complex-doom-armory-v1.0.a.pk3

PK3 225 KiB 0 map(s)

Counts

endoom0
graphics0
lumps21
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "04dde773-f1b1-4585-8459-1ce3a117b391",
    "sha1": "fe696a2242e3a3e4f65d1675041325d51fb6b758",
    "sha256": "4d925fa330bbfe8ff3d8cef84f9194634adbf596de1ac941df74830b84024705",
    "filenames": [
      "complex-doom-armory-v1.0.a.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2019-03-16 20:54:58",
      "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": "2019-03-16 20:54:58",
    "file": {
      "type": "PK3",
      "size": 230380,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/fe696a2242e3a3e4f65d1675041325d51fb6b758/fe696a2242e3a3e4f65d1675041325d51fb6b758.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 21,
        "maps": 0,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "Credits.txt",
        "contents": "Complex Doom Armory Addon by EVA (cd-armory.pk3)\n\nSprites & Sounds: EVA\nCoding:(Based on WW code,optimised by BloodHaeven & EVA.\nSpecial Thanks: WW and BloodHaeven <3\nWhat is included: v.1.0a - added UAC revolver - low capasity,powerful damage and accuracy.\nPlanned: Its secret ;P\nKnow bugs: v.1.0a:Little bug with reloading/not showing ammo in magasine/didnt work with mines and grenades.\nProgramm used:Slade 3/Corel Paintshop Pro X7/HL Model Wiever/Fast Stone Image Wiever/Audacity.\nMaking Time; Almost 2 weeks (my first work with modding)"
      },
      {
        "source": "pk3",
        "name": "weapons/revolver.txt",
        "contents": "ACTOR \".357 Revolver\" : Weapon\n{\n\tWeapon.AmmoType \"PistolMagazine\"\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoType2 \"BulletMag\"\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive2 6\n\tWeapon.Kickback 45\n\tWeapon.PreferredSkin \"Handgun-Marine\"\n\tWeapon.SelectionOrder 9999\n\tObituary \"%o was breached by %k's revolver.\"\n\tInventory.PickupMessage \"You got the revolver! (slot 2)\"\n\tDecal BulletChip\n\tScale 0.5\n\t+Ammo_Optional\n\t+Alt_Ammo_Optional\n\t+WEAPON.PRIMARY_USES_BOTH\n\t+Weapon.NoAlert\n   \t// weapon.sisterweapon TargeterRevolver\n\tStates\n\t{\n\tSpawn:\n\t\tREVP A -1\n\t\tStop\n\tSelect:\n\t\tREVG A 0 A_Raise\n\t\tREVG A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tREVG A 0 A_Lower\n\t\tREVG A 1 A_Lower\n\t\tLoop\n\tReady:\n\t\tREVG A 0 A_JumpIfInventory(\"BulletMag\",1,3)\n\t\tREVG A 0 A_JumpIfInventory(\"PistolMagazine\",1,4)\n\t\tREVG A 1 A_WeaponReady(12)\n\t\tLoop\n\t\tREVG A 0 A_JumpIfInventory(\"PistolMagazine\",6,2)\n\t\tREVG A 1 A_WeaponReady\n\t\tLoop\n\t\tREVG A 1 A_WeaponReady(8)\n\t\tLoop\n\tFire:\n\t\tREVG A 0 A_JumpIfInventory(\"PistolMagazine\",1,1)\n\t\tGoto ProperReload\n\t\tREVG A 0 A_GunFlash\n\t\tREVG A 0 A_PlayWeaponSound(\"Weapons/Revolver\")\n\t\tREVG A 0 A_TakeInventory(\"PistolMagazine\",1)\n\t\tTNT1 A 0 A_FireBullets(1.2,1.2,-1,random(35,60),\"RevolverPuff\", 0)\n\t\tREVG B 2 BRIGHT A_FireCustomMissile(\"RevolverTracer\",random(-1,1)/10.0,0,0,0,0,random(-2,2)/1.0)\n\t\tREVG C 1 Offset(0,38) A_SetPitch (pitch - 0.1)\n\t\tREVG D 1 Offset(0,44) A_SetPitch (pitch - 0.1)\n\t\tREVG D 1 Offset(0,56) A_SetPitch (pitch - 0.1)\n\t\tREVG D 1 Offset(0,52) A_AlertMonsters\n\t\tREVG C 1 Offset(0,50)\n\t\tREVG C 1 Offset(0,47)\n\t\tREVG C 1 Offset(0,44)\n\t\tREVG A 1 Offset(0,40) A_Jump(128,2)\n\t\tREVG A 1 Offset(0,36)\n\t\tREVG A 1 Offset(0,34)\n\t\tREVG A 1 Offset(0,33)\n\t\tREVG A 1 Offset(0,32)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 2 BRIGHT A_Light2\n\t\tTNT1 A 2 BRIGHT A_Light1\n\t\tTNT1 A 0 A_Light0\n\t\tStop\n\tAltfire:\n\t\tREVG A 0 A_JumpIfInventory(\"PistolMagazine\",6,2)\n\t\tREVG A 0 A_JumpIfNoAmmo(1)\n\t\tGoto ProperReload\n\t\tREVG A 1\n\t\tGoto Ready\n\tProperReload:\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tREVG A 1 Offset(0,35) A_PlaysoundEx(\"weapons/revolverout\",SoundSlot6)\n\t\tREVG C 1 Offset(0,38)\n\t\tREVG C 1 Offset(0,44)\n\t\tREVG C 1 Offset(0,52)\n\t\tREVG D 1 Offset(0,62)\n\t\tREVG D 1 Offset(0,72)\n\t\tREVG D 1 Offset(0,82)\n\t\tTNT1 A 8\n\tReloadLoop:\n\t\tTNT1 A 0 A_TakeInventory(\"BulletMag\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"PistolMagazine\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PistolMagazine\",6,\"ReloadFinish\")\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"ReloadFinish\")\n\t\tGoto ReloadLoop\n\t\tReloadFinish:\n\t\tTNT1 A 3\n\t\tRHND A 3 Offset(0,32)\n\t\tRHND B 3 A_PlaysoundEx(\"weapons/revolverload\",SoundSlot6)\n\t\tRHND C 2\n\t\tRHND BAD 3\n\t\tTNT1 A 4\n\t\tREVG D 1 Offset(0,82) A_PlaysoundEx(\"weapons/revolverin\",SoundSlot6)\n\t\tREVG D 1 Offset(0,72)\n\t\tREVG D 1 Offset(0,62)\n\t\tREVG C 1 Offset(0,52)\n\t\tREVG C 1 Offset(0,44)\n\t\tREVG C 1 Offset(0,38)\n\t\tREVG A 1 Offset(0,35)\n\t\tREVG A 1 Offset(0,32)\n\t\tGoto Ready\n   GrenadeCheck:\n\t  TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t  TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t  Goto Ready+5\n   GrenadeToss:\n  \t  TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t  REVG DCBA 1\n\t  TNT1 A 4\n\t  HGRN ABC 1\n\t  HGRN D 2\n\t  HGRN EFG 1\n\t  HGRN HI 2\n\t  TNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t  TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t  TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t  HGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t  HGRN J 1\n\t  HGRN KLM 2\n\t  HGRN NO 1\n\t  TNT1 A 6\n\t  TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n      TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t  TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t  TNT1 A 0\n\t  Goto Ready+1\n    MineCheck:\n\t  TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t  TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t  Goto Ready+5\n    MineToss:\n  \t  TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t  REVG DCBA 1\n\t  TNT1 A 8\n\t  TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t  MINE ABCDEF 1\n\t  TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t  MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t  MINE HI 1\n\t  MINE JK 2\n\t  TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n      TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t  TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t  TNT1 A 0\n\t  TNT1 A 5\n\t  Goto Ready+1\n\t  }\n}\n\nACTOR RevolverPuff : \"ModdedBulletPuff\"\n{\n\t+NOEXTREMEDEATH\n}"
      },
      {
        "source": "pk3",
        "name": "actors/revbull.txt",
        "contents": "ACTOR Tracer : FastProjectile\n{\n\tAlpha 0.90\n\tRenderStyle Add\n\tRadius 2\n\tHeight 2\n\tSpeed 75\n\tPROJECTILE\n\t+BLOODSPLATTER\n\tScale 0.4\n\tMissileType TracerTrail\n\tMissileHeight 8\n\tStates\n\t{\n\tSpawn:\n\t\tPUFF A 1 BRIGHT\n\t\tPUFF A 1 BRIGHT A_JumpIfCloser(192,\"Whiz\") // checksightorrange\n\t\tLoop\n\tWhiz:\n\t\tPUFF A 1 BRIGHT A_PlaySound(\"whiz\",1.0,0,ATTN_NONE)\n\tSpawnNoWhiz:\n\t\tPUFF A 1 BRIGHT\n\t\tLoop\n\tDeath:\n\tCrash:\n\t\tPUFF B 1 BRIGHT A_SetTranslucent(0.9,0)\n\t\tPUFF B 1 BRIGHT A_PlaySound(\"ricochet\")\n\t\tPUFF CD 2 BRIGHT\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 3 A_PlaySound(\"hitflesh\")\n\t\tStop\n\t}\n}\nActor PlayerTracer : Tracer\n{\n\t+THRUSPECIES\n\tSpecies \"Player\"\n}\nACTOR RevolverTracer : PlayerTracer\n{\n\tSpeed 200\n}"
      }
    ]
  },
  "maps": []
}

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