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Aug 19th, 2013
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  1. // *** NUCLEAR MISSILE LAUNCHER ***
  2.  
  3. ACTOR NuclearMissileLauncher : Weapon
  4. {
  5. Weapon.SelectionOrder 2820
  6. Inventory.PickupMessage "You got the Nuclear Missile Launcher!"
  7. Obituary "%o was annihilated by %k's Nuclear Missile."
  8. Weapon.AmmoType "NuclearMissile"
  9. Weapon.AmmoGive 2
  10. Weapon.AmmoUse 1
  11. Weapon.Kickback 10000
  12. +NOAUTOFIRE
  13. +EXPLOSIVE
  14. +BFG
  15. States
  16. {
  17. Spawn:
  18. NUKW A -1
  19. Stop
  20. Ready:
  21. NUKG A 1 A_WeaponReady
  22. Loop
  23. Deselect:
  24. NUKG A 1 A_Lower
  25. Loop
  26. Select:
  27. NUKG A 1 A_Raise
  28. Loop
  29. Fire:
  30. NUKG A 3
  31. NUKG A 20 A_PlayWeaponSound("weapons/nuclearmissilecharge")
  32. NUKG A 28 A_GunFlash
  33. NUKG A 0 A_Recoil(5)
  34. NUKG B 4 Bright A_FireCustomMissile("NuclearMissileShot",0,1,0,5)
  35. NUKG B 3 Bright A_Recoil(-4.5)
  36. NUKG B 28
  37. NUKG B 0 A_ReFire
  38. Goto Ready
  39. Flash:
  40. NUKG C 22 Bright
  41. NUKG D 6 Bright A_Light1
  42. NUKG E 7 Bright A_Light2
  43. NUKG E 0 A_Light0
  44. Stop
  45. }
  46. }
  47.  
  48. ACTOR NuclearMissileShot
  49. {
  50. Radius 13
  51. Height 8
  52. Speed 15
  53. Damage 220
  54. PROJECTILE
  55. +STRIFEDAMAGE
  56. +NOTARGET
  57. +FULLVOLDEATH
  58. +THRUGHOST
  59. +FORCERADIUSDMG
  60. ExplosionDamage 256
  61. ExplosionRadius 128
  62. DeathSound "weapons/nuclearmissileexplode"
  63. Obituary "%o was annihilated by a Nuclear Missile."
  64. States
  65. {
  66. Spawn:
  67. NKS1 A 2 Bright A_CustomMissile("NuclearMissileTrail",0,0,0)
  68. Loop
  69. Death:
  70. NKE1 A 0 A_SetTranslucent(1,1)
  71. NKE1 A 1 Bright A_Explode
  72. NKE1 A 1 Bright A_Explode
  73. NKE1 A 1 Bright A_Explode
  74. NKE1 A 1 Bright A_Explode
  75. NKE1 A 1 Bright A_Explode
  76. NKE1 A 0 Bright A_CustomMissile("NukeExplosionGenerator",12,-1,315,2)
  77. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,8)
  78. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,23)
  79. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,38)
  80. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,53)
  81. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,68)
  82. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,83)
  83. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,98)
  84. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,113)
  85. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,128)
  86. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,143)
  87. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,158)
  88. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,173)
  89. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,187)
  90. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,202)
  91. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,217)
  92. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,232)
  93. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,247)
  94. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,262)
  95. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,277)
  96. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,292)
  97. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,307)
  98. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,322)
  99. NKE1 A 0 Bright A_CustomMissile("NukeWall",0,0,337)
  100. NKE1 A 11 Bright A_CustomMissile("NukeWall",0,0,352)
  101. NKE1 B 0 A_CustomMissile("NukeExplosionGenerator",32,1,45,2)
  102. NKE1 B 0 A_CustomMissile("NukeExplosionGenerator",32,1,135,2)
  103. NKE1 B 0 A_CustomMissile("NukeExplosionGenerator",32,-1,225,2)
  104. NKE1 B 16 Bright A_CustomMissile("NukeExplosionGenerator",32,-1,315,2)
  105. NKE1 C 0 A_CustomMissile("NukeExplosionGenerator",25,1,0,2)
  106. NKE1 C 0 A_CustomMissile("NukeExplosionGenerator",25,1,90,2)
  107. NKE1 C 0 A_CustomMissile("NukeExplosionGenerator",25,-1,180,2)
  108. NKE1 C 16 Bright A_CustomMissile("NukeExplosionGenerator",25,-1,270,2)
  109. NKE1 D 0 A_CustomMissile("NukeExplosionGenerator",12,1,45,2)
  110. NKE1 D 0 A_CustomMissile("NukeExplosionGenerator",12,1,135,2)
  111. NKE1 D 0 A_CustomMissile("NukeExplosionGenerator",12,-1,225,2)
  112. NKE1 D 16 Bright A_CustomMissile("NukeExplosionGenerator",12,-1,315,2)
  113. NKE1 E 0 A_CustomMissile("NukeExplosionGenerator",4,1,0,2)
  114. NKE1 E 0 A_CustomMissile("NukeExplosionGenerator",4,1,90,2)
  115. NKE1 E 0 A_CustomMissile("NukeExplosionGenerator",4,-1,180,2)
  116. NKE1 E 16 Bright A_CustomMissile("NukeExplosionGenerator",4,-1,270,2)
  117. NKE1 F 16 Bright
  118. NKE1 G 0 A_CustomMissile("NukeExplosionGenerator",1,1,45,2)
  119. NKE1 G 0 A_CustomMissile("NukeExplosionGenerator",1,1,135,2)
  120. NKE1 G 0 A_CustomMissile("NukeExplosionGenerator",1,-1,225,2)
  121. NKE1 G 16 Bright A_CustomMissile("NukeExplosionGenerator",1,-1,315,2)
  122. NKE1 HIJKLMNOPQ 16 Bright
  123. NKE1 RSTU 20 Bright
  124. Stop
  125. }
  126. }
  127.  
