<propro> username wrote:Script error, "lizardsquad.WAD:MAPINFO" line 2:
Intermission: Unknown top level keyword
<propro> username wrote:Script error, "lizardsquad.WAD:MAPINFO" line 2:
Intermission: Unknown top level keyword
ACTOR PlayerLVWeapon : Weapon 14448
{
+NOEXTREMEDEATH
+NOALERT
+WEAPON.CHEATNOTWEAPON
inventory.pickupmessage "It's an LVArmor! Let's take it for a spin!"
Obituary "%o was taken down by %k's LVArmor."
States
{
Spawn:
LVAI A -1
LOOP
Ready:
LVFP A 0 A_PlaySound("lvarmor/attack")
LVFP A 2
LVFP A 2
LVFP A 2
LVFP A 1 A_WeaponReady
Goto Ready+4
Deselect:
LVFP A 1 A_Lower
Loop
Select:
LVFP A 1 A_Raise
Goto Select
Fire:
LVFF A 0 BRIGHT A_GunFlash
LVFF A 0 A_AlertMonsters
LVFF A 0 A_PlaySound("weapons/exarshoot")
LVFF A 2 BRIGHT A_CustomMissile("MechShot",0,0,-54,26,0)
LVFF B 1
LVFF C 0 BRIGHT A_GunFlash
LVFF C 0 A_PlaySound("weapons/exarshoot")
LVFF C 2 BRIGHT A_CustomMissile("MechShot",0,0,-54,28,0)
LVFF B 1 A_Refire
Goto Ready+4
AltFire:
LVFP A 1 A_PlaySound("lvarmor/melee")
LVFM A 3
LVFM B 1
LVFM B 4 A_CUSTOMPUNCH(11.5,0,1,"PlayerLVClawHit")
LVFM A 3
LVFP A 3
Goto Ready+4
Flash:
TNT1 A 1 BRIGHT A_Light1
TNT1 A 0 BRIGHT A_Light0
stop
}
}
actor LVARMORPlayer : PlayerPawn
{
Speed 1
Health 500
Radius 24
Height 64
Mass 200
PainChance 255
Player.ColorRange 112, 127
Player.MaxHealth 500
Player.DisplayName "LVArmor"
Player.SoundClass "LVarmorPlayer"
Player.StartItem "PlayerLVWeapon"
Player.WeaponSlot 1, "PlayerLVWeapon"
States
{
Spawn:
LVAP A -1
Loop
See:
LVAP ABCD 4
Loop
Missile:
LVAP E 3
LVAP F 3 BRIGHT
Goto Spawn
Melee:
LVAP G 5
LVAP H 3
Goto Missile
Pain:
LVAP I 4
LVAP I 4 A_Pain
Goto Spawn
Death:
LVAP J 5 A_PlayerScream
LVAP K 5
LVAP L 20
EXP3 A 0 A_PlaySound("weapons/boom")
EXP3 ABC 2 BRIGHT A_EXPLODE
EXP3 A 0 A_NoBlocking
EXP3 B 0 A_SPAWNITEMEX("MechDebris1", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4, 128)
EXP3 B 0 A_SPAWNITEMEX("MechDebris2", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4)
EXP3 B 0 A_SPAWNITEMEX("MechDebris2", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4)
EXP3 B 0 A_SPAWNITEMEX("MechDebris3", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4)
EXP3 B 0 A_SPAWNITEMEX("MechDebris3", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4)
EXP3 B 0 A_SPAWNITEMEX("MechDebris4", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4, 128)
EXP3 DEF 2 BRIGHT
EXP3 GHI 2 BRIGHT
EXP3 JK 2
EXP3 L 2
Stop
}
}
$playersound LVARMORPlayer male pain lvarmor/pain
$playersound LVARMORPlayer male death dsmecdth
actor LVARMORPlayer : PlayerPawn
{
Speed 0.5
Health 350
Radius 24
Height 64
Mass 200
+NOBLOOD
PainChance 255
Player.ColorRange 112, 127
Player.MaxHealth 350
Player.ViewHeight 52
Player.AttackZOffset 22
Player.DisplayName "LVArmor"
Player.SoundClass "LVarmorPlayer"
Player.StartItem "LVWeapon"
Player.StartItem "HeavyArmor"
Player.WeaponSlot 1, "LVWeapon"
States
{
Spawn:
LVAP A -1
Loop
See:
LVAP ABCD 6
Loop
Missile:
LVAP E 3
LVAP F 3 BRIGHT
Goto Spawn
Melee:
LVAP G 5
LVAP H 3
Goto Missile
Pain:
LVAP I 4
LVAP I 4 A_Pain
Goto Spawn
Death:
LVAP J 5 A_PlayerScream
LVAP K 5
LVAP L 25
EXP3 A 0 A_PlaySound("weapons/boom")
EXP3 ABC 2 BRIGHT A_EXPLODE
EXP3 A 0 A_NoBlocking
EXP3 B 0 A_SPAWNITEMEX("MechDebris1", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4, 128)
EXP3 B 0 A_SPAWNITEMEX("MechDebris2", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4)
EXP3 B 0 A_SPAWNITEMEX("MechDebris2", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4)
EXP3 B 0 A_SPAWNITEMEX("MechDebris3", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4)
EXP3 B 0 A_SPAWNITEMEX("MechDebris3", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4)
EXP3 B 0 A_SPAWNITEMEX("MechDebris4", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4, 128)
EXP3 DEF 2 BRIGHT
EXP3 GHI 2 BRIGHT
EXP3 JK 2
EXP3 L 2
Stop
}
}
ACTOR LVWeapon : Weapon 14448
{
+NOEXTREMEDEATH
+NOALERT
+WEAPON.CHEATNOTWEAPON
inventory.pickupmessage "It's an LVArmor! Let's take it for a spin!"
