Xkower8181
Member
The title of thread say what's my problem and so here i give you my soc
EDIT:Monster Iestyn helped me in irc chat so this thread can be closed
#Thanks "Lat" for making original AMT Crawla SOC for SRB2 2.1,
#Remember to give credits to me while putting this boss in leval pack
#Credits: "Lat" (Credited on the beggining),Me (For making the idea and realizing it),You (For just wanting to use it or just to check out it's mad SOC)
Level 1
Levelname = EMT CRAWLA BOSS
Act = 0
MusicSlot = 3
NoZone = 1
TypeOfLevel = Singleplayer,Co-op
NextLevel = 4
SkyNum = 8
RecordAttack = true
LevelSelect = 1
BonusType = Boss
FREESLOT
S_AMTCPAIN1
S_AMTCPAIN2
S_AMTCPAIN3
S_AMTCPAIN4
S_AMTCDEATH1
S_AMTCDEATH2
S_AMTCDEATH3
S_AMTCDEATH4
S_AMTCDEATH5
S_AMTCDEATH6
S_AMTCDEATH7
S_AMTCDEATH8
S_AMTCDEATH9
S_AMTCDEATH10
S_AMTCDEATH11
S_AMTCDEATH12
S_AMTCDEATH13
S_AMTCDEATH14
MT_EAMTCRAWLA
S_EAMTLOOK1
S_EAMTLOOK2
S_EAMTFIRE1
S_EAMTFIRE2
S_EAMTCHASE1
S_EAMTCHASE2
S_EAMTCHASE3
S_EAMTCHASE4
S_EAMTCHASE5
S_EAMTCHASE6
S_EAMTCHASE7
S_EAMTCHASE8
S_EAMTCHASE9
S_EAMTCHASE10
S_EAMTCHASE11
S_EAMTCHASE12
S_EAMTCHASE13
S_EAMTCHASE14
S_EAMTCHASE15
S_EAMTCHASE16
S_EAMTCHASE17
S_EAMTCHASE18
S_EAMTCHASE19
S_EAMTCHASE20
S_EAMTCHASE21
S_EAMTCHASE22
S_EAMTCHASE23
S_EAMTCHASE24
S_EAMTCHASE25
S_EAMTSTAND
S_EAMTJUMP1
S_EAMTJUMP2
S_PINCHTIME
S_PINCH
S_PINCHJUMP1
S_PINCHJUMP2
S_PINCHJUMP3
S_PINCHJUMP4
S_SECONDTYPEPINCHJUMP1
S_SECONDTYPEPINCHJUMP2
S_SECONDTYPEPINCHJUMP3
S_PINCHJUMPTARGET1
S_PINCHJUMPTARGET2
S_PINCHATTACKATL1
S_PINCHATTACKATL2
S_PINCHATTACKATL3
S_PINCHATTACKATL4
S_PINCHATTACK1
S_PINCHATTACK2
S_PINCHATTACK3
S_PINCHATTACK4
S_PINCHAIRRUSH1
S_PINCHAIRRUSH2
SPR_EMTC
MT_EXROCKET
S_EXROCKET
SPR_EXMS
Thing MT_EAMTCRAWLA
MapThingNum = 4021
SpawnState = S_EAMTLOOK1
SpawnHealth = 10
SeeState = S_EAMTFIRE1
SeeSound = sfx_none
ReactionTime = 10
AttackSound = sfx_none
PainState = S_AMTCPAIN1
PainChance = 200
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DEATHSTATE = S_AMTCDEATH1
DEATHSOUND = sfx_cybdth
XDEATHSTATE = S_NULL
RAISESTATE = S_NULL
SPEED = 10
RADIUS = 1572864
HEIGHT = 2097152
MASS = 100
DAMAGE = 5
ACTIVESOUND = 0
FLAGS = MF_BOSS|MF_SHOOTABLE|MF_SPECIAL
STATE S_EAMTLOOK1
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 1
NEXT = S_EAMTLOOK2
ACTION = A_Look
VAR1 = 1
VAR2 = 0
STATE S_EAMTLOOK2
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 1
NEXT = S_EAMTLOOK1
ACTION = A_Look
VAR1 = 1
VAR2 = 0
State S_AMTCPAIN1
SpriteName = EMTC
SpriteFrame = A
Duration = 1
Next = S_AMTCPAIN2
Action = A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 1
# Play hit sound.
State S_AMTCPAIN2
SpriteName = EMTC
SpriteFrame = A
Duration = 1
Next = S_AMTCPAIN3
Action = A_PlaySound
Var1 = sfx_dmpain
Var2 = 1
# Hop away from the player.
State S_AMTCPAIN3
SpriteName = EMTC
SpriteFrame = A
Duration = 17
Next = S_AMTCPAIN4
Action = A_BunnyHop
Var1 = 10
Var2 = -16
# Make the enemy vulnerable again.
State S_AMTCPAIN4
SpriteName = EMTC
SpriteFrame = A
Duration = 1
NEXT = S_EAMTLOOK1
Action = A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 2
#AMT Crawla firing at the player, chasing him and restarts the action:
STATE S_EAMTFIRE1
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_EAMTFIRE2
ACTION = A_FireShot
VAR1 = MT_EXROCKET
VAR2 = 0
STATE S_EAMTFIRE2
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_EAMTCHASE1
ACTION = A_FireShot
VAR1 = MT_EXROCKET
VAR2 = 0
STATE S_EAMTCHASE1
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE2
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE2
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE3
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE3
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE4
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE4
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE5
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE5
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE6
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE6
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE7
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE7
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE8
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE8
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE9
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE9
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE10
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE10
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE11
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE11
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE12
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE12
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE13
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE13
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE14
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE14
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE15
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE15
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE16
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE16
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE17
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE17
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE18
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE18
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE19
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE19
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE20
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE20
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE21
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE21
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE22
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE22
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE23
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE23
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE24
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE24
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE25
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE25
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTJUMP1
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTJUMP1
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 1
NEXT = S_EAMTJUMP2
ACTION = A_PlaySound
VAR1 = sfx_spring
VAR2 = 1
STATE S_EAMTJUMP2
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 10
NEXT = S_PINCHTIME
ACTION = A_BunnyHop
VAR1 = 10
VAR2 = 16
FRAME S_PINCHTIME
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 1
NEXT = S_EAMTSTAND
ACTION A_CheckHealth
VAR1 = 5
VAR2 = S_PINCH
FRAME S_PINCH
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 5
NEXT = S_PINCH
ACTION A_RandomState
VAR1 = S_PINCHJUMPTARGET1
VAR2 = S_SECONDTYPEPINCHJUMP1
#AMT Crawla Standing for firing to the player:
STATE S_EAMTSTAND
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 5
NEXT = S_EAMTLOOK1
ACTION = A_FaceTarget
VAR1 = 0
VAR2 = 0
STATE S_SECONDTYPEPINCHJUMP1
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_SECONDTYPEPINCHJUMP2
ACTION = A_FaceTarget
VAR1 = 0
VAR2 = 0
STATE S_PINCHJUMPTARGET1
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHJUMP1
ACTION = A_FaceTarget
VAR1 = 0
VAR2 = 0
STATE S_PINCHJUMPTARGET2
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHJUMP3
ACTION = A_FaceTarget
VAR1 = 0
VAR2 = 0
STATE S_PINCHJUMP1
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHJUMP2
ACTION = A_PlaySound
VAR1 = sfx_spring
VAR2 = 1
STATE S_SECONDTYPEPINCHJUMP2
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_SECONDTYPEPINCHJUMP3
ACTION = A_PlaySound
VAR1 = sfx_spring
VAR2 = 1
STATE S_PINCHJUMP3
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHJUMP4
ACTION = A_PlaySound
VAR1 = sfx_spring
VAR2 = 1
STATE S_PINCHJUMP2
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHJUMPTARGET2
ACTION = A_BunnyHop
VAR1 = 10
VAR2 = 16
STATE S_PINCHJUMP4
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHATTACKALT1
ACTION = A_BunnyHop
VAR1 = 10
VAR2 = 16
STATE S_SECONDTYPEPINCHJUMP3
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHATTACK1
ACTION = A_BunnyHop
VAR1 = 10
VAR2 = 16
STATE S_PINCHATTACK2
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 1
NEXT = S_PINCHFIRE3
ACTION = A_FireShot
VAR1 = MT_EXROCKET
VAR2 = 0
STATE S_PINCHATTACK4
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 1
NEXT = S_PINCHAIRDASH1
ACTION = A_FireShot
VAR1 = MT_EXROCKET
VAR2 = 0
STATE S_PINCHATTACKALT2
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 1
NEXT = S_PINCHFIREALT3
ACTION = A_FireShot
VAR1 = MT_EXROCKET
VAR2 = 0
STATE S_PINCHATTACKALT4
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 1
NEXT = S_AEMTSTAND
ACTION = A_FireShot
VAR1 = MT_EXROCKET
VAR2 = 0
STATE S_PINCHATTACKALT1
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHATTACKALT2
ACTION = A_FaceTarget
VAR1 = 0
VAR2 = 0
STATE S_PINCHATTACKALT3
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHATTACKALT4
ACTION = A_FaceTarget
VAR1 = 0
VAR2 = 0
STATE S_PINCHATTACK1
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHATTACK2
ACTION = A_FaceTarget
VAR1 = 0
VAR2 = 0
STATE S_PINCHATTACK3
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHATTACK4
ACTION = A_FaceTarget
VAR1 = 0
VAR2 = 0
STATE S_PINCHAIRRUSH1
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHAIRRUSH2
ACTION = A_FaceTarget
VAR1 = 0
VAR2 = 0
STATE S_PINCHAIRRUSH2
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_EAMTSTAND
ACTION A_Thrust
VAR1 = 70
VAR2 = 0
STATE S_AMTCDEATH1
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH2
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH2
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH3
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH3
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH4
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH4
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH5
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH5
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH6
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH6
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH7
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH7
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH8
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH8
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH9
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH9
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH10
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH10
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH11
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH11
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH12
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH12
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH13
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH13
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 1
NEXT = S_AMTCDEATH14
ACTION = A_AwardScore
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH14
SPRITENAME = NULL
SPRITEFRAME = A
DURATION = 5
NEXT = S_NULL
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
Thing MT_EXROCKET
Mapthingnum = -1
Spawnstate = S_EXROCKET
Seesound = sfx_rlaunc
deathstate = S_RINGEXPLODE
deathsound = sfx_pop
Spawnhealth = 1000
reactiontime = 8
painchance = 192*FRACUNIT
radius = 11*FRACUNIT
speed = 20*FRACUNIT
mass = 100
damage = 1
flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY
height = 8*FRACUNIT
STATE S_EXROCKET
SPRITENAME = EXMS
SPRITEFRAME = A
DURATION = 1
NEXT = S_EXROCKET
ACTION = A_SmokeTrailer
VAR1 = MT_SMOKE
VAR2 = 0
#Remember to give credits to me while putting this boss in leval pack
#Credits: "Lat" (Credited on the beggining),Me (For making the idea and realizing it),You (For just wanting to use it or just to check out it's mad SOC)
Level 1
Levelname = EMT CRAWLA BOSS
Act = 0
MusicSlot = 3
NoZone = 1
TypeOfLevel = Singleplayer,Co-op
NextLevel = 4
SkyNum = 8
RecordAttack = true
LevelSelect = 1
BonusType = Boss
FREESLOT
S_AMTCPAIN1
S_AMTCPAIN2
S_AMTCPAIN3
S_AMTCPAIN4
S_AMTCDEATH1
S_AMTCDEATH2
S_AMTCDEATH3
S_AMTCDEATH4
S_AMTCDEATH5
S_AMTCDEATH6
S_AMTCDEATH7
S_AMTCDEATH8
S_AMTCDEATH9
S_AMTCDEATH10
S_AMTCDEATH11
S_AMTCDEATH12
S_AMTCDEATH13
S_AMTCDEATH14
MT_EAMTCRAWLA
S_EAMTLOOK1
S_EAMTLOOK2
S_EAMTFIRE1
S_EAMTFIRE2
S_EAMTCHASE1
S_EAMTCHASE2
S_EAMTCHASE3
S_EAMTCHASE4
S_EAMTCHASE5
S_EAMTCHASE6
S_EAMTCHASE7
S_EAMTCHASE8
S_EAMTCHASE9
S_EAMTCHASE10
S_EAMTCHASE11
S_EAMTCHASE12
S_EAMTCHASE13
S_EAMTCHASE14
S_EAMTCHASE15
S_EAMTCHASE16
S_EAMTCHASE17
S_EAMTCHASE18
S_EAMTCHASE19
S_EAMTCHASE20
S_EAMTCHASE21
S_EAMTCHASE22
S_EAMTCHASE23
S_EAMTCHASE24
S_EAMTCHASE25
S_EAMTSTAND
S_EAMTJUMP1
S_EAMTJUMP2
S_PINCHTIME
S_PINCH
S_PINCHJUMP1
S_PINCHJUMP2
S_PINCHJUMP3
S_PINCHJUMP4
S_SECONDTYPEPINCHJUMP1
S_SECONDTYPEPINCHJUMP2
S_SECONDTYPEPINCHJUMP3
S_PINCHJUMPTARGET1
S_PINCHJUMPTARGET2
S_PINCHATTACKATL1
S_PINCHATTACKATL2
S_PINCHATTACKATL3
S_PINCHATTACKATL4
S_PINCHATTACK1
S_PINCHATTACK2
S_PINCHATTACK3
S_PINCHATTACK4
S_PINCHAIRRUSH1
S_PINCHAIRRUSH2
SPR_EMTC
MT_EXROCKET
S_EXROCKET
SPR_EXMS
Thing MT_EAMTCRAWLA
MapThingNum = 4021
SpawnState = S_EAMTLOOK1
SpawnHealth = 10
SeeState = S_EAMTFIRE1
SeeSound = sfx_none
ReactionTime = 10
AttackSound = sfx_none
PainState = S_AMTCPAIN1
PainChance = 200
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DEATHSTATE = S_AMTCDEATH1
DEATHSOUND = sfx_cybdth
XDEATHSTATE = S_NULL
RAISESTATE = S_NULL
SPEED = 10
RADIUS = 1572864
HEIGHT = 2097152
MASS = 100
DAMAGE = 5
ACTIVESOUND = 0
FLAGS = MF_BOSS|MF_SHOOTABLE|MF_SPECIAL
STATE S_EAMTLOOK1
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 1
NEXT = S_EAMTLOOK2
ACTION = A_Look
VAR1 = 1
VAR2 = 0
STATE S_EAMTLOOK2
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 1
NEXT = S_EAMTLOOK1
ACTION = A_Look
VAR1 = 1
VAR2 = 0
State S_AMTCPAIN1
SpriteName = EMTC
SpriteFrame = A
Duration = 1
Next = S_AMTCPAIN2
Action = A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 1
# Play hit sound.
State S_AMTCPAIN2
SpriteName = EMTC
SpriteFrame = A
Duration = 1
Next = S_AMTCPAIN3
Action = A_PlaySound
Var1 = sfx_dmpain
Var2 = 1
# Hop away from the player.
State S_AMTCPAIN3
SpriteName = EMTC
SpriteFrame = A
Duration = 17
Next = S_AMTCPAIN4
Action = A_BunnyHop
Var1 = 10
Var2 = -16
# Make the enemy vulnerable again.
State S_AMTCPAIN4
SpriteName = EMTC
SpriteFrame = A
Duration = 1
NEXT = S_EAMTLOOK1
Action = A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 2
#AMT Crawla firing at the player, chasing him and restarts the action:
STATE S_EAMTFIRE1
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_EAMTFIRE2
ACTION = A_FireShot
VAR1 = MT_EXROCKET
VAR2 = 0
STATE S_EAMTFIRE2
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_EAMTCHASE1
ACTION = A_FireShot
VAR1 = MT_EXROCKET
VAR2 = 0
STATE S_EAMTCHASE1
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE2
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE2
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE3
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE3
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE4
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE4
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE5
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE5
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE6
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE6
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE7
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE7
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE8
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE8
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE9
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE9
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE10
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE10
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE11
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE11
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE12
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE12
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE13
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE13
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE14
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE14
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE15
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE15
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE16
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE16
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE17
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE17
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE18
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE18
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE19
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE19
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE20
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE20
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE21
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE21
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE22
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE22
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE23
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE23
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTCHASE24
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE24
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 4
NEXT = S_EAMTCHASE25
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTCHASE25
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 4
NEXT = S_EAMTJUMP1
ACTION = A_Chase
VAR1 = 0
VAR2 = 0
STATE S_EAMTJUMP1
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 1
NEXT = S_EAMTJUMP2
ACTION = A_PlaySound
VAR1 = sfx_spring
VAR2 = 1
STATE S_EAMTJUMP2
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 10
NEXT = S_PINCHTIME
ACTION = A_BunnyHop
VAR1 = 10
VAR2 = 16
FRAME S_PINCHTIME
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 1
NEXT = S_EAMTSTAND
ACTION A_CheckHealth
VAR1 = 5
VAR2 = S_PINCH
FRAME S_PINCH
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 5
NEXT = S_PINCH
ACTION A_RandomState
VAR1 = S_PINCHJUMPTARGET1
VAR2 = S_SECONDTYPEPINCHJUMP1
#AMT Crawla Standing for firing to the player:
STATE S_EAMTSTAND
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 5
NEXT = S_EAMTLOOK1
ACTION = A_FaceTarget
VAR1 = 0
VAR2 = 0
STATE S_SECONDTYPEPINCHJUMP1
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_SECONDTYPEPINCHJUMP2
