

Gameplay was extremely gung-ho and to-the-point - the developers noted that the manual could have simply read, "If it moves, kill it" - and encouraged the player to attack with reckless abandon, using such implements as a chainsaw, your own bloody fists, shotguns, machine guns and the almighty BFG, a massive weapon which could reduce entire rooms of monsters to viscera. People who play video games, however, would have referred to all of the above as "lots of fun for the whole family!" Not only was there a very high amount of explicit Satanic imagery (albeit all cast in a highly negative light), it was filled with graphic depictions of zombies and monsters being blown up, eviscerated, shot to pieces and generally disintegrating into piles of gore. The release of Doom was met with unprecedented and massive controversy regarding its content. While searching for a way off Phobos, he instead finds himself transported to Deimos, now residing in the creatures' homeland, which turns out to be none other than Hell itself. Teleportation experiments between Phobos and Deimos cause the latter to vanish and open up a portal to allow hordes of hellbound monsters to invade the Phobos base, leaving the marine as the only survivor. Our hero is an unnamed space marine (nicknamed Doomguy) who, after putting his commanding officer in a full-body cast for ordering him to fire at innocent civilians, was assigned to the Union Aerospace Corporation base on Phobos, one of the moons of Mars. ↳ Dr.Doom, id Software's December 1993 follow-up to Wolfenstein 3-D, was an astronomical leap forward in video game design, and an even bigger step when it comes to video game violence.Which method to use really depends on whether you want that Duke Nukem style or not.

#Mighty boot doom mod code#
It'll look about the same each time- it calls A_SelectWeapon(melee weapon) and the code in the melee weapon takes it from there.Īnother way is to code the melee attack into each weapon (and if you don't want to superimpose the graphics, you can use the flash states if you're not already using them to picture the gun while you run through the melee animation using the regular gun frames so that it appear underneath the gun).

Add code to check for your new trigger in each weapon. Make sure each weapon changes it to a specific number! (the easiest way to do this is to take the maximum amount from the inventory item and then give the appropriate number back)ģ. Each of your weapons should change this value when selected and should not change it on deselect. Create a second inventory item for the use of remembering what weapon was selected at the time. It should then go to the Deselect state with A_SelectWeapon depending on what weapon was in use at the time.Ģ.
#Mighty boot doom mod how to#
code your melee weapon with a trigger (an inventory item that acts as a flag, two inventory items to control whether it's on or off, and a keybinding that uses the on state on press and uses the off state when let go, see "Adding Reloading to Weapons" for how to do that) that if set will raise the weapon very quickly and then throw an attack. Quick steps to making a quick melee change:ġ.
