Sectors problem..

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Ravick
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Joined: Sun Aug 22, 2010 10:59 pm
Location: Tubarão, Brasil
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Sectors problem..

Post by Ravick »

So, I've made the following code for a rom with 10 sectors inside it.

Code: Select all

Script 71 (void)
 {
    //Print (s:"funfou");
     Delay (35*random(0,3));
     Floor_LowerByValue (222, 128, 2);
     Tagwait (222); 
     ChangeFloor(222, "W_245");
     Light_RaiseByValue (222, 255);
     ACS_Execute (72, 0);
     Delay (random(3,8));
     Ceiling_RaiseToNearest (43, 25);
 }

It should lower all the 10 sector's floors by 2 units, change its texture/flat and rise its light. However, the texture changing does only be performed in one of the 10 sectors, the very first I did draw in the Builder. Any clue of why it is (not) happening? :?:
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Kappes Buur
 
 
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Joined: Thu Jul 17, 2003 12:19 am
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Location: British Columbia, Canada
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Re: Sectors problem..

Post by Kappes Buur »

As the saying goes - Works for me™

I modified the script slightly, open script, fixed delay, floor texture ... minor stuff like that :

Code: Select all

#include "zcommon.acs"

 Script 71 open
 {
    //Print (s:"funfou");
     Delay (35*4);
     
//  20:Floor_LowerByValue (tag, speed, height)     
       Floor_LowerByValue (222, 128, 16);
       
       Tagwait (222); 
       
       ChangeFloor(222, "CEIL4_3");
       
       Light_RaiseByValue (222, 255);
//     ACS_Execute (72, 0);

       Delay (random(3,8));
//  252:Ceiling_RaiseToNearest (tag, speed)       
       Ceiling_RaiseToNearest (222, 8);
 } 
for this map
Spoiler:
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Ravick
Posts: 2053
Joined: Sun Aug 22, 2010 10:59 pm
Location: Tubarão, Brasil
Contact:

Re: Sectors problem..

Post by Ravick »

Thanks!

For some reason, I got it working here too when I took over the tagwait o.õ
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