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ViperBoy

Making secondary attacks on weapons in Edge

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I'm making a TC for DooM called Teletubbies DooM where you run around and shoot the Teletubbies. I'm using Edge for changing actions in the game and I can't seem to make the secondary attacks work. Here's what I've wrote in "weapons.ddf":

[CHAINGUN]
AMMOTYPE=BULLETS;
AMMOPERSHOT=1;
AUTOMATIC=TRUE;
REFIRE_INACCURATE=TRUE;
BINDKEY=4;
PRIORITY=5;
ATTACK=PLAYER_CHAINGUN;
KICK=0.02;

// Secondary stuff
SEC_AMMOPERSHOT=2;
SEC_CLIPSIZE=2;
SEC_AMMOTYPE=BULLETS;
SEC_SHOOT(MISSILE)=PLAYER_CHAINGUN;


STATES(UP)=CHGG:A:1:NORMAL:RAISE;

STATES(DOWN)=CHGG:A:1:NORMAL:LOWER;

STATES(READY)=CHGG:A:1:NORMAL:READY;

STATES(ATTACK)=CHGG:A:4:NORMAL:SHOOT,
CHGG:B:4:NORMAL:SHOOT,
CHGG:B:0:NORMAL:REFIRE;

STATES(FLASH)=CHGF:A:5:BRIGHT:LIGHT1,
CHGF:B:5:BRIGHT:LIGHT2,
CHGF:B:0:NORMAL:LIGHT0,
#REMOVE;
(end)
Can anybody tell me what I'm doing wrong !?!

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Guest Fanatic

You're missing the seconday attack frames.

For example (making the secondary attack a super fast chaingun):

STATES(SECATTACK)=CHGG:A:1:NORMAL:SEC_SHOOT(PLAYER_CHAINGUN),
CHGG:B:1:NORMAL:SEC_SHOOT(PLAYER_CHAINGUN),
CHGG:B:0:NORMAL:REFIRE;

STATES(SECFLASH)=CHGF:A:2:BRIGHT:LIGHT1,
CHGF:B:2:BRIGHT:LIGHT2,
CHGF:B:0:NORMAL:LIGHT0,
#REMOVE;

Don't forget to assign the secondary attack key in the menu setup too.

That should do it.

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