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BlackJar72
BlackJar72
Init: Adding ./basev/common/basepak.pk3 Init: adding ./doom2.wad Init: adding ./doom2.gwa Init: Adding ./basev/doom/basepak.pk3 Init: Adding ./basev/doom/xmodels.pk3 Init: Adding ./basev/doom/xmusic.pk3 Init: Adding ./basev/doom2/basepak.pk3 Init: Adding ./basev/doom2/xmusic.pk3 Init: adding oTEST-1.wad Parsing Log: progs/game/WBaronOfHell.vc:87: Invalid sprite name Log: progs/game/WBaronOfHell.vc:88: State duration expected Log: progs/game/WBaronOfHell.vc:91: Invalid sprite name Log: progs/game/WBaronOfHell.vc:91: State duration expected Log: progs/game/WBaronOfHell.vc:91: Identifier expected Log: progs/game/WBaronOfHell.vc:91: Identifier expected Log: progs/game/WBaronOfHell.vc:91: Frames must be A-Z, [, \ or ] Log: progs/game/WBaronOfHell.vc:91: State duration expected Log: progs/game/WBaronOfHell.vc:92: Invalid sprite name Log: progs/game/WBaronOfHell.vc:92: State duration expected Log: progs/game/WBaronOfHell.vc:95: Invalid sprite name Log: progs/game/WBaronOfHell.vc:95: State duration expected - VParser::Parse - VPackage::LoadObject - VMemberBase::StaticLoadPackage - SV_Init - Host_Init Log: Doing C_Shutdown Log: Doing CL_Shutdown Log: Doing SV_ShutdownAll errors relate to this:
states
{
Spawn:
BOSS AB 10 A_BaronLook
Loop
See:
BOSS AABBCCDD 3 A_Chase A_BarronRegenerate
Loop
Melee:
Missile:
BOSS EF 3 A_FaceTarget A_BarronRegenerate
BOSS G 3 A_BarronAttack A_BarronRegenerate
Goto See
Pain:
BOSS H 3 A_Pain A_BarronRegenerate
Goto See
Death:
BOSS I 8
BOSS J 8 Bright A_Scream
BOSS K 8 Bright A_Explode
BOSS L 8 Bright A_Fall
BOSS MN 8
BOSS O -1 A_BossDeath
Stop
Raise:
BOSS ONMLKJI 8
Goto See
}
Specifically, the lines with "loop," "Melee:," "BOSS G 3 A_BarronAttack A_BarronRegenerate," and "Goto See" (twice, but not the third time) get errors. I don't think its checking the other objects, just crashing on the first. I What the hell am I doing wrong? How can I tells what I should do before hand? I'm confused... <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->Firebrand
states
{
Spawn:
BOSS AB 10 A_BaronLook
Loop
See:
BOSS A 3 A_Chase
BOSS A 3 A_BarronRegenerate
BOSS B 3 A_Chase
BOSS B 3 A_BarronRegenerate
BOSS C 3 A_Chase
BOSS C 3 A_BarronRegenerate
BOSS D 3 A_Chase
BOSS D 3 A_BarronRegenerate
Loop
Melee:
Missile:
BOSS E 3 A_FaceTarget
BOSS F 2 A_FaceTarget
BOSS F 1 A_BarronRegenerate
BOSS G 2 A_BarronAttack
BOSS G 1 A_BarronRegenerate
Goto See
Pain:
BOSS H 2 A_Pain
BOSS H 1 A_BarronRegenerate
Goto See
Death:
BOSS I 8
BOSS J 8 Bright A_Scream
BOSS K 8 Bright A_Explode
BOSS L 8 Bright A_Fall
BOSS MN 8
BOSS O -1 A_BossDeath
Stop
Raise:
BOSS ONMLKJI 8
Goto See
}
You can only call one state function per state, you were trying to use two state functions per state, that's what was causing all the errors, the DECORATE parser expects a sprite name after the method call, that's why it says that the sprite names are invalid. Also, notice the duration of the states for attacking, the original duration was 3, I divided the original time between different states, to avoid changing the monster behavior too much <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Hope this helps you out.