Foxhead Posted July 18, 2019 I Trying to replace the Regular pistol from Doom, with a AngledPistol.wad (from Realm667), but doesn't matter what a try, it doesn't replace it. I Using Slade btw. (Note: it apears on the Game but only in the same slot as the pistol [slot 2]) CODE: ACTOR DoomGuy: DoomPlayer { Player.WeaponSlot 1, Fist, Chainsaw Player.WeaponSlot 2, newpistol Player.WeaponSlot 3, Shotgun, SuperShotgun Player.WeaponSlot 4, Chaingun Player.WeaponSlot 5, RocketLauncher Player.WeaponSlot 6, PlasmaRifle Player.WeaponSlot 7, BFG9000 Player.StartItem "Newpistol" Player.StartItem "Fist" Player.StartItem "Clip", 50 } Actor Newpistol: Weapon Replaces pistol { Scale 0.75 Obituary "%o was splattered by %k pistol" Radius 20 Height 16 AttackSound "Weapon/PistolFire" Inventory.pickupmessage "You got the Pistol" Weapon.SelectionOrder 1900 Weapon.SlotNumber 2 Weapon.kickback 100 Weapon.ammotype "CLIP" Weapon.ammouse 1 Weapon.ammogive 25 Weapon.BobSpeed 2.2 Weapon.BobRangeX 0.4 Weapon.BobRangey 0.2 States { Spawn: 2PIS E -1 Loop Ready: 2PIS A 2 A_WeaponReady Loop Deselect: 2PIS D 1 A_Lower Loop Select: 2PIS F 1 A_Raise Loop Fire: 2PIS A 1 2PIS B 4 bright A_FireBullets(3, 3, 1, 5, "BulletPuff") 2PIS C 4 2PIS F 4 2PIS D 4 A_ReFire Goto Ready } } 0 Share this post Link to post
0 3saster Posted July 19, 2019 Replaces only works after an item is spawned. When the player starts as a DoomPlayer, the fist/pistol is not spawned, per se, but starts directly with the player. You can not say ACTOR DoomGuy: DoomPlayer replaces DoomPlayer either, because player classes are treated a bit special. You have to tell the game the player is DoomGuy. To do this, make a MAPINFO lump that contains this: gameinfo { PlayerClasses = "DoomGuy" } The gameinfo is NOT a typo. This says that the only class the player can choose is DoomGuy. Since there are no other classes, the player will automatically be DoomGuy. Other ways to do this would be to use ACS or ZScript (if GZDoom) to take the pistol from the player and give them a newpistol, but the way above is simplest. 1 Share this post Link to post
0 Foxhead Posted July 19, 2019 Thanks a lot, i've being trying to make this since i had wake up. 0 Share this post Link to post
I Trying to replace the Regular pistol from Doom, with a AngledPistol.wad (from Realm667), but doesn't matter what a try, it doesn't replace it.
I Using Slade btw.
(Note: it apears on the Game but only in the same slot as the pistol [slot 2])
CODE:
ACTOR DoomGuy: DoomPlayer {
Player.WeaponSlot 1, Fist, Chainsaw
Player.WeaponSlot 2, newpistol
Player.WeaponSlot 3, Shotgun, SuperShotgun
Player.WeaponSlot 4, Chaingun
Player.WeaponSlot 5, RocketLauncher
Player.WeaponSlot 6, PlasmaRifle
Player.WeaponSlot 7, BFG9000
Player.StartItem "Newpistol"
Player.StartItem "Fist"
Player.StartItem "Clip", 50
}
Actor Newpistol: Weapon Replaces pistol
{
Scale 0.75
Obituary "%o was splattered by %k pistol"
Radius 20
Height 16
AttackSound "Weapon/PistolFire"
Inventory.pickupmessage "You got the Pistol"
Weapon.SelectionOrder 1900
Weapon.SlotNumber 2
Weapon.kickback 100
Weapon.ammotype "CLIP"
Weapon.ammouse 1
Weapon.ammogive 25
Weapon.BobSpeed 2.2
Weapon.BobRangeX 0.4
Weapon.BobRangey 0.2
States
{
Spawn:
2PIS E -1
Loop
Ready:
2PIS A 2 A_WeaponReady
Loop
Deselect:
2PIS D 1 A_Lower
Loop
Select:
2PIS F 1 A_Raise
Loop
Fire:
2PIS A 1
2PIS B 4 bright A_FireBullets(3, 3, 1, 5, "BulletPuff")
2PIS C 4
2PIS F 4
2PIS D 4 A_ReFire
Goto Ready
}
}
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