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- actor biafriends
- {
- +FRIENDLY
- Obituary "Helper=> %o"
- DamageType "Friendry"
- damagefactor "Friendry", 0
- }
- //*****************************************************
- // Friend:usmc
- //*****************************************************
- ACTOR US_Cap : biafriends
- {
- Health 190
- Radius 10
- Height 56
- Speed 20
- PainChance 2
- MaxStepHeight 32
- MaxDropoffHeight 32
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +PUSHABLE
- +NOBLOCKMONST
- +NOTARGET
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +FIXMAPTHINGPOS
- +NORADIUSDMG
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- seesound "USC/sight"
- AttackSound "MP5/shot"
- painsound "USC/pain"
- deathsound "USC/die"
- activesound "USC/sight"
- dropitem "FMP5" 256
- dropitem "dogtag1" 256
- States
- {
- Spawn:
- DPOS AB 10 A_Look
- Goto See
- See:
- DPOS AABBCCDD 3 A_Chase
- DPOS A 0 A_Jump(6,"giveammo")
- TNT1 A 0 A_Jump(64,"ClearTarget")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- giveammo:
- DPOS A 0 A_CustomMissile ("ammobag_us", 40, 30, 20, 2, 3)
- Goto See
- Missile:
- DPOS E 1 A_FaceTarget
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- DPOS E 0 A_Jump(8,"snipe")
- TNT1 E 0 A_custommissile("bia_gunflash",30,0)
- DPOS F 2 Bright A_CustomBulletAttack (2, 2, 1, 6, "BulletPuff")
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_P", 0, 30,0)
- DPOS E 1 A_CPosRefire
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- Goto Missile+1
- snipe:
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- DPOS E 10 A_FaceTarget
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- DPOS E 0 A_PlaySound("MP5/shot")
- TNT1 E 0 A_custommissile("bia_gunflash",30,0)
- DPOS F 1 Bright A_VileAttack("snipe/shot", 20, 15, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_P", 0, 30,0)
- DPOS E 5 A_CPosRefire
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- Goto Missile+1
- Pain:
- DPOS G 4
- DPOS G 4 A_Pain
- Goto See
- Death:
- DPOS H 8
- APOS I 7 A_Scream
- APOS J 7 A_Fall
- APOS K 7
- APOS L -1
- Stop
- }
- }
- ACTOR US_Marine : biafriends
- {
- Health 99
- Radius 10
- Height 56
- Speed 20
- PainChance 1
- MaxStepHeight 32
- MaxDropoffHeight 32
- DamageType "Friendry"
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOBLOCKMONST
- +NORADIUSDMG
- +NOTARGET
- +PUSHABLE
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- seesound "USM/look"
- AttackSound "USM/shot"
- painsound "USM/pain"
- deathsound "USM/die"
- activesound "USM/sight"
- dropitem "FM16" 256
- dropitem "dogtag3" 256
- States
- {
- Spawn:
- APOS AB 10 A_Look
- Goto See
- See:
- APOS AABBCCDD 3 A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- TNT1 A 0 A_Jump(5,"giveammo")
- Loop
- giveammo:
- APOS A 0 A_CustomMissile ("ammobag_us", 40, 30, 20, 2, 3)
- Goto See
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Missile:
- TNT1 A 0 A_custommissile("gunlaser",40,0,0)
- APOS E 1 A_FaceTarget
- TNT1 A 0 A_custommissile("gunlaser",40,0,0)
- APOS E 0 A_Jump(6,"snipe")
- TNT1 E 0 A_custommissile("bia_gunflash",30,0)
- APOS F 2 Bright A_CustomBulletAttack (3, 3, 1, 8, "BulletPuff")
- TNT1 A 0 A_custommissile("gunlaser",40,0,0)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- APOS E 1 A_CPosRefire
- TNT1 A 0 A_custommissile("gunlaser",40,0,0)
- Goto Missile+1
- snipe:
- TNT1 A 0 A_custommissile("gunlaser",40,0,0)
- APOS E 10 A_FaceTarget
- TNT1 A 0 A_custommissile("gunlaser",40,0,0)
- APOS E 0 A_PlaySound("USM/shot")
- TNT1 E 0 A_custommissile("bia_gunflash",30,0)
- APOS F 1 Bright A_VileAttack("snipe/shot", 20, 15, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- TNT1 A 0 A_custommissile("gunlaser",40,0,0)
- APOS E 5 A_CPosRefire
- TNT1 A 0 A_custommissile("gunlaser",40,0,0)
- Goto Missile+1
- Pain:
- APOS G 4
- APOS G 4 A_Pain
- Goto See
- Death:
- APOS H 7
- APOS I 7 A_Scream
- APOS J 7 A_Fall
- APOS K 7
- APOS L -1
- Stop
- }
- }
- //*****************************************************
- // friend weapons & dogtags
- //*****************************************************
- ACTOR FM94 : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Radius 15
- Height 16
- Inventory.PickupMessage "You got a friend's M94-rifle ammo"
- Inventory.PickupSound "none"
- States
- {
- Spawn:
- OTLW A -1
- Stop
- Pickup:
- TNT1 A 0 A_GiveInventory("shell", 8)
- Stop
- }
- }
- ACTOR FHMG : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Radius 15
- Height 16
- Inventory.PickupMessage "You got a friend's M1917-machinegun ammo"
- Inventory.PickupSound "none"
- States
- {
- Spawn:
- OTLW B -1
- Stop
- Pickup:
- TNT1 A 0 A_GiveInventory("clip", 100)
- Stop
- }
- }
- ACTOR FP220 : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Radius 15
- Height 16
- Inventory.PickupMessage "You got a friend's P220-pistol ammo"
- Inventory.PickupSound "none"
- scale 0.3
- States
- {
- Spawn:
- J220 A -1
- Stop
- Pickup:
- TNT1 A 0 A_GiveInventory("clip", 9)
- Stop
- }
- }
- ACTOR FAUG : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Radius 15
- Height 16
- Inventory.PickupMessage "You got a friend's AUG-rifle ammo"
- Inventory.PickupSound "none"
- States
- {
- Spawn:
- SAUG A -1
- Stop
- Pickup:
- TNT1 A 0 A_GiveInventory("clip", 30)
- Stop
- }
- }
- ACTOR FMG42 : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Radius 15
- Height 16
- Inventory.PickupMessage "You got a friend's MG42-machinegun ammo"
- Inventory.PickupSound "none"
- States
- {
- Spawn:
- M42N A -1
- Stop
- Pickup:
- TNT1 A 0 A_GiveInventory("clip", 100)
- Stop
- }
- }
- ACTOR FKAR : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Radius 15
- Height 16
- Inventory.PickupMessage "You got a friend's Kar98k-rifle ammo"
- Inventory.PickupSound "none"
- States
- {
- Spawn:
- KR98 A -1
- Stop
- Pickup:
- TNT1 A 0 A_GiveInventory("shell", 5)
- Stop
- }
- }
- ACTOR FG43 : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Radius 15
- Height 16
- Inventory.PickupMessage "You got a friend's Gewehr43-rifle ammo"
- Inventory.PickupSound "none"
- States
- {
- Spawn:
- GE43 A -1
- Stop
- Pickup:
- TNT1 A 0 A_GiveInventory("shell", 10)
- Stop
- }
- }
- ACTOR FM41 : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Radius 15
- Height 16
- Inventory.PickupMessage "You got a friend's M41A-rifle ammo"
- Inventory.PickupSound "none"
- States
- {
- Spawn:
- WC50 A -1
- Stop
- Pickup:
- TNT1 A 0 A_GiveInventory("cell", 99)
- Stop
- }
- }
- ACTOR FT89 : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Radius 15
- Height 16
- Inventory.PickupMessage "You got a Friend's T89-rifle ammo"
- Inventory.PickupSound "none"
- States
- {
- Spawn:
- WJDF B -1
- Stop
- Pickup:
- TNT1 A 0 A_GiveInventory("clip", 30)
- Stop
- }
- }
- ACTOR FT64 : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Radius 15
- Height 16
- Inventory.PickupMessage "You got a Friend's T64-rifle ammo"
- Inventory.PickupSound "none"
- States
- {
- Spawn:
- TP64 A -1
- Stop
- Pickup:
- TNT1 A 0 A_GiveInventory("shell", 20)
- Stop
- }
- }
- ACTOR FBIZON : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Radius 15
- Height 16
- Inventory.PickupMessage "You got a Friend's BIZON-SMG ammo"
- Inventory.PickupSound "none"
- States
- {
- Spawn:
- WB30 B -1
- Stop
- Pickup:
- TNT1 A 0 A_GiveInventory("clip", 64)
- Stop
- }
- }
- ACTOR FAK47 : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Radius 15
- Height 16
- Inventory.PickupMessage "You got a Friend's AK74-rifle ammo"
- Inventory.PickupSound "none"
- States
- {
- Spawn:
- WB40 A -1
- Stop
- Pickup:
- TNT1 A 0 A_GiveInventory("clip", 30)
- TNT1 A 0 A_GiveInventory("rocketammo", 2)
- Stop
- }
- }
- ACTOR FAN94 : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Radius 15
- Height 16
- Inventory.PickupMessage "You got a Friend's AN94-rifle ammo"
- Inventory.PickupSound "none"
- States
- {
- Spawn:
- ABKN A -1
- Stop
- Pickup:
- TNT1 A 0 A_GiveInventory("clip", 30)
- TNT1 A 0 A_GiveInventory("rocketammo", 1)
- Stop
- }
- }
- ACTOR FM16 : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Radius 15
- Height 16
- Inventory.PickupMessage "You got a friend's M16A2-rifle ammo"
- Inventory.PickupSound "none"
- States
- {
- Spawn:
- M16E A -1
- Stop
- Pickup:
- TNT1 A 0 A_GiveInventory("clip", 30)
- Stop
- }
- }
- ACTOR FMP5 : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Radius 15
- Height 16
- Inventory.PickupMessage "You got a Friend's MP5N-SMG ammo"
- Inventory.PickupSound "none"
- States
- {
- Spawn:
- MP5N A -1
- Stop
- Pickup:
- TNT1 A 0 A_GiveInventory("clip", 30)
- Stop
- }
- }
- ACTOR FWS12 : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Radius 15
- Height 16
- Inventory.PickupMessage "You got a Friend's WS12-shotgun ammo"
- Inventory.PickupSound "none"
- States
- {
- Spawn:
- WS12 A -1
- Stop
- Pickup:
- TNT1 A 0 A_GiveInventory("shell", 10)
- Stop
- }
- }
- Actor dogtag1 : BasicArmorPickup
- {
- +INVENTORY.ALWAYSPICKUP
- Radius 5
- Height 1
- Inventory.Pickupmessage "Picked up a dogtag...Goodbye friend..."
- Inventory.Icon "GRNEA0"
- Armor.Savepercent 80
- Armor.Saveamount 400
- Inventory.PickupSound "friend/die"
- States
- {
- Spawn:
- FKIA AB 15 bright
- loop
- Pickup:
- TNT1 A 20
- TNT1 A 0 A_PlaySound("friend/die")
- Stop
- }
- }
- Actor dogtag2 : BasicArmorPickup
- {
- +INVENTORY.ALWAYSPICKUP
- Radius 5
- Height 1
- Inventory.Pickupmessage "Picked up a dogtag...Goodbye friend..."
- Inventory.Icon "FRF2T0"
- Armor.Savepercent 65
- Armor.Saveamount 300
- Inventory.PickupSound "friend/die"
- States
- {
- Spawn:
- FKIA AB 15 bright
- loop
- Pickup:
- TNT1 A 20
- TNT1 A 0 A_PlaySound("friend/die")
- Stop
- }
- }
- Actor dogtag3 : BasicArmorBonus
- {
- Radius 5
- Height 1
- Inventory.Pickupmessage "Picked up a dogtag...Goodbye friend..."
- Inventory.Icon "BON2A0"
- Armor.Savepercent 40
- Armor.Saveamount 5
- Armor.Maxsaveamount 300
- Inventory.PickupSound "friend/die"
- +INVENTORY.ALWAYSPICKUP
- States
- {
- Spawn:
- TNT1 A 0 A_CheckSight ("Spawn2")
- FKIA AB 15 bright
- Loop
- Spawn2:
- FKIA AB 15 bright
- Goto Spawn
- }
- }
- //*****************************************************
- // Replaces
- //*****************************************************
- ACTOR LifeSphere : CustomInventory Replaces SoulSphere
- {
- +COUNTITEM
- +INVENTORY.ALWAYSPICKUP
- Inventory.PickupMessage "Soulsphere"
- Inventory.PickupSound "misc/p_pkup"
- States
- {
- Spawn:
- SOUL AAABBBCCCDDDCCCBBB 2 Bright
- Loop
- Pickup:
- TNT1 A 0 A_GiveInventory("SoulSphereHealth", 1)
- TNT1 A 0 A_GiveInventory("FriendSpawner_USMC", 1)
- TNT1 A 0 A_GiveInventory("FriendSpawner_USCM", 1)
- TNT1 A 0 A_GiveInventory("FriendSpawner_JSDF", 1)
- TNT1 A 0 A_GiveInventory("FriendSpawner_SWAT", 1)
- TNT1 A 0 A_GiveInventory("FriendSpawner_GIRL", 1)
- TNT1 A 0 A_GiveInventory("FriendSpawner_NAZIS", 1)
- TNT1 A 0 A_GiveInventory("FriendSpawner_SPEZ", 1)
- TNT1 A 0 A_GiveInventory("FriendSpawner_Outlaw", 1)
- TNT1 A 0 A_GiveInventory("FriendSpawner_SLDS", 1)
- TNT1 A 0 A_GiveInventory("FriendSpawner_HELI", 1)
- TNT1 A 0 A_GiveInventory("FriendSpawner_TANK", 1)
- TNT1 A 0 A_GiveInventory("FriendSpawner_FLYER", 1)
- TNT1 A 0 A_GiveInventory("FriendSpawner_Alien", 1)
- TNT1 A 0 A_GiveInventory("FriendSpawner_SLDS2", 1)
- TNT1 A 0 A_GiveInventory("FriendSpawner_DOOM", 1)
- Stop
- }
- }
- ACTOR EnergySphere : CustomInventory Replaces Megasphere
- {
- +COUNTITEM
- +INVENTORY.ALWAYSPICKUP
- Inventory.PickupMessage "Megasphere"
- Inventory.PickupSound "misc/p_pkup"
- States
- {
- Spawn:
- MEGA AABBCCDD 2 BRIGHT
- Loop
- Pickup:
- TNT1 A 0 A_GiveInventory("BlueArmorForMegasphere", 1)
- TNT1 AA 0 A_GiveInventory("SoulsphereHealth", 2)
- TNT1 A 0 A_GiveInventory("FriendSpawner_USMC", 2)
- TNT1 A 0 A_GiveInventory("FriendSpawner_USCM", 2)
- TNT1 A 0 A_GiveInventory("FriendSpawner_JSDF", 2)
- TNT1 A 0 A_GiveInventory("FriendSpawner_SWAT", 2)
- TNT1 A 0 A_GiveInventory("FriendSpawner_GIRL", 2)
- TNT1 A 0 A_GiveInventory("FriendSpawner_NAZIS", 2)
- TNT1 A 0 A_GiveInventory("FriendSpawner_SPEZ", 2)
- TNT1 A 0 A_GiveInventory("FriendSpawner_Outlaw", 2)
- TNT1 A 0 A_GiveInventory("FriendSpawner_HELI", 2)
- TNT1 A 0 A_GiveInventory("FriendSpawner_TANK", 2)
- TNT1 A 0 A_GiveInventory("FriendSpawner_SLDS", 2)
- TNT1 A 0 A_GiveInventory("FriendSpawner_FLYER", 2)
- TNT1 A 0 A_GiveInventory("FriendSpawner_Alien", 2)
- TNT1 A 0 A_GiveInventory("FriendSpawner_SLDS2", 1)
- TNT1 A 0 A_GiveInventory("FriendSpawner_DOOM", 1)
- TNT1 A 0 A_GiveInventory("FriendSpawner_AYAKA", 1)
- TNT1 A 0 A_GiveInventory("FriendSpawner_predator", 1)
- Stop
- }
- }
- ACTOR SoulSphereHealth : Health
- {
- Inventory.Amount 100
- Inventory.MaxAmount 300
- +INVENTORY.ALWAYSPICKUP
- }
- ACTOR HealthPlus : Health Replaces HealthBonus
- {
- Game Doom
- SpawnID 152
- +COUNTITEM
- +INVENTORY.ALWAYSPICKUP
- Inventory.Amount 1
- Inventory.MaxAmount 300
- Inventory.PickupMessage "$GOTHTHBONUS"
- States
- {
- Spawn:
- TNT1 A 0 A_CheckSight ("Spawn2")
- BON1 AAABBBCCCDDDCCCBBB 2
- Loop
- Spawn2:
- BON1 A 2
- Goto Spawn
- }
- }
- ACTOR Stimpack2 : Health Replaces Stimpack
- {
- Game Doom
- SpawnID 23
- Inventory.Amount 10
- Inventory.MaxAmount 150
- Inventory.PickupMessage "$GOTSTIM"
- States
- {
- Spawn:
- STIM A 2
- Loop
- }
- }
- ACTOR Medikit2 : Health Replaces Medikit
- {
- Game Doom
- SpawnID 24
- Inventory.Amount 25
- Inventory.MaxAmount 170
- Inventory.PickupMessage "$GOTMEDIKIT"
- Health.LowMessage 25, "$GOTMEDINEED"
- States
- {
- Spawn:
- MEDI A 2
- Loop
- }
- }
- Actor ArmorShard : BasicArmorBonus Replaces ArmorBonus
- {
- Game Doom
- SpawnID 22
- Radius 20
- Height 16
- Inventory.Pickupmessage "$GOTARMBONUS"
- Inventory.Icon "BON2A0"
- Armor.Savepercent 33.335
- Armor.Saveamount 2
- Armor.Maxsaveamount 200
- +COUNTITEM
- +INVENTORY.ALWAYSPICKUP
- States
- {
- Spawn:
- TNT1 A 0 A_CheckSight ("Spawn2")
- BON2 AAABBBCCCDDDCCCBBB 2
- Loop
- Spawn2:
- BON2 A 2
- Goto Spawn
- }
- }
- ACTOR helpers1 :HealthBonus replaces HealthBonus
- {
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 A 0 A_SpawnItem("HealthPlus",0,0)
- TNT1 A 0 A_Jump(128, 1, 2, 3, 4)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_USMC",0,0)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_JSDF",0,0)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_SWAT",0,0)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_NAZIS",0,0)
- Stop
- }
- }
- ACTOR helpers2 :BasicArmorBonus Replaces ArmorBonus
- {
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 A 0 A_SpawnItem("ArmorShard",0,0)
- TNT1 A 0 A_Jump(128, 1, 2, 3, 4)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_USCM",0,0)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_GIRL",0,0)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_SPEZ",0,0)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_Outlaw",0,0)
- Stop
- }
- }
- ACTOR helpers3 :Stimpack Replaces Stimpack
- {
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 A 0 A_SpawnItem("Stimpack2",0,0)
- TNT1 A 0 A_Jump(128, 1, 2, 3, 4, 5, 6, 7, 8, 9)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_USMC",0,0)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_SWAT",0,0)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_SPEZ",0,0)
- stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_JSDF",0,0)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_USCM",0,0)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_GIRL",0,0)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_NAZIS",0,0)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_Outlaw",0,0)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_Alien",0,0)
- stop
- }
- }
- ACTOR helpers4 :Medikit Replaces Medikit
- {
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 A 0 A_SpawnItem("Medikit2",0,0)
- TNT1 A 0 A_Jump(128, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_USMC", 1)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_USCM", 1)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_JSDF", 1)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_SWAT", 1)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_GIRL", 1)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_NAZIS", 1)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_SPEZ", 1)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_Outlaw", 1)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_SLDS",0,0)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_HELI",0,0)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_TANK",0,0)
- Stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_FLYER",0,0)
- stop
- TNT1 A 0 A_SpawnItem("FriendSpawner_Alien",0,0)
- stop
- }
- }
- //*****************************************************
- // Supplies
- //*****************************************************
- ACTOR HealthPlusX : Health
- {
- +INVENTORY.ALWAYSPICKUP
- Inventory.Amount 1
- Inventory.MaxAmount 999
- Inventory.PickupMessage "$GOTHTHBONUS"
- States
- {
- Spawn:
- TNT1 A 0 A_CheckSight ("Spawn2")
- BONX AAABBBCCCDDDCCCBBB 2
- Loop
- Spawn2:
- BONX A 2
- Goto Spawn
- }
- }
- Actor bonus_uscm : BasicArmorBonus
- {
- Radius 20
- Height 16
- Inventory.Pickupmessage "$GOTARMBONUS"
- Inventory.Icon "BON2A0"
- Armor.Savepercent 33.335
- Armor.Saveamount 2
- Armor.Maxsaveamount 500
- States
- {
- Spawn:
- TNT1 A 0 A_CheckSight ("Spawn2")
- ITMB AAABBBCCCDDDCCCBBB 2
- Loop
- Spawn2:
- ITMB A 2
- Goto Spawn
- }
- }
- ACTOR bonus_girl : Health
- {
- +INVENTORY.ALWAYSPICKUP
- Inventory.Amount 2
- Inventory.MaxAmount 500
- Inventory.PickupMessage "$GOTHTHBONUS"
- States
- {
- Spawn:
- TNT1 A 0 A_CheckSight ("Spawn2")
- HTM1 B 2
- Loop
- Spawn2:
- HTM1 B 2
- Goto Spawn
- }
- }
- ACTOR bonus_nagato : Health
- {
- +INVENTORY.ALWAYSPICKUP
- Inventory.Amount 2
- Inventory.MaxAmount 500
- Inventory.PickupMessage "$GOTHTHBONUS"
- States
- {
- Spawn:
- TNT1 A 0 A_CheckSight ("Spawn2")
- HTM2 B 2
- Loop
- Spawn2:
- HTM2 B 2
- Goto Spawn
- }
- }
- ACTOR bonus_nazis : Health
- {
- +INVENTORY.ALWAYSPICKUP
- Inventory.Amount 2
- Inventory.MaxAmount 500
- Inventory.PickupMessage "$GOTHTHBONUS"
- States
- {
- Spawn:
- TNT1 A 0 A_CheckSight ("Spawn2")
- HTM2 F 2
- Loop
- Spawn2:
- HTM2 F 2
- Goto Spawn
- }
- }
- ACTOR bonus_heli : Health
- {
- +INVENTORY.ALWAYSPICKUP
- Inventory.Amount 10
- Inventory.MaxAmount 500
- Inventory.PickupMessage "$GOTHTHBONUS"
- States
- {
- Spawn:
- TNT1 A 0 A_CheckSight ("Spawn2")
- BFOD A 2
- Loop
- Spawn2:
- BFOD A 2
- Goto Spawn
- }
- }
- ACTOR bonus_heli2 : CustomInventory
- {
- Radius 20
- Height 16
- +INVENTORY.ALWAYSPICKUP
- Inventory.PickupMessage "$GOTHTHBONUS"
- States
- {
- Spawn:
- ITM2 B 1
- Loop
- Pickup:
- TNT1 A 0 A_GiveInventory("bonus_jsdf", 1)
- TNT1 A 0 A_GiveInventory("bonus_jsdf", 1)
- TNT1 A 0 A_GiveInventory("bonus_jsdf", 1)
- TNT1 A 0 A_GiveInventory("bonus_jsdf", 1)
- TNT1 A 0 A_GiveInventory("bonus_jsdf", 1)
- TNT1 A 0 A_GiveInventory("bonus_nazis2", 1)
- TNT1 A 0 A_GiveInventory("bonus_nazis2", 1)
- TNT1 A 0 A_GiveInventory("bonus_nazis2", 1)
- TNT1 A 0 A_GiveInventory("bonus_nazis2", 1)
- TNT1 A 0 A_GiveInventory("bonus_nazis2", 1)
- Stop
- }
- }
- Actor bonus_nazis2 : BasicArmorBonus
- {
- Radius 20
- Height 16
- Inventory.Pickupmessage "$GOTARMBONUS"
- Inventory.Icon "BON2A0"
- Armor.Savepercent 33.335
- Armor.Saveamount 2
- Armor.Maxsaveamount 500
- +INVENTORY.ALWAYSPICKUP
- States
- {
- Spawn:
- TNT1 A 0 A_CheckSight ("Spawn2")
- CHUS A 2
- Loop
- Spawn2:
- CHUS A 2
- Goto Spawn
- }
- }
- ACTOR bonus_swats : Health
- {
- +INVENTORY.ALWAYSPICKUP
- Inventory.Amount 2
- Inventory.MaxAmount 500
- Inventory.PickupMessage "$GOTHTHBONUS"
- States
- {
- Spawn:
- TNT1 A 0 A_CheckSight ("Spawn2")
- HTM1 A 2
- Loop
- Spawn2:
- HTM1 A 2
- Goto Spawn
- }
- }
- ACTOR bonus_jsdf : Health
- {
- +INVENTORY.ALWAYSPICKUP
- Inventory.Amount 2
- Inventory.MaxAmount 500
- Inventory.PickupMessage "$GOTHTHBONUS"
- States
- {
- Spawn:
- TNT1 A 0 A_CheckSight ("Spawn2")
- ITM2 E 2
- Loop
- Spawn2:
- ITM2 E 2
- Goto Spawn
- }
- }
- ACTOR bonus_outlaw : Health
- {
- +INVENTORY.ALWAYSPICKUP
- Inventory.Amount 2
- Inventory.MaxAmount 500
- Inventory.PickupMessage "$GOTHTHBONUS"
- States
- {
- Spawn:
- TNT1 A 0 A_CheckSight ("Spawn2")
- HTM3 B 2
- Loop
- Spawn2:
- HTM3 B 2
- Goto Spawn
- }
- }
- Actor bonus_spez : BasicArmorBonus
- {
- Radius 20
- Height 16
- Inventory.Pickupmessage "$GOTARMBONUS"
- Inventory.Icon "BON2A0"
- Armor.Savepercent 33.335
- Armor.Saveamount 2
- Armor.Maxsaveamount 500
- +INVENTORY.ALWAYSPICKUP
- States
- {
- Spawn:
- TNT1 A 0 A_CheckSight ("Spawn2")
- VOKA A 2
- Loop
- Spawn2:
- VOKA A 2
- Goto Spawn
- }
- }
- ACTOR bonus_spez2 : Health
- {
- +INVENTORY.ALWAYSPICKUP
- Inventory.Amount 2
- Inventory.MaxAmount 500
- Inventory.PickupMessage "$GOTHTHBONUS"
- States
- {
- Spawn:
- TNT1 A 0 A_CheckSight ("Spawn2")
- HTM2 E 2
- Loop
- Spawn2:
- HTM2 E 2
- Goto Spawn
- }
- }
- Actor bonus_usagi : BasicArmorBonus
- {
- Radius 20
- Height 16
- Inventory.Pickupmessage "$GOTARMBONUS"
- Inventory.Icon "BON2A0"
- Armor.Savepercent 50
- Armor.Saveamount 1
- Armor.Maxsaveamount 500
- +INVENTORY.ALWAYSPICKUP
- States
- {
- Spawn:
- TNT1 A 0 A_CheckSight ("Spawn2")
- HTM1 C 2
- Loop
- Spawn2:
- HTM1 C 2
- Goto Spawn
- }
- }
- ACTOR bonus_us : Health
- {
- +INVENTORY.ALWAYSPICKUP
- Inventory.Amount 2
- Inventory.MaxAmount 500
- Inventory.PickupMessage "$GOTHTHBONUS"
- States
- {
- Spawn:
- TNT1 A 0 A_CheckSight ("Spawn2")
- HTM2 A 2
- Loop
- Spawn2:
- HTM2 A 2
- Goto Spawn
- }
- }
- actor ammobag_us
- {
- Health 1000
- Radius 1
- Height 1
- Speed 4
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +DOOMBOUNCE
- +BOUNCEONACTORS
- States
- {
- Spawn:
- AMBG A 60
- TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6, 7, 8, 9)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_us",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_us",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("clip",0,0)
- TNT1 A 0 A_SpawnItem("clip",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_us",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_us",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("clip",0,0)
- TNT1 A 0 A_SpawnItem("clip",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("handgrenade",0,0)
- Goto Death
- See:
- DDDD A 2
- Goto Death
- Death:
- DDDD A 1 A_Scream
- DDDD A 1 A_NoBlocking
- Stop
- }
- }
- actor ammobag_uscm
- {
- Health 1000
- Radius 1
- Height 1
- Speed 4
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +DOOMBOUNCE
- +BOUNCEONACTORS
- scale 0.5
- States
- {
- Spawn:
- SNTP A 60
- TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_uscm",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_uscm",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("cell",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_uscm",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_uscm",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_uscm",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_uscm",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_uscm",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_uscm",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("cell",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_uscm",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_uscm",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_uscm",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("cell",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_cellbox",0,0)
- Goto Death
- See:
- DDDD A 2
- Goto Death
- Death:
- DDDD A 1 A_Scream
- DDDD A 1 A_NoBlocking
- Stop
- }
- }
- actor ammobag_uscmcap
- {
- Health 1000
- Radius 1
- Height 1
- Speed 4
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +DOOMBOUNCE
- +BOUNCEONACTORS
- scale 0.5
- States
- {
- Spawn:
- SNTP A 60
- TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_uscm",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_uscm",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("cell",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("cell",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_uscm",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_uscm",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_uscm",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("cell",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("cell",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_uscm",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_uscm",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_uscm",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("lasergrenades",0,0)
- Goto Death
- See:
- DDDD A 2
- Goto Death
- Death:
- DDDD A 1 A_Scream
- DDDD A 1 A_NoBlocking
- Stop
- }
- }
- actor ammobag_swats
- {
- Health 1000
- Radius 1
- Height 1
- Speed 4
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +DOOMBOUNCE
- +BOUNCEONACTORS
- States
- {
- Spawn:
- SWBG A 60
- TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6, 7, 8, 9)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_swats",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_swats",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("clip",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_swats",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_swats",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("clip",0,0)
- TNT1 A 0 A_SpawnItem("clip",0,0)
- TNT1 A 0 A_SpawnItem("clip",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("stungrenades",0,0)
- Goto Death
- See:
- DDDD A 2
- Goto Death
- Death:
- DDDD A 1 A_Scream
- DDDD A 1 A_NoBlocking
- Stop
- }
- }
- actor ammobag_swatscap
- {
- Health 1000
- Radius 1
- Height 1
- Speed 4
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +DOOMBOUNCE
- +BOUNCEONACTORS
- States
- {
- Spawn:
- SWBG A 60
- TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_swats",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_swats",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_swats",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_swats",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_swats",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_swats",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_swats",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_swats",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_lav",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("stungrenades",0,0)
- Goto Death
- See:
- DDDD A 2
- Goto Death
- Death:
- DDDD A 1 A_Scream
- DDDD A 1 A_NoBlocking
- Stop
- }
- }
- actor ammobag_jsdf
- {
- Health 1000
- Radius 1
- Height 1
- Speed 4
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +DOOMBOUNCE
- +BOUNCEONACTORS
- scale 0.5
- States
- {
- Spawn:
- RUBG A 60
- TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_jsdf",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_jsdf",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_jsdf",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_jsdf",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("firegrenade",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("shell",0,0)
- Goto Death
- See:
- DDDD A 2
- Goto Death
- Death:
- DDDD A 1 A_Scream
- DDDD A 1 A_NoBlocking
- Stop
- }
- }
- actor ammobag_girl
- {
- Health 1000
- Radius 1
- Height 1
- Speed 4
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +DOOMBOUNCE
- +BOUNCEONACTORS
- States
- {
- Spawn:
- GLBG A 60
- TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_girl",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_girl",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("HealthPlusX",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("HealthPlusX",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("HealthPlusX",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("girl_aidkit",0,0)
- Goto Death
- See:
- DDDD A 2
- Goto Death
- Death:
- DDDD A 1 A_Scream
- DDDD A 1 A_NoBlocking
- Stop
- }
- }
- actor ammobag_nagato
- {
- Health 1000
- Radius 1
- Height 1
- Speed 4
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +DOOMBOUNCE
- +BOUNCEONACTORS
- scale 0.7
- States
- {
- Spawn:
- NGTB A 60
- TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6, 7, 8)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_nagato",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_nagato",0,0)
- TNT1 A 0 A_SpawnItem("bonus_nagato",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_nagato",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_nagato",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_nagato",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("stealth_armor",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("NGT_knifes",0,0)
- Goto Death
- See:
- DDDD A 2
- Goto Death
- Death:
- DDDD A 1 A_Scream
- DDDD A 1 A_NoBlocking
- Stop
- }
- }
- actor ammobag_rena
- {
- Health 1000
- Radius 1
- Height 1
- Speed 4
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +DOOMBOUNCE
- +BOUNCEONACTORS
- States
- {
- Spawn:
- RNBG A 60
- TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6, 7, 8, 9)
- Goto Death
- TNT1 A 0 A_SpawnItem("shell",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("shell",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("shell",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("shell",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("shell",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("shell",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("firegrenade",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("radboots",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("shell",0,0)
- Goto Death
- See:
- DDDD A 2
- Goto Death
- Death:
- DDDD A 1 A_Scream
- DDDD A 1 A_NoBlocking
- Stop
- }
- }
- actor ammobag_outlaw
- {
- Health 1000
- Radius 1
- Height 1
- Speed 4
- scale 0.7
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +DOOMBOUNCE
- +BOUNCEONACTORS
- States
- {
- Spawn:
- BRK8 A 60
- TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_outlaw",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_outlaw",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("shell",0,0)
- TNT1 A 0 A_SpawnItem("shell",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("wanko",0,0)
- Goto Death
- See:
- DDDD A 2
- Goto Death
- Death:
- DDDD A 1 A_Scream
- DDDD A 1 A_NoBlocking
- Stop
- }
- }
- actor ammobag_outlawcap
- {
- Health 1000
- Radius 1
- Height 1
- Speed 4
- scale 0.7
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +DOOMBOUNCE
- +BOUNCEONACTORS
- States
- {
- Spawn:
- BRK8 A 60
- TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6, 7)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_outlaw",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_outlaw",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_outlaw",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_outlaw",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_outlaw",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("wanko",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_ammobox",0,0)
- Goto Death
- See:
- DDDD A 2
- Goto Death
- Death:
- DDDD A 1 A_Scream
- DDDD A 1 A_NoBlocking
- Stop
- }
- }
- actor ammobag_spez
- {
- Health 1000
- Radius 1
- Height 1
- Speed 4
- scale 0.3
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +DOOMBOUNCE
- +BOUNCEONACTORS
- States
- {
- Spawn:
- RSBG A 60
- TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11)
- Goto Death
- TNT1 A 0 A_SpawnItem("rocketammo",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_spez",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("rocketammo",0,0)
- TNT1 A 0 A_SpawnItem("rocketammo",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_spez",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_spez",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("rocketammo",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_spez",0,0)
- TNT1 A 0 A_SpawnItem("bonus_spez",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("rocketammo",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_RPG",0,0)
- Goto Death
- See:
- DDDD A 2
- Goto Death
- Death:
- DDDD A 1 A_Scream
- DDDD A 1 A_NoBlocking
- Stop
- }
- }
- actor ammobag_akid
- {
- Health 1000
- Radius 1
- Height 1
- Speed 4
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +DOOMBOUNCE
- +BOUNCEONACTORS
- States
- {
- Spawn:
- KDBX A 60
- TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11)
- Goto Death
- TNT1 A 0 A_SpawnItem("handgrenade",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_spez2",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_spez2",0,0)
- TNT1 A 0 A_SpawnItem("bonus_spez2",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_spez2",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("handgrenade",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_spez2",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_spez2",0,0)
- TNT1 A 0 A_SpawnItem("bonus_spez2",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("handgrenade",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("radgrenades",0,0)
- Goto Death
- See:
- DDDD A 2
- Goto Death
- Death:
- DDDD A 1 A_Scream
- DDDD A 1 A_NoBlocking
- Stop
- }
- }
- actor ammobag_heli
- {
- Health 1000
- Radius 1
- Height 1
- Speed 4
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +DOOMBOUNCE
- +BOUNCEONACTORS
- States
- {
- Spawn:
- HLBX A 80
- TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21)
- Goto Death
- TNT1 A 0 A_SpawnItem("clipbox",0,5)
- TNT1 A 0 A_SpawnItem("clip",0,5)
- Goto Death
- TNT1 A 0 A_SpawnItem("shellbox",0,5)
- TNT1 A 0 A_SpawnItem("shell",0,5)
- Goto Death
- TNT1 A 0 A_SpawnItem("rocketbox",0,5)
- TNT1 A 0 A_SpawnItem("rocketammo",0,5)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_ammobox",0,5)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_ammobox",0,5)
- Goto Death
- TNT1 A 0 A_SpawnItem("rocketammo",0,5)
- TNT1 A 0 A_SpawnItem("RocketLauncher",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("clipbox",0,5)
- TNT1 A 0 A_SpawnItem("clip",0,5)
- TNT1 A 0 A_SpawnItem("chaingun",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("cell",0,5)
- TNT1 A 0 A_SpawnItem("cell",0,5)
- TNT1 A 0 A_SpawnItem("PlasmaRifle",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_grenadebox",0,5)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_grenadebox",0,5)
- TNT1 A 0 A_SpawnItem("bia_ammobox",0,5)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_RPG",0,5)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_cellbox",0,5)
- Goto Death
- See:
- DDDD A 2
- Goto Death
- Death:
- DDDD A 1 A_Scream
- DDDD A 1 A_NoBlocking
- Stop
- }
- }
- actor ammobag_heli2
- {
- Health 1000
- Radius 1
- Height 1
- Speed 4
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +DOOMBOUNCE
- +BOUNCEONACTORS
- States
- {
- Spawn:
- HLMD A 80
- TNT1 A 0 A_Jump(256, 1, 3, 5, 6, 9, 11, 13, 15, 16, 17)
- Goto Death
- TNT1 A 0 A_SpawnItem("stimpack2",0,5)
- TNT1 A 0 A_SpawnItem("bonus_jsdf",0,5)
- Goto Death
- TNT1 A 0 A_SpawnItem("stimpack2",0,0)
- TNT1 A 0 A_SpawnItem("bonus_nazis2",0,5)
- Goto Death
- TNT1 A 0 A_SpawnItem("stimpack2",0,5)
- Goto Death
- TNT1 A 0 A_SpawnItem("stimpack2",0,0)
- TNT1 A 0 A_SpawnItem("bonus_jsdf",0,5)
- TNT1 A 0 A_SpawnItem("bonus_nazis2",0,5)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_jsdf",0,5)
- TNT1 A 0 A_SpawnItem("bonus_nazis2",0,5)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_jsdf",0,5)
- TNT1 A 0 A_SpawnItem("bonus_nazis2",0,5)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_jsdf",0,5)
- TNT1 A 0 A_SpawnItem("bonus_nazis2",0,5)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_heli",0,5)
- Goto Death
- TNT1 A 0 A_SpawnItem("stimpack2",0,5)
- Goto Death
- TNT1 A 0 A_SpawnItem("jsdf_aidkit",0,5)
- Goto Death
- See:
- DDDD A 2
- Goto Death
- Death:
- DDDD A 1 A_Scream
- DDDD A 1 A_NoBlocking
- Stop
- }
- }
- actor ammobag_usagi
- {
- Health 1000
- Radius 1
- Height 1
- Speed 0
- PROJECTILE
- RENDERSTYLE ADD
- +FLOORCLIP
- States
- {
- Spawn:
- DDDD A 1
- TNT1 A 0 A_Jump(256, 1, 2)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_girl",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_usagi",0,0)
- Goto Death
- See:
- DDDD A 2
- Goto Death
- Death:
- DDDD A 1 A_Scream
- DDDD A 1 A_NoBlocking
- Stop
- }
- }
- actor ammobag_nazis
- {
- Health 1000
- Radius 1
- Height 1
- Speed 4
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +DOOMBOUNCE
- +BOUNCEONACTORS
- States
- {
- Spawn:
- JSBG A 60
- TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_nazis",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bonus_nazis",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("clip",0,0)
- TNT1 A 0 A_SpawnItem("clip",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("clip",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("nazisgrenade",0,0)
- Goto Death
- See:
- DDDD A 2
- Goto Death
- Death:
- DDDD A 1 A_Scream
- DDDD A 1 A_NoBlocking
- Stop
- }
- }
- //*****************************************************
- // Tactical weapons
- //*****************************************************
- ACTOR bia_ammobox : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Inventory.PickupMessage "Picked up a ammobox."
- States
- {
- Spawn:
- AMST A 1
- Loop
- Pickup:
- TNT1 A 0 A_GiveInventory("clip", 30)
- TNT1 A 0 A_GiveInventory("shell", 10)
- TNT1 A 0 A_GiveInventory("rocketammo", 2)
- Stop
- }
- }
- Actor bia_cellbox : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon BTRYB0
- Inventory.PickupMessage "Picked up a Plasma battery."
- Inventory.PickupSound "friend/weapon"
- inventory.maxamount 3
- States
- {
- Spawn:
- BTRY A 1
- Loop
- Use:
- TNT1 A 5 A_PlaySound("bcell/use")
- TNT1 A 0 A_GiveInventory("CellPack", 100)
- Stop
- }
- }
- ACTOR nazisgrenade : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Inventory.PickupMessage "Picked up a M24 grenade."
- Inventory.PickupSound "friend/weapon"
- scale 0.7
- States
- {
- Spawn:
- NZIG A 1
- Loop
- Pickup:
- TNT1 A 0 A_GiveInventory("M24grenade", 3)
- Stop
- }
- }
- Actor M24grenade : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon NZIGB0
- Inventory.PickupMessage "Picked up a M24 grenade."
- Inventory.PickupSound "friend/weapon"
- inventory.maxamount 100
- scale 0.7
- States
- {
- Spawn:
- NZIG A 1
- Loop
- Use:
- TNT1 A 5 A_PlaySound("GRE/use")
- TNT1 A 1 A_FireCustomMissile("m24grenadeex", 1, 0, 0, 0)
- Stop
- }
- }
- actor m24grenadeex : biafriends
- {
- Radius 4
- Height 4
- Speed 5
- Scale 1.0
- +Missile
- DeathSound "EXP/Btoom"
- States
- {
- Spawn:
- TNT1 A 3
- Loop
- Death:
- GRNE A 2 bright A_Explode(1000,200,0)
- GRNE BCDEFGHIJKLMN 4 bright
- TNT1 A -1
- Stop
- }
- }
- ACTOR radboots : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- +INVENTORY.PERSISTENTPOWER
- Inventory.Amount 1
- Inventory.MaxAmount 5
- Inventory.PickupMessage "Picked up a Radiation Shielding boots."
