Alright, I've got some Grood news. 1st of all, I redid a weapon on my gigantic weapons mod, it no longer freezes the game, and it also functions pretty nice.  I also finished that demon weapon graphic
 
I have no idea what it will do, nor am I sure I want to make it a part of a super weapon now.
And finally, I need help with a weapon. 
Code: Select all
actor heavyrifleflare
{
	Height 1
	Radius 1
	Speed 3
	Scale 0.2
	Renderstyle Add
	Alpha 0.5
	+Nogravity
	States
	{
	Spawn:
		ELSP ABCDEFGHIJKLM 1
		Stop
	}
}
actor SuperHeavyRifleLoaded : PuzzleItem
{
	-Invbar
	Inventory.Maxamount 1
	Inventory.Icon NULLA0
	States
	{
	Spawn:
		BAGG A 1
		Loop
	}
}
actor SuperHeavyRifleCasing
{
	Height 1
	Radius 1
	Mass 1
	Scale 0.5
	Painchance 255
	SeeSound "misc/chat2"
	-Noliftdrop
	-NoGravity
	+Doombounce
	+Shootable
	+Invulnerable
	+Noblood
	States
	{
	Spawn:
		BCAS A 0 A_Jump(40, 3) //A
		BCAS A 0 A_Jump(40, 3) //B
		BCAS A 0 A_Jump(40, 3) //C
		BCAS A -1
		BCAS B -1
		BCAS C -1
		Loop
	Pain:
		BCAS A 0 A_Jump(40, 3) //A
		BCAS A 0 A_Jump(40, 3) //B
		BCAS A 0 A_Jump(40, 3) //C
		BCAS A -1
		BCAS B -1
		BCAS C -1
		Loop
	Death:
		BCAS A 0 A_Jump(40, 3) //A
		BCAS A 0 A_Jump(40, 3) //B
		BCAS A 0 A_Jump(40, 3) //C
		BCAS A -1
		BCAS B -1
		BCAS C -1
		Loop
	}
}
actor Superheavyrifle : weapon 10087
{
	Weapon.SelectionOrder 93
	Inventory.PickupMessage "You got an SHR-43 Super Heavy Rifle."
	Obituary "%k put a Giant bullet into %o."
	Weapon.Kickback 30
	+NoAutoFire
	+NoAlert
	States
	{
	Spawn:
		ELRF O 1
		Loop
	Ready:
		ELRF A 1 A_WeaponReady
		Loop
	Select:
		ELRF A 1 A_Raise
		Loop
	Deselect:
		ELRF A 1 A_Lower
		Loop
	Fire:
		ELRF B 0
		ELRF B 0 A_JumpIfInventory("SuperHeavyRifleLoaded", 1, 2)
		ELRF A 0 //PlayClick Sound
		Goto Ready
		ELRF B 0 A_Recoil(2)
		ELRF B 0 A_PlayWeaponSound("Superheavyrifle/Fire")
		ELRF B 0 A_FireCustomMissile("heavyrifleflare", 0, 0, 0, 7)
		ELRF B 1 BRIGHT A_FireBullets(1, 1, 1, 200)
		ELRF B 0 A_TakeInventory("SuperHeavyRifleLoaded", 1)
		ELRF CDE 1
		ELRF F 42
		Goto Ready
	AltFire:
		ELRF B 0
		ELRF F 0 //A_JumpIfNoAmmo("-", 0, 1) Check to see if there is any ammo left
		ELRF F 0 A_JumpIfInventory("SuperHeavyRifleLoaded", 0, 2)
		Goto Ready
		ELRF F 0
		ELRF F 0 A_FireCustomMissile("SuperHeavyRifleCasing", 90, 0, 5, 5) //Pop Out Casing
		ELRF F 0 //Play clink noise 
		ELRF F 0 //Take away 1 round of ammo
		ELRF F 0 A_GiveInventory("SuperHeavyRifleLoaded", 1)
		ELRF FEDCBA 1
		Goto Ready
	}
}
Heres the problem. It doesnt fire unless I give myself SuperHeavyRifleLoaded in the console. If I do that, it fires once, the nI have to give myself it again. I'm not good with this kind of stuff. So any help would be appreciated.