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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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Cyberdemon
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Actor type
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Monster
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Game
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DoomEd Number
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16
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Class Name
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Cyberdemon
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Spawn ID
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114
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Identifier
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T_CYBERDEMON
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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.
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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.
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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;
}
}
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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.
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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
}
}