DarkLOS E1M4 - ACS Script [Só de sacanagem!]

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Logan MTM
Mensagens: 2895
Registrado em: Dom Dez 11, 2005 8:12 pm
Answers: 0
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Localização: Rio de Janeiro - Brasil
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DarkLOS E1M4 - ACS Script [Só de sacanagem!]

Mensagem por Logan MTM »

Código: Selecionar todos

#include "zcommon.acs"
#import "DLEGACS.acs"

//Última TID = 61

// ================================================================
// Definindo Objetivos/Tips =======================================

Script 101 ENTER
{
objectives[1] = "Ganhe acesso a estação central e\nreative os geradores de energia.";
objectives[2] = "Sala de segurança.\n\nVocê precisa ganhar acesso a esta sala para\nconseguir acesso a estação central.";
objectives[3] = "...";	
	
cobjectives[1] = "Acesso a sala de segurança garantido.";
cobjectives[2] = "Beleza!\n\nAbra caminho até a estação de controle.";
cobjectives[3] = "Acesso a estação central garantido.";


tips[1] = "Seria melhor religar a porra dos geradores\n\nantes. Não seria?";
tips[2] = "Sem cartão, sem acesso...\n\nCruel!";

//Garantindo as armas únicas!
If (GameType() != GAME_NET_DEATHMATCH)
 {
 GiveInventory("CannonShotgun",1);
 GiveInventory("LChainGun",1);
 }
}

// ===================================
// Variáveis =========================

Int Coop = 5;
Int Camera1 = 0;
Int Danilos = 0;
Int TrapDoor1 = 0;
Int TrapDoor1Ok = 0;
Int LiftsHellKnightsOk = 0;
Int Action1 = 0;
Int ArchViewOk = 0;
Int ArchView2Ok = 0;
Int YellowDoorWarning = 0;
Int PainTag = 37;
Int HellKGenerator1 = 0;
Int FallWarning = 0;
Int Action2RevenantPoints = 0;
Int Action2DemonsPoints = 0;
Int Action2ImpsPoints = 0;
Int FirstHIGHJUMP = 0;
Int ExtraShells = 0;

// ==================================
//Ajustes do Mapa! ==================
 
Script 102 OPEN
{
//ALINHAMENTOS!
Sector_setCeilingpanning(2,32,0,0,0);
Sector_setFloorpanning(2,32,0,0,0);
Sector_setCeilingpanning(3,0,0,32,0);
Sector_setFloorpanning(3,0,0,32,0);
Sector_setCeilingpanning(4,1,0,64,0);
Sector_setFloorpanning(7,32,0,0,0);
Sector_setCeilingpanning(9,0,0,32,0);
Sector_setFloorpanning(9,0,0,32,0);
Sector_setCeilingpanning(12,32,0,32,0);
Sector_setCeilingpanning(30,32,0,32,0);
Sector_setCeilingpanning(34,64,0,0,0);
Sector_setCeilingpanning(35,64,0,0,0);
Sector_setFloorpanning(45,32,0,32,0);
Sector_setCeilingpanning(60,4,0,20,0);
Sector_setCeilingpanning(74,0,0,32,0);
Sector_setFloorpanning(74,0,0,32,0);
Sector_setCeilingpanning(91,32,0,32,0);
Sector_setCeilingpanning(92,32,0,32,0);
Sector_setCeilingpanning(93,32,0,32,0);
Sector_setCeilingpanning(94,32,0,32,0);
Sector_setCeilingpanning(95,32,0,32,0);
Sector_setCeilingpanning(98,0,0,32,0);
Sector_setFloorpanning(98,0,0,32,0);
Sector_setFloorpanning(99,0,0,32,0);

//Apagando Luzes.
Thing_Deactivate(34);
Thing_Deactivate(35);
Thing_Deactivate(36);
Thing_Deactivate(57);

//SetCameraToTexture(24,"CAMERA01",1);

//Modo DM
If (GameType() == GAME_NET_DEATHMATCH)
 {
 Ceiling_RaiseToNearest(25,10);
 Floor_LowerToLowest(25,10);
 Door_Open(11,10);
 Delay(35);
 SetMusic("E1M4_FIG",1,1);
 }

//Modo Cooperativo.
If (GameType() == GAME_SINGLE_PLAYER)
 { Coop = 0; }

//Fechando a porta.
Door_Close(1,5);

//Removendo Painters
ACS_execute(166,0,0,0,0);

//Poly
Polyobj_RotateLeft(101,100,255);

//Queda
Sector_SetDamage(110,999,1);
}

// =====================================
//Ajustes do Player ====================

Script 1 ENTER
{

//Cura!
ACS_Execute(700,0,0,0,0);

//Ativando HUD
StartHud();

//Sparks 
ACS_Execute(171,0,0,0,0);
}

// =====================================
// Action de Inicio ====================

Script 2 (VOID)
{
If (Camera1 == 0)
 {
 If (GameType() == GAME_SINGLE_PLAYER)// Caso SP!
  {
  SetPlayerProperty(PlayerNumber(),1,PROP_TOTALLYFROZEN);
  ACS_Execute(167,0,0,0,0);
  Delay(35*2);
 
  ClearHud();
 
  Thing_Activate(1);
  Delay(1);
  ChangeCamera(1,PlayerNumber(),1);
  Delay(35*2);
  Thing_SpawnFacing(4,T_REVENANT,0,5);
  Delay(1);
  NoiseAlert(PlayerNumber(),5);
  Delay(50);
  ChangeCamera(0,0,1);
  Delay(1);
  Thing_Deactivate(1);
 
  StartHud();
 
  SetPlayerProperty(PlayerNumber(),0,PROP_TOTALLYFROZEN);
  SetMusic("E1M4_FIG",1,1);
  Delay(1);
  Camera1++;
  }
  Else //Não SP.
  {
  SetMusic("E1M4_FIG",1,1);
  Thing_SpawnFacing(4,T_REVENANT,0,5);
  Delay(1);
  NoiseAlert(PlayerNumber(),5);
  Delay(1);
  Camera1++;
  }
 }
}

// ==================================
//Revenants =========================

Script 3 (VOID)
{
If (Danilos == 0 && GameType() != GAME_NET_DEATHMATCH)
 {
 While (Thingcount(0,5) > 0)
 {
 Delay(1);
 }
 ACS_Execute(167,0,0,0,0);
 Delay(75);
 Thing_SpawnFacing(6,T_REVENANT,0,7);
 Delay(1);
 NoiseAlert(PlayerNumber(),7);
 Danilos++;
 ACS_Execute(4,0,0,0,0);
 }
}

// =================================
//Após Revenants ===================

Script 4 (VOID)
{
If (GameType() != GAME_NET_DEATHMATCH)
{
 While(ThingCount(0,7) > 0)
  {
  Delay(1);
  }
  Delay(70);
  //OBJ1!
  ACS_Execute(253,0,1,0,8.0);
  Delay(35 * 8);
  Door_Open(11,80);
  Delay(1);
  Thing_SpawnFacing(8,T_SHOTGUY,1,10);
  Thing_SpawnFacing(9,T_CHAINGUY,1,10);
  Delay(1);
  NoiseAlert(PlayerNumber(),10); 

 While(Thingcount(0,10) > 3)
  {
  Delay(1);
  }
  Delay(15);
  ACS_Execute(167,0,0,0,0);
  Delay(35);
  Thing_SpawnFacing(12,T_SPECTRE,0,23);
  Delay(1);
  NoiseAlert(PlayerNumber(),23);
 }
}

// ==========================================
//Script do Elevador! =======================

Int LiftOn = 0;

Script 5 (Int Sector, Int SDamage)
{
If (LiftOn == 0 && LineSide() == SIDE_FRONT)
 {
 Delay(35);
 LiftOn++;
 SetLineBlocking(1,ON);
 Ceiling_RaiseToNearest(Sector,40);
 Floor_RaiseToNearest(Sector,40);
 TagWait(21);
 SetLineBlocking(1,OFF);
 Delay(70);
 SetLineBlocking(1,ON);
 Floor_LowerToLowest(Sector,40);
 Ceiling_LowerToLowest(Sector,40);
 Delay(15);
 Sector_SetDamage(SDamage,999,1);
 TagWait(21);
 Sector_SetDamage(SDamage,0,1);
 SetLineBlocking(1,OFF);
 LiftOn--; 
 }
}

// ========================================
// Portas e luzes =========================

Script 51 (Int LightID, Int QuePorta )
{
Thing_Deactivate(LightID);
Door_Open(QuePorta,80);
Delay(140);
Door_Close(QuePorta,80);
TagWait(QuePorta);
Thing_Activate(LightID);
}

// ==============================
// Evitando Bugs no Lift ========

Script 52 (VOID)
{
If (LiftOn == 0)
 {
 ACS_Terminate(5,0);
 }
}

// ==============================
// Penca de Zumbis ==============

Script 6 (VOID)
{
If (GameType() != GAME_NET_DEATHMATCH)
 {
 Delay(35);
 ACS_Execute(167,0,0,0,0);
 Delay(1);
 TrapDoor1++;
 }
}

// ==================================================================================
// Penca de Zumbis 2 ================================================================

Script 7 (VOID)
{
If (TrapDoor1 == 1 && LineSide() == SIDE_FRONT && GameType() != GAME_NET_DEATHMATCH)
 {
 Ceiling_RaiseToNearest(25,60);
 Floor_LowerToLowest(25,60);
 TagWait(25);
 Delay(1);
 NoiseAlert(PlayerNumber(),15);
 Delay(1);
 TrapDoor1Ok++;
 ClearLineSpecial();
 }
 Else If (TrapDoor1Ok == 1)
 {
 ClearLineSpecial();
 }
}

// =========================================================
// HellKnights após Chave Amarela ==========================

Script 8 (VOID)
{
If (LiftsHellKnightsOk == 0 && CheckInventory("YellowCard") && GameType() != GAME_NET_DEATHMATCH)
 {
 Thing_SpawnFacing(13,T_HELLKNIGHT,0,17);
 Delay(1);
 LiftsHellKnightsOk++;
 ACS_Execute(81,0,0,0,0);
 }
}

// ====================================
// Fim da primeira Action =============

Script 81 (VOID)
{
While(Thingcount(0,17) > 0)
 {
 Delay(1);
 }
 Delay(35);
 Radius_Quake(5,20,0,128,0);
 SetMusic("*",1,1);
 Delay(1);
 Action1++;
}

// ==================================
// Tip ==============================

Script 9 (VOID)
{
ACS_Execute(254,0,1,0,4.0);
}

// ==================================
// Porta ============================

Script 10 (VOID)
{
Thing_Deactivate(16);
Door_Open(26,80);
Delay(140);
Door_Close(26,80);
TagWait(26);
Thing_Activate(16);
}

// ===================================
// Surprise ==========================

Script 11 (VOID)
{
If (ArchViewOk > 0)
 {
 FloorAndCeiling_RaiseByValue(29,999,512);
 LocalAmbientSound("METAL01",999);
 ClearLineSpecial(); 
 }
}

// ===================================
// Surprise 2 ========================

Script 111 (VOID)
{
 FloorAndCeiling_RaiseByValue(27,999,512);
 LocalAmbientSound("METAL01",999); 
}

// =====================================================================
//ArchVile Vision Script (3 hours in this SHIT!) =======================

Script 12 (VOID)
{
If (Action1 == 1 && ArchViewOk == 0 && GameType() == GAME_SINGLE_PLAYER)
 {
 SetLineBlocking(99,ON);
 ACS_Execute(167,0,0,0,0);
 Delay(1);
 Thing_Remove(10);
 Delay(1);
 SetActorAngle(PlayerNumber(),0.5);
 
 ClearHud();
 
 Delay(1);
 SetPlayerProperty(PlayerNumber(),1,PROP_TOTALLYFROZEN);
 Delay(35);
 Thing_SpawnFacing(18,T_VILE,0,20);
 Delay(70);
 LocalAmbientSound("Fear01",5.0);
 Thing_SetGoal(20,19,0,1);
 Delay(35*3);
 Thing_remove(20);
 Delay(35);
 
 StartHud();
 
 Delay(1);
 SetLineBlocking(99,OFF);
 SetPlayerProperty(PlayerNumber(),0,PROP_TOTALLYFROZEN);
 ArchViewOk++;
 }
 Else { ArchViewOk++; }
}

// =====================================================================================
// Porta Amarela =======================================================================

Script 13 (VOID)
{
If (CheckInventory("YellowCard") && Action1 == 1 && GameType() != GAME_NET_DEATHMATCH)
 {
 
 Door_Raise(26,80,140);
 Thing_Deactivate(16);
 TagWait(26);
 Thing_Activate(16);
 
 If (YellowDoorWarning == 1 && GameType() != GAME_NET_DEATHMATCH)
  {
  ACS_Execute(254,0,2,0,4.0);
  Delay(1);
  YellowDoorWarning++;
  }
 }
 Else
 {
 If (YellowDoorWarning == 0 && GameType() != GAME_NET_DEATHMATCH)
  {
  ACS_Execute(253,0,2,0,8.0);
  Delay(1);
  YellowDoorWarning++;
  }
 } 
}

// ===============================
// Acesso a estação ==============

Script 14 (VOID)
{
Door_Open(32,80);
Thing_Deactivate(21);

Door_Open(33,20);
Delay(10);
Thing_Deactivate(22);
}

// ===============================
// Objetivo Completo! ============

Int Obj1Ok;

Script 15 (VOID)
{
If (Obj1Ok == 0)
 {
 ACS_Execute(254,0,3,0,8.0);
 Delay(1);
 Obj1Ok++;
 }
}

//=================================
// Evento do Gerador ==============

Int GeneratorActive = 0;

Script 16 (VOID)
{
If (GameType() == GAME_SINGLE_PLAYER && GameType() != GAME_NET_DEATHMATCH)
 {
 ClearHud();

 SetPlayerProperty(PlayerNumber(),1,PROP_FROZEN);

 Delay(35);
 ChangeCamera(26,PlayerNumber(),1);
 Delay(70);

 Polyobj_RotateLeft(102,100,255);
 Polyobj_RotateLeft(103,100,255);

 Delay(15);
 Thing_SpawnFacing(27,T_VILE,1,30);
 Delay(1);
 Thing_SetGoal(30,28,0,1);

 Delay(35*5);
 ChangeCamera(0,0,1);
 SetPlayerProperty(PlayerNumber(),0,PROP_FROZEN);
 Delay(15);

 StartHud();

 Delay(1);
 ArchView2Ok++;

 ACS_Execute(21,0,0,0,0);

 Delay(1);
 GeneratorActive++;
 }
 Else
 {
 ClearHud();
 
 SetPlayerProperty(0,1,PROP_FROZEN);
 Delay(35);
 ChangeCamera(26,0,1);
 Delay(35);

 Polyobj_RotateLeft(102,100,255);
 Polyobj_RotateLeft(103,100,255);
 
 Delay(35);
 ChangeCamera(0,0,1);
 Delay(1);
 SetPlayerProperty(0,0,PROP_FROZEN);
 ArchView2Ok++;
 ACS_Execute(21,0,0,0,0);
 Delay(1);
 GeneratorActive++;
 
 StartHud();
 
 ACS_Execute(21,0,0,0,0);
 }
}

// =================================
// Macumba ativando som. ===========

Script 161 (VOID)
{
ThingSound(34,"Fear01",5.0);
}

// =================================
// Alerta após a câmera! ===========

Script 162 (VOID)
{
If (ArchView2Ok > 0)
 {
 Thing_Move(32,31,1);
 Delay(15);
 Delay(1);
 ACS_Execute(167,0,0,0,0);
 ClearLineSpecial();
 }
}

// ====================================
// Efeito de Luzes. ===================

Script 163 (VOID)
{
If (ArchView2Ok > 0)
 {
 ClearLineSpecial();
 
 ACS_Execute(167,0,0,0);
 
 Delay(1);
 
 SetLineBlocking(5,ON);
 SetLineTexture(5,SIDE_FRONT,TEXTURE_MIDDLE,"SBLOCK02");
 SetLineTexture(5,SIDE_BACK,TEXTURE_MIDDLE,"SBLOCK02");
 TranslucentLine(5,75,1);
 Light_Glow(69,100,255,35);
 Thing_SpawnFacing(165,166,1,167);
 ThingSound(33,"Fear04",999);
 ThingSound(70,"Fear04",999);
 
 Delay(1);
 
 Door_Close(33,200);
 TagWait(33);
 Thing_Activate(22);
 
 Delay(Random(35,140));

 Thing_Deactivate(33);
 Thing_Activate(34);
 Delay(3);

 Thing_Deactivate(34);
 Thing_Activate(35);
 Delay(3);

 Thing_Deactivate(35);
 Thing_Activate(36);
 Delay(3);

 Thing_Deactivate(36);
 Delay(35);
 
 Delay(Random(35,95));
 Thing_SpawnFacing(37,T_PAINELEMENTAL,0,38);
 
 If (GameType() == GAME_NET_COOPERATIVE)
  {
  Thing_SpawnFacing(59,T_PAINELEMENTAL,0,60);  
  Delay(1);
  NoiseAlert(PlayerNumber(),60);
  }
  
 Delay(1);
 NoiseAlert(PlayerNumber(), 38);
 
 ACS_Execute(164,0,0,0,0);
 }
}

// ===============================================
// Pains! ======================================== 

Script 164 (VOID)
{
While(Thingcount(0,PainTag + 1) > 0)
 {
 Delay(1);
 }
Delay(70);
Thing_SpawnFacing(37,T_PAINELEMENTAL,0,PainTag + 1);
Delay(1);
NoiseAlert(PlayerNumber(),PainTag + 1);
Delay(1);

PainTag++;

Delay(35*5);

If (PainTag <40> 0)
 {
 Delay(1);
 }
 LocalAmbientSound("LOSScarySound7",999);
}

// =========================================
// Caindo no bagulhéte! ====================

Script 19 (VOID)
{
ACS_Execute(108,0,0,0,0);
Delay(1);

If (FallWarning == 0)
 {
 FallWarning++;
 ACS_Execute(167,0,0,0);
 LocalAmbientSound("Fear04",999);
 ThingSound(70,"Fear04",999);
 Delay(35);
 SetMusic("E1M4_FIG",1,1);
 
 Delay(35*3);
 AutoSave();
 Delay(Random(35,(35*5)));
 
 Ceiling_RaiseByValue(96,999,2);
 Thing_SpawnFacing(52,166,1,167);
 Delay(1);
 
 If (GameType() == GAME_NET_COOPERATIVE)
   {
   Sector_SetDamage(96,999,1);
   Delay(1);
   Sector_SetDamage(96,0,1);
   } 
 Thing_SpawnFacing(52,T_REVENANT,0,54);
 Delay(1);
 NoiseAlert(PlayerNumber(),53);
 ACS_Execute(191,0,0,0,0);
 }
 Else //Caso o maldito Player caia de novo na porra do bagulho!
 {
 If(FirstHIGHJUMP == 1)
  {
  SetActorProperty(PlayerNumber(), APROP_JUMPZ, 20.0);
  } 
 }
}

// ==============================================================
// Action =======================================================

Script 191 (VOID)
{
While (Action2RevenantPoints <2> 0)
  {
  Delay(1);
  }
  Delay(Random(70,(35*5)));
  If (GameType() == GAME_NET_COOPERATIVE)
   {
   Sector_SetDamage(96,999,1);
   Delay(1);
   Sector_SetDamage(96,0,1);
   } 
  Thing_SpawnFacing(52,T_REVENANT,0,54);
  Delay(1);
  NoiseAlert(PlayerNumber(),54);
  Delay(1);
  Action2RevenantPoints++; 
 }
While(ThingCount(0,54) > 0)
 {
 Delay(1);
 } 
 Delay(70);

 If (GameType() == GAME_NET_COOPERATIVE)
  {
  Sector_SetDamage(96,999,1);
  Delay(1);
  Sector_SetDamage(96,0,1);
  }

 Thing_SpawnFacing(52,T_DEMON,0,54);
 Delay(1);
 NoiseAlert(PlayerNumber(),53);
 ACS_Execute(192,0,0,0,0);
}

// =============================================
// Mais Action =================================

Script 192 (VOID)
{
While (Action2DemonsPoints <= 3 + Coop)
 {
  Delay(35*4);
  
  If (GameType() == GAME_NET_COOPERATIVE)
   {
   Sector_SetDamage(96,999,1);
   Delay(1);
   Sector_SetDamage(96,0,1);
   } 

  Thing_SpawnFacing(52,T_DEMON,0,54);
  Delay(1);
  NoiseAlert(PlayerNumber(),54);
  Delay(1);
  Action2DemonsPoints++; 
 }
 Delay(35*4);

 If (GameType() == GAME_NET_COOPERATIVE)
  {
  Sector_SetDamage(96,999,1);
  Delay(1);
  Sector_SetDamage(96,0,1);
  }
 
 Thing_SpawnFacing(52,T_IMP,0,54);
 Delay(1);
 NoiseAlert(PlayerNumber(),53);
 ACS_Execute(193,0,0,0,0);
 Delay(35);
 Thing_SpawnFacing(58,T_SOULSPHERE,1,59);
 Delay(1);
 ACS_Execute(18,0,0,0,0);
}

// ============================================
// É nóis dinovo! =============================

Script 193 (VOID)
{
While (Action2ImpsPoints <4> 0)
  {
  Delay(1);
  }
 ACS_Execute(194,0,0,0,0);
}

// =======================================
// Final da Action2 ======================

Script 194 (VOID)
{
Radius_Quake(5,20,0,128,0);
Thing_Remove(167);
Delay(15);
SetMusic("*",1,1);
Delay(Random(95,(35*30)));
ACS_Execute(22,0,0,0,0);
}

// ==================================
// Abrir da Porta. ==================

Script 20 (VOID)
{
Thing_Deactivate(55);
Door_Open(98,80);
Delay(15);
}

// ===================================================================
//Aviso caso não tenham religados os geradores. ======================

Script 201 (VOID)
{
If(GeneratorActive == 0)
 {
 ACS_Execute(255,0,1,0,8.0);
 }
}

// ================================================
// "We start from the Dark" =======================

Script 21 (VOID)
{
SetLineSpecial(10,210,99,0,0,0,0);
Thing_Activate(57);
}

// ====================================================
// Primeiro HellGift - HIGHJUMP! ======================

Script 22 (VOID)
{
ClearHud();

Delay(1);
SetPlayerProperty(PlayerNumber(),1,PROP_TOTALLYFROZEN);

ChangeCamera(71,0,0);
SetActorProperty(PlayerNumber(), APROP_JUMPZ, 25.0);

Delay(35*5);
SetPlayerProperty(PlayerNumber(),0,PROP_TOTALLYFROZEN);
ChangeCamera(0,0,0);
Delay(1);
FirstHIGHJUMP++;
Delay(1);
SetWeapon("Fists");

StartHud();
}

// =======================================================
// Removendo HIGHJump! ===================================

Script 23 (VOID)
{
If(FirstHIGHJUMP == 1)
 {
 SetActorProperty(PlayerNumber(), APROP_JUMPZ, 8.0); 
 }
}

// ================================================================
// Porta de Saída =================================================

Script 24 (VOID)
{
If (CheckInventory("RedCard") && GameType() != GAME_NET_DEATHMATCH)
 {
  Thing_Deactivate(61);
  Door_Raise(74,40,140);
  TagWait(74);
  Thing_Activate(61);
 }
 Else
 {
 If (GameType() != GAME_NET_DEATHMATCH)
  {
  ACS_Execute(255,0,2,0,4.0);
  }
 }
}

Script 25 (VOID)
{
If (GameType() == GAME_SINGLE_PLAYER)
{
 Delay(1);
 SetPlayerProperty(PlayerNumber(),1,PROP_TOTALLYFROZEN);
 Delay(35);
 SetActorAngle(PlayerNumber(),0.5);
 TagWait(74);
 
 Ceiling_LowerToLowest(101,5);
 Floor_LowerToLowest(101,5);
 
 Delay(35*5);
 SetPlayerProperty(PlayerNumber(),0,PROP_TOTALLYFROZEN);
 Exit_Normal(0);
 }
 Else
 {
 Delay(35);
 Exit_Normal(0);
 }
}

// ========================================
// Portas e luzes em modo DM ==============

Script 105 (Int LightID, Int QuePorta )
{
If (GameType() == GAME_NET_DEATHMATCH)
 {
 Thing_Deactivate(LightID);
 Door_Open(QuePorta,80);
 Delay(140);
 Door_Close(QuePorta,80);
 TagWait(QuePorta);
 Thing_Activate(LightID);
 }
}

// =============================================================
// Entrada alernativa do Secret pra sacanear o DooMAGE =========

Script 106 (VOID)
{
If (GameType() == GAME_NET_DEATHMATCH)
 {
 FloorAndCeiling_RaiseByValue(27,999,512);
 LocalAmbientSound("METAL01",999); 
 }
}

Script 107 (VOID)
{
If (GameType() == GAME_NET_DEATHMATCH)
 {
 FloorAndCeiling_RaiseByValue(29,999,512);
 LocalAmbientSound("METAL01",999); 
 }
}

// =================================================================================================================
// Salvando jogadores insanos ======================================================================================

Script 108 (VOID)
{
If (ExtraShells == 0 && CheckInventory("Shell2") <= 20 && GameType() == GAME_SINGLE_PLAYER)
 {
 ExtraShells++;
 Delay(1);
 Thing_SpawnFacing(96,143,1,0);
 }
}

:twisted:
Editado pela última vez por Logan MTM em Dom Nov 02, 2008 5:39 pm, em um total de 1 vez.
Mauricio Rocks
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Mensagem por Mauricio Rocks »

Até o dono da BrDOOM flodando..

é, o mundo está perdido mesmo...

><
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Logan MTM
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Mensagem por Logan MTM »

Isso é um Flood! :mrgreen:
Imp Hunter

Mensagem por Imp Hunter »

Você quer me matar do coração? x______x
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Lilith
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Mensagem por Lilith »

li tudo :mrgreen:
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Pyrö
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Mensagem por Pyrö »

Tô nem aí para esse WADzinho de noob.





Como eu minto mal...
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Logan MTM
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Mensagem por Logan MTM »

@Pyro

Vc não leu!
Se não seu post seria bem diferente! lol
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Space Marine
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Mensagem por Space Marine »

Lol

Haja paciencia!
Belzebul

Mensagem por Belzebul »

Space Marine escreveu:Lol

Haja paciencia!
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Fabiolinks
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Mensagem por Fabiolinks »

:podre: :podre: :podre: