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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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Crossbow
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Actor type
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Weapon
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Game
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DoomEd Number
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None
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Class Name
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StrifeCrossbow2
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Classes: Inventory→Weapon→StrifeWeapon→StrifeCrossbow→StrifeCrossbow2
The crossbow's second mode, this fires poisoned bolts. These are about as useful as a scrunched up ball of paper against mechanical opponents, but are fatal (and stealthy!) to humans and humanoids.
ACTOR StrifeCrossbow2 : StrifeCrossbow
{
Weapon.SelectionOrder 2700
Weapon.AmmoUse1 1
Weapon.AmmoGive1 0
Weapon.AmmoType1 "PoisonBolts"
Weapon.SisterWeapon "StrifeCrossbow"
Tag "$TAG_STRIFECROSSBOW2" // "Crossbow"
States
{
Ready:
XBOW H 1 A_WeaponReady
Loop
Deselect:
XBOW H 1 A_Lower
Loop
Select:
XBOW H 1 A_Raise
Loop
Fire:
XBOW H 3
XBOW B 6 A_FireArrow("PoisonBolt")
XBOW C 4
XBOW D 6
XBOW E 3
XBOW I 5
XBOW J 5 A_CheckReload
Goto Ready
Flash:
Stop
}
}