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Voidic

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Posts posted by Voidic


  1. 1 hour ago, SMG_Man said:

    for GZDoom, there are a few ways to go about it.

     

    1. In your DECORATE/ZSCRIPT code for your shotgun replacement, use the "replaces" keyword. It would look something like this:

    
    Actor CUSTOMSHOTGUN : Doomweapon replaces Shotgun
    {
    	...
    }

    2. Create new definitions for the enemies with drops that need to be replaced. Continuing with the "CustomShotgun" actor from earlier,

    
    Actor UpdatedShotgunGuy: Shotgunguy replaces Shotgunguy
    {
    	Dropitem "CustomShotgun"
    }

    3. Attach the replacement information to each skill definition in your (Z)MAPINFO lump. Once again with the "CustomShotgun",

    
    clearskills
    
    skill ITYTD
    {
       AutoUseHealth
       AmmoFactor = 2
       DamageFactor = 0.5
       EasyBossBrain
       SpawnFilter = Baby
       ReplaceActor = "Shotgun", "CustomShotgun"
       Name = "I'm Too Young To Die"
       Key = "i"
    }
    
    skill HNTR
    {
      ...
      ReplaceActor = "Shotgun", "CustomShotgun"
      ...
    }

     

    Personally, I think option 1 is the easiest to do, but I can see going for option 2 if you're going to adjust the stock enemies anyway.

    Thanks!


  2. 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)


  3. 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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