var staerke=0;
var entfernung=20; //wie weit sie sich bewegt
var laenge = 0;
var Player_hit_enemy;
var atk_once = 0;
DEFINE health, skill20;
entity* target_enemy;
var boom_var;
var animdist;
function Kiste_Schaden;
function Kiste_gravity()
{
trace_mode = ignore_me+ignore_passable+use_box;
result = trace(vector(my.x,my.y,my.z),vector(my.x,my.y,my.z - 4000));
IF (result > 0) { my.z -= 1 * time_step; }
}
action Kiste
{
my.gravity = 6;
my.polygon = ON;
your = target_enemy;
my.skill80==1;
you = player;
my.shadow = on;
my.health = 500;
// enemy_NR = 2;
my.entity_type = 2;
my.enable_scan = on;
my.FLAG1 = on;
//Lebensanzeige_verschwindet();
Kiste_Schaden();
while(player == NULL){wait(1);}
while(1)
{
Kiste_gravity();
IF (my.hit_by_player == 1)
{
my.move_x = player.move_x;
my.move_y = player.move_y;
my.z+=2*time_step; //lass Kiste in die Luft fliegen
c_move(my,nullvector,my.move_x,use_polygon | ignore_passable | glide);
IF (player.animblend == blend || player.animblend < attack_a) { my.health-=240; my.hit_by_player = 0; }
}
IF (player.animblend >= stand && target_enemy == my && player_lock_on == 0) && (player.animblend < attack_a || player.animblend > attack_f) { target_enemy = null; }
IF (target_enemy == my && vec_dist(my.x,player.x) > 300) { target_enemy = null; }
if(my.health < 0)
{
// not_visiert();
my.TRANSLUCENT = on;
my.alpha = 100;
my.enable_scan = off;
my.passable = on;
target_enemy = null;
while(animdist < 100)
{
animdist += 5.5 * time_step; //gewünschte geschwindigkeit
ent_cycle("explo",animdist);
if(animdist > 15)
{
my.alpha -= 8;
}
wait(1);
}
}
wait(1);
}
if(animdist > 100)
{
my.invisible = on;
// animdist == 0;
//Lade_c3();
}
}
function Kiste_Schaden
{
while(1)
{
if(my.health > 0)
{
laenge += 3*time_step;
atk_once = 1;
}
else
{
Player_hit_enemy = 0;
laenge = 0;
atk_once = 0;
}
wait(1);
}
}