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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
- You do not need to copy that actor, since it is already defined.
- In fact, it's not just useless, it's actually harmful as it can cause problems.
- If you want to modify it, or use a modified version, using inheritance is the way to go.
- The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
- There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
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The Programmer's spectre
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Actor type
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Monster
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Game
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(Strife)
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DoomEd Number
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129
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Class Name
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AlienSpectre1
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Conversation ID
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67
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Puzzle Item ID
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N/A
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Classes: SpectralMonster→AlienSpectre1
→AlienSpectre2
→AlienSpectre3
→AlienSpectre4
→AlienSpectre5
A mysterious alien creature that possesses people, bending them to their will, and turning them into dangerous maniacs obsessed with collecting the pieces of the Sigil. They can only be damaged by the Sigil. The Programmer's spectre doesn't accompany the Programmer himself, making him vulnerable to normal weapons and allowing the player to get the first piece of the Sigil. Instead, this spectre is met later in the game, in the ruins of a temple.
ACTOR AlienSpectre1 : SpectralMonster
{
Health 1000
PainChance 250
Speed 12
Radius 64
Height 64
FloatSpeed 5
Mass 1000
MinMissileChance 150
RenderStyle Translucent
Alpha 0.666
SeeSound "alienspectre/sight"
AttackSound "alienspectre/blade"
PainSound "alienspectre/pain"
DeathSound "alienspectre/death"
ActiveSound "alienspectre/active"
Obituary "$OB_ALIENSPECTRE" // "%o was struck down by the Spectre."
+NOGRAVITY
+FLOAT
+SHADOW
+NOTDMATCH
+DONTMORPH
+NOBLOCKMONST
+INCOMBAT
+LOOKALLAROUND
+NOICEDEATH
action native A_AlienSpectreDeath();
States
{
Spawn:
ALN1 A 10 A_Look
ALN1 B 10 A_SentinelBob
Loop
See:
ALN1 AB 4 Bright A_Chase
ALN1 C 4 Bright A_SentinelBob
ALN1 DEF 4 Bright A_Chase
ALN1 G 4 Bright A_SentinelBob
ALN1 HIJ 4 Bright A_Chase
ALN1 K 4 Bright A_SentinelBob
Loop
Melee:
ALN1 J 4 Bright A_FaceTarget
ALN1 I 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0, 255)&9)*5)
ALN1 H 4 Bright
Goto See
Missile:
ALN1 J 4 Bright A_FaceTarget
ALN1 I 4 Bright A_SpotLightning
ALN1 H 4 Bright
Goto See+10
Pain:
ALN1 J 2 A_Pain
Goto See+6
Death:
AL1P A 6 Bright A_SpectreChunkSmall
AL1P B 6 Bright A_Scream
AL1P C 6 Bright A_SpectreChunkSmall
AL1P DE 6 Bright
AL1P F 6 Bright A_SpectreChunkSmall
AL1P G 6 Bright
AL1P H 6 Bright A_SpectreChunkSmall
AL1P IJK 6 Bright
AL1P LM 5 Bright
AL1P N 5 Bright A_SpectreChunkLarge
AL1P OPQ 5 Bright
AL1P R 5 Bright A_AlienSpectreDeath
Stop
}
}