PWAD{ | /*
http://zdoom.org/wiki/DECALDEF.html
http://zdoom.org/wiki/Decal_animator.html
*/
/*
BOBL Rocket Burns
*/
/***** Rocket Scorches *****************************************************/
fader BOBL_Rocket_Burn_Fader
{
DecayStart 4.0
DecayTime 12.0
}
decal BOBL_Rocket_Burn1
{
pic SCORCH1
shade "0 0 0"
x-scale 0.5
y-scale 0.5
randomflipx
randomflipy
animator BOBL_Rocket_Burn_Fader
}
decal BOBL_Rocket_Burn2
{
pic SCORCH1
shade "0 0 0"
x-scale 0.75
y-scale 0.75
randomflipx
randomflipy
animator BOBL_Rocket_Burn_Fader
}
decalgroup BOBL_Rocket_Burns
{
BOBL_Rocket_Burn1 1
BOBL_Rocket_Burn2 1
}
/*
generator BOBL_Drunken_Rocket BOBL_Rocket_Burns
generator BOBL_Tunnel_Rocket BOBL_Rocket_Burns
generator Quarantine_Tunnel_Rocket BOBL_Rocket_Burns
generator Soviet_Union_Tank_Rocket BOBL_Rocket_Burns
*/
/*
MA-75B Grenade
*/
/***** Plasma Rifle Scorches ***********************************************/
fader MA-75B_Grenade_Burn_Fader
{
DecayStart 2.0
DecayTime 6.0
}
decal MA-75B_Grenade_Burn1
{
pic PLASMA1
shade "0 0 0"
randomflipx
randomflipy
//add 1.0
fullbright
animator MA-75B_Grenade_Burn_Fader
}
decal MA-75B_Grenade_Burn2
{
pic PLASMA2
shade "0 0 0"
randomflipx
randomflipy
//add 1.0
fullbright
animator MA-75B_Grenade_Burn_Fader
}
decalgroup MA-75B_Grenade_Burns
{
MA-75B_Grenade_Burn1 1
MA-75B_Grenade_Burn2 1
}
generator MA-75B_Grenade MA-75B_Grenade_Burns
/*
Molotov Cocktail
*/
/***** Plasma Rifle Scorches ***********************************************/
fader Molotov_Cocktail_Burn_Fader
{
DecayStart 4.0
DecayTime 12.0
}
decal Molotov_Cocktail_Burn1
{
pic PLASMA1
shade "0 0 0"
x-scale 0.50
y-scale 0.50
randomflipx
randomflipy
//add 1.0
fullbright
animator Molotov_Cocktail_Burn_Fader
}
decal Molotov_Cocktail_Burn2
{
pic PLASMA2
shade "0 0 0"
x-scale 0.50
y-scale 0.50
randomflipx
randomflipy
//add 1.0
fullbright
animator Molotov_Cocktail_Burn_Fader
}
decalgroup Molotov_Cocktail_Burns
{
Molotov_Cocktail_Burn1 1
Molotov_Cocktail_Burn2 1
}
//generator Molotov_Cocktail Molotov_Cocktail_Burns/*
DECORATE lump script for NAM Ally Green Beret Items ACS Enter Script Mod
As main declaration of doom lump scripts
http://zdoom.org/wiki/Namespace
ZDoom organizes the lumps in several namespaces which correspond to different types of lumps.
This allows to avoid conflicts if several lumps have the same name, but one is, for example, a texture while the other is a sound.
Lumps belong to a namespace or another depending on where they are in the archive.
The archive format matters: in sequential archives (such as WAD files), they are delimited by marker lumps; in hierarchized archives, they are in a specific directory.
*/
/*
Monster Scripts
*/
/*
#include aliblimt
#include autorifl
#include azlamboy
#include azwomgre
#include azwomred
#include azwomyel
#include baro155
#include bilaimpo
#include bunk_hut
#include cybe155
#include demo155
#include downplan
*/
#include greebere
/*
#include hell155
#include hostage
#include jimcart
#include lmg_____
#include magipira
#include oriflaut
#include qaedagun
#include qaedrein
#include spec155
#include suicbomb
#include suicrein
#include sutank
#include taliblim
#include talicubv
#include talifite
#include talirock
#include toriflau
#include usmarine
#include utorifla
*/
// To address stealth and dead monster lumps before normal monster lumps
/*
#include 551lleh
#include 551omed
#include 551orab
#include bmobcius
#include ilbilatm
#include kcorilat
#include milbilat
#include mobciusb
#include nugadeaq
#include obmalzay
#include opmialib
#include tuh_knub
#include ugadeaqn
#include vbucilat
#include yobmalza
*/
/*
Gear Scripts
*/
//#include acecards
#include algbkit
#include alteraki
/*
#include azwomgen
#include bobl_gen
#include boblvgen
#include cotedrop
#include cuduraor
#include easybers
#include hastcell
#include hastdrop
#include hastrobo
#include haid151
#include haid551
#include hestdrop
#include hostgift
#include lastclbo
#include lastdrop
#include lastshel
#include lmg_gen0
#include lmg_gen1
#include loid151
#include loid551
*/
#include ohekit0p
#include phkhealt
/*
#include pohekit0
#include pohekit1
#include raiscorp
#include skulrai0
#include skulrai1
#include sutkdrop
#include sutkkit
#include usmakit
#include usmasurp
#include victdrop
*/
/*
Projectile Scripts
*/
/*
#include bobldrro
#include boblturo
*/
#include ma-75b_g
/*
#include molocock
#include quarturo
#include sutk_rok
#include timebomb
*/
/*
Curses Scripts
*/
#include allteral
#include boblpuff
#include boblsmok
/*
#include eabegive
#include eabe_pow
#include landmine
#include masqpuff
#include mcflam0
#include mcflam1
#include mcflam2
#include mcflam3
#include mcflam4
#include mcflam5
#include mcflam6
#include mcflra0
#include mcflra1
#include mcflra2
#include mcflra3
#include mcflra4
#include mcflra5
#include mcflra6
#include poopboot
#include quarbuba
#include qbbfpuff
#include qubbfume
#include tablpuff
#include tacupuff
#include testgand
*/
/*
Gore Scripts
*/
#include boblblo0
#include boblblo1
/*
#include buhubloo
#include lamibit
#include mar_bit
#include qupr_bit
#include sutk_bit
#include tabl_bit
#include tacu_bit
*/
/*
Prop Scripts
*/
/*
#include bidetree
#include healstal
#include heamstal
#include liamstal
#include phoboo0
#include phoboo1
#include pill_gen
#include pilllam0
#include pilllam1
#include pilllam2
#include pilllam3
#include pilllam4
#include pilllam5
#include quar_gen
#include quarcol0
#include quarcol1
#include shla_gen
#include shorlam0
#include shorlam1
#include shorlam2
#include shorlam3
#include shorlam4
#include shorlam5
#include shorlam6
#include shorlam7
#include shorlam8
#include shorlam9
#include shorla10
#include shorla11
#include smdetree
#include tala_gen
#include talllam0
#include talllam1
#include talllam2
#include talllam3
#include talllam4
#include talllam5
#include talllam6
#include talllam7
#include talllam8
#include talllam9
#include tallla10
#include tallla11
#include vicgen00
#include vicgen01
#include vicgen02
#include vicgen03
#include vicgen04
#include vicgen05
#include vicgen06
#include vicgen07
#include vicgen08
#include vicgen09
#include vicgen10
#include vicgen11
#include vicgen12
#include vicgen13
#include vicgen14
#include vicgen15
#include vicgen16
#include victim0
#include victim1
#include victim2
#include victim3
#include victim4
*/
/*
Dialogue Scripts
*/
/*
#include dialog01
#include dialog02
#include dialog03
#include dialog04
#include dialog05
#include dialog06
#include dialog07
#include dialog08
#include dialog09
#include dialog10
#include dialog11
#include dialog12
#include dialog13
#include dialog14
#include dialog15
#include dialog16
#include dialog17
#include dialog18
#include dialog19
#include dialog20
#include dialog21
#include dialog22
#include dialog23
#include dialog24
#include dialog25
#include dialog26
#include dialog27
#include dialog28
#include dialog29
#include dialog30
#include dialog31
#include dialog32
*//*
Requirement:
-http://zdoom.org/wiki/CCMDs
-http://zdoom.org/wiki/CCMDs:Customization
These console commands can be used to customize the configuration of the game.
*/
addkeysection "NAM Ally Green Beret Items ACS Enter Script ITEMS Inputs" "NAM Ally Green Beret Items ACS Enter Script ITEMS Inputs"
addmenukey "USE ITEM \"Ally Teleport Rally Kit\"" "use Ally_Teleport_Rally_Kit"
defaultbind Space "use Ally_Teleport_Rally_Kit"
// Some commands can't be on other commands
//bind Space "use Ally_Teleport_Rally_Kit"gameinfo
{
titlepage = "warnin2"
creditpage = "CREDIT"
titlemusic = "the_ball" //"$MUSIC_DM2TTL"
titletime = 60 //11
advisorytime = 0
pagetime = 5
drawreadthis = true
chatsound = "misc/chat"
//finalemusic = "a-mfs" //"$MUSIC_READ_M"
finaleflat = "SLIME16"
finalepage = "CREDIT"
infopage = "HELP","CREDIT"
quitsound = "menu/quit2"
//borderflat = "GRNROCK"
//border = DoomBorder
telefogheight = 0
defkickback = 100
skyflatname = "F_SKY1"
translator = "xlat/doom.txt"
mapinfo = "mapinfo/doom2.txt"
defaultbloodcolor = "68 00 00"
defaultbloodparticlecolor = "ff 00 00"
backpacktype = "Backpack"
armoricons = "ARM1A0", 0.5, "ARM2A0"
statusbar = "sbarinfo/doom.txt"
intermissionmusic = "the_ball" //"$MUSIC_DM2INT"
intermissioncounter = true
weaponslot = 1, "Fist", "Chainsaw"
weaponslot = 2, "Pistol"
weaponslot = 3, "Shotgun", "SuperShotgun"
weaponslot = 4, "Chaingun"
weaponslot = 5, "RocketLauncher"
weaponslot = 6, "PlasmaRifle"
weaponslot = 7, "BFG9000"
dimcolor = "ff d7 00"
dimamount = 0.2
definventorymaxamount = 25
defaultrespawntime = 12
defaultdropstyle = 1
endoom = "ENDOOM"
player5start = 4001
pickupcolor = "d6 ba 45"
quitmessages = "$QUITMSG", "$QUITMSG1", "$QUITMSG2", "$QUITMSG3", "$QUITMSG4", "$QUITMSG5", "$QUITMSG6", "$QUITMSG7",
"$QUITMSG8", "$QUITMSG9", "$QUITMSG10", "$QUITMSG11", "$QUITMSG12", "$QUITMSG13", "$QUITMSG14"
menufontcolor_title = "RED"
menufontcolor_label = "UNTRANSLATED"
menufontcolor_value = "GRAY"
menufontcolor_action = "GRAY"
menufontcolor_header = "GOLD"
menufontcolor_highlight = "YELLOW"
menufontcolor_selection = "BRICK"
menubackbutton = "M_BACK_D"
//playerclasses = "DoomPlayer"
pausesign = "M_PAUSE"
gibfactor = 1
cursorpic = "skulpoin" //cursor from Death Illustrated game! //"doomcurs"
textscreenx = 10
textscreeny = 10
//defaultendsequence = "Inter_Blood_of_Bin_Laden_Monsters_Cast" //"Inter_Cast"
maparrow = "maparrows/arrow.txt","maparrows/ddtarrow.txt"
statscreen_mapnamefont = "BigFont"
statscreen_finishedpatch = "WIF"
statscreen_enteringpatch = "WIENTER"
}/*
Requirment:
-http://zdoom.org/wiki/Predefined_sounds
Predefined_sounds(of player/monster)/Blah_action DS(Name[you can remove the parentheses])
*/
/*
al-Qaeda Gunman
*/
$random al-qaeda_gunman/ambient { al-qaeda_gunman/ambient1 al-qaeda_gunman/ambient2 al-qaeda_gunman/ambient3 al-qaeda_gunman/ambient4 al-qaeda_gunman/ambient5 }
$random al-qaeda_gunman/sight { al-qaeda_gunman/sight1 al-qaeda_gunman/sight2 al-qaeda_gunman/sight3 al-qaeda_gunman/sight4 }
$random al-qaeda_gunman/active { al-qaeda_gunman/sight al-qaeda_gunman/ambient }
$random al-qaeda_gunman/ataunt { al-qaeda_gunman/ataunt1 al-qaeda_gunman/ataunt2 al-qaeda_gunman/ataunt3 al-qaeda_gunman/ataunt4 al-qaeda_gunman/ataunt5 }
$random al-qaeda_gunman/ktaunt { al-qaeda_gunman/ataunt }
$random al-qaeda_gunman/ma-75b_fire { al-qaeda_gunman/ma-75b_fire1 }
$random al-qaeda_gunman/grenade_launch { al-qaeda_gunman/grenade_launch1 }
$random al-qaeda_gunman/ma-75b_reload { al-qaeda_gunman/ma-75b_reload1 }
$random al-qaeda_gunman/pain { al-qaeda_gunman/pain1 al-qaeda_gunman/pain2 al-qaeda_gunman/pain3 al-qaeda_gunman/pain4 al-qaeda_gunman/pain5 }
$random al-qaeda_gunman/death { al-qaeda_gunman/death1 al-qaeda_gunman/death2 al-qaeda_gunman/death3 al-qaeda_gunman/death4 }
$random al-qaeda_gunman/crush { al-qaeda_gunman/pain }
$random al-qaeda_gunman/crunched { magical_piranha/crash }
al-qaeda_gunman/ambient1 boblamb0
al-qaeda_gunman/ambient2 boblamb1
al-qaeda_gunman/ambient3 boblamb2
al-qaeda_gunman/ambient4 boblamb3
al-qaeda_gunman/ambient5 boblamb4
al-qaeda_gunman/sight1 boblsee0
al-qaeda_gunman/sight2 boblsee1
al-qaeda_gunman/sight3 boblsee2
al-qaeda_gunman/sight4 boblsee3
al-qaeda_gunman/ataunt1 bobltau0
al-qaeda_gunman/ataunt2 bobltau1
al-qaeda_gunman/ataunt3 bobltau2
al-qaeda_gunman/ataunt4 bobltau3
al-qaeda_gunman/ataunt5 bobltau4
al-qaeda_gunman/ma-75b_fire1 qagum75f
al-qaeda_gunman/grenade_launch1 qagugren
al-qaeda_gunman/ma-75b_reload1 qagum75r
al-qaeda_gunman/pain1 boblpai0
al-qaeda_gunman/pain2 boblpai1
al-qaeda_gunman/pain3 boblpai2
al-qaeda_gunman/pain4 boblpai3
al-qaeda_gunman/pain5 boblpai4
al-qaeda_gunman/death1 bobldea0
al-qaeda_gunman/death2 bobldea1
al-qaeda_gunman/death3 bobldea2
al-qaeda_gunman/death4 bobldea3
/*
Auto Rifle Unit
*/
$random auto_rifle_unit/ambient { auto_rifle_unit/ambient1 auto_rifle_unit/ambient2 auto_rifle_unit/ambient3 auto_rifle_unit/ambient4 auto_rifle_unit/ambient5 }
$random auto_rifle_unit/sight { auto_rifle_unit/sight1 auto_rifle_unit/sight2 auto_rifle_unit/sight3 auto_rifle_unit/sight4 auto_rifle_unit/sight5 }
$random auto_rifle_unit/active { auto_rifle_unit/ambient }
$random auto_rifle_unit/ktaunt { auto_rifle_unit/ktaunt1 auto_rifle_unit/ktaunt2 auto_rifle_unit/ktaunt3 auto_rifle_unit/ktaunt4 auto_rifle_unit/ktaunt5 }
$random auto_rifle_unit/mondragon_fire { auto_rifle_unit/mondragon_fire1 }
$random auto_rifle_unit/mondragon_reload { auto_rifle_unit/mondragon_reload1 }
$random auto_rifle_unit/pain { auto_rifle_unit/pain1 auto_rifle_unit/pain2 auto_rifle_unit/pain3 auto_rifle_unit/pain4 auto_rifle_unit/pain5 }
$random auto_rifle_unit/death { auto_rifle_unit/death1 }
$random auto_rifle_unit/crush { auto_rifle_unit/pain1 auto_rifle_unit/pain4 auto_rifle_unit/pain5 }
$random auto_rifle_unit/crunched { magical_piranha/crash }
auto_rifle_unit/ambient1 auriamb0
auto_rifle_unit/ambient2 auriamb1
auto_rifle_unit/ambient3 auriamb2
auto_rifle_unit/ambient4 auriamb3
auto_rifle_unit/ambient5 auriamb4
auto_rifle_unit/sight1 aurisee0
auto_rifle_unit/sight2 aurisee1
auto_rifle_unit/sight3 aurisee2
auto_rifle_unit/sight4 aurisee3
auto_rifle_unit/sight5 aurisee4
auto_rifle_unit/ktaunt1 auritau0
auto_rifle_unit/ktaunt2 auritau1
auto_rifle_unit/ktaunt3 auritau2
auto_rifle_unit/ktaunt4 auritau3
auto_rifle_unit/ktaunt5 auritau4
auto_rifle_unit/mondragon_fire1 auririff
auto_rifle_unit/mondragon_reload1 auririfr
auto_rifle_unit/pain1 auripai0
auto_rifle_unit/pain2 auripai1
auto_rifle_unit/pain3 auripai2
auto_rifle_unit/pain4 auripai3
auto_rifle_unit/pain5 auripai4
auto_rifle_unit/death1 aurideat
/*
Azlam Boy
*/
$random azlam_boy/ambient { azlam_boy/taunt grunt/active }
$random azlam_boy/sight { azlam_boy/ambient }
$random azlam_boy/land_mine { time_bomb/tick }
$random azlam_boy/taunt { azlam_boy/taunt1 }
$random azlam_boy/pain { azlam_boy/pain1 azlam_boy/pain2 }
$random azlam_boy/death { azlam_boy/death1 azlam_boy/death2 azlam_boy/death3 }
$random azlam_boy/crush { azlam_boy/pain }
$random azlam_boy/crunched { magical_piranha/crash }
azlam_boy/taunt1 azbotaun
azlam_boy/pain1 azbopai0
azlam_boy/pain2 azbopai1
azlam_boy/death1 azbodea0
azlam_boy/death2 azbodea1
azlam_boy/death3 azbodea2
/*
Azlam Woman
*/
$random azlam_woman/panic { azlam_woman/panic1 azlam_woman/panic2 azlam_woman/panic3 }
$random azlam_woman/pain { azlam_woman/panic }
$random azlam_woman/death { azlam_woman/panic }
$random azlam_woman/crush { azlam_woman/panic }
$random azlam_woman/crunched { magical_piranha/crash }
azlam_woman/panic1 azbodea0
azlam_woman/panic2 azbodea1
azlam_woman/panic3 azbodea2
/*
bin Laden Imposter
*/
$random bin_laden_imposter/ambient { al-qaeda_gunman/ambient }
$random bin_laden_imposter/sight { al-qaeda_gunman/sight }
$random bin_laden_imposter/active { al-qaeda_gunman/ambient }
$random bin_laden_imposter/ataunt { al-qaeda_gunman/ataunt }
$random bin_laden_imposter/ktaunt { al-qaeda_gunman/ataunt }
$random bin_laden_imposter/rl_fire { taliban_fighter/rl_fire }
$random bin_laden_imposter/pain { al-qaeda_gunman/pain }
$random bin_laden_imposter/death { al-qaeda_gunman/death }
$random bin_laden_imposter/crush { al-qaeda_gunman/pain }
$random bin_laden_imposter/crunched{ magical_piranha/crash }
/*
BOBL (Tunnel or Drunken) Rocket
*/
$random bobl_tunnel_or_drunken_rocket/sight { bobl_tunnel_or_drunken_rocket/sight1 }
$random bobl_tunnel_or_drunken_rocket/death { bobl_tunnel_or_drunken_rocket/death1 }
bobl_tunnel_or_drunken_rocket/sight1 blrksee
bobl_tunnel_or_drunken_rocket/death1 blrkdeat
/*
BoomBox Music
*/
$random boombox/silence { boombox/silence1 }
boombox/silence1 nomusic
/*
Bunker Hut
*/
$random bunker_hut/death { ma-75b_grenade/death }
$random bunker_hut/crush { bobl_gore/bullet_hitting_flesh }
$random bunker_hut/crunched { ma-75b_grenade/death }
/*
Downed Plane
*/
$random downed_plane/ambient { soviet_union_tank/chase }
$random downed_plane/sight { taliban_blimp/armed }
$random downed_plane/active { taliban_blimp/chase }
$random downed_plane/ataunt { al-qaeda_gunman/ataunt }
$random downed_plane/ktaunt { al-qaeda_gunman/ataunt }
$random downed_plane/rl_fire { taliban_fighter/rl_fire }
$random downed_plane/warning { soviet_union_tank/warning }
$random downed_plane/death { soviet_union_tank/death }
$random downed_plane/crush { marathon_squadron_gore/bullet_hitting_plate }
$random downed_plane/crunched { soviet_union_tank/death }
/*
Gore
*/
$random bobl_gore/bullet_hitting_flesh { bobl_gore/bullet_hitting_flesh1 bobl_gore/bullet_hitting_flesh2 bobl_gore/bullet_hitting_flesh3 }
$random bobl_gore/bullet_missing_flesh { bobl_gore/bullet_missing_flesh1 bobl_gore/bullet_missing_flesh2 bobl_gore/bullet_missing_flesh3 bobl_gore/bullet_missing_flesh4 }
$random bobl_gore/floor_slop { bobl_gore/floor_slop1 }
$random marathon_gore/bullet_hitting_plate { marathon_gore/bullet_hitting_plate1 marathon_gore/bullet_hitting_plate2 }
$random marathon_squadron_gore/bullet_hitting_dust { marathon_squadron_gore/bullet_hitting_dust1 marathon_squadron_gore/bullet_hitting_dust2 }
$random marathon_squadron_gore/bullet_hitting_plate { marathon_squadron_gore/bullet_hitting_plate1 marathon_squadron_gore/bullet_hitting_plate2 marathon_squadron_gore/bullet_hitting_plate3 marathon_squadron_gore/bullet_hitting_plate4 }
$random marathon_squadron_gore/bullet_missing_flesh { marathon_squadron_gore/bullet_missing_flesh1 marathon_squadron_gore/bullet_missing_flesh2 }
$random quarantine_gore/bullet_hitting_flesh { taliban_blimp/ambient }
$random quarantine_gore/bullet_missing_flesh { quarantine_gore/bullet_missing_flesh1 }
bobl_gore/bullet_hitting_flesh1 bobhifl0
bobl_gore/bullet_hitting_flesh2 bobhifl1
bobl_gore/bullet_hitting_flesh3 bobhifl2
bobl_gore/bullet_missing_flesh1 bobmifl0
bobl_gore/bullet_missing_flesh2 bobmifl1
bobl_gore/bullet_missing_flesh3 bobmifl2
bobl_gore/bullet_missing_flesh4 bobmifl3
bobl_gore/floor_slop1 boblbloo
marathon_gore/bullet_hitting_plate1 marhipl0
marathon_gore/bullet_hitting_plate2 marhipl1
marathon_squadron_gore/bullet_hitting_dust1 mashidu0
marathon_squadron_gore/bullet_hitting_dust2 mashidu1
marathon_squadron_gore/bullet_hitting_plate1 mashipl0
marathon_squadron_gore/bullet_hitting_plate2 mashipl1
marathon_squadron_gore/bullet_hitting_plate3 mashipl2
marathon_squadron_gore/bullet_hitting_plate4 mashipl3
marathon_squadron_gore/bullet_missing_flesh1 masmifl0
marathon_squadron_gore/bullet_missing_flesh2 masmifl1
quarantine_gore/bullet_missing_flesh1 ricochet
/*
Green Beret
*/
$pitchshift NAM_audio/ode 0
//$playersound UAC_Marine male *usefail exert
$random green_beret/ambient { united_states_marine/ambient1 united_states_marine/ambient2 united_states_marine/ambient3 united_states_marine/ambient4 united_states_marine/ambient5 united_states_marine/ambient6 united_states_marine/ambient7 united_states_marine/ambient8 united_states_marine/ambient9 united_states_marine/ambient10 }
$random green_beret/sight { united_states_marine/ambient }
$random green_beret/active { united_states_marine/ambient }
$random green_beret/ktaunt { united_states_marine/ktaunt1 united_states_marine/ktaunt2 united_states_marine/ktaunt3 united_states_marine/ktaunt4 united_states_marine/ktaunt5 united_states_marine/ktaunt6 united_states_marine/ktaunt7 united_states_marine/ktaunt8 united_states_marine/ktaunt9 united_states_marine/ktaunt10 united_states_marine/ktaunt11 united_states_marine/ktaunt12 united_states_marine/ktaunt13 united_states_marine/ktaunt14 united_states_marine/ktaunt15 united_states_marine/ktaunt16 }
$random green_beret/m-16_fire { taliban_fighter/ak-47_fire }
$random green_beret/grenade_launch { al-qaeda_gunman/grenade_launch }
$random green_beret/m-16_reload { taliban_fighter/ak-47_reload }
$random green_beret/pain { united_states_marine/pain1 united_states_marine/pain2 united_states_marine/pain3 united_states_marine/pain4 united_states_marine/pain5 united_states_marine/pain6 united_states_marine/pain7 united_states_marine/pain8 united_states_marine/pain9 united_states_marine/pain10 united_states_marine/pain11 united_states_marine/pain12 united_states_marine/pain13 united_states_marine/pain14 united_states_marine/pain15 united_states_marine/pain16 united_states_marine/pain17 }
$random green_beret/death { united_states_marine/death1 united_states_marine/death2 united_states_marine/death3 united_states_marine/death4 united_states_marine/death5 united_states_marine/death6 }
$random NAM_audio/collapse { NAM_audio/collapse1 }
$random NAM_audio/ode { NAM_audio/ode1 }
$random green_beret/crush { united_states_marine/pain }
$random green_beret/crunched { magical_piranha/crash }
/*
Hostage
*/
$random hostage/ambient { hostage/ambient1 hostage/ambient2 }
$random hostage/sight { hostage/sight1 hostage/sight2 hostage/sight3 hostage/sight4 hostage/sight5 hostage/sight6 hostage/sight7 hostage/sight8 hostage/sight9 hostage/sight10 hostage/sight11 }
$random hostage/pain { hostage/sight10 hostage/sight11 hostage/pain1 hostage/pain2 }
$random hostage/death { hostage/death1 hostage/death2 }
$random hostage/xdeath { hostage/xdeath1 }
$random hostage/crush { hostage/pain }
$random hostage/crunched { magical_piranha/crash }
hostage/ambient1 hostsee0
hostage/ambient2 hostsee1
hostage/sight1 hostsee0
hostage/sight2 hostsee1
hostage/sight3 hostsee2
hostage/sight4 hostsee3
hostage/sight5 hostsee4
hostage/sight6 hostsee5
hostage/sight7 hostsee6
hostage/sight8 hostsee7
hostage/sight9 hostsee8
hostage/sight10 hostsee9
hostage/sight11 hostse10
hostage/pain1 hostpai0
hostage/pain2 hostpai1
hostage/death1 hostdea0
hostage/death2 hostdea1
hostage/xdeath1 hostxdea
/*
Jimmy Carter Spirit
*/
$random jimmy_carter_spirit/ambient { jimmy_carter_spirit/ambient1 jimmy_carter_spirit/ambient2 jimmy_carter_spirit/ambient3 jimmy_carter_spirit/ambient4 jimmy_carter_spirit/ambient5 jimmy_carter_spirit/ambient6 }
$random jimmy_carter_spirit/sight { jimmy_carter_spirit/sight1 jimmy_carter_spirit/sight2 jimmy_carter_spirit/sight3 jimmy_carter_spirit/sight4 }
$random jimmy_carter_spirit/active { jimmy_carter_spirit/ambient }
$random jimmy_carter_spirit/spit { jimmy_carter_spirit/ambient2 jimmy_carter_spirit/ambient3 jimmy_carter_spirit/ambient5 }
$random jimmy_carter_spirit/death { jimmy_carter_spirit/death1 }
$random jimmy_carter_spirit/crush { pain/pain }
$random jimmy_carter_spirit/crunched { magical_piranha/crash }
// wavpack2 ambient
jimmy_carter_spirit/ambient1 away
jimmy_carter_spirit/ambient2 be_still
jimmy_carter_spirit/ambient3 distaste
jimmy_carter_spirit/ambient4 dont_lik
jimmy_carter_spirit/ambient5 helpyou
// wavpack3 ambient
jimmy_carter_spirit/ambient6 human_be
// wavpack1 sight
jimmy_carter_spirit/sight1 not_insa
// wavpack2 sight
jimmy_carter_spirit/sight2 command2
jimmy_carter_spirit/sight3 dare_you
jimmy_carter_spirit/sight4 prep_die
// death_illustrated death
jimmy_carter_spirit/death1 jicadeat
/*
Land Mine
*/
$random land_mine/tape_play { azlam_boy/taunt }
$random land_mine/death { ma-75b_grenade/death }
/*
Light Machine Gun Unit
*/
$random light_machine_gun_unit/ambient { auto_rifle_unit/ambient }
$random light_machine_gun_unit/sight { auto_rifle_unit/sight }
$random light_machine_gun_unit/active { auto_rifle_unit/ambient }
$random light_machine_gun_unit/ktaunt { auto_rifle_unit/ktaunt }
$random light_machine_gun_unit/lewis_fire { light_machine_gun_unit/lewis_fire1 }
$random light_machine_gun_unit/lewis_reload { light_machine_gun_unit/lewis_reload1 }
$random light_machine_gun_unit/pain { auto_rifle_unit/pain }
$random light_machine_gun_unit/death { auto_rifle_unit/death }
$random light_machine_gun_unit/crush { auto_rifle_unit/pain }
$random light_machine_gun_unit/crunched { magical_piranha/crash }
light_machine_gun_unit/lewis_fire1 lmg_lmgf
light_machine_gun_unit/lewis_reload1 lmg_lmgr
/*
Lock
*/
$pitchshift lock/access_denied 0
$random lock/access_denied { jimmy_carter_spirit/sight3 }
/*
Magical Piranha
*/
$random magical_piranha/ambient { magical_piranha/ambient1 magical_piranha/ambient2 magical_piranha/ambient3 }
$random magical_piranha/sight { magical_piranha/ambient }
$random magical_piranha/active { magical_piranha/ambient }
$random magical_piranha/hit { magical_piranha/hit1 }
$random magical_piranha/miss { magical_piranha/miss1 }
$random magical_piranha/pain { magical_piranha/pain1 }
$random magical_piranha/death { magical_piranha/pain }
$random magical_piranha/crash { magical_piranha/crash1 }
$random magical_piranha/crush { magical_piranha/pain }
$random magical_piranha/crunched { magical_piranha/crash }
magical_piranha/ambient1 mapiamb0
magical_piranha/ambient2 mapiamb1
magical_piranha/ambient3 mapiamb2
magical_piranha/hit1 mapihit
magical_piranha/miss1 mapimiss
magical_piranha/pain1 mapipain
magical_piranha/crash1 mapicras
/*
MA-75B Grenade
*/
$random ma-75b_grenade/sight { ma-75b_grenade/sight1 }
$random ma-75b_grenade/bounce { marathon_gore/bullet_hitting_plate }
$random ma-75b_grenade/death { ma-75b_grenade/death1 }
ma-75b_grenade/sight1 ma75bgrs
ma-75b_grenade/death1 ma75bgrd
/*
Molotov_Cocktail
*/
$random molotov_cocktail/death { molotov_cocktail/death1 }
$random molotov_cocktail/flames { molotov_cocktail/flames1 molotov_cocktail/flames2 }
molotov_cocktail/death1 glass
/*
Molotov_Cocktail_Flame
*/
$random molotov_cocktail/flame { molotov_cocktail/flame1 molotov_cocktail/flame2 }
molotov_cocktail/flame1 flamwav
molotov_cocktail/flame2 spoutstr
/*
Phone Booth #
*/
$random phone_booth#/use { phone_booth#/use1 }
$random phone_booth#/greet { phone_booth#/greet1 }
$random phone_booth#/chat { phone_booth#/chat1 }
$random phone_booth#/death { phone_booth#/death1 }
$random phone_booth#/crush { marathon_gore/bullet_hitting_plate }
phone_booth#/use1 phbouse
phone_booth#/greet1 phbogree
phone_booth#/chat1 phbochat
phone_booth#/death1 phbodeat
/*
Poop Booth
*/
$random poop_booth/poop { poop_booth/poop1 }
$random poop_booth/crush { marathon_gore/bullet_hitting_plate }
poop_booth/poop1 turd_dro
/*
Quarantine Column
*/
$random quarantine_column/crush { marathon_gore/bullet_hitting_plate }
/*
Quarantine (Tunnel or Drunken) Rocket
*/
$random quarantine_tunnel_or_drunken_rocket/sight { quarantine_tunnel_or_drunken_rocket/sight1 }
$random quarantine_tunnel_or_drunken_rocket/death { quarantine_tunnel_or_drunken_rocket/death1 }
quarantine_tunnel_or_drunken_rocket/sight1 qurksee
quarantine_tunnel_or_drunken_rocket/death1 qurkdeat
/*
Soviet Union Tank
*/
$random soviet_union_tank/ambient { soviet_union_tank/ambient1 }
$random soviet_union_tank/sight { soviet_union_tank/ambient }
$random soviet_union_tank/active { soviet_union_tank/ambient }
$random soviet_union_tank/chase { soviet_union_tank/chase1 }
$random soviet_union_tank/rl_fire { soviet_union_tank/rocket1 }
$random soviet_union_tank/warning { soviet_union_tank/ambient }
$random soviet_union_tank/death { soviet_union_tank/death1 }
$random soviet_union_tank/crush { marathon_squadron_gore/bullet_hitting_plate }
$random soviet_union_tank/crunched { soviet_union_tank/death }
$random soviet_union_tank/silence { boombox/silence }
soviet_union_tank/ambient1 sutkwarn
soviet_union_tank/chase1 sutkchas
soviet_union_tank/rocket1 sutkrock
soviet_union_tank/death1 sutkdeat
/*
Soviet Union Tank Rocket
*/
$random soviet_union_tank_rocket/sight { soviet_union_tank_rocket/sight1 }
$random soviet_union_tank_rocket/death { soviet_union_tank_rocket/death1 soviet_union_tank_rocket/death2 soviet_union_tank_rocket/death3 }
soviet_union_tank_rocket/sight1 surksee
soviet_union_tank_rocket/death1 surkdea0
soviet_union_tank_rocket/death2 surkdea1
soviet_union_tank_rocket/death3 surkdea2
/*
Stall
*/
$random stall/death { ma-75b_grenade/death }
/*
Suicide Bomber
*/
$random suicide_bomber/ambient { al-qaeda_gunman/ambient }
$random suicide_bomber/sight { al-qaeda_gunman/sight }
$random suicide_bomber/active { al-qaeda_gunman/ambient }
$random suicide_bomber/ataunt { al-qaeda_gunman/ataunt }
$random suicide_bomber/ktaunt { al-qaeda_gunman/ataunt }
$random suicide_bomber/pain { al-qaeda_gunman/pain }
$random suicide_bomber/death { bobl_tunnel_or_drunken_rocket/death }
$random suicide_bomber/crush { al-qaeda_gunman/pain }
$random suicide_bomber/crunched { magical_piranha/crash }
/*
Taliban Blimp
*/
$random taliban_blimp/ambient { taliban_blimp/ambient1 }
$random taliban_blimp/sight { taliban_blimp/ambient }
$random taliban_blimp/active { taliban_blimp/ambient }
$random taliban_blimp/chase { taliban_blimp/chase1 }
$random taliban_blimp/armed { taliban_blimp/armed1 }
$random taliban_blimp/twin_rockets { taliban_blimp/twin_rockets1 }
$random taliban_blimp/death { taliban_cubv/death }
$random taliban_blimp/crush { marathon_squadron_gore/bullet_hitting_plate }
$random taliban_blimp/crunched { taliban_cubv/death }
$random taliban_blimp/silence { boombox/silence }
taliban_blimp/ambient1 tablambi
taliban_blimp/chase1 tablchas
taliban_blimp/armed1 tablarm
taliban_blimp/twin_rockets1 tablrock
/*
Taliban CUBV
*/
$random taliban_cubv/ambient { taliban_cubv/ambient1 }
$random taliban_cubv/sight { taliban_cubv/ambient }
$random taliban_cubv/active { taliban_cubv/ambient }
$random taliban_cubv/chase { soviet_union_tank/chase }
$random taliban_cubv/ataunt { al-qaeda_gunman/ataunt }
$random taliban_cubv/ktaunt { al-qaeda_gunman/ataunt }
$random taliban_cubv/ma-75b_fire { al-qaeda_gunman/ma-75b_fire }
$random taliban_cubv/grenade_launch { al-qaeda_gunman/grenade_launch }
$random taliban_cubv/ma-75b_reload { al-qaeda_gunman/ma-75b_reload }
$random taliban_cubv/warning { taliban_cubv/warning1 }
$random taliban_cubv/death { taliban_cubv/death1 taliban_cubv/death2 }
$random taliban_cubv/crush { marathon_squadron_gore/bullet_hitting_plate }
$random taliban_cubv/crunched { taliban_cubv/death }
$random taliban_cubv/silence { boombox/silence }
taliban_cubv/ambient1 tacuambi
taliban_cubv/warning1 tacuwarn
taliban_cubv/death1 tacudea0
taliban_cubv/death2 tacudea1
/*
Taliban Fighter
*/
$random taliban_fighter/ambient { al-qaeda_gunman/ambient }
$random taliban_fighter/sight { al-qaeda_gunman/sight }
$random taliban_fighter/active { al-qaeda_gunman/ambient }
$random taliban_fighter/ataunt { al-qaeda_gunman/ataunt }
$random taliban_fighter/ktaunt { al-qaeda_gunman/ataunt }
$random taliban_fighter/ak-47_fire { taliban_fighter/ak-47_fire1 }
$random taliban_fighter/ak-47_reload { taliban_fighter/ak-47_reload1 }
$random taliban_fighter/pain { al-qaeda_gunman/pain }
$random taliban_fighter/death { al-qaeda_gunman/death }
$random taliban_fighter/crush { al-qaeda_gunman/pain }
$random taliban_fighter/crunched { magical_piranha/crash }
taliban_fighter/ak-47_fire1 tafia47f
taliban_fighter/ak-47_reload1 tafia47r
/*
Taliban Rocketeer
*/
$random taliban_rocketeer/ambient { al-qaeda_gunman/ambient }
$random taliban_rocketeer/sight { al-qaeda_gunman/sight }
$random taliban_rocketeer/active { al-qaeda_gunman/ambient }
$random taliban_rocketeer/ataunt { al-qaeda_gunman/ataunt }
$random taliban_rocketeer/ktaunt { al-qaeda_gunman/ataunt }
$random taliban_rocketeer/rl_fire { taliban_rocketeer/rl_fire1 }
$random taliban_rocketeer/pain { al-qaeda_gunman/pain }
$random taliban_rocketeer/death { al-qaeda_gunman/death }
$random taliban_rocketeer/crush { al-qaeda_gunman/pain }
$random taliban_rocketeer/crunched { magical_piranha/crash }
taliban_rocketeer/rl_fire1 tarorock
/*
Time Bomb
*/
$random time_bomb/sight { skeleton/swing }
$random time_bomb/tick { time_bomb/tick1 }
$random time_bomb/death { bobl_tunnel_or_drunken_rocket/death }
time_bomb/tick1 tibotick
/*
United States Marine
*/
$pitchshift NAM_audio/ode 0
//$playersound UAC_Marine male *usefail exert
$random united_states_marine/ambient { united_states_marine/ambient1 united_states_marine/ambient2 united_states_marine/ambient3 united_states_marine/ambient4 united_states_marine/ambient5 united_states_marine/ambient6 united_states_marine/ambient7 united_states_marine/ambient8 united_states_marine/ambient9 united_states_marine/ambient10 }
$random united_states_marine/sight { united_states_marine/ambient }
$random united_states_marine/active { united_states_marine/ambient }
$random united_states_marine/ktaunt { united_states_marine/ktaunt1 united_states_marine/ktaunt2 united_states_marine/ktaunt3 united_states_marine/ktaunt4 united_states_marine/ktaunt5 united_states_marine/ktaunt6 united_states_marine/ktaunt7 united_states_marine/ktaunt8 united_states_marine/ktaunt9 united_states_marine/ktaunt10 united_states_marine/ktaunt11 united_states_marine/ktaunt12 united_states_marine/ktaunt13 united_states_marine/ktaunt14 united_states_marine/ktaunt15 united_states_marine/ktaunt16 }
$random united_states_marine/m-16_fire { taliban_fighter/ak-47_fire }
$random united_states_marine/grenade_launch { al-qaeda_gunman/grenade_launch }
$random united_states_marine/m-16_reload { taliban_fighter/ak-47_reload }
$random united_states_marine/pain { united_states_marine/pain1 united_states_marine/pain2 united_states_marine/pain3 united_states_marine/pain4 united_states_marine/pain5 united_states_marine/pain6 united_states_marine/pain7 united_states_marine/pain8 united_states_marine/pain9 united_states_marine/pain10 united_states_marine/pain11 united_states_marine/pain12 united_states_marine/pain13 united_states_marine/pain14 united_states_marine/pain15 united_states_marine/pain16 united_states_marine/pain17 }
$random united_states_marine/death { united_states_marine/death1 united_states_marine/death2 united_states_marine/death3 united_states_marine/death4 united_states_marine/death5 united_states_marine/death6 }
$random NAM_audio/collapse { NAM_audio/collapse1 }
$random NAM_audio/ode { NAM_audio/ode1 }
$random united_states_marine/crush { united_states_marine/pain }
$random united_states_marine/crunched { magical_piranha/crash }
united_states_marine/ambient1 comeon02
united_states_marine/ambient2 letsrk03
united_states_marine/ambient3 onlyon03
united_states_marine/ambient4 plt020
united_states_marine/ambient5 plt026
united_states_marine/ambient6 plt038
united_states_marine/ambient7 plt062
united_states_marine/ambient8 plt063
united_states_marine/ambient9 plt065
united_states_marine/ambient10 plt119
united_states_marine/ktaunt1 ahh04
united_states_marine/ktaunt2 amess06
united_states_marine/ktaunt3 chew05
united_states_marine/ktaunt4 eatsh01
united_states_marine/ktaunt5 face01
united_states_marine/ktaunt6 gmeovr05
united_states_marine/ktaunt7 gothrt01
united_states_marine/ktaunt8 hail01
united_states_marine/ktaunt9 happen01
united_states_marine/ktaunt10 imgood12
united_states_marine/ktaunt11 plt070
united_states_marine/ktaunt12 plt078
united_states_marine/ktaunt13 plt137
united_states_marine/ktaunt14 rockin02
united_states_marine/ktaunt15 sukit01
united_states_marine/ktaunt16 inhell01
united_states_marine/pain1 damn03
united_states_marine/pain2 damnit04
united_states_marine/pain3 dance01
united_states_marine/pain4 diesob
united_states_marine/pain5 pain13
united_states_marine/pain6 pain28
united_states_marine/pain7 pain39
united_states_marine/pain8 pain54
united_states_marine/pain9 pain68
united_states_marine/pain10 pain75
united_states_marine/pain11 pain87
united_states_marine/pain12 pain93
united_states_marine/pain13 pissin01
united_states_marine/pain14 plt049
united_states_marine/pain15 plt052
united_states_marine/pain16 plt069
united_states_marine/pain17 waitin03
united_states_marine/death1 dmdeath
united_states_marine/death2 dscream4
united_states_marine/death3 dscrem04
united_states_marine/death4 dscrem15
united_states_marine/death5 dscrem16
united_states_marine/death6 dscrem17
NAM_audio/collapse1 thud
NAM_audio/ode1 plt046
/*
United States Marine Kit
*/
$random united_states_marine_kit/use { NAM_audio/collapse }
/*
Victim
*/
$random victim/death0 { misc/gibbed }
$random victim/death1 { marathon_squadron_gore/bullet_hitting_dust }
$random victim/crash { magical_piranha/crash }
$random victim/crush0 { bobl_gore/floor_slop }
$random victim/crush1 { marathon_squadron_gore/bullet_hitting_dust }+Most of the credits append to:
-Bungie Software
For development of Marathon game resources
n/a (Bungie Software something)
-Paranoid Productions
For development of the Damage Incorporated game resources
n/a
n/a
-TNT Team
For development of NAM game resources
n/a
-Imagexcel
For development of Quarantine game resources
n/a
-Blizzard North
For development of Diablo game resources
n/a (Blizzard North something)
-QuiltBrain Entertainment
For development of Death Illustrated (b0.6) game resources
http://www.acid-play.com/download/death-illustrated
-source.bungie.org
For development of AlephOne source port for the Marathon titles
http://source.bungie.org/
n/a
-trilogyrelease.bungie.org
For serving access to official Marathon game titles
http://trilogyrelease.bungie.org/
n/a
-marathon.sourceforge.net
-bighouse.bungie.org
-marathon.bungie.org
For serving access to custom Marathon scenarios
http://marathon.sourceforge.net/scenarios.php#more
http://bighouse.bungie.org/
http://marathon.bungie.org/Orphanage/scenario_apotheosis.php (use preference menu to set this scenario)
n/a
-shapefusion.sourceforge.net
For development of ShapeFusion scenario editor for the AlephOne source port (ShapeFusion may have limited sound access capability)
http://shapefusion.sourceforge.net
tito@dalcanton.it
-Olivier Lapicque
For development of Open Modplug Tracker v1.16.0194 (open source audio module tracker for Windows)
http://www.modplug.com
olivier@modplug.com
Copyright C 1997-2002
-Mircosoft Inc.
For development of MSPaint image painting application
http://mircosoft.com/
n/a (Mircosoft something)
-Xilisoft Inc.
For development of Xilisoft Audio Converter application, conversion from AIFF to MP3
This is for those Mac-encoded audio files
http://www.xilisoft.com/audio-converter/how-to-convert-aiff-to-mp3.html
http://www.xilisoft.com/webapp/feedback.php
-Meow-Prod
For development of MeowMultiSound application, conversion from MP3/OGG to WAV
This is for invalid audio files in doom editing
http://meow-prod.com/
meow@meow-prod.com
-IAN McCONVILLE
For development of Marathon RED TC scenario/resources (for Marathon Infinity)
http://bighouse.bungie.org/red/
Drako3@aol.com (or at least from last update [possibly defunct])
-The Evil Group
For development of Marathon EVIL TC scenario/resources (for Marathon Infinity)
http://bighouse.bungie.org/evil/
evil@ntbbs.org (or at least from last update [possibly defunct])
-Tempus Irae, Development Team
For development of Tempus Irae TC scenario/resources (for Marathon Infinity)
http://nardo.bungie.org/
nardo@bungie.org (or at least from last update [possibly defunct])
-Chris Lund, D. Scott Brown
For development of Rubicon X TC scenario/resources (for Marathon Infinity)
http://www.marathonrubicon.com/
n/a
-Eternal, Development Team
For development of Eternal TC scenario/resources (for Marathon Infinity)
http://eternal.bungie.org/main.php
eternal@bungie.org (or at least from last update [possibly defunct])
-Todd Proctor
For development of Apotheosis TC scenario/resources (for Marathon Infinity)
http://marathon.bungie.org/Orphanage/scenario_apotheosis.php
n/a
-Excalibur: Morgana's Revenge, Development Team
For development of Excalibur: Morgana's Revenge TC scenario/resources (stand alone)
http://excaliburworld.com/emr/emr3/index.html
http://excaliburworld.com/support.html
-Kyle Dell'Aquil
For development of Marathon Squadron TC scenario/resources (for Marathon Infinity)
http://mjolnir.logue.be/Marathon%20Squadron
http://www.mediafire.com/?mdjdnvogid5
n/a
-Jay Kristopher Huddy
For development of Blood of bin Laden TC scenario/resources (for Marathon Infinity)
http://www.huddycreative.com/archives/HQImages/websites/bobl/1024x768/BOBLframes1024x768.html
http://www.huddycreative.com/archives/HQImages/websites/bobl/1024x768/Download.html
http://www.huddycreative.com/archives/HQImages/websites/bobl/1024x768/games/BOBL-Windows.zip
http://www.huddycreative.com/archives/HQImages/websites/bobl/1024x768/games/BOBL-MacOS10.zip
http://www.huddycreative.com/archives/HQImages/websites/bobl/1024x768/games/BOBL-Mac.sit
http://fileball.lochnits.com/
http://www.rising-studios.com/
http://www.rising-studios.com/Marathon/fileball/Fileball%20Archive/marathon/aleph1/scenarios/BLOODofBINLADENUnimapv10.zip
jaykristopher@yahoo.com
-Phobus and BlueShadow
For development of Impaled Zombieman wad
http://forum.zdoom.org/viewtopic.php?f=3&t=31376#p595366
n/a
-Blzut3
For development of the exampledialog wad
http://forum.zdoom.org/viewtopic.php?f=3&t=34190#p646562
For assistance in a continued ConversationID after sight after Missile state
http://forum.zdoom.org/viewtopic.php?f=3&t=36164#p683302
n/a
-Hopper
For serving access to Pathways into Darkness Demo shape files
https://dl.dropbox.com/u/8146245/PiD%20Sounds.zip
hopper@whpress.com
-Gamenerd64
For serving access to Pathways into Darkness Demo audio files
http://forum.zdoom.org/viewtopic.php?f=19&t=34085&start=15#p646624
https://dl.dropbox.com/u/8146245/PiD%20Sounds.zip
http://forum.zdoom.org/index.php
-eccentric-cinema.com
For serving access to horror, sci-fi and exploitation movies audio files
I thank Brian Lindsey for his generous distribution of resources (they are useful for the cultist crew ambient, sight, and active sounds)
http://eccentric-cinema.com/downloads.htm
https://web.archive.org/web/20131019030459/http://www.eccentric-cinema.com/downloads.htm
mailto:omega_man71@yahoo.com?subject=General%20Comments
-XCLAX & Joppe
For development of the following .xm audio files:
Q-DIMMU.xm
http://armagon.org/mods/R.E.D%20(group+compilation)/R.E.D%20-%20Holocaust.zip
n/a
-Alzamon
For development of the following .xm audio files:
Alzamon - 7 - 03 - Luxuria.xm
http://armagon.org/mods/alzamon%20(hollowman)/musicdisk/Alzamon%20-%207.zip
danne@mbox302.swipnet.se
-VonHorna
For development of the following .it audio files:
a-mfs.it
http://armagon.org/mods/R.E.D%20(group+compilation)/R.E.D%20-%20Spiritual%20Annihilation.zip
megadeth@vertigo.muhos.fi
-n/a (in order to avoid any serious problems)
For serving access to ziadloaf.png (name changed in order to avoid any serious problems)
n/a (in order to avoid any serious problems)
n/a (in order to avoid any serious problems)
-wikipedia.org
For serving access to Flag_of_Taliban.svg
http://upload.wikimedia.org/wikipedia/commons/2/24/Flag_of_Taliban.svg
For serving access to Flag_of_the_Soviet_Union.svg
http://upload.wikimedia.org/wikipedia/commons/a/a9/Flag_of_the_Soviet_Union.svg
For serving access to Flag_of_the_United_States.svg
http://upload.wikimedia.org/wikipedia/en/a/a4/Flag_of_the_United_States.svg
info-en@wikimedia.org
-wordpress.com
For serving access to jimmy-carter.jpeg
http://devilsexcrement.files.wordpress.com/2012/09/jimmy-carter.jpg
n/a
-Vladimir Ilyich Lenin and the Bolsheviks
For development of the Soviet Union flag
n/a (there were no websites @ that time)
n/a (so were email addresses)
-Unknown, possibly Francis Hopkinson and Congress
For development of the United States flag
n/a (there were no websites @ that time)
n/a (so were email addresses)
-n/a
For development of Glass.wav
n/a
n/a
-Zero X. Diamond
For serving access to Quarantine image files
http://forum.zdoom.org/viewtopic.php?f=37&t=24465&start=135#p669925
http://www.mediafire.com/download.php?799rzx23elgcyxo
http://forum.zdoom.org/index.php
-nazi-lauck-nsdapao.com.com
For serving access to nsdoome.wad
http://nazi-lauck-nsdapao.com/nazi-spiele/nsdoomin.htm
http://nazi-lauck-nsdapao.com/nazi-spiele/engdoom.zip
n/a
-fas.org
For serving access to RS21049.pdf
http://fas.org/sgp/crs/terror/RS21049.pdf
n/a
-w3schools.com
For serving access to HTML color name (in all browsers)
http://www.w3schools.com/HTML/html_colornames.asp
n/a
-TheDarkArchon
For reminding me that DECORATE will compile and execute the latest files of the same file name
http://esper.net/pjirc/ , #zdoom
n/a
-Valerie
For serving access to a code of custom weapons to replace original weapons
http://esper.net/pjirc/ , #zdoom
http://pastebin.com/TyP9TK8W
n/a
-Hellser
For helping with firing projectiles, shotgun-style! Also for (sticky) flaming bulletpuffs (w/ use of bullet_projectile).
http://forum.zdoom.org/index.php
For helping with custom projectile decals (see lines below).
[21:58] Not changeling at all.
[21:58] See that death frame?
[21:58] Give it 1 (*one*) Tic.
http://esper.net/pjirc/ , #zdoom
n/a
-MiniGunner
For helping with blood classes to act like bulletpuff classes (see lines below).
[10:17] well
[10:17] make the "blood" actor throw a piece of metal at a random direction using A_CustomMissile
[10:20] Good idea lol
[10:22] for angle, put random(-180,180) and for pitch, put random(-90,90)
[10:22] ok
[10:26] http://zdoom.org/wiki/A_CustomMissile there's also a flag that prevents the spawner from aiming at a specific target (just putting 2 instead of CMF_AIMDIRECTION is better)
[10:34] ok
[11:40] 13:18 make the "blood" actor throw a piece of metal at a random direction using A_CustomMissile
[11:40] A_SpawnItemEx
[11:57] that works as well
[11:58] but it has no pitch parameter to go with angle
[11:58] (though you can give things a z-vel)
[12:03] ok, thanks
http://esper.net/pjirc/ , #zdoom
n/a
-Kinsie
For helping with follow behavior of friendly monsters (see lines below).
[01:35] use the +FRIENDLY flag.
[01:37] whoops
[01:37] lol
[01:37] do friendly monsters follow the player?
[01:37] i believe so, until they see an unfriendly monster
[01:38] how about if it's only the player they see?
[01:39] i believe [that they follow you], until they see an unfriendly monster
[01:40] this implies that if they havent targeted an enemy that they'll try and follow you.
[01:41] ok, i try that out
[01:44] The usual monster AI is always to close in (unless frightened or otherwise specified, I believe)
[01:51] oh snap, it does work! Friendly monsters tend to sway away a bit. I guess hostile monsters have more active intention to follow the player, lo.
http://esper.net/pjirc/ , #zdoom
n/a
-Kate
For helping with alternative names of the stimpack class (see lines below).
[10:23] what is the full name of stimpack? No, viarga does not count.
[10:24] Cialis. ..Actually from what the manual says it's just a syringe of some quick-healing drug that was never named.
[10:24] therefore it is simply Stimpack.
[10:25] probably short for Stimulant Package
[10:29] I'll just call it a syringe then (for the sake of good moral fiber).
For helping with dealing with DECORATE parsing line-by-line (see lines below).
[03:38] hi guys, I found a SLADE compiling problem. I think the application compiles by procedure line.
[03:39] When I place a stealth monster lump above the normal monster lump, I guess zdoom/SLADE does not wait for memory allocation.
[03:39] Should I report this to the board?
[03:41] Okay, now can you repeat that in English?
[03:41] yes
[03:42] http://pastebin.com/g8dgjix2
[03:43] how do I make zdoom wait to compile all lumps before lump execution?
[03:44] It runs the stealth actor class right off w/o waiting to compile the non-stealth actor class.
[03:45] You can't. You have to specify them in the correct order, the lump where the torcher is defined has to come first.
[03:45] slade can rearrange lumps, the toolbar at the top has up and down arrows
[03:46] I am sad, lol.
[03:46] Should I make a suggest for zdoom to wait to compile all lumps before lump execution?
[03:46] however, this is if you're loading them from wads inside a pk3, if you're doing it via decorate files, you'll have to adjust the #include lines instead
[03:47] that's work out fine enough, thanks kate.
[03:48] don't bother, because it'll be rejected, as decorate is parsed line-by-line, it doesn't do multi-stage processing.
[03:49] everything is compressed into one chunk of code and run that way
[03:49] I just have to #include the stealth monster lumps to the bottom, right?
[03:49] doing otherwise would need a TON of rewriting
[03:49] yeah, after the normal ones
[03:49] ok, thanks
[03:50] np
For helping with finding the most common of classes (see lines below).
[23:40] Hello everybody.
[23:40] Not you again
[23:41] lo
[23:41] lol
[23:41] Everybody run to the damn nuclear bunker
[23:42] What actor classes are more common in doom, doom1, and doom2 iwad? {deadstick, tallgreencolumn, tallredcolumn, or techpillar}
[23:42] You know the Job Centre's screwed up your appointment time badly when it's still dark outside when you have to leave.
[23:43] I am making a cyborg pfhor to replace a actor class.
[23:43] I'd personally guess Deadstick because the coloured columns are a lot more specific.
[23:45] ok
http://esper.net/pjirc/ , #zdoom
n/a
-wildweasel
For stopping non-constructive critical posts from piling up on my Blood of Bin Laden Monsters topic
http://forum.zdoom.org/index.php
n/a
-Snarboo
For helping with finding alternative code to a mow down A_SkullAttack behavior (that don't give a hoot about some bullet or projectile in the way [it works w/ 100% satfisfaction guarantee])
http://forum.zdoom.org/index.php
n/a
+Notes:
Some of the filenames do not follow the intended monster names due name length limits.
I do not intend to change the filename, just to add information in the comment blocks.
Just letting you know beforehand.
Forward port 4226 for alephone multiplayer game play.
+Story:
The time is the future.
The al-Qaeda/Taliban conflict remains to this day.
Terrorist organizations managed to break into UAC facilities!
They are looking for some warp gate technologies.
They might use or make warp gates for their nefarious purposes.
Right now, they are making halal space food for the war over outer space.
Go stop them before it is too late!
+Issues:
v04+ requires Zdoomv2.6.1+ for A_RadiusGive.
v14+ requires Zdoomv2.7.0+ for projectile bounce sound correction.
frandom(x,y) is intended for angle parameters (for random angle of directions), not spread (which randomly fires in an axis [is not angle {use decimal #s}]).
On v00, I have yet to make the wad despite the spring/helicopter/plane sickness.
On v01, I found out that the id of ConversationID works w/ only one named actor class.
I learned in v06, that custom projectile decal requires DECALDEF lump, but it's still good to include the rest of code as a fail-safe (inherited/replacing bullet weapons can just use the Decal actor property).
Decal Animator blocks are to animate other Decal blocks.
Having some trouble extracting audio from the Marathon RED and Apotheosis scenarios (will see for a work around).
Blood decal and blood sprites are in question in terms of corrective color.
On v13, I learned that A_PlaySound and A_SpawnItemEx for both bulletpuff's and blood's initial state line requires 2 frames before it works (for some reason).
On v18, I learned that the cost blocks from the Dialogue## lump (Universal Strife Dialogue Format) can only contain one item and amount variable.
Also, my made strife conversations currently require a gameplay screen resolution minimum of 640+x480+.
On v19, I was not able to make an actor class that stick and freeze monsters to a halt.
Trying powerups are only applied to player classes.
The HitObituary msg for Raptor somehow is not applied.
I believe that something is up w/ ripper projectiles obituary msg (I do not know how to handle that yet).
On v31, I really should warn people of audio lag w/ large areas (apply 'no sound' string value in output system parameter when necessary [don't forget to restart sound and possibly 320x200 window resolution {greyscale wad for rendering purposes [url=http://dl.dropbox.com/u/3531217/zdoomforumsstuff/greyscale_wad_w_colored_door_keys_stuff/mostly_greyscaled_surfaces.wad]link[/url]}]); then again, this wad is not intended for a slaughter fest.
On v32, +ALWAYSFAST seems to only work for ground monsters.
On v05, I have yet to make a complete toro monster (A_SkullAttack works, but it's too sensitive).
On v11, the intermission sounds might need to be completed before passing onto the next monster (otherwise, there would be some processor lag).
On v13, ThingHate is quite rigid w/ certain things (target, spawn, and sight).
I can't really make a differential target versus notarget state sounds.
On v14, ThingHate is like See state.
That's why the mujahideen monsters say both sight and active sounds.
Otherwise, they will remain in See state (which only got sight sound).
Okay, I really don't know what's going on, but there you go.
I also fixed the melee of the suicide bomber.
Added +NOBLOODDECALS to victim0 and victim4.
Rearranged Monster flag combo for both Azlam_Woman_% and Victim# (so that friendly monsters don't target their non-harmful monsters, lol).
Added some design that helps player on doom2 iwad's map23 (works for single player mode).
Thing_Hate + PainChance 0 || +NOPAIN == +NOINFIGHTING w/ the exception of the given TID.
+ISMONSTER required too for Thing_Hate to work on targets.
Forgot to comment out XF_NOTMISSILE flag parameter from action function A_Explode for killable monster classes that explodes (their death explosion are supposed to kill their own class too); now fixed w/ /*|XF_NOTMISSILE*/ (now is more funny again to see a Suicide_Bomber firecracker).
I learned that XF_NOTMISSILE flag parameter from action function A_Explode really means "Not a killable monster whose death explosion will kill its own class, if your class is this case, then comment out actor XF_NOTMISSILE flag parameter as to let people know that this class is not a missile, but needs a death explosion that kills its own class, lol.
Forgot to add A_SetGravity (1.0) to Magical_Piranha's Crash state (looks like a floating baloon, lol).
Forgot to add A_ChangeFlag ("ISMONSTER",#) to allow raise state of Azlam_Woman_%.
Bouncing projectiles pass -SOLID actor classes (shame).
Thing_Hate + A_ClearTarget code is now throughly added for effective hostile monster versus ally monster fire.
Fixed Crush sounds of vehicles.
Figured out that gun-totin' and A_Chase_in' (and maybe it's b/c of that somewhat flawed unit spawn function, but mostly it's the first two requirements that set off this special exception) vehicle monsters do need a XDeath regardless if they have seperate death animations.
FINALLY FIXED THE 'KILL MONSTERS' CONSOLE COMMAND PREVENTION.
It was the A_Chase in Death/Crush state, technically, A_Chase is for live monsters.
Commented the A_Chase in Death/Crush state so you now call kill off vehicle type monsters with 'kill monsters', but what monsters/items it can spawn/drop is of a different accordance (can be fixed with the proper RandomSpawner item for spawning monsters after Death/Crush state).
Done this for aerial vehicle type monsters as well just in case.
Should anyone still want to have some movement in Death/Crush state, use A_ChangeVelocity with the prescribed values [e.g. A_ChangeVelocity (Cos(Pitch)*16,frandom(-5.6,5.6),Sin(Pitch)*16,CVF_RELATIVE)].
+BOSS for the big tank, deserves to go big!
Any Melee state leading to suicide bomber Death state cannot use A_Explode.
A "Doom_Rocket_Explosion" projectile is then required as a substitute of A_Explode.
+To Do List:
Will I ever get the random ConversationID array to loop continously in random variations?
Decide whether bin laden drop 25/50% chance of soulsphere; taliban blimp to drop 25/50% chance of bluearmor.It was the Visual_Novelv## project that allowed the custom key section, menu key, and default bind to be possible.
Icky, yes, but I am glad I had done this project before.
Ally_Teleport_Rally_Kit and any of its instances allows to:
-Free stuck allies in certain areas (without the need to kill just to gain more ally items).
-Force allies to somewhat follow you no matter where you go.
-Assist you in immediate combat situations.
-Save allies from possible certain death by projectiles and bullets, prolonging the use of allies.
-However, will not work during the first Spawn/See/No_Target_Yet state duration, otherwise, you wouldn't spawn your allies in the first place (yes, it's a tic limitation to balance Thing_Hate and TeleportOther).
Apply this NOTES lump to all ally items projects with the saved Ally_Teleport_Rally_Kit actor and any of its instances.
0. This NOTES comments data lump
1. KEYCONF key configuration data lump (edit addkeysection command parameter string value to containing project name)
2. var int user_First_Spawn_State_Cycle_Complete; for ally monsters (remember to document action specials/functions in comment block)
3. A_JumpIf (user_First_Spawn_State_Cycle_Complete!=1,2) before Thing_ChangeTID TID of 1510 line for Spawn, See, and No_Target_Yet actor states.
4. A_SetUserVar ("user_First_Spawn_State_Cycle_Complete",1) at valid end of Spawn, See, and No_Target_Yet actor states.
5. Teleport_to_Ally_Teleport_Destination actor state with sprite frame of standing/idle sprite frame in actor Spawn state in monster behavior of monster ? ? data lump
6. -TELESTOMP actor flag in monster actor flag list of monster ? ? data lump
7. Assign TID 151 for A_SpawnItemEx line in the ally item kits
8. ALTERRAKI gear doom terran item data lump
9. ALLTERAL curse hazard doom terran data lump
10. GiveInventory("Ally_Teleport_Rally_Kit",1); for Player_-_Ally_?_Item_Check_Script enter ACS script (? player ACS lump)
11. TakeInventory("Ally_Teleport_Rally_Kit",1); for Player_-_Boombox_Item_Check_Script unloading ACS script (? player ACS lump)
12. ADBATR monster doom terran ACS lump
13. #library "(? player ACS lump).acs" (ADBATR monster doom terran ACS lump)
14. //#library "librarie.acs" for each applied ACS lump (mentioned above [6 - 9])
15. #include ALTERAKI (Gear Scripts section) and ALLTERAL (Curses Scripts section) data lumps in DECORATE data lump
16. ADBATR monster doom terran ACS lump in LOADACS ACS lump/*
ScriptedMarine
The Scripted Marine is a duplication of the Doom player which can be controlled via scripting during cutscenes or gameplay, to simulate the player or other marines wearing the same armor.
Though the actor has several attacks coded, he does not actually ever use any by default.
These attack states are used, however, by its children classes.
As with all marines, you can use the special ACS functions SetMarineSprite and SetMarineWeapon to change this actor's appearance and weapon.
http://zdoom.org/wiki/Classes:ScriptedMarine
This guy looks like a marine soldier w/ a M-16 assault rifle, lol.
I don't know the maximum range, but the Mondragon rifle is 900 m (980 yd), lol.
That is the reason why I added in a grenade-bullet combo as an attack.
http://en.wikipedia.org/wiki/M16_rifle
*Specifications
+Weight
7.18 lb (3.26 kg) (unloaded)
8.79 lb (4.0 kg) (loaded)
+Length
39.5 in (1,000 mm)
+Barrel length
20 in (508 mm)
+Cartridge
5.56 - 45mm NATO
+Action
gas-operated, rotating bolt (direct impingement)
+Rate of fire
12 - 15 rounds/min sustained
45 - 60 rounds/min semi-automatic
700 - 950 rounds/min cyclic
+Muzzle velocity
3,110 ft/s (948 m/s)
+Effective range
550 meters (point target)
800 meters (area target)
+Feed system
-20-round box magazine:
(0.211 lb [96 grams] empty / 0.738 lb [335 g] full)
-30-round box magazine:
(0.257 lb [117 g] empty / 1.06 lb [483 g] full)
-Beta C-Mag 100-round double-lobed drum:
(2.2 lb [1 kg] empty / 4.81 lb [2.19 kg] full)
http://en.wikipedia.org/wiki/M203_grenade_launcher
*Specifications
+Weight
3 lb (1.36 kg) (unloaded)
+Length
15 in (380mm)
+Barrel length
12 in (305mm)
+Cartridge
40 x 46mm SR
+Action
Single shot
+Rate of fire
5 to 7 round/min
+Muzzle velocity
250 ft/s (76 m/s)
+Effective range
160 yd (150 m)
+Maximum range
1,312 ft (400 m)
+Sights
Quadrant sight or ladder sight on rifle
http://zdoom.org/wiki/Classes:ScriptedMarine
http://zdoom.org/wiki/Classes:SwitchableDecoration
http://zdoom.org/wiki/Thing_ChangeTID
http://zdoom.org/wiki/Thing_Hate
http://zdoom.org/wiki/ClearTarget
http://zdoom.org/wiki/Noise_Alert
http://zdoom.org/wiki/A_JumpIf
http://zdoom.org/wiki/DECORATE_expressions
http://zdoom.org/wiki/A_LookEx
http://zdoom.org/wiki/A_Chase
http://zdoom.org/wiki/User_variable
http://zdoom.org/wiki/A_SetUserVar
http://zdoom.org/wiki/A_Jump
http://zdoom.org/wiki/A_PlaySound
http://zdoom.org/wiki/A_GiveInventory
http://zdoom.org/wiki/Actor_pointer#Custom_scripting
http://zdoom.org/wiki/A_FaceTarget
http://zdoom.org/wiki/A_ChangeFlag
http://zdoom.org/wiki/A_CustomMissile
http://zdoom.org/wiki/A_JumpIfTargetInLOS
http://zdoom.org/wiki/A_CustomBulletAttack
http://zdoom.org/wiki/A_SpawnItemEx
http://zdoom.org/wiki/A_StopSound
http://zdoom.org/wiki/A_SetScale
http://zdoom.org/wiki/Thing_SetConversation
http://zdoom.org/wiki/StartConversation
*/
ACTOR Ally_Green_Beret : SwitchableDecoration //ScriptedMarine 9100
{
var int user_First_Spawn_State_Cycle_Complete;
var int user_M_16_round;
/*
Game Doom
SpawnID 151
*/
Health 100
Radius 16
Height 56
Mass 100
Speed 8
PainChance 80 //160
Monster
-COUNTKILL
Translation 0
//Damage (0*random(1,8))
DeathSound "green_beret/death"
PainSound "green_beret/pain"
-SOLID // from the original LiveStick 26 ACTOR
-WINDTHRUST
-PUSHABLE
-DONTFALL
-MOVEWITHSECTOR
-NOLIFTDROP
-SLIDESONWALLS
-NODROPOFF
+FRIENDLY
+JUMPDOWN
+MISSILEEVENMORE
+MISSILEMORE
+CANNOTPUSH
-NOTELEPORT
-CANTLEAVEFLOORPIC
-TELESTOMP
-STAYMORPHED
+CANBLAST
+NOBLOCKMONST // Ally monsters got to be able to cross those monster blocking lines.
-NOTARGET
-NOINFIGHTING
-NOTIMEFREEZE
-NOFEAR
-CANTSEEK
-SEEINVISIBLE
-NORADIUSDMG
-DONTBLAST
+DONTMORPH
-DONTSQUASH
-NOTELEOTHER
+DONTHARMCLASS
-DONTRIP
-NOTELEFRAG
+FLOORCLIP
-DONTGIB
-DONTSPLASH
-DONTOVERLAP
+RANDOMIZE
-FIXMAPTHINGPOS
-NODAMAGETHRUST
-BLOODSPLATTER
+FOILINVUL
-PIERCEARMOR
+FORCERADIUSDMG
-FORCEPAIN
-DROPOFF
-ALWAYSFAST
+USESPECIAL
+BLASTED
//ConversationID 8599
FastSpeed 16
Activation THINGSPEC_TriggerActs|THINGSPEC_ThingTargets|THINGSPEC_NoDeathSpecial|THINGSPEC_Activate|THINGSPEC_Switch
ProjectilePassHeight 0
/*
ActiveSound "green_beret/active"
AttackSound "green_beret/m-16_fire"
*/
CrushPainSound "green_beret/crush"
//SeeSound "green_beret/sight"
Scale 0.35
BloodType "BOBL_Blood","BOBL_BloodSplatter",0
Decal "BulletChip"
Obituary "%o was in friendly fire of a green beret."
DropItem "Chaingun",255,1
DropItem "Clip",128,1
DropItem "Ally_Portable_Health_Kit0",128,1
DropItem "Ally_Green_Beret_Kit",192,1
States
{
Spawn:
USMA AA 0 Thing_ChangeTID (0,151)
//USMA A 0 Thing_Hate (0,551,6)
USMA A 0 A_ClearTarget
USMA A 0 NoiseAlert (151,151)
USMA A 0 A_JumpIf (user_First_Spawn_State_Cycle_Complete!=1,2)
USMA A 0 Thing_ChangeTID (0,1510)
USMA A 0 A_LookEx (0,0,0,0,180,"See") //"Thing_Hate_Identity551")
USMA A 4 A_Chase (0,0,CHF_NIGHTMAREFAST)
USMA B 0 Thing_ChangeTID (0,151)
USMA B 0 NoiseAlert (151,151)
USMA B 0 A_JumpIf (user_First_Spawn_State_Cycle_Complete!=1,2)
USMA B 0 Thing_ChangeTID (0,1510)
USMA B 0 A_LookEx (0,0,0,0,180,"See0")
USMA B 4 A_Chase (0,0,CHF_NIGHTMAREFAST)
USMA A 0 Thing_ChangeTID (0,151)
USMA A 0 NoiseAlert (151,151)
USMA A 0 A_JumpIf (user_First_Spawn_State_Cycle_Complete!=1,2)
USMA A 0 Thing_ChangeTID (0,1510)
USMA A 0 A_LookEx (0,0,0,0,180,"See1")
USMA A 4 A_Chase (0,0,CHF_NIGHTMAREFAST)
USMA C 0 Thing_ChangeTID (0,151)
USMA C 0 NoiseAlert (151,151)
USMA C 0 A_JumpIf (user_First_Spawn_State_Cycle_Complete!=1,2)
USMA C 0 Thing_ChangeTID (0,1510)
USMA C 0 A_LookEx (0,0,0,0,180,"See2")
USMA C 4 A_Chase (0,0,CHF_NIGHTMAREFAST)
USMA D 0 Thing_ChangeTID (0,151)
USMA D 0 NoiseAlert (151,151)
USMA D 0 A_JumpIf (user_First_Spawn_State_Cycle_Complete!=1,2)
USMA D 0 Thing_ChangeTID (0,1510)
USMA D 0 A_LookEx (0,0,0,0,180,"See3")
USMA D 4 A_Chase (0,0,CHF_NIGHTMAREFAST)
USMA C 0 Thing_ChangeTID (0,151)
USMA C 0 NoiseAlert (151,151)
USMA C 0 A_JumpIf (user_First_Spawn_State_Cycle_Complete!=1,2)
USMA C 0 Thing_ChangeTID (0,1510)
USMA C 0 A_LookEx (0,0,0,0,180,"See4")
USMA C 4 A_Chase (0,0,CHF_NIGHTMAREFAST)
USMA C 0 A_SetUserVar ("user_First_Spawn_State_Cycle_Complete",1)
//USMA E 0 A_LookEx (0,0,0,0,180,"Thing_Hate_Identity551")
USMA C 0 A_Jump (2,"Bull_Session")
Loop
Bull_Session:
USMA C 0 A_PlaySound ("green_beret/ambient",CHAN_BODY,1.0,0,ATTN_NORM)
Goto Spawn
/*
Thing_Hate_Identity551:
USMA A 0 A_GiveInventory ("Thing_Hate_Identity551",1,AAPTR_TARGET)
Goto See
*/
See:
USMA A 0 Thing_ChangeTID (0,151)
USMA A 0 NoiseAlert (151,151)
USMA A 0 A_JumpIf (user_First_Spawn_State_Cycle_Complete!=1,2)
USMA A 0 Thing_ChangeTID (0,1510)
//USMA A 0 A_GiveInventory ("Thing_Hate_Identity551",1,AAPTR_TARGET)
USMA A 4 A_Chase ("Missile","Missile",CHF_NIGHTMAREFAST)
Goto See0
See0:
USMA B 0 Thing_ChangeTID (0,151)
USMA B 0 NoiseAlert (151,151)
USMA B 0 A_JumpIf (user_First_Spawn_State_Cycle_Complete!=1,2)
USMA B 0 Thing_ChangeTID (0,1510)
//USMA B 0 A_GiveInventory ("Thing_Hate_Identity551",1,AAPTR_TARGET)
USMA B 4 A_Chase ("Missile","Missile",CHF_NIGHTMAREFAST)
Goto See1
See1:
USMA A 0 Thing_ChangeTID (0,151)
USMA A 0 NoiseAlert (151,151)
USMA A 0 A_JumpIf (user_First_Spawn_State_Cycle_Complete!=1,2)
USMA A 0 Thing_ChangeTID (0,1510)
//USMA A 0 A_GiveInventory ("Thing_Hate_Identity551",1,AAPTR_TARGET)
USMA A 4 A_Chase ("Missile","Missile",CHF_NIGHTMAREFAST)
Goto See2
See2:
USMA C 0 NoiseAlert (151,151)
USMA C 0 A_JumpIf (user_First_Spawn_State_Cycle_Complete!=1,2)
USMA C 0 Thing_ChangeTID (0,1510)
//USMA C 0 A_GiveInventory ("Thing_Hate_Identity551",1,AAPTR_TARGET)
USMA C 4 A_Chase ("Missile","Missile",CHF_NIGHTMAREFAST)
Goto See3
See3:
USMA D 0 Thing_ChangeTID (0,151)
USMA D 0 NoiseAlert (151,151)
USMA D 0 A_JumpIf (user_First_Spawn_State_Cycle_Complete!=1,2)
USMA D 0 Thing_ChangeTID (0,1510)
//USMA D 0 A_GiveInventory ("Thing_Hate_Identity551",1,AAPTR_TARGET)
USMA D 4 A_Chase ("Missile","Missile",CHF_NIGHTMAREFAST)
Goto See4
See4:
USMA C 0 Thing_ChangeTID (0,151)
USMA C 0 NoiseAlert (151,151)
USMA C 0 A_JumpIf (user_First_Spawn_State_Cycle_Complete!=1,2)
USMA C 0 Thing_ChangeTID (0,1510)
//USMA C 0 A_GiveInventory ("Thing_Hate_Identity551",1,AAPTR_TARGET)
USMA C 4 A_Chase ("Missile","Missile",CHF_NIGHTMAREFAST)
USMA C 0 A_SetUserVar ("user_First_Spawn_State_Cycle_Complete",1)
USMA C 0 A_Jump (4,"Chase_Session")
Goto No_Target_Yet //Loop
Chase_Session:
USMA C 0 A_PlaySound ("green_beret/sight",CHAN_BODY,1.0,0,ATTN_NORM)
Goto See
No_Target_Yet:
USMA A 0 Thing_ChangeTID (0,151)
//USMA A 0 A_ClearTarget
USMA A 0 NoiseAlert (151,151)
USMA A 0 A_JumpIf (user_First_Spawn_State_Cycle_Complete!=1,2)
USMA A 0 Thing_ChangeTID (0,1510)
USMA A 0 A_LookEx (0,0,0,0,180,"See")
USMA A 4 A_Chase (0,0,CHF_NIGHTMAREFAST)
USMA B 0 Thing_ChangeTID (0,151)
USMA B 0 NoiseAlert (151,151)
USMA B 0 A_JumpIf (user_First_Spawn_State_Cycle_Complete!=1,2)
USMA B 0 Thing_ChangeTID (0,1510)
USMA B 0 A_LookEx (0,0,0,0,180,"See0")
USMA B 4 A_Chase (0,0,CHF_NIGHTMAREFAST)
USMA A 0 Thing_ChangeTID (0,151)
USMA A 0 NoiseAlert (151,151)
USMA A 0 A_JumpIf (user_First_Spawn_State_Cycle_Complete!=1,2)
USMA A 0 Thing_ChangeTID (0,1510)
USMA A 0 A_LookEx (0,0,0,0,180,"See1")
USMA A 4 A_Chase (0,0,CHF_NIGHTMAREFAST)
USMA C 0 Thing_ChangeTID (0,151)
USMA C 0 NoiseAlert (151,151)
USMA C 0 A_JumpIf (user_First_Spawn_State_Cycle_Complete!=1,2)
USMA C 0 Thing_ChangeTID (0,1510)
USMA C 0 A_LookEx (0,0,0,0,180,"See2")
USMA C 4 A_Chase (0,0,CHF_NIGHTMAREFAST)
USMA D 0 Thing_ChangeTID (0,151)
USMA D 0 NoiseAlert (151,151)
USMA D 0 A_JumpIf (user_First_Spawn_State_Cycle_Complete!=1,2)
USMA D 0 Thing_ChangeTID (0,1510)
USMA D 0 A_LookEx (0,0,0,0,180,"See3")
USMA D 4 A_Chase (0,0,CHF_NIGHTMAREFAST)
USMA C 0 Thing_ChangeTID (0,151)
USMA C 0 NoiseAlert (151,151)
USMA C 0 A_JumpIf (user_First_Spawn_State_Cycle_Complete!=1,2)
USMA C 0 Thing_ChangeTID (0,1510)
USMA C 0 A_LookEx (0,0,0,0,180,"See4")
USMA C 4 A_Chase (0,0,CHF_NIGHTMAREFAST)
USMA C 0 A_SetUserVar ("user_First_Spawn_State_Cycle_Complete",1)
//USMA E 0 A_LookEx (0,0,0,0,180,"Thing_Hate_Identity551")
USMA C 0 A_Jump (4,"Wander_Session")
Loop
Wander_Session:
USMA C 0 A_PlaySound ("green_beret/active",CHAN_BODY,1.0,0,ATTN_NORM)
Goto No_Target_Yet
Teleport_to_Ally_Teleport_Destination:
USMA E 0 A_ClearTarget
Goto See
Missile:
Goto M_203
M_203: // M-203 grenade launcher
USMA E 0 Thing_ChangeTID (0,151)
USMA E 0 NoiseAlert (151,151)
USMA E 0 Thing_ChangeTID (0,1510)
USMA E 8 A_FaceTarget (0.0,0.0)
USMA F 0 Thing_ChangeTID (0,151)
USMA F 0 NoiseAlert (151,151)
USMA F 0 Thing_ChangeTID (0,1510)
USMA F 8 A_FaceTarget (0.0,0.0)
USMA F 0 A_ChangeFlag ("NOPAIN",1)
USMA F 0 A_PlaySound ("green_beret/grenade_launch",5,1.0,0,ATTN_NORM)
USMA F 0 Thing_ChangeTID (0,151)
USMA F 0 NoiseAlert (151,151)
USMA F 0 Thing_ChangeTID (0,1510)
USMA F 6 bright A_CustomMissile ("MA-75B_Grenade",35.0,4,frandom(-5.6,5.6),CMF_OFFSETPITCH,frandom(-5.6,5.6))
USMA F 0 Thing_ChangeTID (0,151)
USMA F 0 NoiseAlert (151,151)
USMA F 0 Thing_ChangeTID (0,1510)
USMA F 6 A_FaceTarget (0.0,0.0)
Goto M_16_Fire
M_16_Fire: // M-16 assault rifle
USMA F 0 A_SetUserVar ("user_M_16_round",20)
USMA F 0 A_JumpIfTargetInLOS ("Target_In_Sight",90.0,0,0.0,0.0)
Goto Nothing_In_Sight
Target_In_Sight:
USMA G 0 A_PlaySound ("green_beret/m-16_fire",CHAN_WEAPON,1.0,0,ATTN_NORM)
USMA G 0 Thing_ChangeTID (0,151)
USMA G 0 NoiseAlert (151,151)
USMA G 0 Thing_ChangeTID (0,1510)
USMA G 3 bright A_CustomBulletAttack (5.6,5.6,1,5*random(1,3),"BOBL_BulletPuff",0.0,0)
USMA F 0 A_SpawnItemEx ("BOBL_Gun_Smoke",40.0,4.0,35.0,0.0,0.0,0.0,frandom(0.0,360.0),SXF_NOCHECKPOSITION,0)
USMA F 0 Thing_ChangeTID (0,151)
USMA F 0 NoiseAlert (151,151)
USMA F 0 Thing_ChangeTID (0,1510)
USMA F 3 A_FaceTarget (0.0,0.0)
USMA F 0 A_SetUserVar ("user_M_16_round",user_M_16_round-1)
USMA F 0 A_JumpIf (user_M_16_round==0,"M_16_Reload")
USMA F 0 A_JumpIfTargetInLOS ("Target_In_Sight",90.0,0,0,0)
Goto Nothing_In_Sight
Nothing_In_Sight:
USMA G 0 A_PlaySound ("green_beret/m-16_fire",CHAN_WEAPON,1.0,0,ATTN_NORM)
USMA G 0 Thing_ChangeTID (0,151)
USMA G 0 NoiseAlert (151,151)
USMA G 0 Thing_ChangeTID (0,1510)
USMA G 3 bright A_CustomBulletAttack (5.6,5.6,1,5*random(1,3),"BOBL_BulletPuff",0.0,CBAF_AIMFACING)
USMA F 0 A_SpawnItemEx ("BOBL_Gun_Smoke",40.0,4.0,35.0,0.0,0.0,0.0,frandom(0.0,360.0),SXF_NOCHECKPOSITION,0)
USMA F 0 Thing_ChangeTID (0,151)
USMA F 0 NoiseAlert (151,151)
USMA F 0 Thing_ChangeTID (0,1510)
USMA F 3 A_FaceTarget (0.0,0.0)
USMA F 0 A_SetUserVar ("user_M_16_round",user_M_16_round-1)
USMA F 0 A_JumpIf (user_M_16_round==0,"M_16_Reload")
USMA F 0 A_JumpIfTargetInLOS ("Target_In_Sight",90.0,0,0,0)
Goto Nothing_In_Sight
M_16_Reload:
USMA F 0 A_Jump (192,2)
USMA F 0 A_PlaySound ("green_beret/ktaunt",CHAN_BODY,1.0,0,ATTN_NORM)
USMA F 0 Thing_ChangeTID (0,151)
USMA F 0 NoiseAlert (151,151)
USMA F 8 Thing_ChangeTID (0,1510)
USMA E 0 Thing_ChangeTID (0,151)
USMA E 0 NoiseAlert (151,151)
USMA E 0 Thing_ChangeTID (0,1510)
USMA E 40 A_PlaySound ("green_beret/m-16_reload",CHAN_ITEM,1.0,0,ATTN_NORM)
USMA E 0 A_ChangeFlag ("NOPAIN",0)
USMA E 0 Thing_ChangeTID (0,151)
USMA E 0 NoiseAlert (151,151)
USMA E 0 Thing_ChangeTID (0,1510)
USMA E 1 A_ChangeFlag ("INCOMBAT",0)
/*
USMA E 0 A_ClearTarget
USMA E 24 A_LookEx (0,0,0,0,180,"Missile")
*/
Goto See //Thing_Hate_Identity551
Pain:
USMA H 0 A_ChangeFlag ("USESPECIAL",0)
USMA H 0 A_StopSound (CHAN_WEAPON)
USMA H 0 A_StopSound (CHAN_ITEM)
USMA H 0 A_StopSound (CHAN_BODY)
USMA H 0 Thing_ChangeTID (0,151)
USMA H 0 NoiseAlert (151,151)
USMA H 0 Thing_ChangeTID (0,1510)
USMA H 4 A_Pain
USMA H 0 Thing_ChangeTID (0,151)
USMA H 0 NoiseAlert (151,151)
USMA H 4 Thing_ChangeTID (0,1510)
Goto See //Thing_Hate_Identity551
Death:
USMA H 0 Thing_ChangeTID (0,0)
USMA H 0 A_ChangeFlag ("USESPECIAL",0)
USMA H 0 A_StopSound (CHAN_WEAPON)
USMA H 0 A_StopSound (CHAN_ITEM)
USMA H 0 A_StopSound (CHAN_BODY)
//USMA H 10 A_GiveInventory ("Thing_Love_Identity551",1,AAPTR_TARGET)
USMA I 10 A_Scream
USMA J 10
USMA K 10 A_NoBlocking
USMA LMNO 10
USMA P -1
Stop
XDeath:
USMA Q 0 Thing_ChangeTID (0,0)
USMA Q 0 A_ChangeFlag ("USESPECIAL",0)
USMA Q 0 A_StopSound (CHAN_WEAPON)
USMA H 0 A_StopSound (CHAN_ITEM)
USMA Q 0 A_StopSound (CHAN_BODY)
//USMA Q 0 A_GiveInventory ("Thing_Love_Identity551",1,AAPTR_TARGET)
USMA Q 0 A_XScream
USMA Q 5 A_NoBlocking
USMA RST 5
USMA U -1
Stop
Raise:
USMA O 0 A_SetScale (0.35,0.35)
USMA O 5 A_PlaySound ("misc/gibbed",CHAN_AUTO,1.0,0,ATTN_NORM)
USMA NMLKJI 5
USMA H 0 Thing_ChangeTID (0,151)
USMA H 5 A_ChangeFlag ("USESPECIAL",1)
Goto See
Crush:
POL5 A 0 Thing_ChangeTID (0,0)
POL5 A 0 A_ChangeFlag ("USESPECIAL",0)
POL5 A 0 A_StopSound (CHAN_WEAPON)
POL5 A 0 A_StopSound (CHAN_ITEM)
POL5 A 0 A_StopSound (CHAN_BODY)
//POL5 A 0 A_GiveInventory ("Thing_Love_Identity551",1,AAPTR_TARGET)
POL5 A 0 A_SetScale (1.0,1.0)
POL5 A 0 A_PlaySound ("green_beret/crunched",CHAN_BODY,1.0,0,ATTN_NORM)
POL5 A -1 A_NoBlocking
Stop
/*
Greetings:
USMA E 4
Goto See
*/
Active:
USMA E 0 //A_Jump (256,"ConversationID_8599","ConversationID_8598")
Goto See
Inactive:
USMA E 0 //A_Jump (256,"ConversationID_8599","ConversationID_8598")
Goto See
ConversationID_8599:
USMA E 0 Thing_SetConversation (0,8599)
//USMA E 0 StartConversation (8599,1)
USMA E 0 A_ChangeFlag ("USESPECIAL",0)
Goto See
ConversationID_8598:
USMA E 0 Thing_SetConversation (0,8598)
//USMA E 0 StartConversation (8598,1)
USMA E 0 A_ChangeFlag ("USESPECIAL",0)
Goto See
}
}/*
Health
A Health item adds a certain amount to the player's health points.
Items of this type are always effective when picked up.
They cannot be placed in the inventory; to have health items in inventory, use HealthPickup.
Health is never used directly.
This class is only used as a base class for predefined items (like Doom's Stim pack or for items defined in DECORATE.
http://zdoom.org/wiki/Classes:Health
Applicable health for the player.
http://zdoom.org/wiki/Classes:Health
*/
ACTOR Portable_Health_Kit_Health : Health
{
Inventory.Amount 1
Inventory.MaxAmount 100
Inventory.InterHubAmount 100
+INVENTORY.QUIET
+INVENTORY.PERSISTENTPOWER
+INVENTORY.IGNORESKILL
+INVENTORY.NOSCREENFLASH
States
{
Spawn:
TNT1 A -1
Stop
}
}/*
Fireteam
A fireteam is a small military unit of infantry.
It is the second smallest unit in the militaries that use it (smallest are support teams such as machine gun teams, mortar teams, sniper teams, or military working dog teams) and is the primary unit upon which infantry organization is based in the British Army, Royal Air Force Regiment, Royal Marines, United States Army, United States Marine Corps, United States Air Force Security Forces, Canadian Forces, and Australian Army.
Fireteams generally consist of four or fewer soldiers and are usually grouped by two or three teams into a squad or section.
http://en.wikipedia.org/wiki/Fireteam
http://zdoom.org/wiki/CustomInventory
http://zdoom.org/wiki/A_SpawnItemEx
http://zdoom.org/wiki/A_PlaySound
*/
ACTOR Ally_Green_Beret_Kit : CustomInventory
{
Tag "Ally Green Beret Kit (1 Ally Green Beret)"
Scale 0.50
Inventory.Amount 1 //1
Inventory.MaxAmount 4 //1
Inventory.InterHubAmount 4 //1
Inventory.Icon "GRBEB0"
Inventory.PickupMessage "Picked up an ally green beret kit."
Inventory.PickupSound "misc/i_pkup"
Inventory.UseSound "misc/w_pkup"
+INVENTORY.INVBAR
+INVENTORY.PERSISTENTPOWER
+INVENTORY.IGNORESKILL
+INVENTORY.NOSCREENFLASH
States
{
Spawn:
GRBE A -1
Stop
Use:
GRBE A 1 A_SpawnItemEx ("Ally_Green_Beret",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0,151)
GRBE A 0 A_PlaySound ("green_beret/ambient",CHAN_BODY,1.0,0,ATTN_NORM)
Stop
}
}/*
TeleportDest2
A teleport destination, or derived actor, is where actors are moved by the Teleport line specials.
This destination can be given a height (Z) value and be used to teleport over a pit for a trap, a 3D floor, a bridge thing or similar solid obstacle.
http://zdoom.org/wiki/Classes:TeleportDest2
http://zdoom.org/wiki/CustomInventory
http://zdoom.org/wiki/A_SpawnItemEx
http://zdoom.org/wiki/ACS_NamedExecuteWithResult
*/
ACTOR Ally_Teleport_Rally_Kit : CustomInventory
{
Tag "Ally Teleport Rally Kit (1 Ally Teleport Rally)"
Inventory.Amount 1 //1
Inventory.MaxAmount 1 //1
Inventory.InterHubAmount 1 //1
/*
Inventory.Icon "TNT1A0"
Inventory.PickupMessage "Picked up an ally teleport rally kit."
*/
Inventory.PickupSound "misc/i_pkup"
Inventory.UseSound "misc/teleport"
+INVENTORY.QUIET
-INVENTORY.AUTOACTIVATE
+INVENTORY.UNDROPPABLE
-INVENTORY.INVBAR
+INVENTORY.PERSISTENTPOWER
+INVENTORY.ALWAYSPICKUP
+INVENTORY.FANCYPICKUPSOUND
+INVENTORY.BIGPOWERUP
+INVENTORY.KEEPDEPLETED
+INVENTORY.IGNORESKILL
+INVENTORY.UNTOSSABLE
+INVENTORY.NOSCREENFLASH
States
{
Spawn:
TNT1 A -1
Stop
Use:
TNT1 AAAAAAAA 0 A_SpawnItemEx ("Ally_Teleport_Rally",frandom(-90.0,90.0),frandom(-90.0,90.0),frandom(-90.0,90.0),0.0,0.0,0.0,frandom(0.0,360.0),SXF_NOCHECKPOSITION,0,9044)
TNT1 A 0 ACS_NamedExecuteWithResult ("Monster_-_Doom_-_Terran_-_Ally_Disarm_Before_Ally_Teleport_Rally_Check_Script",0,0,0)
TNT1 A 1 A_SpawnItemEx ("Ally_Teleport_Rally_Kit",0.0,0.0,0.0,0.0,0.0,0.0,frandom(0.0,360.0),0,0,0)
Stop
}
}/*
CustomInventory
CustomInventory items are special items that allow some very primitive scripted functionality using its states.
The base class CustomInventory is never used directly.
It is always the base class for items defined in DECORATE.
http://zdoom.org/wiki/CustomInventory
A portable health kit.
Heals up to 100 health rating points.
Can be used up to five times.
http://zdoom.org/wiki/CustomInventory
http://zdoom.org/wiki/Berserk
http://zdoom.org/wiki/A_GiveInventory
http://zdoom.org/wiki/Actor_pointer#Custom_scripting
*/
ACTOR Ally_Portable_Health_Kit0 : CustomInventory //Berserk : Health 2023
{
//ConversationID 9196
Tag "Portable Health Kit (100 health)"
Inventory.Amount 1 //100
Inventory.MaxAmount 5 //100
Inventory.InterHubAmount 5 //100
Inventory.Icon "PHKIB0"
Inventory.PickupMessage "Picked up a portable health kit."
Inventory.PickupSound "misc/i_pkup"
Inventory.UseSound "*pain100"
+INVENTORY.INVBAR
+INVENTORY.PERSISTENTPOWER
+INVENTORY.IGNORESKILL
+INVENTORY.NOSCREENFLASH
Scale 0.25
States
{
Spawn:
PHKI A -1
Stop
Use:
PHKI A 1 A_GiveInventory ("Portable_Health_Kit_Health",100,AAPTR_DEFAULT)
Stop
}
}/*
Rocket
The projectile fired from a player's rocket launcher or a cyberdemon.
The second-most powerful projectile in Doom.
http://zdoom.org/wiki/Classes:Rocket
http://zdoom.org/wiki/Classes:Rocket
http://zdoom.org/wiki/A_Explode
http://zdoom.org/wiki/A_ChangeFlag
*/
ACTOR MA-75B_Grenade //Rocket
{
/*
Game Doom
SpawnID 127
*/
Radius 11
Height 8
Speed 20
Damage 0 //20
Projectile
+RANDOMIZE
+DEHEXPLOSION
+ROCKETTRAIL
SeeSound "ma-75b_grenade/sight"
DeathSound "ma-75b_grenade/death"
Obituary "%o was bombarded by a MA-75B grenade." //"$OB_MPROCKET" //"%o rode %k's rocket."
-WINDTHRUST
+NOLIFTDROP
+TELESTOMP
+FLOORCLIP
+RANDOMIZE
+GRENADETRAIL
+NODAMAGETHRUST
+FOILINVUL
+FORCERADIUSDMG
+USEBOUNCESTATE
-ALWAYSFAST
FastSpeed 40
/*
BounceType "Doom"
BounceCount 2
BounceSound "ma-75b_grenade/bounce"
*/
Scale 0.50
Decal "MA-75B_Grenade_Burns"
States
{
Spawn:
M75G ABCD 1 bright
Loop
Death:
M75G E 0 A_Scream
M75G E 8 bright A_Explode (64,64,XF_HURTSOURCE,1,0,0,0)
M75G F 7 bright
M75G G 6 bright
M75G H 5 bright
M75G I 4 bright
M75G J 3 bright
Stop
Bounce:
M75G D 0 A_PlaySound ("ma-75b_grenade/bounce",CHAN_BODY,1.0,0,ATTN_NORM)
Goto Spawn
}
}/*
TeleportDest2
A teleport destination, or derived actor, is where actors are moved by the Teleport line specials.
This destination can be given a height (Z) value and be used to teleport over a pit for a trap, a 3D floor, a bridge thing or similar solid obstacle.
http://zdoom.org/wiki/Classes:TeleportDest2
Ally Teleport Rally.
Teleport beacon to teleport the given actors with the proper thing identification number.
http://zdoom.org/wiki/Classes:TeleportDest2
http://zdoom.org/wiki/Thing_ChangeTID
*/
ACTOR Ally_Teleport_Rally : TeleportDest2
{
+NOGRAVITY
+NOLIFTDROP
+NOTELEPORT
-TELESTOMP
+NOBLOCKMONST
+THRUACTORS
+NOTIMEFREEZE
+DONTMORPH
+DONTSQUASH
+NOTELEOTHER
+NOTELEFRAG
+INVISIBLE
+NOBLOOD
+SPAWNFLOAT
-DONTSPLASH
-DONTOVERLAP
+RANDOMIZE
+FIXMAPTHINGPOS
-NEVERFAST
States
{
Spawn:
TNT1 AA 0 Thing_ChangeTID (0,9044)
Stop
}
}/*
BulletPuff
The puff spawned when a hitscan attack (i.e. bullet) impacts a wall in Doom and its derivatives.
New puffs, incorporating custom sound effects, damagetypes and other behaviour, can be created in DECORATE by inheriting from this class.
http://zdoom.org/wiki/Classes:BulletPuff
http://zdoom.org/wiki/Classes:BulletPuff
http://zdoom.org/wiki/A_PlaySound
http://zdoom.org/wiki/A_HideThing
*/
ACTOR BOBL_BulletPuff //BulletPuff
{
/*
Game Doom
SpawnID 131
*/
+NOBLOCKMAP
+NOGRAVITY
+ALLOWPARTICLES
+RANDOMIZE
RenderStyle "Translucent"
Alpha 0.5
VSpeed 0
Mass 5
+PUFFONACTORS
Speed 100
Radius 2
Height 2
States
{
Spawn: // BloodType Classes (BulletPuff Spawn state requires 2 frames [tick can be 0] and a A_SpawnItemEx statement in the Blood class)
RICC AA 0 bright A_PlaySound ("bobl_gore/bullet_missing_flesh",CHAN_BODY,1.0,0,ATTN_NORM)
RICC A 4 bright
RICC BCDEFG 4
Stop
Death: // Walls
RICC A 4 bright A_PlaySound ("bobl_gore/bullet_missing_flesh",CHAN_BODY,1.0,0,ATTN_NORM)
RICC BCDEFG 4
Stop
XDeath: // Bleedable Objects (BulletPuff XDeath state requires actor flag +PUFFONACTORS)
RICC A 0 A_HideThing
RICC A 4 bright A_PlaySound ("bobl_gore/bullet_hitting_flesh",CHAN_BODY,1.0,0,ATTN_NORM)
RICC BCDEFG 4
Stop
Crash: // Death + Floors || Non-bleedable Objects
RICC A 4 bright A_PlaySound ("bobl_gore/bullet_missing_flesh",CHAN_BODY,1.0,0,ATTN_NORM)
RICC BCDEFG 4
Stop
}
}/*
RocketSmokeTrail
A puff of smoke used by Doom's Rocket projectile.
Automatically spawned by any actor which has +ROCKETTRAIL as a flag.
http://zdoom.org/wiki/Classes:RocketSmokeTrail
http://zdoom.org/wiki/Classes:RocketSmokeTrail
http://zdoom.org/wiki/A_FadeTo
*/
ACTOR BOBL_Gun_Smoke //RocketSmokeTrail
{
RenderStyle "Translucent"
Alpha 0.4
VSpeed 1
+NOBLOCKMAP
+NOCLIP
+NOGRAVITY
+DONTSPLASH
+RANDOMIZE
+NOTELEPORT
States
{
Spawn:
RSMK ABCDE 5 A_FadeTo (0.0,0.1,1)
Stop
}
}/*
Blood
The blood splat spawned when an actor is hit and is able to bleed.
In IWADs other than Doom's, the blood sprites are actually named BLOD* and are renamed at load-time by ZDoom.
http://zdoom.org/wiki/Classes:Blood
http://zdoom.org/wiki/Classes:Blood
http://zdoom.org/wiki/A_PlaySound
http://zdoom.org/wiki/A_CheckFloor
*/
ACTOR BOBL_Blood //Blood
{
//SpawnID 130
Mass 5
-NOBLOCKMAP
+NOTELEPORT
-ALLOWPARTICLES
-NOGRAVITY
+MOVEWITHSECTOR
+FLOORCLIP
+RANDOMIZE
+PUFFONACTORS
VSpeed 0
Decal "BloodSmear"
States
{
Spawn:
BLAD BB 0 A_PlaySound ("bobl_gore/bullet_hitting_flesh",CHAN_BODY,1.0,0,ATTN_NORM)
BLAD BA /*DC*/ 8 A_CheckFloor ("Crash")
Goto Crash_to_Surface //Stop
Crash_to_Surface:
BLAD A 8 A_CheckFloor ("Crash")
Loop
Spray:
SPRY ABCDEF 3
SPRY G 2
Stop
Death: // Walls
BLAD A 8 A_CheckFloor ("Crash")
Loop
XDeath: // Bleedable Objects (BulletPuff XDeath state requires actor flag +PUFFONACTORS)
BLAD A 8 A_CheckFloor ("Crash")
Loop
Crash: // Death + Floors || Non-bleedable Objects
ALSL AA 0 A_PlaySound ("bobl_blood/floor_slop",5,1.0,0,ATTN_NORM)
ALSL A -1
Stop
}
}/*
BloodSplatter
The blood splatter that is spawned instead of the Blood actor when an actor is hit and is able to bleed and the inflicting weapon or projectile has the +BLOODSPLATTER flag; all the predefined Heretic and Hexen projectiles have this flag implicitly set by the engine and many of the weapons, such as the Mace of Contrition and Hammer of Retribution, set it explicitly.
In IWADs other than Doom's, the blood sprites are actually named BLOD* and are renamed at load-time by ZDoom.
http://zdoom.org/wiki/Classes:BloodSplatter
http://zdoom.org/wiki/Classes:BloodSplatter
http://zdoom.org/wiki/A_PlaySound
http://zdoom.org/wiki/A_CheckFloor
*/
ACTOR BOBL_BloodSplatter //BloodSplatter
{
Radius 2
Height 4
-NOBLOCKMAP
-MISSILE
+DROPOFF
+NOTELEPORT
+CANNOTPUSH
-ALLOWPARTICLES
Mass 5
-NOGRAVITY
+MOVEWITHSECTOR
+FLOORCLIP
+RANDOMIZE
+PUFFONACTORS
VSpeed 0
Decal "BloodSmear"
States
{
Spawn:
BLAD BB 0 A_PlaySound ("bobl_gore/bullet_hitting_flesh",CHAN_BODY,1.0,0,ATTN_NORM)
BLAD BA /*DC*/ 8 A_CheckFloor ("Crash")
Goto Crash_to_Surface //Stop
Crash_to_Surface:
BLAD A 8 A_CheckFloor ("Crash")
Loop
Death: // Walls
BLAD A 8 A_CheckFloor ("Crash")
Loop
XDeath: // Bleedable Objects (BulletPuff XDeath state requires actor flag +PUFFONACTORS)
BLAD A 8 A_CheckFloor ("Crash")
Loop
Crash: // Death + Floors || Non-bleedable Objects
ALSL AA 0 A_PlaySound ("bobl_blood/floor_slop",5,1.0,0,ATTN_NORM)
ALSL A -1
Stop
}
}ACS SPTR
SNAM\ 8 Player_-_Ally_Green_Beret_Item_Check_Script Player_-_Boombox_Item_Check_Script STRLD ) Ally_Green_Beret_Kit Ally_Teleport_Rally_Kit ALIB $ ACSe ACS o 6 ^6 T# L7 T# L7 T# L SPTR SNAMX Monster_-_Doom_-_Terran_-_Ally_Disarm_Before_Ally_Teleport_Rally_Check_Script STRL See ALIB P ACSe //cote_acs
/*
Map Scripts
*/
/*
Player Scripts
*/
allygrbe
/*
Monster Scripts
*/
adbatr
// To address stealth and dead monster lumps before normal monster lumps
/*
Gear Scripts
*/
/*
Projectile Scripts
*/
/*
Curse Scripts
*/
/*
Gore Scripts
*/
/*
Prop Scripts
*///#library "librarie.acs"
#include "zcommon.acs"
/*
I might have to use arrays to define ThingCountName variables with multiple values.
*/
/*
"Light_Machine_Gun_Unit_Generator0_Thing_Hate_Check_Script"
/*
http://zdoom.org/wiki/ThingCountName
http://zdoom.org/wiki/Operators
http://zdoom.org/wiki/GiveInventory
http://zdoom.org/wiki/Terminate
*/
Script 8008 enter
{
/*
Light Machine Gun Unit Generator0 Thing Hate Check
*/
while (/*ThingCountName ("Light_Machine_Gun_Unit_Generator0",155) > 0 ||*/ ThingCountName ("Light_Machine_Gun_Unit_Generator0",0) > 0)
{
GiveInventory("InvulnerabilitySphere",1);
GiveInventory("Thing_Love_Identity155",1);
Terminate;
}
}
/*
"Light_Machine_Gun_Unit_Generator1_Thing_Hate_Check_Script"
/*
http://zdoom.org/wiki/ThingCountName
http://zdoom.org/wiki/Operators
http://zdoom.org/wiki/GiveInventory
http://zdoom.org/wiki/Terminate
*/
Script 8080 enter
{
/*
Light Machine Gun Unit Generator1 Thing Hate Check
*/
while (/*ThingCountName ("Light_Machine_Gun_Unit_Generator1",155) > 0 ||*/ ThingCountName ("Light_Machine_Gun_Unit_Generator1",0) > 0)
{
GiveInventory("MapRevealer",1);
GiveInventory("InvulnerabilitySphere",1);
GiveInventory("Thing_Love_Identity155",1);
Terminate;
}
}
/*
*/
Script 8081 (void)
{
}
/*
*/
Script 8090 (void)
{
/*
*/
}//#library "librarie.acs"
#library "gangbang.acs"
#library "zeonplid.acs"
#include "zcommon.acs"
/*
"Ally_Green_Beret_Item_Check_Script"
http://zdoom.org/wiki/GiveInventory
*/
Script "Player_-_Ally_Green_Beret_Item_Check_Script" enter
{
/*
Ally Green Beret Item Check
*/
GiveInventory("Ally_Green_Beret_Kit",4);
GiveInventory("Ally_Teleport_Rally_Kit",1);
}
/*
"Boombox_Item_Check_Script"
http://zdoom.org/wiki/TakeInventory
*/
Script "Player_-_Boombox_Item_Check_Script" unloading
{
/*
Boombox Item Check
*/
TakeInventory("Ally_Green_Beret_Kit",4);
TakeInventory("Ally_Teleport_Rally_Kit",1);
}//#library "librarie.acs"
#library "allygrbe.acs" // Why the hell is like that, I do not know! Maybe, void follows up default script types? Nah, must be a sourced script for a borrowed action thing.
#include "zcommon.acs"
/*
"Ally_Disarm_Before_Ally_Teleport_Rally_Check_Script"
http://zdoom.org/wiki/SetActivator
http://zdoom.org/wiki/Actor_pointer
http://zdoom.org/wiki/SetActorState
http://zdoom.org/wiki/TeleportOther
http://zdoom.org/wiki/Delay
http://zdoom.org/wiki/Terminate
*/
Script "Monster_-_Doom_-_Terran_-_Ally_Disarm_Before_Ally_Teleport_Rally_Check_Script" (void)
{
/*
Ally Disarm Before Ally Teleport Rally Check Script
*/
SetActivator (1510,AAPTR_DEFAULT);
SetActorState (0,"See",1);
TeleportOther (1510,9044,0);
Delay (1);
TeleportOther (1510,9044,0);
Delay (1);
TeleportOther (1510,9044,0);
Terminate;
} < ^ 2 U z , S v
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