That's simple, it's the multiplayer project and at the moment I'm making spawn area. I have special map called lobby, it's start map for my server, on this map everyone get's their equipment, weapons and ammo. Yes, everytime we leave MP game i save progress by making acs scripts like this
#library "CCHEST2"
#include "zcommon.ACS"
Script 200 (void)
{
delay(20);
ChangeLevel("map21", 0, 0, 3);
}
script 681 (void) // n1
{
GiveInventory("clip", 715);
GiveInventory("Shell", 100);
GiveInventory("RocketAmmo", 38);
GiveInventory("cell", 948);
GiveInventory("MiniHellRocketAmmo", 229);
GiveInventory("gas", 101);
GiveInventory("GrenadeAmmo", 9);
SetActorProperty(0, APROP_HEALTH, 100);
GiveInventory("GreenArmor", 1);
//GiveInventory("BlueArmor", 1);
//Giveinventory("Redarmor", 1);
//Delay(1);Giveinventory("armorbonus1", 100);
//TakeInventory("BasicArmor", 100-100);
//GiveInventory("CSGpiece", 6);
}
script 682 (void) // n2
{
GiveInventory("clip", 300);
GiveInventory("Shell", 30);
GiveInventory("RocketAmmo", 38);
GiveInventory("cell", 0);
GiveInventory("MiniHellRocketAmmo", 50);
GiveInventory("gas", 15);
GiveInventory("GrenadeAmmo", 9);
SetActorProperty(0, APROP_HEALTH, 100);
//GiveInventory("GreenArmor", 1);
//GiveInventory("BlueArmor", 1);
//Giveinventory("Redarmor", 1);
//Delay(1);Giveinventory("armorbonus1", 30);
//TakeInventory("BasicArmor", 100-30);
}
script 684 (void) // n3
{
GiveInventory("clip", 300);
GiveInventory("Shell", 30);
GiveInventory("RocketAmmo", 38);
GiveInventory("cell", 0);
GiveInventory("MiniHellRocketAmmo", 50);
GiveInventory("gas", 15);
GiveInventory("GrenadeAmmo", 9);
SetActorProperty(0, APROP_HEALTH, 100);
//GiveInventory("GreenArmor", 1);
//GiveInventory("BlueArmor", 1);
//Giveinventory("Redarmor", 1);
//Delay(1);Giveinventory("armorbonus1", 30);
//TakeInventory("BasicArmor", 100-30);
}
Script 1 (void) net
{
if (CheckInventory("ZXQWPOMN"))
{
ClearInventory();
ACS_Execute(400, 0, 0, 0, 0);
ACS_Execute(52, 0, 0, 0, 0);
delay(5);
GiveInventory("ZXQWPOMN", 1);
GiveInventory("RedCard", 1);
ACS_Execute(868, 0, 0, 0, 0);
//GiveInventory("ssg", 1);
GiveInventory("Cannonshotgun", 1);
TakeInventory("PortalBlock", 1);
GiveInventory("Machete", 1);
GiveInventory("Chain_saw", 1);
//GiveInventory("AK47", 1);
//GiveInventory("MP40", 1);
//GiveInventory("LMG", 1);
//GiveInventory("Hunting_ShotGun", 1);
//GiveInventory("Light_ShotGun", 1);
//GiveInventory("Autoshotgun", 1);
GiveInventory("AA12", 1);
GiveInventory("Mini_gun", 1);
//GiveInventory("Heavymachinegun", 1);
GiveInventory("Rippergun", 1);
//GiveInventory("Buzzsaw", 1);
GiveInventory("Rocket_launcher", 1);
GiveInventory("Grenade_launcher", 1);
//GiveInventory("UT2004RL", 1);
//GiveInventory("Demolisher", 1);
//GiveInventory("Plasma_Gun", 1);
//GiveInventory("Lateral_PlasmaGun", 1);
//GiveInventory("Heavy_PlasmaGun", 1);
//GiveInventory("Rail_Gun", 1)
GiveInventory("M2PlasmaRifle", 1);
GiveInventory("BIG_FUCKING_GUN", 1);
//GiveInventory("BFG10000", 1);
ACS_Execute(402, 0, 0, 0, 0);
delay(5);
ACS_Execute(681, 0, 0, 0, 0);
Door_open(66, 64);
}
}
Script 2 (void)
{
Sector_SetColor(const:2, 0, 200, 0);
ClearInventory();
ACS_Execute(400, 0, 0, 0, 0);
delay(5);
GiveInventory("Machete", 1);
