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actor PhotonMissileWep : MegaBuster 15004{Weapon.AmmoUse 3Weapon.AmmoGive 42Weapon.SlotNumber 4Obituary "%o was on the way of %k's Photon Missile."Inventory.Pickupmessage "Power up! Photon Missile!"weapon.ammotype "PhotonMissileAmmo"inventory.pickupsound "weapon/weaponup"+WEAPON.AMMO_OPTIONALinventory.icon "MARSI"Scale 2.0States{Spawn:MARI A 1loopReady:MIRR F 0 ACS_ExecuteAlways(998,0,52) MIRR F 1 A_WeaponReadyGoto Ready+1Deselect:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_LowerMIRR F 1 A_LowerLoopSelect:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_RaiseMIRR F 1 A_RaiseLoopFire:MIRR F 0 A_JumpIfNoAmmo("NoAmmo")WOOD I 0 A_PlaySoundEx("weapon/mbuster","Weapon")MIRR F 0 A_SpawnItemEx("PhotonMissileFX",cos(-pitch)*20,8,32+(sin(-pitch)*20),0,0,0,0)MIRR F 0 A_FireCustomMissile("PhotonMissile1",0,1,8)MIRR GH 2MIRR F 8MIRR F 0 A_RefireGoto Ready+1NoAmmo:MIRR F 1 ACS_Execute(979,0)Goto Ready+1}}actor PhotonMissileAmmo : Ammo{inventory.amount 1inventory.maxamount 42}actor PhotonMissileFX{PROJECTILERadius 15Height 8scale 2.5damagetype "Quick"speed 10damage (6)reactiontime 5+RIPPER+DONTBLASTStates{Spawn:MARM ABC 2MARM A 0 A_Countdownloop}}actor PhotonMissile1{PROJECTILERadius 15Height 8scale 2.5damagetype "Quick"speed 1damage (0)+PAINLESS+RIPPER+DONTBLASTStates{Spawn:TNT1 A 30TNT1 A 1 A_SpawnItemEx("PhotonMissile2",0,0,0,momx*70,momy*70,momZ*70,0,SXF_ABSOLUTEMOMENTUM)stop}}actor PhotonMissile2{PROJECTILERadius 15Height 8scale 2.5damagetype "Photon"speed 10damage (20)reactiontime 14+RIPPER+DONTBLASTStates{Spawn:MARM DEC 2MARM A 0 A_CountdownloopDeath:TNT1 A 0stop}}
you could just make it slightly harder to reach in whatever maps you put it in.
also it wasn't aimable, and I'd want to keep it like that.