## [resource] ACS - universal horizontal crusher script

Post your example zscripts/ACS scripts/etc here.

### [resource] ACS - universal horizontal crusher script

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 all
`//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);   }}//==------------------------------------------------`

ramon.dexter
rudebwoy

Joined: 20 Oct 2015
Location: Kozolupy, Bohemia

### Re: [resource] ACS - universal horizontal crusher script

Neat! Are they unstoppable btw(player cannot run towards them and prevent them from moving ahead?)
DnB-Freak
Drum and Bass in ya face

Joined: 19 May 2013

### Re: [resource] ACS - universal horizontal crusher script

Well, as I tested it, it seems to be ustoppable.

ramon.dexter
rudebwoy

Joined: 20 Oct 2015
Location: Kozolupy, Bohemia

### Re: [resource] ACS - universal horizontal crusher script

nice , 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.
DnB-Freak
Drum and Bass in ya face

Joined: 19 May 2013