Classes:TelOtherFX1


Classes: TelOtherFX1
TelOtherFX2
TelOtherFX3
TelOtherFX4
TelOtherFX5

Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
  1. You do not need to copy that actor, since it is already defined.
  2. In fact, it's not just useless, it's actually harmful as it can cause problems.
  3. If you want to modify it, or use a modified version, using inheritance is the way to go.
  4. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
  5. There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
Banishment device blast
Actor type Explosive Game
DoomEd Number None Class Name TelOtherFX1

This projectile implements Hexen's Banishment Device. The four child classes are spawned by A_TeloSpawnA through A_TeloSpawnD to leave a slight trail as the projectile moves.

Upon hitting a monster, that monster is teleported to a random deathmatch start. If it has a TID, the TID is set to zero. If it has a special, that special is executed and removed.

Upon hitting a player, that player will be teleported to a random start spot, either a deathmatch start for deathmatch games or a normal start for other game modes. Unlike monsters, a player's TID and special will be unaltered.

DECORATE definition

ACTOR TelOtherFX1 native
{
  Damage 10001
  Projectile
  -ACTIVATEIMPACT
  -ACTIVATEPCROSS
  +BLOODLESSIMPACT
  Radius 16
  Height 16
  Speed 20

  action native A_TeloSpawnA();
  action native A_TeloSpawnB();
  action native A_TeloSpawnC();
  action native A_TeloSpawnD();
  action native A_CheckTeleRing();

  States
  {
  Spawn:
    TRNG E 5 Bright
    TRNG D 4 Bright
    TRNG C 3 Bright A_TeloSpawnC
    TRNG B 3 Bright A_TeloSpawnB
    TRNG A 3 Bright A_TeloSpawnA
    TRNG B 3 Bright A_TeloSpawnB
    TRNG C 3 Bright A_TeloSpawnC
    TRNG D 3 Bright A_TeloSpawnD
    Goto Spawn+2
  Death:
    TRNG E 3 Bright
    Stop
  }
}
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