Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- //==================================================================================
- //==================================================================================
- //Gluon Gun
- //by Major Cooke
- //Old sprites from AEoD
- //New graphics found by Reilsss
- //==================================================================================
- //==================================================================================
- ACTOR AEoDGluonGunItem : CustomInventory 6123
- {
- +FLOORCLIP
- +INVENTORY.IGNORESKILL
- Inventory.Amount 1
- Inventory.PickupMessage "You found the Gluon Gun."
- Inventory.PickupSound "misc/w_pkup"
- States
- {
- Spawn:
- RFLG A -1
- Loop
- Pickup:
- TNT1 A 0 A_JumpIfInventory("AEoDGluonGun",1,"Ammo")
- TNT1 A 0 A_JumpIfInventory("Weapon9Count",3,"Nothing")
- TNT1 A 0 A_GiveInventory("Weapon9Count",1)
- TNT1 A 0 A_GiveInventory("GluonGunDrop",1)
- TNT1 A 0 A_GiveInventory("AEoDGluonGun",1)
- TNT1 A 0 ACS_Execute(799,0,2,0,0)
- Stop
- Nothing:
- TNT1 A 0 A_JumpIfInventory("AEoDGluonGun",1,"Ammo")
- TNT1 A 0 A_JumpIfInventory("LimitScriptActive",1,1)
- Goto Pickup+2
- TNT1 A 0 ACS_Execute(798,0,9,0,0)
- Fail
- Ammo:
- TNT1 A 0 A_GiveInventory("AEoDGluonGun",1)
- Stop
- }
- }
- Actor AEoDGluonGun : Weapon // 6123
- {
- Weapon.AmmoUse1 3
- Weapon.AmmoUse2 100
- Weapon.AmmoType1 "AECell"
- Weapon.AmmoType2 "AECell"
- Weapon.AmmoGive1 100
- Weapon.UpSound "weapons/plasma/draw"
- Inventory.PickupMessage "You found the Gluon Gun."
- Inventory.PickupSound "misc/w_pkup"
- +INVENTORY.IGNORESKILL
- +FLOORCLIP
- +CHEATNOTWEAPON
- Tag "Gluon gun"
- States
- {
- Spawn:
- RFLG A -1
- Loop
- Select:
- TNT1 A 0 ACS_Execute(799,0,2,0,0)
- TNT1 A 0 //A_GiveInventory("GluonSoundCountdown",6)
- TNT1 A 0 //A_TakeInventory("GluonRunning",10)
- RFLP A 1 A_Raise
- RFLP AA 0 A_Raise
- Loop
- Deselect:
- TNT1 A 0 ACS_Execute(799,0,0,0,0)
- TNT1 A 0 A_TakeInventory("GluonRunning",9999)
- TNT1 A 0 A_TakeInventory("GluonSoundCountdown",9999)
- RFLP A 1 A_Lower
- RFLP AA 0 A_Lower
- Loop
- Ready:
- RFLP A 0
- RFLP A 0 A_TakeInventory("GluonRunning",9999)
- RFLP A 0 A_TakeInventory("GluonSoundCountdown",9999)
- RFLP A 1 A_WeaponReady
- Goto Ready+3
- Fire:
- TNT1 A 0
- TNT1 A 0 A_GiveInventory("GluonSoundCountdown",5) //Just to ensure that it's there.
- RFLP A 0 bright A_PlayWeaponSound("weapons/gluonstart")
- RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2)
- TNT1 A 0 A_SetPitch(pitch+0.3)
- TNT1 A 0 A_SetAngle(angle+frandom(-0.5,0.5))
- RFLP A 0 bright A_FireCustomMissile("GluonFire4",0,0,8,2)
- RFLP A 2 bright A_FireCustomMissile("GluonFire5",0,0,8,2)
- TNT1 A 0 A_SetPitch(pitch-0.3)
- RFLP A 0 bright A_ReFire("Shot2")
- RFLP A 0 bright A_PlayWeaponSound("weapons/gluonoff")
- RFLP BA 3
- Goto Ready
- Hold:
- Shot2:
- RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //GluonPrimaryBurst2
- TNT1 A 0 A_SetPitch(pitch+0.3)
- TNT1 A 0 A_SetAngle(angle+frandom(-0.5,0.5))
- RFLP A 0 bright A_FireCustomMissile("GluonFire",0,0,8,2)
- RFLP A 0 bright A_FireCustomMissile("GluonFire2",0,0,8,2)
- RFLP A 2 bright A_FireCustomMissile("GluonFire3",0,0,8,2)
- RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //GluonPrimaryBurst3
- TNT1 A 0 A_SetPitch(pitch-0.3)
- RFLP A 0 bright A_FireCustomMissile("GluonFire4",0,0,8,2)
- RFLP A 0 bright A_FireCustomMissile("GluonFire5",0,0,8,2)
- RFLP A 2 bright
- RFLP A 0 A_ReFire("Shot3")
- Goto Powerdown
- Shot3:
- RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //GluonPrimaryBurst4
- TNT1 A 0 A_SetPitch(pitch+0.3)
- TNT1 A 0 A_SetAngle(angle+frandom(-0.5,0.5))
- RFLP A 0 bright A_FireCustomMissile("GluonFire",0,0,8,2)
- RFLP A 0 bright A_FireCustomMissile("GluonFire2",0,0,8,2)
- RFLP A 2 bright A_FireCustomMissile("GluonFire3",0,0,8,2)
- RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //GluonPrimaryBurst5
- TNT1 A 0 A_SetPitch(pitch-0.3)
- RFLP A 0 bright A_FireCustomMissile("GluonFire4",0,0,8,2)
- RFLP A 0 bright A_FireCustomMissile("GluonFire5",0,0,8,2)
- RFLP A 2 bright
- RFLP A 0 A_ReFire("Shot4")
- Goto Powerdown
- Shot4:
- RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //GluonPrimaryBurst6
- TNT1 A 0 A_SetPitch(pitch+0.3)
- TNT1 A 0 A_SetAngle(angle+frandom(-0.5,0.5))
- RFLP A 0 bright A_FireCustomMissile("GluonFire",0,0,8,2)
- RFLP A 0 bright A_FireCustomMissile("GluonFire2",0,0,8,2)
- RFLP A 2 bright A_FireCustomMissile("GluonFire3",0,0,8,2)
- RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //GluonPrimaryBurst7
- TNT1 A 0 A_SetPitch(pitch-0.3)
- RFLP A 0 bright A_FireCustomMissile("GluonFire4",0,0,8,2)
- RFLP A 0 bright A_FireCustomMissile("GluonFire5",0,0,8,2)
- RFLP A 2 bright
- RFLP A 0 A_ReFire("Shot5")
- Goto Powerdown
- Shot5:
- RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //GluonPrimaryBurst8
- TNT1 A 0 A_SetPitch(pitch+0.3)
- TNT1 A 0 A_SetAngle(angle+frandom(-0.5,0.5))
- RFLP A 0 bright A_FireCustomMissile("GluonFire",0,0,8,2)
- RFLP A 0 bright A_FireCustomMissile("GluonFire2",0,0,8,2)
- RFLP A 2 bright A_FireCustomMissile("GluonFire3",0,0,8,2)
- RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //GluonPrimaryBurst9
- TNT1 A 0 A_SetPitch(pitch-0.3)
- RFLP A 0 bright A_FireCustomMissile("GluonFire4",0,0,8,2)
- RFLP A 0 bright A_FireCustomMissile("GluonFire5",0,0,8,2)
- RFLP A 2 bright
- RFLP A 0 A_ReFire("Shot6")
- Goto Powerdown
- Shot6:
- RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //GluonPrimaryBurst10
- TNT1 A 0 A_SetPitch(pitch+0.3)
- TNT1 A 0 A_SetAngle(angle+frandom(-0.5,0.5))
- RFLP A 0 bright A_FireCustomMissile("GluonFire",0,0,8,2)
