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hardcore_gamer

Wierd weapon bug: gun doesn't run out of ammo!

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I was putting together a wad with some new custom weapons and the work fine except for one thing: One of the guns never runs out of ammo!

Its basically a modified chaingun that I got from Real667 and it uses the same ammo as the normal chaingun. But for some reason when it fires ammo doesn't decrease.

EDIT: Here is the WAD if anyone cares enough to check it out and perhaps see what is wrong:

http://www.gamefront.com/files/21985611/allweapons.wad

Just fire it up in Doom 2 to see for yourself. It uses weapon slot 5.

To see the actual content of the wad you need to open it with an editor.

Here is the decorate code:



Actor HeavyChaingun : weapon 6005
{
Weapon.AmmoType2 "clip"
Weapon.AmmoUse2 1
AttackSound "weapons/hchngun"
states
{
Spawn:
HCNG A -1
Stop
Ready:
HCGG A 1 A_WeaponReady
Loop
Deselect:
HCGG A 1 A_Lower
Loop
Select:
HCGG A 1 A_Raise
Loop
Fire:
TNT1 A 0 A_Jump(128,"SmallFire1")
LargeFire1:
HCGF A 0 A_GunFlash
HCGF A 2 bright A_FireBullets (3, 2, 1, 7, "BulletPuff")
HCGF B 2 bright
TNT1 A 0 A_Jump(128,"SmallFire2")
LargeFire2:
HCGF A 0 A_GunFlash
HCGF C 2 bright A_FireBullets (3, 2, -1, 7, "BulletPuff")
HCGF D 2 bright
HCGF A 0 A_Refire
goto Spindown
SmallFire1:
HCGF A 0 A_GunFlash
HCGF E 2 bright A_FireBullets (3, 2, 1, 7, "BulletPuff")
HCGF B 2 bright
TNT1 A 0 A_Jump(128,"LargeFire2")
SmallFire2:
HCGF A 0 A_GunFlash
HCGF F 2 bright A_FireBullets (3, 2, -1, 7, "BulletPuff")
HCGF D 2 bright
HCGF A 0 A_Refire
goto Spindown
Spindown:
HCGG AB 2 A_Refire
HCGG CD 3 A_Refire
Goto Ready
AltFire:
HCGF A 0 A_GunFlash
HCGF A 1 bright A_FireBullets (2, 1.5, -1, 7, "BulletPuff")
HCGF E 1 bright
HCGG A 2
HCGF A 0 A_GunFlash
HCGF A 0 A_JumpIfNoAmmo("AltHold")
HCGF B 2 bright A_FireBullets (2, 1.5, -1, 7, "BulletPuff")
HCGG B 2
HCGF A 0 A_GunFlash
HCGF A 0 A_JumpIfNoAmmo("AltHold")
HCGF C 1 bright A_FireBullets (3, 2, -1, 7, "BulletPuff")
HCGF F 1 bright
HCGG C 1
HCGF A 0 A_GunFlash
HCGF A 0 A_JumpIfNoAmmo("AltHold")
HCGF D 2 bright A_FireBullets (3, 2, -1, 7, "BulletPuff")
HCGG D 1
HCGF A 0 A_GunFlash
HCGF A 0 A_JumpIfNoAmmo("AltHold")
HCGF A 1 bright A_FireBullets (4, 3, -1, 7, "BulletPuff")
HCGF E 1 bright
HCGF A 0 A_GunFlash
HCGF A 0 A_JumpIfNoAmmo("AltHold")
HCGF B 2 bright A_FireBullets (4, 3, -1, 7, "BulletPuff")
HCGF A 0 A_GunFlash
HCGF A 0 A_JumpIfNoAmmo("AltHold")
HCGF C 1 bright A_FireBullets (5, 4, -1, 7, "BulletPuff")
HCGF D 1 bright
HCGG A 0 A_Refire
goto AltSpindown
AltHold:
TNT1 A 0 A_Jump(128,"SmallAltFire1")
LargeAltFire1:
HCGF A 0 A_GunFlash
HCGF A 1 bright A_FireBullets (6, 5, -1, 7, "BulletPuff")
HCGF B 1 bright
TNT1 A 0 A_Jump(128,"SmallAltFire2")
LargeAltFire2:
HCGF A 0 A_GunFlash
HCGF C 1 bright A_FireBullets (6, 5, -1, 7, "BulletPuff")
HCGF D 1 bright
HCGF A 0 A_Refire
goto AltSpindown
SmallAltFire1:
HCGF A 0 A_GunFlash
HCGF E 1 bright A_FireBullets (6, 5, -1, 7, "BulletPuff")
HCGF B 1 bright
TNT1 A 0 A_Jump(128,"LargeAltFire2")
SmallAltFire2:
HCGF A 0 A_GunFlash
HCGF F 1 bright A_FireBullets (6, 5, -1, 7, "BulletPuff")
HCGF D 1 bright
HCGF A 0 A_Refire
goto AltSpindown
AltSpindown:
HCGG AB 1 A_Refire
HCGG CD 2 A_Refire
HCGG AB 3 A_Refire
HCGG CD 4 A_Refire
Goto Ready
Flash:
TNT1 A 1 Bright A_Light1
TNT1 A 1 Bright A_Light2
TNT1 A 1 A_Light1
Goto LightDone
}
}



I am no expert it decorate so I am not sure what the problem is. The gun seemed to work fine in a standalone wad but after I merged it with other weapons into a single wad now all of the sudden the gun doesn't run out of ammo!

Any idea what is wrong?

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GreyGhost said:

That's odd. What other weapons has it been merged with?


Rather then explaining it I think it would be easier to just upload the actual WAD.

It was also a bit misleading when I said I "merged" the WADS. I did not really merge them but rather then I took all of the content and put it into a single file while making sure that there would still be only one decorate file and not lots of decorate files etc.

Here is the WAD if anyone cares enough to check it out and perhaps see what is wrong:

http://www.gamefront.com/files/21985611/allweapons.wad

Just fire it up in Doom 2 to see for yourself. It uses weapon slot 5.

To see the actual content of the wad you need to open it with an editor.

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