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Ribo Zurai
Green Marine


Posts: 43
Registered: 06-09


I got problems. I got the custom weapons working in my WAD, good. But when I get a custom weapon, and change a slot, it NEVER comes back. Example: when I get the Skullstaff, it was suposed to be in 4th slot, but the slot doesn't highlights, and when I change of weapons it disappears. How I fix this?

Old Post 06-27-09 20:18 #
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deathbringer
Post invalidated by first word being "uhhh"


Posts: 3497
Registered: 04-02


uhhhhhhhh

What port are you using? Dehacked, DECORATE or DDF files to define weapons? etc etc.

It may have no "Raise" frame preventing it from being selected (and using it when you collect it may somehow skip the lack of a raise frame?). Also there may be something wrong with it's ammo, maybe the game 'thinks' you have no ammo for it so it is non-selectable?

Old Post 06-27-09 20:39 #
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Ribo Zurai
Green Marine


Posts: 43
Registered: 06-09



deathbringer said:
What port are you using? Dehacked, DECORATE or DDF files to define weapons? etc etc.

It may have no "Raise" frame preventing it from being selected (and using it when you collect it may somehow skip the lack of a raise frame?). Also there may be something wrong with it's ammo, maybe the game 'thinks' you have no ammo for it so it is non-selectable?



I'm using Decorate. I can use the weapons normally, I can even place then in the map using the Doom Builder. But if you change of weapon, I can't use that weapon again. It's working perfectly, just this problem is annoying me.

Old Post 06-27-09 20:44 #
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Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


Posts: 3953
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This is when you either post your wad or your DECORATE code.

Old Post 06-27-09 21:35 #
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Ribo Zurai
Green Marine


Posts: 43
Registered: 06-09



Creaphis said:
This is when you either post your wad or your DECORATE code.


This is the Minigun code:

code:
ACTOR STMinigun : Weapon 20039 { Weapon.AmmoType "Clip" Weapon.AmmoGive 20 Weapon.AmmoUse 1 Inventory.PickupSound "misc/w_pkup" Inventory.PickupMessage "Picked up a minigun!" Obituary "%o was shredded by %k's minigun." AttackSound "weapons/minigunfire" States { Spawn: MNGN A -1 Loop Ready: MNGG A 1 A_WeaponReady Loop Deselect: MNGG A 1 A_Lower Loop Select: MNGG A 1 A_Raise Loop Fire: MNGG A 0 A_GunFlash MNGG A 2 A_FireBullets(5, 1, 1, 5) MNGG B 2 A_FireBullets(5, 1, 1, 5) MNGG B 0 A_ReFire MNGG B 2 MNGG A 5 MNGG B 8 MNGG A 11 MNGG B 14 MNGG A 17 goto Ready Flash: MNGF A 3 BRIGHT A_Light1 MNGF B 3 BRIGHT A_Light0 Stop } }


I can pick up this weapon, but it disappears right when I change of weapon. It happens with mostly all other custom weapons I inserted using XWE.

Old Post 06-27-09 22:08 #
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40oz
And who knows, maybe I'm wrong. But that's extremely unlikely because I'm always right.


Posts: 4850
Registered: 08-07


I don't know a whole lot about editing with zdoom, but I know when you download a weapon from realm667.com's armory, the same thing happens. I think you need a KEYCONF lump or something in your wad so you can assign what button selects your new weapon. Someone of the Zdoom wizards will be able to expand on what I'm saying.

Old Post 06-28-09 02:44 #
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Ribo Zurai
Green Marine


Posts: 43
Registered: 06-09



JohnnyRancid said:
I don't know a whole lot about editing with zdoom, but I know when you download a weapon from realm667.com's armory, the same thing happens. I think you need a KEYCONF lump or something in your wad so you can assign what button selects your new weapon. Someone of the Zdoom wizards will be able to expand on what I'm saying.


Ohh, well, where can I find that lump?

Old Post 06-28-09 03:05 #
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Patrick
someone employed to clean and maintain a building


Posts: 2005
Registered: 02-07


You need to have KEYCONF lump and use the following code

setslot 1 [name of custom weapons]

Alternatively, you could use the Weapon.Slotnumber function.

Old Post 06-28-09 03:45 #
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Ribo Zurai
Green Marine


Posts: 43
Registered: 06-09


Thank you very much, the Weapon.Slotnumber function solved it.

Old Post 06-28-09 03:49 #
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Name:Ace
Newbie


Posts: 4
Registered: 07-09


I had the same problem
press the slot number twice, or however many times it takes.
Did no one else realize this?

Old Post 07-03-09 12:15 #
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WildWeasel
Resident Castlevania Super-Fanboy


Posts: 2574
Registered: 07-03



Name:Ace said:
I had the same problem
press the slot number twice, or however many times it takes.
Did no one else realize this?


That won't work if the weapon isn't assigned to a slot in the first place.

Old Post 07-03-09 20:46 #
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