This is only the Death sequence for the Mech. When it dies, it'll spawn the debris.
Code: Select all
  Death:
    FATT K 5
    FATT L 5 A_Scream
    FATT M 5
    FATT N 5
    FATT O 5
    FATT PQ 5
    FATT R 15
    EXP3 A 0 A_PlaySound("weapons/boom")
    EXP3 ABC 2 BRIGHT A_EXPLODE
    EXP3 A 0 A_NoBlocking
    EXP3 B 0 A_SPAWNITEMEX("MechDebris1", -9.0, 5.0, 2.0, 8.0, 10.0, 8.0, 4, 128)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris2", 7.0, 4.0, 3.0, 8.0, 10.0, 8.0, 4)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris2", -7.0, -4.0, -4.0, -8.0, -10.0, -8.0, 4)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris3", -5.0, -3.0, -4.0, -8.0, -10.0, -8.0, 4)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris3", 5.0, 3.0, 4.0, 8.0, 10.0, 8.0, 4)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris4", 9.0, 4.0, 2.0, 8.0, 10.0, 8.0, 4, 128) 
    EXP3 DEF 2 BRIGHT   
    EXP3 GHI 2 BRIGHT
    EXP3 JK 2
    EXP3 L 2 A_BossDeath
    stop
  }
}
Code: Select all
actor MechDebris1
{
  height 6
  radius 8
  bouncecount 2
  PROJECTILE
  -NOGRAVITY
  -NOBLOCKMAP
  +HEXENBOUNCE
  states
 {
 Spawn:
 MDE1 ABCDABCDABCD 3
 Death:
 MDE1 D 0 A_NoBlocking
 MDE1 D 200
 stop
 }
}