I've been having this problem for about 2 months, now. It is annoying the stuffing out of me.
I select a weapon from either slot 4 or slot 6, and the game freezes. However, if I have all the weapons for that slot, the game won't freeze. It will cycle through all of them. Another interesting thing is that when I use the miniwheel on my mouse, the game will cycle through all the weapons I have in my arsenal and it won't freeze.
Below is the code for the weapons in slot 4.
Code: Select all
actor D64Chaingun : Weapon replaces Chaingun
{
Game Doom
Weapon.SelectionOrder 1100
Weapon.SlotNumber 4
Weapon.SlotPriority 0
Weapon.AmmoUse 1
Weapon.AmmoGive 20
Weapon.AmmoType "Clip"
Weapon.UpSound "weapons/CHAINUP"
Inventory.PickupMessage "You got the Doom64 Chaingun!"
Obituary "%o was mowed down by %k's Doom64 Chaingun."
States
{
Ready:
CHGG A 1 A_WeaponReady
Loop
Deselect:
CHGG A 0 A_PlaySound ("CHANGE")
CHGG A 1 A_Lower
Goto Deselect+1
Select:
CHGG A 1 A_Raise
loop
Fire:
CHGG AB 3 A_FireCGun
CHGG B 0 A_ReFire
Goto Ready
Flash:
CHGF A 4 Bright A_Light1
Goto LightDone
CHGF B 4 Bright A_Light1
Goto LightDone
Spawn:
MGUN A -1
Stop
}
}
//==================================NEXT WEAPON========================
//Weapon: Heavy Rifle
//By: ZChronos
ACTOR HeavyRifle : Weapon 25035
{
Inventory.PickupMessage "You got the Heavy Rifle!"
Inventory.PickupSound "misc/w_pkup"
Weapon.AmmoType "Clip"
Weapon.UpSound "weapons/rifleup"
Weapon.AmmoGive 50
Weapon.AmmoUse 5
Weapon.Kickback 900
Weapon.SelectionOrder 1300
Weapon.SlotNumber 4
Weapon.SlotPriority 0.5
Obituary "%k put a bullet through %o's head."
States
{
Ready:
HVRG A 1 A_WeaponReady
Loop
Deselect:
HVRG A 0 A_PlaySound ("CHANGE")
HVRG A 1 A_Lower
Goto Deselect+1
Select:
HVRG A 1 A_Raise
loop
Fire:
HVRF A 0 Bright A_PlaySound("weapons/riflefre")
HVRF A 0 Bright A_FireCustomMissile("HeavyBullet", 0, 1, 0, 0)
HVRF A 0 Bright A_FireCustomMissile("HeavyBullet", 0, 0, 0, 0)
HVRF A 0 Bright A_FireCustomMissile("HeavyBullet", 0, 0, 0, 0)
HVRF A 0 Bright A_FireCustomMissile("HeavyBullet", 0, 0, 0, 0)
HVRF A 5 Bright A_FireCustomMissile("HeavyBullet", 0, 0, 0, 0)
HVRF B 5 Bright A_Recoil(3)
HVRG A 10
HVRG A 0 A_Refire
Goto Ready
Spawn:
HVYR A -1
Stop
}
}
ACTOR HeavyBullet
{
Speed 250
Damage 5
Radius 6
Height 8
PROJECTILE
+STRIFEDAMAGE
RENDERSTYLE ADD
ALPHA 0.7
States
{
Spawn:
BULL A 1 Bright
Loop
Death:
HPUF ABCD 3
Stop
}
}
//=========================Next Weapon===========================
actor Q2Chaingun : Weapon 23040
{
decal BulletChip
Weapon.SelectionOrder 400
Weapon.SlotNumber 4
Weapon.SlotPriority 1
Weapon.AmmoType Clip
Weapon.UpSound "weapons/CHAINUP"
Weapon.AmmoUse 1
Weapon.AmmoGive 60
Weapon.KickBack 200
Inventory.PickupMessage "You picked up the Quake II Chaingun."
Inventory.PickupSound "misc/w_pkup"
AttackSound "weapons/mgunfire"
Obituary "%o was totally perforated by %k's Quake II Chaingun."
