A question.

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The Endertainer
 
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RE: A question.

#21

Post by The Endertainer » Sat Sep 15, 2012 3:13 pm

Empyre wrote: You used DECORATE to make the Enforcer, right? You are also using DECORATE to create your EnforcerPlayer class, right? What I am saying is to put the code for the Enforcer before the code for the EnforcerPlayer class. That way, when the computer is processing the code for the EnforcerPlayer class, it already knows what the Enforcer is.
I keep getting the same f!$*@# error! Why isn't Zandronum cooperating?!?!?

Blade
 
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RE: A question.

#22

Post by Blade » Sat Sep 15, 2012 4:13 pm

I hope I was of some aid, nice to see your gun working ;)
-Edit-
Now what's wrong?
Last edited by Blade on Sat Sep 15, 2012 4:14 pm, edited 1 time in total.

The Endertainer
 
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RE: A question.

#23

Post by The Endertainer » Sat Sep 15, 2012 4:18 pm

The error i get:

Script error, "Enforcer.wad:DECORATE" line 49:
Unexpected 'Enforcer' in definition of 'EnforcerPlayer'

And for good mesures, the decorate:

Code: Select all

ACTOR Enforcer : Weapon 854
{
   Inventory.PickupSound "misc/w_pkup"
   Inventory.PickupMessage "You got the ''Enforcer'' Pistol"
   Obituary "%o was forced to die by %k's ''Enforcer''."
   Weapon.AmmoType "Clip"
   Weapon.AmmoGive 0
   Weapon.AmmoUse 1
   Weapon.SlotNumber 2
   Weapon.Kickback 75
   Weapon.UpSound "weapons/enforcerup"
   AttackSound "weapons/enforcerfire"
   Scale 0.4
   States
   {
   Spawn:
      LIBG X -1
      Loop
   Ready:
      LIBG A 1 A_WeaponReady
      Loop
   Deselect:
      LIBG A 1 A_Lower
      LIBG A 0 A_Lower
      Loop
   Select:
      LIBG A 1 A_Raise
      LIBG A 0 A_Raise
      Loop
   Fire:
      LIBF A 0 A_GunFlash
      LIBF A 0 A_FireBullets (5.6,0,1,6,"BulletPuff")

      LIBF AB 1 BRIGHT
      LIBG CEDCBA 1
      LIBG A 4
      LIBG A 0 A_ReFire
      Goto Ready
   Flash:
       TNT1 A 2 A_Light2
       TNT1 A 1 A_Light1
       TNT1 A 0 A_Light0
       Stop
   }
}

ACTOR Enforcerplayer : Playerclass
{
 Player.Startitem "Enforcer"
 Player.Startitem "Clip", 50
}
Last edited by The Endertainer on Sat Sep 15, 2012 4:23 pm, edited 1 time in total.

Blade
 
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RE: A question.

#24

Post by Blade » Sat Sep 15, 2012 4:27 pm

The Endertainer wrote:

Code: Select all

ACTOR Enforcerplayer : Playerclass
{
 Player.Startitem "Enforcer"
 Player.Startitem "Clip", 50
}
Out of curiosity, try putting this part at the beginning. If not, just try the ACTOR Enforcerplayer part by itself.

The Endertainer
 
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RE: A question.

#25

Post by The Endertainer » Sat Sep 15, 2012 4:39 pm

Nothing but the same crash. I'm starting to think about just placing a enforcer in front of the player start and make it overwrite the pistol....

Blade
 
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RE: A question.

#26

Post by Blade » Sat Sep 15, 2012 4:51 pm

As for the class, did you put this in:

Code: Select all

clearplayerclasses
addplayerclass Enforcerplayer
So did you get your weapon to a start item?
Spoiler: Some semi-useless help (Open)

Code: Select all

setslot 1 Enforcer

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Empyre
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RE: A question.

#27

Post by Empyre » Sat Sep 15, 2012 5:22 pm

Ny next suggestion is to look at somebody else's wad (or pk3) with custom classes using custom weapons and see how they did it. Something they did differently than you makes it work. To satisfy our curiosity and help others who may someday encounter the same problem, when you get this fixed, please tell us the solution you found.
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UnTrustable
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RE: A question.

#28

Post by UnTrustable » Sat Sep 15, 2012 6:24 pm

The Endertainer wrote: I have to admit this is getting REALLY annoying....
(P.S. sorry for all the questions >_>)
Nah don't worry about that :) i had the same frustrations when i had that simular problem.
We will get that thing working sooner or later, just relax.
We will do this step by step, and if this is really not going to work, i'm
willing to look into that enforcer wad myself.
But before we do that, lets try another thing.

