shade2345 Posted August 11, 2012 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 } } 0 Share this post Link to post
ReX Posted August 11, 2012 Instead of: Spawn: SHOT A -1 Stop Try: Spawn: SHOT A -1 Loop 0 Share this post Link to post
shade2345 Posted August 11, 2012 Would that make it appear in my inventory? Because idfa does not work. Both the dhotgun and the ssg don't appear 0 Share this post Link to post
Gez Posted August 11, 2012 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. 0 Share this post Link to post
shade2345 Posted August 11, 2012 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. 0 Share this post Link to post
wildweasel Posted August 11, 2012 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. 0 Share this post Link to post
shade2345 Posted August 11, 2012 Okay I will attempt to fix this. Wait I need to try. I will post another reply once I see how it works 0 Share this post Link to post