Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- //const int vehicle_Angle0 = 256;
- //const int vehicle_Angle1 = 360;
- //const int vehicle_Angle2 = 128;
- //------------------------------------------------------------------------------
- //CRASHES
- //------------------------------------------------------------------------------
- Class CrashTankIntotheGround1 : Actor
- {
- Default
- {
- SeeSound "none";
- DeathSound "none";
- Decal "None";
- Damagetype "Stomp";
- Gravity 1.0;
- +FORCERADIUSDMG;
- Speed 1;
- }
- States
- {
- Spawn:
- TNT1 A 0;
- Goto Death;
- Death:
- TNT1 A 0;
- TNT1 A 0; //A_Explode(5000, 130, 0);
- TNT1 A 1;
- Stop;
- }
- }
- Class CrashTankIntotheGround2 : CrashTankIntotheGround1
- {
- Default
- {
- Damagetype "Kick";
- }
- States
- {
- Spawn:
- TNT1 A 0;
- Goto Death;
- Death:
- TNT1 A 0;
- TNT1 A 0; //A_Explode(30, 220, 0);
- TNT1 A 1;
- Stop;
- }
- }
- //------------------------------------------------------------------------------
- //WITH TURRET
- //------------------------------------------------------------------------------
- Class MT_PitchFrontToken : Inventory
- {
- Default
- {
- Inventory.Amount 1;
- Inventory.MaxAmount 100;
- }
- }
- Class MT_PitchBackToken : Inventory
- {
- Default
- {
- Inventory.Amount 1;
- Inventory.MaxAmount 100;
- }
- }
- Class MT_PitchShotgun : Inventory
- {
- Default
- {
- Inventory.Amount 1;
- Inventory.MaxAmount 10;
- }
- }
- Class MT_PitchMP40 : MT_PitchShotgun
- {
- Default
- {
- Inventory.Amount 1;
- Inventory.MaxAmount 10;
- }
- }
- Class CheckIfFloating: CheckPitchFront
- {
- States
- {
- Spawn:
- TNT1 A 0;
- TNT1 A 0 A_GiveToTarget("MT_PitchShotgun", 1);
- EBAR A 1;
- Stop;
- IsOverSOmething:
- Death:
- Xdeath:
- TNT1 A 0;
- EBAR A 1;
- Stop;
- }
- }
- Class CheckPitchCenter: CheckPitchFront
- {
- Default
- {
- Radius 32;
- Height 2;
- Speed 30;
- Damage 0;
- Scale 0.25;
- Renderstyle "Add";
- Species "TankPlayer";
- }
- States
- {
- Spawn:
- TNT1 A 0;
- TNT1 A 0 A_GiveToTarget("MT_PitchShotgun", 1);
- //TNT1 A 0 A_RadiusGive("MT_PitchShotgun", 8, RGF_PLAYERS, 1);
- EBAR B 1;
- Stop;
- Death:
- TNT1 A 0;
- Stop;
- Xdeath:
- TNT1 A 0;
- TNT1 A 0 A_GiveToTarget("MT_PitchMP40", 1);
- //TNT1 A 0 A_RadiusGive("MT_PitchMP40", 8, RGF_PLAYERS, 1);
- EBAR A 1;
- Stop;
- }
- }
- Class CheckPitchRunOver: CheckPitchCenter
- {
- Default
- {
- Speed 50;
- }
- States
- {
- Spawn:
- TNT1 A 0;
- TNT1 A 1;
- Stop;
- Death:
- TNT1 A 0;
- Stop;
- Xdeath:
- TNT1 A 0;
- TNT1 A 0 A_GiveToTarget("MT_PitchBackToken", 6);
