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GZDoom spitting out errors for seemingly no reason

Posted: Sat Mar 24, 2018 1:36 pm
by orangeninja27
This is probably due to some weird formatting error or something, but here goes!

I was attempting to make a replacement for the chainsaw that would alert monsters as soon as it is selected, as well as during its ready state. To achieve this effect without screwing up the animations or anything, I added the following line to the beginning of both the ready and select states:

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TNT1 A 0 A_AlertMonsters 512
Whenever I boot up DOOM it spits out the following error:

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Script error, "wicked_doom_assets.wad:DECORATE" line 468:
Sprite names must be exactly 4 characters
I have no idea why it's doing this. I've tried looking up the error online and seeing what was causing it for other people, but none of these problems apply to my code as far as I can tell. In fact, until I added this line, the code worked perfectly.

Here's a link to my WAD thus far:
https://www.dropbox.com/s/cj4g67bxfuh7p ... assets.wad

Re: GZDoom spitting out errors for seemingly no reason

Posted: Sat Mar 24, 2018 1:58 pm
by wildweasel
The problem is how you're specifying your arguments for A_AlertMonsters. The interpreter assumes that a space after an action function is a new-line, so it wants the next string to be a string of 4 characters to reference a sprite, and is instead getting "512."

What you should be doing is using parentheses to supply an argument to a function, like this:

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TNT1 A 0 A_AlertMonsters(512)

Re: GZDoom spitting out errors for seemingly no reason

Posted: Sat Mar 24, 2018 2:29 pm
by orangeninja27
Of course. I forgot all about that. Thanks!

By the way, your tutorials on Gunlabs were what got me into making my own DOOM mods. I still use them today, actually.