Age/Gender: n/a, Male
Location: Newgrounds.com
Job: unreal ed/powerpoint
Hay guys! i just chillin buildin levels n s***. but just because im a powerpointer doesnt mean ill just quit. it means im here to stay for a bit. *a-boo-ba-boo-chi a-boo-ba-boo-chi*
Newgrounds Stats
Whistle Status: Normal
Exp. Points: 3,050 / 3,210
Exp. Rank #: 8,708
Voting Pow.: 5.90 votes
BBS Posts: 16 (0.02 per day)
Flash Reviews: 362
Music Reviews: 57
Trophies: 0
Stickers: 0
BIG EDIT: Heres a background screen grab :P
ALSO NOTE: if you missed any of the pictures i am putting up for this flash, gimme your email in a comment and i'll send you a picture of your choice. Pictures so far:
Items/characters
Background 1
But i think i may create another cartoon, no promises here as i have abandoned other projects in the past that i deeply regret... but the thing is i have this one written out, an original story that takes place in a sci-fi world, animated in madness. This will be an intellectual thriller more than action and will have a surprise element twist if i make it to the 2nd episode. shit is crazy here. it takes place in a dream world, this project is based off of a dream i had inside a dream, and the dreams were intertwined in a kind of double reality world, sort of like that matrix. i know what you're thinking, "boo! i thought you said it was original!" well the double reality thing is about as far as the matrix like elements go. it stars the character i became in my dream, charlie. its got crazy shit like leagues of assassins, conspiracies (still working out the full detailed plan for those), high tech technologies, and the only other matrix like twist is that in the dream world that was within my dream world, physical limitations don't have heavy limits like ones in reality do, people jump higher, run faster, a little extra strength perhaps. examples of technologies would be the now cliched flying cars, new stuff like security system that rely on access cards that release chemical signatures to grant clearance, things like that. If this world were real, you could break into a high-tech lab with vodka and a pill! (you'd have to be a badass tho)
Characters:
Charlie, main character. green sunglasses, has spikey red hair, elite trained assassin that goes rogue, he loses his memory, and searches for answers, the deeper he looks, the weirder shit becomes. He used to be friends with a female character named May Lin, they were best friends until the graduation ceremony for assassins. This ritual consists of a tournament-like fighting system, until the best assassin is given graduation. May Lin and Charlie reach the final round against each other and Charlie wins. May Lin is crushed by the defeat and becomes Charlie's nemesis. Charlie has no known origin, as he apparently suffers from amnesia due to an acute head injury, strangely he neither talks or looks like any race or region in particular, although he does have Caucasian-like skin.
May Lin: The third best assassin to come from the mountain assassin academy owned by a group known as: "The Service". she is currently Charlie's nemesis, trying to outdo him any chance she gets, often failing. While charlie has been at the academy for only a few years, May Lin has been their her whole life. She is of Asian origin and used to be best friends with her nemesis and the main character, Charlie. She plays a very important role in the story as she is sent to pursue Charlie when he goes rogue, the question is whether this will be possible for her, both emotionally and physically.
Adam Yeager: The head of The Service, unknown in origin, one of the greatest assassins of all time, only assassin in The Service greater than Charlie. Not much information on this character yet.
Gregory Hudson & Rachel Catrafin: Two scientists that worked together for a highly classified project conducted in a scientific laboratory located in the center of Olliam City, owned by a secretive and unknown corporation. The project has been suspected to do with gene research and modification.
Head of The Corporation: Very little is known except this person is obviously very powerful, owning so much science and wealth, the question is where the money comes from, it supposedly come from donations from various companies and billionaires, as The Corporation is a non-profit scientific organization. So little is known about The Corporation and its CEO, that intel doesn't even know the CEO's gender, let alone name. (so either chick or dude can voice act :P)
NEED VOICE ACTORS CONTACT ME AT EMAIL BELOW:
part available: Charlie(me), Adam Yeager, May Lin(Princess Aurora), scientists(female might be filled by my sis and male scientist might be filled by mikey), assassins, head of The Corporation (Mikey is likely, but i want to see all options), and a random gas station guy whose name tag says bob.
UPDATE:might have the voice actors I need but i still want to keep my options open, so don't hesitate because i have a couple of people. Also my sister may be able to do some voice acting and my best M8 WikiWiki may be able to do the voice of May Lin, still gotta see.
EDIT: I'm done with drafting and I'm beginning the actual movie now, so here's a screen grab of some stuff I've drawn, the dude in the black robe is Adam Yeager, the busty one is May Lin, then red haired one is Charlie, then brown haired guy is a generic assassin, and the other two are scientists, one male, on female.
EDIT: I might decide to make a preview for Dreamscape (that's what this all is) to see how people would like it, if i make one i will be sure to show some footage from the actual movie and i will almost certainly be using domoria's "its cold test" as the music, you can find it as one of my fav audios.
BIG EDIT: I now may be having the famous Princess Aurora as the part of May Lin (sry if i spelt aurora wrong)
ALSO WALTER WAGNER IS GETTING LONELY, HED BE HAPPY IF YOU VISITED HIS PAGE AND TALKED TO HIM, THE LINK IS IN THE LIST BELOW.
here's my email n stuff.
whitechocolatechipclock@gmail.com
current list of friends/fans:
groupthekiller
straightpimpin1
darkdragon
mintccc
goozo
snowman
1337 leader
pupart
karlu20
theicecubeclock
venom 9000
lunardragon96
sparkwattclock
buster1
cyberdevil
paradox saint
GOTHCLAWZ
excuse
sgt brain dead
xXsnowbladeXx
CARNAGE13
walter wagner
stick master
jimmy saint
spax clock
michaelsetiyawan
ryanbrutis
Diein60s
Mikey (DX Buddy)
Turbo Taxer
Sly Spy (DX Buddy)
Markistan RPG 8-7 is finished, and im working on a new mp project called dinos vs humans, where one team is dinosaurs and the other humans, and they battle it out, includes a new class system, sry i havent made a new post in months guys, but ive been kinda busy with school and stuff and i feel guilty not working on the markistan mod for a while :( BUT ITS NOT DEAD!!! THE MARKISTAN MOD IS ALIVE AND WELL AND I VOW THAT AFTER I FINISH DINOS VS HUMANS I WILL RESUME PRODUCTION :D
Update: On 5/25/09, I have been informed that my ex great NG Buddy, darkdragon2525, who left NG for a social network called chao stop, is it quite a loss because the chao stop will be closing in 2 months time, you can stop this from happening by sending concerned emails to this email adress: shinylugia2020@yahoo.com, come on, send an email, help out my friend.
here's my email n stuff.
