[ACS] ENTER and OPEN script variants

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Macil
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Re: [ACS] ENTER and OPEN script variants

Post by Macil »

What's the need to have a script run on loadgame? The first post mentions that it could be used to remind the player of stats or objectives. Why not just make a button do that? I can imagine a player who wanted to see that information have to save the game and reload it just to trigger the script if this plan was followed.
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Skippy
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Re: [ACS] ENTER and OPEN script variants

Post by Skippy »

The mod designer would, in that case, do well to provide a button for the stats to be shown during the game as well. Rejecting a feature suggestion because it might lead to poor design decisions on the part of a modder using it is grounds for rejecting the entire ZDoom feature set, as far as I'm concerned.
Worst
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Re: [ACS] ENTER and OPEN script variants

Post by Worst »

but just what kind of information do you need to show ONLY when loading a game, but not at any point in the game?

If you can do it with a button, which does not require you to save at all, why not go for it? I dont really see any reason why you couldn't show that information at anypoint, but rather only when loading.. This feature imo would make loading savegames a part of the game in a way or another. Whatever you do there it's only available when loading the game. :?

If it would be anything important, this would indeed force the player to save the game, whenever they want to see this crucial information..

Code: Select all

Bind F7 "quicksave; quickload"
I'd have to use a bind like this whenever i'd want to see this important information.. rather than just pressing some key that pukes a script that shows the information etc. And if the information is not important, I dont think you really need to show it when loading a savegame. :|


Imo this feature would only really be needed for some special gameplay experiments :P

Code: Select all

Script 1 LOADGAME
{
  Teleport(lastCheckpoint);
}
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edward850
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Re: [ACS] ENTER and OPEN script variants

Post by edward850 »

Worst wrote:Imo this feature would only really be needed for some special gameplay experiments :P

Code: Select all

Script 1 LOADGAME
{
  Teleport(lastCheckpoint);
}
I contemplated how possible this would be. Depending on the mod, it could either be as simple as this (like use for a jump maze), or be rather complex beyond the point of any sane person realistically doing it (say, a mod based off Zen Dynamics).
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Rachael
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Re: [ACS] ENTER and OPEN script variants

Post by Rachael »

Ok.

Variable: sv_CallLoadACS

true or false, default ... well that would be up in the air. But it should definitely be menu settable.

But setting this to false would disable any loadgame script. And it could be saved on a per-mod basis. Game creator's setting of course would override everyone else's, especially since it's a sv_ variable. And setting it before loading a game overrides the savegame's setting (in fact, it wouldn't even be saved into the game).

This would completely mitigate any potential for abuse of this feature.
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Graf Zahl
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Re: [ACS] ENTER and OPEN script variants

Post by Graf Zahl »

Well, some people seem to be intent of abusing such stuff.

Well, too bad. Since its use is actually rather limited I might as well outright 'no' it and stop this nonsense. Soulpriestess is correct when saying that loading a savegame should be transparent to the game simulation.
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