[DECORATE] Trying to raise the ammo capacity! Please help!

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User avatar
INTP O_0
Posts: 5
Joined: Thu Jun 25, 2026 11:46 pm
Preferred Pronouns: He/Him

[DECORATE] Trying to raise the ammo capacity! Please help!

Post by INTP O_0 »

Hey there so I've been doing some tinkering with some mods, and I wanted to simply increase the ammo capacity, but I haven't found anything online that could help, any change I would do would cause an error or do nothing at all. So, I want to know what I'm doing wrong and what can I do? I have here two decorate files to show the inner workings of the mod.

The weapon itself uses two ammo types, rocket ammo which is set at 100 capacity and cell ammo which is set at 600 capacity. Idk where this info is in the code and I simply want to change them both to whatever number I like.

If anyone can help me, I would be so grateful!

DECORATE 1

Code: Select all

//Changes made:
//select,deselect


ACTOR MastermindChaingun : BrutalWeapon
{
	Game Doom
	//SpawnID 28
	Weapon.SelectionOrder 3500
	Weapon.AmmoType2 "AmmoRocket"
	Weapon.AmmoType1 "AmmoCell"
	Weapon.AmmoGive 666
	Weapon.AmmoUse1 1
	Inventory.MaxAmount 666
	+WEAPON.NOAUTOAIM
	+WEAPON.NOAUTOFIRE
	+FORCEXYBILLBOARD
	Inventory.PickupSound "CBOXPKUP"
	Inventory.PickupMessage "You got the Mastermind's Chaingun! (Slot 4)"
	Obituary "%o was mowed down by %k's Mastermind's Chaingun."
	AttackSound "none"
	Scale 1.1
	Tag "Mastermind's Chaingun"
	inventory.althudicon "RMN2A0"
	
	States
	{
	KickingFlash:
	    RMNG OPQRSSSSSSSSRQPO 1 //16
	    stop
     AirKickingFlash:
	    RMNG OPQRSSSSSSSSSSRQPO 1 //18
	    stop
	 SlideKickingStart:
	    RMNG OPQRS 1
	    RMNG SS 17 //39 total
	    Stop
	 SlideKickingEnd:
	    RMNG SSSSSSRQPO 1 //10
	    Stop

		
	FuckYouFlash:
	RMNG OPQRSSSSSSSSSSSSSSSSSSSSRQPO 1 //18
	stop
		
	Spawn:
		RMN2 A 1
		RMN2 A -1
		Stop
		
    Ready:
	Ready3:
		//RIFG A 0 A_JumpIfInventory("Zoomed",1,"Ready2")
		RMNG F 1 A_WeaponReady(WRF_ALLOWRELOAD)
		RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
	    RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        //RIFG A 0 A_JumpIfInventory("Reloading",1,"Reload")
		//RIFG A 0 A_JumpIfInventory("Unloading",1,"Unload")
		RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		//RIFG A 0 A_JumpIfInventory("Unloading",1,"Unload")
		RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		//RIFG A 0 A_JumpIfInventory("StartDualWield",1,"DualWield")
		//RIFG A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
		Loop
		  
	CheckSprint:
		RMNG F 1 A_WeaponReady(WRF_NOFIRE)
		RMNG A 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		RMNG A 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
		Goto Ready
		
	StartSprint:
		RMNG F 1 A_WeaponReady(WRF_NOFIRE)
		RMNG A 0 A_Takeinventory("Zoomed",1)
		RMNG A 0 A_Takeinventory("ADSmode",1)
		RMNG A 0 A_ZoomFactor(1.0)
		RMNG A 0 A_JumpIfInventory("UsedStamina", 40, "StopSprintTired")
		
	Sprinting:	
		RMNG Q 0 offset(-9,32) 
		RMNG A 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		RMNG A 0 offset(-9,32) A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
		PLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
		RMNG A 0 offset(-9,32) A_JumpIfInventory("PowerStrength", 1, 2)
		RMNG A 0 offset(-9,32) A_GiveInventory("UsedStamina", 9)
		RMNG A 0 offset(-9,32)
		RMNG Q 1 offset(-9,34) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(-6,36) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(-3,38) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(0,38) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(3,36) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(6,34) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(9,32) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		RMNG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
		RMNG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        RMNG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		RMNG A 0 offset(-9,32) A_GiveInventory("UsedStamina", 9)
		RMNG A 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
		RMNG Q 1 offset(9,34) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(6,36) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(3,38) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(0,38) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(-3,36) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(-6,34) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(-9,32) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		RMNG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
		RMNG A 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
		Goto StopSprint
		
