pycwrd Posted October 6, 2023 (edited) I'm trying to make a mod and I learned how to use WhackEd and I'm trying to use it in my mod(I use SLADE 3.1.5) Update: I got it to work. idk how to close a topic so Edited October 7, 2023 by pycwrd 0 Quote Share this post Link to post
Lila Feuer Posted October 7, 2023 As long as it's inside the WAD or PK3 you're using to house your contents G/ZDoom should recognize and read it upon launching. 0 Quote Share this post Link to post
pycwrd Posted October 7, 2023 32 minutes ago, Lila Feuer said: As long as it's inside the WAD or PK3 you're using to house your contents G/ZDoom should recognize and read it upon launching. i tried but nothing happened. is it something in my code Patch File for DeHackEd v3.0 # Created with WhackEd4 1.2.4 BETA # Note: Use the pound sign ('#') to start comment lines. Doom version = 21 Patch format = 6 Thing 2 (Trooper) Hit points = 200 Speed = 12 Ammo 0 (Bullets) Max ammo = 300 Per ammo = 20 Cheat 0 God mode = poopy Pointer 4 (Frame 6) Codep Frame = 22 0 Quote Share this post Link to post
Edward850 Posted October 7, 2023 A quick observation; Changing cheat codes won't do anything. GZDoom ignores these, they are the <blink> tags of dehacked. 0 Quote Share this post Link to post
plums Posted October 7, 2023 Make sure the lump name is DEHACKED if it's inside a wad. If it's in a PK3, I think DEHACKED.txt works, and it should be in the root folder. 0 Quote Share this post Link to post
JustAthel Posted October 7, 2023 If its named DEHACKED in the WAD / PK3, it'll autoload. Else, just -deh (patchname).deh, with patchname being the name of the dehacked file itself. 0 Quote Share this post Link to post
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