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>> No.3088023 [View]
File: 28 KB, 326x172, MOLOA0.png [View same] [iqdb] [saucenao] [google]
3088023

https://www.dropbox.com/s/d86tf3y6kl2mdzn/Molotov4.wad?dl=0

So I got the effects and all for the molotov cocktail looking good, and I just spent an hour doing these sprites. I'm trying to make it a two-stage weapon, so the MolotovLight weapon plays the animation of lighting the thing, and then gives you MolotovThrow item, which is the flaming version. Instead I get nothing. Any ideas?

ACTOR MolotovLight : Weapon 25013
{
Scale 0.25
Weapon.Slotnumber 4
Weapon.AmmoType "Cell"
Weapon.AmmoGive 1
Weapon.AmmoUse 1
ProjectileKickBack 16
+WEAPON.NOAUTOAIM
+WEAPON.NOAUTOFIRE
+NOALERT
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You found some Vodka"
Obituary "%o can't handle his cocktail."
States
{
Spawn:
MOLO Z 1
Loop
Ready:
MOLO Z 1
Loop
Select:
MOLO Z 1 A_Raise
MOLO Z 1 A_Raise
Loop
Deselect:
MOLO Z 1 A_Lower
MOLO Z 1 A_Lower
Loop
Fire:
MOLO ABC 4
MOLO ABC 4 A_Jump(196, "Light")
Loop
Light:
MOLO FGHIJKLM 3
Goto Light2
Light2:
MOLO LMLMLM 3 A_Jump(196,"Flaming")
Loop
Flaming:
MOLO NOPQRSTU 3 A_TakeInventory("MolotovLight",1)
MOLO U 0 A_GiveInventory("MolotovThrow",1)
stop
}
}

ACTOR MolotovThrow : Weapon 25012
{
Scale 0.25
Weapon.Slotnumber 4
Weapon.AmmoType "Cell"
Weapon.AmmoGive 1
Weapon.AmmoUse 1
ProjectileKickBack 16
+WEAPON.NOAUTOAIM
+WEAPON.NOAUTOFIRE
+NOALERT
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You have a lit Molotov cocktail"
Obituary "%o can't handle his cocktail."
States
{
Spawn:
MOLO Z -1
Loop
Ready:
MOLO UVWXY 3
Loop
Select:
MOLO UVW 3 A_Raise
MOLO XY 3 A_Raise
Deselect:
MOLO UVW 3 A_Lower
MOLO XYZ 3 A_Lower
Loop
Fire:
MOLO XY 2 A_GunFlash
MOGF XYZ 3 A_FireCustomMissile("Bottlex", 0, 1, 0, 5)
Stop
}
}

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