Difference between revisions of "Classes:Knife"

From ECWolf Wiki
(Created page with "{{Actor| | type = Weapon | name = Knife | class = Knife | game = Wolf3D }}Classes: {{Class|Actor}} → {{Class|Inventory}} → {{Class|Weapon}} → {{Class|WolfWe...")
 
 
(2 intermediate revisions by the same user not shown)
Line 16: Line 16:
 
   {{property|weapon.ammouse1}} 0
 
   {{property|weapon.ammouse1}} 0
 
   {{property|weapon.selectionorder}} 3700
 
   {{property|weapon.selectionorder}} 3700
   {{property|attacksound}} "weapon/knife/attack"
+
   {{property|AttackSound}} "weapon/knife/attack"
 
   +{{flag|WEAPON.NOAUTOFIRE}}
 
   +{{flag|WEAPON.NOAUTOFIRE}}
 +
  +{{flag|WEAPON.NOALERT}}
 
   states
 
   states
 
   {
 
   {
Line 25: Line 26:
 
     Fire:
 
     Fire:
 
       KNIF B 3
 
       KNIF B 3
       KNIF C 3 [[A_CustomPunch]](1, false, CPF_ALWAYSPLAYSOUND)
+
       KNIF C 3
       KNIF DE 3
+
      KNIF D 3 [[A_CustomPunch]](1, false, CPF_ALWAYSPLAYSOUND)
 +
       KNIF E 3
 
       goto Ready
 
       goto Ready
 
   }
 
   }
 
  }
 
  }

Latest revision as of 06:04, 24 December 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.
Knife
Actor type Weapon Game MiniWolf3DLogoIcon.png
DoomEd Number None Class Name Knife


Classes: ActorInventoryWeaponWolfWeaponKnife
 →Knife2

Overview

Standard melee weapon in Wolfenstein 3D.

DECORATE Definition

actor Knife : WolfWeapon
{
  inventory.icon "KNIFE"
  weapon.ammouse1 0
  weapon.selectionorder 3700
  AttackSound "weapon/knife/attack"
  +WEAPON.NOAUTOFIRE
  +WEAPON.NOALERT
  states
  {
    Ready:
      KNIF A 1 A_WeaponReady
      loop
    Fire:
      KNIF B 3
      KNIF C 3
      KNIF D 3 A_CustomPunch(1, false, CPF_ALWAYSPLAYSOUND)
      KNIF E 3
      goto Ready
  }
}