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 ;)
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
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
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.
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.
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
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
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?
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 } } // I only have the one sprite (LAZGA0) at the moment
@@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.
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?
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 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.
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?
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
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
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 } }
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
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
Flex: FRAM B 0 A_PlaySound ("Weapon/SHOE",CHAN_WEAPON, 0.7) FRAM B 0 A_Recoil(4) FRAM B 5 A_FireCustomMissile("Gas",0,2,0,-8) FRAM C 5 FRAM C 0 A_Refire("Gas") GoTo Ready } } ACTOR Gas : Actor 20001 { +Randomize Decal "Scorch" Projectile Radius 6 Height 8 Speed 20 Damage 16
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'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.
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.
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 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!
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
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!
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.
"...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
@@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!
My god that was a good Mickey impression
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 ;)
Haha that sounds like a badass idea ayee!
@@JuanchosMRL you aren't annoying in the slightest ;)
it's called having an actual personality
make the guy drunk
@@thefelonyman4278 demoman tf2
@@JuanchosMRLwhere Is doctor sex?
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
Lol! Nice story... and I'm glad you enjoyed the tutorial!
Welp, i'm armed with knowledge and it is time to make a mod. Thank you for creating this!
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
I wanted to come back and thank you for helping me the most any tutorial has ever helped me in helping me get started on my total conversion!
Thanks for uploading this! Your videos are so detailed and well produced
Thank you so much! This was the perfect tutorial to get me into Doom modding. I don't understand the people who come here just to hate.
Are you still on youtube? If you are thanks so much! this is the only tutorial i found about modding and it was so useful!
TY SOOOO MUCH , GOD THAT WAS SO HELPFUL
Imma add hippie weapons to the game now
Thank you sir
He wasn't annoying! This is a good tutorial. Good lessons I think.
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.
to do it in zscript, you can do the same things for the most part, just combine it with some zscript docs and you're set to go
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.
Script error, "egorex.wad:DECORATE" line 12:
Expected '{' but got identifier 'Fist' instead.
help
Hi! Can you copy your first 15 lines of Decorate code? Looks like there might be typo somewhere
Juancho's MRL ACTOR egorman : DoomPlayer
{
player.WeaponSlot 1, Fist,egorex
player.WeaponSlot 2, Pistol
player.WeaponSlot 3, Shotgun, Supershogtun
player.WeaponSlot 4, Chaingun
player.WeaponSlot 5, Rocketlauncher
player.WeaponSlot 6, PlasmaRifle
player.WeaponSlot 7, BFG9000
}
ACTOR egorx :Weapon Replaces : Fist {
Weapon.SelectionOrder 50
Weapon.AmmoUse 1
Weapon.AmmoGive 999
UAC MODS I see! Try deleting the colon after "replaces". It should be "ACTOR egorx: Weapon Replaces Fist {...}". Let me know if it works!
Juancho's MRL thanks!!!!
THANKSSSSSSSSSSSSSSSSSSSSSSS I MADE A MOST POWERFUL WEAPON A GUNHAND
How did you learn all of this? It's very concise and to the point. Thank you very much, this will help me edit some WADS to become GOD TIER
Help! Chainsaw is not replacing!
thank you so much dude ive been looking for a simple tutorial for this and cant wait to try this out
Thank you so much, I can finally add SSG reloading into normal shotgun design and create ultimate shotgun
26:35 Any Metallica fan around here?
Damn, this really works! Thanks bro! Juan and only best custom Doom weapons tutorial!
Tutorials like this are way too far and few inbetween, so many thanks for taking the time to explain this to us.
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
I noticed adding decimals for the gun's fire rate causes the game to crash. Is there any way of adding a number between 2 and 3 that isn't a decimal?
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
Damn, great tutorial! I wish I found this sooner. Watched the whole way! Did you finish that extreme weapon pack 2.0?
If I make a .WAD file like that and run it with GZDoom, will the missing files automatically be filled in with the ones from doom?
Yes, the advantage of a WAD is that you only include the files you're changing, nothing else :)
Juancho's MRL
Thank you!
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?
@@JuanchosMRL
ACTOR Guardsman: DoomPlayer {
Player.WeaponSlot 1, Fist
Player.WeaponSlot 2, Pistol
Player.WeaponSlot 3, Shotgun, SuperShotgun
Player.WeaponSlot 4, Chaingun,Lasgun
Player.WeaponSlot 5, RocketLauncher
Player.WeaponSlot 6, PlasmaRifle
Player.WeaponSlot 7, BFG9000
}
ACTOR Lasgun : Weapon replaces Chainsaw 20000
{
Weapon.SelectionOrder 50
Inventory.PickupMessage "You got the Flashlight"
Weapon.AmmoType "Cell"
Weapon.AmmoGive 30
Weapon.AmmoUse 1
Weapon.SlotNumber 4
AttackSound "weapons/shotgf"
States{
Spawn:
MGUN A -1
Stop
Ready:
LAZG A 1 A_WeaponReady
Loop
Select:
LAZG A 1 A_Raise
Loop
Deselect:
LAZG A 1 A_Lower
Loop
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
}
}
// I only have the one sprite (LAZGA0) at the moment
@@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.
doesn't show up on the map at all even though i set it to replace the chainsaw in the doom ii first map
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?
how do you set a weapon slot, anyone? I can't switch back to it manually, it replaces the BFG9000.
