Code: Select all
Actor HellstormCannon : Weapon
{
Obituary "%o was obliterated by %k's HellStorm Cannon!"
Weapon.SelectionOrder 2500
Weapon.AmmoType "ImpactGrenade"
Weapon.AmmoUse 1
Weapon.AmmoGive 8
+Weapon.NoAutoFire
+Weapon.NoAutoAim
Inventory.PickupMessage "You got the HellStorm Cannon!"
States
{
Ready:
HSTM B 1 A_WeaponReady
Loop
Deselect:
HSTM B 1 A_Lower
Loop
Select:
HSTM B 1 A_Raise
Loop
Fire:
HSTM C 4 Bright A_GunFlash
HSTM D 0 Bright A_PlayWeaponSound("HellStorm/Fire")
HSTM D 0 Bright A_FireCustomMissile("HellStormBomb1", Random(-9, 9), 0, 0, 0, 0, Random(-2, 6))
HSTM D 0 Bright A_FireCustomMissile("HellStormBomb5", Random(-9, 9), 0, 0, 0, 0, Random(-2, 6))
HSTM D 0 Bright A_FireCustomMissile("HellStormBomb2", Random(-9, 9), 0, 0, 0, 0, Random(-2, 6))
HSTM D 0 Bright A_FireCustomMissile("HellStormBomb6", Random(-9, 9), 0, 0, 0, 0, Random(-2, 6))
HSTM D 0 Bright A_FireCustomMissile("HellStormBomb3", Random(-9, 9), 0, 0, 0, 0, Random(-2, 6))
HSTM D 0 Bright A_FireCustomMissile("HellStormBomb7", Random(-9, 9), 0, 0, 0, 0, Random(-2, 6))
HSTM D 0 Bright A_FireCustomMissile("HellStormBomb4", Random(-9, 9), 0, 0, 0, 0, Random(-2, 6))
HSTM D 5 Bright A_FireCustomMissile("HellStormBomb8", Random(-9, 9), 0, 0, 0, 0, Random(-2, 6))
HSTM EF 6 Bright
HSTM B 6
HSTM B 20 A_PlaySoundEx("HellStorm/Reload", "SoundSlot6", 0)
Goto Ready
Flash:
TNT1 A 1
Stop
Spawn:
HSTM A -1
Stop
}
}
Actor HellStormBomb1
{
Radius 11
Height 8
Speed 35
Damage 8
Gravity 0.3
Scale 0.5
Projectile
-NoGravity
DeathSound "HellStorm/Hit"
Decal RevenantScorch
States
{
Spawn:
HSBM A 1 Bright
Loop
Death:
MISL B 0 Bright A_ChangeFlag("NoGravity", 1)
MISL B 8 Bright A_Explode(64, 80, 1, 1)
MISL C 6 Bright
MISL D 4 Bright
Stop
}
}
Actor HellStormBomb2 : HellStormBomb1
{
Speed 34
Gravity 0.28
}
Actor HellStormBomb3 : HellStormBomb1
{
Speed 33
Gravity 0.26
}
Actor HellStormBomb4 : HellStormBomb1
{
Speed 32
Gravity 0.24
}
Actor HellStormBomb5
{
Radius 11
Height 8
Speed 45
Damage 8
Gravity 0.3
Scale 0.5
Projectile
-NoGravity
DeathSound "Nodeathsound/sorry"
Decal RevenantScorch
States
{
Spawn:
HSBM A 1 Bright
Loop
Death:
MISL B 0 Bright A_ChangeFlag("NoGravity", 1)
MISL B 8 Bright A_Explode(64, 80, 1, 1)
MISL C 6 Bright
MISL D 4 Bright
Stop
}
}
Actor hellstormbomb6 : hellstormbomb5
{
Speed 34
Gravity 0.28
}
Actor hellstormbomb7 : hellstormbomb5
{
Speed 33
Gravity 0.26
}
Actor hellstormbomb8 : hellstormbomb5
{
Speed 32
Gravity 0.24
}
Actor ImpactGrenade : Ammo
{
Inventory.PickupMessage "You got some impact grenades."
Inventory.Amount 4
Inventory.MaxAmount 40
Ammo.BackpackAmount 4
Ammo.BackpackMaxAmount 80
Inventory.Icon "HSBMA7A3"
States
{
Spawn:
HSAM A -1
Stop
}
}
Actor ImpactGrenadeBox : ImpactGrenade
{
Inventory.PickupMessage "You got a box of impact grenades."
Inventory.Amount 10
States
{
Spawn:
HSAM B -1
Stop
}
}
I've found the isse. One part of "Fire:" should look like this"
Code: Select all
HSTM D 5 Bright A_FireCustomMissile("HellStormBomb8", Random(-9, 9), 1, 0, 0, 0, Random(-2, 6))