In Hexen there's a torch item allocated to each of the three characters, Fighter torch works fine but the Cleric and Mage torches seem to emit the torch light from the ceiling instead of the ground?
I don't understand why this is because its using the same flareglow parameter for all 3 torches?
Here's the torch script which I'll include the working Fighter torch parameters, if anyone could kindly take a look at the script it would be much appreciated.
- Code: Select all • Expand view
Actor FighterNormalTorch : FighterWeapon
{
Weapon.AmmoUse 1
Weapon.AmmoGive 500
Weapon.AmmoType "TorchFuel"
Weapon.SlotNumber 0
Weapon.SelectionOrder 0x7fffffff
Tag "Torch"
+WEAPON.CHEATNOTWEAPON
+WEAPON.NOALERT
States
{
Ready:
FTCH A 0 A_JumpIfNoAmmo("StopBurning")
TNT1 A 0 A_GiveInventory("TorchCounter",1)
TNT1 A 0 A_PlaySound("TORCHBRN",CHAN_6,1.0,true)
ReadyLoop:
TNT1 A 0 A_AlertMonsters(320,AMF_TARGETEMITTER)
FTCH A 0 A_JumpIfNoAmmo("StopBurning")
FTCH A 0 A_WeaponReady
TNT1 A 0 A_JumpIf(waterlevel>=3,"StopBurning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
FTCH A 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
FTCH A 0 A_WeaponReady
FTCH A 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
FTCH B 0 A_WeaponReady
TNT1 A 0 A_JumpIf(waterlevel>=3,"StopBurning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
FTCH B 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
FTCH A 0 A_WeaponReady
FTCH B 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
FTCH C 0 A_WeaponReady
TNT1 A 0 A_JumpIf(waterlevel>=3,"StopBurning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
FTCH C 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
FTCH A 0 A_WeaponReady
FTCH C 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
FTCH D 0 A_WeaponReady
TNT1 A 0 A_JumpIf(waterlevel>=3,"StopBurning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
FTCH D 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
FTCH A 0 A_WeaponReady
FTCH D 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
FTCH E 0 A_WeaponReady
TNT1 A 0 A_JumpIf(waterlevel>=3,"StopBurning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
TNT1 A 0 A_AlertMonsters(320,AMF_TARGETEMITTER)
FTCH E 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
FTCH A 0 A_WeaponReady
FTCH E 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
FTCH F 0 A_WeaponReady
TNT1 A 0 A_JumpIf(waterlevel>=3,"StopBurning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
FTCH F 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
FTCH A 0 A_WeaponReady
FTCH F 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
FTCH F 0 A_WeaponReady
TNT1 A 0 A_JumpIf(waterlevel>=3,"StopBurning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
FTCH G 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
FTCH A 0 A_WeaponReady
FTCH G 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
FTCH F 0 A_JumpIfNoAmmo("StopBurning")
Loop
StopBurning:
TNT1 A 0 A_TakeInventory("TorchCounter",1)
TNT1 A 0 A_StopSound(CHAN_6)
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
FTCH H 1 A_WeaponReady(WRF_NOFIRE)
Goto Ready
Fire:
FTCH A 1 Bright Offset(-25,42) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
FTCH A 1 Bright Offset(-50,52) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
FTCH B 1 Bright Offset(-75,62) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
FTCH B 1 Bright Offset(-100,72) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
FTCH C 1 Bright Offset(-125,82) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
FTCH C 1 Bright Offset(-150,92) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 AAAAA 1 Offset(1,32) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_TakeInventory("TorchFuel",3)
FTCH I 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",12+frandom(-2,2),false,-8,0,0,frandom(-3,3))
FTCH J 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",8+frandom(-2,2),false,-6,0,0,frandom(-3,3))
FTCH K 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",4+frandom(-2,2),false,-4,0,0,frandom(-3,3))
FTCH L 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",frandom(-2,2),false,-2,0,0,frandom(-3,3))
FTCH M 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",-4+frandom(-2,2),false,0,0,0,frandom(-3,3))
FTCH N 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",-8+frandom(-2,2),false,2,0,0,frandom(-3,3))
FTCH O 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",-12+frandom(-2,2),false,4,0,0,frandom(-3,3))
FTCH P 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",-16+frandom(-2,2),false,6,0,0,frandom(-3,3))
TNT1 AAA 1 Offset(1,32) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
FTCH A 1 Bright Offset(-150,92) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
FTCH A 1 Bright Offset(-125,82) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
FTCH B 1 Bright Offset(-100,72) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
