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598 lines
30 KiB
Text
598 lines
30 KiB
Text
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Examples for actor definitions
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------------------------------
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1) a complete definition from scratch:
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ACTOR ZombieMan 3004
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{
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Health 20
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Radius 20
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Height 56
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Speed 8
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PainChance 200
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MONSTER
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+FLOORCLIP
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SeeSound grunt/sight
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AttackSound grunt/attack
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PainSound grunt/pain
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DeathSound grunt/death
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ActiveSound grunt/active
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Obituary "%o was killed by a zombieman."
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DropItem Clip
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Damage 4
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States
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{
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Spawn:
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POSS AB 10 A_Look
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Loop
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See:
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POSS AABBCCDD 4 A_Chase
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Loop
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Missile:
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POSS E 10 A_FaceTarget
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POSS F 8 A_BulletAttack
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POSS E 8
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Goto See
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Pain:
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POSS G 3
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POSS G 3 A_Pain
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Goto See
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Death:
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POSS H 5
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POSS I 5 A_Scream
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POSS J 5 A_Fall
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POSS K 5
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POSS L -1
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Stop
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XDeath:
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POSS M 5
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POSS N 5 A_XScream
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POSS O 5 A_Fall
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POSS PQRST 5
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POSS U -1
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Stop
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Raise:
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POSS KJIH 5
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Goto See
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}
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}
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2) an actor which inherits from an existing one:
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ACTOR PlasmaZombie : ZombieMan 9600
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{
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Health 40
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DropItem Cell
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MissileType PlasmaBall
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States
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{
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Missile:
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POSS E 10 A_FaceTarget
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POSS F 5 A_MissileAttack
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POSS E 5 A_FaceTarget
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POSS F 5 A_MissileAttack
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POSS E 5 A_FaceTarget
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POSS F 5 A_MissileAttack
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Goto See
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}
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}
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(this is a zombie which fires 3 plasma bullets when attacking)
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3) an actor which uses SKIP_SUPER
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ACTOR DeadZombieMan : ZombieMan 18
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{
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SKIP_SUPER
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Spawn Parent Death+4
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}
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(this actor doesn't inherit anything from its parent - it just uses
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some of its states.)
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Syntax:
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-------
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ACTOR classname [ : parentclassname] [doomednum]
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{
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properties
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flags
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...
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}
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classname: The name this new actor is referenced by in the game
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parentclassname: (optional) The name of a parent class this new actor
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inherits its attributes from.
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doomednum: Editor number for this actor (optional)
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List of properties:
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===================
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SKIP_SUPER reinitializes the actor as if it has no parent
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This can be used to have access to the parent's
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states without inheriting its attributes. See
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3) above for an example.
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SPAWNID value defines the spawn ID to be used with Thing_Spawn
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and its derivates.
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HEALTH value defines the health a monster starts with
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Default is 1000
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REACTIONTIME value Time in tics (1/35 seconds) a monster needs
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to attack back. There is normally no need to
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change this value.
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Default is 8
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PAINCHANCE value Probability of entering the pain state.
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255=always, 0=never
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Default is 0
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DAMAGE value For a projectile defines the damage it inflicts
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upon impact. The formula is random(1,8)*damage
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or (random(1,4)*damage if STRIFEDAMAGE is set.
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This also defines the damage for actors which
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attack like the Lost Soul. The formula for this
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is random(1,8)*damage.
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DAMAGE is also used to define how many bullets
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are fired by the generic hitscan attack function
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A_Bulletattack.
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Default is 0
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SPEED value Defines how fast an actor moves. For projectiles
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this is the distance it moves. For monsters it
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defines the size of one step done in A_Chase.
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Default is 0.
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RADIUS value Defines the radius of this actor.
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Default is 20.
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HEIGHT value Defines the height of this actor
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Default is 16.
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MASS value Defines the mass of this actor.
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The larger the mass the less an actor moves when
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being thrust by damage.
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Default is 100.
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XSCALE value Defines the X-scaling for this actor.
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Range is [0.0, 4.0].
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Default is 1.0
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YSCALE value Defines the Y-scaling for this actor.
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Range is [0.0, 4.0].
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Default is 1.0
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SCALE value Combines XScale and YScale
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Range is [0.0, 4.0].
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Default is 1.0
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SEESOUND name Defines the sound the actor makes when it sees
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the player (for monsters) or when a projectile
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is spawned.
