Berserk packs and custom melee weapons

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Da Spadger
Posts: 438
Joined: Thu Jan 05, 2006 10:12 am

Berserk packs and custom melee weapons

Post by Da Spadger »

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.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
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Re: Berserk packs and custom melee weapons

Post by Graf Zahl »

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
	}
}
	
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