Project brutality 3.0 test help needed

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Simondoo
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Project brutality 3.0 test help needed

#1

Post by Simondoo » Sun Nov 12, 2017 7:35 pm

Hey there, don't know if this is the right place but...

I'm attempting to get project brutality 3.0 test 10-1-17.pk3 to work on zandronum 3.0 along with fear_stc.wad and all I get is

Script error, "project brutality 3.0 test 10-1-17.pk3:Decorate/weapons/slot1/melee.dec" line 266:sprite names must be exactly 4 characters long

I'm new to this scene and was wondering what the work around is if there is one...

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arkore
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Re: Project brutality 3.0 test help needed

#2

Post by arkore » Sun Nov 12, 2017 10:06 pm

Use Slade 3 to open that pk3 and navigate to that melee.dec file and view it. Show us 10 lines of code that surrounds line 266.

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lesbian
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Re: Project brutality 3.0 test help needed

#3

Post by lesbian » Mon Nov 13, 2017 3:40 am

i got u

Code: Select all

FILE: decorate/Weapons/Slot1/MELEE.dec, lines 256-276

256		TNT1 A 0 A_JumpIfInventory("DoHealBackpack", 1, "UseHealthBackPack")
257			TNT1 A 0 A_JumpIfInventory("DoPunch",1,"QuickPunch")
258			PUNG A 0 A_WeaponReady
259        		PUNG A 1
260			{
261				A_WeaponReady;
262				A_WeaponOffset(CallACS("Script_GetGunOffsetX"), CallACS("Script_GetGunOffsetY"),WOF_KEEPY);
263			}
264			TNT1 A 0 A_TakeInventory("PSeq4", 1)
265			Goto Ready+8
266
267		ReadyShotgunguyHEad:
268        		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
269        		PTG1 B 1
270			{
271				A_WeaponReady;
272				A_WeaponOffset(CallACS("Script_GetGunOffsetX"), CallACS("Script_GetGunOffsetY"),WOF_KEEPY);
273			}	
274			Goto Ready+8
275		
276		

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Fused
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Re: Project brutality 3.0 test help needed

#4

Post by Fused » Mon Nov 13, 2017 8:23 am

Anonymous functions are not supported in Zandronum 3.0. You will have to use a version of Project Brutality that does not include this feature.
https://zdoom.org/wiki/actor_states#Anonymous_functions
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arkore
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Re: Project brutality 3.0 test help needed

#5

Post by arkore » Mon Nov 13, 2017 5:12 pm

Understood.

I'm not familiar with this, but I would try changing the code:

Code: Select all

PUNG A 1
{
	A_WeaponReady;
	A_WeaponOffset(CallACS("Script_GetGunOffsetX"), CallACS("Script_GetGunOffsetY"),WOF_KEEPY);
}
to:

Code: Select all

TNT1 A 0 A_WeaponReady
PUNG A 1 A_WeaponOffset(CallACS("Script_GetGunOffsetX"), CallACS("Script_GetGunOffsetY"),WOF_KEEPY)
and no semi-colons.

If you no longer get an error on line 266 from changing that, then continue applying this solution to the remaining areas.

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