I'm getting the following error:
Code: Select all
Execution could not continue.
Script error, "files.pk3:actors/doom/doomdecorations.txt" line 600:
SC_GetNumber: Bad numeric constant "0.21".
Code: Select all
Scale 0.21
Code: Select all
Execution could not continue.
Script error, "files.pk3:actors/doom/doomdecorations.txt" line 600:
SC_GetNumber: Bad numeric constant "0.21".
Code: Select all
Scale 0.21
Blade Nightflame wrote:Help us help you. The whole code would make us be able to decipher more what exactly is your problem. As is..
EDIT: Oh, haha. Sneaky bastard..
Code: Select all
ACTOR NPCM 6762
{
Game Doom
SpawnID 879
Radius 16
Height 32
Scale 0.21
+SOLID
States
{
Spawn:
NPCM ABCD 4 BRIGHT
Loop
}
}
I'm using the latest SVN. Should I just use the official releases?Enjay wrote:When I try your code, I get a different message (perhaps I'm using a newer version of Zdoom). It tells me that your spawn ID number is "out of range" and that it should be in the range 0,255. If I comment out that line, the code loads without an error message.
BTW, unless you plan on using old fashioned and deprecated spawning methods, there is no need to define a spawnid anyway.
I'm using the latest SVN too. Not sure why you are getting that message then because, as I said, with the spawnid line commented out, it loads for me. There must be something in the rest of your mod confusing the issue somehow.Lysander wrote:I'm using the latest SVN. Should I just use the official releases?
Hmm, bizarre.Enjay wrote:I'm using the latest SVN too. Not sure why you are getting that message then because, as I said, with the spawnid line commented out, it loads for me. There must be something in the rest of your mod confusing the issue somehow.Lysander wrote:I'm using the latest SVN. Should I just use the official releases?
[edit] Same result with the last official version too. [/edit]
Enjay wrote:Can you post your whole doomdecorations.txt file?
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// Tech lamp ---------------------------------------------------------------
ACTOR TechLamp 85
{
Game Doom
Radius 16
Height 80
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
TLMP ABCD 4 BRIGHT
Loop
}
}
// Tech lamp 2 -------------------------------------------------------------
ACTOR TechLamp2 86
{
Game Doom
Radius 16
Height 60
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
TLP2 ABCD 4 BRIGHT
Loop
}
}
// Column ------------------------------------------------------------------
ACTOR Column 2028
{
Game Doom
Radius 16
Height 48
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
COLU A -1 BRIGHT
Stop
}
}
// Tall green column -------------------------------------------------------
ACTOR TallGreenColumn 30
{
Game Doom
Radius 16
Height 52
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
COL1 A -1
Stop
}
}
// Short green column ------------------------------------------------------
ACTOR ShortGreenColumn 31
{
Game Doom
Radius 16
Height 40
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
COL2 A -1
Stop
}
}
// Tall red column ---------------------------------------------------------
ACTOR TallRedColumn 32
{
Game Doom
Radius 16
Height 52
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
COL3 A -1
Stop
}
}
// Short red column --------------------------------------------------------
ACTOR ShortRedColumn 33
{
Game Doom
Radius 16
Height 40
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
COL4 A -1
Stop
}
}
// Skull column ------------------------------------------------------------
ACTOR SkullColumn 37
{
Game Doom
Radius 16
Height 40
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
COL6 A -1
Stop
}
}
// Heart column ------------------------------------------------------------
ACTOR HeartColumn 36
{
Game Doom
Radius 16
Height 40
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
COL5 AB 14
Loop
}
}
// Evil eye ----------------------------------------------------------------
ACTOR EvilEye 41
{
Game Doom
Radius 16
Height 54
