File
- Defined in \monsters\Commando.txt
Flags
Properties
//$category | Monsters |
activesound | "grunt/active" |
bloodtype | "BdBleed", "BdBleed", "BdBleedSaw" |
damagefactor | "Flak" 20.0 |
deathsound | "grunt/death" |
dropitem | "Chaingun" |
game | Doom |
health | 90 |
height | 56 |
mass | 100 |
maxdropoffheight | 32 |
maxstepheight | 24 |
obituary | "%o was chaingunned by a Commando." |
painchance | 200"Kick", 255 |
painsound | "grunt/pain" |
radius | 16 |
seesound | "grunt/sight" |
species | Commando |
speed | 5 |
translation | "192:207=176:191" |
States
Spawn:
TNT1 A 0
TNT1 A 0 A_CheckSight("Spawn2")
MPOS B 10 A_Look
Loop
Spawn2:
MPOS B 1 A_Look
Goto Spawn
See:
TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
MPOS AA 2 A_Chase
MPOS AA 2 A_Chase
MPOS BB 2 A_Chase
MPOS CC 2 A_Chase
MPOS DD 2 A_Chase
Loop
Missile:
TNT1 A 0 A_PlaySound("weapons/chaingun/start")
MPOS E 12 A_FaceTarget
MPOS E 12 A_FaceTarget
MissileContinue:
MPOS E 1 A_FaceTarget
TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0)
MPOS F 1 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-9, 9), 1, random(-2, 2))
TNT1 A 0 A_SpawnItemEx("BulletCasing", 17, 3, 35, 0, random(3,6), random(3,7))
MPOS E 2 A_FaceTarget
TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0)
MPOS F 1 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-7, 7), 1, random(-2, 2))
TNT1 A 0 A_SpawnItemEx("BulletCasing", 17, 3, 35, 0, random(3,6), random(3,7))
MPOS E 2 A_FaceTarget
TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0)
MPOS F 1 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-9, 9), 1, random(-2, 2))
TNT1 A 0 A_SpawnItemEx("BulletCasing", 17, 3, 35, 0, random(3,6), random(3,7))
MPOS E 2 A_FaceTarget
TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0)
MPOS F 1 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-7, 7), 1, random(-2, 2))
TNT1 A 0 A_SpawnItemEx("BulletCasing", 17, 3, 35, 0, random(3,6), random(3,7))
MPOS E 2 A_FaceTarget
TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0)
MPOS F 1 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-9, 9), 1, random(-2, 2))
TNT1 A 0 A_SpawnItemEx("BulletCasing", 17, 3, 35, 0, random(3,6), random(3,7))
MPOS E 2 A_FaceTarget
TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0)
MPOS F 1 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-9, 9), 1, random(-2, 2))
TNT1 A 0 A_SpawnItemEx("BulletCasing", 17, 3, 35, 0, random(3,6), random(3,7))
TNT1 A 0 A_CheckSight("See")
TNT1 A 0 A_CposRefire
Goto MissileContinue
Pain:
MPOS G 5
MPOS G 5 A_Pain
TNT1 A 0 A_Jump(196, "Missile")
Goto See
Death:
Death.Bullet:
TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_Jump(256, "DieNormal", "DieRambo")
Death.Kick:
TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_Jump(256, "DieRollBack")
Death.SuperKick:
TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_Jump(256, "DieJustLegs", "DieX", "DieTornUp")
Death.Shotgun:
TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_Jump(256, "DieRollBack", "DieArmOff", "DieRambo", "DieHoles")
Death.RapidFire:
TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_Jump(256, "DieHoles", "DieTornUp", "DieArmOff", "DieHolesNoHead")
Death.Explosive:
TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_JumpIf(health > -10, "DieNormal")
TNT1 A 0 A_Jump(256, "DieX")
Death.Plasma:
TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_Jump(256, "DiePlasma")
Death.Flak:
TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_Jump(256, "DieJustLegs", "DieTornUp", "DieX")
XDeath:
TNT1 A 0 A_XScream
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_Jump(256, "DieX")
DieNormal:
TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80))
CPDR CEGIKMO 4 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40))
CPDR O -1
DieRambo:
TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80))
CPDR A 4
CPDR B 4 {
A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40));
A_PlaySound("weapons/chaingun/fire");
}
CPDR C 4
CPDR D 4 {
A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40));
A_PlaySound("weapons/chaingun/fire");
}
CPDR E 4
CPDR F 4 {
A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40));
A_PlaySound("weapons/chaingun/fire");
