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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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Railgun
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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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5012
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Class Name
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Railgun
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Spawn ID
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164
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Identifier
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T_RAILGUN
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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→Railgun
The Railgun is a highly accurate weapon, its shots can damage multiple monsters in a line. Uses plasma cells and shares slot 6 with the plasma rifle.
ACTOR Railgun : DoomWeapon 5012
{
SpawnID 164
Radius 20
Height 16
Weapon.Selectionorder 100
Weapon.AmmoUse 10
Weapon.AmmoGive 40
Weapon.AmmoType "Cell"
Weapon.SlotNumber 6 // This line isn't in skulltag.pk3, which instead defines the slot directly in DoomPlayer
Inventory.Pickupmessage "$PICKUP_RAILGUN" // "You got the railgun!"
Obituary "$OB_RAILGUN" // "%o was railed by %k."
States
{
Ready:
RLGG A 1 A_WeaponReady
Loop
Deselect:
RLGG A 1 A_Lower
Loop
Select:
RLGG A 1 A_Raise
Loop
Fire:
RLGG E 12 A_FireRailgun
RLGG F 6 A_CheckForReload(4, "Reloaded")
RLGG GHIJK 6
RLGG L 6 A_ResetReloadCounter
Reloaded:
RLGG A 6
RLGG M 0 A_ReFire
Goto Ready
Flash:
TNT1 A 5 bright A_Light1
TNT1 A 5 bright A_Light2
TNT1 A 0 bright A_Light0
Goto LightDone
Spawn:
RAIL A -1
Stop
}
}
ACTOR Railgun : DoomWeapon 5012
{
SpawnID 164
Radius 20
Height 16
Weapon.Selectionorder 100
Weapon.AmmoUse 10
Weapon.AmmoGive 40
Weapon.AmmoType "Cell"
Inventory.Pickupmessage "$PICKUP_RAILGUN" // "You got the railgun!"
Obituary "$OB_RAILGUN" // "%o was railed by %k."
States
{
Ready:
RLGG A 1 A_WeaponReady
Loop
Deselect:
RLGG A 1 A_Lower
Loop
Select:
RLGG A 1 A_Raise
Loop
Fire:
RLGG E 12 A_FireRailgun
RLGG F 6 A_CheckRailReload
RLGG GHIJKLA 6
RLGG M 0 A_ReFire
Goto Ready
Flash:
TNT1 A 5 bright A_Light1
TNT1 A 5 bright A_Light2
TNT1 A 0 bright A_Light0
Goto LightDone
Spawn:
RAIL A -1
Stop
}
}