Mon Jan 17, 2022 1:47 pm
ACTOR RC_Car_Remote : PowerupGiver 666
{
Inventory.PickupMessage "This is gonna have an explosive end! (Claymore RC Car)"
Inventory.PickupSound "misc/p_pkup"
Inventory.MaxAmount 0
+COUNTITEM
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Powerup.Type ClaymoreRC
Powerup.Duration -60
Scale 0.04
States
{
Spawn:
DUMM Y -1
Stop
}
}
ACTOR PowerClaymoreRC : PowerMorph
{
PowerMorph.PlayerClass "RemoteControlledCar"
}
Actor DeadmanSwitch : Weapon {
Weapon.AmmoUse 0
Weapon.SelectionOrder 900000
Inventory.PickupSound "misc/w_pkup"
AttackSound "weapons/rocklx"
States
{
Spawn:
TNT1 A -1
Loop
Ready:
TNT1 A 1 A_WeaponReady
Loop
Select:
TNT1 A 0 A_Raise
Loop
Deselect:
TNT1 A 0 A_Lower
Loop
Fire:
CLRC A 0 A_SpawnItem ("EnemyClaymoreBoom", 8)
CLRC A -1 A_SpawnItem ("EnemyClaymore", 8)
goto Ready
}
}
Actor RemoteControlledCar : PlayerPawn {
Radius 8
Height 8
Health 25
Scale 0.8
PainChance 0
Player.ForwardMove 1.5
Player.SideMove 1.5
Player.ViewHeight 16
Player.AttackZOffset 16
Player.JumpZ 16
Player.MorphWeapon "DeadmanSwitch"
PainSound "baron/pain"
DeathSound "baron/death"
Player.Face ""
Monster
+FRIENDLY
+NOSKIN
+PICKUP
-DONTTRANSLATE
-PLAYERPAWN.CROUCHABLEMORPH
Species "Marines"
Speed 0.6
States
{
Spawn:
CLRC A 1 A_GiveInventory("DeadmanSwitch")
CLRC A 1 A_SelectWeapon("DeadmanSwitch")
CLRC A -1
Loop
Death:
CLRC A 0 A_SpawnItem ("EnemyClaymoreBoom", 8)
CLRC A -1 A_SpawnItem ("EnemyClaymore", 8)
Loop
}
}