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TrueLeek

Gore problems

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Hi! I am trying to make a gore system for my wad but i cant seem to get it working. So if anyone knows whats wrong with the code the please tell me what it is.

 

Spoiler

Actor DebrisGeneral
{
+MISSILE
+NOGRAVITY
+DROPOFF
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTDMATCH
+GHOST
+CLIENTSIDEONLY
radius 1
height 1
mass 1
damage 0
}


Actor GibsGeneral
{
+MISSILE
+NOGRAVITY
+DROPOFF
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTDMATCH
+CLIENTSIDEONLY
+GHOST
radius 1
height 1
mass 1
damage 0
}

Actor BloodPuff
{
    Radius 1
    Height 1
    Alpha 0.5
    Scale 4.4
    Gravity 0.01
    Speed 0.2
    +FLOAT
    +FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
    +Missile
    States:
    {
    Spawn:
        BLOD A 1
        Goto Death
    Death:
        BLOD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut (0.01)
    Stop
    }
}

Actor GreenBloodJuice : BloodPuff
{
translation "168:191=112:127","16:47=120:127"
}

Actor BlueBloodJuice : BloodPuff
{
translation "168:191=192:207","16:47=240:247"
}

ACTOR BloodDrop
{
  Radius 1
  Height 1
  speed 1
  +FORCEXYBILLBOARD
  +FLOORCLIP
  +CLIENTSIDEONLY
  +DONTSPLASH
  +NOBLOCKMONST
  +CORPSE
  -SOLID    
  +NoBlockMap
  +MoveWithSector
  Mass 500
  states
  {
     spawn:
        TNT1 A 0
        TNT1 A 0 Thing_ChangeTid(0,386) 
        BLOD ABCDEF 1 A_FadeOut(0.01)
        wait
    death:
        TNT1 A 0
        TNT1 A 0 A_Scream
        TNT1 A 1 A_ChangeFlag("CORPSE",1)
        wait
  Crash:
  BLD2 CDEFG 2
    TNT1 A 0 A_JumpIf(waterlevel == 3,"splash")
        TNT1 A 0 A_ChangeFlag("NOBLOCKMAP",0)
        TNT1 A 0 A_Jump(128,2,3,4)
  TNT1 A 0 A_Jump(64,4)
  TNT1 A 0 A_Jump(128,4)
  TNT1 A 0 A_Jump(192,4)
  TNT1 A 0 A_Jump(255,4)
  BSPT A 150
  stop
  BSPT B 150
  stop
  BSPT C 150
  stop
  BSPT D 150
  stop
  Splash:
    TNT1 A 0
    stop
  }
}

actor CacoBloodDrop : BloodDrop
{
translation "168:191=192:207","16:47=240:247"
decal CacoBloodSplat
}

Actor BaronBloodDrop : BloodDrop
{
translation "168:191=112:127","16:47=120:127"
decal BaronBloodSplat
}

Actor SpectreBloodDrop : BloodDrop
{
renderstyle OptFuzzy
alpha 0.2
decal SpectreBloodSplat
states
    {
    spawn:
        TNT1 A 0
        TNT1 A 0
        BLOD ABCDEF 1
        BLOD F 1 A_FadeOut(0.005)
        wait
    }
}

Actor Armageddon_Blood Replaces Blood
{
    -NOGRAVITY
    +NOCLIP
    radius 16
    height 16
    gravity 0.5
    +CLIENTSIDEONLY
    +FORCEXYBILLBOARD
    States:
    {
    Spawn:
        TNT1 A 0 A_JumpIf(waterlevel == 3,"splash")
        TNT1 0 A_SpawnProjectile ("BloodPuff",Random(2,4),0,Random(-160,200),2,Random(5,80))
        TNT1 A 0 A_SpawnProjectile("BloodDrop",random(2,4),0,random(-160,200),2,random(5,80))
        TNT1 A 0 A_SpawnProjectile("BloodDrop",random(2,4),0,random(-160,200),2,random(5,80))
        BLOD ABCD 2
    Stop
    Splash:
        TNT1 A 0 A_SpawnProjectile("BloodPuff",random(2,4),0,random(-160,200),2,random(5,80))
        TNT1 A 0 A_SpawnProjectile("BloodPuff",random(2,4),0,random(-160,200),2,random(5,80))
        Stop
    }
}

Actor BlueBlood : Armageddon_Blood
{
translation "168:191=192:207","16:47=240:247"
states
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 Thing_ChangeTid(0,386)
        TNT1 A 0
        TNT1 A 0 A_SpawnProjectile("BlueBloodJuice",random(-8,8),0,random(-160,200),2,random(5,80))
        TNT1 A 0 A_SpawnProjectile("CacoBloodDrop",random(-8,8),0,random(-160,200),2,random(5,80))
        TNT1 A 0 A_SpawnProjectile("CacoBloodDrop",random(-8,8),0,random(-160,200),2,random(5,80))
        BLOD ABCD 2
        stop
    }
}

Actor GreenBlood : Armageddon_Blood
{
translation "168:191=112:127","16:47=120:127"
states
    {
    Spawn:
        TNT1 A 0 A_SpawnProjectile("GreenBloodJuice",random(0,8),0,random(-160,200),2,random(5,80))
        TNT1 A 0 A_SpawnProjectile("BaronBloodDrop",random(4,8),0,random(-160,200),2,random(5,80))
        TNT1 A 0 A_SpawnProjectile("BaronBloodDrop",random(4,8),0,random(-160,200),2,random(5,80))
        BLOD ABCD 2
        stop
    }
}

Actor SpectreBloodSpatter : Armageddon_Blood
{
renderstyle OptFuzzy
alpha 0.2
states
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 Thing_ChangeTid(0,386)
        TNT1 A 0
        TNT1 A 0 A_SpawnProjectile("SpectreBloodDrop",random(4,8),0,random(-160,200),2,random(5,80))
        TNT1 A 0 A_SpawnProjectile("SpectreBloodDrop",random(4,8),0,random(-160,200),2,random(5,80))
        TNT1 A 1 A_SpawnProjectile("SpectreBloodDrop",random(4,8),0,random(-160,200),2,random(5,80))
        BLOD ABCD 2
        stop
    }
}

ACTOR XDeathArm1
{
    Radius 8
    Height 8
    Scale 0.8
    Speed 12
    Mass 1
    Decal BloodSuper
    BounceFactor 0.5
    +DOOMBOUNCE
    +MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +CLIENTSIDEONLY
    States
    {
    Spawn:
        XARMA ABCDEFG I 12 A_SpawnProjectile("BloodTrail",0,0,180,2)
        Loop
    Death:
        XDT5 I -1
        Stop
    }
}

Actor BloodTrail
{
-NOGRAVITY
+NOCLIP
radius 16
height 16
gravity 0.5
Scale 1.5
+FORCEXYBILLBOARD
states
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 Thing_ChangeTid(0,386)
        TNT1 A 0 A_SpawnProjectile("BloodPuff",random(0,8),0,random(-160,200),2,random(5,80))
        BLOD ABCD 2
        stop
    }
}

 

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