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HenKonen

Setting the norandom flag for a hitscan weapon

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Hi!

I tried adding the norandom flag to a weapon of mine, but with the lack of an example in the Zdoom wiki page I couldn't figure out how to script it. The current fire sequence in my script looks like this:

2PIS A 1
2PIS B 3 bright A_FireBullets(2, 2, 1, 30, "BulletPuff", 1 FBF_NORANDOM,1)
2PIS C 2
2PIS F 3
2PIS D 6
2PIS F 3
2PIS C 1
2PIS A 1 A_weaponready
Goto Ready


Please help.

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Try:

    2PIS A 1    
    2PIS B 3 bright A_FireBullets(2, 2, 1, 30, "BulletPuff", FBF_USEAMMO|FBF_NORANDOM,1)
    2PIS C 2
That said, are you sure you want a range of 1?

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"
Script error, "Gleuck Pistol.wad:DECORATE" line 32:
Unknown identifier 'FBF_USEAMMO'
Script error, "Gleuck Pistol.wad:DECORATE" line 32:
Unknown identifier 'FBF_NORANDOM'
"


The last number = range? I also thought of that, but I noticed it myself after testing the weapon, and without the bad FBF_NORANDOM I tried it worked like a charm.

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Thanks, problem solved!

I wouldn't have figured that out by myself in a million years :D I was so confident that I was using the latest version, but turns out 2.5 came out in August. Thanks for the patience with my stupid questions :P

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I came up with an other question, that I didn't also find an answer in the wiki.

Is there a flag to set to prevent a monster from being gibbed by the bullet? I'm trying to make a powerful pistol, desert eagle style, but I'd hate to see zombiemen turn to bloody mush everytime i shoot one with the weapon.

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Does the -NOEXTREMEDEATH flag on the weapon actor do anything to curb the gibbing?

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Mr. Chris said:

Does the -NOEXTREMEDEATH flag on the weapon actor do anything to curb the gibbing?


So it seems, zombiemen don't blow up upon a rifle bullet impact no more :)

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