I need help on how to make monsters burn from a flare gun or a flamethrower, I've copied and pasted the GenericHumanBurn from Aeod's Data PK3 and copied the burning sprites from Aeod's main PK3. I want to make my zombieman run, burn, and die, so it could look fun. I have this copied down, this:
Spoiler
Actor GenericHumanBurn
{
-SOLID
-COUNTKILL
+DONTSPLASH
+FLOORCLIP
Radius 20
Height 56
Speed 10
PainChance 0
DamageType Fire
HitObituary "%o melted."
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(160,"Burn2")
TNT1 A 0 A_SpawnItemEx("GenericHumanBurn1",0,0,0,0,0,0,0,32)
Stop
Burn2:
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN A 3 Bright A_PlaySound("bcultist/burned")
TNT1 A 0 A_Explode(8,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN B 3 Bright
TNT1 A 0 A_Explode(8,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN C 3 Bright
TNT1 A 0 A_Explode(7,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN D 3 Bright
TNT1 A 0 A_Explode(7,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN E 3 Bright
TNT1 A 0 A_Explode(7,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN F 3 Bright
TNT1 A 0 A_Explode(7,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN G 3 Bright
TNT1 A 0 A_Explode(7,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN H 3 Bright
TNT1 A 0 A_Explode(7,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN I 3 Bright
TNT1 A 0 A_Explode(7,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN J 3 Bright
TNT1 A 0 A_Explode(7,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN K 3 Bright
TNT1 A 0 A_Explode(7,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN L 3 Bright
TNT1 A 0 A_Explode(7,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN M 3 Bright
TNT1 A 0 A_Explode(6,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN N 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(20,55),0,0,frandom(0.5,3.0),0,32)
BURN O 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(20,45),0,0,frandom(0.5,3.0),0,32)
BURN P 3 Bright
TNT1 A 0 A_Explode(4,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(20,45),0,0,frandom(0.5,3.0),0,32)
BURN Q 3 Bright
TNT1 A 0 A_Explode(3,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(10,35),0,0,frandom(0.5,3.0),0,32)
BURN R 3 Bright
TNT1 A 0 A_Explode(3,32)
TNT1 A 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(10,35),0,0,frandom(0.5,3.0),0,32)
BURN S 3 Bright
TNT1 A 0 A_Explode(2,32)
TNT1 A 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(10,35),0,0,frandom(0.5,3.0),0,32)
BURN T 3 BrighT
TNT1 A 0 A_Explode(2,32)
TNT1 A 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(10,25),0,0,frandom(0.5,3.0),0,32)
BURN U 3 BrighT
TNT1 A 0 A_Explode(2,32)
BURN V -1
Stop
}
}
Actor GenericHumanBurn1
{
-SOLID
-COUNTKILL
+DONTSPLASH
+FLOORCLIP
Radius 20
Height 56
Speed 10
PainChance 0
Scale 0.45
DamageType Fire
HitObituary "%o melted."
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySound("formundead/burned")
TNT1 A 0 A_JumpIfInventory("Counter",5,"ScreamandDecide")
E16W A 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
// TNT1 A 0 A_SpawnItemEx("BurnMiniFlame",random(20,-20),random(20,-20),random(30,50),0,0,frandom(1.0,3.0),0,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16W A 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16W B 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16W B 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16W C 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16W C 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16W D 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16W D 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16W E 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16W E 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16W F 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16W F 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
TNT1 A 0 A_GiveInventory("Counter",1)
Goto Spawn+2
ScreamandDecide:
TNT1 A 0 A_Jump(200,"Burn1Fallen")
TNT1 A 0 A_TakeInventory("Counter",255)
Goto Spawn+2
Burn1Fallen:
E16D A 2 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16D A 2 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16D B 2 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16D B 2 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16D C 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D D 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D E 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D F 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D G 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D H 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
TNT1 A 0 A_Jump(90,"Burn1End")
E16D C 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D D 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D E 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D F 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D G 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D H 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
Goto Burn1Fallen+16 //was 12
Burn1End:
E16D I 3
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(10,-10),random(10,-10),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D J 3
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(10,-10),random(10,-10),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D K 3 Bright
TNT1 A 0 A_SpawnItemEx("BurnSmoke",random(10,-10),random(10,-10),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D L 4
E16D M -1
Stop
}
}
//Burning State//
I may sound confusing to everyone, but heres that. Please reply to me, most appreciated
Question
JohnCook1994
Hello guys,
I need help on how to make monsters burn from a flare gun or a flamethrower, I've copied and pasted the GenericHumanBurn from Aeod's Data PK3 and copied the burning sprites from Aeod's main PK3. I want to make my zombieman run, burn, and die, so it could look fun. I have this copied down, this:
Actor GenericHumanBurn
{
-SOLID
-COUNTKILL
+DONTSPLASH
+FLOORCLIP
Radius 20
Height 56
Speed 10
PainChance 0
DamageType Fire
HitObituary "%o melted."
