SPV999 Posted July 18, 2008 I recently upgraded to ZDoom 2.2.0, and suddenly most of my moving cameras work. What I couldnt figure out is why. They work fine in 2.1.4 (my old engine). After two hours, I finally decided to download the tutorial WAD just for the heck of it: http://www.zdoom.org/zdkb/movecam.html Just to see if I was missing something stupid. I messed with it for a minute, only to find that, in the scripting, if you change the activator (VOID) to OPEN or ENTER, the camera no longer works. Is there some way around this that I'm not seeing? 0 Share this post Link to post
Steeveeo Posted July 18, 2008 I have found the same thing, and the easiest way around it (IIRC), is to have the OPEN script reference the camera script. Kinda like this (if I remember my ACS coding correctly): script 1 OPEN //Start camera { acs_execute(2,0,0,0); } script 2 (void) //Camera { //camera scripts } 0 Share this post Link to post
SPV999 Posted July 19, 2008 Ah, thanks. I thought I was going crazy O.o Well, while I'm here, and so I dont have to make a new topic (I feel like such a pest doing that >.>), can someone tell me why this script wont work? script 125 enter { while (TRUE) { int z=GetActorZ (0) - GetActorFloorZ (0); int y=GetActorX (0); int x=GetActorX (0); print (f:x, s:", ", f:y, s:", ", f:z); delay(1); if (x>2300 && y<2450 && z>1) { ACS_execute (10,0,0,0,0); } delay(1); } }It works till the IF part. It doesnt like doing a < (less then) check on x or y. Z works either way. 0 Share this post Link to post
Graf Zahl Posted July 19, 2008 That's because GetActorX/Y/Z return fixed point numbers. Compare with 2300.0 and 2450.0 and 1.0 and it should work. 0 Share this post Link to post