Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

[ZDoom] Using Hexen Player Weapons as Monster Weapons?

Recommended Posts

Evening fellow DECORATors.

In my relentless quest to make my own Doom II mod, I've been trying to make a new monster based on and replacing the Cacodemon, whose weapon is the Arc of Death (Hexen Mage's lightning weapon) instead of the standard Cacodemon projectile. However, simply replacing "A_HeadAttack" with "A_MLightningAttack" doesn't get me the desired result, instead it gets me an error message whenever I fire up GZDoom.
Is there a different method for using Hexen weaponry? In addition to the lightning-shooting Cacodemon I want to make another flying monster which drops Flechettes that turn into the obligatory gas clouds on contact with the floor.

Share this post

Link to post

The engine distinguishes player weapon actions from non-player (usually monster) weapon actions, you shouldn't mix them together. For a generic monster's projectile-based attack, use A_CustomMissile with whatever desired projectile type as a parameter.

Share this post

Link to post

Wow, good luck with that - in order to repurpose the Hexen attacks for use by monsters, you will probably have to recreate the attack actions using the generic pointers. The thing about Hexen's functions is that a lot of them are still pretty hard-coded, especially the more complicated ones like the Arc of Death and Wraithverge, so you may not be able to make a 100% accurate recreation of them.

Share this post

Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now