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Re: A more modding-friendly A_ItBurnsItBurns (and friends)

Postby Endie » Thu Jul 19, 2018 12:27 pm

Try this on your base class

Code: Select allExpand view
Death.Fire:
PLAY # 1 A_Scream
TNT1 A 0 A_GiveInventory("Fired", 1)
(insert end of the death state)


then in weapon decorate

Code: Select allExpand view
Ready:
#### # 1
#### # 0 A_JumpIfInventory("Fired", 1, "FireHands")

FireHands:
#### # # A_Lower
Loop

see if it works, i hope so

Note: Don't forget to add the flag that prevent the weapon to deselect when the player dies.

+NODEATHDESELECT (if i remember well)
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby Assassin of Purity » Sat Jul 28, 2018 3:44 am

warman2012 wrote:To the mod authors:

Do you think you guys could modify the Duke Nukem portion of the mod to get rid of the explosive firing shotgun, and then put the shrinker and devestator from Duke Nukem 3D into Samsara?

...
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Discord: Old-School Gaming Pony#5759

Plain ol' Doom 2 Community Mapping Project

Postby PixelWAD » Sun Aug 05, 2018 5:00 pm

I gave MAP03 - SECURITY OUTPOST (Seidolon) a try with Duke Nukem 3D mod in VR. Here is gameplay for those interested!
https://www.youtube.com/watch?v=vEEpCoy ... e=youtu.be
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Re: Pinochestein 3D edición GL (Version 3 & definitive)

Postby MaxRideWizardLord » Wed Aug 08, 2018 4:18 pm

Aww, for a moment I thought it's a mod about chilling out heated communists by giving them a free helicopter ride. This mod definitelly would use this feature, though.
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