[CODE] lightning spawning script/lightning gun

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[CODE] lightning spawning script/lightning gun

Postby scroton » Mon May 11, 2015 12:37 am

This is a new ACS version of my shock shell effect that aims to mimic the random nature of the effect through randomized (but not truly random) offsets while also increasing performance, spawning the effect instantly and removing the possibility of the effect failing. Damage is dealt when monsters are caught in the arc (are overlapped by the ripping projectiles that the arc is comprised of.)

There is a test shotgun that fires an arc with a duration of 10 tics, and a test chain gun that fires an arc with only a 3 tic duration every 4 tics with an altfire that fires two every 4 tics. The altfire made my toaster lag but it did not bring it to a complete halt, which means it should be fine for the rest of you.

Tested in ZDoom and Zandronum singleplayer.

TO-DO:
Use the script to replicate shock shell functionality and the way it's used in demonsteele.

Free to use for anything as long as credit is given.

Credits:

Ijon Tichy
--commonFuncs.h used in acs

InsanityBringer
--Linear increment spawn code from BlasterPistol.wad and randomized offsets from omega.wad served as inspiration.

torridGristle
--Ripped G-Police sounds (00014, 00023, 00035), sounds created by Stuart Duffield

Stuart Duffield
--G-Police sounds (00014, 00023, 00035), ripped from G-Police by torridGristle

Valve Software (creator of Half Life)
--Spark sounds (spark1.wav - spark4.wav)
--Shock arc sounds (DSHOCK01.ogg - DSHOCK16.ogg)

Other
--Electric arc sprites (all SARC sprites) edited from Doom plasma shot by scroton
--Code by scroton

ZDOOM FILE:
https://drive.google.com/file/d/0BxbbtK ... sp=sharing

ZANDRONUM FILE:
https://drive.google.com/file/d/0BxbbtK ... sp=sharing
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scroton
 
Joined: 27 Apr 2013

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