The Golden Super Shotgun v4 + Overpowered Version!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.

What should I work on next?

 
Total votes: 0

Screenracer
 
Posts: 69
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RE: The Golden Super Shotgun!

#21

Post by Screenracer » Sat Jun 01, 2013 4:12 pm

mr fiat wrote: why the blue shells tho? if you going to make the shells in the hud blue you might also want to add a sprite for the ammo pickup.
Ok, ill work on it.

Screenracer
 
Posts: 69
Joined: Mon May 27, 2013 5:29 pm

RE: The Golden Super Shotgun!

#22

Post by Screenracer » Sun Jun 02, 2013 3:29 pm

Does anyone have any idea why this DECORATE code isnt working?

ACTOR GoldSuperShotgun : Weapon 16752
{
SpawnID 16752
Weapon.AmmoUse 2
Weapon.AmmoGive 8
Weapon.AmmoType "Shell"
Inventory.PickupMessage "You got the GoldSuperShotgun"

States
{
Ready:
GSHT2 A 1 A_WeaponReady
Loop
Deselect:
GSHT2 A 1 A_Lower
Loop
Select:
GSHT2 A 1 A_Raise
Loop
Fire:
GSHT2 A 3
GSHT2 A 7 A_FireShotgun2
GSHT2 B 7
GSHT2 C 7 A_CheckReload
GSHT2 D 7 A_OpenShotgun2
GSHT2 E 7
GSHT2 F 7 A_LoadShotgun2
GSHT2 G 6
GSHT2 H 6 A_CloseShotgun2
GSHT2 A 5 A_ReFire
Goto Ready
// unused states
GSHT2 B 7
GSHT2 A 3
Goto Deselect
Flash:
GSHT2 I 4 Bright A_Light1
GSHT2 J 3 Bright A_Light2
Goto LightDone
Spawn:
GSGN2 A -1
Stop
}
}

Lollipop
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RE: The Golden Super Shotgun!

#23

Post by Lollipop » Sun Jun 02, 2013 3:34 pm

1. please specify your error when you got one.
2. you probably shouldn't have "goto deselect" put in the fire state, as that will make the weapon deselect each time you fire it.
3. what are those "A_checkreload", "A_OpenShotgun2", "A_LoadShotgun2" and "A_CloseShotgun2" for some states? are they made by you or are they original? I can recomment using A_firebullets for fireing hitscan weapons.
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there

Screenracer
 
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RE: The Golden Super Shotgun!

#24

Post by Screenracer » Sun Jun 02, 2013 3:37 pm

Lollipop wrote: 1. please specify your error when you got one.
when I type in the console "give GoldSuperShotgun" it says its a unknown item.

Lollipop
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RE: The Golden Super Shotgun!

#25

Post by Lollipop » Sun Jun 02, 2013 3:39 pm

try and remove the spawn ID, might be causing you a problem, as far as I remember, the max number for that is 255...
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there

Screenracer
 
Posts: 69
Joined: Mon May 27, 2013 5:29 pm

RE: The Golden Super Shotgun!

#26

Post by Screenracer » Sun Jun 02, 2013 3:43 pm

Still says unknown item, I tried setting the spawnID to 166 and tried removing it and still the same error.

Lollipop
Zandrone
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Location: Denmark

RE: The Golden Super Shotgun!

#27

Post by Lollipop » Sun Jun 02, 2013 3:44 pm

try removing pats of the code a little by a little, trying to track the sinner.
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there

User avatar
Echo
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RE: The Golden Super Shotgun!

#28

Post by Echo » Sun Jun 02, 2013 3:45 pm

I've never used the SpawnID parameter in any custom weapons. It's not really required for anything outside of ACS dickery.
H ELLO AM 48 YEAR MAN FROM SOMALIA. SORRY FOR BAD ENGLAND. I SELLED MY WIFE FOR INTERNET CONNECTION FOR PLAY AND I WANT TO BECOME THE GOODEST PLAYER LIKE YO U

Lollipop
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Location: Denmark

RE: The Golden Super Shotgun!

