Won't Bounce?(Solved?)

Ask about ACS, DECORATE, ZScript, or any other scripting questions here!

Moderator: GZDoom Developers

Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.

Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
User avatar
MrToots
Posts: 77
Joined: Fri Sep 22, 2017 11:56 am

Won't Bounce?(Solved?)

Post by MrToots »

Im using the Seeker lightning from the Apotheosis weapon from Realm667 to learn seeker and I changed it's stats to bounce(code below) and it works perfectly
but for some reason when i copy it to my mod instead of bouncing it dies on impact and i can't figure out why when I changed nothing

any help would be greatly appreciated

Code: Select all

Actor SeekerLightning
{
  Radius 5
  Height 5
  Speed 16
  Damage (5*Random(2,10))
  Renderstyle Add
  Scale 0.25
  Decal DoomImpScorch
  DeathSound "Apotheosis/SeekerHit"
  Reactiontime 100
  BounceType Doom
  BounceFactor 1.0
  WallBounceFactor 1.0
  Projectile
  +SeekerMissile
  +ScreenSeeker
  Obituary "%o was totally shocked by %k!"
  States
  {
  Spawn:
    ZAP7 A 0 Bright 
    ZAP7 A 1 Bright A_PlaySoundEx("Apotheosis/MiniLoop", "SoundSlot7", 1)
    ZAP7 AAA 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
    ZAP7 A 1 Bright
    ZAP7 AAA 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160) 
    ZAP7 B 1 Bright
    ZAP7 BBB 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
    ZAP7 B 1 Bright
    ZAP7 BBB 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160) 
    ZAP7 C 1 Bright
    ZAP7 CCC 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160) 
    ZAP7 C 1 Bright
    ZAP7 CCC 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
    ZAP7 D 1 Bright
    ZAP7 DDD 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160) 
    ZAP7 D 1 Bright
    ZAP7 DDD 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160) 
  Spawn2:
    ZAP7 A 0 Bright A_Countdown
    ZAP7 A 1 Bright A_PlaySoundEx("Apotheosis/MiniLoop", "SoundSlot7", 1)
    ZAP7 AAA 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
    ZAP7 A 1 Bright A_SeekerMissile(30, 30, SMF_LOOK | SMF_PRECISE)
    ZAP7 AAA 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160) 
    ZAP7 B 1 Bright
    ZAP7 BBB 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
    ZAP7 B 1 Bright A_SeekerMissile(30, 30, SMF_LOOK | SMF_PRECISE)
    ZAP7 BBB 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160) 
    ZAP7 C 1 Bright
    ZAP7 CCC 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160) 
    ZAP7 C 1 Bright A_SeekerMissile(30, 30, SMF_LOOK | SMF_PRECISE)
    ZAP7 CCC 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160)
    ZAP7 D 1 Bright
    ZAP7 DDD 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160) 
    ZAP7 D 1 Bright A_SeekerMissile(30, 30, SMF_LOOK | SMF_PRECISE)
    ZAP7 DDD 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160) 
    ZAP7 E 1 Bright
    ZAP7 EEE 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160) 
    ZAP7 E 1 Bright A_SeekerMissile(30, 30, SMF_LOOK | SMF_PRECISE)
    ZAP7 EEE 0 Bright A_SpawnItemEx("SmallerZapPuff", Random(-6, 6), 0, Random(-6, 6), 0, 0, 0, 0, 160) 
    Loop
  Death:
    ZAP7 A 0 Bright A_StopSoundEx("SoundSlot7")
    ZAP7 ABCDE 2 Bright A_FadeOut(0.1)
    Loop
  }
}
Edit: Also, I've tried adding bonceonwalls/floors/ceilings flags to it and it does nothing

Edit2: Apparently my mod needs BounceType Hexen when the weapon mod needs Doom, WTH

Return to “Scripting”