Flammable Posted October 9, 2013 Allright, so the problem is, that everytime i save the game, and then load the weapon become Default... For example i edited SSG, right? so it shoots slower but more damage (this is what i edited), and it works just great, but... Imagine, i use Iwad: Doom2.wad Pwad: EditedSSG.wad and when i pick up ssg and it is OK. If i die and start from the level start it is ok either. But if i save game, then die/load and the loaded game, totally screws my ssg. it become DEFAULT, and Not switchable (i cant change to other weapon (can do that only by "use etc")) If it has custom sprites it will use default sprites instead. If i drop the weapon and pick it up, it will be the same. I'v edited all the standart doom weapons, what should i do to make them fine to save? Something in decorate? Anyone knowhs huh? :/ 0 Share this post Link to post
plums Posted October 9, 2013 Impossible to tell unless you post your code. You probably didn't assign a weapon slot etc. but that's just a guess. 0 Share this post Link to post
Flammable Posted October 10, 2013 example, glock for a pistol //Weapon: Glock //By: Flammable4444 ACTOR Pistol: Doomweapon Replaces Pistol 5010 { Game Doom Weapon.SelectionOrder 1900 Weapon.AmmoUse 1 Weapon.AmmoGive 20 Weapon.AmmoType "Clip" attacksound "Weapons/GLOCK" Obituary "PISTOL" +WEAPON.WIMPY_WEAPON Inventory.Pickupmessage "You got Glock Pistol." Tag "Glock" States { Ready: PISG A 1 A_WeaponReady Loop Deselect: PISG A 1 A_Lower Loop Select: PISG A 1 A_Raise Loop Fire: PISG A 1 PISG B 1 A_FireBullets (0, 0, 1, 6, "BulletPuff") PISF A 3 PISG C 2 PISG B 2 PISG A 3 Goto Ready Flash: PISF A 5 Bright A_Light1 Goto LightDone PISF A 5 Bright A_Light1 Goto LightDone Spawn: PIST A -1 Stop } 0 Share this post Link to post
Flammable Posted October 10, 2013 Allright i aksed a persom who knows, first i created new player ACTOR ProstoPlayer : PlayerPawn { Speed 1 Health 100 Radius 16 Height 56 Mass 100 PainChance 255 Player.DisplayName "Marine" Player.CrouchSprite "PLYC" Player.StartItem "Glock" Player.StartItem "Fists" Player.StartItem "Clip", 50 Player.WeaponSlot 1, Fists, Chainsaw Player.WeaponSlot 2, Glock Player.WeaponSlot 3, LShotgun, SSG Player.WeaponSlot 4, Minigun Player.WeaponSlot 5, Rocket_Launcher Player.WeaponSlot 6, PlasmaGun Player.WeaponSlot 7, BFG9000 Player.ColorRange 112, 127 States { Spawn: PLAY A -1 Loop See: PLAY ABCD 4 Loop Missile: PLAY E 12 Goto Spawn Melee: PLAY F 6 BRIGHT Goto Missile Pain: PLAY G 4 PLAY G 4 A_Pain Goto Spawn Death: PLAY H 0 A_PlayerSkinCheck("AltSkinDeath") Death1: PLAY H 10 PLAY I 10 A_PlayerScream PLAY J 10 A_NoBlocking PLAY KLM 10 PLAY N -1 Stop XDeath: PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath") XDeath1: PLAY O 5 PLAY P 5 A_XScream PLAY Q 5 A_NoBlocking PLAY RSTUV 5 PLAY W -1 Stop AltSkinDeath: PLAY H 6 PLAY I 6 A_PlayerScream PLAY JK 6 PLAY L 6 A_NoBlocking PLAY MNO 6 PLAY P -1 Stop AltSkinXDeath: PLAY Q 5 A_PlayerScream PLAY R 0 A_NoBlocking PLAY R 5 A_SkullPop PLAY STUVWX 5 PLAY Y -1 Stop } } and as you can see weapon names are changed too ACTOR PlasmaGun : Weapon 2004 ACTOR Minigun : Weapon 2002 ACTOR Rocket_Launcher : Weapon 2003 and so on... then in KEYCONF i made this clearplayerclasses addplayerclass "prostoplayer" 0 Share this post Link to post