by StroggVorbis » Thu Nov 15, 2018 9:15 am
Graf Zahl wrote:Why is ZScript not an option? Then you could just make a copy of the original function and change the names.
I'll try that out too, even though I've got bad feelings that I'll be unable to do this all by myself
I'll get back to you guys shall I hit a roadblock
EDIT: So, probably not the most elegant solution, but for starters I copied everything from alienspectre.txt inside gzdoom.pk3 into a ZScript lump and edited the names of all spectres to specters, same for the codepointer and its corresponding function and it works as intended. I only had to relocate the conversationIDs from the former Decorate lump into mapinfo, as the .zsc wouldn't accept it. And since the actors in my save file already had the same name, it loaded up without problems. But then I realized I could've avoided all of this trouble by simply adding the +spectral flag to all weapons, what a day
EDIT 2: Nevermind, +SPECTRAL can only be applied to projectiles, and this has the unintentional side effect of splash damage not hurting the player.
[quote="Graf Zahl"]Why is ZScript not an option? Then you could just make a copy of the original function and change the names.[/quote]
I'll try that out too, even though I've got bad feelings that I'll be unable to do this all by myself :?
I'll get back to you guys shall I hit a roadblock :)
EDIT: So, probably not the most elegant solution, but for starters I copied everything from alienspectre.txt inside gzdoom.pk3 into a ZScript lump and edited the names of all spectres to specters, same for the codepointer and its corresponding function and it works as intended. I only had to relocate the conversationIDs from the former Decorate lump into mapinfo, as the .zsc wouldn't accept it. And since the actors in my save file already had the same name, it loaded up without problems. But then I realized I could've avoided all of this trouble by simply adding the +spectral flag to all weapons, what a day :P
EDIT 2: Nevermind, +SPECTRAL can only be applied to projectiles, and this has the unintentional side effect of splash damage not hurting the player.