Obituary "%o was taken down by %k's LVArmor."
States
{
Spawn:
LVAI A -1
LOOP
Ready:
LVFP A 0 A_PlaySound("lvarmor/attack")
LVFP A 2
LVFP A 2
LVFP A 2
LVFP A 1 A_WeaponReady
Goto Ready+4
Deselect:
LVFP A 1 A_Lower
Loop
Select:
LVFP A 1 A_Raise
Goto Select
Fire:
LVFF A 0 BRIGHT A_GunFlash
LVFF A 0 A_AlertMonsters
LVFF A 0 A_PlaySound("weapons/exarshoot")
LVFF A 1 BRIGHT A_CustomMissile("PlayerMechShot",0,0,10,2)
LVFF B 3
LVFF C 0 BRIGHT A_GunFlash
LVFF C 0 A_PlaySound("weapons/exarshoot")
LVFF C 1 BRIGHT A_CustomMissile("PlayerMechShot",0,0,10,3)
LVFF B 3 A_Refire
Goto Ready+4
AltFire:
LVFP A 1 A_PlaySound("lvarmor/melee")
LVFM A 3
LVFM B 1
LVFM B 4 A_CUSTOMPUNCH(11.5,0,1,"PlayerLVClawHit")
LVFM A 3
LVFP A 4
Goto Ready+4
Flash:
TNT1 A 1 BRIGHT A_Light1
TNT1 A 0 BRIGHT A_Light0
stop
}
}
Needs to be *pain and *death.lizardcommando wrote:And here's the SNDINFO stuff:
- Code: Select all • Expand view
$playersound LVARMORPlayer male pain lvarmor/pain
$playersound LVARMORPlayer male death dsmecdth
Script error, "lizardsquad.WAD:SNDINFO" line 1:
*pain has already been used for a non-player sound.
$playersound LVARMORPlayer male *pain100 lvarmor/pain
$playersound LVARMORPlayer male *pain75 lvarmor/pain
$playersound LVARMORPlayer male *pain50 lvarmor/pain
$playersound LVARMORPlayer male *pain25 lvarmor/pain
$playersound LVARMORPlayer male *death dsmecdth
weapons/45pistol ds45pist
weapons/pmagout dspout
weapons/pmagin dspin
weapons/pslide dspslide
weapons/click dsclick
weapons/smgfire dssmg
weapons/shotgun dsshotgn
weapons/sgcock dssgcock
weapons/swordup dsswdup
weapons/swordidle dsswdidl
weapons/swing dsswing
weapons/swdhit dsswdhit
weapons/stab dsstab
weapons/rpg7 dsrpg7
weapons/rpgload1 dsrpgld1
weapons/rpgload2 dsrpgld2
weapons/rpgshot dsrpgsh
weapons/shotgunload dssgload
weapons/grenthrow dshgren1
weapons/grenarm dshgren2
weapons/grenbounce dshgren3
weapons/exarshoot dsexars
weapons/rpgexplode dsrpgexp
weapons/hmgpickup dshmgun
weapons/hmgunshoot dshmgsh
weapons/hmgreload dshmgrld
weapons/fire dsfire
weapons/smgreload1 dssmgrl1
weapons/smgreload2 dssmgrl2
weapons/laser dslaser
weapons/laserhit dslashit
weapons/laserreload2 dslsrld2
weapons/laserexplode dslxplod
weapons/lasercharge dscharge
weapons/laserchargeshot dschshot
weapons/arreload1 dsarld1
weapons/arreload2 dsarld2
weapons/infantryrifle dsinrifl
weapons/riflebolt dsrfbolt
weapons/flamethrower dsflmthr
weapons/glockfire dsglfire
weapons/uzi dsuzi
weapons/silenceduzi dssiluzi
weapons/uzireload dsuzirld
weapons/grenadepickup dsgrenad
weapons/ammopickup dsammopu
weapons/ammopickup2 dsamopu2
weapons/armorpickup dsarmor
weapons/ccchargeloop dscchrgl
melee/shotgunsmack dssgsmak
melee/shotgunswing dssgswng
$random misc/firedie { misc/firedie1 misc/firedie2 }
misc/firedie1 dsfrdie1
misc/firedie2 dsfrdie2
$random weapons/357 { weapons/3571 weapons/3572 }
weapons/3571 ds3571
weapons/3572 ds3572
weapons/magnumopen dsmagnop
weapons/magnumclose dsmagncl
weapons/magnumload1 dsmagnl1
weapons/magnumload2 dsmagnl2
weapons/spasshot dsspas
weapons/spascock dsspasrl
