Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • 0
zaszthedestroyer

i dont understand the new system....

Question

maybe im just showing my age here but Ive been trying for hours to get my weapon in game and it simply refuses to work.

Ive read all over Google and doom world forums that KEYCONF is no longer used for inserting weapons...tough, cause that's all i know.

i tried using decorate to Swap out the chain gun for my weapon and it's not working, either i get an error on game launch, or the weapon simply will not show up in game.

like it wont even let me select it! Ive been tearing my hair out for hours trying to Google this and finally, i need help. zdoom wiki can be so vague its not funny, i  need a persons help, please.

 

sample of script:

Attempt 1:

 

 ACTOR p90 : Doomweapon 
  {
     Weapon.SelectionOrder 350
     Inventory.PickupSound "misc/usgpickup"
     Weapon.AmmoGive 50
     Weapon.AmmoUse 2
     //Weapon.AmmoType "Clip"
     Weapon.SlotNumber 4
     //Inventory.PickupMessage "Player should not see this message"
    // AttackSound "weapons/ubersgf" 
     States
     {
     Spawn: // This state is entered when you drop the weapon.
        P90S A -1
        Stop
     Ready: // This state is entered when you have this weapon selected.
        P90S A 1 A_WeaponReady
        Loop 
     Deselect: // This state is entered when you deselect the current selected weapon.
        P90S A 1 A_Lower
        Loop 
     Select: // This state is entered when you select this weapon.
        P90S A 1 A_Raise
        Loop 
     Fire: // The firing state.
        P90S AB 4 A_FireCGun
        P90S b 0 A_ReFire
        Goto Ready
     Flash: // The weapons flash.
        P90S A 5 A_FireBullets(10,10,15,30,0,1)
        Stop
     }
  }

 

 

Attempt 2:

 

ACTOR P90 : DoomWeapon REPLACES Chaingun
{
 Weapon.BobStyle Alpha
}

 

also, tried adding a playerclass for keyconf, from which to inherit, that did not work either.

decorate:

ACTOR genericplayer : DOOMPlayer replaces DOOMPlayer
{
Health 100
Radius 16
Height 56
Mass 100
PainChance 255
Speed 1
Player.DisplayName "ethan"
  Player.WeaponSlot 1, Fist, Chainsaw
  Player.WeaponSlot 2, Pistol
  Player.WeaponSlot 3, Shotgun, SuperShotgun
  Player.WeaponSlot 4, p90
  Player.WeaponSlot 5, RocketLauncher
  Player.WeaponSlot 6, PlasmaRifle
  Player.WeaponSlot 7, BFG9000

}

 

Keyconf:
Clearplayerclasses
addplayerclass "generic player"

 

Share this post


Link to post

16 answers to this question

Recommended Posts

  • 1

Use MAPINFO to create player classes instead eg

GameInfo
{
   PlayerClasses = "Player"
}



I can't say much on the DECORATE code though, as they only seem to be examples.

Share this post


Link to post
  • 1

Don't forget to add into decorate this: 

ACTOR newdoom : DoomPlayer
{
   Player.StartItem "Pistol"
   Player.StartItem "Fist"
   Player.StartItem "Clip", 50
   Player.WeaponSlot 1, fist, Chainsaw
   Player.WeaponSlot 2, pistol
   Player.WeaponSlot 3, Shotgun, SuperShotgun
   Player.WeaponSlot 4, p90
   Player.WeaponSlot 5, rocketLauncher
   Player.WeaponSlot 6, plasmaRifle
   Player.WeaponSlot 7, BFG9000
}

and try this instead: 

ACTOR P90: Chaingun REPLACES Chaingun

Share this post


Link to post
  • 0
9 hours ago, Kappes Buur said:

Yup, it can certainly seem daunting. So, it is best to take it one step at a time.

Here are some links you may find of value

 

How Do I Edit Monsters And Weapons?

[EDIT 07/24/05] DECORATE Weapons Support Guide

[TUTORIAL] - How to DECORATE Your ZDoom

GunLabs Tutorials

Realm667 Armory
 

 

 

i looked over these tutorials and changed my script accordingly, but it still wont even show up in game. 

i switched it from slot 4 to slot eight and it still wont work

  

 

8 hours ago, Voros said:

Use MAPINFO to create player classes instead eg


GameInfo
{
   PlayerClasses = "Player"
}

i did it, unfortunately, i just cant seem to catch a break here.

 

Share this post


Link to post
  • 0

update:

i tried to put in a new enemy sprite for testing, and that did the same thing.

i used the replace command and now its gone, so im not sure what to do here.

i mean, coding doom shouldn't be THIS difficult. i used to be able to switch stuff in and out no problem b4 they disabled KEYCONF.

not to mention the ZDoom UI is the least helpful debugger ever. im just venting because im frustrated, but i really need to figure this out,

or i cant make the game.

Share this post


Link to post
  • 0

here ya go. i edited it according to kappus burr's tutorials.

im sorry if ive been a little snippy, ive been trying to solve this with the worst headache ive had in months.

ACTOR Genericmarine : DoomPlayer
{
   Player.StartItem "Pistol"
   Player.StartItem "Fist"
   Player.StartItem "Clip", 50
   Player.WeaponSlot 1, fist, Chainsaw
   Player.WeaponSlot 2, pistol
   Player.WeaponSlot 3, Shotgun, SuperShotgun
   Player.WeaponSlot 4, p90
   Player.WeaponSlot 5, rocketLauncher
   Player.WeaponSlot 6, plasmaRifle
   Player.WeaponSlot 7, BFG9000
}
/*
ACTOR P90 : DoomWeapon REPLACES Chaingun
{
 Weapon.BobStyle Alpha
}
*/
 ACTOR P90 : Chaingun replaces Chaingun
  {
     //Weapon.SelectionOrder 350
     //Inventory.PickupSound "misc/usgpickup"
     Weapon.AmmoGive 50
     Weapon.AmmoUse 2
     //Weapon.AmmoType "Clip"
     //weapon.SlotNumber 8
     Weapon.ammotype "clip"
     Inventory.PickupMessage "Player should not see this message"
    // AttackSound "weapons/ubersgf" 
     States
     {
     Spawn: // This state is entered when you drop the weapon.
        MGUN A -1
        Stop
     Ready: // This state is entered when you have this weapon selected.
        P90S A 1 A_WeaponReady
        Loop 
     Deselect: // This state is entered when you deselect the current selected weapon.
        P90S A 1 A_Lower
        Loop 
     Select: // This state is entered when you select this weapon.
        P90S A 1 A_Raise
        Loop 
     Fire: // The firing state.
        P90T AB 4 A_gunflash //A_firecgun
        P90T B 0 A_FireBullets (5.5, 3, 8, 4, "bulletpuff", 1)//A_ReFire bulletpuff defualts are set for shotgun
        Goto Ready
     Flash: // The weapons flash.
        P90S A 5 BRIGHT A_LIght2
        P90S A 5 BRIGHT A_Light1
        TNT1 A 1 A_light0
        goto lightdone
        //Stop
     }
  }

Share this post


Link to post
  • 0

Are your P90 sprites actually within the SS_START / SS_END markers in the case of a .wad file, or the /sprites directory in the case of a .pk3 / .zip?

 

Because you can't switch to a weapon that has a Ready state with no proper sprite.

Share this post


Link to post
  • 0

a yep. that solved the weapon issue. but a custom enemy i did is not showing up either, is that...whats going on there?

to clarify i moved that in to the sprite folder too.

Share this post


Link to post
  • 0

Thank you, that may work.

i just assumed this was like a wad file and one just threw the pictures inside...

i suppose not. in any case, the weapon works, so thank you.

 

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×