  128. ACTOR NukeExplosionGenerator
  129. {
  130. Radius 6
  131. Height 4
  132. Speed 32
  133. Damage 6
  134. +NOBLOCKMAP
  135. +NOGRAVITY
  136. +DROPOFF
  137. +MISSILE
  138. +RIPPER
  139. +BLOODLESSIMPACT
  140. +NOTELEPORT
  141. +THRUGHOST
  142. Scale 0.9
  143. ExplosionDamage 64
  144. ExplosionRadius 64
  145. RenderStyle None
  146. DeathSound "weapons/rocketexplode"
  147. Obituary "%o was annihilated by a Nuclear Missile."
  148. States
  149. {
  150. Spawn:
  151. ROKE AAA 1
  152. ROKE A 1 A_CustomMissile("DispersionRocketExplosion1",0,0,0,2)
  153. ROKE AAA 1
  154. ROKE A 1 A_CustomMissile("DispersionRocketExplosion2",12,0,0,2)
  155. ROKE AAA 1
  156. ROKE A 1 A_CustomMissile("DispersionRocketExplosion3",32,0,0,2)
  157. Stop
  158. Death:
  159. ROKE A 0 A_SetTranslucent(0.7,1)
  160. ROKE A 4 Bright A_Explode
  161. ROKE B 5 Bright
  162. ROKE CDE 6 Bright
  163. ROKE F 5 Bright
  164. ROKE G 4 Bright
  165. Stop
  166. }
  167. }
  168.  
  169. ACTOR NukeWall
  170. {
  171. Radius 8
  172. Height 12
  173. Speed 40
  174. Damage 2
  175. +NOBLOCKMAP
  176. +DROPOFF
  177. +MISSILE
  178. +ACTIVATEIMPACT
  179. +ACTIVATEPCROSS
  180. +RIPPER
  181. +BLOODLESSIMPACT
  182. +NOTARGET
  183. +FLOORHUGGER
  184. +FIREDAMAGE
  185. +THRUGHOST
  186. Renderstyle Translucent
  187. Alpha 0.8
  188. ExplosionDamage 32
  189. ExplosionRadius 32
  190. Obituary "%o was dissolved by a Nuclear Flamewall."
  191. DeathSound "weapons/nuclearmissileflamehit"
  192. States
  193. {
  194. Spawn:
  195. FLWS ABC 2 Bright
  196. FLWS D 2 Bright A_CustomMissile("NukeFire",0,0,0)
  197. FLWS EFGHI 2 Bright
  198. FLWS J 2 Bright A_CustomMissile("NukeFire",0,0,0)
  199. FLWS KLMNOABCDEFGHIJ 2 Bright
  200. Goto Spawn+10
  201. Death:
  202. FLWE A 3 Bright A_Explode
  203. FLWE BCDEFGHIJKLMNOPQRST 3 Bright
  204. Stop
  205. }
  206. }
  207.  
