I've come to ask questions on this forum so often that i am almost ashamed about, but here we go again.
I'm made This Sword on SLADE and everything seems in order on Code but when i Enter in the game and try to give it to me (Give SwordBAS) it doesn't appear, even if i try to give the BFG9000 to me (that is the weapon who is replacing), I tried to replace with the Chainsaw but the Error sprite appear instead.
I using GZDoom for tests, and SLADE 3.0 to make the Weapon.
Heres the Code.
ACTOR SwordBAS : Weapon Replaces Chainsaw
{
Game Doom
Weapon.Selectionorder 900
Weapon.Slotnumber 7
Weapon.Kickback 150
Inventory.pickupmessage "You Got THE Sword"
Obituary "%o was cut in Half by %k's Sword."
+Weapon.MeleeWeapon
States
{
Ready:
IHSI A 1 A_WeaponReady
loop
Select:
IHSI A 1 A_Raise
loop
Deselect:
IHSI A 1 A_Lower
loop
Fire:
IHSM A 1
IHSM B 1
IHSM C 1
IHSM D 1
IHSM E 1
IHSM F 1
IHSM G 1 A_Custompunch (5,0,0,"Knifepuff")
IHSM H 1
IHSM I 1
IHSM J 1
IHSM J 0 A_Refire
Goto Ready
Spawn:
IHSP A -1
stop
}
}
ACTOR KnifePuff
{
+NOBLOCKMAP
+NOGRAVITY
+NOEXTREMEDEATH
+PUFFONACTORS
RenderStyle Translucent
Alpha 0.6
SeeSound "SwordHitThing"
AttackSound "SwordHitWall"
ActiveSound "SwordMiss"
VSpeed 1
States
{
Spawn:
PUFF ABCD 4
Stop
}
}
I've come to ask questions on this forum so often that i am almost ashamed about, but here we go again.
I'm made This Sword on SLADE and everything seems in order on Code but when i Enter in the game and try to give it to me (Give SwordBAS) it doesn't appear, even if i try to give the BFG9000 to me (that is the weapon who is replacing), I tried to replace with the Chainsaw but the Error sprite appear instead.
I using GZDoom for tests, and SLADE 3.0 to make the Weapon.
Heres the Code.
ACTOR SwordBAS : Weapon Replaces Chainsaw { Game Doom Weapon.Selectionorder 900 Weapon.Slotnumber 7 Weapon.Kickback 150 Inventory.pickupmessage "You Got THE Sword" Obituary "%o was cut in Half by %k's Sword." +Weapon.MeleeWeapon States { Ready: IHSI A 1 A_WeaponReady loop Select: IHSI A 1 A_Raise loop Deselect: IHSI A 1 A_Lower loop Fire: IHSM A 1 IHSM B 1 IHSM C 1 IHSM D 1 IHSM E 1 IHSM F 1 IHSM G 1 A_Custompunch (5,0,0,"Knifepuff") IHSM H 1 IHSM I 1 IHSM J 1 IHSM J 0 A_Refire Goto Ready Spawn: IHSP A -1 stop } } ACTOR KnifePuff { +NOBLOCKMAP +NOGRAVITY +NOEXTREMEDEATH +PUFFONACTORS RenderStyle Translucent Alpha 0.6 SeeSound "SwordHitThing" AttackSound "SwordHitWall" ActiveSound "SwordMiss" VSpeed 1 States { Spawn: PUFF ABCD 4 Stop } }
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