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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
- You do not need to copy that actor, since it is already defined.
- In fact, it's not just useless, it's actually harmful as it can cause problems.
- If you want to modify it, or use a modified version, using inheritance is the way to go.
- The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
- There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
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The Programmer
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Actor type
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Monster
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Game
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(Strife)
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DoomEd Number
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71
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Class Name
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Programmer
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Conversation ID
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95
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Puzzle Item ID
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N/A
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Classes: Programmer
The creator of the AI controlling the Acolytes, and holder of the first Sigil piece. He uses Sigil 1 attacks.
ACTOR Programmer
{
Health 1100
PainChance 50
Speed 26
FloatSpeed 5
Radius 45
Height 60
Mass 800
Damage 4
Monster
+NOGRAVITY
+FLOAT
+NOBLOOD
+NOTDMATCH
+DONTMORPH
+NOBLOCKMONST
+LOOKALLAROUND
+NOICEDEATH
+NOTARGETSWITCH
DamageFactor "Fire", 0.5
MinMissileChance 150
AttackSound "programmer/attack"
PainSound "programmer/pain"
DeathSound "programmer/death"
ActiveSound "programmer/active"
Obituary "$OB_PROGRAMMER" // "%o was deleted by the Programmer."
DropItem "Sigil1"
action native A_ProgrammerMelee();
action native A_SpawnProgrammerBase();
action native A_ProgrammerDeath();
action native A_SpotLightning();
States
{
Spawn:
PRGR A 5 A_Look
PRGR A 1 A_SentinelBob
Loop
See:
PRGR A 160 A_SentinelBob
PRGR BCD 5 A_SentinelBob
PRGR EF 2 A_SentinelBob
PRGR EF 3 A_Chase
Goto See+4
Melee:
PRGR E 2 A_SentinelBob
PRGR F 3 A_SentinelBob
PRGR E 3 A_FaceTarget
PRGR F 4 A_ProgrammerMelee
Goto See+4
Missile:
PRGR G 5 A_FaceTarget
PRGR H 5 A_SentinelBob
PRGR I 5 Bright A_FaceTarget
PRGR J 5 Bright A_SpotLightning
Goto See+4
Pain:
PRGR K 5 A_Pain
PRGR L 5 A_SentinelBob
Goto See+4
Death:
PRGR L 7 Bright A_TossGib
PRGR M 7 Bright A_Scream
PRGR N 7 Bright A_TossGib
PRGR O 7 Bright A_NoBlocking
PRGR P 7 Bright A_TossGib
PRGR Q 7 Bright A_SpawnProgrammerBase
PRGR R 7 Bright
PRGR S 6 Bright
PRGR TUVW 5 Bright
PRGR X 32 Bright
PRGR X -1 Bright A_ProgrammerDeath
Stop
}
}