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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 will 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.
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Revenant
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Actor type
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Monster
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Game
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(Doom2)
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DoomEd Number
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66
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Class Name
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Revenant
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Spawn ID
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20
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Identifier
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T_REVENANT
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Classes: Revenant
→StealthRevenant
The Revenant, a bag of bones with armour, will send heatseeking missiles into its targets from a distance and punch them when up close.
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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 Revenant : Actor
{
Default
{
Health 300;
Radius 20;
Height 56;
Mass 500;
Speed 10;
PainChance 100;
Monster;
MeleeThreshold 196;
+MISSILEMORE
+FLOORCLIP
SeeSound "skeleton/sight";
PainSound "skeleton/pain";
DeathSound "skeleton/death";
ActiveSound "skeleton/active";
MeleeSound "skeleton/melee";
HitObituary "$OB_UNDEADHIT";
Obituary "$OB_UNDEAD";
Tag "$FN_REVEN";
}
States
{
Spawn:
SKEL AB 10 A_Look;
Loop;
See:
SKEL AABBCCDDEEFF 2 A_Chase;
Loop;
Melee:
SKEL G 0 A_FaceTarget;
SKEL G 6 A_SkelWhoosh;
SKEL H 6 A_FaceTarget;
SKEL I 6 A_SkelFist;
Goto See;
Missile:
SKEL J 0 BRIGHT A_FaceTarget;
SKEL J 10 BRIGHT A_FaceTarget;
SKEL K 10 A_SkelMissile;
SKEL K 10 A_FaceTarget;
Goto See;
Pain:
SKEL L 5;
SKEL L 5 A_Pain;
Goto See;
Death:
SKEL LM 7;
SKEL N 7 A_Scream;
SKEL O 7 A_NoBlocking;
SKEL P 7;
SKEL Q -1;
Stop;
Raise:
SKEL Q 5;
SKEL PONML 5;
Goto See;
}
}
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Note: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above.
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ACTOR Revenant
{
Health 300
Radius 20
Height 56
Mass 500
Speed 10
PainChance 100
Monster
MeleeThreshold 196
+MISSILEMORE
+FLOORCLIP
SeeSound "skeleton/sight"
PainSound "skeleton/pain"
DeathSound "skeleton/death"
ActiveSound "skeleton/active"
MeleeSound "skeleton/melee"
HitObituary "$OB_UNDEADHIT" // "%o was punched by a revenant."
Obituary "$OB_UNDEAD" // "%o couldn't evade a revenant's fireball."
States
{
Spawn:
SKEL AB 10 A_Look
Loop
See:
SKEL AABBCCDDEEFF 2 A_Chase
Loop
Melee:
SKEL G 0 A_FaceTarget
SKEL G 6 A_SkelWhoosh
SKEL H 6 A_FaceTarget
SKEL I 6 A_SkelFist
Goto See
Missile:
SKEL J 0 Bright A_FaceTarget
SKEL J 10 Bright A_FaceTarget
SKEL K 10 A_SkelMissile
SKEL K 10 A_FaceTarget
Goto See
Pain:
SKEL L 5
SKEL L 5 A_Pain
Goto See
Death:
SKEL LM 7
SKEL N 7 A_Scream
SKEL O 7 A_NoBlocking
SKEL P 7
SKEL Q -1
Stop
Raise:
SKEL Q 5
SKEL PONML 5
Goto See
}
}