well, I thought I'd place these somewhere, so here we are!
my stuff is just rehanded other things, but it keeps me sane to do these things...
so, use if you want (credit as usual)
(DL removed, PM for reupload)

Moderator: wildweasel
 
														
 
														 
														 
  
														 
														Code: Select all
ACTOR FAOC_MP : weapon 1338
{
	Game Doom
	Weapon.SelectionOrder 120
              Weapon.AmmoType1 "MPmag"
              Weapon.AmmoType2 "mprounds"
              Weapon.AmmoGive1 0
              Weapon.AmmoGive2 50
              Weapon.AmmoUse1 1
              Weapon.AmmoUse2 0
              attacksound "Weapons/mp"
                 +AMMO_OPTIONAL
	Inventory.PickupMessage "You got the machine pistol!"
	Obituary "%k turned %o into a fine paste with a machine pistol."
        decal bulletchip
	States
	{
         Ready:
                STMP A 0 A_JumpIfInventory("Imaccurate", 1, 7)
                STMP A 1 A_WeaponReady
                STMP A 0 A_JumpIfInventory("MPmag", 50, 2)
                STMP A 0 A_JumpIfInventory("Reloadme", 1, "Reload")
                STMP A 1 A_WeaponReady
                STMP A 0 A_WeaponReady
		goto ready
       //ACCURATE MODE:
                STMP S 0 A_JumpIfInventory("gimmenormal", 1, "ready")
                STMP S 1 A_WeaponReady
                STMP S 0 A_JumpIfInventory("MPmag", 50, 2)
                STMP S 0 A_JumpIfInventory("Reloadme", 1, "Reload")
                STMP S 1 A_WeaponReady
                STMP S 0 A_WeaponReady
                goto ready + 8
	Deselect:
		STMP A 1 A_Lower
		Loop
	Select:
		STMP A 1 A_Raise
		Loop
	Fire:
                STMP A 0 A_JumpIfNoAmmo("Thinkaboutit")
                STMP A 0 A_JumpIfInventory("Imaccurate", 1, "goodfire")               
		STMP B 3 A_FireBullets(9, 7, 1, 8, "bulletpuff", 1,0)
		STMP A 0 A_ReFire
		Goto Ready
	goodFire:
                STMP S 0 A_JumpIfNoAmmo("Thinkaboutit2")               
		STMP T 3 A_FireBullets(2, 2, 1, 14, "bulletpuff", 1,0)
		STMP UVU 3//gad that looks weird
		Goto Ready
	Thinkaboutit:
		STMP A 4 A_PlaySound("Pistol/Dryfire")
		Goto Ready
	Thinkaboutit2:
		STMP S 4 A_PlaySound("Pistol/Dryfire")
		Goto Ready + 8
	Hold:
                STMP A 0 A_JumpIfNoAmmo("Thinkaboutit")
		STMP B 3 A_FireBullets(9, 9, 1, 8, "bulletpuff", 1,0)
                STMP A 0 A_JumpIfNoAmmo("Thinkaboutit")
		STMP C 3 A_FireBullets(6, 5, 1, 8, "bulletpuff", 1,0)
		STMP A 0 A_ReFire
		Goto Ready
	AltFire:
                STMP A 0 A_jumpifInventory("Imaccurate",1,"normalfire")
                STMP A 0 A_giveInventory("Imaccurate",1)
                STMP A 0 A_takeInventory("gimmenormal",1)
                STMP PQRS 3
		Goto Ready
	normalfire:
                STMP A 0 A_jumpifInventory("gimmenormal",1,"altfire")
                STMP A 0 A_giveInventory("gimmenormal",1)
                STMP A 0 A_takeInventory("imaccurate",1)
                STMP SRQP 3
		Goto Ready
	Flash:
		STMP A 1 Bright A_Light1
		Goto LightDone
		STMP B 1 Bright A_Light1
		Goto LightDone
   Reload:
   STMP A 1
      STMP A 0 A_JumpIfInventory("MPmag", 50, "Ready")
      STMP A 0 A_JumpIfInventory("MPROUNDS", 1, 1)
      Goto Ready
      STMP D 3 A_PlaySound("mp/out")
      STMP EFGHIJK 3
	  ReloadWorking:
      STMP A 0 A_TakeInventory("MPROUNDS", 1) 
      STMP A 0 A_GiveInventory("MPmag", 1) 
      STMP A 0 A_JumpIfInventory("MPmag",50,2) 
      STMP A 0 A_JumpIfInventory("MPROUNDS",1,2) 
      STMP A 0
      Goto ReloadFinish
      STMP A 0
      Goto ReloadWorking
	  ReloadFinish:
      STMP L 3 A_PlaySound("mp/in")
	  STMP MNO 3
      Goto Ready
	Spawn:
		MACH A -1
		Stop
	}
}
ACTOR MPmag : Ammo 
{
   //$Category hiddenammo
   Inventory.MaxAmount 50
   Inventory.Icon MACHA0
}
// PistolClip --------------------------------------------------------------------
ACTOR MPROUNDS : ammo replaces clipbox
{
	Game Doom
	Inventory.PickupMessage "Picked up a 12mm clip"
	Inventory.Amount 50
	Inventory.MaxAmount 500
	Ammo.BackpackAmount 50
	Ammo.BackpackMaxAmount 500
	Inventory.Icon "MCH3A0"//for now
	States
	{
	Spawn:
		MACH A -1
		Stop
	}
}
ACTOR Imaccurate : PuzzleItem
{
   - INVBAR
   Inventory.Amount 1
   Inventory.MaxAmount 1
   Inventory.PickupMessage "You, sir, are a jackass"
}
ACTOR gimmenormal : PuzzleItem
{
   - INVBAR
   Inventory.Amount 1
   Inventory.MaxAmount 1
   Inventory.PickupMessage "It is Illegal to crap in garden shubs from the hours of 5pm to 5am. Thankyou."
}
actor MPaltpickup : CustomInventory 1340 //different looking pickup a military base type-thing-setting
{ 
  Game Doom
  SpawnID 133
  Inventory.MaxAmount 5
  Inventory.Icon "MCH3A0"
  inventory.pickupmessage "You got the machine pistol!"
  inventory.pickupsound "Misc/W_pickup"
	+FLOORCLIP
	-INVENTORY.INVBAR
	-INVENTORY.FANCYPICKUPSOUND
  states
  {
  Spawn:
    MCH3 A 10
    loop
  pICKUP:
    TNT1 A 0 A_GiveInventory("FAOC_MP")
    stop
  }
} 
														 
