Code: Select all
Actor ZDFImpBall
{
SpawnId 10
Radius 6
Height 8
Speed 10
Damage 4
Renderstyle Add
SeeSound "imp/attack"
DeathSound "imp/shotx"
MissileType "ZDFImpBallTail"
MissileHeight 0
PROJECTILE
States
{
Spawn:
TNT1 A 1 A_CustomMissile("ZDFImpBallTail", 0, 0, 0)
Loop
Death:
TNT1 A 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
TNT1 B 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
TNT1 C 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
TNT1 D 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
TNT1 D 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
TNT1 E 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
TNT1 E 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
TNT1 E 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
TNT1 F 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
TNT1 F 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
TNT1 F 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
TNT1 G 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
TNT1 G 1
TNT1 H 1
TNT1 I 1
TNT1 J 1
TNT1 K 1
TNT1 L 1
Stop
}
}
Actor ZDFImpBallTail
{
+NoClip
+NoGravity
+Missile
Scale 0.35
RenderStyle Add
States
{
Spawn:
FIRE A 1 Bright A_SetTranslucent(0.96, 1)
FIRE B 1 Bright A_SetTranslucent(0.88, 1)
FIRE C 1 Bright A_SetTranslucent(0.8, 1)
FIRE D 1 Bright A_SetTranslucent(0.72, 1)
FIRE E 1 Bright A_SetTranslucent(0.64, 1)
FIRE F 1 Bright A_SetTranslucent(0.56, 1)
FIRE G 1 Bright A_SetTranslucent(0.48, 1)
FIRE H 1 Bright A_SetTranslucent(0.40, 1)
FIRE I 1 Bright A_SetTranslucent(0.32, 1)
FIRE J 1 Bright A_SetTranslucent(0.24, 1)
FIRE K 1 Bright A_SetTranslucent(0.16, 1)
FIRE L 1 Bright A_SetTranslucent(0.08, 1)
Stop
}
}
Actor ZDFImpBallExp
{
Speed 2
+NoCLip
+NoGravity
+Missile
States
{
Spawn:
TNT1 A 1 A_CustomMissile("FireA", 0, 0, 0)
TNT1 A 1 A_CustomMissile("FireB", 0, 0, 0)
TNT1 A 1 A_CustomMissile("FireC", 0, 0, 0)
TNT1 A 1 A_CustomMissile("FireD", 0, 0, 0)
TNT1 A 1 A_CustomMissile("FireE", 0, 0, 0)
TNT1 A 1 A_CustomMissile("FireF", 0, 0, 0)
TNT1 A 1 A_CustomMissile("FireG", 0, 0, 0)
TNT1 A 1 A_CustomMissile("FireH", 0, 0, 0)
TNT1 A 1 A_CustomMissile("FireI", 0, 0, 0)
TNT1 A 1 A_CustomMissile("FireJ", 0, 0, 0)
TNT1 A 1 A_CustomMissile("FireK", 0, 0, 0)
TNT1 A 1 A_CustomMissile("FireL", 0, 0, 0)
Stop
}
}
Actor FireA
{
+NoClip
+NoBlockMap
+NoGravity
+Missile
Scale 0.2
RenderStyle Add
States
{
Spawn:
FIRE A 12 Bright A_SetTranslucent(0.96, 1)