ACTION = A_FaceTarget
VAR1 = 0
VAR2 = 0
STATE S_PINCHJUMPTARGET1
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHJUMP1
ACTION = A_FaceTarget
VAR1 = 0
VAR2 = 0
STATE S_PINCHJUMPTARGET2
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHJUMP3
ACTION = A_FaceTarget
VAR1 = 0
VAR2 = 0
STATE S_PINCHJUMP1
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHJUMP2
ACTION = A_PlaySound
VAR1 = sfx_spring
VAR2 = 1
STATE S_SECONDTYPEPINCHJUMP2
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_SECONDTYPEPINCHJUMP3
ACTION = A_PlaySound
VAR1 = sfx_spring
VAR2 = 1
STATE S_PINCHJUMP3
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHJUMP4
ACTION = A_PlaySound
VAR1 = sfx_spring
VAR2 = 1
STATE S_PINCHJUMP2
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHJUMPTARGET2
ACTION = A_BunnyHop
VAR1 = 10
VAR2 = 16
STATE S_PINCHJUMP4
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHATTACKALT1
ACTION = A_BunnyHop
VAR1 = 10
VAR2 = 16
STATE S_SECONDTYPEPINCHJUMP3
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHATTACK1
ACTION = A_BunnyHop
VAR1 = 10
VAR2 = 16
STATE S_PINCHATTACK2
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 1
NEXT = S_PINCHFIRE3
ACTION = A_FireShot
VAR1 = MT_EXROCKET
VAR2 = 0
STATE S_PINCHATTACK4
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 1
NEXT = S_PINCHAIRDASH1
ACTION = A_FireShot
VAR1 = MT_EXROCKET
VAR2 = 0
STATE S_PINCHATTACKALT2
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 1
NEXT = S_PINCHFIREALT3
ACTION = A_FireShot
VAR1 = MT_EXROCKET
VAR2 = 0
STATE S_PINCHATTACKALT4
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 1
NEXT = S_AEMTSTAND
ACTION = A_FireShot
VAR1 = MT_EXROCKET
VAR2 = 0
STATE S_PINCHATTACKALT1
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHATTACKALT2
ACTION = A_FaceTarget
VAR1 = 0
VAR2 = 0
STATE S_PINCHATTACKALT3
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHATTACKALT4
ACTION = A_FaceTarget
VAR1 = 0
VAR2 = 0
STATE S_PINCHATTACK1
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHATTACK2
ACTION = A_FaceTarget
VAR1 = 0
VAR2 = 0
STATE S_PINCHATTACK3
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHATTACK4
ACTION = A_FaceTarget
VAR1 = 0
VAR2 = 0
STATE S_PINCHAIRRUSH1
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_PINCHAIRRUSH2
ACTION = A_FaceTarget
VAR1 = 0
VAR2 = 0
STATE S_PINCHAIRRUSH2
SPRITENAME = EMTC
SPRITEFRAME = B
DURATION = 1
NEXT = S_EAMTSTAND
ACTION A_Thrust
VAR1 = 70
VAR2 = 0
STATE S_AMTCDEATH1
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH2
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH2
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH3
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH3
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH4
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH4
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH5
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH5
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH6
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH6
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH7
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH7
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH8
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH8
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH9
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH9
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH10
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH10
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH11
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH11
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH12
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH12
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 8
NEXT = S_AMTCDEATH13
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH13
SPRITENAME = EMTC
SPRITEFRAME = A
DURATION = 1
NEXT = S_AMTCDEATH14
ACTION = A_AwardScore
VAR1 = 0
VAR2 = 0
STATE S_AMTCDEATH14
SPRITENAME = NULL
SPRITEFRAME = A
DURATION = 5
NEXT = S_NULL
ACTION = A_BossScream
VAR1 = 0
VAR2 = 0
Thing MT_EXROCKET
Mapthingnum = -1
Spawnstate = S_EXROCKET
Seesound = sfx_rlaunc
deathstate = S_RINGEXPLODE
deathsound = sfx_pop
Spawnhealth = 1000
reactiontime = 8
painchance = 192*FRACUNIT
radius = 11*FRACUNIT
speed = 20*FRACUNIT
mass = 100
damage = 1
flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY
height = 8*FRACUNIT
STATE S_EXROCKET
SPRITENAME = EXMS
SPRITEFRAME = A
DURATION = 1
NEXT = S_EXROCKET
ACTION = A_SmokeTrailer
VAR1 = MT_SMOKE
VAR2 = 0
EDIT:Monster Iestyn helped me in irc chat so this thread can be closed
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