by solarsnowfall » Mon Sep 05, 2005 21:34
Significant update. Working with Talonos, Phobus, and other ZDCMP2 members, I've begun sharpening the Killbots behavior to better suit a more interactive boss fight.
Added:
A new crippled phase. The bot slows down, sparks, and twiches once it's health has been depleted enough.
A new sonic attack. At close range, he has a chance of hitting his enemies with a shoulder mounted sonic weapon that rips through them with devistation!
Random teleporting! If this guy is taking heavy fire, he won't stick around for long. He has 9 different locations that can he can teleport to, to throw the player off.
Still needs:
CustomMissile sprites.
Death sprites
Helper bots.
Decorate:
[spoiler]
Code: Select all
Actor KillBot 3125
{
Health 5000
Height 180
Mass 7000
Radius 40
Speed 10
Damage 7
Monster
+FloatBob
+NoGravity
+NoBlood
PainChance 32
PainSound "killbot/pain"
States
{
Spawn:
BOTT A 1 A_Look
Loop
See:
BOTT A 0 A_ChangeFlag("FloatBob", 1)
BOTT A 0 A_ChangeFlag("NoGravity", 1)
BOTT A 0 A_UnSetInvulnerable
BOTT A 0 A_SetTranslucent(1,0)
BOTT A 0 A_JumpIfHealthLower(2000, 5)
BOTT A 0 A_Jump(4, 2)
BOTT A 2 A_Chase
Loop
BOTT A 0 A_Pain
BOTT A 2 A_Chase
Loop
BOTT A 0 A_Jump(64, 2)
BOTT A 4 A_Chase
Loop
BOTT A 0 A_Jump(128, 9)
BOTT A 0 A_PlaySound("world/spark1")
BOTT A 0 BRIGHT A_CustomMissile("Spark1", 120, 0, 0)
BOTT A 0 BRIGHT A_CustomMissile("Spark2", 120, 0, 8)
BOTT A 0 BRIGHT A_CustomMissile("Spark3", 120, 0, -8)
BOTT A 0 BRIGHT A_CustomMissile("Spark1", 120, 0, 16)
BOTT A 0 BRIGHT A_CustomMissile("Spark2", 120, 0, -16)
BOTT A 4
BOTT A 4 A_Chase
Loop
BOTT A 0 A_Jump(128, 11)
BOTT A 0 A_PlaySound("world/spark2")
BOTT A 0 BRIGHT A_CustomMissile("Spark2", 64, 16, 0)
BOTT A 0 BRIGHT A_CustomMissile("Spark3", 64, 16, 8)
BOTT A 0 BRIGHT A_CustomMissile("Spark1", 64, 16, -8)
BOTT A 0 BRIGHT A_CustomMissile("Spark2", 64, 16, 16)
BOTT A 0 BRIGHT A_CustomMissile("Spark3", 64, 16, -16)
BOTT ABC 4
BOTT A 4 A_Chase
Loop
BOTT A 0 A_PlaySound("world/spark3")
BOTT A 0 BRIGHT A_CustomMissile("Spark3", 96, -32, 0)
BOTT A 0 BRIGHT A_CustomMissile("Spark1", 96, -32, 8)
BOTT A 0 BRIGHT A_CustomMissile("Spark2", 96, -32, -8)
BOTT A 0 BRIGHT A_CustomMissile("Spark3", 96, -32, 16)
BOTT A 0 BRIGHT A_CustomMissile("Spark1", 96, -32, -16)
BOTT ADF 4
BOTT A 4 A_Chase
Loop
Missile:
BOTT A 0 A_ChangeFlag("FloatBob", 0)
BOTT A 0 A_JumpIfCloser(1216, 8)
BOTT A 8 A_FaceTarget
BOTT A 8 A_SpawnItem("BotRail", 0, 120, 0)
BOTT A 8 A_FaceTarget
BOTT A 8 A_SpawnItem("BotRail", 0, 120, 0)
BOTT A 8 A_FaceTarget
BOTT A 8 A_SpawnItem("BotRail", 0, 120, 0)
BOTT A 8
Goto See
BOTT B 0 A_JumpIfCloser(704, 18)
BOTT BC 4 A_FaceTarget
BOTT G 4 BRIGHT A_CustomMissile("BotRocket", 140, 40, 0)
BOTT C 4 A_FaceTarget
BOTT H 4 BRIGHT A_CustomMissile("BotRocket", 140, -40, 0)
BOTT C 4 A_FaceTarget
BOTT G 4 BRIGHT A_CustomMissile("BotRocket", 140, 40, 0)
BOTT C 4 A_FaceTarget
BOTT H 4 BRIGHT A_CustomMissile("BotRocket", 140, -40, 0)
