[resource] ACS - universal horizontal crusher script

Post your example zscripts/ACS scripts/etc here.

[resource] ACS - universal horizontal crusher script

Postby ramon.dexter » Wed Mar 22, 2017 1:08 pm

Hi, I mashed up universal script, that controlls moving walls. Something exactly like in Hexen Map 01, when you smash the stained glass window.
Use is pretty simple.
The only thing to notice is that you have to follow a simple rule during design - use polyobject mirroring, because this script controls only one line of polyobjects - the opposing line is mirrored.

So, polyobject numbering:

For the N-S script, follow this rule:


5 - 6 - 7 - 8 - mirrored line
1 - 2 - 3 - 4 - script controlled line

The same is for the E-W script
1 5
2 6
3 7
4 8

So, how the integers work?
"beginPoly" is the number of the first polyobject in the lower/left line. Only the first polyobject is required.
"nrSegments" is the amount of polyobjects in the lower/left line. Since the upper/right line is mirrored, nothing else is needed, the math does the rest.



Code: Select allExpand view
//universal horizontal crusher scripts
//==------------------------------------------------
bool crusherOpen[999];
script "CrusherN-S" (int beginPoly, int nrSegments)
{

   while(true)
   {
      while(crusheropen[beginPoly] == false)
      {
         for (int i = 0; i < nrSegments; i++)
         {
            Polyobj_OR_Move(beginPoly+i, 16, 192, 64);
            Polywait(beginPoly+i);
            
         }

         crusherOpen[beginPoly] = true;
         Delay(1);//Mandatory
      }
      while(crusherOpen[beginPoly] == true)
      {
         for (int y = 0; y < nrSegments; y++)
         {
            Polyobj_OR_Move(beginPoly+y, 16, 64, 64);
            Polywait(beginPoly+y);
         }
         crusherOpen[beginPoly] = false;
         delay(1);
      }
      delay(1);
   }
}

script "crusherE-W" (int beginPoly, int nrSegments)
{
   while(true)
   {
      while(crusheropen[beginPoly] == false)
      {
         for (int i = 0; i < nrSegments; i++)
         {
            Polyobj_OR_Move(beginPoly+i, 16, 128, 64);
            Polywait(beginPoly+i);
            
         }

         crusherOpen[beginPoly] = true;
         Delay(1);//Mandatory
      }
      while(crusherOpen[beginPoly] == true)
      {
         for (int y = 0; y < nrSegments; y++)
         {
            Polyobj_OR_Move(beginPoly+y, 16, 0, 64);
            Polywait(beginPoly+y);
         }
         crusherOpen[beginPoly] = false;
         delay(1);
      }
      delay(1);
   }
}

//==------------------------------------------------
User avatar
ramon.dexter
My hovercraft is full of eels
 
Joined: 20 Oct 2015
Location: Kozolupy, Bohemia

Re: [resource] ACS - universal horizontal crusher script

Postby Chickenlegz » Sun Oct 22, 2017 10:48 am

Neat! Are they unstoppable btw(player cannot run towards them and prevent them from moving ahead?)
Chickenlegz
Misunderstand me right
 
Joined: 19 May 2013
Location: Stockholm, Sweden

Re: [resource] ACS - universal horizontal crusher script

Postby ramon.dexter » Mon Oct 23, 2017 12:31 am

Well, as I tested it, it seems to be ustoppable.
User avatar
ramon.dexter
My hovercraft is full of eels
 
Joined: 20 Oct 2015
Location: Kozolupy, Bohemia

Re: [resource] ACS - universal horizontal crusher script

Postby Chickenlegz » Mon Oct 23, 2017 7:34 am

nice :D, i'll try your acs and give credit.
EDIT:

I've tested it with one single polyobj, but it didn't work for me unfortunately.
The Crushing polyobjects can still be stopped I'm afraid, gotta check out what ZScript can do with it.
Chickenlegz
Misunderstand me right
 
Joined: 19 May 2013
Location: Stockholm, Sweden


Return to Script Library

Who is online

Users browsing this forum: No registered users and 0 guests