TheGuy Posted January 6 I'm not a complete beginner but I'm far from being good with codes and stuff. Basically what I want to do is replacing the 3 original hexen classes with 3 new classes, but I have a problem: basically, when creating the first map, I made it so that at one point you get your first weapon, so I placed them down and gave them the "Class1" tag. However, for some reason, the weapon appears in the map whilen playing in with all classes, not just the first one. So for example I would be playing as the equivalent of a fighter, but finding myself with a serpent staff in place where it should be only while playing the equivalent ofmy cleric. So basically what I want to do is making it so that one of my custom classes counts as the class 1, another as the class 2 and so on, How do I do it? I'm using Ultimate Doom Builder in UDMF format to map, and Slade to make the custom classes. Here is the decorate for the first class: Quote ACTOR PriestPlayer: PlayerPawn replaces ClericPlayer { Health 90 ReactionTime 0 PainChance 255 Radius 15 Height 60 Speed 1.3 +NOSKIN +NODAMAGETHRUST +NOTHRUSTWHENINVUL PainSound "PlayerClericPain" RadiusDamageFactor 0.25 Player.JumpZ 9 Player.Viewheight 48 Player.SpawnClass "Priest" Player.DisplayName "Priest" Player.SoundClass "cleric" Player.ScoreIcon "CLERFACE" Player.InvulnerabilityMode "Ghost" Player.HealRadiusType "Health" Player.HexenArmor 10, 10, 25, 5, 20 Player.StartItem "MWeapWand" Player.Portrait "P_CWALK1" Player.WeaponSlot 1, MWeapWand Player.WeaponSlot 2, CWeapStaff, MWeapFrost Player.WeaponSlot 3, HellforgeCannon, MWeapLightning Player.WeaponSlot 4, CWeapWraithverge Player.FlechetteType "ArtiPoisonBag1" Player.ColorRange 146, 163 Player.ColorSet 0, "Blue", 146, 163, 161 Player.ColorSetFile 1, "Red", "TRANTBL7", 0xB3 Player.ColorSetFile 2, "Gold", "TRANTBL8", 0x8C Player.ColorSetFile 3, "Dull Green", "TRANTBL9", 0x41 Player.ColorSetFile 4, "Green", "TRANTBLA", 0xC9 Player.ColorSetFile 5, "Gray", "TRANTBLB", 0x30 Player.ColorSetFile 6, "Brown", "TRANTBLC", 0x72 Player.ColorSetFile 7, "Purple", "TRANTBLD", 0xEE States { Spawn: CLER A -1 Stop See: CLER ABCD 4 Loop Pain: CLER H 4 CLER H 4 A_Pain Goto Spawn Missile: Melee: CLER EFG 6 Goto Spawn Death: CLER I 6 CLER J 6 A_PlayerScream CLER KL 6 CLER M 6 A_NoBlocking CLER NOP 6 CLER Q -1 Stop XDeath: CLER R 5 A_PlayerScream CLER S 5 CLER T 5 A_NoBlocking CLER UVWXYZ 5 CLER [ -1 Stop Ice: CLER "\" 5 A_FreezeDeath CLER "\" 1 A_FreezeDeathChunks Wait Burn: FDTH C 5 Bright A_PlaySound("*burndeath") FDTH D 4 Bright FDTH G 5 Bright FDTH H 4 Bright A_PlayerScream FDTH I 5 Bright FDTH J 4 Bright FDTH K 5 Bright FDTH L 4 Bright FDTH M 5 Bright FDTH N 4 Bright FDTH O 5 Bright FDTH P 4 Bright FDTH Q 5 Bright FDTH R 4 Bright FDTH S 5 Bright A_NoBlocking FDTH T 4 Bright FDTH U 5 Bright FDTH V 4 Bright ACLO E 35 A_CheckPlayerDone Wait ACLO E 8 Stop } } Quote Quote And here is the Mapinfo gameinfo lump: Quote Gameinfo { PlayerClasses = "PriestPlayer" , "BarbarianPlayer" } 0 Quote Share this post Link to post
jaeden Posted January 6 Player.SpawnClass should be a number (the number that you want the class to count as). 1 Quote Share this post Link to post
TheGuy Posted January 6 5 minutes ago, jaeden said: Player.SpawnClass should be a number (the number that you want the class to count as). Damn dude I wasn't expecting it to be that easy, thank you very much. 0 Quote Share this post Link to post
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