mutilator_1n_fix3test3.pk3

PK3 23 MiB 0 map(s)

Counts

endoom0
graphics0
lumps469
maps3
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "02102641-c82e-4a35-85c0-3990013d68cb",
    "sha1": "fa0181bafe08d0a47fdc87c9d35ff6a77cda15cf",
    "sha256": "aa59cd9f4e6a12a4c893c9ecad1bcaec72061148068d1a8e1bfad223fd74121e",
    "filenames": [
      "mutilator_1n_fix3test3.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2021/01/24 11:04:58",
      "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": "2021/01/24 11:04:58",
    "file": {
      "type": "PK3",
      "size": 24192574,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/fa0181bafe08d0a47fdc87c9d35ff6a77cda15cf/fa0181bafe08d0a47fdc87c9d35ff6a77cda15cf.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "MDI01",
        "MDI03",
        "WDIEX03"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 469,
        "maps": 3,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "LOADACS.txt",
        "contents": "redrum\nclassic\nmdistuff\nspecgame\nwdivote\nmdibuild"
      },
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "Actor ClientDrugKitUsed : Ammo\n{\n    Inventory.InterhubAmount 0\n\tInventory.MaxAmount 1\n\t+INVENTORY.UNDROPPABLE\n}\n\nACTOR MUTILATOR3 : Weapon\n{\nInventory.InterhubAmount 0\ntag \"Every human is a bit Alienated. Lets see how alienated you are.\"\n  +WEAPON.DONTBOB\n  Weapon.Kickback 0\n  Weapon.SelectionOrder 7334\n  Weapon.PreferredSkin \"AlienSkin\"\n  Weapon.UpSound \"HINAMI\"\n  Weapon.ReadySound \"SDZBNULL\"\n  +WEAPON.MELEEWEAPON\n  +WEAPON.NOAUTOAIM\n  +INVENTORY.UNDROPPABLE\n  States\n  {\n    Spawn:\n    GGGR A -1\n    stop\n\n\tReady:\n\t\tCLAW B 8 A_WeaponReady\n\t\t//AXEX A 3 A_FireCustomMissile(\"ChaseProjectile\",0,0,8,8,3, 0)\n\t\tLoop\n  Deselect:\n    CLAW B 1 A_Lower\n    Loop\n  Select:\n    CLAW B 1 A_Raise\n    Loop\n/*\tFire:\n\t    //TNT1 A 0 A_JumpIfInventory(\"SKIPINTRO\", 1, \"StSkipIntro\")\n\t\tCLAW B 2\n\t\tCLAW C 2\n\t\tCLAW C 1 A_CustomPunch(1, 1, 1, \"MutilatorPuff\", 80)\n\t\tCLAW C 1 A_CustomPunch(115, 1, 0, \"PuffAxe\",72)\n\t\tCLAW C 1 A_CustomPunch(23+random(0, 3), 1, 0, \"AxeHitPuff\",72)\n\t\tCLAW D 3\n\t\tCLAW E 1 A_PlaySound(\"CLAWSOUN\", CHAN_WEAPON)\n\t\tCLAW F 3\n\t\tCLAW D 3\n\t\tCLAW C 3\n\t\tCLAW B 3\n\t\tTNT1 A 1 A_Refire\n*/\n  Fire:\n  CLAW B 2\n  CLAW C 2\n  CLAW C 0    A_PlaySoundEx(\"CLAWSOUN\",\"SoundSlot7\",0)\n  CLAW D 2\n  CLAW D   0  A_CustomPunch(1, 1, 1, \"MutilatorPuff\", 80)\n  CLAW D   0  A_CustomPunch(65, 1, 0, \"PuffAxe\",72)\n  CLAW D   0  A_CustomPunch(10+random(0, 3), 1, 0, \"AxeHitPuff\",72)\n  CLAW EF 2\n\n  CLAW GHI 2\n  CLAW I   0  A_PlaySoundEx(\"CLAWSOUN\",\"SoundSlot7\",0)\n  CLAW I   0  A_CustomPunch(1, 1, 1, \"MutilatorPuff\", 80)\n  CLAW I   0  A_CustomPunch(60, 1, 0, \"PuffAxe\",72)\n  CLAW i   0  A_CustomPunch(10+random(0, 3), 1, 0, \"AxeHitPuff\",72)\n  CLAW JKEDCB 2\ngoto Ready\n/*\n    CLAW BCDE 1\n    CLAW FGHI 1\n\n\tCLAW E 1 A_CustomPunch(1, 1, 1, \"MutilatorPuff\", 80)\n\tCLAW E 1 A_CustomPunch(115, 1, 0, \"PuffAxe\",72)\n\tCLAW E 1 A_CustomPunch(23+random(0, 3), 1, 0, \"AxeHitPuff\",72)\n\n\tCLAW F 2 A_PlaySound(\"CLAWSOUN\")\n    CLAW ED 1\n    CLAW CB 2\n    CLAW A 1 A_GiveInventory(\"FirstClaw\",1)\n\tCLAW J 2 A_PlaySound(\"CLAWSOUN\")\n    CLAW IH 1\n    CLAW GF 2\n    CLAW A 1\n    goto Ready\n*/\n\n\tAltFire:\n\tCLAW B 1 ACS_NamedExecute(\"StopMutilatorMusic\",0)\n\tGoto Ready\n\t  StSkipIntro:\n  TNT1 A 0 ACS_NamedExecuteAlways(\"S_SKIPINTRO\",0)\n  TNT1 A 0 A_TakeInventory(\"SKIPINTRO\", 99)\n  goto Ready\n  }\n}\n\nACTOR MUTILATOR4 : MUTILATOR3\n{\nInventory.InterhubAmount 0\ntag \"Every human is a bit dead. Lets see how burried you are\"\n  Weapon.SelectionOrder 7335\n  Weapon.PreferredSkin \"MummySkin\"\n\n}\n\nACTOR MUTILATOR5 : Weapon\n{\nInventory.InterhubAmount 0\ntag \"Every human is a bit a Thing. Lets see how alienated you are.\"\n  +WEAPON.DONTBOB\n  Weapon.Kickback 0\n  Weapon.SelectionOrder 7334\n  Weapon.PreferredSkin \"ThingSkin\"\n  Weapon.UpSound \"HINAMI\"\n  Weapon.ReadySound \"SDZBNULL\"\n  +WEAPON.MELEEWEAPON\n  +WEAPON.NOAUTOAIM\n  +INVENTORY.UNDROPPABLE\n  States\n  {\n    Spawn:\n    GGGR A -1\n    stop\n\n\tReady:\n\t\tKNIB B 8 A_WeaponReady\n\t\t//AXEX A 3 A_FireCustomMissile(\"ChaseProjectile\",0,0,8,8,3, 0)\n\t\tLoop\n  Deselect:\n    KNIB B 1 A_Lower\n    Loop\n  Select:\n    KNIB B 1 A_Raise\n    Loop\n\n\tFire:\n\t\tKNIB B 1 A_CustomPunch (7, 1, 0, \"StabPuff2\", 54)\n\t\tKNIB C 1 A_CustomPunch (8, 1, 0, \"StabPuff2\", 64)\n\t\tKNIB C   0  A_CustomPunch(1, 1, 1, \"MutilatorPuff\", 80)\n\t\t//KNIB C 0 A_Recoil(-2)\n\t\tKNIB D 2 A_CustomPunch (5, 1, 0, \"StabPuff\", 72)\n\t\tKNIB DDD 2 A_CustomPunch (5, 1, 0, \"StabPuff2\", 72)\n\t\tKNIB C 4\n\t\tKNIB B 4\n\t\tKNIB A 15\n\t\tGoto Ready\n\n\tAltFire:\n\tKNIB B 1 ACS_NamedExecute(\"StopMutilatorMusic\",0)\n\tGoto Ready\n\t  StSkipIntro:\n  TNT1 A 0 ACS_NamedExecuteAlways(\"S_SKIPINTRO\",0)\n  TNT1 A 0 A_TakeInventory(\"SKIPINTRO\", 99)\n  goto Ready\n  }\n}\n\nACTOR MUTILATOR6 : Weapon\n{\nInventory.InterhubAmount 0\ntag \"Every human is a bit a Terminator. Lets see how terminated you are.\"\n  +WEAPON.DONTBOB\n  Weapon.Kickback 0\n  Weapon.SelectionOrder 7334\n  Weapon.PreferredSkin \"T800Skin\"\n  Weapon.UpSound \"HINAMI\"\n  Weapon.ReadySound \"SDZBNULL\"\n  +WEAPON.MELEEWEAPON\n  +WEAPON.NOAUTOAIM\n  +INVENTORY.UNDROPPABLE\n  States\n  {\n    Spawn:\n    GGGR A -1\n    stop\n\n\tReady:\n\t\tTNT1 A 8 A_WeaponReady\n\t\t//AXEX A 3 A_FireCustomMissile(\"ChaseProjectile\",0,0,8,8,3, 0)\n\t\tLoop\n  Deselect:\n    TNT1 A 1 A_Lower\n    Loop\n  Select:\n    TNT1 A 1 A_Raise\n    Loop\n\n\tFire:\n        TNT1 A 75  A_RailAttack(40, 0, false,\"255 0 0\", \"255 0 255\", RGF_FULLBRIGHT, 0, \"MutilatorPuff\", 0, 0, 128)\n\t\tGoto Ready\n\n\tAltFire:\n\tTNT1 A 1 ACS_NamedExecute(\"StopMutilatorMusic\",0)\n\tGoto Ready\n\t  StSkipIntro:\n  TNT1 A 0 ACS_NamedExecuteAlways(\"S_SKIPINTRO\",0)\n  TNT1 A 0 A_TakeInventory(\"SKIPINTRO\", 99)\n  goto Ready\n  }\n}\n\nACTOR MUTILATOR7 : Weapon   //Lina\n{\nInventory.InterhubAmount 0\ntag \"Every human is a bit a ghost. Lets see how haunted you are.\"\n  +WEAPON.DONTBOB\n  DontHurtShooter\n  Weapon.Kickback 0\n  Weapon.SelectionOrder 7334\n  Weapon.PreferredSkin \"LinaSkin\"\n  Weapon.UpSound \"HINAMI\"\n  Weapon.ReadySound \"SDZBNULL\"\n  +WEAPON.MELEEWEAPON\n  +WEAPON.NOAUTOAIM\n  +INVENTORY.UNDROPPABLE\n  States\n  {\n    Spawn:\n    GGGR A -1\n    stop\n\n\tReady:\n\t\tCLAW A 8 A_WeaponReady\n\t\t//AXEX A 3 A_FireCustomMissile(\"ChaseProjectile\",0,0,8,8,3, 0)\n\t\tLoop\n  Deselect:\n    TNT1 A 1 A_Lower\n    Loop\n  Select:\n    TNT1 A 1 A_Raise\n    Loop\n\n Fire:\n  CLAW B 2\n  CLAW C 2\n  CLAW C 0    A_PlaySoundEx(\"LINATNT\",\"SoundSlot7\",0)\n  CLAW C 0    A_RadiusGive(\"LinaDamage\", 128, RGF_PLAYERS, 1)//A_Explode(random(32,40), 128)\n  CLAW C 75\n  CLAW B 2\n\t\tGoto Ready\n\n\tAltFire:\n\tTNT1 A 1 ACS_NamedExecute(\"StopMutilatorMusic\",0)\n\tGoto Ready\n\t  StSkipIntro:\n  TNT1 A 0 ACS_NamedExecuteAlways(\"S_SKIPINTRO\",0)\n  TNT1 A 0 A_TakeInventory(\"SKIPINTRO\", 99)\n  goto Ready\n  }\n}\n\nActor LinaDamage: CustomInventory\n{\nInventory.Amount 1 Inventory.MaxAmount 0\n+INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.UNDROPPABLE -INVENTORY.INVBAR\n States\n{\nSpawn:\nTNT1 A 1\nWait\n\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"LinaDamage\",0)\nStop\n}}\n\nACTOR Stunyou\n{\n  Health 0x7FFFFFF\n  Radius 20\n  Height 56\n  Speed 0\n  Renderstyle Translucent\n  Alpha 0.0\n  Monster\n  +FLOORCLIP\n  +Friendly\n  +NOGRAVITY\n  +CLIENTSIDEONLY\n  +NOCLIP\n  States\n  {\n  Spawn:\n\n  TNT1 A 35\n  loop\n  Jason:\n    JASN A 1 A_FadeIn(0.1)\n\tJASN A 1 A_FadeIn(0.1)\n\tJASN A 1 A_FadeIn(0.1)\n\tJASN A 1 A_FadeIn(0.1)\n\tJASN A 1 A_FadeIn(0.1)\n\tJASN B 1 A_FadeIn(0.1)\n\tJASN B 1 A_FadeIn(0.1)\n\tJASN B 1 A_FadeIn(0.1)\n\tJASN B 1 A_FadeIn(0.1)\n\tJASN B 1 A_FadeIn(0.1)\n    //JASN AB 10 A_Look\n\tJASN B 25 A_Recoil(-6)\n    Stop\n  Child:\nBZOM O 2 A_FadeIn(1.0)\nBZOM PQRSTUVW 2\nBZOM W 1 A_Recoil(-6)\nBZOM W 25\nstop\n  Alien:\nWART V 5 A_FadeIn(1.0)\nWART W 5\nWART X 1 A_Recoil(-6)\nWART Y 25\nstop\n  MUMMY:\nMUMM E 5 A_FadeIn(1.0)\nMUMM E 5\nMUMM F 1 A_Recoil(-6)\nMUMM F 25\nstop\n  THING:\nUDM2 E 5 A_FadeIn(1.0)\nUDM2 E 5\nUDM2 F 1 A_Recoil(-6)\nUDM2 F 25\nstop\n  T800:\nT800 E 5 A_FadeIn(1.0)\nT800 E 5\nT800 F 1 A_Recoil(-6)\nT800 F 25\nstop\n LINA:\nLINA A 5 A_FadeIn(1.0)\nLINA A 5\nLINA A 1 A_Recoil(-6)\nLINA A 25\nstop\n }\n}\n\nACTOR mdiarc3\n{\n+SOLID\n+NOBLOCKMAP\n+NOGRAVITY\n+FLOORHUGGER\n  Game Doom\n  Alpha 1\n  States\n  {\n  Spawn:\n\tNULL A -1\n    stop\n  }\n}\n\nACTOR mdiwall3\n{\n+SOLID\n+NOBLOCKMAP\n+NOGRAVITY\n+FLOORHUGGER\n  Game Doom\n  Alpha 1\n  States\n  {\n  Spawn:\n\tNULL A -1\n    stop\n  }\n}\n\nACTOR mdiarc4\n{\n+SOLID\n+NOBLOCKMAP\n+NOGRAVITY\n+FLOORHUGGER\n  Game Doom\n  Alpha 1\n  States\n  {\n  Spawn:\n\tNULL A -1\n    stop\n  }\n}\n\nACTOR mdiarc5\n{\n+SOLID\n+NOBLOCKMAP\n+NOGRAVITY\n+FLOORHUGGER\n  Game Doom\n  Alpha 1\n  States\n  {\n  Spawn:\n\tNULL A -1\n    stop\n  }\n}\n\nACTOR mdiwall4\n{\n+SOLID\n+NOBLOCKMAP\n+NOGRAVITY\n+FLOORHUGGER\n  Game Doom\n  Alpha 1\n  States\n  {\n  Spawn:\n\tNULL A -1\n    stop\n  }\n}\n\nACTOR mdiwall5\n{\n+SOLID\n+NOBLOCKMAP\n+NOGRAVITY\n+FLOORHUGGER\n  Game Doom\n  Alpha 1\n  States\n  {\n  Spawn:\n\tNULL A -1\n    stop\n  }\n}\n\nACTOR mdiwall6: mdiwall3\n{\n}\n\nACTOR mdiwall7: mdiwall3\n{\n}\n\nACTOR MDIpulse : CustomInventory\n{\n  Tag \"AP sensor\"\n  +INVBAR\n  +FANCYPICKUPSOUND\n  +INVENTORY.UNDROPPABLE\n  Inventory.DefMaxAmount\n  Inventory.PickupFlash \"PickupFlash\"\n  Inventory.MaxAmount 1\n  Inventory.Icon \"ARTIPULS\"\n  Inventory.PickupSound \"\"\n  Inventory.PickupMessage \"Got a AP Sensor.\"\n  Inventory.RespawnTics 2100 // 1 minute\n  Scale 2.3\n  States\n  {\n  Spawn:\n    BRTP A -1\n    Stop\n\n  Use:\n    TNT1 A 0 ACS_NamedExecute(\"MDIpulsePREP\",0)\n    TNT1 A 0 ACS_NamedExecute(\"MDIpulse\",0)\n\tstop\n  }\n}\n\nActor MDIQuickMark: CustomInventory\n{\nInventory.Amount 1 Inventory.MaxAmount 0\n+INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.UNDROPPABLE -INVENTORY.INVBAR\n States\n{\nSpawn:\nTNT1 A 1\nWait\n\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"MDI_MarkVictim\",0)\nStop\n}}\n\n///////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////         DEA\n///////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////\n\nACTOR MUTILATOR99 : Weapon\n{\n\tInventory.InterhubAmount 0\n\tTag \"Every human is a bit Sardukar. Lets see how Sardukar you are.\"\n\tWeapon.Kickback 0\n\tWeapon.SelectionOrder 7334\n\tWeapon.PreferredSkin \"SardukarSkin\"\n\tWeapon.UpSound \"HINAMI\"\n\tWeapon.ReadySound \"SDZBNULL\"\n\t+WEAPON.MELEEWEAPON\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.CHEATNOTWEAPON\n\tStates\n\t{\n\tSpawn:\n\t\tGGGR A -1\n\t\tStop\n\tReady:\n\t\tSRKW A 7 A_WeaponReady\n\t\tSRKW A 0 A_JumpIfInventory(\"IKnowSRKDumasSecret\",1,3)\n\t\tSRKW A 0 ACS_NamedExecute(\"SardukarReady\", 0)\n\t\t//DEA this print doesn't show up correctly, so its a script now //A_Print(\"\\ckHold down the main attack button more 3 sec to use alternate attack.\\n\\ccAlternative attack will allow you to shoot three projectiles with deal low-damage per shot.\\nCooldown is 3 sec.\\n\\n\\n\\ckAlso your main attack can poison enemies, but deal low damage.\")\n\t\tSKRW A 0 A_GiveInventory(IKnowSRKDumasSecret,1)\n\t\tSRKW A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tSRKW A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tSRKW A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tSRKW A 1\n\t\tSRKW A 1 A_ReFire\n\t\tSRKW AB 5\n\t\tSRKW C 7\n\t\t//SRKW C 0 A_PlaySoundEx(\"CLAWSOUN\",\"SoundSlot7\",0)\n\t\tSRKW C 0 A_CustomPunch(1, 1, 1, \"MutilatorPuff\", 72)\n\t\tSRKW C 0 A_CustomPunch(25, 1, 0, \"PuffAxe\",72)\n\t\tSRKW C 0 A_CustomPunch(10+random(0,7),1,0,\"SRKPuff\",72) //Must be 3-4 hits and kill.\n\t\tSRKW C 0 A_FireCustomMissile(\"SRKTrapCharge\",0,0,0,0,3,0)\n\t\tSRKW D 9\n\t\tSRKW CB 3\n\t\tGoto Ready\n\tHold: //Able collect fake points.\n\t\tSRKW I 1\n\t\tSRKW I 1 A_GiveInventory(\"SRKHoldPoints\",1) //Fake timer for fake alt attack.\n\t\tSRKW I 1 A_JumpIfInventory(\"SRKHoldPoints\",35,\"SRKFire\") //Enough ? Then shoot!\n\t\tSRKW I 1 A_ReFire\n\t\tSRKW AB 3\n\t\tSRKW C 7\n\t\tSRKW C 0 A_PlaySoundEx(\"CLAWSOUN\",\"SoundSlot7\",0)\n\t\tSRKW C 0 A_CustomPunch(1, 1, 1, \"MutilatorPuff\", 68)\n\t\tSRKW C 0 A_CustomPunch(25, 1, 0, \"PuffAxe\",68)\n\t\tSRKW C 0 A_CustomPunch(10+random(0,7),1,0,\"SRKPuff\",68) //Must be 3-4 hits and kill.\n\t\tSRKW C 0 A_FireCustomMissile(\"SRKTrapCharge\",0,0,0,0,3,0)\n\t\tSRKW D 9\n\t\tSRKW CBA 3\n\t\tGoto Ready\n\tSRKFire:\n\t\tSRKW EFG 3\n\t\tSRKW H 3 A_FireCustomMissile(\"SRKVoltCharge\",Random(-250,250)/100.0,0,0,0,3,Random(-250,250)/100.0)\n\t\tSRKW H 0 A_PlaySound(\"weapons/plasmaf\")\n\t\tSRKW G 3\n\t\tSRKW H 3 A_FireCustomMissile(\"SRKVoltCharge\",Random(-325,325)/100.0,0,0,0,3,Random(-325,325)/100.0)\n\t\tSRKW H 0 A_PlaySound(\"weapons/plasmaf\")\n\t\tSRKW G 3\n\t\tSRKW H 3 A_FireCustomMissile(\"SRKVoltCharge\",Random(-450,450)/100.0,0,0,0,3,Random(-450,450)/100.0) //Heil stormtrooper!\n\t\tSRKW H 0 A_PlaySound(\"weapons/plasmaf\")\n\t\tSRKW G 3\n\t\tSRKW G 1 A_TakeInventory(\"SRKHoldPoints\",999)\n\t\tGoto Ready\n\tAltFire:\n\t\tSRDW A 1 ACS_NamedExecute(\"StopMutilatorMusic\",0)\n\t\tGoto Ready\n\tStSkipIntro:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"S_SKIPINTRO\",0)\n\t\tTNT1 A 0 A_TakeInventory(\"SKIPINTRO\", 99)\n\t\tGoto Ready\n  }\n}\n\nActor \"IKnowSRKDumasSecret\": Inventory\n{\n\tInventory.MaxAmount 2 //For check bug. This must be 1.\n\t+Inventory.Undroppable\n}\n\nActor \"SRKHoldPoints\": Inventory\n{\n\tInventory.MaxAmount 35\n\t+Inventory.Undroppable\n}\n\nActor \"SRKPuff\": \"AxeHitPuff\"\n{\n\tActiveSound \"SRKMiss\"\n\tSeeSound \"SRKMeat\"\n\tAttackSound \"SRKWall\"\n}\n\nActor \"SRKTrapCharge\": \"FastProjectile\"\n{\n\tRadius 1.75\n\tHeight 1.75\n\tProjectile\n\t+Missile\n\t+BloodsPlatter\n\t+NoExtremeDeath\n\t+AdditivePoisonDamage\n\t+AdditivePoisonDuration\n\tSpeed 75\n\tDamage (Random(1,3))\n\tPoisonDamage 1,3,35\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor \"SRKVoltCharge\": \"FastProjectile\"\n{\n\tRadius 1.75\n\tHeight 1.75\n\tProjectile\n\t+Missile\n\t+BloodsPlatter\n\t+DehExplosion\n\t+ForceRadiusDMG\n\t-NoTeleport\n\tXScale 0.25\n\tYScale 0.25\n\tMissileType \"SRKBTrace\"\n\tMissileHeight 8\n\t+NoExtremeDeath\n\tSpeed 69\n\tDecal \"PlasmaScorch\"\n\tDamage (Random(5,11))\n\tStates\n\t{\n\tSpawn:\n\t\tPLSS AB 3 Bright A_PlaySound(\"weapons/plasmaf\")\n\t\tLoop\n\tDeath:\n\t\tPLSE A 3 Bright A_PlaySound(\"weapons/plasmax\")\n\t\tPLSE B 3 Bright A_Explode((Random(3,7)),32)\n\t\tPLSE CD 3 Bright\n\t\tPLSE D 0 Bright A_AlertMonsters\n\t\tStop\n\tXDeath:\n\t\tPLSE A 3 Bright A_PlaySound(\"weapons/plasmax\")\n\t\tPLSE B 3 Bright A_Explode((Random(0,3)),16)\n\t\tPLSE CD 3 Bright\n\t\tPLSE B 0 Bright A_AlertMonsters\n\t\tStop\n\tCrash:\n\t\tPLSE A 3 Bright A_PlaySound(\"weapons/plasmax\")\n\t\tPLSE B 3 Bright A_Explode((Random(1,5)),24)\n\t\tPLSE CD 3 Bright\n\t\tPLSE B 0 Bright A_AlertMonsters\n\t\tStop\n\t}\n}\n\nActor \"SRKBTrace\"\n{\n\tRenderStyle \"Add\"\n\tAlpha 0.75\n\tHeight 1.75\n\tRadius 1.75\n\tScale 0.25\n\tSpeed 0\n\t+Friendly\n\t+NoGravity\n\t+NoBlockMonst\n\t+NoBlockMap\n\t+NoDamageThrust\n\t+CannotPush\n\t+NoTeleport\n\tStates\n\t{\n\tSpawn:\n\t\tPLSE ABCD 3 BRIGHT A_FadeOut(0.45)\n\t\tLoop\n\t}\n}\n\n/////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////\n///////////////////////////////////////////////////////\n\nACTOR MUTILATOR100 : Weapon\n{\n\tInventory.InterhubAmount 0\n\tTag \"Every human is a bit Fremen. Lets see how Fremen you are.\"\n\tWeapon.Kickback 0\n\tWeapon.SelectionOrder 7334\n\tWeapon.PreferredSkin \"FremenSkin\"\n\tWeapon.UpSound \"HINAMI\"\n\tWeapon.ReadySound \"SDZBNULL\"\n\t+WEAPON.MELEEWEAPON\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.CHEATNOTWEAPON\n\tStates\n\t{\n\tSpawn:\n\t\tGGGR A -1\n\t\tStop\n\tReady:\n\t\tFRMW A 3 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tFRMW A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tFRMW A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tFRMW A 1\n\t\tFRMW A 1 A_ReFire\n\t\tFRMW A 1\n\t\tKNIF B 3\n\t\tKNIF C 5\n\t\t//KNIF C 0 A_PlaySoundEx(\"CLAWSOUN\",\"SoundSlot7\",0)\n\t\tKNIF C 0 A_CustomPunch(1, 1, 1, \"MutilatorPuff\", 76)\n\t\tKNIF C 0 A_CustomPunch(25, 1, 0, \"PuffAxe\",76)\n\t\tKNIF C 0 A_CustomPunch(25+random(0,7),1,0,\"SRKPuff\",76) //Must be 3-4 hits and kill.\n\t\tKNIF D 7\n\t\tKNIF CB 3\n\t\tGoto Ready\n\tHold:\n\t\tFRMW B 1\n\t\tFRMW B 1 A_ReFire\n\t\tFRMW B 1\n\t\tFRMW A 1\n\t\tKNIF B 1\n\t\tKNIF C 3\n\t\t//KNIF C 0 A_PlaySoundEx(\"CLAWSOUN\",\"SoundSlot7\",0)\n\t\tKNIF C 0 A_CustomPunch(1, 1, 1, \"MutilatorPuff\", 76)\n\t\tKNIF C 0 A_CustomPunch(25, 1, 0, \"PuffAxe\",76)\n\t\tKNIF C 0 A_CustomPunch(25+random(0,7),1,0,\"SRKPuff\",76) //Must be 3-4 hits and kill.\n\t\tKNIF D 5\n\t\tKNIF CB 3\n\t\tFRMW A 1\n\t\tGoto Ready\n\tAltFire:\n\t\tFRMW A 1 ACS_NamedExecute(\"StopMutilatorMusic\",0)\n\t\tGoto Ready\n\tStSkipIntro:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"S_SKIPINTRO\",0)\n\t\tTNT1 A 0 A_TakeInventory(\"SKIPINTRO\", 99)\n\t\tGoto Ready\n  }\n}\n\nActor DrugKit : CustomInventory 19285\n{\nInventory.InterhubAmount 0\n  //$Category WDI Items\n  //$Sprite MEDIA0\n  //$Title \"Big Medkit\"\n  TAG \"VACCINE:  use to restore stamina\"\n  Health 50\n  //DamageType Heal\n  -INVENTORY.INTERHUBSTRIP\n  +FLOORCLIP\n  +INVENTORY.INVBAR\n  Inventory.MaxAmount 1\n  Inventory.Icon \"ARTISYRY\"\n  Inventory.RespawnTics 42000 // 20 minutes\n  Inventory.PickupMessage \"Found a Drugkit. Useful with low stamina\"\n\n\tStates\n\t{\n\tSpawn:\n\t ZBDG A -1\n\n\tUse:\n\tTNT1 A 0 A_GiveInventory (\"SStamina\", random(5500, 7000))\n\tTNT1 A 0 ACS_NamedExecute(\"S_DrugKit\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"Items/Healtiny\")\n\t stop\n\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "MAPINFO.txt",
        "contents": "map MDI03 \"THE MOVIE\"\n{\nlevelnum = 50\nnext = MDI01\nMusic = \"D_TISHIN\"\nevenlighting\nallowcrouch\ncheckswitchrange\nfallingdamage\nforcefallingdamage\nnointermission\nTeamDamage = 1.0\n//DamageType Drowning = 0.0\nairsupply = 0\n}"
      },
      {
        "source": "pk3",
        "name": "SKININFO.txt",
        "contents": "//==================================================================\n////////////////////////     SKINS        ////////////////////////\n//=================================================================\n\n{\nname = AxeSkin\nsprite = PLAX\nCrouchSprite = PLAX\n}\n\n{\nname = ShotgunSkin\nsprite = PLA3\nCrouchSprite = PL3C\n}\n\n{\nname = TwigSkin\nsprite = PLTW\nCrouchSprite = PLTW\n}\n\n{\nname = PistolSkin\nsprite = PLA2\nCrouchSprite = PL2C\n}\n\n{\nname = ChainsawSkin\nsprite = PLA0\nCrouchSprite = PL8C\n}\n\n{\nname = ShovelSkin\nsprite = PLSH\nCrouchSprite = PSHC\n}\n\n{\nname = MurderSkin\nsprite = PKNI\nCrouchSprite = PKNC\n}\n\n{\nname = FistSkin\nsprite = PLA1\nCrouchSprite = PL1C\n}\n\n{\nname = M1Skin\nsprite = PCBN\nCrouchSprite = PCBC\n}\n\n{\nname = WrenchSkin\nsprite = PLA6\nCrouchSprite = PWNC\n}\n\n{\nname = PipeSkin\nsprite = PLA7\nCrouchSprite = PIPC\n}\n\n{\nname = ExtinguisherSkin\nsprite = PLEX\nCrouchSprite = CEXT\n}\n\n{\nname = FlashLightSkin\nsprite = SFLZ\nCrouchSprite = CFLZ\n}\n\n//MDI/////////////////////////////////////\n\n{\nname = JasonSkin\nsprite = JASN\nCrouchSprite = JASN\n}\n\n{\nname = ChildSkin\nsprite = BZOM\nCrouchSprite = BZOM\n}\n\n{\nname = AlienSkin\nsprite = WART\nCrouchSprite = WART\n}\n\n{\nname = MummySkin\nsprite = MUMM\nCrouchSprite = MUMM\n}\n\n{\nname = ThingSkin\nsprite = UDM2\nCrouchSprite = UDM2\n}\n\n{\nname = T800Skin\nsprite = T800\nCrouchSprite = T800\n}\n\n{\nname = LinaSkin\nsprite = LINA\nCrouchSprite = LINA\n}\n\n{\nname = SardukarSkin\nsprite = SRKM\nCrouchSprite = SRKM\n}\n\n{\nname = FremenSkin\nsprite = FRMM\nCrouchSprite = FRMM\n}\n\n{\nname = Victim1Skin\nsprite = P1AN\nCrouchSprite = P1AN\n}\n\n{\nname = Victim2Skin\nsprite = P2AN\nCrouchSprite = P2AN\n}\n\n{\nname = Victim3Skin\nsprite = P3AN\nCrouchSprite = P3AN\n}\n\n{\nname = Victim4Skin\nsprite = P4AN\nCrouchSprite = P4AN\n}\n\n{\nname = Assist1Skin\nsprite = SKEL\nCrouchSprite = SKEL\n}\n\n{\nname = Assist2Skin\nsprite = BOS2\nCrouchSprite = BOS2\n}\n/*\n//WDIEXSKINS/////////////////////////////////////\n{\nname = JenniferSkin\nsprite = JENN\nclass = \"voice: thick\"\nCrouchSprite = JENN\n//scale = 0.3\ngender = male\n}\n\n{\nname = JenniferSkin\nsprite = JENN\nclass = \"voice: wimpy\"\n//scale = 0.3\nCrouchSprite = JENN\ngender = male\n}\n\n{\nname = ScissormanSkin\nsprite = SCIS\nclass = \"voice: thick\"\nCrouchSprite = JENN\n//scale = 0.3\ngender = male\n}\n\n{\nname = ScissormanSkin\nsprite = SCIS\nclass = \"voice: wimpy\"\n//scale = 0.3\nCrouchSprite = JENN\ngender = male\n}\n*/\n/*{\nname = Victim1Skin\nclass = \"Victim1\"\nsprite = P1AN\nCrouchSprite = P1AN\n}\n\n{\nname = Victim2Skin\nclass = \"Victim2\"\nsprite = P2AN\nCrouchSprite = P2AN\n}\n\n{\nname = Victim3Skin\nclass = \"Victim3\"\nsprite = P3AN\nCrouchSprite = P3AN\n}\n\n{\nname = Victim4Skin\nclass = \"Victim4\"\nsprite = P4AN\nCrouchSprite = P4AN\n}\n\n{\nname = JasonSkin\nclass = \"Mutilator1\"\nsprite = JASN\nCrouchSprite = JASN\n}\n\n{\nname = ChildSkin\nclass = \"Mutilator2\"\nsprite = BZOM\nCrouchSprite = BZOM\n}*/"
      },
      {
        "source": "pk3",
        "name": "KEYCONF.txt",
        "contents": "ClearPlayerClasses\nAddPlayerClass \"Innocent\"\n\nweaponsection \"Touchup\"\nsetslot 2  Victim1 Victim2 Victim3 Victim4 Mutilator1 Mutilator2 Mutilator3 Mutilator4 Mutilator5 Mutilator6 Mutilator7 Mutilator99 Mutilator100//slot2 so no bug on switching\nsetslot 0 MurderKnife\nsetslot 1 NewFist PoolCue PipeWrench LeadPipe Shovel LChainsaw Beretta WDIBeretta Shotgun2 LCrossbow M1Carbine Brick Molotov Twig Plank NailedPlank magnum FistWithLighter FistWithFlashlight FireAxe Axe FlashlightZ Soulcube BaseballBat SprayCanBLU SprayCanRED SprayCanYLL SprayCanPNK SprayCanORG SprayCanGRN 20Dollars NO_WEAPON Scissors Murd_Vanish\n\nalias votelist \"pukename wdi_votelistinfo\""
      },
      {
        "source": "pk3",
        "name": "MODELDEF.txt",
        "contents": "Model mdiarc3\n{\n   Path \"Models/mdiarcs\"\n   Model 0 \"mdiarc3.md3\"\n   Skin 0 \"mdiarc3.png\"\n   Scale 1 1 1\n   zoffset 3\n   AngleOffset 90\n\n   FrameIndex NULL A 0 0\n}\n\nModel mdiwall3\n{\n   Path \"Models/mdiarcs\"\n   Model 0 \"mdiwall.md3\"\n   Skin 0 \"mdiwall3.png\"\n   Scale 1 1 1\n   zoffset 3\n   AngleOffset 90\n\n   FrameIndex NULL A 0 0\n}\n\nModel mdiarc4\n{\n   Path \"Models/mdiarcs\"\n   Model 0 \"mdiarc3.md3\"\n   Skin 0 \"mdiarc4.png\"\n   Scale 1 1 1\n   zoffset 3\n   AngleOffset 90\n\n   FrameIndex NULL A 0 0\n}\n\nModel mdiarc5\n{\n   Path \"Models/mdiarcs\"\n   Model 0 \"mdiarc3.md3\"\n   Skin 0 \"mdiarc5.png\"\n   Scale 1 1 1\n   zoffset 3\n   AngleOffset 90\n\n   FrameIndex NULL A 0 0\n}\n\nModel mdiwall4\n{\n   Path \"Models/mdiarcs\"\n   Model 0 \"mdiwall.md3\"\n   Skin 0 \"mdiwall4.png\"\n   Scale 1 1 1\n   zoffset 3\n   AngleOffset 90\n\n   FrameIndex NULL A 0 0\n}\n\nModel mdiwall5\n{\n   Path \"Models/mdiarcs\"\n   Model 0 \"mdiwall.md3\"\n   Skin 0 \"mdiwall5.png\"\n   Scale 1 1 1\n   zoffset 3\n   AngleOffset 90\n\n   FrameIndex NULL A 0 0\n}\n\nModel mdiwall6\n{\n   Path \"Models/mdiarcs\"\n   Model 0 \"mdiwall.md3\"\n   Skin 0 \"mdiwall6.png\"\n   Scale 1 1 1\n   zoffset 3\n   AngleOffset 90\n\n   FrameIndex NULL A 0 0\n}\n\nModel mdiwall7\n{\n   Path \"Models/mdiarcs\"\n   Model 0 \"mdiwall.md3\"\n   Skin 0 \"mdiwall7.png\"\n   Scale 1 1 1\n   zoffset 3\n   AngleOffset 90\n\n   FrameIndex NULL A 0 0\n}"
      },
      {
        "source": "pk3",
        "name": "CVARINFO.txt",
        "contents": "noarchive server int mdispecial1 = 0;\nnoarchive server int mdispecial2 = 0;\nnoarchive server int mdispecial3 = 0;\nnoarchive server int mdispecial4 = 0;\n\nnoarchive server float mdispeed1 = 0.175; //VICTIM_SNEAK\nnoarchive server float mdispeed2 = 0.22; //MUTILATOR_WALK\nnoarchive server float mdispeed3 = 0.3; //VICTIM_WALK\nnoarchive server float mdispeed4 = 0.65; //VICTIM_RUN\nnoarchive server float mdispeed5 = 0.8; //DEFAULT_SPEED"
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "SNDLIN1 SNDLIN1\nSNDLIN2 SNDLIN2\nSNDLIN3 SNDLIN3\nSNDLIN4 SNDLIN4\nSNDLIN5 SNDLIN5\nSNDLIN6 SNDLIN6\nSNDLIN7 SNDLIN7\nSNDLIN8 SNDLIN8\nSNDLIN9 SNDLIN9\n\n$random SNDLIN { SNDLIN1 SNDLIN2 SNDLIN3 SNDLIN4 SNDLIN5 SNDLIN6 SNDLIN7 SNDLIN8 SNDLIN9}\n\nLINATNT1 LINATNT1\nLINATNT2 LINATNT2\nLINATNT3 LINATNT3\nLINATNT4 LINATNT4\nLINATNT5 LINATNT5\n\n$random LINATNT { LINATNT1 LINATNT2 LINATNT3 LINATNT4 LINATNT5}\n\nSRKMiss SRKMiss\nSRKMeat SRKMeat\nSRKWall SRKWall\nSRKT0 SRKT0\nSRKT1 SRKT1\nSRKT2 SRKT2\nSRKT3 SRKT3\nSRKT4 SRKT4\nSRKT5 SRKT5\n\n//Many srkt0-3 tries hide 4,5 and f.\n$Random SRKTNT\n{\nSRKT0 SRKT1 SRKT2 SRKT3 SRKT0\nSRKT0 SRKT1 SRKT2 SRKT3 SRKT5\nSRKT0 SRKT1 SRKT2 SRKT3 SRKT1\nSRKT0 SRKT1 SRKT2 SRKT3 SRKT4\nSRKT0 SRKT1 SRKT2 SRKT3 SRKT2\nSRKT0 SRKT1 SRKT2 SRKT3 MUTITNT\nSRKT0 SRKT1 SRKT2 SRKT3 SRKT3\n)\n\nFRMMLP FRMMLP\nFRMMMP FRMMMP\nFRMMHP FRMMHP\nFRMMCP FRMMCP\nFRMDTH FRMDTH\nFRMT0 FRMT0"
      }
    ]
  },
  "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.