How do I post the code properly so you guys can see how I have it scripted?Isle wrote:the error message SAYS "aprop_health" and the zdoom fourm software is eating the spaces in the > ^ line
A Liilte Scripting Help Please
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Like this:
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[code]Your code hereD'oh! I see that now. Stupid forum. >_<Isle wrote:the error message SAYS "aprop_health" and the zdoom fourm software is eating the spaces in the > ^ line
What do you see Hotwax????HotWax wrote:Like this:
[/code]Code: Select all
[code]Your code hereD'oh! I see that now. Stupid forum. >_<Isle wrote:the error message SAYS "aprop_health" and the zdoom fourm software is eating the spaces in the > ^ line
Ok... Here it is, so you guys can see it better;
Error Report;
Swear... Bangin my head on the wall with this one... Believe it or not, I have six scripts that function flawlessly... I don't know why I can't get the hang on this one...
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script 3 (void)
// Imp's Ass ;-)
{
while(getactorproperty(5, APROP_Health) > 0)
{
Thing_ProjectileAimed (1,51,300,5,0);
delay (const: 20);
}
}Code: Select all
Regular Hexen Format
Line 26: while(getactorproperty(5, APROP_Health) > 0)
aprop_health : Identifier has not been declared
> while(getactorproperty(5, APROP_Health)
> ^
Last edited by mac53 on Wed Jan 17, 2007 4:54 pm, edited 1 time in total.
At the very top of your script, add this line if it's not already there:
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#include "zcommon.acs"yes sir... I sure do have [#include "zcommon.acs" @ the heading of my script file... sure doooHotWax wrote:At the very top of your script, add this line if it's not already there:
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#include "zcommon.acs"
Man... I can't believe i messed up on the "Topic Title" as bad as I did!!!!
man....
Can that be corrected?
IT WORKS!!!!!
I was using the wrong command in the launch line... Thank you guys ever-so-much for hangin in there with me. Like I was saying before, this is my first map and I'd say, I'm about 65% into her. I"m trying some 3d stuff, you know like bridges, room-over-room, deep-water and some other neat effects! This along with some scripting and enhanced textures and "dummy sectoring". I think she'll ready for review, I'd say in about 60-90 more days. I hope you guys will test it for me! Look for the "Fling" wad.
Thank you all again and I have a feeling I'll be back with another one!
If you're a believer like I, God Bless you all!
mac
I was using the wrong command in the launch line... Thank you guys ever-so-much for hangin in there with me. Like I was saying before, this is my first map and I'd say, I'm about 65% into her. I"m trying some 3d stuff, you know like bridges, room-over-room, deep-water and some other neat effects! This along with some scripting and enhanced textures and "dummy sectoring". I think she'll ready for review, I'd say in about 60-90 more days. I hope you guys will test it for me! Look for the "Fling" wad.
Thank you all again and I have a feeling I'll be back with another one!
If you're a believer like I, God Bless you all!
mac
You have to download the files and point the editor to where they are. For example, put acc.exe, zcommon.acs, zdefs.acs, zwvars.acs and zspecial.acs into your wad editing folder. Then use the DeePsea F6 menu (file - save/edit/compile Hexen lump menu), hit the "ACC script compiler to use" button and browse to your acc.exe. Select it, etc. and you're ready to go.mac53 wrote:Biff...
Hearing the positive aspects of DeePsea really helps... yes... I'm being trained map authoring using DeePsea and I do know many of the features the software carries. But, hearing so many negetive responses about DeePsea throughout the forums, sure takes it out of ya! You were saying something about updating the Acc compiler within DeePsea to keep up with the changes. I hate like hell to sound stupid, but how do I do this and what do I use to update it's acc compiling capabilities?
GLBSP Nodesbuilder
What do you guys know about the glbsp nodesbuilder by Andrew Apted?
Being I updated DeePsea's scripting capabilities, do you think it may be a good idea to do the same for the nodes builder? I will tell you guys I use the Gzdoom extension port for playback, so I was kinda wondering about the nodes builder!
Being I updated DeePsea's scripting capabilities, do you think it may be a good idea to do the same for the nodes builder? I will tell you guys I use the Gzdoom extension port for playback, so I was kinda wondering about the nodes builder!
Ok... Hotwax, that's fine and thank you, but you still didn't answer my question buddy!
Last edited by mac53 on Sat Jan 20, 2007 5:10 pm, edited 1 time in total.
I would use DeePBSP (default node builder) unless you experience problems playing the map, I've been able to get the most compact (smallest) wad files with it and it gives you options to zero the blockmap and reject tables. You probably can't go wrong with ZDBSP either for getting "good" node builds. Also note that DeePsea has an example command line for GLBSP if you want to try that.
Thanks Biff...
I've been using the default builder and to be honest, I haven't had any problems with it what-so-ever! I'll have a look at that example command-line you mentioned. Your opinion... show I give this glbsp a shot or do you think it'll cause issues?
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Biff...
In the example command-line, should I change the command to the name of my map instead of -o $Pwad?
I've been using the default builder and to be honest, I haven't had any problems with it what-so-ever! I'll have a look at that example command-line you mentioned. Your opinion... show I give this glbsp a shot or do you think it'll cause issues?
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Biff...
In the example command-line, should I change the command to the name of my map instead of -o $Pwad?