New "DECORATEor" needs help with weapon flags
Posted: Tue Jun 23, 2015 10:46 pm
So, in my weapon pack I use, I have many different weapons I've been tinkering with (all pulled off of the 667 website for my personal enjoyment).
My chaingun replacement is meant to be a pain-locker with wide area spray and low damage, and I want my minigun replacement to use +Ripper and +ForcePain so that weapon may greater utilize that painlock affect. I can't get it to work. Any help?
[spoiler]Actor Repeater : Weapon replaces Minigun
{
Weapon.Slotnumber 4
Weapon.SelectionOrder 5
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You got the plasma repeater!"
Obituary "%o was disintegrated by %k's repeater."
Weapon.AmmoType1 "AMCell"
Weapon.AmmoGive 20
Weapon.AmmoUse 1
+Weapon.Explosive
+Weapon.NoAlert
+Ripper
+ForcePain
AttackSound "Weapons/RepeaterFire"
States
{
Spawn:
REPG I -1
Loop
Ready:
REPG A 0 A_TakeInventory("RepeaterSpin", 3)
REPG A 0 A_GiveInventory("RepeaterFrameA", 1)
REPG A 1 A_WeaponReady
Loop
Deselect:
REPG A 0 A_TakeInventory("RepeaterSpin", 3)
REPG A 0 A_GiveInventory("RepeaterFrameA", 1)
REPG A 1 A_Lower
Loop
Select:
REPG A 1 A_Raise
Loop
Fire:
//===========Spinup
REPG A 0 A_PlaySound("Weapons/RepeaterSpinup")
REPG A 0 A_JumpIfInventory("RepeaterSpin", 1, 8)
REPG A 0 A_JumpIfInventory("RepeaterB", 1, 4)
REPG A 0 A_JumpIfInventory("RepeaterC", 1, 4)
REPG A 0 A_JumpIfInventory("RepeaterD", 1, 4)
REPG A 4
REPG B 4
REPG C 4
REPG D 4 A_GiveInventory("RepeaterFrameA")
REPG A 0 A_JumpIfInventory("RepeaterSpin", 2, 9)
REPG A 0 A_GiveInventory("RepeaterSpin", 1)
REPG A 0 A_JumpIfInventory("RepeaterB", 1, 4)
REPG A 0 A_JumpIfInventory("RepeaterC", 1, 4)
REPG A 0 A_JumpIfInventory("RepeaterD", 1, 4)
REPG A 3
REPG B 3
REPG C 3
REPG D 3 A_GiveInventory("RepeaterFrameA")
REPG A 0 A_JumpIfInventory("RepeaterB", 1, 4)
REPG A 0 A_JumpIfInventory("RepeaterC", 1, 4)
REPG A 0 A_JumpIfInventory("RepeaterD", 1, 4)
REPG A 2
REPG B 2
REPG C 2
REPG D 2 A_GiveInventory("RepeaterFrameA")
//===========Fire
REPG A 0 A_Refire
//===========Spindown
REPG A 0 A_PlaySound("Weapons/RepeaterSpindown")
REPG A 0 A_GiveInventory("RepeaterFrameA", 1)
REPG AA 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameB", 1)
REPG BB 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameC", 1)
REPG CC 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameD", 1)
REPG DD 1 A_WeaponReady(11)
REPG A 0 A_TakeInventory("RepeaterSpin", 1)
REPG A 0 A_GiveInventory("RepeaterFrameA", 1)
REPG AAA 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameB", 1)
REPG BBB 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameC", 1)
REPG CCC 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameD", 1)
REPG DDD 1 A_WeaponReady(11)
REPG A 0 A_TakeInventory("RepeaterSpin", 1)
REPG A 0 A_GiveInventory("RepeaterFrameA", 1)
REPG AAAA 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameB", 1)
REPG BBBB 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameC", 1)
REPG CCCC 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameD", 1)
REPG DDDD 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameA", 1)
REPG AAAA 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameB", 1)
REPG BBBB 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameC", 1)
REPG CCCC 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameD", 1)
REPG DDDD 1 A_WeaponReady(11)
Goto Ready
Hold:
//===========Fire
