Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
o.O

decorate weapons help

Recommended Posts

anyone no how 2 fix

'pistol3 at (1856, 4480) has no frames'

pls help

my code

ACTOR Pistol3 : DoomWeapon replaces SuperShotgun
{
Weapon.SelectionOrder 350
Decal BulletChip
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You got a Shellgun!"
Weapon.AmmoType "Shell"
Weapon.AmmoGive 4
Weapon.AmmoUse 1
States
{
Spawn:
gunI A -1
Ready:
shgn A 1 A_WeaponReady
Deselect:
shgn A 1 A_Lower
Select:
shgn A 1 A_Raise
Fire:
shgR C 1 A_GunFlash
shgR D 1 Bright A_FireBullets(2,1,1,6,0,1)
shgR E 1
shgR F 1
shgR G 1
shgR H 1
shgR I 1
shgR J 1
shgR K 1
shgR L 1
shgR M 1
shgR N 1
shgR O 1
shgR P 1
shgR Q 1
shgR R 1
shgR S 1
shgR T 1
shgR U 1
shgR V 1
shgR W 1
shgR X 1
shgR Y 1
shgR Z 1 A_ReFire
Goto Ready
}
}

Share this post


Link to post

Are your graphics imported to the WAD properly? Does the code refer to them correctly? Are there typos in your sprite references?

Share this post


Link to post

Some ports are case sensitive in things like this. In wad sprites are capitlized.

Share this post


Link to post
Vermil said:

Some ports are case sensitive in things like this. In wad sprites are capitlized.

ZDoom, its derivatives and (AFAIK) Vavoom aren't, however; and I don't think there's any other port which implemented DECORATE.

Share this post


Link to post
Vermil said:

Some ports are case sensitive in things like this. In wad sprites are capitlized.


i tryed that and it still came up with 'pistol3 at (1856, 4480) has no frames' in console

btw im using skulltag

Share this post


Link to post

The file you are trying to access is temporarily unavailable. Please try again later.

I HATE Megaupload!

Share this post


Link to post

Finally managed to download a copy and found a few problems...

  • For the Spawn state Skulltag expected to find a sprite named GUNIA0 - renamed pickup sprite.
  • The SHGR20 sprite (which isn't used) was causing a "Bad frame characters in lump ******" error - deleted sprite.
  • Gave the weapon an editor number to help DoomBuilder identify it.
  • Deleted the SS_START/SS_END markers (which serve no purpose in a PK3) and moved the sprites into a /sprites sub-directory.
Try this - I'd suggest you simplify and slow down the reload animation.

Share this post


Link to post

nice gun but its kinda overpowered :P dealing 10000 damage? the animation is really fast too might do with slowing down the animation.

Share this post


Link to post
Guest
This topic is now closed to further replies.
×