WowozuelaSpammer Posted April 17, 2020 I am making a Doom Builder 2 WAD for Doom 2, it's an arena with different challenges, and i want to remove the pistol start, how do i do that? 0 Share this post Link to post
ViolentBeetle Posted April 17, 2020 If you want to give player all the weapon (Or some of it) why not just put them next to the start? Or even drag them all on top of the start? 0 Share this post Link to post
WowozuelaSpammer Posted April 17, 2020 Just now, ViolentBeetle said: If you want to give player all the weapon (Or some of it) why not just put them next to the start? Or even drag them all on top of the start? I want the opposite, i want the player to only have the fists 0 Share this post Link to post
nervewar Posted April 17, 2020 I actually had to figure this out for a project of mine a few weeks ago. Check out this link for reference: https://zdoom.org/wiki/ClearInventory And also this: After a bit of trial and error I ended up with this script that seems to work exactly as needed (for me anyhow): script 1 ENTER { ClearInventory(); GiveInventory("Fist", 1); SetWeapon("Fist"); } 4 Share this post Link to post
Juza Posted April 17, 2020 If you can't use scripts, you can do this with DeHacked by simply setting "Starting bullet ammo" to 0. However, the player will still pull the pistol up, and will have to manually change to the fists. When you're done, simply save the file with the name "dehacked" and in .deh format, then open your wad in Slade and drag and drop your dehacked file into it. Program used is WhackEd4 9 Share this post Link to post
joe-ilya Posted April 17, 2020 Give the player a berserk, nobody uses pistol if they got berserk. 6 Share this post Link to post
Salt-Man Z Posted April 18, 2020 If you give them 0 bullets and start them on a berserk pack, that should have the desired effect, yes? 0 Share this post Link to post
GarrettChan Posted April 18, 2020 Make the player shoot 50 switches before the actual map. I know this is not funny. Oops. 7 Share this post Link to post
rehelekretep Posted April 18, 2020 5 minutes ago, GarrettChan said: Make the player shoot 50 switches before the actual map. I know this is not funny. Oops. this is the best/ToD approach 2 Share this post Link to post
TimeOfDeath666 Posted April 18, 2020 (edited) Actually that was gggmork in feckyoo map02 :) https://www.dsdarchive.com/wads/feckyoo 5 Share this post Link to post
Chameeleoh Posted February 10 On 4/17/2020 at 11:32 AM, nervewar said: I actually had to figure this out for a project of mine a few weeks ago. Check out this link for reference: https://zdoom.org/wiki/ClearInventory And also this: After a bit of trial and error I ended up with this script that seems to work exactly as needed (for me anyhow): script 1 ENTER { ClearInventory(); GiveInventory("Fist", 1); SetWeapon("Fist"); } Thank you for this! worked instantly! 0 Share this post Link to post