Sure, it's outdated though, plus I believe ST has bugs with it when you play it online (SpawnSpot being the main problem).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.KingofFlames wrote:can I have it?
[Contest] How many waves can you survive?
- Tormentor667
- Posts: 13556
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That's the small difference, mine is 22,2kb thick!deathz0r wrote: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.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!
- chronoteeth
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- Shadelight
- Posts: 5113
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- Location: Labrynna
that was fun, but if only custom weapons were in Skulltag *sigh*deathz0r wrote:Sure, it's outdated though, plus I believe ST has bugs with it when you play it online (SpawnSpot being the main problem).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.KingofFlames wrote:can I have it?
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?
All the mapspots are there, if that's what you're thinking.
EDIT: Nevermind, fixed by changing Spawnspot to Thing_Spawn, everything works now.
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);
}
}
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.
- Apothem
- Posts: 2070
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- deathz0r
- Posts: 353
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- Location: Land with them kangaroo
- Contact:
Not sure if the death script is client/server friendly, but it works perfect in ZDoom co-op:Apothem wrote:It takes A LOT more than that.
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.