That's zero-x-seven-seven f's.

Ahh, good to know. And now that [wiki]Translation[/wiki] is overhauled I see that information was already on the [wiki=Actor_properties#Rendering]wiki[/wiki] after all =pSoulPriestess wrote:Every separate translation gets its own quote mark set.Code: Select all
Translation "112:127=208:223", "192:207=16:31"
That solved the problem, thanks.SoulPriestess wrote:Every separate translation gets its own quote mark set.Code: Select all
Translation "112:127=208:223", "192:207=16:31"
Args are from the map's actor definitions; you will never define them in DECORATE itself. If you load a map in Hexen format, every actor will have 5 args that you can use.ThatOneZDoomer wrote:I was looking at A_CountdownArg and I'm wondering, what does an actor's arg mean? Any code examples? I may have a good use for this if I know how to use it.
Code: Select all
script 290(void)
{
SetActorProperty(0,APROP_SPEED,1.25);
int buttons;
int stillrunning;
while(True)
{
buttons = GetPlayerInput(-1,INPUT_BUTTONS);
if(buttons & BT_FORWARD)
{
stillrunning = stillrunning + 1;
if(stillrunning <= 5)
{
ThingSound(0,"player/breath",48); // Breathe light
delay(75);
}
if(stillrunning > 5 && stillrunning <= 8)
{
ThingSound(0,"player/breath",80); // Breathe medium
delay(75);
}
if(stillrunning > 8 && stillrunning <=12)
{
ThingSound(0,"player/breath",128); // Breathe heavy
delay(75);
}
if(stillrunning > 12)
{
break;
}
}
if(stillrunning <= 12)
{
}
ThingSound(0,"player/nostamina",255);
stillrunning = 0;
SetActorProperty(0,APROP_SPEED,1.0);
delay(20*35);
}
}
Here's what i used it for:ThatOneZDoomer wrote:I was looking at A_CountdownArg and I'm wondering, what does an actor's arg mean? Any code examples? I may have a good use for this if I know how to use it.
Code: Select all
Spawn:
TNT1 A 2 A_Look
loop
See: //(see state sets property)
TNT1 A 0 A_JumpIf(Args[0] > 0, "MakeFrightened")
TNT1 A 0 A_JumpIf(Args[1] > 0, "MakeFly")
TNT1 A 1 ACS_ExecuteAlways(SetCountdownArg, 0, Args[0], Args[1], Args[2])
//Apply chase states
TNT1 A 0 A_JumpIf(Args[2] == 2, "Wonder")
TNT1 A 0 A_JumpIf(Args[2] == 1, "FastChase")
goto Chase
MakeFrightened:
TNT1 A 0 A_ChangeFlag("Frightened", 1)
TNT1 A 1 Thing_SetSpecial(tid, 0, -1, Args[1], Args[2])
goto See
MakeFly:
TNT1 A 0 A_ChangeFlag("NoGravity", 1)
TNT1 A 0 A_ChangeFlag("Float", 1)
TNT1 A 1 Thing_SetSpecial(tid, 0, Args[0], -1, Args[2])
goto See
Wonder:
ARM1 A 4 A_Wander
ARM1 A 0 A_CountdownArg(3)
loop
FastChase:
ARM1 A 4 A_FastChase
ARM1 A 0 A_CountdownArg(3)
loop
Chase:
ARM1 A 4 A_Chase
ARM1 A 0 A_CountdownArg(3)
loop
It could be the fact that:Mario123311 wrote:My EWX CrashedNothing works. WHAT THE F***?!?!?!?!?!?! I open a wad file and then i get an error Message! GIVE ME A BETTER WAD MAKER AND I SHAL GET MAH SLEF A COPY OF FREEDOOMS WAD SO I WONT HAVE TO BUY DOOM!!!!!!!!!!