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/*
================================================================================
Code and sprites taken from:
ArmageDoom
RussianOverkill
D4T
Weapon Sprite by Carrot
Assembled and edited by Collegia Titanica
================================================================================
*/
ACTOR BFG9500 : BFG9000
{
Weapon.SelectionOrder 1300
Weapon.AmmoUse 1
Weapon.AmmoGive 1
Weapon.AmmoType "OneTimeNuke"
Inventory.PickupSound "BFGREADY"
+NOAUTOFIRE
Inventory.PickupMessage "You got the BFG 9500K! The Holy Grail of Firepower! (slot 9)"
Weapon.PreferredSkin "BFG-Marine"
States
{
Ready:
BF9G A 1 A_WeaponReady
Loop
Deselect:
BF9G A 1 A_Lower //BFGG A
Loop
Select:
BF9G A 1 A_Raise
Loop
Fire:
BF9G A 20 A_BFGsound
BF9G A 20 A_GunFlash
BF9G A 0 A_SetBlend("ff 33 00",0.20,24)
BF9G A 20 A_FireCustomMissile ("BFG9500Bullet",0,1,0,0,0)
BF9G A 10
Goto Ready
Flash:
BF9G A 40 Bright A_Light1 //BFGF AAABBCCDDEFEDDCCBBAA 2
Goto LightDone
Spawn:
BF2G AB 10
Loop
}
}
ACTOR BFG9500Bullet
{
Radius 12
Height 8
Speed 25
Damage 400
Projectile
+RANDOMIZE
+DEHEXPLOSION
+EXTREMEDEATH
RenderStyle Add
Alpha 0.75
Decal BFGScorch1
SeeSound "weapons/bfgx"
DeathSound "DSNUKXPL"
Obituary "$OB_MPROCKET"
ExplosionDamage 1399
ExplosionRadius 600
DamageType Desintegration
States
{
Spawn:
BFGM ABCDEF 1 BRIGHT
Loop
Death:
TNT1 A 0 A_SpawnItemEx("NukeBig", 0, 0, 5, 0, 0, 0, 0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION)
TNT1 A 0 A_SpawnItemEx("KaBoomer",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)
TNT1 A 0 A_SpawnItemEx("Radiation",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, 0)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -7.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, 7.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -15)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, 15)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -22.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, 22.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -30)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, 30)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -37.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, 37.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -45)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, 45)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -52.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, 52.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -60)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, 60)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -67.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, 67.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -75)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, 75)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -82.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, 82.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -90)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, 90)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -97.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, 97.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -105)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, 105)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -112.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, 112.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -120)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, 120)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -127.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, 127.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -135)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, 135)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -142.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -142.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -150)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, 150)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -157.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -157.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -165)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -165)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -172.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, 172.5)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, -180)
NULL A 0 A_CustomMissile("NukeRing3", 0, 0, 180)
BPLO B 1 A_Explode
TNT1 A 0 Radius_Quake (20, 100, 0, 20, 0)
TNT1 A 0 Radius_Quake (10, 100, 0, 40, 0)
TNT1 A 0 Radius_Quake (5, 100, 0, 120, 0)
TNT1 AAAA 0 Bright A_SpawnItem("NuclearMushroom",0,0,0)
TNT1 AAAA 0 Bright A_SpawnItem("NuclearFlare",0,0,0)
TNT1 A 20
TNT1 AAAAAAAAAAAAAAAAAAAAAAA 4 Bright A_SpawnItem("NuclearMushroom2",0,0,0)
TNT1 A 0
Stop
}
}
/*
100SmallFireFocusSpawnerz
*/
ACTOR NuclearMushroom
{
Radius 8
Height 40
PROJECTILE
RENDERSTYLE Add
DamageType Burn
ALPHA 0.99
DONTHURTSHOOTER
+NOCLIP
+NOGRAVITY
+NOEXPLODEFLOOR
+NODAMAGETHRUST
+THRUGHOST
Scale 6.0
States
{
Spawn:
BFE1 ABCDEFGHIJKL 4 BRIGHT
Stop
}
}
ACTOR NuclearMushroom2: NuclearMushroom
{
States
{
Spawn:
BFE1 HIJKL 4 BRIGHT
Stop
}
}
ACTOR NuclearFlare: NuclearMushroom
{
Alpha 0.7
Scale 4.0
+FORCEXYBILLBOARD
+NOCLIP
States
{
Spawn:
FLAR IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 BRIGHT
FLAR IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 Bright A_FadeOut(0.005)
FLAR IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 Bright A_FadeOut(0.01)
Stop
}
}
ACTOR NukeRing3
{
Speed 6
+NONSHOOTABLE+NOTELEPORT+NOCLIP+NOBLOCKMAP+EXTREMEDEATH
+NOGRAVITY
RenderStyle None
Alpha 1.0
YScale 0.5
XScale 0.5
Obituary "%o was terminated by %k's nuclear rocket."
States
{
Spawn:
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 4 BRIGHT A_CustomMissile("Kaboooooom", 0, 0, 0)
Stop
}
}
ACTOR NukeRing4
{
Speed 32
+NONSHOOTABLE+NOTELEPORT+NOCLIP+NOBLOCKMAP+EXTREMEDEATH
+NOGRAVITY
RenderStyle Add
Alpha 1.0
Scale 3.0
Obituary "%o was terminated by %k's nuclear rocket."
States
{
Spawn:
BBOM ABCCCCDDDDDDDDDEEEEEEEEFFFFGHIJKL 1 BRIGHT A_CustomMissile("Kaboooooom", 0, 0, 0)
NULL A 0
Stop
}
}
ACTOR Kaboooooom
{
Speed 0
+NOBLOCKMAP
+NOGRAVITY
+NOCLIP
+NONSHOOTABLE
+EXTREMEDEATH
+FORCERADIUSDMG
+PAINLESS
Decal GiantScorch
ExplosionDamage 11
ExplosionRadius 250
DamageType Burn
Scale 1.0
//SeeSound "weapons/rocklx"
States
{
Spawn:
NULL A 9 BRIGHT
Stop
}
}
ACTOR KaBoom
{
Scale 4
Renderstyle Add
DamageType "Superweapon"
PROJECTILE
+NOINTERACTION
+NOGRAVITY
States
{
Spawn:
BIGB ABCDEFGHIJ 2 Bright
BIGB KLMNOP 2 Bright A_Explode(4500,768,0)
BIGB QRSTU 2 Bright
Stop
}
}
ACTOR KaBoomer
{
+NOGRAVITY
+NOINTERACTION
States
{
Spawn:
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("KaBoom",random(-100,100),random(-100,100),random(-100,100),random(-4,4),random(-4,4),random(-2,6),random(0,359),SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION,40)
Stop
}
}
//NUKE
Actor NukeBig
{
+NoBlockmap
+NoGravity
+NoInteraction
Radius 0
Height 0
States
{
Spawn:
TNT1 A 0 NoDelay A_PlaySound("STLNBOOM",0,0.4,false,ATTN_NONE)
TNT1 A 0 A_PlaySound("MININUEK",0)
TNT1 A 0 A_Quake(7, 100, 0, 9096, "none")
TNT1 A 0 A_SpawnItemEx("NukeBoom",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
TNT1 A 0 A_SpawnItemEx("NukeBoomLethal",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
TNT1 A 0 A_SpawnItemEx("NukeFlare1", 0, 0, 0, 0, 0, 0, 0)
TNT1 A 25 A_SpawnItemEx("NukeFloor", 0, 0, 0, 0, 0, 0, 0)
TNT1 AA 0 A_SpawnItemEx("NukeSmokeFloor", 0, 0, 0, 0, 0, 0, 0)
TNT1 A 0 A_SpawnItemEx("NukePillar", 0, 0, 0, 0, 0, 10, 0)
TNT1 A 0 A_PlaySound("Bomb1")
TNT1 A 2 A_PlaySound("AtomBurn")
TNT1 A 105 A_SpawnItemEx("NukeSmokePillar", 0, 0, 0, 0, 0, 10, 0)
TNT1 A 0 A_SpawnItemEx("NukeMushroom", 0, 0, 800, 0, 0, 0, 0)
TNT1 AA 0 A_SpawnItemEx("NukeSmokeMushroom", 0, 0, 800, 0, 0, 0, 0)
Stop
}
}
Actor NukeBoom
{
+NoBlockmap
+NoGravity
+ForceRadiusDmg
DamageType "Superweapon"
States
{
Spawn:
TNT1 A 0
TNT1 AAAAAAAAAA 2 A_Explode(550, 1536, 0, 1)
Stop
}
}
Actor NukeBoomLethal
{
+NoBlockmap
+NoGravity
+ForceRadiusDmg
DamageType "Superweapon"
States
{
Spawn:
TNT1 A 0
TNT1 AAAAAAAAAA 2 A_Explode(750, 768, 1)
Stop
}
}
Actor NukeFire : NukeBig
{
RenderStyle Add
+NoInteraction
+DONTSPLASH
+EXPLODEONWATER
Scale 0.75
States
{
Spawn:
TNT1 AA 0 A_Jump(196, "Spawn2", "Spawn3", "Spawn4")
FLA1 A 1 Bright A_FadeOut(0.01)
Wait
Spawn2:
FLA2 A 1 Bright A_FadeOut(0.01)
Wait
Spawn3:
FLA3 A 1 Bright A_FadeOut(0.01)
Wait
Spawn4:
FLA4 A 1 Bright A_FadeOut(0.01)
Wait
}
}
Actor NukeSmoke : NukeBig
{
Scale 3.5
+NoInteraction
+DONTSPLASH
+EXPLODEONWATER
Alpha 0.5
States
{
Spawn:
TNT1 A 0 NoDelay A_Jump(256, "Spawn1", "Spawn2", "Spawn3", "Spawn4")
Spawn1:
NSMK A 0
Goto Main
Spawn2:
NSMK B 0
Goto Main
Spawn3:
NSMK C 0
Goto Main
Spawn4:
NSMK D 0
Goto Main
Main:
"####" "#" 5 A_FadeOut(0.007)
Loop
}
}
Actor NukeFlare1 : NukeFire
{
Scale 8
+NoInteraction
+ForceXyBillboard
States
{
Spawn:
FLAR I 1 Bright A_FadeOut(0.005)
Wait
}
}
Actor NukeFloor : NukeBig
{
States
{
Spawn:
TNT1 A 0
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("NukeFire", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0, Random(0, 359), 128, 0)
Stop
}
}
Actor NukeSmokeFloor : NukeBig
{
States
{
Spawn:
TNT1 A 0
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0, Random(0, 359), 128, 0)
Stop
}
}
Actor NukePillar : NukeBig
{
States
{
Spawn:
TNT1 A 0
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("NukeFire", 0, 0, 0, 0.00001 * Random(0, 100000), 0.00001 * Random(0, 100000), Random(0, -3), Random(0, 359), 128, 0)
TNT1 A 0 A_SpawnItem("NukeSmokering", 0, 0, 0)
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("NukeFire", 0, 0, 0, 0.00001 * Random(0, 100000), 0.00001 * Random(0, 100000), Random(0, -3), Random(0, 359), 128, 0)
Stop
}
}
Actor NukeSmokePillar : NukeBig
{
States
{
Spawn:
TNT1 A 0
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 0.00001 * Random(0, 100000), 0.00001 * Random(0, 100000), 0.00001 * Random(0, -400000), Random(0, 359), 128, 0)
Stop
}
}
Actor NukeMushroom : NukeBig
{
States
{
Spawn:
TNT1 A 0
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("NukeFire", 0, 0, 0, 0.00001 * Random(0, 250000), 0.00001 * Random(0, 250000), 0.00001 * Random(-100000, 100000), Random(0, 359), 128, 0)
Stop
}
}
Actor NukeSmokeMushroom : NukeBig
{
States
{
Spawn:
TNT1 A 0
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 0.00001 * Random(0, 250000), 0.00001 * Random(0, 250000), 0.00001 * Random(-100000, 100000), Random(0, 359), 128, 0)
Stop
}
}
Actor NukeSmokering : NukeBig
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 0, 0, 0)
TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 20, 0, 0)
TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 40, 0, 0)
TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 60, 0, 0)
TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 80, 0, 0)
TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 100, 0, 0)
TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 120, 0, 0)
TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 140, 0, 0)
TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 160, 0, 0)
TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 180, 0, 0)
TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 200, 0, 0)
TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 220, 0, 0)
TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 240, 0, 0)
TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 260, 0, 0)
TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 280, 0, 0)
TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 300, 0, 0)
TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 320, 0, 0)
TNT1 A 0 A_SpawnItemEx("NukeSmoke", 0, 0, 0, 4, 0, 0, 340, 0, 0)
Stop
}
}
Actor Radiation
{
States
{
Spawn:
TNT1 A 15 A_PlaySound("RadiCloud",4,1,1)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0, 0)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0, 30)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0, 60)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0, 90)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0, 120)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0, 150)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0, 180)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0,- 30)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0,- 60)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0,- 90)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0,-120)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0,-150)
TNT1 A 50
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, 0)
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, random(0,30))
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, random(30,60))
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, random(60,90))
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, random(90,120))