														 but I might be able to get more shots if there's another way to get hold of ps2 game shots that look clear...
  but I might be able to get more shots if there's another way to get hold of ps2 game shots that look clear... random thought, with a combination of thing_thrustz, thing_thrust and a small actor to use both in the opposite direction when a player touches it, would't soccer be possible(I'd love to play that multiplayer! )copyright me, you may use the idea provided you credit mortarion, you may also throw cardboard boxes at people from 12th story windows provided no harm comes to the target (C) Mortarion
 random thought, with a combination of thing_thrustz, thing_thrust and a small actor to use both in the opposite direction when a player touches it, would't soccer be possible(I'd love to play that multiplayer! )copyright me, you may use the idea provided you credit mortarion, you may also throw cardboard boxes at people from 12th story windows provided no harm comes to the target (C) MortarionCode: Select all
ACTOR FAOC_MP : weapon 1340
{
	Game Doom
	Weapon.SelectionOrder 119
              Weapon.AmmoType1 "grmag"
              Weapon.AmmoType2 "grrounds"
              Weapon.AmmoGive1 0
              Weapon.AmmoGive2 35
              Weapon.AmmoUse1 1
              Weapon.AmmoUse2 0
              attacksound "Weapons/gr"
                 +AMMO_OPTIONAL
	Inventory.PickupMessage "You got the gauss rifle!"
	Obituary "%k gave %o acupuncture Gauss style with a gauss rifle."
        decal bulletchip
	States
	{
         Ready:
                GSRL A 1 A_WeaponReady
                GSRL A 0 A_JumpIfInventory("grmag", 35, 2)
                GSRL A 0 A_JumpIfInventory("Reloadme", 1, "Reload")
                GSRL A 1 A_WeaponReady
		goto ready
	Deselect:
		GSRL A 1 A_Lower
		Loop
	Select:
		GSRL A 1 A_Raise
		Loop
	Fire:
                GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")
                GSRL A 0 A_JumpIfInventory("burstfiremode", 1, "burstfire") 
                GSRL A 0 A_JumpIfInventory("singleshotmode", 1, "singleshot")
		GSRL B 3 A_FireBullets(7, 8, 1, 6, "bulletpuff", 1,0)
                GSRL A 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
                GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")
                GSRL B 3 A_FireBullets(7, 6, 1, 6, "bulletpuff", 1,0)
                GSRL A 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
		Goto Ready
	burstFire:
                GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")               
		GSRL B 3 A_FireBullets(4, 5, 1, 7, "bulletpuff", 1,0)
                GSRL B 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
                GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")
                GSRL C 3 A_FireBullets(4, 3, 1, 7, "bulletpuff", 1,0)
                GSRL C 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
                GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")
                GSRL B 3 A_FireBullets(4, 6, 1, 7, "bulletpuff", 1,0)
                GSRL B 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
		GSRL A 12
		Goto Ready
	singleshotFire:
                GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")
		GSRL B 0 A_jump(127,3)//Random chance of using diff. frame                               
		GSRL B 3 A_FireBullets(3, 2, 1, 9, "bulletpuff", 1,0)
                GSRL B 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
		GSRL B 3 A_refire
               	GSRL C 3 A_FireBullets(3, 2, 1, 9, "bulletpuff", 1,0)
                GSRL C 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
		GSRL C 3 A_refire//to stop the gun firing full auto in this mode
		GSRL A 5
		Goto Ready
