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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
- This actor is already defined in GZDoom, there's no reason to define it again.
- In fact, trying to define an actor with the same name will cause an error (because it already exists).
- If you want to make your own version of this actor, use inheritance.
- Definitions for existing actors are put on the wiki for reference purpose only.
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BFG 10000
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Actor type
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Weapon
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Game
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(Skulltag)
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DoomEd Number
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5013
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Class Name
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BFG10K
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Spawn ID
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165
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Identifier
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T_BFG10000
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Warning: This class is a Skulltag-specific actor that is not included in ZDoom!
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Classes: Inventory→Weapon→DoomWeapon→BFG10K
The most powerful weapon in the Skulltag arsenal, the BFG10k is essentially a rapid-fire, hitscan weapon with a massive blast radius. For this reason, it's usually very hard to actually get your hands on it.
ACTOR BFG10K : DoomWeapon 5013
{
SpawnID 165
Radius 20
Height 20
Weapon.Selectionorder 2800
Weapon.AmmoUse 5
Weapon.AmmoGive 40
Weapon.AmmoType "Cell"
Weapon.Kickback 100
Weapon.SlotNumber 7 // This line isn't in skulltag.pk3, which instead defines the slot directly in DoomPlayer
Inventory.Pickupmessage "$PICKUP_BFG10K" // "You got the BFG10000! Hell, yes!"
+WEAPON.NOAUTOFIRE
+WEAPON.NOLMS
States
{
Spawn:
BFG2 A -1
Stop
Ready:
BG2G A 0 A_PlaySound ("weapons/bfg10kidle")
BG2G A 1 A_WeaponReady
BG2G A 1 A_WeaponReady
BG2G A 1 A_WeaponReady
BG2G B 1 A_WeaponReady
BG2G B 1 A_WeaponReady
BG2G B 1 A_WeaponReady
BG2G C 1 A_WeaponReady
BG2G C 1 A_WeaponReady
BG2G C 1 A_WeaponReady
BG2G D 1 A_WeaponReady
BG2G D 1 A_WeaponReady
BG2G D 1 A_WeaponReady
Loop
Deselect:
BG2G E 1 A_Lower
Loop
Select:
BG2G E 1 A_Raise
Loop
Fire:
BG2G E 20 A_PlaySound ("weapons/bfg10kf")
BG2G F 4
BG2G G 1
BG2G H 1
BG2G I 1
BG2G J 1
Goto Hold
Hold:
BG2G K 2 A_GunFlash
BG2G L 2 A_FireBullets(0,0,1,0,"BFG10kShot")
BG2G M 2
BG2G N 0 A_ReFire
BG2G O 35 A_PlaySound ("weapons/bfg10kcool")
Goto Ready
Flash:
TNT1 A 2 Bright A_Light1
TNT1 A 3 Bright
Goto LightDone
Stop
}
}