Volte Posted August 14, 2002 Alright, I have been editing Doom for years, but I have decided to move on to ZDoom. I got the WCF files, loaded them into WadAuthor, messed with the special tags a bit (mirrors are fun ;), but now I want to do some scripting. So, I figure out how to open the script editor, and I make a basic script:script 1 OPEN { print(s:"This is my script."); }And I press 'Compile'. I get a little box saying that there were no errors found, and so I assume everything is fine. When I play the WAD, nothing happens. So I change the script to this:script 1 (void) { print(s:"This is my script."); }And make a switch to execute script #1. Compiles fine and runs. I hit the switch and I get a message saying "Invalid Script" (or something). Now I know something is definately up. I go into the script editor, and edit my script so that it is this:alkdqfoadfm4tlakgoiadnfg asdflkg agafghjfgaAnd once again I press compile. "No Errors Found". ARGHHH!! I downloaded the latest ACC from the ZDoom site, read the tutorials, and AFAIK, it should work. Any ideas? 0 Share this post Link to post
The Ultimate DooMer Posted August 14, 2002 I think I know what it is. The script you showed is missing the line: #include "zcommon.acs" at the top of the scripts page. Hexen scripts all have #include "common.acs" instead. If yours has neither, that could be why. I'm not sure if it is that, but I can get messages to appear on the open script without any trouble, and I have that line at the top. 0 Share this post Link to post
Biffy Posted August 14, 2002 That may be it. Also, in the zcommon.acs file (a text file), you need to edit it. See the // in front of #wadauthor....delete the //. Also note that zcommon.acs calls three other files. You need them too. I think they all come with acc.exe and should be in the same folder. //************************************************************************** //** //** zcommon.acs //** //************************************************************************** // If you intend to use ACC 1.19 (or higher), with WadAuthor, you should // uncomment the following line so that WadAuthor's error checker can // properly detect bad scripts attached to lines: //#wadauthor #include "zspecial.acs" #include "zdefs.acs" #include "zwvars.acs" 0 Share this post Link to post
Volte Posted August 14, 2002 Never mind, I got it; my WARUN.EXE was screwy. 0 Share this post Link to post
DooMBoy Posted August 14, 2002 I have a problem similar to this, only it's with DeepSea. The script I have is very basic, and it runs as follows:#include "zcommon.acs" Script 1 OPEN { (print: (s:"Welcome to Doom. Enjoy your stay."); } Now, when I try to compile it, Deepsea tells me it's an "invalid statement." WTF? 0 Share this post Link to post
DooMBoy Posted August 14, 2002 Well, I got the script compiled successfully and all. I saved the script as SCRIPT1. I saved it to level E1M1. I tagged a line ACSAlwaysExecute, and set the script as 1, and the map as 1. However, when I load the level up, and I walk across the line, instead of flashing the script, I get an error saying P_STARTSCRIPT: UNKNOWN SCRIPT 1, and then it disappears. Now what? 0 Share this post Link to post
The Ultimate DooMer Posted August 14, 2002 DooMBoy said:Well, I got the script compiled successfully and all. I saved the script as SCRIPT1. I saved it to level E1M1. I tagged a line ACSAlwaysExecute, and set the script as 1, and the map as 1. However, when I load the level up, and I walk across the line, instead of flashing the script, I get an error saying P_STARTSCRIPT: UNKNOWN SCRIPT 1, and then it disappears. Now what? I've never used ACS_AlwaysExecute before, have you tried it with plain old ACS_Execute? Also, you don't need to set the map to 1 (the 2nd argument), as leaving it at 0 means the script runs on the current map. (the only time you need the 2nd argument is when you want the line to run a script on another map in the same wad) 0 Share this post Link to post
boris Posted August 14, 2002 The only difference between ACS_Execute and ACS_ExecuteAlways is, that the latter allows more than 1 instance of the script to be run at a time. 0 Share this post Link to post
Volte Posted August 14, 2002 OK, I have another problem. :) hudmessage(s:"this is a test";1,0,6,1.5,0.5,3,6);The text just flickers on and off the screen really fast. I tried changing the last two numbers to huge things, but to no avail. :-\ 0 Share this post Link to post
Fletcher` Posted August 14, 2002 doomboy, i can help you, you dont need a ( infront of printf-thats why it wont read it 0 Share this post Link to post
Fletcher` Posted August 14, 2002 srry vf, cant help u there, i only know the basics of hexen (excluding polyobjs) 0 Share this post Link to post
The Ultimate DooMer Posted August 15, 2002 I don't know about that one, as I don't use hudmessage. print is sufficent for me (using different colours) 0 Share this post Link to post
mmnpsrsoskl Posted August 15, 2002 Change Script 1 OPEN to Script 1 (void) Maybe that will work. 0 Share this post Link to post