A_M_Refire Error

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Locked
User avatar
Enjay
 
 
Posts: 27296
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

A_M_Refire Error

Post by Enjay »

[Edit] Hmmm... the mod is complicated and there's lot's of stuff going on. Not sure if the following is right or not. [/edit]

With today's GZDoom build, if I run a mod that uses an actor derived from the scripted marines, I get the following error:

Code: Select all

Script error, "00BaseZipControlText.wad:actors/decplyr.txt" line 236:
Expected ',', got ')'.
The mod used to work and, as far as I can tell from the wiki ( [wiki]A_M_Refire[/wiki] ) the following syntax is correct:

Code: Select all

PLAY A 0 A_M_Refire(1)
It's certainly how it appears in the DECORATE for the scripted marines in zdoom.pk3, but every time the above code is used, I get the error message. I know a lot has changed under the hood with ZScript and so on so I'm just checking whether this is an editing error or if it's a bug.
User avatar
Enjay
 
 
Posts: 27296
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: A_M_Refire Error

Post by Enjay »

I notice that the zscript versions of the scripted marines have the following:

Code: Select all

PLAY A 0 A_M_Refire(1, "FistEnd");
Could GZDoom be expecting a state name even though this is being used in DECORATE rather than in ZScript?
Blue Shadow
Posts: 5046
Joined: Sun Nov 14, 2010 12:59 am

Re: A_M_Refire Error

Post by Blue Shadow »

Yes, the function seems to have changed. Instead of jumping forwards to the next state, as wiki mentions, now you can choose where you want to jump by specifying a state label. Providing a state label is required.
User avatar
Enjay
 
 
Posts: 27296
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: A_M_Refire Error

Post by Enjay »

Should it be fixed to allow "no state name specified so default to old behaviour" or "if used in DECORATE rather than ZScript, allow no state name"? It seems to have the capability of breaking old mods as it currently stands.
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US
Contact:

Re: A_M_Refire Error

Post by Ed the Bat »

It certainly broke Lizard Squad. Though, even if I were to fix that, the erroneous use of "null" in SBARINFO (when it should have been "untranslated") leaves it broken still. I'm happy to put out a hotfix on LizardCommando's behalf, but I'll wait to hear if there's any rulings about this, engine-side.
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: A_M_Refire Error

Post by Kinsie »

Definitely worth filing this as a bug. Old DECORATE code is supposed to still work as it did pre-ZScript.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: A_M_Refire Error

Post by Graf Zahl »

So much for the hope I could sanitize some code in a supposedly rarely used class... :(
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US
Contact:

Re: A_M_Refire Error

Post by Ed the Bat »

The erroneous use of "null" in SBARINFO is still something that will need to be fixed mod-side, though, right?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: A_M_Refire Error

Post by Graf Zahl »

Can't say. I guess, yes.
Locked

Return to “Editing (Archive)”