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(160,"Burn2")
TNT1 A 0 A_SpawnItemEx("GenericHumanBurn1",0,0,0,0,0,0,0,32)
Stop
Burn2:
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN A 3 Bright A_PlaySound("bcultist/burned")
TNT1 A 0 A_Explode(8,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN B 3 Bright
TNT1 A 0 A_Explode(8,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN C 3 Bright
TNT1 A 0 A_Explode(7,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN D 3 Bright
TNT1 A 0 A_Explode(7,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN E 3 Bright
TNT1 A 0 A_Explode(7,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN F 3 Bright
TNT1 A 0 A_Explode(7,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN G 3 Bright
TNT1 A 0 A_Explode(7,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN H 3 Bright
TNT1 A 0 A_Explode(7,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN I 3 Bright
TNT1 A 0 A_Explode(7,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN J 3 Bright
TNT1 A 0 A_Explode(7,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN K 3 Bright
TNT1 A 0 A_Explode(7,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN L 3 Bright
TNT1 A 0 A_Explode(7,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN M 3 Bright
TNT1 A 0 A_Explode(6,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
BURN N 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(20,55),0,0,frandom(0.5,3.0),0,32)
BURN O 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(20,45),0,0,frandom(0.5,3.0),0,32)
BURN P 3 Bright
TNT1 A 0 A_Explode(4,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(20,45),0,0,frandom(0.5,3.0),0,32)
BURN Q 3 Bright
TNT1 A 0 A_Explode(3,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(10,35),0,0,frandom(0.5,3.0),0,32)
BURN R 3 Bright
TNT1 A 0 A_Explode(3,32)
TNT1 A 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(10,35),0,0,frandom(0.5,3.0),0,32)
BURN S 3 Bright
TNT1 A 0 A_Explode(2,32)
TNT1 A 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(10,35),0,0,frandom(0.5,3.0),0,32)
BURN T 3 BrighT
TNT1 A 0 A_Explode(2,32)
TNT1 A 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(10,25),0,0,frandom(0.5,3.0),0,32)
BURN U 3 BrighT
TNT1 A 0 A_Explode(2,32)
BURN V -1
Stop
}
}
Actor GenericHumanBurn1
{
-SOLID
-COUNTKILL
+DONTSPLASH
+FLOORCLIP
Radius 20
Height 56
Speed 10
PainChance 0
Scale 0.45
DamageType Fire
HitObituary "%o melted."
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySound("formundead/burned")
TNT1 A 0 A_JumpIfInventory("Counter",5,"ScreamandDecide")
E16W A 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
// TNT1 A 0 A_SpawnItemEx("BurnMiniFlame",random(20,-20),random(20,-20),random(30,50),0,0,frandom(1.0,3.0),0,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16W A 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16W B 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16W B 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16W C 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16W C 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16W D 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16W D 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16W E 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16W E 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16W F 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16W F 2 Bright A_Wander
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
TNT1 A 0 A_GiveInventory("Counter",1)
Goto Spawn+2
ScreamandDecide:
TNT1 A 0 A_Jump(200,"Burn1Fallen")
TNT1 A 0 A_TakeInventory("Counter",255)
Goto Spawn+2
Burn1Fallen:
E16D A 2 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16D A 2 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16D B 2 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16D B 2 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(20,-20),random(20,-20),random(45,55),0,0,frandom(0.5,3.0),0,32)
E16D C 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D D 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D E 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D F 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D G 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D H 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
TNT1 A 0 A_Jump(90,"Burn1End")
E16D C 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D D 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D E 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D F 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D G 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D H 3 Bright
TNT1 A 0 A_Explode(5,32)
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(15,-15),random(15,-15),random(20,25),0,0,frandom(0.5,3.0),0,32)
Goto Burn1Fallen+16 //was 12
Burn1End:
E16D I 3
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(10,-10),random(10,-10),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D J 3
TNT1 AA 0 A_SpawnItemEx("BurnSmoke",random(10,-10),random(10,-10),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D K 3 Bright
TNT1 A 0 A_SpawnItemEx("BurnSmoke",random(10,-10),random(10,-10),random(20,25),0,0,frandom(0.5,3.0),0,32)
E16D L 4
E16D M -1
Stop
}
}
//Burning State//
I may sound confusing to everyone, but heres that. Please reply to me, most appreciated
JohnCook1994 (CookAGK9000)
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