DECORATE weapon replace
-
clarence144
- Posts: 166
- Joined: Sun Dec 26, 2004 5:02 pm
- Contact:
- Doom A Holic
- Posts: 60
- Joined: Fri Jun 03, 2005 4:03 pm
I set em' all to this and it uses ammo now, but it uses 80 per fireball.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
Code: Select all
BFGG A 5 A_FireCustomMissile("CacodemonBall", 0, 1, 0)
BFGG A 5 A_FireCustomMissile("DoomImpBall", 0, 1, 0)-
clarence144
- Posts: 166
- Joined: Sun Dec 26, 2004 5:02 pm
- Contact:
- Doom A Holic
- Posts: 60
- Joined: Fri Jun 03, 2005 4:03 pm
Here.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.
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.
- Doom A Holic
- Posts: 60
- Joined: Fri Jun 03, 2005 4:03 pm
- chaoscentral
- Posts: 677
- Joined: Sun Feb 27, 2005 4:32 pm
- Location: Revere, MA
- Contact:
-
clarence144
- Posts: 166
- Joined: Sun Dec 26, 2004 5:02 pm
- Contact:
Thanks, but I don't understand what you mean by make a lump.Doom A Holic wrote:Here.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.
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.
-
clarence144
- Posts: 166
- Joined: Sun Dec 26, 2004 5:02 pm
- Contact:
I figured it all out, here's my weapon
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?
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
}- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
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:
- DomRem
- Posts: 976
- Joined: Thu May 12, 2005 5:04 pm
- Location: SporkServ #11 (Coop) >> Scythe 2 <<
- Contact:
chaoscentral wrote:dont forget the keyconf lump
make a new lump and add these lines
that'll make it so when you press 7 itll give you the weaponCode: Select all
weaponsection bfgwad setslot 7 rapebfg
-
clarence144
- Posts: 166
- Joined: Sun Dec 26, 2004 5:02 pm
- Contact:
