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actor NoiseCrushWep : BaseMM8BDMWep 10083{//$Category MM8BDM-Weapons//$Title Noise CrushWeapon.AmmoUse 2Weapon.AmmoGive 28Weapon.SlotNumber 2Inventory.Pickupmessage "$PU_NOISECRUSH"Obituary "$OB_NOISECRUSH"Tag "$TAG_NOISECRUSH"weapon.ammotype "NoiseCrushAmmo"inventory.icon "NCRUSI"States{Spawn:WEA3 J 1loopReady:NCRU I 0 ACS_ExecuteAlways(998,0,55)NCRU I 0 A_JumpIfInventory("NoiseCrushCaught",1,"ChargeStart")NCRU I 1 A_WeaponReadyGoto Ready+1ChargeStart:NCRU L 0 A_GiveInventory("WeaponCharge",1)NCRU L 0 A_GunFlash("Sound.BusterCharge", GFF_NOEXTCHANGE)Charged:NCRU L 0 ACS_ExecuteAlways(991,0,72)NCRU M 1 A_WeaponReadyNCRU L 0 ACS_ExecuteAlways(991,0,73)NCRU N 1 A_WeaponReadyNCRU I 0 ACS_ExecuteAlways(991,0,55)NCRU I 1 A_WeaponReadyloopDeselect:TNT1 A 0 A_JumpIfInventory("WeaponCharge",1,24)TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_LowerNCRU I 1 A_Lowergoto Deselect+1NCRU I 2 A_TakeInventory("WeaponCharge",999)goto Deselect+1Select:TNT1 A 0 A_TakeInventory("NoiseCrushCaught",999)TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_RaiseNCRU I 1 A_RaiseLoopFire:NCRU I 0 A_JumpIfInventory("WeaponCharge",1,"Fire2")NCRU I 0 A_JumpIfNoAmmo("NoAmmo")NCRU I 0 ACS_ExecuteAlways(998,0,55,1)Goto Fire1Fire1:NCRU I 0 A_PlaySoundEx("weapon/noisecrush1","Weapon")NCRU I 0 A_FireCustomMissile("NoiseCrush",0,1,8,0)NCRU JK 5NCRU I 10NCRU I 0 A_RefireGoto Ready+1Fire2:NCRU I 0 A_PlaySoundEx("weapon/noisecrush2", "Weapon")NCRU I 0 A_StopSoundEx("SoundSlot5")NCRU I 0 A_FireCustomMissile("NoiseCrush2",0,0,8,0)NCRU I 0 A_TakeInventory("NoiseCrushAmmo", 4,TIF_NOTAKEINFINITE)NCRU I 0 A_TakeInventory("WeaponCharge",999)NCRU I 0 A_TakeInventory("NoiseCrushCaught",999)//NCRU I 0 ACS_ExecuteAlways(991,0,55)//NCRU JK 5NCRU J 1NCRU J 1 ACS_ExecuteAlways(991,0,55)NCRU J 3NCRU K 5NCRU I 25 NCRU I 0 A_RefireGoto Ready+1NoAmmo:NCRU I 1 ACS_Execute(979,0)Goto Ready+1}}actor NoiseCrushAmmo : Ammo{inventory.amount 1inventory.maxamount 28+INVENTORY.IGNORESKILL}actor NoiseCrush{PROJECTILERadius 5Height 5scale 2.5damage (20)damagetype "NoiseCrush1"Obituary "$OB_NOISECRUSH"speed 25+FORCEXYBILLBOARD+HEXENBOUNCE+CANBOUNCEWATERBounceFactor 1.0bouncecount 2reactiontime 150States{Spawn:TNT1 A 0TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail1",0,0,0,0,0,0,0)TNT1 A 1 A_CountDownTNT1 A 0 A_SpawnItemEx("NoiseCrushTrail2",0,0,0,0,0,0,0)TNT1 A 1 A_CountDownTNT1 A 0 A_SpawnItemEx("NoiseCrushTrail3",0,0,0,0,0,0,0)TNT1 A 1 A_CountDownTNT1 A 0 A_SpawnItemEx("NoiseCrushTrail4",0,0,0,0,0,0,0)TNT1 A 1 A_CountDownGoto LookLook:TNT1 A 0 A_JumpIfCloser(40, "Give")TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail1",0,0,0,0,0,0,0)TNT1 A 1 A_CountDownTNT1 A 0 A_JumpIfCloser(40, "Give")TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail2",0,0,0,0,0,0,0)TNT1 A 1 A_CountDownTNT1 A 0 A_JumpIfCloser(40, "Give")TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail3",0,0,0,0,0,0,0)TNT1 A 1 A_CountDownTNT1 A 0 A_JumpIfCloser(40, "Give")TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail4",0,0,0,0,0,0,0)TNT1 A 1 A_CountDownloopGive:TNT1 A 2 A_GiveToTarget("NoiseCrushCaught",1)stop}}actor NoiseCrush2{PROJECTILERadius 20Height 10scale 2.5damage (65)damagetype "NoiseCrush2"Obituary "$OB_NOISECRUSH"+FORCEXYBILLBOARDspeed 40reactiontime 150States{Spawn:TNT1 A 0TNT1 A 1 A_SpawnItemEx("NoiseCrushTrail5",0,0,0,0,0,0,0)TNT1 A 1 A_SpawnItemEx("NoiseCrushTrail6",0,0,0,0,0,0,0)TNT1 A 1 A_SpawnItemEx("NoiseCrushTrail7",0,0,0,0,0,0,0)TNT1 A 1 A_SpawnItemEx("NoiseCrushTrail8",0,0,0,0,0,0,0)loop}}actor NoiseCrushTrail1{+NOINTERACTION+NOGRAVITY+CLIENTSIDEONLY+FORCEXYBILLBOARD-SOLIDscale 2.5height 0radius 0States{Spawn:NCRU D 5stop}}actor NoiseCrushTrail2 : NoiseCrushTrail1{States{Spawn:NCRU C 5stop}}actor NoiseCrushTrail3 : NoiseCrushTrail1{States{Spawn:NCRU B 5stop}}actor NoiseCrushTrail4 : NoiseCrushTrail1{States{Spawn:NCRU A 5stop}}actor NoiseCrushTrail5 : NoiseCrushTrail1{States{Spawn:NCRU H 8stop}}actor NoiseCrushTrail6 : NoiseCrushTrail1{States{Spawn:NCRU G 8stop}}actor NoiseCrushTrail7 : NoiseCrushTrail1{States{Spawn:NCRU F 8stop}}actor NoiseCrushTrail8 : NoiseCrushTrail1{States{Spawn:NCRU E 8stop}}actor NoiseCrushCaught : Inventory{inventory.amount 1inventory.maxamount 1}