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Rycky91

Doom Builder 2 Script Editor

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Hello everyone! I'm new and not sure if this is the right place to post this!
I'm having trouble with the script editor in DB2.
I'm using the Hexen config. Not Doom in hexen format, just plain hexen.
I'm trying to compile a text script but i get an error. String literal not found!
line 0 wtf. it includes the tab. The word SCRIPTS in the tab is being compiled
I don't get it.
if i could upload an image i would but don't know how.
please help me!

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Can you post the text of your entire script, please? Just copy-paste it.

To post images, you need to upload the image on an image hosting site (I recommend imgur.com) and post a direct link here. If you put the direct link inside [img] tags, it will even show up embedded in the post.

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Try using quotes (#include "common.acs").

Make sure that you actually have a common.acs file in the directory where you have the ACC compiler used by DB2 for your configuration.

And yeah also fix that missing quote on "Greetings, mortal".

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It worked Thanks!!

#include "common.acs"

script 1 ENTER
{
print(s:"Greetings Mortal");
}

I forgot to change the script type to hexen acs
I thought it was weird seeing the line 0
Thank you

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Wow that was simple. I feel dumb.
Another question. I'm trying to make a switch open a door. Here is the code.

#include "common.acs"

script 2 (void)
{
"Door_Open(2,64)";
}

I edited the linedefs to action 80 script execute script number 2
when i pull the switch it says P_StartScript: unknown script 2
also when i open the script editor the type is always stuck on zdoom acs script
I change it to hexen acs and close it when i open it and select script type zdoom acs is checked.
I'm stumped. I tried changing the tag to 1 but it didn't help
I'm new to scripting please help.

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Remove the quotes from the line with Door_Open. It should be:

Door_Open(2,64);
Also, when posting code on this forum, it is useful to use [code] tags. They make letters be uniformly wide, and also keep multiple spaces in succession to offset text (the forum software normally deletes superfluous spaces and disallows tabulators).

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Okay, so it worked on the second map where I have only one script.
On the first map I changed the script number to 1 and when i pulled the switch a message showed "Greetings Mortal" which is the first script. The switch worked, but didn't open the door. I still get the same error message when i changed the number back to 2
here is what I have now
[code]#include "common.acs"

script 2 (void)
{
Door_Open(1,64);
}[code]Also, what is the first tab SCRIPTS for?

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Similar to HTML tags, tags in Doomworld posts use a matching pair of tags. The opening tag is enclosed by
square brackets [], and the closing tag is enclosed by square brackets with a preceding forward slash, like so

to display like this
#include "common.acs"

script 2 (void)
{
    Door_Open(1,64);
}

As to the scripts, each MAPxx has it's own SCRIPTS lump, which must be compiled to become the BEHAVIOR lumps,
for example

To learn the correct procedure, and more, read this tutorial
http://www.zdoom.org/zdkb/scriptprimer.html

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Well I finally got my scripts working by pasting all of them in the SCRIPTS tab.
I thought to myself, look at the help file and that is where I found out.
I really made it more complicated than it is.

Thanks for the help everyone!
and sorry for the messy posts. I'm just getting used to vb

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