FIRE A 1 Bright A_SetTranslucent(0.88, 1)
FIRE A 1 Bright A_SetTranslucent(0.80, 1)
FIRE A 1 Bright A_SetTranslucent(0.72, 1)
FIRE A 1 Bright A_SetTranslucent(0.64, 1)
FIRE A 1 Bright A_SetTranslucent(0.56, 1)
FIRE A 1 Bright A_SetTranslucent(0.48, 1)
FIRE A 1 Bright A_SetTranslucent(0.40, 1)
FIRE A 1 Bright A_SetTranslucent(0.32, 1)
FIRE A 1 Bright A_SetTranslucent(0.24, 1)
FIRE A 1 Bright A_SetTranslucent(0.16, 1)
FIRE A 1 Bright A_SetTranslucent(0.08, 1)
Stop
}
}
Actor FireB
{
+NoClip
+NoBlockMap
+NoGravity
+Missile
Scale 0.2
RenderStyle Add
States
{
Spawn:
FIRE B 11 Bright A_SetTranslucent(0.96, 1)
FIRE B 1 Bright A_SetTranslucent(0.88, 1)
FIRE B 1 Bright A_SetTranslucent(0.80, 1)
FIRE B 1 Bright A_SetTranslucent(0.72, 1)
FIRE B 1 Bright A_SetTranslucent(0.64, 1)
FIRE B 1 Bright A_SetTranslucent(0.56, 1)
FIRE B 1 Bright A_SetTranslucent(0.48, 1)
FIRE B 1 Bright A_SetTranslucent(0.40, 1)
FIRE B 1 Bright A_SetTranslucent(0.32, 1)
FIRE B 1 Bright A_SetTranslucent(0.24, 1)
FIRE B 1 Bright A_SetTranslucent(0.16, 1)
FIRE B 1 Bright A_SetTranslucent(0.08, 1)
Stop
}
}
Actor FireC
{
+NoClip
+NoBlockMap
+NoGravity
+Missile
Scale 0.2
RenderStyle Add
States
{
Spawn:
FIRE C 10 Bright A_SetTranslucent(0.96, 1)
FIRE C 1 Bright A_SetTranslucent(0.88, 1)
FIRE C 1 Bright A_SetTranslucent(0.80, 1)
FIRE C 1 Bright A_SetTranslucent(0.72, 1)
FIRE C 1 Bright A_SetTranslucent(0.64, 1)
FIRE C 1 Bright A_SetTranslucent(0.56, 1)
FIRE C 1 Bright A_SetTranslucent(0.48, 1)
FIRE C 1 Bright A_SetTranslucent(0.40, 1)
FIRE C 1 Bright A_SetTranslucent(0.32, 1)
FIRE C 1 Bright A_SetTranslucent(0.24, 1)
FIRE C 1 Bright A_SetTranslucent(0.16, 1)
FIRE C 1 Bright A_SetTranslucent(0.08, 1)
Stop
}
}
Actor FireD
{
+NoClip
+NoBlockMap
+NoGravity
+Missile
Scale 0.2
RenderStyle Add
States
{
Spawn:
FIRE D 9 Bright A_SetTranslucent(0.96, 1)
FIRE D 1 Bright A_SetTranslucent(0.88, 1)
FIRE D 1 Bright A_SetTranslucent(0.80, 1)
FIRE D 1 Bright A_SetTranslucent(0.72, 1)
FIRE D 1 Bright A_SetTranslucent(0.64, 1)
FIRE D 1 Bright A_SetTranslucent(0.56, 1)
FIRE D 1 Bright A_SetTranslucent(0.48, 1)
FIRE D 1 Bright A_SetTranslucent(0.40, 1)
FIRE D 1 Bright A_SetTranslucent(0.32, 1)
FIRE D 1 Bright A_SetTranslucent(0.24, 1)
FIRE D 1 Bright A_SetTranslucent(0.16, 1)
FIRE D 1 Bright A_SetTranslucent(0.08, 1)
Stop
}
}
Actor FireE
{
+NoClip
+NoBlockMap
+NoGravity
+Missile
Scale 0.2
RenderStyle Add
