Screenshot 2023-10-03 181944(1).png
The custom objects i made wont show up when i try to load them into ultimate doom builder
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- Posts: 53
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The custom objects i made wont show up when i try to load them into ultimate doom builder
Post by JetteboyTV »
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- Posts: 1556
- Joined: Tue Oct 20, 2015 12:50 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Kozolupy, Bohemia
Re: The custom objects i made wont show up when i try to load them into ultimate doom builder
Post by ramon.dexter »
Okay, at least show whole window of udb, for better with cursor above one of these things. Show code of one of these things. We really cant debug a snippet of screenshot with barely to none description. Be more descriptive, try to tell us what you do.
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- Posts: 4139
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- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
Re: The custom objects i made wont show up when i try to load them into ultimate doom builder
Post by Kappes Buur »
Who can know what you did to get unknown actor indicators like this
Spoiler:and in your screenshot, when there is a type but no proper sprite?
Usually it is a simple remedy to specify a unique editor thing type number in the DECORATE lump
Spoiler:Or, if it is a ZSCRIPT actor, specify a thing type in a MAPINFO DoomEdNums block
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- Posts: 53
- Joined: Mon Sep 04, 2023 9:17 am
Re: The custom objects i made wont show up when i try to load them into ultimate doom builder
Post by JetteboyTV »
So basically, all of the custom objects i made in decorate wouldnt show up in udb, and earlier my map wouldnt even load, heres the strings of code for the objects and custom weaponsramon.dexter wrote: ↑Tue Oct 03, 2023 11:15 pm Okay, at least show whole window of udb, for better with cursor above one of these things. Show code of one of these things. We really cant debug a snippet of screenshot with barely to none description. Be more descriptive, try to tell us what you do.
weapons:
im gonna have to put everything else in a couple other replies because its a lot of shitSpoiler:
ACTOR Shotgun3 : weapon 18933
{
Weapon.SelectionOrder 350
Weapon.AmmoGive 8
Weapon.AmmoUse 1
Weapon.SlotNumber 3
AttackSound "SHOTGUN"
weapon.ammotype "Shell"
inventory.pickupmessage "you got the shotgun, go shoot someones fucking brains out."
obituary "%o got thier fucking brains shot out by %k's shotgun."
Decal "BulletChip"
states
{
ready:
SHTG A 1 A_weaponready
Loop
select:
SHTG A 1 A_raise
loop
deselect:
SHTG A 1 A_lower
loop
fire:
SHTG B 3 Bright A_FireBullets (3.0, 2.0, 8, 9, "BULLETPUFF")
SHTG C 3 Bright
SHTG D 3
SHTG E 3
SHTG F 3
SHTG G 3
SHTG H 4
SHTG I 3
SHTG J 3
SHTG K 3 A_FireCustomMissile("ShotCaseSpawn", 0, 0, 0, 0, 0, 0)
SHTG J 3
SHTG I 3
SHTG G 2
SHTG E 2
SHTG D 2
goto ready
spawn:
SHOT A -1
stop
}
}
ACTOR Auto9mm : weapon replaces plasmarifle
{
Weapon.SelectionOrder 350
Weapon.AmmoGive 20
Weapon.AmmoUse 1
Weapon.SlotNumber 6
AttackSound "TEC9"
weapon.ammotype "PistolClip"
inventory.pickupmessage "you got the tec dc9, go kill some fucking"
obituary "%o was gunned down by %k's Machine Gun."
Decal "BulletChip"
states
{
ready:
TECN A 1 A_weaponready
loop
select:
TECN A 1 A_raise
loop
deselect:
TECN A 1 A_lower
loop
fire:
TECN C 2 Bright A_FireBullets (5, 0, 1, 8, "BulletPuff")
NULL A 0 A_FireCustomMissile("PistolCaseSpawn", 0, 0, 0, 0, 0, 0)
TECN D 2 Bright A_FireBullets (5, 0, 1, 8, "BulletPuff")
NULL A 0 A_FireCustomMissile("PistolCaseSpawn", 0, 0, 0, 0, 0, 0)
TECN A 1 A_Refire
goto ready
spawn:
TECD A -1
stop
}
}ACTOR RifleCaseSpawn
{
Speed 20
PROJECTILE
+NOCLIP
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_CustomMissile("EmptyBrass",-5,0,random(-80,-100),2,random(45,80))
Stop
}
}
ACTOR EmptyBrass
{
Height 2
Radius 2
Speed 8
Scale 0.15
+DOOMBOUNCE
- NOGRAVITY
+WINDTHRUST
+CLIENTSIDEONLY
+MOVEWITHSECTOR
+MISSILE
+NOBLOCKMAP
-DROPOFF
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTDMATCH
+GHOST
-DONTSPLASH
-CANBOUNCEWATER
+FLOORCLIP
BounceCount 4
Mass 4
SeeSound "weapons/casing"
States
{
Spawn:
CAS3 ABCDEFGH 3 A_JumpIf(waterlevel > 1, "Splash")
Loop
Death:
LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6","Rest7","Rest8")
Goto Rest1
Rest1:
CAS3 I 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest2:
CAS3 J 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest3:
CAS3 K 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest4:
CAS3 L 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest5:
CAS3 M 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest6:
CAS3 I 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest7:
CAS3 J 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest8:
TNT1 A 0 A_CheckSight("Vanish")
CAS3 K 250
Loop
Vanish:
TNT1 A 0
Stop
Splash:
TNT1 A 0
TNT1 A 0 A_SpawnItem("UnderwaterEmptyBrass")
Stop
}
}
ACTOR PistolCaseSpawn : RifleCaseSpawn
{
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_CustomMissile("PistolCasing",0,0,random(-80,-100),2,random(40,60))
Stop
}
}
ACTOR PistolCasing
{
Height 2
Radius 2
Speed 8
Scale 0.125
+DOOMBOUNCE
- NOGRAVITY
+WINDTHRUST
+CLIENTSIDEONLY
+MOVEWITHSECTOR
+MISSILE
+NOBLOCKMAP
-DROPOFF
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTDMATCH
+GHOST
-DONTSPLASH
-CANBOUNCEWATER
+FLOORCLIP
BounceCount 4
Mass 4
SeeSound "weapons/casing"
States
{
Spawn:
C4S1 ABCDEFGH 3 A_JumpIf(waterlevel > 1, "Splash")
Loop
Death:
LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6","Rest7","Rest8")
Goto Rest1
Rest1:
C4S1 I 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest2:
C4S1 J 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest3:
C4S1 K 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest4:
C4S1 L 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest5:
C4S1 M 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest6:
C4S1 I 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest7:
C4S1 J 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest8:
TNT1 A 0 A_CheckSight("Vanish")
C4S1 K 250
Loop
Vanish:
TNT1 A 0
Stop
Splash:
TNT1 A 0
TNT1 A 0 A_SpawnItem("UnderwaterEmptyBrass")
Stop
}
}
ACTOR ShotCaseSpawn : RifleCaseSpawn
{
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_CustomMissile("ShotgunCasing",0,0,random(-80,-100),2,random(40,60))
Stop
}
}
ACTOR ShotgunCasing
{
Height 12
Radius 9
Speed 6
Scale 0.15
+DOOMBOUNCE
- NOGRAVITY
+WINDTHRUST
+CLIENTSIDEONLY
+MOVEWITHSECTOR
+MISSILE
+NOBLOCKMAP
-DROPOFF
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTDMATCH
+GHOST
BounceCount 4
Mass 1
SeeSound "weapons/shell"
States
{
Spawn:
CAS2 ABCDEFGH 3
Loop
Death:
Death:
LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6","Rest7","Rest8")
Goto Rest1
Rest1:
CAS2 I 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest2:
CAS2 J 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest3:
CAS2 K 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest4:
CAS2 L 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest5:
CAS2 M 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest6:
CAS2 I 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest7:
CAS2 J 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest8:
TNT1 A 0 A_CheckSight("Vanish")
CAS2 K 250
Loop
Vanish:
TNT1 A 0
Stop
}
}
#include PIPEBOMB
/*actor SuperShotgun2 : Weapon replaces SuperShotgun
{
Weapon.SelectionOrder 350
weapon.slotnumber 3
Weapon.AmmoUse1 2
Weapon.AmmoUse2 2
Weapon.AmmoGive1 2
Weapon.Ammogive2 2
Weapon.AmmoType1 "Shell"
Weapon.AmmoType2 "Shell"
Inventory.PickupMessage "You got the bearkiller shotgun!"
Obituary "%o was sent to hell by %k's bearkiller."
Decal "BulletChip"
States
{
Ready:
KFDB A 1 A_WeaponReady
Loop
Deselect:
KFDB A 1 A_Lower
Loop
Select:
KFDB A 1 A_Raise
Loop
Fire:
KFDB A 2
KFDB B 0 A_PlayWeaponSound ("KFFIRE")
KFDB B 0 A_FireBullets (11, 8, 16, 9, "BulletPuff")
KFDB B 3 bright
KFDK B 4 bright
KFDB C 3
KFDB D 6 A_CheckReload
NULL A 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, 0, 0, 0, 0)
NULL A 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, 0, 0, 0, 0)
KFDB H 4 A_Playsound ("KFOPN")
KFDB IMJNOPK 2
KFDB L 4 A_Playsound ("KFRLD")
KFDB D 6
KFDB C 5 A_Playsound ("KFCLS")
KFDB A 4
KFDB A 0 A_ReFire
Goto Ready
Spawn:
DBKF A -1
Stop
}
}*/
#include AMMO
#include DUFFLE
#include BACKPACK
ACTOR AutoShotgun : weapon 15903
{
Weapon.SelectionOrder 350
Weapon.AmmoGive 8
Weapon.AmmoUse 1
Weapon.SlotNumber 3
AttackSound "AUTOSHOT"
weapon.ammotype "AutoShell"
inventory.pickupmessage "you got the Auto shotgun, go shoot someones fucking brains out."
obituary "%o got thier fucking brains shot out by %k's Auto shotgun."
Decal "BulletChip"
states
{
ready:
AUSH A 1 A_weaponready
Loop
select:
AUSH A 1 A_raise
loop
deselect:
AUSH A 1 A_lower
loop
fire:
AUSH B 2 Bright A_FireBullets (4, 3, 15, 8, "BULLETPUFF")
AUSH C 2 Bright
AUSH D 2 A_FireCustomMissile("AutoShotCaseSpawn", 0, 0, 0, 0, 0, 0)
AUSH E 4
AUSH D 3
AUSH A 2 A_CheckforReload(10,"Ready")
Goto DryFire
DryFire:
AUSH A 12 A_PlaySound ("DRYFIRE")
Goto Reload+1
Reload:
ASHR A 2
ASHR B 3 A_PlaySound ("SHELLOAD")
ASHR C 2
ASHR B 1
ASHR A 2
ASHR B 3 A_PlaySound ("SHELLOAD")
ASHR C 2
ASHR B 1
ASHR A 2
ASHR B 3 A_PlaySound ("SHELLOAD")
ASHR C 2
ASHR B 1
ASHR A 2
ASHR B 3 A_PlaySound ("SHELLOAD")
ASHR C 2
ASHR B 1
ASHR A 2
ASHR B 3 A_PlaySound ("SHELLOAD")
ASHR C 2
ASHR B 1
ASHR A 2
ASHR B 3 A_PlaySound ("SHELLOAD")
ASHR C 2
ASHR B 1
ASHR A 2
ASHR B 3 A_PlaySound ("SHELLOAD")
ASHR C 2
ASHR B 1
ASHR A 2
ASHR B 3 A_PlaySound ("SHELLOAD")
ASHR C 2
ASHR B 1
ASHR A 2
ASHR B 3 A_PlaySound ("SHELLOAD")
ASHR C 2
ASHR B 1
ASHR A 2
ASHR B 3 A_PlaySound ("SHELLOAD")
ASHR C 2
ASHR B 1
Goto Ready
spawn:
AUSP A -1
stop
}
}
ACTOR 9mm : Pistol replaces Pistol
{
Weapon.SelectionOrder 350
Weapon.AmmoGive 20
Weapon.AmmoUse 1
Weapon.SlotNumber 2
weapon.ammotype "PistolClip"
inventory.pickupmessage "you got the 9mm, go fucking kill someone."
obituary "%o got fucking killed by %k's 9mm."
Decal "BulletChip"
Scale 0.50
states
{
ready:
9MMP A 1 A_weaponready
Loop
select:
9MMP A 1 A_raise
loop
deselect:
9MMP A 1 A_lower
loop
fire:
null a 0 A_PlaySound ("9mm")
9MMP B 2 Bright A_FireBullets (3, 0, -1, 8, "BulletPuff")
9MMP C 1
9MMP D 2 A_FireCustomMissile("PistolCaseSpawn", 0, 0, 0, 0, 0, 0)
9MMP C 2
9MMP A 2 A_CheckforReload(20,"Ready")
Goto DryFire
DryFire:
9MMP A 12 A_PlaySound ("DRYFIRE")
Goto Reload+1
Reload:
9MMR A 2 A_CheckforReload(1,"Ready",true)
9MMR B 2 A_PlaySound ("9MMUNLOA")
9MMR C 1
9MMR D 4 A_FireCustomMissile("EmptyPistolClipSpawn",-5,0,8,-4)
9MMR C 2
9MMR E 3 A_PlaySound ("9MMRELOA")
9MMR F 3
9MMR A 2
Goto Ready
altFire:
PUNc B 2
PUNc C 2
PUNc D 1
PUNc f 2 A_CustomPunch (18,0,0,"FistPuff")
PUNc E 2
PUNc D 2
PUNc C 3
PUNc B 3 A_refire
9MPP a 1
9MPP b 1
9MPP c 2
Goto Ready
spawn:
9MML A -1
stop
}
}
ACTOR AutoRifle : Weapon replaces Chaingun
{
Weapon.SelectionOrder 350
Weapon.AmmoGive 25
Weapon.AmmoUse 1
Weapon.SlotNumber 4
AttackSound "OMGHIOME"
weapon.ammotype "Clip"
inventory.pickupmessage "you got the Auto Rifle, go fucking kill someone."
obituary "%o got fucking killed by %k's Auto Rifle."
