Weapons mod: Weapon's won't stay even with Weapon Stay Flag
Posted: Sat Feb 23, 2013 7:32 pm
Greetings,
I've been tinkering with my weapon's mod again and noticed that in multiplayer the weapons do not stay even when the weapons stay flag is on. This isnt as much of a problem in coop as it is in say Invasion or DM! The mod itself is basically a decorate script with a few new sounds and sprites.
Below is the decorate script. I would attach the mod itself but the forums wont let me! Thanks in advance for any help!
[spoiler]ACTOR PistolPickUp : CustomInventory replaces Pistol
{
Inventory.PickupMessage "You procured the Beretta 92F!"
States
{
Spawn:
PIST A -1
Stop
Pickup:
PIST A 0 A_GiveInventory("92F",1)
PIST A 0 A_GiveInventory("Clip",10)
Stop
}
}
Actor 92MAG : Ammo 1666
{
Inventory.MaxAmount 15
Ammo.BackpackMaxAmount 15
}
ACTOR 92F : Weapon
{
Inventory.PickupMessage "You procured the Beretta 92F!"
Weapon.AmmoType1 "92MAG"
Weapon.AmmoType2 "92MAG"
Weapon.AmmoUse1 1
Weapon.AmmoUse2 1
Weapon.AmmoGive 0
Weapon.SlotNumber 2
AttackSound "weapons/pistol"
+Weapon.Ammo_Optional
+Weapon.Alt_Ammo_Optional
States
{
Ready:
PISG A 0 A_JumpIfInventory("IsReloading",1,"PrePreReload")
PISG A 1 A_WeaponReady
Loop
Select:
PISG A 1 A_Raise
Loop
Deselect:
PISG A 1 A_Lower
Loop
ReadyToGo:
PISG A 23 Offset(0,80)
PISG A 0 A_PlaySound("misc/PistlB")
PISG A 20 Offset(0,80)
PISG A 1 Offset(0,75)
PISG A 1 Offset(0,70)
PISG A 1 Offset(0,65)
PISG A 1 Offset(0,60)
PISG A 1 Offset(0,55)
PISG A 1 Offset(0,50)
PISG A 1 Offset(0,45)
PISG A 1 Offset(0,40)
Goto Ready
PrePreReload:
PISG A 0 A_PlaySound("misc/PistlA")
PISG A 1 Offset(0,40)
PISG A 1 Offset(0,45)
PISG A 1 Offset(0,50)
PISG A 1 Offset(0,55)
PISG A 1 Offset(0,60)
PISG A 1 Offset(0,65)
PISG A 1 Offset(0,70)
PISG A 1 Offset(0,75)
PISG A 1 Offset(0,80)
Goto PreReload
PreReload:
PISG A 0 Offset(0,80)
PISG A 0 A_JumpIfInventory("92MAG",15,"ReadyToGo")
PISG A 0 A_JumpIfInventory("Clip",1,"Reload")
Goto ReadyToGo
Reload:
PISG A 0 Offset(0,80)
PISG A 0 A_TakeInventory("Clip", 1)
PISG A 0 A_GiveInventory("92MAG", 1)
Goto PreReload
Fire:
PISG A 0 A_JumpIfNoAmmo("PrePreReload")
PISG A 3 Offset(-1,36)
PISG B 0 Offset(-1,40) A_GunFlash
PISG B 3 Offset(-1,40)A_FireBullets(3, 2, 1, 6, "BulletPuff", 1)
PISG C 3 Offset(-1,36)
PISG B 3 A_ReFire
Goto Ready
AltFire:
PISG A 0 A_JumpIfNoAmmo("PrePreReload")
PISG A 1 Offset(0,36)
PISG B 0 Offset(0,36)A_GunFlash
PISG B 2 Offset(-1,36)A_FireBullets(6, 4, -1, 6, "BulletPuff", 1)
PISG A 0 A_JumpIfNoAmmo("PrePreReload")
PISG B 0 Offset(-1,40) A_GunFlash
PISG B 2 Offset(-1,40) A_FireBullets(6, 4, -1, 6, "BulletPuff", 1)
PISG A 0 A_JumpIfNoAmmo("PrePreReload")
PISG B 0 Offset(-2,46)A_GunFlash
PISG B 2 Offset(-2,46)A_FireBullets(6, 4, -1, 6, "BulletPuff", 1)
PISG C 2 Offset(-3,52)
PISG D 2 Offset(-2,46)
PISG E 2 Offset(-1,40)
PISG D 2 Offset(-1,36)
PISG C 2 Offset(0,36)
PISG B 4
Goto Ready
Flash:
PISF A 3 BRIGHT A_Light1
TNT1 A 1 A_Light0
Stop
Spawn:
PIST A -1
Stop
}
}
ACTOR ShotgunPickUp : CustomInventory replaces Shotgun
{
Inventory.PickupMessage "You procured the Hunting Shotgun!"
States
{
Spawn:
SHOT A -1
Stop
Pickup:
SHOT A 0 A_GiveInventory("HuntingShotgun",1)
SHOT A 0 A_GiveInventory("Shell",4)
Stop
}
}
Actor HuntTube : Ammo 1667
{
Inventory.MaxAmount 7
Ammo.BackpackMaxAmount 7
}
ACTOR HuntingShotgun : Weapon
{
Inventory.PickupMessage "You procured the Hunting Shotgun!"
Weapon.AmmoType1 "HuntTube"
Weapon.AmmoType2 "HuntTube"
Weapon.AmmoUse1 1
Weapon.AmmoUse2 1
Weapon.AmmoGive 0
Weapon.SlotNumber 3
+Weapon.Ammo_Optional
+Weapon.Alt_Ammo_Optional
AttackSound "weapons/shotgf"
States
{
Ready:
SHTG A 0 A_JumpIfInventory("IsReloading",1,"PrePreReload")
SHTG A 1 A_WeaponReady
Loop
Select:
SHTG A 1 A_Raise
Loop
Deselect:
SHTG A 1 A_Lower
Loop
ReadyToGo:
SHTG A 8 Offset(0,80)
SHTG A 0 A_PlaySound("misc/SHGNRK")
SHTG A 10 Offset(0,80)
SHTG A 1 Offset(0,75)
SHTG A 1 Offset(0,70)
SHTG A 1 Offset(0,65)
SHTG A 1 Offset(0,60)
SHTG A 1 Offset(0,55)
SHTG A 1 Offset(0,50)
SHTG A 1 Offset(0,45)
SHTG A 1 Offset(0,40)
Goto Ready
PrePreReload:
SHTG A 0 A_PlaySound("weapons/sshotl")
SHTG A 1 Offset(0,40)
SHTG A 1 Offset(0,45)
SHTG A 1 Offset(0,50)
SHTG A 1 Offset(0,55)
SHTG A 1 Offset(0,60)
SHTG A 1 Offset(0,65)
SHTG A 1 Offset(0,70)
SHTG A 1 Offset(0,75)
SHTG A 1 Offset(0,80)
Goto PreReload
PreReload:
SHTG A 10 Offset(0,80)
SHTG A 0 A_JumpIfInventory("HuntTube",7,"ReadyToGo")
SHTG A 0 A_JumpIfInventory("Shell",1,"Reload")
Goto ReadyToGo
Reload:
SHTG A 0 Offset(0,80)
SHTG A 0 A_PlaySound("misc/SHOTRL")
SHTG A 0 A_TakeInventory("Shell", 1)
SHTG A 0 A_GiveInventory("HuntTube", 1)
Goto PreReload
Fire:
SHTG A 0 A_JumpIfNoAmmo("PrePreReload")
SHTG A 0 A_GunFlash
SHTG A 2 A_FireBullets(3.5, 3, 13, 4, "BulletPuff", 1)
SHTG A 1 Offset(7,40)
SHTG A 1 Offset(5,43)
SHTG A 1 Offset(4,47)
SHTG A 2 Offset(3,50)
SHTG A 1 Offset(4,48)
SHTG A 1 Offset(4,46)
SHTG A 2 Offset(5,44)
SHTG B 3
SHTG C 4
SHTG D 3
SHTG C 3
SHTG B 3
Goto Ready
AltFire:
SHTG A 0 A_JumpIfNoAmmo("PrePreReload")
SHTG A 0 A_GunFlash
SHTG A 0 A_FireBullets(1.5, 1.5, 2, 21, "BulletPuff", 1)
SHTG A 3 A_PlaySound("misc/SHGALT")
SHTG A 1 Offset(11,44)
SHTG A 1 Offset(10,46)
SHTG A 1 Offset(9,49)
SHTG A 1 Offset(7,52)
SHTG A 1 Offset(6,55)
SHTG A 1 Offset(5,58)
SHTG A 1 Offset(5,56)
SHTG A 1 Offset(6,54)
SHTG A 1 Offset(6,52)
SHTG A 1 Offset(7,50)
SHTG A 2 Offset(7,49)
SHTG B 3
SHTG C 4
SHTG D 3
SHTG C 4
SHTG B 3
Goto Ready
Flash:
SHTF B 2 BRIGHT A_Light1
SHTF A 2 BRIGHT A_Light2
SHTF A 2 BRIGHT A_Light1
TNT1 A 1 A_Light0
Stop
Spawn:
SHOT A -1
Stop
}
}
actor Coachgun : Weapon replaces SuperShotGun
{
Inventory.PickupMessage "You procured the Coach Gun!"
