MP5 Not Working
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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.
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MP5 Not Working
I had it working fine before but decided to change the sprites to my own MP5. Same thing I did with the Colt 45 (which worked) but when I walk over the MP5 in GZDoom it doesn't pick up and when I use the all weapons cheat it doesn't show up in the inventory. Below is the decorate.
Actor MP5 : Weapon 13334
{
Obituary "%o was gunned down by %k's MP5."
AttackSound "Weapons/MP5KFIR"
Inventory.PickupMessage "You got the MP5 submachine gun!"
Weapon.SlotNumber 4
Weapon.KickBack 100
Weapon.AmmoType "Clip"
Weapon.AmmoUse 1
Weapon.AmmoGive 20
Decal "BulletChip"
states
{
Ready:
MP5K A 1 A_WeaponReady
loop
Deselect:
MP5K A 1 A_Lower
loop
Select:
MP5K A 1 A_Raise
loop
Fire:
MP5K A 0 A_ZoomFactor(0.99, ZOOM_NOSCALETURNING)
MP5F A 1 Bright A_FireBullets(3.6, 3.6, -1, 4, "BulletPuff")
MP5K A 1 A_SetPitch(Pitch-0.5)
MP5K B 0 A_ZoomFactor(1, ZOOM_NOSCALETURNING)
MP5F B 1 Bright A_FireBullets (3.6, 3.6, -1, 4, "BulletPuff")
MP5K A 1 A_SetPitch(Pitch-0.5)
MP5K A 0 A_ReFire
goto Ready
Flash:
TNT1 A 1
stop
Spawn:
MP5I A -1
stop
}
}
I'm at a complete loss.
Actor MP5 : Weapon 13334
{
Obituary "%o was gunned down by %k's MP5."
AttackSound "Weapons/MP5KFIR"
Inventory.PickupMessage "You got the MP5 submachine gun!"
Weapon.SlotNumber 4
Weapon.KickBack 100
Weapon.AmmoType "Clip"
Weapon.AmmoUse 1
Weapon.AmmoGive 20
Decal "BulletChip"
states
{
Ready:
MP5K A 1 A_WeaponReady
loop
Deselect:
MP5K A 1 A_Lower
loop
Select:
MP5K A 1 A_Raise
loop
Fire:
MP5K A 0 A_ZoomFactor(0.99, ZOOM_NOSCALETURNING)
MP5F A 1 Bright A_FireBullets(3.6, 3.6, -1, 4, "BulletPuff")
MP5K A 1 A_SetPitch(Pitch-0.5)
MP5K B 0 A_ZoomFactor(1, ZOOM_NOSCALETURNING)
MP5F B 1 Bright A_FireBullets (3.6, 3.6, -1, 4, "BulletPuff")
MP5K A 1 A_SetPitch(Pitch-0.5)
MP5K A 0 A_ReFire
goto Ready
Flash:
TNT1 A 1
stop
Spawn:
MP5I A -1
stop
}
}
I'm at a complete loss.
Re: MP5 Not Working
Does MP5KA0 exist? Have you made absolutely sure it's a valid sprite? ZDoom uses the Ready frame to identify if the weapon actually exists for that game (technically all weapons between Doom, Hexen, Heretic and strife are defined always, so it needs to mark them is in/valid in some way). If the sprite is invalid, you can't give it, select it or pick it up.
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Re: MP5 Not Working
Thanks for the quick reply Edward,edward850 wrote:Does MP5KA0 exist? Have you made absolutely sure it's a valid sprite? ZDoom uses the Ready frame to identify if the weapon actually exists for that game (technically all weapons between Doom, Hexen, Heretic and strife are defined always, so it needs to mark them is in/valid in some way). If the sprite is invalid, you can't give it, select it or pick it up.
Below is a screenshot of the sprites and their order in Slade 3:

This is also the sprite being used for MP5KA0:

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Re: MP5 Not Working
I should also add I have it saved as a paletted PNG.
Re: MP5 Not Working
It's 'MP5KA0' as a zero, where is you have 'MP5KAO' (and 'MP5KBO') as an oʊ. It indicates the the frame rotation number.
Also a friendly reminder to use a modern lump manager, such as Slade3.
Disregard that.
Also a friendly reminder to use a modern lump manager, such as Slade3.

Last edited by edward850 on Sat Jan 16, 2016 4:57 pm, edited 2 times in total.
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Re: MP5 Not Working
I actually do use Slade 3 but you were bang on about the "O" issue. Lol, I rewrote and reorganized the decorate file, changed ID# and all sorts of other crap and it was just a single wrong character all along. Good eye and thanks for the assistedward850 wrote:It's 'MP5KA0' as a zero, where is you have 'MP5KAO' as an oʊ. It indicates the the frame rotation number.
Also a friendly reminder to use a modern lump manager, such as Slade3.

- wildweasel
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Re: MP5 Not Working
Except that's what he is using. =Pedward850 wrote:Also a friendly reminder to use a modern lump manager, such as Slade3.
Re: MP5 Not Working
You're right; how did I miss that? I swear I'm not drunk or anything. This is perfectly normal untainted coffee. Honest.
I think it was the old theme style that threw me off, actually.
I think it was the old theme style that threw me off, actually.
- ramon.dexter
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Re: MP5 Not Working
I noticed that you have S_START and S_END and then the same below...Maybe this is causing the problems.
Re: MP5 Not Working
By reading the thread, you'll notice the problem was already solved. 

- wildweasel
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Re: MP5 Not Working
Actually, no, that isn't the problem at all. One common method of keeping things organized in WAD files is to separate the resources into sections, using markers to divide them. A few of my later WAD-based gameplay mods had the resources divided into per-weapon sections. That appears to be what the OP is trying to do here, and is not at all the reason he was having problems earlier.ramon.dexter wrote:I noticed that you have S_START and S_END and then the same below...Maybe this is causing the problems.
- enderkevin13
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Re: MP5 Not Working
Sorry to go off topic, but why exactly are you using WIndows 98 or Millenium?
Re: MP5 Not Working
Well for a start that's Windows 7. Neither 98 nor ME can run GZDB, and the task bar icons alone is a very good indicator that it's not even Vista (task bar applications existing as icons started at 7). Have you ever used 98 or ME?enderkevin13 wrote:Sorry to go off topic, but why exactly are you using WIndows 98 or Millenium?
- enderkevin13
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Re: MP5 Not Working
Yes, in fact, ME was the first OS I used. Well I think it was 98. I was 4, so I couldn't tell the difference back then. It might have been ME though.edward850 wrote:Well for a start that's Windows 7. Neither 98 nor ME can run GZDB, and the task bar icons alone is a very good indicator that it's not even Vista (task bar applications existing as icons started at 7). Have you ever used 98 or ME?enderkevin13 wrote:Sorry to go off topic, but why exactly are you using WIndows 98 or Millenium?