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ACTOR DaffyDuck
{
Health 20
Radius 20
Height 56
Mass 100
Speed 8
PainChance 200
PainChance "Fireball", 255
PainChance "Fireworks", 255
PainChance "Disintegrate", 200
PainChance "VacuumSuction", 255
DamageFactor "VacuumSuction", 1
DamageFactor "VacuumCannon", 99
DamageFactor "DaffyDuck", 0.0
DamageFactor "Fireworks", 1
DropItem "Pistol", 255
Obituary "?"
Monster
+DONTHARMCLASS
+DONTHARMSPECIES
+FLOORCLIP
SeeSound "daffy/sight"
ActiveSound "daffy/active"
AttackSound "daffy/attack"
PainSound "daffy/pain"
DeathSound "daffy/death"
States
{
Spawn:
DFFY AB 10 A_Look
Loop
See:
DFFY AABBCCDD 4 A_Chase
Loop
Missile:
DFFY E 0 A_Jump (128, "LeftMissile")
DFFY E 10 A_FaceTarget
DFFY E 0 BRIGHT A_PlaySound ("daffy/attack")
DFFY F 8 BRIGHT A_CustomBulletAttack (22.5, 0, 1, random(1, 5) *3, "DaffyDuckBullet", 0, CBAF_NORANDOM)
DFFY E 8
GoTo See
LeftMissile:
DFFY G 10 A_FaceTarget
DFFY G 0 BRIGHT A_PlaySound ("daffy/attack")
DFFY H 8 BRIGHT A_CustomBulletAttack (22.5, 0, 1, random(1, 5) *3, "DaffyDuckBullet", 0, CBAF_NORANDOM)
DFFY G 8
GoTo See
Pain:
DFFY I 3
DFFY I 3 A_PlaySound ("daffy/pain1")
GoTo See
Pain.Fireball:
DFFY I 3
DFFY I 3 A_PlaySound ("daffy/pain2")
GoTo See
Pain.Fireworks:
DFFY I 3
DFFY I 3
Loop
Pain.VacuumSuction:
DFFY I 0 HealThing (1)
DFFY I 3 A_FaceTarget
DFFY I 0 A_Recoil (-10)
DFFY I 3
GoTo See
Death:
DFFY J 5 A_Scream
DFFY K 5 A_NoBlocking
DFFY L 5
DFFY M 5
DFFY N 5
DFFY O -1
Stop
Death.Fireball:
NULL A 1 A_GiveToTarget ("Points", 20)
DFFY J 0 A_HideThing
DFFY J 0 A_Fall
DFFY J 0 A_SpawnItem ("DaffyBurnDeath", 1, 0, 0)
NULL A -1
Stop
Death.Disintegrate:
ASH0 A 5
ASH0 B 5 A_Scream
ASH0 C 5 A_NoBlocking
ASH0 D 5
ASH0 E 5
ASH0 F 5
ASH0 G 5
ASH0 H 5
ASH0 I -1
Stop
Death.VacuumCannon:
TNT1 A 0 A_GiveToTarget ("VacCanAmmo", 1)
TNT1 A 0 A_GiveToTarget ("VacDaffy", 1)
DFFY I 3
DFFY I 3 A_Pain
Stop
Crush:
FLT0 A -1 A_ChangeFlag ("FLATSPRITE", TRUE)
Stop
Raise:
DFFY ONM 5
DFFY LKJA 5
DFFY A 0 A_PlaySound ("daffy/raised")
DFFY A 0 A_LookEx (LOF_NOSEESOUND)
GoTo See
}
}
ACTOR Fireworks : Weapon
{
Scale 0.75
Obituary "?"
AttackSound ""
Inventory.InterHubAmount 0
Inventory.PickupMessage "Fireworks!"
Inventory.PickupSound "misc/w_pkup"
Weapon.SelectionOrder 100
Weapon.AmmoType "FireworksAmmo"
Weapon.AmmoGive 100
Weapon.AmmoUse 1
+WEAPON.CHEATNOTWEAPON
States
{
Spawn:
BFWK A -1
Loop
Select:
TNT1 A 1 A_Raise
Loop
Ready:
TNT1 A 1 A_WeaponReady
Loop
Fire:
TNT1 A 0 A_TakeInventory ("FireworksAmmo", 1)
TNT1 A 1 A_SpawnItemEx ("FireworksLighting")
Hold:
TNT1 A 1
TNT1 A 1 A_ReFire
GoTo Ready
Deselect:
TNT1 A 1 A_Lower
Loop
}
}
ACTOR FireworksLighting
{
Radius 8
Height 8
Damage (1)
DamageType "Fireworks"
Activation THINGSPEC_Activate
Projectile
+BUMPSPECIAL
+DONTSQUASH
+FORCEPAIN
+NOBLOCKMAP
+NOEXPLODEFLOOR
+NOGRAVITY
+NOLIFTDROP
+NOTELEOTHER
+RANDOMIZE
States
{
Spawn:
TNT1 A 0
FWRK AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 BRIGHT
Wait
Active:
FFX1 D 1
TNT1 A 0 A_GiveInventory ("Cwr1", 1)
TNT1 A 0 A_JumpIfInventory ("Cwr1", random(10, 350), 1)
Loop
TNT1 A 0 A_SpawnItemEx ("FFX2")
TNT1 A 0 A_SpawnItemEx ("FlashFX")
TNT1 A 0 A_SpawnItemEx ("FireworksBall1", 0, 0, 0, 0, 0, random(8, 10))
Stop
}
}
ACTOR FireworksBall1 : FireworksLighting
{
Scale 0.080
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump (128, "SpawnCB1")
TNT1 A 0 A_Jump (128, "SpawnCB2")
GoTo Spawn2
SpawnCB1:
TNT1 A 0 A_GiveInventory ("Cwr3", 0)
TNT1 A 0 A_Jump (128, "SpawnCB2")
GoTo Spawn2
SpawnCB1S:
TNT1 A 0 A_SpawnItemEx ("FFX3", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0))
TNT1 A 0 A_JumpIfInventory ("Cwr1", random(130, 200), "SpawnCB1E")
GoTo Spawn2S
SpawnCB1E:
TNT1 A 0 A_TakeInventory ("Cwr3", 0)
GoTo Spawn2
SpawnCB2:
TNT1 A 0 A_GiveInventory ("Cwr2", random(1, 5))
GoTo Spawn2
Spawn2:
TNT1 A 0 A_JumpIfInventory ("Cwr3", 1, "SpawnCB1S")
Spawn2S:
TNT1 A 0 A_JumpIfInventory ("Cwr2", 5, "Spawn2C5")
TNT1 A 0 A_JumpIfInventory ("Cwr2", 4, "Spawn2C4")
TNT1 A 0 A_JumpIfInventory ("Cwr2", 3, "Spawn2C3")
TNT1 A 0 A_JumpIfInventory ("Cwr2", 2, "Spawn2C2")
TNT1 A 0 A_JumpIfInventory ("Cwr2", 1, "Spawn2C1")
GoTo Spawn2C6
Spawn2C1:
PENT A 1 BRIGHT
GoTo Spawn3
Spawn2C2:
PENT B 1 BRIGHT
GoTo Spawn3
Spawn2C3:
PENT C 1 BRIGHT
GoTo Spawn3
Spawn2C4:
PENT D 1 BRIGHT
GoTo Spawn3
Spawn2C5:
PENT E 1 BRIGHT
GoTo Spawn3
Spawn2C6:
FFX1 D 1
GoTo Spawn3
Spawn3:
TNT1 A 0 A_GiveInventory ("Cwr1", 1)
TNT1 A 0 A_JumpIfInventory ("Cwr1", random(200, 400), "Spawn5")
TNT1 A 0 A_GiveInventory ("Cwr4", 1)
TNT1 A 0 A_JumpIfInventory ("Cwr4", 0, "Spawn4")
GoTo Spawn2
Spawn4:
TNT1 A 0 ThrustThingZ (0, -1, 0, 1)
TNT1 A 0 A_TakeInventory ("Cwr4", 0)
GoTo Spawn2
Spawn5:
TNT1 A 0 A_SpawnItemEx ("FFX1")
TNT1 A 0 A_SpawnItemEx ("FlashFX")
GoTo Spawn6
Spawn6:
TNT1 A 0 A_JumpIfInventory ("Cwr2", 7, "S6")
TNT1 A 0 A_JumpIfInventory ("Cwr2", 6, "C6")
TNT1 A 0 A_JumpIfInventory ("Cwr2", 5, "C5")
TNT1 A 0 A_JumpIfInventory ("Cwr2", 4, "C4")
TNT1 A 0 A_JumpIfInventory ("Cwr2", 3, "C3")
TNT1 A 0 A_JumpIfInventory ("Cwr2", 2, "C2")
TNT1 A 0 A_JumpIfInventory ("Cwr2", 1, "C1")
TNT1 A 0 A_GiveInventory ("Cwr2", random(1, 7))
Loop
S1:
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx ("FireworksExpS1", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))
Stop
S2:
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx ("FireworksExpS2", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))
Stop
S3:
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx ("FireworksExpS3", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))
Stop
S4:
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx ("FireworksExpS4", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))
Stop
S5:
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx ("FireworksExpS5", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))
Stop
S6:
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx ("FireworksExpS6", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))
Stop
C1:
TNT1 A 0 A_Jump (128, "S1")
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx ("FireworksExp1", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))
Stop
C2:
TNT1 A 0 A_Jump (128, "S2")
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx ("FireworksExp2", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))
Stop
C3:
TNT1 A 0 A_Jump (128, "S3")
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx ("FireworksExp3", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))
Stop
C4:
TNT1 A 0 A_Jump (128, "S4")
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx ("FireworksExp4", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))
Stop
C5:
TNT1 A 0 A_Jump (128, "S5")
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx ("FireworksExp5", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))
Stop
C6:
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx ("FireworksExp6", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))
Stop
}
}
ACTOR FireworksExpS1
{
Radius 2
Height 2
Speed 0
Scale 1.10
Projectile
States
{
Spawn:
TNT1 A 0 BRIGHT
FWX1 A 1 BRIGHT
GoTo Spawn2
Spawn2:
TNT1 A 0 BRIGHT A_GiveInventory ("Cwr1", 1)
TNT1 A 0 BRIGHT A_GiveInventory ("Cwr2", 1)
TNT1 A 0 BRIGHT A_JumpIfInventory ("Cwr2", random(120, 450), "Spawn4")
TNT1 A 0 BRIGHT A_JumpIfInventory ("Cwr1", random(30, 50), "Spawn3")
GoTo Spawn
Spawn3:
TNT1 A 0 BRIGHT ThrustThingZ (0, -2, 0, 1)
TNT1 A 0 BRIGHT A_TakeInventory ("Cwr1", 0)
GoTo Spawn
Spawn4:
TNT1 A 0 A_SpawnItemEx ("FFX1S")
TNT1 A 0 A_SpawnItemEx ("FlashFX")
TNT1 AAAAAAAAAAA 0 A_SpawnItemEx ("FireworksExp1", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))
Stop
Death:
TNT1 A 10
Stop
}
}
ACTOR FireworksExpS2
{
Radius 2
Height 2
Speed 0
Scale 1.10
Projectile
States
{
Spawn:
TNT1 A 0 BRIGHT
FWX2 A 1 BRIGHT
GoTo Spawn2
Spawn2:
TNT1 A 0 BRIGHT A_GiveInventory ("Cwr1", 1)
TNT1 A 0 BRIGHT A_GiveInventory ("Cwr2", 1)
TNT1 A 0 BRIGHT A_JumpIfInventory ("Cwr2", random(120, 450), "Spawn4")
TNT1 A 0 BRIGHT A_JumpIfInventory ("Cwr1", random(30, 50), "Spawn3")
GoTo Spawn
Spawn3:
TNT1 A 0 BRIGHT ThrustThingZ (0, -2, 0, 1)
TNT1 A 0 BRIGHT A_TakeInventory ("Cwr1", 0)
GoTo Spawn
Spawn4:
TNT1 A 0 A_SpawnItemEx ("FFX1S")
TNT1 A 0 A_SpawnItemEx ("FlashFX")
TNT1 AAAAAAAAAAA 0 A_SpawnItemEx ("FireworksExp2", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))
Stop
Death:
TNT1 A 10
Stop
}
}
ACTOR FireworksExpS3
{
Radius 2
Height 2
Speed 0
Scale 1.10
Projectile
States
{
Spawn:
TNT1 A 0 BRIGHT
FWX3 A 1 BRIGHT
GoTo Spawn2
Spawn2:
TNT1 A 0 BRIGHT A_GiveInventory ("Cwr1", 1)
TNT1 A 0 BRIGHT A_GiveInventory ("Cwr2", 1)
TNT1 A 0 BRIGHT A_JumpIfInventory ("Cwr2", random(120, 450), "Spawn4")
TNT1 A 0 BRIGHT A_JumpIfInventory ("Cwr1", random(30, 50), "Spawn3")
GoTo Spawn
Spawn3:
TNT1 A 0 BRIGHT ThrustThingZ (0, -2, 0, 1)
TNT1 A 0 BRIGHT A_TakeInventory ("Cwr1", 0)
GoTo Spawn
Spawn4:
TNT1 A 0 A_SpawnItemEx ("FFX1S")
TNT1 A 0 A_SpawnItemEx ("FlashFX")
TNT1 AAAAAAAAAAA 0 A_SpawnItemEx ("FireworksExp3", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))
Stop
Death:
TNT1 A 10
Stop
}
}
ACTOR FireworksExpS4
{
Radius 2
Height 2
Speed 0
Scale 1.10
Projectile
States
{
Spawn:
TNT1 A 0 BRIGHT
FWX4 A 1 BRIGHT
GoTo Spawn2
Spawn2:
TNT1 A 0 BRIGHT A_GiveInventory ("Cwr1", 1)
TNT1 A 0 BRIGHT A_GiveInventory ("Cwr2", 1)
TNT1 A 0 BRIGHT A_JumpIfInventory ("Cwr2", random(120, 450), "Spawn4")
TNT1 A 0 BRIGHT A_JumpIfInventory ("Cwr1", random(30, 50), "Spawn3")
GoTo Spawn
Spawn3:
TNT1 A 0 BRIGHT ThrustThingZ (0, -2, 0, 1)
TNT1 A 0 BRIGHT A_TakeInventory ("Cwr1", 0)
GoTo Spawn
Spawn4:
TNT1 A 0 A_SpawnItemEx ("FFX1S")
TNT1 A 0 A_SpawnItemEx ("FlashFX")
TNT1 AAAAAAAAAAA 0 A_SpawnItemEx ("FireworksExp4", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))
Stop
Death:
TNT1 A 10
Stop
}
}
ACTOR FireworksExpS5
{
Radius 2
Height 2
Speed 0
Scale 1.10
Projectile
States
{
Spawn:
TNT1 A 0 BRIGHT
FWX5 A 1 BRIGHT
GoTo Spawn2
Spawn2:
TNT1 A 0 BRIGHT A_GiveInventory ("Cwr1", 1)
TNT1 A 0 BRIGHT A_GiveInventory ("Cwr2", 1)
TNT1 A 0 BRIGHT A_JumpIfInventory ("Cwr2", random(120, 450), "Spawn4")
TNT1 A 0 BRIGHT A_JumpIfInventory ("Cwr1", random(30, 50), "Spawn3")
GoTo Spawn
Spawn3:
TNT1 A 0 BRIGHT ThrustThingZ (0, -2, 0, 1)
TNT1 A 0 BRIGHT A_TakeInventory ("Cwr1", 0)
GoTo Spawn
Spawn4:
TNT1 A 0 A_SpawnItemEx ("FFX1S")
TNT1 A 0 A_SpawnItemEx ("FlashFX")
TNT1 AAAAAAAAAAA 0 A_SpawnItemEx ("FireworksExp5", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))
Stop
Death:
TNT1 A 10
Stop
}
}
ACTOR FireworksExpS6
{
Radius 2
Height 2
Speed 0
Scale 1.10
Projectile
States
{
Spawn:
TNT1 A 0 BRIGHT
TNT1 A 1
GoTo Spawn2
Spawn2:
TNT1 A 0 BRIGHT A_GiveInventory ("Cwr1", 1)
TNT1 A 0 BRIGHT A_GiveInventory ("Cwr2", 1)
TNT1 A 0 BRIGHT A_JumpIfInventory ("Cwr2", random(120, 450), "Spawn4")
TNT1 A 0 BRIGHT A_JumpIfInventory ("Cwr1", random(30, 50), "Spawn3")
GoTo Spawn
Spawn3:
TNT1 A 0 BRIGHT ThrustThingZ (0, -2, 0, 1)
TNT1 A 0 BRIGHT A_TakeInventory ("Cwr1", 0)
GoTo Spawn
Spawn4:
TNT1 A 0 A_SpawnItemEx ("FFX1S")
TNT1 A 0 A_SpawnItemEx ("FlashFX")
TNT1 A 0 A_TakeInventory ("Cwr2", 0)
TNT1 A 0 A_GiveInventory ("Cwr2", random(1, 5))
TNT1 A 0 A_JumpIfInventory ("Cwr2", 5, "C5")
TNT1 A 0 A_JumpIfInventory ("Cwr2", 4, "C4")
TNT1 A 0 A_JumpIfInventory ("Cwr2", 3, "C3")
TNT1 A 0 A_JumpIfInventory ("Cwr2", 2, "C2")
TNT1 A 0 A_JumpIfInventory ("Cwr2", 1, "C1")
C1:
TNT1 AAAAAAAAAAA 0 A_SpawnItemEx ("FireworksExp1", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))
Stop
C2:
TNT1 AAAAAAAAAAA 0 A_SpawnItemEx ("FireworksExp2", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))
Stop
C3:
TNT1 AAAAAAAAAAA 0 A_SpawnItemEx ("FireworksExp3", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))
Stop
C4:
TNT1 AAAAAAAAAAA 0 A_SpawnItemEx ("FireworksExp4", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))
Stop
C5:
TNT1 AAAAAAAAAAA 0 A_SpawnItemEx ("FireworksExp5", 0, 0, 0, random(-2.0, 2.0), random(-2.0, 2.0), random(-2.0, 2.0))
Stop
Death:
TNT1 A 10
Stop
}
}
ACTOR FireworksExp1
{
Radius 2
Height 2
Speed 0
Scale 0.70
Projectile
States
{
Spawn:
TNT1 A 0 BRIGHT
FWX1 A 1 BRIGHT
GoTo Spawn2
Spawn2:
TNT1 A 0 BRIGHT A_GiveInventory ("Cwr1", 1)
TNT1 A 0 BRIGHT A_JumpIfInventory ("Cwr1", random(30, 50), "Spawn3")
GoTo Spawn
Spawn3:
TNT1 A 0 BRIGHT ThrustThingZ (0, -2, 0, 1)
TNT1 A 0 BRIGHT A_TakeInventory ("Cwr1", 0)
GoTo Spawn
Death:
TNT1 A 10
Stop
}
}
ACTOR FireworksExp2
{
Radius 2
Height 2
Speed 0
Scale 0.70
Projectile
