Armolitskiy Posted September 17, 2019 Spoiler ACTOR Pistol1 : Pistol replaces Pistol { Weapon.SlotNumber 2 Weapon.AmmoType "Clip" Weapon.AmmoGive 15 Decal "BulletChip" States { Ready: PISG A 0 A_WeaponReady Loop Deselect: PISG A 0 A_Lower PISG A 0 A_lower PISG A 1 A_Lower Loop Select: PISG A 0 A_Raise PISG A 0 A_Raise PISG A 1 A_Raise Loop Fire: PISG A 4 PISG B 0 A_FireBullets (2, 4, 1, 7, "BulletPuff", FBF_USEAMMO) PISG B 0 A_PlaySound("weapons/pistol", CHAN_WEAPON) PISG B 4 A_GunFlash PISG C 3 PISG B 4 A_ReFire Goto Ready Flash: PISF A 4 Bright A_Light1 Goto LightDone PISF A 4 Bright A_Light1 Goto LightDone } } 0 Share this post Link to post
2 ketmar Posted September 17, 2019 (edited) if you want your new pistol to appear in player's starting inventory, you have to create a new player class with a new inventory. see this and this. note that you only have to put "Player.StartItem" and "Player.WeaponSlot" there, but also note that inventory is not inherited (i.e. you have to put everything there, including fist and clips). the reason is that decorate replacement is only working for map things, but not for player's inventory. 2 Share this post Link to post
0 Kappes Buur Posted September 17, 2019 (edited) 7 hours ago, Armolitskiy said: Hide contents ACTOR Pistol1 : Pistol replaces Pistol { Weapon.SlotNumber 2 Weapon.AmmoType "Clip" Weapon.AmmoGive 15 Decal "BulletChip" States { Ready: PISG A 0 A_WeaponReady Loop Deselect: PISG A 0 A_Lower PISG A 0 A_lower PISG A 1 A_Lower Loop Select: PISG A 0 A_Raise PISG A 0 A_Raise PISG A 1 A_Raise Loop Fire: PISG A 4 PISG B 0 A_FireBullets (2, 4, 1, 7, "BulletPuff", FBF_USEAMMO) PISG B 0 A_PlaySound("weapons/pistol", CHAN_WEAPON) PISG B 4 A_GunFlash PISG C 3 PISG B 4 A_ReFire Goto Ready Flash: PISF A 4 Bright A_Light1 Goto LightDone PISF A 4 Bright A_Light1 Goto LightDone } } What about a DoomED number ? See the answers by me and Gez in Also https://zdoom.org/wiki/Creating_new_weapons http://gunlabs.blogspot.com/2011/01/tutorials.html 0 Share this post Link to post
0 Armolitskiy Posted September 18, 2019 4 hours ago, ketmar said: if you want your new pistol to appear in player's starting inventory, you have to create a new player class with a new inventory. see this and this. note that you only have to put "Player.StartItem" and "Player.WeaponSlot" there, but also note that inventory is not inherited (i.e. you have to put everything there, including fist and clips). the reason is that decorate replacement is only working for map things, but not for player's inventory. okay, thanks 0 Share this post Link to post
ACTOR Pistol1 : Pistol replaces Pistol
{
Weapon.SlotNumber 2
Weapon.AmmoType "Clip"
Weapon.AmmoGive 15
Decal "BulletChip"
States
{
Ready:
PISG A 0 A_WeaponReady
Loop
Deselect:
PISG A 0 A_Lower
PISG A 0 A_lower
PISG A 1 A_Lower
Loop
Select:
PISG A 0 A_Raise
PISG A 0 A_Raise
PISG A 1 A_Raise
Loop
Fire:
PISG A 4
PISG B 0 A_FireBullets (2, 4, 1, 7, "BulletPuff", FBF_USEAMMO)
PISG B 0 A_PlaySound("weapons/pistol", CHAN_WEAPON)
PISG B 4 A_GunFlash
PISG C 3
PISG B 4 A_ReFire
Goto Ready
Flash:
PISF A 4 Bright A_Light1
Goto LightDone
PISF A 4 Bright A_Light1
Goto LightDone
}
}
Share this post
Link to post