XCMachine Posted April 28, 2019 (edited) Hello, I know is a noobish and lame question but can someone help me with the code itself. I want to replace the pistol to a new pistol I made which is the P99. Here is the details: ACTOR DoomGuy: DoomPlayer { Player.WeaponSlot 1, Fist, Chainsaw Player.WeaponSlot 2, P99 Player.WeaponSlot 3, Shotgun, SuperShotgun Player.WeaponSlot 4, Chaingun Player.WeaponSlot 5, RocketLauncher Player.WeaponSlot 6, PlasmaRifle Player.WeaponSlot 7, BFG9000 } ACTOR P99: Weapon Replaces Pistol { Weapon.SelectionOrder 50 Weapon.AmmoGive 7 Weapon.AmmoUse 1 Weapon.SlotNumber 2 Weapon.AmmoType "Clip" AttackSound "weapon/firehandgun" Weapon.BobSpeed 2.2 Weapon.BobRangeX 0.4 Weapon.BobRangey 0.2 Inventory.PickupMessage "DoomGuy has picked up a Handgun" States { Select: HGP9 A 1 A_Raise Loop Deselect: HGP9 A 1 A_Lower Loop Ready: HGP9 A 1 A_WeaponReady Loop Fire: HGP9 C 1 A_PlaySound("weapon/firehandgun", CHAN_WEAPON) HGP9 C 1 A_FireBullets(1,1,1,7) HGP9 DEFGHB 2 HGP9 A 0 A_Refire Goto Ready Flash: USGF A 6 BRIGHT Stop } Edited April 28, 2019 by XCMachine 0 Share this post Link to post
Marlamir Posted April 28, 2019 Try to use "pistol replaces pistol" instead of "weapon replaces pistol" and see if its work. 0 Share this post Link to post
Empyre Posted April 29, 2019 Copy all of the Player.StartItem lines from DoomPlayer, and then edit them so the player starts with your pistol replacement. You need to copy all of them, or the player will start with only your pistol, and not the fist and ammo. 0 Share this post Link to post
XCMachine Posted April 29, 2019 (edited) @Marlamir I tried that method it didn't worked, however @Empyre's idea fixed the issue that I was having, thank you both for the helping hand! ^^ 1 Share this post Link to post