by TheDarkArchon » Mon Jun 13, 2005 9:31 am
You mean something liek this?
Code: Select all
ACTOR PhotonRifle : Weapon 20994
{
Inventory.PickupMessage "You got the C022UP7 Photon Rifle!"
Inventory.PickupSound "misc/w_pkup"
Weapon.SelectionOrder 100
Weapon.Kickback 1
Weapon.AmmoType1 "Clip"
Weapon.AmmoType2 "PhotonRifleHeat"
Weapon.AmmoGive 25
Weapon.AmmoUse 1
States
{
Spawn:
PHRI A -1
LOOP
Ready:
PRFG A 1 A_WeaponReady
PRFG A 0 A_TakeInventory("PhotonRifleHeat",1)
Loop
Deselect:
PRFG A 0 A_TakeInventory("PhotonRifleHeat",100)
PRFG A 1 A_Lower
LOOP
Select:
PRFG A 1 A_Raise
LOOP
Fire:
PRFF B 0 BRIGHT A_GunFlash
PRFF B 0 BRIGHT A_FireCustomMissile("PhotonSmoke",0,0,2,6)
PRFF B 0 BRIGHT A_Jump(51,5)
PRFF B 0 BRIGHT A_Jump(64,5)
PRFF B 0 BRIGHT A_Jump(85,5)
PRFF B 0 BRIGHT A_Jump(128,5)
PRFF B 1 BRIGHT A_FireCustomMissile("PhotonBall",-4,1,10,0)
Goto Fire+11
PRFF B 1 BRIGHT A_FireCustomMissile("PhotonBall",-2,1,10,0)
Goto Fire+11
PRFF B 1 BRIGHT A_FireCustomMissile("PhotonBall",0,1,10,0)
Goto Fire+11
PRFF B 1 BRIGHT A_FireCustomMissile("PhotonBall",2,1,10,0)
Goto Fire+11
PRFF B 1 BRIGHT A_FireCustomMissile("PhotonBall",4,1,10,0)
Goto Fire+11
PRFF A 0 BRIGHT A_GiveInventory("PhotonRifleHeat",3)
PRFF A 1 BRIGHT
PRFG B 0 A_JumpIfInventory("PhotonRifleHeat",50,2)
PRFG B 1
PRFG A 0 A_JumpIfInventory("PhotonRifleHeat",75,2)
PRFG A 1
PRFG A 0 A_JumpIfInventory("PhotonRifleHeat",100,1)
Goto Ready
PRFG C 0 A_PlaySound("weapons/photonoverheat")
PRFG C 0 A_FireCustomMissile("PhotonSmoke2",0,0,1,6)
PRFG C 1 A_TakeInventory("PhotonRifleHeat",1)
PRFG C 0 A_JumpIfInventory("PhotonRifleHeat",1,1)
Goto Ready
PRFG C 0
Goto Fire+19
Flash:
TNT1 A 1 A_Light2
TNT1 A 1 A_Light1
TNT1 A 0 A_Light0
Stop
}
}
You mean something liek this?
[code]
ACTOR PhotonRifle : Weapon 20994
{
Inventory.PickupMessage "You got the C022UP7 Photon Rifle!"
Inventory.PickupSound "misc/w_pkup"
Weapon.SelectionOrder 100
Weapon.Kickback 1
Weapon.AmmoType1 "Clip"
Weapon.AmmoType2 "PhotonRifleHeat"
Weapon.AmmoGive 25
Weapon.AmmoUse 1
States
{
Spawn:
PHRI A -1
LOOP
Ready:
PRFG A 1 A_WeaponReady
PRFG A 0 A_TakeInventory("PhotonRifleHeat",1)
Loop
Deselect:
PRFG A 0 A_TakeInventory("PhotonRifleHeat",100)
PRFG A 1 A_Lower
LOOP
Select:
PRFG A 1 A_Raise
LOOP
Fire:
PRFF B 0 BRIGHT A_GunFlash
PRFF B 0 BRIGHT A_FireCustomMissile("PhotonSmoke",0,0,2,6)
PRFF B 0 BRIGHT A_Jump(51,5)
PRFF B 0 BRIGHT A_Jump(64,5)
PRFF B 0 BRIGHT A_Jump(85,5)
PRFF B 0 BRIGHT A_Jump(128,5)
PRFF B 1 BRIGHT A_FireCustomMissile("PhotonBall",-4,1,10,0)
Goto Fire+11
PRFF B 1 BRIGHT A_FireCustomMissile("PhotonBall",-2,1,10,0)
Goto Fire+11
PRFF B 1 BRIGHT A_FireCustomMissile("PhotonBall",0,1,10,0)
Goto Fire+11
PRFF B 1 BRIGHT A_FireCustomMissile("PhotonBall",2,1,10,0)
Goto Fire+11
PRFF B 1 BRIGHT A_FireCustomMissile("PhotonBall",4,1,10,0)
Goto Fire+11
PRFF A 0 BRIGHT A_GiveInventory("PhotonRifleHeat",3)
PRFF A 1 BRIGHT
PRFG B 0 A_JumpIfInventory("PhotonRifleHeat",50,2)
PRFG B 1
PRFG A 0 A_JumpIfInventory("PhotonRifleHeat",75,2)
PRFG A 1
PRFG A 0 A_JumpIfInventory("PhotonRifleHeat",100,1)
Goto Ready
PRFG C 0 A_PlaySound("weapons/photonoverheat")
PRFG C 0 A_FireCustomMissile("PhotonSmoke2",0,0,1,6)
PRFG C 1 A_TakeInventory("PhotonRifleHeat",1)
PRFG C 0 A_JumpIfInventory("PhotonRifleHeat",1,1)
Goto Ready
PRFG C 0
Goto Fire+19
Flash:
TNT1 A 1 A_Light2
TNT1 A 1 A_Light1
TNT1 A 0 A_Light0
Stop
}
}[/code]