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Oct 20th, 2014
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  1. Привет, насчет лампа GLDEFS.
  2. Спасибо, что откликнулся. Но "я уже там был".. пробовал добавить "что то", типа "pointlight (flickerlight, pulselight..) DOOM3PLASMARIFLE". Короче не разобрался.
  3.  
  4. Вот скрипт плазмагона из (не моего) DECORATE. Допиши пожалуйста, как надо (я "дико туплю" по скриптам).
  5.  
  6. //***********Plasma Rifle***********\\
  7.  
  8. ACTOR Doom3PlasmaRifle : Weapon 7005
  9. {
  10. +WEAPON.NOAUTOAIM
  11. +AMMO_OPTIONAL
  12. Inventory.PickupMessage "You got the Plasma Rifle!"
  13. Inventory.PickupSound "misc/d3pickup"
  14. Weapon.SelectionOrder 600
  15. Weapon.AmmoType2 "Doom3Cell"
  16. Weapon.AmmoType1 "PlasmaHolder"
  17. Weapon.AmmoGive2 50
  18. Weapon.AmmoGive1 0
  19. Weapon.AmmoUse1 1
  20. Weapon.Kickback 10
  21. Weapon.PreferredSkin "PGUN-DoomMarine"
  22. +dontbob
  23. +shootable
  24. +noblood
  25. +nodamage
  26. damagefactor artdetector, 0
  27. painchance "grab", 255
  28. -solid
  29. +FORCEXYBILLBOARD
  30. scale 0.18
  31. States
  32. {
  33. Spawn:
  34. PLAZ A 1
  35. LOOP
  36.  
  37. Pain.Grab:
  38. TNT1 A 1 ACS_Execute(940,0)
  39. TNT1 A 0 A_CHANGEFLAG("NOTIMEFREEZE",1)
  40. Goto Spawn
  41.  
  42. RETURN:
  43. TNT1 A 0 A_FACETARGET
  44. tnt1 a 1 THRUSTTHINGZ(0,20,0,0)
  45. tnt1 A 1 A_RECOIL(30)
  46. GOTO SPAWN
  47.  
  48.  
  49. MOVE:
  50. PMGB A 2 A_WeaponReady
  51. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  52. PMGB B 2 A_WeaponReady
  53. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  54. PMGB C 2 A_WeaponReady
  55. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  56. PMGB D 2 A_WeaponReady
  57. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  58. PMGB C 2 A_WeaponReady
  59. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  60. PMGB B 2 A_WeaponReady
  61. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  62. PMGB A 2 A_WeaponReady
  63. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  64. PMGI A 2 A_WeaponReady
  65. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  66. PMGB E 2 A_WeaponReady
  67. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  68. PMGB F 2 A_WeaponReady
  69. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  70. PMGB G 2 A_WeaponReady
  71. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  72. PMGB H 2 A_WeaponReady
  73. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  74. PMGB G 2 A_WeaponReady
  75. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  76. PMGB F 2 A_WeaponReady
  77. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  78. PMGB E 2 A_WeaponReady
  79. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  80. GOTO ANTIMOVE
  81.  
  82. ANTIMOVE:
  83. PLAD Q 0 A_TAKEINVENTORY("BOBING",1)
  84. GOTO READY
  85.  
  86. Ready:
  87. PMGI A 0 A_PlaySound("weapons/d3plasmax4")
  88. PMGI A 1 A_WeaponReady
  89. TNT1 A 0 ACS_terminate(955,0)
  90. XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
  91. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  92. PMGI A 2 A_WeaponReady
  93. XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
  94. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  95. PMGI B 3 A_WeaponReady
  96. XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
  97. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  98. PMGI CD 3 A_WeaponReady
  99. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  100. XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
  101. PMGI EF 3 A_WeaponReady
  102. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  103. XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
  104. PMGI GH 3 A_WeaponReady
  105. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  106. XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
  107. PMGI IJ 3 A_WeaponReady
  108. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  109. XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
  110. PMGI KL 3 A_WeaponReady
  111. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  112. XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
  113. PMGI MN 3 A_WeaponReady
  114. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  115. XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
  116. PMGI OP 3 A_WeaponReady
  117. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  118. XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
  119. PMGI QR 3 A_WeaponReady
  120. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  121. XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
  122. PMGI QP 3 A_WeaponReady
  123. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  124. XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
  125. PMGI NM 3 A_WeaponReady
  126. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  127. XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
  128. PMGI L 3 A_WeaponReady
  129. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  130. XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
  131. PMGI KJ 3 A_WeaponReady
  132. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  133. XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
  134. PMGI IH 3 A_WeaponReady
  135. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  136. XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
  137. PMGI GF 3 A_WeaponReady
  138. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  139. XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
  140. PMGI ED 3 A_WeaponReady
  141. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  142. XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
  143. PMGI CB 3 A_WeaponReady
  144. XXXX A 0 A_JumpIfInventory("ISRELOADING",1,"RELOAD")
  145. XXXX A 0 A_JumpIfInventory("BOBING",1,"MOVE")
  146. Goto ANTIMOVE
  147.  
  148. Deselect:
  149. PMGI AAAA 0 A_Lower
  150. PMGI A 1 A_LOWER
  151. GOTO DESELECT+2
  152.  
