Projectile Problems

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HotWax
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Post by HotWax »

You can also insert a bex/deh file into a wad with the name DEHACKED and it will be read and run automatically when that wad is loaded.
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Kappes Buur
 
 
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Post by Kappes Buur »

Enjay wrote: ... The text file shipped with Boom ( boomdeh.txt ) explains the BEX format, ...
Enjay to the rescue, again, thanks. That is exactly what I was after. Now, the frame numbers make sense.
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Xaser
 
 
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Post by Xaser »

Kappes Buur wrote:Enjay to the rescue, again, thanks. That is exactly what I was after. Now, the frame numbers make sense.
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.
Mighty Duck X-treme
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Post by Mighty Duck X-treme »

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:
  • 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)
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wildweasel
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Post by wildweasel »

Same here...I have the boomdeh.txt on my computer and I have it open EVERY time I work on my WAD (whether I'm working on DEH or not, you never know).
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