Code: Select all
ACTOR Bottle
{
Radius 6
Height 8
Speed 20
Damage (random(10,20))
Projectile
Alpha 1
States
{
Spawn:
BTTL ABCDEFGH 1 BRIGHT
Loop
Crash:
XDeath:
SPLS ABCDE 2 BRIGHT
SPLS A 0 A_PlaySound("pirate/attack")
Stop
Death:
SPLS ABCDE 2 BRIGHT
TNT1 A 0 A_PlaySound("Bottle/death")
TNT1 A 0 A_CustomMissile("glass1", 32, 0, random(-8, 8), 1, random(-3, 3))
TNT1 A 0 A_CustomMissile("glass2", 32, 0, random(-8, 8), 1, random(-3, 3))
TNT1 A 0 A_CustomMissile("glass3", 32, 0, random(-8, 8), 1, random(-3, 3))
TNT1 A 0 A_CustomMissile("glass4", 32, 0, random(-8, 8), 1, random(-3, 3)) //random numbers just to check if it works
Stop
}
}
ACTOR glass1 : Bottle
{
Projectile
speed 20
+thruspecies
+doombounce
species "Player"
+FORCEXYBILLBOARD
radius 6
height 8
gravity 0.9
bouncefactor 1.2
bouncecount 6
states
{
spawn:
GLSA ABCD 2
stop
death:
TNT1 A 1
stop
}
}
ACTOR glass2 : Bottle
{
Projectile
speed 20
+thruspecies
+doombounce
species "Player"
+FORCEXYBILLBOARD
radius 6
height 8
gravity 0.9
bouncefactor 1.2
bouncecount 6
states
{
spawn:
GLSB ABCD 2
stop
death:
TNT1 A 1
stop
}
}
ACTOR glass3 : Bottle
{
Projectile
speed 20
+thruspecies
+doombounce
species "Player"
+FORCEXYBILLBOARD
radius 6
height 8
gravity 0.9
bouncefactor 1.2
bouncecount 6
states
{
spawn:
GLSC ABCD 2
stop
death:
TNT1 A 1
stop
}
}
ACTOR glass4 : Bottle
{
Projectile
speed 20
+thruspecies
+doombounce
species "Player"
+FORCEXYBILLBOARD
radius 6
height 8
gravity 0.9
bouncefactor 1.2
bouncecount 6
states
{
spawn:
GLSD ABCD 2
stop
death:
TNT1 A 1
stop
}
}