(29.08.2013)Flugabwehrkanone schrieb: Jap, sieht so aus wie die Programmierugsdaten einer FlaK in einem Videospiel xD
Pyro-Kometenkanone, um genau zu sein.
Das hier ist das ganze Skript:
Actor KOMETKANONE : Weapon
{
Weapon.Kickback 100
Weapon.AmmoUse 1
Weapon.AmmoGive 80
Weapon.AmmoType "Gas"
Weapon.AmmoUse2 2
Weapon.AmmoType2 "Gas"
Inventory.PickupMessage "Pyro Cannon!"
Weapon.UpSound "Weapons/PyroReady"
Scale .5 //So pickup sprite isn't too large.
States
{
Spawn:
PYCN C -1
Stop
Ready:
PYCN A 1 A_WeaponReady
Loop
Deselect:
TNT1 A 0 A_StopSoundEx("Weapon") //Incase player dies during fire looping sound.
PYCN A 1 A_Lower
Loop
Select:
PYCN A 1 A_Raise
Loop
Fire:
TNT1 A 0 A_PlaySoundEx("Weapons/PyroFire1","Weapon",1) //Loop sound
PYCN B 1 A_FireCustomMissile("PyroProjA")
PYCN B 1 A_FireCustomMissile("PyroProjB",0,0)
PYCN B 1 A_FireCustomMissile("PyroProjB",0,0)
PYCN A 1 A_FireCustomMissile("PyroProjB",0,0)
TNT1 A 0 A_GunFlash
PYCN A 17 A_ReFire
TNT1 A 0 A_StopSoundEx("Weapon") //Prevents firing sound from looping.
Goto Ready
AltFire:
TNT1 A 0 A_PlaySoundEx("weapons/PyroFire2","Weapon")
TNT1 A 0 A_GunFlash
TNT1 A 0 A_FireCustomMissile("PyroProj2",-10)
TNT1 A 0 A_FireCustomMissile("PyroProj2",-5)
TNT1 A 0 A_FireCustomMissile("PyroProj2")
TNT1 A 0 A_FireCustomMissile("PyroProj2",5)
PYCN B 35 A_FireCustomMissile("PyroProj2",10)
TNT1 A 0 A_ReFire
Goto Ready
Flash:
TNT1 A 2 A_Light(1)
Stop
AltFlash:
TNT1 A 17 A_Light(2)
Stop
}
}
// --------------------------------------------------------------------------
//
// Pyro Proj, sprites from Xaser's closer_x.wad
//
// --------------------------------------------------------------------------
Actor PyroProjA
{
Radius 3
Height 4
Scale .5
Speed 25
Damage (5)
Projectile
RenderStyle Add
Alpha .5
Decal "PyroDecal"
DamageType Fire
States
{
Spawn:
PYFL ABCDEFGHI 2 Bright
Death:
PYFL FGHI 2 Bright
Stop
}
}
Actor PyroProjB : PyroProjA
{
+Painless
+BloodlessImpact
}
// --------------------------------------------------------------------------
//
// Pyro Proj 2, sprites and slightly modified code from Afrit.wad
//
// --------------------------------------------------------------------------
Actor PyroProj2
{
Radius 6
Height 8
Speed 40
Damage (40)
Scale .55
Decal "PyroDecal2"
Projectile
DamageType Fire
DeathSound "Weapons/PyroImpact"
States
{
Spawn:
PYBU AAAABBBBCCCC 1 Bright A_SpawnItemEx("PyroTrail",0,0,0,0,0,0,0,128)
Loop
Death:
PYBU D 3 Bright A_SpawnItemEx("PyroSFX2",0,0,0,0,0,0,0,128)
PYBU E 3 Bright
TNT1 A 0 A_SpawnItemEx ("RocketExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx("PyroSFX",0,0,0,0,0,0,0,128)
TNT1 A 0 A_CustomMissile ("ExplosionQuake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("MediumExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
Stop
}
}
Actor PyroTrail
{
Projectile
RenderStyle Add
+NoClip
Alpha .4
States
{
Spawn:
PYBU JKLMNOPQR 1 Bright
Stop
}
}
Actor PyroSFX2 : PyroTrail
{
Scale 2
Alpha .6
States
{
Spawn:
PYBU JKLMNOPQR 3 Bright
Stop
}
}
Actor PyroSFX
{
Projectile
RenderStyle Add
+NoClip
Alpha .7
States
{
Spawn:
PYBU FGHI 3 Bright
Stop
}
}