Weapon.AmmoType1 "Shell"
Weapon.AmmoType2 "Shell"
Weapon.AmmoUse1 2
Weapon.AmmoUse2 2
Weapon.AmmoGive 8
Weapon.SlotNumber 3
AttackSound "weapons/sshotf"
States
{
Ready:
SHT2 A 1 A_WeaponReady
Loop
Deselect:
SHT2 A 1 A_Lower
Loop
Select:
SHT2 A 1 A_Raise
Loop
Fire:
SHT2 A 1
SHT2 A 0 A_GunFlash
SHT2 A 6 A_FireBullets(6, 5, 27, 4, "BulletPuff", 1)
SHT2 B 6
SHT2 C 7 A_CheckReload
SHT2 D 7 A_OpenShotgun2
SHT2 E 7
SHT2 F 7 A_LoadShotgun2
SHT2 G 6
SHT2 H 6 A_CloseShotgun2
SHT2 A 5 A_ReFire
Goto Ready
AltFire:
SHT2 A 1
SHTG A 0 A_GunFlash
SHTG A 0 A_PlaySound("misc/SSSTGA")
SHTG A 0 A_PlaySound("vile/firestrt", 0, 8)
SHT2 A 1
SHT2 A 0 A_FireCustomMissile("Flak", random(-8,8), 1, 0, 0, 0, random(-8,8))
SHT2 A 0 A_FireCustomMissile("Flak", random(-8,8), 0, 0, 0, 0, random(-8,8))
SHT2 A 0 A_FireCustomMissile("Flak", random(-8,8), 0, 0, 0, 0, random(-8,8))
SHT2 A 0 A_FireCustomMissile("Flak", random(-8,8), 0, 0, 0, 0, random(-8,8))
SHT2 A 0 A_FireCustomMissile("Flak", random(-8,8), 0, 0, 0, 0, random(-8,8))
SHT2 A 0 A_FireCustomMissile("Flak", random(-8,8), 0, 0, 0, 0, random(-8,8))
SHT2 A 0 A_FireCustomMissile("Flak", random(-8,8), 0, 0, 0, 0, random(-8,8))
SHT2 A 0 A_FireCustomMissile("Flak", random(-8,8), 0, 0, 0, 0, random(-8,8))
SHT2 A 0 A_FireCustomMissile("Flak", random(-8,8), 0, 0, 0, 0, random(-8,8))
SHT2 A 6
SHT2 B 7
SHT2 C 7 A_CheckReload
SHT2 D 7 A_OpenShotgun2
SHT2 E 7
SHT2 F 7 A_LoadShotgun2
SHT2 G 6
SHT2 H 6 A_CloseShotgun2
SHT2 A 5 A_ReFire
Goto Ready
Flash:
SHT2 I 4 Bright A_Light1
SHT2 J 3 Bright A_Light2
TNT1 A 1 A_Light0
Stop
Spawn:
SGN2 A -1
Stop
}
}
ACTOR Flak
{
Radius 3
Height 3
Speed 45
Damage 4
Projectile
-NOGRAVITY
+RANDOMIZE
+GRENADETRAIL
bouncecount 3
+DoomBounce
Gravity 0.66
DeathSound "skeleton/melee"
Obituary "%o caught %k's flak shards."
States
{
Spawn:
PUFF A 1 Bright
Loop
Death:
PUFF A 1 A_Explode(5, 40, 1)
PUFF A 8 Bright
PUFF B 6 Bright
Stop
Grenade:
PUFF A 1000 A_Die
Wait
Detonate:
PUFF A 4 A_Scream
PUFF B 6 A_Detonate
Stop
}
}
ACTOR ChaingunPickUp : CustomInventory replaces Chaingun
{
Inventory.PickupMessage "You procured the Gattling Gun! Rat-a-tat-tat!"
States
{
Spawn:
MGUN A -1
Stop
Pickup:
MGUN A 0 A_GiveInventory("GattlingGun",1)
MGUN A 0 A_GiveInventory("Clip",20)
Stop
}
}
Actor GBOX : Ammo 1668
{
Inventory.MaxAmount 50
Ammo.BackpackMaxAmount 50
}
actor GattlingGun : Weapon
{
Inventory.PickupMessage "You procured the Gattling Gun! Rat-a-tat-tat!"
Weapon.AmmoType1 "GBOX"
Weapon.AmmoType2 "GBOX"
Weapon.AmmoUse1 1
Weapon.AmmoUse2 1
Weapon.AmmoGive 0
+Weapon.Ammo_Optional
+Weapon.Alt_Ammo_Optional
Weapon.SlotNumber 4
AttackSound "misc/GATGFA"
States
{
Ready:
CHGG A 0 A_JumpIfInventory("IsReloading",1,"PrePreReload")
CHGG A 1 A_WeaponReady
Loop
Deselect:
CHGG A 1 A_Lower
Loop
Select:
CHGG A 1 A_Raise
Loop
ReadyToGo:
CHGG A 20 Offset(0,80)
CHGG A 0 A_PlaySound("misc/GATGRB")
CHGG A 28 Offset(0,80)
CHGG A 0 A_PlaySound("misc/GATGRC")
CHGG A 10 Offset(0,80)
CHGG A 1 Offset(0,75)
CHGG A 1 Offset(0,70)
CHGG A 1 Offset(0,65)
CHGG A 1 Offset(0,60)
CHGG A 1 Offset(0,55)
CHGG A 1 Offset(0,50)
CHGG A 1 Offset(0,45)
CHGG A 1 Offset(0,40)
Goto Ready
PrePreReload:
CHGG A 0 A_PlaySound("misc/GATGRA")
CHGG A 1 Offset(0,40)
CHGG A 1 Offset(0,45)
CHGG A 1 Offset(0,50)
CHGG A 1 Offset(0,55)
CHGG A 1 Offset(0,60)
CHGG A 1 Offset(0,65)
CHGG A 1 Offset(0,70)
CHGG A 1 Offset(0,75)
CHGG A 1 Offset(0,80)
Goto PreReload
PreReload:
CHGG A 0 Offset(0,80)
CHGG A 0 A_JumpIfInventory("GBOX",50,"ReadyToGo")
CHGG A 0 A_JumpIfInventory("Clip",1,"Reload")
Goto ReadyToGo
Reload:
CHGG A 0 Offset(0,80)
CHGG A 0
CHGG A 0 A_TakeInventory("Clip", 1)
CHGG A 0 A_GiveInventory("GBOX", 1)
Goto PreReload
Fire:
CHGG A 0 A_JumpIfNoAmmo("PrePreReload")
CHGG A 0 A_GunFlash
CHGG A 2 A_FireBullets(4.8, 3, 1, 6, "BulletPuff", 1)
CHGG B 2
CHGG A 0 A_GunFlash
CHGG A 2 A_FireBullets(4.8, 3, 1, 6, "BulletPuff", 1)
CHGG B 2
CHGG B 1 A_ReFire
Goto Ready
AltFire:
CHGG A 0 A_JumpIfNoAmmo("PrePreReload")
CHGG A 3
CHGG B 2
CHGG A 2
CHGG B 1
CHGG A 1
CHGG B 1
CHGG A 0 A_GunFlash
CHGG A 0 A_PlaySound("misc/GATGFA")
CHGG A 1 A_FireCustomMissile("CFlak", random(-4,4), 1, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG B 1
CHGG B 0 A_JumpIfNoAmmo("PrePreReload")
CHGG A 0 A_GunFlash
CHGG A 0 A_PlaySound("misc/GATGFA")
CHGG A 1 A_FireCustomMissile("CFlak", random(-4,4), 1, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG B 1
CHGG B 0 A_JumpIfNoAmmo("PrePreReload")
CHGG A 0 A_GunFlash
CHGG A 0 A_PlaySound("misc/GATGFA")
CHGG A 1 A_FireCustomMissile("CFlak", random(-4,4), 1, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG B 1
CHGG B 0 A_JumpIfNoAmmo("PrePreReload")
CHGG A 0 A_GunFlash
CHGG A 0 A_PlaySound("misc/GATGFA")
CHGG A 1 A_FireCustomMissile("CFlak", random(-4,4), 1, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG B 1
CHGG B 0 A_JumpIfNoAmmo("PrePreReload")
CHGG A 0 A_GunFlash
CHGG A 0 A_PlaySound("misc/GATGFA")
CHGG A 1 A_FireCustomMissile("CFlak", random(-4,4), 1, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG B 1
CHGG B 0 A_JumpIfNoAmmo("PrePreReload")
CHGG A 0 A_GunFlash
CHGG A 0 A_PlaySound("misc/GATGFA")
CHGG A 1 A_FireCustomMissile("CFlak", random(-4,4), 1, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG B 1
CHGG B 0 A_JumpIfNoAmmo("PrePreReload")
CHGG A 0 A_GunFlash
CHGG A 0 A_PlaySound("misc/GATGFA")
CHGG A 1 A_FireCustomMissile("CFlak", random(-4,4), 1, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG B 1 A_ReFire
CHGG A 1
CHGG B 2
CHGG A 2
CHGG B 3
CHGG A 4
CHGG B 4
Goto Ready
Flash:
CHGF A 3 Bright A_Light2
CHGF B 2 Bright A_Light1
TNT1 A 1 A_Light0
Stop
Spawn:
MGUN A -1
Stop
}
}
ACTOR CFlak
{
Radius 1
Height 1
Speed 45
Damage 1
Projectile
-NOGRAVITY
+RANDOMIZE
bouncecount 3
+DoomBounce
Gravity 0.33
DeathSound "misc/RIPPNG"
Obituary "%o caught %k's flak shards."
