Making ACS Libraries Accessible through DECORATE

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Expand view Topic review: Making ACS Libraries Accessible through DECORATE

by chaoscentral » Mon Jul 18, 2005 6:53 pm

yea, basically the same thing. This shoudl really be in there, so AUTOLIB could be just a lump that contained a script library, making it available, for weapons to use scripts, along with items too

by Talonos » Mon Jul 18, 2005 1:37 pm

I requested this already.

http://forum.zdoom.org/potato.php?t=6934

Is this what you were asking for?

by Costja » Mon Jul 18, 2005 6:31 am

I thought #import needed to load library, so autoload (using configs) libraries will not work

by chaoscentral » Sun Jul 17, 2005 7:03 pm

gotcha, i just though this would be easier than putting in a script for every map... if not, make the script library to just autostart with zdoom... so you dont need to make it include itself for every map.

by HobbsTiger1 » Sun Jul 17, 2005 7:00 pm

Erm, ah, oh dear. That would require a bit of work wouldn't it. While I like the idea I'm trying to be mindful that I wan't to see 2.0.97 before I graduate from college, and the less features randy has to add to 2.0.97, the quicker we will get it. (It's apt to be very buggy, so 2.0.98 will probably soon come after).

Making ACS Libraries Accessible through DECORATE

by chaoscentral » Sun Jul 17, 2005 6:34 pm

This is another way to have script based weapons... but what if you could include an ACS library through Decorate like maybe something at the top of the decorate lump like...

Code: Select all

#Import "libname"

ACTOR CoolGun : ChainSaw 20020
{
   States
   {
   Fire:
      CSAW D 2 LIB_Execute( 100,  0, 0, 0)
      CSAW E 0
   Goto Ready
   }
}
where LIB_Execute is

LIB_Execute( script number, arg 1, arg 2, arg 3)

I think this could be a possible solution

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