Raw model (for completeness)
{
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"sha1": "b541a4c62bb0e2004dc455bd03ba7cc81a227e9b",
"sha256": "b4750590fc6daa5d26560d43a24459cd0d31e912c87909e0ad3428bf8856bd97",
"filenames": [
"strifegv1b1.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2018-02-10 16:59:14",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
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},
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},
"added": "2018-02-10 16:59:14",
"file": {
"type": "PK3",
"size": 741532,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/b541a4c62bb0e2004dc455bd03ba7cc81a227e9b/b541a4c62bb0e2004dc455bd03ba7cc81a227e9b.pk3.gz",
"corrupt": false
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"content": {
"counts": {
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"text_files": [
{
"source": "pk3",
"name": "Actors/StrifeGuy.txt",
"contents": "Actor StrifeGuy : PlayerPawn\n{\n\tSpeed 1\n\tHealth 100\n\tMass 400\n\tPainChance 256\n\tPlayer.ColorRange 112,127\n\tPlayer.DisplayName \"Strife Guy\"\n\tPlayer.SoundClass \"Strife\"\n\tPlayer.ForwardMove 0.9\n\tPlayer.SideMove 0.9\n\tPlayer.StartItem \"Strife-Gun\", 1\n\tPlayer.StartItem \"StrifeAmmo\", 100\n\tPlayer.StartItem \"TemplarCharge\", 50\n\tPlayer.ScoreIcon \"STRIFEST\"\n\tDamageFactor \"Grenade\", 0.5\n\tLimitedToTeam 0\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\t\tGSOL A 0 ACS_ExecuteAlways(325,4)\n\t\tGSOL A 1 ACS_ExecuteAlways(320,0)\n\t\tGSOL A 0 ACS_ExecuteAlways(325,4)\n\t\tGSOL AAAAAAAAA 1 ACS_ExecuteAlways(320,0)\n\t\tGSOL A 0 ACS_ExecuteAlways(323,0)\n\t\tLoop\n\tSee:\n\t\tGSOL AAAA 1 ACS_ExecuteAlways(320,0)\n\t\tGSOL BBBB 1 ACS_ExecuteAlways(320,0)\n\t\tGSOL A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tGSOL CCCC 1 ACS_ExecuteAlways(320,0)\n\t\tGSOL DDDD 1 ACS_ExecuteAlways(320,0)\n\t\tGSOL A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tLoop\n\tPain.Choke:\n\t\tGSOL G 0 A_GiveToTarget(\"Health\",2)\n\tPain:\n\t\tGSOL G 4\n\t\tGSOL G 4 A_Pain\n\t\tGoto See\n\tPain.CreepStun:\n\t\tGSOL G 0 A_Pain\n\t\tGSOL G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tMissile:\n\t\tGSOL E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tGSOL F 6 bright\n\t\tGoto Missile\n\tDeath:\n\tDeathAnim:\n\t\tGSOL H 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tGSOL H 3\n GSOL I 3 A_PlayerScream\n GSOL J 3 A_NoBlocking\n GSOL KLMNOP 4\n GSOL Q -1\n\t\tStop\n\tDeath.SjasScream:\n\t\tGSOL A 0 A_GiveToTarget(\"KilledJ\",1)\n \t\tGoto DeathAnim\n\tDeath.Creeper:\n\t\tGSOL A 0 A_PlaySoundEx(\"CreeperAttack\",\"Body\")\n\t\tGSOL A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tGSOL A 0 ACS_ExecuteAlways(997,0)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tGSOL A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tGSOL A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.Choke:\n\t\tGSOL A 0 A_GiveToTarget(\"Health\",15)\n\tDeath.Jitter:\n\t\tGSOL G 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tGSOL G 0 A_GiveToTarget(\"Crunched\",1)\n\t\tGSOL G 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_BloodySkullStrife\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\t}\n}\n\nActor MorphedTemplar : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor EjectTemplar : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 0 A_TakeInventory(\"EjectTemplar\",999)\n\t\tTNT1 A 0 A_SpawnItemEx(\"EjectedTemplar\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(321,0)\n\t\tFail\n\t}\n}\n\nActor EjectedTemplar\n{\n\tRadius 16\n\tHeight 56\n\tSpeed 0\n\tScale 1.3\n\tDamage 0\n\tDamageType \"Grenade\"\n\tObituary \"%o tried to get into %k's power suit.\"\n\tPROJECTILE\n\t+RIPPER\n\t+NOBLOCKMAP\n\t+NOEXPLODEFLOOR\n\t-NOGRAVITY\n\t-SHOOTABLE\n\t-SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tROB2 A 70\n\t\tGoto Death\n\tDeath:\n\t\tROB2 A 1 bright\n\t\tNULL A 0 A_Explode(180,180,1)\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"CYBGIBBER\", 0, 0, 0, 0, 0, 0, 0, 161, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t}\n}\n\nActor Custom_BloodySkullStrife : Custom_BloodySkull\n{\n\tStates\n\t{\n\tSpawn:\n\t\tGSOL Z 0 ThrustThingZ (0, 45, 0, 1)\n\t\tGoto See\n\tSee:\n\t\tGSOL Z 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tGSOL Z 5 A_Custommissile(\"Blood\", -5,0,0)\n\t\tGSOL ZZZ 5\n\t\tGSOL ZZZZ 5\n\t\tLoop\n\tDeath:\n\t\tGSOL Z 0 A_Jump (16,4)\n\t\tGSOL Z 0 A_Jump (32,4)\n\t\tGSOL Z 0 A_Jump (64,4)\n\t\tGSOL Z 0 A_Jump (128,4)\n\t\tGSOL Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tGSOL Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tGSOL Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tGSOL Z -1 A_CheckPlayerDone\n\t}\n}\n\nActor Strife-Gun : Weapon\n{\n\tInventory.Icon \"STRFRIFL\"\n\tWeapon.SlotNumber 1\n\tWeapon.AmmoType2 \"StrifeAmmo\"\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoUse2 1\n\tObituary \"%k punished %o to death with the rifle.\"\n\t+WEAPON.DONTBOB\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tLoop\n\tSelect:\n\t\tSFGN AAAAAAAAAAAAAAAAAAA 0 A_Raise\n\t\tSFGN A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tSFGN AAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tSFGN A 1 A_Lower\n\t\tLoop\n\tReady:\n\t\tSFGN A 1 A_WeaponReady\n\t\tLoop\n\tFire:\n\t\tSFGN A 0 A_PlayWeaponSound(\"StrifeRifle\")\n\t\tSFGN B 3 bright A_FireBullets(6,6,1,random(2,4),\"BulletPuff2\")\n\t\tSFGN A 0 A_PlayWeaponSound(\"StrifeRifle\")\n\t\tSFGN C 3 bright A_FireBullets(6,6,1,random(2,4),\"BulletPuff2\")\n\t\tSFGN A 0 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tSFGN B 3 bright A_FireCustomMissile(\"StrifeMissile\",random(-1,1),1,12,3)\n\t\tSFGN C 3 bright A_FireCustomMissile(\"StrifeMissile\",random(-1,1),1,12,3)\n\t\tSFGN A 0 A_ReFire\n\t\tGoto Ready\n\t}\n}\n\nActor StrifeMissile\n{\n\tRadius 5\n\tHeight 5\n\tSpeed 30\n\tDamage (9)\n\tObituary \"%k punished %o to death with the rifle.