UnawarePresence Posted September 28, 2009 Im having some trouble with this weapon actor Shogun : Weapon 2001 { Weapon.SelectionOrder 350 Inventory.PickupSound "weapons/pickup" Weapon.AmmoGive 12 Weapon.AmmoUse 4 Weapon.SlotNumber 3 Weapon.SlotPriority 0 AttackSound "weapons/shogun" states { Ready: SHOG A 1 A_WeaponReady Loop Deselect: SHOG A 1 A_Lower Loop Select: SHOG A 1 A_Raise Loop Fire: SHOG A 0 A_FireBullets (5.6, 0.5, 7, 7, "BulletPuff") SHOG A 0 A_PlaySound ("weapons/shogun") SHOG A 7 A_GunFlash SHOG BC 5 SHOG D 4 SHOG CB 5 SHOG A 3 SHOG A 7 A_Refire Goto Ready Flash: SHOF A 4 Bright A_Light1 SHOF B 3 Bright A_Light2 Goto Lightdone Spawn: SHOP A -1 Loop } } Its supposed to shoot 4 shells and 7 pellets and its called Shogun. Its my first weapon wad. 0 Share this post Link to post
Woolie Wool Posted September 28, 2009 What trouble? Also, I think the ZDoom.org forums would be a more appropriate place for this. 0 Share this post Link to post
UnawarePresence Posted September 28, 2009 Oh... sorry, but well anyway it wont show up in my inventory, but I can pick it up. 0 Share this post Link to post
godlike Posted September 29, 2009 UnawarePresence said:Oh... sorry, but well anyway it wont show up in my inventory, but I can pick it up. I have the SAME PROBLEM. If you find out what the problem is with the invo thing, please hit me up! 0 Share this post Link to post
GreyGhost Posted September 30, 2009 The weapon has to be assigned a slot in your inventory - which can be done either the old way or new way. 0 Share this post Link to post
Gez Posted September 30, 2009 Your weapon does not have a defined ammo type. It gives twelve, it uses four, but twelve what, four what? 0 Share this post Link to post
UnawarePresence Posted September 30, 2009 Hi guys, I got it fixed. I thought the inheritance would take care of the ammo type. Heres the new code: actor Shogun : Weapon 2001 { Weapon.SelectionOrder 350 Inventory.PickupSound "weapons/pickup" Weapon.AmmoGive 12 Weapon.AmmoUse 4 Weapon.AmmoType "Shell" Weapon.SlotNumber 3 Weapon.SlotPriority 1 Inventory.PickupMessage "You got the Shogun!" AttackSound "weapons/shogun" states { Ready: SHOG A 1 A_WeaponReady Loop Deselect: SHOG A 1 A_Lower Loop Select: SHOG A 1 A_Raise Loop Fire: SHOG A 0 A_FireBullets (5.6, 0.5, 8, 8, "BulletPuff") SHOG A 0 A_PlaySound ("weapons/shogun") SHOG A 7 A_GunFlash SHOG BC 5 SHOG D 4 SHOG CB 5 SHOG A 3 SHOG A 7 A_Refire Goto Ready Flash: SHOF A 4 Bright A_Light1 SHOF B 3 Bright A_Light2 Goto Lightdone Spawn: SHOP A -1 Loop } } 0 Share this post Link to post
Gez Posted September 30, 2009 UnawarePresence said:Hi guys, I got it fixed. I thought the inheritance would take care of the ammo type. It would, if you had inherited from a class which has a ammo type defined. Like "Shotgun" for example. But you derived directly from the base class for all weapons... 0 Share this post Link to post