Code: Select all
ACTOR ArchHeinous
{
Health 3000
Radius 25
Height 70
Speed 15
Mass 1500
PainChance 20
Monster
+missileevenmore
+quicktoretaliate
SeeSound "vile/sight"
AttackSound "vile/attack"
PainSound "vile/pain"
DeathSound "vile/death"
ActiveSound "vile/active"
RenderStyle Translucent
Alpha 0.75
Scale 1.25
States
{
Spawn:
VILE AB 10 A_Look
Loop
See:
VILE AA 1 A_Chase
VILE A 0 A_CustomMissile("ArchGhostA", 0, 0, 0)
VILE BB 1 A_Chase
VILE B 0 A_CustomMissile("ArchGhostB", 0, 0, 0)
VILE CC 1 A_Chase
VILE C 0 A_CustomMissile("ArchGhostC", 0, 0, 0)
VILE DD 1 A_Chase
VILE D 0 A_CustomMissile("ArchGhostD", 0, 0, 0)
VILE AA 1 A_Chase
VILE A 0 A_CustomMissile("ArchGhostA", 0, 0, 0)
VILE BB 1 A_Chase
VILE B 0 A_CustomMissile("ArchGhostB", 0, 0, 0)
VILE CC 1 A_Chase
VILE C 0 A_CustomMissile("ArchGhostC", 0, 0, 0)
VILE DD 1 A_Chase
VILE D 0 A_CustomMissile("ArchGhostD", 0, 0, 0)
Loop
Missile:
VILE G 0 A_JumpIfCloser(600, 59)
VILE G 0 A_Jump(192, 8)
VILE G 8 BRIGHT A_FaceTarget
VILE G 0 BRIGHT A_PlaySound("vile/firestrt")
VILE G 1 BRIGHT A_CustomMissile("ArchMeteorSpawnerB", 144, 0, 0)
VILE I 8 BRIGHT A_FaceTarget
VILE J 0 BRIGHT A_PlaySound("skeleton/attack")
VILE J 2 BRIGHT A_CustomMissile("ArchMeteorB", 144, 0, 0)
VILE N 38 BRIGHT
Goto See
VILE G 0 A_Jump(64, 7)
VILE G 8 BRIGHT A_FaceTarget
VILE G 0 BRIGHT A_PlaySound("vile/firestrt")
VILE G 1 BRIGHT A_CustomMissile("FireOrbSpawner", 144, 0, 0)
VILE I 8 BRIGHT A_FaceTarget
VILE J 2 BRIGHT A_CustomMissile("FireOrb", 144, 0, 0)
VILE N 18 BRIGHT
Goto See
VILE G 7 BRIGHT A_FaceTarget
VILE G 0 BRIGHT A_PlaySound("CacoFlame/Attack")
VILE H 1 BRIGHT A_CustomMissile("MeteorPortalD", 189, 48, 0)
VILE H 7 BRIGHT
VILE I 1 BRIGHT A_CustomMissile("MeteorPortalC", 186, 44, 0)
VILE I 7 BRIGHT
VILE H 1 BRIGHT A_CustomMissile("MeteorPortalB", 181, 40, 0)
VILE H 7 BRIGHT
VILE I 1 BRIGHT A_CustomMissile("MeteorPortalA", 176, 32, 0)
VILE I 7 BRIGHT A_FaceTarget
VILE H 1 BRIGHT A_CustomMissile("Comet", 132, 0, 0)
VILE H 7 BRIGHT A_FaceTarget
VILE I 1 BRIGHT A_CustomMissile("Comet", 132, 0, -2)
VILE I 7 BRIGHT A_FaceTarget
VILE H 1 BRIGHT A_CustomMissile("Comet", 132, 0, 4)
VILE H 7 BRIGHT A_FaceTarget
VILE I 1 BRIGHT A_CustomMissile("Comet", 132, 0, -6)
VILE I 7 BRIGHT A_FaceTarget
VILE H 1 BRIGHT A_CustomMissile("Comet", 132, 0, 8)
VILE H 7 BRIGHT A_FaceTarget
VILE I 1 BRIGHT A_CustomMissile("Comet", 132, 0, -6)
VILE I 7 BRIGHT A_FaceTarget
VILE H 1 BRIGHT A_CustomMissile("Comet", 132, 0, 4)
VILE H 7 BRIGHT A_FaceTarget
VILE I 1 BRIGHT A_CustomMissile("Comet", 132, 0, -2)
VILE I 7 BRIGHT A_FaceTarget
VILE H 1 BRIGHT A_CustomMissile("Comet", 128, 0, 0)
VILE H 7 BRIGHT A_FaceTarget
VILE I 1 BRIGHT A_CustomMissile("Comet", 132, 0, 2)
VILE I 7 BRIGHT A_FaceTarget
VILE H 1 BRIGHT A_CustomMissile("Comet", 132, 0, -4)
VILE H 7 BRIGHT A_FaceTarget
VILE I 1 BRIGHT A_CustomMissile("Comet", 132, 0, 6)
VILE I 7 BRIGHT A_FaceTarget
VILE H 1 BRIGHT A_CustomMissile("Comet", 132, 0, -8)
VILE H 7 BRIGHT A_FaceTarget
VILE I 1 BRIGHT A_CustomMissile("Comet", 132, 0, 6)
VILE I 7 BRIGHT A_FaceTarget
VILE H 1 BRIGHT A_CustomMissile("Comet", 132, 0, -4)
VILE H 7 BRIGHT A_FaceTarget
VILE I 1 BRIGHT A_CustomMissile("Comet", 132, 0, 2)
