hardcore_gamer Posted July 14, 2012 I was putting together a wad with some new custom weapons and the work fine except for one thing: One of the guns never runs out of ammo! Its basically a modified chaingun that I got from Real667 and it uses the same ammo as the normal chaingun. But for some reason when it fires ammo doesn't decrease. EDIT: Here is the WAD if anyone cares enough to check it out and perhaps see what is wrong: http://www.gamefront.com/files/21985611/allweapons.wad Just fire it up in Doom 2 to see for yourself. It uses weapon slot 5. To see the actual content of the wad you need to open it with an editor. Here is the decorate code: Actor HeavyChaingun : weapon 6005 { Weapon.AmmoType2 "clip" Weapon.AmmoUse2 1 AttackSound "weapons/hchngun" states { Spawn: HCNG A -1 Stop Ready: HCGG A 1 A_WeaponReady Loop Deselect: HCGG A 1 A_Lower Loop Select: HCGG A 1 A_Raise Loop Fire: TNT1 A 0 A_Jump(128,"SmallFire1") LargeFire1: HCGF A 0 A_GunFlash HCGF A 2 bright A_FireBullets (3, 2, 1, 7, "BulletPuff") HCGF B 2 bright TNT1 A 0 A_Jump(128,"SmallFire2") LargeFire2: HCGF A 0 A_GunFlash HCGF C 2 bright A_FireBullets (3, 2, -1, 7, "BulletPuff") HCGF D 2 bright HCGF A 0 A_Refire goto Spindown SmallFire1: HCGF A 0 A_GunFlash HCGF E 2 bright A_FireBullets (3, 2, 1, 7, "BulletPuff") HCGF B 2 bright TNT1 A 0 A_Jump(128,"LargeFire2") SmallFire2: HCGF A 0 A_GunFlash HCGF F 2 bright A_FireBullets (3, 2, -1, 7, "BulletPuff") HCGF D 2 bright HCGF A 0 A_Refire goto Spindown Spindown: HCGG AB 2 A_Refire HCGG CD 3 A_Refire Goto Ready AltFire: HCGF A 0 A_GunFlash HCGF A 1 bright A_FireBullets (2, 1.5, -1, 7, "BulletPuff") HCGF E 1 bright HCGG A 2 HCGF A 0 A_GunFlash HCGF A 0 A_JumpIfNoAmmo("AltHold") HCGF B 2 bright A_FireBullets (2, 1.5, -1, 7, "BulletPuff") HCGG B 2 HCGF A 0 A_GunFlash HCGF A 0 A_JumpIfNoAmmo("AltHold") HCGF C 1 bright A_FireBullets (3, 2, -1, 7, "BulletPuff") HCGF F 1 bright HCGG C 1 HCGF A 0 A_GunFlash HCGF A 0 A_JumpIfNoAmmo("AltHold") HCGF D 2 bright A_FireBullets (3, 2, -1, 7, "BulletPuff") HCGG D 1 HCGF A 0 A_GunFlash HCGF A 0 A_JumpIfNoAmmo("AltHold") HCGF A 1 bright A_FireBullets (4, 3, -1, 7, "BulletPuff") HCGF E 1 bright HCGF A 0 A_GunFlash HCGF A 0 A_JumpIfNoAmmo("AltHold") HCGF B 2 bright A_FireBullets (4, 3, -1, 7, "BulletPuff") HCGF A 0 A_GunFlash HCGF A 0 A_JumpIfNoAmmo("AltHold") HCGF C 1 bright A_FireBullets (5, 4, -1, 7, "BulletPuff") HCGF D 1 bright HCGG A 0 A_Refire goto AltSpindown AltHold: TNT1 A 0 A_Jump(128,"SmallAltFire1") LargeAltFire1: HCGF A 0 A_GunFlash HCGF A 1 bright A_FireBullets (6, 5, -1, 7, "BulletPuff") HCGF B 1 bright TNT1 A 0 A_Jump(128,"SmallAltFire2") LargeAltFire2: HCGF A 0 A_GunFlash HCGF C 1 bright A_FireBullets (6, 5, -1, 7, "BulletPuff") HCGF D 1 bright HCGF A 0 A_Refire goto AltSpindown SmallAltFire1: HCGF A 0 A_GunFlash HCGF E 1 bright A_FireBullets (6, 5, -1, 7, "BulletPuff") HCGF B 1 bright TNT1 A 0 A_Jump(128,"LargeAltFire2") SmallAltFire2: HCGF A 0 A_GunFlash HCGF F 1 bright A_FireBullets (6, 5, -1, 7, "BulletPuff") HCGF D 1 bright HCGF A 0 A_Refire goto AltSpindown AltSpindown: HCGG AB 1 A_Refire HCGG CD 2 A_Refire HCGG AB 3 A_Refire HCGG CD 4 A_Refire Goto Ready Flash: TNT1 A 1 Bright A_Light1 TNT1 A 1 Bright A_Light2 TNT1 A 1 A_Light1 Goto LightDone } } I am no expert it decorate so I am not sure what the problem is. The gun seemed to work fine in a standalone wad but after I merged it with other weapons into a single wad now all of the sudden the gun doesn't run out of ammo! Any idea what is wrong? 0 Share this post Link to post
GreyGhost Posted July 14, 2012 That's odd. What other weapons has it been merged with? 0 Share this post Link to post
hardcore_gamer Posted July 14, 2012 GreyGhost said:That's odd. What other weapons has it been merged with? Rather then explaining it I think it would be easier to just upload the actual WAD. It was also a bit misleading when I said I "merged" the WADS. I did not really merge them but rather then I took all of the content and put it into a single file while making sure that there would still be only one decorate file and not lots of decorate files etc. Here is the WAD if anyone cares enough to check it out and perhaps see what is wrong: http://www.gamefront.com/files/21985611/allweapons.wad Just fire it up in Doom 2 to see for yourself. It uses weapon slot 5. To see the actual content of the wad you need to open it with an editor. 0 Share this post Link to post