Modding Shotgun Problem.

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DarkTrapt
Posts: 1
Joined: Sat Nov 25, 2017 12:47 pm

Modding Shotgun Problem.

Post by DarkTrapt »

So, I am modding the Shotgun in The Ultimate Doom to be fully auto, this is my DECORATE lump via SLumpEd:

Code: Select all

Actor Shotgun : DoomWeapon
{
  Weapon.SelectionOrder 1300
  Weapon.AmmoUse 1
  Weapon.AmmoGive 8
  Weapon.AmmoType "Shell"
  Inventory.PickupMessage "Received Auto Shotgun"
  Tag "$TAG_SHOTGUN"
  States
  {
  Ready:
    SHTG A 1 A_WeaponReady
    Loop
  Deselect:
    SHTG A 1 A_Lower
    Loop
  Select:
    SHTG A 1 A_Raise
    Loop
  Fire:
    SHTG A 0 A_PlaySound("weapons/shotgf")
	SHTG A 0 A_GunFlash
    SHTG A 7 A_FireBullets (5, 0, 4, 6.25, "BulletPuff")
	SHTG A 0 A_ReFire
    SHTG BC 5
    SHTG D 4
    SHTG CB 5
    SHTG A 3
    Goto Ready
  Flash:
    SHTF A 4 Bright A_Light1
    SHTF B 3 Bright A_Light2
    Goto LightDone
  Spawn:
    SHOT A 1
    Stop
  }
}
And this is my KEYCONF Lump via SLumpEd:

Code: Select all

Setslot 3 "AutoShotgun"
I put the WAD into the folder with ZDoom, GZDoom, QZDoom, ect; and the Shotgun hasn't been replaced with the AutoShotgun.
Please help.
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wildweasel
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Re: Modding Shotgun Problem.

Post by wildweasel »

When replacing actors, you should generally give your replacement a unique name (ZDoom's console will warn you if you try to make an actor with the same name as an existing one), and use the replaces keyword to direct it to replace an existing actor. So try replacing line 1 with this:

Code: Select all

ACTOR DarkTraptAutoShotgun : DoomWeapon replaces Shotgun
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