by mathey bu » Thu Mar 25, 2010 17:05
ok ok at least one month of job and now it's done
the 16 angles cyberdemon that i made with screen shots!
you can see here:
download only with the project
the project is been doing by me!
the decorate here:
Code: Select all
//===========================================================================
//
// Demon King
//
//===========================================================================
ACTOR DemonKing replaces Cyberdemon
{
SpawnID 179
Health 10000
WoundHealth 2000
Radius 45
Height 92
Mass 99999999
Speed 25
FastSpeed 25
PainChance 10
Scale 0.5
MinMissileChance 100
Monster
+BOSS
+MISSILEMORE
+FLOORCLIP
+NORADIUSDMG
+DONTMORPH
+BOSSDEATH
+FASTMELEE
+SLIDESONWALLS
SeeSound "President/Sight"
PainSound "President/Pain"
DeathSound "cyber/death"
ActiveSound "President/Sight"
Obituary "you were crushed by the president of hell"
States
{
Spawn:
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG H 4 A_LookEx(LOF_FULLVOLSEESOUND, 0, 0, 0, 1800, "Welcome")
Loop
Welcome:
TNT1 A 0 A_CustomMissile("OrbitBigRedBall", 0, 20)
TNT1 A 0 A_CustomMissile("OrbitBigRedBall", 0, 0)
TNT1 A 0 A_CustomMissile("OrbitBigRedBall", 0, -20)
TNT1 A 0 A_CustomMissile("OrbitBigRedBall", 20, 0)
See:
NULL A 0 A_JumpIfHealthLower(5001, 2)
NULL A 0 A_Jump(256, "Fly", "RunALot", "Run", "Walk")
Wait
DKIG A 0 A_ChangeFlag("MissileEvenMore", 1)
NULL A 0 A_Jump(256, "RunALot")
Wait
Walk:
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG A 5 A_Hoof
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG B 5 A_Chase
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG C 5 A_Chase
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG D 5 A_Chase
DKIG D 0 A_CustomMissile("RadiusExplosion",0,0)
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG E 5 A_Hoof
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG F 5 A_Chase
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG G 5 A_Chase
DKIG A 0 A_CustomMissile("RadiusExplosion",0,0)
DKIG H 5 A_Hoof
Loop
Run:
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG A 3 A_Hoof
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG B 3 A_Chase
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG C 3 A_Chase
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG D 3 A_Chase
DKIG D 0 A_CustomMissile("RadiusExplosion",0,0)
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG E 3 A_Hoof
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG F 3 A_Chase
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG G 3
DKIG A 0 A_CustomMissile("RadiusExplosion",0,0)
DKIG H 3 A_Hoof
Loop
RunALot:
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG A 2 A_Hoof
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG B 2 A_Chase
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG C 2 A_Chase
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG D 2 A_Chase
DKIG D 0 A_CustomMissile("RadiusExplosion",0,0)
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG E 2 A_Hoof
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG F 2 A_Chase
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG G 2
DKIG A 0 A_CustomMissile("RadiusExplosion",0,0)
DKIG H 2 A_Hoof
Loop
Fly:
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG A 0 A_SpawnItem("PainFX")
DKIG XXXXXXXXXXXXXXXXXXXX 1 A_Chase(0, 0, 0)
DKIG A 0 A_Jump(200, "Walk", "Run", "RunALot")
Loop
Melee:
Missile:
DKIG A 0 A_SpawnItem ("firespawner", -10)
NULL A 0 A_Jump(256, "HeavyAttack", "RegularAttack", "PoorAttack")
Wait
PoorAttack:
DKIG I 25 A_FaceTarget
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG I 0 A_CustomMissile("FastRocket", 18, 20)
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG I 0 A_CustomMissile("FastRocket", 18, -20)
DKIG I 32
Goto Decision
RegularAttack:
DKIG KL 4
DKIG L 0 A_SpawnItem ("firespawner", -10)
DKIG MN 4
DKIG N 0 A_FaceTarget
DKIG N 0 A_SpawnItem ("firespawner", -10)
DKIG O 3 A_CustomMissile("FastRocket", 165/2, 50, -45)
DKIG P 3
DKIG P 0 A_SpawnItem ("firespawner", -10)
DKIG QR 3 A_FaceTarget
DKIG S 0 A_SpawnItem ("firespawner", -10)
DKIG S 0 A_CustomMissile("FastRocket", 95, 75/2, 45)
DKIG S 0 A_SpawnItem ("firespawner", -10)
DKIG S 0 A_CustomMissile("FastRocket", 95, 75/2, 0)
DKIG S 0 A_SpawnItem ("firespawner", -10)
DKIG S 0 A_CustomMissile("FastRocket", 95, 75/2, -45)
DKIG SSSSSSSS 4 A_SpawnItem ("firespawner", -10)
Goto Decision
HeavyAttack:
DKIG J 5 A_FaceTarget
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 5)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 10)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 15)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 20)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 25)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 30)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 35)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 40)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 45)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 50)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 0)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -5)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -10)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -15)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -20)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -25)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -30)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -35)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -40)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -45)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -50)
DKIG J 10
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG J 10
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG J 10
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG J 10
Goto Decision
Wound:
Revenge:
DKIG A 0 A_ChangeFlag("NoPain", 1)
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG A 0 A_FaceTarget
DKIG A 4 A_CustomMissile("FastRocket", 65, 95/2)
DKIG A 0 A_Chase(0, 0, 1)
DKIG A 0 A_FaceTarget
DKIG B 4 A_CustomMissile("FastRocket", 135/2, 105/2)
DKIG B 0 A_Chase(0, 0, 1)
DKIG B 0 A_FaceTarget
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG C 4 A_CustomMissile("FastRocket", 68, 55)
DKIG C 0 A_Chase(0, 0, 1)
DKIG C 0 A_FaceTarget
DKIG D 4 A_CustomMissile("FastRocket", 60, 115/2)
DKIG D 0 A_Chase(0, 0, 1)
DKIG D 0 A_FaceTarget
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG A 0 A_CustomMissile("RadiusExplosion",0,0)
DKIG E 4 A_CustomMissile("FastRocket", 55, 115/2)
DKIG E 0 A_Chase(0, 0, 1)
DKIG E 0 A_FaceTarget
DKIG F 4 A_CustomMissile("FastRocket", 55, 59)
DKIG F 0 A_Chase(0, 0, 1)
DKIG F 0 A_FaceTarget
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG G 4 A_CustomMissile("FastRocket", 139/2, 117/2)
