DECORATE weapon replace

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clarence144
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Post by clarence144 »

I tried that, then I got "unexpected parsing error"
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Doom A Holic
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Post by Doom A Holic »

chaoscentral wrote:thats because in the custom missile pointers you have to define how much it uses. It doesn't matter what you set the ammo use to. It matters in the code pointer
I set em' all to this and it uses ammo now, but it uses 80 per fireball. :oops:

Code: Select all

BFGG A 5 A_FireCustomMissile("CacodemonBall", 0, 1, 0)
BFGG A 5 A_FireCustomMissile("DoomImpBall", 0, 1, 0)
clarence144
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Post by clarence144 »

I can't get this to work at all, where can I download the special verson everyone is talking about where this does work? Thanks alot everyone.
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Doom A Holic
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Post by Doom A Holic »

clarence144 wrote:I can't get this to work at all, where can I download the special verson everyone is talking about where this does work? Thanks alot everyone.
Here.

Just make a lump called DECORATE in a wad and insert the code i put in post 9 into that lump. Then open the wad with the new version of zdoom.
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Doom A Holic
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Post by Doom A Holic »

TheDarkArchon, chaoscentral, thanks for all the help. My weapon works great, and I really have a better understanding of decorate!
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chaoscentral
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Post by chaoscentral »

no problem. You should go check out the guide I made for this in the editing section, or in the wiki. I think the guide is on page 2 or 3
clarence144
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Post by clarence144 »

Doom A Holic wrote:
clarence144 wrote:I can't get this to work at all, where can I download the special verson everyone is talking about where this does work? Thanks alot everyone.
Here.

Just make a lump called DECORATE in a wad and insert the code i put in post 9 into that lump. Then open the wad with the new version of zdoom.
Thanks, but I don't understand what you mean by make a lump.
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DomRem
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Post by DomRem »

One way to do it is to paste the code into notepad and save it as a .txt file named DECORATE. Then use XWE or WinTex to import it into a wad. Because it is named DECORATE, it will immediately become a lump file on its own.
clarence144
Posts: 166
Joined: Sun Dec 26, 2004 5:02 pm
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Post by clarence144 »

I figured it all out, here's my weapon

Code: Select all

actor RAPEBFG : BFG9000 30399
{ 
Inventory.Pickupmessage "You got the Rape BFG!  HOLY @#%#$%" 
States 
{ 
Fire: 
    BFGG A 0 A_GunFlash 
    BFGG A 0 A_FireCustomMissile("1", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("2", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("3", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("5", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("6", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("7", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("8", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("9", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("1", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("2", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("3", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("5", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("6", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("7", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("8", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("1", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("2", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("3", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("5", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("6", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("7", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("8", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("1", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("2", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("3", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("5", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("6", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("7", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("8", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("1", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("2", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("3", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("5", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("6", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("7", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("8", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("9", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("1", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("2", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("3", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("5", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("6", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("7", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("8", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("1", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("2", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("3", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("5", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("6", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("7", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("8", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("1", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("2", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("3", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("5", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("6", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("7", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("8", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("6", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("7", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("8", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("1", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("2", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("3", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("5", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("6", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("7", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("8", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    Goto Ready 

} 
}

ACTOR 1 : RevenantTracer 10000
{
	Damage 1000000
	DropItem Rocket
    Speed 40
}

ACTOR 2 : Fatshot 10001
{
	Damage 1000000
    Speed 40
}

ACTOR 3 : Rocket 10002
{
	Damage 1000000
    Speed 40
}

ACTOR 4 : BFGBall 10004
{
	Damage 10000
    Speed 40
}

ACTOR 5 : CacodemonBall 10005
{
	Damage 1000000
    Speed 40
}

ACTOR 6 : BaronBall 10006
{
	Damage 1000000
    Speed 40
}

ACTOR 7 : DoomImpBall 10007
{
	Damage 1000000
    Speed 40
}

ACTOR 8 : ArachnotronPlasma 10008
{
	Damage 1000000
    Speed 40
}

ACTOR 9 : PlasmaBall 10009
{
	Damage 1000000
    Speed 40
}
MY ONLY PROBLEM is it fires non stop as you hold down on on fire, I want it to delay between firings, how do I do that?
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Post by Graf Zahl »

How about making useful projectiles first?
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TheDarkArchon
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Post by TheDarkArchon »

Code: Select all

actor RAPEBFG : BFG9000 30399
{ 
Inventory.Pickupmessage "You got the Rape BFG!  HOLY @#%#$%" 
States 
{ 
Fire: 
    BFGG A 0 A_GunFlash 
    BFGG A 0 A_FireCustomMissile("1", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("2", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("3", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("5", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("6", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("7", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("8", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("9", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("1", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("2", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("3", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("5", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("6", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("7", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("8", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("1", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("2", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("3", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("5", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("6", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("7", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("8", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("1", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("2", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("3", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("5", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("6", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("7", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("8", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("1", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("2", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("3", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("5", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("6", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("7", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("8", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("9", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("1", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("2", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("3", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("5", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("6", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("7", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("8", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("1", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("2", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("3", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("5", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("6", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("7", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("8", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("1", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("2", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("3", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("5", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("6", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("7", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("8", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("6", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("7", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("8", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("1", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("2", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("3", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("5", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("6", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("7", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("8", 0, 0, 0) 
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A 0 A_FireCustomMissile("4", 0, 0, 0)
    BFGG A (delay in tics)
    Goto Ready 

} 
}

ACTOR 1 : RevenantTracer 10000
{
	Damage 1000000
	DropItem Rocket
    Speed 40
}

ACTOR 2 : Fatshot 10001
{
	Damage 1000000
    Speed 40
}

ACTOR 3 : Rocket 10002
{
	Damage 1000000
    Speed 40
}

ACTOR 4 : BFGBall 10004
{
	Damage 10000
    Speed 40
}

ACTOR 5 : CacodemonBall 10005
{
	Damage 1000000
    Speed 40
}

ACTOR 6 : BaronBall 10006
{
	Damage 1000000
    Speed 40
}

ACTOR 7 : DoomImpBall 10007
{
	Damage 1000000
    Speed 40
}

ACTOR 8 : ArachnotronPlasma 10008
{
	Damage 1000000
    Speed 40
}

ACTOR 9 : PlasmaBall 10009
{
	Damage 1000000
    Speed 40
}
clarence144
Posts: 166
Joined: Sun Dec 26, 2004 5:02 pm
Contact:

Post by clarence144 »

Ok guys, thanks for your help, I managed to make the dedliest weapon ever, it killed like 200 cybderdemons at once. But... I need your help with 1 last thing...

1. How to I make it so when I press 7 I can hold it in my hand?
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DomRem
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Post by DomRem »

chaoscentral wrote:dont forget the keyconf lump
make a new lump and add these lines

Code: Select all


weaponsection bfgwad

setslot 7 rapebfg
that'll make it so when you press 7 itll give you the weapon
clarence144
Posts: 166
Joined: Sun Dec 26, 2004 5:02 pm
Contact:

Post by clarence144 »

Ok, but I'm very stupid, could you give me a more simple version of that? Thanks alot man.
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DomRem
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Post by DomRem »

Just create a .txt file called KEYCONF and paste those two lines into it. Then import it into a wad. Just like the last time, it will become a lump file by itself.
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