Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Sign in to follow this  
MikeyScoots

Script help

Recommended Posts

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?

Share this post


Link to post

You are probably giving the ACS_Execute to the mapspots instead of the monsters. If you give it to the mapspots it won't work.

You have to set the monsters' specials with setthingspecial after they have been spawned and use the monsters' tid for this, not the mapspots'.
Setting a special for the mapspot in the editor or through setthingspecial nothing will happen because you can't kill a mapspot.


BTW, I hope this is for ZDoom. Neither Hexen nor any other ACS supporting port allows setting a tid with Thing_Spawn.

Share this post


Link to post

Yes it's for zdoom. Well you got me a bit confused, can you post a sample script example or showing me how to set this on the monsters tid.

Share this post


Link to post
Bloodskull said:

Yes it's for zdoom. Well you got me a bit confused, can you post a sample script example or showing me how to set this on the monsters tid.


Thing_Spawn has a fourth parameter which is the tid to be given to the spawned object.

After that you have to use

SetThingSpecial(new_tid, ACS_Execute, scriptnumber,0,0,0,0);
to set the monster's special to execute the script you want.


And it never hurts to look here:

http://zdoom.org/wiki/

Share this post


Link to post

Do you mean after every monster is killed or after one is killed? If you mean the first one, then you need to store a Script-scope variable at the least.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
×