-The first tommy gun must replace the chaingun, nothing else is needed with it.
-The second tommygun(double barrel upgrade) must replace the first tommygun and must spawn only if you have 1 weapon part.
-The third tommygun (triple barreled upgrade) must replace the second tommygun and must spawn oly if you have 2 weapon parts..
Ok so there is what i have,..
Code: Select all
actor Tommygun1 : Weapon Replaces Chaingun
{
Weapon.SelectionOrder 700
Weapon.AmmoUse 1
Weapon.AmmoGive 50
Weapon.AmmoType "TommAmmo"
Inventory.PickupMessage "You got the TommyGun!"
Obituary "%k riddled %o with bullets."
attacksound "DSTOMFR"
Decal "BulletChip"
Weapon.SlotNumber 4
States
{
Ready:
TOF1 A 1 A_weaponready
loop
Deselect:
TOF1 AA 0 A_lower
TOf1 A 1 A_lower
loop
Select:
TOF1 AA 0 A_raise
TOF1 A 1 A_raise
loop
loop
Fire:
TOF1 B 1 bright A_FireBullets (2, 2, 1, 6,"BulletPuff")
TOF1 B 0 bright A_GunFlash
TOF1 B 0 A_FireCustomMissile("9mmCasingSpawner",2,0,0,0)
TOF1 A 3
TOF1 A 0 A_Refire
goto Ready
Flash:
TNT1 A 3 Bright A_Light1
Goto LightDone
Spawn:
AUTP A -1
Stop
}
}
actor Tommygun2 : Weapon Replaces Chaingun
{
inventory.pickupmessage "TommyGun Double-Barreled!"
Weapon.SelectionOrder 701
weapon.ammotype1 "TommAmmo"
weapon.ammogive 50
weapon.ammouse1 2
inventory.pickupsound "TOMPKP"
decal "Bulletchip"
Attacksound "DSTOMFR"
Scale 0.6
weapon.kickback 100
Weapon.SlotNumber 4
states
{
spawn:
TOMM A 4
loop
select:
TOF2 II 0 A_raise
TOF2 I 1 A_raise
loop
deselect:
TOF2 II 0 A_lower
TOf2 I 1 A_lower
loop
ready:
TOF2 I 1 A_weaponready
loop
fire:
NULL A 0 A_GunFlash
NULL A 0 A_JumpifNoAmmo("Ready")
TOF2 J 1 bright A_firebullets(2, 2, 2, 6,"BulletPuff")
TOF2 I 3
Goto Ready
}
}
ACTOR TommAmmo : Ammo
{
+INVENTORY.IGNORESKILL
Radius 10
Inventory.Amount 50
Inventory.MaxAmount 500
Ammo.BackpackAmount 50
Ammo.BackpackMaxAmount 999
Inventory.PickupMessage "Picked up some ammo for the tommygun."
Inventory.Icon "TOMAA0"
States
{
Spawn:
TOMA A 1 Bright
Loop
}
}
actor Tommygun3 : Weapon Replaces Chaingun
{
inventory.pickupmessage "TommyGun Triple-Barreled!!!"
Weapon.SelectionOrder 702
weapon.ammotype1 "TommAmmo"
weapon.ammogive 50
weapon.ammouse1 3
inventory.pickupsound "TOMPKP"
decal "Bulletchip"
Attacksound "DSTOMFR"
Scale 0.6
weapon.kickback 150
Weapon.SlotNumber 4
states
{
spawn:
TOMM A 4
loop
select:
TOF3 A 0 A_raise
TOF3 A 1 A_raise
loop
deselect:
TOF3 AA 0 A_lower
TOf3 A 1 A_lower
loop
ready:
TOF3 A 1 A_weaponready
loop
fire:
NULL A 0 A_GunFlash
NULL A 0 A_JumpifNoAmmo("Ready")
TOF3 B 1 bright A_firebullets(2, 2, 3, 6,"BulletPuff")
TOF3 A 3
Goto Ready
}
}
ACTOR Shellout
{
Height 12
Radius 9
Speed 4
Scale 0.45
PROJECTILE
+DOOMBOUNCE
- NOGRAVITY
SeeSound "weapons/casing2"
States
{
Spawn:
D3S1 A 0 A_CustomMissile("WWPistolCasing",0,0,random(-100,-80),2,random(-15,15))
D3S1 ACBHEGFD 1
Goto Spawn+1
Death:
D3S1 A 0 A_Jump(32,8)
D3S1 A 0 A_Jump(37,8)
D3S1 A 0 A_Jump(43,8)
D3S1 A 0 A_Jump(51,8)
D3S1 A 0 A_Jump(64,8)
D3S1 A 0 A_Jump(85,8)
D3S1 A 0 A_Jump(128,8)
D3S1 A 350
Stop
D3S1 B 350
Stop
D3S1 C 350
Stop
D3S1 D 350
Stop
D3S1 E 350
Stop
D3S1 F 350
Stop
D3S1 G 350
Stop
D3S1 H 350
Stop
}
}
ACTOR Bulletout
{
Height 12
Radius 9
Speed 4
Scale 0.45
PROJECTILE
+DOOMBOUNCE
- NOGRAVITY
SeeSound "weapons/casing1"
States
{
Spawn:
CAS1 A 0 A_PlaySound("NULL")
CAS1 ACBHEGFD 1
Goto Spawn+1
Death:
CAS1 A 0 A_Jump(32,8)
CAS1 A 0 A_Jump(37,8)
CAS1 A 0 A_Jump(43,8)
CAS1 A 0 A_Jump(51,8)
CAS1 A 0 A_Jump(64,8)
CAS1 A 0 A_Jump(85,8)
CAS1 A 0 A_Jump(128,8)
CAS1 A 350
Stop
CAS1 B 350
Stop
CAS1 C 350
Stop
CAS1 D 350
Stop
CAS1 E 350
Stop
CAS1 F 350
Stop
CAS1 G 350
Stop
CAS1 H 350
Stop
}
}
ACTOR 9mmCasingSpawner //Borrowed from the in-limbo ZNew mod
{
Speed 15
PROJECTILE
+NOCLIP
States
{
Spawn:
TNT1 AA 1 A_CustomMissile("Bulletout",0,0,random(-100,-80),2,random(-15,15))
Stop
}
}