Bastet Furry Posted March 5, 2005 I have a room with two archviles guarding a key. When the player enters the room the door closes behind him, but now i want that the door opens when the two archviles are death. An interesting plus would be, how to change music with ACS? ;) To explain, i have LEVELMUS, PREBATTLE and BATTLEMUS. When the player enters the room PREBATTLE starts, when the Archviles "wake up" BATTLEMUS starts and when both are death the LEVELMUS runs again. If that sounds a bit like Super Metroid, you know where i have this idea from ;) 0 Share this post Link to post
boris Posted March 5, 2005 http://www.zdoom.org/zdkb/zdoom8.html http://www.zdoom.org/wiki/index.php?title=SetMusic 0 Share this post Link to post
Bastet Furry Posted March 5, 2005 Thanks for the link! ^.^ Here is my code, both archviles execute number 1. Any suggestions for performance? // Wenn die Archviles tod sind dann Tür öffnen script 1 (void) { if (ThingCount(T_VILE, 1) == 0) { Door_Open(6,30); SetMusic("MUSMAP02",0,0); } } // Spieler betritt Archvile-raum, Musik ändern script 2 (void) { SetMusic("PREBATTLE",0,0); } // Spieler will sich Schlüssel nehmen, das Spiel beginnt! script 3 (void) { SetMusic("BATTLEMUS",0,0); Door_Open(7,30); Door_Close(6,60); } 0 Share this post Link to post
VinceDSS Posted March 5, 2005 make sure it opens when the player dies too, so that coop players dont get stuck 0 Share this post Link to post
Bastet Furry Posted March 5, 2005 VinceDSS said:make sure it opens when the player dies too, so that coop players dont get stuck The map is a singleplayer only mission. Hmm, how huge should the room be if you have to battle 2 archviles with just a SSG? ;) (On != UV it will only be one.) EDIT: Can it be that the email notification is broken again? :-( 0 Share this post Link to post
Graf Zahl Posted March 5, 2005 It doesn't matter. But if you don't provide any cover some potential player may want to kill you. Fighting multiple Arch Viles is no fun at all ! 0 Share this post Link to post
kristus Posted March 5, 2005 Heh, that looks almost exactly like fraggle script. :p 0 Share this post Link to post
TheDarkArchon Posted March 5, 2005 Though it is important to note ACS came first. :) 0 Share this post Link to post
Bastet Furry Posted March 5, 2005 Graf Zahl said:It doesn't matter. But if you don't provide any cover some potential player may want to kill you. Fighting multiple Arch Viles is no fun at all ! Ok, then i have a question. If i do something like this, does the walls go up simultanious? Or does the engine wait betwhen the raises? script 123 (void) { int a; for(a=10;a<17;a++) Ceiling_RaiseToNearest (a, 60); } And just BTW, i have put an autosave tagged line before the battle, so i wont get that many flames ;) 0 Share this post Link to post
Xenophon Posted March 5, 2005 All ceilings affected by that line will raise at the same time. 0 Share this post Link to post
DooMBoy Posted March 5, 2005 Graf Zahl said:Fighting multiple Arch Viles is no fun at all ! According to you :) Provided the weapons are right and there's enough cover, fighting multiple archies can be very fun. 0 Share this post Link to post
Bastet Furry Posted March 5, 2005 DooMBoy said:According to you :) Provided the weapons are right and there's enough cover, fighting multiple archies can be very fun. I had made a test with the current room and it is doneable. If anyone wants to test it for himself: Download bloodmine.zip (~75 kByte) Either run trough map01 for my testintermission or "map map02" yourself to the map. Tell me what you think of the overall mapping and the selected music. (Crono Trigger, Metroid 3 and Might & Magic 4) 0 Share this post Link to post
Graf Zahl Posted March 6, 2005 DooMBoy said:Provided the weapons are right and there's enough cover, But it's most definitely not fun when it takes place in a room without cover and only a SSG. 0 Share this post Link to post