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NaturalTvventy

DECORATE - Another red skull key

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Posted (edited)

I'm trying to create a second red skull key using DECORATE. I want it to be a second key that behaves the same as the original red skull key; basically a reskin of the red skull key which doesn't replace the original. I'd think this would do it:

 

ACTOR RedSkull2 : RedSkull
{
  States
  {
  Spawn:
    RSKV A 10 //New Sprite
    RSKV B 10 Bright //New Sprite
    Loop
  }
}

 

When this key is picked up no key indicator is shown in HUD and red doors are still locked. Any help? Tested with newest version of ZDoom.

 

Edited by NaturalTvventy

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Strange it didn't work by inheritance. Try replacing the original, if that works, well...
You just need to add ''replace RedSkull'' after RedSkull.
Or instead of that, create a new actor with the same code. Don't know why, but i also find that, sometimes, inheritance didn't work.

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8 minutes ago, P41R47 said:

Strange it didn't work by inheritance. Try replacing the original, if that works, well...
You just need to add ''replace RedSkull'' after RedSkull.
Or instead of that, create a new actor with the same code. Don't know why, but i also find that, sometimes, inheritance didn't work.

No good, I just tried making a new key and the same issue arose.

ACTOR RedSkull2 : DoomKey
{
  Inventory.PickupMessage "$GOTREDSKUL"
  Inventory.Icon "STKEYS5"
  States
  {
  Spawn:
    RSKV A 10
    RSKV B 10 Bright
    Loop
  }
}

 

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2 minutes ago, NaturalTvventy said:

No good, I just tried making a new key and the same issue arose.


ACTOR RedSkull2 : DoomKey
{
  Inventory.PickupMessage "$GOTREDSKUL"
  Inventory.Icon "STKEYS5"
  States
  {
  Spawn:
    RSKV A 10
    RSKV B 10 Bright
    Loop
  }
}

 


Sorry, pal! I can't help you more with code because i'm no expert. What i can say for sure, is try it on and older build. Probably i'm not right but, i think that there are a lot of changes around gzdoom at the moment, and most thinks work different right now (something about ZScript or ACS)

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35 minutes ago, JadingTsunami said:

Set the SPECIES to RedCard in the Actor properties.

 

 

RedSkull instead of RedCard, but yes this worked! Thanks!

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Posted (edited)

You could have a red skull key randomly stay as the old one or become the new using A_Jump

ACTOR RedSkull2 : RedSkull replaces RedSkull
{
    States
    {
    Spawn:
        RSKU A 2
        RSKU B 2 A_Jump(256, "Spawn1", "Spawn2")
    Spawn1:

        RSKU A 10

        RSKU B 10 Bright

        Loop
    Spawn2:
        RSKV A 10

        RSKV B 10 Bright

        Loop
    }
}

 

I haven't tried making an activatable thing yet.   Maybe that and have it become the new key instead.

 

EDIT: Or nevermind since you now have a working solution.

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