(sniper) 109 Posted October 16, 2008 Ok so I'm in the final stages of a weapons mod but I want to convert the bfg into a rifle but the problem is I can't change how much ammo the gun takes.in zdoom,gzdoom ,etc I get the gun taking up 40rounds when I want it to only take 1 (in prboom it takes one but the moment your left with only 40 rounds it changes and you can't use it anymore) I'm using wHackeD2 and the dehacked file is in .bex (not.deh) can anyone give me some tips? Ps I know about decorate so please don't mention it here my wad must work on dsdoom (aka prboom ported to the ds) 0 Share this post Link to post
andrewj Posted October 16, 2008 In the Misc section there is a "BFG Cells/Shot" value that must also be changed. That should make your mod work with PrBoom. 0 Share this post Link to post
(sniper) 109 Posted October 25, 2008 Ok now here's my second question:how can I make the ssnazi drop a bfg9000 instead of an ammo clip 0 Share this post Link to post
esselfortium Posted October 25, 2008 (sniper) 109 said:Ok now here's my second question:how can I make the ssnazi drop a bfg9000 instead of an ammo clip You can't change this without also making zombiemen drop the bfg9000. You'd have to switch the thing id number of the bfg with the thing id number of the ammo clip. As such, you'd have to sacrifice one type of existing dropped item: the ammo clip from zombiemen/ss nazis, the shotgun from former sergeants, or the chaingun from heavy weapons dude. (Are there others that I'm forgetting?) 0 Share this post Link to post
kristus Posted October 25, 2008 You can simply have the zombiemen not drop any ammo. 0 Share this post Link to post
esselfortium Posted October 25, 2008 @kristus: Can you do that without also preventing the SS from dropping ammo? o_O 0 Share this post Link to post
printz Posted October 25, 2008 Lol. Just swap the zombieman with something else. 0 Share this post Link to post
Enjay Posted October 26, 2008 Copy all the characteristics of the Zombieman to an actor that doesn't normally drop anything (eg a pillar or something) including its ednum. what you have effectively just done is created a pillar that is a dehacked carbon copy of a zombieman, however, it won't drop anything because the pillar isn't coded to drop anything. If you want to keep the pillar, copy all its details to the zombie actor. Because it doesn't die, it won't drop anything either. 0 Share this post Link to post