#include "actors/keys.txt" breaks my SCategories.

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User avatar
Graaicko
Posts: 531
Joined: Tue Jun 17, 2014 11:22 pm
Graphics Processor: nVidia (Legacy GZDoom)

#include "actors/keys.txt" breaks my SCategories.

Post by Graaicko »

So I made a bunch of new keys with a Lockdef and the decorate somehow breaks my Scategories and hides all of the new actors (They still work, I just have to place them by DoomEd numbers, but their icons appear as that red exclamation mark in GZDB.)
When I #include them this happens, as of this moment I deleted the the #include and my Scategories and actors are showing so I know its not the Lockdef.

Here is the actor decorate. Alot of actors.

Code: Select all

//KEYS
ACTOR BlueAccessCard : DoomKey 5981
{
//$Category SE Keys
  Inventory.Pickupmessage "Blue Access Card."
  Inventory.Icon "UIBAC"
  Inventory.PickupSound "OBJPU"
  Scale 0.5
  Radius 1
  Height 1
  States
  {
  Spawn:
    ACES B 1 Bright
    Loop
  }
}

ACTOR RedAccessCard : DoomKey 5982
{
//$Category SE Keys
  Inventory.Pickupmessage "Red Access Card."
  Inventory.Icon "UIRAC"
  Inventory.PickupSound "OBJPU"
  Scale 0.5
  Radius 1
  Height 1
  States
  {
  Spawn:
    ACES R 1 Bright
    Loop
  }
}

ACTOR GoldAccessCard : DoomKey 5983
{
//$Category SE Keys
  Inventory.Pickupmessage "Gold Access Card."
  Inventory.Icon "UIGAC"
  Inventory.PickupSound "OBJPU"
  Scale 0.5
  Radius 1
  Height 1
  States
  {
  Spawn:
    ACES G 1 Bright
    Loop
  }
}

ACTOR BlackAccessCard : DoomKey 5984
{
//$Category SE Keys
  Inventory.Pickupmessage "Black Access Card."
  Inventory.Icon "UIBLAC"
  Inventory.PickupSound "OBJPU"
  Scale 0.5
  Radius 1
  Height 1
  States
  {
  Spawn:
    ACES K 1 Bright
    Loop
  }
}

ACTOR GreenAccessCard : DoomKey 5985
{
//$Category SE Keys
  Inventory.Pickupmessage "Green Access Card."
  Inventory.Icon "UIGRAC"
  Inventory.PickupSound "OBJPU"
  Scale 0.5
  Radius 1
  Height 1
  States
  {
  Spawn:
    ACES N 1 Bright
    Loop
  }
}

ACTOR OrangeAccessCard : DoomKey 5986
{
//$Category SE Keys
  Inventory.Pickupmessage "Orange Access Card."
  Inventory.Icon "UIOAC"
  Inventory.PickupSound "OBJPU"
  Scale 0.5
  Radius 1
  Height 1
  States
  {
  Spawn:
    ACES O 1 Bright
    Loop
  }
}

ACTOR WhiteAccessCard : DoomKey 5987
{
//$Category SE Keys
  Inventory.Pickupmessage "White Access Card."
  Inventory.Icon "UIWAC"
  Inventory.PickupSound "OBJPU"
  Scale 0.5
  Radius 1
  Height 1
  States
  {
  Spawn:
    ACES W 1 Bright
    Loop
  }
}

ACTOR VioletAccessCard : DoomKey 5988
{
//$Category SE Keys
  Inventory.Pickupmessage "Violet Access Card."
  Inventory.Icon "UIVAC"
  Inventory.PickupSound "OBJPU"
  Scale 0.5
  Radius 1
  Height 1
  States
  {
  Spawn:
    ACES V 1 Bright
    Loop
  }
}

ACTOR RedDoorKey : DoomKey 5989
{
//$Category SE Keys
  Inventory.Pickupmessage "Red Door Key."
  Inventory.Icon "UIRDK"
  Inventory.PickupSound "OBJPU"
  Scale 0.5
  Radius 1
  Height 1
  States
  {
  Spawn:
    DOOR R 1
    Loop
  }
}

ACTOR BlueDoorKey : DoomKey 5990
{
//$Category SE Keys
  Inventory.Pickupmessage "Blue Door Key."
  Inventory.Icon "UIBDK"
  Inventory.PickupSound "OBJPU"
  Scale 0.5
  Radius 1
  Height 1
  States
  {
  Spawn:
    DOOR B 1
    Loop
  }
}

ACTOR YellowDoorKey : DoomKey 5991
{
//$Category SE Keys
  Inventory.Pickupmessage "Yellow Door Key."
  Inventory.Icon "UIGDK"
  Inventory.PickupSound "OBJPU"
  Scale 0.5
  Radius 1
  Height 1
  States
  {
  Spawn:
    DOOR G 1
    Loop
  }
}

ACTOR GreenDoorKey : DoomKey 5992
{
//$Category SE Keys
  Inventory.Pickupmessage "Green Door Key."
  Inventory.Icon "UIGRDK"
  Inventory.PickupSound "OBJPU"
  Scale 0.5
  Radius 1
  Height 1
  States
  {
  Spawn:
    DOOR N 1
    Loop
  }
}
Gez
 
 
Posts: 17835
Joined: Fri Jul 06, 2007 3:22 pm

Re: #include "actors/keys.txt" breaks my SCategories.

Post by Gez »

So you run into this problem with GZDB. Can you check in SLADE's own map editor?

