Need help with Inventory Use Error (DECORATE)

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dawnyes_
Posts: 1
Joined: Wed Dec 07, 2022 5:46 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: Intel with Vulkan/Metal Support

Need help with Inventory Use Error (DECORATE)

Post by dawnyes_ »

So, I'm trying to make a Duke Nukem 3D styled kick attack using CustomInventory, and it works as long as I don't use A_Overlay, I get an error whenever I add an A_Overlay that hops over to a new state to display the kick sprites, here's my code.

Code: Select all

ACTOR QuickKickQ: CustomInventory
  {
   States
     {
	  Use:
	   KICK A 0 A_Overlay(-2, Kick)
	   Stop
	    Kick:
	     KICK A 2
	     KICK B 3 A_Punch
	     KICK C 2
		 Stop
	  }
   }
I would appreciate the help!
yum13241
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Re: Need help with Inventory Use Error (DECORATE)

Post by yum13241 »

"Stop" destroys the actor.
User avatar
ramon.dexter
Posts: 1529
Joined: Tue Oct 20, 2015 12:50 pm
Graphics Processor: nVidia with Vulkan support
Location: Kozolupy, Bohemia

Re: Need help with Inventory Use Error (DECORATE)

Post by ramon.dexter »

Here, take a look on how I've made an 9verlay weapon:

Code: Select all

class shoulderGun : wosPickup {	
	
	action void W_FireShoulderGun(bool useAmmo, bool doAlertMonsters) {        
		if (player == null) {
			return;
		}				
		player.mo.PlayAttacking2 ();
		let ownr2 = binderPlayer(invoker.owner);
		if (useAmmo) {
			ownr2.takeInventory("magazine_shoulderGun", 1);
		}		
		//  shoot action z blasterStaff lvl.2 altFire  /////////////////////////
		A_StartSound("weapons/shoulderGun/loop", CHAN_6, CHANF_DEFAULT, 1.0, false);                               
		//A_GunFlash();
		A_FireProjectile("greenArcLightning", 0.1*random(20,-20), false, -10, 20, 0, 0);
		A_SpawnItemEx("redFlashShort", 8, 0, 16, 0);
		if (doAlertMonsters) {
			A_AlertMonsters();
		}
		A_OverlayOffset(6, random(-2,2), random(-2,2), WOF_INTERPOLATE); //vypnout, protoze trese i hlavni zbrani
		////////////////////////////////////////////////////////////////////////
	}	
	
	Default {
		//$Category "Powerups/WoS"
		//$Title "ShoulderGun"
		
		+INVENTORY.INVBAR
		+INVENTORY.KEEPDEPLETED
		+INVENTORY.UNDROPPABLE
		+INVENTORY.UNTOSSABLE
		Tag "$TAG_shoulderGun";
		Inventory.Icon "I_SHCN";
		Inventory.Amount 1;
		Inventory.MaxAmount 1;	
		Inventory.InterhubAmount 1;
		Inventory.PickupMessage "$PICKUP_shoulderGun";
		Decal "BulletChip";
		Mass shoulderGunWeight;
		
	}
	
	States {
		Spawn:
			DUMM A -1;
			Stop;
		Use:
			TNT1 A 0 {
				if ( GetPlayerInput(MODINPUT_BUTTONS)&BT_USE ) { return resolveState("UseCheck"); }
				else if ( GetPlayerInput(MODINPUT_BUTTONS)&BT_USER1 && CountInv("shoulderGunCharger") && CountInv("magazine_shoulderGun") != 32 ) { return resolveState("UseReload"); }
				else { return resolveState("UseYes"); }
			}
			Fail;
		UseCheck:
			TNT1 A 0 A_Log(String.Format("\c[yellow][ %i%s", CountInv("magazine_shoulderGun"), "\c[yellow] pts ShoulderGun battery left ]"));
			Fail;
		UseReload:
			TNT1 A 0 {
				let item = self.FindInventory("shoulderGunCharger");
				if ( item != null ) {
					useInventory(item);
				} else {
					A_Log("\c[red][ You need ShoulderGun charger to reload your ShoulderGun! ]");
				}
			}
			Fail;
		UseYes:
			TNT1 A 0 {			
				statelabel nextstate = "remove";
				let ownr = binderPlayer(invoker.owner); 
				if (ownr && ownr.countInv("magazine_shoulderGun") > 0 ) {					
					nextstate = "startoverlay";						 									
				}
				else {
					A_Log("\c[red][ Not enough cells! ]");
					A_ClearOverlays(6, 6);
					return ResolveState("remove");					
				}
				return resolvestate(nextstate);
			}
			Fail;
	  
	  
		startoverlay:
			TNT1 A 0 {
				int layer = 6;
				A_OverLay(layer,"shootShoulderGun");
			}
			wait;
		shootShoulderGun:
			// animation remade with new model //////////////////////////////////////////
            DUMA ABCDEFGHIJ 1;
            DUMF AA 1;
            DUMF A 2;
            DUMF B 2 Bright W_FireShoulderGun(true, true);
            DUMF C 2 Bright W_FireShoulderGun(false, false);
            DUMF B 2 Bright W_FireShoulderGun(false, false);
            DUMF C 2 Bright W_FireShoulderGun(false, false);
            DUMF B 2 Bright W_FireShoulderGun(false, false);
            DUMF C 2 Bright W_FireShoulderGun(false, true);
            DUMA J 3;
            DUMA J 4 A_StartSound("weapons/shoulderGun/stop",6); //zrusit zvuk blesku
            DUMA J 5;
            DUMA J 3;
            DUMA J 3;
            DUMA JIH 4;
            DUMA GFEDCBA 1;
			TNT1 A 0 {
				return resolveState("remove");
			}
			/////////////////////////////////////////////////////////////////////////////
			/*SHCH JIHGFEDCBA 1;
			SHCH AA 1;
			//SHCN A 1 A_StartSound("weapons/shoulderGun/fire", CHAN_7, CHANF_DEFAULT, 1.0, false);
			SHCN A 2;
			SHCN I 2 Bright W_FireShoulderGun(true, true);
			SHCN J 2 Bright W_FireShoulderGun(false, false);
			SHCN I 2 Bright W_FireShoulderGun(false, false);
			SHCN J 2 Bright W_FireShoulderGun(false, false);
			SHCN I 2 Bright W_FireShoulderGun(false, false);
			SHCN J 2 Bright W_FireShoulderGun(false, true);
			SHCN B 3;
			SHCN C 3;
			SHCN D 4 A_StartSound("weapons/shoulderGun/stop",6); //zrusit zvuk blesku
			SHCN E 5;
			SHCN F 4;
			SHCN G 4;
			SHCN H 3;
			SHCN A 3;
			SHCH ABCDEFGHIJ 1;
			TNT1 A 0 {
				return resolveState("remove");
			}*/
		
		remove:
			TNT1 A 0 {
				A_ClearOverlays(6, 6);
			}
			Fail;
	}
}
User avatar
Ac!d
Posts: 345
Joined: Tue Apr 02, 2019 5:13 am
Location: France

Re: Need help with Inventory Use Error (DECORATE)

Post by Ac!d »

Code: Select all

ACTOR QuickKickQ : CustomInventory
{
	States
	{
	Pickup:
		TNT1 A 0 A_RailWait() //Required function to give the item to the inventory
		Stop
	Use:
		TNT1 A 0 A_Overlay(-2, "Kick", FALSE)
		Fail //Required to use Fail instead of Stop to prevent the item from being removed
	Kick:
		KICK A 2
		KICK B 3 A_Punch
		KICK C 2
		Stop
	}
}
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