I think it's on 17:17. That way you set your new weapon to whatever weapon slot you choose!
@@JuanchosMRL thanks, I made a superweapon that shoots lots of shit, and
the chainsaw replacement fires every 0 tics on loop. so, it's a crash button.
@@JuanchosMRL do you have/know of any guides to make custom powerups?
How would I do melee? The only wiki page I could find is deprecated ;_;
If you have a link to it, have you tried the wayback machine?
Does this work with GZDoom too? Or just ZDoom?
I think everything that works with ZDoom also works in GZDoom but maybe i'm wrong
You would be the perfect kids book writer.
Amazing tutorial!
I have question,how to make the gun are using use pistol clip?
And what the code i must change?
Weapon.SlotNumber might work just as well.
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?
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 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.
Doom doesn't render height, so zdoom is kinda wonky in that regard, try adjusting the projectile pitch, spawn height, height, and radius.
Do you know on how I can make a weapon shoot BFG cells? Yes, these green sphere things.
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.
@@JuanchosMRL If I want to set it to fire infinitely (no ammo used), can I just set the ammo type as “Infinite”?
@@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?
help when i run my pk3 i get this:
Unknown player class 'CustomPlayer'
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
how did you make the long space? 14:22
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
Hmm probably a tipo on that line?
@@JuanchosMRL a put Weapon.Type "GauntletPuff2" I guess that's the function for a melee
@@JostROBLOX Looks like that that's a particle, not a weapon type. Try adding the following: +WEAPON.MELEEWEAPON instead of the weapon type
@@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
@@JostROBLOX Yes indeed! The chainsaw locks into an enemy until you let go of the 'fire' button
This is really helpful.
i need help whit the sounds
the shoot sound dosent play
Love U Juanch
I cant pick up the weapon i created everything else works thoug, can someone help?
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 {
Theredpowered Hi there! Can you copy / paste your Mapinfo so I can take a look?
@@JuanchosMRL here you go
gameinfo {
playerclasses = "DoomGuy"
}
@@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
}
}
Thanks for the video Joo-ann ;)
How do I make another weapon? Do I use the same decorate marker or make another one?
How did i can do a recoil sprite more realistic or overhaul, like PB Brutal Doom?
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
It looks like there might be a typo somewhere... can you post that line of code?
ok, just a question, how would I code a weaopon to shoot like a shotgun?
In this case you could replace the FIRE CUSTOM MISSILE FUNCTION for something like A_FireShotgun: zdoom.org/wiki/A_FireShotgun
and how i can do mugshot replacements?
will you ever do another Doom modding tutorial?
Hmm maybe! It's been a couple of years since I've coded anything Doom related so I'm super rusty right now... but you never know :)
14:12 you... you MONSTER!
im getting the error saying "No player classes defined" What Should i Do
Hello Crusader! Can you share your MAPINFO lump to take a look at it?
is there a way to make it melee? 30:56
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 Hi! Can you copy the full decorate? Sometimes the errors are not that obvious and it could be just a simple typo.
@@JuanchosMRL ACTOR ShoeShinner: DoomPlayer {
Player.WeaponSlot 1, Fist, Nike
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 Nike: Weapon Replaces Chainsaw 20000 {
Weapon.SelectionOrder 50
Weapon.AmmoUse 1
Weapon.AmmoGive 50
Weapon.AmmoType "Clip"
Inventory.PickupSound "Weapon/SHOE"
Inventory.PickupMessage "Shine These Bitches"
States {
Spawn:
FRES -1
Stop
Select:
FRAM A 1 A_Raise
Loop
Deselect:
FRAM A 1 A_Lower
Loop
Ready:
FRAM A 1 A_WeaponReady
Loop
Fire:
FRAM B 4
GoTo Flex
Flex:
FRAM B 0 A_PlaySound ("Weapon/SHOE",CHAN_WEAPON, 0.7)
FRAM B 0 A_Recoil(4)
FRAM B 5 A_FireCustomMissile("Gas",0,2,0,-8)
FRAM C 5
FRAM C 0 A_Refire("Gas")
GoTo Ready
}
}
ACTOR Gas : Actor 20001 {
+Randomize
Decal "Scorch"
Projectile
Radius 6
Height 8
Speed 20
Damage 16
DeathSound "Weapon/Plasmax"
States{
Spawn:
FRES 4 Bright
loop
Death:
FRES 4 Bright
Stop
}
}
Juancho's MRL i've tried looking through the video to see if I messed up at that part ,but don't see anything hmmm
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'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.
How is the damage only 15 yet it gibs zombies with 20 health.
Whats the DoomEdNum range
Thanks
How to make a melee weapon
take a shot everytime he swears or says bitch, you're gonna be fucking dead
Hey I don't know if you still respond but whenever I try to fire the gun, it just lowers and I can't return to it. Do you think you have a fix?
Hmm are you using the 'Hombre Skullinazor' weapon wad?
Hmm are you using the 'Hombre Skullinazor' weapon wad?
Hmm are you using the 'Hombre Skullinazor' weapon wad?
YO! Thanks my man!
Script error, "fan weapons.wad:DECORATE" line 38:
Sprite names must be exactly 4 characters
Yes indeed! You probably have a sprite name longer than 4 characters
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.
A+ Tutorial
Thanks! Just put a rifle into doom
When I load it up it says the sprite that spawns is missing rotations
juancho can you help me?, i try to make my own weapon (is a hanzo bow) but i have a problem and i dont know what is the problem, can you?
Yesh, what seems to be the problem Julian? Any error codes? something?
Doesn't work,When i enter the game it doesn't change the chainsaw to the wepaon i made
Howdy! Would you mind sharing your decorate scripts? Cheers!
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.
ACTOR Happy Thumb : Weapon Replaces Pistol 20000 {
Weapon.SelectionOrder 50
Weapon.AmmoUse 1
Weapon.AmmoGive 50
Weapon.AmmoType "Clip"
Inventory.PickupSound "weapon/gethappy"
Inventory.PickupMessage "fuck you"
States {
Spawn:
HAPP A -1
Stop
Select:
THMB A 1 A_Raise
Loop
Deselect:
THMB A 1 A_Lower
Loop
Ready:
THMB A 1 A_WeaponReady
Loop
Fire:
THMB B 4
Goto HappyFire
HappyFire:
THMB B 0 A_PlaySound("weapon/firehappy",CHAN_WEAPON, 0.6)
THMB B 0 A_Recoil(4)
THMB B 5 A_FireCustomMissile("HappyMissile",0,1,0,-8)
THMB B 5
THMB B 0 A_Refire("HappyFire")
Goto Ready
}
}
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!
hey guy you well that could teach to do the reload of the guns in the slade3
if i were to make a wad that just replaces the hud weapons, can i skip the coding part?
If the wad only contains the replacement graphic, yes. I think you can do that by naming your graphic the same as the in-game one.
@@JuanchosMRL ahh i see i see, thanks!!
34:26 IS WHEN CUSTOM MISSILE
the secret is extreme weapon pack
I did something wrong my game keep crashing. Your mostly not going to see this and if you can you help me?
I found the problem it was that I put a zero instead of a four in the missile states. Thank for the good tutorial! It help me make my custom weapons.
What about KEYCONF?
Script error, "sounds.wad:MAPINFO" line 1:
Expected '{' but got '}' instead.
Please help me
Hey! can you copy paste the MAPINFO code? That would help me diagnose the problem :)
@@JuanchosMRL hello! i fixed it but when i run the game the chainsaw is not replaced
@@XAROPE51 Ok haha, is there an error still going on? If you give me the code I might be able to give you a hand
@@JuanchosMRL no,thank you so freaking much man you are awesome!
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
Hmm... podría colocarle subtítulos! :)
@@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
I can't move the markers.
im makin some finger guns!
This is wad ,can u do pk3 version too?
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 Hola Polo! Hablas español?
sep, soy chileno
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!
when i try to test it, i keep getting this- Script error, "m9a1.wad:DECORATE" line 17:
Unterminated string constant. I dont know what i did wrong...
Ratched Viper howdy! If it's a string literal maybe you typed something wrong? If you can, paste that naughty line to check it out!
im positive that i wrote those lines right, i checked everything at least 5 times. what i was doing is that i wanted to replace the pistol.
Ratched Viper you know what, try taking a snapshot and I'll take a looky :)
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.
damn juan
when do u code in the part where u put the pick item nvm found it
Haha right on
"...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
Hmmm it might be a 'typo'-ish error. Can you post your code?
@@JuanchosMRL well, i managed to make it work after all this time, but i'll show it anyway later
@@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
39:52 extreme weapons mod v2 ?
Looks like it! ;) ho ho ho
@@JuanchosMRL you thought you out smarted me !
But it was me ! Dio!
Extreme Weapons Pack 2.Oh!
You got it! :D
Juancho's MRL playback speed was helpful
After multiple moths and many abanfonships I finally finished a pistol YHAHSHENFHJDJFIFJJRJRNRJJFJF pain
Wow!! Thanks man :)
help me out this error
line 35:'@property@actor' is an unknown actor property
Hello! Hmm that looks like a typo… can you post some of your code? Especially that line 35
@@JuanchosMRL Actor testmissle : actor 52 {
+Randomize
radius 6
height 8
speed 40
damage 200
deathsound "weapon/Plasmax"
States
Spawn:
MISL A 4 bright
LOop
death:
MISL B 10
STop
}
>@@JuanchosMRL
@@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!
@@JuanchosMRL tried still not working