Raw model (for completeness)
{
"meta": {
"id": "fc9df107-dc60-456a-95a8-d71a86ef8247",
"sha1": "ee5e4a05c7991e316dea252b55996d8a3568fc0d",
"sha256": "80fe9741b0818d35000d0443bb6e2fd6089f99e840437e9800ee3abfaf5b55c3",
"filenames": [
"invasionunleashed_c72_2.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2013-04-18 22:24:04",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": {
"MAP01": "MAP01.png"
},
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2013-04-18 22:24:04",
"file": {
"type": "PK3",
"size": 47407968,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/ee5e4a05c7991e316dea252b55996d8a3568fc0d/ee5e4a05c7991e316dea252b55996d8a3568fc0d.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"INVU01",
"INVU02",
"INVU03",
"INVU04",
"INVU05",
"INVU06",
"INVU07",
"INVU08",
"INVU09",
"INVU10",
"INVU11",
"INVU12",
"INVU13",
"INVU14",
"INVU15",
"INVU16",
"INVU17",
"INVU18",
"INVU19",
"INVU20",
"INVU21",
"INVU22",
"INVU23",
"INVU24",
"INVU25",
"INVU26",
"INVU33",
"INVUSEC1",
"INVUSEC2",
"INVUWTF",
"MAP01",
"TITLEMAP"
],
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 6242,
"maps": 32,
"palettes": 0
}
},
"analysis": {
"title": "Invasion Unleashed",
"description": "This WAD features 32 maps offering a large-scale gameplay experience with varied environments. The monster composition includes a broad range of enemies, suggesting moderate to hard difficulty with occasional intense combat encounters. Resource distribution appears balanced, supporting sustained progression without extreme scarcity. The visual theme blends natural elements like water, lava, and rock textures, indicating a mix of cave and outdoor settings. Map progression is likely linear with some exploration elements, typical for a megawad of this scope. Compatibility details are not explicit, but the use of standard textures and flats suggests Boom-compatible or higher engine support.",
"tags": [
"ammo_plentiful",
"boom_compatible",
"cave",
"generous_health",
"hard",
"large_megawad",
"linear",
"mixed_theme",
"moderate"
],
"origin": "gpt-4.1-mini"
},
"text_files": [
{
"source": "pk3",
"name": "invasionUnleashed_c72_2/animdefs.txt",
"contents": "warp2 flat sludgew2\nwarp2 flat W2WATER1\nwarp2 flat GRASSWTF\n\ntexture UPSIDEW1\n pic UPSIDEW1 tics 5\n pic UPSIDEW2 tics 5\n pic UPSIDEW3 tics 5\n pic UPSIDEW4 tics 5\n\nflat AWATER01\n\tpic AWATER01 tics 3\n\tpic AWATER02 tics 3\n\tpic AWATER03 tics 3\n\tpic AWATER04 tics 3\n\tpic AWATER05 tics 3\n\tpic AWATER06 tics 3\n\tpic AWATER07 tics 3\n\tpic AWATER08 tics 3\n\tpic AWATER09 tics 3\n\tpic AWATER10 tics 3\n\nwarp2 flat FWATER1\n\nwarp2 FLAT lava1\nwarp2 FLAT lava2\nwarp2 FLAT lava3\nwarp2 FLAT lava4\n\ntexture RROCK19A\npic RROCK19A tics 4\npic RROCK19B tics 4\npic RROCK19C tics 4\npic RROCK19D tics 4\npic RROCK19E tics 4\npic RROCK19F tics 4\npic RROCK19G tics 4\npic RROCK19H tics 4\npic RROCK19G tics 4\npic RROCK19F tics 4\npic RROCK19E tics 4\npic RROCK19D tics 4\npic RROCK19C tics 4\npic RROCK19B tics 4\n\nwarp2 flat sludgew2\nwarp2 flat W2WATER1\nwarp2 flat GRASSWTF\n\ntexture UPSIDEW1\n pic UPSIDEW1 tics 5\n pic UPSIDEW2 tics 5\n pic UPSIDEW3 tics 5\n pic UPSIDEW4 tics 5\n\nflat AWATER01\n\tpic AWATER01 tics 3\n\tpic AWATER02 tics 3\n\tpic AWATER03 tics 3\n\tpic AWATER04 tics 3\n\tpic AWATER05 tics 3\n\tpic AWATER06 tics 3\n\tpic AWATER07 tics 3\n\tpic AWATER08 tics 3\n\tpic AWATER09 tics 3\n\tpic AWATER10 tics 3\n\nwarp2 flat FWATER1\n\nwarp2 FLAT lava1\nwarp2 FLAT lava2\nwarp2 FLAT lava3\nwarp2 FLAT lava4\n\ntexture RROCK19A\npic RROCK19A tics 4\npic RROCK19B tics 4\npic RROCK19C tics 4\npic RROCK19D tics 4\npic RROCK19E tics 4\npic RROCK19F tics 4\npic RROCK19G tics 4\npic RROCK19H tics 4\npic RROCK19G tics 4\npic RROCK19F tics 4\npic RROCK19E tics 4\npic RROCK19D tics 4\npic RROCK19C tics 4\npic RROCK19B tics 4\n\nwarp2 flat WTF1\nwarp2 flat WTF2\nwarp flat WTF3\nwarp flat WNUKEAGE\n\nflat watern1\n\npic 1 tics 8\npic 2 tics 8\npic 3 tics 8\n\nTexture DEVHUN01\npic DEVHUN01 tics 2\npic DEVHUN02 tics 2\npic DEVHUN03 tics 2\npic DEVHUN04 tics 2\npic DEVHUN05 tics 2\npic DEVHUN06 tics 2\npic DEVHUN07 tics 2\npic DEVHUN08 tics 2\npic DEVHUN09 tics 2\npic DEVHUN10 tics 2\npic DEVHUN11 tics 2\npic DEVHUN12 tics 2\npic DEVHUN13 tics 2\npic DEVHUN14 tics 2\npic DEVHUN15 tics 2\npic DEVHUN16 tics 2\npic DEVHUN17 tics 2\npic DEVHUN18 tics 2\npic DEVHUN19 tics 2\npic DEVHUN20 tics 2\npic DEVHUN21 tics 2\npic DEVHUN22 tics 2\npic DEVHUN23 tics 2\npic DEVHUN24 tics 2\npic DEVHUN25 tics 2\n\n// Disclaimer: I have said to the project leader, these pictures below called Cinema's were not my choice.\n// In fact, these pictures i didnt want it at all, because of its sexual content.\n// I got them by msn, and import them as it was like a job. Their choice, not mine.\n// Maybe some people like it, but i dont.\n// So dont even start blaiming me.\n//\n// Signed: UnTrustable\n\nTexture Cinema01\npic MOVIE1_0 tics 4\npic MOVIE1_1 tics 4\npic MOVIE1_2 tics 4\npic MOVIE1_3 tics 4\npic MOVIE1_4 tics 4\npic MOVIE1_5 tics 4\npic MOVIE1_6 tics 4\npic MOVIE1_7 tics 4\npic MOVIE1_8 tics 4\npic MOVIE1_9 tics 4\npic MOVIE1_A tics 4\npic MOVIE1_B tics 4\npic MOVIE1_C tics 4\npic MOVIE1_D tics 4\npic MOVIE1_E tics 4\npic MOVIE1_F tics 4\n\nTexture Cinema02\npic MOVIE2_0 tics 4\npic MOVIE2_1 tics 4\npic MOVIE2_2 tics 4\npic MOVIE2_3 tics 4\npic MOVIE2_4 tics 4\npic MOVIE2_5 tics 4\npic MOVIE2_6 tics 4\npic MOVIE2_7 tics 4\n\nTexture Cinema03\npic MOVIE3_0 tics 4\npic MOVIE3_1 tics 4\npic MOVIE3_2 tics 4\npic MOVIE3_3 tics 4\npic MOVIE3_4 tics 4\npic MOVIE3_5 tics 4\npic MOVIE3_6 tics 4\npic MOVIE3_7 tics 4\npic MOVIE3_8 tics 4\n\nTexture Cinema04\npic MOVIE4_0 tics 4\npic MOVIE4_1 tics 4\npic MOVIE4_2 tics 4\npic MOVIE4_3 tics 4\npic MOVIE4_4 tics 4\npic MOVIE4_5 tics 4\npic MOVIE4_6 tics 4\npic MOVIE4_7 tics 4\n\nTexture Cinema05\npic MOVIE5_0 tics 4\npic MOVIE5_1 tics 4\npic MOVIE5_2 tics 4\npic MOVIE5_3 tics 4\npic MOVIE5_4 tics 4\npic MOVIE5_5 tics 4\npic MOVIE5_6 tics 4"
},
{
"source": "pk3",
"name": "invasionUnleashed_c72_2/bosslist.txt",
"contents": "Invasion Unleased Bosses:\n\nThis list is made because all the boss healths maximum are being increased by the total of players ingame.\nFor the most of the players sometimes the Bosses seems undefeatable because of their increased level of HP.\nSo thats why there is now (13 jan 2012) a maximum setting for each Boss monster.\nEach Boss its maximum HP level is named BOSSMAX(#) in every MAP Script and is standard set to a number\nlisted below.\n\n--------------------------------------------------------------------------------------------------------\n| Boss name | Decorate HP | MAX HP set in map script | Spot number | Invasion Spot Number |\n--------------------------------------------------------------------------------------------------------\n| | | | | |\n| Emperor | 15000 | 240000 (15000*16) | 3500 | 3501 |\n| Overlord | 13000 | 208000 (13000*16) | 3505 | 3506 |\n| Hulk | 15000 | 240000 (15000*16) | 21195 | 21200 |\n| HulkReturn | 13000 | 208000 (13000*16) | Hulk | 21203 |\n| RedemptionCubus | 12000 | 192000 (12000*16) | Hectebus | 30004 |\n| MagmaSlug | 10000 | 160000 (10000*16) | 12342 | |\n| HeavyDrone | 15000 | 240000 (15000*16) | 12638 | |\n| GraveDigger | 10000 | 160000 (10000*16) | 15324 | 11317 |\n| Afrit | 10000 | 160000 (10000*16) | 3120 | 11132 |\n| HellChampion | 5000 | 80000 (5000*16) | 25002 | 11147 |\n| DarkKing | 12000 | 192000 (12000*16) | CyberDemon | |\n| CougarCyberDemon | 8000 | 128000 (8000*16) | Cyberdemon | |\n| Apocalypto | 13000 | 208000 (13000*16) | DeadRevenant | |\n| ShapeShifter | 13000 | 208000 (13000*16) | x | 32123 |\n| CyberDemon2 | 10000 | 160000 (10000*16) | 24886 | |\n| SpiderMastermind2 | 8000 | 128000 (8000*16) | 24887 | |\n| SatanS | 30000 | 480000 (30000*16) | 24900 | |\n| HansGrosse01 | 20000 | 320000 (20000*16) | 30304 | 31304 |\n| AcidSerpent | 13000 | 208000 (13000*16) | 25003 | 13244 |\n| ViagraImp | 13000 | 208000 (13000*16) | 1234 | 11111 |\n| InfernoDemon | 12500 | 200000 (12500*16) | 18342 | |\n--------------------------------------------------------------------------------------------------------\n\nAll above numbers are being made deu to a maximum of 16 players.\nIf there will be more than 16 players, the boss HP will not go any higher than the associated\nnumber listed above.\nIts no use to change any number here.\nTo increase or decrease the maximum settings of a Boss, you need to go to the specific map,\nand change the number in the script there."
},
{
"source": "pk3",
"name": "invasionUnleashed_c72_2/cmpgninf.txt",
"contents": "{\nmapname = INVU01\ngamemode = invasion\nwavelimit = 10\n}\n\n{\nmapname = INVU02\ngamemode = invasion\nwavelimit = 9\n}\n\n{\nmapname = INVU03\ngamemode = invasion\nwavelimit = 10\n}\n\n{\nmapname = INVU04\ngamemode = invasion\nwavelimit = 7\n}\n\n{\nmapname = INVU05\ngamemode = invasion\nwavelimit = 8\n}\n\n{\nmapname = INVU06\ngamemode = invasion\nwavelimit = 9\n}\n\n{\nmapname = INVU07\ngamemode = invasion\nwavelimit = 9\n}\n\n{\nmapname = INVU08\ngamemode = invasion\nwavelimit = 6\n}\n\n{\nmapname = INVU09\ngamemode = invasion\nwavelimit = 11\n}\n\n{\nmapname = INVU10\ngamemode = invasion\nwavelimit = 9\n}\n\n{\nmapname = INVU11\ngamemode = invasion\nwavelimit = 8\n}\n\n{\nmapname = INVUSEC2\ngamemode = invasion\nwavelimit = 15\n}\n\n{\nmapname = INVU12\ngamemode = invasion\nwavelimit = 8\n}\n\n{\nmapname = INVU13\ngamemode = invasion\nwavelimit = 7\n}\n\n{\nmapname = INVU14\ngamemode = INVASION\nwavelimit = 10\n}\n\n{\nmapname = INVU15\ngamemode = invasion\nwavelimit = 10\n}\n\n{\nmapname = INVU16\ngamemode = invasion\nwavelimit = 8\n}\n\n{\nmapname = INVU17\ngamemode = invasion\nwavelimit = 10\n}\n\n{\nmapname = INVU18\ngamemode = invasion\nwavelimit = 10\n}\n\n}\nmapname = INVU19\ngamemode = invasion\nwavelimit = 9\n}\n\n{\nmapname = INVU20\ngamemode = invasion\nwavelimit = 10\n}\n\n{\nmapname = INVU21\ngamemode = invasion\nwavelimit = 9\n}\n\n{\nmapname = INVU22\ngamemode = invasion\nwavelimit = 8\n}\n\n{\nmapname = INVU23\ngamemode = invasion\nwavelimit = 6\n}\n\n{\nmapname = INVU24\ngamemode = invasion\nwavelimit = 7\n}\n\n{\nmapname = INVU25\ngamemode = invasion\nwavelimit = 11\n}\n\n{\nmapname = INVU26\ngamemode = invasion\nwavelimit = 10\n}\n\n{\nmapname = INVUSEC1\ngamemode = invasion\nwavelimit = 10\n}\n\n{\nmapname = INVUWTF\ngamemode = invasion\nwavelimit = 10\n}\n\n{\nmapname = INVU33\ngamemode = invasion\nwavelimit = 5\n}"
},
{
"source": "pk3",
"name": "invasionUnleashed_c72_2/decaldef.txt",
"contents": "decal RBBDecal\n{\n pic PLASMA1\n Shade \"00 00 00\"\n Randomflipx\n Randomflipy\n}\n\nGenerator BaronBall2 RBBDecal\nGenerator FatShot2 RBBDecal\nGenerator Redentor RBBDecal\nGenerator PlasmaExplosive RBBDecal\n\n//===========================================================================\n//\n// Bio Proj decals by ThatOneZDoomer\n//\n//===========================================================================\n\nFader BioFader\n{\n\tDecayStart 10\n\tDecayTime 5\n}\n\nDecal BioDecalA\n{\n\tPic BPBPE0\n\tX-Scale .5\n\tY-Scale .5\n\tAdd .5\n\tAnimator BioFader\n}\n\nDecal BioDecalB\n{\n\tPic BPBPF0\n\tX-Scale .5\n\tY-Scale .5\n\tAdd .5\n\tAnimator BioFader\n}\n\nDecalGroup BioDecal\n{\n\tBioDecalA\t1\n\tBioDecalB\t1\n}\n\ndecal FreezeBlastMelt\n{\n\tpic BSMEAR1\n\tx-scale 1.1\n\ty-scale 1.1\n\tshade \"DD DD FF\"\n\trandomflipx\n\tanimator BloodSmearer\n}\n\nGenerator FreezeBlast\t\t\tFreezeBlastMelt\n\nDecal HeavyScorchLower1\n{\n\tpic CBALSCR1\n\tshade \"00 00 00\"\n\tx-scale 0.2\n\ty-scale 0.2\n\trandomflipx\n\trandomflipy\n}\n\nDecal HeavyScorchLower2\n{\n\tpic CBALSCR2\n\tshade \"00 00 00\"\n\tx-scale 0.2\n\ty-scale 0.2\n\trandomflipx\n\trandomflipy\n}\n\nDecalGroup HeavyScorchLower\n{\n\tHeavyScorchLower1 1\n\tHeavyScorchLower2 1\n}\n\nDecal HeavyScorch1\n{\n\tpic CBALSCR1\n\tshade \"30 30 30\"\n\tfullbright\n\tx-scale 0.4\n\ty-scale 0.4\n\tanimator GoAway\n\tlowerdecal HeavyScorchLower\n}\n\nDecal HeavyScorch2\n{\n\tpic CBALSCR2\n\tshade \"30 30 30\"\n\tfullbright\n\tx-scale 0.4\n\ty-scale 0.4\n\tanimator GoAway\n\tlowerdecal HeavyScorchLower\n}\n\nDecalGroup HeavyScorch\n{\n\tHeavyScorch1 1\n\tHeavyScorch2 1\n}\n\nGenerator HeavyBullet HeavyScorch"
},
{
"source": "pk3",
"name": "invasionUnleashed_c72_2/doomdefs.txt",
"contents": "Pointlight Blue1\n{\n color 0.0 0.0 1.0\n size 24\n}\n\nPointlight Blue2\n{\n color 0.0 0.0 1.0\n size 26\n}\n\nPointlight Blue3\n{\n color 0.0 0.0 1.0\n size 28\n}\n\nPointlight Blue4\n{\n color 0.0 0.0 1.0\n size 30\n}\n\npointlight Blue5\n{\n color 0.0 0.0 1.0\n size 64\n}\n\nPointlight Red1\n{\n color 1.0 0.0 0.0\n size 24\n}\n\nPointlight Red2\n{\n color 1.0 0.0 0.0\n size 26\n}\n\nPointlight Red3\n{\n color 1.0 0.0 0.0\n size 28\n}\n\nPointlight Red4\n{\n color 1.0 0.0 0.0\n size 30\n}\n\nPointlight Yellow1\n{\n color 1.0 1.0 0.0\n size 26\n}\n\nPointlight Yellow2\n{\n color 1.0 1.0 0.0\n size 32\n}\n\nPointlight Yellow3\n{\n color 1.0 1.0 0.0\n size 48\n}\n\nPointlight Yellow4\n{\n color 1.0 1.0 0.0\n size 64\n}\n\nPointlight Yellow5\n{\n color 1.0 1.0 0.0\n size 80\n}\n\npointlight White1\n{\n color 1.0 1.0 1.0\n size 24\n}\n\npointlight White2\n{\n color 1.0 1.0 1.0\n size 26\n}\n\npointlight White3\n{\n color 1.0 1.0 1.0\n size 28\n}\n\npointlight White4\n{\n color 1.0 1.0 1.0\n size 30\n}\n\npointlight White5\n{\n color 1.0 1.0 1.0\n size 64\n}\n\nObject Redentor\n{\n Frame MISLA { Light Blue1 }\n Frame MISLB { Light Blue2 }\n Frame MISLC { Light Blue3 }\n Frame MISLD { Light Blue4 }\n}\n\nObject Fatshot2\n{\n Frame MANFA { Light Blue1 }\n Frame MANFB { Light Blue1 }\n Frame MISLB { Light Blue2 }\n Frame MISLC { Light Blue3 }\n Frame MISLD { Light Blue4 }\n}\n\nObject PlasmaExplosive\n{\n Frame PLSEA { Light Blue1 }\n Frame PLSEB { Light Blue1 }\n Frame PLSEC { Light Blue2 }\n Frame PLSED { Light Blue3 }\n Frame PLSEE { Light Blue4 }\n}\n\nObject NewTP\n{\n Frame MANFA { Light Red1 }\n Frame MANFB { Light Red1 }\n Frame MISLB { Light Red2 }\n Frame MISLC { Light Red3 }\n Frame MISLD { Light Red4 }\n}\n\nObject BaronBall2\n{\n Frame BAL7A { Light Red1 }\n Frame BAL7B { Light Red1 }\n Frame BAL7C { Light Red2 }\n Frame BAL7D { Light Red2 }\n Frame BAL7E { Light Red3 }\n}\n\nObject DragonFire\n{\n Frame FIREA { Light Yellow1 }\n Frame FIREB { Light Yellow1 }\n Frame FIREC { Light Yellow1 }\n Frame FIRED { Light Yellow1 }\n Frame FIREE { Light Yellow1 }\n Frame FIREH { Light Yellow1 }\n Frame FIREG { Light Yellow1 }\n Frame FIREF { Light Yellow1 }\n}\n\nObject Thunder\n{\n Frame ZOT1A { Light Blue4 }\n Frame ZOT1B { Light Blue4 }\n Frame ZOT1C { Light Blue4 }\n Frame ZOT1D { Light Blue4 }\n Frame ZOT1E { Light Blue4 }\n}\n\nObject HUlkPlasmaBall\n{\n Frame HBALA { Light White5 }\n Frame HBALB { Light Blue5 }\n Frame HBALC { Light White5 }\n Frame HBALD { Light White5 }\n Frame HBALE { Light Blue5 }\n Frame HBALF { Light White5 }\n}\n\nObject FlameThrower\n{\nFrame FRFXA { Light Yellow1 }\nFrame FRFXB { Light Yellow1 }\nFrame FRFXC { Light Yellow2 }\nFrame FRFXD { Light Yellow2 }\nFrame FRFXE { Light Yellow2 }\nFrame FRFXF { Light Yellow3 }\nFrame FRFXG { Light Yellow3 }\nFrame FRFXH { Light Yellow4 }\nFrame FRFXI { Light Yellow4 }\nFrame FRFXJ { Light Yellow4 }\nFrame FRFXK { Light Yellow5 }\nFrame FRFXL { Light Yellow5 }\nFrame FRFXM { Light Yellow5 }\nFrame FRFXN { Light Yellow5 }\nFrame FRFXO { Light Yellow4 }\nFrame FRFXP { Light Yellow3 }\n}"
},
{
"source": "pk3",
"name": "invasionUnleashed_c72_2/gldefs.txt",
"contents": "pointlight MuzzleFlashSmall1\n{\n color 1.0 0.6 0.3\n size 60\n offset 0 0 0\n}\n\npointlight MuzzleFlashSmall2\n{\n color 1.0 0.6 0.3\n size 30\n offset 0 0 0\n}\n\nobject \"MuzzleFlashSmall\"\n{\n frame TNT1A { light MuzzleFlashSmall1 }\n frame TNT1B { light MuzzleFlashSmall2 }\n}\n\nPulseLight FrostFangShard1\n{\nColor 0.0 0.0 0.4\nSize 24\nSecondarySize 32\nInterval 3.0\n}\n\nPointLight FrostFangShard2\n{\nColor 0.0 0.0 0.5\nSize 32\n}\n\nPointLight FrostFangShard3\n{\nColor 0.0 0.0 0.7\nSize 40\n}\n\nPointLight FrostFangShard4\n{\nColor 0.0 0.0 0.55\nSize 44\n}\n\nPointLight FrostFangShard5\n{\nColor 0.0 0.0 0.3\nSize 28\n}\n\nPointLight FrostFangShard6\n{\nColor 0.0 0.0 0.1\nSize 16\n}\n\nPointLight FrostFangBall1\n{\nColor 0.5 0.5 1.0\nSize 64\n}\n\nPointLight FrostFangBall2\n{\nColor 0.7 0.7 1.0\nSize 64\n}\n\nPointLight FrostFangBall3\n{\nColor 0.7 0.7 1.0\nSize 72\n}\n\nPointLight FrostFangBall4\n{\nColor 0.4 0.4 1.0\nSize 64\n}\n\nPointLight FrostFangBall5\n{\nColor 0.3 0.3 0.5\nSize 48\n}\n\nPointLight FrostFangBall6\n{\nColor 0.1 0.1 0.3\nSize 32\n}\n\nObject FrostFangShard\n{\nFrame FFSDA { Light FrostFangShard1 }\nFrame FFSDB { Light FrostFangShard1 }\nFrame FFSDC { Light FrostFangShard1 }\nFrame FFSDD { Light FrostFangShard2 }\nFrame FFSDE { Light FrostFangShard3 }\nFrame FFSDF { Light FrostFangShard4 }\nFrame FFSDG { Light FrostFangShard5 }\nFrame FFSDH { Light FrostFangShard6 }\n}\n\nObject FrostFangBall\n{\nFrame TNT1 { Light FrostFangBall1 }\nFrame FFBLC { Light FrostFangBall2 }\nFrame FFBLD { Light FrostFangBall3 }\nFrame FFBLE { Light FrostFangBall4 }\nFrame FFBLF { Light FrostFangBall5 }\nFrame FFBLG { Light FrostFangBall6 }\n}\n\n//===========================================================================\n//\n// Bio Proj lights by ThatOneZDoomer\n//\n//===========================================================================\n\nPointLight BioLightA\n{\n\tColor 0.0 1.0 0.0\n\tSize 32\n}\n\nFlickerLight BioLightB\n{\n\tColor 0.0 1.0 0.0\n\tSize 32\n\tSecondarySize 40\n}\n\nObject BioProj\n{\n\tFrame BPBPA { Light BioLightA }\n\tFrame BPBPB { Light BioLightA }\n\tFrame BPBPC { Light BioLightA }\n\tFrame BPBPD { Light BioLightB }\n\tFrame BPBPE { Light BioLightB }\n\tFrame BPBPF { Light BioLightB }\n}\n\npointlight ICEGLOWER\n{\n color 0.5 0.5 1.0\n size 20\n}\n\nobject FreezeBlast\n{\nframe FBLS { light ICEGLOWER }\n}\n\npointlight NUKEROCKET\n{\n color 1.0 0.7 0.0\n size 56\n}\n\nflickerlight NUKEROCKET_X1\n{\n color 1.0 0.7 0.0\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight NUKEROCKET_X2\n{\n color 0.5 0.1 0.0\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight NUKEROCKET_X3\n{\n color 0.3 0.0 0.0\n size 96\n secondarySize 104\n chance 0.3\n}\n\nobject NuclearMissileShot\n{\nframe NKE1A { light NUKEROCKET }\nframe NKE1B { light NUKEROCKET_X3 }\nframe NKE1C { light NUKEROCKET_X3 }\nframe NKE1D { light NUKEROCKET_X3 }\nframe NKE1E { light NUKEROCKET_X3 }\nframe NKE1F { light NUKEROCKET_X2 }\nframe NKE1G { light NUKEROCKET_X2 }\nframe NKE1H { light NUKEROCKET_X2 }\nframe NKE1I { light NUKEROCKET_X2 }\nframe NKE1J { light NUKEROCKET_X1 }\nframe NKE1K { light NUKEROCKET_X1 }\nframe NKE1L { light NUKEROCKET_X1 }\nframe NKE1M { light NUKEROCKET_X1 }\nframe NKE1N { light NUKEROCKET }\nframe NKE1O { light NUKEROCKET }\nframe NKE1P { light NUKEROCKET }\nframe NKE1Q { light NUKEROCKET }\n}\n\nobject NukeFire\n{\nframe NKFR { light NUKEROCKET }\n}\n\nobject NukeExplosionGenerator\n{\nframe ROKE { light NUKEROCKET }\n}\n\nobject NukeWall\n{\nframe FLWS { light NUKEROCKET }\nframe FLWE { light NUKEROCKET_X1 }\n}\n\nFlickerlight2 TornadoDemonLeaves\n{\nColor 1.0 1.0 1.0\nSize 40\nSecondarySize 48\nInterval 1\nOffset 0 40 0\n}\n\nObject TornadoDemon\n{\nFrame SILEG { Light TornadoDemonLeaves }\nFrame SILEH { Light TornadoDemonLeaves }\nFrame SILEI { Light TornadoDemonLeaves }\nFrame SILEJ { Light TornadoDemonLeaves }\nFrame SILEK { Light TornadoDemonLeaves }\nFrame SILEL { Light TornadoDemonLeaves }\nFrame SILEM { Light TornadoDemonLeaves }\nFrame SILEN { Light TornadoDemonLeaves }\nFrame SILEO { Light TornadoDemonLeaves }\nFrame SILEP { Light TornadoDemonLeaves }\n}\n\nPointlight ThorAttack\n{\nColor 0.0 0.0 1.0\nSize 40\n}\n\nFlickerlight2 ThorAttack2\n{\nColor 0.0 0.0 1.0\nSize 40\nSecondarySize 56\nInterval 1\nOffset 0 40 0\n}\n\nPointlight ThorDeath1\n{\nColor 0.0 0.0 0.6\nSize 25\n}\n\nPointlight ThorDeath2\n{\nColor 0.0 0.0 0.8\nSize 30\n}\n\nPointlight ThorDeath3\n{\nColor 0.0 0.0 1.0\nSize 35\n}\n\nFlickerlight2 ThorDeath4\n{\nColor 0.0 0.0 1.0\nSize 40\nSecondarySize 56\nInterval 1\nOffset 0 40 0\n}\n\nPointlight ThorDeath5\n{\nColor 0.7 0.7 1.0\nSize 45\n}\n\nPointlight ThorDeath6\n{\nColor 0.4 0.4 0.7\nSize 28\n}\n\nObject Thor\n{\nFrame THORR { Light ThorAttack }\nFrame THORS { Light ThorAttack }\nFrame THORT { Light ThorAttack2 }\nFrame THORX { Light ThorAttack }\nFrame THR2A { Light ThorDeath1 }\nFrame THR2B { Light ThorDeath2 }\nFrame THR2C { Light ThorDeath3 }\nFrame THR2D { Light ThorDeath4 }\nFrame THR2E { Light ThorDeath4 }\nFrame THR2F { Light ThorDeath4 }\nFrame THR2G { Light ThorDeath5 }\nFrame THR2H { Light ThorDeath6 }\n}\n\nFlickerlight2 GroundLightning\n{\nColor 0.0 0.0 0.8\nSize 8\nSecondarySize 10\nInterval 1\nOffset 0 0 0\n}\n\nObject GroundLightning\n{\nFrame ICWSA { Light GroundLightning }\nFrame ICWSB { Light GroundLightning }\nFrame ICWSC { Light GroundLightning }\nFrame ICWSD { Light GroundLightning }\nFrame ICWSE { Light GroundLightning }\nFrame ICWSF { Light GroundLightning }\nFrame ICWSG { Light GroundLightning }\nFrame ICWSH { Light GroundLightning }\nFrame ICWSI { Light GroundLightning }\n}\n\nFlickerlight2 GroundLightningTracer\n{\nColor 0.0 0.0 0.8\nSize 8\nSecondarySize 10\nInterval 1\nOffset 0 0 0\n}\n\nObject GroundLightningTracer\n{\nFrame ICWSA { Light GroundLightningTracer }\nFrame ICWSB { Light GroundLightningTracer }\nFrame ICWSC { Light GroundLightningTracer }\nFrame ICWSD { Light GroundLightningTracer }\nFrame ICWSE { Light GroundLightningTracer }\nFrame ICWSF { Light GroundLightningTracer }\nFrame ICWSG { Light GroundLightningTracer }\nFrame ICWSH { Light GroundLightningTracer }\nFrame ICWSI { Light GroundLightningTracer }\n}\n\nPointlight SmokeLightning\n{\nColor 0.6 0.6 1.0\nSize 20\n}\n\nObject Smokeightning\n{\nFrame ZOT3A { Light SmokeLightning }\nFrame ZOT3B { Light SmokeLightning }\nFrame ZOT3C { Light SmokeLightning }\nFrame ZOT3D { Light SmokeLightning }\nFrame ZOT3E { Light SmokeLightning }\n}\n\nPointlight LightningBallS\n{\nColor 0.6 0.6 1.0\nSize 20\n}\n\nPointlight LightningBallSDeath1\n{\nColor 0.6 0.6 1.0\nSize 20\n}\n\nPointlight LightningBallSDeath2\n{\nColor 0.6 0.6 1.0\nSize 25\n}\n\nPointlight LightningBallSDeath3\n{\nColor 0.5 0.5 0.9\nSize 25\n}\n\nPointlight LightningBallSDeath4\n{\nColor 0.4 0.4 0.8\nSize 25\n}\n\nPointlight LightningBallSDeath5\n{\nColor 0.3 0.3 0.7\nSize 25\n}\n\nPointlight LightningBallSDeath6\n{\nColor 0.2 0.2 0.6\nSize 25\n}\n\nObject LightningBallS\n{\nFrame ZOT3A { Light LightningBallS }\nFrame ZOT3B { Light LightningBallS }\nFrame ZOT3C { Light LightningBallS }\nFrame ZOT3D { Light LightningBallS }\nFrame ZOT3E { Light LightningBallS }\nFrame ZAPSG { Light LightningBallSDeath1 }\nFrame ZAPSH { Light LightningBallSDeath2 }\nFrame ZAPSI { Light LightningBallSDeath3 }\nFrame ZAPSJ { Light LightningBallSDeath4 }\nFrame ZAPSK { Light LightningBallSDeath5 }\nFrame ZAPSL { Light LightningBallSDeath6 }\n}\n\nPointlight LightningBallC1\n{\nColor 0.6 0.6 1.0\nSize 20\n}\n\nObject LightningBallC1\n{\nFrame ZOT3A { Light LightningBallC1 }\nFrame ZOT3B { Light LightningBallC1 }\nFrame ZOT3C { Light LightningBallC1 }\n}\n\nPointlight LightningBallC2\n{\nColor 0.6 0.6 1.0\nSize 20\n}\n\nObject LightningBallC2\n{\nFrame ZOT3A { Light LightningBallC2 }\nFrame ZOT3B { Light LightningBallC2 }\nFrame ZOT3C { Light LightningBallC2 }\n}\n\nPointlight LightningRod1\n{\nColor 0.6 0.6 1.0\nSize 30\n}\n\nPointlight LightningRod1Death1\n{\nColor 0.5 0.5 0.9\nSize 25\n}\n\nPointlight LightningRod1Death2\n{\nColor 0.6 0.6 1.0\nSize 30\n}\n\nPointlight LightningRod1Death3\n{\nColor 0.5 0.5 0.9\nSize 35\n}\n\nPointlight LightningRod1Death4\n{\nColor 0.4 0.4 0.8\nSize 30\n}\n\nPointlight LightningRod1Death5\n{\nColor 0.3 0.3 0.7\nSize 25\n}\n\nPointlight LightningRod1Death6\n{\nColor 0.2 0.2 1.6\nSize 20\n}\n\nObject LightningRod1\n{\nFrame ZAP6A { Light LightningRod1 }\nFrame ZAP6B { Light LightningRod1 }\nFrame ZAP6C { Light LightningRod1 }\nFrame ZOTSA { Light LightningRod1Death1 }\nFrame ZOTSB { Light LightningRod1Death2 }\nFrame ZOTSC { Light LightningRod1Death3 }\nFrame ZOTSD { Light LightningRod1Death4 }\nFrame ZOTSE { Light LightningRod1Death5 }\nFrame ZOTSF { Light LightningRod1Death6 }\n}\n\nPointlight LightningBallL\n{\nColor 0.6 0.6 1.0\nSize 35\n}\n\nPointlight LightningBallLDeath1\n{\nColor 0.5 0.5 0.9\nSize 30\n}\n\nPointlight LightningBallLDeath2\n{\nColor 0.6 0.6 1.0\nSize 35\n}\n\nPointlight LightningBallLDeath3\n{\nColor 0.5 0.5 0.9\nSize 40\n}\n\nPointlight LightningBallLDeath4\n{\nColor 0.4 0.4 0.8\nSize 35\n}\n\nPointlight LightningBallLDeath5\n{\nColor 0.3 0.3 0.7\nSize 30\n}\n\nPointlight LightningBallLDeath6\n{\nColor 0.2 0.2 1.6\nSize 25\n}\n\nPointlight LightningBallLDeath7\n{\nColor 0.1 0.1 1.5\nSize 20\n}\n\nObject LightningBallL\n{\nFrame ZAP7A { Light LightningBallL }\nFrame ZAP7B { Light LightningBallL }\nFrame ZAP7C { Light LightningBallL }\nFrame ZAP7D { Light LightningBallL }\nFrame ZAP7E { Light LightningBallL }\nFrame ZOTSA { Light LightningBallLDeath1 }\nFrame ZOTSB { Light LightningBallLDeath2 }\nFrame ZOTSC { Light LightningBallLDeath3 }\nFrame ZOTSD { Light LightningBallLDeath4 }\nFrame ZOTSE { Light LightningBallLDeath5 }\nFrame ZOTSF { Light LightningBallLDeath6 }\nFrame ZOTSG { Light LightningBallLDeath7 }\n}\n\nPointlight MiniLightningPuff1\n{\nColor 0.0 0.0 0.4\nSize 2\n}\n\nPointlight MiniLightningPuff2\n{\nColor 0.0 0.0 0.5\nSize 3\n}\n\nPointlight MiniLightningPuff3\n{\nColor 0.0 0.0 0.6\nSize 4\n}\n\nPointlight MiniLightningPuff4\n{\nColor 0.0 0.0 0.7\nSize 5\n}\n\nPointlight MiniLightningPuff5\n{\nColor 0.0 0.0 0.8\nSize 6\n}\n\nPointlight MiniLightningPuff6\n{\nColor 0.0 0.0 0.9\nSize 7\n}\n\nPointlight MiniLightningPuff7\n{\nColor 0.0 0.0 1.0\nSize 8\n}\n\nPointlight MiniLightningPuff8\n{\nColor 0.7 0.7 1.0\nSize 9\n}\n\nPointlight MiniLightningPuff9\n{\nColor 0.0 0.0 1.0\nSize 10\n}\n\nPointlight MiniLightningPuff10\n{\nColor 0.0 0.0 1.0\nSize 11\n}\n\nPointlight MiniLightningPuff11\n{\nColor 0.0 0.0 1.0\nSize 12\n}\n\nPointlight MiniLightningPuff12\n{\nColor 0.0 0.0 1.0\nSize 13\n}\n\nPointlight MiniLightningPuff13\n{\nColor 0.0 0.0 0.9\nSize 12\n}\n\nPointlight MiniLightningPuff14\n{\nColor 0.0 0.0 0.8\nSize 11\n}\n\nPointlight MiniLightningPuff15\n{\nColor 0.0 0.0 0.7\nSize 10\n}\n\nPointlight MiniLightningPuff16\n{\nColor 0.0 0.0 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1.0\nSize 20\n}\n\nPointlight LightningRod3Death1\n{\nColor 0.5 0.5 0.9\nSize 25\n}\n\nPointlight LightningRod3Death2\n{\nColor 0.6 0.6 1.0\nSize 30\n}\n\nPointlight LightningRod3Death3\n{\nColor 0.5 0.5 0.9\nSize 35\n}\n\nPointlight LightningRod3Death4\n{\nColor 0.4 0.4 0.8\nSize 30\n}\n\nPointlight LightningRod3Death5\n{\nColor 0.3 0.3 0.7\nSize 25\n}\n\nPointlight LightningRod3Death6\n{\nColor 0.2 0.2 1.6\nSize 20\n}\n\nObject LightningRod3\n{\nFrame ZOT1A { Light LightningRod3 }\nFrame ZOT1B { Light LightningRod3 }\nFrame ZOT1C { Light LightningRod3 }\nFrame ZOT1D { Light LightningRod3 }\nFrame ZOT1E { Light LightningRod3 }\nFrame ZOTSA { Light LightningRod3Death1 }\nFrame ZOTSB { Light LightningRod3Death2 }\nFrame ZOTSC { Light LightningRod3Death3 }\nFrame ZOTSD { Light LightningRod3Death4 }\nFrame ZOTSE { Light LightningRod3Death5 }\nFrame ZOTSF { Light LightningRod3Death6 }\n}\n\nPointlight LightningBallC1T1\n{\nColor 0.0 0.0 1.0\nSize 8\n}\n\nPointlight LightningBallC1T2\n{\nColor 0.7 0.7 1.0\nSize 9\n}\n\nPointlight LightningBallC1T3\n{\nColor 0.0 0.0 1.0\nSize 10\n}\n\nPointlight LightningBallC1T4\n{\nColor 0.0 0.0 1.0\nSize 11\n}\n\nPointlight LightningBallC1T5\n{\nColor 0.0 0.0 1.0\nSize 12\n}\n\nPointlight LightningBallC1T6\n{\nColor 0.0 0.0 1.0\nSize 13\n}\n\nPointlight LightningBallC1T7\n{\nColor 0.0 0.0 0.9\nSize 12\n}\n\nPointlight LightningBallC1T8\n{\nColor 0.0 0.0 0.8\nSize 11\n}\n\nPointlight LightningBallC1T9\n{\nColor 0.0 0.0 0.7\nSize 10\n}\n\nPointlight LightningBallC1T10\n{\nColor 0.0 0.0 0.6\nSize 9\n}\n\nPointlight LightningBallC1T11\n{\nColor 0.0 0.0 0.5\nSize 8\n}\n\nPointlight LightningBallC1T12\n{\nColor 0.0 0.0 0.4\nSize 7\n}\n\nObject LightningBallC1T\n{\nFrame DFFPG { Light LightningBallC1T1 }\nFrame DFFPH { Light LightningBallC1T2 }\nFrame DFFPI { Light LightningBallC1T3 }\nFrame DFFPJ { Light LightningBallC1T4 }\nFrame DFFPK { Light LightningBallC1T5 }\nFrame DFFPL { Light LightningBallC1T6 }\nFrame DFFPM { Light LightningBallC1T7 }\nFrame DFFPN { Light LightningBallC1T8 }\nFrame DFFPO { Light LightningBallC1T9 }\nFrame DFFPP { Light LightningBallC1T10 }\nFrame DFFPQ { Light LightningBallC1T11 }\nFrame DFFPR { Light LightningBallC1T12 }\n}\n\nFlickerlight2 FireShot1\n{\nColor 1.0 0.8 0.0\nSize 25\nSecondarySize 30\nInterval 2\nOffset 0 0 0\n}\n\nPointlight FireShot2\n{\nColor 0.8 0.6 0.0\nSize 25\n}\n\nPointlight FireShot3\n{\nColor 0.6 0.4 0.0\nSize 23\n}\n\nPointlight FireShot4\n{\nColor 0.4 0.2 0.0\nSize 21\n}\n\nObject FireShot\n{\nFrame FSHTA { Light FireShot1 }\nFrame FSHTB { Light FireShot1 }\nFrame FSHTC { Light FireShot2 }\nFrame FSHTD { Light FireShot3 }\nFrame FSHTE { Light FireShot4 }\n}\n\nPointlight EscapeExplosion1\n{\nColor 1.0 0.8 0.2\nSize 50\n}\n\nPointlight EscapeExplosion2\n{\nColor 1.0 0.8 0.2\nSize 58\n}\n\nPointlight EscapeExplosion3\n{\nColor 1.0 0.8 0.2\nSize 62\n}\n\nPointlight EscapeExplosion4\n{\nColor 1.0 0.8 0.2\nSize 58\n}\n\nPointlight EscapeExplosion5\n{\nColor 1.0 0.8 0.2\nSize 54\n}\n\nPointlight EscapeExplosion6\n{\nColor 1.0 0.8 0.2\nSize 50\n}\n\nPointlight EscapeExplosion7\n{\nColor 1.0 0.8 0.2\nSize 44\n}\n\nPointlight EscapeExplosion8\n{\nColor 0.9 0.7 0.1\nSize 40\n}\n\nPointlight EscapeExplosion9\n{\nColor 0.9 0.7 0.1\nSize 36\n}\n\nPointlight EscapeExplosion10\n{\nColor 0.9 0.7 0.1\nSize 32\n}\n\nPointlight EscapeExplosion11\n{\nColor 0.8 0.6 0.0\nSize 28\n}\n\nPointlight EscapeExplosion12\n{\nColor 0.8 0.6 0.0\nSize 26\n}\n\nPointlight EscapeExplosion13\n{\nColor 0.8 0.6 0.0\nSize 24\n}\n\nPointlight EscapeExplosion14\n{\nColor 0.6 0.4 0.0\nSize 23\n}\n\nPointlight EscapeExplosion15\n{\nColor 0.6 0.4 0.0\nSize 22\n}\n\nPointlight EscapeExplosion16\n{\nColor 0.6 0.4 0.0\nSize 21\n}\n\nPointlight EscapeExplosion17\n{\nColor 0.4 0.2 0.0\nSize 20\n}\n\nPointlight EscapeExplosion18\n{\nColor 0.4 0.2 0.0\nSize 19\n}\n\nPointlight EscapeExplosion19\n{\nColor 0.2 0.0 0.0\nSize 18\n}\n\nPointlight EscapeExplosion20\n{\nColor 0.2 0.0 0.0\nSize 17\n}\n\nPointlight EscapeExplosion21\n{\nColor 0.2 0.0 0.0\nSize 16\n}\n\nObject EscapeExplosion\n{\nFrame NKXPB { Light EscapeExplosion1 }\nFrame NKXPC { Light EscapeExplosion2 }\nFrame NKXPD { Light EscapeExplosion3 }\nFrame NKXPE { Light EscapeExplosion4 }\nFrame NKXPF { Light EscapeExplosion5 }\nFrame NKXPG { Light EscapeExplosion6 }\nFrame NKXPH { Light EscapeExplosion7 }\nFrame NKXPI { Light EscapeExplosion8 }\nFrame NKXPJ { Light EscapeExplosion9 }\nFrame NKXPK { Light EscapeExplosion10 }\nFrame NKXPL { Light EscapeExplosion11 }\nFrame NKXPM { Light EscapeExplosion12 }\nFrame NKXPN { Light EscapeExplosion13 }\nFrame NKXPO { Light EscapeExplosion14 }\nFrame NKXPP { Light EscapeExplosion15 }\nFrame NKXPQ { Light EscapeExplosion16 }\nFrame NKXPR { Light EscapeExplosion17 }\nFrame NKXPS { Light EscapeExplosion18 }\nFrame NKXPT { Light EscapeExplosion19 }\nFrame NKXPU { Light EscapeExplosion20 }\nFrame NKXPV { Light EscapeExplosion21 }\n}\n\nPointlight FirebombExplosion11\n{\nColor 1.0 0.8 0.2\nSize 50\n}\n\nPointlight FirebombExplosion12\n{\nColor 1.0 0.8 0.2\nSize 58\n}\n\nPointlight FirebombExplosion13\n{\nColor 1.0 0.8 0.2\nSize 62\n}\n\nPointlight FirebombExplosion14\n{\nColor 1.0 0.8 0.2\nSize 58\n}\n\nPointlight FirebombExplosion15\n{\nColor 1.0 0.8 0.2\nSize 54\n}\n\nPointlight FirebombExplosion16\n{\nColor 1.0 0.8 0.2\nSize 50\n}\n\nPointlight FirebombExplosion17\n{\nColor 1.0 0.8 0.2\nSize 44\n}\n\nPointlight FirebombExplosion18\n{\nColor 0.9 0.7 0.1\nSize 40\n}\n\nPointlight FirebombExplosion19\n{\nColor 0.9 0.7 0.1\nSize 39\n}\n\nPointlight FirebombExplosion110\n{\nColor 0.9 0.7 0.1\nSize 38\n}\n\nPointlight FirebombExplosion111\n{\nColor 0.8 0.6 0.0\nSize 37\n}\n\nPointlight FirebombExplosion112\n{\nColor 0.7 0.5 0.0\nSize 36\n}\n\nPointlight FirebombExplosion113\n{\nColor 0.7 0.5 0.0\nSize 35\n}\n\nPointlight FirebombExplosion114\n{\nColor 0.6 0.4 0.0\nSize 35\n}\n\nPointlight FirebombExplosion115\n{\nColor 0.6 0.4 0.0\nSize 35\n}\n\nPointlight FirebombExplosion116\n{\nColor 0.5 0.3 0.0\nSize 35\n}\n\nPointlight FirebombExplosion117\n{\nColor 0.4 0.2 0.0\nSize 35\n}\n\nPointlight FirebombExplosion118\n{\nColor 0.3 0.1 0.0\nSize 35\n}\n\nPointlight FirebombExplosion119\n{\nColor 0.2 0.0 0.0\nSize 35\n}\n\nObject FirebombExplosion1\n{\nFrame FRMEA { Light FirebombExplosion11 }\nFrame FRMEB { Light FirebombExplosion12 }\nFrame FRMEC { Light FirebombExplosion13 }\nFrame FRMED { Light FirebombExplosion14 }\nFrame FRMEE { Light FirebombExplosion15 }\nFrame FRMEF { Light FirebombExplosion16 }\nFrame FRMEG { Light FirebombExplosion17 }\nFrame FRMEH { Light FirebombExplosion18 }\nFrame FRMEI { Light FirebombExplosion19 }\nFrame FRMEJ { Light FirebombExplosion110 }\nFrame FRMEK { Light FirebombExplosion111 }\nFrame FRMEL { Light FirebombExplosion112 }\nFrame FRMEM { Light FirebombExplosion113 }\nFrame FRMEN { Light FirebombExplosion114 }\nFrame FRMEO { Light FirebombExplosion115 }\nFrame FRMEP { Light FirebombExplosion116 }\nFrame FRMEQ { Light FirebombExplosion117 }\nFrame FRMER { Light FirebombExplosion118 }\nFrame FRMES { Light FirebombExplosion119 }\n}\n\nObject FirebombExplosion2\n{\nFrame FRMEA { Light FirebombExplosion11 }\nFrame FRMEB { Light FirebombExplosion12 }\nFrame FRMEC { Light FirebombExplosion13 }\nFrame FRMED { Light FirebombExplosion14 }\nFrame FRMEE { Light FirebombExplosion15 }\nFrame FRMEF { Light FirebombExplosion16 }\nFrame FRMEG { Light FirebombExplosion17 }\nFrame FRMEH { Light FirebombExplosion18 }\nFrame FRMEI { Light FirebombExplosion19 }\nFrame FRMEJ { Light FirebombExplosion110 }\nFrame FRMEK { Light FirebombExplosion111 }\nFrame FRMEL { Light FirebombExplosion112 }\nFrame FRMEM { Light FirebombExplosion113 }\nFrame FRMEN { Light FirebombExplosion114 }\nFrame FRMEO { Light FirebombExplosion115 }\nFrame FRMEP { Light FirebombExplosion116 }\nFrame FRMEQ { Light FirebombExplosion117 }\nFrame FRMER { Light FirebombExplosion118 }\nFrame FRMES { Light FirebombExplosion119 }\n}\n\nObject FirebombExplosion3\n{\nFrame FRMEA { Light FirebombExplosion11 }\nFrame FRMEB { Light FirebombExplosion12 }\nFrame FRMEC { Light FirebombExplosion13 }\nFrame FRMED { Light FirebombExplosion14 }\nFrame FRMEE { Light FirebombExplosion15 }\nFrame FRMEF { Light FirebombExplosion16 }\nFrame FRMEG { Light FirebombExplosion17 }\nFrame FRMEH { Light FirebombExplosion18 }\nFrame FRMEI { Light FirebombExplosion19 }\nFrame FRMEJ { Light FirebombExplosion110 }\nFrame FRMEK { Light FirebombExplosion111 }\nFrame FRMEL { Light FirebombExplosion112 }\nFrame FRMEM { Light FirebombExplosion113 }\nFrame FRMEN { Light FirebombExplosion114 }\nFrame FRMEO { Light FirebombExplosion115 }\nFrame FRMEP { Light FirebombExplosion116 }\nFrame FRMEQ { Light FirebombExplosion117 }\nFrame FRMER { Light FirebombExplosion118 }\nFrame FRMES { Light FirebombExplosion119 }\n}\n\nPointlight PyroBlast1\n{\nColor 1.0 0.8 0.0\nSize 40\n}\n\nPointlight PyroBlast2\n{\nColor 1.0 0.8 0.0\nSize 48\n}\n\nPointlight PyroBlast3\n{\nColor 1.0 0.8 0.0\nSize 44\n}\n\nPointlight PyroBlast4\n{\nColor 0.9 0.7 0.0\nSize 40\n}\n\nPointlight PyroBlast5\n{\nColor 0.9 0.7 0.0\nSize 36\n}\n\nPointlight PyroBlast6\n{\nColor 0.8 0.6 0.0\nSize 32\n}\n\nPointlight PyroBlast7\n{\nColor 0.7 0.5 0.0\nSize 28\n}\n\nPointlight PyroBlast8\n{\nColor 0.6 0.4 0.0\nSize 24\n}\n\nPointlight PyroBlast9\n{\nColor 0.5 0.3 0.0\nSize 20\n}\n\nPointlight PyroBlast10\n{\nColor 0.4 0.2 0.0\nSize 16\n}\n\nPointlight PyroBlast11\n{\nColor 0.3 0.1 0.0\nSize 12\n}\n\nObject PyroBlast\n{\nFrame SBLLA { Light PyroBlast1 }\nFrame SBLLB { Light PyroBlast1 }\nFrame SBLLC { Light PyroBlast1 }\nFrame SBLLD { Light PyroBlast1 }\nFrame SBLLE { Light PyroBlast1 }\nFrame SBLLF { Light PyroBlast1 }\nFrame SBLLG { Light PyroBlast1 }\nFrame SBLLH { Light PyroBlast1 }\nFrame SBLLI { Light PyroBlast1 }\nFrame SBLLJ { Light PyroBlast1 }\nFrame SBLLK { Light PyroBlast2 }\nFrame SBLLL { Light PyroBlast3 }\nFrame SBLLM { Light PyroBlast4 }\nFrame SBLLN { Light PyroBlast5 }\nFrame SBLLO { Light PyroBlast6 }\nFrame SBLLP { Light PyroBlast7 }\nFrame SBLLQ { Light PyroBlast8 }\nFrame SBLLR { Light PyroBlast9 }\nFrame SBLLS { Light PyroBlast10 }\nFrame SBLLT { Light PyroBlast11 }\nFrame SBLLU { Light PyroBlast11 }\nFrame SBLLV { Light PyroBlast11 }\nFrame SBLLW { Light PyroBlast11 }\n}\n\nPointlight WalkFire\n{\nColor 1.0 0.8 0.0\nSize 5\n}\n\nPointlight WalkFire2\n{\nColor 1.0 0.8 0.0\nSize 15\n}\n\nPointlight WalkFire3\n{\nColor 1.0 0.8 0.0\nSize 35\n}\n\nPointlight WalkFire4\n{\nColor 1.0 0.88 0.0\nSize 34\n}\n\nPointlight WalkFire5\n{\nColor 1.0 0.8 0.0\nSize 32\n}\n\nPointlight WalkFire6\n{\nColor 1.0 0.8 0.0\nSize 30\n}\n\nPointlight WalkFire7\n{\nColor 1.0 0.8 0.0\nSize 25\n}\n\nPointlight WalkFire8\n{\nColor 1.0 0.8 0.0\nSize 20\n}\n\nPointlight WalkFire9\n{\nColor 1.0 0.8 0.0\nSize 15\n}\n\nPointlight WalkFire10\n{\nColor 1.0 0.8 0.0\nSize 5\n}\n\nPointlight WalkFire11\n{\nColor 1.0 0.8 0.0\nSize 4\n}\n\nPointlight WalkFire12\n{\nColor 1.0 0.8 0.0\nSize 3\n}\n\nPointlight WalkFire13\n{\nColor 1.0 0.8 0.0\nSize 2\n}\n\nPointlight WalkFire14\n{\nColor 1.0 0.8 0.0\nSize 1\n}\n\nObject WalkFire\n{\nFrame FRTFA { Light WalkFire }\nFrame FRTFB { Light WalkFire2 }\nFrame FRTFC { Light WalkFire3 }\nFrame FRTFD { Light WalkFire4 }\nFrame FRTFE { Light WalkFire5 }\nFrame FRTFF { Light WalkFire6 }\nFrame FRTFG { Light WalkFire7 }\nFrame FRTFH { Light WalkFire8 }\nFrame FRTFI { Light WalkFire9 }\nFrame FRTFJ { Light WalkFire10 }\nFrame FRTFK { Light WalkFire11 }\nFrame FRTFL { Light WalkFire12 }\nFrame FRTFM { Light WalkFire13 }\nFrame FRTFN { Light WalkFire14 }\n}\n\nPointlight PyroBall\n{\nColor 1.0 0.8 0.0\nSize 35\n}\n\nPointlight PyroBall2\n{\nColor 1.0 0.8 0.0\nSize 40\n}\n\nPointlight PyroBall3\n{\nColor 0.9 0.7 0.0\nSize 38\n}\n\nPointlight PyroBall4\n{\nColor 0.8 0.6 0.0\nSize 36\n}\n\nPointlight PyroBall2\n{\nColor 0.6 0.4 0.0\nSize 34\n}\n\nPointlight PyroBall3\n{\nColor 0.4 0.2 0.0\nSize 32\n}\n\nPointlight PyroBall4\n{\nColor 0.2 0.0 0.0\nSize 30\n}\n\nObject PyroBall\n{\nFrame RBALA { Light PyroBall }\nFrame RBALB { Light PyroBall }\nFrame RBALD { Light PyroBall2 }\nFrame RBALE { Light PyroBall3 }\nFrame RBALF { Light PyroBall4 }\nFrame RBALG { Light PyroBall4 }\nFrame RBALH { Light PyroBall4 }\nFrame RBALI { Light PyroBall4 }\n}\n\nPointlight Comet1\n{\nColor 0.6 0.4 0.0\nSize 56\n}\n\nPointlight Comet2\n{\nColor 0.8 0.6 0.0\nSize 64\n}\n\nPointlight Comet3\n{\nColor 1.0 0.8 0.4\nSize 72\n}\n\nPointlight Comet4\n{\nColor 0.8 0.7 0.0\nSize 64\n}\n\nPointlight Comet5\n{\nColor 0.6 0.4 0.0\nSize 56\n}\n\nPointlight Comet6\n{\nColor 0.4 0.2 0.0\nSize 48\n}\n\nPointlight Comet7\n{\nColor 0.4 0.0 0.0\nSize 40\n}\n\nObject FallingComet\n{\nFrame COMTA { Light Comet1 }\nFrame COMTB { Light Comet1 }\nFrame COMTC { Light Comet1 }\nFrame COMTD { Light Comet2 }\nFrame COMTE { Light Comet3 }\nFrame COMTF { Light Comet4 }\n}\n\nObject CometDeath\n{\nFrame COMTG { Light Comet5 }\nFrame COMTH { Light Comet6 }\nFrame COMTI { Light Comet7 }\n}\n\nFlickerlight2 RainCometNull\n{\nColor 1.0 0.8 0.0\nSize 15\nSecondarysize 20\nInterval 2\nOffset 0 0 0\n}\n\nObject RainCometNull\n{\nFrame ZAP5A { Light RainCometNull }\nFrame ZAP5B { Light RainCometNull }\nFrame ZAP5C { Light RainCometNull }\nFrame ZAP5D { Light RainCometNull }\n}\n\nPointlight DemonMeteor1\n{\nColor 0.6 0.4 0.0\nSize 64\n}\n\nPointlight DemonMeteor2\n{\nColor 0.8 0.6 0.0\nSize 72\n}\n\nPointlight DemonMeteor3\n{\nColor 1.0 0.8 0.4\nSize 80\n}\n\nPointlight DemonMeteor4\n{\nColor 0.8 0.7 0.0\nSize 72\n}\n\nPointlight DemonMeteor5\n{\nColor 0.6 0.4 0.0\nSize 64\n}\n\nPointlight DemonMeteor6\n{\nColor 0.4 0.2 0.0\nSize 56\n}\n\nPointlight DemonMeteor7\n{\nColor 0.4 0.0 0.0\nSize 40\n}\n\nObject DemonMeteor\n{\nFrame AF02A { Light DemonMeteor1 }\nFrame AF02B { Light DemonMeteor1 }\nFrame AF02C { Light DemonMeteor1 }\nFrame AF02D { Light DemonMeteor2 }\nFrame AF02E { Light DemonMeteor3 }\nFrame AF02F { Light DemonMeteor4 }\n}\n\nObject DemonMeteor\n{\nFrame AF02G { Light DemonMeteor5 }\nFrame AF02H { Light DemonMeteor6 }\nFrame AF02I { Light DemonMeteor7 }\n}\n\nPointlight ApocalypseMeteor1\n{\nColor 0.6 0.4 0.0\nSize 64\n}\n\nPointlight ApocalypseMeteor2\n{\nColor 0.8 0.6 0.0\nSize 72\n}\n\nPointlight ApocalypseMeteor3\n{\nColor 1.0 0.8 0.4\nSize 80\n}\n\nPointlight ApocalypseMeteor4\n{\nColor 0.8 0.7 0.0\nSize 72\n}\n\nPointlight ApocalypseMeteor5\n{\nColor 0.6 0.4 0.0\nSize 64\n}\n\nPointlight ApocalypseMeteor6\n{\nColor 0.4 0.2 0.0\nSize 56\n}\n\nPointlight ApocalypseMeteor7\n{\nColor 0.4 0.0 0.0\nSize 40\n}\n\nObject ApocalypseMeteor\n{\nFrame AF02A { Light ApocalypseMeteor1 }\nFrame AF02B { Light ApocalypseMeteor1 }\nFrame AF02C { Light ApocalypseMeteor1 }\nFrame AF02D { Light ApocalypseMeteor2 }\nFrame AF02E { Light ApocalypseMeteor3 }\nFrame AF02F { Light ApocalypseMeteor4 }\n}\n\nObject ApocalypseMeteor\n{\nFrame AF02G { Light ApocalypseMeteor5 }\nFrame AF02H { Light ApocalypseMeteor6 }\nFrame AF02I { Light ApocalypseMeteor7 }\n}\n\nPointlight ApocalypseFinaleMeteor1\n{\nColor 0.6 0.4 0.0\nSize 64\n}\n\nPointlight ApocalypseFinaleMeteor2\n{\nColor 0.8 0.6 0.0\nSize 72\n}\n\nPointlight ApocalypseFinaleMeteor3\n{\nColor 1.0 0.8 0.4\nSize 80\n}\n\nPointlight ApocalypseFinaleMeteor4\n{\nColor 0.8 0.7 0.0\nSize 72\n}\n\nPointlight ApocalypseFinaleMeteor5\n{\nColor 0.6 0.4 0.0\nSize 64\n}\n\nPointlight ApocalypseFinaleMeteor6\n{\nColor 0.4 0.2 0.0\nSize 56\n}\n\nPointlight ApocalypseFinaleMeteor7\n{\nColor 0.4 0.0 0.0\nSize 40\n}\n\nObject ApocalypseFinaleMeteor\n{\nFrame G001A { Light ApocalypseFinaleMeteor1 }\nFrame G001B { Light ApocalypseFinaleMeteor1 }\nFrame G001C { Light ApocalypseFinaleMeteor1 }\n\n}\n\nObject ApocalypseFinaleMeteor\n{\nFrame G001J { Light ApocalypseFinaleMeteor2 }\nFrame G001K { Light ApocalypseFinaleMeteor3 }\nFrame G001L { Light ApocalypseFinaleMeteor4 }\nFrame G001N { Light ApocalypseFinaleMeteor5 }\nFrame G001M { Light ApocalypseFinaleMeteor6 }\n}\n\nPointlight Lavaball\n{\nColor 1.0 0.3 0.0\nSize 35\n}\n\nPointlight Lavaball2\n{\nColor 1.0 0.4 0.0\nSize 40\n}\n\nPointlight Lavaball3\n{\nColor 0.6 0.2 0.0\nSize 35\n}\n\nPointlight Lavaball4\n{\nColor 0.4 0.1 0.0\nSize 30\n}\n\nObject Lavaball\n{\nFrame BAL3A { Light Lavaball}\nFrame BAL3B { Light Lavaball }\nFrame BAL3C { Light Lavaball2 }\nFrame BAL3D { Light Lavaball3 }\nFrame BAL3E { Light Lavaball4 }\n}\n\nPointlight FireBeam1\n{\nColor 0.8 0.6 0.0\nSize 48\n}\n\nPointlight FireBeam2\n{\nColor 1.0 0.8 0.0\nSize 64\n}\n\nPointlight FireBeam3\n{\nColor 0.8 0.3 0.0\nSize 56\n}\n\nObject FireBeam\n{\nFrame HK04A { Light FireBeam1 }\nFrame HK04B { Light FireBeam2 }\nFrame HK04C { Light FireBeam3 }\n}\n\nPointlight InfernoBomb1\n{\nColor 1.0 0.8 0.0\nSize 35\n}\n\nPointlight InfernoBomb2\n{\nColor 1.0 0.8 0.0\nSize 40\n}\n\nPointlight InfernoBomb3\n{\nColor 0.9 0.7 0.0\nSize 38\n}\n\nPointlight InfernoBomb4\n{\nColor 0.8 0.6 0.0\nSize 36\n}\n\nPointlight InfernoBomb21\n{\nColor 0.6 0.4 0.0\nSize 34\n}\n\nPointlight InfernoBomb31\n{\nColor 0.4 0.2 0.0\nSize 32\n}\n\nPointlight InfernoBomb41\n{\nColor 0.2 0.0 0.0\nSize 30\n}\n\nPointlight GlyphExplosion11\n{\nColor 0.6 0.4 0.0\nSize 18\n}\n\nPointlight GlyphExplosion12\n{\nColor 0.6 0.4 0.0\nSize 20\n}\n\nPointlight GlyphExplosion13\n{\nColor 0.6 0.4 0.0\nSize 22\n}\n\nPointlight GlyphExplosion14\n{\nColor 0.6 0.4 0.0\nSize 24\n}\n\nPointlight GlyphExplosion15\n{\nColor 0.6 0.4 0.0\nSize 26\n}\n\nPointlight GlyphExplosion16\n{\nColor 0.6 0.4 0.0\nSize 28\n}\n\nPointlight GlyphExplosion17\n{\nColor 0.6 0.4 0.0\nSize 30\n}\n\nPointlight GlyphExplosion18\n{\nColor 0.6 0.4 0.0\nSize 28\n}\n\nPointlight GlyphExplosion19\n{\nColor 0.6 0.4 0.0\nSize 26\n}\n\nPointlight GlyphExplosion10\n{\nColor 0.6 0.4 0.0\nSize 24\n}\n\nPointlight GlyphExplosion111\n{\nColor 0.6 0.4 0.0\nSize 23\n}\n\nPointlight GlyphExplosion121\n{\nColor 0.6 0.4 0.0\nSize 25\n}\n\nPointlight GlyphExplosion131\n{\nColor 0.6 0.4 0.0\nSize 27\n}\n\nPointlight GlyphExplosion141\n{\nColor 0.6 0.4 0.0\nSize 29\n}\n\nPointlight GlyphExplosion151\n{\nColor 0.6 0.4 0.0\nSize 31\n}\n\nPointlight GlyphExplosion161\n{\nColor 0.6 0.4 0.0\nSize 33\n}\n\nPointlight GlyphExplosion171\n{\nColor 0.6 0.4 0.0\nSize 35\n}\n\nPointlight GlyphExplosion181\n{\nColor 0.6 0.4 0.0\nSize 33\n}\n\nPointlight GlyphExplosion191\n{\nColor 0.6 0.4 0.0\nSize 31\n}\n\nPointlight GlyphExplosion101\n{\nColor 0.6 0.4 0.0\nSize 29\n}\n\nObject InfernoBomb\n{\nFrame SBLLA { Light InfernoBomb1 }\nFrame SBLLB { Light InfernoBomb1 }\nFrame SBLLC { Light InfernoBomb1 }\nFrame SBLLD { Light InfernoBomb2 }\nFrame SBLLE { Light InfernoBomb3 }\nFrame SBLLF { Light InfernoBomb4 }\nFrame SBLLG { Light InfernoBomb21 }\nFrame SBLLH { Light InfernoBomb31 }\nFrame SBLLI { Light InfernoBomb41 }\nFrame SBLLJ { Light InfernoBomb41 }\n}\n\nObject ChargeBall1\n{\nFrame SBLLA { Light InfernoBomb1 }\nFrame SBLLB { Light InfernoBomb1 }\nFrame SBLLC { Light InfernoBomb1 }\nFrame SBLLD { Light InfernoBomb2 }\nFrame SBLLE { Light InfernoBomb3 }\nFrame SBLLF { Light InfernoBomb4 }\nFrame SBLLG { Light InfernoBomb21 }\nFrame SBLLH { Light InfernoBomb31 }\nFrame SBLLI { Light InfernoBomb41 }\nFrame SBLLJ { Light InfernoBomb41 }\n}\n\nObject ChargeBall2\n{\nFrame SBLLA { Light InfernoBomb1 }\nFrame SBLLB { Light InfernoBomb1 }\nFrame SBLLC { Light InfernoBomb1 }\nFrame SBLLD { Light InfernoBomb2 }\nFrame SBLLE { Light InfernoBomb3 }\nFrame SBLLF { Light InfernoBomb4 }\nFrame SBLLG { Light InfernoBomb21 }\nFrame SBLLH { Light InfernoBomb31 }\nFrame SBLLI { Light InfernoBomb41 }\nFrame SBLLJ { Light InfernoBomb41 }\n}\n\nObject ChargeBall3\n{\nFrame SBLLA { Light InfernoBomb1 }\nFrame SBLLB { Light InfernoBomb1 }\nFrame SBLLC { Light InfernoBomb1 }\nFrame SBLLD { Light InfernoBomb2 }\nFrame SBLLE { Light InfernoBomb3 }\nFrame SBLLF { Light InfernoBomb4 }\nFrame SBLLG { Light InfernoBomb21 }\nFrame SBLLH { Light InfernoBomb31 }\nFrame SBLLI { Light InfernoBomb41 }\nFrame SBLLJ { Light InfernoBomb41 }\n}\n\nObject ChargeBall4\n{\nFrame SBLLA { Light InfernoBomb1 }\nFrame SBLLB { Light InfernoBomb1 }\nFrame SBLLC { Light InfernoBomb1 }\nFrame SBLLD { Light InfernoBomb2 }\nFrame SBLLE { Light InfernoBomb3 }\nFrame SBLLF { Light InfernoBomb4 }\nFrame SBLLG { Light InfernoBomb21 }\nFrame SBLLH { Light InfernoBomb31 }\nFrame SBLLI { Light InfernoBomb41 }\nFrame SBLLJ { Light InfernoBomb41 }\n}\n\nObject ChargeBall5\n{\nFrame SBLLA { Light InfernoBomb1 }\nFrame SBLLB { Light InfernoBomb1 }\nFrame SBLLC { Light InfernoBomb1 }\nFrame SBLLD { Light InfernoBomb2 }\nFrame SBLLE { Light InfernoBomb3 }\nFrame SBLLF { Light InfernoBomb4 }\nFrame SBLLG { Light InfernoBomb21 }\nFrame SBLLH { Light InfernoBomb31 }\nFrame SBLLI { Light InfernoBomb41 }\nFrame SBLLJ { Light InfernoBomb41 }\n}\n\nObject ChargeBall6\n{\nFrame SBLLA { Light InfernoBomb1 }\nFrame SBLLB { Light InfernoBomb1 }\nFrame SBLLC { Light InfernoBomb1 }\nFrame SBLLD { Light InfernoBomb2 }\nFrame SBLLE { Light InfernoBomb3 }\nFrame SBLLF { Light InfernoBomb4 }\nFrame SBLLG { Light InfernoBomb21 }\nFrame SBLLH { Light InfernoBomb31 }\nFrame SBLLI { Light InfernoBomb41 }\nFrame SBLLJ { Light InfernoBomb41 }\n}\n\nObject ChargeBall7\n{\nFrame SBLLA { Light InfernoBomb1 }\nFrame SBLLB { Light InfernoBomb1 }\nFrame SBLLC { Light InfernoBomb1 }\nFrame SBLLD { Light InfernoBomb2 }\nFrame SBLLE { Light InfernoBomb3 }\nFrame SBLLF { Light InfernoBomb4 }\nFrame SBLLG { Light InfernoBomb21 }\nFrame SBLLH { Light InfernoBomb31 }\nFrame SBLLI { Light InfernoBomb41 }\nFrame SBLLJ { Light InfernoBomb41 }\n}\n\nObject GlyphExplosion1\n{\nFrame NKXPA { Light GlyphExplosion11 }\nFrame NKXPB { Light GlyphExplosion11 }\nFrame NKXPC { Light GlyphExplosion12 }\nFrame NKXPD { Light GlyphExplosion12 }\nFrame NKXPE { Light GlyphExplosion13 }\nFrame NKXPF { Light GlyphExplosion13 }\nFrame NKXPG { Light GlyphExplosion14 }\nFrame NKXPH { Light GlyphExplosion14 }\nFrame NKXPI { Light GlyphExplosion15 }\nFrame NKXPJ { Light GlyphExplosion15 }\nFrame NKXPK { Light GlyphExplosion16 }\nFrame NKXPL { Light GlyphExplosion16 }\nFrame NKXPM { Light GlyphExplosion17 }\nFrame NKXPN { Light GlyphExplosion17 }\nFrame NKXPO { Light GlyphExplosion18 }\nFrame NKXPP { Light GlyphExplosion18 }\nFrame NKXPQ { Light GlyphExplosion19 }\nFrame NKXPR { Light GlyphExplosion19 }\nFrame NKXPS { Light GlyphExplosion10 }\nFrame NKXPT { Light GlyphExplosion10 }\nFrame NKXPU { Light GlyphExplosion10 }\nFrame NKXPV { Light GlyphExplosion10 }\n}\n\nObject LargeGlyphExplosion1\n{\nFrame NKXPA { Light GlyphExplosion111 }\nFrame NKXPB { Light GlyphExplosion111 }\nFrame NKXPC { Light GlyphExplosion121 }\nFrame NKXPD { Light GlyphExplosion121 }\nFrame NKXPE { Light GlyphExplosion131 }\nFrame NKXPF { Light GlyphExplosion131 }\nFrame NKXPG { Light GlyphExplosion141 }\nFrame NKXPH { Light GlyphExplosion141 }\nFrame NKXPI { Light GlyphExplosion151 }\nFrame NKXPJ { Light GlyphExplosion151 }\nFrame NKXPK { Light GlyphExplosion161 }\nFrame NKXPL { Light GlyphExplosion161 }\nFrame NKXPM { Light GlyphExplosion171 }\nFrame NKXPN { Light GlyphExplosion171 }\nFrame NKXPO { Light GlyphExplosion181 }\nFrame NKXPP { Light GlyphExplosion181 }\nFrame NKXPQ { Light GlyphExplosion191 }\nFrame NKXPR { Light GlyphExplosion191 }\nFrame NKXPS { Light GlyphExplosion101 }\nFrame NKXPT { Light GlyphExplosion101 }\nFrame NKXPU { Light GlyphExplosion101 }\nFrame NKXPV { Light GlyphExplosion101 }\n}\n\nObject SmithDeathFire\n{\nFrame FRFXJ { Light SmithDeathFire1 }\nFrame FRFXK { Light SmithDeathFire2 }\nFrame FRFXL { Light SmithDeathFire3 }\nFrame FRFXM { Light SmithDeathFire4 }\nFrame FRFXN { Light SmithDeathFire5 }\nFrame FRFXO { Light SmithDeathFire6 }\nFrame FRFXP { Light SmithDeathFire7 }\n}\n\nPointlight SmithDeathFire1\n{\nColor 0.6 0.4 0.0\nSize 30\n}\n\nPointlight SmithDeathFire2\n{\nColor 0.6 0.4 0.0\nSize 35\n}\n\nPointlight SmithDeathFire3\n{\nColor 0.6 0.4 0.0\nSize 40\n}\n\nPointlight SmithDeathFire4\n{\nColor 0.6 0.4 0.0\nSize 35\n}\n\nPointlight SmithDeathFire5\n{\nColor 0.6 0.4 0.0\nSize 30\n}\n\nPointlight SmithDeathFire6\n{\nColor 0.6 0.4 0.0\nSize 25\n}\n\nPointlight SmithDeathFire7\n{\nColor 0.6 0.4 0.0\nSize 20\n}"
},
{
"source": "pk3",
"name": "invasionUnleashed_c72_2/hirestex.txt",
"contents": "remap FMP02 FMP01\nremap VOLT2 VOLT1\n\nDefine AREN 64 64"
},
{
"source": "pk3",
"name": "invasionUnleashed_c72_2/invulac2.txt",
"contents": "#include \"zcommon.acs\"\n#library \"INVULAC2.acs\"\n\n// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\n// ++++++++++ HudDisplay altered by UnTrustable +++++++++++\n// ++++++++++ +++++++++++\n// ++++++++++ +++++++++++\n// ++++++++++ Original code was done by Tib +++++++++++\n// ++++++++++ Thanks Tib and Mifu for the help of understanding ACC +++++++++++\n// ++++++++++ +++++++++++\n// ++++++++++ (And AlterWorldRuler for some explaining on forum) +++++++++++\n// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\n\n// Begin of HudDisplay\n\nstr color0 = \"\\cm\"; // default color is set to Black, just in case somehow the colors are not being set\nstr color1 = \"\\cm\"; // by the Hud_Display function\nstr color2 = \"\\cm\";\nstr color3 = \"\\cm\";\nstr color4 = \"\\cm\";\n\n// i know somehow this function setting can be simplyfied with a 'FOR' command, so if you can do it, please do.\n\nfunction void HUD_DisplayEx(int hudcolor, int mapnamecolor, str mapname, int authornamecolor, str author, int negativedifficultycolor, int positivedifficultycolor, int difficultylevel)\n{\n\n switch(hudcolor)\n {\n case 0:\n color0 = \"\\cm\"; // Black\n break;\n case 1:\n color0 = \"\\ca\"; // Reddish Brick\n break;\n case 2:\n color0 = \"\\cb\"; // Tan\n break;\n case 3:\n color0 = \"\\cc\"; // White\n break;\n case 4:\n color0 = \"\\cd\"; // Green\n break;\n case 5:\n color0 = \"\\ce\"; // Brown\n break;\n case 6:\n color0 = \"\\cf\"; // Gold\n break;\n case 7:\n color0 = \"\\cg\"; // Red\n break;\n case 8:\n color0 = \"\\ch\"; // Blue\n break;\n case 9:\n color0 = \"\\ci\"; // Orange\n break;\n case 10:\n color0 = \"\\cj\"; // White\n break;\n case 11:\n color0 = \"\\ck\"; // Yellow\n break;\n case 12:\n color0 = \"\\cl\"; // Red\n break;\n case 13:\n color0 = \"\\cn\"; // Sky Blue\n break;\n case 14:\n color0 = \"\\co\"; // Beige\n break;\n case 15:\n color0 = \"\\cp\"; // Olive\n break;\n case 16:\n color0 = \"\\cq\"; // Dark Green\n break;\n case 17:\n color0 = \"\\cr\"; // Dark Red\n break;\n case 18:\n color0 = \"\\cs\"; // Brown\n break;\n case 19:\n color0 = \"\\ct\"; // Purple\n break;\n case 20:\n color0 = \"\\cu\"; // Grey\n break;\n }\n\n switch(mapnamecolor)\n {\n case 0:\n color1 = \"\\cm\"; // Black\n break;\n case 1:\n color1 = \"\\ca\"; // Reddish Brick\n break;\n case 2:\n color1 = \"\\cb\"; // Tan\n break;\n case 3:\n color1 = \"\\cc\"; // White\n break;\n case 4:\n color1 = \"\\cd\"; // Green\n break;\n case 5:\n color1 = \"\\ce\"; // Brown\n break;\n case 6:\n color1 = \"\\cf\"; // Gold\n break;\n case 7:\n color1 = \"\\cg\"; // Red\n break;\n case 8:\n color1 = \"\\ch\"; // Blue\n break;\n case 9:\n color1 = \"\\ci\"; // Orange\n break;\n case 10:\n color1 = \"\\cj\"; // White\n break;\n case 11:\n color1 = \"\\ck\"; // Yellow\n break;\n case 12:\n color1 = \"\\cl\"; // Red\n break;\n case 13:\n color1 = \"\\cn\"; // Sky Blue\n break;\n case 14:\n color1 = \"\\co\"; // Beige\n break;\n case 15:\n color1 = \"\\cp\"; // Olive\n break;\n case 16:\n color1 = \"\\cq\"; // Dark Green\n break;\n case 17:\n color1 = \"\\cr\"; // Dark Red\n break;\n case 18:\n color1 = \"\\cs\"; // Brown\n break;\n case 19:\n color1 = \"\\ct\"; // Purple\n break;\n case 20:\n color1 = \"\\cu\"; // Grey\n break;\n }\n\n switch(authornamecolor)\n {\n case 0:\n color2 = \"\\cm\"; // Black\n break;\n case 1:\n color2 = \"\\ca\"; // Reddish Brick\n break;\n case 2:\n color2 = \"\\cb\"; // Tan\n break;\n case 3:\n color2 = \"\\cc\"; // White\n break;\n case 4:\n color2 = \"\\cd\"; // Green\n break;\n case 5:\n color2 = \"\\ce\"; // Brown\n break;\n case 6:\n color2 = \"\\cf\"; // Gold\n break;\n case 7:\n color2 = \"\\cg\"; // Red\n break;\n case 8:\n color2 = \"\\ch\"; // Blue\n break;\n case 9:\n color2 = \"\\ci\"; // Orange\n break;\n case 10:\n color2 = \"\\cj\"; // White\n break;\n case 11:\n color2 = \"\\ck\"; // Yellow\n break;\n case 12:\n color2 = \"\\cl\"; // Red\n break;\n case 13:\n color2 = \"\\cn\"; // Sky Blue\n break;\n case 14:\n color2 = \"\\co\"; // Beige\n break;\n case 15:\n color2 = \"\\cp\"; // Olive\n break;\n case 16:\n color2 = \"\\cq\"; // Dark Green\n break;\n case 17:\n color2 = \"\\cr\"; // Dark Red\n break;\n case 18:\n color2 = \"\\cs\"; // Brown\n break;\n case 19:\n color2 = \"\\ct\"; // Purple\n break;\n case 20:\n color2 = \"\\cu\"; // Grey\n break;\n }\n\n switch(negativedifficultycolor)\n {\n case 0:\n color3 = \"\\cm\"; // Black\n break;\n case 1:\n color3 = \"\\ca\"; // Reddish Brick\n break;\n case 2:\n color3 = \"\\cb\"; // Tan\n break;\n case 3:\n color3 = \"\\cc\"; // White\n break;\n case 4:\n color3 = \"\\cd\"; // Green\n break;\n case 5:\n color3 = \"\\ce\"; // Brown\n break;\n case 6:\n color3 = \"\\cf\"; // Gold\n break;\n case 7:\n color3 = \"\\cg\"; // Red\n break;\n case 8:\n color3 = \"\\ch\"; // Blue\n break;\n case 9:\n color3 = \"\\ci\"; // Orange\n break;\n case 10:\n color3 = \"\\cj\"; // White\n break;\n case 11:\n color3 = \"\\ck\"; // Yellow\n break;\n case 12:\n color3 = \"\\cl\"; // Red\n break;\n case 13:\n color3 = \"\\cn\"; // Sky Blue\n break;\n case 14:\n color3 = \"\\co\"; // Beige\n break;\n case 15:\n color3 = \"\\cp\"; // Olive\n break;\n case 16:\n color3 = \"\\cq\"; // Dark Green\n break;\n case 17:\n color3 = \"\\cr\"; // Dark Red\n break;\n case 18:\n color3 = \"\\cs\"; // Brown\n break;\n case 19:\n color3 = \"\\ct\"; // Purple\n break;\n case 20:\n color3 = \"\\cu\"; // Grey\n break;\n }\n\n switch(positivedifficultycolor)\n {\n case 0:\n color4 = \"\\cm\"; // Black\n break;\n case 1:\n color4 = \"\\ca\"; // Reddish Brick\n break;\n case 2:\n color4 = \"\\cb\"; // Tan\n break;\n case 3:\n color4 = \"\\cc\"; // White\n break;\n case 4:\n color4 = \"\\cd\"; // Green\n break;\n case 5:\n color4 = \"\\ce\"; // Brown\n break;\n case 6:\n color4 = \"\\cf\"; // Gold\n break;\n case 7:\n color4 = \"\\cg\"; // Red\n break;\n case 8:\n color4 = \"\\ch\"; // Blue\n break;\n case 9:\n color4 = \"\\ci\"; // Orange\n break;\n case 10:\n color4 = \"\\cj\"; // White\n break;\n case 11:\n color4 = \"\\ck\"; // Yellow\n break;\n case 12:\n color4 = \"\\cl\"; // Red\n break;\n case 13:\n color4 = \"\\cn\"; // Sky Blue\n break;\n case 14:\n color4 = \"\\co\"; // Beige\n break;\n case 15:\n color4 = \"\\cp\"; // Olive\n break;\n case 16:\n color4 = \"\\cq\"; // Dark Green\n break;\n case 17:\n color4 = \"\\cr\"; // Dark Red\n break;\n case 18:\n color4 = \"\\cs\"; // Brown\n break;\n case 19:\n color4 = \"\\ct\"; // Purple\n break;\n case 20:\n color4 = \"\\cu\"; // Grey\n break;\n }\n\n\tswitch(difficultylevel)\n\t{\n\t\tcase 0:\n\t\t\thudmessage(s: color1, s: mapname, s: color0, s:\" by \", s: color2, s:author, s:\"\\n\\n\", s: color0, s:\"Difficulty: [\", s: color3, s:\"-----\", s: color0, s:\"] (none)\";\t\t\t\t\t\t\tHUDMSG_FADEOUT, 99, cr_blue, 0.05, 0.8, 10.0);\n\t\t\tbreak;\n\t\tcase 1:\n\t\t\thudmessage(s: color1, s: mapname, s: color0, s:\" by \", s: color2, s:author, s:\"\\n\\n\", s: color0, s:\"Difficulty: [\", s: color4, s:\"+\", s: color3, s:\"----\", s: color0, s:\"] (very easy)\"; \t\t\t\t\t\tHUDMSG_FADEOUT, 99, cr_blue, 0.05, 0.8, 10.0);\n\t\t\tbreak;\n\t\tcase 2:\n\t\t\thudmessage(s: color1, s: mapname, s: color0, s:\" by \", s: color2, s:author, s:\"\\n\\n\", s: color0, s:\"Difficulty: [\", s: color4, s:\"++\", s: color3, s:\"---\", s: color0, s:\"] (easy)\"; \t\t\t\t\t\t\tHUDMSG_FADEOUT, 99, cr_blue, 0.05, 0.8, 10.0);\n\t\t\tbreak;\n\t\tcase 3:\n\t\t\thudmessage(s: color1, s: mapname, s: color0, s:\" by \", s: color2, s:author, s:\"\\n\\n\", s: color0, s:\"Difficulty: [\", s: color4, s:\"+++\", s: color3, s:\"--\", s: color0, s:\"] (medium)\"; \t\t\t\t\t\tHUDMSG_FADEOUT, 99, cr_blue, 0.05, 0.8, 10.0);\n\t\t\tbreak;\n\t\tcase 4:\n\t\t\thudmessage(s: color1, s: mapname, s: color0, s:\" by \", s: color2, s:author, s:\"\\n\\n\", s: color0, s:\"Difficulty: [\", s: color4, s:\"++++\", s: color3, s:\"-\", s: color0, s:\"] (hard)\"; \t\t\t\t\t\t\tHUDMSG_FADEOUT, 99, cr_blue, 0.05, 0.8, 10.0);\n\t\t\tbreak;\n\t\tcase 5:\n\t\t\thudmessage(s: color1, s: mapname, s: color0, s:\" by \", s: color2, s:author, s:\"\\n\\n\", s: color0, s:\"Difficulty: [\", s: color4, s:\"+++++\", s: color0, s:\"] (hardcore)\"; \t\t\t\t\t\t\tHUDMSG_FADEOUT, 99, cr_blue, 0.05, 0.8, 10.0);\n\t\t\tbreak;\n\t\tcase 6:\n\t\t\thudmessage(s: color1, s: mapname, s: color0, s:\" by \", s: color2, s:author, s:\"\\n\\n\", s: color0, s:\"Difficulty: [\", s: color4, s:\"?????\", s: color0, s:\"] (what the fuck!?)\"; \t\t\t\t\t\tHUDMSG_FADEOUT, 99, cr_blue, 0.05, 0.8, 10.0);\n\t\t\tbreak;\n\t}\n}\n\n// End of HudDisplay\n\n// Function AssignPlayerToTag(void) by Zalewa\n\nFunction int AssignPlayerToTag(void)\n{\n int iReturn;\n if (Playernumber() < 8)\n iReturn = PlayerNumber()+1;\n else\n iReturn = random(1, 32);\n return iReturn;\n}"
},
{
"source": "pk3",
"name": "invasionUnleashed_c72_2/keyconf.txt",
"contents": "weaponsection Invuled103\n\nsetslot 1 Chainsaw Fist\nsetslot 2 Pistol\nsetslot 3 Shotgun SuperShotgun\nsetslot 4 SniperRifle SSMachinegun Chaingun Minigun SSChaingun HeavyRifle Double_Chaingun\nsetslot 5 RocketLauncher GrenadeLauncher RocketGun BioPipebombLauncher\nsetslot 6 PlasmaRifle RailGun HulkPlasmaGun ElectricPlasmaGun FreezeRifle SSFlameThrower\nsetslot 7 NuclearMissileLauncher BFG9000 BFG10K\nsetslot 8 Deathray HaxMaster3000Pro Firewand FrostFang SkullStaff\nSetSlot 9 Magic RGodMode\n\nalias Zoom \"fov 20; m_pitch .125;m_yaw .2; crosshairgrow 0; echo Using Scope; rebind Zoom_out;\"\nalias Zoom_out \"fov 90; m_pitch 1;m_yaw 1; crosshairgrow 1; echo Disarming Scope; rebind Zoom;\"\nalias \"hidehud\" \"puke -666 %1; echo The Hud will be disabled after delay(360)!\\nPlease Wait...;\"\n\n// defaultbind ??? \"Zoom\"\n// defaultbind ??? \"kill\"\n// defaultbind ??? \"Enable_Crouch\"\n\naddkeysection \"WolfyGirl's New Keys Settings\" ew_keysection\naddmenukey \"Use Scope\" \"Zoom\"\naddmenukey \"Suicide\" \"kill\"\n\nclearplayerclasses\naddplayerclass InvuledMarine"
},
{
"source": "pk3",
"name": "invasionUnleashed_c72_2/loadacs.txt",
"contents": "SMAXAMMO"
},
{
"source": "pk3",
"name": "invasionUnleashed_c72_2/mapinfo.txt",
"contents": "clearepisodes\n\nepisode INVU01\nname \"Invasion Unleased\"\n\nepisode MAP01\nname \"Doom 2 : Hell On Earth\"\n\nmap INVU01 \"Enter: The Future - Mifu\"\nnext INVU02\ncluster 1\nsky1 RSKY2 0.20\nmusic VOOD\nevenlighting\n\nmap INVU02 \"Desert Stronghold - Maelstrom\"\nnext INVU03\nmusic D_COMBAT\n\nmap INVU03 \"Mission : Arena of the fearless - UnTrustable\"\nnext INVU04\nsky1 stsky9 0.3\nmusic none\n\nmap INVU04 \"Sunken Ruins - StarScream\"\nsky1 sky1 0.0\nmusic D_DISAST\nnext INVU05\n\nmap INVU05 \"Mayan Temple - Maelstrom\"\nnext INVU06\nmusic D_STLOSE\n\nmap INVU06 \"Magma - StarScream\"\nmusic D_FIRE\nnext INVU07\n\nmap INVU07 \"Dead Hard - Maelstrom\"\nnext INVU08\nsecretnext INVUSEC2\nmusic BABYLON\n\nmap INVU08 \"Whiteout - VoltlocK\"\nnext INVU09\nmusic D_VTD10\nsky1 STSKY10 0.00\n\nmap INVU09 \"LockDown - StarScream\"\nmusic MELTDOWN\nnext INVU10\n\nmap INVU10 \"The Toxic Nightmare - Mifu\"\nnext INVU11\ncluster 1\nsky1 STSKY14 0.20\nmusic DIG\nevenlighting\n\nmap INVU11 \"Abandoned Warehouse - Maelstrom\"\nnext INVU12\nmusic D_INV3\n\nmap INVUSEC2 \"Demented Reality - Maelstrom\"\nnext INVU08\nmusic D_RAVE\n\nmap INVU12 \"Cursed Lands - Mifu\"\nnext INVU13\nsecretnext INVUWTF\ncluster 1\nsky1 STSKY5 0.17\nmusic EVER1\nevenlighting\n\nmap INVU13 \"Doomed Base - Thomas\"\nnext INVU14\ncluster 1\nsky1 stsky1 0.0\nmusic D_vrack\n\nmap INVU14 \"Death Maze - Doomplayer3\"\nnext INVU15\nsky1 STSKY8 0.0\nmusic Maze01\n\nmap INVU15 \"The ShapeShift - UnTrustable\"\nnext INVU16\ncluster 1\nmusic D_KREED8\nsky1 RSKY2 0.20\n\nmap INVU16 \"Burial - StarScream\"\nmusic D_DOOMED\nnext INVU17\nsecretnext INVUSEC1\n\nmap INVU17 \"The Final Challenge - UnTrustable\"\nmusic FUTURMIL\nsky1 RSKY2 0.20\nnext INVU18\n\nmap INVU18 \"The Docks - LAKAI CXIV\"\nsky1 STSKY5 0\nnext INVU19\nmusic DOCKS\ncluster 1\n\nmap INVU19 \"Computer Station - LAKAI CXIV\"\nsky1 STSKY5 0\nnext INVU20\nmusic COMSTA\ncluster 1\n\nmap INVU20 \"Bad Memories - ZombieMan\"\nnext INVU21\nmusic D_SCARY\n\nmap INVU21 \"Making way to the Surface - Cpl. Folley\"\nmusic D_FAST\nnext INVU22\nsky1 stsky1 0.0\n\nmap INVU22 \"RIVER GARDEN - LAKAI CXIV\"\nsky1 I_COWSKY 0\nnext INVU23\nmusic RGMIDI\n\nmap INVU23 \"Greyscale - Forty-Two\"\nsky1 STSKY8 0\nmusic IMPULSE\nnext INVU24\n\nmap INVU24 \"Night Run - Forty-Two\"\nsky1 STSKY5 0.05\nmusic NIGHTRUN\nnext INVU25\n\nmap INVU25 \"Trapped 2 Wolfenstein - UnTrustable\"\nsky1 RSKY2 0.20\nMusic D_ULTIMA\nnext INVU26\n\n//map INVU25 \"Ministry of Damnation - Moti\"\n//next INVU26\n//sky1 SAW_SKY1 0.2\n//music D_INVU25\n\nmap INVU26 \"Underworld - Tib\"\nnext INVU33\nsky1 stsky1 0.0\nmusic D_YOUTUB\n\nmap INVUSEC1 \"Wack-A-Demon - StarScream\"\nmusic D_DMSEC\nnext INVU17\n\nmap INVUWTF \"Anime Mansion - UnTrustable\"\nnext INVU13\ncluster 1\nsky1 RSKY2 0.20\nmusic DANS\nevenlighting\n\nmap INVU33 \"Trip to Hell - UnTrustable\"\nnext INVU01\nsky1 RSKY2 0.20\nmusic Q1_02A"
},
{
"source": "pk3",
"name": "invasionUnleashed_c72_2/scripts.txt",
"contents": "/* This map was my first real attempt to make use of 3D floors.\n That was not the hardest part, and basicly not the main goal.\n The main goal was to script a multiple level elevator.\n Many bugs appeared, like the switches were touchable but shootable aswell.\n The shooting was bug forming, esspecially when the switches are on the same level\n of height and you use spread. It was possible to activate two or all switches at the same time.\n I simply removed the shooting element away INside the elevators. Outside they are still shootable.\n Another bug appeared when an elevator goes up or down and a monster or the player itself stands\n halfway in the doorway and half in the elevator.\n Elevator changes in shape in that matter and when still using the switches (which are visually gone)\n the player got stuck in them.\n To prevent that from happening i import elevator doors to it. Which will crush the player when they are\n intentionally trying to sabotage the door somehow.\n If needed i can script this in such a way that ONLY the visual switch inside the elevator is working\n and the rest not, but i like to wait untill it is really neccassery.\n Maybe nobody find out this 'bug'.\n\n Known weaknesses of this map or handy tricks that can be used.\n -Just in case people can sabotage the elevators, i made ventilation shafts which leads to every floor.\n -At wave 5 a staircase is accessable, so nobody needs to use the elevators or the ventilation shafts.\n -When using HighJump rune, it is possible to jump up to a higher floor by using the railing and jump.\n -At wave 1 it is possible to collect Double gage Shotgun, Mini Chaingun, Grenade Launcher, Chainsaw,\n Plasmagun, Railgun, BFG9K, BFG10K, and the Hulk Gun (with the use of the Wings of Wrath), which triggers\n more weapons around.\n -Elevators seems to be one of the safest places to be. Monsters cannot get in there.\n -If personel elevator (the one near the glass bridge) is bugged, its still possible to get to the highest\n level, via the ventilation shafts and get on top of the glass bridge and jump across to the balcony.\n\n -I have shorten the secret custom monster spawning script by spawning these monsters at 2 times in total\n because of online-lag.\n\n*/\n\n// secret switch 'SUPRISE !' activates script 190, and script 190 activates script 191\n\n#include \"zcommon.acs\"\n#import \"INVULAC2.acs\"\n\nInt RandomRespawn = 1;\n\nint stage = 0;\nint position1 = 0;\nint position2 = 0;\nint position3 = 0;\nint active = 0;\nint active1 = 0;\nint active2 = 0;\nint active3 = 0;\nint reset = 0;\nint secretswitch = 0;\nint Secret1 = 0;\nint Secret2 = 0;\nint Secret3 = 0;\nint Secret4 = 0;\nint spawnitemexecute = 0;\nint Spawncount = 0;\nint Wave = 1;\nint IMK = 0;\nint WolfyTrigger = 0;\nint Generator1 = 0;\nint Door1 = 0;\nint CinemaGo = 0;\nint Room1 = 0;\nint Projector = 0;\nint Scene = 0;\nint RRoll = 0;\nint t = 0;\nInt AlterTeleport1 = 0;\n\nInt CloseVent = 0;\n\nfunction void printmapname(str s1, str s2, int f_fTime)\n{\n\tsetfont(\"bigfont\");\n\thudmessage(s:s1; HUDMSG_FADEOUT, 0, CR_GOLD, 0.5, 0.84, f_fTime);\n\tsetfont(\"smallfont\");\n\thudmessage(s:\"\\cgby \\cc\", s:s2; HUDMSG_FADEOUT, 0, CR_RED, 0.5, 0.88, f_fTime);\n}\n\nscript 1 OPEN // MAP BEHAVIOR DURING WAVES\n\n{\n\twhile (GetInvasionWave() != 1 || GetInvasionState() != IS_COUNTDOWN) Delay(35*1); // Going to wave 2\n\tACS_Execute(10, 0);\n\n\tWhile(GetInvasionState() != IS_WAVECOMPLETE || GetInvasionWave() != 2) Delay(35*1); // After wave 2\n\tACS_Execute(12, 0);\n\n\tWhile (GetInvasionWave() != 2 || GetInvasionState() != IS_COUNTDOWN) Delay(35*1); // Going to wave 3\n\tACS_Execute(13, 0);\n\n\tWhile(GetInvasionState() != IS_WAVECOMPLETE || GetInvasionWave() != 3) Delay(35*1); // After wave 3\n\tACS_Execute(14, 0);\n\n\tWhile (GetInvasionWave() != 3 || GetInvasionState() != IS_COUNTDOWN) Delay(35*1); // Going to wave 4\n\tACS_Execute(15, 0);\n\n\tWhile(GetInvasionState() != IS_WAVECOMPLETE || GetInvasionWave() != 4) Delay(15*1); // After wave 4\n\tACS_Execute(16, 0);\n\n\tWhile (GetInvasionWave() != 4 || GetInvasionState() != IS_COUNTDOWN) Delay(35*1); // Going to wave 5\n\tACS_Execute(17, 0);\n\n\tWhile(GetInvasionState() != IS_WAVECOMPLETE || GetInvasionWave() != 5) Delay(15*1); // After wave 5\n\tACS_Execute(18, 0);\n\n\tWhile (GetInvasionWave() != 5 || GetInvasionState() != IS_COUNTDOWN) Delay(35*1); // Going to wave 6\n\tACS_Execute(19, 0);\n\n\tWhile(GetInvasionState() != IS_WAVECOMPLETE || GetInvasionWave() != 6) Delay(35*1); // After wave 6\n\tACS_Execute(20, 0);\n\n\tWhile (GetInvasionWave() != 6 || GetInvasionState() != IS_COUNTDOWN) Delay(35*1); // Going to wave 7\n\tACS_Execute(21, 0);\n\n While(GetInvasionState() != IS_WAVECOMPLETE || GetInvasionWave() != 7) Delay(35*1); // After wave 7\n\tACS_Execute(22, 0);\n\n While (GetInvasionWave() != 7 || GetInvasionState() != IS_COUNTDOWN) Delay(35*1); // Going to wave 8\n ACS_Execute(23, 0);\n\n While(GetInvasionState() != IS_WAVECOMPLETE || GetInvasionWave() != 8) Delay(35*1); // After wave 8\n\tACS_Execute(24, 0);\n\n While (GetInvasionWave() != 8 || GetInvasionState() != IS_COUNTDOWN) Delay(35*1); // Going to wave 9\n ACS_Execute(25, 0);\n\n While(GetInvasionState() != IS_WAVECOMPLETE || GetInvasionWave() != 9) Delay(35*1); // After wave 9\n\tACS_Execute(26, 0);\n\n While (GetInvasionWave() != 9 || GetInvasionState() != IS_COUNTDOWN) Delay(35*1); // Going to wave 10\n ACS_Execute(27, 0);\n}\n\nScript 2 OPEN\n{\nif (spawnitemexecute == 1)\n {\n secretswitch = 1;\n Delay(35*1);\n }\nDelay(10);\n}\n\nScript 3 OPEN\n{\n SetLineBlocking(3, BLOCK_EVERYTHING); // access to the upper balcony outside (sniper position) via ventilation shafts\n //Sector_Set3dFloor (206, 2, 0, 255, 0);\n Delay(1);\n}\n\n//Function int AssignPlayerToTag (void)\n//{\n// int iReturn;\n// if (Playernumber() < 16)\n// iReturn = PlayerNumber()+1001;\n// else\n// iReturn = random(1001, 1016);\n// return iReturn;\n//}\n\nScript 10 (Void) // wave 2\n{\nstage = 1;\nWave = 2;\nWolfyTrigger = 0;\nRandomRespawn = 2;\nCeiling_RaiseByValue (17, 72, 144);// doors of elevators opens up. number 17 and 178\nCeiling_RaiseByValue (178, 72, 144);\nHudmessage(s:\"Elevators are now accessible !\"; 2, 0, CR_GREEN, 0.5, 0.46, 5.0, 0.01, 1.0);\n//ACS_Execute (101, 0, 0, 0, 0);\n//ACS_Execute (102, 0, 0, 0, 0);\n}\n\nScript 12 (Void) // after wave 2\n{\nDelay(1);\nsecretswitch = 0;\nSpawncount = 0;\n}\n\nScript 13 (Void) // wave 3\n{\nstage = 2;\nWave = 3;\nWolfyTrigger = 0;\nRandomRespawn = 3;\nCeiling_raiseByValue ( 181, 72, 144 ); // extra security door for elevators.\nCeiling_raiseByValue ( 182, 72, 144 ); // extra security door for elevators.\nsecretswitch = 0;\nSpawncount = 0;\n//ACS_Terminate (101 ,0);\n//ACS_Execute (103, 0, 0, 0, 0);\nDelay(10);\n}\n\nScript 14 (Void) // after wave 3\n{\nsecretswitch = 0;\nSpawncount = 0;\nDelay(1);\n}\n\nScript 15 (Void) // wave 4\n{\nstage = 3;\nWave = 4;\nWolfyTrigger = 0;\nCeiling_raiseByValue ( 181, 72, 128 ); // extra security door for elevators.\nCeiling_raiseByValue ( 182, 72, 128 ); // extra security door for elevators.\nsecretswitch = 0;\nSpawncount = 0;\n//ACS_Terminate (103 ,0);\n//ACS_Execute (107, 0, 0, 0, 0);\nDelay(10);\n}\n\nScript 16 (Void) // after wave 4\n{\nCeiling_raiseByValue ( 59, 32, 128 ); // Door personel elevator opens\nsecretswitch = 0;\nSpawncount = 0;\nDelay(1);\n}\n\nScript 17 (Void) // wave 5\n{\nPolyobj_Move (1, 4, 192, 64); // opens door to staircase\nPolyobj_Move (2, 4, 128, 64);\nsecretswitch = 0;\nSpawncount = 0;\nWave = 5;\nWolfyTrigger = 0;\nDelay(1);\n}\n\nScript 18 (Void) // Done wave 5\n{\nFloor_LowerByValue (76, 32, 560);\nSetLineBlocking(3, BLOCK_NOTHING); //access to the upper balcony via ventilation shafts\nsecretswitch = 0;\nSpawncount = 0;\nDelay(1);\n}\n\nScript 19 (Void) // the maintenance room with switch whos leading to secret weapon at top.\n{\nFloor_LowerByValue ( 102, 32, 560);\nsecretswitch = 0;\nSpawncount = 0;\nWave = 6;\nWolfyTrigger = 0;\nDelay(1);\n}\n\nScript 20 (void)\n{\nsecretswitch = 0;\nSpawncount = 0;\nDelay (1);\n}\n\nScript 21 (void)\n{\nsecretswitch = 0;\nSpawncount = 0;\nWave = 7;\nWolfyTrigger = 0;\nDelay (1);\n}\n\nScript 22 (void)\n{\nsecretswitch = 0;\nSpawncount = 0;\nDelay (1);\n}\n\nScript 23 (void)\n{\nsecretswitch = 0;\nSpawncount = 0;\nWave = 8;\nWolfyTrigger = 0;\nDelay (1);\n}\n\nScript 24 (void)\n{\nsecretswitch = 0;\nSpawncount = 0;\nDelay (1);\n}\n\nScript 25 (void)\n{\nsecretswitch = 0;\nSpawncount = 0;\nWave = 9;\nWolfyTrigger = 0;\nDelay (1);\n}\n\nScript 26 (void)\n{\nsecretswitch = 0;\nSpawncount = 0;\nDelay (1);\n}\n\nScript 27 (void)\n{\nsecretswitch = 0;\nSpawncount = 0;\nWave = 10;\nWolfyTrigger = 0;\nDelay (1);\n}\n\nScript 30 (void)\n{\nIf (WolfyTrigger == 0)\n {\n WolfyTrigger = 1;\n printbold(s:\" \\ccWe will pawn you with our charm !\");\n //Thing_Projectile(31, \"CatSpawner\", 192, 80, 0); //192 = down\n Thing_Projectile(131, 178, 192, 80, 0); //192 = down\n //Thing_Projectile(32, \"CatSpawner\", 0, 80, 0); //0 = right\n Thing_Projectile(132, 178, 0, 80, 0); //0 = right\n Thing_Projectile(133, 178, 64, 80, 0); //64 = up\n Thing_Projectile(134, 178, 128, 80, 0); //128 = left\n Delay(1);\n }\n Delay(1);\n}\n\nScript 34 (void) // secret generator1 behind blue door\n{\nDelay(35*1); // a second delay in case people switches to quickly on and off\nif (Generator1 == 0)\n {\n Light_RaiseByValue (189, 176);\n Light_RaiseByValue (190, 200);\n Light_RaiseByValue (191, 96);\n Light_RaiseByValue (187, 96);\n Light_RaiseByValue (208, 160);\n Light_RaiseByValue (209, 128);\n Light_RaiseByValue (210, 96);\n Light_RaiseByValue (185, 64);\n Light_RaiseByValue (186, 64);\n Light_RaiseByValue (211, 32);\n Delay(10);\n Generator1 = 1;\n }\nElse if (Generator1 == 1)\n {\n Light_LowerByValue (189, 176);\n Light_LowerByValue (190, 200);\n Light_LowerByValue (191, 96);\n Light_LowerByValue (187, 96);\n Light_LowerByValue (208, 160);\n Light_LowerByValue (209, 128);\n Light_LowerByValue (210, 96);\n Light_LowerByValue (185, 64);\n Light_LowerByValue (186, 64);\n Light_LowerByValue (211, 32);\n Delay(10);\n Generator1 = 0;\n If (Secret1 == 1)\n {\n Floor_RaiseByValue (217, 16, 16);\n Floor_RaiseByValue (218, 32, 32);\n Floor_RaiseByValue (219, 48, 48);\n Floor_RaiseByValue (220, 64, 64);\n Floor_RaiseByValue (221, 80, 80);\n printbold(s:\" \\ccA secret staircase disappeared !\");\n Secret1 = 0;\n Delay(35*1);\n }\n If (Secret2 == 1)\n {\n Floor_RaiseByValue (223, 8, 8);\n Floor_RaiseByValue (224, 16, 16);\n Floor_RaiseByValue (225, 24, 24);\n Floor_RaiseByValue (226, 32, 32);\n Floor_RaiseByValue (227, 40, 40);\n Floor_RaiseByValue (228, 48, 48);\n Floor_RaiseByValue (229, 56, 56);\n Floor_RaiseByValue (230, 64, 64);\n Floor_RaiseByValue (231, 72, 72);\n Floor_RaiseByValue (232, 80, 80);\n Floor_RaiseByValue (233, 88, 88);\n Delay(35*1);\n PrintBold(s:\" \\\\ccAccess to the cinema room has been denied !\");\n Secret2 = 0;\n Delay(35*1);\n }\n If (Door1 == 1)\n {\n Door_Close (234, 16);\n Door1 = 0;\n Delay(10);\n }\n Delay(35*1); // a second delay in case people switches to quickly on and off\n }\nDelay(10);\n}\n\nScript 38 (void) // broken elevator\n{\nif (active3 == 0)\n {\n delay(1);\n ActivatorSound(\"Elevator\\Button\",127);\n active3 = 1;\n Delay(35*3);\n Ceiling_LowerByValue (203, 4, 64); // Elevator door tries to close on floor \"0\"\n Delay(35*4);\n Ceiling_RaiseByValue (203, 32, 64); // Elevator door opens again on floor \"0\"\n Delay(35*1);\n ActivatorSound(\"Elevator\\Button\",127);\n Delay(10);\n active3 = 0;\n }\nActivatorSound(\"Elevator\\Button\",127);\nDelay(35*1);\n}\n\nScript 39 (void) // Broken elevator\n{\nif (active3 == 0)\n {\n delay(1);\n ActivatorSound(\"Elevator\\Button\",127);\n active3 = 1;\n Delay(35*1);\n ActivatorSound(\"Elevator\\Button\",127);\n active3 = 0;\n }\nDelay(10);\n}\n\nScript 40 (void)\n{\nif (Secret1 == 0)\n {\n if (Generator1 == 1)\n {\n Floor_LowerByValue (217, 4, 16);\n Floor_LowerByValue (218, 4, 32);\n Floor_LowerByValue (219, 4, 48);\n Floor_LowerByValue (220, 4, 64);\n Floor_LowerByValue (221, 4, 80);\n printbold(s:\" \\ccA secret staircase appeared !