|
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.
|
Crossbow
|
Actor type
|
Weapon
|
Game
|
(Strife)
|
DoomEd Number
|
2001
|
Class Name
|
StrifeCrossbow
|
Conversation ID
|
194, 188, 192
|
Puzzle Item ID
|
N/A
|
Classes: Inventory→Weapon→StrifeWeapon→StrifeCrossbow
→StrifeCrossbow2
Your first proper weapon in Strife, the crossbow has two modes. This is the first mode, in which it fires electric bolts. This does more damage to mechanical targets.
ACTOR StrifeCrossbow : StrifeWeapon
{
+FLOORCLIP
Weapon.SelectionOrder 1200
+WEAPON.NOALERT
Weapon.AmmoUse1 1
Weapon.AmmoGive1 8
Weapon.AmmoType1 "ElectricBolts"
Weapon.SisterWeapon "StrifeCrossbow2"
Inventory.PickupMessage "$TXT_STRIFECROSSBOW" // "You picked up the crossbow"
Tag "$TAG_STRIFECROSSBOW1" // "Crossbow"
Inventory.Icon "CBOWA0"
action native A_ClearFlash ();
action native A_ShowElectricFlash ();
action native A_FireArrow (class<Actor> proj);
States
{
Spawn:
CBOW A -1
Stop
Ready:
XBOW A 0 A_ShowElectricFlash
XBOW A 1 A_WeaponReady
Wait
Deselect:
XBOW A 1 A_Lower
Loop
Select:
XBOW A 1 A_Raise
Loop
Fire:
XBOW A 3 A_ClearFlash
XBOW B 6 A_FireArrow("ElectricBolt")
XBOW C 4
XBOW D 6
XBOW E 3
XBOW F 5
XBOW G 0 A_ShowElectricFlash
XBOW G 5 A_CheckReload
Goto Ready+1
Flash:
XBOW KLM 5
Loop
}
}