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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
- You do NOT need to copy that actor, since it is already defined.
- In fact, it's not just useless, it will cause problems.
- If you want to modify it, or use a modified version, using inheritance is the way to go.
- The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
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Boss cube
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Actor type
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Explosive
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Game
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(Doom2)
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DoomEd Number
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None
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Class Name
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SpawnShot
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Classes: Actor → SpawnShot
Projectile fired by a BossEye at a random BossTarget. Once the target is reached, a random monster is spawned. Flies through walls.
Monster list
A custom spawn shot can define its own list of monsters to spawn from its DropItem list. If it does so, it overrides its boss eye's monster list. See BossEye for more information on the syntax.
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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.
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class SpawnShot : Actor
{
Default
{
Radius 6;
Height 32;
Speed 10;
Damage 3;
Projectile;
+NOCLIP
-ACTIVATEPCROSS
+RANDOMIZE
SeeSound "brain/spit";
DeathSound "brain/cubeboom";
}
States
{
Spawn:
BOSF A 3 BRIGHT A_SpawnSound;
BOSF BCD 3 BRIGHT A_SpawnFly;
Loop;
}
}
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Note: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above.
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ACTOR SpawnShot
{
Radius 6
Height 32
Speed 10
Damage 3
Projectile
+NOCLIP
-ACTIVATEPCROSS
+RANDOMIZE
SeeSound "brain/spit"
DeathSound "brain/cubeboom"
States
{
Spawn:
BOSF A 3 Bright A_SpawnSound
BOSF BCD 3 Bright A_SpawnFly // See SpawnFire
Loop
}
}
See also