Gunrock Posted January 5, 2012 How can I make the doom cycle through each weapon just like quake1 and not have the typical lower and raise behavior when cycling through the different weapons? Thanks guys!!!!! 0 Share this post Link to post
Marcaek Posted January 5, 2012 If you're using ZDoom I'm pretty sure all you need to do is put something like this into a blank lump called DECORATE in a new wad(using the pistol as an example): actor QPistol : Pistol replaces Pistol { Game Doom Weapon.SelectionOrder 1900 Weapon.SlotNumber 2 Weapon.AmmoUse 1 Weapon.AmmoGive 20 Weapon.AmmoType "Clip" Obituary "$OB_MPPISTOL" // "%o was tickled by %k's pea shooter." +WEAPON.WIMPY_WEAPON Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED" // "Picked up a pistol." States { Ready: PISG A 1 A_WeaponReady Loop Deselect: PISG A 0 A_Lower <make sure this is 0 Loop Select: PISG A 0 A_Raise <this too Loop Fire: PISG A 4 PISG B 6 A_FirePistol PISG C 4 PISG B 5 A_ReFire Goto Ready Flash: PISF A 7 Bright A_Light1 Goto LightDone PISF A 7 Bright A_Light0 Goto LightDone Spawn: PIST A -1 Stop } } I haven't tested this myself though. The following method works in non-ZDoom ports but it makes switching between the Shotgun and SSG very touchy: Patch File for DeHackEd v3.0 # Created with WhackEd3 0.99 build 249 beta # General version information Doom version = 19 Patch format = 6 # Info for WhackEd3 Engine config = udoom.cfg IWAD = C:\Games\prboom-plus-2.5.1.1\doom2.wad Frame 3 Duration = 0 Frame 4 Duration = 0 Frame 11 Duration = 0 Frame 12 Duration = 0 Frame 19 Duration = 0 Frame 20 Duration = 0 Frame 33 Duration = 0 Frame 34 Duration = 0 Frame 50 Duration = 0 Frame 51 Duration = 0 Frame 58 Duration = 0 Frame 59 Duration = 0 Frame 69 Duration = 0 Frame 70 Duration = 0 Frame 75 Duration = 0 Frame 76 Duration = 0 Frame 82 Duration = 0 Frame 83 Duration = 0 Copy that into a new text document, rename it to a .DEH file and run it with any DEH supporting port. 0 Share this post Link to post