I digged into my own stuff, this is what i did.
Instead of replacing the pistol, with an other name I MADE the weapon with:

Code: Select all

Actor Pistol : weapon replaces weapon
This line replaces the pistol aswell, but keeps it Pistol name.
I understood you wanted to rename Pistol into Enforcer.
If you try this first, by KEEPING the Pistol name.
If this works, than the problem could be found somewhere in the Actor Enforcer : weapon replaces Pistol
Its sounds logic that your "Actor Enforcer : weapon replaces Pistol" has to work.
Its been awhile but if i remember right, i think i had the same problems with "weapon replaces pistol" too.

EDIT: Above writtings DOES work, i just checked my old "War of Wars" wad in Zandronum.

If this is not working for you, just forget the whole Pistol replacing thing, and make the Enforcer be a normal weapon like:

Code: Select all

Actor Enforcer : Weapon 12345
{
...the enforcer code...
}
The pistol then is still available when you use the cheat 'give all', but then i hope the enforcer works,
together with the Script code given before, will keep the normal pistol out at start of every map.

Code: Select all

#include "zcommon.acs"
 
Script 980 OPEN
 {
 Delay(10);
 ClearInventory();
 GiveInventory("Fist", 1);
 GiveInventory("Enforcer", 1);
 GiveInventory("Clip", 200);
 SetWeapon("Enforcer");
 Delay(10);
 }
Let me know what happens after this.
Last edited by UnTrustable on Sat Sep 15, 2012 7:07 pm, edited 1 time in total.

The Endertainer
 
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RE: A question.

#29

Post by The Endertainer » Sat Sep 15, 2012 9:10 pm

I put your code in, and it says that "zcommon lump doesn't exist".

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UnTrustable
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RE: A question.

#30

Post by UnTrustable » Sun Sep 16, 2012 2:45 am

The Endertainer wrote: I put your code in, and it says that "zcommon lump doesn't exist".
That is very strange. It shouldn't say so.
Im not familiar to that problem, so, then i would say the DoomBuilder program is not set properly.
Either you map in the wrong engine other than ZDoom-engine, or GZDoom-engine, or Doom in Hexen format.. or.. or...??
You see...Zcommon is not a lump. Its an .acs file that should be somewhere in the DoomBuilder map.
Without it DoomBuilder doesn't know what the trigger definitions are.
Anyways, again, im not familiar to this problem. Somebody else has to give an answer to the ZCommon.acs problem.

Maybe re-install DoomBuilder, to make sure Zcommon.acs file is there and is not corrupt.
Make sure you have the correct map settings, like, ZDoom (Doom in Hexen format) in DoomBuilder 1 or ZDoom (Doom in UDMF format) in
DoomBuilder2.....
EDIT: But i doubt that will help, because my laptop has the same problem. My laptop can't compile scripts.
And my other computers CAN, yeah i have the luxury to have 3 PC's...
I never got my Laptop working, because the said .acs file IS there, and my DoomBuilder is not corrupt AND is set the right way.
Last edited by UnTrustable on Sun Sep 16, 2012 2:56 am, edited 1 time in total.

Llewellyn
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RE: A question.

#31

Post by Llewellyn » Sun Sep 16, 2012 3:45 am

UnTrustable wrote: Stuff
He put it in DECORATE. Probably doesn't know the difference between ACS and DECORATE.
Last edited by Llewellyn on Sun Sep 16, 2012 3:46 am, edited 1 time in total.

The Endertainer
 
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RE: A question.

#32

Post by The Endertainer » Sun Sep 16, 2012 2:28 pm

Yeah, i put it in decorate lol. Gonna try it in doom builder today.

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UnTrustable
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RE: A question.

#33

Post by UnTrustable » Mon Sep 24, 2012 10:47 pm

Or else, send me the wad-file, and i'll look for myself where the problem is located.
It cant be that difficult.
Even for a beginner like me, solved simular problems like this one.
Slightly different but it comes to the same thing.

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RE: A question.

#34

Post by UnTrustable » Wed Sep 26, 2012 1:01 pm

How is it the Enforcer going?

On the side note, my previous post is not dated as 'Yesterday' (25-9-2012).
It has been posted a week ago (18-9-2012), due because the site was offline for quite some days.
Last edited by UnTrustable on Wed Sep 26, 2012 1:04 pm, edited 1 time in total.

Cruduxy
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RE: A question.

