ACS_NamedExecuteWithResult error in DECORATE

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Expand view Topic review: ACS_NamedExecuteWithResult error in DECORATE

Re: ACS_NamedExecuteWithResult error in DECORATE

by randi » Tue Feb 21, 2012 1:29 pm

And something I had not even considered...

ACS_NamedExecuteWithResult will now work in DECORATE expressions. Since this is a pretty long and unwieldy name, you can also use CallACS. It is the same thing as ACS_NamedExecuteWithResult, but without the long name.

Re: ACS_NamedExecuteWithResult error in DECORATE

by Graf Zahl » Tue Feb 21, 2012 10:50 am

InsanityBringer wrote:The changelog seems to imply that this should be possible, though.

Action functions and expressions are 2 entirely different things.

Re: ACS_NamedExecuteWithResult error in DECORATE

by Nash » Tue Feb 21, 2012 10:48 am

Everything else works except ACS_NamedExecuteWithResult.

Re: ACS_NamedExecuteWithResult error in DECORATE

by InsanityBringer » Tue Feb 21, 2012 9:36 am

The changelog seems to imply that this should be possible, though.

Re: ACS_NamedExecuteWithResult error in DECORATE

by Nash » Mon Feb 20, 2012 11:55 am

I wouldn't know... the unnamed implementation from before worked flawlessly. :D Hope Randy implements this.

Re: ACS_NamedExecuteWithResult error in DECORATE

by Graf Zahl » Mon Feb 20, 2012 11:50 am

Pretty sure that kind of use has not been implemented.

Re: ACS_NamedExecuteWithResult error in DECORATE

by Nash » Mon Feb 20, 2012 11:30 am

Attached a simple example.
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ACS_NamedExecuteWithResult error in DECORATE

by Nash » Mon Feb 20, 2012 9:12 am

Code: Select all

Actor Z_SunScanner : ArtiEgg
{    
    Inventory.Amount 1
    Inventory.MaxAmount 1
    +INVENTORY.QUIET
    +INVENTORY.UNDROPPABLE
    -INVENTORY.INVBAR
    +INVENTORY.HUBPOWER
    +INVENTORY.PERSISTENTPOWER
    -INVENTORY.PICKUPFLASH
    States
    {
        Use:
            TNT1 A 0 A_FireBullets(ACS_NamedExecuteWithResult("DeadEndScript_CalculateHorizontalSunHitscan") - angle + 180, ACS_NamedExecuteWithResult("DeadEndScript_CalculateVerticalSunHitscan"), 2, 0, "Z_SunScannerPuff", FBF_NORANDOM | FBF_EXPLICITANGLE | FBF_NOFLASH | FBF_NOPITCH, 0)
            //TNT1 A 0 A_FireCustomMissile("PlasmaBall", ACS_NamedExecuteWithResult("DeadEndScript_CalculateHorizontalSunHitscan") - angle + 180, 0, 0, 0, 0, ACS_NamedExecuteWithResult("DeadEndScript_CalculateVerticalSunHitscan") + pitch)
            stop
    }
}
 

Code: Select all

Actor Z_SunScannerPuff : BulletPuff
{
    +NOGRAVITY
    +NODAMAGETHRUST
    -ALLOWPARTICLES
    -RANDOMIZE
    RenderStyle None
    Alpha 1.0
    VSpeed 0
    Mass 0x7FFFFFFF
    +PUFFONActorS
    +PUFFGETSOWNER
    +ALWAYSPUFF
    +BLOODLESSIMPACT
    +DONTSPLASH
    +NOTIMEFREEZE
    +SOLID
    Radius 4
    Height 8
    States
    {
        Spawn:
            stop
        Crash:
            TNT1 A 1 Thing_ChangeTID(0, ACS_NamedExecuteWithResult("DeadEndScript_GetSunScannerTID", 0))
            BON1 A 1 bright ACS_NamedExecuteAlways("DeadEndScript_DrawSunGlareFlat", 0)
            TNT1 A 1
            stop
    }
}
 
Execution could not continue.

Script error, ":actors/player.txt" line 154:
Unexpected token string constant "DeadEndScript_CalculateHorizontalSunHitscan"
Pretty sure I'm using it correctly.

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