Difference between revisions of "Classes:Guard"

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{{Actor|
 
{{Actor|
| type = Internal
+
| type = Monster
 
| name = Guard
 
| name = Guard
 
| class = Guard
 
| class = Guard
}}[[Classes]]: {{Class}} &rarr; {{Class|WolfensteinMonster}} &rarr; Guard<br>
+
| doomednum = 11
 +
| game = Wolf3D
 +
}}[[Classes]]: {{Class}} &rarr; {{Class|WolfensteinMonster}} &rarr; <u>Guard</u><br>
 +
&ensp;&rarr;{{Class|GreenGuard}}<br>
  
 
== Overview ==
 
== Overview ==
Line 10: Line 13:
 
== DECORATE Definition ==
 
== DECORATE Definition ==
  
  actor Guard: {{Class|WolfensteinMonster}} 11
+
  actor <u>Guard</u>: {{Class|WolfensteinMonster}} 11
 
  {
 
  {
 
   {{property|Points}} 100
 
   {{property|Points}} 100
Line 20: Line 23:
 
   {{property|DeathSound}} "guard/death"
 
   {{property|DeathSound}} "guard/death"
 
   {{property|SecretDeathSound}} "guard/fart"
 
   {{property|SecretDeathSound}} "guard/fart"
   {{property|SeeSound}} "guard/fart"
+
   {{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:
  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.
Guard
Actor type Monster Game MiniWolf3DLogoIcon.png
DoomEd Number 11 Class Name Guard


Classes: ActorWolfensteinMonsterGuard
 →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
  }
}