	StopSprintTired:
		RMNG F 1
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		RMNG A 0 A_PlaySound("Tired", 2)
		RMNG A 0 A_TakeInventory("UsedStamina", 2)
		RMNG F 5 A_WeaponReady
		RMNG A 0 A_TakeInventory("UsedStamina", 2)
		RMNG F 5 A_WeaponReady
		RMNG A 0 A_TakeInventory("UsedStamina", 2)
		RMNG F 5 A_WeaponReady
		RMNG A 0 A_TakeInventory("UsedStamina", 2)
		RMNG F 5 A_WeaponReady
		RMNG A 0 A_TakeInventory("UsedStamina", 2)
		RMNG F 5 A_WeaponReady
		Goto Ready
	StopSprint:
		RMNG Q 1
		RMNG A 0 A_JumpIfInventory("UsedStamina", 60, "StopSprintTired")
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		Goto Ready 

		Deselect:
			//RMNG A 0 A_TakeInventory ("Spin",1)
			RMNG A 0 A_TakeInventory("TossGrenade", 1)
			RMNG A 0 A_TakeInventory("Reloading", 1)
			RMNG A 0 A_TakeInventory("Unloading", 1)
			RMNG A 0 A_Takeinventory("HeavyAutomaticWeapon",1)
			RMNG A 0 A_TakeInventory("RandomHeadExploder", 1)
			RMNG A 0 SetPlayerProperty(0,0,0)
			RMNG JKLMN 1
			TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
			TNT1 A 1 A_Lower
			Wait

		Select:
			RMNG A 0
			RMNG A 0 A_Giveinventory("GoSpecial",1)
			RMNG A 0 A_Giveinventory("HeavyAutomaticWeapon",1)
			RMNG A 0 A_Takeinventory("FistsSelected",1)
			RMNG A 0 A_Takeinventory("SawSelected",1)
			RMNG A 0 A_Takeinventory("ShotgunSelected",1)
			RMNG A 0 A_Takeinventory("SSGSelected",1)
			RMNG A 0 A_Giveinventory("MinigunSelected",1)
			RMNG A 0 A_Takeinventory("PlasmaGunSelected",1)
			RMNG A 0 A_Takeinventory("RocketLauncherSelected",1)
			RMNG A 0 A_Takeinventory("GrenadeLauncherSelected",1)
			RMNG A 0 A_Takeinventory("BFGSelected",1)
			RMNG A 0 A_Takeinventory("BFG10kSelected",1)
			RMNG A 0 A_Takeinventory("RailGunSelected",1)
			RMNG A 0 A_Takeinventory("SubMachineGunSelected",1)
			RMNG A 0 A_Takeinventory("RevenantLauncherSelected",1)
			RMNG A 0 A_Takeinventory("LostSoulSelected",1)
			RMNG A 0 A_Takeinventory("FlameCannonSelected",1)
			RMNG A 0 A_Takeinventory("HasBarrel",1)
			RMNG A 0 A_TakeInventory("TossGrenade", 1)
			RMNG A 0 A_GiveInventory("RandomHeadExploder", 1)
			TNT1 AAAAAA 1 A_Raise
			RMNG A 0 A_PlaySound("CHGNPKUP")
			TNT1 AAAAAAAAA 0 A_Raise
		
		SelectAnimation:
			RMNG A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
			RMNG A 0 A_GunFlash
			RMNG NMLKJ 1 A_WeaponReady(WRF_NOFIRE)
			Goto Ready
			
	    Fire:
	        RIFG A 0 A_JumpIfInventory("AmmoCell",1,2)
            Goto NoAmmo
            TNT1 AA 0
			RIFG A 0 A_JumpIfInventory("AmmoRocket",1,2)
            Goto NoAmmo
            TNT1 AA 0
			RMNG A 0 A_PlaySound("CHGNSHOT", 1)
 			RMNG A 0 A_PlaySound("FARMGN", 5)
			RMNG A 0 A_ZoomFactor(0.98)
			
			TNT1 A 0 A_TakeInventory("AmmoRocket",1)
			TNT1 A 0 A_TakeInventory("AmmoCell",2)
			
