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BFG10k.txt
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Actor BFG10k : BrutalWeapon
{
Radius 20
Height 20
Weapon.AmmoUse 10
Weapon.AmmoGive 50
Weapon.AmmoType "AmmoCell"
Weapon.Kickback 100
Weapon.SelectionOrder 2900
Inventory.Pickupmessage "$GOTBFG10K"
Inventory.PickupSound "BFGREADY"
Obituary "%o was blasted by %k's BFG10K"
Decal BFGLightning
+WEAPON.BFG
+WEAPON.NOAUTOAIM
+WEAPON.NOAUTOFIRE
+WEAPON.EXPLOSIVE
YScale 0.7
XScale 0.9
DropItem "BFG10KSpawner"
States
{
Spawn:
BFG2 A -1
Stop
Ready:
Ready3:
BG2G A 0
BG2G A 0 A_PlaySound ("10KIDLE", 1)
BG2G A 3 BRIGHT A_WeaponReady
BG2G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
BG2G A 0 A_JumpIfInventory("Kicking",1,"DoKick")
BG2G A 0 A_JumpIfInventory("Taunting",1,"Taunt")
BG2G A 0 A_JumpIfInventory("Salute1", 1, "Salute")
BG2G A 0 A_JumpIfInventory("Salute2", 1, "Salute")
BG2G A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
BG2G B 3 BRIGHT A_WeaponReady
BG2G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
BG2G A 0 A_JumpIfInventory("Kicking",1,"DoKick")
BG2G A 0 A_JumpIfInventory("Taunting",1,"Taunt")
BG2G A 0 A_JumpIfInventory("Salute1", 1, "Salute")
BG2G A 0 A_JumpIfInventory("Salute2", 1, "Salute")
BG2G A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
BG2G C 3 BRIGHT A_WeaponReady
BG2G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
BG2G A 0 A_JumpIfInventory("Kicking",1,"DoKick")
BG2G A 0 A_JumpIfInventory("Taunting",1,"Taunt")
BG2G A 0 A_JumpIfInventory("Salute1", 1, "Salute")
BG2G A 0 A_JumpIfInventory("Salute2", 1, "Salute")
BG2G A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
BG2G D 3 BRIGHT A_WeaponReady
BG2G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
BG2G A 0 A_JumpIfInventory("Kicking",1,"DoKick")
BG2G A 0 A_JumpIfInventory("Taunting",1,"Taunt")
BG2G A 0 A_JumpIfInventory("Salute1", 1, "Salute")
BG2G A 0 A_JumpIfInventory("Salute2", 1, "Salute")
BG2G A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
BG2G A 0 A_JumpIfInventory("IsRunning",1,"StartSprint")
Loop
Deselect:
BG2G A 0 A_TakeInventory("TossGrenade", 1)
TNT1 A 0 A_TakeInventory("Unloading", 1)
TNT1 A 0 A_TakeInventory("Reloading", 1)
TNT1 A 0 A_TakeInventory("StartDualWield",1)
TNT1 AAAAAAAAAAAA 0 A_Lower
BG2G EEEE 1 BRIGHT A_Lower
Loop
Select:
BG2G A 0 A_Giveinventory("GoSpecial",1)
TNT1 A 0 A_TakeInventory("FistsSelected", 1)
TNT1 A 0 A_TakeInventory("ShotgunSelected", 1)
TNT1 A 0 A_TakeInventory("MinigunSelected", 1)
TNT1 A 0 A_TakeInventory("SSGSelected", 1)
TNT1 A 0 A_TakeInventory("RocketLauncherSelected", 1)
TNT1 A 0 A_TakeInventory("GrenadeLauncherSelected", 1)
TNT1 A 0 A_TakeInventory("PlasmaGunSelected", 1)
TNT1 A 0 A_TakeInventory("RailGunSelected", 1)
TNT1 A 0 A_TakeInventory("RevenantLauncherSelected", 1)
TNT1 A 0 A_TakeInventory("SubMachineGunSelected", 1)
TNT1 A 0 A_GiveInventory("BFG10KSelected", 1)
TNT1 A 0 A_TakeInventory("BFGSelected", 1)
TNT1 A 0 A_TakeInventory("FlameCannonSelected", 1)
TNT1 A 0 A_TakeInventory("SawSelected", 1)
BG2G A 0 A_Takeinventory("HasBarrel",1)
BG2G A 0 A_GunFlash
BG2G EEEE 1 BRIGHT A_Raise
BG2G A 0 A_PlaySound("BFGREADY", 3)
TNT1 AAAAAAAAAAAA 0 A_Raise
Goto Ready
Fire:
BG2G E 0
BG2G A 0 A_JumpIfInventory("AmmoCell",10,1)
Goto Ready
BG2G E 20 BRIGHT A_PlaySound("10KSTART", 4)
BG2G FGHIJ 2 BRIGHT
Goto Hold
Hold:
BG2G E 0
BG2G A 0 A_JumpIfInventory("AmmoCell",10,1)
Goto Ready
BG2G K 1 BRIGHT A_FireCustomMissile("GreenFlareSpawn", 0, 0, 0, 0)
BG2G A 0 A_PlaySound("10KFIRE", 1)
TNT1 A 0 A_FireCustomMissile("Alerter",0,0)
BG2G L 1 BRIGHT A_FireCustomMissile("BFG10K_Ball",frandom(-1.2,1.2),1,0,0,0,frandom(-1.4,1.4))
TNT1 A 0 A_Recoil(2)
TNT1 A 0 A_ZoomFactor(0.97)
BG2G M 1 BRIGHT A_FireCustomMissile("GreenFlareSpawn", 0, 0, 0, 0)
TNT1 A 0 A_ZoomFactor(1.0)
RIFG A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, 2)//tactical mode has muzzle climb
RIFG A 0 A_SetPitch(pitch-2.0)
RIFG A 0 A_SetPitch(pitch-2.0)
BG2G FGHIJ 1 BRIGHT A_SetPitch(pitch+0.4)
BG2G N 0 A_ReFire
BG2G O 30 A_PlaySound("10KSTOP", 4)
Goto Ready
StartSprint:
BG2G A 1 BRIGHT A_WeaponReady
SHTN A 0 A_Takeinventory("Zoomed",1)
SHTN A 0 A_ZoomFactor(1.0)
SHTN A 0 A_Takeinventory("ADSmode",1)
RIFG A 0 A_SetCrosshair(0)
SHTN A 0 A_Giveinventory("GoSpecial",1)
TNT1 A 0 ACS_NamedExecuteAlways("BDSprint", 0, 0, 0, 0)//Makes player faster.
Sprinting:
BG2G A 0 A_PlaySound ("10KIDLE", 1)
BG2G A 1 offset(-9,34) A_SetPitch(pitch -0.5)
BG2G A 1 offset(-6,36) A_SetPitch(pitch -0.5)
BG2G A 1 offset(-3,38) A_SetPitch(pitch -0.5)
BG2G B 1 offset(0,38) A_SetPitch(pitch -0.5)
BG2G B 1 offset(3,36) A_SetPitch(pitch -0.5)
BG2G B 1 offset(6,34) A_SetPitch(pitch -0.5)
BG2G C 1 offset(9,32) A_SetPitch(pitch -0.5)
TNT1 A 0 A_GiveInventory("UsedStamina", 3)
SMGG A 0 A_WeaponReady(WRF_NOBOB)
SMGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
SMGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
BG2G C 1 offset(9,34) A_SetPitch(pitch +0.5)
BG2G C 1 offset(6,36) A_SetPitch(pitch +0.5)
BG2G C 1 offset(3,38) A_SetPitch(pitch +0.5)
BG2G D 1 offset(0,38) A_SetPitch(pitch +0.5)
BG2G D 1 offset(-3,36) A_SetPitch(pitch +0.5)
BG2G D 1 offset(-6,34) A_SetPitch(pitch +0.5)
BG2G D 1 offset(-9,32) A_SetPitch(pitch +0.5)
TNT1 A 0 A_GiveInventory("UsedStamina", 3)
SMGG A 0 A_WeaponReady(WRF_NOBOB)
SMGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
SMGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
PLAY A 0 ACS_NamedExecuteAlways("BDSprint", 0, 0, 0, 0)//Makes player faster.
SMGG A 0 A_JumpIfInventory("IsRunning", 1, "Sprinting")
Goto StopSprint
StopSprint:
BG2G A 0 A_JumpIfInventory("PowerStrength", 1, 2)
BG2G A 0 A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
BG2G A 1 BRIGHT ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player slower.
