I made this for a friend who wanted to make enemies, when I wouldn't let them use my Adventure Mode's enemy code, so they could LEARN.
Because of this, I'm releasing it to further help out the future coders of cutstuff!
(I may or may not have left out important, general parts.. And I know there's a LOT I could've added in)
Since this is too large to post here, I think, I'll upload it for all to see, themselves!~
Download the WAD by clicking on this line (http://uppit.com/ugykdeehgkit/Actors.wad).
I hope this all helps you. :3
--There's a buttload of comments in there so even the novice coder may be able to understand!
Useful things (From the DECORATE Assistant; Can be found here (http://cutstuff.net/blog/?page_id=1003)):
Action Functions (http://zdoom.org/wiki/Action_functions)
Actor Flags (http://zdoom.org/wiki/Actor_flags)
Actor Properties (http://zdoom.org/wiki/Actor_properties)
Action Specials (http://zdoom.org/wiki/Action_Specials)
~~Generic Templates Below~~
Inventory:
actor NewInventory : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 10
Inventory.PickupSound "misc/i_pkup"
Inventory.PickupMessage "You picked up the new inventory."
states
{
Spawn:
BON1 ABCDCB 6
loop
}
}
CustomInventory:
actor NewCustomInventory : CustomInventory
{
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "You picked up the new custom inventory."
states
{
Spawn:
MEGA ABCD 6 bright
loop
Pickup:
TNT1 A 0
stop}
}
Monster:
actor NewMonster
{
health 100
radius 20
height 56
mass 100
speed 8
painchance 200
seesound ""
painsound ""
deathsound ""
activesound ""
MONSTER
states
{
Spawn:
PLAY AB 10 A_Look
loop
See:
PLAY ABCD 4 A_Chase
loop
//Melee:
//Missile:
//Pain:
//Death:
//XDeath
//Raise:
}
}
Projectile:
actor NewProjectile
{
radius 6
height 8
damage 3
speed 10
seesound ""
deathsound ""
PROJECTILE
states
{
Spawn:
BAL1 AB 4 bright
loop
Death:
BAL1 CDE 6 bright
stop
}
}
Weapon:
actor NewWeapon : Weapon
{
Inventory.PickupMessage "You got the new weapon."
weapon.ammogive1 8
weapon.ammotype1 ""
weapon.ammouse1 1
weapon.selectionorder 400
Obituary "%o was shot by %k's New Weapon."
states
{
Select:
SHTG A 1 A_Raise
loop
Deselect:
SHTG A 1 A_Lower
loop
Fire:
SHTG ABCD 3
Goto Ready
Spawn:
SHOT A -1
stop
}
}
Ammo:
actor NewAmmo : Ammo
{
Inventory.Amount 1
Inventory.MaxAmount 10
ammo.backpackamount 10
ammo.backpackmaxamount 50
Inventory.PickupSound "misc/i_pkup"
Inventory.PickupMessage "You picked up the new ammo."
Inventory.Icon "CLIPA0"
states
{
Spawn:
CLIP A -1
stop
}
}
PlayerClass:
actor NewPlayerClass : PlayerPawn
{
Health 255
Radius 16
Height 56
Player.AttackZOffset 8
Player.JumpZ 8
Player.ViewHeight 41
Player.ForwardMove 1.1
Player.SideMove 1.1
Player.ColorRange 112, 127
Player.SoundClass "player"
Player.DisplayName "Marine"
Player.CrouchSprite "PLYC"
Player.StartItem "Pistol"
Player.StartItem "Fist"
Player.StartItem "Clip", 50
States
{
Spawn:
PLAY A -1
Loop
See:
PLAY ABCD 4
Loop
Missile:
PLAY E 12
Goto Spawn
Melee:
PLAY F 6 BRIGHT
Goto Missile
Pain:
PLAY G 4
PLAY G 4 A_Pain
Goto Spawn
Death:
PLAY H 10 A_PlayerSkinCheck("AltSkinDeath")
PLAY I 10 A_PlayerScream
PLAY J 10 A_NoBlocking
PLAY KLM 10
PLAY N -1
Stop
XDeath:
PLAY O 5 A_PlayerSkinCheck("AltSkinXDeath")
PLAY P 5 A_XScream
PLAY Q 5 A_NoBlocking
PLAY RSTUV 5
PLAY W -1
Stop
AltSkinDeath:
PLAY H 6
PLAY I 6 A_PlayerScream
PLAY JK 6
PLAY L 6 A_NoBlocking
PLAY MNO 6
PLAY P -1
Stop
AltSkinXDeath:
PLAY Q 5 A_PlayerScream
PLAY R 0 A_NoBlocking
PLAY R 5 A_SkullPop
PLAY STUVWX 5
PLAY Y -1
Stop
}
}
Edit: The 360 degree attack works wonderfully, with an edit I've made.
I will update the template tomorrow (after work) with the revised version.
Screenshot of the fixed one: (http://i56.tinypic.com/sm7qjb.jpg)
(http://i55.tinypic.com/2rcwncw.jpg)
..It's pretty overpowered up close, but in a wide area, it wouldn't be so bad!