[WIP] Complex Doom: LCA (Legendary Complex Addon)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
User avatar
Sepia-Paper
Forum Regular
Posts: 170
Joined: Mon Oct 13, 2014 8:29 pm
Location: Bathroom

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#61

Post by Sepia-Paper » Wed Jul 13, 2016 7:15 am

How about Legendary Nazis?

User avatar
Legendary
Forum Regular
Posts: 196
Joined: Sat Oct 10, 2015 5:01 pm
Location: America
Contact:

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#62

Post by Legendary » Sat Jul 16, 2016 6:05 pm

Maybe, Legendary hitscan enemies are really a pain to fight though but it might be ok if they get the plasma rifle. Still can't decide though...

User avatar
Sepia-Paper
Forum Regular
Posts: 170
Joined: Mon Oct 13, 2014 8:29 pm
Location: Bathroom

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#63

Post by Sepia-Paper » Sat Jul 16, 2016 6:17 pm

True Legendary Cyberdemon causes immense lags in large sized maps with his Ion Thurnderstorm jutsu

User avatar
Legendary
Forum Regular
Posts: 196
Joined: Sat Oct 10, 2015 5:01 pm
Location: America
Contact:

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#64

Post by Legendary » Sat Jul 16, 2016 6:31 pm

Lmao Ion Thunderstorm jutsu, you just have to turn on vanilla mode when he uses it.

User avatar
Sepia-Paper
Forum Regular
Posts: 170
Joined: Mon Oct 13, 2014 8:29 pm
Location: Bathroom

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#65

Post by Sepia-Paper » Sat Jul 16, 2016 6:56 pm

Legendary wrote:Lmao Ion Thunderstorm jutsu, you just have to turn on vanilla mode when he uses it.
oh, ok

User avatar
Sentey
New User
Posts: 15
Joined: Sun Jun 21, 2015 3:01 pm

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#66

Post by Sentey » Sat Jul 16, 2016 8:12 pm

LCA should be banned. kys all

User avatar
Sepia-Paper
Forum Regular
Posts: 170
Joined: Mon Oct 13, 2014 8:29 pm
Location: Bathroom

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#67

Post by Sepia-Paper » Sun Jul 17, 2016 11:30 am

Sentey wrote:LCA should be banned. kys all
Image

User avatar
mattbratt11
Forum Regular
Posts: 113
Joined: Thu Sep 27, 2012 10:35 pm
Location: Legendary Macrocosm
Clan: Candid Yams
Clan Tag: MMCY

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#68

Post by mattbratt11 » Wed Jul 20, 2016 1:55 am

Sentey wrote:LCA should be banned. kys all
More like "Doom should be banned. Piss out! :cool: "

Catastrophe
Retired Staff / Community Team Member
Posts: 2558
Joined: Sat Jun 02, 2012 2:44 am

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#69

Post by Catastrophe » Wed Jul 20, 2016 6:16 am

How do you go from this
Sentey wrote:Finally you made a post. Jeez man... It took you a while eh?
Good Luck with it! :biggrin:
to this
Sentey wrote:LCA should be banned. kys all

RedThePyro
New User
Posts: 3
Joined: Mon Jun 06, 2016 1:59 am

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#70

Post by RedThePyro » Thu Jul 21, 2016 4:45 pm

I cant join most of the Complex doom servers anymore ;_;
I just keep on getting this error every time
[spoiler]OS: Windows NT (NT 6.2) Build 9200

M_LoadDefaults: Load system defaults.
Gameinfo scan took 98 ms
W_Init: Init WADfiles.
adding C:/Program Files (x86)/Zandronum/zandronum.pk3, 696 lumps
adding c:/program files (x86)/steam/SteamApps/common/doom 2/base/doom2.wad, 2919 lumps
adding C:/Program Files (x86)/Zandronum/announcer/ZanACG.pk3, 104 lumps
adding C:/Program Files (x86)/Zandronum/announcer/ZanGeneric.pk3, 105 lumps
adding C:/Users/Giovanni/AppData/Roaming/.doomseeker/skulltag_content2.1a.pk3, 2508 lumps
adding C:/Program Files (x86)/Zandronum/complex-doom.v26a2.pk3
C:/Program Files (x86)/Zandronum/complex-doom.v26a2.pk3: ZIP file corrupt!