- //TNT1 A 0 A_RadiusGive("MT_PitchBackToken", 8, RGF_PLAYERS, 6);
- TNT1 A 0;
- Stop;
- }
- }
- Class CheckIfOn3DFloor: CheckPitchCenter
- {
- Default
- {
- Speed 9;
- }
- States
- {
- Spawn:
- TNT1 A 0;
- TNT1 A 0;
- TNT1 A 0 A_GiveToTarget("MT_PitchMP40", 1);
- //TNT1 A 0 A_RadiusGive("MT_PitchMP40", 8, RGF_PLAYERS, 1);
- EBAR A 1;
- Stop;
- XDeath:
- TNT1 A 0;
- Stop;
- Death:
- TNT1 A 0;
- Stop;
- }
- }
- Class CheckPitchFront : Actor
- {
- Default
- {
- PROJECTILE;
- +MISSILE;
- Radius 12;
- Height 4;
- Speed 0;
- +THRUSPECIES;
- Species "TankPlayer";
- +DONTSPLASH;
- -EXPLODEONWATER;
- Scale 0.3;
- Renderstyle "Add";
- }
- States
- {
- Crash:
- Spawn:
- TNT1 A 0;
- TNT1 A 0 A_GiveToTarget("MT_PitchFrontToken", 1);
- SPRA C 1;
- Stop;
- IsOverSomething:
- Death:
- Xdeath:
- SPRA AA 1;
- Stop;
- }
- }
- Class CheckPitchBack: CheckPitchFront
- {
- States
- {
- Crash:
- Spawn:
- TNT1 A 0;
- TNT1 A 0 A_GiveToTarget("MT_PitchBackToken", 1);
- SPRA C 1;
- Stop;
- IsOverSomething:
- Death:
- Xdeath:
- TNT1 A 0;
- SPRA AA 1;
- Stop;
- }
- }
- Class MT_ChassisBase : Actor
- {
- int user_chassisangle;
- int user_chassispitch;
- int user_chassispitch_old;
- const chassis_spawnflag = SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE;
- const chassis_warpflag = WARPF_ABSOLUTEANGLE;
- Default
- {
- +THRUACTORS;
- +NOTIMEFREEZE;
- +CLIENTSIDEONLY;
- +FLOORCLIP;
- +NOGRAVITY;
- +FIXMAPTHINGPOS;
- +DONTINTERPOLATE;
- -FLOORCLIP;
- -FLOAT;
- Mass 99999;
- Radius 0;
- Height 0;
- Gravity 0;
- }
- States
- {
- Spawn:
- TNK1 A 1;
- TNK1 B 1;
- TNK1 C 1;
- Stop;
- }}
- Class MT_HeavyTank_Chassis : MT_ChassisBase
- {
- States
- {
- Spawn:
- TNT1 A 0;
- TNT1 A 0 {user_chassisangle = 0;}
- TNT1 A 0 {user_chassispitch = 0;}
- TNT1 A 0 {user_chassisangle = CallACS("MT_GetVehicleRotation");}
- TNT1 A 1;
- Goto Spawn2;
- Spawn2:
- TNK1 A 1 A_Warp(AAPTR_TARGET, 0, 0, 0, user_chassisangle, chassis_warpflag, "Stay");
- Goto Stay;
- Stay:
- "####" "#" 0 A_JumpIfInventory("MT_MorphVCrewToken", 1, "Blank", AAPTR_TARGET);
- "####" "#" 0 A_Warp(AAPTR_TARGET, 0, 0, 0, CallACS("MT_GetVehicleRotation"), chassis_warpflag);
- //PITCH CHECK
- "####" "#" 0 A_CustomMissile("CheckPitchCenter", 0, 0, 0, 2, 0);
- "####" "#" 0 A_CustomMissile("CheckPitchCenter", 0, 0, 180, 2, 0);
- "####" "#" 0 A_CustomMissile("CheckIfOn3DFloor", -8, 0, 0, 2, 0);
- "####" "#" 0 A_CustomMissile("CheckIfOn3DFloor", -16, 0, 0, 2, 0);
- "####" "#" 0 A_SpawnItemEx("CheckPitchFront", 19, 12, -2, 0, 0, 0, 0);
