Allow me to explain.
Let's say I have the Mini Zorcher (Pistol conversion), which takes 12 shots before it has to reload. I created a hub level a while back and decided to test it in a hub, for a project idea. If I had the fist-conversion (Bootspoon, doesn't have/need a reloading system) as my only weapon, I can switch between two levels just fine. However, if I have the Mini Zorcher as a weapon, even if it isn't currently selected, (G)Zdoom crashes when I try to switch back from one level to another. Basically, it makes all the levels one-way trips. It also crashes whenever the player tries to load an autosave after he/she dies.
Could someone help me make this NOT happen?
Code:
Code: Select all
actor MiniZorcher2 : DoomWeapon replaces Pistol
{
Weapon.SelectionOrder 1900
Weapon.AmmoGive 0
Weapon.AmmoType "MiniZorch"
Obituary "%o was spirited away by %k's Mini Zorcher."
+WEAPON.WIMPY_WEAPON
Inventory.Pickupmessage "You got the Mini Zorcher!"
States
{
Ready:
PISG A 1 A_WeaponReady
PISG A 0 A_JumpIfInventory("ExpendedMiniZorch",2,"Ready2")
Loop
Ready2:
PISG B 1 A_WeaponReady
PISG B 0 A_JumpIfInventory("ExpendedMiniZorch",4,"Ready3")
Loop
Ready3:
PISG C 1 A_WeaponReady
PISG C 0 A_JumpIfInventory("ExpendedMiniZorch",6,"Ready4")
Loop
Ready4:
PISG D 1 A_WeaponReady
PISG D 0 A_JumpIfInventory("ExpendedMiniZorch",8,"Ready5")
Loop
Ready5:
PISG E 1 A_WeaponReady
PISG E 0 A_JumpIfInventory("ExpendedMiniZorch",10,"Ready6")
Loop
Ready6:
PISG F 1 A_WeaponReady
PISG F 0 A_JumpIfInventory("ExpendedMiniZorch",12,"Reload")
Loop
Ready7:
PISG G 1 A_WeaponReady
loop
Reload:
PISG A 0 A_JumpIfInventory("MiniZorch",1,"Recharge")
goto Ready7
Recharge:
PISG G 7
PISG F 7
PISG E 7
PISG D 7
PISG C 7
PISG B 7
PISG A 7
PISG A 0
PISG A 0 A_TakeInventory("MiniZorch",1)
PISG A 0 A_TakeInventory("ExpendedMiniZorch",12)
goto Ready
Deselect:
PISG A 1 A_Lower
Loop
Select:
PISG A 1 A_Raise
Loop
Fire:
PISG A 0 A_JumpIfInventory("ExpendedMiniZorch",12,"Reload")
goto Fire2
Fire2:
PISG A 0 A_JumpIfInventory("ExpendedMiniZorch",2,"Fire3")
PISG A 4
PISG H 6 A_FirePistol
PISG O 4
PISG O 0 A_GiveInventory("ExpendedMiniZorch",1)
PISG O 0 A_JumpIfInventory("ExpendedMiniZorch",12,"Reload")
PISG H 5 A_ReFire
Goto Ready
Fire3:
PISG B 0 A_JumpIfInventory("ExpendedMiniZorch",4,"Fire4")
PISG B 4
PISG I 6 A_FirePistol
PISG P 4
PISG P 0 A_GiveInventory("ExpendedMiniZorch",1)
PISG P 0 A_JumpIfInventory("ExpendedMiniZorch",12,"Reload")
PISG I 5 A_ReFire
Goto Ready
Fire4:
PISG C 0 A_JumpIfInventory("ExpendedMiniZorch",6,"Fire5")
PISG C 4
PISG J 6 A_FirePistol
PISG Q 4
PISG Q 0 A_GiveInventory("ExpendedMiniZorch",1)
PISG Q 0 A_JumpIfInventory("ExpendedMiniZorch",12,"Reload")
PISG J 5 A_ReFire
Goto Ready
Fire5:
PISG D 0 A_JumpIfInventory("ExpendedMiniZorch",8,"Fire6")
PISG D 4
PISG K 6 A_FirePistol
PISG R 4
PISG R 0 A_GiveInventory("ExpendedMiniZorch",1)
PISG R 0 A_JumpIfInventory("ExpendedMiniZorch",12,"Reload")
PISG K 5 A_ReFire
Goto Ready
Fire6:
PISG E 0 A_JumpIfInventory("ExpendedMiniZorch",10,"Fire7")
PISG E 4
PISG L 6 A_FirePistol
PISG S 4
PISG S 0 A_GiveInventory("ExpendedMiniZorch",1)
PISG S 0 A_JumpIfInventory("ExpendedMiniZorch",12,"Reload")
PISG L 5 A_ReFire
Goto Ready
Fire7:
PISG F 4
PISG M 6 A_FirePistol
PISG T 4
PISG T 0 A_GiveInventory("ExpendedMiniZorch",1)
PISG T 0 A_JumpIfInventory("ExpendedMiniZorch",12,"Reload")
PISG M 5 A_ReFire
Goto Ready
Flash:
PISF A 7 Bright A_Light1
Goto LightDone
PISF A 7 Bright A_Light0
Goto LightDone
Spawn:
MINI A -1
Stop
}
}
ACTOR MiniZorch : Ammo replaces Clip
{
Inventory.PickupMessage "Picked up a Mini Zorcher cartridge."
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.Icon "CLIPA0"
States
{
Spawn:
CLIP A -1
Stop
}
}
ACTOR ExpendedMiniZorch : Ammo
{
Inventory.PickupMessage "Picked up a Mini Zorch recharge."
Inventory.Amount 1
Inventory.MaxAmount 12
Inventory.Icon "CLIPA0"
+IGNORESKILL
States
{
Spawn:
CLIP A -1
Stop
}
}
I was trying to make a Doom crate md3 model so that I could make a pushable crate. However, I am having a problem with using more than one skin image on the same model. Will someone help me?
Code: Select all
Model DoomCrate1
{
Path "Models"
Model 0 "DOMCRT1.md3"
Skin 0 "FLOOR3_3.bmp"
Skin 1 "CRATA1.bmp"
Scale 1.0 1.0 1.0
Frame CRAT A 0 0
}