POWERED_UP = (weapon) does not exist?
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- PaganRaven
- Posts: 439
- Joined: Fri Oct 14, 2005 2:21 pm
POWERED_UP = (weapon) does not exist?
Yeah I was trying out a tome of power experiment, and it said it did not recognize that line as an action. and I was using GZDoom, which must have all the properties of zdoom96x, which is supposed to have all the weapon spexcials normal Zdoom does not. so is POWERED_UP something that's coming in the future or did I use it wrong or sumthin? Im pretty darn sure its spelled correctly.
- Shadelight
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- PaganRaven
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- Deathsong12
- Posts: 1083
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It's a flag. Did you try:
Code: Select all
+POWERED_UP?
- PaganRaven
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- Deathsong12
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- PaganRaven
- Posts: 439
- Joined: Fri Oct 14, 2005 2:21 pm
Code: Select all
ACTOR FrostShards : MWeapFrost 53
{
+POWERED_UP (FrostShards2)
}
ACTOR FrostShards2 : MWeapFrost 9000
{
Weapon.AmmoUse 2
States
{
Fire:
CONE A 0 A_JumpIfNoAmmo(1)
CONE A 3
CONE B 3
CONE C 3
CONE D 3
CONE E 2 A_ReFire
goto ready
Flash:
CONE E 2 A_FireBullets(10,0,10,5,0,1)
stop
Hold:
CONE E 2 A_FireBullets(8,0,10,.5,0,1)
CONE D 2 A_FireBullets(8,0,10,.5,0,1)
goto ready
}
}
- Shadelight
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- Deathsong12
- Posts: 1083
- Joined: Sat May 07, 2005 1:29 pm
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This code is totally useless as posted. Why did you include a flash state and never call it? Why did you set zero as the number of bullets you wanted to fire? You also have no idea how the +POWERED_UP flag works (add it to the tomed version, not the original), and not much knowledge of how things work in general. I would recommend that you read through the Wiki, especialy this page: http://www.zdoom.org/wiki/index.php?title=DECORATE, and all the ones it links to. Look at what other modders have done by opening up their mods and seeing how they work. THEN post any questions you have here. If you want to learn this stuff, you'll have to experement, learn form the work of others, and read the documentation. Posting on this forum should be your last resort.
EDIT: Ignore KoF, he has no idea what he's talking about.
EDIT: Ignore KoF, he has no idea what he's talking about.
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
PaganRaven wrote:Code: Select all
ACTOR FrostShards : MWeapFrost 53 { +POWERED_UP (FrostShards2) }
That doesn't work. POWERED_UP is just a flag. You have to link the weapons with Weapon.SisterWeapon (in both definitions.)
- PaganRaven
- Posts: 439
- Joined: Fri Oct 14, 2005 2:21 pm
Okay, I got the tomage crap working.
But now, will someone tell me what each argument is for in A_CustomBulletAttack? Apparently I need to use this to give the frost shards sprites and speed (i hope). If that's not it, plz tell me what I should use for the firing of the missiles.
I feel it is okay to ask this since the meanings of the variables are not documented
But now, will someone tell me what each argument is for in A_CustomBulletAttack? Apparently I need to use this to give the frost shards sprites and speed (i hope). If that's not it, plz tell me what I should use for the firing of the missiles.
I feel it is okay to ask this since the meanings of the variables are not documented
- Deathsong12
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- PaganRaven
- Posts: 439
- Joined: Fri Oct 14, 2005 2:21 pm
yes and this is what your page says:
But admittidly it was thick of me not to have seen that A_FireCustomMissile(type, angle, UseNoAmmo, xy-offset, spawnheight) on the creating new weapons tutorial
THIS is the page where I'm finding those Flags and Functions: http://www.zdoom.org/wiki/index.php?tit ... ORATE_lumpDECORATE,
From ZDoom
(There is currently no text in this page)
But admittidly it was thick of me not to have seen that A_FireCustomMissile(type, angle, UseNoAmmo, xy-offset, spawnheight) on the creating new weapons tutorial
- Deathsong12
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