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- Actor RepeaterZombie 12371
- {
- Health 265
- Radius 20
- Height 80
- Speed 8
- PainChance 60
- Monster
- +FloorClip
- +MISSILEMORE
- +NOINFIGHTING
- SeeSound "Grunt/Sight"
- PainSound "Grunt/Pain"
- DeathSound "Grunt/Death"
- ActiveSound "Grunt/Active"
- Obituary "%o was gunned down."
- Decal MummyScorch
- States
- {
- Spawn:
- RPZM A 0 A_JumpIfInventory("RepeaterZombieFiring", 1, "SpinDown")
- RPZM A 0 A_ChangeFlag("NoPain", 1)
- RPZM AAAAAAAAAABBBBBBBBBB 1 A_Look
- Loop
- See:
- RPZM A 0 A_JumpIfInventory("RepeaterZombieFiring", 1, "SpinDown")
- RPZM A 0 A_ChangeFlag("NoPain", 0)
- RPZM AABBCCDD 4 A_Chase
- Loop
- Missile:
- RPZM E 0 A_ChangeFlag("NoPain", 1)
- RPZM E 0 A_GiveInventory("RepeaterZombieFiring", 1)
- RPZM E 0 A_PlaySoundEx("Weapons/RepeaterSpinUp", "SoundSlot7", 0)
- RPZM EEFFEFEF 4 A_FaceTarget
- RPZM E 0 A_JumpIfInventory("RepeaterZombieHeat", 20, "Overload")
- RPZM E 0 A_GiveInventory("RepeaterZombieHeat", 1)
- RPZM F 0 A_PlaySound("Weapons/RepeaterFire")
- RPZM G 2 Bright A_CustomBulletAttack(12, 4, 2, 5, "RepeaterZombiePuff")
- RPZM F 2
- RPZM H 0 A_PlaySound("Weapons/RepeaterFire")
- RPZM H 2 Bright A_CustomBulletAttack(12, 4, 2, 5, "RepeaterZombiePuff")
- RPZM E 2
- RPZM E 0 A_Jump(220, 2)
- RPZM E 0 A_SpidRefire
- RPZM E 0
- Goto Missile+11
- SpinDown:
- RPZM E 0 A_PlaySoundEx("Weapons/RepeaterSpinDown", "SoundSlot7", 0)
- RPZM E 0 A_TakeInventory("RepeaterZombieFiring", 1)
- RPZM E 0 A_TakeInventory("RepeaterZombieHeat", 20)
- RPZM EFEFEEFF 4
- Goto See
- Overload:
- RPZM E 0 A_PlaySoundEx("Weapons/RepeaterSpinDown", "SoundSlot7", 0)
- RPZM E 0 A_PlayWeaponSound("RepeaterZombie/Steam")
- RPZM E 0 A_TakeInventory("RepeaterZombieFiring", 1)
- RPZM E 0 A_TakeInventory("RepeaterZombieHeat", 20)
- RPZM EEEEEFFFFFF 1 A_SpawnItemEx("RepeaterZombieSteam", -5, Random(12, 14), Random(31, 33), 4, 0, (0.1)*Random(-5, 5), Random(85, 90), 128)
- RPZM EEEEEEFFFFF 1 A_SpawnItemEx("RepeaterZombieSteam", -5, Random(12, 14), Random(31, 33), 4, 0, (0.1)*Random(-5, 5), Random(85, 90), 128)
- RPZM EEEEEFFFFFF 1 A_SpawnItemEx("RepeaterZombieSteam", -5, Random(12, 14), Random(31, 33), 4, 0, (0.1)*Random(-5, 5), Random(85, 90), 128)
- RPZM EEEEEEFFFFF 1 A_SpawnItemEx("RepeaterZombieSteam", -5, Random(12, 14), Random(31, 33), 4, 0, (0.1)*Random(-5, 5), Random(85, 90), 128)
- RPZM EEEEEFFFFFF 1 A_SpawnItemEx("RepeaterZombieSteam", -5, Random(12, 14), Random(31, 33), 4, 0, (0.1)*Random(-5, 5), Random(85, 90), 128)
- RPZM EEEEEEFFFFF 1 A_SpawnItemEx("RepeaterZombieSteam", -5, Random(12, 14), Random(31, 33), 4, 0, (0.1)*Random(-5, 5), Random(85, 90), 128)
- RPZM EEEEEFFFFFF 1 A_SpawnItemEx("RepeaterZombieSteam", -5, Random(12, 14), Random(31, 33), 4, 0, (0.1)*Random(-5, 5), Random(85, 90), 128)
- Goto See
- Pain:
- RPZM I 0 A_StopSoundEx("SoundSlot7")
- RPZM I 3
- RPZM I 3 A_Pain
- Goto See
- Death:
- RPZM I 4 A_StopSoundEx("SoundSlot7")
- RPZM J 5
- RPZM K 5 A_Scream
- RPZM L 5 A_Fall
- RPZM M 5
- RPZM N -1
- Stop
- XDeath:
- RPZM O 5 A_StopSoundEx("SoundSlot7")
- RPZM P 5 A_XScream
- RPZM Q 5
- RPZM R 5 A_Fall
- RPZM STUV 5
- RPZM W -1
- Stop
- Raise:
- RPZM NMLKJI 5
- Goto See
- }
- }
- Actor RepeaterZombieFiring : Inventory { Inventory.MaxAmount 1 }
- Actor RepeaterZombieHeat : Inventory { Inventory.MaxAmount 20 }
- Actor RepeaterZombiePuff
- {
- Radius 3
- Height 3
- RenderStyle Add
- Alpha 0.75
- +AlwaysPuff
- +PuffOnActors
- +NoGravity
- +NoBlockMap
- +BloodlessImpact
- -BloodSplatter
- States
- {
- Spawn:
- RPUF A 1 Bright
- RPUF A 0 Bright A_PlaySound("Weapons/RepeaterHit")
- RPUF A 2 Bright
- RPUF BCDEFG 3 Bright
- Stop
- }
- }
- Actor RepeaterZombieSteam
- {
- Height 1
- Radius 1
- Speed 4
- +Missile
- +NoGravity
- +NoBlockMap
- +BloodlessImpact
- -BloodSplatter
- RenderStyle Add
- Scale 0.3
- Alpha 0.65
- States
- {
- Spawn:
- STEM A 1 A_SetTranslucent(0.6, 1)
- STEM B 2 A_SetTranslucent(0.55, 1)
- STEM C 1 A_SetTranslucent(0.5, 1)
- STEM D 2 A_SetTranslucent(0.45, 1)
- STEM E 1 A_SetTranslucent(0.4, 1)
- STEM F 2 A_SetTranslucent(0.35, 1)
- STEM G 1 A_SetTranslucent(0.3, 1)
- STEM H 2 A_SetTranslucent(0.25, 1)
- STEM I 1 A_SetTranslucent(0.2, 1)
- STEM J 2 A_SetTranslucent(0.15, 1)
- STEM K 1 A_SetTranslucent(0.1, 1)
- STEM L 2 A_SetTranslucent(0.05, 1)
- Stop
- }
- }
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