|
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.
|
Cacodemon projectile
|
Actor type
|
Explosive
|
Game
|
(Doom)
|
DoomEd Number
|
None
|
Class Name
|
CacodemonBall
|
Spawn ID
|
126
|
Identifier
|
T_CACODEMONSHOT
|
Classes: CacodemonBall
Lightning ball fired from a Cacodemon's mouth.
|
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 CacodemonBall : Actor
{
Default
{
Radius 6;
Height 8;
Speed 10;
FastSpeed 20;
Damage 5;
Projectile;
+RANDOMIZE
+ZDOOMTRANS
RenderStyle "Add";
Alpha 1;
SeeSound "caco/attack";
DeathSound "caco/shotx";
}
States
{
Spawn:
BAL2 AB 4 BRIGHT;
Loop;
Death:
BAL2 CDE 6 BRIGHT;
Stop;
}
}
|
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 CacodemonBall
{
Radius 6
Height 8
Speed 10
FastSpeed 20
Damage 5
Projectile
+RANDOMIZE
+ZDOOMTRANS
RenderStyle Add
Alpha 1
SeeSound "caco/attack"
DeathSound "caco/shotx"
States
{
Spawn:
BAL2 AB 4 Bright
Loop
Death:
BAL2 CDE 6 Bright
Stop
}
}