Oh sweet! I did not know that mod existed!
As for the berserk fists, I tried following the sister weapon route like Wildweasel's Diaz remake, but i keep getting this error:
"fists" is an unknown actor property
What am I doing wrong?
Code: Select all
ACTOR SOBerserk : ArtiTomeOfPower
{
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+COUNTITEM
Powerup.Color 102,0,0,0.2
Powerup.Duration 2100
States
{
Spawn:
PSTR A -1
Loop
}
}
ACTOR BerserkPack : Berserk
{
+COUNTITEM
+INVENTORY.ALWAYSPICKUP
Inventory.PickupMessage "Berserk!"
Inventory.PickupSound "misc/p_pkup"
States
{
Spawn:
PSTR A -1
Stop
Pickup:
TNT1 A 0 A_GiveInventory("SOBerserk",1)
TNT1 A 0 HealThing(100, 0)
TNT1 A 0 A_SelectWeapon("Fists2")
Stop
}
}
ACTOR Fists2 : Fists
{
Weapon.SisterWeapon Fists
Weapon.Kickback 80
attacksound "weapons/fistwall"
seesound "weapons/punchhit1"
+POWERED_UP
// +NOALERT
// +WEAPON.MELEEWEAPON
+NOAUTOFIRE
States
{
Ready:
PUNC A 1 A_WeaponReady
Loop
Deselect:
PUNC A 1 A_Lower
Loop
Select:
PUNC A 1 A_Raise
Loop
Fire:
PUNC B 2 A_PlayWeaponSound("weapons/punchswing1")
PUNC CD 1
PUNC E 1 A_CUSTOMPUNCH(65,0,1,"FistPuff")
PUNC F 2
TNT1 A 6
PUNC G 2
PUNC H 1 A_PlayWeaponSound("weapons/punchswing2")
PUNC I 1 A_CUSTOMPUNCH(55,0,1,"FistPuff")
PUNC J 2
TNT1 A 6
Goto Ready
AltFire:
KICK A 2 A_PlayWeaponSound("weapons/kickgo")
KICK B 2
KICK C 0 A_Recoil(-5)
KICK C 2 A_CUSTOMPUNCH(77,0,0,"KickPuff")
KICK B 3
Goto Ready
}
}
ACTOR Fists : Weapon replaces Fist
{
Obituary "%o had their ass kicked by %k."
// AttackSound "weapons/punchhit1"
+NOALERT
+WEAPON.MELEEWEAPON
+NOAUTOFIRE
+NOEXTREMEDEATH
Weapon.SisterWeapon Fists2
Weapon.SelectionOrder 1200
States
{
Ready:
PUNC A 1 A_WeaponReady
Loop
Deselect:
PUNC A 1 A_Lower
Loop
Select:
PUNC A 1 A_Raise
Loop
Fire:
PUNC B 2 A_PlayWeaponSound("weapons/punchswing1")
PUNC CD 1
PUNC E 1 A_CUSTOMPUNCH(4.7,0,1,"FistPuff")
PUNC F 2
TNT1 A 6
PUNC G 2
PUNC H 1 A_PlayWeaponSound("weapons/punchswing2")
PUNC I 1 A_CUSTOMPUNCH(3.8,0,1,"FistPuff")
PUNC J 2
TNT1 A 6
Goto Ready
AltFire:
KICK A 2 A_PlayWeaponSound("weapons/kickgo")
KICK B 2
KICK C 0 A_Recoil(-5)
KICK C 2 A_CUSTOMPUNCH(10,0,0,"KickPuff")
KICK B 3
Goto Ready
}
}