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Quinncubus

Zdoom/Slade: DECORATE death problem

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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?

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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.

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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 by scifista42

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... Isn't DeHackEd limited to the vanilla sprite names, meaning you couldn't use LOOP, STOP, etc. as sprite names anyway?

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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.

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