adding C:/Users/Giovanni/AppData/Roaming/.doomseeker/lca-v1.5.7.pk3, 7523 lumps
adding C:/Users/Giovanni/AppData/Roaming/.doomseeker/lca-v1.5.7.pk3:lcademo.wad, 8 lumps
adding C:/Users/Giovanni/AppData/Roaming/.doomseeker/complex-doom-invasion_0.98d.pk3, 3 lumps
adding C:/Users/Giovanni/AppData/Roaming/.doomseeker/complex-doom-invasion_0.98d.pk3:cd-map.wad, 8559 lumps
adding C:/Program Files (x86)/Zandronum/complex-doom-song_0.98.pk3
C:/Program Files (x86)/Zandronum/complex-doom-song_0.98.pk3: ZIP file corrupt!

adding C:/Users/Red/AppData/Roaming/.doomseeker/newtextcolours_260.pk3, 5 lumps
I_Init: Setting up machine state.
CPU Speed: 2594 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i7-4720HQ CPU @ 2.60GHz
Family 6, Model 60, Stepping 3
Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.24.16
V_Init: allocate screen.
Using in-memory database. The database will not be saved on exit.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
ParseSectInfo: Loading sector identifications.
S_InitData: Load sound definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 391:
Parent type 'EnergyProjectileSparkRed' not found in EnergyProjectileSparkGold
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 468:
Parent type 'GreenParticleSpawner' not found in GoldParticleSpawner
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 486:
Parent type 'RedParticleSpawner' not found in GoldParticleSpawnerDT
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 538:
Parent type 'EnergyProjectileSparkRed' not found in LegendaryEnergyProjectileSparkRed
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 545:
Parent type 'RedParticleSpawner' not found in LegendaryRedParticleSpawner
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 565:
Parent type 'EnergyProjectileSparkGreen' not found in LegendaryEnergyProjectileSparkGreen
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 572:
Parent type 'GreenParticleSpawner' not found in LegendaryGreenParticleSpawner
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 592:
Parent type 'EnergyProjectileSparkBlue' not found in LegendaryEnergyProjectileSparkBlue
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 599:
Parent type 'BlueParticleSpawner' not found in LegendaryBlueParticleSpawner
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 619:
Parent type 'EnergyProjectileSparkOrange' not found in LegendaryEnergyProjectileSparkOrange
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 626:
Parent type 'OrangeParticleSpawner' not found in LegendaryOrangeParticleSpawner
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 648:
Parent type 'BlueStar' not found in LegendaryBlueStar
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 649:
Parent type 'BlueSparkleSpawner' not found in LegendaryBlueSparkleSpawner
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 662:
Parent type 'BluePowerLine' not found in LegendaryBluePowerLine
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 663:
Parent type 'GreenPowerLine' not found in LegendaryGreenPowerLine
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 664:
Parent type 'RedPowerLine' not found in LegendaryRedPowerLine
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 666:
Parent type 'BluePowerLineSpawner' not found in LegendaryBluePowerLineSpawner
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 667:
Parent type 'GreenPowerLineSpawner' not found in LegendaryGreenPowerLineSpawner
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 668:
Parent type 'RedPowerLineSpawner' not found in LegendaryRedPowerLineSpawner
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 755:
Parent type 'BlueGibbedGenerator' not found in LegBlueGibbedGenerator
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 884:
Parent type 'NewBloodSpot5' not found in LegendaryNewBloodSpot5
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 885:
Parent type 'NewFlyingBloodTrail5' not found in LegendaryNewFlyingBloodTrail5
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 886:
Parent type 'NewFlyingBlood' not found in LegendaryNewFlyingBlood5
