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KamkrazyIan

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About KamkrazyIan

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  1. Back again but this time with a more advanced issue I'm trying add custom weapons to a wad I'm working on and as far as I can find it works the same way as adding monsters. But when I follow those steps for weapons 2 things happen. 1. My DECORATE looks like this actor QuadShotgun : Weapon //29999 { //$Category Weapons //$Title Quad-Shotgun Tag "Quad-Shotgun" obituary "%o was obliterated by %k's Quad-Shotgun!" radius 20 height 16 inventory.pickupmessage "You got the Quad-Barrelled shotgun!" weapon.selectionorder 1335 Weapon.SlotNumber 3 weapon.kickback 350 Weapon.AmmoType1 "Shell" Weapon.AmmoType2 "Shell" Weapon.AmmoGive 8 Weapon.AmmoUse1 1 Weapon.AmmoUse2 4 +Weapon.NoAlert Decal "BulletChip" states { Ready: SHT4 A 1 A_WeaponReady loop Deselect: SHT4 A 1 A_Lower loop Select: SHT4 A 1 A_Raise loop Fire: SHT4 A 6 A_CheckReload TNT1 A 0 A_JumpIfInventory("QuadCheck",4,"Reload") TNT1 A 0 A_AlertMonsters TNT1 A 0 A_PlaySound("QuadShotgun/SingleFire",Chan_Weapon) TNT1 A 0 A_CustomPunch(Random(12,18),0,CPF_NOTURN,"BulletPuff",96) //12-18 x Default Melee Random, without turning to face target. TNT1 A 0 Bright A_FireBullets (5.5, 3.2, 6, 7, "Bulletpuff") TNT1 A 0 A_GunFlash TNT1 A 0 A_GiveInventory("QuadCheck", 1) TNT1 A 0 A_GiveInventory("BarrelChange",1) SHT4 AB 3 Bright SHT4 CB 3 Bright SHT4 A 3 A_CheckReload TNT1 A 0 A_JumpIfInventory("QuadCheck",4,"Reload") SHT4 A 1 A_ReFire Goto Ready Reload: SHT4 ABCDEFGHI 2 SHT4 J 5 A_PlaySound("QuadShotgun/Open",6) SHT4 KL 5 TNT1 A 0 A_TakeInventory("QuadCheck", 4)//Resets the cap Counter to 0 TNT1 A 0 A_TakeInventory("BarrelChange",3) //Changes Flash TNT1 A 0 A_PlaySound("QuadShotgun/ReloadAll",Chan_Auto) SHT4 MNO 5 SHT4 P 5 A_PlaySound("QuadShotgun/Close",6) SHT4 A 5 A_CheckReload Goto Ready AltFire: //Quad-Shot (Need at least 4 shells & not fired Primary Shot yet) SHT4 A 6 A_CheckReload TNT1 A 0 A_JumpIfInventory("QuadCheck", 3, "Reload")//Checks Counter Value, reloads if it's 3 TNT1 A 0 A_JumpIfInventory("QuadCheck", 2, "Reload")//Checks Counter Value, reloads if it's 2 TNT1 A 0 A_JumpIfInventory("QuadCheck", 1, "Reload")//Checks Counter Value, reloads if it's 1 TNT1 A 0 Bright A_AlertMonsters TNT1 A 0 A_TakeInventory("BarrelChange",3) SHT4 A 3 Bright A_PlaySound("QuadShotgun/QuadFire",Chan_Weapon) TNT1 A 0 Bright A_GiveInventory("QuadCheck", 4) TNT1 A 0 A_CustomPunch(Random(20,32),0,CPF_NOTURN,"BulletPuff",96) //20-32 x Default Melee Random, without turning to face target. QSSF B 0 Bright A_FireBullets (11.2, 9.1, 25, 7, "BulletPuff") TNT1 A 0 A_GunFlash("AltFlash") SHT4 B 6 Bright SHT4 A 3 A_CheckReload SHT4 A 3 A_JumpIfInventory("QuadCheck", 4, "Reload") Goto Ready Flash: TNT1 A 0 A_JumpIfInventory("BarrelChange",1,"Flash2") SH4X A 1 Bright A_Light1 SH4X E 1 Bright A_Light2 Goto LightDone Flash2: TNT1 A 0 A_JumpIfInventory("BarrelChange",2,"Flash3") SH4X B 1 Bright A_Light1 SH4X F 1 Bright A_Light2 Goto LightDone Flash3: TNT1 A 0 A_JumpIfInventory("BarrelChange",3,"Flash4") SH4X C 1 Bright A_Light1 SH4X G 1 Bright A_Light2 Goto LightDone Flash4: SH4X D 1 Bright A_Light1 SH4X H 1 Bright A_Light2 Goto LightDone AltFlash: SH4X I 4 Bright A_Light1 SH4X J 3 Bright A_Light2 TNT1 A 0 A_Light0 Goto LightDone Spawn: QSGW A -1 stop } } ACTOR BarrelChange : Inventory { Inventory.MaxAmount 3 } //Single-Shot Barrel Flash Alteration ACTOR