dodopod wrote:Bugfix release. v2.0 accidentally used a few ZScript functions that only exist in GZDoom v3.8. This release removes those references. See the first post for downloads.
v3.8? You mean the 4.0.0 pre release?
dodopod wrote:Bugfix release. v2.0 accidentally used a few ZScript functions that only exist in GZDoom v3.8. This release removes those references. See the first post for downloads.
Actor TestPlayer : QuakePlayer
{
Health 100
Player.DisplayName "Testing"
}
LOAD = "MVNT.pk3"
Actor TestPlayer : QuakePlayer
{
Health 100
Player.DisplayName "Testing"
Player.StartItem "Fist"
}
dodopod wrote:I just realized the "doom mod" build didn't actually work. That's fixed, now. Then I realized I accidentally included footstep sounds from Quake 3. These have been changed to OpenArena SFX.
Actor TestPlayer : QuakePlayer
{
Health 100
Player.DisplayName "TestPlayer"
Player.CrouchSprite "PLYC"
Player.StartItem "Fist"
Player.WeaponSlot 1, "Fist", "Chainsaw"
Player.WeaponSlot 2, "Pistol"
Player.WeaponSlot 3, "Shotgun", "SuperShotgun"
Player.WeaponSlot 4, "Chaingun"
Player.WeaponSlot 5, "RocketLauncher"
Player.WeaponSlot 6, "PlasmaRifle"
Player.WeaponSlot 7, "BFG9000"
States
{
Spawn:
PLAY A -1
Loop
See:
PLAY ABCD 5
Loop
Missile:
PLAY E 12
Goto Spawn
Melee:
PLAY F 6 Bright
Goto Missile
Pain:
PLAY G 4
PLAY G 4 A_XScream
Goto Spawn
Death:
PLAY H 12
PLAY I 12 A_PlayerScream
PLAY J 12 A_NoBlocking
PLAY KLM 12
PLAY N -1
Stop
XDeath:
PLAY O 6
PLAY P 6 A_XScream
PLAY Q 6 A_NoBlocking
PLAY RSTUV 6
PLAY W -1
Stop
Crush:
POL5 A -1 A_XScream
Stop
}
}
dodopod wrote:Did you remember to add the player class in MAPINFO?
Edit: Also the handler warnings don't matter. That's just because I use a float as an int, somewhere.
GameInfo
{
PlayerClasses = "TestPlayer"
AddEventHandlers = "DamageKickHandler", "LandKickHandler", "WeaponLagHandler", "SpeedometerHandler", "StrafejumpHandler"
NormForwardMove = 0x19, 0x32
NormSideMove = 0x14, 0x28
}
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