Classes:RevenantTracer
The seeking missile fired by a Revenant. Whether it actually homes in on the Revenant's target or not is random (it's about 50% chance, but check A_Tracer for exact numbers), this behavior is caused by the way A_Tracer was written.
Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
|
| Revenant homing missile | |||
|---|---|---|---|
| Actor type | Explosive | Game | |
| DoomEd Number | None | Class Name | RevenantTracer |
| Spawn ID | 53 | Identifier | T_TRACER |
Classes: RevenantTracer
From their sprite names, it could be inferred they were originally planned to be the Mancubus' missiles.
ZScript definition
| Note: The ZScript definition below is for reference and may be different in the current version of GZDoom.The most up-to-date version of this code can be found on GZDoom GitHub. |
class RevenantTracer : Actor { Default { Radius 11; Height 8; Speed 10; Damage 10; Projectile; +SEEKERMISSILE +RANDOMIZE +ZDOOMTRANS SeeSound "skeleton/attack"; DeathSound "skeleton/tracex"; RenderStyle "Add"; } States { Spawn: FATB AB 2 BRIGHT A_Tracer; Loop; Death: FBXP A 8 BRIGHT; FBXP B 6 BRIGHT; FBXP C 4 BRIGHT; Stop; } }
DECORATE definition
| Note: This is legacy code, kept here for reference only. DECORATE is still supported but no longer used by GZDoom. GZDoom internally uses the ZScript definition above. |
ACTOR RevenantTracer
{
Radius 11
Height 8
Speed 10
Damage 10
Projectile
+SEEKERMISSILE
+RANDOMIZE
SeeSound "skeleton/attack"
DeathSound "skeleton/tracex"
RenderStyle Add
States
{
Spawn:
FATB AB 2 Bright A_Tracer
Loop
Death:
FBXP A 8 Bright
FBXP B 6 Bright
FBXP C 4 Bright
Stop
}
}
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