protgent Posted April 19, 2019 (edited) so this is all the code i wrote in DECORTE ACTOR Tuck : DoomPlayer { Player.WeaponSlot 1, Fist, Chainsaw Player.WeaponSlot 2, TheTPistol Player.WeaponSlot 3, Shotgun, SuperShotgun Player.WeaponSlot 4, Chaingun Player.WeaponSlot 5, RocketLauncher Player.WeaponSlot 6, PlasmaRifle Player.WeaponSlot 7, BFG9000 Player.StartItem "TheTPistol" Player.StartItem "Fist" } ACTOR TheTPistol : Weapon { decal "bulletchip" weapon.ammouse 1 weapon.ammogive 15 weapon.ammotype "Clip" weapon.selectionorder 50 States { Spawn: SKLL A -1 Stop Select: HSKL A 1 A_Raise Loop Deselect: HSKL A 1 A_Lower Loop Ready: HSKL A 1 A_WeaponReady Loop Fire: HSKL BCD 4 Goto SFire SFire: HSKL E 0 A_PlaySound("weapons/fireskull",CHAN_WEAPON,0.7) HSKL E 0 A_Recoil(4) HSKL E 5 A_FireBullets(5.6, 0, 1, 7, "BulletPuff") HSKL D 5 HSKL D 0 A_Refire("SFire") Goto Ready } } yet only you use the fist cause zdoom fucking hates me i used the hombre skullynazor sprites for that tutorial. but when i code. i dont get TheTPistol i also used the code from the hombre skully nazor thing. 0 Share this post Link to post
0 nrofl Posted April 19, 2019 (edited) Did you give your weapon a doom id? That number on the end is something you are missing. I believe if you don't have an id on it, it doesn't even exist. EDIT: For more specificity, I was talking about adding the id here: ACTOR TheTPistol : Weapon 0 Share this post Link to post
0 protgent Posted April 19, 2019 shit. i forgot a number. CAN i use 15000? 0 Share this post Link to post
0 nrofl Posted April 19, 2019 Just now, Tuckymonster said: shit. i forgot a number. CAN i use 15000? Yes you can 0 Share this post Link to post
0 protgent Posted April 19, 2019 still dont work. i only have fist. ACTOR TheTPistol : Weapon 15000 { decal "bulletchip" weapon.ammouse 1 weapon.ammogive 15 weapon.ammotype "Clip" weapon.selectionorder 50 States { Spawn: SKLL A -1 Stop Select: HSKL A 1 A_Raise Loop Deselect: HSKL A 1 A_Lower Loop Ready: HSKL A 1 A_WeaponReady Loop Fire: HSKL BCD 4 Goto SFire SFire: HSKL E 0 A_PlaySound("weapons/fireskull",CHAN_WEAPON,0.7) HSKL E 0 A_Recoil(4) HSKL E 5 A_FireBullets(5.6, 0, 1, 7, "BulletPuff") HSKL D 5 HSKL D 0 A_Refire("SFire") Goto Ready } } 0 Share this post Link to post
0 wildweasel Posted April 19, 2019 Just to make sure, are all those sprites present (in the correct place) in your wad file? If they are missing or not located in the right subfolder/markers, the actor doesn't appear. 0 Share this post Link to post
0 nrofl Posted April 19, 2019 (edited) Is this in all one decorate file? I dont know but its possible that it might mess up something. 0 Share this post Link to post
0 wildweasel Posted April 19, 2019 Another potential thing to look at: ensure that the player's StartItems include ammo for the weapon. 0 Share this post Link to post
0 nrofl Posted April 19, 2019 (edited) 7 minutes ago, Tuckymonster said: it is Usually there is a different decorate file called PLAYERINFO. You can put this: ACTOR Tuck : DoomPlayer { Player.WeaponSlot 1, Fist, Chainsaw Player.WeaponSlot 2, TheTPistol Player.WeaponSlot 3, Shotgun, SuperShotgun Player.WeaponSlot 4, Chaingun Player.WeaponSlot 5, RocketLauncher Player.WeaponSlot 6, PlasmaRifle Player.WeaponSlot 7, BFG9000 In a PLAYERINFO file. I dont know if this makes a difference or not. 0 Share this post Link to post
