When I #include them this happens, as of this moment I deleted the the #include and my Scategories and actors are showing so I know its not the Lockdef.
Here is the actor decorate. Alot of actors.
Code: Select all
//KEYS
ACTOR BlueAccessCard : DoomKey 5981
{
//$Category SE Keys
Inventory.Pickupmessage "Blue Access Card."
Inventory.Icon "UIBAC"
Inventory.PickupSound "OBJPU"
Scale 0.5
Radius 1
Height 1
States
{
Spawn:
ACES B 1 Bright
Loop
}
}
ACTOR RedAccessCard : DoomKey 5982
{
//$Category SE Keys
Inventory.Pickupmessage "Red Access Card."
Inventory.Icon "UIRAC"
Inventory.PickupSound "OBJPU"
Scale 0.5
Radius 1
Height 1
States
{
Spawn:
ACES R 1 Bright
Loop
}
}
ACTOR GoldAccessCard : DoomKey 5983
{
//$Category SE Keys
Inventory.Pickupmessage "Gold Access Card."
Inventory.Icon "UIGAC"
Inventory.PickupSound "OBJPU"
Scale 0.5
Radius 1
Height 1
States
{
Spawn:
ACES G 1 Bright
Loop
}
}
ACTOR BlackAccessCard : DoomKey 5984
{
//$Category SE Keys
Inventory.Pickupmessage "Black Access Card."
Inventory.Icon "UIBLAC"
Inventory.PickupSound "OBJPU"
Scale 0.5
Radius 1
Height 1
States
{
Spawn:
ACES K 1 Bright
Loop
}
}
ACTOR GreenAccessCard : DoomKey 5985
{
//$Category SE Keys
Inventory.Pickupmessage "Green Access Card."
Inventory.Icon "UIGRAC"
Inventory.PickupSound "OBJPU"
Scale 0.5
Radius 1
Height 1
States
{
Spawn:
ACES N 1 Bright
Loop
}
}
ACTOR OrangeAccessCard : DoomKey 5986
{
//$Category SE Keys
Inventory.Pickupmessage "Orange Access Card."
Inventory.Icon "UIOAC"
Inventory.PickupSound "OBJPU"
Scale 0.5
Radius 1
Height 1
States
{
Spawn:
ACES O 1 Bright
Loop
}
}
ACTOR WhiteAccessCard : DoomKey 5987
{
//$Category SE Keys
Inventory.Pickupmessage "White Access Card."
Inventory.Icon "UIWAC"
Inventory.PickupSound "OBJPU"
Scale 0.5
Radius 1
Height 1
States
{
Spawn:
ACES W 1 Bright
Loop
}
}
ACTOR VioletAccessCard : DoomKey 5988
{
//$Category SE Keys
Inventory.Pickupmessage "Violet Access Card."
Inventory.Icon "UIVAC"
Inventory.PickupSound "OBJPU"
Scale 0.5
Radius 1
Height 1
States
{
Spawn:
ACES V 1 Bright
Loop
}
}
ACTOR RedDoorKey : DoomKey 5989
{
//$Category SE Keys
Inventory.Pickupmessage "Red Door Key."
Inventory.Icon "UIRDK"
Inventory.PickupSound "OBJPU"
Scale 0.5
Radius 1
Height 1
States
{
Spawn:
DOOR R 1
Loop
}
}
ACTOR BlueDoorKey : DoomKey 5990
{
//$Category SE Keys
Inventory.Pickupmessage "Blue Door Key."
Inventory.Icon "UIBDK"
Inventory.PickupSound "OBJPU"
Scale 0.5
Radius 1
Height 1
States
{
Spawn:
DOOR B 1
Loop
}
}
ACTOR YellowDoorKey : DoomKey 5991
{
//$Category SE Keys
Inventory.Pickupmessage "Yellow Door Key."
Inventory.Icon "UIGDK"
Inventory.PickupSound "OBJPU"
Scale 0.5
Radius 1
Height 1
States
{
Spawn:
DOOR G 1
Loop
}
}
ACTOR GreenDoorKey : DoomKey 5992
{
//$Category SE Keys
Inventory.Pickupmessage "Green Door Key."
Inventory.Icon "UIGRDK"
Inventory.PickupSound "OBJPU"
Scale 0.5
Radius 1
Height 1
States
{
Spawn:
DOOR N 1
Loop
}
}