States
{
Spawn:
SHRA A 2 Bright
SHRA B 2 Bright
SHRA C 2 Bright
SHRA D 2 Bright
Loop
Death:
SHRA D 1
SHRA A 8 Bright
SHRA B 6 Bright
Stop
Grenade:
SHRA A 1000 A_Die
Wait
Detonate:
SHRA C 4 A_Scream
SHRA D 6 A_Detonate
Stop
}
}
ACTOR RocketLauncherPickUp : CustomInventory replaces RocketLauncher
{
Inventory.PickupMessage "You procured an RPG! Careful now!"
States
{
Spawn:
LAUN A -1
Stop
Pickup:
LAUN A 0 A_GiveInventory("RPG",1)
LAUN A 0 A_GiveInventory("RocketAmmo",2)
Stop
}
}
Actor RPGBOX : Ammo 1669
{
Inventory.MaxAmount 5
Ammo.BackpackMaxAmount 5
}
actor RPG : Weapon
{
Inventory.PickupMessage "You procured an RPG! Careful now!"
Weapon.AmmoType1 "RPGBOX"
Weapon.AmmoType2 "RPGBOX"
Weapon.AmmoUse1 1
Weapon.AmmoUse2 1
Weapon.AmmoGive 0
+Weapon.Ammo_Optional
+Weapon.Alt_Ammo_Optional
Weapon.SlotNumber 5
States
{
Ready:
MISG A 0 A_JumpIfInventory("IsReloading",1,"PrePreReload")
MISG A 1 A_WeaponReady
Loop
Deselect:
MISG A 1 A_Lower
Loop
Select:
MISG A 1 A_Raise
Loop
ReadyToGo:
MISG A 16 Offset(0,80)
MISG A 0 A_PlaySound("misc/RPGRLB")
MISG A 30 Offset(0,80)
MISG A 1 Offset(0,75)
MISG A 1 Offset(0,70)
MISG A 1 Offset(0,65)
MISG A 1 Offset(0,60)
MISG A 1 Offset(0,55)
MISG A 1 Offset(0,50)
MISG A 1 Offset(0,45)
MISG A 1 Offset(0,40)
Goto Ready
PrePreReload:
MISG A 1 Offset(0,40)
MISG A 1 Offset(0,45)
MISG A 1 Offset(0,50)
MISG A 1 Offset(0,55)
MISG A 1 Offset(0,60)
MISG A 1 Offset(0,65)
MISG A 1 Offset(0,70)
MISG A 1 Offset(0,75)
MISG A 1 Offset(0,80)
Goto PreReload
PreReload:
MISG A 12 Offset(0,80)
MISG A 0 A_JumpIfInventory("RPGBOX",5,"ReadyToGo")
MISG A 0 A_JumpIfInventory("RocketAmmo",1,"Reload")
Goto ReadyToGo
Reload:
MISG A 0 Offset(0,80)
MISG A 0 A_PlaySound("misc/RPGRLA")
MISG A 0 A_TakeInventory("RocketAmmo", 1)
MISG A 0 A_GiveInventory("RPGBOX", 1)
Goto PreReload
Fire:
MISG A 0 A_JumpIfNoAmmo("PrePreReload")
MISG B 8 A_GunFlash
MISG B 12 A_FireCustomMissile("Missle",0,1)
MISG B 0 A_ReFire
Goto Ready
AltFire:
MISG A 0 A_JumpIfNoAmmo("PrePreReload")
MISG B 8 A_GunFlash
MISG B 12 A_FireCustomMissile("Grenade", 0, true, 0, 0, 0, 6.328125)
MISG B 0 A_ReFire
Goto Ready
Flash:
MISF A 3 Bright A_Light1
MISF B 4 Bright
MISF CD 4 Bright A_Light2
TNT1 A 1 A_Light0
Stop
Spawn:
LAUN A -1
Stop
}
}
actor Missle
{
Radius 10
Height 8
Speed 20
Damage 20
Projectile
SeeSound "weapons/rocklf"
DeathSound "weapons/rocklx"
Obituary "%o rode %k's rocket-propelled-grenade"
States
{
Spawn:
MISL A 1 bright
loop
Death:
MISL B 8 bright A_Explode(128,128)
MISL C 6 bright
MISL D 4 bright
stop
}
}
ACTOR PlasmaRiflePickUp : CustomInventory replaces PlasmaRifle
{
Inventory.PickupMessage "You procured an Alien Artifact..."
States
{
Spawn:
PLAS A -1
Stop
Pickup:
PLAS A 0 A_GiveInventory("AlienRifle",1)
PLAS A 0 A_GiveInventory("Cell",40)
Stop
}
}
Actor smCELL : Ammo 1670
{
Inventory.MaxAmount 45
Ammo.BackpackMaxAmount 45
}
actor AlienRifle : Weapon
{
Weapon.AmmoType1 "smCELL"
Weapon.AmmoType2 "smCELL"
Weapon.AmmoUse1 1
Weapon.AmmoUse2 15
Weapon.AmmoGive 0
+Weapon.Ammo_Optional
+Weapon.Alt_Ammo_Optional
Weapon.SlotNumber 6
Inventory.PickupMessage "You procured an Alien Artifact..."
States
{
Ready:
PLSG A 0 A_JumpIfInventory("IsReloading",1,"PrePreReload")
PLSG A 1 A_WeaponReady
Loop
Deselect:
PLSG A 1 A_Lower
Loop
Select:
PLSG A 1 A_Raise
Loop
ReadyToGo:
PLSG A 20 Offset(0,80)
PLSG A 0 A_PlaySound("misc/PLSZRB")
PLSG A 32 Offset(0,80)
PLSG A 1 Offset(0,75)
PLSG A 1 Offset(0,70)
PLSG A 1 Offset(0,65)
PLSG A 1 Offset(0,60)
PLSG A 1 Offset(0,55)
PLSG A 1 Offset(0,50)
PLSG A 1 Offset(0,45)
PLSG A 1 Offset(0,40)
Goto Ready
PrePreReload:
PLSG A 0 A_PlaySound("misc/PLSZRA")
PLSG A 1 Offset(0,40)
PLSG A 1 Offset(0,45)
PLSG A 1 Offset(0,50)
PLSG A 1 Offset(0,55)
PLSG A 1 Offset(0,60)
PLSG A 1 Offset(0,65)
PLSG A 1 Offset(0,70)
PLSG A 1 Offset(0,75)
PLSG A 1 Offset(0,80)
Goto PreReload
PreReload:
PLSG A 0 Offset(0,80)
PLSG A 0 A_JumpIfInventory("smCELL",45,"ReadyToGo")
PLSG A 0 A_JumpIfInventory("Cell",1,"Reload")
Goto ReadyToGo
Reload:
PLSG A 0 Offset(0,80)
PLSG A 0 A_TakeInventory("Cell", 1)
PLSG A 0 A_GiveInventory("smCELL", 1)
Goto PreReload
Fire:
PLSG A 0 A_JumpIfNoAmmo("PrePreReload")
PLSG A 0 A_GunFlash
PLSG A 3 A_FireCustomMissile("PlasmaS",0,1)
PLSG B 20 A_ReFire
Goto Ready
AltFire:
PLSG A 0 A_JumpIfNoAmmo("PrePreReload")
PLSG A 0 A_GunFlash
PLSG A 3 A_FireRailgun
PLSG A 0 A_GunFlash
PLSG A 3
PLSG B 20
PLSG A 3
Goto Ready
Flash:
PLSF A 4 Bright A_Light1
Goto LightDone
PLSF B 4 Bright A_Light1
Goto LightDone
Spawn:
PLAS A -1
Stop
}
}
actor PlasmaS
{
Radius 13
Height 8
Speed 25
Damage 5
Projectile
+RANDOMIZE
RenderStyle Add
Alpha 0.75
SeeSound "weapons/plasmaf"
DeathSound "weapons/plasmax"
Obituary "%o was melted by %k's plasma."
States
{
Spawn:
PLSS AB 6 bright
loop
Death:
PLSE ABCDE 4 bright
stop
}
}
ACTOR BFG9000Pickup : CustomInventory replaces BFG9000
{
Inventory.PickupMessage "You procured the BFG9001! Oh, ye---Wait a second..."
States
{
Spawn:
BFUG A -1
Stop
Pickup:
BFUG A 0 A_GiveInventory("BFG9001",1)
BFUG A 0 A_GiveInventory("Cell",40)
Stop
}
}
Actor lgCELL : Ammo 1671
{
Inventory.MaxAmount 120
Ammo.BackpackMaxAmount 120
}
actor BFG9001 : Weapon
{
Weapon.AmmoUse1 40
Weapon.AmmoUse2 12
Weapon.AmmoType1 "lgCELL"
Weapon.AmmoType2 "lgCELL"
Weapon.AmmoGive 0
+Weapon.Ammo_Optional
+Weapon.Alt_Ammo_Optional
Weapon.SlotNumber 7
Inventory.PickupMessage "You got the BFG9001! Oh, ye---Wait a second..."
States
{
Ready:
BFGG A 0 A_JumpIfInventory("IsReloading",1,"PrePreReload")
BFGG A 1 A_WeaponReady
loop
Deselect:
BFGG A 1 A_Lower
loop
Select:
BFGG A 1 A_Raise
loop
ReadyToGo:
BFGG A 12 Offset(0,80)
BFGG A 0 A_PlaySound("misc/BGFRLB")
BFGG A 18 Offset(0,80)
BFGG A 0 A_PlaySound("misc/BGFRLC")
BFGG A 48 Offset(0,80)
BFGG A 0 A_PlaySound("misc/BGFRLD")
BFGG A 12 Offset(0,80)
BFGG A 1 Offset(0,75)
BFGG A 1 Offset(0,70)
BFGG A 1 Offset(0,65)
BFGG A 1 Offset(0,60)
BFGG A 1 Offset(0,55)
BFGG A 1 Offset(0,50)
BFGG A 1 Offset(0,45)
BFGG A 1 Offset(0,40)
Goto Ready
PrePreReload:
BFGG A 1 Offset(0,40)
BFGG A 1 Offset(0,45)
BFGG A 0 A_PlaySound("misc/BGFRLA")
BFGG A 1 Offset(0,50)
BFGG A 1 Offset(0,55)
BFGG A 1 Offset(0,60)
BFGG A 1 Offset(0,65)
BFGG A 1 Offset(0,70)
BFGG A 1 Offset(0,75)
BFGG A 1 Offset(0,80)
Goto PreReload
PreReload:
BFGG A 0 Offset(0,80)
BFGG A 0 A_JumpIfInventory("lgCELL",120,"ReadyToGo")
BFGG A 0 A_JumpIfInventory("Cell",1,"Reload")
Goto ReadyToGo
Reload:
BFGG A 0 Offset(0,80)
BFGG A 0 A_TakeInventory("Cell", 1)
BFGG A 0 A_GiveInventory("lgCELL", 1)
Goto PreReload
Fire:
BFGG A 0 A_JumpIfNoAmmo("PrePreReload")
BFGG A 20 A_BFGSound
BFGG B 10 A_GunFlash
BFGG B 10 A_FireBFG
BFGG B 20 A_ReFire
goto Ready
AltFire:
BFGG A 0 A_JumpIfNoAmmo("PrePreReload")
BFGG A 20 A_PlaySound ("weapons/bfg10kf")
BFGG A 8
BFGG B 2 A_GunFlash
BFGG B 2 A_FireBullets(0,0,1,0,"BFG10kShot")
BFGG B 2 A_ReFire
BFGG B 35 A_PlaySound ("weapons/bfg10kcool")
Goto Ready
Flash:
BFGF A 11 bright A_Light1
BFGF B 6 bright A_Light2
Goto LightDone
Spawn:
BFUG A -1
stop
}
}
ACTOR DoomPlayer : PlayerPawn
{
Speed 1
Health 100
Radius 16
Height 56
Mass 100
PainChance 255
Player.DisplayName "Marine"
Player.CrouchSprite "PLYC"
Player.StartItem "92F"
Player.StartItem "Fist"
Player.StartItem "Clip", 50
Player.StartItem "Action_Reload"
Player.StartItem "Action_ReloadCancel"
Player.WeaponSlot 1, Fist, Chainsaw
Player.WeaponSlot 2, Pistol
Player.WeaponSlot 3, Shotgun, SuperShotgun
Player.WeaponSlot 4, Chaingun
Player.WeaponSlot 5, RocketLauncher
Player.WeaponSlot 6, PlasmaRifle
Player.WeaponSlot 7, BFG9000
States
{
Spawn:
PLAY A -1
Loop
See:
PLAY ABCD 4
Loop
Missile:
PLAY E 12
Goto Spawn
Melee:
PLAY F 6 BRIGHT
Goto Missile
Pain:
PLAY G 4
PLAY G 4 A_Pain
Goto Spawn
Death:
PLAY H 0 A_PlayerSkinCheck("AltSkinDeath")
Death1:
PLAY H 10
PLAY I 10 A_PlayerScream
PLAY J 10 A_NoBlocking
PLAY KLM 10
PLAY N -1
Stop
XDeath:
PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath")
XDeath1:
PLAY O 5
PLAY P 5 A_XScream
PLAY Q 5 A_NoBlocking
PLAY RSTUV 5
PLAY W -1
Stop
AltSkinDeath:
PLAY H 6
PLAY I 6 A_PlayerScream
PLAY JK 6
PLAY L 6 A_NoBlocking
PLAY MNO 6
PLAY P -1
Stop
AltSkinXDeath:
PLAY Q 5 A_PlayerScream
PLAY R 0 A_NoBlocking
PLAY R 5 A_SkullPop
PLAY STUVWX 5
PLAY Y -1
Stop
}
}
ACTOR IsReloading : Inventory
{
Inventory.MaxAmount 1
}
ACTOR Action_Reload : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
-INVBAR
States
{
Use:
TNT1 A 0 A_GiveInventory("IsReloading",1)
Fail
}
}
ACTOR Action_ReloadCancel : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
-INVBAR
States
{
Use:
TNT1 A 0 A_TakeInventory("IsReloading",1)
Fail
}
}[/spoiler]
I've been tinkering with my weapon's mod again and noticed that in multiplayer the weapons do not stay even when the weapons stay flag is on. This isnt as much of a problem in coop as it is in say Invasion or DM! The mod itself is basically a decorate script with a few new sounds and sprites.
Below is the decorate script. I would attach the mod itself but the forums wont let me! Thanks in advance for any help!
[spoiler]ACTOR PistolPickUp : CustomInventory replaces Pistol
{
Inventory.PickupMessage "You procured the Beretta 92F!"
States
{
Spawn:
PIST A -1
Stop
Pickup:
PIST A 0 A_GiveInventory("92F",1)
PIST A 0 A_GiveInventory("Clip",10)
Stop
}
}
Actor 92MAG : Ammo 1666
{
Inventory.MaxAmount 15
Ammo.BackpackMaxAmount 15
}
ACTOR 92F : Weapon
{
Inventory.PickupMessage "You procured the Beretta 92F!"
Weapon.AmmoType1 "92MAG"
Weapon.AmmoType2 "92MAG"
Weapon.AmmoUse1 1
Weapon.AmmoUse2 1
Weapon.AmmoGive 0
Weapon.SlotNumber 2
AttackSound "weapons/pistol"
+Weapon.Ammo_Optional
+Weapon.Alt_Ammo_Optional
States
{
Ready:
PISG A 0 A_JumpIfInventory("IsReloading",1,"PrePreReload")
PISG A 1 A_WeaponReady
Loop
Select:
PISG A 1 A_Raise
Loop
Deselect:
PISG A 1 A_Lower
Loop
ReadyToGo:
PISG A 23 Offset(0,80)
PISG A 0 A_PlaySound("misc/PistlB")
PISG A 20 Offset(0,80)
PISG A 1 Offset(0,75)
PISG A 1 Offset(0,70)
PISG A 1 Offset(0,65)
PISG A 1 Offset(0,60)
PISG A 1 Offset(0,55)
PISG A 1 Offset(0,50)
PISG A 1 Offset(0,45)
PISG A 1 Offset(0,40)
Goto Ready
PrePreReload:
PISG A 0 A_PlaySound("misc/PistlA")
PISG A 1 Offset(0,40)
PISG A 1 Offset(0,45)
PISG A 1 Offset(0,50)
PISG A 1 Offset(0,55)
PISG A 1 Offset(0,60)
PISG A 1 Offset(0,65)
PISG A 1 Offset(0,70)
PISG A 1 Offset(0,75)
PISG A 1 Offset(0,80)
Goto PreReload
PreReload:
PISG A 0 Offset(0,80)
PISG A 0 A_JumpIfInventory("92MAG",15,"ReadyToGo")
PISG A 0 A_JumpIfInventory("Clip",1,"Reload")
Goto ReadyToGo
Reload:
PISG A 0 Offset(0,80)
PISG A 0 A_TakeInventory("Clip", 1)
PISG A 0 A_GiveInventory("92MAG", 1)
Goto PreReload
Fire:
PISG A 0 A_JumpIfNoAmmo("PrePreReload")
PISG A 3 Offset(-1,36)
PISG B 0 Offset(-1,40) A_GunFlash
PISG B 3 Offset(-1,40)A_FireBullets(3, 2, 1, 6, "BulletPuff", 1)
PISG C 3 Offset(-1,36)
PISG B 3 A_ReFire
Goto Ready
AltFire:
PISG A 0 A_JumpIfNoAmmo("PrePreReload")
PISG A 1 Offset(0,36)
PISG B 0 Offset(0,36)A_GunFlash
PISG B 2 Offset(-1,36)A_FireBullets(6, 4, -1, 6, "BulletPuff", 1)
PISG A 0 A_JumpIfNoAmmo("PrePreReload")
PISG B 0 Offset(-1,40) A_GunFlash
PISG B 2 Offset(-1,40) A_FireBullets(6, 4, -1, 6, "BulletPuff", 1)
PISG A 0 A_JumpIfNoAmmo("PrePreReload")
PISG B 0 Offset(-2,46)A_GunFlash
PISG B 2 Offset(-2,46)A_FireBullets(6, 4, -1, 6, "BulletPuff", 1)
PISG C 2 Offset(-3,52)
PISG D 2 Offset(-2,46)
PISG E 2 Offset(-1,40)
PISG D 2 Offset(-1,36)
PISG C 2 Offset(0,36)
PISG B 4
Goto Ready
Flash:
PISF A 3 BRIGHT A_Light1
TNT1 A 1 A_Light0
Stop
Spawn:
PIST A -1
Stop
}
}
ACTOR ShotgunPickUp : CustomInventory replaces Shotgun
{
Inventory.PickupMessage "You procured the Hunting Shotgun!"
States
{
Spawn:
SHOT A -1
Stop
Pickup:
SHOT A 0 A_GiveInventory("HuntingShotgun",1)
SHOT A 0 A_GiveInventory("Shell",4)
Stop
}
}
Actor HuntTube : Ammo 1667
{
Inventory.MaxAmount 7
Ammo.BackpackMaxAmount 7
}
ACTOR HuntingShotgun : Weapon
{
Inventory.PickupMessage "You procured the Hunting Shotgun!"
Weapon.AmmoType1 "HuntTube"
Weapon.AmmoType2 "HuntTube"
Weapon.AmmoUse1 1
Weapon.AmmoUse2 1
Weapon.AmmoGive 0
Weapon.SlotNumber 3
+Weapon.Ammo_Optional
+Weapon.Alt_Ammo_Optional
AttackSound "weapons/shotgf"
States
{
Ready:
SHTG A 0 A_JumpIfInventory("IsReloading",1,"PrePreReload")
SHTG A 1 A_WeaponReady
Loop
Select:
SHTG A 1 A_Raise
Loop
Deselect:
SHTG A 1 A_Lower
Loop
ReadyToGo:
SHTG A 8 Offset(0,80)
SHTG A 0 A_PlaySound("misc/SHGNRK")
SHTG A 10 Offset(0,80)
SHTG A 1 Offset(0,75)
SHTG A 1 Offset(0,70)
SHTG A 1 Offset(0,65)
SHTG A 1 Offset(0,60)
SHTG A 1 Offset(0,55)
SHTG A 1 Offset(0,50)
SHTG A 1 Offset(0,45)
SHTG A 1 Offset(0,40)
Goto Ready
PrePreReload:
SHTG A 0 A_PlaySound("weapons/sshotl")
SHTG A 1 Offset(0,40)
SHTG A 1 Offset(0,45)
SHTG A 1 Offset(0,50)
SHTG A 1 Offset(0,55)
SHTG A 1 Offset(0,60)
SHTG A 1 Offset(0,65)
SHTG A 1 Offset(0,70)
SHTG A 1 Offset(0,75)
SHTG A 1 Offset(0,80)
Goto PreReload
PreReload:
SHTG A 10 Offset(0,80)
SHTG A 0 A_JumpIfInventory("HuntTube",7,"ReadyToGo")
SHTG A 0 A_JumpIfInventory("Shell",1,"Reload")
Goto ReadyToGo
Reload:
SHTG A 0 Offset(0,80)
SHTG A 0 A_PlaySound("misc/SHOTRL")
SHTG A 0 A_TakeInventory("Shell", 1)
SHTG A 0 A_GiveInventory("HuntTube", 1)
Goto PreReload
Fire:
SHTG A 0 A_JumpIfNoAmmo("PrePreReload")
SHTG A 0 A_GunFlash
SHTG A 2 A_FireBullets(3.5, 3, 13, 4, "BulletPuff", 1)
SHTG A 1 Offset(7,40)
SHTG A 1 Offset(5,43)
SHTG A 1 Offset(4,47)
SHTG A 2 Offset(3,50)
SHTG A 1 Offset(4,48)
SHTG A 1 Offset(4,46)
SHTG A 2 Offset(5,44)
SHTG B 3
SHTG C 4
SHTG D 3
SHTG C 3
SHTG B 3
Goto Ready
AltFire:
SHTG A 0 A_JumpIfNoAmmo("PrePreReload")
SHTG A 0 A_GunFlash
SHTG A 0 A_FireBullets(1.5, 1.5, 2, 21, "BulletPuff", 1)
SHTG A 3 A_PlaySound("misc/SHGALT")
SHTG A 1 Offset(11,44)
SHTG A 1 Offset(10,46)
SHTG A 1 Offset(9,49)
SHTG A 1 Offset(7,52)
SHTG A 1 Offset(6,55)
SHTG A 1 Offset(5,58)
SHTG A 1 Offset(5,56)
SHTG A 1 Offset(6,54)
SHTG A 1 Offset(6,52)
SHTG A 1 Offset(7,50)
SHTG A 2 Offset(7,49)
SHTG B 3
SHTG C 4
SHTG D 3
SHTG C 4
SHTG B 3
Goto Ready
Flash:
SHTF B 2 BRIGHT A_Light1
SHTF A 2 BRIGHT A_Light2
SHTF A 2 BRIGHT A_Light1
TNT1 A 1 A_Light0
Stop
Spawn:
SHOT A -1
Stop
}
}
actor Coachgun : Weapon replaces SuperShotGun
{
Inventory.PickupMessage "You procured the Coach Gun!"
