Classes:EntityBoss

From ZDoom Wiki
Revision as of 23:15, 11 August 2008 by Gez (talk | contribs) (New page: {{Actor| | type = Monster | name = Alien entity | class = EntityBoss | game = Strife | doomednum = 128 | convid = 74 }}Classes: SpectralMonster→<u>Enti...)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
  1. This actor is already defined in GZDoom, there's no reason to define it again.
  2. In fact, trying to define an actor with the same name will cause an error (because it already exists).
  3. If you want to make your own version of this actor, use inheritance.
  4. Definitions for existing actors are put on the wiki for reference purpose only.
Alien entity
Actor type Monster Game MiniStrifeLogoIcon.png (Strife)
DoomEd Number 128 Class Name EntityBoss
Conversation ID 74 Puzzle Item ID N/A


Classes: SpectralMonsterEntityBoss
This actor needs a description.

DECORATE definition

ACTOR EntityBoss : SpectralMonster 128
{
  Game Strife
  ConversationID 74,-1,-1
  Health 2500
  Painchance 255
  Speed 13
  Radius 130
  Height 200
  FloatSpeed 5
  Mass 1000
  Monster
  +SPECIAL
  +NOGRAVITY
  +FLOAT
  +SHADOW
  +NOTDMATCH
  +DONTMORPH
  +NOTARGET
  +NOBLOCKMONST
  +INCOMBAT
  +LOOKALLAROUND
  +SPECTRAL
  +NOICEDEATH
  MinMissileChance 150
  RenderStyle Translucent
  Alpha 0.5
  SeeSound "entity/sight"
  AttackSound "entity/melee"
  PainSound "entity/pain"
  DeathSound "entity/death"
  ActiveSound "entity/active"
  Obituary "$OB_ENTITY" // "%o felt the wrath of The One God."

  action native A_EntityAttack();
  action native A_EntityDeath();

  States
  {
  Spawn:
    MNAM A 100
    MNAM B 60 Bright
    MNAM CDEFGHIJKL 4 Bright
    MNAL A 4 Bright A_Look
    MNAL B 4 Bright A_SentinelBob
    Goto Spawn+12
  See:
    MNAL AB 4 Bright A_Chase
    MNAL C 4 Bright A_SentinelBob
    MNAL DEF 4 Bright A_Chase
    MNAL G 4 Bright A_SentinelBob
    MNAL HIJ 4 Bright A_Chase
    MNAL K 4 Bright A_SentinelBob
    Loop
  Melee:
    MNAL J 4 Bright A_FaceTarget
    MNAL I 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5)
    MNAL C 4 Bright
    Goto See+2
  Missile:
    MNAL F 4 Bright A_FaceTarget
    MNAL I 4 Bright A_EntityAttack
    MNAL E 4 Bright
    Goto See+10
  Pain:
    MNAL J 2 Bright A_Pain
    Goto See+6
  Death:
    MNAL L 7 Bright A_SpectreChunkSmall
    MNAL M 7 Bright A_Scream
    MNAL NO 7 Bright A_SpectreChunkSmall
    MNAL P 7 Bright A_SpectreChunkLarge
    MNAL Q 64 Bright A_SpectreChunkSmall
    MNAL Q 6 Bright A_EntityDeath
    Stop
  }
}