Code: Select all
Actor ParticleBurningBarrel replaces BurningBarrel
{
+SOLID
+SHOOTABLE
+NOBLOOD
+DONTGIB
+NOICEDEATH
-NOGRAVITY
Mass 0x7FFFFF
radius 16
height 34
health 20
States
{
Spawn:
TNT1 A 0
GoTo Spawn2
Spawn2:
//FCAN D 0 A_SpawnItemEx("ParticleFireSMP", Random(-10, 0), Random(-10, 0), Random(0, 8), (0.001)*Random(10, 200), (0.001)*Random(10, 600), (0.001)*Random(100, 700), 0, 0, 172)
TNT1 A 0 A_SpawnItemEx("ParticleFireBarrel", 0, 0, 0, 0, 0, 0, 0.0)
//TNT1 A 5 Light("FIP") A_SpawnItemEx("ParticleFireWall", 0, 0, 30, 0, 0, (0.001)*Random(100, 400), 0.0)
GoTo Spawn3
Spawn3:
FCAN D 200 A_PlaySound("world/fire",2,0.2,false,2)
loop
death:
FCAN A 5 bright A_LoopActiveSound
TNT1 A 0 bright A_Scream
TNT1 A 0 bright A_SpawnItemEx ("SFXBarrelExplosion",0,0,25,0,0,0,0,0)
TNT1 A 0 bright A_Explode
TNT1 A 0 bright A_SetTranslucent (0)
TNT1 A 0 A_BarrelDestroy
TNT1 A 0 A_Respawn
}
}
Actor ParticleFireBarrel
{
+NOBLOOD
+ACTIVATEMCROSS
+DONTGIB
+NOICEDEATH
+SHOOTABLE
speed 0
radius 19
height 30
SeeSound "world/fire"
States
{
Spawn:
TNT1 A 0 A_PlaySound("world/fire",2,0.2,true,2)
//TNT1 A 0 A_CheckSight("NoLos")
TNT1 A 0 A_Explode(2, 2, XF_NOTMISSILE, false)
TNT1 A 0 A_CustomMeleeAttack(random(1,10)*6,"none","none","fire",false)
TNT1 A 0 A_SpawnItemEx("ParticleFireSMP", Random(-6, 6), Random(-6, 6), Random(14, 15), (0.001)*Random(10, 300), (0.001)*Random(10, 300), (0.001)*Random(800, 1800), 0, 0, 172)
TNT1 A 0 A_SpawnItemEx("ParticleFireSMPLighter", Random(-6, 6), Random(-6, 6), Random(14, 15), (0.001)*Random(10, 300), (0.001)*Random(10, 300), (0.001)*Random(800, 1800), 0, 0, 172)
TNT1 A 0 A_SpawnItemEx("ParticleFireSMP", Random(-6, 6), Random(-6, 6), Random(14, 15), (0.001)*Random(10, 300), (0.001)*Random(10, 300), (0.001)*Random(800, 1800), 0, 0, 172)
TNT1 A 0 A_SpawnItemEx("ParticleFireSMPLighter", Random(-6, 6), Random(-6, 6), Random(14, 15), (0.001)*Random(10, 300), (0.001)*Random(10, 300), (0.001)*Random(800, 1800), 0, 0, 172)
TNT1 A 0 A_SpawnItemEx("ParticleFireSMP", Random(-6, 6), Random(-6, 6), Random(14, 15), (0.001)*Random(10, 300), (0.001)*Random(10, 300), (0.001)*Random(800, 1800), 0, 0, 172)
TNT1 A 0 A_SpawnItemEx("ParticleFireSMPLighter", Random(-6, 6), Random(-6, 6), Random(14, 15), (0.001)*Random(10, 300), (0.001)*Random(10, 300), (0.001)*Random(800, 1800), 0, 0, 172)
TNT1 A 0 A_SpawnItemEx("ParticleFireSMP", Random(-6, 6), Random(-6, 6), Random(14, 15), (0.001)*Random(10, 300), (0.001)*Random(10, 300), (0.001)*Random(800, 1800), 0, 0, 172)
TNT1 A 0 A_SpawnItemEx("ParticleFireSMPLighter", Random(-6, 6), Random(-6, 6), Random(14, 25), (0.001)*Random(10, 300), (0.001)*Random(10, 300), (0.001)*Random(800, 1800), 0, 0, 172)
TNT1 A 8 Light("FIP") A_SpawnItemEx("ParticleFireFlames", Random(-3, 3), Random(-3, 3), Random(19, 33), (0.001)*Random(40, 200), (0.001)*Random(10, 200), (0.001)*Random(350, 600), 0, 0, 64)
LOOP
NoLos:
TNT1 A 1
Goto Spawn
}
}
What is the solution? Where is the balance??