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RandomManInVan

I'm New, How Do I Modify My Player's Health And Starting Weapon Using DECORATION?

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I'm new to this and have been trying to find out how to modify this but nothing I've tried has worked.  How would I do this?

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Posted (edited)
8 hours ago, RandomManInVan said:

I'm new to this and have been trying to find out how to modify this but nothing I've tried has worked.  How would I do this?

 

Use https://zdoom.org/wiki/Creating_new_player_classes as a reference.

 

The two examples on top show you how to do this:

 

DECORATE

actor MyPlayer : DoomPlayer 20000

{

    Health 500

}

20000 is the unique DoomED number so the editor can use the actor.

 

MAPINFO

GameInfo

{

    PlayerClasses = "MyPlayer"

}

 

These two lumps are added to your pwad with the lump editor Slade3.

 

Then, in the map editor (GZDBBF, UDB, Eureka, etc), insert the new actor, which will have the increased health (in Things Mode), instead of the regular Player1.

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Posted (edited)

Open your pwad with Slade3.

Spoiler

yG8F0Is.png

 

Highlight the lump at the very bottom, in this case ENDMAP,

then click on New Entry

Spoiler

v77CnAY.png

 

Give the new entry the name DECORATE

Spoiler

OhhhVqy.png

 

Click on DECORATE, then View as Text

Spoiler

jyuQnut.png

 

Enter the text (copy/paste from above post)

Spoiler

bmGwKHv.png

and Save.

 

Do the same procedure with MAPINFO.

Highlight the lump DECORATE, click on New Entry

Give ithe entry the name MAPINFO

Highlight MAPINFO and click on View as Text

Enter the text (copy/paste from above post)

Spoiler

LkVgdsD.png

and Save.

 

Save the pwad.

 

Slade3 is also a map editor, so you could doubleclick on MAP01 to open the map editor

or open the pwad with a different map editor (I use UDB) and insert the new player

Spoiler

XeTrLBO.png

 

Spoiler

HRhm25F.png

 

 

Edited by Kappes Buur

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32 minutes ago, RandomManInVan said:

Do I just take all the stuff already in my files and paste them into the corresponding entries in the Wad?

 

Since you're targeting GZDoom you should use ZIPs as WAD replacement.

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6 hours ago, Kappes Buur said:

 

Use https://zdoom.org/wiki/Creating_new_player_classes as a reference.

 

The two examples on top show you how to do this:

 

DECORATE


actor MyPlayer : DoomPlayer 20000

{

    Health 500

}

20000 is the unique DoomED number so the editor can use the actor.

 

MAPINFO


GameInfo

{

    PlayerClasses = "MyPlayer"

}

 

These two lumps are added to your pwad with the lump editor Slade3.

 

Then, in the map editor (GZDBBF, UDB, Eureka, etc), insert the new actor, which will have the increased health (in Things Mode), instead of the regular Player1.

Well, I am Very New, so some of this is still confusing.  The two files I use is DECORATE.txt and MAPINFO.txt, I tried making a decorate and mapinfo file into the WAD using Slade3 but it never worked.  Can I just use the MAPINFO and DECORATE file to change up my character and health or do I need to use Slade to do this as well?

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Posted (edited)

Just a quick note about the actor MyPlayer.

 

MyPlayer obviously is the new actor.

The : denotes inheritance and in this case will inherit all attributes from DoomPlayer.

DoomPlayer is already defined in the GZDoom engine.

 

Therefore, the only attribute to increase or decrease the MyPlayer's health is HEALTH,

all other attributes will stay the same.

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44 minutes ago, Kappes Buur said:

Just a quick note about the actor MyPlayer.

 

MyPlayer obviously is the new actor.

The : denotes inheritance and in this case will inherit all attributes from DoomPlayer.

DoomPlayer is already defined in the GZDoom engine.

 

Therefore, the only attribute to increase or decrease the MyPlayer's health is HEALTH,

all other attributes will stay the same.

Before you responded I had done what you said but using my DECORATE.txt and MAPINFO.txt and it worked when I ran the files with gzdoom.  Do I just take all the stuff already in my files and paste them into the corresponding entries in the Wad?  Also, I made a new monster using inheritance and I was wondering how I would get them to work.  I tried using SpawnNums but I must have put it in wrong because it didn't work, I put it in MAPINFO.

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Posted (edited)
1 hour ago, RandomManInVan said:

Why?

 

When you are using just a few new resources then it does not matter much,

wad structure or pk3 structure, it's a toss up.

However, if you use more than 5-7 new monsters, weapons it could get quite

hairy to keep everything sorted.

 

The pk3 file structure has separate folders, ans possibly subfolders, to organize

everything in a neat fashion. Then, if an error occurs or if something needs updating,

it is a very simple process to do so.

 

To see how a pk3 is properly set up I like to refer to Enjay's Gene-Tech and the

github page for Project Brutality.

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Posted (edited)
3 hours ago, RandomManInVan said:

Do I just take all the stuff already in my files and paste them into the corresponding entries in the Wad?

 

Stick any relevant data into those text lumps, as long as the map will work as expected.

 

 

3 hours ago, RandomManInVan said:

I tried using SpawnNums but I must have put it in wrong because it didn't work, I put it in MAPINFO.

 

Spawn numbers can be used in action specials, scripting and DECORATE/ZSCRPT actors.

DoomEd numbers are given to actors to identify them, in the DECORATE actor heading, see the 20000 above.

 

If you do not give an actor a DoomEd number it will not be seen by the editor. Then you have two choices, include the DoomEd number in DECORATE or add the DoomEd number in MAPINFO.

 

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