- Inventory.Icon "RADBB0"
- Inventory.PickupSound "friend/weapon"
- scale 1
- States
- {
- Spawn:
- RADB A 5
- Loop
- Use:
- TNT1 A 0 A_PlaySound("radb/use")
- TNT1 A 0 A_GiveInventory("RadSuit")
- stop
- }
- }
- Actor lasergrenade : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon DVLGB0
- Inventory.PickupMessage "Picked up a 6D-H77 =devastator= lasergrenade."
- Inventory.PickupSound "friend/weapon"
- inventory.maxamount 100
- States
- {
- Spawn:
- DVLG C 1
- Loop
- Use:
- TNT1 A 5 A_PlaySound("dvlg/set")
- TNT1 A 1 A_FireCustomMissile("ELgrenadeex", 1, 0, 0, 0)
- Stop
- }
- }
- ACTOR lasergrenades : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Inventory.PickupMessage "Picked up a 6D-H77 =devastator= lasergrenade."
- Inventory.PickupSound "friend/weapon"
- States
- {
- Spawn:
- DVLG C 1
- Loop
- Pickup:
- TNT1 A 0 A_GiveInventory("lasergrenade", 2)
- Stop
- }
- }
- actor ELgrenadeex : biafriends
- {
- Radius 4
- Height 4
- Speed 10
- Damage 4
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "EXP/Btoom"
- States
- {
- Spawn:
- DVLG A 2 bright
- Loop
- Death:
- GRNE A 2 bright A_Explode(30,200,0)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,100)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-100)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,105)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-105)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,110)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-110)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,115)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-115)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,120)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-120)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,125)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-125)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,130)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-130)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,135)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-135)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,140)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-140)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,145)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-145)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,150)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-150)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,155)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-155)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,160)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-160)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,165)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-165)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,170)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-170)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,175)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-175)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,180)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-180)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,185)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-185)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,190)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-190)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,195)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-195)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,200)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-200)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,205)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-205)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,210)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-210)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,215)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-215)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,220)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-220)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,225)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-225)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,230)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-230)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,235)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-235)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,240)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-240)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,245)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-245)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,250)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-250)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,255)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-255)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,260)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-260)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,265)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-265)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,270)
- TNT1 A 0 A_CustomMissile("bia_SLGroundFire",0,0,-270)
- GRNE BCDEFGHIJKLMN 4 bright
- TNT1 A -1
- Stop
- }
- }
- actor bia_SLGroundFire :biafriends
- {
- Projectile
- Speed 16
- Damage 20
- +RIPPER
- Scale 0.4
- +FLOORHUGGER
- +FRIENDLY
- +DONTHURTSPECIES
- DONTHURTSHOOTER
- SeeSound "dvlg/shot"
- RenderStyle Add
- Alpha 0.9
- Decal Scorch
- States
- {
- Spawn:
- FX03 B 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 C 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 D 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 E 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 F 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 G 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 H 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 I 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 J 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 K 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 L 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 M 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 N 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 O 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 P 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 Q 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 R 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 S 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 T 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 U 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 V 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 W 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 X 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- FX03 Y 1 A_SpawnItemEx("SLGFXtraSpawner",0,0,0,0,0,0,0)
- TNT1 A 0 A_Explode(100,20,0)
- Loop
- Death:
- TNT1 A 1
- Stop
- }
- }
- Actor SLGFXtraSpawner
- {
- +NOCLIP
- RenderStyle None
- States
- {
- Spawn:
- TNT1 A 0
- PLAY AAA 0 A_SpawnItemEx("SLGFXtra",0,0,0,random(3,-3),random(3,-3),random(3,-3),0)
- Stop
- }
- }
- Actor SLGFXtra
- {
- Projectile
- Damage 0
- +NOCLIP
- Speed 0
- Radius 1
- +DONTBLAST
- Height 1
- Scale 0.09
- RenderStyle Add
- States
- {
- Spawn:
- STAR P 3 Bright
- STAR P 0 A_Jump(128,1)
- Loop
- STAR P 3 Bright
- STAR P 1 Bright A_FadeOut
- Wait
- Death:
- NULL A 1
- Stop
- }
- }
- ACTOR handgrenade : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Inventory.PickupMessage "Picked up a M67 grenade."
- Inventory.PickupSound "friend/weapon"
- States
- {
- Spawn:
- M67G A 1
- Loop
- Pickup:
- TNT1 A 0 A_GiveInventory("M67grenade", 3)
- Stop
- }
- }
- ACTOR NGT_knifes : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Inventory.PickupMessage "Picked up a Wizardry knife."
- Inventory.PickupSound "friend/weapon"
- scale 0.3
- States
- {
- Spawn:
- NGKN A 1
- Loop
- Pickup:
- TNT1 A 0 A_GiveInventory("NGT_knife", 3)
- Stop
- }
- }
- Actor NGT_knife : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon NGKNB0
- Inventory.PickupMessage "Picked up a Wizardry knife."
- Inventory.PickupSound "friend/weapon"
- inventory.maxamount 30
- scale 0.3
- States
- {
- Spawn:
- NGKN A 1
- Loop
- Use:
- TNT1 A 0 A_PlaySound("ngt/knf")
- TNT1 A 5 A_FireCustomMissile("nagato_knife",-24,0,24,5)
- TNT1 A 5 A_FireCustomMissile("nagato_knife",-8,0,8,5)
- TNT1 A 5 A_FireCustomMissile("nagato_knife",8,0,-8,5)
- TNT1 A 5 A_FireCustomMissile("nagato_knife",0,0)
- TNT1 A 5 A_FireCustomMissile("nagato_knife",24,0,-24,5)
- TNT1 A 5 A_FireCustomMissile("nagato_knife",8,0,-8,5)
- TNT1 A 5 A_FireCustomMissile("nagato_knife",-24,0,24,5)
- Stop
- }
- }
- ACTOR stealth_armor : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- +INVENTORY.PERSISTENTPOWER
- Inventory.Amount 1
- Inventory.MaxAmount 10
- Inventory.PickupMessage "Picked up a NGT stealth device."
- Inventory.Icon "STLSB0"
- Inventory.PickupSound "friend/weapon"
- scale 1
- States
- {
- Spawn:
- STLS A 0 A_settranslucent(1,2)
- STLS A 5
- STLS A 0 A_settranslucent(0.4,1)
- STLS A 5
- STLS A 0 A_settranslucent(0.8,1)
- STLS A 5
- STLS A 0 A_settranslucent(0.4,1)
- STLS A 5
- Loop
- Use:
- TNT1 A 0 A_PlaySound("stls/set")
- TNT1 A 0 A_GiveInventory("NGT_stealth")
- stop
- }
- }
- ACTOR NGT_stealth : PowerupGiver
- {
- +VISIBILITYPULSE
- +INVENTORY.AUTOACTIVATE
- +INVENTORY.ALWAYSPICKUP
- +INVENTORY.BIGPOWERUP
- Inventory.MaxAmount 0
- Powerup.Type "Invisibility"
- RenderStyle Translucent
- States
- {
- Spawn:
- PINS ABCD 6 Bright
- Loop
- }
- }
- Actor bia_RPG : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon ACRPG7
- Inventory.PickupMessage "Picked up a RPG-7."
- Inventory.PickupSound "rpg7/set"
- inventory.maxamount 4
- Scale 0.4
- States
- {
- Spawn:
- RPGN Z 1
- Loop
- Use:
- TNT1 A 1 A_FireCustomMissile("bia_RPGRocket",0,0)
- Stop
- }
- }
- Actor DebrisGeneral
- {
- +MISSILE
- +NOBLOCKMAP
- +NOGRAVITY
- +DROPOFF
- +NOTELEPORT
- +FORCEXYBILLBOARD
- +NOTDMATCH
- +GHOST
- radius 1
- height 1
- mass 1
- damage 0
- }
- Actor GrenadeVisualExplosion
- {
- +NOCLIP
- +NOGRAVITY
- +FORCEXYBILLBOARD
- renderstyle Add
- alpha 0.9
- scale 1.25
- states
- {
- Spawn:
- GEXP GHIJKLMNOPQRSTUVW 1 bright
- stop
- }
- }
- Actor bia_RPGRocket : biafriends
- {
- damage 1000
- speed 30
- PROJECTILE
- -ROCKETTRAIL
- +FRIENDLY
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- +FULLVOLDEATH
- SeeSound "rpg7/fire"
- DeathSound "rpg7/exp"
- scale .8
- states
- {
- Spawn:
- TNT1 A 0
- TNT1 A 0 A_PlaySoundEx("rpg7/fly","voice",1)
- RRPG A 5
- RRPG A 1 bright A_CustomMissile("BigRocketSmoke",0,0,random(-175,175),2,random(-40,40))
- wait
- Death:
- TNT1 A 0
- TNT1 A 0 A_StopSoundEx("voice")
- TNT1 A 0 A_SpawnItem("RocketVisualExplosion")
- TNT1 A 0 Radius_Quake(4,25,0,20,0)
- TNT1 A 1 A_Explode(1000,2000,0)
- TNT1 A 0 A_custommissile("BigSmokingPiece",0,0,random(-360,360),2,random(-30,90))
- TNT1 A 0 A_custommissile("BigSmokingPiece",0,0,random(-360,360),2,random(-30,90))
- TNT1 A 0 A_custommissile("BigSmokingPiece",0,0,random(-360,360),2,random(-30,90))
- TNT1 A 0 A_custommissile("BigSmokingPiece",0,0,random(-360,360),2,random(-30,90))
- TNT1 A 0 A_custommissile("BigSmokingPiece",0,0,random(-360,360),2,random(-30,90))
- TNT1 A 0 A_custommissile("BigSmokingPiece",0,0,random(-360,360),2,random(-30,90))
- TNT1 A 0 A_custommissile("BigSmokingPiece",0,0,random(-360,360),2,random(-30,90))
- TNT1 A 0 A_custommissile("BigSmokingPiece",0,0,random(-360,360),2,random(-30,90))
- TNT1 A 0 A_custommissile("BigSmokingPiece",0,0,random(-360,360),2,random(-30,90))
- TNT1 A 0 A_custommissile("BigSmokingPiece",0,0,random(-360,360),2,random(-30,90))
- TNT1 A 1 A_custommissile("BigSmokingPiece",0,0,random(-360,360),2,random(-30,90))
- stop
- }
- }
- Actor BigSmokingPiece : DebrisGeneral
- {
- +NOCLIP
- speed 2
- states
- {
- Spawn:
- TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("BigSmokingPieceSmoke")
- stop
- }
- }
- Actor BigSmokingPieceSmoke
- {
- +FORCEXYBILLBOARD
- +NOGRAVITY
- +NOCLIP
- scale 0.4
- renderstyle Translucent
- alpha 0.5
- scale 0.45
- vspeed 1
- states
- {
- Spawn:
- SMOK QPONMLKJIHGFEDCBA 2 A_FadeOut(0.02)
- wait
- }
- }
- Actor BigRocketSmoke
- {
- +FORCEXYBILLBOARD
- +MISSILE
- +NOCLIP
- +NOGRAVITY
- speed 1
- scale 0.18
- renderstyle Add
- alpha 0.6
- states
- {
- Spawn:
- SMOK ABCD 2
- SMOK EFGH 3
- SMOK IJKL 4
- SMOK MNOPQ 5
- stop
- }
- }
- Actor RocketVisualExplosion : GrenadeVisualExplosion
- {
- scale 3.2
- states
- {
- Spawn:
- EXPR ABCDEFGHIJKLMNOPQRSTUVWXY 1 bright
- stop
- }
- }
- ACTOR radgrenades : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Inventory.PickupMessage "Picked up a PG625-E =Anubis= radiumgrenade."
- Inventory.PickupSound "friend/weapon"
- scale 0.7
- States
- {
- Spawn:
- RADG A 1
- Loop
- Pickup:
- TNT1 A 0 A_GiveInventory("radgrenade", 2)
- Stop
- }
- }
- Actor radgrenade : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon ACRADG
- Inventory.PickupMessage "Picked up a P625-E =Anubis= radiumgrenade."
- Inventory.PickupSound "friend/weapon"
- scale 0.7
- inventory.maxamount 100
- States
- {
- Spawn:
- RADG A 1
- Loop
- Use:
- TNT1 A 5 A_PlaySound("radg/set")
- TNT1 A 1 A_FireCustomMissile("radgrenadeex", 1, 0, 0, 0)
- Stop
- }
- }
- actor radgrenadeex : biafriends
- {
- Radius 4
- Height 4
- Speed 10
- Damage 4
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- +DONTHURTSPECIES
- DeathSound "radg/bang"
- States
- {
- Spawn:
- RADG B 2
- Loop
- Death:
- OXPL ABCDEFDHIJKLM 2 bright
- SHOK ABCDEFGHIJKLMNOPQR 1
- goto RAD
- RAD:
- TNT1 A 10 bright A_Explode(10,50,0)
- TNT1 A 10 bright A_Explode(15,75,0)
- TNT1 A 10 bright A_Explode(20,100,0)
- TNT1 A 10 bright A_Explode(25,250,0)
- TNT1 A 10 bright A_Explode(30,300,0)
- TNT1 A 10 bright A_Explode(35,350,0)
- TNT1 A 10 bright A_Explode(40,400,0)
- TNT1 A 10 bright A_Explode(45,450,0)
- TNT1 A 10 bright A_Explode(50,500,0)
- TNT1 A 10 bright A_Explode(55,550,0)
- TNT1 A 10 bright A_Explode(60,600,0)
- TNT1 A 10 bright A_Explode(65,650,0)
- TNT1 A 10 bright A_Explode(70,700,0)
- TNT1 A 10 bright A_Explode(75,750,0)
- TNT1 A 10 bright A_Explode(80,800,0)
- TNT1 A 10 bright A_Explode(85,850,0)
- TNT1 A 10 bright A_Explode(90,900,0)
- TNT1 A 10 bright A_Explode(95,950,0)
- TNT1 A 10 bright A_Explode(100,1000,0)
- TNT1 A 10 bright A_Explode(200,2000,0)
- TNT1 A 10 bright A_Explode(300,3000,0)
- TNT1 A 10 bright A_Explode(400,4000,0)
- TNT1 A 10 bright A_Explode(500,5000,0)
- TNT1 A 10 bright A_Explode(600,6000,0)
- TNT1 A 10 bright A_Explode(10,50,0)
- TNT1 A 10 bright A_Explode(15,75,0)
- TNT1 A 10 bright A_Explode(20,100,0)
- TNT1 A 10 bright A_Explode(25,250,0)
- TNT1 A 10 bright A_Explode(30,300,0)
- TNT1 A 10 bright A_Explode(35,350,0)
- TNT1 A 10 bright A_Explode(40,400,0)
- TNT1 A 10 bright A_Explode(45,450,0)
- TNT1 A 10 bright A_Explode(50,500,0)
- TNT1 A 10 bright A_Explode(55,550,0)
- TNT1 A 10 bright A_Explode(60,600,0)
- TNT1 A 10 bright A_Explode(65,650,0)
- TNT1 A 10 bright A_Explode(70,700,0)
- TNT1 A 10 bright A_Explode(75,750,0)
- TNT1 A 10 bright A_Explode(80,800,0)
- TNT1 A 10 bright A_Explode(85,850,0)
- TNT1 A 10 bright A_Explode(90,900,0)
- TNT1 A 10 bright A_Explode(95,950,0)
- TNT1 A 10 bright A_Explode(100,1000,0)
- TNT1 A 10 bright A_Explode(200,2000,0)
- TNT1 A 10 bright A_Explode(300,3000,0)
- TNT1 A 10 bright A_Explode(400,4000,0)
- TNT1 A 10 bright A_Explode(500,5000,0)
- TNT1 A 10 bright A_Explode(600,6000,0)
- TNT1 A 10 bright A_Explode(10,50,0)
- TNT1 A 10 bright A_Explode(15,75,0)
- TNT1 A 10 bright A_Explode(20,100,0)
- TNT1 A 10 bright A_Explode(25,250,0)
- TNT1 A 10 bright A_Explode(30,300,0)
- TNT1 A 10 bright A_Explode(35,350,0)
- TNT1 A 10 bright A_Explode(40,400,0)
- TNT1 A 10 bright A_Explode(45,450,0)
- TNT1 A 10 bright A_Explode(50,500,0)
- TNT1 A 10 bright A_Explode(55,550,0)
- TNT1 A 10 bright A_Explode(60,600,0)
- TNT1 A 10 bright A_Explode(65,650,0)
- TNT1 A 10 bright A_Explode(70,700,0)
- TNT1 A 10 bright A_Explode(75,750,0)
- TNT1 A 10 bright A_Explode(80,800,0)
- TNT1 A 10 bright A_Explode(85,850,0)
- TNT1 A 10 bright A_Explode(90,900,0)
- TNT1 A 10 bright A_Explode(95,950,0)
- TNT1 A 10 bright A_Explode(100,1000,0)
- TNT1 A 10 bright A_Explode(200,2000,0)
- TNT1 A 10 bright A_Explode(300,3000,0)
- TNT1 A 10 bright A_Explode(400,4000,0)
- TNT1 A 10 bright A_Explode(500,5000,0)
- TNT1 A 10 bright A_Explode(600,6000,0)
- TNT1 A 10 bright A_Explode(10,50,0)
- TNT1 A 10 bright A_Explode(15,75,0)
- TNT1 A 10 bright A_Explode(20,100,0)
- TNT1 A 10 bright A_Explode(25,250,0)
- TNT1 A 10 bright A_Explode(30,300,0)
- TNT1 A 10 bright A_Explode(35,350,0)
- TNT1 A 10 bright A_Explode(40,400,0)
- TNT1 A 10 bright A_Explode(45,450,0)
- TNT1 A 10 bright A_Explode(50,500,0)
- TNT1 A 10 bright A_Explode(55,550,0)
- TNT1 A 10 bright A_Explode(60,600,0)
- TNT1 A 10 bright A_Explode(65,650,0)
- TNT1 A 10 bright A_Explode(70,700,0)
- TNT1 A 10 bright A_Explode(75,750,0)
- TNT1 A 10 bright A_Explode(80,800,0)
- TNT1 A 10 bright A_Explode(85,850,0)
- TNT1 A 10 bright A_Explode(90,900,0)
- TNT1 A 10 bright A_Explode(95,950,0)
- TNT1 A 10 bright A_Explode(100,1000,0)
- TNT1 A 10 bright A_Explode(200,2000,0)
- TNT1 A 10 bright A_Explode(300,3000,0)
- TNT1 A 10 bright A_Explode(400,4000,0)
- TNT1 A 10 bright A_Explode(500,5000,0)
- TNT1 A 10 bright A_Explode(600,6000,0)
- TNT1 A 10 bright A_Explode(10,50,0)
- TNT1 A 10 bright A_Explode(15,75,0)
- TNT1 A 10 bright A_Explode(20,100,0)
- TNT1 A 10 bright A_Explode(25,250,0)
- TNT1 A 10 bright A_Explode(30,300,0)
- TNT1 A 10 bright A_Explode(35,350,0)
- TNT1 A 10 bright A_Explode(40,400,0)
- TNT1 A 10 bright A_Explode(45,450,0)
- TNT1 A 10 bright A_Explode(50,500,0)
- TNT1 A 10 bright A_Explode(55,550,0)
- TNT1 A 10 bright A_Explode(60,600,0)
- TNT1 A 10 bright A_Explode(65,650,0)
- TNT1 A 10 bright A_Explode(70,700,0)
- TNT1 A 10 bright A_Explode(75,750,0)
- TNT1 A 10 bright A_Explode(80,800,0)
- TNT1 A 10 bright A_Explode(85,850,0)
- TNT1 A 10 bright A_Explode(90,900,0)
- TNT1 A 10 bright A_Explode(95,950,0)
- TNT1 A 10 bright A_Explode(100,1000,0)
- TNT1 A 10 bright A_Explode(200,2000,0)
- TNT1 A 10 bright A_Explode(300,3000,0)
- TNT1 A 10 bright A_Explode(400,4000,0)
- TNT1 A 10 bright A_Explode(500,5000,0)
- TNT1 A 10 bright A_Explode(600,6000,0)
- goto after
- after:
- TNT1 A 10 bright A_Explode(100,50,0)
- loop
- }
- }
- ACTOR firegrenade : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Inventory.PickupMessage "Picked up a T82 flamegrenade."
- Inventory.PickupSound "friend/weapon"
- scale 0.6
- States
- {
- Spawn:
- FIGR G 1
- Loop
- Pickup:
- TNT1 A 0 A_GiveInventory("T82grenade", 3)
- Stop
- }
- }
- Actor T82grenade : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon FIGRH0
- Inventory.PickupMessage "Picked up a T82 flamegrenade."
- Inventory.PickupSound "friend/weapon"
- scale 0.6
- inventory.maxamount 100
- States
- {
- Spawn:
- FIGR G 1
- Loop
- Use:
- TNT1 A 5 A_PlaySound("GRE/use")
- TNT1 A 1 A_FireCustomMissile("firegrenadeex", 1, 0, 0, 0)
- Stop
- }
- }
- actor firegrenadeex : biafriends
- {
- Radius 4
- Height 4
- Speed 10
- Damage 4
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "firegre/bang"
- States
- {
- Spawn:
- FIGR ABCDEF 2
- Loop
- Death:
- TNT1 A 0 A_PlaySound("CAP/hit")
- LFIR A 3 bright A_Explode(10,200,0)
- LFIR B 3 bright A_Explode(10,200,0)
- LFIR C 3 bright A_Explode(10,200,0)
- LFIR D 3 bright A_Explode(10,200,0)
- LFIR E 3 bright A_Explode(10,200,0)
- LFIR F 3 bright A_Explode(10,200,0)
- LFIR G 3 bright A_Explode(10,200,0)
- TNT1 A 0 A_PlaySound("CAP/hit")
- LFIR H 3 bright A_Explode(10,200,0)
- LFIR I 3 bright A_Explode(10,200,0)
- LFIR J 3 bright A_Explode(10,200,0)
- LFIR K 3 bright A_Explode(10,200,0)
- LFIR L 3 bright A_Explode(10,200,0)
- LFIR M 3 bright A_Explode(10,200,0)
- LFIR N 3 bright A_Explode(10,200,0)
- TNT1 A 0 A_PlaySound("CAP/hit")
- LFIR A 3 bright A_Explode(10,200,0)
- LFIR B 3 bright A_Explode(10,200,0)
- LFIR C 3 bright A_Explode(10,200,0)
- LFIR D 3 bright A_Explode(10,200,0)
- LFIR E 3 bright A_Explode(10,200,0)
- LFIR F 3 bright A_Explode(10,200,0)
- LFIR G 3 bright A_Explode(10,200,0)
- TNT1 A 0 A_PlaySound("CAP/hit")
- LFIR H 3 bright A_Explode(10,200,0)
- LFIR I 3 bright A_Explode(10,200,0)
- LFIR J 3 bright A_Explode(10,200,0)
- LFIR K 3 bright A_Explode(10,200,0)
- LFIR L 3 bright A_Explode(10,200,0)
- LFIR M 3 bright A_Explode(10,200,0)
- LFIR N 3 bright A_Explode(10,200,0)
- TNT1 A 0 A_Jump(24,"lowfire")
- loop
- lowfire:
- TNT1 A 0 A_PlaySound("CAP/hit")
- SFIR A 3 bright A_Explode(10,100,0)
- SFIR B 3 bright A_Explode(10,100,0)
- SFIR C 3 bright A_Explode(10,100,0)
- SFIR D 3 bright A_Explode(10,100,0)
- SFIR E 3 bright A_Explode(10,100,0)
- SFIR F 3 bright A_Explode(10,100,0)
- SFIR G 3 bright A_Explode(10,100,0)
- TNT1 A 0 A_PlaySound("CAP/hit")
- SFIR H 3 bright A_Explode(10,100,0)
- SFIR I 3 bright A_Explode(10,100,0)
- SFIR J 3 bright A_Explode(10,100,0)
- SFIR K 3 bright A_Explode(10,100,0)
- SFIR L 3 bright A_Explode(10,100,0)
- SFIR M 3 bright A_Explode(10,100,0)
- SFIR N 3 bright A_Explode(10,100,0)
- TNT1 A 0 A_PlaySound("CAP/hit")
- SFIR A 3 bright A_Explode(10,100,0)
- SFIR B 3 bright A_Explode(10,100,0)
- SFIR C 3 bright A_Explode(10,100,0)
- SFIR D 3 bright A_Explode(10,100,0)
- SFIR E 3 bright A_Explode(10,100,0)
- SFIR F 3 bright A_Explode(10,100,0)
- SFIR G 3 bright A_Explode(10,100,0)
- TNT1 A 0 A_PlaySound("CAP/hit")
- SFIR H 3 bright A_Explode(10,100,0)
- SFIR I 3 bright A_Explode(10,100,0)
- SFIR J 3 bright A_Explode(10,100,0)
- SFIR K 3 bright A_Explode(10,100,0)
- SFIR L 3 bright A_Explode(10,100,0)
- SFIR M 3 bright A_Explode(10,100,0)
- SFIR N 3 bright A_Explode(10,100,0)
- TNT1 A 0 A_Jump(32,"nofire")
- loop
- nofire:
- TNT1 A 0 A_PlaySound("CAP/hit")
- TNT1 A -1
- Stop
- }
- }
- ACTOR girl_aidkit : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- +INVENTORY.PERSISTENTPOWER
- Inventory.Amount 1
- Inventory.MaxAmount 30
- Inventory.PickupMessage "Picked up a First aid kit."
- Inventory.Icon "SFADB0"
- Inventory.PickupSound "friend/weapon"
- scale 1
- States
- {
- Spawn:
- SFAD A 1
- Loop
- Use:
- TNT1 A 0 A_PlaySound("faid/active")
- TNT1 A 0 A_GiveInventory("bonus_girl")
- TNT1 A 0 A_GiveInventory("stimpack2")
- stop
- }
- }
- ACTOR jsdf_aidkit : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- +INVENTORY.PERSISTENTPOWER
- Inventory.Amount 1
- Inventory.MaxAmount 10
- Inventory.PickupMessage "Picked up a Large First aid kit."
- Inventory.Icon "BFADB0"
- Inventory.PickupSound "friend/weapon"
- scale 1
- States
- {
- Spawn:
- BFAD A 1
- Loop
- Use:
- TNT1 A 0 A_PlaySound("faid/active")
- TNT1 A 0 A_GiveInventory("fad_health")
- TNT1 A 0 A_GiveInventory("bonus_heli2")
- stop
- }
- }
- ACTOR fad_health : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- States
- {
- Spawn:
- PSTR A -1
- Stop
- Pickup:
- TNT1 A 0 HealThing(100, 0)
- Stop
- }
- }
- ACTOR bia_LAV : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- +INVENTORY.PERSISTENTPOWER
- Inventory.Amount 1
- Inventory.MaxAmount 10
- Inventory.PickupMessage "Picked up a Night vision device."
- Inventory.Icon "LAVBB0"
- Inventory.PickupSound "friend/weapon"
- scale 0.6
- States
- {
- Spawn:
- LAVB A 1
- Loop
- Use:
- TNT1 A 0 A_PlaySound("lav/active")
- TNT1 A 0 A_GiveInventory("LAVuse")
- stop
- }
- }
- ACTOR LAVuse : PowerupGiver
- {
- Radius 30
- Height 30
- +INVENTORY.AUTOACTIVATE
- +INVENTORY.ALWAYSPICKUP
- Inventory.MaxAmount 0
- Powerup.Type "LightAmp"
- Inventory.PickupSound "lav/active"
- States
- {
- Spawn:
- TNT1 A 6 Bright
- Loop
- }
- }
- Actor Shuriken : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PERSISTENTPOWER
- +INVENTORY.PICKUPFLASH
- Inventory.Icon SURKA0
- Inventory.PickupMessage "Picked up a Shuriken"
- Inventory.PickupSound "friend/weapon"
- inventory.maxamount 20
- scale 0.4
- States
- {
- Spawn:
- ITMK B 1
- Loop
- Use:
- TNT1 A 1 A_FireCustomMissile("pre_cutters", 1, 0, 0, 0)
- Stop
- }
- }
- ACTOR bia_grenadebox : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Inventory.PickupMessage "Picked up a grenadebox."
- Inventory.PickupSound "friend/weapon"
- States
- {
- Spawn:
- GLBX A 1
- Loop
- Pickup:
- TNT1 A 0 A_GiveInventory("m67grenade", 1)
- TNT1 A 0 A_GiveInventory("T82grenade", 1)
- TNT1 A 0 A_GiveInventory("stungrenade", 1)
- Stop
- }
- }
- Actor m67grenade : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon ACGREN
- Inventory.PickupMessage "Picked up a M67 grenade."
- Inventory.PickupSound "friend/weapon"
- inventory.maxamount 100
- States
- {
- Spawn:
- M67G A 1
- Loop
- Use:
- TNT1 A 5 A_PlaySound("GRE/use")
- TNT1 A 1 A_FireCustomMissile("grenadeex", 1, 0, 0, 0)
- Stop
- }
- }
- Actor nezumi : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon NEDUB0
- Inventory.PickupMessage "Picked up a Black Mouse."
- Inventory.PickupSound "rat/pickup"
- inventory.maxamount 1
- DONTHURTSHOOTER
- scale 0.3
- States
- {
- Spawn:
- NEDU A 1
- Loop
- Use:
- NEDU A 0 A_PlaySound("rat/active")
- TNT1 A 1 A_FireCustomMissile("nezumi2", 1, 0, 0, 0)
- Stop
- }
- }
- actor nezumi2 : biafriends
- {
- Radius 4
- Height 4
- Speed 10
- Damage 9999
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DONTHURTSHOOTER
- scale 0.3
- States
- {
- Spawn:
- NEDU A 1
- Loop
- Death:
- NEDU A 0 A_SpawnItem("nezumi")
- TNT1 A -1
- Stop
- }
- }
- actor grenadeex : biafriends
- {
- Radius 4
- Height 4
- Speed 10
- Damage 4
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "EXP/Btoom"
- States
- {
- Spawn:
- ITML BBCCDDEEFF 1
- Loop
- Death:
- GRNE A 2 bright A_Explode(300,500,0)
- GRNE BCDEFGHIJKLMN 4 bright
- TNT1 A -1
- Stop
- }
- }
- ACTOR stungrenades : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- Inventory.PickupMessage "Picked up a ES22 stungrenade."
- Inventory.PickupSound "friend/weapon"
- Scale 0.4
- States
- {
- Spawn:
- FGRE A 1
- Loop
- Pickup:
- TNT1 A 0 A_GiveInventory("stungrenade", 3)
- Stop
- }
- }
- Actor stungrenade : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon ACFGRE
- Inventory.PickupMessage "Picked up a ES22 stungrenade."
- Inventory.PickupSound "friend/weapon"
- inventory.maxamount 100
- Scale 0.4
- States
- {
- Spawn:
- FGRE A 1
- Loop
- Use:
- TNT1 A 5 A_PlaySound("GRE/use")
- TNT1 A 1 A_FireCustomMissile("stungrenadeex", 1, 0, 0, 0)
- Stop
- }
- }
- actor stungrenadeex : biafriends
- {
- Radius 4
- Height 4
- Speed 10
- Damage 4
- Scale 0.5
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +FULLVOLDEATH
- +BOUNCEONACTORS
- DeathSound "fgre/bang"
- States
- {
- Spawn:
- GRNX ABCDEFGHIJKLMN 2
- Loop
- Death:
- FBAN A 1 bright A_Explode(1,500,0)
- TNT1 A 0 A_SpawnItem("stung",3,0)
- TNT1 A 0 A_SpawnItem("stung",3,0)
- FBAN ABCDF 3 bright
- TNT1 A 0 A_SpawnItem("stung",1,0)
- TNT1 A 0 A_SpawnItem("stung",2,0)
- TNT1 A 0 A_SpawnItem("stung",3,0)
- TNT1 A 0 A_SpawnItem("stung",4,0)
- TNT1 A 0 A_SpawnItem("stung",5,0)
- TNT1 A -1
- Stop
- }
- }
- ACTOR stung : biafriends
- {
- Health 1000
- Radius 1
- Height 1
- Speed 2
- PainChance 0
- MaxStepHeight 55
- MaxDropoffHeight 55
- MONSTER
- DONTHURTSHOOTER
- -SOLID
- +NOCLIP
- +NOGRAVITY
- +FLOAT
- +NOBLOOD
- +NOBLOODDECALS
- +BLOODLESSIMPACT
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +GHOST
- +NOBLOCKMONST
- +NOTARGET
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +SHADOW
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +ACTLIKEBRIDGE
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- AttackSound "none"
- seesound "none"
- painsound "none"
- deathsound "uni"
- activesound "none"
- States
- {
- Spawn:
- TNT1 A 0 A_settranslucent(0,1)
- TNT1 BC 10 A_Look
- Goto See
- See:
- NGTO A 0 A_settranslucent(0,1)
- NGTO AABBCCDD 3 A_Chase
- NGTO AABBCCDD 3 A_Chase
- NGTO AABBCCDD 3 A_Chase
- Goto death
- Missile:
- NGTO F 1 A_FaceTarget
- NGTO F 1 bright A_CustomRailgun(0.4,0,"none","none",1,1,1)
- NGTO F 1 A_CPosRefire
- Goto Missile+1
- Pain:
- NGTO G 3
- NGTO G 3 A_Pain
- NGTO A 0 A_settranslucent(0,1)
- Goto See
- death:
- NGTO K 10 A_Fall
- NGTO L 10 A_PlayerScream
- NGTO M 10
- NGTO N -1
- Stop
- }
- }
- //*****************************************************
- // FriendSpawner
- //*****************************************************
- Actor FriendSpawner_DOOM : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon ACDOOMG
- Inventory.PickupMessage "You got a [DOOMGUY] summoner"
- Inventory.PickupSound "friend/pickup"
- inventory.maxamount 100
- States
- {
- Spawn:
- INVA A 1
- Loop
- Use:
- TNT1 A 1 Thing_Remove(89319)
- TNT1 A 1 Thing_Remove(81045)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_DOOM", 1, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_usagi", -10, 0, 0, 0)
- Stop
- }
- }
- actor FriendProjectile_DOOM
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("bia_doomguy",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- actor FriendProjectile_usagi
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("usagi",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- Actor FriendSpawner_predator : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon ACPRED
- Inventory.PickupMessage "You got a [Predators] summoner"
- Inventory.PickupSound "friend/pickup"
- inventory.maxamount 100
- States
- {
- Spawn:
- INVA A 1
- Loop
- Use:
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_Predator", 10, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_Predator", -10, 0, 0, 0)
- Stop
- }
- }
- actor FriendProjectile_Predator
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("pre_pod",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- Actor FriendSpawner_Alien : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon ACALIEN
- Inventory.PickupMessage "You got a [Aliens] summoner"
- Inventory.PickupSound "friend/pickup"
- inventory.maxamount 100
- States
- {
- Spawn:
- INVA A 1
- Loop
- Use:
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_Alien", 1, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_Alienm", 20, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_Alienm", -20, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_Alien", 40, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_Alien", -40, 0, 0, 0)
- Stop
- }
- }
- actor FriendProjectile_Alien
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("bia_Alien",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- actor FriendProjectile_Alienm
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("Alien_mini",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- Actor FriendSpawner_SLDS : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon ACSLD
- Inventory.PickupMessage "You got a [Riot Shield Squad] summoner"
- Inventory.PickupSound "friend/pickup"
- inventory.maxamount 100
- States
- {
- Spawn:
- INVA A 1
- Loop
- Use:
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_SLDS", 1, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_SLDS", 20, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_SLDS", -20, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_SLDS", 40, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_SLDS", -40, 0, 0, 0)
- Stop
- }
- }
- Actor FriendSpawner_SLDS2 : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon ACSLD2
- Inventory.PickupMessage "You got a [EX Shield Squad] summoner"
- Inventory.PickupSound "friend/pickup"
- inventory.maxamount 100
- States
- {
- Spawn:
- INVA A 1
- Loop
- Use:
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_SLDS2", 10, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_SLDS2", -10, 0, 0, 0)
- Stop
- }
- }
- actor FriendProjectile_SLDS
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("SLDS",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- actor FriendProjectile_SLDS2
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("SLDS2",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- Actor FriendSpawner_AYAKA : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon ACBABE
- Inventory.PickupMessage "You got a [Queen of hell] summoner"
- Inventory.PickupSound "friend/pickup"
- inventory.maxamount 100
- States
- {
- Spawn:
- INVA A 1
- Loop
- Use:
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_ayaka", 1, 0, 0, 0)
- Stop
- }
- }
- actor FriendProjectile_ayaka
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("ayaka",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- Actor FriendSpawner_outlaw : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon ACOTL
- Inventory.PickupMessage "You got a [Outlaws] summoner"
- Inventory.PickupSound "friend/pickup"
- inventory.maxamount 100
- States
- {
- Spawn:
- INVA A 1
- Loop
- Use:
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_outlaw", 1, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_hunter", 20, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_hunter", -20, 0, 0, 0)
- Stop
- }
- }
- actor FriendProjectile_hunter
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("hunter",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- actor FriendProjectile_outlaw
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("outlaw",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- Actor FriendSpawner_NAZIS : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon ACNAZI
- Inventory.PickupMessage "You got a [Nazis SchutzStaffel] summoner"
- Inventory.PickupSound "friend/pickup"
- inventory.maxamount 100
- States
- {
- Spawn:
- INVA A 1
- Loop
- Use:
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_naziscap", 1, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_nazis", 20, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_nazisr", -20, 0, 0, 0)
- Stop
- }
- }
- actor FriendProjectile_nazisr
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("NAZIS_SR",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- actor FriendProjectile_nazis
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("NAZIS_SS",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- actor FriendProjectile_naziscap
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("NAZIS_CAP",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- Actor FriendSpawner_SPEZ : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon ACGIRL1
- Inventory.PickupMessage "You pickup a [Spetsnaz] summoner"
- Inventory.PickupSound "friend/pickup"
- inventory.maxamount 100
- States
- {
- Spawn:
- INVA A 1
- Loop
- Use:
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_akid", 1, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_SPEZ", 20, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_SPEZ", -20, 0, 0, 0)
- Stop
- }
- }
- actor FriendProjectile_takako
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("takako",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- actor FriendProjectile_nagato
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("nagato",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- Actor FriendSpawner_GIRL : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon ACGIRL2
- Inventory.PickupMessage "You got a [D-Radys] summoner"
- Inventory.PickupSound "friend/pickup"
- inventory.maxamount 100
- States
- {
- Spawn:
- INVA A 1
- Loop
- Use:
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_rena", 1, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_nagato", 20, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_takako", -20, 0, 0, 0)
- Stop
- }
- }
- actor FriendProjectile_SPEZ
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("SPEZ",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- actor FriendProjectile_akid
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("akid",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- actor FriendProjectile_rena
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("rena",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- Actor FriendSpawner_HELI : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon ACHELI
- Inventory.PickupMessage "You got a [JSDF helicopter] summoner"
- Inventory.PickupSound "friend/pickup"
- inventory.maxamount 100
- States
- {
- Spawn:
- INVA A 1
- Loop
- Use:
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_HELI", 1, 0, 0, 0)
- Stop
- }
- }
- actor FriendProjectile_HELI
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("JSDF_HELI",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- Actor FriendSpawner_FLYER : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon ACFLY
- Inventory.PickupMessage "You got a [USCM Flyer] summoner"
- Inventory.PickupSound "friend/pickup"
- inventory.maxamount 100
- States
- {
- Spawn:
- INVA A 1
- Loop
- Use:
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_FLYER", 1, 0, 0, 0)
- Stop
- }
- }
- actor FriendProjectile_FLYER
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("USCM_choper",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- Actor FriendSpawner_JSDF : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon ACJSDF
- Inventory.PickupMessage "You got a [Japan Self Defense Forces] summoner"
- Inventory.PickupSound "friend/pickup"
- inventory.maxamount 100
- States
- {
- Spawn:
- INVA A 1
- Loop
- Use:
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_JSDFcap", 1, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_JSDF", 20, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_JSDF", -20, 0, 0, 0)
- Stop
- }
- }
- actor FriendProjectile_JSDFcap
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("JSDF_cap",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- actor FriendProjectile_JSDF
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("JSDF",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- Actor FriendSpawner_USMC : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon ACAPOS
- Inventory.PickupMessage "You got a [United States Marine Corps] summoner"
- Inventory.PickupSound "friend/pickup"
- inventory.maxamount 100
- States
- {
- Spawn:
- INVA A 1
- Loop
- Use:
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_UScap", 1, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_US", 20, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_US", -20, 0, 0, 0)
- Stop
- }
- }
- Actor FriendSpawner_TANK : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon ACTANK
- Inventory.PickupMessage "You got a [US Tank] summoner"
- Inventory.PickupSound "friend/pickup"
- inventory.maxamount 100
- States
- {
- Spawn:
- INVA A 1
- Loop
- Use:
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_TANK", 1, 0, 0, 0)
- Stop
- }
- }
- actor FriendProjectile_TANK
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("us_tank",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- actor FriendProjectile_UScap
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("US_cap",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- actor FriendProjectile_US
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("US_marine",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- Actor FriendSpawner_USCM : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon ACUSCM
- Inventory.PickupMessage "You got a [United States Colonial Marines] summoner"
- Inventory.PickupSound "friend/pickup"
- inventory.maxamount 100
- States
- {
- Spawn:
- INVA A 1
- Loop
- Use:
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_USCMcap", 1, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_USCM", 20, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_USCM", -20, 0, 0, 0)
- Stop
- }
- }
- actor FriendProjectile_USCMcap
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("USCM_cap",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- actor FriendProjectile_USCM
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("USCM_marine",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- Actor FriendSpawner_SWAT : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon ACSWAT
- Inventory.PickupMessage "You got a [SWAT team] summoner"
- Inventory.PickupSound "friend/pickup"
- inventory.maxamount 100
- States
- {
- Spawn:
- INVA A 1
- Loop
- Use:
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_SWATcap", 1, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_SWAT", 20, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_SWAT", -20, 0, 0, 0)
- Stop
- }
- }
- actor FriendProjectile_SWAT
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("swats",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- actor FriendProjectile_SWATcap
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "misc/teleport"
- States
- {
- Spawn:
- INVA A 1 Bright
- Loop
- Death:
- TFOG A 8 Bright A_SpawnItem("swats_cap",1,8)
- TFOG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- //*****************************************************
- // Friend:heli
- //*****************************************************
- ACTOR JSDF_heli : biafriends
- {
- Health 200
- Speed 15
- Radius 50
- Height 70
- PainChance 1
- Mass 10000
- MONSTER
- +FLOORCLIP
- +NOGRAVITY
- +FLOAT
- +SPAWNFLOAT
- +NOBLOOD
- +NOTARGET
- +LOOKALLAROUND
- +NORADIUSDMG
- +NOBLOCKMONST
- +FRIENDLY
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- DONTHURTSHOOTER
- +FULLVOLDEATH
- +NOVERTICALMELEERANGE
- scale 1.0
- seesound "heli/sight"
- attacksound "heli/shot"
- painsound "TANK/pain"
- deathsound "heli/die"
- activesound "EDF/sight"
- dropitem JSDF_helipod
- States
- {
- Spawn:
- HELI ABC 10 A_Look
- HELI ABC 0 A_PlaySound("heli/sight")
- Goto See
- See:
- HELI ABC 2 A_Chase
- HELI ABC 0 A_PlaySound("heli/sight")
- TNT1 A 0 A_Jump(64,"ClearTarget")
- TNT1 A 0 A_Jump(1,"giveammo")
- TNT1 A 0 A_Jump(3,"giveammo2")
- Loop
- giveammo:
- HELI A 0 A_CustomMissile ("ammobag_heli", 40, 30, 20, 2, 3)
- Goto See
- giveammo2:
- HELI A 0 A_CustomMissile ("ammobag_heli2", 40, 30, 20, 2, 3)
- Goto See
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Missile:
- HELI ABC 0 A_PlaySound("heli/sight")
- HELI ABC 1 A_FaceTarget
- HELI ABC 0 A_Jump(32,"rpg")
- TNT1 E 0 A_custommissile("bia_gunflashH",10,0)
- HELI ABC 2 Bright A_CustomBulletAttack (2, 2, 1, 6, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- TNT1 E 0 A_custommissile("bia_gunflashH",10,0)
- HELI ABC 2 Bright A_CustomBulletAttack (1, 1, 1, 6, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- TNT1 E 0 A_custommissile("bia_gunflashH",10,0)
- HELI ABC 2 Bright A_CustomBulletAttack (3, 3, 1, 6, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- TNT1 E 0 A_custommissile("bia_gunflashH",10,0)
- HELI ABC 2 Bright A_CustomBulletAttack (1, 1, 1, 6, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- TNT1 E 0 A_custommissile("bia_gunflashH",10,0)
- HELI ABC 2 Bright A_CustomBulletAttack (3, 3, 1, 6, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- TNT1 E 0 A_custommissile("bia_gunflashH",10,0)
- HELI ABC 2 Bright A_CustomBulletAttack (1, 1, 1, 6, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- TNT1 E 0 A_custommissile("bia_gunflashH",10,0)
- HELI ABC 2 Bright A_CustomBulletAttack (2, 2, 1, 6, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- HELI ABC 1 A_CPosRefire
- Goto Missile+1
- rpg:
- HELI ABC 0 A_PlaySound("heli/miss")
- HELI ABC 2 Bright A_CustomMissile("heli_Missile", 32, 8, Random(-2, 2), 0)
- HELI ABC 1 A_CPosRefire
- HELI ABC 0 A_PlaySound("heli/miss")
- HELI ABC 2 Bright A_CustomBulletAttack (1, 1, 1, 8, "BulletPuff")
- HELI ABC 1 A_CPosRefire
- HELI ABC 0 A_PlaySound("heli/miss")
- HELI ABC 2 Bright A_CustomMissile("heli_Missile", 32, 8, Random(-2, 2), 0)
- HELI ABC 1 A_CPosRefire
- HELI ABC 0 A_PlaySound("heli/reload")
- Goto See
- Pain:
- HELI A 4 A_Pain
- HELI ABC 0 A_PlaySound("heli/sight")
- Goto See
- Death:
- HELI A 5
- HELI A 5 A_PlaySound("heli/die")
- HELI B 5
- HELI B 5 A_Scream
- HELI C 5 A_NoBlocking
- HELI D 5
- Stop
- }
- }
- ACTOR JSDF_helipod : biafriends
- {
- Health 100000
- Speed 0
- Radius 20
- Height 50
- PainChance 1
- Mass 10000
- MONSTER
- +FLOORCLIP
- +NOBLOOD
- +NOTARGET
- +NORADIUSDMG
- +LOOKALLAROUND
- +NOBLOCKMONST
- +FRIENDLY
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- DONTHURTSHOOTER
- +NOVERTICALMELEERANGE
- deathsound "EDF/active"
- dropitem itonoko
- dropitem "clipbox" 256
- States
- {
- Spawn:
- HLPD A 3
- HLPD BCD 3
- Goto see
- See:
- HLPD E 1 A_CustomMissile ("jsdf_pilot", 40, 30, 20, 2, 3)
- HLPD E 100
- Goto death
- Death:
- HLPD E 3 A_Fall
- HLPD E 3 A_Scream
- HLPD E -1
- Stop
- }
- }
- //*****************************************************
- // Friend:flyer
- //*****************************************************
- ACTOR USCM_Choper : biafriends
- {
- Health 150
- Speed 10
- Radius 16
- Height 16
- PainChance 1
- Mass 10000
- MONSTER
- +FLOORCLIP
- +NOGRAVITY
- +FLOAT
- +PUSHABLE
- +SPAWNFLOAT
- +NORADIUSDMG
- +NOBLOOD
- +NOTARGET
- +LOOKALLAROUND
- +NOBLOCKMONST
- +FRIENDLY
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- DONTHURTSHOOTER
- +FULLVOLDEATH
- +NOVERTICALMELEERANGE
- scale 1.0
- attacksound "RS\DEAD"
- painsound "TANK/pain"
- deathsound "heli/die"
- activesound "uscm/info"
- dropitem USCM_pilot
- dropitem "clipbox" 256
- States
- {
- Spawn:
- UCHC AB 10 A_Look
- Goto See
- See:
- UCHC ABCD 2 A_Chase
- HCHC A 0 A_PlaySound("CHOP/move")
- TNT1 A 0 A_Jump(64,"ClearTarget")
- Goto See
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Missile:
- HCHC E 0 A_PlaySound("CHOP/move")
- UCHC E 1 A_FaceTarget
- TNT1 E 0 A_custommissile("bia_gunflash2",46,0)
- UCHC F 3 Bright A_CustomMissile("USCM_Pulse", 46, 0, 0)
- UCHC E 1 A_CPosRefire
- TNT1 E 0 A_custommissile("bia_gunflash2",46,0)
- UCHC F 1 Bright A_CustomBulletAttack (2, 2, 1, 8, "BulletPuff")
- UCHC E 1 A_CPosRefire
- TNT1 E 0 A_custommissile("bia_gunflash2",46,0)
- UCHC F 3 Bright A_CustomMissile("USCM_Pulse", 46, 0, 0)
- UCHC E 1 A_CPosRefire
- Goto Missile+1
- Pain:
- HCHC A 0 A_PlaySound("CHOP/move")
- UCHC G 4 A_Pain
- Goto See
- Death:
- UCHC H 5 A_PlaySound("heli/die")
- UCHC I 5
- UCHC J 5 A_Scream
- UCHC K 5 A_NoBlocking
- UCHC L 5
- UCHC M 5
- Stop
- }
- }
- //*****************************************************
- // Friend:tank
- //*****************************************************
- ACTOR US_Tank : biafriends
- {
- Health 400
- painchance 1
- speed 2
- Mass 10000
- Radius 27
- +NOBLOOD
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +DONTSPLASH
- +DONTBLAST
- +NORADIUSDMG
- +DONTHURTSPECIES
- +MISSILEMORE
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +FULLVOLDEATH
- +NOVERTICALMELEERANGE
- Height 72
- DONTHURTSHOOTER
- SeeSound "TANK/move"
- AttackSound "heli/hmg"
- PainSound "TANK/pain"
- DeathSound "TANK/die"
- dropitem Tanker
- dropitem "clipbox" 256
- MONSTER
- +FLOORCLIP
- States
- {
- Spawn:
- ITNK A 8 A_Look
- Goto See
- See:
- ITNK A 0 A_PlaySound ("TANK/move")
- ITNK AABBCC 1 A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Missile:
- ITNK A 0 A_PlaySound ("TANK/move")
- ITNK A 1 A_FaceTarget
- TNT1 E 0 A_custommissile("bia_gunflash2",60,20)
- ITNK D 4 BRIGHT A_CustomBulletAttack (2, 2, 1, 16, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_H", 0, 30,0)
- TNT1 E 0 A_custommissile("bia_gunflash2",60,-20)
- ITNK E 4 BRIGHT A_CustomBulletAttack (4, 4, 1, 16, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_H", 0, 30,0)
- TNT1 E 0 A_custommissile("bia_gunflash2",60,20)
- ITNK D 4 BRIGHT A_CustomBulletAttack (2, 2, 1, 16, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_H", 0, 30,0)
- TNT1 E 0 A_custommissile("bia_gunflash2",60,-20)
- ITNK E 4 BRIGHT A_CustomBulletAttack (4, 4, 1, 16, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_H", 0, 30,0)
- ITNK A 0 A_Jump(128,1)
- goto See
- ITNK A 0 A_CPosRefire
- goto Missile
- Pain:
- ITNK F 4 A_Pain
- ITNK F 4
- ITNK A 0 A_PlaySound ("TANK/move")
- Goto See
- Death:
- ITNK G 4
- ITNK G 4 A_Scream
- ITNK H 8 A_CustomMissile("IncaTankGun", 30, -40, 64)
- ITNK I 8 A_CustomMissile("IncaTankGun", 30, 40, 192)
- ITNK J 8 A_CustomMissile ("TExplosion", 48, 0, 0)
- ITNK K 8 A_Fall
- ITNK L 8
- ITNK M 8
- ITNK N -1
- Stop
- }
- }
- ACTOR IncaTankGun : biafriends
- {
- Radius 4
- Height 4
- Speed 12
- +NOBLOCKMAP
- +DROPOFF
- +MISSILE
- +NOTELEPORT
- +DOOMBOUNCE
- +NoTarget
- Damage 0
- States
- {
- Spawn:
- ITNG A 3
- ITNG B 3
- ITNG C 3
- ITNG D 3
- ITNG E 3
- ITNG F 3
- ITNG G 3
- Loop
- Death:
- ITNG G 1
- ITNG G -1
- Stop
- }
- }
- ACTOR TExplosion : biafriends
- {
- RENDERSTYLE ADD
- ALPHA 0.7
- ExplosionDamage 5
- ExplosionRadius 128
- Radius 10
- Height 32
- Speed 0
- SeeSound "wep/rckt"
- PROJECTILE
- +FIREDAMAGE
- +NOCLIP
- DONTHURTSHOOTER
- States
- {
- Spawn:
- EXP1 A 2 BRIGHT A_PlaySound ("weapons/nrocklx")
- EXP1 BCDEFG 2 BRIGHT
- EXP1 G 2 BRIGHT
- EXP1 H 2 BRIGHT A_Explode
- EXP1 IJKLMNOPQRST 2 BRIGHT
- Stop
- }
- }
- actor Tanker : biafriends
- {
- Health 700
- Radius 10
- Height 56
- Speed 20
- PainChance 1
- MaxStepHeight 32
- MaxDropoffHeight 32
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +NORADIUSDMG
- +MISSILEMORE
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- seesound "USM/sight"
- attacksound "MP5/shot"
- painsound "USM/pain"
- deathsound "USM/die"
- activesound "USM/sight"
- dropitem "FMP5" 256
- dropitem "dogtag2" 256
- States
- {
- Spawn:
- INC1 R 8 A_Look
- Goto See
- See:
- INC1 AABBCCDD 3 A_Chase
- TNT1 A 0 A_Jump(64,"Clearing")
- TNT1 A 0 A_Jump(4,"giveammo")
- Loop
- giveammo:
- INC1 A 0 A_CustomMissile ("ammobag_us", 40, 30, 20, 2, 3)
- Goto See
- Clearing:
- INC1 F 10 A_Look
- TNT1 A 0 A_ClearTarget
- INC1 F 0 A_SetAngle(Angle+random(-45,45))
- INC1 F 0 A_Jump(64,"see")
- goto Laser
- Laser:
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- goto Clearing
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Missile:
- INC1 F 1 A_FaceTarget
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 E 0 A_custommissile("bia_gunflash",30,0)
- INC1 G 2 Bright A_CustomBulletAttack (2, 2, 1, 5, "BulletPuff")
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_P", 0, 30,0)
- INC1 F 1 A_CPosRefire
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- Goto Missile+1
- Pain:
- INC1 H 4
- INC1 H 4 A_Pain
- Goto See
- Death:
- INC1 I 0 A_Jump(128,6)
- INC1 I 6
- INC1 J 6 A_Scream
- INC1 K 6 A_Fall
- INC1 L 6
- INC1 M -1
- Stop
- INC1 N 6
- INC1 O 6 A_Scream
- INC1 P 6 A_Fall
- INC1 Q -1
- Stop
- }
- }
- //*****************************************************
- // Friend:predator
- //*****************************************************
- actor bia_predator : biafriends
- {
- health 198
- radius 10
- height 64
- mass 1000
- speed 8
- painchance 3
- xscale 1.1
- painsound "predpain"
- deathsound "preddeth"
- activesound "predact"
- bloodcolor "chartreuse1"
- bloodtype "predatorblood"
- MaxStepHeight 64
- MaxDropoffHeight 64
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +DROPOFF
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +NORADIUSDMG
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +FIXMAPTHINGPOS
- +REFLECTIVE
- +SHIELDREFLECT
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- dropitem "dogtag1" 256
- states
- {
- Spawn:
- PRED E 10 A_Look
- goto see
- See:
- PRED A 0 A_settranslucent(1,0)
- PRED A 0 A_jump(50,"see2")
- PRED AABBCCDD 2 A_Chase
- TNT1 E 0 A_Jump(64,"pjump")
- Loop
- See2:
- PRED AABBCCDD 2 A_fastChase
- goto See
- Missile:
- PRED A 0 A_settranslucent(1,2)
- PRED E 0 A_jump(64,"cutter")
- PRED E 0 A_playsound ("predtrgt")
- PRED E 0 A_custommissile("predlaser",45,6,0,1)
- PRED E 0 A_custommissile("predlaser",45,8,0,1)
- PRED E 0 A_custommissile("predlaser",43,7,0,1)
- PRED EEE 10 A_FaceTarget
- PRED E 0 A_custommissile("predflash",60,-10)
- PRED E 4 bright A_VileAttack("pre/hit", 250, 250, 3)
- PRED E 0 A_PlaySound("pre/reload")
- PRED E 8 A_VileTarget("pre_Fire")
- PRED A 0 A_settranslucent(1,0)
- goto See
- cutter:
- PRED EEE 5 A_FaceTarget
- PRED G 5 A_custommissile("pre_cutters",60,-10)
- goto See
- pjump:
- PRED E 2 A_FaceTarget
- PRED E 0 A_playsound ("pre/jump")
- PRED A 0 ThrustThing(angle*256/360, 30, 3, 0)
- PRED AB 2 ThrustThingZ(0,50,0,1)
- goto See
- Melee:
- PRED A 1 A_FaceTarget
- PRED G 4 A_CustomMeleeAttack(80,"NIF/hit2","none")
- PRED B 1 A_ComboAttack
- PRED A 0 A_PlaySound("predact")
- Goto See
- Pain:
- PRED G 2 A_settranslucent(1,0)
- PRED G 2 A_Pain
- goto See
- Death:
- PRED O 8
- PRED P 8 A_Scream
- PRED Q 8
- PRED R 8 A_NoBlocking
- PRED G 0 A_settranslucent(1.0,0)
- PRED G 0 A_playsound("cloakoff")
- PRED S 8 A_settranslucent(1,2)
- PRED T 8 A_settranslucent(1.0,0)
- PRED UV 8
- PRED W -1
- stop
- }
- }
- actor pre_cutters : biafriends
- {
- Radius 1
- Height 1
- Speed 15
- Damage 0
- Projectile
- +RANDOMIZE
- +FRIENDLY
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- States
- {
- Spawn:
- ITMK BC 1
- goto death
- Death:
- ITMK D 1
- TNT1 A 0 A_SpawnItem("pre_cutter",1,10)
- stop
- }
- }
- ACTOR pre_cutter : biafriends
- {
- Health 100000
- Radius 5
- Height 5
- Speed 50
- mass 100000
- PainChance 0
- scale 0.4
- MONSTER
- +FLOORCLIP
- +NOGRAVITY
- +FLOAT
- +SPAWNFLOAT
- +NOBLOOD
- +NOTARGET
- +LOOKALLAROUND
- +NOBLOCKMONST
- +NOBLOCKMAP
- +FRIENDLY
- +REFLECTIVE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +FULLVOLDEATH
- DONTHURTSHOOTER
- +NOVERTICALMELEERANGE
- States
- {
- Spawn:
- ITMK BCDE 1 bright A_Look
- Goto See
- See:
- ITMK B 0 A_PlaySound("NGT/shot2")
- ITMK BCDE 1 bright A_Chase
- Loop
- Melee:
- ITMK B 0 A_PlaySound("NGT/shot2")
- ITMK BCDE 1 bright A_FaceTarget
- ITMK BCDE 1 bright A_CustomMeleeAttack(50,"NIF/hit","none")
- ITMK BCDEBCDEBCDE 1 bright A_Chase
- ITMK BCDE 1 bright A_ComboAttack
- Goto Death
- Pain:
- ITMK B 4 bright
- ITMK B 4 bright A_Pain
- Goto See
- Death:
- TNT1 A 1 A_SpawnItem("Shuriken",1,60)
- Stop
- }
- }
- ACTOR predatorblood : bloodsplatter
- {
- states
- {
- Spawn:
- BLUD CBA 8 bright
- Stop
- Death:
- BLUD A 6 bright
- Stop
- }
- }
- ACTOR predball : biafriends
- {
- Radius 6
- Height 16
- Speed 30
- FastSpeed 30
- Damage 10
- Projectile
- +SEEKERMISSILE
- +RANDOMIZE
- +FRIENDLY
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- RenderStyle Add
- Alpha 1
- SeeSound "predshot"
- DeathSound "predhit"
- Decal "Scorch"
- States
- {
- Spawn:
- WH82 ABC 4 BRIGHT
- Loop
- Death:
- GRNE A 2 bright A_Explode
- GRNE BCDEFGHIJKLMN 4 bright
- Stop
- }
- }
- ACTOR predflash : biafriends
- {
- Radius 6
- Height 16
- Speed 0
- Damage 0
- scale 0.5
- Projectile
- +RANDOMIZE
- RenderStyle Add
- Alpha 1
- States
- {
- Spawn:
- WH74 ABCDEFGHIJKLM 1 BRIGHT
- TNT1 A -1
- stop
- }
- }
- ACTOR predlaser : fastprojectile
- {
- Radius 1
- Height 1
- Speed 1000
- Damage 0
- RenderStyle add
- scale 0.01
- Alpha 1
- PROJECTILE
- +SEEKERMISSILE
- +screenseeker
- States
- {
- Spawn:
- SITE A 1 bright A_seekermissile(50,50)
- loop
- Death:
- SITE AA 10 bright
- stop
- }
- }
- //*****************************************************
- // Friend:alien
- //*****************************************************
- ACTOR bia_Alien : biafriends
- {
- Health 197
- PainChance 1
- Speed 30
- Radius 16
- Height 56
- Mass 1000
- Bloodcolor "gold"
- bloodtype "alienblood"
- MaxStepHeight 100
- MaxDropoffHeight 100
- +FASTER
- +FASTMELEE
- +DROPOFF
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +NORADIUSDMG
- +PUSHABLE
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- SeeSound "aliensit"
- AttackSound "alienatt"
- PainSound "alienpai"
- DeathSound "aliendth"
- ActiveSound "alienact"
- MaxTargetRange 400
- dropitem "dogtag3" 256
- States
- {
- Spawn:
- ALIN X 10 A_Look
- goto see
- See:
- ALIN AABBCCDD 2 A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Missile:
- ALIN X 8 A_facetarget
- ALIN X 0 A_playsound("a_claw")
- ALIN Z 0 ThrustThing(angle*256/360, 30, 1, 0)
- ALIN Z 4 ThrustThingZ(0,30,0,1)
- ALIN ZZ 4 A_CustomMeleeAttack(40,"NIF/hit3","none")
- ALIN X 4 A_facetarget
- ALIN Z 0 A_stop
- goto see
- Melee:
- ALIN E 0 A_jump(90,"tail")
- ALIN E 0 A_playsound("a_claw")
- ALIN EF 5 A_FaceTarget
- ALIN G 5 A_CustomMeleeAttack(40,"NIF/hit3","none")
- ALIN E 0 A_playsound("a_claw")
- ALIN OP 5 A_FaceTarget
- ALIN Q 5 A_CustomMeleeAttack(40,"NIF/hit3","none")
- Goto See
- Tail:
- ALIN X 5 A_facetarget
- ALIN X 5 A_playsound("alitail1")
- ALIN Y 0 A_playsound("alitail")
- ALIN Y 20 A_custommeleeattack(random(30,40),"hack","none")
- ALIN X 10 A_facetarget
- Goto See
- Pain:
- ALIN H 2
- ALIN H 2 A_Pain
- Goto See
- Death:
- ALIN I 0 A_jump(256,"death1","death2")
- stop
- Death1:
- ALIN I 8
- ALIN J 8 A_Scream
- ALIN J 8 A_playsound("aliecrak")
- ALIN KKKKKKKKKK 0 A_tossgib
- ALIN K 4
- ALIN L 4 A_NoBlocking
- ALIN M 4
- ALIN N -1
- Stop
- Death2:
- ALIN R 8
- ALIN S 8 A_Scream
- ALIN S 8 A_playsound("aliecrak")
- ALIN KKKKKKKKKK 0 A_tossgib
- ALIN T 4
- ALIN U 4 A_NoBlocking
- ALIN V 4
- ALIN W -1
- Stop
- Xdeath:
- ALIG A 5
- ALIN S 0 A_playsound("aliecrak")
- ALIN KKKKKKKKKKKKKKK 0 A_tossgib
- ALIG B 5 A_Scream
- ALIG C 5 A_NoBlocking
- ALIG DEF 5
- ALIG G -1
- stop
- }
- }
- ACTOR Alien_mini : biafriends
- {
- Health 444
- PainChance 1
- Speed 40
- Radius 16
- Height 56
- Mass 1000
- scale 0.5
- Bloodcolor "gold"
- bloodtype "alienblood"
- MaxStepHeight 80
- MaxDropoffHeight 80
- dropitem "dogtag3" 256
- +FASTER
- +FASTMELEE
- +DROPOFF
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +NORADIUSDMG
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- SeeSound "aliensit"
- AttackSound "alienatt"
- PainSound "alienpai"
- DeathSound "aliendth"
- ActiveSound "alienact"
- MaxTargetRange 400
- States
- {
- Spawn:
- ALIN X 10 A_Look
- goto see
- See:
- ALIN AABBCCDD 2 A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Missile:
- ALIN X 8 A_facetarget
- ALIN X 0 A_playsound("claw")
- ALIN Z 0 ThrustThing(angle*256/360, 30, 1, 0)
- ALIN Z 4 ThrustThingZ(0,30,0,1)
- ALIN ZZ 4 A_CustomMeleeAttack(40,"NIF/hit","none")
- ALIN X 4 A_facetarget
- ALIN Z 0 A_stop
- goto see
- Melee:
- ALIN E 0 A_jump(90,"tail")
- ALIN E 0 A_playsound("claw")
- ALIN EF 5 A_FaceTarget
- ALIN G 5 A_CustomMeleeAttack(40,"NIF/hit3","none")
- ALIN E 0 A_playsound("claw")
- ALIN OP 5 A_FaceTarget
- ALIN Q 5 A_CustomMeleeAttack(40,"NIF/hit3","none")
- Goto See
- Tail:
- ALIN X 5 A_facetarget
- ALIN X 5 A_playsound("alitail1")
- ALIN Y 0 A_playsound("alitail")
- ALIN Y 20 A_custommeleeattack(random(30,40),"hack","none")
- ALIN X 10 A_facetarget
- Goto See
- Pain:
- ALIN H 2
- ALIN H 2 A_Pain
- Goto See
- Death:
- ALIN I 0 A_jump(256,"death1","death2")
- stop
- Death1:
- ALIN I 8
- ALIN J 8 A_Scream
- ALIN J 8 A_playsound("aliecrak")
- ALIN KKKKKKKKKK 0 A_tossgib
- ALIN K 4
- ALIN L 4 A_NoBlocking
- ALIN M 4
- ALIN N -1
- Stop
- Death2:
- ALIN R 8
- ALIN S 8 A_Scream
- ALIN S 8 A_playsound("aliecrak")
- ALIN KKKKKKKKKK 0 A_tossgib
- ALIN T 4
- ALIN U 4 A_NoBlocking
- ALIN V 4
- ALIN W -1
- Stop
- Xdeath:
- ALIG A 5
- ALIN S 0 A_playsound("aliecrak")
- ALIN KKKKKKKKKKKKKKK 0 A_tossgib
- ALIG B 5 A_Scream
- ALIG C 5 A_NoBlocking
- ALIG DEF 5
- ALIG G -1
- stop
- }
- }
- ACTOR RSentry : biafriends
- {
- Radius 10
- Height 64
- Mass 10000
- Health 10000
- Speed 0
- MinMissileChance 10
- +LOOKALLAROUND
- DONTHURTSHOOTER
- MONSTER
- +FRIENDLY
- +NOBLOOD
- +SHOOTABLE
- AttackSound "RS\FIRE"
- DeathSound "RS\DEAD"
- States
- {
- Spawn:
- TURR D 1 Thing_ChangeTID(0, 1999)
- TURR D 5 A_PlaySound("RS\SEE")
- TURR A 5 A_Look
- Goto Spawn+2
- See:
- TURR A 5 A_PlaySound("RS\SEE")
- TURR A 1 Thing_ChangeTID(0, 19)
- TURR A 5 A_Chase
- Goto See+1
- Missile:
- TURR B 1 Thing_ChangeTID(0, 1999)
- TURR B 0 A_FaceTarget
- TURR B 6 Bright A_CustomBulletAttack(4,1,2,3,"BulletPuff")
- TURR C 0 A_FaceTarget
- TURR C 6 Bright //A_CustomBulletAttack(4,1,2,3,"Sparky2")
- TURR C 0 A_SpidRefire
- Goto Missile+1
- Pain:
- TURR A 0 Thing_ChangeTID(0, 1999)
- TURR D 5
- Goto See
- Death:
- TURR A 5 A_PlaySound("turret/shutdown")
- TURR D 9
- TURR E 9 A_Fall
- BNG4 A 2 Bright A_Explode
- BNG4 B 0 Bright A_Scream
- BNG4 BCDEFGHIJKLMN 2 Bright
- Stop
- }
- }
- //*****************************************************
- // Friend:SLDS
- //*****************************************************
- ACTOR SLDS : biafriends
- {
- Health 1000
- Radius 15
- Height 56
- Mass 10000
- Speed 0
- PainChance 10000
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +DROPOFF
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +NORADIUSDMG
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- +NOBLOOD
- painsound "TANK/pain"
- deathsound "SLD/death"
- activesound "SLD/sight"
- dropitem "dogtag2" 256
- States
- {
- Spawn:
- SH2D A 10 A_Look
- Goto See
- See:
- SH2D A 10 A_Chase
- Loop
- Missile:
- SH2D A 1 A_PlaySound("SLD/sight")
- SH2D A 1 A_FaceTarget
- SH2D A 1 A_CPosRefire
- Goto Missile+1
- Pain:
- SH2D A 4 A_Pain
- Goto See
- Death:
- SH2D F 6
- SH2D G 6 A_Scream
- SH2D H 6 A_Fall
- SH2D IJKLM 6
- SH2D N -1
- Stop
- }
- }
- ACTOR SLDS2 : biafriends
- {
- Health 10000
- Radius 15
- Height 56
- Mass 10000
- Speed 0
- PainChance 10000
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +DROPOFF
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +NORADIUSDMG
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +REFLECTIVE
- +NOVERTICALMELEERANGE
- +NOBLOOD
- painsound "TANK/pain"
- deathsound "SLD/death"
- activesound "SLD/sight"
- dropitem "dogtag2" 256
- States
- {
- Spawn:
- SH3L A 10 A_Look
- Goto See
- See:
- SH3L A 10 A_Chase
- Loop
- Missile:
- SH3L A 1 A_PlaySound("SLD/sight")
- SH3L A 1 A_FaceTarget
- SH3L A 1 A_CPosRefire
- Goto Missile+1
- Pain:
- SH3L A 4 A_Pain
- Goto See
- Death:
- SH2D F 6
- SH2D G 6 A_Scream
- SH2D H 6 A_Fall
- SH2D IJKLM 6
- SH2D N -1
- Stop
- }
- }
- //*****************************************************
- // Friend:one man army
- //*****************************************************
- actor doomguy_handx : biafriends
- {
- Radius 3
- Height 3
- Speed 30
- Projectile
- +RANDOMIZE
- +FRIENDLY
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- States
- {
- Spawn:
- PLSL B 1
- goto death
- Death:
- TNT1 A -1 A_SpawnItem("doomguy_hand",1,8)
- stop
- }
- }
- actor doomguy_pistolx : biafriends
- {
- Radius 3
- Height 3
- Speed 30
- Projectile
- +RANDOMIZE
- +FRIENDLY
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- States
- {
- Spawn:
- PLSL B 1
- goto death
- Death:
- TNT1 A -1 A_SpawnItem("doomguy_pistol",1,8)
- stop
- }
- }
- actor doomguy_spasx : biafriends
- {
- Radius 3
- Height 3
- Speed 30
- Projectile
- +RANDOMIZE
- +FRIENDLY
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- States
- {
- Spawn:
- PLSL B 1
- goto death
- Death:
- TNT1 A -1 A_SpawnItem("doomguy_spas",1,8)
- stop
- }
- }
- actor doomguy_m4a1x : biafriends
- {
- Radius 3
- Height 3
- Speed 30
- Projectile
- +RANDOMIZE
- +FRIENDLY
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- States
- {
- Spawn:
- PLSL B 1
- goto death
- Death:
- TNT1 A -1 A_SpawnItem("doomguy_m4a1",1,8)
- stop
- }
- }
- actor doomguy_sawx : biafriends
- {
- Radius 3
- Height 3
- Speed 30
- Projectile
- +RANDOMIZE
- +FRIENDLY
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- States
- {
- Spawn:
- PLSL B 1
- goto death
- Death:
- TNT1 A -1 A_SpawnItem("doomguy_saw",1,8)
- stop
- }
- }
- ACTOR bia_doomguy : biafriends
- {
- Health 99999
- Radius 10
- Height 56
- Speed 46
- PainChance 1
- Mass 10000
- MaxStepHeight 45
- MaxDropoffHeight 45
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOBLOCKMONST
- +NOTARGET
- +PUSHABLE
- +NODAMAGE
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +NORADIUSDMG
- +MISSILEMORE
- +CANUSEWALLS
- +DROPOFF
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- seesound "guy/see"
- AttackSound "guy/shot"
- painsound "guy/pain"
- deathsound "guy/death"
- dropitem "dogtag1" 256
- States
- {
- Spawn:
- HLP0 A 0 Thing_ChangeTID(0, 89319)
- HLP0 ABABAB 10
- PLSL AAAABABABABABABA 5
- TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_handx", 0, 0)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_pistolx", 0, 0)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_spasx", 0, 0)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_m4a1x", 0, 0)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_sawx", 0, 0)
- stop
- PLSL A 50 A_playsound ("guy/death")
- Goto See
- See:
- HLP0 AABBCCDD 3 A_Chase
- HLP0 A 0 Thing_ChangeTID(0, 89319)
- TNT1 A 0 A_Jump(48,"drun")
- TNT1 A 0 A_Jump(48,"djump")
- TNT1 A 0 A_Jump(64,"ClearTarget")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Missile:
- HLP0 E 1 A_FaceTarget
- HLP0 E 0 A_PlaySound("guy/shot")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_P", 0, 30,0)
- HLP0 F 4 Bright A_VileAttack("none", 5, 0, 0)
- HLP0 E 1 A_CPosRefire
- TNT1 A 0 A_ClearTarget
- Goto See
- drun:
- HLP0 A 1 A_FaceTarget
- HLP0 B 0 ThrustThing(angle*256/360, 30, 1, 0)
- HLP0 AB 2 ThrustThingZ(0,10,0,1)
- goto See
- djump:
- HLP0 A 1 A_FaceTarget
- HLP0 B 0 A_playsound ("guy/jump")
- HLP0 B 0 ThrustThing(angle*256/360, 30, 1, 0)
- HLP0 AB 2 ThrustThingZ(0,18,0,1)
- goto See
- Melee:
- HLP0 A 2 A_FaceTarget
- HLP0 E 3 A_CustomMeleeAttack(15,"kick/hit","none")
- HLP0 B 1 A_ComboAttack
- Goto See
- Pain:
- HLP0 G 4
- HLP0 G 4 A_Pain
- Goto See
- Death:
- HLP0 H 7
- HLP0 I 7 A_Scream
- HLP0 J 7 A_Fall
- HLP0 KLM 7
- HLP0 N -1
- Stop
- }
- }
- ACTOR doomguy_hand : biafriends
- {
- Health 99999
- Radius 10
- Height 56
- Speed 46
- PainChance 1
- Mass 10000
- MaxStepHeight 45
- MaxDropoffHeight 45
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +NORADIUSDMG
- +FRIENDLY
- +FLOORCLIP
- +NOBLOCKMONST
- +NOTARGET
- +PUSHABLE
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +NODAMAGE
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +DROPOFF
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- seesound "guy/see"
- AttackSound "guy/shot"
- painsound "guy/pain"
- deathsound "guy/death"
- dropitem "dogtag1" 256
- States
- {
- Spawn:
- HLP0 A 0 Thing_ChangeTID(0, 89319)
- XHAN A 20 A_playsound ("misc/p_pkup")
- Goto See
- See:
- PLA2 AABBCCDD 3 A_Chase
- HLP0 A 0 Thing_ChangeTID(0, 89319)
- TNT1 A 0 A_Jump(48,"drun")
- TNT1 A 0 A_Jump(48,"djump")
- TNT1 A 0 A_Jump(64,"ClearTarget")
- TNT1 A 0 A_Jump(8,"WChange")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- WChange:
- PLSL AAAABABABABABABA 5
- TNT1 A 0 A_Jump(256, 1, 2, 3, 4)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_pistolx", 0, 0)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_spasx", 0, 0)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_m4a1x", 0, 0)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_sawx", 0, 0)
- stop
- drun:
- PLA2 A 1 A_FaceTarget
- PLA2 B 0 ThrustThing(angle*256/360, 30, 1, 0)
- PLA2 AB 2 ThrustThingZ(0,10,0,1)
- goto See
- djump:
- PLA2 A 1 A_FaceTarget
- PLA2 B 0 A_playsound ("guy/jump")
- PLA2 B 0 ThrustThing(angle*256/360, 30, 1, 0)
- PLA2 AB 2 ThrustThingZ(0,30,0,1)
- goto See
- Melee:
- PLA2 A 2 A_FaceTarget
- PLA2 E 3 A_CustomMeleeAttack(100,"kick/hit","none")
- PLA2 B 1 A_ComboAttack
- Goto See
- Pain:
- PLA2 G 4
- PLA2 G 4 A_Pain
- Goto See
- Death:
- PLA0 H 7
- PLA0 I 7 A_Scream
- PLA0 J 7 A_Fall
- PLA0 KLM 7
- PLA0 N -1
- Stop
- }
- }
- ACTOR doomguy_saw : biafriends
- {
- Health 99999
- Radius 10
- Height 56
- Speed 30
- PainChance 1
- Mass 10000
- MaxStepHeight 45
- MaxDropoffHeight 45
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOBLOCKMONST
- +NOTARGET
- +NORADIUSDMG
- +PUSHABLE
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +NODAMAGE
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +DROPOFF
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- seesound "guy/saw_see"
- AttackSound "guy/saw_hit"
- painsound "guy/pain"
- deathsound "guy/death"
- dropitem "dogtag1" 256
- States
- {
- Spawn:
- HLP0 A 0 Thing_ChangeTID(0, 89319)
- XSAW A 20 A_playsound ("guy/saw_active")
- Goto See
- See:
- PLA0 AABBCCDD 3 A_Chase
- PLA0 A 0 A_playsound ("guy/saw_see")
- HLP0 A 0 Thing_ChangeTID(0, 89319)
- TNT1 A 0 A_Jump(48,"drun")
- TNT1 A 0 A_Jump(48,"djump")
- TNT1 A 0 A_Jump(64,"ClearTarget")
- TNT1 A 0 A_Jump(8,"WChange")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- WChange:
- PLSL AAAABABABABABABA 5
- TNT1 A 0 A_Jump(256, 1, 2, 3, 4)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_handx", 0, 0)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_pistolx", 0, 0)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_spasx", 0, 0)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_m4a1x", 0, 0)
- stop
- drun:
- PLA0 A 1 A_FaceTarget
- PLA0 A 0 A_playsound ("guy/saw_active")
- PLA0 B 0 ThrustThing(angle*256/360, 30, 1, 0)
- PLA0 AB 2 ThrustThingZ(0,10,0,1)
- goto See
- djump:
- PLA0 A 1 A_FaceTarget
- PLA0 A 0 A_playsound ("guy/saw_active")
- PLA0 B 0 ThrustThing(angle*256/360, 30, 1, 0)
- PLA0 AB 2 ThrustThingZ(0,18,0,1)
- goto See
- Melee:
- PLA0 E 1 A_FaceTarget
- PLA0 A 0 A_playsound ("guy/saw_nohit")
- PLA0 F 1 A_CustomMeleeAttack(20,"none","none")
- PLA0 E 1 A_ComboAttack
- Goto See
- Pain:
- PLA0 G 4
- PLA0 G 4 A_Pain
- Goto See
- Death:
- PLA0 H 7
- PLA0 I 7 A_Scream
- PLA0 J 7 A_Fall
- PLA0 KLM 7
- PLA0 N -1
- Stop
- }
- }
- ACTOR doomguy_m4a1 : biafriends
- {
- Health 99999
- Radius 10
- Height 56
- Speed 20
- PainChance 1
- Mass 10000
- MaxStepHeight 45
- MaxDropoffHeight 45
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOBLOCKMONST
- +NOTARGET
- +NORADIUSDMG
- +NODAMAGE
- +PUSHABLE
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +DROPOFF
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- seesound "guy/see"
- AttackSound "guy/m4a1_shot"
- painsound "guy/pain"
- deathsound "guy/death"
- dropitem "dogtag1" 256
- States
- {
- Spawn:
- HLP0 A 0 Thing_ChangeTID(0, 89319)
- XM4A A 20 A_playsound ("guy/m4a1_active")
- Goto See
- See:
- PLAR AABBCCDD 3 A_Chase
- HLP0 A 0 Thing_ChangeTID(0, 89319)
- TNT1 A 0 A_Jump(48,"drun")
- TNT1 A 0 A_Jump(48,"djump")
- TNT1 A 0 A_Jump(64,"ClearTarget")
- TNT1 A 0 A_Jump(8,"WChange")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- WChange:
- PLSL AAAABABABABABABA 5
- TNT1 A 0 A_Jump(256, 1, 2, 3, 4)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_handx", 0, 0)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_pistolx", 0, 0)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_spasx", 0, 0)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_sawx", 0, 0)
- stop
- drun:
- PLAR A 1 A_FaceTarget
- PLAR B 0 ThrustThing(angle*256/360, 30, 1, 0)
- PLAR AB 2 ThrustThingZ(0,10,0,1)
- goto See
- djump:
- PLAR A 1 A_FaceTarget
- PLAR B 0 A_playsound ("guy/jump")
- PLAR B 0 ThrustThing(angle*256/360, 30, 1, 0)
- PLAR AB 2 ThrustThingZ(0,18,0,1)
- goto See
- Missile:
- PLAR E 1 A_FaceTarget
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- TNT1 E 0 A_custommissile("bia_gunflash",30,0)
- PLAR F 2 Bright A_CustomBulletAttack (3, 3, 1, 8, "BulletPuff")
- PLAR E 1 A_CPosRefire
- Goto Missile+1
- Melee:
- PLAR A 2 A_FaceTarget
- PKIK A 6 A_CustomMeleeAttack(24,"kick/hit","none")
- Goto Missile
- Pain:
- PLAR G 4
- PLAR G 4 A_Pain
- Goto See
- Death:
- PLA0 H 7
- PLA0 I 7 A_Scream
- PLA0 J 7 A_Fall
- PLA0 KLM 7
- PLA0 N -1
- Stop
- }
- }
- ACTOR doomguy_spas : biafriends
- {
- Health 99999
- Radius 10
- Height 56
- Speed 20
- PainChance 1
- Mass 10000
- MaxStepHeight 45
- MaxDropoffHeight 45
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOBLOCKMONST
- +NOTARGET
- +PUSHABLE
- +NODAMAGE
- +QUICKTORETALIATE
- +NORADIUSDMG
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +DROPOFF
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- seesound "guy/see"
- AttackSound "guy/spas_shot"
- painsound "guy/pain"
- deathsound "guy/death"
- dropitem "dogtag1" 256
- States
- {
- Spawn:
- HLP0 A 0 Thing_ChangeTID(0, 89319)
- XSPA A 20 A_playsound ("guy/spas_active")
- Goto See
- See:
- PLA3 AABBCCDD 3 A_Chase
- HLP0 A 0 Thing_ChangeTID(0, 89319)
- TNT1 A 0 A_Jump(48,"drun")
- TNT1 A 0 A_Jump(48,"djump")
- TNT1 A 0 A_Jump(64,"ClearTarget")
- TNT1 A 0 A_Jump(8,"WChange")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- WChange:
- PLSL AAAABABABABABABA 5
- TNT1 A 0 A_Jump(256, 1, 2, 3, 4)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_handx", 0, 0)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_pistolx", 0, 0)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_m4a1x", 0, 0)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_sawx", 0, 0)
- stop
- drun:
- PLA3 A 1 A_FaceTarget
- PLA3 B 0 ThrustThing(angle*256/360, 30, 1, 0)
- PLA3 AB 2 ThrustThingZ(0,10,0,1)
- goto See
- djump:
- PLA3 A 1 A_FaceTarget
- PLA3 B 0 A_playsound ("guy/jump")
- PLA3 B 0 ThrustThing(angle*256/360, 30, 1, 0)
- PLA3 AB 2 ThrustThingZ(0,18,0,1)
- goto See
- Missile:
- PLA3 E 1 A_FaceTarget
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- PLA3 F 2 Bright A_CustomBulletAttack (4, 4, 8, 10, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_S", 0, 30,0)
- PLA3 E 1 A_CPosRefire
- goto See
- Pain:
- PLA3 G 4
- PLA3 G 4 A_Pain
- Goto See
- Death:
- PLA0 H 7
- PLA0 I 7 A_Scream
- PLA0 J 7 A_Fall
- PLA0 KLM 7
- PLA0 N -1
- Stop
- }
- }
- ACTOR doomguy_pistol : biafriends
- {
- Health 99999
- Radius 10
- Height 56
- Speed 46
- PainChance 1
- Mass 10000
- MaxStepHeight 45
- MaxDropoffHeight 45
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOBLOCKMONST
- +NOTARGET
- +PUSHABLE
- +NODAMAGE
- +QUICKTORETALIATE
- +DONTSPLASH
- +NORADIUSDMG
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +DROPOFF
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- seesound "guy/see"
- AttackSound "guy/de_shot"
- painsound "guy/pain"
- deathsound "guy/death"
- dropitem "dogtag1" 256
- States
- {
- Spawn:
- HLP0 A 0 Thing_ChangeTID(0, 89319)
- XPIS A 20 A_playsound ("guy/de_active")
- Goto See
- See:
- DUEL AABBCCDD 3 A_Chase
- HLP0 A 0 Thing_ChangeTID(0, 89319)
- TNT1 A 0 A_Jump(48,"drun")
- TNT1 A 0 A_Jump(48,"djump")
- TNT1 A 0 A_Jump(64,"ClearTarget")
- TNT1 A 0 A_Jump(8,"WChange")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- WChange:
- PLSL AAAABABABABABABA 5
- TNT1 A 0 A_Jump(256, 1, 2, 3, 4)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_handx", 0, 0)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_spasx", 0, 0)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_m4a1x", 0, 0)
- stop
- HLP0 A 0 A_SpawnItem("doomguy_sawx", 0, 0)
- stop
- drun:
- DUEL A 1 A_FaceTarget
- DUEL B 0 ThrustThing(angle*256/360, 30, 1, 0)
- DUEL AB 2 ThrustThingZ(0,10,0,1)
- goto See
- djump:
- DUEL A 1 A_FaceTarget
- DUEL B 0 A_playsound ("guy/jump")
- DUEL B 0 ThrustThing(angle*256/360, 30, 1, 0)
- DUEL AB 2 ThrustThingZ(0,25,0,1)
- goto See
- Missile:
- DUEL E 1 A_FaceTarget
- DUEL E 0 A_Jump(32,"snipe")
- TNT1 E 0 A_custommissile("bia_gunflash",35,0)
- DUEL F 4 Bright A_CustomBulletAttack (2, 2, 2, 12, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_P", 0, 30,0)
- DUEL E 3 A_FaceTarget
- TNT1 E 0 A_custommissile("bia_gunflash",35,0)
- DUEL F 4 Bright A_CustomBulletAttack (2, 2, 2, 12, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_P", 0, 30,0)
- DUEL E 3 A_FaceTarget
- TNT1 E 0 A_custommissile("bia_gunflash",35,0)
- DUEL F 4 Bright A_CustomBulletAttack (2, 2, 2, 12, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_P", 0, 30,0)
- DUEL E 1 A_CPosRefire
- goto See
- snipe:
- DUEL E 10 A_FaceTarget
- DUEL E 0 A_PlaySound("guy/de_shot")
- TNT1 E 0 A_custommissile("bia_gunflash",35,0)
- DUEL F 1 Bright A_VileAttack("snipe/shot", 20, 15, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_P", 0, 30,0)
- DUEL E 5 A_CPosRefire
- goto See
- Melee:
- DUEL E 2 A_FaceTarget
- TNT1 E 0 A_custommissile("bia_gunflash",35,0)
- DUEL F 3 Bright A_CustomBulletAttack (1, 1, 2, 24, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_P", 0, 30,0)
- DUEL E 2 A_FaceTarget
- TNT1 E 0 A_custommissile("bia_gunflash",35,0)
- DUEL F 3 Bright A_CustomMeleeAttack(24,"guy/de_shot","guy/de_shot")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_P", 0, 30,0)
- DUEL E 2 A_FaceTarget
- TNT1 E 0 A_custommissile("bia_gunflash",35,0)
- DUEL F 3 Bright A_CustomBulletAttack (1, 1, 2, 24, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_P", 0, 30,0)
- Goto See
- Pain:
- DUEL G 4
- DUEL G 4 A_Pain
- Goto See
- Death:
- PLA0 H 7
- PLA0 I 7 A_Scream
- PLA0 J 7 A_Fall
- PLA0 KLM 7
- PLA0 N -1
- Stop
- }
- }
- ACTOR usagi : biafriends
- {
- Health 99999
- Radius 5
- Height 5
- Speed 30
- PainChance 5
- mass 10000
- MaxStepHeight 32
- MaxDropoffHeight 32
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +NOBLOCKMONST
- +NORADIUSDMG
- +NODAMAGE
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +DROPOFF
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- dropitem "dogtag2" 256
- States
- {
- Spawn:
- LE21 A 0 Thing_ChangeTID(0, 81045)
- LE21 BBCC 10 A_Look
- Goto See
- See:
- LE21 ABCD 3 A_Chase
- LE21 A 0 Thing_ChangeTID(0, 81045)
- LE21 A 0 A_Jump(8,"giveammo")
- TNT1 A 0 A_Jump(64,"djump")
- Loop
- giveammo:
- LE21 A 2 A_CustomMissile ("ammobag_usagi", 1, 0, -5)
- Goto See
- djump:
- LE21 A 2 A_FaceTarget
- LE21 B 0 ThrustThing(angle*256/360, 30, 1, 0)
- LE21 AB 2 ThrustThingZ(0,5,0,1)
- goto See
- Pain:
- LE21 A 3
- LE21 A 3 A_Pain
- Goto See
- death:
- LE21 E 10 A_Fall
- LE21 F 10
- LE21 GH 10
- LE21 I -1
- Stop
- }
- }
- //*****************************************************
- // Friend:swats
- //*****************************************************
- ACTOR Swats : biafriends
- {
- Health 70
- Radius 10
- Height 56
- Speed 34
- PainChance 1
- MaxStepHeight 90
- MaxDropoffHeight 90
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NORADIUSDMG
- +NOTARGET
- +PUSHABLE
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +DROPOFF
- +SLIDESONWALLS
- +SLIDESONWALLS
- +ACTIVATEIMPACT
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +FORCEXYBILLBOARD
- +NOVERTICALMELEERANGE
- attacksound "SWAT/shot"
- painsound "SWAT/pain"
- deathsound "USM/die"
- activesound "SWAT/sight"
- dropitem "FBIZON" 256
- dropitem "dogtag3" 256
- States
- {
- Spawn:
- SWAT O 1
- SWAT O 2 A_PlaySound("SWAT/active")
- goto inposition
- inposition:
- SWAT O 30 A_Look
- SWAT O 0 A_SetAngle(Angle+random(-45,45))
- loop
- See:
- SWAT AABBCCDD 3 A_Chase
- TNT1 A 0 A_Jump(32,"Clearing")
- TNT1 A 0 A_Jump(32,"ClearingB")
- TNT1 A 0 A_Jump(6,"giveammo")
- Loop
- giveammo:
- SWAT A 0 A_CustomMissile ("ammobag_swats", 40, 30, 20, 2, 3)
- Goto See
- Clearing:
- SWAT E 5 A_Look
- TNT1 E 0 A_ClearTarget
- SWAT E 0 A_SetAngle(Angle+random(-45,45))
- SWAT E 0 A_Jump(32,"see")
- goto Laser
- Laser:
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- goto Clearing
- ClearingB:
- SWAT O 5 A_Look
- TNT1 O 0 A_ClearTarget
- SWAT O 0 A_SetAngle(Angle+random(-45,45))
- SWAT O 0 A_Jump(32,"see")
- goto LaserB
- LaserB:
- TNT1 A 0 A_CustomMissile ("gunlaser",10, 0, 0, 2, 3)
- goto ClearingB
- Missile:
- TNT1 A 0 A_Recoil (10)
- SWAT E 1 A_FaceTarget
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- SWAT E 0 A_Jump(32,"snipe")
- TNT1 E 0 A_custommissile("bia_gunflash",30,0)
- SWAT F 1 Bright A_CustomBulletAttack (3, 3, 1, 4, "BulletPuff")
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_P", 0, 30,0)
- SWAT E 1 A_CPosRefire
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- Goto Missile+1
- snipe:
- SWAT O 10 A_FaceTarget
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_PlaySound("SWAT/shot")
- TNT1 A 0 A_custommissile("bia_gunflash",12,0)
- SWAT P 1 Bright A_VileAttack("snipe/shot", 10, 15, 2)
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_P", 0, 12,0)
- SWAT O 1 A_FaceTarget
- TNT1 A 0 A_PlaySound("SWAT/shot")
- TNT1 A 0 A_custommissile("bia_gunflash",12,0)
- SWAT P 1 Bright A_VileAttack("snipe/shot", 10, 15, 2)
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_P", 0, 12,0)
- SWAT O 1 A_FaceTarget
- TNT1 A 0 A_PlaySound("SWAT/shot")
- TNT1 A 0 A_custommissile("bia_gunflash",12,0)
- SWAT P 1 Bright A_VileAttack("snipe/shot", 10, 15, 2)
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_P", 0, 12,0)
- SWAT O 5 A_CPosRefire
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- Goto Missile+1
- Pain:
- SWAT G 4
- SWAT G 4 A_Pain
- Goto See
- Death:
- SWAT H 6
- SWAT I 6 A_Scream
- SWAT J 6 A_Fall
- SWAT KLM 6
- SWAT N -1
- Stop
- }
- }
- ACTOR Swats_cap : biafriends
- {
- Health 120
- Radius 10
- Height 56
- Speed 34
- PainChance 1
- MaxStepHeight 60
- MaxDropoffHeight 60
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +NOBLOCKMONST
- +NORADIUSDMG
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- attacksound "SWAT/shot2"
- painsound "SWAT/pain"
- deathsound "USM/die"
- activesound "SWAT/sight"
- dropitem "FAUG" 256
- dropitem "dogtag2" 256
- States
- {
- Spawn:
- UPOS E 1
- UPOS E 2 A_PlaySound("SWAT/active")
- goto inposition
- inposition:
- UPOS E 10 A_Look
- UPOS E 0 A_SetAngle(Angle+random(-45,45))
- loop
- See:
- UPOS AABBCCDD 3 A_Chase
- UPOS A 0 A_Jump(6,"giveammo")
- TNT1 A 0 A_Jump(72,"Clearing")
- Loop
- giveammo:
- UPOS A 0 A_CustomMissile ("ammobag_swatscap", 40, 30, 20, 2, 3)
- Goto See
- Clearing:
- UPOS E 5 A_Look
- TNT1 E 0 A_ClearTarget
- UPOS E 0 A_SetAngle(Angle+random(-45,45))
- UPOS E 0 A_Jump(32,"see")
- goto Laser
- Laser:
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- goto Clearing
- Missile:
- TNT1 A 0 A_Recoil (10)
- UPOS E 1 A_FaceTarget
- TNT1 A 0 A_CustomMissile ("gunlaser",10, 0, 0, 2, 3)
- UPOS E 0 A_Jump(32,"snipe")
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- UPOS F 2 Bright A_CustomBulletAttack (2, 1, 1, 6, "BulletPuff")
- TNT1 A 0 A_CustomMissile ("gunlaser",10, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- UPOS E 1 A_CPosRefire
- TNT1 A 0 A_CustomMissile ("gunlaser",10, 0, 0, 2, 3)
- Goto Missile+1
- snipe:
- UPOS E 10 A_FaceTarget
- TNT1 A 0 A_CustomMissile ("gunlaser",10, 0, 0, 2, 3)
- UPOS E 0 A_PlaySound("SWAT/shot3")
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- UPOS F 1 Bright A_VileAttack("snipe/shot", 60, 15, 2)
- TNT1 A 0 A_CustomMissile ("gunlaser",10, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- UPOS E 1 A_FaceTarget
- UPOS E 0 A_PlaySound("SWAT/shot3")
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- UPOS F 1 Bright A_VileAttack("snipe/shot", 60, 15, 2)
- TNT1 A 0 A_CustomMissile ("gunlaser",10, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- UPOS E 1 A_FaceTarget
- UPOS E 0 A_PlaySound("SWAT/shot3")
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- UPOS F 1 Bright A_VileAttack("snipe/shot", 60, 15, 2)
- TNT1 A 0 A_CustomMissile ("gunlaser",10, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- UPOS E 0 A_PlaySound("snipe/hit")
- UPOS E 5 A_CPosRefire
- TNT1 A 0 A_CustomMissile ("gunlaser",10, 0, 0, 2, 3)
- Goto Missile+1
- Pain:
- UPOS G 4
- UPOS G 4 A_Pain
- Goto See
- Death:
- UPOS H 6
- UPOS I 6 A_Scream
- UPOS J 6 A_Fall
- UPOS K 6
- UPOS L -1
- Stop
- }
- }
- //*****************************************************
- // Friend:nazis
- //*****************************************************
- ACTOR NAZIS_SS : biafriends
- {
- Health 66
- Radius 10
- Height 56
- Speed 27
- PainChance 1
- MaxStepHeight 60
- MaxDropoffHeight 60
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOBLOCKMONST
- +NOTARGET
- +PUSHABLE
- +NORADIUSDMG
- +QUICKTORETALIATE
- +DONTSPLASH
- +DROPOFF
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- AttackSound "NAZI/shot1"
- seesound "nazi/sight"
- painsound "nazi/pain"
- deathsound "nazi/death"
- activesound "nazi/sight"
- dropitem "FG43" 256
- dropitem "dogtag3" 256
- States
- {
- Spawn:
- NAZS AB 10 A_Look
- Goto See
- See:
- NAZS AABBCC 3 A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- TNT1 A 0 A_Jump(32,"Clearing")
- TNT1 A 0 A_Jump(5,"giveammo")
- Loop
- giveammo:
- NAZS A 0 A_CustomMissile ("ammobag_nazis", 40, 30, 20, 2, 3)
- Goto See
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Clearing:
- NAZS E 10 A_Look
- TNT1 A 0 A_ClearTarget
- NAZS E 0 A_SetAngle(Angle+random(-45,45))
- NAZS E 0 A_Jump(64,"see")
- loop
- Missile:
- NAZS E 1 A_FaceTarget
- TNT1 E 0 A_Jump(32,"snipe")
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- NAZS F 6 Bright A_CustomBulletAttack (2, 2, 1, 15, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- NAZS E 1 A_CPosRefire
- Goto Missile+1
- snipe:
- NAZS E 6 A_FaceTarget
- NAZS E 0 A_PlaySound("NAZI/shot1")
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- NAZS F 3 Bright A_VileAttack("snipe/shot", 30, 30, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- NAZS E 1 A_CPosRefire
- Goto Missile+1
- Pain:
- NAZS G 4
- NAZS G 4 A_Pain
- Goto See
- Death:
- NAZS H 7
- NAZS I 7 A_Scream
- NAZS J 7 A_Fall
- NAZS K 7
- NAZS L -1
- Stop
- }
- }
- ACTOR NAZIS_SR : biafriends
- {
- Health 66
- Radius 10
- Height 56
- Speed 27
- PainChance 1
- MaxStepHeight 60
- MaxDropoffHeight 60
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOBLOCKMONST
- +NOTARGET
- +NORADIUSDMG
- +PUSHABLE
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- AttackSound "NAZI/shot4"
- seesound "nazi/sight"
- painsound "nazi/pain"
- deathsound "nazi/death"
- activesound "nazi/sight"
- dropitem "FKAR" 256
- dropitem "dogtag3" 256
- States
- {
- Spawn:
- NAZS AB 10 A_Look
- Goto See
- See:
- NAZS AABBCC 3 A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- TNT1 A 0 A_Jump(64,"Clearing")
- TNT1 A 0 A_Jump(5,"giveammo")
- Loop
- giveammo:
- NAZS A 0 A_CustomMissile ("ammobag_nazis", 40, 30, 20, 2, 3)
- Goto See
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Clearing:
- NAZS E 10 A_Look
- TNT1 A 0 A_ClearTarget
- NAZS E 0 A_SetAngle(Angle+random(-45,45))
- NAZS E 0 A_Jump(32,"see")
- loop
- Missile:
- NAZS E 7 A_FaceTarget
- TNT1 E 0 A_Jump(64,"snipe")
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- NAZS F 1 Bright A_CustomBulletAttack (1, 1, 1, 27, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- NAZS E 1 A_CPosRefire
- Goto See
- snipe:
- NAZS E 7 A_FaceTarget
- NAZS E 0 A_PlaySound("NAZI/shot4")
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- NAZS F 3 Bright A_VileAttack("snipe/shot", 30, 30, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- NAZS E 1 A_CPosRefire
- Goto See
- Pain:
- NAZS G 4
- NAZS G 4 A_Pain
- Goto See
- Death:
- NAZS H 7
- NAZS I 7 A_Scream
- NAZS J 7 A_Fall
- NAZS K 7
- NAZS L -1
- Stop
- }
- }
- ACTOR NAZIS_CAP : biafriends
- {
- Health 150
- Radius 10
- Height 56
- Speed 15
- PainChance 1
- MaxStepHeight 60
- MaxDropoffHeight 60
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOBLOCKMONST
- +NORADIUSDMG
- +NOTARGET
- +PUSHABLE
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- AttackSound "nazi/shot5"
- seesound "nazi/sight"
- painsound "nazi/pain"
- deathsound "nazi/death"
- activesound "nazi/sight"
- dropitem "FMG42" 256
- dropitem "dogtag2" 256
- States
- {
- Spawn:
- NAZC AB 10 A_Look
- Goto See
- See:
- NAZC AABBCC 3 A_Chase
- TNT1 A 0 A_Jump(6,"giveammo")
- TNT1 A 0 A_Jump(64,"Clearing")
- Loop
- giveammo:
- NAZC A 0 A_CustomMissile ("ammobag_nazis", 40, 30, 20, 2, 3)
- Goto See
- Clearing:
- NAZC A 10 A_Look
- TNT1 A 0 A_ClearTarget
- NAZC B 0 A_SetAngle(Angle+random(-45,45))
- NAZC A 0 A_Jump(64,"see")
- loop
- Missile:
- NAZC E 7 A_FaceTarget
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- NAZC F 1 Bright A_CustomBulletAttack (6, 6, 1, 12, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- NAZC E 1 A_FaceTarget
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- NAZC F 1 Bright A_CustomBulletAttack (6, 6, 1, 12, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- NAZC E 1 A_FaceTarget
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- NAZC F 1 Bright A_CustomBulletAttack (6, 6, 1, 12, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- NAZC E 1 A_FaceTarget
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- NAZC F 1 Bright A_CustomBulletAttack (6, 6, 1, 12, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- NAZC E 1 A_FaceTarget
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- NAZC F 1 Bright A_CustomBulletAttack (6, 6, 1, 12, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- NAZC E 1 A_CPosRefire
- Goto Missile+1
- Pain:
- NAZC G 4
- NAZC G 4 A_Pain
- Goto See
- Death:
- NAZC H 7
- NAZC I 7 A_Scream
- NAZC J 7 A_Fall
- NAZC K 7
- NAZC L -1
- Stop
- }
- }
- //*****************************************************
- // Friend:spetsnaz
- //*****************************************************
- ACTOR SPEZ : biafriends
- {
- Health 75
- Radius 10
- Height 56
- Speed 23
- PainChance 2
- MaxStepHeight 32
- MaxDropoffHeight 32
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +PUSHABLE
- +NOBLOCKMONST
- +NORADIUSDMG
- +NOTARGET
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- AttackSound "SPEZ/shot"
- painsound "SPEZ/pain"
- deathsound "SPEZ/death"
- activesound "SPEZ/sight"
- dropitem "FAN94" 256
- dropitem "dogtag3" 256
- States
- {
- Spawn:
- PBPS AB 10 A_Look
- Goto See
- See:
- PBPS AA 3 A_Chase
- PBPS A 0 A_Recoil(-2)
- PBPS BB 3 A_Chase
- PBPS A 0 A_Recoil(-2)
- PBPS CC 3 A_Chase
- PBPS A 0 A_Recoil(-2)
- PBPS DD 3 A_Chase
- TNT1 A 0 A_Jump(32,"Clearing")
- TNT1 A 0 A_Jump(6,"giveammo")
- PBPS A 0 A_Recoil(-2)
- Loop
- giveammo:
- PBPS A 0 A_CustomMissile ("ammobag_spez", 40, 30, 20, 2, 3)
- Goto See
- Clearing:
- PBPS E 5 A_Look
- TNT1 A 0 A_ClearTarget
- PBPS E 0 A_SetAngle(Angle+random(-45,45))
- PBPS E 0 A_Jump(32,"see")
- goto Laser
- Laser:
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- goto Clearing
- Missile:
- PBPS E 1 A_FaceTarget
- PBPS E 0 A_Jump(32,"grenade")
- TNT1 E 0 A_custommissile("bia_gunflash",30,0)
- PBPS F 1 Bright A_CustomBulletAttack (2, 2, 1, 6, "BulletPuff")
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- TNT1 E 0 A_custommissile("bia_gunflash",30,0)
- PBPS F 1 Bright A_CustomBulletAttack (2, 2, 1, 6, "BulletPuff")
- PBPS E 1 A_CPosRefire
- PBPS E 0 ThrustThing (angle*190/360, 15, 1, 0)
- PBPS E 3 ThrustThingZ(0,8,2,0)
- TNT1 A 0 A_Recoil (1)
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- Goto Missile+1
- grenade:
- PBPS E 1 A_FaceTarget
- PBPS F 0 A_PlaySound("SPEZ/shot2")
- PBPS F 2 Bright A_CustomMissile("SPEZ_Grenade", 32, 8, Random(-2, 2), 0)
- PBPS E 1 A_PlaySound("SPEZ/reload")
- Goto See
- Pain:
- PBPS G 4
- PBPS G 4 A_Pain
- Goto See
- Death:
- PBPS H 8
- PBPS I 8 A_Scream
- PBPS J 8 A_Fall
- PBPS K 8
- PBPS L -1
- Stop
- }
- }
- ACTOR akid : biafriends
- {
- Health 120
- Radius 10
- Height 56
- Speed 23
- PainChance 5
- MaxStepHeight 32
- MaxDropoffHeight 32
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +PUSHABLE
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +NORADIUSDMG
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- attacksound "KID/shot"
- SeeSound "NAZI/reload2"
- PainSound "babe/pain"
- DeathSound "KID/death"
- ActiveSound "KID/sight"
- dropitem "FAK47" 256
- dropitem "dogtag2" 256
- scale 1.3
- Decal clip
- States
- {
- Spawn:
- HLP1 A 10 A_Look
- HLP1 A 0 A_SetAngle(Angle+random(-45,45))
- HLP1 E 0 A_Jump(32,"see")
- Loop
- See:
- HLP1 BB 3 A_Chase
- PBPS A 0 A_Recoil(-4)
- HLP1 CC 3 A_Chase
- PBPS A 0 A_Recoil(-4)
- HLP1 DD 3 A_Chase
- PBPS A 0 A_Recoil(-4)
- HLP1 EE 3 A_Chase
- HLP1 A 0 A_Jump(5,"giveammo")
- TNT1 A 0 A_Jump(32,"Clearing")
- PBPS A 0 A_Recoil(-4)
- Loop
- Clearing:
- HLP1 F 10 A_Look
- TNT1 F 0 A_ClearTarget
- HLP1 A 0 A_SetAngle(Angle+random(-45,45))
- HLP1 F 0 A_Jump(32,"see")
- goto Laser
- Laser:
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- goto Clearing
- Missile:
- HLP1 F 1 A_FaceTarget
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- HLP1 E 0 A_Jump(32,"grenade")
- HLP1 E 0 A_Jump(32,"fullauto")
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- HLP1 F 2 Bright A_CustomBulletAttack (2, 2, 1, 9, "BulletPuff")
- HLP1 F 0 A_FaceTarget
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- HLP1 F 2 Bright A_CustomBulletAttack (2, 2, 1, 9, "BulletPuff")
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- HLP1 F 0 A_FaceTarget
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- HLP1 F 2 Bright A_CustomBulletAttack (2, 2, 1, 9, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- HLP1 E 0 ThrustThing (angle*240/360, 15, 1, 0)
- HLP1 F 3 ThrustThingZ(0,8,3,0)
- TNT1 A 0 A_Recoil (1)
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- HLP1 F 1 A_CPosRefire
- Goto Missile+1
- fullauto:
- HLP1 F 1 A_FaceTarget
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- HLP1 F 2 Bright A_CustomBulletAttack (3, 3, 1, 9, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- HLP1 F 1 A_CPosRefire
- HLP1 E 0 A_Jump(8,"Missile")
- Goto fullauto+1
- grenade:
- HLP1 E 0 A_PlaySound("KID/shot2")
- HLP1 E 1 A_FaceTarget
- HLP1 F 0 A_PlaySound("SPEZ/shot2")
- HLP1 F 2 Bright A_CustomMissile("SPEZ_Grenade", 32, 8, Random(-2, 2), 0)
- HLP1 E 1 A_PlaySound("SPEZ/reload")
- HLP1 E 1 A_FaceTarget
- HLP1 F 0 A_PlaySound("SPEZ/shot2")
- HLP1 F 2 Bright A_CustomMissile("SPEZ_Grenade", 32, 8, Random(-2, 2), 0)
- HLP1 E 1 A_PlaySound("SPEZ/reload")
- HLP1 E 1 A_FaceTarget
- HLP1 F 0 A_PlaySound("SPEZ/shot2")
- HLP1 F 2 Bright A_CustomMissile("SPEZ_Grenade", 32, 8, Random(-2, 2), 0)
- HLP1 E 1 A_PlaySound("SPEZ/reload")
- HLP1 E 0 ThrustThing (angle*240/360, 15, 1, 0)
- HLP1 BCDE 1 ThrustThingZ(0,8,3,0)
- Goto See
- giveammo:
- HLP1 A 0 A_CustomMissile ("ammobag_akid", 40, 30, 20, 2, 3)
- Goto See
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Melee:
- HLP1 A 2 A_FaceTarget
- HLP1 G 6 A_CustomMeleeAttack(50,"kick/hit","none")
- Goto Missile
- Pain:
- HLP1 H 3
- HLP1 H 3 A_Pain
- Goto See
- death:
- HLP1 I 10 A_Fall
- HLP1 J 10 A_PlayerScream
- HLP1 KLM 10
- HLP1 N -1
- Stop
- }
- }
- //*****************************************************
- // Friend:outlaws
- //*****************************************************
- ACTOR hunter : biafriends
- {
- Health 90
- Radius 10
- Height 56
- Speed 22
- PainChance 2
- MaxStepHeight 32
- MaxDropoffHeight 32
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOBLOCKMONST
- +NOTARGET
- +NORADIUSDMG
- +PUSHABLE
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- seesound "otl1/sight"
- AttackSound "otl1/shot"
- painsound "otl1/pain"
- deathsound "otl1/death"
- activesound "otl1/sight"
- dropitem "FM94" 256
- dropitem "dogtag3" 256
- States
- {
- Spawn:
- OTL1 AB 10 A_Look
- Goto See
- See:
- OTL1 AABBCCDD 3 A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- TNT1 A 0 A_Jump(5,"giveammo")
- Loop
- giveammo:
- OTL1 A 0 A_CustomMissile ("ammobag_outlaw", 40, 30, 20, 2, 3)
- Goto See
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Missile:
- OTL1 E 1 A_FaceTarget
- TNT1 E 0 A_custommissile("bia_gunflash",30,0)
- OTL1 F 2 Bright A_CustomBulletAttack (3, 3, 1, 16, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- TNT1 A 0 ThrustThing (random(0,255),random(2,8))
- OTL1 E 0 A_PlaySound("otl1/reload")
- OTL1 E 3 ThrustThingZ(0,8,0,0)
- OTL1 E 1 A_CPosRefire
- Goto Missile+1
- Pain:
- OTL1 G 4
- OTL1 G 4 A_Pain
- Goto See
- Death:
- OTL1 H 7
- OTL1 I 7 A_Scream
