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DoomedMarine627

Problems with Custom Intermissions

Question

Alright, so I'm making a wad, and after doing part of the maps, I switched to code. I was making a Custom Intermission, and when I try and test the wad, it cannot be run, and GZDoom gives me an error. I have made the intermission definition just like it was specified in the wiki. I don't know what i'm doing wrong.

Code (Intermission definition part):

intermission "End1"
{
    Textscreen
	{
	    Music = "D_READ_M"
		Time = 300
		Text = "It's too late. The demons have begun their invasion","Earth has been destroyed, together with the human colonies in Mars, the moon, and Venus.","Rebuilding everything will take years..."
		TextDelay = 5
		TextSpeed = 3
	}
	Wiper
	{
	   WipeType = Melt
	}
	Cast
	{
	   CastClass = "Zombieman2"
	   CastName = "Rifle Zombie"
	   AttackSound = "Missile", 1,"grunt/attack"
	   
	   CastClass = "DoomImp"
	   Castname = "Imp"
	   AttackSound = "Missile", 1,"imp/attack"
	   
	   CastClass = "Demon"
	   CastName = "Pinky Demon"
	   Attacksound = "Melee", 1,"demon/melee"
	   
	   CastClass = "BloodDemonClone"
	   CastName = "Blood Demon"
	   AttackSound = "Melee", 1,"blooddemon/melee"
	   
	   CastClass = "Bloodfiend"
	   CastName = "Blood Fiend"
	   Attacksound = "Melee", 1,"mosnter/sg2atk"
	   
	   CastClass = "CyberFiend"
	   CastName = "Cyber Fiend"
	   Attacksound = "Missile", 1,"cyberfiend/attack"
	   
	   CastClass = "FormerRanger"
	   CastName = "Former Ranger"
	   Attacksound = "Missile", 1,"grunt/attack2"
	   
	   CastClass = "Zombiemarine"
	   CastName = "Former Marine"
	   Attacksound = "Missile", 1,"grunt/attack"
	   
	   CastClass = "Fatso"
	   CastName = "Mancubus"
	   AttackSound = "Missile", 1,"imp/attack"
	   
	   CastClass = "Incubus"
	   CastName = "Incubus"
	   Attacksound = "Missile", 1,"incubus/attack1", 1,"incubus/attack2"
	   
	   CastClass = "Warlordofhell"
	   CastName = "Warlord of Hell"
	   Attacksound = "Missile", 1,"imp/attack"
	   
	   CastClass = "HellKnight"
	   CastName = "Hell Knight"
	   Attacksound = "Missile", 1,"imp/attack"
	   
	   CastClass = "BaronofHell"
	   CastName = "Baron of Hell"
	   Attacksound = "Missile", 1,"imp/attack"
	   
	   CastClass = "Revenant"
	   Castname = "Revenant"
	   Attacksound = "Missile", 1,"skeleton/attack"
	   
	   CastClass = "Archvile"
	   Castname = "Arch-Vile"
	   Attacksound = "Missile", 1,"vile/stop"
	   
	   CastClass = "Cyberdemon"
	   Castname = "Cyber Demon"
	   Attacksound = "Missile", 1,"weapons/rocklf"
	   
	   CastClass = "Arachnotron"
	   CastName  = "Arachnotron"
	   Attacksound = "Missile", 1,"baby/attack"
	   
	   CastClass = "SpiderMastermind"
	   CastName = "Spider Mastermind"
	   Attacksound = "Missile", 1,"spider/attack"
	   
    }
	Wiper
	{
	   WipeType = Melt
	}
}
	
intermission "End2"
{
    Textscreen
	{
	    Music = "D_READ_M"
		Time = 300
		Text = "Altough the invasion already started, the humans could defend themselves.","Thanks to your efforts, a big fraction of the demon army has been defeated.","With most of their spaceships deactivated, hell suffered huge losses.","You exit the base and fly back to your home, knowing this is over, and will be for a long time..."
		TextDelay = 5
		TextSpeed = 3
	}
	Wiper
	{
	   WipeType = Melt
	}
	Cast
	{
	   CastClass = "Zombieman2"
	   CastName = "Rifle Zombie"
	   AttackSound = "Missile", 1,"grunt/attack"
	   
	   CastClass = "DoomImp"
	   Castname = "Imp"
	   AttackSound = "Missile", 1,"imp/attack"
	   
	   CastClass = "Demon"
	   CastName = "Pinky Demon"
	   Attacksound = "Melee", 1,"demon/melee"
	   
	   CastClass = "BloodDemonClone"
	   CastName = "Blood Demon"
	   AttackSound = "Melee", 1,"blooddemon/melee"
	   
	   CastClass = "Bloodfiend"
	   CastName = "Blood Fiend"
	   Attacksound = "Melee", 1,"mosnter/sg2atk"
	   
	   CastClass = "CyberFiend"
	   CastName = "Cyber Fiend"
	   Attacksound = "Missile", 1,"cyberfiend/attack"
	   
	   CastClass = "FormerRanger"
	   CastName = "Former Ranger"
	   Attacksound = "Missile", 1,"grunt/attack2"
	   
	   CastClass = "Zombiemarine"
	   CastName = "Former Marine"
	   Attacksound = "Missile", 1,"grunt/attack"
	   
	   CastClass = "Fatso"
	   CastName = "Mancubus"
	   AttackSound = "Missile", 1,"imp/attack"
	   
	   CastClass = "Incubus"
	   CastName = "Incubus"
	   Attacksound = "Missile", 1,"incubus/attack1", 1,"incubus/attack2"
	   
	   CastClass = "Warlordofhell"
	   CastName = "Warlord of Hell"
	   Attacksound = "Missile", 1,"imp/attack"
	   
	   CastClass = "HellKnight"
	   CastName = "Hell Knight"
	   Attacksound = "Missile", 1,"imp/attack"
	   
	   CastClass = "BaronofHell"
	   CastName = "Baron of Hell"
	   Attacksound = "Missile", 1,"imp/attack"
	   
	   CastClass = "Revenant"
	   Castname = "Revenant"
	   Attacksound = "Missile", 1,"skeleton/attack"
	   
	   CastClass = "Archvile"
	   Castname = "Arch-Vile"
	   Attacksound = "Missile", 1,"vile/stop"
	   
	   CastClass = "Cyberdemon"
	   Castname = "Cyber Demon"
	   Attacksound = "Missile", 1,"weapons/rocklf"
	   
	   CastClass = "Arachnotron"
	   CastName  = "Arachnotron"
	   Attacksound = "Missile", 1,"baby/attack"
	   
	   CastClass = "SpiderMastermind"
	   CastName = "Spider Mastermind"
	   Attacksound = "Missile", 1,"spider/attack"
	   
    }
	Wiper
	{
	   WipeType = Melt
	}
}

I've tried to run it, and GZDoom keeps giving me this error message:

Execution could not continue.

Script error, "resistance.wad:MAPINFO" line 181:
Expected identifier but got ',' instead.

I've tried removing the quotation marks (") of the "Missile" and "Melee" identifier but it got an error too.

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Okay, I've dug up a bit more. Try this definition.

	   CastClass = "Incubus"
	   CastName = "Incubus"
	   AttackSound = "Missile", 1, "incubus/attack1"
	   AttackSound = "Missile", 3, "incubus/attack2"

If the sound plays on the wrong frame for the second attack, alter the 3 in the second AttackSound line to the appropriate frame. It's presuming there is one frame of animation between the first attack frame and the second attack frame, hence the 3 (1 being the second frame in the animation, 3 being the fourth, with the first frame of the animation starting at 0 and the frame between attacks being 2). If there's two frames between the two attacks, you'd want to change that to 4, and if the attacks take place on immediately adjacent frames, set that to 2, for example.

 

Here's a stock Doom II cast sequence roll; it should help make things pretty self-explanatory. (And also let you fix a few monsters if you're using the original Doom II versions and not some modified monsters.)

Intermission Inter_Cast
{
	Image
	{
		// This is only here to initialize the background and the music
		Background = "$bgcastcall"
		Time = -1
		Music = "$MUSIC_EVIL"
	}
	Link = Doom2Cast
}