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
CEYE ABCB 6 BRIGHT
Loop
}
}
// Floating skull ----------------------------------------------------------
ACTOR FloatingSkull 42
{
Game Doom
Radius 16
Height 26
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
FSKU ABC 6 BRIGHT
Loop
}
}
// Torch tree --------------------------------------------------------------
ACTOR TorchTree 43
{
Game Doom
Radius 16
Height 56
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
TRE1 A -1
Stop
}
}
// Blue torch --------------------------------------------------------------
ACTOR BlueTorch 44
{
Game Doom
Radius 16
Height 68
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
TBLU ABCD 4 BRIGHT
Loop
}
}
// Green torch -------------------------------------------------------------
ACTOR GreenTorch 45
{
Game Doom
Radius 16
Height 68
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
TGRN ABCD 4 BRIGHT
Loop
}
}
// Red torch ---------------------------------------------------------------
ACTOR RedTorch 46
{
Game Doom
Radius 16
Height 68
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
TRED ABCD 4 BRIGHT
Loop
}
}
// Short blue torch --------------------------------------------------------
ACTOR ShortBlueTorch 55
{
Game Doom
Radius 16
Height 37
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
SMBT ABCD 4 BRIGHT
Loop
}
}
// Short green torch -------------------------------------------------------
ACTOR ShortGreenTorch 56
{
Game Doom
Radius 16
Height 37
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
SMGT ABCD 4 BRIGHT
Loop
}
}
// Short red torch ---------------------------------------------------------
ACTOR ShortRedTorch 57
{
Game Doom
Radius 16
Height 37
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
SMRT ABCD 4 BRIGHT
Loop
}
}
// Stalagtite --------------------------------------------------------------
ACTOR Stalagtite 47
{
Game Doom
Radius 16
Height 40
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
SMIT A -1
Stop
}
}
// Tech pillar -------------------------------------------------------------
ACTOR TechPillar 48
{
Game Doom
Radius 16
Height 128
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
ELEC A -1
Stop
}
}
// Candle stick ------------------------------------------------------------
ACTOR Candlestick 34
{
Game Doom
Radius 20
Height 14
ProjectilePassHeight -16
States
{
Spawn:
CAND A -1 BRIGHT
Stop
}
}
// Candelabra --------------------------------------------------------------
ACTOR Candelabra 35
{
Game Doom
Radius 16
Height 60
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
CBRA A -1 BRIGHT
Stop
}
}
// Bloody twitch -----------------------------------------------------------
ACTOR BloodyTwitch 49
{
Game Doom
Radius 16
Height 68
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR1 A 10
GOR1 B 15
GOR1 C 8
GOR1 B 6
Loop
}
}
// Meat 2 ------------------------------------------------------------------
ACTOR Meat2 50
{
Game Doom
Radius 16
Height 84
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR2 A -1
Stop
}
}
// Meat 3 ------------------------------------------------------------------
ACTOR Meat3 51
{
Game Doom
Radius 16
Height 84
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR3 A -1
Stop
}
}
// Meat 4 ------------------------------------------------------------------
ACTOR Meat4 52
{
Game Doom
Radius 16
Height 68
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR4 A -1
Stop
}
}
// Meat 5 ------------------------------------------------------------------
ACTOR Meat5 53
{
Game Doom
Radius 16
Height 52
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR5 A -1
Stop
}
}
// Nonsolid meat -----------------------------------------------------------
ACTOR NonsolidMeat2 : Meat2 59
{
Game Doom
-SOLID
Radius 20
}
ACTOR NonsolidMeat3 : Meat3 61
{
Game Doom
-SOLID
Radius 20
}
ACTOR NonsolidMeat4 : Meat4 60
{
Game Doom
-SOLID
Radius 20
}
ACTOR NonsolidMeat5 : Meat5 62
{
Game Doom
-SOLID
Radius 20
}
// Nonsolid bloody twitch --------------------------------------------------
