Quinncubus Posted October 26, 2017 Hello, I am having quite a problem with custom monsters. I have created a duplicate of the Baron of Hell, and whenever I try to run the wad, with the sprites, it never works. Here's my script: ACTOR HellCardinal { Health 2000 Radius 24 Height 64 Mass 2000 Speed 9 PainChance 50 Monster +FLOORCLIP SeeSound "DSBS3ST" PainSound "baron/pain" DeathSound "baron/death" ActiveSound "baron/active" Obituary "$OB_BARON" HitObituary "$OB_BARONHIT" States { Spawn: BOS3 AB 10 A_Look Loop See: BOS3 AABBCCDD 3 A_Chase Loop Missile: BOS3 EF 8 A_FaceTarget BOS3 G 8 A_BruisAttack BOS3 G 8 A_BruisAttack Goto See Pain: BOS3 H 2 BOS3 H 2 A_Pain Got3 See Death: BOS3 I 8 BOS3 J 8 A_Scream BOS3 K 8 BOS3 L 8 A_NoBlocking BOS3 MN 8 BOS3 O -1 Stop Raise: BOS3 O 8 BOS3 NMLKJI 8 Goto See } } ... but when I run it, it says this: Execution could not continue. Script error, "bishop.wad:DECORATE" line 34: SC_GetNumber: Bad numeric constant "Death". Any help? 0 Share this post Link to post
Gez Posted October 26, 2017 In more details: since you've typoed that "goto" into a "got3", it interprets it as a sprite name (it's a valid sprite name, since it has four characters), "see" is interpreted as a frame sequence (S, E, E), and then it expects a numeric value to know how long these frames should last, but instead it gets "death". And that's why it complains that "death" isn't a number. 0 Share this post Link to post
scifista42 Posted October 26, 2017 (edited) Would the following code, where actual sprite names match DECORATE keywords that can appear on the same level, be recognized as valid in DECORATE compatible ports? Or is there another way to write DECORATE to use sprites with such names without renaming the sprite lumps/files themselves? If not, it'd render DEHACKED more powerful than DECORATE in yet another way. States { Spawn: LOOP A 1 STOP A 1 WAIT A 1 FAIL A 1 GOTO A 1 stop } Edited October 26, 2017 by scifista42 0 Share this post Link to post
Arctangent Posted October 26, 2017 ... Isn't DeHackEd limited to the vanilla sprite names, meaning you couldn't use LOOP, STOP, etc. as sprite names anyway? 0 Share this post Link to post
scifista42 Posted October 26, 2017 DEHACKED can rename sprite name strings in the String table, so a DEHACKED wad could contain sprites with such names and use them for things. 0 Share this post Link to post
Quinncubus Posted October 29, 2017 Thank you all for your help. My problem was solved, it was simply a typo. 0 Share this post Link to post