States
{
Spawn:
FIRE E 8 Bright A_SetTranslucent(0.96, 1)
FIRE E 1 Bright A_SetTranslucent(0.88, 1)
FIRE E 1 Bright A_SetTranslucent(0.80, 1)
FIRE E 1 Bright A_SetTranslucent(0.72, 1)
FIRE E 1 Bright A_SetTranslucent(0.64, 1)
FIRE E 1 Bright A_SetTranslucent(0.56, 1)
FIRE E 1 Bright A_SetTranslucent(0.48, 1)
FIRE E 1 Bright A_SetTranslucent(0.40, 1)
FIRE E 1 Bright A_SetTranslucent(0.32, 1)
FIRE E 1 Bright A_SetTranslucent(0.24, 1)
FIRE E 1 Bright A_SetTranslucent(0.16, 1)
FIRE E 1 Bright A_SetTranslucent(0.08, 1)
Stop
}
}
Actor FireF
{
+NoClip
+NoBlockMap
+NoGravity
+Missile
Scale 0.2
RenderStyle Add
States
{
Spawn:
FIRE F 7 Bright A_SetTranslucent(0.96, 1)
FIRE F 1 Bright A_SetTranslucent(0.88, 1)
FIRE F 1 Bright A_SetTranslucent(0.80, 1)
FIRE F 1 Bright A_SetTranslucent(0.72, 1)
FIRE F 1 Bright A_SetTranslucent(0.64, 1)
FIRE F 1 Bright A_SetTranslucent(0.56, 1)
FIRE F 1 Bright A_SetTranslucent(0.48, 1)
FIRE F 1 Bright A_SetTranslucent(0.40, 1)
FIRE F 1 Bright A_SetTranslucent(0.32, 1)
FIRE F 1 Bright A_SetTranslucent(0.24, 1)
FIRE F 1 Bright A_SetTranslucent(0.16, 1)
FIRE F 1 Bright A_SetTranslucent(0.08, 1)
Stop
}
}
Actor FireG
{
+NoClip
+NoBlockMap
+NoGravity
+Missile
Scale 0.2
RenderStyle Add
States
{
Spawn:
FIRE G 6 Bright A_SetTranslucent(0.96, 1)
FIRE G 1 Bright A_SetTranslucent(0.88, 1)
FIRE G 1 Bright A_SetTranslucent(0.80, 1)
FIRE G 1 Bright A_SetTranslucent(0.72, 1)
FIRE G 1 Bright A_SetTranslucent(0.64, 1)
FIRE G 1 Bright A_SetTranslucent(0.56, 1)
FIRE G 1 Bright A_SetTranslucent(0.48, 1)
FIRE G 1 Bright A_SetTranslucent(0.40, 1)
FIRE G 1 Bright A_SetTranslucent(0.32, 1)
FIRE G 1 Bright A_SetTranslucent(0.24, 1)
FIRE G 1 Bright A_SetTranslucent(0.16, 1)
FIRE G 1 Bright A_SetTranslucent(0.08, 1)
Stop
}
}
Actor FireH
{
+NoClip
+NoBlockMap
+NoGravity
+Missile
Scale 0.2
RenderStyle Add
States
{
Spawn:
FIRE H 5 Bright A_SetTranslucent(0.96, 1)
FIRE H 1 Bright A_SetTranslucent(0.88, 1)
FIRE H 1 Bright A_SetTranslucent(0.80, 1)
FIRE H 1 Bright A_SetTranslucent(0.72, 1)
FIRE H 1 Bright A_SetTranslucent(0.64, 1)
FIRE H 1 Bright A_SetTranslucent(0.56, 1)
FIRE H 1 Bright A_SetTranslucent(0.48, 1)
FIRE H 1 Bright A_SetTranslucent(0.40, 1)
FIRE H 1 Bright A_SetTranslucent(0.32, 1)
FIRE H 1 Bright A_SetTranslucent(0.24, 1)
FIRE H 1 Bright A_SetTranslucent(0.16, 1)
FIRE H 1 Bright A_SetTranslucent(0.08, 1)
Stop
}
}
Actor FireI
{
+NoClip
+NoBlockMap
+NoGravity
+Missile
Scale 0.2
RenderStyle Add
States
{
Spawn:
FIRE I 4 Bright A_SetTranslucent(0.96, 1)
FIRE I 1 Bright A_SetTranslucent(0.88, 1)
FIRE I 1 Bright A_SetTranslucent(0.80, 1)
FIRE I 1 Bright A_SetTranslucent(0.72, 1)
FIRE I 1 Bright A_SetTranslucent(0.64, 1)
FIRE I 1 Bright A_SetTranslucent(0.56, 1)
FIRE I 1 Bright A_SetTranslucent(0.48, 1)
FIRE I 1 Bright A_SetTranslucent(0.40, 1)
FIRE I 1 Bright A_SetTranslucent(0.32, 1)
FIRE I 1 Bright A_SetTranslucent(0.24, 1)
FIRE I 1 Bright A_SetTranslucent(0.16, 1)
FIRE I 1 Bright A_SetTranslucent(0.08, 1)
Stop
}
}
Actor FireJ
{
+NoClip
+NoBlockMap
+NoGravity
+Missile
Scale 0.2
RenderStyle Add
States
{
Spawn:
FIRE J 3 Bright A_SetTranslucent(0.96, 1)
FIRE J 1 Bright A_SetTranslucent(0.88, 1)
FIRE J 1 Bright A_SetTranslucent(0.80, 1)
FIRE J 1 Bright A_SetTranslucent(0.72, 1)
FIRE J 1 Bright A_SetTranslucent(0.64, 1)
FIRE J 1 Bright A_SetTranslucent(0.56, 1)
FIRE J 1 Bright A_SetTranslucent(0.48, 1)
FIRE J 1 Bright A_SetTranslucent(0.40, 1)
FIRE J 1 Bright A_SetTranslucent(0.32, 1)
FIRE J 1 Bright A_SetTranslucent(0.24, 1)
FIRE J 1 Bright A_SetTranslucent(0.16, 1)
FIRE J 1 Bright A_SetTranslucent(0.08, 1)
Stop
}
}
Actor FireK
{
+NoClip
+NoBlockMap
+NoGravity
+Missile
Scale 0.2
RenderStyle Add
States
{
Spawn:
FIRE K 2 Bright A_SetTranslucent(0.96, 1)
FIRE K 1 Bright A_SetTranslucent(0.88, 1)
FIRE K 1 Bright A_SetTranslucent(0.80, 1)
FIRE K 1 Bright A_SetTranslucent(0.72, 1)
FIRE K 1 Bright A_SetTranslucent(0.64, 1)
FIRE K 1 Bright A_SetTranslucent(0.56, 1)
FIRE K 1 Bright A_SetTranslucent(0.48, 1)
FIRE K 1 Bright A_SetTranslucent(0.40, 1)
FIRE K 1 Bright A_SetTranslucent(0.32, 1)
FIRE K 1 Bright A_SetTranslucent(0.24, 1)
FIRE K 1 Bright A_SetTranslucent(0.16, 1)
FIRE K 1 Bright A_SetTranslucent(0.08, 1)
Stop
}
}
Actor FireL
{
+NoClip
+NoBlockMap
+NoGravity
+Missile
Scale 0.2
RenderStyle Add
States
{
Spawn:
FIRE L 1 Bright A_SetTranslucent(0.96, 1)
FIRE L 1 Bright A_SetTranslucent(0.88, 1)
FIRE L 1 Bright A_SetTranslucent(0.80, 1)
FIRE L 1 Bright A_SetTranslucent(0.72, 1)
FIRE L 1 Bright A_SetTranslucent(0.64, 1)
FIRE L 1 Bright A_SetTranslucent(0.56, 1)
FIRE L 1 Bright A_SetTranslucent(0.48, 1)
FIRE L 1 Bright A_SetTranslucent(0.40, 1)
FIRE L 1 Bright A_SetTranslucent(0.32, 1)
FIRE L 1 Bright A_SetTranslucent(0.24, 1)
FIRE L 1 Bright A_SetTranslucent(0.16, 1)
FIRE L 1 Bright A_SetTranslucent(0.08, 1)
Stop
}
}
Working.