Decorate Tutorials Maybe?
Posted: Fri Sep 02, 2005 9:36
Hey I was wondering if maybe you can make some tutorials explaining the mechanics behind Decorate based objects and weapons.
Killmur wrote:Looks more complicated than DDF.
Code: Select all
//===========================================================================
//
// Chaingun
//
//===========================================================================
ACTOR ChaingunTest : Weapon 2002
{
+AMMO_OPTIONAL
Health 3 // defines number of weapon pieces
Weapon.SelectionOrder 700
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You got the chaingun test!"
Weapon.AmmoType "Clip"
Weapon.AmmoGive 20
Weapon.AmmoUse 1
Weapon.AmmoType2 "RocketAmmo"
Weapon.AmmoGive2 20
Weapon.AmmoUse2 1
Weapon.Kickback 400
Weapon.YAdjust 40
AttackSound "weapons/chngun"
States
{
Spawn:
MGUN A -1
Loop
Ready:
CHGG A 1 A_WeaponReady
Loop
Deselect:
CHGG A 1 A_Lower
Loop
Select:
CHGG A 1 A_Raise
Loop
Fire:
CHGG A 4 A_FireCustomMissile("PlasmaBall")
CHGG A 4 A_FireCustomMissile("PlasmaBall",10,1)
CHGG A 4 A_FireCustomMissile("PlasmaBall",20,0)
CHGG B 0 A_ReFire
Goto Ready
AltFire:
CHGG A 4 A_FireCustomMissile("Rocket")
CHGG B 0 A_ReFire
Goto Ready
}
}
ACTOR SSDMiniCyberdemon 11443
{
Health 2000
Radius 40
Height 110
Mass 700
Speed 12
PainChance 20
Monster
+FLOORCLIP
ReactionTime 5
Scale 0.7
SeeSound "minicyber/sight"
PainSound "cyber/pain"
DeathSound "minicyber/death"
ActiveSound "cyber/active"
Obituary "%o was deep fried by a mini-cyberdemon."
Translation "16:31=226:231", "32:47=160:167", "168:179=226:231", "180:191=160:167",
"208:215=226:231", "216:223=160:167", "232:235=164:167"
BloodColor "ff d3 00"
States
{
Spawn:
CYBR AB 10 A_Look
Loop
See:
CYBR A 3 A_Hoof
CYBR ABBCC 3 A_Chase
CYBR D 3 A_Metal
CYBR D 3 A_Chase
Loop
Missile:
CYBR E 4 A_FaceTarget
CYBR F 2 A_BSpiAttack
CYBR E 2
CYBR F 2 A_SpidRefire
CYBR E 2
Goto Missile+1
Pain:
CYBR G 10 A_Pain
Goto See
Death:
CYBR H 10
CYBR I 10 A_Scream
CYBR JKL 10
CYBR M 10 A_Fall
CYBR NO 10
CYBR P 30
CYBR P -1
Stop
}
}
ACTOR MediPulse : Medikit
{
RenderStyle Translucent
+VISIBILITYPULSE
}
ACTOR TestShot : DoomImpBall
{
Decal Scorch
+ROCKETTRAIL
}
ACTOR TestShot2 : TestShot
{
States
{
Spawn:
BAL1 A 1 A_BishopMissileWeave
Loop
Death:
BAL1 A 3 A_BFGSpray("TeleportFog")
Stop
}
}
ACTOR TestShot3 : DoomImpBall
{
States
{
Spawn:
BAL1 A 1 A_CStaffMissileSlither
Loop
Death:
BAL1 A 3 A_Mushroom("DoomImpBall")
Stop
}
}
//===========================================================================
// Enhanced Enemies
//===========================================================================
ACTOR SSDEnhancedImp1 : DoomImp 11444
{
Health 150
GibHealth 10
Mass 120
ReactionTime 5
PainChance 133
Scale 1.2
SeeSound "ssdimp/sight"
DeathSound "ssdimp/death" //ogre_d
MeleeSound "ssdimp/melee"
HitObituary "%o was slashed by an enhanced imp."
Obituary "%o was burned by an enhanced imp."
