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BUG with Hunting Rifle

  • kolobosney
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10 years 1 week ago #1 by kolobosney
BUG with Hunting Rifle was created by kolobosney
I using the weapon HUNTING RIFLE in mode scope and always when I get killed the game stucks, just because I'm the scope vision, how can I resolve this, please?

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  • Gez
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10 years 1 week ago #2 by Gez
Replied by Gez on topic BUG with Hunting Rifle
Copy the zoom out code to the deselect state?

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  • kolobosney
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10 years 1 week ago - 10 years 1 week ago #3 by kolobosney
Replied by kolobosney on topic BUG with Hunting Rifle
I'm little lost here, can't find the zoom out code, can you show me how to do it? This is the DECORATE for Hunting Rifle:
Code:
actor HuntingRifle : Weapon { obituary "%o was Prey For %k's Hunting Rifle." radius 20 height 16 attacksound "HuntingRifle/Fire" inventory.pickupmessage "You got the Hunting Rifle!" weapon.selectionorder 1 weapon.slotnumber 5 weapon.kickback 125 weapon.ammotype "Clip" weapon.ammouse 1 weapon.ammogive 40 +WEAPON.NOALERT states { Ready: LDHR A 0 A_TakeInventory("HuntingRifleToken1",1) LDHR A 2 A_WeaponReady LDHR A 0 A_TakeInventory("HuntingRifleToken2",1) loop Deselect: LDHR A 1 A_Lower loop Select: LDHR A 0 A_JumpIfInventory("HuntingRifleToken1",1,"Ready") LDHR A 1 A_Raise loop Fire: LDHR A 0 A_FireBullets (0.5, 0.5, -1, 25, "NoHuntingRifleGibPuff") LDHR A 0 A_PlayWeaponSound("HuntingRifle/Fire") LDHR A 0 A_Quake (2, 2, 0, 1) LDHR A 0 A_SetPitch (pitch-0.5) LDHR BC 1 LDHR D 2 LDHR E 4 LDHR FGH 2 LDHR A 1 A_ReFire goto Ready Spawn: LDHR P -1 stop AltFire: LDHR A 0 A_JumpIfInventory("HuntingRifleToken2",1,"Ready") LDHR A 0 A_GiveInventory("HuntingRifleToken2") LDHR A 0 LDHR A 0 A_GiveInventory("HuntingRifleScope") LDHR A 0 A_SelectWeapon("HuntingRifleScope") LDHR A 0 A_Lower LDHR A 0 A_Lower LDHR A 0 A_Lower LDHR A 0 A_Lower LDHR A 0 A_Lower goto AltFire+3 } } Actor HuntingRifleScope: Weapon //NOT TO BE SPAWNED { obituary "%o was Picked-Off By %k's Scoped Hunting Rifle." weapon.kickback 125 weapon.ammotype "Clip" weapon.ammouse 1 weapon.ammogive 0 +DONTBOB +NOALERT States { Spawn: LDHR P -1 Loop Ready: LDHR T 0 LDHR T 2 A_WeaponReady LDHR T 0 A_TakeInventory("HuntingRifleToken2",1) Loop Deselect: LDHR T 0 LDHR T 0 Goto AltFire+2 Select: LDHR T 0 A_PlayWeaponSound("HuntingRifle/Scope") LDHR T 0 A_ZoomFactor(4.0) LDHR T 0 LDHR T 0 A_Raise Loop Fire: LDHR T 0 LDHR T 0 A_PlayWeaponSound("HuntingRifle/Fire") LDHR T 0 A_FireBullets (0.1, 0.1, -1, 25, "NoHuntingRifleGibPuff") LDHR T 0 A_Quake (2, 2, 0, 1) LDHR T 0 A_SetPitch (pitch-0.5) LDHR T 15 LDHR T 0 A_Refire Goto Ready AltFire: LDHR T 0 A_JumpIfInventory("HuntingRifleToken2",1,"Ready") LDHR T 0 A_PlayWeaponSound("HuntingRifle/Scope") LDHR T 0 A_JumpIfInventory("HuntingRifleToken3",2,"AltFireDeselect") LDHR T 0 A_ZoomFactor(12.0) LDHR T 0 A_GiveInventory("HuntingRifleToken2") LDHR T 0 A_JumpIfInventory("HuntingRifleToken3",1,"AltFire2") LDHR T 0 A_GiveInventory("HuntingRifleToken3") Goto Ready AltFire2: LDHR T 0 A_ZoomFactor(24.0) LDHR T 0 A_GiveInventory("HuntingRifleToken3") Goto Ready AltFireDeselect: LDHR T 0 A_TakeInventory("HuntingRifleToken3") LDHR T 0 A_TakeInventory("HuntingRifleToken3") LDHR T 0 A_GiveInventory("HuntingRifleToken1") LDHR T 0 A_GiveInventory("HuntingRifleToken2") LDHR T 0 A_PlayWeaponSound("HuntingRifle/Scope") LDHR T 0 A_ZoomFactor(1.0) LDHR T 0 A_SelectWeapon("HuntingRifle") LDHR T 0 A_Lower LDHR T 0 A_Lower LDHR T 0 A_Lower LDHR T 0 A_Lower LDHR T 0 A_Lower LDHR T 0 goto AltfireDeselect+7 } } ACTOR HuntingRifleToken1 : Ammo { Inventory.MaxAmount 1 Ammo.BackpackAmount 0 Ammo.BackpackMaxAmount 1 } ACTOR HuntingRifleToken2 : Ammo { Inventory.MaxAmount 1 Ammo.BackpackAmount 0 Ammo.BackpackMaxAmount 1 } ACTOR HuntingRifleToken3 : Ammo { Inventory.MaxAmount 2 Ammo.BackpackAmount 0 Ammo.BackpackMaxAmount 2 } ACTOR NoHuntingRifleGibPuff : BulletPuff { +NOEXTREMEDEATH }
Last edit: 10 years 1 week ago by NeuralStunner. Reason: Code tags