- RFLP A 0 bright A_FireCustomMissile("GluonFire2",0,0,8,2)
- RFLP A 2 bright A_FireCustomMissile("GluonFire3",0,0,8,2)
- RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //GluonPrimaryBurst11
- TNT1 A 0 A_SetPitch(pitch-0.3)
- RFLP A 0 bright A_FireCustomMissile("GluonFire4",0,0,8,2)
- RFLP A 0 bright A_FireCustomMissile("GluonFire5",0,0,8,2)
- RFLP A 2 bright
- RFLP A 0 A_ReFire("Shot7")
- Goto Powerdown
- Shot7:
- RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //GluonPrimaryBurst12
- TNT1 A 0 A_SetPitch(pitch+0.3)
- TNT1 A 0 A_SetAngle(angle+frandom(-0.5,0.5))
- RFLP A 0 bright A_FireCustomMissile("GluonFire",0,0,8,2)
- RFLP A 0 bright A_FireCustomMissile("GluonFire2",0,0,8,2)
- RFLP A 2 bright A_FireCustomMissile("GluonFire3",0,0,8,2)
- RFLP A 0 bright A_FireCustomMissile("GluonPrimaryBurst",0,1,8,2) //same
- TNT1 A 0 A_SetPitch(pitch-0.3)
- RFLP A 0 bright A_FireCustomMissile("GluonFire4",0,0,8,2)
- RFLP A 0 bright A_FireCustomMissile("GluonFire5",0,0,8,2)
- RFLP A 2 bright
- TNT1 A 0 A_TakeInventory("GluonSoundCountdown",1)
- TNT1 A 0 A_JumpIfInventory("GluonSoundCountdown",1,4)
- TNT1 A 0 A_JumpIfInventory("GluonRunning",1,3)
- TNT1 A 0 A_GiveInventory("GluonRunning",1)
- RFLP A 0 bright A_PlaySound("weapons/gluonrun", CHAN_WEAPON, 1, 1)
- RFLP A 0 A_ReFire("Shot2")
- Goto Powerdown
- Powerdown:
- RFLP A 0 A_StopSound(CHAN_WEAPON)
- RFLP A 0 A_PlayWeaponSound("weapons/gluonoff")
- RFLP BA 3
- Goto Ready
- AltFire:
- RFLP A 0 bright A_PlayWeaponSound("weapons/gluoncharge")
- RFLP A 50 bright
- RFLP CCCCCCCCCC 1 bright A_SetPitch(pitch+3)
- RFLP D 0 bright A_Recoil(15)
- RFLP D 0 bright A_PlaySound("weapons/gluonshockfire",CHAN_WEAPON)
- RFLP D 0 bright A_FireCustomMissile("ShockwaveStarter",0,1)
- RFLP DDDDDDDDDD 1 bright A_SetPitch(pitch-3)
- RFLP E 10 bright
- RFLP A 5 bright
- goto Ready
- }
- }
- Actor GluonRunning : Inventory
- {
- Inventory.MaxAmount 10
- Inventory.Amount 1
- }
- Actor GluonSoundCountdown : Inventory
- {
- Inventory.MaxAmount 5
- Inventory.Amount 1
- }
- //=========================================
- //The main projectiles fired. Their all parents of GluonPrimaryBurst with the only difference
- //being the outer-trail spawn locations. I'm going for a spiral after all...
- //Skip past GluonPrimaryBurst12 for the effects.
- //=========================================
- Actor GluonPrimaryBurst //: FastProjectile
- {
- var int user_x;
- var int user_y;
- var int user_z;
- var int user_life[2];
- var int user_movement[2];
- Speed 2
- Damage (random(1,6))
- Radius 2
- Height 2
- Scale .75
- RenderStyle None
- Projectile
- +DONTREFLECT
- +EXTREMEDEATH
- +FORCERADIUSDMG
- +NODAMAGETHRUST
- +SEEKERMISSILE
- +SKYEXPLODE
- +EXPLODEONWATER
- +NOTIMEFREEZE
- DamageType "PlasmaDisint"
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 A 0 A_SpawnItemEx("GluonSpiral",0,0,8,velx,vely,velz,0,32|SXF_ABSOLUTEMOMENTUM)
- TNT1 A 0 A_SpawnItemEx("GluonFakeBurstDelay",0,0,0,0,0,0,0,32)
- //TNT1 A 0 A_SpawnItemEx("GluonSpiralDelay",0,0,8,velx,vely,velz,0,32|SXF_ABSOLUTEMOMENTUM)
- Movement:
- //TNT1 A 0 A_Jump(128,"Movement2")
- LPUF A 0 A_JumpIf(user_life[0]>=25000,"Death")
- //This must be done multiple times, or else it will jump beyond walls. This could
- //easily cause an engine overload.
- LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
- Goto MoveOut
- LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
- Goto MoveOut
- LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
- Goto MoveOut
- LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
- Goto MoveOut
- LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
- Goto MoveOut
- LPUF A 0 A_JumpIf(user_life[0]>=4000,3)
- LPUF A 0 A_CheckSight(2)
- LPUF A 0 A_SpawnItemEx("GluonTrailV2",velx+frandom(-1.0,1.0),0,velz+frandom(-1.0,1.0),0,0,0,0,32|SXF_ABSOLUTEMOMENTUM)
- LPUF A 0 A_SetUserArray("user_life",0,user_life[0]+1)
- Loop
- MoveOut:
- TNT1 AAAAA 1
- Goto Movement
- Death:
- TNT1 A 0 A_Explode(random(40,60),75,0)
- TNT1 A 0 A_CustomMissile("GluonTrail",0,0,0)
- TNT1 A 1 A_CustomMissile("RipperEffect",0,0,0,6)
- Stop
- }
- }
- Actor GluonFakeBurst //: FastProjectile
- {
- var int user_x;
- var int user_y;
- var int user_z;
- var int user_life[2];
- var int user_movement[2];
- Speed 2
- Damage 0
- Radius 2
- Height 2
- Scale .75
- RenderStyle None
- Projectile
- +PAINLESS
- +BLOODLESSIMPACT
- +DONTSPLASH
- +DONTREFLECT
- +EXTREMEDEATH
- +FORCERADIUSDMG
- +NODAMAGETHRUST
- +SEEKERMISSILE
- +SKYEXPLODE
- +EXPLODEONWATER
- +NOTIMEFREEZE
- DamageType "PlasmaDisint"
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 A 0 A_SpawnItemEx("GluonSpiral",0,0,8,velx,vely,velz,0,32|SXF_ABSOLUTEMOMENTUM)
- Movement:
- LPUF A 0 A_JumpIf(user_life[0]>=20000,"Death")
- LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
- Goto MoveOut
- LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
- Goto MoveOut
- LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
- Goto MoveOut
- LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
- Goto MoveOut
- LPUF A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET,1)
- Goto MoveOut
- LPUF A 0 A_JumpIf(user_life[0]>=4000,3)
- LPUF A 0 A_CheckSight(2)
- LPUF A 0 A_SpawnItemEx("GluonTrailV2",velx+frandom(-1.0,1.0),0,velz+frandom(-1.0,1.0),0,0,0,0,32|SXF_ABSOLUTEMOMENTUM)
- LPUF A 0 A_SetUserArray("user_life",0,user_life[0]+1)
- Loop
- MoveOut:
- Death:
- TNT1 A 1
- Stop
- }
- }
- Actor GluonFakeBurstDelay
- {
- +NOINTERACTION
- +NOTIMEFREEZE
- RenderStyle None
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 A 1
- TNT1 A 0 A_GiveInventory("GluonFakeBurstSpawn",1,AAPTR_PLAYER1)
- Stop
- }
- }
- Actor GluonFakeBurstSpawn : CustomInventory
- {
- +NOTIMEFREEZE
- +INVENTORY.ALWAYSPICKUP
- States
- {
- Pickup:
- TNT1 A 0 A_FireCustomMissile("GluonFakeBurst",0,0,8,2)
- Stop
- }
- }
- Actor GluonSpiral
- {
- var int user_count;
- var int user_life;
- Projectile
- +DONTREFLECT
- +PAINLESS
- +BLOODLESSIMPACT
- +NOTIMEFREEZE
- Damage 0
- Radius 5
- Height 5
- Speed 5
- WeaveIndexZ 16
- States
- {
- Spawn:
- TNT1 A 0
- Goto Jumping
- Jumping:
- TNT1 A 0 A_JumpIfInventory("GluonTrailToken",14,"T14",AAPTR_PLAYER1)
- TNT1 A 0 A_JumpIfInventory("GluonTrailToken",13,"T13",AAPTR_PLAYER1)
- TNT1 A 0 A_JumpIfInventory("GluonTrailToken",12,"T12",AAPTR_PLAYER1)
- TNT1 A 0 A_JumpIfInventory("GluonTrailToken",11,"T11",AAPTR_PLAYER1)
- TNT1 A 0 A_JumpIfInventory("GluonTrailToken",10,"T10",AAPTR_PLAYER1)
- TNT1 A 0 A_JumpIfInventory("GluonTrailToken",9,"T9",AAPTR_PLAYER1)