FTCH B 1 Bright Offset(-75,62) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
FTCH C 1 Bright Offset(-50,52) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
FTCH C 1 Bright Offset(-25,42) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 Offset(1,32)
Goto ReadyLoop
Deselect:
TNT1 A 0 A_TakeInventory("TorchCounter",1)
TNT1 A 0 A_StopSound(CHAN_6)
FTCH H 0 A_Lower
FTCH H 1 A_Lower
Loop
Select:
FTCH H 0 A_Raise
FTCH H 1 A_Raise
Loop
Spawn:
TNT1 A 1 Bright
Loop
ThrowFlechette:
TNT1 A 0 A_JumpIf(waterlevel>=3,"ThrowFlechetteNoFlame")
TNT1 A 0 A_JumpIfInventory("TorchFuel",1,1)
Goto ThrowFlechetteNoFlame
FTCH A 1 Bright Offset(-25,42) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
FTCH A 1 Bright Offset(-50,52) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
FTCH B 1 Bright Offset(-75,62) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
FTCH B 1 Bright Offset(-100,72) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
FTCH C 1 Bright Offset(-125,82) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
FTCH C 1 Bright Offset(-150,92) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 A 1 Offset(1,32) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
FlechetteCharge:
TNT1 A 0 A_GiveInventory("FlechetteThrowPower",1)
TNT1 A 1 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss",1,"FlechetteCharge")
WTFL ABCDEF 1 Bright A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 A 0 ACS_NamedExecuteAlways("Attacked",0)
TNT1 A 0 A_JumpIf(CountInv("FlechetteThrowPower") > 45,"FlechThrow6")
TNT1 A 0 A_JumpIf(CountInv("FlechetteThrowPower") > 37,"FlechThrow5")
TNT1 A 0 A_JumpIf(CountInv("FlechetteThrowPower") > 29,"FlechThrow4")
TNT1 A 0 A_JumpIf(CountInv("FlechetteThrowPower") > 21,"FlechThrow3")
TNT1 A 0 A_JumpIf(CountInv("FlechetteThrowPower") > 13,"FlechThrow2")
TNT1 A 0 A_JumpIf(CountInv("FlechetteThrowPower") > 5,"FlechThrow1")
FlechThrow0:
TNT1 A 0 A_FireCustomMissile("ThrownFlechette0", 0, 0, 0, 0, 0, -4)
Goto FlechetteDone
FlechThrow1:
TNT1 A 0 A_FireCustomMissile("ThrownFlechette1", 0, 0, 0, 0, 0, -2)
Goto FlechetteDone
FlechThrow2:
TNT1 A 0 A_FireCustomMissile("ThrownFlechette2", 0, 0, 0, 0, 0, 0)
Goto FlechetteDone
FlechThrow3:
TNT1 A 0 A_FireCustomMissile("ThrownFlechette3", 0, 0, 0, 0, 0, 2)
Goto FlechetteDone
FlechThrow4:
TNT1 A 0 A_FireCustomMissile("ThrownFlechette4", 0, 0, 0, 0, 0, 3)
Goto FlechetteDone
FlechThrow5:
TNT1 A 0 A_FireCustomMissile("ThrownFlechette5", 0, 0, 0, 0, 0, 4)
Goto FlechetteDone
FlechThrow6:
TNT1 A 0 A_FireCustomMissile("ThrownFlechette6", 0, 0, 0, 0, 0, 5)
Goto FlechetteDone
FlechetteDone:
TNT1 A 0 A_TakeInventory("BrutalArtiPoisonBag", 1)
TNT1 A 0 A_TakeInventory("FlechetteThrowPower",99)
WTFL GHIJKL 1 Bright A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 A 0 A_GiveInventory("ActionTaker",1)
TNT1 A 1 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
FTCH A 1 Bright Offset(-150,92) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
FTCH A 1 Bright Offset(-125,82) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
FTCH B 1 Bright Offset(-100,72) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
FTCH B 1 Bright Offset(-75,62) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
FTCH C 1 Bright Offset(-50,52) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
FTCH C 1 Bright Offset(-25,42) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
Goto ReadyLoop
ThrowFlechetteNoFlame:
TNT1 A 0 A_StopSound(CHAN_6)
FTCH H 1 Bright Offset(-25,42)
FTCH H 1 Bright Offset(-50,52)
FTCH H 1 Bright Offset(-75,62)
FTCH H 1 Bright Offset(-100,72)
FTCH H 1 Bright Offset(-125,82)
FTCH H 1 Bright Offset(-150,92)
TNT1 A 2 Offset(0,32)
FlechetteChargeNoFlame:
TNT1 A 1 A_GiveInventory("FlechetteThrowPower",1)
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss",1,"FlechetteChargeNoFlame")
WTFL ABCDEF 1
TNT1 A 0 ACS_NamedExecuteAlways("Attacked",0)
TNT1 A 0 A_JumpIf(CountInv("FlechetteThrowPower") > 45,"FlechThrow6NoFlame")
TNT1 A 0 A_JumpIf(CountInv("FlechetteThrowPower") > 37,"FlechThrow5NoFlame")
TNT1 A 0 A_JumpIf(CountInv("FlechetteThrowPower") > 29,"FlechThrow4NoFlame")
TNT1 A 0 A_JumpIf(CountInv("FlechetteThrowPower") > 21,"FlechThrow3NoFlame")
TNT1 A 0 A_JumpIf(CountInv("FlechetteThrowPower") > 13,"FlechThrow2NoFlame")
TNT1 A 0 A_JumpIf(CountInv("FlechetteThrowPower") > 5,"FlechThrow1NoFlame")
FlechThrow0NoFlame:
TNT1 A 0 A_FireCustomMissile("ThrownFlechette0", 0, 0, 0, 0, 0, -4)
Goto FlechetteDone
FlechThrow1NoFlame:
TNT1 A 0 A_FireCustomMissile("ThrownFlechette1", 0, 0, 0, 0, 0, -2)
Goto FlechetteDone
FlechThrow2NoFlame:
TNT1 A 0 A_FireCustomMissile("ThrownFlechette2", 0, 0, 0, 0, 0, 0)
Goto FlechetteDone
FlechThrow3NoFlame:
TNT1 A 0 A_FireCustomMissile("ThrownFlechette3", 0, 0, 0, 0, 0, 2)
Goto FlechetteDone
FlechThrow4NoFlame:
TNT1 A 0 A_FireCustomMissile("ThrownFlechette4", 0, 0, 0, 0, 0, 3)
