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)?
Search found 41 matches
- Sat Oct 08, 2005 11:39 am
- Forum: Editing (Archive)
- Topic: Default Weapon
- Replies: 11
- Views: 625
- 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 ...
- 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 ...
- 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);
}- Tue Oct 04, 2005 6:32 am
- Forum: Editing (Archive)
- Topic: acs fult
- Replies: 4
- Views: 291
- Tue Oct 04, 2005 6:31 am
- Forum: Editing (Archive)
- Topic: Ammo Boasts
- Replies: 11
- Views: 594
- 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.
- Mon Oct 03, 2005 2:42 pm
- Forum: Editing (Archive)
- Topic: Brain fart!! ARRGGHH!
- Replies: 15
- Views: 647
- Sun Oct 02, 2005 10:16 am
- Forum: Editing (Archive)
- Topic: ACS Question
- Replies: 5
- Views: 339
You are using a lot of surplus brackets. This is equivilent:Wasted Youth wrote:This would work:
Code: Select all
Script 1 (void) {
If(CheckWeapon("Shotgun")) {
action;
}
Else If(CheckWeapon("PlasmaRifle")) {
action;
}
Else If(CheckWeapon("RocketLauncher")) {
action;
}
}- Thu Sep 29, 2005 9:22 pm
- Forum: ZDoom (and related) News
- Topic: ZDoom 2.0.97 Bugfix Release
- Replies: 69
- Views: 28047
- 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 ...
- Mon Sep 26, 2005 4:22 pm
- Forum: Editing (Archive)
- Topic: const
- Replies: 9
- Views: 422
- Mon Sep 26, 2005 3:06 pm
- Forum: Editing (Archive)
- Topic: const
- Replies: 9
- Views: 422
- Mon Sep 26, 2005 9:02 am
- Forum: Editing (Archive)
- Topic: GetActorCeilingZ used but not defined?
- Replies: 5
- Views: 339
- Mon Sep 26, 2005 9:00 am
- Forum: Editing (Archive)
- Topic: ACS Prefab Database
- Replies: 255
- Views: 25985