// The Diamond thing falls down and goes boom. #include "../common/header.ds" output "r:/base/ds/andoria" local entity piece1 local entity piece2 local entity piece3 local entity break local int sig local int sig1 local int sig2 local int sig3 local int sig4 local int sig5 local int b1 local int b2 piece1 = find entity with targetname "d1" piece2 = find entity with targetname "d2" piece3 = find entity with targetname "d3" break = find entity with targetname "break" // in the begining break.movetype = PHYSICSTYPE_PUSH move entity piece1 by [0, 10, 5] at 300 speed signaling sig move entity piece2 by [0, 10, 5] at 300 speed signaling sig1 move entity piece3 by [0, 10, 5] at 300 speed signaling sig2 move entity break by [0, 10, 5] at 300 speed signaling b1 wait for all clearing sig, sig1, sig2, b1 //------------- move entity piece1 by [0, 10, -20] at 300 speed signaling sig move entity piece2 by [0, 10, -20] at 300 speed signaling sig1 move entity piece3 by [0, 10, -20] at 300 speed signaling sig2 move entity break by [0, 10, -20] at 300 speed signaling b1 wait for all clearing sig, sig1, sig2, b1 //------------- rotate entity piece1 by [-45, 0, 0] at 300 speed signaling sig move entity piece1 by [0, 50, 0] at 300 speed signaling sig3 rotate entity piece2 by [-45, 0, 0] at 300 speed signaling sig1 move entity piece2 by [0, 50, 0] at 300 speed signaling sig4 rotate entity piece3 by [-45, 0, 0] at 300 speed signaling sig2 move entity piece3 by [0, 50, 0] at 300 speed signaling sig5 rotate entity break by [-45, 0, 0] at 300 speed signaling b1 move entity break by [0, 50, 0] at 300 speed signaling b2 wait for all clearing sig, sig1, sig2, sig3, sig4, sig5, b1, b2 //-------------- rotate entity piece1 to [0, 45, -90] at 300 speed signaling sig move entity piece1 by [20, 10, 15] at 300 speed signaling sig3 rotate entity piece2 to [0, 45, -90] at 300 speed signaling sig1 move entity piece2 by [20, 10, 15] at 300 speed signaling sig4 rotate entity piece3 to [0, 45, -90] at 300 speed signaling sig2 move entity piece3 by [20, 10, 15] at 300 speed signaling sig5 rotate entity break to [0, 45, -90] at 300 speed signaling b1 move entity break by [20, 10, 15] at 300 speed signaling b2 wait for all clearing sig, sig1, sig2, sig3, sig4, sig5, b1, b2 //--------------- move entity piece1 by [30, 75, -255] at 500 speed signaling sig move entity piece2 by [30, 75, -255] at 500 speed signaling sig1 move entity piece3 by [30, 75, -255] at 500 speed signaling sig2 move entity break by [30, 75, -255] at 500 speed signaling b1 wait for all clearing sig, sig1, sig2, b1 use entity break play sound "misc/breakstone.wav" for entity piece1 //---------------- move entity piece1 by [0, 10, 10] at 300 speed signaling sig move entity piece2 by [-10, 0, 10] at 300 speed signaling sig1 move entity piece3 by [0, -10, 10] at 300 speed signaling sig2 wait for all clearing sig, sig1, sig2 //---------------- move entity piece1 by [0, 10, -10] at 300 speed signaling sig move entity piece2 by [-10, 0, -10] at 300 speed signaling sig1 move entity piece3 by [0, -10, -10] at 300 speed signaling sig2 wait for all clearing sig, sig1, sig2