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ArcheKruz

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Jan 3rd, 2014
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  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. var int user_TracerCounter0;
  81.  
  82. Height 8
  83. Radius 13
  84. Damage (Random(user_NukeTimer * 3,user_NukeTimer * 5))
  85. DamageType PlayerNuke
  86. Speed 25
  87. Projectile
  88. Renderstyle add
  89. Alpha 0.75
  90. Obituary "%o saw the light."
  91. +RIPPER
  92. +FORCERADIUSDMG
  93. +NODAMAGETHRUST
  94. States
  95. {
  96. Spawn:
  97. BFS1 A 0 bright A_SetUserVar("user_NukeTimer",0)
  98.  
  99. BFS1 A 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer + 1)
  100. BFS1 A 0 bright A_Explode(sqrt(user_NukeTimer * 160), sqrt(user_NukeTimer * 320),0,0,0)
  101. BFS1 A 4 bright A_ScaleVelocity(0.80)
  102. BFS1 A 0 bright A_JumpIf(user_NukeTimer == 18, "Death")
  103.  
  104. BFS1 B 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer + 1)
  105. BFS1 B 0 bright A_Explode(sqrt(user_NukeTimer * 160), sqrt(user_NukeTimer * 320),0,0,0)
  106. BFS1 B 4 bright A_ScaleVelocity(0.80)
  107. BFS1 B 0 bright A_JumpIf(user_NukeTimer == 18, "Death")
  108. Goto Spawn+1
  109. Death:
  110. BFE1 A 0 bright A_ChangeVelocity(0,0,0,CVF_REPLACE)
  111. BFE1 A 0 bright ACS_NamedExecuteAlways("Nuke_Flash",0)
  112.  
  113. BFE1 A 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer + 18)
  114. BFE1 A 3 bright A_Explode(sqrt(user_NukeTimer * 240), sqrt(user_NukeTimer * 480),0,0,0)
  115.  
  116. BFE1 A 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer + 32)
  117. BFE1 A 3 bright A_Explode(sqrt(user_NukeTimer * 320), sqrt(user_NukeTimer * 640),0,0,0)
  118. BFS1 B 0 bright A_JumpIf(user_NukeTimer >= 128, 1)
  119. Goto Death+4
  120.  
  121. BFE1 B 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer + 32)
  122. BFE1 B 3 bright A_Explode(sqrt(user_NukeTimer * 320), sqrt(user_NukeTimer * 640),0,0,0)
  123. BFS1 B 0 bright A_JumpIf(user_NukeTimer >= 224, 1)
  124. Goto Death+7
  125.  
  126. BFE1 C 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer + 48)
  127. BFE1 C 3 bright A_Explode(sqrt(user_NukeTimer * 320), sqrt(user_NukeTimer * 640),0,0,0)
  128. BFE1 C 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer + 64)
  129. BFE1 C 2 bright A_Explode(sqrt(user_NukeTimer * 320), sqrt(user_NukeTimer * 640),0,0,0)
  130. BFE1 C 0 bright A_SetUserVar("user_NukeTimer", user_NukeTimer * 4096)
  131. BFE1 C 0 bright ACS_NamedExecuteAlways("Nuke_BoomFade",0)
  132. BFE1 C 2 bright A_Explode(sqrt(user_NukeTimer * 320), 16384, 0, 0, 8192)
  133.  
  134. BFE1 C 0 A_SetUserVar("user_TracerCounter0",0)
  135.  
  136. BFE1 C 0 A_CustomMissile("NukeTracer1", 0, 0, user_TracerCounter0 * 45,6,0)
  137. BFE1 C 0 A_SetUserVar("user_TracerCounter0", user_TracerCounter0 + 1)
  138. BFE1 C 0 A_JumpIf(user_TracerCounter0 >= 8, 1)
  139. goto Death+18
  140.  
  141. BFE1 C 0 A_SetUserVar("user_TracerCounter0",0)
  142. BFE1 C 0 A_CustomMissile("NukeTracer1", 0, 0, user_TracerCounter0 * 45,6,45)
  143. BFE1 C 0 A_SetUserVar("user_TracerCounter0", user_TracerCounter0 + 1)
  144. BFE1 C 0 A_JumpIf(user_TracerCounter0 >= 8, 1)
  145. goto Death+21
  146.  
  147. BFE1 C 0 A_SetUserVar("user_TracerCounter0",0)
  148. BFE1 C 0 A_CustomMissile("NukeTracer1", 0, 0, user_TracerCounter0 * 45,6,-45)
  149. BFE1 C 0 A_SetUserVar("user_TracerCounter0", user_TracerCounter0 + 1)
  150. BFE1 C 0 A_JumpIf(user_TracerCounter0 >= 8, 1)
  151. goto Death+25
  152.  
  153. BFE1 DEF 8 bright
  154. stop
  155. }
  156. }
  157.  
  158. Actor NukeTracer : FastProjectile
  159. {
  160. Projectile
  161. Height 4
  162. Radius 4
  163. Speed 1024
  164. Damage (1)
  165. DamageType PlayerNuke
  166. +RIPPER
  167. +FORCERADIUSDMG
  168. +NODAMAGETHRUST
  169. States
  170. {
  171. Spawn:
  172. TNT1 A 1
  173. Loop
  174. Death:
  175. TNT1 A 1 A_Explode(20985,16384,0,0,8192)
  176. stop
  177. }
  178. }
  179.  
  180. Actor NukeTracer1 : NukeTracer
  181. {
  182. var int user_TracerCounter1;
  183.  
  184. States
  185. {
  186. Death:
  187. TNT1 A 0 A_SetUserVar("user_TracerCounter1",0)
  188.  
  189. TNT1 A 0 A_CustomMissile("NukeTracer2", 0, 0, user_TracerCounter1 * 45,6,0)
  190. TNT1 A 0 A_SetUserVar("user_TracerCounter1", user_TracerCounter1 + 1)
  191. TNT1 A 0 A_JumpIf(user_TracerCounter1 >= 8, 1)
  192. goto Death+1
  193.  
  194. TNT1 A 0 A_SetUserVar("user_TracerCounter1",0)
  195. TNT1 A 0 A_CustomMissile("NukeTracer2", 0, 0, user_TracerCounter1 * 45,6,45)
  196. TNT1 A 0 A_SetUserVar("user_TracerCounter1", user_TracerCounter1 + 1)
  197. TNT1 A 0 A_JumpIf(user_TracerCounter1 >= 8, 1)
  198. goto Death+4
  199.  
  200. TNT1 A 0 A_SetUserVar("user_TracerCounter1",0)
  201. TNT1 A 0 A_CustomMissile("NukeTracer2", 0, 0, user_TracerCounter1 * 45,6,-45)
  202. TNT1 A 0 A_SetUserVar("user_TracerCounter1", user_TracerCounter1 + 1)
  203. TNT1 A 0 A_JumpIf(user_TracerCounter1 >= 8, 1)
  204. goto Death+8
  205.  
  206. TNT1 A 0
  207. goto "Super::Death"
  208. }
  209. }
  210.  
  211. Actor NukeTracer2 : NukeTracer {}
  212. ---
  213. MAP01 - Python
  214.  
  215. ]give health 99999
  216. ]dmflags 2048
  217. ]give ssaenuke
  218. Picked up some 12 Gauge shotgun shells
  219. Ahhhh! My old love!
  220. Picked up the armor.
  221.  
  222. Execution could not continue.
  223.  
  224. Could not malloc 640 bytes
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