//4 legs, metal frame
Actor Chair
{
Radius 16
Height 16
+FLOORCLIP
States
{
Spawn:
TNT1 A 0
BRS1 A 0 A_JumpIf(args[0] == 0, "WeAreBrown")
BRS1 A 0 A_JumpIf(args[0] == 1, "WeAreRed")
BRS1 A 0 A_JumpIf(args[0] == 2, "WeAreGreen")
BRS1 A 0 A_JumpIf(args[0] == 3, "WeAreBlue")
BRS1 A 0 A_JumpIf(args[0] == 4, "WeAreGrey")
BRS1 A 0 A_JumpIf(args[0] == 5, "WeAreCyan")
BRS1 A 0 A_JumpIf(args[0] == 6, "WeAreOrange")
WeAreBrown:
BRS1 A -1
Stop
WeAreRed:
POSS A -1
Stop
WeAreGreen:
POSS B -1
Stop
WeAreBlue:
POSS C -1
Stop
WeAreGrey:
POSS D -1
Stop
WeAreCyan:
POSS E -1
Stop
WeAreOrange:
POSS F -1
Stop
}
}
81
{
title = "Chair: Metal";
sprite = "BRS1A0";
width = 16;
height = 16;
class = "Chair";
blocking = 0;
arg0
{
title = "Colour";
type = 11;
enum
{
0 = "Brown";
1 = "Red";
2 = "Green";
3 = "Blue";
4 = "Grey";
5 = "Cyan";
6 = "Orange";
}
}
}
Misery Theatre wrote:Then what does? If I'm designing a level in UDB and ACS isn't functioning properly, where or how would I investigate it? Where are its resources located?
Enjay wrote:Just a quick configuration file question - I expect that the answer will be "can't be done" but no harm in asking. It's not that big a deal anyway.
Misery Theatre wrote:If I test the map in UDB...
Spoiler:
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