States
{
Spawn:
TNT1 A 0 BRIGHT
FWX2 A 1 BRIGHT
GoTo Spawn2
Spawn2:
TNT1 A 0 BRIGHT A_GiveInventory ("Cwr1", 1)
TNT1 A 0 BRIGHT A_JumpIfInventory ("Cwr1", random(30, 50), "Spawn3")
GoTo Spawn
Spawn3:
TNT1 A 0 BRIGHT ThrustThingZ (0, -2, 0, 1)
TNT1 A 0 BRIGHT A_TakeInventory ("Cwr1", 0)
GoTo Spawn
Death:
TNT1 A 10
Stop
}
}
ACTOR FireworksExp3
{
Radius 2
Height 2
Speed 0
Scale 0.70
Projectile
States
{
Spawn:
TNT1 A 0 BRIGHT
FWX3 A 1 BRIGHT
GoTo Spawn2
Spawn2:
TNT1 A 0 BRIGHT A_GiveInventory ("Cwr1", 1)
TNT1 A 0 BRIGHT A_JumpIfInventory ("Cwr1", random(30, 50), "Spawn3")
GoTo Spawn
Spawn3:
TNT1 A 0 BRIGHT ThrustThingZ (0, -2, 0, 1)
TNT1 A 0 BRIGHT A_TakeInventory ("Cwr1", 0)
GoTo Spawn
Death:
TNT1 A 10
Stop
}
}
ACTOR FireworksExp4
{
Radius 2
Height 2
Speed 0
Scale 0.70
Projectile
States
{
Spawn:
TNT1 A 0 BRIGHT
FWX4 A 1 BRIGHT
GoTo Spawn2
Spawn2:
TNT1 A 0 BRIGHT A_GiveInventory ("Cwr1", 1)
TNT1 A 0 BRIGHT A_JumpIfInventory ("Cwr1", random(30, 50), "Spawn3")
GoTo Spawn
Spawn3:
TNT1 A 0 BRIGHT ThrustThingZ (0, -2, 0, 1)
TNT1 A 0 BRIGHT A_TakeInventory ("Cwr1", 0)
GoTo Spawn
Death:
TNT1 A 10
Stop
}
}
ACTOR FireworksExp5
{
Radius 2
Height 2
Speed 0
Scale 0.70
Projectile
States
{
Spawn:
TNT1 A 0 BRIGHT
FWX5 A 1 BRIGHT
GoTo Spawn2
Spawn2:
TNT1 A 0 BRIGHT A_GiveInventory ("Cwr1", 1)
TNT1 A 0 BRIGHT A_JumpIfInventory ("Cwr1", random(30, 50), "Spawn3")
GoTo Spawn
Spawn3:
TNT1 A 0 BRIGHT ThrustThingZ (0, -2, 0, 1)
TNT1 A 0 BRIGHT A_TakeInventory ("Cwr1", 0)
GoTo Spawn
Death:
TNT1 A 10
Stop
}
}
ACTOR FireworksExp6
{
Radius 2
Height 2
Speed 0
Scale 0.70
Projectile
States
{
Spawn:
TNT1 A 0 BRIGHT
TNT1 A 0 A_GiveInventory ("Cwr2", random(1, 5))
Spawn2:
TNT1 A 0 A_JumpIfInventory ("Cwr2", 5, "C5")
TNT1 A 0 A_JumpIfInventory ("Cwr2", 4, "C4")
TNT1 A 0 A_JumpIfInventory ("Cwr2", 3, "C3")
TNT1 A 0 A_JumpIfInventory ("Cwr2", 2, "C2")
TNT1 A 0 A_JumpIfInventory ("Cwr2", 1, "C1")
C1:
TNT1 A 0 BRIGHT
FWX1 A 1 BRIGHT
GoTo Spawn3
C2:
TNT1 A 0 BRIGHT
FWX2 A 1 BRIGHT
GoTo Spawn3
C3:
TNT1 A 0 BRIGHT
FWX3 A 1 BRIGHT
GoTo Spawn3
C4:
TNT1 A 0 BRIGHT
FWX4 A 1 BRIGHT
GoTo Spawn3
C5:
TNT1 A 0 BRIGHT
FWX5 A 1 BRIGHT
GoTo Spawn3
Spawn3:
TNT1 A 0 BRIGHT A_GiveInventory ("Cwr1", 1)
TNT1 A 0 BRIGHT A_JumpIfInventory ("Cwr1", random(30, 50), "Spawn4")
GoTo Spawn2
Spawn4:
TNT1 A 0 BRIGHT ThrustThingZ (0, -2, 0, 1)
TNT1 A 0 BRIGHT A_TakeInventory ("Cwr1", 0)
GoTo Spawn2
Death:
TNT1 A 10
Stop
}
}
ACTOR FFX1
{
Radius 2
Height 2
Speed 0
Scale 1.80
+DONTSQUASH
+NOBLOCKMAP
+NOGRAVITY
+NOLIFTDROP
+NONSHOOTABLE
+NOTARGET
+NOTELEOTHER
States
{
Spawn:
FFX1 A 0 BRIGHT
FFX1 A 2 BRIGHT A_FadeOut
Wait
}
}
ACTOR FFX1S : FFX1
{
Scale 0.80
States
{
Spawn:
TNT1 A 0 BRIGHT
FFX1 A 2 BRIGHT A_FadeOut
Wait
}
}
ACTOR FFX2 : FFX1
{
Scale 1.50
States
{
Spawn:
TNT1 A 0 BRIGHT
FFX1 B 2 BRIGHT A_FadeOut
Wait
}
}
ACTOR FFX3 : FFX1
{
Scale 0.60
States
{
Spawn:
TNT1 A 0 BRIGHT
FFX1 C 2 BRIGHT A_FadeOut
Wait
}
}
ACTOR FlashFX : FFX1
{
States
{
Spawn:
TNT1 A 0 BRIGHT
TNT1 A 1 BRIGHT Light_ChangeToValue (5, 180)
TNT1 A 0 BRIGHT Light_ChangeToValue (5, 66)
Stop
}
}
ACTOR Cwr1 : Inventory
{
Inventory.MaxAmount 1000
}
ACTOR Cwr2 : Inventory
{
Inventory.MaxAmount 1000
}
ACTOR Cwr3 : Inventory
{
Inventory.MaxAmount 1
}
ACTOR Cwr4 : Inventory
{
Inventory.MaxAmount 7
}
ACTOR FireworksAmmo : Ammo
{
Scale 0.25
Inventory.Amount 100
Inventory.PickupMessage "You picked up some Paintball, don't eat it."
