And Read The WikiTM for more information on the SpawnSpot function.wildweasel wrote:If you just want Doom's Shotgun in Heretic, spawn the Shotgun with a mapspot and a SpawnSpot script command - you don't need Decorate.
how to make a thing puckupable with dec
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Using Doombuilder:
1. Okay, so you've loaded a new map under the ZDoom (Heretic in Hexen format) setting. Yes? Good.
2. Now, build a room. Include a "Player 1 Start."
3. Anywhere in the room, place thing number 9001 (Mapspot). It's under "+ZDoom" in the Doombuilder thing types menu.
4. Give it a tag.
5. Start editing a script.
6. Your script should look like this:
7. Make sure your wad has the following sprites from Doom.wad or Doom2.wad in it so that the pickup and weapons frames can actually load:
8. You'll notice a nasty dicsolouration on the imported weapons sprites when you run the game, but since that's not part of your question I won't bother going into it right now.
Penultimately, if something isn't working, go back over every step of what I've said because you've missed a step or done something incorrectly. All the information you need is here so if you fuck it up it's your fault. I should know; I was creating the above wad as I was writing out the details and it works fine.
Finally, all the information here could be easily found on the wiki, and I gave you a link and two pointers on how to find the information. Best way to learn is to do it yourself.
PS: Why the hell were you using zwadconv? There's nothing in this thread to suggest that as a solution to your problem. There are lots of other good solutions, but zwadconv never came up...
1. Okay, so you've loaded a new map under the ZDoom (Heretic in Hexen format) setting. Yes? Good.
2. Now, build a room. Include a "Player 1 Start."
3. Anywhere in the room, place thing number 9001 (Mapspot). It's under "+ZDoom" in the Doombuilder thing types menu.
4. Give it a tag.
5. Start editing a script.
6. Your script should look like this:
Code: Select all
#include "zspecial.acs"
#include "zdefs.acs"
#include "zwvars.acs"
Script 666 OPEN
{
SpawnSpot(Shotgun, 1, 0, 0);
}Code: Select all
SHOTA0
SHTGA0
SHTGB0
SHTGC0
SHTGD0
SHTFA0
SHTFB0Penultimately, if something isn't working, go back over every step of what I've said because you've missed a step or done something incorrectly. All the information you need is here so if you fuck it up it's your fault. I should know; I was creating the above wad as I was writing out the details and it works fine.
Finally, all the information here could be easily found on the wiki, and I gave you a link and two pointers on how to find the information. Best way to learn is to do it yourself.
PS: Why the hell were you using zwadconv? There's nothing in this thread to suggest that as a solution to your problem. There are lots of other good solutions, but zwadconv never came up...
Oh, okay, I get ya now. (Sorry, but that confused the hell out of me). To do this, simply open the wad in Doombuilder, go to the "Edit" menu, all the way down the menu to the last option, "Map options..." (Pressing F2 will also bring this screen up).wario wrote:well i mean i made allot of heretic maps already but they arent in hexen format... i need to convert them...
Simply change the configuration from whatever your current map format is to "ZDoom (Heretic in Hexen format)."
Et Voila.