Posted: Wed Sep 06, 2006 16:20
CODE!!!!! O_O Must read.....
What's that mean? I already posted it. It's the last post on the 6th page.Doomed Soul wrote:CODE!!!!! O_O Must read.....
Code: Select all
ACTOR CombatShotgun : Weapon replaces Shotgun
{
+AMMO_OPTIONAL
Obituary "%o's was pumped full of buckshot courtesy of %k's Combat Shotgun."
Inventory.Pickupmessage "You got the Combat Shotgun!"
AttackSound "weapons/shotgun"
Weapon.AmmoType "SHOTGUNCLIP"
Weapon.AmmoType2 "SHELL"
Weapon.AmmoGive 8
Weapon.AmmoGive2 0
Weapon.AmmoUse 1
Weapon.SelectionOrder 2500
States
{
Spawn:
SHOT A -1
LOOP
Ready:
SHTG A 1 A_WeaponReady
SHTG A 0 A_JumpIfInventory("IsReloading",1,2)
SHTG A 0
Loop
SHTG A 1
Goto Fire+9
Deselect:
SHTG A 1 A_Lower
Loop
Select:
SHTG A 1 A_Raise
Loop
Fire:
SHTG A 0 A_JumpIfNoAmmo(9)
SHTG A 0 BRIGHT A_GunFlash
SHTG A 7 A_FireBullets(7,8,15,5,0,1)
SHTG B 4
SHTG C 4
SHTG D 5
SHTG C 4
SHTG B 4
SHTG A 7
Goto Ready
SHTG A 1 A_Playsound("weapons/click")
//Reload:
SHTR A 0 A_JumpIfInventory("SHOTGUNCLIP",8,2)
SHTR A 0 A_JumpIfInventory("SHELLS",1,2)
Goto Ready
SHTR A 0
SHTG A 3
SHTG B 3
SHTR A 4
SHTR B 4 A_PlaySound("weapons/shotgunload")
SHTR B 0 A_GiveInventory("SHOTGUNCLIP",1)
SHTR B 0 A_TakeInventory("SHELL",1)
SHTR B 0 A_JumpIfInventory("SHOTGUNCLIP",8,4)
SHTR B 0 A_JumpIfInventory("SHELL",1,4)
SHTR C 4
SHTR D 5
SHTR A 3
Goto Fire+16
SHTG C 2 A_Playsound("weapons/sgcock")
SHTG D 3
SHTG C 2
SHTG B 2
SHTG A 0
Goto Ready
MAGR A 0
Goto Fire+22
Flash:
SHTF A 4 BRIGHT A_Light1
SHTF B 3 BRIGHT A_Light2
SHTF B 0 BRIGHT A_Light0
stop
}
}
Code: Select all
//Reload:
SHTR A 0 A_JumpIfInventory("SHOTGUNCLIP",8,2)
SHTR A 0 A_JumpIfInventory("SHELLS",1,2)
Goto Ready
SHTR A 0
SHTG A 3
SHTG B 3
SHTR A 4
SHTR B 4 A_PlaySound("weapons/shotgunload")
SHTR B 0 A_GiveInventory("SHOTGUNCLIP",1)
SHTR B 0 A_TakeInventory("SHELL",1)
SHTR B 0 A_JumpIfInventory("SHOTGUNCLIP",8,4)
SHTR B 0 A_JumpIfInventory("SHELL",1,4)
SHTR C 4 A_WeaponReady
SHTR D 5 A_WeaponReady
SHTR A 3 A_WeaponReady
Goto Fire+16
SHTG C 2 A_Playsound("weapons/sgcock")
SHTG D 3
SHTG C 2
SHTG B 2
SHTG A 0
Goto Ready
MAGR A 0
Goto Fire+22
Code: Select all
ACTOR Magnum : Weapon 14500
{
+NOAUTOFIRE
+AMMO_OPTIONAL
Obituary "%o's head was blown clean off by %k's .357 Magnum."
Inventory.Pickupmessage "You got the .357 Magnum!"