BOTT C 4 A_FaceTarget
BOTT G 4 BRIGHT A_CustomMissile("BotRocket", 140, 40, 0)
BOTT C 4 A_FaceTarget
BOTT H 4 BRIGHT A_CustomMissile("BotRocket", 140, -40, 0)
BOTT C 4 A_FaceTarget
BOTT G 4 BRIGHT A_CustomMissile("BotRocket", 140, 40, 0)
BOTT C 4 A_FaceTarget
BOTT H 4 BRIGHT A_CustomMissile("BotRocket", 140, -40, 0)
Goto See
BOTT D 0 A_JumpIfCloser(384, 8)
BOTT D 2 A_FaceTarget
BOTT E 0 BRIGHT A_CposAttack
BOTT E 0 BRIGHT A_CposAttack
BOTT E 0 BRIGHT A_PlaySound("spider/attack")
BOTT E 2 BRIGHT
BOTT F 2 A_FaceTarget
BOTT F 0 A_SpidRefire
Goto Missile+30
BOTT A 0 A_Jump(128, 66)
BOTT A 0 A_PlaySound("lichflam")
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
Goto See
BOTT A 0
Goto Missile+29
Pain:
BOTT A 0 A_ChangeFlag("FloatBob", 0)
BOTT A 0 A_Jump(128, 4)
BOTT A 0 A_ChangeFlag("NoGravity", 0)
BOTT A 32
Goto See
BOTT A 0 A_SetInvulnerable
BOTT A 1 A_PlaySound("shldup")
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 0 A_Jump(128, 2)
BOTT A 0 A_FaceTarget
Goto Pain+6
BOTT A 0 A_PlaySound("shlddown")
BOTT A 0 A_Jump(128, 11)
BOTT A 1 A_SetTranslucent(.9, 1)
BOTT A 1 A_SetTranslucent(.8, 1)
BOTT A 1 A_SetTranslucent(.7, 1)
BOTT A 1 A_SetTranslucent(.6, 1)
BOTT A 1 A_SetTranslucent(.5, 1)
BOTT A 1 A_SetTranslucent(.4, 1)
BOTT A 1 A_SetTranslucent(.3, 1)
BOTT A 1 A_SetTranslucent(.2, 1)
BOTT A 1 A_SetTranslucent(.1, 1)
BOTT A 0 TeleportOther(52, 53, 0)
Goto See
BOTT A 0 A_Jump(204, 11)
BOTT A 1 A_SetTranslucent(.9, 1)
BOTT A 1 A_SetTranslucent(.8, 1)
BOTT A 1 A_SetTranslucent(.7, 1)
BOTT A 1 A_SetTranslucent(.6, 1)
BOTT A 1 A_SetTranslucent(.5, 1)
BOTT A 1 A_SetTranslucent(.4, 1)
BOTT A 1 A_SetTranslucent(.3, 1)
BOTT A 1 A_SetTranslucent(.2, 1)
BOTT A 1 A_SetTranslucent(.1, 1)
BOTT A 0 TeleportOther(52, 54, 0)
Goto See
BOTT A 0 A_Jump(153, 11)
BOTT A 1 A_SetTranslucent(.9, 1)
BOTT A 1 A_SetTranslucent(.8, 1)
BOTT A 1 A_SetTranslucent(.7, 1)
BOTT A 1 A_SetTranslucent(.6, 1)
BOTT A 1 A_SetTranslucent(.5, 1)
BOTT A 1 A_SetTranslucent(.4, 1)
BOTT A 1 A_SetTranslucent(.3, 1)
BOTT A 1 A_SetTranslucent(.2, 1)
BOTT A 1 A_SetTranslucent(.1, 1)
BOTT A 0 TeleportOther(52, 55, 0)
Goto See
BOTT A 0 A_Jump(204, 11)
BOTT A 1 A_SetTranslucent(.9, 1)
BOTT A 1 A_SetTranslucent(.8, 1)
BOTT A 1 A_SetTranslucent(.7, 1)
BOTT A 1 A_SetTranslucent(.6, 1)
BOTT A 1 A_SetTranslucent(.5, 1)
BOTT A 1 A_SetTranslucent(.4, 1)
BOTT A 1 A_SetTranslucent(.3, 1)
BOTT A 1 A_SetTranslucent(.2, 1)
BOTT A 1 A_SetTranslucent(.1, 1)
BOTT A 0 TeleportOther(52, 56, 0)
Goto See
BOTT A 0 A_Jump(153, 11)
BOTT A 1 A_SetTranslucent(.9, 1)
BOTT A 1 A_SetTranslucent(.8, 1)
BOTT A 1 A_SetTranslucent(.7, 1)
BOTT A 1 A_SetTranslucent(.6, 1)
BOTT A 1 A_SetTranslucent(.5, 1)
BOTT A 1 A_SetTranslucent(.4, 1)
BOTT A 1 A_SetTranslucent(.3, 1)
BOTT A 1 A_SetTranslucent(.2, 1)
BOTT A 1 A_SetTranslucent(.1, 1)
BOTT A 0 TeleportOther(52, 57, 0)
Goto See
BOTT A 0 A_Jump(204, 11)
BOTT A 1 A_SetTranslucent(.9, 1)
BOTT A 1 A_SetTranslucent(.8, 1)
BOTT A 1 A_SetTranslucent(.7, 1)
