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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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Hellstaff projectile
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Actor type
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Explosive
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Game
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(Heretic)
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DoomEd Number
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None
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Class Name
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HornRodFX2
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Classes: HornRodFX2
The large, rain-creating projectile from the powered-up hellstaff. On a direct impact, D'Sparil has a 37.5% chance of avoiding any damage and attempting teleportation; the damage is avoided even if the attempted teleportation fails. The native action A_AddPlayerRain uses one RainTracker item to keep track of previous rains created by the same player; the item contains two pointers to rains and will terminate the oldest of the two whenever a third is created. The native action A_SkullRodStorm decreases its health by one every time it is called and removes the projectile if its health reaches 0 or if the player who fird it left the game. As long as it is not destroyed, it randomly spawns a RainPillar which deals damage.
ACTOR HornRodFX2 native
{
Radius 12
Height 8
Speed 22
Damage 10
Health 140
Projectile
RenderStyle Add
SeeSound "weapons/hornrodpowshoot"
DeathSound "weapons/hornrodpowhit"
Obituary "$OB_MPPSKULLROD"
action native A_AddPlayerRain();
action native A_HideInCeiling();
action native A_SkullRodStorm();
States
{
Spawn:
FX00 C 3 Bright
FX00 D 3 Bright A_SeekerMissile(10, 30)
FX00 E 3 Bright
FX00 F 3 Bright A_SeekerMissile(10, 30)
Loop
Death:
FX00 H 5 Bright A_AddPlayerRain
FX00 I 5 Bright
FX00 J 4 Bright
FX00 KLM 3 Bright
FX00 G 1 A_HideInCeiling
FX00 G 1 A_SkullRodStorm
Wait
}
}