GScript error, "DAISY ETERNAL ZScript BETA v1 copy.pk3:pj_dezscript/pj_daisyeternalspawner.zsc"G line 11:
GUnexpected '='
Expecting '-' or '+' or '++' or '--' or '.' or '(' or ';' or identifier or string constant or integer constant or 'super' or '~' or '!' or 'sizeof' or 'alignof' or unsigned constant or float constant or name constant or 'false' or 'true' or 'null'
GScript error, "DAISY ETERNAL ZScript BETA v1 copy.pk3:pj_dezscript/pj_daisyeternalspawner.zsc"G line 12:
GUnexpected ')'
Expecting '-' or '+' or '++' or '--' or '(' or 'class' or identifier or string constant or integer constant or 'super' or 'function' or '~' or '!' or 'sizeof' or 'alignof' or unsigned constant or float constant or name constant or 'false' or 'true' or 'null'
GScript error, "DAISY ETERNAL ZScript BETA v1 copy.pk3:pj_dezscript/pj_daisyeternalspawner.zsc"G line 15:
GUnexpected '}'
Expecting end of file or 'include' or 'extend' or 'class' or 'mixin' or 'struct' or 'const' or 'enum'
GScript error, "DAISY ETERNAL ZScript BETA v1 copy.pk3:pj_dezscript/pj_daisyeternalfriend.zsc"G line 61:
GUnexpected identifier
Expecting ';' or ','
Execution could not continue.
4 errors while parsing DAISY ETERNAL ZScript BETA v1 copy.pk3:zscript.txt
Here's the code for daisyeternalspawner.zsc
Code: Select all
Class DaisyEternalSpawnHandler : EventHandler
{
Override Void PlayerEntered(PlayerEvent e)
{
Let pl = players[e.PlayerNumber].mo;
let dke = pl.Spawn("DaisyEternal",pl.pos,ALLOW_REPLACE);
If(dke)
{
dke.Master = pl;
dke.Translation = pl.Translation; ///////////////////// -->ERROR 1
dke.A_FaceMaster(); ///////////////////////-->ERROR2
}
}
} //////////////////////////////////////////////////////////////-->ERROR 3 ???
Code: Select all
class PJ_DaisyEternal : actor
{
Int TeleTic;
Int IdleTic;
Default
{
Monster;
Health 667;
Radius 20;
Height 40;
Mass 100 ;
Speed 12;
PainChance 128;
GibHealth -100;
Damage 0;
Height 40;
MaxStepHeight 64;
XScale 1;
YScale 1;
-COUNTKILL
+LOOKALLAROUND
+FLOORCLIP
//+FRIENDLY --> Redundnat Code
+NOTAUTOAIMED
+SLIDESONWALLS
+DONTMORPH
+NOBLOCKMONST
+QUICKTORETALIATE
+NOICEDEATH
+BUDDHA
+AVOIDMELEE
+MOVEWITHSECTOR
//+SHOOTABLE Redundant Code
+JUMPDOWN
+DROPOFF
+FULLVOLSEE
+DONTHARMSPECIES
+NOINFIGHTSPECIES
+NOTELEPORT
+NOTELEFRAG
+NOTARGET
+NODAMAGETHRUST
+GHOST
//-SOLID Redundnat Code
-COUNTKILL //Added Daisy can't be counted as kill. She's a friendly for Pete's sake!
MaxStepHeight 48;
MaxDropOffHeight 48;
//Meleerange 64;
//SeeSound "daisy/see";
//DeathSound "daisy/death";
//AttackSound "daisy/attack";
//Obituary "%o got killed by a waifu rabbit. Probably deserved it"
//Scale 0.8 Redundant
//PainSound "daisy/pain";
DamageFactor "BuildFriendDamage", 0;
DamageFactor "DaisyEternalDamage"", 0;
//var int user_distance;
}
override int TakeSpecialDamage(Actor inflictor, Actor source, int damage, Name damagetype)
{
if (source && (source.player || source is "DaisyEternal")) ////////////////////////////////////////////////--> ERROR 4
{
return 0;
}
return super.TakeSpecialDamage(inflictor, source, damage, damagetype);
}
Override Void PostBeginPlay()
{
Super.PostBeginPlay();
A_StartSound("FriendMarine/Laugh",CHAN_VOICE);
A_StartSound("FM/IntroSFX",CHAN_AUTO);
}
override void Tick()
{
super.Tick();
if (isFrozen())
{
return;
}
if (!master)
{
Spawn("TeleportFog", (pos.x, pos.y, pos.z + height * 0.5));
Destroy();
return;
}
if (health < default.health)
{
A_SetHealth(health + 1);
}
}
Override bool CanCollideWith(Actor other, bool Passive)
{
If(!Other)
Return False;
If(Other && !Passive)
{
If(Other.Player)
{
If(!Deathmatch)
Return False;
Else If(Deathmatch && Other == Master)
Return False;
}
If(Other.bMISSILE && Other.Target && Other.Target.Player)
{
If(!Deathmatch)
Return False;
Else If(Deathmatch && Other.Target == Master)
Return False;
}
Return True;
}
If(Other && Passive)
{
If(Other.Player)
{
If(!Deathmatch)
Return False;
Else If(Deathmatch && Other == Master)
Return False;
}
If(Other.bMISSILE && Other.Target && Other.Target.Player)
{
If(!Deathmatch)
Return False;
Else If(Deathmatch && Other.Target == Master)
Return False;
}
Return True;
}
Return True;
}
States
{
Spawn:
PLAY E 1 A_Look;
TNT1 A 0 A_CheckSight("TeleTic");
Loop;
See:
PLAY AAAABBBBCCCCDDDD 1
{
If (Master && Distance3D(master) < 70)
{
Return ResolveState("Stand");
}
A_Chase();
A_Recoil(-1);
Return ResolveState(Null);
}
TNT1 A 0 A_CheckSight("TeleTic");
Loop;
TeleTic:
TNT1 A 0
{
if (teletic >= 5)
{
A_ClearTarget();
teletic = 0;
Warp(master, frandom(-16, -64), frandom(-64, 64), 0, 0, WARPF_STOP|WARPF_TOFLOOR);
}
teletic++;
}
Goto See;