the iron hitman Posted November 18, 2007 Hey all. I currently have a map with this script:- script 22 (void) { radius_quake(30, 3*30, 0, 8, 82); Spawnspot("Explosion", 0, 44, 0); Delay(10); Spawnspot("Explosion", 0, 45, 0); Delay(10); Spawnspot("Explosion", 0, 46, 0); Delay(10); Spawnspot("Explosion", 0, 47, 0); Delay(10); Spawnspot("Explosion", 0, 48, 0); Delay(10); ceiling_raisebyvalue(83, 255, 96); Delay(5); ceiling_raisebyvalue(84, 255, 92); Delay(5); ceiling_raisebyvalue(85, 255, 94); Delay(15); Changefloor(86,"SFLR7_4"); Floor_raisebyvalue(86, 255, 4); ambientsound("misc/gibbed",128); } The idea is that when the player crosses a line, he triggers an explosion. But strangely, when the player does walk over the line, not only does the explosion not occur, but he needs to walk over it more than once to activate the script :S. I am using GZDOOM for this (v. 1.0.27) Parts of the script do execute, but it's the explosio part that does not execute. Please help =) Thanks in advance =) 0 Share this post Link to post
wildweasel Posted November 18, 2007 Is the activating line facing the right direction? It sounds like your script isn't triggering until the player steps backwards over the line - try flipping the line in question. 0 Share this post Link to post
the iron hitman Posted November 19, 2007 I've done that and even tried placing the line somewhere else. It still doesn't execute. But when I go backwards, the script executes, but the explosion just doesnt occur :( 0 Share this post Link to post
Isle Posted November 20, 2007 do you have an "Explosion" in your decorate for the map? zdoom dosen't have a built in one. also, it looks like you have spawnspawn wrong, the mapspot TID goes in the second arg. IE: Spawnspot("Explosion", 44, 0, 0); 0 Share this post Link to post
the iron hitman Posted November 21, 2007 Damn, is it simple to create a basic decorate explosion script? Also thanks for pointing that out Isle =) it's really appreciated :) 0 Share this post Link to post