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Topic review
   

Expand view Topic review: ACS suggestions

by Richard213 » Mon Mar 14, 2005 1:21 am

Isn't that supposed to be an Enter script?
i wrote the code in about 30 sec, you cant expect me to get it right lol
And what exactly is it supposed to do?
it put a thing with tag 1 in the X Y position of the player

by Macil » Sun Mar 13, 2005 3:19 pm

Isn't that supposed to be an Enter script? And what exactly is it supposed to do?

by Richard213 » Sat Mar 12, 2005 3:43 am

well this like this arnt possible with the other ways like thing_move

creat a thing that moves in decorat and put this in ACS

1st make a thing in decorate that move around another thing like the Afrit in monster resource wad

then you could do something like this in acs

Code: Select all

script 1 open
 {
  Thing_ChangeTID(0,Playernumber()+256);
   int playerX = getactorx(256);
   int playerY = getactory(256);
   setactorx(1,playerX);
   setactory(1,playerY);
  }
this would take that thing with the comits going around it and follow the player, now you have a comit circling the player

thing_move cant do this and if im correct that spawn hack would just make the comit stey in one place.

by Graf Zahl » Fri Mar 11, 2005 4:56 pm

2 things:

-it can only move to a different map spot, not by offset
-it spawns teleport fog which often isn't wanted.

by randi » Fri Mar 11, 2005 4:40 pm

What's wrong with using Thing_Move?

by Graf Zahl » Fri Mar 11, 2005 3:13 pm

Biff wrote:
- I assumed that the actor would be moved by TID. How could you not know the type, if you were plannning on moving something?
Randomly spawned types, for example or some general code to move objects.
- I've moved monsters before, by thrust thing, and nothing screws up. Thing remove and spawn don't upset animation as far as my experiments go.
ThrustThing doesn't spawn a new object. But imagine moving a torch with your method: Each time the torch moves the animation will restart.
- Yes you can move a monster that makes a sound, no problem.
If you remove and respawn an object the sound can not be transfered to the new object.

Bottom line: It is a hack and it will remain a hack. I'd prefer a clean way to move an object to somewhere else but right now all you can do is set up complicated actor movers, respawn the object or hack around with ThrustThing. To do something like a moving crane hanging from a ceiling with a blinking light on it is impossible.

by Biff » Fri Mar 11, 2005 2:51 pm

Graf Zahl wrote:... It may be only 2 lines of code but you can't:

- move an actor you don't know the type of
- move an animated actor without screwing up the animation
- move anything that plays a sound
- move anything that maintains internal status variables

So yes, such functions would be highly appreciated.
I guess I just don't understand what this guy wants. My answer to your four points above is:

- I assumed that the actor would be moved by TID. How could you not know the type, if you were plannning on moving something?
- I've moved monsters before, by thrust thing, and nothing screws up. Thing remove and spawn don't upset animation as far as my experiments go.
- Yes you can move a monster that makes a sound, no problem.
- Status variables - OK I don't know. :)

by Richard213 » Fri Mar 11, 2005 12:56 pm

oh damn hmm seems i was loged out when i posted that :oops:

by Graf Zahl » Fri Mar 11, 2005 12:51 pm

And who are you?

by Guest » Fri Mar 11, 2005 12:35 pm

Graf Zahl wrote:Internally it is an awful hack with a massive amount of overhead. It may be only 2 lines of code but you can't:

- move an actor you don't know the type of
- move an animated actor without screwing up the animation
- move anything that plays a sound
- move anything that maintains internal status variables

So yes, such functions would be highly appreciated.
i agree with it all heh

by Richard213 » Fri Mar 11, 2005 12:26 pm

hmm why go through such code as this:

Code: Select all

script 1 open               // side scrolling camera
{
 Thing_changeTID(0, playernumber()+1111);
 int playerposX = getactorX(1111);
 spawn(T_ROCKET, playerposX, -896, 50, 7, 90);
 changecamera(7,1,0);
 Thing_Remove(7);
 delay(1);
 restart;
}
when you can just simply do this:

Code: Select all

script 1 open               // side scrolling camera
{
 Thing_changeTID(0, playernumber()+1111);
 int playerposX = getactorX(1111);
 changecamera(7,1,0);
 SetActorX(7, playerposX);
 delay(1);
 restart;
}
this nerrows down alot of the args and makes things a bit easyer to read and dont have to hassle of finding exact y position becuase its already placed in the map

note that the code i put is something i wrote up in about 30 sec so i doubt it works lol

by Graf Zahl » Fri Mar 11, 2005 12:12 pm

Internally it is an awful hack with a massive amount of overhead. It may be only 2 lines of code but you can't:

- move an actor you don't know the type of
- move an animated actor without screwing up the animation
- move anything that plays a sound
- move anything that maintains internal status variables

So yes, such functions would be highly appreciated.

by Biff » Fri Mar 11, 2005 11:49 am

Graf - if one desires to actually observe an actor being moved from one location to another chosen location, I see the value and Costja's suggestion might do that...but I don't know how the movement speed is controlled. About my suggestion, calling two common acs commands "hacks" and "massively cumbersome" seems illogical. To me it's more like "straightforward" and "simple".

by Graf Zahl » Thu Mar 10, 2005 5:15 pm

Biff wrote:You could "fake" that effect by using thing_remove on the actor, followed by the spawn command to re-create the same actor at a chosen x,y,z.

... or Randy can add these really simple commands to make the life of many mappers considerably easier. Not only are these hacks massively cumbersome, they aren't really necessary if the proper features existed.

by Richard213 » Thu Mar 10, 2005 4:44 pm

the commands would be easyer but this stuff works too :wink:

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