DKIG G 0 A_Chase(0, 0, 1)
DKIG G 0 A_FaceTarget
DKIG A 0 A_CustomMissile("RadiusExplosion",0,0)
DKIG H 4 A_CustomMissile("FastRocket", 70, 54)
DKIG H 0 A_Chase(0, 0, 1)
Loop
Decision:
NULL A 0 A_Jump(random(80,100), "Missile")
Goto See
Pain:
NULL L 0 A_CustomMissile("BigRedBall", 30, 0)
NULL L 0 A_CustomMissile("BigRedBall", 20, 0)
NULL L 0 A_CustomMissile("BigRedBall", 0, 10)
NULL L 0 A_CustomMissile("BigRedBall", 0, -10)
DKIG A 0 A_SpawnItem ("firespawner", -10)
NULL A 0 A_JumpIfHealthLower(5001, "Missile")
DKIG JK 5
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG LK 5
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG J 5 A_Pain
Goto Decision
Death:
DKIG K 3 A_Scream
DKIG LMNOPQRSTUVWXYZ 5 A_CustomMissile("SmokeExplosionSpawner",0,0)
DKIG "[\]" 3
DKG1 A 3
DKG1 A 3 A_FadeOut(0.2)
DKIG "]" 3 A_FadeOut(0.2)
DKG1 A 3 A_FadeOut(0.2)
DKIG "]" 3 A_FadeOut(0.2)
DKG1 A 3 A_FadeOut(0.2)
Stop
}
}
Actor PainFX
{
RenderStyle Add
Scale 0.5
States
{
Spawn:
DKIG X 1 A_FadeOut(0.02)
Loop
}
}
Actor RadiusExplosion
{
ExplosionDamage 30
ExplosionRadius 128
Projectile
+FLOORHUGGER +DROPOFF -NOGRAVITY -SOLID
States
{
Spawn:
TNT1 A 1 A_Die
Goto death
Death:
TNT1 A 1 A_Explode
TNT1 A 1 Radius_Quake(7, 12, 0, 80, 0)
Stop
}
}
ACTOR FastRocket
{
Radius 6
Height 4
Speed 30
Scale 0.5
Damage 20
DamageType Fire
Projectile
+NOGRAVITY
+DEHEXPLOSION
+SEEKERMISSILE
SeeSound "weapons/rocklf"
DeathSound "weapons/rocklx"
Obituary "$OB_MPROCKET"
States
{
Spawn:
MISL A 0 A_SpawnItem("FastRocketFX")
Looping:
MISL A 0 A_SeekerMissile(random(1,2), random(1,2))
MISL A 0 Bright A_SpawnItem("SmokeTrailX", -10, 0)
MISL A 0 Bright A_SpawnItem("FastRocketSmokeTrail", -10, 0)
MISL A 1 bright A_BishopMissileWeave
MISL A 0 Bright A_SpawnItem("SmokeTrailX",-10 , 0)
MISL A 0 Bright A_SpawnItem("FastRocketSmokeTrail", -10 , 0)
Loop
Death:
MISL B 8 Bright
MISL C 6 Bright
MISL D 4 Bright
Stop
}
}
ACTOR FastRocketSmokeTrail
{
RenderStyle Translucent
Alpha 0.5
Scale 0.125
+NOBLOCKMAP +NOCLIP +NOGRAVITY
States
{
Spawn:
SMOK ABCDEFGHIJKLM 3
Stop
}
}
ACTOR SmokeTrailX
{
RenderStyle Translucent
Alpha 0.5
Scale 0.125
+NOBLOCKMAP +NOCLIP +NOGRAVITY
States
{
Spawn:
SMOK ABCDEFGHIJKLM 2
Stop
}
}
ACTOR FastRocketFX
{
Scale 0.25
+NOBLOCKMAP +NOCLIP +NOGRAVITY
States
{
Spawn:
FX01 A 15
Stop
}
}
ACTOR BigRedBall
{
Radius 13
Height 8
Speed 11
Damage 0
Projectile
+NOGRAVITY
Translation 2
SeeSound "weapons/rocklf"
DeathSound "weapons/bfgx"
Obituary "$OB_MPBFG_BOOM"
States
{
Spawn:
AFX4 ABCDEFGH 1 Bright A_Weave(1, 1, random(1,2), random(1,2))
Loop
Death:
BFE1 A 4 A_Explode(random(1,3)*random(20,30))
BFE1 BCDEF 4
Stop
}
}
ACTOR OrbitBigRedBall
{
Radius 13
Height 8
Speed 11
Damage (random(1,3)*random(20,30))
RenderStyle Add
Alpha 1
Translation 2
SeeSound "weapons/rocklf"
DeathSound "weapons/bfgx"
Projectile
-ACTIVATEIMPACT
-ACTIVATEPCROSS
+FULLVOLDEATH
+CANBOUNCEWATER
+NOWALLBOUNCESND
+HEXENBOUNCE
Obituary "$was killed by the big red ball"
States
{
Spawn:
BFS1 AB 4 Bright
Loop
Death:
BFE1 ABCDEF 4
Stop
}
}
Actor FireSpawner
{
Speed 0
Damage 0
Projectile
+RANDOMIZE
States
{
Spawn:
NULL AAAAAAAAAAA 0 A_CustomMissile("fire", random(45,75), random(-30,30), random(0,359))
NULL AAAAAAAAAAA 0 A_CustomMissile("fire", random(45,75), random(-30,30), random(0,359))
NULL AAAAAAAAAAA 1 A_CustomMissile("fire", random(45,75), random(-30,30), random(0,359))
