despite the fact that i have put "replaces fist" thing, i somehow cannot get the doom fist replaced with the mod's fist. Why?
thank
not being able to replace fist
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
- Void Weaver
- Posts: 724
- Joined: Thu Dec 18, 2014 7:15 am
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Re: not being able to replace fist
Is your new fist have Weapon.SlotNumber (and Weapon.SlotPriority) property?
If it haven't then try to add it there.
If it haven't then try to add it there.
Re: not being able to replace fist
You might also need to make a new player class that starts with your new weapons instead of the old ones, then set it as the main class in MAPINFO.
- Void Weaver
- Posts: 724
- Joined: Thu Dec 18, 2014 7:15 am
- Contact:
Re: not being able to replace fist
It's redundant in case if you have defined appropriate weapon slot number.
Re: not being able to replace fist
it just keeps on not replacing altho defining the slot number
Re: not being able to replace fist
Spoiler:
Re: not being able to replace fist
Replaces only works on spawned items.
Replacing chaingun with a modded one, will make the modded one spawn, but the chaingun can still be given with a command.
All spawned fists will be replaced with the modded one, but the player class has set to spawn with the vanilla one.
You need to make a new class like Xim said.
Replacing chaingun with a modded one, will make the modded one spawn, but the chaingun can still be given with a command.
All spawned fists will be replaced with the modded one, but the player class has set to spawn with the vanilla one.
You need to make a new class like Xim said.