D_GARG Posted October 30, 2015 Hi! I wanted to make a revolver for GZDOOM so I found some image to make sprites out of it, wrote some code in decorate, find the item in doombuilder, but during the testing I cannot select the weapon and the pickup sprite is replaced with a "unknown" marker. it has to be the graphics that are corrupted, I did the editing in MSPAINT (I know its the oposite of impressive). and now I dont know what to do. Can anyone help a lost mapper out? 0 Share this post Link to post
scifista42 Posted October 30, 2015 The "unknown marker" marks an unknown DECORATE actor, not unknown sprite (unknown sprites are not displayed at all). So the problem must be that your DECORATE is not being loaded with the wad that you're testing. Check the startup log for error/warning messages. 0 Share this post Link to post
D_GARG Posted October 30, 2015 I have no idea what it is, here is the code: actor HybridRevolver : DoomWeapon 15115 { Weapon.AmmoUse 1 AttackSound "Weapons/M16GFIR" Weapon.Selectionorder 1900 Weapon.AmmoGive 6 Weapon.SlotNumber 2 Weapon.AmmoType "RifleAmmo" Obituary "%o Got Ripped Apart by %k's Loud-Mouth Revolver." Decal "BulletChip" AttackSound "Weapon/SPIFIR" Inventory.Pickupmessage "Picked up a UAC Magnum Hybrid Revolver." States { Spawn: UHRF A -1 Stop Ready: UHRF A 1 A_WeaponReady Loop Deselect: UHRF A 1 A_Lower Loop Select: UHRF A 1 A_Raise Loop Fire: UHRF A 0 UHRF A 3 A_FireBullets(1.5,1.5,-1,19) UHRF A 3 UHRF A 3 UHRF A 3 UHRF A 3 UHRF A 2 A_ReFire Goto Ready Flash: UHRF A 3 Bright A_Light1 UHRF A 3 Bright Goto LightDone } } I named all frames the same as a experiment. it wount work with this code still 0 Share this post Link to post
scifista42 Posted October 30, 2015 1. Are your sprites correctly placed between sprite markers? (S_START/S_END, or SS_START/SS_END, or "sprites" folder inside a .pk3 file) 2. Is "RifleAmmo" defined elsewhere in your DECORATE? 3. Do you see any warning or error messages in the startup log, or not? Errors and warnings are typically color-highlighted. You can view the startup log within the game by opening console and scrolling up. 0 Share this post Link to post
D_GARG Posted October 31, 2015 is there any maximum number of weapons you can add? 0 Share this post Link to post
scifista42 Posted October 31, 2015 I read in an old thread that it's 8 weapons per 1 weapon slot. There are 10 "standard" weaponslots (numbers 0-9) (so 80 weapons in total), but you can define new weaponslots too. 0 Share this post Link to post