protgent Posted August 8, 2019 im making a iwad/standalone and the thing crashes when thr player dies. why? 0 Share this post Link to post
0 boris Posted August 8, 2019 Because something went wrong. Do you really except anyone can help you without you providing any information whatsover? 0 Share this post Link to post
0 protgent Posted August 8, 2019 (edited) 17 minutes ago, boris said: Do you really except anyone can help you without you providing any information whatsover? mabey the player pawn? CLASS TOMMY : PlayerPawn { DEFAULT { Health 100; Height 56; speed 2.0; Player.JumpZ 9.38083152; player.weaponslot 1, "Fist", "magnum", "magnums", "Flashlight"; player.weaponslot 2, "Uzi", "Uzis"; player.weaponslot 3, "TSHOTGUN"; player.startitem "Clip", 20; Player.StartItem "Flashlight"; Mass 100; Player.SoundClass "Tommy"; Player.DisplayName "Tommy"; } States { Spawn: PLAY A -1; Loop; See: PLAY A 4; Loop; Missile: PLAY B 8; Goto Spawn; Melee: PLAY B 8; Goto Missile; Pain: PLAY D 4; PLAY D 4 A_Pain; Goto Spawn; Death: PLAY E 0 A_PlayerScream; PLAY EFG 2; STOP; XDeath: PLAY E 2 A_PlayerScream; STOP; } } 0 Share this post Link to post
0 Bauul Posted August 8, 2019 (edited) You've specified a library in your ACS script "ACOMMON". I'm guessing that should be "ZCommon", unless you've also created your own custom library entitled ACommon?. 0 Share this post Link to post
0 protgent Posted August 11, 2019 On 8/8/2019 at 7:25 PM, Bauul said: You've specified a library in your ACS script "ACOMMON" so because the acs script is not there. that happens? 0 Share this post Link to post
0 Graf Zahl Posted August 11, 2019 Your player just disappears after running through its death state. The engine cannot handle a disappearing player, there's far too much code scattered around that assumes that the player is always valid for it to ever get fixed. Either end the sequence with a state that has infinite (-1) duration or call A_CheckPlayerDone in the final state which should then have an invisible sprite. This will keep the player around for long enough so that the game session can be reset safely. 0 Share this post Link to post
0 protgent Posted August 14, 2019 On 8/11/2019 at 3:54 PM, Graf Zahl said: or call A_CheckPlayerDone in the final state which should then have an invisible sprite. This will keep the player around for long enough so that the game session can be reset safely. so on death state add A_CheckPlayerDone and it will not crash? 0 Share this post Link to post
im making a iwad/standalone and the thing crashes when thr player dies. why?
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