Dokta Whawee Posted July 10, 2018 If you saw in my last post, you know I imported the MotherDemon into one of my maps (Thank god I figured that out), but I now have a question. How do I edit my Mapinfo so that the map will end once you kill the Mother Demon? 0 Quote Share this post Link to post
leodoom85 Posted July 10, 2018 Two ways In mapinfo, writing spidermastermindspecial is the way to do it as shown in here. https://zdoom.org/wiki/MAPINFO/Map_definition Or, if in UDMF format, set the End_Normal action (action 243) to the mom spider to finish the map after you kill it. 0 Quote Share this post Link to post
Dokta Whawee Posted July 10, 2018 Alright, so, for my custom Mother Demon enemy, would I put in: SpecialAction = "Motherdemon" SpecialAction_ExitLevel ? Also, I must thank you for helping me with this. 0 Quote Share this post Link to post
Nevander Posted July 10, 2018 You can also just script it in UDMF. Assign the monster in question action 80, script 1. Then put the following into the script editor: #include "zcommon.acs" script 1 (void) { Delay(140); // this is so it doesn't insta end and gives the death animation time to play out, adjust if needed Exit_Normal(0); } 0 Quote Share this post Link to post
Dokta Whawee Posted July 11, 2018 Okay, how do you access the script editor in question? 0 Quote Share this post Link to post
Nevander Posted July 11, 2018 29 minutes ago, Dokta Whawee said: Okay, how do you access the script editor in question? In GZDoom Builder, it's in the top left and hovering over it will say Script Editor. It only appears in map formats that support scripting. 0 Quote Share this post Link to post
Dokta Whawee Posted July 11, 2018 Okay, I did copy it into the script editor, but it says "P_Startscript: Unknown Script 1". 0 Quote Share this post Link to post
mgr_inz_rafal Posted July 11, 2018 Make sure that after saving scripts (pressing Ctrl+S in the script editor) the statur bar says: "compiled without errors". If you happen to have some errors, scripts will not be available and you need to check against any typos. 0 Quote Share this post Link to post
Nevander Posted July 11, 2018 3 hours ago, Dokta Whawee said: Okay, I did copy it into the script editor, but it says "P_Startscript: Unknown Script 1". That sounds like the BEHAVIOR was not compiled or had an error compiling and the game can't find the script. Post what is inside the script editor for the map. 0 Quote Share this post Link to post
Dokta Whawee Posted July 11, 2018 This is all that is inside the script: #include "zcommon.acs" script "1" { Delay(140); Exit_Normal(0); } 0 Quote Share this post Link to post
Nevander Posted July 12, 2018 (edited) Don't do script "1" It should be script 1 (void) Edited July 12, 2018 by Nevander 0 Quote Share this post Link to post
Kappes Buur Posted July 12, 2018 You can use script 1 or script "1", but you must also indicate the type of script, for example script 1 (void) // numbered script which is the traditional way, or script "1" (void) // named script but, using numbers in a named script is selfdefeating, since you should really use a name which makes sense, like script "opendoor1" (void) something which descibes what the script will do. 1 Quote Share this post Link to post
Nevander Posted July 12, 2018 12 hours ago, Kappes Buur said: using numbers in a named script is selfdefeating, since you should really use a name which makes sense, like script "opendoor1" (void) something which descibes what the script will do. I sort of disagree that it's self defeating. A numbered script is a bad idea in a gameplay mod because maps may use numbers. In a mapping environment however, I usually imagine script numbers corresponding to map events (i.e. the first ambush event is script 1) and the script would have a comment above it explaining what the script does. Since map scripts only have map scope it's very easy to just use numbers as you design a map and let specially named scripts be for gameplay stuff exclusively. But everyone has their preference... 0 Quote Share this post Link to post
Dokta Whawee Posted July 15, 2018 I am getting the same errors, my script looks like this: #include "zcommon.acs" script 1 (void) { Delay(140); Exit_Normal(0); } I should say that this is the first script editing I have ever done, so I do not have something called "ACC.EXE" or "ACS.EXE" installed yet... Do I need them? 0 Quote Share this post Link to post
Nevander Posted July 15, 2018 You can't compile scripts without a compiler. When you install/download GZDoom Builder, it should already include the needed files to compile scripts and it should automatically know that the compiler is there. Make sure you are on GZDB and are in the UDMF format. 1 Quote Share this post Link to post
Dokta Whawee Posted July 15, 2018 Okay, will do. I will be back tomorrow with my results. Thanks for all of your help! 0 Quote Share this post Link to post
Kappes Buur Posted July 15, 2018 For Slade3 you have to download ACC.exe separately and then link to the installation via Edit - Preferences... Spoiler You may have to update zdefs.acs and zspecial.acs Then create a New Entry, name it SCRIPTS. Highlight SCRIPTS and select View As Text. Enter the scripts and compile. GZDoom Builder (DB2, DBX, GZDB, GZDBBF) already come with the compiler included. However, only the latest DBX and GZDBBF have the latest files for the compiler. For the other editor see above to update. To open the script editor use F10 (default). Enter the script(s) and compile. 1 Quote Share this post Link to post
Dokta Whawee Posted July 17, 2018 It worked! Eureka! Thank you all so much for the help! Sorry for the delayed responce... But this is so great! Thanks! 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.