Classes:BFGBall

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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.
BFG9000 plasma ball
Actor type Explosive Game MiniDoomLogoIcon.png (Doom)
DoomEd Number None Class Name BFGBall
Spawn ID 128 Identifier T_BFGSHOT


Classes: BFGBall


Projectile that is launched from Doom and Doom 2's BFG9000 weapon. With 100 damage and damaging tracers, this is easily the most powerful projectile in Doom.

The BFG tracers will create green splashes on the monsters, making it easy to see which targets were actually hit. The weapon also defines a damage type, which is "BFGSplash", which is defined in the aforementioned splashes.

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 BFGBall : Actor
{
	Default
	{
		Radius 13;
		Height 8;
		Speed 25;
		Damage 100;
		Projectile;
		+RANDOMIZE
		+ZDOOMTRANS
		RenderStyle "Add";
		Alpha 0.75;
		DeathSound "weapons/bfgx";
		Obituary "$OB_MPBFG_BOOM";
	}
	States
	{
	Spawn:
		BFS1 AB 4 Bright;
		Loop;
	Death:
		BFE1 AB 8 Bright;
		BFE1 C 8 Bright A_BFGSpray;
		BFE1 DEF 8 Bright;
		Stop;
	}
}

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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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 BFGBall
{
  Radius 13
  Height 8
  Speed 25
  Damage 100
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.75
  DeathSound "weapons/bfgx"
  Obituary "$OB_MPBFG_BOOM"
  States
  {
  Spawn:
    BFS1 AB 4 Bright
    Loop
  Death:
    BFE1 AB 8 Bright
    BFE1 C 8 Bright A_BFGSpray
    BFE1 DEF 8 Bright
    Stop
  }
}