Also can you show the code for the root script? (The one with the #include directives.)
User avatar
Graaicko
Posts: 531
Joined: Tue Jun 17, 2014 11:22 pm
Graphics Processor: nVidia (Legacy GZDoom)

Re: #include "actors/keys.txt" breaks my SCategories.

Post by Graaicko »

Code: Select all

#include "actors/keys.txt"
Slade has a map editor? If it does, I have no knowledge of using it.
Gez
 
 
Posts: 17835
Joined: Fri Jul 06, 2007 3:22 pm

Re: #include "actors/keys.txt" breaks my SCategories.

Post by Gez »

Graaicko wrote:

Code: Select all

#include "actors/keys.txt"
That's all? I thought you had other actors than the keys.

To be explicit, I want to see how the #include for the keys relate to the #include for other actors. It's possible the problem actually comes from the last few lines of a file included before, or the first few lines of a file included after.
Graaicko wrote:Slade has a map editor? If it does, I have no knowledge of using it.
Of course it has. Just click the map editor button on the toolbar, or double-click a map header. And I'm not asking you to switching to SLADE's map editor from now on, I'm asking you to just try it once and see if it categorizes stuff as expected or not. Use T to go in things mode, right-click on a thing and choose "change type" to get the list of thing types. Then you can cancel and exit the map editor without saving.
User avatar
Graaicko
Posts: 531
Joined: Tue Jun 17, 2014 11:22 pm
Graphics Processor: nVidia (Legacy GZDoom)

Re: #include "actors/keys.txt" breaks my SCategories.

Post by Graaicko »

Oh, alright

Code: Select all

#include "actors/player.txt"
////WEAPONS////
#include "actors/weapons/casings.txt"
#include "actors/weapons/axe.txt"
#include "actors/weapons/melee.txt"
#include "actors/weapons/usp.txt"
#include "actors/weapons/deagle.txt"
#include "actors/weapons/utas.txt"
#include "actors/weapons/mk18.txt"
#include "actors/weapons/ak103.txt"
/////AMMUNITION/////
#include "actors/ammunition/45acp.txt"
#include "actors/ammunition/50ae.txt"
#include "actors/ammunition/556.txt"
#include "actors/ammunition/762.txt"
#include "actors/ammunition/308.txt"
#include "actors/ammunition/12gauge.txt"
#include "actors/ammunition/40mm.txt"
#include "actors/ammunition/38mm.txt"
#include "actors/ammunition/ammopack.txt"
#include "actors/health.txt"
#include "actors/armor.txt"
#include "actors/gear.txt"
#include "actors/allies.txt"
/////ENEMIES/////
#include "actors/enemies.txt"
#include "actors/patrol.txt"
#include "actors/bosses.txt"
/////PROJECTILES/////
#include "actors/projectiles.txt"
/////PROPS/////
#include "actors/props.txt"
#include "actors/asounds.txt"
#include "actors/characters.txt"
#include "actors/explosives.txt"
/////EFFECTS/////
#include "actors/misc.txt"
#include "actors/bloodtypes.txt"
#include "actors/triggerevents.txt"
Gez
 
 
Posts: 17835
Joined: Fri Jul 06, 2007 3:22 pm

Re: #include "actors/keys.txt" breaks my SCategories.

Post by Gez »

And so where is the #include "actors/keys.txt" line inserted in this? Right at the end after triggerevents? Or as part of props after explosives and before misc?
User avatar
Graaicko
Posts: 531
Joined: Tue Jun 17, 2014 11:22 pm
Graphics Processor: nVidia (Legacy GZDoom)

Re: #include "actors/keys.txt" breaks my SCategories.

Post by Graaicko »

Gez wrote:And so where is the #include "actors/keys.txt" line inserted in this? Right at the end after triggerevents? Or as part of props after explosives and before misc?
Like I said, I removed it because it wouldn't load without the lockdefs, and it was hiding the scategories. must of forgot to repaste it when copying it.

Code: Select all

#include "actors/player.txt"
////WEAPONS////
#include "actors/weapons/casings.txt"
#include "actors/weapons/axe.txt"
#include "actors/weapons/melee.txt"
#include "actors/weapons/usp.txt"
#include "actors/weapons/deagle.txt"
#include "actors/weapons/utas.txt"
#include "actors/weapons/mk18.txt"
#include "actors/weapons/ak103.txt"
/////AMMUNITION/////
#include "actors/ammunition/45acp.txt"
#include "actors/ammunition/50ae.txt"
#include "actors/ammunition/556.txt"
#include "actors/ammunition/762.txt"
#include "actors/ammunition/308.txt"
#include "actors/ammunition/12gauge.txt"
#include "actors/ammunition/40mm.txt"
#include "actors/ammunition/38mm.txt"
#include "actors/ammunition/ammopack.txt"
#include "actors/keys.txt"
#include "actors/health.txt"
#include "actors/armor.txt"
#include "actors/gear.txt"
#include "actors/allies.txt"
/////ENEMIES/////
#include "actors/enemies.txt"
#include "actors/patrol.txt"
#include "actors/bosses.txt"
/////PROJECTILES/////
#include "actors/projectiles.txt"
/////PROPS/////
#include "actors/props.txt"
#include "actors/asounds.txt"
#include "actors/characters.txt"
#include "actors/explosives.txt"
/////EFFECTS/////
#include "actors/misc.txt"
#include "actors/bloodtypes.txt"
#include "actors/triggerevents.txt"
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