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Whats wrong with my Script?

Sat, 07 Jan 2012 17:47:23

gunrock

The wad crashes with this message: Script error, 'decorate' line 58: Replaced class Grenade Launcher not found Stack trace: VScript Parser :: Error <-ParseActor <- Parse Decorate <- ProcessDecorateScripts <- SV_Init <- Host_Init
Sun, 08 Jan 2012 15:49:38

Firebrand

You are using the "Player.WeaponSlot" property, which Vavoom doesn't supports yet, you can assign the weapon slots using the keyconfig script, if you have anymore problems, let me know and I'll help you solve them <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Good luck!
Sat, 07 Jan 2012 18:14:13

Firebrand

This is an easy fix, you are trying to replace a class that doesn't exists in Vavoom (GrenadeLauncher), simply remove the "replace GrenadeLauncher" part from line 58 of your DECORATE script, and it should load properly <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, let me know if you have anymore problems with it.
Sun, 08 Jan 2012 01:49:03

gunrock

Yeah, well its giving me a new error: Script error, 'decorate' line 137: Identifier Expected, got ',' Stack trace: VScript Parser :: Error <-ParseActor <- Parse Decorate <- ProcessDecorateScripts <- SV_Init <- Host_Init I'm trying to get all of the quake gun behaviors working propery in vavoom using just decorate. I have all the models set up in xml and what not.... Decorate code: ACTOR QuakeSSG : DoomWeapon replaces SuperShotgun { +FLOATBOB Game Doom SpawnID 27 Weapon.SelectionOrder 1300 Weapon.AmmoUse 2 Weapon.AmmoGive 20 Weapon.AmmoType "Shell" Obituary "%k blasted %o in the head with a super shotgun." Attacksound "quake/ssg" States { Ready: SSGN A 1 A_WeaponReady Loop Deselect: SSGN A 1 A_Lower Loop Select: SSGN A 1 A_Raise Loop Fire: SSGN A 5 SSGN B 5 A_FireShotgun2 SSGN C 5 SSGN D 5 SSGN D 1 A_ReFire Goto Ready Spawn: PSSG ABCDEFGHIJKLMNOPQR 3 Loop } } ACTOR QuakePentagram : PowerupGiver replaces BFG9000 { Game Doom SpawnID 133 +COUNTITEM +NOGRAVITY +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.BIGPOWERUP Inventory.MaxAmount 0 Powerup.Type Invulnerable Powerup.Color RedMap States { Spawn: PPEN ABCDEFG 4 Loop } } ACTOR QuakeRocketLauncher : DoomWeapon replaces RocketLauncher { Game Doom SpawnID 29 Weapon.SelectionOrder 2500 Weapon.AmmoUse 1 Weapon.AmmoGive 10 Weapon.AmmoType "RocketAmmo" +WEAPON.NOAUTOFIRE +FLOATBOB States { Ready: QMIS A 1 A_WeaponReady Loop Deselect: QMIS A 1 A_Lower Loop Select: QMIS A 1 A_Raise Loop Fire: QMIS A 4 QMIS B 4 A_FireMissile QMIS CD 4 QMIS B 0 A_ReFire Goto Ready Spawn: PROK ABCDEFGHIJKLMNOPQR 3 Loop } } ACTOR QuakeShotgun : DoomWeapon replaces Pistol { Game Doom SpawnID 27 Weapon.SelectionOrder 1300 Weapon.AmmoUse 1 Weapon.AmmoGive 8 Weapon.AmmoType "Shell" Obituary "%o was blasted by %k's shotgun." Attacksound "quake/shotgunf" States { Ready: SGUN A 1 A_WeaponReady Loop Deselect: SGUN A 1 A_Lower Loop Select: SGUN A 1 A_Raise Loop Fire: SGUN A 5 SGUN B 5 A_FireShotgun SGUN CDE 5 SHTG A 0 A_ReFire Goto Ready Spawn: SHOT A -1 Stop } } ACTOR DoomPlayer : PlayerPawn { Speed 1 Health 100 Radius 16 Height 56 Mass 100 PainChance 255 Player.ColorRange 112, 127 Player.DisplayName "Soldier" Player.CrouchSprite "PLYC" Player.StartItem "QuakeShotgun" Player.StartItem "Shell", 50 Player.WeaponSlot 1, Fist, Chainsaw Player.WeaponSlot 2, Pistol Player.WeaponSlot 