Mega Posted April 27, 2018 I've been trying to get my weapon script to work and it won't. Everytime I try to load it i get this error: Script error, "Unmaker 9000.wad:DECORATE" line 38: "{" does not define any animation frames I've tried everything and nothing is working, please help! Here is the weapon script: { { actor UnMaker 9000 : weapon 7895 { Weapon.AmmoGive 100 Weapon.AmmoType "Plasma" Weapon.AmmoUse 20 Weapon.Bobstyle Smooth Inventory.PickupMessage "HOLY SHIT, YOU GOT THE UNMAKER 9000" Weapon.SlotNumber 9 Obituary "%o was turned to ashes by %k's UnMaker 9000" AttackSound "Super/Dead" States { Select: UMK2 A 1 A_Raise loop Deselect: UMK2 A 1 A_Lower loop Ready: UMK2 A 1 A_WeaponReady loop Fire: UMKF A 1 UMKF B 2 A_FireMissile(15,70,10,0)A_FireMissile(-15,70,10,0) UMKF B 2 A_FireBFG(0,70,10,0) UMKF B 2 A_ReFire(UMKF B 2) UMKF C 2 UMKF D 1 Goto Ready Flash: UMKF B 6 BRIGHT stop Spawn: UMKN A -1 Stop } } 0 Share this post Link to post
0 Bauul Posted April 27, 2018 I'm no Decorate expert, but those two unclosed curly brackets right at the start surely can't be doing you any favors. 0 Share this post Link to post
0 DynamiteKaitorn Posted April 28, 2018 You have too many open { and not enough } segments. You started with 4 { but ended with 2 }. The two {{ at the top of the script is not necessary. 0 Share this post Link to post
0 Mega Posted April 28, 2018 I removed the first two { brackets at the beginning of the script and now i get this error: Script error, "Unmaker 9000.wad:DECORATE" line 1: Expected '{' but got ':' instead. 0 Share this post Link to post
0 Empyre Posted April 28, 2018 1 hour ago, Mega said: I removed the first two { brackets at the beginning of the script and now i get this error: Script error, "Unmaker 9000.wad:DECORATE" line 1: Expected '{' but got ':' instead. You have a space in your actor's name, which won't work. It sees Unmaker as the name of the actor, and then the number 9000 and is puzzled why there is a colon after that. To fix that, simply remove the space from the name. If you want the weapon to display to the player with the space, add the following line: Tag "Unmaker 9000" 0 Share this post Link to post
0 Mega Posted April 28, 2018 I fixed that and now i get this error on line 24: Script error, "Unmaker 9000.wad:DECORATE" line 24: You cannot pass parameters to 'A_FireMissile' Any suggestions on how to fix this? 0 Share this post Link to post
0 Kappes Buur Posted April 28, 2018 (edited) Not only the space, but so many more errors with functions. Quote Script error, "Unmaker 9000.wad:DECORATE" line 24: You cannot pass parameters to 'A_FireMissile' Read this very closely, it tells you what's wrong. Babysteps before you can walk. https://zdoom.org/wiki/DECORATE http://gunlabs.blogspot.ca/2011/01/tutorials.html 0 Share this post Link to post
0 Empyre Posted April 28, 2018 (edited) You can't pass a parameter to A_FireMissile or A_FireBFG, Maybe you want A_FireProjectile instead, specifying "Rocket" and "BFGBall" as the projectile to fire. A_Refire can take a parameter, but it has to be a state label. If you want it to go somewhere else than the beginning of the Fire state (or AltFire state if you were using it), make a custom state label, for example RefireHere: where you want to jump to and then pass that state name in quotes to A_Refire. Also, bookmark the links Kappes Buur gave. They are valuable reference tools. 0 Share this post Link to post
0 Mega Posted April 28, 2018 3 hours ago, Empyre said: You can't pass a parameter to A_FireMissile or A_FireBFG, Maybe you want A_FireProjectile instead, specifying "Rocket" and "BFGBall" as the projectile to fire. A_Refire can take a parameter, but it has to be a state label. If you want it to go somewhere else than the beginning of the Fire state (or AltFire state if you were using it), make a custom state label, for example RefireHere: where you want to jump to and then pass that state name in quotes to A_Refire. Also, bookmark the links Kappes Buur gave. They are valuable reference tools. A_FireProjectile is not being recognized as a function 0 Share this post Link to post
0 scifista42 Posted April 28, 2018 Make sure that: 1) you use an up to date version of GZDoom. 2) you don't have 2 functions following each other on the same frame as in the code in the OP, that's obviously incorrect syntax. 0 Share this post Link to post
0 Mega Posted April 28, 2018 I fixed a few issues with my weapon script, I probably need to fix more but its pretty close to working. Now i'm getting this error: 1 errors during actor postprocessing 0 Share this post Link to post
0 scifista42 Posted April 28, 2018 Post the whole error message and the current version of your DECORATE code. 0 Share this post Link to post
0 Mega Posted April 28, 2018 Well I posted the whole error but heres the current state of my decorate code and the error: actor UnMaker9000 : weapon 7895 { Weapon.AmmoGive 100 Weapon.AmmoType "Plasma" Weapon.AmmoUse 20 Weapon.Bobstyle Smooth Weapon.SelectionOrder 400 Inventory.PickupMessage "HOLY SHIT, YOU GOT THE UNMAKER 9000" Weapon.SlotNumber 9 Obituary "%o was turned to ashes by %k's UnMaker 9000" AttackSound "Super/Dead" States { Select: UMK2 A 1 A_Raise loop Deselect: UMK2 A 1 A_Lower loop Ready: UMK2 A 1 A_WeaponReady loop Fire: UMKF A 1 A_PlaySound("Super/Dead") UMKF A 1 A_FireMissile UMKF A 1 A_FireMissile UMKF B 2 A_FireBFG UMKF B 2 A_ReFire UMKF C 2 UMKF D 1 Goto Ready Flash: UMKF B 6 BRIGHT A_Light2 UMKF C 6 BRIGHT A_Light1 Goto Ready Spawn: UMKN A -1 Stop } } Error: 1 errors during actor postprocessing 0 Share this post Link to post
0 scifista42 Posted April 28, 2018 "Flash" animation should end with "Goto LightDone" rather than "Goto Ready". 0 Share this post Link to post
0 Mega Posted April 28, 2018 Just now, scifista42 said: "Flash" animation should end with "Goto LightDone" rather than "Goto Ready". ok 0 Share this post Link to post
0 Mega Posted April 28, 2018 Still getting the postprocessing error though 0 Share this post Link to post
0 scifista42 Posted April 28, 2018 Are there other actors defined in the DECORATE file? Are there other DECORATE files in the wad/pk3? Is the sound "Super/Dead" defined in SNDINFO? 0 Share this post Link to post
0 Mega Posted April 28, 2018 7 minutes ago, scifista42 said: Are there other actors defined in the DECORATE file? Are there other DECORATE files in the wad/pk3? Is the sound "Super/Dead" defined in SNDINFO? No, there are no other Decorate files, WADs, or PK3s in the WAD. The sound Super/Dead is defined in the SNDinfo file. 0 Share this post Link to post
0 scifista42 Posted April 28, 2018 I just noticed "Plasma" as your ammo type. You probably meant "Cell". 0 Share this post Link to post
0 Mega Posted April 28, 2018 1 hour ago, scifista42 said: I just noticed "Plasma" as your ammo type. You probably meant "Cell". Fixed it and it works! Probably need to edit some things down the line. Big thanks to everyone who helped out! 0 Share this post Link to post
0 Empyre Posted April 28, 2018 3 hours ago, Mega said: A_FireProjectile is not being recognized as a function Then try A_FireCustomMissile. I know that works in Zandronum, which is what I am guessing you are using, based on A_FireProjectile not working. 0 Share this post Link to post
0 Mega Posted April 28, 2018 Just now, Empyre said: Then try A_FireCustomMissile. I know that works in Zandronum, which is what I am guessing you are using, based on A_FireProjectile not working. Ok, thanks 0 Share this post Link to post
I've been trying to get my weapon script to work and it won't. Everytime I try to load it i get this error:
Script error, "Unmaker 9000.wad:DECORATE" line 38:
"{" does not define any animation frames
I've tried everything and nothing is working, please help! Here is the weapon script:
{
{
actor UnMaker 9000 : weapon 7895
{
Weapon.AmmoGive 100
Weapon.AmmoType "Plasma"
Weapon.AmmoUse 20
Weapon.Bobstyle Smooth
Inventory.PickupMessage "HOLY SHIT, YOU GOT THE UNMAKER 9000"
Weapon.SlotNumber 9
Obituary "%o was turned to ashes by %k's UnMaker 9000"
AttackSound "Super/Dead"
States
{
Select:
UMK2 A 1 A_Raise
loop
Deselect:
UMK2 A 1 A_Lower
loop
Ready:
UMK2 A 1 A_WeaponReady
loop
Fire:
UMKF A 1
UMKF B 2 A_FireMissile(15,70,10,0)A_FireMissile(-15,70,10,0)
UMKF B 2 A_FireBFG(0,70,10,0)
UMKF B 2 A_ReFire(UMKF B 2)
UMKF C 2
UMKF D 1
Goto Ready
Flash:
UMKF B 6 BRIGHT
stop
Spawn:
UMKN A -1
Stop
}
}
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