Bloodskull
Reputation is a bubble which a man bursts when he tries to blow it for himself.

Posts: 887
Registered: 06-04 |
Ok so here's the dillio. Script 11 does as follows below.
Script 11 (Void)
{
Floor_lowerByValue (58, 10, 119);
Floor_lowerByValue (71, 10, 119);
Ceiling_RaiseByValue (59, 10, 26);
Light_Fade (58, 144, 35*8);
Light_Fade (61, 144, 35*8);
Light_Fade (62, 144, 35*8);
Light_Fade (63, 144, 35*8);
Light_Fade (64, 144, 35*8);
Light_Fade (65, 144, 35*8);
Light_Fade (66, 144, 35*8);
Light_Fade (67, 144, 35*8);
Light_Fade (70, 144, 35*8);
delay(35*3);
Pillar_Build (69, 5, 75);
delay(35*5);
Thing_Activate (7);
delay(35*4);
Thing_Deactivate (7);
Light_Fade (58, 96,35*8);
Light_Fade (61, 96,35*8);
Light_Fade (62, 96,35*8);
Light_Fade (63, 96,35*8);
Light_Fade (64, 96,35*8);
Light_Fade (65, 96,35*8);
Light_Fade (66, 96,35*8);
Light_Fade (67, 96,35*8);
Light_Fade (70, 96,35*8);
Light_Fade (71, 96,35*8);
Light_Fade (72, 96,35*8);
Light_Fade (73, 96,35*8);
Light_Fade (74, 96,35*8);
delay(35*8);
Thing_Spawn (4, 5, 0);
Thing_Spawn (5, 1, 0);
Thing_Spawn (6, 20, 0);
}
I have mapspots that turn into monsters at the end of the script, no problem there. However I give them a effect of 80(Execute Script, no.12) so that once killed they will run this.
Script 12 (Void)
{
Floor_RaiseByValue (61, 5, 8);
Floor_RaiseByValue (62, 5, 16);
Floor_RaiseByValue (63, 5, 32);
Floor_RaiseByValue (64, 5, 40);
Floor_RaiseByValue (65, 5, 48);
Floor_RaiseByValue (66, 5, 56);
Floor_RaiseByValue (67, 5, 64);
Light_Fade (58, 144, 35*8);
Light_Fade (61, 144, 35*8);
Light_Fade (62, 144, 35*8);
Light_Fade (63, 144, 35*8);
Light_Fade (64, 144, 35*8);
Light_Fade (65, 144, 35*8);
Light_Fade (66, 144, 35*8);
Light_Fade (67, 144, 35*8);
Light_Fade (70, 144, 35*8);
Light_Fade (71, 160,35*8);
Light_Fade (72, 176,35*8);
Light_Fade (73, 192,35*8);
Light_Fade (74, 208,35*8);
}
This however is not working with even one line, is there something restricting spawned mapspots from giving off an effect such as this?
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