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Big problem with custom hexen classes.


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 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
  }
}

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 And here is the Mapinfo gameinfo lump:

 

Quote

Gameinfo

 PlayerClasses = "PriestPlayer" , "BarbarianPlayer"

}

 

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Player.SpawnClass should be a number (the number that you want the class to count as).

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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.

 

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