- OTL1 J 7 A_Fall
- OTL1 KLM 7
- OTL1 N -1
- Stop
- }
- }
- ACTOR outlaw : biafriends
- {
- Health 90
- Radius 10
- Height 56
- Speed 6
- PainChance 2
- MaxStepHeight 32
- MaxDropoffHeight 32
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOBLOCKMONST
- +NOTARGET
- +NORADIUSDMG
- +PUSHABLE
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- seesound "otl2/sight"
- painsound "otl2/pain"
- deathsound "otl2/death"
- AttackSound "otl2/shot"
- activesound "otl2/sight"
- dropitem "FHMG" 256
- dropitem "dogtag2" 256
- States
- {
- Spawn:
- OTL2 AB 10 A_Look
- Goto See
- See:
- OTL2 AABBCCDD 3 A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- TNT1 A 0 A_Jump(6,"giveammo")
- Loop
- giveammo:
- OTL2 A 0 A_CustomMissile ("ammobag_outlawcap", 40, 30, 20, 2, 3)
- Goto See
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Missile:
- OTL2 E 0 A_PlaySound("otl2/set")
- OTL2 E 5 A_FaceTarget
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- OTL2 F 0 A_CustomMissile("HMG_BUL", 24, 0, 3, 2, 0)
- OTL1 F 0 A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
- OTL2 F 0 A_CustomMissile("HMG_BUL", 24, 0, -3, 2, 0)
- OTL1 F 0 A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- OTL2 F 0 A_CustomMissile("HMG_BUL", 24, 0, 0, 2, 3)
- OTL1 F 0 A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
- OTL2 F 0 A_CustomMissile("HMG_BUL", 24, 0, 0, 2, -3)
- OTL1 F 0 A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- OTL2 F 0 A_CustomMissile("HMG_BUL", 24, 0, 2, 2, 2)
- OTL1 F 0 A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
- OTL2 F 0 A_CustomMissile("HMG_BUL", 24, 0, -2, 2, 2)
- OTL1 F 0 A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- OTL2 F 0 A_CustomMissile("HMG_BUL", 24, 0, 2, 2, -2)
- OTL1 F 0 A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
- OTL2 F 0 A_CustomMissile("HMG_BUL", 24, 0, -2, 2, -2)
- OTL1 F 0 A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- OTL2 F 5 bright A_CustomMissile("HMG_BUL", 24, 0, 0, 2)
- OTL2 E 1 A_CPosRefire
- Goto Missile+1
- Pain:
- OTL2 G 4
- OTL2 G 4 A_Pain
- Goto See
- Death:
- OTL2 H 7
- OTL2 I 7 A_Scream
- OTL2 J 7 A_Fall
- OTL2 KLM 7
- OTL2 N -1
- Stop
- }
- }
- ACTOR wanko : biafriends
- {
- Health 12
- Radius 10
- Height 56
- Speed 30
- PainChance 2
- MaxStepHeight 200
- MaxDropoffHeight 200
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOBLOCKMONST
- +NOTARGET
- +NORADIUSDMG
- +PUSHABLE
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- AttackSound "demon/melee"
- deathsound "wanko/die"
- activesound "wanko/active"
- States
- {
- Spawn:
- WNCO A 1 A_Look
- Goto See
- See:
- WNCO AABBCCDDEE 3 A_Chase
- TNT1 A 0 A_Jump(64,"Clearing")
- Loop
- Clearing:
- WNCO D 5 A_Look
- TNT1 A 0 A_ClearTarget
- TNT1 A 0 A_SetAngle(Angle+random(-45,45))
- TNT1 A 0 A_Jump(32,"see")
- loop
- Melee:
- WNCO F 2 A_FaceTarget
- WNCO G 3 A_CustomMeleeAttack(10,"demon/melee","none")
- WNCO F 0 ThrustThing (angle*190/360, 15, 1, 0)
- WNCO E 2 ThrustThingZ(0,8,2,0)
- WNCO F 1 A_ComboAttack
- Goto See
- Pain:
- WNCO H 4
- WNCO H 4 A_Pain
- Goto See
- Death:
- WNCO I 7
- WNCO J 7 A_Scream
- WNCO K 7 A_Fall
- WNCO LM 7
- WNCO N -1
- Stop
- }
- }
- //*****************************************************
- // Friend:jsdf
- //*****************************************************
- ACTOR JSDF : biafriends
- {
- Health 75
- Radius 10
- Height 56
- Speed 27
- PainChance 2
- MaxStepHeight 45
- MaxDropoffHeight 45
- MONSTER
- DONTHURTSHOOTER
- +NORADIUSDMG
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOBLOCKMONST
- +NOTARGET
- +PUSHABLE
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- AttackSound "EDF/shot"
- painsound "EDF/pain"
- deathsound "EDF/death"
- activesound "EDF/sight"
- dropitem "FT89" 256
- dropitem "dogtag3" 256
- States
- {
- Spawn:
- EDFA AB 10 A_Look
- Goto See
- See:
- EDFA AABBCCDD 3 A_Chase
- TNT1 A 0 A_Jump(64,"Clearing")
- TNT1 A 0 A_Jump(6,"giveammo")
- Loop
- giveammo:
- EDFA A 0 A_CustomMissile ("ammobag_jsdf", 40, 30, 20, 2, 3)
- Goto See
- Clearing:
- EDFA E 5 A_Look
- TNT1 A 0 A_ClearTarget
- EDFA E 0 A_SetAngle(Angle+random(-45,45))
- EDFA E 0 A_Jump(32,"see")
- goto Laser
- Laser:
- EDFA A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- goto Clearing
- Missile:
- TNT1 A 0 A_Recoil (5)
- EDFA E 1 A_FaceTarget
- TNT1 A 0 A_custommissile("gunlaser",30,0,0)
- TNT1 E 0 A_custommissile("bia_gunflash",35,0)
- EDFA F 2 Bright A_CustomBulletAttack (2, 1, 1, 8, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- TNT1 A 0 A_custommissile("gunlaser",40,0,0)
- EDFA E 1 A_CPosRefire
- TNT1 A 0 A_custommissile("gunlaser",40,0,0)
- Goto Missile+1
- Melee:
- EDFA A 0 A_FaceTarget
- EDFA A 4 A_SkelWhoosh
- EDFA D 2 A_FaceTarget
- EDFA E 5 A_CustomMeleeAttack(60,"NIF/hit","none")
- EDFA E 1 A_ComboAttack
- Goto See
- Pain:
- EDFA G 4
- EDFA G 4 A_Pain
- Goto See
- Death:
- EDFA H 7
- EDFA I 7 A_Scream
- EDFA J 7 A_Fall
- EDFA K 7
- EDFA L -1
- Stop
- }
- }
- ACTOR JSDF_Cap : biafriends
- {
- Health 170
- Radius 10
- Height 56
- Speed 27
- PainChance 2
- MaxStepHeight 45
- MaxDropoffHeight 45
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NORADIUSDMG
- +PUSHABLE
- +NOBLOCKMONST
- +NOTARGET
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- AttackSound "EDF/shot2"
- painsound "EDF/pain"
- deathsound "EDF/death"
- activesound "EDF/sight"
- dropitem "FT64" 256
- dropitem "dogtag1" 256
- States
- {
- Spawn:
- EDFC AB 10 A_Look
- Goto See
- See:
- EDFC AABBCCDD 3 A_Chase
- EDFC A 0 A_Jump(6,"giveammo")
- TNT1 A 0 A_Jump(64,"Clearing")
- Loop
- giveammo:
- EDFC A 0 A_CustomMissile ("ammobag_jsdf", 40, 30, 20, 2, 3)
- Goto See
- Clearing:
- EDFC E 5 A_Look
- TNT1 A 0 A_ClearTarget
- EDFC E 0 A_SetAngle(Angle+random(-45,45))
- EDFC E 0 A_Jump(32,"see")
- goto Laser
- Laser:
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- goto Clearing
- Missile:
- TNT1 A 0 A_Recoil (5)
- EDFC E 1 A_FaceTarget
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- EDFC F 3 Bright A_CustomBulletAttack (1, 1, 1, 10, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- EDFC E 1 A_CPosRefire
- Goto Missile+1
- Melee:
- EDFC A 0 A_FaceTarget
- EDFC A 3 A_SkelWhoosh
- EDFC E 2 A_FaceTarget
- EDFC F 4 A_CustomMeleeAttack(100,"NIF/hit2","none")
- EDFC E 1 A_ComboAttack
- EDFC E 0 A_PlaySound("SLD/sight6")
- Goto See
- Pain:
- EDFC G 4
- EDFC G 4 A_Pain
- Goto See
- Death:
- EDFC H 8
- EDFC I 8 A_Scream
- EDFC J 8 A_Fall
- EDFC K 8
- EDFC L -1
- Stop
- }
- }
- actor JSDF_pilot : biafriends
- {
- Health 100
- Radius 1
- Height 1
- Speed 4
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +DOOMBOUNCE
- +BOUNCEONACTORS
- deathsound "EDF/death"
- dropitem "dogtag3" 256
- dropitem "FP220" 256
- States
- {
- Spawn:
- EDFA H 3
- Goto Death
- See:
- DDDD A 2
- Goto Death
- Death:
- EDFA H 7
- EDFA I 7 A_Scream
- EDFA J 7 A_Fall
- EDFA K 7
- EDFA L -1
- Stop
- }
- }
- ACTOR itonoko : biafriends
- {
- Health 120
- Radius 10
- Height 56
- Speed 20
- PainChance 2
- scale 0.7
- MaxStepHeight 45
- MaxDropoffHeight 45
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NORADIUSDMG
- +PUSHABLE
- +NOBLOCKMONST
- +NOTARGET
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- AttackSound "EDF/shotI"
- painsound "EDF/pain"
- deathsound "itonoko/die"
- activesound "EDF/sight"
- dropitem "FP220" 256
- dropitem "dogtag1" 256
- States
- {
- Spawn:
- ITNC AA 10 A_Look
- Goto See
- See:
- ITNC BBCCDDEE 3 A_Chase
- ITNC A 0 A_Jump(8,"giveammo")
- TNT1 A 0 A_Jump(64,"Clearing")
- Loop
- giveammo:
- ITNC A 0 A_CustomMissile ("ammobag_jsdf", 40, 30, 20, 2, 3)
- Goto See
- Clearing:
- ITNC G 10 A_Look
- TNT1 A 0 A_ClearTarget
- ITNC G 0 A_SetAngle(Angle+random(-45,45))
- ITNC G 0 A_Jump(32,"see")
- loop
- Missile:
- ITNC G 3 A_FaceTarget
- ITNC G 0 A_Recoil(4)
- TNT1 G 0 A_custommissile("bia_gunflashI",40,0)
- ITNC H 3 Bright A_CustomBulletAttack (1, 1, 1, 12, "BulletPuff")
- TNT1 G 0 A_SpawnItem ("CaseSpawn_P", 0, 30,0)
- ITNC G 1 A_FaceTarget
- TNT1 G 0 A_custommissile("bia_gunflashI",40,0)
- ITNC H 3 Bright A_CustomBulletAttack (1, 1, 1, 12, "BulletPuff")
- TNT1 G 0 A_SpawnItem ("CaseSpawn_P", 0, 30,0)
- ITNC G 1 A_FaceTarget
- TNT1 G 0 A_custommissile("bia_gunflashI",40,0)
- ITNC H 3 Bright A_CustomBulletAttack (1, 1, 1, 12, "BulletPuff")
- TNT1 G 0 A_SpawnItem ("CaseSpawn_P", 0, 30,0)
- ITNC G 0 ThrustThing (random(0,255),random(2,8))
- ITNC BCDE 1 ThrustThingZ(0,8,0,0)
- ITNC G 7 A_CPosRefire
- Goto Missile+1
- Melee:
- ITNC F 0 A_FaceTarget
- ITNC A 3 A_SkelWhoosh
- ITNC F 2 A_FaceTarget
- ITNC G 4 A_CustomMeleeAttack(120,"kick/hit","none")
- ITNC F 1 A_ComboAttack
- ITNC E 0 A_PlaySound("SLD/sight6")
- Goto See
- Pain:
- ITNC F 4
- ITNC F 4 A_Pain
- Goto See
- Death:
- ITNC I 8
- ITNC J 8 A_Scream
- ITNC K 8 A_Fall
- ITNC LM 8
- ITNC N -1
- Stop
- }
- }
- //*****************************************************
- // Friend:uscm
- //*****************************************************
- ACTOR USCM_Marine : biafriends
- {
- Health 70
- Radius 10
- Height 56
- Speed 20
- DONTHURTSHOOTER
- PainChance 1
- MaxStepHeight 40
- MaxDropoffHeight 40
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +NORADIUSDMG
- +PUSHABLE
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- attacksound "PULS/shot"
- painsound "uscm/pain"
- deathsound "uscm/die"
- activesound "uscm/info"
- dropitem "FM41" 256
- dropitem "dogtag3" 256
- States
- {
- Spawn:
- USCM AB 8 A_Look
- Goto See
- See:
- USCM AABBCCDD 3 A_Chase
- TNT1 A 0 A_Jump(64,"Clearing")
- TNT1 A 0 A_Jump(5,"giveammo")
- Loop
- Clearing:
- USCM E 10 A_Look
- TNT1 A 0 A_ClearTarget
- USCM E 0 A_SetAngle(Angle+random(-45,45))
- USCM E 0 A_Jump(64,"see")
- goto Laser
- Laser:
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- goto Clearing
- giveammo:
- USCM A 0 A_CustomMissile ("ammobag_uscm", 40, 30, 20, 2, 3)
- Goto See
- Missile:
- USCM E 1 A_FaceTarget
- USCM E 0 A_Jump(24,"grenade")
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- USCM F 3 Bright A_CustomMissile("USCM_Pulse", 32, 0, 0)
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- USCM E 1 A_CPosRefire
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- USCM F 1 Bright A_CustomBulletAttack (1, 1, 1, 8, "BulletPuff")
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- USCM E 1 A_CPosRefire
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- USCM F 3 Bright A_CustomMissile("USCM_Pulse", 32, 0, 0)
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- USCM E 1 A_CPosRefire
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- Goto Missile+1
- grenade:
- USCM E 1 A_FaceTarget
- USCM F 2 Bright A_CustomMissile("USCM_Grenade", 32, 8, Random(-2, 2), 0)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_S", 0, 30,0)
- USCM E 1 A_PlaySound("SWAT/look")
- Goto See
- Pain:
- USCM G 3
- USCM G 3 A_Pain
- Goto See
- Death:
- USCM H 5
- USCM I 5 A_Scream
- USCM J 5 A_Fall
- USCM K 5
- USCM L -1
- Stop
- }
- }
- ACTOR USCM_pilot : biafriends
- {
- Health 50
- Radius 10
- Height 56
- Speed 20
- DONTHURTSHOOTER
- PainChance 1
- MaxStepHeight 40
- MaxDropoffHeight 40
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +NORADIUSDMG
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- attacksound "PULS/shot"
- painsound "uscm/pain"
- deathsound "uscm/die"
- activesound "uscm/info"
- dropitem "FM41" 256
- dropitem "dogtag2" 256
- States
- {
- Spawn:
- USMS AB 8 A_Look
- Goto See
- See:
- USMS AABBCCDD 3 A_Chase
- TNT1 A 0 A_Jump(64,"Clearing")
- ILLP A 0 A_Jump(5,"giveammo")
- Loop
- Clearing:
- USMS E 10 A_Look
- TNT1 A 0 A_ClearTarget
- USMS E 0 A_SetAngle(Angle+random(-45,45))
- USMS E 0 A_Jump(64,"see")
- goto Laser
- Laser:
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- goto Clearing
- giveammo:
- ILLP A 0 A_CustomMissile ("ammobag_uscm", 40, 30, 20, 2, 3)
- Goto See
- Missile:
- USMS E 1 A_FaceTarget
- USMS E 0 A_Jump(24,"grenade")
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- USMS F 3 Bright A_CustomMissile("USCM_Pulse", 32, 0, 0)
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- USMS E 1 A_CPosRefire
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- USMS F 1 Bright A_CustomBulletAttack (1, 1, 1, 8, "BulletPuff")
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- USMS E 1 A_CPosRefire
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- USMS F 3 Bright A_CustomMissile("USCM_Pulse", 32, 0, 0)
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- USMS E 1 A_CPosRefire
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- Goto Missile+1
- grenade:
- USMS E 1 A_FaceTarget
- USMS F 2 Bright A_CustomMissile("USCM_Grenade", 32, 8, Random(-2, 2), 0)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_S", 0, 30,0)
- USMS E 1 A_PlaySound("SWAT/look")
- Goto See
- Pain:
- USMS G 3
- USMS G 3 A_Pain
- Goto See
- Death:
- USMS H 5
- USMS I 5 A_Scream
- USMS J 5 A_Fall
- USMS K 5
- USMS L -1
- Stop
- }
- }
- ACTOR USCM_Cap : biafriends
- {
- Health 120
- Radius 10
- Height 56
- Speed 25
- PainChance 1
- MaxStepHeight 40
- MaxDropoffHeight 40
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NORADIUSDMG
- +PUSHABLE
- +NOBLOCKMONST
- +NOTARGET
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- seesound "CAP/sight1"
- attacksound "PULS/shot"
- painsound "CAP/pain"
- deathsound "CAP/death"
- activesound "CAP/sight"
- dropitem "FM41" 256
- dropitem "dogtag1" 256
- States
- {
- Spawn:
- ILLP AB 10 A_Look
- Goto See
- See:
- ILLP AABBCCDD 3 A_Chase
- ILLP A 0 A_Jump(5,"giveammo")
- TNT1 A 0 A_Jump(64,"ClearTarget")
- TNT1 A 0 A_Jump(32,"Clearing")
- Loop
- Clearing:
- ILLP E 10 A_Look
- TNT1 A 0 A_ClearTarget
- ILLP E 0 A_SetAngle(Angle+random(-45,45))
- ILLP E 0 A_Jump(64,"see")
- goto Laser
- Laser:
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- goto Clearing
- giveammo:
- ILLP A 0 A_CustomMissile ("ammobag_uscmcap", 40, 30, 20, 2, 3)
- Goto See
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Missile:
- ILLP E 1 A_FaceTarget
- ILLP E 0 A_Jump(32,"grenade")
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- ILLP F 3 Bright A_CustomMissile("USCM_Pulse", 32, 0, 0)
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- ILLP E 1 A_CPosRefire
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- ILLP F 1 Bright A_CustomBulletAttack (1, 1, 1, 8, "BulletPuff")
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- ILLP E 1 A_CPosRefire
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- ILLP F 3 Bright A_CustomMissile("USCM_Pulse", 32, 0, 0)
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- ILLP E 1 A_CPosRefire
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- Goto Missile+1
- Melee:
- ILLP E 5 A_FaceTarget
- ILLP F 0 A_PlaySound("CAP/shot")
- ILLP F 3 Bright A_CustomMissile("USCM_fire", 32, 0, 0)
- ILLP F 3 Bright A_CustomMissile("USCM_fire", 32, 0, 0)
- ILLP F 0 A_PlaySound("CAP/shot")
- ILLP F 3 Bright A_CustomMissile("USCM_fire", 32, 0, 0)
- ILLP F 3 Bright A_CustomMissile("USCM_fire", 32, 0, 0)
- ILLP F 0 A_PlaySound("CAP/shot")
- ILLP E 1 A_CPosRefire
- Goto See
- grenade:
- ILLP E 1 A_FaceTarget
- ILLP F 2 Bright A_CustomMissile("USCM_Grenade", 32, 8, Random(-2, 2), 0)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_S", 0, 30,0)
- ILLP E 1 A_PlaySound("SWAT/look")
- Goto See
- Pain:
- ILLP G 3
- ILLP G 3 A_Pain
- Goto See
- Death:
- ILLP H 5
- ILLP I 5 A_Scream
- ILLP J 5 A_Fall
- ILLP KLM 5
- ILLP N -1
- Stop
- }
- }
- //*****************************************************
- // Friend:girls
- //*****************************************************
- ACTOR rena : biafriends
- {
- Health 120
- Radius 10
- Height 56
- Speed 33
- PainChance 5
- MaxStepHeight 150
- MaxDropoffHeight 150
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +NOBLOCKMONST
- +DROPOFF
- +QUICKTORETALIATE
- +DONTSPLASH
- +NORADIUSDMG
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- attacksound "REN/shot"
- SeeSound "REN/active"
- PainSound "REN/pain"
- DeathSound "REN/uso"
- ActiveSound "rena/sight"
- dropitem "FWS12" 256
- dropitem "dogtag2" 256
- scale 0.8
- Decal clip
- States
- {
- Spawn:
- RENA BBCC 10 A_Look
- Goto See
- See:
- RENA ABCD 3 A_Chase
- RENA A 0 A_Jump(6,"giveammo")
- TNT1 A 0 A_Jump(64,"ClearTarget")
- TNT1 A 0 A_Jump(12,"Clearing")
- Loop
- giveammo:
- RENA A 0 A_CustomMissile ("ammobag_rena", 40, 30, 20, 2, 3)
- Goto See
- ClearTarget:
- RENA A 0 A_ClearTarget
- Goto See
- Clearing:
- RENA E 6 A_Look
- TNT1 A 0 A_ClearTarget
- RENA E 0 A_SetAngle(Angle+random(-45,45))
- RENA E 0 A_Jump(32,"see")
- loop
- Missile:
- RENA E 0 A_PlaySound("REN/rel")
- RENA E 1 A_FaceTarget
- RENA ABCD 1 A_SkullAttack
- RENA E 8 A_FaceTarget
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- RENA F 10 Bright A_CustomBulletAttack (4, 4, 8, 6, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_S", 0, 30,0)
- RENA G 8 A_PlaySound("REN/rel")
- RENA G 0 ThrustThing (random(0,255),random(2,8))
- RENA ABCD 1 ThrustThingZ(0,8,0,0)
- RENA E 1 A_CPosRefire
- Goto Missile+1
- Melee:
- RENA A 0 A_FaceTarget
- RENA G 3 A_SkelWhoosh
- RENA G 1 A_FaceTarget
- RENA E 2 A_CustomMeleeAttack(30,"kick/hit","none")
- RENA G 1 A_FaceTarget
- RENA E 2 A_CustomMeleeAttack(30,"kick/hit","none")
- RENA G 1 A_FaceTarget
- RENA E 2 A_CustomMeleeAttack(30,"kick/hit","none")
- Goto Missile
- Pain:
- RENA G 3
- RENA G 3 A_Pain
- Goto See
- death:
- RENA K 10 A_Fall
- RENA L 10 A_PlayerScream
- RENA M 10
- RENA N -1
- Stop
- }
- }
- ACTOR takako : biafriends
- {
- Health 100
- Radius 10
- Height 56
- Speed 20
- PainChance 5
- MaxStepHeight 32
- MaxDropoffHeight 32
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +NOBLOCKMONST
- +PUSHABLE
- +FLOORCLIP
- +NOTARGET
- +NOGRAVITY
- +FLOAT
- +NORADIUSDMG
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- attacksound "RS\DEAD"
- SeeSound "TAK/active"
- PainSound "TAK/pain"
- DeathSound "babe/death"
- ActiveSound "takako/sight"
- dropitem "dogtag2" 256
- States
- {
- Spawn:
- TKKO BBCC 10 A_Look
- Goto See
- See:
- TKKO AABBCCDD 3 A_Chase
- TKKO A 0 A_Jump(6,"giveammo")
- TNT1 A 0 A_Jump(64,"ClearTarget")
- TNT1 A 0 A_Jump(128,"fly")
- TNT1 A 0 A_Jump(12,"down")
- Loop
- giveammo:
- TKKO A 0 A_CustomMissile ("ammobag_girl", 40, 30, 20, 2, 3)
- Goto See
- ClearTarget:
- TKKO A 0 A_ClearTarget
- Goto See
- fly:
- TKKO A 0 A_NoGravity
- Goto See
- down:
- TKKO G 25 A_Gravity
- Goto See
- Missile:
- TKKO E 2 A_FaceTarget
- TNT1 A 0 A_Jump(256, "magic1","MLeftHand","MDoubleSerie","MRightHand", "magic2", "magic3","magic1")
- goto Missile
- MLeftHand:
- TNT1 A 0 A_PlaySound("Goat/Attack")
- TKKO E 2 A_FaceTarget
- TKKO E 2 A_FaceTarget
- TKKO F 4 A_CustomMissile("bia_SatyrLordMissile1",32,-5,0)
- TKKO E 0 ThrustThing (angle*190/360, 15, 1, 0)
- TKKO E 3 ThrustThingZ(0,8,2,0)
- TKKO E 1 A_CPosRefire
- Goto see
- MRightHand:
- TNT1 A 0 A_PlaySound("Goat/Attack")
- TKKO E 2 A_FaceTarget
- TKKO E 2 A_FaceTarget
- TKKO F 4 A_CustomMissile("bia_SatyrLordMissile2",32,5,0)
- TKKO E 0 ThrustThing (angle*190/360, 15, 1, 0)
- TKKO E 3 ThrustThingZ(0,8,2,0)
- TKKO E 1 A_CPosRefire
- Goto Missile
- MDoubleSerie:
- TNT1 A 0 A_PlaySoundEx("missile1charge","SoundSlot5")
- TNT1 A 0 A_FaceTarget
- TKKO E 2 A_SpawnItemEx("bia_SatyrLordMissileDual1Fake",10,-20,60,0,0,0,32)
- TKKO E 2 A_SpawnItemEx("bia_SatyrLordMissileDual1Fake",10,-9,46,0,0,0,32)
- TKKO E 3 A_SpawnItemEx("bia_SatyrLordMissileDual1Fake",10,4,28,0,0,0,32)
- TNT1 A 0 A_PlaySoundEx("missile2charge","SoundSlot6")
- TNT1 A 0 A_FaceTarget
- TKKO E 2 A_SpawnItemEx("bia_SatyrLordMissileDual2Fake",10,20,60,0,0,0,32)
- TKKO E 2 A_SpawnItemEx("bia_SatyrLordMissileDual2Fake",10,9,46,0,0,0,32)
- TKKO E 3 A_SpawnItemEx("bia_SatyrLordMissileDual2Fake",10,-4,28,0,0,0,32)
- TNT1 A 0 A_PlaySound("Goat/Attack")
- TNT1 A 0 A_FaceTarget
- TKKO F 2 A_CustomMissile("bia_SatyrLordMissileDual1Real",60,-20,0)
- TKKO E 2 A_CustomMissile("bia_SatyrLordMissileDual1Real",46,-9,0)
- TKKO F 3 A_CustomMissile("bia_SatyrLordMissileDual1Real",28,4,0)
- TNT1 A 0 A_PlaySound("Goat/Attack")
- TNT1 A 0 A_FaceTarget
- TKKO F 2 A_CustomMissile("bia_SatyrLordMissileDual2Real",60,20,0)
- TKKO E 2 A_CustomMissile("bia_SatyrLordMissileDual2Real",46,9,0)
- TKKO F 3 A_CustomMissile("bia_SatyrLordMissileDual2Real",28,-4,0)
- TKKO E 1 A_CPosRefire
- Goto Missile
- magic1:
- TKKO E 1 A_FaceTarget
- TKKO F 2 Bright A_CustomMissile("Friend_Plasma", 32, 0, 0)
- TKKO E 1 A_CPosRefire
- TKKO F 2 Bright A_CustomBulletAttack (2, 2, 1, 8, "BulletPuff")
- TKKO E 1 A_CPosRefire
- TKKO F 2 Bright A_CustomMissile("Friend_Plasma", 32, 0, 0)
- TKKO E 1 A_CPosRefire
- TKKO F 2 Bright A_CustomMissile("Friend_Plasma", 32, 0, 0)
- TKKO E 1 A_CPosRefire
- TKKO F 2 Bright A_CustomBulletAttack (2, 2, 1, 8, "BulletPuff")
- TKKO E 1 A_CPosRefire
- TKKO F 2 Bright A_CustomMissile("Friend_Plasma", 32, 0, 0)
- TKKO E 0 ThrustThing (angle*190/360, 15, 1, 0)
- TKKO E 3 ThrustThingZ(0,8,2,0)
- TKKO E 1 A_CPosRefire
- Goto Missile+1
- magic2:
- TKKO E 1 A_FaceTarget
- TKKO F 2 Bright A_CustomMissile("magic_bonus", 32, 0, 0)
- TKKO E 1 A_CPosRefire
- TKKO F 2 Bright A_CustomMissile("magic_bonus", 32, 0, 0)
- TKKO E 1 A_CPosRefire
- TKKO F 2 Bright A_CustomMissile("magic_bonus", 32, 0, 0)
- TKKO E 1 A_CPosRefire
- TKKO F 2 Bright A_CustomMissile("magic_bonus", 32, 0, 0)
- Goto See
- magic3:
- TKKO A 0 BRIGHT A_PlaySound("magic/sound5")
- TKKO A 5 BRIGHT A_FaceTarget
- TKKO E 5 BRIGHT A_VileTarget("magic_Fire")
- TKKO E 7 BRIGHT A_FaceTarget
- TKKO F 5 BRIGHT A_VileAttack("magic/bang", 50, 50, 10)
- TKKO A 5 BRIGHT
- Goto See
- Pain:
- TKKO G 3
- TKKO G 3 A_Pain
- Goto See
- death:
- TKKO K 10 A_Fall
- TKKO L 10 A_PlayerScream
- TKKO M 10
- TKKO N -1
- Stop
- }
- }
- ACTOR nagato : biafriends
- {
- Health 100
- Radius 10
- Height 56
- Speed 5
- PainChance 5
- MaxStepHeight 100
- MaxDropoffHeight 100
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +PUSHABLE
- +NOBLOCKMONST
- +NORADIUSDMG
- +NOTARGET
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +SHADOW
- +NOCLIP
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- attacksound "NGT/shot"
- SeeSound "NGT/active"
- PainSound "TAK/pain"
- DeathSound "babe/death"
- ActiveSound "NGT/active"
- dropitem "dogtag2" 256
- scale 1
- States
- {
- Spawn:
- NGTO BC 10 A_Look
- Goto See
- See:
- NGTO AABBCCDD 3 A_Chase
- NGTO A 0 A_Jump(5,"giveammo")
- TNT1 A 0 A_Jump(64,"ClearTarget")
- TNT1 A 0 A_Jump(64,"Stealthon")
- TNT1 A 0 A_Jump(8,"Stealthoff")
- TNT1 A 0 A_Jump(64,"Clearing")
- Loop
- giveammo:
- NGTO A 0 A_CustomMissile ("ammobag_nagato", 40, 30, 20, 2, 3)
- Goto See
- ClearTarget:
- NGTO A 0 A_ClearTarget
- Goto See
- Stealthon:
- NGTO A 0 A_settranslucent(0.3,1)
- Goto See
- Stealthoff:
- NGTO A 0 A_PlaySound("babe/active")
- NGTO A 0 A_settranslucent(1,0)
- Goto See
- Clearing:
- NGTO E 5 A_Look
- TNT1 A 0 A_ClearTarget
- NGTO E 0 A_SetAngle(Angle+random(-45,45))
- NGTO E 0 A_Jump(32,"see")
- loop
- Missile:
- NGTO F 1 A_FaceTarget
- NGTO F 0 A_PlaySound("NGT/shot")
- NGTO F 1 bright A_CustomRailgun(1,0,"red","red",1,1,1)
- NGTO F 1 bright A_VileAttack("NGT/shot", 1, 1, 1)
- NGTO F 1 bright A_CustomRailgun(1,0,"red","red",1,1,1)
- NGTO F 1 bright A_VileAttack("NGT/shot", 1, 1, 1)
- NGTO F 1 bright A_CustomRailgun(1,0,"red","red",1,1,1)
- NGTO F 1 bright A_VileAttack("NGT/shot", 1, 1, 1)
- NGTO F 1 A_CPosRefire
- Goto Missile+1
- Melee:
- NGTO E 5 A_FaceTarget
- NGTO F 0 A_PlaySound("NGT/shot2")
- NGTO F 3 A_CustomMissile("nagato_knife", 32, 0, 0)
- NGTO F 1 A_CustomMeleeAttack(30,"none","none")
- NGTO E 1 A_CPosRefire
- Goto See
- Heal:
- NGTO EF 3 bright
- Goto See
- Pain:
- NGTO G 3
- NGTO G 3 A_Pain
- NGTO A 0 A_settranslucent(1,0)
- Goto See
- death:
- NGTO K 10 A_Fall
- NGTO L 10 A_PlayerScream
- NGTO M 10
- NGTO N -1 A_settranslucent(1,0)
- Stop
- }
- }
- ACTOR ayaka : biafriends
- {
- Health 1000
- Radius 10
- Height 56
- Mass 1000
- Speed 24
- PainChance 1
- MeleeDamage 32
- WoundHealth 50
- MONSTER
- +FLOORCLIP
- +QUICKTORETALIATE
- +MISSILEEVENMORE
- +FRIENDLY
- +NOGRAVITY
- +FLOAT
- +NOBLOCKMONST
- +PUSHABLE
- +NORADIUSDMG
- +DONTSQUASH
- +DONTBLAST
- +DROPOFF
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- DONTHURTSHOOTER
- SeeSound "AYAKA/sight"
- MeleeSound "AYAKA/shot"
- PainSound "babe/pain"
- DeathSound "babe/death"
- ActiveSound "AYAKA/sight"
- dropitem "dogtag1" 256
- States
- {
- Spawn:
- BABE AB 10 A_Look
- Goto See
- See:
- BABE A 0 A_NoGravity
- BABE AABBCCDD 3 A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- TNT1 A 0 A_Jump(20,"monsterbabe")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- monsterbabe:
- BABE A 0 A_CustomMissile ("monster_babe", 40, 30, 20, 2, 3)
- Goto See
- Melee:
- BABE F 0 A_JumpIfInventory("BabeMeleeChecker",1,8)
- BABE F 0 A_SetTranslucent(1)
- BABE F 0 A_SetShootable
- BABE F 0 A_UnHideThing
- BABE F 2 Bright A_FaceTarget
- BABE F 8 Bright A_MeleeAttack
- BABE EE 5 A_FaceTarget
- Goto See
- BABE F 0 A_TakeInventory("BabeMeleeChecker",1)
- BABE F 0 A_UnSetFloat
- BABE F 0 A_Gravity
- BABE F 0 A_SetShootable
- BABE F 0 A_UnHideThing
- BABE F 0 A_FaceTarget
- BABE F 1 Bright A_SetTranslucent(0.1)
- BABE F 1 Bright A_SetTranslucent(0.2)
- BABE F 1 Bright A_SetTranslucent(0.4)
- BABE F 1 Bright A_SetTranslucent(0.6)
- BABE F 1 Bright A_SetTranslucent(0.8)
- BABE F 1 Bright A_SetTranslucent(0.9)
- BABE F 2 Bright A_SetTranslucent(1)
- Goto See
- Missile:
- BABE E 0 A_JumpIfCloser(256,4)
- BABE E 8 A_FaceTarget
- BABE F 6 Bright
- BABE F 2 Bright A_CustomMissile("BabeShot",36,6,0,0)
- Goto See
- BABE E 8 A_FaceTarget
- BABE F 0 A_PlaySound("babe/teleport")
- BABE F 0 A_FaceTarget
- BABE F 1 Bright A_SetTranslucent(0.9)
- BABE F 1 Bright A_SetTranslucent(0.8)
- BABE F 1 Bright A_SetTranslucent(0.6)
- BABE F 1 Bright A_SetTranslucent(0.4)
- BABE F 1 Bright A_SetTranslucent(0.2)
- BABE F 1 Bright A_SetTranslucent(0.1)
- BABE F 0 A_UnSetShootable
- BABE F 0 A_HideThing
- BABE F 0 A_NoGravity
- BABE F 0 A_SetFloat
- BABE F 0 A_GiveInventory("BabeMeleeChecker",1)
- BABE FFFFFFFFFFFFFFF 0 A_Wander
- BABE F 1 A_Wander
- BABE FFFFFFFFFFFFFFF 0 A_Wander
- BABE F 1 A_Wander
- BABE FFFFFFFFFFFFFFF 0 A_ExtChase(256,0)
- BABE F 1 A_ExtChase(256,0)
- BABE FFFFFFFFFFFFFFF 0 A_ExtChase(256,0)
- BABE F 1 A_ExtChase(256,0)
- BABE FFFFFFFFFFFFFFF 0 A_ExtChase(256,0)
- BABE F 1 A_ExtChase(256,0)
- BABE FFFFFFFFFFFFFFF 0 A_ExtChase(256,0)
- BABE F 1 A_ExtChase(256,0)
- BABE FFFFFFFFFFFFFFF 0 A_ExtChase(256,0)
- BABE F 1 A_ExtChase(256,0)
- BABE FFFFFFFFFFFFFFF 0 A_ExtChase(256,0)
- BABE F 1 A_ExtChase(256,0)
- BABE FFFFFFFFFFFFFFF 0 A_ExtChase(256,0)
- BABE F 1 A_ExtChase(256,0)
- BABE FFFFFFFFFFFFFFF 0 A_ExtChase(256,0)
- BABE F 1 A_ExtChase(256,0)
- BABE FFFFFFFFFFFFFFF 0 A_ExtChase(256,0)
- BABE F 1 A_ExtChase(256,0)
- BABE FFFFFFFFFFFFFFF 0 A_ExtChase(256,0)
- BABE F 1 A_ExtChase(256,0)
- BABE FFFFFFFFFFFFFFF 0 A_ExtChase(256,0)
- BABE F 1 A_ExtChase(256,0)
- BABE FFFFFFFFFFFFFFF 0 A_ExtChase(256,0)
- BABE F 1 A_ExtChase(256,0)
- BABE FFFFFFFFFFFFFFF 0 A_ExtChase(256,0)
- BABE F 1 A_ExtChase(256,0)
- BABE FFFFFFFFFFFFFFF 0 A_ExtChase(256,0)
- BABE F 1 A_ExtChase(256,0)
- BABE FFFFFFFFFFFFFFF 0 A_ExtChase(256,0)
- BABE F 1 A_ExtChase(256,0)
- BABE FFFFFFFFFFFFFFF 0 A_ExtChase(256,0)
- BABE F 1 A_ExtChase(256,0)
- BABE F 0 A_TakeInventory("BabeMeleeChecker",1)
- BABE F 0 A_UnSetFloat
- BABE F 0 A_Gravity
- BABE F 0 A_SetShootable
- BABE F 0 A_UnHideThing
- BABE F 1 Bright A_SetTranslucent(0.1)
- BABE F 1 Bright A_SetTranslucent(0.2)
- BABE F 1 Bright A_SetTranslucent(0.4)
- BABE F 1 Bright A_SetTranslucent(0.6)
- BABE F 1 Bright A_SetTranslucent(0.8)
- BABE F 1 Bright A_SetTranslucent(0.9)
- BABE F 8 Bright A_SetTranslucent(1)
- Goto See
- Heal:
- BABE A 3
- Goto See
- Wound:
- BABE G 3
- BABE G 4 A_Pain
- BABE A 22
- Goto See
- Pain:
- BABE F 2 Bright A_SetTranslucent(1)
- BABE G 3
- BABE G 3 A_Pain
- Goto See
- Death:
- BABE H 12
- BABE I 12 A_Scream
- BABE J 12 A_Fall
- BABE K 12
- BABE L -1
- Stop
- Disintegrate:
- BABE G 0 A_Fall
- BABE G 0 A_NoGravity
- BABE G 6 A_PlaySound("misc/disintegratedeath")
- BABE G 6 Bright A_SetTranslucent(1,1)
- BABE G 5 Bright A_SetTranslucent(0.9,1)
- BABE G 4 Bright A_SetTranslucent(0.8,1)
- BABE G 3 Bright A_SetTranslucent(0.7,1)
- BABE G 3 Bright A_SetTranslucent(0.6,1)
- BABE G 3 Bright A_SetTranslucent(0.4,1)
- BABE G 3 Bright A_SetTranslucent(0.2,1)
- BABE G 3 Bright A_SetTranslucent(0.1,1)
- BABE G 3 Bright A_SetTranslucent(0.05,1)
- BABE G 3 Bright A_SetTranslucent(1,2)
- Stop
- Raise:
- BABE LKJIH 5
- Goto See
- }
- }
- ACTOR BabeMeleeChecker : Inventory
- {
- Inventory.Amount 1
- Inventory.MaxAmount 1
- }
- ACTOR BabeShot : LoreShot
- {
- Radius 1
- Height 2
- Speed 60
- Damage 3
- PROJECTILE
- +SEEKERMISSILE
- +STRIFEDAMAGE
- DONTHURTSHOOTER
- DamageType Disintegrate
- Renderstyle SoulTrans
- Alpha 1.0
- States
- {
- Spawn:
- BABB A 1 Bright A_SeekerMissile(90,90)
- BABB A 0 A_CustomMissile("BabeShotTrail",0,0,0,0)
- Loop
- Death:
- BABB A 1 Bright A_SetTranslucent(0.9)
- BABB A 1 Bright A_SetTranslucent(0.8)
- BABB A 1 Bright A_SetTranslucent(0.7)
- BABB B 1 Bright A_SetTranslucent(0.6)
- BABB B 1 Bright A_SetTranslucent(0.5)
- BABB B 1 Bright A_SetTranslucent(0.4)
- BABB C 1 Bright A_SetTranslucent(0.3)
- BABB C 1 Bright A_SetTranslucent(0.2)
- BABB C 1 Bright A_SetTranslucent(0.1)
- Stop
- }
- }
- ACTOR BabeShotTrail
- {
- Radius 1
- Height 2
- +NOBLOCKMAP
- +NOGRAVITY
- +NOCLIP
- DONTHURTSHOOTER
- Renderstyle SoulTrans
- States
- {
- Spawn:
- BABB A 2 Bright A_SetTranslucent(0.9)
- BABB A 2 Bright A_SetTranslucent(0.8)
- BABB A 2 Bright A_SetTranslucent(0.7)
- BABB B 2 Bright A_SetTranslucent(0.6)
- BABB B 2 Bright A_SetTranslucent(0.5)
- BABB B 2 Bright A_SetTranslucent(0.4)
- BABB C 2 Bright A_SetTranslucent(0.3)
- BABB C 2 Bright A_SetTranslucent(0.2)
- BABB C 2 Bright A_SetTranslucent(0.1)
- Stop
- }
- }
- //*****************************************************
- // Friend:monsters
- //*****************************************************
- actor monster_babe
- {
- Health 100
- Radius 1
- Height 1
- Speed 4
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "monball/active"
- States
- {
- Spawn:
- MNBX ABCDABCDABCD 3
- TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_Maelstrom",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_HellGuard",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_ImpWarlord",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_chaingunguy",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_FemaleScientist",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_FusionSpider",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_Fallen",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_hellhound",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_Roach",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_ArchonOfHell",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_Afrit",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_UndeadPriest",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_SegwayZombie",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_Diabloist",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("FriendSpawner_monster",0,0)
- stop
- TNT1 A 0 A_SpawnItem("bia_Daedabus",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_zombiemarine",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_StoneImp",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_CacoLich",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_HellWarrior",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("bia_Helemental",0,0)
- Goto Death
- TNT1 A 0 A_SpawnItem("FriendSpawner_monster",0,0)
- stop
- See:
- DDDD A 2
- Goto Death
- Death:
- MNFG B 8 A_Scream
- MNFG CDEFGHIJ 8 Bright
- DDDD A 1 A_NoBlocking
- Stop
- }
- }
- Actor FriendSpawner_monster : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Icon MNBXE0
- Inventory.PickupMessage "You pickup a [Inferno army] summoner"
- Inventory.PickupSound "monball/pickup"
- inventory.maxamount 100
- States
- {
- Spawn:
- MNBX ABCD 3
- Loop
- Use:
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_monster", 30, 0, 0, 0)
- TNT1 A 1 A_FireCustomMissile("FriendProjectile_monster", -30, 0, 0, 0)
- Stop
- }
- }
- actor FriendProjectile_monster
- {
- Radius 4
- Height 4
- Speed 4
- Damage 0
- Scale 1.0
- +NoBlockmap
- +ActivatePCross
- +ActivateImpact
- -NoTeleport
- +DropOff
- +DontFall
- +Missile
- +DOOMBOUNCE
- +BOUNCEONACTORS
- DeathSound "monball/active"
- States
- {
- Spawn:
- MNBX ABCD 1 Bright
- Loop
- Death:
- TNT1 A 0 A_Jump(365, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22)
- Goto After
- MNFG A 8 Bright A_SpawnItem("bia_Maelstrom",0,0)
- Goto After
- MNFG A 8 Bright A_SpawnItem("bia_HellGuard",0,0)
- Goto After
- MNFG A 8 Bright A_SpawnItem("bia_ImpWarlord",0,0)
- Goto After
- MNFG A 8 Bright A_SpawnItem("bia_chaingunguy",0,0)
- Goto After
- MNFG A 8 Bright A_SpawnItem("bia_FemaleScientist",0,0)
- Goto After
- MNFG A 8 Bright A_SpawnItem("bia_FusionSpider",0,0)
- Goto After
- MNFG A 8 Bright A_SpawnItem("bia_Fallen",0,0)
- Goto After
- MNFG A 8 Bright A_SpawnItem("bia_hellhound",0,0)
- Goto After
- MNFG A 8 Bright A_SpawnItem("bia_Roach",0,0)
- Goto After
- MNFG A 8 Bright A_SpawnItem("bia_ArchonOfHell",0,0)
- Goto After
- MNFG A 8 Bright A_SpawnItem("bia_Afrit",0,0)
- Goto After
- MNFG A 8 Bright A_SpawnItem("bia_UndeadPriest",0,0)
- Goto After
- MNFG A 8 Bright A_SpawnItem("bia_SegwayZombie",0,0)
- Goto After
- MNFG A 8 Bright A_SpawnItem("bia_Diabloist",0,0)
- Goto After
- MNFG A 8 Bright A_SpawnItem("bia_Daedabus",0,0)
- Goto After
- MNFG A 8 Bright A_SpawnItem("bia_zombiemarine",0,0)
- Goto After
- MNFG A 8 Bright A_SpawnItem("bia_StoneImp",0,0)
- Goto After
- MNFG A 8 Bright A_SpawnItem("bia_CacoLich",0,0)
- Goto After
- MNFG A 8 Bright A_SpawnItem("bia_HellWarrior",0,0)
- Goto After
- MNFG A 8 Bright A_SpawnItem("bia_Helemental",0,0)
- Goto After
- MNFG A 8 Bright A_SpawnItem("IVSphere",0,0)
- Goto After
- MNFG A 8 Bright A_SpawnItem("nezumi",0,0)
- Goto After
- After:
- MNFG BCDEFGHIJ 8 Bright
- Stop
- }
- }
- ACTOR IVSphere : CustomInventory
- {
- +INVENTORY.INVBAR
- +INVENTORY.PICKUPFLASH
- Inventory.Amount 1
- Inventory.MaxAmount 10
- Inventory.PickupMessage "Picked up a InvulnerabilitySphere."
