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Jul 18th, 2018
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  1. actor LGBoi : DoomPlayer
  2. {
  3. Player.StartItem "QCLightningGun", 1
  4. }
  5.  
  6.  
  7.  
  8. ACTOR QCWeapon : Weapon
  9. {
  10. Weapon.Kickback 100 //this changes in many weapons
  11. Weapon.BobStyle Alpha
  12. Weapon.BobSpeed 2.3
  13. Weapon.BobRangeX 0.7
  14. Weapon.BobRangeY 0.5
  15. Inventory.PickupSound "QC/Items/WeaponPick"
  16. Inventory.Respawntics 175 //5sec
  17. +WEAPON.NOALERT
  18. +WEAPON.NOAUTOAIM
  19. +CHEATNOTWEAPON
  20. Tag "Lightning Gun (DM)"
  21. }
  22.  
  23.  
  24. Actor QCLightningGun : QCWeapon
  25. {
  26. Height 40
  27. +FLOORCLIP
  28. +INVENTORY.IGNORESKILL
  29. Weapon.SelectionOrder 1300
  30. Weapon.KickBack 100
  31. Weapon.AmmoType "overheatinventory"
  32. Obituary "%o was electrocuted by %k."
  33. Inventory.PickupMessage "Picked up a Lightning Gun."
  34. Tag "Lightning Gun"
  35. Scale 0.5
  36. States
  37. {
  38. Spawn:
  39. QCG6 Z 0 Bright A_ChangeFlag("FLOATBOB", 1)
  40. "####" "###############" 35 Bright
  41. Stop
  42. Idle:
  43. QCG6 Y -1
  44. Wait
  45.  
  46. //-----------------------
  47. // Ready Seq
  48. //-----------------------
  49. Ready:
  50. TNT1 A 0 A_PlaySound("QC/Weapons/LightningGun/Idle",5 , 1, 1)
  51. QCG6 AABB 1 A_WeaponReady
  52. TNT1 A 0 A_TakeInventory("overheatinventory",2)
  53. QCG6 CCBB 1 A_WeaponReady
  54. TNT1 A 0 A_TakeInventory("overheatinventory",2)
  55. Goto Ready+1
  56.  
  57. //-----------------------
  58. // Select/Deselect Seq
  59. //-----------------------
  60. Select:
  61. QCG6 A 0 A_PlaySound("QC/Weapons/Switch",6,1,0,3) //Not in Weapon.UpSound because it interrupts CHAN_WEAPON sounds
  62. QCG6 A 0 A_StopSound(CHAN_WEAPON) // Looper
  63. "####" "#" 0 A_StopSound(5) //stops any other weapon looping sound
  64. "####" "#" 0 A_ZoomFactor(1.0)
  65. SelectLooper:
  66. QCG6 A 1 A_Raise
  67. TNT1 AAAA 0 A_Raise
  68. Loop
  69.  
  70. Deselect:
  71. TNT1 A 0 A_StopSound(CHAN_WEAPON)
  72. TNT1 A 0 A_StopSound(5)
  73. TNT1 A 0 A_StopSound(6)
  74. TNT1 A 0 A_StopSound(7)
  75. "####" "#" 0 A_ZoomFactor(1.0)
  76. DeselectLooper:
  77. QCG6 A 1 A_Lower
  78. TNT1 AAAA 0 A_Lower
  79. Loop
  80.  
  81.  
  82. //-----------------------
  83. // Fire Seq
  84. //-----------------------
  85. Fire:
  86. QCG6 A 0 A_PlaySound("QC/Weapons/LightningGun/FireStartLoop", 5, 1.0, 1)
  87. Goto DMHold
  88.  
  89. //*******************************
  90. // Deathmatch: rebalance + 3rd person beam
  91. DMHold:
  92. TNT1 A 0 A_JumpIfInventory("overheatinventory",100,"cantfire")
  93. QCG6 A 0 A_GiveInventory("overheatinventory",1)
  94. "####" A 0 A_GunFlash
  95. "####" 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)
  96. "####" D 1 Bright A_FireBullets(0,0,1,8,"LGPuff",FBF_NORANDOM|FBF_NORANDOMPUFFZ,768)
  97. "####" E 1 Bright
  98. "####" A 0 A_ReFire("DMHold2")
  99. Goto FireEnd
  100. DMHold2:
  101. TNT1 A 0 A_JumpIfInventory("overheatinventory",100,"cantfire")
  102. QCG6 A 0 A_GiveInventory("overheatinventory",1)
  103. "####" A 0 A_GunFlash
  104. "####" 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)
  105. "####" D 1 Bright A_FireBullets(0,0,1,8,"LGPuff",FBF_NORANDOM|FBF_NORANDOMPUFFZ,768)
  106. "####" G 1 Bright
  107. "####" A 0 A_ReFire("DMHold")
  108. Goto FireEnd
  109.  
  110.  
  111. FireEnd:
  112. TNT1 A 0 A_PlaySound("QC/Weapons/LightningGun/FireEnd", CHAN_WEAPON, 1.0, 0)
  113. Goto Ready
  114. Flash:
  115. ZZZZ C 1 A_Light2
  116. ZZZZ C 0 A_Light0
  117. Stop
  118.  
  119. cantfire:
  120. TNT1 A 0 A_PlaySound("QC/Weapons/LightningGun/Idle",5 , 1, 1)
  121. QCG6 CCCCCCC 5 A_TakeInventory("overheatinventory",1)
  122. goto ready
  123.  
  124. }
  125. }
  126.  
  127.  
  128. Actor LGPuff
  129. {
  130. +CLIENTSIDEONLY +NONETID
  131. Radius 10
  132. +NOINTERACTION +NOTONAUTOMAP
  133. +ALWAYSPUFF
  134. +PUFFGETSOWNER
  135. +PUFFONACTORS
  136. -MTHRUSPECIES
  137. Scale 0.35
  138. Renderstyle Add
  139. Obituary "%o was electrified by %k." // variation line
  140. +FORCEXYBILLBOARD
  141. +MTHRUSPECIES
  142. Decal "LGDecal"
  143. States
  144. {
  145. Spawn:
  146. XDeath:
  147. TNT1 A 0
  148. TNT1 A 0 A_GiveToTarget("HitBeepLow",1)
  149. Goto Choose
  150. Crash:
  151. TNT1 A 0
  152. Choose:
  153. TNT1 A 2
  154. Stop
  155. }
  156. }
  157.  
  158. Actor LGworldactor
  159. {
  160. +CLIENTSIDEONLY +NONETID
  161. +NOINTERACTION +NOTONAUTOMAP
  162. +FORCEXYBILLBOARD
  163. RenderStyle Add
  164. Alpha 0.8
  165. Scale 0.4
  166. Translation "0:255=%[0,0,0]:[0.8,1.2,1.6]"
  167. States
  168. {
  169. Spawn:
  170. LGWR Z 3 Bright
  171. Stop
  172. }
  173. }
  174.  
  175. Actor Token : Inventory { +INVENTORY.UNDROPPABLE }
  176.  
  177. Actor PlayHitBeep : Token {}
  178.  
  179. ACTOR HitBeepLow : CustomInventory
  180. {
  181. +INVENTORY.ALWAYSPICKUP
  182. RenderStyle None
  183. States
  184. {
  185. Spawn:
  186. MEGA A 6
  187. Loop
  188. Pickup:
  189. TNT1 A 0 A_JumpIfInventory("PlayHitBeep",1,"Play")
  190. Play:
  191. TNT1 A 0 A_PlaySound("QC/UI/HitBeepLow",CHAN_7|CHAN_UI,0.7,0,140)
  192. Stop
  193. }
  194. }
  195.  
  196. actor overheatinventory : ammo
  197. {
  198. inventory.maxamount 100
  199. }
  200.  
  201. actor nothing
  202. {
  203. states
  204. {
  205. spawn:
  206. tnt1 a 1
  207. death:
  208. tnt1 a 0
  209. stop
  210. }
  211. }
  212.  
  213. actor nothing_stimpack : nothing replaces stimpack {}
  214. actor nothing_healthbonus : nothing replaces healthbonus {}
  215. actor nothing_medikit : nothing replaces medikit {}
  216. actor nothing_soulsphere : nothing replaces soulsphere {}
  217. actor nothing_megasphere : nothing replaces megasphere {}
  218. actor nothing_greenarmor : nothing replaces greenarmor {}
  219. actor nothing_bluearmor : nothing replaces bluearmor {}
  220. actor nothing_armorbonus : nothing replaces armorbonus {}
  221. actor nothing_cell : nothing replaces cell {}
  222. actor nothing_clip : nothing replaces clip {}
  223. actor nothing_cellpack : nothing replaces cellpack {}
  224. actor nothing_clipbox : nothing replaces clipbox {}
  225. actor nothing_shell : nothing replaces shell {}
  226. actor nothing_shellbox : nothing replaces shellbox {}
  227. actor nothing_rocketammo : nothing replaces rocketammo {}
  228. actor nothing_rocketbox : nothing replaces rocketbox {}
  229. actor nothing_chainsaw : nothing replaces chainsaw {}
  230. actor nothing_shotgun : nothing replaces shotgun {}
  231. actor nothing_supershotgun : nothing replaces supershotgun {}
  232. actor nothing_chaingun : nothing replaces chaingun {}
  233. actor nothing_rocketlauncher : nothing replaces rocketlauncher {}
  234. actor nothing_plasmarifle : nothing replaces plasmarifle {}
  235. actor nothing_bfg9000 : nothing replaces bfg9000 {}
  236. actor nothing_pistol : nothing replaces pistol {}
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