AttackSound "weapons/357"
Weapon.AmmoType "MAGNUMCLIP"
Weapon.AmmoType2 "MAGNUMAMMO"
Weapon.AmmoGive 6
Weapon.AmmoGive2 6
Weapon.AmmoUse 1
Weapon.SelectionOrder 5000
States
{
Spawn:
MAGN A -1
LOOP
Ready:
MAGG A 1 A_WeaponReady
MAGG A 0 A_JumpIfInventory("IsReloading",1,2)
MAGG A 0
Loop
MAGG A 1
Goto Fire+9
Deselect:
MAGG A 1 A_Lower
Loop
Select:
MAGG A 1 A_Raise
Loop
Fire:
MAGG A 0 A_JumpIfNoAmmo(7)
MAGG A 1 BRIGHT A_GunFlash
MAGG A 3 A_FireBullets(2,1,-1,25,0,1,0)
MAGG B 5
MAGG C 3
MAGG D 2
MAGG A 0
Goto Ready
MAGG A 1 A_Playsound("weapons/click")
//Reload:
MAGR A 0 A_JumpIfInventory("MAGNUMCLIP",6,2)
MAGR A 0 A_JumpIfInventory("MAGNUMAMMO",1,2)
MAGR A 0
Goto Ready
MAGR A 0
MAGR A 3
MAGR B 3
MAGR C 5 A_PlaySound("weapons/magnumopen")
MAGR D 1 A_PlaySound("weapons/magnumload1")
MAGR E 1
MAGR F 1
MAGR G 6
MAGR H 3
MAGR I 3 A_PlaySound("weapons/magnumload2")
MAGR I 0 A_GiveInventory("MAGNUMCLIP",1)
MAGR I 0 A_TakeInventory("MAGNUMAMMO",1)
MAGR I 0 A_JumpIfInventory("MAGNUMCLIP",6,2)
MAGR I 0 A_JumpIfInventory("MAGNUMAMMO",1,2)
MAGR J 3
MAGR K 3
MAGR L 3
MAGR M 4 A_PlaySound("weapons/magnumclose")
MAGR N 4
MAGR O 4
Goto Ready
MAGR A 0
Goto Fire+22
Flash:
MAGF A 2 BRIGHT A_Light1
MAGF A 0 BRIGHT A_Light0
stop
}
}
Code: Select all
ACTOR MolotovCocktails : Weapon 14888
{
Inventory.PickupMessage "Molotov Cocktails! Burn 'em all!"
Obituary "%o burned to death from %k's molotov cocktail."
Weapon.SelectionOrder 4600
Weapon.AmmoGive 3
Weapon.AmmoUse 1
Weapon.AmmoType "MOLOTOVS"
Inventory.PickupSound "weapons/molotovpickup"
+NOALERT
States
{
Spawn:
MOLO A -1
LOOP
Ready:
MOLI A 1 A_WeaponReady
LOOP
Deselect:
MOLI A 1 A_Lower
LOOP
Select:
MOLI A 1 A_Raise
LOOP
Fire:
MOLI A 0 A_JumpIfNoAmmo(1)
MOLI A 5 A_PlayWeaponSound ("weapons/lighterclose")
MOLI A 6
MOLI A 5 BRIGHT A_PlayWeaponSound ("weapons/lighterflick")
MOLI A 3
MOLI A 5 BRIGHT A_PlayWeaponSound ("weapons/lighterflick")
MOLI A 3 BRIGHT
MOLI B 2 BRIGHT
MOLI C 2 BRIGHT
MOLF A 2 BRIGHT
MOLF B 2 BRIGHT
MOLF C 2 BRIGHT
MOLF D 2 BRIGHT A_PlayWeaponSound("weapons/firestart")
MOLF E 2 BRIGHT A_Light1
MOLF F 2 BRIGHT
MOLF G 2 BRIGHT
MOLF H 2 BRIGHT
MOLF I 2 BRIGHT
MOLF J 2 BRIGHT
MOLF K 2 BRIGHT
MOLF L 2 BRIGHT
GREN G 0 A_Light0
GREN G 1 A_PlayWeaponSound("weapons/grenthrow")
GREN H 1 A_FireCustomMissile("Cocktail",-1,1,3,2)
GREN I 2
MOLI A 4
Goto Ready
AltFire:
MOLI A 0 A_JumpIfNoAmmo(1)
MOLI A 5 A_PlayWeaponSound ("weapons/lighterclose")
MOLI A 6
MOLI A 5 BRIGHT A_PlayWeaponSound ("weapons/lighterflick")
MOLI A 3
MOLI A 5 BRIGHT A_PlayWeaponSound ("weapons/lighterflick")
MOLI A 3 BRIGHT A_Light2
LITR A 3 BRIGHT
LITR ABCD 2 BRIGHT
LITR BCD 2 BRIGHT
LITR BCD 2 BRIGHT
LITR BCD 2 BRIGHT
LITR E 2 BRIGHT
LITR F 2 BRIGHT
LITR G 2 A_Light0
LITR G 2 BRIGHT A_PlayWeaponSound ("weapons/lighterclose")
LITR H 2
Goto Ready
}
}
ACTOR Cocktail
{
Obituary "%o burned to death from %k's molotov cocktail."
