|
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.
|
High-explosive grenade
|
Actor type
|
Explosive
|
Game
|
(Strife)
|
DoomEd Number
|
None
|
Class Name
|
HEGrenade
|
Conversation ID
|
106
|
Puzzle Item ID
|
N/A
|
Classes: HEGrenade
The projectile fired by the Grenade Launcher.
ACTOR HEGrenade
{
Speed 15
Radius 13
Height 13
Mass 20
Damage 1
ReactionTime 30
Projectile
-NOGRAVITY
+STRIFEDAMAGE
+BOUNCEONACTORS
+EXPLODEONWATER
MaxStepHeight 4
BounceType "Doom"
BounceFactor 0.5
BounceCount 2
SeeSound "weapons/hegrenadeshoot"
DeathSound "weapons/hegrenadebang"
Obituary "$OB_MPSTRIFEGRENADE" // "%o was inverted by %k's H-E grenade."
States
{
Spawn:
GRAP AB 3 A_Countdown
Loop
Death:
BNG4 A 0 Bright A_NoGravity
BNG4 A 0 Bright A_SetTranslucent(1, 1)
BNG4 A 2 Bright A_Explode(192, 192, 1, 1)
BNG4 BCDEFGHIJKLMN 3 Bright
Stop
}
}