Classes:Inquisitor
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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
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Inquisitor | |||
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Actor type | Monster | Game | (Strife) |
DoomEd Number | 16 | Class Name | Inquisitor |
Conversation ID | 93 | Puzzle Item ID | N/A |
Classes: Inquisitor
Inquisitors are huge robots with a lot of health and dangerous weaponry. From afar, they shoot bullets like the Reaver (although they do so twice in a single attack). If they get close, they fire a pair of grenades, which can be devastating if not avoided. Inquisitors are also equipped with a jetpack which allows them to fly to get to you.
DECORATE definition
ACTOR Inquisitor { Health 1000 Speed 12 Radius 40 Height 110 Mass 0x7fffffff Monster +DROPOFF +NOBLOOD +BOSS +FLOORCLIP +DONTMORPH +NORADIUSDMG MaxDropOffHeight 32 MinMissileChance 150 SeeSound "inquisitor/sight" DeathSound "inquisitor/death" ActiveSound "inquisitor/active" Obituary "$OB_INQUISITOR" // "%o was sentenced by an Inquisitor." action native A_InquisitorWalk(); action native A_InquisitorDecide(); action native A_InquisitorAttack(); action native A_InquisitorJump(); action native A_InquisitorCheckLand(); action native A_TossArm(); action native A_ReaverRanged(); States { Spawn: ROB3 AB 10 A_Look Loop See: ROB3 B 3 A_InquisitorWalk ROB3 B 3 A_Chase ROB3 CCDD 4 A_Chase ROB3 E 3 A_InquisitorWalk ROB3 E 3 A_InquisitorDecide Loop Missile: ROB3 A 2 A_InquisitorDecide ROB3 F 6 A_FaceTarget ROB3 G 8 Bright A_ReaverRanged ROB3 G 8 A_ReaverRanged Goto See Grenade: ROB3 K 12 A_FaceTarget ROB3 J 6 Bright A_InquisitorAttack ROB3 K 12 Goto See Jump: ROB3 H 8 Bright A_InquisitorJump ROB3 I 4 Bright A_InquisitorCheckLand ROB3 H 4 Bright A_InquisitorCheckLand Goto Jump+1 Death: ROB3 L 0 A_StopSoundEx("Item") ROB3 L 4 A_TossGib ROB3 M 4 A_Scream ROB3 N 4 A_TossGib ROB3 O 4 Bright A_Explode(128, 128, 1, 1) ROB3 P 4 Bright A_TossGib ROB3 Q 4 Bright A_NoBlocking ROB3 RSTUV 4 A_TossGib ROB3 W 4 Bright A_Explode(128, 128, 1, 1) ROB3 XY 4 Bright A_TossGib ROB3 Z 4 A_TossGib ROB3 "[" 4 A_TossGib ROB3 "\" 3 A_TossGib ROB3 "]" 3 Bright A_Explode(128, 128, 1, 1) RBB3 A 3 Bright A_TossArm RBB3 B 3 Bright A_TossGib RBB3 CD 3 A_TossGib RBB3 E -1 Stop } }