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 904:
Parent type 'BlueBloodCloud' not found in LegendaryBlueBloodCloud
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 905:
Parent type 'BlueBodyPart1' not found in LegendaryBlueBodyPart1
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 906:
Parent type 'BlueBodyPart2' not found in LegendaryBlueBodyPart2
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 907:
Parent type 'BlueBodyPart3' not found in LegendaryBlueBodyPart3
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 908:
Parent type 'BlueBodyPart4' not found in LegendaryBlueBodyPart4
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 909:
Parent type 'BlueBodyPart5' not found in LegendaryBlueBodyPart5
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 910:
Parent type 'BlueBodyPart6' not found in LegendaryBlueBodyPart6
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 911:
Parent type 'BlueBodyPart7' not found in LegendaryBlueBodyPart7
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 912:
Parent type 'BlueBodyPart8' not found in LegendaryBlueBodyPart8
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 917:
Parent type 'Kaboom3' not found in LegendaryKaboom3
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 918:
Parent type 'Kaboom6' not found in LegendaryKaboom6
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 919:
Parent type 'SmokeFX' not found in LegendarySmokeFX
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 920:
Parent type 'SmokeFX2' not found in LegendarySmokeFX2
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 921:
Parent type 'SmokeFX4' not found in LegendarySmokeFX4
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 923:
Parent type 'Debris' not found in LegendaryDebris
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 924:
Parent type 'FootStep' not found in LegendaryFootStep
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 925:
Parent type 'BonyStep' not found in LegendaryBonyStep
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 926:
Parent type 'HoofStep' not found in LegendaryHoofStep
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 927:
Parent type 'BeefyStep' not found in LegendaryBeefyStep
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 966:
Parent type 'SGTracer' not found in LegSGTracer
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 967:
Parent type 'Shellcasing' not found in LegShellCasing
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 969:
Parent type 'RicochetSpark' not found in LegRicochetSpark
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 970:
Parent type 'RicochetSpark2' not found in LegRicochetSpark2
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 971:
Parent type 'ModdedBulletPuff' not found in LegModdedBulletPuff
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 1000:
Parent type 'EnergyProjectileSparkRed' not found in EnergyProjectileSparkYellow
Script error, "lca-v1.5.7.pk3:actors/base.txt" line 1019:
Parent type 'RedParticleSpawner' not found in YellowParticleSpawner
Script error, "lca-v1.5.7.pk3:actors/weapons/base.txt" line 113:
Parent type 'BFG9500Trail' not found in LDemonTechTrail
Script error, "lca-v1.5.7.pk3:actors/weapons/base.txt" line 133:
Parent type 'DemonTechTrail' not found in LDemonTechTrail2
Script error, "lca-v1.5.7.pk3:actors/weapons/legendaryplasmaticrifle.txt" line 235:
Parent type 'BulletCasing' not found in LDemonTechEmptyMag
Script error, "lca-v1.5.7.pk3:actors/weapons/advancednecronomicon.txt" line 98:
Parent type 'RedParticleSpawner' not found in NecroGhostEffect
Script error, "lca-v1.5.7.pk3:actors/weapons/behemothcannon.txt" line 56:
Parent type 'Comet' not found in BehemothCometPlayer
Script error, "lca-v1.5.7.pk3:actors/weapons/behemothcannon.txt" line 68:
Parent type 'Comet' not found in BehemothSeekingCometPlayer
Script error, "lca-v1.5.7.pk3:actors/weapons/explosiveminigun.txt" line 118:
Parent type 'SentientExplosiveTracer' not found in PlayerExplosiveTracer
Script warning, "" line 0:
Icon 'ASTHA0' for 'ShotgunDrum2' not found

