WHAVENWEPS! My upcoming MOD! (First decorate mod)(HELP!)

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do you think i should add...

Poll ended at Wed Mar 14, 2007 2:14 pm

dagger
0
No votes
halberd
1
11%
witchaven fists
0
No votes
all
4
44%
all but witchaven fists
1
11%
skrew that i jsut want you to release it!
3
33%
 
Total votes: 9

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Matt
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Post by Matt »

I tried this ammo by attaching it to another weapon and it worked fine... maybe it's something in the weapon code?
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Crudux Cruo
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Post by Crudux Cruo »

if you think so...

ACTOR Bow : Weapon 2003
{
Weapon.AmmoType1 "Arrows"
weapon.ammogive1 6
Inventory.Pickupmessage "You picked up a bow and some arrows!"
Weapon.SelectionOrder 580
Weapon.AmmoUse1 1
scale 0.2
+NOALERT
States
{
Ready:
LBOW ABCDEFG 2
LBOW H 1 A_WeaponReady
Goto Ready+7
Deselect:
LBOW H 1 A_Lower
loop
Select:
LBOW A 1 A_Raise
LOOP
Fire:
LBOW HIJK 7
LBOW L 25 A_Playsound("Bow/Draw")
LBOW M 25
LBOW N 2
LBOW O 2 A_FireCustomMissile("AArrow",0,1,0,5)
LBOW P 20 A_Playsound("Bow/Weapon")
Goto Ready+7
Spawn:
LBWS A -1
stop
Pickup:
TNT1 A 1 A_GiveInventory("Bow")
stop
}
}

here is the code. i have absolutely no idea as to why its not working...
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Matt
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Post by Matt »

I don't have the graphics and sounds so here's the code I ended up actually testing:
Spoiler:
It works exactly as it should: I pick up the "arrows", I pick up the "bow", when I have the "bow" selected I see a big red 18 in the status bar accouting for the twelve from the "arrows" and six from the "bow", and nothing new in the little yellow numbers on the right because it's a new ammo type.

(p.s. the and
Spoiler:
tags are your friends)
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Crudux Cruo
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Post by Crudux Cruo »

after some more playtesting i figured out the bow and its puckups work, but not the crossbow, which the code is exactly the same as the bow and its other components only under a different name. both the bolts and teh arrows use the same sprites exactly. im thinking this might be the problem?
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Matt
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Post by Matt »

Using the same sprite shouldn't be a problem, though you might want to make sure they don't have the same DoomEd numbers or something.
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TheDarkArchon
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Post by TheDarkArchon »

Weapons can't have pickup states: I'm suprised ZDoom would run at all with that code
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Crudux Cruo
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Post by Crudux Cruo »

ive updated the progress section of my front page now that i dont feel so lazy and weighed down by the end of the quarter crap. anyway:

1.) how do i replace a monster with a monster from a different game without rescripting, like inheritance or something? i need to do this with the aracnotron and the spider mastermind.

1.a) if i replace the spidy with a heresiarch and i replace the aracnotrons with dark bishops, will the spidy be able to summon ok?

2.) how do i make a missile with multiple frames per angle? im doing the throwing axe now (and the fists too, but thats of no matter) and ive never done complex missiles before. if its something like the fighter hammer, i could probalbly just learn from the code, but they dont have much hexen descriptions.

thanks for your help in advance guys
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The NUtcracker
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Post by The NUtcracker »

1.a) You don't need to replace arachnotron with anything. Just have the dark bishop sprites and watch the magic of ZDoom work.

1) Also, If you wanted to replace spidermastermind with heresiarch, add the sprites and use:

Code: Select all

Actor heresiarch2 : Heresiarch replaces SpiderMastermind
{
}
2) Not sure what you mean here. If you mean as in it has thrust animation 1 in one state, and thrust animation 2 in another, you would use them just as any other state.
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Crudux Cruo
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Post by Crudux Cruo »

thanks, ill do that, but i want to replace the aracnotrons with dark bishops, if its practical. if not, then ill do what you said. although my idea requires more paint thinner and french fried babies,
i think that the dark bishop would be a good replacement for the archie. if not the dark bishop ill have to find something else, which might be hard to find if it pertains to a medieval theme.

p.s the doomednumbers are different for the bow and crossbow stuff.
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The NUtcracker
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Post by The NUtcracker »

You can just do the arachnotron, and it would work.
The dark bishop, in my opinion, is WAY too easy to be archvile class.

If you want, you can use my version of the archvile:
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Crudux Cruo
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Post by Crudux Cruo »

that archie is boss! also i must have types the wrong thing i was going to do the arachnotron. i will add the archie in, but i want to ask what you mean by "it will work" for the arachnoron. the heresiarch spawn them if ther replace a monster?
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The NUtcracker
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Post by The NUtcracker »

I meant if you use:

Code: Select all

Actor DarkBishop : Bishop replaces arachnotron
{
}
The heresiarch would spawn them. However, if you made changes to the way the dark bishop behaves, the heresiarch's spawned bishop will ignore that.
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Crudux Cruo
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Post by Crudux Cruo »

I had never intended to make a monster change. decorate is confusing enough already! also what about sounds? do i have to make a SNDINFO entry for them, or will it automatically play the sounds if i have them in the wad?
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The NUtcracker
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Post by The NUtcracker »

You have to use sndinfo.
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Crudux Cruo
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Post by Crudux Cruo »

do you have the SNDINFO code or a way of finding out?
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