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Posts posted by Voidic
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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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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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Oh yea and the only thing thats on the GUI is the AutoShoty
and now i have more weapons and 1 enemy
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What?... ok, I have no idea what you just said, but, basically I can still use THINGS in the builder, by putting their ID's in the ID searcher AND in game, but in the builder THINGS just don't show up on the builder GUI.
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On 7/21/2021 at 4:29 PM, DOOM mapping enthusiast said:I assume that you are mapping for GZDoom and the AK47 and Autoshotgun are DECORATE actors.
As downloaded from the repository of Realm667
the AK47 has been given a DoomED number of 19999
Actor AK47 : Weapon 19999
and the Autoshotgun a DoomED number of 5664
ACTOR AutoShot : Weapon 5664
Of course, when opened with Slade3, you can give them new DoomED numbers as you see fit.
Hmmm, well when i did that, it works in the slade map maker, but not in the ultimate doom builder, sure, i can just put in the ID's of the weapons in the ID searcher or whatever its called, but i like convenience. (Not tryna be bratty)
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So, im trying to add an AK47 and add a tag of 15001, But i also have an Autoshoty with a tag of 15000, but when i add the AK, it doesn't appear in the builder, what do i do
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I have been playing doom for a few months now and i have actually getting board because of the lack of new stuff... So yea ;-; Could you lads reccomend me TC's?
List of TC's i already have:
Golden Souls 2
Batman Doom
Onslaught
Paranoid
PogoStick
ProDoomer -
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Oh hey, it works! now how do i replace the deafalt pistol with it... Not tryna be rude or controlling or anything
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Also i gave it a slot thing heres the gameinfo thing:
gameinfo
{
weaponslot = 1, "Fist", "Chainsaw"
weaponslot = 2, "Raptor"
// add other slots here...
}
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Well heres the DECORATE script:
ACTOR Raptor : Weapon
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You got the Raptor Handgun!"
Weapon.AmmoType1 "Clip"
Weapon.AmmoGive 12
Weapon.AmmoUse1 2
Weapon.KickBack 350
Decal "BulletChip"
States
{
Spawn:
RPTP A -1
Loop
Ready:
RPTN A 1 A_WeaponReady
Loop
Deselect:
RPTN A 1 A_Lower
Loop
Select:
RPTN A 1 A_Raise
Loop
Fire:
TNT1 A 0 A_PlaySound("weapons/raptor")
TNT1 A 0 A_GunFlash
RPTN B 1 Bright A_FireBullets(2, 3, 2, 8, "RaptorPuff", 1)
RPTN CD 1
RPTN A 2
TNT1 A 0 A_PlaySound("weapons/raptor")
TNT1 A 0 A_GunFlash
RPTN B 1 Bright A_FireBullets(2, 3, 2, 8, "RaptorPuff", 1)
RPTN CD 1
RPTN A 12
RPTN A 1 A_ReFire
Goto Ready
AltFire:
RPTM ABC 2
TNT1 A 0 A_CustomPunch(0, 0, 0, "RaptorMPuffDummy",85)
RPTM D 1 A_CustomPunch(20, 0, 0, "RaptorMPuff",85)
RPTM EFGH 1
TNT1 A 13
TNT1 A 1 A_ReFire
Goto Ready
Flash:
TNT1 A 2 Bright A_Light1
Goto LightDone
}
}ACTOR RaptorPuff
{
Mass 5
Scale 0.50
Radius 3
Height 3
+NOBLOCKMAP
+NOGRAVITY
-PUFFONACTORS
Renderstyle TRANSLUCENT
Alpha 0.8
States
{
Spawn:
RPPF AABCDE 1 BRIGHT
Stop
}
}ACTOR RaptorMPuff
{
+NOBLOCKMAP
+NOGRAVITY
+NOEXTREMEDEATH
-PUFFONACTORS
RenderStyle Translucent
Alpha 0.5
SeeSound "weapons/raptormhit"
AttackSound "weapons/raptordeflect"
ActiveSound "weapons/raptormelee"
States
{
Spawn:
RMPF AB 2
RMPF C 1
Stop
}
}
ACTOR RaptorMPuffDummy
{
+NOBLOCKMAP
+NOGRAVITY
+NOEXTREMEDEATH
+PUFFONACTORS
SeeSound "weapons/raptormhit"
States
{
Spawn:
TNT1 A 1
Stop
}
} -
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I already got the placement down and you can pick it up, but you cant swap to it twice, if you swap to another weapon, ya cant use it, also, how do i replace the starting pistol? (The gun im using is the raptor handgun from realm667)
How do i change enemy drops?
in Editing Questions
Posted
Thanks!