[Contest] How many waves can you survive?

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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deathz0r
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Post by deathz0r »

KingofFlames wrote:can I have it?
Sure, it's outdated though, plus I believe ST has bugs with it when you play it online (SpawnSpot being the main problem). Read the text file before you ask something stupid.
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Tormentor667
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Post by Tormentor667 »

deathz0r wrote:
Tormentor667 wrote:The script his highly variable and flexible and very powerful concerning the possibilities given in each wave and for each wave. As soon as SH is finished you will see and understand!
My Instant Action script (at least the do-tims version, not sure about the ST version) is 8,564 bytes uncompiled. That also contains a score script, a script to send dead people into a seperate waiting room, boss spawning script and bonus item scripts (after reaching certain scores). Considering that this is a constant spawn-based rather than wave-based, I don't see how you'd need a wave-based script above 9,000 bytes, unless it's horribly unoptimised.
That's the small difference, mine is 22,2kb thick!
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jallamann
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Post by jallamann »

Heh, mine is 5624 bytes. But it's kinda simple too.
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chronoteeth
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Post by chronoteeth »

Hehe, good ol tormentor awlays comparing stuff to his.
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Shadelight
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Post by Shadelight »

deathz0r wrote:
KingofFlames wrote:can I have it?
Sure, it's outdated though, plus I believe ST has bugs with it when you play it online (SpawnSpot being the main problem). Read the text file before you ask something stupid.
that was fun, but if only custom weapons were in Skulltag *sigh*
Epoch
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Post by Epoch »

I have a problem.
Having made a relatively good looking remake, I have run into the unexpected problem of not being able to spawn imps.
The counter system is working and everything seems fine, but the imps don't spawn.
Could somebody help?

Code: Select all

#include "zcommon.acs"

Int Wave=0;
Int Imp;
Int Spwned;
Int Health1=2;
Int Health2=3;
Int Health3=4;
Int Gun1=5;
Int Ammo1=6;

Script 1 Open
{
 Setfont("Bigfont");
 Hudmessagebold(s:"Welcome\n to imp arena";HUDMSG_PLAIN | HUDMSG_FADEOUT,0,CR_Red,0.5,0.5,1.0,1.0);
 Delay(70);
 Setfont("Smallfont");
 Spawnspot(T_Imp,1,99,0);
 While(True){
  Imp=Thingcount(T_Imp,99);
  If(Imp==0){
   Hudmessage(s:"Wave ", d:Wave, s:" Completed";HUDMSG_PLAIN,0,CR_White,0.5,0.5,1.0);
   Wave++;
   Spwned=Wave;
   Printbold(d:Spwned);
   Delay(35);
   While(Spwned>=0){
    Spwned--;
    Spawnspot(T_Imp,1,99,0);
    Delay(35);
   }
  }
  Hudmessage(s:"Wave", d:Wave;HUDMSG_PLAIN,0,CR_White,0.0,0.0,1.0);
  Delay(35);
 }
}
All the mapspots are there, if that's what you're thinking.

EDIT: Nevermind, fixed by changing Spawnspot to Thing_Spawn, everything works now.
Last edited by Epoch on Fri Dec 23, 2005 3:53 pm, edited 1 time in total.
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jallamann
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Post by jallamann »

spawnspot("DoomImp", arguments);

Or replace DoomImp with whatever you want to spawn. Note: It's case sensitive.
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Apothem
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Post by Apothem »

I still have yet to see anyone pull off MP support :wink:
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DoomRater
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Post by DoomRater »

That should be as simple as adding a few co-op starts and making sure everything's 63a compatible (so skulltag can play it)
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Apothem
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Post by Apothem »

:lol: If only it was. It takes A LOT more than that. IT's more like adding a script so when each player dies, they get teleported to a watching room untill the round ends, and then they get teleported back into the arena and you gotta make sure it watches for players disconnecting, and make sure it doesn't mess with the current rounds and make sure the players start with the proper equipment and HP for the area etc.
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deathz0r
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Post by deathz0r »

Apothem wrote:It takes A LOT more than that.
Not sure if the death script is client/server friendly, but it works perfect in ZDoom co-op:

Code: Select all

script 2 (void) // Start switch
{
	players = PlayerCount();
	start = 1;
}

script 380 ENTER
{
	Thing_ChangeTID(0,PlayerNumber() + 501);
	If(start == 1)
	{
		Thing_ChangeTID(PlayerNumber() + 501,PlayerNumber() + 701);
		Teleport_NoFog(random(401,416));
	}
}

script 381 RESPAWN
{
	Thing_ChangeTID(0,PlayerNumber() + 501);
	If(start == 1)
	{
		Thing_ChangeTID(PlayerNumber() + 501,PlayerNumber() + 701);
		Teleport_NoFog(random(401,416));
	}
}

script 382 DEATH
{
	If(ActivatorTID() <= 700)
	{
		dead = dead + 1;
		delay(5);
		If(dead >= players)
		{
			SetFont("BIGFONT");
			HudMessageBold(s:"GAME OVER"; HUDMSG_TYPEON,0,6,1.5,0.4,3.0,0.25);
			delay(210);
			Exit_Normal(0);
		}
	}
	Else If(ActivatorTID() >= 701)
	{
	}
}
Last edited by deathz0r on Sun Dec 25, 2005 9:12 pm, edited 1 time in total.
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Apothem
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Post by Apothem »

That looks about right, I think that IS it. That should work with skulltag no problem. The only thing I see missing is that when the round ends (if you're dealing with my version) it respawns the player back into the arena.
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deathz0r
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Post by deathz0r »

Apothem wrote:That should work with skulltag no problem.
Carn told me that spectators are counted as players, but I haven't confirmed it myself.
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stx
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Post by stx »

They Are.
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Apothem
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Post by Apothem »

I suppose that means you'd have to do a checkinventory(); for the pistol and ammo then or check for a special item that signifies the player is spawned or something.
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