Script error, "lca-v1.5.7.pk3:actors/weapons/assaultshotgun.txt" line 11:
Parent type 'Assault Shotgun' not found in Assault Shotgun

Execution could not continue.

Script error, "lca-v1.5.7.pk3:actors/weapons/assaultshotgun.txt" line 11:
Replaced type 'Assault Shotgun' not found in Assault Shotgun[/spoiler]

User avatar
Sean
IRC Operator
Posts: 952
Joined: Thu Jan 16, 2014 9:09 pm
Location: United Kingdom
Contact:

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#71

Post by Sean » Thu Jul 21, 2016 6:56 pm

Code: Select all

C:/Program Files (x86)/Zandronum/complex-doom.v26a2.pk3: ZIP file corrupt!
Something tells me you have an issue with your Complex PK3.
<capodecima> i dont say any more word without my loyer jenova

User avatar
Empyre
Zandrone
Posts: 1316
Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#72

Post by Empyre » Thu Jul 21, 2016 11:49 pm

Based on what Sean found in the error log, you should re-download both the complex-doom and complex-doom-song pk3s.
"For the world is hollow, and I have touched the sky."

CacoMad
New User
Posts: 9
Joined: Tue Jul 12, 2016 5:40 pm
Clan: Argentina
Clan Tag: <ARG>

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#73

Post by CacoMad » Fri Jul 22, 2016 2:42 am

canion is better than this.

theundeadsoldierx9

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#74

Post by theundeadsoldierx9 » Sat Jul 23, 2016 2:29 pm

CacoMad wrote:canion is better than this.
No one asked you for give ur opination

theundeadsoldierx9

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#75

Post by theundeadsoldierx9 » Sat Jul 23, 2016 2:46 pm

Lol i noticed just now you have a topic of lca xD gj with lca

PD: Update the links please

User avatar
Legendary
Forum Regular
Posts: 196
Joined: Sat Oct 10, 2015 5:01 pm
Location: America
Contact:

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#76

Post by Legendary » Sun Jul 24, 2016 9:12 pm

Lol thanks, and they work fine for me.

User avatar
Doomenator
Forum Regular
Posts: 300
Joined: Wed Apr 01, 2015 4:27 am

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#77

Post by Doomenator » Sun Jul 24, 2016 11:03 pm

Legendary wrote:Lol thanks, and they work fine for me.
Need update 1st post. Lca-v1.5.5 and download links from BE is not actual.

User avatar
Legendary
Forum Regular
Posts: 196
Joined: Sat Oct 10, 2015 5:01 pm
Location: America
Contact:

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#78

Post by Legendary » Mon Jul 25, 2016 3:52 pm

Ah right, thanks I forgot about that one.

User avatar
mattbratt11
Forum Regular
Posts: 113
Joined: Thu Sep 27, 2012 10:35 pm
Location: Legendary Macrocosm
Clan: Candid Yams
Clan Tag: MMCY

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#79

Post by mattbratt11 » Sat Aug 13, 2016 3:53 am

Sorry to bump this thread, but I have made Sprites of a brand new Legendary Monster.
I call it "Legendary Icon of Sin".
Check it out: http://allfearthesentinel.net/download? ... ostest.pk3
The common variant has 50000 HP, but the Legendary Variant will have much more.
Feel free to use these sprites, and give proper credit to various authors listed in the PK3's Readme.txt file.
I hope you'll love it.

tarrasqueSorcerer
 
Posts: 27
Joined: Thu Dec 10, 2015 1:03 pm

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#80

Post by tarrasqueSorcerer » Sun Sep 04, 2016 1:27 pm

Hi. I made two small fixes, and you're welcome to use them.

First one restores explosive minigun's select animation (in LCA proper it just pops from below).
(you might need to change it so it replaces the original exp-mini instead of redefining it though)
[spoiler]