ACTOR NonsolidTwitch : BloodyTwitch 63
{
Game Doom
-SOLID
Radius 20
}
// Head on a stick ---------------------------------------------------------
ACTOR HeadOnAStick 27
{
Game Doom
Radius 16
Height 56
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
POL4 A -1
Stop
}
}
// Heads (plural!) on a stick ----------------------------------------------
ACTOR HeadsOnAStick 28
{
Game Doom
Radius 16
Height 64
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
POL2 A -1
Stop
}
}
// Head candles ------------------------------------------------------------
ACTOR HeadCandles 29
{
Game Doom
Radius 16
Height 42
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
POL3 AB 6 BRIGHT
Loop
}
}
// Dead on a stick ---------------------------------------------------------
ACTOR DeadStick 25
{
Game Doom
Radius 16
Height 64
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
POL1 A -1
Stop
}
}
// Still alive on a stick --------------------------------------------------
ACTOR LiveStick 26
{
Game Doom
Radius 16
Height 64
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
POL6 A 6
POL6 B 8
Loop
}
}
// Big tree ----------------------------------------------------------------
ACTOR BigTree 54
{
Game Doom
Radius 32
Height 108
Mass 0.21
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
TRE2 A -1
Stop
}
}
ACTOR NPCM 6762
{
Game Doom
Radius 16
Height 32
Scale 0.21
+SOLID
States
{
Spawn:
NPCM ABCD 4 BRIGHT
Loop
}
}
// Hanging with no guts ----------------------------------------------------
ACTOR HangNoGuts 73
{
Game Doom
Radius 16
Height 88
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB1 A -1
Stop
}
}
// Hanging from bottom with no brain ---------------------------------------
ACTOR HangBNoBrain 74
{
Game Doom
Radius 16
Height 88
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB2 A -1
Stop
}
}
// Hanging from top, looking down ------------------------------------------
ACTOR HangTLookingDown 75
{
Game Doom
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB3 A -1
Stop
}
}
// Hanging from top, looking up --------------------------------------------
ACTOR HangTLookingUp 77
{
Game Doom
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB5 A -1
Stop
}
}
// Hanging from top, skully ------------------------------------------------
ACTOR HangTSkull 76
{
Game Doom
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB4 A -1
Stop
}
}
// Hanging from top without a brain ----------------------------------------
ACTOR HangTNoBrain 78
{
Game Doom
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB6 A -1
Stop
}
}
// Colon gibs --------------------------------------------------------------
ACTOR ColonGibs 79
{
Game Doom
SpawnID 147
Radius 20
Height 4
States
{
Spawn:
POB1 A -1
Stop
}
}
// Small pool o' blood -----------------------------------------------------
ACTOR SmallBloodPool 80
{
Game Doom
SpawnID 148
Radius 20
Height 1
States
{
Spawn:
POB2 A -1
Stop
}
}
// brain stem lying on the ground ------------------------------------------
ACTOR BrainStem 81
{
Game Doom
SpawnID 150
Radius 20
Height 4
States
{
Spawn:
BRS1 A -1
Stop
}
}
Lysander wrote:I'm using the following argument:Code: Select all
Scale 0.21
Scale 0.21 should be fine. However, when I run your file, zdoom points me to line 599 which is the above line and it is trying to set a mass of 0.21, which it can't do.DECORATE file wrote:Code: Select all
Mass 0.21
Sorry, but I'm not sure what you're saying I should do...Enjay wrote:Lysander wrote:I'm using the following argument:Code: Select all
Scale 0.21
Scale 0.21 should be fine. However, when I run your file, zdoom points me to line 599 which is the above line and it is trying to set a mass of 0.21, which it can't do.DECORATE file wrote:Code: Select all
Mass 0.21
Code: Select all
// Big tree ----------------------------------------------------------------
ACTOR BigTree 54
{
Game Doom
Radius 32
Height 108
Scale 0.21 <<<<<<<<<<<<<< LOOK HERE
ProjectilePassHeight -16
+SOLID
States
{
Spawn:
TRE2 A -1
Stop
}
}