#35

Post by Cruduxy » Wed Sep 26, 2012 9:58 pm

You did put the 2 actors (class and weapon) in DECORATE.. don't have only the class in it while you took out the weapon since zandro can't find what was lost in action.
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RE: A question.

#36

Post by ZzZombo » Tue Nov 27, 2012 4:24 am

The Endertainer wrote: actor EnforcerPlayer : playerclass
{
Player.StartItem "Enforcer"
Player.StartItem "Fist"
Player.StartItem "Clip", 50
}
XutaWoo wrote: Is playerclass an actual actor?

If it isn't, it isn't playerclass but PlayerPawn.
I may have missed the answer but I'm curious too.
Last edited by ZzZombo on Tue Nov 27, 2012 4:25 am, edited 1 time in total.
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Lollipop
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RE: A question.

#37

Post by Lollipop » Tue Dec 11, 2012 3:40 pm

loading order:

wad-with-enforcer.wad
wad-with-playerclass.wad

this way the game is forced to load the enforcer pistol first, if its loaded in other direction, the game dont know what the stuff is :\
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RE: A question.

#38

Post by -Jes- » Tue Dec 11, 2012 7:07 pm

1: There's no such thing as a 'PlayerClass' actor. The proper class is PlayerPawn, to which startitem is a native property.
Zandronum throws the error because it doesn't understand a value of 'Enforcer' for a property that doesn't exist within that actor's scope.
http://lmgtfy.com/?q=zdoom+playerclass http://zdoom.org/wiki/Classes:PlayerPawn

2: Even then, you should be using it's child actor, DoomPlayer, and you should be replacing it as well. (enforcerplayer : doomplayer replaces doomplayer)
You're not doing anything that requires clearing doomplayer as a super. Do of course remember that your class should be defined in keyconf AFTER clearing all classes.

3: In Decorate, here's no need to define anything before anything else, as long as they are all loaded by the client proper. Only in ACS do you need to define before use.
This does though require that your decorate code is either a: In a wad entry or file explicitly named decorate(.txt), or b: in a decorate-included entry or file not replaced by one loaded later.
Last edited by -Jes- on Tue Dec 11, 2012 7:57 pm, edited 1 time in total.

Lollipop
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RE: A question.

#39

Post by Lollipop » Thu Dec 13, 2012 5:06 pm

I have never made a playerclass before, I guess there is the point where I messed my thinking up >.<
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there

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RE: A question.

#40

Post by babul » Mon Mar 04, 2013 2:13 am

Hey guys, I have the same problem.. It's so annoying.
Someone suggested that you have to do this in MAPINFO lump:

Code: Select all

GameInfo
{
   PlayerClasses = "NewClass"
}
and my DECORATE lump looks like this:

Code: Select all

ACTOR Ball : DoomWeapon
{
<code here>
}

ACTOR NewClass : DoomPlayer
{
  Player.StartItem "Fist"
  Player.StartItem "Ball"
  Player.StartItem "Clip", 50
  Player.WeaponSlot 1, Fist, Chainsaw
  Player.WeaponSlot 2, Ball
  Player.WeaponSlot 3, Shotgun, SuperShotgun
  Player.WeaponSlot 4, Chaingun
  Player.WeaponSlot 5, RocketLauncher
  Player.WeaponSlot 6, PlasmaRifle
  Player.WeaponSlot 7, BFG9000
}
And according to some guy with that problem it worked. I'm not sure what I'm doing wrong? Tried weapon actor with replaces pistol, also with DoomPlayer replaces DoomPlayer. Doesn't matter if I host online or just load this wad offline.

The weapon shows only when I use cheat.. if shouldn't be like that, right?..

BTW http://www.doomworld.com/vb/doom-editin ... -and-fist/ - did exactly like guy here, it just doesn't work.
Nevermind guys, I did it! It turned out that MAPINFO lump is failing, all you need is KEYCONF and class.

So, here goes:

Code: Select all

ACTOR SuperMegaWeapon : DoomWeapon
{
pwn all
}

ACTOR Classy : DoomPlayer
{
Player.Startitem SuperMegaWeapon
Player.WeaponSlot 2, SuperMegaWeapon
}
So now we defined our weapon and class, now all that's left is to do this:

Code: Select all

clearplayerclasses
addplayerclass Classy nomenu
weaponsection weaps
setslot 2 SuperMegaWeapon
addslotdefault 2 SuperMegaWeapon
:)
Last edited by babul on Mon Mar 04, 2013 2:36 am, edited 1 time in total.

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