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Grenades not picking up


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this is genuinely pissing me off, the actor HandGrenades is COMPLETELY and TOTALLY NORMAL, why can't i pick it up or give it to me using console? summoning NAMGrenade works fine, but the HandGrenades as a weapon doesn't

 

actor HandGrenades : PlasmaRifle replaces SuperShotgun
  {
     Weapon.SelectionOrder 2900
     Weapon.AmmoGive 5
     Weapon.AmmoUse 1
     Weapon.AmmoType "RocketAmmo"
     Weapon.UpSound "grenade/deploy"
     Weapon.SlotNumber 6
     Obituary "%o couldn't take cover from %k's frag grenade."
     Inventory.PickupMessage "A boxful of hand grenades! (Slot 6)"
     Tag "Frag Grenade"
     States
     {
     Spawn:
        GRND B -1
        Stop
     Ready:
        GRNG A 1 A_WeaponReady
        Loop 
     Deselect:
        GRNT LKJ 2
        TNT1 A 2
        TNT1 AAAAAAAAAAAAAAA 0 A_Lower
        TNT1 A 1 A_Lower
        Goto Deselect+3
     Select:
        GRNT JKL 2 A_WeaponReady(WRF_NOFIRE|WRF_DISABLESWITCH)
        Goto Ready
     Fire:
        GRNT ABCDEFG 1
        GRNT H 0 A_PlaySound("skeleton/swing")
        GRNT H 1 A_FireProjectile("NAMGrenade", 0, true)
        GRNT IJKLMNO 1
        Goto Ready
     }
  }

 

ACTOR NAMGrenade
{
  Radius 8
  Height 8
  Speed 15
  Damage 20
  Projectile
  -NOGRAVITY
  +RANDOMIZE
  +DEHEXPLOSION
  +GRENADETRAIL
  BounceType "Doom"
  Gravity 0.25
  SeeSound "skeleton/swing"
  DeathSound "grenade/boom"
  BounceSound "grenade/bounce"
  Obituary "%o was fragged by %k's frag grenade."
  DamageType Grenade
  Scale 0.25
  States
  {
  Spawn:
    GRND A 1 Bright
    Loop
  Death:
    MISL B 8 Bright A_Explode
    MISL C 6 Bright
    MISL D 4 Bright
    Stop
  Grenade:
    MISL A 1000 A_Die
    Wait
  Detonate:
    MISL B 4 A_Scream
    MISL C 6 A_Detonate
    MISL D 10
    Stop
  Mushroom:
    MISL B 8 A_Mushroom
    Goto Death+1
  }
}

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Weapon.UpSound "grenade/deploy"

 

Taking a look at some decorate code examples... What is "UpSound"? Should it maybe be Inventory.PickupSound "grenade/deploy" ?

That example also has AttackSound "(Your sound goes here)", which looks like it's missing. I don't know if that's the problem, but it's what I noticed first.

 

 

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2 minutes ago, Stabbey said:

Weapon.UpSound "grenade/deploy"

 

Taking a look at some decorate code examples... What is "UpSound"? Should it maybe be Inventory.PickupSound "grenade/deploy" ?

That example also has AttackSound "(Your sound goes here)", which looks like it's missing. I don't know if that's the problem, but it's what I noticed first.

 

 

Weapon.UpSound is played during the weapon select state, much like the Chainsaw's revving up sound when you select the weapon.

Inventory.PickupSound is the sound that plays when you pick up the weapon from the ground.

 

That said, yeah, AttackSound was the problem and putting it to "None" was the solution.

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