3, Shotgun, SuperShotgun Player.WeaponSlot 4, Chaingun, Minigun // [BC] Create default binding for the minigun. Player.WeaponSlot 5, RocketLauncher, GrenadeLauncher // [BC] Create default binding for the grenade launcher. Player.WeaponSlot 6, PlasmaRifle, Railgun // [BC] Create default binding for the railgun. Player.WeaponSlot 7, BFG9000, BFG10K // [BC] Create default binding for the BFG10K. States { Spawn: PLAY A -1 Loop See: PLAY ABCD 4 Loop Missile: PLAY E 12 Goto Spawn Melee: PLAY F 6 BRIGHT Goto Missile Pain: PLAY G 4 PLAY G 4 A_Pain Goto Spawn Death: PLAY H 0 A_PlayerSkinCheck("AltSkinDeath") Death1: PLAY H 10 PLAY I 10 A_PlayerScream PLAY J 10 A_NoBlocking PLAY KLM 10 PLAY N -1 Stop XDeath: PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath") XDeath1: PLAY O 5 PLAY P 5 A_XScream PLAY Q 5 A_NoBlocking PLAY RSTUV 5 PLAY W -1 Stop AltSkinDeath: PLAY H 6 PLAY I 6 A_PlayerScream PLAY JK 6 PLAY L 6 A_NoBlocking PLAY MNO 6 PLAY P -1 Stop AltSkinXDeath: PLAY Q 5 A_PlayerScream PLAY R 0 A_NoBlocking PLAY R 5 A_SkullPop PLAY STUVWX 5 PLAY Y -1 Stop } } ACTOR QuakeBackpack : BackpackItem replaces Backpack { +FLOATBOB Game Doom SpawnID 144 Height 26 States { Spawn: PBAK ABCDEFGHIJKLMNO 3 Loop } } ACTOR QuakeBackpack2 : BackpackItem replaces Shotgun { +FLOATBOB Game Doom SpawnID 144 Height 26 States { Spawn: PBAK ABCDEFGHIJKLMNO 3 Loop } } ACTOR QuakeSuperNailgun : DoomWeapon replaces PlasmaRifle { Game Doom SpawnID 28 Weapon.SelectionOrder 700 Weapon.AmmoUse 1 Weapon.AmmoGive 20 Weapon.AmmoType "Clip" +FLOATBOB Obituary "%o was minced by %k's Super Nailgun." States { Ready: NGU2 A 1 A_WeaponReady Loop Deselect: NGU2 A 1 A_Lower Loop Select: NGU2 A 1 A_Raise Loop Fire: NGU2 B 0 A_PlaySound("quake/nailgun") NGU2 B 4 A_FireCustomMissile ( "SuperNail", 0, 0, 0, 0, 0, 0 ) NGU2 C 0 A_PlaySound("quake/nailgun") NGU2 C 4 A_FireCustomMissile ( "SuperNail", 0, 0, 0, 0, 0, 0 ) NGU2 D 0 A_PlaySound("quake/nailgun") NGU2 D 4 A_FireCustomMissile ( "SuperNail", 0, 0, 0, 0, 0, 0 ) NGU2 E 0 A_PlaySound("quake/nailgun") NGU2 E 4 A_FireCustomMissile ( "SuperNail", 0, 0, 0, 0, 0, 0 ) NGU2 F 0 A_PlaySound("quake/nailgun") NGU2 F 4 A_FireCustomMissile ( "SuperNail", 0, 0, 0, 0, 0, 0 ) NGU2 G 0 A_PlaySound("quake/nailgun") NGU2 G 4 A_FireCustomMissile ( "SuperNail", 0, 0, 0, 0, 0, 0 ) NGU2 B 0 A_ReFire Goto Ready Spawn: PSNA ABCDEFGHIJKLMNOPQRST 3 Loop } } ACTOR SuperNail { Game Doom SpawnID 127 Radius 2 Height 8 Speed 20 Damage 7 Projectile +RANDOMIZE Obituary "%o was spiked by %k's Super Nailgun." States { Spawn: SPIK A 1 Bright Loop Death: PUFF ABCD 3 Stop } } ACTOR QuakeNailgun : DoomWeapon replaces Chaingun { Game Doom SpawnID 28 Weapon.SelectionOrder 700 Weapon.AmmoUse 1 Weapon.AmmoGive 20 Weapon.AmmoType "Clip" +FLOATBOB States { Ready: NGUN A 1 A_WeaponReady Loop Deselect: NGUN A 1 A_Lower Loop Select: NGUN A 1 A_Raise Loop Fire: NGUN B 0 A_PlaySound("quake/nailgun") NGUN B 2 A_FireCustomMissile ( "Nail", 0, 0, 3, 0, 0, 0 ) NGUN C 2 NGUN D 0 A_PlaySound("quake/nailgun") NGUN D 2 A_FireCustomMissile ( "Nail", 0, 0, -3, 0, 0, 0 ) NGUN E 2 NGUN B 0 A_ReFire Goto Ready Spawn: PNAI ABCDEFGHIJKLMNOPQ 3 Loop } } ACTOR Nail { Game Doom SpawnID 127 Radius 2 Height 8 Speed 20 Damage 3 Projectile +RANDOMIZE Obituary "%o was spiked to death by %k's Nailgun." States { Spawn: SPIK A 1 Bright Loop Death: PUFF ABCD 3 Stop } }
Thu, 05 Jan 2012 03:18:49

