well, I thought I'd place these somewhere, so here we are!
my stuff is just rehanded other things, but it keeps me sane to do these things...
so, use if you want (credit as usual)
(DL removed, PM for reupload)
![Chaingun :chaingun:](./images/smilies/chain.gif)
Moderator: wildweasel
Code: Select all
ACTOR FAOC_MP : weapon 1338
{
Game Doom
Weapon.SelectionOrder 120
Weapon.AmmoType1 "MPmag"
Weapon.AmmoType2 "mprounds"
Weapon.AmmoGive1 0
Weapon.AmmoGive2 50
Weapon.AmmoUse1 1
Weapon.AmmoUse2 0
attacksound "Weapons/mp"
+AMMO_OPTIONAL
Inventory.PickupMessage "You got the machine pistol!"
Obituary "%k turned %o into a fine paste with a machine pistol."
decal bulletchip
States
{
Ready:
STMP A 0 A_JumpIfInventory("Imaccurate", 1, 7)
STMP A 1 A_WeaponReady
STMP A 0 A_JumpIfInventory("MPmag", 50, 2)
STMP A 0 A_JumpIfInventory("Reloadme", 1, "Reload")
STMP A 1 A_WeaponReady
STMP A 0 A_WeaponReady
goto ready
//ACCURATE MODE:
STMP S 0 A_JumpIfInventory("gimmenormal", 1, "ready")
STMP S 1 A_WeaponReady
STMP S 0 A_JumpIfInventory("MPmag", 50, 2)
STMP S 0 A_JumpIfInventory("Reloadme", 1, "Reload")
STMP S 1 A_WeaponReady
STMP S 0 A_WeaponReady
goto ready + 8
Deselect:
STMP A 1 A_Lower
Loop
Select:
STMP A 1 A_Raise
Loop
Fire:
STMP A 0 A_JumpIfNoAmmo("Thinkaboutit")
STMP A 0 A_JumpIfInventory("Imaccurate", 1, "goodfire")
STMP B 3 A_FireBullets(9, 7, 1, 8, "bulletpuff", 1,0)
STMP A 0 A_ReFire
Goto Ready
goodFire:
STMP S 0 A_JumpIfNoAmmo("Thinkaboutit2")
STMP T 3 A_FireBullets(2, 2, 1, 14, "bulletpuff", 1,0)
STMP UVU 3//gad that looks weird
Goto Ready
Thinkaboutit:
STMP A 4 A_PlaySound("Pistol/Dryfire")
Goto Ready
Thinkaboutit2:
STMP S 4 A_PlaySound("Pistol/Dryfire")
Goto Ready + 8
Hold:
STMP A 0 A_JumpIfNoAmmo("Thinkaboutit")
STMP B 3 A_FireBullets(9, 9, 1, 8, "bulletpuff", 1,0)
STMP A 0 A_JumpIfNoAmmo("Thinkaboutit")
STMP C 3 A_FireBullets(6, 5, 1, 8, "bulletpuff", 1,0)
STMP A 0 A_ReFire
Goto Ready
AltFire:
STMP A 0 A_jumpifInventory("Imaccurate",1,"normalfire")
STMP A 0 A_giveInventory("Imaccurate",1)
STMP A 0 A_takeInventory("gimmenormal",1)
STMP PQRS 3
Goto Ready
normalfire:
STMP A 0 A_jumpifInventory("gimmenormal",1,"altfire")
STMP A 0 A_giveInventory("gimmenormal",1)
STMP A 0 A_takeInventory("imaccurate",1)
STMP SRQP 3
Goto Ready
Flash:
STMP A 1 Bright A_Light1
Goto LightDone
STMP B 1 Bright A_Light1
Goto LightDone
Reload:
STMP A 1
STMP A 0 A_JumpIfInventory("MPmag", 50, "Ready")
STMP A 0 A_JumpIfInventory("MPROUNDS", 1, 1)
Goto Ready
STMP D 3 A_PlaySound("mp/out")
STMP EFGHIJK 3
ReloadWorking:
STMP A 0 A_TakeInventory("MPROUNDS", 1)
STMP A 0 A_GiveInventory("MPmag", 1)
STMP A 0 A_JumpIfInventory("MPmag",50,2)
STMP A 0 A_JumpIfInventory("MPROUNDS",1,2)
STMP A 0
Goto ReloadFinish
STMP A 0
Goto ReloadWorking
ReloadFinish:
STMP L 3 A_PlaySound("mp/in")
STMP MNO 3
Goto Ready
Spawn:
MACH A -1
Stop
}
}
ACTOR MPmag : Ammo
{
//$Category hiddenammo
Inventory.MaxAmount 50
Inventory.Icon MACHA0
}
// PistolClip --------------------------------------------------------------------
ACTOR MPROUNDS : ammo replaces clipbox
{
Game Doom
Inventory.PickupMessage "Picked up a 12mm clip"
Inventory.Amount 50
Inventory.MaxAmount 500
Ammo.BackpackAmount 50
Ammo.BackpackMaxAmount 500
Inventory.Icon "MCH3A0"//for now
States
{
Spawn:
MACH A -1
Stop
}
}
ACTOR Imaccurate : PuzzleItem
{
- INVBAR
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.PickupMessage "You, sir, are a jackass"
}
ACTOR gimmenormal : PuzzleItem
{
- INVBAR
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.PickupMessage "It is Illegal to crap in garden shubs from the hours of 5pm to 5am. Thankyou."
