gzdoom-gles/wadsrc/static/actors/strife/entityboss.txt
Christoph Oelckers c8538efda9 - Fixed a few minor DECORATE bugs.
- Changed coordinate storage for EntityBoss so that it works properly even
  when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.


SVN r1117 (trunk)
2008-08-06 17:49:22 +00:00

207 lines
3.7 KiB
Text

// Entity Nest --------------------------------------------------------------
ACTOR EntityNest 26
{
Game Strife
ConversationID 76,-1,-1
Radius 84
Height 47
+SOLID
+NOTDMATCH
+FLOORCLIP
States
{
Spawn:
NEST A -1
Stop
}
}
// Entity Pod ---------------------------------------------------------------
ACTOR EntityPod 198
{
Game Strife
ConversationID 77,-1,-1
Radius 25
Height 91
+SOLID
+NOTDMATCH
SeeSound "misc/gibbed"
action native A_SpawnEntity ();
States
{
Spawn:
PODD A 60 A_Look
Loop
See:
PODD A 360
PODD B 9 A_NoBlocking
PODD C 9
PODD D 9 A_SpawnEntity
PODD E -1
Stop
}
}
// Entity Boss --------------------------------------------------------------
ACTOR EntityBoss : SpectralMonster 128
{
Game Strife
ConversationID 74,-1,-1
Health 2500
Painchance 255
Speed 13
Radius 130
Height 200
FloatSpeed 5
Mass 1000
Monster
+SPECIAL
+NOGRAVITY
+FLOAT
+SHADOW
+NOTDMATCH
+DONTMORPH
+NOTARGET
+NOBLOCKMONST
+INCOMBAT
+LOOKALLAROUND
+SPECTRAL
+NOICEDEATH
MinMissileChance 150
RenderStyle Translucent
Alpha 0.5
SeeSound "entity/sight"
AttackSound "entity/melee"
PainSound "entity/pain"
DeathSound "entity/death"
ActiveSound "entity/active"
Obituary "$OB_ENTITY"
action native A_EntityAttack();
action native A_EntityDeath();
States
{
Spawn:
MNAM A 100 A_SentinelBob
MNAM B 60 Bright A_SentinelBob
MNAM CDEFGHIJKL 4 Bright A_SentinelBob
MNAL A 4 Bright A_Look
MNAL B 4 Bright A_SentinelBob
Goto Spawn+12
See:
MNAL AB 4 Bright A_Chase
MNAL C 4 Bright A_SentinelBob
MNAL DEF 4 Bright A_Chase
MNAL G 4 Bright A_SentinelBob
MNAL HIJ 4 Bright A_Chase
MNAL K 4 Bright A_SentinelBob
Loop
Melee:
MNAL J 4 Bright A_FaceTarget
MNAL I 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5)
MNAL C 4 Bright
Goto See+2
Missile:
MNAL F 4 Bright A_FaceTarget
MNAL I 4 Bright A_EntityAttack
MNAL E 4 Bright
Goto See+10
Pain:
MNAL J 2 Bright A_Pain
Goto See+6
Death:
MNAL L 7 Bright A_SpectreChunkSmall
MNAL M 7 Bright A_Scream
MNAL NO 7 Bright A_SpectreChunkSmall
MNAL P 7 Bright A_SpectreChunkLarge
MNAL Q 64 Bright A_SpectreChunkSmall
MNAL Q 6 Bright A_EntityDeath
Stop
}
}
// Second Entity Boss -------------------------------------------------------
ACTOR EntitySecond : SpectralMonster
{
ConversationID 75,-1,-1
Health 990
Painchance 255
Speed 14
Radius 130
Height 200
FloatSpeed 5
Mass 1000
Monster
+SPECIAL
+NOGRAVITY
+FLOAT
+SHADOW
+NOTDMATCH
+DONTMORPH
+NOBLOCKMONST
+INCOMBAT
+LOOKALLAROUND
+SPECTRAL
+NOICEDEATH
MinMissileChance 150
RenderStyle Translucent
Alpha 0.25
SeeSound "alienspectre/sight"
AttackSound "alienspectre/blade"
PainSound "alienspectre/pain"
DeathSound "alienspectre/death"
ActiveSound "alienspectre/active"
Obituary "$OB_ENTITY"
action native A_SubEntityDeath ();
States
{
Spawn:
MNAL R 10 Bright A_Look
Loop
See:
MNAL R 5 Bright A_SentinelBob
MNAL ST 5 Bright A_Chase
MNAL U 5 Bright A_SentinelBob
MNAL V 5 Bright A_Chase
MNAL W 5 Bright A_SentinelBob
Loop
Melee:
MNAL S 4 Bright A_FaceTarget
MNAL R 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5)
MNAL T 4 Bright A_SentinelBob
Goto See+1
Missile:
MNAL W 4 Bright A_FaceTarget
MNAL U 4 Bright A_CustomMissile("SpectralLightningH3",32,0)
MNAL V 4 Bright A_SentinelBob
Goto See+4
Pain:
MNAL R 2 Bright A_Pain
Goto See
Death:
MDTH A 3 Bright A_Scream
MDTH B 3 Bright A_TossGib
MDTH C 3 Bright A_NoBlocking
MDTH DEFGHIJKLMN 3 Bright A_TossGib
MDTH O 3 Bright A_SubEntityDeath
Stop
}
}