Wad problems
Wad problems
I got a code for a weapon, but it doesnt work. So why not ask it in a thread as always...
So this weapon did not have a code, its code fully by me. Im not a pro in it, so it might be something dumb.
The primary fire fires as usual, the secondary should reload it.
Could someone fix it?
and maybe even make a code for the alien? the alien is supposed to be a class[/size]
http://www.mediafire.com/download/xxxxx ... xxxxxxxxxx
(yes, im making a mod)
So this weapon did not have a code, its code fully by me. Im not a pro in it, so it might be something dumb.
The primary fire fires as usual, the secondary should reload it.
Could someone fix it?
and maybe even make a code for the alien? the alien is supposed to be a class[/size]
http://www.mediafire.com/download/xxxxx ... xxxxxxxxxx
(yes, im making a mod)
Last edited by Mr.Man on Sun Dec 15, 2013 7:58 pm, edited 1 time in total.
RE: Weapon fix
You want people to make a code for your rifle or edit the code so the weapon acts good?
If the latter one, there is no code in it.
If the latter one, there is no code in it.
THE ROMANIAN POWER
Code: Select all
<+Dastan> edd
<+Dastan> boxxy skin when
<+Shift> dastan you really want to fap at it this much and now you are going crazy and shredding your hair into a million tiny pieces for this boxxy skin to come out that way you can cum out
<+Dastan> Shift, yes
--------------------------------------------------------------------
21:53:26 <@Estar> well, if i'd be a girl, i would say ideidoom has ok looks
- CloudFlash
- Zandrone
- Posts: 1074
- Joined: Mon Jun 04, 2012 5:35 pm
- Location: Wonderland (except not really)
RE: Weapon fix
Protip: put a_giveinventory("shotalready",1) in fire state and a_takeinventory("shotalready",999) in altfire.
Didn't even bother to dl the wad, so forgive me if you figured that out already.
Didn't even bother to dl the wad, so forgive me if you figured that out already.
Last edited by CloudFlash on Thu Dec 12, 2013 5:42 pm, edited 1 time in total.
https://i.imgflip.com/i5tpe.jpg
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
RE: Weapon fix
I have a code in there, it just doesnt work. I have no idea why, because the origional worked (it was a different weapon of mine, similar to the shotgun in ZH). I just edited all names and functions.
I havent used the giveinventory, is that really neccesary? Im only having the problem that the weapon pops up anyway, the rest MUST be working, because i didnt skip anything, i think.
EDIT: how many of those items should i put in max? the amound 1 clip holds?
I havent used the giveinventory, is that really neccesary? Im only having the problem that the weapon pops up anyway, the rest MUST be working, because i didnt skip anything, i think.
EDIT: how many of those items should i put in max? the amound 1 clip holds?
Last edited by Mr.Man on Thu Dec 12, 2013 7:04 pm, edited 1 time in total.
- CloudFlash
- Zandrone
- Posts: 1074
- Joined: Mon Jun 04, 2012 5:35 pm
- Location: Wonderland (except not really)
RE: Weapon fix
Yes, the amount one clip holds. Also I forgot to mention you should put an a_jumpifinventory("shotalready",<max clip size>,"Make a clicking sound/Reload/Fail") before the actual fire happens, else it will keep shooting while ignoring clip size.
https://i.imgflip.com/i5tpe.jpg
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
RE: Weapon fix
Yes, and a seperate actor to define shotalready. But that doesnt fix the weapon, does it? I guess its part of it, but it doesnt pop up at all when i summon it and such.
- CloudFlash
- Zandrone
- Posts: 1074
- Joined: Mon Jun 04, 2012 5:35 pm
- Location: Wonderland (except not really)
RE: Weapon fix
Of course it won't spawn, since this is a 'behind-the-scenes' thing that players shouldn't be able to pick up anyway. All it needs to do is exist so players can obtain it while shoting and lose it when reloading.
Also it should give the 'shots even without ammo in clips' effect, and that was the objective, right?
Also it should give the 'shots even without ammo in clips' effect, and that was the objective, right?
Last edited by CloudFlash on Fri Dec 13, 2013 6:48 am, edited 1 time in total.
https://i.imgflip.com/i5tpe.jpg
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
RE: Weapon fix
Alright, RainboW fixed it for me. I had made a small mistake in coding:
Apart from that i also forgot to include the file in the decorate, sot hats why it also didnt pop up. Im keeping this thread open for more problems, in case i encounter some. I dont feel like making 500 threads for this :l
1 small problem in that code.
The reload doesnt work, which is just a messy mistake by me. I copied the shotgun acs from ZH, but i dont get the actuall reload real good. I want it to top off on 30 shots whenever you reload it.
