TheWolfman00001 Posted July 31, 2019 (edited) I am trying to replace the pistol with a different variant that has buffed firing speed and damage, and it doesn't seem to be working. I have tried adding Weapon.SlotNumber 2 to my code but that only makes the edited pistol an extra weapon that I have to use "give all" to obtain. The replace command also doesn't seem to be working as whenever I use that command it has no effect. What am I doing wrong? ACTOR PistolBuffed : pistol replaces pistol { Weapon.SelectionOrder 1900 Weapon.AmmoUse 1 Weapon.AmmoGive 20 Weapon.AmmoType "Clip" Obituary "$OB_MPPISTOL" +WEAPON.WIMPY_WEAPON Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED" Tag "$TAG_PISTOL" States { Ready: PISG A 1 A_WeaponReady Loop Deselect: PISG A 1 A_Lower Loop Select: PISG A 1 A_Raise Loop Fire: PISG A 4 PISG B 0 A_FireBullets (0, 0, 1, 15, "BulletPuff", FBF_USEAMMO|FBF_NORANDOM) PISG B 0 A_PlaySound("weapons/pistol", CHAN_WEAPON) PISG B 3 A_GunFlash PISG C 4 PISG B 3 A_ReFire Goto Ready Flash: PISF A 4 Bright A_Light1 Goto LightDone PISF A 4 Bright A_Light1 Goto LightDone Spawn: PIST A -1 Stop } } I am putting my decorate code here, maybe you guys can find an error that I haven't? Edited July 31, 2019 by TheWolfman00001 0 Quote Share this post Link to post
RonnieJamesDiner Posted July 31, 2019 I don't have a lot of experience with DECORATE, but perhaps try: ACTOR PistolBuffed : weapon replaces pistol That might be all it takes, I don't know if you'll also need: Player.StartItem "_PistolBuffed" Player.WeaponSlot 2, _PistolBuffed I hope this helps. 0 Quote Share this post Link to post
ketmar Posted July 31, 2019 (edited) to replace player's initial inventory, you have to create a new player class, and tell the game that it should use it instead of default DoomPlayer. decorate replacements has any effect only on items spawned on the map. Edited July 31, 2019 by ketmar 1 Quote Share this post Link to post
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