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johnfulgor
Junior Member


Posts: 107
Registered: 12-09


Hello all,
I have a modified shotgun weapon like this:

ACTOR Shot_Gun : Shotgun Replaces Shotgun
{
...
states
{
.....
.....
Pickup:
some code
stop
}

}
But the pickup state is never entered. What's wrong? I need to execute a script every time a shotgun is found.
Thank you.
Patrick

Old Post 12-24-11 12:37 #
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Kappes Buur
Member


Posts: 497
Registered: 11-02


I don't know where this Pickup: as a state comes from.

Maybe taking a look at this tutorial
http://zdoom.org/wiki/Creating_new_weapons
will help. However, this is just the DECORATE, no sounds, no sprites.

or, download some shotgun examples from REALM667 and have a look how the DECORATE was set up.
http://www.realm667.com/index.php?o...d=59&Itemid=194
These are fully established weapons with sounds and sprites. Simply attach the action special to the weapon. It will be executed on pickup.

Old Post 12-24-11 13:34 #
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Gez
Why don't I have a custom title by now?!


Posts: 7036
Registered: 07-07



Kappes Buur said:
I don't know where this Pickup: as a state comes from.


CustomInventory, which are the only things where they work. Weapons aren't CustomInventory descendants.

Old Post 12-24-11 14:30 #
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Kappes Buur
Member


Posts: 497
Registered: 11-02



Gez said:CustomInventory, ....

I need some enlightening on the subject :-)

If the goal is to include the weapon in the inventory, what is the difference then between the CustomInventory's Pickup: state, and Weapon.SlotNumber X, which places the weapon into the inventory at location X ?

Old Post 12-24-11 19:13 #
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