Decorate Problem

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metroid014
Posts: 112
Joined: Mon Aug 03, 2009 8:36 pm

Decorate Problem

Post by metroid014 »

I am currently trying to add High Jump Boots into my WAD. However when I try to load this it just makes the item invisible however it still gives the effect. Also when it gets added to my inventory it shows the item...

Note: There is only one sprite for the item.

Code: Select all

actor HighJump : PowerupGiver
{
 inventory.pickupmessage "You just found some High Jump Boots!"
 inventory.icon "BOOTA0"
 powerup.color DarkSalmon 0.25
 inventory.maxamount 1
 inventory.usesound "pickups/slowmo"
 powerup.type "HighJump"
 powerup.duration -120
 +AUTOACTIVATE
 +INVENTORY.FANCYPICKUPSOUND
   states
 {
 Spawn:
   BOOT A -1 Bright
   Stop
 }
}
EDIT: I may also suspect there is something wrong with the Sprite. When I imported it, XWE called it an Image so I changed its type to a Sprite. Now whenever I load XWE it re-calls it an Image...
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Ceeb
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Location: Castle Wut

Re: Decorate Problem

Post by Ceeb »

Is BOOTA0 between the SS_START and SS_END markers?
metroid014
Posts: 112
Joined: Mon Aug 03, 2009 8:36 pm

Re: Decorate Problem

Post by metroid014 »

It is now. Thanks man.
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Ceeb
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Location: Castle Wut

Re: Decorate Problem

Post by Ceeb »

metroid014 wrote:It is now. Thanks man.
Common mistake, no worries. :)
metroid014
Posts: 112
Joined: Mon Aug 03, 2009 8:36 pm

Re: Decorate Problem

Post by metroid014 »

Alright now I can summon it, but it won't appear in places like Doom Builder to place somewhere. Please help :)
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XutaWoo
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Re: Decorate Problem

Post by XutaWoo »

You need a DoomEdNumber.
metroid014
Posts: 112
Joined: Mon Aug 03, 2009 8:36 pm

Re: Decorate Problem

Post by metroid014 »

I looked at this: http://zdoom.org/wiki/DoomEd_numbers
However I still fail to understand what you mean....
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XutaWoo
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Re: Decorate Problem

Post by XutaWoo »

It goes at the end of the actor line.
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Kappes Buur
 
 
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Graphics Processor: nVidia (Legacy GZDoom)
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Re: Decorate Problem

Post by Kappes Buur »

metroid014 wrote:I looked at this: http://zdoom.org/wiki/DoomEd_numbers
However I still fail to understand what you mean....
from the wiki

Code: Select all

actor classname [ : parentclassname] [replaces replaceclassname] [doomednum]
for your example

Code: Select all

actor HighJump : PowerupGiver 32000
Note: if you have more actors, then make certain that the DoomEd numbers are not the same.
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