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Cant seem to get weapon bindings to function


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I've made a custom weapon and it works great but im having issues with not being able to swap to it. I went over it over and over again and im just not sure what I'm missing.


 

ACTOR BountyHunter: DoomPlayer
{
        Player.WeaponSlot 1, Fist, Chainsaw
        Player.WeaponSlot 2, Pistol
        Player.WeaponSlot 3, Blaster, SuperShotgun
}

ACTOR Blaster: Weapon Replaces shotgun 28210 {
    Weapon.SelectionOrder 350
    Weapon.AmmoUse 1
    Weapon.AmmoGive 30
    Weapon.AmmoType "Clip"
    Weapon.Slotnumber 3
    Inventory.PickupSound "weapon/getgun"
    Inventory.PickupMessage "You've Found Your Trusy Blaster!Hooray!!"
    States {
        Spawn:
        BLAS A -1
        STOP
        
        SELECT:
        BLAR A 1 A_Raise
        Loop
        
        Deselect:
        BLAR A 1 A_Lower
        Loop
        
        Ready:
        BLAR A 10 A_WeaponReady
        Loop
        
        
        Fire:
        BLAF ABC 0
        Goto BlasterFire
        
        BlasterFire:
        BLAF A 0 A_PlaySound ("weapon/firegun", 0.7)
        BLAF A 0 A_Recoil(0)
        BLAF A 3 A_FireCustomMissile("Bolt",0,4,7,-8)
        BLAF A 3 A_GunFlash
        BLAF B 3
        BLAF C 0 A_Refire("BlasterFire")
        Goto Ready
        
        Flash:
        BLAG A 3 Bright
        Stop
        
        }
}
ACTOR Bolt : Actor 30540 {
        +RANDOMIZE
        
        Decal "Scorch"
        Projectile
        
        Radius .0010
        Height 4
        Speed 60
        Damage 2
        
        Deathsound "Weapons/Plasma"
        
        States {
            Spawn:
            BLAM ABCD 2 Bright
            Loop
            
            Death:
            BLAM EFG 1 Bright
            Stop
            }
}

 

 

this is what I got

 

Edited by AlyxDaFennec

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It doesn't work because your new gun replaces the original shotgun and takes on it's identifier. You either need to substitute "blaster" for the weapon it replaced in your new class:

4 hours ago, AlyxDaFennec said:

ACTOR BountyHunter: DoomPlayer
{
        Player.WeaponSlot 1, Fist, Chainsaw
        Player.WeaponSlot 2, Pistol
        Player.WeaponSlot 3, shotgun, SuperShotgun

  

 

Or inherit blaster from DoomWeapon instead of replacing anything:

 

4 hours ago, AlyxDaFennec said:

ACTOR Blaster: DoomWeapon 28210 {

 

Edited by xdarkmasterx

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I believe the problem is that you're using Blaster as your class name, and it's already in use. So your player class is set up to use the Heretic blaster weapon, rather than your custom weapon. Rename it to something else, like MyBlaster or whatever.

 

@xdarkmasterx: no, the "replaces" keyword only affects thing spawning in the map.  It has no impact on weapon slots. Also inheriting from DoomWeapon instead of Weapon wouldn't change much.

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5 hours ago, Gez said:

I believe the problem is that you're using Blaster as your class name, and it's already in use. So your player class is set up to use the Heretic blaster weapon, rather than your custom weapon. Rename it to something else, like MyBlaster or whatever.

 

@xdarkmasterx: no, the "replaces" keyword only affects thing spawning in the map.  It has no impact on weapon slots. Also inheriting from DoomWeapon instead of Weapon wouldn't change much.

 

On gzdoom 4.5.0 changing the weapon defined in the slot does work https://www.dropbox.com/s/mvxcepwu004qq2t/blast.wad?dl=0 it seems like inheriting it from DoomWeapon will also work but doesn't allow you to spawn the weapon in using commands, I didn't account for there being a class already defined though :p

 

 

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