	Thinkaboutit:
		GSRL A 4 A_PlaySound("Pistol/Dryfire")
		Goto Ready
	Hold:
		GSRL A 10
		GSRL A 0 A_ReFire
		Goto Ready
	AltFire://change fire mode to burst...
                SWAP A 0 A_jumpifInventory("Burstfiremode",1,"mode2fire")
                SWAP A 0 A_giveInventory("Burstfiremode",1)
                SWAP A 0 A_Print("Burst fire")
                SWAP A 0 A_takeInventory("fullautomode",1)
                SWAP ABCDCBA 3
		Goto Ready
	MODE2fire://single shot...
                SWAP A 0 A_jumpifInventory("singleshotmode",1,"mode3fire")
                SWAP A 0 A_giveInventory("singleshotmode",1)
                SWAP A 0 A_Print("Single shot")
                SWAP A 0 A_takeInventory("Burstfiremode",1)
                SWAP ABCDCBA 3
		Goto Ready
	MODE3fire://full auto.
                SWAP A 0 A_jumpifInventory("fullautomode",1,"altfire")
                SWAP A 0 A_giveInventory("fullautomode",1)
                SWAP A 0 A_Print("Full Auto")
                SWAP A 0 A_takeInventory("singleshotmode",1)
                SWAP ABCDCBA 3
		Goto Ready
	Flash:
		GSRL A 1 Bright A_Light1
		Goto LightDone
		GSRL B 1 Bright A_Light1
		Goto LightDone
   Reload:
   GSRL A 1
      GSRL A 0 A_JumpIfInventory("grmag", 50, "Ready") // Is the clip already filled?
      GSRL A 0 A_JumpIfInventory("grROUNDS", 1, 1) // Does the player have any extra bullets?
      Goto Ready
      GSRL DEFGHI 3
      GSRL J 3 A_PlaySound("gr/out")
      GSRL J 0 A_FireCustomMissile("SpentClip3", 3, 0, 5, 0)
      GSRL JKLMNOPQRSTU 3// Here is where it starts getting complicated...
	  ReloadWorking:
      GSRL A 0 A_TakeInventory("grROUNDS", 1) // Exchange one spare bullet...
      GSRL A 0 A_GiveInventory("grmag", 1) // ... for one bullet in the gun.
      GSRL A 0 A_JumpIfInventory("grmag",50,2) // Is the clip filled yet?
      GSRL A 0 A_JumpIfInventory("grROUNDS",1,2) // Does the player still have ammo left to put in?
      GSRL A 0
      Goto ReloadFinish
      GSRL A 0
      Goto ReloadWorking
	  ReloadFinish: // Finish the animation.
      GSRL V 0 A_PlaySound("gr/in")
      GSRL VWXYZ 3
      GRSL Z 3 A_PlaySound("gr/tap")
      GRS2 ABCDE 2
      Goto Ready
	Spawn:
		GRIF A -1
		Stop
	}
}
ACTOR grmag : Ammo 
{
   //$Category hiddenammo
   Inventory.MaxAmount 35
   Inventory.Icon GRIFA0
}
// Gauss rifle Clip --------------------------------------------------------------------
ACTOR MPROUNDS : ammo 1341
{
	Game Doom
	Inventory.PickupMessage "Picked up a heavy ferro-mag clip"
	Inventory.Amount 35
	Inventory.MaxAmount 500
	Ammo.BackpackAmount 70
	Ammo.BackpackMaxAmount 500
	Inventory.Icon "HFERA0"
	States
	{
	Spawn:
		HFER A -1
		Stop
	}
}
ACTOR Burstfiremode : PuzzleItem
{
   - INVBAR
   Inventory.Amount 1
   Inventory.MaxAmount 1
   Inventory.PickupMessage "[Relinqou] 'wait, when's the weekend again?'"
}
ACTOR singleshotmode : PuzzleItem
{
   - INVBAR
   Inventory.Amount 1
   Inventory.MaxAmount 1
   Inventory.PickupMessage "[Mortarion] 'shouldnt you be doing somthing?'"
}
ACTOR fullautomode : PuzzleItem
{
   - INVBAR
   Inventory.Amount 1
   Inventory.MaxAmount 1
   Inventory.PickupMessage "[Sykesc] 'thats all well and good but the room service here is terrible!"
}
actor GRaltpickup : CustomInventory 1342 //different looking pickup a military base type-thing-setting
{ 
  Game Doom
  Inventory.MaxAmount 1
  Inventory.Icon ""
  inventory.pickupmessage "You got the Gauss rifle!"
  inventory.pickupsound "Misc/W_pickup"
	+FLOORCLIP
	-INVENTORY.INVBAR
	-INVENTORY.FANCYPICKUPSOUND
  states
  {
  Spawn:
    GRI2 A 10
    loop
  pICKUP:
    TNT1 A 0 A_GiveInventory("FAOC_GR")
    stop
  }
}  
														 
														 
														 
														 
														 
														 
														