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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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Imp
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Actor type
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Monster
|
Game
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(Doom)
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DoomEd Number
|
3001
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Class Name
|
DoomImp
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Spawn ID
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5
|
Identifier
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T_IMP
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Classes: DoomImp
→DeadDoomImp
→StealthDoomImp
→DarkImp
(Skulltag only: not supported by ZDoom)
Imps are common enemies throughout the game. They slash up close which is a pain because they always seem to get close to you when there's more than one. The fireballs they throw do average damage. Luckily they don't have that much health, and one shotgun blast can put them to sleep.
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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 DoomImp : Actor
{
Default
{
Health 60;
Radius 20;
Height 56;
Mass 100;
Speed 8;
PainChance 200;
Monster;
+FLOORCLIP
SeeSound "imp/sight";
PainSound "imp/pain";
DeathSound "imp/death";
ActiveSound "imp/active";
HitObituary "$OB_IMPHIT";
Obituary "$OB_IMP";
Tag "$FN_IMP";
}
States
{
Spawn:
TROO AB 10 A_Look;
Loop;
See:
TROO AABBCCDD 3 A_Chase;
Loop;
Melee:
Missile:
TROO EF 8 A_FaceTarget;
TROO G 6 A_TroopAttack ;
Goto See;
Pain:
TROO H 2;
TROO H 2 A_Pain;
Goto See;
Death:
TROO I 8;
TROO J 8 A_Scream;
TROO K 6;
TROO L 6 A_NoBlocking;
TROO M -1;
Stop;
XDeath:
TROO N 5;
TROO O 5 A_XScream;
TROO P 5;
TROO Q 5 A_NoBlocking;
TROO RST 5;
TROO U -1;
Stop;
Raise:
TROO ML 8;
TROO KJI 6;
Goto See;
}
}
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Note: This is legacy code, kept here for reference only. DECORATE is still supported but no longer used by GZDoom. GZDoom internally uses the ZScript definition above.
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ACTOR DoomImp
{
Health 60
Radius 20
Height 56
Mass 100
Speed 8
PainChance 200
Monster
+FLOORCLIP
SeeSound "imp/sight"
PainSound "imp/pain"
DeathSound "imp/death"
ActiveSound "imp/active"
HitObituary "$OB_IMPHIT"
Obituary "$OB_IMP"
States
{
Spawn:
TROO AB 10 A_Look
Loop
See:
TROO AABBCCDD 3 A_Chase
Loop
Melee:
Missile:
TROO EF 8 A_FaceTarget
TROO G 6 A_TroopAttack
Goto See
Pain:
TROO H 2
TROO H 2 A_Pain
Goto See
Death:
TROO I 8
TROO J 8 A_Scream
TROO K 6
TROO L 6 A_NoBlocking
TROO M -1
Stop
XDeath:
TROO N 5
TROO O 5 A_XScream
TROO P 5
TROO Q 5 A_NoBlocking
TROO RST 5
TROO U -1
Stop
Raise:
TROO ML 8
TROO KJI 6
Goto See
}
}