whitechocolatechipclock@gmail.com
current list of friends/fans:
groupthekiller
straightpimpin1
darkdragon
mintccc
goozo
snowman
1337 leader
pupart
karlu20
theicecubeclock
venom 9000
lunardragon96
sparkwattclock
buster1
cyberdevil
paradox saint
GOTHCLAWZ
excuse
sgt brain dead
xXsnowbladeXx
CARNAGE13
walter wagner
stick master
jimmy saint
spax clock
michaelsetiyawan
ryanbrutis
Diein60s
sadly this probably doesnt mean shit to most of you but if you have deusex for the pc then you will probably see my map markistan rpg v8-4 up on some servers here and there.
here's my email n stuff.
whitechocolatechipclock@gmail.com
current list of friends/fans:
groupthekiller
straightpimpin1
darkdragon
mintccc
goozo
snowman
1337 leader
pupart
karlu20
theicecubeclock
venom 9000
lunardragon96
sparkwattclock
buster1
cyberdevil
paradox saint
GOTHCLAWZ
excuse
sgt brain dead
xXsnowbladeXx
CARNAGE13
walter wagner
stick master
jimmy saint
spax clock
michaelsetiyawan
ryanbrutis
sorry I haven't been on guys, had my net taken away cuz it was distracting me from my work, apologies to my fellow ccc's that their leader/founder has not been around, sorry guys T_T but now im back with news of my latest exploits, markistan mod now has 2 finished missions, lots of new characters, and now you can get laid if you play your cards right, and whom do you get laid by you ask??? None other than the game hottie, Maple! Heres a pic to get it off the ground... XD, jk!
UPDATE: i found this awesome thing while looking at reviews for magic pen 2. LOLi slightly modified it to be more awesome.
O o
/¯/_________________________________\\
| IMMA FIRIN MAH LAZOR!!! WHAUGH!!!===)
\_\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯//
!here's my email n stuff.
whitechocolatechipclock@gmail.com
current list of friends/fans:
groupthekiller
straightpimpin1
darkdragon
mintccc
goozo
snowman
1337 leader
pupart
karlu20
theicecubeclock
venom 9000
lunardragon96
sparkwattclock
buster1
cyberdevil
paradox saint
GOTHCLAWZ
excuse
sgt brain dead
xXsnowbladeXx
CARNAGE13
walter wagner
stick master
jimmy saint
spax clock
michaelsetiyawan
ryanbrutis
I've been having my usual MP stuff and I met this nice girl named heather on DX MP. When I met her we we're on the same team, I've just been shot in the ear, lucky to live it. I've holed up in my apartment, takin shelter when this girl I saw earlier who I helped pick out some clothes (markistan rpg being map) begs me to open up, I say sure, even though that leaves a ten second period in which any maniac could run through my house with a machine gun and kill me, hell I guess I'm just a gentleman. I let her in and after several deaths we figure out that people are shooting us through the walls of the apartments, me having thoroughly studied the parker hale rifle (the weapon of choice for dicks), tells her that they cant get us through 2 walls. so we find the only double wall we can find in my place, a cabinet. We hole up in there in the dark for about 15 minutes just talking. She compliments me on my hard work I did on markistan, and I tell her I can tell much about her through her ways of combat: she's a nice girl with very good fighting forces, and she makes me add in hyper too, XD. So after a while our friend betrays us and helps the newblet-assholes break into our place, I tell her to stay in the cabinet while i go out, kick some ass with an AK-47 and a 92-FS Beretta, fight my way to the photon weapons, and get a Q-96 photon devestator, stick some orange photon in it (which sets it to ghosts shells) and after about 5 more kills messages get back to the apartment, on my way back I pick up some wafo bars and head home. When I open the door a maniac with a shitload of photon weapons sneaks in in cloaking, of course i see infared so i tell him: "You're not cute, I can see you." he kicks open the cabinet and kills heather, I empty all my ammo into the new-found battlefield and him, and resort to a dagger, he shoots the hell out of me but amazingly doesn't kill me, hence my last post :"Bitches cant fade me" I'm just about unkillable due to my will to survive. I shank the dude (which takes off his legs, the game rounds), stick my dagger in his back, grab my Beretta off a spawn point on the table, and execute him right there, :P. That's how i met heather.
here's my email n stuff.
whitechocolatechipclock@gmail.com
current list of friends/fans:
groupthekiller
straightpimpin1
darkdragon
mintccc
goozo
snowman
1337 leader
pupart
karlu20
theicecubeclock
venom 9000
lunardragon96
sparkwattclock
buster1
cyberdevil
paradox saint
GOTHCLAWZ
excuse
sgt brain dead
xXsnowbladeXx
CARNAGE13
walter wagner
stick master
jimmy saint
spax clock
michaelsetiyawan
ryanbrutis
I've killed easily over a thousand people in time in dxmp, and for this i have a new picture to show. My two philosophical sayings are:
I. Karma exists, it just has bad aim.
II. If a crazy person is the last one standing, does that make him the fittest for survival, or does it negate itself because his offspring may kill themselves?
Meanwhile im an admin on the [MIRK] server, on dxmp of course. From time to time and i am an MIRK myself, though i am the rank of newblet, though i kick ass in combat xD. and today i found two things, they started mass-producing Mountain Dew Voltage n_n and that the MIRK tactical server is now hosting the markistan rpg, and i went pretty well people were hesitant at first but got the hang of it and loved it for 2 hours straight.
here's my email n stuff.
whitechocolatechipclock@gmail.com
current list of friends/fans:
groupthekiller
straightpimpin1
darkdragon
mintccc
goozo
snowman
1337 leader
pupart
karlu20
theicecubeclock
venom 9000
lunardragon96
sparkwattclock
buster1
cyberdevil
paradox saint
GOTHCLAWZ
excuse
sgt brain dead
xXsnowbladeXx
CARNAGE13
walter wagner
stick master
jimmy saint
spax clock
michaelsetiyawan
ryanbrutis
been working on all my photon weps and they're all debugged and ive made a new player skin, included like 50+ new textures, 200+ new actors, and like 5+ new maps, still working on the maps. but its going pretty sweet. the mod's coming along sweet and i ravaged mp servers everywhere while coming up with sum genius new devices like the nano-wallet that stores your cash so you can drop it in specified amounts, only taking up 1 slot though :D and 1 im still working on, the fc crafter where you can craft your own photon ammunition by collecting photons and processing them into specific ammo types the higher the fc, the more photons it costs :D.
UPDATE: I will be sending out all my new photon weapon sounds i have mixed, including shotgun, auto shotgun, pistol, assault rifle, and machine gun. and i have finished the fc crafter an tis awesome.
and markistan rpg will now be going on multiplayer deus ex servers thanks to brad decker and zero-the-dick-faced wonder! whoo AND the markistan mod's coming along fine, got sum new music, new textures, weapons, ammos, devices, and moar!!!
