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object DiscOfRepulsion
{
sprite MDOR
}
I think such a method would be pretty neat to use to modify existing things too, as this would be a way to apply certain changes to non-Doom actors, which aren't available with DEHACKED.
Moderator: GZDoom Developers
Code: Select all
object DiscOfRepulsion
{
sprite MDOR
}
It would be easy to just bind the weapon to a key once you know what weapon it is using the console. So it's just a minor inconvenience for the player. Also, it'd be pretty easy to just remove the weapon using scripts as you said.Enjay wrote:Because it could be a weapon that you only get after a certain event and you are given it by a certain set of circumstances. eg a battle to the death with specific weapons in an arena where you have removed all other weapons. Or when the player is changed into another type of monster which the weapon helps simulate, or a magical weapon you are given but told you can only use the one time - for as long as you hold it - but put it down and you lose it...Nanami wrote:Why would you want to have a weapon but not allow the player to access it normally...?
OK, so I know that you can set things up so that an honest player simply doesn't have the weapon outside the given set of circumstances (in any of the above cases). However, it would be even better for the weapon to not be on a key so that even a cheating player can't easily switch to it.
Chris wrote:I propose a DECORATE method. First, you create a decorate object with the same name as the existing actor, and then any fields applied to it just work to modify the actor/item. For example, creating a DECORATE entry with the actor name the same as the disc of repulsion, and changing the sprite field to use a different base spritename. I can't say I know the decorate format enough to give a proper example, but:
This would make the DoR use MDOR for the first four letters of the sprite name instead of what it normally uses. Everything else about the object would remain as-is.Code: Select all
object DiscOfRepulsion { sprite MDOR }
I think such a method would be pretty neat to use to modify existing things too, as this would be a way to apply certain changes to non-Doom actors, which aren't available with DEHACKED.
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sprite CENT=MONS
sprite CTXD=MOXD
That could be one way. But also, depending on how those frames are set, you could some something like:I agree that this is the best solution in the current situation. There is one additional thing to consider: Some items (e.g. Hexen's Centaur) use two sprite names because they have too much frames. There should be an option to replace them selectively
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sprite SPRT # set default sprite
deathsprite DSPR # use this when dying
attacksprite # ect
idlesprite # ect
walksprite # ect
# ect...