Decal "BulletChip"
states
{
ready:
AR15 A 1 A_weaponready
Loop
select:
AR15 A 1 A_raise
loop
deselect:
AR15 A 1 A_lower
loop
fire:
AR15 B 2 Bright A_FireBullets (1, 0, -1, 9, "BulletPuff")
AR15 C 2 A_FireCustomMissile("RIFLECaseSpawn", 0, 0, 0, 0, 0, 0)
AR15 D 3
AR15 C 2
AR15 A 2 A_CheckforReload(25,"Ready")
Goto DryFire
DryFire:
AR15 A 12 A_PlaySound ("DRYFIRE")
Goto Reload+1
Reload:
AR15 E 5 A_CheckforReload(1,"Ready",true)
AR15 F 3 A_PlaySound ("9MMUNLOA")
AR15 G 2
AR15 H 5 A_FireCustomMissile("EmptyClipSpawn",-5,0,8,-4)
AR15 G 2
AR15 H 2 A_PlaySound ("9MMRELOA")
AR15 F 3
AR15 E 5
Goto Ready
spawn:
AR1P A -1
stop
}
}
ACTOR FullAutoRifle : weapon 15875
{
Weapon.SelectionOrder 350
Weapon.AmmoGive 25
Weapon.AmmoUse 1
Weapon.SlotNumber 4
AttackSound "Weapons/M16GFIR"
weapon.ammotype "Clip"
inventory.pickupmessage "you got the Lr300, go kill some fucking"
obituary "%o was gunned down by %k's Lr300."
Decal "BulletChip"
states
{
ready:
LR30 A 1 A_weaponready
loop
select:
LR30 A 1 A_raise
loop
deselect:
LR30 A 1 A_lower
loop
fire:
LR30 C 3 Bright A_FireBullets (7, 0, 1, 9, "BulletPuff")
NULL A 0 A_FireCustomMissile("RIFLECaseSpawn", 0, 0, 0, 0, 0, 0)
LR30 D 3 Bright A_FireBullets (7, 0, 1, 9, "BulletPuff")
NULL A 0 A_FireCustomMissile("RIFLECaseSpawn", 0, 0, 0, 0, 0, 0)
LR30 A 1 A_Refire
goto ready
spawn:
LR3P A -1
stop
}
}
actor Knife : Weapon 15931
{
Game Doom
Weapon.SelectionOrder 3700
Weapon.Kickback 100
+WEAPON.WIMPY_WEAPON
+WEAPON.MELEEWEAPON
+NOEXTREMEDEATH
Obituary "$OB_MPFIST" //"%o was cut up by %k's knife."
States
{
Spawn:
KNFE A -1
loop
Ready:
KNFG A 1 A_WeaponReady
loop
Deselect:
KNFG A 1 A_Lower
loop
Select:
KNFG A 1 A_Raise
loop
Fire:
KNFG B 2
KNFG C 2 A_CustomPunch (12,0,0,"KnifePuff")
KNFG D 1
KNFG E 1
KNFG F 1
KNFG E 2
KNFG D 2
KNFG A 2 A_ReFire
goto Ready
}
}
ACTOR KnifePuff
{
+NOBLOCKMAP
+NOGRAVITY
+NOEXTREMEDEATH
+PUFFONACTORS
RenderStyle Translucent
Alpha 0.6
SeeSound "KnifeHitThing"
AttackSound "KnifeHitWall"
ActiveSound "KnifeMiss"
VSpeed 1
States
{
Spawn:
PUFF ABCD 4
Stop
}
}
ACTOR NukeLauncher : weapon replaces RocketLauncher
{
Weapon.SelectionOrder 350
Weapon.AmmoGive 4
Weapon.AmmoUse1 1
Weapon.AmmoUse2 1
Weapon.SlotNumber 5
weapon.ammotype1 "RocketAmmo"
weapon.ammotype2 "RocketAmmo"
inventory.pickupmessage "you got the shotgun, go shoot someones fucking brains out."
obituary "%o got thier fucking brains shot out by %k's shotgun."
states
{
ready:
RCCK A 1 A_weaponready
Loop
select:
RCCK A 1 A_raise
loop
deselect:
RCCK A 1 A_lower
loop
fire:
rcck a 0 //A_playsound ("Weapons/Pistol")
RCCK B 2 Bright A_PlaySound ("NUKE")
RCCK C 3 Bright A_fireMissile
RCCK D 2
RCCK E 3
RCCK F 3
RCCK A 2
RCCK A 1
RCCK G 3
RCCK A 4
goto ready
spawn:
SHOT A -1
stop
}
}
ACTOR RocketA replaces Rocket
{
Radius 11
Height 8
Speed 20
Damage 20
Projectile
+RANDOMIZE
+DEHEXPLOSION
+ROCKETTRAIL
SeeSound "weapons/rocklf"
Obituary "$OB_MPROCKET" // "%o rode %k's rocket."
States
{
Spawn:
MISL A 1 Bright
Loop
Death:
Null A 0 bright a_playsound("weapons/rocklx")
MISL B 8 Bright A_SpawnItem ("EXPLOSION")
MISL C 6 Bright
MISL D 4 Bright
Stop
}
}
ACTOR EXPLOSION1
{
damage 1000
scale 2.25
+NOGRAVITY
States
{
Spawn:
TNT1 A 0
MISL D 0 A_Explode
FRAN G 3 Bright
MISL BCD 3 BRIGHT
MISL D 0 A_AlertMonsters
Stop
}
}
ACTOR DualAutoRifle : weapon 15876
{
Weapon.SelectionOrder 350
Weapon.AmmoGive 25
Weapon.AmmoUse 1
Weapon.SlotNumber 4
AttackSound "Weapons/AK47FIR"
weapon.ammotype "Clip"
inventory.pickupmessage "you got the Lr300, go kill some fucking"
obituary "%o was gunned down by %k's Lr300."
Decal "BulletChip"
states
{
ready:
DLAK A 1 A_weaponready
loop
select:
DLAK A 1 A_raise
loop
deselect:
DLAK A 1 A_lower
loop
fire:
NULL A 0 A_FireCustomMissile("RIFLECaseSpawn", 0, 0, 0, 0, 0, 0)
DLAK C 3 Bright A_FireBullets (10, 2, 1, 10, "BulletPuff")
NULL A 0 A_FireCustomMissile("RIFLECaseSpawn", 0, 0, 0, 0, 0, 0)
DLAK D 3 Bright A_FireBullets (10, 2, 1, 10, "BulletPuff")
NULL A 0 A_FireCustomMissile("RIFLECaseSpawn", 0, 0, 0, 0, 0, 0)
DLAK E 3 Bright A_FireBullets (10, 2, 1, 10, "BulletPuff")
NULL A 0 A_FireCustomMissile("RIFLECaseSpawn", 0, 0, 0, 0, 0, 0)
DLAK F 3 Bright A_FireBullets (10, 2, 1, 10, "BulletPuff")
DLAK A 1 A_REFIRE
goto ready
spawn:
AK4I A -1
stop
}
}
#include CHAINSAW
#include Fist
actor UziAuto9mm : Weapon 20002
{
radius 20
height 16
inventory.pickupmessage "You got an Uzi."
Weapon.selectionorder 700
Weapon.AmmoUse 1
Weapon.Ammogive 30
Weapon.Ammotype "PistolClip"
inventory.icon "USMGA0"
Decal "BulletChip"
scale 0.75
States
{
spawn:
USMG A 1
Loop
ready:
UZIG D 1 A_WeaponReady
Loop
deselect:
UZIG D 1 A_Lower
Loop
select:
UZIG D 1 A_Raise
Loop
fire:
uzig a 0 A_playsound ("uzifire")
UZIG B 1 A_FireBullets (6, 1, -1, 9, "BulletPuff")
UZIG C 1
UZIG A 1 A_FireCustomMissile("PistolCaseSpawn", 0, 0, 0, 0, 0, 0)
Goto Ready
AltFire:
KICK ab 2
kick cde 2
kick f 2 A_CustomPunch (18,0,0,"FistPuff")
kick g 3
kick c 3
kick da 2 a_refire
UZID A 1
UZID b 1
UZID c 2
UZID d 2
goto ready
}
}
Actor Revolver : Weapon 15932
{
Obituary "%o was killed by %k's revolver."
Weapon.Ammotype "PistolClip"
Weapon.Ammogive 24
Weapon.Ammouse 1
Weapon.Slotnumber 0
Decal "BulletChip"
Inventory.PickupMessage "Picked up the revolver."
weapon.slotnumber 2
States
{
Ready:
REVL A 1 A_WeaponReady
Loop
Select:
REVL A 0
REVL A 1 A_Raise
Loop
Deselect:
REVL A 0
REVL A 1 A_Lower
Loop
Fire:
REVL A 0
REVL A 2
null a 0 A_PlaySound ("REVLSHT")
REVL A 0 A_GunFlash
REVL D 2 Bright A_FireBullets(1, 0, -1, 12, "BulletPuff")
REVL D 0 Bright
REVL B 1
REVL B 1 Offset(0,36)
REVL B 1 Offset(0,42)
REVL C 1 Offset(0,46)
REVL C 1 Offset(0,43)
REVL C 1 Offset(0,40)
REVL C 1 Offset(0,37)
REVL C 1 Offset(0,34)
REVL C 2 Offset(0,32)
REVL BA 1
revl A 2 A_CheckforReload(8,"Ready")
Goto DryFire
DryFire:
REVL A 12 A_PlaySound ("DRYFIRE")
null a 0 A_PlaySound ("revin")
Goto Reload+1
Reload:
revl A 0
revl e 1
revl f 1
revl g 2
revl h 2
revl i 2
revl j 2
revl k 3
revl l 3
null A 2
null C 2
null B 3 A_PlaySound ("SHELLOAD")
null C 2 A_FireCustomMissile("PistolCaseSpawn", 0, 0, 0, 0, 0, 0)
null A 2
null B 3 A_PlaySound ("SHELLOAD")
null C 2 A_FireCustomMissile("PistolCaseSpawn", 0, 0, 0, 0, 0, 0)
null A 2
null B 3 A_PlaySound ("SHELLOAD")
null C 2 A_FireCustomMissile("PistolCaseSpawn", 0, 0, 0, 0, 0, 0)
null A 2
null B 3 A_PlaySound ("SHELLOAD")
null C 2 A_FireCustomMissile("PistolCaseSpawn", 0, 0, 0, 0, 0, 0)
null A 2
null B 3 A_PlaySound ("SHELLOAD")
null C 2 A_FireCustomMissile("PistolCaseSpawn", 0, 0, 0, 0, 0, 0)
null A 2
null B 3 A_PlaySound ("SHELLOAD")
null C 2 A_FireCustomMissile("PistolCaseSpawn", 0, 0, 0, 0, 0, 0)
null A 2
null B 3 A_PlaySound ("SHELLOAD")
null C 2 A_FireCustomMissile("PistolCaseSpawn", 0, 0, 0, 0, 0, 0)
null A 2
null B 3 A_PlaySound ("SHELLOAD")
null C 2 A_FireCustomMissile("PistolCaseSpawn", 0, 0, 0, 0, 0, 0)
revl A 0 A_PlaySound ("REVIN")
revl k 3
revl i 2
revl g 2
revl e 1
Goto Ready
altFire:
PUNc B 2
PUNc C 2
PUNc D 1
PUNc f 2 A_CustomPunch (18,0,0,"FistPuff")
PUNc E 2
PUNc D 2
PUNc C 3
PUNc B 3 A_refire
revl k 2
revl i 2
revl g 1
revl e 1
Goto Ready
spawn:
AUSP A -1
stop
}
}
ACTOR Boombox : weapon 16321
{
Weapon.SelectionOrder 350
Weapon.SlotNumber 1
inventory.pickupmessage "you got the tec dc9, go kill some fucking"
obituary "%o was gunned down by %k's Machine Gun."
Decal "BulletChip"
+WEAPON.MELEEWEAPON
scale .75
states
{
ready:
BOOM A 1 A_weaponready
loop
select:
BOOM A 1 A_raise
loop
deselect:
BOOM A 1 A_lower
loop
fire:
null a 0 A_StopAllSounds
BOOM b 8 A_playsound ("DRYFIRE")
BOOM a 12 A_playsound ("MUSIK")
goto ready
altfire:
null a 0 A_StopAllSounds
BOOM b 8 A_playsound ("DRYFIRE")
BOOM a 12
goto ready
spawn:
CGBL A -1
stop
}
}
ACTOR GrenadeLauncher : Weapon 17925
{
Weapon.SelectionOrder 2300
Weapon.SlotNumber 0
Weapon.Ammogive 2
Weapon.Ammotype1 "RocketAmmo"
Weapon.Ammotype2 "RocketAmmo"
Weapon.Ammouse1 1
Weapon.Ammouse2 1
+WEAPON.EXPLOSIVE
+WEAPON.NOAUTOFIRE
Inventory.PickupMessage "Holy shit, fuck yeah"
weapon.slotnumber 5
States
{
Ready:
WRLA A 1 A_WeaponReady
Loop
Deselect:
WRLA A 1 A_Lower
Loop
Select:
WRLA A 1 A_Raise
Loop
Fire:
WRLA A 4
WRLA A 0 A_GunFlash
WRLA B 1 Bright A_FireCustomMissile("LauncherGrenade")
WRLA B 1 Bright Offset(0, 49)
WRLA A 2 Offset(0, 46)
WRLA A 2 Offset(0, 43)
WRLA A 2 Offset(0, 40)
WRLA A 2 Offset(0, 37)
WRLA A 2 Offset(0, 34)
WRLA A 2 Offset(0, 32)
WRLA ACDEA 2
WRLA A 0 A_Refire
Goto Ready
Altfire:
WRLA A 4
WRLA A 0 A_GunFlash
WRLA B 1 Bright A_FireCustomMissile("LauncherGrenade2")
WRLA B 1 Bright Offset(0, 49)
WRLA A 2 Offset(0, 46)
WRLA A 2 Offset(0, 43)
WRLA A 2 Offset(0, 40)
WRLA A 2 Offset(0, 37)
WRLA A 2 Offset(0, 34)
WRLA A 2 Offset(0, 32)
WRLA ACDEA 2
WRLA A 0 A_Refire
Goto Ready
Flash:
TNT1 A 1 A_Light2
TNT1 A 1 A_Light1
Goto Lightdone
Spawn:
GLAN A -1
Stop
}
}
ACTOR LauncherGrenade
{
Radius 10
Height 10
Speed 35
Damage 20
SeeSound "GLANFIR"
DeathSound "weapons/rocklx"
BounceSound "GLANBNC"
+FULLVOLDEATH
BounceType Doom
Projectile
Gravity 0.8
BounceCount 5
-NOGRAVITY
Decal Scorch
States
{
Spawn:
GRND A 1 Bright
Loop
Death:
REXP C 0 A_NoGravity
REXP CCCCCC 0 A_SpawnItemEx("GrenadeParticle", random(-10, 10), random(-10, 10), random(-10, 10), random(-10, 10), random(-10, 10), random(-10, 10))
REXP C 0 a_playsound("weapons/rocklx")
REXP C 0 Bright A_SpawnItem ("EXPLOSION")
REXP C 0 Radius_Quake(10, 3, 0, 5, 0)
REXP DEFGHIJKLMN 2 Bright
Stop
}
}
ACTOR LauncherGrenade2 : LauncherGrenade
{
BounceType none
}
Actor Flamethrower : Weapon replaces bfg9000
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "Oh, yes, fuck yes"
Obituary "%o was BBQed by %k's flamethrower."