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ATTACKSOUND name Defines the sound the actor makes when attacking.
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PAINSOUND name Defines the sound the actor makes when in pain.
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To hear this sound A_Pain has to be called.
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DEATHSOUND name Defines the sound the actor makes when dying
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or when a projectile explodes.
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ACTIVESOUND name Defines the sound the actor makes when active.
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MELEESOUND name Defines the sound the actor makes when doing
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a melee attack in A_MeleeAttack. Note that
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several original attack functions which have
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such a sound use a hard coded reference (e.g.
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A_TroopAttack uses imp/melee)
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RENDERSTYLE type Defines how this actor is rendered. Useful values are:
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NONE - actor is invisible
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NORMAL - actor is visible and not translucent
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FUZZY - like the Spectre in Doom
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TRANSLUCENT - actor is translucent.
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ADD - actor uses additive translucency.
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Default is NORMAL
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ALPHA value defines the opacity/intensity for render styles
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TRANSLUCENT and ADD.
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Range is [0.0, 1.0]
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Default is 1.0
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DEATHHEIGHT value Defines the height this actor has after dying.
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Default is 1/4 of the original height
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BURNHEIGHT value Defines the height this actor has after dying by fire.
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Default is 1/4 of the original height
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*OBITUARY string Defines the obituary string for this actor. This string
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uses a few placeholders:
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%o: victim's name
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%k: killer's name
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%g: he/she/it
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%h: him/her/it
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%p: his/her/its
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*HITOBITUARY string Defines the obituary string for a melee attack by this
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actor. If not present OBITUARY is used. The same format
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as for OBITUARY appplies.
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*DONTHURTSHOOTER If this actor deals explosive damage and is a projectile
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it does not hurt the shooter.
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*EXPLOSIONRADIUS value Defines the radius of explosive damage
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Default is 128
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*EXPLOSIONDAMAGE value Defines the amount of explosive damage
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Default is 128
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MELEEDAMAGE value Defines the amount of damage this monste will inflict
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when using A_MeleeAttack. The formula is random(1,8)*damage.
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MISSILETYPE name Defines the projectile type this monster is firing when
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using A_MissileAttack. Any valid projectile present in the
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game can be specified.
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MISSILEHEIGHT value Defines the height at which the projectile is spawned.
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Default is 32.
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MONSTER Sets all appropriate flags to make this actor act as a regular
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monster. The following flags are being set:
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SHOOTABLE, COUNTKILL, SOLID, CANPUSHWALLS, ACTIVATEMCROSS, CANPASS, ISMONSTER.
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PROJECTILE Sets all appropriate flags to make this actor act as a regular
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projectile. The following flags are being set:
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NOBLOCKMAP, NOGRAVITY, DROPOFF, MISSILE, ACTIVATEIMPACT, ACTIVATEPCROSS, NOTELEPORT.
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CLEARFLAGS clears all flags
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*DROPITEM name [probability [amount]]
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Drops an item of type 'name' when dying. Optionally the probability
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can be specified. A probability of 255 means the item is always dropped,
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a probability of 0 means it is never dropped.
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amount is only applicable for Heretic ammuniton. It specifies how much
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ammo the dropped item contains.
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There can be more than one DROPITEM definitions for an actor. The
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amount is unlimited.
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DROPITEM works differently with inherited actors. An actor can inherit
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a list of DROPITEM definitions from its parent but if it defines one
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of its own the entire parent's list is discarded.
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SPAWN
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SEE
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MELEE
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MISSILE
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PAIN
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DEATH
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XDEATH
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BURN
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ICE
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RAISE
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CRASH With these keywords a specific state in the actor can be either cleared
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or set to one of the parent's states. The syntax is:
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SPAWN 0 to clear a state or
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SPAWN PARENT DEATH[+offset] to set a parent's state. See 3) above for an
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example
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STATES Defines an actor's states. See the separate block STATES for more information
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Properties prefixed with a '*' cannot be inherited from predefined actors due to the
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implementation.
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List of flags
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=============
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Flags are special properties that can be either set or cleared
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+flagname sets a flag
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-flagname clears a flag
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The following flags exist. If applicable the name is identical with the one used
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in regular DECORATE items.
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SOLID set when the object should be solid (blocking)
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SHOOTABLE object can be damaged. If health goes below 0 it dies
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NOSECTOR Object is not linked into the sector. This makes it invisible
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and excludes it from certain physics checks.
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NOBLOCKMAP This object is excluded from passive collision detection. Nothing else
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can run into a NOBLOCKMAP object but the object itself can run
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into others. All projectiles have this set.
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AMBUSH Monster is 'deaf'. Normally this is set in an editor on a per-
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object basis.
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JUSTHIT try to attack right back (used in monster AI, probably not
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particularly useful in actor definitions)
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JUSTATTACKED take at least one step before attacking
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SPAWNCEILING spawned hanging from the ceiling as opposed to standing on the
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floor.
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NOGRAVITY Actor is not subject to gravity
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DROPOFF Monster can walk over ledges/taller steps.
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NOCLIP Actor is totally excluded from collision detection and
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can walk through walls etc.
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FLOAT Floating monster - can change height at will.
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TELEPORT Although implemented there isn't a single actor which
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uses this flag. I can't say what it does precisely but
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it excludes an actor that has it set from certain parts
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of the collision detection logic.
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MISSILE Actor is a projectile.
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SHADOW Actor is nearly invisible. Unlike regular Doom this does
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not automatically imply fuzziness. For that you have to
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specify RenderStyle Fuzzy.
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NOBLOOD Actor does not bleed when hurt.
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CORPSE Actor is a corpse. For normal actors there is no need to
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set this but in combination with the crashstate it might
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be useful.
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COUNTKILL Counts toward kill percentage
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COUNTITEM Counts toward item percentage
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NOTDMATCH Is not being spawned in Deathmatch games.
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NOLIFTDROP Does not drop when a lift under it lowers
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STEALTH Stealth monster
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ICECORPSE Actor is a frozen corpse
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LOWGRAVITY Actor is subject to low gravity
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WINDTHRUST Actor is thrust by the Heretic wind specials. I hope its
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functionality is some day expanded to the Boom wind specials
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HERETICBOUNCE Heretic style bouncing (objects only bounce off the floor)
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HEXENBOUNCE Hexen style bouncing (objects bounce off floors and walls)
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DOOMBOUNCE ZDoom style bouncing (like hexen but stops when losing a certain
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amount of momentum)
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The 3 bounce types are mutually exclusive
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FLOORCLIP Actor's lower part is clipped when standing in a sector
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with a liquid texture (defined in the TERRAIN lump)
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SPAWNFLOAT Actor is spawned hat a random height in the sector.
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NOTELEPORT Actor cannot teleport
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RIPPER For projectiles that can rip through monsters and players.
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PUSHABLE Actor can be pushed.
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SLIDESONWALLS Actor can slide along walls
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CANPASS Actor uses height sensitive collision detection. Use with care!
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This only makes sense on actors that can move by themselves.
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CANNOTPUSH This actor cannot push pushable objects.
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THRUGHOST This actor passes through ghosts (set with the GHOST flag.)
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BOSS Actor is a boss. Bosses have a few special properties
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(like playing some sounds at full volume.)
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FIREDAMAGE Actor inflicts fire damage.
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ICEDAMAGE Actor inflicts ice damage.
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NODAMAGETHRUST Upon hitting another actor the victim is not thrust when damaged.
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TELESTOMP This actor can telefrag others.
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FLOATBOB use float bobbing z movement like Heretic/Hexen's powerups
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ACTIVATEIMPACT Upon hitting a wall this actor can activate G1/GR lines
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CANPUSHWALLS Upon hitting a wall this actor can activate P1/PR lines
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ACTIVATEMCROSS This actor can activate 'Monster crosses' lines.
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ACTIVATEPCROSS This actor can activate 'Projectile crosses' lines.
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CANTLEAVEFLOORPIC This actor cannot cross into a sector with a different floor
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texture.
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NONSHOOTABLE Actor cannot be hit (projectiles pass through.)
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INVULNERABLE Actor cannot be hurt.
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DORMANT Actor is dormant and has to be activated with Thing_Activate.
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SEEKERMISSILE Actor is a homing missile. This is only used as a hint to the
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game. For a homing missile to be effective it has to use
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one of the seeker missile code pointers in its moving states.
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REFLECTIVE Actor reflects missiles shot at it.
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FLOORHUGGER defines a projectile that is moving along the floor.
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CEILINGHUGGER defines a projectile that is moving along the ceiling.
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NORADIUSDMG Actor cannot be hurt by radius (explosive) damage.
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GHOST Actor is a ghost. This does not imply translucency etc.
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DONTSPLASH Actor does not create any terrain splashes
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DONTOVERLAP Two actors with this flag cannot overlap at the same x/y-position
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but different heights
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DONTMORPH Cannot be morphed into a chicken or pig.
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DONTSQUASH This actor cannot be instantly killed by Heretic's powered up Mace.
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FULLVOLACTIVE Plays its active sound at full volume
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ISMONSTER Actor is a monster
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SKYEXPLODE Projectile explodes when hitting a sky instead of vanishing
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STAYMORPHED If morphed this actor cannot revert to its original form.
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DONTBLAST Cannot be blasted by Hexen's Disc of Repulsion.
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CANBLAST Can be blasted by Hexen's Disc of Repulsion. For monsters this is
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implicit.
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NOTARGET cannot be targeted by other monsters.
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DONTGIB cannot be crushed to a pile of blood.
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NOBLOCKMONST can walk through monster blocking lines.
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FULLVOLDEATH Plays its death sound at full volume
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CANBOUNCEWATER Can bounce on water. Normally an object is destroyed in this case.
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NOWALLBOUNCESND Does not play a sound when bouncing off a wall. Normally the
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Seesound is played in this case.
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FOILINVUL Can hurt invulnerable monsters (but not players.)
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NOTELEOTHER Cannot be teleported by Hexen's banishment device.
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QUICKTORETALIATE Immediately switches targets when being attacked.
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NOICEDEATH Monster cannot be frozen, used to prevent the generic ice death.
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RANDOMIZE Randomizes the duration for its first frame. Most of Doom's projectiles
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use this.
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FIXMAPTHINGPOS Move thing out of walls. For torches and similar things that tend to be
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placed directly on a wall.
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ACTLIKEBRIDGE Uses the special collision logic for bridge things.
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STRIFEDAMAGE Strife uses a different damage calculation for its projectiles.
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States (a.k.a. Frames)
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======================
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States define the behavior of an actor. For any regular actor there are the following
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labels:
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SPAWN defines the state that is displayed when an actor is spawned
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For monsters this is normally also the idle loop.
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SEE defines the walking animation for a monster.
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MELEE defines the melee (near) attack.
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MISSILE defines the missile (far) attack.
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PAIN defines the pain action
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DEATH defines the normal death sequence
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XDEATH defines the extreme (splatter) death sequence
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BURN defines the burn (fire) death sequence
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ICE defines the freeze (ice) death sequence
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RAISE defines the resurrection sequence (for the Arch Vile)
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CRASH defines the crash sequence. This is entered when the actor
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is a corpse and hits the floor.
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A state definition is started with the 'STATES' keyword and enclosed
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by braces '{', '}'.
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A state definition consists of the following:
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1) State labels. This is one of the keywords listed above followed by a ':'.
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Example
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Spawn:
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defines the entry point for the spawn state.
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2) State definitions. These consist of a sprite name, a frame sequence,
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the duration in tics (1/35 seconds) and optionally the 'BRIGHT'
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keyword to indicate a fullbright display and an action function name
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(code pointer)
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Example
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POSS AABBCCDD 4 A_Chase
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This defines 8 states. Each one of them uses the sprite POSS, has a duration
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of 4 and uses the code pointer A_Chase which is the standard walk function
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for monsters. Of these 8 states the first 2 will use the sprite frame 'A',
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the next 2 the frame 'B' and so on. The length of theframe sequence can be
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up to 256 characters. Valid frames are 'A'-'Z', '[', '\' and ']'.
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Different sprites can be freely mixed in an actor definition each separate
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state definition is limited to one sprite only.
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3) Jump instructions
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There are 4 different jump instructions:
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-Loop jumps to the most recently defined state label. This is
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used for a looping animation
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-Stop Stops animating this actor. Normally this is used at the
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end of the death sequences.
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-Wait Loops the last defined state. This is only useful if a
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code pointer is used that waits a given time or for a
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certain event. Currently the only usable code pointer
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for this is A_FreezeDeathChunks which is normally used
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at the end of a freeze death sequence.
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-Goto label+offset
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Jumps to an arbitrary state in the current actor.