#29

Post by Lollipop » Sun Jun 02, 2013 3:46 pm

Well, not even nessesary for anything at all anymore, as kind of all spawning functions have a version that uses the actor name instead of the id of the actor, so there is no real reason for having it so you should just remove it.
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there

Screenracer
 
Posts: 69
Joined: Mon May 27, 2013 5:29 pm

RE: The Golden Super Shotgun!

#30

Post by Screenracer » Sun Jun 02, 2013 3:46 pm

Do you think that its because the state sprites are not right?

Lollipop
Zandrone
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RE: The Golden Super Shotgun!

#31

Post by Lollipop » Sun Jun 02, 2013 3:48 pm

no, then za would give you a generic error telling you that the sprite names must be exact 4 caracters or something similar to that.
btw, REMOVE GOTO DESELECT!
also, your select and deselect states shouldnt have a loop in them, that can cause the problem too.
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there

Screenracer
 
Posts: 69
Joined: Mon May 27, 2013 5:29 pm

RE: The Golden Super Shotgun!

#32

Post by Screenracer » Sun Jun 02, 2013 3:50 pm

I did remove it, this is what I have now.

ACTOR GoldSuperShotgun : Weapon 16752
{
Weapon.AmmoUse 2
Weapon.AmmoGive 8
Weapon.AmmoType "Shell"
Inventory.PickupMessage "You got the GoldSuperShotgun"

States
{
Ready:
GSHT2 A 0 A_WeaponReady
Loop
Deselect:
GSHT2 A 0 A_Lower
Loop
Select:
GSHT2 A 0 A_Raise
Loop
Fire:
GSHT2 A 3
GSHT2 A 7
GSHT2 B 7
GSHT2 C 7
GSHT2 D 7
GSHT2 E 7
GSHT2 F 7
GSHT2 G 6
GSHT2 H 6
GSHT2 A 5 A_ReFire
Goto Ready

Flash:
GSHT2 I 4 Bright A_Light1
GSHT2 J 3 Bright A_Light2
Goto LightDone
Spawn:
GSGN2 A -1
Stop
}
}

Also, after the states sprites what does the number mean? Like how it is like this: GSHT2 A 3 because no sprite in the wad dictionary has the number of 3.
Last edited by Screenracer on Sun Jun 02, 2013 3:51 pm, edited 1 time in total.

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Echo
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RE: The Golden Super Shotgun!

#33

Post by Echo » Sun Jun 02, 2013 3:50 pm

Your spritenames are too long by one digit.

GSHT2 won't be recognised. Rename the sprites to GSH2 or something, and change the code accordingly.
H ELLO AM 48 YEAR MAN FROM SOMALIA. SORRY FOR BAD ENGLAND. I SELLED MY WIFE FOR INTERNET CONNECTION FOR PLAY AND I WANT TO BECOME THE GOODEST PLAYER LIKE YO U

Lollipop
Zandrone
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Location: Denmark

RE: The Golden Super Shotgun!

#34

Post by Lollipop » Sun Jun 02, 2013 3:52 pm

that was so basic I did not notice, silly me.
also, those loops can cause errors for you I believe, as the end of the sate will restart the sate creating an infinite loop.
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there

Screenracer
 
Posts: 69
Joined: Mon May 27, 2013 5:29 pm

RE: The Golden Super Shotgun!

#35

Post by Screenracer » Sun Jun 02, 2013 3:56 pm

Ill post the WAD archive if that helps any.

EDIT: Damn mediafire, acting wierd. It may take a bit to upload.
Last edited by Screenracer on Sun Jun 02, 2013 3:58 pm, edited 1 time in total.

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Echo
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RE: The Golden Super Shotgun!