INTERESTING: walter's having a post competition on his pag efor all that are interested, so if you just want to see or you want to try check out the link! walter wagner's stuff
AUDITIONS FOR VOICE ACTING:
commi(Russian)
troop(Male)
commander(Male)
commando(male)
markus (male)
maple (female)
bob(male)
frank(Male)
companion cube(...)
and many other rolls NEED VOICE ACTORS SEND ME SUM SAMPLES!
here's my email n stuff.
whitechocolatechipclock@gmail.com
current list of friends/fans:
groupthekiller
straightpimpin1
darkdragon
mintccc
goozo
snowman
1337 leader
pupart
karlu20
theicecubeclock
venom 9000
lunardragon96
sparkwattclock
buster1
cyberdevil
paradox saint
GOTHCLAWZ
excuse
sgt brain dead
xXsnowbladeXx
CARNAGE13
walter wagner
stick master
jimmy saint
spax clock
michaelsetiyawan
ryanbrutis
and i made four types of photon ammo, 5 types of photon projectile and 3 types of photon weapons, including the z-13 photon pistol, the m23 assault rifle, and the xb-29 photon tactical shotgun, i will update with pics of all asap. EDIT: i got em in a good view and their 4 hole types, which glow like the photons.
AUDITIONS FOR VOICE ACTING:
commi(Russian)
troop(Male)
commander(Male)
commando(male)
markus (male)
maple (female)
bob(male)
frank(Male)
companion cube(...)
and many other rolls NEED VOICE ACTORS SEND ME SUM SAMPLES!
here's my email n stuff.
whitechocolatechipclock@gmail.com
current list of friends/fans:
groupthekiller
straightpimpin1
darkdragon
mintccc
goozo
snowman
1337 leader
pupart
karlu20
theicecubeclock
venom 9000
lunardragon96
sparkwattclock
buster1
cyberdevil
paradox saint
GOTHCLAWZ
excuse
sgt brain dead
xXsnowbladeXx
CARNAGE13
walter wagner
stick master
jimmy saint
spax clock
michaelsetiyawan
icrick
ryanbrutis
just did my first couple of skins, one is a hacked off of a hacked mj12 commando skin, and the 2nd, was something i put together from scratch,i think i did pretty good but, their are certain... places of this, seeing how im giving original .pcx's and sutff, that i am trusting you viewers not to fap it off to it, im serious. :P kinda. oh yeah, and if you can figure out how to decipher its crazy coding and you want it, either gimme your damn email or here's the code for it, named her maple, and the other markistan commando. EDIT: now i will be displaying all of my textures i have made for markistan (excluding snow and other sprites)
AUDITIONS FOR VOICE ACTING:
commi(Russian)
troop(Male)
commander(Male)
commando(male)
markus (male)
maple (female)
bob(male)
frank(Male)
companion cube(...)
and many other rolls NEED VOICE ACTORS SEND ME SUM SAMPLES!
here's my email n stuff.
whitechocolatechipclock@gmail.com
current list of friends/fans:
groupthekiller
straightpimpin1
darkdragon
mintccc
goozo
snowman
1337 leader
pupart
karlu20
theicecubeclock
venom 9000
lunardragon96
sparkwattclock
buster1
cyberdevil
paradox saint
GOTHCLAWZ
excuse
sgt brain dead
xXsnowbladeXx
CARNAGE13
walter wagner
stick master
jimmy saint
spax clock
michaelsetiyawan
icrick
ryanbrutis
//====================================
======================================
===
// Maple.
//====================================
======================================
===
class Maple extends HumanCivilian;
defaultproperties
{
CarcassType=Class'Markistan.MapleCarca ss'
WalkingSpeed=0.320000
bImportant=True
BaseAssHeight=-18.000000
walkAnimMult=0.650000
bIsFemale=True
GroundSpeed=120.000000
BaseEyeHeight=38.000000
Mesh=LodMesh'DeusExCharacters.GFM_Dres s'
MultiSkins(0)=Texture'Markistan.Skins.
MapleTex0'
MultiSkins(1)=Texture'Markistan.Skins.
MapleTex3'
MultiSkins(2)=Texture'Markistan.Skins.
MapleTex2'
MultiSkins(3)=Texture'Markistan.Skins.
MapleTex1'
MultiSkins(4)=Texture'Markistan.Skins.
MapleTex2'
MultiSkins(5)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(6)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(7)=Texture'Markistan.Misc.M apleTex0'
CollisionRadius=20.000000
CollisionHeight=43.000000
BindName="Maple"
FamiliarName="Maple"
UnfamiliarName="Woman"
Health=175
}
//====================================
======================================
===
// MapleCarcass.
//====================================
======================================
===
class MapleCarcass extends DeusExCarcass;
defaultproperties
{
Mesh2=LodMesh'DeusExCharacters.GFM_Dre ss_CarcassB'
Mesh3=LodMesh'DeusExCharacters.GFM_Dre ss_CarcassC'
Mesh=LodMesh'DeusExCharacters.GFM_Dres s_Carcass'
MultiSkins(0)=Texture'Markistan.Skins.
MapleTex0'
MultiSkins(1)=Texture'Markistan.Skins.
MapleTex3'
MultiSkins(2)=Texture'Markistan.Skins.
MapleTex2'
MultiSkins(3)=Texture'Markistan.Skins.
MapleTex1'
MultiSkins(4)=Texture'Markistan.Skins.
MapleTex2'
MultiSkins(5)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(6)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(7)=Texture'Markistan.Misc.M apleTex0'
}
its got is own running program, sounds, textures, actors, weather (it rains hailballs full of cash) and now, companion cube has its own skin too!!! and to celecbrate, i have officially asked companion cube to marry me, no response yet... oh yes, and to play the mod you need these mods: redsun2020, zodiac, hotelcarone, tactical, housearrest (or at least the track) and of course, markistan. once you've done all this, copy all of the .u files from their systems, paste em in your deusex/system, and then make them ALL hooked up as official edit packages, then ask me and ill email it to ya. EDIT: oh yeah, ive been doin some coding too, trained by dxediting.com, here's some of my fav's, i got like 40 more actors of these.
here's my email n stuff.
whitechocolatechipclock@gmail.com
current list of friends/fans:
groupthekiller
straightpimpin1
darkdragon
mintccc
goozo
snowman
1337 leader
pupart
karlu20
theicecubeclock
venom 9000
lunardragon96
sparkwattclock
buster1
cyberdevil
paradox saint
GOTHCLAWZ
excuse
sgt brain dead
xXsnowbladeXx
CARNAGE13
walter wagner
stick master
jimmy saint
spax clock
michaelsetiyawan
icrick
ryanbrutis
durrent fav. codes as follow:
Blizzard maker+Hail Chunk
hacked rainmaker and raindrop
//
//
//
class BlizzardMaker extends effects;
var() int MaxChunks;
var() float HailDensity;
var int ChunkCount;
var float dropDistance;
var float timer;
var float Droptime;
function Tick(float deltaTime)
{
local float distance;
local int direction;
local HailChunk Chunk;
local vector loc;
local rotator r;
// spawn a drop if needs be
if (ChunkCount>=MaxChunks)
return;
timer+=deltaTime;
if (timer<droptime)
return;
// spawn that drop in a random location
direction=Rand(65535);
distance=FRand()*CollisionRadius;
r=RotRand();
r.Pitch=0;
r.Roll=0;
loc=Location+(Normal(Vector(r))*distan ce);
Chunk=Spawn(class'HailChunk',,,loc);
if (Chunk==none)
return;
timer=0.0;
Chunk.DrawScale=0.75+(FRand()*0.2);
Chunk.Scaleglow=0.1+(FRand()*0.3);
Chunk.master=self;
Chunk.Mass*=(1.0+(Chunk.drawScale*3));
Chunk.Velocity=vect(0,0,-32);
ChunkCount++;
Chunk.textureNum=Rand(3);
//Chunk.skin=tex[i];
droptime=1.05-HailDensity;
}
function PostBeginPlay()
{
local vector start,end,hl,hn;
local Actor A;
local bool bFoundFloor;
super.PostBeginPlay();
start=Location;
end=Location+Vect(0,0,-2048);
do
{
A=Trace(hl,hn,end,start);
if (A==Level)
{
bFoundFloor=true;
dropdistance=VSize(Location-hl);
}
else
{
start=hl;
if (A==none || start==end)
bFoundFloor=true;
}
} until (bFoundFloor);
}
function LoseADrop()
{
ChunkCount--;
}
defaultproperties
{
MaxChunks=256
HailDensity=36.000000
bHidden=True
DrawType=DT_Sprite
Texture=Texture'Engine.S_Inventory'
CollisionRadius=3072.000000
CollisionHeight=2.000000
bCollideActors=True
}
//
//
//
class HailChunk extends effects;
var BlizzardMaker master;
var texture t;
var float life;
var int textureNum;
var texture tex[21];
var DeusExPlayer player;
function tick(float deltaTime)
{
super.Tick(deltatime);
life+=deltaTime;
if (life>20.0 || (VSize(Velocity)<1.0 && life>0.8) )
{
master.LoseADrop();
Destroy();
}
// update texture
UpdateTexture();
}
simulated function HitWall (vector HitNormal, actor HitWall)
{
if (life<0.8)
return;
master.LoseADrop();
Destroy();
}
function UpdateTexture()
{
local int f;
if (player==none)
player=DeusExPlayer(GetPlayerPawn());
// choose a texture based on textureNum and player viewrotation.pitch
f=player.viewRotation.Pitch;
if (f>12000 && f<18200)
texture=tex[0];
else if (f>6000 && f<12000)
texture=tex[1];
else if (f>0 && f<6000)
texture=tex[2];
else if (f<65535 && f>60074)
texture=tex[3];
else if (f<60074 && f>54613)
texture=tex[4];
else if (f>49100 && f<54613)
texture=tex[5];
}
defaultproperties
{
Tex(0)=Texture'Markistan.Skins.SnowBal lTex1'
Tex(1)=Texture'Markistan.Skins.SnowBal lTex1'
Tex(2)=Texture'Markistan.Skins.SnowBal lTex1'
Tex(3)=Texture'Markistan.Skins.SnowBal lTex1'
Tex(4)=Texture'Markistan.Skins.SnowBal lTex1'
Tex(5)=Texture'Markistan.Skins.SnowBal lTex1'
Physics=PHYS_Falling
DrawType=DT_Mesh
Style=STY_Normal
Texture=Texture'Markistan.Skins.SnowBa llTex1'
DrawScale=0.800000
ScaleGlow=0.500000
CollisionRadius=5.000000
CollisionHeight=5.000000
bCollideWorld=True
bCollideActors=True
Mass=0.500000
Mesh=LodMesh'DeusExDeco.Basketball'
Skin=Texture'Markistan.Skins.SnowBallT ex1'
bBlockActors=True
bBlockPlayers=True
}
CompanionCube and Companion
(hacked metal crate and hacked fly, one's for lifting, one's for talking)
//====================================
======================================
===
// CompanionCube.
//====================================
======================================
===
class CompanionCube extends Containers;
#exec TEXTURE IMPORT NAME="CompanionSkin" FILE="C:\DeusEx\Markistan\MarkistanTex tures\CompanionTex1.pcx" GROUP=Skins
defaultproperties
{
HitPoints=25
bExplosive=True
explosionDamage=999
explosionRadius=64.000000
ItemName="Companion Cube"
bBlockSight=True
Mesh=LodMesh'DeusExDeco.CrateUnbreakab leSmall'
CollisionRadius=22.500000
CollisionHeight=16.000000
Mass=1.000000
Buoyancy=999.000000
BInvincible=True
Skin=Texture'Markistan.Skins.Companion Skin'
Texture=Texture'Markistan.Skins.Compan ionSkin'
MultiSkins(0)=Texture'Markistan.Skins.
CompanionSkin'
}
//====================================
======================================
===
// Companion.
//====================================
======================================
===
class Companion extends Animal;
function bool IsNearHome(vector position)
{
local bool bNear;
bNear = true;
if (bUseHome)
if (VSize(HomeLoc-position) > HomeExtent)
bNear = false;
return bNear;
}
function ReactToInjury(Pawn instigatedBy, Name damageType, EHitLocation hitPos) {}
state Wandering
{
event HitWall(vector HitNormal, actor HitWall)
{
local rotator dir;
local float elasticity;
local float minVel, maxHVel;
local vector tempVect;
elasticity = 0.3;
Velocity = elasticity*((Velocity dot HitNormal) * HitNormal * (-2.0) + Velocity);
DesiredRotation = Rotation;
}
function Tick(float deltaTime)
{
Super.Tick(deltatime);
}
function vector PickDirection()
{
local vector dirVector;
local rotator rot;
if (!IsNearHome(Location))
dirVector = Normal(homeLoc - Location)*AirSpeed*4;
else
dirVector = Velocity;
dirVector += VRand()*AirSpeed*2;
dirVector = Normal(dirVector);
rot = Rotator(dirVector);
if (VSize(Velocity) <a irSpeed*0.5)
{
Acceleration = dirVector*AirSpeed;
SetRotation(rot);
}
return vector(rot)*200+Location;
}
function BeginState()
{
Super.BeginState();
BlockReactions();
Acceleration = vector(Rotation)*AccelRate;
}
Begin:
bBounce = True;
destPoint = None;
MoveTo(Location+Vector(Rotation)*(Coll isionRadius+5), 1);
Init:
bAcceptBump = false;
TweenToWalking(0.15);
WaitForLanding();
FinishAnim();
Wander:
PlayWalking();
Moving:
TurnTo(PickDirection());
Sleep(0.0);
Goto('Moving');
ContinueWander:
ContinueFromDoor:
PlayWalking();
Goto('Wander');
}
function PlayWalking()
{
LoopAnimPivot('Still');
}
function TweenToWalking(float tweentime)
{
TweenAnimPivot('Still', tweentime);
}
// Approximately five million stubbed out functions...
function PlayRunningAndFiring() {}
function TweenToShoot(float tweentime) {}
function PlayShoot() {}
function TweenToAttack(float tweentime) {}
function PlayAttack() {}
function PlayPanicRunning() {}
function PlaySittingDown() {}
function PlaySitting() {}
function PlayStandingUp() {}
function PlayRubbingEyesStart() {}
function PlayRubbingEyes() {}
function PlayRubbingEyesEnd() {}
function PlayStunned() {}
function PlayFalling() {}
function PlayLanded(float impactVel) {}
function PlayDuck() {}
function PlayRising() {}
function PlayCrawling() {}
function PlayPushing() {}
function PlayFiring() {}
function PlayTakingHit(EHitLocation hitPos) {}
function PlayTurning() {}
function TweenToRunning(float tweentime) {}
function PlayRunning() {}
function TweenToWaiting(float tweentime) {}
function PlayWaiting() {}
function TweenToSwimming(float tweentime) {}
function PlaySwimming() {}
defaultproperties
{
WalkingSpeed=1.000000
bHasShadow=False
bHighlight=False
bSpawnBubbles=False
bCanFly=True
GroundSpeed=100.000000
WaterSpeed=100.000000
AirSpeed=100.000000
AccelRate=500.000000
JumpZ=0.000000
MaxStepHeight=1.000000
MinHitWall=0.000000
BaseEyeHeight=1.000000
Health=1
UnderWaterTime=20.000000
AttitudeToPlayer=ATTITUDE_Follow
bTransient=False
Physics=PHYS_Flying
DrawType=DT_Sprite
Mesh=None
DrawScale=1.400000
SoundRadius=6
SoundVolume=128
AmbientSound=None
CollisionRadius=2.000000
CollisionHeight=1.000000
bBlockActors=False
bBlockPlayers=False
bBounce=True
Mass=0.100000
Buoyancy=0.100000
RotationRate=(Pitch=16384,Yaw=100000)
BindName="CompanionCube"
FamiliarName="Companion Cube"
UnfamiliarName="???"
Orders=Standing
bInvincible=True
Texture=FireTexture'Effects.Fire.OneFl ame_G'
bHidden=True
}
markuswallet, dollar, fivedollars, and ten dollars,
(base code by iammeco additional coding by wccc and the dollars are hacked credits)
//====================================
============\\
//| Author: IAMME (C) |\\
//| Title: Nano Wallet |\\
//| Function: Can store and give credit chits. |\\
//====================================
============\\
class MarkusWallet extends DeusExWeapon;
var byte XMode;
auto state Pickup
{
function Frob(Actor Frobber, Inventory frobWith)
{
local DeusExPlayer F;
super.Frob(Frobber, frobWith);
F = DeusExPlayer(Frobber);
if (F != none)
{
F.ClientMessage("|p2Use Laser to give out creds or use Scope to show the number of credits you have");
}
}
}
function ScopeToggle()
{
local DeusExPlayer P;
P = DeusExPlayer(Owner);
if (XMode == 0)
{
XMode = 1;
P.ClientMessage("Nanites Set to 5$.");
return;
}
if (XMode == 1)
{
XMode = 2;
P.ClientMessage("Nanites set to 10$.");
return;
}
if (XMode == 2)
{
XMode = 0;
P.ClientMessage("Nanites set to 1$.");
return;
}
}
function LaserToggle()
{
local DeusExPlayer P;
if (XMode == 0)
{
P = DeusExPlayer(Owner);
if (P.Credits >= 1)
{
Spawn(class'Markistan.Dollar',,,P.Loca tion);
P.Credits += -1;
P.ClientMessage("1 Dollar dropped.");
}
}
if (XMode == 1)
{
P = DeusExPlayer(Owner);
if (P.Credits >= 5)
{
Spawn(class'Markistan.FiveDollars',,,P .Location);
P.Credits += -5;
P.ClientMessage("5 Dollars dropped.");
}
}
if (XMode == 2)
{
P = DeusExPlayer(Owner);
if (P.Credits >= 10)
{
Spawn(class'Markistan.TenDollars',,,P.
Location);
P.Credits += -10;
P.ClientMessage("10 Dollars dropped.");
}
}
}
defaultproperties
{
NoiseLevel=0.000000
EnviroEffective=ENVEFF_Air
ShotTime=0.000000
reloadTime=0.000000
HitDamage=0
maxRange=128
AccurateRange=128
bHasScope=True
bHasLaser=True
bInstantHit=True
InventoryGroup=152
ItemName="Nano Wallet"
PlayerViewOffset=(X=20.000000,Y=-2.000 000,Z=-30.000000)
PlayerViewMesh=LodMesh'DeusExItems.Cre dits'
PickupViewMesh=LodMesh'DeusExItems.Cre dits'
ThirdPersonMesh=LodMesh'DeusExItems.Cr edits'
Icon=Texture'DeusExUI.Icons.BeltIconCr edits'
Description="A wallet using nanite-credit integrated technology to dispense credit amounts of either 1 or 5 controlled by toggle laser and toggle scope, handy for paying people :)."
beltDescription="WALLET"
Texture=FireTexture'Effects.liquid.amb rosia_SFX'
Skin=FireTexture'Effects.liquid.ambros ia_SFX'
Mesh=LodMesh'DeusExItems.Credits'
CollisionRadius=7.000000
CollisionHeight=0.550000
}
//====================================
======================================
===
// Dollar.
//====================================
======================================
===
class Dollar extends DeusExPickup;
#exec TEXTURE IMPORT NAME="DollarTex1" FILE="C:\DeusEx\Markistan\MarkistanTex tures\DollarTex1.pcx" GROUP=Skins
var localized String msgCreditsAdded;
auto state Pickup
{
function Frob(Actor Frobber, Inventory frobWith)
{
local DeusExPlayer player;
player = DeusExPlayer(Frobber);
if (player != none)
{
player.Credits += 1;
player.ClientMessage(msgCreditsAdded);
player.FrobTarget = None;
Destroy();
}
}
}
defaultproperties
{
msgCreditsAdded="1 dollar added to your wallet."
ItemName="$1"
PlayerViewOffset=(X=30.000000,Z=-12.00 0000)
PlayerViewMesh=LodMesh'DeusExItems.Cre dits'
PickupViewMesh=LodMesh'DeusExItems.Cre dits'
ThirdPersonMesh=LodMesh'DeusExItems.Cr edits'
LandSound=Sound'DeusExSounds.Generic.P lasticHit1'
Icon=Texture'DeusExUI.Icons.BeltIconCr edits'
beltDescription="CREDITS"
Mesh=LodMesh'DeusExItems.Credits'
CollisionRadius=7.000000
CollisionHeight=0.550000
Mass=2.000000
Buoyancy=3.000000
Skin=Texture'Markistan.Skins.DollarTex 1'
}
//====================================
======================================
===
// FiveDollars.
//====================================
======================================
===
class FiveDollars extends DeusExPickup;
#exec TEXTURE IMPORT NAME="DollarTex2" FILE="C:\DeusEx\Markistan\MarkistanTex tures\DollarTex2.pcx" GROUP=Skins
var localized String msgCreditsAdded;
auto state Pickup
{
function Frob(Actor Frobber, Inventory frobWith)
{
local DeusExPlayer player;
player = DeusExPlayer(Frobber);
if (player != none)
{
player.Credits += 5;
player.ClientMessage(msgCreditsAdded);
player.FrobTarget = None;
Destroy();
}
}
}
defaultproperties
{
msgCreditsAdded="5 dollars added to your wallet."
ItemName="$5"
PlayerViewOffset=(X=30.000000,Z=-12.00 0000)
PlayerViewMesh=LodMesh'DeusExItems.Cre dits'
PickupViewMesh=LodMesh'DeusExItems.Cre dits'
ThirdPersonMesh=LodMesh'DeusExItems.Cr edits'
LandSound=Sound'DeusExSounds.Generic.P lasticHit1'
Icon=Texture'DeusExUI.Icons.BeltIconCr edits'
beltDescription="CREDITS"
Mesh=LodMesh'DeusExItems.Credits'
CollisionRadius=7.000000
CollisionHeight=0.550000
Mass=2.000000
Buoyancy=3.000000
Skin=Texture'Markistan.Skins.DollarTex 2'
}
//====================================
======================================
===
// TenDollars.
//====================================
======================================
===
class TenDollars extends DeusExPickup;
#exec TEXTURE IMPORT NAME="DollarTex3" FILE="C:\DeusEx\Markistan\MarkistanTex tures\DollarTex3.pcx" GROUP=Skins
var localized String msgCreditsAdded;
auto state Pickup
{
function Frob(Actor Frobber, Inventory frobWith)
{
local DeusExPlayer player;
player = DeusExPlayer(Frobber);
if (player != none)
{
player.Credits += 10;
player.ClientMessage(msgCreditsAdded);
player.FrobTarget = None;
Destroy();
}
}
}
defaultproperties
{
msgCreditsAdded="10 dollars added to your wallet."
ItemName="$10"
PlayerViewOffset=(X=30.000000,Z=-12.00 0000)
PlayerViewMesh=LodMesh'DeusExItems.Cre dits'
PickupViewMesh=LodMesh'DeusExItems.Cre dits'
ThirdPersonMesh=LodMesh'DeusExItems.Cr edits'
LandSound=Sound'DeusExSounds.Generic.P lasticHit1'
Icon=Texture'DeusExUI.Icons.BeltIconCr edits'
beltDescription="CREDITS"
Mesh=LodMesh'DeusExItems.Credits'
CollisionRadius=7.000000
CollisionHeight=0.550000
Mass=2.000000
Buoyancy=3.000000
Skin=Texture'Markistan.Skins.DollarTex 3'
sunlight, basically a super heavy duty light, hacked for maximum brightness, good for outdoors during day.
//====================================
======================================
===
// The sunlight class.
//====================================
======================================
===
class SunLight extends Light;
#exec Texture Import File=C:\DeusEx\Markistan\MarkistanText ures\SunLight.pcx Name=SunLight
defaultproperties
{
bStatic=True
bHidden=True
bNoDelete=True
bMovable=False
Texture=Texture'Markistan.SunLight'
CollisionRadius=24.000000
CollisionHeight=24.000000
LightType=LT_Steady
LightBrightness=255
LightSaturation=255
LightRadius=255
LightPeriod=32
LightCone=128
VolumeBrightness=64
LightEffect_LECylinder
}
mountdain dew, mountain dew code red, and mountain dew game fuel:
//====================================
======================================
===
// MountainDew.
//====================================
======================================
===
class MountainDew extends DeusExPickup;
state Activated
{
function Activate()
{
// can't turn it off
}
function BeginState()
{
local DeusExPlayer player;
Super.BeginState();
player = DeusExPlayer(Owner);
if (player != None)
player.HealPlayer(15, False);
PlaySound(sound'MaleBurp');
UseOnce();
}
Begin:
}
defaultproperties
{
maxCopies=6
bCanHaveMultipleCopies=True
InventoryGroup=149
bActivatable=True
ItemName="Mountain Dew"
ItemArticle="some"
PlayerViewOffset=(X=30.000000,Z=-12.00 0000)
PlayerViewMesh=LodMesh'DeusExItems.Sod acan'
PickupViewMesh=LodMesh'DeusExItems.Sod acan'
ThirdPersonMesh=LodMesh'DeusExItems.So dacan'
LandSound=Sound'DeusExSounds.Generic.M etalHit1'
Icon=Texture'DeusExUI.Icons.BeltIconSo daCan'
largeIcon=Texture'DeusExUI.Icons.Large IconSodaCan'
largeIconWidth=24
largeIconHeight=45
Description="This is a can of awesome. Regular flavor."
beltDescription="DEW"
Mesh=LodMesh'DeusExItems.Sodacan'
CollisionRadius=3.000000
CollisionHeight=4.500000
Mass=5.000000
Buoyancy=3.000000
}
//====================================
======================================
===
// MountainDewCR.
//====================================
======================================
===
class MountainDewCR extends DeusExPickup;
state Activated
{
function Activate()
{
// can't turn it off
}
function BeginState()
{
local DeusExPlayer player;
Super.BeginState();
player = DeusExPlayer(Owner);
if (player != None)
player.HealPlayer(30, False);
PlaySound(sound'MaleBurp');
UseOnce();
}
Begin:
}
defaultproperties
{
maxCopies=6
bCanHaveMultipleCopies=True
InventoryGroup=150
bActivatable=True
ItemName="Mountain Dew Code Red"
ItemArticle="some"
PlayerViewOffset=(X=30.000000,Z=-12.00 0000)
PlayerViewMesh=LodMesh'DeusExItems.Sod acan'
PickupViewMesh=LodMesh'DeusExItems.Sod acan'
ThirdPersonMesh=LodMesh'DeusExItems.So dacan'
LandSound=Sound'DeusExSounds.Generic.M etalHit1'
Icon=Texture'DeusExUI.Icons.BeltIconSo daCan'
largeIcon=Texture'DeusExUI.Icons.Large IconSodaCan'
largeIconWidth=24
largeIconHeight=45
Description="This is a can of awesome. Code red edition, cherry flavor."
beltDescription="DEWCR"
Mesh=LodMesh'DeusExItems.Sodacan'
CollisionRadius=3.000000
CollisionHeight=4.500000
Mass=5.000000
Buoyancy=3.000000
}
//====================================
======================================
===
// MountainDewGF.
