WHAVENWEPS! My upcoming MOD! (First decorate mod)(HELP!)
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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.
- Crudux Cruo
- Posts: 1171
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
if you think so...
ACTOR Bow : Weapon 2003
{
Weapon.AmmoType1 "Arrows"
weapon.ammogive1 6
Inventory.Pickupmessage "You picked up a bow and some arrows!"
Weapon.SelectionOrder 580
Weapon.AmmoUse1 1
scale 0.2
+NOALERT
States
{
Ready:
LBOW ABCDEFG 2
LBOW H 1 A_WeaponReady
Goto Ready+7
Deselect:
LBOW H 1 A_Lower
loop
Select:
LBOW A 1 A_Raise
LOOP
Fire:
LBOW HIJK 7
LBOW L 25 A_Playsound("Bow/Draw")
LBOW M 25
LBOW N 2
LBOW O 2 A_FireCustomMissile("AArrow",0,1,0,5)
LBOW P 20 A_Playsound("Bow/Weapon")
Goto Ready+7
Spawn:
LBWS A -1
stop
Pickup:
TNT1 A 1 A_GiveInventory("Bow")
stop
}
}
here is the code. i have absolutely no idea as to why its not working...
ACTOR Bow : Weapon 2003
{
Weapon.AmmoType1 "Arrows"
weapon.ammogive1 6
Inventory.Pickupmessage "You picked up a bow and some arrows!"
Weapon.SelectionOrder 580
Weapon.AmmoUse1 1
scale 0.2
+NOALERT
States
{
Ready:
LBOW ABCDEFG 2
LBOW H 1 A_WeaponReady
Goto Ready+7
Deselect:
LBOW H 1 A_Lower
loop
Select:
LBOW A 1 A_Raise
LOOP
Fire:
LBOW HIJK 7
LBOW L 25 A_Playsound("Bow/Draw")
LBOW M 25
LBOW N 2
LBOW O 2 A_FireCustomMissile("AArrow",0,1,0,5)
LBOW P 20 A_Playsound("Bow/Weapon")
Goto Ready+7
Spawn:
LBWS A -1
stop
Pickup:
TNT1 A 1 A_GiveInventory("Bow")
stop
}
}
here is the code. i have absolutely no idea as to why its not working...
- Matt
- Posts: 9696
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I don't have the graphics and sounds so here's the code I ended up actually testing:
(p.s. the and
Spoiler:It works exactly as it should: I pick up the "arrows", I pick up the "bow", when I have the "bow" selected I see a big red 18 in the status bar accouting for the twelve from the "arrows" and six from the "bow", and nothing new in the little yellow numbers on the right because it's a new ammo type.
(p.s. the
Code: Select all
Spoiler:tags are your friends)
- Crudux Cruo
- Posts: 1171
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
- TheDarkArchon
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- Crudux Cruo
- Posts: 1171
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
ive updated the progress section of my front page now that i dont feel so lazy and weighed down by the end of the quarter crap. anyway:
1.) how do i replace a monster with a monster from a different game without rescripting, like inheritance or something? i need to do this with the aracnotron and the spider mastermind.
1.a) if i replace the spidy with a heresiarch and i replace the aracnotrons with dark bishops, will the spidy be able to summon ok?
2.) how do i make a missile with multiple frames per angle? im doing the throwing axe now (and the fists too, but thats of no matter) and ive never done complex missiles before. if its something like the fighter hammer, i could probalbly just learn from the code, but they dont have much hexen descriptions.
thanks for your help in advance guys
1.) how do i replace a monster with a monster from a different game without rescripting, like inheritance or something? i need to do this with the aracnotron and the spider mastermind.
1.a) if i replace the spidy with a heresiarch and i replace the aracnotrons with dark bishops, will the spidy be able to summon ok?
2.) how do i make a missile with multiple frames per angle? im doing the throwing axe now (and the fists too, but thats of no matter) and ive never done complex missiles before. if its something like the fighter hammer, i could probalbly just learn from the code, but they dont have much hexen descriptions.
thanks for your help in advance guys
- The NUtcracker
- Posts: 843
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- Contact:
1.a) You don't need to replace arachnotron with anything. Just have the dark bishop sprites and watch the magic of ZDoom work.
1) Also, If you wanted to replace spidermastermind with heresiarch, add the sprites and use:
2) Not sure what you mean here. If you mean as in it has thrust animation 1 in one state, and thrust animation 2 in another, you would use them just as any other state.
1) Also, If you wanted to replace spidermastermind with heresiarch, add the sprites and use:
Code: Select all
Actor heresiarch2 : Heresiarch replaces SpiderMastermind
{
}
- Crudux Cruo
- Posts: 1171
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
thanks, ill do that, but i want to replace the aracnotrons with dark bishops, if its practical. if not, then ill do what you said. although my idea requires more paint thinner and french fried babies,
i think that the dark bishop would be a good replacement for the archie. if not the dark bishop ill have to find something else, which might be hard to find if it pertains to a medieval theme.
p.s the doomednumbers are different for the bow and crossbow stuff.
i think that the dark bishop would be a good replacement for the archie. if not the dark bishop ill have to find something else, which might be hard to find if it pertains to a medieval theme.
p.s the doomednumbers are different for the bow and crossbow stuff.
- The NUtcracker
- Posts: 843
- Joined: Sun Jan 14, 2007 9:12 pm
- Location: South Dakota
- Contact:
- Crudux Cruo
- Posts: 1171
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
- The NUtcracker
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- Joined: Sun Jan 14, 2007 9:12 pm
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- Contact:
I meant if you use:
The heresiarch would spawn them. However, if you made changes to the way the dark bishop behaves, the heresiarch's spawned bishop will ignore that.
Code: Select all
Actor DarkBishop : Bishop replaces arachnotron
{
}
- Crudux Cruo
- Posts: 1171
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
- The NUtcracker
- Posts: 843
- Joined: Sun Jan 14, 2007 9:12 pm
- Location: South Dakota
- Contact:
- Crudux Cruo
- Posts: 1171
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California