Posted: Fri Mar 03, 2006 22:36
by wario
ok it might be hard to find it since its quite allot of decorate
decorate
[spoiler]ACTOR BeastDTF : Beast 7001
{
Obituary "%o was charred by a beast."
}
ACTOR CrossbowDTF : Crossbow 7989
{
}
ACTOR crossbowammoDTF : CrossbowAmmo 7990
{
}
ACTOR CrossbowHeftyDTF : CrossbowHefty 7991
{
}
ACTOR ClinkDTF : Clink 7002
{
HitObituary "%o was slashed by a Clink."
}
ACTOR KnightDTF : Knight 7003
{
HitObituary "%o got Slain by a Knight."
Obituary "%o got Axed by a Knight."
}
ACTOR KnightGhostDTF : KnightGhost 7004
{
HitObituary "%o got Slain by a Ghost Knight."
Obituary "%o got Axed by a Ghost Knight."
}
ACTOR MummyLeaderDTF : MummyLeader 7006
{
Obituary "%o was shrieked to Death by a Mummy."
HitObituary "%o got Smashed by a Mummy."
}
ACTOR MummyDTF : Mummy 7007
{
HitObituary "%o got Smashed by a Mummy."
}
ACTOR MummyGhostDTF : MummyGhost 7008
{
HitObituary "%o got Smashed by a Mummy."
}
ACTOR MummyLeaderGhostDTF : MummyLeaderGhost 7009
{
HitObituary "%o got Smashed by a Mummy."
Obituary "%o was shrieked to Death by a Mummy."
}
ACTOR SnakeDTF : Snake 7010
{
Obituary "%o Got rattled by a snake."
}
ACTOR WizardDTF : Wizard 7011
{
HitObituary "%o was Palpated by a Wizard."
Obituary "%o was Cursed by a Wizard."
}
ACTOR HereticImpDTF : HereticImp 7012
{
HitObituary "%o was haked by an imp."
}
ACTOR HereticImpLeaderDTF : HereticImpLeader 7013
{
Obituary "%o was scarred by an imp."
}
ACTOR CentaurDTF : Centaur 7022
{
HitObituary "%o got sliced by a Centaur."
Obituary "%o got a taste of %p own medicine."
}
ACTOR CentaurLeaderDTF : CentaurLeader 7014
{
HitObituary "%o got sliced by a Centaur."
Obituary "%o was blasted by a Centaur."
}
ACTOR BishopDTF : Bishop 7015
{
HitObituary "%o was blown away by a Dark Bishop."
Obituary "%o was damned by a Dark Bishop."
}
ACTOR EttinDTF : Ettin 7016
{
HitObituary "%o got mashed by a Ettin."
}
ACTOR WendigoDTF : IceGuy 7017
{
+DONTMORPH
Obituary "%o was iced by a Wendigo."
}
ACTOR FireDemonDTF : FireDemon 7018
{
Obituary "%o was lit by a fire demon."
}
ACTOR WraithDTF : Wraith 7019
{
Obituary "%o was Send to hell by a wraith."
}
ACTOR HeresiarchDTF : Heresiarch 7020
{
MONSTER
+NOTARGET
Obituary "%o had no chance against a Heresiarch."
}
ACTOR CyberdemonDTF : Cyberdemon 7945
{
MONSTER
+NOTARGET
}
ACTOR Minizombiew : ZombieMan 7021
{
HEALTH 700
SPEED 40
SCALE 0.5
HEIGHT 20
MONSTER
+BOSS
+FULLVOLDEATH
Obituary "%o was shot by a mini zombie."
}
ACTOR Lighning
{
DAMAGE 5
SCALE 1.0
Speed 10
RADIUS 5
PROJECTILE
SeeSound "Skal/attack"
DeathSound "imp/shotx"
States
{
Spawn:
BAL1 AB 4 Bright
Loop
Death:
BAL1 CDE 4 Bright
stop
}
}
ACTOR Skulbeta 7111
{
RADIUS 15
MASS 100
HEIGHT 60
HEALTH 150
SPEED 15
PAINCHANCE 100
MELEEDAMAGE 5
MONSTER
+NOGRAVITY
+FLOAT
+SPAWNFLOAT
SeeSound "Skal/see"
ActiveSound "baron/active"
AttackSound "DSPLASMA"
PainSound "baron/pain"
DeathSound "Skal/death"
MISSILETYPE Lighning
Obituary "%o was enlightnend by a lost soul ghost."
States
{
Spawn:
SKAL A 4 A_Look
Loop
See:
SKAL AA 8 A_Chase
SKAL AA 8 A_Chase
SKAL FF 8 A_Chase
SKAL FF 8 A_Chase
Loop
Missile:
SKAL BCD 4 A_FaceTarget
SKAL E 2 A_ComboAttack
Goto See
Pain:
SKAL F 4
SKAL F 4 A_Pain
Goto See
Death:
SKAL G 4 A_Scream
SKAL H 4
SKAL I 4
SKAL J 4
SKAL K 4
SKAL L 4
SKAL M 4
SKAL N 4
SKAL O 4
SKAL P 4 A_NoBlocking
SKAL Q -1 A_SetFloorClip
Stop
Raise:
SKAL Q 8 A_UnsetFloorClip
SKAL PON 8
Goto See
}
}
ACTOR Gaintgargoyle : HereticImpLeader 7023
{
HEALTH 500
SPEED 20
SCALE 1.5
HEIGHT 60
PAINCHANCE 10
MASS 500
MONSTER
MISSILETYPE HereticImpBall
States
{
Missile:
IMPX DE 8 A_FaceTarget
IMPX F 0 A_CustomMissile("Gargoylewarriorshot", 0, 0, -20)
IMPX F 0 A_MissileAttack
IMPX F 0 A_CustomMissile("Gargoylewarriorshot", 0, 0, 20)
IMPX F 0 A_PLaySound (Impat2)
Goto See
}
Obituary "%o was sliced in bits by a gargoyle warrior."
}
ACTOR Gargoylewarriorshot : HereticImpBall
{
SeeSound "Himp/LeaderAttack"
DAMAGE 3
scale 1.5
}
ACTOR Demoncentaur 2030
{
RADIUS 30
MASS 100
HEIGHT 40
HEALTH 200
SPEED 25
PAINCHANCE 150
MELEEDAMAGE 4
MONSTER
SeeSound "CENTAUR1/Sight"
ActiveSound "CENTAUR1/active"
PainSound "CENTAUR1/pain"
MeleeSOund "CENTAUR1/Melee"
DeathSound "CENTAUR1/death"
States
{
Spawn:
CEND A 4 A_Look
CEND B 4 A_Look
Loop
See:
CEND A 3 A_Chase
CEND B 3 A_Chase
CEND C 3 A_Chase
CEND D 3 A_Chase
Loop
Melee:
CEND GHI 6 A_FaceTarget
CEND J 6 A_MeleeAttack
Goto See
Pain:
CEND E 0 A_Jump(128,2)
CEND E 8 A_Pain
Goto See
CEND F 1
CEND F 0 A_SetInvulnerable
CEND FFFFFF 4 A_FaceTarget
CEND F 0 A_Jump(160,5)
CEND FFFF 4 A_FaceTarget
Goto Pain+4
CEND F 0 A_UnSetInvulnerable
Goto See
Goto See
Death:
CEND K 4 A_Scream
CEND L 4
CEND M 4
CEND N 4
CEND O 4
CEND P 4
CEND Q 4
CEND R 4
CEND S 4 A_NoBlocking
CEND T -1 A_SetFloorClip
Stop
}
}
ACTOR Holysoul : LostSoul 7031
{
HEALTH 2000
SCALE 1.2
SPEED 20
RenderStyle FUZZY
PAINCHANCE 5
MONSTER
+BOSS
+FULLVOLDEATH
DAMAGE 6
Obituary "%o was hit by an holy Soul."
}
ACTOR ZombieGaint : ZombieMan 7032
{
Health 800
Scale 2.0
Speed 10
Painchance 2
Height 64
Mass 700
Radius 40
AttackSound "BishopAttack"
MISSILETYPE Lightbomb
States
{
Missile:
POSS E 8 A_FaceTarget
POSS F 8 A_MissileAttack
Goto See
}
HitObituary "%o Got shot by a Zombie Giant."
}
ACTOR Lightbomb
{
DAMAGE 5
SCALE 2.0
Speed 10
RADIUS 5
PROJECTILE
States
{
Spawn:
BPFX AB 4 Bright
Loop
Death:
BPFX A 0 A_PLaySound (Bshhit2)
BPFX CDEFGH 2 Bright
BPFX A 0 A_CustomMissile("MummyFX1", 0, 0, 0)
BPFX A 0 A_CustomMissile("MummyFX1", 0, 0, 10)
BPFX A 0 A_CustomMissile("MummyFX1", 0, 0, 20)
BPFX A 0 A_CustomMissile("MummyFX1", 0, 0, 30)
BPFX A 0 A_CustomMissile("MummyFX1", 0, 0, 40)
BPFX A 0 A_CustomMissile("MummyFX1", 0, 0, -10)
BPFX A 0 A_CustomMissile("MummyFX1", 0, 0, -20)
BPFX A 0 A_CustomMissile("MummyFX1", 0, 0, -30)
BPFX A 0 A_CustomMissile("MummyFX1", 0, 0, -40)
stop
}
}
ACTOR Firedemonlord 7034
{
Health 10000
MONSTER
+NOGRAVITY
+BOSS
+FULLVOLDEATH
Speed 20
Painchance 20
Height 50
Mass 700
Radius 20
Xscale 1.3
translation "96:111=176:191"
SeeSound "FireDemonSpawn"
ActiveSound "FireDemonActive"
PainSound "FireDemonPain"
DeathSound "FireDemonDeath"
States
{
See:
FDMN ABC 5 A_Chase
Loop
Spawn:
FDMN AB 10 A_Look
Loop
Missile:
FDMN J 0 A_Jump(128,21)
FDMN J 8 A_FaceTarget
FDMN K 0 A_CustomMissile("WraithFX1", 10, 0, -10)
FDMN K 0 A_CustomMissile("WraithFX1", 10, 0, 10)
FDMN K 0 A_CustomMissile("WraithFX1", 10, 0, -20)
FDMN K 0 A_CustomMissile("WraithFX1", 10, 0, 20)
FDMN K 10 A_CustomMissile("WraithFX1", 10, 0, 0)
FDMN K 0 A_CustomMissile("WraithFX1", 10, 0, -5)
FDMN K 0 A_CustomMissile("WraithFX1", 10, 0, 5)
FDMN K 0 A_CustomMissile("WraithFX1", 10, 0, -15)
FDMN K 0 A_CustomMissile("WraithFX1", 10, 0, 15)
FDMN K 10 A_CustomMissile("WraithFX1", 10, 0, 0)
FDMN K 0 A_CustomMissile("WraithFX1", 10, 0, -7)
FDMN K 0 A_CustomMissile("WraithFX1", 10, 0, 12)
FDMN K 0 A_CustomMissile("WraithFX1", 10, 0, -17)
FDMN K 0 A_CustomMissile("WraithFX1", 10, 0, 22)
FDMN K 10 A_CustomMissile("WraithFX1", 10, 0, 0)
FDMN K 0 A_CustomMissile("WraithFX1", 10, 0, -5)
FDMN K 0 A_CustomMissile("WraithFX1", 10, 0, 5)
FDMN K 0 A_CustomMissile("WraithFX1", 10, 0, -2)
FDMN K 0 A_CustomMissile("WraithFX1", 10, 0, 2)
Goto See
FDMN J 8 A_FaceTarget
FDMN K 3 A_CustomMissile("WraithFX1", 10, 0, 0)
FDMN J 1 A_FaceTarget
FDMN K 3 A_CustomMissile("WraithFX1", 10, 0, 0)
FDMN J 1 A_FaceTarget
FDMN K 3 A_CustomMissile("WraithFX1", 10, 0, 0)
FDMN J 1 A_FaceTarget
FDMN K 3 A_CustomMissile("WraithFX1", 10, 0, 0)
FDMN J 1 A_FaceTarget
FDMN K 3 A_CustomMissile("WraithFX1", 10, 0, 0)
FDMN J 1 A_FaceTarget
FDMN K 3 A_CustomMissile("WraithFX1", 10, 0, 0)
FDMN J 1 A_FaceTarget
FDMN K 3 A_CustomMissile("WraithFX1", 10, 0, 0)
FDMN J 1 A_FaceTarget
FDMN K 3 A_CustomMissile("WraithFX1", 10, 0, 0)
FDMN J 1 A_FaceTarget
FDMN K 3 A_CustomMissile("WraithFX1", 10, 0, 0)
FDMN J 1 A_FaceTarget
FDMN K 3 A_CustomMissile("WraithFX1", 10, 0, 0)
FDMN J 1 A_FaceTarget
FDMN K 3 A_CustomMissile("WraithFX1", 10, 0, 0)
FDMN J 1 A_FaceTarget
FDMN K 3 A_CustomMissile("WraithFX1", 10, 0, 0)
FDMN J 1 A_FaceTarget
FDMN K 0 A_CustomMissile("WraithFX1", 10, 0, 0)
goto see
Death:
FDMN LMNOP 3
FDMN Q 3 A_NoBlocking
FDMN Q -1 A_SetFloorClip
Raise:
FDMN A 3 A_UnsetFloorClip
Goto See
Pain:
FDMN D 4 A_Pain
Goto See
}
Obituary "%o became a pile of ashes."
}
ACTOR spiderceiling : SpiderMastermind 7035
{
MONSTER
+SPAWNCEILING
+NOGRAVITY
SCALE 0.3
Height 40
Radius 40
MASS 9000
Health 500
States
{
See:
SPIE ABCDEF 8 A_Chase
Loop
Spawn:
SPIE AB 8 A_Look
Loop
Missile:
SPIE G 8 A_FaceTarget
SPIE H 8 A_SPosAttack
Loop
Pain:
SPIE I 8 A_Pain
}
Obituary "%o dint noticed a spider was above his head."
}
ACTOR Painelement : PainElemental 7036
{
monster
Health 800
Scale 1.3
Renderstyle ADD
States
{
Missile:
PAIN DE 8 A_FaceTarget
PAIN F 4 A_CustomMissile("sabrespawntje", 0, 0, 0)
Goto see
}
}
ACTOR sabrespawntje
{
+MISSILE
+DOOMBOUNCE
DAMAGE 0
Speed 20
SeeSound "Skal/attack"
DeathSound "imp/shotx"
States
{
Spawn:
BAL1 AB 4 Bright
Loop
Death:
BAL1 CD 4 Bright
BAL1 E 4 A_SpawnItem("Skulbeta", 0, 0, 0)
stop
}
}
ACTOR Mummylord : MummyLeader 7038
{
YSCALE 1.5
MASS 1000
HEIGHT 60
HEALTH 800
SPEED 20
PAINCHANCE 10
MELEEDAMAGE 4
States
{
Missile:
MUMM X 8 A_FaceTarget
MUMM Y 4 A_CustomMissile("MummyFX1", 40, 0, 0)
MUMM X 4 A_FaceTarget
MUMM Y 0 A_CustomMissile("MummyFX1", 40, 0, 10)
MUMM X 4 A_FaceTarget
MUMM Y 0 A_CustomMissile("MummyFX1", 40, 0, -10)
MUMM Y 0 A_SpidRefire
Goto see
}
Obituary "%o became a screaming skull by a mummylord."
}
ACTOR Undeadwar : Knight 7037
{
SCALE 1.2
MASS 1000
HEIGHT 60
HEALTH 2000
RADIUS 40
PAINCHANCE 10
MELEEDAMAGE 4
TRANSLATION 2
SeeSound "KNIGHT2"
DeathSound "KNIGHT3"
States
{
Missile:
KNIG E 8 A_FaceTarget
KNIG F 8 A_FaceTarget
KNIG G 8 A_CustomMissile("RedAxe", 50, 0, 0)
KNIG E 8 A_FaceTarget
KNIG F 8 A_FaceTarget
KNIG G 8 A_CustomMissile("RedAxe", 50, 0, 0)
KNIG E 8 A_FaceTarget
KNIG F 8 A_FaceTarget
KNIG G 8 A_CustomMissile("RedAxe", 50, 0, 0)
KNIG E 8 A_FaceTarget
KNIG F 8 A_FaceTarget
KNIG G 8 A_CustomMissile("RedAxe", 50, 0, 0)
KNIG E 8 A_FaceTarget
KNIG F 8 A_FaceTarget
KNIG G 8 A_CustomMissile("RedAxe", 50, 0, 0)
Goto see
Death:
KNIH I 0 A_Scream
KNIH IJKLMN 8
KNIH O 4 A_NoBlocking
KNIH O -1 A_SetFloorClip
Stop
}
Obituary "%o was killed by an hellwarrior."
HitObituary "%o was Ripped appart by an hellwarrior."
}
ACTOR Bisoppy : Bishop 7039
{
Speed 40
Health 500
TRANSLATION 0
States
{
Missile:
BISH DE 8 A_FaceTarget
BISH F 8 A_CustomMissile("BishopFX", 50, 0, 0)
BISH F 0 A_CustomMissile("BishopFX", 50, 0, -10)
BISH F 0 A_CustomMissile("BishopFX", 50, 0, -20)
BISH F 0 A_CustomMissile("BishopFX", 50, 0, -30)
BISH F 0 A_CustomMissile("BishopFX", 50, 0, -40)
BISH F 0 A_CustomMissile("BishopFX", 50, 0, 10)
BISH F 0 A_CustomMissile("BishopFX", 50, 0, 20)
BISH F 0 A_CustomMissile("BishopFX", 50, 0, 30)
Goto See
}
Obituary "%o coulnd evade all the shots that the spreadbishop shooted."
}
ACTOR ImpGaint : DoomImp 7040
{
MONSTER
Scale 3.0
RADIUS 60
HEIGHT 140
Health 2000
PainCHANCE 1
MASS 6000
translation "48:79=112:127"
MissileType Rocket
States
{
Missile:
TROO EF 8 A_FaceTarget
TROO F 0 A_PLaySound (sorblexp)
TROO G 8 A_CustomMissile("MaceFX4", 50, 0, 0)
Goto See
}
}
ACTOR sabreclawmowther : Clink 7045
{
HEALTH 2000
SCALE 2.5
SPEED 30
HEIGHT 100
PAINCHANCE 5
MISSILETYPE sabrespawn
translation "128:151=208:223"
States
{
Missile:
CLNK EF 8 A_FaceTarget
CLNK G 3 A_CustomMissile("sabrespawn", 40, 0, -20)
CLNK G 3 A_MissileAttack
CLNK G 3 A_CustomMissile("sabrespawn", 40, 0, 20)
CLNK G 3 A_PLaySound (Impat2)
Goto See
}
}
ACTOR sabrespawn
{
+MISSILE
+DOOMBOUNCE
DAMAGE 0
Speed 10
+MISSILE
+DOOMBOUNCE
SeeSound "Skal/attack"
DeathSound "imp/shotx"
DROPITEM Miniserpentje
States
{
Spawn:
BAL1 AB 4 Bright
Loop
Death:
BAL1 CD 4 Bright
BAL1 E 8 A_SpawnItem ("Clink", 32, 0, 0)
stop
}
}
ACTOR UndeadGaint : Knight 7046
{
SCALE 2.0
MASS 1000
HEIGHT 100
HEALTH 10000
RADIUS 70
PAINCHANCE 10
MELEEDAMAGE 4
SeeSound "KNIGHT2"
DeathSound "KNIGHT3"
translation "80:111=192:207"
States
{
See:
KNIG A 8 A_Chase
KNIG A 0 A_JUMP(50, 7)
KNIG B 8 A_Chase
KNIG A 0 ACS_Execute(299,0)
KNIG C 8 A_Chase
KNIG A 0 A_JUMP(50, 4)
KNIG D 8 A_Chase
KNIG A 0 ACS_Execute(299,0)
loop
Missile:
KNIG E 0 A_Jump(100,11)
KNIG E 0 A_Jump(100,13)
KNIG E 8 A_FaceTarget
KNIG F 8 A_FaceTarget
KNIG G 8 A_CustomMissile("RedAxe", 70, 0, 0)
KNIG G 0 A_CustomMissile("RedAxe", 70, 0, -10)
KNIG G 0 A_CustomMissile("RedAxe", 70, 0, 10)
KNIG G 0 A_CustomMissile("RedAxe", 70, 0, -20)
KNIG G 0 A_CustomMissile("RedAxe", 70, 0, -30)
KNIG G 0 A_CustomMissile("RedAxe", 70, 0, 20)
KNIG G 0 A_CustomMissile("RedAxe", 70, 0, 30)
Goto see
KNIG E 8 A_FaceTarget
KNIG F 8 A_FaceTarget
KNIG G 8 A_CustomMissile("homingaxe", 70, 0, 0)
goto see
KNIG E 8 A_FaceTarget
KNIG F 8 A_FaceTarget
KNIG G 8 A_CustomMissile("BIGaxe", 70, 0, 0)
goto see
Pain:
KNIG H 3 A_PAIN
}
Obituary "%o was killed by an hellwarrior."
HitObituary "%o was Ripped appart by an hellwarrior."
}
ACTOR homingaxe : Redaxe
{
PROJECTILE
+SEEKERMISSILE
speed 30
States
{
Spawn:
RAXE AB 3 A_SeekerMissile(30,30)
Loop
Death:
RAXE CDE 6 Bright
Stop
}
}
ACTOR BIGaxe : Redaxe
{
PROJECTILE
radius 30
scale 3.0
height 40
speed 30
}
ACTOR testsor : Sorcerer2 7047
{
MONSTER
States
{
Spawn:
SOR2 M 3
Loop
}
}
ACTOR demonkid : Demon 7048
{
MONSTER
Scale 0.4
Height 20
radius 10
HEALTH 100
}
ACTOR serpetnDTF : Serpent 7049
{
HitObituary "%o was scratched open by a Serpent."
Obituary "%o burned away by a Serpents acid."
}
ACTOR MaulotaurDTF : Minotaur 7050
{
HitObituary "%o got flattened by a maulotaur."
Obituary "%o was put on fire by a maulotaur."
}
ACTOR WizardH : Wizard 7051
{
MONSTER
HEALTH 300
HitObituary "%o was Palpated by a Wizard."
Obituary "%o was Cursed by a Wizard."
}
ACTOR BishopH : Bishop 7052
{
MONSTER
HEALTH 200
HitObituary "%o was blown away by a Dark Bishop."
Obituary "%o was damned by a Dark Bishop."
}
ACTOR Piggy : Demon 7053
{
scale 1.5
Height 100
Health 300
speed 20
radius 30
SeeSound "PIGGY1"
MeleeSound "AXEP"
DeathSound "PIGGY2"
States
{
Spawn:
SARX AB 8 A_Look
Loop
See:
SARX ABCDE 3 A_Chase
Loop
Melee:
SARX F 8 A_FaceTarget
SARX G 8 A_MeleeAttack
Goto See
Pain:
SARX H 4 A_Pain
Goto See
Death:
SARX G 4 A_Scream
SARX IJKLM 8
SARX N 4 A_NoBlocking
SARX N -1 A_SetFloorClip
Stop
}
}
ACTOR skullbeta2 : Skulbeta 7492
{
Health 12000
scale 3.0
radius 40
height 180
painchance 5
States
{
Missile:
SKAL B 0 A_JUMP(128,5)
SKAL BCD 4 A_FaceTarget
SKAL E 0 A_PLaySound (bigboom)
SKAL E 2 A_CustomMissile("powerball", 40, 0, 0)
Goto see
SKAL BCD 4 A_FaceTarget
SKAL E 2 A_CustomMissile("Lighning", 0, 0, 0)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, 1)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, 2)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, 3)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, 4)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, 5)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, 6)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, 7)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, 8)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, 9)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, 10)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, 11)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, 12)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, 13)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, 14)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, 15)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, -1)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, -3)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, -4)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, -5)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, -6)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, -7)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, -2)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, -8)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, -9)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, -10)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, -11)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, -12)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, -13)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, -14)
SKAL E 0 A_CustomMissile("Lighning", 0, 0, -15)
Goto See
}
}
ACTOR powerball
{
PROJECTILE
Speed 20
Scale 2.0
Damage 7
HEIGHT 40
radius 30
States
{
Spawn:
POWE BDAC 12 Bright
loop
Death:
POWE EFG 6
