Re: The "How do I..." Thread
Posted: Tue Oct 12, 2010 12:07 pm
Fixed, nevermind.
Yes, I followed the wiki's directions and created the .o file with the A_START and A_END file headers and inserted them into the wad. I appended the map scripts to import the library file, but Doom Builder's ACS script compiler simply comes up with, "Invalid Declarator."b00mstick wrote:Did you compile the included script as a [wiki]library[/wiki], and used correct [wiki]scope[/wiki] for data types? Make sure you're using #import for libraries, as noted in wiki.Dave_B wrote:At the moment I'm creating a hub based wad that utilizes Doom 3 and Quake 4 style 'objectives' messages that can reviewed with the press of a key. This seems to be working ok within the same map, but if i leave the map nothing appears until i return to the map in which the it was activated. I am using an external script which is included by each map's own script for the necessary scripting to try and make it 'global'. Also, I have had the same problem using the switch counting function. How do I fix this?
Problem has been fixed, thanks anyway.Dave_B wrote:Yes, I followed the wiki's directions and created the .o file with the A_START and A_END file headers and inserted them into the wad. I appended the map scripts to import the library file, but Doom Builder's ACS script compiler simply comes up with, "Invalid Declarator."b00mstick wrote:Did you compile the included script as a [wiki]library[/wiki], and used correct [wiki]scope[/wiki] for data types? Make sure you're using #import for libraries, as noted in wiki.Dave_B wrote:At the moment I'm creating a hub based wad that utilizes Doom 3 and Quake 4 style 'objectives' messages that can reviewed with the press of a key. This seems to be working ok within the same map, but if i leave the map nothing appears until i return to the map in which the it was activated. I am using an external script which is included by each map's own script for the necessary scripting to try and make it 'global'. Also, I have had the same problem using the switch counting function. How do I fix this?
Code: Select all
script 5 (int f)
{
int a;
for(a = 0; a < 60; a +=3)
{
translucentline(f,a);
delay(1);
}
for(a = 60; a > 0; a -=3)
{
translucentline(f,a);
delay(1);
}
}
Not really. There's [wiki]CheckWeapon[/wiki], but that returns a True or False on the class name you give it. There's really no other way around it I'm afraid, you're dealing with a technical limitation of ACS.b00mstick wrote:Is there a function that returns the class name of currently selected weapon as a string?
Too bad...NeuralStunner wrote:Not really. There's [wiki]CheckWeapon[/wiki], but that returns a True or False on the class name you give it. There's really no other way around it I'm afraid, you're dealing with a technical limitation of ACS.b00mstick wrote:Is there a function that returns the class name of currently selected weapon as a string?
No. It doesn't work that way.b00mstick wrote:Wait, wouldn't it be possible to replace the base Weapon-class and add there custom states for raising and lowering pda?