Mr. Hoppington's Shape Search - A Kid's Doom mod (release!)
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ZDG
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Re: Mr. Hoppington's Shape Search - A Kid's Doom mod
Heh, i'll show that to my son, if i ever have one.
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Xim
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Re: Mr. Hoppington's Shape Search - A Kid's Doom mod
If I ever have a son, the first mod I'll show him will be Sirens.
Regardless, this is awesome. Please continue.
Regardless, this is awesome. Please continue.
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lizardcommando
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Re: Mr. Hoppington's Shape Search - A Kid's Doom mod
Thanks for the support guys. I really appreciate it.
So I recorded some sounds and put them in the game. My question now is how do I have it so that when you step over the linedef that starts the sound, you don't move until the conversation is over? Also, what do I type for the other conversations? IE I have two sounds "bunny/talk01" and "bunny/talk02". I want it so that 3 seconds after the first part plays, it goes on to the second part. This is what I have for the ACS scripting for now:
Also, how do I have it so that when you don't have all three necessary keys, a message shows up? What happens right now is that I can press the button with either one key, two keys, or no keys. However, if I collect all three keys after pressing the button down, nothing will happen. How do I fix this? Here's the ACS scripting so far:
One more question, what do I need to write in order to have it so that the map's brightness level decreases when I press a switch?
So I recorded some sounds and put them in the game. My question now is how do I have it so that when you step over the linedef that starts the sound, you don't move until the conversation is over? Also, what do I type for the other conversations? IE I have two sounds "bunny/talk01" and "bunny/talk02". I want it so that 3 seconds after the first part plays, it goes on to the second part. This is what I have for the ACS scripting for now:
Code: Select all
#include "zcommon.acs"
script 1 (void)
{
print(s:"Hello I'm Mr. Hoppington. I'm looking for my friends, blue circle, red square and yellow triangle.");
LocalAmbientSound("bunny/talk01",127);
}Code: Select all
script 3 (void)
{
if (CheckInventory("yellowshape") && CheckInventory("redshape") && CheckInventory("blueshape")) //adjust names as needed
{
Floor_LowerToNearest (3, 5);
}
}-
InsanityBringer
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Re: Mr. Hoppington's Shape Search - A Kid's Doom mod
Before the print line, call SetPlayerProperty(0,1,PROP_TOTALLYFROZEN);lizardcommando wrote:So I recorded some sounds and put them in the game. My question now is how do I have it so that when you step over the linedef that starts the sound, you don't move until the conversation is over?
the final script will look like this:lizardcommando wrote:Also, what do I type for the other conversations? IE I have two sounds "bunny/talk01" and "bunny/talk02". I want it so that 3 seconds after the first part plays, it goes on to the second part.
Code: Select all
#include "zcommon.acs"
script 1 (void)
{
SetPlayerProperty(0,1,PROP_TOTALLYFROZEN);
print(s:"Hello I'm Mr. Hoppington. I'm looking for my friends, blue circle, red square and yellow triangle.");
LocalAmbientSound("bunny/talk01",127);
Delay(35 * 3);
print(s:"To find them, you'll have to look all over the world! Get to searchin'!");
LocalAmbientSound("bunny/talk02",127);
Delay(35 * 3);
SetPlayerProperty(0,0,PROP_TOTALLYFROZEN);
}All you need is a else block which executes if the if statement's condition isn't met. Like this:lizardcommando wrote:Also, how do I have it so that when you don't have all three necessary keys, a message shows up? What happens right now is that I can press the button with either one key, two keys, or no keys.
Code: Select all
script 3 (void)
{
if (CheckInventory("yellowshape") && CheckInventory("redshape") && CheckInventory("blueshape")) //adjust names as needed
{
Floor_LowerToNearest (3, 5);
}
else
{
Print(s:"You haven't acquired all of the shapes yet.");
}
}
In the Linedefs properties window, there should be a flag named "Repeatable Action." Check it.lizardcommando wrote:However, if I collect all three keys after pressing the button down, nothing will happen
If you want to get any further in ACS, I recommend you start with Rick Clark's Scripting Primer first, then pursuing the valuable information on the wiki as a reference.
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lizardcommando
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Re: Mr. Hoppington's Shape Search - A Kid's Doom mod
Good stuff. Thanks for the tips, InsanityBringer. 
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Captain Ventris
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Re: Mr. Hoppington's Shape Search - A Kid's Doom mod
You totally need to put up a link to the wad when it's done. 
MR. HOPPINGTON
YOUR SHAPES
ARE NOT FORGOTTEN
MR. HOPPINGTON
YOUR SHAPES
ARE NOT FORGOTTEN
Last edited by Captain Ventris on Wed May 05, 2010 1:12 pm, edited 1 time in total.
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DoomRater
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Re: Mr. Hoppington's Shape Search - A Kid's Doom mod
This project gives me great hope for a project I will attempt later on.
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lizardcommando
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Re: Mr. Hoppington's Shape Search - A Kid's Doom mod
Ok, another quick question. I'm trying to mess with the SpawnSpot script, but it doesn't seem to be working. What am I doing wrong here?
Code: Select all
script 4 (void)
{
SpawnSpot ("blueshape",1);
SpawnSpot ("Happymonkey",2);
}
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Cutmanmike
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Re: Mr. Hoppington's Shape Search - A Kid's Doom mod
What executes script 4? Are those class names in the correct case? Does mapspot 1 and 2 exist in the map?
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Gez
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- Posts: 17946
- Joined: Fri Jul 06, 2007 3:22 pm
Re: Mr. Hoppington's Shape Search - A Kid's Doom mod
As a green gnome once famously said, "case matters not."Cutmanmike wrote:Are those class names in the correct case?
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lizardcommando
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Re: Mr. Hoppington's Shape Search - A Kid's Doom mod
A switch is supposed to spawn those two items and yes, I do have mapspots 1 and 2 on the map.
Spoiler:
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Cutmanmike
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Re: Mr. Hoppington's Shape Search - A Kid's Doom mod
I fix up everything when I'm stumped. It's good practiceGez wrote:As a green gnome once famously said, "case matters not."Cutmanmike wrote:Are those class names in the correct case?
Ok uhh, did you compile the script? Can we see a screenshot of the switch special?lizardcommando wrote:A switch is supposed to spawn those two items and yes, I do have mapspots 1 and 2 on the map.
Spoiler:
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lizardcommando
- Posts: 1489
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Re: Mr. Hoppington's Shape Search - A Kid's Doom mod
Yeah, I compiled the script. It still isn't working for some reason.
Spoiler:The new screenshot. Is this what you were looking for?
Spoiler:
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Cutmanmike
- Posts: 11354
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Re: Mr. Hoppington's Shape Search - A Kid's Doom mod
Okay last resort, show us the decorate code. If I can't work anything out from that then I'm official stumped.
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DoomRater
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Re: Mr. Hoppington's Shape Search - A Kid's Doom mod
Are you sure you're running the level you just fixed? I've done that a few times...


