the millenium cyberdemon

Talk about our & your projects.
mathey bu
Posts: 46
Joined: Tue Aug 25, 2009 21:49

the millenium cyberdemon

Post by mathey bu »

ok ok at least one month of job and now it's done

the 16 angles cyberdemon that i made with screen shots!

you can see here:

Image

Image

Image

Image

Image

download only with the project

the project is been doing by me!

the decorate here:

Code: Select all

//===========================================================================
//
// Demon King
//
//===========================================================================

ACTOR DemonKing replaces Cyberdemon
{
	SpawnID 179
	Health 10000
	WoundHealth 2000
	Radius 45
	Height 92
	Mass 99999999
	Speed 25
	FastSpeed 25
	PainChance 10
	Scale 0.5
	MinMissileChance 100
	Monster
	+BOSS 
	+MISSILEMORE
	+FLOORCLIP
	+NORADIUSDMG
	+DONTMORPH
	+BOSSDEATH
	+FASTMELEE
	+SLIDESONWALLS
	SeeSound "President/Sight"
	PainSound "President/Pain"
	DeathSound "cyber/death"
	ActiveSound "President/Sight"
	Obituary "you were crushed by the president of hell"
	States
	{
	
	
	Spawn:
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG H 4 A_LookEx(LOF_FULLVOLSEESOUND, 0, 0, 0, 1800, "Welcome")
		Loop
		
		
	Welcome:
		TNT1 A 0 A_CustomMissile("OrbitBigRedBall", 0, 20)
		TNT1 A 0 A_CustomMissile("OrbitBigRedBall", 0, 0)
		TNT1 A 0 A_CustomMissile("OrbitBigRedBall", 0, -20)
		TNT1 A 0 A_CustomMissile("OrbitBigRedBall", 20, 0)
	See:
		NULL A 0 A_JumpIfHealthLower(5001, 2)
		NULL A 0 A_Jump(256, "Fly", "RunALot", "Run", "Walk")
		Wait
		DKIG A 0 A_ChangeFlag("MissileEvenMore", 1)
		NULL A 0 A_Jump(256, "RunALot")
		Wait
	
		
	Walk:
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG A 5 A_Hoof
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG B 5 A_Chase
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG C 5 A_Chase
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG D 5 A_Chase
		DKIG D 0 A_CustomMissile("RadiusExplosion",0,0)
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG E 5 A_Hoof
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG F 5 A_Chase
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG G 5 A_Chase
		DKIG A 0 A_CustomMissile("RadiusExplosion",0,0)
		DKIG H 5 A_Hoof
		Loop
		
		
	Run:
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG A 3 A_Hoof
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG B 3 A_Chase
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG C 3 A_Chase
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG D 3 A_Chase
		DKIG D 0 A_CustomMissile("RadiusExplosion",0,0)
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG E 3 A_Hoof
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG F 3 A_Chase
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG G 3
		DKIG A 0 A_CustomMissile("RadiusExplosion",0,0)
		DKIG H 3 A_Hoof
		Loop
		
		
	RunALot:
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG A 2 A_Hoof
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG B 2 A_Chase
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG C 2 A_Chase
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG D 2 A_Chase
		DKIG D 0 A_CustomMissile("RadiusExplosion",0,0)
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG E 2 A_Hoof
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG F 2 A_Chase
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG G 2
		DKIG A 0 A_CustomMissile("RadiusExplosion",0,0)
		DKIG H 2 A_Hoof
		Loop
		
		
	Fly:
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG A 0 A_SpawnItem("PainFX")
		DKIG XXXXXXXXXXXXXXXXXXXX 1 A_Chase(0, 0, 0)
		DKIG A 0 A_Jump(200, "Walk", "Run", "RunALot")
		Loop
		
	
	Melee:
	Missile:
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		NULL A 0 A_Jump(256, "HeavyAttack", "RegularAttack", "PoorAttack")
		Wait
		
		
	PoorAttack:
		DKIG I 25 A_FaceTarget
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG I 0 A_CustomMissile("FastRocket", 18, 20)
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG I 0 A_CustomMissile("FastRocket", 18, -20)
		DKIG I 32
		Goto Decision
		
	
	RegularAttack:
		DKIG KL 4
		DKIG L 0 A_SpawnItem ("firespawner", -10)
		DKIG MN 4
		DKIG N 0 A_FaceTarget
		DKIG N 0 A_SpawnItem ("firespawner", -10)
		DKIG O 3 A_CustomMissile("FastRocket", 165/2, 50, -45)
		DKIG P 3
		DKIG P 0 A_SpawnItem ("firespawner", -10)
		DKIG QR 3 A_FaceTarget
		DKIG S 0 A_SpawnItem ("firespawner", -10)
		DKIG S 0 A_CustomMissile("FastRocket", 95, 75/2, 45)
		DKIG S 0 A_SpawnItem ("firespawner", -10)
		DKIG S 0 A_CustomMissile("FastRocket", 95, 75/2, 0)
		DKIG S 0 A_SpawnItem ("firespawner", -10)
		DKIG S 0 A_CustomMissile("FastRocket", 95, 75/2, -45)
		DKIG SSSSSSSS 4 A_SpawnItem ("firespawner", -10)
		Goto Decision
		
		
	HeavyAttack:
		DKIG J 5 A_FaceTarget
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 5)
		DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 10)
		DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 15)
		DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 20)
		DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 25)
		DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 30)
		DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 35)
		DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 40)
		DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 45)
		DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 50)
		DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, 0)
		DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -5)
		DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -10)
		DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -15)
		DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -20)
		DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -25)
		DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -30)
		DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -35)
		DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -40)
		DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -45)
		DKIG J 0 A_CustomMissile("MotherdemonBall", 80, 0, -50)
		DKIG J 10
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG J 10
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG J 10
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG J 10
		Goto Decision
		
	
	Wound:
	Revenge:
		DKIG A 0 A_ChangeFlag("NoPain", 1)
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG A 0 A_FaceTarget
		DKIG A 4 A_CustomMissile("FastRocket", 65, 95/2)
		DKIG A 0 A_Chase(0, 0, 1)
		DKIG A 0 A_FaceTarget
		DKIG B 4 A_CustomMissile("FastRocket", 135/2, 105/2)
		DKIG B 0 A_Chase(0, 0, 1)
		DKIG B 0 A_FaceTarget
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG C 4 A_CustomMissile("FastRocket", 68, 55)
		DKIG C 0 A_Chase(0, 0, 1)
		DKIG C 0 A_FaceTarget
		DKIG D 4 A_CustomMissile("FastRocket", 60, 115/2)
		DKIG D 0 A_Chase(0, 0, 1)
		DKIG D 0 A_FaceTarget
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG A 0 A_CustomMissile("RadiusExplosion",0,0)
		DKIG E 4 A_CustomMissile("FastRocket", 55, 115/2)
		DKIG E 0 A_Chase(0, 0, 1)
		DKIG E 0 A_FaceTarget
		DKIG F 4 A_CustomMissile("FastRocket", 55, 59)
		DKIG F 0 A_Chase(0, 0, 1)
		DKIG F 0 A_FaceTarget
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG G 4 A_CustomMissile("FastRocket", 139/2, 117/2)
		DKIG G 0 A_Chase(0, 0, 1)
		DKIG G 0 A_FaceTarget
		DKIG A 0 A_CustomMissile("RadiusExplosion",0,0)
		DKIG H 4 A_CustomMissile("FastRocket", 70, 54)
		DKIG H 0 A_Chase(0, 0, 1)
		Loop
		
		
	Decision:
		NULL A 0 A_Jump(random(80,100), "Missile")
		Goto See
		
		
	Pain:
		NULL L 0 A_CustomMissile("BigRedBall", 30, 0)
		NULL L 0 A_CustomMissile("BigRedBall", 20, 0)
		NULL L 0 A_CustomMissile("BigRedBall", 0, 10)
		NULL L 0 A_CustomMissile("BigRedBall", 0, -10)
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		NULL A 0 A_JumpIfHealthLower(5001, "Missile")
		DKIG JK 5
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG LK 5
		DKIG A 0 A_SpawnItem ("firespawner", -10)
		DKIG J 5 A_Pain
		Goto Decision		
		
		
	Death:
		DKIG K 3 A_Scream
		DKIG LMNOPQRSTUVWXYZ 5 A_CustomMissile("SmokeExplosionSpawner",0,0)
		DKIG "[\]" 3
		DKG1 A 3
		DKG1 A 3 A_FadeOut(0.2)
		DKIG "]" 3 A_FadeOut(0.2)
		DKG1 A 3 A_FadeOut(0.2)
		DKIG "]" 3 A_FadeOut(0.2)
		DKG1 A 3 A_FadeOut(0.2)
		Stop
		
 	
	}
}





Actor PainFX
{
	RenderStyle Add
	Scale 0.5
	States
	{
	
	Spawn:
	DKIG X 1 A_FadeOut(0.02)
	Loop
	
	}
}
	
	

Actor RadiusExplosion
{
	ExplosionDamage 30
	ExplosionRadius 128
	Projectile
	+FLOORHUGGER +DROPOFF -NOGRAVITY -SOLID
	States
	{
	Spawn:
	TNT1 A 1 A_Die
	Goto death
	
	Death:
	TNT1 A 1 A_Explode
	TNT1 A 1 Radius_Quake(7, 12, 0, 80, 0)
	Stop
	
	}
}


ACTOR FastRocket
{
	Radius 6
	Height 4
	Speed 30
	Scale 0.5
	Damage 20
	DamageType Fire
	Projectile
	+NOGRAVITY
	+DEHEXPLOSION
	+SEEKERMISSILE
	SeeSound "weapons/rocklf"
	DeathSound "weapons/rocklx"
	Obituary "$OB_MPROCKET"
	States
	{
	Spawn:
		MISL A 0 A_SpawnItem("FastRocketFX")
	Looping:
		MISL A 0 A_SeekerMissile(random(1,2), random(1,2)) 
		MISL A 0 Bright A_SpawnItem("SmokeTrailX", -10, 0)
		MISL A 0 Bright A_SpawnItem("FastRocketSmokeTrail", -10, 0)
		MISL A 1 bright A_BishopMissileWeave
		MISL A 0 Bright A_SpawnItem("SmokeTrailX",-10 , 0)
		MISL A 0 Bright A_SpawnItem("FastRocketSmokeTrail", -10 , 0)
		Loop
	Death:
		MISL B 8 Bright
		MISL C 6 Bright
		MISL D 4 Bright
		Stop
	}
}


ACTOR FastRocketSmokeTrail
{
	RenderStyle Translucent
	Alpha 0.5
	Scale 0.125
	+NOBLOCKMAP +NOCLIP +NOGRAVITY
	States
	{
	Spawn:
		SMOK ABCDEFGHIJKLM 3
		Stop
		
	}
}


ACTOR SmokeTrailX
{
	RenderStyle Translucent
	Alpha 0.5
	Scale 0.125
	+NOBLOCKMAP +NOCLIP +NOGRAVITY
	States
	{
	Spawn:
		SMOK ABCDEFGHIJKLM 2
		Stop
		
	}
}



ACTOR FastRocketFX
{
	Scale 0.25
	+NOBLOCKMAP +NOCLIP +NOGRAVITY
	States
	{
	Spawn:
		FX01 A 15
		Stop
		
	}
}


ACTOR BigRedBall
{
	Radius 13
	Height 8
	Speed 11
	Damage 0
	Projectile
	+NOGRAVITY
	Translation 2
	SeeSound "weapons/rocklf"
	DeathSound "weapons/bfgx"
	Obituary "$OB_MPBFG_BOOM"
	
	States
	{
	Spawn:
		AFX4 ABCDEFGH 1 Bright A_Weave(1, 1, random(1,2), random(1,2))
		Loop
	Death:
		BFE1 A 4 A_Explode(random(1,3)*random(20,30))
		BFE1 BCDEF 4
		Stop
	}
}

ACTOR OrbitBigRedBall
{
	Radius 13
	Height 8
	Speed 11
	Damage (random(1,3)*random(20,30))
	RenderStyle Add
	Alpha 1
	Translation 2
	SeeSound "weapons/rocklf"
	DeathSound "weapons/bfgx"
	Projectile
	-ACTIVATEIMPACT
	-ACTIVATEPCROSS
	+FULLVOLDEATH
	+CANBOUNCEWATER
	+NOWALLBOUNCESND
	+HEXENBOUNCE
	Obituary "$was killed by the big red ball"
	States
	{
	Spawn:
		BFS1 AB 4 Bright
		Loop
	Death:
		BFE1 ABCDEF 4
		Stop
	}
}



Actor FireSpawner
{
	Speed 0
	Damage 0
	Projectile
	+RANDOMIZE
	States
	{
	Spawn:
		NULL AAAAAAAAAAA 0 A_CustomMissile("fire", random(45,75), random(-30,30), random(0,359))
		NULL AAAAAAAAAAA 0 A_CustomMissile("fire", random(45,75), random(-30,30), random(0,359))
		NULL AAAAAAAAAAA 1 A_CustomMissile("fire", random(45,75), random(-30,30), random(0,359))
		NULL AAAAAAAAAAA 0 A_CustomMissile("fire", random(45,75), random(-30,30), random(0,359))
		Stop
	}
}


actor Fire
{

	speed 0
	damage (1)
	RenderStyle Add
	Alpha 1
	Scale .25
	projectile
	+floatbob
	+noclip
	+ripper
	+cannotpush
	
	states
	
	{
	
	Spawn:
	NULL A 0 A_Jump(256, "FX01", "FX02")
	Wait
	FX01:
	FX01 A 1 A_BishopMissileWeave
	FX01 A 0 A_FadeOut(0.1)
	Loop
	FX02:
	FX02 A 1 A_CStaffMissileSlither
	FX02 A 0 A_FadeOut(0.1)
	Loop
	
	Death:
	Stop
	
	}
}


Actor SmokeExplosionSpawner
{
	Speed 0
	Damage 0
	SpawnID 200
	Projectile
	+RANDOMIZE
	SeeSound "weapons/rocklx"
	Obituary "$OB_MPROCKET"
	States
	{
	Spawn:
		NULL AAAAAAAAAA 0 A_CustomMissile("SmokeExplosion", random(0,72), random(-40,40), random(0,359))
		Stop
	}
}

Actor SmokeExplosion
{
	Speed 2
	Damage (1)
	Alpha 0.005
	Projectile
	+RANDOMIZE
	SeeSound "weapons/rocklx"
	Obituary "$OB_MPROCKET"
	States
	{
	Spawn:
		SMOK ABCDEFGHIJKLM 3 A_BishopMissileWeave
		Stop
	}
}

Actor FastSmokeExplosion
{
	Speed 20
	Damage (1)
	Alpha 0.005
	Projectile
	+RANDOMIZE
	SeeSound "weapons/rocklx"
	Obituary "$OB_MPROCKET"
	States
	{
	Spawn:
		SMOK ABCDEFGHIJKLM 2 A_CStaffMissileSlither
		Stop
	}
}


Actor BigRedBallExplosionSpawner
{
	Speed 0
	Damage 0
	SpawnID 200
	Projectile
	+RANDOMIZE
	SeeSound "weapons/rocklx"
	Obituary "$OB_MPROCKET"
	States
	{
	Spawn:
		NULL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("BigRedBall", random(90,120), random(-40,40), random(0,359))
		Stop
	}
}



//End
User avatar
Rex Claussen
Developer
Developer
Posts: 2597
Joined: Tue Jul 11, 2006 18:36
Contact:

Re: the millenium cyberdemon

Post by Rex Claussen »

Nice and creepy-looking. In a way almost scarier than the original cyberdemon.
mathey bu
Posts: 46
Joined: Tue Aug 25, 2009 21:49

Re: the millenium cyberdemon

Post by mathey bu »

Rex Claussen wrote:Nice and creepy-looking. In a way almost scarier than the original cyberdemon.
thx yeah he scare not only by apearence but with his attacks!
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Re: the millenium cyberdemon

Post by wildweasel »

This really isn't the Armory's thing.
Post Reply

Return to “Projects”