Ribo Zurai Posted June 27, 2009 I got problems. I got the custom weapons working in my WAD, good. But when I get a custom weapon, and change a slot, it NEVER comes back. Example: when I get the Skullstaff, it was suposed to be in 4th slot, but the slot doesn't highlights, and when I change of weapons it disappears. How I fix this? 0 Share this post Link to post
deathbringer Posted June 27, 2009 What port are you using? Dehacked, DECORATE or DDF files to define weapons? etc etc. It may have no "Raise" frame preventing it from being selected (and using it when you collect it may somehow skip the lack of a raise frame?). Also there may be something wrong with it's ammo, maybe the game 'thinks' you have no ammo for it so it is non-selectable? 0 Share this post Link to post
Ribo Zurai Posted June 27, 2009 deathbringer said:What port are you using? Dehacked, DECORATE or DDF files to define weapons? etc etc. It may have no "Raise" frame preventing it from being selected (and using it when you collect it may somehow skip the lack of a raise frame?). Also there may be something wrong with it's ammo, maybe the game 'thinks' you have no ammo for it so it is non-selectable? I'm using Decorate. I can use the weapons normally, I can even place then in the map using the Doom Builder. But if you change of weapon, I can't use that weapon again. It's working perfectly, just this problem is annoying me. 0 Share this post Link to post
Creaphis Posted June 27, 2009 This is when you either post your wad or your DECORATE code. 0 Share this post Link to post
Ribo Zurai Posted June 27, 2009 Creaphis said:This is when you either post your wad or your DECORATE code. This is the Minigun code: ACTOR STMinigun : Weapon 20039 { Weapon.AmmoType "Clip" Weapon.AmmoGive 20 Weapon.AmmoUse 1 Inventory.PickupSound "misc/w_pkup" Inventory.PickupMessage "Picked up a minigun!" Obituary "%o was shredded by %k's minigun." AttackSound "weapons/minigunfire" States { Spawn: MNGN A -1 Loop Ready: MNGG A 1 A_WeaponReady Loop Deselect: MNGG A 1 A_Lower Loop Select: MNGG A 1 A_Raise Loop Fire: MNGG A 0 A_GunFlash MNGG A 2 A_FireBullets(5, 1, 1, 5) MNGG B 2 A_FireBullets(5, 1, 1, 5) MNGG B 0 A_ReFire MNGG B 2 MNGG A 5 MNGG B 8 MNGG A 11 MNGG B 14 MNGG A 17 goto Ready Flash: MNGF A 3 BRIGHT A_Light1 MNGF B 3 BRIGHT A_Light0 Stop } } I can pick up this weapon, but it disappears right when I change of weapon. It happens with mostly all other custom weapons I inserted using XWE. 0 Share this post Link to post
40oz Posted June 28, 2009 I don't know a whole lot about editing with zdoom, but I know when you download a weapon from realm667.com's armory, the same thing happens. I think you need a KEYCONF lump or something in your wad so you can assign what button selects your new weapon. Someone of the Zdoom wizards will be able to expand on what I'm saying. 0 Share this post Link to post
Ribo Zurai Posted June 28, 2009 JohnnyRancid said:I don't know a whole lot about editing with zdoom, but I know when you download a weapon from realm667.com's armory, the same thing happens. I think you need a KEYCONF lump or something in your wad so you can assign what button selects your new weapon. Someone of the Zdoom wizards will be able to expand on what I'm saying. Ohh, well, where can I find that lump? 0 Share this post Link to post
Patrick Posted June 28, 2009 You need to have KEYCONF lump and use the following code setslot 1 [name of custom weapons] Alternatively, you could use the Weapon.Slotnumber function. 0 Share this post Link to post
Ribo Zurai Posted June 28, 2009 Thank you very much, the Weapon.Slotnumber function solved it. 0 Share this post Link to post
Name:Ace Posted July 3, 2009 I had the same problem press the slot number twice, or however many times it takes. Did no one else realize this? 0 Share this post Link to post
wildweasel Posted July 3, 2009 Name:Ace said:I had the same problem press the slot number twice, or however many times it takes. Did no one else realize this? That won't work if the weapon isn't assigned to a slot in the first place. 0 Share this post Link to post