BOTT A 1 A_SetTranslucent(.6, 1)
BOTT A 1 A_SetTranslucent(.5, 1)
BOTT A 1 A_SetTranslucent(.4, 1)
BOTT A 1 A_SetTranslucent(.3, 1)
BOTT A 1 A_SetTranslucent(.2, 1)
BOTT A 1 A_SetTranslucent(.1, 1)
BOTT A 0 TeleportOther(52, 58, 0)
Goto See
BOTT A 0 A_Jump(153, 11)
BOTT A 1 A_SetTranslucent(.9, 1)
BOTT A 1 A_SetTranslucent(.8, 1)
BOTT A 1 A_SetTranslucent(.7, 1)
BOTT A 1 A_SetTranslucent(.6, 1)
BOTT A 1 A_SetTranslucent(.5, 1)
BOTT A 1 A_SetTranslucent(.4, 1)
BOTT A 1 A_SetTranslucent(.3, 1)
BOTT A 1 A_SetTranslucent(.2, 1)
BOTT A 1 A_SetTranslucent(.1, 1)
BOTT A 0 TeleportOther(52, 59, 0)
Goto See
BOTT A 0 A_Jump(204, 11)
BOTT A 1 A_SetTranslucent(.9, 1)
BOTT A 1 A_SetTranslucent(.8, 1)
BOTT A 1 A_SetTranslucent(.7, 1)
BOTT A 1 A_SetTranslucent(.6, 1)
BOTT A 1 A_SetTranslucent(.5, 1)
BOTT A 1 A_SetTranslucent(.4, 1)
BOTT A 1 A_SetTranslucent(.3, 1)
BOTT A 1 A_SetTranslucent(.2, 1)
BOTT A 1 A_SetTranslucent(.1, 1)
BOTT A 0 TeleportOther(52, 60, 0)
Goto See
BOTT A 0 A_Jump(128, 11)
BOTT A 1 A_SetTranslucent(.9, 1)
BOTT A 1 A_SetTranslucent(.8, 1)
BOTT A 1 A_SetTranslucent(.7, 1)
BOTT A 1 A_SetTranslucent(.6, 1)
BOTT A 1 A_SetTranslucent(.5, 1)
BOTT A 1 A_SetTranslucent(.4, 1)
BOTT A 1 A_SetTranslucent(.3, 1)
BOTT A 1 A_SetTranslucent(.2, 1)
BOTT A 1 A_SetTranslucent(.1, 1)
BOTT A 0 TeleportOther(52, 61, 0)
Goto See
BOTT A 8
Goto See
}
}
Actor BotShield
{
Speed 0
Height 180
Radius 90
+NoGravity
+NoClip
+FloorClip
+Shootable
+Invulnerable
+Reflective
RenderStyle Add
Alpha 0.5
Scale .85
States
{
Spawn:
BLKR A 2 BRIGHT
Stop
}
}
Actor BotRail
{
Speed 0
Damage 20
+IsMonster
+NoGravity
+NoBlockMap
+NoClip
RenderStyle Translucent
Alpha 0
Scale .01
States
{
Spawn:
BLKR A 0 A_FaceTarget
Goto See
See:
BLKR A 0 A_FaceTarget
Goto Missile
Missile:
BLKR A 0 A_FaceTarget
BLKR A 0 A_MonsterRail
Stop
}
}
Actor BotDebris
{
Speed 0
Damage 10
+IsMonster
+NoGravity
+NoBlockMap
+NoClip
RenderStyle Translucent
Alpha 0
Scale .01
States
{
Spawn:
BLKR A 0
Goto See
See:
BLKR A 0
Goto Missile
Missile:
BLKR A 0 A_SpawnDebris("BulletSpark")
Stop
}
}
Actor BotRocket : Rocket
{
+SeekerMissile
States
{
Spawn:
MISL A 4 A_SeekerMissile(5, 5)
Loop
}
}
ACTOR BulletSpark
{
Health 4
radius 3
height 6
speed .1
RenderStyle ADD
Alpha 1
Scale .1
Mass 0
+missile
+doombounce
+FLOORCLIP
+DONTSPLASH
States
{
SPRK A 1
SPRK ABCDA 1 Bright A_SetTranslucent(.8,1)
SPRK BCDABC 1 Bright A_SetTranslucent(.6,1)
SPRK DABCDABC 1 Bright A_SetTranslucent(.4,1)
SPRK DABCDABCDA 1 Bright A_SetTranslucent(.2,1)
Stop
}
}
Actor SonicAttack
{
Speed 10
Damage 1
Projectile
+Ripper
+StrifeDamage
RenderStyle Add
Alpha 1
Scale .5
States
{
Spawn:
SONC K 1 BRIGHT A_SetTranslucent(.2,1)
SONC J 1 BRIGHT A_SetTranslucent(.4,1)
SONC I 2 BRIGHT A_SetTranslucent(.6,1)
SONC H 2 BRIGHT A_SetTranslucent(.8,1)
SONC G 3 BRIGHT
SONC F 3 BRIGHT
SONC E 4 BRIGHT
SONC D 4 BRIGHT
SONC C 4 BRIGHT
SONC B 3 BRIGHT
SONC A 3 BRIGHT
SONC A 2 BRIGHT A_SetTranslucent(.8,1)
