deepthought Posted September 11, 2010 How can i use ACS to get the TID of the actor a monster is attempting to attack? 0 Share this post Link to post
gggmork Posted September 11, 2010 Took awhile to find on the wiki, but I think it might be: tidtohate http://zdoom.org/wiki/DECORATE_expressions Never used it myself. 0 Share this post Link to post
deepthought Posted September 11, 2010 I just thought of a better way to do what i was planning to do. I'm trying to make a pacman WAD. i've got chasing cacodemons from a similar wad, and i've created a "power pill" that makes them scared of you. now i'm trying to create an ACS script that will let you "eat" them, causing them to morph into lost souls and go back to base and morph back into cacodemons. my ghost DECORATE script is actor redghost 31101 { obituary "It's game over for %o!" health 1000 radius 31 height 56 mass 400 speed 8 MONSTER +INVULNERABLE states { Spawn: See: RHED AAAAABBBB 1 A_Chase RHED B 0 ACS_ExecuteAlways(1,0) loop } } script 1 right now is script 1 (void) { print(s:"running"); } for some odd reason the script isn't being executed. why is that? 0 Share this post Link to post
gggmork Posted September 11, 2010 try putting this on top line: #include "zcommon.acs" instead of void, try: script 1 OPEN{ 0 Share this post Link to post
deepthought Posted September 11, 2010 i did have the include statement. now the script runs when the level opens, but not when the ghost calls it. 0 Share this post Link to post
gggmork Posted September 11, 2010 Oh, I didn't notice you were trying to make a ghost call it. I know nothing about decorate currently. Guesses: maybe try normal execute instead of executealways. remember to compile after each change. complete guess: maybe execute always requires a delay(1); in there. I probably don't know enough to help. 0 Share this post Link to post
Gez Posted September 11, 2010 deepthought said:script 1 right now is script 1 (void) { print(s:"running"); } for some odd reason the script isn't being executed. why is that? The script is executed. It's just that you do not notice it. But ask the cacodemon, it'll tell you that "running" is displayed on its own HUD. Yeah, not on the player's HUD since it's not the player that's executing the script. :p Just kidding, monsters do not have a HUD anyway. So the script does execute, but it doesn't do anything. What you want to use for such debugging functions is Log (and its DECORATE friend, A_Log). 0 Share this post Link to post
deepthought Posted September 12, 2010 i tried using ThrustThingZ also. i didn't see the cacodemon i mean ghost go flying up against the ceiling. 0 Share this post Link to post
deepthought Posted September 12, 2010 interesting. log actually worked. 0 Share this post Link to post
deepthought Posted September 12, 2010 ok now i got the ghost to morph or kill you depending on if you have the powerpill. how can i get it to go back to the ghost's base? thingsetgoal doesn't seem to work because the lost soul it becomes is scared of me. Also, how can i set it up so that the amount of powerpills a player picks up is thier score, and you win if ypou have the highest score. it would be very interesting for multiplayer. also, for singleplayer, how can i make the player have lives? 0 Share this post Link to post