Code: Select all
actor AlienRifle : Weapon
{
obituary "%o ran into %k and %p alien rifle"
Weapon.AmmoType1 ""
Weapon.AmmoType2 "ArifleClipIn"
Weapon.AmmoUse 0
Weapon.AmmoUse2 0
States
{
Ready:
CHGG A 0 A_JumpIfInventory("ArifleClipIn",0,"ReadyFull")
CHGG A 1 A_WeaponReady
Loop
ReadyFull:
CHGG A 1 A_WeaponReady(WRF_NOSECONDARY)
Wait
Deselect:
CHGG A 1 A_Lower
Loop
Select:
CHGG A 1 A_Raise
Loop
Fire:
CHGG A 0 A_JumpIfInventory("ArifleClipIn",1,3)
CHGF A 1 A_PlayWeaponSound("weapons/noammo")
Goto AltFire
CHGF B 0 Bright
CHGF B 0 A_PlayWeaponSound("TERIFLE/fire")
CHGF B 1 A_FireBullets (5.0, 5.0, 8, 10, "BulletPuff2")
CHGF B 0 A_TakeInventory("ArifleClipIn",1)
Goto Ready
AltFire:
MISF B 0 A_JumpIfInventory("ArifleClipIn",8,2)
MISF B 0 A_JumpIfInventory("AlienRifle",1,2)
MISF B 0
Goto Ready
MISF B 1 A_PlayWeaponSound("TERIFLE2")
MISF C 1
MISF D 1
MISF A 0 A_GiveInventory("ArifleClipIn",30)
MISF A 0 A_JumpIfInventory("ArifleClipIn",8,2)
MISF A 0 A_JumpIfInventory("AlienRifle",1,1)
MISF A 0
Goto Ready
}
}
Actor ArifleClipIn : Ammo
{
+INVENTORY.IGNORESKILL
Inventory.MaxAmount 30
}1 small problem in that code.
The reload doesnt work, which is just a messy mistake by me. I copied the shotgun acs from ZH, but i dont get the actuall reload real good. I want it to top off on 30 shots whenever you reload it.
Last edited by Mr.Man on Fri Dec 13, 2013 7:17 pm, edited 1 time in total.
- CloudFlash
- Zandrone
- Posts: 1074
- Joined: Mon Jun 04, 2012 5:35 pm
- Location: Wonderland (except not really)
RE: Weapon fix
1: Why does the weapon have to check if it is in players' inventory if player is using its altfire? This is just useless, unless you know how to use weapon's altfire without having the weapon ._.Mr.Man wrote:Code: Select all
AltFire: MISF B 0 A_JumpIfInventory("ArifleClipIn",8,2) MISF B 0 A_JumpIfInventory("AlienRifle",1,2) MISF B 0 Goto Ready MISF B 1 A_PlayWeaponSound("TERIFLE2") MISF C 1 MISF D 1 MISF A 0 A_GiveInventory("ArifleClipIn",30) MISF A 0 A_JumpIfInventory("ArifleClipIn",8,2) MISF A 0 A_JumpIfInventory("AlienRifle",1,1) MISF A 0 Goto Ready
2: Why does it have to check anything else after it gives you back full clip? This is just useless, since altfire state already finished it's job and you have full clip again ._.
https://i.imgflip.com/i5tpe.jpg
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
RE: Weapon fix
Code: Select all
AltFire:
MISF B 0 A_JumpIfInventory("ArifleClipIn",8,2)
MISF B 0 A_JumpIfInventory("AlienBullets",1,2)
MISF B 0
Goto Ready
MISF B 1 A_PlayWeaponSound("TERIFLE2")
MISF C 1
MISF D 1
Load:
MISF A 0 A_TakeInventory("AlienBullets",1)
MISF A 0 A_GiveInventory("ArifleClipIn",1)
MISF A 0 A_JumpIfInventory("ArifleClipIn",8,2)
MISF A 0 A_JumpIfInventory("AlienBullets",1,"Load")
MISF A 0
Goto ReadyReinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

RE: Weapon fix
Hmm is doesnt seem to work. I use a bit of modified script to make everything work, that might be the problem. Here is what i have:
EDIT: it might be whatever is in
CHGG A 0 A_JumpIfInventory("RifleClipIn",1,3)
CHGF B 4 A_FireBullets (5.0, 5.0, 1, 10, "BulletPuff2")
MISF A 0 A_TakeInventory("RifleBullets",1)
MISF A 0 A_GiveInventory("RifleClipIn",1)
MISF A 0 A_JumpIfInventory("RifleClipIn",8,2)
MISF A 0 A_JumpIfInventory("RifleBullets",1,"Load")
because i did not touch those, it doesnt show what it loads either.
