WRONG!
I want to know what it is I can do to fix my mod (majorcrisis) where btsx is concerned.
Now don't just say "dont run it with it" because that negates the whole point of this thread and imo makes you a knob if you do so. its kinda pointless and inflammatory to answer an honest plea in such a way and, besides its a specific thing i'm trying to figure out so please hear me out:
its the barrel-trick on map06 that allows the archies to appear to ressurect monsters you've not directly slain, clever but broken by the barrels in my mod.
Firstly the most important question, how does the trick work? is it a telefrag? or a crusher? I'm unsure... and this information my help me to "fix" my barrels in order for this to work.
second here is my barrel code:
Code: Select all
//////////explosive barrels//////////
actor BARRELspawner : RandomSpawner replaces ExplosiveBarrel
{
dropitem classic_barrel
dropitem classic_barrel2
dropitem classic_barrel3
}
ACTOR BOOMMISSILEvert
{
Radius 1
Height 1
PROJECTILE
+NOCLIP
Scale 1
vSpeed 12
RENDERSTYLE TRANSLUCENT
ALPHA 1
SPEED 1
+NOBLOCKMAP
SEESOUND "weapons/BIGburn"
States
{
Spawn:
tnt1 a 2 A_SpawnItem("splosion_2",0,0,0,0)
tnt1 a 2 A_SpawnItem("splosion_2",10,0,0,0)
tnt1 a 2 A_SpawnItem("splosion_2",0,0,0,0)
tnt1 a 2 A_SpawnItem("splosion_2",10,0,0,0)
tnt1 a 2 A_SpawnItem("splosion_2",0,0,0,0)
tnt1 a 2 A_SpawnItem("splosion_2",10,0,0,0)
stop
}
}
ACTOR BARRELSHLOSH
{
+NOCLIP
-NOGRAVITY
+NOBLOCKMAP
States
{
spawn:
LMST O 0 A_playsound("bloodsplat")
LMST OQSU 4
STOP
}
}
ACTOR nukagesteam
{
Radius 1
Height 1
PROJECTILE
+NOCLIP
Scale 1
VSpeed .5
speed 0.5
RENDERSTYLE add
ALPHA 1
+DONTSPLASH
States
{
Spawn:
bar4 AAAAAA 2 A_FadeOut(0.08)
Stop
}
}
actor Nukage_pool
{
game Doom
radius 12
height 2
mass 1
+NOTELEPORT
-NOBLOCKMAP
+floorclip
-randomize
renderstyle normal
states
{
Spawn:
tnt1 a 1 A_SetScale(0.2, 0.04)
npud A 2 A_SetScale(0.2, 0.04)
npud A 2 A_SetScale(0.4, 0.06)
npud A 2 A_SetScale(0.6, 0.08)
TNT1 A 0 A_SetScale(0.8, 0.09)
npud abcabcabcabcabcabcabcabcabcabcabcabcabcabcabcabcab 8
goto goaway
goaway:
npud A 2 A_SetScale(0.6, 0.08)
npud A 2 A_SetScale(0.4, 0.06)
npud A 2 A_SetScale(0.2, 0.04)
stop
}
}
actor barrel_residue_Spawner : RandomSpawner
{
dropitem NashGore_BloodpoolGreen
dropitem barrel_residue
dropitem barrel_residue
}
ACTOR barrel_residue
{
+CORPSE
+NOCLIP
+DONTSPLASH
+nogravity
States
{
Spawn:
tnt1 AAA 0 A_SpawnItemEx ("NashGore_Bloodspot_g",frandom(-40,40),frandom(-40,40))
Stop
}
}
ACTOR BARREL_gloop_duke2
{
+NOCLIP
-NOGRAVITY
+NOBLOCKMAP
States
{
spawn:
bar5 a 4
bar5 bbccdd 2 a_fadeout
STOP
}
}
ACTOR classic_barrel : explosivebarrel
{
Game Doom
Health 20
Radius 10
Height 34
+PUSHABLE
+SlidesOnWalls
+SOLID
+SHOOTABLE
+NOBLOOD
+ACTIVATEMCROSS
+DONTGIB
+NOICEDEATH
+OLDRADIUSDMG
+FLOORCLIP
+lookallaround
DeathSound "world/barrelx"
Obituary "$OB_BARREL"
DamageFactor "bouncer", 0
PainChance 200
States
{
Spawn:
BAR1 A 1
Goto Look
Look:
tnt1 a 0 A_LookEx(LOF_NOSOUNDCHECK, 0, 64, 0, 360)
BAR1 A 6 A_spawnitemex("nukagesteam",frandom(-6,6),frandom(-6,6),0,0,0,1)
tnt1 a 0 A_LookEx(LOF_NOSOUNDCHECK, 0, 64, 0, 360)
BAR1 B 6 A_spawnitemex("nukagesteam",frandom(-6,6),frandom(-6,6),0,0,0,1)
Loop
See:
BAR1 A 0 A_JumpIf((velx != 0 || vely != 0), "Moving")
BAR1 A 6 A_spawnitemex("nukagesteam",frandom(-6,6),frandom(-6,6),0,0,0,1)
BAR1 B 6 A_spawnitemex("nukagesteam",frandom(-6,6),frandom(-6,6),0,0,0,1)
Loop
Moving:
BAR1 A 1 A_PlaySound("bar/scrape", CHAN_AUTO, 0.65)
BAR1 AB 6 A_spawnitemex("nukagesteam",frandom(-6,6),frandom(-6,6),0,0,0,1)
Goto Spawn
pain:
BAR1 a 2 A_SpawnItem("barrelshlosh",0,20,0,0)
goto spawn
death.foot:
BAR1 a 2 A_SpawnItem("barrelshlosh",0,20,0,0)
BAR1 aaaaa 2
BAR1 a 0 A_SpawnItem("classic_barrel",0,0,0,0)
stop
death.fist:
goto death.foot
death.zerk:
tnt1 a 0 A_SpawnItem("NashGore_BloodpoolGreen",0,0,0,0)
BAR6 a 4 a_playsound("barrel/bust")
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
TNT1 A 0 A_CustomMissile("barrelbloodbolt", 0, 0, random(0, 100), 60, random(0, 100))
tnt1 a 0 A_SpawnItemex("GREENmist",0,0,40)
tnt1 a 0 A_SpawnItemex("GREENmist",0,0,40)
tnt1 a 0 A_SpawnItem("barrelshlosh",0,0,0,0)
tnt1 a 0 A_SpawnItem("BARREL_gloop_duke2",0,0,0,0)
stop
death.crush:
tnt1 a 0 A_SpawnItem("NashGore_BloodpoolGreen",0,0,0,0)
tnt1 a 0 A_setdamagetype("plasma")
BAR6 a 4 a_playsound("barrel/bust")
bar6 a 1 a_explode
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
TNT1 A 0 A_CustomMissile("barrelbloodbolt", 0, 0, random(0, 100), 60, random(0, 100))
tnt1 a 0 A_SpawnItemex("GREENmist",0,0,40)
tnt1 a 0 A_SpawnItemex("GREENmist",0,0,40)
tnt1 a 0 A_SpawnItem("barrelshlosh",0,0,0,0)
tnt1 a 0 A_SpawnItem("BARREL_gloop_duke2",0,0,0,0)
stop
Death:
tnt1 a 0 A_Jump(128,"Death_fire")
tnt1 a 0 a_setdamagetype("blasted")
tnt1 a 0 A_SpawnItem("barrelshlosh",0,20,0,0)
BEXP B 5
tnt1 a 0 A_SpawnItem("shockwave",0,0,0,0)
tnt1 a 0 A_SpawnItem("splosion_2",0,0,0,0)
tnt1 a 0 A_SpawnItem("flamedebrisGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("flamedebrisGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("flamedebrisGenerator",0,0,0,0)
tnt1 A 0 Bright A_spawnitem("BOOMMISSILEvert",0,30,0,0)
tnt1 A 0 Bright A_CustomMissile("BOOMMISSILE",0,0,64)
tnt1 A 0 Bright A_CustomMissile("BOOMMISSILE",0,0,128)
tnt1 A 0 Bright A_CustomMissile("BOOMMISSILE",0,0,196)
tnt1 A 0 Bright A_CustomMissile("BOOMMISSILE",0,0,256)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
TNT1 A 0 A_CustomMissile("barrelbloodbolt", 0, 0, random(0, 100), 60, random(0, 100))
tnt1 a 0 A_SpawnItemex("GREENmist",0,0,40)
tnt1 a 0 A_SpawnItemex("GREENmist",0,0,40)
tnt1 a 0 A_SpawnItem("barrel_residue_Spawner",0,0,0,0)
BEXP C 5 BRIGHT
