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Weird problem: unable to pick up a weapon.

Posted: Wed Oct 04, 2017 7:20 am
by Mánibranðr System
Allright, so for context on this, I am working on merging the codebase of HorrorMovieGuy's QuakeStuffUltra with my patch since I got permission to keep working on the mod and I ran into a very strange issue. I managed to merge the Decorate code of the Axe and Single Shotgun without issues, but once I did the same to the Super Shotgun, the weapon suddenly lost the ability to be picked up. No matter what i do, I cannot get the weapon in my inventory, not with give, not by copying my weapon code into the original archive, not by explicitly stating the weapon in the player actor's slots. What's even more strange is that when I took the actor out of the context of the mod and included all prerequisites for the weapon, the weapon can be picked up again. This does not make sense, because I made sure that I added an entry for it in the KEYCONF section under AddSlotDefault, and it worked for the other 2 weapons. I am at a loss for what to do, so I am going to link you to the original mod, the current state of my PK3 and the stand-alone Quake Super Shotgun and you can see for yourself what is going on. Maybe you can spot something I can't.

QStuff Ultra V2:
https://allfearthesentinel.net/zandronu ... ltrav2.pk3

My PK3:
https://www.dropbox.com/s/j6z37vd6tu82q ... 2.pk3?dl=0

Standalone SSG:
https://www.dropbox.com/s/vh5pizloybjsg ... y.pk3?dl=0

Load the first 2 pk3 and type "summon shotgun" or "summon qboomstick", check and see that the weapon can be summoned just fine and replaces the shotgun just fine. And then do the same just loading the 3rd pk3 and find that everything works fine. What am I missing?

PS: This is for Zan 3.0

Re: Weird problem: unable to pick up a weapon.

Posted: Wed Oct 04, 2017 7:53 am
by Mánibranðr System
Ugh, never mind, I just figured it out. It was the fucking KEYCONF file all along.