			RMNG A 1 A_Firecustommissile("MastermindTracerDoomguy",random(-2,2),0,0,-12,random(3,-3))
			TNT1 A 0 A_SetPitch(Pitch-2)
			RMNG A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
			TNT1 A 0 A_JumpIfInventory("NoFancyShooting", 1, 2)
			CHAF A 0 BRIGHT A_FireCustomMissile("DecorativeTracer", random(-2,2), 0, 0, -12, 0, random(-2,2))
			RMNG A 0 A_ZoomFactor(1.0)
			//RMNG AAA 0 A_Firecustommissile("MachineGunCasingSpawns",random(-2,2),0,0,-12,-18)
			CHAF A 0 BRIGHT A_FireCustomMissile("MastermindCaseSpawnDoomguy", random(-2,2), 0, 0, -12, 0, random(-2,2))
			TNT1 A 0 A_Recoil(1)
			TNT1 A 0 A_SetAngle(Angle+random(1,-1))
			RMNG GHI 1 A_SetPitch(Pitch+0.5)
			RIFG A 0 A_JumpIfInventory("AmmoCell",1,2)
            Goto NoAmmoSpeen
            TNT1 AA 0
			RIFG A 0 A_JumpIfInventory("AmmoRocket",2,2)
            Goto NoAmmoSpeen
            TNT1 AA 0
			RMNG A 0 A_PlaySound("CHGNSHOT", 1)
 			RMNG A 0 A_PlaySound("FARMGN", 5)
			RMNG A 0 A_ZoomFactor(0.98)
			TNT1 A 0 A_TakeInventory("AmmoRocket",1)
			TNT1 A 0 A_TakeInventory("AmmoCell",2)
			RMNG B 1 A_Firecustommissile("MastermindTracerDoomguy",random(-2,2),0,0,-12,random(3,-3))
			TNT1 A 0 A_SetPitch(Pitch-2)
			RMNG A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
			TNT1 A 0 A_JumpIfInventory("NoFancyShooting", 1, 2)// For weaker PCs
			CHAF A 0 BRIGHT A_FireCustomMissile("DecorativeTracer", random(-2,2), 0, 0, -12, 0, random(-2,2))
			RMNG A 0 A_ZoomFactor(1.0)
			//RMNG AAA 0 A_Firecustommissile("MachineGunCasingSpawns",random(-2,2),0,0,-12,-18)
            CHAF A 0 BRIGHT A_FireCustomMissile("MastermindCaseSpawnDoomguy", random(-2,2), 0, 0, -12, 0, random(-2,2))
			TNT1 A 0 A_SetAngle(Angle+random(1,-1))
			RMNG GHI 1 A_SetPitch(Pitch+0.5)
			RMNG A 0 A_Refire
			RMNG FCDEF 1 A_WeaponReady
		    RMNG CDEF 2 A_WeaponReady
		    RMNG CDE 3 A_WeaponReady
			goto Ready
			
			
		NoAmmo:
		RIFG A 0
		RIFG A 0 A_ZoomFactor(1.0)
		RIFG A 0 A_Takeinventory("Zoomed",1)
		RIFG A 0 A_Takeinventory("ADSmode",1)
		//RIFG A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
		TNT1 A 0 A_PlaySound("weapons/empty", 4)
		NoAmmo2:
		RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
	    RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		RMNG C 2 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
		RMNG D 2 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
		RMNG E 3 A_WeaponReady
		RMNG F 3 A_WeaponReady
		//RIFG A 0 A_JumpIfInventory("Reloading",1,"Reload")
		//RIFG A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
		//TNT1 A 0 A_JumpIfInventory("NoAutoReload", 1, "NoAmmo2")
		//RIFG A 0 A_JumpIfInventory("AmmoRocket",1,"Reload")
		//RIFG A 0 A_JumpIfInventory("FiredPrimary",1,"NoAmmo2")
		Goto Ready3
		
		NoAmmoSpeen:
		RIFG A 0
		RIFG A 0 A_ZoomFactor(1.0)
		RIFG A 0 A_Takeinventory("Zoomed",1)
		RIFG A 0 A_Takeinventory("ADSmode",1)
		//RIFG A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
		TNT1 A 0 A_PlaySound("weapons/empty", 4)
		NoAmmo2:
		RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
	    RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		RMNG CDEF 1 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
		RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
	    RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		RMNG CDEF 2 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
		RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
	    RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		RMNG CDE 3 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
		Goto Ready3

		}
}

ACTOR MinigunBoomProjectile: FastProjectile
{
	Radius 4
	Height 2
	Projectile
	Speed 600
    Damage (random (60, 60))
	DamageType Explosive
    MeleeDamage 0
	Scale 0.5
    Decal "Scorch"
	Projectile
	+MISSILE
    +NOGRAVITY
    +EXTREMEDEATH
    +BLOODSPLATTER 
	+THRUSPECIES
	+MTHRUSPECIES
	+SPECTRAL
	SeeSound "weapons/RLL"
	DeathSound "Explosion"
	Obituary "$OB_MPROCKET"
	Species "Marines"
	States
	{
	Spawn:
		MISL A 0
		TNT1 A 0 A_PlaySound("DSRLAUN")
	Live:
	    MISL A 1 Bright 
		TNT1 A 0 A_JumpIf(waterlevel > 1, "SpawnUnderwater")
		TNT1 A 0 A_SpawnItem("RocketFlare",-20,0)
		TNT1 A 0 A_SpawnItem ("OldschoolRocketSmokeTrail2")
		TNT1 A 0 A_CustomMissile ("OldschoolRocketSmokeTrail2", 2, 0, random (160, 210), 2, random (-30, 30))
		Loop
	
