Classes:RevenantTracer

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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
  1. You do NOT need to copy that actor, since it is already defined.
  2. In fact, it's not just useless, it will cause problems.
  3. If you want to modify it, or use a modified version, using inheritance is the way to go.
  4. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
Revenant homing missile
Actor type Explosive Game MiniDoom2LogoIcon.png (Doom2)
DoomEd Number None Class Name RevenantTracer
Spawn ID 53 Identifier T_TRACER


Classes: RevenantTracer


The seeking missile fired by a Revenant. Whether it actually homes in on the Revenant's target or not is random (it's about 50% chance, but check A_Tracer for exact numbers), this behavior is caused by the way A_Tracer was written.

From their sprite names, it could be inferred they were originally planned to be the Mancubus' missiles.

ZScript definition

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.
class RevenantTracer : Actor
{
	Default
	{
		Radius 11;
		Height 8;
		Speed 10;
		Damage 10;
		Projectile;
		+SEEKERMISSILE 
		+RANDOMIZE
		+ZDOOMTRANS
		SeeSound "skeleton/attack";
		DeathSound "skeleton/tracex";
		RenderStyle "Add";
	}
	States
	{
	Spawn:
		FATB AB 2 BRIGHT A_Tracer;
		Loop;
	Death:
		FBXP A 8 BRIGHT;
		FBXP B 6 BRIGHT;
		FBXP C 4 BRIGHT;
		Stop;
	}
}

DECORATE definition

Note: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above.
ACTOR RevenantTracer
{
  Radius 11
  Height 8
  Speed 10
  Damage 10
  Projectile
  +SEEKERMISSILE
  +RANDOMIZE
  SeeSound "skeleton/attack"
  DeathSound "skeleton/tracex"
  RenderStyle Add
  States
  {
  Spawn:
    FATB AB 2 Bright A_Tracer
    Loop
  Death:
    FBXP A 8 Bright
    FBXP B 6 Bright
    FBXP C 4 Bright
    Stop
  }
}