mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-06 21:12:12 +00:00
199 lines
3.5 KiB
Text
199 lines
3.5 KiB
Text
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// Entity Nest --------------------------------------------------------------
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ACTOR EntityNest
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{
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Radius 84
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Height 47
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+SOLID
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+NOTDMATCH
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+FLOORCLIP
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States
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{
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Spawn:
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NEST A -1
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Stop
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}
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}
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// Entity Pod ---------------------------------------------------------------
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ACTOR EntityPod
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{
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Radius 25
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Height 91
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+SOLID
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+NOTDMATCH
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SeeSound "misc/gibbed"
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action native A_SpawnEntity ();
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States
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{
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Spawn:
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PODD A 60 A_Look
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Loop
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See:
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PODD A 360
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PODD B 9 A_NoBlocking
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PODD C 9
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PODD D 9 A_SpawnEntity
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PODD E -1
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Stop
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}
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}
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// Entity Boss --------------------------------------------------------------
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ACTOR EntityBoss : SpectralMonster
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{
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Health 2500
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Painchance 255
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Speed 13
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Radius 130
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Height 200
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FloatSpeed 5
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Mass 1000
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Monster
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+SPECIAL
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+NOGRAVITY
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+FLOAT
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+SHADOW
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+NOTDMATCH
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+DONTMORPH
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+NOTARGET
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+NOBLOCKMONST
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+INCOMBAT
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+LOOKALLAROUND
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+SPECTRAL
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+NOICEDEATH
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MinMissileChance 150
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RenderStyle Translucent
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Alpha 0.5
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SeeSound "entity/sight"
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AttackSound "entity/melee"
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PainSound "entity/pain"
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DeathSound "entity/death"
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ActiveSound "entity/active"
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Obituary "$OB_ENTITY"
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action native A_EntityAttack();
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action native A_EntityDeath();
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States
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{
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Spawn:
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MNAM A 100
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MNAM B 60 Bright
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MNAM CDEFGHIJKL 4 Bright
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MNAL A 4 Bright A_Look
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MNAL B 4 Bright A_SentinelBob
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Goto Spawn+12
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See:
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MNAL AB 4 Bright A_Chase
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MNAL C 4 Bright A_SentinelBob
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MNAL DEF 4 Bright A_Chase
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MNAL G 4 Bright A_SentinelBob
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MNAL HIJ 4 Bright A_Chase
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MNAL K 4 Bright A_SentinelBob
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Loop
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Melee:
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MNAL J 4 Bright A_FaceTarget
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MNAL I 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5)
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MNAL C 4 Bright
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Goto See+2
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Missile:
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MNAL F 4 Bright A_FaceTarget
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MNAL I 4 Bright A_EntityAttack
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MNAL E 4 Bright
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Goto See+10
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Pain:
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MNAL J 2 Bright A_Pain
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Goto See+6
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Death:
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MNAL L 7 Bright A_SpectreChunkSmall
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MNAL M 7 Bright A_Scream
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MNAL NO 7 Bright A_SpectreChunkSmall
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MNAL P 7 Bright A_SpectreChunkLarge
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MNAL Q 64 Bright A_SpectreChunkSmall
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MNAL Q 6 Bright A_EntityDeath
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Stop
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}
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}
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// Second Entity Boss -------------------------------------------------------
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ACTOR EntitySecond : SpectralMonster
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{
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Health 990
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Painchance 255
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Speed 14
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Radius 130
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Height 200
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FloatSpeed 5
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Mass 1000
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Monster
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+SPECIAL
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+NOGRAVITY
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+FLOAT
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+SHADOW
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+NOTDMATCH
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+DONTMORPH
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+NOBLOCKMONST
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+INCOMBAT
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+LOOKALLAROUND
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+SPECTRAL
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+NOICEDEATH
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MinMissileChance 150
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RenderStyle Translucent
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Alpha 0.25
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SeeSound "alienspectre/sight"
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AttackSound "alienspectre/blade"
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PainSound "alienspectre/pain"
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DeathSound "alienspectre/death"
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ActiveSound "alienspectre/active"
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Obituary "$OB_ENTITY"
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action native A_SubEntityDeath ();
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States
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{
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Spawn:
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MNAL R 10 Bright A_Look
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Loop
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See:
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MNAL R 5 Bright A_SentinelBob
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MNAL ST 5 Bright A_Chase
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MNAL U 5 Bright A_SentinelBob
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MNAL V 5 Bright A_Chase
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MNAL W 5 Bright A_SentinelBob
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Loop
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Melee:
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MNAL S 4 Bright A_FaceTarget
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MNAL R 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5)
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MNAL T 4 Bright A_SentinelBob
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Goto See+1
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Missile:
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MNAL W 4 Bright A_FaceTarget
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MNAL U 4 Bright A_CustomMissile("SpectralLightningH3",32,0)
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MNAL V 4 Bright A_SentinelBob
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Goto See+4
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Pain:
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MNAL R 2 Bright A_Pain
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Goto See
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Death:
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MDTH A 3 Bright A_Scream
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MDTH B 3 Bright A_TossGib
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MDTH C 3 Bright A_NoBlocking
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MDTH DEFGHIJKLMN 3 Bright A_TossGib
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MDTH O 3 Bright A_SubEntityDeath
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Stop
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}
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}
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