Página 50 de 188
Enviado: Seg Jun 29, 2009 4:43 pm
por Mathey Bu
Pedro Vc escreveu:LOL
Tava pensando que você queria os cheats
Tenta abrir o .pk3 do zdoom, talvez você encontre.
bem o do gzdoom e skulltag so tem 3 monstros e nenhuma arma O.o
to no notebook e nao posso baixar o zdoom.pk3, vc poderia ver p/mn?
Enviado: Seg Jun 29, 2009 4:49 pm
por Pedro Vc
ACTOR CWeapFlame : ClericWeapon 8009
{
Game Hexen
+NOGRAVITY
Weapon.SelectionOrder 1000
Weapon.AmmoUse 4
Weapon.AmmoGive 25
Weapon.KickBack 150
Weapon.YAdjust 10
Weapon.AmmoType1 "Mana2"
Inventory.PickupMessage "$TXT_WEAPON_C3"
action native A_CFlameAttack();
States
{
Spawn:
WCFM ABCDEFGH 4 Bright
Loop
Select:
CFLM A 1 A_Raise
Loop
Deselect:
CFLM A 1 A_Lower
Loop
Ready:
CFLM AAAABBBBCCCC 1 A_WeaponReady
Loop
Fire:
CFLM A 2 Offset (0, 40)
CFLM D 2 Offset (0, 50)
CFLM D 2 Offset (0, 36)
CFLM E 4 Bright
CFLM F 4 Bright A_CFlameAttack
CFLM E 4 Bright
CFLM G 2 Offset (0, 40)
CFLM G 2
Goto Ready
}
}
// Floor Flame --------------------------------------------------------------
ACTOR CFlameFloor
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle Add
States
{
Spawn:
CFFX N 5 Bright
CFFX O 4 Bright
CFFX P 3 Bright
Stop
}
}
// Flame Puff ---------------------------------------------------------------
ACTOR FlamePuff
{
Radius 1
Height 1
+NOBLOCKMAP +NOGRAVITY
RenderStyle Add
SeeSound "ClericFlameExplode"
AttackSound "ClericFlameExplode"
States
{
Spawn:
CFFX ABC 3 Bright
CFFX D 4 Bright
CFFX E 3 Bright
CFFX F 4 Bright
CFFX G 3 Bright
CFFX H 4 Bright
CFFX I 3 Bright
CFFX J 4 Bright
CFFX K 3 Bright
CFFX L 4 Bright
CFFX M 3 Bright
Stop
}
}
// Flame Puff 2 -------------------------------------------------------------
ACTOR FlamePuff2 : FlamePuff
{
States
{
Spawn:
CFFX ABC 3 Bright
CFFX D 4 Bright
CFFX E 3 Bright
CFFX F 4 Bright
CFFX G 3 Bright
CFFX H 4 Bright
CFFX IC 3 Bright
CFFX D 4 Bright
CFFX E 3 Bright
CFFX F 4 Bright
CFFX G 3 Bright
CFFX H 4 Bright
CFFX I 3 Bright
CFFX J 4 Bright
CFFX K 3 Bright
CFFX L 4 Bright
CFFX M 3 Bright
Stop
}
}
// Circle Flame -------------------------------------------------------------
ACTOR CircleFlame
{
Radius 6
Damage 2
DamageType "Fire"
Projectile
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle Add
DeathSound "ClericFlameCircle"
action native A_CFlameRotate();
States
{
Spawn:
CFCF A 4 Bright
CFCF B 2 Bright A_CFlameRotate
CFCF C 2 Bright
CFCF D 1 Bright
CFCF E 2 Bright
CFCF F 2 Bright A_CFlameRotate
CFCF G 1 Bright
CFCF HI 2 Bright
CFCF J 1 Bright A_CFlameRotate
CFCF K 2 Bright
CFCF LM 3 Bright
CFCF N 2 Bright A_CFlameRotate
CFCF O 3 Bright
CFCF P 2 Bright
Stop
Death:
CFCF QR 3 Bright
CFCF S 3 Bright A_Explode(20, 20, 0)
CFCF TUVWXYZ 3 Bright
Stop
}
}
// Flame Missile ------------------------------------------------------------
ACTOR CFlameMissile : FastProjectile native
{
Speed 200
Radius 14
Height 8
Damage 8
DamageType "Fire"
+INVISIBLE
RenderStyle Add
action native A_CFlamePuff();
action native A_CFlameMissile();
States
{
Spawn:
CFFX A 4 Bright
CFFX A 1 A_CFlamePuff
Goto Death + 1
Death:
CFFX A 1 Bright A_CFlameMissile
CFFX ABC 3 Bright
CFFX D 4 Bright
CFFX E 3 Bright
