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Script error need help plz


PikminBoi69

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so im trying to put custom monsters in my wad and after i add a actor number, and play it Script error, "MAP01.wad:ZSCRIPT" line 1:
Unexpected integer constant
Expecting ';' or '{' pops up i know it has something to do with map info i think but im kinda slow so i might need a minorly detailed explanation

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2 minutes ago, ramon.dexter said:

Without showing us the affected code we really cannot help you in any way.

aw crap i problaby should

 

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Class Avatar : Actor 15009
{
  Default
  {
    Health 4000;
    PainChance 10;
    Speed 15;
    Radius 30;
    Height 96;
    Mass 2000;
    Obituary "%o was smoten by the Dark Avatar";
    SeeSound "monster/avasit";
    PainSound "monster/avapai";
    DeathSound "monster/avadth";
    ActiveSound "monster/avaact";
    MONSTER;
    +FLOORCLIP
    +NORADIUSDMG
    +BOSS
    +NOTARGET
  }

  States
  {
  Spawn:
    AVAT AB 10 A_Look();
    Loop;
  See:
    AVAT AABBCCDD 3 A_Chase();
    Loop;
  Missile:
    AVAT B 0 A_Jump(64,"Missile2");
    AVAT B 0 A_Jump(152,"Missile3");
    AVAT B 0 A_Jump(64,"Missile4");
  Missile1: //Red Lightning
    AVAT E 0 Bright A_FaceTarget();
    AVAT E 1 Bright A_PlaySound ("monster/avaatk");
    AVAT EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 Bright A_FaceTarget;
    AVAT F 1 Bright A_PlaySound ("MageLightningFire");
    AVAT F 14 Bright
    {
      A_SpawnProjectile("RedLiteTop",0,0, 15,2,45);
      A_SpawnProjectile("RedLiteBot",0,0, 15,2,45);
      A_SpawnProjectile("RedLiteTop",0,0,  0,2,45);
      A_SpawnProjectile("RedLiteBot",0,0,  0,2,45);
      A_SpawnProjectile("RedLiteTop",0,0,-15,2,45);
      A_SpawnProjectile("RedLiteBot",0,0,-15,2,45);
    }
    Goto See;
  Missile2: //Blue Ball
    AVAT I 0 Bright A_FaceTarget();
    AVAT I 1 Bright A_PlaySound("monster/avaatk");
    AVAT IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 2 Bright A_FaceTarget();
    AVAT J 15 Bright A_SpawnProjectile("AvaBall1",56,0,0,0,0);
    Goto See;
  Missile3:
    AVAT K 0 Bright A_FaceTarget();
    AVAT K 1 Bright A_PlaySound ("monster/avaatk");
    AVAT KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 2 Bright A_FaceTarget();
    AVAT LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 2 Bright
    {
      A_FaceTarget();
      A_SpawnProjectile("AvaFireBall", 56,0,Random(-3,3), 0,0);
    }
    AVAT L 0 Bright A_FaceTarget();
    Goto See;
  Missile4:
    AVAT G 0 Bright A_FaceTarget();
    AVAT G 1 Bright A_PlaySound("monster/avaatk");
    AVAT GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_FaceTarget();
    AVAT H 1 Bright A_PlaySound("weapons/justfi");
    AVAT H 14 Bright A_SpawnProjectile("HolyMissile2",52,0,0,0,0);
    Goto See;
  Pain:
    AVAT M 2;
    AVAT M 2 A_Pain();
    Goto See;
  Death:
    AVAT N 7 Bright;
    AVAT O 7 Bright A_Scream();
    AVAT P 7 Bright;
    AVAT Q 7 Bright A_NoBlocking();
    AVAT RSTU 7 Bright;
    AVAT V -1;
  }
}

Class RedLiteTop : LightningCeiling
{
  Default
  {
	MissileType "RedLiteZap";
  }
  States
  {
	Spawn:
	  MLFY A 2 Bright A_LightningZap;
	  MLFY BCD 2 Bright A_LightningClip;
	  Loop;
	Death:
	  MLF3 A 2 Bright A_LightningRemove;
	  MLF3 BCDEKLM 3 Bright;
	  ACLO E 35;
	  MLF3 NO 3 Bright;
	  MLF3 P 4 Bright;
	  MLF3 QP 3 Bright;
	  MLF3 Q 4 Bright;
	  MLF3 P 3 Bright;
	  MLF3 O 3 Bright;
	  MLF3 P 3 Bright;
	  MLF3 P 1 Bright A_HideThing;
	  ACLO E 1050;
	  Stop;
  }
}
Class RedLiteBot : LightningFloor
{
  Default
  {
	MissileType "RedLiteZap";
  }
  States
  {
	Spawn:
	  MLFY E 2 Bright A_LightningZap;
	  MLFY FGH 2 Bright A_LightningClip;
	  Loop;
	Death:
	  MLF3 F 2 Bright A_LightningRemove;
	  MLF3 GHIJKLM 3 Bright;
	  ACLO E 20;
	  MLF3 NO 3 Bright;
	  MLF3 P 4 Bright;
	  MLF3 QP 3 Bright;
	  MLF3 Q 4 Bright A_LastZap;
	  MLF3 POP 3 Bright;
	  MLF3 P 1 Bright A_HideThing;
	  Goto LightningCeiling::Death+19;
  }
}

Class RedLiteZap : LightningZap
{
  Default
  {
	Radius 15;
	Height 35;
	Damage 2;
	Projectile;
	RenderStyle "Add";
	Obituary "$OB_MPMWEAPLIGHTNING";
	-ACTIVATEIMPACT
	-ACTIVATEPCROSS
  }
  States
  {
	Spawn:
	  MLFY IJKLM 2 Bright A_ZapMimic;
	  Loop;
	Death:
	  MLFY NOPQRSTU 2 Bright;
	  Stop;
  }
}

Class AvaBall1 : Actor
{
  Default
  {
    Radius 20;
    Height 40;
    Speed 12;
    Damage 100;
    RenderStyle "Add";
    ALPHA 0.80;
    SeeSound "weapons/gntini";
    DeathSound "weapons/devexp";
    Decal "SorcererLightning";
    PROJECTILE;
    +THRUGHOST
  }

  States
  {
  Spawn:
    AFX4 ABCDEFGH 1 Bright A_Explode(64,64,0);
    loop;
  Death:
    AFX4 I 5 Bright;
    AFX4 I 0 Bright
    {
      A_SpawnProjectile("AvaBall2",0,0,  0,CMF_AIMDIRECTION | CMF_TRACKOWNER);
      A_SpawnProjectile("AvaBall2",0,0, 60,CMF_AIMDIRECTION | CMF_TRACKOWNER);
      A_SpawnProjectile("AvaBall2",0,0,120,CMF_AIMDIRECTION | CMF_TRACKOWNER);
      A_SpawnProjectile("AvaBall2",0,0,180,CMF_AIMDIRECTION | CMF_TRACKOWNER);
      A_SpawnProjectile("AvaBall2",0,0,240,CMF_AIMDIRECTION | CMF_TRACKOWNER);
      A_SpawnProjectile("AvaBall2",0,0,300,CMF_AIMDIRECTION | CMF_TRACKOWNER);
    }
    AFX4 JKL 5 Bright A_Explode(128,128,0);
    stop;
  }
}

Class AvaFireBall : Actor
{
  Default
  {
    Radius 9;
    Height 18;
    Speed 20;
    Damage 5;
    RenderStyle "Add";
    ALPHA 0.80;
    SeeSound "weapons/bwoosh";
    DeathSound "weapons/firex2";
    Decal "RevenantScorch";
    PROJECTILE;
    +THRUGHOST
  }

  States
  {
  Spawn:
    AFX5 ABC 3 Bright;
    loop;
  Death:
    AFX5 D 3 Bright A_Explode(8, 32, 0);
    AFX5 EFGH 3 Bright;
    stop;
  }
}

Class AvaBall2 : Actor
{
  Default
  {
    Radius 10;
    Height 20;
    Speed 15;
    Damage 0;
    RenderStyle "Add";
    ALPHA 0.75;
    DeathSound "weapons/devzap";
    Decal "BaronScorch";
    PROJECTILE;
    +THRUGHOST
   }

  States
  {
  Spawn:
    AFX1 ABC 1 Bright;
    loop;
  Death:
    AFX1 DE 4 Bright A_Explode(64, 32, 0);
    AFX1 F 4 Bright
    {
      A_SpawnProjectile("AvaBall3",0,0,  0,CMF_AIMDIRECTION | CMF_TRACKOWNER);
      A_SpawnProjectile("AvaBall3",0,0, 60,CMF_AIMDIRECTION | CMF_TRACKOWNER);
      A_SpawnProjectile("AvaBall3",0,0,120,CMF_AIMDIRECTION | CMF_TRACKOWNER);
      A_SpawnProjectile("AvaBall3",0,0,180,CMF_AIMDIRECTION | CMF_TRACKOWNER);
      A_SpawnProjectile("AvaBall3",0,0,240,CMF_AIMDIRECTION | CMF_TRACKOWNER);
      A_SpawnProjectile("AvaBall3",0,0,300,CMF_AIMDIRECTION | CMF_TRACKOWNER);
    }
    AFX1 GHI 4 bright;
    stop;
  }
}

