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protgent

gzdoom crashes on player death

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Because something went wrong.

 

Do you really except anyone can help you without you providing any information whatsover?

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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;
    }
}

Capture.PNG

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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?.

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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? 

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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.

 

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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?

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