\");\n Secret1 = 1;\n Delay(35*1);\n }\n Else if (Generator1 == 0)\n {\n printbold(s:\" \\ccWont work. You must activate the Generator first !\");\n Delay(1);\n }\n Delay(35*1);\n }\n}\n\nScript 41 (void)\n{\nif (Secret2 == 0)\n {\n if (Generator1 == 1)\n {\n Floor_LowerByValue (223, 1, 8);\n Floor_LowerByValue (224, 1, 16);\n Floor_LowerByValue (225, 1, 24);\n Floor_LowerByValue (226, 1, 32);\n Floor_LowerByValue (227, 1, 40);\n Floor_LowerByValue (228, 1, 48);\n Floor_LowerByValue (229, 1, 56);\n Floor_LowerByValue (230, 1, 64);\n Floor_LowerByValue (231, 1, 72);\n Floor_LowerByValue (232, 1, 80);\n Floor_LowerByValue (233, 1, 88);\n printbold(s:\" \\ccAccess to the cinemaroom has been granted !\");\n Secret2 = 1;\n Delay(35*1);\n }\n Delay(1);\n }\nElse\n {\n printbold(s:\" \\ccWont work. You must activate the Generator first !\");\n Delay(1);\n }\nDelay(1);\n}\n\nScript 45 (void)\n{\nDelay (35*2);\nIf (CloseVent == 0)\n {\n Floor_LowerByValue (245, 268, 536);\n Delay (35*1);\n CloseVent = 1;\n }\nIf (CloseVent == 1)\n {\n Floor_RaiseByvalue (245, 268, 536);\n Delay(35*1);\n CloseVent = 0;\n }\n}\n\nScript 50 (void)\n{\nChangeCamera(109,0,1);\nDelay(1);\n}\n\nScript 51 (void)\n{\nChangeCamera(135,0,1);\nDelay(1);\n}\n\nScript 52 (void)\n{\nChangeCamera(136,0,1);\nDelay(1);\n}\n\nScript 53 (void)\n{\nChangeCamera(137,0,1);\nDelay(1);\n}\n\nScript 55 (void) // cinema room activation\n{\nIf (Generator1 == 1)\n {\n Door_open (234, 16, 0);\n Door1 = 1;\n Delay(1);\n }\nElse If (Generator1 == 0)\n {\n printbold(s:\" \\ccWont work. You must activate the Generator first !\");\n }\nDelay(1);\n}\n\nScript 56 OPEN\n{\nIf (Generator1 == 1)\n {\n If (Door1 == 1)\n {\n If (Room1 == 0)\n {\n Delay(35*20);\n Light_LowerByValue (237, 0); // Cinema room gets dark\n Light_LowerByValue (235, 0); // Cinema projector gets dark\n Room1 = 1;\n }\n Else if (Projector == 0)\n {\n If (Room1 == 1)\n {\n Delay(35*5);\n // Light_Fade (235, 32, 255); // Cinema projector gets light\n Light_RaiseByValue (235, 255);\n Projector = 1;\n Delay(35*1);\n CinemaGo = 1; // starts movie\n }\n Delay(2);\n }\n Delay(2);\n }\n Delay(2);\n Restart;\n }\nDelay(2);\nRestart;\n}\n\nScript 57 OPEN // movie is rollin'\n{\nIf (CinemaGo == 1)\n {\n If (Scene == 0)\n {\n SetLineTexture(8, SIDE_FRONT, TEXTURE_MIDDLE, \"CINEMA01\");\n Delay(35*10);\n Scene = 1;\n }\n Else if (Scene == 1)\n {\n SetLineTexture(8, SIDE_FRONT, TEXTURE_MIDDLE, \"CINEMA02\");\n Delay(35*10);\n Scene = 2;\n }\n Else if (Scene == 2)\n {\n SetLineTexture(8, SIDE_FRONT, TEXTURE_MIDDLE, \"CINEMA03\");\n Delay(35*10);\n Scene = 3;\n }\n Else if (Scene == 3)\n {\n SetLineTexture(8, SIDE_FRONT, TEXTURE_MIDDLE, \"CINEMA04\");\n Delay(35*10);\n Scene = 4;\n }\n Else if (Scene == 4)\n {\n SetLineTexture(8, SIDE_FRONT, TEXTURE_MIDDLE, \"CINEMA05\");\n Delay(35*10);\n Scene = 0;\n }\n Delay(2);\n Restart;\n }\nDelay(2);\nRestart;\n}\n\nScript 58 OPEN\n{\nIf (Generator1 == 0)\n {\n If (Door1 == 1)\n {\n If (Room1 == 1)\n {\n Light_RaiseByValue (237, 176);\n Light_LowerByValue (235, 79);\n Room1 = 0;\n Delay(1);\n }\n Else if (Projector == 1)\n {\n Light_LowerByValue (235, 79);\n Projector = 0;\n Delay(1);\n }\n CinemaGo = 0; // stops movie\n SetLineTexture(8, SIDE_FRONT, TEXTURE_MIDDLE, \"ASNOW01\");\n Door1 = 0;\n }\n Delay(10);\n Restart;\n }\nDelay(10);\nRestart;\n}\n\nScript 60 (void)\n{\nIf (secret3 == 0 && secret4 == 0)\n {\n secret3 = 1;\n Polyobj_Move (3, 4, 0, 192);\n Delay(35*10);\n secret3 = 0;\n secret4 = 1;\n }\nElse if (secret3 == 0 && secret4 == 1)\n {\n secret3 = 1;\n Polyobj_Move (3, 4, 128, 192);\n Delay(35*10);\n secret3 = 0;\n secret4 = 0;\n }\nDelay(10);\n}\n\nScript 100 (void) // from x to floor 0 lift 1\n\n{\nif (active == 0)\n {\n delay(1);\n ActivatorSound(\"Elevator\\Button\",127);\n if (position1 == 0) // main floor \"0\"\n {\n active = 1;\n Delay(35*1);\n ActivatorSound(\"Elevator\\Button\",127);\n active = 0;\n }\n else if (position1 == 1) // first floor \"1\"\n {\n active = 1;\n position1 = 0;\n Delay(35*3);\n Sector_SetDamage (17, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (180, 200, 15);\n Sector_SetDamage (182, 200, 15);\n SetLineBlocking(4, BLOCK_EVERYTHING);\n Delay(10);\n Ceiling_LowerByValue (17, 72, 144); // Elevator door closes on floor \"1\"\n Delay(10);\n Sector_SetDamage (17, 0, 0);\n Sector_SetDamage (180, 0, 0);\n Sector_SetDamage (182, 0, 0);\n Delay(10);\n Floor_LowerByValue( 14, 16, 144 ); // Elevator starts to move\n Floor_LowerByValue( 15, 16, 144 );\n Ceiling_LowerByValue( 14, 16, 144 );\n Ceiling_LowerByValue( 15, 16, 144 );\n Floor_LowerByValue (17, 16, 144); // Elevator door moves along with the elevator to floor \"0\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Ceiling_LowerByValue( 17, 16, 144 );\n Delay(35*2);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(4, BLOCK_NOTHING);\n Delay(10);\n Ceiling_RaiseByValue (17, 72, 144); // Elevator door opens on floor \"0\"\n Delay (10);\n active = 0;\n }\n else if (position1 == 2) // second floor \"2\"\n {\n active = 1;\n position1 = 0;\n Delay(35*3);\n Sector_SetDamage (17, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (180, 200, 15);\n Sector_SetDamage (182, 200, 15);\n SetLineBlocking(4, BLOCK_EVERYTHING);\n Delay(10);\n Ceiling_LowerByValue (17, 72, 144); // Elevator door closes on floor \"2\"\n Delay(10);\n Sector_SetDamage (17, 0, 0);\n Sector_SetDamage (180, 0, 0);\n Sector_SetDamage (182, 0, 0);\n Delay(10);\n Floor_LowerByValue( 14, 16, 288 ); // Elevator starts to move\n Floor_LowerByValue( 15, 16, 288 );\n Ceiling_LowerByValue( 14, 16, 288 );\n Ceiling_LowerByValue( 15, 16, 288 );\n Floor_LowerByValue (17, 16, 288); // Elevator door moves along with the elevator to floor \"0\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Ceiling_LowerByValue (17, 16, 288);\n Delay(35*4);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(4, BLOCK_NOTHING);\n Delay(10);\n Ceiling_RaiseByValue (17, 72, 144); // Elevator door opens on floor \"0\"\n Delay(10);\n active = 0;\n }\n else if (position1 == 3) // third floor \"3\"\n {\n active = 1;\n position1 = 0;\n Delay(35*3);\n Sector_SetDamage (17, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (180, 200, 15);\n Sector_SetDamage (182, 200, 15);\n SetLineBlocking(4, BLOCK_EVERYTHING);\n Delay(10);\n Ceiling_LowerByValue (17, 64, 128); // Elevator door closes on floor \"3\"\n Delay(10);\n Sector_SetDamage (17, 0, 0);\n Sector_SetDamage (180, 0, 0);\n Sector_SetDamage (182, 0, 0);\n Delay(10);\n Floor_LowerByValue( 14, 16, 432 ); //Elevator starts to move\n Floor_LowerByValue( 15, 16, 432 );\n Ceiling_LowerByValue( 14, 16, 432 );\n Ceiling_LowerByValue( 15, 16, 432 );\n Floor_LowerByValue (17, 16, 432); // Elevator door moves along with the elevator to floor \"0\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Ceiling_LowerByValue (17, 16, 432);\n Delay(35*6);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(4, BLOCK_NOTHING);\n Delay(10);\n Ceiling_RaiseByValue (17, 72, 144); // Elevator door opens on floor \"0\"\n Delay(10);\n active = 0;\n }\n }\n}\n\nScript 101 (void) // from x to floor 1 lift 1\n{\nif (active == 0)\n {\n delay(1);\n ActivatorSound(\"Elevator\\Button\",127);\n if (position1 == 0)\n {\n active = 1;\n position1 = 1;\n Delay(35*3);\n Sector_SetDamage (17, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (180, 200, 15);\n Sector_SetDamage (182, 200, 15);\n SetLineBlocking(4, BLOCK_EVERYTHING);\n Delay(17);\n Ceiling_LowerByValue(17, 72, 144); // Elevator door closes on floor \"0\"\n Delay(17);\n Sector_SetDamage (17, 0, 0);\n Sector_SetDamage (180, 0, 0);\n Sector_SetDamage (182, 0, 0);\n Delay(17);\n Floor_RaiseByValue( 14, 16, 144 ); // Elevator starts to move\n Floor_RaiseByValue( 15, 16, 144 );\n Ceiling_RaiseByValue( 14, 16, 144 );\n Ceiling_RaiseByValue( 15, 16, 144 );\n Ceiling_RaiseByValue (17, 16, 144); // Elevator door moves along with the elevator to floor \"1\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Floor_RaiseByValue (17, 16, 144);\n Delay(35*2);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(4, BLOCK_NOTHING);\n Delay(17);\n Ceiling_RaiseByValue (17, 72, 144); // Elevator door opens on floor \"1\"\n Delay(17);\n active = 0;\n }\n else if (position1 == 1)\n {\n active = 1;\n Delay(35*1);\n ActivatorSound(\"Elevator\\Button\",127);\n active = 0;\n }\n else if (position1 == 2) // floor \"2\"\n {\n active = 1;\n position1 = 1;\n Delay(35*3);\n Sector_SetDamage (17, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (180, 200, 15);\n Sector_SetDamage (182, 200, 15);\n SetLineBlocking(4, BLOCK_EVERYTHING);\n Delay(17);\n Ceiling_LowerByValue (17, 72, 144); // Elevator door closes on floor \"2\"\n Delay(17);\n Sector_SetDamage (17, 0, 0);\n Sector_SetDamage (180, 0, 0);\n Sector_SetDamage (182, 0, 0);\n Delay(17);\n Floor_LowerByValue( 14, 16, 144 ); // Elevator starts to move\n Floor_LowerByValue( 15, 16, 144 );\n Ceiling_LowerByValue( 14, 16, 144 );\n Ceiling_LowerByValue( 15, 16, 144 );\n Floor_LowerByValue (17, 16, 144); // Elevator door moves along with the elevator to floor \"1\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Ceiling_LowerByValue (17, 16, 144);\n Delay(35*2);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(4, BLOCK_NOTHING);\n Delay(17);\n Ceiling_RaiseByValue (17, 72, 144); // Elevator door opens on floor \"1\"\n Delay(17);\n active = 0;\n }\n else if (position1 == 3) // floor \"3\"\n {\n active = 1;\n position1 = 1;\n Delay(35*3);\n Sector_SetDamage (17, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (180, 200, 15);\n Sector_SetDamage (182, 200, 15);\n SetLineBlocking(4, BLOCK_EVERYTHING);\n Delay(17);\n Ceiling_LowerByValue (17, 64, 128); // Elevator door closes on floor \"3\"\n Delay(17);\n Sector_SetDamage (17, 0, 0);\n Sector_SetDamage (180, 0, 0);\n Sector_SetDamage (182, 0, 0);\n Delay(17);\n Floor_LowerByValue( 14, 16, 288 ); // Elevator starts to move\n Floor_LowerByValue( 15, 16, 288 );\n Ceiling_LowerByValue( 14, 16, 288 );\n Ceiling_LowerByValue( 15, 16, 288 );\n Floor_LowerByValue (17, 16, 288); // Elevator door moves along with the elevator to floor \"1\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Ceiling_LowerByValue (17, 16, 288);\n Delay(35*4);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(4, BLOCK_NOTHING);\n Delay(17);\n Ceiling_RaiseByValue (17, 72, 144); // Elevator door opens on floor \"1\"\n Delay(17);\n active = 0;\n }\n }\n}\n\nScript 102 (void) // from x to floor 2 lift 1\n{\nif (active == 0)\n {\n delay(1);\n ActivatorSound(\"Elevator\\Button\",127);\n if (position1 == 0) // Floor \"0\"\n {\n active = 1;\n position1 = 2;\n Delay(35*3);\n Sector_SetDamage (17, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (180, 200, 15);\n Sector_SetDamage (182, 200, 15);\n SetLineBlocking(4, BLOCK_EVERYTHING);\n Delay(17);\n Ceiling_LowerByValue (17, 72, 144); // Elevator door closes on floor \"0\"\n Delay(17);\n Sector_SetDamage (17, 0, 0);\n Sector_SetDamage (180, 0, 0);\n Sector_SetDamage (182, 0, 0);\n Delay(17);\n Floor_RaiseByValue( 14, 16, 288 ); // Elevator starts to move\n Floor_RaiseByValue( 15, 16, 288 );\n Ceiling_RaiseByValue( 14, 16, 288 );\n Ceiling_RaiseByValue( 15, 16, 288 );\n Ceiling_RaiseByValue (17, 16, 288); // Elevator door moves along with the elevator to floor \"2\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Floor_RaiseByValue (17, 16, 288);\n Delay(35*4);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(4, BLOCK_NOTHING);\n Delay(17);\n Ceiling_RaiseByValue (17, 72, 144); // Elevator door opens on floor \"2\"\n Delay(17);\n active = 0;\n }\n else if (position1 == 1) // floor \"1\"\n {\n active = 1;\n position1 = 2;\n Delay(35*3);\n Sector_SetDamage (17, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (180, 200, 15);\n Sector_SetDamage (182, 200, 15);\n SetLineBlocking(4, BLOCK_EVERYTHING);\n Delay(17);\n Ceiling_LowerByValue (17, 72, 144); // Elevator door closes on floor \"1\"\n Delay(17);\n Sector_SetDamage (17, 0, 0);\n Sector_SetDamage (180, 0, 0);\n Sector_SetDamage (182, 0, 0);\n Delay(17);\n Floor_RaiseByValue( 14, 16, 144 ); // Elevator starts to move\n Floor_RaiseByValue( 15, 16, 144 );\n Ceiling_RaiseByValue( 14, 16, 144 );\n Ceiling_RaiseByValue( 15, 16, 144 );\n Ceiling_RaiseByValue (17, 16, 144); // Elevator door moves along with the elevator to floor \"2\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Floor_RaiseByValue (17, 16, 144);\n Delay(35*2);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(4, BLOCK_NOTHING);\n Delay(17);\n Ceiling_RaiseByValue (17, 72, 144); // Elevator door opens on floor \"2\"\n Delay(17);\n active = 0;\n }\n else if (position1 == 2) // floor \"2\"\n {\n active = 1;\n Delay(35*1);\n ActivatorSound(\"Elevator\\Button\",127);\n active = 0;\n }\n else if (position1 == 3) // Floor \"3\"\n {\n active = 1;\n position1 = 2;\n Delay(35*3);\n Sector_SetDamage (17, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (180, 200, 15);\n Sector_SetDamage (182, 200, 15);\n SetLineBlocking(4, BLOCK_EVERYTHING);\n Delay(17);\n Ceiling_LowerByValue (17, 64, 128); // Elevator door closes on floor \"3\"\n Delay(17);\n Sector_SetDamage (17, 0, 0);\n Sector_SetDamage (180, 0, 0);\n Sector_SetDamage (182, 0, 0);\n Delay(17);\n Floor_LowerByValue( 14, 16, 144 ); // Elevator starts to move\n Floor_LowerByValue( 15, 16, 144 );\n Ceiling_LowerByValue( 14, 16, 144 );\n Ceiling_LowerByValue( 15, 16, 144 );\n Floor_LowerByValue (17, 16, 144); // Elevator door moves along with the elevator to floor \"2\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Ceiling_LowerByValue (17, 16, 144);\n Delay(35*2);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(4, BLOCK_NOTHING);\n Delay(17);\n Ceiling_RaiseByValue (17, 72, 144); // Elevator door opens on floor \"2\"\n Delay(17);\n active = 0;\n }\n }\n}\n\nScript 103 (void) // from x to floor 3 lift 1\n{\nif (active == 0)\n {\n delay(1);\n ActivatorSound(\"Elevator\\Button\",127);\n if (position1 == 0) // Floor \"0\"\n {\n active = 1;\n position1 = 3;\n Delay(35*3);\n Sector_SetDamage (17, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (180, 200, 15);\n Sector_SetDamage (182, 200, 15);\n SetLineBlocking(4, BLOCK_EVERYTHING);\n Delay(17);\n Ceiling_LowerByValue (17, 72, 144); // Elevator door closes on floor \"0\"\n Delay(17);\n Sector_SetDamage (17, 0, 0);\n Sector_SetDamage (180, 0, 0);\n Sector_SetDamage (182, 0, 0);\n Delay(17);\n Floor_RaiseByValue( 14, 16, 432 ); // Elevator starts to move\n Floor_RaiseByValue( 15, 16, 432 );\n Ceiling_RaiseByValue( 14, 16, 432 );\n Ceiling_RaiseByValue( 15, 16, 432 );\n Ceiling_RaiseByValue( 17, 16, 432 ); // Elevator door moves along with the elevator to floor \"3\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Floor_RaiseByValue( 17, 16, 432 );\n Delay(35*6);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(4, BLOCK_NOTHING);\n Delay(17);\n Ceiling_RaiseByValue (17, 64, 128); // Elevator door opens on floor \"3\"\n Delay(17);\n active = 0;\n }\n else if (position1 == 1) // Floor \"1\"\n {\n active = 1;\n position1 = 3;\n Delay(35*3);\n Sector_SetDamage (17, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (180, 200, 15);\n Sector_SetDamage (182, 200, 15);\n SetLineBlocking(4, BLOCK_EVERYTHING);\n Delay(17);\n Ceiling_LowerByValue (17, 72, 144); // Elevator door closes on floor \"1\"\n Delay(10);\n Sector_SetDamage (17, 0, 0);\n Sector_SetDamage (180, 0, 0);\n Sector_SetDamage (182, 0, 0);\n Delay(17);\n Floor_RaiseByValue( 14, 16, 288 ); // Elevator starts to move\n Floor_RaiseByValue( 15, 16, 288 );\n Ceiling_RaiseByValue( 14, 16, 288 );\n Ceiling_RaiseByValue( 15, 16, 288 );\n Ceiling_RaiseByValue( 17, 16, 288 ); // Elevator door moves along with the elevator to floor \"3\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Floor_RaiseByValue( 17, 16, 288 );\n Delay(35*4);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(4, BLOCK_NOTHING);\n Delay(17);\n Ceiling_RaiseByValue( 17, 64, 128 ); // Elevator door opens on floor \"3\"\n Delay(17);\n active = 0;\n }\n else if (position1 == 2) // floor \"2\"\n {\n active = 1;\n position1 = 3;\n Delay(35*3);\n Sector_SetDamage (17, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (180, 200, 15);\n Sector_SetDamage (182, 200, 15);\n SetLineBlocking(4, BLOCK_EVERYTHING);\n Delay(17);\n Ceiling_LowerByValue (17, 72, 144); // Elevator door closes on floor \"2\"\n Delay(17);\n Sector_SetDamage (17, 0, 0);\n Sector_SetDamage (180, 0, 0);\n Sector_SetDamage (182, 0, 0);\n Delay(17);\n Floor_RaiseByValue( 14, 16, 144 ); // Elevator starts to move\n Floor_RaiseByValue( 15, 16, 144 );\n Ceiling_RaiseByValue( 14, 16, 144 );\n Ceiling_RaiseByValue( 15, 16, 144 );\n Ceiling_RaiseByValue( 17, 16, 144 ); // Elevator door moves along with the elevator to floor \"3\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Floor_RaiseByValue( 17, 16, 144 );\n Delay(35*2);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(4, BLOCK_NOTHING);\n Delay(17);\n Ceiling_RaiseByValue (17, 64, 128); // Elevator door opens on floor \"3\"\n Delay(17);\n active = 0;\n }\n else if (position1 == 3)\n {\n active = 1;\n Delay(35*1);\n ActivatorSound(\"Elevator\\Button\",127);\n active = 0;\n }\n }\n}\n\nScript 105 (void) // from x to floor 0 lift 2\n\n{\nif (active1 == 0) // if not already activated than go on with the script\n {\n delay(1);\n ActivatorSound(\"Elevator\\Button\",127);\n if (position2 == 0) // floor \"0\"\n {\n active1 = 1;\n Delay(35*1);\n ActivatorSound(\"Elevator\\Button\",127);\n active1 = 0;\n }\n else if (position2 == 1) // floor \"1\"\n {\n active1 = 1;\n position2 = 0;\n Delay(35*3);\n Sector_SetDamage (178, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (179, 200, 15);\n Sector_SetDamage (181, 200, 15);\n SetLineBlocking(5, BLOCK_EVERYTHING);\n Delay(10);\n Ceiling_LowerByValue (178, 72, 144); // Elevator door closes on floor \"1\"\n Delay(10);\n Sector_SetDamage (178, 0, 0);\n Sector_SetDamage (179, 0, 0);\n Sector_SetDamage (181, 0, 0);\n Delay(10);\n Floor_LowerByValue( 13, 16, 144 ); // Elevator starts to move\n Floor_LowerByValue( 18, 16, 144 );\n Ceiling_LowerByValue( 13, 16, 144 );\n Ceiling_LowerByValue( 18, 16, 144 );\n Floor_LowerByValue (178, 16, 144); // Elevator door moves along with the elevator to floor \"0\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Ceiling_LowerByValue( 178, 16, 144 );\n Delay(35*2);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(5, BLOCK_NOTHING);\n Delay(10);\n Ceiling_RaiseByValue (178, 72, 144); // Elevator door opens on floor \"0\"\n Delay(10);\n active1 = 0;\n }\n else if (position2 == 2) // floor \"2\"\n {\n active1 = 1;\n position2 = 0;\n Delay(35*3);\n Sector_SetDamage (178, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (179, 200, 15);\n Sector_SetDamage (181, 200, 15);\n SetLineBlocking(5, BLOCK_EVERYTHING);\n Delay(10);\n Ceiling_LowerByValue (178, 72, 144); // Elevator door closes on floor \"2\"\n Delay(10);\n Sector_SetDamage (178, 0, 0);\n Sector_SetDamage (179, 0, 0);\n Sector_SetDamage (181, 0, 0);\n Delay(10);\n Floor_LowerByValue( 13, 16, 288 ); // Elevator starts to move\n Floor_LowerByValue( 18, 16, 288 );\n Ceiling_LowerByValue( 13, 16, 288 );\n Ceiling_LowerByValue( 18, 16, 288 );\n Floor_LowerByValue (178, 16, 288); // Elevator door moves along with the elevator to floor \"0\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Ceiling_LowerByValue( 178, 16, 288 );\n Delay(35*4);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(5, BLOCK_NOTHING);\n Delay(10);\n Ceiling_RaiseByValue (178, 72, 144); // Elevator door opens on floor \"0\"\n Delay(10);\n active1 = 0;\n }\n else if (position2 == 3) // floor \"3\"\n {\n active1 = 1;\n position2 = 0;\n Delay(35*3);\n Sector_SetDamage (178, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (179, 200, 15);\n Sector_SetDamage (181, 200, 15);\n SetLineBlocking(5, BLOCK_EVERYTHING);\n Delay(10);\n Ceiling_LowerByValue (178, 64, 128); // Elevator door closes on floor \"3\"\n Delay(10);\n Sector_SetDamage (178, 0, 0);\n Sector_SetDamage (179, 0, 0);\n Sector_SetDamage (181, 0, 0);\n Delay(10);\n Floor_LowerByValue( 13, 16, 432 ); // Elevator starts to move\n Floor_LowerByValue( 18, 16, 432 );\n Ceiling_LowerByValue( 13, 16, 432 );\n Ceiling_LowerByValue( 18, 16, 432 );\n Floor_LowerByValue( 178, 16, 432 ); // Elevator door moves along with the elevator to floor \"0\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Ceiling_LowerByValue( 178, 16, 432 );\n Delay(35*6);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(5, BLOCK_NOTHING);\n Delay(10);\n Ceiling_RaiseByValue (178, 72, 144); // Elevator door opens on floor \"0\"\n Delay(10);\n active1 = 0;\n }\n }\n}\n\nScript 106 (void) // from x to floor 1 lift 2\n{\nif (active1 == 0)\n {\n delay(1);\n ActivatorSound(\"Elevator\\Button\",127);\n if (position2 == 0) // floor \"0\"\n {\n active1 = 1;\n position2 = 1;\n Delay(35*3);\n Sector_SetDamage (178, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (179, 200, 15);\n Sector_SetDamage (181, 200, 15);\n SetLineBlocking(5, BLOCK_EVERYTHING);\n Delay(10);\n Ceiling_LowerByValue (178, 72, 144); // Elevator door closes on floor \"0\"\n Delay(10);\n Sector_SetDamage (178, 0, 0);\n Sector_SetDamage (179, 0, 0);\n Sector_SetDamage (181, 0, 0);\n Delay(10);\n Floor_RaiseByValue( 13, 16, 144 ); // Elevator starts to move\n Floor_RaiseByValue( 18, 16, 144 );\n Ceiling_RaiseByValue( 13, 16, 144 );\n Ceiling_RaiseByValue( 18, 16, 144 );\n Ceiling_RaiseByValue( 178, 16, 144 ); // Elevator door moves along with the elevator to floor \"1\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Floor_RaiseByValue( 178, 16, 144 );\n Delay(35*2);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(5, BLOCK_NOTHING);\n Delay(10);\n Ceiling_RaiseByValue (178, 72, 144); // Elevator door opens on floor \"1\"\n Delay(10);\n active1 = 0;\n }\n else if (position2 == 1) // floor \"1\"\n {\n active1 = 1;\n Delay(35*1);\n ActivatorSound(\"Elevator\\Button\",127);\n active1 = 0;\n }\n else if (position2 == 2) // floor \"2\"\n {\n active1 = 1;\n position2 = 1;\n Delay(35*3);\n Sector_SetDamage (178, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (179, 200, 15);\n Sector_SetDamage (181, 200, 15);\n SetLineBlocking(5, BLOCK_EVERYTHING);\n Delay(10);\n Ceiling_LowerByValue (178, 72, 144); // Elevator door closes on floor \"2\"\n Delay(10);\n Sector_SetDamage (178, 0, 0);\n Sector_SetDamage (179, 0, 0);\n Sector_SetDamage (181, 0, 0);\n Delay(10);\n Floor_LowerByValue( 13, 16, 144 ); // Elevator starts to move\n Floor_LowerByValue( 18, 16, 144 );\n Ceiling_LowerByValue( 13, 16, 144 );\n Ceiling_LowerByValue( 18, 16, 144 );\n Floor_LowerByValue( 178, 16, 144 ); // Elevator door moves along with the elevator to floor \"1\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Ceiling_LowerByValue( 178, 16, 144 );\n Delay(35*2);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(5, BLOCK_NOTHING);\n Delay(10);\n Ceiling_RaiseByValue (178, 72, 144); // Elevator door opens on floor \"1\"\n Delay(10);\n active1 = 0;\n }\n else if (position2 == 3) // floor \"3\"\n {\n active1 = 1;\n position2 = 1;\n Delay(35*3);\n Sector_SetDamage (178, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (179, 200, 15);\n Sector_SetDamage (181, 200, 15);\n SetLineBlocking(5, BLOCK_EVERYTHING);\n Delay(10);\n Ceiling_LowerByValue (178, 64, 128); // Elevator door closes on floor \"3\"\n Delay(10);\n Sector_SetDamage (178, 0, 0);\n Sector_SetDamage (179, 0, 0);\n Sector_SetDamage (181, 0, 0);\n Delay(10);\n Floor_LowerByValue( 13, 16, 288 ); // Elevator starts to move\n Floor_LowerByValue( 18, 16, 288 );\n Ceiling_LowerByValue( 13, 16, 288 );\n Ceiling_LowerByValue( 18, 16, 288 );\n Floor_LowerByValue( 178, 16, 288 ); // Elevator door moves along with the elevator to floor \"1\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Ceiling_LowerByValue( 178, 16, 288 );\n Delay(35*4);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(5, BLOCK_NOTHING);\n Delay(10);\n Ceiling_RaiseByValue (178, 72, 144); // Elevator door opens on floor \"1\"\n Delay(10);\n active1 = 0;\n }\n }\n}\n\nScript 107 (void) // from x to floor 2 lift 2\n{\nif (active1 == 0)\n {\n delay(1);\n ActivatorSound(\"Elevator\\Button\",127);\n if (position2 == 0) // floor \"0\"\n {\n active1 = 1;\n position2 = 2;\n Delay(35*3);\n Sector_SetDamage (178, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (179, 200, 15);\n Sector_SetDamage (181, 200, 15);\n SetLineBlocking(5, BLOCK_EVERYTHING);\n Delay(10);\n Ceiling_LowerByValue (178, 72, 144); // Elevator door closes on floor \"0\"\n Delay(10);\n Sector_SetDamage (178, 0, 0);\n Sector_SetDamage (179, 0, 0);\n Sector_SetDamage (181, 0, 0);\n Delay(10);\n Floor_RaiseByValue( 13, 16, 288 ); // Elevator starts to move\n Floor_RaiseByValue( 18, 16, 288 );\n Ceiling_RaiseByValue( 13, 16, 288 );\n Ceiling_RaiseByValue( 18, 16, 288 );\n Ceiling_RaiseByValue( 178, 16, 288 ); // Elevator door moves along with the elevator to floor \"2\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Floor_RaiseByValue( 178, 16, 288 );\n Delay(35*4);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(5, BLOCK_NOTHING);\n Delay(10);\n Ceiling_RaiseByValue (178, 72, 144); // Elevator door opens on floor \"2\"\n Delay(10);\n active1 = 0;\n }\n else if (position2 == 1) // floor \"1\"\n {\n active1 = 1;\n position2 = 2;\n Delay(35*3);\n Sector_SetDamage (178, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (179, 200, 15);\n Sector_SetDamage (181, 200, 15);\n SetLineBlocking(5, BLOCK_EVERYTHING);\n Delay(10);\n Ceiling_LowerByValue (178, 72, 144); // Elevator door closes on floor \"1\"\n Delay(10);\n Sector_SetDamage (178, 0, 0);\n Sector_SetDamage (179, 0, 0);\n Sector_SetDamage (181, 0, 0);\n Delay(10);\n Floor_RaiseByValue( 13, 16, 144 ); // Elevator starts to move\n Floor_RaiseByValue( 18, 16, 144 );\n Ceiling_RaiseByValue( 13, 16, 144 );\n Ceiling_RaiseByValue( 18, 16, 144 );\n Ceiling_RaiseByValue( 178, 16, 144 ); // Elevator door moves along with the elevator to floor \"2\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Floor_RaiseByValue( 178, 16, 144 );\n Delay(35*2);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(5, BLOCK_NOTHING);\n Delay(10);\n Ceiling_RaiseByValue (178, 72, 144); // Elevator door opens on floor \"2\"\n Delay(10);\n active1 = 0;\n }\n else if (position2 == 2) // floor \"2\"\n {\n active1 = 1;\n Delay(35*1);\n ActivatorSound(\"Elevator\\Button\",127);\n active1 = 0;\n }\n else if (position2 == 3) // Floor \"3\"\n {\n active1 = 1;\n position2 = 2;\n Delay(35*3);\n Sector_SetDamage (178, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (179, 200, 15);\n Sector_SetDamage (181, 200, 15);\n SetLineBlocking(5, BLOCK_EVERYTHING);\n Delay(10);\n Ceiling_LowerByValue (178, 64, 128); // Elevator door closes on floor \"3\"\n Delay(10);\n Sector_SetDamage (178, 0, 0);\n Sector_SetDamage (179, 0, 0);\n Sector_SetDamage (181, 0, 0);\n Delay(10);\n Floor_LowerByValue( 13, 16, 144 ); // Elevator starts to move\n Floor_LowerByValue( 18, 16, 144 );\n Ceiling_LowerByValue( 13, 16, 144 );\n Ceiling_LowerByValue( 18, 16, 144 );\n Floor_LowerByValue( 178, 16, 144 ); // Elevator door moves along with the elevator to floor \"2\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Ceiling_LowerByValue( 178, 16, 144 );\n Delay(35*2);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(5, BLOCK_NOTHING);\n Delay(10);\n Ceiling_RaiseByValue (178, 72, 144); // Elevator door opens on floor \"2\"\n Delay(10);\n active1 = 0;\n }\n }\n}\n\nScript 108 (void) // from x to floor 3 lift 2\n{\nif (active1 == 0)\n {\n delay(1);\n ActivatorSound(\"Elevator\\Button\",127);\n if (position2 == 0) // floor \"0\"\n {\n active1 = 1;\n position2 = 3;\n Delay(35*3);\n Sector_SetDamage (178, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (179, 200, 15);\n Sector_SetDamage (181, 200, 15);\n SetLineBlocking(5, BLOCK_EVERYTHING);\n Delay(10);\n Ceiling_LowerByValue (178, 72, 144); // Elevator door closes on floor \"0\"\n Delay(10);\n Sector_SetDamage (178, 0, 0);\n Sector_SetDamage (179, 0, 0);\n Sector_SetDamage (181, 0, 0);\n Delay(10);\n Floor_RaiseByValue( 13, 16, 432 ); // Elevator starts to move\n Floor_RaiseByValue( 18, 16, 432 );\n Ceiling_RaiseByValue( 13, 16, 432 );\n Ceiling_RaiseByValue( 18, 16, 432 );\n Ceiling_RaiseByValue( 178, 16, 432 ); // Elevator door moves along with the elevator to floor \"3\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Floor_RaiseByValue( 178, 16, 432 );\n Delay(35*6);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(5, BLOCK_NOTHING);\n Delay(10);\n Ceiling_RaiseByValue (178, 64, 128); // Elevator door opens on floor \"3\"\n Delay(10);\n active1 = 0;\n }\n else if (position2 == 1) // floor \"1\"\n {\n active1 = 1;\n position2 = 3;\n Delay(35*3);\n Sector_SetDamage (178, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (179, 200, 15);\n Sector_SetDamage (181, 200, 15);\n SetLineBlocking(5, BLOCK_EVERYTHING);\n Delay(10);\n Ceiling_LowerByValue (178, 72, 144); // Elevator door closes on floor \"1\"\n Delay(10);\n Sector_SetDamage (178, 0, 0);\n Sector_SetDamage (179, 0, 0);\n Sector_SetDamage (181, 0, 0);\n Delay(10);\n Floor_RaiseByValue( 13, 16, 288 ); // Elevator starts to move\n Floor_RaiseByValue( 18, 16, 288 );\n Ceiling_RaiseByValue( 13, 16, 288 );\n Ceiling_RaiseByValue( 18, 16, 288 );\n Ceiling_RaiseByValue( 178, 16, 288 ); // Elevator door moves along with the elevator to floor \"3\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Floor_RaiseByValue( 178, 16, 288 );\n Delay(35*4);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(5, BLOCK_NOTHING);\n Delay(10);\n Ceiling_RaiseByValue (178, 64, 128); // Elevator door opens on floor \"3\"\n Delay(10);\n active1 = 0;\n }\n else if (position2 == 2) // floor \"2\"\n {\n active1 = 1;\n position2 = 3;\n Delay(35*3);\n Sector_SetDamage (178, 200, 15); // punishment to player if they intentionally stands in the doorway\n Sector_SetDamage (179, 200, 15);\n Sector_SetDamage (181, 200, 15);\n SetLineBlocking(5, BLOCK_EVERYTHING);\n Delay(10);\n Ceiling_LowerByValue (178, 72, 144); // Elevator door closes on floor \"2\"\n Delay(10);\n Sector_SetDamage (178, 0, 0);\n Sector_SetDamage (179, 0, 0);\n Sector_SetDamage (181, 0, 0);\n Delay(10);\n Floor_RaiseByValue( 13, 16, 144 ); // Elevator starts to move\n Floor_RaiseByValue( 18, 16, 144 );\n Ceiling_RaiseByValue( 13, 16, 144 );\n Ceiling_RaiseByValue( 18, 16, 144 );\n Ceiling_RaiseByValue( 178, 16, 144 ); // Elevator door moves along with the elevator to floor \"3\"\n Delay(1); // you remove this 1 tic delay, than door wont work completely. Cant help it. Bug in Script- or the linedef itself\n Floor_RaiseByValue( 178, 16, 144 );\n Delay(35*2);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(5, BLOCK_NOTHING);\n Delay(10);\n Ceiling_RaiseByValue (178, 64, 128); // Elevator door opens on floor \"3\"\n Delay(10);\n active1 = 0;\n }\n else if (position1 == 3) // floor \"3\"\n {\n active1 = 1;\n Delay(35*1);\n ActivatorSound(\"Elevator\\Button\",127);\n active1 = 0;\n }\n }\n}\n\nScript 110 (void) // personel elevator\n{\nif (active2 == 0) // if not already activated\n {\n Delay(1);\n ActivatorSound(\"Elevator\\Button\",127);\n if (position3 == 0) // if main floor\n {\n active2 = 1;\n Delay(35*1);\n ActivatorSound(\"Elevator\\Button\",127);\n active2 = 0;\n }\n else if (position3 == 1) // if upper floor \"2\"\n {\n active2 = 1;\n position3 = 0;\n Sector_SetDamage (63, 200, 15); // punishment to player if they intentionally stands in the doorway\n SetLineBlocking(6, BLOCK_EVERYTHING);\n Delay(1);\n Ceiling_LowerByValue (59, 64, 128); // Door closes\n Delay(10);\n Sector_SetDamage (63, 0, 0);\n Delay(10);\n Floor_LowerByValue( 60, 16, 288 ); // elevator starts to move down\n Ceiling_LowerByValue( 60, 16, 288 );\n Floor_LowerByValue ( 59, 16, 288 ); // Door moves along with the elevator\n Delay(1);\n Ceiling_LowerByValue( 59, 16, 288 );\n Delay(35*4);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(6, BLOCK_NOTHING);\n Delay(10);\n Ceiling_RaiseByValue (59, 64, 128); // Elevator door opens on floor \"0\"\n Delay(10);\n active2 = 0;\n }\n }\n}\n\nScript 111 (void) // personel elevator\n{\nif (active2 == 0) // if not already activated\nDelay(1);\nActivatorSound(\"Elevator\\Button\",127);\nif (position3 == 0) // if on main floor \"0\"\n {\n active2 = 1;\n position3 = 1;\n Sector_SetDamage (63, 200, 15); // punishment to player if they intentionally stands in the doorway\n SetLineBlocking(6, BLOCK_EVERYTHING);\n Delay(1);\n Ceiling_LowerByValue (59, 64, 128); // Door closes\n Delay(10);\n Sector_SetDamage (63, 0, 0);\n Delay(10);\n Floor_RaiseByValue( 60, 16, 288 ); // elevator starts to move up\n Ceiling_RaiseByValue( 60, 16, 288 );\n Ceiling_RaiseByValue ( 59, 16, 288 );\n Delay(1);\n Floor_RaiseByValue (59, 16, 288 );\n Delay(35*4);\n ActivatorSound(\"Elevator\\Button\",127);\n SetLineBlocking(6, BLOCK_NOTHING);\n Delay(10);\n Ceiling_RaiseByValue (59, 64, 128); // Elevator door opens on floor \"2\"\n Delay(10);\n active2 = 0;\n }\nelse if (position3 == 1)\n {\n active2 = 1;\n Delay(35*1);\n ActivatorSound(\"Elevator\\Button\",127);\n active2 = 0;\n }\n}\n\nScript 120 (void)\n{\nif (reset == 0)\n {\n Delay (1);\n reset = 1;\n }\n}\n\nScript 190 (void)\n{\n If (secretswitch == 0)\n {\n ActivatorSound(\"Surprise\",127);\n Delay(1);\n secretswitch = 1;\n acs_execute (191, 0, 0, 0, 0);\n }\n delay(1);\n}\n\nScript 191 (void) // spawning secret items\n{\n spawnitemexecute = 1;\n acs_execute (195, 0, 0, 0, 0); // activates weapons spawning script\n Delay(35*10);\n acs_execute (196, 0, 0, 0, 0);\n Delay(35*30);\n Restart;\n}\n\nScript 192 (void)\n{\n Ceiling_LowerByValue(167, 106, 106);\n Ceiling_LowerByValue(168, 150, 150);\n SetLineTexture(1, SIDE_FRONT, TEXTURE_MIDDLE, \"DILDO_20\");\n Delay(1);\n Floor_LowerByValue(169, 240, 240);\n Floor_LowerByValue(170, 240, 240);\n SetLineTexture(2, SIDE_FRONT, TEXTURE_MIDDLE, \"COLD_320\");\n Delay(1);\n Ceiling_RaiseByValue(177, 64, 256);\n Delay(1);\n}\n\nScript 195 (void) // spawning Items by script\n{\n Spawnspot (\"Deathray\", 100);\n Delay(1);\n Spawnspot (\"HaxMaster3000Pro\", 102);\n Delay(1);\n Spawnspot (\"SniperRifle\", 103);\n Spawnspot (\"Sniperammo2Spawner\", 104);\n Delay(1);\n Spawnspot (\"ShotgunVertical1\", 105);\n Spawnspot (\"ShotgunVertical2\", 106);\n Delay(1);\n Spawnspot (\"HealthCore\", 107);\n Spawnspot (\"Medicine\", 108);\n Spawnspot (\"HulkPlasmaGunAmmo\", 130);\n Delay(1);\n Spawnspot (\"SpiritsSpawner\", 129);\n if (IMK == 0)\n {\n Spawnspot (\"MonsterKiller\", 228);\n IMK = 1;\n Delay(1);\n }\nDelay(1);\n}\n\nScript 196 (void) // spawning Monsters by script\n{\n//if (Spawncount < 1*(Wave/2))\nif (wave == 10)\n {\n if (Spawncount <= 2) // shorten the custom monster spawning script because of online-lag. Spawns only three times\n {\n Spawnspot (\"GoldImpSpot\", 110);\n Delay(1);\n //Spawnspot (\"Overlord\", 111);\n //Delay(1);\n Spawnspot (\"UnholyServantSpot\", 112);\n Delay(1);\n Spawnspot (\"RedImp\", 113);\n Delay(1);\n Spawnspot (\"SentyDrone\", 114);\n Delay(1);\n //Spawnspot (\"GraveDigger\", 115);\n //Delay(1);\n Spawnspot (\"Mutant\", 116);\n Delay(1);\n Spawnspot (\"FlyingImp\", 117);\n Delay(1);\n Spawnspot (\"ChargeDemon\", 118);\n Delay(1);\n Spawnspot (\"DrownedSoul\", 119);\n Delay(1);\n Spawnspot (\"ParticleSoul\", 120);\n Delay(1);\n Spawnspot (\"Dragon2\", 121);\n Delay(1);\n Spawnspot (\"Bolther\", 122);\n Delay(1);\n Spawnspot (\"HellChampion\", 123);\n Delay(1);\n Spawnspot (\"ForgottenSoul\", 124);\n Delay(1);\n Spawnspot (\"CamodemonSpot\", 125);\n Delay(1);\n Spawnspot (\"MinigunGuy\", 126);\n Delay(1);\n Spawnspot (\"AcidSerpent\", 127);\n Delay(1);\n Spawncount = Spawncount + 1;\n Delay(1);\n if (Spawncount > 1)\n {\n Thing_Remove (128);\n Delay(10);\n }\n }\n Delay(10);\n If (Spawncount >= 2) // terminates immediately script 191, Weapons and monsters spawning are terminated.\n {\n Acs_Terminate (191, 0);\n }\n }\nDelay(10);\n}\n\n//script 255 ENTER\n//{\n//\tdelay(35);\n//\tprintmapname(\"INVUWTF: \\cjAnime Mansion\", \"\\ciMiFU, UnTrustable \\nTribute to voltlock\", 15.0);\n//}\n\nScript 248 (void) // script number reserved for Health adding boss monster\n{\nDelay(10);\n}\n\nScript 256 enter\n{\nSetFont(\"BIGFONT\");\nHUD_DisplayEx(20, 10, \"Anime Mansion\", 9, \"Mifu, UnTrustable \\nTribute to Voltlock\", 3, 17, 6);\n}\n\nscript 254 (void)\n{\ndelay (1);\nRRoll = 1;\nAcs_Execute (300, 0, 0, 0, 0);\nSetMusic (\"RROLL\", 256);\nHudMessageBold(n:0,s:\" \\cfthought he/she could be a pervert by going into the hentai room,\\n\",\n s:\" but, the hentai room is a lie.\\n\",\n s:\" And now you all get Rick Rolled because of this.\"; HUDMSG_PLAIN, 0, CR_GOLD, 0.5, 0.4, 10.0);\ndelay (35*11);\nHudMessageBold(n:0,s:\" \\cfwill have to make sure no one enters the room otherwise\\n\",\n s:\" you must kill yourself since theres no way out !\"; HUDMSG_PLAIN, 0, CR_GOLD, 0.5, 0.4, 10.0);\ndelay(10);\n\n}\n\nScript 300 (void) // should fix the continuesly relooping the Rick Rolled music to play only once each time it gets triggered\n{\nIf (RRoll == 1)\n {\n If (t <= 170)\n {\n t = t + 1;\n Delay(35);\n }\n Else\n {\n RRoll = 0;\n t = 0;\n SetMusic (\"DANS\", 256);\n Delay(10);\n Acs_Terminate (300, 0);\n }\n }\nDelay(10);\nRestart;\n}\n\n// MonsterKiller\nScript 66 (void)\n{\n\t\tprintbold(n:0, s:\" \\cchas found an Instant Monster Killer!\");\n Delay(35*2);\n Thing_Destroy (0, 0);\n Delay(1);\n}\n\nScript 665 (void)\n{\n\tDelay(1);\n\tTakeInventory(\"Chainsaw\", 1);\n\tTakeInventory(\"Fist\", 1);\n\tTakeInventory(\"Pistol\", 1);\n\tTakeInventory(\"Shotgun\", 1);\n\tTakeInventory(\"SuperShotgun\", 1);\n\tTakeInventory(\"SniperRifle\", 1);\n\tTakeInventory(\"Chaingun\", 1);\n\tTakeInventory(\"Minigun\", 1);\n\tTakeInventory(\"RocketLauncher\", 1);\n\tTakeInventory(\"GrenadeLauncher\", 1);\n\tTakeInventory(\"RocketGun\", 1);\n\tTakeInventory(\"PlasmaRifle\", 1);\n\tTakeInventory(\"RailGun\", 1);\n\tTakeInventory(\"HulkPlasmaGun\", 1);\n\tTakeInventory(\"BFG9000\", 1);\n\tTakeInventory(\"BFG10K\", 1);\n\tTakeInventory(\"HaxMaster3000Pro\", 1);\n\tTakeInventory(\"Magic\", 1);\n\tTakeInventory(\"Deathray\", 1);\n\tDelay(1);\n\tSetPlayerProperty (0, 1, 5);\n\tDelay(1);\n\tfor (int w = 0; w < 30; w++)\n\t{\n\t\thudmessage(s:\"Time until dissolve: \",d:30-w; HUDMSG_PLAIN, 45, CR_YELLOW, 1.0, 0.5, 2.0);\n\t\tdelay(1*35);\n\t}\n\n\twhile (CheckInventory(\"RGodMode\")>0)\n\t{\n\t\tTakeInventory(\"RGodMode\", 1);\n\t\tGiveInventory(\"Fist\", 1);\n\t\tSetPlayerProperty (0, 0, 5);\n\t\tw = 0;\n\t\tdelay(1);\n\t}\n\tDelay(1);\n}\n\n// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\n// ++++++++++ Experimental of a 32 randomed picked (re)spawning spot position +++++++++++\n// ++++++++++ +++++++++++\n// ++++++++++ By UnTrustable +++++++++++\n// ++++++++++ +++++++++++\n// ++++++++++ Original code was done by Zalewa (Delta Invasion) +++++++++++\n// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\n\nScript 998 RESPAWN // Script checks on the secondairy spawnspot when player respawns after a death\n{\n if (RandomRespawn == 0)\n {\n Teleport(AssignPlayerToTag()+ Random (1, 32));\n }\n Else if (RandomRespawn == 1)\n {\n Teleport(AssignPlayerToTag()+ Random (1, 32));\n }\n Else if (RandomRespawn == 2)\n {\n Teleport(AssignPlayerToTag()+ Random (1, 64));\n }\n Else if (RandomRespawn == 3)\n {\n Teleport(AssignPlayerToTag()+ Random (1, 96));\n }\n}\n\nScript 999 ENTER // Script checks on the secondairy spawnspot when player enters the game\n{\n if (RandomRespawn == 0)\n {\n Teleport(AssignPlayerToTag()+ Random (1, 32));\n }\n Else if (RandomRespawn == 1)\n {\n Teleport(AssignPlayerToTag()+ Random (1, 32));\n }\n Else if (RandomRespawn == 2)\n {\n Teleport(AssignPlayerToTag()+ Random (1, 64));\n }\n Else if (RandomRespawn == 3)\n {\n Teleport(AssignPlayerToTag()+ Random (1, 96));\n }\n}\\u0000\\u0000"
},
{
"source": "pk3",
"name": "invasionUnleashed_c72_2/skininfo.txt",
"contents": "// Special Thanks to Voltanian Duel! :D\n\n{\nname = \"Duke Nukem\"\nsprite = DUKN\ndsplpain = dsd3doch\ndsoof = dsd3doof\ndsnoway = dsd3doof\ndspldeth = dsd3ddth\ndspdiehi = dsd3ddth\ndsouch = dsd3doch\ndstaunt = dsd3dpis\ndspunch = dsd3dpch\ndsslop = dsd3dslp\ngender = male\nscale = 1.0\n}\n\n// Special thanks to Maelstrom's easter egg marine! :D\n\n{\nname = \"Machoman\"\nsprite = PLA1\ngender = male\n}"
},
{
"source": "pk3",
"name": "invasionUnleashed_c72_2/sndinfo.txt",
"contents": "Ambient1 thndr1\n\nsniper/shot\t\t\t\t\tSNIPSHOT\nsniper/loading\t\t\t\t\tSNIPLOAD\n\nminiguner/attack MINIGUNR\nweapons/minigun dsminign\nweapons/minigunup dsmgup\nweapons/minigunhold dsmgmid\nweapons/minigundown dsmgdown\n\nrock/hit ROCKHIT\nrock/hit ROCKHIT\nrock/hit ROCKHIT\nrock/hit ROCKHIT\n\nmonster/attacksound impfire2\nmonster/darkflame darkflam\n\nmisc/thunder1\t\t\tthunder1\nmisc/thunder2\t\t\tthunder2\nmisc/thunder3\t\t\tthunder3\nmisc/timetofly\t\t\ttimetofl\nmisc/letsgo\t\t\tletsgo\n\nweapons/bigbrn dsbigbrn\n\nemperor/pain emprpain\nemperor/sight emprsee\nemperor/death emprdth\nemperor/act\t\t empract\n\nemperor/hoof emprwalk\n\noverlord/sight oversee\noverlord/pain overpain\noverlord/death overdth\noverlord/act atk1\n\nattack/atk1 atk1\nattack/atk2 atk2\n\nduke/kickass\t\t kick01-i\nduke/oneeyedfreak\t whipyu01\nduke/betonduke\t\t betduke\nduke/screwedvaction\t vacatn01\n\nmisc/cheer\t\t cheer\n\n//DukeNukem3D Shotgun2\nPigCop/SHOTGNCK shotgnck\nPigCop/SHOTGUN7 shotgun7\n\n//PigCop\nPigCop/Death pigdy\nPigCop/Pain pigpn\nPigCop/See pigrg\nPigCop/Active pigrm\n\n//AssaultTrooper\nPredator/Death preddy\nPredator/Pain predpn\nPredator/See predrg\nPredator/Active predRM\nPredator/Gunblast gblasr01\nPredator/Bulithit bulithit\n\n//AssaultTrooperCaptain\nPredator/Death2 preddy2\nPredator/Pain2 predpn2\n\n//Octabrain\nOcta/Attack1 OCTAAT1 // projectile\nOcta/Attack2 OCTAAT2 // melee\nOcta/Death OCTADY\nOcta/Pain OCTAPN\nOcta/See OCTARG\nOcta/Active OCTARM\n\n//Enforcer (lizard)\nEnforcer/Landing ENFRLAND\nEnforcer/Chaingun LIZCHNGN\nEnforcer/SpitAttack LIZSPIT\nEnforcer/SpitHit LIZSHIT3\n\n//Assault Commander\nCommander/Attack COMMAT\nCommander/See COMMRG\nCommander/Pain COMMPN\nCommander/Death COMMDY\nCommander/Active COMMRM\nCommander/Spinning COMMSP\n\n//----- Cursed lands -----\n\nmonster/acosit dsacosit\n\n// Lakai Invu22\n\nserpent/move SRFC3\nserpent/start SERPPN1\nserpent/shoot WTRSWIP\nserpent/death SRPDTH1\nserpent/erupt SRFC1\nEXPLODE2\tEXPLODE\nELECTRICEXPLODE\tDSRYEX\nRGM\t\tLAUNCH\nmonster/acopai dsacopai\nmonster/acodth dsacodth\nmonster/acoact dsacoact\nmonster/blur dsblur\nmonster/acosht dsacosht\nmonster/acohit dsacohit\nClericFlameFire strike3\nClericFlameExplode strike1\nClericFlameCircle firedhit\n\n//------------------------\n\ndragonfam/attack dfattack\ncomet/launch cometlnc\ncomet/explosion cometexp\ndragonfam/attack dfattack\n\nsentry/activate DSBSPACT\nsentry/see DSBSWLK\n\n//\n// Weapons\n//\n\nskeleton/tracex dsrevexp\n\ngirl/pain dsgldth1\ngirl/death dsgldth2\n\nweapons/unmaker dsunmker\n$RANDOM weapons/GROWL { weapons/GROWL1 weapons/GROWL2 weapons/GROWL3 weapons/GROWL4 weapons/GROWL5 weapons/GROWL6 weapons/GROWL7 weapons/GROWL8 }\nweapons/GROWL1 dsgrowl\nweapons/GROWL2 Null\nweapons/GROWL3 Null\nweapons/GROWL4 Null\nweapons/GROWL5 Null\nweapons/GROWL6 Null\nweapons/GROWL7 Null\nweapons/GROWL8 Null\n\nweapons/DRAW dsdraw\nweapons/demonfirepowerfire dsholy3\n\nserpent/move SRFC3\nserpent/start SERPPN1\nserpent/shoot WTRSWIP\nserpent/death SRPDTH1\nserpent/erupt SRFC1\n\nmonster/acosit dsacosit\nmonster/acopai dsacopai\nmonster/acodth dsacodth\nmonster/acoact dsacoact\nmonster/blur dsblur\nmonster/acosht dsacosht\nmonster/acohit dsacohit\n\n//multyplyman/see hahasucc\n//multiplyman/see2 haha\n//multiplyman/death sloppy\n//multiplyman/death2 urghh\n//multiplyman/see3 diehuman\n//multiplyman/death3 telporto\n//multiplyman/attack mshot\n\nDRAGON1\t\tDRAGON1\nDRAGON2\t\tDRAGON\nDRAGON3\t\tDRAGON3\n\n$RANDOM ghostspirit/attack { ghostspirit/attack1 ghostspirit/attack2 ghostspirit/attack3 }\nghostspirit/attack1\tGHOST1\nghostspirit/attack2\tGHOST2\nghostspirit/attack3\tGHOST3\n\n//Lakai's DeathRay\n\nDSDETHRY\t\tRAY1\nDSRYEX\t\t\tRAY2\n\nHeadcrab/sight\t\tHCALERT1\n$random Headcrab/pain\t{ HCPAIN1 HCPAIN2 HCPAIN3 }\n$random Headcrab/death\t{ HCDIE1 HCDIE2 }\n$random Headcrab/active { HCIDLE3 HCIDLE4 HCIDLE5 }\n$random Headcrab/attack\t{ HCATTACK HCATTAK2 }\n\nHCPAIN1\t\tHCPAIN1\nHCPAIN2\t\tHCPAIN2\nHCPAIN3\t\tHCPAIN3\nHCDIE1\t\tHCDIE1\nHCDIE2\t\tHCDIE2\nHCIDLE3\t\tHCIDLE3\nHCIDLE4\t\tHCIDLE4\nHCIDLE5\t\tHCIDLE5\nHCALERT1\tHCALERT1\nHCATTACK\tHCATTACK\nHCATTAK2\tHCATTAK2\n\n//Redneck Rampage\n\nHulk/sight HULKROAM\nHulk/Attack HULKATTK\nHulk/Death HULKDIE\nHulk/Lazer HULKLZR\nHulk/Pain HULKPAIN\nHulk/Attack2 HULKSPIT\nHulk/See HULKRECG\nLaser/Explode LASERA\n\n$random world/footsteps { step1 step2 step3 step4 step5 step6 step7 step8 step9 step10 step11 step12 step13 step14 }\n\nstep1\t\t\t\t\tFSTEP1\nstep2\t\t\t\t\tFSTEP2\nstep3\t\t\t\t\tFSTEP3\nstep4\t\t\t\t\tFSTEP4\nstep5\t\t\t\t\tFSTEP5\nstep6\t\t\t\t\tFSTEP6\nstep7\t\t\t\t\tFSTEP7\nstep8\t\t\t\t\tFSTEP8\nstep9\t\t\t\t\tFSTEP9\nstep10\t\t\t\t\tFSTEP10\nstep11\t\t\t\t\tFSTEP11\nstep12\t\t\t\t\tFSTEP12\nstep13\t\t\t\t\tFSTEP13\nstep14\t\t\t\t\tFSTEP14\n\nElevator\\Button PF_METAL\nSurprise SURPRISE\n\n// Instant Monster Killer\n\ndsbospn DSBOSPN\n\n// Wings of Wrath (Heretic powerup)\n\nWingPowerUp WINGPOW\n\n$RANDOM Cat/Death { Cat/Death1 Cat/Death2 Cat/Death3 }\nCat/Death1 DEATH01\nCat/Death2 DEATH02\nCat/Death3 DEATH03\n\nCat/Pain DEATH01\n\n$RANDOM Cat/See { Cat/See1 Cat/See2 Cat/See3 Cat/See4 Cat/See5 }\nCat/See1 MEOW01\nCat/See2 MEOW02\nCat/See3 MEOW03\nCat/See4 MEOW04\nCat/See5 MEOW05\n\nCat/Active PURR01\n\n$RANDOM ROTTGod/See { God1 God2 God3 }\nGod1 P_GOD1\nGod2 P_GOD2\nGod3 P_GOD3\n\nGod/Pickup P_PGOD\nGod/Over P_LOSE\n\nGodFire/See P_GRAVHT\nGodFire/Active P_FIRE\n\n//$Random Turret/Death { Turret12 Turret36 }\n//Turret/Fire TURRET01\n//Turret12 TURRET12\n//Turret36 TURRET36\n\n//Plague Spiders\n\nSPIDDIE1 SPIDDIE1\nSPIDDIE2 SPIDDIE2\nSPIDDIE3 SPIDDIE3\nSPIDDIE4 SPIDDIE4\n\nPlagueSpider/Acive SPIDROAM\nPlagueSpider/See SPIDSPOT\nPlagueSpider/Pain SPIDPAIN\n$Random PlagueSpider/Death { SPIDDIE1 SPIDDIE2 SPIDDIE3 SPIDDIE4}\n\nweapons/firewand dsflamer\n\nFrostFang/Raise\tFSTFUP\nFrostFang/Loop\tFSTFLOOP\nFrostFang/Fire1\tFSTFFIR1\nFrostFang/Hit1\tFSTFHIT1\nFrostFang/Fire2 FSTFFIR2\nFrostFang/Hit2\tFSTFHIT2\nFrostFang/Lower\tFSTFDOWN\n\n//*****SKULL STAFF*****//\n\nweapons/skulprojshot\tskulfire\nweapons/skulprojdeath skuldie\nIronDoom/impact\t\tripslop\nSpike/impact\t\twtrhit\n\n$Random SatanServant/Provocation { Prov01 Prov02 Prov03 Prov04 Prov05 Prov06 Prov07 Prov08 Prov09 Prov10 Prov11 Prov12 Prov13 Prov14 Prov15 Prov16 }\nProv01 PROVOK01\nProv02 PROVOK02\nProv03 PROVOK03\nProv04 PROVOK04\nProv05 PROVOK05\nProv06 PROVOK06\nProv07 PROVOK07\nProv08 PROVOK08\nProv09 PROVOK09\nProv10 PROVOK10\nProv11 PROVOK11\nProv12 PROVOK12\nProv13 GIVE_IT1\nProv14 GIVE_IT2\nProv15 GIVE_IT3\nProv16 PRAY_TO\n\n$Random SatanServant/See { Welcome01 Welcome02 Welcome03 Welcome04 Welcome05 Welcome06 }\nWelcome01 WELCOM00\nWelcome02 WELCOM01\nWelcome03 WELCOM02\nWelcome04 WELCOM03\nWelcome05 MORESOUL\nWelcome06 GOD_CRE1\nWelcome07 GOD_CRE2\nWelcome08 GOD_CRE3\n\n$Random SatanServant/Talking { Bla01 Bla02 Bla03 Bla04 Bla05 Bla06 Bla07 Bla08 Bla09 Bla10 Bla11 Bla12 Bla13 Bla14 Bla15 Bla16 Bla17 Bla18}\nBla01 WEAPONS\nBla02 WEAKLIN0\nBla03 WEAKLIN1\nBla04 WEAKLIN2\nBla05 GO_ON_4F\nBla06 DEFEATME\nBla07 DONTFEAR\nBla08 ETERNAL1\nBla09 ETERNAL2\nBla10 IM_YOUR1\nBla11 IM_YOUR2\nBla12 JOIN_ME\nBla13 LAUGH1\nBla14 MY_RULES\nBla15 NEVERWIN\nBla16 LAUGH2\nBla17 KILL_YOU\nBla18 LAUGH3\n\nNo_Succ1 NO_SUCC1\nNo_Succ2 NO_SUCC2\n\nSatanServant/Death NOOOO\n\n$Random SatanServant/Fun { Fun01 Fun02 }\nFun01 BLABLABL\nFun02 OH_MY_FG\n\n$Random SatanServant/Worry { Stop01 Stop02 Stop03 Stop04 Stop05 }\nStop01 STOP_IT1\nStop02 STOP_IT2\nStop03 STOP_IT3\nStop04 STOP_IT4\nStop05 PAY_FOR\n\nSatanServant/SummonArise S_ARISE\nSatanServant/SummonDarkness S_DARKNS\nSatanServant/SummonDeath S_DEATH\n\n$Random SatanServant/SummonExile { Satan/SummonExile1 Satan/SummonExile2 }\nSatanServant/SummonExile1 S_EXILE1\nSatanServant/SummonExile2 S_EXILE2\n\nSatanServant/SummonHellfire S_HFIRE\nSatanServant/SummonFrozen S_FROZEN\nSatanServant/SummonRegeneration S_REGEN\nSatanServant/SummonFirestorm S_FSTORM\nSatanServant/SummonEyeAttack S_FIRSIG\nSatanServant/SummonImprisson S_IMPRIS\n\n$Random SatanServant/SummonBounce { S_BOUNC1 S_BOUNC2 S_BOUNC3 S_BOUNC4 S_BOUNC5 }\nS_BOUNC1 S_BOUNC1\nS_BOUNC2 S_BOUNC2\nS_BOUNC3 S_BOUNC3\nS_BOUNC4 S_BOUNC4\nS_BOUNC5 S_BOUNC5\n\nSatanServant/SummonPunishment S_PUNISH\n\n$Random SatanServant/SummonPlague { S_PLAGU1 S_PLAGU2 }\nS_PLAGU1 S_PLAGU1\nS_PLAGU2 S_PLAGU2\n\nSatanServant/SummonIllusion S_ILLUSS\nSatanServant/SummonLightning S_LIGHTN\n\n$Random SatanServant/Hurt { Hurt01 Hurt02 }\nHurt01 BETTER01\nHurt02 BETTER02\n\n$Random SatanServant/Feed { Satan/Feed01 Satan/Feed02 Satan/Feed03 }\nSatan/Feed01 FEED_ME1\nSatan/Feed02 FEED_ME2\nSatan/Feed03 FEED_ME3\n\nSatanServant/SummonDecorChange S_DECOR\n\n// the end conversation between Satan and his servant.\n\nChat01 MY_SAT1\nChat02 MY_LORD1\n$Random Chat03 {MY_SAT2 MY_SAT2A}\nChat04 MY_LORD2\nChat05 MY_SAT3\n$Random Chat06 {MY_SAT4A MY_SAT4}\n$Random Chat07 {MY_SAT5 MY_SAT5A}\nChat08 MY_LORD3\nChat09 MY_SAT6\n\nWeapons/BioReady\t\t\tBIOREADY\nWeapons/BioFire\t\t\t\tBIOSHOOT\nWeapons/BioProj\t\t\t\tBIOBURST\n\nelectricplasma/shoot\t\tPZAPSEE\nelectricplasma/hit\t\tPZAPHIT\nelectricplasma/charge\t\tPZAPCHRG\n\nweapons/iceshot\t\tDSICESHT\nweapons/icehit\t\tDSICEHIT\n\nweapons/riflefre\t dshvyrfl\nweapons/rifleup\t\t dsriflup\n\nweapons/nuclearmissilecharge\tdsnukcrg\nweapons/nuclearmissileexplode\tdsnukxpl\nweapons/nuclearmissileburn\tdsnukbrn\nweapons/nuclearmissileflamehit\tdsflwexp\nweapons/nuclearmissileflamewall\tdsflwgrn\n\n// WOLFENSTEIN3D\n\nguard/sight SCHSEE\nguard/attack DSPISTOL\nguard/pain SCHPAIN\nguard/active SCHSEE\n\n$Random guard/death { guard/death01 guard/death02 guard/death03 }\nguard/death01 SCHDTH1\nguard/death02 SCHDTH2\nguard/death03 SCHDTH3\n\ndog/sight DOGSEE\ndog/melee DOGATTK1\ndog/pain DOGPAIN\ndog/death DOGDTH1\ndog/death2 DOGDTH2\ndog/active DOGSEE\ndssgtdth DSSGTDTH\n\nsoldier/sight SOLSEE\nsoldier/attack SOLFIRE1\nsoldier/death SOLDETH\nsoldier/active SOLSEE\nsoldier/see SOLSEE\nsoldier/death SOLDETH\n\nhans/sight HANSSEE\nhans/death HANSDTH\nhans/shot2 HANSSHT2\n\nmutant/death MUTDTH1\n\nofficer/sight OFFSEE\nofficer/death OFFDTH2\n\nWolfMachinegunShot WLFMCHGN\n\nWolf/Yeah WOLFYEAH\n\nWolfDoorOpen WLFDROPN\nWolfDoorClose WLFDRCLS\n\nWolfSecret SECRET1\n\nWolfSwitch WLFSWTCH\n\nWolfPlatformStart WLFELVT1\nWolfPlatformStop WLFELVT2\n\nSSCHAIN SSCHAIN1\n\nFlameShot FLAMEST\nFlameEnd FLAMEEND\n\nmonster/acosit dsacosit\nmonster/acopai dsacopai\nmonster/acodth dsacodth\nmonster/acoact dsacoact\nmonster/blur dsblur\nmonster/acosht dsacosht\nmonster/acohit dsacohit\ntornado/form Q2WIND\nwind/away HLWIND\ntornado/see NA_TAUNT\ntornado/death NA_DEATH\ntornado/pain NA_PAIN_\ntornado/active NA_IDLE_\n\n\\/\\/\\/\\/Thor Sounds\\/\\/\\/\\/\n\n$random thor/painr\t{ PAIN1 PAIN2 PAIN3 PAIN4 PAIN5 PAIN6 PAIN7 PAIN8 PAIN9 }\n$random thor/activer\t{ FAER1 FAER2 FAER3 FAER4 ANGER1 ANGER2 LAUGH1 LAUGH2 LAUGH3 }\n$random thor/seer\t{ SPOT1 SPOT2 SPOT3 }\n\nPAIN1 PAIN1\nPAIN2 PAIN2\nPAIN3 PAIN3\nPAIN4 PAIN4\nPAIN5 PAIN5\nPAIN6 PAIN6\nPAIN7 PAIN7\nPAIN8 PAIN8\nPAIN9 PAIN9\nFEAR1 FEAR1\nFEAR2 FEAR2\nFEAR3 FEAR3\nFEAR4 FEAR4\nANGER1 ANGER1\nANGER2 ANGER2\nLAUGH1 LAUGH1\nLAUGH2 LAUGH2\nLAUGH3 LAUGH3\nSPOT1 SPOT1\nSPOT2 SPOT2\nSPOT3 SPOT3\n\nthor/attackr1 HEALING\nthor/attackr2 FIREBALL\nthor/attackr3 DISTFIRE\nthor/attackr4 BUILD\nthor/thunder DSTHLTNG\n\nthor/zap SORZAP\nthor/rise SORRISE\nthor/see SORSIT\nthor/attack SORATK\nthor/active SORACT\nthor/pain SORPAI\nthor/death SORDSPH\nthor/smoke SORSMOKE\nthor/activel SORACTL\nthor/hitl SORHITL\nthor/spawnl SORSPWNL\n\n\\/\\/\\/\\/End Thor Sounds\\/\\/\\/\\/\n\npyro/see BE-SEE\npyro/idle BE-IDLE\npyro/tele BE-TELE\npyro/pain DE_PAIN_\npyro/death BE-DEATH\npyro/blast DP_ATTAC\n\npyro/flame DSFLAMER\npyro/explosion DSPIPEX1\npyro/flamepoof DSHITW\npyro/blastexplosion DSFRBXPL\npyro/comet DSCMTLNC\npyro/cometdeath DSCMTEXP\npyro/bomb DSRDSHOT\npyro/bombhit DSRDHIT\n\nInferno/Alert\tINFRALRT\nInferno/Walk\tINFRWALK\nInferno/Die\t\tINFRDEAD\nInferno/Active\tINFRACTV\nApocalypse/Meteor COMETLNC\nApocalypse/Death COMETEXP\nMeteor/Call DFATTACK\nweapons/firmfi dsfirmfi\nweapons/firex3 dsfirex3\nweapons/firbfi dsfirbfi\nweapons/hellex dshellex\nweapons/justfi dsjustfi\nmonster/bomb FIREBALL\nmonster/firebeamdeath IMPFIRE2\nmonster/firebeamstart DARKFLAM\npyro/explosion DSPIPEX1\nGlyph/Start FLAMESTR\nharvester/ghost shghscrm\n\nInfdem/see BE-SPOT1\nInfdem/active BE-GROWL\nInfdem/pain BE-PAIN1\nInfdem/death DYING\n\n$ARCHIVEPATH o:\\sound\\archive\\\n\n;===========================================================================\n;\n; PLAYER SOUNDS\n;\n;===========================================================================\n\n; Various death sounds\n;PlayerWimpyDeath plrwdth ; no longer used\n\nPlayerFighterNormalDeath fgtddth\nPlayerFighterCrazyDeath fgtcdth\nPlayerFighterExtreme1Death fgtxdth1\nPlayerFighterExtreme2Death fgtxdth2\nPlayerFighterExtreme3Death fgtxdth3\n\nPlayerClericNormalDeath plrdth\nPlayerClericCrazyDeath plrcdth\nPlayerClericExtreme1Death clxdth1\nPlayerClericExtreme2Death clxdth2\nPlayerClericExtreme3Death clxdth3\n\nPlayerMageNormalDeath mgdth\nPlayerMageCrazyDeath mgcdth\nPlayerMageExtreme1Death mgxdth1\nPlayerMageExtreme2Death mgxdth2\nPlayerMageExtreme3Death mgxdth3\n\nPlayerFighterPain fgtpain\nPlayerClericPain plrpain3\nPlayerMagePain mgpain\n\nPlayerFighterGrunt fgtgrunt\nPlayerClericGrunt grunt1\nPlayerMageGrunt mggrunt\n\nPlayerLand feet4\nPlayerPoisonCough pois2\n\nPlayerFighterFallingScream fgtfall\nPlayerClericFallingScream fall1\nPlayerMageFallingScream mgfall\n\nPlayerFallingSplat fallhit\n\nPlayerFighterBurnDeath plrburn\nPlayerClericBurnDeath plrburn\nPlayerMageBurnDeath plrburn\n\nPlayerFighterFailedUse fgtgrunt\nPlayerClericFailedUse grunt1\nPlayerMageFailedUse mggrunt\n\n;\n; Fighter\n;\n\nFighterPunchMiss punchmis\nFighterPunchHitWall punch8\nFighterPunchHitThing mumpun5\nFighterAxeHitThing axe5\nFighterHammerMiss hammis2\nFighterHammerHitWall hamwal1\nFighterHammerHitThing hmhit1a\nFighterHammerContinuous hamfly1\nFighterHammerExplode impact3\nFighterSwordFire sword2\nFighterSwordExplode impact3\nFighterGrunt gntmis1\n\n; Cleric\n\nClericCStaffFire spell1\nClericCStaffExplode glbhit4\nClericCStaffHitThing vamp5\nClericFlameFire strike3\nClericFlameExplode strike1\nClericFlameCircle firedhit\nHolySymbolFire holy3\nSpiritActive spirt7\nSpiritAttack spirt5\nSpiritDie spirts1\n\n;\n; Mage\n;\n\nMageWandFire wand4\nMageLightningFire lite2\nMageLightningContinuous gntpow\nMageLightningReady wepele2\nMageLightningZap gntact1\nMageShardsFire cone3\nMageShardsExplode shards1b\nMageStaffFire mage4\nMageStaffExplode mageball\n\n; Pig\n\nPigActive1 pigrunt1\nPigActive2 squeal1\nPigPain pigpain2\nPigAttack bite4\nPigDeath pigdth2\n\n;===========================================================================\n;\n; MONSTER SOUNDS\n;\n;===========================================================================\n\n; Bishop\n\nBishopSight syab2d\nBishopActive stb1d\nBishopPain bshpn1\nBishopAttack pop\nBishopDeath bishdth1\nBishopMissileExplode bshhit2\nBishopBlur blur6\n\n; Centaur\n\nCentaurSight taur1\nCentaurActive taur2\nCentaurPain taur4\nCentaurAttack centhit2\nCentaurDeath cntdth1\nCentaurLeaderAttack cntshld4\nCentaurMissileExplode impact3\n\n; Serpent\n\nSerpentSight wtrcrt7\nSerpentActive srfc3\nSerpentPain serppn1\nSerpentAttack wtrswip\nSerpentMeleeHit wtrhit\nSerpentDeath srpdth1\nSerpentBirth srfc1\nSerpentFXContinuous glbhiss1\nSerpentFXHit glbhit4\n\n; Demon\n\nDemonSight sbtsit5\nDemonActive sbtsit5\nDemonPain minact1\nDemonAttack dematk2\nDemonDeath sbtdth3\nDemonMissileFire impfire2\nDemonMissileExplode impact3\n\n; Wraith\n\nWraithSight raith5a\nWraithActive raith3\nWraithPain raith4a\nWraithAttack raith1b\nWraithDeath rathdth2\nWraithMissileFire impfire2\nWraithMissileExplode impact3\n\n; Maulator\nMaulatorSight minsit1\nMaulatorActive minact2\nMaulatorPain minpain4\nMaulatorHamSwing hamblo8a\nMaulatorHamHit hamfir1\nMaulatorMissileHit impact3\nMaulatorDeath mindth4\n\n; Ettin\nEttinSight cent2\nEttinActive cent2\nEttinPain cent1\nEttinAttack ethit1\nEttinDeath cntdth1\n\n; Fire Demon\nFireDemonSpawn spawn3\nFireDemonActive fired5\nFireDemonPain fired2\nFireDemonAttack spit6\nFireDemonMissileHit firedhit\nFireDemonDeath fired3\n\n; Ice Guy\nIceGuySight frosty1\nIceGuyActive frosty1\nIceGuyAttack frosty2\nIceGuyMissileExplode shards1b\n\n; Sorcerer Boss\nSorcererSight sorboss1\nSorcererActive sorboss2\nSorcererPain sorboss3\nSorcererSpellCast woosh3\nSorcererBallWoosh balls1\nSorcererDeathScream sordie2\nSorcererBishopSpawn bishapp\nSorcererBallPop cork\nSorcererBallBounce bounce2\nSorcererBallExplode impact3\nSorcererBigBallExplode sorblexp\nSorcererHeadScream sorblexp\n\n; Dragon\nDragonSight dragsit1\nDragonActive dragsit1\nDragonWingflap wing1\nDragonAttack mage4\nDragonPain dragpn2\nDragonDeath dragdie2\nDragonFireballExplode mageball"
},
{
"source": "pk3",
"name": "invasionUnleashed_c72_2/sndseq.txt",
"contents": ":WolfSecret1\n\nDoor\t\t52\nPlay \tWolfSecret\n\nEnd\n\n:WolfDoor1\n\nDoor\t\t12\nPlayUntilDone\tWolfDoorOpen\nDelay 175\nPlayUntilDone\tWolfDoorClose\n\nEnd\n\n:WolfDoorOpen1\n\nPlay WolfDoorOpen\n\nEnd\n\n:WolfDoorClose1\n\nPlay WolfDoorClose\n\nEnd"
},
{
"source": "pk3",
"name": "invasionUnleashed_c72_2/ul_items.txt",
"contents": "ACTOR ScubaSuit : PowerupGiver 13254\n{\n SpawnID 243\n Height 46\n Inventory.PickupMessage \"Scuba Diving Suit\"\n Inventory.MaxAmount 0\n powerup.color \"80 80 80\", 0.1\n powerup.type \"IronFeet\"\n powerup.duration 9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999\n +INVENTORY.AUTOACTIVATE\n states\n {\n Spawn:\n SCUB A -1 BRIGHT\n Stop\n }\n}\n\nActor RadSuitSpawner : CustomPickupInvasionSpot 13306\n{\n DropItem RadSuit\n}\n\nActor Helmet : BasicArmorPickup\n{\n Radius 20\n Height 16\n Scale 1.5\n Inventory.PickupMessage \"Picked up the helmet.\"\n Inventory.Icon \"BON2A0\"\n Armor.SavePercent 33.33333\n Armor.SaveAmount 25\n States\n {\n Spawn:\n BON2 ABCDCB 6 Bright\n Loop\n }\n}\n\nActor Medicine : Health\n{\n Radius 20\n Height 16\n Scale 0.5\n Inventory.PickupMessage \"Picked up a medicine.\"\n Health.LowMessage 25,\"Picked up a medicine that you REALLY need!\"\n Inventory.Amount 50\n States\n {\n Spawn:\n HLRD CBABC 3 Bright\n Loop\n }\n}\n\nActor BrownArmor : BasicArmorPickup\n{\n Radius 20\n Height 16\n Translation \"112:127=128:143\"\n Inventory.PickUpMessage \"Picked up the jacket.\"\n Inventory.Icon \"ARM1A0\"\n Armor.SavePercent 33.33333\n Armor.SaveAmount 50\n States\n {\n Spawn:\n ARM1 A 6\n ARM1 B 7 bright\n Loop\n }\n}\n\nActor HealthCore : Health\n{\n Radius 20\n Height 16\n Scale 1.4\n Translation \"192:207=172:191\"\n Inventory.PickupMessage \"Picked up a health core.\"\n Health.LowMessage 25,\"Picked up a health core that you REALLY need!\"\n Inventory.Amount 75\n States\n {\n Spawn:\n PLSS AB 3 Bright\n Loop\n }\n}\n\nActor YellowArmor : BasicArmorPickup\n{\n Radius 20\n Height 16\n Translation \"112:127=160:167\"\n Inventory.PickUpMessage \"Picked up the light armor.\"\n Inventory.Icon \"ARM1A0\"\n Armor.SavePercent 33.33333\n Armor.SaveAmount 75\n States\n {\n Spawn:\n ARM1 A 6\n ARM1 B 7 bright\n Loop\n }\n}\n\nActor HelmetSpawner : CustomPickUpInvasionSpot 2800\n{\n DropItem Helmet\n}\n\nActor MedicineSpawner : CustomPickUpInvasionSpot 2801\n{\n DropItem Medicine\n}\n\nActor BrownArmorSpawner : CustomPickUpInvasionSpot 2802\n{\n DropItem BrownArmor\n}\n\nActor HealthCoreSpawner : CustomPickUpInvasionSpot 2804\n{\n DropItem HealthCore\n}\n\nActor YellowArmorSpawner : CustomPickUpInvasionSpot 2805\n{\n DropItem YellowArmor\n}\n\nactor AfritProtect : CustomInventory 12347\n{\n inventory.pickupmessage \"Picked up Afrit Protection!\"\n inventory.pickupsound \"misc/p_pkup\"\n +COUNTITEM\n states\n {\n Spawn:\n SPER ABC 5\n loop\n Pickup:\n TNT1 A 0 acs_execute(3, 0)\n TNT1 A 0\n stop\n }\n}\n\n// Custom Invasion Spawner for the AfritProtection\n\nactor AfritProtectSpawner : CustomPickupInvasionSpot 11133\n{\n DropItem AfritProtect\n}"
},
{
"source": "pk3",
"name": "invasionUnleashed_c72_2/ul_weapn.txt",
"contents": "ACTOR HaxMaster3000Pro : Weapon 11153\n{\n Inventory.PickupMessage \"Omfg I hack I use the HaxMaster3000Pro\"\n Inventory.PickupSound \"misc/w_pkup\"\n Weapon.SelectionOrder 650\n Weapon.AmmoType \"Spirits\"\n Weapon.AmmoGive 12\n Weapon.AmmoUse 1\n AttackSound \"weapons/unmaker\"\n +EXTREMEDEATH\n States\n {\n Spawn:\n DMFP A -1\n Loop\n Ready:\n DFPR ABCB 4 A_WeaponReady\n DFPR A 0 A_PlaySound(\"weapons/GROWL\")\n DFPR A 10 A_WeaponReady\n Loop\n Deselect:\n DFPR A 1 A_Lower\n LOOP\n Select:\n DFPR A 0 A_PlayWeaponSound(\"weapons/DRAW\")\n DFPR A 1 A_Raise\n Goto Select+1\n Fire:\n DFPR DE 4\n DFPR F 7\n DFPR A 0 A_PlayWeaponSound(\"weapons/demonfirepowerfire\")\n DFPR G 7 BRIGHT A_FireCustomMissile(\"FirepowerSpreadNuker\", 0, 1, 0, 0)\n DFPR HIJ 3\n Goto Ready\n }\n}\n\nACTOR Spirits : Ammo 25105\n{\n Inventory.PickupMessage \"Picked up Haxmaster3000Pro power.\"\n Inventory.PickupSound \"misc/i_pkup\"\n Inventory.Amount 1\n Inventory.MaxAmount 6\n Ammo.BackpackAmount 1\n Ammo.BackpackMaxAmount 12\n Inventory.Icon HSOLA0\n States\n {\n Spawn:\n HSOL ABC 4\n Loop\n }\n}\n\nactor SpiritsSpawner : CustomPickupInvasionSpot 32122\n{\n DropItem Spirits\n}\n\nactor HaxMaster3000ProSpawner : CustomWeaponInvasionSpot 11154\n{\n DropItem HaxMaster3000Pro\n}\n\nACTOR FirepowerSpreadNuker\n{\n Height 3\n Radius 3\n Speed 200\n PROJECTILE\n Damage 1000\n +SPECTRAL\n States\n {\n Spawn:\n NULL A 3\n Goto Death\n Death:\n NULL A 0 A_Explode\n NULL A 0 A_BFGSpray(\"NukeFire\",90,100)\n Stop\n }\n}\n\nACTOR NukeFire\n{\n Speed 0\n Height 1\n Radius 1\n Damage 1000\n ExplosionDamage 40\n ExplosionRadius 64\n SeeSound \"vile/firecrkl\"\n PROJECTILE\n +NOCLIP\n //+FIREDAMAGE\n +SPECTRAL\n Renderstyle TRANSLUCENT\n Alpha 0.3\n States\n {\n Spawn:\n FIRE ABAB 2 BRIGHT A_Explode\n FIRE C 0 BRIGHT A_Explode\n FIRE C 2 BRIGHT A_PlaySound(\"vile/firecrkl\")\n FIRE BCBCDCDCDEDED 2 BRIGHT A_Explode\n FIRE E 0 BRIGHT A_Explode\n FIRE E 2 BRIGHT A_PlaySound(\"vile/firecrkl\")\n FIRE FEFEF 2 BRIGHT A_Explode\n FIRE GHGHGH 2 BRIGHT\n Stop\n }\n}\n\nactor Magic : Weapon\n{\n //$CATEGORY Weap\n obituary \"%o got cursed by %k's magic fist.\"\n +SPECTRAL\n +FLOATBOB\n weapon.selectionorder 3700\n weapon.kickback 100\n states\n {\n Spawn:\n MAGC EABCD 4\n loop\n Ready:\n PUNG A 0 A_JumpIfInventory(\"FlameWeap\",1,3)\n //PUNG A 0 A_JumpIfInventory(\"DBishopWeap\",1,7)\n //PUNG A 0 A_JumpIfInventory(\"LBishopWeap\",1,8)\n //PUNG A 0 A_JumpIfInventory(\"WBishopWeap\",1,9)\n PBIS A 1 A_WeaponReady\n loop\n PFLM A 0\n PFLM A 1 A_WeaponReady\n loop\n //PFLM A 0\n //DBIS A 1 A_WeaponReady\n loop\n //PFLM A 0\n //LBIS A 1 A_WeaponReady\n loop\n //PFLM A 0\n //WBIS A 1 A_WeaponReady\n loop\n Deselect:\n PUNG A 0 A_JumpIfInventory(\"FlameWeap\",1,3)\n //PUNG A 0 A_JumpIfInventory(\"DBishopWeap\",1,7)\n //PUNG A 0 A_JumpIfInventory(\"LBishopWeap\",1,8)\n //PUNG A 0 A_JumpIfInventory(\"WBishopWeap\",1,9)\n PBIS A 1 A_Lower\n loop\n PFLM A 0\n PFLM A 1 A_Lower\n loop\n //PFLM A 0\n //DBIS A 1 A_Lower\n loop\n //PFLM A 0\n //LBIS A 1 A_Lower\n loop\n //PFLM A 0\n //WBIS A 1 A_Lower\n loop\n Select:\n PUNG A 0 A_JumpIfInventory(\"FlameWeap\",1,3)\n //PUNG A 0 A_JumpIfInventory(\"DBishopWeap\",1,7)\n //PUNG A 0 A_JumpIfInventory(\"LBishopWeap\",1,8)\n //PUNG A 0 A_JumpIfInventory(\"WBishopWeap\",1,9)\n PBIS A 1 A_Raise\n loop\n PFLM A 0\n PFLM A 1 A_Raise\n loop\n //PFLM A 0\n //DBIS A 1 A_Raise\n //loop\n //PFLM A 0\n //LBIS A 1 A_Raise\n //loop\n //PFLM A 0\n //WBIS A 1 A_Raise\n //loop\n Fire:\n PUNG A 0 A_GiveInventory(\"FlameWeap\",1)\n PUNG A 0 A_JumpIfInventory(\"FlameWeap\",1,\"FlameFire\")\n //PUNG A 0 A_JumpIfInventory(\"DBishopWeap\",1,\"DarkBishopFire\")\n //PUNG A 0 A_JumpIfInventory(\"LBishopWeap\",1,\"LightBishopFire\")\n //PUNG A 0 A_JumpIfInventory(\"WBishopWeap\",1,\"WhiteBishopFire\")\n //PUNG A 0 A_Jump(255,\"BishopFire\")\n Goto Ready\n FlameFire:\n PFLM B 9\n PFLM C 6\n PFLM D 5 A_FireCustomMissile(\"CFlameMissile2\")\n PFLM C 4\n PFLM B 4\n PFLM B 0 A_Refire\n Goto Ready\n //BishopFire:\n //PBIS B 3 A_FireCustomMissile(\"BishopBall2\")\n //PBIS C 3 A_FireCustomMissile(\"BishopBall2\")\n //PBIS B 3 A_FireCustomMissile(\"BishopBall2\")\n //PBIS C 3 A_FireCustomMissile(\"BishopBall2\")\n //PBIS B 3 A_FireCustomMissile(\"BishopBall2\")\n //PBIS C 3 A_FireCustomMissile(\"BishopBall2\")\n //PBIS D 3 A_FireCustomMissile(\"BishopBall2\")\n //PBIS C 3 A_FireCustomMissile(\"BishopBall2\")\n //PBIS D 3 A_FireCustomMissile(\"BishopBall2\")\n //PBIS C 3 A_FireCustomMissile(\"BishopBall2\")\n //PBIS D 3 A_FireCustomMissile(\"BishopBall2\")\n //PBIS C 4\n //PBIS B 5 A_ReFire\n //goto Ready\n //DarkBishopFire:\n //DBIS B 3 A_FireCustomMissile(\"DBishopBall\")\n //DBIS C 3 A_FireCustomMissile(\"DBishopBall\")\n //DBIS D 3 A_FireCustomMissile(\"DBishopBall\")\n //DBIS C 3 A_FireCustomMissile(\"DBishopBall\")\n //DBIS D 3 A_FireCustomMissile(\"DBishopBall\")\n //DBIS C 3 A_FireCustomMissile(\"DBishopBall\")\n //DBIS B 4\n //DBIS B 5 A_ReFire\n //goto Ready\n //LightBishopFire:\n //LBIS B 4 A_FireCustomMissile(\"LBishopBall\")\n //LBIS C 4 A_FireCustomMissile(\"LBishopBall\")\n //LBIS B 4 A_FireCustomMissile(\"LBishopBall\")\n //LBIS C 4 A_FireCustomMissile(\"LBishopBall\")\n //LBIS D 4 A_FireCustomMissile(\"LBishopBall\")\n //LBIS C 4 A_FireCustomMissile(\"LBishopBall\")\n //LBIS B 4\n //LBIS B 5 A_ReFire\n //goto Ready\n //WhiteBishopFire:\n //WBIS B 4 A_FireCustomMissile(\"WBishopBall\")\n //WBIS C 4 A_FireCustomMissile(\"WBishopBall\")\n //WBIS B 4 A_FireCustomMissile(\"WBishopBall\")\n //WBIS C 4 A_FireCustomMissile(\"WBishopBall\")\n //WBIS D 4 A_FireCustomMissile(\"WBishopBall\")\n //WBIS C 4 A_FireCustomMissile(\"WBishopBall\")\n //WBIS B 4\n //WBIS B 5 A_ReFire\n //goto Ready\n //AltFire:\n //PUNG A 0 A_JumpIfInventory(\"BishopWeap\",1,8)\n //PUNG A 0 A_JumpIfInventory(\"FlameWeap\",1,11)\n //PUNG A 0 A_JumpIfInventory(\"DBishopWeap\",1,14)\n //PUNG A 0 A_JumpIfInventory(\"LBishopWeap\",1,17)\n //PUNG A 0 A_TakeInventory(\"WBishopWeap\",999)\n //PUNG A 0 A_GiveInventory(\"BishopWeap\",1)\n //PBIS A 5 A_SelectWeapon(\"Magic\")\n //goto Ready\n //PUNG A 0\n //PUNG A 0 A_TakeInventory(\"BishopWeap\",999)\n //PUNG A 0 A_GiveInventory(\"FlameWeap\",1)\n //PFLM A 5 A_SelectWeapon(\"Magic\")\n //goto Ready\n //PUNG A 0\n //PUNG A 0 A_TakeInventory(\"FlameWeap\",999)\n //PUNG A 0 A_GiveInventory(\"DBishopWeap\",1)\n //DBIS A 5 A_SelectWeapon(\"Magic\")\n //goto Ready\n //PUNG A 0\n //PUNG A 0 A_TakeInventory(\"DBishopWeap\",999)\n //PUNG A 0 A_GiveInventory(\"LBishopWeap\",1)\n //LBIS A 5 A_SelectWeapon(\"Magic\")\n //goto Ready\n //PUNG A 0\n //PUNG A 0 A_TakeInventory(\"LBishopWeap\",999)\n //PUNG A 0 A_GiveInventory(\"WBishopWeap\",1)\n //WBIS A 5 A_SelectWeapon(\"Magic\")\n //goto Ready\n }\n}\n\nactor MagicSpawner : CustomWeaponInvasionSpot 11155\n{\n DropItem Magic\n}\n\nactor BishopWeap : Ammo\n{\n spawnid 138\n radius 10\n height 15\n scale 0.5\n inventory.pickupmessage \"Your a fucking cheater\"\n inventory.amount 0\n inventory.maxamount 1\n}\nactor FlameWeap : Ammo\n{\n spawnid 139\n radius 10\n height 15\n scale 0.5\n inventory.pickupmessage \"Your a fucking cheater\"\n inventory.amount 0\n inventory.maxamount 1\n}\nactor DBishopWeap : Ammo\n{\n spawnid 140\n radius 10\n height 15\n scale 0.5\n inventory.pickupmessage \"Your a fucking cheater\"\n inventory.amount 0\n inventory.maxamount 1\n}\nactor LBishopWeap : Ammo\n{\n spawnid 141\n radius 10\n height 15\n scale 0.5\n inventory.pickupmessage \"Your a fucking cheater\"\n inventory.amount 0\n inventory.maxamount 1\n}\nactor WBishopWeap : Ammo\n{\n spawnid 142\n radius 10\n height 15\n scale 0.5\n inventory.pickupmessage \"Your a fucking cheater\"\n inventory.amount 0\n inventory.maxamount 1\n}\n\nACTOR CFlameMissile2 : CFlameMissile\n{\n +Spectral\n Damage 500\n}\n\n//Actor BishopBall2 : BishopBall\n//{\n // +Spectral\n // Damage 100\n // A_BishopMissileWeave\n//}\n\nactor ShotgunVertical1 : Shotgun\n{\n spawnid 97\n weapon.ammotype \"Shell\"\n weapon.ammouse 1\n weapon.ammogive 8\n states\n {\n Spawn:\n SHOT B -1\n stop\n }\n}\n\nactor ShotgunVertical1Spawner : CustomWeaponInvasionSpot 15001\n{\n //$CATEGORY UntSpawners\n DropItem ShotgunVertical1\n}\n\nactor ShotgunVertical2 : Shotgun\n{\n spawnid 98\n weapon.ammotype \"Shell\"\n weapon.ammouse 1\n weapon.ammogive 8\n states\n {\n Spawn:\n SHOT B -1\n stop\n }\n}\n\nactor ShotgunVertical2Spawner : CustomWeaponInvasionSpot 15002\n{\n //$CATEGORY UntSpawners\n DropItem ShotgunVertical2\n}\n\nActor Deathray : DoomWeapon\n{\n Radius 20\n Height 20\n Inventory.PickupMessage \"You got the Deathray !!.\"\n Weapon.SelectionOrder 2800\n Weapon.AmmoType \"Cell\"\n Weapon.AmmoUse 15\n Weapon.AmmoGive 60\n +WEAPON.NOAUTOFIRE\n States\n {\n Ready:\n DTRY A 1 A_WeaponReady\n Loop\n Deselect:\n DTRY A 1 A_Lower\n Loop\n Select:\n DTRY A 1 A_Raise\n Loop\n Fire:\n DTRY B 3\n DTRY C 3 A_FireCustomMissile(\"Discharge\")\n DTRY A 20\n DTRY A 0 A_ReFire\n Goto Ready\n Spawn:\n DTRY D -1\n Stop\n }\n}\n\nActor Discharge\n{\n Obituary \"%o was electrocuted by %k's deathray.\"\n //+SPECTRAL\n Radius 13\n Height 8\n Speed 255\n Damage 20\n Renderstyle Add\n Alpha 0.75\n Seesound \"Ray1\"\n Deathsound \"Ray2\"\n PROJECTILE\n +RANDOMIZE\n States\n {\n Spawn:\n TNT1 A 1 A_SpawnItem(\"RayTrail\")\n Loop\n Death:\n PLSE A 0 A_Explode\n PLSE A 0 A_SpawnItem(\"RayRing\",-16)\n PLSE ABCDE 4 Bright\n Stop\n }\n}\n\nActor RayTrail\n{\n Radius 8\n Height 8\n +NOGRAVITY\n States\n {\n Spawn:\n DTFX F 0 A_SpawnItemEx(\"RayTrailNormal\",-60,0,0,0,0,0,0,0)\n DTFX F 0 A_SpawnItemEx(\"RayTrailNormal\",-120,0,0,0,0,0,0,0)\n DTFX FEDCBA 3 Bright\n Stop\n }\n}\n\nActor RayTrailNormal\n{\n Radius 8\n Height 8\n +NOGRAVITY\n States\n {\n Spawn:\n DTFX FEDCBA 3 Bright\n Stop\n }\n}\n\nActor RayRing\n{\n Radius 1\n Height 1\n +NOGRAVITY\n States\n {\n Spawn:\n TNT1 A 0 A_CustomMissile(\"RayPlasma\",5,0,Random(-360,360), 2, random(-360, 360))\n TNT1 A 0 A_CustomMissile(\"RayPlasma\",5,0,Random(-360,360), 2, random(-360, 360))\n TNT1 A 0 A_CustomMissile(\"RayPlasma\",5,0,Random(-360,360), 2, random(-360, 360))\n TNT1 A 0 A_CustomMissile(\"RayPlasma\",5,0,Random(-360,360), 2, random(-360, 360))\n TNT1 A 0 A_CustomMissile(\"RayPlasma\",5,0,Random(-360,360), 2, random(-360, 360))\n TNT1 A 0 A_CustomMissile(\"RayPlasma\",5,0,Random(-360,360), 2, random(-360, 360))\n TNT1 A 0 A_CustomMissile(\"RayPlasma\",5,0,Random(-360,360), 2, random(-360, 360))\n TNT1 A 0 A_CustomMissile(\"RayPlasma\",5,0,Random(-360,360), 2, random(-360, 360))\n Stop\n }\n}\n\nActor RayPlasma : PlasmaBall\n{\n -NOGRAVITY\n}\n\nActor DeathraySpawner : CustomWeaponInvasionSpot 2806\n{\n DropItem Deathray\n}\n\nActor HulkPlasmaBall\n{\n spawnid 143\n obituary \"%o was blasted by %k's HulkPlasma weapon.\"\n //+SPECTRAL\n radius 8\n height 27\n speed 25\n damage 10\n renderstyle Add\n alpha 0.75\n seesound \"Hulk/Lazer\"\n deathsound \"Laser/Explode\"\n PROJECTILE\n states\n {\n Spawn:\n HBAL ABCDEF 4 bright\n loop\n Death:\n PLSE A 4 bright A_Explode(100,256, 1)\n PLSE BCDE 4 bright\n stop\n }\n}\n\nActor HulkPlasmaBallSeeker\n{\n spawnid 144\n obituary \"%o was blasted by %k's HulkPlasma weapon.\"\n //+SPECTRAL\n radius 8\n height 27\n speed 20\n damage 10\n +SEEKERMISSILE\n ExplosionDamage 128\n ExplosionRadius 128\n renderstyle Add\n alpha 0.75\n seesound \"Hulk/Lazer\"\n deathsound \"Laser/Explode\"\n PROJECTILE\n states\n {\n Spawn:\n HBAL ABCDEF 2 bright A_SeekerMissile(1,2)\n loop\n Death:\n PLSE ABCDE 2 bright A_Explode(100,256, 1)\n stop\n }\n}\n\nActor HulkPlasmaBallSmall\n{\n spawnid 143\n obituary \"%o was blasted by %k's HulkPlasma weapon.\"\n //+SPECTRAL\n radius 8\n height 27\n speed 25\n damage 10\n Scale 0.50\n renderstyle Add\n alpha 0.75\n seesound \"Hulk/Lazer\"\n deathsound \"Laser/Explode\"\n PROJECTILE\n states\n {\n Spawn:\n HBAL ABCDEF 4 bright\n loop\n Death:\n PLSE A 4 bright A_Explode(100,256, 1)\n PLSE BCDE 4 bright\n stop\n }\n}\n\nActor HulkPlasmaBallSmallSeeker\n{\n spawnid 145\n obituary \"%o was blasted by %k's HulkPlasma weapon.\"\n //+SPECTRAL\n radius 8\n height 27\n speed 20\n damage 75\n Scale 0.50\n +SEEKERMISSILE\n ExplosionDamage 128\n ExplosionRadius 128\n renderstyle Add\n alpha 0.75\n seesound \"Hulk/Lazer\"\n deathsound \"Laser/Explode\"\n PROJECTILE\n states\n {\n Spawn:\n HBAL ABCDEF 1 bright A_SeekerMissile(1,2)\n loop\n Death:\n PLSE ABCDE 1 bright A_Explode(100,256, 1)\n stop\n }\n}\n\n// HulkPlasmaGun Credit to UnTrustable\nActor HulkPlasmaGun : weapon 21198\n{\n attacksound \"hellshot\"\n inventory.pickupsound \"DSITEMUP\"\n inventory.pickupmessage \"You got the HulkPlasmaGun!\"\n weapon.kickback 100\n weapon.ammotype1 HulkPlasmaGunAmmo\n weapon.ammogive1 10\n weapon.ammouse1 1\n weapon.ammotype2 HulkPlasmaGunAmmo\n weapon.ammouse2 1\n Scale 0.75\n states\n {\n Spawn:\n HGB1 D -1\n stop\n Ready:\n HWEP A 1 A_WeaponReady\n loop\n Deselect:\n HWEP A 1 A_Lower\n loop\n Select:\n HWEP A 1 A_Raise\n loop\n Fire:\n HWEP A 2\n HWEP B 2\n HWEP C 2 A_FireCustomMissile(\"HulkPlasmaBall\", 0, 1, 0, 0)\n HWEP D 2\n HWEP D 0 A_ReFire\n goto Ready\n AltFire:\n HWEP A 2\n HWEP B 2\n HWEP C 2 A_FireCustomMissile(\"HulkPlasmaBallSeeker\", 0, 1, 0, 0)\n HWEP D 2\n HWEP D 0 A_ReFire\n goto Ready\n }\n}\n\nACTOR HulkPlasmaGunAmmo : Ammo 21199\n{\n Inventory.PickupSound \"DSITEMUP\"\n Inventory.PickupMessage \"You picked up 10 ammo of the Hulk's PlasmaGun!\"\n Inventory.Amount 10\n Inventory.MaxAmount 40\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 80\n Inventory.Icon TNT1A0\n Scale 0.75\n States\n {\n Spawn:\n HAMM A -1\n Stop\n }\n\n}\n\nActor HulkAmmoSpawner : CustomPickUpInvasionSpot 21201\n{\n DropItem HulkPlasmaGunAmmo\n}\n\nActor HulkPlasmaGunSpawner : CustomWeaponInvasionSpot 21202\n{\n DropItem HulkPlasmaGun\n}"
}
]
},
"maps": [
{
"map": "MAP01",
"title": "MAP01",
"format": "hexen",
"stats": {
"things": 56,
"linedefs": 162,
"sidedefs": 275,
"vertices": 198,
"sectors": 32,
"segs": 356,
"ssectors": 111,
"nodes": 110,
"textures": {
"STARTAN1": 248,
"FLOOR0_1": 32,
"CEIL1_1": 32
}
},
"monsters": {
"total": 0,
"by_type": {},
"by_category": null
},
"items": {
"total": 0,
"by_type": {},
"ammo_by_category": null,
"weapons_present": null
},
"mechanics": {
"teleports": false,
"keys": [],
"secret_exit": false
},
"difficulty": {
"uv_monsters": 0,
"hmp_monsters": 0,
"htr_monsters": 0,
"uv_items": 0,
"hmp_items": 0,
"htr_items": 0
},
"compatibility": "hexen",
"metadata": {
"title": null,
"music": null,
"source": "marker"
},
"images": [
{
"id": "9afb05fc-31cc-47d8-929a-7e78114877cb",
"url": "https://wadimages2.nyc3.digitaloceanspaces.com/ee5e4a05c7991e316dea252b55996d8a3568fc0d/MAP01/images/0.webp",
"type": null
},
{
"id": "ceb6f4e0-266e-4141-a7c3-d8c70415a7c3",
"url": "https://wadimages2.nyc3.digitaloceanspaces.com/ee5e4a05c7991e316dea252b55996d8a3568fc0d/MAP01/images/1.webp",
"type": null
},
{
"id": "59150a94-3926-4440-ad19-3f179305d590",
"url": "https://wadimages2.nyc3.digitaloceanspaces.com/ee5e4a05c7991e316dea252b55996d8a3568fc0d/MAP01/pano/pano_0.webp",
"type": "pano"
}
]
}
]
}