Inventory.PickupSound "misc/i_pkup"
Inventory.Icon "FWRKA0"
States
{
Spawn:
TNT1 A 1
Loop
}
}
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MagicWazard wrote: In the meanwhile, I came up with an idea:
*Right before the firework projectile "dies" and spawns its pyrotechnic effects, set its damage type to a new type (e.g. "FireworkDeath") using A_SetDamageType. Ensure it deals at least 1 point of damage using this new type.
*Give your monster a pain chance of 256 for the new damage type "FireworkDeath". Also give it a new pain state; Pain.FireworkDeath.
*In the monster's Pain.FireworkDeath state, set the monster's mass to 0 using A_SetMass; give the monster the NOGRAVITY flag using A_ChangeFlag; then, use ThrustThingZ to launch it into the air. Once it reaches an appropriate height (matching the firework pyrotechnics' height), you can then have the monster kill itself somehow.
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cmw1986 wrote: With this being said, can you show me an updated example of the DECORATE codes in my first post?. After that, I'll test it out and let you know the results sometime later on...
-cmw1986
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went back and forth, but cant find the issue
hey , need some help with "operation" stahlhimmel" . I cannot ope the launch bay gate. I thought i accomplished everything, placed all the c4, went back and for
Sorry it's taking so long, but if the submission is in order, it'll eventually approved and added. It's just a matter of finding the time to do that.
It's been almost a month and my texture submission still has not been approved, i'm starting to worry that it might not ever be approved.
Seems like I can log in again
Doom TrinityMap01: Breaking InBoss: Devastator ZombieMap02: Snow PointBoss: CheoghMap03: Ghost ForestBoss: Hells FuryMap04: The AvatarBoss: Avat
Hey guys, I am currently working at my job due to Holiday rush. Be sure to submit anything and either myself or the staff will give you advice.
Was the website just down a bit ago for anyone?
This may be related to the DDoS attack the site suffered a few days ago. Try contacting Torm in the zdoom forums.
Hi, my IP is constantly getting banned for no reason. I'm simply browsing the site.
My home IP address is banned for no reason
hi
If it weren't for Gothic, I be toasted.
Gothic is one of the most reliable friend I've ever met.
Just officially released the complete version of Super Golden Souls. Find it on ZDoom or Doomworld. Enjoy. :D
Very happy to see finally Crusader of Might & Magic tx uploaded, thanks a bunch Gothic :)
@SalahMander, I might be on DoomWorld soon. I actually forgot to check on the ShoutBox
You have to make a replacement actor of the original monsters in order to add the possessed state.
What's wrong with possession sphere, why is it not working?
@JohnCook1994, you about on DoomWorld?
Do it brother
I Have a suggestion for Realm667. It is a Marine who was transformed into this monstrous demon with wings and a split jaw. I call it........Betrayer!
Hopefully everything is okay right now
Hey guys, I updated the published things on the repository. For the author's name, for ex I added StopSign's name to Chubbs
Warhawk, it would be best to submit it, and we shall see it's death.
It's published
I wonder if the B.R.P.S will actually make it to the armory
I guess as an update, but can we see it first?
Hey guys, I made an alternate death animation for Abaddon. How do I submit it?
Iddqd999
My pleasure, Sir Gothic
It's up now. Thanks!
Alright guys, I fixed the expired problem. Can you guys see Abaddon on the Beastiary - Doom Style monster?
The problem was that I saw this expired thing on abaddon, and the download button is that direct like the others
I uploaded and published the Abaddon monster via the how-to topic for the repo stuff. I am asking Tormentor667 for more help.
I don't see the Abaddon added to the beastiary
They are.
Suicide bombers remind me of creepers in minecraft
hey guys what is up
How long does the Repository Submission Absence last?
Hey there, interested in trying to get this to run on my RetroPie. Is this compatible with lzdoom by chance? Thanks!
here https://devbuilds.drdteam.org/gzdoom/
Where do we find the dev builds?
I'll keep that in mind. Thanks!
