Awesome tutorial! I knew literally nothing about making weapons, but now... I feel like a G O D. I think the first thing I'll make is a bagpipes weapon because I'm planning on making a Scotland themed wad. Expect blaring bagpipes as the menu music and impossible-to-read text screens because it's all written like a scottish guy was saying it ;)
Thanks a ton. I used your tutorial to fix an existing .WAD, it was for Hexen and one of the weapons wasn't playing the correct firing sound. I redefined the firing sound using your method and now it works as intended. +1
My mom buys those glazed skulls when she visits Mexico--at least one. Anyway there was a spider in one of them so I think that's Arachnid Trafficking. Also got one that looks kinda blackface, though I may be reading into it because it has a watermelon painted on the back of its head. that's right. you just read completely pointless personal information and you got nothing out of it. you're never getting those calories back. nice tutorial it was thorough and got me somewhere, effective narration and explanation
Dude, thanks so much, this is the best tutorial i have seen so far, i just couldn't figure out how how to do some things but this tutorial helped a lot
I watched this two days ago and just wanted to come back to say that this really helped me get an understanding of what I was seeing but my code didn't end up working with what i copied from this, so i deleted that, and read through the zdoom references you provided, and created my own gun from what I read from there. It doesn't replace any of the guns in your loadout, and it has less code than this weapon (it doesn't have a reload or muzzle flash yet but everything else it done) Edit: it's a Glock that i took from a call of duty game, i need to touch up my sprite images tho
This should be commented on the last video but you made the sprites in Doom pallete in photoshop. This is not important if your image is PNG and if you're doing modern source port modding. Furthermore, Slade will take care of the pallete process by doing "convert to > Doom (Pallete)". This changes the sprite from PNG to a lump/lmp file.
also it doesn't have to replace anything if you don't want it to. If you put the thing name and put the number next to it. I might be wrong i don't know.
So how do I edit the weapons that doesn't have any states? Like for example: I wanna edit the Shotgun DECORATE of Doom 64 Weapons Pack, but turns out I have to edit the original shotgun, but I can't find the original shotgun DECORATE on that .pk3
it works in wad, but when i do pk3 with dirs and script saying #include "bla bla bla" i get an error saying Execution could not continue. 1 errors during actor postprocessing help please?
Bro I literally have the coding setup 1 to 1 with your tutorial and its given me nothing but script errors. For Example: Script error, "ankh.wad:DECORATE" line 43: Expected ',', got 'BETL'. what did I do wrong?
can u do another video more complet about how to add custom monsters and item too? i want to master modding but it's not have videos tutorial on youtube
hi, I hope you still respond to comments, when I try to launch the game it gives me this error "needtofinish.wad:MAPINFO" line 1: Expected '{' but got '(' instead. I don't know what to do, I already changed the ( with the {
@@JuanchosMRL ok, i tried to reopen it after restarting slade and now it says "No player classes defined" and if it can help here is the decorate, the files name are different because there were only two frames and to avoid confusion I named then STILL. for the bullet i took your name ACTOR DoomGuy : DoomPlayer { Player.Weaponslot 1, Fist, Condor Player.Weaponslot 2, Pistol Player.Weaponslot 3, Shotgun, SuperShotgun Player.Weaponslot 4, Chaingun Player.Weaponslot 5, RocketLauncher Player.Weaponslot 6, PlasmaRifle Player.Weaponslot 7, BFG9000 } ACTOR Condor: Weapon Replaces Chainsaw 20000 { Weapon.selectionorder 50 Weapon.ammouse 5 Weapon.ammogive 100 weapon.ammotype "Clip" inventory.pickupsound "weapon/getskull" inventory.pickupmessage "DoomGuy ha preso la Condor!" states { spawn: PICK A -1 stop select: STILL A 1 A_raise Loop Deselect: STILL A 1 A_lower Loop Ready: STILL A 1 A_weaponready loop Fire: STILL B 4 GOTO poopiefire poopiefire: STILL B 0 A_playsound("weapon/fireskull", CHAN_WEAPON, 0.7) STILL B 0 A_Recoil (4) STILL B 5 A_FireCustomMissile("poopiemissile",0,2,0,-8) STILL A 5 STILL A 0 A_refire("poopiefire") Goto ready } } ACTOR Poopiemissile : actor 20001 { +randomize Decal "Scorch" Projectile Radius 6 Height 8 Speed 20 Damage 15 Deathsound "weapons/plasmax" States { Spawn: SKLM AB 4 Bright Loop death: SKLM CDE 4 BRIGHT stop } }
Hey question about weapon sprite replacements, if I keep all of the behavior the same but switch out the sprites can I just have the game call in those sprites rather then the default sprites and not have to create a whole new decorate tab? And same for a player replacement sprite, Thanks in advance!
Yes indeed! That reminds me of a pre-decorate way to mod Doom, you simply replace the sprites and that's it. For example you could replace all the pistol sprites for a new gun (that obviously follows the same animation pattern) without doing any coding.
I have a question if you don't mind I get Script error, "SHOE.wad:DECORATE" line 23: SC_GetNumber: Bad numeric constant "Stop". and I've tried many things but it doesn't seem to work. HELP :( Please
Amp Waldo aha ok, first I’m liking the shoe shine weapon idea! Second, I think you might be missing the sprite letter at the “FRES -1” part. It should be something like “FRES A -1”. Take a look at your sprite name
Juancho's MRL I didn't have any A or B on it ,and I added it ,but it still did the same thing any thoughts? Its still saying the SC_GetNumber: Bad numeric constant "stop"
I need help, Im trying to make a projectile railgun (so it can pass through enemies) but whenever I aim up or down using mouselook the projectile just goes in a straight line, like if it knew my horizontal angle but not the vertical one.
When i try to run the script say Script error, "ARMA.wad:DECORATE" line 15: '@property@weapon.type' is an unknown actor property. i want to do a melee but it throws me this error
@@JuanchosMRL Thanks bro The problem was solved only when I try to hit an enemy the camera stays looking in one direction I suppose it is because the chainsaw do that when you attack an enemy
Hey, Love the tutorial. I do have a problem however. I made a single sprite for my custom weapon and have filled out my Decoration text according to your example (with the few tweaks included.) In game however, my weapon replaces the chainsaw and currently uses the chaingun sprite for its spawn animation, however, when I walk over it, the weapon is not added to my inventory. Even using the cheats will not give me the weapon. Any thoughts on what I'm doing wrong?
Nolan Bledsoe Howdy! Can you send me a screenshot of your decorate file? Maybe through my Facebook page in the description, or as a text reply to this comment?
@@nikolaibledsoe1934 If by chance you still haven't figured this out, I can't guarantee this will fix it but I see a few issues: "Flash: LAZG A 2 BRIGHT A_Light2 LAZG A 2 BRIGHT A_Light1 TNT1 A 1 A_Light0 Goto LightDone Fire: LAZG A 0 A_GunFlash LAZG A 1 A_FireBullets(1, 1, 1, 22, "BulletPuff", 1) LAZG A 1 Offset(0,40) LAZG A 1 Offset(0,48) LAZG A 1 Offset(0,44) LAZG A 1 Offset(0,40) LAZG A 1 Offset(0,37) LAZG A 1 Offset(0,35) LAZG A 3 Goto Ready" LightDone is called but never defined, and Flash is defined but never called. Try replacing the code I quoted with this? "Fire: LAZG A 2 BRIGHT A_Light2 LAZG A 2 BRIGHT A_Light1 TNT1 A 1 A_Light0 Goto LightDone LightDone: LAZG A 0 A_GunFlash LAZG A 1 A_FireBullets(1, 1, 1, 22, "BulletPuff", 1) LAZG A 1 Offset(0,40) LAZG A 1 Offset(0,48) LAZG A 1 Offset(0,44) LAZG A 1 Offset(0,40) LAZG A 1 Offset(0,37) LAZG A 1 Offset(0,35) LAZG A 3 Goto Ready" If you don't want the light to die right away that's not gonna work though.
When I try to test the wad, it brings up an error which reads: Script error, “test.wad:DECORATE” line 3:’@property@thumb’ is an unknown actor property (btw, the reason it says thumb is because the weapon is named Happy Thumb, I guess) How do I fix this? Edit: it also replaces the pistol if that means anything.
Hello! So, I'm thinking there might be a typo. The error means that you might be trying a access an ACTOR property that doesn't exist. If you can, paste a little bit of the thumb code so I can take a look.
I'm trying to make a Ryno V Mod, and I want the 1812 Overture to loop and play. Also, I want it to fire the Rocket and Plasma projectiles. Anybody help?
For the music, you need to add it into doom itself. Thankfully, Slade lets you add WAV and MP3 music into Doom. I'll link to Doomworld's guide on doom music track names to each game. If you want the music to play during all the levels, you have to add in an instance of the audio for each level. As for the looping, Doom automatically loops it from beginning to end. I don't know how to change that. Doom/Ultimate Doom (its just D_EXMY where X is the episode and Y is the level) www.doomworld.com/classicdoom/info/music.php?wad=doom.wad Doom II www.doomworld.com/classicdoom/info/music.php?wad=doom2.wad Make sure to copy the MIDI names (like d_stalks) instead of the actual track name. As for the projectiles, I don't know.
While my first custom weapon’s been a success, I ran into a problem on creating the second one. For the second custom weapon, it’s supposed to replace the fist, even replicated the decorate properties of the normal Doom fist. However when I tested it in game it causes the Fist not to show up at all, slot 1 completely empty. The problem persists when I try to move it to say, to replace the Pistol, then slot 2 will be unselectable and the pistol remains the standard one (once I switch to my standard fist I can’t switch back to my pistol) So, what went wrong at this point?
Hm I'd check the DoomPlayer Actor (around 16:15 on the video) and make sure the name of your new weapon is there, e.g Player.WeaponSlot 1, Fist, THENAMEOFYOURNEWWEAPON
I made it to the finish line, seemingly anyway, upon attempting to test my weapon I was greeted with this error; "CombatPistol.wad:DECORATE" Line 11 Expected '{' but got identifier 'weapon' instead. my code looks identical to yours, a bit clueless as to whats going on
Thank you so much! Now I can finally make a weapon that didn't have sounds, have sounds. Thanks, I really couldn't figure out why the weapon didn't have sounds no matter where I put the sound files in, or the way I write them in the file.
well, i tried to launch Slade again, but now i get instant crash that gives me nothing helpful about whats wrong. so now i cant even use the damn thing anymore.
Hmm I'm thinking you could replace the ammo type for Weapon.AmmoType "Cell" and the A_FireCustomMissile with A_FireBFG. That should get you started! This link has the default definition for the BFG: zdoom.org/wiki/Classes:BFG9000. You could try incorporating the 'Fire' functions in your own weapon.
@@MondySpartan Nopes. Ammo type will still be 'cell'. There's a property called Weapon.AmmoUse that you could set to 0: Weapon.AmmoUse 0. Maybe that'll work?
I got a script error that says Script error, "HombreSkullinazor.wad:DECORATE" line 2: Expected ',', got 'Fist' . Anyway to fix this? Also, thanks for the tutorial, i don't think I have the patience for coding, but this was really fun to follow! Especially since I suck at reading and following from the zDoom wiki
Hi Titus! Make sure there's a comma in the Decorate line, like this: "Player.WeaponSlot 1, Fist, HombreSkullinazor". I deleted the comma after the 1 and got the error, so that might be it!
"...Script error, "HNH.wad:DEC_WEAP" line 28: Unknown identifier 'TATATA' Function without prototype needs register info manually set: HKEN.StateFunction.6 Execution could not continue. 1 errors while parsing DECORATE scripts" need hulp. It doesn't recognizes my custom state. And also it doesn't plays the sound
@@JuanchosMRL www.doomworld.com/forum/topic/116707-stop-the-music-in-the-middle-of-the-playing/?page=0#comment-2184507 At last part is the wad with all the codes and script
hi, i have nearly the same problem. It says f.e. "LRRE" is an unkown flag, or the same but it`s ready. Here`s the code ACTOR Laser-rifle:weapon replaces Shotgun 32767 { Weapon.selectionorder 350 weapon.ammouse 1 weapon.ammogive 10 weapon.ammotype "clip" weapon.slotnumber 3 tag "Laser-rifle" inventory.pickupsound "lasrrifle/Reload" inventory.pickupmessage "the not-so-finished Laser-rifle was picked up" Attacksound "lasrrifle/fire" } States { Ready: LRRE C 3 LRRE D 3 A_Weaponready Loop Deselect: LRRE A D A_Lower Loop Select: LRRE DE 2 A_raise Loop Fire: A 3 A_gunflash A 0 A_Firebullets (angle 5 int 8 int 15 float 900 float -2) GoTo Firelasers Firelasers: C 0 A_playsound (lasrrifle/fire) C 0 A_refire C 0 A_Zoomfactor (float 1.5) goto ready Spawn: LRRP A -1 Stop Flash: LRRE B 2 Bright A_light2 stop }
@@dragonriderjc9874 Alright, I don't see anything particularly wrong here but try capitalizing the second 'actor': Actor testmissle : Actor 52 { Also fixing the Loop and Stop lines (LOop, STop), just in case!
Sería maravilloso si hicieses este mismo tutorial, pero en español, me esta costando un poco bastante entenderte y además tener que entender otro idioma, es bastante difícil jaja
@@JuanchosMRL Seria maravilloso, seria bueno un tutorial para modificar las texturas a HD que uno haga en photoshop, no llevo mucho en esto pero he aprendido algo, me gustaria tu email para enviarte y que vieras un archivo que empece hacer en estos dias y me dieras tu opinion. Muy buen video con excelente contenido
Hey for the monsters have the same process? I mean I want to change the cyberdemon with this ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-rEYwPSq6CVo.html and the sound and attacks work but it does not change with the new sprites still has the classic sprite and nose if you know how to do it.
Hello! Hmm if you're using Decorate, on the actor definition go something like this: "ACTOR NewCoolCyberdemon : Cyberdemon Replaces Cyberdemon {}". And mind that line with REPLACES, 'cause that will replace the norman cyberdemon with the new one. Make sure you also have the new sprites between markers S_START and S_END. Good lucks!
Hi.. Amazing tutorial, i wait a lot to see this, thank you very much... Now that you are alive again, i wanna to ask you, how to configurate a melé weapon?..and also ask you how do you learn this stuff? Sorry for my inglés and i hope you may answer some year. Grettings.
Poolo Navia Eso! Pues, para un arma melee es básicamente lo mismo, pero en vez de disparar un proyectil vas a querer llamar a la función A_Punch o A_CustomPunch. Es más, si descargas este wad solo cambia la función del proyectil por la de punch y tendrás una idea. Y para aprender... descargando muchos wads y viendo los códigos :) y haciendo wads también jaja. Saludes!
gracias por responder, buena respuesta, tratare de hacerlo, ¿sera posible intervenir la velocidad de movimiento con el ataque en doom engine?... Mas que nada estoy buscando una sensacion satisfactoria de mele weapon, y para eso he investigado y he llegado a la conclusion de que debo intervenir en el movimiento al final de la ejecucion de ataque...Muchas gracias por las respuestas
Hmm la velocidad asumo que podrías controlarla con la duración de los frames! Y también puedes ejecutar varias funciones a la misma vez con velocidad 0... es lo que se me ocurre jaja. Todo está en la prueba y error. Y estoy seguro que lo que quieres se puede hacer con decorate, hasta depronto usando usando scripts!
@@JuanchosMRL no, ya lo solucione yo por boludo no me fije que habia elegido otros archivos que no eran (elegi los sprites los cuales no habia cambiado de tamaño), pero muchas gracias igual