I am attempting to make a more vanilla friendly version of Alchee66's mod DOOM3D with the no reload (https://www.moddb.com/mods/doom3d) by removing the new added weapons and grenades to just going back to the vanilla version. (NOTE: I AM MODIFYING THIS MOD BECAUSE ALCHEE66 HAS NOT UPDATED THE MOD IN OVER TWO YEARS AND HAS AN UNLICENSE.TXT IN THE FILES CLAIMING THAT THE MOD IS IN THE PUBLIC DOMAIN AND CAN BE COPIED, MODIFIED, AND PUBLISHED THAT STATES) :
Spoiler:I about got it all figured out but there was a glitch with the super shotgun where it needs to reload in order to start using it even though the mod is no reload. This the the code found for the super shotgun under the "weapons" file in the pk3 file
Code: Select all
ACTOR NewSuperShotgun : NewWeaponBase replaces SuperShotgun
{
Weapon.SelectionOrder 1500
Weapon.AmmoUse1 0
Weapon.AmmoUse2 0
Weapon.AmmoType1 "Shell"
Weapon.AmmoType2 "SuperShotgunAmmo"
Weapon.AmmoGive1 8
Weapon.SlotNumber 3
Weapon.SlotPriority 2
Weapon.AmmoType "Shell"
Inventory.PickupMessage "$GOTSHOTGUN2"
Obituary "$OB_MPSSHOTGUN"
Tag "$TAG_SUPERSHOTGUN"
States
{
Ready:
SHT2 A 1 A_WeaponReady(WRF_ALLOWRELOAD)
Loop
Deselect:
TNT1 AAAAAAAAAA 0 A_Lower
Loop
Select:
TNT1 A 1
TNT1 A 1 A_Raise
TNT1 AAAAAAAAAA 0 A_Raise
Goto SelectAnimation
SelectAnimation:
TNT1 A 1
SHTG A 0 A_StartSound("SHPULL",1,CHANF_OVERLAP)
SHT2 B 1 Offset(60,78)
SHT2 B 1 Offset(50,68)
SHT2 B 1 Offset(40,58)
SHT2 A 1 Offset(30,48)
SHT2 A 1 Offset(10,38)
SHT2 A 1 Offset(0,32)
Goto Ready
Fire:
TNT1 A 0 A_JumpIfInventory("SuperShotgunAmmo",2,1)
Goto NoAmmo
TNT1 A 0 A_TakeInventory("SuperShotgunAmmo",2)
SHT2 A 0 A_FireBullets (11.2, 7.1, 20, 5, "SuperShotgunPuff")
TNT1 AAAAAAAAA 0 A_FireCustomMissile("Tracer",random(-5.6,5.6),0,5,3,0,random(-3.6,3.6))
SHT2 A 0 A_StartSound ("SSGFire",1)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
TNT1 A 0 A_FireCustomMissile("GunFlasher", 0, 0, 0, 0, 0, 0)
TNT1 A 0 A_GunFlash
TNT1 A 0 A_Zoomfactor(0.98)
S2TF BB 2 A_SetPitch(pitch-1.0,SPF_INTERPOLATE)
TNT1 A 0 A_Zoomfactor(1.0)
S2TF CDEF 2 A_SetPitch(pitch+0.5,SPF_INTERPOLATE)
Goto Reload
AltFire:
TNT1 A 0 A_JumpIfInventory("SuperShotgunAmmo",1,1)
Goto NoAmmo
TNT1 A 0 A_TakeInventory("SuperShotgunAmmo",1)
SHT2 A 0 A_FireBullets (11.2, 7.1, 10, 5, "SuperShotgunPuff")
TNT1 AAAAA 0 A_FireCustomMissile("Tracer",random(-5.6,5.6),0,5,3,0,random(-3.6,3.6))
SHT2 A 0 A_StartSound ("SSGFire",1)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
TNT1 A 0 A_FireCustomMissile("GunFlasher", 0, 0, 0, 0, 0, 0)
TNT1 A 0 A_GunFlash
TNT1 A 0 A_Zoomfactor(0.99)
S2TF B 2 A_SetPitch(pitch-0.8,SPF_INTERPOLATE)
TNT1 A 0 A_Zoomfactor(1.0)
S2TF CDEF 2 A_SetPitch(pitch+0.2,SPF_INTERPOLATE)
Goto Ready
Reload:
TNT1 A 0 A_JumpIfInventory("Shell",2,1)
Goto Ready
TNT1 A 0 A_JumpIfInventory("SuperShotgunAmmo",2,"Ready")
SHT2 A 2
SHT2 BCD 2
SHT2 EEE 1 A_SetPitch(pitch-0.5,SPF_INTERPOLATE)
SHT2 FGH 2 A_SetPitch(pitch+0.5,SPF_INTERPOLATE)
SHT2 I 1 A_StartSound ("SSGOPEN",1,CHANF_OVERLAP)
ReloadRepeat:
TNT1 A 0 A_JumpIfInventory("SuperShotgunAmmo", 2, "ReloadFinish")
TNT1 A 0 A_JumpIfInventory("Shell", 2, 1)
Goto ReloadFinish
TNT1 A 0 A_GiveInventory("SuperShotgunAmmo", 1)
TNT1 A 0 A_Takeinventory("Shell",1)
Goto ReloadRepeat
ReloadFinish:
SHT2 JKL 2 A_SetPitch(pitch-0.1,SPF_INTERPOLATE)
SHT2 M 2 Offset(0,48)A_startSound("SSGShell",1,CHANF_OVERLAP)
SHT2 NOP 2
SHT2 QQQ 1 A_SetPitch(pitch+1.0,SPF_INTERPOLATE)
SHT2 RST 2 Offset(0,32) A_SetPitch(pitch-1.0,SPF_INTERPOLATE)
SHT2 O 1 A_startSound ("SSGCLOSE",1,CHANF_OVERLAP)
SHT2 UUVW 1
SHT2 A 6
SHT2 A 5 A_WeaponReady
Goto Ready
NoAmmo:
SHT2 A 15 A_PlaySound("weapons/empty")
Goto Ready
Flash:
TNT1 A 0 A_Recoil(4.0)
SHTF A 2
Goto LightDone
Spawn:
SGN2 A -1
Stop
}
}
Here is the modified version of the file as well that I have been working on: https://drive.google.com/file/d/1wPkY47 ... share_link