Weapon.AmmoType1 "Shell"
Weapon.AmmoType2 "Shell"
Weapon.AmmoUse1 2
Weapon.AmmoUse2 2
Weapon.AmmoGive 8
Weapon.SlotNumber 3
AttackSound "weapons/sshotf"
States
{
Ready:
SHT2 A 1 A_WeaponReady
Loop
Deselect:
SHT2 A 1 A_Lower
Loop
Select:
SHT2 A 1 A_Raise
Loop
Fire:
SHT2 A 1
SHT2 A 0 A_GunFlash
SHT2 A 6 A_FireBullets(6, 5, 27, 4, "BulletPuff", 1)
SHT2 B 6
SHT2 C 7 A_CheckReload
SHT2 D 7 A_OpenShotgun2
SHT2 E 7
SHT2 F 7 A_LoadShotgun2
SHT2 G 6
SHT2 H 6 A_CloseShotgun2
SHT2 A 5 A_ReFire
Goto Ready
AltFire:
SHT2 A 1
SHTG A 0 A_GunFlash
SHTG A 0 A_PlaySound("misc/SSSTGA")
SHTG A 0 A_PlaySound("vile/firestrt", 0, 8)
SHT2 A 1
SHT2 A 0 A_FireCustomMissile("Flak", random(-8,8), 1, 0, 0, 0, random(-8,8))
SHT2 A 0 A_FireCustomMissile("Flak", random(-8,8), 0, 0, 0, 0, random(-8,8))
SHT2 A 0 A_FireCustomMissile("Flak", random(-8,8), 0, 0, 0, 0, random(-8,8))
SHT2 A 0 A_FireCustomMissile("Flak", random(-8,8), 0, 0, 0, 0, random(-8,8))
SHT2 A 0 A_FireCustomMissile("Flak", random(-8,8), 0, 0, 0, 0, random(-8,8))
SHT2 A 0 A_FireCustomMissile("Flak", random(-8,8), 0, 0, 0, 0, random(-8,8))
SHT2 A 0 A_FireCustomMissile("Flak", random(-8,8), 0, 0, 0, 0, random(-8,8))
SHT2 A 0 A_FireCustomMissile("Flak", random(-8,8), 0, 0, 0, 0, random(-8,8))
SHT2 A 0 A_FireCustomMissile("Flak", random(-8,8), 0, 0, 0, 0, random(-8,8))
SHT2 A 6
SHT2 B 7
SHT2 C 7 A_CheckReload
SHT2 D 7 A_OpenShotgun2
SHT2 E 7
SHT2 F 7 A_LoadShotgun2
SHT2 G 6
SHT2 H 6 A_CloseShotgun2
SHT2 A 5 A_ReFire
Goto Ready
Flash:
SHT2 I 4 Bright A_Light1
SHT2 J 3 Bright A_Light2
TNT1 A 1 A_Light0
Stop
Spawn:
SGN2 A -1
Stop
}
}
ACTOR Flak
{
Radius 3
Height 3
Speed 45
Damage 4
Projectile
-NOGRAVITY
+RANDOMIZE
+GRENADETRAIL
bouncecount 3
+DoomBounce
Gravity 0.66
DeathSound "skeleton/melee"
Obituary "%o caught %k's flak shards."
States
{
Spawn:
PUFF A 1 Bright
Loop
Death:
PUFF A 1 A_Explode(5, 40, 1)
PUFF A 8 Bright
PUFF B 6 Bright
Stop
Grenade:
PUFF A 1000 A_Die
Wait
Detonate:
PUFF A 4 A_Scream
PUFF B 6 A_Detonate
Stop
}
}
ACTOR ChaingunPickUp : CustomInventory replaces Chaingun
{
Inventory.PickupMessage "You procured the Gattling Gun! Rat-a-tat-tat!"
States
{
Spawn:
MGUN A -1
Stop
Pickup:
MGUN A 0 A_GiveInventory("GattlingGun",1)
MGUN A 0 A_GiveInventory("Clip",20)
Stop
}
}
Actor GBOX : Ammo 1668
{
Inventory.MaxAmount 50
Ammo.BackpackMaxAmount 50
}
actor GattlingGun : Weapon
{
Inventory.PickupMessage "You procured the Gattling Gun! Rat-a-tat-tat!"
Weapon.AmmoType1 "GBOX"
Weapon.AmmoType2 "GBOX"
Weapon.AmmoUse1 1
Weapon.AmmoUse2 1
Weapon.AmmoGive 0
+Weapon.Ammo_Optional
+Weapon.Alt_Ammo_Optional
Weapon.SlotNumber 4
AttackSound "misc/GATGFA"
States
{
Ready:
CHGG A 0 A_JumpIfInventory("IsReloading",1,"PrePreReload")
CHGG A 1 A_WeaponReady
Loop
Deselect:
CHGG A 1 A_Lower
Loop
Select:
CHGG A 1 A_Raise
Loop
ReadyToGo:
CHGG A 20 Offset(0,80)
CHGG A 0 A_PlaySound("misc/GATGRB")
CHGG A 28 Offset(0,80)
CHGG A 0 A_PlaySound("misc/GATGRC")
CHGG A 10 Offset(0,80)
CHGG A 1 Offset(0,75)
CHGG A 1 Offset(0,70)
CHGG A 1 Offset(0,65)
CHGG A 1 Offset(0,60)
CHGG A 1 Offset(0,55)
CHGG A 1 Offset(0,50)
CHGG A 1 Offset(0,45)
CHGG A 1 Offset(0,40)
Goto Ready
PrePreReload:
CHGG A 0 A_PlaySound("misc/GATGRA")
CHGG A 1 Offset(0,40)
CHGG A 1 Offset(0,45)
CHGG A 1 Offset(0,50)
CHGG A 1 Offset(0,55)
CHGG A 1 Offset(0,60)
CHGG A 1 Offset(0,65)
CHGG A 1 Offset(0,70)
CHGG A 1 Offset(0,75)
CHGG A 1 Offset(0,80)
Goto PreReload
PreReload:
CHGG A 0 Offset(0,80)
CHGG A 0 A_JumpIfInventory("GBOX",50,"ReadyToGo")
CHGG A 0 A_JumpIfInventory("Clip",1,"Reload")
Goto ReadyToGo
Reload:
CHGG A 0 Offset(0,80)
CHGG A 0
CHGG A 0 A_TakeInventory("Clip", 1)
CHGG A 0 A_GiveInventory("GBOX", 1)
Goto PreReload
Fire:
CHGG A 0 A_JumpIfNoAmmo("PrePreReload")
CHGG A 0 A_GunFlash
CHGG A 2 A_FireBullets(4.8, 3, 1, 6, "BulletPuff", 1)
CHGG B 2
CHGG A 0 A_GunFlash
CHGG A 2 A_FireBullets(4.8, 3, 1, 6, "BulletPuff", 1)
CHGG B 2
CHGG B 1 A_ReFire
Goto Ready
AltFire:
CHGG A 0 A_JumpIfNoAmmo("PrePreReload")
CHGG A 3
CHGG B 2
CHGG A 2
CHGG B 1
CHGG A 1
CHGG B 1
CHGG A 0 A_GunFlash
CHGG A 0 A_PlaySound("misc/GATGFA")
CHGG A 1 A_FireCustomMissile("CFlak", random(-4,4), 1, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG B 1
CHGG B 0 A_JumpIfNoAmmo("PrePreReload")
CHGG A 0 A_GunFlash
CHGG A 0 A_PlaySound("misc/GATGFA")
CHGG A 1 A_FireCustomMissile("CFlak", random(-4,4), 1, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG B 1
CHGG B 0 A_JumpIfNoAmmo("PrePreReload")
CHGG A 0 A_GunFlash
CHGG A 0 A_PlaySound("misc/GATGFA")
CHGG A 1 A_FireCustomMissile("CFlak", random(-4,4), 1, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG B 1
CHGG B 0 A_JumpIfNoAmmo("PrePreReload")
CHGG A 0 A_GunFlash
CHGG A 0 A_PlaySound("misc/GATGFA")
CHGG A 1 A_FireCustomMissile("CFlak", random(-4,4), 1, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG B 1
CHGG B 0 A_JumpIfNoAmmo("PrePreReload")
CHGG A 0 A_GunFlash
CHGG A 0 A_PlaySound("misc/GATGFA")
CHGG A 1 A_FireCustomMissile("CFlak", random(-4,4), 1, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG B 1
CHGG B 0 A_JumpIfNoAmmo("PrePreReload")
CHGG A 0 A_GunFlash
CHGG A 0 A_PlaySound("misc/GATGFA")
CHGG A 1 A_FireCustomMissile("CFlak", random(-4,4), 1, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG B 1
CHGG B 0 A_JumpIfNoAmmo("PrePreReload")
CHGG A 0 A_GunFlash
CHGG A 0 A_PlaySound("misc/GATGFA")
CHGG A 1 A_FireCustomMissile("CFlak", random(-4,4), 1, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG A 0 A_FireCustomMissile("CFlak", random(-4,4), 0, 0, 0, 0, random(-4,4))
CHGG B 1 A_ReFire
CHGG A 1
CHGG B 2
CHGG A 2
CHGG B 3
CHGG A 4
CHGG B 4
Goto Ready
Flash:
CHGF A 3 Bright A_Light2
CHGF B 2 Bright A_Light1
TNT1 A 1 A_Light0
Stop
Spawn:
MGUN A -1
Stop
}
}
ACTOR CFlak
{
Radius 1
Height 1
Speed 45
Damage 1
Projectile
-NOGRAVITY
+RANDOMIZE
bouncecount 3
+DoomBounce
Gravity 0.33
DeathSound "misc/RIPPNG"
Obituary "%o caught %k's flak shards."
States
{
Spawn:
SHRA A 2 Bright
SHRA B 2 Bright
SHRA C 2 Bright
SHRA D 2 Bright
Loop
Death:
SHRA D 1
SHRA A 8 Bright
SHRA B 6 Bright
Stop
Grenade:
SHRA A 1000 A_Die
Wait
Detonate:
SHRA C 4 A_Scream
SHRA D 6 A_Detonate
Stop
}
}
ACTOR RocketLauncherPickUp : CustomInventory replaces RocketLauncher
{
Inventory.PickupMessage "You procured an RPG! Careful now!"
States
{
Spawn:
LAUN A -1
Stop
Pickup:
LAUN A 0 A_GiveInventory("RPG",1)
LAUN A 0 A_GiveInventory("RocketAmmo",2)
Stop
}
}
Actor RPGBOX : Ammo 1669
{
Inventory.MaxAmount 5
Ammo.BackpackMaxAmount 5
}
actor RPG : Weapon
{
Inventory.PickupMessage "You procured an RPG! Careful now!"
Weapon.AmmoType1 "RPGBOX"
Weapon.AmmoType2 "RPGBOX"
Weapon.AmmoUse1 1
Weapon.AmmoUse2 1
Weapon.AmmoGive 0
+Weapon.Ammo_Optional
+Weapon.Alt_Ammo_Optional
Weapon.SlotNumber 5
States
{
Ready:
MISG A 0 A_JumpIfInventory("IsReloading",1,"PrePreReload")
MISG A 1 A_WeaponReady
Loop
Deselect:
MISG A 1 A_Lower
Loop
Select:
MISG A 1 A_Raise
Loop
ReadyToGo:
MISG A 16 Offset(0,80)
MISG A 0 A_PlaySound("misc/RPGRLB")
MISG A 30 Offset(0,80)
MISG A 1 Offset(0,75)
MISG A 1 Offset(0,70)
MISG A 1 Offset(0,65)
MISG A 1 Offset(0,60)
MISG A 1 Offset(0,55)
MISG A 1 Offset(0,50)
MISG A 1 Offset(0,45)
MISG A 1 Offset(0,40)
Goto Ready
PrePreReload:
MISG A 1 Offset(0,40)
MISG A 1 Offset(0,45)
MISG A 1 Offset(0,50)
MISG A 1 Offset(0,55)
MISG A 1 Offset(0,60)
MISG A 1 Offset(0,65)
MISG A 1 Offset(0,70)
MISG A 1 Offset(0,75)
MISG A 1 Offset(0,80)
Goto PreReload
PreReload:
MISG A 12 Offset(0,80)
MISG A 0 A_JumpIfInventory("RPGBOX",5,"ReadyToGo")
MISG A 0 A_JumpIfInventory("RocketAmmo",1,"Reload")
Goto ReadyToGo
Reload:
MISG A 0 Offset(0,80)
MISG A 0 A_PlaySound("misc/RPGRLA")
MISG A 0 A_TakeInventory("RocketAmmo", 1)
MISG A 0 A_GiveInventory("RPGBOX", 1)
Goto PreReload
Fire:
MISG A 0 A_JumpIfNoAmmo("PrePreReload")
MISG B 8 A_GunFlash
MISG B 12 A_FireCustomMissile("Missle",0,1)
MISG B 0 A_ReFire
Goto Ready
AltFire:
MISG A 0 A_JumpIfNoAmmo("PrePreReload")
MISG B 8 A_GunFlash
MISG B 12 A_FireCustomMissile("Grenade", 0, true, 0, 0, 0, 6.328125)
MISG B 0 A_ReFire
Goto Ready
Flash:
MISF A 3 Bright A_Light1
MISF B 4 Bright
MISF CD 4 Bright A_Light2
TNT1 A 1 A_Light0
Stop
Spawn:
LAUN A -1
Stop
}
}
actor Missle
{
Radius 10
Height 8
Speed 20
Damage 20
Projectile
SeeSound "weapons/rocklf"
DeathSound "weapons/rocklx"
Obituary "%o rode %k's rocket-propelled-grenade"
States
{
Spawn:
MISL A 1 bright
loop
Death:
MISL B 8 bright A_Explode(128,128)
MISL C 6 bright
MISL D 4 bright
stop
}
}
ACTOR PlasmaRiflePickUp : CustomInventory replaces PlasmaRifle
{
Inventory.PickupMessage "You procured an Alien Artifact..."
States
{
Spawn:
PLAS A -1
Stop
Pickup:
PLAS A 0 A_GiveInventory("AlienRifle",1)
PLAS A 0 A_GiveInventory("Cell",40)
Stop
}
}
Actor smCELL : Ammo 1670
{
Inventory.MaxAmount 45
Ammo.BackpackMaxAmount 45
}
actor AlienRifle : Weapon
{
Weapon.AmmoType1 "smCELL"
Weapon.AmmoType2 "smCELL"
Weapon.AmmoUse1 1
Weapon.AmmoUse2 15
Weapon.AmmoGive 0
+Weapon.Ammo_Optional
+Weapon.Alt_Ammo_Optional
Weapon.SlotNumber 6
Inventory.PickupMessage "You procured an Alien Artifact..."
