Looping Scripts

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cocka
Posts: 1520
Joined: Sat Jul 02, 2011 7:21 am
Location: Hungary

Re: Looping Scripts

Post by cocka »

Hello!

This one might help you:
rockets.wad
(22.17 KiB) Downloaded 23 times
Instead of rockets I used revenant tracers, but it doesn't really matter.
dbj87jb
Posts: 95
Joined: Tue Nov 04, 2014 8:59 am

Re: Looping Scripts

Post by dbj87jb »

cocka wrote:
This one might help you:

Instead of rockets I used revenant tracers, but it doesn't really matter.
This is what I was trying to do, thank you. It never occurred to me, that it needed 2 separate scripts. Every attempt up until now, dropped one from all tagged sectors & spawn spots then didn't continue, now I know why. The only other thing I'd done is set a void/open script to drop more then one missile in bursts, but that made it inconsistent and easier to get through, especially for void scripts.

Thank you and thank you A-bomb, arkore & randi for your help.
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cocka
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Joined: Sat Jul 02, 2011 7:21 am
Location: Hungary

Re: Looping Scripts

Post by cocka »

It never occurred to me, that it needed 2 separate scripts
Well, it depends on what you would like to do. If you want to drop those rockets with random speed separately then this would be the most effective way to do that. (as far as I know)

If you just want to have them dropped at once you don't have to make another script. :)
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cocka
Posts: 1520
Joined: Sat Jul 02, 2011 7:21 am
Location: Hungary

Re: Looping Scripts

Post by cocka »

The main reason for the second script here is that you can't start many loops from a script at once. Instead you have to run another script in multiple instances.

ACS_ExecuteAlways enables you to run a script in multiple instances. Of course they have different parameters but they can run at once unlike ACS_Execute. In that case you can't start another instance of the same script while the script is running.
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