Code: Select all
Script 90 (void)
{
Print(s:"Oh shit!11 It's the flying thing!11 Kill it!11");
SetPlayerProperty(1, 1, PROP_TOTALLYFROZEN);
SetMusic("D_BOSS_B");
Delay(120);
ACS_Execute(91, 0, 0, 0, 0);
SetPlayerProperty(1, 0, PROP_TOTALLYFROZEN);
Thing_Activate(28);
}
Script 91 (void)
{
ACS_Execute(92, 0, 0, 0, 0);
}
script 92 (void)
{
while (Thingcount (0, 28) == 0) //Is the boss there?
{
delay (const:35);
}
while (Thingcount (0, 28) > 0)
{
HP = (GetActorProperty (28, APROP_Health) / 250); //Check the bosses health
if (HP <= 100) {SetFont ("HP100");} //Change the bar according to health
if (HP <= 96) {SetFont ("HP96");} //The hudmessage doesn't change - only the font
if (HP <= 92) {SetFont ("HP92");}
if (HP <= 88) {SetFont ("HP88");}
if (HP <= 84) {SetFont ("HP84");}
if (HP <= 80) {SetFont ("HP80");}
if (HP <= 76) {SetFont ("HP76");}
if (HP <= 72) {SetFont ("HP72");}
if (HP <= 68) {SetFont ("HP68");}
if (HP <= 64) {SetFont ("HP64");}
if (HP <= 60) {SetFont ("HP60");}
if (HP <= 56) {SetFont ("HP56");}
if (HP <= 52) {SetFont ("HP52");}
if (HP <= 48) {SetFont ("HP48");}
if (HP <= 44) {SetFont ("HP44");}
if (HP <= 40) {SetFont ("HP40");}
if (HP <= 36) {SetFont ("HP36");}
if (HP <= 32) {SetFont ("HP32");}
if (HP <= 28) {SetFont ("HP28");}
if (HP <= 24) {SetFont ("HP24");}
if (HP <= 20) {SetFont ("HP20");}
if (HP <= 16) {SetFont ("HP16");}
if (HP <= 12) {SetFont ("HP12");}
if (HP <= 8) {SetFont ("HP8");}
if (HP <= 4) {SetFont ("HP4");}
if (HP <= 0) {SetFont ("HP0");}
hudmessage (s:"|";0,0,CR_RED,0.50,0.15,0.5);
SetFont ("HPBACK");
hudmessage (s:"#";0,0,CR_RED,0.50,0.15,0.5);
delay (const:16);
}
}
EDIT: And here's something even wierder! I'll kill the bloody thing, but the lifebar refills a bit after it dies!
