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Skulltaaaag
Skulltaaaag
Skulltaaaag
stCacolantern2
stAbaddon
stBloodDemon
stDarkImp
stSuperShotgunGuy
stBelphegor
stHectebus
Model stHectebus
{
Path "Models\Monsters\Fatso"
Skin 0 "Mancb.png"
Model 0 "MANC.md2"
Scale 1.25 1.25 1.25
FrameIndex hect A 0 0
FrameIndex hect B 0 1
FrameIndex hect C 0 2
FrameIndex hect D 0 3
FrameIndex hect E 0 4
FrameIndex hect F 0 5
FrameIndex hect G 0 6
FrameIndex hect J 0 9
}
Model stHectebus
{
Path "Models\Monsters\Fatso"
Skin 0 "MancFireb.png"
Model 0 "Manc.md2"
Scale 1.25 1.25 1.25
FrameIndex hect H 0 7
Model stHectebus
{
Path "Models\Monsters\Fatso"
Skin 0 "MancFire2b.png"
Model 0 "Manc.md2"
Scale 1.25 1.25 1.25
FrameIndex hect I 0 8
}
Model stHectebus
{
Path "Models\Monsters\Fatso"
Skin 0 "mancDIE0b.png"
Skin 1 "Mancb.png"
Model 0 "Mancdeath_2.md2"
Model 1 "Mancdeath_2_guns.md2"
Scale 1.25 1.25 1.25
FrameIndex hect K 0 4 FrameIndex hect K 1 4
FrameIndex hect L 0 5 FrameIndex hect L 1 5
FrameIndex hect M 0 6 FrameIndex hect M 1 6
}
Model stHectebus
{
Path "Models\Monsters\Fatso"
Skin 0 "mancDIE0b.png"
Skin 1 "Mancb.png"
Model 0 "Mancdeath_2.md2"
Model 1 "Mancdeath_2_guns.md2"
Scale 1.25 1.25 1.25
NOINTERPOLATION
FrameIndex hect N 0 7 FrameIndex hect N 1 7
}
Model stHectebus
{
Path "Models\Monsters\Fatso"
Skin 0 "mancDIE2b.png"
Skin 1 "Mancb.png"
Model 0 "Mancdeath_4.md2"
Model 1 "Mancdeath_4_guns.md2"
Scale 1.25 1.25 1.25
FrameIndex hect O 0 0
FrameIndex hect P 0 1
FrameIndex hect Q 0 2
FrameIndex hect R 0 4
FrameIndex hect S 0 5
FrameIndex hect T 0 6
}
Model stBelphegor
{
Path "Models\Monsters\BaronOfHell"
Skin 0 "Baron_SKINnew.png"
Skin 1 "Baron_h0new.png"
Skin 2 "Flame_Green_0.png"
Model 0 "bruiser_body.md2"
Model 1 "bruiser_head.md2"
Model 2 "Bruiser_Flame.md2"
Scale 0.5 0.5 0.5
Model stBelphegor
{
Path "Models\Monsters\BaronOfHell"
Skin 1 "Deathnew.png"
Model 1 "BaronOfHell_Death.md2"
Scale 0.5 0.5 0.5
FrameIndex bos3 I 1 0
FrameIndex bos3 J 1 1
FrameIndex bos3 K 1 2
FrameIndex bos3 L 1 3
FrameIndex bos3 M 1 4
FrameIndex bos3 N 1 5
FrameIndex bos3 O 1 6
}
Model stSuperShotgunGuy
{
Path "Models\Monsters\Soldiers"
Skin 0 "possesed-fire7.png"
Skin 1 "h_poss4.png"
Skin 2 "cv_shotgun.png"
Model 0 "doom_body.md2"
Model 1 "head_fodder.md2"
Model 2 "weapon_shotty.md2"
Scale 0.9 0.9 0.9
Model stSuperShotgunGuy
{
Path "Models\Monsters\Soldiers"
Skin 0 "possesed7.png"
Skin 1 "h_poss4.png"
Skin 2 "cv_shotgun.png"
Model 0 "doom_body.md2"
Model 1 "head_fodder.md2"
Model 2 "weapon_shotty.md2"
Scale 0.9 0.9 0.9
Model stSuperShotgunGuy
{
Path "Models\Monsters\Soldiers"
Skin 0 "possesed7.png"
Skin 1 "h_poss4.png"
Model 0 "doom_body.md2"
Model 1 "head_fodder.md2"
Skin 2 "GIBS.png"
Model 2 "GIBS.md2"
Scale 0.9 0.9 0.9
Model stSuperShotgunGuy
{
Path "Models\Monsters\Soldiers"
Skin 0 "GIBS.png"
Model 0 "GIBS.md2"
Scale 1.1 1.1 1.1
FrameIndex gpos M 2 0
FrameIndex gpos N 2 2
FrameIndex gpos O 2 4
FrameIndex gpos P 2 6
FrameIndex gpos Q 2 8
FrameIndex gpos R 2 8
FrameIndex gpos S 2 8
FrameIndex gpos T 2 8
FrameIndex gpos U 2 8
}
Model stHectShot
{
Path "Models\Projectiles\Mancubus-FireBall"
Model 0 "FireBall.dmd"
Skin 0 "Fire1A.png"
Scale 1.0 1.0 1.2
PitchFromMomentum
Rotating
Rotation-Speed 20
Rotation-Vector -1 0 0
FrameIndex hec A 0 0
}
Model stHectShot
{
Path "Models\Projectiles\Mancubus-FireBall"
Model 0 "FireBall.dmd"
Skin 0 "Fire1B.png"
Scale 1.0 1.0 1.2
PitchFromMomentum
Rotating
Rotation-Speed 20
Rotation-Vector -1 0 0
FrameIndex hecf B 0 1
}
Model stHectShot
{
Path "Models\Projectiles\Explosions"
Model 0 "Explosion.md2"
Skin 0 "Expl_red_i4.png"
Scale 1.0 1.0 1.0
FrameIndex hecf B 0 0
}
Model stHectShot
{
Path "Models\Projectiles\Explosions"
Model 0 "Explosion.md2"
Skin 0 "Expl_red_i5.png"
Scale 1.0 1.0 1.0
FrameIndex hecf C 0 3
}
Model stHectShot
{
Path "Models\Projectiles\Explosions"
Model 0 "Explosion.md2"
Skin 0 "Expl_red_i6.png"
Scale 1.0 1.0 1.0
FrameIndex hecf D 0 6
}
---------------'
wand_missile.png
ACTOR stCacolanternBall
{
SpawnID 219
Radius 6
Height 8
Speed 20
Damage 5
Projectile
+RANDOMIZE
RenderStyle Add
SeeSound "caco/attack"
DeathSound "caco/shotx"
States
{
Spawn:
BAL8 AB 4 Bright
Loop
Death:
BAL8 CDE 6 Bright
Stop
}
}
ACTOR stAbaddonBall
{
SpawnID 221
Radius 6
Height 8
Speed 20
Damage 10
Projectile
+RANDOMIZE
RenderStyle Add
SeeSound "caco/attack"
DeathSound "caco/shotx"
States
{
Spawn:
BAL3 AB 4 Bright
Loop
Death:
BAL3 CDE 6 Bright
Stop
}
}