Please use a dev build. The text file says 4.4+
I'm having the same issue as cycogod. Currently running version 4.3.3-2 through Manjaro (linux)
How close is boa chapter 3's release?
are you using the latest gzdoom build?
error please help getting pk3 to run
sapphire.pk3:zscript/saphrtorch.zc, line 89: Default blocks currently disabled in mixinssapphire.pk3:zscript/saphrtorch.zc, line 165: Mixin SaphrFireMixin does
I like to take up the rear end by Schwoogies like my buttboy ZedekThePlagueDoctor
Greetings! Could i ask for someone to check the creatures i added too, if it's not too much of a hassle? Hyped to see if they get accepted! Anyways, thanks!
@ozymandias81 Thank you! I've already replied! Yea it's all cool here. What about there?
@Cyantusk - Done, very cool stuff... I deliberately optimized some stuff, check your posts hope all cool :)
@Cyantusk - Gonna check them asap
Hello, are my recent posts alright? It's been 3 months unanswered. Do they need changes?
No
Hello is any1 online?
royn - I guess you have issues with BoA on the base, simply go outside and talk to Miller at the start again after briefing
Click the Donate button below MakeHissyHappy image and follow instruction :)
how do i donate money?
damm. No sounds in snap version and flatpak is broken.
EEEH
EHH FRIMAN.
how the **** do you beat the damn level nothing happens ive explored everything
Thanks, I didn't see the comments *face palm*.. I'll give that new exe a go, cheers
Yes man it is fine, it is a phalse positive and you can undertsand it by reading moddb page (and my replies). New exe if you want: https://bit.ly/32fp63G
Just downloaded BOA from the moddb page, but windows security is showing boa_c2.exe as a trojan, is this normal?
jimbobbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
alex2009
alex2009
alex2009
How do I sign in to the forums?
@Jimmy - Unfortunately we can't due to massive usage of advanced stuff, but if you have BlueStacks + compatible GZDoom with andro and BoA... who knows
Can you guys port blades of agony to android or no
Hello! It will sound noobish,but i cant find where to register on main page. Any help please? I have a serious issue to post here on Forum 'bout the game.
Merry Christmas to everyone!
I combined Brutal Doom and Sigil today for the fun of it. I was not disappointed. I recommend trying it.
Update submitted.
I'm currently trying to figure out a way to solve the issue while keeping compatibility with both GZDoom and Zandronum.
Hmm, it seems the code that I added to make the weapon ignore altfire if there isn't enough ammo doesn't work anymore in GZDoom.
to*
That once I switch to it, it won't let me switch t another weapon and I can't fire the weapon when I click the left mouse button.
"Not working" doesn't tell us much. What's the issue are you having with it exactly?
Napalm Launcher is not working, what happened to it?
I have never seen a strife mod that uses the medium ammo pickups from this site, does anyone know some mods that do use that?
See this: https://forum.zdoom.org/viewtopic.php?f=4&t=66266
We're also looking for having a new team that would take care of submissions to the repository.
We're currently looking for people who can actively post news on the site.
Hey! I was checking old submissions and realized that the button to change pages in a topic in mobile is not displayed. Just to let you know!
thanks blue shadow. anyway, i fixed the problem by binding "lstickup" to forward (even though the left y axis is already bound to forward) and that fixed sprint
To make posts, you need to have a forum account first (you create one from the site's main page).
just gonna say it here then. in BoA, sprint does not work if you're using a controller...
how tf do i make a post on this forum lol
Swraph
Happy Halloween! ^_^
So there is only one strife custom weapon here?
wake me up when Zandro supports them then
The anonymous functions is a deal breaker, since it'll make the monster no longer usable with Zandronum.
simplified code, using annon functions instead of multiple TNT1 frames, sprite offsets fixed, and better sound quality since its last update
What kind of changes have you done to it?
I doubt they are.
if Maelstorm is still around here, may I have permission to update the InfernoDemon?
i see, thank you for the clarification!
Submissions need to be reviewed first before a decision is made.
i double checked the rules, but maybe i missed something
oh ok. I removed the tag from my posts. Taking the opportunity to ask: there's something wrong in my posts? I don't see the submissions in the repository yet...
The [SUBMISSION] tag isn't needed. Setting the icon alone is enough.
oh i see, ty!
Indeed! Also, use the submission icon, the one with the S!
Hello, how do i tag a forum post of mine with [submission]? I just type in its title?
Yes, like Infernal Attack.
Is there a mod that allows your custom weapons to be spawned randomly on the maps?
Cryocubus has been updated on moddb, check it out and I hope he is much better.
But the Strife Pistol I've seen in a mod called Strife Uncut.
I haven't seen a single strife mod that uses the custom strife monsters here.
I managed to reduce a huge chunk of the Inferno Demon's code on DECORATE
I mean that I saw it only in infernal attack not in this site.
Vores exist thanks to Quake 1, and they are also present here on r667... What do you mean?
I never heard of an enemy called vore and I think he never existed here.
What Hexen project?
Awesome, i was waiting for a Hexen project, finally.
Why the Hellstorm Archon death message says Archon of Hell?
Actually, I didn't know that most of the monsters here are so old.
Ok
Actually, I don't know who you are.
No need to welcome me. It's AshuraTheChimera, back from "retirement". You might remember me from Yura's pyrosuccubus mod from almost 10 years ago.
