This is the Actor code:
Spoiler:
Actor MercenaryA 5682
{
//$Category Private Military Contractors
Tag "Mercenary A"
Health 45
Radius 12
Height 56
Mass 175
Speed 4
Decal "BulletChip"
PainChance 100
Species Russian
MONSTER
+FLOORCLIP
+NOINFIGHTING
+NEVERRESPAWN
+NOTAUTOAIMED
SeeSound "PROSEE"
PainSound "PROPAIN"
DeathSound "PRODIE"
ActiveSound "PROTAUNT"
AttackSound "AK103F"
Obituary "You were killed in action."
Dropitem "AK103"
States
{
Spawn:
MERA A 8 A_Look
NULL A 0 A_Jump(1,"Idle")
Loop
Idle:
MERA A 0 A_PlaySound("CHATTER",1,0.2)
Goto Spawn
See:
MERA B 0 A_SetSpeed(5)
MERA BBBBBBCCCCCCDDEEEEEE 1 A_Chase
Loop
Pain:
MERA I 6 A_Pain
Goto See
Missile:
MERA F 5 A_FaceTarget <--------- why the hell is this not working?!
MERA G 4
MERA G 0 A_PlaySound("103DIST",6,0.4,0,ATTN_NONE) //A sound that have absolute hearance are played much silent than...
MERA G 0 A_PlaySound("103FIRE",7,1.0,0,ATTN_NORM) //... than the same sound on other s-channel, played with specific attenuation. Pay attention that both sounds should be played without delay to immitate playback of single sound
MERA H 2 Bright A_CustomMissile("762Tracer",32,0,0,0)
MERA G 2
MERA G 0 A_PlaySound("103DIST",6,0.4,0,ATTN_NONE)
MERA G 0 A_PlaySound("103FIRE",7,1.0,0,ATTN_NORM)
MERA H 2 Bright A_CustomMissile("762Tracer",32,0,0,0)
MERA G 2
MERA G 0 A_PlaySound("103DIST",6,0.4,0,ATTN_NONE)
MERA G 0 A_PlaySound("103FIRE",7,1.0,0,ATTN_NORM)
MERA H 2 Bright A_CustomMissile("762Tracer",32,0,0,0)
MERA G 2
MERA G 0 A_PlaySound("103DIST",6,0.4,0,ATTN_NONE)
MERA G 0 A_PlaySound("103FIRE",7,1.0,0,ATTN_NORM)
MERA H 2 Bright A_CustomMissile("762Tracer",32,0,0,0)
MERA G 2
MERA G 0 A_PlaySound("103DIST",6,0.4,0,ATTN_NONE)
MERA G 0 A_PlaySound("103FIRE",7,1.0,0,ATTN_NORM)
MERA H 2 Bright A_CustomMissile("762Tracer",32,0,0,0)
MERA G 2
MERA G 0 A_PlaySound("103DIST",6,0.4,0,ATTN_NONE)
MERA G 0 A_PlaySound("103FIRE",7,1.0,0,ATTN_NORM)
MERA H 2 Bright A_CustomMissile("762Tracer",32,0,0,0)
MERA G 2
MERA G 0 A_PlaySound("103DIST",6,0.4,0,ATTN_NONE)
MERA G 0 A_PlaySound("103FIRE",7,1.0,0,ATTN_NORM)
MERA H 2 Bright A_CustomMissile("762Tracer",32,0,0,0)
MERA G 1
MERA F 1
Goto See
Death:
MERA J 0 A_CustomMissile ("Brutal_Blood", 48, 0, random (0, 360), 2, random (0, 90))
MERA J 4 A_Scream
MERA K 4 A_Fall
MERA L 4
MERA M 0 A_PlaySound("BODYHIT")
MERA M -1 A_CustomMissile ("GrowingBloodPool", 0, 0, random (0, 360), 2, random (0, 90))
Stop
XDeath:
MERA N 0 A_CustomMissile ("Brutal_Blood", 48, 0, random (0, 360), 2, random (0, 90))
MERA N 0 A_CustomMissile ("Brutal_Blood", 48, 0, random (0, 360), 2, random (0, 90))
MERA N 4 A_PlaySound("XDIE")
MERA O 4
MERA P 4 A_Fall
MERA Q 30
MERA Q -1 A_CustomMissile ("GrowingBloodPool", 0, 0, random (0, 360), 2, random (0, 90))
Stop
}
}