Doggo120 Posted August 19, 2013 After previous post frustration I'm just wondering if anything of the sort can be achieved by Acs or whatever? :) 0 Share this post Link to post
DaniJ Posted August 19, 2013 Why would you want to throw a fatal error from ACS? I can think of no valid reason to do so. 0 Share this post Link to post
Doggo120 Posted August 19, 2013 Well, it doesn't have to be a fatal error. Maybe just quitting Zdoom would do the trick haha and its purpose... I can't reveal... Yet :) 0 Share this post Link to post
Krispy Posted August 19, 2013 Well, I'm sure it won't be a troll wad or anything like that... 0 Share this post Link to post
Doggo120 Posted August 19, 2013 Haha not at all, it's actually quite serious 0 Share this post Link to post
scifista42 Posted August 19, 2013 Doggo120 said:Haha not at all, it's actually quite serious As we all know your work... On topic, I did some tests and it seems that even infinite-looped scripts are being preventively terminated by the engine, so ACS is not the way. Spoiler But you can easily achieve your goal through DECORATE, everything needed is an actor that infinitely loops 0-tic long frame, that kills the engine if it's what you want. You certainly know DECORATE, so... have fun! 0 Share this post Link to post
Doggo120 Posted August 19, 2013 Coool that might do the trick! I know I'm asking a lot of weird stuff, but maybe is there a way to display something after the error? A text? like when ZDoom crashes it says what happened in the window (I guess I'm still trying to emulate the ERROR_FATAL thing). But it isn't really necessary. 0 Share this post Link to post
Graf Zahl Posted August 19, 2013 Such nonsense has no place in serious mods. Anything that either hangs or crashes the engine will be considered broken by default and people may not play it as a result. And no, there's no legitimate way to make a mod quit ZDoom - and that's quite intentional. 0 Share this post Link to post
Doggo120 Posted August 19, 2013 Well, I'm not hurting anyone by asking some questions you know. But I think I might have a less radical way of achieving what I want :) 0 Share this post Link to post
Cat God25 Posted August 20, 2013 Using Exit_Normal causes a Fatal Error if you specify a spot that doesn't exist. Upon loading the map the crash will occur. Not that i, uh, would ever use it against you nice folk. Nope not me. 0 Share this post Link to post