Weapon.AmmoType1 "Gas"
Weapon.AmmoType2 "Gas"
Weapon.AmmoGive 48
Weapon.AmmoUse1 1
Weapon.AmmoUse2 1
+Weapon.Explosive
weapon.slotnumber 7
+noautoaim
States
{
Spawn:
WFLM A -1
Loop
Ready:
FLWR BCD 3 A_WeaponReady
Loop
Deselect:
FLWR B 1 A_Lower
Loop
Select:
FLWR B 1 A_Raise
Loop
Fire:
FLWR a 1 bright A_FireCustomMissile("FTFire")
FLWR a 1 bright A_FireCustomMissile("FTFire")
FLWR a 1 bright A_FireCustomMissile("FTFire")
FLWR a 2 bright A_ReFire
goto ready
altFire:
TNT1 A 0 A_PlaySound("GasThrower/Loop", CHAN_WEAPON, 1, 1)
FLWR a 1 A_FireCustomMissile("FTGas")
FLWR a 1 A_FireCustomMissile("FTGas")
FLWR a 1 A_FireCustomMissile("FTGas")
tnt1 a 0 A_stopallsounds
FLWR a 2 A_ReFire
TNT1 A 0 //A_PlaySound("GasThrower/End", CHAN_WEAPON)
Goto Ready
}
}
Actor FTFire
{
Radius 2
Height 4
Speed 16
Damage 1
Projectile
RenderStyle Add
DamageType Fire
Alpha 0.67
Scale 0.67
SeeSound "Flamethrower/Fire"
DeathSound "Flamethrower/Hit"
States
{
Spawn:
TNT1 A 2
FRFX ABCD 2 bright A_Explode(5, 8, 0)
TNT1 A 0 A_LowGravity
FRFX EFG 2 bright A_Explode(5, 16, 0)
FRFX HIJ 2 bright A_Explode(5, 32, 0)
FRFX KLM 2 bright A_Explode(5, 64, 0)
FRFX NO 2 bright
Stop
Death:
FRFX HIJ 2 bright A_Explode(5, 32, 0)
TNT1 A 0 A_CustomMissile("DropFire", 0, 0, 0, 4)
FRFX KLM 2 bright A_Explode(5, 64, 0)
FRFX NO 2 bright
Stop
}
}
Actor FTGas
{
Radius 2
Height 4
Speed 16
Damage 6
Projectile
RenderStyle Add
Alpha 0.5
Scale 0.175
Damagetype Gas
States
{
Spawn:
TNT1 A 2
SMOK BBBB 2 A_Explode(5, 8, 0)
TNT1 A 0 A_LowGravity
SMOK BBB 2 A_Explode(5, 16, 0)
SMOK BBB 2 A_Explode(5, 32, 0)
SMOK BBB 2 A_Explode(5, 64, 0)
SMOK BB 2
Stop
Death:
SMOK BBB 2 A_Explode(5, 32, 0)
SMOK BBB 2 A_Explode(5, 64, 0)
SMOK BB 2
Stop
}
}
Actor DropFire
{
Radius 8
Height 40
Projectile
RenderStyle Add
DamageType Fire
Alpha 0.90
-NoGravity
+LowGravity
+NoExplodeFloor
+NoDamageThrust
States
{
Spawn:
TNT1 A 0 A_PlaySound("Flamethrower/Flame")
FLME A 2 bright A_Explode(5, 32, 0)
FLME BCDEFGHIJKLMN 2 bright A_Explode(5, 16, 0)
TNT1 A 0 A_PlaySound("Flamethrower/Flame")
FLME A 2 bright A_Explode(5, 32, 0)
FLME BCDEFGHIJKLMN 2 bright A_Explode(5, 16, 0)
TNT1 A 0 A_PlaySound("Flamethrower/Flame")
FLME A 2 bright A_Explode(5, 32, 0)
FLME BCDEFGHIJKLMN 2 bright A_Explode(5, 16, 0)
TNT1 A 0 A_PlaySound("Flamethrower/Flame")
FLME A 2 bright A_Explode(5, 32, 0)
FLME BCDEFGHIJKLMN 2 bright A_Explode(5, 16, 0)
TNT1 A 0 A_PlaySound("Flamethrower/Flame")
FLME A 2 bright A_Explode(5, 32, 0)
FLME BCDEFGHIJKLMN 2 bright A_Explode(5, 16, 0)
TNT1 A 0 A_Jump(192, "Death")
Loop
Death:
TNT1 A 1
Stop
}
}
Actor Rifle : Weapon 15888
{
Weapon.AmmoType "HeavyAmmo"
Weapon.AmmoGive 8
Weapon.AmmoUse 1
Weapon.SlotNumber 0
AttackSound "Weapons/RifleFire"
Inventory.PickupMessage "You got the Rifle"
Inventory.PickupSound "misc/w_pkup"
Weapon.SelectionOrder 1400
Weapon.Kickback 150
Decal "BulletChip"
weapon.slotnumber 8
States
{
Spawn:
RIFL A -1
Loop
Select:
RIFG A 1 A_Raise
Loop
Deselect:
RIFG A 1 A_Lower
Loop
Ready:
RIFG A 1 A_WeaponReady
Loop
Fire:
RIFF A 2 Bright A_FireBullets(0, 0, 1, 28, "RiflePuff", 1)
RIFF B 2 Bright Offset(0, 44)
RIFG A 1 Offset(0, 42) A_FireCustomMissile("RIFLECaseSpawn", 0, 0, 0, 0, 0, 0)
RIFG A 1 Offset(0, 42)
RIFG A 2 Offset(0, 41)
RIFG A 2 Offset(0, 40)
RIFG A 2 Offset(0, 39)
RIFG A 2 Offset(0, 38)
RIFG A 2 Offset(0, 37)
RIFG A 2 Offset(0, 36)
RIFG A 1 Offset(0, 35)
RIFG A 1 Offset(0, 34)
RIFG A 1 Offset(0, 33)
RIFG A 0 Offset(0, 32) A_CheckforReload(5,"Ready")
Goto DryFire
DryFire:
RIFG A 12 A_PlaySound ("DRYFIRE")
Goto Reload+1
Reload:
RIFR A 4 A_CheckforReload(1,"Ready",true)
RIFR b 3 A_PlaySound ("9MMUNLOA")
RIFR c 2
RIFR d 3
RIFR e 6
RIFR d 3
RIFR c 2
RIFR b 3 A_PlaySound ("9MMRELOA")
RIFR A 4
goto ready
}
}
#include EMPTY
#include PYSS
ACTOR mg42 : weapon 17938
{
Weapon.SelectionOrder 350
Weapon.AmmoGive 50
Weapon.AmmoUse1 1
Weapon.AmmoUse2 1
Weapon.SlotNumber 8
AttackSound "newmg42/fire"
weapon.ammotype1 "HeavyAmmo"
weapon.ammotype2 "HeavyAmmo"
inventory.pickupmessage "you got the tec dc9, go kill some fucking"
obituary "%o was gunned down by %k's Machine Gun."
Decal "BulletChip"
states
{
ready:
mgpc A 1 A_weaponready
loop
select:
mgpc A 1 A_raise
loop
deselect:
mgpc A 1 A_lower
loop
fire:
mgpc c 1 Bright A_FireBullets (6, 3, 1, 10, "BulletPuff")
mgpc b 1 A_FireCustomMissile("RIFLECaseSpawn", 0, 0, 0, 0, 0, 0)
mgpc d 1 Bright A_FireBullets (7, 3, 1, 10, "BulletPuff")
mgpc e 1 A_FireCustomMissile("RIFLECaseSpawn", 0, 0, 0, 0, 0, 0)
mgpc a 1 A_Refire
goto ready
altfire:
mgpc c 1 Bright A_FireBullets (5, 0, -1, 10, "BulletPuff")
mgpc b 1 A_FireCustomMissile("RIFLECaseSpawn", 0, 0, 0, 0, 0, 0)
mgpc d 1 Bright A_FireBullets (5, 0, -1, 10, "BulletPuff")
mgpc e 1 A_FireCustomMissile("RIFLECaseSpawn", 0, 0, 0, 0, 0, 0)
mgpc c 1 Bright A_FireBullets (6, 1, -1, 10, "BulletPuff")
mgpc b 1 A_FireCustomMissile("RIFLECaseSpawn", 0, 0, 0, 0, 0, 0)
mgpc d 1 Bright A_FireBullets (6, 1, -1, 10, "BulletPuff")
mgpc e 1 A_FireCustomMissile("RIFLECaseSpawn", 0, 0, 0, 0, 0, 0)
mgpc c 1 Bright A_FireBullets (7, 2, -1, 10, "BulletPuff")
mgpc b 1 A_FireCustomMissile("RIFLECaseSpawn", 0, 0, 0, 0, 0, 0)
mgpc d 1 Bright A_FireBullets (7, 2, -1, 10, "BulletPuff")
mgpc e 1 A_FireCustomMissile("RIFLECaseSpawn", 0, 0, 0, 0, 0, 0)
mgpc a 9
mgpc a 1 A_Refire
goto ready
spawn:
TECD A -1
stop
}
}
ACTOR Shotgun2 : weapon replaces shotgun
{
Weapon.SelectionOrder 350
Weapon.AmmoGive 4
Weapon.AmmoUse 1
Weapon.SlotNumber 3
weapon.ammotype "Shell"
inventory.pickupmessage "you got the shotgun, go shoot someones fucking brains out."
obituary "%o got thier fucking brains shot out by %k's shotgun."
Decal "BulletChip"
states
{
ready:
SHTt A 1 A_weaponready
Loop
select:
SHTt A 1 A_raise
loop
deselect:
SHTt A 1 A_lower
loop
fire:
shtt a 0 A_PlaySound ("Weapons/SHOTGN")
shtt a 2
SHTy e 2 Bright A_FireBullets (5, 4, 8, 9, "BULLETPUFF")
SHTy f 2 Bright
shtt kij 1
shtt b 1
shtt c 2
shtt de 3
shtt e 5
shtt a 0 //A_PlaySound ("Weapons/SGCOCK")
shtt f 1
shtt a 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, 0, 0, 0, 0)
shtt hg 1
shtt g 2
shtt fedcb 2
shtt jik 1
goto ready
altfire:
butt abc 2
butt d 3
butt e 4 A_CustomPunch (18,0,0,"FistPuff")
butt dcba 2
null a 2
shtu abc 1 A_refire
goto ready
spawn:
SHTP A -1
stop
}
}
//damagefactor "gas", 0
ACTOR AutoShotCaseSpawn : RifleCaseSpawn
{
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_CustomMissile("AutoShotgunCasing",0,0,random(-80,-100),2,random(40,60))
Stop
}
}
ACTOR AutoShotgunCasing
{
Height 12
Radius 9
Speed 6
Scale 0.15
+DOOMBOUNCE
- NOGRAVITY
+WINDTHRUST
+CLIENTSIDEONLY
+MOVEWITHSECTOR
+MISSILE
+NOBLOCKMAP
-DROPOFF
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTDMATCH
+GHOST
BounceCount 4
Mass 1
SeeSound "weapons/shell"
States
{
Spawn:
shl2 ABCDEFGH 3
Loop
Death:
Death:
LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6","Rest7","Rest8")
Goto Rest1
Rest1:
shl2 I 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest2:
shl2 J 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest3:
shl2 K 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest4:
shl2 L 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest5:
shl2 M 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest6:
shl2 I 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest7:
shl2 J 250
TNT1 A 0 A_CheckSight("Vanish")
Loop
Rest8:
TNT1 A 0 A_CheckSight("Vanish")
shl2 K 250
Loop
Vanish:
TNT1 A 0
Stop
}
}
//FLSGA0
// A_FireCustomMissile("AutoShotCaseSpawn", 0, 0, 0, 0, 0, 0)
ACTOR FullAutoShotgun : weapon 15933
{
Weapon.SelectionOrder 350
Weapon.AmmoGive 8
Weapon.AmmoUse 1
Weapon.SlotNumber 3
AttackSound "AA12FIRE"
weapon.ammotype "AutoShell"
inventory.pickupmessage "you got the Auto shotgun, go shoot someones fucking brains out."
obituary "%o got thier fucking brains shot out by %k's Auto shotgun."
Decal "BulletChip"
Scale 1
states
{
ready:
FLSG A 1 A_weaponready
Loop
select:
FLSG A 1 A_raise
loop
deselect:
FLSG A 1 A_lower
loop
fire:
FLSG b 1 Bright A_FireBullets (5, 5, 15, 8, "BULLETPUFF")
FLSG C 2 Bright
flsg d 1 A_FireCustomMissile("AutoShotCaseSpawn", 0, 0, 0, 0, 0, 0)
flsg a 3
flsg a 0 a_refire
Goto Ready
Spawn:
AA13 A -1
Stop
}
}
ACTOR MartiniHenry : weapon 20788
{
Weapon.SelectionOrder 400
Weapon.AmmoUse 1
Weapon.AmmoGive 8
Weapon.AmmoType "HeavyAmmo"
Weapon.Kickback 250
Weapon.SlotNumber 0
Decal "BulletChip"
// attacksound "explode2"
Inventory.PickupMessage "You got the Martini-Henry rifle!"
Obituary "%k \cjblew\c- %o \cjaway with the Martini-Henry.\c-"
Tag "Martini-Henry"
weapon.slotnumber 8
States
{
Ready:
MART B 1 A_WeaponReady
Loop
Deselect:
MART B 1 A_Lower
Loop
Select:
MART B 1 A_Raise
Loop
Fire:
MART BCE 3
MART E 0 A_Refire
MART ECB 3
Goto Ready
Hold:
MART G 0 Bright A_GunFlash
MART G 0 Bright A_PlayWeaponSound("Weapons/RifleFire")
MART G 2 Bright A_FireBullets(1.0, 1.0, 1, 28, "RiflePuff", 1)
MART E 1 Offset(0,40) A_SetPitch(pitch-2.0)
MART E 1 Offset(0,36) A_SpawnItemEx("RifleCasing", 16, 10, 32, frandom(2,4), frandom(3,5), frandom(2,4))
MART E 1 Offset(0,32) A_SetPitch(pitch+2.0)
MART K 7 A_CheckReload
MART L 7 A_OpenShotgun2
MART M 7 A_LoadShotgun2
MART N 7 A_CloseShotgun2
MART B 2
Goto Ready
AltFire:
MART A 3 Offset(0,80)
MART A 2 Offset(-5,60)
MART A 1 Offset(-10,50)
MART A 1 Offset(-20,40)
MART A 4 Offset(-30,32) A_CustomPunch (8,0,0,"KnifePuff", 96)
MART A 1 Offset(-20,40)
MART A 1 Offset(-10,50)
MART A 2 Offset(-5,60)
MART A 3 Offset(0,80) A_Refire
Goto Ready
Flash:
TNT1 A 2 Bright A_Light2
TNT1 A 2 Bright A_Light1
Goto LightDone
Spawn:
MAR2 A -1
Stop
}
}
actor Bearkiller : Weapon replaces supershotgun
{
Weapon.SelectionOrder 350
Weapon.AmmoUse1 2
Weapon.AmmoUse2 2
Weapon.AmmoGive1 2
Weapon.Ammogive2 2
Weapon.AmmoType1 "Shell"
Weapon.AmmoType2 "Shell"
Weapon.Slotnumber 3
Inventory.PickupMessage "You got the bearkiller shotgun!"
Obituary "%o was sent to hell by %k's bearkiller."
Decal "BulletChip"
States
{
Ready:
KFDB A 1 A_WeaponReady
Loop
Deselect:
KFDB A 1 A_Lower
Loop
Select:
KFDB A 1 A_Raise
Loop
Fire:
KFDB A 0
KFDB B 0 A_PlayWeaponSound ("KFFIRE")
KFDB B 0 A_FireBullets (11, 8, 16, 9, "BulletPuff")
KFDB B 3 A_GunFlash
KFDB C 5
KFDB D 5 A_CheckReload
KFDB E 3
KFDB E 3 A_Playsound ("KFOPN")
KFDB SF 2
kfdb a 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, 0, 0, 0, 0)
kfdb a 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, 0, 0, 0, 0)
KFDB GF 2 // A_SpawnItemEx("propammo", 20, -10, 30, 0, 0, 0, 180, 128)
KFDB S 1
KFDB H 7
KFDB IMJNOPK 1
KFDB L 2 A_Playsound ("KFRLD")
KFDB E 5
KFDB D 5
KFDB C 6
KFDB A 3 A_Playsound ("KFCLS")
KFDB A 0 A_ReFire
Goto Ready
Spawn:
SGN2 A -1
Stop
Flash:
KFDM B 3 Bright A_Light1
Goto LightDone
AltFlash:
KFDM D 3 Bright A_Light2
Goto LightDone
}
}
Actor M60 : weapon 28938
{
Decal BulletChip
Weapon.SelectionOrder 500
inventory.pickupsound "misc/w_pkup"
Inventory.PickupMessage "You found a M60"
Weapon.AmmoType "HeavyAmmo"
Weapon.AmmoGive 10
Weapon.AmmoUse 1
attacksound "MG60FR"
scale 0.5
weapon.slotnumber 8
States
{
Spawn:
MC60 A 1
Loop
Select:
MG60 A 1 A_RAISE
Loop
Deselect:
MG60 A 1 A_Lower
loop
Ready:
MG60 A 1 A_WeaponReady
loop
Fire:
NULL A 0 A_Jump(150,"fire1")
NULL A 0 A_Jump(150,"fire2")
NULL A 0 A_Jump(150,"fire3")
NULL A 0 A_Jump(150,"fire4")
NULL A 0 A_Jump(150,"fire5")
loop
Fire1:
NULL A 0 A_GunFlash
RICO AB 1 bright
NULL A 3
goto ready
Fire2:
NULL A 0 A_GunFlash
RICO CD 1 bright
NULL A 3
goto ready
Fire3:
NULL A 0 A_GunFlash
RICO EF 1 bright
NULL A 3
goto ready
Fire4:
NULL A 0 A_GunFlash
RICO GH 1 bright
NULL A 3
goto ready
Fire5:
NULL A 0 A_GunFlash
RICO IJ 1 bright
NULL A 3
goto ready
Flash:
MG60 B 1 BRIGHT A_FireBullets(4,3,-1,10,"BulletPuff",1)
MG60 CD 1
//NULL A 0 A_PlaySound("M60RL")
MG60 EF 1
stop
}
}
ACTOR PipebombBag : Weapon 16595
{
Inventory.PickupSound "DFFLEBG"
Inventory.PickupMessage "Oh hell yeah"
Weapon.AmmoType "PipebombAmmo"
Weapon.AmmoGive 15
Weapon.AmmoUse 1
Weapon.SlotNumber 5
+WEAPON.NOAUTOAIM
+WEAPON.EXPLOSIVE
+NOALERT
States
{
Spawn:
FGRN D -1
Loop
Ready:
pibo a 1 A_WeaponReady
Loop
Deselect:
NULL A 0 A_JumpIfInventory("PipebombAmmo",1,2)
NULL A 1 A_Lower
Loop
pibo a 1 A_Lower
Loop
Select:
pibo a 1 A_Raise
Loop
Fire:
pibo a 0
pibo b 4 A_PlaySound("lighter",4)
pibo cd 4
pibo e 4 A_PlaySound("piplight",4)
pibo fghijk 2
NULL C 0 A_PlaySound("GrenToss",5)
NULL C 0 A_FireCustomMissile("ThrownPipebomb", 0, 1,13,7,XF_HURTSOURCE|XF_NOTMISSILE,0)
pibo lmnopq 2
pibo rs 4 A_CheckReload
Goto Ready
}
}
ACTOR PipebombAmmo : Ammo
{
Inventory.Amount 1
Inventory.MaxAmount 30
Ammo.BackpackAmount 1
Ammo.BackpackMaxAmount 75
Scale 0.5
States
{
Spawn:
NULL D -1
Loop
}
}
ACTOR ThrownPipebomb
{
health 1
Radius 5
Height 5
Speed 35
Damage 1
Scale 0.35
mass 1
projectile
+shootable
-NOGRAVITY
-SKYEXPLODE
+RANDOMIZE
-EXPLODEONWATER
BounceFactor 0.25
WallBounceFactor 0.4
Bouncetype Doom
BounceCount 6
ReactionTime 100
BounceSound "GLANBNC"
States
{
Spawn:
FRAN A 0
FRAN A 5
FRAN BCDEFABCDEFABCDEFBCD 5
Death:
FRAN F 0
TNT1 A 0 A_Jump(600,"Rest1","Rest2")
Goto Rest1
Rest1:
FRAN F 30
FRAN F 0
TNT1 A 0 A_SpawnItem ("EXPLOSION")
TNT1 A 0 a_playsound("weapons/rocklx")
stop
Rest2:
FRAN K 30
FRAN K 0
TNT1 A 0 A_SpawnItem ("EXPLOSION")
TNT1 A 0 a_playsound("weapons/rocklx")
STOP
}
}
ACTOR EXPLOSION
{
damage 500
scale 1.25
+NOGRAVITY
States
{
Spawn:
TNT1 A 0
MISL D 0 A_Explode
MISL D 0 A_AlertMonsters
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 0, CMF_TRACKOWNER | CMF_AIMDIRECTION)
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 90, CMF_TRACKOWNER | CMF_AIMDIRECTION)
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 180, CMF_TRACKOWNER | CMF_AIMDIRECTION)
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 270, CMF_TRACKOWNER | CMF_AIMDIRECTION)
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 0, CMF_TRACKOWNER | CMF_AIMDIRECTION)
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 90, CMF_TRACKOWNER | CMF_AIMDIRECTION)
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 180, CMF_TRACKOWNER | CMF_AIMDIRECTION)
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 270, CMF_TRACKOWNER | CMF_AIMDIRECTION)
REXP Abcdefghijklmn 2 bright
prpn d 0 bright a_spawnitem("GrenadeTrails")
prpn d 0 bright a_spawnitem("GrenadeTrails")
Stop
}
}
// Sprites and simple grenade decorate by Tyler James.
//
ACTOR EXPLOSION1
{
damage 25
scale .75
+NOGRAVITY
States
{
Spawn:
TNT1 A 0
MISL D 0 A_Explode
MISL D 0 A_AlertMonsters
REXP Abcdefghijklmn 2 bright
Stop
}
}
ACTOR Pyss : Weapon
{
Inventory.PickupMessage "Piss (Slot 0)"
Inventory.PickupSound "WPPKU"
Weapon.UpSound "CUNZIP"
Tag "Piss"
Weapon.SelectionOrder 1000
Weapon.Kickback 4
Weapon.SlotNumber 0
+NOALERT
+UNDROPPABLE
+AMMO_OPTIONAL
+NOAUTOAIM
obituary "%k pissed on %o."
