Mengo Posted July 4, 2019 So I'm making a wad, and I've been working on it for a while, and all of a sudden I finally realize, the shotguns i put in don't use any ammo at all while the vanilla shotguns still do. 0 Quote Share this post Link to post
1 ketmar Posted July 6, 2019 you set flags in `A_FireBullets` to zero, so `FBF_USEAMMO` flag is not set. hence, no ammo check/depletion is done. 1 Quote Share this post Link to post
0 Mengo Posted July 5, 2019 actor M870 : Weapon 7140 { Weapon.SelectionOrder 1300 Weapon.AmmoUse 1 Weapon.AmmoGive 8 Weapon.AmmoType "Shell" Weapon.SlotNumber 3 Inventory.PickupMessage "You got an M870" Obituary "%o was blown open by %k's shotgun." Attacksound "DukeShotgun/Fire" Decal "BulletChip" States { Ready: DNSG A 1 A_WeaponReady Loop Deselect: DNSG A 1 A_Lower Loop Select: DNSG A 1 A_Raise Loop Fire: DNSG A 3 DNSG B 1 A_CustomPunch (30 ,False , 0, "SgPuff" , 64) DNSG B 1 A_FireBullets (7, 7, 7, 5, "BulletPuff", 0, 1027) DNSG B 0 radius_quake(2, 2, 0, 1, 0) DNSG B 0 A_GunFlash DNSG CDEDCB 1 bright DNSG A 3 DNSG FGH 1 DNSG I 2 A_PlaySound ("DukeShotgun/Pump") DNSG JKLKJI 2 DNSG HGF 1 DNSG A 7 A_ReFire Goto Ready Flash: TNT1 A 4 Bright A_Light1 TNT1 A 3 Bright A_Light2 Goto LightDone Spawn: DNSP A -1 Stop } } actor SGPuff : BulletPuff { damagetype ShotgunMelee PROJECTILE +RANDOMIZE states { Spawn: TNT1 A 1 TNT1 A 1 goto Death Death: TNT1 A 1 stop } } 0 Quote Share this post Link to post
0 Mengo Posted July 6, 2019 2 hours ago, ketmar said: you set flags in `A_FireBullets` to zero, so `FBF_USEAMMO` flag is not set. hence, no ammo check/depletion is done. Yo thanks! I messed that up while trying to add a maximum range to the ammunition so shotgun sniping wasnt a thing and just filled that in with a zero. You're a lifesaver. 1 Quote Share this post Link to post
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Mengo
So I'm making a wad, and I've been working on it for a while, and all of a sudden I finally realize, the shotguns i put in don't use any ammo at all while the vanilla shotguns still do.
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