Wolfenstei…

Editing

Projectiles

1
  • The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit. If you are undoing an edit that is …
Latest revision Your text
Line 6: Line 6:
   
 
Because the syringe is full of Schabbs's [[mutant]] serum, the syringe has the unique ability of any enemy attack of giving the player an alternate death face on the HUD. Instead of the typical depiction of BJ's bloodied face, a death by syringe results in BJ's face turning grey and his expression grim, a sign that he has been converted into a mutant.
 
Because the syringe is full of Schabbs's [[mutant]] serum, the syringe has the unique ability of any enemy attack of giving the player an alternate death face on the HUD. Instead of the typical depiction of BJ's bloodied face, a death by syringe results in BJ's face turning grey and his expression grim, a sign that he has been converted into a mutant.
===ECWolf DECORATE Definition===
 
<code>actor Needle
 
{
 
    radius 11
 
    speed 16
 
    damage (random[MissileDamage](20, 51))
 
    seesound "schabbs/throw"
 
    PROJECTILE
 
    states
 
    {
 
        Spawn:
 
            HYPO A .5
 
        Loop:
 
            HYPO BCDA 3
 
            loop
 
        Death:
 
            // Keep the actor alive so our temporary damage type hack works consistantly
 
            TNT1 A 1
 
            stop
 
    }
 
}</code>
 
 
==Fake Hitler Fire==
 
==Fake Hitler Fire==
 
[[File:Sprite0433_copy.png|thumb|A fireball from the [[Fake Hitler]]]]The [[Fake Hitler]]'s fire moves at roughly half the speed of the syringe or rocket and deals a medium amount of damage per hit. What makes this a far more devastating attack is that it is often delivered in volleys of 8 in a row, creating a stream of inferno which can quickly kill the player if they aren't careful.
 
[[File:Sprite0433_copy.png|thumb|A fireball from the [[Fake Hitler]]]]The [[Fake Hitler]]'s fire moves at roughly half the speed of the syringe or rocket and deals a medium amount of damage per hit. What makes this a far more devastating attack is that it is often delivered in volleys of 8 in a row, creating a stream of inferno which can quickly kill the player if they aren't careful.
Line 33: Line 12:
   
 
This is the only projectile in the Wolfenstein 3D family of games that is fired by an enemy that is not a unique boss.
 
This is the only projectile in the Wolfenstein 3D family of games that is fired by an enemy that is not a unique boss.
 
===ECWolf DECORATE Definition===
 
actor FireBall
 
{
 
    // Due to a bug in the original code, the projectile movement was handled
 
    // by the action function instead of the thinker function.  Because of this
 
    // the speed of the fireball was framerate dependent.  On fast systems it
 
    // would slow down to 1.5.
 
    radius 11
 
    speed 9
 
    damage (random[MissileDamage](0, 31))
 
    seesound "fake/attack"
 
    PROJECTILE
 
    states
 
    {
 
        Spawn:
 
            // When spawning a new projectile Wolf3D set ticcount to 1 for first frame
 
            FIRE A .5 bright
 
        Loop:
 
            FIRE BA 3 bright
 
            loop
 
    }
 
}
 
 
==Rocket==
 
==Rocket==
 
[[File:Rocket.png|thumb|A rocket and its trail]][[File:rocket le.png|thumb|[[Spear Mission Packs (Lost Episodes)|Mission Packs]] rocket and trail]]The rocket is the only projectile in the Wolfenstein 3D family of games shared by multiple bosses and games.
 
[[File:Rocket.png|thumb|A rocket and its trail]][[File:rocket le.png|thumb|[[Spear Mission Packs (Lost Episodes)|Mission Packs]] rocket and trail]]The rocket is the only projectile in the Wolfenstein 3D family of games shared by multiple bosses and games.
Line 70: Line 26:
   
 
There is a glitch caused by rockets marking their position on the map but not unmarking them when they leave said position.  One effect of this bug is that when a rocket passes through a door the door will no longer be able to close.
 
There is a glitch caused by rockets marking their position on the map but not unmarking them when they leave said position.  One effect of this bug is that when a rocket passes through a door the door will no longer be able to close.
 
===ECWolf DECORATE Definitions===
 
Otto/Fatface/Wilhelm Rocket:
 
actor Rocket
 
{
 
    // Note: Wolfenstein 3D defines the projectile size twice.
 
