Gargoyle

From Doomsday Wiki
Jump to: navigation, search

Gargoyles and Fire Gargoyles are monster's in Heretic.

Description from game manual

Gargoyle: "Half-demon and half bat, these wicked red beasts are the Order's guard dog's of the sky."

Fire Gargoyle: "As if flying demons weren’t enough, Fire Gargoyles toss balls of fire down upon their unsuspecting enemy."

Description

Small red flying imp's that are found everywhere. The normal Gargoyle is the first bad guy you will encounter on E1M1, while the fireball shooting Fire Gargoyle first appears on E1M3.

Basic Statistics

Gargoyle

ID Name: IMP

Spawn Number: 66

Hit Points: 40

Melee Attack: Swipes with claws

Ranged Attack: Dive attack

Pain Chance: 200 (78.13%)

Speed: 10 (10 unit's a frame, 116.6667 unit's a second)

Reaction time: 8

Width: 16

Height: 36

Mass: 50

Fire Gargoyle

ID Name: IMPLEADER

Spawn Number: 5

Hit Points: 80

Melee Attack: None

Ranged Attack: Small fireball, melee attack if within melee range

Pain Chance: 200 (78.13%)

Speed: 10 (10 unit's a frame, 116.6667 unit's a second)

Reaction time: 8

Width: 16

Height: 36

Mass: 50

Notes

The Gargoyles ranged dive reset's it's target, like Doom's Lost Soul.

The Gargoyles dive will make the player make his pain sound when it hit's. However it actually does no damage.

The Gargoyles ranged attack action only has a 25% chance of actually making an attack when it enters it's attack states.

There is no limit on the distance from which a Gargoyle will perform it's ranged attack from (normally bad guys will perform ranged attacks from no more than 2048 unit's away) .

States

State States (with tic lengths) Game Event
Spawn IMP_LOOK1 (10) > IMP_LOOK2 (10) > IMP_LOOK3 (10) > IMP_LOOK4 (10) Intial states
Sight/Move IMP_FLY1 (3) > IMP_FLY2 (3) > IMP_FLY3 (3) > IMP_FLY4 (3) > IMP_FLY5 (3) > IMP_FLY6 (3) > IMP_FLY7 (3) > IMP_FLY8 (3) Moving around once target has been chosen
Melee Attack (Gargoyle) IMP_MEATK1 (6) > IMP_MEATK2 (6) > IMP_MEATK3 (6) Attack at close range
Ranged Attack (Gargoyle) IMP_MSATK1_1 (10) > IMP_MSATK1_2 (6) > IMP_MSATK1_3 (6) > IMP_MSATK1_4 (6) > IMP_MSATK1_5 (6) > IMP_MSATK1_6 (6) Attack at distance. Loops 1_3 through 1_6 until Gargoyle hit's something or enters it's pain states or is killed
Ranged Attack (Fire Gargoyle) IMP_MSATK2_1 (6), IMP_MSATK2_2 (6), IMP_MSATK2_3 (6) Attack at distance
Pain IIMP_PAIN1 (3) > IMP_PAIN2 (3) Suffer pain
Death IMP_DIE1 (4) > IMP_DIE2 (5) Death
Extreme Death (XDEATH) IMP_XDIE1 (5) > IMP_XDIE2 (5) > IMP_XDIE3 (5) > IMP_XDIE4 (5) > IMP_XDIE5 (5) Extreme Death
Crash IMP_CRASH1 (7) > IMP_CRASH2 (7) > IMP_CRASH3 (7) > IMP_CRASH4 (-1) Corpses impact with ground
Extreme Crash (XCRASH) XCrash: IMP_XCRASH1 (7) > IMP_XCRASH2 (7) > IMP_XCRASH3 (7) > IMP_XCRASH4 (-1) Extreme death corpses impact with ground

Actions used

Actions States attached to Description
A_Look IMP_LOOK1 IMP_LOOK2 IMP_LOOK3 IMP_LOOK4 Looks for the player
A_Chase IMP_FLY1 IMP_FLY2 IMP_FLY3 IMP_FLY4 IMP_FLY5 IMP_FLY6 IMP_FLY7 IMP_FLY8 Moves toward target once one is found and randomly plays the mobj's active sound if it has one
A_FaceTarget IMP_MEATK1 IMP_MEATK2 IMP_MSATK1_1 IMP_MSATK2_1 IMP_MSATK2_2 Turns the mobj to face its target
A_ImpMeAttack (Gargoyle) IMP_MEATK3 Melee attack that does between 5-12 damage and plays the mobj's attack sound if it has one
A_ImpMsAttack (Gargoyle) IMP_MSATK1_2 The mobj launches itself in a straight line at its target. It will continue until it hit's something or another action is called
A_ImpMsAttack2 (Fire Gargoyle) IMP_MSATK2_3 A melee attack that does 5-12 damage or launches the thing IMPBALL at the things target
A_Pain IMP_PAIN2 Plays the mobj's pain sound if it has one
A_ImpDeath IMP_DIE1 Removes the mf_solid flag if present on the mobj, adds the mf_footclip flag to the mobj and set's the mobj to change its state to IMP_CRASH1 when it hits the floor
A_ImpXDeath1 IMP_XDIE1 Removes the mf_solid flag if present on the mobj, adds the both the mf_footclip and mf_nogravity flags to the mobj. Gives the mobj special 666.
A_ImpXDeath2 IMP_XDIE4 Removes the mf_nogravity flag and set's the mobj to change its state to IMP_XCRASH1 when it hit's the floor (the src code states it set's the mobj to IMP_CRASH1, so one can assume that special666, which the mobj is given a few states prior changes this somehow)
A_ImpExplode IMP_CRASH1 Spawns IMPCHUNK1 and IMPCHUNK2 mobjs
A_Scream IMP_CRASH2 Plays death sound of the mobj has one

Sounds

Sound Id Linked Lump Name Game Event
impsit - IMPSIT On sighting the player
impat1 - IMPAT1 On entering melee
impat2 - IMPAT2 On entering ranged attack
impdth - IMPDTH On death
impact impsit IMPACT On impact (crash)
imppai - IMPPAI Suffer pain

See also

The Doom Wiki page on the Gargoyle