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Smooth doom monsters only
Smooth doom monsters only






smooth doom monsters only

Sources of damage that have the FORCEPAIN flag ignore this property. You can also specify PainChance per damage type.

  • PainChance damagetype, value Probability of entering the pain state (256 = always, 0 = never).
  • There is normally no need to change this value but it can be used as a counter for A_Countdown. A negative value will cause a monster to never attack unless attacked first. Attacking a monster will cause it to return attack immediately, regardless of reaction time.
  • ReactionTime value Time in tics (1/35 seconds) a monster takes to attack after being alerted.
  • WoundHealth value Defines the health below which the actor enters the Wound state.
  • In Doom it is the negative of the spawn health, in the other games the half of the negative of the spawn health. If this is not set the value depends on the game, as defined in the GameInfo definition with the gibfactor property.
  • GibHealth value Defines the (negative) health below which this actor enters the extreme death sequence.
  • Health value Defines the health a monster or any other shootable item starts with.
  • The names are used in the key display on Strife's status bar and the default actor name in Strife's dialogs, as well as the name of the currently selected inventory item when the invquery console command is called.

    smooth doom monsters only

    The latter two are used by the two "teaser" demo versions of Strife, and since ZDoom does not allow to use mods with a demo version, adding support for the Strife teasers in a mod is pointless. Note: some standard Strife actors define three numbers here, but for a mod only the first is needed. If you use ZSDF instead of the binary format or USDF, then this is unnecessary and instead is set on a per-actor basis on the map.

    smooth doom monsters only

    This property allows to use dialogues in all games, not just Strife.

  • ConversationID value ( DECORATE only) Defines the ID used by the Strife's dialogue system.
  • SpawnID value ( DECORATE only) Defines the spawn number to be used with Thing_Spawn and its derivatives.
  • For normal custom WADs this is not necessary but it may have some use in resource WADs targeted at multiple games.
  • Game gamename ( DECORATE only) Defines the game in which the editor number and spawn ID should take effect.







  • Smooth doom monsters only