I started making my own WAD recently and decided to import some weapons from other people. Everything worked flawlessly until SLADE decided to crash and remove all data from my WAD. I started again but I can't get new weapon to work. It appears in Doom Builder and I can see it on the ground but it's impossible to pick up. I added player class and set up the gun as starting weapon, but it doesn't show or shoot, I can only see my hud and crosshair. Sprites seem fine, code seems fine too since I compared it to other weapons.
Any ideas? Here's my DECORATE file:
Code: Select all
Actor 64Rifle : Weapon 801
{
Weapon.SelectionOrder 500
Weapon.SlotNumber 2
Weapon.AmmoUse 1
Weapon.AmmoGive 0
AttackSound "sounds/RIFLE"
Weapon.AmmoType "Clip"
Inventory.PickupMessage "You got an assault rifle!"
Obituary "$OB_MPCHAINGUN"
Tag "$TAG_CHAINGUN"
Scale 0.82
States
{
Spawn:
RIFD A 1
RIFD A -1
Stop
Ready:
RIFG A 1 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
Loop
Select:
TNT1 AAAAA 1 A_Raise
TNT1 AAAAAAAAAA 0 A_Raise
Goto SelectAnimation
SelectAnimation:
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("IsTacticalClass", 1, "ReplaceTactical")
RIFS ABCD 1
Goto Ready
ReplaceTactical:
RIFS A 1
TNT1 A 0 A_GiveInventory("64RifleTactical", 1)
TNT1 A 0 A_TakeInventory("64Rifle", 1)
Goto Ready
Deselect:
RIFS DCBA 1
TNT1 AAAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
Wait
Fire:
TNT1 A 0
TNT1 A 0 A_SetPitch (pitch-1.2)
RIFF A 1 BRIGHT
TNT1 A 0 A_JumpIfInventory("FiredRifle", 4, "Fire4")
TNT1 A 0 A_JumpIfInventory("FiredRifle", 3, "Fire3")
TNT1 A 0 A_JumpIfInventory("FiredRifle", 2, "Fire2")
TNT1 A 0 A_JumpIfInventory("FiredRifle", 1, "Fire1")
Fire0:
TNT1 A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,40)
TNT1 A 0 A_FireCustomMissile("Tracer", random(-3,3), 0, -1, -12, 0, random(-2,2))
SHTG A 0 A_FireBullets (0.0, 0.0, -1, 7, "HItPuff")
TNT1 A 0 A_PlaySound("RIFLE", 1)
RIFF BC 1 A_SetPitch (pitch+0.6)
TNT1 A 0 A_Firecustommissile("50CaseSpawn",0,0,-6,-18)
TNT1 A 0 A_GiveInventory("FiredRifle", 1)
RIFG A 1
TNT1 A 0 A_Refire
Goto FinishFire
Fire1:
TNT1 A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,40)
TNT1 A 0 A_FireCustomMissile("Tracer", random(-3,3), 0, -1, -12, 0, random(-2,2))
SHTG A 0 A_FireBullets (0.6, 0.6, -1, 7, "HItPuff")
TNT1 A 0 A_PlaySound("RIFLE", 1)
RIFF BC 1 A_SetPitch (pitch+0.6)
TNT1 A 0 A_Firecustommissile("50CaseSpawn",0,0,-6,-18)
TNT1 A 0 A_GiveInventory("FiredRifle", 1)
RIFG A 1
TNT1 A 0 A_Refire
Goto FinishFire
Fire2:
TNT1 A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,40)
TNT1 A 0 A_FireCustomMissile("Tracer", random(-3,3), 0, -1, -12, 0, random(-2,2))
SHTG A 0 A_FireBullets (2.0, 2.0, -1, 7, "HItPuff")
TNT1 A 0 A_PlaySound("RIFLE", 1)
RIFF BC 1 A_SetPitch (pitch+0.6)
TNT1 A 0 A_Firecustommissile("50CaseSpawn",0,0,-6,-18)
TNT1 A 0 A_GiveInventory("FiredRifle", 1)
RIFG A 1
TNT1 A 0 A_Refire
Goto FinishFire
Fire3:
TNT1 A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,40)
TNT1 A 0 A_FireCustomMissile("Tracer", random(-3,3), 0, -1, -12, 0, random(-2,2))
SHTG A 0 A_FireBullets (4.0, 4.0, -1, 7, "HItPuff")
TNT1 A 0 A_PlaySound("RIFLE", 1)
RIFF BC 1 A_SetPitch (pitch+0.6)
TNT1 A 0 A_Firecustommissile("50CaseSpawn",0,0,-6,-18)
TNT1 A 0 A_GiveInventory("FiredRifle", 1)
RIFG A 1
TNT1 A 0 A_Refire
Goto FinishFire
Fire4:
TNT1 A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,40)
TNT1 A 0 A_FireCustomMissile("Tracer", random(-3,3), 0, -1, -12, 0, random(-2,2))
SHTG A 0 A_FireBullets (7.0, 7.0, -1, 7, "HItPuff")
TNT1 A 0 A_PlaySound("RIFLE", 1)
RIFF BC 1 A_SetPitch (pitch+0.6)
TNT1 A 0 A_Firecustommissile("50CaseSpawn",0,0,-6,-18)
TNT1 A 0 A_GiveInventory("FiredRifle", 1)
RIFG A 1
TNT1 A 0 A_Refire
Goto FinishFire
FinishFire:
RIFG A 1
TNT1 A 0 A_TakeInventory("FiredRifle", 4)
Goto Ready
}
}