REPG E 0 Bright A_Gunflash
REPG E 0 Bright A_AlertMonsters
REPG E 2 Bright A_FireBullets(25, 5, 4, 1, "RepPuff", 1, 10240)
REPG F 2 Bright
REPG G 0 Bright A_AlertMonsters
REPG G 2 Bright A_FireBullets(50, 50, 1, 8, "RepPuff", 1, 10240)
REPG H 2 Bright
REPG A 0 A_Refire
//===========Spindown - smartgun 1: 5, 5, 3, 3, smartgun 2: 50, 50, 1, 15,
REPG A 0 A_PlaySound("Weapons/RepeaterSpindown")
REPG A 0 A_GiveInventory("RepeaterFrameA", 1)
REPG AA 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameB", 1)
REPG BB 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameC", 1)
REPG CC 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameD", 1)
REPG DD 1 A_WeaponReady(11)
REPG A 0 A_TakeInventory("RepeaterSpin", 1)
REPG A 0 A_GiveInventory("RepeaterFrameA", 1)
REPG AAA 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameB", 1)
REPG BBB 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameC", 1)
REPG CCC 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameD", 1)
REPG DDD 1 A_WeaponReady(11)
REPG A 0 A_TakeInventory("RepeaterSpin", 1)
REPG A 0 A_GiveInventory("RepeaterFrameA", 1)
REPG AAAA 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameB", 1)
REPG BBBB 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameC", 1)
REPG CCCC 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameD", 1)
REPG DDDD 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameA", 1)
REPG AAAA 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameB", 1)
REPG BBBB 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameC", 1)
REPG CCCC 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameD", 1)
REPG DDDD 1 A_WeaponReady(11)
Goto Ready
Flash:
TNT1 A 2 A_Light2
TNT1 A 2 A_Light1
TNT1 A 0 A_Light0
Stop
}
}
Actor RepeaterSpin : Inventory { Inventory.MaxAmount 2 }
Actor RepeaterB : Inventory { Inventory.MaxAmount 1 }
Actor RepeaterC : Inventory { Inventory.MaxAmount 1 }
Actor RepeaterD : Inventory { Inventory.MaxAmount 1 }
Actor RepeaterFrameA : CustomInventory
{
Inventory.MaxAmount 0
+Inventory.AutoActivate
States
{
Spawn:
TNT1 A 1
Stop
Use:
TNT1 A 0 A_TakeInventory("RepeaterB", 1)
TNT1 A 0 A_TakeInventory("RepeaterC", 1)
TNT1 A 0 A_TakeInventory("RepeaterD", 1)
Stop
}
}
Actor RepeaterFrameB : RepeaterFrameA
{
States
{
Spawn:
TNT1 A 1
Stop
Use:
TNT1 A 0 A_GiveInventory("RepeaterB", 1)
TNT1 A 0 A_TakeInventory("RepeaterC", 1)
TNT1 A 0 A_TakeInventory("RepeaterD", 1)
Stop
}
}
Actor RepeaterFrameC : RepeaterFrameA
{
States
{
Spawn:
TNT1 A 1
Stop
Use:
TNT1 A 0 A_TakeInventory("RepeaterB", 1)
TNT1 A 0 A_GiveInventory("RepeaterC", 1)
TNT1 A 0 A_TakeInventory("RepeaterD", 1)
Stop
}
}
Actor RepeaterFrameD : RepeaterFrameA
{
States
{
Spawn:
TNT1 A 1
Stop
Use:
TNT1 A 0 A_TakeInventory("RepeaterB", 1)
TNT1 A 0 A_TakeInventory("RepeaterC", 1)
TNT1 A 0 A_GiveInventory("RepeaterD", 1)
Stop
}
}
Actor RepPuff
{
Radius 3
Height 3
RenderStyle Add
Alpha 0.75
+ForcePain
+Ripper
+AlwaysPuff
+PuffOnActors
+NoGravity
+NoBlockMap
+PuffGetsOwner
+ForceRadiusDmg
+BloodlessImpact
Decal MummyScorch
States
{
Spawn:
RPUF A 1 Bright
RPUF A 0 Bright A_PlaySound("Weapons/RepeaterHit")
RPUF A 2 Bright A_Explode(7, 44, 0)
RPUF BCDEFG 3 Bright
Stop
}
}
Actor AMCell : Ammo
{
Inventory.PickupSound "misc/i_pkup"
Inventory.Amount 10
Inventory.MaxAmount 300
Ammo.BackpackAmount 10
Ammo.BackpackMaxAmount 600
Inventory.PickupMessage "You picked up an antimatter capsule."
