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Thing {
ID = "CHAINGUN";
DoomEd number = 2002;
Spawn state = "MGUN";
See state = "NULL";
Pain state = "NULL";
Melee state = "NULL";
Missile state = "NULL";
Death state = "NULL";
Xdeath state = "NULL";
Raise state = "NULL";
See sound = "None";
Attack sound = "None";
Pain sound = "None";
Death sound = "None";
Active sound = "None";
Reaction time = 8;
Spawn health = 1000;
Radius = 20;
Height = 16;
Mass = 100;
Flags = special;
}
State {
ID = "CHAIN";
Sprite = "CHGG";
Frame = 0;
Tics = 1;
Action = "A_WeaponReady";
Next state = "CHAIN";
}
State {
ID = "CHAINDOWN";
Sprite = "CHGG";
Frame = 0;
Tics = 1;
Action = "A_Lower";
Next state = "CHAINDOWN";
}
State {
ID = "CHAINUP";
Sprite = "CHGG";
Frame = 0;
Tics = 1;
Action = "A_Raise";
Next state = "CHAINUP";
}
State {
ID = "CHAIN1";
Sprite = "CHGG";
Frame = 0;
Tics = 4;
Action = "A_FireCGun";
Next state = "CHAIN2";
}
State {
ID = "CHAIN2";
Sprite = "CHGG";
Frame = 1;
Tics = 4;
Action = "A_FireCGun";
Next state = "CHAIN3";
}
State {
ID = "CHAIN3";
Sprite = "CHGG";
Frame = 1;
Tics = 0;
Action = "A_ReFire";
Next state = "CHAIN";
}
State {
ID = "CHAINFLASH1";
Sprite = "CHGF";
Frame = 0;
Flags = fullbright;
Tics = 5;
Action = "A_Light1";
Next state = "LIGHTDONE";
}
State {
ID = "CHAINFLASH2";
Sprite = "CHGF";
Frame = 1;
Flags = fullbright;
Tics = 5;
Action = "A_Light2";
Next state = "LIGHTDONE";
}
Comments
If you are not replacing the original objects.ded file and instead loading a new ded over the top of the original, you can ignore that message. This way is of course far far better.
Doomsday currently has no support for adding new weapons; only replacing existing ones. Have a look in values.ded for the defs that define the various staes for each weapon.