However, it looks like inheritance can't be used to replace existing weapons? Or am I doing something wrong?
Here's the code I tested in Zandronum and ZDoom. If I'm reading it right, it should replace the Pistol with a weapon which is similar to the BFG. However, upon running, the Pistol behaves the same as always.
Code: Select all
ACTOR BFG_tw : Pistol replaces Pistol
{
Game Doom
Height 20
SpawnID 31
Weapon.SelectionOrder 2800
Weapon.AmmoUse 40
Weapon.AmmoGive 40
Weapon.AmmoType "Cell"
+WEAPON.NOAUTOFIRE
Inventory.PickupMessage "$GOTBFG9000"
Tag "$TAG_BFG9000"
States
{
Ready:
BFGG A 1 A_WeaponReady
Loop
Deselect:
BFGG A 1 A_Lower
Loop
Select:
BFGG A 1 A_Raise
Loop
Fire:
BFGG A 20 A_BFGSound
BFGG B 10 A_GunFlash
BFGG B 10 A_FireBFG
BFGG B 20 A_ReFire
Goto Ready
Flash:
BFGF A 11 Bright A_Light1
BFGF B 6 Bright A_Light2
Goto LightDone
Spawn:
BFUG A -1
Stop
}
}