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What's the problem with this weapon?


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I'm trying to add this weapon to hexen, but when I try to spawn it in game it says the actor doesn't exist.

Here's the DECORATE for the weapon + the projectile

Quote

ACTOR WaterWand : MageWeapon
{
  Weapon.AmmoUse1 3
  Weapon.AmmoGive1 30
  Weapon.SelectionOrder 3601
  Weapon.KickBack 0
  Weapon.YAdjust 9
  Tag "$TAG_WATER"
  Weapon.AmmoType1 "Mana1"
  Inventory.PickupMessage "$TXT_WEAPON_M2" // "WATER"
  Obituary "$OB_WaterWand"
  States
  {
  Spawn:
    WSTA E 8 Bright
    Loop
  Select:
    WSTA A 1 A_Raise
    Loop
  Deselect:
    WSTA A 1 A_Lower
    Loop
  Ready:
    WSTA A 1 A_WeaponReady
    WSTA B 1 
    Loop
  Fire:
    WSTA C 3
    WSTA D 3 A_FireProjectile("WaterBall")
    WSTA C 3
    Goto Ready
  }
}

ACTOR WaterBall
{
  Radius 4
  Height 6
  Speed 10
  FastSpeed 20
  Damage 4
  Projectile
  +RANDOMIZE
  SeeSound 
  DeathSound 
  States
  {
  Spawn:
    WBAL A 4 Bright
    Loop
  Death:
    SHEX CD 6 Bright
    Stop
  }
}

 

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Probably because you dont have the WeaponSlot set. THis can be done on the weapon actor itself or by KEYCONF, but that is one key stat you *might* be missing.

Basically the WeaponSlot is the Number Key it is tied to on the keyboard, and if it is not set then you will not be able to wield it

 

Weapon.SlotNumber 3  // will put on number key 3

 

The other way of setting it is on a custom player class also as slotnumbers, but I'm assuming you are using the vanilla classes in this scenario,

Edited by kalensar
update

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15 minutes ago, kalensar said:

Probably because you dont have the WeaponSlot set. THis can be done on the weapon actor itself or by KEYCONF, but that is one key stat you *might* be missing.

Basically the WeaponSlot is the Number Key it is tied to on the keyboard, and if it is not set then you will not be able to wield it

 

Weapon.SlotNumber 3  // will put on number key 3

I tried that like 2 minutes after posting lol. Still doesn't work unfortunately. Also yeah I'm using the vanilla classes.

 

Here's the new decorate:

Spoiler

ACTOR WaterWand : MageWeapon 19020
{
  Weapon.AmmoUse1 3
  Weapon.AmmoGive1 30
  Weapon.SlotNumber 5
  Weapon.KickBack 0
  Weapon.YAdjust 9
  Tag "$TAG_WATER"
  Weapon.AmmoType1 "Mana1"
  Inventory.PickupMessage "$TXT_WEAPON_M2" // "WATER"
  Obituary "$OB_WaterWand"
  States
  {
  Spawn:
    WSTA E 8 Bright
    Loop
  Select:
    WSTA A 1 A_Raise
    Loop
  Deselect:
    WSTA A 1 A_Lower
    Loop
  Ready:
    WSTA A 1 A_WeaponReady
    WSTA B 1 
    Loop
  Fire:
    WSTA C 3
    WSTA D 3 A_FireProjectile("WaterBall")
    WSTA C 3
    Goto Ready
  }
}

ACTOR WaterBall
{
  Radius 4
  Height 6
  Speed 10
  FastSpeed 20
  Damage 4
  Projectile
  +RANDOMIZE
  SeeSound 
  DeathSound 
  States
  {
  Spawn:
    WBAL A 4 Bright
    Loop
  Death:
    SHEX CD 6 Bright
    Stop
  }
}

 

Edited by TheGuy

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This may be silly question but are you playing as the Mage? Thats basically what the MageWeapon does is only allow the Mage to use it and locks the other 2 classes out of its use.

 

Other than that, here is an example KEYCONF syntax for adding classes and weapons.

 

Spoiler

614814880_Screenshotfrom2024-05-0813-08-19.png.97f2a1de8e2e7b9b31e09c0de61f0b7d.png

 

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13 hours ago, kalensar said:

This may be silly question but are you playing as the Mage? Thats basically what the MageWeapon does is only allow the Mage to use it and locks the other 2 classes out of its use.

 

Other than that, here is an example KEYCONF syntax for adding classes and weapons.

 

  Hide contents

614814880_Screenshotfrom2024-05-0813-08-19.png.97f2a1de8e2e7b9b31e09c0de61f0b7d.png

 

Haha yeah I'm playing the mage. Thank you for the help tho. Unfortunately I'm pretty new to modding hexen, more used to doom lol.

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Another tactic you can try is to just rename the inheritor from MageWeapon to Weapon,

and then add on the "Inventory.ForbiddenTo FighterPlayer, ClericPlayer" to the stat block,

 

It seems the inheritor might be screwing it up for whatever reason.

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I solved it, kinda. It still doesn't spawn in game, but at least it sees it as an existing actor. Attaching the file in case ya'll want to look at it or do something with it (also contains the credits for the sprites)

HEXRESOURCE.zip

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20 hours ago, TheGuy said:

I solved it, kinda. It still doesn't spawn in game, but at least it sees it as an existing actor. Attaching the file in case ya'll want to look at it or do something with it (also contains the credits for the sprites)

HEXRESOURCE.zip

 

 

Okay. Got it.

 

You didnt put the Sprites in Sprites Directory of S_START and S_END

 

HEXRESOURCE.zip

 

 

 

 

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6 hours ago, kalensar said:

 

 

Okay. Got it.

 

You didnt put the Sprites in Sprites Directory of S_START and S_END

 

HEXRESOURCE.zip

 

 

 

 

Damn I'm an idiot, it's not even the first time I make this exact mistake. Thanks so much dude

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