//====================================
======================================
===
class MountainDewGF extends DeusExPickup;
state Activated
{
function Activate()
{
// can't turn it off
}
function BeginState()
{
local DeusExPlayer player;
Super.BeginState();
player = DeusExPlayer(Owner);
if (player != None)
player.HealPlayer(50, False);
PlaySound(sound'MaleBurp');
UseOnce();
}
Begin:
}
defaultproperties
{
maxCopies=6
bCanHaveMultipleCopies=True
InventoryGroup=151
bActivatable=True
ItemName="Mountain Dew Game Fuel"
ItemArticle="some"
PlayerViewOffset=(X=30.000000,Z=-12.00 0000)
PlayerViewMesh=LodMesh'DeusExItems.Sod acan'
PickupViewMesh=LodMesh'DeusExItems.Sod acan'
ThirdPersonMesh=LodMesh'DeusExItems.So dacan'
LandSound=Sound'DeusExSounds.Generic.M etalHit1'
Icon=Texture'DeusExUI.Icons.BeltIconSo daCan'
largeIcon=Texture'DeusExUI.Icons.Large IconSodaCan'
largeIconWidth=24
largeIconHeight=45
Description="This is a can of awesome. GameFuel Edition, cherry-orange flavor."
beltDescription="DEWGF"
Mesh=LodMesh'DeusExItems.Sodacan'
CollisionRadius=3.000000
CollisionHeight=4.500000
Mass=5.000000
Buoyancy=3.000000
}
all three of my awesome krypt bots...
//====================================
======================================
===
// KryptBot.
//====================================
======================================
===
class KryptBot extends Robot;
defaultproperties
{
EMPHitPoints=75
maxRange=2250.000000
minRange=225.000000
WalkingSpeed=1.000000
InitialAlliances(0)=(AllianceName=Play er,AllianceLevel=-1.000000,bPermanent=
True)
InitialInventory(0)=(Inventory=Class'M arkistan.WeaponSpiderBomb')
InitialInventory(1)=(Inventory=Class'M arkistan.AmmoBombArrow',Count=150)
InitialInventory(2)=(Inventory=Class'M arkistan.WeaponSpiderBigSlash',Count=1 )
WalkSound=Sound'DeusExSounds.Robot.Spi derBotWalk'
GroundSpeed=80.000000
WaterSpeed=50.000000
AirSpeed=144.000000
AccelRate=500.000000
Health=75
UnderWaterTime=20.000000
AttitudeToPlayer=ATTITUDE_Ignore
DrawType=DT_Mesh
Mesh=LodMesh'DeusExCharacters.SpiderBo t'
CollisionRadius=111.930000
CollisionHeight=50.790001
Mass=1000.000000
Buoyancy=100.000000
BindName="MegaKryptBot"
FamiliarName="Mega Krypt Bot"
UnfamiliarName="Mega Krypt Bot"
Alliance=KryptDefense
}
//====================================
======================================
===
// KryptBot2.
//====================================
======================================
===
class KryptBot2 extends KryptBot;
defaultproperties
{
EMPHitPoints=25
maxRange=640.000000
MinRange=64.000000
InitialAlliances(0)=(AllianceName=Play er,AllianceLevel=-1.000000,bPermanent=
True)
InitialInventory(0)=(Inventory=Class'M arkistan.WeaponHuntingCrossbow')
InitialInventory(1)=(Inventory=Class'M arkistan.WeaponSpiderSlash')
InitialInventory(2)=(Inventory=Class'M arkistan.AmmoArrow',Count=10)
WalkSound=Sound'DeusExSounds.Robot.Spi derBot2Walk'
GroundSpeed=300.000000
Health=25
Mesh=LodMesh'DeusExCharacters.SpiderBo t2'
CollisionRadius=33.580002
CollisionHeight=15.240000
Mass=200.000000
Buoyancy=50.000000
BindName="MiniKryptBot"
FamiliarName="Mini-Krypt Bot"
UnfamiliarName="Mini-Krypt Bot"
Alliance=KryptDefense
DrawType=DT_Mesh
}
//====================================
======================================
===
// KryptBot3.
//====================================
======================================
===
class KryptBot3 extends KryptBot2;
defaultproperties
{
EMPHitPoints=25
maxRange=640.000000
MinRange=64.000000
InitialAlliances(0)=(AllianceName=Play er,AllianceLevel=-1.000000,bPermanent=
True)
InitialInventory(0)=(Inventory=Class'M arkistan.WeaponCrossbow')
InitialInventory(1)=(Inventory=Class'M arkistan.WeaponSpiderSlash')
InitialInventory(2)=(Inventory=Class'M arkistan.AmmoFireArrow',Count=10)
WalkSound=Sound'DeusExSounds.Robot.Spi derBot2Walk'
GroundSpeed=300.000000
Health=25
Mesh=LodMesh'DeusExCharacters.SpiderBo t2'
CollisionRadius=72.755001
CollisionHeight=33.015000
Mass=200.000000
Buoyancy=50.000000
BindName="KryptBot"
FamiliarName="Krypt Bot"
UnfamiliarName="Krypt Bot"
Alliance=KryptDefense
DrawScale=2.160000
DrawType=DT_Mesh
}
all three of my gaurd types
//====================================
======================================
===
// MarkistanCommando.
//====================================
======================================
===
class MarkistanCommando extends MJ12Commando;
#exec TEXTURE IMPORT NAME="MarkistanCommandoTex0" FILE="C:\DeusEx\Markistan\MarkistanTex tures\MarkistanCommandoTex0.pcx" GROUP=Skins
#exec TEXTURE IMPORT NAME="MarkistanCommandoTex1" FILE="C:\DeusEx\Markistan\MarkistanTex tures\MarkistanCommandoTex1.pcx" GROUP=Skins
defaultproperties
{
CarcassType=Class'Markistan.MarkistanC ommandoCarcass'
HealthHead=350
HealthTorso=350
HealthLegLeft=350
HealthLegRight=350
HealthArmLeft=350
HealthArmRight=350
MultiSkins(0)=Texture'Markistan.Skins.
MarkistanCommandoTex1'
MultiSkins(1)=Texture'Markistan.Skins.
MarkistanCommandoTex1'
MultiSkins(2)=Texture'Markistan.Skins.
MarkistanCommandoTex0'
MultiSkins(3)=Texture'Markistan.Skins.
MarkistanCommandoTex1'
Orders=Standing
bKeepWeaponDrawn=False
bReactLoudNoise=True
bReactShot=True
bReactCarcass=True
bReactDistress=True
bReactFutz=True
InitialAlliances(0)=(AllianceName=Play er,AllianceLevel=1.000000,bPermanent=T rue)
InitialAlliances(1)=(AllianceName=Comm i,AllianceLevel=-1.000000,bPermanent=T rue)
InitialInventory(0)=(Inventory=Class'M arkistan.WeaponAssaultRocket')
InitialInventory(1)=(Inventory=Class'M arkistan.AmmoAssaultRocket',Count=200)
InitialInventory(2)=(Inventory=Class'M arkistan.WeaponMinigun')
InitialInventory(3)=(Inventory=Class'M arkistan.Ammo556mm',Count=300)
Health=450
BarkBindName="MarkistanCommando"
BindName="MarkistanCommando"
FamiliarName="Jeff"
UnfamiliarName="Markistan Commando"
}
//====================================
======================================
===
// MarkistanCommander.
