If you're using ZDoom I'm pretty sure all you need to do is put something like this into a blank lump called DECORATE in a new wad(using the pistol as an example):
code:
actor QPistol : Pistol replaces Pistol
{
Game Doom
Weapon.SelectionOrder 1900
Weapon.SlotNumber 2
Weapon.AmmoUse 1
Weapon.AmmoGive 20
Weapon.AmmoType "Clip"
Obituary "$OB_MPPISTOL" // "%o was tickled by %k's pea shooter."
+WEAPON.WIMPY_WEAPON
Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED" // "Picked up a pistol."
States
{
Ready:
PISG A 1 A_WeaponReady
Loop
Deselect:
PISG A 0 A_Lower <make sure this is 0
Loop
Select:
PISG A 0 A_Raise <this too
Loop
Fire:
PISG A 4
PISG B 6 A_FirePistol
PISG C 4
PISG B 5 A_ReFire
Goto Ready
Flash:
PISF A 7 Bright A_Light1
Goto LightDone
PISF A 7 Bright A_Light0
Goto LightDone
Spawn:
PIST A -1
Stop
}
}
I haven't tested this myself though. The following method works in non-ZDoom ports but it makes switching between the Shotgun and SSG very touchy:
code:
Patch File for DeHackEd v3.0
# Created with WhackEd3 0.99 build 249 beta
# General version information
Doom version = 19
Patch format = 6
# Info for WhackEd3
Engine config = udoom.cfg
IWAD = C:\Games\prboom-plus-2.5.1.1\doom2.wad
Frame 3
Duration = 0
Frame 4
Duration = 0
Frame 11
Duration = 0
Frame 12
Duration = 0
Frame 19
Duration = 0
Frame 20
Duration = 0
Frame 33
Duration = 0
Frame 34
Duration = 0
Frame 50
Duration = 0
Frame 51
Duration = 0
Frame 58
Duration = 0
Frame 59
Duration = 0
Frame 69
Duration = 0
Frame 70
Duration = 0
Frame 75
Duration = 0
Frame 76
Duration = 0
Frame 82
Duration = 0
Frame 83
Duration = 0
Copy that into a new text document, rename it to a .DEH file and run it with any DEH supporting port.
Last edited by Marcaek on 01-05-12 at 02:35
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