Code: Select all
Actor ZDFImpBall
{
    SpawnId 10
    Radius 6
    Height 8
    Speed 10
    Damage 4
    Renderstyle Add
    SeeSound "imp/attack"
    DeathSound "imp/shotx"
    MissileType "ZDFImpBallTail"
    MissileHeight 0
    PROJECTILE
    States
    {
    Spawn:
    	TNT1 A 1 A_CustomMissile("ZDFImpBallTail", 0, 0, 0)
      	Loop
    Death:
    	TNT1 A 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
    	TNT1 B 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
      	TNT1 C 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
      	TNT1 D 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
      	TNT1 D 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
      	TNT1 E 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
      	TNT1 E 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
      	TNT1 E 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
      	TNT1 F 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
      	TNT1 F 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
      	TNT1 F 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
      	TNT1 G 1 A_CustomMissile("ZDFImpBallExp", 0, 0, random(90,270), 2, random(90,270))
      	TNT1 G 1
       	TNT1 H 1
       	TNT1 I 1
       	TNT1 J 1
       	TNT1 K 1
       	TNT1 L 1
    	Stop
    }
}
Actor ZDFImpBallTail
{
    +NoClip
    +NoGravity
    +Missile
    Scale 0.35
    RenderStyle Add
    States
    {
    Spawn:
    	FIRE A 1 Bright A_SetTranslucent(0.96, 1)
    	FIRE B 1 Bright A_SetTranslucent(0.88, 1)
    	FIRE C 1 Bright A_SetTranslucent(0.8, 1)
    	FIRE D 1 Bright A_SetTranslucent(0.72, 1)
    	FIRE E 1 Bright A_SetTranslucent(0.64, 1)
    	FIRE F 1 Bright A_SetTranslucent(0.56, 1)
    	FIRE G 1 Bright A_SetTranslucent(0.48, 1)
    	FIRE H 1 Bright A_SetTranslucent(0.40, 1)
    	FIRE I 1 Bright A_SetTranslucent(0.32, 1)
    	FIRE J 1 Bright A_SetTranslucent(0.24, 1)
    	FIRE K 1 Bright A_SetTranslucent(0.16, 1)
    	FIRE L 1 Bright A_SetTranslucent(0.08, 1)
    	Stop
    }
}
Actor ZDFImpBallExp
{
    Speed 2
    +NoCLip
    +NoGravity
    +Missile
    States
    {
    Spawn:
    	TNT1 A 1 A_CustomMissile("FireA", 0, 0, 0)
    	TNT1 A 1 A_CustomMissile("FireB", 0, 0, 0)
    	TNT1 A 1 A_CustomMissile("FireC", 0, 0, 0)
    	TNT1 A 1 A_CustomMissile("FireD", 0, 0, 0)
    	TNT1 A 1 A_CustomMissile("FireE", 0, 0, 0)
    	TNT1 A 1 A_CustomMissile("FireF", 0, 0, 0)
    	TNT1 A 1 A_CustomMissile("FireG", 0, 0, 0)
    	TNT1 A 1 A_CustomMissile("FireH", 0, 0, 0)
    	TNT1 A 1 A_CustomMissile("FireI", 0, 0, 0)
    	TNT1 A 1 A_CustomMissile("FireJ", 0, 0, 0)
    	TNT1 A 1 A_CustomMissile("FireK", 0, 0, 0)
    	TNT1 A 1 A_CustomMissile("FireL", 0, 0, 0)
    	Stop
    }
}
Actor FireA
{
    +NoClip
    +NoBlockMap
    +NoGravity
    +Missile
    Scale 0.2
    RenderStyle Add
    States
    {
    Spawn:
    	FIRE A 12 Bright A_SetTranslucent(0.96, 1)
    	FIRE A 1 Bright A_SetTranslucent(0.88, 1)
    	FIRE A 1 Bright A_SetTranslucent(0.80, 1)
    	FIRE A 1 Bright A_SetTranslucent(0.72, 1)
    	FIRE A 1 Bright A_SetTranslucent(0.64, 1)
    	FIRE A 1 Bright A_SetTranslucent(0.56, 1)
    	FIRE A 1 Bright A_SetTranslucent(0.48, 1)
    	FIRE A 1 Bright A_SetTranslucent(0.40, 1)
    	FIRE A 1 Bright A_SetTranslucent(0.32, 1)
    	FIRE A 1 Bright A_SetTranslucent(0.24, 1)
    	FIRE A 1 Bright A_SetTranslucent(0.16, 1)
    	FIRE A 1 Bright A_SetTranslucent(0.08, 1)
    	Stop
    }
}
Actor FireB
{
    +NoClip
    +NoBlockMap
    +NoGravity
    +Missile
    Scale 0.2
    RenderStyle Add	
    States
    {
    Spawn:
    	FIRE B 11 Bright A_SetTranslucent(0.96, 1)
    	FIRE B 1 Bright A_SetTranslucent(0.88, 1)
    	FIRE B 1 Bright A_SetTranslucent(0.80, 1)
    	FIRE B 1 Bright A_SetTranslucent(0.72, 1)
    	FIRE B 1 Bright A_SetTranslucent(0.64, 1)
    	FIRE B 1 Bright A_SetTranslucent(0.56, 1)
    	FIRE B 1 Bright A_SetTranslucent(0.48, 1)
    	FIRE B 1 Bright A_SetTranslucent(0.40, 1)
    	FIRE B 1 Bright A_SetTranslucent(0.32, 1)
    	FIRE B 1 Bright A_SetTranslucent(0.24, 1)
    	FIRE B 1 Bright A_SetTranslucent(0.16, 1)
    	FIRE B 1 Bright A_SetTranslucent(0.08, 1)
    	Stop
    }
}
Actor FireC
{
    +NoClip
    +NoBlockMap
    +NoGravity
    +Missile
    Scale 0.2
    RenderStyle Add	
    States
    {
    Spawn:
    	FIRE C 10 Bright A_SetTranslucent(0.96, 1)
    	FIRE C 1 Bright A_SetTranslucent(0.88, 1)
    	FIRE C 1 Bright A_SetTranslucent(0.80, 1)
    	FIRE C 1 Bright A_SetTranslucent(0.72, 1)
    	FIRE C 1 Bright A_SetTranslucent(0.64, 1)
    	FIRE C 1 Bright A_SetTranslucent(0.56, 1)
    	FIRE C 1 Bright A_SetTranslucent(0.48, 1)
    	FIRE C 1 Bright A_SetTranslucent(0.40, 1)
    	FIRE C 1 Bright A_SetTranslucent(0.32, 1)
    	FIRE C 1 Bright A_SetTranslucent(0.24, 1)
    	FIRE C 1 Bright A_SetTranslucent(0.16, 1)
    	FIRE C 1 Bright A_SetTranslucent(0.08, 1)
    	Stop
    }
}
Actor FireD
{
    +NoClip
    +NoBlockMap
    +NoGravity
    +Missile
    Scale 0.2
    RenderStyle Add		
    States
    {
    Spawn:
    	FIRE D 9 Bright A_SetTranslucent(0.96, 1)
    	FIRE D 1 Bright A_SetTranslucent(0.88, 1)
    	FIRE D 1 Bright A_SetTranslucent(0.80, 1)
    	FIRE D 1 Bright A_SetTranslucent(0.72, 1)
    	FIRE D 1 Bright A_SetTranslucent(0.64, 1)
    	FIRE D 1 Bright A_SetTranslucent(0.56, 1)
    	FIRE D 1 Bright A_SetTranslucent(0.48, 1)
    	FIRE D 1 Bright A_SetTranslucent(0.40, 1)
    	FIRE D 1 Bright A_SetTranslucent(0.32, 1)
    	FIRE D 1 Bright A_SetTranslucent(0.24, 1)
    	FIRE D 1 Bright A_SetTranslucent(0.16, 1)
    	FIRE D 1 Bright A_SetTranslucent(0.08, 1)
    	Stop
    }
}
Actor FireE 
{
    +NoClip
    +NoBlockMap
    +NoGravity
    +Missile
    Scale 0.2
    RenderStyle Add	
    States
    {
    Spawn:
    	FIRE E 8 Bright A_SetTranslucent(0.96, 1)
    	FIRE E 1 Bright A_SetTranslucent(0.88, 1)
    	FIRE E 1 Bright A_SetTranslucent(0.80, 1)
    	FIRE E 1 Bright A_SetTranslucent(0.72, 1)
    	FIRE E 1 Bright A_SetTranslucent(0.64, 1)
    	FIRE E 1 Bright A_SetTranslucent(0.56, 1)
    	FIRE E 1 Bright A_SetTranslucent(0.48, 1)
    	FIRE E 1 Bright A_SetTranslucent(0.40, 1)
    	FIRE E 1 Bright A_SetTranslucent(0.32, 1)
    	FIRE E 1 Bright A_SetTranslucent(0.24, 1)
    	FIRE E 1 Bright A_SetTranslucent(0.16, 1)
    	FIRE E 1 Bright A_SetTranslucent(0.08, 1)
    	Stop
    }
}
Actor FireF 
{
    +NoClip
    +NoBlockMap
    +NoGravity
    +Missile
    Scale 0.2
    RenderStyle Add	
    States
    {
    Spawn:
    	FIRE F 7 Bright A_SetTranslucent(0.96, 1)
    	FIRE F 1 Bright A_SetTranslucent(0.88, 1)
    	FIRE F 1 Bright A_SetTranslucent(0.80, 1)
    	FIRE F 1 Bright A_SetTranslucent(0.72, 1)
    	FIRE F 1 Bright A_SetTranslucent(0.64, 1)
    	FIRE F 1 Bright A_SetTranslucent(0.56, 1)
    	FIRE F 1 Bright A_SetTranslucent(0.48, 1)
    	FIRE F 1 Bright A_SetTranslucent(0.40, 1)
    	FIRE F 1 Bright A_SetTranslucent(0.32, 1)
    	FIRE F 1 Bright A_SetTranslucent(0.24, 1)
    	FIRE F 1 Bright A_SetTranslucent(0.16, 1)
    	FIRE F 1 Bright A_SetTranslucent(0.08, 1)
    	Stop
    }
}
Actor FireG
{
    +NoClip
    +NoBlockMap
    +NoGravity
    +Missile
    Scale 0.2
    RenderStyle Add	
    States
    {
    Spawn:
    	FIRE G 6 Bright A_SetTranslucent(0.96, 1)
    	FIRE G 1 Bright A_SetTranslucent(0.88, 1)
    	FIRE G 1 Bright A_SetTranslucent(0.80, 1)
    	FIRE G 1 Bright A_SetTranslucent(0.72, 1)
    	FIRE G 1 Bright A_SetTranslucent(0.64, 1)
    	FIRE G 1 Bright A_SetTranslucent(0.56, 1)
    	FIRE G 1 Bright A_SetTranslucent(0.48, 1)
    	FIRE G 1 Bright A_SetTranslucent(0.40, 1)
    	FIRE G 1 Bright A_SetTranslucent(0.32, 1)
    	FIRE G 1 Bright A_SetTranslucent(0.24, 1)
    	FIRE G 1 Bright A_SetTranslucent(0.16, 1)
    	FIRE G 1 Bright A_SetTranslucent(0.08, 1)
    	Stop
    }
}
Actor FireH
{
    +NoClip
    +NoBlockMap
    +NoGravity
    +Missile
    Scale 0.2
    RenderStyle Add	
    States
    {
    Spawn:
    	FIRE H 5 Bright A_SetTranslucent(0.96, 1)
    	FIRE H 1 Bright A_SetTranslucent(0.88, 1)
    	FIRE H 1 Bright A_SetTranslucent(0.80, 1)
    	FIRE H 1 Bright A_SetTranslucent(0.72, 1)
    	FIRE H 1 Bright A_SetTranslucent(0.64, 1)
    	FIRE H 1 Bright A_SetTranslucent(0.56, 1)
    	FIRE H 1 Bright A_SetTranslucent(0.48, 1)
    	FIRE H 1 Bright A_SetTranslucent(0.40, 1)
    	FIRE H 1 Bright A_SetTranslucent(0.32, 1)
    	FIRE H 1 Bright A_SetTranslucent(0.24, 1)
    	FIRE H 1 Bright A_SetTranslucent(0.16, 1)
    	FIRE H 1 Bright A_SetTranslucent(0.08, 1)
    	Stop
    }
}
Actor FireI
{
    +NoClip
    +NoBlockMap
    +NoGravity
    +Missile
    Scale 0.2
    RenderStyle Add	
    States
    {
    Spawn:
    	FIRE I 4 Bright A_SetTranslucent(0.96, 1)
    	FIRE I 1 Bright A_SetTranslucent(0.88, 1)
    	FIRE I 1 Bright A_SetTranslucent(0.80, 1)
    	FIRE I 1 Bright A_SetTranslucent(0.72, 1)
    	FIRE I 1 Bright A_SetTranslucent(0.64, 1)
    	FIRE I 1 Bright A_SetTranslucent(0.56, 1)
    	FIRE I 1 Bright A_SetTranslucent(0.48, 1)
    	FIRE I 1 Bright A_SetTranslucent(0.40, 1)
    	FIRE I 1 Bright A_SetTranslucent(0.32, 1)
    	FIRE I 1 Bright A_SetTranslucent(0.24, 1)
    	FIRE I 1 Bright A_SetTranslucent(0.16, 1)
    	FIRE I 1 Bright A_SetTranslucent(0.08, 1)
    	Stop
    }
}
Actor FireJ
{
    +NoClip
    +NoBlockMap
    +NoGravity
    +Missile
    Scale 0.2
    RenderStyle Add	
    States
    {
    Spawn:
    	FIRE J 3 Bright A_SetTranslucent(0.96, 1)
    	FIRE J 1 Bright A_SetTranslucent(0.88, 1)
    	FIRE J 1 Bright A_SetTranslucent(0.80, 1)
    	FIRE J 1 Bright A_SetTranslucent(0.72, 1)
    	FIRE J 1 Bright A_SetTranslucent(0.64, 1)
    	FIRE J 1 Bright A_SetTranslucent(0.56, 1)
    	FIRE J 1 Bright A_SetTranslucent(0.48, 1)
    	FIRE J 1 Bright A_SetTranslucent(0.40, 1)
    	FIRE J 1 Bright A_SetTranslucent(0.32, 1)
    	FIRE J 1 Bright A_SetTranslucent(0.24, 1)
    	FIRE J 1 Bright A_SetTranslucent(0.16, 1)
    	FIRE J 1 Bright A_SetTranslucent(0.08, 1)
    	Stop
    }
}
Actor FireK
{
    +NoClip
    +NoBlockMap
    +NoGravity
    +Missile
    Scale 0.2
    RenderStyle Add	
    States
    {
    Spawn:
    	FIRE K 2 Bright A_SetTranslucent(0.96, 1)
    	FIRE K 1 Bright A_SetTranslucent(0.88, 1)
    	FIRE K 1 Bright A_SetTranslucent(0.80, 1)
    	FIRE K 1 Bright A_SetTranslucent(0.72, 1)
    	FIRE K 1 Bright A_SetTranslucent(0.64, 1)
    	FIRE K 1 Bright A_SetTranslucent(0.56, 1)
    	FIRE K 1 Bright A_SetTranslucent(0.48, 1)
    	FIRE K 1 Bright A_SetTranslucent(0.40, 1)
    	FIRE K 1 Bright A_SetTranslucent(0.32, 1)
    	FIRE K 1 Bright A_SetTranslucent(0.24, 1)
    	FIRE K 1 Bright A_SetTranslucent(0.16, 1)
    	FIRE K 1 Bright A_SetTranslucent(0.08, 1)
    	Stop
    }
}
Actor FireL
{
    +NoClip
    +NoBlockMap
    +NoGravity
    +Missile
    Scale 0.2
    RenderStyle Add	
    States
    {
    Spawn:
    	FIRE L 1 Bright A_SetTranslucent(0.96, 1)
    	FIRE L 1 Bright A_SetTranslucent(0.88, 1)
    	FIRE L 1 Bright A_SetTranslucent(0.80, 1)
    	FIRE L 1 Bright A_SetTranslucent(0.72, 1)
    	FIRE L 1 Bright A_SetTranslucent(0.64, 1)
    	FIRE L 1 Bright A_SetTranslucent(0.56, 1)
    	FIRE L 1 Bright A_SetTranslucent(0.48, 1)
    	FIRE L 1 Bright A_SetTranslucent(0.40, 1)
    	FIRE L 1 Bright A_SetTranslucent(0.32, 1)
    	FIRE L 1 Bright A_SetTranslucent(0.24, 1)
    	FIRE L 1 Bright A_SetTranslucent(0.16, 1)
    	FIRE L 1 Bright A_SetTranslucent(0.08, 1)
    	Stop
    }
}
Working.