A_DamageChildren

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A_DamageChildren (int amount, [string type])


Damages this actor's children by the specified amount. Negative values heal the children, instead. Remember that the actor to be damaged HAS to be spawned with A_SpawnItemEx with the master/child flag, provided they are not invulnerable.

  • amount: Amount of damage to inflict. Use a negative value to heal.
  • type: The type of damage to inflict.

Examples

The following actor is a variant of the doom imp, which will spawn clones of itself to attack you. If you attack the master, its painstate will trigger A_DamageChildren, with the "voodoo" damage type. This makes all the spawned clones of the monster become temporarily stunned with pain.

ACTOR VoodooLeaderImp : DoomImp
{
  Health 100
  Mass 1000
  PainChance 255
  States
  {
  Missile:
    TROO EF 8 A_FaceTarget
    TROO G 6 A_SpawnItemEx("SoldierImp", 50, 50, 60, 0, 0, 0, 0, SXF_SETMASTER)
    Goto See
  Pain:
    TROO H 2
    TROO H 1 A_Pain
    TROO H 1 A_DamageChildren(1, "Voodoo")
    Goto See
  }
}

Here is the soldier imp, the monster spawned by the voodoo leader imp.

ACTOR SoldierImp : DoomImp
{
  States
  {
  Pain.Voodoo:
    TROO H 2 A_Pain
    TROO H 50
    Goto See
  }
}

Children/Master/Siblings relationship codepointers
A_DamageChildren A_DamageMaster A_DamageSiblings
A_KillChildren A_KillMaster A_KillSiblings
A_RaiseChildren A_RaiseMaster A_RaiseSiblings
A_RemoveChildren A_RemoveMaster A_RemoveSiblings
Note: These functions only work with monsters.
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