by solarsnowfall » Mon Oct 24, 2005 3:57
Progress Report
To give you an idea of what I'm doing here, what once was
Code: Select all
ACTOR FireBlast
{
Radius 8
Height 0
Damage 2
Speed 15
+FireDamage
+Missile
+NoGravity
RenderStyle Add
Alpha .5
States
{
Spawn:
FBL1 BCCDDE 3 BRIGHT
Stop
Death:
FBL1 CDE 6 BRIGHT
Stop
}
}
is now
Code: Select all
Actor FireBlastExM
{
+Missile
+NoGravity
RenderStyle Add
Alpha .5
States
{
Spawn:
FBL1 M 1
FBL1 M 1 A_SetTranslucent(.45, 1)
FBL1 M 1 A_SetTranslucent(.4, 1)
FBL1 M 1 A_SetTranslucent(.35, 1)
FBL1 M 1 A_SetTranslucent(.3, 1)
FBL1 M 1 A_SetTranslucent(.25, 1)
FBL1 M 1 A_SetTranslucent(.2, 1)
FBL1 M 1 A_SetTranslucent(.15, 1)
FBL1 M 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExL : FireBlastExM
{
States
{
Spawn:
FBL1 L 1
FBL1 L 1 A_SetTranslucent(.45, 1)
FBL1 L 1 A_SetTranslucent(.4, 1)
FBL1 L 1 A_SetTranslucent(.35, 1)
FBL1 L 1 A_SetTranslucent(.3, 1)
FBL1 L 1 A_SetTranslucent(.25, 1)
FBL1 L 1 A_SetTranslucent(.2, 1)
FBL1 L 1 A_SetTranslucent(.15, 1)
FBL1 L 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExK : FireBlastExM
{
States
{
Spawn:
FBL1 K 1
FBL1 K 1 A_SetTranslucent(.45, 1)
FBL1 K 1 A_SetTranslucent(.4, 1)
FBL1 K 1 A_SetTranslucent(.35, 1)
FBL1 K 1 A_SetTranslucent(.3, 1)
FBL1 K 1 A_SetTranslucent(.25, 1)
FBL1 K 1 A_SetTranslucent(.2, 1)
FBL1 K 1 A_SetTranslucent(.15, 1)
FBL1 K 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExJ : FireBlastExM
{
States
{
Spawn:
FBL1 J 1
FBL1 J 1 A_SetTranslucent(.45, 1)
FBL1 J 1 A_SetTranslucent(.4, 1)
FBL1 J 1 A_SetTranslucent(.35, 1)
FBL1 J 1 A_SetTranslucent(.3, 1)
FBL1 J 1 A_SetTranslucent(.25, 1)
FBL1 J 1 A_SetTranslucent(.2, 1)
FBL1 J 1 A_SetTranslucent(.15, 1)
FBL1 J 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExI : FireBlastExM
{
States
{
Spawn:
FBL1 I 1
FBL1 I 1 A_SetTranslucent(.45, 1)
FBL1 I 1 A_SetTranslucent(.4, 1)
FBL1 I 1 A_SetTranslucent(.35, 1)
FBL1 I 1 A_SetTranslucent(.3, 1)
FBL1 I 1 A_SetTranslucent(.25, 1)
FBL1 I 1 A_SetTranslucent(.2, 1)
FBL1 I 1 A_SetTranslucent(.15, 1)
FBL1 I 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExH : FireBlastExM
{
States
{
Spawn:
FBL1 H 1
FBL1 H 1 A_SetTranslucent(.45, 1)
FBL1 H 1 A_SetTranslucent(.4, 1)
FBL1 H 1 A_SetTranslucent(.35, 1)
FBL1 H 1 A_SetTranslucent(.3, 1)
FBL1 H 1 A_SetTranslucent(.25, 1)
FBL1 H 1 A_SetTranslucent(.2, 1)
FBL1 H 1 A_SetTranslucent(.15, 1)