\"\n\tSeeSound \"StrifeRifleShot2\"\n\tDeathSound \"StrifeRifleShot2\"\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tSHT2 AB 1 bright\n\t\tLoop\n\tDeath:\n\t\tSHT2 C 0\n\t\tSHT2 CDEF 3 bright A_Explode(3,30,1)\n\t\tStop\n\t}\n}\n\nActor StrifeAmmo : Ammo\n{\n\tInventory.Amount 100\n\tInventory.MaxAmount 100\n\tInventory.Icon \"STRFAMMO\"\n\tAmmo.BackPackAmount 100\n\tAmmo.BackPackMaxAmount 100\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tLoop\n\t}\n}\n\nActor Templar : PlayerPawn\n{\n\tSpeed 1\n\tHealth 200\n\tMass 1500\n\tPainChance 256\n\tScale 1.3\n\tBloodType \"BulletPuff\"\n\tPlayer.SoundClass \"Templar\"\n\tPlayer.ForwardMove 0.7\n\tPlayer.SideMove 0.7\n\tPlayer.ViewHeight 52\n\tPlayer.JumpZ 9.2\n\tPlayer.MorphWeapon \"TemplarPlasma\"\n\tDamageFactor \"CreeperStun\", 2.5\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\t\tROB2 A 1\n\t\tROB2 A 17 A_GiveInventory(\"MorphedTemplar\",1)\n\t\tROB2 A 15 ACS_ExecuteAlways(324,0)\n\t\tGoto Spawn+2\n\tSee:\n\t\tROB2 A 0 A_GiveInventory(\"MorphedTemplar\",1)\n\t\tROB2 AB 8\n\t\tROB2 A 0 A_SpawnItemEx(\"TemplarStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tROB2 CD 8\n\t\tROB2 A 0 A_SpawnItemEx(\"TemplarStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tLoop\n\tPain.Choke:\n\t\tROB2 A 0 A_GiveToTarget(\"Health\",4)\n\tPain:\n\t\tROB2 A 0 A_JumpIfHealthLower(51,\"Eject\")\n\t\tROB2 A 0 ACS_ExecuteAlways(325,0)\n\t\tROB2 A 0 A_PlaySoundEx(\"TemplarPinces1\",\"Body\")\n\t\tROB2 G 4 A_PlaySoundEx(\"TemplarPain\",\"Voice\")\n\t\tROB2 A 0 A_PlaySoundEx(\"TemplarPinces2\",\"Body\")\n\t\tROB2 H 4 A_CustomMissile(\"TemplarDefense\",40,0,0,CMF_AIMDIRECTION)\n\t\tGoto Spawn\n\tPain.CreepStun:\n\t\tROB2 G 0 A_JumpIfHealthLower(51,\"EjectStun\")\n\t\tROB2 G 0 A_PlaySoundEx(\"TemplarPain\",\"Voice\")\n\t\tROB2 G 0 ACS_ExecuteAlways(325,0)\n\t\tROB2 G 0 A_PlaySoundEx(\"TemplarPinces1\",\"Body\")\n\t\tROB2 G 4 ACS_ExecuteAlways(986,0)\n\t\tROB2 G 0 A_PlaySoundEx(\"TemplarPinces2\",\"Body\")\n\t\tROB2 H 4 A_CustomMissile(\"TemplarDefense\",40,0,0,CMF_AIMDIRECTION)\n\t\tROB2 A 10\n\t\tGoto Spawn\n\tEject:\n\t\tROB2 A 0 ACS_ExecuteAlways(322,0)\n\t\tROB2 A 1 A_GiveInventory(\"EjectTemplar\",1)\n\t\tROB2 A 0 ACS_ExecuteAlways(325,0)\n\t\tROB2 A 0 A_PlaySoundEx(\"TemplarPinces1\",\"Body\")\n\t\tROB2 G 4 A_PlaySoundEx(\"TemplarPain\",\"Voice\")\n\t\tROB2 A 0 A_PlaySoundEx(\"TemplarPinces2\",\"Body\")\n\t\tROB2 H 4 A_CustomMissile(\"TemplarDefense\",40,0,0,CMF_AIMDIRECTION)\n\t\tGoto Spawn\n\tEjectStun:\n\t\tROB2 A 0 ACS_ExecuteAlways(322,0)\n\t\tROB2 A 1 A_GiveInventory(\"EjectTemplar\",1)\n\t\tROB2 A 0 ACS_ExecuteAlways(325,0)\n\t\tROB2 G 0 A_PlaySoundEx(\"TemplarPain\",\"Voice\")\n\t\tROB2 A 0 A_PlaySoundEx(\"TemplarPinces1\",\"Body\")\n\t\tROB2 G 4 ACS_ExecuteAlways(986,0)\n\t\tROB2 A 0 A_PlaySoundEx(\"TemplarPinces2\",\"Body\")\n\t\tROB2 H 4 A_CustomMissile(\"TemplarDefense\",40,0,0,CMF_AIMDIRECTION)\n\t\tROB2 A 10\n\t\tGoto Spawn\n\tMissile:\n\t\tROB2 E 8\n\t\tROB2 E 0 A_JumpIfInventory(\"DoublePistolChecker\",1,\"Plasma\")\n\t\tROB2 E 37\n\tPlasma:\n\t\tSABS A 0 A_TakeInventory(\"DoublePistolChecker\",999)\n\t\tROB2 F 8 bright\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tROB2 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tROB2 I 3 A_SpawnItemEx(\"DeadStrifeGuy\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tROB2 I 0 A_PlaySoundEx(\"TemplarDeath\",\"Voice\",0,1)\n\t\tROB2 J 3 A_NoBlocking\n\t\tROB2 K 3 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tROB2 LMNOPQR 3\n\t\tROB2 S -1\n\t\tStop\n\tDeath.SjasScream:\n\t\tROB2 A 0 A_GiveToTarget(\"KilledJ\",1)\n \t\tGoto DeathAnim\n\tDeath.Creeper:\n\t\tROB2 A 0 ACS_Terminate(322,0)\n\t\tROB2 A 0 A_PlaySoundEx(\"CreeperAttack\",\"Body\")\n\t\tROB2 A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tROB2 A 0 ACS_ExecuteAlways(997,0)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tROB2 A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tROB2 A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.Choke:\n\t\tROB2 A 0 A_GiveToTarget(\"Health\",30)\n\tDeath.Jitter:\n\t\tROB2 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tROB2 A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tROB2 G 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_BloodySkullStrife\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"CYBGIBBER\", 0, 0, 0, 0, 0, 0, 0, 161, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\t}\n}\n\nActor TemplarStomp : CyborgStomp\n{\n\tDeathSound \"TemplarStep\"\n\t+CLIENTSIDEONLY\n}\n\nActor TemplarDefense : CreeperAttack\n{\n\tDamage 2\n\tDamageType \"Normal\"\n\tObituary \"%o was squished with %k's pincers.\"\n}\n\nActor DeadStrifeGuy\n{\n\tRadius 8\n\tHeight 8\n\tScale 0.8\n\t+DROPOFF\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tGSOL A 0\n\tDeath:\n\t\tGSOL H 3\n\t\tGSOL I 3 A_PlaySoundEx(\"StrifeDeath\",\"Body\")\n\t\tGSOL J 3\n\t\tGSOL KLMNOP 4\n\t\tGSOL Q -1\n\t\tStop\n\t}\n}\n\nActor TemplarPlasma : Weapon\n{\n\tWeapon.SelectionOrder 100\n\tWeapon.SlotNumber 1\n\tWeapon.AmmoType \"TemplarCharge\"\n\tWeapon.AmmoUse 0\n\tInventory.Icon \"TEMPLWEP\"\n\tScale 0.6\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.DONTBOB\n\t+WEAPON.NOAUTOAIM\n\t+DONTBLAST\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tReady:\n\t\tSABS A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tSABS AAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\t\tSABS A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tSABS AAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tSABS A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tSABS A 0 A_GiveInventory(\"DoublePistolChecker\",1)\n\t\tSABS A 1 A_JumpIfInventory(\"TemplarCharge\",1,\"NormalShot\")\n\tWeakShot:\n\t\tSABA A 1\n\t\tSABA B 3 A_FireCustomMissile(\"TemplarPlasmaBallWeak\",0,0,11,3)\n\t\tSABA C 2\n\t\tSABA D 3\n\t\tSABS A 3 A_ReFire\n\t\tGoto Ready\n\tNormalShot:\n\t\tSABA A 1\n\t\tSABA A 0 A_TakeInventory(\"TemplarCharge\",1)\n\t\tSABA B 2 A_FireCustomMissile(\"TemplarPlasmaBall\",0,1,11,3)\n\t\tSABA C 1\n\t\tSABA D 1\n\t\tSABS A 1 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tSABS A 28 A_PlayWeaponSound(\"LightningCharge\")\n\t\tSABS A 0 A_JumpIfInventory(\"TemplarCharge\",5,\"NormalLightning\")\n\t\tSABS A 0 A_JumpIfInventory(\"TemplarCharge\",1,\"WeakLightning\")\n\t\tSABS A 18 A_PlaySoundEx(\"Weapons/CyborgFail\",\"Item\")\n\t\tGoto Ready\n\tWeakLightning:\n\t\tSABA A 0 A_Recoil(5)\n\t\tSABS A 0 A_PlayWeaponSound(\"LightningFire\")\n\t\tSABA A 0 A_TakeInventory(\"TemplarCharge\",1)\n\t\tSABA B 3 A_FireCustomMissile(\"WeakLightningPlasma\",0,1,11,3)\n\t\tGoto EndLightning\n\tNormalLightning:\n\t\tSABA A 0 A_Recoil(10)\n\t\tSABS A 0 A_PlayWeaponSound(\"LightningFire\")\n\t\tSABA A 0 A_TakeInventory(\"TemplarCharge\",5)\n\t\tSABA B 3 A_FireCustomMissile(\"LightningPlasma\",0,1,11,3)\n\t\tGoto EndLightning\n\tEndLightning:\n\t\tSABA C 2\n\t\tSABA D 25\n\t\tSABS A 3\n\t\tGoto Ready\n\t}\n}\n\nActor TemplarCharge : Ammo\n{\n\tAmmo.BackpackAmount 50\n\tAmmo.BackpackMaxAmount 50\n\tInventory.Amount 50\n\tInventory.MaxAmount 50\n\tInventory.Icon \"CELLA0\"\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tCELL A -1\n\t\tStop\n\t}\n}\n\nActor TemplarPlasmaBall\n{\n\tAlpha 0.84\n\tDecal \"PlasmaDecal\"\n\tDamageType \"Plasma\"\n\tSpeed 30\n\tRadius 12\n\tHeight 6\n\tDamage 5\n\tObituary \"%o was dismembered by %k's electric plasma.\"\n\tSeeSound \"Weapons/CyborgPlasmaFire\"\n\tDeathSound \"Weapons/CyborgPlasmaHit\"\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tZAP7 ABCDE 1 bright\n\tDeath:\n\t\tZAP7 ABCDE 1 bright A_FadeOut(0.04)\n\t}\n}\n\nActor TemplarPlasmaBallWeak : TemplarPlasmaBall\n{\n\tDecal \"PlasmaDecal\"\n\tDamageType \"Plasma\"\n\tRadius 5\n\tHeight 3\n\tDamage 2\n\tSpeed 35\n\tObituary \"%o was dismembered by %k's electric plasma.\"\n\tStates\n\t{\n\tSpawn:\n\t\tZOT3 ABCDE 1 bright\n\tDeath:\n\t\tZOT3 ABCDE 1 bright A_FadeOut(0.04)\n\t}\n}\n\nActor LightningPlasma : TemplarPlasmaBallWeak\n{\n\tSpeed 100\n\tDamage (15)\n\tSeeSound \"Weapons/CyborgPlasmaFire\"\n\tDeathSound \"Weapons/CyborgPlasmaHit\"\n\tObituary \"%o was dismembered by %k's electric plasma.\"\n\t+SKYEXPLODE\n\tStates\n\t{\n\tDeath:\n\t\tZAP5 ABCDABCD 3 bright A_SpawnItemEx(\"LighningRain\",random(-80,80),random(-80,80))\n\t\tStop\n\t}\n}\n\nActor WeakLightningPlasma : LightningPlasma\n{\n\tDamage (5)\n\tObituary \"%o was dismembered by %k's electric plasma.\"\n\t+SKYEXPLODE\n\tStates\n\t{\n\tDeath:\n\t\tZAP5 ABCD 3 bright A_SpawnItemEx(\"LighningRain\",random(-35,35),random(-35,35))\n\t\tStop\n\t}\n}\n\nActor LighningRain\n{\n\tDamage 0\n\tSeeSound \"LightningFall\"\n\tObituary \"%o was dismembered by %k's electric plasma.\"\n\tPROJECTILE\n\t+RIPPER\n\t+FLOORHUGGER\n\t+SKYEXPLODE\n\t+NOEXPLODEFLOOR\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tZOT1 A 0\n\t\tZOT1 ABCDE 4 bright A_Explode(6,80,0)\n\t\tGoto Death\n\tDeath:\n\t\tZOT1 ABCDE 4 bright A_Explode(6,80,0)\n\t\tStop\n\t}\n}\n\nActor WeakLighningRain : LighningRain\n{\n\tStates\n\t{\n\tSpawn:\n\t\tZOT1 A 0\n\t\tZOT1 ABCDE 4 bright A_Explode(3,60,0)\n\t\tGoto Death\n\tDeath:\n\t\tZOT1 ABCDE 4 bright A_Explode(3,60,0)\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Credits.txt",
"contents": "//-------------------------------------------------------------------------\\\\\n//--------------- This Strife Guy class is made by *Ivan!* ----------------\\\\\n//-------------- I call it my own cause I did the DECORATE. ---------------\\\\\n//------------ The sounds are from the original Strife game. --------------\\\\\n//---------------------- I made the Strife Guy to -------------------------\\\\\n//------------- work as if it was included in the GVHv3b1.pk3 -------------\\\\\n//---------------- that was originally made by Cutman Mike ----------------\\\\\n//--------------------------- Thank you Mike!!! ---------------------------\\\\\n//-------------------------------------------------------------------------\\\\\n\nAuthor:\t\t\t*Ivan!*\nFile name:\t\tStrifeGV1B1.pk3\nVersion:\t\t1, Beta 1\nRelease date:\tMay 20th, 2011\n\n[ Class Info ]\n\nHealth:\t200 -> 100\n\nSpeed:\n\t\tStraight:\tSlow -> Fast\n\t\tSideways:\tSlow -> Fast\n\nWeapons:\n\t\tFirst:\tA Power Suit equipped with Lightning Plasma. -> A fast assault rifle that fires projectiles.\n\nAbilities:\n\t\t\tYou can regenerate your ammo by standing still.\n\t\t\tThe Power Suit has a lot of health.\n\t\t\tThe Power Suit can jump higher.\n\t\t\tYou can eject your Power Suit and have 100 HP again.\n\nDisadvantages:\n\t\t\tThe Power Suit has very few ammo.\n\nSome tips:\n\t\t\tUsing the Lightning Plasma's altfire may be very useful at any situation.\n\nComments:\n\t\t\tHe's the Strife player, but he uses the Templar enemy as a Power Suit. After he gets hurt he can eject it and fight with a rifle.\n\nNotes:\n\t\t\tMy last human class that will be official in GVH-MC!\n\n//-------------------------------------------------------------------------------------\\\\\n\n¤¤¤\tIf you find any bugs or something you think it's over powered, you can send me an\n\t\te-mail and I'll try to fix it as soon as I can.\t¤¤¤\n\nE-Mail:\tlisantivan95@hotmail.com"
}
]
},
"maps": []
}