stinger_m/zscript/biggun.zsc
Marisa Kirisame 912cad96c5 Oh boy, it begins.
Assigned all pickup models.
Implemented all ammo types.
Finished Flak Cannon.
Additional cleanup.
Slot reassignments and other adjustments to match known Unreal prototype info.
2019-09-04 02:37:59 +02:00

79 lines
1.3 KiB
Text

Class BigAmmo : Ammo
{
Default
{
Tag "$T_BIGAMMO";
Inventory.Icon "I_BigM";
Inventory.PickupMessage "";
Inventory.Amount 10;
Inventory.MaxAmount 30;
Ammo.BackpackAmount 0;
Ammo.BackpackMaxAmount 60;
Ammo.DropAmount 10;
Inventory.RespawnTics 2100;
+INVENTORY.IGNORESKILL;
}
override String PickupMessage()
{
if ( PickupMsg.Length() > 0 ) return Super.PickupMessage();
return String.Format("%s%d%s",StringTable.Localize("$I_BIGAMMOL"),Amount,StringTable.Localize("$I_BIGAMMOR"));
}
States
{
Spawn:
BIGA A -1;
Stop;
}
}
Class BigAmmo2 : BigAmmo
{
Default
{
Tag "$T_BIGAMMO2";
Inventory.Amount 3;
Ammo.DropAmount 3;
+INVENTORY.IGNORESKILL;
}
}
Class BigAmmo3 : BigAmmo
{
Default
{
Tag "$T_BIGAMMO3";
Inventory.PickupMessage "$I_BIGAMMO3";
Inventory.Amount 1;
Ammo.DropAmount 1;
+INVENTORY.IGNORESKILL;
}
}
Class BigGun : UnrealWeapon
{
Default
{
Tag "$T_BIGGUN";
Inventory.PickupMessage "$I_BIGGUN";
Weapon.UpSound "big/select";
Weapon.SlotNumber 0;
Weapon.SelectionOrder 0;
Weapon.AmmoType "BigAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "BigAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 10;
Inventory.RespawnTics 2100;
+INVENTORY.IGNORESKILL;
+WEAPON.NOAUTOFIRE;
UTWeapon.DropAmmo 5;
}
States
{
Spawn:
BIGP A -1;
Stop;
BIGP B -1;
Stop;
}
}