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Text File  |  1999-11-29  |  12KB  |  550 lines

  1.  
  2. //note: remember the rebound/gravity is done properly for bullets
  3. // ie:  rebound(140); == 140/100=1.4
  4. //      only the first parameter for gravity is needed
  5.  
  6.  
  7. ActorHeader(GenericWeaponPage)
  8. {
  9.         type(_ActorStaticObj);
  10.         file("pc\actors\weapons\machgun\machgun.dcr");
  11. }
  12.  
  13. ActorHeader(GenericWeaponPage2)
  14. {
  15.         type(_ActorStaticObj);
  16.         file("pc\actors\turret\dcr\turret.dcr");
  17. }
  18.  
  19.  
  20. ActorHeader(BulletBatteryHeader)
  21. {
  22.         file("pc\actors\weapons\battery\battery.dcr");
  23.         sharemaps(GenericWeaponPage);
  24.         type(_ActorStaticObj);
  25.         class(_ClassBullet|_ClassPickup);
  26.         rebound(0);
  27.         ColSphereSize(16);
  28.         gravity(0.5,-127);
  29.         InventoryType(_AmmoBattery);
  30.         //Inventory(1);
  31.         ColMask(_COLexplosion);
  32.  
  33.         Health(DamageGrenade)
  34.         AIsight(100,1);
  35.         AIstrenght(100);
  36. }
  37.  
  38. ActorHeader(BulletPumpGunShellHeader)
  39. {
  40.         file("pc\actors\weapons\pumpshel\pumpsh2.dcr");
  41.         sharemaps(GenericWeaponPage);
  42.         type(_ActorStaticObj);
  43.         class(_CLASSBullet);
  44.         respawndelay(1);
  45.         rebound(140);
  46.         ColSphereSize(1);
  47.         gravity(0.7,-127);
  48.         ColMask(_COLsmallbullet);
  49.         InventoryType(_AmmoUnLimited);
  50.  
  51.         Health(DamageNoDamage)
  52.         AIsight(100,1);
  53.         AIstrenght(100);
  54. }
  55.  
  56. ActorHeader(BulletMachineGunShellHeader)
  57. {
  58.         //file("pc\actors\weapons\pumpshel\pumpshel.dcr");
  59.         file("pc\actors\weapons\fakebullet\bullet.dcr");
  60.         sharemaps(GenericWeaponPage);
  61.         type(_ActorStaticObj);
  62.         class(_CLASSBullet);
  63.         respawndelay(1);
  64.         rebound(0);
  65.         ColSphereSize(1);
  66.         gravity(1,-127);
  67.         ColMask(_COLsmallbullet);
  68.         InventoryType(_AmmoUnLimited);
  69.  
  70.         Health(DamageNoDamage)
  71.         AIsight(100,1);
  72.         AIstrenght(100);
  73. }
  74.  
  75.  
  76.  
  77. ActorHeader(BulletShockWaveHeader)
  78. {
  79.         file("pc\actors\weapons\fakebullet\bullet.dcr");
  80.         sharemaps(GenericWeaponPage);
  81.         type(_ActorStaticObj);
  82.         class(_CLASSBullet);
  83.         respawndelay(60);        //can't be respawned for 60 ticks
  84.         rebound(0);
  85.         ColSphereSize(700);
  86.         gravity(0,-127);
  87.         ColMask(_COLexplosion);
  88.         InventoryType(_AmmoExplosion);
  89.  
  90.         Health(DamageBlastDamage)
  91.         AIsight(100,1);
  92.         AIstrenght(100);
  93. }
  94.  
  95. ActorHeader(BulletExplosionHeader)
  96. {
  97.         file("pc\actors\weapons\fakebullet\bullet.dcr");
  98.         sharemaps(GenericWeaponPage);
  99.         type(_ActorStaticObj);
  100.         class(_CLASSBullet);
  101.         respawndelay(0);
  102.         rebound(0);
  103.         ColSphereSize(300);
  104.         gravity(0,-127);
  105.         ColMask(_COLexplosion);
  106.         InventoryType(_AmmoExplosion);
  107.  
  108.         Health(DamageBlastDamage)
  109.         AIsight(100,1);
  110.         AIstrenght(100);
  111. }
  112.  
  113. ActorHeader(BulletRectumHeader)
  114. {
  115.         file("pc\actors\weapons\fakebullet\bullet.dcr");
  116.         sharemaps(GenericWeaponPage);
  117.         type(_ActorStaticObj);
  118.         class(_CLASSBullet);
  119.         respawndelay(0);
  120.         rebound(0);
  121.         ColSphereSize(350);
  122.         gravity(0,-127);
  123.         ColMask(_COLexplosion);
  124.         InventoryType(_AmmoExplosion);
  125.  
  126.         Health(DamageRectum)
  127.         AIsight(100,1);
  128.         AIstrenght(100);
  129. }
  130.  
  131. ActorHeader(BulletTorchHeader)
  132. {
  133.         //file("pc\actors\weapons\rndgren\rndgren.dcr");
  134.         file("pc\actors\weapons\fakebullet\bullet.dcr");
  135.         sharemaps(GenericWeaponPage);
  136.         type(_ActorStaticObj);
  137.         class(_CLASSBullet);
  138.         respawndelay(4);
  139.         rebound(0);
  140.         ColSphereSize(4);
  141.         gravity(0,-127);
  142.         ColMask(_COLsmallbullet);
  143.         InventoryType(_AmmoUnLimited);
  144.  
  145.         Health(DamageTorch)
  146.         AIsight(100,1);
  147.         AIstrenght(100);
  148. }
  149.  
  150. ActorHeader(BulletFlameThrowerHeader)
  151. {
  152.         //file("pc\actors\weapons\rndgren\rndgren.dcr");
  153.         file("pc\actors\weapons\fakebullet\bullet.dcr");
  154.         sharemaps(GenericWeaponPage);
  155.         type(_ActorStaticObj);
  156.         class(_CLASSBullet);
  157.         respawndelay(2);
  158.         rebound(0);
  159.         ColSphereSize(8);
  160.         gravity(0,-127);
  161.         ColMask(_COLfire);
  162.         InventoryType(_AmmoGasoLine);
  163.  
  164.         Health(DamageFlameThrower)
  165.         AIsight(100,1);
  166.         AIstrenght(100);
  167. }
  168.  
  169. ActorHeader(BulletBuzzSawHeader)
  170. {
  171.         //file("pc\actors\weapons\rndgren\rndgren.dcr");
  172.         file("pc\actors\weapons\fakebullet\bullet.dcr");
  173.         sharemaps(GenericWeaponPage);
  174.         type(_ActorStaticObj);
  175.         class(_CLASSBullet);
  176.         respawndelay(4);
  177.         rebound(0);
  178.         ColSphereSize(4);
  179.         gravity(0,-127);
  180.         ColMask(_COLsmallbullet);
  181.         InventoryType(_AmmoUnLimited);
  182.  
  183.         Health(DamageBuzzSaw)
  184.         AIsight(100,1);
  185.         AIstrenght(100);
  186. }
  187.  
  188. ActorHeader(BulletPumpGunHeader)
  189. {
  190.         //file("pc\actors\weapons\rndgren\rndgren.dcr");
  191.         file("pc\actors\weapons\fakebullet\bullet.dcr");
  192.         sharemaps(GenericWeaponPage);
  193.         type(_ActorStaticObj);
  194.         class(_CLASSBullet);
  195.         respawndelay(35);
  196.         rebound(0);
  197.         ColSphereSize(4);
  198.         gravity(0,-127);
  199.         ColMask(_COLsmallbullet);
  200.         InventoryType(_AmmoPumpGun);
  201.  
  202.         Health(DamagePumpGun)            //max amount of damage
  203.         AIsight(100,1);                    //nr of frames to decrease damage over, when falloff of damage starts
  204.         AIstrenght(85);                    //how much damage to keep each frame (in percent)
  205. }
  206. ActorHeader(BulletPumpGunHeader2)
  207. {
  208.         //file("pc\actors\weapons\rndgren\rndgren.dcr");
  209.         file("pc\actors\weapons\fakebullet\bullet.dcr");
  210.         sharemaps(GenericWeaponPage);
  211.         type(_ActorStaticObj);
  212.         class(_CLASSBullet);
  213.         respawndelay(35);
  214.         rebound(0);
  215.         ColSphereSize(4);
  216.         gravity(0,-127);
  217.         ColMask(_COLsmallbullet);
  218.         InventoryType(_AmmoPumpGun);
  219.  
  220.         Health(DamagePumpGun2);
  221.         AIsight(100,1);
  222.         AIstrenght(95);
  223. }
  224.  
  225.  
  226. ActorHeader(BulletHarpoonHeader)
  227. {
  228.         //file("pc\actors\weapons\rndgren\rndgren.dcr");
  229.         file("pc\actors\weapons\spear\spear2.dcr");
  230.         sharemaps(GenericWeaponPage);
  231.         type(_ActorStaticObj);
  232.         class(_CLASSBullet);
  233.         respawndelay(60);
  234.         rebound(0);
  235.         ColSphereSize(4);
  236.         gravity(0,-127);
  237.         ColMask(_COLsingleattach);
  238.         InventoryType(_AmmoHarpoon);
  239.  
  240.         Health(DamageHarpoon)
  241.         AIsight(100,1);
  242.         AIstrenght(100);
  243. }
  244.  
  245. ActorHeader(BulletPAKGunHeader)
  246. {
  247.         file("pc\actors\weapons\fakebullet\bullet.dcr");
  248.         sharemaps(GenericWeaponPage);
  249.         type(_ActorStaticObj);
  250.         class(_CLASSBullet);
  251.         respawndelay(16);
  252.         rebound(0);
  253.         ColSphereSize(4);
  254.         gravity(0,-127);
  255.         ColMask(_COLsingleattach);
  256.         InventoryType(_AmmoPAKGun);
  257.  
  258.         Health(DamagePAKGun)
  259.         AIsight(100,1);
  260.         AIstrenght(85);
  261. }
  262.  
  263. ActorHeader(BulletMaimerHeader)
  264. {
  265.         //file("pc\actors\weapons\rndgren\rndgren.dcr");
  266.         file("pc\actors\weapons\maimstar\maimsta2.dcr");
  267.         sharemaps(GenericWeaponPage);
  268.         type(_ActorStaticObj);
  269.         class(_CLASSBullet);
  270.         respawndelay(6);
  271.         rebound(0);
  272.         ColSphereSize(4);
  273.         gravity(0,-127);
  274.         ColMask(_COLsingleattach);
  275.         InventoryType(_AmmoMaimer);
  276.  
  277.         Health(DamageMaimerGun)
  278.         AIsight(100,1);
  279.         AIstrenght(85);
  280. }
  281.  
  282. ActorHeader(BulletBettyHeader)
  283. {
  284.         //file("pc\actors\weapons\rndgren\rndgren.dcr");
  285.         file("pc\actors\weapons\maimstar\maimbett.dcr");
  286.         sharemaps(GenericWeaponPage);
  287.         type(_ActorStaticObj);
  288.         class(_CLASSBullet);
  289.         respawndelay(1);
  290.         rebound(0);
  291.         ColSphereSize(8);
  292.         gravity(0,-127);
  293.         ColMask(_COLsmallbullet);
  294.         InventoryType(_AmmoMaimer);
  295.  
  296.         Health(DamageMaimerGun)
  297.         AIsight(100,1);
  298.         AIstrenght(95);
  299. }
  300.  
  301. ActorHeader(BulletMachineGunHeader)
  302. {
  303.         //file("pc\actors\weapons\rndgren\rndgren.dcr");
  304.         file("pc\actors\weapons\fakebullet\bullet.dcr");
  305.         sharemaps(GenericWeaponPage);
  306.         type(_ActorStaticObj);
  307.         class(_CLASSBullet);
  308.         respawndelay(2);
  309.         rebound(0);
  310.         ColSphereSize(4);
  311.         gravity(0,-127);
  312.         ColMask(_COLsmallbullet);
  313.         InventoryType(_AmmoMachineGun);
  314.  
  315.         Health(DamageMachineGun)
  316.         AIsight(100,1);
  317.         AIstrenght(85);
  318. }
  319.  
  320. ActorHeader(BulletBazookaHeader)
  321. {
  322.         //file("pc\actors\weapons\rndgren\rndgren.dcr");
  323.         file("pc\actors\weapons\bazooka\missile2.dcr");
  324.         sharemaps(GenericWeaponPage);
  325.         type(_ActorStaticObj);
  326.         class(_CLASSBullet);
  327.         respawndelay(40);
  328.         rebound(0);
  329.         ColSphereSize(16);
  330.         gravity(0,-127);
  331.         ColMask(_COLexplosion);
  332.         InventoryType(_AmmoBazooka);
  333.  
  334.         Health(DamageBazooka)
  335.         AIsight(100,1);
  336.         AIstrenght(95);
  337. }
  338.  
  339. ActorHeader(BulletMaserHeader)
  340. {
  341.         file("pc\actors\weapons\fakebullet\bullet.dcr");
  342.         //file("pc\actors\weapons\bazooka\missile2.dcr");
  343.         sharemaps(GenericWeaponPage);
  344.         type(_ActorStaticObj);
  345.         class(_CLASSBullet);
  346.         respawndelay(60);
  347.         rebound(0);
  348.         ColSphereSize(16);
  349.         gravity(0,-127);
  350.         ColMask(_COLexplosion);
  351.         InventoryType(_AmmoMaser);
  352.  
  353.         Health(DamageMaser)
  354.         AIsight(100,1);
  355.         AIstrenght(95);
  356. }
  357.  
  358. ActorHeader(BulletTurretHeader)
  359. {
  360.         //file("pc\actors\weapons\rndgren\rndgren.dcr");
  361.         file("pc\actors\weapons\bazooka\missile2.dcr");
  362.         sharemaps(GenericWeaponPage);
  363.         type(_ActorStaticObj);
  364.         class(_CLASSBullet);
  365.         respawndelay(0);
  366.         rebound(0);
  367.         ColSphereSize(16);
  368.         gravity(0,-127);
  369.         ColMask(_COLexplosion);
  370.         InventoryType(_AmmoBazooka);
  371.  
  372.         Health(DamageBazooka)
  373.         AIsight(100,1);
  374.         AIstrenght(95);
  375. }
  376.  
  377. ActorHeader(BulletGrenadeHeader)
  378. {
  379.         file("pc\actors\weapons\rndgren\rndgren.dcr");
  380.         sharemaps(GenericWeaponPage);
  381.         type(_ActorStaticObj);
  382.         class(_CLASSBullet);
  383.         respawndelay(8);
  384.         rebound(150);
  385.         ColSphereSize(16);
  386.         gravity(0.5,-127);
  387.         ColMask(_COLexplosion);
  388.         InventoryType(_AmmoGrenade);
  389.         //Inventory(1);
  390.  
  391.         Health(DamageGrenade)
  392.         AIsight(256,1);
  393.         AIstrenght(100);
  394. }
  395.  
  396. ActorHeader(BulletRectumGrenadeHeader)
  397. {
  398.         file("pc\actors\weapons\rnddist\rnddist.dcr");
  399.         sharemaps(GenericWeaponPage);
  400.         type(_ActorStaticObj);
  401.         class(_CLASSBullet);
  402.         respawndelay(90);
  403.         rebound(150);
  404.         ColSphereSize(16);
  405.         gravity(0.5,-127);
  406.         ColMask(_COLsmallbullet);
  407.         InventoryType(_AmmoGrenadeRectum);
  408.         //Inventory(1);
  409.  
  410.         Health(DamageNoDamage)
  411.         AIsight(256,1);
  412.         AIstrenght(100);
  413. }
  414.  
  415. ActorHeader(BulletGrenadeConcusionHeader)
  416. {
  417.         file("pc\actors\weapons\rndgren\rndgren.dcr");
  418.         sharemaps(GenericWeaponPage);
  419.         type(_ActorStaticObj);
  420.         class(_CLASSBullet);
  421.         respawndelay(8);
  422.         rebound(150);
  423.         ColSphereSize(16);
  424.         gravity(0.5,-127);
  425.         ColMask(_COLexplosion);
  426.         InventoryType(_AmmoGrenade);
  427.         //Inventory(1);
  428.  
  429.         Health(DamageGrenade)
  430.         AIsight(256,1);
  431.         AIstrenght(100);
  432. }
  433.  
  434. ActorHeader(BulletGrenadeStickEmHeader)
  435. {
  436.         file("pc\actors\weapons\rndstikc\rndstikc.dcr");
  437.         sharemaps(GenericWeaponPage);
  438.         type(_ActorStaticObj);
  439.         class(_CLASSBullet);
  440.         respawndelay(8);
  441.         rebound(0);
  442.         ColSphereSize(16);
  443.         gravity(0.5,-127);
  444.         ColMask(_COLsingleattach|_COLexplosion);
  445.         InventoryType(_AmmoGrenade);
  446.         //Inventory(1);
  447.  
  448.         Health(DamageGrenade)
  449.         AIsight(256,1);
  450.         AIstrenght(100);
  451. }
  452.  
  453. ActorHeader(BulletGrenadeJumpBettyHeader)
  454. {
  455.         file("pc\actors\weapons\minejump\minejmp2.dcr");
  456.         sharemaps(GenericWeaponPage);
  457.         type(_ActorStaticObj);
  458.         class(_CLASSBullet);
  459.         respawndelay(8);
  460.         rebound(150);
  461.         ColSphereSize(16);
  462.         gravity(0.5,-127);
  463.         ColMask(_COLexplosion);
  464.         InventoryType(_AmmoGrenade);
  465.         //Inventory(1);
  466.  
  467.         Health(DamageGrenade)
  468.         AIsight(256,1);
  469.         AIstrenght(100);
  470. }
  471.  
  472. ActorHeader(BulletAutoCannonHeader)
  473. {
  474.         //file("pc\actors\weapons\rndgren\rndgren.dcr");
  475.         file("pc\actors\weapons\fakebullet\bullet.dcr");
  476.         //file("pc\actors\gunturret\prj\original\gtbullet.dcr");
  477.         sharemaps(GenericWeaponPage);
  478.         type(_ActorStaticObj);
  479.         class(_CLASSBullet);
  480.         respawndelay(4);
  481.         rebound(0);
  482.         ColSphereSize(1);
  483.         gravity(0,-127);
  484.         ColMask(_COLsmallbullet);
  485.         InventoryType(_AmmoAutoCannon);
  486.  
  487.         Health(DamageAutoCannon)
  488.         AIsight(100,1);
  489.         AIstrenght(90);
  490. }
  491.  
  492. ActorHeader(BulletGunTurretHeader)
  493. {
  494.         //file("pc\actors\weapons\rndgren\rndgren.dcr");
  495.         file("pc\actors\weapons\fakebullet\bullet.dcr");
  496.         //file("pc\actors\gunturret\prj\original\gtbullet.dcr");
  497.         sharemaps(GenericWeaponPage);
  498.         type(_ActorStaticObj);
  499.         class(_CLASSBullet);
  500.         respawndelay(4);
  501.         rebound(0);
  502.         ColSphereSize(1);
  503.         gravity(0,-127);
  504.         ColMask(_COLsmallbullet);
  505.         InventoryType(_AmmoGunTurret);
  506.  
  507.         Health(DamageGunTurret)
  508.         AIsight(100,1);
  509.         AIstrenght(90);
  510. }
  511.  
  512.  
  513. ActorHeader(BulletHolyHeader)
  514. {
  515.         //file("pc\actors\weapons\rndgren\rndgren.dcr");
  516.         file("pc\actors\weapons\fakebullet\bullet.dcr");
  517.         //file("pc\actors\gunturret\prj\original\gtbullet.dcr");
  518.         sharemaps(GenericWeaponPage);
  519.         type(_ActorStaticObj);
  520.         class(_CLASSBullet);
  521.         respawndelay(4);
  522.         rebound(0);
  523.         ColSphereSize(1);
  524.         gravity(0,-127);
  525.         ColMask(_COLholy);
  526.         InventoryType(_AmmoHoly);
  527.  
  528.         Health(DamageHolyDamage)
  529.         AIsight(100,1);
  530.         AIstrenght(90);
  531. }
  532.  
  533. ActorHeader(BulletRingOfFire)
  534. {
  535.         file("pc\actors\weapons\fakebullet\bullet.dcr");
  536.         sharemaps(GenericWeaponPage);
  537.         type(_ActorStaticObj);
  538.         class(_CLASSBullet);
  539.         respawndelay(60);        //can't be respawned for 60 ticks
  540.         rebound(0);
  541.         ColSphereSize(700);
  542.         gravity(0,-127);
  543.         ColMask(_COLAllExceptHoly);
  544.         InventoryType(_AmmoExplosion);
  545.  
  546.         Health(DamageSatansRingPiece)
  547.         AIsight(100,1);
  548.         AIstrenght(100);
  549. }
  550.