height 8
radius 6
damage 8
speed 25
ExplosionRadius 80
ExplosionDamage 50
deathsound "weapons/molotovexplode"
PROJECTILE
+GRENADETRAIL
+FIREDAMAGE
+RANDOMIZE
-NOGRAVITY
states
{
Spawn:
MCCK A 0 BRIGHT ThrustThingZ(0,5,0,1)
MCCK ABCDE 2 BRIGHT
loop
Death:
EXPL ABC 1 BRIGHT A_EXPLODE
EXPL C 0 BRIGHT A_FireCustomMissile("MolotovFire",30,30,0)
EXPL D 0 BRIGHT A_FireCustomMissile("MolotovFire",0,0,0)
EXPL C 0 BRIGHT A_FireCustomMissile("MolotovFire",30,-30,0)
EXPL DEF 1 BRIGHT A_EXPLODE
EXPL GHI 1 BRIGHT A_EXPLODE
EXPL J 0 A_Jump(191,1)
EXPL JKL 1 BRIGHT
EXPL MNOP 1 BRIGHT
EXPL QRSTUVW 1
stop
}
}
ACTOR MolotovFire
{
Obituary "%o got too close to %k's flames."
height 8
radius 8
damage 10
speed 0
seesound "weapons/fire"
ExplosionDamage 5
ExplosionRadius 64
PROJECTILE
+FIREDAMAGE
+RANDOMIZE
-NOGRAVITY
SCALE 5
states
{
Spawn:
FIR2 A 0 BRIGHT
FIR2 A 0 A_Explode
FIR2 A 0 A_Jump(191,1)
FIR2 ABC 2 BRIGHT
FIR2 C 0 A_CustomMissile("MolotovFire", 0, 30, 0)
FIR2 C 0 A_CustomMissile("MolotovFire", 0, 0, 0)
FIR2 C 0 A_CustomMissile("MolotovFire", 0, -30, 0)
FIR2 DEF 2 BRIGHT
FIR2 F 0 A_CustomMissile("MolotovFire", 0, 30, 0)
FIR2 F 0 A_CustomMissile("MolotovFire", 0, 0, 0)
FIR2 F 0 A_CustomMissile("MolotovFire", 0, -30, 0)
FIR2 GHI 2 BRIGHT
FIR2 I 0 A_CustomMissile("MolotovFire", 0, 30, 0)
FIR2 I 0 A_CustomMissile("MolotovFire", 0, 0, 0)
FIR2 I 0 A_CustomMissile("MolotovFire", 0, -30, 0)
FIR2 JKL 2 BRIGHT
FIR2 L 0 A_CustomMissile("MolotovFire", 0, 30, 0)
FIR2 L 0 A_CustomMissile("MolotovFire", 0, 0, 0)
FIR2 L 0 A_CustomMissile("MolotovFire", 0, -30, 0)
FIRD ABCDEF 2 BRIGHT
FIRD GHIJKL 2 BRIGHT
FIRD MNO 2 BRIGHT
stop
}
}