I did notice there were 2 links.
zsec5500 - How so? Did you read both of them? Those are separate links, and each of them tells you what Decorate or ZScript are
The link you sent me has nothing in it.
zsec5500 - Use zdoomwiki: https://zdoom.org/wiki/DECORATE // https://zdoom.org/wiki/ZScript
What is the difference between ZScript and Decorate?
What is arachnocubus?
Because they are meant to be accesible for any kind of mod. If you want weapons with reloading, you can always give them yourself
Why weapons here have no reloading?
I found some old stuff that didn't exist here, I know where to get them but I'm not allowed to tell.
https://realm667.com/index.php/en/forum-board/let-us-know/1304-cybermage-textures done!
So it doesn't get lost, I suggest you make a new thread about this in the Let Us Know sub-forum.
cheers!
I would also like to respectfully point out the site offers textures that are even more huge in size, such as max payne. seems contradictory not to have both
evidently this simple aspect of doom mapping was overlooked by the one who closed the submission
I have used them before in maps, the complaint about the sizing difference is irrelevant because in UDMF you can just resize textures as you please
https://realm667.com/index.php/en/forum-board/closed-submissions/536-submission-cybermage-textures could this be reviewed again? these textures are useful imho
What's the error?
How do I spawn the Satyr in GZDOOM? It keeps giving me an error, what am I doing wrong?
is there a slated release date for chapter 3?
Feel the wrath of my 1 time only inconsequential shoutboxing.. Hello realm goers, I hope all is well for you all :)
What is that mod you are talking about?
Trying to use 'quick kick' but when I assign it to a key, nothing happens. Grenade and Objectives work fine, just not quick kick.
Now, are we done with these questions?
You don't need to know about them; they're history.
Like what?
We only have a few resources that were added and then later removed.
If you can't find the resource you're looking for on the repo, then assume it never made it in there in the first place.
Along with Dark Claw and Soul Render...
That's true. Was Soul Cube existed here?
When weapon-equipped monsters are submitted, it's not typical that they're paired with a submission of the weapon they're equipped with.
No "catharsi cannon" ever existed, to my knowledge.
What about Catharsi Cannon, did it exist here before?
As far as I know, that weapon I linked to is the only devastator we've ever had. So I guess the answer is no, then.
Not that devastator from Duke Nukem 3D, I meant the devastator that the devastator zombie uses.
We have a devastator: https://www.realm667.com/index.php/en/armory-mainmenu-157-97317/other-sources-styles-mainmenu-160-29963/661-devastators
There was a sonic railgun. It was taken down by request from the auther of the submission.
Did sonic railgun and devastator exist here before?
Post them as separate submissions, each in their own thread, and we'll see.
Realistic style, cartoon style and some gnarly dead trees.
Define "different styles".
I have four sets of trees with slightly different styles. Would it be best to have four separate wads or should I combine them all into one wad?
I don't know the history of those monsters, so I can't answer. They were added before my time here.
And why arachnophyte is not a boss?
What does thamuz mean?
What does thamuz mean?
And no, you can't delete your shoutbox posts. Only moderators can do that.
It's generally for things that don't deserve to have a thread of their own.
my*
What is this shoutbox for and can I delete mt messages from here?
Okay
This also goes to anybody who uses the shoutbox to ask questions related to Blade of Agony. There is a section on the forum for BoA. Ask your questions there!
Now, with that out of the way, if you have more things to report about the site's resources, please make a new thread in the "Let us know" forum, not here.
For example, Pos_DoomImp is the modified version of the imp.
The submission includes modified versions of Doom's monsters with the needed code. Their class name is prefixed with "Pos_".
The Possession Sphere requires that you inject some code into your monsters for it to work.
the*
Why hellstorm archon uses tha same attacks as the archon of hell?
What's wrong with possession sphere, why is it not working?
Why the possession is not working, whoever created it, please fix it.
Why the
I can't get the application to run start when I click on it. Any idea why?
Ignore, last ? about my password/username-- apologies, not sure what happened, my user name was rejected when I'd entered sent reset password. But sorted. :)
Can't log in, keep being told my username doesn't exist(?) Tried resetting password 3 times
M - update your gpu drivers and get this version of GZDoom (hope you have a 64bit system) https://zdoom.org/files/gzdoom/bin/gzdoom-bin-3-2-0-x64.zip
I can talk to them but I can not see anyone in first chapter please help me
I suppose this ain't really a place for in-progress works? A shame...
Dear Realm-i configurate wolfendoom to low settings(because potato pc) but when i start the game i cant see my health,my ammo just nothing.Please help to idiot
insomnia976 - It's not how it works, donations are welcomed but you don't have to pay to get Chapter 3... It's still in dev, C1-2 release http://tiny.cc/ww236y
Logging in/Registering is done from the main site page, not the forum page.
Hello, I see no LOGIN/REGISTER buttons here. Is it okay?
So... I made a donation to get BOA Chapter 3 through Paypal. I have the receipt but I never got a email with instructions to download. Help please?
am I stupid? I think I am
There should be an "Attachment" button just below the area where you type your reply/post.
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