This is only the Death sequence for the Mech. When it dies, it'll spawn the debris.
Code: Select all
Death:
FATT K 5
FATT L 5 A_Scream
FATT M 5
FATT N 5
FATT O 5
FATT PQ 5
FATT R 15
EXP3 A 0 A_PlaySound("weapons/boom")
EXP3 ABC 2 BRIGHT A_EXPLODE
EXP3 A 0 A_NoBlocking
EXP3 B 0 A_SPAWNITEMEX("MechDebris1", -9.0, 5.0, 2.0, 8.0, 10.0, 8.0, 4, 128)
EXP3 B 0 A_SPAWNITEMEX("MechDebris2", 7.0, 4.0, 3.0, 8.0, 10.0, 8.0, 4)
EXP3 B 0 A_SPAWNITEMEX("MechDebris2", -7.0, -4.0, -4.0, -8.0, -10.0, -8.0, 4)
EXP3 B 0 A_SPAWNITEMEX("MechDebris3", -5.0, -3.0, -4.0, -8.0, -10.0, -8.0, 4)
EXP3 B 0 A_SPAWNITEMEX("MechDebris3", 5.0, 3.0, 4.0, 8.0, 10.0, 8.0, 4)
EXP3 B 0 A_SPAWNITEMEX("MechDebris4", 9.0, 4.0, 2.0, 8.0, 10.0, 8.0, 4, 128)
EXP3 DEF 2 BRIGHT
EXP3 GHI 2 BRIGHT
EXP3 JK 2
EXP3 L 2 A_BossDeath
stop
}
}
Code: Select all
actor MechDebris1
{
height 6
radius 8
bouncecount 2
PROJECTILE
-NOGRAVITY
-NOBLOCKMAP
+HEXENBOUNCE
states
{
Spawn:
MDE1 ABCDABCDABCD 3
Death:
MDE1 D 0 A_NoBlocking
MDE1 D 200
stop
}
}