TheGuy Posted May 8, 2024 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 "$OB_WaterWand" States { Spawn: WSTA E 8 Bright Loop Select: WSTA A 1 A_Raise Loop Deselect: WSTA A 1 A_Lower Loop Ready: WSTA A 1 A_WeaponReady WSTA B 1 Loop Fire: WSTA C 3 WSTA D 3 A_FireProjectile("WaterBall") WSTA C 3 Goto Ready } } ACTOR WaterBall { Radius 4 Height 6 Speed 10 FastSpeed 20 Damage 4 Projectile +RANDOMIZE SeeSound DeathSound States { Spawn: WBAL A 4 Bright Loop Death: SHEX CD 6 Bright Stop } } 0 Quote Share this post Link to post
kalensar Posted May 8, 2024 (edited) Probably because you dont have the WeaponSlot set. THis can be done on the weapon actor itself or by KEYCONF, but that is one key stat you *might* be missing. Basically the WeaponSlot is the Number Key it is tied to on the keyboard, and if it is not set then you will not be able to wield it Weapon.SlotNumber 3 // will put on number key 3 The other way of setting it is on a custom player class also as slotnumbers, but I'm assuming you are using the vanilla classes in this scenario, Edited May 8, 2024 by kalensar update 1 Quote Share this post Link to post
TheGuy Posted May 8, 2024 (edited) 15 minutes ago, kalensar said: Probably because you dont have the WeaponSlot set. THis can be done on the weapon actor itself or by KEYCONF, but that is one key stat you *might* be missing. Basically the WeaponSlot is the Number Key it is tied to on the keyboard, and if it is not set then you will not be able to wield it Weapon.SlotNumber 3 // will put on number key 3 I tried that like 2 minutes after posting lol. Still doesn't work unfortunately. Also yeah I'm using the vanilla classes. Here's the new decorate: Spoiler ACTOR WaterWand : MageWeapon 19020 { Weapon.AmmoUse1 3 Weapon.AmmoGive1 30 Weapon.SlotNumber 5 Weapon.KickBack 0 Weapon.YAdjust 9 Tag "$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 May 8, 2024 by TheGuy 0 Quote Share this post Link to post
kalensar Posted May 8, 2024 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 0 Quote Share this post Link to post
TheGuy Posted May 9, 2024 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 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. 0 Quote Share this post Link to post
kalensar Posted May 9, 2024 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. 0 Quote Share this post Link to post
TheGuy Posted May 9, 2024 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 0 Quote Share this post Link to post
kalensar Posted May 10, 2024 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 1 Quote Share this post Link to post
TheGuy Posted May 10, 2024 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 1 Quote Share this post Link to post
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