Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- /* Credits:
- ** Decorate: WildWeasel, Chronos "phantombeta" Ouroboros
- ** Sprites: ???
- ** Weapons: A_FireCustomMissile (tracerName, fRandom [weaponSpread] (-, horizontalSpread), 1, horizontalOffset, verticalOffset, 0, fRandom [weaponSpread] (-, verticalSpread))
- ** Monsters: A_CustomMissile (tracerName, verticalOffset, horizontalOffset, fRandom [monsterSpread] (-, horizontalSpread), 0, fRandom [monsterSpread] (-, verticalSpread))
- */
- /*** Base ***/
- actor VD_TracerEffectsBase {
- height 2
- radius 2
- alpha 1.0
- scale 0.025
- renderStyle add
- +noBlockmap +noGravity +noTeleport +cannotPush
- +noInteraction +clientsideOnly +forceXYBillboard
- }
- actor VD_BaseTracer : fastProjectile {
- alpha 1.0
- renderStyle add
- radius 2
- height 2
- speed 25
- args 100, 1, 8, 1, 3
- // args [speed, numBullets, damage, damageRandomMin, damageRandomMax]
- projectile
- +bloodSplatter +noExtremeDeath +noDamageThrust +puffGetsOwner
- -noBlockmap
- damage (random (1, 3) * 6)
- decal Bullet
- states {
- Spawn:
- TNT1 AA 0 A_ScaleVelocity (1.0 / (25 * 1.0))
- TNT1 A 0 A_ScaleVelocity (args [0] * 1.0)
- TNT1 A 0 A_Jump (256, "Spawn2")
- wait
- Spawn2:
- TNT1 A 0 A_SetPitch (CallACS ("VD_GetProjectilePitch") / 65535.0)
- TNT1 A 0 A_CustomBulletAttack (0.0, 0.0, args [1], args [2] * random (args [3], args [4]), "VD_BulletPuff", 32767.0, CBAF_AimFacing | CBAF_NoRandom | CBAF_ExplicitAngle)
- TNT1 A 0 A_SetPitch (0)
- TNT1 A 0 A_Jump (256, "Idle")
- wait
- Idle:
- SPRK A 1 bright
- wait
- Death:
- TNT1 A 1
- stop
- }
- }
- actor VD_BulletPuff : VD_TracerEffectsBase replaces BulletPuff {
- +puffGetsOwner
- -clientsideOnly -noInteraction
- states {
- Spawn:
- TNT1 AAAAA 0 noDelay A_SpawnItemEx ("VD_BulletPuffSparks", 0.0, 0.0, 0.0, fRandom [sfx] (0.0, 2.0), fRandom [sfx] (-2.0, 2.0), fRandom [sfx] (0.0, 3.0), 0, SXF_Clientside)
- TNT1 A 1 A_SpawnItemEx ("VD_BulletPuffSparks", 0.0, 0.0, 0.0, fRandom [sfx] (0.0, 2.0), fRandom [sfx] (-2.0, 2.0), fRandom [sfx] (0.0, 3.0), 0, SXF_Clientside)
- stop
- }
- }
- actor VD_BaseTracerPlayer : VD_BaseTracer {
- states {
- Spawn2:
- TNT1 A 0 A_SetPitch (CallACS ("VD_GetProjectilePitch") / 65535.0)
- TNT1 A 0 A_CustomBulletAttack (0.0, 0.0, args [1], args [2] * random (args [3], args [4]), "VD_BulletPuffPlayer", 32767.0, CBAF_AimFacing | CBAF_NoRandom | CBAF_ExplicitAngle)
- TNT1 A 0 A_SetPitch (0)
- TNT1 A 0 A_Jump (256, "Idle")
- wait
- }
- }
- actor VD_BulletPuffPlayer : VD_BulletPuff { +ThruGhost }
- actor VD_BulletPuffSparks : VD_TracerEffectsBase {
- mass 1
- damage 0
- +missile +dropOff +ghost +dontSplash
- -doomBounce -noGravity -noInteraction
- speed 10
- gravity 1.0
- states {
- Spawn:
- SPRK A 1 bright
- SPRK A 1 bright A_FadeOut (0.05)
- wait
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement