I'm in the process of putting together some resources for a mapset I'm gonna start working on soon, and I'm finally taking a deeper dive into DeHackEd beyond just changing a few text strings and par times. In my misadventures, I was able to make a rocket-shooting zombie that replaces the Wolfenstein SS, and it functions as intended for the most part. (What's extra cool about it is that I got the results I wanted with my first attempt.)
The reason I say "for the most part" is that there's still one thing I'd like to fix: the custom enemy still drops the ammo clip that Wolf SS's normally do when they die. Now it doesn't make much sense for a rocket zombie to drop an ammo clip when it dies, does it? So what I'd like to do is either change that drop into a rocket or disable it entirely. How would I go about doing so, or is it even doable?
I should say that the mapset I made the custom enemy for is planned to target limit-removing source ports, so the constraints of vanilla DeHackEd aren't exactly a concern. If there's a way to do this that extended DeHackEd supports, I'd be happy to know about it.
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MFG38
I'm in the process of putting together some resources for a mapset I'm gonna start working on soon, and I'm finally taking a deeper dive into DeHackEd beyond just changing a few text strings and par times. In my misadventures, I was able to make a rocket-shooting zombie that replaces the Wolfenstein SS, and it functions as intended for the most part. (What's extra cool about it is that I got the results I wanted with my first attempt.)
The reason I say "for the most part" is that there's still one thing I'd like to fix: the custom enemy still drops the ammo clip that Wolf SS's normally do when they die. Now it doesn't make much sense for a rocket zombie to drop an ammo clip when it dies, does it? So what I'd like to do is either change that drop into a rocket or disable it entirely. How would I go about doing so, or is it even doable?
I should say that the mapset I made the custom enemy for is planned to target limit-removing source ports, so the constraints of vanilla DeHackEd aren't exactly a concern. If there's a way to do this that extended DeHackEd supports, I'd be happy to know about it.
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