Projectile Problems
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.
- Kappes Buur
-

- Posts: 4198
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
Enjay to the rescue, again, thanks. That is exactly what I was after. Now, the frame numbers make sense.Enjay wrote: ... The text file shipped with Boom ( boomdeh.txt ) explains the BEX format, ...
The boomdeh.txt is probably the most important thing about BEX editing. I refer to it every time I do BEX stuff. THe weapons mod i'm working on right now (the one with the chainsaw launcher) has a LOT of BEX stuff in it, whereas most of my previous stuff just uses plain DEH.Kappes Buur wrote:Enjay to the rescue, again, thanks. That is exactly what I was after. Now, the frame numbers make sense.
-
Mighty Duck X-treme
- Posts: 272
- Joined: Tue Jul 15, 2003 5:48 pm
- Location: Chesterfield, Missouri
I find that useful as well, however I don't know if it's possible to add new weapons/things using BEX.
If it isn't, there are three options as of now:
If it isn't, there are three options as of now:
- 1.) Wait for Doomscript
2.) Use KEYCONF, DECORATE, and ACS
3.) Modify the ZDoom source code (basically that was what Enjay said when someone was making a BFG10K of his own, IIRC)
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact: