GZDoom builder problem with TIDs

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spygineer
Posts: 4
Joined: Fri Jan 06, 2017 2:23 pm

GZDoom builder problem with TIDs

Post by spygineer »

I was making an acs for my map and when I used anything which needs TID I get a compile error.

Here is the script:

Code: Select all

int door_state = 0;
int door_use = 0;

script 1 (void)	// Halflife easteregg
{
	str selsnd;
	int random_num;
	
	SectorSound("door_noaccesHL1",127);
	
	if (door_use == 0 && door_state < 8){
		switch(door_state){
			case 0 : selsnd = "easter_eggHL1/01"; break;
			case 1 : selsnd = "easter_eggHL1/02"; break;
			case 2 : selsnd = "easter_eggHL1/03"; break;
			case 3 : selsnd = "easter_eggHL1/04"; break;
			case 4 : selsnd = "easter_eggHL1/05"; break;
			case 5 : selsnd = "easter_eggHL1/06"; break;
			case 6 : selsnd = "easter_eggHL1/07"; break;
			case 7 : selsnd = "easter_eggHL1/08"; break;
		}
		door_state++;
		SectorSound(selsnd,127);
		random_num = random(5,10);
	}
	if (door_state >= 7) Thing_Activate(200);
	
	if (door_use > random_num) door_use = 0;
	else door_use ++;
	delay(35);
}
In this code the Thing_Activate makes error, but It happened with Playsound too.
User avatar
meatman12
Posts: 84
Joined: Wed Jan 11, 2017 8:59 pm

Re: GZDoom builder problem with TIDs

Post by meatman12 »

You must put #include "zcommon.acs" (With quotes) at the beginning.
spygineer
Posts: 4
Joined: Fri Jan 06, 2017 2:23 pm

Re: GZDoom builder problem with TIDs

Post by spygineer »

Ah darm I forget xD
Anyways thanks for help.
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