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The Macubus Fireball

edited 2014 Jun 5 in DOOM
Header { Version = 6 }

SkipIf -nofxmod

# -----------------------------------------------
# -                 MancFireball                - by Dani J
# -----------------------------------------------
#------------------------------------------------------------------
# STATE DEFINITIONS

state {
  ID = "FATSHOT1"
  Sprite = "MANF"
  Frame = 32768
  Tics = 4
  Next state = "FATSHOT2"
}

State {
  ID = "FATSHOT2"
  Sprite = "MANF"
  Frame = 32769
  Tics = 4
  Next state = "FATSHOT1"
}

State {
  ID = "FATSHOTX1"
  Sprite = "MISL"
  Frame = 32769
  Tics = 8
  Next state = "FATSHOTX2"
}

State {
  ID = "FATSHOTX2"
  Sprite = "MISL"
  Frame = 32770
  Tics = 6
  Next state = "FATSHOTX3"
}

State {
  ID = "FATSHOTX3"
  Sprite = "MISL"
  Frame = 32771
  Tics = 4
  Next state = "NULL"
}

#------------------------------------------------------------------
# MODEL DEFINITIONS

ModelPath "data\jdoom\Models\Projectiles\MancFireball"

Model {
  State = "FATSHOT1"
  Scale = 0
  Skin tics = 1
  Offset XYZ { 0 2 0 }
  Flags = fullbright | movpitch
  Md2{
   	File = "MancFireball.dmd"
   	Frame = "MANFA"
   	Skin range = 8
	}
}

Copy Model {
  State = "FATSHOT2"
  Md2{
	Frame = "MANFB"
	}
}

ModelPath "data\jdoom\Models\FX\Explosions"

Model {
  State = "FATSHOTX1"
  Scale = 0
  Offset = 3
  Skin tics = 1
  Flags = noz | brightshadow2 | fullbright
  Md2{
   	Skin range = 8
   	File = "explosion_new.dmd"
   	Frame = "0"
	}
}

Copy Model {
  State = "FATSHOTX1"
  Inter = 0.99
  Md2{
	Frame = "3"
	Skin = 1
	}
}

Model {
  State = "FATSHOTX2"
  Scale = .3
  Offset = 3
  Flags = noz | brightshadow2 | fullbright
  Md2{
   	File = "explosion_new.dmd"
   	Frame = "3"
   	Skin = 8
	}
}

Copy Model {
  State = "FATSHOTX2"
  Inter = 0.16
  Md2{
	Frame = "4"
	Skin = 9
	}
}
Copy Model {
  State = "FATSHOTX2"
  Inter = 0.33
  Md2{
	Frame = "5"
	Skin = 10
	}
}
Copy Model {
  State = "FATSHOTX2"
  Inter = 0.5
  Md2{
	Frame = "6"
	Skin = 11
	}
}
Copy Model {
  State = "FATSHOTX2"
  Inter = 0.66
  Md2{
	Frame = "7"
	Skin = 12
	}
}
Copy Model {
  State = "FATSHOTX2"
  Inter = 0.83
  Md2{
	Skin = 12
	}
}
Copy Model {
  State = "FATSHOTX3"
  Inter = 0
  Md2{
	Skin = 13
	}
}
Copy Model {
  State = "FATSHOTX3"
  Inter = 0.25
  Md2{
	Skin = 14
	}
}
Copy Model {
  State = "FATSHOTX3"
  Inter = 0.5
  Md2{
	Skin = 15
	}
}


#------------------------------------------------------------------
# LIGHT DEFINITIONS

Light{
  State = "FATSHOT1"
  Flags = nohalo
  Size = .65
  Red = .8
  Green = .05
  Blue = .05
}

Light{
  State = "FATSHOT2"
  Flags = nohalo
  Size = .55
  Red = .8
  Green = .05
  Blue = .05
}

Light{
  State = "FATSHOTX1"
  Flags = nohalo
  Size = 1
  Red = .8
  Green = .05
  Blue = .05
}

Light{
  State = "FATSHOTX2"
  Flags = nohalo
  Size = .6
  Red = .8
  Green = .05
  Blue = .05
}

Light{
  State = "FATSHOTX3"
  Flags = nohalo
  Size = .4
  Red = .8
  Green = .05
  Blue = .05
}


#------------------------------------------------------------------
# PARTICLE DEFINITIONS

# Smoke Trail

Generator {
  State = "FATSHOT1"
  Flags = srcvel | srcdir | blend
  Center { -4 0 0 }
  Speed = -1
  Speed rnd = 0.2
  Spawn radius = 5.8
  Spawn age = 10
  Max age = -1
  Particles = 3000
  Spawn rate = 20
  Vector rnd = 3
  Stage {
   Type = "pt_point";
   Flags = "ptf_bright";
   Tics = 3;
   Radius = 8;
   Resistance = .1;
   Color { 1 0.2 0 0.2 };
   };
  Stage {
   Type = "pt_tex01";
   Flags = "ptf_bright";
   Tics = 5;
   Radius = 16;
   Resistance = .1;
   Color { 0.7 0.1 0.1 0.2 };
   };
  Stage {
   Type = "pt_tex08";
   Flags = "ptf_bright";
   Tics = 3;
   Radius = 4;
   Resistance = .1;
   Color { 1 0.2 0 0.1 };
   };
}

# Explosion

Generator {
  State = "FATSHOTX1"
  Flags = blend
  Speed = 2
  Speed rnd = 0.2
  Spawn radius = 5
  Spawn age = 4
  Max age = 50
  Particles = 3000
  Spawn rate = 10
  Vector rnd = 1
  Stage {
   Type = "pt_point";
   Flags = "ptf_bright";
   Tics = 15;
   Radius = 8;
   Bounce = 0;
   Resistance = .01;
   Color { 0.5 0 0 .3 };
   };
  Stage {
   Type = "pt_point";
   Flags = "ptf_bright";
   Tics = 15;
   Radius = 8;
   Bounce = 0;
   Resistance = .01;
   Color { 0.5 0 0 .3 };
   };
  Stage {
   Type = "pt_tex08";
   Flags = "ptf_bright";
   Tics = 5;
   Radius = 4;
   Color { 0.5 0 0 .1 };
   };
  Stage {
   Type = "pt_point";
   Flags = "ptf_bright";
   Radius = 20;
   Tics = 20;
   Color { 1 0 0 0};
   };
}

Edit: iklw.png here is the pic i have for it and i changed the last particle trail as it now looks better i think.
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