CFFX F 4 Bright
CFFX G 3 Bright
CFFX H 4 Bright
CFFX I 3 Bright
CFFX J 4 Bright
CFFX K 3 Bright
CFFX L 4 Bright
CFFX M 3 Bright
Stop
}
}
// Cleric Weapon Piece ------------------------------------------------------
ACTOR ClericWeaponPiece : WeaponPiece native
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "$TXT_WRAITHVERGE_PIECE"
WeaponPiece.Weapon CWeapWraithverge
+FLOATBOB
}
// Cleric Weapon Piece 1 ----------------------------------------------------
ACTOR CWeaponPiece1 : ClericWeaponPiece 18
{
Game Hexen
SpawnID 33
WeaponPiece.Number 1
States
{
Spawn:
WCH1 A -1
Stop
}
}
// Cleric Weapon Piece 2 ----------------------------------------------------
ACTOR CWeaponPiece2 : ClericWeaponPiece 19
{
Game Hexen
SpawnID 34
WeaponPiece.Number 2
States
{
Spawn:
WCH2 A -1
Stop
}
}
// Cleric Weapon Piece 3 ----------------------------------------------------
ACTOR CWeaponPiece3 : ClericWeaponPiece 20
{
Game Hexen
SpawnID 35
WeaponPiece.Number 3
States
{
Spawn:
WCH3 A -1
Stop
}
}
// Wraithverge Drop ---------------------------------------------------------
ACTOR WraithvergeDrop
{
States
{
Spawn:
TNT1 A 1
TNT1 A 1 A_DropWeaponPieces("CWeaponPiece1", "CWeaponPiece2", "CWeaponPiece3")
Stop
}
}
// Cleric's Wraithverge (Holy Symbol?) --------------------------------------
ACTOR CWeapWraithverge : ClericWeapon native
{
Game Hexen
Health 3
Weapon.SelectionOrder 3000
+WEAPON.PRIMARY_USES_BOTH
+Inventory.NoAttenPickupSound
Weapon.AmmoUse1 18
Weapon.AmmoUse2 18
Weapon.AmmoGive1 20
Weapon.AmmoGive2 20
Weapon.KickBack 150
Weapon.AmmoType1 "Mana1"
Weapon.AmmoType2 "Mana2"
Inventory.PickupMessage "$TXT_WEAPON_C4"
Inventory.PickupSound "WeaponBuild"
action native A_CHolyAttack();
action native A_CHolyPalette();
States
{
Spawn:
TNT1 A -1
Stop
Ready:
CHLY A 1 A_WeaponReady
Loop
Select:
CHLY A 1 A_Raise
Loop
Deselect:
CHLY A 1 A_Lower
Loop
Fire:
CHLY AB 1 Bright Offset (0, 40)
CHLY CD 2 Bright Offset (0, 43)
CHLY E 2 Bright Offset (0, 45)
CHLY F 6 Bright Offset (0, 48) A_CHolyAttack
CHLY GG 2 Bright Offset (0, 40) A_CHolyPalette
CHLY G 2 Offset (0, 36) A_CHolyPalette
Goto Ready
}
}
// Holy Missile -------------------------------------------------------------
ACTOR HolyMissile
{
Speed 30
Radius 15
Height 8
Damage 4
Projectile
-ACTIVATEIMPACT -ACTIVATEPCROSS
+EXTREMEDEATH
action native A_CHolyAttack2();
States
{
Spawn:
SPIR PPPP 3 Bright A_SpawnItemEx("HolyMissilePuff")
Death:
SPIR P 1 Bright A_CHolyAttack2
Stop
}
}
// Holy Missile Puff --------------------------------------------------------
ACTOR HolyMissilePuff
{
Radius 4
Height 8
+NOBLOCKMAP +NOGRAVITY +DROPOFF
+NOTELEPORT
RenderStyle "Translucent"
Alpha 0.4
States
{
Spawn:
SPIR QRSTU 3
Stop
}
}
// Holy Puff ----------------------------------------------------------------
ACTOR HolyPuff
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle Translucent
Alpha 0.6
States
{
Spawn:
SPIR KLMNO 3
Stop
}
}
// Holy Spirit --------------------------------------------------------------
ACTOR HolySpirit native
{
Health 105
Speed 12
Radius 10
Height 6
Damage 3
Projectile
+RIPPER +SEEKERMISSILE
+FOILINVUL +SKYEXPLODE +NOEXPLODEFLOOR +CANBLAST
