Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • 0
JohnCook1994

Issues on getting custom weapons to work.

Question

Hello,

 

I downloaded the bow from Realm667's website and I opened my pk3 up and opened the bow up. I brought up all sprites, sounds, GLDEFS, and the decorate, and placed it to my decoration folder in Slade 3. So, when I go to GZDOOM Builder, I encountered two errors:

 

Spoiler

DECORATE warning in "WTCCry.pk3\actor\weapons\BOW", line 248. Unable to find "ammo" class to inherit from, while parsing "ArrowAmmo:23503".

DECORATE warning in "WTCCry.pk3\actor\weapons\BOW", line 116. Unable to find "Weapon" class to inherit from, while parsing "Bow:23501".

 

 

I have the Bow decorate file that I edited, just only the ID numbers

 

Spoiler

/////////////////////////////////////
/////////////WEAPON//////////////////
/////////////////////////////////////

Actor Bow : Weapon 23501
{
Inventory.PickUpMessage "Bow"
Weapon.AmmoUse 1
Weapon.AmmoGive 10
Weapon.AmmoType "ArrowAmmo"
+WEAPON.NOALERT
States
{
Select:
   TNT1 A 0 A_JumpIfInventory("IceSpellInv",1,"Select_Ice")
   TNT1 A 0 A_JumpIfInventory("FireSpellInv",1,"Select_Fire")
   TNT1 A 0 A_JumpIfInventory("ThunderSpellInv",1,"Select_Thunder")
   DBOW A 1 A_Raise
   Loop
Select_Ice:
   PBOW A 1 A_Raise
   Loop
Select_Fire:
   PBO2 A 1 A_Raise
   Loop
Select_Thunder:
   PBO3 A 1 A_Raise
   Loop
Deselect:
   TNT1 A 0 A_JumpIfInventory("IceSpellInv",1,"Deselect_Ice")
   TNT1 A 0 A_JumpIfInventory("FireSpellInv",1,"Deselect_Fire")
   TNT1 A 0 A_JumpIfInventory("ThunderSpellInv",1,"Deselect_Thunder")
   DBOW A 1 A_Lower
   Loop
Deselect_Ice:
   PBOW A 1 A_Lower
   Loop
Deselect_Fire:
   PBO2 A 1 A_Lower
   Loop
Deselect_Thunder:
   PBO3 A 1 A_Lower
   Loop
Ready:
   TNT1 A 0 A_JumpIfInventory("IceSpellInv",1,"Ready_Ice")
   TNT1 A 0 A_JumpIfInventory("FireSpellInv",1,"Ready_Fire")
   TNT1 A 0 A_JumpIfInventory("ThunderSpellInv",1,"Ready_Thunder")
   DBOW A 1 A_WeaponReady
   Loop
Ready_Ice:
   PBOW AAAEEE 1 A_WeaponReady
   Goto Ready
Ready_Fire:
   PBO2 AAAEEE 1 A_WeaponReady
   Goto Ready
Ready_Thunder:
   PBO3 AAAEEE 1 A_WeaponReady
   Goto Ready
Spawn:
    BWPU A -1
    Stop
Fire:
    TNT1 A 0 A_JumpIfInventory("IceSpellInv",1,"Fire_Ice")
    TNT1 A 0 A_JumpIfInventory("FireSpellInv",1,"Fire_Fire")
    TNT1 A 0 A_JumpIfInventory("ThunderSpellInv",1,"Fire_Thunder")
    DBOW B 3
    DBOW C 3 A_PlayWeaponSound("BOWREADY")
    Goto Hold
Hold:
    TNT1 A 0 A_JumpIfInventory("IceSpellInv",1,"Hold_Ice")
    TNT1 A 0 A_JumpIfInventory("FireSpellInv",1,"Hold_Fire")
    TNT1 A 0 A_JumpIfInventory("ThunderSpellInv",1,"Hold_Thunder")
    DBOW D 5
    TNT1 A 0 A_Refire
    TNT1 A 0 A_FireCustomMissile("ArrowProj",0,1,5,0)
    DBOW E 3 A_PlayWeaponSound("ARROWNRM")
    DBOW FBA 3
    Goto Ready
Fire_Ice:
    PBOW B 3
    PBOW C 3 A_PlayWeaponSound("BOWREADY")
    Goto Hold
Hold_Ice:
    PBOW DF 3
    TNT1 A 0 A_Refire
    TNT1 A 0 A_FireCustomMissile("IceArrow",0,1,5,0)
    DBOW E 3 A_PlayWeaponSound("ARROWICE")
    DBOW F 3
    PBOW BA 3
    Goto Ready
Fire_Fire:
    PBO2 B 3
    PBO2 C 3 A_PlayWeaponSound("BOWREADY")
    Goto Hold
Hold_Fire:
    PBO2 DF 3
    TNT1 A 0 A_Refire
    TNT1 A 0 A_FireCustomMissile("FireArrow",0,1,5,0)
    DBOW E 3 A_PlayWeaponSound("ARROWFIR")
    DBOW F 3
    PBO2 BA 3
    Goto Ready
Fire_Thunder:
    PBO3 B 3
    PBO3 C 3 A_PlayWeaponSound("BOWREADY")
    Goto Hold
Hold_Thunder:
    PBO3 DF 3
    TNT1 A 0 A_Refire
    TNT1 A 0 A_FireCustomMissile("ShockArrow",0,1,5,0)
    DBOW E 3 A_PlayWeaponSound("ARROWELE")
    DBOW F 3
    PBO3 BA 3
    Goto Ready
}
}

/////////////////////////////////////
/////////////PROJECTILES/////////////
/////////////////////////////////////

Actor ArrowProj
{
Radius 2
Height 2
Damage 5
Speed 36
PROJECTILE
+THRUGHOST
+DONTREFLECT
+RIPPER
Obituary "%o was perforated by one of %k's arrows"
Scale 0.8
States
{
Spawn:
    ARR0 A 1
    Loop
Death:
    TNT1 A 1
    Stop
}
}
Actor IceArrow : ArrowProj
{
Damage 20
Radius 5
Height 5
-THRUGHOST
-DONTREFLECT
-RIPPER
+ICEDAMAGE
DeathSound "IROWIMPC"
Obituary "%o was frozen by one of %k's ice arrows"
States
{
Spawn:
    ARR2 A 2 bright A_SpawnItem("IceArrowTrail",0,0,0)
    Loop
Death:
    TNT1 A 0 A_AlertMonsters
    SHEX ABCDE 3 bright
    Stop
}
}
Actor IceArrowTrail
{
Renderstyle Add
+NOGRAVITY
States
{
Spawn:
    ICPR IJKLM 3
    Stop
}
}
Actor FireArrow : IceArrow
{
-ICEDAMAGE
+FIREDAMAGE
+ROCKETTRAIL
Damage 28
Obituary "%o was burned by one of %k's fire arrows"
DeathSound "FROWIMPC"
Speed 30
States
{
Spawn:
    TNT1 A 0 A_AlertMonsters
    ARR3 A 2 bright
    Loop
Death:
    TNT1 A 0 A_SetTranslucent(0.6,1)
    FE01 A 3 bright A_Explode(30,50)
    FE01 BCDEFGHIJ 3 bright
    Stop
}
}
Actor ShockArrow : IceArrow
{
-ICEDAMAGE
+DONTREFLECT
+RIPPER
Damage 15
Obituary "%o was shocked by one of %k's thunder arrows"
DeathSound "EROWIMPC"
Speed 50
States
{
Spawn:
    ARR4 A 1 bright A_SpawnItem("ElectroTrail",0,0,0)
    Loop
Death:
    TNT1 A 1 A_AlertMonsters
    ZP01 ABCDEFG 4 Bright
    Stop
}
}

Actor ElectroTrail : IceArrowTrail
{
Scale 0.2
States
{
Spawn:
    ZP01 DEFG 2 Bright
    Stop
}
}
/////////////////////////////////////
/////////////AMMO////////////////////
/////////////////////////////////////

Actor ArrowAmmo : ammo 23503
{
Inventory.PickupMessage "Arrows"
Inventory.Amount 3
Inventory.MaxAmount 50
Ammo.BackpackAmount 6
Ammo.BackpackMaxAmount 100
Inventory.Icon "ARRWIMG"
States
{
Spawn:
    ARAM A -1
    Stop
}
}
Actor ArrowHefty : ArrowAmmo
{
Inventory.PickupMessage "Quiver of arrows"
Inventory.Amount 10
States
{
Spawn:
    ARA2 A -1
    Stop
}