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With this you can also jump to a state that was
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inherited by a parent. See Example 2) above for this
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The 'Goto see' jumps to the walking animation that
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has been inherited.
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Important note:
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---------------
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This format has been designed for maximum flexibility. As a result no assumptions
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are made what the designer wants. No states are ever implicitly created.
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Action functions:
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=================
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This information is kept rather brief. For normal purposes in-depth information
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is not necessary. All action functions names are preceded by 'A_'.
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A_BFGSpray Starts the effect when a BFG projectile hits something
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A_Pain Plays the pain sound (that's all it does, it can also be used outside the pain sequence!)
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A_NoBlocking Sets the actor to non-blocking and drops items.
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A_XScream Plays the sound 'misc/gibbed'
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A_Look Look for players - used in the idle sequence of monsters
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A_Chase Standard walking function - used in the walk sequence of monsters
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A_FaceTarget Change angle to face target
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A_PosAttack Zombie attack (one bullet)
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A_Scream Plays the death sound (that's all it does, it can also be used outside the death sequence!)
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A_SPosAttack Shotgunner attack (3 bullets)
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A_VileChase Arch Vile: look for corpses and walk.
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A_VileStart Plays sound 'vile/start'
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A_VileTarget Spawns the Arch Vile fire.
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A_VileAttack Arch Vile attack function. Inflicts some damage and thrusts victim in the air.
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A_Fire Keeps Arch Vile's fire in front of target
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A_StartFire Plays sound 'vile/firestrt' and calls A_Fire
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A_FireCrackle Plays sound 'vile/firecrkl' and calls A_Fire
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A_Tracer Homing routine for Revenant's missile
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A_SkelWhoosh Calls A_FaceTarget and plays sound 'skeleton/swing'.
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A_SkelFist Revenant's melee attack.
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A_SkelMissile Revenant's missile attack
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A_FatRaise Calls A_FaceTarget and plays sound 'fatso/raiseguns'.
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A_FatAttack1 Mancubus attack 1
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A_FatAttack2 Mancubus attack 2
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A_FatAttack3 Mancubus attack 3
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A_BossDeath Boss death specials. Has no effect for custom monsters
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A_CPosAttack Chaingunner attack
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A_CPosRefire Chaingunner refiring
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A_TroopAttack Imp attack
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A_SargAttack Demon attack
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A_HeadAttack Cacodemon attack
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A_BruisAttack Baron attack
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A_SkullAttack Lost Soul attack
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A_Metal Plays 'spider/metal' and calls A_Chase
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A_SpidRefire Spider refiring
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A_BabyMetal Plays 'baby/walk' and calls A_Chase
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A_BspiAttack Arachnotron attack
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A_Hoof Plays 'cyber/hoof' and calls A_Chase
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A_CyberAttack Cyberdemon attack
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A_PainAttack Pain Elemental attack
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A_PainDie Pain Elemental death
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A_KeenDie Keen death - opens door with tag 666 if all monsters of the calling kind are dead.
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A_BrainPain Plays 'brain/pain' at full volume.
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A_BrainScream Starts brain explosion
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A_BrainDie Ends level if not in deathmatch
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A_BrainAwake Plays 'brain/sight' at full volume.
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A_BrainSpit Spits one brain cube
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A_SpawnFly Brain cube handling incl. monster creation
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A_SpawnSound plays 'brain/cube' and calls A_SpawnFly
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A_BrainExplode Brain explosion
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A_Die Kills actor
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A_Detonate Inflicts explosive damage - amount specified by DAMAGE in the actor
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A_Mushroom Shoots a lot of mancubus fireballs high in the air
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A_SetFloorClip Sets the FLOORCLIP flag
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A_UnSetFloorClip Clears the FLOORCLIP flag
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A_HideThing Makes actor invisible
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A_UnHideThing Makes actor visible
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A_SetInvulnerable Makes actor invulnerable
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A_UnSetInvulnerable Makes actor vulnerable
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A_SetReflective Sets the REFLECTIVE flag
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A_UnSetReflective Clears the REFLECTIVE flag
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A_SetReflectiveInvulnerable A_SetInvulnerable + A_SetReflective
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A_UnSetReflectiveInvulnerable A_UnSetInvulnerable + A_UnSetReflective
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A_SetShootable Makes actor shootable
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A_UnSetShootable Makes actor non shootable
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A_NoGravity makes Actor not subject to gravity
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A_Gravity makes Actor subject to gravity
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A_LowGravity makes Actor subject to low gravity
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A_ScreamAndUnblock combines A_Scream and A_NoBlocking
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A_ActiveSound plays actor's active sound
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A_ActiveAndUnblock combines A_ActiveSound and A_NoBlocking
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A_FastChase A_Chase variation used by Hexen's class bosses
|
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A_FreezeDeath Starts the freeze death sequence.
