Code: Select all
ACTOR SenturyTurretL : Weapon
{
Inventory.PickupMessage "You got a Sentury Turret!"
Inventory.PickupSound "misc/w_pkup"
Weapon.AmmoType "Turrets"
Weapon.AmmoUse 1
Weapon.AmmoGive 3
States
{
Spawn:
TURR E -1
Loop
Deselect:
TGUN A 1 A_Lower
Loop
Select:
TGUN A 1 A_Raise
Loop
Ready:
TGUN A 1 A_WeaponReady
Loop
Fire:
TGUN A 5
TGUN B 7 A_FireCustomMissile("Turret1",0,1,0,0)
Goto Ready
}
}
ACTOR SenturyTurretD : Weapon
{
Weapon.AmmoUse 0
States
{
Deselect:
CHRG A 1 A_Lower
Loop
Select:
CHRG A 1 A_Raise
Loop
Ready:
CHRG A 1 A_WeaponReady
Loop
Fire:
CHRG A 4
CHRG A 0 A_Playsound("buttonpress")
CHRG A 0 Thing_Projectile (1998,202,0,0,0)
CHRG A 0 Thing_ReMove(1998)
CHRG B 5
Goto Ready
}
}
ACTOR Turret1
{
Radius 10
Height 15
Mass 1000000
DONTHURTSHOOTER
Speed 7
+MISSILE
States
{
Spawn:
TURR E 6
Loop
Death:
TURR E 0 A_SpawnItem("TurretA")
Stop
}
}
ACTOR TurretA
{
Radius 10
Height 65
Mass 1000000
Health 50
Speed 0
DONTHURTSHOOTER
MONSTER
+FRIENDLY
+NOBLOOD
+SHOOTABLE
+DOOMBOUNCE
+MISSILEEVENMORE
+QUICKTORETALIATE
AttackSound "turret/attack"
PainSound "turret/pain"
DeathSound "turret/boom"
States
{
Spawn:
TURR D 0 Thing_ChangeTID(0, 1998)
TURR D 5 A_PlaySound("turret/see")
TURR A 5 A_Look
Goto Spawn+2
See:
TURR A 5 A_Chase
Loop
Missile:
TURR B 0 A_FaceTarget
TURR B 6 A_CustomBulletAttack(4,1,2,3,"bulletpuff")
TURR C 0 A_FaceTarget
TURR C 6 A_CustomBulletAttack(4,1,2,3,"bulletpuff")
TURR C 0 A_SpidRefire
Goto Missile+1
Pain:
TURR D 5
Death:
TURR A 5 A_PlaySound("turret/shutdown")
TURR D 9 Thing_ChangeTid(0,1998)
TURR E 9 A_Fall
BNG4 A 2 A_Explode
BNG4 B 0 A_Scream
BNG4 BCDEFGHIJKLMN 2
Stop
}
}
ACTOR Turrets : Ammo
{
SpawnID 202
Inventory.Amount 1
Inventory.MaxAmount 10
Ammo.BackpackAmount 3
Ammo.BackpackMaxAmount 20
Inventory.PickupMessage "Picked up some Turrets."
Inventory.Icon TURRE0
Scale 0.7
States
{
Spawn:
TURR E -1
Stop
}
}