Difference between revisions of "Classes:Guard"
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Hair Machine (talk | contribs) (Created page with "{{Actor| | type = Internal | name = Guard | class = Guard }}Classes: {{Class}} → {{Class|WolfensteinMonster}} → Guard<br> == Overview == A brown-uniformed castl...") |
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{{Actor| | {{Actor| | ||
− | | type = | + | | type = Monster |
| name = Guard | | name = Guard | ||
| class = Guard | | class = Guard | ||
− | }}[[Classes]]: {{Class}} → {{Class|WolfensteinMonster}} → Guard<br> | + | | doomednum = 11 |
+ | | game = Wolf3D | ||
+ | }}[[Classes]]: {{Class}} → {{Class|WolfensteinMonster}} → <u>Guard</u><br> | ||
+ |  →{{Class|GreenGuard}}<br> | ||
== Overview == | == Overview == | ||
Line 10: | Line 13: | ||
== DECORATE Definition == | == DECORATE Definition == | ||
− | actor WolfensteinMonster | + | actor <u>Guard</u>: {{Class|WolfensteinMonster}} 11 |
{ | { | ||
− | {{property| | + | {{property|Points}} 100 |
− | {{property| | + | {{property|Health}} 25 |
− | {{property| | + | {{property|Speed}} 1, 3 |
− | {{property| | + | {{property|SightTime}} 1, 4 |
− | {{property| | + | {{property|DropItem}} "{{Class|Clip}}" |
− | {{property| | + | {{property|AttackSound}} "guard/attack" |
− | {{property| | + | {{property|DeathSound}} "guard/death" |
− | {{property| | + | {{property|SecretDeathSound}} "guard/fart" |
− | {{property| | + | {{property|SeeSound}} "guard/sight" |
states | states | ||
{ | { |
Latest revision as of 19:04, 16 January 2013
Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
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Guard | |||
---|---|---|---|
Actor type | Monster | Game | |
DoomEd Number | 11 | Class Name | Guard |
Classes: Actor → WolfensteinMonster → Guard
→GreenGuard
Overview
A brown-uniformed castle security guard, attacking with a pistol. The most commonplace enemy in the game.
DECORATE Definition
actor Guard: WolfensteinMonster 11 { Points 100 Health 25 Speed 1, 3 SightTime 1, 4 DropItem "Clip" AttackSound "guard/attack" DeathSound "guard/death" SecretDeathSound "guard/fart" SeeSound "guard/sight" states { Spawn: GARD A -1 NOP A_Look stop Path: GARD B 10 NOP A_Chase GARD B 2.5 GARD C 7.5 NOP A_Chase GARD D 10 NOP A_Chase GARD D 2.5 GARD E 7.5 NOP A_Chase loop See: GARD B 5 NOP A_Chase GARD B 1.5 GARD C 4 NOP A_Chase GARD D 5 NOP A_Chase GARD D 1.5 GARD E 4 NOP A_Chase loop Missile: GARD FG 10 A_FaceTarget GARD H 10 bright A_WolfAttack goto See Pain: GARD I 5 A_JumpIf(health & 1, 1) goto See GARD J 5 goto See Death: GARD K 7.5 A_Fall GARD L 7.5 A_Scream GARD M 7.5 GARD N -1 stop } }