Starting Weapons

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ant1991331
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Starting Weapons

Post by ant1991331 »

is there a way i can change the starting weapons when you start a game?
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Kirby
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Post by Kirby »

You can remove them, give them, or change them entirely through the use of DeHacked. What are you seeking to do here?
ant1991331
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Post by ant1991331 »

i've made many new custom weapons and i want to make it so that you start with them...

IDEA:
On the 1st map, place the weapon right on the player starts...
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Kirby
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Post by Kirby »

Putting it where the player starts wont do you any good. Are you using DECORATE weapons? If so, you can use an OPEN script to give the player the weapons you want

For Example:

Code: Select all

Script 1 OPEN
{
ClearInventory();  //Removes any weapons player might have at start
GiveInventory("GrenadeLauncher",1); //Gives the player one grenade launcher
}
So basically just use a script like that, replacing "GrenadeLauncher" with whatever name you gave your weapon in DECORATE.
ant1991331
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Post by ant1991331 »

ok, that works well
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TheDarkArchon
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Post by TheDarkArchon »

Code: Select all

Script 1 ENTER
{
ClearInventory();  //Removes any weapons player might have at start
GiveInventory("GrenadeLauncher",1); //Gives the player one grenade launcher
} 
This will work in MP.
ant1991331
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Post by ant1991331 »

although, i have a problem, i use doom builder, it works but everything dissapears, and i get the weapons but all the monsters, line actions, items, etc. are gone.

help
zdoom
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I get a problem

Post by zdoom »

Also I have a problem, it crashes when I do "Clear inventory" why is this :?:
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wildweasel
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Post by wildweasel »

You didn't put the script in your DECORATE lump, did you?
zdoom
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hello again

Post by zdoom »

I got it to work

and also it was in the BEHAVIOR lump

now I start with the fists
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solarsnowfall
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Post by solarsnowfall »

Yea, for that script to work you'll need to put it in the Behaviour lump.
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Shadelight
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Post by Shadelight »

how do you edit the behavior lump?
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Medricel
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Post by Medricel »

KingofFlames wrote:how do you edit the behavior lump?
You're kidding... the BEHAVIOR lump is for compiled ACS script.
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solarsnowfall
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Post by solarsnowfall »

With XWE/NotePad, the same way you would edit any other lump, or in DB, click on scripts and it will open a compiler...

You'd better go check the tutorials on the Zdoom.org mainpage before you go too much further.
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Shadelight
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Post by Shadelight »

/me don't know a lot of stuff.
/me only know how to do acs, but not a lot of it.
/me stupid sometimes.
/me says this is the end of me stuff, me eats pringle.
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