The "How do I..." Thread
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Re: The "How do I..." Thread
Just use these action specials to make it work:
[wiki]Sector_SetColor[/wiki]
[wiki]Sector_SetFade[/wiki]
[wiki]Sector_SetColor[/wiki]
[wiki]Sector_SetFade[/wiki]
Re: The "How do I..." Thread
Well, this is what I did. I wanted to add colored lighting to the original doom maps and used one sectors in the first doom map from doom 1 as an example to try and get it working. This is the code I used after creating a new zdoom ACS script.cocka wrote:Just use these action specials to make it work:
[wiki]Sector_SetColor[/wiki]
[wiki]Sector_SetFade[/wiki]
Code: Select all
#include "zcommon.acs"
script 1 OPEN
{
Sector_SetColor = Sector_SetColor (6, 255, 0, 0);
}
Re: The "How do I..." Thread
Your script is wrong and therefore can't be compiled.
It should be:
It should be:
Code: Select all
#include "zcommon.acs"
script 1 OPEN
{
Sector_SetColor (6, 255, 0, 0);
}
Re: The "How do I..." Thread
Ah ok, now that that's fixed. How do you tag sectors properly?cocka wrote:Your script is wrong and therefore can't be compiled.
It should be:
Code: Select all
#include "zcommon.acs" script 1 OPEN { Sector_SetColor (6, 255, 0, 0); }
EDIT: Still nothing is happening, I don't understand what I did wrong...
- Kappes Buur
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Re: The "How do I..." Thread
Take a look at this exampleMav3r1ck wrote:.... How do you tag sectors properly?
- Attachments
-
- ON_OFF.wad
- example pwad
- (5.24 KiB) Downloaded 40 times
Re: The "How do I..." Thread
Cool, now all I need to do is to get it to work ingame properly. Is there a way where when you start a level the sectors are already this color instead of it doing that when you walk into one? like in the PSX version of doom?Kappes Buur wrote:Take a look at this exampleMav3r1ck wrote:.... How do you tag sectors properly?
The above is what I did but it never worked when I started the level.Well, this is what I did. I wanted to add colored lighting to the original doom maps and used one sectors in the first doom map from doom 1 as an example to try and get it working. This is the code I used after creating a new zdoom ACS script.
Code: Select all
#include "zcommon.acs"
script 1 OPEN
{
Sector_SetColor (6, 255, 0, 0);
}
And I tagged the sector "6." So after I did that I compiled the script and saved it without errors and It created an ACS file in my doom builder folder while my GZDoom is in a separate folder, then I clicked the "test map" while I had doom builder still opened but nothing happened and the sector I used for an example was it's vanilla color and not the color I wanted it to be. Can someone explain to me what I did wrong?
- Kappes Buur
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Re: The "How do I..." Thread
Compiling a script in Slade3 or in Doombuilder2 or in GZDoom Builder updates the BEHAVIOR lump.
The script text is saved as the SCRIPTS lump. Therfore there should be no external text file generated.
Coloured sector on startup
The script text is saved as the SCRIPTS lump. Therfore there should be no external text file generated.
Coloured sector on startup
- Attachments
-
- colored_sector.wad
- Coloured sector on startup
- (1.46 KiB) Downloaded 39 times
Last edited by Kappes Buur on Sun Aug 02, 2015 2:14 pm, edited 1 time in total.
Re: The "How do I..." Thread
YES! That's exactly what I want it to do but for entire sectors as well. Can you explain to me step by step how it is to be done?Kappes Buur wrote:Coloured sector on startup
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Re: The "How do I..." Thread
I followed the example but nothing happened. Is there something extra I need to do? like making sure files are in the right place or I'm using the right format or what?Kappes Buur wrote:
EDIT: OH! I noticed you're using GZDoom Builder, I was using Doom Builder 2, hold on...
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Re: The "How do I..." Thread
Did you compile the ACS script?
Re: The "How do I..." Thread
Yes, it found no errors. I followed the example but nothing happened but I was using doom builder at first instead of GZDoom builder but nothing happened. So I did the same thing using GZDoom builder but STILL nothing happened. That's why I needed to know if I needed to move and files or use some kind of format. I also saved the script as "lighting.acs" and it created and saved it into my GZDoom folder while my GZDoom builder is in another folder.Blue Shadow wrote:Did you compile the ACS script?
Re: The "How do I..." Thread
You aren't supposed to make a new script at all, rather edit the existing behavior script. The one the map provides. As this is a map script.
Last edited by edward850 on Sun Aug 02, 2015 3:48 pm, edited 2 times in total.
- Kappes Buur
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Re: The "How do I..." Thread
If you are opening the example map ....Mav3r1ck wrote:.... I also saved the script as "lighting.acs" and it created and saved it into my GZDoom folder while my GZDoom builder is in another folder.
- Make sure you have selected the correct path for G/ZDoom to play the map from the editor.
Open the script editor, verify the sector tag id.
Compile script. This will update the BEHAVIOR lump.
Closing the script editor will save the script in the SCRIPTS lump.
Highlight both sectors and verify that the sector tags are indeed 6.
Test the map (F9).
Save the map.
Maybe this will help
Drag the map onto the G/ZDoom icon to play.
Re: The "How do I..." Thread
How do I edit the existing script?edward850 wrote:You aren't supposed to make a new script at all, rather edit the existing behavior script. The one the map provides. As this is a map script.
My goal is the modify the existing maps for Doom 1, 2 and Final Doom and add colored lighting to them to improve the atmosphere of the levels jjust like in PSX doom. I followed your video tutorial and it worked in the example map but I tried to do this in "hanger" from doom 1 but nothing happened. How would I be able to modify the existing doom maps from the games?Kappes Buur wrote:If you are opening the example map ....Mav3r1ck wrote:.... I also saved the script as "lighting.acs" and it created and saved it into my GZDoom folder while my GZDoom builder is in another folder.
- Make sure you have selected the correct path for G/ZDoom to play the map from the editor.
Open the script editor, verify the sector tag id.
Compile script. This will update the BEHAVIOR lump.
Closing the script editor will save the script in the SCRIPTS lump.
Highlight both sectors and verify that the sector tags are indeed 6.
Test the map (F9).
Save the map.
Maybe this will help
Drag the map onto the G/ZDoom icon to play.