johnfulgor Posted December 24, 2011 Hello all, I have a modified shotgun weapon like this: ACTOR Shot_Gun : Shotgun Replaces Shotgun { ... states { ..... ..... Pickup: some code stop } } But the pickup state is never entered. What's wrong? I need to execute a script every time a shotgun is found. Thank you. Patrick 0 Share this post Link to post
Kappes Buur Posted December 24, 2011 I don't know where this Pickup: as a state comes from. Maybe taking a look at this tutorial http://zdoom.org/wiki/Creating_new_weapons will help. However, this is just the DECORATE, no sounds, no sprites. or, download some shotgun examples from REALM667 and have a look how the DECORATE was set up. http://www.realm667.com/index.php?option=com_content&view=category&layout=blog&id=59&Itemid=194 These are fully established weapons with sounds and sprites. Simply attach the action special to the weapon. It will be executed on pickup. 0 Share this post Link to post
Gez Posted December 24, 2011 Kappes Buur said:I don't know where this Pickup: as a state comes from. CustomInventory, which are the only things where they work. Weapons aren't CustomInventory descendants. 0 Share this post Link to post
Kappes Buur Posted December 24, 2011 Gez said:CustomInventory, .... I need some enlightening on the subject :-) If the goal is to include the weapon in the inventory, what is the difference then between the CustomInventory's Pickup: state, and Weapon.SlotNumber X, which places the weapon into the inventory at location X ? 0 Share this post Link to post