FBL1 H 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExG : FireBlastExM
{
States
{
Spawn:
FBL1 G 1
FBL1 G 1 A_SetTranslucent(.45, 1)
FBL1 G 1 A_SetTranslucent(.4, 1)
FBL1 G 1 A_SetTranslucent(.35, 1)
FBL1 G 1 A_SetTranslucent(.3, 1)
FBL1 G 1 A_SetTranslucent(.25, 1)
FBL1 G 1 A_SetTranslucent(.2, 1)
FBL1 G 1 A_SetTranslucent(.15, 1)
FBL1 G 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExF : FireBlastExM
{
States
{
Spawn:
FBL1 F 1
FBL1 F 1 A_SetTranslucent(.45, 1)
FBL1 F 1 A_SetTranslucent(.4, 1)
FBL1 F 1 A_SetTranslucent(.35, 1)
FBL1 F 1 A_SetTranslucent(.3, 1)
FBL1 F 1 A_SetTranslucent(.25, 1)
FBL1 F 1 A_SetTranslucent(.2, 1)
FBL1 F 1 A_SetTranslucent(.15, 1)
FBL1 F 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExB : FireBlastExM
{
States
{
Spawn:
FBL1 B 1
FBL1 B 1 A_SetTranslucent(.45, 1)
FBL1 B 1 A_SetTranslucent(.4, 1)
FBL1 B 1 A_SetTranslucent(.35, 1)
FBL1 B 1 A_SetTranslucent(.3, 1)
FBL1 B 1 A_SetTranslucent(.25, 1)
FBL1 B 1 A_SetTranslucent(.2, 1)
FBL1 B 1 A_SetTranslucent(.15, 1)
FBL1 B 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExS : FireBlastExM
{
States
{
Spawn:
FBL1 S 1
FBL1 S 1 A_SetTranslucent(.45, 1)
FBL1 S 1 A_SetTranslucent(.4, 1)
FBL1 S 1 A_SetTranslucent(.35, 1)
FBL1 S 1 A_SetTranslucent(.3, 1)
FBL1 S 1 A_SetTranslucent(.25, 1)
FBL1 S 1 A_SetTranslucent(.2, 1)
FBL1 S 1 A_SetTranslucent(.15, 1)
FBL1 S 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExT : FireBlastExM
{
States
{
Spawn:
FBL1 T 1
FBL1 T 1 A_SetTranslucent(.45, 1)
FBL1 T 1 A_SetTranslucent(.4, 1)
FBL1 T 1 A_SetTranslucent(.35, 1)
FBL1 T 1 A_SetTranslucent(.3, 1)
FBL1 T 1 A_SetTranslucent(.25, 1)
FBL1 T 1 A_SetTranslucent(.2, 1)
FBL1 T 1 A_SetTranslucent(.15, 1)
FBL1 T 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExC : FireBlastExM
{
States
{
Spawn:
FBL1 C 1 A_SetTranslucent(.45, 1)
FBL1 C 1 A_SetTranslucent(.4, 1)
FBL1 C 1 A_SetTranslucent(.35, 1)
FBL1 C 1 A_SetTranslucent(.3, 1)
FBL1 C 1 A_SetTranslucent(.25, 1)
FBL1 C 1 A_SetTranslucent(.2, 1)
FBL1 C 1 A_SetTranslucent(.15, 1)
FBL1 C 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExN : FireBlastExM
{
States
{
Spawn:
FBL1 N 1 A_SetTranslucent(.4, 1)
FBL1 N 1 A_SetTranslucent(.35, 1)
FBL1 N 1 A_SetTranslucent(.3, 1)
FBL1 N 1 A_SetTranslucent(.25, 1)
FBL1 N 1 A_SetTranslucent(.2, 1)
FBL1 N 1 A_SetTranslucent(.15, 1)
FBL1 N 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExD : FireBlastExM
