Poll

Should I get rid of flamoids Droping ammo?

Yes please.
1 (16.7%)
Might as well.
1 (16.7%)
IDK, do what you want.
2 (33.3%)
Nope.
2 (33.3%)
That will take over your time!
0 (0%)

Total Members Voted: 6

Voting closed: June 20, 2008, 06:28:44 PM

Author Topic: Getting rid of Droping ammo  (Read 5696 times)

Offline Replica

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Getting rid of Droping ammo
« on: June 13, 2008, 06:28:44 PM »
Please note! Taking of the ammo may lead to a long time untill the Beta 4 release!
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Getting rid of Droping ammo
« on: June 13, 2008, 06:28:44 PM »

Offline Atariangamer

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Re: Getting rid of Droping ammo
« Reply #1 on: June 13, 2008, 10:21:23 PM »
whoops, I clicked high before reading the post...

Here's what I would like to know, DECORATE man. There are ways to make DECORATE enemies that are different, but will show up in normal DooM levels by replacing the item #s...If you can do quick DECORATE to enemies that don't drop ammo, just make the #s that of the original monsters they replace. (If The Slimenator reads this...this is what I was saying...)
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Offline The Slimeinator

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Re: Getting rid of Droping ammo
« Reply #2 on: June 13, 2008, 10:24:32 PM »
Nope. It will give you an error saying thus or to the same defect:

FATAL ERROR

Decorate number (etc);
actor "etc." is already defined.

Or:

FATAL ERROR
%o and %k share the same DooM Ed number.
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Re: Getting rid of Droping ammo
« Reply #3 on: June 13, 2008, 10:37:39 PM »
What you could do is this.

actor Commonus replaces Posses
{
What ever you want.
}
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Offline The Slimeinator

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Re: Getting rid of Droping ammo
« Reply #4 on: June 13, 2008, 10:41:52 PM »
Well, then the actor would have errors show up in its name. atariangamer is talking about something like this: (I have pointed out where it FAILS with -> marks.)

actor Commonus -> 3004
{
->  spawnid 4
  obituary "%o was slimed by a Flemoid."
  health 20
  radius 20
  height 56
  mass 100
  speed 8
  painchance 200
  seesound "grunt/sight"
  attacksound "grunt/attack"
  painsound "grunt/pain"
  deathsound "grunt/death"
  activesound "grunt/active"
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    POSS AB 10 A_Look
    loop
  See:
    POSS AABBCCDD 4 A_Chase
    loop
  Missile:
    POSS E 10 A_FaceTarget
    POSS F 8 A_PosAttack
    POSS E 8
    goto See
  Pain:
    POSS G 3
    POSS G 3 A_Pain
    goto See
  Death:
    POSS H 5
    POSS I 5 A_Scream
    POSS J 5 A_NoBlocking
    POSS K 5
    POSS L -1
    stop
  XDeath:
    POSS M 5
    POSS N 5 A_XScream
    POSS O 5 A_NoBlocking
    POSS PQRST 5
    POSS U -1
    stop
  Raise:
    POSS KJIH 5
    goto See
  }
}
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Offline Replica

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Re: Getting rid of Droping ammo
« Reply #5 on: June 13, 2008, 10:53:16 PM »
@Atairangamer, its easy to learn! just look at the Wiki.

@Slimeinator The spawn ID doesn't matter... or at least I dont think it does! I had the ID the same on alot of my monster. In the old decorate type, you could replace a monster by putting the same number down.
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Offline Atariangamer

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Re: Getting rid of Droping ammo
« Reply #6 on: June 13, 2008, 11:11:16 PM »
Slimeinator! Check out the WWHC Diaz weapons mod...IDK a good link. I can add it to any game with the standard monsters in it, and it will replace them with other ones (sometimes, with the imp, its a random selection). So if I made a room with an 2 imps, 2 possesed, and 2 sergeants...I might get a heretic, a scientist, a pistol man, a regular possesed, a german with a heavy rifle, and a flamethrower guy! All have a different weapon style and all drop different things. Unless he hacked something extra, its possible.
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Offline Manny Cav

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Re: Getting rid of Droping ammo
« Reply #7 on: June 13, 2008, 11:16:48 PM »
My answer is a flat nope because the original Chex Quest Flemoids didn't drop ammo. You should do that only for special reasons, such as if a Flemoid is actually carrying a weapon or ammo of some sort that Chexter can actually use.
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Offline Replica

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Re: Getting rid of Droping ammo
« Reply #8 on: June 14, 2008, 01:32:31 AM »
Crud a tie. :( @Manny, didn't you mean to vote yes?

I'm gonna close this. I'm going to take the ammo away.
« Last Edit: June 14, 2008, 08:48:43 AM by Replica »
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Offline Manny Cav

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Re: Getting rid of Droping ammo
« Reply #9 on: June 14, 2008, 11:04:41 AM »
Whoops. :-X That's what I get for not reading the fine print. I thought it was, "Should I keep the Droping [sic] ammo." You can just do the math in your head to subtract my "Nope" vote and add it to "Yes please".
« Last Edit: June 14, 2008, 11:07:44 AM by Manny Cav »
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Offline Replica

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Re: Getting rid of Droping ammo
« Reply #10 on: June 14, 2008, 11:23:38 AM »
well I went through it, and wa la! I should close this. @Manny don't worry about it. Say, to make sure this isn't just me. Do you mind playing E1M6 on the newest verion on GZdoom?
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Offline Manny Cav

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Re: Getting rid of Droping ammo
« Reply #11 on: June 14, 2008, 11:36:52 AM »
I haven't played that level yet. I've been busy with other things lately, and I haven't been able to play many Chex Quest mods.
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Offline Replica

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Re: Getting rid of Droping ammo
« Reply #12 on: June 14, 2008, 12:46:05 PM »
Well, once you play. Tell me if you can teleport. IDK why but Gzdoom won't let me teleport. :/
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Offline Atariangamer

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Re: Getting rid of Droping ammo
« Reply #13 on: June 14, 2008, 01:44:03 PM »
??? Is this in the current release? or a beta?

If your talking about the last one you released, I got through it all fine.
« Last Edit: June 14, 2008, 02:07:29 PM by The Atariangamer of 1993 »
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Offline Replica

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Re: Getting rid of Droping ammo
« Reply #14 on: June 14, 2008, 04:53:36 PM »
Last release with the newest Gzdoom.
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