}
CPDR G 4
CPDR H 4 {
A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40));
A_PlaySound("weapons/chaingun/fire");
}
CPDR I 4
CPDR J 4 {
A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40));
A_PlaySound("weapons/chaingun/fire");
}
CPDR K 4
CPDR L 4 {
A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40));
A_PlaySound("weapons/chaingun/fire");
}
CPDR M 4
CPDR N 4 {
A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40));
A_PlaySound("weapons/chaingun/fire");
}
CPDR O -1
DieRollBack:
TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80))
TNT1 A 0 ThrustThingZ(0,20,0,1)
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_Recoil(random(3, 4))
CPHM ACDEF 5 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40))
CPHM F -1
DieHoles:
TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80))
TNT1 AA 0 A_CustomMissile ("BdBloodLumpBone", 42, 0, random (0, 360), 2, random (10, 160))
TNT1 AA 0 A_CustomMissile ("BdGibGut", 35, 0, random (0, 360), 2, random(25, 45))
CPOD ABCDEFG 4 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40))
CPOD G -1
DieHolesNoHead:
TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80))
TNT1 AAA 0 A_CustomMissile ("BdBloodLumpBone", 42, 0, random (0, 360), 2, random (10, 160))
TNT1 AAA 0 A_CustomMissile ("BdGibGut", 35, 0, random (0, 360), 2, random(25, 45))
TNT1 A 0 A_CustomMissile ("BdGibCommandoHead", 48, 0, random (0, 360), 2, random (0, 160))
CPHS ABCDEF 4 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40))
CPHS F -1
DieArmOff:
TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80))
TNT1 A 0 A_CustomMissile ("BdGibCommandoArm", 48, 0, random (0, 360), 2, random (0, 160))
CPOD HIJKL 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40))
CPOD L -1
DiePlasma:
PBR1 A 2
TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 {
A_CustomMissile ("BdAshes", 32, 0, random (0, 360), 2, random (0, 180));
A_CustomMissile ("BdAshesHeavy", 32, 0, random (0, 360), 2, random (0, 180));
}
TNT1 A 0 A_CustomMissile ("BdBloodSpawnerLarge", 35, 0, random (0, 360), 2, random (0, 160))
PBR1 BBBBBB 2 {
A_SpawnItemEx("BdPlasmaEvaporate", random(0 - radius/2, radius/2), random(0 - radius/2, radius/2), 48);
A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40));
}
PBR1 CDEFGH 6 {
A_CustomMissile ("Blood", 10, 0, random (0, 360), 2, random (0, 160));
A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40));
}
TNT1 A 0 A_SpawnItem ("BdBloodPool")
PBR1 HHHHHHHHHHHHHHHHHHHHHH 8 {
A_CustomMissile ("MiniSmoke", 10, 0, random (0, 360), 2, random (0, 160));
A_SpawnItemEx("BdPlasmaEvaporate", random(0 - radius/2, radius/2), random(0 - radius/2, radius/2), 8);
}
PBR1 H -1
Stop
DieJustLegs:
TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80))
TNT1 AAAA 0 A_CustomMissile ("BdBloodLumpBone", 42, 0, random (0, 360), 2, random (10, 160))
TNT1 A 0 A_CustomMissile ("BdGibCommandoArm", 48, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("BdGibCommandoLeg", 48, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("BdGibCommandoHead", 48, 0, random (0, 360), 2, random (0, 160))
MPSD ABCD 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40))
MPSD D -1
DieTornUp:
TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80))
TNT1 AAAA 0 A_CustomMissile ("BdBloodLumpBone", 42, 0, random (0, 360), 2, random (10, 160))
TNT1 A 0 A_CustomMissile ("BdGibCommandoArm", 48, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("BdGibCommandoLeg", 48, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("BdGibCommandoHead", 48, 0, random (0, 360), 2, random (0, 160))
CPSC ABCDEFGH 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40))
CPSC H -1
DieX:
TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80))
TNT1 AAAAAAAA 0 A_CustomMissile ("BdBloodLumpBone", 42, 0, random (0, 360), 2, random (10, 160))
TNT1 A 0 A_CustomMissile ("BdGibZombieRibcage", 42, 0, random (0, 360), 2, random (10, 160))
TNT1 AA 0 A_CustomMissile ("BdGibCommandoArm", 48, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("BdGibCommandoLeg", 48, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("BdGibCommandoHead", 48, 0, random (0, 360), 2, random (0, 160))
Stop
Raise:
CPDR OMKIGECA 6
Goto See