Search found 12 matches
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- Mon Apr 13, 2015 3:24 am
- Forum: Editing (Archive)
- Topic: Checking the player inventory
- Replies: 15
- Views: 2186
Re: Checking the player inventory
I've tried both putting the player actor's name instead of 0 and CheckInventory, but neither worked.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].
- 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 ...
- 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 ...
- 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?
- 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 ...
- 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!
- 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 ...