- Inventory.Icon "ACMNIV"
- Inventory.PickupSound "monball/pickup"
- scale 0.6
- States
- {
- Spawn:
- PINV ABCD 6 Bright
- Loop
- Use:
- TNT1 A 0 A_PlaySound("misc/p_pkup")
- TNT1 A 0 A_GiveInventory("InvulnerabilitySphere")
- stop
- }
- }
- //===========================================================================
- // Hades-Elemental
- //===========================================================================
- actor bia_Helemental :biafriends
- {
- health 200
- radius 20
- height 50
- mass 1000
- speed 12
- painchance 2
- MeleeDamage 15
- seesound "monster/helsit"
- painsound "monster/helpai"
- deathsound "monster/heldth"
- activesound "monster/helact"
- meleesound "caco/melee"
- MONSTER
- +FLOAT
- +NOGRAVITY
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +PUSHABLE
- +NOBLOCKMONST
- +NOTARGET
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +FIXMAPTHINGPOS
- +NORADIUSDMG
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- states
- {
- Spawn:
- HELE A 10 A_Look
- loop
- See:
- HELE A 0 A_SetShootable
- HELE AAAAAAAAAAAA 3 A_Chase
- TNT1 A 0 A_Jump(32,"ClearTarget")
- HELE A 0 A_Jump(72,1)
- goto See+1
- HELE A 0 A_UnSetshootable
- HELE A 1 A_PlaySound("monster/heltel")
- HELE A 1 A_SetTranslucent(0.90)
- HELE A 1 A_SetTranslucent(0.80)
- HELE A 1 A_SetTranslucent(0.70)
- HELE A 1 A_SetTranslucent(0.60)
- HELE A 1 A_SetTranslucent(0.50)
- HELE A 1 A_SetTranslucent(0.40)
- HELE A 1 A_SetTranslucent(0.30)
- HELE A 1 A_SetTranslucent(0.20)
- HELE A 1 A_SetTranslucent(0.10)
- NULL A 0 A_Jump(128,25)
- NULL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
- NULL A 0 A_Jump(128,25)
- NULL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_ExtChase(0,0,1,1)
- HELE A 1 A_PlaySound("monster/heltel")
- HELE A 1 A_SetTranslucent(0.10)
- HELE A 1 A_SetTranslucent(0.20)
- HELE A 1 A_SetTranslucent(0.30)
- HELE A 1 A_SetTranslucent(0.40)
- HELE A 1 A_SetTranslucent(0.50)
- HELE A 1 A_SetTranslucent(0.60)
- HELE A 1 A_SetTranslucent(0.70)
- HELE A 1 A_SetTranslucent(0.80)
- HELE A 1 A_SetTranslucent(0.90)
- HELE A 1 A_SetTranslucent(1.0)
- HELE A 0 A_SetShootable
- goto See
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Missile:
- HELE A 0 A_Jump(80,1)
- goto Missile1
- HELE A 0 A_Jump(128,1)
- goto Missile2
- HELE A 0
- Goto Missile3
- Missile1:
- HELE EF 5 Bright A_Facetarget
- HELE G 0 Bright A_CustomMissile("bia_HadesBall",24,0,-10,0,0)
- HELE G 0 Bright A_CustomMissile("bia_HadesBall",24,0,-5,0,0)
- HELE G 0 Bright A_CustomMissile("bia_HadesBall",24,0,0,0,0)
- HELE G 0 Bright A_CustomMissile("bia_HadesBall",24,0,5,0,0)
- HELE G 5 Bright A_CustomMissile("bia_HadesBall",24,0,10,0,0)
- goto See+1
- Missile2:
- HELE EF 5 Bright A_Facetarget
- HELE G 0 Bright A_CustomMissile("bia_HadesBolt",32,0,-16,0,0)
- HELE G 0 Bright A_CustomMissile("bia_HadesBolt",32,0,0,0,0)
- HELE G 5 Bright A_CustomMissile("bia_HadesBolt",32,0,16,0,0)
- goto See+1
- Missile3:
- HELE B 0
- goto See+1
- Melee:
- HELE ABD 5 Bright A_Facetarget
- HELE C 5 Bright A_MeleeAttack
- goto See+1
- Pain:
- HELE H 3
- HELE H 3 A_Pain
- HELE H 6
- goto See
- Death:
- HELE I 5 Bright A_Scream
- HELE JKL 5 Bright
- HELE M 5 Bright A_NoBlocking
- HELE NOP 5 Bright
- HELE QRSTU 5
- HELE V -1 A_SetFloorClip
- stop
- }
- }
- ACTOR bia_HadesBall : CacodemonBall
- {
- Damage 8
- Speed 20
- Alpha 0.80
- DamageType "Friendry"
- +THRUGHOST
- +FORCEXYBILLBOARD
- +FRIENDLY
- SeeSound "Monster/hadtel"
- DeathSound "Monster/hadsit"
- states
- {
- Spawn:
- HEFX AB 4 bright
- loop
- Death:
- HEFX CDEEFGH 3 bright
- stop
- }
- }
- ACTOR bia_HadesBolt : CacodemonBall
- {
- Damage 6
- Speed 15
- Radius 8
- Height 8
- DamageType "Friendry"
- SeeSound "weapons/none"
- DeathSound "weapons/gntidl"
- YScale 4.0
- XScale 2.0
- ReactionTime 35
- +FRIENDLY
- +FLOORHUGGER
- +HEXENBOUNCE
- +RIPPER
- -NOGRAVITY
- -STRIFEDAMAGE
- States
- {
- Spawn:
- LFX2 F 1 Bright A_Explode(16,34,0)
- LFX2 F 0 Bright A_CustomMissile("bia_HadesBolt2",0,0,0,6,90)
- LFX2 F 0 ThrustThing(random(0,255),1,0,0)
- LFX2 G 1 Bright A_Explode(16,34,0)
- LFX2 G 0 Bright A_CustomMissile("bia_HadesBolt2",0,0,0,6,90)
- LFX2 H 1 Bright A_Explode(16,34,0)
- LFX2 H 0 Bright A_CustomMissile("bia_HadesBolt2",0,0,0,6,90)
- LFX2 I 1 Bright A_Explode(16,34,0)
- LFX2 I 0 Bright A_CustomMissile("bia_HadesBolt2",0,0,0,6,90)
- LFX2 J 1 Bright A_Explode(16,34,0)
- LFX2 J 0 Bright A_CustomMissile("bia_HadesBolt2",0,0,0,6,90)
- LFX2 J 0 Bright A_CountDown
- loop
- Death:
- LFX2 FGHIJ 2 Bright A_Explode(16,34,0)
- stop
- }
- }
- ACTOR bia_HadesBolt2 : CacodemonBall
- {
- Damage 0
- Speed 184
- RenderStyle None
- DamageType "Friendry"
- +THRUGHOST
- +RIPPER
- +FRIENDLY
- SeeSound "Monster/hadtel"
- DeathSound "Monster/hadsit"
- states
- {
- Spawn:
- NULL A 1 bright A_Explode(16,30,0)
- loop
- Death:
- NULL A 1 bright
- stop
- }
- }
- //===========================================================================
- // HellWarrior
- //===========================================================================
- ACTOR bia_HellWarrior : biafriends
- {
- Health 150
- Speed 15
- Radius 15
- Height 64
- PainChance 2
- Mass 1000
- Meleedamage 12
- SeeSound "knight/sight"
- PainSound "knight/pain"
- DeathSound "knight/death"
- ActiveSound "knight/active"
- MeleeSound "baron/melee"
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +PUSHABLE
- +NOBLOCKMONST
- +NOTARGET
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +FIXMAPTHINGPOS
- +NORADIUSDMG
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- Missiletype bia_HellWarriorBall
- States
- {
- Spawn:
- HWAR AB 10 A_Look
- Loop
- See:
- HWAR AABBCCDD 3 A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Missile:
- HWAR E 0 A_Jump(128, 4)
- HWAR EF 8 A_FaceTarget
- HWAR G 8 A_ComboAttack
- Goto See
- HWAR H 0 A_Jump(128, 6)
- HWAR H 0 A_SetInvulnerable
- HWAR H 6 A_FaceTarget
- HWAR I 4 BRIGHT A_Custommissile(bia_HellWarriorBall2, 25, 0, 0)
- HWAR H 6 A_FaceTarget
- HWAR H 0 A_UnSetInvulnerable
- Goto See
- HWAR H 0 A_SetInvulnerable
- HWAR H 6 A_FaceTarget
- HWAR I 4 BRIGHT A_Custommissile(bia_HellWarriorBall2, 25, 0, 0)
- HWAR H 16 A_SpidRefire
- HWAR I 4 BRIGHT A_Custommissile(bia_HellWarriorBall2, 25, 0, 0)
- HWAR H 6 A_FaceTarget
- HWAR H 0 A_UnSetInvulnerable
- Goto See
- Melee:
- HWAR EF 8 A_FaceTarget
- HWAR G 8 A_ComboAttack
- Goto See
- Pain:
- HWAR J 6 A_Pain
- HWAR H 0 A_SetInvulnerable
- HWAR HHHHHHH 6 A_FaceTarget
- HWAR H 0 A_UnSetInvulnerable
- Goto See
- Death:
- HWAE K 0 A_FaceTarget
- HWAR K 5 A_SpawnItemEx("HellWarriorShield", 0, 0, 25, 6, 0, 0, 60, 128)
- HWAR L 5 A_Scream
- HWAR M 5
- HWAR N 5 A_NoBlocking
- HWAR OPQRS 5
- HWAR T -1
- Stop
- Raise:
- HWAR QPONMLK 5
- Goto See
- }
- }
- actor bia_HellWarriorBall : biafriends
- {
- Radius 6
- Height 8
- Speed 20
- Damage 12
- PROJECTILE
- DONTHURTSHOOTER
- RENDERSTYLE ADD
- ALPHA 0.7
- SeeSound "imp/attack"
- DeathSound "imp/shotx"
- Decal BaronScorch
- States
- {
- Spawn:
- HWFB AB 5 Bright
- Loop
- Death:
- HWFB CDE 5 Bright
- Stop
- }
- }
- actor bia_HellWarriorBall2 : biafriends
- {
- Radius 6
- Height 8
- Speed 20
- Damage 6
- PROJECTILE
- RENDERSTYLE ADD
- +RANDOMIZE
- +RIPPER
- DONTHURTSHOOTER
- ALPHA 0.8
- SCALE 0.4
- SeeSound "imp/attack"
- DeathSound "imp/shotx"
- States
- {
- Spawn:
- GRBA ABCDEFGH 2 Bright
- Loop
- Death:
- GRBA AIJKLMN 3 Bright
- Stop
- }
- }
- ACTOR HellWarriorShield
- {
- Radius 8
- Height 8
- Speed 6
- +DOOMBOUNCE
- +DROPOFF
- +Missile
- States
- {
- Spawn:
- HWSH ABCDEFGH 3
- Loop
- Death:
- HWSH I -1
- Loop
- }
- }
- //===========================================================================
- // CacoLich
- //===========================================================================
- ACTOR bia_CacoLich : biafriends
- {
- Health 100
- Speed 12
- Radius 15
- Height 56
- PainChance 2
- Mass 1000
- SeeSound "CacoLich/Sight"
- ActiveSound "CacoLich/Active"
- PainSound "CacoLich/Pain"
- DeathSound "CacoLich/Death"
- MONSTER
- +NOGRAVITY
- +FLOAT
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +PUSHABLE
- +NOBLOCKMONST
- +NOTARGET
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +FIXMAPTHINGPOS
- +NORADIUSDMG
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- States
- {
- Spawn:
- CALI A 1 A_Look
- Loop
- See:
- CALI A 4 A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Missile:
- CALI B 6 A_FaceTarget
- CALI C 6 A_CustomMissile("CacoLichBall", 35, 0, 0)
- CALI D 6 A_FaceTarget
- CALI D 0 A_Jump(16,23)
- CALI EF 5 A_FaceTarget
- CALI GFGFGFGFGFGFGFGFGF 1 A_CustomMissile("CacoLichFlameFar", 24, 0, 0)
- CALI FE 5 A_FaceTarget
- CALI E 0
- Goto See
- Melee:
- CALI EF 5 A_FaceTarget
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, 0)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, 1)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, 2)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, 3)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, 4)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, 5)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, 6)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, 7)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, 8)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, 9)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, 10)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, 12)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, 12)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, 13)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, 14)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, 15)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, 16)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, 17)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, 18)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, 19)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, 20)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, 19)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, 18)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, 17)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, 16)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, 15)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, 14)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, 13)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, 12)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, 11)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, 10)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, 9)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, 8)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, 7)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, 6)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, 5)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, 4)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, 3)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, 2)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, 1)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, 0)
- CALI G 0 A_SpidRefire
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, -1)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, -2)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, -3)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, -4)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, -5)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, -6)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, -7)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, -8)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, -9)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, -10)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, -12)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, -12)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, -13)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, -14)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, -15)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, -16)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, -17)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, -18)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, -19)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, -20)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, -19)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, -18)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, -17)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, -16)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, -15)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, -14)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, -13)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, -12)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, -11)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, -10)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, -9)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, -8)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, -7)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, -6)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, -5)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, -4)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, -3)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, -2)
- CALI F 1 A_CustomMissile("CacoLichFlame", 24, 0, -1)
- CALI G 1 A_CustomMissile("CacoLichFlame", 24, 0, 0)
- Goto See
- Pain:
- CALI H 3
- CALI I 6 A_Pain
- Goto See
- Death:
- CALI J 0
- CALI J 0 A_SetFloorClip
- CALI J 6 A_Scream
- CALI KLMN 6
- Wait
- Crash:
- CALI OP 6
- CALI Q 6 A_NoBlocking
- CALI R 6
- CALI S -1
- Stop
- }
- }
- ACTOR CacoLichBall :biafriends
- {
- Radius 8
- Height 6
- Speed 12
- Damage 7
- PROJECTILE
- +SEEKERMISSILE
- RENDERSTYLE ADD
- ALPHA 0.8
- SeeSound "Imp/attack"
- DeathSound "Imp/shotx"
- Decal CacoScorch
- States
- {
- Spawn:
- CBAL AB 4 BRIGHT A_SeekerMissile(5,15)
- Loop
- Death:
- CBAL CDEFG 6 BRIGHT
- Stop
- }
- }
- ACTOR CacoLichFlameFar :biafriends
- {
- Radius 4
- Height 6
- Speed 30
- Damage 4
- PROJECTILE
- +STRIFEDAMAGE
- RENDERSTYLE ADD
- ALPHA 0.8
- SeeSound "CacoFlame/attack"
- States
- {
- Spawn:
- CFIR ABCDEFGHIJKLMOP 1
- Stop
- Death:
- CFIR HIJKLMOP 1
- Stop
- }
- }
- ACTOR CacoLichFlame :biafriends
- {
- Radius 4
- Height 6
- Speed 28
- Damage 1
- PROJECTILE
- +STRIFEDAMAGE
- RENDERSTYLE ADD
- ALPHA 0.8
- SeeSound "CacoFlame/attack"
- States
- {
- Spawn:
- CFIR ABCDEFGHIJKLMOP 1
- Stop
- Death:
- CFIR HIJKLMOP 1
- Stop
- }
- }
- //===========================================================================
- // StoneImp
- //===========================================================================
- actor bia_StoneImp
- {
- Health 300
- Radius 20
- Height 56
- Speed 6
- PainChance 50
- Mass 10000
- MONSTER
- +NOBLOOD
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +PUSHABLE
- +NOBLOCKMONST
- +NOTARGET
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +FIXMAPTHINGPOS
- +NORADIUSDMG
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- SeeSound "imp/sight"
- PainSound "imp/pain"
- DeathSound "imp/death"
- ActiveSound "imp/active"
- MeleeSound "stoneimp/Melee"
- MeleeDamage 20
- States
- {
- Spawn:
- GIMP AB 10 A_Look
- Loop
- See:
- GIMP AABBCCDD 3 A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Melee:
- GIMP EF 8 A_FaceTarget
- GIMP G 6 A_MeleeAttack
- Goto See
- Pain:
- GIMP H 2
- GIMP H 2 A_Pain
- Goto See
- Death:
- GIMP I 6
- GIMP J 6 A_Scream
- GIMP K 5
- GIMP L 5 A_Fall
- GIMP M 5
- GIMP N -1
- Stop
- }
- }
- //===========================================================================
- // zombie marine
- //===========================================================================
- ACTOR bia_zombiemarine : biafriends
- {
- Health 15
- Radius 10
- Height 56
- Speed 20
- PainChance 1
- Mass 10000
- MaxStepHeight 45
- MaxDropoffHeight 45
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOBLOCKMONST
- +NOTARGET
- +NORADIUSDMG
- +PUSHABLE
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +DROPOFF
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- seesound "guy/see"
- AttackSound "guy/m4a1_shot"
- painsound "guy/pain"
- deathsound "guy/death"
- States
- {
- Spawn:
- UDM2 A 2
- Goto See
- See:
- UDM2 AABBCCDD 3 A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- TNT1 A 0 A_Jump(48,"drun")
- TNT1 A 0 A_Jump(48,"djump")
- TNT1 A 0 A_Jump(64,"Clearing")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Clearing:
- UDM2 E 5 A_Look
- TNT1 E 0 A_ClearTarget
- UDM2 E 0 A_SetAngle(Angle+random(-45,45))
- UDM2 E 0 A_Jump(32,"see")
- goto Laser
- Laser:
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- goto Clearing
- drun:
- UDM2 A 1 A_FaceTarget
- UDM2 B 0 ThrustThing(angle*256/360, 30, 1, 0)
- UDM2 AB 2 ThrustThingZ(0,10,0,1)
- goto See
- djump:
- UDM2 A 1 A_FaceTarget
- UDM2 B 0 A_playsound ("guy/jump")
- UDM2 B 0 ThrustThing(angle*256/360, 30, 1, 0)
- UDM2 AB 2 ThrustThingZ(0,18,0,1)
- goto See
- Missile:
- UDM2 E 1 A_FaceTarget
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- TNT1 E 0 A_custommissile("bia_gunflash",30,0)
- UDM2 F 2 Bright A_CustomBulletAttack (5, 5, 1, 3, "BulletPuff")
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- UDM2 E 1 A_CPosRefire
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- Goto Missile+1
- Pain:
- UDM2 G 4
- UDM2 G 4 A_Pain
- Goto See
- Death:
- UDM2 H 7
- UDM2 I 7 A_Scream
- UDM2 J 7
- UDM2 KLM 7
- UDM2 N 50
- UDM2 M 5 A_PlaySound("zmarine/res")
- UDM2 LKJ 5
- UDM2 I 5
- UDM2 H 5
- UDM2 G 5
- goto see
- }
- }
- //===========================================================================
- // Daedabus
- //===========================================================================
- Actor bia_Daedabus :biafriends
- {
- Health 100
- Radius 20
- Height 64
- Mass 1000
- Speed 10
- PainChance 2
- BloodColor "73 00 00"
- SeeSound "Daedabus/Sight"
- PainSound "Daedabus/Pain"
- DeathSound "Daedabus/Death"
- ActiveSound "Daedabus/Active"
- MONSTER
- +FLOORCLIP
- +STRIFEDAMAGE
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +FireResist
- +PUSHABLE
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DROPOFF
- +DONTBLAST
- +FIXMAPTHINGPOS
- +NORADIUSDMG
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- States
- {
- Spawn:
- DAED AB 15 A_Look
- Loop
- See:
- DAED AABBCCDDEEFF 4 A_Chase
- Loop
- Pain:
- DAED J 3
- DAED J 3 A_Pain
- Goto See
- Missile:
- DAED F 0 A_Jump(128, "Missile2")
- DAED F 0 A_Jump(255, "Missile3")
- Missile2:
- DAED G 0 A_PlaySound("Daedabus/Attack")
- DAED G 20 A_FaceTarget
- DAED H 0 A_CustomMissile("bia_DaedFire", 28, 0, Random(2.75,5.625))
- DAED H 0 A_CustomMissile("bia_DaedFire", 28, 0, 0)
- DAED H 0 A_CustomMissile("bia_DaedFire", 28, 0, -5.625)
- DAED H 10 Bright
- DAED IG 5 A_FaceTarget
- DAED H 0 A_CustomMissile("bia_DaedFire", 28, 0, 5.625)
- DAED H 0 A_CustomMissile("bia_DaedFire", 28, 0, 0)
- DAED H 0 A_CustomMissile("bia_DaedFire", 28, 0, Random(-2.75,-5.625))
- DAED H 10 Bright
- DAED IG 5 A_FaceTarget
- DAED H 0 A_CustomMissile("bia_DaedFire",28, 0, 11.25)
- DAED H 0 A_CustomMissile("bia_DaedFire",28, 0, 5.625)
- DAED H 0 A_CustomMissile("bia_DaedFire",28, 0, 0)
- DAED H 0 A_CustomMissile("bia_DaedFire",28, 0, -5.625)
- DAED H 0 A_CustomMissile("bia_DaedFire",28, 0, -11.25)
- DAED H 10 Bright
- DAED IG 5 A_FaceTarget
- Goto See
- Missile3:
- DAED G 0 A_PlaySound("Daedabus/Attack")
- DAED G 20 A_FaceTarget
- DAED H 0 A_CustomMissile("bia_DaedFire", 28, 0, 5.625)
- DAED H 0 A_CustomMissile("bia_DaedFire", 28, 0, 0)
- DAED H 0 A_CustomMissile("bia_DaedFire", 28, 0, Random(-2.75,-5.625))
- DAED H 10 Bright
- DAED IG 5 A_FaceTarget
- DAED H 0 A_CustomMissile("bia_DaedFire", 28, 0, Random(2.75,5.625))
- DAED H 0 A_CustomMissile("bia_DaedFire", 28, 0, 0)
- DAED H 0 A_CustomMissile("bia_DaedFire", 28, 0, -5.625)
- DAED H 10 Bright
- DAED IG 5 A_FaceTarget
- DAED H 0 A_CustomMissile("bia_DaedFire", 28, 0, 11.25)
- DAED H 0 A_CustomMissile("bia_DaedFire", 28, 0, 5.625)
- DAED H 0 A_CustomMissile("bia_DaedFire", 28, 0, 0)
- DAED H 0 A_CustomMissile("bia_DaedFire", 28, 0, -5.625)
- DAED H 0 A_CustomMissile("bia_DaedFire", 28, 0, -11.25)
- DAED H 10 Bright
- DAED IG 5 A_FaceTarget
- Goto See
- Death:
- DAED K 6
- DAED L 6 A_Scream
- DAED M 6 A_NoBlocking
- DAED NOPQRS 6
- DAED T -1 A_BossDeath
- Stop
- Raise:
- DAED RQPONMLK 5
- Goto See
- }
- }
- ACTOR bia_DaedFire : FatShot
- {
- Speed 22
- Damage 12
- PROJECTILE
- RENDERSTYLE ADD
- ALPHA 0.96
- DamageType "Friendry"
- damagefactor "Friendry", 0
- Decal Scorch
- States
- {
- Spawn:
- DAEF AAAABBBB 1 BRIGHT A_SpawnItemEx("DaedTrail", 0, 0, 0, 0, 0, 0, 0, 128)
- Loop
- Death:
- DAEF C 8
- DAEF D 6
- DAEF E 4
- Stop
- }
- }
- Actor DaedTrail
- {
- Scale 0.65
- RenderStyle Add
- Alpha 0.5
- +NoGravity
- +NoBlockMap
- +NoInteraction
- States
- {
- Spawn:
- DAET ABCDE 2 Bright
- Stop
- }
- }
- //===========================================================================
- // Diabloist
- //===========================================================================
- Actor bia_Diabloist : biafriends
- {
- Health 150
- Radius 10
- Height 56
- Mass 1000
- Speed 15
- PainChance 2
- BloodColor "08 08 08"
- MaxStepHeight 50
- MaxDropoffHeight 50
- MONSTER
- +FLOORCLIP
- +STRIFEDAMAGE
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +FireResist
- +PUSHABLE
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DROPOFF
- +DONTBLAST
- +FIXMAPTHINGPOS
- +NORADIUSDMG
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- SeeSound "Monster/diasit"
- PainSound "Monster/diapai"
- DeathSound "Monster/diadth"
- ActiveSound "Monster/diaact"
- States
- {
- Spawn:
- DIAB AB 10 A_Look
- Loop
- See:
- DIAB AABBCCDDEEFF 2 A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Missile:
- DIAB G 0 Bright A_Jump(128, "Missile2")
- DIAB G 0 Bright A_FaceTarget
- DIAB G 3 Bright A_FaceTarget
- DIAB H 3 Bright A_FaceTarget
- DIAB I 3 A_CustomMissile("bia_DFire", 32, 0, 0)
- DIAB H 3 Bright A_FaceTarget
- DIAB G 3 Bright A_FaceTarget
- DIAB H 3 Bright A_FaceTarget
- DIAB I 3 Bright A_FaceTarget
- DIAB H 3 Bright A_FaceTarget
- DIAB G 3 Bright A_FaceTarget
- DIAB H 3 Bright A_FaceTarget
- DIAB I 3 Bright A_FaceTarget
- DIAB H 3 Bright A_FaceTarget
- DIAB G 3 Bright A_FaceTarget
- DIAB H 3 Bright A_FaceTarget
- DIAB I 3 Bright A_FaceTarget
- DIAB G 3 Bright A_FaceTarget
- DIAB H 3 Bright A_FaceTarget
- DIAB I 3 Bright A_FaceTarget
- DIAB G 0 Bright A_Jump(128, "Missile3")
- Goto See
- Missile2:
- DIAB N 5 Bright A_FaceTarget
- DIAB O 5 Bright A_CustomMissile("bia_DFlare", 40, 0, Random(-4, 4))
- DIAB P 0 Bright A_FaceTarget
- DIAB P 5 Bright A_CustomMissile("bia_DFlare", 40, 0, Random(-4, 4))
- DIAB N 0 Bright A_FaceTarget
- DIAB N 5 Bright A_CustomMissile("bia_DFlare", 40, 0, Random(-4, 4))
- DIAB O 0 Bright A_FaceTarget
- DIAB O 5 Bright A_CustomMissile("bia_DFlare", 40, 0, Random(-4, 4))
- DIAB P 0 Bright A_FaceTarget
- DIAB P 5 Bright A_CustomMissile("bia_DFlare", 40, 0, Random(-4, 4))
- DIAB N 0 Bright A_FaceTarget
- DIAB N 5 Bright A_CustomMissile("bia_DFlare", 40, 0, Random(-4, 4))
- DIAB O 0 Bright A_FaceTarget
- DIAB O 5 Bright A_CustomMissile("bia_DFlare", 40, 0, Random(-4, 4))
- DIAB P 0 Bright A_FaceTarget
- DIAB P 5 Bright A_CustomMissile("bia_DFlare", 40, 0, Random(-4, 4))
- DIAB N 0 Bright A_FaceTarget
- DIAB N 5 Bright A_CustomMissile("bia_DFlare", 40, 0, Random(-4, 4))
- DIAB O 0 Bright A_FaceTarget
- DIAB O 5 Bright A_CustomMissile("bia_DFlare", 40, 0, Random(-4, 4))
- DIAB P 0 Bright A_FaceTarget
- DIAB P 5 Bright A_CustomMissile("bia_DFlare", 40, 0, Random(-4, 4))
- DIAB N 0 Bright A_FaceTarget
- DIAB N 5 Bright A_CustomMissile("bia_DFlare", 40, 0, Random(-4, 4))
- DIAB O 0 Bright A_FaceTarget
- DIAB P 5 Bright
- DIAB P 0 Bright A_Jump(64, "Missile3")
- DIAB P 0 Bright A_Jump(128, "Missile4")
- Goto See
- Missile3:
- DIAB GHIJKLM 5 Bright A_FaceTarget
- DIAB N 5 Bright A_FaceTarget
- DIAB O 1 Bright A_Playsound ("weapons/firbfi")
- DIAB O 4 Bright A_CustomMissile ("bia_DMissile",32,0,0)
- DIAB P 5 Bright
- DIAB P 0 Bright A_Jump (128,1)
- Goto See
- Missile4:
- DIA2 A 8 Bright A_FaceTarget
- DIA2 B 8 Bright A_FaceTarget
- DIA2 C 0 Bright A_CustomMissile ("bia_DTracer",0,-40,0)
- DIA2 C 8 Bright A_CustomMissile ("bia_DTracer",0,40,0)
- Goto See
- Pain:
- DIAB Q 5
- DIAB Q 5 A_Pain
- Goto See
- Death:
- DIAB Q 7
- DIAB R 7 A_Scream
- DIAB S 7 A_NoBlocking
- DIAB TUVW 7
- DIAB XY 5
- DIAB Z -1
- Stop
- }
- }
- Actor bia_DFire :biafriends
- {
- Radius 0
- Height 1
- Speed 0
- RenderStyle Add
- DamageType Fire
- ALPHA 1.00
- +NoGravity
- +SeekerMissile
- +NoTarget
- +NoDamageThrust
- States
- {
- Spawn:
- HLFR A 2 Bright A_StartFire
- TNT1 A 0 Bright A_Explode(4, 32)
- HLFR B 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(4, 32)
- HLFR A 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(4, 32)
- HLFR B 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(4, 32)
- HLFR C 2 Bright A_FireCrackle
- TNT1 A 0 Bright A_Explode(4, 32)
- HLFR B 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(5, 32)
- HLFR C 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(5, 32)
- HLFR B 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(5, 32)
- HLFR C 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(5, 32)
- HLFR D 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(5, 32)
- HLFR C 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(5, 32)
- HLFR D 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(5, 32)
- HLFR C 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(5, 32)
- HLFR D 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(5, 32)
- HLFR E 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(5, 32)
- HLFR D 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(5, 32)
- HLFR E 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(5, 32)
- HLFR D 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(4, 32)
- HLFR E 2 Bright A_FireCrackle
- TNT1 A 0 Bright A_Explode(4, 32)
- HLFR F 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(3, 32)
- HLFR E 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(3, 32)
- HLFR F 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(3, 32)
- HLFR E 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(2, 32)
- HLFR F 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(2, 32)
- HLFR G 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(2, 32)
- HLFR H 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(1, 32)
- HLFR G 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(1, 32)
- HLFR H 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(1, 32)
- HLFR G 2 Bright A_Fire
- TNT1 A 0 Bright A_Explode(1, 32)
- HLFR H 2 Bright A_Fire
- Stop
- }
- }
- ACTOR bia_DFlare :biafriends
- {
- Radius 5
- Height 5
- Speed 25
- Damage 4
- SpawnID 252
- RenderStyle Add
- DamageType Fire
- Alpha 0.85
- Projectile
- +ThruGhost
- Seesound "weapons/firmfi"
- DeathSound "weapons/firex4"
- States
- {
- Spawn:
- VBAL AB 3 Bright A_SpawnItemEx("MFlareFX", 0, 0, 0, 0, 0, 0, 0, 128)
- Loop
- Death:
- CBAL CDEFG 3 Bright
- Stop
- }
- }
- Actor bia_DMissile : CFlameMissile
- {
- +ThruGhost
- }
- Actor bia_DTracer :biafriends
- {
- Radius 5
- Height 5
- Speed 15
- ReactionTime 175
- Damage 10
- DamageType Fire
- RenderStyle Add
- Alpha 0.67
- Projectile
- +SeekerMissile
- +FloorHugger
- +ThruGhost
- -NoGravity
- Seesound "weapons/diasht"
- DeathSound "weapons/firex3"
- States
- {
- Spawn:
- TNT1 A 1 Bright A_SeekerMissile(10, 15)
- TNT1 A 0 Bright A_Countdown
- TNT1 A 0 Bright A_SpawnItemEx("DTracerPuff", 0, 0, 0, 0, 0, 0, 0, 128)
- Loop
- Death:
- FTRA K 4 Bright
- FTRA L 4 Bright A_Explode(50, 20)
- FTRA MNO 3 Bright
- Stop
- }
- }
- Actor MFlareFX
- {
- Radius 0
- Height 1
- Speed 0
- Projectile
- RenderStyle Add
- Alpha 0.67
- States
- {
- Spawn:
- FDFX ABCDEF 4 Bright
- Stop
- }
- }
- Actor DTracerPuff
- {
- Radius 1
- Height 1
- Speed 0
- RenderStyle Add
- DamageType Fire
- Alpha 0.67
- Projectile
- +FloorHugger
- -NoGravity
- States
- {
- Spawn:
- FTRA ABCDEFGHIJ 3 Bright A_Explode(4, 8)
- stop
- }
- }
- Actor DMissileTrail : CFlameFloor
- {
- +ThruGhost
- }
- Actor DMissileCircle : CircleFlame
- {
- +ThruGhost
- }
- //===========================================================================
- // SegwayZombie
- //===========================================================================
- actor bia_SegwayZombie :biafriends
- {
- health 30
- radius 20
- height 56
- mass 1000
- speed 4
- painchance 2
- seesound "grunt/sight"
- painsound "grunt/pain"
- deathsound "grunt/death"
- activesound "grunt/active"
- attacksound "seg/shot"
- meleedamage 5
- meleerange 32
- translation "112:127=[139,134,78]:[0,0,0]"
- MaxStepHeight 50
- MaxDropoffHeight 50
- MONSTER
- +FLOORCLIP
- +STRIFEDAMAGE
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +PUSHABLE
- +NOBLOCKMONST
- +NOTARGET
- +QUICKTORETALIATE
- +DONTSPLASH
- +DROPOFF
- +DONTBLAST
- +FIXMAPTHINGPOS
- +NORADIUSDMG
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- states
- {
- Spawn:
- ZSEG A 10 A_Look
- ZSEG A 0 A_Stop
- ZSEG A 0 A_StopSoundEx ("SoundSlot7")
- loop
- See:
- ZSEG A 0 A_Jump (8, "Coward", "Brave")
- ZSEG A 1 A_Chase
- ZSEG A 0 A_Recoil (-2)
- ZSEG A 0 A_PlaySoundEx ("Segway/Go", "SoundSlot7", 1)
- ZSEG A 0 A_SpawnItemEx ("SegwayPuff", 0, 8, 8, -4, 0, 2, 0, 160)
- ZSEG A 0 A_SpawnItemEx ("SegwayPuff", 0, -8, 8, -4, 0, 2, 0, 160)
- TNT1 A 0 A_Jump(64,"ClearTarget")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Coward:
- ZSEG A 0 A_ChangeFlag ("FRIGHTENED", 1)
- goto See
- Brave:
- ZSEG A 0 A_ChangeFlag ("FRIGHTENED", 0)
- goto See
- Missile:
- ZSEG A 1 A_FaceTarget
- ZSEG A 0 ThrustThing (angle*190/360, 15, 1, 0)
- ZSEG A 3 ThrustThingZ(0,8,2,0)
- ZSEG A 1 A_FaceTarget
- ZSEG A 0 A_SpawnItemEx ("SegwayPuff", 0, 8, 8, -4, 0, 2, 0, 160)
- ZSEG A 0 A_SpawnItemEx ("SegwayPuff", 0, -8, 8, -4, 0, 2, 0, 160)
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- ZSEG A 1 Bright A_CustomBulletAttack (5, 5, 1, 6, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_P", 0, 30,0)
- ZSEG A 0 ThrustThing (angle*190/360, 15, 1, 0)
- ZSEG A 3 ThrustThingZ(0,8,2,0)
- ZSEG A 0 A_SpawnItemEx ("SegwayPuff", 0, 8, 8, -4, 0, 2, 0, 160)
- ZSEG A 0 A_SpawnItemEx ("SegwayPuff", 0, -8, 8, -4, 0, 2, 0, 160)
- ZSEG A 0 A_FaceTarget
- TNT1 A 0 A_Recoil (2)
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- ZSEG A 1 Bright A_CustomBulletAttack (5, 5, 1, 6, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_P", 0, 30,0)
- ZSEG A 0 ThrustThing (angle*190/360, 15, 1, 0)
- ZSEG A 3 ThrustThingZ(0,8,2,0)
- ZSEG A 0 A_SpawnItemEx ("SegwayPuff", 0, 8, 8, -4, 0, 2, 0, 160)
- ZSEG A 0 A_SpawnItemEx ("SegwayPuff", 0, -8, 8, -4, 0, 2, 0, 160)
- ZSEG A 1 A_FaceTarget
- ZSEG A 0 A_Recoil (2)
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- ZSEG A 1 Bright A_CustomBulletAttack (5, 5, 1, 6, "BulletPuff")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_P", 0, 30,0)
- ZSEG A 0 A_Recoil (2)
- ZSEG A 0 ThrustThing (angle*190/360, 15, 1, 0)
- ZSEG A 3 ThrustThingZ(0,8,2,0)
- ZSEG A 1 A_CPosRefire
- Goto Missile+1
- Pain:
- ZSEG A 0 A_Pain
- ZSEG A 0 A_PlaySoundEx ("Segway/Go", "SoundSlot7", 1)
- goto See
- Death:
- ZSEG B 5 A_SpawnItemEx ("Boom", 0, 0, 32, 0, 0, 0, 0, 160)
- ZSEG B 0 A_StopSoundEx ("SoundSlot7")
- ZSEG B 0 A_PlaySound ("weapons/rocklx")
- ZSEG C 5 A_Scream
- ZSEG D 5 A_NoBlocking
- ZSEG E -1
- stop
- }
- }
- actor SegwayPuff
- {
- radius 2
- height 2
- speed 0
- damage 0
- scale 0.6
- renderstyle Add
- alpha 0.2
- +NOBLOCKMAP
- +NOGRAVITY
- +MISSILE
- +NOTELEPORT
- +DONTSPLASH
- +NOCLIP
- states
- {
- Spawn:
- ZPUF ABCDE 1
- stop
- }
- }
- actor Boom
- {
- Radius 11
- Height 8
- Speed 0
- Damage 0
- Projectile
- renderstyle Add
- States
- {
- Spawn:
- MISL B 8 bright
- MISL C 6 bright
- MISL D 4 bright
- stop
- }
- }
- //===========================================================================
- // Undead Priest
- //===========================================================================
- actor bia_UndeadPriest :biafriends
- {
- health 90
- radius 10
- height 56
- mass 1000
- speed 20
- painchance 2
- dropitem "Shell" 96
- dropitem "Shell" 128
- decal BulletChip
- painsound "UndeadPriest/Pain"
- deathsound "UndeadPriest/Die"
- attacksound "UndeadPriest/Shoot"
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +PUSHABLE
- +NOBLOCKMONST
- +NOTARGET
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +FIXMAPTHINGPOS
- +NORADIUSDMG
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- states
- {
- Spawn:
- UNDP A 10 A_Look
- loop
- See:
- UNDP A 0 A_Jump (32, "Run")
- TNT1 A 0 A_Jump(64,"Clearing")
- UNDP AABBCCDD 3 A_Chase
- loop
- Run:
- UNDP A 0 A_Jump (24, "See")
- TNT1 A 0 A_Jump(64,"Clearing")
- UNDP AABBCCDD 2 A_Chase
- loop
- Clearing:
- UNDP E 5 A_Look
- TNT1 A 0 A_ClearTarget
- UNDP E 0 A_SetAngle(Angle+random(-45,45))
- UNDP E 0 A_Jump(32,"see")
- loop
- Missile:
- UNDP E 5 A_FaceTarget
- TNT1 E 0 A_custommissile("bia_gunflash2",40,0)
- TNT1 E 0 A_custommissile("bia_gunflash2",40,0)
- UNDP F 5 bright A_CustomBulletAttack (7, 7, 10, 5, "BulletPuff")
- UNDP F 0 bright A_PlaySoundEx ("UndeadPriest/Shoot","SoundSlot6")
- TNT1 E 0 A_custommissile("bia_gunflash2",40,0)
- TNT1 E 0 A_custommissile("bia_gunflash2",40,0)
- UNDP F 5 bright A_CustomBulletAttack (7, 7, 10, 5, "BulletPuff")
- UNDP F 0 bright A_PlaySoundEx ("UndeadPriest/Shoot2","SoundSlot7")
- UNDP E 0 ThrustThing (angle*190/360, 15, 1, 0)
- UNDP E 6 ThrustThingZ(0,8,2,0)
- UNDP G 8 A_PlaySound("REN/rel")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_S", 0, 30,0)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_S", 0, 30,0)
- UNDP D 8 A_PlaySound("SWAT/look")
- TNT1 A 0 A_SpawnItem ("CaseSpawn_S", 0, 30,0)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_S", 0, 30,0)
- goto See
- Pain:
- UNDP G 3
- UNDP G 3 A_Pain
- goto See
- Death:
- UNDP H 6
- UNDP I 6 A_Scream
- UNDP JK 6
- UNDP L 6 A_NoBlocking
- UNDP M 6
- UNDP N -1
- Stop
- }
- }
- //===========================================================================
- // Afrit
- //===========================================================================
- Actor bia_Afrit :biafriends
- {
- Health 130
- Speed 12
- Radius 15
- Height 40
- PainChance 2
- Mass 1000
- SeeSound "Baron/Sight"
- PainSound "Baron/Pain"
- DeathSound "Baron/Death"
- ActiveSound "Baron/Active"
- +NoGravity
- +NoBlood
- +Float
- MONSTER
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +PUSHABLE
- +NOBLOCKMONST
- +NOTARGET
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +FIXMAPTHINGPOS
- +NORADIUSDMG
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +MISSILEMORE
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- Damagefactor "HellFire", 0.0
- States
- {
- Spawn:
- FRIT A 0
- FRIT A 0 A_CustomMissile("bia_OrbitComet", 44, 0, 0, 2, 0)
- FRIT A 0 A_CustomMissile("bia_OrbitComet2", 44, 0, 180, 2, 0)
- FRIT AABB 4 Bright A_Look
- Goto Spawn+3
- Idle:
- FRIT ABCD 4 Bright A_Look
- Loop
- See:
- FRIT AABBCCDD 2 Bright A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Melee:
- TNT1 A 0 A_Jump(64, "Melee2")
- FRIT ST 6 Bright A_FaceTarget
- FRIT U 6 Bright A_CustomComboAttack("bia_AfritBall", 44, 10, "Baron/Melee")
- Goto See
- Melee2:
- FRIT E 6 Bright A_FaceTarget
- FRIT F 6 Bright A_CustomMissile("bia_HellFire", 44)
- FRIT G 6 Bright A_FaceTarget
- Goto See
- Missile:
- TNT1 A 0 A_Jump(64, "Missile3")
- TNT1 A 0 A_Jump(128, "Missile2")
- FRIT ST 6 Bright A_FaceTarget
- FRIT U 6 Bright A_CustomComboAttack("bia_AfritBall", 44, 10, "Baron/Melee")
- Goto See
- Missile2:
- FRIT EF 6 Bright A_FaceTarget
- FRIT G 6 Bright A_CustomMissile("bia_Comet", 44)
- Goto See
- Missile3:
- FRIT E 6 Bright A_FaceTarget
- FRIT F 6 Bright A_CustomMissile("bia_Hellfire", 44)
- FRIT G 6 Bright A_FaceTarget
- Goto See
- Pain:
- FRIT H 4 Bright
- FRIT H 4 Bright A_Pain
- Goto See
- Death:
- TNT1 A 0 A_NoGravity
- FRIT I 6 Bright A_Scream
- FRIT J 5 Bright A_NoBlocking
- FRIT KLMNOPQR 4 Bright
- Stop
- }
- }
- Actor bia_AfritBall :biafriends
- {
- Radius 6
- Height 8
- Speed 15
- Damage 8
- Projectile
- RenderStyle Add
- Alpha 0.8
- SeeSound "Imp/Attack"
- DeathSound "Imp/ShotX"
- Decal BaronScorch
- States
- {
- Spawn:
- FRTM AB 5 Bright
- Loop
- Death:
- FRTM CDE 6 Bright
- Stop
- }
- }
- Actor bia_Comet :biafriends
- {
- Radius 6
- Height 8
- Speed 10
- Damage 5
- Scale 0.55
- Projectile
- SeeSound "Afrit/CometFire"
- DeathSound "Afrit/CometHit"
- Decal Scorch
- States
- {
- Spawn:
- COMT AAAABBBBCCCC 1 Bright A_SpawnItemEx("bia_CometTail", 0, 0, 0, 0, 0, 0, 0, 128)
- Loop
- Death:
- COMT D 3 Bright A_SpawnItemEx("bia_CometDeathGlow", 0, 0, 0, 0, 0, 0, 0, 128)
- COMT E 3 Bright A_Explode(50, 50, 0)
- TNT1 A 0 A_SpawnItemEx("bia_CometDeath", 0, 0, 0, 0, 0, 0, 0, 128)
- Stop
- }
- }
- Actor bia_CometTail
- {
- Projectile
- +NoClip
- RenderStyle Add
- Alpha 0.4
- States
- {
- Spawn:
- FRTB ABCDEFGHI 1 Bright
- Stop
- }
- }
- Actor bia_CometDeathGlow : bia_CometTail
- {
- Scale 2.0
- Alpha 0.6
- States
- {
- Spawn:
- FRTB ABCDEFGHI 3 Bright
- Stop
- }
- }
- Actor bia_CometDeath
- {
- Projectile
- RenderStyle Add
- +NoClip
- Alpha 0.7
- States
- {
- Spawn:
- COMT FGHI 3 Bright
- Stop
- }
- }
- Actor bia_OrbitComet : bia_Comet
- {
- SeeSound ""
- +NoClip
- Scale 0.28
- Speed 5
- States
- {
- Spawn:
- COMT AABBCC 1 Bright A_SpawnItemEx("bia_OrbitCometTail", 0, 0, 0, 0, 0, 0, 0, 128)
- TNT1 A 0 A_CustomMissile("bia_OrbitComet", 0, 0, 75)
- TNT1 A 0 A_SpawnItemEx("bia_OrbitCometTail", 0, 0, 0, 0, 0, 0, 0, 128)
- Stop
- }
- }
- Actor bia_OrbitComet2 : bia_OrbitComet
- {
- States
- {
- Spawn:
- COMT AABBCC 1 Bright A_SpawnItemEx("bia_OrbitCometTail", 0, 0, 0, 0, 0, 0, 0, 128)
- TNT1 A 0 A_CustomMissile("bia_OrbitComet2", 0, 0, -75)
- TNT1 A 0 A_SpawnItemEx("bia_OrbitCometTail", 0, 0, 0, 0, 0, 0, 0, 128)
- Stop
- }
- }
- Actor bia_OrbitCometTail : bia_CometTail
- {
- Scale 0.5
- }
- Actor bia_HellFire :biafriends
- {
- +NoBlockMap
- +Painless
- +BloodlessImpact
- +Missile
- +DropOff
- States
- {
- Spawn:
- TNT1 A 1
- Loop
- Death:
- TNT1 A 0 Bright A_CustomMissile("bia_HellFire1", 0, 0, -180)
- TNT1 A 0 Bright A_CustomMissile("bia_HellFire1", 0, 16, -175)
- TNT1 A 0 Bright A_CustomMissile("bia_HellFire1", 0, 32, -170)
- TNT1 A 0 Bright A_CustomMissile("bia_HellFire1", 0, -16, -185)
- TNT1 A 0 Bright A_CustomMissile("bia_HellFire1", 0, -32, -190)
- TNT1 A 10 Bright A_PlaySound("Afrit/Hellfire")
- Stop
- }
- }
- Actor bia_HellFire1 :biafriends
- {
- +Ripper
- +NoExplodeFloor
- +Painless
- +BloodlessImpact
- +Missile
- +DropOff
- Speed 2
- States
- {
- Spawn:
- TNT1 A 10 A_CustomMissile("bia_HellFire2", 0, 0, 0)
- TNT1 A 10 A_CustomMissile("bia_HellFire2", 0, 16, 0)
- TNT1 A 10 A_CustomMissile("bia_HellFire2", 0, -16, 0)
- TNT1 A 10 A_CustomMissile("bia_HellFire2", 0, 0, 0)
- TNT1 A 10 A_CustomMissile("bia_HellFire2", 0, 16, 0)
- TNT1 A 10 A_CustomMissile("bia_HellFire2", 0, -16, 0)
- TNT1 A 10 A_CustomMissile("bia_HellFire2", 0, 0, 0)
- TNT1 A 10 A_CustomMissile("bia_HellFire2", 0, 16, 0)
- TNT1 A 10 A_CustomMissile("bia_HellFire2", 0, -16, 0)
- Stop
- }
- }
- Actor bia_HellFire2 :biafriends
- {
- +Ripper
- +NoExplodeFloor
- +BloodlessImpact
- +DropOff
- +Randomize
- Scale 1.5
- Speed 1
- RenderStyle Add
- Alpha 0.67
- Damagetype "HellFire"
- States
- {
- Spawn:
- TNT1 A 8
- FRTF A 3 Bright
- FRTF BC 3 Bright A_Explode(3, 64)
- TNT1 A 0 A_Explode(3, 64)
- TNT1 A 0 A_Jump(191, 4)
- TNT1 A 0 A_CustomMissile("bia_HellFire2", 0, 24, 0)
- TNT1 A 0 A_CustomMissile("bia_HellFire2", 0, 0, 0)
- TNT1 A 0 A_CustomMissile("bia_HellFire2", 0, -24, 0)
- FRTF DEFGHIJKLMNO 3 Bright
- Stop
- }
- }
- //===========================================================================
- // Azazel
- //===========================================================================
- actor bia_Azazel : biafriends
- {
- Health 240
- Radius 22
- Height 64
- Speed 20
- PainChance 2
- Mass 1500
- MONSTER
- +LOOKALLAROUND
- +FRIENDLY
- +DONTHURTSPECIES
- DONTHURTSHOOTER
- +FLOORCLIP
- +PUSHABLE
- +NOBLOCKMONST
- +NOTARGET
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +FIXMAPTHINGPOS
- +MISSILEEVENMORE
- +MISSILEMORE
- +NORADIUSDMG
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +MISSILEMORE
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- MinMissileChance 20
- SeeSound "diablo2/goatman/sight"
- PainSound "diablo2/goatman/pain"
- DeathSound "Goat/death"
- ActiveSound "diablo2/goatman/idle"
- MeleeSound "baron/melee"
- Obituary "%o was slaughtered by Azazel"
- MeleeDamage 50
- States
- {
- Spawn:
- AZEW A 5 A_Look
- Loop
- See:
- AZEW AABBCCDD 3 A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Missile:
- TNT1 A 0 A_Jump(64,"MDoubleSerie")
- TNT1 A 0 A_Jump(128,"MRightHand")
- MLeftHand:
- TNT1 A 0 A_PlaySound("Goat/Attack")
- AZEA D 4 A_FaceTarget
- AZEA E 4 A_FaceTarget
- AZEA F 7 A_CustomMissile("bia_SatyrLordMissile1",32,-5,0)
- Goto see
- MRightHand:
- TNT1 A 0 A_PlaySound("Goat/Attack")
- AZEA A 4 A_FaceTarget
- AZEA B 4 A_FaceTarget
- AZEA C 7 A_CustomMissile("bia_SatyrLordMissile2",32,5,0)
- Goto see
- MDoubleSerie:
- TNT1 A 0 A_PlaySoundEx("missile1charge","SoundSlot5")
- TNT1 A 0 A_FaceTarget
- AZEA D 5 A_SpawnItemEx("bia_SatyrLordMissileDual1Fake",10,-20,60,0,0,0,32)
- AZEA E 5 A_SpawnItemEx("bia_SatyrLordMissileDual1Fake",10,-9,46,0,0,0,32)
- AZEA F 6 A_SpawnItemEx("bia_SatyrLordMissileDual1Fake",10,4,28,0,0,0,32)
- TNT1 A 0 A_PlaySoundEx("missile2charge","SoundSlot6")
- TNT1 A 0 A_FaceTarget
- AZEA A 5 A_SpawnItemEx("bia_SatyrLordMissileDual2Fake",10,20,60,0,0,0,32)
- AZEA B 5 A_SpawnItemEx("bia_SatyrLordMissileDual2Fake",10,9,46,0,0,0,32)
- AZEA C 6 A_SpawnItemEx("bia_SatyrLordMissileDual2Fake",10,-4,28,0,0,0,32)
- TNT1 A 0 A_PlaySound("Goat/Attack")
- TNT1 A 0 A_FaceTarget
- AZEA D 5 A_CustomMissile("bia_SatyrLordMissileDual1Real",60,-20,0)
- AZEA E 5 A_CustomMissile("bia_SatyrLordMissileDual1Real",46,-9,0)
- AZEA F 6 A_CustomMissile("bia_SatyrLordMissileDual1Real",28,4,0)
- TNT1 A 0 A_PlaySound("Goat/Attack")
- TNT1 A 0 A_FaceTarget
- AZEA A 5 A_CustomMissile("bia_SatyrLordMissileDual2Real",60,20,0)
- AZEA B 5 A_CustomMissile("bia_SatyrLordMissileDual2Real",46,9,0)
- AZEA C 6 A_CustomMissile("bia_SatyrLordMissileDual2Real",28,-4,0)
- Goto see
- Melee:
- TNT1 A 0 A_Jump(128,"Melee2")
- TNT1 A 0 A_PlaySound("Goat/Attack")
- AZEA AB 7 A_FaceTarget
- AZEA C 7 A_MeleeAttack
- Goto See
- Melee2:
- TNT1 A 0 A_PlaySound("Goat/Attack")
- AZEA DE 7 A_FaceTarget
- AZEA F 7 A_MeleeAttack
- Goto See
- Pain:
- AZEP A 2
- AZEP A 2 A_Pain
- TNT1 A 0 HealThing(random(10,180))
- AZEP A 1 A_CustomMissile("bia_SLGroundFire",0,0,0)
- AZEP A 1 A_CustomMissile("bia_SLGroundFire",0,0,45)
- AZEP A 1 A_CustomMissile("bia_SLGroundFire",0,0,-45)
- AZEP A 1 A_CustomMissile("bia_SLGroundFire",0,0,90)
- AZEP A 1 A_CustomMissile("bia_SLGroundFire",0,0,-90)
- AZEP A 1 A_CustomMissile("bia_SLGroundFire",0,0,135)
- AZEP A 1 A_CustomMissile("bia_SLGroundFire",0,0,-135)
- AZEP A 1 A_CustomMissile("bia_SLGroundFire",0,0,180)
- AZEP A 4
- Goto See
- Death:
- AZED A 5
- AZED B 5 A_Scream
- AZED C 5
- AZED D 4 A_Fall
- AZED E 4
- AZED F 3
- AZED G -1
- Stop
- }
- }
- //*************************************************
- //*************************************************
- Actor bia_SatyrLordMissile1 :biafriends
- {
- Projectile
- +FRIENDLY
- +DONTHURTSPECIES
- DONTHURTSHOOTER
- Radius 8
- Height 16
- Speed 22
- Damage 20
- Scale 0.65
- RenderStyle Add
- SeeSound "redballbsee"
- DeathSound "redballbdeth"
- Translation "192:207=172:191"
- Decal PlasmaScorchLower
- States
- {
- Spawn:
- ANFB AAA 1 Bright A_CustomMissile("SLM1Trail",random(-5,5),random(8,-8),0)
- ANFB BBB 1 Bright A_CustomMissile("SLM1Trail",random(-5,5),random(8,-8),0)
- ANFB CCC 1 Bright A_CustomMissile("SLM1Trail",random(-5,5),random(8,-8),0)
- Loop
- Death:
- ANFB DEFG 3 Bright
- Stop
- }
- }
- Actor SLM1Trail
- {
- Projectile
- -NOGRAVITY
- Gravity 0.4
- +NOCLIP
- Damage 0
- RenderStyle Add
- Alpha 0.8
- Scale 0.5
- States
- {
- Spawn:
- TNT1 A 1
- TNT1 A 0 ThrustThingZ(0,random(-3,8),0,1)
- SHTR ABCDDE 3 Bright
- SHTR F 1 Bright A_FadeOut(0.1)
- Wait
- }
- }
- //*************************************************
- //*************************************************
- Actor bia_SatyrLordMissile2 :biafriends
- {
- Speed 14
- damage 15
- scale 0.35
- radius 6
- height 12
- RENDERSTYLE ADD
- Alpha 0.75
- PROJECTILE
- +SEEKERMISSILE
- +FRIENDLY
- +DONTHURTSPECIES
- DONTHURTSHOOTER
- seesound "whiteballbsee"
- deathsound "whiteballbdeth"
- states
- {
- Spawn:
- PSMM A 2 Bright A_SeekerMissile(25,10)
- TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
- PSMM A 2 Bright A_SeekerMissile(25,10)
- TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
- PSMM B 2 Bright A_SeekerMissile(25,10)
- TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
- PSMM B 2 Bright A_SeekerMissile(25,10)
- TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
- PSMM C 2 Bright A_SeekerMissile(25,10)
- TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
- PSMM C 2 Bright A_SeekerMissile(25,10)
- TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
- PSMM D 2 Bright A_SeekerMissile(25,10)
- TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
- PSMM E 2 Bright A_SeekerMissile(25,10)
- TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
- PSMM F 2 Bright A_SeekerMissile(25,10)
- TNT1 A 0 A_CustomMissile("SLM2Trail",0,0,0)
- goto Spawn+12
- Death:
- PSMM GGHHIIJJKKLLMM 2 Bright A_FadeOut(0.05)
- stop
- }
- }
- Actor SLM2Trail
- {
- Projectile
- +NOCLIP
- Damage 0
- RenderStyle Add
- Alpha 0.45
- Scale 0.9
- States
- {
- Spawn:
- TNT1 A 2
- PUF2 BDFHJLNPRTVXZ 1
- PUF3 B 1 A_FadeOut(0.2)
- Wait
- }
- }
- //*************************************************
- //*************************************************
- Actor bia_SatyrLordMissileDual1Fake :biafriends
- {
- Projectile
- Speed 0
- Scale 0.34
- RenderStyle Add
- SeeSound "waitingballsspawn"
- States
- {
- Spawn:
- MSP2 ABCD 2
- MSP2 ABCD 2
- MSP2 ABCD 2
- MSP2 ABCD 2
- Stop
- Death:
- TNT1 A 1
- Stop
- }
- }
- Actor bia_SatyrLordMissileDual1Real :biafriends
- {
- Projectile
- Speed 30
- Scale 0.34
- RenderStyle Add
- Damage 15
- Radius 6
- height 12
- +FRIENDLY
- +DONTHURTSPECIES
- DONTHURTSHOOTER
- SeeSound "redballssee"
- DeathSound "redballsdeth"
- Decal DoomImpScorch
- States
- {
- Spawn:
- MSP2 A 1 A_CustomMissile("SLMD1RTrail",random(-5,5),random(8,-8),0)
- TNT1 AA 0 A_CustomMissile("SLMD1RTrail",random(-5,5),random(8,-8),0)
- MSP2 A 1 A_CustomMissile("SLMD1RTrail",random(-5,5),random(8,-8),0)
- TNT1 AA 0 A_CustomMissile("SLMD1RTrail",random(-5,5),random(8,-8),0)
- MSP2 B 1 A_CustomMissile("SLMD1RTrail",random(-5,5),random(8,-8),0)
- TNT1 AA 0 A_CustomMissile("SLMD1RTrail",random(-5,5),random(8,-8),0)
- MSP2 B 1 A_CustomMissile("SLMD1RTrail",random(-5,5),random(8,-8),0)
- TNT1 AA 0 A_CustomMissile("SLMD1RTrail",random(-5,5),random(8,-8),0)
- MSP2 C 1 A_CustomMissile("SLMD1RTrail",random(-5,5),random(8,-8),0)
- TNT1 AA 0 A_CustomMissile("SLMD1RTrail",random(-5,5),random(8,-8),0)
- MSP2 C 1 A_CustomMissile("SLMD1RTrail",random(-5,5),random(8,-8),0)
- TNT1 AA 0 A_CustomMissile("SLMD1RTrail",random(-5,5),random(8,-8),0)
- MSP2 D 1 A_CustomMissile("SLMD1RTrail",random(-5,5),random(8,-8),0)
- TNT1 AA 0 A_CustomMissile("SLMD1RTrail",random(-5,5),random(8,-8),0)
- MSP2 D 1 A_CustomMissile("SLMD1RTrail",random(-5,5),random(8,-8),0)
- TNT1 AA 0 A_CustomMissile("SLMD1RTrail",random(-5,5),random(8,-8),0)
- Loop
- Death:
- MSP1 GHIJKLMNO 2
- Stop
- }
- }
- Actor SLMD1RTrail
- {
- Projectile
- -NOGRAVITY
- Gravity 0.4
- +NOCLIP
- Damage 0
- RenderStyle Add
- Alpha 0.8
- Scale 0.3
- States
- {
- Spawn:
- TNT1 A 1
- TNT1 A 0 ThrustThingZ(0,random(-3,5),0,1)
- SHTR ABCDDE 3 Bright
- SHTR F 1 Bright A_FadeOut(0.1)
- Wait
- }
- }
- //*************************************************
- Actor bia_SatyrLordMissileDual2Fake :biafriends
- {
- Projectile
- Speed 0
- Scale 0.8
- RenderStyle Add
- Alpha 0.75
- SeeSound "waitingballsspawn"
- Translation "112:127=80:111"
- States
- {
- Spawn:
- CSSF DEDE 2 Bright
- CSSF DEDE 2 Bright
- CSSF DEDE 2 Bright
- CSSF DEDE 2 Bright
- Stop
- Death:
- TNT1 A 1
- Stop
- }
- }
- Actor bia_SatyrLordMissileDual2Real :biafriends
- {
- Projectile
- Speed 18
- Radius 6
- Damage 15
- Scale 0.8
- RenderStyle Add
- Alpha 0.75
- +SeekerMissile
- +FRIENDLY
- +DONTHURTSPECIES
- DONTHURTSHOOTER
- Translation "112:127=80:111"
- SeeSound "whiteballssee"
- DeathSound "whiteballsdeth"
- height 12
- Decal PlasmaScorchLower
- States
- {
- Spawn:
- CSSF D 1 Bright A_SeekerMissile(10,10)
- TNT1 AAA 0 A_CustomMissile("SLMD2RTrail",random(5,-5),random(5,-5),0)
- CSSF D 1 Bright A_SeekerMissile(10,10)
- TNT1 AAA 0 A_CustomMissile("SLMD2RTrail",random(5,-5),random(5,-5),0)
- CSSF E 1 Bright A_SeekerMissile(10,10)
- TNT1 AAA 0 A_CustomMissile("SLMD2RTrail",random(5,-5),random(5,-5),0)
- CSSF E 1 Bright A_SeekerMissile(10,10)
- TNT1 AAA 0 A_CustomMissile("SLMD2RTrail",random(5,-5),random(5,-5),0)
- Loop
- Death:
- CSSF GHI 4 Bright
- CSSF I 1 Bright A_FadeOut
- Wait
- }
- }
- Actor SLMD2RTrail :biafriends
- {
- Projectile
- Speed 0
- Damage 0
- +NOCLIP
- RenderStyle Add
- Alpha 0.5
- Scale 0.25
- States
- {
- Spawn:
- PUF2 BCDEFGHIJKL 1
- PUF2 L 1 A_FadeOut(0.2)
- Wait
- }
- }
- //===========================================================================
- // Roach
- //===========================================================================
- Actor bia_Roach :biafriends
- {
- Health 70
- GibHealth 250
- Radius 10
- Height 48
- Speed 15
- PainChance 64
- BloodColor "DarkGreen"
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +PUSHABLE
- +NOBLOCKMONST
- +NOTARGET
- +QUICKTORETALIATE
- +NORADIUSDMG
- +DONTSPLASH
- +DONTBLAST
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- SeeSound "Roach/Sight"
- PainSound "Roach/Pain"
- DeathSound "Roach/Death"
- ActiveSound "Roach/Active"
- MeleeDamage 10
- Obituary "%o was scalded by a Roach"
- States
- {
- Spawn:
- ROAC A 0
- ROAC A 0 A_JumpIf(Args[0] == 1, "Spawn2")
- ROAC A 0 A_JumpIf(Args[0] > 1, "Spawn3")
- ROAC AAAAAA 1 A_Look
- ROAC A 0 HealThing(2)
- Loop
- Spawn2:
- ROAC AAAAAA 1 A_LookEx(8, 0, 0, 0, 0, "See")
- ROAC A 0 HealThing(2)
- Loop
- Spawn3:
- ROAC AAAAAA 1 A_LookEx(0, 0, 0, 0, 0, "SeeAlert")
- ROAC A 0 HealThing(2)
- Loop
- SeeAlert:
- ROAC A 0 A_AlertMonsters
- Goto See
- See:
- ROAC B 0 A_JumpIfInventory("RoachScared", 1, 2)
- ROAC B 0 A_Jump(32, "Stand")
- ROAC B 0 A_JumpIfInventory("RoachScared", 1, 1)
- Goto See+4
- ROAC B 0 A_JumpIfHealthLower(120, 1)
- Goto HealthHigh
- ROAC B 0 A_JumpIfInventory("RoachScared", 1, 2)
- ROAC B 0 A_JumpIfHealthLower(40, "HealthLow")
- ROAC BB 2 A_Chase("Melee", "", 2)
- ROAC B 2 A_Chase
- ROAC C 0 HealThing(10)
- ROAC C 0 A_JumpIfInventory("RoachScared", 1, 1)
- Goto See+12
- ROAC C 0 A_JumpIfHealthLower(120, 1)
- Goto HealthHigh
- ROAC C 0 A_JumpIfInventory("RoachScared", 1, 2)
- ROAC C 0 A_JumpIfHealthLower(40, "HealthLow")
- ROAC CC 2 A_Chase("Melee", "", 2)
- ROAC C 2 A_Chase
- ROAC D 0 HealThing(10)
- ROAC D 0 A_JumpIfInventory("RoachScared", 1, 1)
- Goto See+20
- ROAC D 0 A_JumpIfHealthLower(120, 1)
- Goto HealthHigh
- ROAC D 0 A_JumpIfInventory("RoachScared", 1, 2)
- ROAC D 0 A_JumpIfHealthLower(40, "HealthLow")
- ROAC DD 2 A_Chase("Melee", "", 2)
- ROAC D 2 A_Chase
- ROAC E 0 HealThing(10)
- ROAC E 0 A_JumpIfInventory("RoachScared", 1, 1)
- Goto See+28
- ROAC E 0 A_JumpIfHealthLower(120, 1)
- Goto HealthHigh
- ROAC E 0 A_JumpIfInventory("RoachScared", 1, 2)
- ROAC E 0 A_JumpIfHealthLower(40, "HealthLow")
- ROAC EE 2 A_Chase("Melee", "", 2)
- ROAC E 2 A_Chase
- ROAC B 0 HealThing(10)
- Loop
- Stand:
- ROAC A 0 A_Chase("Melee", "Missile", 18)
- ROAC A 3 A_FaceTarget
- ROAC A 0 HealThing(10)
- ROAC A 0 A_Chase("Melee", "Missile", 18)
- ROAC A 3 A_FaceTarget
- ROAC A 0 HealThing(10)
- ROAC A 0 A_Chase("Melee", "Missile", 18)
- ROAC A 3 A_FaceTarget
- ROAC A 0 HealThing(10)
- ROAC A 0 A_Chase("Melee", "Missile", 18)
- ROAC A 3 A_FaceTarget
- ROAC A 0 HealThing(10)
- ROAC A 0 A_Chase("Melee", "Missile", 18)
- ROAC A 3 A_FaceTarget
- ROAC A 0 HealThing(10)
- ROAC A 0 A_Chase("Melee", "Missile", 18)
- ROAC A 3 A_FaceTarget
- ROAC A 0 HealThing(10)
- ROAC A 0 A_Chase("Melee", "Missile", 18)
- ROAC A 3 A_FaceTarget
- ROAC A 0 HealThing(10)
- ROAC A 0 A_Chase("Melee", "Missile", 18)
- ROAC A 3 A_FaceTarget
- ROAC A 0 HealThing(10)
- ROAC A 0 A_Chase("Melee", "Missile", 18)
- ROAC A 3 A_FaceTarget
- ROAC A 0 HealThing(10)
- ROAC A 0 A_Jump(192, 1)
- Goto See+1
- ROAC A 0
- Loop
- HealthLow:
- ROAC A 0 A_GiveInventory("RoachScared", 1)
- ROAC A 0 A_ChangeFlag("Frightened", 1)
- Goto See+4
- HealthHigh:
- ROAC A 0 A_TakeInventory("RoachScared", 1)
- ROAC A 0 A_ChangeFlag("Frightened", 0)
- Goto See+4
- Melee:
- Missile:
- ROAC AA 3 A_FaceTarget
- ROAC A 0 HealThing(10)
- ROAC AA 3 A_FaceTarget
- ROAC A 0 HealThing(10)
- ROAC FF 3 A_FaceTarget
- ROAC F 0 HealThing(10)
- ROAC G 0 A_CustomMissile("bia_RoachBall", 32, -4, 1)
- ROAC G 6 A_CustomMissile("bia_RoachBall", 32, 4, -1)
- ROAC G 0 HealThing(10)
- Goto See
- Pain:
- ROAC H 3
- ROAC H 3 A_Pain
- ROAC H 0 HealThing(10)
- Goto See
- Death:
- ROAC I 8 A_ScreamAndUnblock
- ROAC JKL 6
- ROAC M 0 A_Jump(18, 2)
- ROAC M -1
- Loop
- ROAC MMMMM 70
- ROAC MMMMM 70
- ROAC MMMMM 70
- ROAC M -1 Thing_Raise(0)
- Wait
- XDeath:
- ROAC I 4 A_XScream
- ROAC NOP 6
- ROAC Q 6 A_NoBlocking
- ROAC RS 6
- ROAC T -1
- Stop
- Raise:
- ROAC MLKJI 5
- Goto See
- }
- }
- Actor RoachScared : Inventory { Inventory.MaxAmount 1 }
- Actor bia_RoachBall : biafriends
- {
- Damage (Random(15, 12))
- Height 5
- Radius 3
- Scale 0.6
- Speed 30
- PROJECTILE
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- +FRIENDLY
- Decal PlasmaScorchLower
- SeeSound "Roach/Fire"
- DeathSound "Roach/Hit"
- States
- {
- Spawn:
- RCHB AAAABBBB 1 Bright A_SpawnItemEx("RoachBallTrail", -(MomX/1.2), -(MomY/1.2), (MomZ/1.2*-1), (MomX/1.2), (MomY/1.2), (MomZ/1.2), -Angle, 138)
- Loop
- Death:
- RCHB C 0 Bright A_Explode(5, 32, 0)
- RCHB CDEFG 3 Bright
- Stop
- }
- }
- Actor RoachBallTrail
- {
- Projectile
- RenderStyle Add
- Alpha 0.5
- Scale 0.6
- States
- {
- Spawn:
- RCHB AABB 2 Bright A_FadeOut(0.05)
- Loop
- }
- }
- //===========================================================================
- // Wicked fuck
- //===========================================================================
- ACTOR WickedTorso
- {
- Health 1
- Mass 1000000
- Radius 1
- Height 1
- MONSTER
- -COUNTKILL
- +NONSHOOTABLE
- +NORADIUSDMG
- +DROPOFF
- +NOTELEPORT
- +CORPSE
- States
- {
- Spawn:
- WICK Q 5 A_PlaySound("monster/tenpn1")
- WICK R 5 A_CheckFloor("Ground")
- goto Spawn+1
- Ground:
- WICK S 1 A_SetFloorClip
- WICK S 4 A_PlaySound("monster/tenpn2")
- WICK TUVW 5
- Goto death
- Death:
- WICK W -1
- stop
- }
- }
- ACTOR WickedTorsoed :WickedTorso Replaces WickedTorso
- {
- Health 1
- Mass 1000000
- Radius 1
- Height 1
- MONSTER
- -COUNTKILL
- +NONSHOOTABLE
- +NORADIUSDMG
- +DROPOFF
- +NOTELEPORT
- +CORPSE
- States
- {
- Spawn:
- WICK Q 5 A_PlaySound("monster/tenpn1")
- WICK R 5 A_CheckFloor("Ground")
- goto Spawn+1
- Ground:
- WICK S 1 A_SetFloorClip
- WICK S 4 A_PlaySound("monster/tenpn2")
- WICK TUVW 5
- Goto death
- Death:
- WICK W -1
- stop
- }
- }
- //===========================================================================
- // ArchonOfHell
- //===========================================================================
- ACTOR bia_ArchonOfHell : biafriends
- {
- Health 2000
- Radius 15
- Height 64
- Mass 1000
- Speed 20
- PainChance 2
- MONSTER
- +NOTARGET
- +FLOORCLIP
- +NORADIUSDMG
- +FLOORCLIP
- +FIRERESIST
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +NOBLOCKMONST
- +PUSHABLE
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- MeleeDamage 10
- BloodColor "20 60 20"
- SeeSound "monster/ar2sit"
- PainSound "baron/pain"
- DeathSound "monster/ar2dth"
- MeleeSound "baron/melee"
- States
- {
- Spawn:
- BAOH AB 10 A_Look
- Loop
- See:
- BAOH AABBCCDD 3 A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Missile:
- BAOH B 0 A_Jump(128,15)
- BAOH EF 8 Bright A_FaceTarget
- BAOH G 0 Bright A_CustomMissile ("bia_BaronBall",28,0,0,0)
- BAOH G 0 Bright A_CustomMissile ("bia_BaronBall",28,0,-4,0)
- BAOH G 3 Bright A_CustomMissile ("bia_BaronBall",28,0,4,0)
- BAOH H 3 Bright
- BAOH H 0 A_Jump(64,8)
- BAOH IJ 8 Bright A_FaceTarget
- BAOH K 0 Bright A_CustomMissile ("bia_BaronBall",28,0,0,0)
- BAOH K 0 Bright A_CustomMissile ("bia_BaronBall",28,0,-4,0)
- BAOH K 3 Bright A_CustomMissile ("bia_BaronBall",28,0,4,0)
- BAOH L 3 Bright
- BAOH L 0 A_Jump(64,1)
- Goto See
- BAOH MN 8 Bright A_FaceTarget
- BAOH O 0 Bright A_Jump(128,3)
- BAOH O 4 Bright A_CustomMissile ("bia_ArchonComet",28,0,0,0)
- BAOH P 4 Bright
- Goto See
- BAOH O 0 A_CustomMissile ("bia_BaronBall",28,0,-6,0)
- BAOH O 0 A_CustomMissile ("bia_BaronBall",28,0,-4,0)
- BAOH O 0 A_CustomMissile ("bia_BaronBall",28,0,-2,0)
- BAOH O 0 A_CustomMissile ("bia_BaronBall",28,0,2,0)
- BAOH O 0 A_CustomMissile ("bia_BaronBall",28,0,4,0)
- BAOH O 3 Bright A_CustomMissile ("bia_BaronBall",28,0,6,0)
- BAOH P 3 Bright
- Goto See
- Melee:
- BAOH EF 8 Bright A_FaceTarget
- BAOH G 3 Bright A_CustomMeleeAttack(50,"NIF/Hit", "skeleton/swing")
- BAOH H 3 Bright
- BAOH H 0 A_Jump (128,1)
- Goto See
- BAOH IJ 8 Bright A_FaceTarget
- BAOH K 3 Bright A_CustomMeleeAttack(50,"NIF/Hit", "skeleton/swing")
- BAOH L 3 Bright
- BAOH L 0 A_Jump (64,1)
- Goto See
- BAOH MN 8 Bright A_FaceTarget
- BAOH O 0 Bright A_CustomMeleeAttack(50,"NIF/Hit", "skeleton/swing")
- BAOH O 3 Bright A_CustomMeleeAttack(50,"NIF/Hit", "skeleton/swing")
- BAOH P 3 Bright
- Goto See
- Pain:
- BAOH Q 2
- BAOH Q 2 A_Pain
- Goto See
- Death:
- BAOH R 6 Bright
- BAOH S 6 Bright A_Scream
- BAOH T 6 Bright
- BAOH U 6 Bright A_NoBlocking
- BAOH VW 6 Bright
- BAOH X 6 Bright A_CustomMissile("ArchonSoul",86,0,0,2,90)
- BAOH YZ 6 Bright
- BAOH [ 6 Bright A_Fall
- Stop
- }
- }
- ACTOR bia_ArchonComet : biafriends
- {
- Radius 8
- Height 12
- Speed 25
- Damage 20
- Scale 1.0
- PROJECTILE
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- +FRIENDLY
- RENDERSTYLE Normal
- +THRUGHOST
- SeeSound "weapons/firbfi"
- DeathSound "weapons/hellex"
- DONTHURTSHOOTER
- +FIREDAMAGE
- States
- {
- Spawn:
- BAAR AAAABBBBCCCC 1 Bright A_SpawnItem("ArchonCometTrail",0,0)
- loop
- Death:
- BAAR J 0 Bright A_SetTranslucent (0.67,1)
- BAAR J 3 Bright
- BAAR K 3 Bright A_Explode(40,150,0)
- BAAR LMN 3 Bright
- stop
- }
- }
- ACTOR ArchonSoul
- {
- Radius 1
- Height 1
- Speed 3
- PROJECTILE
- RENDERSTYLE ADD
- ALPHA 0.80
- States
- {
- Spawn:
- BFX1 ABCD 6 BRIGHT
- Stop
- }
- }
- ACTOR ArchonCometTrail
- {
- Radius 3
- Height 3
- Scale 0.75
- Speed 0
- PROJECTILE
- RENDERSTYLE ADD
- ALPHA 0.67
- States
- {
- Spawn:
- NULL A 3 Bright
- BAAR DEFGHI 3 BRIGHT
- Stop
- }
- }
- actor bia_BaronBall
- {
- Radius 6
- Height 16
- Speed 15
- FastSpeed 20
- Damage 10
- RenderStyle Add
- Alpha 1
- SeeSound "baron/attack"
- DeathSound "baron/shotx"
- Decal "BaronScorch"
- Projectile
- +RANDOMIZE
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- +FRIENDLY
- states
- {
- Spawn:
- BAL7 AB 4 bright
- loop
- Death:
- BAL7 CDE 6 bright
- stop
- }
- }
- //===========================================================================
- // hellhound
- //===========================================================================
- ACTOR bia_hellhound : biafriends
- {
- Health 600
- PainChance 2
- Speed 16
- Radius 15
- Height 30
- Mass 500
- MeleeDamage 30
- MONSTER
- +FLOORCLIP
- +FIRERESIST
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +NOBLOCKMONST
- +NOTARGET
- +PUSHABLE
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +NORADIUSDMG
- +DONTHURTSPECIES
- +MISSILEMORE
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- SeeSound "monster/dogsit"
- AttackSound "monster/dogatk"
- MeleeSound "monster/dogbit"
- PainSound "monster/dogpai"
- DeathSound "monster/dogdth"
- ActiveSound "monster/dogact"
- States
- {
- Spawn:
- HDOG AA 10 A_Look
- goto see
- See:
- HDOG AAAABBBBCCCCDDDDEEEEFFFF 1 A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Melee:
- HDOG GH 6 A_FaceTarget
- HDOG I 6 A_MeleeAttack
- Goto See
- Missile:
- HDOG G 0 A_JumpIfCloser(256,2)
- HDOG G 0
- Goto See
- HDOG G 10 A_FaceTarget
- HDOG H 1 A_CustomMissile ("bia_DogFire",28,0,0,0,0)
- HDOG H 1 A_CustomMissile ("bia_DogFire",28,0,0,0,0)
- HDOG H 1 A_CustomMissile ("bia_DogFire",28,0,0,0,0)
- HDOG H 1 A_CustomMissile ("bia_DogFire",28,0,0,0,0)
- HDOG H 1 A_CustomMissile ("bia_DogFire",28,0,0,0,0)
- HDOG H 1 A_CustomMissile ("bia_DogFire",28,0,0,0,0)
- HDOG H 1 A_CustomMissile ("bia_DogFire",28,0,0,0,0)
- HDOG I 6
- Goto See
- Pain:
- HDOG J 2
- HDOG J 2 A_Pain
- Goto See
- Death:
- HDOG K 8
- HDOG L 8 A_Scream
- HDOG M 4
- HDOG N 4 A_NoBlocking
- HDOG OP 4
- HDOG Q -1
- Stop
- }
- }
- ACTOR bia_DogFire : biafriends
- {
- Radius 2
- Height 4
- Speed 16
- Damage 10
- PROJECTILE
- RENDERSTYLE ADD
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- +FRIENDLY
- DamageType Fire
- ALPHA 0.67
- Scale 0.67
- SeeSound "weapons/bigbrn"
- DeathSound "weapons/bigbrn"
- DONTHURTSHOOTER
- +THRUGHOST
- States
- {
- Spawn:
- NULL A 2 Bright
- FRFX ABCD 2 Bright A_Explode(1,8,0)
- FRFX D 0 Bright A_Lowgravity
- FRFX EFG 2 Bright A_Explode(1,16,0)
- FRFX HIJ 2 Bright A_Explode(1,32,0)
- FRFX KLM 2 Bright A_Explode(1,64,0)
- FRFX NO 2 Bright
- stop
- Death:
- FRFX HIJ 2 Bright A_Explode(1,32,0)
- FRFX KLM 2 Bright A_Explode(1,64,0)
- FRFX NO 2 Bright
- stop
- }
- }
- ACTOR bia_DogShot : biafriends
- {
- Radius 8
- Height 12
- Speed 16
- Damage 7
- PROJECTILE
- RENDERSTYLE ADD
- DamageType fire
- +THRUGHOST
- SeeSound "monster/dogsht"
- DeathSound "monster/doghit"
- +FIREDAMAGE
- States
- {
- Spawn:
- NULL A 3
- HHFX AABBCC 1 Bright A_CustomMissile("bia_DogTrail",0,0,0,0,0)
- goto Spawn+1
- Death:
- HHFX DFGH 4 Bright
- stop
- }
- }
- ACTOR bia_DogTrail : BulletPuff
- {
- RENDERSTYLE ADD
- States
- {
- Spawn:
- NULL A 5
- HHFX DFGH 3 Bright
- stop
- }
- }
- //===========================================================================
- // Fallen
- //===========================================================================
- ACTOR bia_Fallen : biafriends
- {
- Health 500
- Radius 15
- Height 48
- Mass 200
- Speed 20
- PainChance 128
- MONSTER
- +NOGRAVITY
- +FLOAT
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +NOBLOCKMONST
- +NORADIUSDMG
- +NOTARGET
- +PUSHABLE
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- SeeSound "monster/falsit"
- PainSound "monster/falpai"
- DeathSound "monster/faldth"
- ActiveSound "monster/falact"
- States
- {
- Spawn:
- FALN ABCDB 8 Bright A_Look
- goto see
- See:
- FALN A 0 Bright A_Jump (96,12)
- FALN A 1 Bright A_Playsound ("monster/falwng")
- FALN AABBCCDDBB 2 Bright A_Chase
- Goto See
- FALN B 2 Bright A_FastChase
- FALN B 0 Bright A_CustomMissile("bia_FallenFX",40,0,0)
- FALN B 2 Bright A_FastChase
- FALN B 0 Bright A_CustomMissile("bia_FallenFX",40,0,0)
- FALN B 2 Bright A_FastChase
- FALN B 0 Bright A_CustomMissile("bia_FallenFX",40,0,0)
- FALN B 2 Bright A_FastChase
- FALN B 0 Bright A_CustomMissile("bia_FallenFX",40,0,0)
- TNT1 A 0 A_Jump(64,"ClearTarget")
- FALN B 0 Bright A_Jump (64,1)
- Goto See
- FALN B 2 Bright A_FastChase
- FALN B 0 Bright A_CustomMissile("bia_FallenFX",40,0,0)
- FALN B 2 Bright A_FastChase
- FALN B 0 Bright A_CustomMissile("bia_FallenFX",40,0,0)
- FALN B 2 Bright A_FastChase
- FALN B 0 Bright A_CustomMissile("bia_FallenFX",40,0,0)
- FALN B 2 Bright A_FastChase
- FALN B 0 Bright A_CustomMissile("bia_FallenFX",40,0,0)
- TNT1 A 0 A_Jump(64,"ClearTarget")
- Goto See
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Missile:
- FALN C 0 BRIGHT A_Jump (128,13)
- FALN CE 2 BRIGHT A_FaceTarget
- FALN F 3 BRIGHT A_CustomMissile ("bia_FallenShot",40,0,0)
- FALN E 2 BRIGHT A_FaceTarget
- FALN F 3 BRIGHT A_CustomMissile ("bia_FallenShot",40,0,0)
- FALN E 2 BRIGHT A_FaceTarget
- FALN F 3 BRIGHT A_CustomMissile ("bia_FallenShot",40,0,0)
- FALN E 2 BRIGHT A_FaceTarget
- FALN F 3 BRIGHT A_CustomMissile ("bia_FallenShot",40,0,0)
- FALN E 2 BRIGHT A_FaceTarget
- FALN F 3 BRIGHT A_CustomMissile ("bia_FallenShot",40,0,0)
- FALN E 5 BRIGHT
- Goto See
- FALN C 0 BRIGHT A_FastChase
- FALN C 2 BRIGHT A_FaceTarget
- FALN E 0 BRIGHT A_FastChase
- FALN E 2 BRIGHT A_FaceTarget
- FALN F 0 BRIGHT A_FastChase
- FALN F 3 BRIGHT A_CustomMissile ("bia_FallenShot",40,0,0)
- FALN F 0 Bright A_CustomMissile ("bia_FallenFX",40,0,0)
- FALN C 0 BRIGHT A_FastChase
- FALN C 2 BRIGHT A_FaceTarget
- FALN E 0 BRIGHT A_FastChase
- FALN E 2 BRIGHT A_FaceTarget
- FALN F 0 BRIGHT A_FastChase
- FALN F 3 BRIGHT A_CustomMissile ("bia_FallenShot",40,0,0)
- FALN F 0 Bright A_CustomMissile ("bia_FallenFX",40,0,0)
- FALN C 0 BRIGHT A_FastChase
- FALN C 5 BRIGHT A_FaceTarget
- FALN E 0 BRIGHT A_FastChase
- FALN E 2 BRIGHT A_FaceTarget
- FALN F 0 BRIGHT A_FastChase
- FALN F 3 BRIGHT A_CustomMissile ("bia_FallenShot",40,0,0)
- FALN F 0 Bright A_CustomMissile ("bia_FallenFX",40,0,0)
- FALN C 0 BRIGHT A_FastChase
- FALN C 2 BRIGHT A_FaceTarget
- FALN E 0 BRIGHT A_FastChase
- FALN E 2 BRIGHT A_FaceTarget
- FALN F 0 BRIGHT A_FastChase
- FALN F 3 BRIGHT A_CustomMissile ("bia_FallenShot",40,0,0)
- FALN F 0 Bright A_CustomMissile ("bia_FallenFX",40,0,0)
- FALN C 0 BRIGHT A_FastChase
- FALN C 2 BRIGHT A_FaceTarget
- FALN E 0 BRIGHT A_FastChase
- FALN E 3 BRIGHT A_FaceTarget
- FALN F 0 BRIGHT A_FastChase
- FALN F 2 BRIGHT A_CustomMissile ("bia_FallenShot",40,0,0)
- FALN F 0 Bright A_CustomMissile ("bia_FallenFX",40,0,0)
- FALN E 5 BRIGHT
- Goto See
- Pain:
- FALN E 3 Bright
- FALN E 3 Bright A_Pain
- FALN E 3 Bright
- Goto See
- Death:
- FALN G 5 Bright
- FALN H 5 Bright A_Scream
- FALN IJK 5 Bright
- FALN L 5 Bright A_NoBlocking
- FALN M -1 A_SetFloorClip
- Stop
- }
- }
- ACTOR bia_FallenFX : biafriends
- {
- Radius 2
- Height 2
- Speed 0
- Scale 1.0
- PROJECTILE
- RENDERSTYLE ADD
- ALPHA 0.67
- States
- {
- Spawn:
- NULL A 3 Bright
- FBFX ABCDE 3 BRIGHT
- Stop
- }
- }
- ACTOR bia_FallenShot : biafriends
- {
- Radius 8
- Height 8
- Speed 20
- Damage 6
- RENDERSTYLE ADD
- DamageType fire
- ALPHA 0.67
- PROJECTILE
- +THRUGHOST
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- Seesound "weapons/firmfi"
- DeathSound "weapons/firex5"
- States
- {
- Spawn:
- BALF AB 2 Bright A_CustomMissile("bia_FallenFX",0,0,0,0)
- loop
- Death:
- BALF CDEF 4 Bright
- stop
- }
- }
- ACTOR bia_FallenSP : biafriends
- {
- Radius 2
- Height 2
- Speed 0
- ReactionTime 60
- PROJECTILE
- RENDERSTYLE Normal
- -NOGRAVITY
- States
- {
- Spawn:
- FBSP AB 3 BRIGHT A_Countdown
- loop
- Death:
- FBSP CDE 3 BRIGHT
- Stop
- }
- }
- //===========================================================================
- // FusionSpider
- //===========================================================================
- ACTOR bia_FusionSpider : biafriends
- {
- Health 2000
- Radius 15
- Height 50
- Mass 1000
- Speed 8
- PainChance 1
- SEESOUND "baby/sight"
- PAINSOUND "baby/pain"
- DEATHSOUND "baby/death"
- ACTIVESOUND "baby/active"
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOBLOCKMONST
- +NOTARGET
- +PUSHABLE
- +QUICKTORETALIATE
- +NORADIUSDMG
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- states
- {
- Spawn:
- FSPI AB 10 A_Look
- goto see
- See:
- FSPI A 10
- FSPI A 3 A_BabyMetal
- FSPI ABBCC 3 A_Chase
- FSPI D 3 A_BabyMetal
- FSPI DEEFF 3 A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- Goto See+1
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Missile:
- FSPI A 2 BRIGHT A_FaceTarget
- FSPI G 3 BRIGHT A_CustomMissile("bia_FusionShot",24,0,0)
- FSPI H 3 BRIGHT A_CustomMissile("bia_FusionShot",24,0,15)
- FSPI G 3 BRIGHT A_CustomMissile("bia_FusionShot",24,0,-15)
- FSPI H 1 BRIGHT A_CPosRefire
- Goto See+1
- Pain:
- FSPI I 3
- FSPI I 3 A_Pain
- Goto See+1
- Death:
- FSPI J 20 A_Scream
- FSPI K 7 A_NoBlocking
- FSPI LMNO 7
- FSPI P -1 A_BossDeath
- Stop
- }
- }
- ACTOR bia_FusionShot : biafriends
- {
- Radius 13
- Height 8
- Speed 30
- Damage 15
- Scale 1.0
- RENDERSTYLE Add
- SEESOUND "bfusionspid/see"
- DEATHSOUND "bfusionspid/die"
- PROJECTILE
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- Decal PlasmaScorchLower
- states
- {
- Spawn:
- FS03 AB 10 BRIGHT A_SpawnItemEx("bia_FusionTrail", 0, 0, 0, 0, 0, 0, Random(-10, 10), 128)
- Loop
- Death:
- FS03 HIJG 3 BRIGHT
- Stop
- }
- }
- ACTOR bia_FusionTrail : biafriends
- {
- Radius 4
- Height 8
- Speed 0
- Damage 0
- Scale 1.0
- RENDERSTYLE Add
- PROJECTILE
- states
- {
- Spawn:
- TNT0 A 2
- FS03 FG 6 BRIGHT A_FadeOut
- Stop
- }
- }
- //===========================================================================
- // FemaleScientist
- //===========================================================================
- ACTOR bia_FemaleScientist : biafriends
- {
- health 500
- speed 20
- Radius 10
- Height 52
- painchance 2
- seesound "fem/sight"
- painsound "fem/pain"
- deathsound "fem/death"
- activesound "fem/active"
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOBLOCKMONST
- +NORADIUSDMG
- +NOTARGET
- +PUSHABLE
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- States
- {
- Spawn:
- FSZK AB 10 A_Look
- goto see
- See:
- FSZK AABBCCDD 4 A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Melee:
- FSZK E 4 A_FaceTarget
- FSZK F 5 A_CustomMeleeAttack(50,"NIF/Hit", "skeleton/swing")
- FSZK E 4 A_ComboAttack
- goto See
- Pain:
- FSZK G 3
- FSZK G 3 A_Pain
- goto See
- Death:
- FSZK H 5
- FSZK I 5 A_Scream
- FSZK J 5 A_NoBlocking
- FSZK K 5
- FSZK L 5
- FSZK M 5
- FSZK N -1
- stop
- }
- }
- //===========================================================================
- // Imp Warlord
- //===========================================================================
- actor bia_ImpWarlord : biafriends
- {
- Health 500
