Nihlith Posted November 11, 2019 (edited) Hello Doomers, I have been creating a resource archive so that I can create a set of levels that have a distinctive feel ect. One of the weapons I created I want to be to be silent in one mode and loud in the next. Is there any way to make weapon flags conditional so that one fire mode will alert enemies and the other will not? 1 Share this post Link to post
Fletcher` Posted November 11, 2019 Use Weapon.NOALERT for the weapon, and for the alternate fire have a frame call A_AlertMonsters. 2 Share this post Link to post
Nihlith Posted November 11, 2019 You are a gentleman and a scholar. Still I'm wrestling with this, my first attempt did not work. It looks like this: ACTOR IronFist : GauntletsPowered { Weapon.NOALERT -POWERED_UP Inventory.PickupMessage "Iron Fists" states { Spawn: WFIS A 3 loop Select: FPCH A 1 A_Raise Loop Deselect: FPCH A 1 A_Lower Loop Ready: FPCH A 1 A_WeaponReady Loop Fire: FPCH B 5 Offset(5, 40)A_AlertMonsters FPCH C 4 Offset(5, 40) FPCH D 4 Offset(5, 40) A_CustomPunch (10) FPCH C 4 Offset(5, 40) FPCH B 5 Offset(5, 40) Goto Ready Hold: FPCH B 5 Offset(5, 40) FPCH C 4 Offset(5, 40) FPCH D 4 Offset(5, 40) A_CustomPunch (10) FPCH C 4 Offset(5, 40) FPCH B 5 Offset(5, 40) A_ReFire AltFire: NAUJ J 0 A_Ale rtMonsters NAUN J 4 A_PlayWeaponSound("weapons/gauntletsuse") NAUN K 4 AltHold: NAUN L 3 Bright A_GauntletAttack(1) NAUN L 0 A_PlayWeaponSound("weapons/gauntletszap") NAUN M 4 A_Light0 NAUN N 3 A_ReFire Goto Ready } } This Just makes GZDoom crash, Script error, "experiment.wad:IRONFIST" line 3: '@property@weapon.noalert' is an unknown actor property. I am stunned. What do you think is happening? 0 Share this post Link to post
Cherno Posted November 11, 2019 You have to put a + or - before a flag, otherwise it's recognised as a (non-existent) property. +Weapon.NOALERT 1 Share this post Link to post