//////////////////////////////////////////////////// Enemie one
function enemie_one_handle()
{
wait(1);
ptr_remove(me);
}
function enemie_one_management()
{
my.emask |= (ENABLE_BLOCK | ENABLE_ENTITY | ENABLE_SHOOT); // make entity sensitive for block and entity collision
my.event = enemie_one_handle;
my.pan += 180;
}
function create_enemie_one()
{
VECTOR enemie_start_position;
enemie_start_position.x = ent_player.x+100;enemie_start_position.y = ent_player.y;enemie_start_position.z = ent_player.z;
ent_create ("soldier.mdl", enemie_start_position, enemie_one_management);`
}
///////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////// Rocket
function rocket_handle()
{
wait(1);
ptr_remove(me);
}
function rocket_movement()
{
my.emask |= (ENABLE_BLOCK | ENABLE_ENTITY); // make entity sensitive for block and entity collision
my.event = rocket_handle;
VECTOR temp;
// Set the rocket position and pan direction.
vec_for_vertex(temp, ent_player, 361);
my.x = temp.x;my.y = temp.y;my.z = temp.z;
my.pan = ent_player.pan;
while(1)
{
c_move(my,vector(30*time_step,0,0),nullvector,IGNORE_PASSABLE | GLIDE | EVENT_SHOOT); //moves the rocket
wait(1);
}
}
///////////////////////////////////////////////////////////////