tnt1 a 0 A_SpawnItem("poisonfog1",0,0,40,0)
tnt1 A 0 A_PlayweaponSound("world/barrelx")
tnt1 a 5 BRIGHT
tnt1 a 0 BRIGHT A_quake(1,12,0,300,"NO/SOUND")
TNT1 A 12 A_Explode
tnt1 a 1050 BRIGHT A_BarrelDestroy
tnt1 a 5 A_Respawn
Wait
Death_fire:
tnt1 a 0 A_SpawnItem("barrelshlosh",0,20,0,0)
BEXP B 5
tnt1 a 0 a_setdamagetype("fire")
tnt1 a 0 A_SpawnItem("shockwave",0,0,0,0)
tnt1 a 0 A_SpawnItem("splosion_2",0,0,0,0)
tnt1 a 0 A_SpawnItem("flamedebrisGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("flamedebrisGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("flamedebrisGenerator",0,0,0,0)
tnt1 A 0 Bright A_spawnitem("BOOMMISSILEvert",0,30,0,0)
tnt1 A 0 Bright A_CustomMissile("BOOMMISSILE",0,0,64)
tnt1 A 0 Bright A_CustomMissile("BOOMMISSILE",0,0,128)
tnt1 A 0 Bright A_CustomMissile("BOOMMISSILE",0,0,196)
tnt1 A 0 Bright A_CustomMissile("BOOMMISSILE",0,0,256)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
TNT1 A 0 A_CustomMissile("barrelbloodbolt", 0, 0, random(0, 100), 60, random(0, 100))
tnt1 a 0 A_SpawnItemex("GREENmist",0,0,40)
tnt1 a 0 A_SpawnItemex("GREENmist",0,0,40)
tnt1 a 0 A_SpawnItem("barrel_residue_Spawner",0,0,0,0)
BEXP C 5 BRIGHT
tnt1 a 0 A_SpawnItem("poisonfog1",0,0,40,0)
tnt1 A 0 A_PlayweaponSound("world/barrelx")
tnt1 a 5 BRIGHT
tnt1 a 0 BRIGHT A_quake(1,12,0,300,"NO/SOUND")
TNT1 A 12 A_Explode
tnt1 a 1050 BRIGHT A_BarrelDestroy
tnt1 a 5 A_Respawn
Wait
xDeath:
tnt1 a 0 A_Jump(128,"XDeath2")
tnt1 a 0 A_Jump(128,"XDeath_fire")
tnt1 a 0 a_setdamagetype("blasted")
tnt1 a 0 A_SpawnItem("barrelshlosh",0,20,0,0)
BEXP B 5 BRIGHT
tnt1 a 0 A_SpawnItem("shockwave",0,0,0,0)
tnt1 a 0 A_SpawnItem("splosion_2",0,0,0,0)
tnt1 a 0 A_SpawnItem("flamedebrisGenerator",0,20,0,0)
tnt1 a 0 A_SpawnItem("flamedebrisGenerator",0,20,0,0)
tnt1 a 0 A_SpawnItem("flamedebrisGenerator",0,20,0,0)
tnt1 A 0 Bright A_spawnitem("BOOMMISSILEvert",0,30,0,0)
tnt1 A 0 Bright A_CustomMissile("BOOMMISSILE",0,0,64)
tnt1 A 0 Bright A_CustomMissile("BOOMMISSILE",0,0,128)
tnt1 A 0 Bright A_CustomMissile("BOOMMISSILE",0,0,196)
tnt1 A 0 Bright A_CustomMissile("BOOMMISSILE",0,0,256)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
TNT1 A 0 A_CustomMissile("barrelbloodbolt", 0, 0, random(0, 100), 60, random(0, 100))
tnt1 a 0 A_SpawnItemex("GREENmist",0,0,40)
tnt1 a 0 A_SpawnItemex("GREENmist",0,0,40)
tnt1 a 0 A_SpawnItem("barrel_residue_Spawner",0,0,0,0)
BEXP C 5 BRIGHT
tnt1 a 0 A_SpawnItem("poisonfog1",0,0,40,0)
tnt1 A 0 A_PlayweaponSound("world/barrelx")
tnt1 a 5 BRIGHT
tnt1 a 0 BRIGHT A_quake(1,12,0,300,"NO/SOUND")
TNT1 A 12 A_Explode
tnt1 a 1050 BRIGHT A_BarrelDestroy
tnt1 a 5 A_Respawn
Wait
xDeath_fire:
tnt1 a 0 A_SpawnItem("barrelshlosh",0,20,0,0)
BEXP B 5 BRIGHT
tnt1 a 0 a_setdamagetype("fire")
tnt1 a 0 A_SpawnItem("shockwave",0,0,0,0)
tnt1 a 0 A_SpawnItem("splosion_2",0,0,0,0)
