shade2345 Posted June 17, 2012 Can someone please help me. im editing one of my custom doom 2 wads and i want to put a custom weapon. so i have all the sprites, sounds, etc. the only thing that is stopping me is that, there something wrong with the scripting of the weapon, i know that much. i dont see the weapon in the level i put it in but i see the weapon placed down in doom builder. in order to equip the weapon i have to use the cheat idfa. whenever i switch to the weapon it fires without me clicking it fire. whenever i click it it fires rapidly. its not supposed to do that because its a quad shotgun. please help. im using XWE and Skulltag. 0 Share this post Link to post
Nomad Posted June 17, 2012 Try posting your DECORATE code and one of the gurus here should be able to dissect it to find the problem. 0 Share this post Link to post
shade2345 Posted June 17, 2012 ACTOR QuadShotGun : Weapon 3215 { Obituary "%o was blasted by %k's QuadShotGun" Weapon.AmmoType "Shell" Weapon.AmmoGive 12 Weapon.AmmoUse 4 Weapon.KickBack 50 Weapon.SlotNumber 3 Inventory.PickupSound "Misc/w_pkup" Inventory.PickupMessage " Quad ShotGun = DEATH" States { Ready: LCSG A 1 A_WeaponReady loop Deselect: LCSG A 1 A_Lower Loop Select: LCSG A 1 A_Raise loop Fire: LCSG X 0 A_FireBullets(1, 1, 1, 1, "BulletPuff", 1) LCSG XY 1 A_GunFlash LCSG A 0 A_CheckReload LCSU K 0 A_OpenShotgun2 LCSU J 0 LCSU G 0 LCSU F 0 LCSU E 0 LCSU D 0 LCSU C 0 A_LoadShotgun2 LCSU B 0 LCSU A 0 LCSU G 0 A_CloseShotgun2 LCSG O 0 A_ReFire Goto Ready Flash: LCSU X 0 bright Stop Spawn: QSGP A-1 Stop } } i just found that the flash is not occurring either.im using the quad shotgun from LOS.i wanted to make this for myself because its a coolo weapon. could someone please help me. 0 Share this post Link to post
Necromancer-AMV Posted June 17, 2012 The gun doesn't appear ingame because, well, you're not putting it ingame; what you can do is have it take the place of an existing actor. For example: ACTOR UberShotgun replaces SuperShotgun { ...code goes here... } But if you're making your own maps, not just a weapon mod, the method varies. There are other methods such as MAPINFO's ReplaceActor, each with their own ins and outs, that you'll use as you gain more expertise with modding. So the problem with your Flash state is LCSU X is 0 tics long. Also, you're calling A_GunFlash twice. And the reason the gun fires so fast is because you have a ton of 0-tic frames in the fire state. That 0 after the sprite name is the duration that that sprite will stay on screen; Doom measures this in units called tics, and there are *roughly* thirty-five tics per second. 0 Share this post Link to post
shade2345 Posted June 17, 2012 I tried editing the script i believe it works now but i cant start up doom. I get the following message: R_InstallSprite: Sprite LCSG frame X is missing rotations I dont understand could it be something with the scripting? Here's the script: ACTOR QuadShotGun: Weapon 3215 { Obituary "%o was blasted by %k's QuadShotGun" Weapon.AmmoType "Shell" Weapon.AmmoGive 12 Weapon.AmmoUse 4 Weapon.KickBack 50 Weapon.SlotNumber 3 Inventory.PickupSound "Misc/w_pkup" Inventory.PickupMessage " Quad ShotGun = DEATH" States { Spawn: QSGP A-1 Loop Ready: LCSG A 1 A_WeaponReady Loop Deselect: LCSG A 1 A_Lower Loop Select: LCSG A 1 A_Raise Fire: LCSG A 1 LCSG X 2 A_FireBullets (13.4, 9.2, 50, 10, "BulletPuff") LCSG X 0 A_GunFlash LCSG Y 2 LCSG A 1 A_CheckReload LCSU K 3 A_OpenShotgun2 LCSU J 3 LCSU G 3 LCSU F 3 LCSU E 3 LCSU D 3 LCSU C 4 A_LoadShotgun2 LCSU B 4 LCSU A 4 LCSG A 0 A_CloseShotgun2 Goto Ready Flash: LCSU X 0 bright Stop } } could someone please diagnose this. 0 Share this post Link to post
Necromancer-AMV Posted June 17, 2012 What's the full sprite name of LCSGX? I'm guessing it's named something like LCSGX1, LCSGX2, etc. When a sprite name ends in 1-8 (or 9-16, but that's for another time), the engine goes "okay this is one of a group of sprites representing the rotations of an actor, now where are the other ones?" When a sprite is only going to face one direction, use 0. So it'd be LCSGX0, for example. 0 Share this post Link to post
shade2345 Posted June 17, 2012 thanks now doom starts up only issue when i switch to my weapon it shoots without clicking fire and then i hear the reload of the SSG then i cant switch to any of my weapons. if i get stuck again ill pm you thanks alot though. 0 Share this post Link to post
Necromancer-AMV Posted June 17, 2012 Your Select state doesn't have a Loop instruction at the end; it "falls through" to the next state, which is Fire. 0 Share this post Link to post
shade2345 Posted June 17, 2012 What do you do with gun flash? what is that. what sprite do you need? a sprite of the gun firing? 0 Share this post Link to post
Necromancer-AMV Posted June 17, 2012 Flash states are special; they are states that can play at the same time that another state is running, and the sprites that are used in a Flash state will go on "top" of the weapon sprites. If you look at Doom.wad, you'll se that the muzzle flash of the shotgun, for example, gets its own sprite. Using the Flash state, you can get a bright muzzle flash without illuminating the rest of the gun. 0 Share this post Link to post
shade2345 Posted June 17, 2012 Now when you say it inherits traits from THE SSG does it remove the SSG from the game? And I would still have to add all the sprites if I. Made it inherit traits from the SSG. From my veiw of it, inheriting adds he sounds from theSSG. Am I correct. 0 Share this post Link to post
Necromancer-AMV Posted June 17, 2012 Inheriting can add *almost* anything from the parent actor (there are things that don't carry over, notably ConversationID, but that's best saved for another time). Actor flags can be inherited, actor properties can be inherited, even entire action states can be inherited... as long as you don't modify. Example: ACTOR GreenDemon : Demon {} The above is still just a Demon. But when we add something like this... ACTOR GreenDemon : Demon { Translation "16:47=112:127" } We now have a GreenDemon that is really green, thanks to the Translation actor property, which allows you to take the colors a graphic uses and change them to most anything you want. (Somewhat off topic, but translation is an amazing time saver if you want to make recolors. No more agonizing hours spent recoloring eighty sprites just to make a Baron's skin black or a Marine's armor orange!) Another example: ACTOR AnotherGreenDemon : Demon { Translation "16:47=112:127" } ACTOR YetAnotherGreenDemon : AnotherGreenDemon {} YetAnotherGreenDemon will inherit not only the base attributes of a Demon, but also the Translation property of AnotherGreenDemon. Now... ACTOR AnotherColorDemon : YetAnotherGreenDemon { Translation "16:47=192:207" } Even though AnotherColorDemon inherits from a Demon that is green, because we defined the Translation actor property for it, it will now appear blue, because the new parameters for Translation replace that which it inherited. 0 Share this post Link to post
shade2345 Posted July 5, 2012 I have been trying to make my own custom wad. but before i begin creating the maps and everything else, i would like to know how would you replace a weapon. lets say i have the chaingun and want to replace it with a machine gun so the chaingun does not exist. 0 Share this post Link to post
45th Parrallel Posted July 5, 2012 Depends on which port your mod is for 0 Share this post Link to post
GreyGhost Posted July 6, 2012 The simplest approach (which doesn't require fancy port features) is replacing a weapon's sprites and sound effects with your own. Giving the machine gun sprites and sounds (to borrow your example) in your custom wad the same names as the IWAD's chaingun sprites and sounds will result in them being used instead of the chaingun. That approach isn't without its drawbacks, the game engine still thinks you're picking up a chaingun and the firing animation is unchanged, though both of those issues can be solved with a little bit of DECORATE scripting. 0 Share this post Link to post
shade2345 Posted July 6, 2012 Couldn't I just do something with the key configuration? 0 Share this post Link to post
shade2345 Posted July 6, 2012 how do i add custom music with a blank .WAD? im using the skulltag engine and XWE. 0 Share this post Link to post
shade2345 Posted July 6, 2012 How do you make an animated moving sky? also how do you add custom sounds to an environment, such as screams, wind, etc. 0 Share this post Link to post
45th Parrallel Posted July 6, 2012 Do you mean like not being able to use the minigun? 0 Share this post Link to post
Krispy Posted July 6, 2012 In xwe, just make a new entry. One of these names: L1) D_RUNNIN | L15) D_RUNNI2 | L28) D_TENSE L2) D_STALKS | L16) D_DEAD2 | L29) D_SHAWN3 L3) D_COUNTD | L17) D_STLKS3 | L30) D_OPENIN L4) D_BETWEE | L18) D_ROMERO | L31) D_EVIL L5) D_DOOM | L19) D_SHAWN2 | L32) D_ULTIMA L6) D_THE_DA | L20) D_MESSAG L7) D_SHAWN | L21) D_COUNT2 L8) D_DDTBLU | L22) D_DDTBL3 | Title Screen) D_DM2TTL L9) D_IN_CIT | L23) D_AMPIE | Stat Screen) D_DM2INT L10) D_DEAD | L24) D_THEDA3 L11) D_STLKS2 | L25) D_ADRIAN L12) D_THEDA2 | L26) D_MESSG2 L13) D_DOOM2 | L27) D_ROMER2 L14) D_DDTBL2These are for DOOM 2. Then select which song you want to use and that's it. 0 Share this post Link to post
Gez Posted July 6, 2012 Alternatively, use a MAPINFO lump to choose the level's music. Since Skulltag uses them. You can set the level's name there while you're at it. Also, custom sky, custom par time, etc. 0 Share this post Link to post
GreyGhost Posted July 7, 2012 Assuming this is for Skulltag, the easiest way to create a moving sky is by setting a scroll speed for Sky1 in your map's MAPINFO definition. Animating the sky (for example - clouds moving across a starry sky) requires a bit more work - clouds on a scrolling Sky1, stars on a static Sky2, add the doublesky property to the map definition and edit the cloud sky image so its background sky is set to colour 0, otherwise the second static sky won't be visible. Another option is to use MBF Sky Transfers, though that might involve a ridiculously large number of frames for a convincing animation. There's one in this small demo map As for adding environmental sounds, read up on ambient sound in the ZDoom Wiki. EDIT - The mods have been busily merging threads, so I'll try to avoid double-posting. shade2345 said:Couldn't I just do something with the key configuration? KEYCONF? That'll do if you want to prevent the player from using a weapon but won't necessarily prevent it appearing in the map. 0 Share this post Link to post
shade2345 Posted July 7, 2012 how do you add custom sounds to an environment such as wind, screams or lightning? 0 Share this post Link to post
GreyGhost Posted July 8, 2012 Place AmbientSound things in your map and define the sounds they're using in a SNDINFO lump. 0 Share this post Link to post
shade2345 Posted July 9, 2012 would anybody know where you would get glass from for windows? 0 Share this post Link to post
GreyGhost Posted July 10, 2012 I borrowed some from the Duke Nukem Texture Pack, you could alternatively use TranslucentLine specials. 0 Share this post Link to post
shade2345 Posted July 10, 2012 well i learned by myself how to make windows but how do you make them break? 0 Share this post Link to post
GreyGhost Posted July 10, 2012 One way is to create a "broken glass" texture (which might be nothing more than a transparency), define a switch in ANIMDEFS that uses the two textures and add one-time shootable switch actions to windows in your map. I have a demo map somewhere that I'll post a link to once I've found it. EDIT - I sort of forgot that the map's associated with a big resource wad, so here's a lite version with the surplus resources removed. You'll have to shoot some stuff in order to progress from room to room. 0 Share this post Link to post