0 protgent Posted April 19, 2019 i dont see a text langue called ZDOOM PLAYERINFO 0 Share this post Link to post
0 protgent Posted April 19, 2019 oh wait. so i put it in a file called playerinfo with decote langue. so i load the pk3. I SAYS "no playerclass defined" WHEN I HAVE PLAYERCLASS IN ZMAPINFO 0 Share this post Link to post
0 Urthar Posted April 19, 2019 I've never had any luck with redefining DoomPlayer, but you don't need to if you just want to do a replacement. Quote ACTOR TheTPistol : Weapon replaces Pistol { Decal "bulletchip" Weapon.SlotNumber 2 // This will make weapon selectable by itself. Weapon.SelectionOrder 50 Weapon.AmmoUse 1 Weapon.AmmoGive 20 Weapon.AmmoType "Clip" Obituary "$OB_MPPISTOL" States { Spawn: SKLL A -1 Stop Select: HSKL A 1 A_Raise Loop Deselect: HSKL A 1 A_Lower Loop Ready: HSKL A 1 A_WeaponReady Loop Fire: HSKL BCD 4 Goto SFire SFire: HSKL E 0 A_PlaySound("weapons/fireskull",CHAN_WEAPON,0.7) HSKL E 0 A_Recoil(4) HSKL E 5 A_FireBullets(5.6, 0, 1, 7, "BulletPuff") HSKL D 5 HSKL D 0 A_Refire("SFire") Goto Ready } } 0 Share this post Link to post
0 protgent Posted April 19, 2019 just take it. i cant do shit. when you finish. let me know what i did wrong https://www.mediafire.com/file/bmecjyvwvg5j2gs/Tuck's_Quest.pk3/file 0 Share this post Link to post
0 Empyre Posted April 19, 2019 2 hours ago, Tuckymonster said: just take it. i cant do shit. when you finish. let me know what i did wrong https://www.mediafire.com/file/bmecjyvwvg5j2gs/Tuck's_Quest.pk3/file You have made a pk3, but you organized the files as if it were a wad. You need Sprites, Sounds, Music, Graphics, and Maps folders. I don't think the Menu folder is right either, but I have never made a menu, so that is outside my experience. https://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement When I turned it into a proper pk3, the weapon appeared, but it still needs work. You need to adjust the alignment of the sprites. I don't think you can use a mp3 for sound effects. There is no Name property for a map in MAPINFO. The map E1M1 "Traning" line already gives it a name. 1 Share this post Link to post
so this is all the code i wrote in DECORTE
ACTOR Tuck : DoomPlayer {
Player.WeaponSlot 1, Fist, Chainsaw
Player.WeaponSlot 2, TheTPistol
Player.WeaponSlot 3, Shotgun, SuperShotgun
Player.WeaponSlot 4, Chaingun
Player.WeaponSlot 5, RocketLauncher
Player.WeaponSlot 6, PlasmaRifle
Player.WeaponSlot 7, BFG9000
Player.StartItem "TheTPistol"
Player.StartItem "Fist"
}
ACTOR TheTPistol : Weapon
{
decal "bulletchip"
weapon.ammouse 1
weapon.ammogive 15
weapon.ammotype "Clip"
weapon.selectionorder 50
States {
Spawn:
SKLL A -1
Stop
Select:
HSKL A 1 A_Raise
Loop
Deselect:
HSKL A 1 A_Lower
Loop
Ready:
HSKL A 1 A_WeaponReady
Loop
Fire:
HSKL BCD 4
Goto SFire
SFire:
HSKL E 0 A_PlaySound("weapons/fireskull",CHAN_WEAPON,0.7)
HSKL E 0 A_Recoil(4)
HSKL E 5 A_FireBullets(5.6, 0, 1, 7, "BulletPuff")
HSKL D 5
HSKL D 0 A_Refire("SFire")
Goto Ready
}
}
yet only you use the fist cause zdoom fucking hates me
i used the hombre skullynazor sprites for that tutorial. but when i code. i dont get TheTPistol
i also used the code from the hombre skully nazor thing.
Share this post
Link to post