NULL AAAAAAAAAAA 0 A_CustomMissile("fire", random(45,75), random(-30,30), random(0,359))
Stop
}
}
actor Fire
{
speed 0
damage (1)
RenderStyle Add
Alpha 1
Scale .25
projectile
+floatbob
+noclip
+ripper
+cannotpush
states
{
Spawn:
NULL A 0 A_Jump(256, "FX01", "FX02")
Wait
FX01:
FX01 A 1 A_BishopMissileWeave
FX01 A 0 A_FadeOut(0.1)
Loop
FX02:
FX02 A 1 A_CStaffMissileSlither
FX02 A 0 A_FadeOut(0.1)
Loop
Death:
Stop
}
}
Actor SmokeExplosionSpawner
{
Speed 0
Damage 0
SpawnID 200
Projectile
+RANDOMIZE
SeeSound "weapons/rocklx"
Obituary "$OB_MPROCKET"
States
{
Spawn:
NULL AAAAAAAAAA 0 A_CustomMissile("SmokeExplosion", random(0,72), random(-40,40), random(0,359))
Stop
}
}
Actor SmokeExplosion
{
Speed 2
Damage (1)
Alpha 0.005
Projectile
+RANDOMIZE
SeeSound "weapons/rocklx"
Obituary "$OB_MPROCKET"
States
{
Spawn:
SMOK ABCDEFGHIJKLM 3 A_BishopMissileWeave
Stop
}
}
Actor FastSmokeExplosion
{
Speed 20
Damage (1)
Alpha 0.005
Projectile
+RANDOMIZE
SeeSound "weapons/rocklx"
Obituary "$OB_MPROCKET"
States
{
Spawn:
SMOK ABCDEFGHIJKLM 2 A_CStaffMissileSlither
Stop
}
}
Actor BigRedBallExplosionSpawner
{
Speed 0
Damage 0
SpawnID 200
Projectile
+RANDOMIZE
SeeSound "weapons/rocklx"
Obituary "$OB_MPROCKET"
States
{
Spawn:
NULL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("BigRedBall", random(90,120), random(-40,40), random(0,359))
Stop
}
}
//End
ok ok at least one month of job and now it's done
the 16 angles cyberdemon that i made with screen shots!
you can see here:
[url=http://img149.imageshack.us/i/screenshotdoom201003261.png/][img]http://img149.imageshack.us/img149/3656/screenshotdoom201003261.png[/img][/url]
[url=http://img229.imageshack.us/i/screenshotdoom201003261.png/][img]http://img229.imageshack.us/img229/3656/screenshotdoom201003261.png[/img][/url]
[url=http://img704.imageshack.us/i/screenshotdoom201003261.png/][img]http://img704.imageshack.us/img704/3656/screenshotdoom201003261.png[/img][/url]
[url=http://img406.imageshack.us/i/screenshotdoom201003261.png/][img]http://img406.imageshack.us/img406/3656/screenshotdoom201003261.png[/img][/url]
[url=http://img176.imageshack.us/i/imagemsz.png/][img]http://img176.imageshack.us/img176/9109/imagemsz.png[/img][/url]
download only with the project
the project is been doing by me!
the decorate here:
[code]//===========================================================================
//
// Demon King
//
//===========================================================================
ACTOR DemonKing replaces Cyberdemon
{
SpawnID 179
Health 10000
WoundHealth 2000
Radius 45
Height 92
Mass 99999999
Speed 25
FastSpeed 25
PainChance 10
Scale 0.5
MinMissileChance 100
Monster
+BOSS
+MISSILEMORE
+FLOORCLIP
+NORADIUSDMG
+DONTMORPH
+BOSSDEATH
+FASTMELEE
+SLIDESONWALLS
SeeSound "President/Sight"
PainSound "President/Pain"
DeathSound "cyber/death"
ActiveSound "President/Sight"
Obituary "you were crushed by the president of hell"
States
{
Spawn:
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG H 4 A_LookEx(LOF_FULLVOLSEESOUND, 0, 0, 0, 1800, "Welcome")
Loop
Welcome:
TNT1 A 0 A_CustomMissile("OrbitBigRedBall", 0, 20)
TNT1 A 0 A_CustomMissile("OrbitBigRedBall", 0, 0)
TNT1 A 0 A_CustomMissile("OrbitBigRedBall", 0, -20)
TNT1 A 0 A_CustomMissile("OrbitBigRedBall", 20, 0)
See:
NULL A 0 A_JumpIfHealthLower(5001, 2)
NULL A 0 A_Jump(256, "Fly", "RunALot", "Run", "Walk")
Wait
DKIG A 0 A_ChangeFlag("MissileEvenMore", 1)
NULL A 0 A_Jump(256, "RunALot")
Wait
Walk:
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG A 5 A_Hoof
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG B 5 A_Chase
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG C 5 A_Chase
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG D 5 A_Chase
DKIG D 0 A_CustomMissile("RadiusExplosion",0,0)
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG E 5 A_Hoof
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG F 5 A_Chase
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG G 5 A_Chase
DKIG A 0 A_CustomMissile("RadiusExplosion",0,0)
DKIG H 5 A_Hoof
Loop
Run:
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG A 3 A_Hoof
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG B 3 A_Chase
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG C 3 A_Chase
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG D 3 A_Chase
DKIG D 0 A_CustomMissile("RadiusExplosion",0,0)
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG E 3 A_Hoof
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG F 3 A_Chase
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG G 3
DKIG A 0 A_CustomMissile("RadiusExplosion",0,0)
DKIG H 3 A_Hoof
Loop
RunALot:
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG A 2 A_Hoof
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG B 2 A_Chase
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG C 2 A_Chase
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG D 2 A_Chase
DKIG D 0 A_CustomMissile("RadiusExplosion",0,0)
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG E 2 A_Hoof
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG F 2 A_Chase
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG G 2
DKIG A 0 A_CustomMissile("RadiusExplosion",0,0)
DKIG H 2 A_Hoof
Loop
Fly:
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG A 0 A_SpawnItem("PainFX")
DKIG XXXXXXXXXXXXXXXXXXXX 1 A_Chase(0, 0, 0)
DKIG A 0 A_Jump(200, "Walk", "Run", "RunALot")
Loop
Melee:
Missile:
DKIG A 0 A_SpawnItem ("firespawner", -10)
NULL A 0 A_Jump(256, "HeavyAttack", "RegularAttack", "PoorAttack")
Wait
PoorAttack:
DKIG I 25 A_FaceTarget
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG I 0 A_CustomMissile("FastRocket", 18, 20)
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG I 0 A_CustomMissile("FastRocket", 18, -20)
DKIG I 32
Goto Decision
RegularAttack:
DKIG KL 4
DKIG L 0 A_SpawnItem ("firespawner", -10)
DKIG MN 4
DKIG N 0 A_FaceTarget
DKIG N 0 A_SpawnItem ("firespawner", -10)
DKIG O 3 A_CustomMissile("FastRocket", 165/2, 50, -45)
DKIG P 3
DKIG P 0 A_SpawnItem ("firespawner", -10)
DKIG QR 3 A_FaceTarget
DKIG S 0 A_SpawnItem ("firespawner", -10)
DKIG S 0 A_CustomMissile("FastRocket", 95, 75/2, 45)
DKIG S 0 A_SpawnItem ("firespawner", -10)
DKIG S 0 A_CustomMissile("FastRocket", 95, 75/2, 0)
DKIG S 0 A_SpawnItem ("firespawner", -10)
DKIG S 0 A_CustomMissile("FastRocket", 95, 75/2, -45)
DKIG SSSSSSSS 4 A_SpawnItem ("firespawner", -10)
Goto Decision
HeavyAttack:
DKIG J 5 A_FaceTarget
