nerdybunny Posted September 27, 2023 I have an Eternity project with this EDFROOT: setdialect("ALFHEIM") stdinclude("root.edf") // Weapons include("edf/shotgun.edf") The actual shotgun.edf file is this: weapondelta { name Shotgun states = @" Ready: FLSG A 1 A_WeaponReady loop Deselect: FLSG A 1 A_Lower loop Select: FLSG A 1 A_Raise loop Fire: FLSG A 3 FLSG B 7 A_FireShotgun FLSG A 2 FLSG CDEFGHIJKLMNO 2 FLSG A 3 A_ReFire goto Ready Flash: FLF A 4 Bright A_Light1 goto LightDone "@ This shotgun was working fine when it was just slapped into edfroot, but when I put it in its own file and referenced it with an include, it created an engine error (attached on this post.) I tried changing the dialect to GLITNIR but then EE just complained that the dialect didn't exist. Did I do something wrong? crash.zip 0 Quote Share this post Link to post
nerdybunny Posted September 27, 2023 Update: Ok so an engine crash is happening even after I moved it back to EDFROOT and tried changing from a dev build to stable. 0 Quote Share this post Link to post
_sink Posted January 14, 2024 (edited) On 9/27/2023 at 3:34 AM, nerdybunny said: Update: Ok so an engine crash is happening even after I moved it back to EDFROOT and tried changing from a dev build to stable. I believe it is the '=' sign between the "states" keyword and the start of the heredoc. here's how I format it in a monster thingdelta. thingdelta { name BaronOfHell spawnhealth 900 translation CROGRE obituary_normal "was burned by an ogre" obituary_melee "was pulverized by an ogre" states @" Missile: BOSS EF 8 FaceTarget BOSS G 8 MissileAttack(OgreShot, normal, 0, 0, "MeleeFrame") goto See MeleeFrame: BOSS G 0 CounterDiceRoll(0, 8, 10, 0, assign, multiplyone) BOSS G 8 Scratch(usecounter, 0, claw) goto See "@ } Edited January 15, 2024 by _sink removed bad info, i was wrong about the shotgun/weaponshotgun distinction. 0 Quote Share this post Link to post
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