$random weapons/boom { weapons/boom1 weapons/boom2 weapons/boom3 }
weapons/boom1 dsboom1
weapons/boom2 dsboom2
weapons/boom3 dsboom3
$random weapons/shellcasing { weapons/shellcasing1 weapons/shellcasing2 weapons/shellcasing3 }
weapons/shellcasing1 dsshell1
weapons/shellcasing2 dsshell2
weapons/shellcasing3 dsshell3
weapons/bulletcasing1 dscasin1
weapons/bulletcasing2 dscasin2
weapons/bulletcasing3 dscasin3
$random weapons/smallmagdrop { weapons/smallmagdrop1 weapons/smallmagdrop2 weapons/smallmagdrop3 weapons/smallmagdrop4 }
weapons/smallmagdrop1 dsbounc1
weapons/smallmagdrop2 dsbounc2
weapons/smallmagdrop3 dsbounc3
weapons/smallmagdrop4 dsbounc4
$random weapons/largemagdrop { weapons/largemagdrop1 weapons/largemagdrop2 weapons/largemagdrop3 weapons/largemagdrop4 }
weapons/largemagdrop1 dsaounc1
weapons/largemagdrop2 dsaounc2
weapons/largemagdrop3 dsaounc3
weapons/largemagdrop4 dsaounc4
weapons/firestart dsfirest
weapons/lighterflick dslitflk
weapons/lighterclose dslitcls
weapons/molotovpickup dsfirebm
weapons/molotovexplode dsmoloex
weapons/tacpistol dstpfire
weapons/tacpclipin dstpclpi
weapons/tacpclipout dstpclpo
weapons/tacpslide dstpslid
$random barney/hurt { barney/hurt1 barney/hurt2 }
barney/hurt1 dsbarpn1
barney/hurt2 dsbarpn2
$random barney/sight { barney/sight1 barney/sight2 barney/sight3 }
barney/sight1 dsbarns1
barney/sight2 dsbarns2
barney/sight3 dsbarns3
barney/barneydie dsbardie
barney/barneyshoot dsbarnsh
phantom/sight dspesit
phantom/melee dspeatta
phantom/pain dspepain
phantom/death dspedth
$random marinelizard/death { marinelizard/death1 marinelizard/death2 }
marinelizard/death1 dsmldie1
marinelizard/death2 dsmldie2
$random lsmclizard/idle { lsmclizard/idle1 lsmclizard/idle2 lsmclizard/idle3 }
lsmclizard/idle1 dsmidl1
lsmclizard/idle2 dsmidl2
lsmclizard/idle3 dsmidl3
$random lsmclizard/active { lsmclizard/active1 lsmclizard/active2 lsmclizard/active3 lsmclizard/active4 }
lsmclizard/active1 dshmact1
lsmclizard/active2 dshmact2
lsmclizard/active3 dshmact3
lsmclizard/active4 dshmact4
lsmclizard/pain dsmlpain
lsmclizard/die dshmdth
lsmclizard/m4a1 dsm4a1
hmgunner/die dshmgldi
$random marinelizard/sight { marinelizard/sight1 marinelizard/sight2 marinelizard/sight3 }
marinelizard/sight1 dshmsit1
marinelizard/sight2 dshmsit2
marinelizard/sight3 dshmsit3
enemysoldier/bazooka dsbazook
enemysoldier/bazookaboom dsbzboom
$random mafializard/sight { mafializard/sight1 mafializard/sight2 mafializard/sight3 }
mafializard/sight1 dstrsit1
mafializard/sight2 dstrsit2
mafializard/sight3 dstrsit3
$random mafializard/die { mafializard/die1 mafializard/die2 mafializard/die3 }
mafializard/die1 dstrdth1
mafializard/die2 dstrdth2
mafializard/die3 dstrdth3
mafializard/pain dstrpain
mafializard/defire dsdefire
$random swatlizard/sight { swatlizard/sight1 swatlizard/sight2 swatlizard/sight3 }
swatlizard/sight1 dsfesit1
swatlizard/sight2 dsfesit2
swatlizard/sight3 dsfesit3
swatlizard/death dsfedth
swatlizard/active dsfeact1
swatlizard/socom dssocom
$random swatlizard/pain { swatlizard/pain1 swatlizard/pain2 swatlizard/pain3 swatlizard/pain4 }
swatlizard/pain1 dsfepn1
swatlizard/pain2 dsfepn2
swatlizard/pain3 dsfepn3
swatlizard/pain4 dsfepn4
helilizard/sight dshelsit
helilizard/active dshelact
helilizard/death dsheldth
lvarmor/sight dsmecsit
lvarmor/death dsmecdth
lvarmor/attack dsmecatk
lvarmor/melee dsmmelee
$random lvarmor/pain { lvarmor/pain1 lvarmor/pain2 lvarmor/pain3 }
lvarmor/pain1 dsmecpn1
lvarmor/pain2 dsmecpn2
lvarmor/pain3 dsmecpn3
$random samurai/sight { samurai/sight1 samurai/sight2 }
samurai/sight1 dssamst1
samurai/sight2 dssamst2
samurai/pain dssamhur
samurai/attack1 dssmatk1
samurai/attack2 dssmatk2
samurai/swordhit dssamhit
samurai/death dssamdth
wizardlizard/pain dswlpain
wizardlizard/sight dswzlsit
wizardlizard/active dswzlact
wizardlizard/death dswzldth
wizardlizard/hadoken dswlhado
wizardlizard/iceshot dswlice
WLIceShot/icechargeup dsicecha
WLIceShot/icehit dsicesbk
WLIceShot/icelaunch dsicelnc
WLIceShot/icefly dsicefly
$random mediclizard/death { mediclizard/death1 mediclizard/death2 }
mediclizard/death1 dsmddth1
mediclizard/death2 dsmddth2
$random mediclizard/medicspeak { mediclizard/medicspeak1 mediclizard/medicspeak2 mediclizard/medicspeak3 }
mediclizard/medicspeak1 dsmedic1
mediclizard/medicspeak2 dsmedic2
mediclizard/medicspeak3 dsmedic3
mediclizard/givemeds dsmedgiv
lsmcplayer/pain dsmlpain
lsmcplayer/death dshmdth
lsmcplayer/xdeath dsmldie2
probey/sight dsdronsi
probey/active dsdrheli
probey/laser dsdrnsho
cowboylizard/revolver dsrvolvr
cowboylizard/revcock dsrevcok
cowboylizard/revdraw dsrevdra
$random cowboylizard/die { cowboylizard/die1 cowboylizard/die2 }
cowboylizard/die1 dscbdie1
cowboylizard/die2 dscbdie2
$random cowboylizard/sight { cowboylizard/sight1 cowboylizard/sight2 }
cowboylizard/sight1 dscbsit1
cowboylizard/sight2 dscbsit2
$random cowboylizard/hurt { cowboylizard/hurt1 cowboylizard/hurt2 }
cowboylizard/hurt1 dscbhur1
cowboylizard/hurt2 dscdhur2
$random cowboylizard/active { cowboylizard/active1 cowboylizard/active2 }
cowboylizard/active1 dscbact1
cowboylizard/active2 dscbact2
$random cowboylizard/ricochet { cowboylizard/ricochet1 cowboylizard/ricochet2 cowboylizard/ricochet3 cowboylizard/ricochet4 }
cowboylizard/ricochet1 dsrico1
cowboylizard/ricochet2 dsrico2
cowboylizard/ricochet3 dsrico3
cowboylizard/ricochet4 dsrico4
SSpichu/sight dssssit
SSpichu/pain dssspain
SSpichu/death dsssdth
cubone/sight dscubosi
cubone/death dscubodt
$random vanguarder/sight { vanguarder/sight1 vanguarder/sight2 }
vanguarder/sight1 dsvanst1
vanguarder/sight2 dsvanst2
vanguarder/punch dsvanpun
vanguarder/death dsvandth
vanguarder/vshot dsvbustr
$random pikaguard/sight { pikaguard/sight1 pikaguard/sight2 }
pikaguard/sight1 dspikst1
pikaguard/sight2 dspikst2
$random pikaguard/die { pikaguard/die1 pikaguard/die2 }
pikaguard/die1 dspkdie1
pikaguard/die2 dspkdie2
pikaguard/gun dspikagu
pikaguard/hurt dspikhur
sentrygun/active dsturac
sentrygun/attack dstugun
sentrygun/die dsturdi
sentrygun/sight dstursi
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