{
States
{
Spawn:
FBL1 D 1 A_SetTranslucent(.35, 1)
FBL1 D 1 A_SetTranslucent(.3, 1)
FBL1 D 1 A_SetTranslucent(.25, 1)
FBL1 D 1 A_SetTranslucent(.2, 1)
FBL1 D 1 A_SetTranslucent(.15, 1)
FBL1 D 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExO : FireBlastExM
{
States
{
Spawn:
FBL1 O 1 A_SetTranslucent(.3, 1)
FBL1 O 1 A_SetTranslucent(.25, 1)
FBL1 O 1 A_SetTranslucent(.2, 1)
FBL1 O 1 A_SetTranslucent(.15, 1)
FBL1 O 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExE : FireBlastExM
{
States
{
Spawn:
FBL1 E 1 A_SetTranslucent(.25, 1)
FBL1 E 1 A_SetTranslucent(.2, 1)
FBL1 E 1 A_SetTranslucent(.15, 1)
FBL1 E 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExP : FireBlastExM
{
States
{
Spawn:
FBL1 P 1 A_SetTranslucent(.2, 1)
FBL1 P 1 A_SetTranslucent(.15, 1)
FBL1 P 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExQ : FireBlastExM
{
States
{
Spawn:
FBL1 Q 1 A_SetTranslucent(.15, 1)
FBL1 Q 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExR : FireBlastExM
{
States
{
Spawn:
FBL1 R 1 A_SetTranslucent(.1, 1)
Stop
}
}
ACTOR FireBlast
{
Radius 8
Height 0
Damage 2
Speed 10
+FireDamage
+Missile
+NoGravity
RenderStyle Add
Alpha .5
States
{
Spawn:
FBL1 M 1 Bright A_CustomMissile("FireBlastExM", 0, 0, 0)
FBL1 L 1 Bright A_CustomMissile("FireBlastExL", 0, 0, 0)
FBL1 K 1 Bright A_CustomMissile("FireBlastExK", 0, 0, 0)
FBL1 J 1 Bright A_CustomMissile("FireBlastExJ", 0, 0, 0)
FBL1 I 1 Bright A_CustomMissile("FireBlastExI", 0, 0, 0)
FBL1 H 1 Bright A_CustomMissile("FireBlastExH", 0, 0, 0)
FBL1 G 1 Bright A_CustomMissile("FireBlastExG", 0, 0, 0)
FBL1 F 1 Bright A_CustomMissile("FireBlastExF", 0, 0, 0)
FBL1 B 1 Bright A_CustomMissile("FireBlastExB", 0, 0, 0)
FBL1 S 1 Bright A_CustomMissile("FireBlastExS", 0, 0, 0)
FBL1 T 1 Bright A_CustomMissile("FireBlastExT", 0, 0, 0)
FBL1 C 0 Bright A_SetTranslucent(.45, 1)
FBL1 C 1 Bright A_CustomMissile("FireBlastExC", 0, 0, 0)
FBL1 N 0 Bright A_SetTranslucent(.4, 1)
FBL1 N 1 Bright A_CustomMissile("FireBlastExN", 0, 0, 0)
FBL1 D 0 Bright A_SetTranslucent(.35, 1)
FBL1 D 1 Bright A_CustomMissile("FireBlastExD", 0, 0, 0)
FBL1 O 0 Bright A_SetTranslucent(.3, 1)
FBL1 O 1 Bright A_CustomMissile("FireBlastExO", 0, 0, 0)
FBL1 E 0 Bright A_SetTranslucent(.25, 1)
FBL1 E 1 Bright A_CustomMissile("FireBlastExE", 0, 0, 0)
FBL1 P 0 Bright A_SetTranslucent(.2, 1)
FBL1 P 1 Bright A_CustomMissile("FireBlastExP", 0, 0, 0)
