| Hand - Weapon - ChainGun | Contains animation of Minigun barrel spinning. | |||
| mc.beard | Costume | Contains images of all masks. | ||
| mc.bloodspot | Contains images of variations of non-shotgun bullet wounds. | |||
| mc.body | Contains image of peoples' bodies and body shotgun wounds. | |||
| mc.bodysplat | Contains images of variations of body blood splatters. | |||
| mc.electricity | Contains animation of tazer weapon electricity. | |||
| mc.foot | Contains image of people's feet. | |||
| mc.glasses | Costume. | Contains images of all glasses. | ||
| mc.hand | Contains images of all weapons while being held by people. | |||
| mc.hat | Costume | Contains images of all hats. | ||
| mc.head | Contains image of people's heads and head shotgun wounds. | |||
| mc.headsplat | Contains images of variations of head blood splatters. | |||
| mc.guy | Contains all the movieclips related to people. | |||
| mc.jetpack | Contains image of jetpack. Must be skinned if jetpack item is skinned. | |||
| mc.pt | Marker for weapon dimensions and barrel location. Do not skin. This is important for MI coding. | |||
| mc.sb_backward | Contains animation of switchblade unsheathing. Must be skinned if switchblade weapon is skinned. | |||
| mc.sb_forward | Contains animation of switchblade unsheathing. Must be skinned if switchblade weapon is skinned. | |||
| mc.stuck | Contains images of switchblade and axe stuck in a person. Must be skinned if switchblade or axe weapons are skinned. | |||
| mc.suibomb | Contains image of suicide bomb. Must be skinned if suicide bomb item is skinned. | |||
| mc.suit | Costume | Contains images of all suits. | ||
| mc.tgun | Contains images of all weapons and items while not being held by people. |
| mc.beard | Contains all the Mask images. | |
| mc.glasses | Contains all the Glasses images. | |
| mc.hat | Contains all the Hat images. | |
| mc.suit | Contains all the Suit images. |
| hatslist=new Array(
new Array("None",1), new Array("Sheriff hat",2), new Array("Baseball cap",3), new Array("Bandana",4), new Array("Mohawk",5), new Array("Top hat",6), new Array("Clown wig",7), new Array("Pirate",8), new Array("Smith hair",9), new Array("Jesus",10) ); glasseslist=new Array( new Array("None",1), new Array("Sunglasses",2), new Array("Geeky",3), new Array("Sam Fisher",4), new Array("Eyepatch",5), new Array("Smith shades",6) ); beardslist=new Array( new Array("None",1), new Array("Goatee",2), new Array("Santy Clause",3), new Array("Bonzo",4), new Array("Ninja",5), new Array("Gas Mask",6) ); suitslist=new Array( new Array("None",1), new Array("Businessman",2), new Array("White suit",3), new Array("Ninja",4) ); |
| new Array("#NAME#",#FRAME#) |
| character=new Array(
new Array(3,0,0,_root.costumeblock), new Array(2,0,"Hat:",hatslist,"hat"), new Array(2,0,"Glasses:",glasseslist,"glasses"), new Array(2,0,"Mask:",beardslist,"beard"), new Array(2,0,"Suit:",suitslist,"suit"), new Array(0,8,"Close",9) ); |
| onClipEvent(load) {
gotoAndStop(Number(_parent._parent.#OBJECT#)); } |
| stop(); |
| #LIST#=new Array(
new Array("#NAME",#FRAME#), new Array("#NAME",#FRAME#), new Array("#NAME",#FRAME#), new Array("#NAME",#FRAME#) ); |
| character=new Array(
new Array(3,0,0,_root.costumeblock), new Array(2,0,"Hat:",hatslist,"hat"), new Array(2,0,"Glasses:",glasseslist,"glasses"), new Array(2,0,"Mask:",beardslist,"beard"), new Array(2,0,"Suit:",suitslist,"suit"), new Array(0,8,"Close",9) ); |
| new Array(2,0,"#NAME#",#LIST#,"#OBJECT#"), |
| hatslist=new Array(
new Array("None",1), new Array("Sheriff hat",2), new Array("Baseball cap",3), new Array("Bandana",4), new Array("Mohawk",5), new Array("Top hat",6), new Array("Clown wig",7), new Array("Pirate",8), new Array("Smith hair",9), new Array("Jesus",10) ); glasseslist=new Array( new Array("None",1), new Array("Sunglasses",2), new Array("Geeky",3), new Array("Sam Fisher",4), new Array("Eyepatch",5), new Array("Smith shades",6) ); beardslist=new Array( new Array("None",1), new Array("Goatee",2), new Array("Santy Clause",3), new Array("Bonzo",4), new Array("Ninja",5), new Array("Gas Mask",6) ); suitslist=new Array( new Array("None",1), new Array("Businessman",2), new Array("White suit",3), new Array("Ninja",4) ); |
| character=new Array(
new Array(3,0,0,_root.costumeblock), new Array(2,0,"Hat:",hatslist,"hat"), new Array(2,0,"Glasses:",glasseslist,"glasses"), new Array(2,0,"Mask:",beardslist,"beard"), new Array(2,0,"Suit:",suitslist,"suit"), new Array(0,8,"Close",9) ); |
| onClipEvent(enterFrame){
if(_root.suit == #SUIT#){ this.gotoAndStop(#COSTUME#); } } |
| hat=_root.hat;
beard=_root.beard; suit=_root.suit; glasses=_root.glasses; |
| hat=_root.suit;
beard=_root.suit; suit=_root.suit; glasses=_root.suit; |
| on(press){
_root.hat=#HAT# _root.glasses=#GLASSES# _root.beard=#BEARD# _root.suit=#SUIT# if(_root.main){ _parent.play(); } else if(_root.experiment){ _root.gotoAndStop("game"); } } |
| else if (ax==4) {
//EXPERIMENT _root.gotoAndStop("game"); _root.experiment=true; _root.ai=true; _root.invincibility=false; _root.autospawn=false; _root.killmenu(0); } |
| else if (ax==4) {
//EXPERIMENT _root.gotoAndStop("intro"); _root.experiment=true; _root.ai=true; _root.invincibility=false; _root.autospawn=false; _root.killmenu(0); } |
| The first layer ("actions") | Used to hold the actionscript for mc.tgun. | |
| The second layer ("points") | Used for the mc.pt movieclips. mc.pts designate the weapon's dimensions. | |
| The third layer ("image") | Used for the graphics. |
| The first layer ("actions") | Used to hold the actionscript for mc.hand. | |
| The second layer ("label") | Used for labels of the weapons. This frame is incomplete. | |
| The third layer ("points") | Used for the mc.pt movieclips. mc.pts designate the weapon's dimensions and where its barrel is. This will be explained in more depth later. | |
| The fourth layer ("graphic") | Used for the graphics. |
| pt0 | Used to designate the barrel's location. Bullets always fire right. If the weapon is not a gun, pt0 is counted as any other pt. | |
| pt1+ | Used to designate the weapon's dimensions. |