//GiveInventory("Chain_saw", 1);
//GiveInventory("AK47", 1);
//GiveInventory("MP40", 1);
GiveInventory("LMG", 1);
//GiveInventory("Hunting_ShotGun", 1);
GiveInventory("Light_ShotGun", 1);
//GiveInventory("Autoshotgun", 1);
//GiveInventory("AA12", 1);
//GiveInventory("Mini_gun", 1);
//GiveInventory("Heavymachinegun", 1);
//GiveInventory("Rippergun", 1);
//GiveInventory("Buzzsaw", 1);
GiveInventory("Rocket_launcher", 1);
//GiveInventory("Grenade_launcher", 1);
//GiveInventory("UT2004RL", 1);
//GiveInventory("Demolisher", 1);
GiveInventory("Plasma_Gun", 1);
//GiveInventory("Lateral_PlasmaGun", 1);
//GiveInventory("Heavy_PlasmaGun", 1);
//GiveInventory("Rail_Gun", 1);
//GiveInventory("M2PlasmaRifle", 1);
GiveInventory("BIG_FUCKING_GUN", 1);
//GiveInventory("BFG10000", 1);
ACS_Execute(402, 0, 0, 0, 0);
delay(5);
ACS_Execute(682, 0, 0, 0, 0);
Door_open(65, 64);
}
Script 3 (void)
{
Sector_SetColor(const:3, 0, 200, 0);
ClearInventory();
ACS_Execute(400, 0, 0, 0, 0);
delay(5);
GiveInventory("Machete", 1);
//GiveInventory("Chain_saw", 1);
//GiveInventory("AK47", 1);
//GiveInventory("MP40", 1);
GiveInventory("LMG", 1);
//GiveInventory("Hunting_ShotGun", 1);
GiveInventory("Light_ShotGun", 1);
//GiveInventory("Autoshotgun", 1);
//GiveInventory("AA12", 1);
//GiveInventory("Mini_gun", 1);
//GiveInventory("Heavymachinegun", 1);
//GiveInventory("Rippergun", 1);
//GiveInventory("Buzzsaw", 1);
GiveInventory("Rocket_launcher", 1);
//GiveInventory("Grenade_launcher", 1);
//GiveInventory("UT2004RL", 1);
//GiveInventory("Demolisher", 1);
GiveInventory("Plasma_Gun", 1);
//GiveInventory("Lateral_PlasmaGun", 1);
//GiveInventory("Heavy_PlasmaGun", 1);
//GiveInventory("Rail_Gun", 1);
//GiveInventory("M2PlasmaRifle", 1);
GiveInventory("BIG_FUCKING_GUN", 1);
//GiveInventory("BFG10000", 1);
ACS_Execute(402, 0, 0, 0, 0);
delay(5);
ACS_Execute(684, 0, 0, 0, 0);
Door_open(64, 64);
}
script 685 (void) // n4
{
//GiveInventory("clip", 0);
//GiveInventory("Shell", 0);
//GiveInventory("RocketAmmo", 0);
//GiveInventory("cell", 0);
//GiveInventory("MiniHellRocketAmmo", 0);
//GiveInventory("gas", 0);
//GiveInventory("GrenadeAmmo", 0);
SetActorProperty(0, APROP_HEALTH, 100);
//GiveInventory("GreenArmor", 1);
//GiveInventory("BlueArmor", 1);
//Giveinventory("Redarmor", 1);
//Delay(1);Giveinventory("armorbonus1", 100);
//TakeInventory("BasicArmor", 100-100);
}
Script 4 (void)
{
Sector_SetColor(const:1, 0, 200, 0);
ClearInventory();
ACS_Execute(400, 0, 0, 0, 0);
delay(5);
//GiveInventory("Machete", 1);
//GiveInventory("Chain_saw", 1);
//GiveInventory("AK47", 1);GiveInventory("AK47Ammo", 30);
//GiveInventory("MP40", 1);GiveInventory("MPAmmo", 32);
//GiveInventory("LMG", 1);GiveInventory("LMGAmmo", 70);
//GiveInventory("Hunting_ShotGun", 1);GiveInventory("HuntingShotgunAmmo", 6);
//GiveInventory("Light_ShotGun", 1);GiveInventory("LightShotgunAmmo", 10);
//GiveInventory("Autoshotgun", 1);GiveInventory("M1014Ammo", 7);
//GiveInventory("AA12", 1);GiveInventory("AA12Ammo", 20);
//GiveInventory("Mini_gun", 1);
//GiveInventory("Heavymachinegun", 1);GiveInventory("HMGAmmo", 100);
//GiveInventory("Rippergun", 1);
//GiveInventory("Buzzsaw", 1);GiveInventory("BuzzsawHeat", 100);
//GiveInventory("Rocket_launcher", 1);GiveInventory("RocketRounds", 6);
//GiveInventory("Grenade_launcher", 1);
//GiveInventory("UT2004RL", 1);GiveInventory("UT2004Rounds", 3);
//GiveInventory("Demolisher", 1);GiveInventory("Demolisherheat", 100);
//GiveInventory("Plasma_Gun", 1);GiveInventory("PlasmaAmmo", 50);
//GiveInventory("Lateral_PlasmaGun", 1);GiveInventory("LateralPlasmaAmmo", 50);
//GiveInventory("Heavy_PlasmaGun", 1);GiveInventory("HeavyPlasmaAmmo", 50);
//GiveInventory("Rail_Gun", 1);GiveInventory("RailgunAmmo", 50);
//GiveInventory("M2PlasmaRifle", 1);GiveInventory("M2PlasmaAmmo", 50);
//GiveInventory("BIG_FUCKING_GUN", 1);
//GiveInventory("BFG10000", 1);
ACS_Execute(402, 0, 0, 0, 0);
delay(5);
ACS_Execute(685, 0, 0, 0, 0);
}
script 686 (void) // n5
{
//GiveInventory("clip", 0);
//GiveInventory("Shell", 0);
//GiveInventory("RocketAmmo", 0);
//GiveInventory("cell", 0);
//GiveInventory("MiniHellRocketAmmo", 0);
//GiveInventory("gas", 0);
//GiveInventory("GrenadeAmmo", 0);
SetActorProperty(0, APROP_HEALTH, 100);
//GiveInventory("GreenArmor", 1);
//GiveInventory("BlueArmor", 1);
//Giveinventory("Redarmor", 1);
//Delay(1);Giveinventory("armorbonus1", 100);
//TakeInventory("BasicArmor", 100-100);
}
Script 5 (void)
{
ClearInventory();
ACS_Execute(400, 0, 0, 0, 0);
delay(5);
//GiveInventory("Machete", 1);
//GiveInventory("Chain_saw", 1);
//GiveInventory("AK47", 1);GiveInventory("AK47Ammo", 30);
//GiveInventory("MP40", 1);GiveInventory("MPAmmo", 32);
//GiveInventory("LMG", 1);GiveInventory("LMGAmmo", 70);
//GiveInventory("Hunting_ShotGun", 1);GiveInventory("HuntingShotgunAmmo", 6);
//GiveInventory("Light_ShotGun", 1);GiveInventory("LightShotgunAmmo", 10);
//GiveInventory("Autoshotgun", 1);GiveInventory("M1014Ammo", 7);
//GiveInventory("AA12", 1);GiveInventory("AA12Ammo", 20);
//GiveInventory("Mini_gun", 1);
//GiveInventory("Heavymachinegun", 1);GiveInventory("HMGAmmo", 100);
//GiveInventory("Rippergun", 1);
//GiveInventory("Buzzsaw", 1);GiveInventory("BuzzsawHeat", 100);
//GiveInventory("Rocket_launcher", 1);GiveInventory("RocketRounds", 6);
//GiveInventory("Grenade_launcher", 1);
//GiveInventory("UT2004RL", 1);GiveInventory("UT2004Rounds", 3);
//GiveInventory("Demolisher", 1);GiveInventory("Demolisherheat", 100);
//GiveInventory("Plasma_Gun", 1);GiveInventory("PlasmaAmmo", 50);
//GiveInventory("Lateral_PlasmaGun", 1);GiveInventory("LateralPlasmaAmmo", 50);
//GiveInventory("Heavy_PlasmaGun", 1);GiveInventory("HeavyPlasmaAmmo", 50);
//GiveInventory("Rail_Gun", 1);GiveInventory("RailgunAmmo", 50);
//GiveInventory("M2PlasmaRifle", 1);GiveInventory("M2PlasmaAmmo", 50);
//GiveInventory("BIG_FUCKING_GUN", 1);
//GiveInventory("BFG10000", 1);
ACS_Execute(402, 0, 0, 0, 0);
delay(5);
ACS_Execute(686, 0, 0, 0, 0);
}
And i'm going to paste this spawning area to every megawad, to every map so we will spawn in this "lobby-spawn" this is how it's gonna look
In it i will have ACS executeables items, vehicles for maps where it's necessary and other. And yeah at the moment i'm playing Doom map format, and the thing is, if it's done in doom format, it can be done in udmf format aswell. That's why i want to make this spawnarea working potentially on any wad existing