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Author Topic: I need help with a weapon.  (Read 1174 times)

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June 15, 2017, 06:13:17 PM
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Offline PotatoStrike

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  • Date Registered: March 12, 2014, 04:29:39 PM

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I need help with a weapon.
« on: June 15, 2017, 06:13:17 PM »
Hello my friends!

I've started to edit some weapons from an already existing mod, but I've encountered a problem.

You see, I tried to edit the Old Skull Barrier, the one from MM8BDM-v4c.pk3. I managed to create my custom animations for the bars (so they can basically flicker like they did in v5a) but the animation stops after a full shield cycle. After 2 days of finding what the issue was, I decided to ask my question here.

Here are the lines of the weapon:
Code: [Select]
actor OldSkullBarrierWep : BaseMM8BDMWep 29011
{
//$Category OC: Weapon Patch
//$Title Old Skull Barrier
Weapon.AmmoUse 1
Weapon.AmmoGive 112
Weapon.SlotNumber 7
Obituary "%o felt really old after being boned by %k's Old Skull Barrier."
Inventory.Pickupmessage "Power Up! Old Skull Barrier!"
weapon.ammotype "OldSkullBarrierAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "SKUOICO"
Scale 2.0
States
{
Spawn:
SKUO X 1
loop
Ready:
SKUO A 0 ACS_ExecuteAlways(998,0,604)
SKUO A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, "Deactivate")
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
SKUO A 1 A_Lower
Goto Deselect+3
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
SKLA A 1 A_Raise
Loop
Fire:
SKUO A 0 A_JumpIfNoAmmo("NoAmmo")
SKUO A 0 A_JumpIfInventory("ShieldCheck", 1, "Finish")
SKUO A 0 A_GiveInventory("ShieldCheck",1)
SKUO A 0 A_GiveInventory("OldSkullBarrierProtection", 1)
SKUO A 0 A_ChangeFlag("DONTRIP", 1)
SKUO IJ 2
SKUO J 0 A_GunFlash
SKUO K 5
Goto BarrierActive
BarrierActive:
SKUO K 1 A_WeaponReady
SKUO K 0 A_JumpIfNoAmmo("Finish")
SKUO K 0 A_GiveInventory("SkullBarrierProtection", 1)
Loop
Finish:
SKUO A 0 A_TakeInventory("OldSkullBarrierProtection", 1)
SKUO A 0 A_ChangeFlag("DONTRIP", 0)
SKUO A 0 A_TakeInventory("ShieldCheck",1)
SKUO JIA 2
SKUO A 0 A_TakeInventory("OldSkullBarrierAmmo",1)
SKUO A 5
Goto Ready+1
Deactivate:
SKUO A 0 A_TakeInventory("OldSkullBarrierProtection", 1)
SKUO A 0 A_ChangeFlag("DONTRIP", 0)
SKUO A 0 A_TakeInventory("ShieldCheck",1)
SKUO A 0 A_TakeInventory("OldSkullBarrierAmmo",1)
SKUO JIA 2
SKUO A 5
Goto Deselect+1
NoAmmo:
SKUO A 1 ACS_Execute(979,0)
Goto Ready+1
Death:
TNT1 A 0
stop
Flash:
TNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_TakeInventory("OldSkullBarrierAmmo",1)
TNT1 A 0 A_JumpIfNoAmmo("NoFlash")
TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, 1)
Goto NoFlash
TNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 //A_TakeInventory("OldSkullBarrierAmmo",1)
TNT1 A 0 A_JumpIfNoAmmo("NoFlash")
TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, 1)
Goto NoFlash
TNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_TakeInventory("OldSkullBarrierAmmo",1)
TNT1 A 0 A_JumpIfNoAmmo("NoFlash")
TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, 1)
Goto NoFlash
TNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 //A_TakeInventory("OldSkullBarrierAmmo",1)
TNT1 A 0 A_JumpIfNoAmmo("NoFlash")
TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, 1)
Goto NoFlash
TNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier5", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_TakeInventory("OldSkullBarrierAmmo",1)
TNT1 A 0 A_JumpIfNoAmmo("NoFlash")
TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, 1)
Goto NoFlash
TNT1 AAAA 1 A_SpawnItemEx("OldSkullBarrier6", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 //A_TakeInventory("OldSkullBarrierAmmo",1)
TNT1 A 0 A_JumpIfNoAmmo("NoFlash")
TNT1 A 0 A_JumpIfInventory("ShieldCheck", 1, "Flash")
Goto NoFlash
NoFlash:
TNT1 A 0
stop
}
}

actor OldSkullBarrierAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}

actor OldSkullBarrier1
{
scale 2.5
-SOLID
+NOGRAVITY
+CLIENTSIDEONLY
+NOTIMEFREEZE
States
{
Spawn:
SKUO L 1
SKUO L 1
stop
}
}

actor OldSkullBarrier2 : OldSkullBarrier1
{
States
{
Spawn:
SKUO M 1
SKUO M 1
stop
}
}

actor OldSkullBarrier3 : OldSkullBarrier1
{
States
{
Spawn:
SKUO N 1
SKUO N 1
stop
}
}

actor OldSkullBarrier4 : OldSkullBarrier1
{
States
{
Spawn:
SKUO O 1
SKUO O 1
stop
}
}


actor OldSkullBarrier5 : OldSkullBarrier1
{
States
{
Spawn:
SKUO P 1
SKUO P 1
stop
}
}


actor OldSkullBarrier6 : OldSkullBarrier1
{
States
{
Spawn:
SKUO Q 1
SKUO Q 1
stop
}
}

actor OldSkullBarrierGiver : CustomInventory 10065
{
//$Category MM8BDM-Weapons
Inventory.Pickupmessage "Power Up! Old Skull Barrier"
inventory.pickupsound "weapon/weaponup"
Inventory.RespawnTics 1800
scale 2.0
states
{
Spawn:
SKUO X 1
loop
Pickup:
SKUO X 0 A_JumpIfInventory("OldSkullBarrierWep",1,"Failure")
SKUO X 0 A_GiveInventory("OldSkullBarrierWep")
stop
Failure:
SKUO X 1
fail
}
}

actor OldSkullBarrierProtection : PowerProtection
{
powerup.duration 35
damagefactor "NORMAL", 0.00
//damagefactor "FALLING", 1.00
//damagefactor "FIRE", 1.00
//damagefactor "DROWNING", 1.00
//damagefactor "SLIME", 1.00
//damagefactor "SPINEY", 1.00
//damagefactor "QUICKBEAM", 1.00
//damagefactor "BEAM", 1.00
damagefactor "CRUSH", 1.00
damagefactor "TELEFRAG", 1.00
}

I hope you can help me out on this one.
Thank you for reading.

June 16, 2017, 04:35:55 PM
Reply #1

Offline PotatoStrike

  • Standard Member
  • Date Registered: March 12, 2014, 04:29:39 PM

    • View Profile
Re: I need help with a weapon.
« Reply #1 on: June 16, 2017, 04:35:55 PM »
Nevermind, found the issue: I needed to use SkullBarrierAmmo instead of OldSkullBarrierAmmo. You can lock this thread now, please.