A Liilte Scripting Help Please

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mac53
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Post by mac53 »

Isle wrote:the error message SAYS "aprop_health" and the zdoom fourm software is eating the spaces in the > ^ line
How do I post the code properly so you guys can see how I have it scripted?
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HotWax
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Post by HotWax »

Like this:

Code: Select all

[code]Your code here
[/code]
Isle wrote:the error message SAYS "aprop_health" and the zdoom fourm software is eating the spaces in the > ^ line
D'oh! I see that now. Stupid forum. >_<
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mac53
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Post by mac53 »

HotWax wrote:Like this:

Code: Select all

[code]Your code here
[/code]
Isle wrote:the error message SAYS "aprop_health" and the zdoom fourm software is eating the spaces in the > ^ line
D'oh! I see that now. Stupid forum. >_<
What do you see Hotwax????
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mac53
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Post by mac53 »

Ok... Here it is, so you guys can see it better;

Code: Select all

script 3 (void) 
// Imp's Ass ;-)
 
{ 
    while(getactorproperty(5, APROP_Health) > 0) 
    { 
        Thing_ProjectileAimed (1,51,300,5,0); 
        delay (const: 20); 
    } 
}
Error Report;

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) 
>                                           ^
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...
Last edited by mac53 on Wed Jan 17, 2007 4:54 pm, edited 1 time in total.
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HotWax
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Post by HotWax »

At the very top of your script, add this line if it's not already there:

Code: Select all

#include "zcommon.acs"
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mac53
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Post by mac53 »

HotWax wrote:At the very top of your script, add this line if it's not already there:

Code: Select all

#include "zcommon.acs"
yes sir... I sure do have [#include "zcommon.acs" @ the heading of my script file... sure dooo :wink:


Man... I can't believe i messed up on the "Topic Title" as bad as I did!!!!

man.... :oops:

Can that be corrected?
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mac53
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Post by mac53 »

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
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Biff
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Post by Biff »

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? :?
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.
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mac53
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Post by mac53 »

Thanks Biff...

I did what you suggested by downloading the acc 1.45 and its files....
they are now in my DeePsea directory and doing a fine job.
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mac53
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GLBSP Nodesbuilder

Post by mac53 »

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!
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HotWax
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Post by HotWax »

You can get ZDBSP 1.9 here. This is the same code that is built into (G)ZDoom to compile the nodes. It is Polyobject-aware and has support for GL nodes, so it'll work for GZDoom as well.
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mac53
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Post by mac53 »

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.
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Biff
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Post by Biff »

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.
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mac53
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Post by mac53 »

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?
----------------------------------------------------------------
Biff...

In the example command-line, should I change the command to the name of my map instead of -o $Pwad?
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HotWax
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Post by HotWax »

mac53 wrote:In the example command-line, should I change the command to the name of my map instead of -o $Pwad?
$Pwad is a special marker that is replaced with the name of your map when the command is executed. Thus, it should not need to be changed.
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