tnt1 a 0 A_SpawnItem("flamedebrisGenerator",0,20,0,0)
tnt1 a 0 A_SpawnItem("flamedebrisGenerator",0,20,0,0)
tnt1 a 0 A_SpawnItem("flamedebrisGenerator",0,20,0,0)
tnt1 A 0 Bright A_spawnitem("BOOMMISSILEvert",0,30,0,0)
tnt1 A 0 Bright A_CustomMissile("BOOMMISSILE",0,0,64)
tnt1 A 0 Bright A_CustomMissile("BOOMMISSILE",0,0,128)
tnt1 A 0 Bright A_CustomMissile("BOOMMISSILE",0,0,196)
tnt1 A 0 Bright A_CustomMissile("BOOMMISSILE",0,0,256)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
TNT1 A 0 A_CustomMissile("barrelbloodbolt", 0, 0, random(0, 50), 60, random(0, 50))
tnt1 a 0 A_SpawnItemex("GREENmist",0,0,40)
tnt1 a 0 A_SpawnItemex("GREENmist",0,0,40)
tnt1 a 0 A_SpawnItem("barrel_residue_Spawner",0,0,0,0)
BEXP C 5 BRIGHT
tnt1 a 0 A_SpawnItem("poisonfog1",0,0,40,0)
tnt1 A 0 A_PlayweaponSound("world/barrelx")
tnt1 a 5 BRIGHT
tnt1 a 0 BRIGHT A_quake(1,12,0,300,"NO/SOUND")
TNT1 A 12 A_Explode
tnt1 a 1050 BRIGHT A_BarrelDestroy
tnt1 a 5 A_Respawn
Wait
xDeath2:
tnt1 a 0 A_SpawnDebris("flyingclassic_barrel")
tnt1 a 0 a_setdamagetype("blasted")
tnt1 a 5
tnt1 a 0 A_SpawnItem("shockwave",0,0,0,0)
tnt1 a 0 A_SpawnItem("splosion_2",0,0,0,0)
tnt1 a 0 A_SpawnItem("flamedebrisGenerator",0,20,0,0)
tnt1 a 0 A_SpawnItem("flamedebrisGenerator",0,20,0,0)
tnt1 a 0 A_SpawnItem("flamedebrisGenerator",0,20,0,0)
tnt1 A 0 Bright A_CustomMissile("BOOMMISSILE",0,0,64)
tnt1 A 0 Bright A_CustomMissile("BOOMMISSILE",0,0,128)
tnt1 A 0 Bright A_CustomMissile("BOOMMISSILE",0,0,196)
tnt1 A 0 Bright A_CustomMissile("BOOMMISSILE",0,0,256)
tnt1 a 5
tnt1 a 0 BRIGHT A_Scream
tnt1 a 0 BRIGHT A_quake(1,12,0,300,"NO/SOUND")
TNT1 A 12 A_Explode
tnt1 a 1050 BRIGHT A_BarrelDestroy
tnt1 a 5 A_Respawn
Wait
}
}
ACTOR classic_barrel2 : classic_barrel
{
states
{
Spawn:
BAR2 A 1
Goto Look
Look:
tnt1 a 0 A_LookEx(LOF_NOSOUNDCHECK, 0, 64, 0, 360)
BAR2 A 6 A_spawnitemex("nukagesteam",frandom(-6,6),frandom(-6,6),0,0,0,1)
tnt1 a 0 A_LookEx(LOF_NOSOUNDCHECK, 0, 64, 0, 360)
BAR2 B 6 A_spawnitemex("nukagesteam",frandom(-6,6),frandom(-6,6),0,0,0,1)
Loop
See:
BAR2 A 0 A_JumpIf((velx != 0 || vely != 0), "Moving")
BAR2 A 6 A_spawnitemex("nukagesteam",frandom(-6,6),frandom(-6,6),0,0,0,1)
BAR2 B 6 A_spawnitemex("nukagesteam",frandom(-6,6),frandom(-6,6),0,0,0,1)
Loop
Moving:
BAR2 A 1 A_PlaySound("bar/scrape", CHAN_AUTO, 0.65)
BAR2 AB 6 A_spawnitemex("nukagesteam",frandom(-6,6),frandom(-6,6),0,0,0,1)
Goto Spawn
pain:
BAR2 a 2 A_SpawnItem("barrelshlosh",0,20,0,0)
goto spawn
death.foot:
BAR2 a 2 A_SpawnItem("barrelshlosh",0,20,0,0)
BAR2 aaaaa 2
BAR2 a 0 A_SpawnItem("classic_barrel2",0,0,0,0)
stop
death.fist:
goto death.foot
}
}
ACTOR classic_barrel3 : classic_barrel
{
states
{
Spawn:
BAR3 A 1
Goto Look
Look:
tnt1 a 0 A_LookEx(LOF_NOSOUNDCHECK, 0, 64, 0, 360)
BAR3 A 6 A_spawnitemex("nukagesteam",frandom(-6,6),frandom(-6,6),0,0,0,1)