POWE G 0 A_CustomMissile("Lighning", 0, 0, 180)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 170)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 160)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 150)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 140)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 130)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 120)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 110)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 100)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 90)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 80)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 70)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 60)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 50)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 40)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 30)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 20)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 10)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 190)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 200)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 210)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 220)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 230)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 240)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 250)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 260)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 270)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 280)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 290)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 300)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 310)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 320)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 330)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 340)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 350)
POWE G 0 A_CustomMissile("Lighning", 0, 0, 360)
Stop
}
}[/spoiler]
report.txt
[spoiler]Code: C0000005 (Access Violation - tried to read address 0BC85A70)
Address: 004C0EBC
Flags: 00000000
Windows NT 5.0 Build 2195 Service Pack 4
GS=0000 FS=0038 ES=0023 DS=0023
EAX=08b94550 EBX=0c15a990 ECX=00000001 EDX=0c15a970
ESI=0c15a940 EDI=0061e2a4
EBP=00000002 EIP=004c0ebc ESP=0012fc60 CS=001b SS=0023
EFlags=00210202
CF- PF- AF- ZF- SF- TF- IF+ DF- OF- NT- RF+ VM- AC- VI- VP-
FPU State:
ControlWord=027f StatusWord=0122 TagWord=ffff
ErrorOffset=004c5032
ErrorSelector=02e9001b
DataOffset=0c163ee8
DataSelector=ffff0023
Cr0NpxState=00000000
MM0=2446244624162416
MM1=26bf26bf25e325e3
MM2=0000000000000000
MM3=af00000000000000
MM4=0000000000000000
MM5=0c15a9400061e2a4
MM6=0000000208b94550
MM7=000000230012fc60
Running threads:
00000228 at 004c0ebc*
000001e0
00000348
0000037c
00000540
0000063c
00000404
00000144
0000014c
00000644
Loaded modules:
00400000 - 00701fff *GZDoom.exe
77f80000 - 77ffbfff ntdll.dll
69510000 - 695d6fff OPENGL32.dll
78000000 - 78044fff MSVCRT.dll
7c570000 - 7c622fff KERNEL32.dll
7c2d0000 - 7c334fff ADVAPI32.dll
77d30000 - 77da7fff RPCRT4.dll
77f40000 - 77f7bfff GDI32.dll
77e10000 - 77e78fff USER32.dll
6fac0000 - 6fadefff GLU32.dll
51000000 - 5104ffff DDRAW.dll
728a0000 - 728a5fff DCIMAN32.dll
10000000 - 10095fff fmod.dll
77410000 - 77422fff MSACM32.dll
77570000 - 7759ffff WINMM.dll
7ce20000 - 7cf0efff ole32.dll
75050000 - 75057fff WSOCK32.dll
75030000 - 75043fff WS2_32.DLL
75020000 - 75027fff WS2HELP.DLL
71710000 - 71793fff COMCTL32.dll
00230000 - 003b7fff DevIL.dll
76b30000 - 76b6dfff comdlg32.dll
70a70000 - 70ad5fff SHLWAPI.DLL
7cf30000 - 7d174fff SHELL32.DLL
Bytes near EIP:
004C0EAC: 08 8b bb c8 01 00 00 85 ff 74 54 a1 2c 86 65 00
004C0EBC: 8b 04 f8 50 e8 fb fa f5 ff 83 c4 04 85 c0 89 83
004C0ECC: c8 01 00 00 75 15 8b 0e 8b 15 2c 86 65 00 8b 04
Possible call trace:
004c0ebc BOOM
004BEB15 call 004C0E40
00431B85 call 004BEAA0
00431880
00418C19 call 00431A00
0040BC5C call 0040BBB0
0040BC5C call 0040BBB0
0054972C call 0040BC50
0054982E call 0055EB3A
005706C6 jmp 004B6450
0057092e
005470C8 call 00418880
005733a0
0054768C call 00546D00
00564170
005643fd call [0058e1d0]
0055EE9F call 005643F0
0040F33E call 0055EB3A
00564170
0055EC1C call 00564157
0056EC42 call 0056EC07
00562402 call 00547500
00562296 call 0055F8E0
00564170
00562283
Stack Contents:
0012FC60: 00000000 005ff77c 08bba3a8 08bba2f8 ····|·_·········
0012FC70: 004beb1a 00001410 00431b8a 00431880 ··K·······C···C·
0012FC80: 08bba2c8 0012fc8c 00000000 1841adca ··············A·
0012FC90: 00418c1e 00000000 0000026e 0012fe20 ··A·····n··· ···
0012FCA0: 0000017e 00000000 08bba2c8 7ce20000 ~··············|
0012FCB0: 00000000 6d6f6f44 7475412e 616f6c6f ····Doom.Autoloa
0012FCC0: 00000064 00000028 0000002a 7ce25198 d···(···*····Q·|
0012FCD0: 00000000 00000400 0012fd14 77e323f2 ·············#·w
0012FCE0: 00000000 0000c036 7ce25198 0012fcc4 ····6····Q·|····
0012FCF0: 80000000 80000000 80000000 005edf28 ············(·^·
0012FD00: 1841adca 0040bc61 00000002 005edf20 ··A·a·@····· ·^·
0012FD10: 1841adca 0040bc61 00000002 005edf20 ··A·a·@····· ·^·
0012FD20: 0012fd2c 00549731 005edf20 00549833 ,···1·T· ·^·3·T·
0012FD30: 00000094 00000005 00000000 00000893 ················
0012FD40: 00000002 76726553 20656369 6b636150 ····Service Pack
0012FD50: 00003420 00148070 7ce76f5b 7cefe608 4··p···[o·|···|
0012FD60: 00000000 8007000e 00000000 4210dd2c ············,··B
0012FD70: 7e6aaab6 00000000 7c57b580 7ce6961b ··j~······W|···|
0012FD80: 00148000 0012fdc0 7ce47e82 00000000 ·········~·|····
0012FD90: 0000026e 0012fdb4 00000002 7ce47ad7 n············z·|
0012FDA0: 7ce47ae6 7cefe078 00000000 1841adca ·z·|x··|······A·
0012FDB0: 0012fe14 005706cb 1841adca 0012fe14 ······W···A·····
0012FDC0: 0057092e ffffffff 005470cd 00400000 .·W······pT···@·
0012FDD0: 7c597909 7ffdf000 00000000 00000000 ·yY|···········
0012FDE0: 0000026e 0000017e 00000001 000f4240 n···~·······@B··
0012FDF0: 0012fdd4 00000020 7c570000 00000276 ···· ·····W|v···
0012FE00: 00000000 00400000 00400248 00400220 ······@·H·@· ·@·
0012FE10: 0012fdcc 0012ffb0 005733a0 00000000 ·········3W·····
0012FE20: ffffffff 00547691 00400000 7c590b1a ·····vT···@···Y|
0012FE30: 00000000 0012ffc0 00000006 0012fe78 ············x···
0012FE40: 00564170 00564403 006f87f8 0012fe88 pAV··DV···o·····
0012FE50: 0055eea4 00000008 77f86775 77fcfc60 ··U·····ug·w`··w
0012FE60: 7c596e3e 7c596d37 7c590b1a 00000000 >nY|7mY|··Y|····
0012FE70: 7ffdf000 0040f343 0012ffb0 00564170 ···C·@·····pAV·
0012FE80: 005f0620 ffffffff 0055ec21 0056ec47 ·_·····!·U·G·V·
0012FE90: 00000022 00000000 0012ffc0 00562407 "············$V·
0012FEA0: 00400000 00000000 001338fd 00000001 ··@······8······
0012FEB0: 00000094 00000005 00000000 00000893 ················
0012FEC0: 00000002 76726553 20656369 6b636150 ····Service Pack
0012FED0: 00003420 00000000 00000000 00000000 4··············
0012FEE0: 00000000 00000000 00000000 00000000 ················
0012FEF0: bcc23ac0 bcc23bf4 bcc23d24 be7ea3e8 ·:···;··$=····~·
0012FF00: be7b55b0 ffffffff bcc23d34 804e308d ·U{·····4=···0N·
0012FF10: bcc23c38 00000234 bcc23c4c 81e00020 8<··4···L<·· ···
0012FF20: 80525a16 bcc23c38 00000234 bcc23c4c ·ZR·8<··4···L<··
0012FF30: 81e00020 81df46e0 00000000 bcc23c5c ····F······\<··
0012FF40: 0056229b 00000004 00000008 7ffdf000 ·"V············
0012FF50: 00000044 00134310 00134320 00134338 D····C·· C··8C··
0012FF60: 00000000 00000000 00000000 00000000 ················
0012FF70: 00000000 00000000 00000000 00000001 ················
0012FF80: 00000001 00000000 ffffffff ffffffff ················
0012FF90: ffffffff 81e00020 00000000 c0000005 ···· ···········
0012FFA0: 001338fd 00000000 0012feb0 0012f8ac ·8··············
0012FFB0: 0012ffe0 00564170 005f08e0 00000000 ····pAV···_·····
0012FFC0: 0012fff0 7c598989 00000004 00000008 ······Y|········
0012FFD0: 7ffdf000 00000008 0012ffc8 00000008 ···············
0012FFE0: ffffffff 7c5c1f54 7c572b18 00000000 ····T·\|·+W|····
0012FFF0: 00000000 00000000 00562283 00000000 ·········"V·····[/spoiler]
local.txt
[spoiler]ZDoom version 2.0.99 (1.0.01) (Mar 1 2006)
Command line: "C:\Doom\GZDoom.exe" @doomargs.tmp
Wad 0: gzdoom.pk3
Wad 1: doom2.wad
Wad 2: SERIOU~1.WAD
Not in a level.[/spoiler]
thats it
edit: oh and yes the decorate is causing it. i tried launching a wad with only the decorate in it and it still crashes