FBL1 Q 0 Bright A_SetTranslucent(.15, 1)
FBL1 Q 1 Bright A_CustomMissile("FireBlastExQ", 0, 0, 0)
FBL1 R 0 Bright A_SetTranslucent(.1, 1)
FBL1 R 1 Bright A_CustomMissile("FireBlastExR", 0, 0, 0)
Stop
Death:
FBL1 C 0 Bright A_SetTranslucent(.45, 1)
FBL1 C 1 Bright A_CustomMissile("FireBlastExC", 0, 0, 0)
FBL1 N 0 Bright A_SetTranslucent(.4, 1)
FBL1 N 1 Bright A_CustomMissile("FireBlastExN", 0, 0, 0)
FBL1 D 0 Bright A_SetTranslucent(.35, 1)
FBL1 D 1 Bright A_CustomMissile("FireBlastExD", 0, 0, 0)
FBL1 O 0 Bright A_SetTranslucent(.3, 1)
FBL1 O 1 Bright A_CustomMissile("FireBlastExO", 0, 0, 0)
FBL1 E 0 Bright A_SetTranslucent(.25, 1)
FBL1 E 1 Bright A_CustomMissile("FireBlastExE", 0, 0, 0)
FBL1 P 0 Bright A_SetTranslucent(.2, 1)
FBL1 P 1 Bright A_CustomMissile("FireBlastExP", 0, 0, 0)
FBL1 Q 0 Bright A_SetTranslucent(.15, 1)
FBL1 Q 1 Bright A_CustomMissile("FireBlastExQ", 0, 0, 0)
FBL1 R 0 Bright A_SetTranslucent(.1, 1)
FBL1 R 1 Bright A_CustomMissile("FireBlastExR", 0, 0, 0)
Stop
}
}
And also, the "big" attacks are generated by ACS now. Some things just can't be done in DECORATE alone, even though 96x (and likewise GZDoom) have the best DECORATE features of the ZDoom ports.
[b]Progress Report[/b]
To give you an idea of what I'm doing here, what once was
[code]ACTOR FireBlast
{
Radius 8
Height 0
Damage 2
Speed 15
+FireDamage
+Missile
+NoGravity
RenderStyle Add
Alpha .5
States
{
Spawn:
FBL1 BCCDDE 3 BRIGHT
Stop
Death:
FBL1 CDE 6 BRIGHT
Stop
}
}[/code]
is now
[code]Actor FireBlastExM
{
+Missile
+NoGravity
RenderStyle Add
Alpha .5
States
{
Spawn:
FBL1 M 1
FBL1 M 1 A_SetTranslucent(.45, 1)
FBL1 M 1 A_SetTranslucent(.4, 1)
FBL1 M 1 A_SetTranslucent(.35, 1)
FBL1 M 1 A_SetTranslucent(.3, 1)
FBL1 M 1 A_SetTranslucent(.25, 1)
FBL1 M 1 A_SetTranslucent(.2, 1)
FBL1 M 1 A_SetTranslucent(.15, 1)
FBL1 M 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExL : FireBlastExM
{
States
{
Spawn:
FBL1 L 1
FBL1 L 1 A_SetTranslucent(.45, 1)
FBL1 L 1 A_SetTranslucent(.4, 1)
FBL1 L 1 A_SetTranslucent(.35, 1)
FBL1 L 1 A_SetTranslucent(.3, 1)
FBL1 L 1 A_SetTranslucent(.25, 1)
FBL1 L 1 A_SetTranslucent(.2, 1)
FBL1 L 1 A_SetTranslucent(.15, 1)
FBL1 L 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExK : FireBlastExM
{
States
{
Spawn:
FBL1 K 1
FBL1 K 1 A_SetTranslucent(.45, 1)
FBL1 K 1 A_SetTranslucent(.4, 1)
FBL1 K 1 A_SetTranslucent(.35, 1)
FBL1 K 1 A_SetTranslucent(.3, 1)
FBL1 K 1 A_SetTranslucent(.25, 1)
FBL1 K 1 A_SetTranslucent(.2, 1)
FBL1 K 1 A_SetTranslucent(.15, 1)
FBL1 K 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExJ : FireBlastExM
{
States
{
Spawn:
FBL1 J 1
FBL1 J 1 A_SetTranslucent(.45, 1)
FBL1 J 1 A_SetTranslucent(.4, 1)
FBL1 J 1 A_SetTranslucent(.35, 1)
FBL1 J 1 A_SetTranslucent(.3, 1)
FBL1 J 1 A_SetTranslucent(.25, 1)
FBL1 J 1 A_SetTranslucent(.2, 1)
FBL1 J 1 A_SetTranslucent(.15, 1)
FBL1 J 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExI : FireBlastExM
{
States
{
Spawn:
FBL1 I 1
FBL1 I 1 A_SetTranslucent(.45, 1)
FBL1 I 1 A_SetTranslucent(.4, 1)
FBL1 I 1 A_SetTranslucent(.35, 1)
FBL1 I 1 A_SetTranslucent(.3, 1)
FBL1 I 1 A_SetTranslucent(.25, 1)
FBL1 I 1 A_SetTranslucent(.2, 1)
FBL1 I 1 A_SetTranslucent(.15, 1)
FBL1 I 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExH : FireBlastExM
{
States
{
Spawn:
FBL1 H 1
FBL1 H 1 A_SetTranslucent(.45, 1)
FBL1 H 1 A_SetTranslucent(.4, 1)
FBL1 H 1 A_SetTranslucent(.35, 1)
FBL1 H 1 A_SetTranslucent(.3, 1)
FBL1 H 1 A_SetTranslucent(.25, 1)
FBL1 H 1 A_SetTranslucent(.2, 1)
FBL1 H 1 A_SetTranslucent(.15, 1)
FBL1 H 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExG : FireBlastExM
{
States
{
Spawn:
FBL1 G 1
FBL1 G 1 A_SetTranslucent(.45, 1)
FBL1 G 1 A_SetTranslucent(.4, 1)
FBL1 G 1 A_SetTranslucent(.35, 1)
FBL1 G 1 A_SetTranslucent(.3, 1)
FBL1 G 1 A_SetTranslucent(.25, 1)
FBL1 G 1 A_SetTranslucent(.2, 1)
FBL1 G 1 A_SetTranslucent(.15, 1)
FBL1 G 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExF : FireBlastExM
{
States
{
Spawn:
FBL1 F 1
FBL1 F 1 A_SetTranslucent(.45, 1)
FBL1 F 1 A_SetTranslucent(.4, 1)
FBL1 F 1 A_SetTranslucent(.35, 1)
FBL1 F 1 A_SetTranslucent(.3, 1)
FBL1 F 1 A_SetTranslucent(.25, 1)
FBL1 F 1 A_SetTranslucent(.2, 1)
FBL1 F 1 A_SetTranslucent(.15, 1)
FBL1 F 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExB : FireBlastExM
{
States
{
Spawn:
FBL1 B 1
FBL1 B 1 A_SetTranslucent(.45, 1)
FBL1 B 1 A_SetTranslucent(.4, 1)
FBL1 B 1 A_SetTranslucent(.35, 1)
FBL1 B 1 A_SetTranslucent(.3, 1)
FBL1 B 1 A_SetTranslucent(.25, 1)
FBL1 B 1 A_SetTranslucent(.2, 1)
FBL1 B 1 A_SetTranslucent(.15, 1)
FBL1 B 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExS : FireBlastExM
{
States
{
Spawn:
FBL1 S 1
FBL1 S 1 A_SetTranslucent(.45, 1)
FBL1 S 1 A_SetTranslucent(.4, 1)
FBL1 S 1 A_SetTranslucent(.35, 1)