- "####" "#" 0 A_SpawnItemEx("CheckPitchFront", 19, -12, -2, 0, 0, 0, 0);
- "####" "#" 0 A_SpawnItemEx("CheckPitchFront", 19, 0, -2, 0, 0, 0, 0);
- "####" "#" 0 A_SpawnItemEx("CheckPitchBack", -19, 12, -2, 0, 0, 0, 0);
- "####" "#" 0 A_SpawnItemEx("CheckPitchBack", -19, -12, -2, 0, 0, 0, 0);
- "####" "#" 0 A_SpawnItemEx("CheckPitchBack", -19, 0, -2, 0, 0, 0, 0);
- "####" "#" 0 A_SpawnItemEx("CheckPitchBack", -19, 12, -10, 0, 0, 0, 0);
- "####" "#" 0 A_SpawnItemEx("CheckPitchBack", -19, -12, -10, 0, 0, 0, 0);
- "####" "#" 0 A_SpawnItemEx("CheckPitchBack", -19, 0, -10, 0, 0, 0, 0);
- "####" "#" 0 A_JumpIfInventory("MT_PitchMP40", 1, "PitchCheck");
- "####" "#" 0 A_JumpIfInventory("MT_PitchFrontToken", 3, "PitchCheck");
- "####" "#" 0 A_JumpIfInventory("MT_PitchBackToken", 3, "PitchCheck");
- //END PITCH CHECK
- Movement:
- "####" "#" 0 A_Warp(AAPTR_TARGET, 0, 0, 0, CallACS("MT_GetVehicleRotation"), chassis_warpflag);
- "####" "#" 0 A_JumpIfInventory("Reverse", 1, "MoveB1", AAPTR_TARGET);
- "####" "#" 0 A_JumpIfInventory("Accelerate", 1, "MoveF1", AAPTR_TARGET);
- "####" "#" 0 A_JumpIfInventory("TurnLeft", 1, "MoveF1", AAPTR_TARGET);
- "####" "#" 0 A_JumpIfInventory("TurnRight", 1, "MoveF1", AAPTR_TARGET);
- "####" "#" 1;
- loop;
- //CHECK PITCH
- PitchCheck:
- "####" "#" 0;
- "####" "#" 0 {
- A_Log("SHOTGUN");
- A_LogInt(CountInv("MT_PitchShotgun"));
- A_Log("MP40");
- A_LogInt(CountInv("MT_PitchMP40"));
- A_Log("BACK");
- A_LogInt(CountInv("MT_PitchBackToken"));
- A_Log("FRONT");
- A_LogInt(CountInv("MT_PitchFrontToken"));
- }
- //CLEAR
- "####" "#" 0 A_JumpIfInventory("MT_PitchMP40", 1, "PitchClear");
- //FRONT
- "####" "#" 0 A_JumpIfInventory("MT_PitchBackToken", 6, "PitchFront");
- "####" "#" 0 A_JumpIfInventory("MT_PitchBackToken", 3, "PitchFront");
- "####" "#" 0 A_JumpIfInventory("MT_PitchFrontToken", 6, "PitchRear");
- "####" "#" 0 A_JumpIfInventory("MT_PitchFrontToken", 3, "PitchRear");
- Goto Movement;
- //PITCH UP
- PitchFront:
- "####" "#" 0 A_JumpIfInventory("MT_PitchShotgun", 3, "PitchRear");
- "####" "#" 0 A_JumpIfInventory("MT_PitchMP40", 1, "PitchClear");
- "####" "#" 0 A_Log("PITCH FRONT");
- "####" "#" 0 {user_chassispitch = 3;}
- "####" "#" 0 A_Warp(AAPTR_TARGET, 0, 0, 0, CallACS("MT_GetVehicleRotation"), chassis_warpflag, null, 0, 0, user_chassispitch);
- "####" "#" 1;
- Goto ItemClear;
- //PITCH DOWN
- PitchRear:
- "####" "#" 0 A_JumpIfInventory("MT_PitchMP40", 1, "PitchClear");
- "####" "#" 0 A_Log("PITCH REAR");
