Classes:Acolyte
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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
|
Acolyte | |||
---|---|---|---|
Actor type | Monster | Game | (Strife) |
DoomEd Number | None | Class Name | Acolyte |
Classes: Actor → StrifeHumanoid → Acolyte
→AcolyteBlue
→AcolyteDGreen
→AcolyteGold
→AcolyteGray
→AcolyteLGreen
→AcolyteRed
→AcolyteRust
→AcolyteShadow
→AcolyteTan
→AcolyteToBe
The foot soldiers of The Order, Acolytes are "converted" humans armed with Assault Rifles, and in some cases Shadow Armor, making them Shadow Acolytes. They generally only attack you if the alarm has been sounded.
DECORATE definition
ACTOR Acolyte : StrifeHumanoid { Health 70 PainChance 150 Speed 7 Radius 24 Height 64 Mass 400 Monster +SEESDAGGERS +NOSPLASHALERT +FLOORCLIP +NEVERRESPAWN MinMissileChance 150 Tag "$TAG_ACOLYTE" // "ACOLYTE" SeeSound "acolyte/sight" PainSound "acolyte/pain" AttackSound "acolyte/rifle" DeathSound "acolyte/death" ActiveSound "acolyte/active" Obituary "$OB_ACOLYTE" // "%o was zealously shot down by an Acolyte." action native A_BeShadowyFoe(); action native A_AcolyteBits(); action native A_AcolyteDie(); States { Spawn: AGRD A 5 A_Look2 Wait AGRD B 8 A_ClearShadow Loop AGRD D 8 Loop AGRD ABCDABCD 5 A_Wander Loop See: AGRD A 6 Fast Slow A_AcolyteBits AGRD BCD 6 Fast Slow A_Chase Loop Missile: AGRD E 8 Fast Slow A_FaceTarget AGRD FE 4 Fast Slow A_ShootGun AGRD F 6 Fast Slow A_ShootGun Goto See Pain: AGRD O 8 Fast Slow A_Pain Goto See Death: AGRD G 4 AGRD H 4 A_Scream AGRD I 4 AGRD J 3 AGRD K 3 A_NoBlocking AGRD L 3 AGRD M 3 A_AcolyteDie AGRD N -1 Stop XDeath: GIBS A 5 A_NoBlocking GIBS BC 5 A_TossGib GIBS D 4 A_TossGib GIBS E 4 A_XScream GIBS F 4 A_TossGib GIBS GH 4 GIBS I 5 GIBS J 5 A_AcolyteDie GIBS K 5 GIBS L 1400 Stop } }