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Major Cooke wrote:That's pretty much the easiest way to debug, by printing out the variable. Here's a page you can use to convert from many types to a string for printing if needed.
Graf Zahl wrote:No. Do not move Tick to DoEffect. The code must still be called from the player's Tick() function. The calling semantics, even though similar, are not identical.
Blue Shadow wrote:I'd like to know the difference between the two, please.
Marrub wrote:Is there any way to add an event handler without MAPINFO? I can't add such a thing because it needs to work in earlier versions where ZScript (and thus event handlers) didn't exist.
There is an EventHandler.Create function mentioned in a comment, but no such function actually exists.
Major Cooke wrote:Marrub wrote:Is there any way to add an event handler without MAPINFO? I can't add such a thing because it needs to work in earlier versions where ZScript (and thus event handlers) didn't exist.
There is an EventHandler.Create function mentioned in a comment, but no such function actually exists.
Nope and nope.
Graf Zahl wrote:At the moment you cannot define any direct interactions between a linedef trigger and ZScript so you have to go through ACS and call a custom ZScript function through there.
Line 25 in file "/tmp/SLADE3/SCRIPTS.acs" ...
/tmp/SLADE3/SCRIPTS.acs:25: Function scriptcall is used but not defined.
Gutawer wrote:You'll need an ACS compiler that's up-to-date enough to support it. I'd recommend gdcc-acc, it comes with multiple benefits over normal acc: viewtopic.php?f=44&t=32078
special -210:ScriptCall(5);
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