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- actor LGBoi : DoomPlayer
- {
- Player.StartItem "QCLightningGun", 1
- }
- ACTOR QCWeapon : Weapon
- {
- Weapon.Kickback 100 //this changes in many weapons
- Weapon.BobStyle Alpha
- Weapon.BobSpeed 2.3
- Weapon.BobRangeX 0.7
- Weapon.BobRangeY 0.5
- Inventory.PickupSound "QC/Items/WeaponPick"
- Inventory.Respawntics 175 //5sec
- +WEAPON.NOALERT
- +WEAPON.NOAUTOAIM
- +CHEATNOTWEAPON
- Tag "Lightning Gun (DM)"
- }
- Actor QCLightningGun : QCWeapon
- {
- Height 40
- +FLOORCLIP
- +INVENTORY.IGNORESKILL
- Weapon.SelectionOrder 1300
- Weapon.KickBack 100
- Weapon.AmmoType "overheatinventory"
- Obituary "%o was electrocuted by %k."
- Inventory.PickupMessage "Picked up a Lightning Gun."
- Tag "Lightning Gun"
- Scale 0.5
- States
- {
- Spawn:
- QCG6 Z 0 Bright A_ChangeFlag("FLOATBOB", 1)
- "####" "###############" 35 Bright
- Stop
- Idle:
- QCG6 Y -1
- Wait
- //-----------------------
- // Ready Seq
- //-----------------------
- Ready:
- TNT1 A 0 A_PlaySound("QC/Weapons/LightningGun/Idle",5 , 1, 1)
- QCG6 AABB 1 A_WeaponReady
- TNT1 A 0 A_TakeInventory("overheatinventory",2)
- QCG6 CCBB 1 A_WeaponReady
- TNT1 A 0 A_TakeInventory("overheatinventory",2)
- Goto Ready+1
- //-----------------------
- // Select/Deselect Seq
- //-----------------------
- Select:
- QCG6 A 0 A_PlaySound("QC/Weapons/Switch",6,1,0,3) //Not in Weapon.UpSound because it interrupts CHAN_WEAPON sounds
- QCG6 A 0 A_StopSound(CHAN_WEAPON) // Looper
- "####" "#" 0 A_StopSound(5) //stops any other weapon looping sound
- "####" "#" 0 A_ZoomFactor(1.0)
- SelectLooper:
- QCG6 A 1 A_Raise
- TNT1 AAAA 0 A_Raise
- Loop
- Deselect:
- TNT1 A 0 A_StopSound(CHAN_WEAPON)
- TNT1 A 0 A_StopSound(5)
- TNT1 A 0 A_StopSound(6)
- TNT1 A 0 A_StopSound(7)
- "####" "#" 0 A_ZoomFactor(1.0)
- DeselectLooper:
- QCG6 A 1 A_Lower
- TNT1 AAAA 0 A_Lower
- Loop
- //-----------------------
- // Fire Seq
- //-----------------------
- Fire:
- QCG6 A 0 A_PlaySound("QC/Weapons/LightningGun/FireStartLoop", 5, 1.0, 1)
- Goto DMHold
- //*******************************
- // Deathmatch: rebalance + 3rd person beam
- DMHold:
- TNT1 A 0 A_JumpIfInventory("overheatinventory",100,"cantfire")
- QCG6 A 0 A_GiveInventory("overheatinventory",1)
- "####" A 0 A_GunFlash
- "####" A 0 A_RailAttack(0,0,0,None,"White",RGF_SILENT|RGF_FULLBRIGHT|RGF_NOPIERCING,0,"None",0,0,768,1,30,1.0,"LGworldactor",-4)
- "####" D 1 Bright A_FireBullets(0,0,1,8,"LGPuff",FBF_NORANDOM|FBF_NORANDOMPUFFZ,768)
- "####" E 1 Bright
- "####" A 0 A_ReFire("DMHold2")
- Goto FireEnd
- DMHold2:
- TNT1 A 0 A_JumpIfInventory("overheatinventory",100,"cantfire")
- QCG6 A 0 A_GiveInventory("overheatinventory",1)
- "####" A 0 A_GunFlash
- "####" A 0 A_RailAttack(0,0,0,None,"White",RGF_SILENT|RGF_FULLBRIGHT|RGF_NOPIERCING,0,"None",0,0,768,1,30,1.0,"LGworldactor",-4)
- "####" D 1 Bright A_FireBullets(0,0,1,8,"LGPuff",FBF_NORANDOM|FBF_NORANDOMPUFFZ,768)
- "####" G 1 Bright
- "####" A 0 A_ReFire("DMHold")