States
{
Ready:
PLSG A 0 A_JumpIfInventory("IsReloading",1,"PrePreReload")
PLSG A 1 A_WeaponReady
Loop
Deselect:
PLSG A 1 A_Lower
Loop
Select:
PLSG A 1 A_Raise
Loop
ReadyToGo:
PLSG A 20 Offset(0,80)
PLSG A 0 A_PlaySound("misc/PLSZRB")
PLSG A 32 Offset(0,80)
PLSG A 1 Offset(0,75)
PLSG A 1 Offset(0,70)
PLSG A 1 Offset(0,65)
PLSG A 1 Offset(0,60)
PLSG A 1 Offset(0,55)
PLSG A 1 Offset(0,50)
PLSG A 1 Offset(0,45)
PLSG A 1 Offset(0,40)
Goto Ready
PrePreReload:
PLSG A 0 A_PlaySound("misc/PLSZRA")
PLSG A 1 Offset(0,40)
PLSG A 1 Offset(0,45)
PLSG A 1 Offset(0,50)
PLSG A 1 Offset(0,55)
PLSG A 1 Offset(0,60)
PLSG A 1 Offset(0,65)
PLSG A 1 Offset(0,70)
PLSG A 1 Offset(0,75)
PLSG A 1 Offset(0,80)
Goto PreReload
PreReload:
PLSG A 0 Offset(0,80)
PLSG A 0 A_JumpIfInventory("smCELL",45,"ReadyToGo")
PLSG A 0 A_JumpIfInventory("Cell",1,"Reload")
Goto ReadyToGo
Reload:
PLSG A 0 Offset(0,80)
PLSG A 0 A_TakeInventory("Cell", 1)
PLSG A 0 A_GiveInventory("smCELL", 1)
Goto PreReload
Fire:
PLSG A 0 A_JumpIfNoAmmo("PrePreReload")
PLSG A 0 A_GunFlash
PLSG A 3 A_FireCustomMissile("PlasmaS",0,1)
PLSG B 20 A_ReFire
Goto Ready
AltFire:
PLSG A 0 A_JumpIfNoAmmo("PrePreReload")
PLSG A 0 A_GunFlash
PLSG A 3 A_FireRailgun
PLSG A 0 A_GunFlash
PLSG A 3
PLSG B 20
PLSG A 3
Goto Ready
Flash:
PLSF A 4 Bright A_Light1
Goto LightDone
PLSF B 4 Bright A_Light1
Goto LightDone
Spawn:
PLAS A -1
Stop
}
}
actor PlasmaS
{
Radius 13
Height 8
Speed 25
Damage 5
Projectile
+RANDOMIZE
RenderStyle Add
Alpha 0.75
SeeSound "weapons/plasmaf"
DeathSound "weapons/plasmax"
Obituary "%o was melted by %k's plasma."
States
{
Spawn:
PLSS AB 6 bright
loop
Death:
PLSE ABCDE 4 bright
stop
}
}
ACTOR BFG9000Pickup : CustomInventory replaces BFG9000
{
Inventory.PickupMessage "You procured the BFG9001! Oh, ye---Wait a second..."
States
{
Spawn:
BFUG A -1
Stop
Pickup:
BFUG A 0 A_GiveInventory("BFG9001",1)
BFUG A 0 A_GiveInventory("Cell",40)
Stop
}
}
Actor lgCELL : Ammo 1671
{
Inventory.MaxAmount 120
Ammo.BackpackMaxAmount 120
}
actor BFG9001 : Weapon
{
Weapon.AmmoUse1 40
Weapon.AmmoUse2 12
Weapon.AmmoType1 "lgCELL"
Weapon.AmmoType2 "lgCELL"
Weapon.AmmoGive 0
+Weapon.Ammo_Optional
+Weapon.Alt_Ammo_Optional
Weapon.SlotNumber 7
Inventory.PickupMessage "You got the BFG9001! Oh, ye---Wait a second..."
States
{
Ready:
BFGG A 0 A_JumpIfInventory("IsReloading",1,"PrePreReload")
BFGG A 1 A_WeaponReady
loop
Deselect:
BFGG A 1 A_Lower
loop
Select:
BFGG A 1 A_Raise
loop
ReadyToGo:
BFGG A 12 Offset(0,80)
BFGG A 0 A_PlaySound("misc/BGFRLB")
BFGG A 18 Offset(0,80)
BFGG A 0 A_PlaySound("misc/BGFRLC")
BFGG A 48 Offset(0,80)
BFGG A 0 A_PlaySound("misc/BGFRLD")
BFGG A 12 Offset(0,80)
BFGG A 1 Offset(0,75)
BFGG A 1 Offset(0,70)
BFGG A 1 Offset(0,65)
BFGG A 1 Offset(0,60)
BFGG A 1 Offset(0,55)
BFGG A 1 Offset(0,50)
BFGG A 1 Offset(0,45)
BFGG A 1 Offset(0,40)
Goto Ready
PrePreReload:
BFGG A 1 Offset(0,40)
BFGG A 1 Offset(0,45)
BFGG A 0 A_PlaySound("misc/BGFRLA")
BFGG A 1 Offset(0,50)
BFGG A 1 Offset(0,55)
BFGG A 1 Offset(0,60)
BFGG A 1 Offset(0,65)
BFGG A 1 Offset(0,70)
BFGG A 1 Offset(0,75)
BFGG A 1 Offset(0,80)
Goto PreReload
PreReload:
BFGG A 0 Offset(0,80)
BFGG A 0 A_JumpIfInventory("lgCELL",120,"ReadyToGo")
BFGG A 0 A_JumpIfInventory("Cell",1,"Reload")
Goto ReadyToGo
Reload:
BFGG A 0 Offset(0,80)
BFGG A 0 A_TakeInventory("Cell", 1)
BFGG A 0 A_GiveInventory("lgCELL", 1)
Goto PreReload
Fire:
BFGG A 0 A_JumpIfNoAmmo("PrePreReload")
BFGG A 20 A_BFGSound
BFGG B 10 A_GunFlash
BFGG B 10 A_FireBFG
BFGG B 20 A_ReFire
goto Ready
AltFire:
BFGG A 0 A_JumpIfNoAmmo("PrePreReload")
BFGG A 20 A_PlaySound ("weapons/bfg10kf")
BFGG A 8
BFGG B 2 A_GunFlash
BFGG B 2 A_FireBullets(0,0,1,0,"BFG10kShot")
BFGG B 2 A_ReFire
BFGG B 35 A_PlaySound ("weapons/bfg10kcool")
Goto Ready
Flash:
BFGF A 11 bright A_Light1
BFGF B 6 bright A_Light2
Goto LightDone
Spawn:
BFUG A -1
stop
}
}
ACTOR DoomPlayer : PlayerPawn
{
Speed 1
Health 100
Radius 16
Height 56
Mass 100
PainChance 255
Player.DisplayName "Marine"
Player.CrouchSprite "PLYC"
Player.StartItem "92F"
Player.StartItem "Fist"
Player.StartItem "Clip", 50
Player.StartItem "Action_Reload"
Player.StartItem "Action_ReloadCancel"
Player.WeaponSlot 1, Fist, Chainsaw
Player.WeaponSlot 2, Pistol
Player.WeaponSlot 3, Shotgun, SuperShotgun
Player.WeaponSlot 4, Chaingun
Player.WeaponSlot 5, RocketLauncher
Player.WeaponSlot 6, PlasmaRifle
Player.WeaponSlot 7, BFG9000
States
{
Spawn:
PLAY A -1
Loop
See:
PLAY ABCD 4
Loop
Missile:
PLAY E 12
Goto Spawn
Melee:
PLAY F 6 BRIGHT
Goto Missile
Pain:
PLAY G 4
PLAY G 4 A_Pain
Goto Spawn
Death:
PLAY H 0 A_PlayerSkinCheck("AltSkinDeath")
Death1:
PLAY H 10
PLAY I 10 A_PlayerScream
PLAY J 10 A_NoBlocking
PLAY KLM 10
PLAY N -1
Stop
XDeath:
PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath")
XDeath1:
PLAY O 5
PLAY P 5 A_XScream
PLAY Q 5 A_NoBlocking
PLAY RSTUV 5
PLAY W -1
Stop
AltSkinDeath:
PLAY H 6
PLAY I 6 A_PlayerScream
PLAY JK 6
PLAY L 6 A_NoBlocking
PLAY MNO 6
PLAY P -1
Stop
AltSkinXDeath:
PLAY Q 5 A_PlayerScream
PLAY R 0 A_NoBlocking
PLAY R 5 A_SkullPop
PLAY STUVWX 5
PLAY Y -1
Stop
}
}
ACTOR IsReloading : Inventory
{
Inventory.MaxAmount 1
}
ACTOR Action_Reload : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
-INVBAR
States
{
Use:
TNT1 A 0 A_GiveInventory("IsReloading",1)
Fail
}
}
ACTOR Action_ReloadCancel : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
-INVBAR
States
{
Use:
TNT1 A 0 A_TakeInventory("IsReloading",1)
Fail
}
}[/spoiler]