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.