invictius Posted April 1, 2013 This wad: http://www.doomworld.com/idgames/index.php?id=16631 doesn't seem to want to allow this custom weapon: http://www.realm667.com/index.php/component/docman/doc_download/268-nuclear-missile to load (other custom weapons also). I'm not trying to use it as a pickup, just with idkfa or give all in the console. Could the wad have "barred" non-skulltag weapons from being loaded with it? 0 Share this post Link to post
Lippeth Posted April 9, 2013 There's nothing wrong with either wad. Realm667 weapons are just resources for you to integrate into your own work. All you need to do is assign it to a weapon slot in it's DECORATE lump. Use something like Slade 3 to do this. Basically paste this: Weapon.SlotNumber 7 (or whatever number you want to assign it to) somewhere between the ACTOR definition and the animation states. 0 Share this post Link to post
Kappes Buur Posted April 9, 2013 Lippeth said:Basically paste this: Weapon.SlotNumber 7 There is no need to do this, because in KEYCONF it is set up as default to slot 7. To make this work, all you have to do is copy all lumps from nuclearmissile.wad into your map and give the actor a DoomEd number, eg: ACTOR NuclearMissileLauncher : Weapon 15555 and not to forget the ammo ACTOR NuclearMissile : Ammo 15556 0 Share this post Link to post