States
{
Spawn:
SOCT A -1
Stop
Ready:
TNT1 A 0
TNT1 A 0
TNT1 A 10 A_WeaponReady(WRF_ALLOWRELOAD)
Loop
Deselect:
TNT1 A 0 A_PlayWeaponSound ("COCZIP")
null a 0 A_lower
Loop
Select:
TNT1 A 1 A_Raise
NULL AA 0 A_Raise
LOOP
Fire:
PISS A 0 A_JumpIfNoAmmo("TrueReady")
TNT1 A 0
TNT1 A 1 A_StopSound(CHAN_WEAPON)
MELE A 0 A_Jump(128,2)
MELE A 0
MELE A 0
goto hold
altfire:
piss a 0 A_playsound("OMGHOMER")
piss a 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, 0, 0, 0, 0)
piss a 0 A_FireCustomMissile("sssGun", 0, 0, 0, 0, 0, 0)
piss a 0 a_die
piss a 0 A_alertmonsters
stop
Hold:
PISS A 0 A_JumpIfNoAmmo("PissSTOP")
PISS A 0 A_JumpIfInventory("PowerQuadDamage",1,"HARDPISS")
PISS A 0 A_PlaySound("PDPISS", CHAN_WEAPON, 1, 1)
TNT1 A 1 A_FireCustomMissile("PissTrail",0,1,0,-5)
TNT1 A 0 A_FireCustomMissile("PissTrail",0,0,0,-5)
TNT1 A 1 A_FireCustomMissile("PissTrail",0,0,0,-5)
TNT1 A 0 A_FireCustomMissile("PissTrail",0,0,0,-5)
TNT1 A 1 A_FireCustomMissile("PissTrail",0,0,0,-5)
TNT1 A 0 A_FireCustomMissile("PissTrail",0,0,0,-5)
TNT1 A 1 A_FireCustomMissile("PissTrail",0,0,0,-5)
PISS A 0 A_Refire
Goto PissSTOP
HARDPISS:
PISS A 0 A_PlaySound("ZDPISS", CHAN_WEAPON, 1, 1)
TNT1 A 1 A_FireCustomMissile("PissTrailZRK",0,0,0,-5)
TNT1 A 0 A_FireCustomMissile("PissTrailZRK",0,0,0,-5)
TNT1 A 1 A_FireCustomMissile("PissTrailZRK",0,0,0,-5)
TNT1 A 0 A_FireCustomMissile("PissTrailZRK",0,0,0,-5)
TNT1 A 1 A_FireCustomMissile("PissTrailZRK",0,0,0,-5)
TNT1 A 0 A_FireCustomMissile("PissTrailZRK",0,0,0,-5)
TNT1 A 1 A_FireCustomMissile("PissTrailZRK",0,0,0,-5)
PISS A 0 A_Refire
Goto PissSTOP
PissSTOP:
PISS A 1
TNT1 A 0
PISS A 0 A_StopSound(CHAN_WEAPON)
Goto Ready
Reload:
DEGL A 0 A_FireCustomMissile("SuicideGun", 0, 0, 0, 0, 0, 0)
Goto ready
}
}
ACTOR PissTrail
{
Speed 15
Damage 0
Projectile
+FORCEPAIN
-NOGRAVITY
+HITTRACER
Radius 3
Height 3
Species "Piss"
DamageType "Piss"
ProjectileKickback 0
RenderStyle Translucent
Alpha 0.2
Gravity 0.4
Scale 0.5
States
{
Spawn:
PISS J 2 A_PlayWeaponSound("SQDRIPP")
Loop
Death:
Crash:
XDeath:
PISS D 0 A_ChangeFlag("NOGRAVITY",1)
TNT1 AAAA 0 A_CustomMissile("PissTrail2", 0, 0, random(0,360), 2, random(5, 45))
TNT1 AAAA 0 A_CustomMissile("PissTrail3", 0, 0, random(0,360), 2, random(5, 45))
TNT1 AAAAA 0 A_GiveInventory ("PissFearActive", 1, AAPTR_TRACER)
PISS DEFGH 1
Stop
}
}
ACTOR PissTrail2: PissTrail
{
Scale 0.4
Alpha 0.2
Speed 5
States
{
Spawn:
PISS DEFG 2
Stop
Death:
Crash:
XDeath:
PISS D 0
Stop
}
}
ACTOR PissTrail3: PissTrail
{
-SHOOTABLE
Scale 0.2
Alpha 0.2
Speed 1
States
{
Spawn:
PISS DEFG 2
Stop
Death:
Crash:
XDeath:
PISS D 0
Stop
}
}
ACTOR PissTrailZRK : PissTrail
{
Speed 25
Damage (1)
Scale 0.8
Alpha 0.7
}
Actor PissTrailFX
{
+NOBLOCKMAP
Speed 0
}
ACTOR Piss : Ammo
{
Inventory.Amount 1
Inventory.MaxAmount 100
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 100
}
ACTOR PissFearActive : Powerup
{
+ADDITIVETIME
Powerup.Duration -1
}
actor BitchMaker : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_checkflag("BOSS","FailPickup")
TNT1 A 0 A_ChangeFlag("FRIGHTENED",1)
stop
FailPickup:
TNT1 A 0
fail
}
}
actor BitchTaker : CustomInventory
{
states
{
Pickup:
TNT1 A 0 A_checkflag("BOSS","FailPickup")
TNT1 A 0 A_ChangeFlag("FRIGHTENED",0)
stop
FailPickup:
TNT1 A 0
fail
}
}
Actor sssGun 30292
{
Height 2
Radius 2
Speed 8
+DOOMBOUNCE
- NOGRAVITY
+WINDTHRUST
+CLIENTSIDEONLY
+MOVEWITHSECTOR
+MISSILE
+NOBLOCKMAP
-DROPOFF
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTDMATCH
+GHOST
-DONTSPLASH
-CANBOUNCEWATER
+FLOORCLIP
BounceCount 4
Mass 4
SeeSound "weapons/casing"
States
{
Spawn:
suic a 0 a_playsound("GLANBNC")
suic Abcdiejf 3
Loop
Death:
suic Abcd 3
Goto Rest1
Rest1:
suic a 0 a_playsound("GLANBNC")
suic i 3
goto rest2
rest2:
suic h -1
Loop
}
}
//casing
ACTOR EmptyClip
{
Height 2
Radius 2
Speed 4
+DOOMBOUNCE
- NOGRAVITY
+WINDTHRUST
+CLIENTSIDEONLY
+MOVEWITHSECTOR
+MISSILE
+NOBLOCKMAP
-DROPOFF
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTDMATCH
+GHOST
BounceFactor 0.3
Mass 1
DeathSound "weapons/largemagdrop"
BounceSound "weapons/largemagdrop"
States
{
Spawn:
TNT1 A 7 A_PlaySound("NULL")
ECLI ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 4
Stop
Death:
TNT1 A 0
TNT1 A 0
TNT1 A 0
ECLI G 200
TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Stoping")
Loop
Stoping:
TNT1 A 0
Stop
}
}
ACTOR EmptyClipSpawn
{
Speed 20
PROJECTILE
+NOCLIP
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_CustomMissile("EmptyClip",1,0,random(85,95),2,1)
Stop
}
}
ACTOR EmptyPistolClip
{
Height 2
Radius 2
Speed 4
+DOOMBOUNCE
- NOGRAVITY
+WINDTHRUST
+CLIENTSIDEONLY
+MOVEWITHSECTOR
+MISSILE
+NOBLOCKMAP
-DROPOFF
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTDMATCH
+GHOST
BounceFactor 0.3
Mass 1
DeathSound "weapons/largemagdrop"
BounceSound "weapons/largemagdrop"
States
{
Spawn:
TNT1 A 7 A_PlaySound("NULL")
PCLI ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 4
Stop
Death:
TNT1 A 0
TNT1 A 0
TNT1 A 0
PCLI G 200
TNT1 A 0 A_JumpIfInventory("LowGraphicsMode", 1, "Stoping")
Loop
Stoping:
TNT1 A 0
Stop
}
}
ACTOR EmptyPistolClipSpawn
{
Speed 20
PROJECTILE
+NOCLIP
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_CustomMissile("EmptyPistolClip",1,0,random(85,95),2,1)
Stop
}
}
//ammo
Actor PistolClip : Ammo replaces Cell
{
Inventory.Amount 20
Inventory.MaxAmount 300
Ammo.BackpackAmount 20
Ammo.BackpackMaxAmount 600
Inventory.Icon PSCLA0
Inventory.PickupMessage "Picked up a pistol clip"
Inventory.PickupSound "misc/i_pkup"
States
{
Spawn:
PSCL A -1
Loop
}
}
Actor PistolClipBox : PistolClip replaces CellPack
{
Inventory.Amount 60
Inventory.PickupMessage "Picked up a box of pistol clips"
States
{
Spawn:
PSCL B -1
Loop
}
}
Actor Gas : Ammo
{
Inventory.PickupSound "misc/pickup"
Inventory.Amount 175
Inventory.MaxAmount 350
Ammo.BackpackAmount 175
Ammo.BackpackMaxAmount 700
Inventory.PickupMessage "You picked up a gasoline cannister"
Inventory.Icon AGASA0
States
{
Spawn:
AGAS A -1
Loop
}
}
Actor BigGas : Gas
{
Inventory.Amount 350
Inventory.PickupMessage "You picked up a gasoline pack"
Inventory.Icon AGASB0
States
{
Spawn:
AGAS B -1
Loop
}
}
Actor HeavyAmmo : Ammo
{
Inventory.Amount 300
Inventory.MaxAmount 300
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 600
Inventory.Icon AMMOA0
Inventory.PickupMessage "Picked up a pistol clip"
Inventory.PickupSound "misc/i_pkup"
States
{
Spawn:
AMMO A -1
Loop
}
}
Actor AutoShell : Ammo
{
Inventory.Amount 4
Inventory.MaxAmount 75
Ammo.BackpackAmount 12
Ammo.BackpackMaxAmount 150
Inventory.Icon sauoa0
Inventory.PickupMessage "Picked up 4 Auto Shotgun Shells"
Inventory.PickupSound "misc/i_pkup"
States
{
Spawn:
sauo A -1
Loop
}
}
Actor AutoShellBox : AutoShell
{
Inventory.Amount 12
Inventory.PickupMessage "Picked up a box of Auto Shotgun Shells"
States
{
Spawn:
sauo B -1
Loop
}
}
ACTOR EmptyDuffle 320
{
SpawnID 175
Tag "Dufflebag"
Health 10
Radius 10
Height 25
Mass 10000000
scale 0.75
+NOBLOOD
+ACTIVATEMCROSS
+DONTGIB
+OLDRADIUSDMG
States
{
Spawn:
DFFL B 6
Loop
}
}
ACTOR Duffle : CustomInventory 15622
{
Inventory.PickupMessage "Full ammo!"
Inventory.PickupSound "DFFLEBG"
+CountItem
+Inventory.AlwaysPickup
Scale 0.75
States
{
Spawn:
DFFL A -1
Loop
Pickup:
DFFL A 0 A_SpawnItemEx ("EmptyDuffle")
DFFL A 0 A_GiveInventory ("Clip", 400)
DFFL A 0 A_GiveInventory ("PistolClip", 600)
DFFL A 0 A_GiveInventory ("Shell", 200)
Stop
}
}
-
- Posts: 53
- Joined: Mon Sep 04, 2023 9:17 am
Re: The custom objects i made wont show up when i try to load them into ultimate doom builder
Post by JetteboyTV »
ramon.dexter wrote: ↑Tue Oct 03, 2023 11:15 pm Okay, at least show whole window of udb, for better with cursor above one of these things. Show code of one of these things. We really cant debug a snippet of screenshot with barely to none description. Be more descriptive, try to tell us what you do.
props1:
Spoiler:
ACTOR Toilet1 2955
{
SpawnID 125
Tag "Toilet"
Health 10
Radius 10
Height 40
Mass 10000000
+SOLID
+SHOOTABLE
+NOBLOOD
+ACTIVATEMCROSS
+DONTGIB
+NOICEDEATH
+OLDRADIUSDMG
DeathSound "BREAK1"
States
{
Spawn:
TOIL A 6
Loop
Death:
TOIL A 1 A_Scream
TOIL B 4
TOIL C 2
TOIL D 2
TOIL E 2
TOIL F 3
Goto Water
Water:
TOIF A 3 A_PlaySound ("TOILET1")
TOIF B 3
TOIF C 3
TOIF D 3
TOIF A 3
TOIF B 3
TOIF C 3
TOIF D 3
TOIF A 3
TOIF B 3
TOIF C 3
TOIF D 3
TOIF A 3
TOIF B 3
TOIF C 3
TOIF D 3
Loop
}
}
ACTOR Trash 290
{
SpawnID 130
Tag "Trash"
Health 10
Radius 10
Height 25
Mass 10000000
scale 0.50
+SOLID
+SHOOTABLE
+NOBLOOD
+ACTIVATEMCROSS
+DONTGIB
+NOICEDEATH
+OLDRADIUSDMG
DeathSound "BREAK1"
States
{
Spawn:
1182 A 6
Loop
Death:
1182 B 1 A_Scream
goto broken
broken:
1182 B -1
loop
}
}
Actor HangingDuke : CommanderKeen 30001
{
PainSound "duke/pain"
DeathSound "duke/death"
Bloodtype "Brutal_Blood"
States
{
Spawn:
DUK2 A -1
Loop
Death:
DUK2 AB 6
DUK2 C 6 A_Scream
DUK2 DEF 6
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
DUK2 GH 6
DUK2 I 6 A_NoBlocking
DUK2 J 6
DUK2 K 6 A_KeenDie
DUK2 L -1
Stop
Pain:
NULL A 0 A_CustomMissile ("Brutal_Blood", 48, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_Blood", 48, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_Blood", 48, 0, random (0, 360), 2, random (0, 160))
DUK2 M 4
DUK2 M 8 A_Pain
Goto Spawn
}
}
Actor Erichead 2252
{
PainSound "duke/pain"
DeathSound "duke/death"
Bloodtype "Brutal_Blood"
Health 400
PainChance 1000
Mass 10000000
Scale 0.75
Radius 10
Height 250
+SOLID
+SHOOTABLE
States
{
Spawn:
ERIC A -1
Loop
Pain:
NULL A 0 A_CustomMissile ("Brutal_Blood", 48, 0, random (0, 360), 2, random (0, 160))
ERIC B 4
ERIC B 8 A_Pain
Goto Spawn
Death:
ERIC BCDE 4
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
NULL AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
NULL A 0 A_PlaySound("misc/xdeath4")
NULL EEEEE 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
NULL A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
NULL A 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
ERIC FG 5
ERIC G -1
Stop
}
}
{/spoiler]
-
- Posts: 53
- Joined: Mon Sep 04, 2023 9:17 am
Re: The custom objects i made wont show up when i try to load them into ultimate doom builder
Post by JetteboyTV »
props2ramon.dexter wrote: ↑Tue Oct 03, 2023 11:15 pm Okay, at least show whole window of udb, for better with cursor above one of these things. Show code of one of these things. We really cant debug a snippet of screenshot with barely to none description. Be more descriptive, try to tell us what you do.
Spoiler:
ACTOR OfficeChairDoomGreen 12340
{
//$Title Office Chair Doom Green
//$Category Obstacles/Chairs
//$IsDecoration
Var int user_spincounter;
Var int user_spinangle;
Height 26
Radius 14
Health 0x7FFFFFFF
Mass 400
MaxStepHeight 0
PainChance 192
+SOLID
+DROPOFF
+SLIDESONWALLS
+PUSHABLE
+CANPASS
+SHOOTABLE
+NOBLOOD
//+BUDDHA // Disabled for Zandronum compatibility
+NOTAUTOAIMED
States
{
Spawn:
OCHR A 0 NoDelay A_SetUserVar("user_spincounter", 50)
OCHR A 0 A_SetUserVar("user_spinangle", 40)
Seat:
OCHR A -1
Loop
Pain:
OCHR A 0 A_SetUserVar("user_spincounter", 50)
OCHR A 0 A_SetUserVar("user_spinangle", 40)
Spin:
OCHR A 1 A_SetAngle(user_spinangle + angle)
OCHR A 0 A_SetUserVar("user_spincounter", user_spincounter-1)
OCHR A 0 A_SetUserVar("user_spinangle", user_spinangle*0.93)
OCHR A 0 A_JumpIf(user_spincounter==0,"Spawn")
Loop
}
}
// STANDARD RGB VALUE TRANSLATIONS
ACTOR OfficeChairBlack : OfficeChairDoomGreen 12341
{
//$Title Office Chair Black
Translation "112:127=[64,64,64]:[0,0,0]" // Old format RGB translations for Zandronum compatibility
}
ACTOR OfficeChairWhite : OfficeChairDoomGreen 12342
{
//$Title Office Chair White
Translation "112:127=[192,192,192]:[0,0,0]"
}
ACTOR OfficeChairGray : OfficeChairDoomGreen 12343
{
//$Title Office Chair Gray
Translation "112:127=[128,128,128]:[0,0,0]"
}
ACTOR OfficeChairRed : OfficeChairDoomGreen 12344
{
//$Title Office Chair Red
Translation "112:127=[255,0,0]:[0,0,0]"
}
ACTOR OfficeChairMaroon : OfficeChairDoomGreen 12345
{
//$Title Office Chair Maroon
Translation "112:127=[128,0,0]:[0,0,0]"
}
ACTOR OfficeChairOlive : OfficeChairDoomGreen 12346
{
//$Title Office Chair Olive
Translation "112:127=[128,128,64]:[0,0,0]"
}
ACTOR OfficeChairGreen : OfficeChairDoomGreen 12347
{
//$Title Office Chair Green
Translation "112:127=[0,128,0]:[0,0,0]"
}
ACTOR OfficeChairPurple : OfficeChairDoomGreen 12348
{
//$Title Office Chair Purple
Translation "112:127=[128,0,128]:[0,0,0]"
}
ACTOR OfficeChairTeal : OfficeChairDoomGreen 12349
{
//$Title Office Chair Teal
Translation "112:127=[0,128,128]:[0,0,0]"
}
ACTOR OfficeChairNavy : OfficeChairDoomGreen 12350
{
//$Title Office Chair Navy
Translation "112:127=[0,0,128]:[0,0,0]"
}
ACTOR OfficeChairBlue : OfficeChairDoomGreen 12351
{
//$Title Office Chair Blue
Translation "112:127=[0,0,255]:[0,0,0]"
}
ACTOR OfficeChairYellow : OfficeChairDoomGreen 12352
{
//$Title Office Chair Yellow
Translation "112:127=[255,255,0]:[0,0,0]"
}
ACTOR OfficeChairCyan : OfficeChairDoomGreen 12353
{
//$Title Office Chair Cyan
Translation "112:127=[0,255,255]:[0,0,0]"
}
ACTOR OfficeChairMagenta : OfficeChairDoomGreen 12354
{
//$Title Office Chair Magenta
Translation "112:127=[255,0,255]:[0,0,0]"
}
//DEFAULT DOOM TRANSLATIONS
ACTOR OfficeChairDoomGray : OfficeChairDoomGreen 12355
{
//$Title Office Chair Doom Gray
Translation 0
}
ACTOR OfficeChairDoomBrown : OfficeChairDoomGreen 12356
{
//$Title Office Chair Doom Brown
Translation 1
}
ACTOR OfficeChairDoomRed : OfficeChairDoomGreen 12357
{
//$Title Office Chair Doom Red
Translation 2
}
Actor Fuckin 30001
{
Game Doom
PainSound "duke/pain"
DeathSound "duke/death"
Bloodtype "Brutal_Blood"
MONSTER
Bloodtype "Brutal_Blood"
+SOLID
+SHOOTABLE
+FLOORCLIP
Health 5
PainChance 1000
GibHealth 5
States
{
Spawn:
kisi abcdefghi 6
Loop
Death:
FSZK H 5
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
FSZK I 5 A_Scream
FSZK J 5 A_NoBlocking
FSZK K 5 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
FSZK L 5 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
FSZK M 5 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
FSZK N -1
stop
XDeath:
FSZK O 5
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
FSZK P 5 A_XScream
FSZK Q 5 A_NoBlocking
FSZK RSTUV 5 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
FSZK W -1
stop
Pain:
NULL A 0 A_CustomMissile ("Brutal_Blood", 48, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_Blood", 48, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brutal_Blood", 48, 0, random (0, 360), 2, random (0, 160))
DUK2 M 4
DUK2 M 8 A_Pain
Goto Spawn
}
}
ACTOR burger1 18641
{
mass 1
Radius 4
Height 6
scale 0.6
+SOLID
States
{
Spawn:
BRGR A -1
loop
}
}
ACTOR burger2 18642
{
mass 1
Radius 4
Height 6
scale 0.6
+SOLID
States
{
Spawn:
BRGR B -1
loop
}
}
ACTOR burger3 18643
{
mass 1
Radius 4
Height 8
scale 0.6
+SOLID
States
{
Spawn:
BRGR C -1
loop
}
}
ACTOR burger4 18644
{
mass 1
Radius 4
Height 6
scale 0.6
+SOLID
States
{
Spawn:
BRGR D -1
loop
}
}
ACTOR fries1 18645
{
mass 1
Radius 3
Height 7
scale 0.6
+SOLID
States
{
Spawn:
FRES A -1
loop
}
}
ACTOR fries2 18646
{
mass 1
Radius 3
Height 6
scale 0.6
+SOLID
States
{
Spawn:
FRES B -1
loop
}
}
ACTOR drink 18647
{
mass 1
Radius 2
Height 7
scale 0.6
+SOLID
States
{
Spawn:
DRNK A -1
loop
}
}
ACTOR bottle1 18648
{
mass 1
Radius 3
Height 16
scale 0.6
+SOLID
States
{
Spawn:
BTTL A -1
loop
}
}
ACTOR bottle2 18649
{
mass 1
Radius 3
Height 16
scale 0.5
+SOLID
States
{
Spawn:
BTTL B -1
loop
}
}
ACTOR glass 18650
{
mass 1
Radius 3
Height 8
scale 0.6
+SOLID
States
{
Spawn:
GLSS A -1
loop
}
}
ACTOR donuts 18651
{
mass 1
Radius 5
Height 5
scale 0.3
+SOLID
States
{
Spawn:
DNTS A -1
loop
}
}
ACTOR dbox 18652
{
mass 1
Radius 6
Height 8
+SOLID
States
{
Spawn:
DBOX A -1
loop
}
}
ACTOR GasBomb 14086
{
Health 30
Radius 10
Height 32
+SOLID
+SHOOTABLE
+NOBLOOD
+OLDRADIUSDMG
+INCOMBAT
health 2
scale 0.65
States
{
Spawn:
DFFL A -1
Stop
Death:
tnt1 a 0 A_SpawnItemEx ("EmptyGasBombDuffle")
TNT1 AAAA 0 A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
tnt1 a 0 a_playsound("weapons/rocklx")
tnt1 a 2 A_SpawnItem ("EXPLOSION1")
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 0)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 30)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 60)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 90)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 120)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 150)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 180)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 210)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 240)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 270)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 300)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 330)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 0)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 30)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 60)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 90)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 120)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 150)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 180)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 210)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 240)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 270)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 300)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 330)
Stop
}
}
//GrenadeParticle
ACTOR EmptyGasBombDuffle 320
{
SpawnID 175
Tag "Dufflebag"
Health 10
Radius 10
Height 25
Mass 10000000
scale 0.65
+NOBLOOD
+ACTIVATEMCROSS
+DONTGIB
+OLDRADIUSDMG
States
{
Spawn:
DFFL B 6
Loop
}
}
-
- Posts: 53
- Joined: Mon Sep 04, 2023 9:17 am
Re: The custom objects i made wont show up when i try to load them into ultimate doom builder
Post by JetteboyTV »
props3ramon.dexter wrote: ↑Tue Oct 03, 2023 11:15 pm Okay, at least show whole window of udb, for better with cursor above one of these things. Show code of one of these things. We really cant debug a snippet of screenshot with barely to none description. Be more descriptive, try to tell us what you do.
enemies:Spoiler:
ACTOR Chair 21948
{
Radius 20
Height 40
+SOLID
+SHOOTABLE
+NOBLOOD
+FLOORCLIP
MaxStepHeight 0
Health 2
Scale 0.4
Mass 400
States
{
Spawn:
CHAI A -1
Stop
Death:
NULL A 0 A_PlaySound("SND1028")
NULL A 0 A_SpawnItemEx("Chairback",0,0,5,random(-5,5),random(-5,5),6)
NULL A 0 A_SpawnItemEx("Chairback2",0,0,6,random(-5,5),random(-5,5),7)
NULL AAAA 0 A_SpawnItemEx("ChairPart",0,0,12,random(-5,5),random(-5,5),5)
NULL AAAAAA 0 A_SpawnItemEx("Chairpillow",0,0,10,random(-5,5),random(-5,5),6)
NULL A 0 A_SpawnItemEx("Chairback",0,0,5,random(-5,5),random(-5,5),6)
NULL A 0 A_SpawnItemEx("Chairback2",0,0,6,random(-5,5),random(-5,5),7)
NULL AAAA 0 A_SpawnItemEx("ChairPart",0,0,12,random(-5,5),random(-5,5),5)
NULL AAAAAA 0 A_SpawnItemEx("Chairpillow",0,0,10,random(-5,5),random(-5,5),6)
Stop
}
}
Actor Chairback 20040
{
+DOOMBOUNCE
PROJECTILE
-NOGRAVITY
-NOBLOCKMAP
-NOTELEPORT
+FLOORCLIP
Radius 5
SeeSound "SND1027"
Speed 5
mass 30
scale 1
gravity 5
bouncefactor 0.3
States
{
Spawn:
1045 A 0 A_SetGravity (0.5)
1045 A 0 ThrustThingZ (0, 12, 0, 1)
goto See
See:
1045 A 0 ThrustThingZ(0,6,1,1)
1045 ABCD 5
loop
Death:
1045 A 0 A_Jump (32,2)
1045 A 0 A_Jump (64,2)
1045 E -1
Stop
1045 F -1
Stop
}
}
Actor Chairback2 20041
{
+DOOMBOUNCE
PROJECTILE
-NOGRAVITY
-NOBLOCKMAP
-NOTELEPORT
+FLOORCLIP
Radius 5
SeeSound "SND1027"
Speed 5
mass 30
scale 1
gravity 5
bouncefactor 0.3
States
{
Spawn:
1045 A 0 A_SetGravity (0.5)
1045 A 0 ThrustThingZ (0, 12, 0, 1)
goto See
See:
1045 A 0 ThrustThingZ(0,6,1,1)
1045 DCBA 5
loop
Death:
1045 A 0 A_Jump (32,2)
1045 A 0 A_Jump (64,2)
1045 E -1
Stop
1045 F -1
Stop
}
}
Actor ChairPart 20042
{
+DOOMBOUNCE
PROJECTILE
-NOGRAVITY
-NOBLOCKMAP
+FLOORCLIP
-NOTELEPORT
Radius 5
SeeSound "SND1026"
Speed 5
mass 15
scale 1
gravity 2
bouncefactor 0.4
States
{
Spawn:
1046 A 0 A_SetGravity (0.5)
1046 A 0 ThrustThingZ (0, 12, 0, 1)
goto See
See:
1046 A 0 ThrustThingZ(0,6,1,1)
1046 DCBA 5
loop
Death:
1046 A 0 A_Jump (32,2)
1046 A 0 A_Jump (64,2)
1046 C -1
Stop
1046 G -1
Stop
}
}
Actor Chairpillow 20043
{
mass 25
scale 1
+MISSILE
+FLOORCLIP
states
{
Spawn:
1047 ABCD 4
loop
Death:
1047 A -1
loop
}
}
ACTOR propane 19372
{
Radius 7.5
Height 40
+SOLID
+SHOOTABLE
+NOBLOOD
+FLOORCLIP
MaxStepHeight 0
Health 2
Mass 400
scale .85
States
{
Spawn:
prpn A -1
Stop
Death:
prpn bc 4 bright
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn AAAA 0 bright A_SpawnItemEx("Doomcenter_JunkGenerator",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
prpn d 0 bright a_playsound("weapons/rocklx")
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 0)
prpn d 0 bright A_SpawnItem ("EXPLOSION")
prpn d 0 bright a_spawnitem("DropFire")
prpn d 0 bright a_spawnitem("GrenadeTrails")
prpn d 0 bright a_spawnitem("GrenadeTrails")
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 0, CMF_TRACKOWNER | CMF_AIMDIRECTION)
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 90, CMF_TRACKOWNER | CMF_AIMDIRECTION)
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 180, CMF_TRACKOWNER | CMF_AIMDIRECTION)
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 270, CMF_TRACKOWNER | CMF_AIMDIRECTION)
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 0, CMF_TRACKOWNER | CMF_AIMDIRECTION)
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 90, CMF_TRACKOWNER | CMF_AIMDIRECTION)
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 180, CMF_TRACKOWNER | CMF_AIMDIRECTION)
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 270, CMF_TRACKOWNER | CMF_AIMDIRECTION)
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 0, CMF_TRACKOWNER | CMF_AIMDIRECTION)
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 90, CMF_TRACKOWNER | CMF_AIMDIRECTION)
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 180, CMF_TRACKOWNER | CMF_AIMDIRECTION)
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 270, CMF_TRACKOWNER | CMF_AIMDIRECTION)
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 0, CMF_TRACKOWNER | CMF_AIMDIRECTION)
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 90, CMF_TRACKOWNER | CMF_AIMDIRECTION)
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 180, CMF_TRACKOWNER | CMF_AIMDIRECTION)
TNT1 A 0 A_CustomMissile("GrenadeTrails", 8, 0, 270, CMF_TRACKOWNER | CMF_AIMDIRECTION)
prpn d -1
Stop
}
}
//GrenadeTrails
actor DCJunk1
{
Deathsound "DSCLANG"
scale .35
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_QueueCorpse
TNT1 A 1 A_Jump(128,"Spawn2")
JUNK A -1
stop
Spawn2:
JUNK K -1
stop
Crash:
TNT1 A 0 A_Scream
JUNK A 0 A_Jump(128,"Crash2")
Crash1:
JUNK A 1000 A_CheckSight("Done")
Loop
Crash2:
JUNK A 1000 A_CheckSight("Done")
Loop
}
}
actor DCJunk2 : DCJunk1
{
scale .35
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_QueueCorpse
TNT1 A 1 A_Jump(128,"Spawn2")
Spawn1:
JNK1 B -1
stop
Spawn2:
JNK1 L -1
stop
Crash:
TNT1 A 0 A_Scream
JNK1 A 0 A_Jump(128,"Crash2")
Crash1:
JNK1 B 1000 A_CheckSight("Done")
Loop
Crash2:
JNK1 L 1000 A_CheckSight("Done")
Loop
}
}
actor DCJunk3 : DCJunk1
{
scale .35
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_QueueCorpse
TNT1 A 1 A_Jump(128,"Spawn2")
Spawn1:
JNK1 C -1
stop
Spawn2:
JNK1 M -1
stop
Crash:
TNT1 A 0 A_Scream
JNK1 A 0 A_Jump(128,"Crash2")
Crash1:
JNK1 C 1000 A_CheckSight("Done")
Loop
Crash2:
JNK1 M 1000 A_CheckSight("Done")
Loop
}
}
actor DCJunk4 : DCJunk1
{
scale .35
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_QueueCorpse
TNT1 A 1 A_Jump(128,"Spawn2")
Spawn1:
JNK1 D -1
stop
Spawn2:
JNK1 N -1
stop
Crash:
TNT1 A 0 A_Scream
JNK1 A 0 A_Jump(128,"Crash2")
Crash1:
JNK1 D 1000 A_CheckSight("Done")
Loop
Crash2:
JNK1 N 1000 A_CheckSight("Done")
Loop
}
}
actor DCJunk5 : DCJunk1
{
scale .35
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_QueueCorpse
TNT1 A 1 A_Jump(128,"Spawn2")
Spawn1:
JNK1 E -1
stop
Spawn2:
JNK1 O -1
stop
Crash:
TNT1 A 0 A_Scream
JNK1 A 0 A_Jump(128,"Crash2")
Crash1:
JNK1 E 1000 A_CheckSight("Done")
Loop
Crash2:
JNK1 O 1000 A_CheckSight("Done")
Loop
}
}
actor DCJunk6 : DCJunk1
{
scale .35
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_QueueCorpse
TNT1 A 1 A_Jump(128,"Spawn2")
Spawn1:
JNK1 F -1
stop
Spawn2:
JNK1 P -1
stop
Crash:
TNT1 A 0 A_Scream
JNK1 A 0 A_Jump(128,"Crash2")
Crash1:
JNK1 F 1000 A_CheckSight("Done")
Loop
Crash2:
JNK1 P 1000 A_CheckSight("Done")
Loop
}
}
actor DCJunk7 : DCJunk1
{
scale .35
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_QueueCorpse
TNT1 A 1 A_Jump(128,"Spawn2")
Spawn1:
JNK1 G -1
stop
Spawn2:
JNK1 Q -1
stop
Crash:
TNT1 A 0 A_Scream
JNK1 A 0 A_Jump(128,"Crash2")
Crash1:
JNK1 Q 1000 A_CheckSight("Done")
Loop
Crash2:
JNK1 G 1000 A_CheckSight("Done")
Loop
}
}
actor DCJunk8 : DCJunk1
{
scale .35
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_QueueCorpse
TNT1 A 1 A_Jump(128,"Spawn2")
Spawn1:
JNK1 H -1
stop
Spawn2:
JNK1 R -1
stop
Crash:
TNT1 A 0 A_Scream
JNK1 A 0 A_Jump(128,"Crash2")
Crash1:
JNK1 H 1000 A_CheckSight("Done")
Loop
Crash2:
JNK1 R 1000 A_CheckSight("Done")
Loop
}
}
actor DCJunk9 : DCJunk1
{
scale .35
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_QueueCorpse
TNT1 A 1 A_Jump(128,"Spawn2")
Spawn1:
JNK1 I -1
stop
Spawn2:
JNK1 S -1
stop
Crash:
TNT1 A 0 A_Scream
JNK1 A 0 A_Jump(128,"Crash2")
Crash1:
JNK1 I 1000 A_CheckSight("Done")
Loop
Crash2:
JNK1 S 1000 A_CheckSight("Done")
Loop
}
}
actor DCJunk10 : DCJunk1
{
scale .35
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_QueueCorpse
TNT1 A 1 A_Jump(128,"Spawn2")
Spawn1:
JNK1 J -1
stop
Spawn2:
JNK1 T -1
stop
Crash:
TNT1 A 0 A_Scream
JNK1 A 0 A_Jump(128,"Crash2")
Crash1:
JNK1 J 1000 A_CheckSight("Done")
Loop
Crash2:
JNK1 T 1000 A_CheckSight("Done")
Loop
}
}
actor DCJunk11 : DCJunk1
{
scale .35
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_QueueCorpse
TNT1 A 1 A_Jump(128,"Spawn2")
Spawn1:
JNK2 A -1
stop
Spawn2:
JNK2 K -1
stop
Crash:
TNT1 A 0 A_Scream
JNK2 A 0 A_Jump(128,"Crash2")
Crash1:
JNK2 A 1000 A_CheckSight("Done")
Loop
Crash2:
JNK2 K 1000 A_CheckSight("Done")
Loop
}
}
actor DCJunk12 : DCJunk1
{
scale .35
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_QueueCorpse
TNT1 A 1 A_Jump(128,"Spawn2")
Spawn1:
JNK2 B -1
stop
Spawn2:
JNK2 L -1
stop
Crash:
TNT1 A 0 A_Scream
JNK2 A 0 A_Jump(128,"Crash2")
Crash1:
JNK2 B 1000 A_CheckSight("Done")
Loop
Crash2:
JNK2 L 1000 A_CheckSight("Done")
Loop
}
}
actor DCJunk13 : DCJunk1
{
scale .35
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_QueueCorpse
TNT1 A 1 A_Jump(128,"Spawn2")
Spawn1:
JNK2 C -1
stop
Spawn2:
JNK2 M -1
stop
Crash:
TNT1 A 0 A_Scream
JNK2 A 0 A_Jump(128,"Crash2")
Crash1:
JNK2 C 1000 A_CheckSight("Done")
Loop
Crash2:
JNK2 M 1000 A_CheckSight("Done")
Loop
}
}
actor DCJunk14 : DCJunk1
{
scale .35
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_QueueCorpse
TNT1 A 1 A_Jump(128,"Spawn2")
Spawn1:
JNK2 D -1
stop
Spawn2:
JNK2 N -1
stop
Crash:
TNT1 A 0 A_Scream
JNK2 A 0 A_Jump(128,"Crash2")
Crash1:
JNK2 D 1000 A_CheckSight("Done")
Loop
Crash2:
JNK2 N 1000 A_CheckSight("Done")
Loop
}
}
actor DCJunk15 : DCJunk1
{
scale .35
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_QueueCorpse
TNT1 A 1 A_Jump(128,"Spawn2")
Spawn1:
JNK2 E -1
stop
Spawn2:
JNK2 O -1
stop
Crash:
TNT1 A 0 A_Scream
JNK2 A 0 A_Jump(128,"Crash2")
Crash1:
JNK2 E 1000 A_CheckSight("Done")
Loop
Crash2:
JNK2 O 1000 A_CheckSight("Done")
Loop
}
}
actor DCJunk16 : DCJunk1
{
scale .35
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_QueueCorpse
TNT1 A 1 A_Jump(128,"Spawn2")
Spawn1:
JNK2 F -1
stop
Spawn2:
JNK2 P -1
stop
Crash:
TNT1 A 0 A_Scream
JNK2 A 0 A_Jump(128,"Crash2")
Crash1:
JNK2 F 1000 A_CheckSight("Done")
Loop
Crash2:
JNK2 P 1000 A_CheckSight("Done")
Loop
}
}
actor DCJunk17 : DCJunk1
{
scale .35
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_QueueCorpse
TNT1 A 1 A_Jump(128,"Spawn2")
Spawn1:
JNK2 G -1
stop
Spawn2:
JNK2 Q -1
stop
Crash:
TNT1 A 0 A_Scream
JNK2 A 0 A_Jump(128,"Crash2")
Crash1:
JNK2 Q 1000 A_CheckSight("Done")
Loop
Crash2:
JNK2 G 1000 A_CheckSight("Done")
Loop
}
}
actor DCJunk18 : DCJunk1
{
scale .35
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_QueueCorpse
TNT1 A 1 A_Jump(128,"Spawn2")
Spawn1:
JNK2 H -1
stop
Spawn2:
JNK2 R -1
stop
Crash:
TNT1 A 0 A_Scream
JNK2 A 0 A_Jump(128,"Crash2")
Crash1:
JNK2 H 1000 A_CheckSight("Done")
Loop
Crash2:
JNK2 R 1000 A_CheckSight("Done")
Loop
}
}
actor DCJunk19 : DCJunk1
{
scale .35
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_QueueCorpse
TNT1 A 1 A_Jump(128,"Spawn2")
JNK2 I -1
stop
Spawn2:
JNK2 S -1
stop
Crash:
TNT1 A 0 A_Scream
JNK2 A 0 A_Jump(128,"Crash2")
Crash1:
JNK2 I 1000 A_CheckSight("Done")
Loop
Crash2:
JNK2 S 1000 A_CheckSight("Done")
Loop
}
}
actor DCJunk20 : DCJunk1
{
scale .35
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_QueueCorpse
TNT1 A 1 A_Jump(128,"Spawn2")
JNK2 J -1
stop
Spawn2:
JNK2 T -1
stop
Crash:
TNT1 A 0 A_Scream
JNK2 A 0 A_Jump(128,"Crash2")
Crash1:
JNK2 J 1000 A_CheckSight("Done")
Loop
Crash2:
JNK2 T 1000 A_CheckSight("Done")
Loop
}
}
actor Doomcenter_JunkGenerator
{
+NOINTERACTION
RenderStyle None
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_CheckSight("Done")
Goto Gibs
Gibs:
TNT1 A 0 A_SpawnItemEx("DCJunk1",0,0,0,random(2,4),random(2,4),random(10,24),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,128)
TNT1 A 0 A_SpawnItemEx("DCJunk2",0,0,0,random(2,4),random(2,4),random(10,24),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,128)
TNT1 A 0 A_SpawnItemEx("DCJunk3",0,0,0,random(2,4),random(2,4),random(10,24),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,128)
TNT1 A 0 A_SpawnItemEx("DCJunk4",0,0,0,random(2,4),random(2,4),random(10,24),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,128)
TNT1 A 0 A_SpawnItemEx("DCJunk5",0,0,0,random(2,4),random(2,4),random(10,24),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,128)
TNT1 A 0 A_SpawnItemEx("DCJunk6",0,0,0,random(2,4),random(2,4),random(10,24),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,128)
TNT1 A 0 A_SpawnItemEx("DCJunk7",0,0,0,random(2,4),random(2,4),random(10,24),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,128)
TNT1 A 0 A_SpawnItemEx("DCJunk8",0,0,0,random(2,4),random(2,4),random(10,24),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,128)
TNT1 A 0 A_SpawnItemEx("DCJunk9",0,0,0,random(2,4),random(2,4),random(10,24),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,128)
TNT1 A 0 A_SpawnItemEx("DCJunk10",0,0,0,random(2,4),random(2,4),random(10,24),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,128)
TNT1 A 0 A_SpawnItemEx("DCJunk11",0,0,0,random(2,4),random(2,4),random(10,24),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,128)
TNT1 A 0 A_SpawnItemEx("DCJunk12",0,0,0,random(2,4),random(2,4),random(10,24),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,128)
TNT1 A 0 A_SpawnItemEx("DCJunk13",0,0,0,random(2,4),random(2,4),random(10,24),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,128)
TNT1 A 0 A_SpawnItemEx("DCJunk14",0,0,0,random(2,4),random(2,4),random(10,24),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,128)
TNT1 A 0 A_SpawnItemEx("DCJunk15",0,0,0,random(2,4),random(2,4),random(10,24),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,128)
TNT1 A 0 A_SpawnItemEx("DCJunk16",0,0,0,random(2,4),random(2,4),random(10,24),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,128)
TNT1 A 0 A_SpawnItemEx("DCJunk17",0,0,0,random(2,4),random(2,4),random(10,24),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,128)
TNT1 A 0 A_SpawnItemEx("DCJunk18",0,0,0,random(2,4),random(2,4),random(10,24),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,128)
TNT1 A 0 A_SpawnItemEx("DCJunk19",0,0,0,random(2,4),random(2,4),random(10,24),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,128)
TNT1 A 0 A_SpawnItemEx("DCJunk20",0,0,0,random(2,4),random(2,4),random(10,24),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,128)
Done:
TNT1 A 5
Stop
}
}
ACTOR C_BloodSquirt : BloodSquirt replaces Blood {}
ACTOR C_BlueBloodSquirt : BloodSquirt replaces BlueBlood
{
Translation "0:255=%[0,0,0.8]:[0,0,0.8]"
}
ACTOR C_GreenBloodSquirt : BloodSquirt replaces GreenBlood
{
Translation "0:255=%[0,0.78,0]:[0,0.78,0]"
}
ACTOR C_BloodSplatter : BloodSquirt replaces BloodSplatter {}
// Hideous Destructor compatibility
ACTOR C_HideousTrail : DropletsTrail replaces HDBloodTrailFloor {}
// Doom Tribute compatibility
ACTOR C_BlueBlood_LM : BloodSquirt replaces BlueBlood_LM
{
Translation "0:255=%[0,0,0.8]:[0,0,0.8]"
}
ACTOR C_GreenBlood_LM : BloodSquirt replaces GreenBlood_LM
{
Translation "0:255=%[0,0.78,0]:[0,0.78,0]"
}
ACTOR C_YellowBlood_LM : BloodSquirt replaces YellowBlood_LM
{
Translation "0:255=%[0.8,0.8,0]:[0.8,0.8,0]"
}
ACTOR C_OrangeBlood_LM : BloodSquirt replaces OrangeBlood_LM
{
Translation "0:255=%[0.8,0.4,0]:[0.8,0.4,0]"
}
ACTOR C_BlackBlood_LM : BloodSquirt replaces BlackBlood_LM
{
Translation "0:255=%[0.15,0.1,0.05]:[0.15,0.1,0.05]"
}
ACTOR ZyklonBall
{
Radius 8
Height 8
Speed 25
Damage 0
