Buu342 Posted May 13, 2012 Simple Player kills spiderdemon, cyberdemon spawns on corpse, when cyberdemon dies, open a door. NOTE: the cyberdemon can be seen in a "Observation room" in the battle room, but he is frozen and inactive. When the spiderdemon dies, the cyberdemon in that room is teleported onto the corpse and is active now. That is what i want. Is that possible to be scripted? Thanks 0 Share this post Link to post
Kore Posted May 13, 2012 Yes, it is possible with source ports that support scripting, like ZDoom. You can read more about it here: http://zdoom.org/wiki/ACS 0 Share this post Link to post
Gez Posted May 13, 2012 Yeah, it's not too complicated. Give the spiderdemon and the cyberdemons unique TIDs. Let's say 88 for the spider and 99 for the cyberdemon. Give the spiderdemon the ACS_Execute special (80) so that it'll run a script with this code: Thing_Activate(99); // "Unfreezes" the cyberdemon Thing_Move(99, 88); // Moves the cyberdemon to the spider's position Have the cyberdemon itself have its own special, presumably Door_Open but there are other door specials you might prefer. 0 Share this post Link to post
Buu342 Posted May 14, 2012 Gez said:Yeah, it's not too complicated. Give the spiderdemon and the cyberdemons unique TIDs. Let's say 88 for the spider and 99 for the cyberdemon. Give the spiderdemon the ACS_Execute special (80) so that it'll run a script with this code: Thing_Activate(99); // "Unfreezes" the cyberdemon Thing_Move(99, 88); // Moves the cyberdemon to the spider's position Have the cyberdemon itself have its own special, presumably Door_Open but there are other door specials you might prefer. I did exactly as you said, but i get the "INVALID DECLARATOR" Error. Help plox? 0 Share this post Link to post
Krispy Posted May 14, 2012 You need to start it like any other: script 1 (void) or open. Just copy and paste I guess. #include "zcommon.acs" Script 1 (void) { Thing_Activate(99); // "Unfreezes" the cyberdemon Thing_Move(99, 88); // Moves the cyberdemon to the spider's position } 0 Share this post Link to post
Buu342 Posted May 25, 2012 Krispy said:You need to start it like any other: script 1 (void) or open. Just copy and paste I guess. #include "zcommon.acs" Script 1 (void) { Thing_Activate(99); // "Unfreezes" the cyberdemon Thing_Move(99, 88); // Moves the cyberdemon to the spider's position } It gives me the error on delay. Then on thing_activate And so fourth Help? EDIT fixed. I forgot the curly brackets... 0 Share this post Link to post