- "####" "#" 0 {user_chassispitch = -3;}
- "####" "#" 0 A_Warp(AAPTR_TARGET, 0, 0, 0, CallACS("MT_GetVehicleRotation"), chassis_warpflag, null, 0, 0, user_chassispitch);
- "####" "#" 1;
- Goto ItemClear;
- //PITCH CLEAR
- PitchClear:
- "####" "#" 0 {
- user_chassispitch = 0;
- user_chassispitch_old = MTA_ResetPitch(pitch);
- /*
- if (pitch < 0)
- {
- user_chassispitch_old = pitch - (pitch * 2);
- }
- else if (pitch > 0)
- {
- user_chassispitch_old = pitch + (pitch * 2);
- }
- else
- {
- user_chassispitch_old = 0;
- }
- */
- A_TakeInventory("MT_PitchShotgun", 999);
- A_TakeInventory("MT_PitchMP40", 999);
- A_TakeInventory("MT_PitchBackToken", 999);
- A_TakeInventory("MT_PitchFrontToken", 999);
- }
- //"####" "#" 0 A_Log("PITCH CLEAR");
- "####" "#" 0 A_LogInt(user_chassispitch_old);
- "####" "#" 0 A_Warp(AAPTR_TARGET, 0, 0, 0, CallACS("MT_GetVehicleRotation"), chassis_warpflag, null, 0, 0, user_chassispitch_old);
- "####" A 1;
- Goto Movement;
- ItemClear:
- "####" "#" 0 {
- //user_chassispitch_old = user_chassispitch;
- //user_chassispitch = 0;
- A_TakeInventory("MT_PitchShotgun", 999);
- A_TakeInventory("MT_PitchMP40", 999);
- A_TakeInventory("MT_PitchBackToken", 999);
- A_TakeInventory("MT_PitchFrontToken", 999);
- }
- "####" "#" 0 A_Warp(AAPTR_TARGET, 0, 0, 0, CallACS("MT_GetVehicleRotation"), chassis_warpflag, null, 0, 0, user_chassispitch);
- Goto Movement;
- //FORWARD
- MoveF1:
- "####" B 1 A_Warp(AAPTR_TARGET, 0, 0, 0, CallACS("MT_GetVehicleRotation"), chassis_warpflag);
- MoveF2:
- "####" C 1 A_Warp(AAPTR_TARGET, 0, 0, 0, CallACS("MT_GetVehicleRotation"), chassis_warpflag);
- MoveF3:
- "####" D 1 A_Warp(AAPTR_TARGET, 0, 0, 0, CallACS("MT_GetVehicleRotation"), chassis_warpflag);
- Goto Stay;
- //BACKWARD
- MoveB1:
- "####" D 1 A_Warp(AAPTR_TARGET, 0, 0, 0, CallACS("MT_GetVehicleRotation"), chassis_warpflag);
- MoveB2:
- "####" C 1 A_Warp(AAPTR_TARGET, 0, 0, 0, CallACS("MT_GetVehicleRotation"), chassis_warpflag);
- MoveB3:
- "####" B 1 A_Warp(AAPTR_TARGET, 0, 0, 0, CallACS("MT_GetVehicleRotation"), chassis_warpflag);
- Goto Stay;
- //TURN LEFT
- //TURN RIGHT
- Blank:
- TNT1 A 1;
- Goto Stay;
- }
- }
- Class MT_BaseTank : PlayerPawn
- {
- const chassis_spawnflag = SXF_ABSOLUTEVELOCITY + SXF_ABSOLUTEANGLE + SXF_TRANSFERPITCH;
- const t_turnrate = 45; //tics turnrate
- const t_turnrate_move = 50; //tics turn rate + accel
- const turnrate = 4;
- const turnrate_move = 3;
- const accelerate = 1;
- const reverse = 1;
- int user_chassisangle;
- Default
- {
- player.DisplayName "BASE TANK";
- player.viewheight 25;
- player.attackzoffset 13;
- player.forwardmove 0;
- player.sidemove 0;
- player.jumpz 0;
- player.face "TKF";
- player.maxhealth 1600;
- health 1600;
- Species "TankPlayer";
- Player.SoundClass "mt_vehicle";
- MaxStepHeight 24;
- Speed 0;
- Radius 16;
- Height 20;
- Mass 1000000;
- PainChance 128;
- Speed 0.0;
- BloodType "TankBlood", "TankBlood", "TankBlood";
- -FLOORCLIP
- Player.ColorRange 112, 127;
- //Internal stuff, very important
- Player.StartItem "MT_ClassToken" ,1;
- Player.StartItem "MHTA1_Token" ,1;
- Player.StartItem "MTU_SupplyBox_2" ,1;
- Player.StartItem "MT_Subgun_Slot" ,1;
- Player.StartItem "MT_AmmoSwitcher" ,1;
- Player.StartItem "MT_AmmoSwitcher_Reverse" ,1;
- Player.StartItem "MT_SubgunSwitcher" ,1;
- Player.Startitem "MT_SubgunSwitcher_Reverse" ,1;
- Player.Startitem "MT_Searchlight" ,1;
- Player.StartItem "MT_Nightvision_MK1" ,1;
- Player.StartItem "MT_ChaseCamera_MK1" ,1;
- Player.StartItem "MT_PeriscopeItem" ,1;
- //Lockers
- //Weapons
- Player.StartItem "MT_105mmCannon" ,1;
- Player.StartItem "Multi_Purpose_Device" ,1;
- //Ammo
- Player.Startitem "MT_75x500mmHE" ,20;
- Player.Startitem "MT_75x500mmAP" ,40;
- Player.Startitem "A_7u62x54mmR" ,2000;
- //Items
- // Player.startitem "Item_GrenadePod_Smoke" ,8
- Player.startitem "Item_GrenadePod_SSS" ,1;
- Player.startitem "Item_GrenadePod_Illuminating" ,2;
- Player.startitem "MT_Item_GrenadePod_Flare" ,30;
- Player.Startitem "MT_GrenadePod_Explosive" ,20;
- //MT Damage types
- DamageFactor "PiercingExplosive" ,0.75;
- DamageFactor "Piercing" ,0.8;
- DamageFactor "Frag" ,0.05;
- DamageFactor "Bullet" ,0.15;
- DamageFactor "Acid" ,0.5;
- DamageFactor "Chemical" ,0.5;
- DamageFactor "Build" ,0;
- //Other Damage types
- DamageFactor "Normal" ,0.8;
- DamageFactor "Extreme" ,0.8;
- DamageFactor "Drowning" ,0.0;
- DamageFactor "Falling" ,0.1;
- DamageFactor "Ice" ,0.2;
- DamageFactor "Fire" ,0.1;
- Damagefactor "stomp" ,0;
- DamageFactor "Energy" ,0.85;
- DamageFactor "Radiation" ,0.0;
- DamageFactor "Nuclear" ,0.9;
- DamageFactor "Explosive" ,0.25;
- DamageFactor "Buckshot" ,0;
- DamageFactor "Reclaim" ,0.9;
- DamageFactor "Poison" ,0;
- DamageFactor "PoisonCloud" ,0;
- DamageFactor "Electric" ,0.75;
- }
- States
- {
- Pain:
- "####" A 0;
- "####" A 1 A_Pain;
- Goto CheckIfStillMoves;
- Blank:
- TNT1 A 0;
- Goto Stay;
- //
- //INITALIZATION
- //
- Spawn:
- TNK1 A 0;
- TNK1 A 0; //A_SetUserVar("user_chassisangle", CallACS("MTACS_Chassis_Init"))