States
{
Select:
CHNG A 1 A_Raise
loop
Deselect:
CHNG A 0 A_TakeInventory ("DumbyOne",2)
CHNG A 0 A_TakeInventory ("WTFIsThis",14)
CHNG A 0 A_PlaySound ("CHANGE")
CHNG A 1 A_Lower
Goto Deselect+3
Ready:
CHNG A 1 A_WeaponReady
Loop
Fire:
CHNG A 0 A_GiveInventory ("DumbyOne",1)
CHNG A 0 A_JumpIfInventory ("DumbyOne",2,2)
CHNG A 25 A_PlaySound ("weapons/chaingunon")
CHNG A 0 A_GiveInventory ("WTFIsThis",1)
CHNG A 0 A_JumpIfInventory ("WTFIsThis",14,10)
CHNG A 1 Bright A_FireBullets (1,1,1,4,"BulletPuff")
CHNG A 0 A_PlaySound ("weapons/chaingunidle")
CHNG B 1 Bright
CHNG C 1
CHNG D 1
CHNG A 0 A_Refire
CHNG A 0 A_TakeInventory ("DumbyOne",2)
CHNG A 0 A_PlaySound ("weapons/chaingunoff")
Goto Ready
CHNG A 0 A_Recoil (1)
CHNG A 1 Bright A_FireBullets (4,3,1,10,"BulletPuff")
CHNG B 1 Bright A_FireBullets (3,4,1,10,"BulletPuff")
CHNG C 1
CHNG B 0 A_PlaySound ("weapons/chaingunidle")
CHNG B 0 A_Refire
CHNG A 0 A_TakeInventory ("DumbyOne",2)
CHNG A 0 A_PlaySound ("weapons/chaingunoff")
CHNG B 0 A_TakeInventory ("WTFIsThis",14)
Goto Ready
Spawn:
CGUN A -1
Stop
}
}
actor WTFIsThis : Inventory
{
Inventory.MaxAmount 14
}
actor DumbyOne : Inventory
{
Inventory.MaxAmount 2
}
Code: Select all
actor D64PlasmaRifle : Weapon replaces PlasmaRifle
{
Game Doom
Weapon.SelectionOrder 200
Weapon.SlotNumber 6
Weapon.SlotPriority 0
Weapon.AmmoUse 1
Weapon.AmmoGive 40
Weapon.AmmoType "Cell"
Weapon.ReadySound "weapons/PSIDL"
Inventory.PickupMessage "You got the Doom 64 Plasma Rifle!"
States
{
Ready:
PLSG ABCDABCDABCDABCDABCDABCD 1 A_WeaponReady
Loop
Deselect:
PLSG A 0 A_PlaySound("CHANGE")
PLSG A 1 A_Lower
Goto Deselect+1
Select:
PLSG A 1 A_Raise
loop
Fire:
PLSG A 4 A_FirePlasma // See PlasmaBall
PLSG A 4 A_ReFire
Goto Ready
Flash:
PLSF A 2 Bright A_Light1
PLSF B 2 Bright A_Light2
Goto LightDone
Spawn:
PLAS A -1
Stop
}
}
actor PlasmaBall
{
Game Doom
SpawnID 51
Radius 13
Height 8
Speed 25
Damage 7
DamageType Normal
Decal PlasmaScorch
Projectile
+RANDOMIZE
RenderStyle Add
Alpha 0.75
SeeSound "weapons/plasmaf"
DeathSound "weapons/plasmax"
Obituary "%o saw pretty lights from %k's Doom64 Plasma Gun."
States
{
Spawn:
PLSS AB 6 bright
loop
Death:
PLSE ABCDE 4 bright
stop
}
}
//==================================Next Weapon========================
ACTOR DOOM3PlasmaGun : Weapon 23045
{
Decal PlasmaScorch
Inventory.PickupMessage "You got the DOOM3 Plasma Rifle!"
inventory.pickupsound "misc/w_pkup"
Obituary "%o was scorched by %k's DOOM3 Plasma Rifle."
Weapon.SelectionOrder 500
Weapon.SlotNumber 6
Weapon.SlotPriority 0.25
Weapon.AmmoType cell
Weapon.AmmoGive1 30
Weapon.AmmoUse 1
Weapon.Kickback 10
Weapon.UpSound "weapons/D3PGUP"
States
{
Ready:
NWPG ABCDEFGHHGFEDCBA 3 A_WeaponReady
LOOP
Deselect:
NWPG A 0 A_PlaySound("CHANGE")
NWPG A 1 A_Lower
Goto Deselect+1
Select:
NWPG A 1 A_Raise
loop
Fire:
NWPF A 1 A_GunFlash
NULL A 0 A_PlaySound("weapons/d3plasmaf")
NULL A 0 A_FireCustomMissile("D3PlasmaBall",0,1,6,0)
NULL A 0 A_FireCustomMissile("PlasmaFlameSpawner",0,0,5,6)
NWPF B 2
NWPF B 0 A_Jump (167, 3)
NWPF B 1
NWPF C 2
NWPF A 0 A_Refire
NWPF DDCB 1
Goto Ready
Spawn:
PGUN A -1
stop
}
}
ACTOR D3PlasmaBall
{
Decal PlasmaScorch
Speed 25
Height 8
Radius 13
Damage 5
RenderStyle Translucent
Alpha 0.75
Scale 0.55
PROJECTILE
DamageType Fire
Health 60
+SHOOTABLE
+DONTGIB
+NOICEDEATH
+NOBLOOD
States
{
Spawn:
D3PP A 0 BRIGHT A_SetShootable
D3PP A 1 BRIGHT
D3PP B 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
D3PP C 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
D3PP D 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
D3PP E 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
D3PP F 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
D3PP G 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
D3PP H 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
D3PP I 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
D3PP J 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
D3PP K 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
D3PP L 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
D3PP M 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
D3PP N 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
D3PP O 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
D3PP P 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
D3PP Q 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
D3PP R 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
D3PP S 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
D3PP T 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
D3PP U 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
D3PP V 1 BRIGHT A_CustomMissile("plasmatrail", 0, 0, 0)
Goto Spawn+1
Death:
D3PE A 1 BRIGHT A_PlaySound("weapons/d3plasmax")
D3PE BCDEF 1 BRIGHT
PLSS GHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
PLSZ ABC 1 BRIGHT
Stop
}
}
ACTOR PlasmaFlameSpawner
{
Radius 1
Height 1
Speed 14
PROJECTILE
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_Die
Goto Death
Death:
TNT1 A 0 A_CustomMissile("PlasmaFlame",0,0,0)
Stop
}
}
ACTOR plasmatrail
{
Height 8
Radius 1
Damage 0
Projectile
Scale 0.15
Speed 0.2
RenderStyle Translucent
Alpha 0.4
+NOGRAVITY
+DOOMBOUNCE
+DROPOFF
States
{
Spawn:
D3PE ABCDEF 1
PLSS GHIJKLMNOPQRSTUVWXYZ 1
PLSZ ABC 1
Stop
}
}
ACTOR PlasmaFlame
{
Radius 1
Height 1
PROJECTILE
+NOGRAVITY
+FLOORCLIP
+NOBLOCKMAP
Alpha 0.8
Scale 0.2
Mass 0
RenderStyle Add
States
{
Spawn:
TNT1 A 0
D3PE BCDEF 1
PLSS GHIJKLMNOPQRSTUVWXYZ 1 A_FadeOut(0.01)
Stop
}
}
//==========================NEXT WEAPON======================
actor ElectricPlasmaGun : Weapon 25030
{
Weapon.SelectionOrder 600
Weapon.SlotNumber 6
Weapon.SlotPriority 0.5
Weapon.AmmoUse 1
Weapon.AmmoGive 40
Weapon.AmmoType "Cell"
Weapon.UpSound "weapons/EPRFIRE"
Inventory.PickupMessage "You got the Electric Plasma Gun!"
States
{
Ready:
ETRG A 1 A_WeaponReady
Loop
Deselect:
ETRG A 0 A_PlaySound("CHANGE")
ETRG A 1 A_Lower
Goto Deselect+1
Select:
ETRG A 1 A_Raise
loop
Fire:
ETRG B 0 A_PlayWeaponSound("electricplasma/charge")
ETRG B 2 A_GunFlash
ETRF B 2 A_FireCustomMissile("ElectroPlasmaBlast")
ETRF C 2 A_FireCustomMissile("ElectroPlasmaBlast")
ETRG B 2 A_ReFire
Goto Ready
Flash:
ETRF A 2 Bright A_Light1
ETRF B 2 Bright A_Light1
ETRF C 2 Bright A_Light1
Goto LightDone
Spawn:
ETRO A -1
Stop
}
}
actor ElectroPlasmaBlast
{
Radius 13
Height 8
Speed 30
Damage 6
Projectile
DamageType Disintegrate
scale .75
+RANDOMIZE
+BLOODLESSIMPACT
+NOEXTREMEDEATH
RenderStyle Add
Alpha 0.75
SeeSound "electricplasma/shoot"
DeathSound "electricplasma/hit"
Obituary "%o was electrocuted by %k."
States
{
Spawn:
EBLT GH 0 bright A_SpawnItem("ElectroPlasmaBlastTrail")
EBLT GH 2 bright A_BishopMissileWeave
loop
Death:
EBLT IJK 3 bright
stop
}
}
actor ElectroPlasmaBlastTrail
{
Radius 13
Height 8
Speed 20
Damage 0
Projectile
+RANDOMIZE
RenderStyle Add
Alpha 0.75
States
{
Spawn:
EBLT ABC 3 bright A_BishopMissileWeave
goto death
Death:
EBLT DEF 4 bright A_FadeOut(0.5)
loop
}
}
//================================Next Weapon===================
actor FreezeRifle : Weapon 25031
{
Game Doom
SpawnID 30
Weapon.SelectionOrder 1000
Weapon.SlotNumber 6
Weapon.SlotPriority 0.75
Weapon.AmmoUse 1
Weapon.AmmoGive 20
Weapon.AmmoType "Cell"
Inventory.PickupMessage "You got the Freeze Rifle!"
