stickguy5000 Posted February 1, 2008 how do i start the game with absolutely no ammunition in zdoom also how do i make a message appear 0 Share this post Link to post
esselfortium Posted February 1, 2008 Putting the ACS command ClearInventory(); in an Enter script should do it. 0 Share this post Link to post
stickguy5000 Posted February 1, 2008 esselfortium said:Putting the ACS command ClearInventory(); in an Enter script should do it. Enter script??? 0 Share this post Link to post
Torn Posted February 1, 2008 stickguy5000 said:Enter script??? Save this for further questions. 0 Share this post Link to post
Kappes Buur Posted February 2, 2008 Torn said:Save this for further questions. Why not give him a link where he can find the answers to the question, such as: http://208.78.96.242/wiki/Script_types The WIKI is your friend ™ 0 Share this post Link to post
stickguy5000 Posted February 2, 2008 can't somebody just give me the code cause i can't figure it out 0 Share this post Link to post
Enjay Posted February 2, 2008 No one is giving you "the code" because there is no code. It's something you have to add to your WAD files when you make them. If you don't want to use ACS scripting, you could use a dehacked patch: Patch File for DeHackEd v3.0 # Note: Use the pound sign ('#') to start comment lines. Doom version = 19 Patch format = 6 Misc 0 Initial Bullets = 0Copy that to a text file giving it a deh or bex extension and load it with your WAD. Or call the file dehacked.txt and load it. That might, however, clash with any other WADs using a dehacked patch. If you are using GZdoom, you could use this. It will work with any level set you like (unless they use fragglescript - which most Zdoom wads don't). Save the following text and put it in a file called FSGLOBAL.TXT and then add it to the command line when you start [scripts] //include("lspec.h"); script 1 { if (!checkinventory(0, "QuestItem1",1)) { takeinventory(0, "Clip", 999); giveinventory(0, "QuestItem1"); } } startscript(1); 0 Share this post Link to post