Classes:Arachnotron
Arachnotrons are spider-like enemies that first appear in Doom 2. Their choice of weapon is plasma, which deals the same damage as the player's plasma rifle, although the colors are different and they do not fire as fast.
Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
|
| Arachnotron | |||
|---|---|---|---|
| Actor type | Monster | Game | |
| DoomEd Number | 68 | Class Name | Arachnotron |
| Spawn ID | 6 | Identifier | T_ARACHNOTRON |
Classes: Arachnotron
→StealthArachnotron
ZScript definition
| Note: The ZScript definition below is for reference and may be different in the current version of GZDoom.The most up-to-date version of this code can be found on GZDoom GitHub. |
class Arachnotron : Actor { Default { Health 500; Radius 64; Height 64; Mass 600; Speed 12; PainChance 128; Monster; +FLOORCLIP +BOSSDEATH SeeSound "baby/sight"; PainSound "baby/pain"; DeathSound "baby/death"; ActiveSound "baby/active"; Obituary "$OB_BABY"; Tag "$FN_ARACH"; } States { Spawn: BSPI AB 10 A_Look; Loop; See: BSPI A 20; BSPI A 3 A_BabyMetal; BSPI ABBCC 3 A_Chase; BSPI D 3 A_BabyMetal; BSPI DEEFF 3 A_Chase; Goto See+1; Missile: BSPI A 20 BRIGHT A_FaceTarget; BSPI G 4 BRIGHT A_BspiAttack; BSPI H 4 BRIGHT; BSPI H 1 BRIGHT A_SpidRefire; Goto Missile+1; Pain: BSPI I 3; BSPI I 3 A_Pain; Goto See+1; Death: BSPI J 20 A_Scream; BSPI K 7 A_NoBlocking; BSPI LMNO 7; BSPI P -1 A_BossDeath; Stop; Raise: BSPI P 5; BSPI ONMLKJ 5; Goto See+1; } } extend class Actor { void A_BspiAttack() { if (target) { A_FaceTarget(); SpawnMissile(target, "ArachnotronPlasma"); } } void A_BabyMetal() { A_StartSound("baby/walk", CHAN_BODY, CHANF_DEFAULT, 1, ATTN_IDLE); A_Chase(); } }
DECORATE definition
| Note: This is legacy code, kept here for reference only. DECORATE is still supported but no longer used by GZDoom. GZDoom internally uses the ZScript definition above. |
ACTOR Arachnotron
{
Health 500
Radius 64
Height 64
Mass 600
Speed 12
PainChance 128
Monster
+FLOORCLIP
+BOSSDEATH
SeeSound "baby/sight"
PainSound "baby/pain"
DeathSound "baby/death"
ActiveSound "baby/active"
Obituary "$OB_BABY"
States
{
Spawn:
BSPI AB 10 A_Look
Loop
See:
BSPI A 20
BSPI A 3 A_BabyMetal
BSPI ABBCC 3 A_Chase
BSPI D 3 A_BabyMetal
BSPI DEEFF 3 A_Chase
Goto See+1
Missile:
BSPI A 20 Bright A_FaceTarget
BSPI G 4 Bright A_BspiAttack
BSPI H 4 Bright
BSPI H 1 Bright A_SpidRefire
Goto Missile+1
Pain:
BSPI I 3
BSPI I 3 A_Pain
Goto See+1
Death:
BSPI J 20 A_Scream
BSPI K 7 A_NoBlocking
BSPI LMNO 7
BSPI P -1 A_BossDeath
Stop
Raise:
BSPI P 5
BSPI ONMLKJ 5
Goto See+1
}
}
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