i really suck on my first time of coding D:[/size]
Code: Select all
actor Rifle : Weapon
{
obituary "%o ran into %k and %p rifle"
Weapon.AmmoType1 "RifleClipIn"
Weapon.AmmoUse 0
Weapon.AmmoGive 30
States
{
Ready:
CHGG A 0 A_JumpIfInventory("RifleClipIn",0,"ReadyFull")
CHGG A 1 A_WeaponReady
Loop
ReadyFull:
CHGG A 1 A_WeaponReady(WRF_NOSECONDARY)
Wait
Deselect:
CHGG A 1 A_Lower
Loop
Select:
CHGG A 1 A_Raise
Loop
Fire:
CHGG A 0 A_JumpIfInventory("RifleClipIn",1,3)
CHGF A 1 A_PlayWeaponSound("weapons/noammo")
Goto AltFire
CHGF B 1 Bright
CHGF B 1 A_PlayWeaponSound("rifle/fire")
CHGF B 4 A_FireBullets (5.0, 5.0, 1, 10, "BulletPuff2")
CHGF A 4
CHGF A 0 A_TakeInventory("RifleClipIn",1)
Goto Ready
/*AltFire:
MISF B 0 A_JumpIfInventory("RifleClipIn",8,2)
MISF B 0 A_JumpIfInventory("RifleBullets",1,2)
MISF B 0
Goto Ready
MISF B 1 A_PlayWeaponSound("rifle2")
MISF C 1
MISF D 1
Load:
MISF A 0 A_TakeInventory("RifleBullets",1)
MISF A 0 A_GiveInventory("RifleClipIn",1)
MISF A 0 A_JumpIfInventory("RifleClipIn",8,2)
MISF A 0 A_JumpIfInventory("RifleBullets",1,"Load")
MISF A 0
Goto Ready*/
}
}
Actor RifleClipIn : Ammo
{
+INVENTORY.IGNORESKILL
Inventory.MaxAmount 30
}
CHGG A 0 A_JumpIfInventory("RifleClipIn",1,3)
CHGF B 4 A_FireBullets (5.0, 5.0, 1, 10, "BulletPuff2")
MISF A 0 A_TakeInventory("RifleBullets",1)
MISF A 0 A_GiveInventory("RifleClipIn",1)
MISF A 0 A_JumpIfInventory("RifleClipIn",8,2)
MISF A 0 A_JumpIfInventory("RifleBullets",1,"Load")
because i did not touch those, it doesnt show what it loads either.
i really suck on my first time of coding D:[/size]
Last edited by Mr.Man on Fri Dec 13, 2013 8:52 pm, edited 1 time in total.
RE: Weapon fix
1. Why did you completely comment out the reload states?Mr.Man wrote:Code: Select all
Fire: CHGG A 0 A_JumpIfInventory("RifleClipIn",1,3) CHGF A 1 A_PlayWeaponSound("weapons/noammo") Goto AltFire CHGF B 1 Bright CHGF B 1 A_PlayWeaponSound("rifle/fire") CHGF B 4 A_FireBullets (5.0, 5.0, 1, 10, "BulletPuff2") CHGF A 4 CHGF A 0 A_TakeInventory("RifleClipIn",1) Goto Ready } }
2. "CHGG A 0 A_JumpIfInventory("RifleClipIn",1,3)" in the Fire state is jumping too many frames. It only needs to jump 2 frames, not 3.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

RE: Weapon fix
Yeah, thats what i ment. I copied the shotgun code of Zombie Horde, because it had a reload. However, it only reloads 1 bullet per loops. Like i said, i did not touch that part, because i never did an altfire.
but we all have to start somewhere, right? :s
EDIT: i see that doomcenter uses the reload for the uac rifle different. It seems to fill up the slots with cardridges. Would that be better?
EDIT 2: This is off-topic, but i dont want to make a thread for such small thing. My flat textures turn to "unknown" when i save them in my wad. How do i fix that?
but we all have to start somewhere, right? :s
EDIT: i see that doomcenter uses the reload for the uac rifle different. It seems to fill up the slots with cardridges. Would that be better?
EDIT 2: This is off-topic, but i dont want to make a thread for such small thing. My flat textures turn to "unknown" when i save them in my wad. How do i fix that?
RE: Weapon fix
To your last question: Did you add the TEXTUREx patch file? With the markers that correspond to the flat textures start and end?
Last edited by IdeIdoom on Sat Dec 14, 2013 3:31 pm, edited 1 time in total.
THE ROMANIAN POWER
Code: Select all
<+Dastan> edd
<+Dastan> boxxy skin when
<+Shift> dastan you really want to fap at it this much and now you are going crazy and shredding your hair into a million tiny pieces for this boxxy skin to come out that way you can cum out
<+Dastan> Shift, yes
--------------------------------------------------------------------
21:53:26 <@Estar> well, if i'd be a girl, i would say ideidoom has ok looks
Wad problems
Renaming this to "wad problems", because it seems like there are quite some issues regarding my wad.
1. The reload of the weapon
2. Flat texture turns unknown.
3. My pk3 wont load in DoomBuilder
4. The claw weapon (name is Alien) chooses a target, and everytime i attack it points towards that target.
So far i have this for a while now, it seems like something uncommon too.
1. The reload of the weapon
2. Flat texture turns unknown.
3. My pk3 wont load in DoomBuilder
4. The claw weapon (name is Alien) chooses a target, and everytime i attack it points towards that target.
So far i have this for a while now, it seems like something uncommon too.