Code: Select all
ACTOR FireShot1 : FastProjectile
{
Radius 3
Height 3
Speed 256
Damage 12
PROJECTILE
RENDERSTYLE ADD
DeathSound "weapons/firex4"
DamageType wepfire
MissileType "FireTrail"
MissileHeight 8
+NODAMAGETHRUST
+THRUGHOST
+FORCEXYBILLBOARD
+SEEKERMISSILE
States
{
Spawn:
NULL A 1 Bright
Loop
Death:
FIRE A 2 Bright A_DamageTracer(5,"wepfire",DMSS_AFFECTARMOR)
FIRE A 0 Bright A_FireCrackle
FIRE B 2 Bright A_DamageTracer(5,"wepfire",DMSS_AFFECTARMOR)
FIRE B 0 Bright A_Fire(40)
FIRE A 2 Bright A_DamageTracer(5,"wepfire",DMSS_AFFECTARMOR)
FIRE A 0 Bright A_Fire(40)
FIRE B 2 Bright A_DamageTracer(4,"wepfire",DMSS_AFFECTARMOR)
FIRE B 0 Bright A_Fire(40)
FIRE C 2 Bright A_DamageTracer(4,"wepfire",DMSS_AFFECTARMOR)
FIRE C 0 Bright A_Fire(40)
FIRE B 2 Bright A_DamageTracer(4,"wepfire",DMSS_AFFECTARMOR)
FIRE B 0 Bright A_Fire(40)
FIRE C 2 Bright A_DamageTracer(3,"wepfire",DMSS_AFFECTARMOR)
FIRE C 0 Bright A_Fire(40)
FIRE B 2 Bright A_DamageTracer(3,"wepfire",DMSS_AFFECTARMOR)
FIRE B 0 Bright A_Fire(40)
FIRE C 2 Bright A_DamageTracer(3,"wepfire",DMSS_AFFECTARMOR)
FIRE C 0 Bright A_Fire(40)
FIRE D 2 Bright A_DamageTracer(3,"wepfire",DMSS_AFFECTARMOR)
FIRE D 0 Bright A_Fire(40)
FIRE C 2 Bright A_DamageTracer(2,"wepfire",DMSS_AFFECTARMOR)
FIRE C 0 Bright A_Fire(40)
FIRE D 2 Bright A_DamageTracer(2,"wepfire",DMSS_AFFECTARMOR)
FIRE D 0 Bright A_Fire(40)
FIRE E 2 Bright A_DamageTracer(2,"wepfire",DMSS_AFFECTARMOR)
FIRE E 0 Bright A_Fire(40)
FIRE D 2 Bright A_DamageTracer(2,"wepfire",DMSS_AFFECTARMOR)
FIRE D 0 Bright A_Fire(40)
FIRE E 2 Bright A_DamageTracer(2,"wepfire",DMSS_AFFECTARMOR)
FIRE E 0 Bright A_Fire(40)
FIRE F 3 Bright A_DamageTracer(2,"wepfire",DMSS_AFFECTARMOR)
FIRE F 0 Bright A_Fire(40)
FIRE EFEFGHGHGH 2 Bright A_Fire(40)
stop
}
}