
sakulmore
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I was thinking more along the lines of something like the DontHurtShooter flag, which is currently obsolete. How can I disable or enable these flags?
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thanks for the explanation. I still want to ask, is it somehow possible to create a new weapon that will have the action "a_explode", but it will not take away my health?
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Somehow I didn't understand what to edit. Could you please write it for me? I mean the code :D . And can you somehow explain to me how exactly ACTOR works? When what can I put etc... :D
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Thanks for the reply. I still need advice: I have this piece of code here: ACTOR CustomMissileLauncher : Weapon 20029 { weapon.ammogive 1 weapon.ammouse 1 weapon.ammotype "RocketAmmo" weapon.slotnumber 9 states { spawn: LAUN A -1 stop ready: LAUG A 1 a_weaponready loop select: LAUG A 1 a_raise loop deselect: LAUG A 1 a_lower loop fire: LAUG A 1 a_playsound("weapons/rocklauncher", 1, 1) LAUG A 1 a_firecustommissile("rocklaunchmiss", 0, 2, 0, -8) LAUG A 1 a_refire("fire") goto ready } } ACTOR rocklaunchmiss : Actor 20031 { projectile height 16 radius 6 speed 25 damage 9999999 states { spawn: ROCK A -1 bright stop death: MISB B 1 a_playsound("weapons/rocketboom", 1, 1) MISB B 1 a_explode(9999999, 15) MISB B 5 bright MISB CD 5 bright stop } }ACTOR CustomMissileLauncher : Weapon 20029 { weapon.ammogive 1 weapon.ammouse 1 weapon.ammotype "RocketAmmo" weapon.slotnumber 9 states { spawn: LAUN A -1 stop ready: LAUG A 1 a_weaponready loop select: LAUG A 1 a_raise loop deselect: LAUG A 1 a_lower loop fire: LAUG A 1 a_playsound("weapons/rocklauncher", 1, 1) LAUG A 1 a_firecustommissile("rocklaunchmiss", 0, 2, 0, -8) LAUG A 1 a_refire("fire") goto ready } } ACTOR rocklaunchmiss : Actor 20031 { projectile height 16 radius 6 speed 25 damage 9999999 states { spawn: ROCK A -1 bright stop death: MISB B 1 a_playsound("weapons/rocketboom", 1, 1) MISB B 1 a_explode(9999999, 15) MISB B 5 bright MISB CD 5 bright stop } } The problem is that in the game the ammo (Rocket Ammo) looks like a rocket that I shoot from the Rocket Launcher. Can you tell me why this is happening? Here is my addon: https://wadhosting.com/Wad/8E944D4BD33363889023F155734AEE3447AFBD9B
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Thanks works :) But i have this code: https://pastebin.com/sgD5sX0g In this part: ACTOR CustomMissileLauncher : Weapon 20029 { weapon.ammogive 1 weapon.ammotype "RocketAmmo" weapon.slotnumber 9 states { spawn: LAUN A -1 stop ready: LAUG A 1 a_weaponready loop select: LAUG A 1 a_raise loop deselect: LAUG A 1 a_lower loop fire: LAUG A 1 a_playsound("weapons/rocklauncher", 1, 1) LAUG A 1 a_firecustommissile("rocklaunchmiss", 0, 1, 0, -8) LAUG A 1 a_refire("fire") goto ready } } If i use this: ACTOR CustomMissileLauncher : Weapon 20029 { weapon.ammogive 1 weapon.ammotype "RocketAmmo" weapon.slotnumber 9 states { spawn: LAUN A -1 stop ready: LAUG A 1 a_weaponready loop select: LAUG A 1 a_raise loop deselect: LAUG A 1 a_lower loop fire: LAUG A 1 { a_playsound("weapons/rocklauncher", 1, 1); a_firecustommissile("rocklaunchmiss", 0, 1, 0, -8); a_refire("fire"); } goto ready } } It's not working.
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Hi, is there any possibility to add more actions to one frame? I would like to add e.g. bright and a_explode to one frame.
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I don't know how can i describe this. It's working... but... if image has "format" Doom (not PNG), then not working. I'm tried replace sprites with another addon (immoral conduct (i think that is named like this)) and this addon has Doom format of images (not PNG). I have tried to replace it and not working. So i think, it's working only PNG images. I'm tried convert to PNG file, but still doesn't work. Okay thanks. But i must learn about coding for doom 2 :D :D. I think it's a little bit easier then programming for example PHP or anything similar.
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Thanks for reply :) . Yes, i wanted only replace sprites. Not create new weapons. But i have already done it. I created .wad file, where i put that sprite, then i created DEHACKED file, where i put .deh file from WHackEd4. In WHackEd4 i have edited string PUNG to specifically name (in my case RRDY), then i have saved it as .def file and put it in the DEHACKED file in Slade program. Now i want ask.. Is here any way to edit bullets (not projectiles like rocket, cacodemon fireball etc...) damage via WHacked4?
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Hello, yesterday i was try change PUNG (boxing arms) to another from addon Empathy. For everyone, which don't know what is this addon about: Through this addon you can play as any monster you want (i think it's added some special monsters, which is not added to a game) This addon has special monster hands, which i think it's not in original game (in game without this addon). What i want: I want to extract one hand from that addon, and add it to normal game. To be working without this addon. I'm tried do this via this video: But doesn't work for me. I don't know, where i'm doing mistake. The game hasn't crash, but the weapon, which i'm replacing them with this new arms, won't load. So, if i in the game switch to that weapon, it's like i don't have that weapon. Any help, how can i can use any weapon skin from other addons / mods, and replace it in normal game?
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Can you please show me example od DECORATE? How i must code it?
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Can i ask, how can i change order of weapons? For example: On key "1" is: Chainsaw, Fist. I wanna change order to this: Fist, Chainsaw.
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Thanks :)
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Hello, i'm using WHackEd4 Editor to edit Doom 2. Is here any way to edit "Action" in empty places? (See picture)