Redfive11 Posted December 5, 2018 So im making this mod that just uses the doom 2 assets, but im doing some ACS scripting for it and im using slade. im trying to make this wad run the script on any map you give it, but if i run the mod on doom2 the script doesnt do anything. Any ideas? heres the code: Spoiler #include "zcommon.acs" script 1 enter // Giving random items script { int loop = True; int itemdelay = 600; int item = random(1,8); giveinventory("Shotgun",1); while (loop == true) { item = random(1,7); if (item == 1) { giveinventory("Chainsaw",1); } if (item == 2) { giveinventory("Fist",1); giveinventory("Pistol",1); giveinventory("clip",25); } if (item == 3) { giveinventory("Fist",1); giveinventory("Shotgun",1); giveinventory("Shell",5); } if (item == 4) { giveinventory("Fist",1); giveinventory("SuperShotgun",1); giveinventory("Shell",10); } if (item == 5) { giveinventory("Fist",1); giveinventory("Chaingun",1); giveinventory("clip",50); } if (item == 6) { giveinventory("Fist",1); giveinventory("RocketLauncher",1); giveinventory("RocketAmmo",10); } if (item == 7) { giveinventory("Fist",1); giveinventory("Plasmarifle",1); giveinventory("Cell",50); } if (item == 8) { giveinventory("Fist",1); giveinventory("BFG9000",1); giveinventory("Cell",120); } delay(itemdelay); clearinventory(); } } 0 Quote Share this post Link to post
alowe Posted December 5, 2018 2 minutes ago, Redfive11 said: So im making this mod that just uses the doom 2 assets, but im doing some ACS scripting for it and im using slade. im trying to make this wad run the script on any map you give it, but if i run the mod on doom2 the script doesnt do anything. Any ideas? heres the code: Reveal hidden contents #include "zcommon.acs" script 1 enter // Giving random items script { int loop = True; int itemdelay = 600; int item = random(1,8); giveinventory("Shotgun",1); while (loop == true) { item = random(1,7); if (item == 1) { giveinventory("Chainsaw",1); } if (item == 2) { giveinventory("Fist",1); giveinventory("Pistol",1); giveinventory("clip",25); } if (item == 3) { giveinventory("Fist",1); giveinventory("Shotgun",1); giveinventory("Shell",5); } if (item == 4) { giveinventory("Fist",1); giveinventory("SuperShotgun",1); giveinventory("Shell",10); } if (item == 5) { giveinventory("Fist",1); giveinventory("Chaingun",1); giveinventory("clip",50); } if (item == 6) { giveinventory("Fist",1); giveinventory("RocketLauncher",1); giveinventory("RocketAmmo",10); } if (item == 7) { giveinventory("Fist",1); giveinventory("Plasmarifle",1); giveinventory("Cell",50); } if (item == 8) { giveinventory("Fist",1); giveinventory("BFG9000",1); giveinventory("Cell",120); } delay(itemdelay); clearinventory(); } } As far as I know you can't script in Doom 2. Not sure if this can be got around. I use DB2 and when selecting Doom 2 as the game type, the ACS scripting button is removed from the menu. 0 Quote Share this post Link to post
Redfive11 Posted December 5, 2018 7 minutes ago, alowe said: As far as I know you can't script in Doom 2. Not sure if this can be got around. I use DB2 and when selecting Doom 2 as the game type, the ACS scripting button is removed from the menu. i meant running doom2 via gzdoom 0 Quote Share this post Link to post
Misty Posted December 5, 2018 Just now, alowe said: As far as I know you can't script in Doom 2. Not sure if this can be got around. I use DB2 and when selecting Doom 2 as the game type, the ACS scripting button is removed from the menu. Depends on format. Zdoom family oriented mapping formats allows you use scripts - like hexen or udmf. And if op uses udmf or zdoom in hexen, he can freely use scripts without relying on outside lumps. Oh and I wouldn't use DB2, because it didn't have updates for like 6-7 years. Gzdoom builder bugfix or Doom builder x is all the way now. 1 Quote Share this post Link to post
alowe Posted December 5, 2018 2 minutes ago, Misty said: Depends on format. Zdoom family oriented mapping formats allows you use scripts - like hexen or udmf. And if op uses udmf or zdoom in hexen, he can freely use scripts without relying on outside lumps. Oh and I wouldn't use DB2, because it didn't have updates for like 6-7 years. Gzdoom builder bugfix or Doom builder x is all the way now. Lol, I know, people been telling me not to use DB2 for years, but it is my adopted lovechild :D So, if I wanted to script in Doom 2, do I select a different game configuration, like Hexen, then select Doom2.WAD as the resource? 0 Quote Share this post Link to post
LocalDuck Posted December 5, 2018 Maybe I'm not looking correctly, but could it also be you're not defining when the loop should end? 0 Quote Share this post Link to post
Misty Posted December 5, 2018 2 minutes ago, alowe said: Lol, I know, people been telling me not to use DB2 for years, but it is my adopted lovechild :D So, if I wanted to script in Doom 2, do I select a different game configuration, like Hexen, then select Doom2.WAD as the resource? I mean you choose zdoom - doom in hexen or udmf. Most db2 stuff is ported in dbx, with same interface. 1 Quote Share this post Link to post
Redfive11 Posted December 5, 2018 2 minutes ago, LocalDuck said: Maybe I'm not looking correctly, but could it also be you're not defining when the loop should end? the loop isnt supposed to end, but even if i made it so on death loop was false it wouldnt matter anyway 4 minutes ago, alowe said: Lol, I know, people been telling me not to use DB2 for years, but it is my adopted lovechild :D So, if I wanted to script in Doom 2, do I select a different game configuration, like Hexen, then select Doom2.WAD as the resource? this is a good idea , but if you make it a resource it doesnt put the maps in the game, only assets 0 Quote Share this post Link to post
alowe Posted December 5, 2018 1 minute ago, Misty said: I mean you choose zdoom - doom in hexen or udmf. Most db2 stuff is ported in dbx, with same interface. Sigh, I suppose I should give it a try. There really is no excuse... 0 Quote Share this post Link to post
leodoom85 Posted December 5, 2018 Better stay up to date man. No excuses. It usually gives you better results and have less bugs. 1 Quote Share this post Link to post
Nevander Posted December 5, 2018 Did you remember to add the library to LOADACS? Without it, the script will never run, on any map, unless called to run manually. 0 Quote Share this post Link to post
Worst Posted December 5, 2018 In addition to using a LOADACS lump, make sure to also place the script in an ACS library. 0 Quote Share this post Link to post
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