Intermission Doom2Cast
{
	Cast
	{
		CastClass = "Zombieman"
		CastName = "$CC_ZOMBIE"
		AttackSound = "Missile", 1, "grunt/attack"
	}
	Cast
	{
		CastClass = "ShotgunGuy"
		CastName = "$CC_SHOTGUN"
		AttackSound = "Missile", 1, "shotguy/attack"
	}
	Cast
	{
		CastClass = "ChaingunGuy"
		CastName = "$CC_HEAVY"
		AttackSound = "Missile", 1, "chainguy/attack"
		AttackSound = "Missile", 2, "chainguy/attack"
		AttackSound = "Missile", 3, "chainguy/attack"
	}
	Cast
	{
		CastClass = "DoomImp"
		CastName = "$CC_IMP"
		AttackSound = "Missile", 2, "imp/attack"
	}
	Cast
	{
		CastClass = "Demon"
		CastName = "$CC_DEMON"
		AttackSound = "Melee", 1, "demon/melee"
	}
	Cast
	{
		CastClass = "LostSoul"
		CastName = "$CC_LOST"
		AttackSound = "Missile", 1, "skull/melee"
	}
	Cast
	{
		CastClass = "Cacodemon"
		CastName = "$CC_CACO"
		AttackSound = "Missile", 1, "caco/attack"
	}
	Cast
	{
		CastClass = "HellKnight"
		CastName = "$CC_HELL"
		AttackSound = "Missile", 1, "baron/attack"
	}
	Cast
	{
		CastClass = "BaronOfHell"
		CastName = "$CC_BARON"
		AttackSound = "Missile", 1, "baron/attack"
	}
	Cast
	{
		CastClass = "Arachnotron"
		CastName = "$CC_ARACH"
		AttackSound = "Missile", 1, "baby/attack"
	}
	Cast
	{
		CastClass = "PainElemental"
		CastName = "$CC_PAIN"
		AttackSound = "Missile", 2, "skull/melee"
	}
	Cast
	{
		CastClass = "Revenant"
		CastName = "$CC_REVEN"
		AttackSound = "Missile", 1, "skeleton/attack"
		AttackSound = "Melee", 1, "skeleton/swing"
		AttackSound = "Melee", 3, "skeleton/melee"
	}
	Cast
	{
		CastClass = "Fatso"
		CastName = "$CC_MANCU"
		AttackSound = "Missile", 1, "fatso/attack"
		AttackSound = "Missile", 4, "fatso/attack"
		AttackSound = "Missile", 7, "fatso/attack"
	}
	Cast
	{
		CastClass = "Archvile"
		CastName = "$CC_ARCH"
		AttackSound = "Missile", 1, "vile/start"
	}
	Cast
	{
		CastClass = "SpiderMastermind"
		CastName = "$CC_SPIDER"
		AttackSound = "Missile", 1, "spider/attack"
		AttackSound = "Missile", 2, "spider/attack"
	}
	Cast
	{
		CastClass = "Cyberdemon"
		CastName = "$CC_CYBER"
		AttackSound = "Missile", 1, "weapons/rocklf"
		AttackSound = "Missile", 3, "weapons/rocklf"
		AttackSound = "Missile", 5, "weapons/rocklf"
	}
	Cast
	{
		CastClass = "DoomPlayer"
		CastName = "$CC_HERO"
		AttackSound = "Missile", 0, "weapons/sshotf"
	}
	Link = Doom2Cast	// restart cast call
}

 

Edited by Dark Pulse

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Is that the whole MAPINFO? Because I don't see anything wrong with what would be Line 181, though there is two spaces after CastName for each Arachnotron entry when there should only be one, as well as a possible typo for the Blood Fiend (mosnter/sg2atk when it should presumably be monster/sg2atk).

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Maybe try...

 

AttackSound = "Missile", 1,"incubus/attack1", "Missile", 1,"incubus/attack2"

...and see if that works? None of the other monsters have more than one attack. I'm trying to find where the regular Doom one is, since I know the Mancubus and Cyberdemon play both three attacks each, but navigating GZDoom's source is a byzantine maze.

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Line 181 is the incubus' last line.

Intermission "End1" starts in MAPINFO line 127.

Whole MAPINFO

Spoiler

map MAP01 "The Warriors' HQ"
{
    next = MAP02
    secretnext = MAP14
    sky1 = "SKY1"
    cluster = 1
    music = "D_RUNNI2"
}

map MAP02 "Earth Outpost Delta: Entrance"
{
    next = MAP03
    secretnext = MAP14
    sky1 = "SKY1"
    cluster = 2
    music = "D_STLKS2"
}

map MAP03 "Earth Outpost Delta: Labs"
{
    next = MAP04
    secretnext = MAP14
    sky1 = "SKY1"
    cluster = 3
    music = "D_STALKS"
}

map MAP04 "Gates of Hell"
{
    next = MAP05
    secretnext = MAP14
    sky1 = "SKY1"
    cluster = 4
    music = "D_DOOM2"
}

map MAP05 "Hades Valley"
{
	next = MAP06
	secretnext = MAP14
	sky1 = "SKY6"
	cluster = 5
	music = "D_STLKS3"
}

map MAP06 "Demonic Temple"
{
	next = MAP07
	secretnext = MAP14
	sky1 = "SKY3"
	cluster = 6
	music = "D_SHAWN2"
}

map MAP07 "Dead Plains"
{
	next = MAP08
	secretnext = MAP14
	sky1 = "SKY3"
	cluster = 7
	music = "D_DEAD"
}

map MAP08 "Azazel's Palace"
{
    next = MAP09
	secretnext = MAP14
	sky1 = "SKY4"
	cluster = 8
	music = "D_THE_DA"
}

map MAP09 "Battle of the Big Bridge"
{
    next = MAP10
	secretnext = MAP14
	sky1 = "SKY1"
	cluster = 9
	music = "D_THEDA3"
}

map MAP10 "The Dark Shrine"
{
    next = MAP11
	secretnext = MAP14
	sky1 = "SKY1"
	cluster = 10
	music = "D_DEAD2"
}

map MAP11 "The Depths of Hell"
{
    next = MAP12
	secretnext = MAP14
	sky1 = "SKY6"
	cluster = 11
	music = "D_SHAWN3"
}

map MAP12 "Hidden Bunker"
{
    next = MAP13
	secretnext = MAP14
	sky1 = "SKY1"
	cluster = 12
	music = "D_EVIL"
}

map MAP13 "Mars Presidential Palace"
{
    next = endsequence, "End1"
	secretnext = endsequence, "End2"
	sky1 = "SKY8"
	cluster = 13
	music = "D_DOOM"
}

map MAP14 "WTF"
{
    next = endpic, "do_not_touch"
	secretnext = MAP15
	sky1 = "SKY1"
	cluster = 12
	music = "D_ROMERO"
}

intermission "End1"
{
    Textscreen
	{
	    Music = "D_READ_M"
		Time = 300
		Text = "It's too late. The demons have begun their invasion","Earth has been destroyed, together with the human colonies in Mars, the moon, and Venus.","Rebuilding everything will take years..."
		TextDelay = 5
		TextSpeed = 3
	}
	Wiper
	{
	   WipeType = Melt
	}
	Cast
	{
	   CastClass = "Zombieman2"
	   CastName = "Rifle Zombie"
	   AttackSound = "Missile", 1,"grunt/attack"
	   
	   CastClass = "DoomImp"
	   Castname = "Imp"
	   AttackSound = "Missile", 1,"imp/attack"
	   
	   CastClass = "Demon"
	   CastName = "Pinky Demon"
	   Attacksound = "Melee", 1,"demon/melee"
	   
	   CastClass = "BloodDemonClone"
	   CastName = "Blood Demon"
	   AttackSound = "Melee", 1,"blooddemon/melee"
	   
	   CastClass = "Bloodfiend"
	   CastName = "Blood Fiend"
	   Attacksound = "Melee", 1,"monster/sg2atk"
	   
	   CastClass = "CyberFiend"
	   CastName = "Cyber Fiend"
	   Attacksound = "Missile", 1,"cyberfiend/attack"
	   
	   CastClass = "FormerRanger"
	   CastName = "Former Ranger"
	   Attacksound = "Missile", 1,"grunt/attack2"
	   
	   CastClass = "Zombiemarine"
	   CastName = "Former Marine"
	   Attacksound = "Missile", 1,"grunt/attack"
	   
	   CastClass = "Fatso"
	   CastName = "Mancubus"
	   AttackSound = "Missile", 1,"imp/attack"
	   
	   CastClass = "Incubus"
	   CastName = "Incubus"
	   Attacksound = "Missile", 1,"incubus/attack1", 1,"incubus/attack2"
	   
	   CastClass = "Warlordofhell"
	   CastName = "Warlord of Hell"
	   Attacksound = "Missile", 1,"imp/attack"
	   
	   CastClass = "HellKnight"
	   CastName = "Hell Knight"
	   Attacksound = "Missile", 1,"imp/attack"
	   
