Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Dark_Shadow4002

Decorate Help (this is sad)

Recommended Posts

Ok i am posting code below from my decorate lump....i am trying to make a newer shot gun with less ammo holding as well as an ejecting casing....i get the Icon to show up on the hud, as well as on the hud it shows the ammo stores...but guess what...it won't allow me to select it...is there a key bind line or something?? Anyway here is the decorate script...you tell me whats wrong...i read over the Wiki a dozen or so times...it looks correct...but the damn weapon will not be selected at all....

Code:

ACTOR 12GuageShotgun : Weapon 20010
{
obituary "%o Perforated %k's 12-Guage."
radius 20
height 16
attacksound "weapons/shotty"
inventory.pickupmessage "aquired 12-Guage"
weapon.selectionorder 1300
weapon.kickback 100
weapon.ammotype "ShottyShells"
weapon.ammouse 1
weapon.ammogive 2
states
{
Ready:
SHTG A 1 A_WeaponReady
loop
Deselect:
SHTG A 1 A_Lower
loop
Select:
SHTG A 1 A_Raise
loop
Fire:
SHTG A 3
SHTG A 0 A_FireBullets (5.6, 0, 7, 5, "BulletPuff")
SHTG A 7 A_GunFlash
SHTG BC 5 A_FireCustomMissile("ShotgunCasing",45+random(-8,8),0,2,3)
SHTG D 4
SHTG CB 5
SHTG A 3
SHTG A 7 A_ReFire
goto Ready
Flash:
SHTF A 4 bright A_Light1
SHTF B 3 bright A_Light2
SHTF B 0 bright A_Light0
stop
Spawn:
SHOT A -1
stop
}
}

actor ShottyShells : Ammo 10471
{
inventory.pickupmessage "4 12 Guage Shells."
inventory.amount 4
inventory.maxamount 20
inventory.icon "SHELA0"
ammo.backpackamount 2
ammo.backpackmaxamount 40
states
{
Spawn:
SHEL A -1
stop
}
}

actor ShottyShellCase : ShottyShells 10472
{
inventory.pickupmessage "Aquired a case of 12-Guage Shells."
inventory.amount 10
states
{
Spawn:
SHEL A -1
stop
}
}


ACTOR ShotgunCasing
{
Height 12
Radius 9
Speed 4
Scale 0.45
PROJECTILE
+DOOMBOUNCE
- NOGRAVITY
SeeSound "weapons/Shell1"
States
{
Spawn:
SHLC A 0 A_PlaySound("NULL")
SHLC ACBHEGFD 1
Goto Spawn+1
Death:
SHLC A 0 A_Jump(32,8)
SHLC A 0 A_Jump(37,8)
SHLC A 0 A_Jump(43,8)
SHLC A 0 A_Jump(51,8)
SHLC A 0 A_Jump(64,8)
SHLC A 0 A_Jump(85,8)
SHLC A 0 A_Jump(128,8)
SHLC A 350
Stop
SHLC B 350
Stop
SHLC C 350
Stop
SHLC D 350
Stop
SHLC E 350
Stop
SHLC F 350
Stop
SHLC G 350
Stop
SHLC H 350
Stop
}
}

Share this post


Link to post

quick question...i couldn't find anything about "reloading" where would i place and what are the flags for a "clip size" and the "check ammo level" kinda flag to that the weapon has to be reloaded before firing...also would i have to referance a binding in the KEYCONF lump?


On a final note... i wish to use this weapon as a replacement for the stock shotgun...is there a way to eliminate the original so that this weapon is there and no other ammo appears in the inventory if teh player uses the ammo cheats..and also eliminate the original shotty from the inventory as well?

Share this post


Link to post

simply place a

replaces Shotgun
behind the very first line of your actor definition so that it looks like this:
ACTOR 12GuageShotgun : Weapon replaces Shotgun 20010

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
×