Darkhaven
Banned

Posts: 1127
Registered: 07-04 |
To do the 4-switch trigger thing, you need to do something to this effect:
code:
#include "zcommon.acs"
int Switches=0;
Script 1 (void)
{
Switches=(Switches+1);
if Switches=4 then
Effect
Effect
Effect
}
This is mostly IIRC, mind you, my ACS Scripting knowhow is a little rusty. Some of it's probably falsified, but that's the gist of it.
As for you passable/impassable lines, you do this:
code:
#include "zcommon.acs"
Script 1 (void) {
SetLineBlocking(666, FALSE);
}
I'm absolutely positive that's the right code. And, of course, where 666 is, your line number goes (NUMBER IN EDITOR, NOT TAG NUMBER!), and FALSE can be either TRUE or FALSE, which sets the Impassable flag.
And as for spawning an object in a sector, you can do one of the following:
code:
//blah blah blah
Script 1 (void)
{
SpawnSpot("Ettin", 666);
}
//blah blah blah
Where Ettin is the name of your monster as you would summon it from ZDoom's console, and 666 is a tagged map spot where you want the monster to spawn.You can also move a tagged enemy directly to a map spot:
code:
//blah blah blah
Script 1 (void)
{
Thing_Move(666, 667);
}
//blah blah blah
Where 666 is the monster's thing tag, and 667 is the map spot's tag.
Last edited by Darkhaven on 08-29-04 at 03:58
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