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by solarsnowfall » Mon Oct 24, 2005 3:57
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 } }
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 } }
by solarsnowfall » Mon Oct 24, 2005 1:00
by solarsnowfall » Tue Sep 20, 2005 12:10
by bastetfurry » Tue Sep 20, 2005 9:07
by solarsnowfall » Tue Sep 20, 2005 0:37
bastetfurry wrote:Got an error Script error, "DECORATE" line 455: Exepted ')', got ','. EDIT: Its the line: COMT D 0 Radius_Quake(5, 35, 0, 128, 6)
by ellmo » Mon Sep 19, 2005 18:14
by TheDarkArchon » Mon Sep 19, 2005 11:34
by bastetfurry » Mon Sep 19, 2005 11:21
by Phobus » Sun Sep 04, 2005 13:23
by solarsnowfall » Sat Sep 03, 2005 15:15
by Phobus » Sat Sep 03, 2005 13:17
by solarsnowfall » Mon Aug 29, 2005 9:35
by BlazingPhoenix » Sun Aug 28, 2005 21:41
by solarsnowfall » Mon Aug 22, 2005 0:50
by TheDarkArchon » Thu Aug 18, 2005 20:36
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