by Major Cooke » Mon Sep 07, 2015 4:14 pm
It's strange, because the class isn't actually missing. No warnings of missing actors are thrown at all.
I copied and pasted all the names into the search through my mod files, and they match it perfectly.
Code: Select all
Actor AECyberWeaponDropper : RandomSpawner
{
DropItem "AEoDRocketLauncherItem" 255 60
DropItem "AEoDDevastatorItem" 255 50
DropItem "AEoDMorserLauncherItem" 255 40 //Yes, this is spelled correctly.
DropItem "AEoDHERocketLauncherItem" 255 30
DropItem "AEoDPenetratorItem" 255 20
DropItem "AEoDRedeemerItem" 255 15
}
//==================================================================================
//==================================================================================
//==================================================================================
//==================================================================================
ACTOR AEoDMorserLauncherItem : CustomInventory 6054
{
+FLOORCLIP
+INVENTORY.IGNORESKILL
Scale 0.375
Inventory.Amount 1
Inventory.PickupMessage "You picked up the Mortar Launcher!"
Inventory.PickupSound "reilsss/weappickup/heavyrocketlauncher"
States
{
Spawn:
R032 Q -1
Loop
Pickup:
TNT1 A 0 A_JumpIfInventory("AEoDMorserLauncher",1,"Ammo")
TNT1 A 0 A_JumpIf(CallACS("WeaponSlotLimitCheck",8) <= 0,"Nothing")
TNT1 A 0 A_GiveInventory("Weapon8Count",1)
TNT1 A 0 A_GiveInventory("MorserLauncherDrop",1)
TNT1 A 0 A_GiveInventory("AEoDMorserLauncher",1)
TNT1 A 0 //ACS_NamedExecute("s799",0,10,0,0)
Stop
Nothing:
TNT1 A 0 A_JumpIfInventory("AEoDMorserLauncher",1,"Ammo")
TNT1 A 0 A_JumpIfInventory("LimitScriptActive",1,1)
Goto Pickup+2
TNT1 A 0 ACS_NamedExecute("s798",0,8,0,0)
Fail
Ammo:
TNT1 A 0 A_GiveInventory("AEoDMorserLauncher",1)
Stop
}
}
It's strange, because the class isn't actually missing. No warnings of missing actors are thrown at all.
I copied and pasted all the names into the search through my mod files, and they match it perfectly.
[code]Actor AECyberWeaponDropper : RandomSpawner
{
DropItem "AEoDRocketLauncherItem" 255 60
DropItem "AEoDDevastatorItem" 255 50
DropItem "AEoDMorserLauncherItem" 255 40 //Yes, this is spelled correctly.
DropItem "AEoDHERocketLauncherItem" 255 30
DropItem "AEoDPenetratorItem" 255 20
DropItem "AEoDRedeemerItem" 255 15
}
//==================================================================================
//==================================================================================
//==================================================================================
//==================================================================================
ACTOR AEoDMorserLauncherItem : CustomInventory 6054
{
+FLOORCLIP
+INVENTORY.IGNORESKILL
Scale 0.375
Inventory.Amount 1
Inventory.PickupMessage "You picked up the Mortar Launcher!"
Inventory.PickupSound "reilsss/weappickup/heavyrocketlauncher"
States
{
Spawn:
R032 Q -1
Loop
Pickup:
TNT1 A 0 A_JumpIfInventory("AEoDMorserLauncher",1,"Ammo")
TNT1 A 0 A_JumpIf(CallACS("WeaponSlotLimitCheck",8) <= 0,"Nothing")
TNT1 A 0 A_GiveInventory("Weapon8Count",1)
TNT1 A 0 A_GiveInventory("MorserLauncherDrop",1)
TNT1 A 0 A_GiveInventory("AEoDMorserLauncher",1)
TNT1 A 0 //ACS_NamedExecute("s799",0,10,0,0)
Stop
Nothing:
TNT1 A 0 A_JumpIfInventory("AEoDMorserLauncher",1,"Ammo")
TNT1 A 0 A_JumpIfInventory("LimitScriptActive",1,1)
Goto Pickup+2
TNT1 A 0 ACS_NamedExecute("s798",0,8,0,0)
Fail
Ammo:
TNT1 A 0 A_GiveInventory("AEoDMorserLauncher",1)
Stop
}
}[/code]