This is the BloodAngel Heavybolter
Code: Select all
ACTOR Heavybolter : BDLiteWeapon Replaces Chaingun
{
Game Doom
SpawnID 28
Weapon.SelectionOrder 700
Weapon.AmmoType1 "RifleAmmo"
Weapon.AmmoGive 30
Weapon.AmmoUse1 1
Weapon.SlotNumber 4
Weapon.BobRangeX 0.0
Inventory.ForbiddenTo BlackTemplar
VisibleToPlayerClass BloodAngel
Inventory.PickupSound "weapons/chaingun/pickup"
Inventory.PickupMessage "You got the Minigun!"
Obituary "%o was mown down by %k's Minigun."
AttackSound "none"
States
{
Spawn:
MGUN A -1
Stop
Ready:
CHGS ABCD 1
TNT1 A 0 A_PlaySound("weapons/chaingun/draw")
ReadyLoop:
CHAG A 1 A_WeaponReady(WRF_ALLOWZOOM)
Goto ReadyLoop
Deselect:
CHGS DCBA 1
TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1
Wait
NoAmmo:
CHAE A 10 A_PlaySound("weapons/empty")
Goto ReadyLoop
Fire:
TNT1 A 0 A_AlertMonsters
CHAG BCD 0
CHAG BCDBCD 0
TNT1 A 0
Hold:
TNT1 A 0 A_Recoil(0.1)
TNT1 A 0 A_SetAngle(random(1, -1) + angle)
TNT1 A 0 A_SetPitch(-0.4 + pitch)
//Main firing loop
TNT1 A 0 A_PlaySound("weapons/chaingun/fire", 1)
TNT1 A 0 A_Recoil(0.1)
TNT1 A 0 A_FireCustomMissile("PlayerQuakeSmall", 0, 0, 0, 0)
CHAF A 1 BRIGHT A_FireBullets(6, 4, 1, 9, "MachineGunBulletPuff", 1)
TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
TNT1 A 0 BRIGHT A_FireCustomMissile("MastermindTracer", random(-3,3), 0, 5, 5, 0, random(-3,3))
TNT1 A 0 A_SpawnItemEx("BulletCasing", 17, 3, 35, 0, random(3,6), random(3,7))
CHAF B 1
TNT1 A 0 A_PlaySound("weapons/chaingun/fire", 1)
CHAF J 1 BRIGHT A_FireBullets(6, 4, 1, 9, "MachineGunBulletPuff", 1)
TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
TNT1 A 0 A_SpawnItemEx("BulletCasing", 17, 3, 35, 0, random(3,6), random(3,7))
CHAF H 1 A_SetAngle(random(1, -1) + angle)
TNT1 A 0 A_ReFire
//Cooldown
CHAG A 1 A_WeaponReady(WRF_ALLOWZOOM)
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG B 1 A_WeaponReady(WRF_ALLOWZOOM)
TNT1 A 0 A_Refire
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG C 1 A_WeaponReady(WRF_ALLOWZOOM)
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG D 1 A_WeaponReady(WRF_ALLOWZOOM)
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG A 1 A_WeaponReady(WRF_ALLOWZOOM)
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG B 1 A_WeaponReady(WRF_ALLOWZOOM)
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG C 2 A_WeaponReady(WRF_ALLOWZOOM)
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG D 2 A_WeaponReady(WRF_ALLOWZOOM)
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG A 2
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG B 2
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG C 2 A_WeaponReady(WRF_ALLOWZOOM)
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG D 2 A_WeaponReady(WRF_ALLOWZOOM)
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG ABCD 2 A_WeaponReady
CHAG ABCD 3 A_WeaponReady
goto ReadyLoop
}
}
Code: Select all
ACTOR BTHeavybolter : BlackTemplarWeapon Replaces Chaingun
{
Game Doom
SpawnID 28
Weapon.SelectionOrder 700
Weapon.AmmoType1 "RifleAmmo"
Weapon.AmmoGive 30
Weapon.AmmoUse1 1
Weapon.SlotNumber 4
Weapon.BobRangeX 0.0
Inventory.ForbiddenTo BloodAngel
VisibleToPlayerClass BlackTemplar
+RESTRICTABSOLUTELY
Inventory.PickupSound "weapons/chaingun/pickup"
Inventory.PickupMessage "You got the HeavyBolter!"
Obituary "%o was mown down by %k's HeavyBolter."
AttackSound "none"
States
{
Spawn:
MGUN A -1
Stop
Ready:
CHGS ABCD 1
TNT1 A 0 A_PlaySound("weapons/chaingun/draw")
ReadyLoop:
CHAG A 1 A_WeaponReady(WRF_ALLOWZOOM)
Goto ReadyLoop
Select:
Deselect:
CHGS DCBA 1
TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1
Wait
NoAmmo:
CHAE A 10 A_PlaySound("weapons/empty")
Goto ReadyLoop
Fire:
TNT1 A 0 A_AlertMonsters
CHAG BCD 0
CHAG BCDBCD 0
TNT1 A 0
Hold:
TNT1 A 0 A_Recoil(0.1)
TNT1 A 0 A_SetAngle(random(1, -1) + angle)
TNT1 A 0 A_SetPitch(-0.4 + pitch)
//Main firing loop
TNT1 A 0 A_PlaySound("weapons/chaingun/fire", 1)
TNT1 A 0 A_Recoil(0.1)
TNT1 A 0 A_FireCustomMissile("PlayerQuakeSmall", 0, 0, 0, 0)
CHAF A 1 BRIGHT A_FireBullets(6, 4, 1, 9, "MachineGunBulletPuff", 1)
TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
TNT1 A 0 BRIGHT A_FireCustomMissile("MastermindTracer", random(-3,3), 0, 5, 5, 0, random(-3,3))
TNT1 A 0 A_SpawnItemEx("BulletCasing", 17, 3, 35, 0, random(3,6), random(3,7))
CHAF B 1
TNT1 A 0 A_PlaySound("weapons/chaingun/fire", 1)
CHAF J 1 BRIGHT A_FireBullets(6, 4, 1, 9, "MachineGunBulletPuff", 1)
TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
TNT1 A 0 A_SpawnItemEx("BulletCasing", 17, 3, 35, 0, random(3,6), random(3,7))
CHAF H 1 A_SetAngle(random(1, -1) + angle)
TNT1 A 0 A_ReFire
//Cooldown
CHAG A 1 A_WeaponReady(WRF_ALLOWZOOM)
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG B 1 A_WeaponReady(WRF_ALLOWZOOM)
TNT1 A 0 A_Refire
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG C 1 A_WeaponReady(WRF_ALLOWZOOM)
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG D 1 A_WeaponReady(WRF_ALLOWZOOM)
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG A 1 A_WeaponReady(WRF_ALLOWZOOM)
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG B 1 A_WeaponReady(WRF_ALLOWZOOM)
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG C 2 A_WeaponReady(WRF_ALLOWZOOM)
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG D 2 A_WeaponReady(WRF_ALLOWZOOM)
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG A 2
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG B 2
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG C 2 A_WeaponReady(WRF_ALLOWZOOM)
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG D 2 A_WeaponReady(WRF_ALLOWZOOM)
TNT1 A 0 A_FireCustomMissile("MiniSmoke",0,0,0,0)
CHAG ABCD 2 A_WeaponReady
CHAG ABCD 3 A_WeaponReady
goto ReadyLoop
}
}