+EXTREMEDEATH
RenderStyle Translucent
Alpha 0.4
DeathSound "SpiritDie"
action native A_CHolySeek();
action native A_CHolyCheckScream();
States
{
Spawn:
SPIR AAB 2 A_CHolySeek
SPIR B 2 A_CHolyCheckScream
Loop
Death:
SPIR D 4
SPIR E 4 A_Scream
SPIR FGHI 4
Stop
}
}
// Holy Tail ----------------------------------------------------------------
ACTOR HolyTail
{
Radius 1
Height 1
+NOBLOCKMAP +NOGRAVITY +DROPOFF +NOCLIP
+NOTELEPORT
RenderStyle Translucent
Alpha 0.6
action native A_CHolyTail();
States
{
Spawn:
SPIR C 1 A_CHolyTail
Loop
TailTrail:
SPIR D -1
Stop
}
}
// Holy Tail Trail ---------------------------------------------------------
ACTOR HolyTailTrail : HolyTail
{
States
{
Spawn:
Goto TailTrail
}
}
// The Cleric's Mace --------------------------------------------------------
ACTOR CWeapMace : ClericWeapon
{
Game Hexen
Weapon.SelectionOrder 3500
Weapon.KickBack 150
Weapon.YAdjust -8
+BLOODSPLATTER
action native A_CMaceAttack();
States
{
Select:
CMCE A 1 A_Raise
Loop
Deselect:
CMCE A 1 A_Lower
Loop
Ready:
CMCE A 1 A_WeaponReady
Loop
Fire:
CMCE B 2 Offset (60, 20)
CMCE B 1 Offset (30, 33)
CMCE B 2 Offset (8, 45)
CMCE C 1 Offset (8, 45)
CMCE D 1 Offset (8, 45)
CMCE E 1 Offset (8, 45)
CMCE E 1 Offset (-11, 58) A_CMaceAttack
CMCE F 1 Offset (8, 45)
CMCE F 2 Offset (-8, 74)
CMCE F 1 Offset (-20, 96)
CMCE F 8 Offset (-33, 160)
CMCE A 2 Offset (8, 75) A_ReFire
CMCE A 1 Offset (8, 65)
CMCE A 2 Offset (8, 60)
CMCE A 1 Offset (8, 55)
CMCE A 2 Offset (8, 50)
CMCE A 1 Offset (8, 45)
Goto Ready
}
}
// The Cleric's Serpent Staff -----------------------------------------------
ACTOR CWeapStaff : ClericWeapon 10
{
Game Hexen
SpawnID 32
Weapon.SelectionOrder 1600
Weapon.AmmoUse1 1
Weapon.AmmoGive1 25
Weapon.KickBack 150
Weapon.YAdjust 10
Weapon.AmmoType1 "Mana1"
Inventory.PickupMessage "$TXT_WEAPON_C2"
action native A_CStaffInitBlink();
action native A_CStaffCheckBlink();
action native A_CStaffCheck();
action native A_CStaffAttack();
States
{
Spawn:
WCSS A -1
Stop
Select:
CSSF C 1 A_Raise
Loop
Deselect:
CSSF B 3
CSSF C 4
CSSF C 1 A_Lower
Wait
Ready:
CSSF C 4
CSSF B 3 A_CStaffInitBlink
CSSF AAAAAAA 1 A_WeaponReady
CSSF A 1 A_CStaffCheckBlink
Goto Ready + 2
Fire:
CSSF A 1 Offset (0, 45) A_CStaffCheck
CSSF J 1 Offset (0, 50) A_CStaffAttack
CSSF J 2 Offset (0, 50)
CSSF J 2 Offset (0, 45)
CSSF A 2 Offset (0, 40)
CSSF A 2 Offset (0, 36)
Goto Ready + 2
Blink:
CSSF BBBCCCCCBBB 1 A_WeaponReady
Goto Ready + 2
Drain:
CSSF K 10 Offset (0, 36)
Goto Ready + 2
}
}
// Serpent Staff Missile ----------------------------------------------------
ACTOR CStaffMissile native
{
Speed 22
Radius 12
Height 10
Damage 5
RenderStyle Add
Projectile
DeathSound "ClericCStaffExplode"
States
{
Spawn:
CSSF DDEE 1 Bright A_CStaffMissileSlither
Loop
Death:
CSSF FG 4 Bright
CSSF HI 3 Bright
Stop
}
}
// Serpent Staff Puff -------------------------------------------------------
ACTOR CStaffPuff
{
+NOBLOCKMAP +NOGRAVITY
+PUFFONACTORS
RenderStyle Translucent
Alpha 0.6
SeeSound "ClericCStaffHitThing"
States
{
Spawn:
FHFX STUVW 4
Stop
}
}
Ta aí as do clérigo, se tu precisar do resto diz.
Enviado: Seg Jun 29, 2009 4:53 pm
por Z-Man
Como os SPOILERS fazem falta

Enviado: Seg Jun 29, 2009 4:55 pm
por Mathey Bu
[quote="Pedro Vc]Ta aí as do clérigo, se tu precisar do resto diz.[/quote]
tava precisando da primeira arma do mage
c achou isso no zdoom.pk3?
qual sua versão do zdoom?
Enviado: Seg Jun 29, 2009 5:09 pm
por [DBR]Fantasma
Mas eu juro que ele usa SS...
Até ele confirmou
PS: Sim, foi uma piada

Enviado: Seg Jun 29, 2009 5:10 pm
por [DBR]Fantasma
A primeira arma do Mage é o FIST!
TENHO CERTEZA

Enviado: Seg Jun 29, 2009 5:14 pm
por Pedro Vc
// The Mage's Wand ----------------------------------------------------------
ACTOR MWeapWand : MageWeapon
{
Game Hexen
Weapon.SelectionOrder 3600
Weapon.KickBack 0
Weapon.YAdjust 9
States
{
Select:
MWND A 1 A_Raise
Loop
Deselect:
MWND A 1 A_Lower
Loop
Ready:
MWND A 1 A_WeaponReady
Loop
Fire:
MWND A 6
MWND B 6 Bright Offset (0, 48) A_FireCustomMissile ("MageWandMissile")
MWND A 3 Offset (0, 40)
MWND A 3 Offset (0, 36) A_ReFire
Goto Ready
}
}
// Wand Smoke ---------------------------------------------------------------
ACTOR MageWandSmoke
{
+NOBLOCKMAP +NOGRAVITY +SHADOW
+NOTELEPORT +CANNOTPUSH +NODAMAGETHRUST
RenderStyle Translucent
Alpha 0.6
States
{
Spawn:
MWND CDCD 4
Stop
}
}
// Wand Missile -------------------------------------------------------------
ACTOR MageWandMissile : FastProjectile native
{
Speed 184
Radius 12
Height 8
Damage 2
+RIPPER +CANNOTPUSH +NODAMAGETHRUST
+SPAWNSOUNDSOURCE
SeeSound "MageWandFire"
States
{
Spawn:
MWND CD 4 Bright
Loop
Death:
MWND E 4 Bright
MWND F 3 Bright
MWND G 4 Bright
MWND H 3 Bright
MWND I 4 Bright
Stop
}
}
Enviado: Seg Jun 29, 2009 5:19 pm
por Mathey Bu
vlw

Enviado: Qui Jul 02, 2009 12:51 am
por KitHenrique
Como eu faço votos no Skulltag para dar próximo level, kicka pessoas e etc.?
Enviado: Qui Jul 02, 2009 11:46 am
por Z-Man
Multiplayer -> "Call vote"
Ou comandos de console
Vote (x) (y)
(x) ~> Kick, Changemap, Map, Timelimit, fraglimit
(y) ~> Valor (Nome do player a ser kickado, Nome do mapa [Map01], Timelimit [30{mins}], FragLimit [20{frags}])