Code: Select all

ACTOR "Explosive Minigun" : Weapon
{
	Weapon.Selectionorder 690
	Weapon.KickBack 50
	Weapon.PreferredSkin "ExplosiveMinigun-Marine"
	Weapon.AmmoType "BulletMag"
	Weapon.AmmoGive 20
	Weapon.AmmoUse 1
	Weapon.UpSound "weapons/explosiveminigunpickup"
	Inventory.PickupSound "weapons/explosiveminigunpickup"
	Inventory.PickupMessage "Explosive Minigun"
	Obituary "%o was ripped to bloody chunks by %k's Explosive Minigun."
	AttackSound "sentient/fire"
	+INVENTORY.UNDROPPABLE
	+WEAPON.NOAUTOAIM
	States 
	{
	Spawn:
		CHNG X -1
		Stop
	Ready:
		TNT1 A 0 A_PlayWeaponSound("weapons/explosiveminigunpickup")
		CHNU ABCD 1
		CHNG A 1 A_WeaponReady
		Goto Ready+5
	ReadySpin:
		TNT1 A 0 A_PlaySound("weapons/expmgunspin", 5)
		CHNG ADGADGADGADGADG 1 A_WeaponReady
		Loop
	Deselect:
		TNT1 A 0 A_TakeInventory("ExpMinigunActive2",1)
		TNT1 A 0 A_TakeInventory("ExpMinigunActive",1)
		TNT1 A 0 A_PlaySound("weapons/weapondown", 5)
	Deselecting:
		CHNG A 1 A_Lower
		Goto Deselect+2
	Select:
		TNT1 A 0 A_TakeInventory("ExpMinigunActive2",1)
		TNT1 A 0 A_TakeInventory("ExpMinigunActive",1)
	Selecting:
		TNT1 A 0 A_Raise
		Loop
	Fire:
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		TNT1 A 0 A_JumpIfInventory("ExpMinigunActive2",1,23)
		TNT1 A 0 A_JumpIfInventory("ExpMinigunActive",1,22)
		TNT1 A 0 A_PlaySound("weapons/expmgunspinstart", 5)
		CHNG ABC 2
		CHNG EFGABCEG 1
		CHNG ACEGADGADG 1
		Goto Hold
	Hold:
		TNT1 A 0 A_GiveInventory("ExpMinigunActive",1)
		TNT1 A 0 A_PlaySound("weapons/expmgunspin", 5)
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light1
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)
		TNT1 A 0 A_PlaySound("weapons/minigunfire", CHAN_WEAPON)
		TNT1 A 0 A_FireCustomMissile("PlayerExplosiveTracer",Random(4,-4),0,0,Random(4,-4))
		CHNF A 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),"ModdedBulletPuff")
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")
		CHNF A 1 Bright
		CHNF BC 1 A_Light0
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light2
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)
		TNT1 A 0 A_PlaySound("weapons/minigunfire", CHAN_WEAPON)	
		TNT1 A 0 A_FireCustomMissile("PlayerExplosiveTracer",Random(4,-4),0,0,Random(4,-4))
		CHNF D 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),"ModdedBulletPuff")
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		CHNF EF 1 A_Light0
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light1
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",25,-8,25,Random(2,3),Random(-3,-5),Random(3,5),0)
		TNT1 A 0 A_PlaySound("sentient/fire", CHAN_WEAPON)	
		TNT1 A 0 A_FireCustomMissile("PlayerExplosiveTracer",Random(4,-4),0,0,Random(4,-4))
		CHNF G 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),"ModdedBulletPuff")
		CHNF H 1 A_Light0
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		TNT1 A 0 A_ReFire
		TNT1 A 0 A_JumpIfInventory("ExpMinigunActive2",1,"ReadySpin")
		TNT1 A 0 A_PlaySound("weapons/expmgunspinstop", 5)
		TNT1 A 0 A_TakeInventory("ExpMinigunActive",1)
		CHNG ABCDEFGABC 1
		CHNG DEFG 2
		Goto Ready+5
	AltFire:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("ExpMinigunActive2",1,"EmptySpinDown")
		TNT1 A 0 A_PlaySound("weapons/expmgunspinstart", 5)
		CHNG ABC 2
		CHNG EFGABCEG 1
		CHNG ACEGADGADG 1
		TNT1 A 0 A_GiveInventory("ExpMinigunActive2",1)
		Goto ReadySpin
	EmptySpinDown:
		TNT1 A 0 A_TakeInventory("ExpMinigunActive",1)
		TNT1 A 0 A_TakeInventory("ExpMinigunActive2",1)
		TNT1 A 0 A_PlaySound("weapons/expmgunspinstop", 5)
		CHNG ADGADG 1
		CHNG ABCDEFGABC 1
		CHNG DEFG 2
		Goto Ready+5
	}
}

ACTOR ExpMinigunActive : Ammo
{
	Inventory.MaxAmount 1
}
ACTOR ExpMinigunActive2 : Ammo
{
	Inventory.MaxAmount 1
}

ACTOR PlayerExplosiveTracer : SentientExplosiveTracer
{
	Species "Player"
	DamageType "Player"
	+THRUSPECIES
	Scale 0.7
	States
	{
	Spawn:
		TRAC A 1 Bright
		Loop
	}
}
[/spoiler]

Another one gives the minigun an altfire mode just like the explosive one's.
[spoiler]

