Pelle1986 Posted March 23, 2017 How do I make a door open with help of a switch? I would like to do this by scripting. What line action do I use? I have used action number 80 (player presses use, script number 1. In the script editor i wrote this: #include "zcommon.acs" Script 1 (void) { Door_Door (1,16); } The sector tag is set to 1 Thank you! 0 Share this post Link to post
everennui Posted March 23, 2017 (edited) Give the switch a line action of 80 then use Door_Open Door_Open (tag, speed, lighttag) Script 1 (void) { Door_Open (1, 16, lighttag); (only use light tag if you want to change the light) }https://zdoom.org/wiki/Door_Openhttps://zdoom.org/wiki/Category:Door_specials 0 Share this post Link to post
Pelle1986 Posted March 24, 2017 Haha, I must have put my brain in the dishwasher :-D 2 Share this post Link to post
Pelle1986 Posted March 24, 2017 On 2017-03-23 at 2:35 AM, everennui said: Give the switch a line action of 80 then use Door_Open Door_Open (tag, speed, lighttag) Script 1 (void) { Door_Open (1, 16, lighttag); (only use light tag if you want to change the light) }https://zdoom.org/wiki/Door_Openhttps://zdoom.org/wiki/Category:Door_specials Thank you, I tried this. The switch is activated but the door remains closed. 0 Share this post Link to post
Nevander Posted March 24, 2017 That should be working, assuming everything is right. Switch set to line action 80, script number set to 1, player presses use, repeatable (if needed), door sector set to tag 1. Dumb question but I assume the door is set up like a normal one right? Opens from the floor and raises to 4 below the lowest neighboring ceiling? 0 Share this post Link to post
Pelle1986 Posted March 26, 2017 On Friday, March 24, 2017 at 11:22 PM, Nevander said: That should be working, assuming everything is right. Switch set to line action 80, script number set to 1, player presses use, repeatable (if needed), door sector set to tag 1. Dumb question but I assume the door is set up like a normal one right? Opens from the floor and raises to 4 below the lowest neighboring ceiling? Yes that is right. I just cannot find what is wrong. Could it be because I am makeing a hexen map??? 0 Share this post Link to post
everennui Posted March 26, 2017 (edited) Post your code and give screen caps. 0 Share this post Link to post
Pelle1986 Posted March 26, 2017 I belive no scripting work at all. I just copied this script from "A quick beginner's guide to ACS" #include "zcommon.acs" script 1 ENTER { print(s:"Hello World!"); } ... and it did not work either. Is there anything I must do in the first place to make the script work? Should I save it in a special file? Give it a particular name? Format? Last time I got a error-message (that I did not get earlier) saying "Including nesting too deep" NESTING? Ok, my English is bad but isn't that something a bird would do? :-D 0 Share this post Link to post
everennui Posted March 26, 2017 You said you're in Hexen format? I wonder if you don't have the library in the folder. This seems strange. Why don't you link the map? 0 Share this post Link to post
Pelle1986 Posted March 26, 2017 (edited) Thanks for your patience! I uploaded the map and I hope you can help me. Yes, it is a hexen map, ZDoom (Hexen) Test.zip In this map I forgot to set the sector tag back to 1 but it doesn't matter if it is 1 or 0, it does not work anyway :-( 0 Share this post Link to post
everennui Posted March 26, 2017 (edited) http://www.mediafire.com/file/21nyeh3otv4pq5p/testredo.wad ^^ Try that. At least I know it works on my end. If that doesn't work for you, my guess would be that you don't have the zcommon.acs flie in the correct folder. Add this file:http://www.mediafire.com/file/0jj4vpd55ifi3yh/zcommon.acs To your C:\...\...\GZDoombuilder\Compilers folder If that doesn't work, I don't know what to tell you. :/ I didn't have the textures that you were using so I had to retexture everything in glorious Ashwall. Edit: Actually, I don't know if that'd work anyway because GZDoom should use it's own compiler when your test it. I'm stumped. You aren't the first person that I've come across that couldn't get something to compile. Maybe try UDMF format? Edited March 26, 2017 by everennui 0 Share this post Link to post
Pelle1986 Posted March 26, 2017 Okey, I tried the "redo" you did, but it didn't work. I came so far that the switch was "activated" or "lit up" but the door was still closed (otherwise then there is a error somewhere, the switch doesn't work at all). The zcommon-file you linked was something I did not have. So I added it to the map according to your instructions. The maps I create I save in a map on the desktop. Should I save them elsewhere? I understand that you can't waste all your time by helping me. But I am very beholden for that you have tried to clear up my problems. Anyway... Can you please tell me a little bit about UDMF? How do I begin? (I am sorry for my bad English) 0 Share this post Link to post
Kappes Buur Posted March 27, 2017 (edited) 3 hours ago, Pelle1986 said: (I am sorry for my bad English) You have no reason to apologize, your english is better than some of those who speak english natively. 3 hours ago, Pelle1986 said: The maps I create I save in a map on the desktop. Should I save them elsewhere? Yes, do not save them to the desktop. Also, do not use C:\Program Files or C:\Program Files (x86). Save them in a separate folder, ie C:\HEXEN\MyPWADS\ or whatever you feel like is a good name. 3 hours ago, Pelle1986 said: Anyway... Can you please tell me a little bit about UDMF? How do I begin? https://zdoom.org/wiki/Universal_Doom_Map_Format Basically it is Hexen format on steroids. You can convert a Hexen format map to UDMF with GZDoom Builder-Bugfix. See https://forum.zdoom.org/viewtopic.php?f=39&t=52726 GZDoom Builder-Bugfix can be found at https://devbuilds.drdteam.org/gzdbbf/ And my try of your map: Test2.zip Edited March 27, 2017 by Kappes Buur : added link to GZDB-Bugfix 1 Share this post Link to post
Pelle1986 Posted March 29, 2017 Okey, this will be a challenge. I will look into it. I return when I need more consulting. Thank you very much! 0 Share this post Link to post
Pelle1986 Posted March 29, 2017 On 2017-03-27 at 2:26 AM, Kappes Buur said: GZDoom Builder-Bugfix can be found at https://devbuilds.drdteam.org/gzdbbf/ Where should I extract these files? And what's the next step? I am quite sure you understand that I am extremly basic in this regard. 0 Share this post Link to post
everennui Posted March 29, 2017 (edited) You can extract them anywhere you want. How about C:\GZDBBF\... ...or you can extract them into your previous build of GZDB and it should replace everything. (provided you click, "replace") Then you click, "builder.exe" and then you're done. Honestly, your map is so small that it'd probably just be easier to remake it from scratch (instead of converting it (which is easy enough)). 0 Share this post Link to post
Pelle1986 Posted March 30, 2017 Okey, I will try this. Thanks for your help. Is scripting going to be as before? Just open the script window? And what will happen to my old maps/scenarios? 0 Share this post Link to post
Angry Saint Posted March 30, 2017 On 3/23/2017 at 1:13 AM, Pelle1986 said: Script 1 (void) { Door_Open (1,16); } In Doom, you can stop and close a door while it is opening. Can you do the same even with this script? 0 Share this post Link to post
Pelle1986 Posted March 30, 2017 I am not sure if I know what you mean. Do you mean that i should tell (by scripring) the door to open just by taging the sector? 0 Share this post Link to post
Pelle1986 Posted March 30, 2017 What a mess! I downloaded that "bugfix" and now I got even more bugs and errors. I took some print-screens. Now I can't edit a Hexen map anymore, it is simply not an alternative when I choose to create a new map (se screenshot) and I get a bunch of errormessages when I start up Doombuilder (se next screnshot). Panic! What should I do?? 0 Share this post Link to post
scifista42 Posted March 30, 2017 (edited) From the file paths on your pictures, it looks like you've installed GZDoom Builder into a Doom Builder 2 folder (and presumably overwritten a part of DB2's resources by GZDB's ones while leaving other DB2's resources in there). GZDB is not a DB2 addon, but a standalone editor, so you should put it into its own folder. Also, Program Files is not a good location where to install Doom editors or ports, some operating systems automatically make files in this folder read-only and many Doom related utilities can't cope with it, you should prefer installing stuff elsewhere. 0 Share this post Link to post
Pelle1986 Posted March 30, 2017 I understand. I reinstalled Doom Builder 2 and put it in a separate map (not in Program Files) Now I can manage my Hexen maps again. But now, all of a sudden, I can't make "polyobject" anymore and I have made those so many times that I am sure I did not do anything wrong. Still when I try to (in this case) open my swingdoor, the game shuts down and I receive this errormessage. I am so confused!! 0 Share this post Link to post
everennui Posted March 30, 2017 (edited) How many poly doors do you have in your map? 0 Share this post Link to post
Pelle1986 Posted March 30, 2017 56 minutes ago, everennui said: How many poly doors do you have in your map? I think I figured it out: There were two different Polyobj anchor/start spot etc. One under the category named "other" and one under "ZDoom". When i chose the respective items under "other" it worked as it should. 0 Share this post Link to post