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DooMBoy

Tag 666 in MAPINFO?

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I'm now doing a ZDooMHexen version of Map07, and I have some questions: how do you get a wall (or some other structure) that is tagged 666 to lower when the mancubi are all dead? I ask because I have a mapinfo in this level, and I am confused on how to do this.
On a related note, how do you get, say, a Megasphere and some ammo (shells, bullets, rockets, or cells) to spawn once the mancubi are dead?
Thanks :)

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Any sectors that have the tag 666 should lower automatically once all of them are dead. Just make sure the floor of that sector is higher than the sectors around it or you probably won't see any changes.

As for spawning things, you'll need to use ACS for that. Here's an example:

script 1 (void)
{
if(thingcount(type, tid) == 0 // Type is what type of monster and tid is the number tag you give it.
{
Thing_Spawn(type, tid) // Type is type of item (or monsters if you want) and tid is the number of the map spot where they spawn.
}
}

Then tag every Mancubus with: ACS_Execute(1, 0, 0, 0, 0);

Hopefully that will work.

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OK, here's the mapinfo:
defaultmap
evenlighting

map MAP07 "Dead Simple"
levelnum 07
sky1 sky1 0.0
sky2 sky1 0.0
next MAP08
lightning

Now, for some reason, the tags 666 and 667 won't work. If you want, I could send you the map, and you could figure out what's wrong.

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Ok, I looked at it. Since it doesn't seem to work, it's time for plan b. With ACS, you really don't need the 666 sector tag. The bold part of that script should accomplish the same effect.

script 1 (void)
{
if(thingcount(type, tid) == 0 // Type is what type of monster and tid is the number tag you give it.
{
Floor_LowerToLowest(tag, speed) // Tag is the sector tag number and speed is, well, how fast it lowers.
Thing_Spawn(type, tid) // Type is type of item (or monsters if you want) and tid is the number of the map spot where they spawn.
}
}

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#include "zcommon.acs"


script 1 OPEN
{
printbold (s:"Map07: Dead Simple");
Sector_SetColor (6,0,0,120);
}

script 2 (void)
{
{
if(thingcount)(112,1) == 0
{
Floor_LowerToLowest (666, 40);
}
}

There's the script, but for some reason, it won't let me compile, telling me that something is wrong with it.

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#include "zcommon.acs"

script 1 OPEN
{
printbold (s:"Map07: Dead Simple");
Sector_SetColor (6,0,0,120);
}

script 2 (void)
{
if(thingcount(112,1) == 0)
{
Floor_LowerToLowest (666, 40);
}
}

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It's sort of hard to spot, but what Shaviro means is that this line:

if(thingcount)(112,1) == 0

should be changed to:

if(thingcount(112,1) == 0)

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OK, I got tags 666 and 667 working :)
Thanks people. Now I have to sort out this mess of stuff spawning after the mancubi are dead :)
Now, a new problem arises:

#include "zcommon.acs"


script 1 OPEN
{
printbold (s:"Map07: Dead Simple");
Sector_SetColor (6,0,0,120);
}

script 2 (void)
{
if(thingcount(1,112) == 0
{
Thing_Spawn (2,25)
}
}

script 3 (void)
{
ACS_Execute (1,0,0,0,0);
}

Oddly enough, it won't compile, I don't know what's wrong. Sorry to be all annoying with this scripting business, but I ain't no expert.

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Still doesn't compile. I get this instead:

Original ACC by Ben Gokey
Copyright (c) 1995 Raven Software, Corp.
DeePsea v11.6 port by Jack Vermeulen 3-6-2002

Option=-h
Source=C:\DeePsea\MAP07-SCRIPT07.ACS
Object=C:\DeePsea\MAP07-SCRIPT07.O

Regular Hexen Format

Line 14: {
Missing ')'
> {
> ^
I thought it was supposed to work. Hmmm...

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Add a ) after the thingcount line, like this:

if(thingcount(1,112) == 0)


Also, what are you going to use script 3 for? Since script 1 runs at the start of the map, there's no real need to run it again (unless you want it to run again for some reason).

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