Epyo Posted August 6, 2003 Err, can I make a script that lasts through the whole wad? How? 0 Share this post Link to post
Ichor Posted August 6, 2003 You could use global variables. In the script code, before any of the scripts and before any of the mapspots are defined, put this in: world int 1: whatever; world int 2: anything; Do this in every map that you want to use these variables. Suppose you want to make a countdown that spans all of the hub. This variable can be used throughout all of the maps. What kind of script are you using, and is it fragglescript or ACS (if you're using fragglescript, then just ignore all this)? 0 Share this post Link to post
Epyo Posted August 6, 2003 ACS of course. Thanks for the help, I think I got it. 0 Share this post Link to post
Ichor Posted August 6, 2003 If you're making more than one hub, those variables can even cross over to a different hub (in fact, one of the puzzles in my project will be using this, heheh). 0 Share this post Link to post
Cadman Posted August 6, 2003 We are using "Global Variables" very effectively in Dadaleus: Alien Defense and we have four hubs in this project...It gives alot of flexibility for us... Cadman - Member TeamTNT 0 Share this post Link to post
Nanami Posted August 7, 2003 Did you want to make a SCRIPT that runs in every level? If so that's possible too. ZooM has about 10 scripts that are run in every level (it also has about 15 global variables). If you want to make a script that you can call from any map, you can use a library. You can look in the ZDoom Scrapbook for libraries, but they're a little complicated to figure out (at least it was for me), so I can help you out if you want. 0 Share this post Link to post
boris Posted August 7, 2003 Nanami said:If you want to make a script that you can call from any map, you can use a library. Is there actually any advantage over simply #include'ing the scripts you wrote? 0 Share this post Link to post
Cyb Posted August 7, 2003 seems the same, perhaps libraries don't compile the code into every script on every map and just use the same library lump for each map instead, that's what I'd assume anyway. kinda like the #ifndef 's you put at the beginning of header files in C/++ to avoid multiple inclusions 0 Share this post Link to post
boris Posted August 7, 2003 Hmmm yeah. And if you're using #include you have to recompile every script that uses the #include'd file :| 0 Share this post Link to post
Nanami Posted August 7, 2003 boris said:Hmmm yeah. And if you're using #include you have to recompile every script that uses the #include'd file :| That's probably it. ;) 0 Share this post Link to post
Cyb Posted August 7, 2003 heh not that compile times are very lengthy with acs anyway, I have a 1430 line script here that takes around one second to compile... 0 Share this post Link to post
geekmarine Posted August 7, 2003 Cadman said:We are using "Global Variables" very effectively in Dadaleus: Alien Defense and we have four hubs in this project...It gives alot of flexibility for us... Cadman - Member TeamTNT Holy crap, Dadaleus is still being worked on! I completely forgot about it. Geez, I'm really slow. Now if you'll excuse me, I'm going to go crawl back under my little rock until about five years after it's been released. 0 Share this post Link to post
Cyb Posted August 8, 2003 geekmarine said:Holy crap, Dadaleus is still being worked on! I completely forgot about it. Geez, I'm really slow. Now if you'll excuse me, I'm going to go crawl back under my little rock until about five years after it's been released. so you'll be back in ten years then? 0 Share this post Link to post
Cadman Posted August 8, 2003 You guys are funny man! As I've said before, Dadaleus is basically complete! We are tweaking scripts, decorations and adding cutscenes. All four hubs are very playable and can be completed...BTW, no original Doom2 textures are being used, we are using all new textures and flats and we have some interesting surprises. Real life has a tendency to get in the way, actually most of the time, but it will be done! Cadman - Member TeamTNT 0 Share this post Link to post
Cyb Posted August 8, 2003 okay so five years was a bit harsh... 2 years? :P 0 Share this post Link to post
Nanami Posted August 8, 2003 As with ALL projects, it can be brought to "almost complete" in about a week. Afterwards, the last 1% can range from approximately 5-10 years. 0 Share this post Link to post
Cadman Posted August 8, 2003 Cyb said:okay so five years was a bit harsh... 2 years? :P Heh! That's funny man...naw, maybe 3 and a half years should just about do it. ROFL! Cadman - Member TeamTNT 0 Share this post Link to post
Grazza Posted August 9, 2003 It's funny you should mention three and a half years...Doom2000 is well on the way to a complete release in early 2000, but we just knew you needed something before the end of the year. That is, the end of the year 1999, as reckoned by our central TeamTNT server, in US Eastern Time. 0 Share this post Link to post