Fletcher` Posted April 4, 2004 Zdoom keeps crashing due to this: Actor Robot 10002 { Spawnnum 255 Health 200 Radius 20 Height 56 Speed 8 PainChance 150 MONSTER +FLOORCLIP SeeSound "grunt/sight" AttackSound "grunt/attack" PainSound "grunt/pain" DeathSound "grunt/death" ActiveSound "grunt/active" Obituary "%o was bombed by a robot." States { Spawn: ROBO A 10 A_Look Loop See: ROBO AA 2 A_Chase Loop Missile: ROBO A 10 A_FaceTarget ROBO A 2 A_CustomMissile "Botshot" 32 0 0 ROBO A 8 Goto See Pain: ROBO A 3 ROBO A 3 A_Pain Goto See Death: ROBO B 3 ROBO C 3 A_Scream ROBO D 3 A_Fall ROBO E 3 ROBO F 3 ROBO G 3 ROBO H 3 ROBO I 3 ROBO J 3 ROBO J -1 Stop } }(Yes, I'm a complete n00b when it comes to most zdoom stuff.) 0 Share this post Link to post
Chopkinsca Posted April 4, 2004 at first glance, seeing the "A_CustomMissile" could be the problem. There are bugs with it that are going to be fixed in .64 Otherwise it looks good. Try changing A_CustomMissile to A_missleattack and under the flags and such section put "missiletype Botshot". 0 Share this post Link to post
Fletcher` Posted April 4, 2004 Script error, "DECORATE" line 25: Unknown game type Robot 0 Share this post Link to post
NiGHTMARE Posted April 4, 2004 For the first line, don't you just put the item's name (i.e. no "actor" bit)? That's what the wiki seems to say anyway. EDIT: Also, I assume "10002" is supposed to be the thing number for use in level editors? In which case, it should be after the { and preeded by "DoomEdNum". 0 Share this post Link to post
Fletcher` Posted April 4, 2004 I did that too and got the same error. Edit: I also tried DoomEdNum 10002 and still it crashed. 0 Share this post Link to post
NiGHTMARE Posted April 4, 2004 Shouldn't there be "Sprite ROBO" in there somewhere? Or is that just for decorations? 0 Share this post Link to post
Graf Zahl Posted April 4, 2004 The following problems exist: 1. There is no 'Spawnnum' property. It's called 'SpawnID' 2. The parameters of the A_CustomMissile call have to be put in parentheses. 3. Your error message suggests you are using a version 2.0.61 or earlier. This stuff has been available since 2.0.62 and some enhancements are only present in 2.0.63. 0 Share this post Link to post
Graf Zahl Posted April 4, 2004 ravage said:I'm using 2.0.63. Your error is exactly what would happen if this was used with an older version of ZDoom. Aside from the 2 issues I mentioned the rest look ok so I can't explain how you might get this particular error with 2.0.63. 0 Share this post Link to post
NiGHTMARE Posted April 4, 2004 Graf Zahl said:1. There is no 'Spawnnum' property. It's called 'SpawnID'According to the wiki, it's SpawnNum. Might want to fix that :). 0 Share this post Link to post
Fletcher` Posted April 4, 2004 NiGHTMARE said:According to the wiki, it's SpawnNum. Might want to fix that :). SpawnID just gives a bad syntax error and bombs out. 0 Share this post Link to post
Graf Zahl Posted April 4, 2004 NiGHTMARE said:According to the wiki, it's SpawnNum. Might want to fix that :). You have to look here: http://zdoom.org/wiki/wiki.phtml?title=Creating_new_monsters_and_other_complex_actors&PHPSESSID=9bdb52efdbb6b18832c6964a83d99979 , not here: http://zdoom.org/wiki/wiki.phtml?title=DECORATE It's clearly SpawnID and the source code says the same. So to finally solve this problem: How about sending me the entire DECORATE lump and I look at it myself (if there is anything in addition to this particular monster.) 0 Share this post Link to post
NiGHTMARE Posted April 4, 2004 Graf Zahl said:It's clearly SpawnID and the source code says the same. Yeah I know, I meant you might want to fix the wiki, not what you said :). I'd do it myself but I'd probably screw something up :P. 0 Share this post Link to post
Fletcher` Posted April 4, 2004 http://manifesteddestiny.com/ravagedw/temp/decorate.raw 0 Share this post Link to post
Graf Zahl Posted April 4, 2004 Ok, i see why you are having problems. Since the ACTOR stuff wasn't written by Randy (I contributed this) its syntax is different from the rest of DECORATE. One oversight I made was the SpawnID stuff. I didn't realize that this was called SpawnNum in the existing code and didn't alter my code to reflect that. So now we have the unfortunate situation that it is called SpawnNum in some definitions and SpawnID in others. Second, the definition for monsters has to start with the word ACTOR. In such a definition you can not specify the sprite as in other DECORATE items. Since I have no means to put the changed file on some web server I'll just do it the cheap way. Here's the corrected version that loads without