Code: Select all
ACTOR RevSkullBomb
{
Speed 8
Scale 1
Radius 4
Height 3
BounceType Doom
PROJECTILE
+SEEKERMISSILE
-NoGravity
-GrenadeTrail
-ROCKETTRAIL
+DontFall
+CanBounceWater
BounceFactor 1
BounceCount 5
BounceSound "RevBounce"
States
{
Spawn:
TNT1 A 0 A_SeekerMissile(2,2,SMF_LOOK,128,10)
REBO AA 1 BRIGHT A_SpawnItemEX("Smoketrail",-5,0,20)
TNT1 A 0 A_SeekerMissile(2,2,SMF_LOOK,128,10)
REBO BB 1 BRIGHT A_SpawnItemEX("Smoketrail",-5,0,20)
TNT1 A 0 A_SeekerMissile(2,2,SMF_LOOK,128,10)
REBO CC 1 BRIGHT A_SpawnItemEX("Smoketrail",-5,0,20)
TNT1 A 0 A_SeekerMissile(2,2,SMF_LOOK,128,10)
REBO DD 1 BRIGHT A_SpawnItemEX("Smoketrail",-5,0,20)
TNT1 A 0 A_SeekerMissile(2,2,SMF_LOOK,128,10)
REBO EE 1 BRIGHT A_SpawnItemEX("Smoketrail",-5,0,20)
TNT1 A 0 A_SeekerMissile(2,2,SMF_LOOK,128,10)
REBO FF 1 BRIGHT A_SpawnItemEX("Smoketrail",-5,0,20)
TNT1 A 0 A_SeekerMissile(2,2,SMF_LOOK,128,10)
REBO GG 1 BRIGHT A_SpawnItemEX("Smoketrail",-5,0,20)
TNT1 A 0 A_SeekerMissile(2,2,SMF_LOOK,128,10)
REBO HH 1 BRIGHT A_SpawnItemEX("Smoketrail",-5,0,20)
Loop
Death:
TNT1 A 0 A_PlaySound("Explosion/RevUhOh")
TNT1 A 0 A_SpawnItem("RevBombExplosion")
TNT1 A 0 A_SpawnItemEx("SkullPieceA", 0, 0, 5, random(1,5), 0, 3, Random(0, 360), 128)
TNT1 A 0 A_SpawnItemEx("SkullPieceB", 0, 0, 5, random(1,5), 0, 3, Random(0, 360), 128)
TNT1 A 0 A_SpawnItemEx("SkullPieceC", 0, 0, 5, random(1,5), 0, 3, Random(0, 360), 128)
TNT1 A 0 A_SpawnItemEx("SkullPieceD", 0, 0, 5, random(1,5), 0, 3, Random(0, 360), 128)
Stop
}
}