- Radius 10
- Height 56
- Speed 16
- PainChance 2
- Mass 1000
- DamageType "Friendry"
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOBLOCKMONST
- +NOTARGET
- +PUSHABLE
- +NORADIUSDMG
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- SeeSound "imp/sight"
- PainSound "imp/pain"
- DeathSound "imp/death"
- ActiveSound "imp/active"
- MeleeSound "implord/macehit"
- MeleeDamage 40
- States
- {
- Spawn:
- WARI AB 10 A_Look
- goto see
- See:
- WARI AABBCCDD 3 A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Melee:
- WARI E 6 A_FaceTarget
- WARI E 0 A_PlaySound("implord/maceswing")
- WARI F 4 A_FaceTarget
- WARI G 5 A_MeleeAttack
- Goto See
- Missile:
- WARI E 0 A_Jump(38,23) //20% chance: jump to familiar drop
- WARI E 0 A_Jump(77,2) //30% chance: jump to heat seekers
- WARI E 0 A_Jump(128,11) //50% chance: jump to green fireballs
- Goto Missile+28 //Otherwise : jump to red fireball
- WARI I 0 A_SetInvulnerable
- WARI I 6 A_FaceTarget
- WARI J 0 A_PlaySound("implord/shieldshot")
- WARI J 6 bright A_FaceTarget
- WARI J 0 A_Jump(128,4)
- WARI K 0 bright A_CustomMissile("bia_YellowSkullSeeker", 32, 0, -45)
- WARI K 6 bright A_CustomMissile("bia_YellowSkullSeeker", 32, 0, 45)
- WARI K 0 A_UnSetInvulnerable
- Goto See
- WARI K 6 bright A_CustomMissile("bia_YellowSkullSeeker", 32, 0, 0)
- WARI K 0 A_UnSetInvulnerable
- Goto See
- WARI L 7 A_FaceTarget
- WARI M 0 A_PlaySound("implord/maceswing")
- WARI M 5 A_FaceTarget
- WARI M 0 A_PlayWeaponSound("imp/attack")
- WARI M 0 A_Jump(128,3)
- WARI N 0 A_CustomMissile("bia_GreenPoisonBall", 40, 0, -8, 1)
- WARI N 0 A_CustomMissile("bia_GreenPoisonBall", 24, 0, 8, 1)
- WARI N 0 A_CustomMissile("bia_GreenPoisonBall", 32, 0, 0, 1)
- WARI N 0 A_CustomMissile("bia_GreenPoisonBall", 36, 0, -4, 1)
- WARI N 6 A_CustomMissile("bia_GreenPoisonBall", 28, 0, 4, 1)
- Goto See
- WARI GF 8 A_FaceTarget
- WARI F 0 A_Jump(128,2)
- WARI E 8 A_CustomMissile("bia_FamiliarSpawner", 32, 0, -30)
- Goto See
- WARI E 8 A_CustomMissile("bia_FamiliarSpawner", 32, 0, 30)
- Goto See
- WARI O 0 A_Jump(128,5)
- WARI O 7 A_FaceTarget
- WARI P 0 A_PlaySound("implord/maceswing")
- WARI P 5 A_FaceTarget
- WARI Q 6 A_CustomMissile("bia_RedSkullBall", 32, 0, 0)
- WARI O 7 A_FaceTarget
- WARI P 0 A_PlaySound("implord/maceswing")
- WARI P 5 A_FaceTarget
- WARI Q 6 A_CustomMissile("bia_RedSkullBall", 32, 0, 0)
- Goto See
- Pain:
- WARI H 0 A_Jump(128,2)
- WARI H 8 A_Pain
- Goto See
- WARI I 1
- WARI I 0 A_SetInvulnerable
- WARI IIIIII 4 A_FaceTarget
- WARI I 0 A_Jump(160,5)
- WARI IIII 4 A_FaceTarget
- Goto Pain+4
- WARI I 0 A_UnSetInvulnerable
- Goto See
- Death:
- WARI R 0 A_CustomMissile("WarlordMace", 32, 0, -90)
- WARI R 0 A_CustomMissile("WarlordShield", 32, 0, 90)
- WARI R 8
- WARI S 8 A_Scream
- WARI T 6
- WARI U 6 A_Fall
- WARI V -1
- Stop
- Raise:
- WARI VU 8
- WARI TSR 6
- Goto See
- }
- }
- //*********************
- actor bia_YellowSkullSeeker : biafriends
- {
- Radius 8
- Height 6
- Speed 20
- Damage 10
- +SEEKERMISSILE
- PROJECTILE
- RENDERSTYLE ADD
- +DONTHURTSPECIES
- DONTHURTSHOOTER
- scale 0.67
- ALPHA 0.67
- DeathSound "implord/shieldshothit"
- States
- {
- Spawn:
- WLP2 ABCD 3 Bright A_SeekerMissile (5,10)
- Loop
- Death:
- WLP2 EFG 4 Bright
- Stop
- }
- }
- //*********************
- actor bia_GreenPoisonBall : biafriends
- {
- Radius 8
- Height 6
- Speed 10
- Damage 16
- PROJECTILE
- RENDERSTYLE ADD
- +DONTHURTSPECIES
- DONTHURTSHOOTER
- ALPHA 0.67
- DeathSound "imp/shotx"
- States
- {
- Spawn:
- WLP1 ABCD 4
- Loop
- Death:
- WLP1 EFGH 4
- Stop
- }
- }
- //*********************
- actor bia_RedSkullBall : biafriends
- {
- Radius 8
- Height 6
- Speed 20
- Damage 20
- PROJECTILE
- RENDERSTYLE ADD
- +DONTHURTSPECIES
- DONTHURTSHOOTER
- ALPHA 0.67
- SeeSound "imp/attack"
- DeathSound "imp/shotx"
- States
- {
- Spawn:
- WLP4 ABCB 4
- Loop
- Death:
- WLP4 DEFG 4
- Stop
- }
- }
- //*********************
- actor WarlordShield
- {
- +DOOMBOUNCE
- Speed 5
- States
- {
- Spawn:
- WLI1 ABCDEF 5
- WLI1 G -1
- Stop
- }
- }
- //*********************
- actor WarlordMace
- {
- +DOOMBOUNCE
- Speed 4
- States
- {
- Spawn:
- WLI2 ABCDEF 5
- WLI2 G -1
- Stop
- }
- }
- //*********************
- ACTOR bia_FamiliarSpawner : biafriends
- {
- +MISSILE
- +DOOMBOUNCE
- Speed 8
- Damage 0
- DeathSound "implord/familiarspawn"
- DropItem bia_DragonFamiliar
- States
- {
- Spawn:
- WLP3 ABCD 4
- Loop
- Death:
- WLP3 E 4
- WLP3 F 6
- WLP3 F 0 A_Jump(85,3)
- WLP3 G 8 A_CustomMissile("bia_BatFamiliar", 32, 0, 0)
- WLP3 H 350
- Stop
- WLP3 G 8 A_CustomMissile("bia_DragonFamiliar", 32, 0, 0)
- WLP3 H 350
- Stop
- }
- }
- actor bia_DragonFamiliar : biafriends
- {
- Health 100
- Radius 16
- Height 32
- Speed 10
- PainChance 2
- Mass 1000
- MONSTER
- +NOGRAVITY
- +FLOAT
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +NOBLOCKMONST
- +NOTARGET
- +PUSHABLE
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +NORADIUSDMG
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- SeeSound "dragonfam/see"
- PainSound "dragonfam/pain"
- DeathSound "dragonfam/death"
- ActiveSound "dragonfam/idle"
- States
- {
- Spawn:
- DFAM ABCD 10 A_Look
- goto see
- See:
- DFAM AABBCCDD 3 A_Chase
- Loop
- Missile:
- DFAM E 0 A_PlaySound("dragonfam/attack")
- DFAM E 0 A_Jump(208,7)
- DFAM E 2 Bright A_FaceTarget
- DFAM E 0 A_CustomMissile("bia_MiniFirePuffNoDamage", 12, 0, 0)
- DFAM E 2 Bright A_FaceTarget
- DFAM E 0 A_CustomMissile("bia_MiniFirePuff", 12, 0, 2)
- DFAM E 2 Bright A_FaceTarget
- DFAM E 0 A_CustomMissile("bia_MiniFirePuff", 12, 0, -2)
- Goto See
- DFAM E 2 Bright A_FaceTarget
- DFAM E 0 A_CustomMissile("bia_MiniFirePuffNoDamage", 12, 0, 0)
- DFAM E 2 Bright A_FaceTarget
- DFAM E 0 A_CustomMissile("bia_MiniFirePuff", 12, 0, 2)
- DFAM E 2 Bright A_FaceTarget
- DFAM E 0 A_CustomMissile("bia_MiniFirePuff", 12, 0, -2)
- Goto Missile+1
- Pain:
- DFAM F 2
- DFAM F 2 A_Pain
- Goto See
- Death:
- DFAM G 0 A_Die
- DFAM G 8 A_NoBlocking
- DFAM H 8 A_Scream
- DFAM I 6 A_SetFloorClip
- DFAM JKL 6
- DFAM M -1
- Stop
- }
- }
- actor bia_MiniFirePuff : biafriends
- {
- Radius 6
- Height 10
- Speed 20
- Damage 10
- PROJECTILE
- RENDERSTYLE ADD
- +DONTHURTSPECIES
- DONTHURTSHOOTER
- ALPHA 0.67
- States
- {
- Spawn:
- DFFP ABCDEFGH 2 Bright
- Death:
- DFFP IJKLMNOPQR 2 Bright
- Stop
- }
- }
- actor bia_MiniFirePuffNoDamage : bia_MiniFirePuff
- {
- Damage 0
- }
- actor bia_BatFamiliar : biafriends
- {
- Health 80
- Radius 12
- Height 24
- Speed 30
- PainChance 2
- Mass 1000
- MONSTER
- +NOGRAVITY
- +FLOAT
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +NOBLOCKMONST
- +NOTARGET
- +PUSHABLE
- +NORADIUSDMG
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- SeeSound "batfam/idle"
- PainSound "batfam/pain"
- DeathSound "batfam/death"
- ActiveSound "batfam/idle"
- MeleeSound "batfam/idle"
- MISSILEHEIGHT 0
- MeleeDamage 1
- States
- {
- Spawn:
- BFAM ABCB 3 A_Look
- goto see
- See:
- BFAM ABCB 3 A_Chase
- Loop
- Melee:
- BFAM A 3 A_FaceTarget
- BFAM B 3 A_MeleeAttack
- BFAM CB 3 A_FaceTarget
- Goto See
- Pain:
- BFAM A 2
- BFAM A 2 A_Pain
- Goto See
- Death:
- BFAM D 0 A_Die
- BFAM D 0 A_NoBlocking
- BFAM D 5 A_Scream
- BFAM E 5
- BFAM FDEF 5
- Goto Death+5
- Crash:
- BFAM G 0 A_SetFloorClip
- BFAM G 6 A_PlaySound("batfam/crash")
- BFAM H 7
- BFAM I 8
- BFAM J -1
- Stop
- }
- }
- //===========================================================================
- // Hell Guard
- //===========================================================================
- actor bia_HellGuard : biafriends
- {
- Health 1500
- Radius 24
- Height 64
- Speed 8
- PainChance 50
- Mass 1000
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOBLOCKMONST
- +NOTARGET
- +PUSHABLE
- +NORADIUSDMG
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +FIXMAPTHINGPOS
- +REFLECTIVE
- +SHIELDREFLECT
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- SeeSound "hellguard/sight"
- PainSound "knight/pain"
- DeathSound "hellguard/death"
- ActiveSound "hellguard/idle"
- MeleeDamage 80
- States
- {
- Spawn:
- HLGD AB 10 A_Look
- Loop
- See:
- HLGD AABBCCDD 3 A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Missile:
- HLGD E 8 A_FaceTarget
- HLGD F 0 A_Jump(85,4)
- HLGD F 0 A_Jump(128,2)
- HLGD F 4 Bright A_CustomMissile("bia_HellGuardBall", 28, -8, -4, 1)
- Goto Missile+6
- HLGD F 4 Bright A_CustomMissile("bia_HellGuardBall", 28, -8, 4, 1)
- Goto Missile+6
- HLGD F 4 Bright A_CustomMissile("bia_HellGuardBall", 28, -8, 0, 1)
- Goto Missile+6
- HLGD E 4 A_FaceTarget
- HLGD F 0 A_Jump(85,4)
- HLGD F 0 A_Jump(128,2)
- HLGD F 4 Bright A_CustomMissile("bia_HellGuardBall", 28, -8, -4, 1)
- Goto Missile+12
- HLGD F 4 Bright A_CustomMissile("bia_HellGuardBall", 28, -8, 4, 1)
- Goto Missile+12
- HLGD F 4 Bright A_CustomMissile("bia_HellGuardBall", 28, -8, 0, 1)
- Goto Missile+12
- HLGD E 4 A_FaceTarget
- HLGD F 0 A_Jump(85,4)
- HLGD F 0 A_Jump(128,2)
- HLGD F 4 Bright A_CustomMissile("bia_HellGuardBall", 28, -8, -4, 1)
- Goto See
- HLGD F 4 Bright A_CustomMissile("bia_HellGuardBall", 28, -8, 4, 1)
- Goto See
- HLGD F 4 Bright A_CustomMissile("bia_HellGuardBall", 28, -8, 0, 1)
- Goto See
- Pain:
- HLGD G 2
- HLGD G 2 A_Pain
- Goto See
- Death:
- HLGD H 6
- HLGD I 6 A_Scream
- HLGD J 6
- HLGD K 6 A_Fall
- HLGD LM 6
- HLGD N -1
- Stop
- Raise:
- HLGD ONMLKJI 8
- Goto See
- }
- }
- actor bia_HellGuardBall : biafriends
- {
- Radius 13
- Height 8
- Speed 40
- Damage 16
- PROJECTILE
- +DONTHURTSPECIES
- DONTHURTSHOOTER
- RENDERSTYLE ADD
- ALPHA 0.67
- SeeSound "hellguard/shot"
- DeathSound "hellguard/shothit"
- States
- {
- Spawn:
- HGFB ABCD 2 Bright
- Loop
- Death:
- HGFB EFGH 4 Bright
- Stop
- }
- }
- //===========================================================================
- // Maelstrom
- //===========================================================================
- ACTOR bia_Maelstrom : biafriends
- {
- Health 3000
- Radius 16
- Height 56
- Speed 15
- PainChance 2
- damage 20
- Monster
- +FLOAT
- +SPAWNFLOAT
- +NOGRAVITY
- +MISSILEMORE
- DONTHURTSHOOTER
- +DONTFALL
- +LOOKALLAROUND
- +NORADIUSDMG
- +FRIENDLY
- +NOBLOCKMONST
- +NOTARGET
- +PUSHABLE
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +FIXMAPTHINGPOS
- +NOICEDEATH
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +CANUSEWALLS
- +NOVERTICALMELEERANGE
- AttackSound "skull/melee"
- PainSound "skull/pain"
- DeathSound "skull/death"
- ActiveSound "skull/active"
- States
- {
- Spawn:
- ASKU A 10 BRIGHT A_Look
- goto see
- See:
- ASKU B 1 BRIGHT A_Chase
- TNT1 A 0 A_Jump(64,"ClearTarget")
- Loop
- ClearTarget:
- TNT1 A 0 A_ClearTarget
- Goto See
- Missile:
- ASKU C 10 BRIGHT A_FaceTarget
- ASKU D 4 BRIGHT A_SkullAttack
- ASKU CD 4 BRIGHT
- ASKU CD 4 BRIGHT
- Goto See
- Melee:
- ASKU F 0 A_FaceTarget
- ASKU D 4 A_CustomMeleeAttack(10,"dragonfam/pain","none")
- ASKU E 4 A_CustomMeleeAttack(10,"dragonfam/pain","none")
- ASKU D 4 A_CustomMeleeAttack(10,"dragonfam/pain","none")
- Goto See
- Pain:
- ASKU F 3 BRIGHT
- ASKU F 3 BRIGHT A_Pain
- Goto See
- Death:
- ASKU F 6 BRIGHT
- ASKU G 6 BRIGHT A_Scream
- ASKU HIJ 6 BRIGHT
- ASKU K 6 BRIGHT A_NoBlocking
- ASKU M 6
- TNT1 A 1
- Stop
- }
- }
- //===========================================================================
- // Super Chaingunguy
- //===========================================================================
- ACTOR bia_chaingunguy : biafriends
- {
- Health 1000
- Radius 10
- Height 56
- Speed 15
- mass 1000
- PainChance 1
- MaxStepHeight 90
- MaxDropoffHeight 90
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +NORADIUSDMG
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +DROPOFF
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- seesound "USC/sight"
- AttackSound "schaingun/shot"
- painsound "USC/pain"
- deathsound "USC/die"
- activesound "USC/sight"
- dropitem "chaingun" 256
- States
- {
- Spawn:
- ZSCH A 1
- goto see
- See:
- ZSCH AABBCCDD 3 A_Chase
- TNT1 A 0 A_Jump(32,"Clearing")
- Loop
- Clearing:
- ZSCL A 5 A_Look
- TNT1 A 0 A_ClearTarget
- ZSCL A 0 A_SetAngle(Angle+random(-45,45))
- ZSCL A 0 A_Jump(32,"see")
- goto Laser
- Laser:
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- goto Clearing
- Missile:
- ZSCH E 1 A_FaceTarget
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- ZSCH E 0 A_Jump(32,"snipe")
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- ZSCH F 1 Bright A_CustomBulletAttack (6, 6, 1, 12, "BulletPuff")
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- ZSCH E 0 A_FaceTarget
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- ZSCH F 1 Bright A_CustomBulletAttack (5, 5, 1, 10, "BulletPuff")
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- ZSCH E 0 A_FaceTarget
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- ZSCH F 1 Bright A_CustomBulletAttack (6, 6, 1, 12, "BulletPuff")
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- ZSCH F 1 Bright A_CustomBulletAttack (5, 5, 1, 10, "BulletPuff")
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- ZSCH E 0 A_FaceTarget
- TNT1 E 0 A_custommissile("bia_gunflash2",30,0)
- ZSCH F 1 Bright A_CustomBulletAttack (6, 6, 1, 12, "BulletPuff")
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 30,0)
- ZSCH E 1 A_CPosRefire
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- Goto Missile+1
- snipe:
- ZSCH E 1 A_FaceTarget
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_PlaySound("schaingun/shot")
- TNT1 A 0 A_custommissile("bia_gunflash",12,0)
- ZSCH F 1 Bright A_VileAttack("snipe/shot", 10, 15, 2)
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 12,0)
- ZSCH E 1 A_FaceTarget
- TNT1 A 0 A_PlaySound("schaingun/shot")
- TNT1 A 0 A_custommissile("bia_gunflash",12,0)
- ZSCH F 1 Bright A_VileAttack("snipe/shot", 10, 15, 2)
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- TNT1 A 0 A_SpawnItem ("CaseSpawn_R", 0, 12,0)
- ZSCH E 1 A_CPosRefire
- TNT1 A 0 A_CustomMissile ("gunlaser", 30, 0, 0, 2, 3)
- Goto Missile+1
- Pain:
- ZSCH G 4
- ZSCH G 4 A_Pain
- Goto See
- Death:
- ZSCH H 6
- ZSCH I 6 A_Scream
- ZSCH J 6 A_Fall
- ZSCH KLM 6
- ZSCH N -1
- Stop
- }
- }
- //*****************************************************
- // Projectiles
- //*****************************************************
- actor heli_Missile : biafriends
- {
- Radius 11
- Height 8
- Speed 20
- Damage 200
- Projectile
- +RANDOMIZE
- +DEHEXPLOSION
- +ROCKETTRAIL
- +FRIENDLY
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- +SEEKERMISSILE
- SeeSound "weapons/rocklf"
- DeathSound "EXP/Btoom"
- States
- {
- Spawn:
- PNZR A 1 bright A_Tracer
- loop
- Death:
- GRNE A 2 bright A_Explode(200,128,0)
- GRNE BCDEFGHIJKLMN 4 bright
- stop
- }
- }
- actor SPEZ_Grenade : biafriends
- {
- Radius 11
- Height 8
- Speed 20
- Damage 15
- Projectile
- +RANDOMIZE
- +DEHEXPLOSION
- +ROCKETTRAIL
- +FRIENDLY
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- SeeSound "SPEZ/shot2"
- DeathSound "EXP/Btoom"
- States
- {
- Spawn:
- GRNS A 1 bright
- loop
- Death:
- GRNE A 2 bright A_Explode(128,128,0)
- GRNE BCDEFGHIJKLMN 4 bright
- stop
- }
- }
- actor Friend_Plasma : biafriends
- {
- Radius 13
- Height 8
- Speed 25
- Damage 10
- Projectile
- +RANDOMIZE
- +FRIENDLY
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- RenderStyle Add
- Alpha 0.75
- SeeSound "weapons/plasmaf"
- DeathSound "weapons/plasmax"
- States
- {
- Spawn:
- WF70 BC 2 bright
- loop
- Death:
- PLSE ABCDE 4 bright
- stop
- }
- }
- actor USCM_Pulse : biafriends
- {
- Radius 2
- Height 2
- Speed 50
- Damage 10
- Projectile
- +RANDOMIZE
- +FRIENDLY
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- RenderStyle Add
- Alpha 0.75
- SeeSound "PULS/shot"
- DeathSound "RS\DEAD"
- States
- {
- Spawn:
- TRAC A 1 bright
- loop
- Death:
- PLGN ABCD 3 bright
- stop
- }
- }
- actor HMG_BUL : biafriends
- {
- Radius 2
- Height 2
- Speed 40
- Damage 2
- Projectile
- +RANDOMIZE
- +FRIENDLY
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- Scale 0.4
- SeeSound "otl2/shot"
- States
- {
- Spawn:
- OTBL A 1 bright
- loop
- Death:
- PLGN ABCD 3 bright
- stop
- }
- }
- actor USCM_fire : biafriends
- {
- Radius 2
- Height 2
- Speed 30
- Damage 20
- Projectile
- +RANDOMIZE
- +FRIENDLY
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- RenderStyle Add
- Alpha 0.75
- SeeSound "CAP/shot"
- DeathSound "CAP/hit"
- States
- {
- Spawn:
- FRF2 SRQ 6 bright
- loop
- Death:
- FRFX QRSTUVW 4 bright
- FRF2 QRSTUVW 4 bright
- TNT1 A -1
- stop
- }
- }
- actor USCM_Grenade : biafriends
- {
- Radius 11
- Height 8
- Speed 35
- Damage 10
- Projectile
- +RANDOMIZE
- +DEHEXPLOSION
- +ROCKETTRAIL
- +FRIENDLY
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- +SEEKERMISSILE
- SeeSound "PULG/shot"
- DeathSound "EXP/Btoom"
- States
- {
- Spawn:
- PMIS A 1 bright A_Tracer
- loop
- Death:
- GRNE A 2 bright A_Explode(128,128,0)
- GRNE BCDEFGHIJKLMN 4 bright
- stop
- }
- }
- actor nagato_knife : biafriends
- {
- Radius 2
- Height 2
- Speed 50
- Damage 50
- Projectile
- +RANDOMIZE
- +SEEKERMISSILE
- +FRIENDLY
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- DeathSound "NIF/hit1"
- States
- {
- Spawn:
- NF00 A 1 A_Tracer
- loop
- Death:
- NF00 HIJK 3 A_Gravity
- NF00 N 600 A_Fall
- stop
- }
- }
- actor magic_bin : biafriends
- {
- Radius 3
- Height 3
- Speed 30
- Damage 20
- Projectile
- +RANDOMIZE
- +SEEKERMISSILE
- +FRIENDLY
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- SeeSound "magic/sound1"
- DeathSound "CAP/shot"
- scale 0.7
- States
- {
- Spawn:
- WD10 EFG 1 A_Tracer
- loop
- Death:
- FRFX QRSTUVW 4 bright
- FRF2 QRSTUVW 4 bright
- TNT1 A -1
- stop
- }
- }
- actor magic_bonus : biafriends
- {
- Radius 3
- Height 3
- Speed 30
- Damage 8
- Projectile
- +RANDOMIZE
- +FRIENDLY
- DONTHURTSHOOTER
- +DONTHURTSPECIES
- SeeSound "magic/sound2"
- DeathSound "magic/sound3"
- States
- {
- Spawn:
- BONX AAABBBCCCDDDCCCBBB 2 bright
- loop
- Death:
- BONX A 5 bright A_Gravity
- TNT1 A -1 A_SpawnItem("HealthPlusX",1,8)
- stop
- }
- }
- actor magic_Fire : biafriends
- {
- RenderStyle Add
- Alpha 1
- +NOBLOCKMAP
- +NOGRAVITY
- States
- {
- Spawn:
- NF22 ABCDE 2 bright
- NF22 FGHIJ 2 bright A_PlaySound("magic/sound4")
- NF22 KLMNO 2 bright
- TNT1 A -1
- Stop
- }
- }
- actor pre_Fire : biafriends
- {
- RenderStyle Add
- Alpha 1
- +NOBLOCKMAP
- +NOGRAVITY
- States
- {
- Spawn:
- WG23 CDEFG 2 bright
- TNT1 A -1
- Stop
- }
- }
- ACTOR pre_pod : biafriends
- {
- Health 100000
- Speed 0
- Radius 10
- Height 50
- PainChance 1
- Mass 10000
- scale 1.8
- MONSTER
- +FLOORCLIP
- +NOBLOOD
- +NOTARGET
- +LOOKALLAROUND
- +NOBLOCKMONST
- +FRIENDLY
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- DONTHURTSHOOTER
- deathsound "EXP/Btoom"
- dropitem bia_predator
- States
- {
- Spawn:
- ITMO A 50
- Goto Death
- See:
- ITMO A 2
- Goto Death
- Death:
- ITMO A 1 A_Scream
- ITMO B 1 A_Fall
- ITMO CDEFGHI 1
- TNT1 A -1
- Stop
- }
- }
- ACTOR fuck_pod
- {
- Health 1000
- Speed 0
- Radius 10
- Height 50
- PainChance 1
- Mass 10000
- scale 1.8
- MONSTER
- +FLOORCLIP
- +NOTARGET
- +LOOKALLAROUND
- +NOBLOCKMONST
- deathsound "EXP/Btoom"
- States
- {
- Spawn:
- ITMO A 50
- Goto see
- See:
- ITMO A 2
- Goto see
- Death:
- ITMO A 1 A_Scream
- ITMO B 1 A_Fall
- ITMO CDEFGHI 1
- TNT1 A -1
- Stop
- }
- }
- ACTOR CaseSpawn_P
- {
- Speed 20
- PROJECTILE
- +NOCLIP
- +CLIENTSIDEONLY
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 A 1 A_CustomMissile("EmptyBrassS",-5,0,random(-80,-100),2,random(45,80))
- Stop
- }
- }
- ACTOR CaseSpawn_R
- {
- Speed 20
- PROJECTILE
- +NOCLIP
- +CLIENTSIDEONLY
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 A 1 A_CustomMissile("EmptyBrass",-5,0,random(-80,-100),2,random(45,80))
- Stop
- }
- }
- ACTOR CaseSpawn_H
- {
- Speed 20
- PROJECTILE
- +NOCLIP
- +CLIENTSIDEONLY
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 A 1 A_CustomMissile("EmptyBrassX",-5,0,random(-80,-100),2,random(45,80))
- Stop
- }
- }
- ACTOR CaseSpawn_S : CaseSpawn_R
- {
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 A 1 A_CustomMissile("ShotgunCasing",0,0,random(-80,-100),2,random(40,60))
- Stop
- }
- }
- ACTOR EmptyBrassX
- {
- Height 2
- Radius 2
- Speed 6
- Scale 0.4
- +DOOMBOUNCE
- - NOGRAVITY
- +WINDTHRUST
- +CLIENTSIDEONLY
- +MOVEWITHSECTOR
- +MISSILE
- +NOBLOCKMAP
- -DROPOFF
- +NOTELEPORT
- +FORCEXYBILLBOARD
- +NOTDMATCH
- +GHOST
- SeeSound "weapons/casing"
- States
- {
- Spawn:
- CAS3 ABCDEFGH 3
- Loop
- Death:
- LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6","Rest7","Rest8")
- Goto Rest1
- Rest1:
- CAS3 I 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest2:
- CAS3 J 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest3:
- CAS3 K 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest4:
- CAS3 L 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest5:
- CAS3 M 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest6:
- CAS3 I 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest7:
- CAS3 J 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest8:
- TNT1 A 0 A_CheckSight("Vanish")
- CAS3 K 250
- Loop
- Vanish:
- TNT1 A 0
- Stop
- }
- }
- ACTOR EmptyBrass
- {
- Height 2
- Radius 2
- Speed 6
- Scale 0.25
- +DOOMBOUNCE
- - NOGRAVITY
- +WINDTHRUST
- +CLIENTSIDEONLY
- +MOVEWITHSECTOR
- +MISSILE
- +NOBLOCKMAP
- -DROPOFF
- +NOTELEPORT
- +FORCEXYBILLBOARD
- +NOTDMATCH
- +GHOST
- SeeSound "weapons/casing"
- States
- {
- Spawn:
- CAS3 ABCDEFGH 3
- Loop
- Death:
- LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6","Rest7","Rest8")
- Goto Rest1
- Rest1:
- CAS3 I 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest2:
- CAS3 J 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest3:
- CAS3 K 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest4:
- CAS3 L 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest5:
- CAS3 M 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest6:
- CAS3 I 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest7:
- CAS3 J 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest8:
- TNT1 A 0 A_CheckSight("Vanish")
- CAS3 K 250
- Loop
- Vanish:
- TNT1 A 0
- Stop
- }
- }
- ACTOR EmptyBrassS
- {
- Height 2
- Radius 2
- Speed 6
- Scale 0.25
- +DOOMBOUNCE
- - NOGRAVITY
- +WINDTHRUST
- +CLIENTSIDEONLY
- +MOVEWITHSECTOR
- +MISSILE
- +NOBLOCKMAP
- -DROPOFF
- +NOTELEPORT
- +FORCEXYBILLBOARD
- +NOTDMATCH
- +GHOST
- SeeSound "weapons/casing"
- States
- {
- Spawn:
- CAS1 ABCDEFGH 3
- Loop
- Death:
- LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6","Rest7","Rest8")
- Goto Rest1
- Rest1:
- CAS1 I 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest2:
- CAS1 J 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest3:
- CAS1 K 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest4:
- CAS1 L 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest5:
- CAS1 M 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest6:
- CAS1 I 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest7:
- CAS1 J 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest8:
- TNT1 A 0 A_CheckSight("Vanish")
- CAS1 K 250
- Loop
- Vanish:
- TNT1 A 0
- Stop
- }
- }
- ACTOR ShotgunCasing
- {
- Height 12
- Radius 9
- Speed 6
- Scale 0.25
- +DOOMBOUNCE
- - NOGRAVITY
- +WINDTHRUST
- +CLIENTSIDEONLY
- +MOVEWITHSECTOR
- +MISSILE
- +NOBLOCKMAP
- -DROPOFF
- +NOTELEPORT
- +FORCEXYBILLBOARD
- +NOTDMATCH
- +GHOST
- SeeSound "weapons/shell"
- States
- {
- Spawn:
- CAS2 ABCDEFGH 3
- Loop
- Death:
- Death:
- LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6","Rest7","Rest8")
- Goto Rest1
- Rest1:
- CAS2 I 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest2:
- CAS2 J 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest3:
- CAS2 K 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest4:
- CAS2 L 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest5:
- CAS2 M 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest6:
- CAS2 I 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest7:
- CAS2 J 250
- TNT1 A 0 A_CheckSight("Vanish")
- Loop
- Rest8:
- TNT1 A 0 A_CheckSight("Vanish")
- CAS2 K 250
- Loop
- Vanish:
- TNT1 A 0
- Stop
- }
- }
- ACTOR bia_gunflash : biafriends
- {
- Radius 16
- Height 16
- Speed 15
- Damage 0
- scale 1
- Projectile
- +RANDOMIZE
- +NOCLIP
- RenderStyle Add
- Alpha 0.6
- States
- {
- Spawn:
- TNT1 A 2
- MUZB A 0 A_Jump(256,"p1","p2","p3","p4","p5","p6","p7","p8")
- stop
- p1:
- MUZC A 1 bright
- stop
- p2:
- MUZC B 1 bright
- stop
- p3:
- MUZC C 1 bright
- stop
- p4:
- MUZC D 1 bright
- stop
- p5:
- MUZC E 1 bright
- stop
- p6:
- MUZC F 1 bright
- stop
- p7:
- MUZC G 1 bright
- stop
- p8:
- MUZC H 1 bright
- stop
- }
- }
- ACTOR bia_gunflashI : biafriends
- {
- Radius 16
- Height 16
- Speed 20
- Damage 0
- scale 1
- Projectile
- +RANDOMIZE
- +NOCLIP
- RenderStyle Add
- Alpha 0.6
- States
- {
- Spawn:
- TNT1 A 4
- MUZB A 0 A_Jump(256,"p1","p2","p3","p4","p5","p6","p7","p8")
- stop
- p1:
- MUZC A 1 bright
- stop
- p2:
- MUZC B 1 bright
- stop
- p3:
- MUZC C 1 bright
- stop
- p4:
- MUZC D 1 bright
- stop
- p5:
- MUZC E 1 bright
- stop
- p6:
- MUZC F 1 bright
- stop
- p7:
- MUZC G 1 bright
- stop
- p8:
- MUZC H 1 bright
- stop
- }
- }
- ACTOR bia_gunflash2 : biafriends
- {
- Radius 16
- Height 16
- Speed 15
- Damage 0
- scale 0.3
- Projectile
- +RANDOMIZE
- +NOCLIP
- RenderStyle Add
- Alpha 0.6
- States
- {
- Spawn:
- TNT1 A 2
- MUZB A 0 A_Jump(256,"p1","p2","p3","p4","p5","p6")
- stop
- p1:
- MUZB A 1 bright
- stop
- p2:
- MUZB B 1 bright
- stop
- p3:
- MUZB C 1 bright
- stop
- p4:
- MUZB D 1 bright
- stop
- p5:
- MUZB E 1 bright
- stop
- p6:
- MUZB F 1 bright
- stop
- }
- }
- ACTOR bia_gunflashH : biafriends
- {
- Radius 16
- Height 16
- Speed 25
- Damage 0
- scale 0.3
- Projectile
- +RANDOMIZE
- +NOCLIP
- RenderStyle Add
- Alpha 0.6
- States
- {
- Spawn:
- TNT1 A 5
- MUZB A 0 A_Jump(256,"p1","p2","p3","p4","p5","p6")
- stop
- p1:
- MUZB A 1 bright
- stop
- p2:
- MUZB B 1 bright
- stop
- p3:
- MUZB C 1 bright
- stop
- p4:
- MUZB D 1 bright
- stop
- p5:
- MUZB E 1 bright
- stop
- p6:
- MUZB F 1 bright
- stop
- }
- }
- ACTOR gunlaser : fastprojectile
- {
- Radius 1
- Height 1
- Speed 1000
- Damage 0
- RenderStyle add
- scale 0.02
- Alpha 1
- PROJECTILE
- +SEEKERMISSILE
- +screenseeker
- States
- {
- Spawn:
- SITE A 1 bright A_seekermissile(50,50)
- loop
- Death:
- SITE AA 2 bright
- stop
- }
- }
- ACTOR US_marine_T
- {
- Health 1000000
- Radius 15
- Height 56
- Mass 10000
- Speed 0
- PainChance 10000
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +DROPOFF
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +ACTLIKEBRIDGE
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- +NOBLOOD
- States
- {
- Spawn:
- APOS F 10 bright A_Look
- Goto See
- See:
- APOS F 10 bright A_Chase
- Loop
- Missile:
- APOS F 1 bright A_FaceTarget
- APOS F 1 bright A_CPosRefire
- Goto Missile+1
- Pain:
- APOS F 4 A_Pain
- Goto See
- Death:
- TNT1 A -1
- Stop
- }
- }
- ACTOR US_cap_T
- {
- Health 1000000
- Radius 15
- Height 56
- Mass 10000
- Speed 0
- PainChance 10000
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +DROPOFF
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +ACTLIKEBRIDGE
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- +NOBLOOD
- States
- {
- Spawn:
- DPOS F 10 bright A_Look
- Goto See
- See:
- DPOS F 10 bright A_Chase
- Loop
- Missile:
- DPOS F 1 bright A_FaceTarget
- DPOS F 1 bright A_CPosRefire
- Goto Missile+1
- Pain:
- DPOS F 4 A_Pain
- Goto See
- Death:
- TNT1 A -1
- Stop
- }
- }
- ACTOR JSDF_T
- {
- Health 1000000
- Radius 15
- Height 56
- Mass 10000
- Speed 0
- PainChance 10000
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +DROPOFF
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +ACTLIKEBRIDGE
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- +NOBLOOD
- States
- {
- Spawn:
- EDFA F 10 bright A_Look
- Goto See
- See:
- EDFA F 10 bright A_Chase
- Loop
- Missile:
- EDFA F 1 bright A_FaceTarget
- EDFA F 1 bright A_CPosRefire
- Goto Missile+1
- Pain:
- EDFA F 4 bright A_Pain
- Goto See
- Death:
- TNT1 A -1
- Stop
- }
- }
- ACTOR JSDF_cap_T
- {
- Health 1000000
- Radius 15
- Height 56
- Mass 10000
- Speed 0
- PainChance 10000
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +DROPOFF
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +ACTLIKEBRIDGE
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- +NOBLOOD
- States
- {
- Spawn:
- EDFC F 10 bright A_Look
- Goto See
- See:
- EDFC F 10 bright A_Chase
- Loop
- Missile:
- EDFC F 1 bright A_FaceTarget
- EDFC F 1 bright A_CPosRefire
- Goto Missile+1
- Pain:
- EDFC F 4 bright A_Pain
- Goto See
- Death:
- TNT1 A -1
- Stop
- }
- }
- ACTOR NAZIS_T
- {
- Health 1000000
- Radius 15
- Height 56
- Mass 10000
- Speed 0
- PainChance 10000
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +DROPOFF
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +ACTLIKEBRIDGE
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- +NOBLOOD
- States
- {
- Spawn:
- NAZS F 10 bright A_Look
- Goto See
- See:
- NAZS F 10 bright A_Chase
- Loop
- Missile:
- NAZS F 1 bright A_FaceTarget
- NAZS F 1 bright A_CPosRefire
- Goto Missile+1
- Pain:
- NAZS F 4 bright A_Pain
- Goto See
- Death:
- NAZS A -1
- Stop
- }
- }
- ACTOR SPEZ_T
- {
- Health 1000000
- Radius 15
- Height 56
- Mass 10000
- Speed 0
- PainChance 10000
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +DROPOFF
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +ACTLIKEBRIDGE
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- +NOBLOOD
- States
- {
- Spawn:
- PBPS F 10 bright A_Look
- Goto See
- See:
- PBPS F 10 bright A_Chase
- Loop
- Missile:
- PBPS F 1 bright A_FaceTarget
- PBPS F 1 bright A_CPosRefire
- Goto Missile+1
- Pain:
- PBPS F 4 bright A_Pain
- Goto See
- Death:
- TNT1 A -1
- Stop
- }
- }
- ACTOR akid_T
- {
- Health 1000000
- Radius 15
- Height 56
- Mass 10000
- Speed 0
- PainChance 10000
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +DROPOFF
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +ACTLIKEBRIDGE
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- +NOBLOOD
- States
- {
- Spawn:
- HLP1 F 10 bright A_Look
- Goto See
- See:
- HLP1 F 10 bright A_Chase
- Loop
- Missile:
- HLP1 F 1 bright A_FaceTarget
- HLP1 F 1 bright A_CPosRefire
- Goto Missile+1
- Pain:
- HLP1 F 4 bright A_Pain
- Goto See
- Death:
- TNT1 A -1
- Stop
- }
- }
- ACTOR NAZIS_CAP_T
- {
- Health 1000000
- Radius 15
- Height 56
- Mass 10000
- Speed 0
- PainChance 10000
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +DROPOFF
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +ACTLIKEBRIDGE
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- +NOBLOOD
- States
- {
- Spawn:
- NAZC F 10 bright A_Look
- Goto See
- See:
- NAZC F 10 bright A_Chase
- Loop
- Missile:
- NAZC F 1 bright A_FaceTarget
- NAZC F 1 bright A_CPosRefire
- Goto Missile+1
- Pain:
- NAZC F 4 bright A_Pain
- Goto See
- Death:
- TNT1 A -1
- Stop
- }
- }
- ACTOR swats_T
- {
- Health 1000000
- Radius 15
- Height 56
- Mass 10000
- Speed 0
- PainChance 10000
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +DROPOFF
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +ACTLIKEBRIDGE
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- +NOBLOOD
- States
- {
- Spawn:
- SWAT F 10 bright A_Look
- Goto See
- See:
- SWAT F 10 bright A_Chase
- Loop
- Missile:
- SWAT F 1 bright A_FaceTarget
- SWAT F 1 bright A_CPosRefire
- Goto Missile+1
- Pain:
- SWAT F 4 bright A_Pain
- Goto See
- Death:
- TNT1 A -1
- Stop
- }
- }
- ACTOR swats_cap_T
- {
- Health 1000000
- Radius 15
- Height 56
- Mass 10000
- Speed 0
- PainChance 10000
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +DROPOFF
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +ACTLIKEBRIDGE
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- +NOBLOOD
- States
- {
- Spawn:
- UPOS F 10 bright A_Look
- Goto See
- See:
- UPOS F 10 bright A_Chase
- Loop
- Missile:
- UPOS F 1 bright A_FaceTarget
- UPOS F 1 bright A_CPosRefire
- Goto Missile+1
- Pain:
- UPOS F 4 bright A_Pain
- Goto See
- Death:
- TNT1 A -1
- Stop
- }
- }
- ACTOR USCM_marine_T
- {
- Health 1000000
- Radius 15
- Height 56
- Mass 10000
- Speed 0
- PainChance 10000
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +DROPOFF
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +ACTLIKEBRIDGE
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- +NOBLOOD
- States
- {
- Spawn:
- USCM F 10 bright A_Look
- Goto See
- See:
- USCM F 10 bright A_Chase
- Loop
- Missile:
- USCM F 1 bright A_FaceTarget
- USCM F 1 bright A_CPosRefire
- Goto Missile+1
- Pain:
- USCM F 4 bright A_Pain
- Goto See
- Death:
- TNT1 A -1
- Stop
- }
- }
- ACTOR USCM_cap_T
- {
- Health 1000000
- Radius 15
- Height 56
- Mass 10000
- Speed 0
- PainChance 10000
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +DROPOFF
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +ACTLIKEBRIDGE
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- +NOBLOOD
- States
- {
- Spawn:
- ILLP F 10 bright A_Look
- Goto See
- See:
- ILLP F 10 bright A_Chase
- Loop
- Missile:
- ILLP F 1 bright A_FaceTarget
- ILLP F 1 bright A_CPosRefire
- Goto Missile+1
- Pain:
- ILLP F 4 bright A_Pain
- Goto See
- Death:
- TNT1 A -1
- Stop
- }
- }
- ACTOR player_T
- {
- Health 1000000
- Radius 15
- Height 56
- Mass 10000
- Speed 0
- PainChance 10000
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +DROPOFF
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +ACTLIKEBRIDGE
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- +NOBLOOD
- States
- {
- Spawn:
- PLAY F 10 bright A_Look
- Goto See
- See:
- PLAY F 10 bright A_Chase
- Loop
- Missile:
- PLAY F 1 bright A_FaceTarget
- PLAY F 1 bright A_CPosRefire
- Goto Missile+1
- Pain:
- PLAY F 4 bright A_Pain
- Goto See
- Death:
- TNT1 A -1
- Stop
- }
- }
- ACTOR rena_T
- {
- Health 1000000
- Radius 15
- Height 56
- Mass 10000
- Speed 0
- PainChance 10000
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +DROPOFF
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +ACTLIKEBRIDGE
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- +NOBLOOD
- States
- {
- Spawn:
- RENA F 10 bright A_Look
- Goto See
- See:
- RENA F 10 bright A_Chase
- Loop
- Missile:
- RENA F 1 bright A_FaceTarget
- RENA F 1 bright A_CPosRefire
- Goto Missile+1
- Pain:
- RENA F 4 bright A_Pain
- Goto See
- Death:
- TNT1 A -1
- Stop
- }
- }
- ACTOR nagato_T
- {
- Health 1000000
- Radius 15
- Height 56
- Mass 10000
- Speed 0
- PainChance 10000
- MONSTER
- DONTHURTSHOOTER
- +LOOKALLAROUND
- +FRIENDLY
- +FLOORCLIP
- +NOTARGET
- +PUSHABLE
- +DROPOFF
- +NOBLOCKMONST
- +QUICKTORETALIATE
- +DONTSPLASH
- +DONTBLAST
- +DONTHURTSPECIES
- +MISSILEMORE
- +CANUSEWALLS
- +FIXMAPTHINGPOS
- +ACTLIKEBRIDGE
- +SLIDESONWALLS
- +FORCEXYBILLBOARD
- +ACTIVATEIMPACT
- +NOVERTICALMELEERANGE
- +NOBLOOD
- States
- {
- Spawn:
- NGTO F 10 bright A_Look
- Goto See
- See:
- NGTO F 10 bright A_Chase
- Loop
- Missile:
- NGTO F 1 bright A_FaceTarget
- NGTO F 1 bright A_CPosRefire
- Goto Missile+1
- Pain:
- NGTO F 4 bright A_Pain
- Goto See
- Death:
- TNT1 A -1
- Stop
- }
- }
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