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  • Blue Shadow
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10 years 1 week ago #4 by Blue Shadow
Replied by Blue Shadow on topic BUG with Hunting Rifle
I cannot seem to be able to produce the issue myself.

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  • kolobosney
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10 years 1 week ago #5 by kolobosney
Replied by kolobosney on topic BUG with Hunting Rifle
I just need to know which one is the zoom out code?

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10 years 1 week ago #6 by kolobosney
Replied by kolobosney on topic BUG with Hunting Rifle
:( I getting the same error when using the Axe weapon and got killed, the stucks and need to begin again. Why, please someone knows what could be!??

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  • kolobosney
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10 years 1 week ago #7 by kolobosney
Replied by kolobosney on topic BUG with Hunting Rifle
Great! I finally find out what is!!!!
Just put "Stop" on the end of the deselect state.
Thanks for try to help me guys, Wonderfull site, let's always keep Doom alive!

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  • Blue Shadow
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10 years 1 week ago #8 by Blue Shadow
Replied by Blue Shadow on topic BUG with Hunting Rifle
Just out of curiosity, what version of ZDoom or GZDoom are you using? If what you are using is very old, try updating. Maybe it will fix the issue you are having.

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  • kolobosney
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10 years 1 week ago #9 by kolobosney
Replied by kolobosney on topic BUG with Hunting Rifle
:( It's not my GZDOOM that is old, it's my PC, so I got the latest version of GZDOOM my PC support.

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  • Blue Shadow
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10 years 1 week ago - 10 years 5 days ago #10 by Blue Shadow
Replied by Blue Shadow on topic BUG with Hunting Rifle
If you are stuck with old hardware, then at least make sure you run the latest version of GZDoom that your PC can support, which is 1.8.7 . This version is not up to date with the latest features from ZDoom, which means that you will not be able to play some of the new mods that rely on those new features, unfortunately, but it is better than nothing, I suppose.



Edit: Good news! Graf Zahl released a new version of GZDoom based on the 1.x code base. It's up to date with the latest ZDoom features. You can grab it from here .
Last edit: 10 years 5 days ago by Blue Shadow.

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