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Need help with new weapon...

Posted: Sat Sep 17, 2005 20:42
by Soultaker
I have no idea what I am doing wrong. I have everything done right with my Chaingun replacement but for some reason it will not allow me to replace the default Chaingun without GZDooM complaining that the Chaingun actor is defined already. I tried using the KEYCONF lmp but for some reason I just can not make the Minigun use slot 4 like it is suppose to. I can make the weapon appear with the aid of the pickup sprite BUT like I said it will not appear as a valid choice in the menu which means once I lose the ammo then I lose the weapon. Also the gun does not showup through cheats. I feel that there is more than meets the eye. Just so you know I am looking at replacing all the weapons with new ones. I do not want to add extra guns. I hope you can understand what I wrote.

Code: Select all


Decorate:

//===========================================================================
//
// 50 Caliber Minigun
//
//===========================================================================
ACTOR 50CalChain : Weapon 2002
{
   Weapon.SelectionOrder 350
   Inventory.PickupSound "misc/w_pkup"
   Inventory.PickupMessage "50Cal Minigun (Slot 4)"
   Weapon.AmmoType "Clip"
   Weapon.AmmoGive 20
   Weapon.AmmoUse 1
   Weapon.Kickback 200
   AttackSound "weapons/chngun"
   States
   {
   Spawn:
      CHGG A -1
      Loop
   Ready:
      CHGG A 1 A_WeaponReady
      Loop
   Deselect:
      CHGG A 1 A_Lower
      Loop
   Select:
      CHGG A 1 A_Raise
      Loop
   Fire:
      CHGG A 0 A_GunFlash
      CHGG A 2 A_FireBullets(5.5, 0, 1, 5, "BulletPuff")
      CHGG B 2 A_FireBullets(5.5, 0, 1, 5, "BulletPuff")
      CHGG B 0 A_ReFire
      Goto Ready
   Flash:
      CHGF A 2 BRIGHT A_Light1
      CHGF B 2 BRIGHT A_Light2
      CHGF B 0 A_Light0
      Stop
   }
} 

KeyConf:

setslot 4 50CalChain


Posted: Sat Sep 17, 2005 21:04
by Graf Zahl
You should define a 'weaponsection' first in KEYCONF. ZDoom is very careful when parsing that lump and doesn't allow much. I haven't changed any of its behavior. The weapon itself looks ok.

Posted: Sat Sep 17, 2005 21:10
by Soultaker
D'Oh! I did not think that line was important. Grrrrrr. This coming from the guy that has used Edge and knows just how important that ALL code pointers must be properly defined. Total brain fart. Thanx.

Posted: Sat Sep 17, 2005 21:15
by TheDarkArchon
Killmur wrote:D'Oh! I did not think that line was important. Grrrrrr. This coming from the guy that has used Edge and knows just how important that ALL code pointers must be properly defined. Total brain fart. Thanx.
Welcome to the clan.

Posted: Sat Sep 17, 2005 21:24
by Soultaker
Heh. This Minigun kicks ass. Just gotta replace the Chaingunners default with the new weapon. Need to fix the bullet spread as well. This is way better than DDF in my opinion. Ugh. I hate file bouncing with DDF. Causes nothing but problems. I love GZDooM. I love you guys er I mean I like you guys er uh hehehe. I am gonna go test this in some megawads now.

Posted: Sat Sep 17, 2005 21:32
by TheDarkArchon
I can't say I hate DDF but I prefer DECORATE.

Posted: Sat Sep 17, 2005 23:30
by Soultaker
Heh. Well my Xtreme Termination Minigun is 100% complete. I just slapped in some shotgun graphics. Now I need to make a really cool shotgun. If any of you want to try out my XTM then let me know. I could use some feedback on it.

Edit: Just added a Pump Action Shotgun. It sounds like shit though. Must find cool shotgun sounds.