rf`
Dr. Nosign

Posts: 7798
Registered: 11-01 |
Heh, I started working on it again right after Epyo's post. It's slightly on the messy side, but it does work [right].
code:
script 6 (void)
{
Thing_ProjectileGravity(1, T_FIREBALL1, random(0, 255), 15, 30);
Thing_ProjectileGravity(1, T_FIREBALL1, random(0, 255), 15, 30);
Thing_ProjectileGravity(1, T_FIREBALL1, random(0, 255), 15, random(30, 60));
Thing_ProjectileGravity(1, T_FIREBALL1, random(0, 255), 15, random(30, 60));
Thing_ProjectileGravity(1, T_FIREBALL1, random(0, 255), 15, random(60, 90));
Thing_ProjectileGravity(1, T_FIREBALL1, random(0, 255), 15, random(60, 90));
thingsound(1, "FIREDEMONATTACK", 127);
delay(const:8);
restart;
}
script 7 (void)
{
Thing_ProjectileGravity(2, T_FIREBALL1, random(0, 255), 15, 30);
Thing_ProjectileGravity(2, T_FIREBALL1, random(0, 255), 15, 30);
Thing_ProjectileGravity(2, T_FIREBALL1, random(0, 255), 15, random(30, 60));
Thing_ProjectileGravity(2, T_FIREBALL1, random(0, 255), 15, random(30, 60));
Thing_ProjectileGravity(2, T_FIREBALL1, random(0, 255), 15, random(60, 90));
Thing_ProjectileGravity(2, T_FIREBALL1, random(0, 255), 15, random(60, 90));
thingsound(2, "FIREDEMONATTACK", 127);
delay(const:8);
restart;
}
script 8 (void)
{
Thing_ProjectileGravity(3, T_FIREBALL1, random(0, 255), 15, 30);
Thing_ProjectileGravity(3, T_FIREBALL1, random(0, 255), 15, 30);
Thing_ProjectileGravity(3, T_FIREBALL1, random(0, 255), 15, random(30, 60));
Thing_ProjectileGravity(3, T_FIREBALL1, random(0, 255), 15, random(30, 60));
Thing_ProjectileGravity(3, T_FIREBALL1, random(0, 255), 15, random(60, 90));
Thing_ProjectileGravity(3, T_FIREBALL1, random(0, 255), 15, random(60, 90));
thingsound(3, "FIREDEMONATTACK", 127);
delay(const:8);
restart;
}
script 9 (void)
{
Thing_ProjectileGravity(4, T_FIREBALL1, random(0, 255), 15, 30);
Thing_ProjectileGravity(4, T_FIREBALL1, random(0, 255), 15, 30);
Thing_ProjectileGravity(4, T_FIREBALL1, random(0, 255), 15, random(30, 60));
Thing_ProjectileGravity(4, T_FIREBALL1, random(0, 255), 15, random(30, 60));
Thing_ProjectileGravity(4, T_FIREBALL1, random(0, 255), 15, random(60, 90));
Thing_ProjectileGravity(4, T_FIREBALL1, random(0, 255), 15, random(60, 90));
thingsound(4, "FIREDEMONATTACK", 127);
delay(const:8);
restart;
}
script 10 (int arg0)
{
int var0;
if(var0 == 0)
{
ACS_Terminate(arg0, 0);
}
var0++;
mapvar1++;
}
script 11 (int arg0)
{
int var0;
if(var0 == 0)
{
ACS_Terminate(arg0, 0);
}
var0++;
mapvar1++;
}
script 12 (int arg0)
{
int var0;
if(var0 == 0)
{
ACS_Terminate(arg0, 0);
}
var0++;
mapvar1++;
}
script 13 (int arg0)
{
int var0;
if(var0 == 0)
{
ACS_Terminate(arg0, 0);
}
var0++;
mapvar1++;
}
script 14 (void)
{
if(mapvar2 == 0)
{
ACS_Execute(6, 0, 0, 0, 0);
ACS_Execute(7, 0, 0, 0, 0);
ACS_Execute(8, 0, 0, 0, 0);
ACS_Execute(9, 0, 0, 0, 0);
ACS_Execute(15, 0, 0, 0, 0);
mapvar2++;
}
}
script 15 (void)
{
if(mapvar1 == 4)
{
Floor_RaiseByValue(9, 8, 16);
delay(const:8);
Floor_RaiseByValue(12, 8, 32);
delay(const:8);
Floor_RaiseByValue(13, 8, 48);
delay(const:8);
Pillar_Open(14, 8, 16, 64);
terminate;
}
delay(1);
restart;
}
I even used what I learned to fix another puzzle on another map. :P
Too bad I still don't unserstand why my sidecrushers behave strangely when I'm in their way.
Oh, and isn't it true that you can only have three arguments per script?
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Released wads and other doom crap
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