Cant change weapons with a custom weapon
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Screenracer
- Posts: 69
- Joined: Mon May 27, 2013 5:29 pm
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Watermelon
- Zandrone
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RE: Cant change weapons with a custom weapon
Last edited by Watermelon on Sat Jun 01, 2013 4:21 pm, edited 1 time in total.
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Screenracer
- Posts: 69
- Joined: Mon May 27, 2013 5:29 pm
RE: Cant change weapons with a custom weapon
Yes, heres my M16 code that im having problems with.
Actor M16 : Weapon 17000
{
Obituary "%o was mowed down by %k's M16."
AttackSound "Weapons/M16GFIR"
Inventory.PickupMessage "You got the assault rifle!"
Weapon.SlotNumber 4
Weapon.KickBack 100
Weapon.AmmoType "Clip"
Weapon.AmmoUse 1
Weapon.AmmoGive 20
Decal "BulletChip"
States
{
Ready:
M16G A 1 A_WeaponReady
Loop
Deselect:
M16G A 1 A_Lower
Loop
Select:
M16G A 1 A_Raise
Loop
Fire:
M16F AB 2 bright A_FireBullets (3,1.6,-1,4,"BulletPuff")
M16F A 0 A_ReFire
Goto Ready
Flash:
TNT1 A 2 bright
Stop
Spawn:
M16P A -1
Stop
}
}
RE: Cant change weapons with a custom weapon
Did you have problems switching to, or switching away from the weapon? Also, if you have added the slot definitions to the keyconf lump, don't.
RE: Cant change weapons with a custom weapon
If you are playing with another mod that has a KEYCONF lump, then it will clobber your Weapon.SlotNumbers, and you will have to make your own KEYCONF lump.
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Screenracer
- Posts: 69
- Joined: Mon May 27, 2013 5:29 pm
RE: Cant change weapons with a custom weapon
No im making my own mod and im having troubles switching to the M16, when I pick it up and switch from it to my pistol and try to switch back to it its not even in the arms numbers, the game takes it like I have never picked it up.
RE: Cant change weapons with a custom weapon
Takes it? Can you see it if you enter printinv in the console?
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Screenracer
- Posts: 69
- Joined: Mon May 27, 2013 5:29 pm
RE: Cant change weapons with a custom weapon
Yes.Qent wrote: Takes it? Can you see it if you enter printinv in the console?
RE: Cant change weapons with a custom weapon
Would you mind sharing some version of the mod?
RE: Cant change weapons with a custom weapon
From my experience using the keyconf method of defining weapon slots is considerably less prone to bugging out than defining slots through Weapon.SlotNumber. So I pretty much recommend that over the decorate property.
If you define through keyconf and things still don't work, then yeah, uploading the mod in question would be welcome.
If you define through keyconf and things still don't work, then yeah, uploading the mod in question would be welcome.
RE: Cant change weapons with a custom weapon
The reason I use Weapon.SlotNumber is to make my mods play nicely with other weapon mods: two KEYCONFs need a third KEYCONF to reconcile them, but Weapon.SlotNumber is very unobtrusive. Unfortunately being nice sometimes means you get walked all over and need to patch in a new KEYCONF anyway....
Last edited by Qent on Sun Jun 02, 2013 6:03 am, edited 1 time in total.
RE: Cant change weapons with a custom weapon
Last time I tried running a Weapon.SlotNumber mod over a KEYCONF mod I ended up being unable to select any weapon whatsoever. With both mods being KEYCONF, only the weaponset from the last mod is selectable, but that's already a considerable improvement compared to walking around and trying to fight with A Big Nothing.
Plus, to be honest, once again from my experience, even if you get both weaponsets to work technically, they usually don't work well gameplay-wise(read: clusterfuck).
Plus, to be honest, once again from my experience, even if you get both weaponsets to work technically, they usually don't work well gameplay-wise(read: clusterfuck).