- TNK1 A 0;
- TNK1 A 0 ThrustThingZ(0, 100, -1, 1);
- TNK1 A 0 A_PlaySound("TankEngine/Start", 0, 0.8, 0, ATTN_IDLE);
- TNK1 A 0
- {
- if ( GetCVAR("mtccvar_startup_noise") == 1 )
- {
- A_PlaySound("GCrew/MissionStart");
- }
- }
- TNK1 A 1;
- Spawn2:
- TNK1 A 0; //A_SetUserVar("user_chassisangle", CallACS("MTACS_Chassis_Init"))
- TNK1 A 0; //A_SetUserVar("user_chassisangle", CallACS("MT_SetVehicleRotation"))
- TNK1 A 0 {int user_chassisangle = 0;}
- TNK1 A 0 A_SpawnItemEx ("MT_HeavyTank_Chassis" , 0, 0, 0, 0, 0, 0, user_chassisangle, chassis_spawnflag);
- TNK1 A 1;
- Goto Stay;
- DoNothing:
- "####" A 1;
- Goto Stay;
- //
- //CHANGE MODEL/VISUAL
- //
- //
- //DRIVE
- //
- CheckIfStillMoves:
- "####" A 0;
- "####" A 0 A_JumpIfInventory("ImCrafting", 1, "DoNothing");
- "####" A 0 A_JumpIfInventory("Accelerate", 1, "Accelerate");
- "####" A 0 A_JumpIfInventory("Reverse", 1, "Reverse");
- "####" A 0 A_JumpIfInventory("TurnLeft", 1, "TurnLeft");
- "####" A 0 A_JumpIfInventory("TurnRight", 1, "TurnRight");
- "####" AAA 1;
- "####" A 0 A_StopSound(5);
- "####" A 0 A_PlaySound("Treads/Mid", 2);
- Goto Stay;
- CheckIfStillMoves2:
- "####" A 0;
- "####" A 0 A_JumpIfInventory("ImCrafting", 1, "DoNothing");
- "####" A 0 A_JumpIfInventory("Accelerate", 1, "Accelerate");
- "####" A 0 A_JumpIfInventory("Reverse", 1, "Reverse");
- "####" A 0 A_JumpIfInventory("TurnLeft", 1, "TurnLeft");
- "####" A 0 A_JumpIfInventory("TurnRight", 1, "TurnRight");
- "####" AAA 1;
- "####" A 0 A_StopSound(5);
- "####" A 0 A_PlaySound("Treads/Left", 2);
- Goto Stay;
- Stay:
- "####" A 0 A_JumpIfInventory("Reverse", 1, "Reverse");
- "####" A 0 A_JumpIfInventory("Accelerate", 1, "Accelerate");
- "####" A 0 A_JumpIfInventory("TurnLeft", 1, "TurnLeft");
- "####" A 0 A_JumpIfInventory("TurnRight", 1, "TurnRight");
- "####" A 1;
- Goto Stay;
- Accelerate:
- "####" A 0 {user_chassisangle = CallACS("MT_GetVehicleRotation");}
- "####" A 0 A_PlaySound("Treads/Forward", 5, 1, 1);
- "####" A 0 A_JumpIf(velz < 0, "Falling");
- "####" A 1;
- Goto CheckIfStillMoves;
- Reverse:
- "####" A 0 {user_chassisangle = CallACS("MT_GetVehicleRotation");}
- "####" A 0 A_PlaySound("Treads/Backward", 5, 1, 1);
- "####" A 0 A_JumpIf(velz < 0, "Falling");
- "####" A 1;
- Goto CheckIfStillMoves;
- TurnRight:
- "####" A 0 {user_chassisangle = CallACS("MT_GetVehicleRotation");}
- "####" A 0 A_PlaySound("Treads/Left", 5, 1, 1);
- "####" A 0 A_TakeInventory("TurnLeft", 999);
- "####" A 0 A_TakeInventory("TurnRight", 999);
