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actor TerminatorGunner : Weapon
{
Weapon.SlotNumber 2
Weapon.AmmoGive 100
Weapon.YAdjust 0
Weapon.SelectionOrder 350
Inventory.PickupSound ""
Inventory.PickupMessage ""
+WEAPON.NOAUTOAIM
+INVENTORY.UNDROPPABLE
states
{
Spawn:
TGUN A 400
Stop
Ready:
TGUN A 0
TGUN A 0 ACS_Execute(452,0,0,0,0)
TGUN A 2 A_WeaponReady
Loop
Deselect:
TGUN A 1 A_Lower
Loop
Select:
TGUN A 1 A_Raise
Goto Select
Fire:
TGUN I 0 A_JumpIf(ACS_ExecuteWithResult(453,0,0,0) == 1, "Ready")
TGUN I 3 BRIGHT ACS_Terminate(452,0)
TGUN J 3 BRIGHT
Hold:
TGUN J 0 BRIGHT A_JumpIf(ACS_ExecuteWithResult(453,0,0,0) == 1, "Out")
TGUN K 0 BRIGHT A_TakeInventory("termplasma",1)
TGUN K 0 BRIGHT A_PlayWeaponSound("term/shot1")
TGUN K 1 BRIGHT ACS_Terminate(452,0)
TGUN J 0 BRIGHT A_JumpIf(ACS_ExecuteWithResult(453,0,0,0) == 1, "Out")
TGUN K 2 BRIGHT A_FireCustomMissile("RedPlasmaterm",random(-2,2),0,-7,-2)
TGUN L 3 BRIGHT
TGUN L 0 BRIGHT A_Refire
goto OUT
Out:
TGUN J 3 BRIGHT
TGUN I 3 BRIGHT
goto Ready
}
}
The weapon also causes problem with my global script, when I enter a map with ACS coding.
Instead of the hudmessage "PlasmaAmmo: XXX" some random words will be shown like "ook they have0" or the mapname or something like this.
DonaldDuck wrote:The weapon also causes problem with my global script, when I enter a map with ACS coding.
Instead of the hudmessage "PlasmaAmmo: XXX" some random words will be shown like "ook they have0" or the mapname or something like this.
Maybe there is script number conflict between your scripts and the map's. If that's the case, use [wiki]named scripts[/wiki] instead.
OK, I've made something new.
But the problem is now:
The script with TakeInventory doesnt do anything on Zdoom maps, it only works on normal Doom maps!
But the scripts with SetActorVelocity and SetActorProperty are for other classes and they work on ALL maps.
I dont know why the terminator one wont (script. no. 314), even though it is the only wad i drag on zdoom exe. (no other scripts in use)
I tried it with skulltag too, but the same problem occurs.