I know some people have had problems with "invalid state parameter" when using weapon codepointers in monsters via decorate. However, I am using things like A_Light2 in a weapon definition and GZDoom (1.0.24) still rejects it. Older versions of GZDoom were OK.
In case I am doing something REALLY stupid, and before I post a huge decorate file to the forum, please, does anybody know off the top of their head what am I doing wrong?
[1.0.24] What is wrong with A_Light2 in a weapon?
Moderator: Graf Zahl
- MartinHowe
- Posts: 154
- Joined: Tue Aug 30, 2005 22:07
- Location: East Suffolk (UK)
- TheDarkArchon
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
- Contact:
- MartinHowe
- Posts: 154
- Joined: Tue Aug 30, 2005 22:07
- Location: East Suffolk (UK)
Very odd. Switching to A_Light(float value) works! However, AFAIK, the older codepointers with hardcoded values should still be supported , or so I thought 
Note also that things like grenade explosions need to subclass from weapon if they use these codepointers, even though an explosion isn't technically a weapon.
Note to WiKi maintainers, if any are reading this, I have also found that "Goto Super.Death + offset" is no longer valid when creating a dead <whatever> decoration, you have to use "Goto Crash" (i.e., the inherited crash state) instead. I don't know what happens with Crash for actors that don't have it defined explicitly, though; have to test that. I would expect the engine to default it to the last state of the Death sequence (the one that normally has duration of -1).

Note also that things like grenade explosions need to subclass from weapon if they use these codepointers, even though an explosion isn't technically a weapon.
Note to WiKi maintainers, if any are reading this, I have also found that "Goto Super.Death + offset" is no longer valid when creating a dead <whatever> decoration, you have to use "Goto Crash" (i.e., the inherited crash state) instead. I don't know what happens with Crash for actors that don't have it defined explicitly, though; have to test that. I would expect the engine to default it to the last state of the Death sequence (the one that normally has duration of -1).