	SpawnUnderwater:
	    TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
		TNT1 A 0 A_SpawnItem("RocketFlare",-20,0)
	    TNT1 A 0 A_CustomMissile ("BUBULZ", 0, 0, random (0, 360), 2, random (0, 180))
		MISL A 1 Bright 
	    Goto Live
	
	Death:
        EXPL A 0 Radius_Quake (4, 30, 0, 15, 0)
		TNT1 A 0 A_PlaySound("Explosion")
		TNT1 A 0 A_SpawnItem("WhiteShockwaveSmall")
		EXPL A 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItemEx ("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("MinigunExplosion",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 AAA 0 A_CustomMissile ("BDExplosionparticles", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("BDExplosionparticles2", 0, 0, random (0, 360), 2, random (0, 90))
		EXPL A 0
        TNT1 AAAA 0 A_CustomMissile ("SmallExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0
		TNT1 A 2
		//TNT1 A 0 A_SpawnItemEx ("LiquidExplosionEffectSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_PlaySound("FAREXPL", 3)
		TNT1 A 15
		TNT1 A 0 A_PlaySound("distantexp", 5)
		Stop
	}
}

actor MinigunExplosion
{
+MISSILE
Radius 2
Height 2
Damagetype ExplosiveImpact
Obituary "%o was exploded by %k rocket."
States    {
    Spawn:
	Goto Death
	Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem("WhiteShockwave")
	TNT1 A 3
	TNT1 A 0 A_Explode(120,140)
        Stop}}
		
		
ACTOR MastermindCaseSpawnDoomguy
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
        TNT1 A 0
		TNT1 A 1 A_CustomMissile("20mmBrassDoomguy",-5,0,random(-80,-100),2,random(15,35))
		Stop
	}
}

ACTOR 20mmBrassDoomguy: EmptyBrass
{
Gravity 0.8
Speed 12
Scale 0.5
}



Actor MastermindTracerDoomguy: MastermindTracer
{
+BLOODSPLATTER 
+THRUGHOST
-DONTSPLASH
+FORCERADIUSDMG
speed 280
damage (random(310,310))
scale 1.0
RenderStyle Add
Alpha 0.9
seesound "SSHFIRE"
damagetype ExplosiveImpact
Decal "Scorch"
Obituary "$OB_SPIDER"
States
{

	Spawn:
		TNT1 A 1
		TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail2", (2 *momx)/-35.0, -(2 *momy)/-35.0, 2+(2 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail3", (4 *momx)/-35.0, -(4 *momy)/-35.0, 2+(4 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail4", (6 *momx)/-35.0, -(6 *momy)/-35.0, 2+(6 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail5", (8 *momx)/-35.0, -(8 *momy)/-35.0, 2+(8 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail6", (10*momx)/-35.0, -(10*momy)/-35.0, 2+(10*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail7", (12*momx)/-35.0, -(12*momy)/-35.0, 2+(12*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail8", (14*momx)/-35.0, -(14*momy)/-35.0, 2+(14*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail9", (16*momx)/-35.0, -(16*momy)/-35.0, 2+(16*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        Loop
	XDeath:
	Death:
		EXPL A 0 Radius_Quake (4, 30, 0, 15, 0)
		TNT1 A 0 A_PlaySound("Explosion")
		TNT1 A 0 A_SpawnItem("WhiteShockwaveSmall")
		EXPL A 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItemEx ("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("MinigunExplosion",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 AAA 0 A_CustomMissile ("BDExplosionparticles", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("BDExplosionparticles2", 0, 0, random (0, 360), 2, random (0, 90))
		EXPL A 0
        TNT1 AAAA 0 A_CustomMissile ("SmallExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0
		TNT1 A 2
		//TNT1 A 0 A_SpawnItemEx ("LiquidExplosionEffectSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_PlaySound("FAREXPL", 3)
		TNT1 A 15
		TNT1 A 0 A_PlaySound("distantexp", 5)
		Stop
}
}
DECORATE 2