MeleeDamage 4
Translation "64:71=156:159", "72:79=9:12"
+DONTHURTSPECIES
DropItem Drop
States
{
See:
TROO AABBCCDD 2 A_Chase
Loop
Melee:
TROO EF 5 A_FaceTarget
TROO G 5 A_MeleeAttack
Goto See
Missile:
TROO E 0 A_SetTranslucent(0.5)
TROO EF 5 A_FaceTarget
TROO G 0 A_PlaySound ("imp/attack")
TROO G 5 A_CustomMissile ("TestShot3", 40, 0, 0)
TROO E 0 A_SetTranslucent(1)
Goto See
Pain:
TROO H 2
TROO H 2 A_Pain
Goto See
Raise:
TROO M 8
TROO KLJI 8
Goto See
}
}
ACTOR SSDEnhancedImp2 : DoomImp 11445
{
Health 150
Mass 120
ReactionTime 5
PainChance 133
Scale 1.2
SeeSound "ssdimp/sight"
DeathSound "ssdimp/death" //ogre_d
MeleeSound "ssdimp/melee"
HitObituary "%o was slashed by an enhanced imp."
Obituary "%o was burned by an enhanced imp."
MeleeDamage 4
Translation "64:79=128:143"
+DONTHURTSPECIES
+REFLECTIVE
States
{
See:
TROO AABBCCDD 2 A_Chase
Loop
Melee:
TROO EF 5 A_FaceTarget
TROO G 5 A_MeleeAttack
Goto See
Missile:
TROO E 0 A_SetTranslucent(0.5, 1)
TROO EF 5 A_FaceTarget
TROO G 0 A_PlaySound ("imp/attack")
TROO G 5 A_CustomMissile ("TestShot3", 40, 0, 0)
TROO E 0 A_SetTranslucent(1)
Goto See
Pain:
TROO H 2
TROO H 2 A_Pain
Goto See
Raise:
TROO M 8
TROO KLJI 8
Goto See
}
}
ACTOR SSDEnhancedImp3 : DoomImp 11446
{
Health 150
Mass 120
ReactionTime 5
PainChance 133
Scale 1.2
SeeSound "ssdimp/sight"
DeathSound "ssdimp/death" //ogre_d
MeleeSound "ssdimp/melee"
HitObituary "%o was slashed by an enhanced imp."
Obituary "%o was burned by an enhanced imp."
MeleeDamage 4
Translation "64:79=128:143"
+REFLECTIVE +SHIELDREFLECT
States
{
See:
TROO AABBCCDD 2 A_Chase
Loop
Melee:
TROO EF 5 A_FaceTarget
TROO G 5 A_MeleeAttack
Goto See
Missile:
TROO E 0 A_SetTranslucent(1, 2)
TROO EF 5 A_FaceTarget
TROO G 0 A_PlaySound ("imp/attack")
TROO G 5 A_FatAttack1("DoomImpBall")
TROO G 5 A_FatAttack2("DoomImpBall")
TROO G 5 A_FatAttack3("DoomImpBall")
TROO E 0 A_SetTranslucent(1)
Goto See
Pain:
TROO H 2
TROO H 2 A_Pain
Goto See
Raise:
TROO M 8
TROO KLJI 8
Goto See
Death:
TROO E 4 A_FadeOut
Wait
}
}
ACTOR SSDSuicidalSoul : LostSoul 11446
{
Health 150
Mass 60
Damage 4
ExplosionDamage 90
ExplosionRadius 128
PainChance 256
ReactionTime 5
AttackSound "ssdsoul/attack"
DeathSound "ssdsoul/death"
Obituary "%o was blown up by a suicidal soul."
