strifegv1b1.pk3

PK3 724 KiB 0 map(s)

Counts

endoom0
graphics0
lumps201
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "015b8ef9-f389-4fb6-8848-5b473afbddb4",
    "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,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2018-02-10 16:59:14",
    "file": {
      "type": "PK3",
      "size": 741532,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/b541a4c62bb0e2004dc455bd03ba7cc81a227e9b/b541a4c62bb0e2004dc455bd03ba7cc81a227e9b.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 201,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "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": []
}

gib.gg runs on open-source software and freely licensed replacement game assets from the Freedoom project. gib.gg is not affiliated with Bethesda Softworks, id Software, or ZeniMax Media. All trademarks belong to their respective owners. Some WADs and associated metadata on this site are sourced from WAD Archive. User-submitted content remains the responsibility of its respective authors. If you believe content on this site violates your rights, please send DMCA requests to dmca@gib.gg.