Code: Select all

//Changes made:
//select,deselect


ACTOR MastermindChaingun : BrutalWeapon
{
	Game Doom
	//SpawnID 28
	Weapon.SelectionOrder 3500
	Weapon.AmmoType2 "AmmoRocket"
	Weapon.AmmoType1 "AmmoCell"
	Weapon.AmmoGive 666
	Weapon.AmmoUse1 1
	Inventory.MaxAmount 666
	+WEAPON.NOAUTOAIM
	+WEAPON.NOAUTOFIRE
	+FORCEXYBILLBOARD
	Inventory.PickupSound "CBOXPKUP"
	Inventory.PickupMessage "You got the Mastermind's Chaingun! (Slot 4)"
	Obituary "%o was mowed down by %k's Mastermind's Chaingun."
	AttackSound "none"
	Scale 1.1
	Tag "Mastermind's Chaingun"
	inventory.althudicon "RMN2A0"
	
	States
	{
	KickingFlash:
	    RMNG OPQRSSSSSSSSRQPO 1 //16
	    stop
     AirKickingFlash:
	    RMNG OPQRSSSSSSSSSSRQPO 1 //18
	    stop
	 SlideKickingStart:
	    RMNG OPQRS 1
	    RMNG SS 17 //39 total
	    Stop
	 SlideKickingEnd:
	    RMNG SSSSSSRQPO 1 //10
	    Stop

		
	FuckYouFlash:
	RMNG OPQRSSSSSSSSSSSSSSSSSSSSRQPO 1 //18
	stop
		
	Spawn:
		RMN2 A 1
		RMN2 A -1
		Stop
		
    Ready:
	Ready3:
		//RIFG A 0 A_JumpIfInventory("Zoomed",1,"Ready2")
		RMNG F 1 A_WeaponReady(WRF_ALLOWRELOAD)
		RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
	    RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        //RIFG A 0 A_JumpIfInventory("Reloading",1,"Reload")
		//RIFG A 0 A_JumpIfInventory("Unloading",1,"Unload")
		RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		//RIFG A 0 A_JumpIfInventory("Unloading",1,"Unload")
		RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		//RIFG A 0 A_JumpIfInventory("StartDualWield",1,"DualWield")
		//RIFG A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
		Loop
		  
	CheckSprint:
		RMNG F 1 A_WeaponReady(WRF_NOFIRE)
		RMNG A 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		RMNG A 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
		Goto Ready
		
	StartSprint:
		RMNG F 1 A_WeaponReady(WRF_NOFIRE)
		RMNG A 0 A_Takeinventory("Zoomed",1)
		RMNG A 0 A_Takeinventory("ADSmode",1)
		RMNG A 0 A_ZoomFactor(1.0)
		RMNG A 0 A_JumpIfInventory("UsedStamina", 40, "StopSprintTired")
		
	Sprinting:	
		RMNG Q 0 offset(-9,32) 
		RMNG A 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		RMNG A 0 offset(-9,32) A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
		PLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
		RMNG A 0 offset(-9,32) A_JumpIfInventory("PowerStrength", 1, 2)
		RMNG A 0 offset(-9,32) A_GiveInventory("UsedStamina", 9)
		RMNG A 0 offset(-9,32)
		RMNG Q 1 offset(-9,34) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(-6,36) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(-3,38) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(0,38) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(3,36) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(6,34) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(9,32) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		RMNG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
		RMNG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        RMNG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		RMNG A 0 offset(-9,32) A_GiveInventory("UsedStamina", 9)
		RMNG A 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
		RMNG Q 1 offset(9,34) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(6,36) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(3,38) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(0,38) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(-3,36) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(-6,34) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		RMNG Q 1 offset(-9,32) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		RMNG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
		RMNG A 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
		Goto StopSprint
		
	StopSprintTired:
		RMNG F 1
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		RMNG A 0 A_PlaySound("Tired", 2)
		RMNG A 0 A_TakeInventory("UsedStamina", 2)
		RMNG F 5 A_WeaponReady
		RMNG A 0 A_TakeInventory("UsedStamina", 2)
		RMNG F 5 A_WeaponReady
		RMNG A 0 A_TakeInventory("UsedStamina", 2)
		RMNG F 5 A_WeaponReady
		RMNG A 0 A_TakeInventory("UsedStamina", 2)
		RMNG F 5 A_WeaponReady
		RMNG A 0 A_TakeInventory("UsedStamina", 2)
		RMNG F 5 A_WeaponReady
		Goto Ready
	StopSprint:
		RMNG Q 1
		RMNG A 0 A_JumpIfInventory("UsedStamina", 60, "StopSprintTired")
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		Goto Ready 

		Deselect:
			//RMNG A 0 A_TakeInventory ("Spin",1)
			RMNG A 0 A_TakeInventory("TossGrenade", 1)
			RMNG A 0 A_TakeInventory("Reloading", 1)
			RMNG A 0 A_TakeInventory("Unloading", 1)
			RMNG A 0 A_Takeinventory("HeavyAutomaticWeapon",1)
			RMNG A 0 A_TakeInventory("RandomHeadExploder", 1)
			RMNG A 0 SetPlayerProperty(0,0,0)
			RMNG JKLMN 1
			TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
			TNT1 A 1 A_Lower
			Wait

		Select:
			RMNG A 0
			RMNG A 0 A_Giveinventory("GoSpecial",1)
			RMNG A 0 A_Giveinventory("HeavyAutomaticWeapon",1)
			RMNG A 0 A_Takeinventory("FistsSelected",1)
			RMNG A 0 A_Takeinventory("SawSelected",1)
			RMNG A 0 A_Takeinventory("ShotgunSelected",1)
			RMNG A 0 A_Takeinventory("SSGSelected",1)
			RMNG A 0 A_Giveinventory("MinigunSelected",1)
			RMNG A 0 A_Takeinventory("PlasmaGunSelected",1)
			RMNG A 0 A_Takeinventory("RocketLauncherSelected",1)
			RMNG A 0 A_Takeinventory("GrenadeLauncherSelected",1)
			RMNG A 0 A_Takeinventory("BFGSelected",1)
			RMNG A 0 A_Takeinventory("BFG10kSelected",1)
			RMNG A 0 A_Takeinventory("RailGunSelected",1)
			RMNG A 0 A_Takeinventory("SubMachineGunSelected",1)
			RMNG A 0 A_Takeinventory("RevenantLauncherSelected",1)
			RMNG A 0 A_Takeinventory("LostSoulSelected",1)
			RMNG A 0 A_Takeinventory("FlameCannonSelected",1)
			RMNG A 0 A_Takeinventory("HasBarrel",1)
			RMNG A 0 A_TakeInventory("TossGrenade", 1)
			RMNG A 0 A_GiveInventory("RandomHeadExploder", 1)
			TNT1 AAAAAA 1 A_Raise
			RMNG A 0 A_PlaySound("CHGNPKUP")
			TNT1 AAAAAAAAA 0 A_Raise
		
		SelectAnimation:
			RMNG A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
			RMNG A 0 A_GunFlash
			RMNG NMLKJ 1 A_WeaponReady(WRF_NOFIRE)
			Goto Ready
			
	    Fire:
	        RIFG A 0 A_JumpIfInventory("AmmoCell",1,2)
            Goto NoAmmo
            TNT1 AA 0
			RIFG A 0 A_JumpIfInventory("AmmoRocket",1,2)
            Goto NoAmmo
            TNT1 AA 0
			RMNG A 0 A_PlaySound("CHGNSHOT", 1)
 			RMNG A 0 A_PlaySound("FARMGN", 5)
			RMNG A 0 A_ZoomFactor(0.98)
			
			TNT1 A 0 A_TakeInventory("AmmoRocket",1)
			TNT1 A 0 A_TakeInventory("AmmoCell",2)
			
			RMNG A 1 A_Firecustommissile("MastermindTracerDoomguy",random(-2,2),0,0,-12,random(3,-3))
			TNT1 A 0 A_SetPitch(Pitch-2)
			RMNG A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
			TNT1 A 0 A_JumpIfInventory("NoFancyShooting", 1, 2)
			CHAF A 0 BRIGHT A_FireCustomMissile("DecorativeTracer", random(-2,2), 0, 0, -12, 0, random(-2,2))
			RMNG A 0 A_ZoomFactor(1.0)
			//RMNG AAA 0 A_Firecustommissile("MachineGunCasingSpawns",random(-2,2),0,0,-12,-18)
			CHAF A 0 BRIGHT A_FireCustomMissile("MastermindCaseSpawnDoomguy", random(-2,2), 0, 0, -12, 0, random(-2,2))
			TNT1 A 0 A_Recoil(1)
			TNT1 A 0 A_SetAngle(Angle+random(1,-1))
			RMNG GHI 1 A_SetPitch(Pitch+0.5)
			RIFG A 0 A_JumpIfInventory("AmmoCell",1,2)
            Goto NoAmmoSpeen
            TNT1 AA 0
			RIFG A 0 A_JumpIfInventory("AmmoRocket",2,2)
            Goto NoAmmoSpeen
            TNT1 AA 0
			RMNG A 0 A_PlaySound("CHGNSHOT", 1)
 			RMNG A 0 A_PlaySound("FARMGN", 5)
			RMNG A 0 A_ZoomFactor(0.98)
			TNT1 A 0 A_TakeInventory("AmmoRocket",1)
			TNT1 A 0 A_TakeInventory("AmmoCell",2)
			RMNG B 1 A_Firecustommissile("MastermindTracerDoomguy",random(-2,2),0,0,-12,random(3,-3))
			TNT1 A 0 A_SetPitch(Pitch-2)
			RMNG A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
			TNT1 A 0 A_JumpIfInventory("NoFancyShooting", 1, 2)// For weaker PCs
			CHAF A 0 BRIGHT A_FireCustomMissile("DecorativeTracer", random(-2,2), 0, 0, -12, 0, random(-2,2))
			RMNG A 0 A_ZoomFactor(1.0)
			//RMNG AAA 0 A_Firecustommissile("MachineGunCasingSpawns",random(-2,2),0,0,-12,-18)
            CHAF A 0 BRIGHT A_FireCustomMissile("MastermindCaseSpawnDoomguy", random(-2,2), 0, 0, -12, 0, random(-2,2))
			TNT1 A 0 A_SetAngle(Angle+random(1,-1))
			RMNG GHI 1 A_SetPitch(Pitch+0.5)
			RMNG A 0 A_Refire
			RMNG FCDEF 1 A_WeaponReady
		    RMNG CDEF 2 A_WeaponReady
		    RMNG CDE 3 A_WeaponReady
			goto Ready
			
