// Entity Nest -------------------------------------------------------------- ACTOR EntityNest { Game Strife ConversationID 76,-1,-1 Radius 84 Height 47 +SOLID +NOTDMATCH +FLOORCLIP States { Spawn: NEST A -1 Stop } } // Entity Pod --------------------------------------------------------------- ACTOR EntityPod { 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 { 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 "$OB_ENTITY" action native A_EntityAttack(); action native A_EntityDeath(); States { Spawn: MNAM A 100 MNAM B 60 Bright MNAM CDEFGHIJKL 4 Bright MNAL A 4 Bright A_Look MNAL B 4 Bright A_SentinelBob Goto Spawn+12 See: MNAL AB 4 Bright A_Chase MNAL C 4 Bright A_SentinelBob MNAL DEF 4 Bright A_Chase MNAL G 4 Bright A_SentinelBob MNAL HIJ 4 Bright A_Chase MNAL K 4 Bright A_SentinelBob Loop Melee: MNAL J 4 Bright A_FaceTarget MNAL I 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5) MNAL C 4 Bright Goto See+2 Missile: MNAL F 4 Bright A_FaceTarget MNAL I 4 Bright A_EntityAttack MNAL E 4 Bright Goto See+10 Pain: MNAL J 2 Bright A_Pain Goto See+6 Death: MNAL L 7 Bright A_SpectreChunkSmall MNAL M 7 Bright A_Scream MNAL NO 7 Bright A_SpectreChunkSmall MNAL P 7 Bright A_SpectreChunkLarge MNAL Q 64 Bright A_SpectreChunkSmall MNAL Q 6 Bright A_EntityDeath Stop } } // Second Entity Boss ------------------------------------------------------- ACTOR EntitySecond : SpectralMonster { ConversationID 75,-1,-1 Health 990 Painchance 255 Speed 14 Radius 130 Height 200 FloatSpeed 5 Mass 1000 Monster +SPECIAL +NOGRAVITY +FLOAT +SHADOW +NOTDMATCH +DONTMORPH +NOBLOCKMONST +INCOMBAT +LOOKALLAROUND +SPECTRAL +NOICEDEATH MinMissileChance 150 RenderStyle Translucent Alpha 0.25 SeeSound "alienspectre/sight" AttackSound "alienspectre/blade" PainSound "alienspectre/pain" DeathSound "alienspectre/death" ActiveSound "alienspectre/active" Obituary "$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 } }