Raw model (for completeness)
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"gvhjittercoopfixv1.1.pk3"
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{
"source": "pk3",
"name": "actors/jskull1.txt",
"contents": "actor Jitterskull1 : PlayerPawn\n{\n Speed 23\n\tHealth 150\n\tlimitedtoteam 1\n\tMass 1500\n\tplayer.forwardmove 1.0\n\tplayer.sidemove 1.0\n\tPlayer.Maxhealth 150\n\tPlayer.DisplayName \"Jitterskull\"\n\tPlayer.ColorRange 80, 111\n\tplayer.soundclass \"jskull\"\n\tplayer.startitem \"JitterskullWeapon\"\n\tplayer.startitem \"achievelist\", 1\n\tplayer.crouchsprite \"\"\n\tbloodtype \"jitterchip\"\n\tdamagefactor \"Railgun\", 1.6\n\tmaxstepheight 180\n\tscale 0.24\n\tdamagefactor \"ice\", 1.4\n\t+NOICEDEATH\n\t+FLOORHUGGER\n\tplayer.jumpz 0\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\tJSKL A 1\n\tloop\n\tSee:\n\tJSKL A 0 A_PlaysoundEx(\"skullact\", \"Body\")\n\tJSKL ABCBABCABCABCABC 1\n\tJSKL A 1 A_Recoil(-255)\n\tJSKL A 0 A_Stop\n\tGoto Spawn\n\tMissile:\n\tJSKL A 1\n\tJSKL A 1 A_JumpIfInventory(\"Clip\", 1, \"Dive\")\n\tJSKL A 0 A_PlaysoundEx(\"skullact\", \"Body\")\n\tJSKL ABCBABCABCABCABCABCABC 1 ACS_ExecuteAlways(998,0)\n\tGoto Spawn\n\tDive:\n\tJSKL D 16\n\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\tJSKL D 0 A_GiveToTarget(\"KilledMe\",1)\n\tJSKL D 0 A_GiveToTarget(\"KilledJitter\",1)\n\tJSKL D 1 A_PlaySoundEx(\"skulldie\", \"Voice\")\n\tJSKL D 1 A_NoBlocking\n\tJSKL D 0 A_Fall\n\tJSKL DDDDDDDDDDDDDDDDDDDD 1 A_CustomMissile(\"ArchvileFirex2\", 2, 0, random(0,360), 2,0)\n\tJSKL ZZZZZZZZZZZ 1 A_CustomMissile(\"ArchvileFirex2\", 0, 0, random(0,360), 2,0)\n\tJSKL Z -1\n\tStop\n\tDeath.CrapPlasma:\n\tJSKL D 0 A_GiveToTarget(\"Unlock9\",1)\n\tGoto DeathAnim\n\tDeath.Creeper:\n\tJSKL D 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\tJSKL D 0 ACS_ExecuteAlways(997,0)\n\tJSKL D 0 A_GiveToTarget(\"Creeperheal\",1)\n\tGoto DeathAnim\n\tDeath.Grenade:\n\tJSKL D 0 A_GiveToTarget(\"KilledG\",1)\n\tGoto DeathAnim\n\tDeath.ice2:\n\tJSKL D 0 A_GiveToTarget(\"Killedice2\",1)\n\tGoto DeathAnim\n\tDeath.fire2:\n\tJSKL D 0 A_GiveToTarget(\"Killedfire2\",1)\n\tGoto DeathAnim\n\tDeath.Railgun:\n\tJSKL D 0 A_GiveToTarget(\"Killedlightning\",1)\n\tGoto DeathAnim\n\t}\n}\n\nActor JitterskullWeapon : Weapon\n{\n Weapon.SelectionOrder 350\n Inventory.PickupSound \"\"\n Inventory.PickupMessage \"\"\n Obituary \"%o was crunched by %k\"\n Weapon.AmmoType \"GhoulAmmo\"\n Weapon.AmmoGive 100\n Weapon.AmmoUse 0\n +WEAPON.NOAUTOAIM\n Weapon.Kickback 0\n Weapon.YAdjust 0\n +INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n JTRM A 1\n Stop\n Ready:\n JTRM A 0 ACS_ExecuteAlways(999,0)\n JTRM A 1 A_WeaponReady\n Goto Ready+1\n Deselect:\n\t JTRM A 1 A_Lower\n Loop\n Select:\n JTRM A 1 A_Raise\n Goto Select\n Fire:\n JTRM A 0 A_GiveInventory(\"Clip\",1)\n \t JTRM A 0 A_Stop\n JTRM A 0 A_Recoil(-56)\n\t JTRM A 0 A_Playweaponsound(\"skullattack\")\n\t JTRM A 0 SetPlayerProperty(0, 1, 0)\n\t //JTRM AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 45) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 55) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 65) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 75) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 85) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 95) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 105) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 115) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 125) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM AAAAAAAA 1 offset (0, 135) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 125) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 115) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 105) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 95) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 85) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 75) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 65) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 55) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 45) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 18 offset (0, 32) SetPlayerProperty(0, 0, 0)\n\t JTRM A 0 offset (0, 32) A_TakeInventory(\"Crunched\",999)\n\t JTRM A 0 A_TakeInventory(\"Clip\",9999)\n\t goto Ready\n\tAltFire:\n\t JTRM A 0 A_Stop\n\t JTRM A 22\n\t JTRM A 0 A_ReFire\n\t JTRM A 1 ACS_ExecuteAlways(999,0)\n\t Goto Ready\n }\n}\n\nActor JitterskullAttack\n{\nPROJECTILE\n+THRUGHOST\n+FORCERADIUSDMG\nSpeed 30\nRadius 2\nHeight 2\nObituary \"%o was crunched by %k\"\ndamagetype \"Jitter\"\ndamage 10\nStates{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Explode(55, 83, 0)\nTNT1 A 1 A_RadiusThrust(8000, 150, 0)\nStop\n}\n}"
},
{
"source": "pk3",
"name": "actors/jskullmon.txt",
"contents": "ACTOR JitterskullMonster Replaces JitterSkull\n{\nScale 0.24\nCameraheight 40\nHeight 70\nRadius 15\nSpeed 23\nDamage 255\nHealth 1000\nMONSTER\n+NOBLOCKMONST\n+DROPOFF\n+LOOKALLAROUND\n+QUICKTORETALIATE\n+DONTSPLASH\n+NOCLIP\nObituary \"%o was eaten by the jitterskull\"\npainchance 0\nmass 9999999999\nStates\n{\nSpawn:\nJSKL A 1 A_Look\nLoop\nSee:\nJSKL A 0 A_Stop\nJSKL A 0 A_PlaySound(\"skullact\")\nJSKL D 0 A_Chase\nJSKL ABCBABCBCBABABCBCBABABCBCBABCBCBA 1 A_FaceTarget\nJSKL A 0 A_JumpIfCloser(280, 21)\nJSKL AAAAAAAAAAAAAAAAAAAA 0 A_Chase\nLoop\nJSKL D 0 A_FaceTarget\n//JSKL DDD 0 A_Chase\nJSKL D 0 A_PlaySoundEx(\"skullattack\", \"Voice\",0)\nGoto Pain\nPain: // Actually his attacking state to prevent him randomly charging at you from afar\nJSKL D 0 A_FaceTarget\nJSKL D 1 A_SkullAttack\nJSKL D 0 A_JumpIfCloser(280, 2)\nJSKL D 1 A_Stop\nGoto See\nJSKL D 0\nLoop\nDeath:\nJSKL D 0 A_Playsound(\"skulldie\")\nJSKL DDDDDDDDDDDDD 4 A_CustomMissile(\"ArchvileFirex2\", 2, 0, random(0,360), 0)\nTNT1 AAAAAAAAAAAA 4 A_CustomMissile(\"ArchvileFirex2\", 0, 0, random(0,360), 0)\nTNT1 A 0 A_Fall\nStop\n}\n}"
}
]
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