Classes:Arachnotron
Arachnotrons are spider-like enemies that first appear in Doom 2. Their choice of weapon is plasma, which deals the same damage as the player's plasma rifle, although the colors are different and they do not fire as fast.
Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
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Arachnotron | |||
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Actor type | Monster | Game | ![]() |
DoomEd Number | 68 | Class Name | Arachnotron |
Spawn ID | 6 | Identifier | T_ARACHNOTRON |
Classes: Arachnotron
→StealthArachnotron
ZScript definition
Note: The ZScript definition below is for reference and may be different in the current version of GZDoom.The most up-to-date version of this code can be found on GZDoom GitHub. |
class Arachnotron : Actor { Default { Health 500; Radius 64; Height 64; Mass 600; Speed 12; PainChance 128; Monster; +FLOORCLIP +BOSSDEATH SeeSound "baby/sight"; PainSound "baby/pain"; DeathSound "baby/death"; ActiveSound "baby/active"; Obituary "$OB_BABY"; Tag "$FN_ARACH"; } States { Spawn: BSPI AB 10 A_Look; Loop; See: BSPI A 20; BSPI A 3 A_BabyMetal; BSPI ABBCC 3 A_Chase; BSPI D 3 A_BabyMetal; BSPI DEEFF 3 A_Chase; Goto See+1; Missile: BSPI A 20 BRIGHT A_FaceTarget; BSPI G 4 BRIGHT A_BspiAttack; BSPI H 4 BRIGHT; BSPI H 1 BRIGHT A_SpidRefire; Goto Missile+1; Pain: BSPI I 3; BSPI I 3 A_Pain; Goto See+1; Death: BSPI J 20 A_Scream; BSPI K 7 A_NoBlocking; BSPI LMNO 7; BSPI P -1 A_BossDeath; Stop; Raise: BSPI P 5; BSPI ONMLKJ 5; Goto See+1; } } extend class Actor { void A_BspiAttack() { if (target) { A_FaceTarget(); SpawnMissile(target, "ArachnotronPlasma"); } } void A_BabyMetal() { A_StartSound("baby/walk", CHAN_BODY, CHANF_DEFAULT, 1, ATTN_IDLE); A_Chase(); } }
DECORATE definition
Note: This is legacy code, kept here for reference only. DECORATE is still supported but no longer used by GZDoom. GZDoom internally uses the ZScript definition above. |
ACTOR Arachnotron { Health 500 Radius 64 Height 64 Mass 600 Speed 12 PainChance 128 Monster +FLOORCLIP +BOSSDEATH SeeSound "baby/sight" PainSound "baby/pain" DeathSound "baby/death" ActiveSound "baby/active" Obituary "$OB_BABY" States { Spawn: BSPI AB 10 A_Look Loop See: BSPI A 20 BSPI A 3 A_BabyMetal BSPI ABBCC 3 A_Chase BSPI D 3 A_BabyMetal BSPI DEEFF 3 A_Chase Goto See+1 Missile: BSPI A 20 Bright A_FaceTarget BSPI G 4 Bright A_BspiAttack BSPI H 4 Bright BSPI H 1 Bright A_SpidRefire Goto Missile+1 Pain: BSPI I 3 BSPI I 3 A_Pain Goto See+1 Death: BSPI J 20 A_Scream BSPI K 7 A_NoBlocking BSPI LMNO 7 BSPI P -1 A_BossDeath Stop Raise: BSPI P 5 BSPI ONMLKJ 5 Goto See+1 } }
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