[1.0.29] Reloading no longer works in my mod
Moderator: Graf Zahl
- lizardcommando
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[1.0.29] Reloading no longer works in my mod
I was testing my mod out with the newest version of GZDoom and for some lame reason, if I use the IDFA/IDKFA cheat to get all guns and stuff, I can't reload any of my guns. It won't work anymore unlike in previous versions of ZDoom and GZDoom. What the hell is going on? Someone please help me!
I didn't even change anything to it since last month. Can someone with extensive DECORATE knowledge please take a look at it?
http://www.zshare.net/download/4841275ece5d25/
Just to let you know, the guns work properly if you use the "Summon" console command (IE: summon magnum, etc). This is really weird...
I didn't even change anything to it since last month. Can someone with extensive DECORATE knowledge please take a look at it?
http://www.zshare.net/download/4841275ece5d25/
Just to let you know, the guns work properly if you use the "Summon" console command (IE: summon magnum, etc). This is really weird...
- Graf Zahl
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- lizardcommando
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- TheDarkArchon
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I think it has something to do with the backpack. The ammo types that handle reloading in the mod don't have Ammo.BackpackMaxAmount defined and unless the player picks up the weapon in question before the backpack, said ammo types will end up having a maximum value of 0, not Inventory.MaxAmount. Any types picked up before the backpack are unaffected.Graf Zahl wrote:There were some minor changes to ammo handling so it's possible something in there breaks reloading.
- Graf Zahl
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- lizardcommando
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- Graf Zahl
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Adding one line should solve it. The coding would look like this:
x being the clip size, ICON being the icon you want to use. Everything else to do with the weapon stays the same.
Code: Select all
ACTOR ReloadanGaems : Ammo
{
Inventory.MaxAmount x
Ammo.BackpackMaxAmount x
Inventory.Icon ICON
}
- lizardcommando
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