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kalinus
Junior Member


Posts: 113
Registered: 09-13


Hey I really need this for a multiplayer map. I have a custom monster with health of 9000 under a crusher his monster death displays a message but only if I see him die which is undesired. I also want to link his death to a door opening.

Basicly his death Says "BFG room now open!" And the doors open. Since a crusher does 60 points of damage in around 2seconds I figured a monster with 9000hp would take 5 minutes to kill.

Edit: Check this post I never got it to work http://www.doomworld.com/vb/showthr...212#post1207212

Last edited by kalinus on 10-16-13 at 10:27

Old Post 10-01-13 08:10 #
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Obsidian
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Posts: 2569
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Can't you rig a script to play when the monster dies? Come to think of it, you could probably just have a script that waits for 5 minutes then activates. There's better people to talk to than me when it comes to this sort of stuff, but hopefully that should get you started.

Old Post 10-01-13 10:21 #
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Blue Shadow
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Posts: 293
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Yeah, a script with ThingCount in it.

http://zdoom.org/wiki/ThingCount

Old Post 10-01-13 21:56 #
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kalinus
Junior Member


Posts: 113
Registered: 09-13


The problem isn't that I can't rig a death script but it will not work if the monster hasn't been awakened. Thus the crusher does nothing. Unless I no clip first and awaken him. I am using zandronum doom in doom format if that matters.

Old Post 10-02-13 06:32 #
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plums
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Posts: 1994
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Awaken him by damaging him with exploding barrels beneath a crusher, or something? Or make use of http://zdoom.org/wiki/Thing_Hate somehow?

Old Post 10-03-13 00:50 #
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Wagi
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Is there some good reason you can't just make a timed script?

Old Post 10-03-13 07:32 #
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kalinus
Junior Member


Posts: 113
Registered: 09-13


Thanks for all the replys I have much to learn.


plums said:
Awaken him by damaging him with exploding barrels beneath a crusher, or something? Or make use of http://zdoom.org/wiki/Thing_Hate somehow?


Thats a good idea thanks. Edit: It didn't work :(


Wagi said:
Is there some good reason you can't just make a timed script?


I tried finding one and I am just learning scripting btw. If you could help or paste a link?

Last edited by kalinus on 10-04-13 at 09:32

Old Post 10-04-13 09:21 #
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plums
Senior Member


Posts: 1994
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I had a minute so I made you a quick demo. I assume you're making a zdoom map. (or skulltag/zandronum/etc.)

http://www.mediafire.com/?oedjoeskkts2yeh

The script is in the wad, named SCRIPTS, but I wrote some of the comments wrong so here it is again. Also you should probably use printbold instead of print for displaying messages:

code:
#include "zcommon.acs" script 1 OPEN // open makes the script start when the map starts { // delay for 2 seconds, * 35 tics per second Delay(2 * 35); // print a message. to make sure it goes to everyone, // you should use printbold instead of print. print(s:"The BFG will be available in 5 seconds"); // another delay for 5 seconds, * 35 tics per second Delay(5 * 35); // open door of sector tagged 1 with speed of 8 and no light change Door_Open (1, 8, 0) ; // let them know what time it is print(s:"The BFG door is open!"); }



I highly recommend you look over the ACS page at http://zdoom.org/wiki/ACS including reading through the Tutorial and typing out and running all the examples. It's boring but it really helps a lot more than just skimming through.

Last edited by plums on 10-04-13 at 13:07

Old Post 10-04-13 11:03 #
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kalinus
Junior Member


Posts: 113
Registered: 09-13



plums said:
I had a minute so I made you a quick demo. I assume you're making a zdoom map. (or skulltag/zandronum/etc.)

http://www.mediafire.com/?oedjoeskkts2yeh

The script is in the wad, named SCRIPTS, but I wrote some of the comments wrong so here it is again. Also you should probably use printbold instead of print for displaying messages:



Many thanks for making me a wad. I tested yours looked at it in slade and copied and pasted it in mine but to no avail I will upload it though its unfinished. I wanna do some more edits to it first though. I wanna write it myself so I will read the acs beginners guide. I will give you credit for the help too. ^_^

Old Post 10-05-13 08:15 #
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kalinus
Junior Member


Posts: 113
Registered: 09-13


THIS IS PLAYABLE NOT FINISHED!

I gave up on the bfg room. I think the rocket launcher fits better I wanted to mainly use doom II textures and I did except for one modded one in red base. Its for capture the flag in zandronum with only this and the doom II IWAD. This is just a quick release to see if anyone likes it I will also put this on the wads and mods section where it belongs.

Its not a big deal just a copy pasted mirrored map01 with minor edits tell me what you think.

Here it is

http://www.mediafire.com/?twid6bcq7m0fiu4

I am going to make some changes to this

Edit: and skulltag.wad is needed lol

Last edited by kalinus on 10-16-13 at 10:28

Old Post 10-16-13 10:20 #
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