			
		NoAmmo:
		RIFG A 0
		RIFG A 0 A_ZoomFactor(1.0)
		RIFG A 0 A_Takeinventory("Zoomed",1)
		RIFG A 0 A_Takeinventory("ADSmode",1)
		//RIFG A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
		TNT1 A 0 A_PlaySound("weapons/empty", 4)
		NoAmmo2:
		RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
	    RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		RMNG C 2 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
		RMNG D 2 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
		RMNG E 3 A_WeaponReady
		RMNG F 3 A_WeaponReady
		//RIFG A 0 A_JumpIfInventory("Reloading",1,"Reload")
		//RIFG A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
		//TNT1 A 0 A_JumpIfInventory("NoAutoReload", 1, "NoAmmo2")
		//RIFG A 0 A_JumpIfInventory("AmmoRocket",1,"Reload")
		//RIFG A 0 A_JumpIfInventory("FiredPrimary",1,"NoAmmo2")
		Goto Ready3
		
		NoAmmoSpeen:
		RIFG A 0
		RIFG A 0 A_ZoomFactor(1.0)
		RIFG A 0 A_Takeinventory("Zoomed",1)
		RIFG A 0 A_Takeinventory("ADSmode",1)
		//RIFG A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
		TNT1 A 0 A_PlaySound("weapons/empty", 4)
		NoAmmo2:
		RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
	    RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		RMNG CDEF 1 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
		RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
	    RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		RMNG CDEF 2 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
		RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
	    RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		RMNG CDE 3 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
		Goto Ready3

		}
}

ACTOR MinigunBoomProjectile: FastProjectile
{
	Radius 4
	Height 2
	Projectile
	Speed 600
    Damage (random (60, 60))
	DamageType Explosive
    MeleeDamage 0
	Scale 0.5
    Decal "Scorch"
	Projectile
	+MISSILE
    +NOGRAVITY
    +EXTREMEDEATH
    +BLOODSPLATTER 
	+THRUSPECIES
	+MTHRUSPECIES
	+SPECTRAL
	SeeSound "weapons/RLL"
	DeathSound "Explosion"
	Obituary "$OB_MPROCKET"
	Species "Marines"
	States
	{
	Spawn:
		MISL A 0
		TNT1 A 0 A_PlaySound("DSRLAUN")
	Live:
	    MISL A 1 Bright 
		TNT1 A 0 A_JumpIf(waterlevel > 1, "SpawnUnderwater")
		TNT1 A 0 A_SpawnItem("RocketFlare",-20,0)
		TNT1 A 0 A_SpawnItem ("OldschoolRocketSmokeTrail2")
		TNT1 A 0 A_CustomMissile ("OldschoolRocketSmokeTrail2", 2, 0, random (160, 210), 2, random (-30, 30))
		Loop
	
	SpawnUnderwater:
	    TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
		TNT1 A 0 A_SpawnItem("RocketFlare",-20,0)
	    TNT1 A 0 A_CustomMissile ("BUBULZ", 0, 0, random (0, 360), 2, random (0, 180))
		MISL A 1 Bright 
	    Goto Live
	
	Death:
        EXPL A 0 Radius_Quake (4, 30, 0, 15, 0)
		TNT1 A 0 A_PlaySound("Explosion")
		TNT1 A 0 A_SpawnItem("WhiteShockwaveSmall")
		EXPL A 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItemEx ("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("MinigunExplosion",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 AAA 0 A_CustomMissile ("BDExplosionparticles", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("BDExplosionparticles2", 0, 0, random (0, 360), 2, random (0, 90))
		EXPL A 0
        TNT1 AAAA 0 A_CustomMissile ("SmallExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0
		TNT1 A 2
		//TNT1 A 0 A_SpawnItemEx ("LiquidExplosionEffectSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_PlaySound("FAREXPL", 3)
		TNT1 A 15
		TNT1 A 0 A_PlaySound("distantexp", 5)
		Stop
	}
}

actor MinigunExplosion
{
+MISSILE
Radius 2
Height 2
Damagetype ExplosiveImpact
Obituary "%o was exploded by %k rocket."
States    {
    Spawn:
	Goto Death
	Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem("WhiteShockwave")
	TNT1 A 3
	TNT1 A 0 A_Explode(120,140)
        Stop}}
		
