Quite simply, whenever it explodes, it becomes invisible, meaning you can't see the explosion.
Here's the decorate, but do note that I've trunctate a few names to keep the secrets of it's full effect until I get my monster done for release

Code: Select all
ACTOR RocketCracker
{
Game Doom
SpawnID 127
Radius 0
Height 8
Speed 18
Damage 0
Reactiontime 20
Projectile
+RANDOMIZE
+DEHEXPLOSION
+ROCKETTRAIL
SeeSound "weapons/rocklf"
DeathSound "imp/shotx"
Obituary "$OB_MPROCKET"
States
{
Spawn:
MISL A 1 Bright A_Countdown
Loop
Death:
FBXP A 1 Bright A_PlaySoundEx("misc/gibbed","SoundSlot5")
TNT1 A 0 Bright A_Jump(256,"Green","Blue","Purple","Red","Yellow","White")
Goto Red
Green:
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzGreen",0,-3,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzGreen",0,-2,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzGreen",0,-1,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzGreen",0,0,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzGreen",0,1,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzGreen",0,2,0,6)
FBXP A 8 Bright A_CustomMissile("RocketCrackerWorkzGreen",0,3,0,6)
Goto DeathEnd
Blue:
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzBlue",0,-3,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzBlue",0,-2,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzBlue",0,-1,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzBlue",0,0,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzBlue",0,1,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzBlue",0,2,0,6)
FBXP A 8 Bright A_CustomMissile("RocketCrackerWorkzBlue",0,3,0,6)
Goto DeathEnd
Purple:
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzPurple",0,-3,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzPurple",0,-2,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzPurple",0,-1,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzPurple",0,0,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzPurple",0,1,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzPurple",0,2,0,6)
FBXP A 8 Bright A_CustomMissile("RocketCrackerWorkzPurple",0,3,0,6)
Goto DeathEnd
Red:
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzRed",0,-3,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzRed",0,-2,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzRed",0,-1,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzRed",0,0,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzRed",0,1,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzRed",0,2,0,6)
FBXP A 8 Bright A_CustomMissile("RocketCrackerWorkzRed",0,3,0,6)
Goto DeathEnd
Yellow:
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzYellow",0,-3,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzYellow",0,-2,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzYellow",0,-1,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzYellow",0,0,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzYellow",0,1,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzYellow",0,2,0,6)
FBXP A 8 Bright A_CustomMissile("RocketCrackerWorkzYellow",0,3,0,6)
Goto DeathEnd
White:
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzWhite",0,-3,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzWhite",0,-2,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzWhite",0,-1,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzWhite",0,0,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzWhite",0,1,0,6)
TNT1 A 0 Bright A_CustomMissile("RocketCrackerWorkzWhite",0,2,0,6)
FBXP A 8 Bright A_CustomMissile("RocketCrackerWorkzWhite",0,3,0,6)
Goto DeathEnd
DeathEnd:
FBXP B 6 Bright
FBXP C 4 Bright
Stop
}
}