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SNESDoomer
Registered just to make one post


Posts: 1
Registered: 05-14


I'm starting ACS scripting in Doom, I am following the instructions under the "Script actions and parameters" content on this page: http://zdoom.org/wiki/A_quick_beginner%27s_guide_to_ACS I've done every single step, copied and pasted the code, then tried running it and saw no changes at all. Here's the code I was putting into the Doom builder 2 script:
#include "zcommon.acs"

script 1 (void)
{
Thing_Damage(1,2,0);
}

Old Post May 11 2014 20:42 #
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Kappes Buur
Senior Member


Posts: 1043
Registered: 11-02


How is the script triggered ?

If there is no trigger as in crossing a linedef, pushing a switch, etc, then you should use Enter instead of (void), as in:

script 1 Enter

see also:
http://zdoom.org/wiki/Script_types

Last edited by Kappes Buur on May 12 2014 at 04:05

Old Post May 12 2014 02:39 #
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Cat God25
Mini-Member


Posts: 55
Registered: 04-09


It seems the guide there is a little wrong.

"Create a sector, and put a player start, and a red key. You'll then need to give each thing an identification number."

Giving a TID to the player start won't pass it on to the player.
You can give the player one by using:


Script 02 enter
{
Thing_ChangeTID(0,1);
}

At the start of the level, the players TID will be changed to 1.
http://zdoom.org/wiki/Thing_ChangeTID


Or you could change the script slightly:

Thing_Damage(0,2,0);

Giving a TID of 0 will usually mean the activator of the script, which in this case would be the player.

Hope this helped.

Old Post May 12 2014 08:26 #
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