}


/////////////////////////////////////
/////////////ARTIFACTS///////////////
/////////////////////////////////////

ACTOR IceSpell : CustomInventory
{
Inventory.Icon "SPELICN1"
Inventory.PickupMessage "Ice Spell"
Inventory.PickupSound "misc/p_pkup"
Inventory.Amount 1
Inventory.MaxAmount 1
+NOGRAVITY
+FLOATBOB
+INVENTORY.PICKUPFLASH
+INVENTORY.INVBAR
+INVENTORY.FANCYPICKUPSOUND
Inventory.DefMaxAmount
States
{
Spawn:
   ICE1 ABCB 6 Bright
    Loop
Use:
    TNT1 A 0 A_TakeInventory("FireSpellInv",1)
    TNT1 A 0 A_TakeInventory("ThunderSpellInv",1)
    TNT1 A 1 A_GiveInventory("IceSpellInv",1)
    Stop
}
}
ACTOR IceSpellInv : Inventory
{
-INVENTORY.INVBAR
States
{
Spawn:
    NULL A 0
    Stop
}
}
ACTOR FireSpell : CustomInventory
{
Inventory.Icon "SPELICN3"
Inventory.PickupMessage "Fire Spell"
Inventory.PickupSound "misc/p_pkup"
Inventory.Amount 1
Inventory.MaxAmount 1
+NOGRAVITY
+FLOATBOB
+INVENTORY.PICKUPFLASH
+INVENTORY.INVBAR
+INVENTORY.FANCYPICKUPSOUND
Inventory.DefMaxAmount
States
{
Spawn:
   FRE1 ABCB 6 Bright
    Loop
Use:
    TNT1 A 0 A_TakeInventory("IceSpellInv",1)
    TNT1 A 0 A_TakeInventory("ThunderSpellInv",1)
    TNT1 A 1 A_GiveInventory("FireSpellInv",1)
    Stop
}
}
ACTOR FireSpellInv : Inventory
{
-INVENTORY.INVBAR
States
{
Spawn:
    NULL A 0
    Stop
}
}
ACTOR ThunderSpell : CustomInventory
{
Inventory.Icon "SPELICN2"
Inventory.PickupMessage "Thunder Spell"
Inventory.PickupSound "misc/p_pkup"
Inventory.Amount 1
Inventory.MaxAmount 1
+NOGRAVITY
+FLOATBOB
+INVENTORY.PICKUPFLASH
+INVENTORY.INVBAR
+INVENTORY.FANCYPICKUPSOUND
Inventory.DefMaxAmount
States
{
Spawn:
   ELK1 ABCDEF 5 Bright
   ELK1 G 14 Bright
    Loop
Use:
    TNT1 A 0 A_TakeInventory("IceSpellInv",1)
    TNT1 A 0 A_TakeInventory("FireSpellInv",1)
    TNT1 A 1 A_GiveInventory("ThunderSpellInv",1)
    Stop
}
}
ACTOR ThunderSpellInv : Inventory
{
-INVENTORY.INVBAR
States
{
Spawn:
    NULL A 0
    Stop
}
}
Actor SpellBreaker : CustomInventory
{
Inventory.Icon "SPELICN4"
Inventory.PickupMessage "Spell Breaker"
Inventory.PickupSound "misc/p_pkup"
Inventory.Amount 1
Inventory.MaxAmount 1
+NOGRAVITY
+FLOATBOB
+INVENTORY.PICKUPFLASH
+INVENTORY.INVBAR
+INVENTORY.FANCYPICKUPSOUND
Inventory.DefMaxAmount
States
{
Spawn:
   UNSP A 1
    Loop
Use:
    TNT1 A 0 A_TakeInventory("IceSpellInv",1)
    TNT1 A 0 A_TakeInventory("FireSpellInv",1)
    TNT1 A 0 A_TakeInventory("ThunderSpellInv",1)
    TNT1 A 1 A_PlaySound("UNSPELL")
    Stop
}
}

 

What did I do wrong????? Please help me

 

Thank you,

 

JohnCook1994

bow issue.png

Share this post


Link to post

4 answers to this question

Recommended Posts

  • 0

As far as I can tell, the "Inherit" issue is just simply GZDB wanting the DECORATE weapon/ammo to inherit from something but can't find it. This usually isn't an issue for GZDooM/QZDooM (And most source ports for that matter).

Share this post


Link to post
  • 0

In GZDoom Builder, try adding gzdoom.pk3 (or the equivalent for whatever port you are using) as a resource for your map. Then it will be able to find those missing actors to inherit from.

Share this post


Link to post
  • 0

This stuff should only affect GZDB itself. If you ignore this and then test maps as usual, everything should work. I ignore about 90 warnings when I map for my own mod, never have problems.

Share this post


Link to post
  • 0

I actually tried adding GZDOOM.pk3, unfortunately, that never helped. I actually solved the problem by ignoring those bloody caution signs.

Thanks guys :D

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×