Apparently Neither ZDoom or GZDoom Will detect this new type of player and thinks there are no player classes defined. Is there any solution to this
Playerpawn error
Moderator: Graf Zahl
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wtg62
- Posts: 69
- Joined: Fri Sep 24, 2010 22:33
Playerpawn error
I'm making a wad which has a better version of the doomplayer. Following correct procedures I did so.
Apparently Neither ZDoom or GZDoom Will detect this new type of player and thinks there are no player classes defined. Is there any solution to this
Apparently Neither ZDoom or GZDoom Will detect this new type of player and thinks there are no player classes defined. Is there any solution to this
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Enjay
- Developer

- Posts: 4755
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
Re: Playerpawn error
Sounds like you haven't used a keyconf lump to tell (G)Zdoom to use your new player class.
If all you are doing is changing the class, it only needs to look like this:
If all you are doing is changing the class, it only needs to look like this:
Code: Select all
clearplayerclasses
addplayerclass NewClassName-
wtg62
- Posts: 69
- Joined: Fri Sep 24, 2010 22:33
Re: Playerpawn error
I know what a keyconf is and how to use it. I used in the wad so I'm not sure if there is any possible explaination.Enjay wrote:Sounds like you haven't used a keyconf lump to tell (G)Zdoom to use your new player class.
If all you are doing is changing the class, it only needs to look like this:
Code: Select all
clearplayerclasses addplayerclass NewClassName
Maybe it's that it won't read the keyconf text.
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Enjay
- Developer

- Posts: 4755
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
Re: Playerpawn error
Well, you say that you know how to use this stuff and did it correctly but something isn't working so chances are that you didn't do everything correctly. However, you really haven't given much detail. Just saying "I made a new player class and a keyconf lump correctly but it doesn't work" doesn't help anyone debug what you have done.
How about posting your code?
If you think the WAD may be messed up, you can just add the lumps to the command line and they should work.
zdoom -file decorate.txt keyconf.txt
How about posting your code?
If you think the WAD may be messed up, you can just add the lumps to the command line and they should work.
zdoom -file decorate.txt keyconf.txt
-
wtg62
- Posts: 69
- Joined: Fri Sep 24, 2010 22:33
Re: Playerpawn error
Here's the code for my new version of the player:
Actor RPGPlayer : Playerpawn
{
Player.Startitem "Newfist"
Player.Startitem "NewPistol"
Player.Startitem "Clip", 50
Player.RunHealth 30
Player.InvulnerabilityMode Reflective
Player.DamageScreenColor "DarkRed", 5.0
Player.ColorRange 112, 127
Player.Colorset 0, "Green", 0x70, 0x7F, 0x72
Player.Colorset 1, "Gray", 0x60, 0x6F, 0x62
Player.Colorset 2, "Brown", 0x40, 0x4F, 0x42
Player.Colorset 3, "Red", 0x20, 0x2F, 0x22
// Doom Legacy additions
Player.Colorset 4, "Light Gray", 0x58, 0x67, 0x5A
Player.Colorset 5, "Light Brown", 0x38, 0x47, 0x3A
Player.Colorset 6, "Light Red", 0xB0, 0xBF, 0xB2
Player.Colorset 7, "Light Blue", 0xC0, 0xCF, 0xC2
States
{
Spawn:
PLAY A -1
Loop
See:
PLAY ABCD 4
Loop
Missile:
PLAY E 12
Goto Spawn
Melee:
PLAY F 6 BRIGHT
Goto Missile
Pain:
PLAY G 4
PLAY G 4 A_Pain
Goto Spawn
Pain.Fire:
PLAY G 4 A_Spawnitem("Archvilefire")
PLAY G 4 A_Pain
Pain.WeakFire:
PLAY G 4
PLAY G 4 A_Pain
Goto Spawn
Death.Weakfire:
PLAY H 0 A_PlayerScream
PLAY H 4 A_Spawnitem("Fire1",random(0,56))
PLAY I 4 A_Spawnitem("Fire1",random(0,56))
PLAY J 4 A_Spawnitem("Fire1",random(0,56))
PLAY K 4 A_Spawnitem("Fire1",random(0,56))
PLAY L 4 A_Spawnitem("Fire1",random(0,56))
PLAY M 4 A_Spawnitem("Fire1",random(0,56))
PLAY N -1
stop
Xdeath.Weakfire:
Death.Fire:
PLAY N 0 A_Custommissile("BrainStem2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool1",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool3",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool4",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool5",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
MLTP A 0 A_Playsound("player/male/xdeath1")
MLTP A 4 A_Spawnitem("Fire1",random(0,56))
MLTP B 4 A_Spawnitem("Fire1",random(0,56))
MLTP C 4 A_Spawnitem("Fire1",random(0,56))
MLTP D 4 A_Spawnitem("Fire1",random(0,56))
MLTP E 4 A_Spawnitem("Fire1",random(0,56))
MLTP F 4 A_Spawnitem("Fire1",random(0,56))
MLTP G -1
stop
XDeath.Fire:
PLAY N 0 A_Custommissile("BrainStem2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool1",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool3",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool4",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool5",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
MLTP H 0 A_Playsound("player/male/xdeath1")
MLTP H 4 A_Spawnitem("Fire1",random(0,56))
MLTP I 4 A_Spawnitem("Fire1",random(0,56))
MLTP J 4 A_Spawnitem("Fire1",random(0,56))
MLTP K 4 A_Spawnitem("Fire1",random(0,56))
MLTP L 4 A_Spawnitem("Fire1",random(0,56))
MLTP M 4 A_Spawnitem("Fire1",random(0,56))
MLTP N 4 A_Spawnitem("Fire1",random(0,56))
MLTP O 4 A_Spawnitem("Fire1",random(0,56))
Xdeath.Fire2:
MLTP PQ 4 A_Spawnitem("Fire1",random(0,56))
Loop
Pain.Disintergrate:
PLAY G 1 A_fadeout(0.125,0)
PLAY G 1 A_fadeout(0.125,0)
PLAY G 1 A_fadeout(0.125,0)
PLAY G 1 A_fadeout(0.125,0)
PLAY G 0 A_Pain
PLAY G 1 A_fadein(0.125)
PLAY G 1 A_fadein(0.125)
PLAY G 1 A_fadein(0.125)
PLAY G 1 A_fadein(0.125)
goto spawn
Death.Disintegrate:
PLAY N 0 A_Custommissile("BrainStem2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool1",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool3",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool4",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool5",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
DISP A 0 A_Playsound("misc/gibbed")
DISP A 0 A_Spawndebris("Blood")
DISP A 0 A_Spawnitem("GreenArmor")
DISP A 0 A_Spawnitem("Marinehelmet",random(0,32),random(0,56))
DISP A 4 A_Fadeout(0.2)
DISP B 4 A_Fadeout(0.2)
DISP C 4 A_Fadeout(0.2)
DISP D 4 A_Fadeout(0.2)
DISP E 4 A_Fadeout(0.06)
DISP F 4 A_Fadeout(0.06)
DISP F 0 A_Fadeout(0.06)
DISP G -1
stop
XDeath.Disintegrate:
PLAY N 0 A_Custommissile("BrainStem2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool1",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool3",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool4",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool5",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
DISP H 0 A_Playsound("Misc/gibbed")
DISP H 0 A_Spawndebris("Blood")
DISP H 0 A_Spawnitem("GreenArmor")
DISP H 0 A_Spawnitem("Marinehelmet",random(0,32),random(0,56))
DISP H 0 A_XScream
DISP I 4 A_Fadeout(0.2)
DISP J 4 A_Fadeout(0.2)
DISP K 4 A_Fadeout(0.2)
DISP L 4 A_Fadeout(0.2)
DISP M 4 A_Fadeout(0.06)
DISP N 4 A_Fadeout(0.06)
DISP O 0 A_Fadeout(0.06)
DISP P -1
stop
Pain.Ice:
PLAY G 4 A_Playsound("misc/freeze")
PLAY G 4 A_Pain
PLAY G 4 A_Playsound("misc/icebreak")
goto spawn
Pain.Bfgsplash:
PLAY A 4 A_Spawnitem("Bfgextra")
PLAY A 4 A_Pain
goto spawn
Death.Bfgsplash:
BGSP A 0 A_Pain
BGSP A 4
Goto XDeath
Pain.Drowning:
PLAY GGGG 1 A_Spawnitem("Bubble")
PLAY G 4 A_Pain
goto spawn
Death.Drowning:
DRNP A 0 A_PlayerScream
DRNP A 4 A_Spawnitem("Bubble")
DRNP B 4
DRNP C 4 A_Spawnitem("Bubble")
DRNP D 4
DRNP E -1
Pain.Electric:
PLAY G 4
PLAY G 4 A_Pain
PLAY G 0 A_Spawnitem("Zap")
PLAY G 0 A_Spawnitem("Zap")
PLAY G 0 A_Spawnitem("Zap")
PLAY G 0 A_Spawnitem("Zap")
goto spawn
Death.Electric:
PLAY H 0 A_PlayerScream
PLAY H 0 A_Spawnitem("Zap")
PLAY H 0 A_Spawnitem("zap")
PLAY H 0 A_Spawnitem("Zap")
goto death
XDeath.Electric:
PLAY H 0 A_Spawnitem("Zap")
PLAY H 0 A_Spawnitem("zap")
PLAY H 0 A_Spawnitem("Zap")
goto xdeath
Pain.Plasma:
PLAY G 4 A_Spawnitem("Fire3",random(0,56))
PLAY G 4 A_Pain
Goto Spawn
Death.Plasma:
PLAY H 4 A_PlayerScream
PLAY I 4 A_Spawnitem("Fire3",random(0,56))
PLAY J 4 A_Noblocking
PLAY K 4 A_Spawnitem("Fire3",random(0,56))
PLAY L 4 A_Spawnitem("Fire3",random(0,56))
PLAY M 4 A_Spawnitem("Fire3",random(0,56))
PLAY N -1
Xdeath.Plasma:
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
goto xdeath
Pain.RevRocket:
PLAY G 4 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY G 4 A_Pain
Goto Spawn
Death.RevRocket:
PLAY H 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY H 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY H 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY H 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY H 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
Goto Death
XDeath.RevRocket:
PLAY O 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY O 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY O 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY O 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY O 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
Goto XDeath
XDeath1:
PLAY N 0 A_Custommissile("BrainStem2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool1",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool3",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool4",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool5",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY P 5 A_XScream
PLAY Q 5 A_NoBlocking
PLAY RSTUV 5
PLAY W -1
}
}
Actor RPGPlayer : Playerpawn
{
Player.Startitem "Newfist"
Player.Startitem "NewPistol"
Player.Startitem "Clip", 50
Player.RunHealth 30
Player.InvulnerabilityMode Reflective
Player.DamageScreenColor "DarkRed", 5.0
Player.ColorRange 112, 127
Player.Colorset 0, "Green", 0x70, 0x7F, 0x72
Player.Colorset 1, "Gray", 0x60, 0x6F, 0x62
Player.Colorset 2, "Brown", 0x40, 0x4F, 0x42
Player.Colorset 3, "Red", 0x20, 0x2F, 0x22
// Doom Legacy additions
Player.Colorset 4, "Light Gray", 0x58, 0x67, 0x5A
Player.Colorset 5, "Light Brown", 0x38, 0x47, 0x3A
Player.Colorset 6, "Light Red", 0xB0, 0xBF, 0xB2
Player.Colorset 7, "Light Blue", 0xC0, 0xCF, 0xC2
States
{
Spawn:
PLAY A -1
Loop
See:
PLAY ABCD 4
Loop
Missile:
PLAY E 12
Goto Spawn
Melee:
PLAY F 6 BRIGHT
Goto Missile
Pain:
PLAY G 4
PLAY G 4 A_Pain
Goto Spawn
Pain.Fire:
PLAY G 4 A_Spawnitem("Archvilefire")
PLAY G 4 A_Pain
Pain.WeakFire:
PLAY G 4
PLAY G 4 A_Pain
Goto Spawn
Death.Weakfire:
PLAY H 0 A_PlayerScream
PLAY H 4 A_Spawnitem("Fire1",random(0,56))
PLAY I 4 A_Spawnitem("Fire1",random(0,56))
PLAY J 4 A_Spawnitem("Fire1",random(0,56))
PLAY K 4 A_Spawnitem("Fire1",random(0,56))
PLAY L 4 A_Spawnitem("Fire1",random(0,56))
PLAY M 4 A_Spawnitem("Fire1",random(0,56))
PLAY N -1
stop
Xdeath.Weakfire:
Death.Fire:
PLAY N 0 A_Custommissile("BrainStem2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool1",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool3",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool4",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool5",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
MLTP A 0 A_Playsound("player/male/xdeath1")
MLTP A 4 A_Spawnitem("Fire1",random(0,56))
MLTP B 4 A_Spawnitem("Fire1",random(0,56))
MLTP C 4 A_Spawnitem("Fire1",random(0,56))
MLTP D 4 A_Spawnitem("Fire1",random(0,56))
MLTP E 4 A_Spawnitem("Fire1",random(0,56))
MLTP F 4 A_Spawnitem("Fire1",random(0,56))
MLTP G -1
stop
XDeath.Fire:
PLAY N 0 A_Custommissile("BrainStem2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool1",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool3",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool4",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool5",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
MLTP H 0 A_Playsound("player/male/xdeath1")
MLTP H 4 A_Spawnitem("Fire1",random(0,56))
MLTP I 4 A_Spawnitem("Fire1",random(0,56))
MLTP J 4 A_Spawnitem("Fire1",random(0,56))
MLTP K 4 A_Spawnitem("Fire1",random(0,56))
MLTP L 4 A_Spawnitem("Fire1",random(0,56))
MLTP M 4 A_Spawnitem("Fire1",random(0,56))
MLTP N 4 A_Spawnitem("Fire1",random(0,56))
MLTP O 4 A_Spawnitem("Fire1",random(0,56))
Xdeath.Fire2:
MLTP PQ 4 A_Spawnitem("Fire1",random(0,56))
Loop
Pain.Disintergrate:
PLAY G 1 A_fadeout(0.125,0)
PLAY G 1 A_fadeout(0.125,0)
PLAY G 1 A_fadeout(0.125,0)
PLAY G 1 A_fadeout(0.125,0)
PLAY G 0 A_Pain
PLAY G 1 A_fadein(0.125)
PLAY G 1 A_fadein(0.125)
PLAY G 1 A_fadein(0.125)
PLAY G 1 A_fadein(0.125)
goto spawn
Death.Disintegrate:
PLAY N 0 A_Custommissile("BrainStem2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool1",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool3",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool4",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool5",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
DISP A 0 A_Playsound("misc/gibbed")
DISP A 0 A_Spawndebris("Blood")
DISP A 0 A_Spawnitem("GreenArmor")
DISP A 0 A_Spawnitem("Marinehelmet",random(0,32),random(0,56))
DISP A 4 A_Fadeout(0.2)
DISP B 4 A_Fadeout(0.2)
DISP C 4 A_Fadeout(0.2)
DISP D 4 A_Fadeout(0.2)
DISP E 4 A_Fadeout(0.06)
DISP F 4 A_Fadeout(0.06)
DISP F 0 A_Fadeout(0.06)
DISP G -1
stop
XDeath.Disintegrate:
PLAY N 0 A_Custommissile("BrainStem2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool1",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool3",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool4",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool5",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
DISP H 0 A_Playsound("Misc/gibbed")
DISP H 0 A_Spawndebris("Blood")
DISP H 0 A_Spawnitem("GreenArmor")
DISP H 0 A_Spawnitem("Marinehelmet",random(0,32),random(0,56))
DISP H 0 A_XScream
DISP I 4 A_Fadeout(0.2)
DISP J 4 A_Fadeout(0.2)
DISP K 4 A_Fadeout(0.2)
DISP L 4 A_Fadeout(0.2)
DISP M 4 A_Fadeout(0.06)
DISP N 4 A_Fadeout(0.06)
DISP O 0 A_Fadeout(0.06)
DISP P -1
stop
Pain.Ice:
PLAY G 4 A_Playsound("misc/freeze")
PLAY G 4 A_Pain
PLAY G 4 A_Playsound("misc/icebreak")
goto spawn
Pain.Bfgsplash:
PLAY A 4 A_Spawnitem("Bfgextra")
PLAY A 4 A_Pain
goto spawn
Death.Bfgsplash:
BGSP A 0 A_Pain
BGSP A 4
Goto XDeath
Pain.Drowning:
PLAY GGGG 1 A_Spawnitem("Bubble")
PLAY G 4 A_Pain
goto spawn
Death.Drowning:
DRNP A 0 A_PlayerScream
DRNP A 4 A_Spawnitem("Bubble")
DRNP B 4
DRNP C 4 A_Spawnitem("Bubble")
DRNP D 4
DRNP E -1
Pain.Electric:
PLAY G 4
PLAY G 4 A_Pain
PLAY G 0 A_Spawnitem("Zap")
PLAY G 0 A_Spawnitem("Zap")
PLAY G 0 A_Spawnitem("Zap")
PLAY G 0 A_Spawnitem("Zap")
goto spawn
Death.Electric:
PLAY H 0 A_PlayerScream
PLAY H 0 A_Spawnitem("Zap")
PLAY H 0 A_Spawnitem("zap")
PLAY H 0 A_Spawnitem("Zap")
goto death
XDeath.Electric:
PLAY H 0 A_Spawnitem("Zap")
PLAY H 0 A_Spawnitem("zap")
PLAY H 0 A_Spawnitem("Zap")
goto xdeath
Pain.Plasma:
PLAY G 4 A_Spawnitem("Fire3",random(0,56))
PLAY G 4 A_Pain
Goto Spawn
Death.Plasma:
PLAY H 4 A_PlayerScream
PLAY I 4 A_Spawnitem("Fire3",random(0,56))
PLAY J 4 A_Noblocking
PLAY K 4 A_Spawnitem("Fire3",random(0,56))
PLAY L 4 A_Spawnitem("Fire3",random(0,56))
PLAY M 4 A_Spawnitem("Fire3",random(0,56))
PLAY N -1
Xdeath.Plasma:
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
PLAY O 0 A_Spawnitem("Fire3",random(0,56))
goto xdeath
Pain.RevRocket:
PLAY G 4 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY G 4 A_Pain
Goto Spawn
Death.RevRocket:
PLAY H 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY H 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY H 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY H 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY H 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
Goto Death
XDeath.RevRocket:
PLAY O 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY O 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY O 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY O 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
PLAY O 0 A_Custommissile("SmallBloodpool",random(0,56),random(-16,16),random(0,360),CMF_AIMDIRECTION,random(0,360))
Goto XDeath
XDeath1:
PLAY N 0 A_Custommissile("BrainStem2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("Colongibs2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool1",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool2",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool3",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool4",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY N 0 A_Custommissile("SmallBloodPool5",0,0,random(0,360),CMF_AIMDIRECTION,random(45,90))
PLAY P 5 A_XScream
PLAY Q 5 A_NoBlocking
PLAY RSTUV 5
PLAY W -1
}
}
-
wtg62
- Posts: 69
- Joined: Fri Sep 24, 2010 22:33
Re: Playerpawn error
and here's my keyconf code:
clearplayerclasses
addplayerclass RPGPlayer
clearplayerclasses
addplayerclass RPGPlayer
-
wtg62
- Posts: 69
- Joined: Fri Sep 24, 2010 22:33
Re: Playerpawn error
then when i trie to run it My source port says:
Unknown player class: RPGPlayer
EXECUTION COULD NOT CONTINUE
No player classes defined
Unknown player class: RPGPlayer
EXECUTION COULD NOT CONTINUE
No player classes defined
-
Enjay
- Developer

- Posts: 4755
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
Re: Playerpawn error
You are missing the part of the startup that actually tells you what is wrong:
You haven't given your player class a display name.
Add something like:
and see what happens.
Code: Select all
Missing displayname for player class 'RPGPlayer'
**** DIED WITH FATAL ERROR:
No player classes definedYou haven't given your player class a display name.
Add something like:
Code: Select all
Player.DisplayName "CoolName"-
wtg62
- Posts: 69
- Joined: Fri Sep 24, 2010 22:33
Re: Playerpawn error
That didn't really fix it. I'm not even sure a display name was required though anyways. Do you have any other solutions because so far it won't run still.
-
Enjay
- Developer

- Posts: 4755
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
Re: Playerpawn error
Strange because adding that line works for me™. The start of my copy of your decorate looks like this...
My startup log still contains a bunch of errors but these seem mainly to be related to other new actors referenced in your DECORATE that I don't have. Aside from that though, GZdoom starts and seems to load the player class (confirmed by the player setup screen). So, I'm not sure where your problem lies.
Code: Select all
Actor RPGPlayer : Playerpawn
{
Player.DisplayName "CoolName"
Player.Startitem "Newfist"-
wtg62
- Posts: 69
- Joined: Fri Sep 24, 2010 22:33
Re: Playerpawn error
well then that giant project I was working is trash now.
-
Enjay
- Developer

- Posts: 4755
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
Re: Playerpawn error
A whole project trashed because of one error that you will be able to sort out if you stick with it? That seems a touch over dramatic.wtg62 wrote:well then that giant project I was working is trash now.
Why not post your startup log and see if that helps.
gzdoom -file whatever.wad +logfile log.txt
then post the contents of log.txt
-
Gez
- Developer

- Posts: 1399
- Joined: Mon Oct 22, 2007 16:47
Re: Playerpawn error
The KEYCONF lump must reference the so-called "DisplayName". Not the class name, unfortunately.
-
Enjay
- Developer

- Posts: 4755
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
Re: Playerpawn error
Really? The only thing I changed was to add the displayname to the decorate. The keyconf is unchanged but now the files load for me.Gez wrote:The KEYCONF lump must reference the so-called "DisplayName". Not the class name, unfortunately.
[edit] (and Burghead and Paranoid both reference the actor, not the display name, in their keyconf.) [/edit]
-
wtg62
- Posts: 69
- Joined: Fri Sep 24, 2010 22:33
Re: Playerpawn error
Well guessh what!? It turns out that I mis-named a marker lump which is probably the cause of this. GZDoom thought my decorate lump was a flat.