Classes:SpawnShot

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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
  1. This actor is already defined in GZDoom, there's no reason to define it again.
  2. In fact, trying to define an actor with the same name will cause an error (because it already exists).
  3. If you want to make your own version of this actor, use inheritance.
  4. Definitions for existing actors are put on the wiki for reference purpose only.
Boss cube
Actor type Explosive Game MiniDoom2LogoIcon.png (Doom2)
DoomEd Number None Class Name SpawnShot


Classes: ActorSpawnShot

Projectile fired by a BossEye at a random BossTarget. Once the target is reached, a random monster is spawned. Flies through walls.

Monster list

A custom spawn shot can define its own list of monsters to spawn from its DropItem list. If it does so, it overrides its boss eye's monster list. See BossEye for more information on the syntax.

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 SpawnShot : Actor
{
	Default
	{
		Radius 6;
		Height 32;
		Speed 10;
		Damage 3;
		Projectile;
		+NOCLIP
		-ACTIVATEPCROSS
		+RANDOMIZE
		SeeSound "brain/spit";
		DeathSound "brain/cubeboom";
	}
	States
	{
	Spawn:
		BOSF A 3 BRIGHT A_SpawnSound;
		BOSF BCD 3 BRIGHT A_SpawnFly;
		Loop;
	}
}

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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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 SpawnShot
{
  Radius 6
  Height 32
  Speed 10
  Damage 3
  Projectile
  +NOCLIP
  -ACTIVATEPCROSS
  +RANDOMIZE
  SeeSound "brain/spit"
  DeathSound "brain/cubeboom"
  States
  {
  Spawn:
    BOSF A 3 Bright A_SpawnSound
    BOSF BCD 3 Bright A_SpawnFly // See SpawnFire
    Loop
  }
}

See also