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Different starting weapon?


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Say you want to start with the chaingun instead of the pistol:

script 1 ENTER {
	TakeInventory ("Pistol",1);
	GiveInventory ("Chaingun",1);
	SetWeapon ("Chaingun");
}

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6 minutes ago, BeachThunder said:

Say you want to start with the chaingun instead of the pistol:


script 1 ENTER {
	TakeInventory ("Pistol",1);
	GiveInventory ("Chaingun",1);
	SetWeapon ("Chaingun");
}

It worked. Thank you :)

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You can also check out this video by doom kid himself if you need some ideas on what primary weapons you can add to your wad, like the machine gun in rowdy rudys powertrip. I think you can access the pre release weapons in the game files but I'm not 100% sure, but you can look it up

 

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2 hours ago, Lonespacemarine said:

I would be rather interested on the wad you are making 

I was going to be making a wild west/RDR like mod with a revolver as the starting weapon, but I'm putting it to the side for now because it would be to much for a third project

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I've always liked the idea of making the pistol always 100% accurate (and maybe increasing the damage slightly) and nerfing the tap-firing on the chaingun. So you have your long-range slower weapon, and a rapid-fire mid to short range pew pew gun

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I've hated the Pistol and adjusted it since I did my very first Doom mod way back on DEHACKED.  Mostly because as soon as you get any other bullet weapon, all use for it ceases to exist entirely.  It's one of the only things I'd call a flaw in Doom's original balancing.

 

One improvement in FPS design over the years is your starting weapon tends to stay viable the entire game unless it's a looter shooter now.

Edited by BlazingOwnager

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