ACTOR QuakeSSG : DoomWeapon replaces SuperShotgun
{
+FLOATBOB
Game Doom
SpawnID 27
Weapon.SelectionOrder 1300
Weapon.AmmoUse 2
Weapon.AmmoGive 20
Weapon.AmmoType "Shell"
Inventory.PickupMessage "\cJYou got the Super Shotgun"
Obituary "%k blasted %o in the head with a super shotgun."
Attacksound "quake/ssg"
States
{
Ready:
SSGN A 1 A_WeaponReady
Loop
Deselect:
SSGN A 1 A_Lower
Loop
Select:
SSGN A 1 A_Raise
Loop
Fire:
SSGN A 5
SSGN B 5 A_FireShotgun2
SSGN C 5
SSGN D 5
SSGN D 1 A_ReFire
Goto Ready
Spawn:
PSSG ABCDEFGHIJKLMNOPQR 3
Loop
}
}
ACTOR QuakePentagram : PowerupGiver replaces BFG9000
{
Game Doom
SpawnID 133
+COUNTITEM
+NOGRAVITY
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.BIGPOWERUP
Inventory.MaxAmount 0
Powerup.Type Invulnerable
Powerup.Color RedMap
Inventory.PickupMessage "\cGPentagram Of Protection"
States
{
Spawn:
PPEN ABCDEFG 4
Loop
}
}
ACTOR QuakeGrenade : DoomWeapon replaces GrenadeLauncher
{
Game Doom
SpawnID 163
Radius 20
Height 16
Weapon.Selectionorder 2500
+WEAPON.NOAUTOFIRE
+WEAPON.NOAUTOAIM
+FLOATBOB
Weapon.AmmoUse 1
Weapon.AmmoGive 2
Weapon.AmmoType "RocketAmmo"
Weapon.Kickback 100
scale 0.75
Inventory.PickupMessage "\cJYou got the Grenade Launcher"
States
{
Spawn:
PGRN ABCDEFGHIJKLMNOPQ 3
Loop
Ready:
QGRN A 1 A_WeaponReady
loop
Deselect:
QGRN A 1 A_Lower
loop
Select:
QGRN A 1 A_Raise
loop
Fire:
QGRN A 2
QGRN B 3 A_FireCustomMissile ( "QGrenade", 0, 1, 0, 0, 0, 6.328125 )
QGRN CDEDC 3
QGRN A 3 A_ReFire
goto Ready
}
}
ACTOR QGrenade
{
Game Doom
SpawnID 216
Radius 8
Height 8
Speed 15
Damage 30
Projectile
-NOGRAVITY
+DOOMBOUNCE
+RANDOMIZE
+DEHEXPLOSION
+GRENADETRAIL
+QUARTERGRAVITY
+EXPLODEONDEATH
+USESTBOUNCESOUND
SeeSound "quake/grenadef"
DeathSound "quake/grenadex"
Obituary "%o tripped on %k's grenade."
DamageType Grenade
States
{
Spawn:
QGRP ABCDEFGHIJK 3 bright
loop
Death:
MISL B 8 bright A_Explode
MISL C 6 bright
MISL D 4 bright
stop
}
}
ACTOR QuakeRocketLauncher : DoomWeapon replaces RocketLauncher
{
Game Doom
SpawnID 29
Weapon.SelectionOrder 2500
Weapon.AmmoUse 1
Weapon.AmmoGive 10
Weapon.AmmoType "RocketAmmo"
+WEAPON.NOAUTOFIRE
+FLOATBOB
Inventory.PickupMessage "\cJYou got the Rocket Launcher"
States
{
Ready:
QMIS A 1 A_WeaponReady
Loop
Deselect:
QMIS A 1 A_Lower
Loop
Select:
QMIS A 1 A_Raise
Loop
Fire:
QMIS A 4
QMIS B 4 A_FireMissile
QMIS CD 4
QMIS B 0 A_ReFire
Goto Ready
Spawn:
PROK ABCDEFGHIJKLMNOPQR 3
Loop
}
}
ACTOR Rocket
{
Game Doom
SpawnID 127
Radius 11
Height 8
Speed 20
Damage 20
DamageType Fire
Projectile
+RANDOMIZE
+DEHEXPLOSION
+ROCKETTRAIL
+EXPLODEONDEATH
SeeSound "quake/rocketf"
DeathSound "quake/grenadex"
Obituary "%o was blasted to bits by %k's Rocket Launcher."
States
{
Spawn:
QROK A 1 Bright
Loop
Death:
MISL B 8 Bright A_Explode
MISL C 6 Bright
MISL D 4 Bright
Stop
}
}
ACTOR QuakeShotgun : DoomWeapon replaces Pistol
{
Game Doom
SpawnID 27
Weapon.SelectionOrder 1300
Weapon.AmmoUse 1
Weapon.AmmoGive 8
Weapon.AmmoType "Shell"
Inventory.PickupMessage "\cJYou got the Shotgun"
Obituary "%o was blasted by %k's shotgun."
Attacksound "quake/shotgunf"
States
{
Ready:
SGUN A 1 A_WeaponReady
Loop
Deselect:
SGUN A 1 A_Lower
Loop
Select:
SGUN A 1 A_Raise
Loop
Fire:
SGUN A 5
SGUN B 5 A_FireShotgun
SGUN CDE 5
SHTG A 0 A_ReFire
Goto Ready
Spawn:
SHOT A -1
Stop
}
}
ACTOR DoomPlayer : PlayerPawn
{
Speed 1
Health 100
Radius 16
Height 56
Mass 100
PainChance 255
Player.ColorRange 112, 127
Player.DisplayName "Soldier"
Player.CrouchSprite "PLYC"
Player.StartItem "QuakeShotgun"
Player.StartItem "Shell", 50
Player.WeaponSlot 1, Fist, Chainsaw
Player.WeaponSlot 2, Pistol
Player.WeaponSlot 3, Shotgun, SuperShotgun
Player.WeaponSlot 4, Chaingun, Minigun // [BC] Create default binding for the minigun.
Player.WeaponSlot 5, RocketLauncher, GrenadeLauncher // [BC] Create default binding for the grenade launcher.
Player.WeaponSlot 6, PlasmaRifle, Railgun // [BC] Create default binding for the railgun.
Player.WeaponSlot 7, BFG9000, BFG10K // [BC] Create default binding for the BFG10K.
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 0 A_PlayerSkinCheck("AltSkinDeath")
Death1:
PLAY H 10
PLAY I 10 A_PlayerScream
PLAY J 10 A_NoBlocking
PLAY KLM 10
PLAY N -1
Stop
XDeath:
PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath")
XDeath1:
PLAY O 5
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
}
}
ACTOR QuakeBackpack : BackpackItem replaces Backpack
{
+FLOATBOB
Game Doom
SpawnID 144
Height 26
Inventory.PickupMessage "\cJYou got the Backpack"
States
{
Spawn:
PBAK ABCDEFGHIJKLMNO 3
Loop
}
}
ACTOR QuakeBackpack2 : BackpackItem replaces Shotgun
{
+FLOATBOB
Game Doom
SpawnID 144
Height 26
Inventory.PickupMessage "\cJYou got the Backpack"
States
{
Spawn:
PBAK ABCDEFGHIJKLMNO 3
Loop
}
}
ACTOR QuakeSuperNailgun : DoomWeapon replaces PlasmaRifle
{
Game Doom
SpawnID 28
Weapon.SelectionOrder 700
Weapon.AmmoUse 1
Weapon.AmmoGive 20
Weapon.AmmoType "Clip"
+FLOATBOB
Inventory.PickupMessage "\cJYou got the Super Nailgun"
Obituary "%o was minced by %k's Super Nailgun."
States
{
Ready:
NGU2 A 1 A_WeaponReady
Loop
Deselect:
NGU2 A 1 A_Lower
Loop
Select:
NGU2 A 1 A_Raise
Loop
Fire:
NGU2 B 0 A_PlaySound("quake/nailgun")
NGU2 B 4 A_FireCustomMissile ( "SuperNail", 0, 0, 0, 0, 0, 0 )
NGU2 C 0 A_PlaySound("quake/nailgun")
NGU2 C 4 A_FireCustomMissile ( "SuperNail", 0, 0, 0, 0, 0, 0 )
NGU2 D 0 A_PlaySound("quake/nailgun")
NGU2 D 4 A_FireCustomMissile ( "SuperNail", 0, 0, 0, 0, 0, 0 )
NGU2 E 0 A_PlaySound("quake/nailgun")
NGU2 E 4 A_FireCustomMissile ( "SuperNail", 0, 0, 0, 0, 0, 0 )
NGU2 F 0 A_PlaySound("quake/nailgun")
NGU2 F 4 A_FireCustomMissile ( "SuperNail", 0, 0, 0, 0, 0, 0 )
NGU2 G 0 A_PlaySound("quake/nailgun")
NGU2 G 4 A_FireCustomMissile ( "SuperNail", 0, 0, 0, 0, 0, 0 )
NGU2 B 0 A_ReFire
Goto Ready
Spawn:
PSNA ABCDEFGHIJKLMNOPQRST 3
Loop
}
}
ACTOR SuperNail
{
Game Doom
SpawnID 127
Radius 2
Height 8
Speed 20
Damage 7
Projectile
+RANDOMIZE
Obituary "%o was spiked by %k's Super Nailgun."
States
{
Spawn:
SPIK A 1 Bright
Loop
Death:
PUFF ABCD 3
Stop
}
}
ACTOR QuakeNailgun : DoomWeapon replaces Chaingun
{
Game Doom
SpawnID 28
Weapon.SelectionOrder 700
Weapon.AmmoUse 1
Weapon.AmmoGive 20
Weapon.AmmoType "Clip"
+FLOATBOB
Inventory.PickupMessage "\cJYou got the Nailgun"
States
{
Ready:
NGUN A 1 A_WeaponReady
Loop
Deselect:
NGUN A 1 A_Lower
Loop
Select:
NGUN A 1 A_Raise
Loop
Fire:
NGUN B 0 A_PlaySound("quake/nailgun")
NGUN B 2 A_FireCustomMissile ( "Nail", 0, 0, 3, 0, 0, 0 )
NGUN C 2
NGUN D 0 A_PlaySound("quake/nailgun")
NGUN D 2 A_FireCustomMissile ( "Nail", 0, 0, -3, 0, 0, 0 )
NGUN E 2
NGUN B 0 A_ReFire
Goto Ready
Spawn:
PNAI ABCDEFGHIJKLMNOPQ 3
Loop
}
}
ACTOR Nail
{
Game Doom
SpawnID 127
Radius 2
Height 8
Speed 20
Damage 3
Projectile
+RANDOMIZE
Obituary "%o was spiked to death by %k's Nailgun."
States
{
Spawn:
SPIK A 1 Bright
Loop
Death:
PUFF ABCD 3
Stop
}
}
This is a decorate script of mine and it refuses to load in Vavoom?