Code: Select all

Actor NewMinigun : "Minigun " replaces "Minigun "
{
	States 
	{
	Spawn:
		MNGN A -1
		Stop
	Ready:
		TNT1 A 0 A_PlayWeaponSound("weapons/minigunpickup")
		MGRS ABCDE 1
		CHAG A 1 A_WeaponReady
		Goto Ready+6
	ReadySpin:
		TNT1 A 0 A_PlaySound("weapons/mgunspin", 5)
		CHAG ABCDABCDABCDABCD 1 A_WeaponReady
		Loop
	Deselect:
		TNT1 A 0 A_TakeInventory("MinigunActive2",1)
		TNT1 A 0 A_TakeInventory("MinigunActive",1)
		TNT1 A 0 A_PlaySound("weapons/weapondown", 5)
	Deselecting:
		CHAG A 1 A_Lower
		Goto Deselect+2
	Select:
		TNT1 A 0 A_TakeInventory("MinigunActive2",1)
		TNT1 A 0 A_TakeInventory("MinigunActive",1)
	Selecting:
		TNT1 A 0 A_Raise
		Loop
	Fire:
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		TNT1 A 0 A_JumpIfInventory("MinigunActive2",1,22)
		TNT1 A 0 A_JumpIfInventory("MinigunActive",1,21)
		TNT1 A 0 A_PlaySound("weapons/mgunspin", 5)
		CHAG ABCD 2
		CHAG ABCDABCDABCDABCD 1
		Goto Hold
	Hold:
		TNT1 A 0 A_GiveInventory("MinigunActive",1)
		TNT1 A 0 A_PlaySound("weapons/mgunspin", 5)
		TNT1 A 0 A_PlaySound("weapons/minigunfire",CHAN_WEAPON)
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light1
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("RifleCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)
		TNT1 A 0 A_FireCustomMissile("Tracer",Random(4,-4),0,0,Random(4,-4))
		CHAF A 1 Bright A_FireBullets(4.3,2.6,-1,Random(7,10),"ModdedBulletPuff")
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")
		CHAF BC 1 A_Light0
		TNT1 A 0 A_PlaySound("weapons/minigunfire",CHAN_WEAPON)
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light2
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("RifleCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)
		TNT1 A 0 A_FireCustomMissile("Tracer",Random(4,-4),0,0,Random(4,-4))
		CHAF D 1 Bright A_FireBullets(4.3,2.6,-1,Random(7,10),"ModdedBulletPuff")
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		CHAF EF 1 A_Light0
		TNT1 A 0 A_PlaySound("weapons/minigunfire",CHAN_WEAPON)
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Light1
		TNT1 A 0 Radius_Quake(2,2,0,1,0)
		TNT1 A 0 A_SpawnItemEx("RifleCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)
		TNT1 A 0 A_FireCustomMissile("Tracer",Random(4,-4),0,0,Random(4,-4))
		CHAF G 1 Bright A_FireBullets(4.8,2.4,-1,Random(7,10),"ModdedBulletPuff")
		TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown")	
		CHAF H 1 A_Light0
		TNT1 A 0 A_ReFire
		TNT1 A 0 A_JumpIfInventory("MinigunActive2",1,"ReadySpin")
		TNT1 A 0 A_PlaySound("weapons/mgunspinstop", 5)
		TNT1 A 0 A_TakeInventory("MinigunActive",1)
		CHAG ABCDABCDABCDABCD 1
		CHAG ABCD 2
		Goto Ready+6
	AltFire:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("MinigunActive2",1,"EmptySpinDown")
		TNT1 A 0 A_PlaySound("weapons/mgunspin", 5)
		CHAG ABCD 2
		CHAG ABCDABCDABCDABCD 1
		TNT1 A 0 A_GiveInventory("MinigunActive2",1)
		Goto ReadySpin
	EmptySpinDown:
		TNT1 A 0 A_TakeInventory("MinigunActive",1)
		TNT1 A 0 A_TakeInventory("MinigunActive2",1)
		TNT1 A 0 A_PlaySound("weapons/mgunspinstop", 5)
		CHAG ABCDABCDABCDABCD 1
		CHAG ABCD 2
		Goto Ready+6
	}
}

ACTOR MinigunActive : Ammo
{
	Inventory.MaxAmount 1
}
ACTOR MinigunActive2 : Ammo
{
	Inventory.MaxAmount 1
}
[/spoiler]

Also, I made a personal-use lite version of LCA, with all legendary stuff stripped off - I thought it's too crazy and imbalanced for enjoyable playing (for me at least).
If anyone is interested, I can share it - if Legendary doesn't disapprove, of course.

Locked