Inventory.Icon WAMCA0
States
{
Spawn:
WAMC A 3 Bright
WAMC B 9
Loop
}
}
Actor AMBox : AMCell
{
Inventory.Amount 50
Inventory.PickupMessage "You picked up a box of antimatter capsules."
States
{
Spawn:
WAMC D 3 Bright
WAMC C 9
Loop
}
}
//clipboxes
Actor VanillaClipBox : ClipBox {}
Actor VanillaClipBoxReplacer : RandomSpawner replaces ClipBox
{
DropItem "VanillaClipBox" 255
DropItem "AMBox" 255
}
//clips
Actor VanillaClip : Clip {}
Actor VanillaClipReplacer : RandomSpawner replaces Clip
{
DropItem "VanillaClip" 255
DropItem "AMCell" 255
}
//spawnable w/o a minigun spawn so it's available anywhere
Actor AMB : AMBox {}
Actor AMBoxReplacer : RandomSpawner replaces AMBox
{
DropItem "AMB" 255, 6
DropItem "Repeater" 255, 1
}[/spoiler]
and a download link if anyone wants to give their opinion on it. Still refining :)
[spoiler]http://www.mediafire.com/download/wh8sb ... 05.wad.zip[/spoiler]
My chaingun replacement is meant to be a pain-locker with wide area spray and low damage, and I want my minigun replacement to use +Ripper and +ForcePain so that weapon may greater utilize that painlock affect. I can't get it to work. Any help?
[spoiler]Actor Repeater : Weapon replaces Minigun
{
Weapon.Slotnumber 4
Weapon.SelectionOrder 5
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You got the plasma repeater!"
Obituary "%o was disintegrated by %k's repeater."
Weapon.AmmoType1 "AMCell"
Weapon.AmmoGive 20
Weapon.AmmoUse 1
+Weapon.Explosive
+Weapon.NoAlert
+Ripper
+ForcePain
AttackSound "Weapons/RepeaterFire"
States
{
Spawn:
REPG I -1
Loop
Ready:
REPG A 0 A_TakeInventory("RepeaterSpin", 3)
REPG A 0 A_GiveInventory("RepeaterFrameA", 1)
REPG A 1 A_WeaponReady
Loop
Deselect:
REPG A 0 A_TakeInventory("RepeaterSpin", 3)
REPG A 0 A_GiveInventory("RepeaterFrameA", 1)
REPG A 1 A_Lower
Loop
Select:
REPG A 1 A_Raise
Loop
Fire:
//===========Spinup
REPG A 0 A_PlaySound("Weapons/RepeaterSpinup")
REPG A 0 A_JumpIfInventory("RepeaterSpin", 1, 8)
REPG A 0 A_JumpIfInventory("RepeaterB", 1, 4)
REPG A 0 A_JumpIfInventory("RepeaterC", 1, 4)
REPG A 0 A_JumpIfInventory("RepeaterD", 1, 4)
REPG A 4
REPG B 4
REPG C 4
REPG D 4 A_GiveInventory("RepeaterFrameA")
REPG A 0 A_JumpIfInventory("RepeaterSpin", 2, 9)
REPG A 0 A_GiveInventory("RepeaterSpin", 1)
REPG A 0 A_JumpIfInventory("RepeaterB", 1, 4)
REPG A 0 A_JumpIfInventory("RepeaterC", 1, 4)
REPG A 0 A_JumpIfInventory("RepeaterD", 1, 4)
REPG A 3
REPG B 3
REPG C 3
REPG D 3 A_GiveInventory("RepeaterFrameA")
REPG A 0 A_JumpIfInventory("RepeaterB", 1, 4)
REPG A 0 A_JumpIfInventory("RepeaterC", 1, 4)
REPG A 0 A_JumpIfInventory("RepeaterD", 1, 4)
REPG A 2
REPG B 2
REPG C 2
REPG D 2 A_GiveInventory("RepeaterFrameA")
//===========Fire
REPG A 0 A_Refire
//===========Spindown
REPG A 0 A_PlaySound("Weapons/RepeaterSpindown")
REPG A 0 A_GiveInventory("RepeaterFrameA", 1)
REPG AA 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameB", 1)
REPG BB 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameC", 1)
REPG CC 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameD", 1)
REPG DD 1 A_WeaponReady(11)
REPG A 0 A_TakeInventory("RepeaterSpin", 1)
REPG A 0 A_GiveInventory("RepeaterFrameA", 1)
REPG AAA 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameB", 1)
REPG BBB 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameC", 1)
REPG CCC 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameD", 1)
REPG DDD 1 A_WeaponReady(11)
REPG A 0 A_TakeInventory("RepeaterSpin", 1)
REPG A 0 A_GiveInventory("RepeaterFrameA", 1)
REPG AAAA 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameB", 1)
REPG BBBB 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameC", 1)
REPG CCCC 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameD", 1)
REPG DDDD 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameA", 1)
REPG AAAA 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameB", 1)
REPG BBBB 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameC", 1)
REPG CCCC 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameD", 1)
REPG DDDD 1 A_WeaponReady(11)
Goto Ready
Hold:
//===========Fire
REPG E 0 Bright A_Gunflash
REPG E 0 Bright A_AlertMonsters
REPG E 2 Bright A_FireBullets(25, 5, 4, 1, "RepPuff", 1, 10240)
REPG F 2 Bright
REPG G 0 Bright A_AlertMonsters
REPG G 2 Bright A_FireBullets(50, 50, 1, 8, "RepPuff", 1, 10240)
REPG H 2 Bright
REPG A 0 A_Refire
//===========Spindown - smartgun 1: 5, 5, 3, 3, smartgun 2: 50, 50, 1, 15,
REPG A 0 A_PlaySound("Weapons/RepeaterSpindown")
REPG A 0 A_GiveInventory("RepeaterFrameA", 1)
REPG AA 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameB", 1)
REPG BB 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameC", 1)
REPG CC 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameD", 1)
REPG DD 1 A_WeaponReady(11)
REPG A 0 A_TakeInventory("RepeaterSpin", 1)
REPG A 0 A_GiveInventory("RepeaterFrameA", 1)
REPG AAA 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameB", 1)
REPG BBB 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameC", 1)
REPG CCC 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameD", 1)
REPG DDD 1 A_WeaponReady(11)
REPG A 0 A_TakeInventory("RepeaterSpin", 1)
REPG A 0 A_GiveInventory("RepeaterFrameA", 1)
REPG AAAA 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameB", 1)
REPG BBBB 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameC", 1)
REPG CCCC 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameD", 1)
REPG DDDD 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameA", 1)
REPG AAAA 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameB", 1)
