despite the fact that i have put "replaces fist" thing, i somehow cannot get the doom fist replaced with the mod's fist. Why?
thank
Re: not being able to replace fist
Posted: Sun Nov 17, 2019 9:14 am
by Void Weaver
Is your new fist have Weapon.SlotNumber (and Weapon.SlotPriority) property?
If it haven't then try to add it there.
Re: not being able to replace fist
Posted: Sun Nov 17, 2019 9:21 am
by Xim
You might also need to make a new player class that starts with your new weapons instead of the old ones, then set it as the main class in MAPINFO.
Re: not being able to replace fist
Posted: Sun Nov 17, 2019 9:47 am
by Void Weaver
It's redundant in case if you have defined appropriate weapon slot number.
Re: not being able to replace fist
Posted: Sun Nov 17, 2019 10:26 am
by memredi
it just keeps on not replacing altho defining the slot number
Re: not being able to replace fist
Posted: Sun Nov 17, 2019 10:32 am
by memredi
Spoiler:
actor Fisting : weapon replaces fist
{
Game Doom
Weapon.SelectionOrder 3700
Weapon.Kickback 100
Weapon.SlotNumber 1
+weapon.noalert
+WEAPON.MELEEWEAPON
+INVENTORY.UNDROPPABLE
Obituary "%o has got his ass kicked by %k"
Tag "Fisting"
States
{
ready:
FIST A 1 a_weaponready
loop
Deselect:
FIST A 1 A_Lower
loop
select:
FIST A 1 a_raise
loop
reload:
TNT1 A 0
REDY A 5
REDY B 4
REDY C 4
REDY D 4
TNT1 A 2
goto ready
Fire:
PLFT A 1 A_JumpIfInventory("righttoken", 1, "rightunch")
PLFT A 3 A_Playsound ("meleehit")
PLFT B 2
PLFT C 2
PLFT D 2 A_CustomPunch(10+random(4, 16), 1, 0, "meleehit")
PLFT C 2
PLFT B 2 A_GiveInventory("righttoken",1)
PLFT A 3 A_ReFire
goto Ready
rightpunch:
PRGT F 3 A_Playsound ("FIST/SWING")
PRGT G 2
PLFT O 2 A_Punch
PLFT O 0 A_Punch
PLFT O 0 A_Punch
PLFT H 2
PLFT P 2
PLFT I 2
PLFT Q 2
PLFT J 2
PLFT K 0 A_TakeInventory("Stamina",1)
PLFT K 0 A_TakeInventory("righttoken",1)
PLFT K 3 A_ReFire
goto Ready
Altfire:
FIST K 1
KICK A 1
KICK B 1
KICK C 1
KICK C 1
KICK C 1 A_stop
KICK C 2
KICK C 2 A_CustomPunch(10+random(4, 16), 1, 0, "meleehit")
KICK D 5
KICK C 3
KICK B 3
KICK A 3
FIST A 4 A_ReFire
goto Ready
}
}
actor rightoken: Ammo
{
Inventory.MaxAmount 1
}
Re: not being able to replace fist
Posted: Sun Nov 17, 2019 10:43 am
by Jarewill
Replaces only works on spawned items.
Replacing chaingun with a modded one, will make the modded one spawn, but the chaingun can still be given with a command.
All spawned fists will be replaced with the modded one, but the player class has set to spawn with the vanilla one.
You need to make a new class like Xim said.