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[1.0.24] What is wrong with A_Light2 in a weapon?
Posted: Fri Sep 07, 2007 22:38
by MartinHowe
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?
Posted: Sat Sep 08, 2007 1:04
by TheDarkArchon
You must be doing something really stupid, because it works for me.
As for what you're doing wrong, don't know.
Posted: Sat Sep 08, 2007 11:57
by MartinHowe
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offset" is no longer valid when creating a dead 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).