	   CastClass = "BaronofHell"
	   CastName = "Baron of Hell"
	   Attacksound = "Missile", 1,"imp/attack"
	   
	   CastClass = "Revenant"
	   Castname = "Revenant"
	   Attacksound = "Missile", 1,"skeleton/attack"
	   
	   CastClass = "Archvile"
	   Castname = "Arch-Vile"
	   Attacksound = "Missile", 1,"vile/stop"
	   
	   CastClass = "Cyberdemon"
	   Castname = "Cyber Demon"
	   Attacksound = "Missile", 1,"weapons/rocklf"
	   
	   CastClass = "Arachnotron"
	   CastName = "Arachnotron"
	   Attacksound = "Missile", 1,"baby/attack"
	   
	   CastClass = "SpiderMastermind"
	   CastName = "Spider Mastermind"
	   Attacksound = "Missile", 1,"spider/attack"
	   
    }
	Wiper
	{
	   WipeType = Melt
	}
}
	
intermission "End2"
{
    Textscreen
	{
	    Music = "D_READ_M"
		Time = 300
		Text = "Altough the invasion already started, the humans could defend themselves.","Thanks to your efforts, a big fraction of the demon army has been defeated.","With most of their spaceships deactivated, hell suffered huge losses.","You exit the base and fly back to your home, knowing this is over, and will be for a long time..."
		TextDelay = 5
		TextSpeed = 3
	}
	Wiper
	{
	   WipeType = Melt
	}
	Cast
	{
	   CastClass = "Zombieman2"
	   CastName = "Rifle Zombie"
	   AttackSound = "Missile", 1,"grunt/attack"
	   
	   CastClass = "DoomImp"
	   Castname = "Imp"
	   AttackSound = "Missile", 1,"imp/attack"
	   
	   CastClass = "Demon"
	   CastName = "Pinky Demon"
	   Attacksound = "Melee", 1,"demon/melee"
	   
	   CastClass = "BloodDemonClone"
	   CastName = "Blood Demon"
	   AttackSound = "Melee", 1,"blooddemon/melee"
	   
	   CastClass = "Bloodfiend"
	   CastName = "Blood Fiend"
	   Attacksound = "Melee", 1,"monster/sg2atk"
	   
	   CastClass = "CyberFiend"
	   CastName = "Cyber Fiend"
	   Attacksound = "Missile", 1,"cyberfiend/attack"
	   
	   CastClass = "FormerRanger"
	   CastName = "Former Ranger"
	   Attacksound = "Missile", 1,"grunt/attack2"
	   
	   CastClass = "Zombiemarine"
	   CastName = "Former Marine"
	   Attacksound = "Missile", 1,"grunt/attack"
	   
	   CastClass = "Fatso"
	   CastName = "Mancubus"
	   AttackSound = "Missile", 1,"imp/attack"
	   
	   CastClass = "Incubus"
	   CastName = "Incubus"
	   Attacksound = "Missile", 1,"incubus/attack1", 1,"incubus/attack2"
	   
	   CastClass = "Warlordofhell"
	   CastName = "Warlord of Hell"
	   Attacksound = "Missile", 1,"imp/attack"
	   
	   CastClass = "HellKnight"
	   CastName = "Hell Knight"
	   Attacksound = "Missile", 1,"imp/attack"
	   
	   CastClass = "BaronofHell"
	   CastName = "Baron of Hell"
	   Attacksound = "Missile", 1,"imp/attack"
	   
	   CastClass = "Revenant"
	   Castname = "Revenant"
	   Attacksound = "Missile", 1,"skeleton/attack"
	   
	   CastClass = "Archvile"
	   Castname = "Arch-Vile"
	   Attacksound = "Missile", 1,"vile/stop"
	   
	   CastClass = "Cyberdemon"
	   Castname = "Cyber Demon"
	   Attacksound = "Missile", 1,"weapons/rocklf"
	   
	   CastClass = "Arachnotron"
	   CastName = "Arachnotron"
	   Attacksound = "Missile", 1,"baby/attack"
	   
	   CastClass = "SpiderMastermind"
	   CastName = "Spider Mastermind"
	   Attacksound = "Missile", 1,"spider/attack"
	   
    }
	Wiper
	{
	   WipeType = Melt
	}
}

I just updated it.

 

Edited by DoomedMarine627 : Posting MAPINFO

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