Difference between revisions of "Classes:HighRocket"

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(Created page with "{{Actor| | type = Explosive | name = High Rocket | class = HighRocket | game = Spear }}Classes: {{Class|Actor}} → <u>HighRocket</u><br>  →{{Class|HighChemic...")
 
Line 22: Line 22:
 
   {
 
   {
 
     Spawn:
 
     Spawn:
       HRCK A 1.5 bright A_SpawnItem("{{Class|HighSmoke}}")
+
       HRCK A 1.5 bright [[A_SpawnItem]]("{{Class|HighSmoke}}")
 
       loop
 
       loop
 
     Death:
 
     Death:

Revision as of 19:43, 18 February 2013

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.
High Rocket
Actor type Explosive Game MiniSpearLogoIcon.png
DoomEd Number None Class Name HighRocket


Classes: ActorHighRocket
 →HighChemicalRocket

Overview

A normal Rocket that is visually offset closer to the ceiling. Fired by the Death Knight.

DECORATE Definition

actor HighRocket
{
  radius 11
  speed 16
  damage (random[MissileDamage](30, 61))
  seesound "deathknight/attack"
  deathsound "missile/hit"
  PROJECTILE
  states
  {
    Spawn:
      HRCK A 1.5 bright A_SpawnItem("HighSmoke")
      loop
    Death:
      HBOM ABC 3 bright
      stop
  }
}