After that, move over DDF and DeHackEd! This will hopefully become the best feature in ZDoom, IMO

From what I have observed in many Zdoom TCs that use ACS is that it does just about the same thing. Controling monsters, and modifying weapons, and other cool stuff that are already availible. I don't see any real reason to add another scripting language if Zdoom already has a good one. Long Live ACS!Ever played Unreal? there's a scripting language in it that controls everything from how monsters behave to the physics of projectiles. Doomscript would allow you to change [edit](or create)[/edit] anything in the game from the monsters to weapons and even the players themselves.
Code: Select all
ACTOR ZombieMan
{
DoomEdNum 3004
Monster
Health 20
Radius 20
Height 56
Speed 8
PainChance 200
SeeSound dsposit1
AttackSound dspistol
PainSound dspopain
DeathSound dspodth1
ActiveSound dsposact
SpawnOnDeath Clip
States
{
Spawn:
POSS AB 10 A_Look
Loop
See:
POSS AABBCCDD 4 A_Chase
Loop
Missile:
POSS E 10 A_FaceTarget
POSS F 8 A_PosAttack
POSS E 8
Goto See
Pain:
POSS G 3
POSS G 3 A_Pain
Goto See
Death:
POSS H 5
POSS I 5 A_Scream
POSS J 5 A_Fall
POSS K 5
POSS L -1 A_Death
Stop
XDeath:
POSS M 5
POSS N 5 A_PlaySound dsslop
POSS O 5 A_Fall
POSS PQRST 5
POSS U -1 A_Death
Stop
Raise:
POSS KJIH 5
Goto See
}
}
Though I would propose one variable at the beginning which stores the 4-char ID, likeGraf Zahl wrote:Code: Select all
ACTOR ZombieMan { DoomEdNum 3004 Monster Health 20 Radius 20 Height 56 Speed 8 PainChance 200 SeeSound dsposit1 AttackSound dspistol PainSound dspopain DeathSound dspodth1 ActiveSound dsposact SpawnOnDeath Clip States { Spawn: POSS AB 10 A_Look Loop See: POSS AABBCCDD 4 A_Chase Loop Missile: POSS E 10 A_FaceTarget POSS F 8 A_PosAttack POSS E 8 Goto See Pain: POSS G 3 POSS G 3 A_Pain Goto See [...] Goto See } }
I didn't do that on purpose because you may want to use different sprite names in an actor (like some projectiles in Doom or some monsters with a lot of different frames in Hexen.Hirogen2 wrote:Though I would propose one variable at the beginning which stores the 4-char ID, like
ACTOR { id POSS }
so one doesnot need to type it over and over. Nice start. This is just what I would like to have.
The frame table length is no longer an issue in ZDoom (except in Dehacked). Even now you can create new ones with the existing DECORATE functionality and all things combined (Doom, Heretic and Hexen) there are already 4000-5000 states right now.And of course, if possible, get rid of the old frame tables, which are also limited to 967 frames anyway.