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...
Project brutality 3.0 test help needed
Re: Project brutality 3.0 test help needed
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.
Re: Project brutality 3.0 test help needed
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
Re: Project brutality 3.0 test help needed
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
https://zdoom.org/wiki/actor_states#Anonymous_functions
Re: Project brutality 3.0 test help needed
Understood.
I'm not familiar with this, but I would try changing the code:
to:
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.
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);
}
Code: Select all
TNT1 A 0 A_WeaponReady
PUNG A 1 A_WeaponOffset(CallACS("Script_GetGunOffsetX"), CallACS("Script_GetGunOffsetY"),WOF_KEEPY)
If you no longer get an error on line 266 from changing that, then continue applying this solution to the remaining areas.