[ACS] ENTER and OPEN script variants

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Expand view Topic review: [ACS] ENTER and OPEN script variants

Re: [ACS] ENTER and OPEN script variants

by Graf Zahl » Wed Apr 29, 2009 11:37 am

Well, some people seem to be intent of abusing such stuff.

Well, too bad. Since its use is actually rather limited I might as well outright 'no' it and stop this nonsense. Soulpriestess is correct when saying that loading a savegame should be transparent to the game simulation.

Re: [ACS] ENTER and OPEN script variants

by Rachael » Wed Apr 29, 2009 7:40 am

Ok.

Variable: sv_CallLoadACS

true or false, default ... well that would be up in the air. But it should definitely be menu settable.

But setting this to false would disable any loadgame script. And it could be saved on a per-mod basis. Game creator's setting of course would override everyone else's, especially since it's a sv_ variable. And setting it before loading a game overrides the savegame's setting (in fact, it wouldn't even be saved into the game).

This would completely mitigate any potential for abuse of this feature.

Re: [ACS] ENTER and OPEN script variants

by edward850 » Wed Apr 29, 2009 2:44 am

Worst wrote:Imo this feature would only really be needed for some special gameplay experiments :P

Code: Select all

Script 1 LOADGAME
{
  Teleport(lastCheckpoint);
}
I contemplated how possible this would be. Depending on the mod, it could either be as simple as this (like use for a jump maze), or be rather complex beyond the point of any sane person realistically doing it (say, a mod based off Zen Dynamics).

Re: [ACS] ENTER and OPEN script variants

by Worst » Wed Apr 29, 2009 2:41 am

but just what kind of information do you need to show ONLY when loading a game, but not at any point in the game?

If you can do it with a button, which does not require you to save at all, why not go for it? I dont really see any reason why you couldn't show that information at anypoint, but rather only when loading.. This feature imo would make loading savegames a part of the game in a way or another. Whatever you do there it's only available when loading the game. :?

If it would be anything important, this would indeed force the player to save the game, whenever they want to see this crucial information..

Code: Select all

Bind F7 "quicksave; quickload"
I'd have to use a bind like this whenever i'd want to see this important information.. rather than just pressing some key that pukes a script that shows the information etc. And if the information is not important, I dont think you really need to show it when loading a savegame. :|


Imo this feature would only really be needed for some special gameplay experiments :P

Code: Select all

Script 1 LOADGAME
{
  Teleport(lastCheckpoint);
}

Re: [ACS] ENTER and OPEN script variants

by Skippy » Wed Apr 29, 2009 2:14 am

The mod designer would, in that case, do well to provide a button for the stats to be shown during the game as well. Rejecting a feature suggestion because it might lead to poor design decisions on the part of a modder using it is grounds for rejecting the entire ZDoom feature set, as far as I'm concerned.

Re: [ACS] ENTER and OPEN script variants

by Macil » Tue Apr 28, 2009 8:07 pm

What's the need to have a script run on loadgame? The first post mentions that it could be used to remind the player of stats or objectives. Why not just make a button do that? I can imagine a player who wanted to see that information have to save the game and reload it just to trigger the script if this plan was followed.

Re: [ACS] ENTER and OPEN script variants

by Surreal Doomer » Tue Apr 28, 2009 8:03 pm

I fail. I missed the savegame part.

Re: [ACS] ENTER and OPEN script variants

by Skippy » Tue Apr 28, 2009 5:31 pm

You sound a lot like you haven't actually read this thread. 8-)

Re: [ACS] ENTER and OPEN script variants

by Surreal Doomer » Tue Apr 28, 2009 4:18 pm

This sounds a lot like LOADACS.

Re: [ACS] ENTER and OPEN script variants

by edward850 » Tue Apr 28, 2009 2:14 pm

I think its like one of those things where you can abuse it, but as soon as you did, it would make your mod extremely unpopular. Under no circumstances would I think anybody would uses this to kill a player or anything that would dramatically change the game in any-way because you loaded your game.

Re: [ACS] ENTER and OPEN script variants

by Graf Zahl » Tue Apr 28, 2009 12:04 pm

Not possible.

Re: [ACS] ENTER and OPEN script variants

by Rachael » Tue Apr 28, 2009 10:20 am

I think the LOADGAME block should be restricted - to only re-enable HUD items, or other uses that someone can think of. No variables that "track" the fact the game has just been loaded would be saved, and any other attempted functions would be blocked. The code would be audited by the loadgame code itself, so that you don't have to go through each and every ACS function to detect whether the game has just been loaded. Similar to the method used by the KEYCONF code, which checks each and every command and only allows certain commands to pass.

Re: [ACS] ENTER and OPEN script variants

by Gez » Tue Apr 28, 2009 9:56 am

^? isn't made significantly harder by this script, no. :P

Re: [ACS] ENTER and OPEN script variants

by Enjay » Tue Apr 28, 2009 9:20 am

Indeed, it makes sense.

Ironically, however, if someone did implement a script such as posted above, it would be harder for an end user to circumvent compared to a mapinfo option for no saving.

Re: [ACS] ENTER and OPEN script variants

by Rachael » Tue Apr 28, 2009 8:45 am

Code: Select all

script 1 LOADGAME {
  print(s:"Trying to load your saved game, huh? I don't think so!");
  Thing_Destroy(playerTID,1);
  Thing_Damage(playerTID, 10000, 0); // just in case you have God mode.
}
Sarcasm aside, I do support this feature, even if it can be abused like I just pointed out.

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