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?
ACS Prefab Database
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- Apothem
- Posts: 2070
- Joined: Sat Nov 29, 2003 7:13 pm
- Location: Performing open heart surgery on an ACS compiler.
Wait a second... It's not... OHH FUCK I forgot something... Lemme resubmit that one. hehehe I missed a minor detail 
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?
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.
- chaoscentral
- Posts: 677
- Joined: Sun Feb 27, 2005 4:32 pm
- Location: Revere, MA
- Contact:
- Shadelight
- Posts: 5113
- Joined: Fri May 20, 2005 11:16 am
- Location: Labrynna
- Apothem
- Posts: 2070
- Joined: Sat Nov 29, 2003 7:13 pm
- Location: Performing open heart surgery on an ACS compiler.
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....KingofFlames wrote:I ask again: how do you edit the camera?
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.
- Apothem
- Posts: 2070
- Joined: Sat Nov 29, 2003 7:13 pm
- Location: Performing open heart surgery on an ACS compiler.
Here's a really stupid prefab, but I think this one comes up a bit.
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!
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
}
-
Richard213
- Posts: 43
- Joined: Sun Dec 05, 2004 1:35 pm
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.
<dir> being the directory that the acs file is in
Step 3:
Make an enter script
Ex.
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.
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.
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:
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"Step 3:
Make an enter script
Ex.
Code: Select all
#include "radar.acs"
Script 1 enterStep 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);
}
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.
- Bio Hazard
- Posts: 4019
- Joined: Fri Aug 15, 2003 8:15 pm
- Location: ferret ~/C/ZDL $
- Contact:
- Doomguy0505
- Posts: 625
- Joined: Tue Mar 29, 2005 4:53 am
- Contact:
- Apothem
- Posts: 2070
- Joined: Sat Nov 29, 2003 7:13 pm
- Location: Performing open heart surgery on an ACS compiler.
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.Doomguy0505 wrote:we really need a wiki page for prefabs
I'll get around to it, don't you worryBio Hazard wrote:So nobody has tried my telefrag script yet? Not even to rate it?
- Apothem
- Posts: 2070
- Joined: Sat Nov 29, 2003 7:13 pm
- Location: Performing open heart surgery on an ACS compiler.
New release of the camera script, all should be working now:
Spoiler: Camera script
Spoiler: HP BarEverything 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.
- Apothem
- Posts: 2070
- Joined: Sat Nov 29, 2003 7:13 pm
- Location: Performing open heart surgery on an ACS compiler.
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
NecroMage's Camera Change Script
This script does not want to compile, there seems to be errors with variables within the script.
EDIT: I'll make more, I'm just short on time right now. That and, Boarding school sucks
*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.
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.
So without further ado, the unfinished wad:
http://rapidshare.de/files/8631453/hpba ... 1.zip.html
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.
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.
So without further ado, the unfinished wad:
http://rapidshare.de/files/8631453/hpba ... 1.zip.html
- Apothem
- Posts: 2070
- Joined: Sat Nov 29, 2003 7:13 pm
- Location: Performing open heart surgery on an ACS compiler.
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.
- Shadelight
- Posts: 5113
- Joined: Fri May 20, 2005 11:16 am
- Location: Labrynna