SONC A 2 BRIGHT A_SetTranslucent(.6,1)
SONC A 1 BRIGHT A_SetTranslucent(.4,1)
SONC A 1 BRIGHT A_SetTranslucent(.2,1)
Stop
}
}
Actor TestImp : DoomImp
{
Health 1000
States
{
Missile:
TROO G 1 A_FaceTarget
TROO G 1 A_CustomMissile("SonicAttack", 48, 16, 0)
Loop
}
}
Actor BotSpark
{
Speed 0
+IsMonster
+NoGravity
+NoClip
+NoBlockMap
RenderStyle Add
Alpha 0
Scale .01
States
{
Spawn:
BLKR A 0
Goto See
See:
BLKR A 0
Goto Missile
Missile:
BLKR A 0 A_Jump(128, 6)
BLKR A 0 A_CustomMissile("Spark1", 0, 0, 0)
BLKR A 0 A_CustomMissile("Spark2", 0, 0, -8)
BLKR A 0 A_CustomMissile("Spark3", 0, 0, 8)
BLKR A 0 A_CustomMissile("Spark1", 0, 0, -16)
BLKR A 0 A_CustomMissile("Spark2", 0, 0, 16)
Stop
BLKR A 0 A_Jump(128, 6)
BLKR A 0 A_CustomMissile("Spark2", 0, 0, 0)
BLKR A 0 A_CustomMissile("Spark3", 0, 0, -8)
BLKR A 0 A_CustomMissile("Spark1", 0, 0, 8)
BLKR A 0 A_CustomMissile("Spark2", 0, 0, -16)
BLKR A 0 A_CustomMissile("Spark3", 0, 0, 16)
Stop
BLKR A 0 A_CustomMissile("Spark3", 0, 0, 0)
BLKR A 0 A_CustomMissile("Spark1", 0, 0, -8)
BLKR A 0 A_CustomMissile("Spark2", 0, 0, 8)
BLKR A 0 A_CustomMissile("Spark3", 0, 0, -16)
BLKR A 0 A_CustomMissile("Spark1", 0, 0, 16)
Stop
}
}
Actor Spark1
{
Speed 3
+Missile
MissileType SparkTrail
MissileHeight 0
RenderStyle Add
Alpha 1
Scale .1
States
{
Spawn:
SPRK B 1 A_MissileAttack
Loop
Death:
SPRK B 1 A_SetTranslucent(.8,1)
SPRK C 1 A_SetTranslucent(.7,1)
SPRK D 1 A_SetTranslucent(.6,1)
SPRK E 1 A_SetTranslucent(.5,1)
SPRK F 1 A_SetTranslucent(.4,1)
SPRK G 1 A_SetTranslucent(.3,1)
SPRK H 1 A_SetTranslucent(.2,1)
Stop
}
}
Actor Spark2
{
Speed 5
+Missile
MissileType SparkTrail
MissileHeight 0
RenderStyle Add
Alpha 1
Scale .1
States
{
Spawn:
SPRK B 1 A_MissileAttack
Loop
Death:
SPRK B 1 A_SetTranslucent(.8,1)
SPRK C 1 A_SetTranslucent(.7,1)
SPRK D 1 A_SetTranslucent(.6,1)
SPRK E 1 A_SetTranslucent(.5,1)
SPRK F 1 A_SetTranslucent(.4,1)
SPRK G 1 A_SetTranslucent(.3,1)
SPRK H 1 A_SetTranslucent(.2,1)
Stop
}
}
Actor Spark3
{
Speed 7
+Missile
MissileType SparkTrail
MissileHeight 0
RenderStyle Add
Alpha 1
Scale .1
States
{
Spawn:
SPRK B 1 BRIGHT A_MissileAttack
Loop
Death:
SPRK B 1 BRIGHT A_SetTranslucent(.8,1)
SPRK C 1 BRIGHT A_SetTranslucent(.7,1)
SPRK D 1 BRIGHT A_SetTranslucent(.6,1)
SPRK E 1 BRIGHT A_SetTranslucent(.5,1)
SPRK F 1 BRIGHT A_SetTranslucent(.4,1)
SPRK G 1 BRIGHT A_SetTranslucent(.3,1)
SPRK H 1 BRIGHT A_SetTranslucent(.2,1)
Stop
}
}
Actor SparkTrail
{
Speed 0
+NoBlockMap
+NoGravity
RenderStyle Add
Alpha .8
Scale .1
States
{
Spawn:
SPRK C 1 BRIGHT A_SetTranslucent(.7,1)
SPRK D 1 BRIGHT A_SetTranslucent(.6,1)
SPRK E 1 BRIGHT A_SetTranslucent(.5,1)
SPRK F 1 BRIGHT A_SetTranslucent(.4,1)
SPRK G 1 BRIGHT A_SetTranslucent(.3,1)
SPRK H 1 BRIGHT A_SetTranslucent(.2,1)
Stop
}
}
[/spoiler]
Download:
http://solarsnow.drdteam.org/killbotbeta.rar
Significant update. Working with Talonos, Phobus, and other ZDCMP2 members, I've begun sharpening the Killbots behavior to better suit a more interactive boss fight.
[b]Added:[/b]
A new crippled phase. The bot slows down, sparks, and twiches once it's health has been depleted enough.
A new sonic attack. At close range, he has a chance of hitting his enemies with a shoulder mounted sonic weapon that rips through them with devistation!
Random teleporting! If this guy is taking heavy fire, he won't stick around for long. He has 9 different locations that can he can teleport to, to throw the player off.
[b]Still needs:[/b]
CustomMissile sprites.
Death sprites
Helper bots.
[b]Decorate:[/b]
[spoiler][code]Actor KillBot 3125
{
Health 5000
Height 180
Mass 7000
Radius 40
Speed 10
Damage 7
Monster
+FloatBob
+NoGravity
+NoBlood
PainChance 32
PainSound "killbot/pain"
States
{
Spawn:
BOTT A 1 A_Look
Loop
See:
BOTT A 0 A_ChangeFlag("FloatBob", 1)
BOTT A 0 A_ChangeFlag("NoGravity", 1)
BOTT A 0 A_UnSetInvulnerable
BOTT A 0 A_SetTranslucent(1,0)
BOTT A 0 A_JumpIfHealthLower(2000, 5)
BOTT A 0 A_Jump(4, 2)
BOTT A 2 A_Chase
Loop
BOTT A 0 A_Pain
BOTT A 2 A_Chase
Loop
BOTT A 0 A_Jump(64, 2)
BOTT A 4 A_Chase
Loop
BOTT A 0 A_Jump(128, 9)
BOTT A 0 A_PlaySound("world/spark1")
BOTT A 0 BRIGHT A_CustomMissile("Spark1", 120, 0, 0)
BOTT A 0 BRIGHT A_CustomMissile("Spark2", 120, 0, 8)
BOTT A 0 BRIGHT A_CustomMissile("Spark3", 120, 0, -8)
BOTT A 0 BRIGHT A_CustomMissile("Spark1", 120, 0, 16)
BOTT A 0 BRIGHT A_CustomMissile("Spark2", 120, 0, -16)
BOTT A 4
BOTT A 4 A_Chase
Loop
BOTT A 0 A_Jump(128, 11)
BOTT A 0 A_PlaySound("world/spark2")
BOTT A 0 BRIGHT A_CustomMissile("Spark2", 64, 16, 0)
BOTT A 0 BRIGHT A_CustomMissile("Spark3", 64, 16, 8)
BOTT A 0 BRIGHT A_CustomMissile("Spark1", 64, 16, -8)
BOTT A 0 BRIGHT A_CustomMissile("Spark2", 64, 16, 16)
BOTT A 0 BRIGHT A_CustomMissile("Spark3", 64, 16, -16)
BOTT ABC 4
BOTT A 4 A_Chase
Loop
BOTT A 0 A_PlaySound("world/spark3")
BOTT A 0 BRIGHT A_CustomMissile("Spark3", 96, -32, 0)
BOTT A 0 BRIGHT A_CustomMissile("Spark1", 96, -32, 8)
BOTT A 0 BRIGHT A_CustomMissile("Spark2", 96, -32, -8)
BOTT A 0 BRIGHT A_CustomMissile("Spark3", 96, -32, 16)
BOTT A 0 BRIGHT A_CustomMissile("Spark1", 96, -32, -16)
BOTT ADF 4
BOTT A 4 A_Chase
Loop
Missile:
BOTT A 0 A_ChangeFlag("FloatBob", 0)
BOTT A 0 A_JumpIfCloser(1216, 8)
BOTT A 8 A_FaceTarget
BOTT A 8 A_SpawnItem("BotRail", 0, 120, 0)
BOTT A 8 A_FaceTarget
BOTT A 8 A_SpawnItem("BotRail", 0, 120, 0)
BOTT A 8 A_FaceTarget
BOTT A 8 A_SpawnItem("BotRail", 0, 120, 0)
BOTT A 8
Goto See
BOTT B 0 A_JumpIfCloser(704, 18)
BOTT BC 4 A_FaceTarget
BOTT G 4 BRIGHT A_CustomMissile("BotRocket", 140, 40, 0)
BOTT C 4 A_FaceTarget
BOTT H 4 BRIGHT A_CustomMissile("BotRocket", 140, -40, 0)
BOTT C 4 A_FaceTarget
BOTT G 4 BRIGHT A_CustomMissile("BotRocket", 140, 40, 0)
BOTT C 4 A_FaceTarget
BOTT H 4 BRIGHT A_CustomMissile("BotRocket", 140, -40, 0)
BOTT C 4 A_FaceTarget
BOTT G 4 BRIGHT A_CustomMissile("BotRocket", 140, 40, 0)
BOTT C 4 A_FaceTarget
BOTT H 4 BRIGHT A_CustomMissile("BotRocket", 140, -40, 0)