- "####" A 0 A_JumpIf(velz < 0, "Falling");
- "####" A 1;
- Goto CheckIfStillMoves2;
- TurnLeft:
- "####" A 0 {user_chassisangle = CallACS("MT_GetVehicleRotation");}
- "####" A 0 A_PlaySound("Treads/Right", 5, 1, 1);
- "####" A 0 A_TakeInventory("TurnLeft", 999);
- "####" A 0 A_TakeInventory("TurnRight", 999);
- "####" A 0 A_JumpIf(velz < 0, "Falling");
- "####" A 1;
- Goto CheckIfStillMoves2;
- //
- //FALLING
- //
- Falling:
- "####" A 0;
- "####" A 0 A_CheckFloor("CheckIfStillMoves");
- FallingForReal:
- "####" A 0;
- "####" A 1;
- "####" A 0 A_JumpIF(velz == 0, "CrashIntoGround");
- "####" A 0 A_GiveInventory("VehicleFallingCount", 1);
- Loop;
- CrashIntoGround:
- "####" A 0;
- "####" A 0 A_JumpIfinventory("VehicleFallingCount", 10, "CrashIntoGroundViolently");
- "####" A 1;
- "####" A 0 A_SpawnItem("CrashTankIntotheGround1");
- "####" A 0 A_SpawnItem("CrashTankIntotheGround2");
- "####" A 0; //A_SpawnItemEx ("LargeMassWaterImpact", 0, 0, -10)
- "####" A 0; //Radius_Quake(1, 6, 0, 4, 0)
- "####" A 0 A_PlaySound("V_LightCrash", 2);
- "####" A 0 A_TakeInventory("VehicleFallingCount", 9999);
- Goto Stay;
- CrashIntoGroundViolently:
- "####" A 0;
- "####" A 1;
- "####" A 0 A_SpawnItem("CrashTankIntotheGround1");
- "####" A 0 A_SpawnItem("CrashTankIntotheGround2");
- "####" A 0; //A_SpawnItemEx ("ExplosionSplashSpawner", 0, 0, -10)
- "####" A 0; //Radius_Quake(8, 24, 0, 4, 0)
- "####" A 0 A_PlaySound("V_LightCrash", 1);
- "####" A 0 A_PlaySound("V_MediumCrash", 2);
- "####" AAAA 0; //A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
- "####" A 0 A_TakeInventory("VehicleFallingCount", 9999);
- "####" A 0 A_SetPitch(-8.0 + pitch);
- "####" A 1;
- "####" A 0 A_SetPitch(4.0 + pitch);
- "####" A 1;
- "####" A 0 A_SetPitch(4.0 + pitch);
- Goto Stay;
- //
- //KILLED/DESTROYED
- //
- Death:
- XDeath:
- "####" A 1;
- "####" A 0; //A_SpawnItem("BigExplosion1112")
- "####" A 0 A_PlaySound("weapons/explode");
- "####" A 0 A_PlaySound("EXPLOSIO", 3);
- "####" A 0 A_Scream;
- "####" A 0 A_NoBlocking;
- "####" AAAAAA 0; // A_CustomMissile ("MetalTrashParticle1", 96, 0, random (0, 360), 2, random (0, 180))
- "####" AAAAAA 0; // A_CustomMissile ("MetalTrashParticle2", 96, 0, random (0, 360), 2, random (0, 180))
- "####" AAAAAAAAA 0; // A_CustomMissile ("GlassShard", 96, 0, random (0, 360), 2, random (0, 360))
- "####" A 0 A_Explode(100, 250);
- "####" A 5;
- "####" A 100;
- "####" A -1;
- Stop;
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement