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If it possible to force a player to crouch via altfire? (has an idea for original stage mode)
Quote from: "ice"If it possible to force a player to crouch via altfire? (has an idea for original stage mode)*never answered*
actor RouletteBuster : MegaBuster{Weapon.AmmoUse 1Weapon.AmmoGive 3Weapon.SlotNumber 1Scale 2.0Obituary "%o was bombed by %k's Roulette Buster!"Inventory.Pickupmessage "You got the Roulette Buster!"weapon.ammotype "BusterAmmo"+WEAPON.AMMO_OPTIONAL+WEAPON.DONTBOBStates{Spawn:ROUL A 1stopReady:ROUL B 0 A_JumpIfInventory("Once",1,"Ready2")ROUL B 0 A_GiveInventory("Once",1)Goto Ready2+1Ready2:ROUL B 0 ACS_ExecuteAlways(998,0,77)ROUL B 0 A_TakeInventory("WeaponCharge",999)ROUL B 1 A_WeaponReadyGoto Ready2+2Deselect:ROUL AAAAAAAAAAAAAAAAAAAAAA 0 A_LowerROUL B 1 A_LowerLoopSelect:ROUL AAAAAAAAAAAAAAAAAAAAAA 0 A_RaiseROUL B 1 A_RaiseLoopFire:ROUL A 0 A_JumpIfNoAmmo("NoAmmo")ROUL A 0 A_PlaySoundEx("weapon/mbuster","Weapon")ROUL A 0 A_FireCustomMissile("MegaShot",0,0,8,0)ROUL CDB 3ROUL B 2 A_TakeInventory("WeaponCharge",999)ROUL B 0 A_Refiregoto Ready2+1Hold:ROUL E 0 A_JumpIfInventory("WeaponCharge",35,"Charge2")ROUL E 0 A_JumpIfInventory("WeaponCharge",18,"Charge")ROUL B 1 A_GiveInventory("WeaponCharge",1)ROUL E 0 A_RefireGoto FireCharge:ROUL E 0 A_JumpIfInventory("WeaponCharge",35,"Charge2")ROUL E 0 A_JumpIfInventory("WeaponCharge",19,"Charge1")ROUL E 0 A_PlaySoundEx("weapon/adaptercharge","Weapon")ROUL BE 1 Goto Charge1Charge1:ROUL E 0 A_JumpIfInventory("WeaponCharge",35,"Charge2")ROUL E 0 ROUL E 0 ACS_ExecuteAlways(991,0,77)ROUL B 1 A_GiveInventory("WeaponCharge",1)ROUL E 0 ACS_ExecuteAlways(991,0,78)ROUL E 1ROUL E 0 A_RefireGoto FireCharge2:ROUL E 0ROUL E 0 A_JumpIfInventory("RouletteSoundCheck",3,2)ROUL E 0 A_PlaySoundEx("weapon/adapterchargeloop","Weapon")ROUL E 0 ACS_ExecuteAlways(991,0,79)ROUL E 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11)ROUA A 1Goto Charge2EndROUB A 1Goto Charge2EndROUC A 1Goto Charge2EndROUD A 1Goto Charge2EndROUE A 1Goto Charge2EndROUF A 1Goto Charge2EndROUG A 1Goto Charge2EndROUH A 1Goto Charge2EndROUI A 1Goto Charge2EndROUJ A 1Goto Charge2EndROUK A 1Goto Charge2EndCharge2End:ROUK A 0ROUK A 0 A_JumpIfInventory("RoulettePhaseCheck",1,"Charge3")ROUK A 0 A_GiveInventory("RoulettePhaseCheck",1)ROUK A 0 A_RefireGoto Fire2Charge3:ROUL E 0ROUL E 0 ACS_ExecuteAlways(991,0,80)ROUL E 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11)ROUA B 1Goto Charge3EndROUB B 1Goto Charge3EndROUC B 1Goto Charge3EndROUD B 1Goto Charge3EndROUE B 1Goto Charge3EndROUF B 1Goto Charge3EndROUG B 1Goto Charge3EndROUH B 1Goto Charge3EndROUI B 1Goto Charge3EndROUJ B 1Goto Charge3EndROUK B 1Goto Charge3EndCharge3End:ROUK B 0ROUK B 0 A_JumpIfInventory("RoulettePhaseCheck",2,"Charge4")ROUK B 0 A_GiveInventory("RoulettePhaseCheck",1)ROUK B 0 A_RefireGoto Fire2Charge4:ROUL E 0ROUL E 0 ACS_ExecuteAlways(991,0,81)ROUL E 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11)ROUA C 1Goto Charge4EndROUB C 1Goto Charge4EndROUC C 1Goto Charge4EndROUD C 1Goto Charge4EndROUE C 1Goto Charge4EndROUF C 1Goto Charge4EndROUG C 1Goto Charge4EndROUH C 1Goto Charge4EndROUI C 1Goto Charge4EndROUJ C 1Goto Charge4EndROUK C 1Goto Charge4EndCharge4End:ROUK C 0ROUK C 0 A_JumpIfInventory("RoulettePhaseCheck",0,"Charge2")ROUK C 0 A_TakeInventory("RoulettePhaseCheck",10)ROUK C 0 A_JumpIfInventory("RouletteSoundCheck",12,3)ROUK C 0 A_GiveInventory("RouletteSoundCheck",1)ROUK C 0 A_RefireGoto Fire2ROUK C 0ROUK C 0 A_TakeInventory("RouletteSoundCheck",12)ROUK C 0 A_RefireGoto Fire2Fire2:ROUK C 0ROUK C 0 A_TakeInventory("RoulettePhaseCheck",10)ROUK C 0 A_TakeInventory("RouletteSoundCheck",20)ROUL H 0 ACS_ExecuteAlways(991,0,77)ROUL H 0 A_Jump(256,"MegaFire","ProtoFire","BassFire","RollFire","CherryFire","BombFire","TargetFire","TornadoFire","ExitFire","SparkFire","SevenFire")Goto Ready2+1MegaFire:ROUL H 0ROUL H 0 A_PlaySoundEX("weapon/mbuster","Weapon")ROUL H 0 A_FireCustomMissile("RMegaShot",0,0,0,8)ROUA DE 3ROUA C 24Goto Ready2+1ProtoFire:ROUL H 0ROUL H 0 A_PlaySoundEX("weapon/pshot","Weapon")ROUL H 0 A_FireCustomMissile("RProtoShot",0,0,0,8)ROUB DE 3ROUB C 24Goto Ready2+1BassFire:ROUL H 0ROUL H 0 A_PlaySoundEX("weapon/mbuster","Weapon")ROUL H 0 A_FireCustomMissile("BassShot",random(-3,3),0,8,0)ROUC D 1ROUC D 0 A_PlaySoundEX("weapon/mbuster","Weapon")ROUC D 0 A_FireCustomMissile("BassShot",random(-3,3),0,8,0)ROUC D 1ROUC D 0 A_PlaySoundEX("weapon/mbuster","Weapon")ROUC D 0 A_FireCustomMissile("BassShot",random(-3,3),0,8,0)ROUC D 1ROUC D 0 A_PlaySoundEX("weapon/mbuster","Weapon")ROUC D 0 A_FireCustomMissile("BassShot",random(-3,3),0,8,0)ROUC D 1ROUC D 0 A_PlaySoundEX("weapon/mbuster","Weapon")ROUC D 0 A_FireCustomMissile("BassShot",random(-3,3),0,8,0)ROUC D 1ROUC D 0 A_PlaySoundEX("weapon/mbuster","Weapon")ROUC D 0 A_FireCustomMissile("BassShot",random(-3,3),0,8,0)ROUC D 1ROUC D 0 A_PlaySoundEX("weapon/mbuster","Weapon")ROUC D 0 A_FireCustomMissile("BassShot",random(-3,3),0,8,0)ROUC D 1ROUC D 0 A_PlaySoundEX("weapon/mbuster","Weapon")ROUC D 0 A_FireCustomMissile("BassShot",random(-3,3),0,8,0)ROUC D 1ROUC D 0 A_PlaySoundEX("weapon/mbuster","Weapon")ROUC D 0 A_FireCustomMissile("BassShot",random(-3,3),0,8,0)ROUC D 1ROUC D 0 A_PlaySoundEX("weapon/mbuster","Weapon")ROUC D 0 A_FireCustomMissile("BassShot",random(-3,3),0,8,0)ROUC D 1ROUC D 0 A_PlaySoundEX("weapon/mbuster","Weapon")ROUC D 0 A_FireCustomMissile("BassShot",random(-3,3),0,8,0)ROUC DE 3ROUC C 24Goto Ready2+1RollFire:ROUL H 0ROUL H 0 A_FireCustomMissile("RRollShot",0,0,0,8)ROUD DE 3ROUD C 24Goto Ready2+1CherryFire:ROUL H 0ROUL H 0 A_FireCustomMissile("RCherryShot",0,0,0,8)ROUE DE 3ROUE C 24Goto Ready2+1BombFire:ROUL H 0ROUL H 0 A_PlaySoundEX("weapon/crackerthrow","Weapon")ROUL H 0 A_FireCustomMissile("RBombShot",0,0,0,8)ROUF DE 3ROUF C 24Goto Ready2+1TargetFire:ROUL H 0ROUL H 0 A_PlaySoundEX("weapon/magnetmissile","Weapon")ROUL H 0 A_FireCustomMissile("RTargetShot",0,0,0,8)ROUG DE 3ROUG C 24Goto Ready2+1TornadoFire:ROUL H 0ROUL H 0 A_PlaySoundEX("weapon/airshooter","Weapon")ROUL H 0 A_FireCustomMissile("RTornadoShot",0,0,0,8)ROUH DE 3ROUH C 24Goto Ready2+1ExitFire:ROUL H 0ROUL H 0 A_PlaySoundEX("misc/teleport2","Weapon")ROUL H 0 A_GiveInventory("RExit",1)ROUI DE 3ROUI C 24Goto Ready2+1SparkFire:ROUL H 0ROUL H 0 A_PlaySoundEX("weapon/junkshield","Weapon")ROUL H 0 A_FireCustomMissile("RSparkShot",0,0,0,8)ROUJ DE 3ROUJ C 24Goto Ready2+1SevenFire:ROUL H 0ROUL H 0 A_PlaySoundEX("weapon/atomicfire","Weapon")ROUL H 0 A_FireCustomMissile("RSevenShot",0,0,0,8)ROUK DE 3ROUK C 24Goto Ready2+1}}
States{Spawn:TNT1 A 1stopReady:PRO1 J 0 ACS_ExecuteAlways(991,0,200)PRO1 J 0 A_TakeInventory("ProtoCharge",999)PRO1 LK 1 A_WeaponReadyPRO1 J 0 SetPlayerProperty(0,0,0)PRO1 J 0 A_SpawnItemEx("ProtoShieldX",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)PRO1 J 0 A_GiveInventory("ArcTimer",1)PRO1 J 1 A_WeaponReadyGoto Ready+5Deselect:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_LowerPRO1 J 1LoopSelect:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_RaisePRO1 J 1LoopFire:PRO1 D 0 A_JumpIfNoAmmo("Hold")PRO1 D 0 A_PlaySoundEx("weapon/mbuster","Weapon")PRO1 D 0 A_FireCustomMissile("Proto01Shot",0,0,8,0)PRO1 KLD 1 A_TakeInventory("ProtoCharge",999)PRO1 EF 2PRO1 D 3 A_Refire //(I think this is roughly where the problem is, but i'm not sure)goto Ready+2Fire2:PRO1 E 2 A_TakeInventory("ProtoCharge",999)PRO1 F 2 A_PlaySoundEx("weapon/pshot","Weapon")PRO1 F 2 A_FireCustomMissile("Proto01Shot2",0,0,8,0)PRO1 EFD 2PRO1 D 0 A_Refiregoto Ready+2Fire3:PRO1 D 0 A_TakeInventory("ProtoCharge",999)PRO1 D 0 A_PlaySoundEx("weapon/pshot","Weapon")PRO1 F 3 //A_FireCustomMissile("ProtoShotFX",0,0,8,0)PRO1 F 3 A_FireCustomMissile("ProtoShot3",0,0,8,0)PRO1 ED 3PRO1 D 9PRO1 D 0 A_Refiregoto Ready+1Hold:PRO1 J 0 A_JumpIfInventory("ProtoCharge",8,"Hold2")PRO1 J 0 A_JumpIfInventory("ProtoCharge",7,"HoldStart")PRO1 J 0 A_SpawnItemEx("ProtoShieldX",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)PRO1 J 2 A_GiveInventory("ProtoCharge",1)PRO1 J 0 ACS_ExecuteAlways(994,0)PRO1 J 0 A_RefireGoto Fire1HoldStart:PRO1 N 2 A_PlaySoundEx("weapon/coilstart", "Weapon")PRO1 N 0 SetPlayerProperty(0,1,0)Goto Hold2Hold2://WCOI A 0 A_StopSoundEx ("Weapon") PRO1 M 0 A_JumpIfInventory("ProtoCharge",28,"Hold3")PRO1 M 0 A_JumpIfInventory("ProtoCharge",27,"HoldStart2")PRO1 M 1 ACS_ExecuteAlways(991,0,200)PRO1 M 0 A_SpawnItemEx("ProtoShieldX",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)PRO1 O 1 ACS_ExecuteAlways(991,0,201)PRO1 O 0 A_SpawnItemEx("ProtoShieldX",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)PRO1 O 0 A_GiveInventory("ProtoCharge",1)PRO1 O 0 A_RefireGoto Fire2HoldStart2:PRO1 J 0 ACS_ExecuteAlways(974,0)PRO1 J 0 A_GunFlashPRO1 J 0 A_GiveInventory("ProtoCharge",1)Goto Hold3Hold3:PRO1 P 1 ACS_ExecuteAlways(991,0,202)PRO1 P 0 A_SpawnItemEx("ProtoShieldX",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)PRO1 M 1 ACS_ExecuteAlways(991,0,200)PRO1 M 0 A_SpawnItemEx("ProtoShieldX",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)PRO1 P 0 A_RefireGoto Fire3Flash:TNT1 A 5 A_PlaySoundEx("weapon/coilcharge", "Weapon")TNT1 A 0 A_JumpIfInventory("ProtoCharge",1,"Flash")stop