I've successfully updated the Mancubus Arm from Realm667 so that it has an alt fire. I've also written code so that if there's not enough for one type of fire the other type of fire is checked as well. All that is missing is the the weapon switching to another weapon when no ammo is available. Currently I simply use Goto Ready when this condition is met.
Relevant code:
Fire:
MARG A 0 A_JumpIfInventory("DemonBlood", 1, "RealFire") //check for regular ammo
MARG A 0 A_JumpIfInventory("HectePlasma", 1, "RealAltFire") //check for alt ammo
Goto Ready
AltFire:
MARG A 0 A_JumpIfInventory("HectePlasma", 1, "RealAltFire") //check for alt ammo
MARG A 0 A_JumpIfInventory("DemonBlood", 1, "RealFire") //check for regular ammo
Goto Ready
Note that I'm after ZDoom (not GZDoom) compatibility. You can download the weapon wad here:
https://drive.google.com/file/d/1c4Q1BY ... sp=sharing
I've tried playing with A_SelectWeapon but I haven't had much success. I'll admit that there's a lot about DECORATE I don't understand.
[DECORATE] Switching weapons if there's no ammo
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
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Re: [DECORATE] Switching weapons if there's no ammo
I made this post! I guess I forgot to log in prior.
- Player701
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Re: [DECORATE] Switching weapons if there's no ammo
Please note that the last version of ZDoom was released in 2016. GZDoom can do everything ZDoom can and more, and it still has the software renderer. If you're having problems running GZDoom on your machine, you could make a thread in the technical issues subforum. You could also try LZDoom instead, which has most of the features available in the latest GZDoom release but should work better than GZDoom if the latter doesn't work properly (or at all) for you.Molly Lightway wrote:Note that I'm after ZDoom (not GZDoom) compatibility.
Regarding your DECORATE issue in question, you could try calling A_SelectWeapon("None", SWF_SELECTPRIORITY) before jumping to the Ready state, e.g.:
Code: Select all
Fire:
MARG A 0 A_JumpIfInventory("DemonBlood", 1, "RealFire") //check for regular ammo
MARG A 0 A_JumpIfInventory("HectePlasma", 1, "RealAltFire") //check for alt ammo
TNT1 A 0 A_SelectWeapon("None", SWF_SELECTPRIORITY)
Goto Ready
I also wanted to say you look at this thread where a similar issue was discussed, but it turned out that it was you who started it. Okay, then.
