Doggo120 Posted October 20, 2012 Hello!! Hello? Hello! I'm trying to make a really silly Doom weapon pack (via Decorate). Right now I'm replacing the Shotgun with a less reliable one and I want to change its max ammo. I created new actors replacing the Shotgun and Shell items, but I have three problems: 1) The HUD does not display the ammount of new "ammo". 2) I also changed the property Inventory.MaxAmmount to 200 in the new Shell actor, but the HUD doesn't change its value (50). 3) For some reason, even though I have the property Weapon.AmmoUse to 1 the amount of ammo stays the same. Thank you all, y'all, for your time! 0 Share this post Link to post
Blue Shadow Posted October 20, 2012 Can you post the DECORATE code so we can take a look at it and see what's wrong? 0 Share this post Link to post
Doggo120 Posted October 20, 2012 Of course! Here it is: Actor UselessShotgun : Weapon Replaces Shotgun 20024 { Weapon.SelectionOrder 350 Weapon.AmmoType "Shelly" Weapon.AmmoGive 30 Weapon.AmmoUse 1 Weapon.SlotNumber 3 Weapon.KickBack 80 Inventory.PickupSound "GetIt" AttackSound "ShootIt" States { Spawn: YSKU A -1 Loop Ready: SHTG A 1 A_WeaponReady Loop Deselect: SHTG A 1 A_Lower Loop Select: SHTG A 1 A_Raise Loop Fire: SHTG A 3 A_Jump(5,"AltFire") SHTG B 5 A_CheckReload SHTG B 10 A_PlaySoundEx ("ShootIt","Weapon") SHTG A 5 A_ReFire Goto Ready AltFire: SHTG A 0 A_CheckReload SHTG A 2 A_Recoil(100) SHTG A 0 A_FireBullets (6,0,7,5000,"BulletPuff",FBF_NORANDOM) SHTG A 0 A_PlaySound("BoomIt",CHAN_WEAPON) SHTG A 7 A_GunFlash SHTG BC 5 SHTG CCCC 5 SHTG CB 5 SHTG A 7 A_ReFire Goto Ready Flash: SHTF A 4 Bright A_Light1 SHTF B 3 Bright A_Light2 Goto LightDone } } Actor Shelly : Ammo Replaces Shell { Inventory.PickupMessage "$GOTPOOP" Inventory.Amount 5 Inventory.MaxAmount 200 Ammo.BackpackAmount 10 Ammo.BackpackMaxAmount 400 Inventory.Icon "SHELA0" States { Spawn: SHEL A -1 Stop } } 0 Share this post Link to post
Blue Shadow Posted October 20, 2012 When you say "HUD", do you mean Doom's status bar with the mugshot (Doom guy's face) or ZDoom's fullscreen one? If it's the former, then you require to modify the status bar to make it display your new ammo type in place of the original shotgun shells, and to do that you want to use SBARINFO. Doggo120 said:3) For some reason, even though I have the property Weapon.AmmoUse to 1 the amount of ammo stays the same. Weapon.AmmoUse(1) is for primary attack (Fire), while Weapon.AmmoUse2 is for secondary attack (AltFire). To make it work in your case, you need three things: Weapon.AmmoType2 "Shelly" Weapon.AmmoUse2 1 FBF_USEAMMO flag in A_FireBullets 0 Share this post Link to post
Doggo120 Posted October 20, 2012 Of course!!! The Primary Fire uses no bullets :P Now, I would like the HUD with the doomguy's face and all to keep track of the max. bullets :) Gracias! 0 Share this post Link to post