DECORATE - New player death sequence problems

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Shadowgeek
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Joined: Fri Feb 05, 2016 9:44 am
Location: Earth

DECORATE - New player death sequence problems

Post by Shadowgeek »

Hello, I'm Shadowgeek, and I'm new to the forums here. I need a little help with some DECORATE scripting, please. I'm trying to build a new player class with two alternate death sequences that replaces the DoomPlayer class. Here is what I wrote:

Code: Select all

Actor NewDoomPlayer : DoomPlayer
{
   States
   {
   Death:
     TNT1 A 0 A_Jump (128, "AltDeath", "AltDeath2")
     Stop
   AltDeath:
     BLD1 A 10
     BLD1 B 10 A_PlayerScream
     BLD1 C 10 A_NoBlocking
     BLD1 D 10
     BLD1 E -1
	 Stop
   AltDeath2:
     BLD2 A 10
     BLD2 B 10 A_PlayerScream
     BLD2 C 10 A_NoBlocking
     BLD2 D 10
     BLD2 E -1
	 Stop
   }
}
Basically, I want it to go randomly to one of two new death sequences, with a 50-50 chance. I then added this into the MapInfo lump:

Code: Select all

GameInfo
{
   PlayerClasses = "NewDoomPlayer"
}
However, when I run the .pk3 in Zandronum, it gives me this error message:

Code: Select all

Execution could not continue. 1 errors during actor postprocessing 
Could someone help me out here, please? :) Kind of new to DECORATE. :oops: Screenies:
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ChronoSeth
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Joined: Mon Jul 05, 2010 2:04 pm
Location: British Columbia

Re: DECORATE - New player death sequence problems

Post by ChronoSeth »

First problem I see is what you've done with A_Jump:

Code: Select all

TNT1 A 0 A_Jump (128, "AltDeath", "AltDeath2")
Stop
That 128 is the chance of jumping at all. You have a 128/256 (or 50%) chance of not jumping, so the actor will go straight to that Stop and stop existing. I can't imagine that'd end well with a player class.

Dunno if that's what's making zandronum throw the error, though.
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Shadowgeek
Posts: 3
Joined: Fri Feb 05, 2016 9:44 am
Location: Earth

Re: DECORATE - New player death sequence problems

Post by Shadowgeek »

Thanks for the info, ChronoSeth. Anyway, it turns out that actor postprocessing issue was from an undefined ammo type. It runs fine now. Now I updated my death states to this, following what you said about A_Jump:

Code: Select all

   Death:
     TNT1 A 0 A_Jump (128, "AltDeath")
     BLD1 A 10
     BLD1 B 10 A_PlayerScream
     BLD1 C 10 A_NoBlocking
     BLD1 D 10
     BLD1 E -1
     Stop
   AltDeath:
     BLD2 A 10
     BLD2 B 10 A_PlayerScream
     BLD2 C 10 A_NoBlocking
     BLD2 D 10
     BLD2 E -1
    Stop
So now it's supposed to either jump to AltDeath or just follow the Death state. But when he dies, the original death sprites are still used, not the new ones. Little help, please? :?
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Shadowgeek
Posts: 3
Joined: Fri Feb 05, 2016 9:44 am
Location: Earth

Re: DECORATE - New player death sequence problems

Post by Shadowgeek »

Bump. Could someone help me out here, please? :(
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edward850
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Location: New Zealand
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Re: DECORATE - New player death sequence problems

Post by edward850 »

That table works perfectly fine as shown. You'll need to provide a simple "working" example (a functional example broken down to its simplest possible form that presents the issue), as your issue is likely elsewhere.
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