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Apr 30th, 2019
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  1. actor NewBFGBallActor : CustomInventory
  2. {
  3.     states
  4.     {
  5.     Pickup:
  6.         TNT1 A 0 ACS_NamedExecuteWithResult("NewBFGBallScript_FireRail")
  7.         stop
  8.     }
  9. }
  10.  
  11. actor NewBFGBall : BFGBall replaces BFGBall
  12. {
  13.     Scale 0.5
  14.  
  15.     states
  16.     {
  17.     Spawn:
  18.         BFS1 A 1 Bright
  19.         BFS1 AAABBBB 1 Bright
  20.         {
  21.             ACS_NamedExecuteWithResult("NewBFGBallScript_SetMaster");
  22.             A_RadiusGive("NewBFGBallActor", 512.0, RGF_MONSTERS);
  23.         }
  24.         loop
  25.     FireRail:
  26.         TNT1 A 0 A_JumpIf(IsPointerEqual(AAPTR_TARGET, AAPTR_NULL), "Spawn")
  27.         TNT1 A 0 A_FaceTarget
  28.         TNT1 A 0 A_CustomRailgun(1, 0, "00 7F 00", "green", RGF_SILENT|RGF_NOPIERCING, 0, 1.0, "BulletPuff", 0, 0, 0, 1, 0.3)
  29.         goto Spawn
  30.     Death:
  31.         BFE1 AB 8 Bright
  32.         BFE1 C 8 Bright
  33.         BFE1 DEF 8 Bright
  34.         Stop
  35.     }
  36. }
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