BOTT C 4 A_FaceTarget
BOTT G 4 BRIGHT A_CustomMissile("BotRocket", 140, 40, 0)
BOTT C 4 A_FaceTarget
BOTT H 4 BRIGHT A_CustomMissile("BotRocket", 140, -40, 0)
Goto See
BOTT D 0 A_JumpIfCloser(384, 8)
BOTT D 2 A_FaceTarget
BOTT E 0 BRIGHT A_CposAttack
BOTT E 0 BRIGHT A_CposAttack
BOTT E 0 BRIGHT A_PlaySound("spider/attack")
BOTT E 2 BRIGHT
BOTT F 2 A_FaceTarget
BOTT F 0 A_SpidRefire
Goto Missile+30
BOTT A 0 A_Jump(128, 66)
BOTT A 0 A_PlaySound("lichflam")
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
BOTT A 1 BRIGHT A_FaceTarget
BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
Goto See
BOTT A 0
Goto Missile+29
Pain:
BOTT A 0 A_ChangeFlag("FloatBob", 0)
BOTT A 0 A_Jump(128, 4)
BOTT A 0 A_ChangeFlag("NoGravity", 0)
BOTT A 32
Goto See
BOTT A 0 A_SetInvulnerable
BOTT A 1 A_PlaySound("shldup")
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 1 A_FaceTarget
BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
BOTT A 0 A_Jump(128, 2)
BOTT A 0 A_FaceTarget
Goto Pain+6
BOTT A 0 A_PlaySound("shlddown")
BOTT A 0 A_Jump(128, 11)
BOTT A 1 A_SetTranslucent(.9, 1)
BOTT A 1 A_SetTranslucent(.8, 1)
BOTT A 1 A_SetTranslucent(.7, 1)
BOTT A 1 A_SetTranslucent(.6, 1)
BOTT A 1 A_SetTranslucent(.5, 1)
BOTT A 1 A_SetTranslucent(.4, 1)
BOTT A 1 A_SetTranslucent(.3, 1)
BOTT A 1 A_SetTranslucent(.2, 1)
BOTT A 1 A_SetTranslucent(.1, 1)
BOTT A 0 TeleportOther(52, 53, 0)
Goto See
BOTT A 0 A_Jump(204, 11)
BOTT A 1 A_SetTranslucent(.9, 1)
BOTT A 1 A_SetTranslucent(.8, 1)
BOTT A 1 A_SetTranslucent(.7, 1)
BOTT A 1 A_SetTranslucent(.6, 1)
BOTT A 1 A_SetTranslucent(.5, 1)
BOTT A 1 A_SetTranslucent(.4, 1)
BOTT A 1 A_SetTranslucent(.3, 1)
BOTT A 1 A_SetTranslucent(.2, 1)
BOTT A 1 A_SetTranslucent(.1, 1)
BOTT A 0 TeleportOther(52, 54, 0)
Goto See
BOTT A 0 A_Jump(153, 11)
BOTT A 1 A_SetTranslucent(.9, 1)
BOTT A 1 A_SetTranslucent(.8, 1)
BOTT A 1 A_SetTranslucent(.7, 1)
BOTT A 1 A_SetTranslucent(.6, 1)
BOTT A 1 A_SetTranslucent(.5, 1)
BOTT A 1 A_SetTranslucent(.4, 1)
BOTT A 1 A_SetTranslucent(.3, 1)
BOTT A 1 A_SetTranslucent(.2, 1)
BOTT A 1 A_SetTranslucent(.1, 1)
BOTT A 0 TeleportOther(52, 55, 0)
Goto See
BOTT A 0 A_Jump(204, 11)
BOTT A 1 A_SetTranslucent(.9, 1)
BOTT A 1 A_SetTranslucent(.8, 1)
BOTT A 1 A_SetTranslucent(.7, 1)
BOTT A 1 A_SetTranslucent(.6, 1)
BOTT A 1 A_SetTranslucent(.5, 1)
BOTT A 1 A_SetTranslucent(.4, 1)
BOTT A 1 A_SetTranslucent(.3, 1)
BOTT A 1 A_SetTranslucent(.2, 1)
BOTT A 1 A_SetTranslucent(.1, 1)
BOTT A 0 TeleportOther(52, 56, 0)
Goto See
BOTT A 0 A_Jump(153, 11)
BOTT A 1 A_SetTranslucent(.9, 1)
BOTT A 1 A_SetTranslucent(.8, 1)
BOTT A 1 A_SetTranslucent(.7, 1)
BOTT A 1 A_SetTranslucent(.6, 1)
BOTT A 1 A_SetTranslucent(.5, 1)
BOTT A 1 A_SetTranslucent(.4, 1)
BOTT A 1 A_SetTranslucent(.3, 1)
BOTT A 1 A_SetTranslucent(.2, 1)
BOTT A 1 A_SetTranslucent(.1, 1)
BOTT A 0 TeleportOther(52, 57, 0)
Goto See
BOTT A 0 A_Jump(204, 11)
BOTT A 1 A_SetTranslucent(.9, 1)
BOTT A 1 A_SetTranslucent(.8, 1)
BOTT A 1 A_SetTranslucent(.7, 1)
BOTT A 1 A_SetTranslucent(.6, 1)
BOTT A 1 A_SetTranslucent(.5, 1)
BOTT A 1 A_SetTranslucent(.4, 1)
BOTT A 1 A_SetTranslucent(.3, 1)
BOTT A 1 A_SetTranslucent(.2, 1)
BOTT A 1 A_SetTranslucent(.1, 1)
BOTT A 0 TeleportOther(52, 58, 0)
Goto See
BOTT A 0 A_Jump(153, 11)
BOTT A 1 A_SetTranslucent(.9, 1)
BOTT A 1 A_SetTranslucent(.8, 1)
BOTT A 1 A_SetTranslucent(.7, 1)
BOTT A 1 A_SetTranslucent(.6, 1)
BOTT A 1 A_SetTranslucent(.5, 1)
BOTT A 1 A_SetTranslucent(.4, 1)
BOTT A 1 A_SetTranslucent(.3, 1)
BOTT A 1 A_SetTranslucent(.2, 1)
BOTT A 1 A_SetTranslucent(.1, 1)
BOTT A 0 TeleportOther(52, 59, 0)
Goto See
BOTT A 0 A_Jump(204, 11)
BOTT A 1 A_SetTranslucent(.9, 1)
BOTT A 1 A_SetTranslucent(.8, 1)
BOTT A 1 A_SetTranslucent(.7, 1)
BOTT A 1 A_SetTranslucent(.6, 1)
BOTT A 1 A_SetTranslucent(.5, 1)
BOTT A 1 A_SetTranslucent(.4, 1)
BOTT A 1 A_SetTranslucent(.3, 1)
BOTT A 1 A_SetTranslucent(.2, 1)
BOTT A 1 A_SetTranslucent(.1, 1)
BOTT A 0 TeleportOther(52, 60, 0)
Goto See
BOTT A 0 A_Jump(128, 11)
BOTT A 1 A_SetTranslucent(.9, 1)
BOTT A 1 A_SetTranslucent(.8, 1)
BOTT A 1 A_SetTranslucent(.7, 1)
BOTT A 1 A_SetTranslucent(.6, 1)
BOTT A 1 A_SetTranslucent(.5, 1)
BOTT A 1 A_SetTranslucent(.4, 1)
BOTT A 1 A_SetTranslucent(.3, 1)
BOTT A 1 A_SetTranslucent(.2, 1)
BOTT A 1 A_SetTranslucent(.1, 1)
BOTT A 0 TeleportOther(52, 61, 0)
Goto See
BOTT A 8
Goto See
}
}
Actor BotShield
{
Speed 0
Height 180
Radius 90
+NoGravity
+NoClip
+FloorClip
+Shootable
+Invulnerable
+Reflective
RenderStyle Add
Alpha 0.5
Scale .85
States
{
Spawn:
BLKR A 2 BRIGHT
Stop
}
}
Actor BotRail
{
Speed 0
Damage 20
+IsMonster
+NoGravity
+NoBlockMap
+NoClip
RenderStyle Translucent
Alpha 0
Scale .01
States
{
Spawn:
BLKR A 0 A_FaceTarget
Goto See
See:
BLKR A 0 A_FaceTarget
Goto Missile
Missile:
BLKR A 0 A_FaceTarget
BLKR A 0 A_MonsterRail
Stop
}
}
Actor BotDebris
{
Speed 0
Damage 10
+IsMonster
+NoGravity
+NoBlockMap
+NoClip
RenderStyle Translucent
Alpha 0
Scale .01
States
{
Spawn:
BLKR A 0
Goto See
See:
BLKR A 0
Goto Missile
Missile:
BLKR A 0 A_SpawnDebris("BulletSpark")
Stop
}
}
Actor BotRocket : Rocket
{
+SeekerMissile
States
{
Spawn:
MISL A 4 A_SeekerMissile(5, 5)
Loop
}
}
ACTOR BulletSpark
{
Health 4
radius 3
height 6
speed .1
RenderStyle ADD
Alpha 1
Scale .1
Mass 0
+missile
+doombounce
+FLOORCLIP
+DONTSPLASH
States
{
SPRK A 1
SPRK ABCDA 1 Bright A_SetTranslucent(.8,1)
SPRK BCDABC 1 Bright A_SetTranslucent(.6,1)
SPRK DABCDABC 1 Bright A_SetTranslucent(.4,1)
SPRK DABCDABCDA 1 Bright A_SetTranslucent(.2,1)
Stop
}
}
Actor SonicAttack
{
Speed 10
Damage 1
Projectile
+Ripper
+StrifeDamage
RenderStyle Add
Alpha 1
Scale .5
States
{
Spawn:
SONC K 1 BRIGHT A_SetTranslucent(.2,1)
SONC J 1 BRIGHT A_SetTranslucent(.4,1)
SONC I 2 BRIGHT A_SetTranslucent(.6,1)
SONC H 2 BRIGHT A_SetTranslucent(.8,1)
SONC G 3 BRIGHT
SONC F 3 BRIGHT
SONC E 4 BRIGHT
SONC D 4 BRIGHT