gunrock

Here is a link to the file: <!-- m --><a class="postlink" href="http://uploading.com/files/936b743b/QuakeWeps.wad/">http://uploading.com/files/936b743b/QuakeWeps.wad/</a><!-- m -->
Fri, 06 Jan 2012 23:43:44

Firebrand

What error does it give when trying to load it?
Thu, 05 Jan 2012 03:14:47

gunrock

ACTOR QuakeSSG : DoomWeapon replaces SuperShotgun { +FLOATBOB Game Doom SpawnID 27 Weapon.SelectionOrder 1300 Weapon.AmmoUse 2 Weapon.AmmoGive 20 Weapon.AmmoType "Shell" Inventory.PickupMessage "\cJYou got the Super Shotgun" Obituary "%k blasted %o in the head with a super shotgun." Attacksound "quake/ssg" States { Ready: SSGN A 1 A_WeaponReady Loop Deselect: SSGN A 1 A_Lower Loop Select: SSGN A 1 A_Raise Loop Fire: SSGN A 5 SSGN B 5 A_FireShotgun2 SSGN C 5 SSGN D 5 SSGN D 1 A_ReFire Goto Ready Spawn: PSSG ABCDEFGHIJKLMNOPQR 3 Loop } } ACTOR QuakePentagram : PowerupGiver replaces BFG9000 { Game Doom SpawnID 133 +COUNTITEM +NOGRAVITY +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.BIGPOWERUP Inventory.MaxAmount 0 Powerup.Type Invulnerable Powerup.Color RedMap Inventory.PickupMessage "\cGPentagram Of Protection" States { Spawn: PPEN ABCDEFG 4 Loop } } ACTOR QuakeGrenade : DoomWeapon replaces GrenadeLauncher { Game Doom SpawnID 163 Radius 20 Height 16 Weapon.Selectionorder 2500 +WEAPON.NOAUTOFIRE +WEAPON.NOAUTOAIM +FLOATBOB Weapon.AmmoUse 1 Weapon.AmmoGive 2 Weapon.AmmoType "RocketAmmo" Weapon.Kickback 100 scale 0.75 Inventory.PickupMessage "\cJYou got the Grenade Launcher" States { Spawn: PGRN ABCDEFGHIJKLMNOPQ 3 Loop Ready: QGRN A 1 A_WeaponReady loop Deselect: QGRN A 1 A_Lower loop Select: QGRN A 1 A_Raise loop Fire: QGRN A 2 QGRN B 3 A_FireCustomMissile ( "QGrenade", 0, 1, 0, 0, 0, 6.328125 ) QGRN CDEDC 3 QGRN A 3 A_ReFire goto Ready } } ACTOR QGrenade { Game Doom SpawnID 216 Radius 8 Height 8 Speed 15 Damage 30 Projectile -NOGRAVITY +DOOMBOUNCE +RANDOMIZE +DEHEXPLOSION +GRENADETRAIL +QUARTERGRAVITY +EXPLODEONDEATH +USESTBOUNCESOUND SeeSound "quake/grenadef" DeathSound "quake/grenadex" Obituary "%o tripped on %k's grenade." DamageType Grenade States { Spawn: QGRP ABCDEFGHIJK 3 bright loop Death: MISL B 8 bright A_Explode MISL C 6 bright MISL D 4 bright stop } } ACTOR QuakeRocketLauncher : DoomWeapon replaces RocketLauncher { Game Doom SpawnID 29 Weapon.SelectionOrder 2500 Weapon.AmmoUse 1 Weapon.AmmoGive 10 Weapon.AmmoType "RocketAmmo" +WEAPON.NOAUTOFIRE +FLOATBOB Inventory.PickupMessage "\cJYou got the Rocket Launcher" States { Ready: QMIS A 1 A_WeaponReady Loop