Re: Playerpawn error
Posted: Tue Jan 18, 2011 22:14
by wtg62
Here's the code for my new version of the player:
Actor RPGPlayer : Playerpawn
{
Player.Startitem "Newfist"
Player.Startitem "NewPistol"
Player.Startitem "Clip", 50
Player.RunHealth 30
Player.InvulnerabilityMode Reflective
Player.DamageScreenColor "DarkRed", 5.0
Player.ColorRange 112, 127
Player.Colorset 0, "Green", 0x70, 0x7F, 0x72
Player.Colorset 1, "Gray", 0x60, 0x6F, 0x62
Player.Colorset 2, "Brown", 0x40, 0x4F, 0x42
Player.Colorset 3, "Red", 0x20, 0x2F, 0x22
// Doom Legacy additions
Player.Colorset 4, "Light Gray", 0x58, 0x67, 0x5A
Player.Colorset 5, "Light Brown", 0x38, 0x47, 0x3A
Player.Colorset 6, "Light Red", 0xB0, 0xBF, 0xB2
Player.Colorset 7, "Light Blue", 0xC0, 0xCF, 0xC2
States
{
Spawn:
PLAY A -1
Loop
See:
PLAY ABCD 4
Loop
Missile:
PLAY E 12
Goto Spawn
Melee:
PLAY F 6 BRIGHT
Goto Missile
Pain:
PLAY G 4
PLAY G 4 A_Pain
Goto Spawn
Pain.Fire:
PLAY G 4 A_Spawnitem("Archvilefire")
PLAY G 4 A_Pain
Pain.WeakFire:
PLAY G 4
PLAY G 4 A_Pain
Goto Spawn
Death.Weakfire:
PLAY H 0 A_PlayerScream
PLAY H 4 A_Spawnitem("Fire1",random(0,56))
PLAY I 4 A_Spawnitem("Fire1",random(0,56))
PLAY J 4 A_Spawnitem("Fire1",random(0,56))
PLAY K 4 A_Spawnitem("Fire1",random(0,56))
PLAY L 4 A_Spawnitem("Fire1",random(0,56))
PLAY M 4 A_Spawnitem("Fire1",random(0,56))
PLAY N -1
stop
Xdeath.Weakfire:
Death.Fire:
PLAY N 0 A_Custommissile("BrainStem2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool1",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool3",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool4",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool5",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
MLTP A 0 A_Playsound("player/male/xdeath1")
MLTP A 4 A_Spawnitem("Fire1",random(0,56))
MLTP B 4 A_Spawnitem("Fire1",random(0,56))
MLTP C 4 A_Spawnitem("Fire1",random(0,56))
MLTP D 4 A_Spawnitem("Fire1",random(0,56))
MLTP E 4 A_Spawnitem("Fire1",random(0,56))
MLTP F 4 A_Spawnitem("Fire1",random(0,56))
MLTP G -1
stop
XDeath.Fire:
PLAY N 0 A_Custommissile("BrainStem2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool1",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool3",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool4",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool5",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
MLTP H 0 A_Playsound("player/male/xdeath1")
MLTP H 4 A_Spawnitem("Fire1",random(0,56))
MLTP I 4 A_Spawnitem("Fire1",random(0,56))
MLTP J 4 A_Spawnitem("Fire1",random(0,56))
MLTP K 4 A_Spawnitem("Fire1",random(0,56))
MLTP L 4 A_Spawnitem("Fire1",random(0,56))
MLTP M 4 A_Spawnitem("Fire1",random(0,56))
MLTP N 4 A_Spawnitem("Fire1",random(0,56))
MLTP O 4 A_Spawnitem("Fire1",random(0,56))
Xdeath.Fire2:
MLTP PQ 4 A_Spawnitem("Fire1",random(0,56))
Loop
Pain.Disintergrate:
PLAY G 1 A_fadeout(0.125,0)
PLAY G 1 A_fadeout(0.125,0)
PLAY G 1 A_fadeout(0.125,0)
PLAY G 1 A_fadeout(0.125,0)
PLAY G 0 A_Pain
PLAY G 1 A_fadein(0.125)
PLAY G 1 A_fadein(0.125)
PLAY G 1 A_fadein(0.125)
PLAY G 1 A_fadein(0.125)
goto spawn
Death.Disintegrate:
PLAY N 0 A_Custommissile("BrainStem2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool1",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool3",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool4",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool5",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
DISP A 0 A_Playsound("misc/gibbed")
