A_CustomMeleeAttack
From ZDoom Wiki
A_CustomMeleeAttack (int damage[, str meleesound[, str misssound[, str damagetype[, bool bleed]]]])
Causes the actor to execute a melee attack with the specified parameters.
- damage: The amount of damage to perform. This can be an exact value or an expression.
- meleesound: The sound to make when the melee successfully hits.
- misssound: The sound to make when the melee attack misses. If this is not provided, meleesound will always be played.
- damagetype: The type of damage to do.
- bleed: If true, targets will bleed when hit.
Examples
This is the Revenant's melee sequence:
Melee: SKEL G 0 A_FaceTarget SKEL G 6 A_SkelWhoosh SKEL H 6 A_FaceTarget SKEL I 6 A_SkelFist goto See
The same sequence could be simulated this way:
Melee: SKEL G 0 A_FaceTarget SKEL G 6 A_SkelWhoosh SKEL H 6 A_FaceTarget SKEL I 6 A_CustomMeleeAttack(random(1,10)*6,"skeleton/melee","none") // Does not make any sound when missing