Class AvaBall3 : Actor
{
  Default
  {
    Radius 6;
    Height 12;
    Speed 12;
    Damage 0;
    RenderStyle "Add";
    ALPHA 0.75;
    DeathSound "weapons/gnthit";
    Decal "DoomImpScorch";
    PROJECTILE;
    +THRUGHOST
  }

  States
  {
  Spawn:
    AFX2 ABC 1 Bright;
    loop;
  Death:
    AFX2 D 4 Bright A_Explode(24, 16, 0);
    AFX2 E 4 Bright
    {
      A_SpawnProjectile("AvaBall4",0,0,  0,CMF_AIMDIRECTION | CMF_TRACKOWNER);
      A_SpawnProjectile("AvaBall4",0,0, 60,CMF_AIMDIRECTION | CMF_TRACKOWNER);
      A_SpawnProjectile("AvaBall4",0,0,120,CMF_AIMDIRECTION | CMF_TRACKOWNER);
      A_SpawnProjectile("AvaBall4",0,0,180,CMF_AIMDIRECTION | CMF_TRACKOWNER);
      A_SpawnProjectile("AvaBall4",0,0,240,CMF_AIMDIRECTION | CMF_TRACKOWNER);
      A_SpawnProjectile("AvaBall4",0,0,300,CMF_AIMDIRECTION | CMF_TRACKOWNER);
    }
    AFX2 FG 4 bright;
    stop;
  }
}

Class AvaBall4 : Actor
{
  Default
  {
    Radius 3;
    Height 6;
    Speed 10;
    Damage 0;
    RenderStyle "Add";
    ALPHA 0.75;
    DeathSound "monster/hadsit";
    Decal "HImpScorch";
    PROJECTILE;
    +THRUGHOST
  }

  States
  {
  Spawn:
    AFX3 ABC 1 Bright;
    loop;
  Death:
    AFX3 D 3 Bright A_Explode(8, 8, 0);
    AFX3 EFGH 3 Bright;
    stop;
  }
}

Class HolyMissile2 : Actor
{
  Default
  {
    Radius 3;
    Height 3;
    Speed 20;
    Damage 16;
    RenderStyle "Add";
    Alpha 0.67;
    SeeSound "monster/bomb";
    DeathSound "monster/explode";
    Decal "Scorch";
    PROJECTILE;
    +SEEKERMISSILE
  }

  States
  {
  Spawn:
    SPI2 A 1 Bright A_SpawnProjectile("HolyMissileTrail",0,0,0,0);
    SPI2 A 0 Bright A_SeekerMissile(10,10);
    SPI2 B 1 Bright A_SpawnProjectile("HolyMissileTrail",0,0,0,0);
    SPI2 A 0 Bright A_SeekerMissile(10,10);
    SPI2 A 1 Bright A_SpawnProjectile("HolyMissileTrail",0,0,0,0);
    SPI2 A 0 Bright A_SeekerMissile(10,10);
    SPI2 B 1 Bright A_SpawnProjectile("HolyMissileTrail",0,0,0,0);
    SPI2 A 0 Bright A_SeekerMissile(10,10);
    SPI2 A 1 Bright A_SpawnProjectile("HolyMissileTrail",0,0,0,0);
    SPI2 A 0 Bright A_SeekerMissile(10,10);
    SPI2 B 1 Bright A_SpawnProjectile("HolyMissileTrail",0,0,0,0);
    Loop;
  Death:
    SPI2 KLMNO 3 Bright;
    Stop;
   }
}

Class HolyMissileTrail : Actor
{
  Default
  {
    Radius 3;
    Height 3;
    Speed 15;
    RenderStyle "Add";
    Alpha 0.67;
    PROJECTILE;
    +FireDamage;
    +ClientSideOnly;
  }

  States
  {
  Spawn:
    SPI2 QRS 4;
    Goto Death;
  Death:
    SPI2 C 3 BRIGHT;
    SPI2 D 3 BRIGHT;
    Stop;
  }
}

i think i sent it right lol?

 

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i should also mention if i havent before im using gzdoom builder and slade 

 

Edited by PikminBoi69
more info

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1 hour ago, PikminBoi69 said:

i should also mention if i havent before im using gzdoom builder and slade 

 

Slade3 is certainly okay for the lump editing.

 

However, GZDoom Builder is pre ZSCRIPT. Therefore it does not know how to parse ZSCRIPT. Use Ultimate Doom Builder, for the most uptodate support, and load gzdoom.pk3 as resource, but tick to exclude from testing.  

Edited by Kappes Buur

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