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UnawarePresence

Trouble with weapons

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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.

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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!

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Your weapon does not have a defined ammo type. It gives twelve, it uses four, but twelve what, four what?

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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
  }
}  

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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...

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