#36

Post by Echo » Sun Jun 02, 2013 4:14 pm

Try SpeedyShare or FileSmelt.
H ELLO AM 48 YEAR MAN FROM SOMALIA. SORRY FOR BAD ENGLAND. I SELLED MY WIFE FOR INTERNET CONNECTION FOR PLAY AND I WANT TO BECOME THE GOODEST PLAYER LIKE YO U

Screenracer
 
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Joined: Mon May 27, 2013 5:29 pm

RE: The Golden Super Shotgun!

#37

Post by Screenracer » Sun Jun 02, 2013 4:35 pm

Alright mediafire was acting up so I uploaded it to 4shared.

http://www.4shared.com/zip/JsZ4BhMa/Scr ... eview.html
Last edited by Screenracer on Sat Jun 15, 2013 10:46 pm, edited 1 time in total.

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Echo
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RE: The Golden Super Shotgun!

#38

Post by Echo » Sun Jun 02, 2013 4:55 pm

Holy Christ, what a clusterfuck.

1) Only SPRITES go between S_START/S_END markers. DECORATE and sound lumps belong outside of these markers.
2) You still have sprite lumps with fewer than four characters for their name.
3) DECORATE is still trying to reference sprite names with five characters.
4) Weapon doesn't have a slot assignment.
5) Spawn frame is followed by STOP, meaning that the item is erased from the map.
6) Frame durations are at 0 for raise/lower, so even after fixing all that it still goes and crashes ZDoom.
7) Fixing that... there are no attack functions. Weapon just animates harmlessly.

What the hell is this.

Edit:

Code: Select all

ACTOR GoldSuperShotgun : SuperShotgun 16752
{
  Weapon.AmmoUse 2
  Weapon.AmmoGive 8
  Weapon.AmmoType "Shell"
  Inventory.PickupMessage "You got the GoldSuperShotgun"
  Weapon.SlotNumber 0
  Height 16
  Radius 16
  States
  {
  Ready:
    GSH2 A 1 A_WeaponReady
    Loop
  Deselect:
    GSH2 A 1 A_Lower
    Loop
  Select:
    GSH2 A 1 A_Raise
    Loop
  Fire:
    GSH2 A 3
    GSH2 A 7 A_FireShotgun2
    GSH2 B 7
    GSH2 C 7 A_CheckReload
    GSH2 D 7 A_OpenShotgun2
    GSH2 E 7
    GSH2 F 7 A_LoadShotgun2
    GSH2 G 6
    GSH2 H 6 A_CloseShotgun2
    GSH2 A 5 A_ReFire
    Goto Ready
	
  Flash:
    GSH2 I 4 Bright A_Light1
    GSH2 J 3 Bright A_Light2
    Goto LightDone
  Spawn:
    GS2P A -1
    Stop
  }
}
This works. Now take this fixed WAD. And this one too, because a completely cloned weapon is needless.
Last edited by Echo on Sun Jun 02, 2013 5:00 pm, edited 1 time in total.
H ELLO AM 48 YEAR MAN FROM SOMALIA. SORRY FOR BAD ENGLAND. I SELLED MY WIFE FOR INTERNET CONNECTION FOR PLAY AND I WANT TO BECOME THE GOODEST PLAYER LIKE YO U

Screenracer
 
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Joined: Mon May 27, 2013 5:29 pm

RE: The Golden Super Shotgun!

#39

Post by Screenracer » Sun Jun 02, 2013 5:15 pm

I actually did try the "ACTOR GoldSuperShotgun : SuperShotgun" However it did not work. :p

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Echo
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RE: The Golden Super Shotgun!

#40

Post by Echo » Sun Jun 02, 2013 5:16 pm

Yes, because everything else was broken. You might as well have tried "ACTOR GoldSuperShotgun : Turds".
H ELLO AM 48 YEAR MAN FROM SOMALIA. SORRY FOR BAD ENGLAND. I SELLED MY WIFE FOR INTERNET CONNECTION FOR PLAY AND I WANT TO BECOME THE GOODEST PLAYER LIKE YO U

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