Search found 41 matches

by Dr_Ian
Sat Oct 08, 2005 11:39 am
Forum: Editing (Archive)
Topic: Default Weapon
Replies: 11
Views: 625

If you can't get the first script I posted to work there is something wrong with your setup.

Are you editing the map in zdoom mode (hexen in doom)?
by Dr_Ian
Sat Oct 08, 2005 8:41 am
Forum: Editing (Archive)
Topic: Limit the range of a SkullAttack?
Replies: 10
Views: 470

It's just a conditional jump, not an actual jump, I think. As in, it doesn't make the monster jump, it changes the position of execution of its AI. You can use it to make sure the monster only jumps at the player if it is within a certain range by using two of these and if I actually knew anything ...
by Dr_Ian
Sat Oct 08, 2005 8:36 am
Forum: Editing (Archive)
Topic: Default Weapon
Replies: 11
Views: 625

The script I posted works prefectly for me (ZDoom 2.0.97). Does that script work for you? If not, there is some issue with your method or setup. Are you sure that "ANewPistol" is the right classname? e.g. It works with console command 'give ANewPistol'. OH! Another thing, it can cause problems when ...
by Dr_Ian
Sat Oct 08, 2005 6:31 am
Forum: Editing (Archive)
Topic: Default Weapon
Replies: 11
Views: 625

Code: Select all

script 1 ENTER
{
	ClearInventory();
	GiveInventory("Chainsaw", 1);
	GiveInventory("Cell", 100);
}
For later levels or deathmatch, use RESPAWN.
by Dr_Ian
Tue Oct 04, 2005 6:32 am
Forum: Editing (Archive)
Topic: acs fult
Replies: 4
Views: 291

Yeah, make sure it's a teleport destination, as it's fussy about teleporting the player to the position of other things.
by Dr_Ian
Tue Oct 04, 2005 6:31 am
Forum: Editing (Archive)
Topic: Ammo Boasts
Replies: 11
Views: 594

SetAmmoCapacity / GetAmmoCapacity.
by Dr_Ian
Mon Oct 03, 2005 7:09 pm
Forum: Editing (Archive)
Topic: Brain fart!! ARRGGHH!
Replies: 15
Views: 647

I meant adding void instead of leaving a blank is good for readability. The purpose of functional programming is to reduce code redundancy, for example by adding a square root function should you need to use square roots.
by Dr_Ian
Mon Oct 03, 2005 2:42 pm
Forum: Editing (Archive)
Topic: Brain fart!! ARRGGHH!
Replies: 15
Views: 647

It's important because it helps to keep the scripts readable.
by Dr_Ian
Sun Oct 02, 2005 10:16 am
Forum: Editing (Archive)
Topic: ACS Question
Replies: 5
Views: 339

Wasted Youth wrote:This would work:
You are using a lot of surplus brackets. This is equivilent:

Code: Select all

Script 1 (void) {
	If(CheckWeapon("Shotgun")) {
		action;
	}
	Else If(CheckWeapon("PlasmaRifle")) {
		action;
	}
	Else If(CheckWeapon("RocketLauncher")) {
		action;
	}
}
by Dr_Ian
Thu Sep 29, 2005 9:22 pm
Forum: ZDoom (and related) News
Topic: ZDoom 2.0.97 Bugfix Release
Replies: 69
Views: 28047

r_polymost 2

:shock: :shock: :shock:
by Dr_Ian
Wed Sep 28, 2005 9:17 pm
Forum: Editing (Archive)
Topic: acs fult, need help
Replies: 18
Views: 816

Really, if you look up 'Print' in the wiki, it says: Print will only display for the activator of the script, so if an enemy (or another player) activates a script with a Print statement in it then you won't see it. For printing to all players, see PrintBold. There is a search feature as well. If ...
by Dr_Ian
Mon Sep 26, 2005 4:22 pm
Forum: Editing (Archive)
Topic: const
Replies: 9
Views: 422

It's useful for doing certain logic, such as timers. E.g. if you have an amount of seconds, say 135, 135 / 60 = 2 (minutes) 135 % 60 = 15 (seconds) so 135 = 2:15 Another good use is to split up number in to digits. For example if you had a timer that was at 69 seconds, or 1:09, and you tried to ...
by Dr_Ian
Mon Sep 26, 2005 3:06 pm
Forum: Editing (Archive)
Topic: const
Replies: 9
Views: 422

TheDarkArchon wrote:On a remotely related note, what does "modulus" (At least I think that's what it's called: It's % in C++) do?
It gives the remainder on division. Examples...

5 % 3 = 2
10 % 3 = 1
1337 % 100 = 37
by Dr_Ian
Mon Sep 26, 2005 9:02 am
Forum: Editing (Archive)
Topic: GetActorCeilingZ used but not defined?
Replies: 5
Views: 339

Yeah I posted about it. That's not quite the same, but it's close enough that it should work. Do you know how to get this command to work?
by Dr_Ian
Mon Sep 26, 2005 9:00 am
Forum: Editing (Archive)
Topic: ACS Prefab Database
Replies: 255
Views: 25985

That's really good. A slight bug: the second line=255 should be line=0. After that it works perfectly. You could make the lineid a parameter of the script therefore making it really general?

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