Skulltaaaag

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stCacolantern

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

FrameIndex bos3 A 0 2 FrameIndex bos3 A 1 2 FrameIndex bos3 A 2 2


}
Model stBelphegor
{
Path "Models\Monsters\BaronOfHell"
Skin 0 "Baron_SKINnew.png"
Skin 1 "Baron_h0new.png"
Skin 2 "Flame_Green_1.png"
Model 0 "bruiser_body.md2"
Model 1 "bruiser_head.md2"
Model 2 "Bruiser_Flame.md2"
Scale 0.5 0.5 0.5

FrameIndex bos3 B 0 4 FrameIndex bos3 B 1 4 FrameIndex bos3 B 2 4


}
Model stBelphegor
{
Path "Models\Monsters\BaronOfHell"
Skin 0 "Baron_SKINnew.png"
Skin 1 "Baron_h0new.png"
Skin 2 "Flame_Green_2.png"
Model 0 "bruiser_body.md2"
Model 1 "bruiser_head.md2"
Model 2 "Bruiser_Flame.md2"
Scale 0.5 0.5 0.5

FrameIndex bos3 C 0 6 FrameIndex bos3 C 1 6 FrameIndex bos3 C 2 6


}
Model stBelphegor
{
Path "Models\Monsters\BaronOfHell"
Skin 0 "Baron_SKINnew.png"
Skin 1 "Baron_h0new.png"
Skin 2 "Flame_Green_3.png"
Model 0 "bruiser_body.md2"
Model 1 "bruiser_head.md2"
Model 2 "Bruiser_Flame.md2"
Scale 0.5 0.5 0.5

FrameIndex bos3 D 0 8 FrameIndex bos3 D 1 8 FrameIndex bos3 D 2 8


}
Model stBelphegor
{
Path "Models\Monsters\BaronOfHell"
Skin 0 "Baron_SKINnew.png"
Skin 1 "Baron_h0new.png"
Skin 2 "Flame_Green_4.png"
Model 0 "bruiser_body.md2"
Model 1 "bruiser_head.md2"
Model 2 "Bruiser_Flame.md2"
Scale 0.5 0.5 0.5

FrameIndex bos3 E 0 13 FrameIndex bos3 E 1 13 FrameIndex bos3 E 2 13


}
Model stBelphegor
{
Path "Models\Monsters\BaronOfHell"
Skin 0 "Baron_SKINnew.png"
Skin 1 "Baron_h0new.png"
Skin 2 "Flame_Green_5.png"
Model 0 "bruiser_body.md2"
Model 1 "bruiser_head.md2"
Model 2 "Bruiser_Flame.md2"
Scale 0.5 0.5 0.5

FrameIndex bos3 F 0 14 FrameIndex bos3 F 1 14 FrameIndex bos3 F 2 14


}
Model stBelphegor
{
Path "Models\Monsters\BaronOfHell"
Skin 0 "Baron_SKINnew.png"
Skin 1 "Baron_h0new.png"
Skin 2 "Flame_Green_6.png"
Model 0 "bruiser_body.md2"
Model 1 "bruiser_head.md2"
Model 2 "Bruiser_Flame.md2"
Scale 0.5 0.5 0.5

FrameIndex bos3 G 0 15 FrameIndex bos3 G 1 15 FrameIndex bos3 G 2 15


}
Model stBelphegor
{
Path "Models\Monsters\BaronOfHell"
Skin 0 "Baron_SKINnew.png"
Skin 1 "Baron_h0new.png"
Skin 2 "Flame_Green_7.png"
Model 0 "bruiser_body.md2"
Model 1 "bruiser_head.md2"
Model 2 "Bruiser_Flame.md2"
Scale 0.5 0.5 0.5

FrameIndex bos3 H 0 18 FrameIndex bos3 H 1 18 FrameIndex bos3 H 2 18


}

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

FrameIndex gpos A 0 0 FrameIndex gpos A 1 0 FrameIndex gpos A 2 0


FrameIndex gpos B 0 2 FrameIndex gpos B 1 2 FrameIndex gpos B 2 2
FrameIndex gpos C 0 4 FrameIndex gpos C 1 4 FrameIndex gpos C 2 4
FrameIndex gpos D 0 6 FrameIndex gpos D 1 6 FrameIndex gpos D 2 6
FrameIndex gpos E 0 9 FrameIndex gpos E 1 9 FrameIndex gpos E 2 9

FrameIndex gpos G 0 54 FrameIndex gpos G 1 22 FrameIndex gpos G 2


11
FrameIndex gpos H 0 54 FrameIndex gpos H 1 22 FrameIndex gpos H 2
11

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

FrameIndex gpos F 0 10 FrameIndex gpos F 1 10 FrameIndex gpos F 2


10

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

FrameIndex gpos H 0 54 FrameIndex gpos H 1 22


FrameIndex gpos I 0 58 FrameIndex gpos I 1 26
FrameIndex gpos J 0 60 FrameIndex gpos J 1 28
FrameIndex gpos K 0 62 FrameIndex gpos K 1 30
FrameIndex gpos L 0 64 FrameIndex gpos L 1 32
}

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
}

---------------'

ACTOR stBelphegorBall : BaronBall { Speed 20 }

ACTOR stDarkImpBall : DoomImpBall


{
Game Doom
SpawnID 218
Speed 20
Damage 3
States
{
Spawn:
BAL4 AB 4 Bright
Loop
Death:
BAL4 CDE 6 Bright
Stop
}
}

wand_missile.png

ACTOR stHectShot : FatShot


{
Speed 22
Damage 12
States
{
Spawn:
HECF AB 4 Bright
Loop
Death:
HECF C 8 Bright
HECF D 6 Bright
HECF E 4 Bright
Stop
}
}

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
}
}

ACTOR stCacolantern : Cacodemon 5006


{
SpawnID 159
Health 800
Obituary "%o was smitten by a cacolantern."
HitObituary "%o got too close to a cacolantern."
States
{
Spawn:
HED2 A 10 A_Look
Loop
See:
HED2 A 3 A_Chase
Loop
Pain:
HED2 E 3
HED2 E 3 A_Pain
HED2 F 6
Goto See
Missile:
HED2 BC 5 A_FaceTarget
HED2 D 5 Bright A_BasicAttack (8, "None", "stCacolanternBall", 32)
Goto See
Death:
HED2 G 8 A_NoBlocking
HED2 H 8 A_Scream
HED2 IJK 8
HED2 L -1 A_SetFloorClip
Stop
Raise:
HED2 L 8 A_UnsetFloorClip
HED2 KJIHG 8
Goto See
}
}

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