- TNT1 A 0 A_JumpIfInventory("GluonTrailToken",8,"T8",AAPTR_PLAYER1)
- TNT1 A 0 A_JumpIfInventory("GluonTrailToken",7,"T7",AAPTR_PLAYER1)
- TNT1 A 0 A_JumpIfInventory("GluonTrailToken",6,"T6",AAPTR_PLAYER1)
- TNT1 A 0 A_JumpIfInventory("GluonTrailToken",5,"T5",AAPTR_PLAYER1)
- TNT1 A 0 A_JumpIfInventory("GluonTrailToken",4,"T4",AAPTR_PLAYER1)
- TNT1 A 0 A_JumpIfInventory("GluonTrailToken",3,"T3",AAPTR_PLAYER1)
- TNT1 A 0 A_JumpIfInventory("GluonTrailToken",2,"T2",AAPTR_PLAYER1)
- TNT1 A 0 A_JumpIfInventory("GluonTrailToken",1,"T1",AAPTR_PLAYER1)
- Goto TokenUp
- T14:
- TNT1 A 0 A_TakeInventory("GluonTrailToken",1000,0,AAPTR_PLAYER1)
- TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
- T13:
- TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
- T12:
- TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
- T11:
- TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
- T10:
- TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
- T9:
- TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
- T8:
- TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
- T7:
- TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
- T6:
- TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
- T5:
- TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
- T4:
- TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
- T3:
- TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
- T2:
- TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
- T1:
- TNT1 AAAAA 0 A_Weave(-1,-1,1,1)
- TokenUp:
- TNT1 A 0 A_GiveInventory("GluonTrailToken",1,AAPTR_PLAYER1)
- Moving:
- TNT1 A 0 A_Warp(AAPTR_DEFAULT,velx,vely,velz,0,WARPF_ABSOLUTEOFFSET|WARPF_INTERPOLATE,1)
- Goto Death
- TNT1 A 0 A_Weave(1,1,1,1)
- TNT1 A 0 A_SpawnItemEx("GluonTrailV3",0,0,0,0,0,0,0,32)
- TNT1 A 0 A_SetUserVar("user_life",user_life+1)
- TNT1 A 0 A_JumpIf(user_life>=350,"Death")
- Loop
- Death:
- TNT1 A 1
- Stop
- }
- }
- Actor GluonTrailToken : Inventory
- { Inventory.MaxAmount 14 }
- Actor GluonTrailV2
- {
- +NOTIMEFREEZE
- +NOINTERACTION
- Scale 0.2 //0.45
- RenderStyle Add
- Translation "0:255=%[0,0,0]:[0.15,0.15,1]"
- Alpha 0.25
- States
- {
- Spawn:
- TNT1 A 0
- PLSE B 0 A_SetScale(frandom(0.2,0.35))
- PLSE B 0 A_Jump(256,1,2,3)
- PLSE B 1 bright
- Stop
- PLSE C 1 bright
- Stop
- PLSE D 1 bright
- Stop
- }
- }
- Actor GluonTrailV3 : GluonTrailV2
- {
- Scale 0.2
- Alpha 0.25
- States
- {
- Spawn:
- LPUF A 0
- LPUF A 1
- Stop
- }
- }
- /*
- Actor GluonPrimaryBurst : FastProjectile
- {
- Speed 250
- Damage (random(1,6))
- Radius 1
- Height 1
- Scale .75
- RenderStyle Add
- Projectile
- +DONTREFLECT
- +EXTREMEDEATH
- +FORCERADIUSDMG
- +NODAMAGETHRUST
- DamageType "PlasmaDisint"
- MissileType "GluonTrail"
- MissileHeight 8
- //+SKYEXPLODE
- //+EXPLODEONWATER
- States
- {
- Spawn:
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
- Loop
- Death:
- TNT1 A 0 A_Explode(random(40,60),75,0)
- TNT1 A 0 A_CustomMissile("GluonTrail",0,0,0)
- TNT1 A 0 A_CustomMissile("RipperEffect",0,0,0,6)
- Stop
- }
- }*/
- Actor GluonPrimaryBurst2 : GluonPrimaryBurst
- {
- States
- {
- Spawn:
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
- Loop
- }
- }
