Classes:Cyberdemon

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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
  1. You do not need to copy that actor, since it is already defined.
  2. In fact, it's not just useless, it's actually harmful as it can cause problems.
  3. If you want to modify it, or use a modified version, using inheritance is the way to go.
  4. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
  5. There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
Cyberdemon
Actor type Monster Game MiniDoomLogoIcon.png (Doom)
DoomEd Number 16 Class Name Cyberdemon
Spawn ID 114 Identifier T_CYBERDEMON


Classes: Cyberdemon


With 4000 health, the Cyberdemon is the strongest enemy in Doom. They can take as many as four BFG shots to kill; with lesser weapons, this can require a lot of strafing around to dodge their rockets. It is recommended also to keep away from walls in their presence, as their rockets often inflict a lot of splash damage. As cyberdemons do not have a Raise state, they cannot be resurrected by archviles.

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 Cyberdemon : Actor
{
	Default
	{
		Health 4000;
		Radius 40;
		Height 110;
		Mass 1000;
		Speed 16;
		PainChance 20;
		Monster;
		MinMissileChance 160;
		+BOSS 
		+MISSILEMORE
		+FLOORCLIP
		+NORADIUSDMG
		+DONTMORPH
		+BOSSDEATH
		SeeSound "cyber/sight";
		PainSound "cyber/pain";
		DeathSound "cyber/death";
		ActiveSound "cyber/active";
		Obituary "$OB_CYBORG";
		Tag "$FN_CYBER";
	}
	States
	{
	Spawn:
		CYBR AB 10 A_Look;
		Loop;
	See:
		CYBR A 3 A_Hoof;
		CYBR ABBCC 3 A_Chase;
		CYBR D 3 A_Metal;
		CYBR D 3 A_Chase;
		Loop;
	Missile:
		CYBR E 6 A_FaceTarget;
		CYBR F 12 A_CyberAttack;
		CYBR E 12 A_FaceTarget;
		CYBR F 12 A_CyberAttack;
		CYBR E 12 A_FaceTarget;
		CYBR F 12 A_CyberAttack;
		Goto See;
	Pain:
		CYBR G 10 A_Pain;
		Goto See;
	Death:
		CYBR H 10;
		CYBR I 10 A_Scream;
		CYBR JKL 10;
		CYBR M 10 A_NoBlocking;
		CYBR NO 10;
		CYBR P 30;
		CYBR P -1 A_BossDeath;
		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 Cyberdemon
{
  Health 4000
  Radius 40
  Height 110
  Mass 1000
  Speed 16
  PainChance 20
  Monster
  MinMissileChance 160
  +BOSS
  +MISSILEMORE
  +FLOORCLIP
  +NORADIUSDMG
  +DONTMORPH
  +BOSSDEATH
  SeeSound "cyber/sight"
  PainSound "cyber/pain"
  DeathSound "cyber/death"
  ActiveSound "cyber/active"
  Obituary "$OB_CYBORG"
  States
  {
  Spawn:
    CYBR AB 10 A_Look
    Loop
  See:
    CYBR A 3 A_Hoof
    CYBR ABBCC 3 A_Chase
    CYBR D 3 A_Metal
    CYBR D 3 A_Chase
    Loop
  Missile:
    CYBR E 6 A_FaceTarget
    CYBR F 12 A_CyberAttack
    CYBR E 12 A_FaceTarget
    CYBR F 12 A_CyberAttack
    CYBR E 12 A_FaceTarget
    CYBR F 12 A_CyberAttack
    Goto See
  Pain:
    CYBR G 10 A_Pain
    Goto See
  Death:
    CYBR H 10
    CYBR I 10 A_Scream
    CYBR JKL 10
    CYBR M 10 A_NoBlocking
    CYBR NO 10
    CYBR P 30
    CYBR P -1 A_BossDeath
    Stop
  }
}