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Mega

PLEASE HELP "{" does not define any animation frames error

Question

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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21 answers to this question

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I'm no Decorate expert, but those two unclosed curly brackets right at the start surely can't be doing you any favors.

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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.

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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.
 

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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"

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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?

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Posted (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.

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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

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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.

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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

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Post the whole error message and the current version of your DECORATE code.

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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

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"Flash" animation should end with "Goto LightDone" rather than "Goto Ready".

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Just now, scifista42 said:

"Flash" animation should end with "Goto LightDone" rather than "Goto Ready".

ok

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Still getting the postprocessing error though

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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?

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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.

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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!

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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.

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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

 

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