- Actor GluonPrimaryBurst3 : GluonPrimaryBurst
- {
- States
- {
- Spawn:
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
- Loop
- }
- }
- Actor GluonPrimaryBurst4 : GluonPrimaryBurst
- {
- States
- {
- Spawn:
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
- Loop
- }
- }
- Actor GluonPrimaryBurst5 : GluonPrimaryBurst
- {
- States
- {
- Spawn:
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
- Loop
- }
- }
- Actor GluonPrimaryBurst6 : GluonPrimaryBurst
- {
- States
- {
- Spawn:
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
- Loop
- }
- }
- Actor GluonPrimaryBurst7 : GluonPrimaryBurst
- {
- States
- {
- Spawn:
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
- Loop
- }
- }
- Actor GluonPrimaryBurst8 : GluonPrimaryBurst
- {
- States
- {
- Spawn:
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
- Loop
- }
- }
- Actor GluonPrimaryBurst9 : GluonPrimaryBurst
- {
- States
- {
- Spawn:
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
- Loop
- }
- }
- Actor GluonPrimaryBurst10 : GluonPrimaryBurst
- {
- States
- {
- Spawn:
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
- Loop
- }
- }
- Actor GluonPrimaryBurst11 : GluonPrimaryBurst
- {
- States
- {
- Spawn:
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
- Loop
- }
- }
- Actor GluonPrimaryBurst12 : GluonPrimaryBurst
- {
- States
- {
- Spawn:
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,0)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,90)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,0)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-30)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-60)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,-90,2,-90)
- LPUF A 1 bright A_CustomMissile("GluonOutsideTrailSpawner",0,0,90,2,-60)
- Loop
- }
- }
- //The Gluon "flash", which up close, is deadly to those who get in front of the gun.
- Actor GluonFire
- {
- Speed 20
- Damage 1
- Radius 1
- Height 1
- Projectile
- +RIPPER
- +DONTREFLECT
- +EXTREMEDEATH
- DamageType "PlasmaDisint"
- States
- {
- Spawn:
- TNT1 A 1
- Stop
- }
- }
- Actor GluonFire2 : GluonFire
- {
- States
- {
- Spawn:
- TNT1 A 2
- Stop
- }
- }
- Actor GluonFire3 : GluonFire
- {
- States
- {
- Spawn:
- TNT1 A 3
- Stop
- }
- }
- Actor GluonFire4 : GluonFire
- {
- Speed 30
- }
- Actor GluonFire5 : GluonFire2
- {
- Speed 30
- }
- Actor GluonTrail
- {
- Scale 1.15
- Projectile
- +NOINTERACTION
- RenderStyle Add
- Alpha .45
- States
- {
- Spawn:
- LPUF ABCDE 2
- Stop
- }
- }
- Actor GluonExplosion : GluonTrail
- {
- Scale 1.15
- Projectile
- +NOCLIP
- +EXTREMEDEATH
- +FORCERADIUSDMG
- RenderStyle Add
- DamageType "PlasmaDisint"
- Alpha .45
- States
- {
- Spawn:
- LPUF A 0
- LPUF A 0 A_Explode(10,75,0)
- Stop
- }
- }
- Actor GluonOutsideTrailSpawner
- {
- +NOINTERACTION
- States
- {
- Spawn:
- TNT1 A 1
- TNT1 A 0 A_CustomMissile("GluonTrail",0,0)
- Stop
- }
- }
- Actor GluonTrailSmall : GluonTrail
- {
- Scale .95
- }
- Actor RipperEffect
- {
- Projectile
- +RIPPER
- +EXTREMEDEATH
- +DONTREFLECT
- +PAINLESS
- Speed 1
- Damage 1
- Radius 1
- Height 1
- DamageType "PlasmaDisint"
- States
- {
- Spawn:
- TNT1 A 1
- Stop
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement