Weapons Resource WAD
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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.
- Kappes Buur
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http://www.zdoom.org/wiki/index.php?title=WRW
There are two mirrors, and yes, it is the most recent version.
There are two mirrors, and yes, it is the most recent version.
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Lord Mattus
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- DoomRater
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For the ChangeFlag parameter, turn it on when you start the shield and turn it off after the Refire state.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.
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 You can put them back in now, but make sure you specify how many things are supposed to mushroom.Zeg-Vok wrote:when I originally made the nuke, it was only the smaller single explosion pieces with A_Mushrooms, and it lagged just as bad
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.
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Lord Mattus
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- Unknown_Assassin
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Marcus Koller
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