Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Posted: Sat May 23, 2009 6:37 am
why dont you PM me, and ill see if i can fix it. wow im in a working mood right now! 
To continue the Doom experience, play the Shores of Hell and its amazing sequel, Inferno!
https://forum.zdoom.org/
Take a look at the first line. It is three states with a delay of 1 each. A fix would be:Code: Select all
EXPL ABC 1 BRIGHT A_EXPLODE FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0) FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0) FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0) FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0) FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0) FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
Code: Select all
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
EXPL ABC 1 BRIGHT A_EXPLODECode: Select all
ACTOR MolotovCocktails : Weapon 14889
{
Inventory.PickupMessage "Molotov Cocktails! Burn 'em all!"
Obituary "%o burned to death from %k's molotov cocktail."
Weapon.SelectionOrder 440
Weapon.AmmoGive 3
Weapon.AmmoUse 1
Weapon.AmmoType "MOLOTOVS"
inventory.icon "STWEAP18"
Inventory.PickupSound "weapons/molotovpickup"
+NOALERT
States
{
Spawn:
MOLO A -1
LOOP
Ready:
MOLI A 1 A_WeaponReady
LOOP
Deselect:
MOLI A 1 A_Lower
LOOP
Select:
MOLI A 1 A_Raise
LOOP
Fire:
MOLI A 0 A_JumpIfNoAmmo(1)
MOLI A 5 A_PlayWeaponSound ("weapons/lighterclose")
MOLI A 6
MOLI A 5 BRIGHT A_PlayWeaponSound ("weapons/lighterflick")
MOLI A 3
MOLI A 5 BRIGHT A_PlayWeaponSound ("weapons/lighterflick")
MOLI A 3 BRIGHT A_Light1
MOLI B 2 BRIGHT
MOLI C 2 BRIGHT
MOLF A 2 BRIGHT
MOLF B 2 BRIGHT
MOLF C 2 BRIGHT
MOLF D 2 BRIGHT A_PlayWeaponSound("weapons/firestart")
MOLF E 2 BRIGHT
MOLF F 2 BRIGHT
MOLF G 2 BRIGHT
MOLF H 2 BRIGHT
MOLF I 2 BRIGHT
MOLF J 2 BRIGHT
MOLF K 2 BRIGHT
MOLF L 2 BRIGHT
GREN G 0 A_Light0
GREN G 1 A_PlayWeaponSound("weapons/grenthrow")
GREN H 1 A_FireCustomMissile("Cocktail",-1,1,3,2)
GREN I 2
MOLI A 4
Goto Ready
AltFire:
MOLI A 0 A_JumpIfNoAmmo(1)
MOLI A 5 A_PlayWeaponSound ("weapons/lighterclose")
MOLI A 6
MOLI A 5 BRIGHT A_PlayWeaponSound ("weapons/lighterflick")
MOLI A 3
MOLI A 5 BRIGHT A_PlayWeaponSound ("weapons/lighterflick")
MOLI A 3 BRIGHT A_Light1
LITR A 3 BRIGHT
LITR ABCD 2 BRIGHT
LITR BCD 2 BRIGHT
LITR BCD 2 BRIGHT
LITR BCD 2 BRIGHT
LITR E 2 BRIGHT
LITR F 2 BRIGHT
LITR G 2 A_Light0
LITR G 2 A_PlayWeaponSound ("weapons/lighterclose")
LITR H 2
Goto Ready
}
}
ACTOR Cocktail
{
Obituary "%o burned to death from %k's molotov cocktail."
height 8
radius 10
damage 8
speed 25
ExplosionRadius 80
ExplosionDamage 50
deathsound "weapons/molotovexplode"
PROJECTILE
+GRENADETRAIL
+FIREDAMAGE
+RANDOMIZE
-NOGRAVITY
states
{
Spawn:
MCCK A 0 BRIGHT ThrustThingZ(0,5,0,1)
MCCK ABCDE 2 BRIGHT
loop
Death:
EXPL A 0 BRIGHT A_AlertMonsters
EXPL A 0 BRIGHT A_Explode
FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-50, 50),0)
FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-40, 40),0)
FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-30, 30),0)
FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-40, 40),0)
FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-30, 30),0)
FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-40, 40),0)
FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-30, 30),0)
FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-40, 40),0)
FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-30, 30),0)
FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-50, 50),0)
FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
EXPL ABCDEF 1 BRIGHT A_EXPLODE
EXPL GHIJKL 1 BRIGHT A_EXPLODE
EXPL MNOP 1 BRIGHT
EXPL QRSTUVW 1
stop
}
}
ACTOR MolotovFire
{
Obituary "%o got too close to %k's flames."
height 10
radius 20
damage 10
scale 0.7
seesound "weapons/fire"
ExplosionDamage 3
ExplosionRadius 30
PROJECTILE
+FIREDAMAGE
+FloorHugger
+RANDOMIZE
-NOGRAVITY
states
{
Spawn:
FIRD A 0 BRIGHT A_Wander
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD DEF 2 BRIGHT A_Explode
FIRD GHIJKL 2 BRIGHT A_Explode
FIRD MNO 2 BRIGHT
stop
}
}
Code: Select all
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD A 0 BRIGHT A_Stop
FIRD ABC 2 BRIGHT A_ExplodeCode: Select all
ACTOR SupportBeacon : Inventory replaces Berserk
{
Health 5
Radius 16
Height 16
Inventory.MaxAmount 3
+INVENTORY.INVBAR
Inventory.Icon "STINV01"
Tag "Support Beacon"
Inventory.PickupMessage "You picked up the Support Beacon."
States
{
Spawn:
PTRB A -1
Stop
Use:
PTRB A 1 A_ThrowGrenade("ExterminatorSpawner",2,10,2,0)
PTRB A 160
Wait
Death:
PTRB A 1 A_FadeOut(0.015)
Loop
}
}
ACTOR ExterminatorSpawner
{
Radius 23
Height 12
Mass 60
+NOTARGET
+ISMONSTER
+FRIENDLY
+DROPOFF
+MISSILE
+WINDTHRUST
+PUSHABLE
+CANBOUNCEWATER
States
{
Spawn:
PTRB A 1
Loop
Death:
TELX A 0 BRIGHT A_PlaySound("WLIceShot/icechargeup")
TELX A 2 BRIGHT A_SetTranslucent(0.6)
TELX B 2 BRIGHT A_SetTranslucent(0.5)
TELX C 2 BRIGHT A_SetTranslucent(0.4)
TELX D 2 BRIGHT A_SetTranslucent(0.3)
TELX E 2 BRIGHT A_SetTranslucent(0.2)
TELX F 2 BRIGHT A_SetTranslucent(0.1)
TELX G 6
TELX H 1 A_SpawnItem("ExterminatorBuddy",1)
Stop
}
}