New weapon problems
Forum rules
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.
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.
-
- Posts: 791
- Joined: Thu Jul 24, 2003 7:47 am
- Location: IN A GODDAMN BOX[In Erie.]
New weapon problems
----------------
the problem is reposted at the problem =p
the problem is reposted at the problem =p
Last edited by Zell on Thu Jul 24, 2003 10:22 am, edited 2 times in total.
-
- Posts: 791
- Joined: Thu Jul 24, 2003 7:47 am
- Location: IN A GODDAMN BOX[In Erie.]
-
-
- Posts: 26476
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
-
- Posts: 791
- Joined: Thu Jul 24, 2003 7:47 am
- Location: IN A GODDAMN BOX[In Erie.]
-
-
- Posts: 26476
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
-
- Posts: 791
- Joined: Thu Jul 24, 2003 7:47 am
- Location: IN A GODDAMN BOX[In Erie.]
-
- Posts: 791
- Joined: Thu Jul 24, 2003 7:47 am
- Location: IN A GODDAMN BOX[In Erie.]
lol here is the script:
and here is the error:
Code: Select all
#include "zcommon.acs"
script 1 OPEN
{
Spawnspot ("BFG10K, 64, -68)
}
Error #48: Identifier has not been declared.
Identifier: spawnspot
-
-
- Posts: 10772
- Joined: Sun Jul 20, 2003 12:15 pm
From what I have heard, you can't edit the behaviors of the Heretic\Hexen weapons, so if you replace one of those with a new weapon, that new weapon is gonna work exactly the same as the one you replaced. For example, in ewpns2wad, the Tri-Beam Laser acts exactly like the Heretic Crossbow, since that is what it has replaced. I don't know if there is any way to change that.
-
- Posts: 791
- Joined: Thu Jul 24, 2003 7:47 am
- Location: IN A GODDAMN BOX[In Erie.]
-
-
- Posts: 10772
- Joined: Sun Jul 20, 2003 12:15 pm
-
- Posts: 791
- Joined: Thu Jul 24, 2003 7:47 am
- Location: IN A GODDAMN BOX[In Erie.]
-
-
- Posts: 10772
- Joined: Sun Jul 20, 2003 12:15 pm
Sorry, but DeHackEd patches are only for Doom Games (Makes sense, as DeHackEd is actually short for Doom Exe Hack Editor). There is a program called HeHackEd (Heretic Exe Hack Editor), which edits heretic in much the same way that DeHackEd edits doom, but Zdoom currently has no support for HeHackEd Patches, and as far as I know, there isn't any exe editor for Hexen.
-
-
- Posts: 26476
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Identifier has not been declared.
Identifier: spawnspot
This message usually seen when you don not have zcommon.acs and the other acs files that are distributed with ACC in the same directory as the script being compiled, or if you are running with an out of date version of these files/ or ACC itself. The latest versions can be DLed here.
http://zdoom.org/files/utils/
And for when you actually get your script running...
How are you defining the BFG10K item? If it is through a DECORATE lump, simply defining the item isn't enough. You can either place it in a map and give it a special to run a script that gives you the weapon concerned, or you can summon it using a script, and use a second line in the script to give the item the special of running another script to give you the weapon.
On it's own, a decorate pickup item is just an item that can be picked up if you give it a special, but giving it a special is not automatic in defining the item.
If you want to check that your pickup item is summonable, type "summon BFG10K" at the console. The pickup should appear in front of you, but you won't actually be able to pick it up because there will not be a script assigned to the summoned item.
Of course, if the weapon you are using is just a simple Heretic/Hexen weapon, you could simply summon the original Heretic/Hexen pickup and not bother with a decorate lump at all.
can u use a DeHacked pacth to alter hexen weapons in a wad?
No, there is no way to alter the behaviours of Heretic and Hexen weapons or anything else from those games in Zdoom unless you want to dive in and alter the source code.
Edit: OK so Xaser beat me to the last paragraph.
Identifier: spawnspot
This message usually seen when you don not have zcommon.acs and the other acs files that are distributed with ACC in the same directory as the script being compiled, or if you are running with an out of date version of these files/ or ACC itself. The latest versions can be DLed here.
http://zdoom.org/files/utils/
And for when you actually get your script running...
How are you defining the BFG10K item? If it is through a DECORATE lump, simply defining the item isn't enough. You can either place it in a map and give it a special to run a script that gives you the weapon concerned, or you can summon it using a script, and use a second line in the script to give the item the special of running another script to give you the weapon.
On it's own, a decorate pickup item is just an item that can be picked up if you give it a special, but giving it a special is not automatic in defining the item.
If you want to check that your pickup item is summonable, type "summon BFG10K" at the console. The pickup should appear in front of you, but you won't actually be able to pick it up because there will not be a script assigned to the summoned item.
Of course, if the weapon you are using is just a simple Heretic/Hexen weapon, you could simply summon the original Heretic/Hexen pickup and not bother with a decorate lump at all.
can u use a DeHacked pacth to alter hexen weapons in a wad?
No, there is no way to alter the behaviours of Heretic and Hexen weapons or anything else from those games in Zdoom unless you want to dive in and alter the source code.
Edit: OK so Xaser beat me to the last paragraph.

-
- Posts: 791
- Joined: Thu Jul 24, 2003 7:47 am
- Location: IN A GODDAMN BOX[In Erie.]