Advertisement
ArcheKruz

Untitled

Jan 3rd, 2014
61
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.05 KB | None | 0 0
  1. Actor Warhead : Ammo
  2. {
  3. Inventory.Amount 1
  4. Inventory.MaxAmount 3
  5. Inventory.Icon "BFS1A0"
  6. Inventory.PickupMessage "You have picked up a Nuclear Warhead!"
  7. Inventory.PickupSound "misc/p_pkup"
  8. Ammo.BackpackAmount 0
  9. Ammo.BackpackMaxAmount 3
  10. Ammo.DropAmount 0
  11. +INVENTORY.IGNORESKILL
  12. +INVENTORY.BIGPOWERUP
  13. States
  14. {
  15. Spawn:
  16. DEBF A -1
  17. stop
  18. }
  19. }
  20.  
  21. Actor SSAENuke : Weapon replaces BFG9000
  22. {
  23. Inventory.PickupSound "misc/p_pkup"
  24. Inventory.PickupMessage "You have picked up a Nuclear Launcher!"
  25. Weapon.AmmoGive 1
  26. Weapon.AmmoType "Warhead"
  27. Weapon.AmmoUse 1
  28. Weapon.Kickback 0
  29. Weapon.SlotNumber 8
  30. Weapon.SlotPriority 0
  31. Weapon.SelectionOrder 9999
  32. +WEAPON.BFG
  33. +WEAPON.CHEATNOTWEAPON
  34. +WEAPON.NO_AUTO_SWITCH
  35. +WEAPON.NOAUTOAIM
  36. +WEAPON.NOAUTOFIRE
  37. +INVENTORY.BIGPOWERUP
  38. Tag "Nuke Launcher"
  39. States
  40. {
  41. Ready:
  42. DBFG A 1 A_WeaponReady
  43. loop
  44. Deselect:
  45. DBFG AAA 0 A_Lower
  46. DBFG A 1 A_Lower
  47. loop
  48. Select:
  49. DBFG AAA 0
  50. DBFG A 1 A_Raise
  51. loop
  52. Fire:
  53. DBFG B 2 A_PlaySound("Weapons/Nuke/Charge",4)
  54. DBFC ABCDE 2 Bright
  55. DBFC F 2 Bright A_GunFlash
  56. DBFC GHIJ 2 Bright
  57. DBFF A 0 Bright A_PlaySound("Weapons/Nuke/Fire",1)
  58. DBFF A 2 Bright A_FireCustomMissile("NukeBall",0,1,0,0,0,0)
  59. DBFF B 2 Bright
  60. DBFG CDA 2 Bright
  61. goto Ready
  62. Flash:
  63. TNT1 A 5 bright A_Light1
  64. TNT1 A 3 bright A_Light2
  65. TNT1 A 2 bright A_Light(3)
  66. TNT1 A 2 bright A_Light(4)
  67. TNT1 A 2 bright A_Light(3)
  68. TNT1 A 2 bright A_Light2
  69. TNT1 A 3 bright A_Light1
  70. Goto LightDone
  71. Spawn:
  72. BFUG A -1
  73. stop
  74. }
  75. }
  76.  
  77. Actor NukeBall
  78. {
  79. var int user_NukeTimer;
  80.  
  81. Height 8
  82. Radius 13
  83. Damage (Random(user_NukeTimer * 3,user_NukeTimer * 5))
  84. DamageType "PlayerNuke"
  85. Speed 25
  86. Projectile
  87. Renderstyle add
  88. Alpha 0.75
  89. Obituary "%o saw the light."
  90. +RIPPER
  91. +FORCERADIUSDMG
  92. +NODAMAGETHRUST
  93. States
  94. {
  95. Spawn:
  96. BFS1 A 0 bright A_SetUserVar("user_NukeTimer",0)
  97.  
  98. BFS1 A 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer + 1)
  99. BFS1 A 0 bright A_Explode(sqrt(user_NukeTimer * 160), sqrt(user_NukeTimer * 320),0,0,0)
  100. BFS1 A 4 bright A_ScaleVelocity(0.80)
  101. BFS1 A 0 bright A_JumpIf(user_NukeTimer == 18, "Death")
  102.  
  103. BFS1 B 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer + 1)
  104. BFS1 B 0 bright A_Explode(sqrt(user_NukeTimer * 160), sqrt(user_NukeTimer * 320),0,0,0)
  105. BFS1 B 4 bright A_ScaleVelocity(0.80)
  106. BFS1 B 0 bright A_JumpIf(user_NukeTimer == 18, "Death")
  107. Goto Spawn+1
  108. Death:
  109. BFE1 A 0 bright A_ChangeVelocity(0,0,0,CVF_REPLACE)
  110. BFE1 A 0 bright ACS_NamedExecuteAlways("Nuke_Flash",0)
  111.  
  112. BFE1 A 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer + 18)
  113. BFE1 A 3 bright A_Explode(sqrt(user_NukeTimer * 240), sqrt(user_NukeTimer * 480),0,0,0)
  114.  
  115. BFE1 A 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer + 32)
  116. BFE1 A 3 bright A_Explode(sqrt(user_NukeTimer * 320), sqrt(user_NukeTimer * 640),0,0,0)
  117. BFS1 B 0 bright A_JumpIf(user_NukeTimer >= 128, 1)
  118. Goto Death+3
  119.  
  120. BFE1 B 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer + 32)
  121. BFE1 B 3 bright A_Explode(sqrt(user_NukeTimer * 320), sqrt(user_NukeTimer * 640),0,0,0)
  122. BFS1 B 0 bright A_JumpIf(user_NukeTimer >= 224, 1)
  123. Goto Death+6
  124.  
  125. BFE1 C 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer + 48)
  126. BFE1 C 3 bright A_Explode(sqrt(user_NukeTimer * 320), sqrt(user_NukeTimer * 640),0,0,0)
  127. BFE1 C 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer + 64)
  128. BFE1 C 2 bright A_Explode(sqrt(user_NukeTimer * 320), sqrt(user_NukeTimer * 640),0,0,0)
  129. BFE1 C 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer * 4096)
  130. BFE1 C 0 bright ACS_NamedExecuteAlways("Nuke_BoomFade",0)
  131. BFE1 C 2 bright A_Explode(sqrt(user_NukeTimer * 320), 16384, 0, 0, 8192)
  132.  
  133. BFE1 DEF 8 bright
  134. stop
  135. }
  136. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement