Classes:BFG10K
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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
|
| BFG 10000 | |||
|---|---|---|---|
| Actor type | Weapon | Game | |
| DoomEd Number | 5013 | Class Name | BFG10K |
| Spawn ID | 165 | Identifier | T_BFG10000 |
Classes: Inventory→Weapon→DoomWeapon→BFG10K
The most powerful weapon in the Skulltag arsenal, the BFG10k is essentially a rapid-fire, hitscan weapon with a massive blast radius. For this reason, it's usually very hard to actually get your hands on it.
DECORATE definition
ACTOR BFG10K : DoomWeapon 5013 { SpawnID 165 Radius 20 Height 20 Weapon.Selectionorder 2800 Weapon.AmmoUse 5 Weapon.AmmoGive 40 Weapon.AmmoType "Cell" Weapon.Kickback 100 Weapon.SlotNumber 7 // This line isn't in skulltag.pk3, which instead defines the slot directly in DoomPlayer Inventory.Pickupmessage "$PICKUP_BFG10K" // "You got the BFG10000! Hell, yes!" +WEAPON.NOAUTOFIRE +WEAPON.NOLMS States { Spawn: BFG2 A -1 Stop Ready: BG2G A 0 A_PlaySound ("weapons/bfg10kidle") BG2G A 1 A_WeaponReady BG2G A 1 A_WeaponReady BG2G A 1 A_WeaponReady BG2G B 1 A_WeaponReady BG2G B 1 A_WeaponReady BG2G B 1 A_WeaponReady BG2G C 1 A_WeaponReady BG2G C 1 A_WeaponReady BG2G C 1 A_WeaponReady BG2G D 1 A_WeaponReady BG2G D 1 A_WeaponReady BG2G D 1 A_WeaponReady Loop Deselect: BG2G E 1 A_Lower Loop Select: BG2G E 1 A_Raise Loop Fire: BG2G E 20 A_PlaySound ("weapons/bfg10kf") BG2G F 4 BG2G G 1 BG2G H 1 BG2G I 1 BG2G J 1 Goto Hold Hold: BG2G K 2 A_GunFlash BG2G L 2 A_FireBullets(0,0,1,0,"BFG10kShot") BG2G M 2 BG2G N 0 A_ReFire BG2G O 35 A_PlaySound ("weapons/bfg10kcool") Goto Ready Flash: TNT1 A 2 Bright A_Light1 TNT1 A 3 Bright Goto LightDone Stop } }