errors in 2.0.63: pickup Xpistol { DoomEdNum 10000 SpawnNum 255 Sprite PISS Frames "A" Radius 16 Height 40 PickupMessage "You got a second pistol." PickupSound "*wpnup" } pickup Xhealth { DoomEdNum 10001 SpawnNum 255 Sprite ATOM Frames "2:A*B*C*D*E*F*G*H*I*J*K*L*M*N*O*P" Radius 16 Height 32 PickupMessage "Health +100" PickupSound "*wpnup" } ACTOR Robot 10002 { SpawnID 255 Health 200 Radius 20 Height 56 Speed 8 PainChance 150 MONSTER +FLOORCLIP SeeSound "grunt/sight" AttackSound "grunt/attack" PainSound "grunt/pain" DeathSound "grunt/death" ActiveSound "grunt/active" Obituary "%o was bombed by a robot." States { Spawn: ROBO A 10 A_Look Loop See: ROBO AA 2 A_Chase Loop Missile: ROBO A 10 A_FaceTarget ROBO A 2 A_CustomMissile( "Botshot", 32, 0, 0) ROBO A 8 Goto See Pain: ROBO A 3 ROBO A 3 A_Pain Goto See Death: ROBO B 3 ROBO C 3 A_Scream ROBO D 3 A_Fall ROBO E 3 ROBO F 3 ROBO G 3 ROBO H 3 ROBO I 3 ROBO J 3 ROBO J -1 Stop } } projectile Botshot { SpawnNum 255 Sprite FX12 Frames "2:AB" DeathSprite FX12 DeathFrames "CDEFGH" Radius 13 Height 8 Speed 40 Damage 10 NoBlockmap NoGravity ActivatePCross ActivateImpact NoTeleport SpawnSound "weapons/plasmaf" DeathSound "weapons/rocklx" DamageType Normal DoNotHurtShooter } One more thing: Giving all items the same spawn ID (255) is rather useless. You can only use the last defined item with Thing_Spawn etc. if you do that. 0 Share this post Link to post
Fletcher` Posted April 4, 2004 Script error, "DECORATE" line 25: Unknown game type Robot 0 Share this post Link to post
Graf Zahl Posted April 4, 2004 You don't have 2.0.63. With 2.0.63 it works. This error is a sure indication that the ACTOR stuff isn't recognized. 0 Share this post Link to post
Kate Posted April 4, 2004 ravage, have you ever considered that maybe ZDoom just simply doesn't like you? In other words, Works For Meâ„¢ I have a feeling that your ZDoom version may be corrupted or fucked up in some way, as it seems to happen to me occasionally(For example, right now if I try to take a screenshot of the middle of a level, it saves a shot of when the level started(?).). Try downloading it again and see if it works. 0 Share this post Link to post
Graf Zahl Posted April 4, 2004 Of course it works. Except if this is used with 2.0.61 or older. Then exactly this error will occur. 0 Share this post Link to post
Fletcher` Posted April 4, 2004 Er yeah, I just realized that I downloaded it last week and never installed it. I'm a fucking moron. However, it now crashes about 30 seconds after summoning one. 0 Share this post Link to post
NiGHTMARE Posted April 4, 2004 Destroyer said:(For example, right now if I try to take a screenshot of the middle of a level, it saves a shot of when the level started(?).) What you're seeing isn't a screenshot, it's an autosave. ZDoom's saves are in png format, which allows for the graphic + the save data in one file. Your screenshots are probably going into another folder, such as "c:\documents and settings". If they're not there, do a search for "doom*.png" on your hard disk(s) and you should find them. 0 Share this post Link to post
Kate Posted April 4, 2004 KoRn said:at first glance, seeing the "A_CustomMissile" could be the problem. There are bugs with it that are going to be fixed in .64 Otherwise it looks good. Try changing A_CustomMissile to A_missleattack and under the flags and such section put "missiletype Botshot". Just pointing that out. 0 Share this post Link to post
Kate Posted April 4, 2004 NiGHTMARE said:What you're seeing isn't a screenshot, it's an autosave. ZDoom's saves are in png format, which allows for the graphic + the save data in one file. Your screenshots are probably going into another folder, such as "c:\documents and settings". If they're not there, do a search for "doom*.png" on your hard disk(s) and you should find them. No, they aren't. They are .png screenshots with "DOOM####" as the name. What's even more fucked up is the fact that after I had deleted my configuration and created a new one, ZDoom no longer exhibited this bug. Corrupt configuration file? 0 Share this post Link to post
Graf Zahl Posted April 4, 2004 ravage said:Er yeah, I just realized that I downloaded it last week and never installed it. I'm a fucking moron. However, it now crashes about 30 seconds after summoning one. Try increasing the radius. The current version has a serious bug in A_CustomMissile that causes a crash each time a missile cannot be spawned for some reason. 0 Share this post Link to post
Fletcher` Posted April 5, 2004 I increased the radius to 20 and it still did the exact same thing. 0 Share this post Link to post