Deselect: QMIS A 1 A_Lower Loop Select: QMIS A 1 A_Raise Loop Fire: QMIS A 4 QMIS B 4 A_FireMissile QMIS CD 4 QMIS B 0 A_ReFire Goto Ready Spawn: PROK ABCDEFGHIJKLMNOPQR 3 Loop } } ACTOR Rocket { Game Doom SpawnID 127 Radius 11 Height 8 Speed 20 Damage 20 DamageType Fire Projectile +RANDOMIZE +DEHEXPLOSION +ROCKETTRAIL +EXPLODEONDEATH SeeSound "quake/rocketf" DeathSound "quake/grenadex" Obituary "%o was blasted to bits by %k's Rocket Launcher." States { Spawn: QROK A 1 Bright Loop Death: MISL B 8 Bright A_Explode MISL C 6 Bright MISL D 4 Bright Stop } } ACTOR QuakeShotgun : DoomWeapon replaces Pistol { Game Doom SpawnID 27 Weapon.SelectionOrder 1300 Weapon.AmmoUse 1 Weapon.AmmoGive 8 Weapon.AmmoType "Shell" Inventory.PickupMessage "\cJYou got the Shotgun" Obituary "%o was blasted by %k's shotgun." Attacksound "quake/shotgunf" States { Ready: SGUN A 1 A_WeaponReady Loop Deselect: SGUN A 1 A_Lower Loop Select: SGUN A 1 A_Raise Loop Fire: SGUN A 5 SGUN B 5 A_FireShotgun SGUN CDE 5 SHTG A 0 A_ReFire Goto Ready Spawn: SHOT A -1 Stop } } ACTOR DoomPlayer : PlayerPawn { Speed 1 Health 100 Radius 16 Height 56 Mass 100 PainChance 255 Player.ColorRange 112, 127 Player.DisplayName "Soldier" Player.CrouchSprite "PLYC" Player.StartItem "QuakeShotgun" Player.StartItem "Shell", 50 Player.WeaponSlot 1, Fist, Chainsaw Player.WeaponSlot 2, Pistol Player.WeaponSlot 3, Shotgun, SuperShotgun Player.WeaponSlot 4, Chaingun, Minigun // [BC] Create default binding for the minigun. Player.WeaponSlot 5, RocketLauncher, GrenadeLauncher // [BC] Create default binding for the grenade launcher. Player.WeaponSlot 6, PlasmaRifle, Railgun // [BC] Create default binding for the railgun. Player.WeaponSlot 7, BFG9000, BFG10K // [BC] Create default binding for the BFG10K. States { Spawn: PLAY A -1 Loop See: PLAY ABCD 4 Loop Missile: PLAY E 12 Goto Spawn Melee: PLAY F 6 BRIGHT Goto Missile Pain: PLAY G 4 PLAY G 4 A_Pain Goto Spawn Death: PLAY H 0 A_PlayerSkinCheck("AltSkinDeath") Death1: PLAY H 10 PLAY I 10 A_PlayerScream PLAY J 10 A_NoBlocking PLAY KLM 10 PLAY N -1 Stop XDeath: PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath") XDeath1: PLAY O 5 PLAY P 5 A_XScream PLAY Q 5 A_NoBlocking PLAY RSTUV 5 PLAY W -1 Stop AltSkinDeath: PLAY H 6 PLAY I 6 A_PlayerScream PLAY JK 6 PLAY L 6 A_NoBlocking PLAY MNO 6 PLAY P -1 Stop AltSkinXDeath: PLAY Q 5 A_PlayerScream PLAY R 0 A_NoBlocking PLAY R 5 A_SkullPop PLAY STUVWX 5 PLAY Y -1 Stop } } ACTOR QuakeBackpack : BackpackItem replaces Backpack { +FLOATBOB Game Doom SpawnID 144 Height 26 Inventory.PickupMessage "\cJYou got the Backpack" States { Spawn: PBAK ABCDEFGHIJKLMNO 3 Loop } } ACTOR QuakeBackpack2 : BackpackItem replaces Shotgun { +FLOATBOB Game Doom SpawnID 144 Height 26 Inventory.PickupMessage "\cJYou got the Backpack" States { Spawn: PBAK ABCDEFGHIJKLMNO 3 Loop } } ACTOR QuakeSuperNailgun : DoomWeapon replaces PlasmaRifle { Game Doom SpawnID 28 Weapon.SelectionOrder 700 Weapon.AmmoUse 1 Weapon.AmmoGive 20 Weapon.AmmoType "Clip" +FLOATBOB Inventory.PickupMessage "\cJYou got the Super Nailgun" Obituary "%o was minced by %k's Super Nailgun." States { Ready: NGU2 A 1 A_WeaponReady Loop Deselect: NGU2 A 1 A_Lower Loop Select: NGU2 A 1 A_Raise Loop Fire: NGU2 B 0 A_PlaySound("quake/nailgun") NGU2 B 4 A_FireCustomMissile ( "SuperNail", 0, 0, 0, 0, 0, 0 ) NGU2 C 0 A_PlaySound("quake/nailgun") NGU2 C 4 A_FireCustomMissile ( "SuperNail", 0, 0, 0, 0, 0, 0 ) NGU2 D 0 A_PlaySound("quake/nailgun") NGU2 D 4 A_FireCustomMissile ( "SuperNail", 0, 0, 0, 0, 0, 0 ) NGU2 E 0 A_PlaySound("quake/nailgun") NGU2 E 4 A_FireCustomMissile ( "SuperNail", 0, 0, 0, 0, 0, 0 ) NGU2 F 0 A_PlaySound("quake/nailgun") NGU2 F 4 A_FireCustomMissile ( "SuperNail", 0, 0, 0, 0, 0, 0 ) NGU2 G 0 A_PlaySound("quake/nailgun") NGU2 G 4 A_FireCustomMissile ( "SuperNail", 0, 0, 0, 0, 0, 0 ) NGU2 B 0 A_ReFire Goto Ready Spawn: PSNA ABCDEFGHIJKLMNOPQRST 3 Loop } } ACTOR SuperNail { Game Doom SpawnID 127 Radius 2 Height 8 Speed 20 Damage 7 Projectile +RANDOMIZE Obituary "%o was spiked by %k's Super Nailgun." States { Spawn: SPIK A 1 Bright Loop Death: PUFF ABCD 3 Stop } } ACTOR QuakeNailgun : DoomWeapon replaces Chaingun { Game Doom SpawnID 28 Weapon.SelectionOrder 700 Weapon.AmmoUse 1 Weapon.AmmoGive 20 Weapon.AmmoType "Clip" +FLOATBOB Inventory.PickupMessage "\cJYou got the Nailgun" States { Ready: NGUN A 1 A_WeaponReady Loop Deselect: NGUN A 1 A_Lower Loop Select: NGUN A 1 A_Raise Loop Fire: NGUN B 0 A_PlaySound("quake/nailgun") NGUN B 2 A_FireCustomMissile ( "Nail", 0, 0, 3, 0, 0, 0 ) NGUN C 2 NGUN D 0 A_PlaySound("quake/nailgun") NGUN D 2 A_FireCustomMissile ( "Nail", 0, 0, -3, 0, 0, 0 ) NGUN E 2 NGUN B 0 A_ReFire Goto Ready Spawn: PNAI ABCDEFGHIJKLMNOPQ 3 Loop } } ACTOR Nail { Game Doom SpawnID 127 Radius 2 Height 8 Speed 20 Damage 3 Projectile +RANDOMIZE Obituary "%o was spiked to death by %k's Nailgun." States { Spawn: SPIK A 1 Bright Loop Death: PUFF ABCD 3 Stop } } This is a decorate script of mine and it refuses to load in Vavoom?

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