VILE I 7 BRIGHT A_FaceTarget
VILE G 1 BRIGHT A_CustomMissile("Comet", 132, 0, 0)
Goto See
VILE G 0 A_JumpIfCloser(256, 8)
VILE G 8 BRIGHT A_FaceTarget
VILE G 0 BRIGHT A_PlaySound("vile/firestrt")
VILE G 1 BRIGHT A_CustomMissile("ArchMeteorSpawner", 128, 0, 0)
VILE I 8 BRIGHT A_FaceTarget
VILE J 0 BRIGHT A_PlaySound("skeleton/attack")
VILE J 2 BRIGHT A_CustomMissile("ArchMeteor", 128, 0, 0)
VILE N 18 BRIGHT
Goto See
VILI J 0 A_Jump(128, 37)
VILI J 4 BRIGHT A_FaceTarget
VILI N 0 A_PlaySound("misc/freeze")
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, 0)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, -2)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, -4)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, -6)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, -8)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, -6)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, -4)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, -2)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, 0)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, 2)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, 4)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, 6)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, 8)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, 6)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, 4)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, 2)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, 0)
VILI N 17 BRIGHT
Goto See
VILF J 0 A_Jump(128, 37)
VILF J 4 BRIGHT A_FaceTarget
VILF N 0 A_PlaySound("vile/firecrkl")
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, 0)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, -2)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, -4)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, -6)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, -8)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, -6)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, -4)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, -2)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, 0)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, 2)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, 4)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, 6)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, 8)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, 6)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, 4)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, 2)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, 0)
VILF N 17 BRIGHT
Goto See
VILD J 4 BRIGHT A_FaceTarget
VILD N 0 A_PlaySound("CacoFlame/Attack")
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, 0)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, -2)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, -4)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, -6)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, -8)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, -6)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, -4)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, -2)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, 0)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, 2)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, 4)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, 6)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, 8)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, 6)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, 4)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, 2)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, 0)
