Ophidian

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Description from game manual

The Ophidians slither in the darkest chambers of the Dome of D'sparil and protect their lairs with deadly, energy-tossing tridents.

Note: These bad guys do not appear in Episode1: City of the Damned or Episode2: Hell's maw.

Doomsday Definitions

  • correct as of Doomsday 1.9 Beta5

Sprite Definitions

Sprite { ID = "SNKE"; } (used by 1 )

Sprite { ID = "SNFX"; } (used by 2 +3)

Thing Definitions

  1. The Ophidian
  2. Purple Missile
  3. Orange Missile

1.

Thing {
 ID = "SNAKE";
 DoomEd number = 92;
 Spawn state = "SNAKE_LOOK1";
 See state = "SNAKE_WALK1";
 Pain state = "SNAKE_PAIN1";
 Melee state = "NULL";
 Missile state = "SNAKE_ATK1";
 Crash state = "NULL";
 Death state = "SNAKE_DIE1";
 Xdeath state = "NULL";
 See sound = "snksit";
 Attack sound = "snkatk";
 Pain sound = "snkpai";
 Death sound = "snkdth";
 Active sound = "snkact";
 Reaction time = 8;
 Pain chance = 48;
 Spawn health = 280;
 Speed = 10;
 Radius = 22;
 Height = 70;
 Mass = 100;
 Flags = "mf_solid mf_shootable mf_countkill";
 Flags2 = "mf2_footclip mf2_passmobj";
}

Associated States:

Idle: SNAKE_LOOK1(10), SNAKE_LOOK2(10)

See/Move: SNAKE_WALK1 (4), SNAKE_WALK2 (4), SNAKE_WALK3 (4), SNAKE_WALK4 (4)

Pain: SNAKE_PAIN1 (3), SNAKE_PAIN2 (3)

Ranged Attack: SNAKE_ATK1 (5), SNAKE_ATK2 (5), SNAKE_ATK3 (4), SNAKE_ATK4 (4), SNAKE_ATK5 (4), SNAKE_ATK6(5), SNAKE_ATK7 (5), SNAKE_ATK8 (5), SNAKE_ATK9 (4),

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: SNAKE_DIE1 (5), SNAKE_DIE2 (5), SNAKE_DIE3 (5), SNAKE_DIE4 (5), SNAKE_DIE5 (5), SNAKE_DIE6 (5), SNAKE_DIE7 (5), SNAKE_DIE8 (5), SNAKE_DIE9 (5), SNAKE_DIE10 (-1)

XDeath: N/A

Raise: N/A

2.

Thing {
 ID = "SNAKEPRO_A";
 DoomEd number = -1;
 Spawn state = "SNAKEPRO_A1";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "SNAKEPRO_AX1";
 Xdeath state = "NULL";
 See sound = "None";
 Attack sound = "None";
 Pain sound = "None";
 Death sound = "None";
 Active sound = "None";
 Reaction time = 8;
 Spawn health = 1000;
 Speed = 14;
 Radius = 12;
 Height = 8;
 Mass = 100;
 Damage = 1;
 Flags = "mf_noblockmap mf_missile mf_dropoff mf_nogravity mf_brightexplode";
 Flags2 = "mf2_windthrust mf2_noteleport";
}

Associated States:

Idle: SNAKEPRO_A1 (5), SNAKEPRO_A2 (5), SNAKEPRO_A3 (5), SNAKEPRO_A4 (5)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: SNAKEPRO_AX1 (5), SNAKEPRO_AX2 (5), SNAKEPRO_AX3 (4), SNAKEPRO_AX4 (3), SNAKEPRO_AX5 (3),

XDeath: N/A

Raise: N/A

3.

Thing {
 ID = "SNAKEPRO_B";
 DoomEd number = -1;
 Spawn state = "SNAKEPRO_B1";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "SNAKEPRO_BX1";
 Xdeath state = "NULL";
 See sound = "None";
 Attack sound = "None";
 Pain sound = "None";
 Death sound = "None";
 Active sound = "None";
 Reaction time = 8;
 Spawn health = 1000;
 Speed = 14;
 Radius = 12;
 Height = 8;
 Mass = 100;
 Damage = 3;
 Flags = "mf_noblockmap mf_missile mf_dropoff mf_nogravity mf_brightexplode";
 Flags2 = "mf2_noteleport";
}

Associated States:

Idle: SNAKEPRO_B1 (6), SNAKEPRO_B2 (6),

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: SNAKEPRO_BX1 (5), SNAKEPRO_BX2 (5), SNAKEPRO_BX3 (4), SNAKEPRO_BX4 (3)

XDeath: N/A

Raise: N/A

Sound Definitions

  1. Sight
  2. Attack
  3. Death
  4. Active
  5. Pain

1.

Sound {
 ID = "snksit";
 Lump = "SNKSIT";
 Priority = 32;
 Max channels = 2;
}

2.

Sound {
 ID = "snkatk";
 Lump = "SNKATK";
 Priority = 32;
 Max channels = 2;
}

3.

Sound {
 ID = "snkdth";
 Lump = "SNKDTH";
 Priority = 80;
 Max channels = 2;
}

4.

Sound {
 ID = "snkact";
 Lump = "SNKACT";
 Priority = 20;
 Max channels = 2;
}

5.

Sound {
 ID = "snkpai";
 Lump = "SNKPAI";
 Priority = 32;
 Max channels = 2;
}