FBL1 S 1 A_SetTranslucent(.3, 1)
FBL1 S 1 A_SetTranslucent(.25, 1)
FBL1 S 1 A_SetTranslucent(.2, 1)
FBL1 S 1 A_SetTranslucent(.15, 1)
FBL1 S 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExT : FireBlastExM
{
States
{
Spawn:
FBL1 T 1
FBL1 T 1 A_SetTranslucent(.45, 1)
FBL1 T 1 A_SetTranslucent(.4, 1)
FBL1 T 1 A_SetTranslucent(.35, 1)
FBL1 T 1 A_SetTranslucent(.3, 1)
FBL1 T 1 A_SetTranslucent(.25, 1)
FBL1 T 1 A_SetTranslucent(.2, 1)
FBL1 T 1 A_SetTranslucent(.15, 1)
FBL1 T 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExC : FireBlastExM
{
States
{
Spawn:
FBL1 C 1 A_SetTranslucent(.45, 1)
FBL1 C 1 A_SetTranslucent(.4, 1)
FBL1 C 1 A_SetTranslucent(.35, 1)
FBL1 C 1 A_SetTranslucent(.3, 1)
FBL1 C 1 A_SetTranslucent(.25, 1)
FBL1 C 1 A_SetTranslucent(.2, 1)
FBL1 C 1 A_SetTranslucent(.15, 1)
FBL1 C 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExN : FireBlastExM
{
States
{
Spawn:
FBL1 N 1 A_SetTranslucent(.4, 1)
FBL1 N 1 A_SetTranslucent(.35, 1)
FBL1 N 1 A_SetTranslucent(.3, 1)
FBL1 N 1 A_SetTranslucent(.25, 1)
FBL1 N 1 A_SetTranslucent(.2, 1)
FBL1 N 1 A_SetTranslucent(.15, 1)
FBL1 N 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExD : FireBlastExM
{
States
{
Spawn:
FBL1 D 1 A_SetTranslucent(.35, 1)
FBL1 D 1 A_SetTranslucent(.3, 1)
FBL1 D 1 A_SetTranslucent(.25, 1)
FBL1 D 1 A_SetTranslucent(.2, 1)
FBL1 D 1 A_SetTranslucent(.15, 1)
FBL1 D 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExO : FireBlastExM
{
States
{
Spawn:
FBL1 O 1 A_SetTranslucent(.3, 1)
FBL1 O 1 A_SetTranslucent(.25, 1)
FBL1 O 1 A_SetTranslucent(.2, 1)
FBL1 O 1 A_SetTranslucent(.15, 1)
FBL1 O 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExE : FireBlastExM
{
States
{
Spawn:
FBL1 E 1 A_SetTranslucent(.25, 1)
FBL1 E 1 A_SetTranslucent(.2, 1)
FBL1 E 1 A_SetTranslucent(.15, 1)
FBL1 E 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExP : FireBlastExM
{
States
{
Spawn:
FBL1 P 1 A_SetTranslucent(.2, 1)
FBL1 P 1 A_SetTranslucent(.15, 1)
FBL1 P 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExQ : FireBlastExM
{
States
{
Spawn:
FBL1 Q 1 A_SetTranslucent(.15, 1)
FBL1 Q 1 A_SetTranslucent(.1, 1)
Stop
}
}
Actor FireBlastExR : FireBlastExM
{
States
{
Spawn:
FBL1 R 1 A_SetTranslucent(.1, 1)
Stop
}
}
ACTOR FireBlast
{
Radius 8
Height 0
Damage 2
Speed 10
+FireDamage
+Missile
+NoGravity
RenderStyle Add
Alpha .5
States
{
Spawn:
FBL1 M 1 Bright A_CustomMissile("FireBlastExM", 0, 0, 0)
FBL1 L 1 Bright A_CustomMissile("FireBlastExL", 0, 0, 0)
FBL1 K 1 Bright A_CustomMissile("FireBlastExK", 0, 0, 0)
FBL1 J 1 Bright A_CustomMissile("FireBlastExJ", 0, 0, 0)
FBL1 I 1 Bright A_CustomMissile("FireBlastExI", 0, 0, 0)
FBL1 H 1 Bright A_CustomMissile("FireBlastExH", 0, 0, 0)
FBL1 G 1 Bright A_CustomMissile("FireBlastExG", 0, 0, 0)
FBL1 F 1 Bright A_CustomMissile("FireBlastExF", 0, 0, 0)
FBL1 B 1 Bright A_CustomMissile("FireBlastExB", 0, 0, 0)
FBL1 S 1 Bright A_CustomMissile("FireBlastExS", 0, 0, 0)
FBL1 T 1 Bright A_CustomMissile("FireBlastExT", 0, 0, 0)
FBL1 C 0 Bright A_SetTranslucent(.45, 1)
FBL1 C 1 Bright A_CustomMissile("FireBlastExC", 0, 0, 0)
FBL1 N 0 Bright A_SetTranslucent(.4, 1)
FBL1 N 1 Bright A_CustomMissile("FireBlastExN", 0, 0, 0)
FBL1 D 0 Bright A_SetTranslucent(.35, 1)
FBL1 D 1 Bright A_CustomMissile("FireBlastExD", 0, 0, 0)
FBL1 O 0 Bright A_SetTranslucent(.3, 1)
FBL1 O 1 Bright A_CustomMissile("FireBlastExO", 0, 0, 0)
FBL1 E 0 Bright A_SetTranslucent(.25, 1)
FBL1 E 1 Bright A_CustomMissile("FireBlastExE", 0, 0, 0)
FBL1 P 0 Bright A_SetTranslucent(.2, 1)
FBL1 P 1 Bright A_CustomMissile("FireBlastExP", 0, 0, 0)
FBL1 Q 0 Bright A_SetTranslucent(.15, 1)
FBL1 Q 1 Bright A_CustomMissile("FireBlastExQ", 0, 0, 0)
FBL1 R 0 Bright A_SetTranslucent(.1, 1)
FBL1 R 1 Bright A_CustomMissile("FireBlastExR", 0, 0, 0)
Stop
Death:
FBL1 C 0 Bright A_SetTranslucent(.45, 1)
FBL1 C 1 Bright A_CustomMissile("FireBlastExC", 0, 0, 0)
FBL1 N 0 Bright A_SetTranslucent(.4, 1)
FBL1 N 1 Bright A_CustomMissile("FireBlastExN", 0, 0, 0)
FBL1 D 0 Bright A_SetTranslucent(.35, 1)
FBL1 D 1 Bright A_CustomMissile("FireBlastExD", 0, 0, 0)
FBL1 O 0 Bright A_SetTranslucent(.3, 1)
FBL1 O 1 Bright A_CustomMissile("FireBlastExO", 0, 0, 0)
FBL1 E 0 Bright A_SetTranslucent(.25, 1)
FBL1 E 1 Bright A_CustomMissile("FireBlastExE", 0, 0, 0)
FBL1 P 0 Bright A_SetTranslucent(.2, 1)
FBL1 P 1 Bright A_CustomMissile("FireBlastExP", 0, 0, 0)
FBL1 Q 0 Bright A_SetTranslucent(.15, 1)
FBL1 Q 1 Bright A_CustomMissile("FireBlastExQ", 0, 0, 0)
FBL1 R 0 Bright A_SetTranslucent(.1, 1)
FBL1 R 1 Bright A_CustomMissile("FireBlastExR", 0, 0, 0)
Stop
}
}[/code]
And also, the "big" attacks are generated by ACS now. Some things just can't be done in DECORATE alone, even though 96x (and likewise GZDoom) have the best DECORATE features of the ZDoom ports.