Why when I try to replace BFG, with BFG that has old (Press release) behaviour, I can't? On 'give all' none of BFG's (Mine, or original) doesn't show up.
Or when I try to replace chainsaw with pistol, that has +WEAPON.NOALERT tag, doesn't work too. Tutorial I've read, that replaces chainsaw with auto-shotgun (Repeating) does work.
ACTOR OldBFG : Weapon replaces BFG9000
{
Weapon.AmmoUse 1
Weapon.AmmoGive 40
Weapon.AmmoType "Cell"
Inventory.PickupMessage "Picked up BFG9000!"
States
{
Ready:
BFGG A 1 A_WeaponReady
Loop
Deselect:
BFGG A 1 A_Lower
Loop
Select:
BFGG A 1 A_Raise
Loop
OldFire:
BFGG A 20 A_BFGSound
BFGG B 10 A_GunFlash
BFGG B 10 A_FireBFG
BFGG B 20 A_ReFire
Goto Ready
Flash:
BFGF A 11 Bright A_Light1
BFGF B 6 Bright A_Light2
Goto LightDone
Spawn:
BFUG A -1
Stop
Fire:
BFGG A 10 A_BFGSound
BFGG BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FireOldBFG
BFGG B 0 A_Light0
BFGG B 20 A_ReFire
Goto Ready
}
}
Question
WatermelonPL
Why when I try to replace BFG, with BFG that has old (Press release) behaviour, I can't? On 'give all' none of BFG's (Mine, or original) doesn't show up.
Or when I try to replace chainsaw with pistol, that has +WEAPON.NOALERT tag, doesn't work too. Tutorial I've read, that replaces chainsaw with auto-shotgun (Repeating) does work.
ACTOR OldBFG : Weapon replaces BFG9000 { Weapon.AmmoUse 1 Weapon.AmmoGive 40 Weapon.AmmoType "Cell" Inventory.PickupMessage "Picked up BFG9000!" States { Ready: BFGG A 1 A_WeaponReady Loop Deselect: BFGG A 1 A_Lower Loop Select: BFGG A 1 A_Raise Loop OldFire: BFGG A 20 A_BFGSound BFGG B 10 A_GunFlash BFGG B 10 A_FireBFG BFGG B 20 A_ReFire Goto Ready Flash: BFGF A 11 Bright A_Light1 BFGF B 6 Bright A_Light2 Goto LightDone Spawn: BFUG A -1 Stop Fire: BFGG A 10 A_BFGSound BFGG BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FireOldBFG BFGG B 0 A_Light0 BFGG B 20 A_ReFire Goto Ready } }
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