GZDoom light pool on weapons fire *solved!*

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cypherphage
Posts: 213
Joined: Sun Feb 27, 2011 2:54 am

Re: GZDoom light pool on weapons fire

Post by cypherphage »

First, make an actor, lets call it lightpool

Code: Select all

Actor lightpool
{states 
{
spawn:
TNT1 A 6
stop   
}}
next, attach ATSHOTGUNLIGHT to it, then you finally shoot it

Code: Select all

ACTOR ATSuperShotgun : Weapon replaces SuperShotgun
{
...
Fire:
SHT2 A 3
SHT2 K 0 A_FireCustomMissile("lightpool")
SHT2 K 3 BRIGHT A_FireBullets (4,4,24,5,0,1)
SHT2 A 2 BRIGHT
SHT2 A 2
SHT2 B 7
SHT2 C 7 A_CheckReload
SHT2 D 7 A_OpenShotgun2
SHT2 E 7
SHT2 F 7 A_LoadShotgun2
SHT2 G 6
SHT2 H 6 A_CloseShotgun2
SHT2 A 5 A_ReFire
Goto Ready
...
}
}
try it out in a dark area, and adjust till it looks good.
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real_trisk
Posts: 152
Joined: Wed Sep 24, 2008 11:19 am
Location: Minnesota, USA
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Re: GZDoom light pool on weapons fire

Post by real_trisk »

Yes, I did something very similar to what you are suggesting, cypherphage, and it finally does work! Many thanks go to Captain Toenail, who took the time to help me figure it out and then work out the bugs. All four of my guns now fire with a realistic powder flare instead of the fakey, conical red id one, and use much more realistic physics and bullet dynamics than the stock id weapons did. (No more ludicrous shotgun pellet spread... Doom 2's was bad enough. Don't get me started on Doom 3's... I tend to curse a lot when talking about that stupid, physically impossible shotgun's [censored word] spread.) :roll:

Thanks to all who tried to help! This was really complicated and beyond me, so your patience was greatly appreciated!

"The Island" level pack is COMING SOON! :D

Ben
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