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Are there any guides for adding custom weapons?
Ah. well no, currently there is not. The best thing I can tell you is to read and understand this. http://zdoom.org/wiki/Creating_new_weaponsAfter that study how Cutty made the MM8BDM weapons in the pk3 file. Decorate really isn't that difficult to learn.
Quote from: "Ivory"Ah. well no, currently there is not. The best thing I can tell you is to read and understand this. http://zdoom.org/wiki/Creating_new_weaponsAfter that study how Cutty made the MM8BDM weapons in the pk3 file. Decorate really isn't that difficult to learn.Why don't you study how Cutty made them? See how "simple" it is.The Decorate part is easy. The rest, is not.
actor MegaBuster : Weapon{Weapon.AmmoUse 1Weapon.AmmoGive 3Weapon.SlotNumber 1scale 2.0Obituary "%o was bombed by %k's Mega Buster."Inventory.Pickupmessage "You got the Mega Buster!"weapon.ammotype "BusterAmmo"+WEAPON.AMMO_OPTIONAL+WEAPON.DONTBOBStates{Spawn:WEAP X 1stopReady:BUST B 0 A_JumpIfInventory("Once",1,"Ready2")BUST B 0 ACS_ExecuteAlways(981,0,0)BUST B 0 A_GiveInventory("Once",1)Goto Ready2+1Ready2:BUST B 0 ACS_ExecuteAlways(998,0,0)BUST B 1 A_WeaponReadyGoto Ready2+1Deselect:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_LowerBUST B 1 A_LowerLoopSelect:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_RaiseBUST B 1 A_RaiseLoopFire:BUST B 0 A_JumpIfNoAmmo("NoAmmo")BUST B 0 A_PlaySoundEx("weapon/mbuster","Weapon")BUST B 0 A_FireCustomMissile("MegaShot",0,0,8,0)BUST CD 3BUST B 2BUST B 0 A_Refiregoto Ready2+1NoAmmo:BUST B 1Goto Ready}}actor Once : Inventory{}actor BusterAmmo : Ammo{inventory.amount 1inventory.maxamount 3//inventory.icon "AAMOA0"ammo.backpackamount 1ammo.backpackmaxamount 3states{Spawn:PLAY A -1stop}}actor MegaShot{PROJECTILE+LOOKALLAROUND+SKYEXPLODE+DONTBLASTdamagetype "Buster"//seesound "weapon/mbuster"Speed 27Damage (10)radius 5height 5scale 2.5States{Spawn:TNT1 A 2BUST A 1goto spawn+1Death:BUST A 1stop}}actor DarkManBuster : MegaBuster{Weapon.AmmoUse 0Weapon.AmmoGive 3Weapon.SlotNumber 1scale 2.5Obituary "%o was destroyed by %k."Inventory.Pickupmessage "You got the Dark Man Buster!"weapon.ammotype "BusterAmmo"+WEAPON.AMMO_OPTIONAL+WEAPON.DONTBOB+WEAPON.CHEATNOTWEAPONStates{Spawn:WEAP X 1stopReady:BUST B 0 ACS_ExecuteAlways(998,0,8)BUST B 1 A_WeaponReadyGoto Ready+1Deselect:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_LowerBUST B 1 A_LowerLoopSelect:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_RaiseBUST B 1 A_RaiseLoopFire:BUST B 12 A_FireCustomMissile("DarkProjectile",0,0,0,0)BUST B 10 A_GiveInventory("Clip",1)BUST B 0 A_JumpIfInventory("Clip",3,"Next")BUST B 0 A_RefireGoto ReadyNext:BUST B 2 A_TakeInventory("Clip",99)BUST B 0 A_Jump(256,"Leap","Ready","Leap")Goto ReadyLeap:BUST B 0 ACS_Terminate(8,0)BUST B 0 A_FireCustomMissile("DarkShieldFire1",0,0,0,-30)BUST B 0 A_FireCustomMissile("DarkShieldFire1",180,0,0,-30)BUST B 20 //A_GiveInventory("RocketAmmo",1)BUST B 0 ACS_ExecuteAlways(5,0,4)BUST B 1 ThrustThingZ(0,50,0,1)BUST B 20 A_Recoil(random(-16,-34))BUST B 40 //A_TakeInventory("RocketAmmo",99)BUST B 0 ACS_Execute(8,0)BUST B 0 Thing_Remove(600)Goto ReadyNoAmmo:BUST B 1Goto Ready}}actor DarkShieldFire1{PROJECTILEHeight 56Radius 10Damage (2)Speed 28+RIPPERdamagetype "Proto"+NOINTERACTIONscale 2.5States{Spawn:DARS ABCABCABCABCABCABCABCABC 1 A_Explode(5,64,0)DARS A 0 A_Stopgoto FollowFollow:DARS A 0 Thing_ChangeTid(0,600)DARS A 1 A_Explode(2,64,0)DARS A 0 A_FaceTargetDARS A 0 A_Recoil(-1)DARS B 1 A_Explode(2,64,0)DARS A 0 A_FaceTargetDARS A 0 A_Recoil(-1)DARS C 1 A_Explode(2,64,0)DARS A 0 A_FaceTargetDARS A 0 A_Recoil(-1)loop}}actor DarkShield1{PROJECTILEHeight 56health 1+NOBLOODRadius 5Damage (2)+SHOOTABLE-NOBLOCKMAP+REFLECTIVE+DEFLECT+DONTREFLECT+GHOSTSpeed 5scale 2.5+DONTRIPStates{Spawn:TNT1 A 1DARS A 2 A_Stopstop}}actor DarkShield2 : DarkShield1{States{Spawn:TNT1 A 1DARS B 2 A_Stopstop}}actor DarkShield3 : DarkShield1{States{Spawn:TNT1 A 1DARS C 2 A_Stopstop}}actor DarkProjectile : FastProjectile{PROJECTILE+RIPPER+DONTREFLECT//+THRUGHOST-MISSILESpeed 50damage (3)Height 6Radius 6Scale 2.5States{Spawn:DARS D 3// ThrustThingZ(0,0,0,0)DARS D 1 A_ChangeFlag("MISSILE",1)loop}}actor DarkArmor : PowerProtection {damagefactor "Proto", 0.0}
actor MegaBuster : Weapon{Weapon.AmmoUse 1Weapon.AmmoGive 3Weapon.SlotNumber 1scale 2.0Obituary "%o was bombed by %k's Mega Buster."Inventory.Pickupmessage "You got the Mega Buster!"weapon.ammotype "BusterAmmo"+WEAPON.AMMO_OPTIONAL+WEAPON.DONTBOBStates{Spawn:WEAP X 1stopReady:BUST B 0 A_JumpIfInventory("Once",1,"Ready2")BUST B 0 ACS_ExecuteAlways(981,0,0)BUST B 0 A_GiveInventory("Once",1)Goto Ready2+1Ready2:BUST B 0 ACS_ExecuteAlways(998,0,0)BUST B 1 A_WeaponReadyGoto Ready2+1Deselect:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_LowerBUST B 1 A_LowerLoopSelect:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_RaiseBUST B 1 A_RaiseLoopFire:BUST B 0 A_JumpIfNoAmmo("NoAmmo")BUST B 0 A_PlaySoundEx("weapon/mbuster","Weapon")BUST B 0 A_FireCustomMissile("MegaShot",0,0,8,0)BUST CD 3BUST B 2BUST B 0 A_Refiregoto Ready2+1NoAmmo:BUST B 1Goto Ready}}actor Once : Inventory{}actor BusterAmmo : Ammo{inventory.amount 1inventory.maxamount 3//inventory.icon "AAMOA0"ammo.backpackamount 1ammo.backpackmaxamount 3states{Spawn:PLAY A -1stop}}actor MegaShot{PROJECTILE+LOOKALLAROUND+SKYEXPLODE+DONTBLASTdamagetype "Buster"//seesound "weapon/mbuster"Speed 27Damage (10)radius 5height 5scale 2.5States{Spawn:TNT1 A 2BUST A 1goto spawn+1Death:BUST A 1stop}}
actor MegaBuster : Weapon{Weapon.AmmoUse 1Weapon.AmmoGive 3Weapon.SlotNumber 1scale 2.0Obituary "%o was bombed by %k's Mega Buster."Inventory.Pickupmessage "You got the Mega Buster!"weapon.ammotype "BusterAmmo"+WEAPON.AMMO_OPTIONAL+WEAPON.DONTBOBStates{Spawn:WEAP X 1stopReady:BUST B 0 A_JumpIfInventory("Once",1,"Ready2")BUST B 0 ACS_ExecuteAlways(981,0,0)BUST B 0 A_GiveInventory("Once",1)Goto Ready2+1Ready2:BUST B 0 ACS_ExecuteAlways(998,0,0)BUST B 1 A_WeaponReadyGoto Ready2+1Deselect:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_LowerBUST B 1 A_LowerLoopSelect:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_RaiseBUST B 1 A_RaiseLoopFire:BUST B 0 A_JumpIfNoAmmo("NoAmmo")BUST B 0 A_PlaySoundEx("weapon/mbuster","Weapon")BUST B 0 A_FireCustomMissile("MegaShot",0,0,8,0)BUST CD 3BUST B 2BUST B 0 A_Refiregoto Ready2+1NoAmmo:BUST B 1Goto Ready}}
Code: [Select]BUST B 0 ACS_ExecuteAlways(981,0,0)BUST B 0 ACS_ExecuteAlways(998,0,0)
BUST B 0 ACS_ExecuteAlways(981,0,0)BUST B 0 ACS_ExecuteAlways(998,0,0)