SONC C 4 BRIGHT
SONC B 3 BRIGHT
SONC A 3 BRIGHT
SONC A 2 BRIGHT A_SetTranslucent(.8,1)
SONC A 2 BRIGHT A_SetTranslucent(.6,1)
SONC A 1 BRIGHT A_SetTranslucent(.4,1)
SONC A 1 BRIGHT A_SetTranslucent(.2,1)
Stop
}
}
Actor TestImp : DoomImp
{
Health 1000
States
{
Missile:
TROO G 1 A_FaceTarget
TROO G 1 A_CustomMissile("SonicAttack", 48, 16, 0)
Loop
}
}
Actor BotSpark
{
Speed 0
+IsMonster
+NoGravity
+NoClip
+NoBlockMap
RenderStyle Add
Alpha 0
Scale .01
States
{
Spawn:
BLKR A 0
Goto See
See:
BLKR A 0
Goto Missile
Missile:
BLKR A 0 A_Jump(128, 6)
BLKR A 0 A_CustomMissile("Spark1", 0, 0, 0)
BLKR A 0 A_CustomMissile("Spark2", 0, 0, -8)
BLKR A 0 A_CustomMissile("Spark3", 0, 0, 8)
BLKR A 0 A_CustomMissile("Spark1", 0, 0, -16)
BLKR A 0 A_CustomMissile("Spark2", 0, 0, 16)
Stop
BLKR A 0 A_Jump(128, 6)
BLKR A 0 A_CustomMissile("Spark2", 0, 0, 0)
BLKR A 0 A_CustomMissile("Spark3", 0, 0, -8)
BLKR A 0 A_CustomMissile("Spark1", 0, 0, 8)
BLKR A 0 A_CustomMissile("Spark2", 0, 0, -16)
BLKR A 0 A_CustomMissile("Spark3", 0, 0, 16)
Stop
BLKR A 0 A_CustomMissile("Spark3", 0, 0, 0)
BLKR A 0 A_CustomMissile("Spark1", 0, 0, -8)
BLKR A 0 A_CustomMissile("Spark2", 0, 0, 8)
BLKR A 0 A_CustomMissile("Spark3", 0, 0, -16)
BLKR A 0 A_CustomMissile("Spark1", 0, 0, 16)
Stop
}
}
Actor Spark1
{
Speed 3
+Missile
MissileType SparkTrail
MissileHeight 0
RenderStyle Add
Alpha 1
Scale .1
States
{
Spawn:
SPRK B 1 A_MissileAttack
Loop
Death:
SPRK B 1 A_SetTranslucent(.8,1)
SPRK C 1 A_SetTranslucent(.7,1)
SPRK D 1 A_SetTranslucent(.6,1)
SPRK E 1 A_SetTranslucent(.5,1)
SPRK F 1 A_SetTranslucent(.4,1)
SPRK G 1 A_SetTranslucent(.3,1)
SPRK H 1 A_SetTranslucent(.2,1)
Stop
}
}
Actor Spark2
{
Speed 5
+Missile
MissileType SparkTrail
MissileHeight 0
RenderStyle Add
Alpha 1
Scale .1
States
{
Spawn:
SPRK B 1 A_MissileAttack
Loop
Death:
SPRK B 1 A_SetTranslucent(.8,1)
SPRK C 1 A_SetTranslucent(.7,1)
SPRK D 1 A_SetTranslucent(.6,1)
SPRK E 1 A_SetTranslucent(.5,1)
SPRK F 1 A_SetTranslucent(.4,1)
SPRK G 1 A_SetTranslucent(.3,1)
SPRK H 1 A_SetTranslucent(.2,1)
Stop
}
}
Actor Spark3
{
Speed 7
+Missile
MissileType SparkTrail
MissileHeight 0
RenderStyle Add
Alpha 1
Scale .1
States
{
Spawn:
SPRK B 1 BRIGHT A_MissileAttack
Loop
Death:
SPRK B 1 BRIGHT A_SetTranslucent(.8,1)
SPRK C 1 BRIGHT A_SetTranslucent(.7,1)
SPRK D 1 BRIGHT A_SetTranslucent(.6,1)
SPRK E 1 BRIGHT A_SetTranslucent(.5,1)
SPRK F 1 BRIGHT A_SetTranslucent(.4,1)
SPRK G 1 BRIGHT A_SetTranslucent(.3,1)
SPRK H 1 BRIGHT A_SetTranslucent(.2,1)
Stop
}
}
Actor SparkTrail
{
Speed 0
+NoBlockMap
+NoGravity
RenderStyle Add
Alpha .8
Scale .1
States
{
Spawn:
SPRK C 1 BRIGHT A_SetTranslucent(.7,1)
SPRK D 1 BRIGHT A_SetTranslucent(.6,1)
SPRK E 1 BRIGHT A_SetTranslucent(.5,1)
SPRK F 1 BRIGHT A_SetTranslucent(.4,1)
SPRK G 1 BRIGHT A_SetTranslucent(.3,1)
SPRK H 1 BRIGHT A_SetTranslucent(.2,1)
Stop
}
}[/code][/spoiler]
[b]Download:[/b]
http://solarsnow.drdteam.org/killbotbeta.rar