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shade2345

Weapon not appearing

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can someone figure this out? my weapons appear in game but i cant pick them up. not even IDFA or IDKFA works. when i switch my gun it goes from pistol to chaingun. its like the shotguns don't exist. when i load up DOOM 2 it does not give me an error when loading in the command prompt. when i kill a former sergeant, i cant pick up the shotgun or the supershotgun someone please diagnose what i did. here's the decorate scripts: i use the skulltag engine.


SUPER SHOTGUN

ACTOR SuperShotgun2 : SuperShotgun Replaces SuperShotgun
{
Weapon.AmmoType "Shell"
Weapon.AmmoType2 "Shell"
Weapon.SelectionOrder 140
AttackSound "weapons/sshotf"

//+WEAPON.NOAUTOAIM

States
{
Ready:
NULL A 5 ACS_Execute(601,0)
SSGS F 1
SSGS E 1
SSGS D 1
SSGS C 1
SSGS B 1
SSGS A 1
PKS2 A 1 A_WeaponReady
Goto Ready + 7

Select:
NULL A 1 A_Raise
NULL A 0 SetPlayerProperty(0,0,2)
Loop

Deselect:
NULL A 0 ACS_Execute(602,0)
SSGS A 1
SSGS B 1
SSGS C 1
SSGS D 1
SSGS E 1
SSGS F 1 SetPlayerProperty(0,1,2)
NULL A 6
NULL A 10
NULL A 1 A_Lower
Wait

Fire:
NULL A 0 A_FireBullets(11.2,7.1,20,5,"LOSPuff")
SSGF AB 3
PKS2 B 3
PKS2 C 3 A_CheckReload
PKS2 DEF 3
PKS2 G 4 A_OpenShotgun2
NULL AA 0 A_CustomMissile("ShotgunCapsulas1",20,-15,270+random(-15,15),2,45+random(-15,15))
PKS2 HIJK 3
PKS2 L 2 A_LoadShotgun2
PKS2 MNO 3
PKS2 P 3
PKS2 Q 3 A_CloseShotgun2
PKS2 RS 3
PKS2 T 1
Goto Ready + 7

Flash:
NULL AA 0 A_FireCustomMissile("ShotSmokeSpawner",0,0,0+Random(-5,5),0+Random(-5,5),0)
Stop

Spawn:
SGN2 A -1
Stop
}
}

SHOTGUN

ACTOR Shotgun2 : Shotgun Replaces Shotgun
{
Weapon.SelectionOrder 160
Weapon.SlotNumber 3
Weapon.AmmoGive 10
Weapon.AmmoType "Shell"
Weapon.AmmoType2 "Shell"
AttackSound "weapons/shotgf"

//+WEAPON.NOAUTOAIM

States
{
Ready:
NULL A 0 ACS_Execute(601,0)
SGSL A 1
SGSL B 2
SGSL C 2
SGSL D 2
SGSL E 4
SHTG D 5 A_PlaySound("weapons/shotgunpump")
PKSG G 1
PKSG F 1
PKSG E 1
PKSG D 1
PKSG C 1
PKSG B 1
SHTG A 1 A_WeaponReady
Goto Ready + 13

Deselect:
NULL A 0 ACS_Execute(602,0)
SHTG A 1
SGDS ABC 1
SGDS D 1 SetPlayerProperty(0,1,2)
NULL A 5
NULL A 10
NULL A 1 A_Lower
Wait

Select:
NULL A 1 A_Raise
NULL A 0 SetPlayerProperty(0,0,2)
Loop

Fire:
SHTG A 0 A_FireBullets (5.6, 5.6, 7, 5, "LOSPuff")
SHTG A 5 A_GunFlash
NULL A 0 A_CheckReload
PKSG B 2
PKSG C 1
PKSG D 2
PKSG E 3
PKSG F 4
PKSG G 1
PKSG H 3 A_FireCustomMissile("ShotgunCapsulas1",-20,0,-5,-5)
PKSG GFEDCB 2
SHTG A 5
SHTG A 1 A_ReFire
Goto Ready + 13

Flash:
NULL A 0 A_FireCustomMissile("ShotSmokeSpawner",0,0,0,0,0)
SHTF B 3 Bright A_Light2
SHTF A 2 Bright A_Light1
Goto LightDone

Spawn:
SHOT A -1
Stop
}
}

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Instead of:

Spawn:
SHOT A -1
Stop

Try:

Spawn:
SHOT A -1
Loop

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Would that make it appear in my inventory? Because idfa does not work. Both the dhotgun and the ssg don't appear

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ReX said:

Instead of:

Spawn:
SHOT A -1
Stop

Try:

Spawn:
SHOT A -1
Loop


This is not going to change anything since the -1 duration is infinite anyway.

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Well I don't believe that the states have anything to do with the gun not appearing when I switch between guns. I think it has somthing to do with the player class and defining the weapons that I equip.

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Does the sprite NULLA0 exist anywhere in your wad file? ZDoom won't let you select it because the first frame in its Ready state does not exist. If you just want to display nothing at all, try TNT1A0.

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