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- Привет, насчет лампа GLDEFS.
- Спасибо, что откликнулся. Но "я уже там был".. пробовал добавить "что то", типа "pointlight (flickerlight, pulselight..) DOOM3PLASMARIFLE". Короче не разобрался.
- Вот скрипт плазмагона из (не моего) DECORATE. Допиши пожалуйста, как надо (я "дико туплю" по скриптам).
- //***********Plasma Rifle***********\\
- ACTOR Doom3PlasmaRifle : Weapon 7005
- {
- +WEAPON.NOAUTOAIM
- +AMMO_OPTIONAL
- Inventory.PickupMessage "You got the Plasma Rifle!"
- Inventory.PickupSound "misc/d3pickup"
- Weapon.SelectionOrder 600
- Weapon.AmmoType2 "Doom3Cell"
- Weapon.AmmoType1 "PlasmaHolder"
- Weapon.AmmoGive2 50
- Weapon.AmmoGive1 0
- Weapon.AmmoUse1 1
- Weapon.Kickback 10
- Weapon.PreferredSkin "PGUN-DoomMarine"
- +dontbob
- +shootable
- +noblood
- +nodamage
- damagefactor artdetector, 0
- painchance "grab", 255
- -solid
- +FORCEXYBILLBOARD
- scale 0.18
- States
- {
- Spawn:
- PLAZ A 1
- LOOP
- Pain.Grab:
- TNT1 A 1 ACS_Execute(940,0)
- TNT1 A 0 A_CHANGEFLAG("NOTIMEFREEZE",1)
- Goto Spawn
- RETURN:
- TNT1 A 0 A_FACETARGET
- tnt1 a 1 THRUSTTHINGZ(0,20,0,0)
- tnt1 A 1 A_RECOIL(30)
- GOTO SPAWN
- MOVE:
- PMGB A 2 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- PMGB B 2 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- PMGB C 2 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- PMGB D 2 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- PMGB C 2 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- PMGB B 2 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- PMGB A 2 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- PMGI A 2 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- PMGB E 2 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- PMGB F 2 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- PMGB G 2 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- PMGB H 2 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- PMGB G 2 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- PMGB F 2 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- PMGB E 2 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- GOTO ANTIMOVE
- ANTIMOVE:
- PLAD Q 0 A_TAKEINVENTORY("BOBING",1)
- GOTO READY
- Ready:
- PMGI A 0 A_PlaySound("weapons/d3plasmax4")
- PMGI A 1 A_WeaponReady
- TNT1 A 0 ACS_terminate(955,0)
- XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- PMGI A 2 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- PMGI B 3 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- PMGI CD 3 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
- PMGI EF 3 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
- PMGI GH 3 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
- PMGI IJ 3 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
- PMGI KL 3 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
- PMGI MN 3 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
- PMGI OP 3 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
- PMGI QR 3 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
- PMGI QP 3 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
- PMGI NM 3 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
- PMGI L 3 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
- PMGI KJ 3 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
- PMGI IH 3 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
- PMGI GF 3 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
- PMGI ED 3 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
- PMGI CB 3 A_WeaponReady
- XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
- XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
- Goto ANTIMOVE
- Deselect:
- PMGI AAAA 0 A_Lower
- PMGI A 1 A_LOWER
- GOTO DESELECT+2
- Select:
- XXXX A 0 ACS_EXECUTEALWAYS(848,0)
- XXXX A 0 ACS_EXECUTE(909,0,0,0,0)
- PMGP A 1 A_GIVEINVENTORY("WP8",1)
- PMGP A 1 A_GIVEINVENTORY("WP8G",1)
- PMGP A 2 A_WEAPONREADY(WRF_NOFIRE)
- PMGP BC 2
- PMGP D 2 A_PlaySound("weapons/d3plasmau")
- PMGP EFG 2
- Goto ANTIMOVE
- Fire:
- D3PG A 0 A_JumpIfInventory("PlasmaHolder", 0, 1)
- D3PG A 0 A_JumpIfInventory("PlasmaHolder", 1, 5)
- D3PG A 0 A_JumpIfInventory("Doom3Cell", 0, 1)
- D3PG A 0 A_JumpIfInventory("Doom3Cell", 1, 2)
- D3PG A 0
- Goto Ready
- D3PG A 0
- Goto RELOAD
- PMGF A 1 bright A_GunFlash
- PMGF B 1 A_FireCustomMissile("MuzzleFlash", 0, 0, 1, 7.5)
- PMGF C 1
- PMGF D 1
- PMGF A 1 A_Refire
- Goto ANTIMOVE
- RELOAD:
- D3PR A 0
- D3PR A 0 A_JumpIfInventory("PlasmaHolder", 50, "READY")
- D3PR A 0 A_JumpIfInventory("Doom3Cell", 1, 2)
- D3PR A 0 A_JumpIfInventory("PlasmaReloaded", 1, 5)
- Goto Ready
- D3PR A 0 A_TakeInventory("Doom3Cell", 1)
- D3PR A 0 A_GiveInventory("PlasmaHolder", 1)
- D3PR A 0 A_GiveInventory("PlasmaReloaded", 1)
- D3PR A 0 A_JumpIfInventory("PlasmaHolder", 50, 1)
- Goto RELOAD
- PMGR A 0 A_PlaySound("weapons/d3plasmar")
- PMGR ABCDEFGHIJKLM 1
- PMGR NOPQRSTUVWXYZ 2
- PMGS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1
- PLAT A 0 A_TakeInventory("PlasmaReloaded", 1)
- Goto Ready
- D3PR A 0
- Goto ANTIMOVE
- Flash:
- TNT1 A 2 A_FireCustomMissile("PlasmaBall3", 0, 1, 4.5, 0)
- TNT1 A 1 A_RECOIL(0.1)
- STOP
- }
- }
- И (на всякий случай) часть текста из GLDEFS:
- pointlight ROCKET
- {
- color 1.0 0.7 0.0
- size 56
- }
- pointlight PLASMABALL
- {
- color 0.0 0.1 1.0
- size 56
- }
- flickerlight PLASMA_X1
- {
- color 0.2 0.2 1.0
- size 64
- secondarySize 72
- chance 0.4
- }
- flickerlight PLASMA_X2
- {
- color 0.2 0.2 0.8
- size 80
- secondarySize 88
- chance 0.4
- }
- flickerlight PLASMA_X3
- {
- color 0.1 0.1 0.5
- size 64
- secondarySize 72
- chance 0.4
- }
- flickerlight PLASMA_X4
- {
- color 0.0 0.0 0.2
- size 8
- secondarySize 16
- chance 0.4
- }
- pointlight BFGBALL
- {
- color 0.0 1.0 0.0
- size 80
- }
- flickerlight BFGBALL_X1
- {
- color 0.2 1.0 0.2
- size 80
- secondarySize 88
- chance 0.3
- }
- flickerlight BFGBALL_X2
- {
- color 0.3 1.0 0.3
- size 104
- secondarySize 112
- chance 0.3
- }
- flickerlight BFGBALL_X3
- {
- color 0.5 1.0 0.5
- size 120
- secondarySize 128
- chance 0.3
- }
- flickerlight BFGBALL_X4
- {
- color 0.2 0.7 0.2
- size 56
- secondarySize 64
- chance 0.3
- }
- flickerlight BFGBALL_X5
- {
- color 0.1 0.3 0.1
- size 48
- secondarySize 56
- chance 0.3
- }
- pulselight SOULSPHERE
- {
- color 0.0 0.0 1.0
- size 40
- secondarySize 42
- interval 2.0
- offset 0 16 0
- }
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