Difference between revisions of "Classes:WolfensteinSS"
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Hair Machine (talk | contribs) (Created page with "{{Actor| | type = Internal | name = SS | class = WolfensteinSS }}Classes: {{Class}} → {{Class|WolfensteinMonster}} → <u>WolfensteinSS</u><br> →{{Class...") |
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{{Actor| | {{Actor| | ||
− | | type = | + | | type = Monster |
| name = SS | | name = SS | ||
| class = WolfensteinSS | | class = WolfensteinSS | ||
+ | | doomednum = 13 | ||
+ | | game = Wolf3D | ||
}}[[Classes]]: {{Class}} → {{Class|WolfensteinMonster}} → <u>WolfensteinSS</u><br> | }}[[Classes]]: {{Class}} → {{Class|WolfensteinMonster}} → <u>WolfensteinSS</u><br> | ||
 →{{Class|Schutzstafell}}<br> |  →{{Class|Schutzstafell}}<br> | ||
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== DECORATE Definition == | == DECORATE Definition == | ||
− | actor WolfensteinSS: {{Class|WolfensteinMonster}} 13 // ZDoom compatible name | + | actor <u>WolfensteinSS</u>: {{Class|WolfensteinMonster}} 13 // ZDoom compatible name |
{ | { | ||
{{property|Points}} 500 | {{property|Points}} 500 |
Latest revision as of 19:07, 16 January 2013
Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
|
SS | |||
---|---|---|---|
Actor type | Monster | Game | |
DoomEd Number | 13 | Class Name | WolfensteinSS |
Classes: Actor → WolfensteinMonster → WolfensteinSS
→Schutzstafell
Overview
Blue-uniformed shock trooper. Has the highest hitpoints of the standard enemies and attacks with a machine gun.
DECORATE Definition
actor WolfensteinSS: WolfensteinMonster 13 // ZDoom compatible name { Points 500 Health 100 Speed 1, 4 SightTime 1, 6 DropItem "MachineGun" DropItem "Clip" AttackSound "wolfss/attack" DeathSound "wolfss/death" SecretDeathSound "wolfss/fart" SeeSound "wolfss/sight" +DROPBASEDONTARGET states { Spawn: SSWV W -1 NOP A_Look stop Path: SSWV A 10 NOP A_Chase SSWV A 2.5 SSWV B 7.5 NOP A_Chase SSWV C 10 NOP A_Chase SSWV C 2.5 SSWV D 7.5 NOP A_Chase loop See: SSWV A 5 NOP A_Chase SSWV A 1.5 SSWV B 4 NOP A_Chase SSWV C 5 NOP A_Chase SSWV C 1.5 SSWV D 4 NOP A_Chase loop Pain: SSWV H 5 A_JumpIf(health & 1, 1) goto See SSWV I 5 goto See Missile: SSWV EF 10 A_FaceTarget SSWV G 5 bright A_WolfAttack(0, "*", 0.667) SSWV F 5 A_FaceTarget SSWV G 5 bright A_WolfAttack(0, "*", 0.667) SSWV F 5 A_FaceTarget SSWV G 5 bright A_WolfAttack(0, "*", 0.667) SSWV F 5 A_FaceTarget SSWV G 5 bright A_WolfAttack(0, "*", 0.667) goto See Death: SSWV J 7.5 A_Fall SSWV K 7.5 A_Scream SSWV L 7.5 SSWV M -1 stop } }