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, random(120,150))
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, random(150,180))
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, random(-30,-1))
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, random(-60,-90))
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, random(-90,-120))
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, random(-120,-150))
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, random(-150,-180))
TNT1 A 40
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0, 0)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0, 30)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0, 60)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0, 90)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0, 120)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0, 150)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0, 180)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0,- 30)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0,- 60)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0,- 90)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0,-120)
TNT1 A 0 A_CustomMissile("SMMGasSpawner",0,0,-150)
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, 0)
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, random(0,30))
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, random(30,60))
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, random(60,90))
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, random(90,120))
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, random(120,150))
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, random(150,180))
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, random(-30,-1))
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, random(-60,-90))
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, random(-90,-120))
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, random(-120,-150))
TNT1 A 0 A_CustomMissile("SMMGasSpawner2",0,0, random(-150,-180))
TNT1 A 0 A_StopSound(4)
TNT1 A 5
Stop
}
}
//------------------------------------------------------------------
Actor SMMGasSpawner
{
Projectile
Radius 2
Height 3
+FLOORHUGGER
+THRUACTORS
Scale 0.2
Speed 10
RenderStyle None
States
{
Spawn:
TNT1 AAAAAAAAAA 5 NODELAY A_SpawnItemEx("SMMGas", random(70,-70),random(70,-70),0, 0,0,0, 0)
Stop
Death:
TNT1 A 1
Stop
}
}
Actor SMMGasSpawner2 : SMMGasSpawner
{
Speed 15
}
Actor SMMGas
{
+NOCLIP
+FloorHugger
-NOGRAVITY
Height 20
RenderStyle Add
Translation "0:255=%[0,0,0]:[2.0,0.7,0.4]"
XScale 1.6
YScale 0.6
Alpha 0.0
DamageType "SMMGas"
Obituary "%o got sunburnt."
+DONTSPLASH
+FORCEXYBILLBOARD
+Painless
States
{
Spawn:
X110 A 0 NODELAY A_Explode(5,60,XF_NOSPLASH,0,30)
X110 A 0 A_Jump(256,1,2,3,4,5,6,7)
X110 ABCDEFGH 4 Bright A_Fadeto(0.8,0.06)
X110 A 0 A_SpawnItemEx("TeslaRays",0,0,10, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 200)
X110 A 0 A_Explode(5,60, XF_NOSPLASH,0,30)
X110 IJKLMNOP 4 Bright A_Fadeto(0.8,0.06)
X110 A 0 A_SpawnItemEx("TeslaRays",0,0,10, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 200)
// X110 A 0 A_SpawnItemEx("100SmallFireFocusSpawnerz" , random(10,-10),random(12,-12), 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0)
X110 A 0 A_Explode(5,60,0,0,30)
X110 QRSTUVWX 4 Bright
X110 A 0 A_SpawnItemEx("TeslaRays",0,0,10, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 200)
X110 A 0 A_Explode(5,60,0,0,30)
X110 YABCDEFG 4 Bright
X110 A 0 A_SpawnItemEx("TeslaRays",0,0,10, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 200)
