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How to stop monsters dropping ammo?


Nightcrawler552

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I'm new to gzdoom builder. I'm making a map and I wanna know how do you stop the enemies dropping ammo? Like the zombieman dropping clips and sergants dropping shotguns ect. If anyone could let me know that'd be a huge help. I've been looking everywhere and can't find anything.

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If you're not using pure Vanilla, you can change this in DEHACKED. I'm not sure if it's DEHEXTRA or what, but it works fine in Crispy Doom, every complevel I've tried it in, Doom Retro, and GZDoom (just make sure your GZDoom is up to date, as older versions either didn't support this field or misinterpreted it). I wouldn't expect it to work in vanilla .EXE or Chocolate Doom, but it would work in just about everything else.

 

This is what the line looks like in a .BEX format DEHACKED lump to make the Wolfenstein SS not drop anything on death:

 

Thing 24 (Stingy SS)
Dropped item = 0

This is the property I used to make my Wolfenstein SS replacement drop a super shotgun instead in Dominus Diabolicus.

Edited by bofu

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I only know the "hard" way, by replacing those actors with a new version of them where you just replace the DropItem property and setting None as the class name

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I believe before MBF21 it was entirely hardcoded. In MBF21 you can set DropItem to zero to this effect. Of course decorate or zscript should cover that as well.

 

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2 hours ago, Nightcrawler552 said:

I'm new to gzdoom builder. I'm making a map and I wanna know how do you stop the enemies dropping ammo? Like the zombieman dropping clips and sergants dropping shotguns ect. If anyone could let me know that'd be a huge help. I've been looking everywhere and can't find anything.

// If you can't figure out how to code it, then design around it. keep the monsters who drop guns n ammo locked up in cages or in an out of reach area with monster block and impassible lines etc.

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1 hour ago, Nightcrawler552 said:

I have no clue about scripts yet, I still need to learn how to use them. So what do I type exactly for that to work?

It all depends which port you're aiming for.

  • (G)ZDoom and the likes who accept ZSCRIPT/DECORATES, you can use my method.
  • Else, I'm not entirely sure, maybe you can with DECOHACK o DEHACK.

But still, you'll need the basic "understanding" of Slade3 and wad/pk3 at least

Edited by Kan3

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@bofu, neat, didn't know about that one. Looks like it's a Doom Retro addition that other ports have picked up. Really simple way to do it.

Edited by plums

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1 minute ago, plums said:

@bofu, neat, didn't know about that one. Looks like it's a Doom Retro addition that other ports have picked up. Really simple way to do it.

 

Yeah, we're very fortunate that it's been so widely adopted! It's available in the Doom Retro configuration in Whacked, but it works in so many other formats that it should be in most of the others as well.

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1 hour ago, bofu said:

If you're not using pure Vanilla, you can change this in DEHACKED. I'm not sure if it's DEHEXTRA or what (...) I wouldn't expect it to work in vanilla .EXE or Chocolate Doom, but it would work in just about everything else.

 

Yeah, this isn't available for regular .deh patches. It is still possible, but only by swapping the clip, shotgun, and chaingun into different thing IDs

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1 hour ago, magicsofa said:

 

Yeah, this isn't available for regular .deh patches. It is still possible, but only by swapping the clip, shotgun, and chaingun into different thing IDs

Yes, but I can count on one hand the number of widely-used source ports that don't support embedded DEHACKED lumps (which can be in the BEX format necessary for this). No reason to bother with swapping thing IDs unless you're dead set on making it "vanilla-compatible."

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