Custom weapon can't be equipped in-game
Custom weapon can't be equipped in-game
I downloaded a simple weapon WAD and the first time I ran it, I was able to use the weapon just fine.
I played around with its properties on XWE, and upon testing the same WAD, the weapon can be picked up but for some reason had no way of being equipped. Even after redownloading the original unaltered WAD, and using a different source port, I get the exact same problem. Scrolling through weapons fails to bring up said custom one, even though the player already has it. I can also pick it up just fine.
This problem has happened once before in a similar case. Could anyone suggest a cause?
Thanks.
I played around with its properties on XWE, and upon testing the same WAD, the weapon can be picked up but for some reason had no way of being equipped. Even after redownloading the original unaltered WAD, and using a different source port, I get the exact same problem. Scrolling through weapons fails to bring up said custom one, even though the player already has it. I can also pick it up just fine.
This problem has happened once before in a similar case. Could anyone suggest a cause?
Thanks.
Last edited by bleson on Wed Jan 02, 2013 5:52 pm, edited 1 time in total.
- -Jes-
- Frequent Poster Miles card holder
- Posts: 975
- Joined: Fri Aug 03, 2012 9:55 am
- Location: Void Zone
RE: Custom weapon can't be equipped in-game
The weapon is likely not assigned in a playerclass or keyconf.
Zandro requires either of these methods.
Zandro requires either of these methods.
Last edited by -Jes- on Wed Jan 02, 2013 6:03 pm, edited 1 time in total.
RE: Custom weapon can't be equipped in-game
Bleson: When you playtest that wad, go to the console and type "Use _____" (whatever the weapon name is) and see if it gets selected. If so, then all you need to do is write a KEYCONF binding for that weapon (as Jes said).
But if the weapon doesn't get selected even if you force it to via the console, then there's a different problem.
But if the weapon doesn't get selected even if you force it to via the console, then there's a different problem.
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: Custom weapon can't be equipped in-game
Thanks, the weapon is now selectable that way.Ænima wrote: Bleson: When you playtest that wad, go to the console and type "Use _____" (whatever the weapon name is) and see if it gets selected. If so, then all you need to do is write a KEYCONF binding for that weapon.

RE: Custom weapon can't be equipped in-game
You're welcome.bleson wrote:Thanks, the weapon is now selectable that way.Ænima wrote: Bleson: When you playtest that wad, go to the console and type "Use _____" (whatever the weapon name is) and see if it gets selected. If so, then all you need to do is write a KEYCONF binding for that weapon.![]()
Players aren't going to want to have to type "select ____" in the console every time they wanna use that weapon, though. That means that sooner or later, you'll need to make a small KEYCONF lump which makes your weapon selectable via one of the number keys.
Code: Select all
weaponsection MyNewWeapons
addslotdefault 1 Flashlight
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: Custom weapon can't be equipped in-game
Please don't use KEYCONF. Both player classes and weapons have DECORATE properties for such things and they work much better, as KEYCONF has a limit to the amount of weapons that can be bound to a key. If you really want something KEYCONF like, there's the weapon slot property for MAPINFO's GameInfo definitions, though that's kind of overkill for something that doesn't have, well, maps.
RE: Custom weapon can't be equipped in-game
"Weapon.SlotNumber X" Solves pretty much all your problems. Be sure to have a valid sprite in it's spawn state too, that is another reason for weapons to be unselectable.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===