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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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Blur sphere
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Actor type
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Powerup
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Game
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(Doom)
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DoomEd Number
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2024
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Class Name
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BlurSphere
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Spawn ID
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135
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Identifier
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T_INVISIBILITY
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Classes: Inventory→PowerupGiver→BlurSphere
This is the invisibility sphere powerup from Doom and Doom 2. When picked up, it causes the player to appear translucent (or fuzzy, depending on the user's settings) to other players, making him difficult to see. Enemies which have not yet woken may fail to see a player with this powerup active, and enemies that are firing on the player will miss by a random amount. While this powerup is in effect, the player's weapons will appear translucent/fuzzy on the HUD.
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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.
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class BlurSphere : PowerupGiver
{
Default
{
+COUNTITEM
+VISIBILITYPULSE
+ZDOOMTRANS
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.BIGPOWERUP
Inventory.MaxAmount 0;
Powerup.Type "PowerInvisibility";
RenderStyle "Translucent";
Inventory.PickupMessage "$GOTINVIS";
}
States
{
Spawn:
PINS ABCD 6 Bright;
Loop;
}
}
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Warning: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above.
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ACTOR BlurSphere : PowerupGiver
{
+COUNTITEM
+VISIBILITYPULSE
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.BIGPOWERUP
Inventory.MaxAmount 0
Powerup.Type "Invisibility"
RenderStyle Translucent
Inventory.PickupMessage "$GOTINVIS" // "Partial Invisibility"
States
{
Spawn:
PINS ABCD 6 Bright
Loop
}
}
note: Blur sphere respawns only if sv_respawnsuper is set.