DISP A 0 A_Spawndebris("Blood")
DISP A 0 A_Spawnitem("GreenArmor")
DISP A 0 A_Spawnitem("Marinehelmet",random(0,32),random(0,56))
DISP A 4 A_Fadeout(0.2)
DISP B 4 A_Fadeout(0.2)
DISP C 4 A_Fadeout(0.2)
DISP D 4 A_Fadeout(0.2)
DISP E 4 A_Fadeout(0.06)
DISP F 4 A_Fadeout(0.06)
DISP F 0 A_Fadeout(0.06)
DISP G -1
stop
XDeath.Disintegrate:
PLAY N 0 A_Custommissile("BrainStem2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool1",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool3",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool4",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool5",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
DISP H 0 A_Playsound("Misc/gibbed")
DISP H 0 A_Spawndebris("Blood")
DISP H 0 A_Spawnitem("GreenArmor")
DISP H 0 A_Spawnitem("Marinehelmet",random(0,32),random(0,56))
DISP H 0 A_XScream
DISP I 4 A_Fadeout(0.2)
DISP J 4 A_Fadeout(0.2)
DISP K 4 A_Fadeout(0.2)
DISP L 4 A_Fadeout(0.2)
DISP M 4 A_Fadeout(0.06)
DISP N 4 A_Fadeout(0.06)
DISP O 0 A_Fadeout(0.06)
DISP P -1
stop
Pain.Ice:
PLAY G 4 A_Playsound("misc/freeze")
PLAY G 4 A_Pain
PLAY G 4 A_Playsound("misc/icebreak")
goto spawn
Pain.Bfgsplash:
PLAY A 4 A_Spawnitem("Bfgextra")
PLAY A 4 A_Pain
goto spawn
Death.Bfgsplash:
BGSP A 0 A_Pain
BGSP A 4
Goto XDeath
Pain.Drowning:
PLAY GGGG 1 A_Spawnitem("Bubble")
PLAY G 4 A_Pain
goto spawn
Death.Drowning:
DRNP A 0 A_PlayerScream
DRNP A 4 A_Spawnitem("Bubble")
DRNP B 4
DRNP C 4 A_Spawnitem("Bubble")
DRNP D 4
DRNP E -1
Pain.Electric:
PLAY G 4
PLAY G 4 A_Pain
PLAY G 0 A_Spawnitem("Zap")
PLAY G 0 A_Spawnitem("Zap")
PLAY G 0 A_Spawnitem("Zap")
PLAY G 0 A_Spawnitem("Zap")
goto spawn
Death.Electric:
PLAY H 0 A_PlayerScream
PLAY H 0 A_Spawnitem("Zap")
PLAY H 0 A_Spawnitem("zap")
PLAY H 0 A_Spawnitem("Zap")
goto death
XDeath.Electric:
PLAY H 0 A_Spawnitem("Zap")
PLAY H 0 A_Spawnitem("zap")
PLAY H 0 A_Spawnitem("Zap")
goto xdeath
Pain.Plasma:
PLAY G 4 A_Spawnitem("Fire3",random(0,56))
PLAY G 4 A_Pain
Goto Spawn
Death.Plasma:
PLAY H 4 A_PlayerScream
PLAY I 4 A_Spawnitem("Fire3",random(0,56))
PLAY J 4 A_Noblocking
PLAY K 4 A_Spawnitem("Fire3",random(0,56))
PLAY L 4 A_Spawnitem("Fire3",random(0,56))
PLAY M 4 A_Spawnitem("Fire3",random(0,56))
PLAY N -1
Xdeath.Plasma:
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
goto xdeath
Pain.RevRocket:
PLAY G 4 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY G 4 A_Pain
Goto Spawn
Death.RevRocket:
PLAY H 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY H 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY H 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY H 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY H 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
Goto Death
XDeath.RevRocket:
PLAY O 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY O 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY O 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY O 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY O 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
Goto XDeath
XDeath1:
PLAY N 0 A_Custommissile("BrainStem2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool1",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool3",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool4",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool5",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY P 5 A_XScream
PLAY Q 5 A_NoBlocking
PLAY RSTUV 5
PLAY W -1
}
}