    // When doing collisions against walls it uses a radius of 8
 
    // When doing collisions against the player the delta needs to be within 48
 
    // So what to do?  I say we just copy Doom's radius for now.
 
    radius 11
 
    speed 16
 
    damage (random[MissileDamage](30, 61)) // random(0, 31) + 30
 
    seesound "missile/fire"
 
    deathsound "missile/hit"
 
    PROJECTILE
 
    states
 
    {
 
        Spawn:
 
            ROCK A 1.5 bright A_SpawnItem("Smoke")
 
            loop
 
        Death:
 
            BOOM ABC 3 bright
 
            stop
 
    }
 
}
 
 
actor Smoke
 
{
 
    states
 
    {
 
        Spawn:
 
            SMOK ABCD 1.5
 
            stop
 
    }
 
}
 
Quarkblitz Rocket:
 
actor ChemicalRocket : Rocket
 
{
 
    states
 
    {
 
        Spawn:
 
            CRCK A 1.5 bright A_SpawnItem("ChemicalSmoke")
 
            loop
 
        Death:
 
            CBOM ABC 3 bright
 
            stop
 
    }
 
}
 
 
actor ChemicalSmoke : Smoke
 
{
 
    states
 
    {
 
        Spawn:
 
            CSMK ABCD 1.5
 
            stop
 
    }
 
}
 
Death Knight Rocket:
 
actor HighRocket
 
{
 
    radius 11
 
    speed 16
 
    damage (random[MissileDamage](30, 61))
 
    seesound "knight/missile"
 
    deathsound "missile/hit"
 
    PROJECTILE
 
    states
 
    {
 
        Spawn:
 
            HRCK A 1.5 bright A_SpawnItem("HighSmoke")
 
            loop
 
        Death:
 
            HBOM ABC 3 bright
 
            stop
 
    }
 
}
 
 
actor HighSmoke
 
{
 
    states
 
    {
 
        Spawn:
 
            HSMK ABCD 3
 
            stop
 
    }
 
}
 
Robot Rocket:
 
actor HighChemicalRocket : HighRocket
 
{
 
    states
 
    {
 
        Spawn:
 
            CHRK A 1.5 bright A_SpawnItem("HighChemicalSmoke")
 
            loop
 
        Death:
 
            CHBM ABC 3 bright
 
            stop
 
    }
 
}
 
 
actor HighChemicalSmoke : HighSmoke
 
{
 
    states
 
    {
 
        Spawn:
 
            CHSM ABCD 3
 
            stop
 
    }
 
}
 
 
==Energy Ball==
 
==Energy Ball==
 
[[File:Sprite0457_copy.png|thumb|The [[Angel of Death]]'s energy ball]][[File:Sprite0457_copy_le.png|thumb|The [[Devil Incarnate]]'s energy ball]]The energy ball (or spark, plasma ball) is the projectile used by the [[Angel of Death]] in [[Spear of Destiny]] and by the [[Devil Incarnate]] in the [[Spear Mission Packs (Lost Episodes)|Mission Packs]]. The Angel of Death's energy ball is a green orb housing sparkling electrical current surrounded by a glowing green halo, while the Devil Incarnate's energy ball is a bright gaseous orb which cycles between being magenta, green, turquoise, and blue.
 
[[File:Sprite0457_copy.png|thumb|The [[Angel of Death]]'s energy ball]][[File:Sprite0457_copy_le.png|thumb|The [[Devil Incarnate]]'s energy ball]]The energy ball (or spark, plasma ball) is the projectile used by the [[Angel of Death]] in [[Spear of Destiny]] and by the [[Devil Incarnate]] in the [[Spear Mission Packs (Lost Episodes)|Mission Packs]]. The Angel of Death's energy ball is a green orb housing sparkling electrical current surrounded by a glowing green halo, while the Devil Incarnate's energy ball is a bright gaseous orb which cycles between being magenta, green, turquoise, and blue.
Line 186: Line 32:
   
 
Compared to other projectiles, the sprite for the energy ball is a little off-center (several pixels to the left), which may cause the player to overshoot or undershoot dodging it.
 
Compared to other projectiles, the sprite for the energy ball is a little off-center (several pixels to the left), which may cause the player to overshoot or undershoot dodging it.
===ECWolf DECORATE Definitions===
 
Angel of Death Energy Ball
 
actor Spark
 
{
 
    speed 16
 
    damage (random[MissileDamage](30, 62))
 
    seesound "angel/attack"
 
    PROJECTILE
 
    states
 
    {
 
        Spawn:
 
            SPRK A .5 bright
 
        Loop:
 
            SPRK BCDA 3 bright
 
            loop
 
    }
 
}
 
Death Incarnate Energy Ball
 
actor EnergyBall : Spark
 
{
 
    seesound "devil/attack"
 
    states
 
    {
 
        Spawn:
 
            EBAL A .5 bright
 
        Loop:
 
            EBAL BCDA 3 bright
 
            loop
 
    }
 
}
 
 
[[Category:Objects]]
 
[[Category:Objects]]
  Loading editor
Below are some commonly used wiki markup codes. Simply click on what you want to use and it will appear in the edit box above.

View this template