Translation "16:47=112:127", "160:167=112:127", "168:191=112:127",
"208:223=112:127", "232:235=124:127"
States
{
Spawn:
SKUL AB 10 BRIGHT A_Look
Loop
See:
SKUL AB 4 BRIGHT A_Chase
Loop
Melee:
SKUL F 0 BRIGHT A_PlaySound ("weapons/rocklx")
SKUL F 0 BRIGHT A_UnsetShootable
SKUL F 0 BRIGHT A_Explode
SKUL F 1 BRIGHT A_SetShootable
SKUL F 7 BRIGHT A_Die
Goto Death
Missile:
SKUL C 7 BRIGHT A_FaceTarget
SKUL D 4 BRIGHT A_SkullAttack
SKUL CD 1 BRIGHT
Goto See
Pain:
SKUL E 3 BRIGHT
SKUL E 3 BRIGHT A_Pain
Goto See
Death:
SKUL F 6 BRIGHT
SKUL G 6 BRIGHT A_Scream
SKUL H 6 BRIGHT
SKUL I 6 BRIGHT
SKUL J 6
SKUL K 6
Stop
}
}
ACTOR SSDEnhancedImp4 : DoomImp 11446
{
Health 150
Mass 120
ReactionTime 5
PainChance 133
Scale 1.2
SeeSound "ssdimp/sight"
DeathSound "ssdimp/death" //ogre_d
MeleeSound "ssdimp/melee"
HitObituary "%o was slashed by an enhanced imp."
Obituary "%o was burned by an enhanced imp."
MeleeDamage 4
Translation "64:79=128:143"
+REFLECTIVE +DEFLECT
States
{
See:
TROO AABBCCDD 2 A_Chase
Loop
Melee:
TROO EF 5 A_FaceTarget
TROO G 5 A_MeleeAttack
Goto See
Missile:
TROO EF 5 A_FaceTarget
TROO G 0 A_PlaySound ("imp/attack")
TROO G 5 A_PainAttack("SSDSuicidalSoul")
Goto See
Pain:
TROO H 2
TROO H 2 A_Pain
Goto See
Raise:
TROO M 8
TROO KLJI 8
Goto See
Death:
TROO E 4 A_SpawnDebris("Trash")
TROO E 4 A_CheckSight(1)
Wait
TROO E 1
Stop
}
}
ACTOR SSDEnhancedImp5 : DoomImp 11446
{
Health 150
Mass 120
ReactionTime 5
PainChance 133
Scale 1.2
SeeSound "ssdimp/sight"
DeathSound "ssdimp/death" //ogre_d
MeleeSound "ssdimp/melee"
AttackSound "baron/sight"
HitObituary "%o was slashed by an enhanced imp."
Obituary "%o was burned by an enhanced imp."
MeleeDamage 4
Translation "64:79=128:143"
+REFLECTIVE +DEFLECT
BloodColor "00 ff 00"
States
{
See:
TROO AABBCCDD 2 A_Chase
Loop
Melee:
TROO EF 5 A_FaceTarget
TROO G 5 A_MeleeAttack
Goto See
Missile:
TROO EF 5 A_FaceTarget
TROO G 0 A_MonsterRail
Goto See
Pain:
TROO H 2
TROO H 2 A_Pain
Goto See
Raise:
TROO M 8
TROO KLJI 8
Goto See
}
}
ACTOR SSDEnhancedImp6 : DoomImp 11446
{
Health 150
Mass 120
ReactionTime 5
PainChance 133
Scale 1.2
SeeSound "ssdimp/sight"
DeathSound "ssdimp/death" //ogre_d
MeleeSound "ssdimp/melee"
HitObituary "%o was slashed by an enhanced imp."
Obituary "%o was burned by an enhanced imp."