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 5)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 10)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 15)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 20)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 25)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 30)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 35)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 40)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 45)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 50)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 0)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -5)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -10)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -15)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -20)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -25)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -30)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -35)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -40)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -45)
DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -50)
DKIG J 10
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG J 10
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG J 10
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG J 10
Goto Decision
Wound:
Revenge:
DKIG A 0 A_ChangeFlag("NoPain", 1)
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG A 0 A_FaceTarget
DKIG A 4 A_CustomMissile("FastRocket", 65, 95/2)
DKIG A 0 A_Chase(0, 0, 1)
DKIG A 0 A_FaceTarget
DKIG B 4 A_CustomMissile("FastRocket", 135/2, 105/2)
DKIG B 0 A_Chase(0, 0, 1)
DKIG B 0 A_FaceTarget
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG C 4 A_CustomMissile("FastRocket", 68, 55)
DKIG C 0 A_Chase(0, 0, 1)
DKIG C 0 A_FaceTarget
DKIG D 4 A_CustomMissile("FastRocket", 60, 115/2)
DKIG D 0 A_Chase(0, 0, 1)
DKIG D 0 A_FaceTarget
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG A 0 A_CustomMissile("RadiusExplosion",0,0)
DKIG E 4 A_CustomMissile("FastRocket", 55, 115/2)
DKIG E 0 A_Chase(0, 0, 1)
DKIG E 0 A_FaceTarget
DKIG F 4 A_CustomMissile("FastRocket", 55, 59)
DKIG F 0 A_Chase(0, 0, 1)
DKIG F 0 A_FaceTarget
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG G 4 A_CustomMissile("FastRocket", 139/2, 117/2)
DKIG G 0 A_Chase(0, 0, 1)
DKIG G 0 A_FaceTarget
DKIG A 0 A_CustomMissile("RadiusExplosion",0,0)
DKIG H 4 A_CustomMissile("FastRocket", 70, 54)
DKIG H 0 A_Chase(0, 0, 1)
Loop
Decision:
NULL A 0 A_Jump(random(80,100), "Missile")
Goto See
Pain:
NULL L 0 A_CustomMissile("BigRedBall", 30, 0)
NULL L 0 A_CustomMissile("BigRedBall", 20, 0)
NULL L 0 A_CustomMissile("BigRedBall", 0, 10)
NULL L 0 A_CustomMissile("BigRedBall", 0, -10)
DKIG A 0 A_SpawnItem ("firespawner", -10)
NULL A 0 A_JumpIfHealthLower(5001, "Missile")
DKIG JK 5
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG LK 5
DKIG A 0 A_SpawnItem ("firespawner", -10)
DKIG J 5 A_Pain
Goto Decision
Death:
DKIG K 3 A_Scream
DKIG LMNOPQRSTUVWXYZ 5 A_CustomMissile("SmokeExplosionSpawner",0,0)
DKIG "[\]" 3
DKG1 A 3
DKG1 A 3 A_FadeOut(0.2)
DKIG "]" 3 A_FadeOut(0.2)
DKG1 A 3 A_FadeOut(0.2)
DKIG "]" 3 A_FadeOut(0.2)
DKG1 A 3 A_FadeOut(0.2)
Stop
}
}
Actor PainFX
{
RenderStyle Add
Scale 0.5
States
{
Spawn:
DKIG X 1 A_FadeOut(0.02)
Loop
}
}
Actor RadiusExplosion
{
ExplosionDamage 30
ExplosionRadius 128
Projectile
+FLOORHUGGER +DROPOFF -NOGRAVITY -SOLID
States
{
Spawn:
TNT1 A 1 A_Die
Goto death
Death:
TNT1 A 1 A_Explode
TNT1 A 1 Radius_Quake(7, 12, 0, 80, 0)
Stop
}
}
ACTOR FastRocket
{
Radius 6
Height 4
Speed 30
Scale 0.5
Damage 20
DamageType Fire
Projectile
+NOGRAVITY
+DEHEXPLOSION
+SEEKERMISSILE
SeeSound "weapons/rocklf"
DeathSound "weapons/rocklx"
Obituary "$OB_MPROCKET"
States
{
Spawn:
MISL A 0 A_SpawnItem("FastRocketFX")
Looping:
MISL A 0 A_SeekerMissile(random(1,2), random(1,2))
MISL A 0 Bright A_SpawnItem("SmokeTrailX", -10, 0)
MISL A 0 Bright A_SpawnItem("FastRocketSmokeTrail", -10, 0)
MISL A 1 bright A_BishopMissileWeave
MISL A 0 Bright A_SpawnItem("SmokeTrailX",-10 , 0)
MISL A 0 Bright A_SpawnItem("FastRocketSmokeTrail", -10 , 0)
Loop
Death:
MISL B 8 Bright
MISL C 6 Bright
MISL D 4 Bright
Stop
}
}
ACTOR FastRocketSmokeTrail
{
RenderStyle Translucent
Alpha 0.5
Scale 0.125
+NOBLOCKMAP +NOCLIP +NOGRAVITY
States
{
Spawn:
SMOK ABCDEFGHIJKLM 3
Stop
}
}
ACTOR SmokeTrailX
{
RenderStyle Translucent
Alpha 0.5
Scale 0.125
+NOBLOCKMAP +NOCLIP +NOGRAVITY
States
{
Spawn:
SMOK ABCDEFGHIJKLM 2
Stop
}
}
ACTOR FastRocketFX
{
Scale 0.25
+NOBLOCKMAP +NOCLIP +NOGRAVITY
States
{
Spawn:
FX01 A 15
Stop
}
}
ACTOR BigRedBall
{
Radius 13
Height 8
Speed 11
Damage 0
Projectile
+NOGRAVITY
Translation 2
SeeSound "weapons/rocklf"
DeathSound "weapons/bfgx"
Obituary "$OB_MPBFG_BOOM"
States
{
Spawn:
AFX4 ABCDEFGH 1 Bright A_Weave(1, 1, random(1,2), random(1,2))
Loop
Death:
BFE1 A 4 A_Explode(random(1,3)*random(20,30))
BFE1 BCDEF 4
Stop
}
}
ACTOR OrbitBigRedBall
{
Radius 13
Height 8
Speed 11
Damage (random(1,3)*random(20,30))
RenderStyle Add
Alpha 1
Translation 2
SeeSound "weapons/rocklf"
DeathSound "weapons/bfgx"
Projectile
-ACTIVATEIMPACT
-ACTIVATEPCROSS
+FULLVOLDEATH
+CANBOUNCEWATER
+NOWALLBOUNCESND
+HEXENBOUNCE
Obituary "$was killed by the big red ball"
States
{
Spawn:
BFS1 AB 4 Bright
Loop
Death:
BFE1 ABCDEF 4
Stop
}
}
Actor FireSpawner
{
Speed 0
Damage 0
Projectile
+RANDOMIZE
States
{
Spawn:
NULL AAAAAAAAAAA 0 A_CustomMissile("fire", random(45,75), random(-30,30), random(0,359))
NULL AAAAAAAAAAA 0 A_CustomMissile("fire", random(45,75), random(-30,30), random(0,359))
NULL AAAAAAAAAAA 1 A_CustomMissile("fire", random(45,75), random(-30,30), random(0,359))
NULL AAAAAAAAAAA 0 A_CustomMissile("fire", random(45,75), random(-30,30), random(0,359))
Stop
}
}
actor Fire
{
speed 0
damage (1)
RenderStyle Add
Alpha 1
Scale .25
projectile
+floatbob
+noclip
+ripper
+cannotpush
states
{
Spawn:
NULL A 0 A_Jump(256, "FX01", "FX02")
Wait
FX01:
FX01 A 1 A_BishopMissileWeave
FX01 A 0 A_FadeOut(0.1)
Loop
FX02:
FX02 A 1 A_CStaffMissileSlither
FX02 A 0 A_FadeOut(0.1)
Loop
Death:
Stop
}
}
Actor SmokeExplosionSpawner
{
Speed 0
Damage 0
SpawnID 200
Projectile
+RANDOMIZE
SeeSound "weapons/rocklx"
Obituary "$OB_MPROCKET"
States
{
Spawn:
NULL AAAAAAAAAA 0 A_CustomMissile("SmokeExplosion", random(0,72), random(-40,40), random(0,359))
Stop
}
}
Actor SmokeExplosion
{
Speed 2
Damage (1)
Alpha 0.005
Projectile
+RANDOMIZE
SeeSound "weapons/rocklx"
Obituary "$OB_MPROCKET"
States
{
Spawn:
SMOK ABCDEFGHIJKLM 3 A_BishopMissileWeave
Stop
}
}
Actor FastSmokeExplosion
{
Speed 20
Damage (1)
Alpha 0.005
Projectile
+RANDOMIZE
SeeSound "weapons/rocklx"
Obituary "$OB_MPROCKET"
States
{
Spawn:
SMOK ABCDEFGHIJKLM 2 A_CStaffMissileSlither
Stop
}
}
Actor BigRedBallExplosionSpawner
{
Speed 0
Damage 0
SpawnID 200
Projectile
+RANDOMIZE
SeeSound "weapons/rocklx"
Obituary "$OB_MPROCKET"
States
{
Spawn:
NULL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("BigRedBall", random(90,120), random(-40,40), random(0,359))
Stop
}
}
//End[/code]