Goto FlechetteDone
FlechThrow5NoFlame:
TNT1 A 0 A_FireCustomMissile("ThrownFlechette5", 0, 0, 0, 0, 0, 4)
Goto FlechetteDone
FlechThrow6NoFlame:
TNT1 A 0 A_FireCustomMissile("ThrownFlechette6", 0, 0, 0, 0, 0, 5)
Goto FlechetteDone
FlechetteDoneNoFlame:
TNT1 A 0 A_TakeInventory("BrutalArtiPoisonBag", 1)
TNT1 A 0 A_TakeInventory("FlechetteThrowPower",99)
WTFL GHIJKL 1
TNT1 A 0 A_GiveInventory("ActionTaker",1)
TNT1 A 2
FTCH H 1 Bright Offset(-150,92)
FTCH H 1 Bright Offset(-125,82)
FTCH H 1 Bright Offset(-100,72)
FTCH H 1 Bright Offset(-75,62)
FTCH H 1 Bright Offset(-50,52)
FTCH H 1 Bright Offset(-25,42)
Goto ReadyLoop
RealPunch:
TNT1 A 0 A_JumpIf(waterlevel>=3,"RealPunchLoopNoFlame")
TNT1 A 0 A_JumpIfInventory("TorchFuel",1,1)
Goto RealPunchNoFlame
FTCH A 1 Bright Offset(-25,42) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
FTCH A 1 Bright Offset(-50,52) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
FTCH B 1 Bright Offset(-75,62) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
FTCH B 1 Bright Offset(-100,72) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
FTCH C 1 Bright Offset(-125,82) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
FTCH C 1 Bright Offset(-150,92) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
RealPunchLoop:
TNT1 A 0 A_JumpIf(waterlevel>=3,"RealPunchLoopNoFlame")
TNT1 A 0 A_JumpIfInventory("TorchFuel",1,1)
Goto RealPunchLoopNoFlame
TNT1 A 0 Offset(1, 32)
TNT1 AA 1 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 A 0 A_GiveInventory("ActionTaker",1)
TNT1 A 0 ACS_NamedExecuteAlways("Attacked",0)
TNT1 A 0 A_PlaySound("WHOP")
TNT1 A 0 A_AlertMonsters(1280,AMF_TARGETEMITTER)
FPCH D 0 Offset(75, 40)
FPCH DD 1 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 A 0 A_Custompunch(random(34,54)+CallACS("StrengthCalculator")/4,1,0,"BrutalFistPuff", 84)
FPCH E 0 Offset(75, 40)
FPCH EE 1 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 A 0 A_GiveInventory("ActionTaker",1)
FPCH E 1 Offset(85, 50) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
FPCH E 1 Offset(125, 90) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 A 1 Offset(1, 32) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunchLoop")
TNT1 A 1 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
FTCH A 1 Bright Offset(-150,92) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
FTCH A 1 Bright Offset(-125,82) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
FTCH B 1 Bright Offset(-100,72) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
FTCH B 1 Bright Offset(-75,62) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
FTCH C 1 Bright Offset(-50,52) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
FTCH C 1 Bright Offset(-25,42) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
Goto ReadyLoop
RealPunchNoFlame:
TNT1 A 0 A_StopSound(CHAN_6)
FTCH H 1 Bright Offset(-25,42)
FTCH H 1 Bright Offset(-50,52)
FTCH H 1 Bright Offset(-75,62)
FTCH H 1 Bright Offset(-100,72)
FTCH H 1 Bright Offset(-125,82)
FTCH H 1 Bright Offset(-150,92)
RealPunchLoopNoFlame:
TNT1 A 0 A_StopSound(CHAN_6)
TNT1 A 0 Offset(1, 32)
TNT1 AA 1
TNT1 A 0 A_GiveInventory("ActionTaker",1)
TNT1 A 0 ACS_NamedExecuteAlways("Attacked",0)
TNT1 A 0 A_PlaySound("WHOP")
TNT1 A 0 A_AlertMonsters(1280,AMF_TARGETEMITTER)
FPCH D 0 Offset(75, 40)
FPCH DD 1
TNT1 A 0 A_Custompunch(random(34,54)+CallACS("StrengthCalculator")/4,1,0,"BrutalFistPuff", 84)
FPCH E 0 Offset(75, 40)
FPCH EE 1
TNT1 A 0 A_GiveInventory("ActionTaker",1)
FPCH E 1 Offset(85, 50)
FPCH E 1 Offset(125, 90)
TNT1 A 1 Offset(1, 32)
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunchLoop")
TNT1 A 1
FTCH H 1 Bright Offset(-150,92)
FTCH H 1 Bright Offset(-125,82)
FTCH H 1 Bright Offset(-100,72)
FTCH H 1 Bright Offset(-75,62)
FTCH H 1 Bright Offset(-50,52)
FTCH H 1 Bright Offset(-25,42)
Goto ReadyLoop
}
}
Actor ClericNormalTorch : ClericWeapon
{
Weapon.AmmoUse 1
Weapon.AmmoGive 500
Weapon.AmmoType "TorchFuel"
Weapon.SlotNumber 0
Weapon.SelectionOrder 0x7fffffff
Tag "Torch"
+WEAPON.CHEATNOTWEAPON
+WEAPON.NOALERT
States
{
Ready:
CTCH A 0 A_JumpIfNoAmmo("StopBurning")
TNT1 A 0 A_GiveInventory("TorchCounter",1)
TNT1 A 0 A_PlaySound("TORCHBRN",CHAN_6,1.0,true)
ReadyLoop:
TNT1 A 0 A_AlertMonsters(320,AMF_TARGETEMITTER)
CTCH A 0 A_JumpIfNoAmmo("StopBurning")
CTCH A 0 A_WeaponReady
TNT1 A 0 A_JumpIf(waterlevel>=3,"StopBurning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
CTCH A 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH A 0 A_WeaponReady
CTCH A 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH B 0 A_WeaponReady
TNT1 A 0 A_JumpIf(waterlevel>=3,"StopBurning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
CTCH B 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH A 0 A_WeaponReady
CTCH B 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH C 0 A_WeaponReady