MeleeDamage 4
Translation "64:79=128:143"
+REFLECTIVE +DEFLECT
States
{
See:
TROO AABBCCDD 2 A_Chase
Loop
Melee:
TROO EF 5 A_FaceTarget
TROO G 5 A_MeleeAttack
Goto See
Missile:
TROO EF 5 A_FaceTarget
TROO G 0 A_MonsterRail
Goto See
Pain:
TROO H 2
TROO H 2 A_Pain
Goto See
Raise:
TROO M 8
TROO KLJI 8
Goto See
Crush:
BOSS I 0 A_SetTranslucent(0.99,0)
BOSS I 0 A_ChangeFlag("VISIBILITYPULSE", 1)
BOSS I -1
Stop
}
}
ACTOR Trash
{
Health 10
States
{
MEDI A -1
STIM A -1
SOUL A -1
RKEY A -1
BKEY A -1
YKEY A -1
RKEY A -1
BKEY A -1
YKEY A -1
PINS A -1
Stop
}
}
ACTOR Drop : Inventory
{
States
{
Drop:
TNT1 A 0 A_Print("A Door opened")
TNT1 A 2 Door_Open(2, 16)
Stop
}
}
ACTOR Test : Inventory
{
Inventory.MaxAmount 0
States
{
Spawn:
MEDI A -1
Pickup:
TNT1 A 0 A_Print("A Door opened")
TNT1 A 2 Door_Open(2, 16)
Fail
}
}
ACTOR Piece1 : WeaponPiece 10000
{
WeaponPiece.Number 1
WeaponPiece.Weapon ChaingunTest
Inventory.PickupMessage "Piece 1"
States
{
Spawn:
RKEY A -1
}
}
ACTOR Piece2 : WeaponPiece 10001
{
WeaponPiece.Number 2
WeaponPiece.Weapon ChaingunTest
Inventory.PickupMessage "Piece 2"
States
{
Spawn:
YKEY A -1
}
}
ACTOR Piece3 : WeaponPiece 10002
{
WeaponPiece.Number 3
WeaponPiece.Weapon ChaingunTest
Inventory.PickupMessage "Piece 3"
States
{
Spawn:
BKEY A -1
}
}
ACTOR Scroll5 : Inventory 30016
{
+FLOATBOB
+INVBAR
+FANCYPICKUPSOUND
Inventory.Amount 1
Inventory.MaxAmount 5
Inventory.Icon SCR5Z0
Inventory.PickupMessage "summon scroll"
States
{
Spawn:
SCR5 A -1
Stop
Use:
SCR5 A 1 A_SpawnItem("Demon1", 128, 0, 0)
Stop
}
}
ACTOR Pro1 : DoomImpBall
{
+EXTREMEDEATH
}
ACTOR Pro2 : DoomImpBall
{
+NOEXTREMEDEATH
Damage 200
}
ACTOR NoGibZombie : ZombieMan
{
GibHealth 500
}
Code: Select all
//===========================================================================
//
// Pulse pistol
//
//===========================================================================
ACTOR DHPulse : Weapon -1
{
Weapon.SelectionOrder 1900
Weapon.AmmoType DHClip
Weapon.AmmoUse 1
AttackSound "darkhour/pistol"
Weapon.AmmoGive 50
Inventory.Icon I_DHPuls
+WIMPY_WEAPON
Decal BulletChip
States
{
Ready:
DHW2 A 1 A_WeaponReady
Loop
Deselect:
DHW2 A 1 A_Lower
Loop
Select:
DHW2 A 1 A_Raise
Loop
Fire:
DHW2 B 4
DHW2 C 6 A_FireBullets(5.5, 0, 1, 5, "BulletPuff")
DHW2 C 4 A_Light1
DHW2 B 0 A_Light0
DHW2 B 5 A_ReFire
Goto Ready
}
}
Code: Select all
//===========================================================================
//
// Blaster
//
//===========================================================================
ACTOR DHBlaster : Weapon 10851
{
Weapon.SelectionOrder 1300
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You got the blaster!"
Weapon.AmmoType DHShell
Weapon.AmmoUse 1
Weapon.AmmoGive 20
AttackSound "darkhour/shotgun"
Inventory.Icon DHJ8A0
Decal BulletChip
States
{
Spawn:
DHJ8 A -1
Loop
Ready:
DHW3 A 1 A_WeaponReady
Loop
Deselect:
DHW3 A 1 A_Lower
Loop
Select:
DHW3 A 1 A_Raise
Loop
Fire:
DHW3 A 3
DHW3 A 0 A_GunFlash
DHW3 A 7 A_FireBullets(5.5, 0, 7, 5, "BulletPuff")
DHW3 BC 5
DHW3 B 4
DHW3 CB 5
DHW3 A 3
DHW3 A 7 A_ReFire
Goto Ready
Flash:
DHW3 E 4 BRIGHT A_Light1
DHW3 F 3 BRIGHT A_Light2
DHW3 F 0 A_Light0
Stop
}
}
Code: Select all
//===========================================================================
//
// Fusion cutter
//
//===========================================================================
ACTOR DHCutter : Weapon 10852
{
Weapon.SelectionOrder 800
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You got the Fusion Cutter!"