REPG BBBB 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameC", 1)
REPG CCCC 1 A_WeaponReady(11)
REPG A 0 A_GiveInventory("RepeaterFrameD", 1)
REPG DDDD 1 A_WeaponReady(11)
Goto Ready
Flash:
TNT1 A 2 A_Light2
TNT1 A 2 A_Light1
TNT1 A 0 A_Light0
Stop
}
}
Actor RepeaterSpin : Inventory { Inventory.MaxAmount 2 }
Actor RepeaterB : Inventory { Inventory.MaxAmount 1 }
Actor RepeaterC : Inventory { Inventory.MaxAmount 1 }
Actor RepeaterD : Inventory { Inventory.MaxAmount 1 }
Actor RepeaterFrameA : CustomInventory
{
Inventory.MaxAmount 0
+Inventory.AutoActivate
States
{
Spawn:
TNT1 A 1
Stop
Use:
TNT1 A 0 A_TakeInventory("RepeaterB", 1)
TNT1 A 0 A_TakeInventory("RepeaterC", 1)
TNT1 A 0 A_TakeInventory("RepeaterD", 1)
Stop
}
}
Actor RepeaterFrameB : RepeaterFrameA
{
States
{
Spawn:
TNT1 A 1
Stop
Use:
TNT1 A 0 A_GiveInventory("RepeaterB", 1)
TNT1 A 0 A_TakeInventory("RepeaterC", 1)
TNT1 A 0 A_TakeInventory("RepeaterD", 1)
Stop
}
}
Actor RepeaterFrameC : RepeaterFrameA
{
States
{
Spawn:
TNT1 A 1
Stop
Use:
TNT1 A 0 A_TakeInventory("RepeaterB", 1)
TNT1 A 0 A_GiveInventory("RepeaterC", 1)
TNT1 A 0 A_TakeInventory("RepeaterD", 1)
Stop
}
}
Actor RepeaterFrameD : RepeaterFrameA
{
States
{
Spawn:
TNT1 A 1
Stop
Use:
TNT1 A 0 A_TakeInventory("RepeaterB", 1)
TNT1 A 0 A_TakeInventory("RepeaterC", 1)
TNT1 A 0 A_GiveInventory("RepeaterD", 1)
Stop
}
}
Actor RepPuff
{
Radius 3
Height 3
RenderStyle Add
Alpha 0.75
+ForcePain
+Ripper
+AlwaysPuff
+PuffOnActors
+NoGravity
+NoBlockMap
+PuffGetsOwner
+ForceRadiusDmg
+BloodlessImpact
Decal MummyScorch
States
{
Spawn:
RPUF A 1 Bright
RPUF A 0 Bright A_PlaySound("Weapons/RepeaterHit")
RPUF A 2 Bright A_Explode(7, 44, 0)
RPUF BCDEFG 3 Bright
Stop
}
}
Actor AMCell : Ammo
{
Inventory.PickupSound "misc/i_pkup"
Inventory.Amount 10
Inventory.MaxAmount 300
Ammo.BackpackAmount 10
Ammo.BackpackMaxAmount 600
Inventory.PickupMessage "You picked up an antimatter capsule."
Inventory.Icon WAMCA0
States
{
Spawn:
WAMC A 3 Bright
WAMC B 9
Loop
}
}
Actor AMBox : AMCell
{
Inventory.Amount 50
Inventory.PickupMessage "You picked up a box of antimatter capsules."
States
{
Spawn:
WAMC D 3 Bright
WAMC C 9
Loop
}
}
//clipboxes
Actor VanillaClipBox : ClipBox {}
Actor VanillaClipBoxReplacer : RandomSpawner replaces ClipBox
{
DropItem "VanillaClipBox" 255
DropItem "AMBox" 255
}
//clips
Actor VanillaClip : Clip {}
Actor VanillaClipReplacer : RandomSpawner replaces Clip
{
DropItem "VanillaClip" 255
DropItem "AMCell" 255
}
//spawnable w/o a minigun spawn so it's available anywhere
Actor AMB : AMBox {}
Actor AMBoxReplacer : RandomSpawner replaces AMBox
{
DropItem "AMB" 255, 6
DropItem "Repeater" 255, 1
}[/spoiler]
and a download link if anyone wants to give their opinion on it. Still refining :)
[spoiler]http://www.mediafire.com/download/wh8sb ... 05.wad.zip[/spoiler]