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Could not find script lump 'zcommon.acs'
Here is the file: http://www.mediafire.com/file/ycfp9jace ... r.pk3/file
The effect: https://s8.postimg.cc/55zublmxx/Screens ... 131947.png
Moderator: GZDoom Developers
Code: Select all
Could not find script lump 'zcommon.acs'
Okay, i fixed it, but now this error appears: https://s8.postimg.cc/uhwkmdv6t/error.png and by the looks of it, it is caused because the class "is over water" and "watersplasherz" aren't defined, i looked everywhere in the files from project brutality 3.0 but I can not find those classes defined anywherem8f wrote:Your DECORATE lump includes your ACS script:
#include "SRC/SPLASHES.txt"
It shouldn't do that. Right now GZDoom tries to read ACS source code as DECORATE source code.
Don't know, either way, i will reuse the 3d model and the codes but i'm going to do my own spritesm8f wrote:They are in decorate/Effects/PUFF.dec and decorate/Gore/BLOODSPLASH.dec.
By the way, does Project Brutality allow reusing its code and assets?
Do you have any terrain lump to use as a model?ramon.dexter wrote:I think that terrain lump should do it.
Okay, I made this terrain definitionramon.dexter wrote:niphura, looks like you really dont know what i am speaking about. So, open the zdoom wiki and learn how the terrain lump.is used.
https://zdoom.org/wiki/TERRAIN
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//********** Splashes **********
splash water
{
smallclass watersplashbasesmall
smallclip 16
smallsound dssplash
baseclass watersplashbase2
chunkclass watersplash
chunkxvelshift 8
chunkyvelshift 8
chunkzvelshift 8
chunkbasezvel 2
sound water
NoAlert
}
//********** Terrain **********
terrain water
{
splash water
footclip 6
liquid
}
//Which flat does what
ifdoom
//Splash floors first
floor FWATER1 Water
floor FWATER2 Water
floor FWATER3 Water
floor FWATER4 Water
endif
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ACTOR FootStep
{
Radius 10
Height 10
Speed 7
Projectile
-NOGRAVITY
+MISSILE
+NOTELEPORT
+CLIENTSIDEONLY
+MOVEWITHSECTOR
+NOEXTREMEDEATH
DamageType Trample
Damage (random (2, 3))
+NODAMAGETHRUST
+BLOODLESSIMPACT
gravity 40
mass 1000
Obituary "%o was trampled by %k."
States
{
Spawn:
NULL A 2
NULL A 1 //A_Explode(10,4,0)
stop
Death:
NULL A 1
NULL A 1 //A_Explode(10,4,0)
Stop
Crash:
NULL A 1
NULL A 1 //A_Explode(10,4,0)
stop
}
}
Actor Footstep5: FootStep
{
Damage 0
-CLIENTSIDEONLY
}
Actor Footstep6: FootStep
{
Damage (random (2, 3))
-CLIENTSIDEONLY
States
{
Spawn:
NULL A 2
NULL A 1 //A_Explode(10,4,0)
stop
Death:
NULL A 1
NULL A 1 //A_Explode(10,4,0)
Stop
Crash:
NULL A 1
NULL A 1 //A_Explode(10,4,0)
stop
}
}
Actor Footstep8: FootStep
{
Damage (random (1, 1))
Mass 0
-CLIENTSIDEONLY
}
Actor FootstepStrong: FootStep
{
Speed 0
Radius 16
Damage 15
Damage (random (2, 3))
-CLIENTSIDEONLY
States
{
Spawn:
Death:
Crash:
NULL A 1
TNT1 A 0 A_SpawnItem("LargeMassWaterImpact")
NULL A 0 A_Explode(60,5,0)
stop
}
}
Actor IsPlayer : Inventory
{
inventory.maxamount 1
}
Actor IsJumping : Inventory
{
inventory.maxamount 1
}
Actor IsDown : Inventory
{
inventory.maxamount 1
}
//===========================================================================
//
// Player
//
//===========================================================================
ACTOR Doomer : PlayerPawn Replaces DoomPlayer
{
Speed 1.0
Health 100
+SOLID
+THRUGHOST
Species "Marines"
BloodType "Player_Blood"
Player.ColorRange 112, 127
//
Player.JumpZ 7.4
States
{
Spawn:
MARN A 0
MARN A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
MARN A 1
StandStill:
MARN A 0
MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
TNT1 A 0 //A_SpawnItemEx("FootStep8", 0, 0, 40, 0, 0)
MARN D 3
TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
MARN D 2
MARN D 0 A_JumpIf (momZ > 0, "IsJumpin")
MARN D 0 A_JumpIf (momZ < 0, "IsJumpin")
TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
MARN D 5
MARN D 0 A_JumpIf (momZ > 0, "IsJumpin")
MARN D 0 A_JumpIf (momZ < 0, "IsJumpin")
TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
MARN D 5
MARN D 0 A_JumpIf (momZ > 0, "IsJumpin")
MARN D 0 A_JumpIf (momZ < 0, "IsJumpin")
TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
TNT1 A 0 //A_SpawnItemEx("FootStep8", 0, 0, 40, 0, 0)
MARN E 5
NULL E 0 A_JumpIf (momZ > 0, "IsJumpin")
NULL E 0 A_JumpIf (momZ < 0, "IsJumpin")
TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
MARN E 5
NULL A 0 A_JumpIf (momZ > 0, "IsJumpin")
NULL A 0 A_JumpIf (momZ < 0, "IsJumpin")
TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
MARN E 5
NULL A 0 A_JumpIf (momZ > 0, "IsJumpin")
NULL A 0 A_JumpIf (momZ < 0, "IsJumpin")
TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
TNT1 A 0 //A_SpawnItemEx("FootStep8", 0, 0, 40, 0, 0)
MARN A 1
Loop
See:
MARN A 0
TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
MARN A 4 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
MARN A 0 A_JumpIf (momZ > 0, "IsJumpin")
MARN A 0 A_JumpIf (momZ < 0, "IsJumpin")
TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
MARN B 4
MARN B 0 A_JumpIf (momZ > 0, "IsJumpin")
MARN B 0 A_JumpIf (momZ < 0, "IsJumpin")
TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
MARN C 4
MARN C 0 A_JumpIf (momZ > 0, "IsJumpin")
MARN C 0 A_JumpIf (momZ < 0, "IsJumpin")
TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
MARN B 4 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
MARN B 0 A_JumpIf (momZ > 0, "IsJumpin")
MARN B 0 A_JumpIf (momZ < 0, "IsJumpin")
MARN A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
Goto StandStill
IsJumpin:
MARN A 3
NULL A 0 A_JumpIf (momZ > 0, "InAir")
NULL A 0 A_JumpIf (momZ < 0, "InAir")
TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
Goto StandStill
InAir:
MARJ A 1
TNT1 A 0 A_JumpIf (momZ == 0, "Land")
TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
Loop
Land:
MARN A 0 A_SpawnItem("FootStepStrong")
TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
Goto StandStill
}
}