// X110 A 0 A_SpawnItemEx("TinyBurningpiece" , random(10,-10),random(12,-12), 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0)
X110 A 0 A_Explode(5,60,0,0,30)
X110 HIJKLMNO 4 Bright
X110 A 0 A_SpawnItemEx("TeslaRays",0,0,10, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 200)
X110 A 0 A_Explode(5,60,0,0,30)
X110 PQRSTUVW 4 Bright
X110 A 0 A_SpawnItemEx("TeslaRays",0,0,10, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 200)
// X110 A 0 A_SpawnItemEx("TinyBurningPiece2" , random(10,-10),random(12,-12), 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0)
X110 A 0 A_Explode(5,60,0,0,30)
X110 YABCDEFG 4 Bright
X110 A 0 A_SpawnItemEx("TeslaRays",0,0,10, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 200)
X110 A 0 A_Explode(5,60,0,0,30)
X110 HIJKLMNO 4 Bright
X110 A 0 A_SpawnItemEx("TeslaRays",0,0,10, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 200)
// X110 A 0 A_SpawnItemEx("TinyburningPiece3" , random(10,-10),random(12,-12), 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0)
X110 A 0 A_Explode(5,60, XF_NOSPLASH,0,30)
X110 PQRSTUVW 4 Bright Bright A_FadeOut(0.076)
X110 A 0 A_Explode(5,60, XF_NOSPLASH,0,30)
X110 XYABCDEF 4 Bright Bright A_FadeOut(0.076)
X110 A 0 A_Explode(5,60,XF_NOSPLASH,0,30)
X110 A 0 A_Jump(256,1,2,3,4,5,6,7)
X110 ABCDEFGH 4 Bright A_Fadeto(0.8,0.06)
X110 A 0 A_SpawnItemEx("TeslaRays",0,0,10, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 200)
X110 A 0 A_Explode(5,60, XF_NOSPLASH,0,30)
X110 IJKLMNOP 4 Bright A_Fadeto(0.8,0.06)
X110 A 0 A_SpawnItemEx("TeslaRays",0,0,10, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 200)
X110 A 0
X110 QRSTUVWX 4 Bright
X110 A 0 A_SpawnItemEx("TeslaRays",0,0,10, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 200)
X110 A 0
X110 YABCDEFG 4 Bright
X110 A 0 A_SpawnItemEx("TeslaRays",0,0,10, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 200)
X110 A 0
X110 HIJKLMNO 4 Bright
X110 A 0 A_SpawnItemEx("TeslaRays",0,0,10, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 200)
X110 A 0
X110 PQRSTUVW 4 Bright
X110 A 0 A_SpawnItemEx("TeslaRays",0,0,10, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 200)
X110 A 0
X110 YABCDEFG 4 Bright
X110 A 0 A_SpawnItemEx("TeslaRays",0,0,10, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 200)
X110 A 0
X110 HIJKLMNO 4 Bright
X110 A 0 A_SpawnItemEx("TeslaRays",0,0,10, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 200)
X110 A 0 A_Explode(5,60, XF_NOSPLASH,0,30)
X110 PQRSTUVW 4 Bright Bright A_FadeOut(0.076)
X110 A 0 A_Explode(5,60, XF_NOSPLASH,0,30)
X110 XYABCDEF 4 Bright Bright A_FadeOut(0.076)
sTOP
}
}
Actor TeslaRays
{
+NOINTERACTION
+PUFFGETSOWNER
+PUFFONACTORS
+ALWAYSPUFF
+FORCEXYBILLBOARD
+MTHRUSPECIES
RenderStyle Add
Alpha 0.99
Translation "0:255=%[0,0,0]:[2.0,0.5,0.0]"
Scale 0.4
DamageType "LGChain"
States
{
Spawn:
TNT1 A 0 A_Jump(256,"Type1a","Type1b","Type2a","Type2b","Type3a","Type3b","Type4a","Type4b","Type5a","Type5b")
Type1a:
DLI1 A 0
Goto Perform1
Type1b:
DLI1 L 0
Goto Perform2
Type2a:
DLI2 A 0
Goto Perform1
Type2b:
DLI2 L 0
Goto Perform2
Type3a:
DLI3 A 0
Goto Perform1
Type3b:
DLI3 L 0
Goto Perform2
Type4a:
DLI4 A 0
Goto Perform1
Type4b:
DLI4 L 0
Goto Perform2
Type5a:
DLI5 A 0
Goto Perform1
Type5b:
DLI5 L 0
Goto Perform2
Perform1:
"####" BDHI 1 Bright
Stop
Perform2:
"####" MOST 1 Bright
Stop
}
}
ACTOR OneTimeNuke : Ammo
{
Game Doom
SpawnID 75
Inventory.PickupMessage "$GOTCELL"
Inventory.Amount 1
Inventory.MaxAmount 1
Ammo.BackpackAmount 1
Ammo.BackpackMaxAmount 1
Inventory.Icon "NSYMA0"
Scale 0.9
States
{
Spawn:
NSYM A -1
Stop
}
}