VILD N 17 BRIGHT
Goto See
Pain:
VILE Q 0 A_Jump(128, 3)
VILE Q 5
VILE Q 5 A_Pain
Goto See
VILD L 1 A_FaceTarget
VILD L 0 A_PlaySound("CacoFlame/Attack")
VILD L 0 A_SetInvulnerable
VILD L 0 A_SetReflective
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 0 A_UnSetReflective
VILD L 0 A_UnSetInvulnerable
VILD L 0 A_Jump(224, 1)
Goto Pain+5
VILD L 0
Goto See
Death:
VILE Q 7
VILE R 7 A_Scream
VILE S 7 A_NoBlocking
VILE TUVW 7
VILE XY 5
VILE Z -1
Stop
}
}
ACTOR ArchGhostA
{
Radius 4
Height 8
Speed 0
Damage 0
RenderStyle Translucent
Alpha 0.25
Projectile
+NoCLip
Scale 1.25
States
{
Spawn:
VILE A 10
Stop
}
}
ACTOR ArchGhostB : ArchGhostA
{
Scale 1.25
States
{
Spawn:
VILE B 10
Stop
}
}
ACTOR ArchGhostC : ArchghostA
{
Scale 1.25
States
{
Spawn:
VILE C 10
Stop
}
}
ACTOR ArchGhostD : ArchGhostA
{
Scale 1.25
States
{
Spawn:
VILE D 10
Stop
}
}
ACTOR ArchMeteorSpawner
{
Height 24
Radius 12
Speed 0
+Nogravity
+NoBlockMap
States
{
Spawn:
COMT HGFE 3 BRIGHT
Stop
}
}
ACTOR ArchMeteorSpawnerB
{
Height 24
Radius 12
Speed 0
+Nogravity
+NoBlockMap
Scale 2
States
{
Spawn:
COMT HGFE 3 BRIGHT
Stop
}
}
ACTOR ArchMeteor
{
Radius 12
Height 16
Speed 30
Damage 5
ExplosionDamage 40
ExplosionRadius 80
PROJECTILE
ExplosionDamage 20
ExplosionRadius 128
DeathSound "weapons/rocklx"
MissileType CometTailA
MissileHeight 0
States
{
Spawn:
COMT AAAABBBBCCCC 1 Bright A_MissileAttack
Loop
Death:
COMT D 0 A_Explode
COMT DEFGH 5 Bright
Stop
}
}
ACTOR ArchMeteorB
{
Radius 24
Height 32
Speed 15
Damage 15
Health 25
+Shootable
+NoGravity
+DropOff
+ActivateImpact
+ActivatePCross
+NoTeleport
+Missile
+SeekerMissile
+NoBlood
DeathSound "weapons/rocklx"
MissileType CometTailB
MissileHeight 0
ExplosionRadius 256
ExplosionDamage 50
Scale 2
States
{
Spawn:
COMT AAAABBBBCCCC 1 Bright A_SeekerMissile(5, 15)
Loop
Death:
COMT D 0 A_Explode
COMT D 0 Radius_Quake(5, 35, 0, 128, 6)
COMT DEFGH 5 Bright
Stop
}
}
ACTOR FireOrbSpawner
{
Height 24
Radius 12
Speed 0
+Nogravity
+NoBlockMap
RenderStyle Add
Alpha .5
Scale 2
States
{
Spawn:
FBL1 EDCB 3 BRIGHT
Stop
}
}
ACTOR FireOrb
{
Radius 16
Height 12
Speed 30
Damage 10
MissileType FireTrail
MissileHeight 0
Projectile
+FireDamage
RenderStyle Add
Alpha 0.5
SeeSound "skeleton/attack"
DeathSound "vile/firecrkl"
ExplosionDamage 30
ExplosionRadius 128
Scale 2
States
{
Spawn:
FBL1 A 1 BRIGHT A_MissileAttack
FBL1 A 1 BRIGHT A_MissileAttack
FBL1 B 1 BRIGHT A_MissileAttack
FBL1 B 1 BRIGHT A_MissileAttack
Loop
Death:
FBL1 C 0 BRIGHT A_Explode
FBL1 C 0 BRIGHT Radius_Quake(5, 35, 0, 128, 6)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, 0)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, 45)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, 90)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, 135)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, 180)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, -45)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, -90)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, -135)
FBL1 C 2 BRIGHT
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, 60)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, 105)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, 150)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, 195)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, -60)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, -105)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, -150)
FBL1 DE 4 BRIGHT
Stop
}
}
ACTOR IceTrail
{
Radius 8
Height 0
Speed 0
+Missile
+NoClip
+NoGravity
RenderStyle Translucent
ALPHA .25
Scale 1.5
States
{
Spawn:
IBL1 CDE 4 BRIGHT
Stop
}
}
ACTOR FireTrail
{
Radius 8
Height 0
Speed 0
+Missile
+NoClip
+NoGravity
RenderStyle Translucent
ALPHA .25
Scale 1.5
States
{
Spawn:
FBL1 CDE 4 BRIGHT
Stop
}
}
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 IceBlast
{
Radius 8
Height 0
Damage 2
Speed 15
+IceDamage
+Missile
+NoGravity
RenderStyle Add
Alpha .5
States
{
Spawn:
IBL1 BCCDDE 3 BRIGHT
Stop
Death:
IBL1 CDE 6 BRIGHT
Stop
}
}
ACTOR PoisonBlast
{
Radius 8
Height 0
Damage 2
Speed 15
+FireDamage
+Missile
+NoGravity
RenderStyle Add
Alpha 0.50
States
{
Spawn:
GBL1 BCCDDE 3 BRIGHT
Stop
Death:
GBL1 CDE 6 BRIGHT
Stop
}
}
ACTOR MeteorPortalA
{
Speed 0
Height 0
Radius 0
+Missile
+NoGravity
+NoBlockMap
RenderStyle Translucent
Alpha 0.25
Scale .5
States
{
Spawn:
PRTL A 160 A_FaceTarget
Stop
}
}
ACTOR MeteorPortalB : MeteorPortalA
{
Scale .6
States
{
Spawn:
PRTL A 160 A_FaceTarget
Stop
}
}
ACTOR MeteorPortalC : MeteorPortalA
{
Scale .7
States
{
Spawn:
PRTL A 160 A_FaceTarget
Stop
}
}
ACTOR MeteorPortalD : MeteorPortalA
{
Scale .75
States
{
Spawn:
PRTL A 160 A_FaceTarget
Stop
}
}
ACTOR Shield
{
Speed 0
Height 96
Radius 96
+NoGravity
+NoClip
+FloorClip
+Shootable
+Invulnerable
+Reflective
RenderStyle Add
Alpha 0.5
Scale 1.5
States
{
Spawn:
SHL1 A 2 BRIGHT
Stop
}
}
actor Comet
{
Radius 6
Height 8
Speed 15
Damage 5
ExplosionDamage 40
ExplosionRadius 80
Scale .55
PROJECTILE
ExplosionDamage 10
ExplosionRadius 128
SeeSound "comet/launch"
DeathSound "weapons/rocklx"
MissileType CometTail
MissileHeight 0
States
{
Spawn:
COMT AAAABBBBCCCC 1 Bright A_MissileAttack
Loop
Death:
COMT D 0 A_Explode
COMT D 3 Bright A_CustomMissile("CometDeathGlow", 0, 0, 0)
COMT E 3 Bright
COMT E 0 A_CustomMissile("CometDeath", 0, 0, 0)
Stop
}
}
actor CometTail
{
PROJECTILE
RENDERSTYLE ADD
+NOCLIP
ALPHA 0.4
States
{
Spawn:
FRTB ABCDEFGHI 1 Bright
Stop
}
}
actor CometDeath
{
PROJECTILE
RENDERSTYLE ADD
+NOCLIP
ALPHA 0.7
States
{
Spawn:
COMT FGHI 3 Bright
Stop
}
}
actor CometDeathGlow : CometTail
{
Scale 2.0
Alpha 0.6
States
{
Spawn:
FRTB ABCDEFGHI 3 Bright
Stop
}
}
actor ArchQuake 3124
{
Speed 30
+ismonster
+notarget
+noblockmap
+noclip
+quicktoretaliate
+invulnerable
+nogravity
RenderStyle Translucent
Alpha 0
Scale 0.1
States
{
Spawn:
SKUL A 1 A_Look
Loop
See:
SLUL A 1 A_FaceTarget
SKUL A 1 A_Chase
Loop
Missile:
SKUL A 0 A_JumpIfCloser(128, 1)
Goto See
SKUL A 1 A_FaceTarget
SKUL A 1 A_SpidRefire
Loop
}
}