Uncompiled STRFHELP ACS Lump

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Uncompiled STRFHELP ACS Lump

Postby amv2k9 » Sun Jul 09, 2017 12:57 pm

Anyone happen to have this on hand? I've been working on something for Strife, and one of the things that has come up is the need to replace the rewards given on MAP15 when you destroy the transmitter. Thing is, the uncompiled version of STRFHELP I was working from makes no mention of the transmitter.
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Re: Uncompiled STRFHELP ACS Lump

Postby Mikk- » Sun Jul 09, 2017 1:04 pm

Quick Github search returns this
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Re: Uncompiled STRFHELP ACS Lump

Postby Graf Zahl » Sun Jul 09, 2017 3:22 pm

Some things in Strife are hard coded. You may have to take a look at thingstoblowup.txt in ZScript, not ACS. strfhelp is mostly more generic actions.
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Re: Uncompiled STRFHELP ACS Lump

Postby amv2k9 » Sun Jul 09, 2017 4:46 pm

Thanks to both of you for the help!
Graf Zahl wrote:You may have to take a look at thingstoblowup.txt in ZScript, not ACS.
Right. I'll have to give that a look.

EDIT: It doesn't actually seem to be there. It defines the Piston (opens up Programmer's Castle), Computer (opens up path to Bishop's lair) and PowerCrystal (finishes Power Station mission), but there's no mention of the transmitter on MAP15.
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Re: Uncompiled STRFHELP ACS Lump

Postby Graf Zahl » Mon Jul 10, 2017 12:25 am

The only relevant thing on MAP15 is the computer. What precisely are you talking about? Can you give the coordinates of the item you mean or make a screenshot?
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Re: Uncompiled STRFHELP ACS Lump

Postby amv2k9 » Mon Jul 24, 2017 6:03 pm

Whoops; it was MAP14, not MAP15, that the transmitter is on.
Image
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Re: Uncompiled STRFHELP ACS Lump

Postby Graf Zahl » Tue Jul 25, 2017 12:35 am

That transmitter is the most weirdly implemented thing in the entire game. There's a specific check for the texture and upon triggering it some quest item is being handed out in the GlassBreak action special. That part had to be hard coded because it's a one-off thing in the engine. You cannot change that.
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Re: Uncompiled STRFHELP ACS Lump

Postby amv2k9 » Thu Jul 27, 2017 3:12 pm

Ah. Well, that sucks. Thanks for the explanation, though!
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Re: Uncompiled STRFHELP ACS Lump

Postby Graf Zahl » Fri Jul 28, 2017 12:34 am

What you may be able to do is to change that linedef's action with a compatibility.txt lump and execute an ACS script that does what you need - but you'll also have to redefine the switch for that texture to not contain the quest special.
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Re: Uncompiled STRFHELP ACS Lump

Postby amv2k9 » Thu Aug 03, 2017 3:20 pm

Graf Zahl wrote:...change that linedef's action with a compatibility.txt lump...
Is there an article on the wiki that explains how to edit one? I didn't see an article in the special lumps list, and I've never needed to make one before.
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Re: Uncompiled STRFHELP ACS Lump

Postby Mikk- » Thu Aug 03, 2017 4:14 pm

Just going off of a hunch here but you'll need several things - GzDOOM's compatibility.txt for reference, Strife MAP14's MD5 checksum, and the line number of the Transmitter.

now this isn't the exact code, and I'm not even sure it's correct - I'll need somone more versed on the subject to confirm whether my format is correct or not:
Code: Select allExpand view
<insert checksum here>             // strife.wad MAP14
    {
    setlinespecial <line> ACS_Execute <script> <map> <arg1> <arg2> <arg3>  
    
}
 
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