open(4, 32); } } script 12 (void) { haveshotty = 1; } script 13 (void) { hudmessage(s:"what in the hell was that..\nwhatever it was, it was good enough to\nkill 6 people.."; hudmsg_fadeout, 0, cr_red, 0.5, 0.5, 3.0); } script 14 open { hudmessage(s:"marine, this entrance is sealed\nso that those things can't get in\nyou go ahead, i've gotta watch this entrance"; hudmsg_fadeout, 0, cr_yellow, 0.5, 0.5, 4.0); } script 15 (void) { hudmessage(s:"Don't go through the door on the right\n one of those things is on the other side..."; hudmsg_fadeout, 0, cr_grey, 0.5, 0.5, 3.0); } script 16 (void) { hudmessage(s:"Marine, your here, good, we're running on backup power here\nas you can see, beyond that door is the power facility\nwe need you to reactivate the generators, we wont last without it on"; hudmsg_fadeout, 0, cr_brown, 0.5, 0.5, 5.0); delay(175); hudmessage(s:"yes sir, restart the generator, get back here, got it"; hudmsg_fadeout, 0, cr_red, 0.5, 0.5, 3.0); delay(105); door_open(5, 32); }
Crimson Wizard
world int 1:Map01First; // called when level starts for the first time script 1 OPEN { if(Map01First == 0) { ambientsound("Chat", 127); printbold (s: "THE MOUNTAINS OF SOLITUDE..."); delay(3 * 35); printbold (s: "IT WAS LONG WAY UP HERE..."); delay(3 * 35); printbold (s: "FROM THE VERY WINDSPREAD VALLEY."); delay(3 * 35); printbold (s: "NOW YOU SHOULD GO TO RAVENHELM."); delay(3 * 35); printbold (s: "ELVES PROBABLY PREPARED A FEAST FOR YOU."); delay(8 * 35); printbold (s: "YOU SUDDENLY FEEL, HOW MUCH HUNGRY YOU ARE."); Map01First = 1; } }I am not sure it is the solution, since it was a long time I mapped, but anyway, my maps work fine with it.
Crimson Wizard
bUrn
bUrn
The 4th Class
bUrn
The 4th Class
The 4th Class
Crimson Wizard
Firebrand