		
ACTOR MastermindCaseSpawnDoomguy
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
        TNT1 A 0
		TNT1 A 1 A_CustomMissile("20mmBrassDoomguy",-5,0,random(-80,-100),2,random(15,35))
		Stop
	}
}

ACTOR 20mmBrassDoomguy: EmptyBrass
{
Gravity 0.8
Speed 12
Scale 0.5
}



Actor MastermindTracerDoomguy: MastermindTracer
{
+BLOODSPLATTER 
+THRUGHOST
-DONTSPLASH
+FORCERADIUSDMG
speed 280
damage (random(310,310))
scale 1.0
RenderStyle Add
Alpha 0.9
seesound "SSHFIRE"
damagetype ExplosiveImpact
Decal "Scorch"
Obituary "$OB_SPIDER"
States
{

	Spawn:
		TNT1 A 1
		TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail2", (2 *momx)/-35.0, -(2 *momy)/-35.0, 2+(2 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail3", (4 *momx)/-35.0, -(4 *momy)/-35.0, 2+(4 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail4", (6 *momx)/-35.0, -(6 *momy)/-35.0, 2+(6 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail5", (8 *momx)/-35.0, -(8 *momy)/-35.0, 2+(8 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail6", (10*momx)/-35.0, -(10*momy)/-35.0, 2+(10*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail7", (12*momx)/-35.0, -(12*momy)/-35.0, 2+(12*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail8", (14*momx)/-35.0, -(14*momy)/-35.0, 2+(14*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_SpawnItemEx("AutoCannonTracerTrail9", (16*momx)/-35.0, -(16*momy)/-35.0, 2+(16*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        Loop
	XDeath:
	Death:
		EXPL A 0 Radius_Quake (4, 30, 0, 15, 0)
		TNT1 A 0 A_PlaySound("Explosion")
		TNT1 A 0 A_SpawnItem("WhiteShockwaveSmall")
		EXPL A 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItemEx ("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("MinigunExplosion",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 AAA 0 A_CustomMissile ("BDExplosionparticles", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("BDExplosionparticles2", 0, 0, random (0, 360), 2, random (0, 90))
		EXPL A 0
        TNT1 AAAA 0 A_CustomMissile ("SmallExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0
		TNT1 A 2
		//TNT1 A 0 A_SpawnItemEx ("LiquidExplosionEffectSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_PlaySound("FAREXPL", 3)
		TNT1 A 15
		TNT1 A 0 A_PlaySound("distantexp", 5)
		Stop
}
}
User avatar
Kappes Buur
 
 
Posts: 4249
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada

Re: [DECORATE] Trying to raise the ammo capacity! Please help!

Post by Kappes Buur »

That is quite a weapon.
The MastermindChaingun drops only when a Spider Mastermind is successfully fraged.
The weapon, upon pickup, then gives 50 bd rockets and 300 bd cells.

https://imgur.com/a/Pt8IuF5

If you want to give it more ammo then you will have to extract the weapon from bd21 MastermindChaingun as a standalone item, which is not done without a lot of trial and error. An easier way would be to create a key binding to fill up the ammo count with, for example,
bind a "give ammo"
in autoexec.cfg
User avatar
INTP O_0
Posts: 5
Joined: Thu Jun 25, 2026 11:46 pm
Preferred Pronouns: He/Him

Re: [DECORATE] Trying to raise the ammo capacity! Please help!

Post by INTP O_0 »

Kappes Buur wrote: Sat Aug 01, 2026 9:45 pm That is quite a weapon.
The MastermindChaingun drops only when a Spider Mastermind is successfully fraged.
The weapon, upon pickup, then gives 50 bd rockets and 300 bd cells.

https://imgur.com/a/Pt8IuF5

If you want to give it more ammo then you will have to extract the weapon from bd21 MastermindChaingun as a standalone item, which is not done without a lot of trial and error. An easier way would be to create a key binding to fill up the ammo count with, for example,
bind a "give ammo"
in autoexec.cfg
This is a standalone item. I assume you mean standalone mod file? Which it is. This is a single pk3 file, I want to know if I'm looking at the wrong file? Maybe the ammo capacity isn't in the decorate files, but somewhere else?

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