  208. ACTOR NukeFire
  209. {
  210. Radius 8
  211. Height 20
  212. Health 800
  213. Speed 2
  214. Mass 500
  215. Damage 32
  216. +SHOOTABLE
  217. +DROPOFF
  218. +FLOORCLIP
  219. +NOBLOOD
  220. +NOTARGET
  221. +FIREDAMAGE
  222. +THRUGHOST
  223. Renderstyle Add
  224. Alpha 0.6
  225. ExplosionDamage 32
  226. ExplosionRadius 64
  227. Obituary "%o was burned by the Nuclear fire."
  228. DeathSound "weapons/nuclearmissileburn"
  229. States
  230. {
  231. Spawn:
  232. NKFR A 0 A_Jump(64,6)
  233. NKFR A 0 A_Jump(64,4)
  234. NKFR A 0 A_Jump(64,2)
  235. NKFR A 1 Bright
  236. NKFR A 1 Bright
  237. NKFR A 1 Bright
  238. NKFR A 0 A_PlaySound("weapons/nuclearmissileburn")
  239. NKFR A 4 Bright A_Explode
  240. NKFR BC 4 Bright
  241. NKFR D 4 Bright A_Explode
  242. NKFR EF 4 Bright
  243. NKFR G 0 A_PlaySound("weapons/nuclearmissileburn")
  244. NKFR G 4 Bright A_Explode
  245. NKFR HI 4 Bright
  246. NKFR J 4 Bright A_Explode
  247. NKFR KL 4 Bright
  248. NKFR M 0 A_PlaySound("weapons/nuclearmissileburn")
  249. NKFR M 4 Bright A_Explode
  250. NKFR NA 4 Bright
  251. NKFR B 4 Bright A_Explode
  252. NKFR CD 4 Bright
  253. NKFR E 0 A_PlaySound("weapons/nuclearmissileburn")
  254. NKFR E 4 Bright A_Explode
  255. NKFR FG 4 Bright
  256. NKFR H 4 Bright A_Explode
  257. NKFR IJ 4 Bright
  258. NKFR K 0 A_PlaySound("weapons/nuclearmissileburn")
  259. NKFR K 4 Bright A_Explode
  260. NKFR LM 4 Bright
  261. NKFR N 4 Bright A_Explode
  262. NKFR AB 4 Bright
  263. NKFR C 0 A_PlaySound("weapons/nuclearmissileburn")
  264. NKFR C 4 Bright A_Explode
  265. NKFR DE 4 Bright
  266. NKFR F 4 Bright A_Explode
  267. NKFR GH 4 Bright
  268. NKFR I 0 A_PlaySound("weapons/nuclearmissileburn")
  269. NKFR I 4 Bright A_Explode
  270. NKFR JK 4 Bright
  271. NKFR L 4 Bright A_Explode
  272. NKFR MN 4 Bright
  273. Goto Spawn+6
  274. Death:
  275. NKFR O 5 Bright
  276. NKFR P 7 Bright
  277. NKFR Q 10 Bright
  278. Stop
  279. }
  280. }
  281.  
  282. ACTOR NuclearMissileTrail
  283. {
  284. Radius 3
  285. Height 4
  286. Speed 2
  287. +NOBLOCKMAP
  288. +NOGRAVITY
  289. +NOCLIP
  290. +NOTELEPORT
  291. +THRUGHOST
  292. RenderStyle Translucent
  293. Alpha 0.3
  294. States
  295. {
  296. Spawn:
  297. MTRL A 2
  298. MTRL BCD 3
  299. MTRL E 4 A_SetTranslucent(0.2)
  300. MTRL F 5 A_SetTranslucent(0.1)
  301. Stop
  302. }
  303. }
  304.  
  305. ACTOR DispersionRocketExplosion1
  306. {
  307. Radius 6
  308. Height 4
  309. +NOBLOCKMAP
  310. +NOGRAVITY
  311. +THRUGHOST
  312. RenderStyle Add
  313. Alpha 0.8
  314. Scale 1
  315. ExplosionDamage 64
  316. ExplosionRadius 64
  317. States
  318. {
  319. Spawn:
  320. ROKE A 0
  321. ROKE A 0 A_PlaySound("weapons/dispersionexplode")
  322. ROKE A 4 Bright A_Explode
  323. ROKE B 5 Bright
  324. ROKE CDE 6 Bright
  325. ROKE F 5 Bright
  326. ROKE G 4 Bright
  327. Stop
  328. }
  329. }
  330.  
  331. ACTOR DispersionRocketExplosion2 : DispersionRocketExplosion1
  332. {
  333. Alpha 0.75
  334. Scale 0.9
  335. ExplosionDamage 64
  336. ExplosionRadius 64
  337. }
  338.  
  339. ACTOR DispersionRocketExplosion3 : DispersionRocketExplosion1
  340. {
  341. Alpha 0.7
  342. Scale 0.8
  343. ExplosionDamage 64
  344. ExplosionRadius 64
  345. }
  346.  
  347. ACTOR NuclearMissile : Ammo
  348. {
  349. Inventory.Amount 1
  350. Inventory.MaxAmount 25
  351. Ammo.BackpackAmount 1
  352. Ammo.BackpackMaxAmount 50
  353. Inventory.PickupMessage "Picked up a nuclear missile."
  354. Inventory.PickupSound "weapons/ammo06"
  355. Inventory.Icon "NUKAA0"
  356. States
  357. {
  358. Spawn:
  359. NUKA A -1
  360. Stop
  361. }
  362. }
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