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Mega

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Posts posted by Mega


  1. I doubt there are modding tools on portable devices such as tablets or phones. But if you have a computer there are plenty of options when it comes to modding doom. You probably want to get slade3 to make your weapons mod. Here are some links below to help you get started.

     

    https://zdoom.org/wiki/DECORATE

     

    How to make a weapon: http://gunlabs.blogspot.com/2011/01/tutorial-how-to-make-your-first-basic.html

     

    Your probably gonna want to start small and work your way up to your weapons mod.


  2. Well I posted the whole error but heres the current state of my decorate code and the error:

     

    actor UnMaker9000 : weapon 7895
    {
        Weapon.AmmoGive 100
        Weapon.AmmoType "Plasma"
        Weapon.AmmoUse 20
        Weapon.Bobstyle Smooth
        Weapon.SelectionOrder 400
        Inventory.PickupMessage "HOLY SHIT, YOU GOT THE UNMAKER 9000"
        Weapon.SlotNumber 9
        Obituary "%o was turned to ashes by %k's UnMaker 9000"
        AttackSound "Super/Dead"
        States
    {
        Select:
            UMK2 A 1 A_Raise
            loop
        Deselect:
            UMK2 A 1 A_Lower
            loop
        Ready:
            UMK2 A 1 A_WeaponReady
            loop
        Fire:
            UMKF A 1 A_PlaySound("Super/Dead")
            UMKF A 1 A_FireMissile
            UMKF A 1 A_FireMissile
            UMKF B 2 A_FireBFG
            UMKF B 2 A_ReFire
            UMKF C 2
            UMKF D 1
            Goto Ready
        Flash:
            UMKF B 6 BRIGHT A_Light2
            UMKF C 6 BRIGHT A_Light1
            Goto Ready
        Spawn:
            UMKN A -1
            Stop
        }
    }
     

    Error:

     

    1 errors during actor postprocessing


  3. 3 hours ago, Empyre said:

    You can't pass a parameter to A_FireMissile or A_FireBFG, Maybe you want A_FireProjectile instead, specifying "Rocket" and "BFGBall" as the projectile to fire.

    A_Refire can take a parameter, but it has to be a state label. If you want it to go somewhere else than the beginning of the Fire state (or AltFire state if you were using it), make a custom state label, for example RefireHere: where you want to jump to and then pass that state name in quotes to A_Refire.

     

    Also, bookmark the links Kappes Buur gave. They are valuable reference tools.

    A_FireProjectile is not being recognized as a function


  4. I've been trying to get my weapon script to work and it won't. Everytime I try to load it i get this error:

     

    Script error, "Unmaker 9000.wad:DECORATE" line 38:
    "{" does not define any animation frames

     

    I've tried everything and nothing is working, please help! Here is the weapon script:

     

    {
    {
    actor UnMaker 9000 : weapon 7895
    {
        Weapon.AmmoGive 100
        Weapon.AmmoType "Plasma"
        Weapon.AmmoUse 20
        Weapon.Bobstyle Smooth
        Inventory.PickupMessage "HOLY SHIT, YOU GOT THE UNMAKER 9000"
        Weapon.SlotNumber 9
        Obituary "%o was turned to ashes by %k's UnMaker 9000"
        AttackSound "Super/Dead"
        States
    {
        Select:
            UMK2 A 1 A_Raise
            loop
        Deselect:
            UMK2 A 1 A_Lower
            loop
        Ready:
            UMK2 A 1 A_WeaponReady
            loop
        Fire:
            UMKF A 1 
            UMKF B 2 A_FireMissile(15,70,10,0)A_FireMissile(-15,70,10,0) 
            UMKF B 2 A_FireBFG(0,70,10,0)
            UMKF B 2 A_ReFire(UMKF B 2)
            UMKF C 2
            UMKF D 1
            Goto Ready
        Flash:
            UMKF B 6 BRIGHT
            stop
        Spawn:
            UMKN A -1
            Stop
        }
    }
     

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