RE: Poste dein STRG-V
ACTOR RailgunAmmo : Ammo
{
Inventory.Amount 0
Inventory.MaxAmount 50
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 50
Inventory.Icon RIF
}
ACTOR Rail_Gun : Weapon Replaces Railgun
{
damagetype "Cut"
Weapon.AmmoUse1 0
Weapon.AmmoUse2 0
Weapon.AmmoGive1 50
Weapon.AmmoGive2 0
Weapon.AmmoType1 "Cell"
Weapon.AmmoType2 "RailgunAmmo"
Obituary "%o was pierced by %k's Railgun."
Inventory.PickupSound "misc/w_pkup"
Inventory.Pickupmessage "Hey, damit kann man campen!"
+WEAPON.NOAUTOAIM
+WEAPON.NOAUTOFIRE
+WEAPON.NOALERT
States
{
Ready:
RAIS ABC 1
TNT1 AAA 0
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("RailgunAmmo",1,2)
Goto Reload
TNT1 AAAA 0
RAIL A 1 A_WeaponReady
Goto Ready+4
Ready2:
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
SNIP A 1 A_WeaponReady(1)
Loop
DontNeedToReload:
TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Ready2")
Goto Ready+6
Deselect:
RAIS CBA 1
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 1 A_Lower
Wait
Select:
TNT1 A 0 A_Takeinventory("FistsSelected",1)
TNT1 A 0 A_Takeinventory("SawSelected",1)
TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
TNT1 A 0 A_Takeinventory("SSGSelected",1)
TNT1 A 0 A_Takeinventory("MinigunSelected",1)
TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
//TNT1 A 0 A_Giveinventory("RocketLauncherSelected",1)
TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
TNT1 A 0 A_Takeinventory("BFGSelected",1)
TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
TNT1 A 0 A_Giveinventory("RailGunSelected",1)
TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
TNT1 A 0 A_Takeinventory("HasBarrel",1)
TNT1 A 0 A_Raise
Wait
Fire:
TNT1 A 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_JumpIfInventory("RailgunAmmo",1,2)
Goto Reload
TNT1 AA 0
TNT1 A 0 A_Takeinventory("RailgunAmmo",10)
RAIF A 1 BRIGHT A_AlertMonsters
TNT1 A 0 A_FireCustomMissile("RailgunPuff", 0, 0, 0, 0)
RAIF A 1 BRIGHT A_RailAttack(200, 0, 1, "00 FF FF", "00 FF FF")
TNT1 A 0 ACS_Execute(281, 0, 0, 0, 0)
RAIF BC 1 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
RAIR ABCD 1
RAIR DDDDD 3 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
RAIR CBA 1
RAIL A 5
RAIL A 1 A_Refire
Goto Ready+4
AltFire:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("Zoomed",1,5)
TNT1 A 0 A_Giveinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(5.0)
RAIL BC 2
Goto Ready2
TNT1 AAAAAA 0
RAIL CB 2
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
Goto Ready+4
Reload:
TNT1 A 0 A_Takeinventory("Reloading",1)
TNT1 A 0 A_JumpIfInventory("RailgunAmmo",50,"DontNeedToReload")
TNT1 A 0 A_Takeinventory("Zoomed",1)
RAIL A 3 A_ZoomFactor(1.0)
TNT1 A 0 A_JumpIfInventory("Cell",1,3)
Goto Ready+6
TNT1 AAAA 0
TNT1 A 0 A_PlaySound("PLREADY")
TNT1 A 0 A_FireCustomMissile("PlasmaCaseSpawn",-30,0,-4,-4)
RAIR ABCD 2
RAIR D 30
RAIR E 3
RAIR D 20
RAIR DCBA 2
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("RailgunAmmo",50,20)
TNT1 A 0 A_JumpIfInventory("Cell",1,3)
Goto Ready+6
TNT1 AAAAAA 0
TNT1 A 0 A_Giveinventory("RailgunAmmo",1)
TNT1 A 0 A_Takeinventory("Cell",1)
Goto Reload+26
TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0
Goto Ready+6
Spawn:
SRCG A -1
Stop
DoKick:
TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
KICK BCD 1
RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, -1, 0)
KICK H 4
KICK A 0 A_Takeinventory("Kicking",1)
KICK IGFEDCBA 1
Goto Ready+7
BerserkerKick:
KICK ABCDEFG 1
RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, -1, 0)
KICK H 3
KICK A 0 A_Takeinventory("Kicking",1)
KICK IGFEDCBA 1
Goto Ready+7
Taunt:
TNT1 A 5
FUCK A 2
FUCK B 2 A_PlaySound("FUCK", 1)
FUCK C 2 A_AlertMonsters
FUCK D 15 A_Takeinventory("Taunting",1)
FUCK CBA 5
TNT1 A 5
Goto Ready
Salute:
TNT1 A 0 SetPlayerProperty(0,1,0)
TNT1 A 0 A_ALertMonsters
SALU ABCDEDCDEDCDEDCBA 4
TNT1 A 0 A_TakeInventory("Salute1",1)
TNT1 A 0 A_TakeInventory("Salute2",1)
TNT1 A 0 SetPlayerProperty(0,0,0)
Goto Ready
}
}
ACTOR RailGunPuff: FastProjectile
{
+NOEXTREMEDEATH
Speed 200
Damage 1
Radius 1
Height 1
states
{
Spawn:
TNT1 A 1
Loop
Death:
TNT1 A 0
TNT1 AAAA 0 A_SpawnItemEx("BluePlasmaParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
//EXPL AAAA 0 A_CustomMissile ("SmallSmoke", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 ABCDE 2 BRIGHT A_SpawnItem("BlueFlare" ,0)
Stop
}
}
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