Classes:ArchvileFire
The temporary flame sprite which follows an Archvile's target while it attacks. Note that this actor does not shoot other actors or players in the air. For that use A_VileAttack.
Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
|
| Arch-Vile fire | |||
|---|---|---|---|
| Actor type | Explosive | Game | |
| DoomEd Number | None | Class Name | ArchvileFire |
| Spawn ID | 98 | Identifier | T_TEMPLARGEFLAME |
Classes: ArchvileFire
This is the only standard actor in Doom that calls an action function in its spawn state without looping back to it. As a result, since action functions are called only on state changes and spawning is not a state change, A_StartFire is never actually executed.
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 ArchvileFire : Actor { Default { +NOBLOCKMAP +NOGRAVITY +ZDOOMTRANS RenderStyle "Add"; Alpha 1; } States { Spawn: FIRE A 2 BRIGHT A_StartFire; FIRE BAB 2 BRIGHT A_Fire; FIRE C 2 BRIGHT A_FireCrackle; FIRE BCBCDCDCDEDED 2 BRIGHT A_Fire; FIRE E 2 BRIGHT A_FireCrackle; FIRE FEFEFGHGHGH 2 BRIGHT A_Fire; Stop; } }
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 ArchvileFire
{
+NOBLOCKMAP
+NOGRAVITY
RenderStyle Add
Alpha 1
States
{
Spawn:
FIRE A 2 Bright A_StartFire
FIRE BAB 2 Bright A_Fire
FIRE C 2 Bright A_FireCrackle
FIRE BCBCDCDCDEDED 2 Bright A_Fire
FIRE E 2 Bright A_FireCrackle
FIRE FEFEFGHGHGH 2 Bright A_Fire
Stop
}
}
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