Weapons Resource WAD

Archive of the old editing forum
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.
User avatar
megamanx3
Posts: 28
Joined: Wed Apr 12, 2006 5:49 pm

Post by megamanx3 »

I tryed Download WRW,but the link is broken :( is there other link to download ? :lol:
User avatar
Kappes Buur
 
 
Posts: 4199
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Post by Kappes Buur »

megamanx3 wrote:I tryed Download WWR,but the link is broken :( is there other link to download ? :lol:
Go to the first page of this thread. In the very first post you find the link to two download links.
User avatar
megamanx3
Posts: 28
Joined: Wed Apr 12, 2006 5:49 pm

Post by megamanx3 »

that link is the must updated version of WrW ?
User avatar
Unknown_Assassin
Posts: 2468
Joined: Wed Apr 12, 2006 5:17 pm
Location: Where dead carcasses lie
Contact:

Post by Unknown_Assassin »

http://www.zdoom.org/wiki/index.php?title=WRW

There are two mirrors, and yes, it is the most recent version.
Lord Mattus
Posts: 293
Joined: Wed Jun 01, 2005 4:40 pm
Location: At uac headquarters!

Post by Lord Mattus »

Time for you to rate the rhinostopper (Doomrater) & Energy Field (Lord Mattus & Caligari_87) Domrem.
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Post by DoomRater »

Zeg-Vok wrote:What I would do with the HandFF would when it calls for the shield actor, have the weapon call A_ChangeFlag(noradiusdmg, 1) and then A_ChangeFlag(noradiusdmg, 0) at the endo of every cycle, make both frames that call them last for 0 tics, and there should be no problem, when I made the HandFF originally I dont think A_ChangeFlag was around then.
For the ChangeFlag parameter, turn it on when you start the shield and turn it off after the Refire state.
Zeg-Vok wrote:when I originally made the nuke, it was only the smaller single explosion pieces with A_Mushrooms, and it lagged just as bad
Look at your damage value. Your unmarked A_Mushroom codepointers are spawning 300 actors at once! (When the number of mushroom pieces are not defined, the Damage value is used for the number of actors) Since I had no idea which projectile you wanted to spawn there, the first thing I did to get it to STOP LAGGING was comment those out. You can put them back in now, but make sure you specify how many things are supposed to mushroom.

In the meantime, I'm just going to rewrite how I want my version of this thing to handle. I wouldn't expect anyone using the resource WAD for weapon templates to have the same patience, though.
User avatar
Zeg-Vok
Posts: 60
Joined: Tue Nov 23, 2004 2:57 pm

Post by Zeg-Vok »

When I originally made the Nuke, the codepointer A_Mushroom was a staticish limited thing . . .
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Post by DoomRater »

What I remember, it was always defined by the amount of damage. This was true from back in DeHackEd.
User avatar
Zeg-Vok
Posts: 60
Joined: Tue Nov 23, 2004 2:57 pm

Post by Zeg-Vok »

Really? Wow, you learn something new every day . . .

I actually have a rewritten virtually lagless version just about completed, Ill upload the new wad later
Lord Mattus
Posts: 293
Joined: Wed Jun 01, 2005 4:40 pm
Location: At uac headquarters!

Post by Lord Mattus »

BUMP

We Need more ratings on the weapons.
User avatar
Hydroxyl
Posts: 15
Joined: Wed Jul 12, 2006 6:57 am
Location: Weston, FL, USA
Contact:

Post by Hydroxyl »

:O!!

Cool, I wanted to make my own weapon in Doom. :)

I'll probably start on Sunday.

Anyone have any links/tutorials that could help me? :oops: (lol, noob)
User avatar
Unknown_Assassin
Posts: 2468
Joined: Wed Apr 12, 2006 5:17 pm
Location: Where dead carcasses lie
Contact:

Post by Unknown_Assassin »

User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Post by DoomRater »

If all else fails, look at someone else's DECORATE lump.
Marcus Koller
Posts: 11
Joined: Fri Jul 14, 2006 6:57 pm

Post by Marcus Koller »

I got the error

unknown ammo type darmmana in vilestaff
User avatar
Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London
Contact:

Post by Phobus »

That's a typo, change darmmana (where ever you saw it) to darkmana in the decorate entry.
Locked

Return to “Editing (Archive)”