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Decorate/Dehacked Weapon Help

Posted: Fri Jul 01, 2005 11:15 pm
by EarthQuake
This is sort of a complex question, so I hope what I'm trying to ask gets through the first time.

Anyways, I have a mod that has three hitscan weapons.
I decided to use the ZDoom custom build and make my weapons in decorate, but I find out that the damage I specified in A_FireBullets is the exact value of health that's taken away when it hits something. The problem is, I want it to behave like a normal Doom 'bullet' that deals 5, 10, or 15 damage, randomly. There is no randomness to A_FireBullets...

So then I get the idea that I might be able to use A_FirePistol in decorate... well whoops, guess not!

My weapons had worked perfectly before in dehacked, until I downloaded .9x and found that the method I was using to make each of these weapons use a different firing sound, was broken. I had silenced the pistol sound, and used the archvile's flame start sound and the player death sound codepointers and replaced them with the firing sounds, and then finally I called those sound code pointers after the FirePistol codepointer was called to give the effect of having seperate firing sounds. Btw, the chaingun, the 3rd weapon, had its own entry in the SNDINFO, so I didn't need to replace a sound codepointer for it.

I don't know what to do anymore...
I think it's kinda crappy how you can't essentially recreate a Doom weapon in decorate.. :?

Basically, to sum things up, I need 3 different hitscan weapons, that all have seperate firing sounds, and that all use the 5/10/15 damage thing.

If anyone knows how I could pull this off, please tell me how. :(

Posted: Tue Jul 05, 2005 4:03 pm
by EarthQuake
Sorry for bumping, but someone has to know something about this... :(
Basically, the future of this mod depends on this very issue...

Posted: Tue Jul 05, 2005 4:22 pm
by Graf Zahl
If you use a damage value of 5 A_FireBullets should give the same damage distribution as the pistol. No Idea why it should be different for you. The code is definitely there

Posted: Tue Jul 05, 2005 10:37 pm
by ant1991331
with A_FireBullets, can i make so that the bullets spread ALL the time?

Posted: Wed Jul 06, 2005 4:51 am
by TheDarkArchon
Set No. Of Bullets to -1

Posted: Wed Jul 06, 2005 4:58 am
by ant1991331
so it will shoot -1 bullets? ummm

Posted: Wed Jul 06, 2005 5:02 am
by TheDarkArchon
Of course not. It's the same as 1 bullet except with no "chaingun sniping".

Posted: Wed Jul 06, 2005 3:37 pm
by EarthQuake
Graf Zahl wrote:If you use a damage value of 5 A_FireBullets should give the same damage distribution as the pistol. No Idea why it should be different for you. The code is definitely there
If what you say is true, if I set it to 2, then why does it always take exactly 20 bullets to kill something with 40 health? I killed the same monster over and over about 5-6 times and I'm 20 bullets shorter each time. Maybe using 2 as a test number is too low for the randomization to kick in?

Posted: Wed Jul 06, 2005 3:41 pm
by Graf Zahl
No idea. It works fine for me.

Posted: Wed Jul 06, 2005 10:06 pm
by Anakin S.
He said to set a damage value of 5, not 2.

Posted: Thu Jul 07, 2005 5:08 am
by deathz0r
EarthQuake wrote:If what you say is true, if I set it to 2, then why does it always take exactly 20 bullets to kill something with 40 health? I killed the same monster over and over about 5-6 times and I'm 20 bullets shorter each time. Maybe using 2 as a test number is too low for the randomization to kick in?
Dude, message me on IRC. You should have asked me first before posting. =P