Jump to content

how do I use a Dehacked file in a ZDoom mod


pycwrd

Recommended Posts

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 by pycwrd

Share this post


Link to post
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

 

Share this post


Link to post

A quick observation; Changing cheat codes won't do anything. GZDoom ignores these, they are the <blink> tags of dehacked.

Share this post


Link to post

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.

Share this post


Link to post

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.

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...