Brualtman Posted May 24, 2022 So I am having an issue with trying to add the Iron Crossbow from Hexxen into Doom 2. I know this is an odd thing to do, but the reason I am trying to do this is because I am making a mapset based off Berserk and I wanted more a medieval theme. I'm am up for literally any suggestions. To clarify I did have it working in game and was able to shoot it and such but now it is giving me this error and I'm not even sure how to fix it to be honest. It won't let me launch the game at all, so here's the error followed by the actual decorate info. If there's anything else required to help with this please just let me know and I will provide what I can. The Error: Script error, "Berserk.wad:DECORATE" line 5: '@property@inventory.amount' is an unknown actor property The Decorate Info: ACTOR IronBoltAmmo 12398 { Game Doom SpawnID 11 Inventory.Amount 8 Inventory.MaxAmount 50 Ammo.BackpackAmount 6 Ammo.BackpackMaxAmount 100 Inventory.Icon "AMM1BOLT" States { Spawn: AMM1 A -1 Stop } } ACTOR IronBoltQuiverAmmo 12399 { Game Doom SpawnID 12 Inventory.pickupmessage "Quiver of Bolts" Inventory.Amount 15 States { Spawn: AMM1 B -1 Stop } } ACTOR IronXBow : Weapon 12400 { Game Doom SpawnID 27 Weapon.slotnumber 3 Weapon.SelectionOrder 1800 Weapon.AmmoUse 1 Weapon.AmmoGive 16 Weapon.AmmoType "IronBoltAmmo" Weapon.SisterWeapon "IronXBowPowered" Weapon.YAdjust 15 Inventory.pickupmessage "Iron Crossbow" +WEAPON.NOALERT Obituary "%o was punctured by %k's Crossbow" States { Spawn: XBOW Z -1 Stop Ready: XBOW A 1 A_WeaponReady Loop Deselect: XBOW A 1 A_Lower Loop Select: XBOW A 1 A_Raise Loop Fire: XBOW B 1 A_PlaySound("BowString") XBOW B 0 A_FireCustomMissile ("Ironbolt", 0) XBOW B 5 A_FireCustomMissile ("IronboltPain", 0, 0) XBOW CDEFG 4 XBOW A 5 A_ReFire goto Ready } } ACTOR IronXBowPowered : IronXBow 12401 { Game Doom SpawnID 27 Weapon.SelectionOrder 1800 Weapon.AmmoUse 1 Weapon.AmmoGive 16 Weapon.AmmoType "IronBoltAmmo" Weapon.SisterWeapon "IronXBow" Weapon.YAdjust 15 Inventory.pickupmessage "Iron Crossbow" // "ETHEREAL CROSSBOW" +WEAPON.POWERED_UP +WEAPON.NOALERT Obituary "%o should know that %k's is not a licensed acupuncturist" States { Fire: XBOW B 1 A_TakeInventory("IronBoltAmmo", 1) Hold: XBOW H 1 A_PlaySound("BowString") XBOW H 0 A_FireCustomMissile ("Ironbolt", 0, 0) XBOW H 3 A_FireCustomMissile ("IronboltPain", 0, 0) XBOW IJA 4 XBOW A 1 A_ReFire goto Ready } } actor Ironbolt : FastProjectile { height 1 radius 1 damage (random(4,13)*9) speed 36 seesound "misc/shot" deathsound "misc/shotx" PROJECTILE -ACTIVATEIMPACT -ACTIVATEPCROSS +THRUGHOST +DONTREFLECT +NOEXTREMEDEATH scale 0.5 states { Spawn: XBLT A -1 Death: XBLT A 160 XDeath: XBLT A 4 stop } } actor IronboltPain : FastProjectile { height 1 radius 1 damage 0 speed 36 seesound "misc/shot" deathsound "misc/shotx" PROJECTILE -ACTIVATEIMPACT -ACTIVATEPCROSS +THRUGHOST +DONTREFLECT +NOEXTREMEDEATH +RIPPER scale 0.5 states { Spawn: TNT1 A 8 Death: TNT1 A 0 stop } } 0 Quote Share this post Link to post
Rifleman Posted May 24, 2022 (edited) I think you need to have your new ammo class inherit from Ammo class, like so: ACTOR IronBoltAmmo : Ammo 12398 { Game Doom SpawnID 11 Inventory.Amount 8 Inventory.MaxAmount 50 Ammo.BackpackAmount 6 Ammo.BackpackMaxAmount 100 Inventory.Icon "AMM1BOLT" States { Spawn: AMM1 A -1 Stop } } Your other ammo class can inherit from this one or Ammo. Edited May 24, 2022 by Rifleman 0 Quote Share this post Link to post
Brualtman Posted May 24, 2022 Alright sweet I'll give this a try lol. I'll let you know of my results. 0 Quote Share this post Link to post
ramon.dexter Posted May 25, 2022 Yes, the first actor named 'IronBoltAmmo' is in fact simple actor. If you want it to behave like a Ammo, and be treated like an Ammo, you have to inherit it from ammo. 0 Quote Share this post Link to post
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