Im still dont know how to make their disappear
Code: Select all
ACTOR JamBloodPool
{
+NOBLOCKMAP
-NOGRAVITY
+NOEXTREMEDEATH
+FLATSPRITE
+MOVEWITHSECTOR
+EXPLODEONWATER
+CORPSE
Height 2
Radius 1
Scale 0.18
Mass 1999
Gravity 1
States{
Spawn:
DRPP A 0 A_Jump(100,"Spawn2")
DRPP A 450 A_Stop
DRPP A 29 A_SetRenderStyle(0.9,STYLE_Translucent)
DRPP A 26 A_SetRenderStyle(0.8,STYLE_Translucent)
DRPP A 23 {A_SetRenderStyle(0.7,STYLE_Translucent);A_Stop;}
DRPP A 20 {A_SetRenderStyle(0.6,STYLE_Translucent);A_Stop;}
DRPP A 17 {A_SetRenderStyle(0.5,STYLE_Translucent);A_Stop;}
DRPP A 14 {A_SetRenderStyle(0.4,STYLE_Translucent);A_Stop;}
DRPP A 11 {A_SetRenderStyle(0.3,STYLE_Translucent);A_Stop;}
DRPP A 8 {A_SetRenderStyle(0.2,STYLE_Translucent);A_Stop;}
DRPP A 5 {A_SetRenderStyle(0.1,STYLE_Translucent);A_Stop;}
Stop
Spawn2:
DRPP B 0 A_Jump(79,"Spawn3")
DRPP B 450 A_Stop
DRPP B 29 A_SetRenderStyle(0.9,STYLE_Translucent)
DRPP B 26 A_SetRenderStyle(0.8,STYLE_Translucent)
DRPP B 23 {A_SetRenderStyle(0.7,STYLE_Translucent);A_Stop;}
DRPP B 20 {A_SetRenderStyle(0.6,STYLE_Translucent);A_Stop;}
DRPP B 17 {A_SetRenderStyle(0.5,STYLE_Translucent);A_Stop;}
DRPP B 14 {A_SetRenderStyle(0.4,STYLE_Translucent);A_Stop;}
DRPP B 11 {A_SetRenderStyle(0.3,STYLE_Translucent);A_Stop;}
DRPP B 8 {A_SetRenderStyle(0.2,STYLE_Translucent);A_Stop;}
DRPP B 5 {A_SetRenderStyle(0.1,STYLE_Translucent);A_Stop;}
Stop
Spawn3:
DRPP C 450 A_Stop
DRPP C 29 {A_SetRenderStyle(0.9,STYLE_Translucent);A_Stop;}
DRPP C 26 {A_SetRenderStyle(0.8,STYLE_Translucent);A_Stop;}
DRPP C 23 {A_SetRenderStyle(0.7,STYLE_Translucent);A_Stop;}
DRPP C 20 {A_SetRenderStyle(0.6,STYLE_Translucent);A_Stop;}
DRPP C 17 {A_SetRenderStyle(0.5,STYLE_Translucent);A_Stop;}
DRPP C 14 {A_SetRenderStyle(0.4,STYLE_Translucent);A_Stop;}
DRPP C 11 {A_SetRenderStyle(0.3,STYLE_Translucent);A_Stop;}
DRPP C 8 {A_SetRenderStyle(0.2,STYLE_Translucent);A_Stop;}
DRPP C 5 {A_SetRenderStyle(0.1,STYLE_Translucent);A_Stop;}
Stop
Remove:
Stop
}
}
Code: Select all
ACTOR FirePoint
{
Radius 5
Gravity 1
DamageType Fire
RenderStyle Add
Mass 15
bouncefactor 0.1
-NoGravity
-MISSILE
+NOTELEPORT
+FLOORCLIP
+DROPOFF
Height 9
States
{
Spawn:
TNT1 A 0 A_PlaySound("Flamethrower/Flame")
FLME A 2 bright {A_Explode(6, 32);A_JumpIf(WaterLevel > 1,"Death");}
FLME BCDEFGHIJKLMN 2 bright {A_Explode(5, 16);A_JumpIf(WaterLevel > 1,"Death");}
TNT1 A 0 A_PlaySound("Flamethrower/Flame")
FLME A 2 bright {A_Explode(6, 32);A_JumpIf(WaterLevel > 1,"Death");}
FLME BCDEFGHIJKLMN 2 bright {A_Explode(5, 16);A_JumpIf(WaterLevel > 1,"Death");}
TNT1 A 0 A_PlaySound("Flamethrower/Flame")
FLME A 2 bright {A_Explode(6, 32);A_JumpIf(WaterLevel > 1,"Death");}
FLME BCDEFGHIJKLMN 2 bright {A_Explode(5, 16);A_JumpIf(WaterLevel > 1,"Death");}
TNT1 A 0 A_PlaySound("Flamethrower/Flame")
FLME A 2 bright {A_Explode(6, 32);A_JumpIf(WaterLevel > 1,"Death");}
FLME BCDEFGHIJKLMN 2 bright {A_Explode(5, 16);A_JumpIf(WaterLevel > 1,"Death");}
TNT1 A 0 A_Jump(120,"Death")
Loop
Death:
FLME MN 2 Bright
Stop
}
}