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actor RoboenzaWeapon : MegaBuster{Weapon.AmmoUse 0Weapon.SlotNumber 1Obituary "%o was eaten alive by %k."Inventory.Pickupmessage "Infected!"+WEAPON.AMMO_OPTIONAL//inventory.icon "INFEWEP"Scale 2.0States{//Spawn://WEA2 Y 1//loopReady:ZOMA A 0 ACS_ExecuteAlways(998,0,255)ZOMA A 0 ACS_ExecuteAlways(704,0,255)ZOMA A 0 SetPlayerProperty(0,0,1)ZOMA A 0 A_TakeInventory("PharaohCharge",1)ZOMA A 0 A_SpawnItem("ZombieSound")ZOMA A 5 A_ChangeFlag("NODAMAGE",0)ZOMA A 0 A_JumpIfInventory("RoboenzaCount",1,"RealReady")Goto MeltRealReady:ZOMA A 0 SetPlayerProperty(0,0,0)ZOMA A 0 ACS_ExecuteAlways(708,0)ZOMA A 1 A_WeaponReadyGoto Ready+6Deselect:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_LowerZOMA A 1 A_LowerloopSelect:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_RaiseZOMA A 1 A_RaiseLoopFire:ZOMA A 0 A_JumpIfNoAmmo("NoAmmo")ZOMA A 0 A_FireCustomMissile("InfectMorpher1",0,1,0,0)ZOMA A 0 A_GunFlashZOMA BCDEFG 3ZOMA HIA 3Goto Ready+6AltFire:ZOMA A 1 A_JumpIf(z-floorz>0, "RealReady")ZOMA A 0 A_JumpIfInventory("RoboenzaCount",6,"SupaJump")Goto Ready+6SupaJump:ZOMA A 0 A_PlaySoundEx("item/refill","Voice")ZOMA A 1 ThrustThingZ(0, 75, 0, 0)ZOMA I 1 A_TakeInventory("JumpCancler",1)ZOMA H 1 A_TakeInventory("RoboenzaCount",5)TNT1 A 10ZOMA HIA 3Goto Ready+6NoAmmo:ZOMA A 1 ACS_Execute(979,0)ZOMA A 0 A_Refiregoto Ready+6Melt:ZOMA A 3 DamageThing(255)loopFlash:TNT1 AAAAAAAAAAAA 2 A_FireBullets (0, 0, 1, 0, "ClimbChecker", 0, 43) stop}}
ACTOR InfectMorpher1 : MorphProjectile{Damage 1+RIPPERProjectile+FOILINVULMorphProjectile.MorphFlash ""MorphProjectile.UnMorphFlash ""MorphProjectile.PlayerClass "InfectedClass"MorphProjectile.Duration 999999999999MorphProjectile.MorphStyle MRF_FULLHEALTH|MRF_NEWTIDBEHAVIOUR|MRF_UNDOBYDEATHSpeed 10Height 15Radius 15States{Spawn:TNT1 A 1TNT1 A 0 A_SpawnItemEx("InfectMorpher2",(momx/10)*15,(momy/10)*15,(momz/10)*15,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)stop}}ACTOR InfectMorpher2 : InfectMorpher1{Height 10Radius 10States{Spawn:TNT1 A 1TNT1 A 0 A_SpawnItemEx("InfectMorpher2",momx,momy,momz,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)stop}}ACTOR InfectMorpher3 : InfectMorpher1{Height 5Radius 5States{Spawn:TNT1 A 1stop}}
I've been playing around with my Team Assassination code a bit and had a question I wanted to pose. Without making the captains weaker (the idea is the captain is the team leader, not someone who needs to be escorted), how could this mode be improved? Right now I'm changing a few small things but am looking for other suggestions.-Captains won't be selected unless there are 2 members per team. That way you won't have 1 vs 1 captain fights.-Captains selection doesn't start till 10 seconds after the round starts. This is so that more people have time to join and thus can be made captain.-Alt Fire is now 5 bullets instead of 3 thus freezes the player longer and has a bit randomness to it to make it unreliable over a distance- Captain's do even less damage to each other (10 damage instead of 20) to encourage them to avoid fighting each other directly.
I like how you openly admit to spectating when you become alpha.