QuadCheck : Inventory { Inventory.MaxAmount 4 } //Reload Check and the weapon won't even show up when I open my builder. or 2: actor QuadShotgun 29999 { //$Category Weapons //$Title Quad-Shotgun Tag "Quad-Shotgun" obituary "%o was obliterated by %k's Quad-Shotgun!" radius 20 height 16 inventory.pickupmessage "You got the Quad-Barrelled shotgun!" weapon.selectionorder 1335 Weapon.SlotNumber 3 weapon.kickback 350 Weapon.AmmoType1 "Shell" Weapon.AmmoType2 "Shell" Weapon.AmmoGive 8 Weapon.AmmoUse1 1 Weapon.AmmoUse2 4 +Weapon.NoAlert Decal "BulletChip" states { Ready: SHT4 A 1 A_WeaponReady loop Deselect: SHT4 A 1 A_Lower loop Select: SHT4 A 1 A_Raise loop Fire: SHT4 A 6 A_CheckReload TNT1 A 0 A_JumpIfInventory("QuadCheck",4,"Reload") TNT1 A 0 A_AlertMonsters TNT1 A 0 A_PlaySound("QuadShotgun/SingleFire",Chan_Weapon) TNT1 A 0 A_CustomPunch(Random(12,18),0,CPF_NOTURN,"BulletPuff",96) //12-18 x Default Melee Random, without turning to face target. TNT1 A 0 Bright A_FireBullets (5.5, 3.2, 6, 7, "Bulletpuff") TNT1 A 0 A_GunFlash TNT1 A 0 A_GiveInventory("QuadCheck", 1) TNT1 A 0 A_GiveInventory("BarrelChange",1) SHT4 AB 3 Bright SHT4 CB 3 Bright SHT4 A 3 A_CheckReload TNT1 A 0 A_JumpIfInventory("QuadCheck",4,"Reload") SHT4 A 1 A_ReFire Goto Ready Reload: SHT4 ABCDEFGHI 2 SHT4 J 5 A_PlaySound("QuadShotgun/Open",6) SHT4 KL 5 TNT1 A 0 A_TakeInventory("QuadCheck", 4)//Resets the cap Counter to 0 TNT1 A 0 A_TakeInventory("BarrelChange",3) //Changes Flash TNT1 A 0 A_PlaySound("QuadShotgun/ReloadAll",Chan_Auto) SHT4 MNO 5 SHT4 P 5 A_PlaySound("QuadShotgun/Close",6) SHT4 A 5 A_CheckReload Goto Ready AltFire: //Quad-Shot (Need at least 4 shells & not fired Primary Shot yet) SHT4 A 6 A_CheckReload TNT1 A 0 A_JumpIfInventory("QuadCheck", 3, "Reload")//Checks Counter Value, reloads if it's 3 TNT1 A 0 A_JumpIfInventory("QuadCheck", 2, "Reload")//Checks Counter Value, reloads if it's 2 TNT1 A 0 A_JumpIfInventory("QuadCheck", 1, "Reload")//Checks Counter Value, reloads if it's 1 TNT1 A 0 Bright A_AlertMonsters TNT1 A 0 A_TakeInventory("BarrelChange",3) SHT4 A 3 Bright A_PlaySound("QuadShotgun/QuadFire",Chan_Weapon) TNT1 A 0 Bright A_GiveInventory("QuadCheck", 4) TNT1 A 0 A_CustomPunch(Random(20,32),0,CPF_NOTURN,"BulletPuff",96) //20-32 x Default Melee Random, without turning to face target. QSSF B 0 Bright A_FireBullets (11.2, 9.1, 25, 7, "BulletPuff") TNT1 A 0 A_GunFlash("AltFlash") SHT4 B 6 Bright SHT4 A 3 A_CheckReload SHT4 A 3 A_JumpIfInventory("QuadCheck", 4, "Reload") Goto Ready Flash: TNT1 A 0 A_JumpIfInventory("BarrelChange",1,"Flash2") SH4X A 1 Bright A_Light1 SH4X E 1 Bright A_Light2 Goto LightDone Flash2: TNT1 A 0 A_JumpIfInventory("BarrelChange",2,"Flash3") SH4X B 1 Bright A_Light1 SH4X F 1 Bright A_Light2 Goto LightDone Flash3: TNT1 A 0 A_JumpIfInventory("BarrelChange",3,"Flash4") SH4X C 1 Bright A_Light1 SH4X G 1 Bright A_Light2 Goto LightDone Flash4: SH4X D 1 Bright A_Light1 SH4X H 1 Bright A_Light2 Goto LightDone AltFlash: SH4X I 4 Bright A_Light1 SH4X J 3 Bright A_Light2 TNT1 A 0 A_Light0 Goto LightDone Spawn: QSGW A -1 stop } } ACTOR BarrelChange : Inventory { Inventory.MaxAmount 3 } //Single-Shot Barrel Flash Alteration ACTOR QuadCheck : Inventory { Inventory.MaxAmount 4 } //Reload Check The difference between the two being line 1 and the gun will show up in the editor but when I try to launch GZDOOM it tells me that "script error, "testmap.wad:decorate" line xxx: '@property@pickupmessage' is an unknown actor property" What am I screwing up?
  2. KamkrazyIan

