Berserk packs and custom melee weapons
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- Da Spadger
- Posts: 438
- Joined: Thu Jan 05, 2006 10:12 am
Berserk packs and custom melee weapons
Is there a way to make a berserk auto-switch to another weapon than the fists? I tried a script with SetWeapon, but since that would override one of the weapon options in Skulltag, i decided to not use it in case there was something that worked better.
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Berserk packs and custom melee weapons
The Berserk is defined in DECORATE so you can easily override the definition to switch to a different weapon:
Code: Select all
ACTOR Berserk : CustomInventory 2023
{
Game Doom
SpawnID 134
+COUNTITEM
+INVENTORY.ALWAYSPICKUP
Inventory.PickupMessage "$GOTBERSERK"
Inventory.PickupSound "misc/p_pkup"
States
{
Spawn:
PSTR A -1
Stop
Pickup:
TNT1 A 0 A_GiveInventory("PowerStrength")
TNT1 A 0 HealThing(100, 0)
TNT1 A 0 A_SelectWeapon("Fist") // <- change this
Stop
}
}