Dark_Shadow4002 Posted April 1, 2007 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 } } 0 Share this post Link to post
TheDarkArchon Posted April 1, 2007 a KEYCONF lump is required to bind the weapon to a number key. 0 Share this post Link to post
Dark_Shadow4002 Posted April 1, 2007 omg i am such an idiot....thanks...how STUPID STUPID STUPID. 0 Share this post Link to post
Dark_Shadow4002 Posted April 1, 2007 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? 0 Share this post Link to post
farhaven Posted April 1, 2007 simply place a replaces Shotgunbehind the very first line of your actor definition so that it looks like this:ACTOR 12GuageShotgun : Weapon replaces Shotgun 20010 0 Share this post Link to post