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A_GenericFreezeDeath Starts the generic freeze death sequence. Calls A_FreezeDeath and sets the ice palette translation.
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A_FreezeDeathChunks Burst the actor into chunks. The state with this function has to be looped because it waits until all movement has stopped.
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A_IceGuyDie Stops all movement and bursts the actor into ice chunks immediately.
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|
The following functions use some actor properties to determine their behavior
|
||
|
-----------------------------------------------------------------------------
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|
A_Explode Inflicts explosive damage.
|
||
|
Uses:
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||
|
ExplosionDamage Amount of damage being inflicted
|
||
|
ExplosionRadius Radius of damage
|
||
|
DontHurtShooter If a projectile, don't hurt the guy who shot it.
|
||
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||
|
A_MeleeAttack performs a melee attack
|
||
|
Uses:
|
||
|
MeleeDamage Amount of damage, The formula is random(1,8)*MeleeDamage
|
||
|
MeleeSound Sound being played if the actual attack happens.
|
||
|
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||
|
A_MissileAttack launches a missile
|
||
|
Uses:
|
||
|
MissileName Actor name of the missile being launched
|
||
|
MissileHeight Height above floor for the spawned missile
|
||
|
|
||
|
A_MissileAttack can handle homing missiles as long as the missile
|
||
|
has the SEEKERMISSILE flag set and contains some kind of tracer
|
||
|
code pointer (A_Tracer, A_MummyFX1Seek, etc.) In its moving animation.
|
||
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||
|
A_ComboAttack combines A_MeleeAttack and A_MissileAttack depending on the current
|
||
|
distance to the target.
|
||
|
|
||
|
A_BulletAttack Hitscan attack
|
||
|
Uses:
|
||
|
damage amount of bullets being fired
|
||
|
|
||
|
|
||
|
The following functions use direct parameters:
|
||
|
----------------------------------------------
|
||
|
|
||
|
A_PlaySound ("soundname") Plays the sound soundname
|
||
|
A_PlayWeaponSound ("soundname") Plays the sound soundname on the weapon channel
|
||
|
Sounds played with A_PlaySound and A_PlayWeaponSound
|
||
|
can occur simultaneously.
|
||
|
A_SeekerMissile (threshold, maxturnangle)
|
||
|
Seeker missile handling. threshold and maxturnangle determine
|
||
|
how 'aggressive' the missile will home in on its target. The larger
|
||
|
the values the more precise it is. threshold specifies the angle
|
||
|
inside which the missile will home in directly on its target.
|
||
|
If the angle toward the target is larger than threshold it will
|
||
|
change its movement angle only partially towards the target.
|
||
|
maxturnangle is the maximum change of movement direction that
|
||
|
will be performed in one move. Maxturnangle should be larger
|
||
|
than threshold. Both angles are specified in degrees and must be
|
||
|
in the range [0, 90].
|
||
|
Example: The flaming skull of Heretic's mummy uses an equivalent
|
||
|
of A_SeekerMisile 20 30
|
||
|
A_Jump (chance, distance) Randomly advances to different state. Like painchance, the chance
|
||
|
value can range between 0 and 255. A chance of 0 will never advance,
|
||
|
while a chance of 255 will almost always advance. If the state is
|
||
|
not advanced, then the one immediately following the A_Jump will
|
||
|
be used as if A_Jump had not been present.
|
||
|
A_CustomMissile ("missiletype", spawnheight, spawnofs_xy, angle)
|
||
|
Spawns a missile attack where "missiletype" is the type of missile
|
||
|
to shoot, spawnheight is how high from the monster's feet to shoot
|
||
|
the missile, spawnofs_xy is how far the monster's center to shoot
|
||
|
the missile, and angle is the direction relative to the monster's
|
||
|
facing angle in which to shoot the missile.
|