[.96] A ZDOOM scripting bug

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Expand view Topic review: [.96] A ZDOOM scripting bug

by Enjay » Wed Jul 06, 2005 4:23 am

ant1991331 wrote:yeah but when i use it, it stuffs up linedef actions
The lindef actions are far more extensive, flexible and useful in "Hexen" format. Whatever you are trying to do can be done better and with more options if you switch to the Hexen format. It's worth learning how to use it.

When you say "stuffs up" can you be more explicit? How does it stuff up? When does it stuff up? What have you done to your map up to the point where it stuffs up? Have you started in Doom format and then tried to switch? If so, did you use ZWADConv.exe?

by ant1991331 » Tue Jul 05, 2005 8:36 pm

yeah but when i use it, it stuffs up linedef actions

by Xaser » Mon Jul 04, 2005 8:37 am

Yes. The Doom in Doom format really isn't that useful. You should use Doom in Hexen format instead. Just because it has "Hexen" in the name doesn't mean that you need Hexen to run it.

by Phobus » Mon Jul 04, 2005 1:38 am

just a quick note for you, Doom as Doom doesn't do scripts.

by ant1991331 » Mon Jul 04, 2005 12:39 am

thanks for the tip, it works

by DomRem » Mon Jul 04, 2005 12:17 am

Hmm...check the things themselves. I did this once myself, and all the things disappeared on me too. If it's the same as what I did, then all the things are unmarked for "Single," "Co-Op," and "Deathmatch." Marking all of them for these should make them appear again.

[.96] A ZDOOM scripting bug

by ant1991331 » Sun Jul 03, 2005 11:58 pm

i can make scripts using config; Zdoom (Doom in Hexen format)

all the 'things' in the =map editor= stay but in the =game= they dissapear only leaving the script to work.

when i change it back to Zdoom (Doom in Doom format)

all the 'things' in the =map editor= stay, but the scripts are destroyed and dont run.

help..... :cry:

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