MikeyScoots Posted July 15, 2004 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? 0 Share this post Link to post
Graf Zahl Posted July 15, 2004 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. 0 Share this post Link to post
MikeyScoots Posted July 15, 2004 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. 0 Share this post Link to post
Graf Zahl Posted July 15, 2004 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/ 0 Share this post Link to post
Darkhaven Posted July 15, 2004 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. 0 Share this post Link to post