}
actor MPaltpickup : CustomInventory 1340 //different looking pickup a military base type-thing-setting
{
Game Doom
SpawnID 133
Inventory.MaxAmount 5
Inventory.Icon "MCH3A0"
inventory.pickupmessage "You got the machine pistol!"
inventory.pickupsound "Misc/W_pickup"
+FLOORCLIP
-INVENTORY.INVBAR
-INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
MCH3 A 10
loop
pICKUP:
TNT1 A 0 A_GiveInventory("FAOC_MP")
stop
}
}
Code: Select all
ACTOR FAOC_MP : weapon 1340
{
Game Doom
Weapon.SelectionOrder 119
Weapon.AmmoType1 "grmag"
Weapon.AmmoType2 "grrounds"
Weapon.AmmoGive1 0
Weapon.AmmoGive2 35
Weapon.AmmoUse1 1
Weapon.AmmoUse2 0
attacksound "Weapons/gr"
+AMMO_OPTIONAL
Inventory.PickupMessage "You got the gauss rifle!"
Obituary "%k gave %o acupuncture Gauss style with a gauss rifle."
decal bulletchip
States
{
Ready:
GSRL A 1 A_WeaponReady
GSRL A 0 A_JumpIfInventory("grmag", 35, 2)
GSRL A 0 A_JumpIfInventory("Reloadme", 1, "Reload")
GSRL A 1 A_WeaponReady
goto ready
Deselect:
GSRL A 1 A_Lower
Loop
Select:
GSRL A 1 A_Raise
Loop
Fire:
GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")
GSRL A 0 A_JumpIfInventory("burstfiremode", 1, "burstfire")
GSRL A 0 A_JumpIfInventory("singleshotmode", 1, "singleshot")
GSRL B 3 A_FireBullets(7, 8, 1, 6, "bulletpuff", 1,0)
GSRL A 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")
GSRL B 3 A_FireBullets(7, 6, 1, 6, "bulletpuff", 1,0)
GSRL A 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
Goto Ready
burstFire:
GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")
GSRL B 3 A_FireBullets(4, 5, 1, 7, "bulletpuff", 1,0)
GSRL B 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")
GSRL C 3 A_FireBullets(4, 3, 1, 7, "bulletpuff", 1,0)
GSRL C 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")
GSRL B 3 A_FireBullets(4, 6, 1, 7, "bulletpuff", 1,0)
GSRL B 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
GSRL A 12
Goto Ready
singleshotFire:
GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")
GSRL B 0 A_jump(127,3)//Random chance of using diff. frame
GSRL B 3 A_FireBullets(3, 2, 1, 9, "bulletpuff", 1,0)
GSRL B 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
GSRL B 3 A_refire
GSRL C 3 A_FireBullets(3, 2, 1, 9, "bulletpuff", 1,0)
GSRL C 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
GSRL C 3 A_refire//to stop the gun firing full auto in this mode
GSRL A 5
Goto Ready
Thinkaboutit:
GSRL A 4 A_PlaySound("Pistol/Dryfire")
Goto Ready
Hold:
GSRL A 10
GSRL A 0 A_ReFire
Goto Ready
AltFire://change fire mode to burst...
SWAP A 0 A_jumpifInventory("Burstfiremode",1,"mode2fire")
SWAP A 0 A_giveInventory("Burstfiremode",1)
SWAP A 0 A_Print("Burst fire")
SWAP A 0 A_takeInventory("fullautomode",1)
SWAP ABCDCBA 3
Goto Ready
MODE2fire://single shot...
SWAP A 0 A_jumpifInventory("singleshotmode",1,"mode3fire")
SWAP A 0 A_giveInventory("singleshotmode",1)
SWAP A 0 A_Print("Single shot")
SWAP A 0 A_takeInventory("Burstfiremode",1)
SWAP ABCDCBA 3
Goto Ready
MODE3fire://full auto.
SWAP A 0 A_jumpifInventory("fullautomode",1,"altfire")
SWAP A 0 A_giveInventory("fullautomode",1)
SWAP A 0 A_Print("Full Auto")
SWAP A 0 A_takeInventory("singleshotmode",1)
SWAP ABCDCBA 3
Goto Ready
Flash:
GSRL A 1 Bright A_Light1
Goto LightDone
GSRL B 1 Bright A_Light1
Goto LightDone
Reload:
GSRL A 1
GSRL A 0 A_JumpIfInventory("grmag", 50, "Ready") // Is the clip already filled?
GSRL A 0 A_JumpIfInventory("grROUNDS", 1, 1) // Does the player have any extra bullets?
Goto Ready
GSRL DEFGHI 3
GSRL J 3 A_PlaySound("gr/out")
GSRL J 0 A_FireCustomMissile("SpentClip3", 3, 0, 5, 0)
GSRL JKLMNOPQRSTU 3// Here is where it starts getting complicated...
ReloadWorking:
GSRL A 0 A_TakeInventory("grROUNDS", 1) // Exchange one spare bullet...
GSRL A 0 A_GiveInventory("grmag", 1) // ... for one bullet in the gun.
GSRL A 0 A_JumpIfInventory("grmag",50,2) // Is the clip filled yet?
GSRL A 0 A_JumpIfInventory("grROUNDS",1,2) // Does the player still have ammo left to put in?
GSRL A 0
Goto ReloadFinish
GSRL A 0
Goto ReloadWorking
ReloadFinish: // Finish the animation.
GSRL V 0 A_PlaySound("gr/in")
GSRL VWXYZ 3
GRSL Z 3 A_PlaySound("gr/tap")
GRS2 ABCDE 2
Goto Ready
Spawn:
GRIF A -1
Stop
}
}
ACTOR grmag : Ammo
{
//$Category hiddenammo
Inventory.MaxAmount 35
Inventory.Icon GRIFA0
}
// Gauss rifle Clip --------------------------------------------------------------------
ACTOR MPROUNDS : ammo 1341
{
Game Doom
Inventory.PickupMessage "Picked up a heavy ferro-mag clip"
Inventory.Amount 35
Inventory.MaxAmount 500
Ammo.BackpackAmount 70
Ammo.BackpackMaxAmount 500
Inventory.Icon "HFERA0"
States
{
Spawn:
HFER A -1
Stop
}
}
ACTOR Burstfiremode : PuzzleItem
{
- INVBAR
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.PickupMessage "[Relinqou] 'wait, when's the weekend again?'"
}
ACTOR singleshotmode : PuzzleItem
{
- INVBAR
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.PickupMessage "[Mortarion] 'shouldnt you be doing somthing?'"
}
ACTOR fullautomode : PuzzleItem
{
- INVBAR
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.PickupMessage "[Sykesc] 'thats all well and good but the room service here is terrible!"
}
actor GRaltpickup : CustomInventory 1342 //different looking pickup a military base type-thing-setting
{
Game Doom
Inventory.MaxAmount 1
Inventory.Icon ""
inventory.pickupmessage "You got the Gauss rifle!"
inventory.pickupsound "Misc/W_pickup"
+FLOORCLIP
-INVENTORY.INVBAR
-INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
GRI2 A 10
loop
pICKUP:
TNT1 A 0 A_GiveInventory("FAOC_GR")
stop
}
}