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Voidic

How do i change enemy drops?

Question

Ok so im making a partial conversion with different weapons than vanilla, though like for example: When i kill a sergeant they drop the vanilla shotgun instead of the custom shotgun, how do i fix this?

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4 answers to this question

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  • 1

for GZDoom, there are a few ways to go about it.

 

1. In your DECORATE/ZSCRIPT code for your shotgun replacement, use the "replaces" keyword. It would look something like this:

Actor CUSTOMSHOTGUN : Doomweapon replaces Shotgun
{
	...
}

2. Create new definitions for the enemies with drops that need to be replaced. Continuing with the "CustomShotgun" actor from earlier,

Actor UpdatedShotgunGuy: Shotgunguy replaces Shotgunguy
{
	Dropitem "CustomShotgun"
}

3. Attach the replacement information to each skill definition in your (Z)MAPINFO lump. Once again with the "CustomShotgun",

clearskills

skill ITYTD
{
   AutoUseHealth
   AmmoFactor = 2
   DamageFactor = 0.5
   EasyBossBrain
   SpawnFilter = Baby
   ReplaceActor = "Shotgun", "CustomShotgun"
   Name = "I'm Too Young To Die"
   Key = "i"
}

skill HNTR
{
  ...
  ReplaceActor = "Shotgun", "CustomShotgun"
  ...
}

 

Personally, I think option 1 is the easiest to do, but I can see going for option 2 if you're going to adjust the stock enemies anyway.

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We need more infos: are you working for vanilla, boom, zandronum or gzdoom (else) compatibility?

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5 hours ago, Kan3 said:

We need more infos: are you working for vanilla, boom, zandronum or gzdoom (else) compatibility?

GZDoom

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1 hour ago, SMG_Man said:

for GZDoom, there are a few ways to go about it.

 

1. In your DECORATE/ZSCRIPT code for your shotgun replacement, use the "replaces" keyword. It would look something like this:


Actor CUSTOMSHOTGUN : Doomweapon replaces Shotgun
{
	...
}

2. Create new definitions for the enemies with drops that need to be replaced. Continuing with the "CustomShotgun" actor from earlier,


Actor UpdatedShotgunGuy: Shotgunguy replaces Shotgunguy
{
	Dropitem "CustomShotgun"
}

3. Attach the replacement information to each skill definition in your (Z)MAPINFO lump. Once again with the "CustomShotgun",


clearskills

skill ITYTD
{
   AutoUseHealth
   AmmoFactor = 2
   DamageFactor = 0.5
   EasyBossBrain
   SpawnFilter = Baby
   ReplaceActor = "Shotgun", "CustomShotgun"
   Name = "I'm Too Young To Die"
   Key = "i"
}

skill HNTR
{
  ...
  ReplaceActor = "Shotgun", "CustomShotgun"
  ...
}

 

Personally, I think option 1 is the easiest to do, but I can see going for option 2 if you're going to adjust the stock enemies anyway.

Thanks!

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