Classes

Every type of actor (enemies, projectiles, item pickups, obstacles, special effects...) in ZDoom is called a class. For the purpose of this article, a class can be thought of as a way of grouping all the properties of an object under a single name. ZDoom defines all the classes needed for each of the supported game, and as long as the needed graphics and sounds are provided they can all be used in any game.

Normally, objects are placed on a map using either the thing numbers in a level editor, or using the SpawnID in an ACS script. However, each game supported by ZDoom has conflicting thing numbers, so to facilitate spawning objects from other games, the Spawn and SpawnSpot ACS commands were created. To place actors from another game directly in the map editor, you can define spawners that will have a non-conflicting editor number and drop the wanted actor.

You can also spawn classes manually while playing, via the Summon console command.

Click on one of the links below to get the full list of classes for the specified game.

The following classes are Skulltag specific actors that are currently not available in ZDoom but may be in the future.

See also

Categories by game

  • Actors common to all games
  • Doom actors
  • Doom II and Final Doom actors
  • Heretic actors
  • Hexen actors
  • Strife actors
  • Chex Quest/Chex Quest 3 actors

Categories by type

  • Artifact: Items that can be used after having been picked up.
  • Ammo: Ammunition for the various weapons.
  • Armor: Protective gear.
  • Breakable: Decoration that can be destroyed.
  • Bridge: Visible or invisible objects that can be walked upon.
  • Decoration: Sundry clutter and obstacles.
  • Dynamic light: Things that emit light. (OpenGL only: not supported by ZDoom)
  • Explosive: Projectiles and puffs from traps, monsters and weapons.
  • Health: Restorative items.
  • Interactive object: Objects that can be interacted with, not just destroyed.
  • Gibs: Meat chunks, blood and guts, created during game.
  • Gore: Corpses and fleshy bits used as decoration.
  • Hazard: Traps and other dangerous objects.
  • Internal: Classes used by the engine to do various stuff.
  • Key: For opening locked doors.
  • Light sources: A type of decoration that is supposed to emit light.
  • Map spot: Invisible things that achieve certain special effects.
  • Monster: Enemies and allies that aren't controlled by a player.
  • Player: Enemies and allies that are controlled by a player.
  • Powerup: Items (other than health or armor) that are used on pickup.
  • Power: Effects and abilities gained by using an artifact or powerup.
  • Puzzle item: In practice, a type of key that is lost when used.
  • Quest item: An item that must be in the inventory to progress in Strife quests.
  • Script thing: For scripting actors and points of view.
  • Token: An hidden item placed in the inventory to help the engine keep track of things.
  • SFX: Special effects such as projectile trails, sparks, dripping water and so on.
  • Vegetation: Trees, mushrooms, mosses and lichens.
  • Weapon: What can go in a player's arsenal.
This article is issued from Zdoom. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.