Projectile
DeathSound "weapons/bfgx"
Obituary "%o found out that it isn't a shower"
damagetype gas
States
{
Spawn:
TNT1 A 1 A_SpawnItemEx("ZyklonCloudSmall", 0, 0, 0, -2, random(-1,1), random(-1,1), random(-30,30))
Loop
Death:
TNT1 AAAA 1 A_FadeOut
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 0)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 30)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 60)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 90)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 120)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 150)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 180)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 210)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 240)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 270)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 300)
TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, random(-2,2), 330)
//TNT1 A 0 A_SpawnItemEx("ZyklonCloud", 0, 0, 0, 20, 0, 0, 360)
Stop
}
}
ACTOR ZyklonCloud
{
Damage 5
Scale 0.8
Height 12
Radius 22
+RIPPER
+BRIGHT
+NOBOSSRIP
Projectile
Bouncetype Doom
Bouncecount 3
RenderStyle Translucent
Alpha 0.5
damagetype gas
States
{
Spawn:
GTXL A 0 A_PlaySound("GASSND")
GTXL EDCBAEDCBAEDCBAEDCBAEDCBA 1
Death:
GTXL EDCBA 1 A_FadeOut
TNT1 A 0 A_SpawnItemEx("ZyklonCloudMedium", 0, 0, 0, 20, 0, random(-2,2), 0)
TNT1 A 0 A_SpawnItemEx("ZyklonCloudMedium", 0, 0, 0, 20, 0, random(-2,2), 30)
TNT1 A 0 A_SpawnItemEx("ZyklonCloudMedium", 0, 0, 0, 20, 0, random(-2,2), 60)
TNT1 A 0 A_SpawnItemEx("ZyklonCloudMedium", 0, 0, 0, 20, 0, random(-2,2), 90)
TNT1 A 0 A_SpawnItemEx("ZyklonCloudMedium", 0, 0, 0, 20, 0, random(-2,2), 120)
TNT1 A 0 A_SpawnItemEx("ZyklonCloudMedium", 0, 0, 0, 20, 0, random(-2,2), 150)
TNT1 A 0 A_SpawnItemEx("ZyklonCloudMedium", 0, 0, 0, 20, 0, random(-2,2), 180)
TNT1 A 0 A_SpawnItemEx("ZyklonCloudMedium", 0, 0, 0, 20, 0, random(-2,2), 210)
TNT1 A 0 A_SpawnItemEx("ZyklonCloudMedium", 0, 0, 0, 20, 0, random(-2,2), 240)
TNT1 A 0 A_SpawnItemEx("ZyklonCloudMedium", 0, 0, 0, 20, 0, random(-2,2), 270)
TNT1 A 0 A_SpawnItemEx("ZyklonCloudMedium", 0, 0, 0, 20, 0, random(-2,2), 300)
TNT1 A 0 A_SpawnItemEx("ZyklonCloudMedium", 0, 0, 0, 20, 0, random(-2,2), 330)
Stop
}
}
ACTOR ZyklonCloudMedium : ZyklonCloud
{
Damage 3
Height 8
Radius 13
Bouncecount 2
damagetype gas
States
{
Spawn:
GTXM EDCBAEDCBAEDCBAEDCBAEDCBA 1
Death:
GTXM EDCBA 1 A_FadeOut
TNT1 A 0 A_SpawnItemEx("ZyklonCloudSmall", 0, 0, 0, 20, 0, random(-2,2), 0)
TNT1 A 0 A_SpawnItemEx("ZyklonCloudSmall", 0, 0, 0, 20, 0, random(-2,2), 30)
TNT1 A 0 A_SpawnItemEx("ZyklonCloudSmall", 0, 0, 0, 20, 0, random(-2,2), 60)
TNT1 A 0 A_SpawnItemEx("ZyklonCloudSmall", 0, 0, 0, 20, 0, random(-2,2), 90)
TNT1 A 0 A_SpawnItemEx("ZyklonCloudSmall", 0, 0, 0, 20, 0, random(-2,2), 120)
TNT1 A 0 A_SpawnItemEx("ZyklonCloudSmall", 0, 0, 0, 20, 0, random(-2,2), 150)
TNT1 A 0 A_SpawnItemEx("ZyklonCloudSmall", 0, 0, 0, 20, 0, random(-2,2), 180)
TNT1 A 0 A_SpawnItemEx("ZyklonCloudSmall", 0, 0, 0, 20, 0, random(-2,2), 210)
TNT1 A 0 A_SpawnItemEx("ZyklonCloudSmall", 0, 0, 0, 20, 0, random(-2,2), 240)
TNT1 A 0 A_SpawnItemEx("ZyklonCloudSmall", 0, 0, 0, 20, 0, random(-2,2), 270)
TNT1 A 0 A_SpawnItemEx("ZyklonCloudSmall", 0, 0, 0, 20, 0, random(-2,2), 300)
TNT1 A 0 A_SpawnItemEx("ZyklonCloudSmall", 0, 0, 0, 20, 0, random(-2,2), 330)
Stop
}
}
ACTOR ZyklonCloudSmall : ZyklonCloudMedium
{
Damage 2
Height 6
Radius 8
Bouncetype none
donthurtshooter 0
damagetype gas
States
{
Spawn:
GTXS EDCBAEDCBAEDCBAEDCBAEDCBA 1
Death:
GTXS EDCBA 1 A_FadeOut
Stop
}
}
ACTOR ZyklonCloudSmall2 : ZyklonCloudSmall
{
Damage 1
Bouncetype Doom
donthurtshooter 0
damagetype gas
}
#include junk.txt
Actor GrenadeTrails
{
Radius 5
Height 8
Speed 6
Damage (random(8,16))
Damagetype "Flame"
Obituary "%o was reduced to ashes by %k's grenade launcher."
PROJECTILE
BounceCount 6
+DOOMBOUNCE
States
{
Spawn:
TNT1 A 0
GRTL A 3 Bright ThrustThingZ(0, random(8,16), 0, 1)
TNT1 A 0 A_SpawnItem("GrenadeTrailsTrail")
GRTL B 3 Bright ThrustThingZ(0, random(8,16), 0, 1)
TNT1 A 0 A_SpawnItem("GrenadeTrailsTrail")
GRTL A 3 Bright ThrustThingZ(0, random(8,16), 0, 1)
TNT1 A 0 A_SpawnItem("GrenadeTrailsTrail")
GRTL B 3 Bright ThrustThingZ(0, random(8,16), 0, 1)
TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
SpawnLoop:
GRTL AB 3 Bright A_SpawnItem("GrenadeTrailsTrail")
Loop
Death:
SPRK A 0 A_SpawnItemEx("dropfire", 0, 0, 0, 0, 0, 0, 0, 128, 0)
TNT1 A 0 A_PlaySoundEx("Weapons/FireHits", 6)
GRTL EFGHI 2 Bright
Stop
}
}
Actor GrenadeTrailsTrail
{
+NOINTERACTION
+CLIENTSIDEONLY
Alpha 0.8
Renderstyle Add
Scale 0.4
States
{
Spawn:
MEXP MNOP 2 Bright A_PlaySound("Flamethrower/Flame")
Stop
}
}
Spoiler:
ACTOR F1 15893
{
Game Doom
obituary "%o was killed by a ##################."
health 12
mass 90
speed 10
Radius 19
Height 52
painchance 200
seesound "fem/sight"
attacksound "grunt/attack"
painsound "fem/pain"
deathsound "fem/death"
activesound "fem/active"
dropitem "Pistol" 256
MONSTER
Bloodtype "Brutal_Blood"
GibHealth 6
+FLOORCLIP
States
{
Spawn:
ZOMW AB 10 A_Look
loop
See:
ZOMW AABBCCDD 4 A_Chase
loop
Missile:
ZOMW E 10 A_FaceTarget
ZOMW F 0 A_PlaySound ("9mm")
ZOMW F 8 A_CustomBulletAttack (3, 0, 1, 6, "BulletPuff")
ZOMW E 8
goto See
Pain:
ZOMW G 3 A_CustomMissile ("Brutal_Blood", 48, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW G 3 A_Pain
goto See
Death:
ZOMW H 5 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW I 5 A_Scream
ZOMW J 5 A_NoBlocking
ZOMW K 5 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW L 5 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW M 5 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW N -1
stop
XDeath:
ZOMW O 5
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
ZOMW P 5 A_XScream
ZOMW Q 5 A_NoBlocking
ZOMW RSTUV 5 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW W -1
stop
Raise:
ZOMW MLKJIH 5
goto See
}
}
ACTOR F2 15894
{
Game Doom
obituary "%o was stabbed by a zombie scientist."
health 12
mass 90
speed 10
Radius 19
Height 52
painchance 200
seesound "fem/sight"
painsound "fem/pain"
deathsound "fem/death"
activesound "fem/active"
MONSTER
Bloodtype "Brutal_Blood"
GibHealth 6
+FLOORCLIP
States
{
Spawn:
FSZK AB 10 A_Look
loop
See:
FSZK AABBCCDD 2 A_Chase
loop
Melee:
FSZK E 4 A_FaceTarget
FSZK F 8 A_CustomMeleeAttack (random (1, 5) *5, "KnifeHit", "skeleton/swing")
FSZK E 4
goto See
Pain:
FSZK G 3
FSZK G 3 A_Pain
goto See
Death:
FSZK H 5
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
FSZK I 5 A_Scream
FSZK J 5 A_NoBlocking
FSZK K 5 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
FSZK L 5 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
FSZK M 5 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
FSZK N -1
stop
XDeath:
FSZK O 5
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
FSZK P 5 A_XScream
FSZK Q 5 A_NoBlocking
FSZK RSTUV 5 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
FSZK W -1
stop
Raise:
FSZK MLKJIH 5
goto See
}
}
ACTOR F3 15895
{
Game Doom
obituary "%o was stabbed by a zombie scientist."
health 12
mass 90
speed 10
Radius 19
Height 52
painchance 200
seesound "fem/sight"
painsound "fem/pain"
deathsound "fem/death"
activesound "fem/active"
MONSTER
Bloodtype "Brutal_Blood"
GibHealth 6
+FLOORCLIP
States
{
Spawn:
FSZK AB 10 A_Look
loop
See:
FSZK AABBCCDD 2 A_Chase
loop
Pain:
FSZK G 3
FSZK G 3 A_Pain
goto See
Death:
FSZK H 5
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
FSZK I 5 A_Scream
FSZK J 5 A_NoBlocking
FSZK K 5 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
FSZK L 5 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
FSZK M 5 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
ZOMW K 0 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
FSZK N -1
stop
XDeath:
FSZK O 5
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
FSZK P 5 A_XScream
FSZK Q 5 A_NoBlocking
FSZK RSTUV 5 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
FSZK W -1
stop
Raise:
FSZK MLKJIH 5
goto See
}
}
Last edited by Caligari87 on Thu Oct 05, 2023 10:30 am, edited 1 time in total.
Reason: Admin: Removed slur from enemy code.
Reason: Admin: Removed slur from enemy code.
-
- Posts: 53
- Joined: Mon Sep 04, 2023 9:17 am
Re: The custom objects i made wont show up when i try to load them into ultimate doom builder
Post by JetteboyTV »
enemies2ramon.dexter wrote: ↑Tue Oct 03, 2023 11:15 pm Okay, at least show whole window of udb, for better with cursor above one of these things. Show code of one of these things. We really cant debug a snippet of screenshot with barely to none description. Be more descriptive, try to tell us what you do.
Spoiler:
class Dog : Actor replaces MBFHelperDog
{
default
{
Health 2;
Speed 10;
PainChance 180;
Radius 12;
Height 28;
Mass 100;
Monster;
+JUMPDOWN
ActiveSound "dog/active";
AttackSound "dog/attack";
DeathSound "dog/death";
PainSound "dog/pain";
SeeSound "dog/sight";
Obituary "$OB_DOG";
Tag "$FN_DOG";
Bloodtype "Brutal_Blood";
GibHealth 5;
}
States
{
Spawn:
DOGS AB 10 A_Look;
Loop;
See:
DOGS AABBCCDD 2 A_Chase;
Loop;
Melee:
DOGS EF 8 A_FaceTarget;
DOGS G 8 A_SargAttack;
Goto See;
Pain:
DOGS H 2;
DOGS H 2 A_Pain;
Goto See;
Death:
TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130));
TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160));
TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160));
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160));
TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5));
TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160));
TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160));
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130));
DOGS I 8;
DOGS J 8 A_Scream;
DOGS K 4;
DOGS L 4 A_Fall;
DOGS M 4;
DOGS N -1;
Raise:
DOGS NMLKJI 5;
Goto See;
}
}
-
- Admin
- Posts: 6190
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- Preferred Pronouns: He/Him
Re: The custom objects i made wont show up when i try to load them into ultimate doom builder
Post by Caligari87 »
Your enemy code contains slurs. I've modified your post to remove it, but consider this an informal warning that we don't allow that kind of thing here and you should consider changing it if this is a project that will be released on these forums. Please review the rules posts if you need to.JetteboyTV wrote: ↑Wed Oct 04, 2023 2:37 pm enemies:Spoiler:
ACTOR F1 15893
{
Game Doom
obituary "%o was killed by a #############."
health 12
mass 90
}
-
- Posts: 53
- Joined: Mon Sep 04, 2023 9:17 am
Re: The custom objects i made wont show up when i try to load them into ultimate doom builder
Post by JetteboyTV »
thanks for telling me to remove the stuff if i want to release it here when im done with the modCaligari87 wrote: ↑Thu Oct 05, 2023 10:29 amYour enemy code contains slurs. I've modified your post to remove it, but consider this an informal warning that we don't allow that kind of thing here and you should consider changing it if this is a project that will be released on these forums. Please review the rules posts if you need to.JetteboyTV wrote: ↑Wed Oct 04, 2023 2:37 pm enemies:Spoiler:
ACTOR F1 15893
{
Game Doom
obituary "%o was killed by a #############."
health 12
mass 90
}
10 posts
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