Goto Ready
StopSprintTired:
BG2G A 1 BRIGHT ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player slower.
BG2G A 0 A_PlaySound("Tired", 2)
Goto Ready
}
}
ACTOR BFG10K_Ball: FastProjectile
{
Height 10
Radius 10
Speed 200
Damage (random(400, 400))
DamageType Desintegrate
Decal "SmallerScorch"
Projectile
+RANDOMIZE
+THRUSPECIES
+FORCEXYBILLBOARD
renderstyle ADD
Alpha 0.75
Scale 0.5
DeathSound "weapons/plasmax"
SeeSound "None"
Obituary "$OB_MPPLASMARIFLE"
Species "Marines"
States
{
Spawn:
BFS1 AB 1 BRIGHT A_CustomMissile ("BFGDeathParticleFast", 0, 0, random (0, 360), 2, random (0, 360))
Loop
Death:
BFE1 A 0 Bright
BFE1 A 3 Bright A_Explode(350,175,0)
TNT1 A 0 A_CustomMissile("ExplosionSplashSpawner")
BFGN A 0 A_SpawnItemEx ("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("DetectFloorCraterNoFire",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
BFGN A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
BG2G A 0 Radius_Quake(2, 35, 0, 5, 0)
BG2G A 0 Bright A_SpawnItem("GreenShockWave",0,0,0)
EXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BFGDeathParticleSuperFast", 0, 0, random (0, 360), 2, random (0, 360))
EXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BFGDeathParticleFast", 0, 0, random (0, 360), 2, random (0, 360))
EXPL AAAA 0 A_CustomMissile ("BFGBIGFOG", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 AAAAAAA 0 A_CustomMissile ("GreenExplosionFire", 2, 0, random (0, 360), 2, random (0, 360))
EXPL AA 0 A_CustomMissile ("BigNeoSmoke", 0, 0, random (0, 360), 2, random (0, 360))
BFE1 BCDEF 2 Bright
BG2G A 0 A_PlaySound("FAREXPL")
TNT1 AAAA 2 A_CustomMissile ("BigNeoSmoke", 2, 0, random (0, 360), 2, random (0, 360))
Stop
}
}
ACTOR MarineBFG10K_Ball : BFG10K_Ball
{
DamageType "Friendbullet"
States
{
Spawn:
BFS1 AB 1 BRIGHT A_CustomMissile ("BFGDeathParticleFast", 0, 0, random (0, 360), 2, random (0, 360))
Loop
Death:
BFE1 A 0 Bright
BFE1 A 3 Bright A_Explode(350,175,0)
TNT1 A 0 A_CustomMissile("ExplosionSplashSpawner")
BFGN A 0 A_SpawnItemEx ("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_SpawnItemEx ("DetectFloorCraterNoFire",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
BFGN A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
BG2G A 0 Radius_Quake(2, 35, 0, 5, 0)
BG2G A 0 Bright A_SpawnItem("GreenShockWave",0,0,0)
EXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BFGDeathParticleSuperFast", 0, 0, random (0, 360), 2, random (0, 360))
EXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BFGDeathParticleFast", 0, 0, random (0, 360), 2, random (0, 360))
EXPL AAAA 0 A_CustomMissile ("BFGBIGFOG", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 AAAAAAA 0 A_CustomMissile ("GreenExplosionFire", 2, 0, random (0, 360), 2, random (0, 360))
EXPL AA 0 A_CustomMissile ("BigNeoSmoke", 0, 0, random (0, 360), 2, random (0, 360))
BFE1 BCDEF 2 Bright
BG2G A 0 A_PlaySound("FAREXPL")
TNT1 AAAA 2 A_CustomMissile ("BigNeoSmoke", 2, 0, random (0, 360), 2, random (0, 360))
Stop
}
}
ACTOR GreenExplosionFire
{
Game Doom
Radius 1
Height 1
Speed 3
+NOBLOCKMAP
+NOTELEPORT
+DONTSPLASH
+MISSILE
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
+NOINTERACTION
+NOCLIP
RenderStyle Add
Scale 2.0
Alpha 1
Gravity 0
States
{
Spawn:
TNT1 A 1
EXPG ABCDEFG 3 BRIGHT
Stop
}
}
ACTOR GreenExplosionFireSmall: GreenExplosionFire
{
Scale 0.6
}