    [RESOLVED] Secret Level MAPINFO?

    Thank you both for the advice changing it to zmapinfo was all that was needed. Cheers!
  3. KamkrazyIan

    [RESOLVED] Secret Level MAPINFO?

    I'm working on a wad and I want there to be a secret exit to map 11 on map 03 I have my MAPINFO setup like this map MAP03 "Damned Fate" { LevelNum = 03 skybox = SKYBOX01 next = "MAP04" secretnext = "MAP11" sky1 = "SKYBOX01", 0 cluster = 1 par = 30 sucktime = 1 music = "D_E3M2" } But it still exits to Map 04 of DOOM 2. What am I doing wrong?
  4. KamkrazyIan

    (RESOLVED) Line Defs and Sector Tags not working properly.

    HOLY CRAP YOU'RE RIGHT. I have no idea what the hell is going on with this thing. It wasn't working when I was testing it before I made my post.
  5. KamkrazyIan

    (RESOLVED) Line Defs and Sector Tags not working properly.

    Yeah the action is set to Lower to Lowest Floor. I've attached the wad. It has one that's already setup and works just fine but the second one just won't work for some reason. Broken Door.zip
  6. So I'm pretty new to Doom Editing but I've actually gotten the hang of it pretty well since I started. However, I started having a strange issue today. I'm trying to have a raised piece of floor lower once it's been walked over. The line with the action is tagged with the same tag as the piece of floor and has the proper actions assigned to it but it refuses to work which I'm finding very frustrating considering I did several yesterday on a different map and they all worked just fine. Anybody have a clue as to what I'm doing wrong or what may be happening? Editing in ZDoom (Doom in Hexen) format.
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