Classes:EntitySecond
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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
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Alien sub-entity | |||
---|---|---|---|
Actor type | Monster | Game | (Strife) |
DoomEd Number | None | Class Name | EntitySecond |
Conversation ID | 75 | Puzzle Item ID | N/A |
Classes: SpectralMonster→EntitySecond
Thought you'd killed the Entity, did you? Think again! Three of these appear when the Entity dies. They are weaker than the Entity, as they use only the first two forms of the Sigil and have less health. If a level contains one or more of these, all of them dying ends the level instantly.
DECORATE definition
ACTOR EntitySecond : SpectralMonster { Health 990 PainChance 255 Speed 14 Radius 130 Height 200 FloatSpeed 5 Mass 1000 Monster +SPECIAL +NOGRAVITY +FLOAT +SHADOW +NOTDMATCH +DONTMORPH +NOBLOCKMONST +INCOMBAT +LOOKALLAROUND +SPECTRAL +NOICEDEATH MinMissileChance 150 RenderStyle Translucent Alpha 0.25 SeeSound "alienspectre/sight" AttackSound "alienspectre/blade" PainSound "alienspectre/pain" DeathSound "alienspectre/death" ActiveSound "alienspectre/active" Obituary "$OB_ENTITY" // "%o felt the wrath of The One God." action native A_SubEntityDeath(); States { Spawn: MNAL R 10 Bright A_Look Loop See: MNAL R 5 Bright A_SentinelBob MNAL ST 5 Bright A_Chase MNAL U 5 Bright A_SentinelBob MNAL V 5 Bright A_Chase MNAL W 5 Bright A_SentinelBob Loop Melee: MNAL S 4 Bright A_FaceTarget MNAL R 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0, 255)&9)*5) MNAL T 4 Bright A_SentinelBob Goto See+1 Missile: MNAL W 4 Bright A_FaceTarget MNAL U 4 Bright A_CustomMissile("SpectralLightningH3", 32, 0) MNAL V 4 Bright A_SentinelBob Goto See+4 Pain: MNAL R 2 Bright A_Pain Goto See Death: MDTH A 3 Bright A_Scream MDTH B 3 Bright A_TossGib MDTH C 3 Bright A_NoBlocking MDTH DEFGHIJKLMN 3 Bright A_TossGib MDTH O 3 Bright A_SubEntityDeath Stop } }