tnt1 a 0 A_LookEx(LOF_NOSOUNDCHECK, 0, 64, 0, 360)
BAR3 B 6 A_spawnitemex("nukagesteam",frandom(-6,6),frandom(-6,6),0,0,0,1)
Loop
See:
BAR3 A 0 A_JumpIf((velx != 0 || vely != 0), "Moving")
BAR3 A 6 A_spawnitemex("nukagesteam",frandom(-6,6),frandom(-6,6),0,0,0,1)
BAR3 B 6 A_spawnitemex("nukagesteam",frandom(-6,6),frandom(-6,6),0,0,0,1)
Loop
Moving:
BAR3 A 1 A_PlaySound("bar/scrape", CHAN_AUTO, 0.65)
BAR3 AB 6 A_spawnitemex("nukagesteam",frandom(-6,6),frandom(-6,6),0,0,0,1)
Goto Spawn
pain:
BAR3 a 2 A_SpawnItem("barrelshlosh",0,20,0,0)
goto spawn
death.foot:
BAR3 a 2 A_SpawnItem("barrelshlosh",0,20,0,0)
BAR3 aaaaa 2
BAR3 a 0 A_SpawnItem("classic_barrel3",0,0,0,0)
stop
death.fist:
goto death.foot
}
}
actor flyingclassic_barrel
{
health 1
radius 8
height 8
mass 1
+corpse
+FLOORCLIP
+NOTELEPORT
GRAVITY 0.5
ExplosionDamage 4
ExplosionRadius 128
states
{
Spawn:
BEXP B 4 A_Spawnitem("splosion_2",0,0,0)
loop
Crash:
BEXP B 0 A_PlayWeaponSound("world/barrelx")
BEXP B 0 A_quake(1,12,0,300,"NO/SOUND")
tnt1 a 0 A_SetTranslucent(0.6,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("BITZGenerator",0,0,0,0)
tnt1 a 0 A_SpawnItem("GREENmist",0,40,0,0)
tnt1 a 0 A_SpawnItem("GREENmist",0,40,0,0)
tnt1 a 0 A_SpawnItem("NashGore_Bloodspot_g",0,0,0,0)
BEXP C 4 BRIGHT
tnt1 a 0 A_SpawnItem("poisonfog1",0,0,40,0)
tnt1 a 4 BRIGHT
TNT1 A 0 A_Explode
tnt1 a 0 A_SpawnItem("splosion_2",0,0,0,0)
stop
}
}
///green gas for classic barrel///
actor gasParticle
{
Radius 0
Height 0
Speed 4
+NOINTERACTION
+CLIENTSIDEONLY
+FORCEXYBILLBOARD
Scale 0.1
Renderstyle Add
Alpha 0.7
States
{
Spawn:
RSMK A 0
TGAS H 1 A_Jump(255, "SpawnLoop")
wait
SpawnLoop:
TGAS IJKL 2 A_FadeOut(0.05)
loop
}
}
actor gasParticle1
{
Radius 0
Height 0
Speed 4
+NOINTERACTION
+CLIENTSIDEONLY
+FORCEXYBILLBOARD
Scale 0.2
Renderstyle Add
Alpha 0.7
States
{
Spawn:
RSMK A 0
TGAS H 1 A_Jump(255, "SpawnLoop")
wait
SpawnLoop:
TGAS IJKL 2 A_FadeOut(0.05)
loop
}
}
actor gasParticle2
{
Radius 0
Height 0
Speed 4
+NOINTERACTION
+CLIENTSIDEONLY
+FORCEXYBILLBOARD
Scale 0.4
Renderstyle Add
Alpha 0.7
States
{
Spawn:
RSMK A 0
TGAS H 1 A_Jump(255, "SpawnLoop")
wait
SpawnLoop:
TGAS IJKL 2 A_FadeOut(0.05)
loop
}
}
actor gasParticle3
{
Radius 0
Height 0
Speed 4
+NOINTERACTION
+CLIENTSIDEONLY
+FORCEXYBILLBOARD
Scale 0.6
Renderstyle Add
Alpha 0.7
States
{
Spawn:
RSMK A 0
TGAS H 1 A_Jump(255, "SpawnLoop")
wait
SpawnLoop:
TGAS IJKL 2 A_FadeOut(0.05)
loop
}
}
ACTOR poisonfog1
{
Game Doom
RenderStyle Translucent
Alpha 0.5
+FloatBob
States
{
Spawn:
tnt1 a 2
TNT1 A 0 A_CustomMissile("gasParticle", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle1", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle2", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle3", 0, 0, random(-180, 180), 2, random(-180, 180))
tnt1 a 2
