[SOLVED] [ACS] Achievement/reward system is borked

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Re: [SOLVED] [ACS] Achievement/reward system is borked

by MFG38 » Wed Jun 12, 2019 2:11 pm

So I managed to make it work by editing the FeatTracker script slightly and making it loop in a weapon's Ready state. Might not be the cheapest method resource-wise, but it works, so whatever.

Re: [ACS] Achievement/reward system is borked

by Blue Shadow » Wed Jun 12, 2019 12:29 pm

You need to make sure the player and killed monster are running the scripts and functions they're meant to run. For example, it's the monster that calls PlayerNumber() function in the FeatChecker script, not the player.

[SOLVED] [ACS] Achievement/reward system is borked

by MFG38 » Wed Jun 12, 2019 6:04 am

Over the past couple days, I've been trying to program a "feat" system in ACS for a gameplay mod I started developing the other day. Essentially, upon having killed a certain number of a specific enemy, the player would unlock an achievement of sorts and get a reward. For the sake of avoiding clutter in the script itself, it uses a switch/case structure, which admittedly may already be making it harder than it needs to be.

Anyway, I've made about a dozen different versions of the script at this point, but none of them seem to work. I even programmed in a rudimentary debugging system, and judging by the few tests I ran with it, the script that "tracks" the "achievements" never gets activated. I did manage to compile it without errors (after some time and effort), and it is being loaded by a LOADACS lump, but it just doesn't do anything. And I'm running out of ideas as to what I could be doing wrong.

See attached PK3 for the latest version of the system.
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featsys.pk3
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