//====================================
======================================
===
class MarkistanCommander extends MarkistanTroop;
defaultproperties
{
CarcassType=Class'Markistan.MarkistanC ommanderCarcass'
Orders=Standing
bKeepWeaponDrawn=True
bReactLoudNoise=True
bReactShot=True
bReactCarcass=True
bReactDistress=True
bREactFutz=True
InitialAlliances(0)=(AllianceName=Play er,AllianceLevel=1.000000,bPermanent=T rue)
InitialAlliances(1)=(AllianceName=Comm i,AllianceLevel=-1.000000,bPermanent=T rue)
InitialInventory(0)=(Inventory=Class'M arkistan.WeaponTacticalShotgun')
InitialInventory(1)=(Inventory=Class'D eusEx.AmmoShell',Count=300)
InitialInventory(2)=(Inventory=Class'M arkistan.WeaponDeagle')
InitialInventory(3)=(Inventory=Class'M arkistan.Ammo50Cal',Count=150)
InitialInventory(4)=(Inventory=Class'D eusEx.WeaponSword')
InitialInventory(5)=(Inventory=Class'M arkistan.WeaponMC4')
InitialInventory(6)=(Inventory=Class'D eusEx.Medkit',Count=3)
Health=325
BarkBindName="MarkistanCommander"
BindName="MarkistanCommander"
FamiliarName="Ronny"
UnfamiliarName="Markistan Commander"
MultiSkins(0)=Texture'DeusExCharacters .Skins.StantonDowdTex0'
MultiSkins(1)=Texture'DeusExCharacters .Skins.MJ12TroopTex1'
MultiSkins(2)=Texture'DeusExCharacters .Skins.MJ12TroopTex2'
MultiSkins(3)=Texture'DeusExCharacters .Skins.StantonDowdTex0'
MultiSkins(4)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(5)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(6)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(7)=Texture'DeusExItems.Skin s.PinkMaskTex'
}
//====================================
======================================
===
// MarkistanTroop.
//====================================
======================================
===
class MarkistanTroop extends MJ12Troop;
defaultproperties
{
CarcassType=Class'Markistan.MarkistanT roopCarcass'
Orders=Standing
bKeepWeaponDrawn=True
bReactLoudNoise=True
bReactShot=True
bReactCarcass=True
bReactDistress=True
bReactFutz=True
InitialAlliances(0)=(AllianceName=Play er,AllianceLevel=1.000000,bPermanent=T rue)
InitialAlliances(1)=(AllianceName=Comm i,AllianceLevel=-1.000000,bPermanent=T rue)
InitialInventory(0)=(Inventory=Class'M arkistan.WeaponM16')
InitialInventory(1)=(Inventory=Class'M arkistan.Ammo556mm',Count=300)
InitialInventory(2)=(Inventory=Class'M arkistan.WeaponDeagle')
InitialInventory(3)=(Inventory=Class'M arkistan.Ammo50Cal',Count=150)
InitialInventory(4)=(Inventory=Class'D eusEx.WeaponSword')
Health=250
BarkBindName="MarkistanTroop"
BindName="MarkistanTroop"
FamiliarName="Ralph"
UnfamiliarName="Markistan Troop"
MultiSkins(0)=Texture'DeusExCharacters .Skins.SkinTex1'
MultiSkins(1)=Texture'DeusExCharacters .Skins.MJ12TroopTex1'
MultiSkins(2)=Texture'DeusExCharacters .Skins.MJ12TroopTex2'
MultiSkins(3)=Texture'DeusExCharacters .Skins.SkinTex1'
MultiSkins(4)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(5)=Texture'DeusExCharacters .Skins.MJ12TroopTex3'
MultiSkins(6)=Texture'DeusExCharacters .Skins.MJ12TroopTex4'
MultiSkins(7)=Texture'DeusExItems.Skin s.PinkMaskTex'
}
and my revolutionary new playa class! ME!!!
//====================================
======================================
===
// MarkusGrayMale.
//====================================
======================================
===
class MarkusGrayMale extends Human;
// --------------------------------------
--------------------------------
// TravelPostAccept()
// --------------------------------------
--------------------------------
// --------------------------------------
--------------------------------
// --------------------------------------
--------------------------------
defaultproperties
{
CarcassType=Class'Markistan.MarkusGray MaleCarcass'
JumpSound=Sound'DeusExSounds.Player.Ma leJump'
bSinglePlayer=True
bCheatsEnabled=True
HitSound1=Sound'DeusExSounds.Player.Ma lePainSmall'
HitSound2=Sound'DeusExSounds.Player.Ma lePainMedium'
Land=Sound'DeusExSounds.Player.MaleLan d'
Die=Sound'DeusExSounds.Player.MaleDeat h'
Mesh=LodMesh'DeusExCharacters.GM_Dress Shirt_S'
MultiSkins(0)=Texture'DeusExCharacters .Skins.AlexJacobsonTex0'
MultiSkins(1)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(2)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(3)=Texture'DeusExCharacters .Skins.Businessman2Tex2'
MultiSkins(4)=Texture'DeusExCharacters .Skins.AlexJacobsonTex0'
MultiSkins(5)=Texture'DeusExCharacters .Skins.Businessman2Tex1'
MultiSkins(6)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(7)=Texture'DeusExItems.Skin s.PinkMaskTex'
FamiliarName="Markus Gray"
UnfamiliarName="Markus Gray"
}
//====================================
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===
// MarkusGrayMaleCarcass.
//====================================
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===
class MarkusGrayMaleCarcass extends DeusExCarcass;
// --------------------------------------
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// PostPostBeginPlay()
// --------------------------------------
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// --------------------------------------
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// SetSkin()
// --------------------------------------
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// --------------------------------------
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// --------------------------------------
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defaultproperties
{
Mesh2=LodMesh'DeusExCharacters.GM_Dres sShirt_S_CarcassB'
Mesh3=LodMesh'DeusExCharacters.GM_Dres sShirt_S_CarcassC'
Mesh=LodMesh'DeusExCharacters.GM_Dress Shirt_S_Carcass'
MultiSkins(0)=Texture'DeusExCharacters .Skins.AlexJacobsonTex0'
MultiSkins(1)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(2)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(3)=Texture'DeusExCharacters .Skins.Businessman2Tex2'
MultiSkins(4)=Texture'DeusExCharacters .Skins.AlexJacobsonTex0'
MultiSkins(5)=Texture'DeusExCharacters .Skins.Businessman2Tex1'
MultiSkins(6)=Texture'DeusExItems.Skin s.PinkMaskTex'
MultiSkins(7)=Texture'DeusExItems.Skin s.PinkMaskTex'
CollisionRadius=40.000000
}