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DECORATE.txt
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// Hey folks, I'm too lazy to DoomEdNum in MAPINFO, so yoinks' DECORATEs be here.
// (JOELwindows7)
// TDRR's STUFFS!
//==============================================================================
//
// CAPTURE THE FLAG STUFF
// the contents of this file are almost the same as SkulltagEmulation.pk3
//==============================================================================
//Token items to know the state of the flag, score, etc.
ACTOR LoopsLeftToReturn : Inventory {Inventory.MaxAmount 40 }
ACTOR HasRedFlag : Inventory {Inventory.MaxAmount 1 +INTERHUBSTRIP}
ACTOR SpawnRedFlag : Inventory {Inventory.MaxAmount 1 }
ACTOR SpawnFakeRedFlag : Inventory {Inventory.MaxAmount 1 }
ACTOR HasBlueFlag : Inventory {Inventory.MaxAmount 1 +INTERHUBSTRIP}
ACTOR SpawnBlueFlag : Inventory {Inventory.MaxAmount 1 }
ACTOR SpawnFakeBlueFlag : Inventory {Inventory.MaxAmount 1 }
ACTOR GetRedFlag : Inventory {Inventory.MaxAmount 1 +INTERHUBSTRIP}
ACTOR GetBlueFlag : Inventory {Inventory.MaxAmount 1 +INTERHUBSTRIP}
ACTOR STZD_ImmaBot : Inventory {Inventory.MaxAmount 1 +UNDROPPABLE}
ACTOR CTF_PlayerStart : TeleportDest 9132
{
//$Category ZCTF Stuff
//$Title CTF Player Start (Deaf start for blue)
//$Angled
//$Sprite PLAYA1
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_CheckFlag("AMBUSH", "SpawnBlue", AAPTR_DEFAULT)
TNT1 A 0 Thing_ChangeTID(0, 123457)
TNT1 A -1
Stop
SpawnBlue:
TNT1 A 0
TNT1 A 0 Thing_ChangeTID(0, 123456)
TNT1 A -1
Stop
}
}
//No one will reach the score limit unless that person is REALLY REALLY bored
ACTOR RedScore : Inventory {Inventory.MaxAmount 32767}
ACTOR BlueScore : Inventory {Inventory.MaxAmount 32767}
ACTOR IsPlayingCTF : Inventory {Inventory.MaxAmount 1}
ACTOR CTFRFlagIcon
{
Health 100
Radius 1
Height 1
+NOCLIP
-SOLID
-SHOOTABLE
+NOBLOCKMAP
+THRUACTORS
+NOGRAVITY
+INVULNERABLE
States
{
Spawn:
RFLA A 2
Stop
}
}
ACTOR CTFBFlagIcon
{
Health 100
Radius 1
Height 1
+NOCLIP
-SOLID
-SHOOTABLE
+NOBLOCKMAP
+THRUACTORS
+NOGRAVITY
+INVULNERABLE
States
{
Spawn:
BFLA A 2
Stop
}
}
ACTOR CTFRedFlagIconSpawner : CustomInventory
{
Game Doom
Radius 20
Height 26
Inventory.PickupMessage ""
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 1
Loop
Pickup:
Use:
TNT1 A 0 A_SpawnItem("CTFRFlagIcon", -20)
Stop
}
}
ACTOR CTFBlueFlagIconSpawner : CustomInventory
{
Game Doom
Radius 20
Height 26
Inventory.PickupMessage ""
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 1
Loop
Pickup:
Use:
TNT1 A 0 A_SpawnItem("CTFBFlagIcon", -20)
Stop
}
}
//This actor is a container for CTF score items, when you score 1 point
//either RedScore or BlueScore is given depending on your team, and
//is recieved by this actor, then to know how much score there is
//an ACS script checks every 4 tics how much of each actor is in this
//actor's inventory and updates the score on screen depending on the amount
ACTOR CTFScoreSystem
{
Health 100
Radius 1
Height 1
+NOCLIP
-SOLID
-SHOOTABLE
+NOBLOCKMAP
+THRUACTORS
+INVULNERABLE
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_GiveInventory("IsPlayingCTF", 1)
TNT1 A 0 Thing_ChangeTID(0, 1898668)
TNT1 A -1
Wait
}
}
//Other stuff like flags and their capture spots
ACTOR RedFlagCapSpot : CustomInventory
{
Game Doom
Radius 20
Height 26
Inventory.PickupMessage ""
States
{
Spawn:
TNT1 A 1
Loop
Pickup:
TNT1 A 1 A_JumpIfInventory("HasBlueFlag", 1, "Capture")
Fail
Capture:
TNT1 A 1 ACS_NamedExecuteAlways("ST4ZD_CaptureBlueFlag", 0)
Fail
}
}
ACTOR RedFlagSpot : CustomInventory 9131
{
//$Category ZCTF Stuff
//$Title Red Flag
//$Sprite RFLAA0
//$NotAngled
Game Doom
Radius 1
Height 1
Inventory.PickupMessage "Lol"
-PICKUP
+THRUACTORS
+NOBLOCKMAP
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_TakeInventory("SpawnRedFlag", 10)
TNT1 A 0 Thing_ChangeTID(0, 9131)
TNT1 A 0 A_SpawnItem("RedFlag")
TNT1 A 0 A_SpawnItem("RedFlagCapSpot")
TNT1 A 0 A_SpawnItem("CTFScoreSystem")
Goto Waiting
Spawn2:
TNT1 A 1
TNT1 A 0 A_TakeInventory("SpawnRedFlag", 10)
TNT1 A 0 Thing_ChangeTID(0, 9131)
TNT1 A 0 A_SpawnItem("RedFlag")
Goto Waiting
SpawnFake:
TNT1 A 1
TNT1 A 0 A_TakeInventory("SpawnFakeRedFlag", 10)
TNT1 A 0 Thing_ChangeTID(0, 9131)
TNT1 A 0 A_SpawnItem("FakeRedFlag")
Goto Waiting
Waiting:
TNT1 A 1 A_JumpIfInventory("SpawnRedFlag", 1, "Spawn2")
TNT1 A 0 A_JumpIfInventory("SpawnFakeRedFlag", 1, "SpawnFake")
Loop
Pickup:
TNT1 A 0 A_Print("Crap!")
Goto Waiting
}
}
ACTOR BlueFlagCapSpot : CustomInventory
{
Game Doom
Radius 20
Height 26
Inventory.PickupMessage ""
States
{
Spawn:
TNT1 A 1
Loop
Pickup:
TNT1 A 1 A_JumpIfInventory("HasRedFlag", 1, "Capture")
Fail
Capture:
TNT1 A 1 ACS_NamedExecuteAlways("ST4ZD_CaptureRedFlag", 0)
Fail
}
}
ACTOR BlueFlagSpot : CustomInventory 9130
{
//$Category ZCTF Stuff
//$Title Blue Flag
//$Sprite BFLAA0
//$NotAngled
Game Doom
Radius 20
Height 26
Inventory.PickupMessage "Lol"
-PICKUP
+NOBLOCKMAP
+THRUACTORS
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_TakeInventory("SpawnBlueFlag", 10)
TNT1 A 0 Thing_ChangeTID(0, 9130)
TNT1 A 0 A_SpawnItem("BlueFlag")
TNT1 A 0 A_SpawnItem("BlueFlagCapSpot")
Goto Waiting
Spawn2:
TNT1 A 1
TNT1 A 0 A_TakeInventory("SpawnBlueFlag", 10)
TNT1 A 0 Thing_ChangeTID(0, 9130)
TNT1 A 0 A_SpawnItem("BlueFlag")
Goto Waiting
SpawnFake:
TNT1 A 1
TNT1 A 0 A_TakeInventory("SpawnFakeBlueFlag", 10)
TNT1 A 0 Thing_ChangeTID(0, 9130)
TNT1 A 0 A_SpawnItem("FakeBlueFlag")
Goto Waiting
Waiting:
TNT1 A 1 A_JumpIfInventory("SpawnBlueFlag", 1, "Spawn2")
TNT1 A 0 A_JumpIfInventory("SpawnFakeBlueFlag", 1, "SpawnFake")
Loop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("ST4ZD_CaptureRedFlag", 0)
Goto Waiting
}
}
ACTOR RedFlag : CustomInventory
{
Game Doom
Radius 20
Height 26
Inventory.PickupMessage ""
+NEVERRESPAWN
States
{
Spawn:
RFLA ABC 3
RFLA DEF 3 Bright
loop
Pickup:
TNT1 A 0 A_TakeInventory("RedFlag", 100)
TNT1 A 0 A_JumpIfInventory("GetRedFlag", 1, "DoGiveFlag")
//TNT1 A 0 ACS_NamedExecuteAlways("ST4ZD_ReturnFakeRedFlag", 0)
Fail
//TNT1 A 0 ACS_NamedExecuteAlways("ST4ZD_ReturnRedFlag", 0)
//Stop
DoGiveFlag:
TNT1 A 0 ACS_NamedExecuteAlways("ST4ZD_StealRedFlag", 0)
TNT1 A 0 A_GiveInventory("HasRedFlag", 1)
Stop
}
}
ACTOR RedFlagDrop : CustomInventory
{
Game Doom
Radius 20
Height 26
Inventory.PickupMessage ""
+NEVERRESPAWN
States
{
Spawn:
RFLA ABC 3
RFLA DEF 3 Bright
TNT1 A 0 A_JumpIfInventory("LoopsLeftToReturn", 40, "ReturnFlag")
TNT1 A 0 A_GiveInventory("LoopsLeftToReturn", 1)
loop
Pickup:
TNT1 A 0 A_TakeInventory("RedFlagDrop", 100)
RFLA A 1 A_JumpIfInventory("GetRedFlag", 1, "DoGiveFlag")
TNT1 A 0 A_JumpIfInventory("GetBlueFlag", 1, "ReturnFlag")
Fail
ReturnFlag:
TNT1 A 0 ACS_NamedExecuteAlways("ST4ZD_ReturnRedFlag", 0)
Stop
DoGiveFlag:
TNT1 A 0 ACS_NamedExecuteAlways("ST4ZD_StealRedFlag", 0)
TNT1 A 0 A_GiveInventory("HasRedFlag", 1)
Stop
}
}
ACTOR FakeRedFlag
{
Game Doom
Radius 1
Height 1
-PICKUP
+NOBLOCKMAP
+THRUACTORS
+NEVERRESPAWN
-SOLID
States
{
Spawn: //cooldown to pick up the flag again
RFLA ABC 3
RFLA DEF 3 Bright
TNT1 A 0 ACS_NamedExecuteAlways("ST4ZD_ReturnRedFlag", 0)
Stop
}
}
ACTOR BlueFlag : CustomInventory
{
Game Doom
Radius 20
Height 26
Inventory.PickupMessage ""
-PICKUP
//+ALWAYSPICKUP this flag caused a bug and for 2 weeks i didn't know what
+NEVERRESPAWN //was actually causing it, i finally found out!
States
{
Spawn:
BFLA ABC 3
BFLA DEF 3 Bright
loop
Pickup:
TNT1 A 0 A_TakeInventory("BlueFlag", 100)
TNT1 A 0 A_JumpIfInventory("GetBlueFlag", 1, "DoGiveFlag")
//TNT1 A 0 ACS_NamedExecuteAlways("ST4ZD_ReturnFakeBlueFlag", 0)
Fail
DoGiveFlag:
TNT1 A 0 ACS_NamedExecuteAlways("ST4ZD_StealBlueFlag", 0)
TNT1 A 0 A_GiveInventory("HasBlueFlag", 1)
Stop
}
}
ACTOR FakeBlueFlag
{
Game Doom
Radius 1
Height 1
-PICKUP
+NOBLOCKMAP
+THRUACTORS
+NEVERRESPAWN
-SOLID
States
{
Spawn: //cooldown to pick up the flag again
BFLA ABC 3
BFLA DEF 3 Bright
TNT1 A 0 ACS_NamedExecuteAlways("ST4ZD_ReturnBlueFlag", 0)
Stop
}
}
ACTOR BlueFlagDrop : CustomInventory
{
Game Doom
Radius 20
Height 26
Inventory.PickupMessage ""
+NEVERRESPAWN
States
{
Spawn:
BFLA ABC 3
BFLA DEF 3 Bright
TNT1 A 0 A_JumpIfInventory("LoopsLeftToReturn", 40, "ReturnFlag")
TNT1 A 0 A_GiveInventory("LoopsLeftToReturn", 1)
loop
Pickup:
TNT1 A 0 A_TakeInventory("BlueFlagDrop", 100)
BFLA A 1 A_JumpIfInventory("GetBlueFlag", 1, "DoGiveFlag")
TNT1 A 0 A_JumpIfInventory("GetRedFlag", 1, "ReturnFlag")
Fail
ReturnFlag:
TNT1 A 0 ACS_NamedExecuteAlways("ST4ZD_ReturnBlueFlag", 0)
Stop
DoGiveFlag:
TNT1 A 0 ACS_NamedExecuteAlways("ST4ZD_StealBlueFlag", 0)
TNT1 A 0 A_GiveInventory("HasBlueFlag", 1)
Stop
}
}