Desdinova Posted July 5, 2023 Im wondering how to change the starting weapon from the pistol. using gzdoom and slade3 0 Quote Share this post Link to post
BeachThunder Posted July 5, 2023 Say you want to start with the chaingun instead of the pistol: script 1 ENTER { TakeInventory ("Pistol",1); GiveInventory ("Chaingun",1); SetWeapon ("Chaingun"); } 2 Quote Share this post Link to post
Desdinova Posted July 5, 2023 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 :) 0 Quote Share this post Link to post
Lonespacemarine Posted July 9, 2023 I would be rather interested on the wad you are making 0 Quote Share this post Link to post
Lonespacemarine Posted July 9, 2023 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 0 Quote Share this post Link to post
Lonespacemarine Posted July 9, 2023 And the pre release weapons are also pretty descent, it also has some new guns like the rifle and machine gun 0 Quote Share this post Link to post
Desdinova Posted July 9, 2023 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 1 Quote Share this post Link to post
SMG_Man Posted July 9, 2023 An alternative way of accomplishing this without the use of ACS scripting is to define a new player class that replaces the default one. 1 Quote Share this post Link to post
HQDefault Posted July 10, 2023 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 2 Quote Share this post Link to post
BlazingOwnager Posted July 10, 2023 (edited) 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 July 10, 2023 by BlazingOwnager 0 Quote Share this post Link to post
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