  153. Select:
  154. XXXX A 0 ACS_EXECUTEALWAYS(848,0)
  155. XXXX A 0 ACS_EXECUTE(909,0,0,0,0)
  156. PMGP A 1 A_GIVEINVENTORY("WP8",1)
  157. PMGP A 1 A_GIVEINVENTORY("WP8G",1)
  158. PMGP A 2 A_WEAPONREADY(WRF_NOFIRE)
  159. PMGP BC 2
  160. PMGP D 2 A_PlaySound("weapons/d3plasmau")
  161. PMGP EFG 2
  162. Goto ANTIMOVE
  163.  
  164. Fire:
  165. D3PG A 0 A_JumpIfInventory("PlasmaHolder", 0, 1)
  166. D3PG A 0 A_JumpIfInventory("PlasmaHolder", 1, 5)
  167. D3PG A 0 A_JumpIfInventory("Doom3Cell", 0, 1)
  168. D3PG A 0 A_JumpIfInventory("Doom3Cell", 1, 2)
  169. D3PG A 0
  170. Goto Ready
  171. D3PG A 0
  172. Goto RELOAD
  173. PMGF A 1 bright A_GunFlash
  174. PMGF B 1 A_FireCustomMissile("MuzzleFlash", 0, 0, 1, 7.5)
  175. PMGF C 1
  176. PMGF D 1
  177. PMGF A 1 A_Refire
  178. Goto ANTIMOVE
  179.  
  180. RELOAD:
  181. D3PR A 0
  182. D3PR A 0 A_JumpIfInventory("PlasmaHolder", 50, "READY")
  183. D3PR A 0 A_JumpIfInventory("Doom3Cell", 1, 2)
  184. D3PR A 0 A_JumpIfInventory("PlasmaReloaded", 1, 5)
  185. Goto Ready
  186. D3PR A 0 A_TakeInventory("Doom3Cell", 1)
  187. D3PR A 0 A_GiveInventory("PlasmaHolder", 1)
  188. D3PR A 0 A_GiveInventory("PlasmaReloaded", 1)
  189. D3PR A 0 A_JumpIfInventory("PlasmaHolder", 50, 1)
  190. Goto RELOAD
  191. PMGR A 0 A_PlaySound("weapons/d3plasmar")
  192. PMGR ABCDEFGHIJKLM 1
  193. PMGR NOPQRSTUVWXYZ 2
  194. PMGS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1
  195. PLAT A 0 A_TakeInventory("PlasmaReloaded", 1)
  196. Goto Ready
  197. D3PR A 0
  198. Goto ANTIMOVE
  199. Flash:
  200. TNT1 A 2 A_FireCustomMissile("PlasmaBall3", 0, 1, 4.5, 0)
  201. TNT1 A 1 A_RECOIL(0.1)
  202. STOP
  203. }
  204. }
  205.  
  206.  
  207.  
  208.  
  209. И (на всякий случай) часть текста из GLDEFS:
  210.  
  211. pointlight ROCKET
  212. {
  213. color 1.0 0.7 0.0
  214. size 56
  215. }
  216.  
  217. pointlight PLASMABALL
  218. {
  219. color 0.0 0.1 1.0
  220. size 56
  221. }
  222.  
  223. flickerlight PLASMA_X1
  224. {
  225. color 0.2 0.2 1.0
  226. size 64
  227. secondarySize 72
  228. chance 0.4
  229. }
  230.  
  231. flickerlight PLASMA_X2
  232. {
  233. color 0.2 0.2 0.8
  234. size 80
  235. secondarySize 88
  236. chance 0.4
  237. }
  238.  
  239. flickerlight PLASMA_X3
  240. {
  241. color 0.1 0.1 0.5
  242. size 64
  243. secondarySize 72
  244. chance 0.4
  245. }
  246.  
  247. flickerlight PLASMA_X4
  248. {
  249. color 0.0 0.0 0.2
  250. size 8
  251. secondarySize 16
  252. chance 0.4
  253. }
  254.  
  255. pointlight BFGBALL
  256. {
  257. color 0.0 1.0 0.0
  258. size 80
  259. }
  260.  
  261. flickerlight BFGBALL_X1
  262. {
  263. color 0.2 1.0 0.2
  264. size 80
  265. secondarySize 88
  266. chance 0.3
  267. }
  268.  
  269. flickerlight BFGBALL_X2
  270. {
  271. color 0.3 1.0 0.3
  272. size 104
  273. secondarySize 112
  274. chance 0.3
  275. }
  276.  
  277. flickerlight BFGBALL_X3
  278. {
  279. color 0.5 1.0 0.5
  280. size 120
  281. secondarySize 128
  282. chance 0.3
  283. }
  284.  
  285. flickerlight BFGBALL_X4
  286. {
  287. color 0.2 0.7 0.2
  288. size 56
  289. secondarySize 64
  290. chance 0.3
  291. }
  292.  
  293. flickerlight BFGBALL_X5
  294. {
  295. color 0.1 0.3 0.1
  296. size 48
  297. secondarySize 56
  298. chance 0.3
  299. }
  300.  
  301. pulselight SOULSPHERE
  302. {
  303. color 0.0 0.0 1.0
  304. size 40
  305. secondarySize 42
  306. interval 2.0
  307. offset 0 16 0
  308. }
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