TNT1 A 0 A_CustomMissile("gasParticle", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle1", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle2", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle3", 0, 0, random(-180, 180), 2, random(-180, 180))
tnt1 a 2
TNT1 A 0 A_CustomMissile("gasParticle", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle1", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle2", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle3", 0, 0, random(-180, 180), 2, random(-180, 180))
tnt1 a 2
TNT1 A 0 A_CustomMissile("gasParticle", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle1", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle2", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle3", 0, 0, random(-180, 180), 2, random(-180, 180))
tnt1 a 2
TNT1 A 0 A_CustomMissile("gasParticle", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle1", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle2", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle3", 0, 0, random(-180, 180), 2, random(-180, 180))
tnt1 a 2
TNT1 A 0 A_CustomMissile("gasParticle", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle1", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle2", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle3", 0, 0, random(-180, 180), 2, random(-180, 180))
tnt1 a 2
TNT1 A 0 A_CustomMissile("gasParticle", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle1", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle2", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle3", 0, 0, random(-180, 180), 2, random(-180, 180))
tnt1 a 2
TNT1 A 0 A_CustomMissile("gasParticle", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle1", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle2", 0, 0, random(-180, 180), 2, random(-180, 180))
TNT1 A 0 A_CustomMissile("gasParticle3", 0, 0, random(-180, 180), 2, random(-180, 180))
stop
}
}
does anyone see anything specific that would cause the following issue:
the barrels do not explode when you cross the trigger in 'the room' that triggers it...
when you do shoot the barrels(or if you just walk by them) all these in the screenshot:
remain unexploded and are completely unsolid and unshootable... odd...explainable?
Now, aside from the obvious "just use basic barrels" answer that is of no help, If I can retain anything of my custom barrels i'd like to, for gameplay reasons. if its just one aspect of them I'll amend it. if its a bunch of things? well I dunno. but my searching has led to very little help regarding this little bug i've created.
please help if you can.
it would be nice just to know what it is that's actually doing it just for the brainworm of it being eradicated from my mind! LOL
oh, and if you need to know more of whats going on in my mod, just ask or check it out here:
https://www.moddb.com/mods/osjcs-doom-m ... te-edition