States
{
Ready:
FRSG A 1 A_WeaponReady
Loop
Deselect:
FRSG A 0 A_PlaySound("CHANGE")
FRSG A 1 A_Lower
Goto Deselect+1
Select:
FRSG A 1 A_Raise
Loop
Fire:
FRSG A 0 A_GunFlash
FRSG A 9 A_FireCustomMissile("FreezeBlast")
FRSG B 20 A_ReFire
Goto Ready
Flash:
FRSF A 3 Bright A_Light1
Goto LightDone
FRSF B 3 Bright A_Light1
Goto LightDone
Spawn:
FRAS A -1
Stop
}
}
actor FreezeBlast
{
Game Doom
SpawnID 51
Radius 13
Height 8
Speed 20
Damage 18
Projectile
+RANDOMIZE
RenderStyle Add
Alpha 0.75
scale 0.9
SeeSound "weapons/iceshot"
DeathSound "weapons/icehit"
Obituary "%o got frozen solid by %k."
DamageType Ice
States
{
Spawn:
FBLS A 6 bright A_SpawnItem("FreezeBlastTrail")
loop
Death:
FBLS BCDE 4 bright
stop
}
}
actor FreezeBlastTrail
{
Game Doom
SpawnID 51
Radius 13
Height 8
Speed 20
Damage 1
DamageType Ice
Projectile
+RANDOMIZE
RenderStyle Add
Alpha 0.75
SeeSound "weapons/iceshot"
DeathSound "weapons/icehit"
Obituary "%o got frozen solid by %k."
States
{
Spawn:
FRTR ABC 6 bright A_FadeOut(0.2)
loop
Death:
FRTR ABC 4 bright
stop
}
}
//========================================NEXT WEAPON=================================
Actor SpreadGun : Weapon 20024
{
Weapon.SelectionOrder 800
Weapon.SlotNumber 6
Weapon.SlotPriority 1
Inventory.PickupSound "Misc/w_pkup"
Inventory.PickupMessage "You got the Spread Gun!"
Weapon.AmmoType "Cell"
Weapon.AmmoGive 80
Weapon.AmmoUse 10
States
{
Ready:
SPGN A 1 A_WeaponReady
Loop
Deselect:
SPGN A 0 A_PlaySound("CHANGE")
SPGN A 1 A_Lower
Goto Deselect+1
Select:
SPGN A 1 A_Raise
Loop
Fire:
SPGN A 2
NULL A 0 A_GunFlash
SPGF A 0 A_FireCustomMissile ("SpreadShot",0,1,0,0)
SPGF A 0 A_FireCustomMissile ("SpreadShot",-4,0,0,0)
SPGF A 0 A_FireCustomMissile ("SpreadShot",4,0,0,0)
SPGF A 0 A_FireCustomMissile ("SpreadShot",12,0,0,0)
SPGF A 0 A_FireCustomMissile ("SpreadShot",-12,0,0,0)
SPGF A 0 A_FireCustomMissile ("SpreadShot",-8,0,0,0)
SPGF A 0 A_FireCustomMissile ("SpreadShot",8,0,0,0)
SPGF A 0 A_FireCustomMissile ("SpreadShot",16,0,0,0)
SPGF A 0 A_FireCustomMissile ("SpreadShot",-16,0,0,0)
SPGF B 2
SPGN A 2
NULL A 0 A_GunFlash
SPGF A 0 A_FireCustomMissile ("SpreadShot",0,0,0,0)
SPGF A 0 A_FireCustomMissile ("SpreadShot",-4,0,0,0)
SPGF A 0 A_FireCustomMissile ("SpreadShot",4,0,0,0)
SPGF A 0 A_FireCustomMissile ("SpreadShot",12,0,0,0)
SPGF A 0 A_FireCustomMissile ("SpreadShot",-12,0,0,0)
SPGF A 0 A_FireCustomMissile ("SpreadShot",-8,0,0,0)
SPGF A 0 A_FireCustomMissile ("SpreadShot",8,0,0,0)
SPGF A 0 A_FireCustomMissile ("SpreadShot",16,0,0,0)
SPGF A 0 A_FireCustomMissile ("SpreadShot",-16,0,0,0)
SPGF B 2
SPGN A 6
SPGN A 3 A_ReFire
Goto Ready
Spawn:
SPRD A -1
Stop
}
}
actor SpreadShot
{
Radius 13
Height 8
Speed 30
Damage 3
Projectile
+RANDOMIZE
RenderStyle Add
Alpha 0.75
SeeSound "weapons/SPRDSHOT"
DeathSound "weapons/plasmax"
Obituary "%o got a taste of %k's Spread Gun."
States
{
Spawn:
SPGS AB 6
loop
Death:
SPGE ABCDE 3
stop
}
}