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- About:
- This is a new ACS version of the shock shell effect that aims to mimic the random nature of the effect through randomized (but
- not truly random) offsets while also increasing performance, spawning the effect instantly and removing the possibility of the
- effect failing. Damage is dealt when monsters are caught in the arc (are overlapped by the ripping projectiles that the arc is
- comprised of.)
- Tested in ZDoom. Currently not functional in Zandronum.
- TO-DO:
- Use the script to replicate shock shell functionality and the way it's used in demonsteele. Not a lot of work but
- I'm tired presently, so it will be done later.
- Also Zandronum fixing. Will be more.
- Free to use for anything as long as credit is given.
- Credits:
- Ijon Tichy
- --commonFuncs.h used in acs
- InsanityBringer
- --Linear increment spawn code from BlasterPistol.wad and randomized offsets from omega.wad served as inspiration.
- torridGristle
- --Ripped G-Police sounds (00014, 00023, 00035), sounds created by Stuart Duffield
- Stuart Duffield
- --G-Police sounds (00014, 00023, 00035), ripped from G-Police by torridGristle
- Valve Software (creator of Half Life)
- --Spark sounds (spark1.wav - spark4.wav)
- --Shock arc sounds (DSHOCK01.ogg - DSHOCK16.ogg)
- Other
- --Electric arc sprites (all SARC sprites) edited from Doom plasma shot by scroton
- --Code by scroton
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