Weapon.AmmoType DHClip
Weapon.AmmoGive 20
Weapon.AmmoUse 1
Inventory.Icon DHJ9A0
AttackSound "darkhour/cutter"
Decal BulletChip
States
{
Spawn:
DHJ9 A -1
Loop
Ready:
DHW4 C 1 A_WeaponReady
Loop
Deselect:
DHW4 C 1 A_Lower
Loop
Select:
DHW4 C 1 A_Raise
Loop
Fire:
DHW4 C 0 A_GunFlash
DHW4 C 4 A_FireBullets(5.5, 0, 1, 5, "BulletPuff")
DHW4 D 4 A_FireBullets(5.5, 0, 1, 5, "BulletPuff")
DHW4 D 0 A_ReFire
Goto Ready
Flash:
DHW4 A 4 BRIGHT A_Light1
DHW4 B 5 BRIGHT A_Light2
DHW4 B 0 A_Light0
Stop
}
}
Code: Select all
//===========================================================================
//
// Rocket launcher
//
//===========================================================================
ACTOR DHLauncher : Weapon 10853
{
Weapon.SelectionOrder 2200
SpawnID 29
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You got the rocket launcher!"
Weapon.AmmoType RocketAmmo
Weapon.AmmoGive 2
Weapon.AmmoUse 1
Inventory.Icon DHJAA0
+Explosive
+NoAutoFire
States
{
Spawn:
DHJA A -1
Loop
Ready:
DHW5 E 1 A_WeaponReady
Loop
Deselect:
DHW5 E 1 A_Lower
Loop
Select:
DHW5 E 1 A_Raise
Loop
Fire:
DHW5 D 8 A_GunFlash
DHW5 D 12 A_FireCustomMissile("DHRocket")
DHW5 D 0 A_ReFire
Goto Ready
Flash:
DHW5 A 4 BRIGHT A_Light1
DHW5 B 4 BRIGHT
DHW5 AD 4 BRIGHT A_Light2
DHW5 A 0 A_Light0
Stop
}
}
Code: Select all
//===========================================================================
//
// Concussion rifle
//
//===========================================================================
ACTOR DHConcussion : Weapon 10856
{
Weapon.SelectionOrder 100
SpawnID 30
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You got the Concussion Rifle!"
Weapon.AmmoType DHCell
Weapon.AmmoGive 40
Weapon.AmmoUse 1
Inventory.Icon I_DHCONC
States
{
Spawn:
DHJC A -1
Loop
Ready:
DHW6 A 1 A_WeaponReady
Loop
Deselect:
DHW6 A 1 A_Lower
Loop
Select:
DHW6 A 1 A_Raise
Loop
Fire:
DHW6 A 0 A_GunFlash
DHW6 A 3 A_FireCustomMissile("DHPlasma")
DHW6 B 20 A_ReFire
Goto Ready
Flash:
DHW6 C 0 A_Jump(128,2)
DHW6 C 4 BRIGHT A_Light1
Goto Flash+3
DHW6 D 4 BRIGHT A_Light1
DHW6 D 0 A_Light0
Stop
}
}
Code: Select all
//===========================================================================
//
// Assault Cannon
//
//===========================================================================
ACTOR DHAssault : Weapon 10857
{
Weapon.SelectionOrder 1800
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You got the Assault Cannon!"
Weapon.AmmoType DHCell
Weapon.AmmoGive 40
Weapon.AmmoUse 40
Inventory.Icon DHJDA0
+NoAutoFire
States
{
Spawn:
DHJD A -1
Loop
Ready:
DHW7 A 1 A_WeaponReady
Loop
Deselect:
DHW7 A 1 A_Lower
Loop
Select:
DHW7 A 1 A_Raise
Loop
Fire:
DHW7 A 20 A_PlaySound("darkhour/assault")
DHW7 B 10 A_GunFlash
DHW7 B 10 A_FireCustomMissile("DHBlast")
DHW7 B 20 A_ReFire
Goto Ready
Flash:
DHW7 C 11 BRIGHT A_Light1
DHW7 C 6 BRIGHT A_Light2
DHW7 C 0 A_Light0
Stop
}
}