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AveryMaurice

ACS Script now not working at all.

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I thought I had to apply it in some way, but now it appears it does not work at all.

I type up my script, hit compile, save, then it never works in-game.

#include "zcommon.acs"

script 1 OPEN
{

print(s:"Hello World!");

}


As far as I know, this should display "Hello World!" on the screen, but nothing happens. I've even watched videos to make sure I'm doing everything right, and I am...

I even ran Doom Builder and Skulltag with Administrator Privileges.

Please help!

Avery

EDIT - Don't know if it matters, but the script file name is "daytwo.acs" and the wad file name is also "daytwo.wad".

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You can fix it in either of these two ways:
1. Turn the script into an ENTER script
2. Change "Print" with "PrintBold"


The reason it does not display anything is that, as explained on the Print article on the ZDoom wiki, Print only shows for the script's activator. And an OPEN script is activated by the map, not by the player...

http://zdoom.org/wiki/Print
http://zdoom.org/wiki/PrintBold
http://zdoom.org/wiki/Script_types

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Gah, still doesn't work... I tried both those methods.

Is there some way I can test if the script is even loading properly while in game?

EDIT - Ok, I even tried to spawn a Cacodemon right infront of me, no luck.

#include "zcommon.acs"

script 1 ENTER
{

printbold(s:"Hello World!");
Spawn("Cacodemon",83,100,GetActorFloorZ(0) + 128);

}


EDIT x2 - I also just opened the WAD in xwe, nothing about the script in there...

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AveryMaurice said:

EDIT - Don't know if it matters, but the script file name is "daytwo.acs" and the wad file name is also "daytwo.wad".

AveryMaurice said:

EDIT x2 - I also just opened the WAD in xwe, nothing about the script in there...

Wait. Are you saying that the compiled script is not in the map itself? The map should be Hexen format or UDMF, with a BEHAVIOR lump containing the compiled script. See http://zdoom.org/wiki/Map_format.

Normally, the map editor should let you enter a script and compile it. I know DB1 and DB2 do. They create the BEHAVIOR lump automatically with the output of ACC.

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Gez said:

Wait. Are you saying that the compiled script is not in the map itself? The map should be Hexen format or UDMF, with a BEHAVIOR lump containing the compiled script. See http://zdoom.org/wiki/Map_format


I have no idea... how would I go about switching to UDMF format?

My game configuration is set to Skulltag (Doom in Doom) format, should I switch to ZDoom in UDMF?

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If the map is in Doom format, just pass it through ZWADCONV. It'll create a map in Hexen format. (Remember that the format is not the game. A Doom map in Hexen format is still a Doom map.) From there, if you want to, you can convert it again into UDMF but that's not actually needed for ACS. There are some Hexen-format-to-UDMF converters discussed here, but not, as far as I know, any that do Doom-format-to-UDMF.

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AveryMaurice said:

As far as I know, this should display "Hello World!" on the screen, ...

EDIT - Don't know if it matters, but the script file name is "daytwo.acs" and the wad file name is also "daytwo.wad".


It does work for me.

Why would you mention daytwo.acs, when the script compiles straight to BEHAVIOR. There is no external file involved in the compile process.

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Gez said:

If the map is in Doom format, just pass it through ZWADCONV. It'll create a map in Hexen format. (Remember that the format is not the game. A Doom map in Hexen format is still a Doom map.) From there, if you want to, you can convert it again into UDMF but that's not actually needed for ACS. There are some Hexen-format-to-UDMF converters discussed here, but not, as far as I know, any that do Doom-format-to-UDMF.


Thanks! Working perfectly now. : )

Kappes Buur said:

Why would you mention daytwo.acs, when the script compiles straight to BEHAVIOR. There is no external file involved in the compile process.


I am an idiot.

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