Search found 12 matches

by OmDr
Thu Nov 19, 2015 6:49 pm
Forum: Editing (Archive)
Topic: Enemy projectiles not spawning
Replies: 4
Views: 289

Re: Enemy projectiles not spawning

After some fiddling around, the issue seems to be these two lines: TROO A 0 Thing_Hate(1,3,3) TROO G 6 A_MonsterRefire(130, "See") Commenting out either of those let the monster behave normally. The monster seems to be acting like it has two targets at once due to Thing_Hate, so A_MonsterRefire is ...
by OmDr
Thu Nov 19, 2015 2:33 pm
Forum: Editing (Archive)
Topic: Enemy projectiles not spawning
Replies: 4
Views: 289

Re: Enemy projectiles not spawning

Ok, I have uploaded an example .wad here http://www.mediafire.com/?7odjy5emod1n1me There are two monsters to test it on: one you'll see when you start, and another down on the lower floor. I may have put it on a bad spot, so if the upper one gets stuck you'll have to find the lower one. Watch the ...
by OmDr
Thu Nov 19, 2015 8:11 am
Forum: Editing (Archive)
Topic: Enemy projectiles not spawning
Replies: 4
Views: 289

Enemy projectiles not spawning

I'm having a strange issue; A custom monster will sometimes fail to create missiles during its missile state, despite the sound and animation going through. This is the monster: http://pastebin.com/sC5vTUt6 And this is the Missile: http://pastebin.com/xEJjX2ze This issue does not occur on vanilla ...
by OmDr
Mon Apr 13, 2015 4:16 am
Forum: Editing (Archive)
Topic: Checking the player inventory
Replies: 15
Views: 2186

Re: Checking the player inventory

Does it work if you use ACS_ExecuteAlways instead of ACS_Execute? If that works, then that means that something else is already running script 257 Unfortunately it doesn't. It needs to be activated by an actor (such as a line switch used by the player), as the world will never have inventory. I see ...
by OmDr
Mon Apr 13, 2015 3:48 am
Forum: Editing (Archive)
Topic: Checking the player inventory
Replies: 15
Views: 2186

Re: Checking the player inventory

Why would you think this? I've been trying different things as I'm a bit new to acs. That and I didn't think you could use checkinventory in the mapinfo. Show exactly what you changed, because this works, assuming it's executed by the player with these 4 items: script 254 (void) { if ...
by OmDr
Mon Apr 13, 2015 3:24 am
Forum: Editing (Archive)
Topic: Checking the player inventory
Replies: 15
Views: 2186

Re: Checking the player inventory

edward850 wrote:
http://zdoom.org/wiki/CheckActorInventory wrote:This function does not treat tid 0 as the activator of the script. To check the script activator's inventory, see [wiki]CheckInventory[/wiki].
I've tried both putting the player actor's name instead of 0 and CheckInventory, but neither worked.
by OmDr
Mon Apr 13, 2015 2:09 am
Forum: Editing (Archive)
Topic: Checking the player inventory
Replies: 15
Views: 2186

Checking the player inventory

Hi guys, need a tiny bit of help here; Trying to activate different scripts depending on items in the player's inventory. script 254 (VOID) { if (checkactorinventory(0,"Quest1") && checkactorinventory(0,"Quest2") && checkactorinventory(0,"Quest3") && checkactorinventory(0,"Quest4") == 1) { ACS ...
by OmDr
Thu Jul 24, 2014 9:59 am
Forum: Editing (Archive)
Topic: Script not executing properly?
Replies: 8
Views: 471

Re: Script not executing properly?

And just as I get ready to provide a link, I do one last test and actually finally solve the problem. Turns out another script I wasn't even using was interfering with it (somehow. They don't use the same numbers). Deleting that script allows the changelevel command to work as intended. In any case ...
by OmDr
Wed Jul 23, 2014 10:33 pm
Forum: Editing (Archive)
Topic: Script not executing properly?
Replies: 8
Views: 471

Re: Script not executing properly?

Ok. I've found that if I use Teleport_NewMap(2, 0, 0) I can get to other maps, though I would highly prefer changelevel. Any ideas?
by OmDr
Tue Jul 22, 2014 9:36 pm
Forum: Editing (Archive)
Topic: Script not executing properly?
Replies: 8
Views: 471

Re: Script not executing properly?

map MAP01 lookup "HUB" { next = "MAP02" secretnext = "MAP32" sky1 = "TSKYA" par = 60 //music = "$MUSIC_RUNNIN" music = "D_HUBHUB" } map MAP02 lookup "Test Map" { next = "MAP03" secretnext = "MAP32" sky1 = "TSKYA" par = 60 music = "$MUSIC_RUNNIN" } And that is pretty much it. I've noticed that even ...
by OmDr
Tue Jul 22, 2014 2:06 pm
Forum: Editing (Archive)
Topic: Script not executing properly?
Replies: 8
Views: 471

Re: Script not executing properly?

Whoops, copy paste error on my part. The script is 100, not 1!
by OmDr
Tue Jul 22, 2014 1:17 pm
Forum: Editing (Archive)
Topic: Script not executing properly?
Replies: 8
Views: 471

Script not executing properly?

Hi, I'm still new to ACS and am having a problem that I just can't seem to figure out. The script: #include "zcommon.acs" script 100 (VOID) { ChangeLevel ("Map02", 0, CHANGELEVEL_NOINTERMISSION, -1); } The object: Actor Levelender : SwitchingDecoration 10242 { Height 40 Radius 20 Activation ...

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