File
- Defined in \monsters\Zombiemen.txt
Flags
Properties
//$category | Monsters |
activesound | "grunt/active" |
attacksound | "weapons/rifle/fire" |
bloodtype | "BdBleed", "BdBleed", "BdBleedSaw" |
damagefactor | "Flak" 20.0 |
deathsound | "grunt/death" |
dropitem | "Clip" |
fastspeed | 12 |
game | Doom |
health | 40 |
height | 56 |
mass | 100 |
maxdropoffheight | 32 |
maxstepheight | 24 |
obituary | "%o was shot by a Soldier." |
painchance | 200"Kick", 255 |
painsound | "grunt/pain" |
radius | 16 |
seesound | "grunt/sight" |
species | Zombieman |
speed | 6 |
States
Spawn:
PSSS A random(10,35) A_Look
TNT1 A 0 A_Jump(128, "SkipLook1")
PSSS C random(10,35) A_Look
SkipLook1:
PSSS B random(10,35) A_Look
TNT1 A 0 A_Jump(128, "SkipLook2")
PSSS D random(10,35) A_Look
SkipLook2:
Goto Spawn
See:
TNT1 A 0 A_JumpIfCloser(200, "FallBack")
POSS AA 2 A_Chase
POSS BB 2 A_Chase
POSS CC 2 A_Chase
POSS DD 2 A_Chase
Loop
Missile:
TNT1 A 0 A_Stop
TNT1 A 0 A_CheckSight("See") //If we don't have a line of sight (if we've come here from retreating, etc), give up
TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
POSS E 6 A_FaceTarget
POSS E 6 A_FaceTarget
TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 36, 20, 15, 0)
TNT1 A 0 A_PlaySound("weapons/rifle/fire")
POSS F 2 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
TNT1 A 0 A_SpawnItemEx("BulletCasing", 17, 3, 35, 0, random(3,6), random(3,7))
POSS E 2 A_FaceTarget
TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 36, 20, 15, 0)
TNT1 A 0 A_PlaySound("weapons/rifle/fire")
POSS F 2 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
TNT1 A 0 A_SpawnItemEx("BulletCasing", 17, 3, 35, 0, random(3,6), random(3,7))
POSS E 2 A_FaceTarget
TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 36, 20, 15, 0)
TNT1 A 0 A_PlaySound("weapons/rifle/fire")
POSS F 2 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
TNT1 A 0 A_SpawnItemEx("BulletCasing", 17, 3, 35, 0, random(3,6), random(3,7))
POSS E 2 A_FaceTarget
TNT1 A 0 A_jump(64, "Missile")
POSS E 6 A_FaceTarget
Goto See
FallBack:
POSS D 2 A_FaceTarget
POSS D 2 A_Recoil(2)
POSS C 2 A_FaceTarget
POSS C 2 A_Recoil(2)
TNT1 A 0 A_Jump(64, "Missile")
POSS B 2 A_FaceTarget
POSS B 2 A_Recoil(2)
POSS A 2 A_FaceTarget
POSS A 2 A_Recoil(2)
POSS D 2 A_FaceTarget
POSS D 2 A_Recoil(2)
POSS C 2 A_FaceTarget
POSS C 2 A_Recoil(2)
TNT1 A 0 A_Jump(128, "Missile")
POSS B 2 A_FaceTarget
POSS B 2 A_Recoil(2)
POSS A 2 A_FaceTarget
POSS A 2 A_Recoil(2)
POSS D 2 A_FaceTarget
POSS D 2 A_Recoil(2)
POSS C 2 A_FaceTarget
POSS C 2 A_Recoil(2)
POSS B 2 A_FaceTarget
POSS B 2 A_Recoil(2)
POSS A 2 A_FaceTarget
POSS A 2 A_Recoil(2)
TNT1 A 0 A_Jump(256, "Missile")
Pain:
POSS G 5
POSS G 5 A_Pain
TNT1 A 0 A_Jump(128, "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", "DieNormal2")
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, "DieSplit", "DieGibs")
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, "DieBlastedBack", "DieRollBack", "DieArmOff", "DieRambo")
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, "DieArmOff", "DieInHalf", "DieHeadOff", "DieHoleThroughChest")
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, "DieGibs", "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", "DieSplit", "DieGibs", "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 ("BdBloodSpawnerSmall", 35, 0, random (0, 360), 2, random (0, 160))
POSS HIJKL 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40))
POSS L -1
DieNormal2:
TNT1 A 0 A_CustomMissile ("BdBloodSpawnerSmall", 35, 0, random (0, 360), 2, random (0, 160))
POSS RMNOP 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40))
POSS P -1
DieBlastedBack:
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(0,30,0,1)
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_Recoil(random(7, 10))
POS4 UUVWXY 5 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40))
POSS L -1
Stop
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(0,10,0,1)
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_Recoil(random(5, 7))
POSL ABCDEF 5 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40))
POSL 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 ("BdGibZombieArm", 48, 0, random (0, 360), 2, random (0, 160))
POS3 ABCDE 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40))
POS3 E -1
DieInHalf:
TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80))
TNT1 A 0 A_CustomMissile ("BdGibZombieTopHalf", 48, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAA 0 A_CustomMissile ("BdGibGut", 35, 0, random (0, 360), 2, random(25, 45))
PP2X BCDE 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40))
PP2X E -1
DieHeadOff:
TNT1 A 0 A_CustomMissile ("BdGibZombieHead", 48, 0, random (0, 360), 2, random (0, 160))
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))
ZMAD GABCDE 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40))
ZMAD E -1
DieHoleThroughChest:
TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80))
TNT1 AAAA 0 A_CustomMissile ("BdGibGut", 35, 0, random (0, 360), 2, random(25, 45))
TNT1 A 0 A_CustomMissile ("BdGibZombieRibcage", 42, 0, random (0, 360), 2, random (10, 160))
ZXZ1 ABCDE 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40))
ZXZ1 E -1
DieRambo:
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))
12DG ABCDEFGHI 4 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40))
12DG I -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 ("BdBloodSpawnerMelting", 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)
PBR1 CDEFGH 6 A_CustomMissile ("Blood", 10, 0, random (0, 360), 2, random (0, 160))
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 AA 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAA 0 A_CustomMissile ("BdGibGut", 35, 0, random (0, 360), 2, random(25, 45))
POSX AAAABCDE 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40))
POSX E -1
DieSplit:
TNT1 AA 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAA 0 A_CustomMissile ("BdGibGut", 35, 0, random (0, 360), 2, random(25, 45))
ZBLD AAAABCDE 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40))
ZBLD F -1
DieGibs:
TNT1 A 0 A_CustomMissile ("BdGibZombieArm", 48, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("BdGibZombieLeg", 48, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAA 0 A_CustomMissile ("BdGibGut", 35, 0, random (0, 360), 2, random(25, 45))
POSS STUVW 6
POSS X -1
DieX:
TNT1 AA 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAA 0 A_CustomMissile ("BdBloodLump", 42, 0, random (0, 360), 2, random (10, 160))
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 ("BdGibZombieArm", 42, 0, random (0, 360), 2, random (10, 160))
TNT1 AA 0 A_CustomMissile ("BdGibZombieLeg", 42, 0, random (0, 360), 2, random (10, 160))
TNT1 A 0 A_SpawnItem ("BdBloodSpot")
Stop
Raise:
POSS LKJIH 6
Goto See