Mengo Posted July 7, 2019 So I've been working on my mod and after a few hours in slade adding things, I started GZDoom Builder, and when i opened the map, It ignored all of my actors Here's a screenclip 0 Quote Share this post Link to post
0 Simomarchi Posted July 7, 2019 I suspect a missing { somewhere in your code, having that the software tells you that everything is not a class. This probably happens because you have some mistake in the class specification line, that has to be Spoiler ACTOR xxxx 10000 { } Or you have placed your doom edit numbers in the mapinfo file and not in the decorate file (near the actor name like in the previous example). However I don't think that your error is anything else than a syntax error 0 Quote Share this post Link to post
0 Mengo Posted July 7, 2019 (edited) ` 5 hours ago, Simomarchi said: Or you have placed your doom edit numbers in the mapinfo file and not in the decorate file I've done that for some Zscript classes I've modified from realm667. The thing is this didn't make gzdb go blind when I did that a long time ago Slade's built in map editor doesn't have this issue however. Edited July 7, 2019 by Mengo 0 Quote Share this post Link to post
0 boris Posted July 7, 2019 For ZScript classes to work in GZDB* you need to load gzdoom.pk3 as a resource. 0 Quote Share this post Link to post
0 Mengo Posted July 7, 2019 2 minutes ago, boris said: For ZScript classes to work in GZDB* you need to load gzdoom.pk3 as a resource. I do that, but I need my DECORATE classes to work. 0 Quote Share this post Link to post
0 Simomarchi Posted July 7, 2019 2 hours ago, Mengo said: The thing is this didn't make gzdb go blind when I did that a long time ago Because Zscript and Decorate work in a different way. If you have a Zscript code you have to write your doomed nums in a mapinfo (or zmapinfo) file, but if you have a Decorate file you have to write your doomed numbers right near the actor name, in the decorate file not in an external one. 0 Quote Share this post Link to post
0 Mengo Posted July 7, 2019 1 hour ago, Simomarchi said: Because Zscript and Decorate work in a different way. If you have a Zscript code you have to write your doomed nums in a mapinfo (or zmapinfo) file, but if you have a Decorate file you have to write your doomed numbers right near the actor name, in the decorate file not in an external one. All my doomed numbers are in the same lump as the decorate actor 0 Quote Share this post Link to post
0 DynamiteKaitorn Posted July 10, 2019 Mind posting some more screenshots, I may be able to help. (no promises). (shots like decorate of said invisible "thing" or other shots inside the main editor as to what we see when placed (if that's possible)). 0 Quote Share this post Link to post
0 Mengo Posted July 12, 2019 Actually I solved it someway or another. I dont even know how i did 0 Quote Share this post Link to post
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Mengo
So I've been working on my mod and after a few hours in slade adding things, I started GZDoom Builder, and when i opened the map, It ignored all of my actors
Here's a screenclip
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