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DECORATE bug

Posted: Fri Dec 23, 2005 18:12
by Alter
GZDoom crashes when i'm picking my decorate weapon! GZDOOM version 0-9-21

ACTOR Cyberdemongun : RocketLauncher 20002
{
Weapon.SelectionOrder 350
Weapon.AmmoGive 5
Weapon.AmmoUse 1
States
{
Spawn:
CYRS A -1
LOOP
Ready:
CYRO A 0 A_WeaponReady
LOOP
Deselect:
CYRO A 0 A_Lower
Select:
CYRO A 0 A_Raise
Fire:
CYRO A 0 A_JumpIfNoAmmo(1)
CYRO B 0 A_GunFlash
Goto Ready
Flash:
CYRF A 0 A_CyberAttack
stop
}
}

gzdoom crashes when decorate weapon isn't assigned to keyconf??? or that's bug

When it's picked up fires a cyberdemon missile which aren't seen and gzdoom crashes it's my decorate fault or fault of gzdoom?

Posted: Fri Dec 23, 2005 18:43
by TheDarkArchon
This weapon is so wrong it isn't funny.

Posted: Fri Dec 23, 2005 18:57
by Graf Zahl
Ugh...


I'll move this where it belongs.

Posted: Fri Dec 23, 2005 19:13
by Alter
How to fix it anyway???

Posted: Fri Dec 23, 2005 19:18
by Graf Zahl
Image

Re: DECORATE bug

Posted: Sat Dec 24, 2005 4:12
by Zeg-Vok
I think this should work

ACTOR Cyberdemongun : Weapon 20002
{
Obituary "%o was blown to bits by %k's Cyberdemon Gun."
Inventory.PickupMessage "You grabbed a Cyberdemon Gun!"
Weapon.SelectionOrder 350
Weapon.AmmoType "RocketAmmo"
Weapon.AmmoGive 5
Weapon.AmmoUse 1
States
{
Spawn:
CYRS A 1
LOOP
Ready:
CYRO A 1 A_WeaponReady
LOOP
Deselect:
CYRO A 1 A_Lower
Loop
Select:
CYRO A 1 A_Raise
Loop
Fire:
CYRO B 12 A_FireCustomMissile("Rocket", 0, 0, 0, 0)
Goto Ready
}
}

Posted: Tue Dec 27, 2005 19:58
by DoomRater
A_CyberAttack is a MONSTERS ONLY codepointer.

Unfortunately, so is A_PainAttack.