Voidic Posted November 13, 2022 Ok so im making a partial conversion with different weapons than vanilla, though like for example: When i kill a sergeant they drop the vanilla shotgun instead of the custom shotgun, how do i fix this? 0 Quote Share this post Link to post
1 SMG_Man Posted November 15, 2022 (edited) for GZDoom, there are a few ways to go about it. 1. In your DECORATE/ZSCRIPT code for your shotgun replacement, use the "replaces" keyword. It would look something like this: Actor CUSTOMSHOTGUN : Doomweapon replaces Shotgun { ... } 2. Create new definitions for the enemies with drops that need to be replaced. Continuing with the "CustomShotgun" actor from earlier, Actor UpdatedShotgunGuy: Shotgunguy replaces Shotgunguy { Dropitem "CustomShotgun" } 3. Attach the replacement information to each skill definition in your (Z)MAPINFO lump. Once again with the "CustomShotgun", clearskills skill ITYTD { AutoUseHealth AmmoFactor = 2 DamageFactor = 0.5 EasyBossBrain SpawnFilter = Baby ReplaceActor = "Shotgun", "CustomShotgun" Name = "I'm Too Young To Die" Key = "i" } skill HNTR { ... ReplaceActor = "Shotgun", "CustomShotgun" ... } Personally, I think option 1 is the easiest to do, but I can see going for option 2 if you're going to adjust the stock enemies anyway. Edited November 15, 2022 by SMG_Man 0 Quote Share this post Link to post
0 Kan3 Posted November 14, 2022 We need more infos: are you working for vanilla, boom, zandronum or gzdoom (else) compatibility? 0 Quote Share this post Link to post
0 Voidic Posted November 15, 2022 5 hours ago, Kan3 said: We need more infos: are you working for vanilla, boom, zandronum or gzdoom (else) compatibility? GZDoom 0 Quote Share this post Link to post
0 Voidic Posted November 15, 2022 1 hour ago, SMG_Man said: for GZDoom, there are a few ways to go about it. 1. In your DECORATE/ZSCRIPT code for your shotgun replacement, use the "replaces" keyword. It would look something like this: Actor CUSTOMSHOTGUN : Doomweapon replaces Shotgun { ... } 2. Create new definitions for the enemies with drops that need to be replaced. Continuing with the "CustomShotgun" actor from earlier, Actor UpdatedShotgunGuy: Shotgunguy replaces Shotgunguy { Dropitem "CustomShotgun" } 3. Attach the replacement information to each skill definition in your (Z)MAPINFO lump. Once again with the "CustomShotgun", clearskills skill ITYTD { AutoUseHealth AmmoFactor = 2 DamageFactor = 0.5 EasyBossBrain SpawnFilter = Baby ReplaceActor = "Shotgun", "CustomShotgun" Name = "I'm Too Young To Die" Key = "i" } skill HNTR { ... ReplaceActor = "Shotgun", "CustomShotgun" ... } Personally, I think option 1 is the easiest to do, but I can see going for option 2 if you're going to adjust the stock enemies anyway. Thanks! 0 Quote Share this post Link to post
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Voidic
Ok so im making a partial conversion with different weapons than vanilla, though like for example: When i kill a sergeant they drop the vanilla shotgun instead of the custom shotgun, how do i fix this?
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