- Goto FireEnd
- FireEnd:
- TNT1 A 0 A_PlaySound("QC/Weapons/LightningGun/FireEnd", CHAN_WEAPON, 1.0, 0)
- Goto Ready
- Flash:
- ZZZZ C 1 A_Light2
- ZZZZ C 0 A_Light0
- Stop
- cantfire:
- TNT1 A 0 A_PlaySound("QC/Weapons/LightningGun/Idle",5 , 1, 1)
- QCG6 CCCCCCC 5 A_TakeInventory("overheatinventory",1)
- goto ready
- }
- }
- Actor LGPuff
- {
- +CLIENTSIDEONLY +NONETID
- Radius 10
- +NOINTERACTION +NOTONAUTOMAP
- +ALWAYSPUFF
- +PUFFGETSOWNER
- +PUFFONACTORS
- -MTHRUSPECIES
- Scale 0.35
- Renderstyle Add
- Obituary "%o was electrified by %k." // variation line
- +FORCEXYBILLBOARD
- +MTHRUSPECIES
- Decal "LGDecal"
- States
- {
- Spawn:
- XDeath:
- TNT1 A 0
- TNT1 A 0 A_GiveToTarget("HitBeepLow",1)
- Goto Choose
- Crash:
- TNT1 A 0
- Choose:
- TNT1 A 2
- Stop
- }
- }
- Actor LGworldactor
- {
- +CLIENTSIDEONLY +NONETID
- +NOINTERACTION +NOTONAUTOMAP
- +FORCEXYBILLBOARD
- RenderStyle Add
- Alpha 0.8
- Scale 0.4
- Translation "0:255=%[0,0,0]:[0.8,1.2,1.6]"
- States
- {
- Spawn:
- LGWR Z 3 Bright
- Stop
- }
- }
- Actor Token : Inventory { +INVENTORY.UNDROPPABLE }
- Actor PlayHitBeep : Token {}
- ACTOR HitBeepLow : CustomInventory
- {
- +INVENTORY.ALWAYSPICKUP
- RenderStyle None
- States
- {
- Spawn:
- MEGA A 6
- Loop
- Pickup:
- TNT1 A 0 A_JumpIfInventory("PlayHitBeep",1,"Play")
- Play:
- TNT1 A 0 A_PlaySound("QC/UI/HitBeepLow",CHAN_7|CHAN_UI,0.7,0,140)
- Stop
- }
- }
- actor overheatinventory : ammo
- {
- inventory.maxamount 100
- }
- actor nothing
- {
- states
- {
- spawn:
- tnt1 a 1
- death:
- tnt1 a 0
- stop
- }
- }
- actor nothing_stimpack : nothing replaces stimpack {}
- actor nothing_healthbonus : nothing replaces healthbonus {}
- actor nothing_medikit : nothing replaces medikit {}
- actor nothing_soulsphere : nothing replaces soulsphere {}
- actor nothing_megasphere : nothing replaces megasphere {}
- actor nothing_greenarmor : nothing replaces greenarmor {}
- actor nothing_bluearmor : nothing replaces bluearmor {}
- actor nothing_armorbonus : nothing replaces armorbonus {}
- actor nothing_cell : nothing replaces cell {}
- actor nothing_clip : nothing replaces clip {}
- actor nothing_cellpack : nothing replaces cellpack {}
- actor nothing_clipbox : nothing replaces clipbox {}
- actor nothing_shell : nothing replaces shell {}
- actor nothing_shellbox : nothing replaces shellbox {}
- actor nothing_rocketammo : nothing replaces rocketammo {}
- actor nothing_rocketbox : nothing replaces rocketbox {}
- actor nothing_chainsaw : nothing replaces chainsaw {}
- actor nothing_shotgun : nothing replaces shotgun {}
- actor nothing_supershotgun : nothing replaces supershotgun {}
- actor nothing_chaingun : nothing replaces chaingun {}
- actor nothing_rocketlauncher : nothing replaces rocketlauncher {}
- actor nothing_plasmarifle : nothing replaces plasmarifle {}
- actor nothing_bfg9000 : nothing replaces bfg9000 {}
- actor nothing_pistol : nothing replaces pistol {}
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