TNT1 A 0 A_JumpIf(waterlevel>=3,"StopBurning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
CTCH C 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH A 0 A_WeaponReady
CTCH C 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH D 0 A_WeaponReady
TNT1 A 0 A_JumpIf(waterlevel>=3,"StopBurning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
CTCH D 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH A 0 A_WeaponReady
CTCH D 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH E 0 A_WeaponReady
TNT1 A 0 A_JumpIf(waterlevel>=3,"StopBurning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
TNT1 A 0 A_AlertMonsters(320,AMF_TARGETEMITTER)
CTCH E 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH A 0 A_WeaponReady
CTCH E 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH F 0 A_WeaponReady
TNT1 A 0 A_JumpIf(waterlevel>=3,"StopBurning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
CTCH F 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH A 0 A_WeaponReady
CTCH F 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH F 0 A_WeaponReady
TNT1 A 0 A_JumpIf(waterlevel>=3,"StopBurning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
CTCH G 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH A 0 A_WeaponReady
CTCH G 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH F 0 A_JumpIfNoAmmo("StopBurning")
Loop
StopBurning:
TNT1 A 0 A_TakeInventory("TorchCounter",1)
TNT1 A 0 A_StopSound(CHAN_6)
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
CTCH H 1 A_WeaponReady(WRF_NOFIRE)
Goto Ready
Fire:
CTCH A 1 Bright Offset(-25,42) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH A 1 Bright Offset(-50,52) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-75,62) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-100,72) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-125,82) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-150,92) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 AAAAA 1 Offset(1,32) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_TakeInventory("TorchFuel",3)
CTCH I 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",12+frandom(-2,2),false,-8,0,0,frandom(-3,3))
CTCH J 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",8+frandom(-2,2),false,-6,0,0,frandom(-3,3))
CTCH K 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",4+frandom(-2,2),false,-4,0,0,frandom(-3,3))
CTCH L 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",frandom(-2,2),false,-2,0,0,frandom(-3,3))
CTCH M 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",-4+frandom(-2,2),false,0,0,0,frandom(-3,3))
CTCH N 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",-8+frandom(-2,2),false,2,0,0,frandom(-3,3))
CTCH O 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",-12+frandom(-2,2),false,4,0,0,frandom(-3,3))
CTCH P 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",-16+frandom(-2,2),false,6,0,0,frandom(-3,3))
TNT1 AAA 1 Offset(1,32) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH A 1 Bright Offset(-150,92) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH A 1 Bright Offset(-125,82) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-100,72) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-75,62) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-50,52) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-25,42) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 Offset(1,32)
Goto ReadyLoop
Deselect:
TNT1 A 0 A_TakeInventory("TorchCounter",1)
TNT1 A 0 A_StopSound(CHAN_6)
CTCH H 0 A_Lower
CTCH H 1 A_Lower
Loop
Select:
CTCH H 0 A_Raise
CTCH H 1 A_Raise
Loop
Spawn:
TNT1 A 1 Bright
Loop
ThrowFlechette:
TNT1 A 0 A_JumpIf(waterlevel>=3,"ThrowFlechetteNoFlame")
TNT1 A 0 A_JumpIfInventory("TorchFuel",1,1)
Goto ThrowFlechetteNoFlame
CTCH A 1 Bright Offset(-25,42) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH A 1 Bright Offset(-50,52) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-75,62) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-100,72) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-125,82) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-150,92) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 A 1 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CRFL AABBCCDD 1 Offset(1,32) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 A 0 ACS_NamedExecuteAlways("Attacked",0)
TNT1 A 0 A_FireCustomMissile("ThrowedFlechette2", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("QuickFlechetteToss", 1)
TNT1 A 0 A_TakeInventory("BrutalArtiPoisonBag", 1)
CRFL EEFFGG 1 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 A 0 A_GiveInventory("ActionTaker",1)
TNT1 A 1 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH A 1 Bright Offset(-150,92) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH A 1 Bright Offset(-125,82) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-100,72) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-75,62) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-50,52) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-25,42) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
Goto ReadyLoop
ThrowFlechetteNoFlame:
TNT1 A 0 A_JumpIf(waterlevel>=3,"ThrowFlechetteNoFlame")
TNT1 A 0 A_JumpIfInventory("TorchFuel",1,1)
Goto ThrowFlechetteNoFlame
TNT1 A 0 A_StopSound(CHAN_6)
CTCH H 1 Bright Offset(-25,42)
CTCH H 1 Bright Offset(-50,52)
CTCH H 1 Bright Offset(-75,62)
CTCH H 1 Bright Offset(-100,72)
CTCH H 1 Bright Offset(-125,82)
CTCH H 1 Bright Offset(-150,92)
TNT1 A 1
CRFL ABCD 2 Offset(1,32)
TNT1 A 0 ACS_NamedExecuteAlways("Attacked",0)
TNT1 A 0 A_FireCustomMissile("ThrowedFlechette2", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("QuickFlechetteToss", 1)
TNT1 A 0 A_TakeInventory("BrutalArtiPoisonBag", 1)
CRFL EFG 2
TNT1 A 0 A_GiveInventory("ActionTaker",1)
TNT1 A 1
CTCH H 1 Bright Offset(-150,92)
CTCH H 1 Bright Offset(-125,82)
CTCH H 1 Bright Offset(-100,72)
CTCH H 1 Bright Offset(-75,62)
CTCH H 1 Bright Offset(-50,52)
CTCH H 1 Bright Offset(-25,42)
Goto ReadyLoop
RealPunch:
CTCH A 1 Bright Offset(-25,42) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH A 1 Bright Offset(-50,52) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-75,62) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-100,72) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-125,82) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-150,92) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
RealPunchLoop:
TNT1 A 0 Offset(1, 32)
TNT1 A 0 ACS_NamedExecuteAlways("Attacked",0)
TNT1 A 0 A_PlaySound("WHOP")
CKCK AABBCCDD 1 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 A 0 A_AlertMonsters(1280)
TNT1 A 0 A_Custompunch(random(40,80)+CallACS("StrengthCalculator")/3,1,0,"BrutalKickPuff", 104)
TNT1 A 0 A_Recoil(-6)
CKCK EEEE 1 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 A 0 A_Recoil(3)
TNT1 A 0 A_GiveInventory("ActionTaker",1)
CKCK DDCCBB 1 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 A 0 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CKCK A 1
TNT1 A 0 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CKCK A 1
TNT1 A 0 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 A 1
TNT1 A 0 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 A 1
TNT1 A 0 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunchLoop")
TNT1 AA 1 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH A 1 Bright Offset(-150,92) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH A 1 Bright Offset(-125,82) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-100,72) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-75,62) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-50,52) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-25,42) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
Goto ReadyLoop
RealPunchNoFlame:
TNT1 A 0 A_StopSound(CHAN_6)
CTCH H 1 Bright Offset(-25,42)
CTCH H 1 Bright Offset(-50,52)
CTCH H 1 Bright Offset(-75,62)
CTCH H 1 Bright Offset(-100,72)
CTCH H 1 Bright Offset(-125,82)
CTCH H 1 Bright Offset(-150,92)
RealPunchLoopNoFlame:
TNT1 A 0 Offset(1, 32)
TNT1 A 0 ACS_NamedExecuteAlways("Attacked",0)
TNT1 A 0 A_PlaySound("WHOP")
CKCK AABBCCDD 1
TNT1 A 0 A_AlertMonsters(1280)
TNT1 A 0 A_Custompunch(random(40,80)+CallACS("StrengthCalculator")/3,1,0,"BrutalKickPuff", 104)
TNT1 A 0 A_Recoil(-6)
CKCK EEEE 1
TNT1 A 0 A_Recoil(3)
TNT1 A 0 A_GiveInventory("ActionTaker",1)
CKCK DDCCBB 1
TNT1 A 0
CKCK AA 1
TNT1 AAA 1
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunchLoop")
TNT1 A 1
CTCH H 1 Bright Offset(-150,92)
CTCH H 1 Bright Offset(-125,82)
CTCH H 1 Bright Offset(-100,72)
CTCH H 1 Bright Offset(-75,62)
CTCH H 1 Bright Offset(-50,52)
CTCH H 1 Bright Offset(-25,42)
Goto ReadyLoop
}
}
Actor MageNormalTorch : MageWeapon
{
Weapon.AmmoUse 1
Weapon.AmmoGive 500
Weapon.AmmoType "TorchFuel"
Weapon.SlotNumber 0
Weapon.SelectionOrder 0x7fffffff
Tag "Torch"
+WEAPON.CHEATNOTWEAPON
+WEAPON.NOALERT
States
{
Ready:
CTCH A 0 A_JumpIfNoAmmo("StopBurning")
TNT1 A 0 A_GiveInventory("TorchCounter",1)
TNT1 A 0 A_PlaySound("TORCHBRN",CHAN_6,1.0,true)
ReadyLoop:
TNT1 A 0 A_AlertMonsters(320,AMF_TARGETEMITTER)
CTCH A 0 A_JumpIfNoAmmo("StopBurning")
CTCH A 0 A_WeaponReady
TNT1 A 0 A_JumpIf(waterlevel>=3,"StopBurning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
CTCH A 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH A 0 A_WeaponReady
CTCH A 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH B 0 A_WeaponReady
TNT1 A 0 A_JumpIf(waterlevel>=3,"StopBurning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
CTCH B 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH A 0 A_WeaponReady
CTCH B 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH C 0 A_WeaponReady
TNT1 A 0 A_JumpIf(waterlevel>=3,"StopBurning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
CTCH C 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH A 0 A_WeaponReady
CTCH C 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH D 0 A_WeaponReady
TNT1 A 0 A_JumpIf(waterlevel>=3,"StopBurning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
CTCH D 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH A 0 A_WeaponReady
CTCH D 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH E 0 A_WeaponReady
TNT1 A 0 A_JumpIf(waterlevel>=3,"StopBurning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
TNT1 A 0 A_AlertMonsters(320,AMF_TARGETEMITTER)
CTCH E 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH A 0 A_WeaponReady
CTCH E 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH F 0 A_WeaponReady
TNT1 A 0 A_JumpIf(waterlevel>=3,"StopBurning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
CTCH F 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH A 0 A_WeaponReady
CTCH F 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH F 0 A_WeaponReady
TNT1 A 0 A_JumpIf(waterlevel>=3,"StopBurning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
CTCH G 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH A 0 A_WeaponReady
CTCH G 1 bright A_SpawnItemEx ("TorchGlowFlare", 6, 7, 57, 0, 0, 0, -270, 32)
CTCH F 0 A_JumpIfNoAmmo("StopBurning")
Loop
StopBurning:
TNT1 A 0 A_TakeInventory("TorchCounter",1)
TNT1 A 0 A_StopSound(CHAN_6)
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunch")
CTCH H 1 A_WeaponReady(WRF_NOFIRE)
Goto Ready
Fire:
CTCH A 1 Bright Offset(-25,42) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH A 1 Bright Offset(-50,52) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-75,62) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-100,72) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-125,82) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-150,92) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 AAAAA 1 Offset(1,32) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_TakeInventory("TorchFuel",3)
CTCH I 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",12+frandom(-2,2),false,-8,0,0,frandom(-3,3))
CTCH J 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",8+frandom(-2,2),false,-6,0,0,frandom(-3,3))
CTCH K 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",4+frandom(-2,2),false,-4,0,0,frandom(-3,3))
CTCH L 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",frandom(-2,2),false,-2,0,0,frandom(-3,3))
CTCH M 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",-4+frandom(-2,2),false,0,0,0,frandom(-3,3))
CTCH N 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",-8+frandom(-2,2),false,2,0,0,frandom(-3,3))
CTCH O 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",-12+frandom(-2,2),false,4,0,0,frandom(-3,3))
CTCH P 1 Bright A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 A_FireCustomMissile("TorchThrownFlame",-16+frandom(-2,2),false,6,0,0,frandom(-3,3))
TNT1 AAA 1 Offset(1,32) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH A 1 Bright Offset(-150,92) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH A 1 Bright Offset(-125,82) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-100,72) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-75,62) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-50,52) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-25,42) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
TNT1 A 0 Offset(1,32)
Goto ReadyLoop
Deselect:
TNT1 A 0 A_TakeInventory("TorchCounter",1)
TNT1 A 0 A_StopSound(CHAN_6)
CTCH H 0 A_Lower
CTCH H 1 A_Lower
Loop
Select:
CTCH H 0 A_Raise
CTCH H 1 A_Raise
Loop
Spawn:
TNT1 A 1 Bright
Loop
ThrowFlechette:
TNT1 A 0 A_JumpIf(waterlevel>=3,"ThrowFlechetteNoFlame")
TNT1 A 0 A_JumpIfInventory("TorchFuel",1,1)
Goto ThrowFlechetteNoFlame
CTCH A 1 Bright Offset(-25,42) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH A 1 Bright Offset(-50,52) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-75,62) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-100,72) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-125,82) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-150,92) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 A 1 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CRFL AABBCCDD 1 Offset(1,32) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 A 0 ACS_NamedExecuteAlways("Attacked",0)
TNT1 A 0 A_FireCustomMissile("ThrowedFlechette2", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("QuickFlechetteToss", 1)
TNT1 A 0 A_TakeInventory("BrutalArtiPoisonBag", 1)
CRFL EEFFGG 1 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 A 0 A_GiveInventory("ActionTaker",1)
TNT1 A 1 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH A 1 Bright Offset(-150,92) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH A 1 Bright Offset(-125,82) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-100,72) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-75,62) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-50,52) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-25,42) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
Goto ReadyLoop
ThrowFlechetteNoFlame:
TNT1 A 0 A_JumpIf(waterlevel>=3,"ThrowFlechetteNoFlame")
TNT1 A 0 A_JumpIfInventory("TorchFuel",1,1)
Goto ThrowFlechetteNoFlame
TNT1 A 0 A_StopSound(CHAN_6)
CTCH H 1 Bright Offset(-25,42)
CTCH H 1 Bright Offset(-50,52)
CTCH H 1 Bright Offset(-75,62)
CTCH H 1 Bright Offset(-100,72)
CTCH H 1 Bright Offset(-125,82)
CTCH H 1 Bright Offset(-150,92)
TNT1 A 1
CRFL ABCD 2 Offset(1,32)
TNT1 A 0 ACS_NamedExecuteAlways("Attacked",0)
TNT1 A 0 A_FireCustomMissile("ThrowedFlechette2", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("QuickFlechetteToss", 1)
TNT1 A 0 A_TakeInventory("BrutalArtiPoisonBag", 1)
CRFL EFG 2
TNT1 A 0 A_GiveInventory("ActionTaker",1)
TNT1 A 1
CTCH H 1 Bright Offset(-150,92)
CTCH H 1 Bright Offset(-125,82)
CTCH H 1 Bright Offset(-100,72)
CTCH H 1 Bright Offset(-75,62)
CTCH H 1 Bright Offset(-50,52)
CTCH H 1 Bright Offset(-25,42)
Goto ReadyLoop
RealPunch:
CTCH A 1 Bright Offset(-25,42) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH A 1 Bright Offset(-50,52) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-75,62) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-100,72) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-125,82) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-150,92) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
RealPunchLoop:
TNT1 A 0 Offset(1, 32)
TNT1 A 0 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
RLNG E 1 A_PlaySound("ZAAP1")
TNT1 A 0 A_RailAttack(3,-3,false,"none","none",RGF_NOPIERCING|RGF_SILENT,12,"ForceLightningPuff",8,8,160,0,4,0,"ForceLightningSpark",-8)
TNT1 A 0 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
RLNG F 1
TNT1 A 0 A_RailAttack(3,1,false,"none","none",RGF_NOPIERCING|RGF_SILENT,12,"ForceLightningPuff",8,8,160,0,4,0,"ForceLightningSpark",-3)
TNT1 A 0 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
RLNG G 1
TNT1 A 0 A_RailAttack(3,5,false,"none","none",RGF_NOPIERCING|RGF_SILENT,12,"ForceLightningPuff",8,8,160,0,4,0,"ForceLightningSpark",2)
TNT1 A 0 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
RLNG H 1
TNT1 A 0 A_RailAttack(3,9,false,"none","none",RGF_NOPIERCING|RGF_SILENT,12,"ForceLightningPuff",8,8,160,0,4,0,"ForceLightningSpark",6)
TNT1 A 0 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
RLNG I 1
TNT1 A 0 A_RailAttack(3,13,false,"none","none",RGF_NOPIERCING|RGF_SILENT,12,"ForceLightningPuff",8,8,160,0,4,0,"ForceLightningSpark",5)
TNT1 A 0 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
RLNG J 1
TNT1 A 0 A_RailAttack(3,17,false,"none","none",RGF_NOPIERCING|RGF_SILENT,12,"ForceLightningPuff",8,8,160,0,4,0,"ForceLightningSpark",4)
TNT1 A 0 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
RLNG K 1
TNT1 A 0 A_RailAttack(3,21,false,"none","none",RGF_NOPIERCING|RGF_SILENT,12,"ForceLightningPuff",8,8,160,0,4,0,"ForceLightningSpark",3)
TNT1 A 0 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
RLNG L 1
TNT1 A 0 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
TNT1 A 4
TNT1 A 0 A_TakeInventory("Kicking",1)
TNT1 AA 1 A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH A 1 Bright Offset(-150,92) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH A 1 Bright Offset(-125,82) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-100,72) A_SpawnItemEx ("TorchGlowFlare", 10, 4, 54, 0, 0, 0, -270, 32)
CTCH B 1 Bright Offset(-75,62) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-50,52) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
CTCH C 1 Bright Offset(-25,42) A_SpawnItemEx ("TorchGlowFlare", 6, 4, 57, 0, 0, 0, -270, 32)
Goto ReadyLoop
RealPunchNoFlame:
TNT1 A 0 A_StopSound(CHAN_6)
CTCH H 1 Bright Offset(-25,42)
CTCH H 1 Bright Offset(-50,52)
CTCH H 1 Bright Offset(-75,62)
CTCH H 1 Bright Offset(-100,72)
CTCH H 1 Bright Offset(-125,82)
CTCH H 1 Bright Offset(-150,92)
RealPunchLoopNoFlame:
TNT1 A 0 Offset(1, 32)
TNT1 A 0 ACS_NamedExecuteAlways("Attacked",0)
TNT1 A 0 A_PlaySound("WHOP")
CKCK AABBCCDD 1
TNT1 A 0 A_AlertMonsters(1280)
TNT1 A 0 A_Custompunch(random(40,80)+CallACS("StrengthCalculator")/3,1,0,"BrutalKickPuff", 104)
TNT1 A 0 A_Recoil(-6)
CKCK EEEE 1
TNT1 A 0 A_Recoil(3)
TNT1 A 0 A_GiveInventory("ActionTaker",1)
CKCK DDCCBB 1
TNT1 A 0
CKCK AA 1
TNT1 AAA 1
TNT1 A 0 A_JumpIfInventory("Kicking",1,"RealPunchLoop")
TNT1 A 1
CTCH H 1 Bright Offset(-150,92)
CTCH H 1 Bright Offset(-125,82)
CTCH H 1 Bright Offset(-100,72)
CTCH H 1 Bright Offset(-75,62)
CTCH H 1 Bright Offset(-50,52)
CTCH H 1 Bright Offset(-25,42)
Goto ReadyLoop
}
}
Actor TorchFuel : Ammo
{
Inventory.PickupSound "misc/pickup"
Inventory.MaxAmount 500
Inventory.PickupMessage "You picked up fuel."
States
{
Spawn:
TNT1 A -1
Loop
}
}
ACTOR TorchThrownFlame
{
Radius 2
Height 2
Speed 16
+THRUACTORS
+NOTELEPORT
+DONTSPLASH
+MISSILE
+FORCEXYBILLBOARD
Damage 0
//Damage (random(6,13))
+NOBLOOD
+NOBLOODDECALS
+BLOODLESSIMPACT
-BLOODSPLATTER
+MTHRUSPECIES
+DONTHARMSPECIES
RenderStyle Add
DamageType "TorchFire"
Scale 0.5
Alpha 1.0
Gravity 0
States
{
Spawn:
TNT1 A 0 NoDelay A_PlaySound("FLAMESPN",7,1.0,true)
FIR3 A 1 BRIGHT A_SpawnItem("FallenFlareSmall", 0, 0)
FIR3 B 1 BRIGHT A_SpawnItem("FallenFlareSmall", 0, 0)
TNT1 A 0 A_Explode(2, 48, 0, 0, 32)
FIR3 D 1 BRIGHT A_SpawnItem("FallenFlareSmall", 0, 0)
FIR3 E 1 BRIGHT A_SpawnItem("FallenFlareSmall", 0, 0)
FIR3 F 1 BRIGHT A_SpawnItem("FallenFlareSmall", 0, 0)
TNT1 A 0 A_Explode(2, 48, 0, 0, 32)
FIR3 G 1 BRIGHT A_SpawnItem("FallenFlareSmall", 0, 0)
FIR3 H 1 BRIGHT A_SpawnItem("FallenFlareSmall", 0, 0)
FIR3 I 1 BRIGHT A_SpawnItem("FallenFlareSmall", 0, 0)
TNT1 A 0 A_Explode(2, 48, 0, 0, 32)
FIR3 J 1 BRIGHT A_SpawnItem("FallenFlareSmall", 0, 0)
FIR3 K 1 BRIGHT A_SpawnItem("FallenFlareSmall", 0, 0)
FIR3 L 1 BRIGHT A_SpawnItem("FallenFlareSmall", 0, 0)
TNT1 A 0 A_Explode(2, 48, 0, 0, 32)
TNT1 A 0 A_CustomMissile ("PlasmaSmoke", 3, 0, random (0, 360), 2, random (0, 360))
FIR3 M 1 BRIGHT A_SpawnItem("FallenFlareSmall", 0, 0)
FIR3 N 1 BRIGHT A_SpawnItem("FallenFlareSmall", 0, 0)
FIR3 O 1 BRIGHT A_SpawnItem("FallenFlareSmall", 0, 0)
TNT1 A 0 A_Explode(2, 48, 0, 0, 32)
EXPL A 0 A_CustomMissile ("ExplosionParticle1", 6, 0, 0, 2, random (10, 20))
FIR3 P 1 BRIGHT A_SpawnItem("FallenFlare", 0, 0)
TNT1 A 0 A_Explode(2, 48, 0, 0, 32)
TNT1 A 0 A_CustomMissile ("ExplosionParticle1", 6, 0, random (0, 360), 2, random (10, 90))
TNT1 A 0 A_StopSound(7)
Stop
Death:
TNT1 A 0 A_Explode(3, 48, 0, 0, 32)
TNT1 AA 0 A_CustomMissile ("ExplosionParticle1", 6, 0, random (0, 360), 2, random (10, 90))
Stop
}
}
Also may I ask, is the GZDoom engines light parameters different on SP to COOP? Seems if you start a coop online, the Fighter torch's light radius is drastically reduced to a point where you can hardly see the light at all? Really strange.
Thankyou very much for your time and hope to speak soon.