ACS Prefab Database

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Apothem
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Post by Apothem »

Wait a second... It's not... OHH FUCK I forgot something... Lemme resubmit that one. hehehe I missed a minor detail :P

I'll fix all the stuff you described in a quick second... I find it funny, however, that it works for me but not for you... What version of ZDoom are you using?
Last edited by Apothem on Mon Oct 10, 2005 9:01 pm, edited 2 times in total.
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chaoscentral
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Post by chaoscentral »

i tried it on gzdoom and zdoom 96x
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Shadelight
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Post by Shadelight »

I ask again: how do you edit the camera?
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Apothem
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Post by Apothem »

KingofFlames wrote:I ask again: how do you edit the camera?
Hang on KingofFlames, I'll get the documentation set up to where you can do it. Just gimmie a day, I'll get both the HP Bar script and the Camera script working properly....

ATTENTION: New sections have been added to the jugding section! Your scripts will also be judged for support and if they're bug free. If you score less than a 4, you are allowed to resubmit.
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Apothem
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Post by Apothem »

Here's a really stupid prefab, but I think this one comes up a bit.

Code: Select all

/*This script assigns a TID to the player that enters the map. The function playernumber() is used to give an 'offset' to the original TID so that way, all the players on the map dont have the same TID. The function playernumber() starts at 0 with player 1 and increments in intervals of 1 as each player enters the map in multiplayer. Generally speaking, the addition of playernumber() is only in there simply because of multiplayer compadibility. The offset is 1337, but the number can be changed to whatever you want.

You are free to use this script in what ever manner you wish, as it's only an example script.*/

Script 1 ENTER
{
Thing_ChangeTID(0,1337+playernumber());//This assigns the TID
}
C'mon guys, I'm sure there's a command somewhere out there you'd like to give a tutorial for! This prefab database is also meant for helping new scripters understand and learn ACS!
Richard213
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Post by Richard213 »

I got a prefab for ya

How to use my HUD radar http://forum.zdoom.org/potato.php?p=178034#178034

Ok lets get started

Step 1:
http://solarsnow.drdteam.org/Radar.rar << download this

Step 2:
When scripting include the acs file inside that RAR

Ex.

Code: Select all

#include "<dir>/radar.acs"
<dir> being the directory that the acs file is in



Step 3:
Make an enter script

Ex.

Code: Select all

#include "radar.acs"

Script 1 enter


Step 4:
Put the "radar(range)" command in.
This command will show the radar on the top rgiht corner of the screen.

Range defines how far the radar will find objects.

Ex.

Code: Select all

#include "radar.acs"

Script 1 enter
{
Radar(10);


Step 5:
Put the "drawdot(tid,color,dotid);" command in.

This command will draw a colored dot on the radar depending on the tids location.

Dotid is so the radar determines that this dot is not the same as others.

Ex.

Code: Select all

#include "radar.acs"[

Script 1 enter
{
Radar();
drawdot(1,CR_YELLOW,1);
}
Step 6: (optional) (needed if radar is used for weapons)

This step is incase you want the dots to disapear when an actor is killed or removed.



Ex:

Code: Select all

if (thingcount(0,tid1) == 1)   // if actor with tid1 is alive
{                                        // then
  drawdot(tid1,color,dotid);   // draw the dot on radar
}
else                                     // if the actor is dead
{                                         // then do nothing
}
Last edited by Richard213 on Thu Oct 13, 2005 1:38 pm, edited 1 time in total.
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Bio Hazard
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Post by Bio Hazard »

So nobody has tried my telefrag script yet? Not even to rate it? :(
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Doomguy0505
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Post by Doomguy0505 »

we really need a wiki page for prefabs
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Apothem
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Post by Apothem »

Doomguy0505 wrote:we really need a wiki page for prefabs
Indeed we do, unfortunately, I have no clue how to do that. I was kinda hoping that someone could help out with that. It was discussed earlier in the thread, but I couldn't really figure it out. :?
Bio Hazard wrote:So nobody has tried my telefrag script yet? Not even to rate it? :(
I'll get around to it, don't you worry :wink:
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Shadelight
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Post by Shadelight »

@Apothem: :o :o :o :o :o :o
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Apothem
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Post by Apothem »

New release of the camera script, all should be working now:
Spoiler: Camera script
Spoiler: HP Bar
Everything is fixed, and I will be reviewing everything that's NOT mine sometime later this week.
Last edited by Apothem on Wed May 10, 2006 1:01 pm, edited 1 time in total.
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Apothem
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Post by Apothem »

Time for reviews!!!

NecroMage's Camera Change Script
This script does not want to compile, there seems to be errors with variables within the script. :? I'm wondering if it's just me, but please check the script and repost if necessary.

EDIT: I'll make more, I'm just short on time right now. That and, Boarding school sucks :evil:
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Xaser
 
 
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Post by Xaser »

*BUMP FROM BEYOND THE VOID*

Yes, I realize that you all have enough health bar scripts to last you a lifetime, but I got an awesome idea and decided to improve upon Apothem's script.
I basically re-arranged the script and transformed it into a library, which is controlled in the map script by only a single-line function. It also adds a monster 'icon' to the left side of the bar (a mugshot, if you will) and the enemy's name right underneath the bar. Both of these can be changed at will using the HPbar function.

However, this wad is still unfinished. I still need to improve the test map to show all the different examples (instead of only one possibility) and create the option to choose different HPbar graphics (so it will fit the map's setting). It may be a work in progress, but it is still customizable as hell. :P

Just please, don't judge this one yet until it's finished. I wanted everyone to know that I'm working on something, and of course, bring this thread back to life. :P

So without further ado, the unfinished wad:
http://rapidshare.de/files/8631453/hpba ... 1.zip.html
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Apothem
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Post by Apothem »

Thanks Xaser for ressurecting this thread... I shouldn't have let this thing die so easily. I can't continue to be a judge however, I am not the kinda person who is capable of judging this stuff these days. If some people could step up to the plate, and judge these submissions and handle the wiki entries, it'd be awesome. I've got finals coming up and I'm so busy with collecting everything I need for the Engine that I can't watch this anymore. Thanks for ressurecting this tho, I think I will still contribute.
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Shadelight
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Post by Shadelight »

resurrectx2!
c'mon when's there gonna be more script submissions? and can I be a judge?
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